/* * Copyright (C) 2005-2011 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 */ #ifndef _PLAYER_H #define _PLAYER_H #include "Common.h" #include "ItemPrototype.h" #include "Unit.h" #include "Item.h" #include "Database/DatabaseEnv.h" #include "NPCHandler.h" #include "QuestDef.h" #include "Group.h" #include "Bag.h" #include "WorldSession.h" #include "Pet.h" #include "MapReference.h" #include "Util.h" // for Tokens typedef #include "AchievementMgr.h" #include "ReputationMgr.h" #include "BattleGround.h" #include "DBCStores.h" #include "SharedDefines.h" #include #include struct Mail; class Channel; class DynamicObject; class Creature; class PlayerMenu; class Transport; class UpdateMask; class SpellCastTargets; class PlayerSocial; class Vehicle; class DungeonPersistentState; class Spell; class Item; typedef std::deque PlayerMails; #define PLAYER_MAX_SKILLS 127 #define PLAYER_MAX_DAILY_QUESTS 25 #define PLAYER_EXPLORED_ZONES_SIZE 128 // Note: SPELLMOD_* values is aura types in fact enum SpellModType { SPELLMOD_FLAT = 107, // SPELL_AURA_ADD_FLAT_MODIFIER SPELLMOD_PCT = 108 // SPELL_AURA_ADD_PCT_MODIFIER }; // 2^n values, Player::m_isunderwater is a bitmask. These are mangos internal values, they are never send to any client enum PlayerUnderwaterState { UNDERWATER_NONE = 0x00, UNDERWATER_INWATER = 0x01, // terrain type is water and player is afflicted by it UNDERWATER_INLAVA = 0x02, // terrain type is lava and player is afflicted by it UNDERWATER_INSLIME = 0x04, // terrain type is lava and player is afflicted by it UNDERWATER_INDARKWATER = 0x08, // terrain type is dark water and player is afflicted by it UNDERWATER_EXIST_TIMERS = 0x10 }; enum BuyBankSlotResult { ERR_BANKSLOT_FAILED_TOO_MANY = 0, ERR_BANKSLOT_INSUFFICIENT_FUNDS = 1, ERR_BANKSLOT_NOTBANKER = 2, ERR_BANKSLOT_OK = 3 }; enum PlayerSpellState { PLAYERSPELL_UNCHANGED = 0, PLAYERSPELL_CHANGED = 1, PLAYERSPELL_NEW = 2, PLAYERSPELL_REMOVED = 3 }; struct PlayerSpell { PlayerSpellState state : 8; bool active : 1; // show in spellbook bool dependent : 1; // learned as result another spell learn, skill grow, quest reward, etc bool disabled : 1; // first rank has been learned in result talent learn but currently talent unlearned, save max learned ranks }; struct PlayerTalent { PlayerSpellState state; TalentEntry const *m_talentEntry; uint32 currentRank; }; typedef UNORDERED_MAP PlayerSpellMap; typedef UNORDERED_MAP PlayerTalentMap; // Spell modifier (used for modify other spells) struct SpellModifier { SpellModifier() : charges(0), lastAffected(NULL) {} SpellModifier(SpellModOp _op, SpellModType _type, int32 _value, uint32 _spellId, uint64 _mask, uint32 _mask2 = 0, int16 _charges = 0) : op(_op), type(_type), charges(_charges), value(_value), mask(_mask), mask2(_mask2), spellId(_spellId), lastAffected(NULL) {} SpellModifier(SpellModOp _op, SpellModType _type, int32 _value, SpellEntry const* spellEntry, SpellEffectIndex eff, int16 _charges = 0); SpellModifier(SpellModOp _op, SpellModType _type, int32 _value, Aura const* aura, int16 _charges = 0); bool isAffectedOnSpell(SpellEntry const *spell) const; SpellModOp op : 8; SpellModType type : 8; int16 charges : 16; int32 value; uint64 mask; uint32 mask2; uint32 spellId; Spell const* lastAffected; }; typedef std::list SpellModList; struct SpellCooldown { time_t end; uint16 itemid; }; typedef std::map SpellCooldowns; enum TrainerSpellState { TRAINER_SPELL_GREEN = 0, TRAINER_SPELL_RED = 1, TRAINER_SPELL_GRAY = 2, TRAINER_SPELL_GREEN_DISABLED = 10 // custom value, not send to client: formally green but learn not allowed }; enum ActionButtonUpdateState { ACTIONBUTTON_UNCHANGED = 0, ACTIONBUTTON_CHANGED = 1, ACTIONBUTTON_NEW = 2, ACTIONBUTTON_DELETED = 3 }; enum ActionButtonType { ACTION_BUTTON_SPELL = 0x00, ACTION_BUTTON_C = 0x01, // click? ACTION_BUTTON_EQSET = 0x20, ACTION_BUTTON_MACRO = 0x40, ACTION_BUTTON_CMACRO = ACTION_BUTTON_C | ACTION_BUTTON_MACRO, ACTION_BUTTON_ITEM = 0x80 }; #define ACTION_BUTTON_ACTION(X) (uint32(X) & 0x00FFFFFF) #define ACTION_BUTTON_TYPE(X) ((uint32(X) & 0xFF000000) >> 24) #define MAX_ACTION_BUTTON_ACTION_VALUE (0x00FFFFFF+1) struct ActionButton { ActionButton() : packedData(0), uState( ACTIONBUTTON_NEW ) {} uint32 packedData; ActionButtonUpdateState uState; // helpers ActionButtonType GetType() const { return ActionButtonType(ACTION_BUTTON_TYPE(packedData)); } uint32 GetAction() const { return ACTION_BUTTON_ACTION(packedData); } void SetActionAndType(uint32 action, ActionButtonType type) { uint32 newData = action | (uint32(type) << 24); if (newData != packedData || uState == ACTIONBUTTON_DELETED) { packedData = newData; if (uState != ACTIONBUTTON_NEW) uState = ACTIONBUTTON_CHANGED; } } }; // some action button indexes used in code or clarify structure enum ActionButtonIndex { ACTION_BUTTON_SHAMAN_TOTEMS_BAR = 132, }; #define MAX_ACTION_BUTTONS 144 //checked in 3.2.0 typedef std::map ActionButtonList; enum GlyphUpdateState { GLYPH_UNCHANGED = 0, GLYPH_CHANGED = 1, GLYPH_NEW = 2, GLYPH_DELETED = 3 }; struct Glyph { uint32 id; GlyphUpdateState uState; Glyph() : id(0), uState(GLYPH_UNCHANGED) { } uint32 GetId() { return id; } void SetId(uint32 newId) { if(newId == id) return; if(id == 0 && uState == GLYPH_UNCHANGED) // not exist yet in db and already saved { uState = GLYPH_NEW; } else if (newId == 0) { if(uState == GLYPH_NEW) // delete before add new -> no change uState = GLYPH_UNCHANGED; else // delete existing data uState = GLYPH_DELETED; } else if (uState != GLYPH_NEW) // if not new data, change current data { uState = GLYPH_CHANGED; } id = newId; } }; struct PlayerCreateInfoItem { PlayerCreateInfoItem(uint32 id, uint32 amount) : item_id(id), item_amount(amount) {} uint32 item_id; uint32 item_amount; }; typedef std::list PlayerCreateInfoItems; struct PlayerClassLevelInfo { PlayerClassLevelInfo() : basehealth(0), basemana(0) {} uint16 basehealth; uint16 basemana; }; struct PlayerClassInfo { PlayerClassInfo() : levelInfo(NULL) { } PlayerClassLevelInfo* levelInfo; //[level-1] 0..MaxPlayerLevel-1 }; struct PlayerLevelInfo { PlayerLevelInfo() { for(int i=0; i < MAX_STATS; ++i ) stats[i] = 0; } uint8 stats[MAX_STATS]; }; typedef std::list PlayerCreateInfoSpells; struct PlayerCreateInfoAction { PlayerCreateInfoAction() : button(0), type(0), action(0) {} PlayerCreateInfoAction(uint8 _button, uint32 _action, uint8 _type) : button(_button), type(_type), action(_action) {} uint8 button; uint8 type; uint32 action; }; typedef std::list PlayerCreateInfoActions; struct PlayerInfo { // existence checked by displayId != 0 // existence checked by displayId != 0 PlayerInfo() : displayId_m(0),displayId_f(0),levelInfo(NULL) { } uint32 mapId; uint32 areaId; float positionX; float positionY; float positionZ; float orientation; uint16 displayId_m; uint16 displayId_f; PlayerCreateInfoItems item; PlayerCreateInfoSpells spell; PlayerCreateInfoActions action; PlayerLevelInfo* levelInfo; //[level-1] 0..MaxPlayerLevel-1 }; struct PvPInfo { PvPInfo() : inHostileArea(false), endTimer(0) {} bool inHostileArea; time_t endTimer; }; struct DuelInfo { DuelInfo() : initiator(NULL), opponent(NULL), startTimer(0), startTime(0), outOfBound(0) {} Player *initiator; Player *opponent; time_t startTimer; time_t startTime; time_t outOfBound; }; struct Areas { uint32 areaID; uint32 areaFlag; float x1; float x2; float y1; float y2; }; #define MAX_RUNES 6 #define RUNE_COOLDOWN (2*5*IN_MILLISECONDS) // msec enum RuneType { RUNE_BLOOD = 0, RUNE_UNHOLY = 1, RUNE_FROST = 2, RUNE_DEATH = 3, NUM_RUNE_TYPES = 4 }; struct RuneInfo { uint8 BaseRune; uint8 CurrentRune; uint16 Cooldown; // msec }; struct Runes { RuneInfo runes[MAX_RUNES]; uint8 runeState; // mask of available runes void SetRuneState(uint8 index, bool set = true) { if(set) runeState |= (1 << index); // usable else runeState &= ~(1 << index); // on cooldown } }; struct EnchantDuration { EnchantDuration() : item(NULL), slot(MAX_ENCHANTMENT_SLOT), leftduration(0) {}; EnchantDuration(Item * _item, EnchantmentSlot _slot, uint32 _leftduration) : item(_item), slot(_slot), leftduration(_leftduration) { MANGOS_ASSERT(item); }; Item * item; EnchantmentSlot slot; uint32 leftduration; }; typedef std::list EnchantDurationList; typedef std::list ItemDurationList; enum LfgType { LFG_TYPE_NONE = 0, LFG_TYPE_DUNGEON = 1, LFG_TYPE_RAID = 2, LFG_TYPE_QUEST = 3, LFG_TYPE_ZONE = 4, LFG_TYPE_HEROIC_DUNGEON = 5, LFG_TYPE_RANDOM_DUNGEON = 6 }; enum LfgRoles { LEADER = 0x01, TANK = 0x02, HEALER = 0x04, DAMAGE = 0x08 }; struct LookingForGroupSlot { LookingForGroupSlot() : entry(0), type(0) {} bool Empty() const { return !entry && !type; } void Clear() { entry = 0; type = 0; } void Set(uint32 _entry, uint32 _type ) { entry = _entry; type = _type; } bool Is(uint32 _entry, uint32 _type) const { return entry == _entry && type == _type; } bool canAutoJoin() const { return entry && (type == LFG_TYPE_DUNGEON || type == LFG_TYPE_HEROIC_DUNGEON); } uint32 entry; uint32 type; }; #define MAX_LOOKING_FOR_GROUP_SLOT 3 struct LookingForGroup { LookingForGroup() {} bool HaveInSlot(LookingForGroupSlot const& slot) const { return HaveInSlot(slot.entry, slot.type); } bool HaveInSlot(uint32 _entry, uint32 _type) const { for(int i = 0; i < MAX_LOOKING_FOR_GROUP_SLOT; ++i) if(slots[i].Is(_entry, _type)) return true; return false; } bool canAutoJoin() const { for(int i = 0; i < MAX_LOOKING_FOR_GROUP_SLOT; ++i) if(slots[i].canAutoJoin()) return true; return false; } bool Empty() const { for(int i = 0; i < MAX_LOOKING_FOR_GROUP_SLOT; ++i) if(!slots[i].Empty()) return false; return more.Empty(); } LookingForGroupSlot slots[MAX_LOOKING_FOR_GROUP_SLOT]; LookingForGroupSlot more; std::string comment; uint8 roles; }; enum RaidGroupError { ERR_RAID_GROUP_NONE = 0, ERR_RAID_GROUP_LOWLEVEL = 1, ERR_RAID_GROUP_ONLY = 2, ERR_RAID_GROUP_FULL = 3, ERR_RAID_GROUP_REQUIREMENTS_UNMATCH = 4 }; enum PlayerMovementType { MOVE_ROOT = 1, MOVE_UNROOT = 2, MOVE_WATER_WALK = 3, MOVE_LAND_WALK = 4 }; enum DrunkenState { DRUNKEN_SOBER = 0, DRUNKEN_TIPSY = 1, DRUNKEN_DRUNK = 2, DRUNKEN_SMASHED = 3 }; #define MAX_DRUNKEN 4 enum PlayerFlags { PLAYER_FLAGS_NONE = 0x00000000, PLAYER_FLAGS_GROUP_LEADER = 0x00000001, PLAYER_FLAGS_AFK = 0x00000002, PLAYER_FLAGS_DND = 0x00000004, PLAYER_FLAGS_GM = 0x00000008, PLAYER_FLAGS_GHOST = 0x00000010, PLAYER_FLAGS_RESTING = 0x00000020, PLAYER_FLAGS_UNK7 = 0x00000040, // admin? PLAYER_FLAGS_UNK8 = 0x00000080, // pre-3.0.3 PLAYER_FLAGS_FFA_PVP flag for FFA PVP state PLAYER_FLAGS_CONTESTED_PVP = 0x00000100, // Player has been involved in a PvP combat and will be attacked by contested guards PLAYER_FLAGS_IN_PVP = 0x00000200, PLAYER_FLAGS_HIDE_HELM = 0x00000400, PLAYER_FLAGS_HIDE_CLOAK = 0x00000800, PLAYER_FLAGS_PARTIAL_PLAY_TIME = 0x00001000, // played long time PLAYER_FLAGS_NO_PLAY_TIME = 0x00002000, // played too long time PLAYER_FLAGS_IS_OUT_OF_BOUNDS = 0x00004000, // Lua_IsOutOfBounds PLAYER_FLAGS_DEVELOPER = 0x00008000, // chat tag, name prefix PLAYER_FLAGS_UNK17 = 0x00010000, // pre-3.0.3 PLAYER_FLAGS_SANCTUARY flag for player entered sanctuary PLAYER_FLAGS_TAXI_BENCHMARK = 0x00020000, // taxi benchmark mode (on/off) (2.0.1) PLAYER_FLAGS_PVP_TIMER = 0x00040000, // 3.0.2, pvp timer active (after you disable pvp manually) PLAYER_FLAGS_COMMENTATOR = 0x00080000, PLAYER_FLAGS_UNK21 = 0x00100000, PLAYER_FLAGS_UNK22 = 0x00200000, PLAYER_FLAGS_COMMENTATOR2 = 0x00400000, // something like COMMENTATOR_CAN_USE_INSTANCE_COMMAND PLAYER_FLAGS_UNK24 = 0x00800000, // EVENT_SPELL_UPDATE_USABLE and EVENT_UPDATE_SHAPESHIFT_USABLE, disabled all abilitys on tab except autoattack PLAYER_FLAGS_UNK25 = 0x01000000, // EVENT_SPELL_UPDATE_USABLE and EVENT_UPDATE_SHAPESHIFT_USABLE, disabled all melee ability on tab include autoattack PLAYER_FLAGS_XP_USER_DISABLED = 0x02000000, }; // used for PLAYER__FIELD_KNOWN_TITLES field (uint64), (1< QuestStatusMap; enum QuestSlotOffsets { QUEST_ID_OFFSET = 0, QUEST_STATE_OFFSET = 1, QUEST_COUNTS_OFFSET = 2, // 2 and 3 QUEST_TIME_OFFSET = 4 }; #define MAX_QUEST_OFFSET 5 enum QuestSlotStateMask { QUEST_STATE_NONE = 0x0000, QUEST_STATE_COMPLETE = 0x0001, QUEST_STATE_FAIL = 0x0002 }; enum SkillUpdateState { SKILL_UNCHANGED = 0, SKILL_CHANGED = 1, SKILL_NEW = 2, SKILL_DELETED = 3 }; struct SkillStatusData { SkillStatusData(uint8 _pos, SkillUpdateState _uState) : pos(_pos), uState(_uState) { } uint8 pos; SkillUpdateState uState; }; typedef UNORDERED_MAP SkillStatusMap; enum PlayerSlots { // first slot for item stored (in any way in player m_items data) PLAYER_SLOT_START = 0, // last+1 slot for item stored (in any way in player m_items data) PLAYER_SLOT_END = 150, PLAYER_SLOTS_COUNT = (PLAYER_SLOT_END - PLAYER_SLOT_START) }; #define INVENTORY_SLOT_BAG_0 255 enum EquipmentSlots // 19 slots { EQUIPMENT_SLOT_START = 0, EQUIPMENT_SLOT_HEAD = 0, EQUIPMENT_SLOT_NECK = 1, EQUIPMENT_SLOT_SHOULDERS = 2, EQUIPMENT_SLOT_BODY = 3, EQUIPMENT_SLOT_CHEST = 4, EQUIPMENT_SLOT_WAIST = 5, EQUIPMENT_SLOT_LEGS = 6, EQUIPMENT_SLOT_FEET = 7, EQUIPMENT_SLOT_WRISTS = 8, EQUIPMENT_SLOT_HANDS = 9, EQUIPMENT_SLOT_FINGER1 = 10, EQUIPMENT_SLOT_FINGER2 = 11, EQUIPMENT_SLOT_TRINKET1 = 12, EQUIPMENT_SLOT_TRINKET2 = 13, EQUIPMENT_SLOT_BACK = 14, EQUIPMENT_SLOT_MAINHAND = 15, EQUIPMENT_SLOT_OFFHAND = 16, EQUIPMENT_SLOT_RANGED = 17, EQUIPMENT_SLOT_TABARD = 18, EQUIPMENT_SLOT_END = 19 }; enum InventorySlots // 4 slots { INVENTORY_SLOT_BAG_START = 19, INVENTORY_SLOT_BAG_END = 23 }; enum InventoryPackSlots // 16 slots { INVENTORY_SLOT_ITEM_START = 23, INVENTORY_SLOT_ITEM_END = 39 }; enum BankItemSlots // 28 slots { BANK_SLOT_ITEM_START = 39, BANK_SLOT_ITEM_END = 67 }; enum BankBagSlots // 7 slots { BANK_SLOT_BAG_START = 67, BANK_SLOT_BAG_END = 74 }; enum BuyBackSlots // 12 slots { // stored in m_buybackitems BUYBACK_SLOT_START = 74, BUYBACK_SLOT_END = 86 }; enum KeyRingSlots // 32 slots { KEYRING_SLOT_START = 86, KEYRING_SLOT_END = 118 }; enum CurrencyTokenSlots // 32 slots { CURRENCYTOKEN_SLOT_START = 118, CURRENCYTOKEN_SLOT_END = 150 }; enum EquipmentSetUpdateState { EQUIPMENT_SET_UNCHANGED = 0, EQUIPMENT_SET_CHANGED = 1, EQUIPMENT_SET_NEW = 2, EQUIPMENT_SET_DELETED = 3 }; struct EquipmentSet { EquipmentSet() : Guid(0), state(EQUIPMENT_SET_NEW) { for(int i = 0; i < EQUIPMENT_SLOT_END; ++i) Items[i] = 0; } uint64 Guid; std::string Name; std::string IconName; uint32 Items[EQUIPMENT_SLOT_END]; EquipmentSetUpdateState state; }; #define MAX_EQUIPMENT_SET_INDEX 10 // client limit typedef std::map EquipmentSets; struct ItemPosCount { ItemPosCount(uint16 _pos, uint32 _count) : pos(_pos), count(_count) {} bool isContainedIn(std::vector const& vec) const; uint16 pos; uint32 count; }; typedef std::vector ItemPosCountVec; enum TradeSlots { TRADE_SLOT_COUNT = 7, TRADE_SLOT_TRADED_COUNT = 6, TRADE_SLOT_NONTRADED = 6 }; enum TransferAbortReason { TRANSFER_ABORT_NONE = 0x00, TRANSFER_ABORT_ERROR = 0x01, TRANSFER_ABORT_MAX_PLAYERS = 0x02, // Transfer Aborted: instance is full TRANSFER_ABORT_NOT_FOUND = 0x03, // Transfer Aborted: instance not found TRANSFER_ABORT_TOO_MANY_INSTANCES = 0x04, // You have entered too many instances recently. TRANSFER_ABORT_ZONE_IN_COMBAT = 0x06, // Unable to zone in while an encounter is in progress. TRANSFER_ABORT_INSUF_EXPAN_LVL = 0x07, // You must have expansion installed to access this area. TRANSFER_ABORT_DIFFICULTY = 0x08, // difficulty mode is not available for %s. TRANSFER_ABORT_UNIQUE_MESSAGE = 0x09, // Until you've escaped TLK's grasp, you cannot leave this place! TRANSFER_ABORT_TOO_MANY_REALM_INSTANCES = 0x0A, // Additional instances cannot be launched, please try again later. TRANSFER_ABORT_NEED_GROUP = 0x0B, // 3.1 TRANSFER_ABORT_NOT_FOUND2 = 0x0C, // 3.1 TRANSFER_ABORT_NOT_FOUND3 = 0x0D, // 3.1 TRANSFER_ABORT_NOT_FOUND4 = 0x0E, // 3.2 TRANSFER_ABORT_REALM_ONLY = 0x0F, // All players on party must be from the same realm. TRANSFER_ABORT_MAP_NOT_ALLOWED = 0x10, // Map can't be entered at this time. }; enum InstanceResetWarningType { RAID_INSTANCE_WARNING_HOURS = 1, // WARNING! %s is scheduled to reset in %d hour(s). RAID_INSTANCE_WARNING_MIN = 2, // WARNING! %s is scheduled to reset in %d minute(s)! RAID_INSTANCE_WARNING_MIN_SOON = 3, // WARNING! %s is scheduled to reset in %d minute(s). Please exit the zone or you will be returned to your bind location! RAID_INSTANCE_WELCOME = 4, // Welcome to %s. This raid instance is scheduled to reset in %s. RAID_INSTANCE_EXPIRED = 5 }; // PLAYER_FIELD_ARENA_TEAM_INFO_1_1 offsets enum ArenaTeamInfoType { ARENA_TEAM_ID = 0, ARENA_TEAM_TYPE = 1, // new in 3.2 - team type? ARENA_TEAM_MEMBER = 2, // 0 - captain, 1 - member ARENA_TEAM_GAMES_WEEK = 3, ARENA_TEAM_GAMES_SEASON = 4, ARENA_TEAM_WINS_SEASON = 5, ARENA_TEAM_PERSONAL_RATING = 6, ARENA_TEAM_END = 7 }; enum RestType { REST_TYPE_NO = 0, REST_TYPE_IN_TAVERN = 1, REST_TYPE_IN_CITY = 2 }; enum DuelCompleteType { DUEL_INTERUPTED = 0, DUEL_WON = 1, DUEL_FLED = 2 }; enum TeleportToOptions { TELE_TO_GM_MODE = 0x01, TELE_TO_NOT_LEAVE_TRANSPORT = 0x02, TELE_TO_NOT_LEAVE_COMBAT = 0x04, TELE_TO_NOT_UNSUMMON_PET = 0x08, TELE_TO_SPELL = 0x10, }; /// Type of environmental damages enum EnviromentalDamage { DAMAGE_EXHAUSTED = 0, DAMAGE_DROWNING = 1, DAMAGE_FALL = 2, DAMAGE_LAVA = 3, DAMAGE_SLIME = 4, DAMAGE_FIRE = 5, DAMAGE_FALL_TO_VOID = 6 // custom case for fall without durability loss }; enum PlayedTimeIndex { PLAYED_TIME_TOTAL = 0, PLAYED_TIME_LEVEL = 1 }; #define MAX_PLAYED_TIME_INDEX 2 // used at player loading query list preparing, and later result selection enum PlayerLoginQueryIndex { PLAYER_LOGIN_QUERY_LOADFROM, PLAYER_LOGIN_QUERY_LOADGROUP, PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES, PLAYER_LOGIN_QUERY_LOADAURAS, PLAYER_LOGIN_QUERY_LOADSPELLS, PLAYER_LOGIN_QUERY_LOADQUESTSTATUS, PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS, PLAYER_LOGIN_QUERY_LOADREPUTATION, PLAYER_LOGIN_QUERY_LOADINVENTORY, PLAYER_LOGIN_QUERY_LOADITEMLOOT, PLAYER_LOGIN_QUERY_LOADACTIONS, PLAYER_LOGIN_QUERY_LOADSOCIALLIST, PLAYER_LOGIN_QUERY_LOADHOMEBIND, PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS, PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES, PLAYER_LOGIN_QUERY_LOADGUILD, PLAYER_LOGIN_QUERY_LOADARENAINFO, PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS, PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS, PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS, PLAYER_LOGIN_QUERY_LOADBGDATA, PLAYER_LOGIN_QUERY_LOADACCOUNTDATA, PLAYER_LOGIN_QUERY_LOADSKILLS, PLAYER_LOGIN_QUERY_LOADGLYPHS, PLAYER_LOGIN_QUERY_LOADMAILS, PLAYER_LOGIN_QUERY_LOADMAILEDITEMS, PLAYER_LOGIN_QUERY_LOADTALENTS, PLAYER_LOGIN_QUERY_LOADWEEKLYQUESTSTATUS, PLAYER_LOGIN_QUERY_LOADMONTHLYQUESTSTATUS, MAX_PLAYER_LOGIN_QUERY }; enum PlayerDelayedOperations { DELAYED_SAVE_PLAYER = 0x01, DELAYED_RESURRECT_PLAYER = 0x02, DELAYED_SPELL_CAST_DESERTER = 0x04, DELAYED_BG_MOUNT_RESTORE = 0x08, ///< Flag to restore mount state after teleport from BG DELAYED_BG_TAXI_RESTORE = 0x10, ///< Flag to restore taxi state after teleport from BG DELAYED_END }; enum ReputationSource { REPUTATION_SOURCE_KILL, REPUTATION_SOURCE_QUEST, REPUTATION_SOURCE_SPELL }; // Player summoning auto-decline time (in secs) #define MAX_PLAYER_SUMMON_DELAY (2*MINUTE) #define MAX_MONEY_AMOUNT (0x7FFFFFFF-1) struct InstancePlayerBind { DungeonPersistentState *state; bool perm; /* permanent PlayerInstanceBinds are created in Raid/Heroic instances for players that aren't already permanently bound when they are inside when a boss is killed or when they enter an instance that the group leader is permanently bound to. */ InstancePlayerBind() : state(NULL), perm(false) {} }; class MANGOS_DLL_SPEC PlayerTaxi { public: PlayerTaxi(); ~PlayerTaxi() {} // Nodes void InitTaxiNodesForLevel(uint32 race, uint32 chrClass, uint32 level); void LoadTaxiMask(const char* data); bool IsTaximaskNodeKnown(uint32 nodeidx) const { uint8 field = uint8((nodeidx - 1) / 32); uint32 submask = 1<<((nodeidx-1)%32); return (m_taximask[field] & submask) == submask; } bool SetTaximaskNode(uint32 nodeidx) { uint8 field = uint8((nodeidx - 1) / 32); uint32 submask = 1<<((nodeidx-1)%32); if ((m_taximask[field] & submask) != submask ) { m_taximask[field] |= submask; return true; } else return false; } void AppendTaximaskTo(ByteBuffer& data, bool all); // Destinations bool LoadTaxiDestinationsFromString(const std::string& values, Team team); std::string SaveTaxiDestinationsToString(); void ClearTaxiDestinations() { m_TaxiDestinations.clear(); } void AddTaxiDestination(uint32 dest) { m_TaxiDestinations.push_back(dest); } uint32 GetTaxiSource() const { return m_TaxiDestinations.empty() ? 0 : m_TaxiDestinations.front(); } uint32 GetTaxiDestination() const { return m_TaxiDestinations.size() < 2 ? 0 : m_TaxiDestinations[1]; } uint32 GetCurrentTaxiPath() const; uint32 NextTaxiDestination() { m_TaxiDestinations.pop_front(); return GetTaxiDestination(); } bool empty() const { return m_TaxiDestinations.empty(); } friend std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi); private: TaxiMask m_taximask; std::deque m_TaxiDestinations; }; std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi); /// Holder for BattleGround data struct BGData { BGData() : bgInstanceID(0), bgTypeID(BATTLEGROUND_TYPE_NONE), bgAfkReportedCount(0), bgAfkReportedTimer(0), bgTeam(TEAM_NONE), mountSpell(0), m_needSave(false) { ClearTaxiPath(); } uint32 bgInstanceID; ///< This variable is set to bg->m_InstanceID, saved /// when player is teleported to BG - (it is battleground's GUID) BattleGroundTypeId bgTypeID; std::set bgAfkReporter; uint8 bgAfkReportedCount; time_t bgAfkReportedTimer; Team bgTeam; ///< What side the player will be added to, saved uint32 mountSpell; ///< Mount used before join to bg, saved uint32 taxiPath[2]; ///< Current taxi active path start/end nodes, saved WorldLocation joinPos; ///< From where player entered BG, saved bool m_needSave; ///< true, if saved to DB fields modified after prev. save (marked as "saved" above) void ClearTaxiPath() { taxiPath[0] = taxiPath[1] = 0; } bool HasTaxiPath() const { return taxiPath[0] && taxiPath[1]; } }; class TradeData { public: // constructors TradeData(Player* player, Player* trader) : m_player(player), m_trader(trader), m_accepted(false), m_acceptProccess(false), m_money(0), m_spell(0) {} public: // access functions Player* GetTrader() const { return m_trader; } TradeData* GetTraderData() const; Item* GetItem(TradeSlots slot) const; bool HasItem(ObjectGuid item_guid) const; uint32 GetSpell() const { return m_spell; } Item* GetSpellCastItem() const; bool HasSpellCastItem() const { return !m_spellCastItem.IsEmpty(); } uint32 GetMoney() const { return m_money; } bool IsAccepted() const { return m_accepted; } bool IsInAcceptProcess() const { return m_acceptProccess; } public: // access functions void SetItem(TradeSlots slot, Item* item); void SetSpell(uint32 spell_id, Item* castItem = NULL); void SetMoney(uint32 money); void SetAccepted(bool state, bool crosssend = false); // must be called only from accept handler helper functions void SetInAcceptProcess(bool state) { m_acceptProccess = state; } private: // internal functions void Update(bool for_trader = true); private: // fields Player* m_player; // Player who own of this TradeData Player* m_trader; // Player who trade with m_player bool m_accepted; // m_player press accept for trade list bool m_acceptProccess; // one from player/trader press accept and this processed uint32 m_money; // m_player place money to trade uint32 m_spell; // m_player apply spell to non-traded slot item ObjectGuid m_spellCastItem; // applied spell casted by item use ObjectGuid m_items[TRADE_SLOT_COUNT]; // traded itmes from m_player side including non-traded slot }; class MANGOS_DLL_SPEC Player : public Unit { friend class WorldSession; friend void Item::AddToUpdateQueueOf(Player *player); friend void Item::RemoveFromUpdateQueueOf(Player *player); public: explicit Player (WorldSession *session); ~Player ( ); void CleanupsBeforeDelete(); static UpdateMask updateVisualBits; static void InitVisibleBits(); void AddToWorld(); void RemoveFromWorld(); bool TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options = 0); bool TeleportTo(WorldLocation const &loc, uint32 options = 0) { return TeleportTo(loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation, options); } bool TeleportToBGEntryPoint(); void SetSummonPoint(uint32 mapid, float x, float y, float z) { m_summon_expire = time(NULL) + MAX_PLAYER_SUMMON_DELAY; m_summon_mapid = mapid; m_summon_x = x; m_summon_y = y; m_summon_z = z; } void SummonIfPossible(bool agree); bool 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 ); void Update( uint32 update_diff, uint32 time ); static bool BuildEnumData( QueryResult * result, WorldPacket * p_data ); void SetInWater(bool apply); bool IsInWater() const { return m_isInWater; } bool IsUnderWater() const; void SendInitialPacketsBeforeAddToMap(); void SendInitialPacketsAfterAddToMap(); void SendTransferAborted(uint32 mapid, uint8 reason, uint8 arg = 0); void SendInstanceResetWarning(uint32 mapid, Difficulty difficulty, uint32 time); Creature* GetNPCIfCanInteractWith(ObjectGuid guid, uint32 npcflagmask); GameObject* GetGameObjectIfCanInteractWith(ObjectGuid guid, uint32 gameobject_type = MAX_GAMEOBJECT_TYPE) const; bool ToggleAFK(); bool ToggleDND(); bool isAFK() const { return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK); } bool isDND() const { return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND); } uint8 chatTag() const; std::string afkMsg; std::string dndMsg; uint32 GetBarberShopCost(uint8 newhairstyle, uint8 newhaircolor, uint8 newfacialhair); PlayerSocial *GetSocial() { return m_social; } PlayerTaxi m_taxi; void InitTaxiNodesForLevel() { m_taxi.InitTaxiNodesForLevel(getRace(), getClass(), getLevel()); } bool ActivateTaxiPathTo(std::vector const& nodes, Creature* npc = NULL, uint32 spellid = 0); bool ActivateTaxiPathTo(uint32 taxi_path_id, uint32 spellid = 0); // mount_id can be used in scripting calls void ContinueTaxiFlight(); bool isAcceptTickets() const { return GetSession()->GetSecurity() >= SEC_GAMEMASTER && (m_ExtraFlags & PLAYER_EXTRA_GM_ACCEPT_TICKETS); } void SetAcceptTicket(bool on) { if(on) m_ExtraFlags |= PLAYER_EXTRA_GM_ACCEPT_TICKETS; else m_ExtraFlags &= ~PLAYER_EXTRA_GM_ACCEPT_TICKETS; } bool isAcceptWhispers() const { return m_ExtraFlags & PLAYER_EXTRA_ACCEPT_WHISPERS; } void SetAcceptWhispers(bool on) { if(on) m_ExtraFlags |= PLAYER_EXTRA_ACCEPT_WHISPERS; else m_ExtraFlags &= ~PLAYER_EXTRA_ACCEPT_WHISPERS; } bool isGameMaster() const { return m_ExtraFlags & PLAYER_EXTRA_GM_ON; } void SetGameMaster(bool on); bool isGMChat() const { return GetSession()->GetSecurity() >= SEC_MODERATOR && (m_ExtraFlags & PLAYER_EXTRA_GM_CHAT); } void SetGMChat(bool on) { if(on) m_ExtraFlags |= PLAYER_EXTRA_GM_CHAT; else m_ExtraFlags &= ~PLAYER_EXTRA_GM_CHAT; } bool isTaxiCheater() const { return m_ExtraFlags & PLAYER_EXTRA_TAXICHEAT; } void SetTaxiCheater(bool on) { if(on) m_ExtraFlags |= PLAYER_EXTRA_TAXICHEAT; else m_ExtraFlags &= ~PLAYER_EXTRA_TAXICHEAT; } bool isGMVisible() const { return !(m_ExtraFlags & PLAYER_EXTRA_GM_INVISIBLE); } void SetGMVisible(bool on); void SetPvPDeath(bool on) { if(on) m_ExtraFlags |= PLAYER_EXTRA_PVP_DEATH; else m_ExtraFlags &= ~PLAYER_EXTRA_PVP_DEATH; } // 0 = own auction, -1 = enemy auction, 1 = goblin auction int GetAuctionAccessMode() const { return m_ExtraFlags & PLAYER_EXTRA_AUCTION_ENEMY ? -1 : (m_ExtraFlags & PLAYER_EXTRA_AUCTION_NEUTRAL ? 1 : 0); } void SetAuctionAccessMode(int state) { m_ExtraFlags &= ~ (PLAYER_EXTRA_AUCTION_ENEMY|PLAYER_EXTRA_AUCTION_NEUTRAL); if(state < 0) m_ExtraFlags |= PLAYER_EXTRA_AUCTION_ENEMY; else if( state > 0) m_ExtraFlags |= PLAYER_EXTRA_AUCTION_NEUTRAL; } void GiveXP(uint32 xp, Unit* victim); void GiveLevel(uint32 level); void InitStatsForLevel(bool reapplyMods = false); // Played Time Stuff time_t m_logintime; time_t m_Last_tick; uint32 m_Played_time[MAX_PLAYED_TIME_INDEX]; uint32 GetTotalPlayedTime() { return m_Played_time[PLAYED_TIME_TOTAL]; } uint32 GetLevelPlayedTime() { return m_Played_time[PLAYED_TIME_LEVEL]; } void ResetTimeSync(); void SendTimeSync(); void SetDeathState(DeathState s); // overwrite Unit::SetDeathState float GetRestBonus() const { return m_rest_bonus; } void SetRestBonus(float rest_bonus_new); RestType GetRestType() const { return rest_type; } void SetRestType(RestType n_r_type, uint32 areaTriggerId = 0); time_t GetTimeInnEnter() const { return time_inn_enter; } void UpdateInnerTime (time_t time) { time_inn_enter = time; } void RemovePet(PetSaveMode mode); uint32 GetPhaseMaskForSpawn() const; // used for proper set phase for DB at GM-mode creature/GO spawn void Say(const std::string& text, const uint32 language); void Yell(const std::string& text, const uint32 language); void TextEmote(const std::string& text); void Whisper(const std::string& text, const uint32 language,uint64 receiver); void BuildPlayerChat(WorldPacket *data, uint8 msgtype, const std::string& text, uint32 language) const; /*********************************************************/ /*** STORAGE SYSTEM ***/ /*********************************************************/ void SetVirtualItemSlot( uint8 i, Item* item); void SetSheath( SheathState sheathed ); // overwrite Unit version uint8 FindEquipSlot(ItemPrototype const* proto, uint32 slot, bool swap) const; uint32 GetItemCount(uint32 item, bool inBankAlso = false, Item* skipItem = NULL) const; uint32 GetItemCountWithLimitCategory(uint32 limitCategory, Item* skipItem = NULL) const; Item* GetItemByGuid(ObjectGuid guid) const; Item* GetItemByEntry(uint32 item) const; // only for special cases Item* GetItemByLimitedCategory(uint32 limitedCategory) const; Item* GetItemByPos( uint16 pos ) const; Item* GetItemByPos( uint8 bag, uint8 slot ) const; Item* GetWeaponForAttack(WeaponAttackType attackType) const { return GetWeaponForAttack(attackType,false,false); } Item* GetWeaponForAttack(WeaponAttackType attackType, bool nonbroken, bool useable) const; Item* GetShield(bool useable = false) const; static uint32 GetAttackBySlot( uint8 slot ); // MAX_ATTACK if not weapon slot std::vector &GetItemUpdateQueue() { return m_itemUpdateQueue; } static bool IsInventoryPos( uint16 pos ) { return IsInventoryPos(pos >> 8, pos & 255); } static bool IsInventoryPos( uint8 bag, uint8 slot ); static bool IsEquipmentPos( uint16 pos ) { return IsEquipmentPos(pos >> 8, pos & 255); } static bool IsEquipmentPos( uint8 bag, uint8 slot ); static bool IsBagPos( uint16 pos ); static bool IsBankPos( uint16 pos ) { return IsBankPos(pos >> 8, pos & 255); } static bool IsBankPos( uint8 bag, uint8 slot ); bool IsValidPos( uint16 pos, bool explicit_pos ) const { return IsValidPos(pos >> 8, pos & 255, explicit_pos); } bool IsValidPos( uint8 bag, uint8 slot, bool explicit_pos ) const; uint8 GetBankBagSlotCount() const { return GetByteValue(PLAYER_BYTES_2, 2); } void SetBankBagSlotCount(uint8 count) { SetByteValue(PLAYER_BYTES_2, 2, count); } bool HasItemCount( uint32 item, uint32 count, bool inBankAlso = false) const; bool HasItemFitToSpellReqirements(SpellEntry const* spellInfo, Item const* ignoreItem = NULL); bool CanNoReagentCast(SpellEntry const* spellInfo) const; bool HasItemOrGemWithIdEquipped( uint32 item, uint32 count, uint8 except_slot = NULL_SLOT) const; bool HasItemOrGemWithLimitCategoryEquipped( uint32 limitCategory, uint32 count, uint8 except_slot = NULL_SLOT) const; uint8 CanTakeMoreSimilarItems(Item* pItem) const { return _CanTakeMoreSimilarItems(pItem->GetEntry(), pItem->GetCount(), pItem); } uint8 CanTakeMoreSimilarItems(uint32 entry, uint32 count) const { return _CanTakeMoreSimilarItems(entry, count, NULL); } uint8 CanStoreNewItem( uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 item, uint32 count, uint32* no_space_count = NULL ) const { return _CanStoreItem(bag, slot, dest, item, count, NULL, false, no_space_count ); } uint8 CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec& dest, Item *pItem, bool swap = false ) const { if(!pItem) return EQUIP_ERR_ITEM_NOT_FOUND; uint32 count = pItem->GetCount(); return _CanStoreItem( bag, slot, dest, pItem->GetEntry(), count, pItem, swap, NULL ); } uint8 CanStoreItems( Item **pItem,int count) const; uint8 CanEquipNewItem( uint8 slot, uint16 &dest, uint32 item, bool swap ) const; uint8 CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bool not_loading = true ) const; uint8 CanEquipUniqueItem( Item * pItem, uint8 except_slot = NULL_SLOT, uint32 limit_count = 1 ) const; uint8 CanEquipUniqueItem( ItemPrototype const* itemProto, uint8 except_slot = NULL_SLOT, uint32 limit_count = 1 ) const; uint8 CanUnequipItems( uint32 item, uint32 count ) const; uint8 CanUnequipItem( uint16 src, bool swap ) const; uint8 CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec& dest, Item *pItem, bool swap, bool not_loading = true ) const; uint8 CanUseItem( Item *pItem, bool not_loading = true ) const; bool HasItemTotemCategory( uint32 TotemCategory ) const; uint8 CanUseItem( ItemPrototype const *pItem ) const; uint8 CanUseAmmo( uint32 item ) const; Item* StoreNewItem( ItemPosCountVec const& pos, uint32 item, bool update,int32 randomPropertyId = 0 ); Item* StoreItem( ItemPosCountVec const& pos, Item *pItem, bool update ); Item* EquipNewItem( uint16 pos, uint32 item, bool update ); Item* EquipItem( uint16 pos, Item *pItem, bool update ); void AutoUnequipOffhandIfNeed(); bool StoreNewItemInBestSlots(uint32 item_id, uint32 item_count); Item* StoreNewItemInInventorySlot(uint32 itemEntry, uint32 amount); void AutoStoreLoot(uint32 loot_id, LootStore const& store, bool broadcast = false, uint8 bag = NULL_BAG, uint8 slot = NULL_SLOT); void AutoStoreLoot(Loot& loot, bool broadcast = false, uint8 bag = NULL_BAG, uint8 slot = NULL_SLOT); uint8 _CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count = NULL) const; uint8 _CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 entry, uint32 count, Item *pItem = NULL, bool swap = false, uint32* no_space_count = NULL ) const; void ApplyEquipCooldown( Item * pItem ); void SetAmmo( uint32 item ); void RemoveAmmo(); float GetAmmoDPS() const { return m_ammoDPS; } bool CheckAmmoCompatibility(const ItemPrototype *ammo_proto) const; void QuickEquipItem( uint16 pos, Item *pItem); void VisualizeItem( uint8 slot, Item *pItem); void SetVisibleItemSlot(uint8 slot, Item *pItem); Item* BankItem( ItemPosCountVec const& dest, Item *pItem, bool update ) { return StoreItem( dest, pItem, update); } Item* BankItem( uint16 pos, Item *pItem, bool update ); void RemoveItem( uint8 bag, uint8 slot, bool update ); void MoveItemFromInventory(uint8 bag, uint8 slot, bool update); // in trade, auction, guild bank, mail.... void MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB = false); // in trade, guild bank, mail.... void RemoveItemDependentAurasAndCasts( Item * pItem ); void DestroyItem( uint8 bag, uint8 slot, bool update ); void DestroyItemCount( uint32 item, uint32 count, bool update, bool unequip_check = false); void DestroyItemCount( Item* item, uint32& count, bool update ); void DestroyConjuredItems( bool update ); void DestroyZoneLimitedItem( bool update, uint32 new_zone ); void SplitItem( uint16 src, uint16 dst, uint32 count ); void SwapItem( uint16 src, uint16 dst ); void AddItemToBuyBackSlot( Item *pItem ); Item* GetItemFromBuyBackSlot( uint32 slot ); void RemoveItemFromBuyBackSlot( uint32 slot, bool del ); void TakeExtendedCost(uint32 extendedCostId, uint32 count); uint32 GetMaxKeyringSize() const { return KEYRING_SLOT_END-KEYRING_SLOT_START; } void SendEquipError( uint8 msg, Item* pItem, Item *pItem2 = NULL, uint32 itemid = 0 ) const; void SendBuyError( uint8 msg, Creature* pCreature, uint32 item, uint32 param ); void SendSellError( uint8 msg, Creature* pCreature, uint64 guid, uint32 param ); void AddWeaponProficiency(uint32 newflag) { m_WeaponProficiency |= newflag; } void AddArmorProficiency(uint32 newflag) { m_ArmorProficiency |= newflag; } uint32 GetWeaponProficiency() const { return m_WeaponProficiency; } uint32 GetArmorProficiency() const { return m_ArmorProficiency; } bool IsTwoHandUsed() const { Item* mainItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND); return mainItem && mainItem->GetProto()->InventoryType == INVTYPE_2HWEAPON && !CanTitanGrip(); } bool HasTwoHandWeaponInOneHand() const { Item* offItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); Item* mainItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND); return offItem && ((mainItem && mainItem->GetProto()->InventoryType == INVTYPE_2HWEAPON) || offItem->GetProto()->InventoryType == INVTYPE_2HWEAPON); } void SendNewItem( Item *item, uint32 count, bool received, bool created, bool broadcast = false ); bool BuyItemFromVendorSlot(ObjectGuid vendorGuid, uint32 vendorslot, uint32 item, uint8 count, uint8 bag, uint8 slot); float GetReputationPriceDiscount( Creature const* pCreature ) const; Player* GetTrader() const { return m_trade ? m_trade->GetTrader() : NULL; } TradeData* GetTradeData() const { return m_trade; } void TradeCancel(bool sendback); void UpdateEnchantTime(uint32 time); void UpdateItemDuration(uint32 time, bool realtimeonly=false); void AddEnchantmentDurations(Item *item); void RemoveEnchantmentDurations(Item *item); void RemoveAllEnchantments(EnchantmentSlot slot); void AddEnchantmentDuration(Item *item,EnchantmentSlot slot,uint32 duration); void ApplyEnchantment(Item *item,EnchantmentSlot slot,bool apply, bool apply_dur = true, bool ignore_condition = false); void ApplyEnchantment(Item *item,bool apply); void SendEnchantmentDurations(); void BuildEnchantmentsInfoData(WorldPacket *data); void AddItemDurations(Item *item); void RemoveItemDurations(Item *item); void SendItemDurations(); void LoadCorpse(); void LoadPet(); uint32 m_stableSlots; /*********************************************************/ /*** GOSSIP SYSTEM ***/ /*********************************************************/ void PrepareGossipMenu(WorldObject *pSource, uint32 menuId = 0); void SendPreparedGossip(WorldObject *pSource); void OnGossipSelect(WorldObject *pSource, uint32 gossipListId, uint32 menuId); uint32 GetGossipTextId(uint32 menuId); uint32 GetGossipTextId(WorldObject *pSource); uint32 GetDefaultGossipMenuForSource(WorldObject *pSource); /*********************************************************/ /*** QUEST SYSTEM ***/ /*********************************************************/ // Return player level when QuestLevel is dynamic (-1) uint32 GetQuestLevelForPlayer(Quest const* pQuest) const { return pQuest && (pQuest->GetQuestLevel() > 0) ? (uint32)pQuest->GetQuestLevel() : getLevel(); } void PrepareQuestMenu(ObjectGuid guid ); void SendPreparedQuest(ObjectGuid guid); bool IsActiveQuest( uint32 quest_id ) const; // can be taken or taken bool IsCurrentQuest( uint32 quest_id ) const; // taken and not yet rewarded Quest const *GetNextQuest(ObjectGuid guid, Quest const *pQuest ); bool CanSeeStartQuest( Quest const *pQuest ) const; bool CanTakeQuest( Quest const *pQuest, bool msg ) const; bool CanAddQuest( Quest const *pQuest, bool msg ) const; bool CanCompleteQuest( uint32 quest_id ) const; bool CanCompleteRepeatableQuest(Quest const *pQuest) const; bool CanRewardQuest( Quest const *pQuest, bool msg ) const; bool CanRewardQuest( Quest const *pQuest, uint32 reward, bool msg ) const; void AddQuest( Quest const *pQuest, Object *questGiver ); void CompleteQuest( uint32 quest_id ); void IncompleteQuest( uint32 quest_id ); void RewardQuest( Quest const *pQuest, uint32 reward, Object* questGiver, bool announce = true ); void FailQuest( uint32 quest_id ); bool SatisfyQuestSkill(Quest const* qInfo, bool msg) const; bool SatisfyQuestLevel( Quest const* qInfo, bool msg ) const; bool SatisfyQuestLog( bool msg ) const; bool SatisfyQuestPreviousQuest( Quest const* qInfo, bool msg ) const; bool SatisfyQuestClass(Quest const* qInfo, bool msg) const; bool SatisfyQuestRace( Quest const* qInfo, bool msg ) const; bool SatisfyQuestReputation( Quest const* qInfo, bool msg ) const; bool SatisfyQuestStatus( Quest const* qInfo, bool msg ) const; bool SatisfyQuestTimed( Quest const* qInfo, bool msg ) const; bool SatisfyQuestExclusiveGroup( Quest const* qInfo, bool msg ) const; bool SatisfyQuestNextChain( Quest const* qInfo, bool msg ) const; bool SatisfyQuestPrevChain( Quest const* qInfo, bool msg ) const; bool SatisfyQuestDay( Quest const* qInfo, bool msg ) const; bool SatisfyQuestWeek( Quest const* qInfo, bool msg ) const; bool SatisfyQuestMonth(Quest const* qInfo, bool msg) const; bool CanGiveQuestSourceItem( Quest const *pQuest, ItemPosCountVec* dest = NULL) const; void GiveQuestSourceItem( Quest const *pQuest ); bool TakeQuestSourceItem( uint32 quest_id, bool msg ); bool GetQuestRewardStatus( uint32 quest_id ) const; QuestStatus GetQuestStatus( uint32 quest_id ) const; void SetQuestStatus( uint32 quest_id, QuestStatus status ); void SetDailyQuestStatus( uint32 quest_id ); void SetWeeklyQuestStatus( uint32 quest_id ); void SetMonthlyQuestStatus(uint32 quest_id); void ResetDailyQuestStatus(); void ResetWeeklyQuestStatus(); void ResetMonthlyQuestStatus(); uint16 FindQuestSlot( uint32 quest_id ) const; uint32 GetQuestSlotQuestId(uint16 slot) const { return GetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_ID_OFFSET); } void SetQuestSlot(uint16 slot, uint32 quest_id, uint32 timer = 0) { SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_ID_OFFSET, quest_id); SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_STATE_OFFSET, 0); SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET, 0); SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET + 1, 0); SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_TIME_OFFSET, timer); } void SetQuestSlotCounter(uint16 slot, uint8 counter, uint16 count) { uint64 val = GetUInt64Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET); val &= ~((uint64)0xFFFF << (counter * 16)); val |= ((uint64)count << (counter * 16)); SetUInt64Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET, val); } void SetQuestSlotState(uint16 slot, uint32 state) { SetFlag(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_STATE_OFFSET, state); } void RemoveQuestSlotState(uint16 slot, uint32 state) { RemoveFlag(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_STATE_OFFSET, state); } void SetQuestSlotTimer(uint16 slot, uint32 timer) { SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_TIME_OFFSET, timer); } void SwapQuestSlot(uint16 slot1, uint16 slot2) { for (int i = 0; i < MAX_QUEST_OFFSET; ++i) { uint32 temp1 = GetUInt32Value(PLAYER_QUEST_LOG_1_1 + MAX_QUEST_OFFSET * slot1 + i); uint32 temp2 = GetUInt32Value(PLAYER_QUEST_LOG_1_1 + MAX_QUEST_OFFSET * slot2 + i); SetUInt32Value(PLAYER_QUEST_LOG_1_1 + MAX_QUEST_OFFSET * slot1 + i, temp2); SetUInt32Value(PLAYER_QUEST_LOG_1_1 + MAX_QUEST_OFFSET * slot2 + i, temp1); } } uint32 GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry); void AreaExploredOrEventHappens( uint32 questId ); void GroupEventHappens( uint32 questId, WorldObject const* pEventObject ); void ItemAddedQuestCheck( uint32 entry, uint32 count ); void ItemRemovedQuestCheck( uint32 entry, uint32 count ); void KilledMonster( CreatureInfo const* cInfo, ObjectGuid guid ); void KilledMonsterCredit( uint32 entry, ObjectGuid guid = ObjectGuid()); void CastedCreatureOrGO( uint32 entry, ObjectGuid guid, uint32 spell_id, bool original_caster = true ); void TalkedToCreature( uint32 entry, ObjectGuid guid ); void MoneyChanged( uint32 value ); void ReputationChanged(FactionEntry const* factionEntry ); bool HasQuestForItem( uint32 itemid ) const; bool HasQuestForGO(int32 GOId) const; void UpdateForQuestWorldObjects(); bool CanShareQuest(uint32 quest_id) const; void SendQuestCompleteEvent(uint32 quest_id); void SendQuestReward( Quest const *pQuest, uint32 XP, Object* questGiver ); void SendQuestFailed( uint32 quest_id, InventoryChangeFailure reason = EQUIP_ERR_OK); void SendQuestTimerFailed( uint32 quest_id ); void SendCanTakeQuestResponse( uint32 msg ) const; void SendQuestConfirmAccept(Quest const* pQuest, Player* pReceiver); void SendPushToPartyResponse( Player *pPlayer, uint32 msg ); void SendQuestUpdateAddItem( Quest const* pQuest, uint32 item_idx, uint32 count ); void SendQuestUpdateAddCreatureOrGo(Quest const* pQuest, ObjectGuid guid, uint32 creatureOrGO_idx, uint32 count); uint64 GetDivider() { return m_divider; } void SetDivider( uint64 guid ) { m_divider = guid; } uint32 GetInGameTime() { return m_ingametime; } void SetInGameTime( uint32 time ) { m_ingametime = time; } void AddTimedQuest( uint32 quest_id ) { m_timedquests.insert(quest_id); } void RemoveTimedQuest( uint32 quest_id ) { m_timedquests.erase(quest_id); } /*********************************************************/ /*** LOAD SYSTEM ***/ /*********************************************************/ bool LoadFromDB(ObjectGuid guid, SqlQueryHolder *holder); static uint32 GetZoneIdFromDB(ObjectGuid guid); static uint32 GetLevelFromDB(ObjectGuid guid); static bool LoadPositionFromDB(ObjectGuid guid, uint32& mapid, float& x,float& y,float& z,float& o, bool& in_flight); /*********************************************************/ /*** SAVE SYSTEM ***/ /*********************************************************/ void SaveToDB(); void SaveInventoryAndGoldToDB(); // fast save function for item/money cheating preventing void SaveGoldToDB(); static void SetUInt32ValueInArray(Tokens& data,uint16 index, uint32 value); static void SetFloatValueInArray(Tokens& data,uint16 index, float value); static void Customize(ObjectGuid guid, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair); static void SavePositionInDB(ObjectGuid guid, uint32 mapid, float x,float y,float z,float o,uint32 zone); static void DeleteFromDB(ObjectGuid playerguid, uint32 accountId, bool updateRealmChars = true, bool deleteFinally = false); static void DeleteOldCharacters(); static void DeleteOldCharacters(uint32 keepDays); bool m_mailsUpdated; void SendPetTameFailure(PetTameFailureReason reason); void SetBindPoint(ObjectGuid guid); void SendTalentWipeConfirm(ObjectGuid guid); void RewardRage( uint32 damage, uint32 weaponSpeedHitFactor, bool attacker ); void SendPetSkillWipeConfirm(); void CalcRage( uint32 damage,bool attacker ); void RegenerateAll(uint32 diff = REGEN_TIME_FULL); void Regenerate(Powers power, uint32 diff); void RegenerateHealth(uint32 diff); void setRegenTimer(uint32 time) {m_regenTimer = time;} void setWeaponChangeTimer(uint32 time) {m_weaponChangeTimer = time;} uint32 GetMoney() const { return GetUInt32Value (PLAYER_FIELD_COINAGE); } void ModifyMoney( int32 d ) { if(d < 0) SetMoney (GetMoney() > uint32(-d) ? GetMoney() + d : 0); else SetMoney (GetMoney() < uint32(MAX_MONEY_AMOUNT - d) ? GetMoney() + d : MAX_MONEY_AMOUNT); // "At Gold Limit" if(GetMoney() >= MAX_MONEY_AMOUNT) SendEquipError(EQUIP_ERR_TOO_MUCH_GOLD,NULL,NULL); } void SetMoney( uint32 value ) { SetUInt32Value (PLAYER_FIELD_COINAGE, value); MoneyChanged( value ); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_GOLD_VALUE_OWNED); } QuestStatusMap& getQuestStatusMap() { return mQuestStatus; }; ObjectGuid const& GetSelectionGuid( ) const { return m_curSelectionGuid; } void SetSelectionGuid(ObjectGuid guid) { m_curSelectionGuid = guid; SetTargetGuid(guid); } uint8 GetComboPoints() { return m_comboPoints; } ObjectGuid const& GetComboTargetGuid() const { return m_comboTargetGuid; } void AddComboPoints(Unit* target, int8 count); void ClearComboPoints(); void SendComboPoints(); void SendMailResult(uint32 mailId, MailResponseType mailAction, MailResponseResult mailError, uint32 equipError = 0, uint32 item_guid = 0, uint32 item_count = 0); void SendNewMail(); void UpdateNextMailTimeAndUnreads(); void AddNewMailDeliverTime(time_t deliver_time); void RemoveMail(uint32 id); void AddMail(Mail* mail) { m_mail.push_front(mail);}// for call from WorldSession::SendMailTo uint32 GetMailSize() { return m_mail.size(); } Mail* GetMail(uint32 id); PlayerMails::iterator GetMailBegin() { return m_mail.begin();} PlayerMails::iterator GetMailEnd() { return m_mail.end();} /*********************************************************/ /*** MAILED ITEMS SYSTEM ***/ /*********************************************************/ uint8 unReadMails; time_t m_nextMailDelivereTime; typedef UNORDERED_MAP ItemMap; ItemMap mMitems; // template defined in objectmgr.cpp Item* GetMItem(uint32 id) { ItemMap::const_iterator itr = mMitems.find(id); return itr != mMitems.end() ? itr->second : NULL; } void AddMItem(Item* it) { MANGOS_ASSERT( it ); //ASSERT deleted, because items can be added before loading mMitems[it->GetGUIDLow()] = it; } bool RemoveMItem(uint32 id) { return mMitems.erase(id) ? true : false; } void PetSpellInitialize(); void SendPetGUIDs(); void CharmSpellInitialize(); void PossessSpellInitialize(); void RemovePetActionBar(); bool HasSpell(uint32 spell) const; bool HasActiveSpell(uint32 spell) const; // show in spellbook TrainerSpellState GetTrainerSpellState(TrainerSpell const* trainer_spell) const; bool IsSpellFitByClassAndRace( uint32 spell_id ) const; bool IsNeedCastPassiveLikeSpellAtLearn(SpellEntry const* spellInfo) const; bool IsImmuneToSpellEffect(SpellEntry const* spellInfo, SpellEffectIndex index) const; void SendProficiency(ItemClass itemClass, uint32 itemSubclassMask); void SendInitialSpells(); bool addSpell(uint32 spell_id, bool active, bool learning, bool dependent, bool disabled); void learnSpell(uint32 spell_id, bool dependent); void removeSpell(uint32 spell_id, bool disabled = false, bool learn_low_rank = true, bool sendUpdate = true); void resetSpells(); void learnDefaultSpells(); void learnQuestRewardedSpells(); void learnQuestRewardedSpells(Quest const* quest); void learnSpellHighRank(uint32 spellid); uint32 GetFreeTalentPoints() const { return GetUInt32Value(PLAYER_CHARACTER_POINTS1); } void SetFreeTalentPoints(uint32 points) { SetUInt32Value(PLAYER_CHARACTER_POINTS1,points); } void UpdateFreeTalentPoints(bool resetIfNeed = true); bool resetTalents(bool no_cost = false, bool all_specs = false); uint32 resetTalentsCost() const; void InitTalentForLevel(); void BuildPlayerTalentsInfoData(WorldPacket *data); void BuildPetTalentsInfoData(WorldPacket *data); void SendTalentsInfoData(bool pet); void LearnTalent(uint32 talentId, uint32 talentRank); void LearnPetTalent(ObjectGuid petGuid, uint32 talentId, uint32 talentRank); uint32 CalculateTalentsPoints() const; // Dual Spec uint8 GetActiveSpec() { return m_activeSpec; } void SetActiveSpec(uint8 spec) { m_activeSpec = spec; } uint8 GetSpecsCount() { return m_specsCount; } void SetSpecsCount(uint8 count) { m_specsCount = count; } void ActivateSpec(uint8 specNum); void UpdateSpecCount(uint8 count); void InitGlyphsForLevel(); void SetGlyphSlot(uint8 slot, uint32 slottype) { SetUInt32Value(PLAYER_FIELD_GLYPH_SLOTS_1 + slot, slottype); } uint32 GetGlyphSlot(uint8 slot) { return GetUInt32Value(PLAYER_FIELD_GLYPH_SLOTS_1 + slot); } void SetGlyph(uint8 slot, uint32 glyph) { m_glyphs[m_activeSpec][slot].SetId(glyph); } uint32 GetGlyph(uint8 slot) { return m_glyphs[m_activeSpec][slot].GetId(); } void ApplyGlyph(uint8 slot, bool apply); void ApplyGlyphs(bool apply); uint32 GetFreePrimaryProfessionPoints() const { return GetUInt32Value(PLAYER_CHARACTER_POINTS2); } void SetFreePrimaryProfessions(uint16 profs) { SetUInt32Value(PLAYER_CHARACTER_POINTS2, profs); } void InitPrimaryProfessions(); PlayerSpellMap const& GetSpellMap() const { return m_spells; } PlayerSpellMap & GetSpellMap() { return m_spells; } SpellCooldowns const& GetSpellCooldownMap() const { return m_spellCooldowns; } PlayerTalent const* GetKnownTalentById(int32 talentId) const; SpellEntry const* GetKnownTalentRankById(int32 talentId) const; void AddSpellMod(SpellModifier* mod, bool apply); bool IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell const* spell = NULL); template T ApplySpellMod(uint32 spellId, SpellModOp op, T &basevalue, Spell const* spell = NULL); void RemoveSpellMods(Spell const* spell); static uint32 const infinityCooldownDelay = MONTH; // used for set "infinity cooldowns" for spells and check static uint32 const infinityCooldownDelayCheck = MONTH/2; bool HasSpellCooldown(uint32 spell_id) const { SpellCooldowns::const_iterator itr = m_spellCooldowns.find(spell_id); return itr != m_spellCooldowns.end() && itr->second.end > time(NULL); } time_t GetSpellCooldownDelay(uint32 spell_id) const { SpellCooldowns::const_iterator itr = m_spellCooldowns.find(spell_id); time_t t = time(NULL); return itr != m_spellCooldowns.end() && itr->second.end > t ? itr->second.end - t : 0; } void AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 itemId, Spell* spell = NULL, bool infinityCooldown = false ); void AddSpellCooldown(uint32 spell_id, uint32 itemid, time_t end_time); void SendCooldownEvent(SpellEntry const *spellInfo, uint32 itemId = 0, Spell* spell = NULL); void ProhibitSpellSchool(SpellSchoolMask idSchoolMask, uint32 unTimeMs ); void RemoveSpellCooldown(uint32 spell_id, bool update = false); void RemoveSpellCategoryCooldown(uint32 cat, bool update = false); void SendClearCooldown( uint32 spell_id, Unit* target ); GlobalCooldownMgr& GetGlobalCooldownMgr() { return m_GlobalCooldownMgr; } void RemoveArenaSpellCooldowns(); void RemoveAllSpellCooldown(); void _LoadSpellCooldowns(QueryResult *result); void _SaveSpellCooldowns(); void SetLastPotionId(uint32 item_id) { m_lastPotionId = item_id; } uint32 GetLastPotionId() { return m_lastPotionId; } void UpdatePotionCooldown(Spell* spell = NULL); void setResurrectRequestData(ObjectGuid guid, uint32 mapId, float X, float Y, float Z, uint32 health, uint32 mana) { m_resurrectGuid = guid; m_resurrectMap = mapId; m_resurrectX = X; m_resurrectY = Y; m_resurrectZ = Z; m_resurrectHealth = health; m_resurrectMana = mana; } void clearResurrectRequestData() { setResurrectRequestData(ObjectGuid(), 0, 0.0f, 0.0f, 0.0f, 0, 0); } bool isRessurectRequestedBy(ObjectGuid guid) const { return m_resurrectGuid == guid; } bool isRessurectRequested() const { return !m_resurrectGuid.IsEmpty(); } void ResurectUsingRequestData(); uint32 getCinematic() { return m_cinematic; } void setCinematic(uint32 cine) { m_cinematic = cine; } static bool IsActionButtonDataValid(uint8 button, uint32 action, uint8 type, Player* player, bool msg = true); ActionButton* addActionButton(uint8 spec, uint8 button, uint32 action, uint8 type); void removeActionButton(uint8 spec, uint8 button); void SendInitialActionButtons() const; void SendLockActionButtons() const; ActionButton const* GetActionButton(uint8 button); PvPInfo pvpInfo; void UpdatePvP(bool state, bool ovrride=false); void UpdateZone(uint32 newZone,uint32 newArea); void UpdateArea(uint32 newArea); uint32 GetCachedZoneId() const { return m_zoneUpdateId; } void UpdateZoneDependentAuras(); void UpdateAreaDependentAuras(); // subzones void UpdateZoneDependentPets(); void UpdateAfkReport(time_t currTime); void UpdatePvPFlag(time_t currTime); void UpdateContestedPvP(uint32 currTime); void SetContestedPvPTimer(uint32 newTime) {m_contestedPvPTimer = newTime;} void ResetContestedPvP() { clearUnitState(UNIT_STAT_ATTACK_PLAYER); RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP); m_contestedPvPTimer = 0; } /** todo: -maybe move UpdateDuelFlag+DuelComplete to independent DuelHandler.. **/ DuelInfo *duel; void UpdateDuelFlag(time_t currTime); void CheckDuelDistance(time_t currTime); void DuelComplete(DuelCompleteType type); void SendDuelCountdown(uint32 counter); bool IsGroupVisibleFor(Player* p) const; bool IsInSameGroupWith(Player const* p) const; bool IsInSameRaidWith(Player const* p) const { return p==this || (GetGroup() != NULL && GetGroup() == p->GetGroup()); } void UninviteFromGroup(); static void RemoveFromGroup(Group* group, ObjectGuid guid); void RemoveFromGroup() { RemoveFromGroup(GetGroup(), GetObjectGuid()); } void SendUpdateToOutOfRangeGroupMembers(); void SetInGuild(uint32 GuildId) { SetUInt32Value(PLAYER_GUILDID, GuildId); } void SetRank(uint32 rankId){ SetUInt32Value(PLAYER_GUILDRANK, rankId); } void SetGuildIdInvited(uint32 GuildId) { m_GuildIdInvited = GuildId; } uint32 GetGuildId() { return GetUInt32Value(PLAYER_GUILDID); } static uint32 GetGuildIdFromDB(ObjectGuid guid); uint32 GetRank(){ return GetUInt32Value(PLAYER_GUILDRANK); } static uint32 GetRankFromDB(ObjectGuid guid); int GetGuildIdInvited() { return m_GuildIdInvited; } static void RemovePetitionsAndSigns(ObjectGuid guid, uint32 type); // Arena Team void SetInArenaTeam(uint32 ArenaTeamId, uint8 slot, uint8 type) { SetArenaTeamInfoField(slot, ARENA_TEAM_ID, ArenaTeamId); SetArenaTeamInfoField(slot, ARENA_TEAM_TYPE, type); } void SetArenaTeamInfoField(uint8 slot, ArenaTeamInfoType type, uint32 value) { SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (slot * ARENA_TEAM_END) + type, value); } uint32 GetArenaTeamId(uint8 slot) { return GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (slot * ARENA_TEAM_END) + ARENA_TEAM_ID); } uint32 GetArenaPersonalRating(uint8 slot) { return GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (slot * ARENA_TEAM_END) + ARENA_TEAM_PERSONAL_RATING); } static uint32 GetArenaTeamIdFromDB(ObjectGuid guid, uint8 slot); void SetArenaTeamIdInvited(uint32 ArenaTeamId) { m_ArenaTeamIdInvited = ArenaTeamId; } uint32 GetArenaTeamIdInvited() { return m_ArenaTeamIdInvited; } static void LeaveAllArenaTeams(ObjectGuid guid); Difficulty GetDifficulty(bool isRaid) const { return isRaid ? m_raidDifficulty : m_dungeonDifficulty; } Difficulty GetDungeonDifficulty() const { return m_dungeonDifficulty; } Difficulty GetRaidDifficulty() const { return m_raidDifficulty; } void SetDungeonDifficulty(Difficulty dungeon_difficulty) { m_dungeonDifficulty = dungeon_difficulty; } void SetRaidDifficulty(Difficulty raid_difficulty) { m_raidDifficulty = raid_difficulty; } bool UpdateSkill(uint32 skill_id, uint32 step); bool UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step); bool UpdateCraftSkill(uint32 spellid); bool UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator = 1); bool UpdateFishingSkill(); uint32 GetBaseDefenseSkillValue() const { return GetBaseSkillValue(SKILL_DEFENSE); } uint32 GetBaseWeaponSkillValue(WeaponAttackType attType) const; uint32 GetSpellByProto(ItemPrototype *proto); float GetHealthBonusFromStamina(); float GetManaBonusFromIntellect(); bool UpdateStats(Stats stat); bool UpdateAllStats(); void UpdateResistances(uint32 school); void UpdateArmor(); void UpdateMaxHealth(); void UpdateMaxPower(Powers power); void ApplyFeralAPBonus(int32 amount, bool apply); void UpdateAttackPowerAndDamage(bool ranged = false); void UpdateShieldBlockValue(); void UpdateDamagePhysical(WeaponAttackType attType); void ApplySpellPowerBonus(int32 amount, bool apply); void UpdateSpellDamageAndHealingBonus(); void ApplyRatingMod(CombatRating cr, int32 value, bool apply); void UpdateRating(CombatRating cr); void UpdateAllRatings(); void CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, float& min_damage, float& max_damage); void UpdateDefenseBonusesMod(); float GetMeleeCritFromAgility(); float GetDodgeFromAgility(); float GetSpellCritFromIntellect(); float OCTRegenHPPerSpirit(); float OCTRegenMPPerSpirit(); float GetRatingMultiplier(CombatRating cr) const; float GetRatingBonusValue(CombatRating cr) const; uint32 GetBaseSpellPowerBonus() { return m_baseSpellPower; } float GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const; void UpdateBlockPercentage(); void UpdateCritPercentage(WeaponAttackType attType); void UpdateAllCritPercentages(); void UpdateParryPercentage(); void UpdateDodgePercentage(); void UpdateMeleeHitChances(); void UpdateRangedHitChances(); void UpdateSpellHitChances(); void UpdateAllSpellCritChances(); void UpdateSpellCritChance(uint32 school); void UpdateExpertise(WeaponAttackType attType); void UpdateArmorPenetration(); void ApplyManaRegenBonus(int32 amount, bool apply); void UpdateManaRegen(); const uint64& GetLootGUID() const { return m_lootGuid.GetRawValue(); } void SetLootGUID(ObjectGuid const& guid) { m_lootGuid = guid; } void RemovedInsignia(Player* looterPlr); WorldSession* GetSession() const { return m_session; } void SetSession(WorldSession *s) { m_session = s; } void BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const; void DestroyForPlayer( Player *target, bool anim = false ) const; void SendLogXPGain(uint32 GivenXP,Unit* victim,uint32 RestXP); // notifiers void SendAttackSwingCantAttack(); void SendAttackSwingCancelAttack(); void SendAttackSwingDeadTarget(); void SendAttackSwingNotInRange(); void SendAttackSwingBadFacingAttack(); void SendAutoRepeatCancel(Unit *target); void SendExplorationExperience(uint32 Area, uint32 Experience); void SendDungeonDifficulty(bool IsInGroup); void SendRaidDifficulty(bool IsInGroup); void ResetInstances(InstanceResetMethod method, bool isRaid); void SendResetInstanceSuccess(uint32 MapId); void SendResetInstanceFailed(uint32 reason, uint32 MapId); void SendResetFailedNotify(uint32 mapid); bool SetPosition(float x, float y, float z, float orientation, bool teleport = false); void UpdateUnderwaterState( Map * m, float x, float y, float z ); void SendMessageToSet(WorldPacket *data, bool self);// overwrite Object::SendMessageToSet void SendMessageToSetInRange(WorldPacket *data, float fist, bool self); // overwrite Object::SendMessageToSetInRange void SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool own_team_only); Corpse *GetCorpse() const; void SpawnCorpseBones(); Corpse* CreateCorpse(); void KillPlayer(); uint32 GetResurrectionSpellId(); void ResurrectPlayer(float restore_percent, bool applySickness = false); void BuildPlayerRepop(); void RepopAtGraveyard(); void DurabilityLossAll(double percent, bool inventory); void DurabilityLoss(Item* item, double percent); void DurabilityPointsLossAll(int32 points, bool inventory); void DurabilityPointsLoss(Item* item, int32 points); void DurabilityPointLossForEquipSlot(EquipmentSlots slot); uint32 DurabilityRepairAll(bool cost, float discountMod, bool guildBank); uint32 DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank); void UpdateMirrorTimers(); void StopMirrorTimers() { StopMirrorTimer(FATIGUE_TIMER); StopMirrorTimer(BREATH_TIMER); StopMirrorTimer(FIRE_TIMER); } void SetMovement(PlayerMovementType pType); void JoinedChannel(Channel *c); void LeftChannel(Channel *c); void CleanupChannels(); void UpdateLocalChannels( uint32 newZone ); void LeaveLFGChannel(); void UpdateDefense(); void UpdateWeaponSkill (WeaponAttackType attType); void UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, bool defence); void SetSkill(uint16 id, uint16 currVal, uint16 maxVal, uint16 step = 0); uint16 GetMaxSkillValue(uint32 skill) const; // max + perm. bonus + temp bonus uint16 GetPureMaxSkillValue(uint32 skill) const; // max uint16 GetSkillValue(uint32 skill) const; // skill value + perm. bonus + temp bonus uint16 GetBaseSkillValue(uint32 skill) const; // skill value + perm. bonus uint16 GetPureSkillValue(uint32 skill) const; // skill value int16 GetSkillPermBonusValue(uint32 skill) const; int16 GetSkillTempBonusValue(uint32 skill) const; bool HasSkill(uint32 skill) const; void learnSkillRewardedSpells(uint32 id, uint32 value); WorldLocation& GetTeleportDest() { return m_teleport_dest; } bool IsBeingTeleported() const { return mSemaphoreTeleport_Near || mSemaphoreTeleport_Far; } bool IsBeingTeleportedNear() const { return mSemaphoreTeleport_Near; } bool IsBeingTeleportedFar() const { return mSemaphoreTeleport_Far; } void SetSemaphoreTeleportNear(bool semphsetting) { mSemaphoreTeleport_Near = semphsetting; } void SetSemaphoreTeleportFar(bool semphsetting) { mSemaphoreTeleport_Far = semphsetting; } void ProcessDelayedOperations(); void CheckAreaExploreAndOutdoor(void); static Team TeamForRace(uint8 race); Team GetTeam() const { return m_team; } static uint32 getFactionForRace(uint8 race); void setFactionForRace(uint8 race); void InitDisplayIds(); bool IsAtGroupRewardDistance(WorldObject const* pRewardSource) const; void RewardSinglePlayerAtKill(Unit* pVictim); void RewardPlayerAndGroupAtEvent(uint32 creature_id,WorldObject* pRewardSource); void RewardPlayerAndGroupAtCast(WorldObject* pRewardSource, uint32 spellid = 0); bool isHonorOrXPTarget(Unit* pVictim) const; ReputationMgr& GetReputationMgr() { return m_reputationMgr; } ReputationMgr const& GetReputationMgr() const { return m_reputationMgr; } ReputationRank GetReputationRank(uint32 faction_id) const; void RewardReputation(Unit *pVictim, float rate); void RewardReputation(Quest const *pQuest); int32 CalculateReputationGain(ReputationSource source, int32 rep, int32 faction, uint32 creatureOrQuestLevel = 0, bool noAuraBonus = false); void UpdateSkillsForLevel(); void UpdateSkillsToMaxSkillsForLevel(); // for .levelup void ModifySkillBonus(uint32 skillid,int32 val, bool talent); /*********************************************************/ /*** PVP SYSTEM ***/ /*********************************************************/ void UpdateArenaFields(); void UpdateHonorFields(); bool RewardHonor(Unit *pVictim, uint32 groupsize, float honor = -1); uint32 GetHonorPoints() const { return GetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY); } uint32 GetArenaPoints() const { return GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY); } void SetHonorPoints(uint32 value); void SetArenaPoints(uint32 value); void ModifyHonorPoints(int32 value); void ModifyArenaPoints(int32 value); uint32 GetMaxPersonalArenaRatingRequirement(uint32 minarenaslot); //End of PvP System void SetDrunkValue(uint16 newDrunkValue, uint32 itemid=0); uint16 GetDrunkValue() const { return m_drunk; } static DrunkenState GetDrunkenstateByValue(uint16 value); uint32 GetDeathTimer() const { return m_deathTimer; } uint32 GetCorpseReclaimDelay(bool pvp) const; void UpdateCorpseReclaimDelay(); void SendCorpseReclaimDelay(bool load = false); uint32 GetShieldBlockValue() const; // overwrite Unit version (virtual) bool CanParry() const { return m_canParry; } void SetCanParry(bool value); bool CanBlock() const { return m_canBlock; } void SetCanBlock(bool value); bool CanDualWield() const { return m_canDualWield; } void SetCanDualWield(bool value) { m_canDualWield = value; } bool CanTitanGrip() const { return m_canTitanGrip; } void SetCanTitanGrip(bool value) { m_canTitanGrip = value; } bool CanTameExoticPets() const { return isGameMaster() || HasAuraType(SPELL_AURA_ALLOW_TAME_PET_TYPE); } void SetRegularAttackTime(); void SetBaseModValue(BaseModGroup modGroup, BaseModType modType, float value) { m_auraBaseMod[modGroup][modType] = value; } void HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply); float GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const; float GetTotalBaseModValue(BaseModGroup modGroup) const; float GetTotalPercentageModValue(BaseModGroup modGroup) const { return m_auraBaseMod[modGroup][FLAT_MOD] + m_auraBaseMod[modGroup][PCT_MOD]; } void _ApplyAllStatBonuses(); void _RemoveAllStatBonuses(); float GetArmorPenetrationPct() const { return m_armorPenetrationPct; } int32 GetSpellPenetrationItemMod() const { return m_spellPenetrationItemMod; } void _ApplyWeaponDependentAuraMods(Item *item, WeaponAttackType attackType, bool apply); void _ApplyWeaponDependentAuraCritMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply); void _ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply); void _ApplyItemMods(Item *item,uint8 slot,bool apply); void _RemoveAllItemMods(); void _ApplyAllItemMods(); void _ApplyAllLevelScaleItemMods(bool apply); void _ApplyItemBonuses(ItemPrototype const *proto,uint8 slot,bool apply, bool only_level_scale = false); void _ApplyAmmoBonuses(); bool EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot); void ToggleMetaGemsActive(uint8 exceptslot, bool apply); void CorrectMetaGemEnchants(uint8 slot, bool apply); void InitDataForForm(bool reapplyMods = false); void ApplyItemEquipSpell(Item *item, bool apply, bool form_change = false); void ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply, bool form_change = false); void UpdateEquipSpellsAtFormChange(); void CastItemCombatSpell(Unit* Target, WeaponAttackType attType); void CastItemUseSpell(Item *item,SpellCastTargets const& targets,uint8 cast_count, uint32 glyphIndex); void SendEquipmentSetList(); void SetEquipmentSet(uint32 index, EquipmentSet eqset); void DeleteEquipmentSet(uint64 setGuid); void SendInitWorldStates(uint32 zone, uint32 area); void SendUpdateWorldState(uint32 Field, uint32 Value); void SendDirectMessage(WorldPacket *data); void FillBGWeekendWorldStates(WorldPacket& data, uint32& count); void SendAurasForTarget(Unit *target); PlayerMenu* PlayerTalkClass; std::vector ItemSetEff; void SendLoot(ObjectGuid guid, LootType loot_type); void SendLootRelease(ObjectGuid guid ); void SendNotifyLootItemRemoved(uint8 lootSlot); void SendNotifyLootMoneyRemoved(); /*********************************************************/ /*** BATTLEGROUND SYSTEM ***/ /*********************************************************/ bool InBattleGround() const { return m_bgData.bgInstanceID != 0; } bool InArena() const; uint32 GetBattleGroundId() const { return m_bgData.bgInstanceID; } BattleGroundTypeId GetBattleGroundTypeId() const { return m_bgData.bgTypeID; } BattleGround* GetBattleGround() const; bool InBattleGroundQueue() const { for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i) if (m_bgBattleGroundQueueID[i].bgQueueTypeId != BATTLEGROUND_QUEUE_NONE) return true; return false; } BattleGroundQueueTypeId GetBattleGroundQueueTypeId(uint32 index) const { return m_bgBattleGroundQueueID[index].bgQueueTypeId; } uint32 GetBattleGroundQueueIndex(BattleGroundQueueTypeId bgQueueTypeId) const { for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i) if (m_bgBattleGroundQueueID[i].bgQueueTypeId == bgQueueTypeId) return i; return PLAYER_MAX_BATTLEGROUND_QUEUES; } bool IsInvitedForBattleGroundQueueType(BattleGroundQueueTypeId bgQueueTypeId) const { for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i) if (m_bgBattleGroundQueueID[i].bgQueueTypeId == bgQueueTypeId) return m_bgBattleGroundQueueID[i].invitedToInstance != 0; return false; } bool InBattleGroundQueueForBattleGroundQueueType(BattleGroundQueueTypeId bgQueueTypeId) const { return GetBattleGroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES; } void SetBattleGroundId(uint32 val, BattleGroundTypeId bgTypeId) { m_bgData.bgInstanceID = val; m_bgData.bgTypeID = bgTypeId; m_bgData.m_needSave = true; } uint32 AddBattleGroundQueueId(BattleGroundQueueTypeId val) { for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i) { if (m_bgBattleGroundQueueID[i].bgQueueTypeId == BATTLEGROUND_QUEUE_NONE || m_bgBattleGroundQueueID[i].bgQueueTypeId == val) { m_bgBattleGroundQueueID[i].bgQueueTypeId = val; m_bgBattleGroundQueueID[i].invitedToInstance = 0; return i; } } return PLAYER_MAX_BATTLEGROUND_QUEUES; } bool HasFreeBattleGroundQueueId() { for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i) if (m_bgBattleGroundQueueID[i].bgQueueTypeId == BATTLEGROUND_QUEUE_NONE) return true; return false; } void RemoveBattleGroundQueueId(BattleGroundQueueTypeId val) { for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i) { if (m_bgBattleGroundQueueID[i].bgQueueTypeId == val) { m_bgBattleGroundQueueID[i].bgQueueTypeId = BATTLEGROUND_QUEUE_NONE; m_bgBattleGroundQueueID[i].invitedToInstance = 0; return; } } } void SetInviteForBattleGroundQueueType(BattleGroundQueueTypeId bgQueueTypeId, uint32 instanceId) { for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i) if (m_bgBattleGroundQueueID[i].bgQueueTypeId == bgQueueTypeId) m_bgBattleGroundQueueID[i].invitedToInstance = instanceId; } bool IsInvitedForBattleGroundInstance(uint32 instanceId) const { for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i) if (m_bgBattleGroundQueueID[i].invitedToInstance == instanceId) return true; return false; } WorldLocation const& GetBattleGroundEntryPoint() const { return m_bgData.joinPos; } void SetBattleGroundEntryPoint(); void SetBGTeam(Team team) { m_bgData.bgTeam = team; m_bgData.m_needSave = true; } Team GetBGTeam() const { return m_bgData.bgTeam ? m_bgData.bgTeam : GetTeam(); } void LeaveBattleground(bool teleportToEntryPoint = true); bool CanJoinToBattleground() const; bool CanReportAfkDueToLimit(); void ReportedAfkBy(Player* reporter); void ClearAfkReports() { m_bgData.bgAfkReporter.clear(); } bool GetBGAccessByLevel(BattleGroundTypeId bgTypeId) const; bool CanUseBattleGroundObject(); bool isTotalImmune(); bool CanCaptureTowerPoint(); /*********************************************************/ /*** REST SYSTEM ***/ /*********************************************************/ bool isRested() const { return GetRestTime() >= 10*IN_MILLISECONDS; } uint32 GetXPRestBonus(uint32 xp); uint32 GetRestTime() const { return m_restTime; } void SetRestTime(uint32 v) { m_restTime = v; } /*********************************************************/ /*** ENVIROMENTAL SYSTEM ***/ /*********************************************************/ uint32 EnvironmentalDamage(EnviromentalDamage type, uint32 damage); /*********************************************************/ /*** FLOOD FILTER SYSTEM ***/ /*********************************************************/ void UpdateSpeakTime(); bool CanSpeak() const; void ChangeSpeakTime(int utime); /*********************************************************/ /*** VARIOUS SYSTEMS ***/ /*********************************************************/ bool HasMovementFlag(MovementFlags f) const; // for script access to m_movementInfo.HasMovementFlag void UpdateFallInformationIfNeed(MovementInfo const& minfo,uint16 opcode); void SetFallInformation(uint32 time, float z) { m_lastFallTime = time; m_lastFallZ = z; } void HandleFall(MovementInfo const& movementInfo); void BuildTeleportAckMsg(WorldPacket& data, float x, float y, float z, float ang) const; bool isMoving() const { return m_movementInfo.HasMovementFlag(movementFlagsMask); } bool isMovingOrTurning() const { return m_movementInfo.HasMovementFlag(movementOrTurningFlagsMask); } bool CanFly() const { return m_movementInfo.HasMovementFlag(MOVEFLAG_CAN_FLY); } bool IsFlying() const { return m_movementInfo.HasMovementFlag(MOVEFLAG_FLYING); } bool IsFreeFlying() const { return HasAuraType(SPELL_AURA_MOD_FLIGHT_SPEED_MOUNTED) || HasAuraType(SPELL_AURA_FLY); } bool CanStartFlyInArea(uint32 mapid, uint32 zone, uint32 area) const; void SetClientControl(Unit* target, uint8 allowMove); void SetMover(Unit* target) { m_mover = target ? target : this; } Unit* GetMover() const { return m_mover; } bool IsSelfMover() const { return m_mover == this; }// normal case for player not controlling other unit void EnterVehicle(Vehicle *vehicle); void ExitVehicle(Vehicle *vehicle); ObjectGuid const& GetFarSightGuid() const { return GetGuidValue(PLAYER_FARSIGHT); } // Transports Transport * GetTransport() const { return m_transport; } void SetTransport(Transport * t) { m_transport = t; } float GetTransOffsetX() const { return m_movementInfo.GetTransportPos()->x; } float GetTransOffsetY() const { return m_movementInfo.GetTransportPos()->y; } float GetTransOffsetZ() const { return m_movementInfo.GetTransportPos()->z; } float GetTransOffsetO() const { return m_movementInfo.GetTransportPos()->o; } uint32 GetTransTime() const { return m_movementInfo.GetTransportTime(); } int8 GetTransSeat() const { return m_movementInfo.GetTransportSeat(); } uint32 GetSaveTimer() const { return m_nextSave; } void SetSaveTimer(uint32 timer) { m_nextSave = timer; } // Recall position uint32 m_recallMap; float m_recallX; float m_recallY; float m_recallZ; float m_recallO; void SaveRecallPosition(); void SetHomebindToLocation(WorldLocation const& loc, uint32 area_id); void RelocateToHomebind() { SetLocationMapId(m_homebindMapId); Relocate(m_homebindX, m_homebindY, m_homebindZ); } bool TeleportToHomebind(uint32 options = 0) { return TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation(), options); } Object* GetObjectByTypeMask(ObjectGuid guid, TypeMask typemask); // currently visible objects at player client ObjectGuidSet m_clientGUIDs; bool HaveAtClient(WorldObject const* u) { return u==this || m_clientGUIDs.find(u->GetGUID())!=m_clientGUIDs.end(); } bool IsVisibleInGridForPlayer(Player* pl) const; bool IsVisibleGloballyFor(Player* pl) const; void UpdateVisibilityOf(WorldObject const* viewPoint, WorldObject* target); template void UpdateVisibilityOf(WorldObject const* viewPoint,T* target, UpdateData& data, std::set& visibleNow); // Stealth detection system void HandleStealthedUnitsDetection(); Camera& GetCamera() { return m_camera; } uint8 m_forced_speed_changes[MAX_MOVE_TYPE]; bool HasAtLoginFlag(AtLoginFlags f) const { return m_atLoginFlags & f; } void SetAtLoginFlag(AtLoginFlags f) { m_atLoginFlags |= f; } void RemoveAtLoginFlag(AtLoginFlags f, bool in_db_also = false); LookingForGroup m_lookingForGroup; // Temporarily removed pet cache uint32 GetTemporaryUnsummonedPetNumber() const { return m_temporaryUnsummonedPetNumber; } void SetTemporaryUnsummonedPetNumber(uint32 petnumber) { m_temporaryUnsummonedPetNumber = petnumber; } void UnsummonPetTemporaryIfAny(); void ResummonPetTemporaryUnSummonedIfAny(); bool IsPetNeedBeTemporaryUnsummoned() const { return !IsInWorld() || !isAlive() || IsMounted() /*+in flight*/; } void SendCinematicStart(uint32 CinematicSequenceId); void SendMovieStart(uint32 MovieId); /*********************************************************/ /*** INSTANCE SYSTEM ***/ /*********************************************************/ typedef UNORDERED_MAP< uint32 /*mapId*/, InstancePlayerBind > BoundInstancesMap; void UpdateHomebindTime(uint32 time); uint32 m_HomebindTimer; bool m_InstanceValid; // permanent binds and solo binds by difficulty BoundInstancesMap m_boundInstances[MAX_DIFFICULTY]; InstancePlayerBind* GetBoundInstance(uint32 mapid, Difficulty difficulty); BoundInstancesMap& GetBoundInstances(Difficulty difficulty) { return m_boundInstances[difficulty]; } void UnbindInstance(uint32 mapid, Difficulty difficulty, bool unload = false); void UnbindInstance(BoundInstancesMap::iterator &itr, Difficulty difficulty, bool unload = false); InstancePlayerBind* BindToInstance(DungeonPersistentState *save, bool permanent, bool load = false); void SendRaidInfo(); void SendSavedInstances(); static void ConvertInstancesToGroup(Player *player, Group *group = NULL, ObjectGuid player_guid = ObjectGuid()); DungeonPersistentState* GetBoundInstanceSaveForSelfOrGroup(uint32 mapid); /*********************************************************/ /*** GROUP SYSTEM ***/ /*********************************************************/ Group * GetGroupInvite() { return m_groupInvite; } void SetGroupInvite(Group *group) { m_groupInvite = group; } Group * GetGroup() { return m_group.getTarget(); } const Group * GetGroup() const { return (const Group*)m_group.getTarget(); } GroupReference& GetGroupRef() { return m_group; } void SetGroup(Group *group, int8 subgroup = -1); uint8 GetSubGroup() const { return m_group.getSubGroup(); } uint32 GetGroupUpdateFlag() const { return m_groupUpdateMask; } void SetGroupUpdateFlag(uint32 flag) { m_groupUpdateMask |= flag; } const uint64& GetAuraUpdateMask() const { return m_auraUpdateMask; } void SetAuraUpdateMask(uint8 slot) { m_auraUpdateMask |= (uint64(1) << slot); } Player* GetNextRandomRaidMember(float radius); PartyResult CanUninviteFromGroup() const; // BattleGround Group System void SetBattleGroundRaid(Group *group, int8 subgroup = -1); void RemoveFromBattleGroundRaid(); Group * GetOriginalGroup() { return m_originalGroup.getTarget(); } GroupReference& GetOriginalGroupRef() { return m_originalGroup; } uint8 GetOriginalSubGroup() const { return m_originalGroup.getSubGroup(); } void SetOriginalGroup(Group *group, int8 subgroup = -1); GridReference &GetGridRef() { return m_gridRef; } MapReference &GetMapRef() { return m_mapRef; } bool isAllowedToLoot(Creature* creature); DeclinedName const* GetDeclinedNames() const { return m_declinedname; } // Rune functions, need check getClass() == CLASS_DEATH_KNIGHT before access uint8 GetRunesState() const { return m_runes->runeState; } RuneType GetBaseRune(uint8 index) const { return RuneType(m_runes->runes[index].BaseRune); } RuneType GetCurrentRune(uint8 index) const { return RuneType(m_runes->runes[index].CurrentRune); } uint16 GetRuneCooldown(uint8 index) const { return m_runes->runes[index].Cooldown; } bool IsBaseRuneSlotsOnCooldown(RuneType runeType) const; void SetBaseRune(uint8 index, RuneType baseRune) { m_runes->runes[index].BaseRune = baseRune; } void SetCurrentRune(uint8 index, RuneType currentRune) { m_runes->runes[index].CurrentRune = currentRune; } void SetRuneCooldown(uint8 index, uint16 cooldown) { m_runes->runes[index].Cooldown = cooldown; m_runes->SetRuneState(index, (cooldown == 0) ? true : false); } void ConvertRune(uint8 index, RuneType newType); bool ActivateRunes(RuneType type, uint32 count); void ResyncRunes(); void AddRunePower(uint8 index); void InitRunes(); AchievementMgr const& GetAchievementMgr() const { return m_achievementMgr; } AchievementMgr& GetAchievementMgr() { return m_achievementMgr; } void UpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscvalue1=0, uint32 miscvalue2=0, Unit *unit=NULL, uint32 time=0); void StartTimedAchievementCriteria(AchievementCriteriaTypes type, uint32 timedRequirementId, time_t startTime = 0); bool HasTitle(uint32 bitIndex) const; bool HasTitle(CharTitlesEntry const* title) const { return HasTitle(title->bit_index); } void SetTitle(CharTitlesEntry const* title, bool lost = false); bool canSeeSpellClickOn(Creature const* creature) const; protected: uint32 m_contestedPvPTimer; /*********************************************************/ /*** BATTLEGROUND SYSTEM ***/ /*********************************************************/ /* this is an array of BG queues (BgTypeIDs) in which is player */ struct BgBattleGroundQueueID_Rec { BattleGroundQueueTypeId bgQueueTypeId; uint32 invitedToInstance; }; BgBattleGroundQueueID_Rec m_bgBattleGroundQueueID[PLAYER_MAX_BATTLEGROUND_QUEUES]; BGData m_bgData; /*********************************************************/ /*** QUEST SYSTEM ***/ /*********************************************************/ //We allow only one timed quest active at the same time. Below can then be simple value instead of set. typedef std::set QuestSet; QuestSet m_timedquests; QuestSet m_weeklyquests; QuestSet m_monthlyquests; uint64 m_divider; uint32 m_ingametime; /*********************************************************/ /*** LOAD SYSTEM ***/ /*********************************************************/ void _LoadActions(QueryResult *result); void _LoadAuras(QueryResult *result, uint32 timediff); void _LoadBoundInstances(QueryResult *result); void _LoadInventory(QueryResult *result, uint32 timediff); void _LoadItemLoot(QueryResult *result); void _LoadMails(QueryResult *result); void _LoadMailedItems(QueryResult *result); void _LoadQuestStatus(QueryResult *result); void _LoadDailyQuestStatus(QueryResult *result); void _LoadWeeklyQuestStatus(QueryResult *result); void _LoadMonthlyQuestStatus(QueryResult *result); void _LoadGroup(QueryResult *result); void _LoadSkills(QueryResult *result); void _LoadSpells(QueryResult *result); void _LoadTalents(QueryResult *result); void _LoadFriendList(QueryResult *result); bool _LoadHomeBind(QueryResult *result); void _LoadDeclinedNames(QueryResult *result); void _LoadArenaTeamInfo(QueryResult *result); void _LoadEquipmentSets(QueryResult *result); void _LoadBGData(QueryResult* result); void _LoadGlyphs(QueryResult *result); void _LoadIntoDataField(const char* data, uint32 startOffset, uint32 count); /*********************************************************/ /*** SAVE SYSTEM ***/ /*********************************************************/ void _SaveActions(); void _SaveAuras(); void _SaveInventory(); void _SaveMail(); void _SaveQuestStatus(); void _SaveDailyQuestStatus(); void _SaveWeeklyQuestStatus(); void _SaveMonthlyQuestStatus(); void _SaveSkills(); void _SaveSpells(); void _SaveEquipmentSets(); void _SaveBGData(); void _SaveGlyphs(); void _SaveTalents(); void _SaveStats(); void _SetCreateBits(UpdateMask *updateMask, Player *target) const; void _SetUpdateBits(UpdateMask *updateMask, Player *target) const; /*********************************************************/ /*** ENVIRONMENTAL SYSTEM ***/ /*********************************************************/ void HandleSobering(); void SendMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, int32 Regen); void StopMirrorTimer(MirrorTimerType Type); void HandleDrowning(uint32 time_diff); int32 getMaxTimer(MirrorTimerType timer); /*********************************************************/ /*** HONOR SYSTEM ***/ /*********************************************************/ time_t m_lastHonorUpdateTime; void outDebugStatsValues() const; ObjectGuid m_lootGuid; Team m_team; uint32 m_nextSave; time_t m_speakTime; uint32 m_speakCount; Difficulty m_dungeonDifficulty; Difficulty m_raidDifficulty; uint32 m_atLoginFlags; Item* m_items[PLAYER_SLOTS_COUNT]; uint32 m_currentBuybackSlot; std::vector m_itemUpdateQueue; bool m_itemUpdateQueueBlocked; uint32 m_ExtraFlags; ObjectGuid m_curSelectionGuid; ObjectGuid m_comboTargetGuid; int8 m_comboPoints; QuestStatusMap mQuestStatus; SkillStatusMap mSkillStatus; uint32 m_GuildIdInvited; uint32 m_ArenaTeamIdInvited; PlayerMails m_mail; PlayerSpellMap m_spells; PlayerTalentMap m_talents[MAX_TALENT_SPEC_COUNT]; SpellCooldowns m_spellCooldowns; uint32 m_lastPotionId; // last used health/mana potion in combat, that block next potion use GlobalCooldownMgr m_GlobalCooldownMgr; uint8 m_activeSpec; uint8 m_specsCount; ActionButtonList m_actionButtons[MAX_TALENT_SPEC_COUNT]; Glyph m_glyphs[MAX_TALENT_SPEC_COUNT][MAX_GLYPH_SLOT_INDEX]; float m_auraBaseMod[BASEMOD_END][MOD_END]; int16 m_baseRatingValue[MAX_COMBAT_RATING]; uint16 m_baseSpellPower; uint16 m_baseFeralAP; uint16 m_baseManaRegen; float m_armorPenetrationPct; int32 m_spellPenetrationItemMod; SpellModList m_spellMods[MAX_SPELLMOD]; int32 m_SpellModRemoveCount; EnchantDurationList m_enchantDuration; ItemDurationList m_itemDuration; ObjectGuid m_resurrectGuid; uint32 m_resurrectMap; float m_resurrectX, m_resurrectY, m_resurrectZ; uint32 m_resurrectHealth, m_resurrectMana; WorldSession *m_session; typedef std::list JoinedChannelsList; JoinedChannelsList m_channels; uint32 m_cinematic; TradeData* m_trade; bool m_DailyQuestChanged; bool m_WeeklyQuestChanged; bool m_MonthlyQuestChanged; uint32 m_drunkTimer; uint16 m_drunk; uint32 m_weaponChangeTimer; uint32 m_zoneUpdateId; uint32 m_zoneUpdateTimer; uint32 m_areaUpdateId; uint32 m_deathTimer; time_t m_deathExpireTime; uint32 m_restTime; uint32 m_WeaponProficiency; uint32 m_ArmorProficiency; bool m_canParry; bool m_canBlock; bool m_canDualWield; bool m_canTitanGrip; uint8 m_swingErrorMsg; float m_ammoDPS; ////////////////////Rest System///////////////////// time_t time_inn_enter; uint32 inn_trigger_id; float m_rest_bonus; RestType rest_type; ////////////////////Rest System///////////////////// // Transports Transport * m_transport; uint32 m_resetTalentsCost; time_t m_resetTalentsTime; uint32 m_usedTalentCount; uint32 m_questRewardTalentCount; // Social PlayerSocial *m_social; // Groups GroupReference m_group; GroupReference m_originalGroup; Group *m_groupInvite; uint32 m_groupUpdateMask; uint64 m_auraUpdateMask; // Player summoning time_t m_summon_expire; uint32 m_summon_mapid; float m_summon_x; float m_summon_y; float m_summon_z; DeclinedName *m_declinedname; Runes *m_runes; EquipmentSets m_EquipmentSets; private: void _HandleDeadlyPoison(Unit* Target, WeaponAttackType attType, SpellEntry const *spellInfo); // internal common parts for CanStore/StoreItem functions uint8 _CanStoreItem_InSpecificSlot( uint8 bag, uint8 slot, ItemPosCountVec& dest, ItemPrototype const *pProto, uint32& count, bool swap, Item *pSrcItem ) const; uint8 _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; uint8 _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; Item* _StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, bool update ); void UpdateKnownCurrencies(uint32 itemId, bool apply); void AdjustQuestReqItemCount( Quest const* pQuest, QuestStatusData& questStatusData ); void SetCanDelayTeleport(bool setting) { m_bCanDelayTeleport = setting; } bool IsHasDelayedTeleport() const { // we should not execute delayed teleports for now dead players but has been alive at teleport // because we don't want player's ghost teleported from graveyard return m_bHasDelayedTeleport && (isAlive() || !m_bHasBeenAliveAtDelayedTeleport); } bool SetDelayedTeleportFlagIfCan() { m_bHasDelayedTeleport = m_bCanDelayTeleport; m_bHasBeenAliveAtDelayedTeleport = isAlive(); return m_bHasDelayedTeleport; } void ScheduleDelayedOperation(uint32 operation) { if (operation < DELAYED_END) m_DelayedOperations |= operation; } Unit *m_mover; Camera m_camera; GridReference m_gridRef; MapReference m_mapRef; // Homebind coordinates uint32 m_homebindMapId; uint16 m_homebindAreaId; float m_homebindX; float m_homebindY; float m_homebindZ; uint32 m_lastFallTime; float m_lastFallZ; int32 m_MirrorTimer[MAX_TIMERS]; uint8 m_MirrorTimerFlags; uint8 m_MirrorTimerFlagsLast; bool m_isInWater; // Current teleport data WorldLocation m_teleport_dest; uint32 m_teleport_options; bool mSemaphoreTeleport_Near; bool mSemaphoreTeleport_Far; uint32 m_DelayedOperations; bool m_bCanDelayTeleport; bool m_bHasDelayedTeleport; bool m_bHasBeenAliveAtDelayedTeleport; uint32 m_DetectInvTimer; // Temporary removed pet cache uint32 m_temporaryUnsummonedPetNumber; AchievementMgr m_achievementMgr; ReputationMgr m_reputationMgr; uint32 m_timeSyncCounter; uint32 m_timeSyncTimer; uint32 m_timeSyncClient; uint32 m_timeSyncServer; }; void AddItemsSetItem(Player*player,Item *item); void RemoveItemsSetItem(Player*player,ItemPrototype const *proto); // "the bodies of template functions must be made available in a header file" 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 (SpellModList::iterator itr = m_spellMods[op].begin(); itr != m_spellMods[op].end(); ++itr) { SpellModifier *mod = *itr; if(!IsAffectedBySpellmod(spellInfo,mod,spell)) continue; if (mod->type == SPELLMOD_FLAT) totalflat += mod->value; else if (mod->type == SPELLMOD_PCT) { // 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->op==SPELLMOD_CASTING_TIME && basevalue >= T(10*IN_MILLISECONDS) && mod->value <= -100) continue; totalpct += mod->value; } if (mod->charges > 0 ) { --mod->charges; if (mod->charges == 0) { mod->charges = -1; mod->lastAffected = spell; if(!mod->lastAffected) mod->lastAffected = FindCurrentSpellBySpellId(spellId); ++m_SpellModRemoveCount; } } } float diff = (float)basevalue*(float)totalpct/100.0f + (float)totalflat; basevalue = T((float)basevalue + diff); return T(diff); } #endif