/** * MaNGOS is a full featured server for World of Warcraft, supporting * the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8 * * Copyright (C) 2005-2020 MaNGOS * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * World of Warcraft, and all World of Warcraft or Warcraft art, images, * and lore are copyrighted by Blizzard Entertainment, Inc. */ #include "Player.h" #include "Language.h" #include "Database/DatabaseEnv.h" #include "Log.h" #include "Opcodes.h" #include "SpellMgr.h" #include "World.h" #include "WorldPacket.h" #include "WorldSession.h" #include "UpdateMask.h" #include "SkillDiscovery.h" #include "QuestDef.h" #include "GossipDef.h" #include "UpdateData.h" #include "Channel.h" #include "ChannelMgr.h" #include "MapManager.h" #include "MapPersistentStateMgr.h" #include "InstanceData.h" #include "GridNotifiers.h" #include "GridNotifiersImpl.h" #include "CellImpl.h" #include "ObjectMgr.h" #include "ObjectAccessor.h" #include "CreatureAI.h" #include "Formulas.h" #include "Group.h" #include "Guild.h" #include "GuildMgr.h" #include "Pet.h" #include "Util.h" #include "Transports.h" #include "Weather.h" #include "BattleGround/BattleGround.h" #include "BattleGround/BattleGroundMgr.h" #include "BattleGround/BattleGroundAV.h" #include "OutdoorPvP/OutdoorPvP.h" #include "ArenaTeam.h" #include "Chat.h" #include "Database/DatabaseImpl.h" #include "Spell.h" #include "ScriptMgr.h" #include "SocialMgr.h" #include "AchievementMgr.h" #include "Mail.h" #include "SpellAuras.h" #include "DBCStores.h" #include "DB2Stores.h" #include "SQLStorages.h" #include "Vehicle.h" #include "Calendar.h" #include "DisableMgr.h" #ifdef ENABLE_ELUNA #include "LuaEngine.h" #endif /* ENABLE_ELUNA */ #include #define ZONE_UPDATE_INTERVAL (1*IN_MILLISECONDS) enum CharacterFlags { CHARACTER_FLAG_NONE = 0x00000000, CHARACTER_FLAG_UNK1 = 0x00000001, CHARACTER_FLAG_UNK2 = 0x00000002, CHARACTER_LOCKED_FOR_TRANSFER = 0x00000004, CHARACTER_FLAG_UNK4 = 0x00000008, CHARACTER_FLAG_UNK5 = 0x00000010, CHARACTER_FLAG_UNK6 = 0x00000020, CHARACTER_FLAG_UNK7 = 0x00000040, CHARACTER_FLAG_UNK8 = 0x00000080, CHARACTER_FLAG_UNK9 = 0x00000100, CHARACTER_FLAG_UNK10 = 0x00000200, CHARACTER_FLAG_HIDE_HELM = 0x00000400, CHARACTER_FLAG_HIDE_CLOAK = 0x00000800, CHARACTER_FLAG_UNK13 = 0x00001000, CHARACTER_FLAG_GHOST = 0x00002000, CHARACTER_FLAG_RENAME = 0x00004000, CHARACTER_FLAG_UNK16 = 0x00008000, CHARACTER_FLAG_UNK17 = 0x00010000, CHARACTER_FLAG_UNK18 = 0x00020000, CHARACTER_FLAG_UNK19 = 0x00040000, CHARACTER_FLAG_UNK20 = 0x00080000, CHARACTER_FLAG_UNK21 = 0x00100000, CHARACTER_FLAG_UNK22 = 0x00200000, CHARACTER_FLAG_UNK23 = 0x00400000, CHARACTER_FLAG_UNK24 = 0x00800000, CHARACTER_FLAG_LOCKED_BY_BILLING = 0x01000000, CHARACTER_FLAG_DECLINED = 0x02000000, CHARACTER_FLAG_UNK27 = 0x04000000, CHARACTER_FLAG_UNK28 = 0x08000000, CHARACTER_FLAG_UNK29 = 0x10000000, CHARACTER_FLAG_UNK30 = 0x20000000, CHARACTER_FLAG_UNK31 = 0x40000000, CHARACTER_FLAG_UNK32 = 0x80000000 }; enum CharacterCustomizeFlags { CHAR_CUSTOMIZE_FLAG_NONE = 0x00000000, CHAR_CUSTOMIZE_FLAG_CUSTOMIZE = 0x00000001, // name, gender, etc... CHAR_CUSTOMIZE_FLAG_FACTION = 0x00010000, // name, gender, faction, etc... CHAR_CUSTOMIZE_FLAG_RACE = 0x00100000 // name, gender, race, etc... }; // corpse reclaim times #define DEATH_EXPIRE_STEP (5*MINUTE) #define MAX_DEATH_COUNT 3 static const uint32 corpseReclaimDelay[MAX_DEATH_COUNT] = {30, 60, 120}; //== PlayerTaxi ================================================ PlayerTaxi::PlayerTaxi() { // Taxi nodes memset(m_taximask, 0, sizeof(m_taximask)); } void PlayerTaxi::InitTaxiNodesForLevel(uint32 race, uint32 chrClass, uint32 level) { // class specific initial known nodes switch (chrClass) { case CLASS_DEATH_KNIGHT: { for (int i = 0; i < TaxiMaskSize; ++i) { m_taximask[i] |= sOldContinentsNodesMask[i]; } break; } } // race specific initial known nodes: capital and taxi hub masks switch (race) { case RACE_HUMAN: SetTaximaskNode(2); break; // Human case RACE_ORC: SetTaximaskNode(23); break; // Orc case RACE_DWARF: SetTaximaskNode(6); break; // Dwarf case RACE_NIGHTELF: SetTaximaskNode(26); SetTaximaskNode(27); break; // Night Elf case RACE_UNDEAD: SetTaximaskNode(11); break; // Undead case RACE_TAUREN: SetTaximaskNode(22); break; // Tauren case RACE_GNOME: SetTaximaskNode(6); break; // Gnome case RACE_TROLL: SetTaximaskNode(23); break; // Troll case RACE_BLOODELF: SetTaximaskNode(82); break; // Blood Elf case RACE_DRAENEI: SetTaximaskNode(94); break; // Draenei } // new continent starting masks (It will be accessible only at new map) switch (Player::TeamForRace(race)) { case ALLIANCE: SetTaximaskNode(100); break; case HORDE: SetTaximaskNode(99); break; default: break; } // level dependent taxi hubs if (level >= 68) { SetTaximaskNode(213); // Shattered Sun Staging Area } } void PlayerTaxi::LoadTaxiMask(const char* data) { Tokens tokens = StrSplit(data, " "); int index; Tokens::iterator iter; for (iter = tokens.begin(), index = 0; (index < TaxiMaskSize) && (iter != tokens.end()); ++iter, ++index) { // load and set bits only for existing taxi nodes m_taximask[index] = sTaxiNodesMask[index] & uint8(std::stoul((*iter).c_str())); } } void PlayerTaxi::AppendTaximaskTo(ByteBuffer& data, bool all) { data << uint32(TaxiMaskSize); if (all) { for (uint8 i = 0; i < TaxiMaskSize; ++i) { data << uint8(sTaxiNodesMask[i]); // all existing nodes } } else { for (uint8 i = 0; i < TaxiMaskSize; ++i) { data << uint8(m_taximask[i]); // known nodes } } } bool PlayerTaxi::LoadTaxiDestinationsFromString(const std::string& values, Team team) { ClearTaxiDestinations(); Tokens tokens = StrSplit(values, " "); for (Tokens::iterator iter = tokens.begin(); iter != tokens.end(); ++iter) { uint32 node = std::stoul(iter->c_str()); AddTaxiDestination(node); } if (m_TaxiDestinations.empty()) { return true; } // Check integrity if (m_TaxiDestinations.size() < 2) { return false; } for (size_t i = 1; i < m_TaxiDestinations.size(); ++i) { uint32 cost; uint32 path; sObjectMgr.GetTaxiPath(m_TaxiDestinations[i - 1], m_TaxiDestinations[i], path, cost); if (!path) { return false; } } // can't load taxi path without mount set (quest taxi path?) if (!sObjectMgr.GetTaxiMountDisplayId(GetTaxiSource(), team, true)) { return false; } return true; } std::string PlayerTaxi::SaveTaxiDestinationsToString() { if (m_TaxiDestinations.empty()) { return ""; } std::ostringstream ss; for (size_t i = 0; i < m_TaxiDestinations.size(); ++i) { ss << m_TaxiDestinations[i] << " "; } return ss.str(); } uint32 PlayerTaxi::GetCurrentTaxiPath() const { if (m_TaxiDestinations.size() < 2) { return 0; } uint32 path; uint32 cost; sObjectMgr.GetTaxiPath(m_TaxiDestinations[0], m_TaxiDestinations[1], path, cost); return path; } std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi) { for (int i = 0; i < TaxiMaskSize; ++i) { ss << uint32(taxi.m_taximask[i]) << " "; // cast to prevent conversion to char } return ss; } //== TradeData ================================================= TradeData* TradeData::GetTraderData() const { return m_trader->GetTradeData(); } Item* TradeData::GetItem(TradeSlots slot) const { return m_items[slot] ? m_player->GetItemByGuid(m_items[slot]) : NULL; } bool TradeData::HasItem(ObjectGuid item_guid) const { for (int i = 0; i < TRADE_SLOT_COUNT; ++i) if (m_items[i] == item_guid) { return true; } return false; } Item* TradeData::GetSpellCastItem() const { return m_spellCastItem ? m_player->GetItemByGuid(m_spellCastItem) : NULL; } void TradeData::SetItem(TradeSlots slot, Item* item) { ObjectGuid itemGuid = item ? item->GetObjectGuid() : ObjectGuid(); if (m_items[slot] == itemGuid) { return; } m_items[slot] = itemGuid; SetAccepted(false); GetTraderData()->SetAccepted(false); Update(); // need remove possible trader spell applied to changed item if (slot == TRADE_SLOT_NONTRADED) { GetTraderData()->SetSpell(0); } // need remove possible player spell applied (possible move reagent) SetSpell(0); } void TradeData::SetSpell(uint32 spell_id, Item* castItem /*= NULL*/) { ObjectGuid itemGuid = castItem ? castItem->GetObjectGuid() : ObjectGuid(); if (m_spell == spell_id && m_spellCastItem == itemGuid) { return; } m_spell = spell_id; m_spellCastItem = itemGuid; SetAccepted(false); GetTraderData()->SetAccepted(false); Update(true); // send spell info to item owner Update(false); // send spell info to caster self } void TradeData::SetMoney(uint64 money) { if (m_money == money) { return; } if (money > m_player->GetMoney()) { m_player->GetSession()->SendTradeStatus(TRADE_STATUS_CLOSE_WINDOW); return; } m_money = money; SetAccepted(false); GetTraderData()->SetAccepted(false); Update(); } void TradeData::Update(bool for_trader /*= true*/) { if (for_trader) { m_trader->GetSession()->SendUpdateTrade(true); // player state for trader } else { m_player->GetSession()->SendUpdateTrade(false); // player state for player } } void TradeData::SetAccepted(bool state, bool crosssend /*= false*/) { m_accepted = state; if (!state) { if (crosssend) { m_trader->GetSession()->SendTradeStatus(TRADE_STATUS_BACK_TO_TRADE); } else { m_player->GetSession()->SendTradeStatus(TRADE_STATUS_BACK_TO_TRADE); } } } //== Player ==================================================== UpdateMask Player::updateVisualBits; Player::Player(WorldSession* session): Unit(), m_mover(this), m_camera(this), m_achievementMgr(this), m_reputationMgr(this) { m_transport = 0; m_speakTime = 0; m_speakCount = 0; m_objectType |= TYPEMASK_PLAYER; m_objectTypeId = TYPEID_PLAYER; m_valuesCount = PLAYER_END; SetActiveObjectState(true); // player is always active object m_session = session; m_ExtraFlags = 0; if (GetSession()->GetSecurity() >= SEC_GAMEMASTER) { SetAcceptTicket(true); } // players always accept if (GetSession()->GetSecurity() == SEC_PLAYER) { SetAcceptWhispers(true); } m_comboPoints = 0; m_usedTalentCount = 0; m_questRewardTalentCount = 0; m_freeTalentPoints = 0; m_regenTimer = 0; m_holyPowerRegenTimer = REGEN_TIME_HOLY_POWER; m_weaponChangeTimer = 0; m_zoneUpdateId = 0; m_zoneUpdateTimer = 0; m_positionStatusUpdateTimer = 0; m_areaUpdateId = 0; m_nextSave = sWorld.getConfig(CONFIG_UINT32_INTERVAL_SAVE); // randomize first save time in range [CONFIG_UINT32_INTERVAL_SAVE] around [CONFIG_UINT32_INTERVAL_SAVE] // this must help in case next save after mass player load after server startup m_nextSave = urand(m_nextSave / 2, m_nextSave * 3 / 2); clearResurrectRequestData(); memset(m_items, 0, sizeof(Item*)*PLAYER_SLOTS_COUNT); m_social = NULL; // group is initialized in the reference constructor SetGroupInvite(NULL); m_groupUpdateMask = 0; m_auraUpdateMask = 0; duel = NULL; m_GuildIdInvited = 0; m_ArenaTeamIdInvited = 0; m_atLoginFlags = AT_LOGIN_NONE; mSemaphoreTeleport_Near = false; mSemaphoreTeleport_Far = false; m_DelayedOperations = 0; m_bCanDelayTeleport = false; m_bHasDelayedTeleport = false; m_bHasBeenAliveAtDelayedTeleport = true; // overwrite always at setup teleport data, so not used infact m_teleport_options = 0; m_trade = NULL; m_cinematic = 0; PlayerTalkClass = new PlayerMenu(GetSession()); m_currentBuybackSlot = BUYBACK_SLOT_START; m_DailyQuestChanged = false; m_WeeklyQuestChanged = false; m_lastLiquid = NULL; for (int i = 0; i < MAX_TIMERS; ++i) { m_MirrorTimer[i] = DISABLED_MIRROR_TIMER; } m_MirrorTimerFlags = UNDERWATER_NONE; m_MirrorTimerFlagsLast = UNDERWATER_NONE; m_isInWater = false; m_drunkTimer = 0; m_restTime = 0; m_deathTimer = 0; m_deathExpireTime = 0; m_swingErrorMsg = 0; m_DetectInvTimer = 1 * IN_MILLISECONDS; for (int j = 0; j < PLAYER_MAX_BATTLEGROUND_QUEUES; ++j) { m_bgBattleGroundQueueID[j].bgQueueTypeId = BATTLEGROUND_QUEUE_NONE; m_bgBattleGroundQueueID[j].invitedToInstance = 0; } m_logintime = time(NULL); m_Last_tick = m_logintime; m_WeaponProficiency = 0; m_ArmorProficiency = 0; m_canParry = false; m_canBlock = false; m_canDualWield = false; m_canTitanGrip = false; m_ammoDPS = 0.0f; m_temporaryUnsummonedPetNumber = 0; //////////////////// Rest System///////////////////// time_inn_enter = 0; inn_trigger_id = 0; m_rest_bonus = 0; rest_type = REST_TYPE_NO; //////////////////// Rest System///////////////////// m_mailsUpdated = false; unReadMails = 0; m_nextMailDelivereTime = 0; m_resetTalentsCost = 0; m_resetTalentsTime = 0; m_itemUpdateQueueBlocked = false; for (int i = 0; i < MAX_MOVE_TYPE; ++i) { m_forced_speed_changes[i] = 0; } m_stableSlots = 0; /////////////////// Instance System ///////////////////// m_HomebindTimer = 0; m_InstanceValid = true; m_dungeonDifficulty = DUNGEON_DIFFICULTY_NORMAL; m_raidDifficulty = RAID_DIFFICULTY_10MAN_NORMAL; m_lastPotionId = 0; m_activeSpec = 0; m_specsCount = 1; for (int i = 0; i < MAX_TALENT_SPEC_COUNT; ++i) { m_talentsPrimaryTree[i] = 0; } for (int i = 0; i < BASEMOD_END; ++i) { m_auraBaseMod[i][FLAT_MOD] = 0.0f; m_auraBaseMod[i][PCT_MOD] = 1.0f; } for (int i = 0; i < MAX_COMBAT_RATING; ++i) { m_baseRatingValue[i] = 0; } m_baseSpellPower = 0; m_baseHealthRegen = 0; m_baseManaRegen = 0; m_armorPenetrationPct = 0.0f; m_spellPenetrationItemMod = 0; m_lastHonorKillsUpdateTime = time(NULL); // Player summoning m_summon_expire = 0; m_summon_mapid = 0; m_summon_x = 0.0f; m_summon_y = 0.0f; m_summon_z = 0.0f; m_contestedPvPTimer = 0; m_declinedname = NULL; m_runes = NULL; m_lastFallTime = 0; m_lastFallZ = 0; m_cachedGS = 0; m_slot = 255; } Player::~Player() { CleanupsBeforeDelete(); // it must be unloaded already in PlayerLogout and accessed only for loggined player // m_social = NULL; // Note: buy back item already deleted from DB when player was saved for (int i = 0; i < PLAYER_SLOTS_COUNT; ++i) { delete m_items[i]; } CleanupChannels(); // all mailed items should be deleted, also all mail should be deallocated for (PlayerMails::const_iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr) { delete *itr; } for (ItemMap::const_iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter) { delete iter->second; // if item is duplicated... then server may crash ... but that item should be deallocated } delete PlayerTalkClass; if (m_transport) { m_transport->RemovePassenger(this); } for (size_t x = 0; x < ItemSetEff.size(); ++x) { delete ItemSetEff[x]; } // clean up player-instance binds, may unload some instance saves for (uint8 i = 0; i < MAX_DIFFICULTY; ++i) for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr) { itr->second.state->RemovePlayer(this); } delete m_declinedname; delete m_runes; } void Player::CleanupsBeforeDelete() { if (m_uint32Values) // only for fully created Object { TradeCancel(false); DuelComplete(DUEL_INTERRUPTED); } // notify zone scripts for player logout sOutdoorPvPMgr.HandlePlayerLeaveZone(this, m_zoneUpdateId); Unit::CleanupsBeforeDelete(); } bool Player::Create(uint32 guidlow, const std::string& name, uint8 race, uint8 class_, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair, uint8 /*outfitId */) { // FIXME: outfitId not used in player creating Object::_Create(guidlow, 0, HIGHGUID_PLAYER); m_name = name; PlayerInfo const* info = sObjectMgr.GetPlayerInfo(race, class_); if (!info) { sLog.outError("Player have incorrect race/class pair. Can't be loaded."); return false; } ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(class_); if (!cEntry) { sLog.outError("Class %u not found in DBC (Wrong DBC files?)", class_); return false; } // player store gender in single bit if (gender != uint8(GENDER_MALE) && gender != uint8(GENDER_FEMALE)) { sLog.outError("Invalid gender %u at player creating", uint32(gender)); return false; } for (int i = 0; i < PLAYER_SLOTS_COUNT; ++i) { m_items[i] = NULL; } SetLocationMapId(info->mapId); Relocate(info->positionX, info->positionY, info->positionZ, info->orientation); SetMap(sMapMgr.CreateMap(info->mapId, this)); uint8 powertype = cEntry->powerType; setFactionForRace(race); SetByteValue(UNIT_FIELD_BYTES_0, 0, race); SetByteValue(UNIT_FIELD_BYTES_0, 1, class_); SetByteValue(UNIT_FIELD_BYTES_0, 2, gender); SetByteValue(UNIT_FIELD_BYTES_0, 3, powertype); InitDisplayIds(); // model, scale and model data SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP); SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE); SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER); SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); // fix cast time showed in spell tooltip on client SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f); // default for players in 3.0.3 SetUInt32Value(PLAYER_FIELD_HOME_PLAYER_REALM, 1); SetFloatValue(PLAYER_FIELD_UI_SPELL_HIT_MODIFIER, 1.0f); SetFloatValue(PLAYER_FIELD_HOME_REALM_TIME_OFFSET, 1); SetInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, -1); // -1 is default value SetByteValue(PLAYER_BYTES, 0, skin); SetByteValue(PLAYER_BYTES, 1, face); SetByteValue(PLAYER_BYTES, 2, hairStyle); SetByteValue(PLAYER_BYTES, 3, hairColor); SetByteValue(PLAYER_BYTES_2, 0, facialHair); SetByteValue(PLAYER_BYTES_2, 3, REST_STATE_NORMAL); SetByteValue(PLAYER_BYTES_3, 0, gender); SetByteValue(PLAYER_BYTES_3, 3, 0); // BattlefieldArenaFaction (0 or 1) SetInGuild(0); SetGuildLevel(0); SetUInt32Value(PLAYER_GUILDRANK, 0); SetUInt32Value(PLAYER_GUILD_TIMESTAMP, 0); for (int i = 0; i < KNOWN_TITLES_SIZE; ++i) { SetUInt64Value(PLAYER__FIELD_KNOWN_TITLES + i, 0); // 0=disabled } SetUInt32Value(PLAYER_CHOSEN_TITLE, 0); SetUInt32Value(PLAYER_FIELD_KILLS, 0); SetUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS, 0); // set starting level uint32 start_level = getClass() != CLASS_DEATH_KNIGHT ? sWorld.getConfig(CONFIG_UINT32_START_PLAYER_LEVEL) : sWorld.getConfig(CONFIG_UINT32_START_HEROIC_PLAYER_LEVEL); if (GetSession()->GetSecurity() >= SEC_MODERATOR) { uint32 gm_level = sWorld.getConfig(CONFIG_UINT32_START_GM_LEVEL); if (gm_level > start_level) { start_level = gm_level; } } SetUInt32Value(UNIT_FIELD_LEVEL, start_level); InitRunes(); SetUInt64Value(PLAYER_FIELD_COINAGE, sWorld.getConfig(CONFIG_UINT64_START_PLAYER_MONEY)); SetCurrencyCount(CURRENCY_HONOR_POINTS,sWorld.getConfig(CONFIG_UINT32_CURRENCY_START_HONOR_POINTS)); SetCurrencyCount(CURRENCY_CONQUEST_POINTS, sWorld.getConfig(CONFIG_UINT32_CURRENCY_START_CONQUEST_POINTS)); // Played time m_Last_tick = time(NULL); m_Played_time[PLAYED_TIME_TOTAL] = 0; m_Played_time[PLAYED_TIME_LEVEL] = 0; // base stats and related field values InitStatsForLevel(); InitTaxiNodesForLevel(); InitGlyphsForLevel(); InitTalentForLevel(); InitPrimaryProfessions(); // to max set before any spell added // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods() UpdateMaxHealth(); // Update max Health (for add bonus from stamina) SetHealth(GetMaxHealth()); if (GetPowerType() == POWER_MANA) { UpdateMaxPower(POWER_MANA); // Update max Mana (for add bonus from intellect) SetPower(POWER_MANA, GetMaxPower(POWER_MANA)); } if (GetPowerType() != POWER_MANA) // hide additional mana bar if we have no mana { SetPower(POWER_MANA, 0); SetMaxPower(POWER_MANA, 0); } // original spells learnDefaultSpells(); // original action bar for (PlayerCreateInfoActions::const_iterator action_itr = info->action.begin(); action_itr != info->action.end(); ++action_itr) { addActionButton(0, action_itr->button, action_itr->action, action_itr->type); } // original items uint32 raceClassGender = GetUInt32Value(UNIT_FIELD_BYTES_0) & 0x00FFFFFF; CharStartOutfitEntry const* oEntry = NULL; for (uint32 i = 1; i < sCharStartOutfitStore.GetNumRows(); ++i) { if (CharStartOutfitEntry const* entry = sCharStartOutfitStore.LookupEntry(i)) { if (entry->RaceClassGender == raceClassGender) { oEntry = entry; break; } } } if (oEntry) { for (int j = 0; j < MAX_OUTFIT_ITEMS; ++j) { if (oEntry->ItemId[j] <= 0) { continue; } uint32 item_id = oEntry->ItemId[j]; // just skip, reported in ObjectMgr::LoadItemPrototypes ItemPrototype const* iProto = ObjectMgr::GetItemPrototype(item_id); if (!iProto) { continue; } // BuyCount by default int32 count = iProto->BuyCount; // special amount for foor/drink if (iProto->Class == ITEM_CLASS_CONSUMABLE && iProto->SubClass == ITEM_SUBCLASS_FOOD) { switch (iProto->Spells[0].SpellCategory) { case 11: // food count = getClass() == CLASS_DEATH_KNIGHT ? 10 : 4; break; case 59: // drink count = 2; break; } if (iProto->Stackable < count) { count = iProto->Stackable; } } StoreNewItemInBestSlots(item_id, count); } } for (PlayerCreateInfoItems::const_iterator item_id_itr = info->item.begin(); item_id_itr != info->item.end(); ++item_id_itr) { StoreNewItemInBestSlots(item_id_itr->item_id, item_id_itr->item_amount); } // bags and main-hand weapon must equipped at this moment // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon) // or ammo not equipped in special bag for (int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i) { if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) { uint16 eDest; // equip offhand weapon/shield if it attempt equipped before main-hand weapon InventoryResult msg = CanEquipItem(NULL_SLOT, eDest, pItem, false); if (msg == EQUIP_ERR_OK) { RemoveItem(INVENTORY_SLOT_BAG_0, i, true); EquipItem(eDest, pItem, true); } // move other items to more appropriate slots (ammo not equipped in special bag) else { ItemPosCountVec sDest; msg = CanStoreItem(NULL_BAG, NULL_SLOT, sDest, pItem, false); if (msg == EQUIP_ERR_OK) { RemoveItem(INVENTORY_SLOT_BAG_0, i, true); pItem = StoreItem(sDest, pItem, true); } // if this is ammo then use it msg = CanUseAmmo(pItem->GetEntry()); if (msg == EQUIP_ERR_OK) { SetAmmo(pItem->GetEntry()); } } } } // all item positions resolved if (info->phaseMap != 0) { CharacterDatabase.PExecute("REPLACE INTO `character_phase_data` (`guid`, `map`) VALUES (%u, %u)", guidlow, info->phaseMap); } return true; } bool Player::StoreNewItemInBestSlots(uint32 titem_id, uint32 titem_amount) { DEBUG_LOG("STORAGE: Creating initial item, itemId = %u, count = %u", titem_id, titem_amount); // attempt equip by one while (titem_amount > 0) { uint16 eDest; uint8 msg = CanEquipNewItem(NULL_SLOT, eDest, titem_id, false); if (msg != EQUIP_ERR_OK) { break; } EquipNewItem(eDest, titem_id, true); AutoUnequipOffhandIfNeed(); --titem_amount; } if (titem_amount == 0) { return true; // equipped } // attempt store ItemPosCountVec sDest; // store in main bag to simplify second pass (special bags can be not equipped yet at this moment) uint8 msg = CanStoreNewItem(INVENTORY_SLOT_BAG_0, NULL_SLOT, sDest, titem_id, titem_amount); if (msg == EQUIP_ERR_OK) { StoreNewItem(sDest, titem_id, true, Item::GenerateItemRandomPropertyId(titem_id)); return true; // stored } // item can't be added sLog.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u", titem_id, getRace(), getClass(), msg); return false; } // helper function, mainly for script side, but can be used for simple task in mangos also. Item* Player::StoreNewItemInInventorySlot(uint32 itemEntry, uint32 amount) { ItemPosCountVec vDest; uint8 msg = CanStoreNewItem(INVENTORY_SLOT_BAG_0, NULL_SLOT, vDest, itemEntry, amount); if (msg == EQUIP_ERR_OK) { if (Item* pItem = StoreNewItem(vDest, itemEntry, true, Item::GenerateItemRandomPropertyId(itemEntry))) { return pItem; } } return NULL; } void Player::SendMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, int32 Regen) { if (int(MaxValue) == DISABLED_MIRROR_TIMER) { if (int(CurrentValue) != DISABLED_MIRROR_TIMER) { StopMirrorTimer(Type); } return; } WorldPacket data(SMSG_START_MIRROR_TIMER, (21)); data << (uint32)Type; data << CurrentValue; data << MaxValue; data << Regen; data << (uint8)0; data << (uint32)0; // spell id GetSession()->SendPacket(&data); } void Player::StopMirrorTimer(MirrorTimerType Type) { m_MirrorTimer[Type] = DISABLED_MIRROR_TIMER; WorldPacket data(SMSG_STOP_MIRROR_TIMER, 4); data << (uint32)Type; GetSession()->SendPacket(&data); } uint32 Player::EnvironmentalDamage(EnviromentalDamage type, uint32 damage) { if (!IsAlive() || isGameMaster()) { return 0; } // Absorb, resist some environmental damage type uint32 absorb = 0; uint32 resist = 0; if (type == DAMAGE_LAVA) { CalculateDamageAbsorbAndResist(this, SPELL_SCHOOL_MASK_FIRE, DIRECT_DAMAGE, damage, &absorb, &resist); } else if (type == DAMAGE_SLIME) { CalculateDamageAbsorbAndResist(this, SPELL_SCHOOL_MASK_NATURE, DIRECT_DAMAGE, damage, &absorb, &resist); } damage -= absorb + resist; DealDamageMods(this, damage, &absorb); WorldPacket data(SMSG_ENVIRONMENTALDAMAGELOG, (21)); data << GetObjectGuid(); data << uint8(type != DAMAGE_FALL_TO_VOID ? type : DAMAGE_FALL); data << uint32(damage); data << uint32(absorb); data << uint32(resist); SendMessageToSet(&data, true); DamageEffectType damageType = SELF_DAMAGE; if (type == DAMAGE_FALL && getClass() == CLASS_ROGUE) { damageType = SELF_DAMAGE_ROGUE_FALL; } uint32 final_damage = DealDamage(this, damage, NULL, damageType, SPELL_SCHOOL_MASK_NORMAL, NULL, false); if (!IsAlive()) { if (type == DAMAGE_FALL) // DealDamage not apply item durability loss at self damage { DEBUG_LOG("We are fall to death, loosing 10 percents durability"); DurabilityLossAll(0.10f, false); // durability lost message WorldPacket data2(SMSG_DURABILITY_DAMAGE_DEATH, 0); GetSession()->SendPacket(&data2); } GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM, 1, type); } return final_damage; } int32 Player::getMaxTimer(MirrorTimerType timer) { switch (timer) { case FATIGUE_TIMER: if (GetSession()->GetSecurity() >= (AccountTypes)sWorld.getConfig(CONFIG_UINT32_TIMERBAR_FATIGUE_GMLEVEL)) { return DISABLED_MIRROR_TIMER; } return sWorld.getConfig(CONFIG_UINT32_TIMERBAR_FATIGUE_MAX) * IN_MILLISECONDS; case BREATH_TIMER: { if (!IsAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING) || GetSession()->GetSecurity() >= (AccountTypes)sWorld.getConfig(CONFIG_UINT32_TIMERBAR_BREATH_GMLEVEL)) { return DISABLED_MIRROR_TIMER; } int32 UnderWaterTime = sWorld.getConfig(CONFIG_UINT32_TIMERBAR_BREATH_MAX) * IN_MILLISECONDS; AuraList const& mModWaterBreathing = GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING); for (AuraList::const_iterator i = mModWaterBreathing.begin(); i != mModWaterBreathing.end(); ++i) { UnderWaterTime = uint32(UnderWaterTime * (100.0f + (*i)->GetModifier()->m_amount) / 100.0f); } return UnderWaterTime; } case FIRE_TIMER: { if (!IsAlive() || GetSession()->GetSecurity() >= (AccountTypes)sWorld.getConfig(CONFIG_UINT32_TIMERBAR_FIRE_GMLEVEL)) { return DISABLED_MIRROR_TIMER; } return sWorld.getConfig(CONFIG_UINT32_TIMERBAR_FIRE_MAX) * IN_MILLISECONDS; } default: return 0; } return 0; } void Player::UpdateMirrorTimers() { // Desync flags for update on next HandleDrowning if (m_MirrorTimerFlags) { m_MirrorTimerFlagsLast = ~m_MirrorTimerFlags; } } void Player::HandleDrowning(uint32 time_diff) { if (!m_MirrorTimerFlags) { return; } // In water if (m_MirrorTimerFlags & UNDERWATER_INWATER) { // Breath timer not activated - activate it if (m_MirrorTimer[BREATH_TIMER] == DISABLED_MIRROR_TIMER) { m_MirrorTimer[BREATH_TIMER] = getMaxTimer(BREATH_TIMER); SendMirrorTimer(BREATH_TIMER, m_MirrorTimer[BREATH_TIMER], m_MirrorTimer[BREATH_TIMER], -1); } else { m_MirrorTimer[BREATH_TIMER] -= time_diff; // Timer limit - need deal damage if (m_MirrorTimer[BREATH_TIMER] < 0) { m_MirrorTimer[BREATH_TIMER] += 2 * IN_MILLISECONDS; // Calculate and deal damage // TODO: Check this formula uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel() - 1); EnvironmentalDamage(DAMAGE_DROWNING, damage); } else if (!(m_MirrorTimerFlagsLast & UNDERWATER_INWATER)) // Update time in client if need { SendMirrorTimer(BREATH_TIMER, getMaxTimer(BREATH_TIMER), m_MirrorTimer[BREATH_TIMER], -1); } } } else if (m_MirrorTimer[BREATH_TIMER] != DISABLED_MIRROR_TIMER) // Regen timer { int32 UnderWaterTime = getMaxTimer(BREATH_TIMER); // Need breath regen m_MirrorTimer[BREATH_TIMER] += 10 * time_diff; if (m_MirrorTimer[BREATH_TIMER] >= UnderWaterTime || !IsAlive()) { StopMirrorTimer(BREATH_TIMER); } else if (m_MirrorTimerFlagsLast & UNDERWATER_INWATER) { SendMirrorTimer(BREATH_TIMER, UnderWaterTime, m_MirrorTimer[BREATH_TIMER], 10); } } // In dark water if (m_MirrorTimerFlags & UNDERWATER_INDARKWATER) { // Fatigue timer not activated - activate it if (m_MirrorTimer[FATIGUE_TIMER] == DISABLED_MIRROR_TIMER) { m_MirrorTimer[FATIGUE_TIMER] = getMaxTimer(FATIGUE_TIMER); SendMirrorTimer(FATIGUE_TIMER, m_MirrorTimer[FATIGUE_TIMER], m_MirrorTimer[FATIGUE_TIMER], -1); } else { m_MirrorTimer[FATIGUE_TIMER] -= time_diff; // Timer limit - need deal damage or teleport ghost to graveyard if (m_MirrorTimer[FATIGUE_TIMER] < 0) { m_MirrorTimer[FATIGUE_TIMER] += 2 * IN_MILLISECONDS; if (IsAlive()) // Calculate and deal damage { uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel() - 1); EnvironmentalDamage(DAMAGE_EXHAUSTED, damage); } else if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) // Teleport ghost to graveyard { RepopAtGraveyard(); } } else if (!(m_MirrorTimerFlagsLast & UNDERWATER_INDARKWATER)) { SendMirrorTimer(FATIGUE_TIMER, getMaxTimer(FATIGUE_TIMER), m_MirrorTimer[FATIGUE_TIMER], -1); } } } else if (m_MirrorTimer[FATIGUE_TIMER] != DISABLED_MIRROR_TIMER) // Regen timer { int32 DarkWaterTime = getMaxTimer(FATIGUE_TIMER); m_MirrorTimer[FATIGUE_TIMER] += 10 * time_diff; if (m_MirrorTimer[FATIGUE_TIMER] >= DarkWaterTime || !IsAlive()) { StopMirrorTimer(FATIGUE_TIMER); } else if (m_MirrorTimerFlagsLast & UNDERWATER_INDARKWATER) { SendMirrorTimer(FATIGUE_TIMER, DarkWaterTime, m_MirrorTimer[FATIGUE_TIMER], 10); } } if (m_MirrorTimerFlags & (UNDERWATER_INLAVA /*| UNDERWATER_INSLIME*/) && !(m_lastLiquid && m_lastLiquid->SpellId)) { // Breath timer not activated - activate it if (m_MirrorTimer[FIRE_TIMER] == DISABLED_MIRROR_TIMER) { m_MirrorTimer[FIRE_TIMER] = getMaxTimer(FIRE_TIMER); } else { m_MirrorTimer[FIRE_TIMER] -= time_diff; if (m_MirrorTimer[FIRE_TIMER] < 0) { m_MirrorTimer[FIRE_TIMER] += 2 * IN_MILLISECONDS; // Calculate and deal damage // TODO: Check this formula uint32 damage = urand(600, 700); if (m_MirrorTimerFlags & UNDERWATER_INLAVA) { EnvironmentalDamage(DAMAGE_LAVA, damage); } // need to skip Slime damage in Undercity, // maybe someone can find better way to handle environmental damage //else if (m_zoneUpdateId != 1497) // EnvironmentalDamage(DAMAGE_SLIME, damage); } } } else { m_MirrorTimer[FIRE_TIMER] = DISABLED_MIRROR_TIMER; } // Recheck timers flag m_MirrorTimerFlags &= ~UNDERWATER_EXIST_TIMERS; for (int i = 0; i < MAX_TIMERS; ++i) if (m_MirrorTimer[i] != DISABLED_MIRROR_TIMER) { m_MirrorTimerFlags |= UNDERWATER_EXIST_TIMERS; break; } m_MirrorTimerFlagsLast = m_MirrorTimerFlags; } /// The player sobers by 1% every 9 seconds void Player::HandleSobering() { uint8 currentDrunkValue = GetDrunkValue(); if (currentDrunkValue) { --currentDrunkValue; SetDrunkValue(currentDrunkValue); } } DrunkenState Player::GetDrunkenstateByValue(uint8 value) { if (value >= 90) { return DRUNKEN_SMASHED; } if (value >= 50) { return DRUNKEN_DRUNK; } if (value) { return DRUNKEN_TIPSY; } return DRUNKEN_SOBER; } void Player::SetDrunkValue(uint8 newDrunkValue, uint32 itemId /*= 0*/) { if (newDrunkValue > 100) { newDrunkValue = 100; } if (newDrunkValue < GetDrunkValue()) { m_drunkTimer = 0; // reset sobering timer } uint32 oldDrunkenState = Player::GetDrunkenstateByValue(GetDrunkValue()); SetByteValue(PLAYER_BYTES_3, 1, newDrunkValue); uint32 newDrunkenState = Player::GetDrunkenstateByValue(newDrunkValue); // special drunk invisibility detection if (newDrunkenState >= DRUNKEN_DRUNK) { m_detectInvisibilityMask |= (1 << 6); } else { m_detectInvisibilityMask &= ~(1 << 6); } if (newDrunkenState == oldDrunkenState) { return; } WorldPacket data(SMSG_CROSSED_INEBRIATION_THRESHOLD, (8 + 4 + 4)); data << GetObjectGuid(); data << uint32(newDrunkenState); data << uint32(itemId); SendMessageToSet(&data, true); } void Player::Update(uint32 update_diff, uint32 p_time) { if (!IsInWorld()) { return; } // Remove failed timed Achievements GetAchievementMgr().DoFailedTimedAchievementCriterias(); // Undelivered mail if (m_nextMailDelivereTime && m_nextMailDelivereTime <= time(NULL)) { SendNewMail(); ++unReadMails; // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated) m_nextMailDelivereTime = 0; } // Used to implement delayed far teleports SetCanDelayTeleport(true); Unit::Update(update_diff, p_time); SetCanDelayTeleport(false); // Update player only attacks if (uint32 ranged_att = getAttackTimer(RANGED_ATTACK)) { setAttackTimer(RANGED_ATTACK, (update_diff >= ranged_att ? 0 : ranged_att - update_diff)); } time_t now = time(NULL); UpdatePvPFlag(now); UpdateContestedPvP(update_diff); UpdateDuelFlag(now); CheckDuelDistance(now); UpdateAfkReport(now); // Update items that have just a limited lifetime if (now > m_Last_tick) { UpdateItemDuration(uint32(now - m_Last_tick)); } if (!m_timedquests.empty()) { QuestSet::iterator iter = m_timedquests.begin(); while (iter != m_timedquests.end()) { QuestStatusData& q_status = mQuestStatus[*iter]; if (q_status.m_timer <= update_diff) { uint32 quest_id = *iter; ++iter; // Current iter will be removed in FailQuest FailQuest(quest_id); } else { q_status.m_timer -= update_diff; if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED; { ++iter; } } } } if (hasUnitState(UNIT_STAT_MELEE_ATTACKING)) { UpdateMeleeAttackingState(); Unit* pVictim = getVictim(); if (pVictim && !IsNonMeleeSpellCasted(false)) { Player* vOwner = pVictim->GetCharmerOrOwnerPlayerOrPlayerItself(); if (vOwner && vOwner->IsPvP() && !IsInDuelWith(vOwner)) { UpdatePvP(true); RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT); } } }// Speed collect rest bonus (section/in hour) if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING)) { if (GetTimeInnEnter() > 0) // Freeze update { time_t time_inn = now - GetTimeInnEnter(); if (time_inn >= 10) // Freeze update { SetRestBonus(GetRestBonus() + ComputeRest(time_inn)); UpdateInnerTime(now); } } } if (m_regenTimer) { if (update_diff >= m_regenTimer) { m_regenTimer = 0; } else { m_regenTimer -= update_diff; } } if (m_positionStatusUpdateTimer) { if (update_diff >= m_positionStatusUpdateTimer) { m_positionStatusUpdateTimer = 0; } else { m_positionStatusUpdateTimer -= update_diff; } } if (m_weaponChangeTimer > 0) { if (update_diff >= m_weaponChangeTimer) { m_weaponChangeTimer = 0; } else { m_weaponChangeTimer -= update_diff; } } if (m_zoneUpdateTimer > 0) { if (update_diff >= m_zoneUpdateTimer) { uint32 newzone, newarea; GetZoneAndAreaId(newzone, newarea); if (m_zoneUpdateId != newzone) { UpdateZone(newzone, newarea); // Also update area } else { // Use area updates as well // Needed for free for all arenas for example if (m_areaUpdateId != newarea) { UpdateArea(newarea); } m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL; } } else { m_zoneUpdateTimer -= update_diff; } } if (m_timeSyncTimer > 0) { if (update_diff >= m_timeSyncTimer) { SendTimeSync(); } else { m_timeSyncTimer -= update_diff; } } if (IsAlive()) { if (!HasAuraType(SPELL_AURA_STOP_NATURAL_MANA_REGEN)) { SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER); } if (!m_regenTimer) { RegenerateAll(); } } if (m_deathState == JUST_DIED) { KillPlayer(); } if (m_nextSave > 0) { if (update_diff >= m_nextSave) { // m_nextSave reseted in SaveToDB call SaveToDB(); DETAIL_LOG("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow()); } else { m_nextSave -= update_diff; } } // Handle Water/drowning HandleDrowning(update_diff); // Handle detect stealth players if (m_DetectInvTimer > 0) { if (update_diff >= m_DetectInvTimer) { HandleStealthedUnitsDetection(); m_DetectInvTimer = 3000; } else { m_DetectInvTimer -= update_diff; } } // Played time if (now > m_Last_tick) { uint32 elapsed = uint32(now - m_Last_tick); m_Played_time[PLAYED_TIME_TOTAL] += elapsed; // Total played time m_Played_time[PLAYED_TIME_LEVEL] += elapsed; // Level played time m_Last_tick = now; } if (GetDrunkValue()) { m_drunkTimer += update_diff; if (m_drunkTimer > 9 * IN_MILLISECONDS) { HandleSobering(); } } // Not auto-free ghost from body in instances; also check for resurrection prevention if (m_deathTimer > 0 && !GetMap()->Instanceable() && !HasAuraType(SPELL_AURA_PREVENT_RESURRECTION)) { if (p_time >= m_deathTimer) { m_deathTimer = 0; BuildPlayerRepop(); RepopAtGraveyard(); } else { m_deathTimer -= p_time; } } UpdateEnchantTime(update_diff); UpdateHomebindTime(update_diff); // Group update SendUpdateToOutOfRangeGroupMembers(); Pet* pet = GetPet(); if (pet && !pet->IsWithinDistInMap(this, GetMap()->GetVisibilityDistance()) && (GetCharmGuid() && (pet->GetObjectGuid() != GetCharmGuid()))) { pet->Unsummon(PET_SAVE_REAGENTS, this); } if (IsHasDelayedTeleport()) { TeleportTo(m_teleport_dest, m_teleport_options); } } void Player::SetDeathState(DeathState s) { uint32 ressSpellId = 0; bool cur = IsAlive(); if (s == JUST_DIED && cur) { // drunken state is cleared on death SetDrunkValue(0); // lost combo points at any target (targeted combo points clear in Unit::SetDeathState) ClearComboPoints(); clearResurrectRequestData(); // remove form before other mods to prevent incorrect stats calculation RemoveSpellsCausingAura(SPELL_AURA_MOD_SHAPESHIFT); // FIXME: is pet dismissed at dying or releasing spirit? if second, add SetDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD) RemovePet(PET_SAVE_REAGENTS); // save value before aura remove in Unit::SetDeathState ressSpellId = GetUInt32Value(PLAYER_SELF_RES_SPELL); // passive spell if (!ressSpellId) { ressSpellId = GetResurrectionSpellId(); } GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP, 1); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH, 1); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON, 1); if (InstanceData* mapInstance = GetInstanceData()) { mapInstance->OnPlayerDeath(this); } } Unit::SetDeathState(s); // restore resurrection spell id for player after aura remove if (s == JUST_DIED && cur && ressSpellId) { SetUInt32Value(PLAYER_SELF_RES_SPELL, ressSpellId); } if (IsAlive() && !cur) { // clear aura case after resurrection by another way (spells will be applied before next death) SetUInt32Value(PLAYER_SELF_RES_SPELL, 0); // restore default warrior stance if (getClass() == CLASS_WARRIOR) { CastSpell(this, SPELL_ID_PASSIVE_BATTLE_STANCE, true); } } } bool Player::BuildEnumData(QueryResult* result, ByteBuffer* data, ByteBuffer* buffer) { // 0 1 2 3 4 5 6 7 // "SELECT characters.guid, characters.name, characters.race, characters.class, characters.gender, characters.playerBytes, characters.playerBytes2, characters.level, " // 8 9 10 11 12 13 14 // "characters.zone, characters.map, characters.position_x, characters.position_y, characters.position_z, guild_member.guildid, characters.playerFlags, " // 15 16 17 18 19 20 21 // "characters.at_login, character_pet.entry, character_pet.modelid, character_pet.level, characters.equipmentCache, characters.slot, character_declinedname.genitive " Field* fields = result->Fetch(); ObjectGuid guid = ObjectGuid(HIGHGUID_PLAYER, fields[0].GetUInt32()); uint8 pRace = fields[2].GetUInt8(); uint8 pClass = fields[3].GetUInt8(); PlayerInfo const* info = sObjectMgr.GetPlayerInfo(pRace, pClass); if (!info) { sLog.outError("%s has incorrect race/class pair. Don't build enum.", guid.GetString().c_str()); return false; } ObjectGuid guildGuid = ObjectGuid(HIGHGUID_GUILD, fields[13].GetUInt32()); std::string name = fields[1].GetCppString(); uint8 gender = fields[4].GetUInt8(); uint32 playerBytes = fields[5].GetUInt32(); uint32 playerBytes2 = fields[6].GetUInt32(); uint8 level = fields[7].GetUInt8(); uint32 playerFlags = fields[14].GetUInt32(); uint32 atLoginFlags = fields[15].GetUInt32(); uint32 zone = fields[8].GetUInt32(); uint32 petDisplayId = 0; uint32 petLevel = 0; uint32 petFamily = 0; uint32 char_flags = 0; // show pet at selection character in character list only for non-ghost character if (result && !(playerFlags & PLAYER_FLAGS_GHOST) && (pClass == CLASS_WARLOCK || pClass == CLASS_HUNTER || pClass == CLASS_DEATH_KNIGHT)) { uint32 entry = fields[16].GetUInt32(); CreatureInfo const* cInfo = sCreatureStorage.LookupEntry(entry); if(cInfo) { petDisplayId = fields[17].GetUInt32(); petLevel = fields[18].GetUInt32(); petFamily = cInfo->Family; } } if(playerFlags & PLAYER_FLAGS_HIDE_HELM) { char_flags |= CHARACTER_FLAG_HIDE_HELM; } if(playerFlags & PLAYER_FLAGS_HIDE_CLOAK) { char_flags |= CHARACTER_FLAG_HIDE_CLOAK; } if(playerFlags & PLAYER_FLAGS_GHOST) { char_flags |= CHARACTER_FLAG_GHOST; } if(atLoginFlags & AT_LOGIN_RENAME) { char_flags |= CHARACTER_FLAG_RENAME; } if(sWorld.getConfig(CONFIG_BOOL_DECLINED_NAMES_USED)) { if(!fields[21].GetCppString().empty()) { char_flags |= CHARACTER_FLAG_DECLINED; } } else { char_flags |= CHARACTER_FLAG_DECLINED; } data->WriteBit(guildGuid[4]); data->WriteBit(guid[0]); data->WriteBit(guildGuid[3]); data->WriteBit(guid[3]); data->WriteBit(guid[7]); data->WriteBit(0); // Can boost ? data->WriteBit(atLoginFlags & AT_LOGIN_FIRST); data->WriteBit(guid[6]); data->WriteBit(guildGuid[6]); data->WriteBits(uint32(name.length()), 6); data->WriteBit(guid[1]); data->WriteBit(guildGuid[1]); data->WriteBit(guildGuid[0]); data->WriteBit(guid[4]); data->WriteBit(guildGuid[7]); data->WriteBit(guid[2]); data->WriteBit(guid[5]); data->WriteBit(guildGuid[2]); data->WriteBit(guildGuid[5]); // Character data *buffer << uint32(0); // UNK02 - might be swapped with UNK03 buffer->WriteByteSeq(guid[1]); *buffer << uint8(fields[20].GetUInt8()); // char order id *buffer << uint8((playerBytes >> 16) & 0xFF); // Hair style buffer->WriteByteSeq(guildGuid[2]); buffer->WriteByteSeq(guildGuid[0]); buffer->WriteByteSeq(guildGuid[6]); buffer->append(name.c_str(), name.length()); // Name buffer->WriteByteSeq(guildGuid[3]); *buffer << fields[10].GetFloat(); // x *buffer << uint32(0); // UNK00 new field - Boost fieldand the pet fields *buffer << uint8((playerBytes >> 8) & 0xFF); // face *buffer << uint8(pClass); // class buffer->WriteByteSeq(guildGuid[5]); Tokens tdata = StrSplit(fields[19].GetCppString(), " "); for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; ++slot) { uint32 visualbase = slot * 2; uint32 item_id = GetUInt32ValueFromArray(tdata, visualbase); const ItemPrototype * proto = ObjectMgr::GetItemPrototype(item_id); if(!proto) { *buffer << uint8(0); *buffer << uint32(0); *buffer << uint32(0); continue; } SpellItemEnchantmentEntry const *enchant = NULL; uint32 enchants = GetUInt32ValueFromArray(tdata, visualbase + 1); for(uint8 enchantSlot = PERM_ENCHANTMENT_SLOT; enchantSlot <= TEMP_ENCHANTMENT_SLOT; ++enchantSlot) { // values stored in 2 uint16 uint32 enchantId = 0x0000FFFF & (enchants >> enchantSlot*16); if(!enchantId) { continue; } if ((enchant = sSpellItemEnchantmentStore.LookupEntry(enchantId))) { break; } } *buffer << uint32(enchant ? enchant->aura_id : 0); *buffer << uint8(proto->InventoryType); *buffer << uint32(proto->DisplayInfoID); } for (int32 i = 0; i < 4; i++) { *buffer << uint8(0); *buffer << uint32(0); *buffer << uint32(0); } *buffer << uint32(atLoginFlags & AT_LOGIN_CUSTOMIZE ? CHAR_CUSTOMIZE_FLAG_CUSTOMIZE : CHAR_CUSTOMIZE_FLAG_NONE); buffer->WriteByteSeq(guid[3]); buffer->WriteByteSeq(guid[5]); *buffer << uint32(petFamily); // Pet family buffer->WriteByteSeq(guildGuid[4]); *buffer << uint32(fields[9].GetUInt32()); // map *buffer << uint8(pRace); // Race *buffer << uint8(playerBytes & 0xFF); // skin buffer->WriteByteSeq(guildGuid[1]); *buffer << uint8(level); // Level buffer->WriteByteSeq(guid[0]); buffer->WriteByteSeq(guid[2]); *buffer << uint8((playerBytes >> 24) & 0xFF); // Hair color *buffer << uint8(gender); // Gender *buffer << uint8(playerBytes2 & 0xFF); // facial hair *buffer << uint32(petLevel); // pet level buffer->WriteByteSeq(guid[4]); buffer->WriteByteSeq(guid[7]); *buffer << fields[11].GetFloat(); // y *buffer << uint32(petDisplayId); // Pet DisplayID *buffer << uint32(0); // UNK03 - might be swaped with UNK02 and the pet fields buffer->WriteByteSeq(guid[6]); *buffer << uint32(char_flags); // character flags *buffer << uint32(zone); // Zone id buffer->WriteByteSeq(guildGuid[7]); *buffer << fields[12].GetFloat(); // z return true; } void Player::ToggleAFK() { ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK); // afk player not allowed in battleground if (isAFK() && InBattleGround() && !InArena()) { LeaveBattleground(); } } void Player::ToggleDND() { ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND); } ChatTagFlags Player::GetChatTag() const { ChatTagFlags tag = CHAT_TAG_NONE; if (isAFK()) { tag |= CHAT_TAG_AFK; } if (isDND()) { tag |= CHAT_TAG_DND; } if (isGMChat()) { tag |= CHAT_TAG_GM; } if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_COMMENTATOR)) { tag |= CHAT_TAG_COM; } if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DEVELOPER)) { tag |= CHAT_TAG_DEV; } return tag; } void Player::SendTeleportPacket(float oldX, float oldY, float oldZ, float oldO) { ObjectGuid guid = GetObjectGuid(); ObjectGuid transportGuid = m_movementInfo.GetTransportGuid(); WorldPacket data(SMSG_MOVE_TELEPORT, 38); data.WriteGuidMask<6, 0, 3, 2>(guid); data.WriteBit(0); // unknown data.WriteBit(!transportGuid.IsEmpty()); data.WriteGuidMask<1>(guid); if (transportGuid) { data.WriteGuidMask<1, 3, 2, 5, 0, 7, 6, 4>(transportGuid); } data.WriteGuidMask<4, 7, 5>(guid); if (transportGuid) { data.WriteGuidBytes<5, 6, 1, 7, 0, 2, 4, 3>(transportGuid); } data << uint32(0); // counter data.WriteGuidBytes<1, 2, 3, 5>(guid); data << float(GetPositionX()); data.WriteGuidBytes<4>(guid); data << float(GetOrientation()); data.WriteGuidBytes<7>(guid); data << float(GetPositionZ()); data.WriteGuidBytes<0, 6>(guid); data << float(GetPositionY()); Relocate(oldX, oldY, oldZ, oldO); SendDirectMessage(&data); } bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options /*=0*/, AreaTrigger const* at /*=NULL*/) { orientation = NormalizeOrientation(orientation); if (!MapManager::IsValidMapCoord(mapid, x, y, z, orientation)) { sLog.outError("TeleportTo: invalid map %d or absent instance template.", mapid); return false; } MapEntry const* mEntry = sMapStore.LookupEntry(mapid); // Validity checked in IsValidMapCoord if (!isGameMaster() && DisableMgr::IsDisabledFor(DISABLE_TYPE_MAP, mapid, this)) { sLog.outDebug("Player (GUID: %u, name: %s) tried to enter a forbidden map %u", GetGUIDLow(), GetName(), mapid); SendTransferAbortedByLockStatus(mEntry, AREA_LOCKSTATUS_NOT_ALLOWED); return false; } // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later) Pet* pet = GetPet(); // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)... // don't let gm level > 1 either if (!InBattleGround() && mEntry->IsBattleGroundOrArena()) { return false; } // Get MapEntrance trigger if teleport to other -nonBG- map bool assignedAreaTrigger = false; if (GetMapId() != mapid && !mEntry->IsBattleGroundOrArena() && !at) { at = sObjectMgr.GetMapEntranceTrigger(mapid); assignedAreaTrigger = true; } // Check requirements for teleport if (at) { uint32 miscRequirement = 0; AreaLockStatus lockStatus = GetAreaTriggerLockStatus(at, GetDifficulty(mEntry->IsRaid()), miscRequirement); if (lockStatus != AREA_LOCKSTATUS_OK) { // Teleport not requested by area-trigger // TODO - Assume a player with expansion 0 travels from BootyBay to Ratched, and he is attempted to be teleported to outlands // then he will repop near BootyBay instead of normally continuing his journey // This code is probably added to catch passengers on ships to northrend who shouldn't go there if (lockStatus == AREA_LOCKSTATUS_INSUFFICIENT_EXPANSION && !assignedAreaTrigger && GetTransport()) { RepopAtGraveyard(); // Teleport to near graveyard if on transport, looks blizz like :) } SendTransferAbortedByLockStatus(mEntry, lockStatus, miscRequirement); return false; } } if (Group* grp = GetGroup()) // TODO: Verify that this is correct place { grp->SetPlayerMap(GetObjectGuid(), mapid); } // if we were on a transport, leave if (!(options & TELE_TO_NOT_LEAVE_TRANSPORT) && m_transport) { m_transport->RemovePassenger(this); m_transport = NULL; m_movementInfo.ClearTransportData(); } // The player was ported to another map and looses the duel immediately. // We have to perform this check before the teleport, otherwise the // ObjectAccessor won't find the flag. if (duel && GetMapId() != mapid) if (GetMap()->GetGameObject(GetGuidValue(PLAYER_DUEL_ARBITER))) { DuelComplete(DUEL_FLED); } // reset movement flags at teleport, because player will continue move with these flags after teleport m_movementInfo.SetMovementFlags(MOVEFLAG_NONE); DisableSpline(); if ((GetMapId() == mapid) && (!m_transport)) // TODO the !m_transport might have unexpected effects when teleporting from transport to other place on same map { // lets reset far teleport flag if it wasn't reset during chained teleports SetSemaphoreTeleportFar(false); // setup delayed teleport flag // if teleport spell is casted in Unit::Update() func // then we need to delay it until update process will be finished if (SetDelayedTeleportFlagIfCan()) { SetSemaphoreTeleportNear(true); // lets save teleport destination for player m_teleport_dest = WorldLocation(mapid, x, y, z, orientation); m_teleport_options = options; return true; } if (!(options & TELE_TO_NOT_UNSUMMON_PET)) { // same map, only remove pet if out of range for new position if (pet && !pet->IsWithinDist3d(x, y, z, GetMap()->GetVisibilityDistance())) { UnsummonPetTemporaryIfAny(); } } if (!(options & TELE_TO_NOT_LEAVE_COMBAT)) { CombatStop(); } // this will be used instead of the current location in SaveToDB m_teleport_dest = WorldLocation(mapid, x, y, z, orientation); SetFallInformation(0, z); // code for finish transfer called in WorldSession::HandleMovementOpcodes() // at client packet CMSG_MOVE_TELEPORT_ACK SetSemaphoreTeleportNear(true); // near teleport, triggering send CMSG_MOVE_TELEPORT_ACK from client at landing if (!GetSession()->PlayerLogout()) { float oldX, oldY, oldZ; float oldO = GetOrientation(); GetPosition(oldX, oldY, oldZ);; Relocate(x, y, z, orientation); SendTeleportPacket(oldX, oldY, oldZ, oldO); } } else { // far teleport to another map Map* oldmap = IsInWorld() ? GetMap() : NULL; // check if we can enter before stopping combat / removing pet / totems / interrupting spells // If the map is not created, assume it is possible to enter it. // It will be created in the WorldPortAck. DungeonPersistentState* state = GetBoundInstanceSaveForSelfOrGroup(mapid); Map* map = sMapMgr.FindMap(mapid, state ? state->GetInstanceId() : 0); if (!map || map->CanEnter(this)) { // lets reset near teleport flag if it wasn't reset during chained teleports SetSemaphoreTeleportNear(false); // setup delayed teleport flag // if teleport spell is casted in Unit::Update() func // then we need to delay it until update process will be finished if (SetDelayedTeleportFlagIfCan()) { SetSemaphoreTeleportFar(true); // lets save teleport destination for player m_teleport_dest = WorldLocation(mapid, x, y, z, orientation); m_teleport_options = options; return true; } SetSelectionGuid(ObjectGuid()); CombatStop(); ResetContestedPvP(); // remove player from battleground on far teleport (when changing maps) if (BattleGround const* bg = GetBattleGround()) { // Note: at battleground join battleground id set before teleport // and we already will found "current" battleground // just need check that this is targeted map or leave if (bg->GetMapId() != mapid) { LeaveBattleground(false); // don't teleport to entry point } } // remove pet on map change if (pet) { UnsummonPetTemporaryIfAny(); } // remove vehicle accessories on map change if (IsVehicle()) { GetVehicleInfo()->RemoveAccessoriesFromMap(); } // remove all dyn objects RemoveAllDynObjects(); // stop spellcasting // not attempt interrupt teleportation spell at caster teleport if (!(options & TELE_TO_SPELL)) if (IsNonMeleeSpellCasted(true)) { InterruptNonMeleeSpells(true); } // remove auras before removing from map... RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP | AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING); if (!GetSession()->PlayerLogout()) { // send transfer packet to display load screen WorldPacket data(SMSG_TRANSFER_PENDING, (4 + 4 + 4)); data.WriteBit(0); // unknown if (m_transport) { data.WriteBit(1); // has transport data << uint32(GetMapId()); data << uint32(m_transport->GetEntry()); } else { data.WriteBit(0); // has transport } data << uint32(mapid); GetSession()->SendPacket(&data); } // remove from old map now if (oldmap) { oldmap->Remove(this, false); } // new final coordinates float final_x = x; float final_y = y; float final_z = z; float final_o = orientation; if (m_transport) { final_x += m_movementInfo.GetTransportPos()->x; final_y += m_movementInfo.GetTransportPos()->y; final_z += m_movementInfo.GetTransportPos()->z; final_o += m_movementInfo.GetTransportPos()->o; } m_teleport_dest = WorldLocation(mapid, final_x, final_y, final_z, final_o); SetFallInformation(0, final_z); // if the player is saved before worldport ack (at logout for example) // this will be used instead of the current location in SaveToDB // move packet sent by client always after far teleport // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet SetSemaphoreTeleportFar(true); if (!GetSession()->PlayerLogout()) { // transfer finished, inform client to start load WorldPacket data(SMSG_NEW_WORLD, 20); if (m_transport) { data << float(m_movementInfo.GetTransportPos()->x); data << float(NormalizeOrientation(m_movementInfo.GetTransportPos()->o)); data << float(m_movementInfo.GetTransportPos()->y); } else { data << float(final_x); data << float(NormalizeOrientation(final_o)); data << float(final_y); } data << uint32(mapid); if (m_transport) { data << float(m_movementInfo.GetTransportPos()->z); } else { data << float(final_z); } GetSession()->SendPacket(&data); SendSavedInstances(); } } else // !map->CanEnter(this) { return false; } } return true; } bool Player::TeleportToBGEntryPoint() { ScheduleDelayedOperation(DELAYED_BG_MOUNT_RESTORE); ScheduleDelayedOperation(DELAYED_BG_TAXI_RESTORE); return TeleportTo(m_bgData.joinPos); } void Player::ProcessDelayedOperations() { if (m_DelayedOperations == 0) { return; } if (m_DelayedOperations & DELAYED_RESURRECT_PLAYER) { ResurrectPlayer(0.0f, false); if (GetMaxHealth() > m_resurrectHealth) { SetHealth(m_resurrectHealth); } else { SetHealth(GetMaxHealth()); } if (GetMaxPower(POWER_MANA) > m_resurrectMana) { SetPower(POWER_MANA, m_resurrectMana); } else { SetPower(POWER_MANA, GetMaxPower(POWER_MANA)); } SetPower(POWER_RAGE, 0); SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY)); SpawnCorpseBones(); } if (m_DelayedOperations & DELAYED_SAVE_PLAYER) { SaveToDB(); } if (m_DelayedOperations & DELAYED_SPELL_CAST_DESERTER) { CastSpell(this, 26013, true); // Deserter } if (m_DelayedOperations & DELAYED_BG_MOUNT_RESTORE) { if (m_bgData.mountSpell) { CastSpell(this, m_bgData.mountSpell, true); m_bgData.mountSpell = 0; } } if (m_DelayedOperations & DELAYED_BG_TAXI_RESTORE) { if (m_bgData.HasTaxiPath()) { m_taxi.AddTaxiDestination(m_bgData.taxiPath[0]); m_taxi.AddTaxiDestination(m_bgData.taxiPath[1]); m_bgData.ClearTaxiPath(); ContinueTaxiFlight(); } } // we have executed ALL delayed ops, so clear the flag m_DelayedOperations = 0; } void Player::AddToWorld() { ///- Do not add/remove the player from the object storage ///- It will crash when updating the ObjectAccessor ///- The player should only be added when logging in Unit::AddToWorld(); for (int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i) { if (m_items[i]) { m_items[i]->AddToWorld(); } } } void Player::RemoveFromWorld() { for (int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i) { if (m_items[i]) { m_items[i]->RemoveFromWorld(); } } ///- Do not add/remove the player from the object storage ///- It will crash when updating the ObjectAccessor ///- The player should only be removed when logging out if (IsInWorld()) { GetCamera().ResetView(); } Unit::RemoveFromWorld(); } void Player::RewardRage(uint32 damage, uint32 weaponSpeedHitFactor, bool attacker) { float addRage; float rageconversion = float((0.0091107836 * getLevel() * getLevel()) + 3.225598133 * getLevel()) + 4.2652911f; if (attacker) { addRage = ((damage / rageconversion * 7.5f + weaponSpeedHitFactor) / 2.0f); // talent who gave more rage on attack addRage *= 1.0f + GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT) / 100.0f; } else { addRage = damage / rageconversion * 2.5f; // Berserker Rage effect if (HasAura(18499, EFFECT_INDEX_0)) { addRage *= 1.3f; } } addRage *= sWorld.getConfig(CONFIG_FLOAT_RATE_POWER_RAGE_INCOME); ModifyPower(POWER_RAGE, uint32(addRage * 10)); } void Player::RegenerateAll(uint32 diff) { // Not in combat or they have regeneration if (!IsInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) || HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT) || IsPolymorphed() || m_baseHealthRegen) { RegenerateHealth(diff); if (!IsInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN)) { Regenerate(POWER_RAGE, diff); if (getClass() == CLASS_DEATH_KNIGHT) { Regenerate(POWER_RUNIC_POWER, diff); } } } Regenerate(POWER_ENERGY, diff); Regenerate(POWER_MANA, diff); if (getClass() == CLASS_DEATH_KNIGHT) { Regenerate(POWER_RUNE, diff); } if (getClass() == CLASS_MONK) { Regenerate(POWER_CHI, diff); } if (getClass() == CLASS_HUNTER) { Regenerate(POWER_FOCUS, diff); } if (getClass() == CLASS_PALADIN) { if (IsInCombat()) { ResetHolyPowerRegenTimer(); } else if (m_holyPowerRegenTimer <= diff) { m_holyPowerRegenTimer = 0; } else { m_holyPowerRegenTimer -= diff; } if (!m_holyPowerRegenTimer) { Regenerate(POWER_HOLY_POWER, diff); ResetHolyPowerRegenTimer(); } } m_regenTimer = REGEN_TIME_FULL; } // diff contains the time in milliseconds since last regen. void Player::Regenerate(Powers power, uint32 diff) { uint32 powerIndex = GetPowerIndex(power); if (powerIndex == INVALID_POWER_INDEX) { return; } uint32 maxValue = GetMaxPowerByIndex(powerIndex); if (!maxValue) { return; } uint32 curValue = GetPowerByIndex(powerIndex); float addvalue = 0.0f; switch (power) { case POWER_MANA: { if (HasAuraType(SPELL_AURA_STOP_NATURAL_MANA_REGEN)) { break; } float ManaIncreaseRate = sWorld.getConfig(CONFIG_FLOAT_RATE_POWER_MANA); if (IsInCombat()) { // Mangos Updates Mana in intervals of 2s, which is correct addvalue = GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER) * ManaIncreaseRate * 2.00f; } else { addvalue = GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER) * ManaIncreaseRate * 2.00f; } break; } case POWER_RAGE: // Regenerate rage { float RageDecreaseRate = sWorld.getConfig(CONFIG_FLOAT_RATE_POWER_RAGE_LOSS); addvalue = 20 * RageDecreaseRate; // 2 rage by tick (= 2 seconds => 1 rage/sec) break; } case POWER_FOCUS: addvalue = 12; break; case POWER_HOLY_POWER: if (!m_holyPowerRegenTimer) { addvalue = 1; } else { return; } break; case POWER_ENERGY: // Regenerate energy { float EnergyRate = sWorld.getConfig(CONFIG_FLOAT_RATE_POWER_ENERGY); addvalue = 20 * EnergyRate; break; } case POWER_RUNIC_POWER: { float RunicPowerDecreaseRate = sWorld.getConfig(CONFIG_FLOAT_RATE_POWER_RUNICPOWER_LOSS); addvalue = 30 * RunicPowerDecreaseRate; // 3 RunicPower by tick break; } case POWER_RUNE: { if (getClass() != CLASS_DEATH_KNIGHT) { break; } for (uint8 rune = 0; rune < MAX_RUNES; rune += 2) { uint32 cd_diff = diff; uint8 runeToRegen = rune; uint32 cd = GetRuneCooldown(rune); uint32 secondRuneCd = GetRuneCooldown(rune + 1); // Regenerate second rune of the same type only after first rune is off the cooldown if (secondRuneCd && (cd > secondRuneCd || !cd)) { ++runeToRegen; cd = secondRuneCd; } if (cd) { SetRuneCooldown(rune, (cd < cd_diff) ? 0 : cd - cd_diff); } } break; } case POWER_HEALTH: break; } // Mana regen calculated in Player::UpdateManaRegen() // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras if (power != POWER_MANA) { AuraList const& ModPowerRegenPCTAuras = GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT); for (AuraList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i) if ((*i)->GetModifier()->m_miscvalue == int32(power)) { addvalue *= ((*i)->GetModifier()->m_amount + 100) / 100.0f; } } // addvalue computed on a 2sec basis. => update to diff time addvalue *= float(diff) / REGEN_TIME_FULL; if (power != POWER_RAGE && power != POWER_RUNIC_POWER && power != POWER_HOLY_POWER) { curValue += uint32(addvalue); if (curValue > maxValue) { curValue = maxValue; } } else { if (curValue <= uint32(addvalue)) { curValue = 0; } else { curValue -= uint32(addvalue); } } SetPower(power, curValue); } void Player::RegenerateHealth(uint32 diff) { uint32 curValue = GetHealth(); uint32 maxValue = GetMaxHealth(); if (curValue >= maxValue) return; float HealthIncreaseRate = sWorld.getConfig(CONFIG_FLOAT_RATE_HEALTH); // This needs fixing HealthIncreaseRate = 1.0f; // having to do this as the above constantly results in 0 - mangosd.conf is obviously not being read properly float addvalue = 0.0f; // polymorphed case if (IsPolymorphed()) { addvalue = (float)GetMaxHealth() / 3; } // normal regen case (maybe partly in combat case) else if (!IsInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT)) { addvalue = HealthIncreaseRate; if (!IsInCombat()) { if (getLevel() < 15) { addvalue = 0.20f * GetMaxHealth() * addvalue / getLevel(); } else { addvalue = 0.015f * GetMaxHealth() * addvalue; } AuraList const& mModHealthRegenPct = GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT); for (AuraList::const_iterator i = mModHealthRegenPct.begin(); i != mModHealthRegenPct.end(); ++i) { addvalue *= (100.0f + (*i)->GetModifier()->m_amount) / 100.0f; } addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_REGEN) * 2.0f / 5.0f; } else if (HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT)) { addvalue *= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT) / 100.0f; } if (!IsStandState()) { addvalue *= 1.33f; } } // always regeneration bonus (including combat) addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT); addvalue += m_baseHealthRegen / 2.5f; if (addvalue < 0) { addvalue = 0; } addvalue *= (float)diff / REGEN_TIME_FULL; ModifyHealth(int32(addvalue)); } Creature* Player::GetNPCIfCanInteractWith(ObjectGuid guid, uint32 NpcFlagsmask) { // some basic checks if (!guid || !IsInWorld() || IsTaxiFlying()) { return NULL; } // set player as interacting DoInteraction(guid); // not in interactive state if (hasUnitState(UNIT_STAT_CAN_NOT_REACT_OR_LOST_CONTROL)) { return NULL; } // exist (we need look pets also for some interaction (quest/etc) Creature* unit = GetMap()->GetAnyTypeCreature(guid); if (!unit) { return NULL; } // appropriate npc type if (NpcFlagsmask && !unit->HasFlag(UNIT_NPC_FLAGS, NpcFlagsmask)) { return NULL; } if (NpcFlagsmask == UNIT_NPC_FLAG_STABLEMASTER) { if (getClass() != CLASS_HUNTER) { return NULL; } } // if a dead unit should be able to talk - the creature must be alive and have special flags if (!unit->IsAlive()) { return NULL; } if (IsAlive() && unit->isInvisibleForAlive()) { return NULL; } // not allow interaction under control, but allow with own pets if (unit->GetCharmerGuid()) { return NULL; } // not enemy if (unit->IsHostileTo(this)) { return NULL; } // not too far if (!unit->IsWithinDistInMap(this, INTERACTION_DISTANCE)) { return NULL; } return unit; } GameObject* Player::GetGameObjectIfCanInteractWith(ObjectGuid guid, uint32 gameobject_type) { // some basic checks if (!guid || !IsInWorld() || IsTaxiFlying()) { return NULL; } // set player as interacting DoInteraction(guid); // not in interactive state if (hasUnitState(UNIT_STAT_CAN_NOT_REACT_OR_LOST_CONTROL)) { return NULL; } if (GameObject* go = GetMap()->GetGameObject(guid)) { if (uint32(go->GetGoType()) == gameobject_type || gameobject_type == MAX_GAMEOBJECT_TYPE) { float maxdist = go->GetInteractionDistance(); if (go->IsWithinDistInMap(this, maxdist) && go->isSpawned()) { return go; } sLog.outError("GetGameObjectIfCanInteractWith: GameObject '%s' [GUID: %u] is too far away from player %s [GUID: %u] to be used by him (distance=%f, maximal %f is allowed)", go->GetGOInfo()->name, go->GetGUIDLow(), GetName(), GetGUIDLow(), go->GetDistance(this), maxdist); } } return NULL; } bool Player::IsUnderWater() const { return GetTerrain()->IsUnderWater(GetPositionX(), GetPositionY(), GetPositionZ() + 2); } void Player::SetInWater(bool apply) { if (m_isInWater == apply) { return; } // define player in water by opcodes // move player's guid into HateOfflineList of those mobs // which can't swim and move guid back into ThreatList when // on surface. // TODO: exist also swimming mobs, and function must be symmetric to enter/leave water m_isInWater = apply; // remove auras that need water/land RemoveAurasWithInterruptFlags(apply ? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER : AURA_INTERRUPT_FLAG_NOT_UNDERWATER); GetHostileRefManager().updateThreatTables(); } struct SetGameMasterOnHelper { explicit SetGameMasterOnHelper() {} void operator()(Unit* unit) const { unit->setFaction(35); unit->GetHostileRefManager().setOnlineOfflineState(false); } }; struct SetGameMasterOffHelper { explicit SetGameMasterOffHelper(uint32 _faction) : faction(_faction) {} void operator()(Unit* unit) const { unit->setFaction(faction); unit->GetHostileRefManager().setOnlineOfflineState(true); } uint32 faction; }; void Player::SetGameMaster(bool on) { if (on) { m_ExtraFlags |= PLAYER_EXTRA_GM_ON; //setFaction(35); SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_0); SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM); CallForAllControlledUnits(SetGameMasterOnHelper(), CONTROLLED_PET | CONTROLLED_TOTEMS | CONTROLLED_GUARDIANS | CONTROLLED_CHARM); SetFFAPvP(false); ResetContestedPvP(); GetHostileRefManager().setOnlineOfflineState(false); CombatStopWithPets(); SetPhaseMask(PHASEMASK_ANYWHERE, false); // see and visible in all phases } else { m_ExtraFlags &= ~ PLAYER_EXTRA_GM_ON; //setFactionForRace(getRace()); RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_0); RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM); // restore phase AuraList const& phases = GetAurasByType(SPELL_AURA_PHASE); AuraList const& phases2 = GetAurasByType(SPELL_AURA_PHASE_2); if (!phases.empty()) { SetPhaseMask(phases.front()->GetMiscValue(), false); } else if (!phases2.empty()) { SetPhaseMask(phases2.front()->GetMiscValue(), false); } else { SetPhaseMask(PHASEMASK_NORMAL, false); } CallForAllControlledUnits(SetGameMasterOffHelper(getFaction()), CONTROLLED_PET | CONTROLLED_TOTEMS | CONTROLLED_GUARDIANS | CONTROLLED_CHARM); // restore FFA PvP Server state if (sWorld.IsFFAPvPRealm()) { SetFFAPvP(true); } // restore FFA PvP area state, remove not allowed for GM mounts UpdateArea(m_areaUpdateId); GetHostileRefManager().setOnlineOfflineState(true); } m_camera.UpdateVisibilityForOwner(); UpdateObjectVisibility(); UpdateForQuestWorldObjects(); } void Player::SetGMVisible(bool on) { if (on) { m_ExtraFlags &= ~PLAYER_EXTRA_GM_INVISIBLE; // remove flag // Reapply stealth/invisibility if active or show if not any if (HasAuraType(SPELL_AURA_MOD_STEALTH)) { SetVisibility(VISIBILITY_GROUP_STEALTH); } else if (HasAuraType(SPELL_AURA_MOD_INVISIBILITY)) { SetVisibility(VISIBILITY_GROUP_INVISIBILITY); } else { SetVisibility(VISIBILITY_ON); } } else { m_ExtraFlags |= PLAYER_EXTRA_GM_INVISIBLE; // add flag SetAcceptWhispers(false); SetGameMaster(true); SetVisibility(VISIBILITY_OFF); } } bool Player::IsGroupVisibleFor(Player* p) const { switch (sWorld.getConfig(CONFIG_UINT32_GROUP_VISIBILITY)) { default: return IsInSameGroupWith(p); case 1: return IsInSameRaidWith(p); case 2: return GetTeam() == p->GetTeam(); } } bool Player::IsInSameGroupWith(Player const* p) const { return (p == this || (GetGroup() != NULL && GetGroup()->SameSubGroup(this, p))); } ///- If the player is invited, remove him. If the group if then only 1 person, disband the group. /// \todo Shouldn't we also check if there is no other invitees before disbanding the group? void Player::UninviteFromGroup() { Group* group = GetGroupInvite(); if (!group) { return; } group->RemoveInvite(this); if (group->GetMembersCount() <= 1) // group has just 1 member => disband { if (group->IsCreated()) { group->Disband(true); sObjectMgr.RemoveGroup(group); } else { group->RemoveAllInvites(); } delete group; } } void Player::RemoveFromGroup(Group* group, ObjectGuid guid) { if (group) { if (group->RemoveMember(guid, 0) <= 1) { // group->Disband(); already disbanded in RemoveMember sObjectMgr.RemoveGroup(group); delete group; // removemember sets the player's group pointer to NULL } } } void Player::SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 RestXP) { WorldPacket data(SMSG_LOG_XPGAIN, 21); data << (victim ? victim->GetObjectGuid() : ObjectGuid());// guid data << uint32(GivenXP + RestXP); // given experience data << uint8(victim ? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type if (victim) { data << uint32(GivenXP); // experience without rested bonus data << float(1); // 1 - none 0 - 100% group bonus output } data << uint8(0); // new 2.4.0 GetSession()->SendPacket(&data); } void Player::GiveXP(uint32 xp, Unit* victim) { if (xp < 1) { return; } if (!IsAlive()) { return; } if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_XP_USER_DISABLED)) { return; } uint32 level = getLevel(); // Used by Eluna #ifdef ENABLE_ELUNA sEluna->OnGiveXP(this, xp, victim); #endif /* ENABLE_ELUNA */ // XP to money conversion processed in Player::RewardQuest if (level >= sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL)) { return; } if (victim) { // handle SPELL_AURA_MOD_KILL_XP_PCT auras Unit::AuraList const& ModXPPctAuras = GetAurasByType(SPELL_AURA_MOD_KILL_XP_PCT); for (Unit::AuraList::const_iterator i = ModXPPctAuras.begin(); i != ModXPPctAuras.end(); ++i) { xp = uint32(xp * (1.0f + (*i)->GetModifier()->m_amount / 100.0f)); } } else { // handle SPELL_AURA_MOD_QUEST_XP_PCT auras Unit::AuraList const& ModXPPctAuras = GetAurasByType(SPELL_AURA_MOD_QUEST_XP_PCT); for (Unit::AuraList::const_iterator i = ModXPPctAuras.begin(); i != ModXPPctAuras.end(); ++i) { xp = uint32(xp * (1.0f + (*i)->GetModifier()->m_amount / 100.0f)); } } // XP resting bonus for kill uint32 rested_bonus_xp = victim ? GetXPRestBonus(xp) : 0; SendLogXPGain(xp, victim, rested_bonus_xp); uint32 curXP = GetUInt32Value(PLAYER_XP); uint32 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP); uint32 newXP = curXP + xp + rested_bonus_xp; while (newXP >= nextLvlXP && level < sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL)) { newXP -= nextLvlXP; if (level < sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL)) { GiveLevel(level + 1); } level = getLevel(); nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP); } SetUInt32Value(PLAYER_XP, newXP); } // Update player to next level // Current player experience not update (must be update by caller) void Player::GiveLevel(uint32 level) { if (level == getLevel()) { return; } PlayerLevelInfo info; sObjectMgr.GetPlayerLevelInfo(getRace(), getClass(), level, &info); uint32 basehp = 0, basemana = 0; sObjectMgr.GetPlayerClassLevelInfo(getClass(), level, basehp, basemana); // send levelup info to client WorldPacket data(SMSG_LEVELUP_INFO, (4 + 4 + MAX_STORED_POWERS * 4 + MAX_STATS * 4)); data << uint32(level); data << uint32(int32(basehp) - int32(GetCreateHealth())); // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-4) data << uint32(int32(basemana) - int32(GetCreateMana())); data << uint32(0); data << uint32(0); data << uint32(0); data << uint32(0); // end for for (int i = STAT_STRENGTH; i < MAX_STATS; ++i) // Stats loop (0-4) { data << uint32(int32(info.stats[i]) - GetCreateStat(Stats(i))); } GetSession()->SendPacket(&data); SetUInt32Value(PLAYER_NEXT_LEVEL_XP, sObjectMgr.GetXPForLevel(level)); // update level, max level of skills m_Played_time[PLAYED_TIME_LEVEL] = 0; // Level Played Time reset _ApplyAllLevelScaleItemMods(false); SetLevel(level); UpdateSkillsForLevel(); // save base values (bonuses already included in stored stats for (int i = STAT_STRENGTH; i < MAX_STATS; ++i) { SetCreateStat(Stats(i), info.stats[i]); } SetCreateHealth(basehp); SetCreateMana(basemana); InitTalentForLevel(); InitTaxiNodesForLevel(); InitGlyphsForLevel(); UpdateAllStats(); // set current level health and mana/energy to maximum after applying all mods. if (IsAlive()) { SetHealth(GetMaxHealth()); } SetPower(POWER_MANA, GetMaxPower(POWER_MANA)); SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY)); if (GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE)) { SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE)); } SetPower(POWER_FOCUS, 0); _ApplyAllLevelScaleItemMods(true); // update level to hunter/summon pet if (Pet* pet = GetPet()) { pet->SynchronizeLevelWithOwner(); } if (MailLevelReward const* mailReward = sObjectMgr.GetMailLevelReward(level, getRaceMask())) { MailDraft(mailReward->mailTemplateId).SendMailTo(this, MailSender(MAIL_CREATURE, mailReward->senderEntry)); } GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL); // resend quests status directly SendQuestGiverStatusMultiple(); // Used by Eluna #ifdef ENABLE_ELUNA sEluna->OnLevelChanged(this, level); #endif /* ENABLE_ELUNA */ } void Player::UpdateFreeTalentPoints(bool resetIfNeed) { uint32 level = getLevel(); // talents base at level diff ( talents = level - 9 but some can be used already) if (level < 10) { // Remove all talent points if (m_usedTalentCount > 0) // Free any used talents { if (resetIfNeed) { resetTalents(true); } SetFreeTalentPoints(0); } } else { if (m_specsCount == 0) { m_specsCount = 1; m_activeSpec = 0; } uint32 talentPointsForLevel = CalculateTalentsPoints(); // if used more that have then reset if (m_usedTalentCount > talentPointsForLevel) { if (resetIfNeed && GetSession()->GetSecurity() < SEC_ADMINISTRATOR) { resetTalents(true); } else { SetFreeTalentPoints(0); } } // else update amount of free points else { SetFreeTalentPoints(talentPointsForLevel - m_usedTalentCount); } } } void Player::InitTalentForLevel() { UpdateFreeTalentPoints(); if (!GetSession()->PlayerLoading()) { SendTalentsInfoData(false); // update at client } } void Player::InitStatsForLevel(bool reapplyMods) { if (reapplyMods) // reapply stats values only on .reset stats (level) command { _RemoveAllStatBonuses(); } uint32 basehp = 0, basemana = 0; sObjectMgr.GetPlayerClassLevelInfo(getClass(), getLevel(), basehp, basemana); PlayerLevelInfo info; sObjectMgr.GetPlayerLevelInfo(getRace(), getClass(), getLevel(), &info); SetUInt32Value(PLAYER_FIELD_MAX_LEVEL, sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL)); SetUInt32Value(PLAYER_NEXT_LEVEL_XP, sObjectMgr.GetXPForLevel(getLevel())); // reset before any aura state sources (health set/aura apply) SetUInt32Value(UNIT_FIELD_AURASTATE, 0); UpdateSkillsForLevel(); // set default cast time multiplier SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); // save base values (bonuses already included in stored stats for (int i = STAT_STRENGTH; i < MAX_STATS; ++i) { SetCreateStat(Stats(i), info.stats[i]); } for (int i = STAT_STRENGTH; i < MAX_STATS; ++i) { SetStat(Stats(i), info.stats[i]); } SetCreateHealth(basehp); // set create powers SetCreateMana(basemana); SetArmor(int32(m_createStats[STAT_AGILITY] * 2)); InitStatBuffMods(); // reset rating fields values for (uint16 index = PLAYER_FIELD_COMBAT_RATING_1; index < PLAYER_FIELD_COMBAT_RATING_1 + MAX_COMBAT_RATING; ++index) { SetUInt32Value(index, 0); } SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS, 0); SetFloatValue(PLAYER_FIELD_MOD_HEALING_PCT, 1.0f); SetFloatValue(PLAYER_FIELD_MOD_HEALING_DONE_PCT, 1.0f); for (int i = 0; i < MAX_SPELL_SCHOOL; ++i) { SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + i, 0); SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + i, 0); SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT + i, 1.00f); } SetFloatValue(PLAYER_FIELD_MOD_SPELL_POWER_PCT, 1.0f); // reset attack power, damage and attack speed fields SetFloatValue(UNIT_FIELD_BASEATTACKTIME, 2000.0f); SetFloatValue(UNIT_FIELD_BASEATTACKTIME + 1, 2000.0f); // offhand attack time SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME, 2000.0f); SetFloatValue(UNIT_FIELD_MINDAMAGE, 0.0f); SetFloatValue(UNIT_FIELD_MAXDAMAGE, 0.0f); SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, 0.0f); SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, 0.0f); SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, 0.0f); SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, 0.0f); SetFloatValue(PLAYER_FIELD_WEAPON_DMG_MULTIPLIERS, 1.0f); SetInt32Value(UNIT_FIELD_ATTACK_POWER, 0 ); SetInt32Value(UNIT_FIELD_ATTACK_POWER_MOD_POS, 0 ); SetInt32Value(UNIT_FIELD_ATTACK_POWER_MOD_NEG, 0 ); SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER,0.0f); SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER, 0 ); SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MOD_POS,0 ); SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MOD_NEG,0 ); SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER,0.0f); // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset SetFloatValue(PLAYER_CRIT_PERCENTAGE, 0.0f); SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE, 0.0f); SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE, 0.0f); // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset for (uint8 i = 0; i < MAX_SPELL_SCHOOL; ++i) { SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1 + i, 0.0f); } SetFloatValue(PLAYER_PARRY_PERCENTAGE, 0.0f); SetFloatValue(PLAYER_BLOCK_PERCENTAGE, 0.0f); SetUInt32Value(PLAYER_SHIELD_BLOCK, uint32(BASE_BLOCK_DAMAGE_PERCENT)); // Dodge percentage SetFloatValue(PLAYER_DODGE_PERCENTAGE, 0.0f); // set armor (resistance 0) to original value (create_agility*2) SetArmor(int32(m_createStats[STAT_AGILITY] * 2)); SetResistanceBuffMods(SpellSchools(0), true, 0.0f); SetResistanceBuffMods(SpellSchools(0), false, 0.0f); // set other resistance to original value (0) for (int i = 1; i < MAX_SPELL_SCHOOL; ++i) { SetResistance(SpellSchools(i), 0); SetResistanceBuffMods(SpellSchools(i), true, 0.0f); SetResistanceBuffMods(SpellSchools(i), false, 0.0f); } SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE, 0); SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE, 0); for (int i = 0; i < MAX_SPELL_SCHOOL; ++i) { SetUInt32Value(UNIT_FIELD_POWER_COST_MODIFIER + i, 0); SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER + i, 0.0f); } // Reset no reagent cost field for (int i = 0; i < 3; ++i) { SetUInt32Value(PLAYER_NO_REAGENT_COST_1 + i, 0); } // Init data for form but skip reapply item mods for form InitDataForForm(reapplyMods); // save new stats for (int i = POWER_MANA; i < MAX_POWERS; ++i) { SetMaxPower(Powers(i), GetCreateMaxPowers(Powers(i))); } SetMaxHealth(basehp); // stamina bonus will applied later // cleanup mounted state (it will set correctly at aura loading if player saved at mount. SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, 0); // cleanup unit flags (will be re-applied if need at aura load). RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_NOT_ATTACKABLE_1 | UNIT_FLAG_OOC_NOT_ATTACKABLE | UNIT_FLAG_PASSIVE | UNIT_FLAG_LOOTING | UNIT_FLAG_PET_IN_COMBAT | UNIT_FLAG_SILENCED | UNIT_FLAG_PACIFIED | UNIT_FLAG_STUNNED | UNIT_FLAG_IN_COMBAT | UNIT_FLAG_DISARMED | UNIT_FLAG_CONFUSED | UNIT_FLAG_FLEEING | UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_SKINNABLE | UNIT_FLAG_MOUNT | UNIT_FLAG_TAXI_FLIGHT); SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE); // must be set SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER); // must be set // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example. RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK | PLAYER_FLAGS_DND | PLAYER_FLAGS_GM | PLAYER_FLAGS_GHOST); RemoveStandFlags(UNIT_STAND_FLAGS_ALL); // one form stealth modified bytes RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP); // restore if need some important flags //SetUInt32Value(PLAYER_FIELD_BYTES2, 0 ); // flags empty by default if (reapplyMods) // reapply stats values only on .reset stats (level) command { _ApplyAllStatBonuses(); } // set current level health and mana/energy to maximum after applying all mods. SetHealth(GetMaxHealth()); SetPower(POWER_MANA, GetMaxPower(POWER_MANA)); SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY)); if (GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE)) { SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE)); } SetPower(POWER_FOCUS, 0); SetPower(POWER_RUNIC_POWER, 0); // update level to hunter/summon pet if (Pet* pet = GetPet()) { pet->SynchronizeLevelWithOwner(); } } void Player::SendInitialSpells() { time_t curTime = time(NULL); time_t infTime = curTime + infinityCooldownDelayCheck; uint16 spellCount = 0; WorldPacket data(SMSG_INITIAL_SPELLS, (1 + 2 + 4 * m_spells.size() + 2 + m_spellCooldowns.size() * (2 + 2 + 2 + 4 + 4))); data << uint8(0); size_t countPos = data.wpos(); data << uint16(spellCount); // spell count placeholder for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr) { if (itr->second.state == PLAYERSPELL_REMOVED) { continue; } if (!itr->second.active || itr->second.disabled) { continue; } data << uint32(itr->first); data << uint16(0); // it's not slot id spellCount += 1; } data.put(countPos, spellCount); // write real count value uint16 spellCooldowns = m_spellCooldowns.size(); data << uint16(spellCooldowns); for (SpellCooldowns::const_iterator itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end(); ++itr) { SpellEntry const* sEntry = sSpellStore.LookupEntry(itr->first); if (!sEntry) { continue; } data << uint32(itr->first); data << uint32(itr->second.itemid); // cast item id data << uint16(sEntry->GetCategory()); // spell category // send infinity cooldown in special format if (itr->second.end >= infTime) { data << uint32(1); // cooldown data << uint32(0x80000000); // category cooldown continue; } time_t cooldown = itr->second.end > curTime ? (itr->second.end - curTime) * IN_MILLISECONDS : 0; if(sEntry->GetCategory()) // may be wrong, but anyway better than nothing... { data << uint32(0); // cooldown data << uint32(cooldown); // category cooldown } else { data << uint32(cooldown); // cooldown data << uint32(0); // category cooldown } } GetSession()->SendPacket(&data); DETAIL_LOG("CHARACTER: Sent Initial Spells"); } void Player::RemoveMail(uint32 id) { for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr) { if ((*itr)->messageID == id) { // do not delete item, because Player::removeMail() is called when returning mail to sender. m_mail.erase(itr); return; } } } void Player::SendMailResult(uint32 mailId, MailResponseType mailAction, MailResponseResult mailError, uint32 equipError, uint32 item_guid, uint32 item_count) { WorldPacket data(SMSG_SEND_MAIL_RESULT, (4 + 4 + 4 + (mailError == MAIL_ERR_EQUIP_ERROR ? 4 : (mailAction == MAIL_ITEM_TAKEN ? 4 + 4 : 0)))); data << (uint32) mailId; data << (uint32) mailAction; data << (uint32) mailError; if (mailError == MAIL_ERR_EQUIP_ERROR) { data << (uint32) equipError; } else if (mailAction == MAIL_ITEM_TAKEN) { data << (uint32) item_guid; // item guid low? data << (uint32) item_count; // item count? } GetSession()->SendPacket(&data); } void Player::SendNewMail() { // deliver undelivered mail WorldPacket data(SMSG_RECEIVED_MAIL, 4); data << float(0.0f); GetSession()->SendPacket(&data); } void Player::UpdateNextMailTimeAndUnreads() { // calculate next delivery time (min. from non-delivered mails // and recalculate unReadMail time_t cTime = time(NULL); m_nextMailDelivereTime = 0; unReadMails = 0; for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr) { if ((*itr)->deliver_time > cTime) { if (!m_nextMailDelivereTime || m_nextMailDelivereTime > (*itr)->deliver_time) { m_nextMailDelivereTime = (*itr)->deliver_time; } } else if (((*itr)->checked & MAIL_CHECK_MASK_READ) == 0) { ++unReadMails; } } } void Player::AddNewMailDeliverTime(time_t deliver_time) { if (deliver_time <= time(NULL)) // ready now { ++unReadMails; SendNewMail(); } else // not ready and no have ready mails { if (!m_nextMailDelivereTime || m_nextMailDelivereTime > deliver_time) { m_nextMailDelivereTime = deliver_time; } } } bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependent, bool disabled) { SpellEntry const* spellInfo = sSpellStore.LookupEntry(spell_id); if (!spellInfo) { // do character spell book cleanup (all characters) if (!IsInWorld() && !learning) // spell load case { sLog.outError("Player::addSpell: nonexistent in SpellStore spell #%u request, deleting for all characters in `character_spell`.", spell_id); CharacterDatabase.PExecute("DELETE FROM `character_spell` WHERE `spell` = '%u'", spell_id); } else { sLog.outError("Player::addSpell: nonexistent in SpellStore spell #%u request.", spell_id); } return false; } if (!SpellMgr::IsSpellValid(spellInfo, this, false)) { // do character spell book cleanup (all characters) if (!IsInWorld() && !learning) // spell load case { sLog.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.", spell_id); CharacterDatabase.PExecute("DELETE FROM `character_spell` WHERE `spell` = '%u'", spell_id); } else { sLog.outError("Player::addSpell: Broken spell #%u learning not allowed.", spell_id); } return false; } PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED; bool disabled_case = false; bool superceded_old = false; PlayerSpellMap::iterator itr = m_spells.find(spell_id); if (itr != m_spells.end()) { uint32 next_active_spell_id = 0; bool dependent_set = false; // fix activate state for non-stackable low rank (and find next spell for !active case) if (sSpellMgr.IsRankedSpellNonStackableInSpellBook(spellInfo)) { SpellChainMapNext const& nextMap = sSpellMgr.GetSpellChainNext(); for (SpellChainMapNext::const_iterator next_itr = nextMap.lower_bound(spell_id); next_itr != nextMap.upper_bound(spell_id); ++next_itr) { if (HasSpell(next_itr->second)) { // high rank already known so this must !active active = false; next_active_spell_id = next_itr->second; break; } } } // not do anything if already known in expected state if (itr->second.state != PLAYERSPELL_REMOVED && itr->second.active == active && itr->second.dependent == dependent && itr->second.disabled == disabled) { if (!IsInWorld() && !learning) // explicitly load from DB and then exist in it already and set correctly { itr->second.state = PLAYERSPELL_UNCHANGED; } return false; } // dependent spell known as not dependent, overwrite state if (itr->second.state != PLAYERSPELL_REMOVED && !itr->second.dependent && dependent) { itr->second.dependent = dependent; if (itr->second.state != PLAYERSPELL_NEW) { itr->second.state = PLAYERSPELL_CHANGED; } dependent_set = true; } // update active state for known spell if (itr->second.active != active && itr->second.state != PLAYERSPELL_REMOVED && !itr->second.disabled) { itr->second.active = active; if (!IsInWorld() && !learning && !dependent_set)// explicitly load from DB and then exist in it already and set correctly { itr->second.state = PLAYERSPELL_UNCHANGED; } else if (itr->second.state != PLAYERSPELL_NEW) { itr->second.state = PLAYERSPELL_CHANGED; } if (active) { if (IsNeedCastPassiveLikeSpellAtLearn(spellInfo)) { CastSpell(this, spell_id, true); } } else if (IsInWorld()) { if (next_active_spell_id) { // update spell ranks in spellbook and action bar WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4); data << uint32(spell_id); data << uint32(next_active_spell_id); GetSession()->SendPacket(&data); } else { WorldPacket data(SMSG_REMOVED_SPELL, 4); data << uint32(spell_id); GetSession()->SendPacket(&data); } } return active; // learn (show in spell book if active now) } if (itr->second.disabled != disabled && itr->second.state != PLAYERSPELL_REMOVED) { if (itr->second.state != PLAYERSPELL_NEW) { itr->second.state = PLAYERSPELL_CHANGED; } itr->second.disabled = disabled; if (disabled) { return false; } disabled_case = true; } else switch (itr->second.state) { case PLAYERSPELL_UNCHANGED: // known saved spell return false; case PLAYERSPELL_REMOVED: // re-learning removed not saved spell { m_spells.erase(itr); state = PLAYERSPELL_CHANGED; break; // need re-add } default: // known not saved yet spell (new or modified) { // can be in case spell loading but learned at some previous spell loading if (!IsInWorld() && !learning && !dependent_set) { itr->second.state = PLAYERSPELL_UNCHANGED; } return false; } } } TalentSpellPos const* talentPos = GetTalentSpellPos(spell_id); if (!disabled_case) // skip new spell adding if spell already known (disabled spells case) { // talent: unlearn all other talent ranks (high and low) if (talentPos) { if (TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentPos->talent_id)) { for (int i = 0; i < MAX_TALENT_RANK; ++i) { // skip learning spell and no rank spell case uint32 rankSpellId = talentInfo->RankID[i]; if (!rankSpellId || rankSpellId == spell_id) { continue; } removeSpell(rankSpellId, false, false); } } } // non talent spell: learn low ranks (recursive call) else if (uint32 prev_spell = sSpellMgr.GetPrevSpellInChain(spell_id)) { if (!IsInWorld() || disabled) // at spells loading, no output, but allow save { addSpell(prev_spell, active, true, true, disabled); } else // at normal learning { learnSpell(prev_spell, true); } } PlayerSpell newspell; newspell.state = state; newspell.active = active; newspell.dependent = dependent; newspell.disabled = disabled; // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible if (newspell.active && !newspell.disabled && sSpellMgr.IsRankedSpellNonStackableInSpellBook(spellInfo)) { for (PlayerSpellMap::iterator itr2 = m_spells.begin(); itr2 != m_spells.end(); ++itr2) { if (itr2->second.state == PLAYERSPELL_REMOVED) { continue; } SpellEntry const* i_spellInfo = sSpellStore.LookupEntry(itr2->first); if (!i_spellInfo) { continue; } if (sSpellMgr.IsRankSpellDueToSpell(spellInfo, itr2->first)) { if (itr2->second.active) { if (sSpellMgr.IsHighRankOfSpell(spell_id, itr2->first)) { if (IsInWorld()) // not send spell (re-/over-)learn packets at loading { WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4); data << uint32(itr2->first); data << uint32(spell_id); GetSession()->SendPacket(&data); } // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new) itr2->second.active = false; if (itr2->second.state != PLAYERSPELL_NEW) { itr2->second.state = PLAYERSPELL_CHANGED; } superceded_old = true; // new spell replace old in action bars and spell book. } else if (sSpellMgr.IsHighRankOfSpell(itr2->first, spell_id)) { if (IsInWorld()) // not send spell (re-/over-)learn packets at loading { WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4); data << uint32(spell_id); data << uint32(itr2->first); GetSession()->SendPacket(&data); } // mark new spell as disable (not learned yet for client and will not learned) newspell.active = false; if (newspell.state != PLAYERSPELL_NEW) { newspell.state = PLAYERSPELL_CHANGED; } } } } } } m_spells[spell_id] = newspell; // return false if spell disabled if (newspell.disabled) { return false; } } if (talentPos) { // update talent map PlayerTalentMap::iterator iter = m_talents[m_activeSpec].find(talentPos->talent_id); if (iter != m_talents[m_activeSpec].end()) { // check if ranks different or removed if ((*iter).second.state == PLAYERSPELL_REMOVED || talentPos->rank != (*iter).second.currentRank) { (*iter).second.currentRank = talentPos->rank; if ((*iter).second.state != PLAYERSPELL_NEW) { (*iter).second.state = PLAYERSPELL_CHANGED; } } } else { PlayerTalent talent; talent.currentRank = talentPos->rank; talent.talentEntry = sTalentStore.LookupEntry(talentPos->talent_id); talent.state = IsInWorld() ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED; m_talents[m_activeSpec][talentPos->talent_id] = talent; } // update used talent points count m_usedTalentCount += GetTalentSpellCost(talentPos); UpdateFreeTalentPoints(false); } // update free primary prof.points (if any, can be none in case GM .learn prof. learning) if (uint32 freeProfs = GetFreePrimaryProfessionPoints()) { if (sSpellMgr.IsPrimaryProfessionFirstRankSpell(spell_id)) { SetFreePrimaryProfessions(freeProfs - 1); } } // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned) // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive if (talentPos && IsSpellHaveEffect(spellInfo, SPELL_EFFECT_LEARN_SPELL)) { // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show) CastSpell(this, spell_id, true); } // also cast passive (and passive like) spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks else if (IsNeedCastPassiveLikeSpellAtLearn(spellInfo)) { CastSpell(this, spell_id, true); } else if (IsSpellHaveEffect(spellInfo, SPELL_EFFECT_SKILL_STEP)) { CastSpell(this, spell_id, true); return false; } // add dependent skills uint16 maxskill = GetMaxSkillValueForLevel(); SpellLearnSkillNode const* spellLearnSkill = sSpellMgr.GetSpellLearnSkill(spell_id); SkillLineAbilityMapBounds skill_bounds = sSpellMgr.GetSkillLineAbilityMapBounds(spell_id); if (spellLearnSkill) { uint32 skill_value = GetPureSkillValue(spellLearnSkill->skill); uint32 skill_max_value = GetPureMaxSkillValue(spellLearnSkill->skill); if (skill_value < spellLearnSkill->value) { skill_value = spellLearnSkill->value; } uint32 new_skill_max_value = spellLearnSkill->maxvalue == 0 ? maxskill : spellLearnSkill->maxvalue; if (skill_max_value < new_skill_max_value) { skill_max_value = new_skill_max_value; } SetSkill(spellLearnSkill->skill, skill_value, skill_max_value, spellLearnSkill->step); } else { // not ranked skills for (SkillLineAbilityMap::const_iterator _spell_idx = skill_bounds.first; _spell_idx != skill_bounds.second; ++_spell_idx) { SkillLineEntry const* pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId); if (!pSkill) { continue; } if (HasSkill(pSkill->id)) { continue; } if (_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL || // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL (pSkill->id == SKILL_RUNEFORGING && _spell_idx->second->max_value == 0)) { switch (GetSkillRangeType(pSkill, _spell_idx->second->racemask != 0)) { case SKILL_RANGE_LANGUAGE: SetSkill(pSkill->id, 300, 300, GetSkillStep(pSkill->id)); break; case SKILL_RANGE_LEVEL: SetSkill(pSkill->id, 1, GetMaxSkillValueForLevel(), GetSkillStep(pSkill->id)); break; case SKILL_RANGE_MONO: SetSkill(pSkill->id, 1, 1, GetSkillStep(pSkill->id)); break; default: break; } } } } // learn dependent spells SpellLearnSpellMapBounds spell_bounds = sSpellMgr.GetSpellLearnSpellMapBounds(spell_id); for (SpellLearnSpellMap::const_iterator itr2 = spell_bounds.first; itr2 != spell_bounds.second; ++itr2) { if (!itr2->second.autoLearned) { if (!IsInWorld() || !itr2->second.active) // at spells loading, no output, but allow save { addSpell(itr2->second.spell, itr2->second.active, true, true, false); } else // at normal learning { learnSpell(itr2->second.spell, true); } } } if (!GetSession()->PlayerLoading()) { // not ranked skills for (SkillLineAbilityMap::const_iterator _spell_idx = skill_bounds.first; _spell_idx != skill_bounds.second; ++_spell_idx) { GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE, _spell_idx->second->skillId); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS, _spell_idx->second->skillId); } GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL, spell_id); } // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell return active && !disabled && !superceded_old; } bool Player::IsNeedCastPassiveLikeSpellAtLearn(SpellEntry const* spellInfo) const { ShapeshiftForm form = GetShapeshiftForm(); if (IsNeedCastSpellAtFormApply(spellInfo, form)) // SPELL_ATTR_PASSIVE | SPELL_ATTR_UNK7 spells { return true; // all stance req. cases, not have auarastate cases } if (!spellInfo->HasAttribute(SPELL_ATTR_PASSIVE)) { return false; } // note: form passives activated with shapeshift spells be implemented by HandleShapeshiftBoosts instead of spell_learn_spell // talent dependent passives activated at form apply have proper stance data SpellShapeshiftEntry const* shapeShift = spellInfo->GetSpellShapeshift(); bool need_cast = (!shapeShift || !shapeShift->Stances || (!form && spellInfo->HasAttribute(SPELL_ATTR_EX2_NOT_NEED_SHAPESHIFT))); // Check CasterAuraStates SpellAuraRestrictionsEntry const* auraRestrictions = spellInfo->GetSpellAuraRestrictions(); return need_cast && (!auraRestrictions || !auraRestrictions->CasterAuraState || HasAuraState(AuraState(auraRestrictions->CasterAuraState))); } void Player::learnSpell(uint32 spell_id, bool dependent) { PlayerSpellMap::iterator itr = m_spells.find(spell_id); bool disabled = (itr != m_spells.end()) ? itr->second.disabled : false; bool active = disabled ? itr->second.active : true; bool learning = addSpell(spell_id, active, true, dependent, false); // prevent duplicated entires in spell book, also not send if not in world (loading) if (learning && IsInWorld()) { WorldPacket data(SMSG_LEARNED_SPELL, 6); data << uint32(spell_id); data << uint32(0); // 3.3.3 unk GetSession()->SendPacket(&data); } // learn all disabled higher ranks (recursive) if (disabled) { SpellChainMapNext const& nextMap = sSpellMgr.GetSpellChainNext(); for (SpellChainMapNext::const_iterator i = nextMap.lower_bound(spell_id); i != nextMap.upper_bound(spell_id); ++i) { PlayerSpellMap::iterator iter = m_spells.find(i->second); if (iter != m_spells.end() && iter->second.disabled) { learnSpell(i->second, false); } } } if (IsInWorld()) { SpellAddedQuestCheck(spell_id); } } void Player::removeSpell(uint32 spell_id, bool disabled, bool learn_low_rank, bool sendUpdate) { PlayerSpellMap::iterator itr = m_spells.find(spell_id); if (itr == m_spells.end()) { return; } if (itr->second.state == PLAYERSPELL_REMOVED || (disabled && itr->second.disabled)) { return; } // unlearn non talent higher ranks (recursive) SpellChainMapNext const& nextMap = sSpellMgr.GetSpellChainNext(); for (SpellChainMapNext::const_iterator itr2 = nextMap.lower_bound(spell_id); itr2 != nextMap.upper_bound(spell_id); ++itr2) if (HasSpell(itr2->second) && !GetTalentSpellPos(itr2->second)) { removeSpell(itr2->second, disabled, false); } // re-search, it can be corrupted in prev loop itr = m_spells.find(spell_id); if (itr == m_spells.end() || itr->second.state == PLAYERSPELL_REMOVED) { return; // already unleared } bool cur_active = itr->second.active; bool cur_dependent = itr->second.dependent; if (disabled) { itr->second.disabled = disabled; if (itr->second.state != PLAYERSPELL_NEW) { itr->second.state = PLAYERSPELL_CHANGED; } } else { if (itr->second.state == PLAYERSPELL_NEW) { m_spells.erase(itr); } else { itr->second.state = PLAYERSPELL_REMOVED; } } RemoveAurasDueToSpell(spell_id); // remove pet auras for (int i = 0; i < MAX_EFFECT_INDEX; ++i) if (PetAura const* petSpell = sSpellMgr.GetPetAura(spell_id, SpellEffectIndex(i))) { RemovePetAura(petSpell); } TalentSpellPos const* talentPos = GetTalentSpellPos(spell_id); if (talentPos) { // update talent map PlayerTalentMap::iterator iter = m_talents[m_activeSpec].find(talentPos->talent_id); if (iter != m_talents[m_activeSpec].end()) { if ((*iter).second.state != PLAYERSPELL_NEW) { (*iter).second.state = PLAYERSPELL_REMOVED; } else { m_talents[m_activeSpec].erase(iter); } } else { sLog.outError("removeSpell: Player (GUID: %u) has talent spell (id: %u) but doesn't have talent", GetGUIDLow(), spell_id); } // free talent points uint32 talentCosts = GetTalentSpellCost(talentPos); if (talentCosts < m_usedTalentCount) { m_usedTalentCount -= talentCosts; } else { m_usedTalentCount = 0; } UpdateFreeTalentPoints(false); } // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning) if (sSpellMgr.IsPrimaryProfessionFirstRankSpell(spell_id)) { uint32 freeProfs = GetFreePrimaryProfessionPoints() + 1; uint32 maxProfs = GetSession()->GetSecurity() < AccountTypes(sWorld.getConfig(CONFIG_UINT32_TRADE_SKILL_GMIGNORE_MAX_PRIMARY_COUNT)) ? sWorld.getConfig(CONFIG_UINT32_MAX_PRIMARY_TRADE_SKILL) : 10; if (freeProfs <= maxProfs) { SetFreePrimaryProfessions(freeProfs); } } // remove dependent skill SpellLearnSkillNode const* spellLearnSkill = sSpellMgr.GetSpellLearnSkill(spell_id); if (spellLearnSkill) { uint32 prev_spell = sSpellMgr.GetPrevSpellInChain(spell_id); if (!prev_spell) // first rank, remove skill { SetSkill(spellLearnSkill->skill, 0, 0); } else { // search prev. skill setting by spell ranks chain SpellLearnSkillNode const* prevSkill = sSpellMgr.GetSpellLearnSkill(prev_spell); while (!prevSkill && prev_spell) { prev_spell = sSpellMgr.GetPrevSpellInChain(prev_spell); prevSkill = sSpellMgr.GetSpellLearnSkill(sSpellMgr.GetFirstSpellInChain(prev_spell)); } if (!prevSkill) // not found prev skill setting, remove skill { SetSkill(spellLearnSkill->skill, 0, 0); } else // set to prev. skill setting values { uint32 skill_value = GetPureSkillValue(prevSkill->skill); uint32 skill_max_value = GetPureMaxSkillValue(prevSkill->skill); if (skill_value > prevSkill->value) { skill_value = prevSkill->value; } uint32 new_skill_max_value = prevSkill->maxvalue == 0 ? GetMaxSkillValueForLevel() : prevSkill->maxvalue; if (skill_max_value > new_skill_max_value) { skill_max_value = new_skill_max_value; } SetSkill(prevSkill->skill, skill_value, skill_max_value, prevSkill->step); } } } else { // not ranked skills SkillLineAbilityMapBounds bounds = sSpellMgr.GetSkillLineAbilityMapBounds(spell_id); for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx) { SkillLineEntry const* pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId); if (!pSkill) { continue; } if ((_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL && pSkill->categoryId != SKILL_CATEGORY_CLASS) ||// not unlearn class skills (spellbook/talent pages) // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL (pSkill->id == SKILL_RUNEFORGING && _spell_idx->second->max_value == 0)) { // not reset skills for professions and racial abilities if ((pSkill->categoryId == SKILL_CATEGORY_SECONDARY || pSkill->categoryId == SKILL_CATEGORY_PROFESSION) && (IsProfessionSkill(pSkill->id) || _spell_idx->second->racemask != 0)) continue; SetSkill(pSkill->id, 0, 0, GetSkillStep(pSkill->id)); } } } // remove dependent spells SpellLearnSpellMapBounds spell_bounds = sSpellMgr.GetSpellLearnSpellMapBounds(spell_id); for (SpellLearnSpellMap::const_iterator itr2 = spell_bounds.first; itr2 != spell_bounds.second; ++itr2) { removeSpell(itr2->second.spell, disabled); } // activate lesser rank in spellbook/action bar, and cast it if need bool prev_activate = false; if (uint32 prev_id = sSpellMgr.GetPrevSpellInChain(spell_id)) { SpellEntry const* spellInfo = sSpellStore.LookupEntry(spell_id); // if talent then lesser rank also talent and need learn if (talentPos) { if (learn_low_rank) { learnSpell(prev_id, false); } } // if ranked non-stackable spell: need activate lesser rank and update dependence state else if (cur_active && sSpellMgr.IsRankedSpellNonStackableInSpellBook(spellInfo)) { // need manually update dependence state (learn spell ignore like attempts) PlayerSpellMap::iterator prev_itr = m_spells.find(prev_id); if (prev_itr != m_spells.end()) { PlayerSpell& spell = prev_itr->second; if (spell.dependent != cur_dependent) { spell.dependent = cur_dependent; if (spell.state != PLAYERSPELL_NEW) { spell.state = PLAYERSPELL_CHANGED; } } // now re-learn if need re-activate if (cur_active && !spell.active && learn_low_rank) { if (addSpell(prev_id, true, false, spell.dependent, spell.disabled)) { // downgrade spell ranks in spellbook and action bar WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4); data << uint32(spell_id); data << uint32(prev_id); GetSession()->SendPacket(&data); prev_activate = true; } } } } } // for Titan's Grip and shaman Dual-wield if (CanDualWield() || CanTitanGrip()) { SpellEntry const* spellInfo = sSpellStore.LookupEntry(spell_id); if (CanDualWield() && IsSpellHaveEffect(spellInfo, SPELL_EFFECT_DUAL_WIELD)) { SetCanDualWield(false); } if (CanTitanGrip() && IsSpellHaveEffect(spellInfo, SPELL_EFFECT_TITAN_GRIP)) { SetCanTitanGrip(false); // Remove Titan's Grip damage penalty now RemoveAurasDueToSpell(49152); } } // for talents and normal spell unlearn that allow offhand use for some weapons if (sWorld.getConfig(CONFIG_BOOL_OFFHAND_CHECK_AT_TALENTS_RESET)) { AutoUnequipOffhandIfNeed(); } // remove from spell book if not replaced by lesser rank if (!prev_activate && sendUpdate) { WorldPacket data(SMSG_REMOVED_SPELL, 4); data << uint32(spell_id); GetSession()->SendPacket(&data); } if (IsInWorld()) { SpellRemovedQuestCheck(spell_id); } } void Player::RemoveSpellCooldown(uint32 spell_id, bool update /* = false */) { m_spellCooldowns.erase(spell_id); if (update) { SendClearCooldown(spell_id, this); } } void Player::RemoveSpellCategoryCooldown(uint32 cat, bool update /* = false */) { SpellCategoryStore::const_iterator ct = sSpellCategoryStore.find(cat); if (ct == sSpellCategoryStore.end()) { return; } const SpellCategorySet& ct_set = ct->second; for (SpellCooldowns::const_iterator i = m_spellCooldowns.begin(); i != m_spellCooldowns.end();) { if (ct_set.find(i->first) != ct_set.end()) { RemoveSpellCooldown((i++)->first, update); } else { ++i; } } } void Player::RemoveArenaSpellCooldowns() { // remove cooldowns on spells that has < 15 min CD SpellCooldowns::iterator itr, next; // iterate spell cooldowns for (itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end(); itr = next) { next = itr; ++next; SpellEntry const* entry = sSpellStore.LookupEntry(itr->first); // check if spellentry is present and if the cooldown is less than 15 mins if( entry && entry->GetRecoveryTime() <= 15 * MINUTE * IN_MILLISECONDS && entry->GetCategoryRecoveryTime() <= 15 * MINUTE * IN_MILLISECONDS ) { // remove & notify RemoveSpellCooldown(itr->first, true); } } } void Player::RemoveAllSpellCooldown() { if (!m_spellCooldowns.empty()) { ObjectGuid guid = GetObjectGuid(); WorldPacket data(SMSG_CLEAR_COOLDOWNS, 1 + 8 + m_spellCooldowns.size() * 4); data.WriteGuidMask<1, 3, 6>(guid); data.WriteBits(m_spellCooldowns.size(), 24); // cooldown count data.WriteGuidMask<7, 5, 2, 4, 0>(guid); data.WriteGuidBytes<7, 2, 4, 5, 1, 3>(guid); for (SpellCooldowns::const_iterator itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end(); ++itr) { data << uint32(itr->first); } data.WriteGuidBytes<0, 6>(guid); SendDirectMessage(&data); m_spellCooldowns.clear(); } } void Player::_LoadSpellCooldowns(QueryResult* result) { // some cooldowns can be already set at aura loading... // QueryResult *result = CharacterDatabase.PQuery("SELECT `spell`,`item`,`time` FROM `character_spell_cooldown` WHERE `guid` = '%u'",GetGUIDLow()); if (result) { time_t curTime = time(NULL); do { Field* fields = result->Fetch(); uint32 spell_id = fields[0].GetUInt32(); uint32 item_id = fields[1].GetUInt32(); time_t db_time = (time_t)fields[2].GetUInt64(); if (!sSpellStore.LookupEntry(spell_id)) { sLog.outError("Player %u has unknown spell %u in `character_spell_cooldown`, skipping.", GetGUIDLow(), spell_id); continue; } // skip outdated cooldown if (db_time <= curTime) { continue; } AddSpellCooldown(spell_id, item_id, db_time); DEBUG_LOG("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id, item_id, uint32(db_time - curTime)); } while (result->NextRow()); delete result; } } void Player::_SaveSpellCooldowns() { static SqlStatementID deleteSpellCooldown ; static SqlStatementID insertSpellCooldown ; SqlStatement stmt = CharacterDatabase.CreateStatement(deleteSpellCooldown, "DELETE FROM `character_spell_cooldown` WHERE `guid` = ?"); stmt.PExecute(GetGUIDLow()); time_t curTime = time(NULL); time_t infTime = curTime + infinityCooldownDelayCheck; // remove outdated and save active for (SpellCooldowns::iterator itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end();) { if (itr->second.end <= curTime) { m_spellCooldowns.erase(itr++); } else if (itr->second.end <= infTime) // not save locked cooldowns, it will be reset or set at reload { stmt = CharacterDatabase.CreateStatement(insertSpellCooldown, "INSERT INTO `character_spell_cooldown` (`guid`,`spell`,`item`,`time`) VALUES( ?, ?, ?, ?)"); stmt.PExecute(GetGUIDLow(), itr->first, itr->second.itemid, uint64(itr->second.end)); ++itr; } else { ++itr; } } } uint32 Player::resetTalentsCost() const { // The first time reset costs 1 gold if (m_resetTalentsCost < 1 * GOLD) { return 1 * GOLD; } // then 5 gold else if (m_resetTalentsCost < 5 * GOLD) { return 5 * GOLD; } // After that it increases in increments of 5 gold else if (m_resetTalentsCost < 10 * GOLD) { return 10 * GOLD; } else { time_t months = (sWorld.GetGameTime() - m_resetTalentsTime) / MONTH; if (months > 0) { // This cost will be reduced by a rate of 5 gold per month int32 new_cost = int32((m_resetTalentsCost) - 5 * GOLD * months); // to a minimum of 10 gold. return uint32(new_cost < 10 * GOLD ? 10 * GOLD : new_cost); } else { // After that it increases in increments of 5 gold int32 new_cost = m_resetTalentsCost + 5 * GOLD; // until it hits a cap of 50 gold. if (new_cost > 50 * GOLD) { new_cost = 50 * GOLD; } return new_cost; } } } bool Player::resetTalents(bool no_cost, bool all_specs) { // Used by Eluna #ifdef ENABLE_ELUNA sEluna->OnTalentsReset(this, no_cost); #endif /* ENABLE_ELUNA */ // not need after this call if (HasAtLoginFlag(AT_LOGIN_RESET_TALENTS) && all_specs) { RemoveAtLoginFlag(AT_LOGIN_RESET_TALENTS, true); } if (m_usedTalentCount == 0 && !all_specs) { UpdateFreeTalentPoints(false); // for fix if need counter return false; } uint32 cost = 0; if (!no_cost) { cost = resetTalentsCost(); if (GetMoney() < cost) { SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0); return false; } } for (PlayerTalentMap::iterator iter = m_talents[m_activeSpec].begin(); iter != m_talents[m_activeSpec].end();) { if (iter->second.state == PLAYERSPELL_REMOVED) { ++iter; continue; } TalentEntry const* talentInfo = iter->second.talentEntry; if (!talentInfo) { m_talents[m_activeSpec].erase(iter++); continue; } TalentTabEntry const* talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab); if (!talentTabInfo) { m_talents[m_activeSpec].erase(iter++); continue; } // unlearn only talents for character class // some spell learned by one class as normal spells or know at creation but another class learn it as talent, // to prevent unexpected lost normal learned spell skip another class talents if ((getClassMask() & talentTabInfo->ClassMask) == 0) { ++iter; continue; } for (int j = 0; j < MAX_TALENT_RANK; ++j) if (talentInfo->RankID[j]) { removeSpell(talentInfo->RankID[j], !IsPassiveSpell(talentInfo->RankID[j]), false); } iter = m_talents[m_activeSpec].begin(); } // Remove spec specific spells for (uint32 i = 0; i < MAX_TALENT_TABS; ++i) { if (std::vector const* specSpells = GetTalentTreeMasterySpells(GetTalentTabPages(getClass())[i])) for (size_t i = 0; i < specSpells->size(); ++i) { removeSpell(specSpells->at(i), true); } if (std::vector const* specSpells = GetTalentTreePrimarySpells(GetTalentTabPages(getClass())[i])) for (size_t i = 0; i < specSpells->size(); ++i) { removeSpell(specSpells->at(i), true); } } for (uint8 spec = 0; spec < MAX_TALENT_SPEC_COUNT; ++spec) { if (!all_specs && spec != m_activeSpec) { continue; } m_talentsPrimaryTree[spec] = 0; } // for not current spec just mark removed all saved to DB case and drop not saved if (all_specs) { for (uint8 spec = 0; spec < MAX_TALENT_SPEC_COUNT; ++spec) { if (spec == m_activeSpec) { continue; } for (PlayerTalentMap::iterator iter = m_talents[spec].begin(); iter != m_talents[spec].end();) { switch (iter->second.state) { case PLAYERSPELL_REMOVED: ++iter; break; case PLAYERSPELL_NEW: m_talents[spec].erase(iter++); break; default: iter->second.state = PLAYERSPELL_REMOVED; ++iter; break; } } } } UpdateFreeTalentPoints(false); if (!no_cost) { ModifyMoney(-(int64)cost); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS, cost); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS, 1); m_resetTalentsCost = cost; m_resetTalentsTime = time(NULL); } // Update talent tree role-dependent mana regen UpdateManaRegen(); UpdateArmorSpecializations(); // FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras RemovePet(PET_SAVE_REAGENTS); /* when prev line will dropped use next line if(Pet* pet = GetPet()) { if(pet->getPetType()==HUNTER_PET && !pet->GetCreatureInfo()->isTameable(CanTameExoticPets())) { pet->Unsummon(PET_SAVE_REAGENTS, this); } } */ return true; } Mail* Player::GetMail(uint32 id) { for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr) { if ((*itr)->messageID == id) { return (*itr); } } return NULL; } void Player::_SetCreateBits(UpdateMask* updateMask, Player* target) const { if (target == this) { Object::_SetCreateBits(updateMask, target); } else { for (uint16 index = 0; index < m_valuesCount; ++index) { if (GetUInt32Value(index) != 0 && updateVisualBits.GetBit(index)) { updateMask->SetBit(index); } } } } void Player::_SetUpdateBits(UpdateMask* updateMask, Player* target) const { if (target == this) { Object::_SetUpdateBits(updateMask, target); } else { Object::_SetUpdateBits(updateMask, target); *updateMask &= updateVisualBits; } } void Player::InitVisibleBits() { updateVisualBits.SetCount(PLAYER_END); updateVisualBits.SetBit(OBJECT_FIELD_GUID + 0); updateVisualBits.SetBit(OBJECT_FIELD_GUID + 1); updateVisualBits.SetBit(OBJECT_FIELD_TYPE); updateVisualBits.SetBit(OBJECT_FIELD_ENTRY); updateVisualBits.SetBit(OBJECT_FIELD_DATA + 0); updateVisualBits.SetBit(OBJECT_FIELD_DATA + 1); updateVisualBits.SetBit(OBJECT_FIELD_SCALE_X); updateVisualBits.SetBit(UNIT_FIELD_CHARM + 0); updateVisualBits.SetBit(UNIT_FIELD_CHARM + 1); updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 0); updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 1); updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 0); updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 1); updateVisualBits.SetBit(UNIT_FIELD_TARGET + 0); updateVisualBits.SetBit(UNIT_FIELD_TARGET + 1); updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 0); updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 1); updateVisualBits.SetBit(UNIT_FIELD_BYTES_0); updateVisualBits.SetBit(UNIT_FIELD_HEALTH); updateVisualBits.SetBit(UNIT_FIELD_POWER1); updateVisualBits.SetBit(UNIT_FIELD_POWER2); updateVisualBits.SetBit(UNIT_FIELD_POWER3); updateVisualBits.SetBit(UNIT_FIELD_POWER4); updateVisualBits.SetBit(UNIT_FIELD_POWER5); updateVisualBits.SetBit(UNIT_FIELD_MAXHEALTH); updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER1); updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER2); updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER3); updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER4); updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER5); updateVisualBits.SetBit(UNIT_FIELD_LEVEL); updateVisualBits.SetBit(UNIT_FIELD_FACTIONTEMPLATE); updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 0); updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 1); updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 2); updateVisualBits.SetBit(UNIT_FIELD_FLAGS); updateVisualBits.SetBit(UNIT_FIELD_FLAGS_2); updateVisualBits.SetBit(UNIT_FIELD_AURASTATE); updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 0); updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 1); updateVisualBits.SetBit(UNIT_FIELD_BOUNDINGRADIUS); updateVisualBits.SetBit(UNIT_FIELD_COMBATREACH); updateVisualBits.SetBit(UNIT_FIELD_DISPLAYID); updateVisualBits.SetBit(UNIT_FIELD_NATIVEDISPLAYID); updateVisualBits.SetBit(UNIT_FIELD_MOUNTDISPLAYID); updateVisualBits.SetBit(UNIT_FIELD_BYTES_1); updateVisualBits.SetBit(UNIT_FIELD_PETNUMBER); updateVisualBits.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP); updateVisualBits.SetBit(UNIT_DYNAMIC_FLAGS); updateVisualBits.SetBit(UNIT_CHANNEL_SPELL); updateVisualBits.SetBit(UNIT_MOD_CAST_SPEED); updateVisualBits.SetBit(UNIT_NPC_FLAGS); updateVisualBits.SetBit(UNIT_FIELD_BASE_MANA); updateVisualBits.SetBit(UNIT_FIELD_BYTES_2); updateVisualBits.SetBit(UNIT_FIELD_HOVERHEIGHT); updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 0); updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 1); updateVisualBits.SetBit(PLAYER_FLAGS); //updateVisualBits.SetBit(PLAYER_GUILDID); updateVisualBits.SetBit(PLAYER_GUILDRANK); updateVisualBits.SetBit(PLAYER_GUILDLEVEL); updateVisualBits.SetBit(PLAYER_BYTES); updateVisualBits.SetBit(PLAYER_BYTES_2); updateVisualBits.SetBit(PLAYER_BYTES_3); updateVisualBits.SetBit(PLAYER_DUEL_TEAM); updateVisualBits.SetBit(PLAYER_GUILD_TIMESTAMP); updateVisualBits.SetBit(UNIT_NPC_FLAGS); // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)... for (uint16 i = PLAYER_QUEST_LOG_1_1; i < PLAYER_QUEST_LOG_25_2; i += MAX_QUEST_OFFSET) { updateVisualBits.SetBit(i); } // Players visible items are not inventory stuff for (uint16 i = 0; i < EQUIPMENT_SLOT_END; ++i) { uint32 offset = i * 2; // item entry updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_ENTRYID + offset); // enchant updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + offset); } updateVisualBits.SetBit(PLAYER_CHOSEN_TITLE); } void Player::BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) const { if (target == this) { for (int i = 0; i < EQUIPMENT_SLOT_END; ++i) { if (m_items[i] == NULL) { continue; } m_items[i]->BuildCreateUpdateBlockForPlayer(data, target); } for (int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i) { if (m_items[i] == NULL) { continue; } m_items[i]->BuildCreateUpdateBlockForPlayer(data, target); } } Unit::BuildCreateUpdateBlockForPlayer(data, target); } void Player::DestroyForPlayer(Player* target, bool anim) const { Unit::DestroyForPlayer(target, anim); for (int i = 0; i < INVENTORY_SLOT_BAG_END; ++i) { if (m_items[i] == NULL) { continue; } m_items[i]->DestroyForPlayer(target); } if (target == this) { for (int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i) { if (m_items[i] == NULL) { continue; } m_items[i]->DestroyForPlayer(target); } } } bool Player::HasSpell(uint32 spell) const { PlayerSpellMap::const_iterator itr = m_spells.find(spell); return (itr != m_spells.end() && itr->second.state != PLAYERSPELL_REMOVED && !itr->second.disabled); } bool Player::HasTalent(uint32 spell, uint8 spec) const { PlayerTalentMap::const_iterator itr = m_talents[spec].find(spell); return (itr != m_talents[spec].end() && itr->second.state != PLAYERSPELL_REMOVED); } bool Player::HasActiveSpell(uint32 spell) const { PlayerSpellMap::const_iterator itr = m_spells.find(spell); return (itr != m_spells.end() && itr->second.state != PLAYERSPELL_REMOVED && itr->second.active && !itr->second.disabled); } TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell, uint32 reqLevel) const { if (!trainer_spell) { return TRAINER_SPELL_RED; } if (!trainer_spell->learnedSpell) { return TRAINER_SPELL_RED; } // known spell if (HasSpell(trainer_spell->learnedSpell)) { return TRAINER_SPELL_GRAY; } // check race/class requirement if (!IsSpellFitByClassAndRace(trainer_spell->learnedSpell)) { return TRAINER_SPELL_RED; } bool prof = SpellMgr::IsProfessionSpell(trainer_spell->learnedSpell); // check level requirement if (!prof || GetSession()->GetSecurity() < AccountTypes(sWorld.getConfig(CONFIG_UINT32_TRADE_SKILL_GMIGNORE_LEVEL))) if (getLevel() < reqLevel) { return TRAINER_SPELL_RED; } if (SpellChainNode const* spell_chain = sSpellMgr.GetSpellChainNode(trainer_spell->learnedSpell)) { // check prev.rank requirement if (spell_chain->prev && !HasSpell(spell_chain->prev)) { return TRAINER_SPELL_RED; } // check additional spell requirement if (spell_chain->req && !HasSpell(spell_chain->req)) { return TRAINER_SPELL_RED; } } // check skill requirement if (!prof || GetSession()->GetSecurity() < AccountTypes(sWorld.getConfig(CONFIG_UINT32_TRADE_SKILL_GMIGNORE_SKILL))) if (trainer_spell->reqSkill && GetBaseSkillValue(trainer_spell->reqSkill) < trainer_spell->reqSkillValue) { return TRAINER_SPELL_RED; } // exist, already checked at loading SpellEntry const* spell = sSpellStore.LookupEntry(trainer_spell->learnedSpell); // secondary prof. or not prof. spell SpellEffectEntry const* spellEffect = spell->GetSpellEffect(EFFECT_INDEX_1); uint32 skill = spellEffect ? spellEffect->EffectMiscValue : 0; if(spellEffect && (spellEffect->Effect != SPELL_EFFECT_SKILL || !IsPrimaryProfessionSkill(skill))) { return TRAINER_SPELL_GREEN; } // check primary prof. limit if (sSpellMgr.IsPrimaryProfessionFirstRankSpell(spell->Id) && GetFreePrimaryProfessionPoints() == 0) { return TRAINER_SPELL_GREEN_DISABLED; } return TRAINER_SPELL_GREEN; } /* * Deletes a character from the database * * The way, how the characters will be deleted is decided based on the config option. * * @see Player::DeleteOldCharacters * * @param playerguid the low-GUID from the player which should be deleted * @param accountId the account id from the player * @param updateRealmChars when this flag is set, the amount of characters on that realm will be updated in the realmlist * @param deleteFinally if this flag is set, the config option will be ignored and the character will be permanently removed from the database */ void Player::DeleteFromDB(ObjectGuid playerguid, uint32 accountId, bool updateRealmChars, bool deleteFinally) { // for nonexistent account avoid update realm if (accountId == 0) { updateRealmChars = false; } uint32 charDelete_method = sWorld.getConfig(CONFIG_UINT32_CHARDELETE_METHOD); uint32 charDelete_minLvl = sWorld.getConfig(CONFIG_UINT32_CHARDELETE_MIN_LEVEL); // if we want to finally delete the character or the character does not meet the level requirement, we set it to mode 0 if (deleteFinally || Player::GetLevelFromDB(playerguid) < charDelete_minLvl) { charDelete_method = 0; } uint32 lowguid = playerguid.GetCounter(); // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry) // bones will be deleted by corpse/bones deleting thread shortly sObjectAccessor.ConvertCorpseForPlayer(playerguid); // remove from guild if (uint32 guildId = GetGuildIdFromDB(playerguid)) { if (Guild* guild = sGuildMgr.GetGuildById(guildId)) { if (guild->DelMember(playerguid)) { guild->Disband(); delete guild; } } } // remove from arena teams LeaveAllArenaTeams(playerguid); // the player was uninvited already on logout so just remove from group QueryResult* resultGroup = CharacterDatabase.PQuery("SELECT `groupId` FROM `group_member` WHERE `memberGuid`='%u'", lowguid); if (resultGroup) { uint32 groupId = (*resultGroup)[0].GetUInt32(); delete resultGroup; if (Group* group = sObjectMgr.GetGroupById(groupId)) { RemoveFromGroup(group, playerguid); } } // remove signs from petitions (also remove petitions if owner); RemovePetitionsAndSigns(playerguid); switch (charDelete_method) { // completely remove from the database case 0: { // return back all mails with COD and Item 0 1 2 3 4 5 6 7 QueryResult* resultMail = CharacterDatabase.PQuery("SELECT `id`,`messageType`,`mailTemplateId`,`sender`,`subject`,`body`,`money`,`has_items` FROM `mail` WHERE `receiver`='%u' AND `has_items`<>0 AND `cod`<>0", lowguid); if (resultMail) { do { Field* fields = resultMail->Fetch(); uint32 mail_id = fields[0].GetUInt32(); uint16 mailType = fields[1].GetUInt16(); uint16 mailTemplateId = fields[2].GetUInt16(); uint32 sender = fields[3].GetUInt32(); std::string subject = fields[4].GetCppString(); std::string body = fields[5].GetCppString(); uint64 money = fields[6].GetUInt32(); bool has_items = fields[7].GetBool(); // we can return mail now // so firstly delete the old one CharacterDatabase.PExecute("DELETE FROM `mail` WHERE `id` = '%u'", mail_id); // mail not from player if (mailType != MAIL_NORMAL) { if (has_items) { CharacterDatabase.PExecute("DELETE FROM `mail_items` WHERE `mail_id` = '%u'", mail_id); } continue; } MailDraft draft; if (mailTemplateId) { draft.SetMailTemplate(mailTemplateId, false);// items already included } else { draft.SetSubjectAndBody(subject, body); } if (has_items) { // data needs to be at first place for Item::LoadFromDB // 0 1 2 3 QueryResult* resultItems = CharacterDatabase.PQuery("SELECT `data`,`text`,`item_guid`,`item_template` FROM `mail_items` JOIN `item_instance` ON `item_guid` = `guid` WHERE `mail_id`='%u'", mail_id); if (resultItems) { do { Field* fields2 = resultItems->Fetch(); uint32 item_guidlow = fields2[2].GetUInt32(); uint32 item_template = fields2[3].GetUInt32(); ItemPrototype const* itemProto = ObjectMgr::GetItemPrototype(item_template); if (!itemProto) { CharacterDatabase.PExecute("DELETE FROM `item_instance` WHERE `guid` = '%u'", item_guidlow); continue; } Item* pItem = NewItemOrBag(itemProto); if (!pItem->LoadFromDB(item_guidlow, fields2, playerguid)) { pItem->FSetState(ITEM_REMOVED); pItem->SaveToDB(); // it also deletes item object ! continue; } draft.AddItem(pItem); } while (resultItems->NextRow()); delete resultItems; } } CharacterDatabase.PExecute("DELETE FROM `mail_items` WHERE `mail_id` = '%u'", mail_id); uint32 pl_account = sObjectMgr.GetPlayerAccountIdByGUID(playerguid); draft.SetMoney(money).SendReturnToSender(pl_account, playerguid, ObjectGuid(HIGHGUID_PLAYER, sender)); } while (resultMail->NextRow()); delete resultMail; } // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet. // Get guids of character's pets, will deleted in transaction QueryResult* resultPets = CharacterDatabase.PQuery("SELECT `id` FROM `character_pet` WHERE `owner` = '%u'", lowguid); // delete char from friends list when selected chars is online (non existing - error) QueryResult* resultFriend = CharacterDatabase.PQuery("SELECT DISTINCT `guid` FROM `character_social` WHERE `friend` = '%u'", lowguid); // NOW we can finally clear other DB data related to character CharacterDatabase.BeginTransaction(); if (resultPets) { do { Field* fields3 = resultPets->Fetch(); uint32 petguidlow = fields3[0].GetUInt32(); // do not create separate transaction for pet delete otherwise we will get fatal error! Pet::DeleteFromDB(petguidlow, false); } while (resultPets->NextRow()); delete resultPets; } // cleanup friends for online players, offline case will cleanup later in code if (resultFriend) { do { Field* fieldsFriend = resultFriend->Fetch(); if (Player* sFriend = sObjectAccessor.FindPlayer(ObjectGuid(HIGHGUID_PLAYER, fieldsFriend[0].GetUInt32()))) { if (sFriend->IsInWorld()) { sFriend->GetSocial()->RemoveFromSocialList(playerguid, false); sSocialMgr.SendFriendStatus(sFriend, FRIEND_REMOVED, playerguid, false); } } } while (resultFriend->NextRow()); delete resultFriend; } CharacterDatabase.PExecute("DELETE FROM `characters` WHERE `guid` = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM `character_account_data` WHERE `guid` = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM `character_declinedname` WHERE `guid` = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM `character_action` WHERE `guid` = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM `character_aura` WHERE `guid` = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM `character_battleground_data` WHERE `guid` = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM `character_gifts` WHERE `guid` = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM `character_glyphs` WHERE `guid` = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM `character_homebind` WHERE `guid` = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM `character_instance` WHERE `guid` = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM `group_instance` WHERE `leaderGuid` = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM `character_inventory` WHERE `guid` = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM `character_queststatus` WHERE `guid` = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM `character_queststatus_daily` WHERE `guid` = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM `character_queststatus_weekly` WHERE `guid` = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM `character_reputation` WHERE `guid` = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM `character_skills` WHERE `guid` = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM `character_spell` WHERE `guid` = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM `character_spell_cooldown` WHERE `guid` = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM `character_talent` WHERE `guid` = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM `character_ticket` WHERE `guid` = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM `item_instance` WHERE `owner_guid` = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM `character_social` WHERE `guid` = '%u' OR `friend`='%u'", lowguid, lowguid); CharacterDatabase.PExecute("DELETE FROM `mail` WHERE `receiver` = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM `mail_items` WHERE `receiver` = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM `character_pet` WHERE `owner` = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM `character_pet_declinedname` WHERE `owner` = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM `character_achievement` WHERE `guid` = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM `character_achievement_progress` WHERE `guid` = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM `character_equipmentsets` WHERE `guid` = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM `guild_eventlog` WHERE `PlayerGuid1` = '%u' OR `PlayerGuid2` = '%u'", lowguid, lowguid); CharacterDatabase.PExecute("DELETE FROM `guild_bank_eventlog` WHERE `PlayerGuid` = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM `character_currencies` WHERE `guid` = '%u'", lowguid); CharacterDatabase.CommitTransaction(); break; } // The character gets unlinked from the account, the name gets freed up and appears as deleted ingame case 1: CharacterDatabase.PExecute("UPDATE `characters` SET `deleteInfos_Name`=`name`, `deleteInfos_Account`=`account`, `deleteDate`='" UI64FMTD "', `name`='', `account`=0 WHERE `guid`=%u", uint64(time(NULL)), lowguid); break; default: sLog.outError("Player::DeleteFromDB: Unsupported delete method: %u.", charDelete_method); } if (updateRealmChars) { sWorld.UpdateRealmCharCount(accountId); } } /* * Characters which were kept back in the database after being deleted and are now too old (see config option "CharDelete.KeepDays"), will be completely deleted. * * @see Player::DeleteFromDB */ void Player::DeleteOldCharacters() { uint32 keepDays = sWorld.getConfig(CONFIG_UINT32_CHARDELETE_KEEP_DAYS); if (!keepDays) { return; } Player::DeleteOldCharacters(keepDays); } /* * Characters which were kept back in the database after being deleted and are older than the specified amount of days, will be completely deleted. * * @see Player::DeleteFromDB * * @param keepDays overrite the config option by another amount of days */ void Player::DeleteOldCharacters(uint32 keepDays) { sLog.outString("Player::DeleteOldChars: Deleting all characters which have been deleted %u days before...", keepDays); QueryResult* resultChars = CharacterDatabase.PQuery("SELECT `guid`, `deleteInfos_Account` FROM `characters` WHERE `deleteDate` IS NOT NULL AND `deleteDate` < '" UI64FMTD "'", uint64(time(NULL) - time_t(keepDays * DAY))); if (resultChars) { sLog.outString("Player::DeleteOldChars: Found %u character(s) to delete", uint32(resultChars->GetRowCount())); do { Field* charFields = resultChars->Fetch(); ObjectGuid guid = ObjectGuid(HIGHGUID_PLAYER, charFields[0].GetUInt32()); Player::DeleteFromDB(guid, charFields[1].GetUInt32(), true, true); } while (resultChars->NextRow()); delete resultChars; } } void Player::SetRoot(bool enable) { WorldPacket data; BuildForceMoveRootPacket(&data, enable, 0); SendMessageToSet(&data, true); } void Player::SetWaterWalk(bool enable) { WorldPacket data; BuildMoveWaterWalkPacket(&data, enable, 0); GetSession()->SendPacket(&data); } void Player::SetLevitate(bool enable) { WorldPacket data; BuildMoveLevitatePacket(&data, enable, 0); GetSession()->SendPacket(&data); } void Player::SetCanFly(bool enable) { WorldPacket data; BuildMoveSetCanFlyPacket(&data, enable, 0); GetSession()->SendPacket(&data); } void Player::SetFeatherFall(bool enable) { WorldPacket data; BuildMoveFeatherFallPacket(&data, enable, 0); SendMessageToSet(&data, true); // start fall from current height if (!enable) { SetFallInformation(0, GetPositionZ()); } } void Player::SetHover(bool enable) { WorldPacket data; BuildMoveHoverPacket(&data, enable, 0); GetSession()->SendPacket(&data); } /* Preconditions: - a resurrectable corpse must not be loaded for the player (only bones) - the player must be in world */ void Player::BuildPlayerRepop() { WorldPacket data(SMSG_PRE_RESURRECT, GetPackGUID().size()); data << GetPackGUID(); GetSession()->SendPacket(&data); if (getRace() == RACE_NIGHTELF) { CastSpell(this, 20584, true); // auras SPELL_AURA_INCREASE_SPEED(+speed in wisp form), SPELL_AURA_INCREASE_SWIM_SPEED(+swim speed in wisp form), SPELL_AURA_TRANSFORM (to wisp form) } CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?) // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK // there must be SMSG.STOP_MIRROR_TIMER // there we must send 888 opcode // the player cannot have a corpse already, only bones which are not returned by GetCorpse if (GetCorpse()) { sLog.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow()); MANGOS_ASSERT(false); } // create a corpse and place it at the player's location Corpse* corpse = CreateCorpse(); if (!corpse) { sLog.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow()); return; } GetMap()->Add(corpse); // convert player body to ghost SetHealth(1); SetWaterWalk(true); if (!GetSession()->isLogingOut()) { SetRoot(false); } // BG - remove insignia related RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE); SendCorpseReclaimDelay(); // to prevent cheating corpse->ResetGhostTime(); StopMirrorTimers(); // disable timers(bars) // set and clear other SetByteValue(UNIT_FIELD_BYTES_1, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND); } void Player::ResurrectPlayer(float restore_percent, bool applySickness) { WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4 * 4); // remove spirit healer position data << uint32(-1); data << float(0); data << float(0); data << float(0); GetSession()->SendPacket(&data); // speed change, land walk // remove death flag + set aura SetByteValue(UNIT_FIELD_BYTES_1, 3, 0x00); if (getRace() == RACE_NIGHTELF) { RemoveAurasDueToSpell(20584); // speed bonuses } RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST SetDeathState(ALIVE); SetWaterWalk(false); SetRoot(false); m_deathTimer = 0; // set health/powers (0- will be set in caller) if (restore_percent > 0.0f) { SetHealth(uint32(GetMaxHealth()*restore_percent)); SetPower(POWER_MANA, uint32(GetMaxPower(POWER_MANA)*restore_percent)); SetPower(POWER_RAGE, 0); SetPower(POWER_ENERGY, uint32(GetMaxPower(POWER_ENERGY)*restore_percent)); } // trigger update zone for alive state zone updates uint32 newzone, newarea; GetZoneAndAreaId(newzone, newarea); UpdateZone(newzone, newarea); // update visibility of world around viewpoint m_camera.UpdateVisibilityForOwner(); // update visibility of player for nearby cameras UpdateObjectVisibility(); #ifdef ENABLE_ELUNA sEluna->OnResurrect(this); #endif /* ENABLE_ELUNA */ if (!applySickness) { return; } // Characters from level 1-10 are not affected by resurrection sickness. // Characters from level 11-19 will suffer from one minute of sickness // for each level they are above 10. // Characters level 20 and up suffer from ten minutes of sickness. int32 startLevel = sWorld.getConfig(CONFIG_INT32_DEATH_SICKNESS_LEVEL); if (int32(getLevel()) >= startLevel) { // set resurrection sickness CastSpell(this, SPELL_ID_PASSIVE_RESURRECTION_SICKNESS, true); // not full duration if (int32(getLevel()) < startLevel + 9) { int32 delta = (int32(getLevel()) - startLevel + 1) * MINUTE; if (SpellAuraHolder* holder = GetSpellAuraHolder(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS)) { holder->SetAuraDuration(delta * IN_MILLISECONDS); holder->SendAuraUpdate(false); } } } } void Player::KillPlayer() { SetRoot(true); StopMirrorTimers(); // disable timers(bars) SetDeathState(CORPSE); // SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP ); SetUInt32Value(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_NONE); ApplyModByteFlag(PLAYER_FIELD_BYTES, 0, PLAYER_FIELD_BYTE_RELEASE_TIMER, !sMapStore.LookupEntry(GetMapId())->Instanceable() && !HasAuraType(SPELL_AURA_PREVENT_RESURRECTION)); // 6 minutes until repop at graveyard m_deathTimer = 6 * MINUTE * IN_MILLISECONDS; UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill // don't create corpse at this moment, player might be falling // update visibility UpdateObjectVisibility(); } Corpse* Player::CreateCorpse() { // prevent existence 2 corpse for player SpawnCorpseBones(); Corpse* corpse = new Corpse((m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH) ? CORPSE_RESURRECTABLE_PVP : CORPSE_RESURRECTABLE_PVE); SetPvPDeath(false); if (!corpse->Create(sObjectMgr.GenerateCorpseLowGuid(), this)) { delete corpse; return NULL; } uint8 skin = GetByteValue(PLAYER_BYTES, 0); uint8 face = GetByteValue(PLAYER_BYTES, 1); uint8 hairstyle = GetByteValue(PLAYER_BYTES, 2); uint8 haircolor = GetByteValue(PLAYER_BYTES, 3); uint8 facialhair = GetByteValue(PLAYER_BYTES_2, 0); corpse->SetByteValue(CORPSE_FIELD_BYTES_1, 1, getRace()); corpse->SetByteValue(CORPSE_FIELD_BYTES_1, 2, getGender()); corpse->SetByteValue(CORPSE_FIELD_BYTES_1, 3, skin); corpse->SetByteValue(CORPSE_FIELD_BYTES_2, 0, face); corpse->SetByteValue(CORPSE_FIELD_BYTES_2, 1, hairstyle); corpse->SetByteValue(CORPSE_FIELD_BYTES_2, 2, haircolor); corpse->SetByteValue(CORPSE_FIELD_BYTES_2, 3, facialhair); uint32 flags = CORPSE_FLAG_UNK2; if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM)) { flags |= CORPSE_FLAG_HIDE_HELM; } if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK)) { flags |= CORPSE_FLAG_HIDE_CLOAK; } if (InBattleGround() && !InArena()) { flags |= CORPSE_FLAG_LOOTABLE; // to be able to remove insignia } corpse->SetUInt32Value(CORPSE_FIELD_FLAGS, flags); corpse->SetUInt32Value(CORPSE_FIELD_DISPLAY_ID, GetNativeDisplayId()); uint32 iDisplayID; uint32 iIventoryType; uint32 _cfi; for (int i = 0; i < EQUIPMENT_SLOT_END; ++i) { if (m_items[i]) { iDisplayID = m_items[i]->GetProto()->DisplayInfoID; iIventoryType = m_items[i]->GetProto()->InventoryType; _cfi = iDisplayID | (iIventoryType << 24); corpse->SetUInt32Value(CORPSE_FIELD_ITEM + i, _cfi); } } // we not need saved corpses for BG/arenas if (!GetMap()->IsBattleGroundOrArena()) { corpse->SaveToDB(); } // register for player, but not show sObjectAccessor.AddCorpse(corpse); return corpse; } void Player::SpawnCorpseBones() { if (sObjectAccessor.ConvertCorpseForPlayer(GetObjectGuid())) if (!GetSession()->PlayerLogoutWithSave()) // at logout we will already store the player { SaveToDB(); // prevent loading as ghost without corpse } } Corpse* Player::GetCorpse() const { return sObjectAccessor.GetCorpseForPlayerGUID(GetObjectGuid()); } void Player::DurabilityLossAll(double percent, bool inventory) { for (int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i) if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) { DurabilityLoss(pItem, percent); } if (inventory) { // bags not have durability // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) for (int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i) if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) { DurabilityLoss(pItem, percent); } for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i)) for (uint32 j = 0; j < pBag->GetBagSize(); ++j) if (Item* pItem = GetItemByPos(i, j)) { DurabilityLoss(pItem, percent); } } } void Player::DurabilityLoss(Item* item, double percent) { if (!item) { return; } uint32 pMaxDurability = item ->GetUInt32Value(ITEM_FIELD_MAXDURABILITY); if (!pMaxDurability) { return; } uint32 pDurabilityLoss = uint32(pMaxDurability * percent); if (pDurabilityLoss < 1) { pDurabilityLoss = 1; } DurabilityPointsLoss(item, pDurabilityLoss); } void Player::DurabilityPointsLossAll(int32 points, bool inventory) { for (int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i) if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) { DurabilityPointsLoss(pItem, points); } if (inventory) { // bags not have durability // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) for (int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i) if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) { DurabilityPointsLoss(pItem, points); } for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i)) for (uint32 j = 0; j < pBag->GetBagSize(); ++j) if (Item* pItem = GetItemByPos(i, j)) { DurabilityPointsLoss(pItem, points); } } } void Player::DurabilityPointsLoss(Item* item, int32 points) { int32 pMaxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY); int32 pOldDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY); int32 pNewDurability = pOldDurability - points; if (pNewDurability < 0) { pNewDurability = 0; } else if (pNewDurability > pMaxDurability) { pNewDurability = pMaxDurability; } if (pOldDurability != pNewDurability) { // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check if (pNewDurability == 0 && pOldDurability > 0 && item->IsEquipped()) { _ApplyItemMods(item, item->GetSlot(), false); } item->SetUInt32Value(ITEM_FIELD_DURABILITY, pNewDurability); // modify item stats _after_ restore durability to pass _ApplyItemMods internal check if (pNewDurability > 0 && pOldDurability == 0 && item->IsEquipped()) { _ApplyItemMods(item, item->GetSlot(), true); } item->SetState(ITEM_CHANGED, this); } } void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot) { if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, slot)) { DurabilityPointsLoss(pItem, 1); } } uint32 Player::DurabilityRepairAll(bool cost, float discountMod, bool guildBank) { uint32 TotalCost = 0; // equipped, backpack, bags itself for (int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i) { TotalCost += DurabilityRepair(((INVENTORY_SLOT_BAG_0 << 8) | i), cost, discountMod, guildBank); } // bank, buyback and keys not repaired // items in inventory bags for (int j = INVENTORY_SLOT_BAG_START; j < INVENTORY_SLOT_BAG_END; ++j) for (int i = 0; i < MAX_BAG_SIZE; ++i) { TotalCost += DurabilityRepair(((j << 8) | i), cost, discountMod, guildBank); } return TotalCost; } uint32 Player::DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank) { Item* item = GetItemByPos(pos); uint32 TotalCost = 0; if (!item) { return TotalCost; } uint32 maxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY); if (!maxDurability) { return TotalCost; } uint32 curDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY); if (cost) { uint32 LostDurability = maxDurability - curDurability; if (LostDurability > 0) { ItemPrototype const* ditemProto = item->GetProto(); DurabilityCostsEntry const* dcost = sDurabilityCostsStore.LookupEntry(ditemProto->ItemLevel); if (!dcost) { sLog.outError("RepairDurability: Wrong item lvl %u", ditemProto->ItemLevel); return TotalCost; } uint32 dQualitymodEntryId = (ditemProto->Quality + 1) * 2; DurabilityQualityEntry const* dQualitymodEntry = sDurabilityQualityStore.LookupEntry(dQualitymodEntryId); if (!dQualitymodEntry) { sLog.outError("RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId); return TotalCost; } uint32 dmultiplier = dcost->multiplier[ItemSubClassToDurabilityMultiplierId(ditemProto->Class, ditemProto->SubClass)]; uint32 costs = uint32(LostDurability * dmultiplier * double(dQualitymodEntry->quality_mod)); costs = uint32(costs * discountMod); if (costs == 0) // fix for ITEM_QUALITY_ARTIFACT { costs = 1; } if (guildBank) { if (GetGuildId() == 0) { DEBUG_LOG("You are not member of a guild"); return TotalCost; } Guild* pGuild = sGuildMgr.GetGuildById(GetGuildId()); if (!pGuild) { return TotalCost; } if (!pGuild->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR)) { DEBUG_LOG("You do not have rights to withdraw for repairs"); return TotalCost; } if (pGuild->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs) { DEBUG_LOG("You do not have enough money withdraw amount remaining"); return TotalCost; } if (pGuild->GetGuildBankMoney() < costs) { DEBUG_LOG("There is not enough money in bank"); return TotalCost; } pGuild->MemberMoneyWithdraw(costs, GetGUIDLow()); TotalCost = costs; } else if (GetMoney() < costs) { DEBUG_LOG("You do not have enough money"); return TotalCost; } else { ModifyMoney(-int64(costs)); } } } item->SetUInt32Value(ITEM_FIELD_DURABILITY, maxDurability); item->SetState(ITEM_CHANGED, this); // reapply mods for total broken and repaired item if equipped if (IsEquipmentPos(pos) && !curDurability) { _ApplyItemMods(item, pos & 255, true); } return TotalCost; } void Player::RepopAtGraveyard() { // note: this can be called also when the player is alive // for example from WorldSession::HandleMovementOpcodes AreaTableEntry const* zone = GetAreaEntryByAreaID(GetAreaId()); // Such zones are considered unreachable as a ghost and the player must be automatically revived if ((!IsAlive() && zone && zone->flags & AREA_FLAG_NEED_FLY) || GetTransport()) { ResurrectPlayer(0.5f); SpawnCorpseBones(); } WorldSafeLocsEntry const* ClosestGrave = NULL; // Special handle for battleground maps if (BattleGround* bg = GetBattleGround()) { ClosestGrave = bg->GetClosestGraveYard(this); } else { ClosestGrave = sObjectMgr.GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam()); } // stop countdown until repop m_deathTimer = 0; // if no grave found, stay at the current location // and don't show spirit healer location if (ClosestGrave) { bool updateVisibility = IsInWorld() && GetMapId() == ClosestGrave->map_id; TeleportTo(ClosestGrave->map_id, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, GetOrientation()); if (IsDead()) // not send if alive, because it used in TeleportTo() { WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4 * 4);// show spirit healer position on minimap data << ClosestGrave->map_id; data << ClosestGrave->x; data << ClosestGrave->y; data << ClosestGrave->z; GetSession()->SendPacket(&data); } if (updateVisibility && IsInWorld()) { UpdateVisibilityAndView(); } } } void Player::JoinedChannel(Channel* c) { m_channels.push_back(c); } void Player::LeftChannel(Channel* c) { m_channels.remove(c); } void Player::CleanupChannels() { while (!m_channels.empty()) { Channel* ch = *m_channels.begin(); m_channels.erase(m_channels.begin()); // remove from player's channel list ch->Leave(this, false); // not send to client, not remove from player's channel list if (ChannelMgr* cMgr = channelMgr(GetTeam())) { cMgr->LeftChannel(ch->GetName()); // deleted channel if empty } } DEBUG_LOG("Player: channels cleaned up!"); } void Player::UpdateLocalChannels(uint32 newZone) { if (m_channels.empty()) { return; } AreaTableEntry const* current_zone = GetAreaEntryByAreaID(newZone); if (!current_zone) { return; } ChannelMgr* cMgr = channelMgr(GetTeam()); if (!cMgr) { return; } std::string current_zone_name = current_zone->area_name[GetSession()->GetSessionDbcLocale()]; for (JoinedChannelsList::iterator i = m_channels.begin(), next; i != m_channels.end(); i = next) { next = i; ++next; // skip non built-in channels if (!(*i)->IsConstant()) { continue; } ChatChannelsEntry const* ch = GetChannelEntryFor((*i)->GetChannelId()); if (!ch) { continue; } if ((ch->flags & 4) == 4) // global channel without zone name in pattern { continue; } // new channel char new_channel_name_buf[100]; snprintf(new_channel_name_buf, 100, ch->pattern[m_session->GetSessionDbcLocale()], current_zone_name.c_str()); Channel* new_channel = cMgr->GetJoinChannel(new_channel_name_buf, ch->ChannelID); if ((*i) != new_channel) { new_channel->Join(this, ""); // will output Changed Channel: N. Name // leave old channel (*i)->Leave(this, false); // not send leave channel, it already replaced at client std::string name = (*i)->GetName(); // store name, (*i)erase in LeftChannel LeftChannel(*i); // remove from player's channel list cMgr->LeftChannel(name); // delete if empty // delete if empty } } DEBUG_LOG("Player: channels cleaned up!"); } void Player::LeaveLFGChannel() { for (JoinedChannelsList::iterator i = m_channels.begin(); i != m_channels.end(); ++i) { if ((*i)->IsLFG()) { (*i)->Leave(this); break; } } } void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply) { if (modGroup >= BASEMOD_END || modType >= MOD_END) { sLog.outError("ERROR in HandleBaseModValue(): nonexistent BaseModGroup of wrong BaseModType!"); return; } float val = 1.0f; switch (modType) { case FLAT_MOD: m_auraBaseMod[modGroup][modType] += apply ? amount : -amount; break; case PCT_MOD: if (amount <= -100.0f) { amount = -200.0f; } val = (100.0f + amount) / 100.0f; m_auraBaseMod[modGroup][modType] *= apply ? val : (1.0f / val); break; } if (!CanModifyStats()) { return; } switch (modGroup) { case CRIT_PERCENTAGE: UpdateCritPercentage(BASE_ATTACK); break; case RANGED_CRIT_PERCENTAGE: UpdateCritPercentage(RANGED_ATTACK); break; case OFFHAND_CRIT_PERCENTAGE: UpdateCritPercentage(OFF_ATTACK); break; case SHIELD_BLOCK_DAMAGE_VALUE: UpdateShieldBlockDamageValue(); break; default: break; } } float Player::GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const { if (modGroup >= BASEMOD_END || modType > MOD_END) { sLog.outError("trial to access nonexistent BaseModGroup or wrong BaseModType!"); return 0.0f; } if (modType == PCT_MOD && m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f) { return 0.0f; } return m_auraBaseMod[modGroup][modType]; } float Player::GetTotalBaseModValue(BaseModGroup modGroup) const { if (modGroup >= BASEMOD_END) { sLog.outError("wrong BaseModGroup in GetTotalBaseModValue()!"); return 0.0f; } if (m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f) { return 0.0f; } return m_auraBaseMod[modGroup][FLAT_MOD] * m_auraBaseMod[modGroup][PCT_MOD]; } uint32 Player::GetShieldBlockDamageValue() const { float value = m_canBlock ? BASE_BLOCK_DAMAGE_PERCENT : 0; value = (value + m_auraBaseMod[SHIELD_BLOCK_DAMAGE_VALUE][FLAT_MOD]) * m_auraBaseMod[SHIELD_BLOCK_DAMAGE_VALUE][PCT_MOD]; value = (value < 0) ? 0 : value; return uint32(value); } float Player::GetMeleeCritFromAgility() { uint32 level = getLevel(); uint32 pclass = getClass(); if (level > GT_MAX_LEVEL) level = GT_MAX_LEVEL; GtChanceToMeleeCritBaseEntry const* critBase = sGtChanceToMeleeCritBaseStore.LookupEntry(pclass - 1); GtChanceToMeleeCritEntry const* critRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass - 1) * GT_MAX_LEVEL + level - 1); if (critBase == NULL || critRatio == NULL) { return 0.0f; } float crit = critBase->base + GetStat(STAT_AGILITY) * critRatio->ratio; return crit * 100.0f; } void Player::GetDodgeFromAgility(float& diminishing, float& nondiminishing) { // 4.2.0: these classes no longer receive dodge from agility and have 5% base if (getClass() == CLASS_WARRIOR || getClass() == CLASS_PALADIN || getClass() == CLASS_DEATH_KNIGHT) { nondiminishing += 5.0f; return; } // Table for base dodge values const float dodge_base[MAX_CLASSES] = { 0.036640f, // Warrior 0.034943f, // Paladin -0.040873f, // Hunter 0.020957f, // Rogue 0.034178f, // Priest 0.036640f, // DK 0.021080f, // Shaman 0.036587f, // Mage 0.024211f, // Warlock 0.0f, // ?? 0.056097f // Druid }; // Crit/agility to dodge/agility coefficient multipliers; 3.2.0 increased required agility by 15% const float crit_to_dodge[MAX_CLASSES] = { 0.85f / 1.15f, // Warrior 1.00f / 1.15f, // Paladin 1.11f / 1.15f, // Hunter 2.00f / 1.15f, // Rogue 1.00f / 1.15f, // Priest 0.85f / 1.15f, // DK 1.60f / 1.15f, // Shaman 1.00f / 1.15f, // Mage 0.97f / 1.15f, // Warlock (?) 0.0f, // ?? 2.00f / 1.15f // Druid }; uint32 level = getLevel(); uint32 pclass = getClass(); if (level > GT_MAX_LEVEL) level = GT_MAX_LEVEL; // Dodge per agility is proportional to crit per agility, which is available from DBC files GtChanceToMeleeCritEntry const* dodgeRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass - 1) * GT_MAX_LEVEL + level - 1); if (dodgeRatio == NULL || pclass > MAX_CLASSES) { return; } // TODO: research if talents/effects that increase total agility by x% should increase non-diminishing part float base_agility = GetCreateStat(STAT_AGILITY) * m_auraModifiersGroup[UNIT_MOD_STAT_START + STAT_AGILITY][BASE_PCT]; float bonus_agility = GetStat(STAT_AGILITY) - base_agility; // calculate diminishing (green in char screen) and non-diminishing (white) contribution diminishing += 100.0f * bonus_agility * dodgeRatio->ratio * crit_to_dodge[pclass - 1]; nondiminishing += 100.0f * (dodge_base[pclass - 1] + base_agility * dodgeRatio->ratio * crit_to_dodge[pclass - 1]); } void Player::GetParryFromStrength(float& diminishing, float& nondiminishing) { // other classes than these do not receive parry bonus from strength if (getClass() != CLASS_WARRIOR && getClass() != CLASS_PALADIN && getClass() != CLASS_DEATH_KNIGHT) { return; } float base_strength = GetCreateStat(STAT_STRENGTH) * m_auraModifiersGroup[UNIT_MOD_STAT_START + STAT_STRENGTH][BASE_PCT]; float bonus_strength = GetStat(STAT_STRENGTH) - base_strength; // calculate diminishing (green in char screen) and non-diminishing (white) contribution diminishing += bonus_strength * GetRatingMultiplier(CR_PARRY) * 0.27f; nondiminishing += base_strength * GetRatingMultiplier(CR_PARRY) * 0.27f; } float Player::GetSpellCritFromIntellect() { uint32 level = getLevel(); uint32 pclass = getClass(); if (level > GT_MAX_LEVEL) level = GT_MAX_LEVEL; GtChanceToSpellCritBaseEntry const* critBase = sGtChanceToSpellCritBaseStore.LookupEntry(pclass - 1); GtChanceToSpellCritEntry const* critRatio = sGtChanceToSpellCritStore.LookupEntry((pclass - 1) * GT_MAX_LEVEL + level - 1); if (critBase == NULL || critRatio == NULL) { return 0.0f; } float crit = critBase->base + GetStat(STAT_INTELLECT) * critRatio->ratio; return crit * 100.0f; } float Player::GetRatingMultiplier(CombatRating cr) const { uint32 level = getLevel(); if (level > GT_MAX_LEVEL) level = GT_MAX_LEVEL; GtCombatRatingsEntry const* Rating = sGtCombatRatingsStore.LookupEntry(cr * GT_MAX_LEVEL + level - 1); // gtOCTClassCombatRatingScalarStore.dbc starts with 1, CombatRating with zero, so cr+1 GtOCTClassCombatRatingScalarEntry const* classRating = sGtOCTClassCombatRatingScalarStore.LookupEntry((getClass() - 1) * GT_MAX_RATING + cr + 1); if (!Rating || !classRating) { return 1.0f; // By default use minimum coefficient (not must be called) } return classRating->ratio / Rating->ratio; } float Player::GetRatingBonusValue(CombatRating cr) const { return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr)) * GetRatingMultiplier(cr); } float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const { switch (attType) { case BASE_ATTACK: return GetUInt32Value(PLAYER_EXPERTISE) / 4.0f; case OFF_ATTACK: return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE) / 4.0f; default: break; } return 0.0f; } float Player::OCTRegenMPPerSpirit() { // Only healers have regen bonus from spirit. Others regenerate by combat regen. uint32 rolesMask = GetTalentTreeRolesMask(m_talentsPrimaryTree[m_activeSpec]); if ((rolesMask & TALENT_ROLE_HEALER) == 0) { return 0.0f; } uint32 level = getLevel(); uint32 pclass = getClass(); if (level > GT_MAX_LEVEL) level = GT_MAX_LEVEL; // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); GtRegenMPPerSptEntry const* moreRatio = sGtRegenMPPerSptStore.LookupEntry((pclass - 1) * GT_MAX_LEVEL + level - 1); if (moreRatio == NULL) { return 0.0f; } // Formula get from PaperDollFrame script float spirit = GetStat(STAT_SPIRIT); float regen = spirit * moreRatio->ratio; return regen; } void Player::ApplyRatingMod(CombatRating cr, int32 value, bool apply) { m_baseRatingValue[cr] += (apply ? value : -value); // explicit affected values switch (cr) { case CR_HASTE_MELEE: { float RatingChange = value * GetRatingMultiplier(cr); ApplyAttackTimePercentMod(BASE_ATTACK, RatingChange, apply); ApplyAttackTimePercentMod(OFF_ATTACK, RatingChange, apply); break; } case CR_HASTE_RANGED: { float RatingChange = value * GetRatingMultiplier(cr); ApplyAttackTimePercentMod(RANGED_ATTACK, RatingChange, apply); break; } case CR_HASTE_SPELL: { float RatingChange = value * GetRatingMultiplier(cr); ApplyCastTimePercentMod(RatingChange, apply); break; } default: break; } UpdateRating(cr); } void Player::UpdateRating(CombatRating cr) { int32 amount = m_baseRatingValue[cr]; // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT // stat used stored in miscValueB for this aura AuraList const& modRatingFromStat = GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT); for (AuraList::const_iterator i = modRatingFromStat.begin(); i != modRatingFromStat.end(); ++i) if ((*i)->GetMiscValue() & (1 << cr)) { amount += int32(GetStat(Stats((*i)->GetMiscBValue())) * (*i)->GetModifier()->m_amount / 100.0f); } if (amount < 0) { amount = 0; } SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr, uint32(amount)); bool affectStats = CanModifyStats(); switch (cr) { case CR_WEAPON_SKILL: case CR_DEFENSE_SKILL: break; case CR_DODGE: UpdateDodgePercentage(); break; case CR_PARRY: UpdateParryPercentage(); break; case CR_BLOCK: UpdateBlockPercentage(); break; case CR_HIT_MELEE: UpdateMeleeHitChances(); break; case CR_HIT_RANGED: UpdateRangedHitChances(); break; case CR_HIT_SPELL: UpdateSpellHitChances(); break; case CR_CRIT_MELEE: if (affectStats) { UpdateCritPercentage(BASE_ATTACK); UpdateCritPercentage(OFF_ATTACK); } break; case CR_CRIT_RANGED: if (affectStats) { UpdateCritPercentage(RANGED_ATTACK); } break; case CR_CRIT_SPELL: if (affectStats) { UpdateAllSpellCritChances(); } break; case CR_RESILIENCE_DAMAGE_TAKEN: break; case CR_HASTE_MELEE: // Implemented in Player::ApplyRatingMod case CR_HASTE_RANGED: case CR_HASTE_SPELL: break; case CR_EXPERTISE: if (affectStats) { UpdateExpertise(BASE_ATTACK); UpdateExpertise(OFF_ATTACK); } break; case CR_ARMOR_PENETRATION: if (affectStats) { UpdateArmorPenetration(); } break; case CR_MASTERY: UpdateMasteryAuras(); break; // deprecated case CR_HIT_TAKEN_MELEE: case CR_HIT_TAKEN_RANGED: case CR_HIT_TAKEN_SPELL: case CR_CRIT_TAKEN_SPELL: case CR_CRIT_TAKEN_MELEE: case CR_WEAPON_SKILL_MAINHAND: case CR_WEAPON_SKILL_OFFHAND: case CR_WEAPON_SKILL_RANGED: break; } } void Player::UpdateAllRatings() { for (int cr = 0; cr < MAX_COMBAT_RATING; ++cr) { UpdateRating(CombatRating(cr)); } } void Player::SetRegularAttackTime() { for (int i = 0; i < MAX_ATTACK; ++i) { Item* tmpitem = GetWeaponForAttack(WeaponAttackType(i), true, false); if (tmpitem) { ItemPrototype const* proto = tmpitem->GetProto(); if (proto->Delay) { SetAttackTime(WeaponAttackType(i), proto->Delay); } else { SetAttackTime(WeaponAttackType(i), BASE_ATTACK_TIME); } } } } // skill+step, checking for max value bool Player::UpdateSkill(uint32 skill_id, uint32 step) { if (!skill_id) { return false; } if (skill_id == SKILL_FIST_WEAPONS) { skill_id = SKILL_UNARMED; } SkillStatusMap::iterator itr = mSkillStatus.find(skill_id); if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) { return false; } SkillStatusData& skillStatus = itr->second; if (skillStatus.uState == SKILL_DELETED) { return false; } uint16 field = itr->second.pos / 2; uint8 offset = itr->second.pos & 1; // itr->second.pos % 2 uint16 value = GetUInt16Value(PLAYER_SKILL_RANK_0 + field, offset); uint16 max = GetUInt16Value(PLAYER_SKILL_MAX_RANK_0 + field, offset); if ((!max) || (!value) || (value >= max)) { return false; } uint32 new_value = value + step; if (new_value > max) { new_value = max; } SetUInt16Value(PLAYER_SKILL_RANK_0 + field, offset, new_value); if (itr->second.uState != SKILL_NEW) { itr->second.uState = SKILL_CHANGED; } GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, skill_id); return true; } inline int SkillGainChance(uint32 SkillValue, uint32 GrayLevel, uint32 GreenLevel, uint32 YellowLevel) { if (SkillValue >= GrayLevel) { return sWorld.getConfig(CONFIG_UINT32_SKILL_CHANCE_GREY) * 10; } if (SkillValue >= GreenLevel) { return sWorld.getConfig(CONFIG_UINT32_SKILL_CHANCE_GREEN) * 10; } if (SkillValue >= YellowLevel) { return sWorld.getConfig(CONFIG_UINT32_SKILL_CHANCE_YELLOW) * 10; } return sWorld.getConfig(CONFIG_UINT32_SKILL_CHANCE_ORANGE) * 10; } bool Player::UpdateCraftSkill(uint32 spellid) { DEBUG_LOG("UpdateCraftSkill spellid %d", spellid); SkillLineAbilityMapBounds bounds = sSpellMgr.GetSkillLineAbilityMapBounds(spellid); for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx) { if (_spell_idx->second->skillId) { uint32 SkillValue = GetPureSkillValue(_spell_idx->second->skillId); // Alchemy Discoveries here SpellEntry const* spellEntry = sSpellStore.LookupEntry(spellid); if (spellEntry && spellEntry->GetMechanic() == MECHANIC_DISCOVERY) { if (uint32 discoveredSpell = GetSkillDiscoverySpell(_spell_idx->second->skillId, spellid, this)) { learnSpell(discoveredSpell, false); } } uint32 craft_skill_gain = sWorld.getConfig(CONFIG_UINT32_SKILL_GAIN_CRAFTING); if (!_spell_idx->second->characterPoints) { sLog.outError("Player::UpdateCraftSkill spell %u has characterPoints == 0!", spellid); } else { craft_skill_gain += _spell_idx->second->characterPoints - 1; } return UpdateSkillPro(_spell_idx->second->skillId, SkillGainChance(SkillValue, _spell_idx->second->max_value, (_spell_idx->second->max_value + _spell_idx->second->min_value) / 2, _spell_idx->second->min_value), craft_skill_gain); } } return false; } bool Player::UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator) { DEBUG_LOG("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId, SkillValue, RedLevel); uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_UINT32_SKILL_GAIN_GATHERING); // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times switch (SkillId) { case SKILL_HERBALISM: case SKILL_JEWELCRAFTING: case SKILL_INSCRIPTION: return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel + 100, RedLevel + 50, RedLevel + 25) * Multiplicator, gathering_skill_gain); case SKILL_SKINNING: if (sWorld.getConfig(CONFIG_UINT32_SKILL_CHANCE_SKINNING_STEPS) == 0) { return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel + 100, RedLevel + 50, RedLevel + 25) * Multiplicator, gathering_skill_gain); } else { return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel + 100, RedLevel + 50, RedLevel + 25) * Multiplicator) >> (SkillValue / sWorld.getConfig(CONFIG_UINT32_SKILL_CHANCE_SKINNING_STEPS)), gathering_skill_gain); } case SKILL_MINING: if (sWorld.getConfig(CONFIG_UINT32_SKILL_CHANCE_MINING_STEPS) == 0) { return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel + 100, RedLevel + 50, RedLevel + 25) * Multiplicator, gathering_skill_gain); } else { return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel + 100, RedLevel + 50, RedLevel + 25) * Multiplicator) >> (SkillValue / sWorld.getConfig(CONFIG_UINT32_SKILL_CHANCE_MINING_STEPS)), gathering_skill_gain); } } return false; } bool Player::UpdateFishingSkill() { DEBUG_LOG("UpdateFishingSkill"); uint32 SkillValue = GetPureSkillValue(SKILL_FISHING); int32 chance = SkillValue < 75 ? 100 : 2500 / (SkillValue - 50); uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_UINT32_SKILL_GAIN_GATHERING); return UpdateSkillPro(SKILL_FISHING, chance * 10, gathering_skill_gain); } // levels sync. with spell requirement for skill levels to learn // bonus abilities in sSkillLineAbilityStore // Used only to avoid scan DBC at each skill grow static uint32 bonusSkillLevels[] = {75, 150, 225, 300, 375, 450, 525, 600}; bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step) { DEBUG_LOG("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId, Chance / 10.0); if (!SkillId) { return false; } if (Chance <= 0) // speedup in 0 chance case { DEBUG_LOG("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance / 10.0); return false; } SkillStatusMap::iterator itr = mSkillStatus.find(SkillId); if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) { return false; } uint16 field = itr->second.pos / 2; uint8 offset = itr->second.pos & 1; // itr->second.pos % 2 uint16 SkillValue = GetUInt16Value(PLAYER_SKILL_RANK_0 + field, offset); uint16 MaxValue = GetUInt16Value(PLAYER_SKILL_MAX_RANK_0 + field, offset); if (!MaxValue || !SkillValue || SkillValue >= MaxValue) { return false; } int32 Roll = irand(1, 1000); if (Roll <= Chance) { uint16 new_value = SkillValue + step; if (new_value > MaxValue) { new_value = MaxValue; } SetUInt16Value(PLAYER_SKILL_RANK_0 + field, offset, new_value); if (itr->second.uState != SKILL_NEW) { itr->second.uState = SKILL_CHANGED; } for (uint32* bsl = &bonusSkillLevels[0]; *bsl; ++bsl) { if (SkillValue < *bsl && new_value >= *bsl) { learnSkillRewardedSpells(SkillId, new_value); break; } } GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, SkillId); DEBUG_LOG("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance / 10.0); return true; } DEBUG_LOG("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance / 10.0); return false; } void Player::ModifySkillBonus(uint32 skillid, int32 val, bool talent) { SkillStatusMap::const_iterator itr = mSkillStatus.find(skillid); if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) { return; } uint16 field = itr->second.pos / 2 + (talent ? PLAYER_SKILL_TALENT_0 : PLAYER_SKILL_MODIFIER_0); uint8 offset = itr->second.pos & 1; // itr->second.pos % 2 uint16 bonus = GetUInt16Value(field, offset); SetUInt16Value(field, offset, bonus + val); } void Player::UpdateSkillsForLevel() { uint32 maxSkill = GetMaxSkillValueForLevel(); for (SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ++itr) { if (itr->second.uState == SKILL_DELETED) { continue; } uint32 pskill = itr->first; SkillLineEntry const* pSkill = sSkillLineStore.LookupEntry(pskill); if (!pSkill) { continue; } if (GetSkillRangeType(pSkill, false) != SKILL_RANGE_LEVEL) { continue; } // only weapons skills curently have SKILL_RANGE_LEVEL uint16 field = itr->second.pos / 2; uint8 offset = itr->second.pos & 1; // itr->second.pos % 2 uint16 max = GetUInt16Value(PLAYER_SKILL_MAX_RANK_0 + field, offset); /// update only level dependent max skill values if (max != 1) { SetUInt16Value(PLAYER_SKILL_MAX_RANK_0 + field, offset, maxSkill); if (itr->second.uState != SKILL_NEW) { itr->second.uState = SKILL_CHANGED; } } } } void Player::UpdateSkillsToMaxSkillsForLevel() { for (SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ++itr) { if (itr->second.uState == SKILL_DELETED) { continue; } uint32 pskill = itr->first; if (IsProfessionOrRidingSkill(pskill)) { continue; } uint16 field = itr->second.pos / 2; uint8 offset = itr->second.pos & 1; // itr->second.pos % 2 uint16 max = GetUInt16Value(PLAYER_SKILL_MAX_RANK_0 + field, offset); if (max > 1) { SetUInt16Value(PLAYER_SKILL_RANK_0 + field, offset, max); if (itr->second.uState != SKILL_NEW) { itr->second.uState = SKILL_CHANGED; } GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, pskill); } } } // This functions sets a skill line value (and adds if doesn't exist yet) // To "remove" a skill line, set it's values to zero void Player::SetSkill(uint16 id, uint16 currVal, uint16 maxVal, uint16 step /*=0*/) { if (!id) { return; } uint16 oldVal; SkillStatusMap::iterator itr = mSkillStatus.find(id); // has skill if (itr != mSkillStatus.end() && itr->second.uState != SKILL_DELETED) { uint16 field = itr->second.pos / 2; uint8 offset = itr->second.pos & 1; // itr->second.pos % 2 oldVal = GetUInt16Value(PLAYER_SKILL_RANK_0 + field, offset); if (currVal) { SetUInt16Value(PLAYER_SKILL_STEP_0 + field, offset, step); // update value SetUInt16Value(PLAYER_SKILL_RANK_0 + field, offset, currVal); SetUInt16Value(PLAYER_SKILL_MAX_RANK_0 + field, offset, maxVal); if (itr->second.uState != SKILL_NEW) { itr->second.uState = SKILL_CHANGED; } learnSkillRewardedSpells(id, oldVal); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, id); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL, id); } else // remove { // clear skill fields SetUInt16Value(PLAYER_SKILL_LINEID_0 + field, offset, 0); SetUInt16Value(PLAYER_SKILL_STEP_0 + field, offset, 0); SetUInt16Value(PLAYER_SKILL_RANK_0 + field, offset, 0); SetUInt16Value(PLAYER_SKILL_MAX_RANK_0 + field, offset, 0); SetUInt16Value(PLAYER_SKILL_MODIFIER_0 + field, offset, 0); SetUInt16Value(PLAYER_SKILL_TALENT_0 + field, offset, 0); // mark as deleted or simply remove from map if not saved yet if (itr->second.uState != SKILL_NEW) { itr->second.uState = SKILL_DELETED; } else { mSkillStatus.erase(itr); } // remove all spells that related to this skill for (uint32 j = 0; j < sSkillLineAbilityStore.GetNumRows(); ++j) if (SkillLineAbilityEntry const* pAbility = sSkillLineAbilityStore.LookupEntry(j)) if (pAbility->skillId == id) { removeSpell(sSpellMgr.GetFirstSpellInChain(pAbility->spellId)); } } } else if (currVal) // add { for (int i = 0; i < PLAYER_MAX_SKILLS; ++i) { uint16 field = i / 2; uint8 offset = i & 1; // i % 2 if (!GetUInt16Value(PLAYER_SKILL_LINEID_0 + field, offset)) { SkillLineEntry const* pSkill = sSkillLineStore.LookupEntry(id); if (!pSkill) { sLog.outError("Skill not found in SkillLineStore: skill #%u", id); return; } SetUInt16Value(PLAYER_SKILL_LINEID_0 + field, offset, id); SetUInt16Value(PLAYER_SKILL_STEP_0 + field, offset, step); SetUInt16Value(PLAYER_SKILL_RANK_0 + field, offset, currVal); SetUInt16Value(PLAYER_SKILL_MAX_RANK_0 + field, offset, maxVal); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, id); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL, id); // insert new entry or update if not deleted old entry yet if (itr != mSkillStatus.end()) { itr->second.pos = i; itr->second.uState = SKILL_CHANGED; } else { mSkillStatus.insert(SkillStatusMap::value_type(id, SkillStatusData(i, SKILL_NEW))); } // apply skill bonuses SetUInt16Value(PLAYER_SKILL_MODIFIER_0 + field, offset, 0); SetUInt16Value(PLAYER_SKILL_TALENT_0 + field, offset, 0); // temporary bonuses AuraList const& mModSkill = GetAurasByType(SPELL_AURA_MOD_SKILL); for (AuraList::const_iterator j = mModSkill.begin(); j != mModSkill.end(); ++j) if ((*j)->GetModifier()->m_miscvalue == int32(id)) { (*j)->ApplyModifier(true); } // permanent bonuses AuraList const& mModSkillTalent = GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT); for (AuraList::const_iterator j = mModSkillTalent.begin(); j != mModSkillTalent.end(); ++j) if ((*j)->GetModifier()->m_miscvalue == int32(id)) { (*j)->ApplyModifier(true); } // Learn all spells for skill learnSkillRewardedSpells(id, currVal); return; } } } } bool Player::HasSkill(uint32 skill) const { if (!skill) { return false; } SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); return (itr != mSkillStatus.end() && itr->second.uState != SKILL_DELETED); } uint16 Player::GetSkillStep(uint16 skill) const { if (!skill) { return 0; } SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) { return 0; } return GetUInt16Value(PLAYER_SKILL_STEP_0 + itr->second.pos / 2, itr->second.pos & 1); } uint16 Player::GetSkillValue(uint32 skill) const { if (!skill) { return 0; } SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) { return 0; } uint16 field = itr->second.pos / 2; uint8 offset = itr->second.pos & 1; int32 result = int32(GetUInt16Value(PLAYER_SKILL_RANK_0 + field, offset)); result += int32(GetUInt16Value(PLAYER_SKILL_MODIFIER_0 + field, offset)); result += int32(GetUInt16Value(PLAYER_SKILL_TALENT_0 + field, offset)); return result < 0 ? 0 : result; } uint16 Player::GetMaxSkillValue(uint32 skill) const { if (!skill) { return 0; } SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) { return 0; } uint16 field = itr->second.pos / 2; uint8 offset = itr->second.pos & 1; int32 result = int32(GetUInt16Value(PLAYER_SKILL_MAX_RANK_0 + field, offset)); result += int32(GetUInt16Value(PLAYER_SKILL_MODIFIER_0 + field, offset)); result += int32(GetUInt16Value(PLAYER_SKILL_TALENT_0 + field, offset)); return result < 0 ? 0 : result; } uint16 Player::GetPureMaxSkillValue(uint32 skill) const { if (!skill) { return 0; } SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) { return 0; } uint16 field = itr->second.pos / 2; uint8 offset = itr->second.pos & 1; return GetUInt16Value(PLAYER_SKILL_MAX_RANK_0 + field, offset); } uint16 Player::GetBaseSkillValue(uint32 skill) const { if (!skill) { return 0; } SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) { return 0; } uint16 field = itr->second.pos / 2; uint8 offset = itr->second.pos & 1; int32 result = int32(GetUInt16Value(PLAYER_SKILL_RANK_0 + field, offset)); result += int32(GetUInt16Value(PLAYER_SKILL_TALENT_0 + field, offset)); return result < 0 ? 0 : result; } uint16 Player::GetPureSkillValue(uint32 skill) const { if (!skill) { return 0; } SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) { return 0; } uint16 field = itr->second.pos / 2; uint8 offset = itr->second.pos & 1; return GetUInt16Value(PLAYER_SKILL_RANK_0 + field, offset); } int16 Player::GetSkillPermBonusValue(uint32 skill) const { if (!skill) { return 0; } SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) { return 0; } uint16 field = itr->second.pos / 2; uint8 offset = itr->second.pos & 1; return GetUInt16Value(PLAYER_SKILL_TALENT_0 + field, offset); } int16 Player::GetSkillTempBonusValue(uint32 skill) const { if (!skill) { return 0; } SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) { return 0; } uint16 field = itr->second.pos / 2; uint8 offset = itr->second.pos & 1; return GetUInt16Value(PLAYER_SKILL_MODIFIER_0 + field, offset); } void Player::SendInitialActionButtons() const { DETAIL_LOG("Initializing Action Buttons for '%u' spec '%u'", GetGUIDLow(), m_activeSpec); WorldPacket data(SMSG_ACTION_BUTTONS, 1 + (MAX_ACTION_BUTTONS * 4)); ActionButtonList const& currentActionButtonList = m_actionButtons[m_activeSpec]; for (uint8 button = 0; button < MAX_ACTION_BUTTONS; ++button) { ActionButtonList::const_iterator itr = currentActionButtonList.find(button); if (itr != currentActionButtonList.end() && itr->second.uState != ACTIONBUTTON_DELETED) { data << uint32(itr->second.packedData); } else { data << uint32(0); } } data << uint8(1); // talent spec amount (in packet) GetSession()->SendPacket(&data); DETAIL_LOG("Action Buttons for '%u' spec '%u' Initialized", GetGUIDLow(), m_activeSpec); } void Player::SendLockActionButtons() const { DETAIL_LOG("Locking Action Buttons for '%u' spec '%u'", GetGUIDLow(), m_activeSpec); WorldPacket data(SMSG_ACTION_BUTTONS, 1); // sending 2 locks actions bars, neither user can remove buttons, nor client removes buttons at spell unlearn // they remain locked until server sends new action buttons data << uint8(2); GetSession()->SendPacket(&data); } bool Player::IsActionButtonDataValid(uint8 button, uint32 action, uint8 type, Player* player, bool msg) { if (button >= MAX_ACTION_BUTTONS) { if (msg) { if (player) sLog.outError("Action %u not added into button %u for player %s: button must be < %u", action, button, player->GetName(), MAX_ACTION_BUTTONS); else { sLog.outError("Table `playercreateinfo_action` have action %u into button %u : button must be < %u", action, button, MAX_ACTION_BUTTONS); } } return false; } if (action >= MAX_ACTION_BUTTON_ACTION_VALUE) { if (msg) { if (player) sLog.outError("Action %u not added into button %u for player %s: action must be < %u", action, button, player->GetName(), MAX_ACTION_BUTTON_ACTION_VALUE); else { sLog.outError("Table `playercreateinfo_action` have action %u into button %u : action must be < %u", action, button, MAX_ACTION_BUTTON_ACTION_VALUE); } } return false; } switch (type) { case ACTION_BUTTON_SPELL: { SpellEntry const* spellProto = sSpellStore.LookupEntry(action); if (!spellProto) { if (msg) { if (player) sLog.outError("Spell action %u not added into button %u for player %s: spell not exist", action, button, player->GetName()); else { sLog.outError("Table `playercreateinfo_action` have spell action %u into button %u: spell not exist", action, button); } } return false; } if (player) { if (!player->HasSpell(spellProto->Id)) { if (msg) sLog.outError("Spell action %u not added into button %u for player %s: player don't known this spell", action, button, player->GetName()); return false; } else if (IsPassiveSpell(spellProto)) { if (msg) sLog.outError("Spell action %u not added into button %u for player %s: spell is passive", action, button, player->GetName()); return false; } // current range for button of totem bar is from ACTION_BUTTON_SHAMAN_TOTEMS_BAR to (but not including) ACTION_BUTTON_SHAMAN_TOTEMS_BAR + 12 else if (button >= ACTION_BUTTON_SHAMAN_TOTEMS_BAR && button < (ACTION_BUTTON_SHAMAN_TOTEMS_BAR + 12) && !spellProto->HasAttribute(SPELL_ATTR_EX7_TOTEM_SPELL)) { if (msg) sLog.outError("Spell action %u not added into button %u for player %s: attempt to add non totem spell to totem bar", action, button, player->GetName()); return false; } } break; } case ACTION_BUTTON_ITEM: { if (!ObjectMgr::GetItemPrototype(action)) { if (msg) { if (player) sLog.outError("Item action %u not added into button %u for player %s: item not exist", action, button, player->GetName()); else { sLog.outError("Table `playercreateinfo_action` have item action %u into button %u: item not exist", action, button); } } return false; } break; } default: break; // other cases not checked at this moment } return true; } ActionButton* Player::addActionButton(uint8 spec, uint8 button, uint32 action, uint8 type) { // check action only for active spec (so not check at copy/load passive spec) if (spec == GetActiveSpec() && !IsActionButtonDataValid(button, action, type, this)) { return NULL; } // it create new button (NEW state) if need or return existing ActionButton& ab = m_actionButtons[spec][button]; // set data and update to CHANGED if not NEW ab.SetActionAndType(action, ActionButtonType(type)); DETAIL_LOG("Player '%u' Added Action '%u' (type %u) to Button '%u' for spec %u", GetGUIDLow(), action, uint32(type), button, spec); return &ab; } void Player::removeActionButton(uint8 spec, uint8 button) { ActionButtonList& currentActionButtonList = m_actionButtons[spec]; ActionButtonList::iterator buttonItr = currentActionButtonList.find(button); if (buttonItr == currentActionButtonList.end() || buttonItr->second.uState == ACTIONBUTTON_DELETED) { return; } if (buttonItr->second.uState == ACTIONBUTTON_NEW) { currentActionButtonList.erase(buttonItr); // new and not saved } else { buttonItr->second.uState = ACTIONBUTTON_DELETED; // saved, will deleted at next save } DETAIL_LOG("Action Button '%u' Removed from Player '%u' for spec %u", button, GetGUIDLow(), spec); } ActionButton const* Player::GetActionButton(uint8 button) { ActionButtonList& currentActionButtonList = m_actionButtons[m_activeSpec]; ActionButtonList::iterator buttonItr = currentActionButtonList.find(button); if (buttonItr == currentActionButtonList.end() || buttonItr->second.uState == ACTIONBUTTON_DELETED) { return NULL; } return &buttonItr->second; } bool Player::SetPosition(float x, float y, float z, float orientation, bool teleport) { // prevent crash when a bad coord is sent by the client if (!MaNGOS::IsValidMapCoord(x, y, z, orientation)) { DEBUG_LOG("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!", x, y, z, orientation, teleport, GetGUIDLow()); return false; } Map* m = GetMap(); const float old_x = GetPositionX(); const float old_y = GetPositionY(); const float old_z = GetPositionZ(); const float old_r = GetOrientation(); if (teleport || old_x != x || old_y != y || old_z != z || old_r != orientation) { if (teleport || old_x != x || old_y != y || old_z != z) { RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING); } else { RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING); } RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); // move and update visible state if need m->PlayerRelocation(this, x, y, z, orientation); // reread after Map::Relocation m = GetMap(); x = GetPositionX(); y = GetPositionY(); z = GetPositionZ(); // group update if (GetGroup() && (old_x != x || old_y != y)) { SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION); } } if (m_positionStatusUpdateTimer) // Update position's state only on interval { return true; } m_positionStatusUpdateTimer = 100; // code block for underwater state update UpdateUnderwaterState(m, x, y, z); // code block for outdoor state and area-explore check CheckAreaExploreAndOutdoor(); return true; } void Player::SaveRecallPosition() { m_recallMap = GetMapId(); m_recallX = GetPositionX(); m_recallY = GetPositionY(); m_recallZ = GetPositionZ(); m_recallO = GetOrientation(); } void Player::SendMessageToSet(WorldPacket* data, bool self) const { if (IsInWorld()) { GetMap()->MessageBroadcast(this, data, false); } // if player is not in world and map in not created/already destroyed // no need to create one, just send packet for itself! if (self) { GetSession()->SendPacket(data); } } void Player::SendMessageToSetInRange(WorldPacket* data, float dist, bool self) const { if (IsInWorld()) { GetMap()->MessageDistBroadcast(this, data, dist, false); } if (self) { GetSession()->SendPacket(data); } } void Player::SendMessageToSetInRange(WorldPacket* data, float dist, bool self, bool own_team_only) const { if (IsInWorld()) { GetMap()->MessageDistBroadcast(this, data, dist, false, own_team_only); } if (self) { GetSession()->SendPacket(data); } } void Player::SendDirectMessage(WorldPacket* data) const { GetSession()->SendPacket(data); } void Player::SendCinematicStart(uint32 CinematicSequenceId) { WorldPacket data(SMSG_TRIGGER_CINEMATIC, 4); data << uint32(CinematicSequenceId); SendDirectMessage(&data); } void Player::SendMovieStart(uint32 MovieId) { WorldPacket data(SMSG_TRIGGER_MOVIE, 4); data << uint32(MovieId); SendDirectMessage(&data); } void Player::CheckAreaExploreAndOutdoor() { if (!IsAlive()) { return; } if (IsTaxiFlying()) { return; } bool isOutdoor; uint16 areaFlag = GetTerrain()->GetAreaFlag(GetPositionX(), GetPositionY(), GetPositionZ(), &isOutdoor); if (isOutdoor) { if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) && GetRestType() == REST_TYPE_IN_TAVERN) { AreaTriggerEntry const* at = sAreaTriggerStore.LookupEntry(inn_trigger_id); if (!at || !IsPointInAreaTriggerZone(at, GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ())) { // Player left inn (REST_TYPE_IN_CITY overrides REST_TYPE_IN_TAVERN, so just clear rest) SetRestType(REST_TYPE_NO); } } // Check if we need to reaply outdoor only passive spells const PlayerSpellMap& sp_list = GetSpellMap(); for (PlayerSpellMap::const_iterator itr = sp_list.begin(); itr != sp_list.end(); ++itr) { if (itr->second.state == PLAYERSPELL_REMOVED) { continue; } SpellEntry const* spellInfo = sSpellStore.LookupEntry(itr->first); if (!spellInfo || !IsNeedCastSpellAtOutdoor(spellInfo) || HasAura(itr->first)) { continue; } SpellShapeshiftEntry const* shapeShift = spellInfo->GetSpellShapeshift(); if (!shapeShift || (shapeShift->Stances || shapeShift->StancesNot) && !IsNeedCastSpellAtFormApply(spellInfo, GetShapeshiftForm())) { continue; } CastSpell(this, itr->first, true, NULL); } } else if (sWorld.getConfig(CONFIG_BOOL_VMAP_INDOOR_CHECK) && !isGameMaster()) { RemoveAurasWithAttribute(SPELL_ATTR_OUTDOORS_ONLY); } if (areaFlag == 0xffff) { return; } int offset = areaFlag / 32; if (offset >= PLAYER_EXPLORED_ZONES_SIZE) { sLog.outError("Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < %u ).", areaFlag, GetPositionX(), GetPositionY(), offset, offset, PLAYER_EXPLORED_ZONES_SIZE); return; } uint32 val = (uint32)(1 << (areaFlag % 32)); uint32 currFields = GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset); if (!(currFields & val)) { SetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset, (uint32)(currFields | val)); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA); AreaTableEntry const* p = GetAreaEntryByAreaFlagAndMap(areaFlag, GetMapId()); if (!p) { sLog.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(), GetPositionY(), GetMapId()); } else if (p->area_level > 0) { uint32 area = p->ID; if (getLevel() >= sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL)) { SendExplorationExperience(area, 0); } else { int32 diff = int32(getLevel()) - p->area_level; uint32 XP = 0; if (diff < -5) { XP = uint32(sObjectMgr.GetBaseXP(getLevel() + 5) * sWorld.getConfig(CONFIG_FLOAT_RATE_XP_EXPLORE)); } else if (diff > 5) { int32 exploration_percent = (100 - ((diff - 5) * 5)); if (exploration_percent > 100) { exploration_percent = 100; } else if (exploration_percent < 0) { exploration_percent = 0; } XP = uint32(sObjectMgr.GetBaseXP(p->area_level) * exploration_percent / 100 * sWorld.getConfig(CONFIG_FLOAT_RATE_XP_EXPLORE)); } else { XP = uint32(sObjectMgr.GetBaseXP(p->area_level) * sWorld.getConfig(CONFIG_FLOAT_RATE_XP_EXPLORE)); } GiveXP(XP, NULL); SendExplorationExperience(area, XP); } DETAIL_LOG("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area); } } } Team Player::TeamForRace(uint8 race) { ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race); if (!rEntry) { sLog.outError("Race %u not found in DBC: wrong DBC files?", uint32(race)); return ALLIANCE; } switch (rEntry->TeamID) { case 7: return ALLIANCE; case 1: return HORDE; } sLog.outError("Race %u have wrong teamid %u in DBC: wrong DBC files?", uint32(race), rEntry->TeamID); return TEAM_NONE; } uint32 Player::getFactionForRace(uint8 race) { ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race); if (!rEntry) { sLog.outError("Race %u not found in DBC: wrong DBC files?", uint32(race)); return 0; } return rEntry->FactionID; } void Player::setFactionForRace(uint8 race) { m_team = TeamForRace(race); setFaction(getFactionForRace(race)); } ReputationRank Player::GetReputationRank(uint32 faction) const { FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction); return GetReputationMgr().GetRank(factionEntry); } // Calculate total reputation percent player gain with quest/creature level int32 Player::CalculateReputationGain(ReputationSource source, int32 rep, int32 faction, uint32 creatureOrQuestLevel, bool noAuraBonus) { float percent = 100.0f; float repMod = noAuraBonus ? 0.0f : (float)GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN); // faction specific auras only seem to apply to kills if (source == REPUTATION_SOURCE_KILL) { repMod += GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_FACTION_REPUTATION_GAIN, faction); } percent += rep > 0 ? repMod : -repMod; float rate; switch (source) { case REPUTATION_SOURCE_KILL: rate = sWorld.getConfig(CONFIG_FLOAT_RATE_REPUTATION_LOWLEVEL_KILL); break; case REPUTATION_SOURCE_QUEST: rate = sWorld.getConfig(CONFIG_FLOAT_RATE_REPUTATION_LOWLEVEL_QUEST); break; case REPUTATION_SOURCE_SPELL: default: rate = 1.0f; break; } if (rate != 1.0f && creatureOrQuestLevel <= MaNGOS::XP::GetGrayLevel(getLevel())) { percent *= rate; } if (percent <= 0.0f) { return 0; } // Multiply result with the faction specific rate if (const RepRewardRate* repData = sObjectMgr.GetRepRewardRate(faction)) { float repRate = 0.0f; switch (source) { case REPUTATION_SOURCE_KILL: repRate = repData->creature_rate; break; case REPUTATION_SOURCE_QUEST: repRate = repData->quest_rate; break; case REPUTATION_SOURCE_SPELL: repRate = repData->spell_rate; break; } // for custom, a rate of 0.0 will totally disable reputation gain for this faction/type if (repRate <= 0.0f) { return 0; } percent *= repRate; } return int32(sWorld.getConfig(CONFIG_FLOAT_RATE_REPUTATION_GAIN) * rep * percent / 100.0f); } // Calculates how many reputation points player gains in victim's enemy factions void Player::RewardReputation(Unit* pVictim, float rate) { if (!pVictim || pVictim->GetTypeId() == TYPEID_PLAYER) { return; } // used current difficulty creature entry instead normal version (GetEntry()) ReputationOnKillEntry const* Rep = sObjectMgr.GetReputationOnKillEntry(((Creature*)pVictim)->GetCreatureInfo()->Entry); if (!Rep) { return; } uint32 repFaction1 = Rep->repfaction1; uint32 repFaction2 = Rep->repfaction2; // Championning tabard reputation system // Aura 57818 is a hidden aura common to tabards allowing championning. if (pVictim->GetMap()->IsNonRaidDungeon() && HasAura(57818)) { MapEntry const* storedMap = sMapStore.LookupEntry(GetMapId()); InstanceTemplate const* instance = ObjectMgr::GetInstanceTemplate(GetMapId()); Item const* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_TABARD); if (storedMap && instance && pItem) { ItemPrototype const* pProto = pItem->GetProto();// Checked on load // The required MinLevel for the tabard to work is related to the item level of the tabard if ((instance->levelMin + 1 >= pProto->ItemLevel || !GetMap()->IsRegularDifficulty()) // For ItemLevel == 75 (or 85) need to check expansion && (pProto->ItemLevel == 75 && storedMap->Expansion() == EXPANSION_WOTLK)) { if (uint32 tabardFactionID = pItem->GetProto()->RequiredReputationFaction) { repFaction1 = tabardFactionID; repFaction2 = tabardFactionID; } } } } if (repFaction1 && (!Rep->team_dependent || GetTeam() == ALLIANCE)) { int32 donerep1 = CalculateReputationGain(REPUTATION_SOURCE_KILL, Rep->repvalue1, repFaction1, pVictim->getLevel()); donerep1 = int32(donerep1 * rate); FactionEntry const* factionEntry1 = sFactionStore.LookupEntry(repFaction1); uint32 current_reputation_rank1 = GetReputationMgr().GetRank(factionEntry1); if (factionEntry1 && current_reputation_rank1 <= Rep->reputation_max_cap1) { GetReputationMgr().ModifyReputation(factionEntry1, donerep1); } // Wiki: Team factions value divided by 2 if (factionEntry1 && Rep->is_teamaward1) { FactionEntry const* team1_factionEntry = sFactionStore.LookupEntry(factionEntry1->team); if (team1_factionEntry) { GetReputationMgr().ModifyReputation(team1_factionEntry, donerep1 / 2); } } } if (repFaction2 && (!Rep->team_dependent || GetTeam() == HORDE)) { int32 donerep2 = CalculateReputationGain(REPUTATION_SOURCE_KILL, Rep->repvalue2, repFaction2, pVictim->getLevel()); donerep2 = int32(donerep2 * rate); FactionEntry const* factionEntry2 = sFactionStore.LookupEntry(repFaction2); uint32 current_reputation_rank2 = GetReputationMgr().GetRank(factionEntry2); if (factionEntry2 && current_reputation_rank2 <= Rep->reputation_max_cap2) { GetReputationMgr().ModifyReputation(factionEntry2, donerep2); } // Wiki: Team factions value divided by 2 if (factionEntry2 && Rep->is_teamaward2) { FactionEntry const* team2_factionEntry = sFactionStore.LookupEntry(factionEntry2->team); if (team2_factionEntry) { GetReputationMgr().ModifyReputation(team2_factionEntry, donerep2 / 2); } } } } // Calculate how many reputation points player gain with the quest void Player::RewardReputation(Quest const* pQuest) { // quest reputation reward/loss for (int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i) { if (!pQuest->RewRepFaction[i]) { continue; } // No diplomacy mod are applied to the final value (flat). Note the formula (finalValue = DBvalue/100) if (pQuest->RewRepValue[i]) { int32 rep = CalculateReputationGain(REPUTATION_SOURCE_QUEST, pQuest->RewRepValue[i] / 100, pQuest->RewRepFaction[i], GetQuestLevelForPlayer(pQuest), true); if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i])) { GetReputationMgr().ModifyReputation(factionEntry, rep); } } else { uint32 row = ((pQuest->RewRepValueId[i] < 0) ? 1 : 0) + 1; uint32 field = abs(pQuest->RewRepValueId[i]); if (const QuestFactionRewardEntry* pRow = sQuestFactionRewardStore.LookupEntry(row)) { int32 repPoints = pRow->rewardValue[field]; if (!repPoints) { continue; } repPoints = CalculateReputationGain(REPUTATION_SOURCE_QUEST, repPoints, pQuest->RewRepFaction[i], GetQuestLevelForPlayer(pQuest)); if (const FactionEntry* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i])) { GetReputationMgr().ModifyReputation(factionEntry, repPoints); } } } } // TODO: implement reputation spillover } void Player::UpdateHonorKills() { /// called when rewarding honor and at each save time_t now = time(NULL); time_t today = (time(NULL) / DAY) * DAY; if (m_lastHonorKillsUpdateTime < today) { time_t yesterday = today - DAY; uint16 kills_today = GetUInt16Value(PLAYER_FIELD_KILLS, 0); // update yesterday's contribution if (m_lastHonorKillsUpdateTime >= yesterday) { // this is the first update today, reset today's contribution SetUInt16Value(PLAYER_FIELD_KILLS, 0, 0); SetUInt16Value(PLAYER_FIELD_KILLS, 1, kills_today); } else { // no honor/kills yesterday or today, reset SetUInt32Value(PLAYER_FIELD_KILLS, 0); } } m_lastHonorKillsUpdateTime = now; } /// Calculate the amount of honor gained based on the victim /// and the size of the group for which the honor is divided /// An exact honor value can also be given (overriding the calcs) bool Player::RewardHonor(Unit* uVictim, uint32 groupsize, float honor) { // do not reward honor in arenas, but enable onkill spellproc if (InArena()) { if (!uVictim || uVictim == this || uVictim->GetTypeId() != TYPEID_PLAYER) { return false; } if (GetBGTeam() == ((Player*)uVictim)->GetBGTeam()) { return false; } return true; } // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens if (GetDummyAura(SPELL_AURA_PLAYER_INACTIVE)) { return false; } ObjectGuid victim_guid; uint32 victim_rank = 0; // need call before fields update to have chance move yesterday data to appropriate fields before today data change. UpdateHonorKills(); if (honor <= 0) { if (!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT)) { return false; } victim_guid = uVictim->GetObjectGuid(); if (uVictim->GetTypeId() == TYPEID_PLAYER) { Player* pVictim = (Player*)uVictim; if (GetTeam() == pVictim->GetTeam() && !sWorld.IsFFAPvPRealm()) { return false; } float f = 1; // need for total kills (?? need more info) uint32 k_grey = 0; uint32 k_level = getLevel(); uint32 v_level = pVictim->getLevel(); { // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION // [0] Just name // [1..14] Alliance honor titles and player name // [15..28] Horde honor titles and player name // [29..38] Other title and player name // [39+] Nothing uint32 victim_title = pVictim->GetUInt32Value(PLAYER_CHOSEN_TITLE); // Get Killer titles, CharTitlesEntry::bit_index // Ranks: // title[1..14] -> rank[5..18] // title[15..28] -> rank[5..18] // title[other] -> 0 if (victim_title == 0) { victim_guid.Clear(); // Don't show HK: message, only log. } else if (victim_title < 15) { victim_rank = victim_title + 4; } else if (victim_title < 29) { victim_rank = victim_title - 14 + 4; } else { victim_guid.Clear(); // Don't show HK: message, only log. } } k_grey = MaNGOS::XP::GetGrayLevel(k_level); if (v_level <= k_grey) { return false; } float diff_level = (k_level == k_grey) ? 1 : ((float(v_level) - float(k_grey)) / (float(k_level) - float(k_grey))); int32 v_rank = 1; // need more info honor = ((f * diff_level * (190 + v_rank * 10)) / 6); honor *= float(k_level) / 70.0f; // factor of dependence on levels of the killer // count the number of playerkills in one day ApplyModUInt32Value(PLAYER_FIELD_KILLS, 1, true); // and those in a lifetime ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS, 1, true); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS, pVictim->getClass()); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_RACE, pVictim->getRace()); } else { Creature* cVictim = (Creature*)uVictim; if (!cVictim->IsRacialLeader()) { return false; } honor = 100; // ??? need more info victim_rank = 19; // HK: Leader } } if (uVictim != NULL) { honor *= sWorld.getConfig(CONFIG_FLOAT_RATE_HONOR); honor *= (GetMaxPositiveAuraModifier(SPELL_AURA_MOD_HONOR_GAIN) + 100.0f) / 100.0f; if (groupsize > 1) { honor /= groupsize; } honor *= (((float)urand(8, 12)) / 10); // approx honor: 80% - 120% of real honor } // honor - for show honor points in log // victim_guid - for show victim name in log // victim_rank [1..4] HK: // victim_rank [5..19] HK: // victim_rank [0,20+] HK: <> WorldPacket data(SMSG_PVP_CREDIT, 4 + 8 + 4); data << uint32(honor); data << ObjectGuid(victim_guid); data << uint32(victim_rank); GetSession()->SendPacket(&data); // add honor points ModifyCurrencyCount(CURRENCY_HONOR_POINTS, int32(honor)); return true; } void Player::SetInGuild(uint32 GuildId) { if (GuildId) { SetGuidValue(OBJECT_FIELD_DATA, ObjectGuid(HIGHGUID_GUILD, 0, GuildId)); } else { SetGuidValue(OBJECT_FIELD_DATA, ObjectGuid()); } ApplyModFlag(PLAYER_FLAGS, PLAYER_FLAGS_GUILD_LEVELING_ENABLED, GuildId != 0 && sWorld.getConfig(CONFIG_BOOL_GUILD_LEVELING_ENABLED)); SetUInt16Value(OBJECT_FIELD_TYPE, 1, GuildId != 0); } std::string Player::GetGuildName() const { if (Guild* guild = sGuildMgr.GetGuildById(GetGuildId())) { return guild->GetName(); } return ""; } time_t Player::GetTalentResetTime() const { return m_resetTalentsTime; } uint32 Player::GetTalentResetCost() const { return resetTalentsCost(); // this function added in dev21 - remove this comment if this line works } uint32 Player::GetGuildIdFromDB(ObjectGuid guid) { uint32 lowguid = guid.GetCounter(); QueryResult* result = CharacterDatabase.PQuery("SELECT `guildid` FROM `guild_member` WHERE `guid`='%u'", lowguid); if (!result) { return 0; } uint32 id = result->Fetch()[0].GetUInt32(); delete result; return id; } ObjectGuid Player::GetGuildGuidFromDB(ObjectGuid guid) { if (uint32 guildId = GetGuildIdFromDB(guid)) { return ObjectGuid(HIGHGUID_GUILD, GetGuildIdFromDB(guid)); } else { return ObjectGuid(); } } uint32 Player::GetRankFromDB(ObjectGuid guid) { QueryResult* result = CharacterDatabase.PQuery("SELECT `rank` FROM `guild_member` WHERE `guid`='%u'", guid.GetCounter()); if (result) { uint32 v = result->Fetch()[0].GetUInt32(); delete result; return v; } else { return 0; } } void Player::SendGuildDeclined(std::string name, bool autodecline) { WorldPacket data(SMSG_GUILD_DECLINE, 10); data << name; data << uint8(autodecline); GetSession()->SendPacket(&data); } uint32 Player::GetArenaTeamIdFromDB(ObjectGuid guid, ArenaType type) { QueryResult* result = CharacterDatabase.PQuery("SELECT `arena_team_member`.`arenateamid` FROM `arena_team_member` JOIN `arena_team` ON `arena_team_member`.`arenateamid` = `arena_team`.`arenateamid` WHERE `guid`='%u' AND `type`='%u' LIMIT 1", guid.GetCounter(), type); if (!result) { return 0; } uint32 id = (*result)[0].GetUInt32(); delete result; return id; } uint32 Player::GetZoneIdFromDB(ObjectGuid guid) { uint32 lowguid = guid.GetCounter(); QueryResult* result = CharacterDatabase.PQuery("SELECT `zone` FROM `characters` WHERE `guid`='%u'", lowguid); if (!result) { return 0; } Field* fields = result->Fetch(); uint32 zone = fields[0].GetUInt32(); delete result; if (!zone) { // stored zone is zero, use generic and slow zone detection result = CharacterDatabase.PQuery("SELECT `map`,`position_x`,`position_y`,`position_z` FROM `characters` WHERE `guid`='%u'", lowguid); if (!result) { return 0; } fields = result->Fetch(); uint32 map = fields[0].GetUInt32(); float posx = fields[1].GetFloat(); float posy = fields[2].GetFloat(); float posz = fields[3].GetFloat(); delete result; zone = sTerrainMgr.GetZoneId(map, posx, posy, posz); if (zone > 0) { CharacterDatabase.PExecute("UPDATE `characters` SET `zone`='%u' WHERE `guid`='%u'", zone, lowguid); } } return zone; } uint32 Player::GetLevelFromDB(ObjectGuid guid) { uint32 lowguid = guid.GetCounter(); QueryResult* result = CharacterDatabase.PQuery("SELECT `level` FROM `characters` WHERE `guid`='%u'", lowguid); if (!result) { return 0; } Field* fields = result->Fetch(); uint32 level = fields[0].GetUInt32(); delete result; return level; } void Player::UpdateArea(uint32 newArea) { m_areaUpdateId = newArea; AreaTableEntry const* area = GetAreaEntryByAreaID(newArea); // FFA_PVP flags are area and not zone id dependent // so apply them accordingly if (area && (area->flags & AREA_FLAG_ARENA)) { if (!isGameMaster()) { SetFFAPvP(true); } } else { // remove ffa flag only if not ffapvp realm // removal in sanctuaries and capitals is handled in zone update if (IsFFAPvP() && !sWorld.IsFFAPvPRealm()) { SetFFAPvP(false); } } UpdateAreaDependentAuras(); } bool Player::CanUseCapturePoint() { return IsAlive() && // living !HasStealthAura() && // not stealthed !HasInvisibilityAura() && // visible (IsPvP() || sWorld.IsPvPRealm()) && !HasMovementFlag(MOVEFLAG_FLYING) && !IsTaxiFlying() && !isGameMaster(); } void Player::UpdateZone(uint32 newZone, uint32 newArea) { AreaTableEntry const* zone = GetAreaEntryByAreaID(newZone); if (!zone) { return; } if (m_zoneUpdateId != newZone) { // handle outdoor pvp zones sOutdoorPvPMgr.HandlePlayerLeaveZone(this, m_zoneUpdateId); sOutdoorPvPMgr.HandlePlayerEnterZone(this, newZone); SendInitWorldStates(newZone, newArea); // only if really enters to new zone, not just area change, works strange... if (sWorld.getConfig(CONFIG_BOOL_WEATHER)) { Weather* wth = GetMap()->GetWeatherSystem()->FindOrCreateWeather(newZone); wth->SendWeatherUpdateToPlayer(this); } } // Used by Eluna #ifdef ENABLE_ELUNA sEluna->OnUpdateZone(this, newZone, newArea); #endif m_zoneUpdateId = newZone; m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL; // zone changed, so area changed as well, update it UpdateArea(newArea); // in PvP, any not controlled zone (except zone->team == 6, default case) // in PvE, only opposition team capital switch (zone->team) { case AREATEAM_ALLY: pvpInfo.inHostileArea = GetTeam() != ALLIANCE && (sWorld.IsPvPRealm() || zone->flags & AREA_FLAG_CAPITAL); break; case AREATEAM_HORDE: pvpInfo.inHostileArea = GetTeam() != HORDE && (sWorld.IsPvPRealm() || zone->flags & AREA_FLAG_CAPITAL); break; case AREATEAM_NONE: // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this pvpInfo.inHostileArea = sWorld.IsPvPRealm() || InBattleGround(); break; default: // 6 in fact pvpInfo.inHostileArea = false; break; } if (pvpInfo.inHostileArea) // in hostile area { if (!IsPvP() || pvpInfo.endTimer != 0) { UpdatePvP(true, true); } } else // in friendly area { if (IsPvP() && !HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_IN_PVP) && pvpInfo.endTimer == 0) { pvpInfo.endTimer = time(0); // start toggle-off } } if (zone->flags & AREA_FLAG_SANCTUARY) // in sanctuary { SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_SANCTUARY); if (sWorld.IsFFAPvPRealm()) { SetFFAPvP(false); } } else { RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_SANCTUARY); } if (zone->flags & AREA_FLAG_CAPITAL) // in capital city { SetRestType(REST_TYPE_IN_CITY); } else if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) && GetRestType() != REST_TYPE_IN_TAVERN) { // resting and not in tavern (leave city then); tavern leave handled in CheckAreaExploreAndOutdoor } SetRestType(REST_TYPE_NO); // remove items with area/map limitations (delete only for alive player to allow back in ghost mode) // if player resurrected at teleport this will be applied in resurrect code if (IsAlive()) { DestroyZoneLimitedItem(true, newZone); } // check some item equip limitations (in result lost CanTitanGrip at talent reset, for example) AutoUnequipOffhandIfNeed(); // recent client version not send leave/join channel packets for built-in local channels UpdateLocalChannels(newZone); // group update if (GetGroup()) { SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE); } UpdateZoneDependentAuras(); UpdateZoneDependentPets(); } // If players are too far way of duel flag... then player loose the duel void Player::CheckDuelDistance(time_t currTime) { if (!duel) { return; } GameObject* obj = GetMap()->GetGameObject(GetGuidValue(PLAYER_DUEL_ARBITER)); if (!obj) { // player not at duel start map DuelComplete(DUEL_FLED); return; } if (duel->outOfBound == 0) { if (!IsWithinDistInMap(obj, 50)) { duel->outOfBound = currTime; WorldPacket data(SMSG_DUEL_OUTOFBOUNDS, 0); GetSession()->SendPacket(&data); } } else { if (IsWithinDistInMap(obj, 40)) { duel->outOfBound = 0; WorldPacket data(SMSG_DUEL_INBOUNDS, 0); GetSession()->SendPacket(&data); } else if (currTime >= (duel->outOfBound + 10)) { DuelComplete(DUEL_FLED); } } } void Player::DuelComplete(DuelCompleteType type) { // duel not requested if (!duel) { return; } WorldPacket data(SMSG_DUEL_COMPLETE, (1)); data << (uint8)((type != DUEL_INTERRUPTED) ? 1 : 0); GetSession()->SendPacket(&data); duel->opponent->GetSession()->SendPacket(&data); if (type != DUEL_INTERRUPTED) { data.Initialize(SMSG_DUEL_WINNER, (1 + 20)); // we guess size data << (uint8)((type == DUEL_WON) ? 0 : 1); // 0 = just won; 1 = fled data << duel->opponent->GetName(); data << GetName(); SendMessageToSet(&data, true); } if (type == DUEL_WON) { GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL, 1); if (duel->opponent) { duel->opponent->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL, 1); } } // Used by Eluna #ifdef ENABLE_ELUNA sEluna->OnDuelEnd(duel->opponent, this, type); #endif /* ENABLE_ELUNA */ // Remove Duel Flag object if (GameObject* obj = GetMap()->GetGameObject(GetGuidValue(PLAYER_DUEL_ARBITER))) { duel->initiator->RemoveGameObject(obj, true); } /* remove auras */ std::vector auras2remove; SpellAuraHolderMap const& vAuras = duel->opponent->GetSpellAuraHolderMap(); for (SpellAuraHolderMap::const_iterator i = vAuras.begin(); i != vAuras.end(); ++i) { if (!i->second->IsPositive() && i->second->GetCasterGuid() == GetObjectGuid() && i->second->GetAuraApplyTime() >= duel->startTime) { auras2remove.push_back(i->second->GetId()); } } for (size_t i = 0; i < auras2remove.size(); ++i) { duel->opponent->RemoveAurasDueToSpell(auras2remove[i]); } auras2remove.clear(); SpellAuraHolderMap const& auras = GetSpellAuraHolderMap(); for (SpellAuraHolderMap::const_iterator i = auras.begin(); i != auras.end(); ++i) { if (!i->second->IsPositive() && i->second->GetCasterGuid() == duel->opponent->GetObjectGuid() && i->second->GetAuraApplyTime() >= duel->startTime) { auras2remove.push_back(i->second->GetId()); } } for (size_t i = 0; i < auras2remove.size(); ++i) { RemoveAurasDueToSpell(auras2remove[i]); } // cleanup combo points if (GetComboTargetGuid() == duel->opponent->GetObjectGuid()) { ClearComboPoints(); } else if (GetComboTargetGuid() == duel->opponent->GetPetGuid()) { ClearComboPoints(); } if (duel->opponent->GetComboTargetGuid() == GetObjectGuid()) { duel->opponent->ClearComboPoints(); } else if (duel->opponent->GetComboTargetGuid() == GetPetGuid()) { duel->opponent->ClearComboPoints(); } // cleanups SetGuidValue(PLAYER_DUEL_ARBITER, ObjectGuid()); SetUInt32Value(PLAYER_DUEL_TEAM, 0); duel->opponent->SetGuidValue(PLAYER_DUEL_ARBITER, ObjectGuid()); duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 0); delete duel->opponent->duel; duel->opponent->duel = NULL; delete duel; duel = NULL; } //---------------------------------------------------------// void Player::_ApplyItemMods(Item* item, uint8 slot, bool apply) { if (slot >= INVENTORY_SLOT_BAG_END || !item) { return; } // not apply/remove mods for broken item if (item->IsBroken()) { return; } ItemPrototype const* proto = item->GetProto(); if (!proto) { return; } DETAIL_LOG("applying mods for item %u ", item->GetGUIDLow()); uint32 attacktype = Player::GetAttackBySlot(slot); if (attacktype < MAX_ATTACK) { _ApplyWeaponDependentAuraMods(item, WeaponAttackType(attacktype), apply); } _ApplyItemBonuses(proto, slot, apply); if (slot == EQUIPMENT_SLOT_RANGED) { _ApplyAmmoBonuses(); } ApplyItemEquipSpell(item, apply); ApplyEnchantment(item, apply); if (proto->Socket[0].Color) // only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items { CorrectMetaGemEnchants(slot, apply); } DEBUG_LOG("_ApplyItemMods complete."); } void Player::_ApplyItemBonuses(ItemPrototype const* proto, uint8 slot, bool apply, bool only_level_Scale /*= false*/) { if (slot >= INVENTORY_SLOT_BAG_END || !proto) { return; } ScalingStatDistributionEntry const* ssd = proto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(proto->ScalingStatDistribution) : NULL; if (only_level_Scale && !ssd) { return; } // req. check at equip, but allow use for extended range if range limit max level, set proper level uint32 ssd_level = getLevel(); if (ssd && ssd_level > ssd->MaxLevel) { ssd_level = ssd->MaxLevel; } ScalingStatValuesEntry const* ssv = proto->StatScalingFactor ? sScalingStatValuesStore.LookupEntry(ssd_level) : NULL; if (only_level_Scale && !ssv) { return; } for (uint32 i = 0; i < MAX_ITEM_PROTO_STATS; ++i) { uint32 statType = 0; int32 val = 0; // If set ScalingStatDistribution need get stats and values from it if (ssd && ssv) { if (ssd->StatMod[i] < 0) { continue; } statType = ssd->StatMod[i]; val = (ssv->getssdMultiplier(proto->StatScalingFactor) * ssd->Modifier[i]) / 10000; } else { statType = proto->ItemStat[i].ItemStatType; val = proto->ItemStat[i].ItemStatValue; } if (val == 0) { continue; } switch (statType) { /*case ITEM_MOD_MANA: HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(val), apply); break;*/ case ITEM_MOD_AGILITY: // modify agility HandleStatModifier(UNIT_MOD_STAT_AGILITY, BASE_VALUE, float(val), apply); ApplyStatBuffMod(STAT_AGILITY, float(val), apply); break; case ITEM_MOD_STRENGTH: // modify strength HandleStatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(val), apply); ApplyStatBuffMod(STAT_STRENGTH, float(val), apply); break; case ITEM_MOD_INTELLECT: // modify intellect HandleStatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(val), apply); ApplyStatBuffMod(STAT_INTELLECT, float(val), apply); break; case ITEM_MOD_SPIRIT: // modify spirit HandleStatModifier(UNIT_MOD_STAT_SPIRIT, BASE_VALUE, float(val), apply); ApplyStatBuffMod(STAT_SPIRIT, float(val), apply); break; case ITEM_MOD_STAMINA: // modify stamina HandleStatModifier(UNIT_MOD_STAT_STAMINA, BASE_VALUE, float(val), apply); ApplyStatBuffMod(STAT_STAMINA, float(val), apply); break; case ITEM_MOD_DODGE_RATING: ApplyRatingMod(CR_DODGE, int32(val), apply); break; case ITEM_MOD_PARRY_RATING: ApplyRatingMod(CR_PARRY, int32(val), apply); break; case ITEM_MOD_CRIT_RANGED_RATING: ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply); break; case ITEM_MOD_HIT_RATING: ApplyRatingMod(CR_HIT_MELEE, int32(val), apply); ApplyRatingMod(CR_HIT_RANGED, int32(val), apply); ApplyRatingMod(CR_HIT_SPELL, int32(val), apply); break; case ITEM_MOD_CRIT_RATING: ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply); ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply); ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply); break; case ITEM_MOD_RESILIENCE_RATING: ApplyRatingMod(CR_RESILIENCE_DAMAGE_TAKEN, int32(val), apply); break; case ITEM_MOD_HASTE_RATING: ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply); ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply); ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply); break; case ITEM_MOD_EXPERTISE_RATING: ApplyRatingMod(CR_EXPERTISE, int32(val), apply); break; case ITEM_MOD_ATTACK_POWER: HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(val), apply); HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply); break; case ITEM_MOD_RANGED_ATTACK_POWER: HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply); break; case ITEM_MOD_SPELL_POWER: ApplySpellPowerBonus(int32(val), apply); break; case ITEM_MOD_HEALTH_REGEN: ApplyHealthRegenBonus(int32(val), apply); break; case ITEM_MOD_SPELL_PENETRATION: ApplyModInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE, -int32(val), apply); m_spellPenetrationItemMod += apply ? val : -val; break; case ITEM_MOD_MASTERY_RATING: ApplyRatingMod(CR_MASTERY, int32(val), apply); break; // deprecated item mods case ITEM_MOD_HEALTH: case ITEM_MOD_DEFENSE_SKILL_RATING: case ITEM_MOD_BLOCK_RATING: case ITEM_MOD_HIT_MELEE_RATING: case ITEM_MOD_HIT_RANGED_RATING: case ITEM_MOD_HIT_SPELL_RATING: case ITEM_MOD_CRIT_MELEE_RATING: case ITEM_MOD_CRIT_SPELL_RATING: case ITEM_MOD_HIT_TAKEN_MELEE_RATING: case ITEM_MOD_HIT_TAKEN_RANGED_RATING: case ITEM_MOD_HIT_TAKEN_SPELL_RATING: case ITEM_MOD_CRIT_TAKEN_MELEE_RATING: case ITEM_MOD_CRIT_TAKEN_RANGED_RATING: case ITEM_MOD_CRIT_TAKEN_SPELL_RATING: case ITEM_MOD_HASTE_MELEE_RATING: case ITEM_MOD_HASTE_RANGED_RATING: case ITEM_MOD_HASTE_SPELL_RATING: case ITEM_MOD_HIT_TAKEN_RATING: case ITEM_MOD_CRIT_TAKEN_RATING: case ITEM_MOD_FERAL_ATTACK_POWER: case ITEM_MOD_SPELL_HEALING_DONE: case ITEM_MOD_SPELL_DAMAGE_DONE: case ITEM_MOD_MANA_REGENERATION: case ITEM_MOD_ARMOR_PENETRATION_RATING: case ITEM_MOD_BLOCK_VALUE: break; } } // Apply Spell Power from ScalingStatValue if set if (ssv) { if (int32 spellbonus = ssv->getSpellBonus(proto->StatScalingFactor)) { ApplySpellPowerBonus(spellbonus, apply); } } // If set ScalingStatValue armor get it or use item armor uint32 armor = proto->GetArmor(); if (ssv) { if (uint32 ssvarmor = ssv->getArmorMod(proto->StatScalingFactor)) { armor = ssvarmor; } } // Add armor bonus from ArmorDamageModifier if > 0 if (proto->ArmorDamageModifier > 0) { armor += uint32(proto->ArmorDamageModifier); } if (armor) { switch (proto->InventoryType) { case INVTYPE_TRINKET: case INVTYPE_NECK: case INVTYPE_CLOAK: case INVTYPE_FINGER: HandleStatModifier(UNIT_MOD_ARMOR, TOTAL_VALUE, float(armor), apply); break; default: HandleStatModifier(UNIT_MOD_ARMOR, BASE_VALUE, float(armor), apply); break; } } WeaponAttackType attType = BASE_ATTACK; float damage = 0.0f; if (slot == EQUIPMENT_SLOT_RANGED && ( proto->InventoryType == INVTYPE_RANGED || proto->InventoryType == INVTYPE_THROWN || proto->InventoryType == INVTYPE_RANGEDRIGHT)) { attType = RANGED_ATTACK; } else if (slot == EQUIPMENT_SLOT_OFFHAND) { attType = OFF_ATTACK; } float minDamage = proto->GetMinDamage(); float maxDamage = proto->GetMaxDamage(); int32 extraDPS = 0; // If set dpsMod in ScalingStatValue use it for min (70% from average), max (130% from average) damage if (ssv) { if ((extraDPS = ssv->getDPSMod(proto->StatScalingFactor))) { float average = extraDPS * proto->Delay / 1000.0f; minDamage = 0.7f * average; maxDamage = 1.3f * average; } } if (minDamage > 0) { damage = apply ? minDamage : BASE_MINDAMAGE; SetBaseWeaponDamage(attType, MINDAMAGE, damage); // sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE)); } if (maxDamage > 0) { damage = apply ? maxDamage : BASE_MAXDAMAGE; SetBaseWeaponDamage(attType, MAXDAMAGE, damage); } if (!CanUseEquippedWeapon(attType)) { return; } if (proto->Delay) { if (slot == EQUIPMENT_SLOT_RANGED) { SetAttackTime(RANGED_ATTACK, apply ? proto->Delay : BASE_ATTACK_TIME); } else if (slot == EQUIPMENT_SLOT_MAINHAND) { SetAttackTime(BASE_ATTACK, apply ? proto->Delay : BASE_ATTACK_TIME); } else if (slot == EQUIPMENT_SLOT_OFFHAND) { SetAttackTime(OFF_ATTACK, apply ? proto->Delay : BASE_ATTACK_TIME); } } if (CanModifyStats() && (damage || proto->Delay)) { UpdateDamagePhysical(attType); } } void Player::_ApplyWeaponDependentAuraMods(Item* item, WeaponAttackType attackType, bool apply) { AuraList const& auraCritList = GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT); for (AuraList::const_iterator itr = auraCritList.begin(); itr != auraCritList.end(); ++itr) { _ApplyWeaponDependentAuraCritMod(item, attackType, *itr, apply); } AuraList const& auraDamageFlatList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE); for (AuraList::const_iterator itr = auraDamageFlatList.begin(); itr != auraDamageFlatList.end(); ++itr) { _ApplyWeaponDependentAuraDamageMod(item, attackType, *itr, apply); } AuraList const& auraDamagePCTList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE); for (AuraList::const_iterator itr = auraDamagePCTList.begin(); itr != auraDamagePCTList.end(); ++itr) { _ApplyWeaponDependentAuraDamageMod(item, attackType, *itr, apply); } } void Player::_ApplyWeaponDependentAuraCritMod(Item* item, WeaponAttackType attackType, Aura* aura, bool apply) { // generic not weapon specific case processes in aura code if(aura->GetSpellProto()->GetEquippedItemClass() == -1) { return; } BaseModGroup mod = BASEMOD_END; switch (attackType) { case BASE_ATTACK: mod = CRIT_PERCENTAGE; break; case OFF_ATTACK: mod = OFFHAND_CRIT_PERCENTAGE; break; case RANGED_ATTACK: mod = RANGED_CRIT_PERCENTAGE; break; default: return; } if (item->IsFitToSpellRequirements(aura->GetSpellProto())) { HandleBaseModValue(mod, FLAT_MOD, float(aura->GetModifier()->m_amount), apply); } } void Player::_ApplyWeaponDependentAuraDamageMod(Item* item, WeaponAttackType attackType, Aura* aura, bool apply) { // ignore spell mods for not wands Modifier const* modifier = aura->GetModifier(); if ((modifier->m_miscvalue & SPELL_SCHOOL_MASK_NORMAL) == 0 && (getClassMask() & CLASSMASK_WAND_USERS) == 0) { return; } // generic not weapon specific case processes in aura code if(aura->GetSpellProto()->GetEquippedItemClass() == -1) { return; } UnitMods unitMod = UNIT_MOD_END; switch (attackType) { case BASE_ATTACK: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break; case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break; case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break; default: return; } UnitModifierType unitModType = TOTAL_VALUE; switch (modifier->m_auraname) { case SPELL_AURA_MOD_DAMAGE_DONE: unitModType = TOTAL_VALUE; break; case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE: unitModType = TOTAL_PCT; break; default: return; } if (item->IsFitToSpellRequirements(aura->GetSpellProto())) { HandleStatModifier(unitMod, unitModType, float(modifier->m_amount), apply); } } void Player::ApplyItemEquipSpell(Item* item, bool apply, bool form_change) { if (!item) { return; } ItemPrototype const* proto = item->GetProto(); if (!proto) { return; } for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) { _Spell const& spellData = proto->Spells[i]; // no spell if (!spellData.SpellId) { continue; } if (apply) { // apply only at-equip spells if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_EQUIP) { continue; } } else { // at un-apply remove all spells (not only at-apply, so any at-use active affects from item and etc) // except on form change and with at-use with negative charges, so allow consuming item spells (including with extra flag that prevent consume really) // applied to player after item remove from equip slot if (spellData.SpellTrigger == ITEM_SPELLTRIGGER_ON_USE && (form_change || spellData.SpellCharges < 0)) { continue; } } // check if it is valid spell SpellEntry const* spellproto = sSpellStore.LookupEntry(spellData.SpellId); if (!spellproto) { continue; } ApplyEquipSpell(spellproto, item, apply, form_change); } } void Player::ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply, bool form_change) { if (apply) { // Cannot be used in this stance/form if (GetErrorAtShapeshiftedCast(spellInfo, GetShapeshiftForm()) != SPELL_CAST_OK) { return; } if (form_change) // check aura active state from other form { SpellAuraHolderBounds spair = GetSpellAuraHolderBounds(spellInfo->Id); for (SpellAuraHolderMap::const_iterator iter = spair.first; iter != spair.second; ++iter) { if (!item || iter->second->GetCastItemGuid() == item->GetObjectGuid()) { return; // and skip re-cast already active aura at form change } } } DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item ? "item" : "itemset"), spellInfo->Id); CastSpell(this, spellInfo, true, item); } else { if (form_change) // check aura compatibility { // Cannot be used in this stance/form if (GetErrorAtShapeshiftedCast(spellInfo, GetShapeshiftForm()) == SPELL_CAST_OK) { return; // and remove only not compatible at form change } } if (item) { RemoveAurasDueToItemSpell(item, spellInfo->Id); // un-apply all spells , not only at-equipped } else { RemoveAurasDueToSpell(spellInfo->Id); // un-apply spell (item set case) } } } void Player::UpdateEquipSpellsAtFormChange() { for (int i = 0; i < INVENTORY_SLOT_BAG_END; ++i) { if (m_items[i] && !m_items[i]->IsBroken()) { ApplyItemEquipSpell(m_items[i], false, true); // remove spells that not fit to form ApplyItemEquipSpell(m_items[i], true, true); // add spells that fit form but not active } } // item set bonuses not dependent from item broken state for (size_t setindex = 0; setindex < ItemSetEff.size(); ++setindex) { ItemSetEffect* eff = ItemSetEff[setindex]; if (!eff) { continue; } for (uint32 y = 0; y < 8; ++y) { SpellEntry const* spellInfo = eff->spells[y]; if (!spellInfo) { continue; } ApplyEquipSpell(spellInfo, NULL, false, true); // remove spells that not fit to form ApplyEquipSpell(spellInfo, NULL, true, true); // add spells that fit form but not active } } } /* * (un-)Apply item spells triggered at adding item to inventory ITEM_SPELLTRIGGER_ON_STORE * * @param item added/removed item to/from inventory * @param apply (un-)apply spell affects. * * Note: item moved from slot to slot in 2 steps RemoveItem and StoreItem/EquipItem * In result function not called in RemoveItem for prevent unexpected re-apply auras from related spells * with duration reset and etc. Instead unapply done in StoreItem/EquipItem and in specialized * functions for item final remove/destroy from inventory. If new RemoveItem calls added need be sure that * function will call after it in some way if need. */ void Player::ApplyItemOnStoreSpell(Item* item, bool apply) { if (!item) { return; } ItemPrototype const* proto = item->GetProto(); if (!proto) { return; } for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) { _Spell const& spellData = proto->Spells[i]; // no spell if (!spellData.SpellId) { continue; } // apply/unapply only at-store spells if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_STORE) { continue; } if (apply) { // can be attempt re-applied at move in inventory slots if (!HasAura(spellData.SpellId)) { CastSpell(this, spellData.SpellId, true, item); } } else { RemoveAurasDueToItemSpell(item, spellData.SpellId); } } } void Player::DestroyItemWithOnStoreSpell(Item* item, uint32 spellId) { if (!item) { return; } ItemPrototype const* proto = item->GetProto(); if (!proto) { return; } for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) { _Spell const& spellData = proto->Spells[i]; if (spellData.SpellId != spellId) { continue; } // apply/unapply only at-store spells if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_STORE) { continue; } DestroyItem(item->GetBagSlot(), item->GetSlot(), true); break; } } /// handles unique effect of Deadly Poison: apply poison of the other weapon when already at max. stack void Player::_HandleDeadlyPoison(Unit* Target, WeaponAttackType attType, SpellEntry const* spellInfo) { SpellAuraHolder const* dPoison = NULL; SpellAuraHolderConstBounds holders = Target->GetSpellAuraHolderBounds(spellInfo->Id); for (SpellAuraHolderMap::const_iterator iter = holders.first; iter != holders.second; ++iter) { if (iter->second->GetCaster() == this) { dPoison = iter->second; break; } } if (dPoison && dPoison->GetStackAmount() == spellInfo->GetStackAmount()) { Item* otherWeapon = GetWeaponForAttack(attType == BASE_ATTACK ? OFF_ATTACK : BASE_ATTACK); if (!otherWeapon) { return; } // all poison enchantments are temporary uint32 enchant_id = otherWeapon->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT); if (!enchant_id) { return; } SpellItemEnchantmentEntry const* pSecondEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id); if (!pSecondEnchant) { return; } for (int s = 0; s < 3; ++s) { if (pSecondEnchant->type[s] != ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL) { continue; } if (SpellEntry const* combatEntry = sSpellStore.LookupEntry(pSecondEnchant->spellid[s])) if (combatEntry->GetDispel() == DISPEL_POISON) { CastSpell(Target, combatEntry, true, otherWeapon); } } } } void Player::CastItemCombatSpell(Unit* Target, WeaponAttackType attType) { Item* item = GetWeaponForAttack(attType, true, false); if (!item) { return; } ItemPrototype const* proto = item->GetProto(); if (!proto) { return; } if (!Target || Target == this) { return; } for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) { _Spell const& spellData = proto->Spells[i]; // no spell if (!spellData.SpellId) { continue; } // wrong triggering type if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_CHANCE_ON_HIT) { continue; } SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellData.SpellId); if (!spellInfo) { sLog.outError("WORLD: unknown Item spellid %i", spellData.SpellId); continue; } // not allow proc extra attack spell at extra attack if (m_extraAttacks && IsSpellHaveEffect(spellInfo, SPELL_EFFECT_ADD_EXTRA_ATTACKS)) { return; } float chance = (float)spellInfo->GetProcChance(); if (spellData.SpellPPMRate) { uint32 WeaponSpeed = proto->Delay; chance = GetPPMProcChance(WeaponSpeed, spellData.SpellPPMRate); } else if (chance > 100.0f) { chance = GetWeaponProcChance(); } if (roll_chance_f(chance)) { CastSpell(Target, spellInfo->Id, true, item); } } // item combat enchantments for (int e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot) { if (e_slot > PRISMATIC_ENCHANTMENT_SLOT && e_slot < PROP_ENCHANTMENT_SLOT_0) { continue; } uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot)); SpellItemEnchantmentEntry const* pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id); if (!pEnchant) continue; for (int s = 0; s < 3; ++s) { if (pEnchant->type[s] != ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL) { continue; } uint32 proc_spell_id = pEnchant->spellid[s]; SpellEntry const* spellInfo = sSpellStore.LookupEntry(proc_spell_id); if (!spellInfo) { sLog.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant->ID, proc_spell_id); continue; } // Use first rank to access spell item enchant procs float ppmRate = sSpellMgr.GetItemEnchantProcChance(spellInfo->Id); float chance = ppmRate ? GetPPMProcChance(proto->Delay, ppmRate) : pEnchant->amount[s] != 0 ? float(pEnchant->amount[s]) : GetWeaponProcChance(); ApplySpellMod(spellInfo->Id, SPELLMOD_CHANCE_OF_SUCCESS, chance); ApplySpellMod(spellInfo->Id, SPELLMOD_FREQUENCY_OF_SUCCESS, chance); if (roll_chance_f(chance)) { if (IsPositiveSpell(spellInfo->Id)) { CastSpell(this, spellInfo->Id, true, item); } else { // Deadly Poison, unique effect needs to be handled before casting triggered spell if (spellInfo->IsFitToFamily(SPELLFAMILY_ROGUE, UI64LIT(0x0000000000010000))) { _HandleDeadlyPoison(Target, attType, spellInfo); } CastSpell(Target, spellInfo->Id, true, item); } } } } } void Player::CastItemUseSpell(Item* item, SpellCastTargets const& targets, uint8 cast_count, uint32 glyphIndex) { ItemPrototype const* proto = item->GetProto(); // special learning case if (proto->Spells[0].SpellId == SPELL_ID_GENERIC_LEARN || proto->Spells[0].SpellId == SPELL_ID_GENERIC_LEARN_PET) { uint32 learn_spell_id = proto->Spells[0].SpellId; uint32 learning_spell_id = proto->Spells[1].SpellId; SpellEntry const* spellInfo = sSpellStore.LookupEntry(learn_spell_id); if (!spellInfo) { sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring ", proto->ItemId, learn_spell_id); SendEquipError(EQUIP_ERR_NONE, item); return; } Spell* spell = new Spell(this, spellInfo, false); spell->m_CastItem = item; spell->m_cast_count = cast_count; // set count of casts spell->m_currentBasePoints[EFFECT_INDEX_0] = learning_spell_id; spell->SpellStart(&targets); return; } // use triggered flag only for items with many spell casts and for not first cast int count = 0; // item spells casted at use for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) { _Spell const& spellData = proto->Spells[i]; // no spell if (!spellData.SpellId) { continue; } // wrong triggering type if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE) { continue; } SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellData.SpellId); if (!spellInfo) { sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring", proto->ItemId, spellData.SpellId); continue; } Spell* spell = new Spell(this, spellInfo, (count > 0)); spell->m_CastItem = item; spell->m_cast_count = cast_count; // set count of casts spell->m_glyphIndex = glyphIndex; // glyph index spell->SpellStart(&targets); ++count; } // Item enchantments spells casted at use for (int e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot) { if (e_slot > PRISMATIC_ENCHANTMENT_SLOT && e_slot < PROP_ENCHANTMENT_SLOT_0) { continue; } uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot)); SpellItemEnchantmentEntry const* pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id); if (!pEnchant) { continue; } for (int s = 0; s < 3; ++s) { if (pEnchant->type[s] != ITEM_ENCHANTMENT_TYPE_USE_SPELL) { continue; } SpellEntry const* spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]); if (!spellInfo) { sLog.outError("Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]); continue; } Spell* spell = new Spell(this, spellInfo, (count > 0)); spell->m_CastItem = item; spell->m_cast_count = cast_count; // set count of casts spell->m_glyphIndex = glyphIndex; // glyph index spell->SpellStart(&targets); ++count; } } } void Player::_RemoveAllItemMods() { DEBUG_LOG("_RemoveAllItemMods start."); for (int i = 0; i < INVENTORY_SLOT_BAG_END; ++i) { if (m_items[i]) { ItemPrototype const* proto = m_items[i]->GetProto(); if (!proto) { continue; } // item set bonuses not dependent from item broken state if (proto->ItemSet) { RemoveItemsSetItem(this, proto); } if (m_items[i]->IsBroken()) { continue; } ApplyItemEquipSpell(m_items[i], false); ApplyEnchantment(m_items[i], false); } } for (int i = 0; i < INVENTORY_SLOT_BAG_END; ++i) { if (m_items[i]) { if (m_items[i]->IsBroken()) { continue; } ItemPrototype const* proto = m_items[i]->GetProto(); if (!proto) { continue; } uint32 attacktype = Player::GetAttackBySlot(i); if (attacktype < MAX_ATTACK) { _ApplyWeaponDependentAuraMods(m_items[i], WeaponAttackType(attacktype), false); } _ApplyItemBonuses(proto, i, false); if (i == EQUIPMENT_SLOT_RANGED) { _ApplyAmmoBonuses(); } } } DEBUG_LOG("_RemoveAllItemMods complete."); } void Player::_ApplyAllItemMods() { DEBUG_LOG("_ApplyAllItemMods start."); for (int i = 0; i < INVENTORY_SLOT_BAG_END; ++i) { if (m_items[i]) { if (m_items[i]->IsBroken()) { continue; } ItemPrototype const* proto = m_items[i]->GetProto(); if (!proto) { continue; } uint32 attacktype = Player::GetAttackBySlot(i); if (attacktype < MAX_ATTACK) { _ApplyWeaponDependentAuraMods(m_items[i], WeaponAttackType(attacktype), true); } _ApplyItemBonuses(proto, i, true); if (i == EQUIPMENT_SLOT_RANGED) { _ApplyAmmoBonuses(); } } } for (int i = 0; i < INVENTORY_SLOT_BAG_END; ++i) { if (m_items[i]) { ItemPrototype const* proto = m_items[i]->GetProto(); if (!proto) { continue; } // item set bonuses not dependent from item broken state if (proto->ItemSet) { AddItemsSetItem(this, m_items[i]); } if (m_items[i]->IsBroken()) { continue; } ApplyItemEquipSpell(m_items[i], true); ApplyEnchantment(m_items[i], true); } } DEBUG_LOG("_ApplyAllItemMods complete."); } void Player::_ApplyAllLevelScaleItemMods(bool apply) { for (int i = 0; i < INVENTORY_SLOT_BAG_END; ++i) { if (m_items[i]) { if (m_items[i]->IsBroken()) { continue; } ItemPrototype const* proto = m_items[i]->GetProto(); if (!proto) { continue; } _ApplyItemBonuses(proto, i, apply, true); } } } void Player::_ApplyAmmoBonuses() { //// check ammo //uint32 ammo_id = GetUInt32Value(PLAYER_AMMO_ID); //if(!ammo_id) // return; //float currentAmmoDPS; //ItemPrototype const *ammo_proto = ObjectMgr::GetItemPrototype( ammo_id ); //if( !ammo_proto || ammo_proto->Class!=ITEM_CLASS_PROJECTILE || !CheckAmmoCompatibility(ammo_proto)) // currentAmmoDPS = 0.0f; //else // currentAmmoDPS = ammo_proto->Damage[0].DamageMin; //if(currentAmmoDPS == GetAmmoDPS()) // return; //m_ammoDPS = currentAmmoDPS; //if(CanModifyStats()) // UpdateDamagePhysical(RANGED_ATTACK); } bool Player::CheckAmmoCompatibility(const ItemPrototype* ammo_proto) const { if (!ammo_proto) { return false; } // check ranged weapon Item* weapon = GetWeaponForAttack(RANGED_ATTACK, true, false); if (!weapon) { return false; } ItemPrototype const* weapon_proto = weapon->GetProto(); if (!weapon_proto || weapon_proto->Class != ITEM_CLASS_WEAPON) { return false; } // check ammo ws. weapon compatibility switch (weapon_proto->SubClass) { case ITEM_SUBCLASS_WEAPON_BOW: case ITEM_SUBCLASS_WEAPON_CROSSBOW: if (ammo_proto->SubClass != ITEM_SUBCLASS_ARROW) { return false; } break; case ITEM_SUBCLASS_WEAPON_GUN: if (ammo_proto->SubClass != ITEM_SUBCLASS_BULLET) { return false; } break; default: return false; } return true; } /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable Called by remove insignia spell effect */ void Player::RemovedInsignia(Player* looterPlr) { if (!GetBattleGroundId()) { return; } // If not released spirit, do it ! if (m_deathTimer > 0) { m_deathTimer = 0; BuildPlayerRepop(); RepopAtGraveyard(); } Corpse* corpse = GetCorpse(); if (!corpse) { return; } // We have to convert player corpse to bones, not to be able to resurrect there // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG Corpse* bones = sObjectAccessor.ConvertCorpseForPlayer(GetObjectGuid(), true); if (!bones) { return; } // Now we must make bones lootable, and send player loot bones->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE); // We store the level of our player in the gold field // We retrieve this information at Player::SendLoot() bones->loot.gold = getLevel(); bones->lootRecipient = looterPlr; looterPlr->SendLoot(bones->GetObjectGuid(), LOOT_INSIGNIA); } void Player::SendLootRelease(ObjectGuid guid) { WorldPacket data(SMSG_LOOT_RELEASE_RESPONSE, (8 + 1)); data << guid; data << uint8(1); SendDirectMessage(&data); } void Player::SendLoot(ObjectGuid guid, LootType loot_type) { if (ObjectGuid lootGuid = GetLootGuid()) { m_session->DoLootRelease(lootGuid); } Loot* loot = NULL; PermissionTypes permission = ALL_PERMISSION; DEBUG_LOG("Player::SendLoot"); switch (guid.GetHigh()) { case HIGHGUID_GAMEOBJECT: { DEBUG_LOG(" IS_GAMEOBJECT_GUID(guid)"); GameObject* go = GetMap()->GetGameObject(guid); // not check distance for GO in case owned GO (fishing bobber case, for example) // And permit out of range GO with no owner in case fishing hole if (!go || (loot_type != LOOT_FISHINGHOLE && (loot_type != LOOT_FISHING && loot_type != LOOT_FISHING_FAIL || go->GetOwnerGuid() != GetObjectGuid()) && !go->IsWithinDistInMap(this, INTERACTION_DISTANCE))) { SendLootRelease(guid); return; } loot = &go->loot; Player* recipient = go->GetLootRecipient(); if (!recipient) { go->SetLootRecipient(this); recipient = this; } // generate loot only if ready for open and spawned in world if (go->getLootState() == GO_READY && go->isSpawned()) { uint32 Lootid = go->GetGOInfo()->GetLootId(); if ((go->GetEntry() == BG_AV_OBJECTID_MINE_N || go->GetEntry() == BG_AV_OBJECTID_MINE_S)) { if (BattleGround* bg = GetBattleGround()) if (bg->GetTypeID() == BATTLEGROUND_AV) if (!(((BattleGroundAV*)bg)->PlayerCanDoMineQuest(go->GetEntry(), GetTeam()))) { SendLootRelease(guid); return; } } loot->clear(); switch (loot_type) { // Entry 0 in fishing loot template used for store junk fish loot at fishing fail it junk allowed by config option // this is overwrite fishinghole loot for example case LOOT_FISHING_FAIL: loot->FillLoot(0, LootTemplates_Fishing, this, true); break; case LOOT_FISHING: uint32 zone, subzone; go->GetZoneAndAreaId(zone, subzone); // if subzone loot exist use it if (!loot->FillLoot(subzone, LootTemplates_Fishing, this, true, (subzone != zone)) && subzone != zone) // else use zone loot (if zone diff. from subzone, must exist in like case) loot->FillLoot(zone, LootTemplates_Fishing, this, true); break; default: if (!Lootid) { break; } DEBUG_LOG(" send normal GO loot"); loot->FillLoot(Lootid, LootTemplates_Gameobject, this, false); loot->generateMoneyLoot(go->GetGOInfo()->MinMoneyLoot, go->GetGOInfo()->MaxMoneyLoot); if (go->GetGoType() == GAMEOBJECT_TYPE_CHEST && go->GetGOInfo()->chest.groupLootRules) { if (Group* group = go->GetGroupLootRecipient()) { group->UpdateLooterGuid(go, true); switch (group->GetLootMethod()) { case GROUP_LOOT: // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with qualityGroupLoot(go, loot); permission = GROUP_PERMISSION; break; case NEED_BEFORE_GREED: group->NeedBeforeGreed(go, loot); permission = GROUP_PERMISSION; break; case MASTER_LOOT: group->MasterLoot(go, loot); permission = MASTER_PERMISSION; break; default: break; } } } break; } go->SetLootState(GO_ACTIVATED); } if (go->getLootState() == GO_ACTIVATED && go->GetGoType() == GAMEOBJECT_TYPE_CHEST && go->GetGOInfo()->chest.groupLootRules) { if (Group* group = go->GetGroupLootRecipient()) { if (group == GetGroup()) { if (group->GetLootMethod() == FREE_FOR_ALL) { permission = ALL_PERMISSION; } else if (group->GetLooterGuid() == GetObjectGuid()) { if (group->GetLootMethod() == MASTER_LOOT) { permission = MASTER_PERMISSION; } else { permission = ALL_PERMISSION; } } else { permission = GROUP_PERMISSION; } } else { permission = NONE_PERMISSION; } } else if (recipient == this) { permission = ALL_PERMISSION; } else { permission = NONE_PERMISSION; } } break; } case HIGHGUID_ITEM: { Item* item = GetItemByGuid(guid); if (!item) { SendLootRelease(guid); return; } permission = OWNER_PERMISSION; loot = &item->loot; if (!item->HasGeneratedLoot()) { item->loot.clear(); switch (loot_type) { case LOOT_DISENCHANTING: loot->FillLoot(item->GetProto()->DisenchantID, LootTemplates_Disenchant, this, true); item->SetLootState(ITEM_LOOT_TEMPORARY); break; case LOOT_PROSPECTING: loot->FillLoot(item->GetEntry(), LootTemplates_Prospecting, this, true); item->SetLootState(ITEM_LOOT_TEMPORARY); break; case LOOT_MILLING: loot->FillLoot(item->GetEntry(), LootTemplates_Milling, this, true); item->SetLootState(ITEM_LOOT_TEMPORARY); break; default: loot->FillLoot(item->GetEntry(), LootTemplates_Item, this, true, item->GetProto()->MaxMoneyLoot == 0); loot->generateMoneyLoot(item->GetProto()->MinMoneyLoot, item->GetProto()->MaxMoneyLoot); item->SetLootState(ITEM_LOOT_CHANGED); break; } } break; } case HIGHGUID_CORPSE: // remove insignia { Corpse* bones = GetMap()->GetCorpse(guid); if (!bones || !((loot_type == LOOT_CORPSE) || (loot_type == LOOT_INSIGNIA)) || (bones->GetType() != CORPSE_BONES)) { SendLootRelease(guid); return; } loot = &bones->loot; if (!bones->lootForBody) { bones->lootForBody = true; uint32 pLevel = bones->loot.gold; bones->loot.clear(); if (GetBattleGround()->GetTypeID() == BATTLEGROUND_AV) { loot->FillLoot(0, LootTemplates_Creature, this, false); } // It may need a better formula // Now it works like this: lvl10: ~6copper, lvl70: ~9silver bones->loot.gold = (uint32)(urand(50, 150) * 0.016f * pow(((float)pLevel) / 5.76f, 2.5f) * sWorld.getConfig(CONFIG_FLOAT_RATE_DROP_MONEY)); } if (bones->lootRecipient != this) { permission = NONE_PERMISSION; } else { permission = OWNER_PERMISSION; } break; } case HIGHGUID_UNIT: case HIGHGUID_VEHICLE: { Creature* creature = GetMap()->GetCreature(guid); // must be in range and creature must be alive for pickpocket and must be dead for another loot if (!creature || creature->IsAlive() != (loot_type == LOOT_PICKPOCKETING) || !creature->IsWithinDistInMap(this, INTERACTION_DISTANCE)) { SendLootRelease(guid); return; } if (loot_type == LOOT_PICKPOCKETING && IsFriendlyTo(creature)) { SendLootRelease(guid); return; } loot = &creature->loot; if (loot_type == LOOT_PICKPOCKETING) { if (!creature->lootForPickPocketed) { creature->lootForPickPocketed = true; loot->clear(); if (uint32 Lootid = creature->GetCreatureInfo()->PickpocketLootId) { loot->FillLoot(Lootid, LootTemplates_Pickpocketing, this, false); } // Generate extra money for pick pocket loot const uint32 a = urand(0, creature->getLevel() / 2); const uint32 b = urand(0, getLevel() / 2); loot->gold = uint32(10 * (a + b) * sWorld.getConfig(CONFIG_FLOAT_RATE_DROP_MONEY)); permission = OWNER_PERMISSION; } } else { // the player whose group may loot the corpse Player* recipient = creature->GetLootRecipient(); if (!recipient) { creature->SetLootRecipient(this); recipient = this; } if (creature->lootForPickPocketed) { creature->lootForPickPocketed = false; loot->clear(); } if (!creature->lootForBody) { creature->lootForBody = true; loot->clear(); if (uint32 Lootid = creature->GetCreatureInfo()->LootId) { loot->FillLoot(Lootid, LootTemplates_Creature, recipient, false); } loot->generateMoneyLoot(creature->GetCreatureInfo()->MinLootGold, creature->GetCreatureInfo()->MaxLootGold); if (Group* group = creature->GetGroupLootRecipient()) { group->UpdateLooterGuid(creature, true); switch (group->GetLootMethod()) { case GROUP_LOOT: // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with qualityGroupLoot(creature, loot); break; case NEED_BEFORE_GREED: group->NeedBeforeGreed(creature, loot); break; case MASTER_LOOT: group->MasterLoot(creature, loot); break; default: break; } } } // possible only if creature->lootForBody && loot->empty() at spell cast check if (loot_type == LOOT_SKINNING) { if (!creature->lootForSkin) { creature->lootForSkin = true; loot->clear(); loot->FillLoot(creature->GetCreatureInfo()->SkinningLootId, LootTemplates_Skinning, this, false); // let reopen skinning loot if will closed. if (!loot->empty()) { creature->SetUInt32Value(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE); } permission = OWNER_PERMISSION; } // Inform Instance Data, may be scripts related to OnSkinning like The Beast in UBRS if (InstanceData* mapInstance = creature->GetInstanceData()) { mapInstance->OnCreatureLooted(creature, LOOT_SKINNING); } } // set group rights only for loot_type != LOOT_SKINNING else { if (Group* group = creature->GetGroupLootRecipient()) { if (group == GetGroup()) { if (group->GetLootMethod() == FREE_FOR_ALL) { permission = ALL_PERMISSION; } else if (group->GetLooterGuid() == GetObjectGuid()) { if (group->GetLootMethod() == MASTER_LOOT) { permission = MASTER_PERMISSION; } else { permission = ALL_PERMISSION; } } else { permission = GROUP_PERMISSION; } } else { permission = NONE_PERMISSION; } } else if (recipient == this) { permission = OWNER_PERMISSION; } else { permission = NONE_PERMISSION; } } } break; } default: { sLog.outError("%s is unsupported for looting.", guid.GetString().c_str()); return; } } SetLootGuid(guid); // LOOT_INSIGNIA and LOOT_FISHINGHOLE unsupported by client switch (loot_type) { case LOOT_INSIGNIA: loot_type = LOOT_SKINNING; break; case LOOT_FISHING_FAIL: loot_type = LOOT_FISHING; break; case LOOT_FISHINGHOLE: loot_type = LOOT_FISHING; break; default: break; } // need know merged fishing/corpse loot type for achievements loot->loot_type = loot_type; WorldPacket data(SMSG_LOOT_RESPONSE, (9 + 50)); // we guess size data << ObjectGuid(guid); data << uint8(loot_type); data << LootView(*loot, this, permission); SendDirectMessage(&data); // add 'this' player as one of the players that are looting 'loot' if (permission != NONE_PERMISSION) { loot->AddLooter(GetObjectGuid()); } if (loot_type == LOOT_CORPSE && !guid.IsItem()) { SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING); } } void Player::SendNotifyLootMoneyRemoved() { WorldPacket data(SMSG_LOOT_CLEAR_MONEY, 0); GetSession()->SendPacket(&data); } void Player::SendNotifyLootItemRemoved(uint8 lootSlot, bool currency) { WorldPacket data(currency ? SMSG_LOOT_CURRENCY_REMOVED : SMSG_LOOT_REMOVED, 1); data << uint8(lootSlot); GetSession()->SendPacket(&data); } void Player::SendUpdateWorldState(uint32 Field, uint32 Value) { WorldPacket data(SMSG_UPDATE_WORLD_STATE, 8 + 1); data << Field; data << Value; data << uint8(0); GetSession()->SendPacket(&data); } void Player::SendInitWorldStates(uint32 zoneid, uint32 areaid) { // data depends on zoneid/mapid... BattleGround* bg = GetBattleGround(); uint32 mapid = GetMapId(); DEBUG_LOG("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid, zoneid); uint32 count = 0; // count of world states in packet WorldPacket data(SMSG_INIT_WORLD_STATES, (4 + 4 + 4 + 2 + 8 * 8)); // guess data << uint32(mapid); // mapid data << uint32(zoneid); // zone id data << uint32(areaid); // area id, new 2.1.0 size_t count_pos = data.wpos(); data << uint16(0); // count of uint64 blocks, placeholder // Current arena season FillInitialWorldState(data, count, 0xC77, sWorld.getConfig(CONFIG_UINT32_ARENA_SEASON_ID)); // Previous arena season FillInitialWorldState(data, count, 0xF3D, sWorld.getConfig(CONFIG_UINT32_ARENA_SEASON_PREVIOUS_ID)); // 0 - Battle for Wintergrasp in progress, 1 - otherwise FillInitialWorldState(data, count, 0xED9, 1); // Time when next Battle for Wintergrasp starts FillInitialWorldState(data, count, 0x1102, uint32(time(NULL) + 9000)); switch (zoneid) { case 139: // Eastern Plaguelands case 1377: // Silithus case 3483: // Hellfire Peninsula case 3518: // Nagrand case 3519: // Terokkar Forest case 3521: // Zangarmarsh if (OutdoorPvP* outdoorPvP = sOutdoorPvPMgr.GetScript(zoneid)) { outdoorPvP->FillInitialWorldStates(data, count); } break; case 2597: // AV if (bg && bg->GetTypeID() == BATTLEGROUND_AV) { bg->FillInitialWorldStates(data, count); } break; case 3277: // WS if (bg && bg->GetTypeID() == BATTLEGROUND_WS) { bg->FillInitialWorldStates(data, count); } break; case 3358: // AB if (bg && bg->GetTypeID() == BATTLEGROUND_AB) { bg->FillInitialWorldStates(data, count); } break; case 3820: // EY if (bg && bg->GetTypeID() == BATTLEGROUND_EY) { bg->FillInitialWorldStates(data, count); } break; case 3698: // Nagrand Arena if (bg && bg->GetTypeID() == BATTLEGROUND_NA) { bg->FillInitialWorldStates(data, count); } break; case 3702: // Blade's Edge Arena if (bg && bg->GetTypeID() == BATTLEGROUND_BE) { bg->FillInitialWorldStates(data, count); } break; case 3968: // Ruins of Lordaeron if (bg && bg->GetTypeID() == BATTLEGROUND_RL) { bg->FillInitialWorldStates(data, count); } break; } FillBGWeekendWorldStates(data, count); data.put(count_pos, count); // set actual world state amount GetSession()->SendPacket(&data); } void Player::FillBGWeekendWorldStates(WorldPacket& data, uint32& count) { for (uint32 i = 1; i < sBattlemasterListStore.GetNumRows(); ++i) { BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(i); if (bl && bl->HolidayWorldStateId) { if (BattleGroundMgr::IsBGWeekend(BattleGroundTypeId(bl->id))) { FillInitialWorldState(data, count, bl->HolidayWorldStateId, 1); } else { FillInitialWorldState(data, count, bl->HolidayWorldStateId, 0); } } } } uint32 Player::GetXPRestBonus(uint32 xp) { uint32 rested_bonus = (uint32)GetRestBonus(); // xp for each rested bonus if (rested_bonus > xp) // max rested_bonus == xp or (r+x) = 200% xp { rested_bonus = xp; } SetRestBonus(GetRestBonus() - rested_bonus); DETAIL_LOG("Player gain %u xp (+ %u Rested Bonus). Rested points=%f", xp + rested_bonus, rested_bonus, GetRestBonus()); return rested_bonus; } void Player::SetBindPoint(ObjectGuid guid) { WorldPacket data(SMSG_BINDER_CONFIRM, 8); data << ObjectGuid(guid); GetSession()->SendPacket(&data); } void Player::SendTalentWipeConfirm(ObjectGuid guid) { WorldPacket data(MSG_TALENT_WIPE_CONFIRM, (8 + 4)); data << ObjectGuid(guid); data << uint32(resetTalentsCost()); GetSession()->SendPacket(&data); } void Player::SendPetSkillWipeConfirm() { Pet* pet = GetPet(); if (!pet) { return; } WorldPacket data(SMSG_PET_UNLEARN_CONFIRM, (8 + 4)); data << ObjectGuid(pet->GetObjectGuid()); data << uint32(pet->resetTalentsCost()); GetSession()->SendPacket(&data); } /*********************************************************/ /*** STORAGE SYSTEM ***/ /*********************************************************/ void Player::SetVirtualItemSlot(uint8 i, Item* item) { MANGOS_ASSERT(i < 3); if (i < 2 && item) { if (!item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT)) { return; } uint32 charges = item->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT); if (charges == 0) { return; } if (charges > 1) { item->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT, charges - 1); } else if (charges <= 1) { ApplyEnchantment(item, TEMP_ENCHANTMENT_SLOT, false); item->ClearEnchantment(TEMP_ENCHANTMENT_SLOT); } } } void Player::SetSheath(SheathState sheathed) { switch (sheathed) { case SHEATH_STATE_UNARMED: // no prepared weapon SetVirtualItemSlot(0, NULL); SetVirtualItemSlot(1, NULL); SetVirtualItemSlot(2, NULL); break; case SHEATH_STATE_MELEE: // prepared melee weapon { SetVirtualItemSlot(0, GetWeaponForAttack(BASE_ATTACK, true, true)); SetVirtualItemSlot(1, GetWeaponForAttack(OFF_ATTACK, true, true)); SetVirtualItemSlot(2, NULL); }; break; case SHEATH_STATE_RANGED: // prepared ranged weapon SetVirtualItemSlot(0, NULL); SetVirtualItemSlot(1, NULL); SetVirtualItemSlot(2, GetWeaponForAttack(RANGED_ATTACK, true, true)); break; default: SetVirtualItemSlot(0, NULL); SetVirtualItemSlot(1, NULL); SetVirtualItemSlot(2, NULL); break; } Unit::SetSheath(sheathed); // this must visualize Sheath changing for other players... } bool Player::GetSlotsForInventoryType(uint8 invType, uint8* slots, uint32 subClass) const { uint8 pClass = getClass(); slots[0] = NULL_SLOT; slots[1] = NULL_SLOT; slots[2] = NULL_SLOT; slots[3] = NULL_SLOT; switch (invType) { case INVTYPE_HEAD: slots[0] = EQUIPMENT_SLOT_HEAD; break; case INVTYPE_NECK: slots[0] = EQUIPMENT_SLOT_NECK; break; case INVTYPE_SHOULDERS: slots[0] = EQUIPMENT_SLOT_SHOULDERS; break; case INVTYPE_BODY: slots[0] = EQUIPMENT_SLOT_BODY; break; case INVTYPE_CHEST: slots[0] = EQUIPMENT_SLOT_CHEST; break; case INVTYPE_ROBE: slots[0] = EQUIPMENT_SLOT_CHEST; break; case INVTYPE_WAIST: slots[0] = EQUIPMENT_SLOT_WAIST; break; case INVTYPE_LEGS: slots[0] = EQUIPMENT_SLOT_LEGS; break; case INVTYPE_FEET: slots[0] = EQUIPMENT_SLOT_FEET; break; case INVTYPE_WRISTS: slots[0] = EQUIPMENT_SLOT_WRISTS; break; case INVTYPE_HANDS: slots[0] = EQUIPMENT_SLOT_HANDS; break; case INVTYPE_FINGER: slots[0] = EQUIPMENT_SLOT_FINGER1; slots[1] = EQUIPMENT_SLOT_FINGER2; break; case INVTYPE_TRINKET: slots[0] = EQUIPMENT_SLOT_TRINKET1; slots[1] = EQUIPMENT_SLOT_TRINKET2; break; case INVTYPE_CLOAK: slots[0] = EQUIPMENT_SLOT_BACK; break; case INVTYPE_WEAPON: { slots[0] = EQUIPMENT_SLOT_MAINHAND; // suggest offhand slot only if know dual wielding // (this will be replace mainhand weapon at auto equip instead unwanted "you don't known dual wielding" ... if (CanDualWield()) { slots[1] = EQUIPMENT_SLOT_OFFHAND; } break; } case INVTYPE_SHIELD: slots[0] = EQUIPMENT_SLOT_OFFHAND; break; case INVTYPE_RANGED: slots[0] = EQUIPMENT_SLOT_RANGED; break; case INVTYPE_2HWEAPON: slots[0] = EQUIPMENT_SLOT_MAINHAND; if (CanDualWield() && CanTitanGrip()) { slots[1] = EQUIPMENT_SLOT_OFFHAND; } break; case INVTYPE_TABARD: slots[0] = EQUIPMENT_SLOT_TABARD; break; case INVTYPE_WEAPONMAINHAND: slots[0] = EQUIPMENT_SLOT_MAINHAND; break; case INVTYPE_WEAPONOFFHAND: slots[0] = EQUIPMENT_SLOT_OFFHAND; break; case INVTYPE_HOLDABLE: slots[0] = EQUIPMENT_SLOT_OFFHAND; break; case INVTYPE_THROWN: slots[0] = EQUIPMENT_SLOT_RANGED; break; case INVTYPE_RANGEDRIGHT: slots[0] = EQUIPMENT_SLOT_RANGED; break; case INVTYPE_BAG: slots[0] = INVENTORY_SLOT_BAG_START + 0; slots[1] = INVENTORY_SLOT_BAG_START + 1; slots[2] = INVENTORY_SLOT_BAG_START + 2; slots[3] = INVENTORY_SLOT_BAG_START + 3; break; case INVTYPE_RELIC: { if (subClass == ITEM_SUBCLASS_ARMOR_RELIC && (pClass == CLASS_PALADIN || pClass == CLASS_DRUID || pClass == CLASS_SHAMAN || pClass == CLASS_DEATH_KNIGHT)) slots[0] = EQUIPMENT_SLOT_RANGED; break; } default: return false; } return true; } uint8 Player::FindEquipSlot(ItemPrototype const* proto, uint32 slot, bool swap) const { uint8 slots[4]; if (!GetSlotsForInventoryType(proto->InventoryType, slots, proto->SubClass)) { return NULL_SLOT; } if (slot != NULL_SLOT) { if (swap || !GetItemByPos(INVENTORY_SLOT_BAG_0, slot)) { for (int i = 0; i < 4; ++i) { if (slots[i] == slot) { return slot; } } } } else { // search free slot at first for (int i = 0; i < 4; ++i) { if (slots[i] != NULL_SLOT && !GetItemByPos(INVENTORY_SLOT_BAG_0, slots[i])) { // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free if (slots[i] != EQUIPMENT_SLOT_OFFHAND || !IsTwoHandUsed()) { return slots[i]; } } } // if not found free and can swap return first appropriate from used for (int i = 0; i < 4; ++i) { if (slots[i] != NULL_SLOT && swap) { return slots[i]; } } } // no free position return NULL_SLOT; } InventoryResult Player::CanUnequipItems(uint32 item, uint32 count) const { Item* pItem; uint32 tempcount = 0; InventoryResult res = EQUIP_ERR_OK; for (int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i) { pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i); if (pItem && pItem->GetEntry() == item) { InventoryResult ires = CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false); if (ires == EQUIP_ERR_OK) { tempcount += pItem->GetCount(); if (tempcount >= count) { return EQUIP_ERR_OK; } } else { res = ires; } } } for (int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i) { pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i); if (pItem && pItem->GetEntry() == item) { tempcount += pItem->GetCount(); if (tempcount >= count) { return EQUIP_ERR_OK; } } } for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) { Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i); if (pBag) { for (uint32 j = 0; j < pBag->GetBagSize(); ++j) { pItem = GetItemByPos(i, j); if (pItem && pItem->GetEntry() == item) { tempcount += pItem->GetCount(); if (tempcount >= count) { return EQUIP_ERR_OK; } } } } } // not found req. item count and have unequippable items return res; } uint32 Player::GetItemCount(uint32 item, bool inBankAlso, Item* skipItem) const { uint32 count = 0; for (int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i) { Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i); if (pItem && pItem != skipItem && pItem->GetEntry() == item) { count += pItem->GetCount(); } } for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) { Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i); if (pBag) { count += pBag->GetItemCount(item, skipItem); } } if (skipItem && skipItem->GetProto()->GemProperties) { for (int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i) { Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i); if (pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color) { count += pItem->GetGemCountWithID(item); } } } if (inBankAlso) { for (int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i) { Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i); if (pItem && pItem != skipItem && pItem->GetEntry() == item) { count += pItem->GetCount(); } } for (int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i) { Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i); if (pBag) { count += pBag->GetItemCount(item, skipItem); } } if (skipItem && skipItem->GetProto()->GemProperties) { for (int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i) { Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i); if (pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color) { count += pItem->GetGemCountWithID(item); } } } } return count; } uint32 Player::GetItemCountWithLimitCategory(uint32 limitCategory, Item* skipItem) const { uint32 count = 0; for (int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i) if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (pItem->GetProto()->ItemLimitCategory == limitCategory && pItem != skipItem) { count += pItem->GetCount(); } for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i)) { count += pBag->GetItemCountWithLimitCategory(limitCategory, skipItem); } for (int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i) if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (pItem->GetProto()->ItemLimitCategory == limitCategory && pItem != skipItem) { count += pItem->GetCount(); } for (int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i) if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i)) { count += pBag->GetItemCountWithLimitCategory(limitCategory, skipItem); } return count; } Item* Player::GetItemByEntry(uint32 item) const { for (int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i) if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (pItem->GetEntry() == item) { return pItem; } for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (Item* itemPtr = pBag->GetItemByEntry(item)) { return itemPtr; } return NULL; } Item* Player::GetItemByLimitedCategory(uint32 limitedCategory) const { for (int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i) if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (pItem->GetProto()->ItemLimitCategory == limitedCategory) { return pItem; } for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (Item* itemPtr = pBag->GetItemByLimitedCategory(limitedCategory)) { return itemPtr; } return NULL; } Item* Player::GetItemByGuid(ObjectGuid guid) const { for (int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i) if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (pItem->GetObjectGuid() == guid) { return pItem; } for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i)) for (uint32 j = 0; j < pBag->GetBagSize(); ++j) if (Item* pItem = pBag->GetItemByPos(j)) if (pItem->GetObjectGuid() == guid) { return pItem; } for (int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i) if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (pItem->GetObjectGuid() == guid) { return pItem; } for (int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i) if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i)) for (uint32 j = 0; j < pBag->GetBagSize(); ++j) if (Item* pItem = pBag->GetItemByPos(j)) if (pItem->GetObjectGuid() == guid) { return pItem; } return NULL; } Item* Player::GetItemByPos(uint16 pos) const { uint8 bag = pos >> 8; uint8 slot = pos & 255; return GetItemByPos(bag, slot); } Item* Player::GetItemByPos(uint8 bag, uint8 slot) const { if (bag == INVENTORY_SLOT_BAG_0 && slot < BANK_SLOT_BAG_END) { return m_items[slot]; } else if ((bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END) || (bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END)) { Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, bag); if (pBag) { return pBag->GetItemByPos(slot); } } return NULL; } uint32 Player::GetItemDisplayIdInSlot(uint8 bag, uint8 slot) const { const Item* pItem = GetItemByPos(bag, slot); if (!pItem) { return 0; } return pItem->GetProto()->DisplayInfoID; } Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool nonbroken, bool useable) const { uint8 slot; switch (attackType) { case BASE_ATTACK: slot = EQUIPMENT_SLOT_MAINHAND; break; case OFF_ATTACK: slot = EQUIPMENT_SLOT_OFFHAND; break; case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED; break; default: return NULL; } Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, slot); if (!item || item->GetProto()->Class != ITEM_CLASS_WEAPON) { return NULL; } if (useable && !CanUseEquippedWeapon(attackType)) { return NULL; } if (nonbroken && item->IsBroken()) { return NULL; } return item; } Item* Player::GetShield(bool useable) const { Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item || item->GetProto()->Class != ITEM_CLASS_ARMOR) { return NULL; } if (!useable) { return item; } if (item->IsBroken() || !CanUseEquippedWeapon(OFF_ATTACK)) { return NULL; } return item; } uint32 Player::GetAttackBySlot(uint8 slot) { switch (slot) { case EQUIPMENT_SLOT_MAINHAND: return BASE_ATTACK; case EQUIPMENT_SLOT_OFFHAND: return OFF_ATTACK; case EQUIPMENT_SLOT_RANGED: return RANGED_ATTACK; default: return MAX_ATTACK; } } bool Player::IsInventoryPos(uint8 bag, uint8 slot) { if (bag == INVENTORY_SLOT_BAG_0 && slot == NULL_SLOT) { return true; } if (bag == INVENTORY_SLOT_BAG_0 && (slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END)) { return true; } if (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END) { return true; } return false; } bool Player::IsEquipmentPos(uint8 bag, uint8 slot) { if (bag == INVENTORY_SLOT_BAG_0 && (slot < EQUIPMENT_SLOT_END)) { return true; } if (bag == INVENTORY_SLOT_BAG_0 && (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END)) { return true; } return false; } bool Player::IsBankPos(uint8 bag, uint8 slot) { if (bag == INVENTORY_SLOT_BAG_0 && (slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END)) { return true; } if (bag == INVENTORY_SLOT_BAG_0 && (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)) { return true; } if (bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END) { return true; } return false; } bool Player::IsBagPos(uint16 pos) { uint8 bag = pos >> 8; uint8 slot = pos & 255; if (bag == INVENTORY_SLOT_BAG_0 && (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END)) { return true; } if (bag == INVENTORY_SLOT_BAG_0 && (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)) { return true; } return false; } bool Player::IsValidPos(uint8 bag, uint8 slot, bool explicit_pos) const { // post selected if (bag == NULL_BAG && !explicit_pos) { return true; } if (bag == INVENTORY_SLOT_BAG_0) { // any post selected if (slot == NULL_SLOT && !explicit_pos) { return true; } // equipment if (slot < EQUIPMENT_SLOT_END) { return true; } // bag equip slots if (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END) { return true; } // backpack slots if (slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END) { return true; } // bank main slots if (slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END) { return true; } // bank bag slots if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END) { return true; } return false; } // bag content slots if (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END) { Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, bag); if (!pBag) { return false; } // any post selected if (slot == NULL_SLOT && !explicit_pos) { return true; } return slot < pBag->GetBagSize(); } // bank bag content slots if (bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END) { Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, bag); if (!pBag) { return false; } // any post selected if (slot == NULL_SLOT && !explicit_pos) { return true; } return slot < pBag->GetBagSize(); } // where this? return false; } bool Player::HasItemCount(uint32 item, uint32 count, bool inBankAlso) const { uint32 tempcount = 0; for (int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i) { Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i); if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade()) { tempcount += pItem->GetCount(); if (tempcount >= count) { return true; } } } for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) { if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i)) { for (uint32 j = 0; j < pBag->GetBagSize(); ++j) { Item* pItem = GetItemByPos(i, j); if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade()) { tempcount += pItem->GetCount(); if (tempcount >= count) { return true; } } } } } if (inBankAlso) { for (int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i) { Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i); if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade()) { tempcount += pItem->GetCount(); if (tempcount >= count) { return true; } } } for (int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i) { if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i)) { for (uint32 j = 0; j < pBag->GetBagSize(); ++j) { Item* pItem = GetItemByPos(i, j); if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade()) { tempcount += pItem->GetCount(); if (tempcount >= count) { return true; } } } } } } return false; } bool Player::HasItemOrGemWithIdEquipped(uint32 item, uint32 count, uint8 except_slot) const { uint32 tempcount = 0; for (int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i) { if (i == int(except_slot)) { continue; } Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i); if (pItem && pItem->GetEntry() == item) { tempcount += pItem->GetCount(); if (tempcount >= count) { return true; } } } ItemPrototype const* pProto = ObjectMgr::GetItemPrototype(item); if (pProto && pProto->GemProperties) { for (int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i) { if (i == int(except_slot)) { continue; } Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i); if (pItem && pItem->GetProto()->Socket[0].Color) { tempcount += pItem->GetGemCountWithID(item); if (tempcount >= count) { return true; } } } } return false; } bool Player::HasItemOrGemWithLimitCategoryEquipped(uint32 limitCategory, uint32 count, uint8 except_slot) const { uint32 tempcount = 0; for (int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i) { if (i == int(except_slot)) { continue; } Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i); if (!pItem) { continue; } ItemPrototype const* pProto = pItem->GetProto(); if (!pProto) { continue; } if (pProto->ItemLimitCategory == limitCategory) { tempcount += pItem->GetCount(); if (tempcount >= count) { return true; } } if (pProto->Socket[0].Color) { tempcount += pItem->GetGemCountWithLimitCategory(limitCategory); if (tempcount >= count) { return true; } } } return false; } InventoryResult Player::_CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count) const { ItemPrototype const* pProto = ObjectMgr::GetItemPrototype(entry); if (!pProto) { if (no_space_count) { *no_space_count = count; } return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } // no maximum if (pProto->MaxCount > 0) { uint32 curcount = GetItemCount(pProto->ItemId, true, pItem); if (curcount + count > uint32(pProto->MaxCount)) { if (no_space_count) { *no_space_count = count + curcount - pProto->MaxCount; } return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } // check unique-equipped limit if (pProto->ItemLimitCategory) { ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(pProto->ItemLimitCategory); if (!limitEntry) { if (no_space_count) { *no_space_count = count; } return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED; } if (limitEntry->mode == ITEM_LIMIT_CATEGORY_MODE_HAVE) { uint32 curcount = GetItemCountWithLimitCategory(pProto->ItemLimitCategory, pItem); if (curcount + count > uint32(limitEntry->maxCount)) { if (no_space_count) { *no_space_count = count + curcount - limitEntry->maxCount; } return EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_COUNT_EXCEEDED_IS; } } } return EQUIP_ERR_OK; } InventoryResult Player::_CanStoreItem_InSpecificSlot(uint8 bag, uint8 slot, ItemPosCountVec& dest, ItemPrototype const* pProto, uint32& count, bool swap, Item* pSrcItem) const { Item* pItem2 = GetItemByPos(bag, slot); // ignore move item (this slot will be empty at move) if (pItem2 == pSrcItem) { pItem2 = NULL; } uint32 need_space; // empty specific slot - check item fit to slot if (!pItem2 || swap) { if (bag == INVENTORY_SLOT_BAG_0) { // prevent cheating if ((slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END) || slot >= PLAYER_SLOT_END) { return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; } } else { Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, bag); if (!pBag) { return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; } ItemPrototype const* pBagProto = pBag->GetProto(); if (!pBagProto) { return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; } if (slot >= pBagProto->ContainerSlots) { return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; } if (!ItemCanGoIntoBag(pProto, pBagProto)) { return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; } } // non empty stack with space need_space = pProto->GetMaxStackSize(); } // non empty slot, check item type else { // can be merged at least partly InventoryResult res = pItem2->CanBeMergedPartlyWith(pProto); if (res != EQUIP_ERR_OK) { return res; } // free stack space or infinity need_space = pProto->GetMaxStackSize() - pItem2->GetCount(); } if (need_space > count) { need_space = count; } ItemPosCount newPosition = ItemPosCount((bag << 8) | slot, need_space); if (!newPosition.isContainedIn(dest)) { dest.push_back(newPosition); count -= need_space; } return EQUIP_ERR_OK; } InventoryResult Player::_CanStoreItem_InBag(uint8 bag, ItemPosCountVec& dest, ItemPrototype const* pProto, uint32& count, bool merge, bool non_specialized, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot) const { // skip specific bag already processed in first called _CanStoreItem_InBag if (bag == skip_bag) { return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; } // skip nonexistent bag or self targeted bag Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, bag); if (!pBag || pBag == pSrcItem) { return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; } ItemPrototype const* pBagProto = pBag->GetProto(); if (!pBagProto) { return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; } // specialized bag mode or non-specilized if (non_specialized != (pBagProto->Class == ITEM_CLASS_CONTAINER && pBagProto->SubClass == ITEM_SUBCLASS_CONTAINER)) { return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; } if (!ItemCanGoIntoBag(pProto, pBagProto)) { return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; } for (uint32 j = 0; j < pBag->GetBagSize(); ++j) { // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot if (j == skip_slot) { continue; } Item* pItem2 = GetItemByPos(bag, j); // ignore move item (this slot will be empty at move) if (pItem2 == pSrcItem) { pItem2 = NULL; } // if merge skip empty, if !merge skip non-empty if ((pItem2 != NULL) != merge) { continue; } uint32 need_space = pProto->GetMaxStackSize(); if (pItem2) { // can be merged at least partly uint8 res = pItem2->CanBeMergedPartlyWith(pProto); if (res != EQUIP_ERR_OK) { continue; } // decrease at current stacksize need_space -= pItem2->GetCount(); } if (need_space > count) { need_space = count; } ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space); if (!newPosition.isContainedIn(dest)) { dest.push_back(newPosition); count -= need_space; if (count == 0) { return EQUIP_ERR_OK; } } } return EQUIP_ERR_OK; } InventoryResult Player::_CanStoreItem_InInventorySlots(uint8 slot_begin, uint8 slot_end, ItemPosCountVec& dest, ItemPrototype const* pProto, uint32& count, bool merge, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot) const { for (uint32 j = slot_begin; j < slot_end; ++j) { // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot if (INVENTORY_SLOT_BAG_0 == skip_bag && j == skip_slot) { continue; } Item* pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, j); // ignore move item (this slot will be empty at move) if (pItem2 == pSrcItem) { pItem2 = NULL; } // if merge skip empty, if !merge skip non-empty if ((pItem2 != NULL) != merge) { continue; } uint32 need_space = pProto->GetMaxStackSize(); if (pItem2) { // can be merged at least partly uint8 res = pItem2->CanBeMergedPartlyWith(pProto); if (res != EQUIP_ERR_OK) { continue; } // descrease at current stacksize need_space -= pItem2->GetCount(); } if (need_space > count) { need_space = count; } ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space); if (!newPosition.isContainedIn(dest)) { dest.push_back(newPosition); count -= need_space; if (count == 0) { return EQUIP_ERR_OK; } } } return EQUIP_ERR_OK; } InventoryResult Player::_CanStoreItem(uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 entry, uint32 count, Item* pItem, bool swap, uint32* no_space_count) const { DEBUG_LOG("STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, entry, count); ItemPrototype const* pProto = ObjectMgr::GetItemPrototype(entry); if (!pProto) { if (no_space_count) { *no_space_count = count; } return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND; } if (pItem) { // item used if (pItem->HasTemporaryLoot()) { if (no_space_count) { *no_space_count = count; } return EQUIP_ERR_ALREADY_LOOTED; } if (pItem->IsBindedNotWith(this)) { if (no_space_count) { *no_space_count = count; } return EQUIP_ERR_DONT_OWN_THAT_ITEM; } } // check count of items (skip for auto move for same player from bank) uint32 no_similar_count = 0; // can't store this amount similar items InventoryResult res = _CanTakeMoreSimilarItems(entry, count, pItem, &no_similar_count); if (res != EQUIP_ERR_OK) { if (count == no_similar_count) { if (no_space_count) { *no_space_count = no_similar_count; } return res; } count -= no_similar_count; } // in specific slot if (bag != NULL_BAG && slot != NULL_SLOT) { res = _CanStoreItem_InSpecificSlot(bag, slot, dest, pProto, count, swap, pItem); if (res != EQUIP_ERR_OK) { if (no_space_count) { *no_space_count = count + no_similar_count; } return res; } if (count == 0) { if (no_similar_count == 0) { return EQUIP_ERR_OK; } if (no_space_count) { *no_space_count = count + no_similar_count; } return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } // not specific slot or have space for partly store only in specific slot // in specific bag if (bag != NULL_BAG) { // search stack in bag for merge to if (pProto->Stackable != 1) { if (bag == INVENTORY_SLOT_BAG_0) // inventory { res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START, INVENTORY_SLOT_ITEM_END, dest, pProto, count, true, pItem, bag, slot); if (res != EQUIP_ERR_OK) { if (no_space_count) { *no_space_count = count + no_similar_count; } return res; } if (count == 0) { if (no_similar_count == 0) { return EQUIP_ERR_OK; } if (no_space_count) { *no_space_count = count + no_similar_count; } return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } else // equipped bag { // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag res = _CanStoreItem_InBag(bag, dest, pProto, count, true, false, pItem, NULL_BAG, slot); if (res != EQUIP_ERR_OK) { res = _CanStoreItem_InBag(bag, dest, pProto, count, true, true, pItem, NULL_BAG, slot); } if (res != EQUIP_ERR_OK) { if (no_space_count) { *no_space_count = count + no_similar_count; } return res; } if (count == 0) { if (no_similar_count == 0) { return EQUIP_ERR_OK; } if (no_space_count) { *no_space_count = count + no_similar_count; } return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } } // search free slot in bag for place to if (bag == INVENTORY_SLOT_BAG_0) // inventory { res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START, INVENTORY_SLOT_ITEM_END, dest, pProto, count, false, pItem, bag, slot); if (res != EQUIP_ERR_OK) { if (no_space_count) { *no_space_count = count + no_similar_count; } return res; } if (count == 0) { if (no_similar_count == 0) { return EQUIP_ERR_OK; } if (no_space_count) { *no_space_count = count + no_similar_count; } return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } else // equipped bag { res = _CanStoreItem_InBag(bag, dest, pProto, count, false, false, pItem, NULL_BAG, slot); if (res != EQUIP_ERR_OK) { res = _CanStoreItem_InBag(bag, dest, pProto, count, false, true, pItem, NULL_BAG, slot); } if (res != EQUIP_ERR_OK) { if (no_space_count) { *no_space_count = count + no_similar_count; } return res; } if (count == 0) { if (no_similar_count == 0) { return EQUIP_ERR_OK; } if (no_space_count) { *no_space_count = count + no_similar_count; } return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } } // not specific bag or have space for partly store only in specific bag // search stack for merge to if (pProto->Stackable != 1) { res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START, INVENTORY_SLOT_ITEM_END, dest, pProto, count, true, pItem, bag, slot); if (res != EQUIP_ERR_OK) { if (no_space_count) { *no_space_count = count + no_similar_count; } return res; } if (count == 0) { if (no_similar_count == 0) { return EQUIP_ERR_OK; } if (no_space_count) { *no_space_count = count + no_similar_count; } return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } if (pProto->BagFamily) { for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) { res = _CanStoreItem_InBag(i, dest, pProto, count, true, false, pItem, bag, slot); if (res != EQUIP_ERR_OK) { continue; } if (count == 0) { if (no_similar_count == 0) { return EQUIP_ERR_OK; } if (no_space_count) { *no_space_count = count + no_similar_count; } return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } } for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) { res = _CanStoreItem_InBag(i, dest, pProto, count, true, true, pItem, bag, slot); if (res != EQUIP_ERR_OK) { continue; } if (count == 0) { if (no_similar_count == 0) { return EQUIP_ERR_OK; } if (no_space_count) { *no_space_count = count + no_similar_count; } return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } } // search free slot - special bag case if (pProto->BagFamily) { for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) { res = _CanStoreItem_InBag(i, dest, pProto, count, false, false, pItem, bag, slot); if (res != EQUIP_ERR_OK) { continue; } if (count == 0) { if (no_similar_count == 0) { return EQUIP_ERR_OK; } if (no_space_count) { *no_space_count = count + no_similar_count; } return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } } // Normally it would be impossible to autostore not empty bags if (pItem && pItem->IsBag() && !((Bag*)pItem)->IsEmpty()) { return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG; } // search free slot res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START, INVENTORY_SLOT_ITEM_END, dest, pProto, count, false, pItem, bag, slot); if (res != EQUIP_ERR_OK) { if (no_space_count) { *no_space_count = count + no_similar_count; } return res; } if (count == 0) { if (no_similar_count == 0) { return EQUIP_ERR_OK; } if (no_space_count) { *no_space_count = count + no_similar_count; } return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) { res = _CanStoreItem_InBag(i, dest, pProto, count, false, true, pItem, bag, slot); if (res != EQUIP_ERR_OK) { continue; } if (count == 0) { if (no_similar_count == 0) { return EQUIP_ERR_OK; } if (no_space_count) { *no_space_count = count + no_similar_count; } return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } if (no_space_count) { *no_space_count = count + no_similar_count; } return EQUIP_ERR_INVENTORY_FULL; } ////////////////////////////////////////////////////////////////////////// InventoryResult Player::CanStoreItems(Item** pItems, int count) const { Item* pItem2; // fill space table int inv_slot_items[INVENTORY_SLOT_ITEM_END - INVENTORY_SLOT_ITEM_START]; int inv_bags[INVENTORY_SLOT_BAG_END - INVENTORY_SLOT_BAG_START][MAX_BAG_SIZE]; memset(inv_slot_items, 0, sizeof(int) * (INVENTORY_SLOT_ITEM_END - INVENTORY_SLOT_ITEM_START)); memset(inv_bags, 0, sizeof(int) * (INVENTORY_SLOT_BAG_END - INVENTORY_SLOT_BAG_START)*MAX_BAG_SIZE); for (int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i) { pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, i); if (pItem2 && !pItem2->IsInTrade()) { inv_slot_items[i - INVENTORY_SLOT_ITEM_START] = pItem2->GetCount(); } } for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) { if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i)) { for (uint32 j = 0; j < pBag->GetBagSize(); ++j) { pItem2 = GetItemByPos(i, j); if (pItem2 && !pItem2->IsInTrade()) { inv_bags[i - INVENTORY_SLOT_BAG_START][j] = pItem2->GetCount(); } } } } // check free space for all items for (int k = 0; k < count; ++k) { Item* pItem = pItems[k]; // no item if (!pItem) continue; DEBUG_LOG("STORAGE: CanStoreItems %i. item = %u, count = %u", k + 1, pItem->GetEntry(), pItem->GetCount()); ItemPrototype const* pProto = pItem->GetProto(); // strange item if (!pProto) { return EQUIP_ERR_ITEM_NOT_FOUND; } // item used if (pItem->HasTemporaryLoot()) { return EQUIP_ERR_ALREADY_LOOTED; } // item it 'bind' if (pItem->IsBindedNotWith(this)) { return EQUIP_ERR_DONT_OWN_THAT_ITEM; } Bag* pBag; ItemPrototype const* pBagProto; // item is 'one item only' InventoryResult res = CanTakeMoreSimilarItems(pItem); if (res != EQUIP_ERR_OK) { return res; } // search stack for merge to if (pProto->Stackable != 1) { bool b_found = false; for (int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; ++t) { pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, t); if (pItem2 && pItem2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && inv_slot_items[t - INVENTORY_SLOT_ITEM_START] + pItem->GetCount() <= pProto->GetMaxStackSize()) { inv_slot_items[t - INVENTORY_SLOT_ITEM_START] += pItem->GetCount(); b_found = true; break; } } if (b_found) continue; for (int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t) { pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, t); if (pBag) { for (uint32 j = 0; j < pBag->GetBagSize(); ++j) { pItem2 = GetItemByPos(t, j); if (pItem2 && pItem2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && inv_bags[t - INVENTORY_SLOT_BAG_START][j] + pItem->GetCount() <= pProto->GetMaxStackSize()) { inv_bags[t - INVENTORY_SLOT_BAG_START][j] += pItem->GetCount(); b_found = true; break; } } } } if (b_found) continue; } // special bag case if (pProto->BagFamily) { bool b_found = false; for (int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t) { pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, t); if (pBag) { pBagProto = pBag->GetProto(); // not plain container check if (pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER) && ItemCanGoIntoBag(pProto, pBagProto)) { for (uint32 j = 0; j < pBag->GetBagSize(); ++j) { if (inv_bags[t - INVENTORY_SLOT_BAG_START][j] == 0) { inv_bags[t - INVENTORY_SLOT_BAG_START][j] = 1; b_found = true; break; } } } } } if (b_found) continue; } // search free slot bool b_found = false; for (int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; ++t) { if (inv_slot_items[t - INVENTORY_SLOT_ITEM_START] == 0) { inv_slot_items[t - INVENTORY_SLOT_ITEM_START] = 1; b_found = true; break; } } if (b_found) continue; // search free slot in bags for (int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t) { pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, t); if (pBag) { pBagProto = pBag->GetProto(); // special bag already checked if (pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER)) { continue; } for (uint32 j = 0; j < pBag->GetBagSize(); ++j) { if (inv_bags[t - INVENTORY_SLOT_BAG_START][j] == 0) { inv_bags[t - INVENTORY_SLOT_BAG_START][j] = 1; b_found = true; break; } } } } // no free slot found? if (!b_found) { return EQUIP_ERR_INVENTORY_FULL; } } return EQUIP_ERR_OK; } ////////////////////////////////////////////////////////////////////////// InventoryResult Player::CanEquipNewItem(uint8 slot, uint16& dest, uint32 item, bool swap) const { dest = 0; Item* pItem = Item::CreateItem(item, 1, this); if (pItem) { InventoryResult result = CanEquipItem(slot, dest, pItem, swap); delete pItem; return result; } return EQUIP_ERR_ITEM_NOT_FOUND; } InventoryResult Player::CanEquipItem(uint8 slot, uint16& dest, Item* pItem, bool swap, bool direct_action) const { dest = 0; if (pItem) { DEBUG_LOG("STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot, pItem->GetEntry(), pItem->GetCount()); ItemPrototype const* pProto = pItem->GetProto(); if (pProto) { // item used if (pItem->HasTemporaryLoot()) { return EQUIP_ERR_ALREADY_LOOTED; } if (pItem->IsBindedNotWith(this)) { return EQUIP_ERR_DONT_OWN_THAT_ITEM; } // check count of items (skip for auto move for same player from bank) InventoryResult res = CanTakeMoreSimilarItems(pItem); if (res != EQUIP_ERR_OK) { return res; } // check this only in game if (direct_action) { // May be here should be more stronger checks; STUNNED checked // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked. if (hasUnitState(UNIT_STAT_STUNNED)) { return EQUIP_ERR_YOU_ARE_STUNNED; } // do not allow equipping gear except weapons, offhands, projectiles, relics in // - combat // - in-progress arenas if (!pProto->CanChangeEquipStateInCombat()) { if (IsInCombat()) { return EQUIP_ERR_NOT_IN_COMBAT; } if (BattleGround* bg = GetBattleGround()) if (bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS) { return EQUIP_ERR_NOT_DURING_ARENA_MATCH; } } // prevent equip item in process logout if (GetSession()->isLogingOut()) { return EQUIP_ERR_YOU_ARE_STUNNED; } if (IsInCombat() && pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer != 0) { return EQUIP_ERR_CANT_DO_RIGHT_NOW; // maybe exist better err } if (IsNonMeleeSpellCasted(false)) { return EQUIP_ERR_CANT_DO_RIGHT_NOW; } } ScalingStatDistributionEntry const* ssd = pProto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(pProto->ScalingStatDistribution) : 0; // check allowed level (extend range to upper values if MaxLevel more or equal max player level, this let GM set high level with 1...max range items) if (ssd && ssd->MaxLevel < DEFAULT_MAX_LEVEL && ssd->MaxLevel < getLevel()) { return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED; } uint8 eslot = FindEquipSlot(pProto, slot, swap); if (eslot == NULL_SLOT) { return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED; } InventoryResult msg = CanUseItem(pItem , direct_action); if (msg != EQUIP_ERR_OK) { return msg; } if (!swap && GetItemByPos(INVENTORY_SLOT_BAG_0, eslot)) { return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE; } // if swap ignore item (equipped also) if (InventoryResult res2 = CanEquipUniqueItem(pItem, swap ? eslot : uint8(NULL_SLOT))) { return res2; } // check unique-equipped special item classes if (pProto->Class == ITEM_CLASS_QUIVER) { for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) { if (Item* pBag = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) { if (pBag != pItem) { if (ItemPrototype const* pBagProto = pBag->GetProto()) { if (pBagProto->Class == pProto->Class && (!swap || pBag->GetSlot() != eslot)) return (pBagProto->SubClass == ITEM_SUBCLASS_AMMO_POUCH) ? EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH : EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER; } } } } } uint32 type = pProto->InventoryType; if (eslot == EQUIPMENT_SLOT_OFFHAND) { if (type == INVTYPE_WEAPON || type == INVTYPE_WEAPONOFFHAND) { if (!CanDualWield()) { return EQUIP_ERR_CANT_DUAL_WIELD; } } else if (type == INVTYPE_2HWEAPON) { if (!CanDualWield() || !CanTitanGrip()) { return EQUIP_ERR_CANT_DUAL_WIELD; } } if (IsTwoHandUsed()) { return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED; } } // equip two-hand weapon case (with possible unequip 2 items) if (type == INVTYPE_2HWEAPON) { if (eslot == EQUIPMENT_SLOT_OFFHAND) { if (!CanTitanGrip()) { return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED; } } else if (eslot != EQUIPMENT_SLOT_MAINHAND) { return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED; } if (!CanTitanGrip()) { // offhand item must can be stored in inventory for offhand item and it also must be unequipped Item* offItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); ItemPosCountVec off_dest; if (offItem && (!direct_action || CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0) << 8 | EQUIPMENT_SLOT_OFFHAND, false) != EQUIP_ERR_OK || CanStoreItem(NULL_BAG, NULL_SLOT, off_dest, offItem, false) != EQUIP_ERR_OK)) return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_INVENTORY_FULL; } } dest = ((INVENTORY_SLOT_BAG_0 << 8) | eslot); return EQUIP_ERR_OK; } } return !swap ? EQUIP_ERR_ITEM_NOT_FOUND : EQUIP_ERR_ITEMS_CANT_BE_SWAPPED; } InventoryResult Player::CanUnequipItem(uint16 pos, bool swap) const { // Applied only to equipped items and bank bags if (!IsEquipmentPos(pos) && !IsBagPos(pos)) { return EQUIP_ERR_OK; } Item* pItem = GetItemByPos(pos); // Applied only to existing equipped item if (!pItem) { return EQUIP_ERR_OK; } DEBUG_LOG("STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos, pItem->GetEntry(), pItem->GetCount()); ItemPrototype const* pProto = pItem->GetProto(); if (!pProto) { return EQUIP_ERR_ITEM_NOT_FOUND; } // item used if (pItem->HasTemporaryLoot()) { return EQUIP_ERR_ALREADY_LOOTED; } // do not allow unequipping gear except weapons, offhands, projectiles, relics in // - combat // - in-progress arenas if (!pProto->CanChangeEquipStateInCombat()) { if (IsInCombat()) { return EQUIP_ERR_NOT_IN_COMBAT; } if (BattleGround* bg = GetBattleGround()) if (bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS) { return EQUIP_ERR_NOT_DURING_ARENA_MATCH; } } // prevent unequip item in process logout if (GetSession()->isLogingOut()) { return EQUIP_ERR_YOU_ARE_STUNNED; } if (!swap && pItem->IsBag() && !((Bag*)pItem)->IsEmpty()) { return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS; } return EQUIP_ERR_OK; } InventoryResult Player::CanBankItem(uint8 bag, uint8 slot, ItemPosCountVec& dest, Item* pItem, bool swap, bool not_loading) const { if (!pItem) { return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND; } uint32 count = pItem->GetCount(); DEBUG_LOG("STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), pItem->GetCount()); ItemPrototype const* pProto = pItem->GetProto(); if (!pProto) { return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND; } // item used if (pItem->HasTemporaryLoot()) { return EQUIP_ERR_ALREADY_LOOTED; } if (pItem->IsBindedNotWith(this)) { return EQUIP_ERR_DONT_OWN_THAT_ITEM; } // check count of items (skip for auto move for same player from bank) InventoryResult res = CanTakeMoreSimilarItems(pItem); if (res != EQUIP_ERR_OK) { return res; } // in specific slot if (bag != NULL_BAG && slot != NULL_SLOT) { if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END) { if (!pItem->IsBag()) { return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT; } if (slot - BANK_SLOT_BAG_START >= GetBankBagSlotCount()) { return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT; } res = CanUseItem(pItem, not_loading); if (res != EQUIP_ERR_OK) { return res; } } res = _CanStoreItem_InSpecificSlot(bag, slot, dest, pProto, count, swap, pItem); if (res != EQUIP_ERR_OK) { return res; } if (count == 0) { return EQUIP_ERR_OK; } } // not specific slot or have space for partly store only in specific slot // in specific bag if (bag != NULL_BAG) { if (pProto->InventoryType == INVTYPE_BAG) { Bag* pBag = (Bag*)pItem; if (pBag && !pBag->IsEmpty()) { return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG; } } // search stack in bag for merge to if (pProto->Stackable != 1) { if (bag == INVENTORY_SLOT_BAG_0) { res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START, BANK_SLOT_ITEM_END, dest, pProto, count, true, pItem, bag, slot); if (res != EQUIP_ERR_OK) { return res; } if (count == 0) { return EQUIP_ERR_OK; } } else { res = _CanStoreItem_InBag(bag, dest, pProto, count, true, false, pItem, NULL_BAG, slot); if (res != EQUIP_ERR_OK) { res = _CanStoreItem_InBag(bag, dest, pProto, count, true, true, pItem, NULL_BAG, slot); } if (res != EQUIP_ERR_OK) { return res; } if (count == 0) { return EQUIP_ERR_OK; } } } // search free slot in bag if (bag == INVENTORY_SLOT_BAG_0) { res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START, BANK_SLOT_ITEM_END, dest, pProto, count, false, pItem, bag, slot); if (res != EQUIP_ERR_OK) { return res; } if (count == 0) { return EQUIP_ERR_OK; } } else { res = _CanStoreItem_InBag(bag, dest, pProto, count, false, false, pItem, NULL_BAG, slot); if (res != EQUIP_ERR_OK) { res = _CanStoreItem_InBag(bag, dest, pProto, count, false, true, pItem, NULL_BAG, slot); } if (res != EQUIP_ERR_OK) { return res; } if (count == 0) { return EQUIP_ERR_OK; } } } // not specific bag or have space for partly store only in specific bag // search stack for merge to if (pProto->Stackable != 1) { // in slots res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START, BANK_SLOT_ITEM_END, dest, pProto, count, true, pItem, bag, slot); if (res != EQUIP_ERR_OK) { return res; } if (count == 0) { return EQUIP_ERR_OK; } // in special bags if (pProto->BagFamily) { for (int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i) { res = _CanStoreItem_InBag(i, dest, pProto, count, true, false, pItem, bag, slot); if (res != EQUIP_ERR_OK) { continue; } if (count == 0) { return EQUIP_ERR_OK; } } } for (int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i) { res = _CanStoreItem_InBag(i, dest, pProto, count, true, true, pItem, bag, slot); if (res != EQUIP_ERR_OK) { continue; } if (count == 0) { return EQUIP_ERR_OK; } } } // search free place in special bag if (pProto->BagFamily) { for (int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i) { res = _CanStoreItem_InBag(i, dest, pProto, count, false, false, pItem, bag, slot); if (res != EQUIP_ERR_OK) { continue; } if (count == 0) { return EQUIP_ERR_OK; } } } // search free space res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START, BANK_SLOT_ITEM_END, dest, pProto, count, false, pItem, bag, slot); if (res != EQUIP_ERR_OK) { return res; } if (count == 0) { return EQUIP_ERR_OK; } for (int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i) { res = _CanStoreItem_InBag(i, dest, pProto, count, false, true, pItem, bag, slot); if (res != EQUIP_ERR_OK) { continue; } if (count == 0) { return EQUIP_ERR_OK; } } return EQUIP_ERR_BANK_FULL; } InventoryResult Player::CanUseItem(Item* pItem, bool direct_action) const { if (pItem) { DEBUG_LOG("STORAGE: CanUseItem item = %u", pItem->GetEntry()); if (!IsAlive() && direct_action) { return EQUIP_ERR_YOU_ARE_DEAD; } // if (isStunned()) // return EQUIP_ERR_YOU_ARE_STUNNED; ItemPrototype const* pProto = pItem->GetProto(); if (pProto) { if (pItem->IsBindedNotWith(this)) { return EQUIP_ERR_DONT_OWN_THAT_ITEM; } InventoryResult msg = CanUseItem(pProto); if (msg != EQUIP_ERR_OK) { return msg; } if (uint32 item_use_skill = pItem->GetSkill()) { if (GetSkillValue(item_use_skill) == 0) { // armor items with scaling stats can downgrade armor skill reqs if related class can learn armor use at some level if (pProto->Class != ITEM_CLASS_ARMOR) { return EQUIP_ERR_NO_REQUIRED_PROFICIENCY; } ScalingStatDistributionEntry const* ssd = pProto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(pProto->ScalingStatDistribution) : NULL; if (!ssd) { return EQUIP_ERR_NO_REQUIRED_PROFICIENCY; } bool allowScaleSkill = false; for (uint32 i = 0; i < sSkillLineAbilityStore.GetNumRows(); ++i) { SkillLineAbilityEntry const* skillInfo = sSkillLineAbilityStore.LookupEntry(i); if (!skillInfo) { continue; } if (skillInfo->skillId != item_use_skill) { continue; } // can't learn if (skillInfo->classmask && (skillInfo->classmask & getClassMask()) == 0) { continue; } if (skillInfo->racemask && (skillInfo->racemask & getRaceMask()) == 0) { continue; } allowScaleSkill = true; break; } if (!allowScaleSkill) { return EQUIP_ERR_NO_REQUIRED_PROFICIENCY; } } } if (pProto->RequiredReputationFaction && uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank) { return EQUIP_ERR_CANT_EQUIP_REPUTATION; } return EQUIP_ERR_OK; } } return EQUIP_ERR_ITEM_NOT_FOUND; } InventoryResult Player::CanUseItem(ItemPrototype const* pProto) const { // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player if (pProto) { if ((pProto->Flags2 & ITEM_FLAG2_HORDE_ONLY) && GetTeam() != HORDE) { return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM; } if ((pProto->Flags2 & ITEM_FLAG2_ALLIANCE_ONLY) && GetTeam() != ALLIANCE) { return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM; } if ((pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0) { return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM; } if (pProto->RequiredSkill != 0) { if (GetSkillValue(pProto->RequiredSkill) == 0) { return EQUIP_ERR_NO_REQUIRED_PROFICIENCY; } else if (GetSkillValue(pProto->RequiredSkill) < pProto->RequiredSkillRank) { return EQUIP_ERR_CANT_EQUIP_SKILL; } } if (pProto->RequiredSpell != 0 && !HasSpell(pProto->RequiredSpell)) { return EQUIP_ERR_NO_REQUIRED_PROFICIENCY; } if (getLevel() < pProto->RequiredLevel) { return EQUIP_ERR_CANT_EQUIP_LEVEL_I; } #ifdef ENABLE_ELUNA InventoryResult eres = sEluna->OnCanUseItem(this, pProto->ItemId); if (eres != EQUIP_ERR_OK) { return eres; } #endif return EQUIP_ERR_OK; } return EQUIP_ERR_ITEM_NOT_FOUND; } InventoryResult Player::CanUseAmmo(uint32 item) const { DEBUG_LOG("STORAGE: CanUseAmmo item = %u", item); if (!IsAlive()) { return EQUIP_ERR_YOU_ARE_DEAD; } // if( isStunned() ) // return EQUIP_ERR_YOU_ARE_STUNNED; ItemPrototype const* pProto = ObjectMgr::GetItemPrototype(item); if (pProto) { if (pProto->InventoryType != INVTYPE_AMMO) { return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE; } InventoryResult msg = CanUseItem(pProto); if (msg != EQUIP_ERR_OK) { return msg; } /*if ( GetReputationMgr().GetReputation() < pProto->RequiredReputation ) return EQUIP_ERR_CANT_EQUIP_REPUTATION; */ // Requires No Ammo if (GetDummyAura(46699)) { return EQUIP_ERR_BAG_FULL6; } return EQUIP_ERR_OK; } return EQUIP_ERR_ITEM_NOT_FOUND; } void Player::SetAmmo(uint32 item) { //if(!item) // return; //// already set //if( GetUInt32Value(PLAYER_AMMO_ID) == item ) // return; //// check ammo //if (item) //{ // InventoryResult msg = CanUseAmmo( item ); // if (msg != EQUIP_ERR_OK) // { // SendEquipError(msg, NULL, NULL, item); // return; // } //} //SetUInt32Value(PLAYER_AMMO_ID, item); //_ApplyAmmoBonuses(); } void Player::RemoveAmmo() { //SetUInt32Value(PLAYER_AMMO_ID, 0); //m_ammoDPS = 0.0f; //if (CanModifyStats()) // UpdateDamagePhysical(RANGED_ATTACK); } // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case. Item* Player::StoreNewItem(ItemPosCountVec const& dest, uint32 item, bool update, int32 randomPropertyId) { uint32 count = 0; for (ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); ++itr) { count += itr->count; } Item* pItem = Item::CreateItem(item, count, this, randomPropertyId); if (pItem) { ItemAddedQuestCheck(item, count); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, item, count); pItem = StoreItem(dest, pItem, update); } return pItem; } Item* Player::StoreItem(ItemPosCountVec const& dest, Item* pItem, bool update) { if (!pItem) { return NULL; } Item* lastItem = pItem; uint32 entry = pItem->GetEntry(); for (ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end();) { uint16 pos = itr->pos; uint32 count = itr->count; ++itr; if (itr == dest.end()) { lastItem = _StoreItem(pos, pItem, count, false, update); break; } lastItem = _StoreItem(pos, pItem, count, true, update); } GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM, entry); return lastItem; } // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case. Item* Player::_StoreItem(uint16 pos, Item* pItem, uint32 count, bool clone, bool update) { if (!pItem) { return NULL; } uint8 bag = pos >> 8; uint8 slot = pos & 255; DEBUG_LOG("STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), count); Item* pItem2 = GetItemByPos(bag, slot); if (!pItem2) { if (clone) { pItem = pItem->CloneItem(count, this); } else { pItem->SetCount(count); } if (!pItem) { return NULL; } if (pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM || (pItem->GetProto()->Bonding == BIND_WHEN_EQUIPPED && IsBagPos(pos))) pItem->SetBinding(true); if (bag == INVENTORY_SLOT_BAG_0) { m_items[slot] = pItem; SetGuidValue(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), pItem->GetObjectGuid()); pItem->SetGuidValue(ITEM_FIELD_CONTAINED, GetObjectGuid()); pItem->SetGuidValue(ITEM_FIELD_OWNER, GetObjectGuid()); pItem->SetSlot(slot); pItem->SetContainer(NULL); if (IsInWorld() && update) { pItem->AddToWorld(); pItem->SendCreateUpdateToPlayer(this); } pItem->SetState(ITEM_CHANGED, this); } else if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, bag)) { pBag->StoreItem(slot, pItem, update); if (IsInWorld() && update) { pItem->AddToWorld(); pItem->SendCreateUpdateToPlayer(this); } pItem->SetState(ITEM_CHANGED, this); pBag->SetState(ITEM_CHANGED, this); } AddEnchantmentDurations(pItem); AddItemDurations(pItem); // at place into not appropriate slot (bank, for example) remove aura ApplyItemOnStoreSpell(pItem, IsEquipmentPos(pItem->GetBagSlot(), pItem->GetSlot()) || IsInventoryPos(pItem->GetBagSlot(), pItem->GetSlot())); return pItem; } else { if (pItem2->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem2->GetProto()->Bonding == BIND_QUEST_ITEM || (pItem2->GetProto()->Bonding == BIND_WHEN_EQUIPPED && IsBagPos(pos))) pItem2->SetBinding(true); pItem2->SetCount(pItem2->GetCount() + count); if (IsInWorld() && update) { pItem2->SendCreateUpdateToPlayer(this); } if (!clone) { // delete item (it not in any slot currently) if (IsInWorld() && update) { pItem->RemoveFromWorld(); pItem->DestroyForPlayer(this); } RemoveEnchantmentDurations(pItem); RemoveItemDurations(pItem); pItem->SetOwnerGuid(GetObjectGuid()); // prevent error at next SetState in case trade/mail/buy from vendor pItem->SetState(ITEM_REMOVED, this); } // AddItemDurations(pItem2); - pItem2 already have duration listed for player AddEnchantmentDurations(pItem2); pItem2->SetState(ITEM_CHANGED, this); return pItem2; } } Item* Player::EquipNewItem(uint16 pos, uint32 item, bool update) { if (Item* pItem = Item::CreateItem(item, 1, this)) { ItemAddedQuestCheck(item, 1); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, item, 1); return EquipItem(pos, pItem, update); } return NULL; } Item* Player::EquipItem(uint16 pos, Item* pItem, bool update) { AddEnchantmentDurations(pItem); AddItemDurations(pItem); uint8 bag = pos >> 8; uint8 slot = pos & 255; Item* pItem2 = GetItemByPos(bag, slot); if (!pItem2) { VisualizeItem(slot, pItem); if (IsAlive()) { ItemPrototype const* pProto = pItem->GetProto(); // item set bonuses applied only at equip and removed at unequip, and still active for broken items if (pProto && pProto->ItemSet) { AddItemsSetItem(this, pItem); } _ApplyItemMods(pItem, slot, true); ApplyItemOnStoreSpell(pItem, true); // Weapons and also Totem/Relic/Sigil/etc if (pProto && IsInCombat() && (pProto->Class == ITEM_CLASS_WEAPON || pProto->InventoryType == INVTYPE_RELIC) && m_weaponChangeTimer == 0) { uint32 cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s; if (getClass() == CLASS_ROGUE) { cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s; } SpellEntry const* spellProto = sSpellStore.LookupEntry(cooldownSpell); if (!spellProto) { sLog.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell); } else { m_weaponChangeTimer = spellProto->GetStartRecoveryTime(); WorldPacket data(SMSG_SPELL_COOLDOWN, 8 + 1 + 4); data << GetObjectGuid(); data << uint8(1); data << uint32(cooldownSpell); data << uint32(0); GetSession()->SendPacket(&data); } } } if (IsInWorld() && update) { pItem->AddToWorld(); pItem->SendCreateUpdateToPlayer(this); } ApplyEquipCooldown(pItem); if (slot == EQUIPMENT_SLOT_MAINHAND) { UpdateExpertise(BASE_ATTACK); UpdateArmorPenetration(); } else if (slot == EQUIPMENT_SLOT_OFFHAND) { UpdateExpertise(OFF_ATTACK); UpdateArmorPenetration(); } UpdateArmorSpecializations(); } else { pItem2->SetCount(pItem2->GetCount() + pItem->GetCount()); if (IsInWorld() && update) { pItem2->SendCreateUpdateToPlayer(this); } // delete item (it not in any slot currently) // pItem->DeleteFromDB(); if (IsInWorld() && update) { pItem->RemoveFromWorld(); pItem->DestroyForPlayer(this); } RemoveEnchantmentDurations(pItem); RemoveItemDurations(pItem); pItem->SetOwnerGuid(GetObjectGuid()); // prevent error at next SetState in case trade/mail/buy from vendor pItem->SetState(ITEM_REMOVED, this); pItem2->SetState(ITEM_CHANGED, this); ApplyEquipCooldown(pItem2); // Used by Eluna #ifdef ENABLE_ELUNA sEluna->OnEquip(this, pItem2, bag, slot); #endif /* ENABLE_ELUNA */ return pItem2; } // Apply Titan's Grip damage penalty if necessary if ((slot == EQUIPMENT_SLOT_MAINHAND || slot == EQUIPMENT_SLOT_OFFHAND) && CanTitanGrip() && HasTwoHandWeaponInOneHand() && !HasAura(49152)) { CastSpell(this, 49152, true); } // only for full equip instead adding to stack GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry()); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM, slot + 1); // Used by Eluna #ifdef ENABLE_ELUNA sEluna->OnEquip(this, pItem, bag, slot); #endif /* ENABLE_ELUNA */ return pItem; } void Player::QuickEquipItem(uint16 pos, Item* pItem) { if (pItem) { AddEnchantmentDurations(pItem); AddItemDurations(pItem); ApplyItemOnStoreSpell(pItem, true); uint8 slot = pos & 255; VisualizeItem(slot, pItem); if (IsInWorld()) { pItem->AddToWorld(); pItem->SendCreateUpdateToPlayer(this); } // Apply Titan's Grip damage penalty if necessary if ((slot == EQUIPMENT_SLOT_MAINHAND || slot == EQUIPMENT_SLOT_OFFHAND) && CanTitanGrip() && HasTwoHandWeaponInOneHand() && !HasAura(49152)) { CastSpell(this, 49152, true); } GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry()); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM, slot + 1); UpdateArmorSpecializations(); } } void Player::SetVisibleItemSlot(uint8 slot, Item* pItem) { if (pItem) { SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2), pItem->GetEntry()); SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 0, pItem->GetEnchantmentId(PERM_ENCHANTMENT_SLOT)); SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 1, pItem->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT)); } else { SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2), 0); SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 0); } } void Player::VisualizeItem(uint8 slot, Item* pItem) { if (!pItem) { return; } // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory) if (pItem->GetProto()->Bonding == BIND_WHEN_EQUIPPED || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM) { pItem->SetBinding(true); } DEBUG_LOG("STORAGE: EquipItem slot = %u, item = %u", slot, pItem->GetEntry()); m_items[slot] = pItem; SetGuidValue(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), pItem->GetObjectGuid()); pItem->SetGuidValue(ITEM_FIELD_CONTAINED, GetObjectGuid()); pItem->SetGuidValue(ITEM_FIELD_OWNER, GetObjectGuid()); pItem->SetSlot(slot); pItem->SetContainer(NULL); if (slot < EQUIPMENT_SLOT_END) { SetVisibleItemSlot(slot, pItem); } pItem->SetState(ITEM_CHANGED, this); } void Player::RemoveItem(uint8 bag, uint8 slot, bool update) { // note: removeitem does not actually change the item // it only takes the item out of storage temporarily // note2: if removeitem is to be used for delinking // the item must be removed from the player's updatequeue if (Item* pItem = GetItemByPos(bag, slot)) { DEBUG_LOG("STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry()); RemoveEnchantmentDurations(pItem); RemoveItemDurations(pItem); if (bag == INVENTORY_SLOT_BAG_0) { if (slot < INVENTORY_SLOT_BAG_END) { ItemPrototype const* pProto = pItem->GetProto(); // item set bonuses applied only at equip and removed at unequip, and still active for broken items if (pProto && pProto->ItemSet) { RemoveItemsSetItem(this, pProto); } _ApplyItemMods(pItem, slot, false); // remove item dependent auras and casts (only weapon and armor slots) if (slot < EQUIPMENT_SLOT_END) { RemoveItemDependentAurasAndCasts(pItem); // remove held enchantments, update expertise if (slot == EQUIPMENT_SLOT_MAINHAND) { if (pItem->GetItemSuffixFactor()) { pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3); pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4); } else { pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0); pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1); } UpdateExpertise(BASE_ATTACK); UpdateArmorPenetration(); } else if (slot == EQUIPMENT_SLOT_OFFHAND) { UpdateExpertise(OFF_ATTACK); UpdateArmorPenetration(); } } } m_items[slot] = NULL; SetGuidValue(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), ObjectGuid()); if (slot < EQUIPMENT_SLOT_END) { SetVisibleItemSlot(slot, NULL); // Remove Titan's Grip damage penalty if necessary if ((slot == EQUIPMENT_SLOT_MAINHAND || slot == EQUIPMENT_SLOT_OFFHAND) && CanTitanGrip() && !HasTwoHandWeaponInOneHand()) { RemoveAurasDueToSpell(49152); } } UpdateArmorSpecializations(); } else { Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, bag); if (pBag) { pBag->RemoveItem(slot, update); } } pItem->SetGuidValue(ITEM_FIELD_CONTAINED, ObjectGuid()); // pItem->SetGuidValue(ITEM_FIELD_OWNER, ObjectGuid()); not clear owner at remove (it will be set at store). This used in mail and auction code pItem->SetSlot(NULL_SLOT); // ApplyItemOnStoreSpell, for avoid re-apply will remove at _adding_ to not appropriate slot if (IsInWorld() && update) { pItem->SendCreateUpdateToPlayer(this); } } } // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail.... void Player::MoveItemFromInventory(uint8 bag, uint8 slot, bool update) { if (Item* it = GetItemByPos(bag, slot)) { ItemRemovedQuestCheck(it->GetEntry(), it->GetCount()); RemoveItem(bag, slot, update); // item atStore spell not removed in RemoveItem (for avoid reappaly in slots changes), so do it directly if (IsEquipmentPos(bag, slot) || IsInventoryPos(bag, slot)) { ApplyItemOnStoreSpell(it, false); } it->RemoveFromUpdateQueueOf(this); if (it->IsInWorld()) { it->RemoveFromWorld(); it->DestroyForPlayer(this); } } } // Common operation need to add item from inventory without delete in trade, guild bank, mail.... void Player::MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB) { // update quest counters ItemAddedQuestCheck(pItem->GetEntry(), pItem->GetCount()); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, pItem->GetEntry(), pItem->GetCount()); // store item Item* pLastItem = StoreItem(dest, pItem, update); // only set if not merged to existing stack (pItem can be deleted already but we can compare pointers any way) if (pLastItem == pItem) { // update owner for last item (this can be original item with wrong owner if (pLastItem->GetOwnerGuid() != GetObjectGuid()) { pLastItem->SetOwnerGuid(GetObjectGuid()); } // if this original item then it need create record in inventory // in case trade we already have item in other player inventory pLastItem->SetState(in_characterInventoryDB ? ITEM_CHANGED : ITEM_NEW, this); } } void Player::DestroyItem(uint8 bag, uint8 slot, bool update) { Item* pItem = GetItemByPos(bag, slot); if (pItem) { DEBUG_LOG("STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry()); // start from destroy contained items (only equipped bag can have its) if (pItem->IsBag() && pItem->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot { for (int i = 0; i < MAX_BAG_SIZE; ++i) { DestroyItem(slot, i, update); } } if (pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED)) { static SqlStatementID delGifts ; SqlStatement stmt = CharacterDatabase.CreateStatement(delGifts, "DELETE FROM `character_gifts` WHERE `item_guid` = ?"); stmt.PExecute(pItem->GetGUIDLow()); } RemoveEnchantmentDurations(pItem); RemoveItemDurations(pItem); if (IsEquipmentPos(bag, slot) || IsInventoryPos(bag, slot)) { ApplyItemOnStoreSpell(pItem, false); } ItemRemovedQuestCheck(pItem->GetEntry(), pItem->GetCount()); #ifdef ENABLE_ELUNA sEluna->OnRemove(this, pItem); #endif /* ENABLE_ELUNA */ if (bag == INVENTORY_SLOT_BAG_0) { SetGuidValue(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), ObjectGuid()); // equipment and equipped bags can have applied bonuses if (slot < INVENTORY_SLOT_BAG_END) { ItemPrototype const* pProto = pItem->GetProto(); // item set bonuses applied only at equip and removed at unequip, and still active for broken items if (pProto && pProto->ItemSet) { RemoveItemsSetItem(this, pProto); } _ApplyItemMods(pItem, slot, false); } if (slot < EQUIPMENT_SLOT_END) { // remove item dependent auras and casts (only weapon and armor slots) RemoveItemDependentAurasAndCasts(pItem); // update expertise if (slot == EQUIPMENT_SLOT_MAINHAND) { UpdateExpertise(BASE_ATTACK); UpdateArmorPenetration(); } else if (slot == EQUIPMENT_SLOT_OFFHAND) { UpdateExpertise(OFF_ATTACK); UpdateArmorPenetration(); } // equipment visual show SetVisibleItemSlot(slot, NULL); } m_items[slot] = NULL; } else if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, bag)) { pBag->RemoveItem(slot, update); } if (IsInWorld() && update) { pItem->RemoveFromWorld(); pItem->DestroyForPlayer(this); } // pItem->SetOwnerGUID(0); pItem->SetGuidValue(ITEM_FIELD_CONTAINED, ObjectGuid()); pItem->SetSlot(NULL_SLOT); pItem->SetState(ITEM_REMOVED, this); } } void Player::DestroyItemCount(uint32 item, uint32 count, bool update, bool unequip_check, bool inBankAlso) { DEBUG_LOG("STORAGE: DestroyItemCount item = %u, count = %u", item, count); uint32 remcount = 0; // in inventory for (int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i) { if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) { if (pItem->GetEntry() == item && !pItem->IsInTrade()) { if (pItem->GetCount() + remcount <= count) { // all items in inventory can unequipped remcount += pItem->GetCount(); DestroyItem(INVENTORY_SLOT_BAG_0, i, update); if (remcount >= count) { return; } } else { ItemRemovedQuestCheck(pItem->GetEntry(), count - remcount); pItem->SetCount(pItem->GetCount() - count + remcount); if (IsInWorld() && update) { pItem->SendCreateUpdateToPlayer(this); } pItem->SetState(ITEM_CHANGED, this); return; } } } } // in inventory bags for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) { if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i)) { for (uint32 j = 0; j < pBag->GetBagSize(); ++j) { if (Item* pItem = pBag->GetItemByPos(j)) { if (pItem->GetEntry() == item && !pItem->IsInTrade()) { // all items in bags can be unequipped if (pItem->GetCount() + remcount <= count) { remcount += pItem->GetCount(); DestroyItem(i, j, update); if (remcount >= count) { return; } } else { ItemRemovedQuestCheck(pItem->GetEntry(), count - remcount); pItem->SetCount(pItem->GetCount() - count + remcount); if (IsInWorld() && update) { pItem->SendCreateUpdateToPlayer(this); } pItem->SetState(ITEM_CHANGED, this); return; } } } } } } // in equipment and bag list for (int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i) { if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) { if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade()) { if (pItem->GetCount() + remcount <= count) { if (!unequip_check || CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false) == EQUIP_ERR_OK) { remcount += pItem->GetCount(); DestroyItem(INVENTORY_SLOT_BAG_0, i, update); if (remcount >= count) { return; } } } else { ItemRemovedQuestCheck(pItem->GetEntry(), count - remcount); pItem->SetCount(pItem->GetCount() - count + remcount); if (IsInWorld() && update) { pItem->SendCreateUpdateToPlayer(this); } pItem->SetState(ITEM_CHANGED, this); return; } } } } if (inBankAlso) // Remove items from bank as well { for (int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i) { Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i); if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade()) { if (pItem->GetCount() + remcount <= count) { remcount += pItem->GetCount(); DestroyItem(INVENTORY_SLOT_BAG_0, i, update); if (remcount >= count) { return; } } else { ItemRemovedQuestCheck(pItem->GetEntry(), count - remcount); pItem->SetCount(pItem->GetCount() - count + remcount); if (IsInWorld() && update) { pItem->SendCreateUpdateToPlayer(this); } pItem->SetState(ITEM_CHANGED, this); return; } } } for (int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i) { if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i)) { for (uint32 j = 0; j < pBag->GetBagSize(); ++j) { Item* pItem = pBag->GetItemByPos(j); if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade()) { if (pItem->GetCount() + remcount <= count) { remcount += pItem->GetCount(); DestroyItem(i, j, update); if (remcount >= count) { return; } } else { ItemRemovedQuestCheck(pItem->GetEntry(), count - remcount); pItem->SetCount(pItem->GetCount() - count + remcount); if (IsInWorld() && update) { pItem->SendCreateUpdateToPlayer(this); } pItem->SetState(ITEM_CHANGED, this); return; } } } } } } } void Player::DestroyZoneLimitedItem(bool update, uint32 new_zone) { DEBUG_LOG("STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone); // in inventory for (int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i) if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone)) { DestroyItem(INVENTORY_SLOT_BAG_0, i, update); } // in inventory bags for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i)) for (uint32 j = 0; j < pBag->GetBagSize(); ++j) if (Item* pItem = pBag->GetItemByPos(j)) if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone)) { DestroyItem(i, j, update); } // in equipment and bag list for (int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i) if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone)) { DestroyItem(INVENTORY_SLOT_BAG_0, i, update); } } void Player::DestroyConjuredItems(bool update) { // used when entering arena // destroys all conjured items DEBUG_LOG("STORAGE: DestroyConjuredItems"); // in inventory for (int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i) if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (pItem->IsConjuredConsumable()) { DestroyItem(INVENTORY_SLOT_BAG_0, i, update); } // in inventory bags for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i)) for (uint32 j = 0; j < pBag->GetBagSize(); ++j) if (Item* pItem = pBag->GetItemByPos(j)) if (pItem->IsConjuredConsumable()) { DestroyItem(i, j, update); } // in equipment and bag list for (int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i) if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (pItem->IsConjuredConsumable()) { DestroyItem(INVENTORY_SLOT_BAG_0, i, update); } } void Player::DestroyItemCount(Item* pItem, uint32& count, bool update) { if (!pItem) { return; } DEBUG_LOG("STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem->GetGUIDLow(), pItem->GetEntry(), count); if (pItem->GetCount() <= count) { count -= pItem->GetCount(); DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), update); } else { ItemRemovedQuestCheck(pItem->GetEntry(), count); pItem->SetCount(pItem->GetCount() - count); count = 0; if (IsInWorld() && update) { pItem->SendCreateUpdateToPlayer(this); } pItem->SetState(ITEM_CHANGED, this); } } void Player::SplitItem(uint16 src, uint16 dst, uint32 count) { uint8 srcbag = src >> 8; uint8 srcslot = src & 255; uint8 dstbag = dst >> 8; uint8 dstslot = dst & 255; Item* pSrcItem = GetItemByPos(srcbag, srcslot); if (!pSrcItem) { SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL); return; } if (pSrcItem->HasGeneratedLoot()) // prevent split looting item (stackable items can has only temporary loot and this meaning that loot window open) { // best error message found for attempting to split while looting SendEquipError(EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL); return; } // not let split all items (can be only at cheating) if (pSrcItem->GetCount() == count) { SendEquipError(EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL); return; } // not let split more existing items (can be only at cheating) if (pSrcItem->GetCount() < count) { SendEquipError(EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT, pSrcItem, NULL); return; } DEBUG_LOG("STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag, dstslot, pSrcItem->GetEntry(), count); Item* pNewItem = pSrcItem->CloneItem(count, this); if (!pNewItem) { SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL); return; } if (IsInventoryPos(dst)) { // change item amount before check (for unique max count check) pSrcItem->SetCount(pSrcItem->GetCount() - count); ItemPosCountVec dest; InventoryResult msg = CanStoreItem(dstbag, dstslot, dest, pNewItem, false); if (msg != EQUIP_ERR_OK) { delete pNewItem; pSrcItem->SetCount(pSrcItem->GetCount() + count); SendEquipError(msg, pSrcItem, NULL); return; } if (IsInWorld()) { pSrcItem->SendCreateUpdateToPlayer(this); } pSrcItem->SetState(ITEM_CHANGED, this); StoreItem(dest, pNewItem, true); } else if (IsBankPos(dst)) { // change item amount before check (for unique max count check) pSrcItem->SetCount(pSrcItem->GetCount() - count); ItemPosCountVec dest; InventoryResult msg = CanBankItem(dstbag, dstslot, dest, pNewItem, false); if (msg != EQUIP_ERR_OK) { delete pNewItem; pSrcItem->SetCount(pSrcItem->GetCount() + count); SendEquipError(msg, pSrcItem, NULL); return; } if (IsInWorld()) { pSrcItem->SendCreateUpdateToPlayer(this); } pSrcItem->SetState(ITEM_CHANGED, this); BankItem(dest, pNewItem, true); } else if (IsEquipmentPos(dst)) { // change item amount before check (for unique max count check), provide space for splitted items pSrcItem->SetCount(pSrcItem->GetCount() - count); uint16 dest; InventoryResult msg = CanEquipItem(dstslot, dest, pNewItem, false); if (msg != EQUIP_ERR_OK) { delete pNewItem; pSrcItem->SetCount(pSrcItem->GetCount() + count); SendEquipError(msg, pSrcItem, NULL); return; } if (IsInWorld()) { pSrcItem->SendCreateUpdateToPlayer(this); } pSrcItem->SetState(ITEM_CHANGED, this); EquipItem(dest, pNewItem, true); AutoUnequipOffhandIfNeed(); } } void Player::SwapItem(uint16 src, uint16 dst) { uint8 srcbag = src >> 8; uint8 srcslot = src & 255; uint8 dstbag = dst >> 8; uint8 dstslot = dst & 255; Item* pSrcItem = GetItemByPos(srcbag, srcslot); Item* pDstItem = GetItemByPos(dstbag, dstslot); if (!pSrcItem) { return; } DEBUG_LOG("STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag, dstslot, pSrcItem->GetEntry()); if (!IsAlive()) { SendEquipError(EQUIP_ERR_YOU_ARE_DEAD, pSrcItem, pDstItem); return; } // SRC checks // check unequip potability for equipped items and bank bags if (IsEquipmentPos(src) || IsBagPos(src)) { // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later) InventoryResult msg = CanUnequipItem(src, !IsBagPos(src) || IsBagPos(dst) || (pDstItem && pDstItem->IsBag() && ((Bag*)pDstItem)->IsEmpty())); if (msg != EQUIP_ERR_OK) { SendEquipError(msg, pSrcItem, pDstItem); return; } } // prevent put equipped/bank bag in self if (IsBagPos(src) && srcslot == dstbag) { SendEquipError(EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem); return; } // prevent put equipped/bank bag in self if (IsBagPos(dst) && dstslot == srcbag) { SendEquipError(EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pDstItem, pSrcItem); return; } // DST checks if (pDstItem) { // check unequip potability for equipped items and bank bags if (IsEquipmentPos(dst) || IsBagPos(dst)) { // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later) InventoryResult msg = CanUnequipItem(dst, !IsBagPos(dst) || IsBagPos(src) || (pSrcItem->IsBag() && ((Bag*)pSrcItem)->IsEmpty())); if (msg != EQUIP_ERR_OK) { SendEquipError(msg, pSrcItem, pDstItem); return; } } } // NOW this is or item move (swap with empty), or swap with another item (including bags in bag possitions) // or swap empty bag with another empty or not empty bag (with items exchange) // Move case if (!pDstItem) { if (IsInventoryPos(dst)) { ItemPosCountVec dest; InventoryResult msg = CanStoreItem(dstbag, dstslot, dest, pSrcItem, false); if (msg != EQUIP_ERR_OK) { SendEquipError(msg, pSrcItem, NULL); return; } RemoveItem(srcbag, srcslot, true); StoreItem(dest, pSrcItem, true); } else if (IsBankPos(dst)) { ItemPosCountVec dest; InventoryResult msg = CanBankItem(dstbag, dstslot, dest, pSrcItem, false); if (msg != EQUIP_ERR_OK) { SendEquipError(msg, pSrcItem, NULL); return; } RemoveItem(srcbag, srcslot, true); BankItem(dest, pSrcItem, true); } else if (IsEquipmentPos(dst)) { uint16 dest; InventoryResult msg = CanEquipItem(dstslot, dest, pSrcItem, false); if (msg != EQUIP_ERR_OK) { SendEquipError(msg, pSrcItem, NULL); return; } RemoveItem(srcbag, srcslot, true); EquipItem(dest, pSrcItem, true); AutoUnequipOffhandIfNeed(); } return; } // attempt merge to / fill target item if (!pSrcItem->IsBag() && !pDstItem->IsBag()) { InventoryResult msg; ItemPosCountVec sDest; uint16 eDest; if (IsInventoryPos(dst)) { msg = CanStoreItem(dstbag, dstslot, sDest, pSrcItem, false); } else if (IsBankPos(dst)) { msg = CanBankItem(dstbag, dstslot, sDest, pSrcItem, false); } else if (IsEquipmentPos(dst)) { msg = CanEquipItem(dstslot, eDest, pSrcItem, false); } else { return; } // can be merge/fill if (msg == EQUIP_ERR_OK) { if (pSrcItem->GetCount() + pDstItem->GetCount() <= pSrcItem->GetProto()->GetMaxStackSize()) { RemoveItem(srcbag, srcslot, true); if (IsInventoryPos(dst)) { StoreItem(sDest, pSrcItem, true); } else if (IsBankPos(dst)) { BankItem(sDest, pSrcItem, true); } else if (IsEquipmentPos(dst)) { EquipItem(eDest, pSrcItem, true); AutoUnequipOffhandIfNeed(); } } else { pSrcItem->SetCount(pSrcItem->GetCount() + pDstItem->GetCount() - pSrcItem->GetProto()->GetMaxStackSize()); pDstItem->SetCount(pSrcItem->GetProto()->GetMaxStackSize()); pSrcItem->SetState(ITEM_CHANGED, this); pDstItem->SetState(ITEM_CHANGED, this); if (IsInWorld()) { pSrcItem->SendCreateUpdateToPlayer(this); pDstItem->SendCreateUpdateToPlayer(this); } } return; } } // impossible merge/fill, do real swap InventoryResult msg; // check src->dest move possibility ItemPosCountVec sDest; uint16 eDest = 0; if (IsInventoryPos(dst)) { msg = CanStoreItem(dstbag, dstslot, sDest, pSrcItem, true); } else if (IsBankPos(dst)) { msg = CanBankItem(dstbag, dstslot, sDest, pSrcItem, true); } else if (IsEquipmentPos(dst)) { msg = CanEquipItem(dstslot, eDest, pSrcItem, true); if (msg == EQUIP_ERR_OK) { msg = CanUnequipItem(eDest, true); } } if (msg != EQUIP_ERR_OK) { SendEquipError(msg, pSrcItem, pDstItem); return; } // check dest->src move possibility ItemPosCountVec sDest2; uint16 eDest2 = 0; if (IsInventoryPos(src)) { msg = CanStoreItem(srcbag, srcslot, sDest2, pDstItem, true); } else if (IsBankPos(src)) { msg = CanBankItem(srcbag, srcslot, sDest2, pDstItem, true); } else if (IsEquipmentPos(src)) { msg = CanEquipItem(srcslot, eDest2, pDstItem, true); if (msg == EQUIP_ERR_OK) { msg = CanUnequipItem(eDest2, true); } } if (msg != EQUIP_ERR_OK) { SendEquipError(msg, pDstItem, pSrcItem); return; } // Check bag swap with item exchange (one from empty in not bag possition (equipped (not possible in fact) or store) if (pSrcItem->IsBag() && pDstItem->IsBag()) { Bag* emptyBag = NULL; Bag* fullBag = NULL; if (((Bag*)pSrcItem)->IsEmpty() && !IsBagPos(src)) { emptyBag = (Bag*)pSrcItem; fullBag = (Bag*)pDstItem; } else if (((Bag*)pDstItem)->IsEmpty() && !IsBagPos(dst)) { emptyBag = (Bag*)pDstItem; fullBag = (Bag*)pSrcItem; } // bag swap (with items exchange) case if (emptyBag && fullBag) { ItemPrototype const* emotyProto = emptyBag->GetProto(); uint32 count = 0; for (uint32 i = 0; i < fullBag->GetBagSize(); ++i) { Item* bagItem = fullBag->GetItemByPos(i); if (!bagItem) { continue; } ItemPrototype const* bagItemProto = bagItem->GetProto(); if (!bagItemProto || !ItemCanGoIntoBag(bagItemProto, emotyProto)) { // one from items not go to empty target bag SendEquipError(EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem); return; } ++count; } if (count > emptyBag->GetBagSize()) { // too small targeted bag SendEquipError(EQUIP_ERR_ITEMS_CANT_BE_SWAPPED, pSrcItem, pDstItem); return; } // Items swap count = 0; // will pos in new bag for (uint32 i = 0; i < fullBag->GetBagSize(); ++i) { Item* bagItem = fullBag->GetItemByPos(i); if (!bagItem) { continue; } fullBag->RemoveItem(i, true); emptyBag->StoreItem(count, bagItem, true); bagItem->SetState(ITEM_CHANGED, this); ++count; } } } // now do moves, remove... RemoveItem(dstbag, dstslot, false); RemoveItem(srcbag, srcslot, false); // add to dest if (IsInventoryPos(dst)) { StoreItem(sDest, pSrcItem, true); } else if (IsBankPos(dst)) { BankItem(sDest, pSrcItem, true); } else if (IsEquipmentPos(dst)) { EquipItem(eDest, pSrcItem, true); } // add to src if (IsInventoryPos(src)) { StoreItem(sDest2, pDstItem, true); } else if (IsBankPos(src)) { BankItem(sDest2, pDstItem, true); } else if (IsEquipmentPos(src)) { EquipItem(eDest2, pDstItem, true); } AutoUnequipOffhandIfNeed(); } void Player::AddItemToBuyBackSlot(Item* pItem) { if (pItem) { uint32 slot = m_currentBuybackSlot; // if current back slot non-empty search oldest or free if (m_items[slot]) { uint32 oldest_time = GetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1); uint32 oldest_slot = BUYBACK_SLOT_START; for (uint32 i = BUYBACK_SLOT_START + 1; i < BUYBACK_SLOT_END; ++i) { // found empty if (!m_items[i]) { slot = i; break; } uint32 i_time = GetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + i - BUYBACK_SLOT_START); if (oldest_time > i_time) { oldest_time = i_time; oldest_slot = i; } } // find oldest slot = oldest_slot; } RemoveItemFromBuyBackSlot(slot, true); DEBUG_LOG("STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem->GetEntry(), slot); m_items[slot] = pItem; time_t base = time(NULL); uint32 etime = uint32(base - m_logintime + (30 * 3600)); uint32 eslot = slot - BUYBACK_SLOT_START; SetGuidValue(PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), pItem->GetObjectGuid()); if (ItemPrototype const* pProto = pItem->GetProto()) { SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, pProto->SellPrice * pItem->GetCount()); } else { SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0); } SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, (uint32)etime); // move to next (for non filled list is move most optimized choice) if (m_currentBuybackSlot < BUYBACK_SLOT_END - 1) { ++m_currentBuybackSlot; } } } Item* Player::GetItemFromBuyBackSlot(uint32 slot) { DEBUG_LOG("STORAGE: GetItemFromBuyBackSlot slot = %u", slot); if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END) { return m_items[slot]; } return NULL; } void Player::RemoveItemFromBuyBackSlot(uint32 slot, bool del) { DEBUG_LOG("STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot); if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END) { Item* pItem = m_items[slot]; if (pItem) { pItem->RemoveFromWorld(); if (del) pItem->SetState(ITEM_REMOVED, this); } m_items[slot] = NULL; uint32 eslot = slot - BUYBACK_SLOT_START; SetGuidValue(PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), ObjectGuid()); SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0); SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0); // if current backslot is filled set to now free slot if (m_items[m_currentBuybackSlot]) { m_currentBuybackSlot = slot; } } } void Player::SendEquipError(InventoryResult msg, Item* pItem, Item* pItem2, uint32 itemid /*= 0*/) const { DEBUG_LOG("WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)", msg); WorldPacket data(SMSG_INVENTORY_CHANGE_FAILURE, 1 + 8 + 8 + 1); data << uint8(msg); if (msg != EQUIP_ERR_OK) { data << (pItem ? pItem->GetObjectGuid() : ObjectGuid()); data << (pItem2 ? pItem2->GetObjectGuid() : ObjectGuid()); data << uint8(0); // bag type subclass, used with EQUIP_ERR_EVENT_AUTOEQUIP_BIND_CONFIRM and EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG2 switch (msg) { case EQUIP_ERR_CANT_EQUIP_LEVEL_I: case EQUIP_ERR_PURCHASE_LEVEL_TOO_LOW: { ItemPrototype const* proto = pItem ? pItem->GetProto() : ObjectMgr::GetItemPrototype(itemid); data << uint32(proto ? proto->RequiredLevel : 0); break; } case EQUIP_ERR_EVENT_AUTOEQUIP_BIND_CONFIRM: // no idea about this one... { data << uint64(0); data << uint32(0); data << uint64(0); break; } case EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_COUNT_EXCEEDED_IS: case EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_SOCKETED_EXCEEDED_IS: case EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_EQUIPPED_EXCEEDED_IS: { ItemPrototype const* proto = pItem ? pItem->GetProto() : ObjectMgr::GetItemPrototype(itemid); data << uint32(proto ? proto->ItemLimitCategory : 0); break; } default: break; } } GetSession()->SendPacket(&data); } void Player::SendBuyError(BuyResult msg, Creature* pCreature, uint32 item, uint32 param) { DEBUG_LOG("WORLD: Sent SMSG_BUY_FAILED"); WorldPacket data(SMSG_BUY_FAILED, (8 + 4 + 4 + 1)); data << (pCreature ? pCreature->GetObjectGuid() : ObjectGuid()); data << uint32(item); if (param > 0) { data << uint32(param); } data << uint8(msg); GetSession()->SendPacket(&data); } void Player::SendSellError(SellResult msg, Creature* pCreature, ObjectGuid itemGuid, uint32 param) { DEBUG_LOG("WORLD: Sent SMSG_SELL_ITEM"); WorldPacket data(SMSG_SELL_ITEM, (8 + 8 + (param ? 4 : 0) + 1)); // last check 2.0.10 data << (pCreature ? pCreature->GetObjectGuid() : ObjectGuid()); data << ObjectGuid(itemGuid); if (param > 0) { data << uint32(param); } data << uint8(msg); GetSession()->SendPacket(&data); } void Player::TradeCancel(bool sendback) { if (m_trade) { Player* trader = m_trade->GetTrader(); // send yellow "Trade canceled" message to both traders if (sendback) { GetSession()->SendCancelTrade(); } trader->GetSession()->SendCancelTrade(); // cleanup delete m_trade; m_trade = NULL; delete trader->m_trade; trader->m_trade = NULL; } } void Player::UpdateItemDuration(uint32 time, bool realtimeonly) { if (m_itemDuration.empty()) { return; } DEBUG_LOG("Player::UpdateItemDuration(%u,%u)", time, realtimeonly); for (ItemDurationList::const_iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end();) { Item* item = *itr; ++itr; // current element can be erased in UpdateDuration if ((realtimeonly && (item->GetProto()->ExtraFlags & ITEM_EXTRA_REAL_TIME_DURATION)) || !realtimeonly) { item->UpdateDuration(this, time); } } } void Player::UpdateEnchantTime(uint32 time) { for (EnchantDurationList::iterator itr = m_enchantDuration.begin(), next; itr != m_enchantDuration.end(); itr = next) { MANGOS_ASSERT(itr->item); next = itr; if (!itr->item->GetEnchantmentId(itr->slot)) { next = m_enchantDuration.erase(itr); } else if (itr->leftduration <= time) { ApplyEnchantment(itr->item, itr->slot, false, false); itr->item->ClearEnchantment(itr->slot); next = m_enchantDuration.erase(itr); } else if (itr->leftduration > time) { itr->leftduration -= time; ++next; } } } void Player::AddEnchantmentDurations(Item* item) { for (int x = 0; x < MAX_ENCHANTMENT_SLOT; ++x) { if (x > PRISMATIC_ENCHANTMENT_SLOT && x < PROP_ENCHANTMENT_SLOT_0) { continue; } if (!item->GetEnchantmentId(EnchantmentSlot(x))) { continue; } uint32 duration = item->GetEnchantmentDuration(EnchantmentSlot(x)); if (duration > 0) { AddEnchantmentDuration(item, EnchantmentSlot(x), duration); } } } void Player::RemoveEnchantmentDurations(Item* item) { for (EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end();) { if (itr->item == item) { // save duration in item item->SetEnchantmentDuration(EnchantmentSlot(itr->slot), itr->leftduration); itr = m_enchantDuration.erase(itr); } else { ++itr; } } } void Player::RemoveAllEnchantments(EnchantmentSlot slot) { // remove enchantments from equipped items first to clean up the m_enchantDuration list for (EnchantDurationList::iterator itr = m_enchantDuration.begin(), next; itr != m_enchantDuration.end(); itr = next) { next = itr; if (itr->slot == slot) { if (itr->item && itr->item->GetEnchantmentId(slot)) { // remove from stats ApplyEnchantment(itr->item, slot, false, false); // remove visual itr->item->ClearEnchantment(slot); } // remove from update list next = m_enchantDuration.erase(itr); } else { ++next; } } // remove enchants from inventory items // NOTE: no need to remove these from stats, since these aren't equipped // in inventory for (int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i) if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (pItem->GetEnchantmentId(slot)) { pItem->ClearEnchantment(slot); } // in inventory bags for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i)) for (uint32 j = 0; j < pBag->GetBagSize(); ++j) if (Item* pItem = pBag->GetItemByPos(j)) if (pItem->GetEnchantmentId(slot)) { pItem->ClearEnchantment(slot); } } // duration == 0 will remove item enchant void Player::AddEnchantmentDuration(Item* item, EnchantmentSlot slot, uint32 duration) { if (!item) { return; } if (slot >= MAX_ENCHANTMENT_SLOT) { return; } for (EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr) { if (itr->item == item && itr->slot == slot) { itr->item->SetEnchantmentDuration(itr->slot, itr->leftduration); m_enchantDuration.erase(itr); break; } } if (item && duration > 0) { GetSession()->SendItemEnchantTimeUpdate(GetObjectGuid(), item->GetObjectGuid(), slot, uint32(duration / 1000)); m_enchantDuration.push_back(EnchantDuration(item, slot, duration)); } } void Player::ApplyEnchantment(Item* item, bool apply) { for (uint32 slot = 0; slot < MAX_ENCHANTMENT_SLOT; ++slot) { ApplyEnchantment(item, EnchantmentSlot(slot), apply); } } void Player::ApplyEnchantment(Item* item, EnchantmentSlot slot, bool apply, bool apply_dur, bool ignore_condition) { if (slot > PRISMATIC_ENCHANTMENT_SLOT && slot < PROP_ENCHANTMENT_SLOT_0) { return; } if (!item) { return; } if (!item->IsEquipped()) { return; } if (slot >= MAX_ENCHANTMENT_SLOT) { return; } if (slot == REFORGE_ENCHANTMENT_SLOT) { ApplyReforgeEnchantment(item, apply); return; } uint32 enchant_id = item->GetEnchantmentId(slot); if (!enchant_id) { return; } SpellItemEnchantmentEntry const* pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id); if (!pEnchant) { return; } if (!ignore_condition && pEnchant->EnchantmentCondition && !EnchantmentFitsRequirements(pEnchant->EnchantmentCondition, -1)) { return; } if (!item->IsBroken()) { for (int s = 0; s < 3; ++s) { uint32 enchant_display_type = pEnchant->type[s]; uint32 enchant_amount = pEnchant->amount[s]; uint32 enchant_spell_id = pEnchant->spellid[s]; switch (enchant_display_type) { case ITEM_ENCHANTMENT_TYPE_NONE: break; case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL: // processed in Player::CastItemCombatSpell break; case ITEM_ENCHANTMENT_TYPE_DAMAGE: if (item->GetSlot() == EQUIPMENT_SLOT_MAINHAND) { HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, float(enchant_amount), apply); } else if (item->GetSlot() == EQUIPMENT_SLOT_OFFHAND) { HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, float(enchant_amount), apply); } else if (item->GetSlot() == EQUIPMENT_SLOT_RANGED) { HandleStatModifier(UNIT_MOD_DAMAGE_RANGED, TOTAL_VALUE, float(enchant_amount), apply); } break; case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL: { if (enchant_spell_id) { if (apply) { int32 basepoints = 0; // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor) if (item->GetItemRandomPropertyId()) { ItemRandomSuffixEntry const* item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId())); if (item_rand) { // Search enchant_amount for (int k = 0; k < 3; ++k) { if (item_rand->enchant_id[k] == enchant_id) { basepoints = int32((item_rand->prefix[k] * item->GetItemSuffixFactor()) / 10000); break; } } } } // Cast custom spell vs all equal basepoints got from enchant_amount if (basepoints) { CastCustomSpell(this, enchant_spell_id, &basepoints, &basepoints, &basepoints, true, item); } else { CastSpell(this, enchant_spell_id, true, item); } } else { RemoveAurasDueToItemSpell(item, enchant_spell_id); } } break; } case ITEM_ENCHANTMENT_TYPE_RESISTANCE: if (!enchant_amount) { ItemRandomSuffixEntry const* item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId())); if (item_rand) { for (int k = 0; k < 3; ++k) { if (item_rand->enchant_id[k] == enchant_id) { enchant_amount = uint32((item_rand->prefix[k] * item->GetItemSuffixFactor()) / 10000); break; } } } } HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START + enchant_spell_id), TOTAL_VALUE, float(enchant_amount), apply); break; case ITEM_ENCHANTMENT_TYPE_STAT: { if (!enchant_amount) { ItemRandomSuffixEntry const* item_rand_suffix = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId())); if (item_rand_suffix) { for (int k = 0; k < 3; ++k) { if (item_rand_suffix->enchant_id[k] == enchant_id) { enchant_amount = uint32((item_rand_suffix->prefix[k] * item->GetItemSuffixFactor()) / 10000); break; } } } } DEBUG_LOG("Adding %u to stat nb %u", enchant_amount, enchant_spell_id); switch (enchant_spell_id) { /*case ITEM_MOD_MANA: DEBUG_LOG("+ %u MANA", enchant_amount); HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(enchant_amount), apply); break;*/ case ITEM_MOD_HEALTH: DEBUG_LOG("+ %u HEALTH", enchant_amount); HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(enchant_amount), apply); break; case ITEM_MOD_AGILITY: DEBUG_LOG("+ %u AGILITY", enchant_amount); HandleStatModifier(UNIT_MOD_STAT_AGILITY, TOTAL_VALUE, float(enchant_amount), apply); ApplyStatBuffMod(STAT_AGILITY, float(enchant_amount), apply); break; case ITEM_MOD_STRENGTH: DEBUG_LOG("+ %u STRENGTH", enchant_amount); HandleStatModifier(UNIT_MOD_STAT_STRENGTH, TOTAL_VALUE, float(enchant_amount), apply); ApplyStatBuffMod(STAT_STRENGTH, float(enchant_amount), apply); break; case ITEM_MOD_INTELLECT: DEBUG_LOG("+ %u INTELLECT", enchant_amount); HandleStatModifier(UNIT_MOD_STAT_INTELLECT, TOTAL_VALUE, float(enchant_amount), apply); ApplyStatBuffMod(STAT_INTELLECT, float(enchant_amount), apply); break; case ITEM_MOD_SPIRIT: DEBUG_LOG("+ %u SPIRIT", enchant_amount); HandleStatModifier(UNIT_MOD_STAT_SPIRIT, TOTAL_VALUE, float(enchant_amount), apply); ApplyStatBuffMod(STAT_SPIRIT, float(enchant_amount), apply); break; case ITEM_MOD_STAMINA: DEBUG_LOG("+ %u STAMINA", enchant_amount); HandleStatModifier(UNIT_MOD_STAT_STAMINA, TOTAL_VALUE, float(enchant_amount), apply); ApplyStatBuffMod(STAT_STAMINA, float(enchant_amount), apply); break; case ITEM_MOD_DODGE_RATING: ApplyRatingMod(CR_DODGE, enchant_amount, apply); DEBUG_LOG("+ %u DODGE", enchant_amount); break; case ITEM_MOD_PARRY_RATING: ApplyRatingMod(CR_PARRY, enchant_amount, apply); DEBUG_LOG("+ %u PARRY", enchant_amount); break; case ITEM_MOD_CRIT_RANGED_RATING: ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply); DEBUG_LOG("+ %u RANGED_CRIT", enchant_amount); break; case ITEM_MOD_HIT_RATING: ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply); ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply); ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply); DEBUG_LOG("+ %u HIT", enchant_amount); break; case ITEM_MOD_CRIT_RATING: ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply); ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply); ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply); DEBUG_LOG("+ %u CRITICAL", enchant_amount); break; case ITEM_MOD_RESILIENCE_RATING: ApplyRatingMod(CR_RESILIENCE_DAMAGE_TAKEN, enchant_amount, apply); DEBUG_LOG("+ %u RESILIENCE", enchant_amount); break; case ITEM_MOD_HASTE_RATING: ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply); ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply); ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply); DEBUG_LOG("+ %u HASTE", enchant_amount); break; case ITEM_MOD_EXPERTISE_RATING: ApplyRatingMod(CR_EXPERTISE, enchant_amount, apply); DEBUG_LOG("+ %u EXPERTISE", enchant_amount); break; case ITEM_MOD_ATTACK_POWER: HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(enchant_amount), apply); HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply); DEBUG_LOG("+ %u ATTACK_POWER", enchant_amount); break; case ITEM_MOD_RANGED_ATTACK_POWER: HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply); DEBUG_LOG("+ %u RANGED_ATTACK_POWER", enchant_amount); break; case ITEM_MOD_SPELL_POWER: ApplySpellPowerBonus(enchant_amount, apply); DEBUG_LOG("+ %u SPELL_POWER", enchant_amount); break; case ITEM_MOD_HEALTH_REGEN: ApplyHealthRegenBonus(enchant_amount, apply); DEBUG_LOG("+ %u HEALTH_REGENERATION", enchant_amount); break; case ITEM_MOD_SPELL_PENETRATION: ApplyModInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE, -int32(enchant_amount), apply); m_spellPenetrationItemMod += apply ? enchant_amount : -int32(enchant_amount); DEBUG_LOG("+ %u SPELL_PENETRATION", -int32(enchant_amount)); break; case ITEM_MOD_MASTERY_RATING: ApplyRatingMod(CR_MASTERY, enchant_amount, apply); DEBUG_LOG("+ %u MASTERY_RATING", enchant_amount); break; // deprecated case ITEM_MOD_DEFENSE_SKILL_RATING: case ITEM_MOD_BLOCK_RATING: case ITEM_MOD_HIT_MELEE_RATING: case ITEM_MOD_HIT_RANGED_RATING: case ITEM_MOD_HIT_SPELL_RATING: case ITEM_MOD_CRIT_MELEE_RATING: case ITEM_MOD_CRIT_SPELL_RATING: case ITEM_MOD_HIT_TAKEN_MELEE_RATING: case ITEM_MOD_HIT_TAKEN_RANGED_RATING: case ITEM_MOD_HIT_TAKEN_SPELL_RATING: case ITEM_MOD_CRIT_TAKEN_MELEE_RATING: case ITEM_MOD_CRIT_TAKEN_RANGED_RATING: case ITEM_MOD_CRIT_TAKEN_SPELL_RATING: case ITEM_MOD_HASTE_MELEE_RATING: case ITEM_MOD_HASTE_RANGED_RATING: case ITEM_MOD_HASTE_SPELL_RATING: case ITEM_MOD_HIT_TAKEN_RATING: case ITEM_MOD_CRIT_TAKEN_RATING: case ITEM_MOD_FERAL_ATTACK_POWER: case ITEM_MOD_SPELL_HEALING_DONE: case ITEM_MOD_SPELL_DAMAGE_DONE: case ITEM_MOD_MANA_REGENERATION: case ITEM_MOD_ARMOR_PENETRATION_RATING: case ITEM_MOD_BLOCK_VALUE: default: break; } break; } case ITEM_ENCHANTMENT_TYPE_TOTEM: // Shaman Rockbiter Weapon { if (getClass() == CLASS_SHAMAN) { float addValue = 0.0f; if (item->GetSlot() == EQUIPMENT_SLOT_MAINHAND) { addValue = float(enchant_amount * item->GetProto()->Delay / 1000.0f); HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, addValue, apply); } else if (item->GetSlot() == EQUIPMENT_SLOT_OFFHAND) { addValue = float(enchant_amount * item->GetProto()->Delay / 1000.0f); HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, addValue, apply); } } break; } case ITEM_ENCHANTMENT_TYPE_USE_SPELL: // processed in Player::CastItemUseSpell break; case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET: // nothing do.. break; default: sLog.outError("Unknown item enchantment (id = %d) display type: %d", enchant_id, enchant_display_type); break; } /*switch(enchant_display_type)*/ } /*for*/ } // visualize enchantment at player and equipped items if (slot == PERM_ENCHANTMENT_SLOT) { SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (item->GetSlot() * 2), 0, apply ? item->GetEnchantmentId(slot) : 0); } if (slot == TEMP_ENCHANTMENT_SLOT) { SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (item->GetSlot() * 2), 1, apply ? item->GetEnchantmentId(slot) : 0); } if (apply_dur) { if (apply) { // set duration uint32 duration = item->GetEnchantmentDuration(slot); if (duration > 0) { AddEnchantmentDuration(item, slot, duration); } } else { // duration == 0 will remove EnchantDuration AddEnchantmentDuration(item, slot, 0); } } } void Player::ApplyReforgeEnchantment(Item* item, bool apply) { if (!item) { return; } // ItemReforgeEntry const* reforge = sItemReforgeStore.LookupEntry(item->GetEnchantmentId(REFORGE_ENCHANTMENT_SLOT)); /* if (!reforge) { return; } float removeValue = item->GetReforgableStat(ItemModType(reforge->SourceStat)) * reforge->SourceMultiplier; float addValue = removeValue * reforge->FinalMultiplier; switch (reforge->SourceStat) { case ITEM_MOD_HEALTH: HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, -removeValue, apply); break; case ITEM_MOD_AGILITY: HandleStatModifier(UNIT_MOD_STAT_AGILITY, TOTAL_VALUE, -removeValue, apply); ApplyStatBuffMod(STAT_AGILITY, -removeValue, apply); break; case ITEM_MOD_STRENGTH: HandleStatModifier(UNIT_MOD_STAT_STRENGTH, TOTAL_VALUE, -removeValue, apply); ApplyStatBuffMod(STAT_STRENGTH, -removeValue, apply); break; case ITEM_MOD_INTELLECT: HandleStatModifier(UNIT_MOD_STAT_INTELLECT, TOTAL_VALUE, -removeValue, apply); ApplyStatBuffMod(STAT_INTELLECT, -removeValue, apply); break; case ITEM_MOD_SPIRIT: HandleStatModifier(UNIT_MOD_STAT_SPIRIT, TOTAL_VALUE, -removeValue, apply); ApplyStatBuffMod(STAT_SPIRIT, -removeValue, apply); break; case ITEM_MOD_STAMINA: HandleStatModifier(UNIT_MOD_STAT_STAMINA, TOTAL_VALUE, -removeValue, apply); ApplyStatBuffMod(STAT_STAMINA, -removeValue, apply); break; case ITEM_MOD_DEFENSE_SKILL_RATING: ApplyRatingMod(CR_DEFENSE_SKILL, -int32(removeValue), apply); break; case ITEM_MOD_DODGE_RATING: ApplyRatingMod(CR_DODGE, -int32(removeValue), apply); break; case ITEM_MOD_PARRY_RATING: ApplyRatingMod(CR_PARRY, -int32(removeValue), apply); break; case ITEM_MOD_BLOCK_RATING: ApplyRatingMod(CR_BLOCK, -int32(removeValue), apply); break; case ITEM_MOD_HIT_MELEE_RATING: ApplyRatingMod(CR_HIT_MELEE, -int32(removeValue), apply); break; case ITEM_MOD_HIT_RANGED_RATING: ApplyRatingMod(CR_HIT_RANGED, -int32(removeValue), apply); break; case ITEM_MOD_HIT_SPELL_RATING: ApplyRatingMod(CR_HIT_SPELL, -int32(removeValue), apply); break; case ITEM_MOD_CRIT_MELEE_RATING: ApplyRatingMod(CR_CRIT_MELEE, -int32(removeValue), apply); break; case ITEM_MOD_CRIT_RANGED_RATING: ApplyRatingMod(CR_CRIT_RANGED, -int32(removeValue), apply); break; case ITEM_MOD_CRIT_SPELL_RATING: ApplyRatingMod(CR_CRIT_SPELL, -int32(removeValue), apply); break; case ITEM_MOD_HASTE_SPELL_RATING: ApplyRatingMod(CR_HASTE_SPELL, -int32(removeValue), apply); break; case ITEM_MOD_HIT_RATING: ApplyRatingMod(CR_HIT_MELEE, -int32(removeValue), apply); ApplyRatingMod(CR_HIT_RANGED, -int32(removeValue), apply); ApplyRatingMod(CR_HIT_SPELL, -int32(removeValue), apply); break; case ITEM_MOD_CRIT_RATING: ApplyRatingMod(CR_CRIT_MELEE, -int32(removeValue), apply); ApplyRatingMod(CR_CRIT_RANGED, -int32(removeValue), apply); ApplyRatingMod(CR_CRIT_SPELL, -int32(removeValue), apply); break; case ITEM_MOD_RESILIENCE_RATING: ApplyRatingMod(CR_RESILIENCE_DAMAGE_TAKEN, -int32(removeValue), apply); break; case ITEM_MOD_HASTE_RATING: ApplyRatingMod(CR_HASTE_MELEE, -int32(removeValue), apply); ApplyRatingMod(CR_HASTE_RANGED, -int32(removeValue), apply); ApplyRatingMod(CR_HASTE_SPELL, -int32(removeValue), apply); break; case ITEM_MOD_EXPERTISE_RATING: ApplyRatingMod(CR_EXPERTISE, -int32(removeValue), apply); break; case ITEM_MOD_ATTACK_POWER: HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, -removeValue, apply); HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, -removeValue, apply); break; case ITEM_MOD_RANGED_ATTACK_POWER: HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, -removeValue, apply); break; case ITEM_MOD_MANA_REGENERATION: ApplyManaRegenBonus(-int32(removeValue), apply); break; case ITEM_MOD_ARMOR_PENETRATION_RATING: ApplyRatingMod(CR_ARMOR_PENETRATION, -int32(removeValue), apply); break; case ITEM_MOD_SPELL_POWER: ApplySpellPowerBonus(-int32(removeValue), apply); break; case ITEM_MOD_HEALTH_REGEN: ApplyHealthRegenBonus(-int32(removeValue), apply); break; case ITEM_MOD_SPELL_PENETRATION: ApplyModInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE, -int32(removeValue), apply); m_spellPenetrationItemMod += apply ? -int32(removeValue) : int32(removeValue); break; case ITEM_MOD_BLOCK_VALUE: break; case ITEM_MOD_MASTERY_RATING: ApplyRatingMod(CR_MASTERY, -int32(removeValue), apply); break; } switch (reforge->FinalStat) { case ITEM_MOD_HEALTH: HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, addValue, apply); break; case ITEM_MOD_AGILITY: HandleStatModifier(UNIT_MOD_STAT_AGILITY, TOTAL_VALUE, addValue, apply); ApplyStatBuffMod(STAT_AGILITY, addValue, apply); break; case ITEM_MOD_STRENGTH: HandleStatModifier(UNIT_MOD_STAT_STRENGTH, TOTAL_VALUE, addValue, apply); ApplyStatBuffMod(STAT_STRENGTH, addValue, apply); break; case ITEM_MOD_INTELLECT: HandleStatModifier(UNIT_MOD_STAT_INTELLECT, TOTAL_VALUE, addValue, apply); ApplyStatBuffMod(STAT_INTELLECT, addValue, apply); break; case ITEM_MOD_SPIRIT: HandleStatModifier(UNIT_MOD_STAT_SPIRIT, TOTAL_VALUE, addValue, apply); ApplyStatBuffMod(STAT_SPIRIT, addValue, apply); break; case ITEM_MOD_STAMINA: HandleStatModifier(UNIT_MOD_STAT_STAMINA, TOTAL_VALUE, addValue, apply); ApplyStatBuffMod(STAT_STAMINA, addValue, apply); break; case ITEM_MOD_DEFENSE_SKILL_RATING: ApplyRatingMod(CR_DEFENSE_SKILL, int32(addValue), apply); break; case ITEM_MOD_DODGE_RATING: ApplyRatingMod(CR_DODGE, int32(addValue), apply); break; case ITEM_MOD_PARRY_RATING: ApplyRatingMod(CR_PARRY, int32(addValue), apply); break; case ITEM_MOD_BLOCK_RATING: ApplyRatingMod(CR_BLOCK, int32(addValue), apply); break; case ITEM_MOD_HIT_MELEE_RATING: ApplyRatingMod(CR_HIT_MELEE, int32(addValue), apply); break; case ITEM_MOD_HIT_RANGED_RATING: ApplyRatingMod(CR_HIT_RANGED, int32(addValue), apply); break; case ITEM_MOD_HIT_SPELL_RATING: ApplyRatingMod(CR_HIT_SPELL, int32(addValue), apply); break; case ITEM_MOD_CRIT_MELEE_RATING: ApplyRatingMod(CR_CRIT_MELEE, int32(addValue), apply); break; case ITEM_MOD_CRIT_RANGED_RATING: ApplyRatingMod(CR_CRIT_RANGED, int32(addValue), apply); break; case ITEM_MOD_CRIT_SPELL_RATING: ApplyRatingMod(CR_CRIT_SPELL, int32(addValue), apply); break; case ITEM_MOD_HASTE_SPELL_RATING: ApplyRatingMod(CR_HASTE_SPELL, int32(addValue), apply); break; case ITEM_MOD_HIT_RATING: ApplyRatingMod(CR_HIT_MELEE, int32(addValue), apply); ApplyRatingMod(CR_HIT_RANGED, int32(addValue), apply); ApplyRatingMod(CR_HIT_SPELL, int32(addValue), apply); break; case ITEM_MOD_CRIT_RATING: ApplyRatingMod(CR_CRIT_MELEE, int32(addValue), apply); ApplyRatingMod(CR_CRIT_RANGED, int32(addValue), apply); ApplyRatingMod(CR_CRIT_SPELL, int32(addValue), apply); break; case ITEM_MOD_RESILIENCE_RATING: ApplyRatingMod(CR_RESILIENCE_DAMAGE_TAKEN, int32(addValue), apply); break; case ITEM_MOD_HASTE_RATING: ApplyRatingMod(CR_HASTE_MELEE, int32(addValue), apply); ApplyRatingMod(CR_HASTE_RANGED, int32(addValue), apply); ApplyRatingMod(CR_HASTE_SPELL, int32(addValue), apply); break; case ITEM_MOD_EXPERTISE_RATING: ApplyRatingMod(CR_EXPERTISE, int32(addValue), apply); break; case ITEM_MOD_ATTACK_POWER: HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, addValue, apply); HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, addValue, apply); break; case ITEM_MOD_RANGED_ATTACK_POWER: HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, addValue, apply); break; case ITEM_MOD_MANA_REGENERATION: ApplyManaRegenBonus(int32(addValue), apply); break; case ITEM_MOD_ARMOR_PENETRATION_RATING: ApplyRatingMod(CR_ARMOR_PENETRATION, int32(addValue), apply); break; case ITEM_MOD_SPELL_POWER: ApplySpellPowerBonus(int32(addValue), apply); break; case ITEM_MOD_HEALTH_REGEN: ApplyHealthRegenBonus(int32(addValue), apply); break; case ITEM_MOD_SPELL_PENETRATION: ApplyModInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE, int32(addValue), apply); m_spellPenetrationItemMod += apply ? int32(addValue) : -int32(addValue); break; case ITEM_MOD_BLOCK_VALUE: break; case ITEM_MOD_MASTERY_RATING: ApplyRatingMod(CR_MASTERY, int32(addValue), apply); break; }*/ } void Player::SendEnchantmentDurations() { for (EnchantDurationList::const_iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr) { GetSession()->SendItemEnchantTimeUpdate(GetObjectGuid(), itr->item->GetObjectGuid(), itr->slot, uint32(itr->leftduration) / 1000); } } void Player::SendItemDurations() { for (ItemDurationList::const_iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end(); ++itr) { (*itr)->SendTimeUpdate(this); } } void Player::SendNewItem(Item* item, uint32 count, bool received, bool created, bool broadcast) { if (!item) // prevent crash { return; } // last check 2.0.10 WorldPacket data(SMSG_ITEM_PUSH_RESULT, (8 + 4 + 4 + 4 + 1 + 4 + 4 + 4 + 4 + 4)); data << GetObjectGuid(); // player GUID data << uint32(received); // 0=looted, 1=from npc data << uint32(created); // 0=received, 1=created data << uint32(1); // IsShowChatMessage data << uint8(item->GetBagSlot()); // bagslot // item slot, but when added to stack: 0xFFFFFFFF data << uint32((item->GetCount() == count) ? item->GetSlot() : -1); data << uint32(item->GetEntry()); // item id data << uint32(item->GetItemSuffixFactor()); // SuffixFactor data << uint32(item->GetItemRandomPropertyId()); // random item property id data << uint32(count); // count of items data << uint32(GetItemCount(item->GetEntry())); // count of items in inventory if (broadcast && GetGroup()) { GetGroup()->BroadcastPacket(&data, true); } else { GetSession()->SendPacket(&data); } } /*********************************************************/ /*** GOSSIP SYSTEM ***/ /*********************************************************/ void Player::PrepareGossipMenu(WorldObject* pSource, uint32 menuId) { PlayerMenu* pMenu = PlayerTalkClass; pMenu->ClearMenus(); pMenu->GetGossipMenu().SetMenuId(menuId); GossipMenuItemsMapBounds pMenuItemBounds = sObjectMgr.GetGossipMenuItemsMapBounds(menuId); // prepares quest menu when true bool canSeeQuests = menuId == GetDefaultGossipMenuForSource(pSource); // if canSeeQuests (the default, top level menu) and no menu options exist for this, use options from default options if (pMenuItemBounds.first == pMenuItemBounds.second && canSeeQuests) { pMenuItemBounds = sObjectMgr.GetGossipMenuItemsMapBounds(0); } for (GossipMenuItemsMap::const_iterator itr = pMenuItemBounds.first; itr != pMenuItemBounds.second; ++itr) { bool hasMenuItem = true; bool isGMSkipConditionCheck = false; if (itr->second.conditionId && !sObjectMgr.IsPlayerMeetToCondition(itr->second.conditionId, this, GetMap(), pSource, CONDITION_FROM_GOSSIP_OPTION)) { if (isGameMaster()) // Let GM always see menu items regardless of conditions { isGMSkipConditionCheck = true; } else { if (itr->second.option_id == GOSSIP_OPTION_QUESTGIVER) { canSeeQuests = false; } continue; // Skip this option } } if (pSource->GetTypeId() == TYPEID_UNIT) { Creature* pCreature = (Creature*)pSource; uint32 NpcFlagss = pCreature->GetUInt32Value(UNIT_NPC_FLAGS); if (!(itr->second.npc_option_NpcFlags & NpcFlagss)) { continue; } switch (itr->second.option_id) { case GOSSIP_OPTION_GOSSIP: break; case GOSSIP_OPTION_QUESTGIVER: hasMenuItem = false; break; case GOSSIP_OPTION_ARMORER: hasMenuItem = false; // added in special mode break; case GOSSIP_OPTION_SPIRITHEALER: if (!IsDead()) { hasMenuItem = false; } break; case GOSSIP_OPTION_VENDOR: { VendorItemData const* vItems = pCreature->GetVendorItems(); VendorItemData const* tItems = pCreature->GetVendorTemplateItems(); if ((!vItems || vItems->Empty()) && (!tItems || tItems->Empty())) { sLog.outErrorDb("Creature %u (Entry: %u) have UNIT_NPC_FLAG_VENDOR but have empty trading item list.", pCreature->GetGUIDLow(), pCreature->GetEntry()); hasMenuItem = false; } break; } case GOSSIP_OPTION_TRAINER: // pet trainers not have spells in fact now /* FIXME: gossip menu with single unlearn pet talents option not show by some reason if (pCreature->GetCreatureInfo()->TrainerType == TRAINER_TYPE_PETS) { hasMenuItem = false; } else */ if (!pCreature->IsTrainerOf(this, false)) { hasMenuItem = false; } break; case GOSSIP_OPTION_UNLEARNTALENTS: if (!pCreature->CanTrainAndResetTalentsOf(this)) { hasMenuItem = false; } break; case GOSSIP_OPTION_UNLEARNPETSKILLS: if (pCreature->GetCreatureInfo()->TrainerType != TRAINER_TYPE_PETS || pCreature->GetCreatureInfo()->TrainerClass != CLASS_HUNTER) { hasMenuItem = false; } else if (Pet* pet = GetPet()) { if (pet->getPetType() != HUNTER_PET || pet->m_spells.size() <= 1) { hasMenuItem = false; } } else { hasMenuItem = false; } break; case GOSSIP_OPTION_TAXIVENDOR: if (GetSession()->SendLearnNewTaxiNode(pCreature)) { return; } break; case GOSSIP_OPTION_BATTLEFIELD: if (!pCreature->CanInteractWithBattleMaster(this, false)) { hasMenuItem = false; } break; case GOSSIP_OPTION_STABLEPET: if (getClass() != CLASS_HUNTER) { hasMenuItem = false; } break; case GOSSIP_OPTION_SPIRITGUIDE: case GOSSIP_OPTION_INNKEEPER: case GOSSIP_OPTION_BANKER: case GOSSIP_OPTION_PETITIONER: case GOSSIP_OPTION_TABARDDESIGNER: case GOSSIP_OPTION_AUCTIONEER: case GOSSIP_OPTION_MAILBOX: break; // no checks default: sLog.outErrorDb("Creature entry %u have unknown gossip option %u for menu %u", pCreature->GetEntry(), itr->second.option_id, itr->second.menu_id); hasMenuItem = false; break; } } else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT) { GameObject* pGo = (GameObject*)pSource; switch (itr->second.option_id) { case GOSSIP_OPTION_QUESTGIVER: hasMenuItem = false; break; case GOSSIP_OPTION_GOSSIP: if (pGo->GetGoType() != GAMEOBJECT_TYPE_QUESTGIVER && pGo->GetGoType() != GAMEOBJECT_TYPE_GOOBER) { hasMenuItem = false; } break; default: hasMenuItem = false; break; } } if (hasMenuItem) { std::string strOptionText = itr->second.option_text; std::string strBoxText = itr->second.box_text; int loc_idx = GetSession()->GetSessionDbLocaleIndex(); if (loc_idx >= 0) { uint32 idxEntry = MAKE_PAIR32(menuId, itr->second.id); if (GossipMenuItemsLocale const* no = sObjectMgr.GetGossipMenuItemsLocale(idxEntry)) { if (no->OptionText.size() > (size_t)loc_idx && !no->OptionText[loc_idx].empty()) { strOptionText = no->OptionText[loc_idx]; } if (no->BoxText.size() > (size_t)loc_idx && !no->BoxText[loc_idx].empty()) { strBoxText = no->BoxText[loc_idx]; } } } if (isGMSkipConditionCheck) { strOptionText.append(" ("); strOptionText.append(GetSession()->GetMangosString(LANG_GM_ON)); strOptionText.append(")"); } pMenu->GetGossipMenu().AddMenuItem(itr->second.option_icon, strOptionText, 0, itr->second.option_id, strBoxText, itr->second.box_money, itr->second.box_coded); pMenu->GetGossipMenu().AddGossipMenuItemData(itr->second.action_menu_id, itr->second.action_poi_id, itr->second.action_script_id); } } if (canSeeQuests) { PrepareQuestMenu(pSource->GetObjectGuid()); } // some gossips aren't handled in normal way ... so we need to do it this way .. TODO: handle it in normal way ;-) /*if (pMenu->Empty()) { if (pCreature->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_TRAINER)) { // output error message if need pCreature->IsTrainerOf(this, true); } if (pCreature->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_BATTLEMASTER)) { // output error message if need pCreature->CanInteractWithBattleMaster(this, true); } }*/ } void Player::SendPreparedGossip(WorldObject* pSource) { if (!pSource) { return; } if (pSource->GetTypeId() == TYPEID_UNIT) { // in case no gossip flag and quest menu not empty, open quest menu (client expect gossip menu with this flag) if (!((Creature*)pSource)->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP) && !PlayerTalkClass->GetQuestMenu().Empty()) { SendPreparedQuest(pSource->GetObjectGuid()); return; } } else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT) { // probably need to find a better way here if (!PlayerTalkClass->GetGossipMenu().GetMenuId() && !PlayerTalkClass->GetQuestMenu().Empty()) { SendPreparedQuest(pSource->GetObjectGuid()); return; } } // in case non empty gossip menu (that not included quests list size) show it // (quest entries from quest menu will be included in list) uint32 textId = GetGossipTextId(pSource); if (uint32 menuId = PlayerTalkClass->GetGossipMenu().GetMenuId()) { textId = GetGossipTextId(menuId, pSource); } PlayerTalkClass->SendGossipMenu(textId, pSource->GetObjectGuid()); } void Player::OnGossipSelect(WorldObject* pSource, uint32 gossipListId, uint32 menuId) { GossipMenu& gossipmenu = PlayerTalkClass->GetGossipMenu(); if (gossipListId >= gossipmenu.MenuItemCount()) { return; } // if not same, then something funky is going on if (menuId != gossipmenu.GetMenuId()) { return; } GossipMenuItem const& menu_item = gossipmenu.GetItem(gossipListId); uint32 gossipOptionId = menu_item.m_gOptionId; ObjectGuid guid = pSource->GetObjectGuid(); uint32 moneyTake = menu_item.m_gBoxMoney; // if this function called and player have money for pay MoneyTake or cheating, proccess both cases if (moneyTake > 0) { if (GetMoney() >= moneyTake) { ModifyMoney(-int64(moneyTake)); } else { return; // cheating } } if (pSource->GetTypeId() == TYPEID_GAMEOBJECT) { if (gossipOptionId > GOSSIP_OPTION_QUESTGIVER) { sLog.outError("Player guid %u request invalid gossip option for GameObject entry %u", GetGUIDLow(), pSource->GetEntry()); return; } } GossipMenuItemData pMenuData = gossipmenu.GetItemData(gossipListId); switch (gossipOptionId) { case GOSSIP_OPTION_GOSSIP: { if (pMenuData.m_gAction_poi) { PlayerTalkClass->SendPointOfInterest(pMenuData.m_gAction_poi); } // send new menu || close gossip || stay at current menu if (pMenuData.m_gAction_menu > 0) { PrepareGossipMenu(pSource, uint32(pMenuData.m_gAction_menu)); SendPreparedGossip(pSource); } else if (pMenuData.m_gAction_menu < 0) { PlayerTalkClass->CloseGossip(); TalkedToCreature(pSource->GetEntry(), pSource->GetObjectGuid()); } break; } case GOSSIP_OPTION_SPIRITHEALER: if (IsDead()) { ((Creature*)pSource)->CastSpell(((Creature*)pSource), 17251, true, NULL, NULL, GetObjectGuid()); } break; case GOSSIP_OPTION_QUESTGIVER: PrepareQuestMenu(guid); SendPreparedQuest(guid); break; case GOSSIP_OPTION_VENDOR: case GOSSIP_OPTION_ARMORER: GetSession()->SendListInventory(guid); break; case GOSSIP_OPTION_STABLEPET: GetSession()->SendStablePet(guid); break; case GOSSIP_OPTION_TRAINER: GetSession()->SendTrainerList(guid); break; case GOSSIP_OPTION_UNLEARNTALENTS: PlayerTalkClass->CloseGossip(); SendTalentWipeConfirm(guid); break; case GOSSIP_OPTION_UNLEARNPETSKILLS: PlayerTalkClass->CloseGossip(); SendPetSkillWipeConfirm(); break; case GOSSIP_OPTION_TAXIVENDOR: GetSession()->SendTaxiMenu(((Creature*)pSource)); break; case GOSSIP_OPTION_INNKEEPER: PlayerTalkClass->CloseGossip(); SetBindPoint(guid); break; case GOSSIP_OPTION_BANKER: GetSession()->SendShowBank(guid); break; case GOSSIP_OPTION_PETITIONER: PlayerTalkClass->CloseGossip(); GetSession()->SendPetitionShowList(guid); break; case GOSSIP_OPTION_TABARDDESIGNER: PlayerTalkClass->CloseGossip(); GetSession()->SendTabardVendorActivate(guid); break; case GOSSIP_OPTION_AUCTIONEER: GetSession()->SendAuctionHello(((Creature*)pSource)); break; case GOSSIP_OPTION_MAILBOX: PlayerTalkClass->CloseGossip(); GetSession()->SendShowMailBox(guid); break; case GOSSIP_OPTION_SPIRITGUIDE: PrepareGossipMenu(pSource); SendPreparedGossip(pSource); break; case GOSSIP_OPTION_BATTLEFIELD: { BattleGroundTypeId bgTypeId = sBattleGroundMgr.GetBattleMasterBG(pSource->GetEntry()); if (bgTypeId == BATTLEGROUND_TYPE_NONE) { sLog.outError("a user (guid %u) requested battlegroundlist from a npc who is no battlemaster", GetGUIDLow()); return; } GetSession()->SendBattlegGroundList(guid, bgTypeId); break; } } if (pMenuData.m_gAction_script) { if (pSource->GetTypeId() == TYPEID_UNIT) { GetMap()->ScriptsStart(DBS_ON_GOSSIP, pMenuData.m_gAction_script, pSource, this, Map::SCRIPT_EXEC_PARAM_UNIQUE_BY_SOURCE); } else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT) { GetMap()->ScriptsStart(DBS_ON_GOSSIP, pMenuData.m_gAction_script, this, pSource, Map::SCRIPT_EXEC_PARAM_UNIQUE_BY_TARGET); } } } uint32 Player::GetGossipTextId(WorldObject* pSource) { if (!pSource || pSource->GetTypeId() != TYPEID_UNIT) { return DEFAULT_GOSSIP_MESSAGE; } if (uint32 pos = sObjectMgr.GetNpcGossip(((Creature*)pSource)->GetGUIDLow())) { return pos; } return DEFAULT_GOSSIP_MESSAGE; } uint32 Player::GetGossipTextId(uint32 menuId, WorldObject* pSource) { uint32 textId = DEFAULT_GOSSIP_MESSAGE; if (!menuId) { return textId; } uint32 scriptId = 0; uint32 lastConditionId = 0; GossipMenusMapBounds pMenuBounds = sObjectMgr.GetGossipMenusMapBounds(menuId); for (GossipMenusMap::const_iterator itr = pMenuBounds.first; itr != pMenuBounds.second; ++itr) { // Take the text that has the highest conditionId of all fitting // No condition and no text with condition found OR higher and fitting condition found if ((!itr->second.conditionId && !lastConditionId) || (itr->second.conditionId > lastConditionId && sObjectMgr.IsPlayerMeetToCondition(itr->second.conditionId, this, GetMap(), pSource, CONDITION_FROM_GOSSIP_MENU))) { lastConditionId = itr->second.conditionId; textId = itr->second.text_id; scriptId = itr->second.script_id; } } // Start related script if (scriptId) { GetMap()->ScriptsStart(DBS_ON_GOSSIP, scriptId, this, pSource, Map::SCRIPT_EXEC_PARAM_UNIQUE_BY_TARGET); } return textId; } uint32 Player::GetDefaultGossipMenuForSource(WorldObject* pSource) { if (pSource->GetTypeId() == TYPEID_UNIT) { return ((Creature*)pSource)->GetCreatureInfo()->GossipMenuId; } else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT) { return ((GameObject*)pSource)->GetGOInfo()->GetGossipMenuId(); } return 0; } /*********************************************************/ /*** QUEST SYSTEM ***/ /*********************************************************/ void Player::PrepareQuestMenu(ObjectGuid guid) { QuestRelationsMapBounds rbounds; QuestRelationsMapBounds irbounds; // pets also can have quests if (Creature* pCreature = GetMap()->GetAnyTypeCreature(guid)) { rbounds = sObjectMgr.GetCreatureQuestRelationsMapBounds(pCreature->GetEntry()); irbounds = sObjectMgr.GetCreatureQuestInvolvedRelationsMapBounds(pCreature->GetEntry()); } else { // we should obtain map pointer from GetMap() in 99% of cases. Special case // only for quests which cast teleport spells on player Map* _map = IsInWorld() ? GetMap() : sMapMgr.FindMap(GetMapId(), GetInstanceId()); MANGOS_ASSERT(_map); if (GameObject* pGameObject = _map->GetGameObject(guid)) { rbounds = sObjectMgr.GetGOQuestRelationsMapBounds(pGameObject->GetEntry()); irbounds = sObjectMgr.GetGOQuestInvolvedRelationsMapBounds(pGameObject->GetEntry()); } else { return; } } QuestMenu& qm = PlayerTalkClass->GetQuestMenu(); qm.ClearMenu(); for (QuestRelationsMap::const_iterator itr = irbounds.first; itr != irbounds.second; ++itr) { uint32 quest_id = itr->second; Quest const* pQuest = sObjectMgr.GetQuestTemplate(quest_id); if (!pQuest || !pQuest->IsActive()) { continue; } QuestStatus status = GetQuestStatus(quest_id); if (status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(quest_id)) { qm.AddMenuItem(quest_id, 4); } else if (status == QUEST_STATUS_INCOMPLETE) { qm.AddMenuItem(quest_id, 4); } else if (status == QUEST_STATUS_AVAILABLE) { qm.AddMenuItem(quest_id, 2); } } for (QuestRelationsMap::const_iterator itr = rbounds.first; itr != rbounds.second; ++itr) { uint32 quest_id = itr->second; Quest const* pQuest = sObjectMgr.GetQuestTemplate(quest_id); if (!pQuest || !pQuest->IsActive()) { continue; } QuestStatus status = GetQuestStatus(quest_id); if (pQuest->IsAutoComplete() && CanTakeQuest(pQuest, false)) { qm.AddMenuItem(quest_id, 4); } else if (status == QUEST_STATUS_NONE && CanTakeQuest(pQuest, false)) { qm.AddMenuItem(quest_id, 2); } } } void Player::SendPreparedQuest(ObjectGuid guid) { QuestMenu& questMenu = PlayerTalkClass->GetQuestMenu(); if (questMenu.Empty()) { return; } QuestMenuItem const& qmi0 = questMenu.GetItem(0); uint32 icon = qmi0.m_qIcon; // single element case if (questMenu.MenuItemCount() == 1) { // Auto open -- maybe also should verify there is no greeting uint32 quest_id = qmi0.m_qId; Quest const* pQuest = sObjectMgr.GetQuestTemplate(quest_id); if (pQuest) { if (icon == 4 && !GetQuestRewardStatus(quest_id)) { PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanRewardQuest(pQuest, false), true); } else if (icon == 4) { PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanRewardQuest(pQuest, false), true); } // Send completable on repeatable and autoCompletable quest if player don't have quest // TODO: verify if check for !pQuest->IsDaily() is really correct (possibly not) else if (pQuest->IsAutoComplete() && pQuest->IsRepeatable() && !pQuest->IsDailyOrWeekly()) { PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanCompleteRepeatableQuest(pQuest), true); } else { PlayerTalkClass->SendQuestGiverQuestDetails(pQuest, guid, true); } } } // multiply entries else { QEmote qe; qe._Delay = 0; qe._Emote = 0; std::string title = ""; // need pet case for some quests if (Creature* pCreature = GetMap()->GetAnyTypeCreature(guid)) { uint32 textid = GetGossipTextId(pCreature); GossipText const* gossiptext = sObjectMgr.GetGossipText(textid); if (!gossiptext) { qe._Delay = 0; // TEXTEMOTE_MESSAGE; // zyg: player emote qe._Emote = 0; // TEXTEMOTE_HELLO; // zyg: NPC emote title.clear(); } else { qe = gossiptext->Options[0].Emotes[0]; int loc_idx = GetSession()->GetSessionDbLocaleIndex(); std::string title0 = gossiptext->Options[0].Text_0; std::string title1 = gossiptext->Options[0].Text_1; sObjectMgr.GetNpcTextLocaleStrings0(textid, loc_idx, &title0, &title1); title = !title0.empty() ? title0 : title1; } } PlayerTalkClass->SendQuestGiverQuestList(qe, title, guid); } } bool Player::IsActiveQuest(uint32 quest_id) const { QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id); return itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE; } bool Player::IsCurrentQuest(uint32 quest_id, uint8 completed_or_not) const { QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id); if (itr == mQuestStatus.end()) { return false; } switch (completed_or_not) { case 1: return itr->second.m_status == QUEST_STATUS_INCOMPLETE; case 2: return itr->second.m_status == QUEST_STATUS_COMPLETE && !itr->second.m_rewarded; default: return itr->second.m_status == QUEST_STATUS_INCOMPLETE || (itr->second.m_status == QUEST_STATUS_COMPLETE && !itr->second.m_rewarded); } } Quest const* Player::GetNextQuest(ObjectGuid guid, Quest const* pQuest) { QuestRelationsMapBounds rbounds; if (Creature* pCreature = GetMap()->GetAnyTypeCreature(guid)) { rbounds = sObjectMgr.GetCreatureQuestRelationsMapBounds(pCreature->GetEntry()); } else { // we should obtain map pointer from GetMap() in 99% of cases. Special case // only for quests which cast teleport spells on player Map* _map = IsInWorld() ? GetMap() : sMapMgr.FindMap(GetMapId(), GetInstanceId()); MANGOS_ASSERT(_map); if (GameObject* pGameObject = _map->GetGameObject(guid)) { rbounds = sObjectMgr.GetGOQuestRelationsMapBounds(pGameObject->GetEntry()); } else { return NULL; } } uint32 nextQuestID = pQuest->GetNextQuestInChain(); for (QuestRelationsMap::const_iterator itr = rbounds.first; itr != rbounds.second; ++itr) { if (itr->second == nextQuestID) { return sObjectMgr.GetQuestTemplate(nextQuestID); } } return NULL; } /** * Check if a player could see a start quest * Basic Quest-taking requirements: Class, Race, Skill, Quest-Line, ... * Check if the quest-level is not too high (related config value CONFIG_INT32_QUEST_HIGH_LEVEL_HIDE_DIFF) */ bool Player::CanSeeStartQuest(Quest const* pQuest) const { if (!DisableMgr::IsDisabledFor(DISABLE_TYPE_QUEST, pQuest->GetQuestId(), this) && SatisfyQuestClass(pQuest, false) && SatisfyQuestRace(pQuest, false) && SatisfyQuestSkill(pQuest, false) && SatisfyQuestExclusiveGroup(pQuest, false) && SatisfyQuestReputation(pQuest, false) && SatisfyQuestPreviousQuest(pQuest, false) && SatisfyQuestNextChain(pQuest, false) && SatisfyQuestPrevChain(pQuest, false) && SatisfyQuestDay(pQuest, false) && pQuest->IsActive()) { int32 highLevelDiff = sWorld.getConfig(CONFIG_INT32_QUEST_HIGH_LEVEL_HIDE_DIFF); if (highLevelDiff < 0) { return true; } return getLevel() + uint32(highLevelDiff) >= pQuest->GetMinLevel(); } return false; } bool Player::CanTakeQuest(Quest const* pQuest, bool msg) const { return !DisableMgr::IsDisabledFor(DISABLE_TYPE_QUEST, pQuest->GetQuestId(), this) && SatisfyQuestStatus(pQuest, msg) && SatisfyQuestExclusiveGroup(pQuest, msg) && SatisfyQuestClass(pQuest, msg) && SatisfyQuestRace(pQuest, msg) && SatisfyQuestLevel(pQuest, msg) && SatisfyQuestSkill(pQuest, msg) && SatisfyQuestReputation(pQuest, msg) && SatisfyQuestPreviousQuest(pQuest, msg) && SatisfyQuestTimed(pQuest, msg) && SatisfyQuestNextChain(pQuest, msg) && SatisfyQuestPrevChain(pQuest, msg) && SatisfyQuestDay(pQuest, msg) && SatisfyQuestWeek(pQuest, msg) && SatisfyQuestMonth(pQuest, msg) && pQuest->IsActive(); } bool Player::CanAddQuest(Quest const* pQuest, bool msg) const { if (!SatisfyQuestLog(msg)) { return false; } if (!CanGiveQuestSourceItemIfNeed(pQuest)) { return false; } return true; } bool Player::CanCompleteQuest(uint32 quest_id) const { if (!quest_id) { return false; } QuestStatusMap::const_iterator q_itr = mQuestStatus.find(quest_id); // some quests can be auto taken and auto completed in one step QuestStatus status = q_itr != mQuestStatus.end() ? q_itr->second.m_status : QUEST_STATUS_NONE; if (status == QUEST_STATUS_COMPLETE) { return false; // not allow re-complete quest } Quest const* qInfo = sObjectMgr.GetQuestTemplate(quest_id); if (!qInfo) { return false; } // only used for "flag" quests and not real in-game quests if (qInfo->HasQuestFlag(QUEST_FLAGS_AUTO_REWARDED)) { // a few checks, not all "satisfy" is needed if (SatisfyQuestPreviousQuest(qInfo, false) && SatisfyQuestLevel(qInfo, false) && SatisfyQuestSpell(qInfo, false) && SatisfyQuestSkill(qInfo, false) && SatisfyQuestRace(qInfo, false) && SatisfyQuestClass(qInfo, false)) return true; return false; } // auto complete quest if (qInfo->IsAutoComplete() && CanTakeQuest(qInfo, false)) { return true; } if (status != QUEST_STATUS_INCOMPLETE) { return false; } // incomplete quest have status data QuestStatusData const& q_status = q_itr->second; if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAG_DELIVER)) { for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i) { if (qInfo->ReqItemCount[i] != 0 && q_status.m_itemcount[i] < qInfo->ReqItemCount[i]) { return false; } } for (int i = 0; i < QUEST_REQUIRED_CURRENCY_COUNT; ++i) { if (qInfo->ReqCurrencyId[i] && !HasCurrencyCount(qInfo->ReqCurrencyId[i], int32(qInfo->ReqCurrencyCount[i] * GetCurrencyPrecision(qInfo->ReqCurrencyId[i])))) { return false; } } } if (qInfo->HasSpecialFlag(QuestSpecialFlags(QUEST_SPECIAL_FLAG_KILL_OR_CAST | QUEST_SPECIAL_FLAG_SPEAKTO))) { for (int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i) { if (qInfo->ReqCreatureOrGOId[i] == 0) { continue; } if (qInfo->ReqCreatureOrGOCount[i] != 0 && q_status.m_creatureOrGOcount[i] < qInfo->ReqCreatureOrGOCount[i]) { return false; } } } if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAG_EXPLORATION_OR_EVENT) && !q_status.m_explored) { return false; } if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAG_TIMED) && q_status.m_timer == 0) { return false; } if (qInfo->GetRewOrReqMoney() < 0) { if (GetMoney() < uint64(-qInfo->GetRewOrReqMoney())) { return false; } } uint32 repFacId = qInfo->GetRepObjectiveFaction(); if (repFacId && GetReputationMgr().GetReputation(repFacId) < qInfo->GetRepObjectiveValue()) { return false; } if (uint32 spell = qInfo->GetReqSpellLearned()) if (!HasSpell(spell)) { return false; } return true; } bool Player::CanCompleteRepeatableQuest(Quest const* pQuest) const { // Solve problem that player don't have the quest and try complete it. // if repeatable she must be able to complete event if player don't have it. // Seem that all repeatable quest are DELIVER Flag so, no need to add more. if (!CanTakeQuest(pQuest, false)) { return false; } if (pQuest->HasSpecialFlag(QUEST_SPECIAL_FLAG_DELIVER)) { for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i) if (pQuest->ReqItemId[i] && pQuest->ReqItemCount[i] && !HasItemCount(pQuest->ReqItemId[i], pQuest->ReqItemCount[i])) { return false; } for (int i = 0; i < QUEST_REQUIRED_CURRENCY_COUNT; ++i) { if (pQuest->ReqCurrencyId[i] && !HasCurrencyCount(pQuest->ReqCurrencyId[i], int32(pQuest->ReqCurrencyCount[i] * GetCurrencyPrecision(pQuest->ReqCurrencyId[i])))) { return false; } } } if (!CanRewardQuest(pQuest, false)) { return false; } return true; } bool Player::CanRewardQuest(Quest const* pQuest, bool msg) const { // not auto complete quest and not completed quest (only cheating case, then ignore without message) if (!pQuest->IsAutoComplete() && GetQuestStatus(pQuest->GetQuestId()) != QUEST_STATUS_COMPLETE) { return false; } // daily quest can't be rewarded (25 daily quest already completed) if (!SatisfyQuestDay(pQuest, true) || !SatisfyQuestWeek(pQuest, true) || !SatisfyQuestMonth(pQuest, true)) { return false; } // rewarded and not repeatable quest (only cheating case, then ignore without message) if (GetQuestRewardStatus(pQuest->GetQuestId())) { return false; } if (pQuest->HasSpecialFlag(QUEST_SPECIAL_FLAG_DELIVER)) { // prevent receive reward with quest items in bank for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i) { if (pQuest->ReqItemCount[i] != 0 && GetItemCount(pQuest->ReqItemId[i]) < pQuest->ReqItemCount[i]) { if (msg) { SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL, pQuest->ReqItemId[i]); } return false; } } // prevent receive reward with low currency for (int i = 0; i < QUEST_REQUIRED_CURRENCY_COUNT; ++i) { if (pQuest->ReqCurrencyId[i] && !HasCurrencyCount(pQuest->ReqCurrencyId[i], int32(pQuest->ReqCurrencyCount[i] * GetCurrencyPrecision(pQuest->ReqCurrencyId[i])))) { if (msg) { SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, NULL); } return false; } } } // prevent receive reward with low money and GetRewOrReqMoney() < 0 if (pQuest->GetRewOrReqMoney() < 0 && GetMoney() < uint64(-pQuest->GetRewOrReqMoney())) { return false; } if (uint32 spell = pQuest->GetReqSpellLearned()) if (!HasSpell(spell)) { return false; } return true; } bool Player::CanRewardQuest(Quest const* pQuest, uint32 reward, bool msg) const { // prevent receive reward with quest items in bank or for not completed quest if (!CanRewardQuest(pQuest, msg)) { return false; } if (pQuest->GetRewChoiceItemsCount() > 0) { if (pQuest->RewChoiceItemId[reward]) { ItemPosCountVec dest; InventoryResult res = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward]); if (res != EQUIP_ERR_OK) { SendEquipError(res, NULL, NULL, pQuest->RewChoiceItemId[reward]); return false; } } } if (pQuest->GetRewItemsCount() > 0) { for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i) { if (pQuest->RewItemId[i]) { ItemPosCountVec dest; InventoryResult res = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i]); if (res != EQUIP_ERR_OK) { SendEquipError(res, NULL, NULL); return false; } } } } return true; } void Player::SendPetTameFailure(PetTameFailureReason reason) { WorldPacket data(SMSG_PET_TAME_FAILURE, 1); data << uint8(reason); GetSession()->SendPacket(&data); } void Player::AddQuest(Quest const* pQuest, Object* questGiver) { uint16 log_slot = FindQuestSlot(0); MANGOS_ASSERT(log_slot < MAX_QUEST_LOG_SIZE); uint32 quest_id = pQuest->GetQuestId(); // if not exist then created with set uState==NEW and rewarded=false QuestStatusData& questStatusData = mQuestStatus[quest_id]; // check for repeatable quests status reset questStatusData.m_status = QUEST_STATUS_INCOMPLETE; questStatusData.m_explored = false; if (pQuest->HasSpecialFlag(QUEST_SPECIAL_FLAG_DELIVER)) { for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i) { questStatusData.m_itemcount[i] = 0; } } if (pQuest->HasSpecialFlag(QuestSpecialFlags(QUEST_SPECIAL_FLAG_KILL_OR_CAST | QUEST_SPECIAL_FLAG_SPEAKTO))) { for (int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i) { questStatusData.m_creatureOrGOcount[i] = 0; } } if (pQuest->GetRepObjectiveFaction()) if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->GetRepObjectiveFaction())) { GetReputationMgr().SetVisible(factionEntry); } uint32 qtime = 0; if (pQuest->HasSpecialFlag(QUEST_SPECIAL_FLAG_TIMED)) { uint32 limittime = pQuest->GetLimitTime(); // shared timed quest if (questGiver && questGiver->GetTypeId() == TYPEID_PLAYER) { limittime = ((Player*)questGiver)->getQuestStatusMap()[quest_id].m_timer / IN_MILLISECONDS; } AddTimedQuest(quest_id); questStatusData.m_timer = limittime * IN_MILLISECONDS; qtime = static_cast(time(NULL)) + limittime; } else { questStatusData.m_timer = 0; } SetQuestSlot(log_slot, quest_id, qtime); if (questStatusData.uState != QUEST_NEW) { questStatusData.uState = QUEST_CHANGED; } // quest accept scripts if (questGiver) { switch (questGiver->GetTypeId()) { case TYPEID_UNIT: sScriptMgr.OnQuestAccept(this, (Creature*)questGiver, pQuest); break; case TYPEID_ITEM: case TYPEID_CONTAINER: sScriptMgr.OnQuestAccept(this, (Item*)questGiver, pQuest); break; case TYPEID_GAMEOBJECT: sScriptMgr.OnQuestAccept(this, (GameObject*)questGiver, pQuest); break; } // starting initial DB quest script if (pQuest->GetQuestStartScript() != 0) { GetMap()->ScriptsStart(DBS_ON_QUEST_START, pQuest->GetQuestStartScript(), questGiver, this, Map::SCRIPT_EXEC_PARAM_UNIQUE_BY_SOURCE); } } // remove start item if not need if (questGiver && questGiver->isType(TYPEMASK_ITEM)) { // destroy not required for quest finish quest starting item bool notRequiredItem = true; for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i) { if (pQuest->ReqItemId[i] == questGiver->GetEntry()) { notRequiredItem = false; break; } } if (pQuest->GetSrcItemId() == questGiver->GetEntry()) { notRequiredItem = false; } if (notRequiredItem) { DestroyItem(((Item*)questGiver)->GetBagSlot(), ((Item*)questGiver)->GetSlot(), true); } } GiveQuestSourceItemIfNeed(pQuest); AdjustQuestReqItemCount(pQuest, questStatusData); // Some spells applied at quest activation uint32 zone, area; GetZoneAndAreaId(zone, area); SpellAreaForAreaMapBounds saBounds = sSpellMgr.GetSpellAreaForAreaMapBounds(zone); for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr) { itr->second->ApplyOrRemoveSpellIfCan(this, zone, area, true); } if (area != zone) { saBounds = sSpellMgr.GetSpellAreaForAreaMapBounds(area); for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr) { itr->second->ApplyOrRemoveSpellIfCan(this, zone, area, true); } } saBounds = sSpellMgr.GetSpellAreaForAreaMapBounds(0); for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr) { itr->second->ApplyOrRemoveSpellIfCan(this, zone, area, true); } UpdateForQuestWorldObjects(); } void Player::CompleteQuest(uint32 quest_id, QuestStatus status) { if (quest_id) { SetQuestStatus(quest_id, status); uint16 log_slot = FindQuestSlot(quest_id); if (log_slot < MAX_QUEST_LOG_SIZE) { SetQuestSlotState(log_slot, QUEST_STATE_COMPLETE); } if (Quest const* qInfo = sObjectMgr.GetQuestTemplate(quest_id)) { if (qInfo->HasQuestFlag(QUEST_FLAGS_AUTO_REWARDED)) { RewardQuest(qInfo, 0, this, false); } } } } void Player::RewardQuest(Quest const* pQuest, uint32 reward, Object* questGiver, bool announce) { uint32 quest_id = pQuest->GetQuestId(); for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i) { if (pQuest->ReqItemId[i]) { DestroyItemCount(pQuest->ReqItemId[i], pQuest->ReqItemCount[i], true); } } for (int i = 0; i < QUEST_SOURCE_ITEM_IDS_COUNT; ++i) { if (pQuest->ReqSourceId[i]) { ItemPrototype const* iProto = ObjectMgr::GetItemPrototype(pQuest->ReqSourceId[i]); if (iProto && iProto->Bonding == BIND_QUEST_ITEM) { DestroyItemCount(pQuest->ReqSourceId[i], pQuest->ReqSourceCount[i], true, false, true); } } } RemoveTimedQuest(quest_id); if (BattleGround* bg = GetBattleGround()) if (bg->GetTypeID(true) == BATTLEGROUND_AV) { ((BattleGroundAV*)bg)->HandleQuestComplete(pQuest->GetQuestId(), this); } if (pQuest->GetRewChoiceItemsCount() > 0) { if (uint32 itemId = pQuest->RewChoiceItemId[reward]) { ItemPosCountVec dest; if (CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, itemId, pQuest->RewChoiceItemCount[reward]) == EQUIP_ERR_OK) { Item* item = StoreNewItem(dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId)); SendNewItem(item, pQuest->RewChoiceItemCount[reward], true, false); } } } if (pQuest->GetRewItemsCount() > 0) { for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i) { if (uint32 itemId = pQuest->RewItemId[i]) { ItemPosCountVec dest; if (CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, itemId, pQuest->RewItemCount[i]) == EQUIP_ERR_OK) { Item* item = StoreNewItem(dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId)); SendNewItem(item, pQuest->RewItemCount[i], true, false); } } } } RewardReputation(pQuest); uint16 log_slot = FindQuestSlot(quest_id); if (log_slot < MAX_QUEST_LOG_SIZE) { SetQuestSlot(log_slot, 0); } QuestStatusData& q_status = mQuestStatus[quest_id]; // Used for client inform but rewarded only in case not max level uint32 xp = uint32(pQuest->XPValue(this) * sWorld.getConfig(CONFIG_FLOAT_RATE_XP_QUEST)); if (getLevel() < sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL)) { GiveXP(xp, NULL); // Give player extra money (for max level already included in pQuest->GetRewMoneyMaxLevel()) if (pQuest->GetRewOrReqMoney() > 0) { ModifyMoney(pQuest->GetRewOrReqMoney()); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, pQuest->GetRewOrReqMoney()); } } else { // reward money for max level already included in pQuest->GetRewMoneyMaxLevel() uint32 money = uint32(pQuest->GetRewMoneyMaxLevel() * sWorld.getConfig(CONFIG_FLOAT_RATE_DROP_MONEY)); // reward money used if > xp replacement money if (pQuest->GetRewOrReqMoney() > int32(money)) { money = pQuest->GetRewOrReqMoney(); } ModifyMoney(money); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, money); } // req money case if (pQuest->GetRewOrReqMoney() < 0) { ModifyMoney(pQuest->GetRewOrReqMoney()); } // honor reward if (uint32 honor = pQuest->CalculateRewardHonor(getLevel())) { RewardHonor(NULL, 0, honor); } // title reward if (pQuest->GetCharTitleId()) { if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId())) { SetTitle(titleEntry); } } if (pQuest->GetBonusTalents()) { m_questRewardTalentCount += pQuest->GetBonusTalents(); InitTalentForLevel(); } // Send reward mail if (uint32 mail_template_id = pQuest->GetRewMailTemplateId()) { MailDraft(mail_template_id).SendMailTo(this, questGiver, MAIL_CHECK_MASK_HAS_BODY, pQuest->GetRewMailDelaySecs()); } if (pQuest->IsDaily()) { SetDailyQuestStatus(quest_id); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST, 1); } if (pQuest->IsWeekly()) { SetWeeklyQuestStatus(quest_id); } if (pQuest->IsMonthly()) { SetMonthlyQuestStatus(quest_id); } if (!pQuest->IsRepeatable()) { SetQuestStatus(quest_id, QUEST_STATUS_COMPLETE); } else { SetQuestStatus(quest_id, QUEST_STATUS_NONE); } q_status.m_rewarded = true; if (q_status.uState != QUEST_NEW) { q_status.uState = QUEST_CHANGED; } if (announce) { SendQuestReward(pQuest, xp); } bool handled = false; switch (questGiver->GetTypeId()) { case TYPEID_UNIT: handled = sScriptMgr.OnQuestRewarded(this, reinterpret_cast(questGiver), pQuest, reward); break; case TYPEID_GAMEOBJECT: handled = sScriptMgr.OnQuestRewarded(this, reinterpret_cast(questGiver), pQuest, reward); break; } if (!handled && pQuest->GetQuestCompleteScript() != 0) { GetMap()->ScriptsStart(DBS_ON_QUEST_END, pQuest->GetQuestCompleteScript(), questGiver, this, Map::SCRIPT_EXEC_PARAM_UNIQUE_BY_SOURCE); } // cast spells after mark quest complete (some spells have quest completed state reqyurements in spell_area data) if (pQuest->GetRewSpellCast() > 0) { CastSpell(this, pQuest->GetRewSpellCast(), true); } else if (pQuest->GetRewSpell() > 0) { CastSpell(this, pQuest->GetRewSpell(), true); } if (pQuest->GetZoneOrSort() > 0) { GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE, pQuest->GetZoneOrSort()); } GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST, pQuest->GetQuestId()); // remove auras from spells with quest reward state limitations // Some spells applied at quest reward uint32 zone, area; GetZoneAndAreaId(zone, area); SpellAreaForAreaMapBounds saBounds = sSpellMgr.GetSpellAreaForAreaMapBounds(zone); for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr) { itr->second->ApplyOrRemoveSpellIfCan(this, zone, area, false); } if (area != zone) { saBounds = sSpellMgr.GetSpellAreaForAreaMapBounds(area); for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr) { itr->second->ApplyOrRemoveSpellIfCan(this, zone, area, false); } } saBounds = sSpellMgr.GetSpellAreaForAreaMapBounds(0); for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr) { itr->second->ApplyOrRemoveSpellIfCan(this, zone, area, false); } // resend quests status directly SendQuestGiverStatusMultiple(); } void Player::IncompleteQuest(uint32 quest_id) { if (quest_id) { SetQuestStatus(quest_id, QUEST_STATUS_INCOMPLETE); uint16 log_slot = FindQuestSlot(quest_id); if (log_slot < MAX_QUEST_LOG_SIZE) { RemoveQuestSlotState(log_slot, QUEST_STATE_COMPLETE); } } } void Player::FailQuest(uint32 questId) { if (Quest const* pQuest = sObjectMgr.GetQuestTemplate(questId)) { SetQuestStatus(questId, QUEST_STATUS_FAILED); uint16 log_slot = FindQuestSlot(questId); if (log_slot < MAX_QUEST_LOG_SIZE) { SetQuestSlotTimer(log_slot, 1); SetQuestSlotState(log_slot, QUEST_STATE_FAIL); } if (pQuest->HasSpecialFlag(QUEST_SPECIAL_FLAG_TIMED)) { QuestStatusData& q_status = mQuestStatus[questId]; RemoveTimedQuest(questId); q_status.m_timer = 0; SendQuestTimerFailed(questId); } else { SendQuestFailed(questId); } } } bool Player::SatisfyQuestSkill(Quest const* qInfo, bool msg) const { uint32 skill = qInfo->GetRequiredSkill(); // skip 0 case RequiredSkill if (skill == 0) { return true; } // check skill value if (GetSkillValue(skill) < qInfo->GetRequiredSkillValue()) { if (msg) { SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); } return false; } return true; } bool Player::SatisfyQuestSpell(Quest const* qInfo, bool msg) const { uint32 spell = qInfo->GetReqSpellLearned(); // skip 0 case ReqSpellLearned if (spell == 0) { return true; } // check spell if (!HasSpell(spell)) { if (msg) { SendCanTakeQuestResponse(INVALIDREASON_QUEST_FAILED_SPELL); } return false; } return true; } bool Player::SatisfyQuestLevel(Quest const* qInfo, bool msg) const { if (getLevel() < qInfo->GetMinLevel()) { if (msg) { SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); } return false; } return true; } bool Player::SatisfyQuestLog(bool msg) const { // exist free slot if (FindQuestSlot(0) < MAX_QUEST_LOG_SIZE) { return true; } if (msg) { WorldPacket data(SMSG_QUESTLOG_FULL, 0); GetSession()->SendPacket(&data); DEBUG_LOG("WORLD: Sent SMSG_QUESTLOG_FULL"); } return false; } bool Player::SatisfyQuestPreviousQuest(Quest const* qInfo, bool msg) const { // No previous quest (might be first quest in a series) if (qInfo->prevQuests.empty()) { return true; } for (Quest::PrevQuests::const_iterator iter = qInfo->prevQuests.begin(); iter != qInfo->prevQuests.end(); ++iter) { uint32 prevId = abs(*iter); QuestStatusMap::const_iterator i_prevstatus = mQuestStatus.find(prevId); Quest const* qPrevInfo = sObjectMgr.GetQuestTemplate(prevId); if (qPrevInfo && i_prevstatus != mQuestStatus.end()) { // If any of the positive previous quests completed, return true if (*iter > 0 && i_prevstatus->second.m_rewarded) { // skip one-from-all exclusive group if (qPrevInfo->GetExclusiveGroup() >= 0) { return true; } // each-from-all exclusive group ( < 0) // given a group with 2+ quests, and one of those has a branch that is not restricted by the group, return true if (qInfo->GetPrevQuestId() != 0 && qPrevInfo->GetNextQuestId() != qInfo->GetPrevQuestId()) { return true; } // can be start if only all quests in prev quest exclusive group completed and rewarded ExclusiveQuestGroupsMapBounds bounds = sObjectMgr.GetExclusiveQuestGroupsMapBounds(qPrevInfo->GetExclusiveGroup()); MANGOS_ASSERT(bounds.first != bounds.second); // always must be found if qPrevInfo->ExclusiveGroup != 0 for (ExclusiveQuestGroupsMap::const_iterator iter2 = bounds.first; iter2 != bounds.second; ++iter2) { uint32 exclude_Id = iter2->second; // skip checked quest id, only state of other quests in group is interesting if (exclude_Id == prevId) { continue; } QuestStatusMap::const_iterator i_exstatus = mQuestStatus.find(exclude_Id); // alternative quest from group also must be completed and rewarded(reported) if (i_exstatus == mQuestStatus.end() || !i_exstatus->second.m_rewarded) { if (msg) { SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); } return false; } } return true; } // If any of the negative previous quests active, return true if (*iter < 0 && IsCurrentQuest(prevId)) { // skip one-from-all exclusive group if (qPrevInfo->GetExclusiveGroup() >= 0) { return true; } // each-from-all exclusive group ( < 0) // given a group with 2+ quests, and one of those has a branch that is not restricted by the group, return true if (qInfo->GetPrevQuestId() != 0 && qPrevInfo->GetNextQuestId() != abs(qInfo->GetPrevQuestId())) { return true; } // each-from-all exclusive group ( < 0) // can be start if only all quests in prev quest exclusive group active ExclusiveQuestGroupsMapBounds bounds = sObjectMgr.GetExclusiveQuestGroupsMapBounds(qPrevInfo->GetExclusiveGroup()); MANGOS_ASSERT(bounds.first != bounds.second); // always must be found if qPrevInfo->ExclusiveGroup != 0 for (ExclusiveQuestGroupsMap::const_iterator iter2 = bounds.first; iter2 != bounds.second; ++iter2) { uint32 exclude_Id = iter2->second; // skip checked quest id, only state of other quests in group is interesting if (exclude_Id == prevId) { continue; } // alternative quest from group also must be active if (!IsCurrentQuest(exclude_Id)) { if (msg) { SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); } return false; } } return true; } } } // Has only positive prev. quests in non-rewarded state // and negative prev. quests in non-active state if (msg) { SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); } return false; } bool Player::SatisfyQuestClass(Quest const* qInfo, bool msg) const { uint32 reqClass = qInfo->GetRequiredClasses(); if (reqClass == 0) { return true; } if ((reqClass & getClassMask()) == 0) { if (msg) { SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); } return false; } return true; } bool Player::SatisfyQuestRace(Quest const* qInfo, bool msg) const { uint32 reqraces = qInfo->GetRequiredRaces(); if (reqraces == 0) { return true; } if ((reqraces & getRaceMask()) == 0) { if (msg) { SendCanTakeQuestResponse(INVALIDREASON_QUEST_FAILED_WRONG_RACE); } return false; } return true; } bool Player::SatisfyQuestReputation(Quest const* qInfo, bool msg) const { uint32 fIdMin = qInfo->GetRequiredMinRepFaction(); // Min required rep if (fIdMin && GetReputationMgr().GetReputation(fIdMin) < qInfo->GetRequiredMinRepValue()) { if (msg) { SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); } return false; } uint32 fIdMax = qInfo->GetRequiredMaxRepFaction(); // Max required rep if (fIdMax && GetReputationMgr().GetReputation(fIdMax) >= qInfo->GetRequiredMaxRepValue()) { if (msg) { SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); } return false; } return true; } bool Player::SatisfyQuestStatus(Quest const* qInfo, bool msg) const { QuestStatusMap::const_iterator itr = mQuestStatus.find(qInfo->GetQuestId()); if (itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE) { if (msg) { SendCanTakeQuestResponse(INVALIDREASON_QUEST_ALREADY_ON); } return false; } return true; } bool Player::SatisfyQuestTimed(Quest const* qInfo, bool msg) const { if (!m_timedquests.empty() && qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAG_TIMED)) { if (msg) { SendCanTakeQuestResponse(INVALIDREASON_QUEST_ONLY_ONE_TIMED); } return false; } return true; } bool Player::SatisfyQuestExclusiveGroup(Quest const* qInfo, bool msg) const { // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed if (qInfo->GetExclusiveGroup() <= 0) { return true; } ExclusiveQuestGroupsMapBounds bounds = sObjectMgr.GetExclusiveQuestGroupsMapBounds(qInfo->GetExclusiveGroup()); MANGOS_ASSERT(bounds.first != bounds.second); // must always be found if qInfo->ExclusiveGroup != 0 for (ExclusiveQuestGroupsMap::const_iterator iter = bounds.first; iter != bounds.second; ++iter) { uint32 exclude_Id = iter->second; // skip checked quest id, only state of other quests in group is interesting if (exclude_Id == qInfo->GetQuestId()) { continue; } // not allow have daily quest if daily quest from exclusive group already recently completed Quest const* Nquest = sObjectMgr.GetQuestTemplate(exclude_Id); if (!SatisfyQuestDay(Nquest, false) || !SatisfyQuestWeek(Nquest, false)) { if (msg) { SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); } return false; } QuestStatusMap::const_iterator i_exstatus = mQuestStatus.find(exclude_Id); // alternative quest already started or completed if (i_exstatus != mQuestStatus.end() && (i_exstatus->second.m_status == QUEST_STATUS_COMPLETE || i_exstatus->second.m_status == QUEST_STATUS_INCOMPLETE)) { if (msg) { SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); } return false; } } return true; } bool Player::SatisfyQuestNextChain(Quest const* qInfo, bool msg) const { if (!qInfo->GetNextQuestInChain()) { return true; } // next quest in chain already started or completed QuestStatusMap::const_iterator itr = mQuestStatus.find(qInfo->GetNextQuestInChain()); if (itr != mQuestStatus.end() && (itr->second.m_status == QUEST_STATUS_COMPLETE || itr->second.m_status == QUEST_STATUS_INCOMPLETE)) { if (msg) { SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); } return false; } // check for all quests further up the chain // only necessary if there are quest chains with more than one quest that can be skipped // return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg ); return true; } bool Player::SatisfyQuestPrevChain(Quest const* qInfo, bool msg) const { // No previous quest in chain if (qInfo->prevChainQuests.empty()) { return true; } for (Quest::PrevChainQuests::const_iterator iter = qInfo->prevChainQuests.begin(); iter != qInfo->prevChainQuests.end(); ++iter) { uint32 prevId = *iter; // If any of the previous quests in chain active, return false if (IsCurrentQuest(prevId)) { if (msg) { SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); } return false; } // check for all quests further down the chain // only necessary if there are quest chains with more than one quest that can be skipped // if( !SatisfyQuestPrevChain( prevId, msg ) ) // return false; } // No previous quest in chain active return true; } bool Player::SatisfyQuestDay(Quest const* qInfo, bool msg) const { if (!qInfo->IsDaily()) { return true; } bool have_slot = false; //for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx) //{ // uint32 id = GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx); // if (qInfo->GetQuestId() == id) // return false; // if (!id) // have_slot = true; //} if (!have_slot) { if (msg) { SendCanTakeQuestResponse(INVALIDREASON_QUEST_FAILED_TOO_MANY_DAILY_QUESTS); } return false; } return true; } bool Player::SatisfyQuestWeek(Quest const* qInfo, bool /*msg*/) const { if (!qInfo->IsWeekly() || m_weeklyquests.empty()) { return true; } // if not found in cooldown list return m_weeklyquests.find(qInfo->GetQuestId()) == m_weeklyquests.end(); } bool Player::SatisfyQuestMonth(Quest const* qInfo, bool /*msg*/) const { if (!qInfo->IsMonthly() || m_monthlyquests.empty()) { return true; } // if not found in cooldown list return m_monthlyquests.find(qInfo->GetQuestId()) == m_monthlyquests.end(); } bool Player::CanGiveQuestSourceItemIfNeed(Quest const* pQuest, ItemPosCountVec* dest) const { if (uint32 srcitem = pQuest->GetSrcItemId()) { uint32 count = pQuest->GetSrcItemCount(); // player already have max amount required item (including bank), just report success uint32 has_count = GetItemCount(srcitem, true); if (has_count >= count) { return true; } count -= has_count; // real need amount InventoryResult msg; if (!dest) { ItemPosCountVec destTemp; msg = CanStoreNewItem(NULL_BAG, NULL_SLOT, destTemp, srcitem, count); } else { msg = CanStoreNewItem(NULL_BAG, NULL_SLOT, *dest, srcitem, count); } if (msg == EQUIP_ERR_OK) { return true; } else { SendEquipError(msg, NULL, NULL, srcitem); } return false; } return true; } void Player::GiveQuestSourceItemIfNeed(Quest const* pQuest) { ItemPosCountVec dest; if (CanGiveQuestSourceItemIfNeed(pQuest, &dest) && !dest.empty()) { uint32 count = 0; for (ItemPosCountVec::const_iterator c_itr = dest.begin(); c_itr != dest.end(); ++c_itr) { count += c_itr->count; } Item* item = StoreNewItem(dest, pQuest->GetSrcItemId(), true); SendNewItem(item, count, true, false); } } bool Player::TakeQuestSourceItem(uint32 quest_id, bool msg) { Quest const* qInfo = sObjectMgr.GetQuestTemplate(quest_id); if (qInfo) { uint32 srcitem = qInfo->GetSrcItemId(); if (srcitem > 0) { uint32 count = qInfo->GetSrcItemCount(); if (count <= 0) { count = 1; } // exist one case when destroy source quest item not possible: // non un-equippable item (equipped non-empty bag, for example) InventoryResult res = CanUnequipItems(srcitem, count); if (res != EQUIP_ERR_OK) { if (msg) { SendEquipError(res, NULL, NULL, srcitem); } return false; } DestroyItemCount(srcitem, count, true, true); } } return true; } bool Player::GetQuestRewardStatus(uint32 quest_id) const { Quest const* qInfo = sObjectMgr.GetQuestTemplate(quest_id); if (qInfo) { // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id); if (itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE && !qInfo->IsRepeatable()) return itr->second.m_rewarded; return false; } return false; } QuestStatus Player::GetQuestStatus(uint32 quest_id) const { if (quest_id) { QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id); if (itr != mQuestStatus.end()) { if (itr->second.m_status == QUEST_STATUS_FORCE_COMPLETE) { return QUEST_STATUS_COMPLETE; } return itr->second.m_status; } } return QUEST_STATUS_NONE; } bool Player::CanShareQuest(uint32 quest_id) const { if (Quest const* qInfo = sObjectMgr.GetQuestTemplate(quest_id)) if (qInfo->HasQuestFlag(QUEST_FLAGS_SHARABLE)) { return IsCurrentQuest(quest_id); } return false; } void Player::SetQuestStatus(uint32 quest_id, QuestStatus status) { if (sObjectMgr.GetQuestTemplate(quest_id)) { QuestStatusData& q_status = mQuestStatus[quest_id]; q_status.m_status = status; if (q_status.uState != QUEST_NEW) { q_status.uState = QUEST_CHANGED; } } UpdateForQuestWorldObjects(); } // not used in MaNGOS, but used in scripting code uint32 Player::GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry) { Quest const* qInfo = sObjectMgr.GetQuestTemplate(quest_id); if (!qInfo) { return 0; } for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j) if (qInfo->ReqCreatureOrGOId[j] == entry) { return mQuestStatus[quest_id].m_creatureOrGOcount[j]; } return 0; } void Player::AdjustQuestReqItemCount(Quest const* pQuest, QuestStatusData& questStatusData) { if (pQuest->HasSpecialFlag(QUEST_SPECIAL_FLAG_DELIVER)) { for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i) { uint32 reqitemcount = pQuest->ReqItemCount[i]; if (reqitemcount != 0) { uint32 curitemcount = GetItemCount(pQuest->ReqItemId[i], true); questStatusData.m_itemcount[i] = std::min(curitemcount, reqitemcount); if (questStatusData.uState != QUEST_NEW) questStatusData.uState = QUEST_CHANGED; } } } } uint16 Player::FindQuestSlot(uint32 quest_id) const { for (uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) if (GetQuestSlotQuestId(i) == quest_id) { return i; } return MAX_QUEST_LOG_SIZE; } void Player::AreaExploredOrEventHappens(uint32 questId) { if (questId) { uint16 log_slot = FindQuestSlot(questId); if (log_slot < MAX_QUEST_LOG_SIZE) { QuestStatusData& q_status = mQuestStatus[questId]; if (!q_status.m_explored) { SetQuestSlotState(log_slot, QUEST_STATE_COMPLETE); SendQuestCompleteEvent(questId); q_status.m_explored = true; if (q_status.uState != QUEST_NEW) { q_status.uState = QUEST_CHANGED; } } } if (CanCompleteQuest(questId)) { CompleteQuest(questId); } } } // not used in mangosd, function for external script library void Player::GroupEventHappens(uint32 questId, WorldObject const* pEventObject) { if (Group* pGroup = GetGroup()) { for (GroupReference* itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* pGroupGuy = itr->getSource(); // for any leave or dead (with not released body) group member at appropriate distance if (pGroupGuy && pGroupGuy->IsAtGroupRewardDistance(pEventObject) && !pGroupGuy->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) { pGroupGuy->AreaExploredOrEventHappens(questId); } } } else { AreaExploredOrEventHappens(questId); } } void Player::CurrencyAddedQuestCheck(uint32 entry) { for (int i = 0; i < MAX_QUEST_LOG_SIZE; ++i) { uint32 questid = GetQuestSlotQuestId(i); if (questid == 0) { continue; } QuestStatusData& q_status = mQuestStatus[questid]; if (q_status.m_status != QUEST_STATUS_INCOMPLETE) { continue; } Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid); if (!qInfo || !qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAG_DELIVER)) { continue; } for (int j = 0; j < QUEST_REQUIRED_CURRENCY_COUNT; ++j) { uint32 reqcurrency = qInfo->ReqCurrencyId[j]; if (reqcurrency == entry) { if (CanCompleteQuest(questid)) { CompleteQuest(questid); } } } } UpdateForQuestWorldObjects(); } void Player::CurrencyRemovedQuestCheck(uint32 entry) { for (int i = 0; i < MAX_QUEST_LOG_SIZE; ++i) { uint32 questid = GetQuestSlotQuestId(i); if (!questid) { continue; } Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid); if (!qInfo || !qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAG_DELIVER)) { continue; } for (int j = 0; j < QUEST_REQUIRED_CURRENCY_COUNT; ++j) { uint32 reqcurrency = qInfo->ReqCurrencyId[j]; if (reqcurrency == entry) { if (!HasCurrencyCount(entry, int32(qInfo->ReqCurrencyCount[j] * GetCurrencyPrecision(entry)))) { IncompleteQuest(questid); } } } } UpdateForQuestWorldObjects(); } void Player::ItemAddedQuestCheck(uint32 entry, uint32 count) { for (int i = 0; i < MAX_QUEST_LOG_SIZE; ++i) { uint32 questid = GetQuestSlotQuestId(i); if (questid == 0) { continue; } QuestStatusData& q_status = mQuestStatus[questid]; if (q_status.m_status != QUEST_STATUS_INCOMPLETE) { continue; } Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid); if (!qInfo || !qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAG_DELIVER)) { continue; } for (int j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j) { uint32 reqitem = qInfo->ReqItemId[j]; if (reqitem == entry) { uint32 reqitemcount = qInfo->ReqItemCount[j]; uint32 curitemcount = q_status.m_itemcount[j]; if (curitemcount < reqitemcount) { uint32 additemcount = (curitemcount + count <= reqitemcount ? count : reqitemcount - curitemcount); q_status.m_itemcount[j] += additemcount; if (q_status.uState != QUEST_NEW) { q_status.uState = QUEST_CHANGED; } } if (CanCompleteQuest(questid)) { CompleteQuest(questid); } return; } } } UpdateForQuestWorldObjects(); } void Player::ItemRemovedQuestCheck(uint32 entry, uint32 count) { for (int i = 0; i < MAX_QUEST_LOG_SIZE; ++i) { uint32 questid = GetQuestSlotQuestId(i); if (!questid) { continue; } Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid); if (!qInfo) { continue; } if (!qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAG_DELIVER)) { continue; } for (int j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j) { uint32 reqitem = qInfo->ReqItemId[j]; if (reqitem == entry) { QuestStatusData& q_status = mQuestStatus[questid]; uint32 reqitemcount = qInfo->ReqItemCount[j]; uint32 curitemcount; if (q_status.m_status != QUEST_STATUS_COMPLETE) { curitemcount = q_status.m_itemcount[j]; } else { curitemcount = GetItemCount(entry, true); } if (curitemcount < reqitemcount + count) { uint32 remitemcount = (curitemcount <= reqitemcount ? count : count + reqitemcount - curitemcount); q_status.m_itemcount[j] = curitemcount - remitemcount; if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED; IncompleteQuest(questid); } return; } } } UpdateForQuestWorldObjects(); } void Player::SpellAddedQuestCheck(uint32 entry) { for (int i = 0; i < MAX_QUEST_LOG_SIZE; ++i) { uint32 questid = GetQuestSlotQuestId(i); if (questid == 0) { continue; } QuestStatusData& q_status = mQuestStatus[questid]; if (q_status.m_status != QUEST_STATUS_INCOMPLETE) { continue; } Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid); if (!qInfo) { continue; } uint32 reqspelllearned = qInfo->GetReqSpellLearned(); if (!reqspelllearned) { continue; } if (reqspelllearned == entry) { if (CanCompleteQuest(questid)) { CompleteQuest(questid); } } } UpdateForQuestWorldObjects(); } void Player::SpellRemovedQuestCheck(uint32 entry) { for (int i = 0; i < MAX_QUEST_LOG_SIZE; ++i) { uint32 questid = GetQuestSlotQuestId(i); if (!questid) { continue; } Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid); if (!qInfo) { continue; } uint32 reqspelllearned = qInfo->GetReqSpellLearned(); if (!reqspelllearned) { continue; } if (reqspelllearned == entry) { if (!HasSpell(entry)) { IncompleteQuest(questid); } } } UpdateForQuestWorldObjects(); } void Player::KilledMonster(CreatureInfo const* cInfo, ObjectGuid guid) { if (cInfo->Entry) { KilledMonsterCredit(cInfo->Entry, guid); } for (int i = 0; i < MAX_KILL_CREDIT; ++i) if (cInfo->KillCredit[i]) { KilledMonsterCredit(cInfo->KillCredit[i], guid); } } void Player::KilledMonsterCredit(uint32 entry, ObjectGuid guid) { uint32 addkillcount = 1; GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE, entry, addkillcount); for (int i = 0; i < MAX_QUEST_LOG_SIZE; ++i) { uint32 questid = GetQuestSlotQuestId(i); if (!questid) { continue; } Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid); if (!qInfo) { continue; } // just if !ingroup || !noraidgroup || raidgroup QuestStatusData& q_status = mQuestStatus[questid]; if (q_status.m_status == QUEST_STATUS_INCOMPLETE && (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo->IsAllowedInRaid())) { if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAG_KILL_OR_CAST)) { for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j) { // skip GO activate objective or none if (qInfo->ReqCreatureOrGOId[j] <= 0) { continue; } // skip Cast at creature objective if (qInfo->ReqSpell[j] != 0) { continue; } uint32 reqkill = qInfo->ReqCreatureOrGOId[j]; if (reqkill == entry) { uint32 reqkillcount = qInfo->ReqCreatureOrGOCount[j]; uint32 curkillcount = q_status.m_creatureOrGOcount[j]; if (curkillcount < reqkillcount) { q_status.m_creatureOrGOcount[j] = curkillcount + addkillcount; if (q_status.uState != QUEST_NEW) { q_status.uState = QUEST_CHANGED; } SendQuestUpdateAddCreatureOrGo(qInfo, guid, j, q_status.m_creatureOrGOcount[j]); } if (CanCompleteQuest(questid)) { CompleteQuest(questid); } // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization). continue; } } } } } } void Player::CastedCreatureOrGO(uint32 entry, ObjectGuid guid, uint32 spell_id, bool original_caster) { bool isCreature = guid.IsCreatureOrVehicle(); uint32 addCastCount = 1; for (int i = 0; i < MAX_QUEST_LOG_SIZE; ++i) { uint32 questid = GetQuestSlotQuestId(i); if (!questid) { continue; } Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid); if (!qInfo) { continue; } if (!original_caster && !qInfo->HasQuestFlag(QUEST_FLAGS_SHARABLE)) { continue; } if (!qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAG_KILL_OR_CAST)) { continue; } QuestStatusData& q_status = mQuestStatus[questid]; if (q_status.m_status != QUEST_STATUS_INCOMPLETE) { continue; } for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j) { // skip kill creature objective (0) or wrong spell casts if (qInfo->ReqSpell[j] != spell_id) { continue; } uint32 reqTarget = 0; if (isCreature) { // creature activate objectives if (qInfo->ReqCreatureOrGOId[j] > 0) // checked at quest_template loading reqTarget = qInfo->ReqCreatureOrGOId[j]; } else { // GO activate objective if (qInfo->ReqCreatureOrGOId[j] < 0) // checked at quest_template loading reqTarget = - qInfo->ReqCreatureOrGOId[j]; } // other not this creature/GO related objectives if (reqTarget != entry) { continue; } uint32 reqCastCount = qInfo->ReqCreatureOrGOCount[j]; uint32 curCastCount = q_status.m_creatureOrGOcount[j]; if (curCastCount < reqCastCount) { q_status.m_creatureOrGOcount[j] = curCastCount + addCastCount; if (q_status.uState != QUEST_NEW) { q_status.uState = QUEST_CHANGED; } SendQuestUpdateAddCreatureOrGo(qInfo, guid, j, q_status.m_creatureOrGOcount[j]); } if (CanCompleteQuest(questid)) { CompleteQuest(questid); } // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization). break; } } } void Player::TalkedToCreature(uint32 entry, ObjectGuid guid) { uint32 addTalkCount = 1; for (int i = 0; i < MAX_QUEST_LOG_SIZE; ++i) { uint32 questid = GetQuestSlotQuestId(i); if (!questid) { continue; } Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid); if (!qInfo) { continue; } QuestStatusData& q_status = mQuestStatus[questid]; if (q_status.m_status == QUEST_STATUS_INCOMPLETE) { if (qInfo->HasSpecialFlag(QuestSpecialFlags(QUEST_SPECIAL_FLAG_KILL_OR_CAST | QUEST_SPECIAL_FLAG_SPEAKTO))) { for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j) { // skip spell casts and Gameobject objectives if (qInfo->ReqSpell[j] > 0 || qInfo->ReqCreatureOrGOId[j] < 0) { continue; } uint32 reqTarget = 0; if (qInfo->ReqCreatureOrGOId[j] > 0) // creature activate objectives // checked at quest_template loading reqTarget = qInfo->ReqCreatureOrGOId[j]; else { continue; } if (reqTarget == entry) { uint32 reqTalkCount = qInfo->ReqCreatureOrGOCount[j]; uint32 curTalkCount = q_status.m_creatureOrGOcount[j]; if (curTalkCount < reqTalkCount) { q_status.m_creatureOrGOcount[j] = curTalkCount + addTalkCount; if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED; SendQuestUpdateAddCreatureOrGo(qInfo, guid, j, q_status.m_creatureOrGOcount[j]); } if (CanCompleteQuest(questid)) { CompleteQuest(questid); } // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization). continue; } } } } } } void Player::MoneyChanged(uint32 count) { for (int i = 0; i < MAX_QUEST_LOG_SIZE; ++i) { uint32 questid = GetQuestSlotQuestId(i); if (!questid) { continue; } Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid); if (qInfo && qInfo->GetRewOrReqMoney() < 0) { QuestStatusData& q_status = mQuestStatus[questid]; if (q_status.m_status == QUEST_STATUS_INCOMPLETE) { if (int32(count) >= -qInfo->GetRewOrReqMoney()) { if (CanCompleteQuest(questid)) { CompleteQuest(questid); } } } else if (q_status.m_status == QUEST_STATUS_COMPLETE) { if (int32(count) < -qInfo->GetRewOrReqMoney()) { IncompleteQuest(questid); } } } } } void Player::ReputationChanged(FactionEntry const* factionEntry) { for (int i = 0; i < MAX_QUEST_LOG_SIZE; ++i) { if (uint32 questid = GetQuestSlotQuestId(i)) { if (Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid)) { if (qInfo->GetRepObjectiveFaction() == factionEntry->ID) { QuestStatusData& q_status = mQuestStatus[questid]; if (q_status.m_status == QUEST_STATUS_INCOMPLETE) { if (GetReputationMgr().GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue()) if (CanCompleteQuest(questid)) { CompleteQuest(questid); } } else if (q_status.m_status == QUEST_STATUS_COMPLETE) { if (GetReputationMgr().GetReputation(factionEntry) < qInfo->GetRepObjectiveValue()) { IncompleteQuest(questid); } } } } } } } bool Player::HasQuestForItem(uint32 itemid) const { for (int i = 0; i < MAX_QUEST_LOG_SIZE; ++i) { uint32 questid = GetQuestSlotQuestId(i); if (questid == 0) { continue; } QuestStatusMap::const_iterator qs_itr = mQuestStatus.find(questid); if (qs_itr == mQuestStatus.end()) { continue; } QuestStatusData const& q_status = qs_itr->second; if (q_status.m_status == QUEST_STATUS_INCOMPLETE) { Quest const* qinfo = sObjectMgr.GetQuestTemplate(questid); if (!qinfo) { continue; } // hide quest if player is in raid-group and quest is no raid quest if (GetGroup() && GetGroup()->isRaidGroup() && !qinfo->IsAllowedInRaid() && !InBattleGround()) { continue; } // There should be no mixed ReqItem/ReqSource drop // This part for ReqItem drop for (int j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j) { if (itemid == qinfo->ReqItemId[j] && q_status.m_itemcount[j] < qinfo->ReqItemCount[j]) { return true; } } // This part - for ReqSource for (int j = 0; j < QUEST_SOURCE_ITEM_IDS_COUNT; ++j) { // examined item is a source item if (qinfo->ReqSourceId[j] == itemid) { ItemPrototype const* pProto = ObjectMgr::GetItemPrototype(itemid); // 'unique' item if (pProto->MaxCount && (int32)GetItemCount(itemid, true) < pProto->MaxCount) { return true; } // allows custom amount drop when not 0 if (qinfo->ReqSourceCount[j]) { if (GetItemCount(itemid, true) < qinfo->ReqSourceCount[j]) { return true; } } else if ((int32)GetItemCount(itemid, true) < pProto->Stackable) { return true; } } } } } return false; } // Used for quests having some event (explore, escort, "external event") as quest objective. void Player::SendQuestCompleteEvent(uint32 quest_id) { if (quest_id) { WorldPacket data(SMSG_QUESTUPDATE_COMPLETE, 4); data << uint32(quest_id); GetSession()->SendPacket(&data); DEBUG_LOG("WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id); } } void Player::SendQuestReward(Quest const* pQuest, uint32 XP) { uint32 questid = pQuest->GetQuestId(); DEBUG_LOG("WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid); WorldPacket data(SMSG_QUESTGIVER_QUEST_COMPLETE, (4 + 4 + 4 + 4 + 4)); data << uint32(questid); if (getLevel() < sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL)) { data << uint32(XP); data << uint32(pQuest->GetRewOrReqMoney()); } else { data << uint32(0); data << uint32(pQuest->GetRewOrReqMoney() + int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getConfig(CONFIG_FLOAT_RATE_DROP_MONEY))); } data << uint32(10 * MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorAddition())); data << uint32(pQuest->GetBonusTalents()); // bonus talents data << uint32(0); // arena points GetSession()->SendPacket(&data); } // Delete this if the above works // the above was added for deve21 (chucky) //void Player::SendQuestReward(Quest const* pQuest, uint32 XP, Object* /*questGiver*/) /* { uint32 questid = pQuest->GetQuestId(); DEBUG_LOG("WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid); WorldPacket data(SMSG_QUESTGIVER_QUEST_COMPLETE, (4 + 4 + 4 + 4 + 4)); data << uint32(pQuest->GetBonusTalents()); data << uint32(pQuest->GetRewSkillValue()); if (getLevel() < sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL)) { data << uint32(pQuest->GetRewOrReqMoney()); data << uint32(XP); } else { data << uint32(pQuest->GetRewOrReqMoney() + int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getConfig(CONFIG_FLOAT_RATE_DROP_MONEY))); data << uint32(0); } data << uint32(questid); data << uint32(pQuest->GetRewSkill()); data.WriteBit(0); // unk data.WriteBit(1); // unk GetSession()->SendPacket(&data); } */ void Player::SendQuestFailed(uint32 quest_id, InventoryResult reason) { if (quest_id) { WorldPacket data(SMSG_QUESTGIVER_QUEST_FAILED, 4 + 4); data << uint32(quest_id); data << uint32(reason); // failed reason (valid reasons: 4, 16, 50, 17, 74, other values show default message) GetSession()->SendPacket(&data); DEBUG_LOG("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED"); } } void Player::SendQuestTimerFailed(uint32 quest_id) { if (quest_id) { WorldPacket data(SMSG_QUESTUPDATE_FAILEDTIMER, 4); data << uint32(quest_id); GetSession()->SendPacket(&data); DEBUG_LOG("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER"); } } void Player::SendCanTakeQuestResponse(uint32 msg) const { WorldPacket data(SMSG_QUESTGIVER_QUEST_INVALID, 4); data << uint32(msg); GetSession()->SendPacket(&data); DEBUG_LOG("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID"); } void Player::SendQuestConfirmAccept(const Quest* pQuest, Player* pReceiver) { if (pReceiver) { int loc_idx = pReceiver->GetSession()->GetSessionDbLocaleIndex(); std::string title = pQuest->GetTitle(); sObjectMgr.GetQuestLocaleStrings(pQuest->GetQuestId(), loc_idx, &title); WorldPacket data(SMSG_QUEST_CONFIRM_ACCEPT, (4 + title.size() + 8)); data << uint32(pQuest->GetQuestId()); data << title; data << GetObjectGuid(); pReceiver->GetSession()->SendPacket(&data); DEBUG_LOG("WORLD: Sent SMSG_QUEST_CONFIRM_ACCEPT"); } } void Player::SendPushToPartyResponse(Player* pPlayer, uint32 msg) { if (pPlayer) { WorldPacket data(MSG_QUEST_PUSH_RESULT, (8 + 1)); data << pPlayer->GetObjectGuid(); data << uint8(msg); // valid values: 0-8 GetSession()->SendPacket(&data); DEBUG_LOG("WORLD: Sent MSG_QUEST_PUSH_RESULT"); } } void Player::SendQuestUpdateAddCreatureOrGo(Quest const* pQuest, ObjectGuid guid, uint32 creatureOrGO_idx, uint32 count) { MANGOS_ASSERT(count < 65536 && "mob/GO count store in 16 bits 2^16 = 65536 (0..65536)"); int32 entry = pQuest->ReqCreatureOrGOId[ creatureOrGO_idx ]; if (entry < 0) // client expected gameobject template id in form (id|0x80000000) entry = (-entry) | 0x80000000; WorldPacket data(SMSG_QUESTUPDATE_ADD_KILL, (4 * 4 + 8)); DEBUG_LOG("WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL"); data << uint32(pQuest->GetQuestId()); data << uint32(entry); data << uint32(count); data << uint32(pQuest->ReqCreatureOrGOCount[ creatureOrGO_idx ]); data << guid; GetSession()->SendPacket(&data); uint16 log_slot = FindQuestSlot(pQuest->GetQuestId()); if (log_slot < MAX_QUEST_LOG_SIZE) { SetQuestSlotCounter(log_slot, creatureOrGO_idx, count); } } void Player::SendQuestGiverStatusMultiple() { uint32 count = 0; WorldPacket data(SMSG_QUESTGIVER_STATUS_MULTIPLE, 4); data << uint32(count); // placeholder for (GuidSet::const_iterator itr = m_clientGUIDs.begin(); itr != m_clientGUIDs.end(); ++itr) { if (itr->IsAnyTypeCreature()) { // need also pet quests case support Creature* questgiver = GetMap()->GetAnyTypeCreature(*itr); if (!questgiver || questgiver->IsHostileTo(this)) { continue; } if (!questgiver->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER)) { continue; } uint8 dialogStatus = sScriptMgr.GetDialogStatus(this, questgiver); if (dialogStatus == DIALOG_STATUS_REWARD_REP) { dialogStatus = GetSession()->getDialogStatus(this, questgiver, DIALOG_STATUS_NONE); } data << questgiver->GetObjectGuid(); data << uint8(dialogStatus); ++count; } else if (itr->IsGameObject()) { GameObject* questgiver = GetMap()->GetGameObject(*itr); if (!questgiver) { continue; } if (questgiver->GetGoType() != GAMEOBJECT_TYPE_QUESTGIVER) { continue; } uint8 dialogStatus = sScriptMgr.GetDialogStatus(this, questgiver); if (dialogStatus == DIALOG_STATUS_REWARD_REP) { dialogStatus = GetSession()->getDialogStatus(this, questgiver, DIALOG_STATUS_NONE); } data << questgiver->GetObjectGuid(); data << uint8(dialogStatus); ++count; } } data.put(0, count); // write real count GetSession()->SendPacket(&data); } /*********************************************************/ /*** LOAD SYSTEM ***/ /*********************************************************/ void Player::_LoadDeclinedNames(QueryResult* result) { if (!result) { return; } delete m_declinedname; m_declinedname = new DeclinedName; Field* fields = result->Fetch(); for (int i = 0; i < MAX_DECLINED_NAME_CASES; ++i) { m_declinedname->name[i] = fields[i].GetCppString(); } delete result; } void Player::_LoadArenaTeamInfo(QueryResult* result) { // arenateamid, played_week, played_season, personal_rating memset((void*)&m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1], 0, sizeof(uint32) * MAX_ARENA_SLOT * ARENA_TEAM_END); if (!result) { return; } do { Field* fields = result->Fetch(); uint32 arenateamid = fields[0].GetUInt32(); uint32 played_week = fields[1].GetUInt32(); uint32 played_season = fields[2].GetUInt32(); uint32 wons_season = fields[3].GetUInt32(); uint32 personal_rating = fields[4].GetUInt32(); ArenaTeam* aTeam = sObjectMgr.GetArenaTeamById(arenateamid); if (!aTeam) { sLog.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u", arenateamid); continue; } uint8 arenaSlot = aTeam->GetSlot(); SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_ID, arenateamid); SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_TYPE, aTeam->GetType()); SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_MEMBER, (aTeam->GetCaptainGuid() == GetObjectGuid()) ? 0 : 1); SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_GAMES_WEEK, played_week); SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_GAMES_SEASON, played_season); SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_WINS_SEASON, wons_season); SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_PERSONAL_RATING, personal_rating); } while (result->NextRow()); delete result; } void Player::_LoadEquipmentSets(QueryResult* result) { // SetPQuery(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS, "SELECT setguid, setindex, name, iconname, ignore_mask, item0, item1, item2, item3, item4, item5, item6, item7, item8, item9, item10, item11, item12, item13, item14, item15, item16, item17, item18 FROM character_equipmentsets WHERE guid = '%u' ORDER BY setindex", GUID_LOPART(m_guid)); if (!result) { return; } uint32 count = 0; do { Field* fields = result->Fetch(); EquipmentSet eqSet; eqSet.Guid = fields[0].GetUInt64(); uint32 index = fields[1].GetUInt32(); eqSet.Name = fields[2].GetCppString(); eqSet.IconName = fields[3].GetCppString(); eqSet.IgnoreMask = fields[4].GetUInt32(); eqSet.state = EQUIPMENT_SET_UNCHANGED; for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i) { eqSet.Items[i] = fields[5 + i].GetUInt32(); } m_EquipmentSets[index] = eqSet; ++count; if (count >= MAX_EQUIPMENT_SET_INDEX) // client limit { break; } } while (result->NextRow()); delete result; } void Player::_LoadBGData(QueryResult* result) { if (!result) { return; } // Expecting only one row Field* fields = result->Fetch(); /* bgInstanceID, bgTeam, x, y, z, o, map, taxi[0], taxi[1], mountSpell */ m_bgData.bgInstanceID = fields[0].GetUInt32(); m_bgData.bgTeam = Team(fields[1].GetUInt32()); m_bgData.joinPos = WorldLocation(fields[6].GetUInt32(), // Map fields[2].GetFloat(), // X fields[3].GetFloat(), // Y fields[4].GetFloat(), // Z fields[5].GetFloat()); // Orientation m_bgData.taxiPath[0] = fields[7].GetUInt32(); m_bgData.taxiPath[1] = fields[8].GetUInt32(); m_bgData.mountSpell = fields[9].GetUInt32(); delete result; } bool Player::LoadPositionFromDB(ObjectGuid guid, uint32& mapid, float& x, float& y, float& z, float& o, bool& in_flight) { QueryResult* result = CharacterDatabase.PQuery("SELECT `position_x`,`position_y`,`position_z`,`orientation`,`map`,`taxi_path` FROM `characters` WHERE `guid` = '%u'", guid.GetCounter()); if (!result) { return false; } Field* fields = result->Fetch(); x = fields[0].GetFloat(); y = fields[1].GetFloat(); z = fields[2].GetFloat(); o = fields[3].GetFloat(); mapid = fields[4].GetUInt32(); in_flight = !fields[5].GetCppString().empty(); delete result; return true; } void Player::_LoadIntoDataField(const char* data, uint32 startOffset, uint32 count) { if (!data) { return; } Tokens tokens = StrSplit(data, " "); if (tokens.size() != count) { return; } Tokens::iterator iter; uint32 index; for (iter = tokens.begin(), index = 0; index < count; ++iter, ++index) { m_uint32Values[startOffset + index] = std::stoul((*iter).c_str()); } } bool Player::LoadFromDB(ObjectGuid guid, SqlQueryHolder* holder) { // 0 1 2 3 4 5 6 7 8 9 10 11 // SELECT guid, account, name, race, class, gender, level, xp, money, playerBytes, playerBytes2, playerFlags," // 12 13 14 15 16 17 18 19 20 21 22 23 24 //"position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost," // 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 //"resettalents_time, primary_trees, trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, online, death_expire_time, taxi_path, dungeon_difficulty," // 40 41 42 43 44 45 //"totalKills, todayKills, yesterdayKills, chosenTitle, watchedFaction, drunk," // 46 47 48 49 50 51 52 53 54 55 56 57 58 //"health, power1, power2, power3, power4, power5, specCount, activeSpec, exploredZones, equipmentCache, knownTitles, actionBars, slot FROM characters WHERE guid = '%u'", GUID_LOPART(m_guid)); QueryResult *result = holder->GetResult(PLAYER_LOGIN_QUERY_LOADFROM); if (!result) { sLog.outError("%s not found in table `characters`, can't load. ", guid.GetString().c_str()); return false; } Field* fields = result->Fetch(); uint32 dbAccountId = fields[1].GetUInt32(); // check if the character's account in the db and the logged in account match. // player should be able to load/delete character only with correct account! if (dbAccountId != GetSession()->GetAccountId()) { sLog.outError("%s loading from wrong account (is: %u, should be: %u)", guid.GetString().c_str(), GetSession()->GetAccountId(), dbAccountId); delete result; return false; } Object::_Create(guid.GetCounter(), 0, HIGHGUID_PLAYER); m_name = fields[2].GetCppString(); // check name limitations if (ObjectMgr::CheckPlayerName(m_name) != CHAR_NAME_SUCCESS || (GetSession()->GetSecurity() == SEC_PLAYER && sObjectMgr.IsReservedName(m_name))) { delete result; CharacterDatabase.PExecute("UPDATE `characters` SET `at_login` = `at_login` | '%u' WHERE `guid` ='%u'", uint32(AT_LOGIN_RENAME), guid.GetCounter()); return false; } // overwrite possible wrong/corrupted guid SetGuidValue(OBJECT_FIELD_GUID, guid); // overwrite some data fields SetByteValue(UNIT_FIELD_BYTES_0, 0, fields[3].GetUInt8()); // race SetByteValue(UNIT_FIELD_BYTES_0, 1, fields[4].GetUInt8()); // class uint8 gender = fields[5].GetUInt8() & 0x01; SetByteValue(UNIT_FIELD_BYTES_0, 2, gender); // gender SetUInt32Value(UNIT_FIELD_LEVEL, fields[6].GetUInt8()); SetUInt32Value(PLAYER_XP, fields[7].GetUInt32()); _LoadIntoDataField(fields[54].GetString(), PLAYER_EXPLORED_ZONES_1, PLAYER_EXPLORED_ZONES_SIZE); _LoadIntoDataField(fields[56].GetString(), PLAYER__FIELD_KNOWN_TITLES, KNOWN_TITLES_SIZE*2); InitDisplayIds(); // model, Scale and model data SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f); // just load criteria/achievement data, safe call before any load, and need, because some spell/item/quest loading // can triggering achievement criteria update that will be lost if this call will later m_achievementMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS), holder->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS)); uint64 money = fields[8].GetUInt64(); if (money > MAX_MONEY_AMOUNT) { money = MAX_MONEY_AMOUNT; } SetMoney(money); SetUInt32Value(PLAYER_BYTES, fields[9].GetUInt32()); SetUInt32Value(PLAYER_BYTES_2, fields[10].GetUInt32()); SetByteValue(PLAYER_BYTES_3, 0, gender); SetByteValue(PLAYER_BYTES_3, 1, fields[45].GetUInt8()); SetUInt32Value(PLAYER_FLAGS, fields[11].GetUInt32()); SetInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, fields[44].GetInt32()); // Action bars state SetByteValue(PLAYER_FIELD_BYTES, 2, fields[57].GetUInt8()); m_slot = fields[58].GetUInt8(); // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory) for (uint8 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot) { SetGuidValue(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), ObjectGuid()); SetVisibleItemSlot(slot, NULL); delete m_items[slot]; m_items[slot] = NULL; } DEBUG_FILTER_LOG(LOG_FILTER_PLAYER_STATS, "Load Basic value of player %s is: ", m_name.c_str()); outDebugStatsValues(); // Need to call it to initialize m_team (m_team can be calculated from race) // Other way is to saves m_team into characters table. setFactionForRace(getRace()); SetCharm(NULL); // load home bind and check in same time class/race pair, it used later for restore broken positions if (!_LoadHomeBind(holder->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND))) { delete result; return false; } InitPrimaryProfessions(); // to max set before any spell loaded // init saved position, and fix it later if problematic uint32 transGUID = fields[31].GetUInt32(); Relocate(fields[12].GetFloat(), fields[13].GetFloat(), fields[14].GetFloat(), fields[16].GetFloat()); SetLocationMapId(fields[15].GetUInt32()); uint32 difficulty = fields[39].GetUInt32(); if (difficulty >= MAX_DUNGEON_DIFFICULTY || getLevel() < LEVELREQUIREMENT_HEROIC) { difficulty = DUNGEON_DIFFICULTY_NORMAL; } SetDungeonDifficulty(Difficulty(difficulty)); // may be changed in _LoadGroup _LoadGroup(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP)); _LoadArenaTeamInfo(holder->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO)); // check arena teams integrity for (uint32 arena_slot = 0; arena_slot < MAX_ARENA_SLOT; ++arena_slot) { uint32 arena_team_id = GetArenaTeamId(arena_slot); if (!arena_team_id) { continue; } if (ArenaTeam* at = sObjectMgr.GetArenaTeamById(arena_team_id)) if (at->HaveMember(GetObjectGuid())) { continue; } // arena team not exist or not member, cleanup fields for (int j = 0; j < ARENA_TEAM_END; ++j) { SetArenaTeamInfoField(arena_slot, ArenaTeamInfoType(j), 0); } } SetUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS, fields[40].GetUInt32()); SetUInt16Value(PLAYER_FIELD_KILLS, 0, fields[41].GetUInt16()); // today SetUInt16Value(PLAYER_FIELD_KILLS, 1, fields[42].GetUInt16()); // yesterday _LoadBoundInstances(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES)); if (!IsPositionValid()) { sLog.outError("%s have invalid coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.", guid.GetString().c_str(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation()); RelocateToHomebind(); transGUID = 0; m_movementInfo.ClearTransportData(); } _LoadBGData(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBGDATA)); if (m_bgData.bgInstanceID) // saved in BattleGround { BattleGround* currentBg = sBattleGroundMgr.GetBattleGround(m_bgData.bgInstanceID, BATTLEGROUND_TYPE_NONE); bool player_at_bg = currentBg && currentBg->IsPlayerInBattleGround(GetObjectGuid()); if (player_at_bg && currentBg->GetStatus() != STATUS_WAIT_LEAVE) { BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(currentBg->GetTypeID(), currentBg->GetArenaType()); AddBattleGroundQueueId(bgQueueTypeId); m_bgData.bgTypeID = currentBg->GetTypeID(); // bg data not marked as modified // join player to battleground group currentBg->EventPlayerLoggedIn(this); currentBg->AddOrSetPlayerToCorrectBgGroup(this, GetObjectGuid(), m_bgData.bgTeam); SetInviteForBattleGroundQueueType(bgQueueTypeId, currentBg->GetInstanceID()); } else { // leave bg if (player_at_bg) { currentBg->RemovePlayerAtLeave(GetObjectGuid(), false, true); } // move to bg enter point const WorldLocation& _loc = GetBattleGroundEntryPoint(); SetLocationMapId(_loc.mapid); Relocate(_loc.coord_x, _loc.coord_y, _loc.coord_z, _loc.orientation); // We are not in BG anymore SetBattleGroundId(0, BATTLEGROUND_TYPE_NONE); // remove outdated DB data in DB _SaveBGData(); } } else { MapEntry const* mapEntry = sMapStore.LookupEntry(GetMapId()); // if server restart after player save in BG or area // player can have current coordinates in to BG/Arena map, fix this if (!mapEntry || mapEntry->IsBattleGroundOrArena()) { const WorldLocation& _loc = GetBattleGroundEntryPoint(); SetLocationMapId(_loc.mapid); Relocate(_loc.coord_x, _loc.coord_y, _loc.coord_z, _loc.orientation); // We are not in BG anymore SetBattleGroundId(0, BATTLEGROUND_TYPE_NONE); // remove outdated DB data in DB _SaveBGData(); } } if (transGUID != 0) { m_movementInfo.SetTransportData(ObjectGuid(HIGHGUID_MO_TRANSPORT, transGUID), fields[27].GetFloat(), fields[28].GetFloat(), fields[29].GetFloat(), fields[30].GetFloat(), 0, -1); if (!MaNGOS::IsValidMapCoord( GetPositionX() + m_movementInfo.GetTransportPos()->x, GetPositionY() + m_movementInfo.GetTransportPos()->y, GetPositionZ() + m_movementInfo.GetTransportPos()->z, GetOrientation() + m_movementInfo.GetTransportPos()->o) || // transport size limited m_movementInfo.GetTransportPos()->x > 50 || m_movementInfo.GetTransportPos()->y > 50 || m_movementInfo.GetTransportPos()->z > 50) { sLog.outError("%s have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.", guid.GetString().c_str(), GetPositionX() + m_movementInfo.GetTransportPos()->x, GetPositionY() + m_movementInfo.GetTransportPos()->y, GetPositionZ() + m_movementInfo.GetTransportPos()->z, GetOrientation() + m_movementInfo.GetTransportPos()->o); RelocateToHomebind(); m_movementInfo.ClearTransportData(); transGUID = 0; } } if (transGUID != 0) { for (MapManager::TransportSet::const_iterator iter = sMapMgr.m_Transports.begin(); iter != sMapMgr.m_Transports.end(); ++iter) { if ((*iter)->GetGUIDLow() == transGUID) { MapEntry const* transMapEntry = sMapStore.LookupEntry((*iter)->GetMapId()); // client without expansion support if (GetSession()->Expansion() < transMapEntry->Expansion()) { DEBUG_LOG("Player %s using client without required expansion tried login at transport at non accessible map %u", GetName(), (*iter)->GetMapId()); break; } m_transport = *iter; m_transport->AddPassenger(this); SetLocationMapId(m_transport->GetMapId()); break; } } if (!m_transport) { sLog.outError("%s have problems with transport guid (%u). Teleport to default race/class locations.", guid.GetString().c_str(), transGUID); RelocateToHomebind(); m_movementInfo.ClearTransportData(); transGUID = 0; } } else // not transport case { MapEntry const* mapEntry = sMapStore.LookupEntry(GetMapId()); // client without expansion support if (GetSession()->Expansion() < mapEntry->Expansion()) { DEBUG_LOG("Player %s using client without required expansion tried login at non accessible map %u", GetName(), GetMapId()); RelocateToHomebind(); } } // player bounded instance saves loaded in _LoadBoundInstances, group versions at group loading DungeonPersistentState* state = GetBoundInstanceSaveForSelfOrGroup(GetMapId()); // load the player's map here if it's not already loaded SetMap(sMapMgr.CreateMap(GetMapId(), this)); // if the player is in an instance and it has been reset in the meantime teleport him to the entrance if (GetInstanceId() && !state) { AreaTrigger const* at = sObjectMgr.GetMapEntranceTrigger(GetMapId()); if (at) { Relocate(at->target_X, at->target_Y, at->target_Z, at->target_Orientation); } else { sLog.outError("Player %s(GUID: %u) logged in to a reset instance (map: %u) and there is no area-trigger leading to this map. Thus he can't be ported back to the entrance. This _might_ be an exploit attempt.", GetName(), GetGUIDLow(), GetMapId()); } } SaveRecallPosition(); time_t now = time(NULL); time_t logoutTime = time_t(fields[22].GetUInt64()); // since last logout (in seconds) uint32 time_diff = uint32(now - logoutTime); // set value, including drunk invisibility detection // calculate sobering. after 15 minutes logged out, the player will be sober again uint8 newDrunkValue = 0; if (time_diff < uint32(GetDrunkValue()) * 9) { newDrunkValue = GetDrunkValue() - time_diff / 9; } SetDrunkValue(newDrunkValue); m_cinematic = fields[18].GetUInt32(); m_Played_time[PLAYED_TIME_TOTAL] = fields[19].GetUInt32(); m_Played_time[PLAYED_TIME_LEVEL] = fields[20].GetUInt32(); m_resetTalentsCost = fields[24].GetUInt32(); m_resetTalentsTime = time_t(fields[25].GetUInt64()); // reserve some flags uint32 old_safe_flags = GetUInt32Value(PLAYER_FLAGS) & (PLAYER_FLAGS_HIDE_CLOAK | PLAYER_FLAGS_HIDE_HELM); if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM)) { SetUInt32Value(PLAYER_FLAGS, 0 | old_safe_flags); } m_taxi.LoadTaxiMask(fields[17].GetString()); // must be before InitTaxiNodesForLevel uint32 extraflags = fields[32].GetUInt32(); m_stableSlots = fields[33].GetUInt32(); if (m_stableSlots > MAX_PET_STABLES) { sLog.outError("Player can have not more %u stable slots, but have in DB %u", MAX_PET_STABLES, uint32(m_stableSlots)); m_stableSlots = MAX_PET_STABLES; } m_atLoginFlags = fields[34].GetUInt32(); // Update Honor kills data m_lastHonorKillsUpdateTime = logoutTime; UpdateHonorKills(); m_deathExpireTime = (time_t)fields[37].GetUInt64(); if (m_deathExpireTime > now + MAX_DEATH_COUNT * DEATH_EXPIRE_STEP) { m_deathExpireTime = now + MAX_DEATH_COUNT * DEATH_EXPIRE_STEP - 1; } std::string taxi_nodes = fields[38].GetCppString(); // clear channel spell data (if saved at channel spell casting) SetChannelObjectGuid(ObjectGuid()); SetUInt32Value(UNIT_CHANNEL_SPELL, 0); // clear charm/summon related fields SetCharm(NULL); SetPet(NULL); SetTargetGuid(ObjectGuid()); SetCharmerGuid(ObjectGuid()); SetOwnerGuid(ObjectGuid()); SetCreatorGuid(ObjectGuid()); // reset some aura modifiers before aura apply SetGuidValue(PLAYER_FARSIGHT, ObjectGuid()); SetUInt32Value(PLAYER_TRACK_CREATURES, 0); SetUInt32Value(PLAYER_TRACK_RESOURCES, 0); // cleanup aura list explicitly before skill load where some spells can be applied RemoveAllAuras(); // make sure the unit is considered out of combat for proper loading ClearInCombat(); // make sure the unit is considered not in duel for proper loading SetGuidValue(PLAYER_DUEL_ARBITER, ObjectGuid()); SetUInt32Value(PLAYER_DUEL_TEAM, 0); m_specsCount = fields[52].GetUInt8(); m_activeSpec = fields[53].GetUInt8(); Tokens talentTrees = StrSplit(fields[26].GetString(), " "); for (uint8 i = 0; i < MAX_TALENT_SPEC_COUNT; ++i) { if (i >= talentTrees.size()) { break; } uint32 talentTree = atol(talentTrees[i].c_str()); if (!talentTree || sTalentTabStore.LookupEntry(talentTree)) { m_talentsPrimaryTree[i] = talentTree; } else if (i == m_activeSpec) { SetAtLoginFlag(AT_LOGIN_RESET_TALENTS); // invalid tree, reset talents } } // reset stats before loading any modifiers InitStatsForLevel(); InitGlyphsForLevel(); InitTaxiNodesForLevel(); InitRunes(); // rest bonus can only be calculated after InitStatsForLevel() m_rest_bonus = fields[21].GetFloat(); if (time_diff > 0) { SetRestBonus(GetRestBonus() + ComputeRest(time_diff, true, (fields[23].GetInt32() > 0))); } // load skills after InitStatsForLevel because it triggering aura apply also _LoadSkills(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSKILLS)); // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods() // Mail _LoadMails(holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILS)); _LoadMailedItems(holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILEDITEMS)); UpdateNextMailTimeAndUnreads(); _LoadGlyphs(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGLYPHS)); _LoadAuras(holder->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS), time_diff); ApplyGlyphs(true); // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura) if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) { m_deathState = DEAD; } _LoadCurrencies(holder->GetResult(PLAYER_LOGIN_QUERY_LOADCURRENCIES)); _LoadSpells(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS)); // after spell load, learn rewarded spell if need also _LoadQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS)); _LoadDailyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS)); _LoadWeeklyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADWEEKLYQUESTSTATUS)); _LoadMonthlyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADMONTHLYQUESTSTATUS)); _LoadTalents(holder->GetResult(PLAYER_LOGIN_QUERY_LOADTALENTS)); // after spell and quest load InitTalentForLevel(); learnDefaultSpells(); // must be before inventory (some items required reputation check) m_reputationMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION)); _LoadInventory(holder->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY), time_diff); _LoadItemLoot(holder->GetResult(PLAYER_LOGIN_QUERY_LOADITEMLOOT)); // update items with duration and realtime UpdateItemDuration(time_diff, true); _LoadActions(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS)); m_social = sSocialMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST), GetObjectGuid()); // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded uint32 curTitle = fields[43].GetUInt32(); if (curTitle && !HasTitle(curTitle)) { curTitle = 0; } SetUInt32Value(PLAYER_CHOSEN_TITLE, curTitle); // Not finish taxi flight path if (m_bgData.HasTaxiPath()) { m_taxi.ClearTaxiDestinations(); for (int i = 0; i < 2; ++i) { m_taxi.AddTaxiDestination(m_bgData.taxiPath[i]); } } else if (!m_taxi.LoadTaxiDestinationsFromString(taxi_nodes, GetTeam())) { // problems with taxi path loading TaxiNodesEntry const* nodeEntry = NULL; if (uint32 node_id = m_taxi.GetTaxiSource()) { nodeEntry = sTaxiNodesStore.LookupEntry(node_id); } if (!nodeEntry) // don't know taxi start node, to homebind { sLog.outError("Character %u have wrong data in taxi destination list, teleport to homebind.", GetGUIDLow()); RelocateToHomebind(); } else // have start node, to it { sLog.outError("Character %u have too short taxi destination list, teleport to original node.", GetGUIDLow()); SetLocationMapId(nodeEntry->map_id); Relocate(nodeEntry->x, nodeEntry->y, nodeEntry->z, 0.0f); } // we can be relocated from taxi and still have an outdated Map pointer! // so we need to get a new Map pointer! SetMap(sMapMgr.CreateMap(GetMapId(), this)); SaveRecallPosition(); // save as recall also to prevent recall and fall from sky m_taxi.ClearTaxiDestinations(); } if (uint32 node_id = m_taxi.GetTaxiSource()) { // save source node as recall coord to prevent recall and fall from sky TaxiNodesEntry const* nodeEntry = sTaxiNodesStore.LookupEntry(node_id); MANGOS_ASSERT(nodeEntry); // checked in m_taxi.LoadTaxiDestinationsFromString m_recallMap = nodeEntry->map_id; m_recallX = nodeEntry->x; m_recallY = nodeEntry->y; m_recallZ = nodeEntry->z; // flight will started later } // has to be called after last Relocate() in Player::LoadFromDB SetFallInformation(0, GetPositionZ()); _LoadSpellCooldowns(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS)); // Spell code allow apply any auras to dead character in load time in aura/spell/item loading // Do now before stats re-calculation cleanup for ghost state unexpected auras if (!IsAlive()) { RemoveAllAurasOnDeath(); } // apply all stat bonuses from items and auras SetCanModifyStats(true); UpdateAllStats(); // restore remembered power/health values (but not more max values) uint32 savedhealth = fields[46].GetUInt32(); SetHealth(savedhealth > GetMaxHealth() ? GetMaxHealth() : savedhealth); for (uint32 i = 0; i < MAX_STORED_POWERS; ++i) { uint32 savedpower = fields[47 + i].GetUInt32(); SetPowerByIndex(i, std::min(savedpower, GetMaxPowerByIndex(i))); } DEBUG_FILTER_LOG(LOG_FILTER_PLAYER_STATS, "The value of player %s after load item and aura is: ", m_name.c_str()); outDebugStatsValues(); // all fields read delete result; // GM state if (GetSession()->GetSecurity() > SEC_PLAYER) { switch (sWorld.getConfig(CONFIG_UINT32_GM_LOGIN_STATE)) { default: case 0: break; // disable case 1: SetGameMaster(true); break; // enable case 2: // save state if (extraflags & PLAYER_EXTRA_GM_ON) { SetGameMaster(true); } break; } switch (sWorld.getConfig(CONFIG_UINT32_GM_VISIBLE_STATE)) { default: case 0: SetGMVisible(false); break; // invisible case 1: break; // visible case 2: // save state if (extraflags & PLAYER_EXTRA_GM_INVISIBLE) { SetGMVisible(false); } break; } switch (sWorld.getConfig(CONFIG_UINT32_GM_ACCEPT_TICKETS)) { default: case 0: break; // disable case 1: SetAcceptTicket(true); break; // enable case 2: // save state if (extraflags & PLAYER_EXTRA_GM_ACCEPT_TICKETS) { SetAcceptTicket(true); } break; } switch (sWorld.getConfig(CONFIG_UINT32_GM_CHAT)) { default: case 0: break; // disable case 1: SetGMChat(true); break; // enable case 2: // save state if (extraflags & PLAYER_EXTRA_GM_CHAT) { SetGMChat(true); } break; } switch (sWorld.getConfig(CONFIG_UINT32_GM_WISPERING_TO)) { default: case 0: break; // disable case 1: SetAcceptWhispers(true); break; // enable case 2: // save state if (extraflags & PLAYER_EXTRA_ACCEPT_WHISPERS) { SetAcceptWhispers(true); } break; } } _LoadDeclinedNames(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES)); m_achievementMgr.CheckAllAchievementCriteria(); _LoadEquipmentSets(holder->GetResult(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS)); return true; } bool Player::IsTappedByMeOrMyGroup(Creature* creature) { /* Nobody tapped the monster (solo kill by another NPC) */ if (!creature->HasFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_TAPPED)) { return false; } /* If there is a loot recipient, assign it to recipient */ if (Player* recipient = creature->GetLootRecipient()) { /* See if we're in a group */ if (Group* plr_group = recipient->GetGroup()) { /* Recipient is in a group... but is it ours? */ if (Group* my_group = GetGroup()) { /* Check groups are the same */ if (plr_group != my_group) { return false; // Cheater, deny loot } } else { return false; // We're not in a group, probably cheater } /* We're in the looters group, so mob is tapped by us */ return true; } /* We're not in a group, check to make sure we're the recipient (prevent cheaters) */ else if (recipient == this) { return true; } } else /* Don't know what happened to the recipient, probably disconnected * Either way, it isn't us, so mark as tapped */ { return false; } return false; } bool Player::isAllowedToLoot(Creature* creature) { // never tapped by any (mob solo kill) if (!creature->HasFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_TAPPED)) { return false; } if (Player* recipient = creature->GetLootRecipient()) { if (recipient == this) { return true; } if (Group* otherGroup = recipient->GetGroup()) { Group* thisGroup = GetGroup(); if (!thisGroup) { return false; } return thisGroup == otherGroup; } return false; } else // prevent other players from looting if the recipient got disconnected return !creature->HasLootRecipient(); } void Player::_LoadActions(QueryResult* result) { for (int i = 0; i < MAX_TALENT_SPEC_COUNT; ++i) { m_actionButtons[i].clear(); } // QueryResult *result = CharacterDatabase.PQuery("SELECT `spec`, `button`,`action`,`type` FROM `character_action` WHERE `guid` = '%u' ORDER BY `button`",GetGUIDLow()); if (result) { do { Field* fields = result->Fetch(); uint8 spec = fields[0].GetUInt8(); uint8 button = fields[1].GetUInt8(); uint32 action = fields[2].GetUInt32(); uint8 type = fields[3].GetUInt8(); if (ActionButton* ab = addActionButton(spec, button, action, type)) { ab->uState = ACTIONBUTTON_UNCHANGED; } else { sLog.outError(" ...at loading, and will deleted in DB also"); // Will deleted in DB at next save (it can create data until save but marked as deleted) m_actionButtons[spec][button].uState = ACTIONBUTTON_DELETED; } } while (result->NextRow()); delete result; } } void Player::_LoadAuras(QueryResult* result, uint32 timediff) { // RemoveAllAuras(); -- some spells casted before aura load, for example in LoadSkills, aura list explicitly cleaned early // QueryResult *result = CharacterDatabase.PQuery("SELECT `caster_guid`,`item_guid`,`spell`,`stackcount`,`remaincharges`,`basepoints0`,`basepoints1`,`basepoints2`,`periodictime0`,`periodictime1`,`periodictime2`,`maxduration`,`remaintime`,`effIndexMask` FROM `character_aura` WHERE `guid` = '%u'",GetGUIDLow()); if (result) { do { Field* fields = result->Fetch(); ObjectGuid caster_guid = ObjectGuid(fields[0].GetUInt64()); uint32 item_lowguid = fields[1].GetUInt32(); uint32 spellid = fields[2].GetUInt32(); uint32 stackcount = fields[3].GetUInt32(); uint32 remaincharges = fields[4].GetUInt32(); int32 damage[MAX_EFFECT_INDEX]; uint32 periodicTime[MAX_EFFECT_INDEX]; for (int32 i = 0; i < MAX_EFFECT_INDEX; ++i) { damage[i] = fields[i + 5].GetInt32(); periodicTime[i] = fields[i + 8].GetUInt32(); } int32 maxduration = fields[11].GetInt32(); int32 remaintime = fields[12].GetInt32(); uint32 effIndexMask = fields[13].GetUInt32(); SpellEntry const* spellproto = sSpellStore.LookupEntry(spellid); if (!spellproto) { sLog.outError("Unknown spell (spellid %u), ignore.", spellid); continue; } if (remaintime != -1 && !IsPositiveSpell(spellproto)) { if (remaintime / IN_MILLISECONDS <= int32(timediff)) { continue; } remaintime -= timediff * IN_MILLISECONDS; } // prevent wrong values of remaincharges if (uint32 procCharges = spellproto->GetProcCharges()) { if (remaincharges <= 0 || remaincharges > procCharges) { remaincharges = procCharges; } } else { remaincharges = 0; } uint32 defstackamount = spellproto->GetStackAmount(); if (!defstackamount) { stackcount = 1; } else if (defstackamount < stackcount) { stackcount = defstackamount; } else if (!stackcount) { stackcount = 1; } SpellAuraHolder* holder = CreateSpellAuraHolder(spellproto, this, NULL); holder->SetLoadedState(caster_guid, ObjectGuid(HIGHGUID_ITEM, item_lowguid), stackcount, remaincharges, maxduration, remaintime); for (int32 i = 0; i < MAX_EFFECT_INDEX; ++i) { if ((effIndexMask & (1 << i)) == 0) { continue; } Aura* aura = CreateAura(spellproto, SpellEffectIndex(i), NULL, holder, this); if (!damage[i]) { damage[i] = aura->GetModifier()->m_amount; } aura->SetLoadedState(damage[i], periodicTime[i]); holder->AddAura(aura, SpellEffectIndex(i)); } if (!holder->IsEmptyHolder()) { // reset stolen single target auras if (caster_guid != GetObjectGuid() && holder->GetTrackedAuraType() == TRACK_AURA_TYPE_SINGLE_TARGET) { holder->SetTrackedAuraType(TRACK_AURA_TYPE_NOT_TRACKED); } AddSpellAuraHolder(holder); DETAIL_LOG("Added auras from spellid %u", spellproto->Id); } else { delete holder; } } while (result->NextRow()); delete result; } if (getClass() == CLASS_WARRIOR && !HasAuraType(SPELL_AURA_MOD_SHAPESHIFT)) { CastSpell(this, SPELL_ID_PASSIVE_BATTLE_STANCE, true); } } void Player::_LoadGlyphs(QueryResult* result) { if (!result) { return; } // 0 1 2 // "SELECT spec, slot, glyph FROM character_glyphs WHERE guid='%u'" do { Field* fields = result->Fetch(); uint8 spec = fields[0].GetUInt8(); uint8 slot = fields[1].GetUInt8(); uint32 glyph = fields[2].GetUInt32(); GlyphPropertiesEntry const* gp = sGlyphPropertiesStore.LookupEntry(glyph); if (!gp) { sLog.outError("Player %s has not existing glyph entry %u on index %u, spec %u", m_name.c_str(), glyph, slot, spec); CharacterDatabase.PExecute("DELETE FROM `character_glyphs` WHERE `glyph` = %u", glyph); continue; } GlyphSlotEntry const* gs = sGlyphSlotStore.LookupEntry(GetGlyphSlot(slot)); if (!gs) { sLog.outError("Player %s has not existing glyph slot entry %u on index %u, spec %u", m_name.c_str(), GetGlyphSlot(slot), slot, spec); CharacterDatabase.PExecute("DELETE FROM `character_glyphs` WHERE `slot` = %u AND `spec` = %u AND `guid` = %u", slot, spec, GetGUIDLow()); continue; } if (gp->TypeFlags != gs->TypeFlags) { sLog.outError("Player %s has glyph with typeflags %u in slot with typeflags %u, removing.", m_name.c_str(), gp->TypeFlags, gs->TypeFlags); CharacterDatabase.PExecute("DELETE FROM `character_glyphs` WHERE `slot` = %u AND `spec` = %u AND `guid` = %u", slot, spec, GetGUIDLow()); continue; } m_glyphs[spec][slot].id = glyph; } while (result->NextRow()); delete result; } void Player::LoadCorpse() { if (IsAlive()) { sObjectAccessor.ConvertCorpseForPlayer(GetObjectGuid()); } else { if (Corpse* corpse = GetCorpse()) { ApplyModByteFlag(PLAYER_FIELD_BYTES, 0, PLAYER_FIELD_BYTE_RELEASE_TIMER, corpse && !sMapStore.LookupEntry(corpse->GetMapId())->Instanceable()); } else { // Prevent Dead Player login without corpse ResurrectPlayer(0.5f); } } } void Player::_LoadInventory(QueryResult* result, uint32 timediff) { // QueryResult *result = CharacterDatabase.PQuery("SELECT `data`,`text`,`bag`,`slot`,`item`,`item_template` FROM `character_inventory` JOIN `item_instance` ON `character_inventory`.`item` = `item_instance`.`guid` WHERE `character_inventory`.`guid` = '%u' ORDER BY `bag`,`slot`", GetGUIDLow()); std::map bagMap; // fast guid lookup for bags // NOTE: the "order by `bag`" is important because it makes sure // the bagMap is filled before items in the bags are loaded // NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?) // expected to be equipped before offhand items (TODO: fixme) uint32 zone = GetZoneId(); if (result) { std::list problematicItems; // prevent items from being added to the queue when stored m_itemUpdateQueueBlocked = true; do { Field* fields = result->Fetch(); uint32 bag_guid = fields[2].GetUInt32(); uint8 slot = fields[3].GetUInt8(); uint32 item_lowguid = fields[4].GetUInt32(); uint32 item_id = fields[5].GetUInt32(); ItemPrototype const* proto = ObjectMgr::GetItemPrototype(item_id); if (!proto) { CharacterDatabase.PExecute("DELETE FROM `character_inventory` WHERE `item` = '%u'", item_lowguid); CharacterDatabase.PExecute("DELETE FROM `item_instance` WHERE `guid` = '%u'", item_lowguid); sLog.outError("Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(), item_id); continue; } Item* item = NewItemOrBag(proto); if (!item->LoadFromDB(item_lowguid, fields, GetObjectGuid())) { sLog.outError("Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(), item_id); CharacterDatabase.PExecute("DELETE FROM `character_inventory` WHERE `item` = '%u'", item_lowguid); item->FSetState(ITEM_REMOVED); item->SaveToDB(); // it also deletes item object ! continue; } // not allow have in alive state item limited to another map/zone if (IsAlive() && item->IsLimitedToAnotherMapOrZone(GetMapId(), zone)) { CharacterDatabase.PExecute("DELETE FROM `character_inventory` WHERE `item` = '%u'", item_lowguid); item->FSetState(ITEM_REMOVED); item->SaveToDB(); // it also deletes item object ! continue; } // "Conjured items disappear if you are logged out for more than 15 minutes" if (timediff > 15 * MINUTE && (item->GetProto()->Flags & ITEM_FLAG_CONJURED)) { CharacterDatabase.PExecute("DELETE FROM `character_inventory` WHERE `item` = '%u'", item_lowguid); item->FSetState(ITEM_REMOVED); item->SaveToDB(); // it also deletes item object ! continue; } bool success = true; // the item/bag is not in a bag if (!bag_guid) { item->SetContainer(NULL); item->SetSlot(slot); if (IsInventoryPos(INVENTORY_SLOT_BAG_0, slot)) { ItemPosCountVec dest; if (CanStoreItem(INVENTORY_SLOT_BAG_0, slot, dest, item, false) == EQUIP_ERR_OK) { item = StoreItem(dest, item, true); } else { success = false; } } else if (IsEquipmentPos(INVENTORY_SLOT_BAG_0, slot)) { uint16 dest; if (CanEquipItem(slot, dest, item, false, false) == EQUIP_ERR_OK) { QuickEquipItem(dest, item); } else { success = false; } } else if (IsBankPos(INVENTORY_SLOT_BAG_0, slot)) { ItemPosCountVec dest; if (CanBankItem(INVENTORY_SLOT_BAG_0, slot, dest, item, false, false) == EQUIP_ERR_OK) { item = BankItem(dest, item, true); } else { success = false; } } if (success) { // store bags that may contain items in them if (item->IsBag() && IsBagPos(item->GetPos())) { bagMap[item_lowguid] = (Bag*)item; } } } // the item/bag in a bag else { item->SetSlot(NULL_SLOT); // the item is in a bag, find the bag std::map::const_iterator itr = bagMap.find(bag_guid); if (itr != bagMap.end() && slot < itr->second->GetBagSize()) { ItemPosCountVec dest; if (CanStoreItem(itr->second->GetSlot(), slot, dest, item, false) == EQUIP_ERR_OK) { item = StoreItem(dest, item, true); } else { success = false; } } else { success = false; } } // item's state may have changed after stored if (success) { item->SetState(ITEM_UNCHANGED, this); // restore container unchanged state also if (item->GetContainer()) { item->GetContainer()->SetState(ITEM_UNCHANGED, this); } // recharged mana gem if (timediff > 15 * MINUTE && proto->ItemLimitCategory == ITEM_LIMIT_CATEGORY_MANA_GEM) { item->RestoreCharges(); } } else { sLog.outError("Player::_LoadInventory: Player %s has item (GUID: %u Entry: %u) can't be loaded to inventory (Bag GUID: %u Slot: %u) by some reason, will send by mail.", GetName(), item_lowguid, item_id, bag_guid, slot); CharacterDatabase.PExecute("DELETE FROM `character_inventory` WHERE `item` = '%u'", item_lowguid); problematicItems.push_back(item); } } while (result->NextRow()); delete result; m_itemUpdateQueueBlocked = false; // send by mail problematic items while (!problematicItems.empty()) { std::string subject = GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM); // fill mail MailDraft draft(subject, "There's were problems with equipping item(s)."); for (int i = 0; !problematicItems.empty() && i < MAX_MAIL_ITEMS; ++i) { Item* item = problematicItems.front(); problematicItems.pop_front(); draft.AddItem(item); } draft.SendMailTo(this, MailSender(this, MAIL_STATIONERY_GM), MAIL_CHECK_MASK_COPIED); } } // if(IsAlive()) _ApplyAllItemMods(); } void Player::_LoadItemLoot(QueryResult* result) { // QueryResult *result = CharacterDatabase.PQuery("SELECT `guid`,`itemid`,`amount`,`suffix`,`property` FROM `item_loot` WHERE `guid` = '%u'", GetGUIDLow()); if (result) { do { Field* fields = result->Fetch(); uint32 item_guid = fields[0].GetUInt32(); Item* item = GetItemByGuid(ObjectGuid(HIGHGUID_ITEM, item_guid)); if (!item) { CharacterDatabase.PExecute("DELETE FROM `item_loot` WHERE `guid` = '%u'", item_guid); sLog.outError("Player::_LoadItemLoot: Player %s has loot for nonexistent item (GUID: %u) in `item_loot`, deleted.", GetName(), item_guid); continue; } item->LoadLootFromDB(fields); } while (result->NextRow()); delete result; } } // load mailed item which should receive current player void Player::_LoadMailedItems(QueryResult* result) { // data needs to be at first place for Item::LoadFromDB // 0 1 2 3 4 // "SELECT data, text, mail_id, item_guid, item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE receiver = '%u'", GUID_LOPART(m_guid) if (!result) { return; } do { Field* fields = result->Fetch(); uint32 mail_id = fields[2].GetUInt32(); uint32 item_guid_low = fields[3].GetUInt32(); uint32 item_template = fields[4].GetUInt32(); Mail* mail = GetMail(mail_id); if (!mail) { continue; } mail->AddItem(item_guid_low, item_template); ItemPrototype const* proto = ObjectMgr::GetItemPrototype(item_template); if (!proto) { sLog.outError("Player %u has unknown item_template (ProtoType) in mailed items(GUID: %u template: %u) in mail (%u), deleted.", GetGUIDLow(), item_guid_low, item_template, mail->messageID); CharacterDatabase.PExecute("DELETE FROM `mail_items` WHERE `item_guid` = '%u'", item_guid_low); CharacterDatabase.PExecute("DELETE FROM `item_instance` WHERE `guid` = '%u'", item_guid_low); continue; } Item* item = NewItemOrBag(proto); if (!item->LoadFromDB(item_guid_low, fields, GetObjectGuid())) { sLog.outError("Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail->messageID, item_guid_low); CharacterDatabase.PExecute("DELETE FROM `mail_items` WHERE `item_guid` = '%u'", item_guid_low); item->FSetState(ITEM_REMOVED); item->SaveToDB(); // it also deletes item object ! continue; } AddMItem(item); } while (result->NextRow()); delete result; } void Player::_LoadMails(QueryResult* result) { m_mail.clear(); // 0 1 2 3 4 5 6 7 8 9 10 11 12 13 //"SELECT id,messageType,sender,receiver,subject,body,expire_time,deliver_time,money,cod,checked,stationery,mailTemplateId,has_items FROM mail WHERE receiver = '%u' ORDER BY id DESC", GetGUIDLow() if (!result) { return; } do { Field* fields = result->Fetch(); Mail* m = new Mail; m->messageID = fields[0].GetUInt32(); m->messageType = fields[1].GetUInt8(); m->sender = fields[2].GetUInt32(); m->receiverGuid = ObjectGuid(HIGHGUID_PLAYER, fields[3].GetUInt32()); m->subject = fields[4].GetCppString(); m->body = fields[5].GetCppString(); m->expire_time = (time_t)fields[6].GetUInt64(); m->deliver_time = (time_t)fields[7].GetUInt64(); m->money = fields[8].GetUInt32(); m->COD = fields[9].GetUInt32(); m->checked = fields[10].GetUInt32(); m->stationery = fields[11].GetUInt8(); m->mailTemplateId = fields[12].GetInt16(); m->has_items = fields[13].GetBool(); // true, if mail have items or mail have template and items generated (maybe none) if (m->mailTemplateId && !sMailTemplateStore.LookupEntry(m->mailTemplateId)) { sLog.outError("Player::_LoadMail - Mail (%u) have nonexistent MailTemplateId (%u), remove at load", m->messageID, m->mailTemplateId); m->mailTemplateId = 0; } m->state = MAIL_STATE_UNCHANGED; m_mail.push_back(m); if (m->mailTemplateId && !m->has_items) { m->prepareTemplateItems(this); } } while (result->NextRow()); delete result; } void Player::LoadPet() { // fixme: the pet should still be loaded if the player is not in world // just not added to the map if (IsInWorld()) { Pet* pet = new Pet; if (!pet->LoadPetFromDB(this, 0, 0, true)) { delete pet; } } } void Player::_LoadQuestStatus(QueryResult* result) { mQuestStatus.clear(); uint32 slot = 0; //// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 // QueryResult *result = CharacterDatabase.PQuery("SELECT `quest`, `status`, `rewarded`, `explored`, `timer`, `mobcount1`, `mobcount2`, `mobcount3`, `mobcount4`, `itemcount1`, `itemcount2`, `itemcount3`, `itemcount4`, `itemcount5`, `itemcount6` FROM `character_queststatus` WHERE `guid` = '%u'", GetGUIDLow()); if (result) { do { Field* fields = result->Fetch(); uint32 quest_id = fields[0].GetUInt32(); // used to be new, no delete? Quest const* pQuest = sObjectMgr.GetQuestTemplate(quest_id); if (pQuest) { // find or create QuestStatusData& questStatusData = mQuestStatus[quest_id]; uint32 qstatus = fields[1].GetUInt32(); if (qstatus < MAX_QUEST_STATUS) { questStatusData.m_status = QuestStatus(qstatus); } else { questStatusData.m_status = QUEST_STATUS_NONE; sLog.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).", GetName(), quest_id, qstatus); } questStatusData.m_rewarded = (fields[2].GetUInt8() > 0); questStatusData.m_explored = (fields[3].GetUInt8() > 0); time_t quest_time = time_t(fields[4].GetUInt64()); if (pQuest->HasSpecialFlag(QUEST_SPECIAL_FLAG_TIMED) && !GetQuestRewardStatus(quest_id) && questStatusData.m_status != QUEST_STATUS_NONE) { AddTimedQuest(quest_id); if (quest_time <= sWorld.GetGameTime()) { questStatusData.m_timer = 1; } else { questStatusData.m_timer = uint32(quest_time - sWorld.GetGameTime()) * IN_MILLISECONDS; } } else { quest_time = 0; } questStatusData.m_creatureOrGOcount[0] = fields[5].GetUInt32(); questStatusData.m_creatureOrGOcount[1] = fields[6].GetUInt32(); questStatusData.m_creatureOrGOcount[2] = fields[7].GetUInt32(); questStatusData.m_creatureOrGOcount[3] = fields[8].GetUInt32(); questStatusData.m_itemcount[0] = fields[9].GetUInt32(); questStatusData.m_itemcount[1] = fields[10].GetUInt32(); questStatusData.m_itemcount[2] = fields[11].GetUInt32(); questStatusData.m_itemcount[3] = fields[12].GetUInt32(); questStatusData.m_itemcount[4] = fields[13].GetUInt32(); questStatusData.m_itemcount[5] = fields[14].GetUInt32(); questStatusData.uState = QUEST_UNCHANGED; // add to quest log if (slot < MAX_QUEST_LOG_SIZE && ((questStatusData.m_status == QUEST_STATUS_INCOMPLETE || questStatusData.m_status == QUEST_STATUS_COMPLETE || questStatusData.m_status == QUEST_STATUS_FAILED) && (!questStatusData.m_rewarded || pQuest->IsRepeatable()))) { SetQuestSlot(slot, quest_id, uint32(quest_time)); if (questStatusData.m_explored) { SetQuestSlotState(slot, QUEST_STATE_COMPLETE); } if (questStatusData.m_status == QUEST_STATUS_COMPLETE) { SetQuestSlotState(slot, QUEST_STATE_COMPLETE); } if (questStatusData.m_status == QUEST_STATUS_FAILED) { SetQuestSlotState(slot, QUEST_STATE_FAIL); } for (uint8 idx = 0; idx < QUEST_OBJECTIVES_COUNT; ++idx) if (questStatusData.m_creatureOrGOcount[idx]) { SetQuestSlotCounter(slot, idx, questStatusData.m_creatureOrGOcount[idx]); } ++slot; } if (questStatusData.m_rewarded) { // learn rewarded spell if unknown learnQuestRewardedSpells(pQuest); // set rewarded title if any if (pQuest->GetCharTitleId()) { if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId())) { SetTitle(titleEntry); } } if (pQuest->GetBonusTalents()) { m_questRewardTalentCount += pQuest->GetBonusTalents(); } } DEBUG_LOG("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData.m_status, quest_id, GetGUIDLow()); } } while (result->NextRow()); delete result; } // clear quest log tail for (uint16 i = slot; i < MAX_QUEST_LOG_SIZE; ++i) { SetQuestSlot(i, 0); } } void Player::_LoadDailyQuestStatus(QueryResult* result) { //for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx) //{ // SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1 + quest_daily_idx, 0); //} // QueryResult *result = CharacterDatabase.PQuery("SELECT `quest` FROM `character_queststatus_daily` WHERE `guid` = '%u'", GetGUIDLow()); if (result) { uint32 quest_daily_idx = 0; do { if (quest_daily_idx >= PLAYER_MAX_DAILY_QUESTS) // max amount with exist data in query { sLog.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`", GetGUIDLow()); break; } Field* fields = result->Fetch(); uint32 quest_id = fields[0].GetUInt32(); Quest const* pQuest = sObjectMgr.GetQuestTemplate(quest_id); if (!pQuest) { continue; } //SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1 + quest_daily_idx, quest_id); ++quest_daily_idx; DEBUG_LOG("Daily quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow()); } while (result->NextRow()); delete result; } m_DailyQuestChanged = false; } void Player::_LoadWeeklyQuestStatus(QueryResult* result) { m_weeklyquests.clear(); // QueryResult *result = CharacterDatabase.PQuery("SELECT quest FROM character_queststatus_weekly WHERE guid = '%u'", GetGUIDLow()); if (result) { do { Field* fields = result->Fetch(); uint32 quest_id = fields[0].GetUInt32(); Quest const* pQuest = sObjectMgr.GetQuestTemplate(quest_id); if (!pQuest) { continue; } m_weeklyquests.insert(quest_id); DEBUG_LOG("Weekly quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow()); } while (result->NextRow()); delete result; } m_WeeklyQuestChanged = false; } void Player::_LoadMonthlyQuestStatus(QueryResult* result) { m_monthlyquests.clear(); // QueryResult *result = CharacterDatabase.PQuery("SELECT quest FROM character_queststatus_weekly WHERE guid = '%u'", GetGUIDLow()); if (result) { do { Field* fields = result->Fetch(); uint32 quest_id = fields[0].GetUInt32(); Quest const* pQuest = sObjectMgr.GetQuestTemplate(quest_id); if (!pQuest) { continue; } m_monthlyquests.insert(quest_id); DEBUG_LOG("Monthly quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow()); } while (result->NextRow()); delete result; } m_MonthlyQuestChanged = false; } void Player::_LoadSpells(QueryResult* result) { // QueryResult *result = CharacterDatabase.PQuery("SELECT `spell`,`active`,`disabled` FROM `character_spell` WHERE `guid` = '%u'",GetGUIDLow()); if (result) { do { Field* fields = result->Fetch(); uint32 spell_id = fields[0].GetUInt32(); // skip talents & drop unneeded data if (GetTalentSpellPos(spell_id)) { sLog.outError("Player::_LoadSpells: %s has talent spell %u in character_spell, removing it.", GetGuidStr().c_str(), spell_id); CharacterDatabase.PExecute("DELETE FROM `character_spell` WHERE `spell` = '%u'", spell_id); continue; } addSpell(spell_id, fields[1].GetBool(), false, false, fields[2].GetBool()); } while (result->NextRow()); delete result; } } void Player::_LoadTalents(QueryResult* result) { // QueryResult *result = CharacterDatabase.PQuery("SELECT talent_id, current_rank, spec FROM character_talent WHERE guid = '%u'",GetGUIDLow()); if (result) { do { Field* fields = result->Fetch(); uint32 talent_id = fields[0].GetUInt32(); TalentEntry const* talentInfo = sTalentStore.LookupEntry(talent_id); if (!talentInfo) { sLog.outError("Player::_LoadTalents:Player (GUID: %u) has invalid talent_id: %u , this talent will be deleted from character_talent", GetGUIDLow(), talent_id); CharacterDatabase.PExecute("DELETE FROM `character_talent` WHERE `talent_id` = '%u'", talent_id); continue; } TalentTabEntry const* talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab); if (!talentTabInfo) { sLog.outError("Player::_LoadTalents:Player (GUID: %u) has invalid talentTabInfo: %u for talentID: %u , this talent will be deleted from character_talent", GetGUIDLow(), talentInfo->TalentTab, talentInfo->TalentID); CharacterDatabase.PExecute("DELETE FROM `character_talent` WHERE `talent_id` = '%u'", talent_id); continue; } // prevent load talent for different class (cheating) if ((getClassMask() & talentTabInfo->ClassMask) == 0) { sLog.outError("Player::_LoadTalents:Player (GUID: %u) has talent with ClassMask: %u , but Player's ClassMask is: %u , talentID: %u , this talent will be deleted from character_talent", GetGUIDLow(), talentTabInfo->ClassMask, getClassMask() , talentInfo->TalentID); CharacterDatabase.PExecute("DELETE FROM `character_talent` WHERE `guid` = '%u' AND `talent_id` = '%u'", GetGUIDLow(), talent_id); continue; } uint32 currentRank = fields[1].GetUInt32(); if (currentRank > MAX_TALENT_RANK || talentInfo->RankID[currentRank] == 0) { sLog.outError("Player::_LoadTalents:Player (GUID: %u) has invalid talent rank: %u , talentID: %u , this talent will be deleted from character_talent", GetGUIDLow(), currentRank, talentInfo->TalentID); CharacterDatabase.PExecute("DELETE FROM `character_talent` WHERE `guid` = '%u' AND `talent_id` = '%u'", GetGUIDLow(), talent_id); continue; } uint32 spec = fields[2].GetUInt32(); if (spec > MAX_TALENT_SPEC_COUNT) { sLog.outError("Player::_LoadTalents:Player (GUID: %u) has invalid talent spec: %u, spec will be deleted from character_talent", GetGUIDLow(), spec); CharacterDatabase.PExecute("DELETE FROM `character_talent` WHERE `spec` = '%u' ", spec); continue; } if (spec >= m_specsCount) { sLog.outError("Player::_LoadTalents:Player (GUID: %u) has invalid talent spec: %u , this spec will be deleted from character_talent.", GetGUIDLow(), spec); CharacterDatabase.PExecute("DELETE FROM `character_talent` WHERE `guid` = '%u' AND `spec` = '%u' ", GetGUIDLow(), spec); continue; } if (m_activeSpec == spec) { addSpell(talentInfo->RankID[currentRank], true, false, false, false); } else { PlayerTalent talent; talent.currentRank = currentRank; talent.talentEntry = talentInfo; talent.state = PLAYERSPELL_UNCHANGED; m_talents[spec][talentInfo->TalentID] = talent; } } while (result->NextRow()); delete result; } UpdateGroupLeaderFlag(); } void Player::_LoadGroup(QueryResult* result) { // QueryResult *result = CharacterDatabase.PQuery("SELECT `groupId` FROM `group_member` WHERE `memberGuid`='%u'", GetGUIDLow()); if (result) { uint32 groupId = (*result)[0].GetUInt32(); delete result; if (Group* group = sObjectMgr.GetGroupById(groupId)) { uint8 subgroup = group->GetMemberGroup(GetObjectGuid()); SetGroup(group, subgroup); if (getLevel() >= LEVELREQUIREMENT_HEROIC) { // the group leader may change the instance difficulty while the player is offline SetDungeonDifficulty(group->GetDungeonDifficulty()); SetRaidDifficulty(group->GetRaidDifficulty()); } } } } void Player::_LoadBoundInstances(QueryResult* result) { for (uint8 i = 0; i < MAX_DIFFICULTY; ++i) { m_boundInstances[i].clear(); } Group* group = GetGroup(); // QueryResult *result = CharacterDatabase.PQuery("SELECT `id`, `permanent`, `map`, `difficulty`, `resettime` FROM `character_instance` LEFT JOIN `instance` ON `instance` = `id` WHERE `guid` = '%u'", GUID_LOPART(m_guid)); if (result) { do { Field* fields = result->Fetch(); bool perm = fields[1].GetBool(); uint32 mapId = fields[2].GetUInt32(); uint32 instanceId = fields[0].GetUInt32(); uint8 difficulty = fields[3].GetUInt8(); time_t resetTime = (time_t)fields[4].GetUInt64(); // the resettime for normal instances is only saved when the InstanceSave is unloaded // so the value read from the DB may be wrong here but only if the InstanceSave is loaded // and in that case it is not used MapEntry const* mapEntry = sMapStore.LookupEntry(mapId); if (!mapEntry || !mapEntry->IsDungeon()) { sLog.outError("_LoadBoundInstances: player %s(%d) has bind to nonexistent or not dungeon map %d", GetName(), GetGUIDLow(), mapId); CharacterDatabase.PExecute("DELETE FROM `character_instance` WHERE `guid` = '%u' AND `instance` = '%u'", GetGUIDLow(), instanceId); continue; } if (difficulty >= MAX_DIFFICULTY) { sLog.outError("_LoadBoundInstances: player %s(%d) has bind to nonexistent difficulty %d instance for map %u", GetName(), GetGUIDLow(), difficulty, mapId); CharacterDatabase.PExecute("DELETE FROM `character_instance` WHERE `guid` = '%u' AND `instance` = '%u'", GetGUIDLow(), instanceId); continue; } MapDifficultyEntry const* mapDiff = GetMapDifficultyData(mapId, Difficulty(difficulty)); if (!mapDiff) { sLog.outError("_LoadBoundInstances: player %s(%d) has bind to nonexistent difficulty %d instance for map %u", GetName(), GetGUIDLow(), difficulty, mapId); CharacterDatabase.PExecute("DELETE FROM `character_instance` WHERE `guid` = '%u' AND `instance` = '%u'", GetGUIDLow(), instanceId); continue; } if (!perm && group) { sLog.outError("_LoadBoundInstances: %s is in group (Id: %d) but has a non-permanent character bind to map %d,%d,%d", GetGuidStr().c_str(), group->GetId(), mapId, instanceId, difficulty); CharacterDatabase.PExecute("DELETE FROM `character_instance` WHERE `guid` = '%u' AND `instance` = '%u'", GetGUIDLow(), instanceId); continue; } // since non permanent binds are always solo bind, they can always be reset DungeonPersistentState* state = (DungeonPersistentState*)sMapPersistentStateMgr.AddPersistentState(mapEntry, instanceId, Difficulty(difficulty), resetTime, !perm, true); if (state) BindToInstance(state, perm, true); } while (result->NextRow()); delete result; } } InstancePlayerBind* Player::GetBoundInstance(uint32 mapid, Difficulty difficulty) { // some instances only have one difficulty MapDifficultyEntry const* mapDiff = GetMapDifficultyData(mapid, difficulty); if (!mapDiff) { return NULL; } BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid); if (itr != m_boundInstances[difficulty].end()) { return &itr->second; } else { return NULL; } } void Player::UnbindInstance(uint32 mapid, Difficulty difficulty, bool unload) { BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid); UnbindInstance(itr, difficulty, unload); } void Player::UnbindInstance(BoundInstancesMap::iterator& itr, Difficulty difficulty, bool unload) { if (itr != m_boundInstances[difficulty].end()) { if (!unload) CharacterDatabase.PExecute("DELETE FROM `character_instance` WHERE `guid` = '%u' AND `instance` = '%u'", GetGUIDLow(), itr->second.state->GetInstanceId()); sCalendarMgr.SendCalendarRaidLockoutRemove(this, itr->second.state); itr->second.state->RemovePlayer(this); // state can become invalid m_boundInstances[difficulty].erase(itr++); } } InstancePlayerBind* Player::BindToInstance(DungeonPersistentState* state, bool permanent, bool load) { if (state) { InstancePlayerBind& bind = m_boundInstances[state->GetDifficulty()][state->GetMapId()]; if (bind.state) { // update the state when the group kills a boss if (permanent != bind.perm || state != bind.state) if (!load) CharacterDatabase.PExecute("UPDATE `character_instance` SET `instance` = '%u', `permanent` = '%u' WHERE `guid` = '%u' AND `instance` = '%u'", state->GetInstanceId(), permanent, GetGUIDLow(), bind.state->GetInstanceId()); } else { if (!load) CharacterDatabase.PExecute("INSERT INTO `character_instance` (`guid`, `instance`, `permanent`) VALUES ('%u', '%u', '%u')", GetGUIDLow(), state->GetInstanceId(), permanent); } if (bind.state != state) { if (bind.state) { bind.state->RemovePlayer(this); } state->AddPlayer(this); } if (permanent) { state->SetCanReset(false); } bind.state = state; bind.perm = permanent; if (!load) { DEBUG_LOG("Player::BindToInstance: %s(%d) is now bound to map %d, instance %d, difficulty %d", GetName(), GetGUIDLow(), state->GetMapId(), state->GetInstanceId(), state->GetDifficulty()); } // Used by Eluna #ifdef ENABLE_ELUNA sEluna->OnBindToInstance(this, (Difficulty)0, state->GetMapId(), permanent); #endif /* ENABLE_ELUNA */ return &bind; } else { return NULL; } } DungeonPersistentState* Player::GetBoundInstanceSaveForSelfOrGroup(uint32 mapid) { MapEntry const* mapEntry = sMapStore.LookupEntry(mapid); if (!mapEntry) { return NULL; } InstancePlayerBind* pBind = GetBoundInstance(mapid, GetDifficulty(mapEntry->IsRaid())); DungeonPersistentState* state = pBind ? pBind->state : NULL; // the player's permanent player bind is taken into consideration first // then the player's group bind and finally the solo bind. if (!pBind || !pBind->perm) { InstanceGroupBind* groupBind = NULL; // use the player's difficulty setting (it may not be the same as the group's) if (Group* group = GetGroup()) if ((groupBind = group->GetBoundInstance(mapid, this))) { state = groupBind->state; } } return state; } void Player::SendRaidInfo() { uint32 counter = 0; WorldPacket data(SMSG_RAID_INSTANCE_INFO, 4); size_t p_counter = data.wpos(); data << uint32(counter); // placeholder time_t now = time(NULL); for (int i = 0; i < MAX_DIFFICULTY; ++i) { for (BoundInstancesMap::const_iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr) { if (itr->second.perm) { DungeonPersistentState* state = itr->second.state; data << uint32(state->GetMapId()); // map id data << uint32(state->GetDifficulty()); // difficulty data << ObjectGuid(state->GetInstanceGuid());// instance guid data << uint8(1); // expired = 0 data << uint8(0); // extended = 1 data << uint32(state->GetResetTime() - now);// reset time data << uint32(state->GetCompletedEncountersMask());// completed encounter mask ++counter; } } } data.put(p_counter, counter); GetSession()->SendPacket(&data); } /* - called on every successful teleportation to a map */ void Player::SendSavedInstances() { bool hasBeenSaved = false; WorldPacket data; for (uint8 i = 0; i < MAX_DIFFICULTY; ++i) { for (BoundInstancesMap::const_iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr) { if (itr->second.perm) // only permanent binds are sent { hasBeenSaved = true; break; } } } // Send opcode 811. true or false means, whether you have current raid/heroic instances data.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP); data << uint32(hasBeenSaved); GetSession()->SendPacket(&data); if (!hasBeenSaved) { return; } for (uint8 i = 0; i < MAX_DIFFICULTY; ++i) { for (BoundInstancesMap::const_iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr) { if (itr->second.perm) { data.Initialize(SMSG_UPDATE_LAST_INSTANCE); data << uint32(itr->second.state->GetMapId()); GetSession()->SendPacket(&data); } } } } /// convert the player's binds to the group void Player::ConvertInstancesToGroup(Player* player, Group* group, ObjectGuid player_guid) { bool has_binds = false; bool has_solo = false; if (player) { player_guid = player->GetObjectGuid(); if (!group) { group = player->GetGroup(); } } MANGOS_ASSERT(player_guid); // copy all binds to the group, when changing leader it's assumed the character // will not have any solo binds if (player) { for (uint8 i = 0; i < MAX_DIFFICULTY; ++i) { for (BoundInstancesMap::iterator itr = player->m_boundInstances[i].begin(); itr != player->m_boundInstances[i].end();) { has_binds = true; if (group) { group->BindToInstance(itr->second.state, itr->second.perm, true); } // permanent binds are not removed if (!itr->second.perm) { // increments itr in call player->UnbindInstance(itr, Difficulty(i), true); has_solo = true; } else { ++itr; } } } } uint32 player_lowguid = player_guid.GetCounter(); // if the player's not online we don't know what binds it has if (!player || !group || has_binds) { CharacterDatabase.PExecute("INSERT INTO `group_instance` SELECT `guid`, `instance`, `permanent` FROM `character_instance` WHERE `guid` = '%u'", player_lowguid); } // the following should not get executed when changing leaders if (!player || has_solo) { CharacterDatabase.PExecute("DELETE FROM `character_instance` WHERE `guid` = '%u' AND `permanent` = 0", player_lowguid); } } bool Player::_LoadHomeBind(QueryResult* result) { PlayerInfo const* info = sObjectMgr.GetPlayerInfo(getRace(), getClass()); if (!info) { sLog.outError("Player have incorrect race/class pair. Can't be loaded."); return false; } bool ok = false; // QueryResult *result = CharacterDatabase.PQuery("SELECT `map`,`zone`,`position_x`,`position_y`,`position_z` FROM `character_homebind` WHERE `guid` = '%u'", GUID_LOPART(playerGuid)); if (result) { Field* fields = result->Fetch(); m_homebindMapId = fields[0].GetUInt32(); m_homebindAreaId = fields[1].GetUInt16(); m_homebindX = fields[2].GetFloat(); m_homebindY = fields[3].GetFloat(); m_homebindZ = fields[4].GetFloat(); delete result; MapEntry const* bindMapEntry = sMapStore.LookupEntry(m_homebindMapId); // accept saved data only for valid position (and non instanceable), and accessable if (MapManager::IsValidMapCoord(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ) && !bindMapEntry->Instanceable() && GetSession()->Expansion() >= bindMapEntry->Expansion()) { ok = true; } else { CharacterDatabase.PExecute("DELETE FROM `character_homebind` WHERE `guid` = '%u'", GetGUIDLow()); } } if (!ok) { m_homebindMapId = info->mapId; m_homebindAreaId = info->areaId; m_homebindX = info->positionX; m_homebindY = info->positionY; m_homebindZ = info->positionZ; CharacterDatabase.PExecute("INSERT INTO `character_homebind` (`guid`,`map`,`zone`,`position_x`,`position_y`,`position_z`) VALUES ('%u', '%u', '%u', '%f', '%f', '%f')", GetGUIDLow(), m_homebindMapId, (uint32)m_homebindAreaId, m_homebindX, m_homebindY, m_homebindZ); } DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f", m_homebindMapId, m_homebindAreaId, m_homebindX, m_homebindY, m_homebindZ); return true; } /*********************************************************/ /*** SAVE SYSTEM ***/ /*********************************************************/ void Player::SaveToDB() { // we should assure this: ASSERT((m_nextSave != sWorld.getConfig(CONFIG_UINT32_INTERVAL_SAVE))); // delay auto save at any saves (manual, in code, or autosave) m_nextSave = sWorld.getConfig(CONFIG_UINT32_INTERVAL_SAVE); // lets allow only players in world to be saved if (IsBeingTeleportedFar()) { ScheduleDelayedOperation(DELAYED_SAVE_PLAYER); return; } // first save/honor gain after midnight will also update the player's honor fields UpdateHonorKills(); DEBUG_FILTER_LOG(LOG_FILTER_PLAYER_STATS, "The value of player %s at save: ", m_name.c_str()); outDebugStatsValues(); CharacterDatabase.BeginTransaction(); #ifdef ENABLE_ELUNA // Hack to check that this is not on create save if (!HasAtLoginFlag(AT_LOGIN_FIRST)) { sEluna->OnSave(this); } #endif /* ENABLE_ELUNA */ static SqlStatementID delChar ; static SqlStatementID insChar ; SqlStatement stmt = CharacterDatabase.CreateStatement(delChar, "DELETE FROM `characters` WHERE `guid` = ?"); stmt.PExecute(GetGUIDLow()); SqlStatement uberInsert = CharacterDatabase.CreateStatement(insChar, "INSERT INTO `characters` (`guid`,`account`,`name`,`race`,`class`,`gender`, " "`level`,`xp`,`money`,`playerBytes`,`playerBytes2`,`playerFlags`," "`map`, `dungeon_difficulty`, `position_x`, `position_y`, `position_z`, `orientation`, " "`taximask`, `online`, `cinematic`, " "`totaltime`, `leveltime`, `rest_bonus`, `logout_time`, `is_logout_resting`, `resettalents_cost`, `resettalents_time`, `primary_trees`, " "`trans_x`, `trans_y`, `trans_z`, `trans_o`, `transguid`, `extra_flags`, `stable_slots`, `at_login`, `zone`, " "`death_expire_time`, `taxi_path`, `totalKills`, " "`todayKills`, `yesterdayKills`, `chosenTitle`, " "`watchedFaction`, `drunk`, `health`, `power1`, `power2`, `power3`, " "`power4`, `power5`, `specCount`, `activeSpec`, `exploredZones`, `equipmentCache`, `knownTitles`, `actionBars`, `slot`) " "VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, " "?, ?, ?, ?, ?, ?, " "?, ?, ?, " "?, ?, ?, ?, ?, ?, ?, ?, " "?, ?, ?, ?, ?, ?, ?, ?, ?, " "?, ?, ?, " "?, ?, ?, ?, ?, ?, ?, ?, ?, " "?, ?, ?, ?, ?, ?, ?, ?, ?) "); uberInsert.addUInt32(GetGUIDLow()); uberInsert.addUInt32(GetSession()->GetAccountId()); uberInsert.addString(m_name); uberInsert.addUInt8(getRace()); uberInsert.addUInt8(getClass()); uberInsert.addUInt8(getGender()); uberInsert.addUInt32(getLevel()); uberInsert.addUInt32(GetUInt32Value(PLAYER_XP)); uberInsert.addUInt64(GetMoney()); uberInsert.addUInt32(GetUInt32Value(PLAYER_BYTES)); uberInsert.addUInt32(GetUInt32Value(PLAYER_BYTES_2)); uberInsert.addUInt32(GetUInt32Value(PLAYER_FLAGS)); if (!IsBeingTeleported()) { uberInsert.addUInt32(GetMapId()); uberInsert.addUInt32(uint32(GetDungeonDifficulty())); uberInsert.addFloat(finiteAlways(GetPositionX())); uberInsert.addFloat(finiteAlways(GetPositionY())); uberInsert.addFloat(finiteAlways(GetPositionZ())); uberInsert.addFloat(finiteAlways(GetOrientation())); } else { uberInsert.addUInt32(GetTeleportDest().mapid); uberInsert.addUInt32(uint32(GetDungeonDifficulty())); uberInsert.addFloat(finiteAlways(GetTeleportDest().coord_x)); uberInsert.addFloat(finiteAlways(GetTeleportDest().coord_y)); uberInsert.addFloat(finiteAlways(GetTeleportDest().coord_z)); uberInsert.addFloat(finiteAlways(GetTeleportDest().orientation)); } std::ostringstream ss; ss << m_taxi; // string with TaxiMaskSize numbers uberInsert.addString(ss); uberInsert.addUInt32(IsInWorld() ? 1 : 0); uberInsert.addUInt32(m_cinematic); uberInsert.addUInt32(m_Played_time[PLAYED_TIME_TOTAL]); uberInsert.addUInt32(m_Played_time[PLAYED_TIME_LEVEL]); uberInsert.addFloat(finiteAlways(m_rest_bonus)); uberInsert.addUInt64(uint64(time(NULL))); uberInsert.addUInt32(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ? 1 : 0); // save, far from tavern/city // save, but in tavern/city uberInsert.addUInt32(m_resetTalentsCost); uberInsert.addUInt64(uint64(m_resetTalentsTime)); ss.str(""); for (int i = 0; i < MAX_TALENT_SPEC_COUNT; ++i) { ss << m_talentsPrimaryTree[i] << " "; } uberInsert.addString(ss); uberInsert.addFloat(finiteAlways(m_movementInfo.GetTransportPos()->x)); uberInsert.addFloat(finiteAlways(m_movementInfo.GetTransportPos()->y)); uberInsert.addFloat(finiteAlways(m_movementInfo.GetTransportPos()->z)); uberInsert.addFloat(finiteAlways(m_movementInfo.GetTransportPos()->o)); if (m_transport) { uberInsert.addUInt32(m_transport->GetGUIDLow()); } else { uberInsert.addUInt32(0); } uberInsert.addUInt32(m_ExtraFlags); uberInsert.addUInt32(uint32(m_stableSlots)); // to prevent save uint8 as char uberInsert.addUInt32(uint32(m_atLoginFlags)); uberInsert.addUInt32(IsInWorld() ? GetZoneId() : GetCachedZoneId()); uberInsert.addUInt64(uint64(m_deathExpireTime)); ss << m_taxi.SaveTaxiDestinationsToString(); // string uberInsert.addString(ss); uberInsert.addUInt32(GetUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS)); uberInsert.addUInt16(GetUInt16Value(PLAYER_FIELD_KILLS, 0)); uberInsert.addUInt16(GetUInt16Value(PLAYER_FIELD_KILLS, 1)); uberInsert.addUInt32(GetUInt32Value(PLAYER_CHOSEN_TITLE)); // FIXME: at this moment send to DB as unsigned, including unit32(-1) uberInsert.addUInt32(GetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX)); uberInsert.addUInt8(GetDrunkValue()); uberInsert.addUInt32(GetHealth()); for (uint32 i = 0; i < MAX_STORED_POWERS; ++i) { uberInsert.addUInt32(GetPowerByIndex(i)); } uberInsert.addUInt32(uint32(m_specsCount)); uberInsert.addUInt32(uint32(m_activeSpec)); for (uint32 i = 0; i < PLAYER_EXPLORED_ZONES_SIZE; ++i) // string { ss << GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + i) << " "; } uberInsert.addString(ss); for (uint32 i = 0; i < EQUIPMENT_SLOT_END * 2; ++i) // string { ss << GetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + i) << " "; } uberInsert.addString(ss); for(uint32 i = 0; i < KNOWN_TITLES_SIZE*2; ++i ) //string { ss << GetUInt32Value(PLAYER__FIELD_KNOWN_TITLES + i) << " "; } uberInsert.addString(ss); uberInsert.addUInt32(uint32(GetByteValue(PLAYER_FIELD_BYTES, 2))); uberInsert.addUInt8(m_slot); uberInsert.Execute(); if (m_mailsUpdated) // save mails only when needed { _SaveMail(); } _SaveBGData(); _SaveInventory(); _SaveQuestStatus(); _SaveDailyQuestStatus(); _SaveWeeklyQuestStatus(); _SaveMonthlyQuestStatus(); _SaveSpells(); _SaveSpellCooldowns(); _SaveActions(); _SaveAuras(); _SaveSkills(); m_achievementMgr.SaveToDB(); m_reputationMgr.SaveToDB(); _SaveCurrencies(); _SaveEquipmentSets(); GetSession()->SaveTutorialsData(); // changed only while character in game _SaveGlyphs(); _SaveTalents(); CharacterDatabase.CommitTransaction(); // check if stats should only be saved on logout // save stats can be out of transaction if (m_session->isLogingOut() || !sWorld.getConfig(CONFIG_BOOL_STATS_SAVE_ONLY_ON_LOGOUT)) { _SaveStats(); } // save pet (hunter pet level and experience and all type pets health/mana). if (Pet* pet = GetPet()) { pet->SavePetToDB(PET_SAVE_AS_CURRENT); } } // fast save function for item/money cheating preventing - save only inventory and money state void Player::SaveInventoryAndGoldToDB() { _SaveInventory(); SaveGoldToDB(); } void Player::SaveGoldToDB() { static SqlStatementID updateGold ; SqlStatement stmt = CharacterDatabase.CreateStatement(updateGold, "UPDATE `characters` SET `money` = ? WHERE `guid` = ?"); stmt.PExecute(GetMoney(), GetGUIDLow()); } void Player::_SaveActions() { static SqlStatementID insertAction ; static SqlStatementID updateAction ; static SqlStatementID deleteAction ; for (int i = 0; i < MAX_TALENT_SPEC_COUNT; ++i) { for (ActionButtonList::iterator itr = m_actionButtons[i].begin(); itr != m_actionButtons[i].end();) { switch (itr->second.uState) { case ACTIONBUTTON_NEW: { SqlStatement stmt = CharacterDatabase.CreateStatement(insertAction, "INSERT INTO `character_action` (`guid`,`spec`, `button`,`action`,`type`) VALUES (?, ?, ?, ?, ?)"); stmt.addUInt32(GetGUIDLow()); stmt.addUInt32(i); stmt.addUInt32(uint32(itr->first)); stmt.addUInt32(itr->second.GetAction()); stmt.addUInt32(uint32(itr->second.GetType())); stmt.Execute(); itr->second.uState = ACTIONBUTTON_UNCHANGED; ++itr; } break; case ACTIONBUTTON_CHANGED: { SqlStatement stmt = CharacterDatabase.CreateStatement(updateAction, "UPDATE `character_action` SET `action` = ?, `type` = ? WHERE `guid` = ? AND `button` = ? AND `spec` = ?"); stmt.addUInt32(itr->second.GetAction()); stmt.addUInt32(uint32(itr->second.GetType())); stmt.addUInt32(GetGUIDLow()); stmt.addUInt32(uint32(itr->first)); stmt.addUInt32(i); stmt.Execute(); itr->second.uState = ACTIONBUTTON_UNCHANGED; ++itr; } break; case ACTIONBUTTON_DELETED: { SqlStatement stmt = CharacterDatabase.CreateStatement(deleteAction, "DELETE FROM `character_action` WHERE `guid` = ? AND `button` = ? AND `spec` = ?"); stmt.addUInt32(GetGUIDLow()); stmt.addUInt32(uint32(itr->first)); stmt.addUInt32(i); stmt.Execute(); m_actionButtons[i].erase(itr++); } break; default: ++itr; break; } } } } void Player::_SaveAuras() { static SqlStatementID deleteAuras ; static SqlStatementID insertAuras ; SqlStatement stmt = CharacterDatabase.CreateStatement(deleteAuras, "DELETE FROM `character_aura` WHERE `guid` = ?"); stmt.PExecute(GetGUIDLow()); SpellAuraHolderMap const& auraHolders = GetSpellAuraHolderMap(); if (auraHolders.empty()) { return; } stmt = CharacterDatabase.CreateStatement(insertAuras, "INSERT INTO `character_aura` (`guid`, `caster_guid`, `item_guid`, `spell`, `stackcount`, `remaincharges`, " "`basepoints0`, `basepoints1`, `basepoints2`, `periodictime0`, `periodictime1`, `periodictime2`, `maxduration`, `remaintime`, `effIndexMask`) " "VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?)"); for (SpellAuraHolderMap::const_iterator itr = auraHolders.begin(); itr != auraHolders.end(); ++itr) { SpellAuraHolder* holder = itr->second; // skip all holders from spells that are passive or channeled // save singleTarget auras if self cast. bool selfCastHolder = holder->GetCasterGuid() == GetObjectGuid(); TrackedAuraType trackedType = holder->GetTrackedAuraType(); if (!holder->IsPassive() && !IsChanneledSpell(holder->GetSpellProto()) && (trackedType == TRACK_AURA_TYPE_NOT_TRACKED || (trackedType == TRACK_AURA_TYPE_SINGLE_TARGET && selfCastHolder))) { int32 damage[MAX_EFFECT_INDEX]; uint32 periodicTime[MAX_EFFECT_INDEX]; uint32 effIndexMask = 0; for (uint32 i = 0; i < MAX_EFFECT_INDEX; ++i) { damage[i] = 0; periodicTime[i] = 0; if (Aura* aur = holder->GetAuraByEffectIndex(SpellEffectIndex(i))) { // don't save not own area auras if (aur->IsAreaAura() && holder->GetCasterGuid() != GetObjectGuid()) { continue; } damage[i] = aur->GetModifier()->m_amount; periodicTime[i] = aur->GetModifier()->periodictime; effIndexMask |= (1 << i); } } if (!effIndexMask) { continue; } stmt.addUInt32(GetGUIDLow()); stmt.addUInt64(holder->GetCasterGuid().GetRawValue()); stmt.addUInt32(holder->GetCastItemGuid().GetCounter()); stmt.addUInt32(holder->GetId()); stmt.addUInt32(holder->GetStackAmount()); stmt.addUInt8(holder->GetAuraCharges()); for (uint32 i = 0; i < MAX_EFFECT_INDEX; ++i) { stmt.addInt32(damage[i]); } for (uint32 i = 0; i < MAX_EFFECT_INDEX; ++i) { stmt.addUInt32(periodicTime[i]); } stmt.addInt32(holder->GetAuraMaxDuration()); stmt.addInt32(holder->GetAuraDuration()); stmt.addUInt32(effIndexMask); stmt.Execute(); } } } void Player::_SaveGlyphs() { static SqlStatementID insertGlyph ; static SqlStatementID updateGlyph ; static SqlStatementID deleteGlyph ; for (uint8 spec = 0; spec < m_specsCount; ++spec) { for (uint8 slot = 0; slot < MAX_GLYPH_SLOT_INDEX; ++slot) { switch (m_glyphs[spec][slot].uState) { case GLYPH_NEW: { SqlStatement stmt = CharacterDatabase.CreateStatement(insertGlyph, "INSERT INTO `character_glyphs` (`guid`, `spec`, `slot`, `glyph`) VALUES (?, ?, ?, ?)"); stmt.PExecute(GetGUIDLow(), spec, slot, m_glyphs[spec][slot].GetId()); break; } case GLYPH_CHANGED: { SqlStatement stmt = CharacterDatabase.CreateStatement(updateGlyph, "UPDATE `character_glyphs` SET `glyph` = ? WHERE `guid` = ? AND `spec` = ? AND `slot` = ?"); stmt.PExecute(m_glyphs[spec][slot].GetId(), GetGUIDLow(), spec, slot); break; } case GLYPH_DELETED: { SqlStatement stmt = CharacterDatabase.CreateStatement(deleteGlyph, "DELETE FROM `character_glyphs` WHERE `guid` = ? AND `spec` = ? AND `slot` = ?"); stmt.PExecute(GetGUIDLow(), spec, slot); break; } case GLYPH_UNCHANGED: break; } m_glyphs[spec][slot].uState = GLYPH_UNCHANGED; } } } void Player::_SaveInventory() { // force items in buyback slots to new state // and remove those that aren't already for (uint8 i = BUYBACK_SLOT_START; i < BUYBACK_SLOT_END; ++i) { Item* item = m_items[i]; if (!item || item->GetState() == ITEM_NEW) continue; static SqlStatementID delInv ; static SqlStatementID delItemInst ; SqlStatement stmt = CharacterDatabase.CreateStatement(delInv, "DELETE FROM `character_inventory` WHERE `item` = ?"); stmt.PExecute(item->GetGUIDLow()); stmt = CharacterDatabase.CreateStatement(delItemInst, "DELETE FROM `item_instance` WHERE `guid` = ?"); stmt.PExecute(item->GetGUIDLow()); m_items[i]->FSetState(ITEM_NEW); } // update enchantment durations for (EnchantDurationList::const_iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr) { itr->item->SetEnchantmentDuration(itr->slot, itr->leftduration); } // if no changes if (m_itemUpdateQueue.empty()) return; // do not save if the update queue is corrupt bool error = false; for (size_t i = 0; i < m_itemUpdateQueue.size(); ++i) { Item* item = m_itemUpdateQueue[i]; if (!item || item->GetState() == ITEM_REMOVED) { continue; } Item* test = GetItemByPos(item->GetBagSlot(), item->GetSlot()); if (test == NULL) { sLog.outError("Player(GUID: %u Name: %s)::_SaveInventory - the bag(%d) and slot(%d) values for the item with guid %d are incorrect, the player doesn't have an item at that position!", GetGUIDLow(), GetName(), item->GetBagSlot(), item->GetSlot(), item->GetGUIDLow()); error = true; } else if (test != item) { sLog.outError("Player(GUID: %u Name: %s)::_SaveInventory - the bag(%d) and slot(%d) values for the item with guid %d are incorrect, the item with guid %d is there instead!", GetGUIDLow(), GetName(), item->GetBagSlot(), item->GetSlot(), item->GetGUIDLow(), test->GetGUIDLow()); error = true; } } if (error) { sLog.outError("Player::_SaveInventory - one or more errors occurred save aborted!"); ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED); return; } static SqlStatementID insertInventory ; static SqlStatementID updateInventory ; static SqlStatementID deleteInventory ; for (size_t i = 0; i < m_itemUpdateQueue.size(); ++i) { Item* item = m_itemUpdateQueue[i]; if (!item) continue; Bag* container = item->GetContainer(); uint32 bag_guid = container ? container->GetGUIDLow() : 0; switch (item->GetState()) { case ITEM_NEW: { SqlStatement stmt = CharacterDatabase.CreateStatement(insertInventory, "INSERT INTO `character_inventory` (`guid`,`bag`,`slot`,`item`,`item_template`) VALUES (?, ?, ?, ?, ?)"); stmt.addUInt32(GetGUIDLow()); stmt.addUInt32(bag_guid); stmt.addUInt8(item->GetSlot()); stmt.addUInt32(item->GetGUIDLow()); stmt.addUInt32(item->GetEntry()); stmt.Execute(); } break; case ITEM_CHANGED: { SqlStatement stmt = CharacterDatabase.CreateStatement(updateInventory, "UPDATE `character_inventory` SET `guid` = ?, `bag` = ?, `slot` = ?, `item_template` = ? WHERE `item` = ?"); stmt.addUInt32(GetGUIDLow()); stmt.addUInt32(bag_guid); stmt.addUInt8(item->GetSlot()); stmt.addUInt32(item->GetEntry()); stmt.addUInt32(item->GetGUIDLow()); stmt.Execute(); } break; case ITEM_REMOVED: { SqlStatement stmt = CharacterDatabase.CreateStatement(deleteInventory, "DELETE FROM `character_inventory` WHERE `item` = ?"); stmt.PExecute(item->GetGUIDLow()); } break; case ITEM_UNCHANGED: break; } item->SaveToDB(); // item have unchanged inventory record and can be save standalone } m_itemUpdateQueue.clear(); } void Player::_SaveMail() { static SqlStatementID updateMail ; static SqlStatementID deleteMailItems ; static SqlStatementID deleteItem ; static SqlStatementID deleteMain ; static SqlStatementID deleteItems ; for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr) { Mail* m = (*itr); if (m->state == MAIL_STATE_CHANGED) { SqlStatement stmt = CharacterDatabase.CreateStatement(updateMail, "UPDATE `mail` SET `has_items` = ?, `expire_time` = ?, `deliver_time` = ?, `money` = ?, `cod` = ?, `checked` = ? WHERE `id` = ?"); stmt.addUInt32(m->HasItems() ? 1 : 0); stmt.addUInt64(uint64(m->expire_time)); stmt.addUInt64(uint64(m->deliver_time)); stmt.addUInt32(m->money); stmt.addUInt32(m->COD); stmt.addUInt32(m->checked); stmt.addUInt32(m->messageID); stmt.Execute(); if (!m->removedItems.empty()) { stmt = CharacterDatabase.CreateStatement(deleteMailItems, "DELETE FROM `mail_items` WHERE `item_guid` = ?"); for (std::vector::const_iterator itr2 = m->removedItems.begin(); itr2 != m->removedItems.end(); ++itr2) { stmt.PExecute(*itr2); } m->removedItems.clear(); } m->state = MAIL_STATE_UNCHANGED; } else if (m->state == MAIL_STATE_DELETED) { if (m->HasItems()) { SqlStatement stmt = CharacterDatabase.CreateStatement(deleteItem, "DELETE FROM `item_instance` WHERE `guid` = ?"); for (MailItemInfoVec::const_iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2) { stmt.PExecute(itr2->item_guid); } } SqlStatement stmt = CharacterDatabase.CreateStatement(deleteMain, "DELETE FROM `mail` WHERE `id` = ?"); stmt.PExecute(m->messageID); stmt = CharacterDatabase.CreateStatement(deleteItems, "DELETE FROM `mail_items` WHERE `mail_id` = ?"); stmt.PExecute(m->messageID); } } // deallocate deleted mails... for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();) { if ((*itr)->state == MAIL_STATE_DELETED) { Mail* m = *itr; m_mail.erase(itr); delete m; itr = m_mail.begin(); } else { ++itr; } } m_mailsUpdated = false; } void Player::_SaveQuestStatus() { static SqlStatementID insertQuestStatus ; static SqlStatementID updateQuestStatus ; // we don't need transactions here. for (QuestStatusMap::iterator i = mQuestStatus.begin(); i != mQuestStatus.end(); ++i) { switch (i->second.uState) { case QUEST_NEW : { SqlStatement stmt = CharacterDatabase.CreateStatement(insertQuestStatus, "INSERT INTO `character_queststatus` (`guid`,`quest`,`status`,`rewarded`,`explored`,`timer`,`mobcount1`,`mobcount2`,`mobcount3`,`mobcount4`,`itemcount1`,`itemcount2`,`itemcount3`,`itemcount4`,`itemcount5`,`itemcount6`) " "VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?)"); stmt.addUInt32(GetGUIDLow()); stmt.addUInt32(i->first); stmt.addUInt8(i->second.m_status); stmt.addUInt8(i->second.m_rewarded); stmt.addUInt8(i->second.m_explored); stmt.addUInt64(uint64(i->second.m_timer / IN_MILLISECONDS + sWorld.GetGameTime())); for (int k = 0; k < QUEST_OBJECTIVES_COUNT; ++k) { stmt.addUInt32(i->second.m_creatureOrGOcount[k]); } for (int k = 0; k < QUEST_ITEM_OBJECTIVES_COUNT; ++k) { stmt.addUInt32(i->second.m_itemcount[k]); } stmt.Execute(); } break; case QUEST_CHANGED : { SqlStatement stmt = CharacterDatabase.CreateStatement(updateQuestStatus, "UPDATE `character_queststatus` SET `status` = ?,`rewarded` = ?,`explored` = ?,`timer` = ?," "`mobcount1` = ?,`mobcount2` = ?,`mobcount3` = ?,`mobcount4` = ?,`itemcount1` = ?,`itemcount2` = ?,`itemcount3` = ?,`itemcount4` = ?,`itemcount5` = ?,`itemcount6` = ? WHERE `guid` = ? AND `quest` = ?"); stmt.addUInt8(i->second.m_status); stmt.addUInt8(i->second.m_rewarded); stmt.addUInt8(i->second.m_explored); stmt.addUInt64(uint64(i->second.m_timer / IN_MILLISECONDS + sWorld.GetGameTime())); for (int k = 0; k < QUEST_OBJECTIVES_COUNT; ++k) { stmt.addUInt32(i->second.m_creatureOrGOcount[k]); } for (int k = 0; k < QUEST_ITEM_OBJECTIVES_COUNT; ++k) { stmt.addUInt32(i->second.m_itemcount[k]); } stmt.addUInt32(GetGUIDLow()); stmt.addUInt32(i->first); stmt.Execute(); } break; case QUEST_UNCHANGED: break; }; i->second.uState = QUEST_UNCHANGED; } } void Player::_SaveDailyQuestStatus() { if (!m_DailyQuestChanged) { return; } // we don't need transactions here. static SqlStatementID delQuestStatus ; static SqlStatementID insQuestStatus ; SqlStatement stmtDel = CharacterDatabase.CreateStatement(delQuestStatus, "DELETE FROM `character_queststatus_daily` WHERE `guid` = ?"); SqlStatement stmtIns = CharacterDatabase.CreateStatement(insQuestStatus, "INSERT INTO `character_queststatus_daily` (`guid`,`quest`) VALUES (?, ?)"); stmtDel.PExecute(GetGUIDLow()); //for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx) // if (GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1 + quest_daily_idx)) // stmtIns.PExecute(GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1 + quest_daily_idx)); m_DailyQuestChanged = false; } void Player::_SaveWeeklyQuestStatus() { if (!m_WeeklyQuestChanged || m_weeklyquests.empty()) { return; } // we don't need transactions here. static SqlStatementID delQuestStatus ; static SqlStatementID insQuestStatus ; SqlStatement stmtDel = CharacterDatabase.CreateStatement(delQuestStatus, "DELETE FROM `character_queststatus_weekly` WHERE `guid` = ?"); SqlStatement stmtIns = CharacterDatabase.CreateStatement(insQuestStatus, "INSERT INTO `character_queststatus_weekly` (`guid`,`quest`) VALUES (?, ?)"); stmtDel.PExecute(GetGUIDLow()); for (QuestSet::const_iterator iter = m_weeklyquests.begin(); iter != m_weeklyquests.end(); ++iter) { uint32 quest_id = *iter; stmtIns.PExecute(GetGUIDLow(), quest_id); } m_WeeklyQuestChanged = false; } void Player::_SaveMonthlyQuestStatus() { if (!m_MonthlyQuestChanged || m_monthlyquests.empty()) { return; } // we don't need transactions here. static SqlStatementID deleteQuest ; static SqlStatementID insertQuest ; SqlStatement stmtDel = CharacterDatabase.CreateStatement(deleteQuest, "DELETE FROM `character_queststatus_monthly` WHERE `guid` = ?"); SqlStatement stmtIns = CharacterDatabase.CreateStatement(insertQuest, "INSERT INTO `character_queststatus_monthly` (`guid`, `quest`) VALUES (?, ?)"); stmtDel.PExecute(GetGUIDLow()); for (QuestSet::const_iterator iter = m_monthlyquests.begin(); iter != m_monthlyquests.end(); ++iter) { uint32 quest_id = *iter; stmtIns.PExecute(GetGUIDLow(), quest_id); } m_MonthlyQuestChanged = false; } void Player::_SaveSkills() { static SqlStatementID delSkills ; static SqlStatementID insSkills ; static SqlStatementID updSkills ; // we don't need transactions here. for (SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end();) { if (itr->second.uState == SKILL_UNCHANGED) { ++itr; continue; } if (itr->second.uState == SKILL_DELETED) { SqlStatement stmt = CharacterDatabase.CreateStatement(delSkills, "DELETE FROM `character_skills` WHERE `guid` = ? AND `skill` = ?"); stmt.PExecute(GetGUIDLow(), itr->first); mSkillStatus.erase(itr++); continue; } uint16 field = itr->second.pos / 2; uint8 offset = itr->second.pos & 1; uint16 value = GetUInt16Value(PLAYER_SKILL_RANK_0 + field, offset); uint16 max = GetUInt16Value(PLAYER_SKILL_MAX_RANK_0 + field, offset); switch (itr->second.uState) { case SKILL_NEW: { SqlStatement stmt = CharacterDatabase.CreateStatement(insSkills, "INSERT INTO `character_skills` (`guid`, `skill`, `value`, `max`) VALUES (?, ?, ?, ?)"); stmt.PExecute(GetGUIDLow(), itr->first, value, max); } break; case SKILL_CHANGED: { SqlStatement stmt = CharacterDatabase.CreateStatement(updSkills, "UPDATE `character_skills` SET `value` = ?, `max` = ? WHERE `guid` = ? AND `skill` = ?"); stmt.PExecute(value, max, GetGUIDLow(), itr->first); } break; case SKILL_UNCHANGED: case SKILL_DELETED: MANGOS_ASSERT(false); break; }; itr->second.uState = SKILL_UNCHANGED; ++itr; } } void Player::_SaveSpells() { static SqlStatementID delSpells ; static SqlStatementID insSpells ; SqlStatement stmtDel = CharacterDatabase.CreateStatement(delSpells, "DELETE FROM `character_spell` WHERE `guid` = ? and `spell` = ?"); SqlStatement stmtIns = CharacterDatabase.CreateStatement(insSpells, "INSERT INTO `character_spell` (`guid`,`spell`,`active`,`disabled`) VALUES (?, ?, ?, ?)"); for (PlayerSpellMap::iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end();) { uint32 talentCosts = GetTalentSpellCost(itr->first); if (!talentCosts) { if (itr->second.state == PLAYERSPELL_REMOVED || itr->second.state == PLAYERSPELL_CHANGED) { stmtDel.PExecute(GetGUIDLow(), itr->first); } // add only changed/new not dependent spells if (!itr->second.dependent && (itr->second.state == PLAYERSPELL_NEW || itr->second.state == PLAYERSPELL_CHANGED)) { stmtIns.PExecute(GetGUIDLow(), itr->first, uint8(itr->second.active ? 1 : 0), uint8(itr->second.disabled ? 1 : 0)); } } if (itr->second.state == PLAYERSPELL_REMOVED) { m_spells.erase(itr++); } else { itr->second.state = PLAYERSPELL_UNCHANGED; ++itr; } } } void Player::_SaveTalents() { static SqlStatementID delTalents ; static SqlStatementID insTalents ; SqlStatement stmtDel = CharacterDatabase.CreateStatement(delTalents, "DELETE FROM `character_talent` WHERE `guid` = ? and `talent_id` = ? and `spec` = ?"); SqlStatement stmtIns = CharacterDatabase.CreateStatement(insTalents, "INSERT INTO `character_talent` (`guid`, `talent_id`, `current_rank`, `spec`) VALUES (?, ?, ?, ?)"); for (uint32 i = 0; i < MAX_TALENT_SPEC_COUNT; ++i) { for (PlayerTalentMap::iterator itr = m_talents[i].begin(); itr != m_talents[i].end();) { if (itr->second.state == PLAYERSPELL_REMOVED || itr->second.state == PLAYERSPELL_CHANGED) { stmtDel.PExecute(GetGUIDLow(), itr->first, i); } // add only changed/new talents if (itr->second.state == PLAYERSPELL_NEW || itr->second.state == PLAYERSPELL_CHANGED) { stmtIns.PExecute(GetGUIDLow(), itr->first, itr->second.currentRank, i); } if (itr->second.state == PLAYERSPELL_REMOVED) { m_talents[i].erase(itr++); } else { itr->second.state = PLAYERSPELL_UNCHANGED; ++itr; } } } } // save player stats -- only for external usage // real stats will be recalculated on player login void Player::_SaveStats() { // check if stat saving is enabled and if char level is high enough if (!sWorld.getConfig(CONFIG_UINT32_MIN_LEVEL_STAT_SAVE) || getLevel() < sWorld.getConfig(CONFIG_UINT32_MIN_LEVEL_STAT_SAVE)) { return; } static SqlStatementID delStats ; static SqlStatementID insertStats ; SqlStatement stmt = CharacterDatabase.CreateStatement(delStats, "DELETE FROM `character_stats` WHERE `guid` = ?"); stmt.PExecute(GetGUIDLow()); stmt = CharacterDatabase.CreateStatement(insertStats, "INSERT INTO `character_stats` (`guid`, `maxhealth`, `maxpower1`, `maxpower2`, `maxpower3`, `maxpower4`, `maxpower5`," "`strength`, `agility`, `stamina`, `intellect`, `spirit`, `armor`, `resHoly`, `resFire`, `resNature`, `resFrost`, `resShadow`, `resArcane`, " "`blockPct`, `dodgePct`, `parryPct`, `critPct`, `rangedCritPct`, `spellCritPct`, `attackPower`, `rangedAttackPower`, `spellPower`) " "VALUES ( ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?)"); stmt.addUInt32(GetGUIDLow()); stmt.addUInt32(GetMaxHealth()); for (uint32 i = 0; i < MAX_STORED_POWERS; ++i) { stmt.addUInt32(GetMaxPowerByIndex(i)); } for (int i = 0; i < MAX_STATS; ++i) { stmt.addFloat(GetStat(Stats(i))); } // armor + school resistances for (int i = 0; i < MAX_SPELL_SCHOOL; ++i) { stmt.addUInt32(GetResistance(SpellSchools(i))); } stmt.addFloat(GetFloatValue(PLAYER_BLOCK_PERCENTAGE)); stmt.addFloat(GetFloatValue(PLAYER_DODGE_PERCENTAGE)); stmt.addFloat(GetFloatValue(PLAYER_PARRY_PERCENTAGE)); stmt.addFloat(GetFloatValue(PLAYER_CRIT_PERCENTAGE)); stmt.addFloat(GetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE)); stmt.addFloat(GetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1)); stmt.addUInt32(GetUInt32Value(UNIT_FIELD_ATTACK_POWER)); stmt.addUInt32(GetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER)); stmt.addUInt32(GetBaseSpellPowerBonus()); stmt.Execute(); } void Player::outDebugStatsValues() const { // optimize disabled debug output if (!sLog.HasLogLevelOrHigher(LOG_LVL_DEBUG) || sLog.HasLogFilter(LOG_FILTER_PLAYER_STATS)) { return; } sLog.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u", GetMaxHealth(), GetMaxPower(POWER_MANA)); sLog.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f", GetStat(STAT_AGILITY), GetStat(STAT_STRENGTH)); sLog.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f", GetStat(STAT_INTELLECT), GetStat(STAT_SPIRIT)); sLog.outDebug("STAMINA is: \t\t%f", GetStat(STAT_STAMINA)); sLog.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f", GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE)); sLog.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u", GetResistance(SPELL_SCHOOL_HOLY), GetResistance(SPELL_SCHOOL_FIRE)); sLog.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u", GetResistance(SPELL_SCHOOL_NATURE), GetResistance(SPELL_SCHOOL_FROST)); sLog.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u", GetResistance(SPELL_SCHOOL_SHADOW), GetResistance(SPELL_SCHOOL_ARCANE)); sLog.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f", GetFloatValue(UNIT_FIELD_MINDAMAGE), GetFloatValue(UNIT_FIELD_MAXDAMAGE)); sLog.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f", GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE)); sLog.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f", GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE)); sLog.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u", GetAttackTime(BASE_ATTACK), GetAttackTime(RANGED_ATTACK)); } /*********************************************************/ /*** FLOOD FILTER SYSTEM ***/ /*********************************************************/ void Player::UpdateSpeakTime() { // ignore chat spam protection for GMs in any mode if (GetSession()->GetSecurity() > SEC_PLAYER) { return; } time_t current = time(NULL); if (m_speakTime > current) { uint32 max_count = sWorld.getConfig(CONFIG_UINT32_CHATFLOOD_MESSAGE_COUNT); if (!max_count) { return; } ++m_speakCount; if (m_speakCount >= max_count) { // prevent overwrite mute time, if message send just before mutes set, for example. time_t new_mute = current + sWorld.getConfig(CONFIG_UINT32_CHATFLOOD_MUTE_TIME); if (GetSession()->m_muteTime < new_mute) { GetSession()->m_muteTime = new_mute; } m_speakCount = 0; } } else { m_speakCount = 0; } m_speakTime = current + sWorld.getConfig(CONFIG_UINT32_CHATFLOOD_MESSAGE_DELAY); } bool Player::CanSpeak() const { return GetSession()->m_muteTime <= time(NULL); } /*********************************************************/ /*** LOW LEVEL FUNCTIONS:Notifiers ***/ /*********************************************************/ void Player::SendAttackSwingNotInRange() { WorldPacket data(SMSG_ATTACKSWING_NOTINRANGE, 0); GetSession()->SendPacket(&data); } void Player::SavePositionInDB(ObjectGuid guid, uint32 mapid, float x, float y, float z, float o, uint32 zone) { std::ostringstream ss; ss << "UPDATE `characters` SET `position_x`='" << x << "',`position_y`='" << y << "',`position_z`='" << z << "',`orientation`='" << o << "',`map`='" << mapid << "',`zone`='" << zone << "',`trans_x`='0',`trans_y`='0',`trans_z`='0'," << "`transguid`='0',`taxi_path`='' WHERE `guid`='" << guid.GetCounter() << "'"; DEBUG_LOG("%s", ss.str().c_str()); CharacterDatabase.Execute(ss.str().c_str()); } void Player::SetUInt32ValueInArray(Tokens& tokens, uint16 index, uint32 value) { char buf[11]; snprintf(buf, 11, "%u", value); if (index >= tokens.size()) { return; } tokens[index] = buf; } void Player::Customize(ObjectGuid guid, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair) { // 0 QueryResult* result = CharacterDatabase.PQuery("SELECT `playerBytes2` FROM `characters` WHERE `guid` = '%u'", guid.GetCounter()); if (!result) { return; } Field* fields = result->Fetch(); uint32 player_bytes2 = fields[0].GetUInt32(); player_bytes2 &= ~0xFF; player_bytes2 |= facialHair; CharacterDatabase.PExecute("UPDATE `characters` SET `gender` = '%u', `playerBytes` = '%u', `playerBytes2` = '%u' WHERE `guid` = '%u'", gender, skin | (face << 8) | (hairStyle << 16) | (hairColor << 24), player_bytes2, guid.GetCounter()); delete result; } void Player::SendAttackSwingDeadTarget() { WorldPacket data(SMSG_ATTACKSWING_DEADTARGET, 0); GetSession()->SendPacket(&data); } void Player::SendAttackSwingCantAttack() { WorldPacket data(SMSG_ATTACKSWING_CANT_ATTACK, 0); GetSession()->SendPacket(&data); } void Player::SendAttackSwingCancelAttack() { WorldPacket data(SMSG_CANCEL_COMBAT, 0); GetSession()->SendPacket(&data); } void Player::SendAttackSwingBadFacingAttack() { WorldPacket data(SMSG_ATTACKSWING_BADFACING, 0); GetSession()->SendPacket(&data); } void Player::SendAutoRepeatCancel(Unit* target) { WorldPacket data(SMSG_CANCEL_AUTO_REPEAT, target->GetPackGUID().size()); data << target->GetPackGUID(); GetSession()->SendPacket(&data); } void Player::SendExplorationExperience(uint32 Area, uint32 Experience) { WorldPacket data(SMSG_EXPLORATION_EXPERIENCE, 8); data << uint32(Area); data << uint32(Experience); GetSession()->SendPacket(&data); } void Player::SendDungeonDifficulty(bool IsInGroup) { uint8 val = 0x00000001; WorldPacket data(MSG_SET_DUNGEON_DIFFICULTY, 12); data << uint32(GetDungeonDifficulty()); data << uint32(val); data << uint32(IsInGroup); GetSession()->SendPacket(&data); } void Player::SendRaidDifficulty(bool IsInGroup) { uint8 val = 0x00000001; WorldPacket data(MSG_SET_RAID_DIFFICULTY, 12); data << uint32(GetRaidDifficulty()); data << uint32(val); data << uint32(IsInGroup); GetSession()->SendPacket(&data); } void Player::SendResetFailedNotify(uint32 mapid) { WorldPacket data(SMSG_RESET_FAILED_NOTIFY, 4); data << uint32(mapid); GetSession()->SendPacket(&data); } /// Reset all solo instances and optionally send a message on success for each void Player::ResetInstances(InstanceResetMethod method, bool isRaid) { // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN // we assume that when the difficulty changes, all instances that can be reset will be Difficulty diff = GetDifficulty(isRaid); for (BoundInstancesMap::iterator itr = m_boundInstances[diff].begin(); itr != m_boundInstances[diff].end();) { DungeonPersistentState* state = itr->second.state; const MapEntry* entry = sMapStore.LookupEntry(itr->first); if (!entry || entry->IsRaid() != isRaid || !state->CanReset()) { ++itr; continue; } if (method == INSTANCE_RESET_ALL) { // the "reset all instances" method can only reset normal maps if (entry->map_type == MAP_RAID || diff == DUNGEON_DIFFICULTY_HEROIC) { ++itr; continue; } } // if the map is loaded, reset it if (Map* map = sMapMgr.FindMap(state->GetMapId(), state->GetInstanceId())) if (map->IsDungeon()) { ((DungeonMap*)map)->Reset(method); } // since this is a solo instance there should not be any players inside if (method == INSTANCE_RESET_ALL || method == INSTANCE_RESET_CHANGE_DIFFICULTY) { SendResetInstanceSuccess(state->GetMapId()); } state->DeleteFromDB(); m_boundInstances[diff].erase(itr++); // the following should remove the instance save from the manager and delete it as well state->RemovePlayer(this); } } void Player::SendResetInstanceSuccess(uint32 MapId) { WorldPacket data(SMSG_INSTANCE_RESET, 4); data << uint32(MapId); GetSession()->SendPacket(&data); } void Player::SendResetInstanceFailed(uint32 reason, uint32 MapId) { // TODO: find what other fail reasons there are besides players in the instance WorldPacket data(SMSG_INSTANCE_RESET_FAILED, 4); data << uint32(reason); data << uint32(MapId); GetSession()->SendPacket(&data); } /*********************************************************/ /*** Update timers ***/ /*********************************************************/ /// checks the 15 afk reports per 5 minutes limit void Player::UpdateAfkReport(time_t currTime) { if (m_bgData.bgAfkReportedTimer <= currTime) { m_bgData.bgAfkReportedCount = 0; m_bgData.bgAfkReportedTimer = currTime + 5 * MINUTE; } } void Player::UpdateContestedPvP(uint32 diff) { if (!m_contestedPvPTimer || IsInCombat()) { return; } if (m_contestedPvPTimer <= diff) { ResetContestedPvP(); } else { m_contestedPvPTimer -= diff; } } void Player::UpdatePvPFlag(time_t currTime) { if (!IsPvP()) { return; } if (pvpInfo.endTimer == 0 || currTime < (pvpInfo.endTimer + 300)) { return; } UpdatePvP(false); } void Player::UpdateDuelFlag(time_t currTime) { if (!duel || duel->startTimer == 0 || currTime < duel->startTimer + 3) { return; } // Used by Eluna #ifdef ENABLE_ELUNA sEluna->OnDuelStart(this, duel->opponent); #endif /* ENABLE_ELUNA */ SetUInt32Value(PLAYER_DUEL_TEAM, 1); duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 2); duel->startTimer = 0; duel->startTime = currTime; duel->opponent->duel->startTimer = 0; duel->opponent->duel->startTime = currTime; } void Player::RemovePet(PetSaveMode mode) { if (Pet* pet = GetPet()) { pet->Unsummon(mode, this); } } void Player::Say(const std::string& text, const uint32 language) { WorldPacket data; ChatHandler::BuildChatPacket(data, CHAT_MSG_SAY, text.c_str(), Language(language), GetChatTag(), GetObjectGuid(), GetName()); SendMessageToSetInRange(&data, sWorld.getConfig(CONFIG_FLOAT_LISTEN_RANGE_SAY), true); } void Player::Yell(const std::string& text, const uint32 language) { WorldPacket data; ChatHandler::BuildChatPacket(data, CHAT_MSG_YELL, text.c_str(), Language(language), GetChatTag(), GetObjectGuid(), GetName()); SendMessageToSetInRange(&data, sWorld.getConfig(CONFIG_FLOAT_LISTEN_RANGE_YELL), true); } void Player::TextEmote(const std::string& text) { WorldPacket data; ChatHandler::BuildChatPacket(data, CHAT_MSG_EMOTE, text.c_str(), LANG_UNIVERSAL, GetChatTag(), GetObjectGuid(), GetName()); SendMessageToSetInRange(&data, sWorld.getConfig(CONFIG_FLOAT_LISTEN_RANGE_TEXTEMOTE), true, !sWorld.getConfig(CONFIG_BOOL_ALLOW_TWO_SIDE_INTERACTION_CHAT)); } void Player::Whisper(const std::string& text, uint32 language, ObjectGuid receiver) { Player* rPlayer = sObjectMgr.GetPlayer(receiver); WorldPacket data; ChatHandler::BuildChatPacket(data, CHAT_MSG_WHISPER, text.c_str(), Language(language), GetChatTag(), GetObjectGuid(), GetName()); rPlayer->GetSession()->SendPacket(&data); // do not send confirmations, afk, dnd or system notifications for addon messages if (language == LANG_ADDON) { return; } data.clear(); ChatHandler::BuildChatPacket(data, CHAT_MSG_WHISPER_INFORM, text.c_str(), Language(language), CHAT_TAG_NONE, rPlayer->GetObjectGuid()); GetSession()->SendPacket(&data); if (!isAcceptWhispers()) { SetAcceptWhispers(true); ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON); } // announce afk or dnd message if (rPlayer->isAFK() || rPlayer->isDND()) { const ChatMsg msgtype = rPlayer->isAFK() ? CHAT_MSG_AFK : CHAT_MSG_DND; data.clear(); ChatHandler::BuildChatPacket(data, msgtype, rPlayer->autoReplyMsg.c_str(), LANG_UNIVERSAL, CHAT_TAG_NONE, rPlayer->GetObjectGuid()); GetSession()->SendPacket(&data); } } void Player::PetSpellInitialize() { Pet* pet = GetPet(); if (!pet) { return; } DEBUG_LOG("Pet Spells Groups"); CharmInfo* charmInfo = pet->GetCharmInfo(); WorldPacket data(SMSG_PET_SPELLS, 8 + 2 + 4 + 4 + 4 * MAX_UNIT_ACTION_BAR_INDEX + 1 + 1); data << pet->GetObjectGuid(); data << uint16(pet->GetCreatureInfo()->Family); // creature family (required for pet talents) data << uint32(0); data << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0); // action bar loop charmInfo->BuildActionBar(&data); size_t spellsCountPos = data.wpos(); // spells count uint8 addlist = 0; data << uint8(addlist); // placeholder if (pet->isControlled()) { // spells loop for (PetSpellMap::const_iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr) { if (itr->second.state == PETSPELL_REMOVED) { continue; } data << uint32(MAKE_UNIT_ACTION_BUTTON(itr->first, itr->second.active)); ++addlist; } } data.put(spellsCountPos, addlist); uint8 cooldownsCount = pet->m_CreatureSpellCooldowns.size() + pet->m_CreatureCategoryCooldowns.size(); data << uint8(cooldownsCount); time_t curTime = time(NULL); for (CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureSpellCooldowns.begin(); itr != pet->m_CreatureSpellCooldowns.end(); ++itr) { time_t cooldown = (itr->second > curTime) ? (itr->second - curTime) * IN_MILLISECONDS : 0; data << uint32(itr->first); // spellid data << uint16(0); // spell category? data << uint32(cooldown); // cooldown data << uint32(0); // category cooldown } for (CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureCategoryCooldowns.begin(); itr != pet->m_CreatureCategoryCooldowns.end(); ++itr) { time_t cooldown = (itr->second > curTime) ? (itr->second - curTime) * IN_MILLISECONDS : 0; data << uint32(itr->first); // spellid data << uint16(0); // spell category? data << uint32(0); // cooldown data << uint32(cooldown); // category cooldown } GetSession()->SendPacket(&data); } void Player::SendPetGUIDs() { if (!GetPetGuid()) { return; } // Later this function might get modified for multiple guids WorldPacket data(SMSG_PET_GUIDS, 12); data << uint32(1); // count data << ObjectGuid(GetPetGuid()); GetSession()->SendPacket(&data); } void Player::PossessSpellInitialize() { Unit* charm = GetCharm(); if (!charm) { return; } CharmInfo* charmInfo = charm->GetCharmInfo(); if (!charmInfo) { sLog.outError("Player::PossessSpellInitialize(): charm (GUID: %u TypeId: %u) has no charminfo!", charm->GetGUIDLow(), charm->GetTypeId()); return; } WorldPacket data(SMSG_PET_SPELLS, 8 + 2 + 4 + 4 + 4 * MAX_UNIT_ACTION_BAR_INDEX + 1 + 1); data << charm->GetObjectGuid(); data << uint16(0); data << uint32(0); data << uint32(0); charmInfo->BuildActionBar(&data); data << uint8(0); // spells count data << uint8(0); // cooldowns count GetSession()->SendPacket(&data); } void Player::CharmSpellInitialize() { Unit* charm = GetCharm(); if (!charm) { return; } CharmInfo* charmInfo = charm->GetCharmInfo(); if (!charmInfo) { sLog.outError("Player::CharmSpellInitialize(): the player's charm (GUID: %u TypeId: %u) has no charminfo!", charm->GetGUIDLow(), charm->GetTypeId()); return; } uint8 addlist = 0; if (charm->GetTypeId() != TYPEID_PLAYER) { CreatureInfo const* cinfo = ((Creature*)charm)->GetCreatureInfo(); if (cinfo && cinfo->CreatureType == CREATURE_TYPE_DEMON && getClass() == CLASS_WARLOCK) { for (uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i) { if (charmInfo->GetCharmSpell(i)->GetAction()) { ++addlist; } } } } WorldPacket data(SMSG_PET_SPELLS, 8 + 2 + 4 + 4 + 4 * MAX_UNIT_ACTION_BAR_INDEX + 1 + 4 * addlist + 1); data << charm->GetObjectGuid(); data << uint16(0); data << uint32(0); if (charm->GetTypeId() != TYPEID_PLAYER) { data << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0); } else { data << uint8(0) << uint8(0) << uint16(0); } charmInfo->BuildActionBar(&data); data << uint8(addlist); if (addlist) { for (uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i) { CharmSpellEntry* cspell = charmInfo->GetCharmSpell(i); if (cspell->GetAction()) { data << uint32(cspell->packedData); } } } data << uint8(0); // cooldowns count GetSession()->SendPacket(&data); } void Player::RemovePetActionBar() { WorldPacket data(SMSG_PET_SPELLS, 8); data << ObjectGuid(); SendDirectMessage(&data); } void Player::AddSpellMod(Aura* aura, bool apply) { Modifier const* mod = aura->GetModifier(); Opcodes opcode = (mod->m_auraname == SPELL_AURA_ADD_FLAT_MODIFIER) ? SMSG_SET_FLAT_SPELL_MODIFIER : SMSG_SET_PCT_SPELL_MODIFIER; uint32 modTypeCount = 0; // count of mods per one mod->op WorldPacket data(opcode, 4 + 4 + 1 + 1 + 4); data << uint32(1); // count of different mod->op's in packet size_t writePos = data.wpos(); data << uint32(modTypeCount); data << uint8(mod->m_miscvalue); for (int eff = 0; eff < 96; ++eff) { uint64 _mask = 0; uint32 _mask2 = 0; if (eff < 64) { _mask = uint64(1) << (eff - 0); } else { _mask2 = uint32(1) << (eff - 64); } if (aura->GetAuraSpellClassMask().IsFitToFamilyMask(_mask, _mask2)) { int32 val = 0; for (AuraList::const_iterator itr = m_spellMods[mod->m_miscvalue].begin(); itr != m_spellMods[mod->m_miscvalue].end(); ++itr) { if ((*itr)->GetModifier()->m_auraname == mod->m_auraname && ((*itr)->GetAuraSpellClassMask().IsFitToFamilyMask(_mask, _mask2))) { val += (*itr)->GetModifier()->m_amount; } } val += apply ? mod->m_amount : -(mod->m_amount); data << uint8(eff); data << float(val); ++modTypeCount; } } data.put(writePos, modTypeCount); SendDirectMessage(&data); if (apply) { m_spellMods[mod->m_miscvalue].push_back(aura); } else { m_spellMods[mod->m_miscvalue].remove(aura); } } template T Player::ApplySpellMod(uint32 spellId, SpellModOp op, T& basevalue, Spell const* /*spell*/) { SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellId); if (!spellInfo) { return 0; } int32 totalpct = 0; int32 totalflat = 0; for (AuraList::iterator itr = m_spellMods[op].begin(); itr != m_spellMods[op].end(); ++itr) { Aura* aura = *itr; Modifier const* mod = aura->GetModifier(); if (!aura->isAffectedOnSpell(spellInfo)) { continue; } if (mod->m_auraname == SPELL_AURA_ADD_FLAT_MODIFIER) { totalflat += mod->m_amount; } else { // skip percent mods for null basevalue (most important for spell mods with charges ) if (basevalue == T(0)) { continue; } // special case (skip >10sec spell casts for instant cast setting) if (mod->m_miscvalue == SPELLMOD_CASTING_TIME && basevalue >= T(10 * IN_MILLISECONDS) && mod->m_amount <= -100) continue; totalpct += mod->m_amount; } } float diff = (float)basevalue * (float)totalpct / 100.0f + (float)totalflat; basevalue = T((float)basevalue + diff); return T(diff); } template int32 Player::ApplySpellMod(uint32 spellId, SpellModOp op, int32& basevalue, Spell const* spell); template uint32 Player::ApplySpellMod(uint32 spellId, SpellModOp op, uint32& basevalue, Spell const* spell); template float Player::ApplySpellMod(uint32 spellId, SpellModOp op, float& basevalue, Spell const* spell); // send Proficiency void Player::SendProficiency(ItemClass itemClass, uint32 itemSubclassMask) { WorldPacket data(SMSG_SET_PROFICIENCY, 4 + 1); data << uint32(itemSubclassMask) << uint8(itemClass) ; GetSession()->SendPacket(&data); } void Player::RemovePetitionsAndSigns(ObjectGuid guid) { uint32 lowguid = guid.GetCounter(); QueryResult* result = NULL; result = CharacterDatabase.PQuery("SELECT `ownerguid`,`petitionguid` FROM `petition_sign` WHERE `playerguid` = '%u'", lowguid); if (result) { do // this part effectively does nothing, since the deletion / modification only takes place _after_ the PetitionQuery. Though I don't know if the result remains intact if I execute the delete query beforehand. { // and SendPetitionQueryOpcode reads data from the DB Field* fields = result->Fetch(); ObjectGuid ownerguid = ObjectGuid(HIGHGUID_PLAYER, fields[0].GetUInt32()); ObjectGuid petitionguid = ObjectGuid(HIGHGUID_ITEM, fields[1].GetUInt32()); // send update if charter owner in game Player* owner = sObjectMgr.GetPlayer(ownerguid); if (owner) { owner->GetSession()->SendPetitionQueryOpcode(petitionguid); } } while (result->NextRow()); delete result; CharacterDatabase.PExecute("DELETE FROM `petition_sign` WHERE `playerguid` = '%u'", lowguid); } CharacterDatabase.BeginTransaction(); CharacterDatabase.PExecute("DELETE FROM `petition` WHERE `ownerguid` = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM `petition_sign` WHERE `ownerguid` = '%u'", lowguid); CharacterDatabase.CommitTransaction(); } void Player::LeaveAllArenaTeams(ObjectGuid guid) { uint32 lowguid = guid.GetCounter(); QueryResult* result = CharacterDatabase.PQuery("SELECT `arena_team_member`.`arenateamid` FROM `arena_team_member` JOIN `arena_team` ON `arena_team_member`.`arenateamid` = `arena_team`.`arenateamid` WHERE `guid`='%u'", lowguid); if (!result) { return; } do { Field* fields = result->Fetch(); if (uint32 at_id = fields[0].GetUInt32()) if (ArenaTeam* at = sObjectMgr.GetArenaTeamById(at_id)) { at->DelMember(guid); } } while (result->NextRow()); delete result; } void Player::SetRestBonus(float rest_bonus_new) { // Prevent resting on max level if (getLevel() >= sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL)) { rest_bonus_new = 0; } if (rest_bonus_new < 0) { rest_bonus_new = 0; } float rest_bonus_max = (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP) * 1.5f / 2.0f; if (rest_bonus_new > rest_bonus_max) { m_rest_bonus = rest_bonus_max; } else { m_rest_bonus = rest_bonus_new; } // update data for client if (m_rest_bonus > 10) { SetByteValue(PLAYER_BYTES_2, 3, REST_STATE_RESTED); } else if (m_rest_bonus <= 1) { SetByteValue(PLAYER_BYTES_2, 3, REST_STATE_NORMAL); } // RestTickUpdate SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE, uint32(m_rest_bonus)); } void Player::HandleStealthedUnitsDetection() { std::list stealthedUnits; MaNGOS::AnyStealthedCheck u_check(this); MaNGOS::UnitListSearcher searcher(stealthedUnits, u_check); Cell::VisitAllObjects(this, searcher, MAX_PLAYER_STEALTH_DETECT_RANGE); WorldObject const* viewPoint = GetCamera().GetBody(); for (std::list::const_iterator i = stealthedUnits.begin(); i != stealthedUnits.end(); ++i) { if ((*i) == this) { continue; } bool hasAtClient = HaveAtClient((*i)); bool hasDetected = (*i)->IsVisibleForOrDetect(this, viewPoint, true); if (hasDetected) { if (!hasAtClient) { ObjectGuid i_guid = (*i)->GetObjectGuid(); (*i)->SendCreateUpdateToPlayer(this); m_clientGUIDs.insert(i_guid); DEBUG_FILTER_LOG(LOG_FILTER_VISIBILITY_CHANGES, "%s is detected in stealth by player %u. Distance = %f", i_guid.GetString().c_str(), GetGUIDLow(), GetDistance(*i)); // target aura duration for caster show only if target exist at caster client // send data at target visibility change (adding to client) if ((*i) != this && (*i)->isType(TYPEMASK_UNIT)) { SendAurasForTarget(*i); } } } else { if (hasAtClient) { (*i)->DestroyForPlayer(this); m_clientGUIDs.erase((*i)->GetObjectGuid()); } } } } bool Player::ActivateTaxiPathTo(std::vector const& nodes, Creature* npc /*= NULL*/, uint32 spellid /*= 0*/) { if (nodes.size() < 2) { return false; } // not let cheating with start flight in time of logout process || if casting not finished || while in combat || if not use Spell's with EffectSendTaxi if (GetSession()->isLogingOut() || IsInCombat()) { GetSession()->SendActivateTaxiReply(ERR_TAXIPLAYERBUSY); return false; } if (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE)) { return false; } // taximaster case if (npc) { // not let cheating with start flight mounted if (IsMounted()) { GetSession()->SendActivateTaxiReply(ERR_TAXIPLAYERALREADYMOUNTED); return false; } if (IsInDisallowedMountForm()) { GetSession()->SendActivateTaxiReply(ERR_TAXIPLAYERSHAPESHIFTED); return false; } // not let cheating with start flight in time of logout process || if casting not finished || while in combat || if not use Spell's with EffectSendTaxi if (IsNonMeleeSpellCasted(false)) { GetSession()->SendActivateTaxiReply(ERR_TAXIPLAYERBUSY); return false; } } // cast case or scripted call case else { RemoveSpellsCausingAura(SPELL_AURA_MOUNTED); if (IsInDisallowedMountForm()) { RemoveSpellsCausingAura(SPELL_AURA_MOD_SHAPESHIFT); } if (Spell* spell = GetCurrentSpell(CURRENT_GENERIC_SPELL)) if (spell->m_spellInfo->Id != spellid) { InterruptSpell(CURRENT_GENERIC_SPELL, false); } InterruptSpell(CURRENT_AUTOREPEAT_SPELL, false); if (Spell* spell = GetCurrentSpell(CURRENT_CHANNELED_SPELL)) if (spell->m_spellInfo->Id != spellid) { InterruptSpell(CURRENT_CHANNELED_SPELL, true); } } uint32 sourcenode = nodes[0]; // starting node too far away (cheat?) TaxiNodesEntry const* node = sTaxiNodesStore.LookupEntry(sourcenode); if (!node) { GetSession()->SendActivateTaxiReply(ERR_TAXINOSUCHPATH); return false; } // check node starting pos data set case if provided if (node->x != 0.0f || node->y != 0.0f || node->z != 0.0f) { if (node->map_id != GetMapId() || (node->x - GetPositionX()) * (node->x - GetPositionX()) + (node->y - GetPositionY()) * (node->y - GetPositionY()) + (node->z - GetPositionZ()) * (node->z - GetPositionZ()) > (2 * INTERACTION_DISTANCE) * (2 * INTERACTION_DISTANCE) * (2 * INTERACTION_DISTANCE)) { GetSession()->SendActivateTaxiReply(ERR_TAXITOOFARAWAY); return false; } } // node must have pos if taxi master case (npc != NULL) else if (npc) { GetSession()->SendActivateTaxiReply(ERR_TAXIUNSPECIFIEDSERVERERROR); return false; } // Prepare to flight start now // stop combat at start taxi flight if any CombatStop(); // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it) TradeCancel(true); // clean not finished taxi path if any m_taxi.ClearTaxiDestinations(); // 0 element current node m_taxi.AddTaxiDestination(sourcenode); // fill destinations path tail uint32 sourcepath = 0; uint32 totalcost = 0; uint32 prevnode = sourcenode; uint32 lastnode = 0; for (uint32 i = 1; i < nodes.size(); ++i) { uint32 path, cost; lastnode = nodes[i]; sObjectMgr.GetTaxiPath(prevnode, lastnode, path, cost); if (!path) { m_taxi.ClearTaxiDestinations(); return false; } totalcost += cost; if (prevnode == sourcenode) { sourcepath = path; } m_taxi.AddTaxiDestination(lastnode); prevnode = lastnode; } // get mount model (in case non taximaster (npc==NULL) allow more wide lookup) uint32 mount_display_id = sObjectMgr.GetTaxiMountDisplayId(sourcenode, GetTeam(), npc == NULL); // in spell case allow 0 model if ((mount_display_id == 0 && spellid == 0) || sourcepath == 0) { GetSession()->SendActivateTaxiReply(ERR_TAXIUNSPECIFIEDSERVERERROR); m_taxi.ClearTaxiDestinations(); return false; } uint64 money = GetMoney(); if (npc) { totalcost = (uint32)ceil(totalcost * GetReputationPriceDiscount(npc)); } if (money < totalcost) { GetSession()->SendActivateTaxiReply(ERR_TAXINOTENOUGHMONEY); m_taxi.ClearTaxiDestinations(); return false; } // Checks and preparations done, DO FLIGHT ModifyMoney(-(int64)totalcost); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING, totalcost); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN, 1); // prevent stealth flight RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH); GetSession()->SendActivateTaxiReply(ERR_TAXIOK); GetSession()->SendDoFlight(mount_display_id, sourcepath); return true; } bool Player::ActivateTaxiPathTo(uint32 taxi_path_id, uint32 spellid /*= 0*/) { TaxiPathEntry const* entry = sTaxiPathStore.LookupEntry(taxi_path_id); if (!entry) { return false; } std::vector nodes; nodes.resize(2); nodes[0] = entry->from; nodes[1] = entry->to; return ActivateTaxiPathTo(nodes, NULL, spellid); } void Player::ContinueTaxiFlight() { uint32 sourceNode = m_taxi.GetTaxiSource(); if (!sourceNode) { return; } DEBUG_LOG("WORLD: Restart character %u taxi flight", GetGUIDLow()); uint32 mountDisplayId = sObjectMgr.GetTaxiMountDisplayId(sourceNode, GetTeam(), true); uint32 path = m_taxi.GetCurrentTaxiPath(); // search appropriate start path node uint32 startNode = 0; TaxiPathNodeList const& nodeList = sTaxiPathNodesByPath[path]; float distPrev = MAP_SIZE * MAP_SIZE; float distNext = (nodeList[0].x - GetPositionX()) * (nodeList[0].x - GetPositionX()) + (nodeList[0].y - GetPositionY()) * (nodeList[0].y - GetPositionY()) + (nodeList[0].z - GetPositionZ()) * (nodeList[0].z - GetPositionZ()); for (uint32 i = 1; i < nodeList.size(); ++i) { TaxiPathNodeEntry const& node = nodeList[i]; TaxiPathNodeEntry const& prevNode = nodeList[i - 1]; // skip nodes at another map if (node.mapid != GetMapId()) { continue; } distPrev = distNext; distNext = (node.x - GetPositionX()) * (node.x - GetPositionX()) + (node.y - GetPositionY()) * (node.y - GetPositionY()) + (node.z - GetPositionZ()) * (node.z - GetPositionZ()); float distNodes = (node.x - prevNode.x) * (node.x - prevNode.x) + (node.y - prevNode.y) * (node.y - prevNode.y) + (node.z - prevNode.z) * (node.z - prevNode.z); if (distNext + distPrev < distNodes) { startNode = i; break; } } GetSession()->SendDoFlight(mountDisplayId, path, startNode); } void Player::ProhibitSpellSchool(SpellSchoolMask idSchoolMask, uint32 unTimeMs) { // last check 4.3.4 WorldPacket data(SMSG_SPELL_COOLDOWN, 8 + 1 + m_spells.size() * 8); data << GetObjectGuid(); data << uint8(0x0); // flags (0x1, 0x2) time_t curTime = time(NULL); for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr) { if (itr->second.state == PLAYERSPELL_REMOVED) { continue; } uint32 unSpellId = itr->first; SpellEntry const* spellInfo = sSpellStore.LookupEntry(unSpellId); MANGOS_ASSERT(spellInfo); // Not send cooldown for this spells if (spellInfo->HasAttribute(SPELL_ATTR_DISABLED_WHILE_ACTIVE)) { continue; } if ((idSchoolMask & GetSpellSchoolMask(spellInfo)) && GetSpellCooldownDelay(unSpellId) < unTimeMs) { data << uint32(unSpellId); data << uint32(unTimeMs); // in m.secs AddSpellCooldown(unSpellId, 0, curTime + unTimeMs / IN_MILLISECONDS); } } GetSession()->SendPacket(&data); } void Player::InitDataForForm(bool reapplyMods) { ShapeshiftForm form = GetShapeshiftForm(); SpellShapeshiftFormEntry const* ssEntry = sSpellShapeshiftFormStore.LookupEntry(form); if (ssEntry && ssEntry->attackSpeed) { SetAttackTime(BASE_ATTACK, ssEntry->attackSpeed); SetAttackTime(OFF_ATTACK, ssEntry->attackSpeed); SetAttackTime(RANGED_ATTACK, BASE_ATTACK_TIME); } else { SetRegularAttackTime(); } switch (form) { case FORM_CAT: { if (GetPowerType() != POWER_ENERGY) { SetPowerType(POWER_ENERGY); } break; } case FORM_BEAR: { if (GetPowerType() != POWER_RAGE) { SetPowerType(POWER_RAGE); } break; } default: // 0, for example { ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(getClass()); if (cEntry && cEntry->powerType < MAX_POWERS && uint32(GetPowerType()) != cEntry->powerType) { SetPowerType(Powers(cEntry->powerType)); } break; } } // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change. if (!reapplyMods) { UpdateEquipSpellsAtFormChange(); } UpdateAttackPowerAndDamage(); UpdateAttackPowerAndDamage(true); } void Player::InitDisplayIds() { PlayerInfo const* info = sObjectMgr.GetPlayerInfo(getRace(), getClass()); if (!info) { sLog.outError("Player %u has incorrect race/class pair. Can't init display ids.", GetGUIDLow()); return; } // reset Scale before reapply auras SetObjectScale(DEFAULT_OBJECT_SCALE); uint8 gender = getGender(); switch (gender) { case GENDER_FEMALE: SetDisplayId(info->displayId_f); SetNativeDisplayId(info->displayId_f); break; case GENDER_MALE: SetDisplayId(info->displayId_m); SetNativeDisplayId(info->displayId_m); break; default: sLog.outError("Invalid gender %u for player", gender); return; } } void Player::TakeExtendedCost(uint32 extendedCostId) { ItemExtendedCostEntry const* extendedCost = sItemExtendedCostStore.LookupEntry(extendedCostId); for (uint8 i = 0; i < MAX_EXTENDED_COST_ITEMS; ++i) { if (extendedCost->reqitem[i]) { DestroyItemCount(extendedCost->reqitem[i], extendedCost->reqitemcount[i], true); } } for (int i = 0; i < MAX_EXTENDED_COST_CURRENCIES; ++i) { if (extendedCost->reqcur[i] == CURRENCY_NONE) { continue; } if (extendedCost->IsSeasonCurrencyRequirement(i)) { continue; } CurrencyTypesEntry const * entry = sCurrencyTypesStore.LookupEntry(extendedCost->reqcur[i]); if (!entry) { continue; } int32 cost = int32(extendedCost->reqcurrcount[i]); ModifyCurrencyCount(entry->ID, -cost); } } // Return true is the bought item has a max count to force refresh of window by caller bool Player::BuyItemFromVendorSlot(ObjectGuid vendorGuid, uint32 vendorslot, uint32 item, uint32 count, uint8 bag, uint8 slot) { // cheating attempt if (count < 1) count = 1; if (!IsAlive()) { return false; } ItemPrototype const* pProto = ObjectMgr::GetItemPrototype(item); if (!pProto) { SendBuyError(BUY_ERR_CANT_FIND_ITEM, NULL, item, 0); return false; } Creature* pCreature = GetNPCIfCanInteractWith(vendorGuid, UNIT_NPC_FLAG_VENDOR); if (!pCreature) { DEBUG_LOG("WORLD: BuyItemFromVendor - %s not found or you can't interact with him.", vendorGuid.GetString().c_str()); SendBuyError(BUY_ERR_DISTANCE_TOO_FAR, NULL, item, 0); return false; } VendorItemData const* vItems = pCreature->GetVendorItems(); VendorItemData const* tItems = pCreature->GetVendorTemplateItems(); if ((!vItems || vItems->Empty()) && (!tItems || tItems->Empty())) { SendBuyError(BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0); return false; } uint32 vCount = vItems ? vItems->GetItemCount() : 0; uint32 tCount = tItems ? tItems->GetItemCount() : 0; if (vendorslot >= vCount + tCount) { SendBuyError(BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0); return false; } VendorItem const* crItem = vendorslot < vCount ? vItems->GetItem(vendorslot) : tItems->GetItem(vendorslot - vCount); if (!crItem) // store diff item (cheating) { SendBuyError(BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0); return false; } if (crItem->item != item) // store diff item (cheating or special convert) { bool converted = false; // possible item converted for BoA case ItemPrototype const* crProto = ObjectMgr::GetItemPrototype(crItem->item); if (crProto->Flags & ITEM_FLAG_BOA && crProto->RequiredReputationFaction && uint32(GetReputationRank(crProto->RequiredReputationFaction)) >= crProto->RequiredReputationRank) converted = (sObjectMgr.GetItemConvert(crItem->item, getRaceMask()) != 0); if (!converted) { SendBuyError(BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0); return false; } } uint32 totalCount = count; // check current item amount if it limited if (crItem->maxcount != 0) { if (pCreature->GetVendorItemCurrentCount(crItem) < totalCount) { SendBuyError(BUY_ERR_ITEM_ALREADY_SOLD, pCreature, item, 0); return false; } } if (uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank) { SendBuyError(BUY_ERR_REPUTATION_REQUIRE, pCreature, item, 0); return false; } if (uint32 extendedCostId = crItem->ExtendedCost) { if (pProto->BuyCount != count) { SendEquipError(EQUIP_ERR_CANT_BUY_QUANTITY, NULL, NULL); return false; } ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(extendedCostId); if (!iece) { sLog.outError("Item %u have wrong ExtendedCost field value %u", pProto->ItemId, extendedCostId); return false; } // item base price for (uint8 i = 0; i < MAX_EXTENDED_COST_ITEMS; ++i) { if (iece->reqitem[i] && !HasItemCount(iece->reqitem[i], iece->reqitemcount[i])) { SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, NULL, NULL); return false; } } // currency price for (uint8 i = 0; i < MAX_EXTENDED_COST_CURRENCIES; ++i) { if (iece->reqcur[i] == CURRENCY_NONE) { continue; } CurrencyTypesEntry const * costCurrency = sCurrencyTypesStore.LookupEntry(iece->reqcur[i]); if (!costCurrency) { sLog.outError("Item %u has ExtendedCost %u with unexistent currency id %u", pProto->ItemId, extendedCostId, iece->reqcur[i]); continue; } int32 cost = int32(iece->reqcurrcount[i]); bool hasCount = iece->IsSeasonCurrencyRequirement(i) ? HasCurrencySeasonCount(iece->reqcur[i], cost) : HasCurrencyCount(iece->reqcur[i], cost); if (!hasCount) { SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, NULL); return false; } } // check for personal arena rating requirement if (GetMaxPersonalArenaRatingRequirement(iece->reqarenaslot) < iece->reqpersonalarenarating) { // probably not the proper equip err SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK, NULL, NULL); return false; } } if (crItem->conditionId && !isGameMaster() && !sObjectMgr.IsPlayerMeetToCondition(crItem->conditionId, this, pCreature->GetMap(), pCreature, CONDITION_FROM_VENDOR)) { SendBuyError(BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0); return false; } uint64 price = (crItem->ExtendedCost == 0 || pProto->Flags2 & ITEM_FLAG2_EXT_COST_REQUIRES_GOLD) ? pProto->BuyPrice * count : 0; if (pProto->BuyCount > 1) { price = uint64(price / float(pProto->BuyCount) + 0.5f); } // reputation discount if (price) { price = uint64(floor(price * GetReputationPriceDiscount(pCreature))); } if (GetMoney() < price) { SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, pCreature, item, 0); return false; } Item* pItem = NULL; if ((bag == NULL_BAG && slot == NULL_SLOT) || IsInventoryPos(bag, slot)) { ItemPosCountVec dest; InventoryResult msg = CanStoreNewItem(bag, slot, dest, item, totalCount); if (msg != EQUIP_ERR_OK) { SendEquipError(msg, NULL, NULL, item); return false; } ModifyMoney(-int64(price)); if (crItem->ExtendedCost) { TakeExtendedCost(crItem->ExtendedCost); } pItem = StoreNewItem(dest, item, true); } else if (IsEquipmentPos(bag, slot)) { if (totalCount != 1) { SendEquipError(EQUIP_ERR_ITEM_CANT_BE_EQUIPPED, NULL, NULL); return false; } uint16 dest; InventoryResult msg = CanEquipNewItem(slot, dest, item, false); if (msg != EQUIP_ERR_OK) { SendEquipError(msg, NULL, NULL, item); return false; } ModifyMoney(-int64(price)); if (crItem->ExtendedCost) { TakeExtendedCost(crItem->ExtendedCost); } pItem = EquipNewItem(dest, item, true); if (pItem) { AutoUnequipOffhandIfNeed(); } } else { SendEquipError(EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL); return false; } if (!pItem) { return false; } uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem, totalCount); WorldPacket data(SMSG_BUY_ITEM, 8 + 4 + 4 + 4); data << pCreature->GetObjectGuid(); data << uint32(vendorslot + 1); // numbered from 1 at client data << uint32(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF); data << uint32(count); GetSession()->SendPacket(&data); SendNewItem(pItem, totalCount, true, false, false); return crItem->maxcount != 0; } bool Player::BuyCurrencyFromVendorSlot(ObjectGuid vendorGuid, uint32 vendorslot, uint32 currencyId, uint32 count) { // cheating attempt if (count < 1) count = 1; if (!IsAlive()) { return false; } CurrencyTypesEntry const* pCurrency = sCurrencyTypesStore.LookupEntry(currencyId); if (!pCurrency) { return false; } if (pCurrency->Category == CURRENCY_CATEGORY_META) { return false; } Creature* pCreature = GetNPCIfCanInteractWith(vendorGuid, UNIT_NPC_FLAG_VENDOR); if (!pCreature) { DEBUG_LOG("WORLD: BuyCurrencyFromVendorSlot - %s not found or you can't interact with him.", vendorGuid.GetString().c_str()); return false; } VendorItemData const* vItems = pCreature->GetVendorItems(); VendorItemData const* tItems = pCreature->GetVendorTemplateItems(); if ((!vItems || vItems->Empty()) && (!tItems || tItems->Empty())) { return false; } uint32 vCount = vItems ? vItems->GetItemCount() : 0; uint32 tCount = tItems ? tItems->GetItemCount() : 0; if (vendorslot >= vCount + tCount) { return false; } VendorItem const* crItem = vendorslot < vCount ? vItems->GetItem(vendorslot) : tItems->GetItem(vendorslot - vCount); if (!crItem) // store diff item (cheating) { return false; } if (crItem->item != currencyId) // store diff item (cheating) { return false; } if (!crItem->maxcount) { DEBUG_LOG("WORLD: BuyCurrencyFromVendorSlot - %s: crItem->maxcount (%u) == 0 for currency %u and player %s.", vendorGuid.GetString().c_str(), crItem->maxcount, currencyId, GetGuidStr().c_str()); return false; } if (uint32 extendedCostId = crItem->ExtendedCost) { if (crItem->maxcount != count) { SendEquipError(EQUIP_ERR_CANT_BUY_QUANTITY, NULL, NULL); return false; } ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(extendedCostId); if (!iece) { sLog.outError("WORLD: BuyCurrencyFromVendorSlot: Currency %u have wrong ExtendedCost field value %u for %s", currencyId, extendedCostId, vendorGuid.GetString().c_str()); return false; } // item base price for (uint8 i = 0; i < MAX_EXTENDED_COST_ITEMS; ++i) { if (iece->reqitem[i] && !HasItemCount(iece->reqitem[i], iece->reqitemcount[i])) { SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, NULL, NULL); return false; } } // currency price for (uint8 i = 0; i < MAX_EXTENDED_COST_CURRENCIES; ++i) { if (iece->reqcur[i] == CURRENCY_NONE) { continue; } CurrencyTypesEntry const * costCurrency = sCurrencyTypesStore.LookupEntry(iece->reqcur[i]); if (!costCurrency) { sLog.outError("Currency %u has ExtendedCost %u with unexistent currency id %u", currencyId, extendedCostId, iece->reqcur[i]); continue; } int32 cost = int32(iece->reqcurrcount[i]); bool hasCount = iece->IsSeasonCurrencyRequirement(i) ? HasCurrencySeasonCount(iece->reqcur[i], cost) : HasCurrencyCount(iece->reqcur[i], cost); if (!hasCount) { SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, NULL); return false; } } // check for personal arena rating requirement if (GetMaxPersonalArenaRatingRequirement(iece->reqarenaslot) < iece->reqpersonalarenarating) { // probably not the proper equip err SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK, NULL, NULL); return false; } } else { SendBuyError(BUY_ERR_ITEM_SOLD_OUT, 0, 0, 0); return false; } if (uint32 totalCap = GetCurrencyTotalCap(pCurrency)) { if (GetCurrencyCount(currencyId) >= totalCap) { SendBuyError(BUY_ERR_CANT_CARRY_MORE, 0, 0, 0); return false; } } if (uint32 weekCap = GetCurrencyWeekCap(pCurrency)) { if (GetCurrencyWeekCount(currencyId) >= weekCap) { SendBuyError(BUY_ERR_CANT_CARRY_MORE, 0, 0, 0); return false; } } if (crItem->ExtendedCost) { TakeExtendedCost(crItem->ExtendedCost); } ModifyCurrencyCount(currencyId, crItem->maxcount, true, false, true); DEBUG_LOG("WORLD: BuyCurrencyFromVendorSlot - %s: Player %s buys currency %u amount %u count %u.", vendorGuid.GetString().c_str(), GetGuidStr().c_str(), currencyId, crItem->maxcount, count); return true; } uint32 Player::GetMaxPersonalArenaRatingRequirement(uint32 minarenaslot) { // returns the maximal personal arena rating that can be used to purchase items requiring this condition // the personal rating of the arena team must match the required limit as well // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype])) uint32 max_personal_rating = 0; for (int i = minarenaslot; i < MAX_ARENA_SLOT; ++i) { if (ArenaTeam* at = sObjectMgr.GetArenaTeamById(GetArenaTeamId(i))) { uint32 p_rating = GetArenaPersonalRating(i); uint32 t_rating = at->GetRating(); p_rating = p_rating < t_rating ? p_rating : t_rating; if (max_personal_rating < p_rating) { max_personal_rating = p_rating; } } } return max_personal_rating; } void Player::UpdateHomebindTime(uint32 time) { // GMs never get homebind timer online if (m_InstanceValid || isGameMaster()) { if (m_HomebindTimer) // instance valid, but timer not reset { // hide reminder WorldPacket data(SMSG_RAID_GROUP_ONLY, 4 + 4); data << uint32(0); data << uint32(ERR_RAID_GROUP_NONE); // error used only when timer = 0 GetSession()->SendPacket(&data); } // instance is valid, reset homebind timer m_HomebindTimer = 0; } else if (m_HomebindTimer > 0) { if (time >= m_HomebindTimer) { // teleport to nearest graveyard RepopAtGraveyard(); } else { m_HomebindTimer -= time; } } else { // instance is invalid, start homebind timer m_HomebindTimer = 60000; // send message to player WorldPacket data(SMSG_RAID_GROUP_ONLY, 4 + 4); data << uint32(m_HomebindTimer); data << uint32(ERR_RAID_GROUP_NONE); // error used only when timer = 0 GetSession()->SendPacket(&data); DEBUG_LOG("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(), GetGUIDLow()); } } void Player::UpdatePvP(bool state, bool ovrride) { if (!state || ovrride) { SetPvP(state); pvpInfo.endTimer = 0; } else { if (pvpInfo.endTimer != 0) { pvpInfo.endTimer = time(NULL); } else { SetPvP(state); } } } void Player::AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 itemId, Spell* spell, bool infinityCooldown) { // init cooldown values uint32 cat = 0; int32 rec = -1; int32 catrec = -1; // some special item spells without correct cooldown in SpellInfo // cooldown information stored in item prototype if (itemId) { if (ItemPrototype const* proto = ObjectMgr::GetItemPrototype(itemId)) { for (int idx = 0; idx < MAX_ITEM_PROTO_SPELLS; ++idx) { if (proto->Spells[idx].SpellId == spellInfo->Id) { cat = proto->Spells[idx].SpellCategory; rec = proto->Spells[idx].SpellCooldown; catrec = proto->Spells[idx].SpellCategoryCooldown; break; } } } } // if no cooldown found above then base at DBC data if (rec < 0 && catrec < 0) { cat = spellInfo->GetCategory(); rec = spellInfo->GetRecoveryTime(); catrec = spellInfo->GetCategoryRecoveryTime(); } time_t curTime = time(NULL); time_t catrecTime; time_t recTime; // overwrite time for selected category if (infinityCooldown) { // use +MONTH as infinity mark for spell cooldown (will checked as MONTH/2 at save ans skipped) // but not allow ignore until reset or re-login catrecTime = catrec > 0 ? curTime + infinityCooldownDelay : 0; recTime = rec > 0 ? curTime + infinityCooldownDelay : catrecTime; } else { // shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK) // prevent 0 cooldowns set by another way if (rec <= 0 && catrec <= 0 && (cat == 76 || (IsAutoRepeatRangedSpell(spellInfo) && spellInfo->Id != SPELL_ID_AUTOSHOT))) { rec = GetAttackTime(RANGED_ATTACK); } // Now we have cooldown data (if found any), time to apply mods if (rec > 0) { ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, rec, spell); } if (catrec > 0) { ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, catrec, spell); } // replace negative cooldowns by 0 if (rec < 0) rec = 0; { if (catrec < 0) catrec = 0; } // no cooldown after applying spell mods if (rec == 0 && catrec == 0) { return; } catrecTime = catrec ? curTime + catrec / IN_MILLISECONDS : 0; recTime = rec ? curTime + rec / IN_MILLISECONDS : catrecTime; } // self spell cooldown if (recTime > 0) { AddSpellCooldown(spellInfo->Id, itemId, recTime); } // category spells if (cat && catrec > 0) { SpellCategoryStore::const_iterator i_scstore = sSpellCategoryStore.find(cat); if (i_scstore != sSpellCategoryStore.end()) { for (SpellCategorySet::const_iterator i_scset = i_scstore->second.begin(); i_scset != i_scstore->second.end(); ++i_scset) { if (*i_scset == spellInfo->Id) // skip main spell, already handled above { continue; } AddSpellCooldown(*i_scset, itemId, catrecTime); } } } } void Player::AddSpellCooldown(uint32 spellid, uint32 itemid, time_t end_time) { SpellCooldown sc; sc.end = end_time; sc.itemid = itemid; m_spellCooldowns[spellid] = sc; } void Player::SendCooldownEvent(SpellEntry const* spellInfo, uint32 itemId, Spell* spell) { // start cooldowns at server side, if any AddSpellAndCategoryCooldowns(spellInfo, itemId, spell); // Send activate cooldown timer (possible 0) at client side WorldPacket data(SMSG_COOLDOWN_EVENT, (4 + 8)); data << uint32(spellInfo->Id); data << GetObjectGuid(); SendDirectMessage(&data); } void Player::UpdatePotionCooldown(Spell* spell) { // no potion used in combat or still in combat if (!m_lastPotionId || IsInCombat()) { return; } // Call not from spell cast, send cooldown event for item spells if no in combat if (!spell) { // spell/item pair let set proper cooldown (except nonexistent charged spell cooldown spellmods for potions) if (ItemPrototype const* proto = ObjectMgr::GetItemPrototype(m_lastPotionId)) for (int idx = 0; idx < 5; ++idx) if (proto->Spells[idx].SpellId && proto->Spells[idx].SpellTrigger == ITEM_SPELLTRIGGER_ON_USE) if (SpellEntry const* spellInfo = sSpellStore.LookupEntry(proto->Spells[idx].SpellId)) { SendCooldownEvent(spellInfo, m_lastPotionId); } } // from spell cases (m_lastPotionId set in Spell::SendSpellCooldown) else { SendCooldownEvent(spell->m_spellInfo, m_lastPotionId, spell); } m_lastPotionId = 0; } // slot to be excluded while counting bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot) { if (!enchantmentcondition) { return true; } SpellItemEnchantmentConditionEntry const* Condition = sSpellItemEnchantmentConditionStore.LookupEntry(enchantmentcondition); if (!Condition) { return true; } uint8 curcount[4] = {0, 0, 0, 0}; // counting current equipped gem colors for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i) { if (i == slot) { continue; } Item* pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, i); if (pItem2 && !pItem2->IsBroken() && pItem2->GetProto()->Socket[0].Color) { for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT + 3; ++enchant_slot) { uint32 enchant_id = pItem2->GetEnchantmentId(EnchantmentSlot(enchant_slot)); if (!enchant_id) { continue; } SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id); if (!enchantEntry) { continue; } uint32 gemid = enchantEntry->GemID; if (!gemid) { continue; } ItemPrototype const* gemProto = sItemStorage.LookupEntry(gemid); if (!gemProto) { continue; } GemPropertiesEntry const* gemProperty = sGemPropertiesStore.LookupEntry(gemProto->GemProperties); if (!gemProperty) { continue; } uint8 GemColor = gemProperty->color; for (uint8 b = 0, tmpcolormask = 1; b < 4; ++b, tmpcolormask <<= 1) { if (tmpcolormask & GemColor) { ++curcount[b]; } } } } } bool activate = true; for (int i = 0; i < 5; ++i) { if (!Condition->Color[i]) { continue; } uint32 _cur_gem = curcount[Condition->Color[i] - 1]; // if have use them as count, else use from Condition uint32 _cmp_gem = Condition->CompareColor[i] ? curcount[Condition->CompareColor[i] - 1] : Condition->Value[i]; switch (Condition->Comparator[i]) { case 2: // requires less than ( || ) gems activate &= (_cur_gem < _cmp_gem) ? true : false; break; case 3: // requires more than ( || ) gems activate &= (_cur_gem > _cmp_gem) ? true : false; break; case 5: // requires at least than ( || ) gems activate &= (_cur_gem >= _cmp_gem) ? true : false; break; } } DEBUG_LOG("Checking Condition %u, there are %u Meta Gems, %u Red Gems, %u Yellow Gems and %u Blue Gems, Activate:%s", enchantmentcondition, curcount[0], curcount[1], curcount[2], curcount[3], activate ? "yes" : "no"); return activate; } void Player::CorrectMetaGemEnchants(uint8 exceptslot, bool apply) { // cycle all equipped items for (uint32 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot) { // enchants for the slot being socketed are handled by Player::ApplyItemMods if (slot == exceptslot) { continue; } Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, slot); if (!pItem || !pItem->GetProto()->Socket[0].Color) { continue; } for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT + 3; ++enchant_slot) { uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot)); if (!enchant_id) { continue; } SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id); if (!enchantEntry) { continue; } uint32 condition = enchantEntry->EnchantmentCondition; if (condition) { // was enchant active with/without item? bool wasactive = EnchantmentFitsRequirements(condition, apply ? exceptslot : -1); // should it now be? if (wasactive != EnchantmentFitsRequirements(condition, apply ? -1 : exceptslot)) { // ignore item gem conditions // if state changed, (dis)apply enchant ApplyEnchantment(pItem, EnchantmentSlot(enchant_slot), !wasactive, true, true); } } } } } // if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements void Player::ToggleMetaGemsActive(uint8 exceptslot, bool apply) { // cycle all equipped items for (int slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot) { // enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data) if (slot == exceptslot) { continue; } Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, slot); if (!pItem || !pItem->GetProto()->Socket[0].Color) // if item has no sockets or no item is equipped go to next item { continue; } // cycle all (gem)enchants for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT + 3; ++enchant_slot) { uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot)); if (!enchant_id) // if no enchant go to next enchant(slot) { continue; } SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id); if (!enchantEntry) { continue; } // only metagems to be (de)activated, so only enchants with condition uint32 condition = enchantEntry->EnchantmentCondition; if (condition) { ApplyEnchantment(pItem, EnchantmentSlot(enchant_slot), apply); } } } } void Player::SetBattleGroundEntryPoint() { // Taxi path store if (!m_taxi.empty()) { m_bgData.mountSpell = 0; m_bgData.taxiPath[0] = m_taxi.GetTaxiSource(); m_bgData.taxiPath[1] = m_taxi.GetTaxiDestination(); // On taxi we don't need check for dungeon m_bgData.joinPos = WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation()); m_bgData.m_needSave = true; return; } else { m_bgData.ClearTaxiPath(); // Mount spell id storing if (IsMounted()) { AuraList const& auras = GetAurasByType(SPELL_AURA_MOUNTED); if (!auras.empty()) { m_bgData.mountSpell = (*auras.begin())->GetId(); } } else { m_bgData.mountSpell = 0; } // If map is dungeon find linked graveyard if (GetMap()->IsDungeon()) { if (const WorldSafeLocsEntry* entry = sObjectMgr.GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam())) { m_bgData.joinPos = WorldLocation(entry->map_id, entry->x, entry->y, entry->z, 0.0f); m_bgData.m_needSave = true; return; } else { sLog.outError("SetBattleGroundEntryPoint: Dungeon map %u has no linked graveyard, setting home location as entry point.", GetMapId()); } } // If new entry point is not BG or arena set it else if (!GetMap()->IsBattleGroundOrArena()) { m_bgData.joinPos = WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation()); m_bgData.m_needSave = true; return; } } // In error cases use homebind position m_bgData.joinPos = WorldLocation(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, 0.0f); m_bgData.m_needSave = true; } void Player::LeaveBattleground(bool teleportToEntryPoint) { if (BattleGround* bg = GetBattleGround()) { bg->RemovePlayerAtLeave(GetObjectGuid(), teleportToEntryPoint, true); // call after remove to be sure that player resurrected for correct cast if (bg->isBattleGround() && !isGameMaster() && sWorld.getConfig(CONFIG_BOOL_BATTLEGROUND_CAST_DESERTER)) { if (bg->GetStatus() == STATUS_IN_PROGRESS || bg->GetStatus() == STATUS_WAIT_JOIN) { // lets check if player was teleported from BG and schedule delayed Deserter spell cast if (IsBeingTeleportedFar()) { ScheduleDelayedOperation(DELAYED_SPELL_CAST_DESERTER); return; } CastSpell(this, 26013, true); // Deserter } } } } bool Player::CanJoinToBattleground() const { // check Deserter debuff if (GetDummyAura(26013)) { return false; } return true; } bool Player::CanReportAfkDueToLimit() { // a player can complain about 15 people per 5 minutes if (m_bgData.bgAfkReportedCount++ >= 15) { return false; } return true; } /// This player has been blamed to be inactive in a battleground void Player::ReportedAfkBy(Player* reporter) { BattleGround* bg = GetBattleGround(); if (!bg || bg != reporter->GetBattleGround() || GetTeam() != reporter->GetTeam()) { return; } // check if player has 'Idle' or 'Inactive' debuff if (m_bgData.bgAfkReporter.find(reporter->GetGUIDLow()) == m_bgData.bgAfkReporter.end() && !HasAura(43680, EFFECT_INDEX_0) && !HasAura(43681, EFFECT_INDEX_0) && reporter->CanReportAfkDueToLimit()) { m_bgData.bgAfkReporter.insert(reporter->GetGUIDLow()); // 3 players have to complain to apply debuff if (m_bgData.bgAfkReporter.size() >= 3) { // cast 'Idle' spell CastSpell(this, 43680, true); m_bgData.bgAfkReporter.clear(); } } } bool Player::IsVisibleInGridForPlayer(Player* pl) const { // gamemaster in GM mode see all, including ghosts if (pl->isGameMaster() && GetSession()->GetSecurity() <= pl->GetSession()->GetSecurity()) { return true; } // player see dead player/ghost from own group/raid if (IsInSameRaidWith(pl)) { return true; } // Live player see live player or dead player with not realized corpse if (pl->IsAlive() || pl->m_deathTimer > 0) { return IsAlive() || m_deathTimer > 0; } // Ghost see other friendly ghosts, that's for sure if (!(IsAlive() || m_deathTimer > 0) && IsFriendlyTo(pl)) { return true; } // Dead player see live players near own corpse if (IsAlive()) { if (Corpse* corpse = pl->GetCorpse()) { // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level if (corpse->IsWithinDistInMap(this, (20 + 25) * sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_AGGRO))) { return true; } } } // and not see any other return false; } bool Player::IsVisibleGloballyFor(Player* u) const { if (!u) { return false; } // Always can see self if (u == this) { return true; } // Visible units, always are visible for all players if (GetVisibility() == VISIBILITY_ON) { return true; } // GMs are visible for higher gms (or players are visible for gms) if (u->GetSession()->GetSecurity() > SEC_PLAYER) { return GetSession()->GetSecurity() <= u->GetSession()->GetSecurity(); } // non faction visibility non-breakable for non-GMs if (GetVisibility() == VISIBILITY_OFF) { return false; } // non-gm stealth/invisibility not hide from global player lists return true; } template inline void BeforeVisibilityDestroy(T* /*t*/, Player* /*p*/) { } template<> inline void BeforeVisibilityDestroy(Creature* t, Player* p) { if (p->GetPetGuid() == t->GetObjectGuid() && ((Creature*)t)->IsPet()) { ((Pet*)t)->Unsummon(PET_SAVE_REAGENTS); } } void Player::UpdateVisibilityOf(WorldObject const* viewPoint, WorldObject* target) { if (HaveAtClient(target)) { if (!target->isVisibleForInState(this, viewPoint, true)) { ObjectGuid t_guid = target->GetObjectGuid(); if (target->GetTypeId() == TYPEID_UNIT) { BeforeVisibilityDestroy((Creature*)target, this); // at remove from map (destroy) show kill animation (in different out of range/stealth case) target->DestroyForPlayer(this, !target->IsInWorld() && ((Creature*)target)->IsDead()); } else { target->DestroyForPlayer(this); } m_clientGUIDs.erase(t_guid); DEBUG_FILTER_LOG(LOG_FILTER_VISIBILITY_CHANGES, "UpdateVisibilityOf: %s out of range for player %u. Distance = %f", t_guid.GetString().c_str(), GetGUIDLow(), GetDistance(target)); } } else { if (target->isVisibleForInState(this, viewPoint, false)) { target->SendCreateUpdateToPlayer(this); if (target->GetTypeId() != TYPEID_GAMEOBJECT || !((GameObject*)target)->IsTransport()) { m_clientGUIDs.insert(target->GetObjectGuid()); } DEBUG_FILTER_LOG(LOG_FILTER_VISIBILITY_CHANGES, "UpdateVisibilityOf: %s is visible now for player %u. Distance = %f", target->GetGuidStr().c_str(), GetGUIDLow(), GetDistance(target)); // target aura duration for caster show only if target exist at caster client // send data at target visibility change (adding to client) if (target != this && target->isType(TYPEMASK_UNIT)) { SendAurasForTarget((Unit*)target); } } } } template inline void UpdateVisibilityOf_helper(GuidSet& s64, T* target) { s64.insert(target->GetObjectGuid()); } template<> inline void UpdateVisibilityOf_helper(GuidSet& s64, GameObject* target) { if (!target->IsTransport()) { s64.insert(target->GetObjectGuid()); } } template void Player::UpdateVisibilityOf(WorldObject const* viewPoint, T* target, UpdateData& data, std::set& visibleNow) { if (HaveAtClient(target)) { if (!target->isVisibleForInState(this, viewPoint, true)) { BeforeVisibilityDestroy(target, this); ObjectGuid t_guid = target->GetObjectGuid(); target->BuildOutOfRangeUpdateBlock(&data); m_clientGUIDs.erase(t_guid); DEBUG_FILTER_LOG(LOG_FILTER_VISIBILITY_CHANGES, "UpdateVisibilityOf(TemplateV): %s is out of range for %s. Distance = %f", t_guid.GetString().c_str(), GetGuidStr().c_str(), GetDistance(target)); } } else { if (target->isVisibleForInState(this, viewPoint, false)) { visibleNow.insert(target); target->BuildCreateUpdateBlockForPlayer(&data, this); UpdateVisibilityOf_helper(m_clientGUIDs, target); DEBUG_FILTER_LOG(LOG_FILTER_VISIBILITY_CHANGES, "UpdateVisibilityOf(TemplateV): %s is visible now for %s. Distance = %f", target->GetGuidStr().c_str(), GetGuidStr().c_str(), GetDistance(target)); } } } template void Player::UpdateVisibilityOf(WorldObject const* viewPoint, Player* target, UpdateData& data, std::set& visibleNow); template void Player::UpdateVisibilityOf(WorldObject const* viewPoint, Creature* target, UpdateData& data, std::set& visibleNow); template void Player::UpdateVisibilityOf(WorldObject const* viewPoint, Corpse* target, UpdateData& data, std::set& visibleNow); template void Player::UpdateVisibilityOf(WorldObject const* viewPoint, GameObject* target, UpdateData& data, std::set& visibleNow); template void Player::UpdateVisibilityOf(WorldObject const* viewPoint, DynamicObject* target, UpdateData& data, std::set& visibleNow); void Player::InitPrimaryProfessions() { uint32 maxProfs = GetSession()->GetSecurity() < AccountTypes(sWorld.getConfig(CONFIG_UINT32_TRADE_SKILL_GMIGNORE_MAX_PRIMARY_COUNT)) ? sWorld.getConfig(CONFIG_UINT32_MAX_PRIMARY_TRADE_SKILL) : 10; SetFreePrimaryProfessions(maxProfs); } void Player::SendComboPoints() { Unit* combotarget = ObjectAccessor::GetUnit(*this, m_comboTargetGuid); if (combotarget) { WorldPacket data(SMSG_UPDATE_COMBO_POINTS, combotarget->GetPackGUID().size() + 1); data << combotarget->GetPackGUID(); data << uint8(m_comboPoints); GetSession()->SendPacket(&data); } /*else { // can be NULL, and then points=0. Use unknown; to reset points of some sort? data << PackedGuid(); data << uint8(0); GetSession()->SendPacket(&data); }*/ } void Player::AddComboPoints(Unit* target, int8 count) { if (!count) { return; } // without combo points lost (duration checked in aura) RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS); if (target->GetObjectGuid() == m_comboTargetGuid) { m_comboPoints += count; } else { if (m_comboTargetGuid) if (Unit* target2 = ObjectAccessor::GetUnit(*this, m_comboTargetGuid)) { target2->RemoveComboPointHolder(GetGUIDLow()); } m_comboTargetGuid = target->GetObjectGuid(); m_comboPoints = count; target->AddComboPointHolder(GetGUIDLow()); } if (m_comboPoints > 5) m_comboPoints = 5; { if (m_comboPoints < 0) m_comboPoints = 0; } SendComboPoints(); } void Player::ClearComboPoints() { if (!m_comboTargetGuid) { return; } // without combopoints lost (duration checked in aura) RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS); m_comboPoints = 0; SendComboPoints(); if (Unit* target = ObjectAccessor::GetUnit(*this, m_comboTargetGuid)) { target->RemoveComboPointHolder(GetGUIDLow()); } m_comboTargetGuid.Clear(); } void Player::SetGroup(Group* group, int8 subgroup) { if (group == NULL) { m_group.unlink(); } else { // never use SetGroup without a subgroup unless you specify NULL for group MANGOS_ASSERT(subgroup >= 0); m_group.link(group, this); m_group.setSubGroup((uint8)subgroup); } } void Player::SendInitialPacketsBeforeAddToMap() { //GetSocial()->SendSocialList(); //// Homebind //WorldPacket data(SMSG_BINDPOINTUPDATE, 5 * 4); //data << m_homebindX << m_homebindY << m_homebindZ; //data << (uint32) m_homebindMapId; //data << (uint32) m_homebindAreaId; //GetSession()->SendPacket(&data); //// SMSG_SET_PROFICIENCY //// SMSG_SET_PCT_SPELL_MODIFIER //// SMSG_SET_FLAT_SPELL_MODIFIER //SendTalentsInfoData(false); //data.Initialize(SMSG_INSTANCE_DIFFICULTY, 4 + 4); //data << uint32(GetMap()->GetDifficulty()); //GetSession()->SendPacket(&data); //SendInitialSpells(); //data.Initialize(SMSG_SEND_UNLEARN_SPELLS, 4); //data << uint32(0); // count, for(count) uint32; //GetSession()->SendPacket(&data); //SendInitialActionButtons(); //m_reputationMgr.SendInitialReputations(); //if (!isAlive()) // SendCorpseReclaimDelay(true); //SendInitWorldStates(GetZoneId(), GetAreaId()); //SendEquipmentSetList(); //m_achievementMgr.SendAllAchievementData(); //data.Initialize(SMSG_LOGIN_SETTIMESPEED, 4 + 4 + 4); //data << uint32(secsToTimeBitFields(sWorld.GetGameTime())); //data << uint32(secsToTimeBitFields(sWorld.GetGameTime())); //data << (float)0.01666667f; // game speed //data << uint32(0); // added in 3.1.2 //data << uint32(0); // added in 3.1.2 //GetSession()->SendPacket(&data); //// SMSG_TALENTS_INFO x 2 for pet (unspent points and talents in separate packets...) //// SMSG_PET_GUIDS //// SMSG_POWER_UPDATE //// set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment //if (IsFreeFlying() || IsTaxiFlying()) // m_movementInfo.AddMovementFlag(MOVEFLAG_FLYING); //SendCurrencies(); //SetMover(this); /// Pass 'this' as argument because we're not stored in ObjectAccessor yet GetSocial()->SendSocialList(); // guild bank list wtf? // Homebind WorldPacket data(SMSG_BINDPOINTUPDATE, 4 + 4 + 4 + 4 + 4); data << m_homebindX; data << m_homebindZ; data << m_homebindY; data << (uint32) m_homebindAreaId; data << (uint32) m_homebindMapId; GetSession()->SendPacket(&data); // SMSG_SET_PROFICIENCY // SMSG_SET_PCT_SPELL_MODIFIER // SMSG_SET_FLAT_SPELL_MODIFIER // SMSG_UPDATE_AURA_DURATION SendTalentsInfoData(false); data.Initialize(SMSG_WORLD_SERVER_INFO, 1 + 1 + 4 + 4); data.WriteBit(0); // HasRestrictedLevel data.WriteBit(0); // HasRestrictedMoney data.WriteBit(0); // IneligibleForLoot data.FlushBits(); //if (IneligibleForLoot) // data << uint32(0); // EncounterMask data << uint8(0); // IsOnTournamentRealm //if (HasRestrictedMoney) // data << uint32(100000); // RestrictedMoney (starter accounts) //if (HasRestrictedLevel) // data << uint32(20); // RestrictedLevel (starter accounts) data << uint32(sWorld.GetNextWeeklyQuestsResetTime() - WEEK); // LastWeeklyReset (not instance reset) data << uint32(GetMap()->GetDifficulty()); GetSession()->SendPacket(&data); SendInitialSpells(); data.Initialize(SMSG_SEND_UNLEARN_SPELLS, 4); data << uint32(0); // count, for (count) uint32; GetSession()->SendPacket(&data); SendInitialActionButtons(); m_reputationMgr.SendInitialReputations(); if (!IsAlive()) { SendCorpseReclaimDelay(true); } SendInitWorldStates(GetZoneId(), GetAreaId()); SendEquipmentSetList(); m_achievementMgr.SendAllAchievementData(); data.Initialize(SMSG_LOGIN_SETTIMESPEED, 20); data << uint32(1); data << uint32(1); data << float(0.01666667f); // game speed data << uint32(secsToTimeBitFields(sWorld.GetGameTime())); data << uint32(secsToTimeBitFields(sWorld.GetGameTime())); GetSession()->SendPacket(&data); GetReputationMgr().SendForceReactions(); // SMSG_SET_FORCED_REACTIONS // SMSG_TALENTS_INFO x 2 for pet (unspent points and talents in separate packets...) // SMSG_PET_GUIDS // SMSG_UPDATE_WORLD_STATE // SMSG_POWER_UPDATE // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment if (IsFreeFlying() || IsTaxiFlying()) { m_movementInfo.AddMovementFlag(MOVEFLAG_FLYING); } SendCurrencies(); SetMover(this); } void Player::SendInitialPacketsAfterAddToMap() { // update zone uint32 newzone, newarea; GetZoneAndAreaId(newzone, newarea); UpdateZone(newzone, newarea); // also call SendInitWorldStates(); ResetTimeSync(); SendTimeSync(); CastSpell(this, 836, true); // LOGINEFFECT // set some aura effects that send packet to player client after add player to map // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply // same auras state lost at far teleport, send it one more time in this case also static const AuraType auratypes[] = { SPELL_AURA_MOD_FEAR, SPELL_AURA_TRANSFORM, SPELL_AURA_WATER_WALK, SPELL_AURA_FEATHER_FALL, SPELL_AURA_HOVER, SPELL_AURA_SAFE_FALL, SPELL_AURA_FLY, SPELL_AURA_MOD_FLIGHT_SPEED_MOUNTED, SPELL_AURA_NONE }; for (AuraType const* itr = &auratypes[0]; itr && itr[0] != SPELL_AURA_NONE; ++itr) { Unit::AuraList const& auraList = GetAurasByType(*itr); if (!auraList.empty()) { auraList.front()->ApplyModifier(true, true); } } if (HasAuraType(SPELL_AURA_MOD_STUN) || HasAuraType(SPELL_AURA_MOD_ROOT)) { SetRoot(true); } SendAurasForTarget(this); SendEnchantmentDurations(); // must be after add to map SendItemDurations(); // must be after add to map UpdateSpeed(MOVE_RUN, true, 1.0f, true); UpdateSpeed(MOVE_SWIM, true, 1.0f, true); UpdateSpeed(MOVE_FLIGHT, true, 1.0f, true); } void Player::SendUpdateToOutOfRangeGroupMembers() { if (m_groupUpdateMask == GROUP_UPDATE_FLAG_NONE) { return; } if (Group* group = GetGroup()) { group->UpdatePlayerOutOfRange(this); } m_groupUpdateMask = GROUP_UPDATE_FLAG_NONE; m_auraUpdateMask = 0; if (Pet* pet = GetPet()) { pet->ResetAuraUpdateMask(); } } void Player::SendTransferAbortedByLockStatus(MapEntry const* mapEntry, AreaLockStatus lockStatus, uint32 miscRequirement) { MANGOS_ASSERT(mapEntry); DEBUG_LOG("SendTransferAbortedByLockStatus: Called for %s on map %u, LockAreaStatus %u, miscRequirement %u)", GetGuidStr().c_str(), mapEntry->MapID, lockStatus, miscRequirement); switch (lockStatus) { case AREA_LOCKSTATUS_TOO_LOW_LEVEL: GetSession()->SendAreaTriggerMessage(GetSession()->GetMangosString(LANG_LEVEL_MINREQUIRED), miscRequirement); break; case AREA_LOCKSTATUS_ZONE_IN_COMBAT: GetSession()->SendTransferAborted(mapEntry->MapID, TRANSFER_ABORT_ZONE_IN_COMBAT); break; case AREA_LOCKSTATUS_INSTANCE_IS_FULL: GetSession()->SendTransferAborted(mapEntry->MapID, TRANSFER_ABORT_MAX_PLAYERS); break; case AREA_LOCKSTATUS_QUEST_NOT_COMPLETED: if (mapEntry->MapID == 269) // Exception for Black Morass { GetSession()->SendAreaTriggerMessage("%s", GetSession()->GetMangosString(LANG_TELEREQ_QUEST_BLACK_MORASS)); break; } else if (mapEntry->IsContinent()) // do not report anything for quest areatrigge { DEBUG_LOG("SendTransferAbortedByLockStatus: LockAreaStatus %u, do not teleport, no message sent (mapId %u)", lockStatus, mapEntry->MapID); break; } // No break here! case AREA_LOCKSTATUS_MISSING_ITEM: GetSession()->SendTransferAborted(mapEntry->MapID, TRANSFER_ABORT_DIFFICULTY, GetDifficulty(mapEntry->IsRaid())); break; case AREA_LOCKSTATUS_MISSING_DIFFICULTY: { Difficulty difficulty = GetDifficulty(mapEntry->IsRaid()); GetSession()->SendTransferAborted(mapEntry->MapID, TRANSFER_ABORT_DIFFICULTY, difficulty > RAID_DIFFICULTY_10MAN_HEROIC ? RAID_DIFFICULTY_10MAN_HEROIC : difficulty); break; } case AREA_LOCKSTATUS_INSUFFICIENT_EXPANSION: GetSession()->SendTransferAborted(mapEntry->MapID, TRANSFER_ABORT_INSUF_EXPAN_LVL, miscRequirement); break; case AREA_LOCKSTATUS_NOT_ALLOWED: GetSession()->SendTransferAborted(mapEntry->MapID, TRANSFER_ABORT_MAP_NOT_ALLOWED); break; case AREA_LOCKSTATUS_RAID_LOCKED: GetSession()->SendTransferAborted(mapEntry->MapID, TRANSFER_ABORT_NEED_GROUP); break; case AREA_LOCKSTATUS_UNKNOWN_ERROR: GetSession()->SendTransferAborted(mapEntry->MapID, TRANSFER_ABORT_ERROR); break; case AREA_LOCKSTATUS_OK: sLog.outError("SendTransferAbortedByLockStatus: LockAreaStatus AREA_LOCKSTATUS_OK received for %s (mapId %u)", GetGuidStr().c_str(), mapEntry->MapID); MANGOS_ASSERT(false); break; default: sLog.outError("SendTransfertAbortedByLockstatus: unhandled LockAreaStatus %u, when %s attempts to enter in map %u", lockStatus, GetGuidStr().c_str(), mapEntry->MapID); break; } } void Player::SendInstanceResetWarning(uint32 mapid, Difficulty difficulty, uint32 time) { // type of warning, based on the time remaining until reset uint32 type; if (time > 3600) { type = RAID_INSTANCE_WELCOME; } else if (time > 900 && time <= 3600) { type = RAID_INSTANCE_WARNING_HOURS; } else if (time > 300 && time <= 900) { type = RAID_INSTANCE_WARNING_MIN; } else { type = RAID_INSTANCE_WARNING_MIN_SOON; } WorldPacket data(SMSG_RAID_INSTANCE_MESSAGE, 4 + 4 + 4 + 4); data << uint32(type); data << uint32(mapid); data << uint32(difficulty); // difficulty data << uint32(time); if (type == RAID_INSTANCE_WELCOME) { data << uint8(0); // is your (1) data << uint8(0); // is extended (1), ignored if prev field is 0 } GetSession()->SendPacket(&data); } void Player::ApplyEquipCooldown(Item* pItem) { if (pItem->GetProto()->Flags & ITEM_FLAG_NO_EQUIP_COOLDOWN) { return; } for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) { _Spell const& spellData = pItem->GetProto()->Spells[i]; // no spell if (!spellData.SpellId) { continue; } // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown) if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE) { continue; } AddSpellCooldown(spellData.SpellId, pItem->GetEntry(), time(NULL) + 30); WorldPacket data(SMSG_ITEM_COOLDOWN, 12); data << pItem->GetObjectGuid(); data << uint32(spellData.SpellId); GetSession()->SendPacket(&data); } } void Player::resetSpells() { // not need after this call if (HasAtLoginFlag(AT_LOGIN_RESET_SPELLS)) { RemoveAtLoginFlag(AT_LOGIN_RESET_SPELLS, true); } // make full copy of map (spells removed and marked as deleted at another spell remove // and we can't use original map for safe iterative with visit each spell at loop end PlayerSpellMap smap = GetSpellMap(); for (PlayerSpellMap::const_iterator iter = smap.begin(); iter != smap.end(); ++iter) { removeSpell(iter->first, false, false); // only iter->first can be accessed, object by iter->second can be deleted already } learnDefaultSpells(); learnQuestRewardedSpells(); } void Player::learnDefaultSpells() { // learn default race/class spells PlayerInfo const* info = sObjectMgr.GetPlayerInfo(getRace(), getClass()); for (PlayerCreateInfoSpells::const_iterator itr = info->spell.begin(); itr != info->spell.end(); ++itr) { uint32 tspell = *itr; DEBUG_LOG("PLAYER (Class: %u Race: %u): Adding initial spell, id = %u", uint32(getClass()), uint32(getRace()), tspell); if (!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add { addSpell(tspell, true, true, true, false); } else // but send in normal spell in game learn case { learnSpell(tspell, true); } } } void Player::learnQuestRewardedSpells(Quest const* quest) { uint32 spell_id = quest->GetRewSpellCast(); // skip quests without rewarded spell if (!spell_id) { return; } SpellEntry const* spellInfo = sSpellStore.LookupEntry(spell_id); if (!spellInfo) { return; } // check learned spells state bool found = false; for (int i = 0; i < MAX_EFFECT_INDEX; ++i) { if(SpellEffectEntry const* spellEffect = spellInfo->GetSpellEffect(SpellEffectIndex(i))) { if(spellEffect->Effect == SPELL_EFFECT_LEARN_SPELL && !HasSpell(spellEffect->EffectTriggerSpell)) { found = true; break; } } } // skip quests with not teaching spell or already known spell if (!found) { return; } // prevent learn non first rank unknown profession and second specialization for same profession) SpellEffectEntry const* spellEffect = spellInfo->GetSpellEffect(EFFECT_INDEX_0); uint32 learned_0 = spellEffect ? spellEffect->EffectTriggerSpell : 0; if( sSpellMgr.GetSpellRank(learned_0) > 1 && !HasSpell(learned_0) ) { // not have first rank learned (unlearned prof?) uint32 first_spell = sSpellMgr.GetFirstSpellInChain(learned_0); if (!HasSpell(first_spell)) { return; } SpellEntry const* learnedInfo = sSpellStore.LookupEntry(learned_0); if (!learnedInfo) { return; } // specialization SpellEffectEntry const* learnedSpellEffect0 = learnedInfo->GetSpellEffect(EFFECT_INDEX_0); SpellEffectEntry const* learnedSpellEffect1 = learnedInfo->GetSpellEffect(EFFECT_INDEX_1); if (learnedSpellEffect0 && learnedSpellEffect0->Effect == SPELL_EFFECT_TRADE_SKILL && learnedSpellEffect1 && learnedSpellEffect1->Effect == 0) { // search other specialization for same prof for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr) { if (itr->second.state == PLAYERSPELL_REMOVED || itr->first == learned_0) { continue; } SpellEntry const* itrInfo = sSpellStore.LookupEntry(itr->first); if (!itrInfo) { return; } // compare only specializations SpellEffectEntry const* itrSpellEffect0 = learnedInfo->GetSpellEffect(EFFECT_INDEX_0); SpellEffectEntry const* itrSpellEffect1 = learnedInfo->GetSpellEffect(EFFECT_INDEX_1); if ((itrSpellEffect0 && itrSpellEffect0->Effect != SPELL_EFFECT_TRADE_SKILL) || (itrSpellEffect1 && itrSpellEffect1->Effect != 0)) { continue; } // compare same chain spells if (sSpellMgr.GetFirstSpellInChain(itr->first) != first_spell) { continue; } // now we have 2 specialization, learn possible only if found is lesser specialization rank if (!sSpellMgr.IsHighRankOfSpell(learned_0, itr->first)) { return; } } } } CastSpell(this, spell_id, true); } void Player::learnQuestRewardedSpells() { // learn spells received from quest completing for (QuestStatusMap::const_iterator itr = mQuestStatus.begin(); itr != mQuestStatus.end(); ++itr) { // skip no rewarded quests if (!itr->second.m_rewarded) { continue; } Quest const* quest = sObjectMgr.GetQuestTemplate(itr->first); if (!quest) { continue; } learnQuestRewardedSpells(quest); } } void Player::learnSkillRewardedSpells(uint32 skill_id, uint32 skill_value) { uint32 raceMask = getRaceMask(); uint32 classMask = getClassMask(); for (uint32 j = 0; j < sSkillLineAbilityStore.GetNumRows(); ++j) { SkillLineAbilityEntry const* pAbility = sSkillLineAbilityStore.LookupEntry(j); if (!pAbility || pAbility->skillId != skill_id || pAbility->learnOnGetSkill != ABILITY_LEARNED_ON_GET_PROFESSION_SKILL) { continue; } // Check race if set if (pAbility->racemask && !(pAbility->racemask & raceMask)) { continue; } // Check class if set if (pAbility->classmask && !(pAbility->classmask & classMask)) { continue; } if (sSpellStore.LookupEntry(pAbility->spellId)) { // need unlearn spell if (skill_value < pAbility->req_skill_value) { removeSpell(pAbility->spellId); } // need learn else if (!IsInWorld()) { addSpell(pAbility->spellId, true, true, true, false); } else { learnSpell(pAbility->spellId, true); } } } } void Player::SendAurasForTarget(Unit* target) { Unit::VisibleAuraMap const& visibleAuras = target->GetVisibleAuras(); if (visibleAuras.empty()) { return; } WorldPacket data(SMSG_AURA_UPDATE_ALL); data << target->GetPackGUID(); for (Unit::VisibleAuraMap::const_iterator itr = visibleAuras.begin(); itr != visibleAuras.end(); ++itr) { itr->second->BuildUpdatePacket(data); } GetSession()->SendPacket(&data); } void Player::SetDailyQuestStatus(uint32 quest_id) { //for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx) //{ // if (!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1 + quest_daily_idx)) // { // SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1 + quest_daily_idx, quest_id); // m_DailyQuestChanged = true; // break; // } //} } void Player::SetWeeklyQuestStatus(uint32 quest_id) { m_weeklyquests.insert(quest_id); m_WeeklyQuestChanged = true; } void Player::SetMonthlyQuestStatus(uint32 quest_id) { m_monthlyquests.insert(quest_id); m_MonthlyQuestChanged = true; } void Player::ResetDailyQuestStatus() { //for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx) //{ // SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1 + quest_daily_idx, 0); //} // DB data deleted in caller m_DailyQuestChanged = false; } void Player::ResetWeeklyQuestStatus() { if (m_weeklyquests.empty()) { return; } m_weeklyquests.clear(); // DB data deleted in caller m_WeeklyQuestChanged = false; } void Player::ResetMonthlyQuestStatus() { if (m_monthlyquests.empty()) { return; } m_monthlyquests.clear(); // DB data deleted in caller m_MonthlyQuestChanged = false; } BattleGround* Player::GetBattleGround() const { if (GetBattleGroundId() == 0) { return NULL; } return sBattleGroundMgr.GetBattleGround(GetBattleGroundId(), m_bgData.bgTypeID); } bool Player::InArena() const { BattleGround* bg = GetBattleGround(); if (!bg || !bg->isArena()) { return false; } return true; } bool Player::GetBGAccessByLevel(BattleGroundTypeId bgTypeId) const { // get a template bg instead of running one BattleGround* bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); if (!bg) { return false; } // limit check leel to dbc compatible level range uint32 level = getLevel(); if (level > DEFAULT_MAX_LEVEL) { level = DEFAULT_MAX_LEVEL; } if (level < bg->GetMinLevel() || level > bg->GetMaxLevel()) { return false; } return true; } float Player::GetReputationPriceDiscount(Creature const* pCreature) const { FactionTemplateEntry const* vendor_faction = pCreature->getFactionTemplateEntry(); if (!vendor_faction || !vendor_faction->faction) { return 1.0f; } ReputationRank rank = GetReputationRank(vendor_faction->faction); if (rank <= REP_NEUTRAL) { return 1.0f; } return 1.0f - 0.05f * (rank - REP_NEUTRAL); } /* * Check spell availability for training base at SkillLineAbility/SkillRaceClassInfo data. * Checked allowed race/class and dependent from race/class allowed min level * * @param spell_id checked spell id * @param pReqlevel if arg provided then function work in view mode (level check not applied but detected minlevel returned to var by arg pointer. if arg not provided then considered train action mode and level checked * @return true if spell available for show in trainer list (with skip level check) or training. */ bool Player::IsSpellFitByClassAndRace(uint32 spell_id, uint32* pReqlevel /*= NULL*/) const { uint32 racemask = getRaceMask(); uint32 classmask = getClassMask(); SkillLineAbilityMapBounds bounds = sSpellMgr.GetSkillLineAbilityMapBounds(spell_id); if (bounds.first == bounds.second) { return true; } for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx) { SkillLineAbilityEntry const* abilityEntry = _spell_idx->second; // skip wrong race skills if (abilityEntry->racemask && (abilityEntry->racemask & racemask) == 0) { continue; } // skip wrong class skills if (abilityEntry->classmask && (abilityEntry->classmask & classmask) == 0) { continue; } SkillRaceClassInfoMapBounds raceBounds = sSpellMgr.GetSkillRaceClassInfoMapBounds(abilityEntry->skillId); for (SkillRaceClassInfoMap::const_iterator itr = raceBounds.first; itr != raceBounds.second; ++itr) { SkillRaceClassInfoEntry const* skillRCEntry = itr->second; if ((skillRCEntry->raceMask & racemask) && (skillRCEntry->classMask & classmask)) { if (skillRCEntry->flags & ABILITY_SKILL_NONTRAINABLE) { return false; } if (pReqlevel) // show trainers list case { if (skillRCEntry->reqLevel) { *pReqlevel = skillRCEntry->reqLevel; return true; } } else // check availble case at train { if (skillRCEntry->reqLevel && getLevel() < skillRCEntry->reqLevel) { return false; } } } } return true; } return false; } bool Player::HasQuestForGO(int32 GOId) const { for (int i = 0; i < MAX_QUEST_LOG_SIZE; ++i) { uint32 questid = GetQuestSlotQuestId(i); if (questid == 0) { continue; } QuestStatusMap::const_iterator qs_itr = mQuestStatus.find(questid); if (qs_itr == mQuestStatus.end()) { continue; } QuestStatusData const& qs = qs_itr->second; if (qs.m_status == QUEST_STATUS_INCOMPLETE) { Quest const* qinfo = sObjectMgr.GetQuestTemplate(questid); if (!qinfo) { continue; } if (GetGroup() && GetGroup()->isRaidGroup() && !qinfo->IsAllowedInRaid()) { continue; } for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j) { if (qinfo->ReqCreatureOrGOId[j] >= 0) // skip non GO case { continue; } if ((-1)*GOId == qinfo->ReqCreatureOrGOId[j] && qs.m_creatureOrGOcount[j] < qinfo->ReqCreatureOrGOCount[j]) { return true; } } } } return false; } void Player::UpdateForQuestWorldObjects() { if (m_clientGUIDs.empty()) { return; } UpdateData udata(GetMapId()); WorldPacket packet; for (GuidSet::const_iterator itr = m_clientGUIDs.begin(); itr != m_clientGUIDs.end(); ++itr) { if (itr->IsGameObject()) { if (GameObject* obj = GetMap()->GetGameObject(*itr)) { obj->BuildValuesUpdateBlockForPlayer(&udata, this); } } else if (itr->IsCreatureOrVehicle()) { Creature* obj = GetMap()->GetAnyTypeCreature(*itr); if (!obj) { continue; } // check if this unit requires quest specific flags if (!obj->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK)) { continue; } SpellClickInfoMapBounds clickPair = sObjectMgr.GetSpellClickInfoMapBounds(obj->GetEntry()); for (SpellClickInfoMap::const_iterator _itr = clickPair.first; _itr != clickPair.second; ++_itr) { if (_itr->second.questStart || _itr->second.questEnd) { obj->BuildCreateUpdateBlockForPlayer(&udata, this); break; } } } } udata.BuildPacket(&packet); GetSession()->SendPacket(&packet); } void Player::SummonIfPossible(bool agree) { if (!agree) { m_summon_expire = 0; return; } // expire and auto declined if (m_summon_expire < time(NULL)) { return; } // stop taxi flight at summon if (IsTaxiFlying()) { GetMotionMaster()->MovementExpired(); m_taxi.ClearTaxiDestinations(); } // drop flag at summon // this code can be reached only when GM is summoning player who carries flag, because player should be immune to summoning spells when he carries flag if (BattleGround* bg = GetBattleGround()) { bg->EventPlayerDroppedFlag(this); } m_summon_expire = 0; GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS, 1); TeleportTo(m_summon_mapid, m_summon_x, m_summon_y, m_summon_z, GetOrientation()); } void Player::RemoveItemDurations(Item* item) { for (ItemDurationList::iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end(); ++itr) { if (*itr == item) { m_itemDuration.erase(itr); break; } } } void Player::AddItemDurations(Item* item) { if (item->GetUInt32Value(ITEM_FIELD_DURATION)) { m_itemDuration.push_back(item); item->SendTimeUpdate(this); } } void Player::AutoUnequipOffhandIfNeed() { Item* offItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!offItem) { return; } // need unequip offhand for 2h-weapon without TitanGrip (in any from hands) if ((CanDualWield() || offItem->GetProto()->InventoryType == INVTYPE_SHIELD || offItem->GetProto()->InventoryType == INVTYPE_HOLDABLE) && (CanTitanGrip() || (offItem->GetProto()->InventoryType != INVTYPE_2HWEAPON && !IsTwoHandUsed()))) return; ItemPosCountVec off_dest; uint8 off_msg = CanStoreItem(NULL_BAG, NULL_SLOT, off_dest, offItem, false); if (off_msg == EQUIP_ERR_OK) { RemoveItem(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true); StoreItem(off_dest, offItem, true); } else { MoveItemFromInventory(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true); CharacterDatabase.BeginTransaction(); offItem->DeleteFromInventoryDB(); // deletes item from character's inventory offItem->SaveToDB(); // recursive and not have transaction guard into self, item not in inventory and can be save standalone CharacterDatabase.CommitTransaction(); std::string subject = GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM); MailDraft(subject, "There's were problems with equipping this item.").AddItem(offItem).SendMailTo(this, MailSender(this, MAIL_STATIONERY_GM), MAIL_CHECK_MASK_COPIED); } } bool Player::HasItemFitToSpellReqirements(SpellEntry const* spellInfo, Item const* ignoreItem) { int32 itemClass = spellInfo->GetEquippedItemClass(); if(itemClass < 0) { return true; } // scan other equipped items for same requirements (mostly 2 daggers/etc) // for optimize check 2 used cases only switch(itemClass) { case ITEM_CLASS_WEAPON: { for (int i = EQUIPMENT_SLOT_MAINHAND; i < EQUIPMENT_SLOT_TABARD; ++i) if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (item != ignoreItem && item->IsFitToSpellRequirements(spellInfo)) { return true; } break; } case ITEM_CLASS_ARMOR: { // tabard not have dependent spells for (int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_MAINHAND; ++i) if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (item != ignoreItem && item->IsFitToSpellRequirements(spellInfo)) { return true; } // shields can be equipped to offhand slot if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND)) if (item != ignoreItem && item->IsFitToSpellRequirements(spellInfo)) { return true; } // ranged slot can have some armor subclasses if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED)) if (item != ignoreItem && item->IsFitToSpellRequirements(spellInfo)) { return true; } break; } default: sLog.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u", itemClass); break; } return false; } bool Player::CanNoReagentCast(SpellEntry const* spellInfo) const { // don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP if (spellInfo->HasAttribute(SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP) && HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PREPARATION)) { return true; } // Check no reagent use mask uint64 noReagentMask_0_1 = GetUInt64Value(PLAYER_NO_REAGENT_COST_1); uint32 noReagentMask_2 = GetUInt32Value(PLAYER_NO_REAGENT_COST_1 + 2); if (spellInfo->IsFitToFamilyMask(noReagentMask_0_1, noReagentMask_2)) { return true; } return false; } void Player::RemoveItemDependentAurasAndCasts(Item* pItem) { SpellAuraHolderMap& auras = GetSpellAuraHolderMap(); for (SpellAuraHolderMap::const_iterator itr = auras.begin(); itr != auras.end();) { SpellAuraHolder* holder = itr->second; // skip passive (passive item dependent spells work in another way) and not self applied auras SpellEntry const* spellInfo = holder->GetSpellProto(); if (holder->IsPassive() || holder->GetCasterGuid() != GetObjectGuid()) { ++itr; continue; } // skip if not item dependent or have alternative item if (HasItemFitToSpellReqirements(spellInfo, pItem)) { ++itr; continue; } // no alt item, remove aura, restart check RemoveAurasDueToSpell(holder->GetId()); itr = auras.begin(); } // currently casted spells can be dependent from item for (uint32 i = 0; i < CURRENT_MAX_SPELL; ++i) if (Spell* spell = GetCurrentSpell(CurrentSpellTypes(i))) if (spell->getState() != SPELL_STATE_DELAYED && !HasItemFitToSpellReqirements(spell->m_spellInfo, pItem)) { InterruptSpell(CurrentSpellTypes(i)); } } uint32 Player::GetResurrectionSpellId() { // search priceless resurrection possibilities uint32 prio = 0; uint32 spell_id = 0; AuraList const& dummyAuras = GetAurasByType(SPELL_AURA_DUMMY); for (AuraList::const_iterator itr = dummyAuras.begin(); itr != dummyAuras.end(); ++itr) { // Soulstone Resurrection // prio: 3 (max, non death persistent) if (prio < 2 && (*itr)->GetSpellProto()->GetSpellVisual(0) == 99 && (*itr)->GetSpellProto()->Id == 92) { switch ((*itr)->GetId()) { case 20707: spell_id = 3026; break; // rank 1 case 20762: spell_id = 20758; break; // rank 2 case 20763: spell_id = 20759; break; // rank 3 case 20764: spell_id = 20760; break; // rank 4 case 20765: spell_id = 20761; break; // rank 5 case 27239: spell_id = 27240; break; // rank 6 case 47883: spell_id = 47882; break; // rank 7 default: sLog.outError("Unhandled spell %u: S.Resurrection", (*itr)->GetId()); continue; } prio = 3; } // Twisting Nether // prio: 2 (max) else if ((*itr)->GetId() == 23701 && roll_chance_i(10)) { prio = 2; spell_id = 23700; } } // Reincarnation (passive spell) // prio: 1 // Glyph of Renewed Life remove reagent requiremnnt if (prio < 1 && HasSpell(20608) && !HasSpellCooldown(21169) && (HasItemCount(17030, 1) || HasAura(58059, EFFECT_INDEX_0))) { spell_id = 21169; } return spell_id; } // Used in triggers for check "Only to targets that grant experience or honor" req bool Player::isHonorOrXPTarget(Unit* pVictim) const { uint32 v_level = pVictim->getLevel(); uint32 k_grey = MaNGOS::XP::GetGrayLevel(getLevel()); // Victim level less gray level if (v_level <= k_grey) { return false; } if (pVictim->GetTypeId() == TYPEID_UNIT) { if (((Creature*)pVictim)->IsTotem() || ((Creature*)pVictim)->IsPet() || ((Creature*)pVictim)->GetCreatureInfo()->ExtraFlags & CREATURE_EXTRA_FLAG_NO_XP_AT_KILL) return false; } return true; } void Player::RewardSinglePlayerAtKill(Unit* pVictim) { bool PvP = pVictim->isCharmedOwnedByPlayerOrPlayer(); uint32 xp = PvP ? 0 : MaNGOS::XP::Gain(this, pVictim); // honor can be in PvP and !PvP (racial leader) cases RewardHonor(pVictim, 1); // xp and reputation only in !PvP case if (!PvP) { RewardReputation(pVictim, 1); GiveXP(xp, pVictim); if (Pet* pet = GetPet()) { pet->GivePetXP(xp); } // normal creature (not pet/etc) can be only in !PvP case if (pVictim->GetTypeId() == TYPEID_UNIT) if (CreatureInfo const* normalInfo = ObjectMgr::GetCreatureTemplate(pVictim->GetEntry())) { KilledMonster(normalInfo, pVictim->GetObjectGuid()); } } } void Player::RewardPlayerAndGroupAtEvent(uint32 creature_id, WorldObject* pRewardSource) { MANGOS_ASSERT((!GetGroup() || pRewardSource) && "Player::RewardPlayerAndGroupAtEvent called for Group-Case but no source for range searching provided"); ObjectGuid creature_guid = pRewardSource && pRewardSource->GetTypeId() == TYPEID_UNIT ? pRewardSource->GetObjectGuid() : ObjectGuid(); // prepare data for near group iteration if (Group* pGroup = GetGroup()) { for (GroupReference* itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* pGroupGuy = itr->getSource(); if (!pGroupGuy) { continue; } if (!pGroupGuy->IsAtGroupRewardDistance(pRewardSource)) { continue; // member (alive or dead) or his corpse at req. distance } // quest objectives updated only for alive group member or dead but with not released body if (pGroupGuy->IsAlive() || !pGroupGuy->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) { pGroupGuy->KilledMonsterCredit(creature_id, creature_guid); } } } else // if (!pGroup) { KilledMonsterCredit(creature_id, creature_guid); } } void Player::RewardPlayerAndGroupAtCast(WorldObject* pRewardSource, uint32 spellid) { // prepare data for near group iteration if (Group* pGroup = GetGroup()) { for (GroupReference* itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* pGroupGuy = itr->getSource(); if (!pGroupGuy) { continue; } if (!pGroupGuy->IsAtGroupRewardDistance(pRewardSource)) { continue; // member (alive or dead) or his corpse at req. distance } // quest objectives updated only for alive group member or dead but with not released body if (pGroupGuy->IsAlive() || !pGroupGuy->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) { pGroupGuy->CastedCreatureOrGO(pRewardSource->GetEntry(), pRewardSource->GetObjectGuid(), spellid, pGroupGuy == this); } } } else // if (!pGroup) { CastedCreatureOrGO(pRewardSource->GetEntry(), pRewardSource->GetObjectGuid(), spellid); } } bool Player::IsAtGroupRewardDistance(WorldObject const* pRewardSource) const { if (pRewardSource->IsWithinDistInMap(this, sWorld.getConfig(CONFIG_FLOAT_GROUP_XP_DISTANCE))) { return true; } if (IsAlive()) { return false; } Corpse* corpse = GetCorpse(); if (!corpse) { return false; } return pRewardSource->IsWithinDistInMap(corpse, sWorld.getConfig(CONFIG_FLOAT_GROUP_XP_DISTANCE)); } void Player::ResurectUsingRequestData() { /// Teleport before resurrecting by player, otherwise the player might get attacked from creatures near his corpse if (m_resurrectGuid.IsPlayer()) { TeleportTo(m_resurrectMap, m_resurrectX, m_resurrectY, m_resurrectZ, GetOrientation()); } // we cannot resurrect player when we triggered far teleport // player will be resurrected upon teleportation if (IsBeingTeleportedFar()) { ScheduleDelayedOperation(DELAYED_RESURRECT_PLAYER); return; } ResurrectPlayer(0.0f, false); if (GetMaxHealth() > m_resurrectHealth) { SetHealth(m_resurrectHealth); } else { SetHealth(GetMaxHealth()); } if (GetMaxPower(POWER_MANA) > m_resurrectMana) { SetPower(POWER_MANA, m_resurrectMana); } else { SetPower(POWER_MANA, GetMaxPower(POWER_MANA)); } SetPower(POWER_RAGE, 0); SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY)); SpawnCorpseBones(); } void Player::SetClientControl(Unit* target, uint8 allowMove) { WorldPacket data(SMSG_CLIENT_CONTROL_UPDATE, target->GetPackGUID().size() + 1); data << target->GetPackGUID(); data << uint8(allowMove); GetSession()->SendPacket(&data); } void Player::Uncharm() { if (Unit* charm = GetCharm()) { charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM); charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS); charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS_PET); if (charm == GetMover()) { SetMover(NULL); GetCamera().ResetView(); RemoveSpellsCausingAura(SPELL_AURA_MOD_INVISIBILITY); SetCharm(NULL); SetClientControl(this, 1); } } } void Player::UpdateZoneDependentAuras() { // Some spells applied at enter into zone (with subzones), aura removed in UpdateAreaDependentAuras that called always at zone->area update SpellAreaForAreaMapBounds saBounds = sSpellMgr.GetSpellAreaForAreaMapBounds(m_zoneUpdateId); for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr) { itr->second->ApplyOrRemoveSpellIfCan(this, m_zoneUpdateId, 0, true); } } void Player::UpdateAreaDependentAuras() { // remove auras from spells with area limitations for (SpellAuraHolderMap::iterator iter = m_spellAuraHolders.begin(); iter != m_spellAuraHolders.end();) { // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date if (sSpellMgr.GetSpellAllowedInLocationError(iter->second->GetSpellProto(), GetMapId(), m_zoneUpdateId, m_areaUpdateId, this) != SPELL_CAST_OK) { RemoveSpellAuraHolder(iter->second); iter = m_spellAuraHolders.begin(); } else { ++iter; } } // some auras applied at subzone enter SpellAreaForAreaMapBounds saBounds = sSpellMgr.GetSpellAreaForAreaMapBounds(m_areaUpdateId); for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr) { itr->second->ApplyOrRemoveSpellIfCan(this, m_zoneUpdateId, m_areaUpdateId, true); } } struct UpdateZoneDependentPetsHelper { explicit UpdateZoneDependentPetsHelper(Player* _owner, uint32 zone, uint32 area) : owner(_owner), zone_id(zone), area_id(area) {} void operator()(Unit* unit) const { if (unit->GetTypeId() == TYPEID_UNIT && ((Creature*)unit)->IsPet() && !((Pet*)unit)->isControlled()) if (uint32 spell_id = unit->GetUInt32Value(UNIT_CREATED_BY_SPELL)) if (SpellEntry const* spellEntry = sSpellStore.LookupEntry(spell_id)) if (sSpellMgr.GetSpellAllowedInLocationError(spellEntry, owner->GetMapId(), zone_id, area_id, owner) != SPELL_CAST_OK) { ((Pet*)unit)->Unsummon(PET_SAVE_AS_DELETED, owner); } } Player* owner; uint32 zone_id; uint32 area_id; }; void Player::UpdateZoneDependentPets() { // check pet (permanent pets ignored), minipet, guardians (including protector) CallForAllControlledUnits(UpdateZoneDependentPetsHelper(this, m_zoneUpdateId, m_areaUpdateId), CONTROLLED_PET | CONTROLLED_GUARDIANS | CONTROLLED_MINIPET); } uint32 Player::GetCorpseReclaimDelay(bool pvp) const { if ((pvp && !sWorld.getConfig(CONFIG_BOOL_DEATH_CORPSE_RECLAIM_DELAY_PVP)) || (!pvp && !sWorld.getConfig(CONFIG_BOOL_DEATH_CORPSE_RECLAIM_DELAY_PVE))) { return corpseReclaimDelay[0]; } time_t now = time(NULL); // 0..2 full period uint32 count = (now < m_deathExpireTime) ? uint32((m_deathExpireTime - now) / DEATH_EXPIRE_STEP) : 0; return corpseReclaimDelay[count]; } void Player::UpdateCorpseReclaimDelay() { bool pvp = m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH; if ((pvp && !sWorld.getConfig(CONFIG_BOOL_DEATH_CORPSE_RECLAIM_DELAY_PVP)) || (!pvp && !sWorld.getConfig(CONFIG_BOOL_DEATH_CORPSE_RECLAIM_DELAY_PVE))) return; time_t now = time(NULL); if (now < m_deathExpireTime) { // full and partly periods 1..3 uint32 count = uint32((m_deathExpireTime - now) / DEATH_EXPIRE_STEP + 1); if (count < MAX_DEATH_COUNT) { m_deathExpireTime = now + (count + 1) * DEATH_EXPIRE_STEP; } else { m_deathExpireTime = now + MAX_DEATH_COUNT * DEATH_EXPIRE_STEP; } } else { m_deathExpireTime = now + DEATH_EXPIRE_STEP; } } void Player::SendCorpseReclaimDelay(bool load) { Corpse* corpse = GetCorpse(); if (!corpse) { return; } uint32 delay; if (load) { if (corpse->GetGhostTime() > m_deathExpireTime) { return; } bool pvp = corpse->GetType() == CORPSE_RESURRECTABLE_PVP; uint32 count; if ((pvp && sWorld.getConfig(CONFIG_BOOL_DEATH_CORPSE_RECLAIM_DELAY_PVP)) || (!pvp && sWorld.getConfig(CONFIG_BOOL_DEATH_CORPSE_RECLAIM_DELAY_PVE))) { count = uint32(m_deathExpireTime - corpse->GetGhostTime()) / DEATH_EXPIRE_STEP; if (count >= MAX_DEATH_COUNT) { count = MAX_DEATH_COUNT - 1; } } else { count = 0; } time_t expected_time = corpse->GetGhostTime() + corpseReclaimDelay[count]; time_t now = time(NULL); if (now >= expected_time) { return; } delay = uint32(expected_time - now); } else { delay = GetCorpseReclaimDelay(corpse->GetType() == CORPSE_RESURRECTABLE_PVP); } //! corpse reclaim delay 30 * 1000ms or longer at often deaths WorldPacket data(SMSG_CORPSE_RECLAIM_DELAY, 4); data << uint32(delay * IN_MILLISECONDS); GetSession()->SendPacket(&data); } uint32 Player::GetNextResetTalentsCost() const { // The first time reset costs 1 gold if (GetTalentResetCost() < 1 * GOLD) { return 1 * GOLD; } // then 5 gold else if (GetTalentResetCost() < 5 * GOLD) { return 5 * GOLD; } // After that it increases in increments of 5 gold else if (GetTalentResetCost() < 10 * GOLD) { return 10 * GOLD; } else { uint64 months = (sWorld.GetGameTime() - GetTalentResetTime()) / MONTH; if (months > 0) { // This cost will be reduced by a rate of 5 gold per month int32 new_cost = int32(GetTalentResetCost() - 5 * GOLD*months); // to a minimum of 10 gold. return (new_cost < 10 * GOLD ? 10 * GOLD : new_cost); } else { // After that it increases in increments of 5 gold int32 new_cost = GetTalentResetCost() + 5 * GOLD; // until it hits a cap of 50 gold. if (new_cost > 50 * GOLD) { new_cost = 50 * GOLD; } return new_cost; } } } Player* Player::GetNextRandomRaidMember(float radius) { Group* pGroup = GetGroup(); if (!pGroup) { return NULL; } std::vector nearMembers; nearMembers.reserve(pGroup->GetMembersCount()); for (GroupReference* itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* Target = itr->getSource(); // IsHostileTo check duel and controlled by enemy if (Target && Target != this && IsWithinDistInMap(Target, radius) && !Target->HasInvisibilityAura() && !IsHostileTo(Target)) nearMembers.push_back(Target); } if (nearMembers.empty()) { return NULL; } uint32 randTarget = urand(0, nearMembers.size() - 1); return nearMembers[randTarget]; } PartyResult Player::CanUninviteFromGroup() const { const Group* grp = GetGroup(); if (!grp) { return ERR_NOT_IN_GROUP; } if (!grp->IsLeader(GetObjectGuid()) && !grp->IsAssistant(GetObjectGuid())) { return ERR_NOT_LEADER; } if (InBattleGround()) { return ERR_INVITE_RESTRICTED; } return ERR_PARTY_RESULT_OK; } void Player::UpdateGroupLeaderFlag(const bool remove /*= false*/) { const Group* group = GetGroup(); if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GROUP_LEADER)) { if (remove || !group || group->GetLeaderGuid() != GetObjectGuid()) { RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GROUP_LEADER); } } else if (!remove && group && group->GetLeaderGuid() == GetObjectGuid()) { SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_GROUP_LEADER); } } void Player::SetBattleGroundRaid(Group* group, int8 subgroup) { // we must move references from m_group to m_originalGroup SetOriginalGroup(GetGroup(), GetSubGroup()); m_group.unlink(); m_group.link(group, this); m_group.setSubGroup((uint8)subgroup); } void Player::RemoveFromBattleGroundRaid() { // remove existing reference m_group.unlink(); if (Group* group = GetOriginalGroup()) { m_group.link(group, this); m_group.setSubGroup(GetOriginalSubGroup()); } SetOriginalGroup(NULL); } void Player::SetOriginalGroup(Group* group, int8 subgroup) { if (group == NULL) { m_originalGroup.unlink(); } else { // never use SetOriginalGroup without a subgroup unless you specify NULL for group MANGOS_ASSERT(subgroup >= 0); m_originalGroup.link(group, this); m_originalGroup.setSubGroup((uint8)subgroup); } } void Player::UpdateUnderwaterState(Map* m, float x, float y, float z) { GridMapLiquidData liquid_status; GridMapLiquidStatus res = m->GetTerrain()->getLiquidStatus(x, y, z, MAP_ALL_LIQUIDS, &liquid_status); if (!res) { m_MirrorTimerFlags &= ~(UNDERWATER_INWATER | UNDERWATER_INLAVA | UNDERWATER_INSLIME | UNDERWATER_INDARKWATER); if (m_lastLiquid && m_lastLiquid->SpellId) { RemoveAurasDueToSpell(m_lastLiquid->SpellId == 37025 ? 37284 : m_lastLiquid->SpellId); } m_lastLiquid = NULL; return; } if (uint32 liqEntry = liquid_status.entry) { LiquidTypeEntry const* liquid = sLiquidTypeStore.LookupEntry(liqEntry); if (m_lastLiquid && m_lastLiquid->SpellId && m_lastLiquid->Id != liqEntry) { RemoveAurasDueToSpell(m_lastLiquid->SpellId); } if (liquid && liquid->SpellId) { // Exception for SSC water uint32 liquidSpellId = liquid->SpellId == 37025 ? 37284 : liquid->SpellId; if (res & (LIQUID_MAP_UNDER_WATER | LIQUID_MAP_IN_WATER)) { if (!HasAura(liquidSpellId)) { // Handle exception for SSC water if (liquid->SpellId == 37025) { if (InstanceData* pInst = GetInstanceData()) { if (pInst->CheckConditionCriteriaMeet(this, INSTANCE_CONDITION_ID_LURKER, NULL, CONDITION_FROM_HARDCODED)) { if (pInst->CheckConditionCriteriaMeet(this, INSTANCE_CONDITION_ID_SCALDING_WATER, NULL, CONDITION_FROM_HARDCODED)) { CastSpell(this, liquidSpellId, true); } else { SummonCreature(21508, 0, 0, 0, 0, TEMPSUMMON_TIMED_OOC_DESPAWN, 2000); // Special update timer for the SSC water m_positionStatusUpdateTimer = 2000; } } } } else { CastSpell(this, liquidSpellId, true); } } } else { RemoveAurasDueToSpell(liquidSpellId); } } m_lastLiquid = liquid; } else if (m_lastLiquid && m_lastLiquid->SpellId) { RemoveAurasDueToSpell(m_lastLiquid->SpellId == 37025 ? 37284 : m_lastLiquid->SpellId); m_lastLiquid = NULL; } // All liquids type - check under water position if (liquid_status.CreatureTypeFlags & (MAP_LIQUID_TYPE_WATER | MAP_LIQUID_TYPE_OCEAN | MAP_LIQUID_TYPE_MAGMA | MAP_LIQUID_TYPE_SLIME)) { if (res & LIQUID_MAP_UNDER_WATER) { m_MirrorTimerFlags |= UNDERWATER_INWATER; } else { m_MirrorTimerFlags &= ~UNDERWATER_INWATER; } } // Allow travel in dark water on taxi or transport if ((liquid_status.CreatureTypeFlags & MAP_LIQUID_TYPE_DARK_WATER) && !IsTaxiFlying() && !GetTransport()) { m_MirrorTimerFlags |= UNDERWATER_INDARKWATER; } else { m_MirrorTimerFlags &= ~UNDERWATER_INDARKWATER; } // in lava check, anywhere in lava level if (liquid_status.CreatureTypeFlags & MAP_LIQUID_TYPE_MAGMA) { if (res & (LIQUID_MAP_UNDER_WATER | LIQUID_MAP_IN_WATER | LIQUID_MAP_WATER_WALK)) { m_MirrorTimerFlags |= UNDERWATER_INLAVA; } else { m_MirrorTimerFlags &= ~UNDERWATER_INLAVA; } } // in slime check, anywhere in slime level if (liquid_status.CreatureTypeFlags & MAP_LIQUID_TYPE_SLIME) { if (res & (LIQUID_MAP_UNDER_WATER | LIQUID_MAP_IN_WATER | LIQUID_MAP_WATER_WALK)) { m_MirrorTimerFlags |= UNDERWATER_INSLIME; } else { m_MirrorTimerFlags &= ~UNDERWATER_INSLIME; } } } void Player::SetCanParry(bool value) { if (m_canParry == value) { return; } m_canParry = value; UpdateParryPercentage(); } void Player::SetCanBlock(bool value) { if (m_canBlock == value) { return; } m_canBlock = value; UpdateBlockPercentage(); UpdateShieldBlockDamageValue(); } bool ItemPosCount::isContainedIn(ItemPosCountVec const& vec) const { for (ItemPosCountVec::const_iterator itr = vec.begin(); itr != vec.end(); ++itr) if (itr->pos == pos) { return true; } return false; } bool Player::CanUseBattleGroundObject() { // TODO : some spells gives player ForceReaction to one faction (ReputationMgr::ApplyForceReaction) // maybe gameobject code should handle that ForceReaction usage // BUG: sometimes when player clicks on flag in AB - client won't send gameobject_use, only gameobject_report_use packet return (IsAlive() && // living // the following two are incorrect, because invisible/stealthed players should get visible when they click on flag !HasStealthAura() && // not stealthed !HasInvisibilityAura() && // visible !isTotalImmune() && // vulnerable (not immune) !HasAura(SPELL_RECENTLY_DROPPED_FLAG, EFFECT_INDEX_0)); } uint32 Player::GetBarberShopCost(uint8 newhairstyle, uint8 newhaircolor, uint8 newfacialhair, uint32 newskintone) { uint32 level = getLevel(); if (level > GT_MAX_LEVEL) { level = GT_MAX_LEVEL; // max level in this dbc } uint8 hairstyle = GetByteValue(PLAYER_BYTES, 2); uint8 haircolor = GetByteValue(PLAYER_BYTES, 3); uint8 facialhair = GetByteValue(PLAYER_BYTES_2, 0); uint8 skintone = GetByteValue(PLAYER_BYTES, 0); if (hairstyle == newhairstyle && haircolor == newhaircolor && facialhair == newfacialhair && (skintone == newskintone || newskintone == -1)) return 0; GtBarberShopCostBaseEntry const* bsc = sGtBarberShopCostBaseStore.LookupEntry(level - 1); if (!bsc) // shouldn't happen { return 0xFFFFFFFF; } float cost = 0; if (hairstyle != newhairstyle) { cost += bsc->cost; // full price } if (haircolor != newhaircolor && hairstyle == newhairstyle) { cost += bsc->cost * 0.5f; // +1/2 of price } if (facialhair != newfacialhair) { cost += bsc->cost * 0.75f; // +3/4 of price } if (skintone != newskintone && newskintone != -1) { cost += bsc->cost * 0.5f; // +1/2 of price } return uint32(cost); } void Player::InitGlyphsForLevel() { uint32 slot = 0; for (uint32 i = 0; i < sGlyphSlotStore.GetNumRows() && slot < MAX_GLYPH_SLOT_INDEX; ++i) if (GlyphSlotEntry const* gs = sGlyphSlotStore.LookupEntry(i)) { SetGlyphSlot(slot++, gs->Id); } uint32 level = getLevel(); uint32 value = 0; // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level if (level >= 25) { value |= 0x01 | 0x02 | 0x40; } if (level >= 50) { value |= 0x04 | 0x08 | 0x80; } if (level >= 75) { value |= 0x10 | 0x20 | 0x100; } SetUInt32Value(PLAYER_GLYPHS_ENABLED, value); } void Player::ApplyGlyph(uint8 slot, bool apply) { if (uint32 glyph = GetGlyph(slot)) { if (GlyphPropertiesEntry const* gp = sGlyphPropertiesStore.LookupEntry(glyph)) { if (apply) { CastSpell(this, gp->SpellId, true); SetUInt32Value(PLAYER_FIELD_GLYPHS_1 + slot, glyph); } else { RemoveAurasDueToSpell(gp->SpellId); SetUInt32Value(PLAYER_FIELD_GLYPHS_1 + slot, 0); } } } } void Player::ApplyGlyphs(bool apply) { for (uint8 i = 0; i < MAX_GLYPH_SLOT_INDEX; ++i) { ApplyGlyph(i, apply); } } bool Player::isTotalImmune() { AuraList const& immune = GetAurasByType(SPELL_AURA_SCHOOL_IMMUNITY); uint32 immuneMask = 0; for (AuraList::const_iterator itr = immune.begin(); itr != immune.end(); ++itr) { immuneMask |= (*itr)->GetModifier()->m_miscvalue; if (immuneMask & SPELL_SCHOOL_MASK_ALL) // total immunity { return true; } } return false; } bool Player::HasTitle(uint32 bitIndex) const { if (bitIndex > MAX_TITLE_INDEX) { return false; } uint32 fieldIndexOffset = bitIndex / 32; uint32 flag = 1 << (bitIndex % 32); return HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag); } void Player::SetTitle(CharTitlesEntry const* title, bool lost) { uint32 fieldIndexOffset = title->bit_index / 32; uint32 flag = 1 << (title->bit_index % 32); if (lost) { if (!HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag)) { return; } RemoveFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag); } else { if (HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag)) { return; } SetFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag); } WorldPacket data(SMSG_TITLE_EARNED, 4 + 4); data << uint32(title->bit_index); data << uint32(lost ? 0 : 1); // 1 - earned, 0 - lost GetSession()->SendPacket(&data); } void Player::UpdateRuneRegen(RuneType rune) { if (rune >= RUNE_DEATH) { return; } RuneType actualRune = rune; float cooldown = RUNE_BASE_COOLDOWN; for (uint8 i = 0; i < MAX_RUNES; i += 2) { if (GetBaseRune(i) != rune) { continue; } uint32 cd = GetRuneCooldown(i); uint32 secondRuneCd = GetRuneCooldown(i + 1); if (!cd && !secondRuneCd) { actualRune = GetCurrentRune(i); } else if (secondRuneCd && (cd > secondRuneCd || !cd)) { cooldown = GetBaseRuneCooldown(i + 1); actualRune = GetCurrentRune(i + 1); } else { cooldown = GetBaseRuneCooldown(i); actualRune = GetCurrentRune(i); } break; } float auraMod = 1.0f; Unit::AuraList const& regenAuras = GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT); for (Unit::AuraList::const_iterator i = regenAuras.begin(); i != regenAuras.end(); ++i) if ((*i)->GetMiscValue() == POWER_RUNE && (*i)->GetSpellEffect()->EffectMiscValueB == rune) { auraMod *= (100.0f + (*i)->GetModifier()->m_amount) / 100.0f; } // Unholy Presence if (Aura* aura = GetAura(48265, EFFECT_INDEX_0)) { auraMod *= (100.0f + aura->GetModifier()->m_amount) / 100.0f; } // Runic Corruption if (Aura* aura = GetAura(51460, EFFECT_INDEX_0)) { auraMod *= (100.0f + aura->GetModifier()->m_amount) / 100.0f; } float hastePct = (100.0f - GetRatingBonusValue(CR_HASTE_MELEE)) / 100.0f; if (hastePct < 0) { hastePct = 1.0f; } cooldown *= hastePct / auraMod; float value = float(1 * IN_MILLISECONDS) / cooldown; SetFloatValue(PLAYER_RUNE_REGEN_1 + uint8(actualRune), value); } void Player::UpdateRuneRegen() { for (uint8 i = 0; i < NUM_RUNE_TYPES; ++i) { UpdateRuneRegen(RuneType(i)); } } uint8 Player::GetRuneCooldownFraction(uint8 index) const { uint16 baseCd = GetBaseRuneCooldown(index); if (!baseCd || !GetRuneCooldown(index)) { return 255; } else if (baseCd == GetRuneCooldown(index)) { return 0; } return uint8(float(baseCd - GetRuneCooldown(index)) / baseCd * 255); } void Player::AddRuneByAuraEffect(uint8 index, RuneType newType, Aura const* aura) { // Item - Death Knight T11 DPS 4P Bonus if (newType == RUNE_DEATH && HasAura(90459)) { CastSpell(this, 90507, true); // Death Eater } SetRuneConvertAura(index, aura); ConvertRune(index, newType); } void Player::RemoveRunesByAuraEffect(Aura const* aura) { for (uint8 i = 0; i < MAX_RUNES; ++i) { if (m_runes->runes[i].ConvertAura == aura) { ConvertRune(i, GetBaseRune(i)); SetRuneConvertAura(i, NULL); } } } void Player::RestoreBaseRune(uint8 index) { Aura const* aura = m_runes->runes[index].ConvertAura; // If rune was converted by a non-pasive aura that still active we should keep it converted if (aura && !IsPassiveSpell(aura->GetSpellProto())) { return; } // Blood of the North if (aura->GetId() == 54637 && HasAura(54637)) { return; } ConvertRune(index, GetBaseRune(index)); SetRuneConvertAura(index, NULL); // Don't drop passive talents providing rune convertion if (!aura || aura->GetModifier()->m_auraname != SPELL_AURA_CONVERT_RUNE) { return; } for (uint8 i = 0; i < MAX_RUNES; ++i) if (aura == m_runes->runes[i].ConvertAura) { return; } if (Unit* target = aura->GetTarget()) { target->RemoveSpellAuraHolder(const_cast(aura)->GetHolder()); } } void Player::ConvertRune(uint8 index, RuneType newType) { SetCurrentRune(index, newType); WorldPacket data(SMSG_CONVERT_RUNE, 2); data << uint8(index); data << uint8(newType); GetSession()->SendPacket(&data); } bool Player::ActivateRunes(RuneType type, uint32 count) { bool modify = false; for (uint32 j = 0; count > 0 && j < MAX_RUNES; ++j) { if (GetRuneCooldown(j) && GetCurrentRune(j) == type) { SetRuneCooldown(j, 0); --count; modify = true; } } return modify; } void Player::ResyncRunes() { WorldPacket data(SMSG_RESYNC_RUNES, 4 + MAX_RUNES * 2); data << uint32(MAX_RUNES); for (uint32 i = 0; i < MAX_RUNES; ++i) { data << uint8(GetCurrentRune(i)); // rune type data << uint8(GetRuneCooldownFraction(i)); } GetSession()->SendPacket(&data); } void Player::AddRunePower(uint8 index) { WorldPacket data(SMSG_ADD_RUNE_POWER, 4); data << uint32(1 << index); // mask (0x00-0x3F probably) GetSession()->SendPacket(&data); } void Player::InitRunes() { if (getClass() != CLASS_DEATH_KNIGHT) { return; } m_runes = new Runes; m_runes->runeState = 0; for (uint32 i = 0; i < MAX_RUNES; ++i) { SetBaseRune(i, runeSlotTypes[i]); // init base types SetCurrentRune(i, runeSlotTypes[i]); // init current types SetRuneCooldown(i, 0); // reset cooldowns m_runes->SetRuneState(i); } for (uint32 i = 0; i < NUM_RUNE_TYPES; ++i) { SetFloatValue(PLAYER_RUNE_REGEN_1 + i, 0.1f); } } bool Player::IsBaseRuneSlotsOnCooldown(RuneType runeType) const { for (uint32 i = 0; i < MAX_RUNES; ++i) if (GetBaseRune(i) == runeType && GetRuneCooldown(i) == 0) { return false; } return true; } void Player::AutoStoreLoot(WorldObject const* lootTarget, uint32 loot_id, LootStore const& store, bool broadcast, uint8 bag, uint8 slot) { Loot loot(lootTarget); loot.FillLoot(loot_id, store, this, true); AutoStoreLoot(loot, broadcast, bag, slot); } void Player::AutoStoreLoot(Loot& loot, bool broadcast, uint8 bag, uint8 slot) { uint32 max_slot = loot.GetMaxSlotInLootFor(this); for (uint32 i = 0; i < max_slot; ++i) { LootItem* lootItem = loot.LootItemInSlot(i, this); ItemPosCountVec dest; InventoryResult msg = CanStoreNewItem(bag, slot, dest, lootItem->itemid, lootItem->count); if (msg != EQUIP_ERR_OK && slot != NULL_SLOT) { msg = CanStoreNewItem(bag, NULL_SLOT, dest, lootItem->itemid, lootItem->count); } if (msg != EQUIP_ERR_OK && bag != NULL_BAG) { msg = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, lootItem->itemid, lootItem->count); } if (msg != EQUIP_ERR_OK) { SendEquipError(msg, NULL, NULL, lootItem->itemid); continue; } Item* pItem = StoreNewItem(dest, lootItem->itemid, true, lootItem->randomPropertyId); SendNewItem(pItem, lootItem->count, false, false, broadcast); } } Item* Player::ConvertItem(Item* item, uint32 newItemId) { uint16 pos = item->GetPos(); Item* pNewItem = Item::CreateItem(newItemId, 1, this); if (!pNewItem) { return NULL; } // copy enchantments for (uint8 j = PERM_ENCHANTMENT_SLOT; j <= TEMP_ENCHANTMENT_SLOT; ++j) { if (item->GetEnchantmentId(EnchantmentSlot(j))) pNewItem->SetEnchantment(EnchantmentSlot(j), item->GetEnchantmentId(EnchantmentSlot(j)), item->GetEnchantmentDuration(EnchantmentSlot(j)), item->GetEnchantmentCharges(EnchantmentSlot(j))); } // copy durability if (item->GetUInt32Value(ITEM_FIELD_DURABILITY) < item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY)) { double loosePercent = 1 - item->GetUInt32Value(ITEM_FIELD_DURABILITY) / double(item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY)); DurabilityLoss(pNewItem, loosePercent); } if (IsInventoryPos(pos)) { ItemPosCountVec dest; InventoryResult msg = CanStoreItem(item->GetBagSlot(), item->GetSlot(), dest, pNewItem, true); // ignore cast/combat time restriction if (msg == EQUIP_ERR_OK) { DestroyItem(item->GetBagSlot(), item->GetSlot(), true); return StoreItem(dest, pNewItem, true); } } else if (IsBankPos(pos)) { ItemPosCountVec dest; InventoryResult msg = CanBankItem(item->GetBagSlot(), item->GetSlot(), dest, pNewItem, true); // ignore cast/combat time restriction if (msg == EQUIP_ERR_OK) { DestroyItem(item->GetBagSlot(), item->GetSlot(), true); return BankItem(dest, pNewItem, true); } } else if (IsEquipmentPos(pos)) { uint16 dest; InventoryResult msg = CanEquipItem(item->GetSlot(), dest, pNewItem, true, false); // ignore cast/combat time restriction if (msg == EQUIP_ERR_OK) { DestroyItem(item->GetBagSlot(), item->GetSlot(), true); pNewItem = EquipItem(dest, pNewItem, true); AutoUnequipOffhandIfNeed(); return pNewItem; } } // fail delete pNewItem; return NULL; } uint32 Player::CalculateTalentsPoints() const { // this dbc file has entries only up to level 100 NumTalentsAtLevelEntry const* count = sNumTalentsAtLevelStore.LookupEntry(std::min(getLevel(), 100)); if (!count) { return 0; } float baseForLevel = count->Talents; if (getClass() != CLASS_DEATH_KNIGHT) { return uint32(baseForLevel * sWorld.getConfig(CONFIG_FLOAT_RATE_TALENT)); } // Death Knight starting level // hardcoded here - number of quest awarded talents is equal to number of talents any other class would have at level 55 if (getLevel() < 55) { return 0; } NumTalentsAtLevelEntry const* dkBase = sNumTalentsAtLevelStore.LookupEntry(55); if (!dkBase) { return 0; } float talentPointsForLevel = count->Talents - dkBase->Talents; talentPointsForLevel += float(m_questRewardTalentCount); if (talentPointsForLevel > baseForLevel) { talentPointsForLevel = baseForLevel; } return uint32(talentPointsForLevel * sWorld.getConfig(CONFIG_FLOAT_RATE_TALENT)); } bool Player::CanStartFlyInArea(uint32 mapid, uint32 zone, uint32 area) const { if (isGameMaster()) { return true; } // continent checked in SpellMgr::GetSpellAllowedInLocationError at cast and area update uint32 v_map = GetVirtualMapForMapAndZone(mapid, zone); // switch all known flying maps switch (v_map) { case 0: // Eastern Kingdoms case 1: // Kalimdor case 646: // Deepholm return HasSpell(90267); case 530: // Outland return true; case 571: // Northrend // Check Cold Weather Flying // Disallow mounting in wintergrasp when battle is in progress return HasSpell(54197); /* && (!inWintergrasp || wg->GetState() != BF_IN_PROGRESS);*/ } return false; } struct DoPlayerLearnSpell { DoPlayerLearnSpell(Player& _player) : player(_player) {} void operator()(uint32 spell_id) { player.learnSpell(spell_id, false); } Player& player; }; void Player::learnSpellHighRank(uint32 spellid) { learnSpell(spellid, false); DoPlayerLearnSpell worker(*this); sSpellMgr.doForHighRanks(spellid, worker); } void Player::_LoadSkills(QueryResult* result) { // 0 1 2 // SetPQuery(PLAYER_LOGIN_QUERY_LOADSKILLS, "SELECT `skill`, `value`, `max` FROM `character_skills` WHERE `guid` = '%u'", GUID_LOPART(m_guid)); uint32 count = 0; uint8 professionCount = 0; if (result) { do { Field* fields = result->Fetch(); uint16 skill = fields[0].GetUInt16(); uint16 value = fields[1].GetUInt16(); uint16 max = fields[2].GetUInt16(); SkillLineEntry const* pSkill = sSkillLineStore.LookupEntry(skill); if (!pSkill) { sLog.outError("Character %u has skill %u that does not exist.", GetGUIDLow(), skill); continue; } // set fixed skill ranges switch (GetSkillRangeType(pSkill, false)) { case SKILL_RANGE_LANGUAGE: // 300..300 value = max = 300; break; case SKILL_RANGE_MONO: // 1..1, grey monolite bar value = max = 1; break; default: break; } if (value == 0) { sLog.outError("Character %u has skill %u with value 0. Will be deleted.", GetGUIDLow(), skill); CharacterDatabase.PExecute("DELETE FROM `character_skills` WHERE `guid` = '%u' AND `skill` = '%u' ", GetGUIDLow(), skill); continue; } uint16 field = count / 2; uint8 offset = count & 1; SetUInt16Value(PLAYER_SKILL_LINEID_0 + field, offset, skill); uint16 step = 0; if (pSkill->categoryId == SKILL_CATEGORY_SECONDARY) { step = max / 75; } if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION) { step = max / 75; if (professionCount < 2) { SetUInt32Value(PLAYER_PROFESSION_SKILL_LINE_1 + professionCount++, skill); } } SetUInt16Value(PLAYER_SKILL_STEP_0 + field, offset, step); SetUInt16Value(PLAYER_SKILL_RANK_0 + field, offset, value); SetUInt16Value(PLAYER_SKILL_MAX_RANK_0 + field, offset, max); SetUInt16Value(PLAYER_SKILL_MODIFIER_0 + field, offset, 0); SetUInt16Value(PLAYER_SKILL_TALENT_0 + field, offset, 0); mSkillStatus.insert(SkillStatusMap::value_type(skill, SkillStatusData(count, SKILL_UNCHANGED))); learnSkillRewardedSpells(skill, value); ++count; if (count >= PLAYER_MAX_SKILLS) // client limit { sLog.outError("Character %u has more than %u skills.", GetGUIDLow(), PLAYER_MAX_SKILLS); break; } } while (result->NextRow()); delete result; } for (; count < PLAYER_MAX_SKILLS; ++count) { uint16 field = count / 2; uint8 offset = count & 1; SetUInt16Value(PLAYER_SKILL_LINEID_0 + field, offset, 0); SetUInt16Value(PLAYER_SKILL_STEP_0 + field, offset, 0); SetUInt16Value(PLAYER_SKILL_RANK_0 + field, offset, 0); SetUInt16Value(PLAYER_SKILL_MAX_RANK_0 + field, offset, 0); SetUInt16Value(PLAYER_SKILL_MODIFIER_0 + field, offset, 0); SetUInt16Value(PLAYER_SKILL_TALENT_0 + field, offset, 0); } // special settings if (getClass() == CLASS_DEATH_KNIGHT) { uint32 base_level = std::min(getLevel(), sWorld.getConfig(CONFIG_UINT32_START_HEROIC_PLAYER_LEVEL)); if (base_level < 1) { base_level = 1; } uint32 base_skill = (base_level - 1) * 5; // 270 at starting level 55 if (base_skill < 1) { base_skill = 1; // skill mast be known and then > 0 in any case } if (GetPureSkillValue(SKILL_FIRST_AID) < base_skill) { SetSkill(SKILL_FIRST_AID, base_skill, base_skill); } if (GetPureSkillValue(SKILL_AXES) < base_skill) { SetSkill(SKILL_AXES, base_skill, base_skill); } if (GetPureSkillValue(SKILL_DEFENSE) < base_skill) { SetSkill(SKILL_DEFENSE, base_skill, base_skill); } if (GetPureSkillValue(SKILL_POLEARMS) < base_skill) { SetSkill(SKILL_POLEARMS, base_skill, base_skill); } if (GetPureSkillValue(SKILL_SWORDS) < base_skill) { SetSkill(SKILL_SWORDS, base_skill, base_skill); } if (GetPureSkillValue(SKILL_2H_AXES) < base_skill) { SetSkill(SKILL_2H_AXES, base_skill, base_skill); } if (GetPureSkillValue(SKILL_2H_SWORDS) < base_skill) { SetSkill(SKILL_2H_SWORDS, base_skill, base_skill); } if (GetPureSkillValue(SKILL_UNARMED) < base_skill) { SetSkill(SKILL_UNARMED, base_skill, base_skill); } } } uint32 Player::GetPhaseMaskForSpawn() const { uint32 phase = PHASEMASK_NORMAL; if (!isGameMaster()) { phase = GetPhaseMask(); } else { AuraList const& phases = GetAurasByType(SPELL_AURA_PHASE); if (!phases.empty()) { phase = phases.front()->GetMiscValue(); } } // some aura phases include 1 normal map in addition to phase itself if (uint32 n_phase = phase & ~PHASEMASK_NORMAL) { return n_phase; } return PHASEMASK_NORMAL; } InventoryResult Player::CanEquipUniqueItem(Item* pItem, uint8 eslot, uint32 limit_count) const { ItemPrototype const* pProto = pItem->GetProto(); // proto based limitations if (InventoryResult res = CanEquipUniqueItem(pProto, eslot, limit_count)) { return res; } // check unique-equipped on gems for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT + 3; ++enchant_slot) { uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot)); if (!enchant_id) { continue; } SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id); if (!enchantEntry) { continue; } ItemPrototype const* pGem = ObjectMgr::GetItemPrototype(enchantEntry->GemID); if (!pGem) { continue; } // include for check equip another gems with same limit category for not equipped item (and then not counted) uint32 gem_limit_count = !pItem->IsEquipped() && pGem->ItemLimitCategory ? pItem->GetGemCountWithLimitCategory(pGem->ItemLimitCategory) : 1; if (InventoryResult res = CanEquipUniqueItem(pGem, eslot, gem_limit_count)) { return res; } } return EQUIP_ERR_OK; } InventoryResult Player::CanEquipUniqueItem(ItemPrototype const* itemProto, uint8 except_slot, uint32 limit_count) const { // check unique-equipped on item if (itemProto->Flags & ITEM_FLAG_UNIQUE_EQUIPPED) { // there is an equip limit on this item if (HasItemOrGemWithIdEquipped(itemProto->ItemId, 1, except_slot)) { return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE; } } // check unique-equipped limit if (itemProto->ItemLimitCategory) { ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(itemProto->ItemLimitCategory); if (!limitEntry) { return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED; } // NOTE: limitEntry->mode not checked because if item have have-limit then it applied and to equip case if (limit_count > limitEntry->maxCount) { return EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_EQUIPPED_EXCEEDED_IS; } // there is an equip limit on this item if (HasItemOrGemWithLimitCategoryEquipped(itemProto->ItemLimitCategory, limitEntry->maxCount - limit_count + 1, except_slot)) { return EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_EQUIPPED_EXCEEDED_IS; } } return EQUIP_ERR_OK; } void Player::HandleFall(MovementInfo const& movementInfo) { // calculate total z distance of the fall float z_diff = m_lastFallZ - movementInfo.GetPos()->z; DEBUG_LOG("zDiff = %f", z_diff); // Players with low fall distance, Feather Fall or physical immunity (charges used) are ignored // 14.57 can be calculated by resolving damageperc formula below to 0 if (z_diff >= 14.57f && !IsDead() && !isGameMaster() && /*!HasMovementFlag(MOVEFLAG_ONTRANSPORT) &&*/ !HasAuraType(SPELL_AURA_HOVER) && !HasAuraType(SPELL_AURA_FEATHER_FALL) && !HasAuraType(SPELL_AURA_FLY) && !IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL)) { // Safe fall, fall height reduction int32 safe_fall = GetTotalAuraModifier(SPELL_AURA_SAFE_FALL); float damageperc = 0.018f * (z_diff - safe_fall) - 0.2426f; if (damageperc > 0) { uint32 damage = (uint32)(damageperc * GetMaxHealth() * sWorld.getConfig(CONFIG_FLOAT_RATE_DAMAGE_FALL)); float height = movementInfo.GetPos()->z; UpdateAllowedPositionZ(movementInfo.GetPos()->x, movementInfo.GetPos()->y, height); if (damage > 0) { // Prevent fall damage from being more than the player maximum health if (damage > GetMaxHealth()) { damage = GetMaxHealth(); } // Gust of Wind if (GetDummyAura(43621)) { damage = GetMaxHealth() / 2; } uint32 original_health = GetHealth(); uint32 final_damage = EnvironmentalDamage(DAMAGE_FALL, damage); // recheck alive, might have died of EnvironmentalDamage, avoid cases when player die in fact like Spirit of Redemption case if (IsAlive() && final_damage < original_health) { GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING, uint32(z_diff * 100)); } } // Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction DEBUG_LOG("FALLDAMAGE z=%f sz=%f pZ=%f FallTime=%d mZ=%f damage=%d SF=%d" , movementInfo.GetPos()->z, height, GetPositionZ(), movementInfo.GetFallTime(), height, damage, safe_fall); } } } void Player::UpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscvalue1/*=0*/, uint32 miscvalue2/*=0*/, Unit* unit/*=NULL*/, uint32 time/*=0*/) { GetAchievementMgr().UpdateAchievementCriteria(type, miscvalue1, miscvalue2, unit, time); } void Player::StartTimedAchievementCriteria(AchievementCriteriaTypes type, uint32 timedRequirementId, time_t startTime /*= 0*/) { GetAchievementMgr().StartTimedAchievementCriteria(type, timedRequirementId, startTime); } PlayerTalent const* Player::GetKnownTalentById(int32 talentId) const { PlayerTalentMap::const_iterator itr = m_talents[m_activeSpec].find(talentId); if (itr != m_talents[m_activeSpec].end() && itr->second.state != PLAYERSPELL_REMOVED) { return &itr->second; } else { return NULL; } } SpellEntry const* Player::GetKnownTalentRankById(int32 talentId) const { if (PlayerTalent const* talent = GetKnownTalentById(talentId)) { return sSpellStore.LookupEntry(talent->talentEntry->RankID[talent->currentRank]); } else { return NULL; } } bool Player::LearnTalent(uint32 talentId, uint32 talentRank) { uint32 CurTalentPoints = GetFreeTalentPoints(); if (CurTalentPoints == 0) { return false; } if (talentRank >= MAX_TALENT_RANK) { return false; } TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId); if (!talentInfo) { return false; } TalentTabEntry const* talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab); if (!talentTabInfo) { return false; } // prevent learn talent for different class (cheating) if ((getClassMask() & talentTabInfo->ClassMask) == 0) { return false; } // find current max talent rank uint32 curtalent_maxrank = 0; if (PlayerTalent const* talent = GetKnownTalentById(talentId)) { curtalent_maxrank = talent->currentRank + 1; } // we already have same or higher talent rank learned if (curtalent_maxrank >= (talentRank + 1)) { return false; } // check if we have enough talent points if (CurTalentPoints < (talentRank - curtalent_maxrank + 1)) { return false; } // Check if it requires another talent if (talentInfo->DependsOn > 0) { if (TalentEntry const* depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn)) { bool hasEnoughRank = false; PlayerTalentMap::iterator dependsOnTalent = m_talents[m_activeSpec].find(depTalentInfo->TalentID); if (dependsOnTalent != m_talents[m_activeSpec].end() && dependsOnTalent->second.state != PLAYERSPELL_REMOVED) { PlayerTalent depTalent = (*dependsOnTalent).second; if (depTalent.currentRank >= talentInfo->DependsOnRank) { hasEnoughRank = true; } } if (!hasEnoughRank) { return false; } } } // Find out how many points we have in this field uint32 spentPoints = 0; uint32 primaryTreeTalents = 0; uint32 tTab = talentInfo->TalentTab; bool isMainTree = m_talentsPrimaryTree[m_activeSpec] == tTab || !m_talentsPrimaryTree[m_activeSpec]; if (talentInfo->Row > 0 || !isMainTree) { for (uint32 i = 0; i < sTalentStore.GetNumRows(); i++) // Loop through all talents. { if (TalentEntry const* tmpTalent = sTalentStore.LookupEntry(i)) // Someday, someone needs to revamp the way talents are tracked { for (uint8 rank = 0; rank < MAX_TALENT_RANK; rank++) { if (tmpTalent->RankID[rank] != 0) { if (HasSpell(tmpTalent->RankID[rank])) { if (tmpTalent->TalentTab == tTab) { spentPoints += (rank + 1); } if (tmpTalent->TalentTab == m_talentsPrimaryTree[m_activeSpec]) { primaryTreeTalents += (rank + 1); } } } } } } } // not have required min points spent in talent tree if (spentPoints < (talentInfo->Row * MAX_TALENT_RANK)) { return false; } // player has not spent 31 talents in main tree before attempting to learn other tree's talents if (!isMainTree && primaryTreeTalents < REQ_PRIMARY_TREE_TALENTS) { return false; } // spell not set in talent.dbc uint32 spellid = talentInfo->RankID[talentRank]; if (spellid == 0) { sLog.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId, talentRank); return false; } // already known if (HasSpell(spellid)) { return false; } // learn! (other talent ranks will unlearned at learning) learnSpell(spellid, false); DETAIL_LOG("TalentID: %u Rank: %u Spell: %u\n", talentId, talentRank, spellid); // set talent tree for player if (!m_talentsPrimaryTree[m_activeSpec]) { m_talentsPrimaryTree[m_activeSpec] = talentInfo->TalentTab; if (std::vector const* specSpells = GetTalentTreeMasterySpells(talentInfo->TalentTab)) for (size_t i = 0; i < specSpells->size(); ++i) { learnSpell(specSpells->at(i), false); } if (std::vector const* specSpells = GetTalentTreePrimarySpells(talentInfo->TalentTab)) for (size_t i = 0; i < specSpells->size(); ++i) { learnSpell(specSpells->at(i), false); } // Update talent tree role-dependent mana regen UpdateManaRegen(); UpdateArmorSpecializations(); } return true; } void Player::LearnPetTalent(ObjectGuid petGuid, uint32 talentId, uint32 talentRank) { Pet* pet = GetPet(); if (!pet) { return; } if (petGuid != pet->GetObjectGuid()) { return; } uint32 CurTalentPoints = pet->GetFreeTalentPoints(); if (CurTalentPoints == 0) { return; } if (talentRank >= MAX_PET_TALENT_RANK) { return; } TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId); if (!talentInfo) { return; } TalentTabEntry const* talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab); if (!talentTabInfo) { return; } CreatureInfo const* ci = pet->GetCreatureInfo(); if (!ci) { return; } CreatureFamilyEntry const* pet_family = sCreatureFamilyStore.LookupEntry(ci->Family); if (!pet_family) { return; } if (pet_family->petTalentType < 0) // not hunter pet { return; } // prevent learn talent for different family (cheating) if (!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask)) { return; } // find current max talent rank int32 curtalent_maxrank = 0; for (int32 k = MAX_TALENT_RANK - 1; k > -1; --k) { if (talentInfo->RankID[k] && pet->HasSpell(talentInfo->RankID[k])) { curtalent_maxrank = k + 1; break; } } // we already have same or higher talent rank learned if (curtalent_maxrank >= int32(talentRank + 1)) { return; } // check if we have enough talent points if (CurTalentPoints < (talentRank - curtalent_maxrank + 1)) { return; } // Check if it requires another talent if (talentInfo->DependsOn > 0) { if (TalentEntry const* depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn)) { bool hasEnoughRank = false; for (int i = talentInfo->DependsOnRank; i < MAX_TALENT_RANK; ++i) { if (depTalentInfo->RankID[i] != 0) if (pet->HasSpell(depTalentInfo->RankID[i])) { hasEnoughRank = true; } } if (!hasEnoughRank) { return; } } } // Find out how many points we have in this field uint32 spentPoints = 0; uint32 tTab = talentInfo->TalentTab; if (talentInfo->Row > 0) { unsigned int numRows = sTalentStore.GetNumRows(); for (unsigned int i = 0; i < numRows; ++i) // Loop through all talents. { // Someday, someone needs to revamp const TalentEntry* tmpTalent = sTalentStore.LookupEntry(i); if (tmpTalent) // the way talents are tracked { if (tmpTalent->TalentTab == tTab) { for (int j = 0; j < MAX_TALENT_RANK; ++j) { if (tmpTalent->RankID[j] != 0) { if (pet->HasSpell(tmpTalent->RankID[j])) { spentPoints += j + 1; } } } } } } } // not have required min points spent in talent tree if (spentPoints < (talentInfo->Row * MAX_PET_TALENT_RANK)) { return; } // spell not set in talent.dbc uint32 spellid = talentInfo->RankID[talentRank]; if (spellid == 0) { sLog.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId, talentRank); return; } // already known if (pet->HasSpell(spellid)) { return; } // learn! (other talent ranks will unlearned at learning) pet->learnSpell(spellid); DETAIL_LOG("PetTalentID: %u Rank: %u Spell: %u\n", talentId, talentRank, spellid); #ifdef ENABLE_ELUNA sEluna->OnLearnTalents(this, talentId, talentRank, spellid); #endif /*ENABLE_ELUNA*/ } void Player::UpdateFallInformationIfNeed(MovementInfo const& minfo, uint16 opcode) { if (m_lastFallTime >= minfo.GetFallTime() || m_lastFallZ <= minfo.GetPos()->z || opcode == MSG_MOVE_FALL_LAND) { SetFallInformation(minfo.GetFallTime(), minfo.GetPos()->z); } } void Player::UnsummonPetTemporaryIfAny() { Pet* pet = GetPet(); if (!pet) { return; } if (!m_temporaryUnsummonedPetNumber && pet->isControlled() && !pet->isTemporarySummoned()) { m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber(); } pet->Unsummon(PET_SAVE_AS_CURRENT, this); } void Player::UnsummonPetIfAny() { Pet* pet = GetPet(); if (!pet) { return; } pet->Unsummon(PET_SAVE_NOT_IN_SLOT, this); } void Player::ResummonPetTemporaryUnSummonedIfAny() { if (!m_temporaryUnsummonedPetNumber) { return; } // not resummon in not appropriate state if (IsPetNeedBeTemporaryUnsummoned()) { return; } if (GetPetGuid()) { return; } Pet* NewPet = new Pet; if (!NewPet->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber, true)) { delete NewPet; } m_temporaryUnsummonedPetNumber = 0; } bool Player::canSeeSpellClickOn(Creature const* c) const { if (!c->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK)) { return false; } SpellClickInfoMapBounds clickPair = sObjectMgr.GetSpellClickInfoMapBounds(c->GetEntry()); for (SpellClickInfoMap::const_iterator itr = clickPair.first; itr != clickPair.second; ++itr) if (itr->second.IsFitToRequirements(this, c)) { return true; } return false; } void Player::BuildPlayerTalentsInfoData(WorldPacket* data) { *data << uint32(GetFreeTalentPoints()); // unspentTalentPoints *data << uint8(m_specsCount); // talent group count (0, 1 or 2) *data << uint8(m_activeSpec); // talent group index (0 or 1) if (m_specsCount) { if (m_specsCount > MAX_TALENT_SPEC_COUNT) { m_specsCount = MAX_TALENT_SPEC_COUNT; } // loop through all specs (only 1 for now) for (uint32 specIdx = 0; specIdx < m_specsCount; ++specIdx) { *data << uint32(m_talentsPrimaryTree[specIdx]); uint8 talentIdCount = 0; size_t pos = data->wpos(); *data << uint8(talentIdCount); // [PH], talentIdCount // find class talent tabs (all players have 3 talent tabs) uint32 const* talentTabIds = GetTalentTabPages(getClass()); for (uint32 i = 0; i < MAX_TALENT_TABS; ++i) { uint32 talentTabId = talentTabIds[i]; for (PlayerTalentMap::iterator iter = m_talents[specIdx].begin(); iter != m_talents[specIdx].end(); ++iter) { PlayerTalent talent = (*iter).second; if (talent.state == PLAYERSPELL_REMOVED) { continue; } // skip another tab talents if (talent.talentEntry->TalentTab != talentTabId) { continue; } *data << uint32(talent.talentEntry->TalentID); // Talent.dbc *data << uint8(talent.currentRank); // talentMaxRank (0-4) ++talentIdCount; } } data->put(pos, talentIdCount); // put real count *data << uint8(MAX_GLYPH_SLOT_INDEX); // glyphs count // GlyphProperties.dbc for (uint8 i = 0; i < MAX_GLYPH_SLOT_INDEX; ++i) { *data << uint16(m_glyphs[specIdx][i].GetId()); } } } } void Player::BuildPetTalentsInfoData(WorldPacket* data) { uint32 unspentTalentPoints = 0; size_t pointsPos = data->wpos(); *data << uint32(unspentTalentPoints); // [PH], unspentTalentPoints uint8 talentIdCount = 0; size_t countPos = data->wpos(); *data << uint8(talentIdCount); // [PH], talentIdCount Pet* pet = GetPet(); if (!pet) { return; } unspentTalentPoints = pet->GetFreeTalentPoints(); data->put(pointsPos, unspentTalentPoints); // put real points CreatureInfo const* ci = pet->GetCreatureInfo(); if (!ci) { return; } CreatureFamilyEntry const* pet_family = sCreatureFamilyStore.LookupEntry(ci->Family); if (!pet_family || pet_family->petTalentType < 0) { return; } for (uint32 talentTabId = 1; talentTabId < sTalentTabStore.GetNumRows(); ++talentTabId) { TalentTabEntry const* talentTabInfo = sTalentTabStore.LookupEntry(talentTabId); if (!talentTabInfo) { continue; } if (!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask)) { continue; } for (uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId) { TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId); if (!talentInfo) { continue; } // skip another tab talents if (talentInfo->TalentTab != talentTabId) { continue; } // find max talent rank int32 curtalent_maxrank = -1; for (int32 k = 4; k > -1; --k) { if (talentInfo->RankID[k] && pet->HasSpell(talentInfo->RankID[k])) { curtalent_maxrank = k; break; } } // not learned talent if (curtalent_maxrank < 0) { continue; } *data << uint32(talentInfo->TalentID); // Talent.dbc *data << uint8(curtalent_maxrank); // talentMaxRank (0-4) ++talentIdCount; } data->put(countPos, talentIdCount); // put real count break; } } void Player::SendTalentsInfoData(bool pet) { WorldPacket data(SMSG_TALENT_UPDATE, 50); data << uint8(pet ? 1 : 0); if (pet) { BuildPetTalentsInfoData(&data); } else { BuildPlayerTalentsInfoData(&data); } GetSession()->SendPacket(&data); } void Player::BuildEnchantmentsInfoData(WorldPacket* data) { uint32 slotUsedMask = 0; size_t slotUsedMaskPos = data->wpos(); *data << uint32(slotUsedMask); // slotUsedMask < 0x80000 for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i) { Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i); if (!item) { continue; } slotUsedMask |= (1 << i); *data << uint32(item->GetEntry()); // item entry uint16 enchantmentMask = 0; size_t enchantmentMaskPos = data->wpos(); *data << uint16(enchantmentMask); // enchantmentMask < 0x1000 for (uint32 j = 0; j < MAX_ENCHANTMENT_SLOT; ++j) { uint32 enchId = item->GetEnchantmentId(EnchantmentSlot(j)); if (!enchId) { continue; } enchantmentMask |= (1 << j); *data << uint16(enchId); // enchantmentId? } data->put(enchantmentMaskPos, enchantmentMask); *data << uint16(item->GetItemRandomPropertyId()); *data << item->GetGuidValue(ITEM_FIELD_CREATOR).WriteAsPacked(); *data << uint32(item->GetItemSuffixFactor()); } data->put(slotUsedMaskPos, slotUsedMask); } void Player::SendEquipmentSetList() { uint32 count = 0; WorldPacket data(SMSG_LOAD_EQUIPMENT_SET, 4); size_t count_pos = data.wpos(); data << uint32(count); // count placeholder for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr) { if (itr->second.state == EQUIPMENT_SET_DELETED) { continue; } data.appendPackGUID(itr->second.Guid); data << uint32(itr->first); data << itr->second.Name; data << itr->second.IconName; for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i) { // ignored slots stored in IgnoreMask, client wants "1" as raw GUID, so no HIGHGUID_ITEM if (itr->second.IgnoreMask & (1 << i)) { data << ObjectGuid(uint64(1)).WriteAsPacked(); } else { data << ObjectGuid(HIGHGUID_ITEM, itr->second.Items[i]).WriteAsPacked(); } } ++count; // client have limit but it checked at loading and set } data.put(count_pos, count); GetSession()->SendPacket(&data); } void Player::SetEquipmentSet(uint32 index, EquipmentSet eqset) { if (eqset.Guid != 0) { bool found = false; for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr) { if ((itr->second.Guid == eqset.Guid) && (itr->first == index)) { found = true; break; } } if (!found) // something wrong... { sLog.outError("Player %s tried to save equipment set " UI64FMTD " (index %u), but that equipment set not found!", GetName(), eqset.Guid, index); return; } } EquipmentSet& eqslot = m_EquipmentSets[index]; EquipmentSetUpdateState old_state = eqslot.state; eqslot = eqset; if (eqset.Guid == 0) { eqslot.Guid = sObjectMgr.GenerateEquipmentSetGuid(); WorldPacket data(SMSG_EQUIPMENT_SET_ID, 4 + 1); data << uint32(index); data.appendPackGUID(eqslot.Guid); GetSession()->SendPacket(&data); } eqslot.state = old_state == EQUIPMENT_SET_NEW ? EQUIPMENT_SET_NEW : EQUIPMENT_SET_CHANGED; } void Player::_SaveEquipmentSets() { static SqlStatementID updSets ; static SqlStatementID insSets ; static SqlStatementID delSets ; for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end();) { uint32 index = itr->first; EquipmentSet& eqset = itr->second; switch (eqset.state) { case EQUIPMENT_SET_UNCHANGED: ++itr; break; // nothing do case EQUIPMENT_SET_CHANGED: { SqlStatement stmt = CharacterDatabase.CreateStatement(updSets, "UPDATE `character_equipmentsets` SET `name`=?, `iconname`=?, `ignore_mask`=?, `item0`=?, `item1`=?, `item2`=?, `item3`=?, `item4`=?, " "`item5`=?, `item6`=?, `item7`=?, `item8`=?, `item9`=?, `item10`=?, `item11`=?, `item12`=?, `item13`=?, `item14`=?, " "`item15`=?, `item16`=?, `item17`=?, `item18`=? WHERE `guid`=? AND `setguid`=? AND `setindex`=?"); stmt.addString(eqset.Name); stmt.addString(eqset.IconName); stmt.addUInt32(eqset.IgnoreMask); for (int i = 0; i < EQUIPMENT_SLOT_END; ++i) { stmt.addUInt32(eqset.Items[i]); } stmt.addUInt32(GetGUIDLow()); stmt.addUInt64(eqset.Guid); stmt.addUInt32(index); stmt.Execute(); eqset.state = EQUIPMENT_SET_UNCHANGED; ++itr; break; } case EQUIPMENT_SET_NEW: { SqlStatement stmt = CharacterDatabase.CreateStatement(insSets, "INSERT INTO `character_equipmentsets` VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?)"); stmt.addUInt32(GetGUIDLow()); stmt.addUInt64(eqset.Guid); stmt.addUInt32(index); stmt.addString(eqset.Name); stmt.addString(eqset.IconName); stmt.addUInt32(eqset.IgnoreMask); for (int i = 0; i < EQUIPMENT_SLOT_END; ++i) { stmt.addUInt32(eqset.Items[i]); } stmt.Execute(); eqset.state = EQUIPMENT_SET_UNCHANGED; ++itr; break; } case EQUIPMENT_SET_DELETED: { SqlStatement stmt = CharacterDatabase.CreateStatement(delSets, "DELETE FROM `character_equipmentsets` WHERE `setguid` = ?"); stmt.PExecute(eqset.Guid); m_EquipmentSets.erase(itr++); break; } } } } void Player::_SaveBGData() { // nothing save if (!m_bgData.m_needSave) { return; } static SqlStatementID delBGData ; static SqlStatementID insBGData ; SqlStatement stmt = CharacterDatabase.CreateStatement(delBGData, "DELETE FROM `character_battleground_data` WHERE `guid` = ?"); stmt.PExecute(GetGUIDLow()); if (m_bgData.bgInstanceID) { stmt = CharacterDatabase.CreateStatement(insBGData, "INSERT INTO `character_battleground_data` VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?)"); /* guid, bgInstanceID, bgTeam, x, y, z, o, map, taxi[0], taxi[1], mountSpell */ stmt.addUInt32(GetGUIDLow()); stmt.addUInt32(m_bgData.bgInstanceID); stmt.addUInt32(uint32(m_bgData.bgTeam)); stmt.addFloat(m_bgData.joinPos.coord_x); stmt.addFloat(m_bgData.joinPos.coord_y); stmt.addFloat(m_bgData.joinPos.coord_z); stmt.addFloat(m_bgData.joinPos.orientation); stmt.addUInt32(m_bgData.joinPos.mapid); stmt.addUInt32(m_bgData.taxiPath[0]); stmt.addUInt32(m_bgData.taxiPath[1]); stmt.addUInt32(m_bgData.mountSpell); stmt.Execute(); } m_bgData.m_needSave = false; } void Player::DeleteEquipmentSet(uint64 setGuid) { for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr) { if (itr->second.Guid == setGuid) { if (itr->second.state == EQUIPMENT_SET_NEW) { m_EquipmentSets.erase(itr); } else { itr->second.state = EQUIPMENT_SET_DELETED; } break; } } } void Player::ActivateSpec(uint8 specNum) { if (GetActiveSpec() == specNum) { return; } if (specNum >= GetSpecsCount()) { return; } UnsummonPetTemporaryIfAny(); // prevent deletion of action buttons by client at spell unlearn or by player while spec change in progress SendLockActionButtons(); // Remove spec specific spells for (uint32 i = 0; i < MAX_TALENT_TABS; ++i) { if (std::vector const* specSpells = GetTalentTreeMasterySpells(GetTalentTabPages(getClass())[i])) for (size_t i = 0; i < specSpells->size(); ++i) { removeSpell(specSpells->at(i), true); } if (std::vector const* specSpells = GetTalentTreePrimarySpells(GetTalentTabPages(getClass())[i])) for (size_t i = 0; i < specSpells->size(); ++i) { removeSpell(specSpells->at(i), true); } } ApplyGlyphs(false); // copy of new talent spec (we will use it as model for converting current tlanet state to new) PlayerTalentMap tempSpec = m_talents[specNum]; // copy old spec talents to new one, must be before spec switch to have previous spec num(as m_activeSpec) m_talents[specNum] = m_talents[m_activeSpec]; SetActiveSpec(specNum); // remove all talent spells that don't exist in next spec but exist in old for (PlayerTalentMap::iterator specIter = m_talents[m_activeSpec].begin(); specIter != m_talents[m_activeSpec].end();) { PlayerTalent& talent = specIter->second; if (talent.state == PLAYERSPELL_REMOVED) { ++specIter; continue; } PlayerTalentMap::iterator iterTempSpec = tempSpec.find(specIter->first); // remove any talent rank if talent not listed in temp spec if (iterTempSpec == tempSpec.end() || iterTempSpec->second.state == PLAYERSPELL_REMOVED) { TalentEntry const* talentInfo = talent.talentEntry; for (int r = 0; r < MAX_TALENT_RANK; ++r) if (talentInfo->RankID[r]) { removeSpell(talentInfo->RankID[r], !IsPassiveSpell(talentInfo->RankID[r]), false); } specIter = m_talents[m_activeSpec].begin(); } else { ++specIter; } } // now new spec data have only talents (maybe different rank) as in temp spec data, sync ranks then. for (PlayerTalentMap::const_iterator tempIter = tempSpec.begin(); tempIter != tempSpec.end(); ++tempIter) { PlayerTalent const& talent = tempIter->second; // removed state talent already unlearned in prev. loop // but we need restore it if it deleted for finish removed-marked data in DB if (talent.state == PLAYERSPELL_REMOVED) { m_talents[m_activeSpec][tempIter->first] = talent; continue; } uint32 talentSpellId = talent.talentEntry->RankID[talent.currentRank]; // learn talent spells if they not in new spec (old spec copy) // and if they have different rank if (PlayerTalent const* cur_talent = GetKnownTalentById(tempIter->first)) { if (cur_talent->currentRank != talent.currentRank) { learnSpell(talentSpellId, false); } } else { learnSpell(talentSpellId, false); } // sync states - original state is changed in addSpell that learnSpell calls PlayerTalentMap::iterator specIter = m_talents[m_activeSpec].find(tempIter->first); if (specIter != m_talents[m_activeSpec].end()) { specIter->second.state = talent.state; } else { sLog.outError("ActivateSpec: Talent spell %u expected to learned at spec switch but not listed in talents at final check!", talentSpellId); // attempt resync DB state (deleted lost spell from DB) if (talent.state != PLAYERSPELL_NEW) { PlayerTalent& talentNew = m_talents[m_activeSpec][tempIter->first]; talentNew = talent; talentNew.state = PLAYERSPELL_REMOVED; } } } InitTalentForLevel(); // recheck action buttons (not checked at loading/spec copy) ActionButtonList const& currentActionButtonList = m_actionButtons[m_activeSpec]; for (ActionButtonList::const_iterator itr = currentActionButtonList.begin(); itr != currentActionButtonList.end();) { if (itr->second.uState != ACTIONBUTTON_DELETED) { // remove broken without any output (it can be not correct because talents not copied at spec creating) if (!IsActionButtonDataValid(itr->first, itr->second.GetAction(), itr->second.GetType(), this, false)) { removeActionButton(m_activeSpec, itr->first); itr = currentActionButtonList.begin(); continue; } } ++itr; } ResummonPetTemporaryUnSummonedIfAny(); if (std::vector const* specSpells = GetTalentTreeMasterySpells(m_talentsPrimaryTree[m_activeSpec])) for (size_t i = 0; i < specSpells->size(); ++i) { learnSpell(specSpells->at(i), false); } if (std::vector const* specSpells = GetTalentTreePrimarySpells(m_talentsPrimaryTree[m_activeSpec])) for (size_t i = 0; i < specSpells->size(); ++i) { learnSpell(specSpells->at(i), false); } ApplyGlyphs(true); SendInitialActionButtons(); Powers pw = GetPowerType(); if (pw != POWER_MANA) { SetPower(POWER_MANA, 0); } SetPower(pw, 0); if (m_talentsPrimaryTree[m_activeSpec] && !sTalentTabStore.LookupEntry(m_talentsPrimaryTree[m_activeSpec])) { resetTalents(true); } // Update talent tree role-dependent mana regen UpdateManaRegen(); UpdateArmorSpecializations(); } void Player::UpdateSpecCount(uint8 count) { uint8 curCount = GetSpecsCount(); if (curCount == count) { return; } // maybe current spec data must be copied to 0 spec? if (m_activeSpec >= count) { ActivateSpec(0); } // copy spec data from new specs if (count > curCount) { // copy action buttons from active spec (more easy in this case iterate first by button) ActionButtonList const& currentActionButtonList = m_actionButtons[m_activeSpec]; for (ActionButtonList::const_iterator itr = currentActionButtonList.begin(); itr != currentActionButtonList.end(); ++itr) { if (itr->second.uState != ACTIONBUTTON_DELETED) { for (uint8 spec = curCount; spec < count; ++spec) { addActionButton(spec, itr->first, itr->second.GetAction(), itr->second.GetType()); } } } } // delete spec data for removed specs else if (count < curCount) { // delete action buttons for removed spec for (uint8 spec = count; spec < curCount; ++spec) { // delete action buttons for removed spec for (uint8 button = 0; button < MAX_ACTION_BUTTONS; ++button) { removeActionButton(spec, button); } } } SetSpecsCount(count); SendTalentsInfoData(false); } void Player::RemoveAtLoginFlag(AtLoginFlags f, bool in_db_also /*= false*/) { m_atLoginFlags &= ~f; if (in_db_also) { CharacterDatabase.PExecute("UPDATE `characters` set `at_login` = `at_login` & ~ %u WHERE `guid` ='%u'", uint32(f), GetGUIDLow()); } } void Player::SendClearCooldown(uint32 spell_id, Unit* target) { ObjectGuid guid = target->GetObjectGuid(); WorldPacket data(SMSG_CLEAR_COOLDOWNS, 1 + 8 + 4); data.WriteGuidMask<1, 3, 6>(guid); data.WriteBits(1, 24); // cooldown count data.WriteGuidMask<7, 5, 2, 4, 0>(guid); data.WriteGuidBytes<7, 2, 4, 5, 1, 3>(guid); data << uint32(spell_id); data.WriteGuidBytes<0, 6>(guid); SendDirectMessage(&data); } bool Player::HasMovementFlag(MovementFlags f) const { return m_movementInfo.HasMovementFlag(f); } void Player::ResetTimeSync() { m_timeSyncCounter = 0; m_timeSyncTimer = 0; m_timeSyncClient = 0; m_timeSyncServer = WorldTimer::getMSTime(); } void Player::SendTimeSync() { WorldPacket data(SMSG_TIME_SYNC_REQ, 4); data << uint32(m_timeSyncCounter++); GetSession()->SendPacket(&data); // Schedule next sync in 10 sec m_timeSyncTimer = 10000; m_timeSyncServer = WorldTimer::getMSTime(); } void Player::SendDuelCountdown(uint32 counter) { WorldPacket data(SMSG_DUEL_COUNTDOWN, 4); data << uint32(counter); // seconds GetSession()->SendPacket(&data); } bool Player::IsImmuneToSpellEffect(SpellEntry const* spellInfo, SpellEffectIndex index, bool castOnSelf) const { SpellEffectEntry const* spellEffect = spellInfo->GetSpellEffect(index); if(spellEffect) { switch(spellEffect->Effect) { case SPELL_EFFECT_ATTACK_ME: return true; default: break; } switch(spellEffect->EffectApplyAuraName) { case SPELL_AURA_MOD_TAUNT: return true; default: break; } } return Unit::IsImmuneToSpellEffect(spellInfo, index, castOnSelf); } void Player::SetHomebindToLocation(WorldLocation const& loc, uint32 area_id) { m_homebindMapId = loc.mapid; m_homebindAreaId = area_id; m_homebindX = loc.coord_x; m_homebindY = loc.coord_y; m_homebindZ = loc.coord_z; // update sql homebind CharacterDatabase.PExecute("UPDATE `character_homebind` SET `map` = '%u', `zone` = '%u', `position_x` = '%f', `position_y` = '%f', `position_z` = '%f' WHERE `guid` = '%u'", m_homebindMapId, m_homebindAreaId, m_homebindX, m_homebindY, m_homebindZ, GetGUIDLow()); } Object* Player::GetObjectByTypeMask(ObjectGuid guid, TypeMask typemask) { switch (guid.GetHigh()) { case HIGHGUID_ITEM: if (typemask & TYPEMASK_ITEM) { return GetItemByGuid(guid); } break; case HIGHGUID_PLAYER: if (GetObjectGuid() == guid) { return this; } if ((typemask & TYPEMASK_PLAYER) && IsInWorld()) { return ObjectAccessor::FindPlayer(guid); } break; case HIGHGUID_GAMEOBJECT: if ((typemask & TYPEMASK_GAMEOBJECT) && IsInWorld()) { return GetMap()->GetGameObject(guid); } break; case HIGHGUID_UNIT: case HIGHGUID_VEHICLE: if ((typemask & TYPEMASK_UNIT) && IsInWorld()) { return GetMap()->GetCreature(guid); } break; case HIGHGUID_PET: if ((typemask & TYPEMASK_UNIT) && IsInWorld()) { return GetMap()->GetPet(guid); } break; case HIGHGUID_DYNAMICOBJECT: if ((typemask & TYPEMASK_DYNAMICOBJECT) && IsInWorld()) { return GetMap()->GetDynamicObject(guid); } break; case HIGHGUID_TRANSPORT: case HIGHGUID_CORPSE: case HIGHGUID_MO_TRANSPORT: case HIGHGUID_INSTANCE: case HIGHGUID_GROUP: default: break; } return NULL; } void Player::SetRestType(RestType n_r_type, uint32 areaTriggerId /*= 0*/) { rest_type = n_r_type; if (rest_type == REST_TYPE_NO) { RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING); // Set player to FFA PVP when not in rested environment. if (sWorld.IsFFAPvPRealm()) { SetFFAPvP(true); } } else { SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING); inn_trigger_id = areaTriggerId; time_inn_enter = time(NULL); if (sWorld.IsFFAPvPRealm()) { SetFFAPvP(false); } } } uint32 Player::GetEquipGearScore(bool withBags, bool withBank) { if (withBags && withBank && m_cachedGS > 0) { return m_cachedGS; } GearScoreVec gearScore(EQUIPMENT_SLOT_END); uint32 twoHandScore = 0; for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i) { if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) { _fillGearScoreData(item, &gearScore, twoHandScore); } } if (withBags) { // check inventory for (int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i) { if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) { _fillGearScoreData(item, &gearScore, twoHandScore); } } // check bags for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) { if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i)) { for (uint32 j = 0; j < pBag->GetBagSize(); ++j) { if (Item* item2 = pBag->GetItemByPos(j)) { _fillGearScoreData(item2, &gearScore, twoHandScore); } } } } } if (withBank) { for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i) { if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) { _fillGearScoreData(item, &gearScore, twoHandScore); } } for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i) { if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) { if (item->IsBag()) { Bag* bag = (Bag*)item; for (uint8 j = 0; j < bag->GetBagSize(); ++j) { if (Item* item2 = bag->GetItemByPos(j)) { _fillGearScoreData(item2, &gearScore, twoHandScore); } } } } } } uint8 count = EQUIPMENT_SLOT_END - 2; // ignore body and tabard slots uint32 sum = 0; // check if 2h hand is higher level than main hand + off hand if (gearScore[EQUIPMENT_SLOT_MAINHAND] + gearScore[EQUIPMENT_SLOT_OFFHAND] < twoHandScore * 2) { gearScore[EQUIPMENT_SLOT_OFFHAND] = 0; // off hand is ignored in calculations if 2h weapon has higher score --count; gearScore[EQUIPMENT_SLOT_MAINHAND] = twoHandScore; } for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i) { sum += gearScore[i]; } if (count) { uint32 res = uint32(sum / count); DEBUG_LOG("Player: calculating gear score for %u. Result is %u", GetObjectGuid().GetCounter(), res); if (withBags && withBank) { m_cachedGS = res; } return res; } else { return 0; } } void Player::_fillGearScoreData(Item* item, GearScoreVec* gearScore, uint32& twoHandScore) { if (!item) { return; } if (CanUseItem(item->GetProto()) != EQUIP_ERR_OK) { return; } uint8 type = item->GetProto()->InventoryType; uint32 level = item->GetProto()->ItemLevel; switch (type) { case INVTYPE_2HWEAPON: twoHandScore = std::max(twoHandScore, level); break; case INVTYPE_WEAPON: case INVTYPE_WEAPONMAINHAND: (*gearScore)[EQUIPMENT_SLOT_MAINHAND] = std::max((*gearScore)[EQUIPMENT_SLOT_MAINHAND], level); break; case INVTYPE_SHIELD: case INVTYPE_WEAPONOFFHAND: (*gearScore)[EQUIPMENT_SLOT_OFFHAND] = std::max((*gearScore)[EQUIPMENT_SLOT_OFFHAND], level); break; case INVTYPE_THROWN: case INVTYPE_RANGEDRIGHT: case INVTYPE_RANGED: case INVTYPE_QUIVER: case INVTYPE_RELIC: (*gearScore)[EQUIPMENT_SLOT_RANGED] = std::max((*gearScore)[EQUIPMENT_SLOT_RANGED], level); break; case INVTYPE_HEAD: (*gearScore)[EQUIPMENT_SLOT_HEAD] = std::max((*gearScore)[EQUIPMENT_SLOT_HEAD], level); break; case INVTYPE_NECK: (*gearScore)[EQUIPMENT_SLOT_NECK] = std::max((*gearScore)[EQUIPMENT_SLOT_NECK], level); break; case INVTYPE_SHOULDERS: (*gearScore)[EQUIPMENT_SLOT_SHOULDERS] = std::max((*gearScore)[EQUIPMENT_SLOT_SHOULDERS], level); break; case INVTYPE_BODY: (*gearScore)[EQUIPMENT_SLOT_BODY] = std::max((*gearScore)[EQUIPMENT_SLOT_BODY], level); break; case INVTYPE_CHEST: (*gearScore)[EQUIPMENT_SLOT_CHEST] = std::max((*gearScore)[EQUIPMENT_SLOT_CHEST], level); break; case INVTYPE_WAIST: (*gearScore)[EQUIPMENT_SLOT_WAIST] = std::max((*gearScore)[EQUIPMENT_SLOT_WAIST], level); break; case INVTYPE_LEGS: (*gearScore)[EQUIPMENT_SLOT_LEGS] = std::max((*gearScore)[EQUIPMENT_SLOT_LEGS], level); break; case INVTYPE_FEET: (*gearScore)[EQUIPMENT_SLOT_FEET] = std::max((*gearScore)[EQUIPMENT_SLOT_FEET], level); break; case INVTYPE_WRISTS: (*gearScore)[EQUIPMENT_SLOT_WRISTS] = std::max((*gearScore)[EQUIPMENT_SLOT_WRISTS], level); break; case INVTYPE_HANDS: (*gearScore)[EQUIPMENT_SLOT_HEAD] = std::max((*gearScore)[EQUIPMENT_SLOT_HEAD], level); break; // equipped gear score check uses both rings and trinkets for calculation, assume that for bags/banks it is the same // with keeping second highest score at second slot case INVTYPE_FINGER: { if ((*gearScore)[EQUIPMENT_SLOT_FINGER1] < level) { (*gearScore)[EQUIPMENT_SLOT_FINGER2] = (*gearScore)[EQUIPMENT_SLOT_FINGER1]; (*gearScore)[EQUIPMENT_SLOT_FINGER1] = level; } else if ((*gearScore)[EQUIPMENT_SLOT_FINGER2] < level) { (*gearScore)[EQUIPMENT_SLOT_FINGER2] = level; } break; } case INVTYPE_TRINKET: { if ((*gearScore)[EQUIPMENT_SLOT_TRINKET1] < level) { (*gearScore)[EQUIPMENT_SLOT_TRINKET2] = (*gearScore)[EQUIPMENT_SLOT_TRINKET1]; (*gearScore)[EQUIPMENT_SLOT_TRINKET1] = level; } else if ((*gearScore)[EQUIPMENT_SLOT_TRINKET2] < level) { (*gearScore)[EQUIPMENT_SLOT_TRINKET2] = level; } break; } case INVTYPE_CLOAK: (*gearScore)[EQUIPMENT_SLOT_BACK] = std::max((*gearScore)[EQUIPMENT_SLOT_BACK], level); break; default: break; } } void Player::SendCurrencies() const { WorldPacket data(SMSG_SEND_CURRENCIES, m_currencies.size() * 4); data.WriteBits(m_currencies.size(), 23); for (PlayerCurrenciesMap::const_iterator itr = m_currencies.begin(); itr != m_currencies.end(); ++itr) { uint32 weekCap = GetCurrencyWeekCap(itr->second.currencyEntry); data.WriteBit(weekCap && itr->second.weekCount); data.WriteBits(itr->second.flags, 4); data.WriteBit(weekCap); data.WriteBit(itr->second.currencyEntry->HasSeasonCount()); } for (PlayerCurrenciesMap::const_iterator itr = m_currencies.begin(); itr != m_currencies.end(); ++itr) { data << uint32(floor(itr->second.totalCount / itr->second.currencyEntry->GetPrecision())); uint32 weekCap = GetCurrencyWeekCap(itr->second.currencyEntry); if (weekCap) { data << uint32(floor(weekCap / itr->second.currencyEntry->GetPrecision())); } if (itr->second.currencyEntry->HasSeasonCount()) { data << uint32(floor(itr->second.seasonCount / itr->second.currencyEntry->GetPrecision())); } data << uint32(itr->first); if (weekCap && itr->second.weekCount) { data << uint32(floor(itr->second.weekCount / itr->second.currencyEntry->GetPrecision())); } } GetSession()->SendPacket(&data); } uint32 Player::GetCurrencyWeekCap(CurrencyTypesEntry const * currency) const { uint32 cap = currency->WeekCap; switch (currency->ID) { case CURRENCY_CONQUEST_POINTS: cap = sWorld.getConfig(CONFIG_UINT32_CURRENCY_CONQUEST_POINTS_DEFAULT_WEEK_CAP); break; } return cap; } void Player::SendCurrencyWeekCap(uint32 id) const { SendCurrencyWeekCap(sCurrencyTypesStore.LookupEntry(id)); } void Player::SendCurrencyWeekCap(CurrencyTypesEntry const * currency) const { if (!currency || !IsInWorld() || GetSession()->PlayerLoading()) { return; } uint32 cap = GetCurrencyWeekCap(currency); if (!cap) { return; } WorldPacket packet(SMSG_SET_CURRENCY_WEEK_LIMIT, 8); packet << uint32(floor(cap / currency->GetPrecision())); packet << uint32(currency->ID); GetSession()->SendPacket(&packet); } uint32 Player::GetCurrencyTotalCap(CurrencyTypesEntry const* currency) const { uint32 cap = currency->TotalCap; return cap; } uint32 Player::GetCurrencyCount(uint32 id) const { PlayerCurrenciesMap::const_iterator itr = m_currencies.find(id); return itr != m_currencies.end() ? itr->second.totalCount : 0; } uint32 Player::GetCurrencySeasonCount(uint32 id) const { PlayerCurrenciesMap::const_iterator itr = m_currencies.find(id); return itr != m_currencies.end() ? itr->second.seasonCount : 0; } uint32 Player::GetCurrencyWeekCount(uint32 id) const { PlayerCurrenciesMap::const_iterator itr = m_currencies.find(id); return itr != m_currencies.end() ? itr->second.weekCount : 0; } void Player::ModifyCurrencyCount(uint32 id, int32 count, bool modifyWeek, bool modifySeason, bool ignoreMultipliers) { if (!count) { return; } if (!ignoreMultipliers && count > 0) { count *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_CURRENCY_GAIN, id); } CurrencyTypesEntry const * currency = NULL; int32 oldTotalCount = 0; int32 oldWeekCount = 0; PlayerCurrenciesMap::iterator itr = m_currencies.find(id); bool initWeek = false; if (itr == m_currencies.end()) { currency = sCurrencyTypesStore.LookupEntry(id); MANGOS_ASSERT(currency); PlayerCurrency cur; cur.state = PLAYERCURRENCY_NEW; cur.totalCount = 0; cur.weekCount = 0; cur.seasonCount = 0; cur.flags = 0; cur.currencyEntry = currency; m_currencies[id] = cur; initWeek = true; itr = m_currencies.find(id); } else { oldTotalCount = itr->second.totalCount; oldWeekCount = itr->second.weekCount; currency = itr->second.currencyEntry; } int32 newTotalCount = oldTotalCount + count; if (newTotalCount < 0) { newTotalCount = 0; } int32 newWeekCount = oldWeekCount + (modifyWeek && count > 0 ? count : 0); if (newWeekCount < 0) { newWeekCount = 0; } int32 totalCap = GetCurrencyTotalCap(currency); if (totalCap && totalCap < newTotalCount) { int32 delta = newTotalCount - totalCap; newTotalCount = totalCap; newWeekCount -= delta; } int32 weekCap = GetCurrencyWeekCap(currency); if (modifyWeek && weekCap && newWeekCount > weekCap) { int32 delta = newWeekCount - weekCap; newWeekCount = weekCap; newTotalCount -= delta; } initWeek &= weekCap != currency->WeekCap; if (newTotalCount != oldTotalCount) { if (itr->second.state != PLAYERCURRENCY_NEW) { itr->second.state = PLAYERCURRENCY_CHANGED; } itr->second.totalCount = newTotalCount; itr->second.weekCount = newWeekCount; int32 diff = newTotalCount - oldTotalCount; if (diff > 0 && modifySeason) { itr->second.seasonCount += diff; } // probably excessive checks if (IsInWorld() && !GetSession()->PlayerLoading()) { if (diff > 0) { UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CURRENCY_EARNED, id, newTotalCount); } WorldPacket packet(SMSG_SET_CURRENCY, 13); bool bit0 = modifyWeek && weekCap && diff > 0; bool bit1 = currency->HasSeasonCount(); bool bit2 = currency->Category == CURRENCY_CATEGORY_META; // hides message in client when set packet.WriteBit(bit0); packet.WriteBit(bit1); packet.WriteBit(bit2); if (bit1) { packet << uint32(floor(itr->second.seasonCount / currency->GetPrecision())); } packet << uint32(floor(newTotalCount / currency->GetPrecision())); packet << uint32(id); if (bit0) { packet << uint32(floor(newWeekCount / currency->GetPrecision())); } GetSession()->SendPacket(&packet); // init currency week limit for new currencies if (initWeek) { SendCurrencyWeekCap(currency); } if (diff > 0) { CurrencyAddedQuestCheck(id); } else { CurrencyRemovedQuestCheck(id); } } if (itr->first == CURRENCY_CONQUEST_ARENA_META || itr->first == CURRENCY_CONQUEST_BG_META) { ModifyCurrencyCount(CURRENCY_CONQUEST_POINTS, diff, modifyWeek, modifySeason, ignoreMultipliers); } } } void Player::SetCurrencyCount(uint32 id, uint32 count) { ModifyCurrencyCount(id, int32(count) - GetCurrencyCount(id), false, false, true); } void Player::_LoadCurrencies(QueryResult* result) { // 0 1 2 4 5 // "SELECT id, totalCount, weekCount, seasonCount, flags FROM character_currencies WHERE guid = '%u'" if (result) { do { Field* fields = result->Fetch(); uint32 currency_id = fields[0].GetUInt16(); uint32 totalCount = fields[1].GetUInt32(); uint32 weekCount = fields[2].GetUInt32(); uint32 seasonCount = fields[3].GetUInt32(); uint8 flags = fields[4].GetUInt8(); CurrencyTypesEntry const * entry = sCurrencyTypesStore.LookupEntry(currency_id); if (!entry) { sLog.outError("Player::_LoadCurrencies: %s has not existing currency id %u, removing.", GetGuidStr().c_str(), currency_id); CharacterDatabase.PExecute("DELETE FROM `character_currencies` WHERE `id` = '%u'", currency_id); continue; } uint32 weekCap = GetCurrencyWeekCap(entry); uint32 totalCap = GetCurrencyTotalCap(entry); PlayerCurrency cur; cur.state = PLAYERCURRENCY_UNCHANGED; if (totalCap && totalCount > totalCap) { cur.totalCount = totalCap; } else { cur.totalCount = totalCount; } if (weekCap && weekCount > weekCap) { cur.weekCount = weekCap; } else { cur.weekCount = weekCount; } cur.seasonCount = seasonCount; cur.flags = flags & PLAYERCURRENCY_MASK_USED_BY_CLIENT; cur.currencyEntry = entry; m_currencies[currency_id] = cur; } while (result->NextRow()); } } void Player::_SaveCurrencies() { for (PlayerCurrenciesMap::iterator itr = m_currencies.begin(); itr != m_currencies.end();) { if (itr->second.state == PLAYERCURRENCY_CHANGED) { CharacterDatabase.PExecute("UPDATE `character_currencies` SET `totalCount` = '%u', `weekCount` = '%u', `seasonCount` = '%u', `flags` = '%u' WHERE `guid` = '%u' AND `id` = '%u'", itr->second.totalCount, itr->second.weekCount, itr->second.seasonCount, itr->second.flags, GetGUIDLow(), itr->first); } else if (itr->second.state == PLAYERCURRENCY_NEW) { CharacterDatabase.PExecute("INSERT INTO `character_currencies` (`guid`, `id`, `totalCount`, `weekCount`, `seasonCount`, `flags`) VALUES ('%u', '%u', '%u', '%u', '%u', '%u')", GetGUIDLow(), itr->first, itr->second.totalCount, itr->second.weekCount, itr->second.seasonCount, itr->second.flags); } if (itr->second.state == PLAYERCURRENCY_REMOVED) { m_currencies.erase(itr++); } else { itr->second.state = PLAYERCURRENCY_UNCHANGED; ++itr; } } } void Player::SetCurrencyFlags(uint32 currencyId, uint8 flags) { PlayerCurrenciesMap::iterator itr = m_currencies.find(currencyId); if (itr == m_currencies.end()) { return; } itr->second.flags = flags; itr->second.state = PLAYERCURRENCY_CHANGED; } void Player::ResetCurrencyWeekCounts() { for (PlayerCurrenciesMap::iterator itr = m_currencies.begin(); itr != m_currencies.end(); ++itr) { itr->second.weekCount = 0; itr->second.state = PLAYERCURRENCY_CHANGED; } WorldPacket data(SMSG_WEEKLY_RESET_CURRENCIES, 0); SendDirectMessage(&data); } void Player::SendPvPRewards() { // Placeholder WorldPacket data(SMSG_PVP_REWARDS, 6 * 4); data << uint32(1650); // rbg conquest cap data << uint32(0); // total conquest earned data << uint32(1350); // arena conquest cap data << uint32(0); // rbg conquest earned data << uint32(0); // arena conquest earned data << uint32(1650); // total conquest cap SendDirectMessage(&data); } void Player::SendRatedBGStats() { // Placeholder WorldPacket data(SMSG_RATED_BG_STATS, 18 * 4); for (int i = 0; i < 18; ++i) { data << uint32(0); } SendDirectMessage(&data); } AreaLockStatus Player::GetAreaTriggerLockStatus(AreaTrigger const* at, Difficulty difficulty, uint32& miscRequirement) { miscRequirement = 0; if (!at) { return AREA_LOCKSTATUS_UNKNOWN_ERROR; } MapEntry const* mapEntry = sMapStore.LookupEntry(at->target_mapId); if (!mapEntry) { return AREA_LOCKSTATUS_UNKNOWN_ERROR; } bool isRegularTargetMap = !mapEntry->IsDungeon() || GetDifficulty(mapEntry->IsRaid()) == REGULAR_DIFFICULTY; MapDifficultyEntry const* mapDiff = GetMapDifficultyData(at->target_mapId, difficulty); if (mapEntry->IsDungeon() && !mapDiff) { return AREA_LOCKSTATUS_MISSING_DIFFICULTY; } // Expansion requirement if (GetSession()->Expansion() < mapEntry->Expansion()) { miscRequirement = mapEntry->Expansion(); return AREA_LOCKSTATUS_INSUFFICIENT_EXPANSION; } // Gamemaster can always enter if (isGameMaster()) { return AREA_LOCKSTATUS_OK; } // Level Requirements if (getLevel() < at->requiredLevel && !sWorld.getConfig(CONFIG_BOOL_INSTANCE_IGNORE_LEVEL)) { miscRequirement = at->requiredLevel; return AREA_LOCKSTATUS_TOO_LOW_LEVEL; } if (!isRegularTargetMap && !sWorld.getConfig(CONFIG_BOOL_INSTANCE_IGNORE_LEVEL) && getLevel() < uint32(maxLevelForExpansion[mapEntry->Expansion()])) { miscRequirement = maxLevelForExpansion[mapEntry->Expansion()]; return AREA_LOCKSTATUS_TOO_LOW_LEVEL; } // Raid Requirements if (mapEntry->IsRaid() && !sWorld.getConfig(CONFIG_BOOL_INSTANCE_IGNORE_RAID)) if (!GetGroup() || !GetGroup()->isRaidGroup()) { return AREA_LOCKSTATUS_RAID_LOCKED; } // Item Requirements: must have requiredItem OR requiredItem2, report the first one that's missing if (at->requiredItem) { if (!HasItemCount(at->requiredItem, 1) && (!at->requiredItem2 || !HasItemCount(at->requiredItem2, 1))) { miscRequirement = at->requiredItem; return AREA_LOCKSTATUS_MISSING_ITEM; } } else if (at->requiredItem2 && !HasItemCount(at->requiredItem2, 1)) { miscRequirement = at->requiredItem2; return AREA_LOCKSTATUS_MISSING_ITEM; } // Heroic item requirements if (!isRegularTargetMap && at->heroicKey) { if (!HasItemCount(at->heroicKey, 1) && (!at->heroicKey2 || !HasItemCount(at->heroicKey2, 1))) { miscRequirement = at->heroicKey; return AREA_LOCKSTATUS_MISSING_ITEM; } } else if (!isRegularTargetMap && at->heroicKey2 && !HasItemCount(at->heroicKey2, 1)) { miscRequirement = at->heroicKey2; return AREA_LOCKSTATUS_MISSING_ITEM; } // Quest Requirements if (isRegularTargetMap && at->requiredQuest && !GetQuestRewardStatus(at->requiredQuest)) { miscRequirement = at->requiredQuest; return AREA_LOCKSTATUS_QUEST_NOT_COMPLETED; } if (!isRegularTargetMap && at->requiredQuestHeroic && !GetQuestRewardStatus(at->requiredQuestHeroic)) { miscRequirement = at->requiredQuestHeroic; return AREA_LOCKSTATUS_QUEST_NOT_COMPLETED; } // If the map is not created, assume it is possible to enter it. DungeonPersistentState* state = GetBoundInstanceSaveForSelfOrGroup(at->target_mapId); Map* map = sMapMgr.FindMap(at->target_mapId, state ? state->GetInstanceId() : 0); // ToDo add achievement check // Map's state check if (map && map->IsDungeon()) { // cannot enter if the instance is full (player cap), GMs don't count if (((DungeonMap*)map)->GetPlayersCountExceptGMs() >= ((DungeonMap*)map)->GetMaxPlayers()) { return AREA_LOCKSTATUS_INSTANCE_IS_FULL; } // In Combat check if (map && map->GetInstanceData() && map->GetInstanceData()->IsEncounterInProgress()) { return AREA_LOCKSTATUS_ZONE_IN_COMBAT; } // Bind Checks InstancePlayerBind* pBind = GetBoundInstance(at->target_mapId, GetDifficulty(mapEntry->IsRaid())); if (pBind && pBind->perm && pBind->state != state) { return AREA_LOCKSTATUS_HAS_BIND; } if (pBind && pBind->perm && pBind->state != map->GetPersistentState()) { return AREA_LOCKSTATUS_HAS_BIND; } } return AREA_LOCKSTATUS_OK; } const uint32 armorSpecToClass[MAX_CLASSES] = { 0, 86526, // CLASS_WARRIOR 86525, // CLASS_PALADIN 86528, // CLASS_HUNTER 86531, // CLASS_ROGUE 0, // CLASS_PRIEST 86524, // CLASS_DEATH_KNIGHT 86529, // CLASS_SHAMAN 0, // CLASS_MAGE 0, // CLASS_WARLOCK 0, // CLASS_MONK 86530, // CLASS_DRUID }; #define MAX_ARMOR_SPECIALIZATION_SPELLS 18 struct armorSpecToTabInfo { uint32 spellId; uint8 Class; uint16 tab; }; const armorSpecToTabInfo armorSpecToTab[MAX_ARMOR_SPECIALIZATION_SPELLS] = { { 86537, CLASS_DEATH_KNIGHT, 398 }, // blood { 86113, CLASS_DEATH_KNIGHT, 399 }, // frost { 86536, CLASS_DEATH_KNIGHT, 400 }, // unholy { 86093, CLASS_DRUID, 752 }, // balance { 86096, CLASS_DRUID, 750 }, // feral { 86097, CLASS_DRUID, 750 }, // feral { 86104, CLASS_DRUID, 748 }, // resto { 86538, CLASS_HUNTER, 0 }, // { 86103, CLASS_PALADIN, 831 }, // holy { 86102, CLASS_PALADIN, 839 }, // prot { 86539, CLASS_PALADIN, 855 }, // retro { 86092, CLASS_ROGUE, 0 }, // { 86100, CLASS_SHAMAN, 261 }, // elem { 86099, CLASS_SHAMAN, 263 }, // ench { 86108, CLASS_SHAMAN, 262 }, // restor { 86101, CLASS_WARRIOR, 746 }, // arms { 86110, CLASS_WARRIOR, 815 }, // fury { 86535, CLASS_WARRIOR, 845 }, // prot }; void Player::UpdateArmorSpecializations() { uint32 specPassive = armorSpecToClass[getClass()]; // return class has no armor specialization if (!specPassive) { return; } for (int i = 0; i < MAX_ARMOR_SPECIALIZATION_SPELLS; ++i) { if (armorSpecToTab[i].Class != getClass()) { continue; } SpellEntry const * spellProto = sSpellStore.LookupEntry(armorSpecToTab[i].spellId); if (!spellProto || !spellProto->HasAttribute(SPELL_ATTR_EX8_ARMOR_SPECIALIZATION)) { sLog.outError("Player::UpdateArmorSpecializations: unexistent or wrong spell %u for class %u", armorSpecToTab[i].spellId, armorSpecToTab[i].Class); continue; } // remove if base passive is unlearned if (!HasSpell(specPassive)) { RemoveAurasDueToSpell(spellProto->Id); continue; } SpellAuraHolder* holder = GetSpellAuraHolder(spellProto->Id); if (!holder) { // cast absent spells that may be missing due to shapeshift form dependency CastSpell(this, spellProto->Id, true); continue; } Aura* aura = holder->GetAuraByEffectIndex(EFFECT_INDEX_0); if (!aura) { continue; } // recalculate modifier depending on current tree aura->ApplyModifier(false, false); aura->GetModifier()->m_amount = CalculateSpellDamage(this, spellProto, EFFECT_INDEX_0); aura->ApplyModifier(true, false); } } bool Player::FitArmorSpecializationRules(SpellEntry const * spellProto) const { if (!spellProto || !spellProto->HasAttribute(SPELL_ATTR_EX8_ARMOR_SPECIALIZATION)) { return true; } int i = 0; for (; i < MAX_ARMOR_SPECIALIZATION_SPELLS; ++i) { if (spellProto->Id == armorSpecToTab[i].spellId) { if (!armorSpecToTab[i].tab && m_talentsPrimaryTree[m_activeSpec] == 0 || armorSpecToTab[i].tab && armorSpecToTab[i].tab != m_talentsPrimaryTree[m_activeSpec]) return false; break; } } if (i == MAX_ARMOR_SPECIALIZATION_SPELLS) { return false; } if (!HasSpell(armorSpecToClass[getClass()])) { return false; } if (SpellEquippedItemsEntry const * itemsEntry = spellProto->GetSpellEquippedItems()) { // there spells check items with inventory types which are in EquippedItemInventoryTypeMask uint32 inventoryTypeMask = itemsEntry->EquippedItemInventoryTypeMask; // get slots that should be check for item presence and SpellEquippedItemsEntry match uint32 slotMask = 0; uint8 slots[4]; for (int i = 0; i < MAX_INVTYPE; ++i) { if (inventoryTypeMask & (1 << i)) { if (!GetSlotsForInventoryType(i, slots)) { continue; } for (int j = 0; j < 4; ++j) if (slots[j] != NULL_SLOT) { slotMask |= 1 << slots[j]; } } } for (int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i) { if (slotMask & (1 << i)) { Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i); // item must be present for specialization to work if (!item) { return false; } if (item->GetProto()->Class != itemsEntry->EquippedItemClass) { return false; } if (((1 << item->GetProto()->SubClass) & itemsEntry->EquippedItemSubClassMask) == 0) { return false; } } } } return true; } float Player::ComputeRest(time_t timePassed, bool offline /*= false*/, bool inRestPlace /*= false*/) { // Every 8h in resting zone we gain a bubble // A bubble is 5% of the total xp so there is 20 bubbles // So we gain (total XP/20 every 8h) (8h = 288800 sec) // (TotalXP/20)/28800; simplified to (TotalXP/576000) per second // Client automatically double the value sent so we have to divide it by 2 // So final formula (TotalXP/1152000) float bonus = timePassed * (GetUInt32Value(PLAYER_NEXT_LEVEL_XP) / 1152000.0f); // Get the gained rest xp for given second if (!offline) { bonus *= sWorld.getConfig(CONFIG_FLOAT_RATE_REST_INGAME); // Apply the custom setting } else { if (inRestPlace) { bonus *= sWorld.getConfig(CONFIG_FLOAT_RATE_REST_OFFLINE_IN_TAVERN_OR_CITY); } else { bonus *= sWorld.getConfig(CONFIG_FLOAT_RATE_REST_OFFLINE_IN_WILDERNESS) / 4.0f; // bonus is reduced by 4 when not in rest place } } return bonus; } float Player::GetCollisionHeight(bool mounted) const { if (mounted) { // mounted case CreatureDisplayInfoEntry const* mountDisplayInfo = sCreatureDisplayInfoStore.LookupEntry(GetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID)); if (!mountDisplayInfo) { return GetCollisionHeight(false); } //CreatureModelDataEntry const* mountModelData = sCreatureModelDataStore.LookupEntry(mountDisplayInfo->ModelId); //if (!mountModelData) //{ // return GetCollisionHeight(false); //} CreatureDisplayInfoEntry const* displayInfo = sCreatureDisplayInfoStore.LookupEntry(GetNativeDisplayId()); if (!displayInfo) { sLog.outError("GetCollisionHeight::Unable to find CreatureDisplayInfoEntry for %u", GetNativeDisplayId()); return 0; } //CreatureModelDataEntry const* modelData = sCreatureModelDataStore.LookupEntry(displayInfo->ModelId); //if (!modelData) //{ // sLog.outError("GetCollisionHeight::Unable to find CreatureModelDataEntry for %u", displayInfo->ModelId); // return 0; //} //float scaleMod = GetObjectScale(); // 99% sure about this //return scaleMod * mountModelData->MountHeight + modelData->CollisionHeight * 0.5f; } else { // use native model collision height in dismounted case CreatureDisplayInfoEntry const* displayInfo = sCreatureDisplayInfoStore.LookupEntry(GetNativeDisplayId()); if (!displayInfo) { sLog.outError("GetCollisionHeight::Unable to find CreatureDisplayInfoEntry for %u", GetNativeDisplayId()); return 0; } //CreatureModelDataEntry const* modelData = sCreatureModelDataStore.LookupEntry(displayInfo->ModelId); //if (!modelData) //{ // sLog.outError("GetCollisionHeight::Unable to find CreatureModelDataEntry for %u", displayInfo->ModelId); // return 0; //} //return modelData->CollisionHeight; return 0; } } // set data to accept next resurrect response and process it with required data void Player::setResurrectRequestData(Unit* caster, uint32 health, uint32 mana) { m_resurrectGuid = caster->GetObjectGuid(); m_resurrectMap = caster->GetMapId(); caster->GetPosition(m_resurrectX, m_resurrectY, m_resurrectZ); m_resurrectHealth = health; m_resurrectMana = mana; m_resurrectToGhoul = false; } // we can use this to prepare data in case we have to resurrect player in ghoul form void Player::setResurrectRequestDataToGhoul(Unit* caster) { setResurrectRequestData(caster, 0, 0); m_resurrectToGhoul = true; } // player is interacting so we have to remove non authorized aura void Player::DoInteraction(ObjectGuid const& interactObjGuid) { if (interactObjGuid.IsUnit()) { // remove some aura like stealth aura RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TALK); } else if (interactObjGuid.IsGameObject()) { // remove some aura like stealth aura RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_USE); } SendForcedObjectUpdate(); } void Player::SendPetitionSignResult(ObjectGuid petitionGuid, Player* player, uint32 result) { WorldPacket data(SMSG_PETITION_SIGN_RESULTS, 8 + 8 + 4); data << petitionGuid; data << player->GetObjectGuid(); data << uint32(result); GetSession()->SendPacket(&data); } void Player::SendPetitionTurnInResult(uint32 result) { WorldPacket data(SMSG_TURN_IN_PETITION_RESULTS, 4); data << uint32(result); GetSession()->SendPacket(&data); }