/* * 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 */ #include "Player.h" #include "Language.h" #include "Database/DatabaseEnv.h" #include "Log.h" #include "Opcodes.h" #include "SpellMgr.h" #include "World.h" #include "WorldPacket.h" #include "WorldSession.h" #include "UpdateMask.h" #include "Vehicle.h" #include "SkillDiscovery.h" #include "QuestDef.h" #include "GossipDef.h" #include "UpdateData.h" #include "Channel.h" #include "ChannelMgr.h" #include "MapManager.h" #include "InstanceSaveMgr.h" #include "InstanceData.h" #include "GridNotifiers.h" #include "GridNotifiersImpl.h" #include "CellImpl.h" #include "ObjectMgr.h" #include "ObjectAccessor.h" #include "CreatureAI.h" #include "Formulas.h" #include "Group.h" #include "Guild.h" #include "Pet.h" #include "Util.h" #include "Transports.h" #include "Weather.h" #include "BattleGround.h" #include "BattleGroundAV.h" #include "BattleGroundMgr.h" #include "ArenaTeam.h" #include "Chat.h" #include "Database/DatabaseImpl.h" #include "Spell.h" #include "ScriptMgr.h" #include "SocialMgr.h" #include "AchievementMgr.h" #include "Mail.h" #include #define ZONE_UPDATE_INTERVAL (1*IN_MILLISECONDS) #define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3)) #define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1) #define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2) #define SKILL_VALUE(x) PAIR32_LOPART(x) #define SKILL_MAX(x) PAIR32_HIPART(x) #define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v,m) #define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x)) #define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x)) #define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t,p) enum CharacterFlags { CHARACTER_FLAG_NONE = 0x00000000, CHARACTER_FLAG_UNK1 = 0x00000001, CHARACTER_FLAG_UNK2 = 0x00000002, CHARACTER_LOCKED_FOR_TRANSFER = 0x00000004, CHARACTER_FLAG_UNK4 = 0x00000008, CHARACTER_FLAG_UNK5 = 0x00000010, CHARACTER_FLAG_UNK6 = 0x00000020, CHARACTER_FLAG_UNK7 = 0x00000040, CHARACTER_FLAG_UNK8 = 0x00000080, CHARACTER_FLAG_UNK9 = 0x00000100, CHARACTER_FLAG_UNK10 = 0x00000200, CHARACTER_FLAG_HIDE_HELM = 0x00000400, CHARACTER_FLAG_HIDE_CLOAK = 0x00000800, CHARACTER_FLAG_UNK13 = 0x00001000, CHARACTER_FLAG_GHOST = 0x00002000, CHARACTER_FLAG_RENAME = 0x00004000, CHARACTER_FLAG_UNK16 = 0x00008000, CHARACTER_FLAG_UNK17 = 0x00010000, CHARACTER_FLAG_UNK18 = 0x00020000, CHARACTER_FLAG_UNK19 = 0x00040000, CHARACTER_FLAG_UNK20 = 0x00080000, CHARACTER_FLAG_UNK21 = 0x00100000, CHARACTER_FLAG_UNK22 = 0x00200000, CHARACTER_FLAG_UNK23 = 0x00400000, CHARACTER_FLAG_UNK24 = 0x00800000, CHARACTER_FLAG_LOCKED_BY_BILLING = 0x01000000, CHARACTER_FLAG_DECLINED = 0x02000000, CHARACTER_FLAG_UNK27 = 0x04000000, CHARACTER_FLAG_UNK28 = 0x08000000, CHARACTER_FLAG_UNK29 = 0x10000000, CHARACTER_FLAG_UNK30 = 0x20000000, CHARACTER_FLAG_UNK31 = 0x40000000, CHARACTER_FLAG_UNK32 = 0x80000000 }; enum CharacterCustomizeFlags { CHAR_CUSTOMIZE_FLAG_NONE = 0x00000000, CHAR_CUSTOMIZE_FLAG_CUSTOMIZE = 0x00000001, // name, gender, etc... CHAR_CUSTOMIZE_FLAG_FACTION = 0x00010000, // name, gender, faction, etc... CHAR_CUSTOMIZE_FLAG_RACE = 0x00100000 // name, gender, race, etc... }; // corpse reclaim times #define DEATH_EXPIRE_STEP (5*MINUTE) #define MAX_DEATH_COUNT 3 static uint32 copseReclaimDelay[MAX_DEATH_COUNT] = { 30, 60, 120 }; //== PlayerTaxi ================================================ PlayerTaxi::PlayerTaxi() { // Taxi nodes memset(m_taximask, 0, sizeof(m_taximask)); } void PlayerTaxi::InitTaxiNodesForLevel(uint32 race, uint32 chrClass, uint32 level) { // class specific initial known nodes switch(chrClass) { case CLASS_DEATH_KNIGHT: { for(int i = 0; i < TaxiMaskSize; ++i) m_taximask[i] |= sOldContinentsNodesMask[i]; break; } } // race specific initial known nodes: capital and taxi hub masks switch(race) { case RACE_HUMAN: SetTaximaskNode(2); break; // Human case RACE_ORC: SetTaximaskNode(23); break; // Orc case RACE_DWARF: SetTaximaskNode(6); break; // Dwarf case RACE_NIGHTELF: SetTaximaskNode(26); SetTaximaskNode(27); break; // Night Elf case RACE_UNDEAD: SetTaximaskNode(11); break; // Undead case RACE_TAUREN: SetTaximaskNode(22); break; // Tauren case RACE_GNOME: SetTaximaskNode(6); break; // Gnome case RACE_TROLL: SetTaximaskNode(23); break; // Troll case RACE_BLOODELF: SetTaximaskNode(82); break; // Blood Elf case RACE_DRAENEI: SetTaximaskNode(94); break; // Draenei } // new continent starting masks (It will be accessible only at new map) switch(Player::TeamForRace(race)) { case ALLIANCE: SetTaximaskNode(100); break; case HORDE: SetTaximaskNode(99); break; } // level dependent taxi hubs if(level>=68) SetTaximaskNode(213); //Shattered Sun Staging Area } void PlayerTaxi::LoadTaxiMask(const char* data) { Tokens tokens = StrSplit(data, " "); int index; Tokens::iterator iter; for (iter = tokens.begin(), index = 0; (index < TaxiMaskSize) && (iter != tokens.end()); ++iter, ++index) { // load and set bits only for existing taxi nodes m_taximask[index] = sTaxiNodesMask[index] & uint32(atol((*iter).c_str())); } } void PlayerTaxi::AppendTaximaskTo( ByteBuffer& data, bool all ) { if(all) { for (uint8 i=0; ic_str())); AddTaxiDestination(node); } if(m_TaxiDestinations.empty()) return true; // Check integrity if(m_TaxiDestinations.size() < 2) return false; for(size_t i = 1; i < m_TaxiDestinations.size(); ++i) { uint32 cost; uint32 path; sObjectMgr.GetTaxiPath(m_TaxiDestinations[i-1],m_TaxiDestinations[i], path, cost); if (!path) return false; } // can't load taxi path without mount set (quest taxi path?) if (!sObjectMgr.GetTaxiMountDisplayId(GetTaxiSource(), team, true)) return false; return true; } std::string PlayerTaxi::SaveTaxiDestinationsToString() { if(m_TaxiDestinations.empty()) return ""; std::ostringstream ss; for(size_t i=0; i < m_TaxiDestinations.size(); ++i) ss << m_TaxiDestinations[i] << " "; return ss.str(); } uint32 PlayerTaxi::GetCurrentTaxiPath() const { if(m_TaxiDestinations.size() < 2) return 0; uint32 path; uint32 cost; sObjectMgr.GetTaxiPath(m_TaxiDestinations[0],m_TaxiDestinations[1],path,cost); return path; } std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi) { ss << "'"; for(int i = 0; i < TaxiMaskSize; ++i) ss << taxi.m_taximask[i] << " "; ss << "'"; return ss; } SpellModifier::SpellModifier( SpellModOp _op, SpellModType _type, int32 _value, SpellEntry const* spellEntry, SpellEffectIndex eff, int16 _charges /*= 0*/ ) : op(_op), type(_type), charges(_charges), value(_value), spellId(spellEntry->Id), lastAffected(NULL) { uint32 const* ptr = spellEntry->GetEffectSpellClassMask(eff); mask = uint64(ptr[0]) | (uint64(ptr[1]) << 32); mask2= ptr[2]; } SpellModifier::SpellModifier( SpellModOp _op, SpellModType _type, int32 _value, Aura const* aura, int16 _charges /*= 0*/ ) : op(_op), type(_type), charges(_charges), value(_value), spellId(aura->GetId()), lastAffected(NULL) { uint32 const* ptr = aura->getAuraSpellClassMask(); mask = uint64(ptr[0]) | (uint64(ptr[1]) << 32); mask2= ptr[2]; } bool SpellModifier::isAffectedOnSpell( SpellEntry const *spell ) const { SpellEntry const *affect_spell = sSpellStore.LookupEntry(spellId); // False if affect_spell == NULL or spellFamily not equal if (!affect_spell || affect_spell->SpellFamilyName != spell->SpellFamilyName) return false; if (mask & spell->SpellFamilyFlags) return true; if (mask2 & spell->SpellFamilyFlags2) return true; return false; } //== TradeData ================================================= TradeData* TradeData::GetTraderData() const { return m_trader->GetTradeData(); } Item* TradeData::GetItem( TradeSlots slot ) const { return !m_items[slot].IsEmpty() ? m_player->GetItemByGuid(m_items[slot]) : NULL; } bool TradeData::HasItem( ObjectGuid item_guid ) const { for(int i = 0; i < TRADE_SLOT_COUNT; ++i) if (m_items[i] == item_guid) return true; return false; } Item* TradeData::GetSpellCastItem() const { return !m_spellCastItem.IsEmpty() ? m_player->GetItemByGuid(m_spellCastItem) : NULL; } void TradeData::SetItem( TradeSlots slot, Item* item ) { ObjectGuid itemGuid = item ? item->GetObjectGuid() : ObjectGuid(); if (m_items[slot] == itemGuid) return; m_items[slot] = itemGuid; SetAccepted(false); GetTraderData()->SetAccepted(false); Update(); // need remove possible trader spell applied to changed item if (slot == TRADE_SLOT_NONTRADED) GetTraderData()->SetSpell(0); // need remove possible player spell applied (possible move reagent) SetSpell(0); } void TradeData::SetSpell( uint32 spell_id, Item* castItem /*= NULL*/ ) { ObjectGuid itemGuid = castItem ? castItem->GetObjectGuid() : ObjectGuid(); if (m_spell == spell_id && m_spellCastItem == itemGuid) return; m_spell = spell_id; m_spellCastItem = itemGuid; SetAccepted(false); GetTraderData()->SetAccepted(false); Update(true); // send spell info to item owner Update(false); // send spell info to caster self } void TradeData::SetMoney( uint32 money ) { if (m_money == money) return; m_money = money; SetAccepted(false); GetTraderData()->SetAccepted(false); Update(); } void TradeData::Update( bool for_trader /*= true*/ ) { if (for_trader) m_trader->GetSession()->SendUpdateTrade(true); // player state for trader else m_player->GetSession()->SendUpdateTrade(false); // player state for player } void TradeData::SetAccepted(bool state, bool crosssend /*= false*/) { m_accepted = state; if (!state) { if (crosssend) m_trader->GetSession()->SendTradeStatus(TRADE_STATUS_BACK_TO_TRADE); else m_player->GetSession()->SendTradeStatus(TRADE_STATUS_BACK_TO_TRADE); } } //== Player ==================================================== UpdateMask Player::updateVisualBits; Player::Player (WorldSession *session): Unit(), m_mover(this), m_camera(this), m_achievementMgr(this), m_reputationMgr(this) { m_transport = 0; m_speakTime = 0; m_speakCount = 0; m_objectType |= TYPEMASK_PLAYER; m_objectTypeId = TYPEID_PLAYER; m_valuesCount = PLAYER_END; m_isActiveObject = true; // player is always active object m_session = session; m_divider = 0; m_ExtraFlags = 0; if(GetSession()->GetSecurity() >= SEC_GAMEMASTER) SetAcceptTicket(true); // players always accept if(GetSession()->GetSecurity() == SEC_PLAYER) SetAcceptWhispers(true); m_comboPoints = 0; m_usedTalentCount = 0; m_questRewardTalentCount = 0; m_regenTimer = 0; m_weaponChangeTimer = 0; m_zoneUpdateId = 0; m_zoneUpdateTimer = 0; m_areaUpdateId = 0; m_nextSave = sWorld.getConfig(CONFIG_UINT32_INTERVAL_SAVE); // randomize first save time in range [CONFIG_UINT32_INTERVAL_SAVE] around [CONFIG_UINT32_INTERVAL_SAVE] // this must help in case next save after mass player load after server startup m_nextSave = urand(m_nextSave/2,m_nextSave*3/2); clearResurrectRequestData(); m_SpellModRemoveCount = 0; memset(m_items, 0, sizeof(Item*)*PLAYER_SLOTS_COUNT); m_social = NULL; // group is initialized in the reference constructor SetGroupInvite(NULL); m_groupUpdateMask = 0; m_auraUpdateMask = 0; duel = NULL; m_GuildIdInvited = 0; m_ArenaTeamIdInvited = 0; m_atLoginFlags = AT_LOGIN_NONE; mSemaphoreTeleport_Near = false; mSemaphoreTeleport_Far = false; m_DelayedOperations = 0; m_bCanDelayTeleport = false; m_bHasDelayedTeleport = false; m_bHasBeenAliveAtDelayedTeleport = true; // overwrite always at setup teleport data, so not used infact m_teleport_options = 0; m_trade = NULL; m_cinematic = 0; PlayerTalkClass = new PlayerMenu( GetSession() ); m_currentBuybackSlot = BUYBACK_SLOT_START; m_DailyQuestChanged = false; m_WeeklyQuestChanged = false; for (int i=0; isecond; //if item is duplicated... then server may crash ... but that item should be deallocated delete PlayerTalkClass; if (m_transport) { m_transport->RemovePassenger(this); } for(size_t x = 0; x < ItemSetEff.size(); x++) if(ItemSetEff[x]) delete ItemSetEff[x]; // clean up player-instance binds, may unload some instance saves for(uint8 i = 0; i < MAX_DIFFICULTY; ++i) for(BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr) itr->second.state->RemovePlayer(this); delete m_declinedname; delete m_runes; } void Player::CleanupsBeforeDelete() { if(m_uint32Values) // only for fully created Object { TradeCancel(false); DuelComplete(DUEL_INTERUPTED); } Unit::CleanupsBeforeDelete(); } bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8 class_, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair, uint8 /*outfitId */) { //FIXME: outfitId not used in player creating Object::_Create(guidlow, 0, HIGHGUID_PLAYER); m_name = name; PlayerInfo const* info = sObjectMgr.GetPlayerInfo(race, class_); if(!info) { sLog.outError("Player have incorrect race/class pair. Can't be loaded."); return false; } ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(class_); if(!cEntry) { sLog.outError("Class %u not found in DBC (Wrong DBC files?)",class_); return false; } // player store gender in single bit if (gender != uint8(GENDER_MALE) && gender != uint8(GENDER_FEMALE)) { sLog.outError("Invalid gender %u at player creating", uint32(gender)); return false; } for (int i = 0; i < PLAYER_SLOTS_COUNT; ++i) m_items[i] = NULL; SetLocationMapId(info->mapId); Relocate(info->positionX,info->positionY,info->positionZ, info->orientation); SetMap(sMapMgr.CreateMap(info->mapId, this)); uint8 powertype = cEntry->powerType; setFactionForRace(race); SetByteValue(UNIT_FIELD_BYTES_0, 0, race); SetByteValue(UNIT_FIELD_BYTES_0, 1, class_); SetByteValue(UNIT_FIELD_BYTES_0, 2, gender); SetByteValue(UNIT_FIELD_BYTES_0, 3, powertype); InitDisplayIds(); // model, scale and model data SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP ); SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE ); SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER); SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); // fix cast time showed in spell tooltip on client SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f); // default for players in 3.0.3 SetInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, -1); // -1 is default value SetByteValue(PLAYER_BYTES, 0, skin); SetByteValue(PLAYER_BYTES, 1, face); SetByteValue(PLAYER_BYTES, 2, hairStyle); SetByteValue(PLAYER_BYTES, 3, hairColor); SetByteValue(PLAYER_BYTES_2, 0, facialHair); SetByteValue(PLAYER_BYTES_2, 3, 0x02); // rest state = normal SetUInt16Value(PLAYER_BYTES_3, 0, gender); // only GENDER_MALE/GENDER_FEMALE (1 bit) allowed, drunk state = 0 SetByteValue(PLAYER_BYTES_3, 3, 0); // BattlefieldArenaFaction (0 or 1) SetUInt32Value( PLAYER_GUILDID, 0 ); SetUInt32Value( PLAYER_GUILDRANK, 0 ); SetUInt32Value( PLAYER_GUILD_TIMESTAMP, 0 ); for(int i = 0; i < KNOWN_TITLES_SIZE; ++i) SetUInt64Value(PLAYER__FIELD_KNOWN_TITLES + i, 0); // 0=disabled SetUInt32Value( PLAYER_CHOSEN_TITLE, 0 ); SetUInt32Value( PLAYER_FIELD_KILLS, 0 ); SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, 0 ); SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION, 0 ); SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0 ); // set starting level uint32 start_level = getClass() != CLASS_DEATH_KNIGHT ? sWorld.getConfig(CONFIG_UINT32_START_PLAYER_LEVEL) : sWorld.getConfig(CONFIG_UINT32_START_HEROIC_PLAYER_LEVEL); if (GetSession()->GetSecurity() >= SEC_MODERATOR) { uint32 gm_level = sWorld.getConfig(CONFIG_UINT32_START_GM_LEVEL); if(gm_level > start_level) start_level = gm_level; } SetUInt32Value(UNIT_FIELD_LEVEL, start_level); InitRunes(); SetUInt32Value (PLAYER_FIELD_COINAGE, sWorld.getConfig(CONFIG_UINT32_START_PLAYER_MONEY)); SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_UINT32_START_HONOR_POINTS)); SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_UINT32_START_ARENA_POINTS)); // Played time m_Last_tick = time(NULL); m_Played_time[PLAYED_TIME_TOTAL] = 0; m_Played_time[PLAYED_TIME_LEVEL] = 0; // base stats and related field values InitStatsForLevel(); InitTaxiNodesForLevel(); InitGlyphsForLevel(); InitTalentForLevel(); InitPrimaryProfessions(); // to max set before any spell added // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods() UpdateMaxHealth(); // Update max Health (for add bonus from stamina) SetHealth(GetMaxHealth()); if (getPowerType() == POWER_MANA) { UpdateMaxPower(POWER_MANA); // Update max Mana (for add bonus from intellect) SetPower(POWER_MANA, GetMaxPower(POWER_MANA)); } if(getPowerType() != POWER_MANA) // hide additional mana bar if we have no mana { SetPower(POWER_MANA, 0); SetMaxPower(POWER_MANA, 0); } // original spells learnDefaultSpells(); // original action bar for (PlayerCreateInfoActions::const_iterator action_itr = info->action.begin(); action_itr != info->action.end(); ++action_itr) addActionButton(0, action_itr->button,action_itr->action,action_itr->type); // original items uint32 raceClassGender = GetUInt32Value(UNIT_FIELD_BYTES_0) & 0x00FFFFFF; CharStartOutfitEntry const* oEntry = NULL; for (uint32 i = 1; i < sCharStartOutfitStore.GetNumRows(); ++i) { if(CharStartOutfitEntry const* entry = sCharStartOutfitStore.LookupEntry(i)) { if(entry->RaceClassGender == raceClassGender) { oEntry = entry; break; } } } if(oEntry) { for(int j = 0; j < MAX_OUTFIT_ITEMS; ++j) { if(oEntry->ItemId[j] <= 0) continue; uint32 item_id = oEntry->ItemId[j]; // just skip, reported in ObjectMgr::LoadItemPrototypes ItemPrototype const* iProto = ObjectMgr::GetItemPrototype(item_id); if(!iProto) continue; // BuyCount by default int32 count = iProto->BuyCount; // special amount for foor/drink if(iProto->Class==ITEM_CLASS_CONSUMABLE && iProto->SubClass==ITEM_SUBCLASS_FOOD) { switch(iProto->Spells[0].SpellCategory) { case 11: // food count = getClass()==CLASS_DEATH_KNIGHT ? 10 : 4; break; case 59: // drink count = 2; break; } if(iProto->Stackable < count) count = iProto->Stackable; } StoreNewItemInBestSlots(item_id, count); } } for (PlayerCreateInfoItems::const_iterator item_id_itr = info->item.begin(); item_id_itr!=info->item.end(); ++item_id_itr++) StoreNewItemInBestSlots(item_id_itr->item_id, item_id_itr->item_amount); // bags and main-hand weapon must equipped at this moment // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon) // or ammo not equipped in special bag for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i) { if(Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) { uint16 eDest; // equip offhand weapon/shield if it attempt equipped before main-hand weapon uint8 msg = CanEquipItem( NULL_SLOT, eDest, pItem, false ); if( msg == EQUIP_ERR_OK ) { RemoveItem(INVENTORY_SLOT_BAG_0, i,true); EquipItem( eDest, pItem, true); } // move other items to more appropriate slots (ammo not equipped in special bag) else { ItemPosCountVec sDest; msg = CanStoreItem( NULL_BAG, NULL_SLOT, sDest, pItem, false ); if( msg == EQUIP_ERR_OK ) { RemoveItem(INVENTORY_SLOT_BAG_0, i,true); pItem = StoreItem( sDest, pItem, true); } // if this is ammo then use it msg = CanUseAmmo( pItem->GetEntry() ); if( msg == EQUIP_ERR_OK ) SetAmmo( pItem->GetEntry() ); } } } // all item positions resolved return true; } bool Player::StoreNewItemInBestSlots(uint32 titem_id, uint32 titem_amount) { DEBUG_LOG("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id, titem_amount); // attempt equip by one while(titem_amount > 0) { uint16 eDest; uint8 msg = CanEquipNewItem( NULL_SLOT, eDest, titem_id, false ); if( msg != EQUIP_ERR_OK ) break; EquipNewItem( eDest, titem_id, true); AutoUnequipOffhandIfNeed(); --titem_amount; } if(titem_amount == 0) return true; // equipped // attempt store ItemPosCountVec sDest; // store in main bag to simplify second pass (special bags can be not equipped yet at this moment) uint8 msg = CanStoreNewItem( INVENTORY_SLOT_BAG_0, NULL_SLOT, sDest, titem_id, titem_amount ); if( msg == EQUIP_ERR_OK ) { StoreNewItem( sDest, titem_id, true, Item::GenerateItemRandomPropertyId(titem_id) ); return true; // stored } // item can't be added sLog.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id,getRace(),getClass(),msg); return false; } // helper function, mainly for script side, but can be used for simple task in mangos also. Item* Player::StoreNewItemInInventorySlot(uint32 itemEntry, uint32 amount) { ItemPosCountVec vDest; uint8 msg = CanStoreNewItem(INVENTORY_SLOT_BAG_0, NULL_SLOT, vDest, itemEntry, amount); if (msg == EQUIP_ERR_OK) { if (Item* pItem = StoreNewItem(vDest, itemEntry, true, Item::GenerateItemRandomPropertyId(itemEntry))) return pItem; } return NULL; } void Player::SendMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, int32 Regen) { if (int(MaxValue) == DISABLED_MIRROR_TIMER) { if (int(CurrentValue) != DISABLED_MIRROR_TIMER) StopMirrorTimer(Type); return; } WorldPacket data(SMSG_START_MIRROR_TIMER, (21)); data << (uint32)Type; data << CurrentValue; data << MaxValue; data << Regen; data << (uint8)0; data << (uint32)0; // spell id GetSession()->SendPacket( &data ); } void Player::StopMirrorTimer(MirrorTimerType Type) { m_MirrorTimer[Type] = DISABLED_MIRROR_TIMER; WorldPacket data(SMSG_STOP_MIRROR_TIMER, 4); data << (uint32)Type; GetSession()->SendPacket( &data ); } uint32 Player::EnvironmentalDamage(EnviromentalDamage type, uint32 damage) { if(!isAlive() || isGameMaster()) return 0; // Absorb, resist some environmental damage type uint32 absorb = 0; uint32 resist = 0; if (type == DAMAGE_LAVA) CalculateDamageAbsorbAndResist(this, SPELL_SCHOOL_MASK_FIRE, DIRECT_DAMAGE, damage, &absorb, &resist); else if (type == DAMAGE_SLIME) CalculateDamageAbsorbAndResist(this, SPELL_SCHOOL_MASK_NATURE, DIRECT_DAMAGE, damage, &absorb, &resist); damage-=absorb+resist; DealDamageMods(this,damage,&absorb); WorldPacket data(SMSG_ENVIRONMENTALDAMAGELOG, (21)); data << GetObjectGuid(); data << uint8(type!=DAMAGE_FALL_TO_VOID ? type : DAMAGE_FALL); data << uint32(damage); data << uint32(absorb); data << uint32(resist); SendMessageToSet(&data, true); uint32 final_damage = DealDamage(this, damage, NULL, SELF_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false); if(!isAlive()) { if(type==DAMAGE_FALL) // DealDamage not apply item durability loss at self damage { DEBUG_LOG("We are fall to death, loosing 10 percents durability"); DurabilityLossAll(0.10f,false); // durability lost message WorldPacket data2(SMSG_DURABILITY_DAMAGE_DEATH, 0); GetSession()->SendPacket(&data2); } GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM, 1, type); } return final_damage; } int32 Player::getMaxTimer(MirrorTimerType timer) { switch (timer) { case FATIGUE_TIMER: if (GetSession()->GetSecurity() >= (AccountTypes)sWorld.getConfig(CONFIG_UINT32_TIMERBAR_FATIGUE_GMLEVEL)) return DISABLED_MIRROR_TIMER; return sWorld.getConfig(CONFIG_UINT32_TIMERBAR_FATIGUE_MAX)*IN_MILLISECONDS; case BREATH_TIMER: { if (!isAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING) || GetSession()->GetSecurity() >= (AccountTypes)sWorld.getConfig(CONFIG_UINT32_TIMERBAR_BREATH_GMLEVEL)) return DISABLED_MIRROR_TIMER; int32 UnderWaterTime = sWorld.getConfig(CONFIG_UINT32_TIMERBAR_BREATH_MAX)*IN_MILLISECONDS; AuraList const& mModWaterBreathing = GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING); for(AuraList::const_iterator i = mModWaterBreathing.begin(); i != mModWaterBreathing.end(); ++i) UnderWaterTime = uint32(UnderWaterTime * (100.0f + (*i)->GetModifier()->m_amount) / 100.0f); return UnderWaterTime; } case FIRE_TIMER: { if (!isAlive() || GetSession()->GetSecurity() >= (AccountTypes)sWorld.getConfig(CONFIG_UINT32_TIMERBAR_FIRE_GMLEVEL)) return DISABLED_MIRROR_TIMER; return sWorld.getConfig(CONFIG_UINT32_TIMERBAR_FIRE_MAX)*IN_MILLISECONDS; } default: return 0; } return 0; } void Player::UpdateMirrorTimers() { // Desync flags for update on next HandleDrowning if (m_MirrorTimerFlags) m_MirrorTimerFlagsLast = ~m_MirrorTimerFlags; } void Player::HandleDrowning(uint32 time_diff) { if (!m_MirrorTimerFlags) return; // In water if (m_MirrorTimerFlags & UNDERWATER_INWATER) { // Breath timer not activated - activate it if (m_MirrorTimer[BREATH_TIMER] == DISABLED_MIRROR_TIMER) { m_MirrorTimer[BREATH_TIMER] = getMaxTimer(BREATH_TIMER); SendMirrorTimer(BREATH_TIMER, m_MirrorTimer[BREATH_TIMER], m_MirrorTimer[BREATH_TIMER], -1); } else // If activated - do tick { m_MirrorTimer[BREATH_TIMER]-=time_diff; // Timer limit - need deal damage if (m_MirrorTimer[BREATH_TIMER] < 0) { m_MirrorTimer[BREATH_TIMER]+= 1*IN_MILLISECONDS; // Calculate and deal damage // TODO: Check this formula uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1); EnvironmentalDamage(DAMAGE_DROWNING, damage); } else if (!(m_MirrorTimerFlagsLast & UNDERWATER_INWATER)) // Update time in client if need SendMirrorTimer(BREATH_TIMER, getMaxTimer(BREATH_TIMER), m_MirrorTimer[BREATH_TIMER], -1); } } else if (m_MirrorTimer[BREATH_TIMER] != DISABLED_MIRROR_TIMER) // Regen timer { int32 UnderWaterTime = getMaxTimer(BREATH_TIMER); // Need breath regen m_MirrorTimer[BREATH_TIMER]+=10*time_diff; if (m_MirrorTimer[BREATH_TIMER] >= UnderWaterTime || !isAlive()) StopMirrorTimer(BREATH_TIMER); else if (m_MirrorTimerFlagsLast & UNDERWATER_INWATER) SendMirrorTimer(BREATH_TIMER, UnderWaterTime, m_MirrorTimer[BREATH_TIMER], 10); } // In dark water if (m_MirrorTimerFlags & UNDERWATER_INDARKWATER) { // Fatigue timer not activated - activate it if (m_MirrorTimer[FATIGUE_TIMER] == DISABLED_MIRROR_TIMER) { m_MirrorTimer[FATIGUE_TIMER] = getMaxTimer(FATIGUE_TIMER); SendMirrorTimer(FATIGUE_TIMER, m_MirrorTimer[FATIGUE_TIMER], m_MirrorTimer[FATIGUE_TIMER], -1); } else { m_MirrorTimer[FATIGUE_TIMER]-=time_diff; // Timer limit - need deal damage or teleport ghost to graveyard if (m_MirrorTimer[FATIGUE_TIMER] < 0) { m_MirrorTimer[FATIGUE_TIMER]+= 1*IN_MILLISECONDS; if (isAlive()) // Calculate and deal damage { uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1); EnvironmentalDamage(DAMAGE_EXHAUSTED, damage); } else if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) // Teleport ghost to graveyard RepopAtGraveyard(); } else if (!(m_MirrorTimerFlagsLast & UNDERWATER_INDARKWATER)) SendMirrorTimer(FATIGUE_TIMER, getMaxTimer(FATIGUE_TIMER), m_MirrorTimer[FATIGUE_TIMER], -1); } } else if (m_MirrorTimer[FATIGUE_TIMER] != DISABLED_MIRROR_TIMER) // Regen timer { int32 DarkWaterTime = getMaxTimer(FATIGUE_TIMER); m_MirrorTimer[FATIGUE_TIMER]+=10*time_diff; if (m_MirrorTimer[FATIGUE_TIMER] >= DarkWaterTime || !isAlive()) StopMirrorTimer(FATIGUE_TIMER); else if (m_MirrorTimerFlagsLast & UNDERWATER_INDARKWATER) SendMirrorTimer(FATIGUE_TIMER, DarkWaterTime, m_MirrorTimer[FATIGUE_TIMER], 10); } if (m_MirrorTimerFlags & (UNDERWATER_INLAVA|UNDERWATER_INSLIME)) { // Breath timer not activated - activate it if (m_MirrorTimer[FIRE_TIMER] == DISABLED_MIRROR_TIMER) m_MirrorTimer[FIRE_TIMER] = getMaxTimer(FIRE_TIMER); else { m_MirrorTimer[FIRE_TIMER]-=time_diff; if (m_MirrorTimer[FIRE_TIMER] < 0) { m_MirrorTimer[FIRE_TIMER]+= 1*IN_MILLISECONDS; // Calculate and deal damage // TODO: Check this formula uint32 damage = urand(600, 700); if (m_MirrorTimerFlags&UNDERWATER_INLAVA) EnvironmentalDamage(DAMAGE_LAVA, damage); // need to skip Slime damage in Undercity, // maybe someone can find better way to handle environmental damage else if (m_zoneUpdateId != 1497) EnvironmentalDamage(DAMAGE_SLIME, damage); } } } else m_MirrorTimer[FIRE_TIMER] = DISABLED_MIRROR_TIMER; // Recheck timers flag m_MirrorTimerFlags&=~UNDERWATER_EXIST_TIMERS; for (int i = 0; i< MAX_TIMERS; ++i) if (m_MirrorTimer[i]!=DISABLED_MIRROR_TIMER) { m_MirrorTimerFlags|=UNDERWATER_EXIST_TIMERS; break; } m_MirrorTimerFlagsLast = m_MirrorTimerFlags; } ///The player sobers by 256 every 10 seconds void Player::HandleSobering() { m_drunkTimer = 0; uint32 drunk = (m_drunk <= 256) ? 0 : (m_drunk - 256); SetDrunkValue(drunk); } DrunkenState Player::GetDrunkenstateByValue(uint16 value) { if(value >= 23000) return DRUNKEN_SMASHED; if(value >= 12800) return DRUNKEN_DRUNK; if(value & 0xFFFE) return DRUNKEN_TIPSY; return DRUNKEN_SOBER; } void Player::SetDrunkValue(uint16 newDrunkenValue, uint32 itemId) { uint32 oldDrunkenState = Player::GetDrunkenstateByValue(m_drunk); m_drunk = newDrunkenValue; SetUInt16Value(PLAYER_BYTES_3, 0, uint16(getGender()) | (m_drunk & 0xFFFE)); uint32 newDrunkenState = Player::GetDrunkenstateByValue(m_drunk); // special drunk invisibility detection if(newDrunkenState >= DRUNKEN_DRUNK) m_detectInvisibilityMask |= (1<<6); else m_detectInvisibilityMask &= ~(1<<6); if(newDrunkenState == oldDrunkenState) return; WorldPacket data(SMSG_CROSSED_INEBRIATION_THRESHOLD, (8+4+4)); data << GetObjectGuid(); data << uint32(newDrunkenState); data << uint32(itemId); SendMessageToSet(&data, true); } void Player::Update( uint32 update_diff, uint32 p_time ) { if(!IsInWorld()) return; // remove failed timed Achievements GetAchievementMgr().DoFailedTimedAchievementCriterias(); // undelivered mail if(m_nextMailDelivereTime && m_nextMailDelivereTime <= time(NULL)) { SendNewMail(); ++unReadMails; // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated) m_nextMailDelivereTime = 0; } //used to implement delayed far teleports SetCanDelayTeleport(true); Unit::Update( update_diff, p_time ); SetCanDelayTeleport(false); // update player only attacks if(uint32 ranged_att = getAttackTimer(RANGED_ATTACK)) { setAttackTimer(RANGED_ATTACK, (update_diff >= ranged_att ? 0 : ranged_att - update_diff) ); } if(uint32 off_att = getAttackTimer(OFF_ATTACK)) { setAttackTimer(OFF_ATTACK, (update_diff >= off_att ? 0 : off_att - update_diff) ); } time_t now = time (NULL); UpdatePvPFlag(now); UpdateContestedPvP(update_diff); UpdateDuelFlag(now); CheckDuelDistance(now); UpdateAfkReport(now); // Update items that have just a limited lifetime if (now>m_Last_tick) UpdateItemDuration(uint32(now- m_Last_tick)); if (!m_timedquests.empty()) { QuestSet::iterator iter = m_timedquests.begin(); while (iter != m_timedquests.end()) { QuestStatusData& q_status = mQuestStatus[*iter]; if( q_status.m_timer <= update_diff ) { uint32 quest_id = *iter; ++iter; // current iter will be removed in FailQuest FailQuest(quest_id); } else { q_status.m_timer -= update_diff; if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED; ++iter; } } } if (hasUnitState(UNIT_STAT_MELEE_ATTACKING)) { Unit *pVictim = getVictim(); if (pVictim && !IsNonMeleeSpellCasted(false)) { // default combat reach 10 // TODO add weapon,skill check if (isAttackReady(BASE_ATTACK)) { if (!CanReachWithMeleeAttack(pVictim)) { setAttackTimer(BASE_ATTACK,100); if (m_swingErrorMsg != 1) // send single time (client auto repeat) { SendAttackSwingNotInRange(); m_swingErrorMsg = 1; } } //120 degrees of radiant range else if (!HasInArc(2*M_PI_F/3, pVictim)) { setAttackTimer(BASE_ATTACK,100); if (m_swingErrorMsg != 2) // send single time (client auto repeat) { SendAttackSwingBadFacingAttack(); m_swingErrorMsg = 2; } } else { m_swingErrorMsg = 0; // reset swing error state // prevent base and off attack in same time, delay attack at 0.2 sec if (haveOffhandWeapon()) { uint32 off_att = getAttackTimer(OFF_ATTACK); if(off_att < ATTACK_DISPLAY_DELAY) setAttackTimer(OFF_ATTACK,ATTACK_DISPLAY_DELAY); } AttackerStateUpdate(pVictim, BASE_ATTACK); resetAttackTimer(BASE_ATTACK); } } if (haveOffhandWeapon() && isAttackReady(OFF_ATTACK)) { if (!CanReachWithMeleeAttack(pVictim)) { setAttackTimer(OFF_ATTACK,100); } else if (!HasInArc(2*M_PI_F/3, pVictim)) { setAttackTimer(OFF_ATTACK,100); } else { // prevent base and off attack in same time, delay attack at 0.2 sec uint32 base_att = getAttackTimer(BASE_ATTACK); if(base_att < ATTACK_DISPLAY_DELAY) setAttackTimer(BASE_ATTACK,ATTACK_DISPLAY_DELAY); // do attack AttackerStateUpdate(pVictim, OFF_ATTACK); resetAttackTimer(OFF_ATTACK); } } Unit *owner = pVictim->GetOwner(); Unit *u = owner ? owner : pVictim; if (u->IsPvP() && (!duel || duel->opponent != u)) { UpdatePvP(true); RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT); } } } if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING)) { if (roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update { time_t time_inn = time(NULL)-GetTimeInnEnter(); if (time_inn >= 10) //freeze update { float bubble = 0.125f*sWorld.getConfig(CONFIG_FLOAT_RATE_REST_INGAME); //speed collect rest bonus (section/in hour) SetRestBonus( float(GetRestBonus()+ time_inn*(GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble )); UpdateInnerTime(time(NULL)); } } } if (m_regenTimer) { if(update_diff >= m_regenTimer) m_regenTimer = 0; else m_regenTimer -= update_diff; } if (m_weaponChangeTimer > 0) { if(update_diff >= m_weaponChangeTimer) m_weaponChangeTimer = 0; else m_weaponChangeTimer -= update_diff; } if (m_zoneUpdateTimer > 0) { if(update_diff >= m_zoneUpdateTimer) { uint32 newzone, newarea; GetZoneAndAreaId(newzone,newarea); if( m_zoneUpdateId != newzone ) UpdateZone(newzone,newarea); // also update area else { // use area updates as well // needed for free far all arenas for example if( m_areaUpdateId != newarea ) UpdateArea(newarea); m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL; } } else m_zoneUpdateTimer -= update_diff; } if (m_timeSyncTimer > 0) { if(update_diff >= m_timeSyncTimer) SendTimeSync(); else m_timeSyncTimer -= update_diff; } if (isAlive()) { // if no longer casting, set regen power as soon as it is up. if (!IsUnderLastManaUseEffect()) SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER); if (!m_regenTimer) RegenerateAll(); } if (m_deathState == JUST_DIED) KillPlayer(); if(m_nextSave > 0) { if(update_diff >= m_nextSave) { // m_nextSave reseted in SaveToDB call SaveToDB(); DETAIL_LOG("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow()); } else m_nextSave -= update_diff; } //Handle Water/drowning HandleDrowning(update_diff); //Handle detect stealth players if (m_DetectInvTimer > 0) { if (update_diff >= m_DetectInvTimer) { HandleStealthedUnitsDetection(); m_DetectInvTimer = 3000; } else m_DetectInvTimer -= update_diff; } // Played time if (now > m_Last_tick) { uint32 elapsed = uint32(now - m_Last_tick); m_Played_time[PLAYED_TIME_TOTAL] += elapsed; // Total played time m_Played_time[PLAYED_TIME_LEVEL] += elapsed; // Level played time m_Last_tick = now; } if (m_drunk) { m_drunkTimer += update_diff; if (m_drunkTimer > 10*IN_MILLISECONDS) HandleSobering(); } // not auto-free ghost from body in instances if(m_deathTimer > 0 && !GetMap()->Instanceable()) { if(p_time >= m_deathTimer) { m_deathTimer = 0; BuildPlayerRepop(); RepopAtGraveyard(); } else m_deathTimer -= p_time; } UpdateEnchantTime(update_diff); UpdateHomebindTime(update_diff); // group update SendUpdateToOutOfRangeGroupMembers(); Pet* pet = GetPet(); if (pet && !pet->IsWithinDistInMap(this, GetMap()->GetVisibilityDistance()) && (!GetCharmGuid().IsEmpty() && (pet->GetObjectGuid() != GetCharmGuid()))) pet->Unsummon(PET_SAVE_REAGENTS, this); if (IsHasDelayedTeleport()) TeleportTo(m_teleport_dest, m_teleport_options); } void Player::SetDeathState(DeathState s) { uint32 ressSpellId = 0; bool cur = isAlive(); if(s == JUST_DIED && cur) { // drunken state is cleared on death SetDrunkValue(0); // lost combo points at any target (targeted combo points clear in Unit::SetDeathState) ClearComboPoints(); clearResurrectRequestData(); // remove form before other mods to prevent incorrect stats calculation RemoveSpellsCausingAura(SPELL_AURA_MOD_SHAPESHIFT); //FIXME: is pet dismissed at dying or releasing spirit? if second, add SetDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD) RemovePet(PET_SAVE_REAGENTS); // save value before aura remove in Unit::SetDeathState ressSpellId = GetUInt32Value(PLAYER_SELF_RES_SPELL); // passive spell if(!ressSpellId) ressSpellId = GetResurrectionSpellId(); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP, 1); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH, 1); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON, 1); if (InstanceData* mapInstance = GetInstanceData()) mapInstance->OnPlayerDeath(this); } Unit::SetDeathState(s); // restore resurrection spell id for player after aura remove if(s == JUST_DIED && cur && ressSpellId) SetUInt32Value(PLAYER_SELF_RES_SPELL, ressSpellId); if(isAlive() && !cur) { //clear aura case after resurrection by another way (spells will be applied before next death) SetUInt32Value(PLAYER_SELF_RES_SPELL, 0); // restore default warrior stance if(getClass()== CLASS_WARRIOR) CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE,true); } } bool Player::BuildEnumData( QueryResult * result, WorldPacket * p_data ) { // 0 1 2 3 4 5 6 7 // "SELECT characters.guid, characters.name, characters.race, characters.class, characters.gender, characters.playerBytes, characters.playerBytes2, characters.level, " // 8 9 10 11 12 13 14 // "characters.zone, characters.map, characters.position_x, characters.position_y, characters.position_z, guild_member.guildid, characters.playerFlags, " // 15 16 17 18 19 20 // "characters.at_login, character_pet.entry, character_pet.modelid, character_pet.level, characters.equipmentCache, character_declinedname.genitive " Field *fields = result->Fetch(); uint32 guid = fields[0].GetUInt32(); uint8 pRace = fields[2].GetUInt8(); uint8 pClass = fields[3].GetUInt8(); PlayerInfo const *info = sObjectMgr.GetPlayerInfo(pRace, pClass); if(!info) { sLog.outError("Player %u has incorrect race/class pair. Don't build enum.", guid); return false; } *p_data << ObjectGuid(HIGHGUID_PLAYER, guid); *p_data << fields[1].GetString(); // name *p_data << uint8(pRace); // race *p_data << uint8(pClass); // class *p_data << uint8(fields[4].GetUInt8()); // gender uint32 playerBytes = fields[5].GetUInt32(); *p_data << uint8(playerBytes); // skin *p_data << uint8(playerBytes >> 8); // face *p_data << uint8(playerBytes >> 16); // hair style *p_data << uint8(playerBytes >> 24); // hair color uint32 playerBytes2 = fields[6].GetUInt32(); *p_data << uint8(playerBytes2 & 0xFF); // facial hair *p_data << uint8(fields[7].GetUInt8()); // level *p_data << uint32(fields[8].GetUInt32()); // zone *p_data << uint32(fields[9].GetUInt32()); // map *p_data << fields[10].GetFloat(); // x *p_data << fields[11].GetFloat(); // y *p_data << fields[12].GetFloat(); // z *p_data << uint32(fields[13].GetUInt32()); // guild id uint32 char_flags = 0; uint32 playerFlags = fields[14].GetUInt32(); uint32 atLoginFlags = fields[15].GetUInt32(); if(playerFlags & PLAYER_FLAGS_HIDE_HELM) char_flags |= CHARACTER_FLAG_HIDE_HELM; if(playerFlags & PLAYER_FLAGS_HIDE_CLOAK) char_flags |= CHARACTER_FLAG_HIDE_CLOAK; if(playerFlags & PLAYER_FLAGS_GHOST) char_flags |= CHARACTER_FLAG_GHOST; if(atLoginFlags & AT_LOGIN_RENAME) char_flags |= CHARACTER_FLAG_RENAME; if(sWorld.getConfig(CONFIG_BOOL_DECLINED_NAMES_USED)) { if(!fields[20].GetCppString().empty()) char_flags |= CHARACTER_FLAG_DECLINED; } else char_flags |= CHARACTER_FLAG_DECLINED; *p_data << uint32(char_flags); // character flags // character customize flags *p_data << uint32(atLoginFlags & AT_LOGIN_CUSTOMIZE ? CHAR_CUSTOMIZE_FLAG_CUSTOMIZE : CHAR_CUSTOMIZE_FLAG_NONE); // First login *p_data << uint8(atLoginFlags & AT_LOGIN_FIRST ? 1 : 0); // Pets info { uint32 petDisplayId = 0; uint32 petLevel = 0; uint32 petFamily = 0; // show pet at selection character in character list only for non-ghost character if (result && !(playerFlags & PLAYER_FLAGS_GHOST) && (pClass == CLASS_WARLOCK || pClass == CLASS_HUNTER || pClass == CLASS_DEATH_KNIGHT)) { uint32 entry = fields[16].GetUInt32(); CreatureInfo const* cInfo = sCreatureStorage.LookupEntry(entry); if(cInfo) { petDisplayId = fields[17].GetUInt32(); petLevel = fields[18].GetUInt32(); petFamily = cInfo->family; } } *p_data << uint32(petDisplayId); *p_data << uint32(petLevel); *p_data << uint32(petFamily); } Tokens data = StrSplit(fields[19].GetCppString(), " "); for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; slot++) { uint32 visualbase = slot * 2; uint32 item_id = GetUInt32ValueFromArray(data, visualbase); const ItemPrototype * proto = ObjectMgr::GetItemPrototype(item_id); if(!proto) { *p_data << uint32(0); *p_data << uint8(0); *p_data << uint32(0); continue; } SpellItemEnchantmentEntry const *enchant = NULL; uint32 enchants = GetUInt32ValueFromArray(data, visualbase + 1); for(uint8 enchantSlot = PERM_ENCHANTMENT_SLOT; enchantSlot <= TEMP_ENCHANTMENT_SLOT; ++enchantSlot) { // values stored in 2 uint16 uint32 enchantId = 0x0000FFFF & (enchants >> enchantSlot*16); if(!enchantId) continue; if ((enchant = sSpellItemEnchantmentStore.LookupEntry(enchantId))) break; } *p_data << uint32(proto->DisplayInfoID); *p_data << uint8(proto->InventoryType); *p_data << uint32(enchant ? enchant->aura_id : 0); } *p_data << uint32(0); // bag 1 display id *p_data << uint8(0); // bag 1 inventory type *p_data << uint32(0); // enchant? *p_data << uint32(0); // bag 2 display id *p_data << uint8(0); // bag 2 inventory type *p_data << uint32(0); // enchant? *p_data << uint32(0); // bag 3 display id *p_data << uint8(0); // bag 3 inventory type *p_data << uint32(0); // enchant? *p_data << uint32(0); // bag 4 display id *p_data << uint8(0); // bag 4 inventory type *p_data << uint32(0); // enchant? return true; } bool Player::ToggleAFK() { ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK); bool state = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK); // afk player not allowed in battleground if (state && InBattleGround() && !InArena()) LeaveBattleground(); return state; } bool Player::ToggleDND() { ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND); return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND); } uint8 Player::chatTag() const { // it's bitmask // 0x8 - ?? // 0x4 - gm // 0x2 - dnd // 0x1 - afk if(isGMChat()) return 4; else if(isDND()) return 3; if(isAFK()) return 1; else return 0; } bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options) { if(!MapManager::IsValidMapCoord(mapid, x, y, z, orientation)) { sLog.outError("TeleportTo: invalid map %d or absent instance template.", mapid); return false; } // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later) Pet* pet = GetPet(); MapEntry const* mEntry = sMapStore.LookupEntry(mapid); // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)... // don't let gm level > 1 either if(!InBattleGround() && mEntry->IsBattleGroundOrArena()) return false; // client without expansion support if(GetSession()->Expansion() < mEntry->Expansion()) { DEBUG_LOG("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid); if(GetTransport()) RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :) SendTransferAborted(mapid, TRANSFER_ABORT_INSUF_EXPAN_LVL, mEntry->Expansion()); return false; // normal client can't teleport to this map... } else { DEBUG_LOG("Player %s is being teleported to map %u", GetName(), mapid); } // if we were on a transport, leave if (!(options & TELE_TO_NOT_LEAVE_TRANSPORT) && m_transport) { m_transport->RemovePassenger(this); m_transport = NULL; m_movementInfo.ClearTransportData(); } // The player was ported to another map and looses the duel immediately. // We have to perform this check before the teleport, otherwise the // ObjectAccessor won't find the flag. if (duel && GetMapId() != mapid) { GameObject* obj = GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER)); if (obj) DuelComplete(DUEL_FLED); } // reset movement flags at teleport, because player will continue move with these flags after teleport m_movementInfo.SetMovementFlags(MOVEFLAG_NONE); if ((GetMapId() == mapid) && (!m_transport)) { //lets reset far teleport flag if it wasn't reset during chained teleports SetSemaphoreTeleportFar(false); //setup delayed teleport flag //if teleport spell is casted in Unit::Update() func //then we need to delay it until update process will be finished if (SetDelayedTeleportFlagIfCan()) { SetSemaphoreTeleportNear(true); //lets save teleport destination for player m_teleport_dest = WorldLocation(mapid, x, y, z, orientation); m_teleport_options = options; return true; } if (!(options & TELE_TO_NOT_UNSUMMON_PET)) { //same map, only remove pet if out of range for new position if(pet && !pet->IsWithinDist3d(x, y, z, GetMap()->GetVisibilityDistance())) UnsummonPetTemporaryIfAny(); } if (!(options & TELE_TO_NOT_LEAVE_COMBAT)) CombatStop(); // this will be used instead of the current location in SaveToDB m_teleport_dest = WorldLocation(mapid, x, y, z, orientation); SetFallInformation(0, z); // code for finish transfer called in WorldSession::HandleMovementOpcodes() // at client packet MSG_MOVE_TELEPORT_ACK SetSemaphoreTeleportNear(true); // near teleport, triggering send MSG_MOVE_TELEPORT_ACK from client at landing if(!GetSession()->PlayerLogout()) { WorldPacket data; BuildTeleportAckMsg(data, x, y, z, orientation); GetSession()->SendPacket(&data); } } else { // far teleport to another map Map* oldmap = IsInWorld() ? GetMap() : NULL; // check if we can enter before stopping combat / removing pet / totems / interrupting spells // Check enter rights before map getting to avoid creating instance copy for player // this check not dependent from map instance copy and same for all instance copies of selected map if (!sMapMgr.CanPlayerEnter(mapid, this)) return false; // If the map is not created, assume it is possible to enter it. // It will be created in the WorldPortAck. Map *map = sMapMgr.FindMap(mapid); if (!map || map->CanEnter(this)) { //lets reset near teleport flag if it wasn't reset during chained teleports SetSemaphoreTeleportNear(false); //setup delayed teleport flag //if teleport spell is casted in Unit::Update() func //then we need to delay it until update process will be finished if (SetDelayedTeleportFlagIfCan()) { SetSemaphoreTeleportFar(true); //lets save teleport destination for player m_teleport_dest = WorldLocation(mapid, x, y, z, orientation); m_teleport_options = options; return true; } SetSelectionGuid(ObjectGuid()); CombatStop(); ResetContestedPvP(); // remove player from battleground on far teleport (when changing maps) if (BattleGround const* bg = GetBattleGround()) { // Note: at battleground join battleground id set before teleport // and we already will found "current" battleground // just need check that this is targeted map or leave if(bg->GetMapId() != mapid) LeaveBattleground(false); // don't teleport to entry point } // remove pet on map change if (pet) UnsummonPetTemporaryIfAny(); // remove all dyn objects RemoveAllDynObjects(); // stop spellcasting // not attempt interrupt teleportation spell at caster teleport if (!(options & TELE_TO_SPELL)) if (IsNonMeleeSpellCasted(true)) InterruptNonMeleeSpells(true); //remove auras before removing from map... RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP | AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING); if (!GetSession()->PlayerLogout()) { // send transfer packets WorldPacket data(SMSG_TRANSFER_PENDING, (4+4+4)); data << uint32(mapid); if (m_transport) { data << uint32(m_transport->GetEntry()); data << uint32(GetMapId()); } GetSession()->SendPacket(&data); data.Initialize(SMSG_NEW_WORLD, (20)); if (m_transport) { data << uint32(mapid); data << float(m_movementInfo.GetTransportPos()->x); data << float(m_movementInfo.GetTransportPos()->y); data << float(m_movementInfo.GetTransportPos()->z); data << float(m_movementInfo.GetTransportPos()->o); } else { data << uint32(mapid); data << float(x); data << float(y); data << float(z); data << float(orientation); } GetSession()->SendPacket( &data ); SendSavedInstances(); } // remove from old map now if (oldmap) oldmap->Remove(this, false); // new final coordinates float final_x = x; float final_y = y; float final_z = z; float final_o = orientation; if (m_transport) { final_x += m_movementInfo.GetTransportPos()->x; final_y += m_movementInfo.GetTransportPos()->y; final_z += m_movementInfo.GetTransportPos()->z; final_o += m_movementInfo.GetTransportPos()->o; } m_teleport_dest = WorldLocation(mapid, final_x, final_y, final_z, final_o); SetFallInformation(0, final_z); // if the player is saved before worldport ack (at logout for example) // this will be used instead of the current location in SaveToDB // move packet sent by client always after far teleport // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet SetSemaphoreTeleportFar(true); } else return false; } return true; } bool Player::TeleportToBGEntryPoint() { ScheduleDelayedOperation(DELAYED_BG_MOUNT_RESTORE); ScheduleDelayedOperation(DELAYED_BG_TAXI_RESTORE); return TeleportTo(m_bgData.joinPos); } void Player::ProcessDelayedOperations() { if(m_DelayedOperations == 0) return; if(m_DelayedOperations & DELAYED_RESURRECT_PLAYER) { ResurrectPlayer(0.0f, false); if(GetMaxHealth() > m_resurrectHealth) SetHealth( m_resurrectHealth ); else SetHealth( GetMaxHealth() ); if(GetMaxPower(POWER_MANA) > m_resurrectMana) SetPower(POWER_MANA, m_resurrectMana ); else SetPower(POWER_MANA, GetMaxPower(POWER_MANA) ); SetPower(POWER_RAGE, 0 ); SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY) ); SpawnCorpseBones(); } if(m_DelayedOperations & DELAYED_SAVE_PLAYER) { SaveToDB(); } if(m_DelayedOperations & DELAYED_SPELL_CAST_DESERTER) { CastSpell(this, 26013, true); // Deserter } if (m_DelayedOperations & DELAYED_BG_MOUNT_RESTORE) { if (m_bgData.mountSpell) { CastSpell(this, m_bgData.mountSpell, true); m_bgData.mountSpell = 0; } } if (m_DelayedOperations & DELAYED_BG_TAXI_RESTORE) { if (m_bgData.HasTaxiPath()) { m_taxi.AddTaxiDestination(m_bgData.taxiPath[0]); m_taxi.AddTaxiDestination(m_bgData.taxiPath[1]); m_bgData.ClearTaxiPath(); ContinueTaxiFlight(); } } //we have executed ALL delayed ops, so clear the flag m_DelayedOperations = 0; } void Player::AddToWorld() { ///- Do not add/remove the player from the object storage ///- It will crash when updating the ObjectAccessor ///- The player should only be added when logging in Unit::AddToWorld(); for(int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i) { if(m_items[i]) m_items[i]->AddToWorld(); } } void Player::RemoveFromWorld() { for(int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i) { if(m_items[i]) m_items[i]->RemoveFromWorld(); } ///- Do not add/remove the player from the object storage ///- It will crash when updating the ObjectAccessor ///- The player should only be removed when logging out if (IsInWorld()) GetCamera().ResetView(); Unit::RemoveFromWorld(); } void Player::RewardRage( uint32 damage, uint32 weaponSpeedHitFactor, bool attacker ) { float addRage; float rageconversion = float((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911f; if(attacker) { addRage = ((damage/rageconversion*7.5f + weaponSpeedHitFactor)/2.0f); // talent who gave more rage on attack addRage *= 1.0f + GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT) / 100.0f; } else { addRage = damage/rageconversion*2.5f; // Berserker Rage effect if (HasAura(18499, EFFECT_INDEX_0)) addRage *= 1.3f; } addRage *= sWorld.getConfig(CONFIG_FLOAT_RATE_POWER_RAGE_INCOME); ModifyPower(POWER_RAGE, uint32(addRage*10)); } void Player::RegenerateAll(uint32 diff) { // Not in combat or they have regeneration if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) || HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT) || IsPolymorphed() ) { RegenerateHealth(diff); if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN)) { Regenerate(POWER_RAGE, diff); if(getClass() == CLASS_DEATH_KNIGHT) Regenerate(POWER_RUNIC_POWER, diff); } } Regenerate(POWER_ENERGY, diff); Regenerate(POWER_MANA, diff); if (getClass() == CLASS_DEATH_KNIGHT) Regenerate(POWER_RUNE, diff); m_regenTimer = REGEN_TIME_FULL; } // diff contains the time in milliseconds since last regen. void Player::Regenerate(Powers power, uint32 diff) { uint32 curValue = GetPower(power); uint32 maxValue = GetMaxPower(power); float addvalue = 0.0f; switch (power) { case POWER_MANA: { bool recentCast = IsUnderLastManaUseEffect(); float ManaIncreaseRate = sWorld.getConfig(CONFIG_FLOAT_RATE_POWER_MANA); if (recentCast) { // Mangos Updates Mana in intervals of 2s, which is correct addvalue = GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER) * ManaIncreaseRate * 2.00f; } else { addvalue = GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER) * ManaIncreaseRate * 2.00f; } } break; case POWER_RAGE: // Regenerate rage { float RageDecreaseRate = sWorld.getConfig(CONFIG_FLOAT_RATE_POWER_RAGE_LOSS); addvalue = 20 * RageDecreaseRate; // 2 rage by tick (= 2 seconds => 1 rage/sec) } break; case POWER_ENERGY: // Regenerate energy (rogue) { float EnergyRate = sWorld.getConfig(CONFIG_FLOAT_RATE_POWER_ENERGY); addvalue = 20 * EnergyRate; break; } case POWER_RUNIC_POWER: { float RunicPowerDecreaseRate = sWorld.getConfig(CONFIG_FLOAT_RATE_POWER_RUNICPOWER_LOSS); addvalue = 30 * RunicPowerDecreaseRate; // 3 RunicPower by tick } break; case POWER_RUNE: { if (getClass() != CLASS_DEATH_KNIGHT) break; for(uint32 rune = 0; rune < MAX_RUNES; ++rune) { if(uint16 cd = GetRuneCooldown(rune)) // if we have cooldown, reduce it... { uint32 cd_diff = diff; AuraList const& ModPowerRegenPCTAuras = GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT); for(AuraList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i) if ((*i)->GetModifier()->m_miscvalue == int32(power) && (*i)->GetMiscBValue()==GetCurrentRune(rune)) cd_diff = cd_diff * ((*i)->GetModifier()->m_amount + 100) / 100; SetRuneCooldown(rune, (cd < cd_diff) ? 0 : cd - cd_diff); } } } break; case POWER_FOCUS: case POWER_HAPPINESS: case POWER_HEALTH: break; } // Mana regen calculated in Player::UpdateManaRegen() // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras if(power != POWER_MANA) { AuraList const& ModPowerRegenPCTAuras = GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT); for(AuraList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i) if ((*i)->GetModifier()->m_miscvalue == int32(power)) addvalue *= ((*i)->GetModifier()->m_amount + 100) / 100.0f; } // addvalue computed on a 2sec basis. => update to diff time addvalue *= float(diff) / REGEN_TIME_FULL; if (power != POWER_RAGE && power != POWER_RUNIC_POWER) { curValue += uint32(addvalue); if (curValue > maxValue) curValue = maxValue; } else { if(curValue <= uint32(addvalue)) curValue = 0; else curValue -= uint32(addvalue); } SetPower(power, curValue); } void Player::RegenerateHealth(uint32 diff) { uint32 curValue = GetHealth(); uint32 maxValue = GetMaxHealth(); if (curValue >= maxValue) return; float HealthIncreaseRate = sWorld.getConfig(CONFIG_FLOAT_RATE_HEALTH); float addvalue = 0.0f; // polymorphed case if ( IsPolymorphed() ) addvalue = (float)GetMaxHealth()/3; // normal regen case (maybe partly in combat case) else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) ) { addvalue = OCTRegenHPPerSpirit()* HealthIncreaseRate; if (!isInCombat()) { AuraList const& mModHealthRegenPct = GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT); for(AuraList::const_iterator i = mModHealthRegenPct.begin(); i != mModHealthRegenPct.end(); ++i) addvalue *= (100.0f + (*i)->GetModifier()->m_amount) / 100.0f; } else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT)) addvalue *= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT) / 100.0f; if(!IsStandState()) addvalue *= 1.5; } // always regeneration bonus (including combat) addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT); if(addvalue < 0) addvalue = 0; addvalue *= (float)diff / REGEN_TIME_FULL; ModifyHealth(int32(addvalue)); } Creature* Player::GetNPCIfCanInteractWith(ObjectGuid guid, uint32 npcflagmask) { // some basic checks if (guid.IsEmpty() || !IsInWorld() || IsTaxiFlying()) return NULL; // not in interactive state if (hasUnitState(UNIT_STAT_CAN_NOT_REACT_OR_LOST_CONTROL)) return NULL; // exist (we need look pets also for some interaction (quest/etc) Creature *unit = GetMap()->GetAnyTypeCreature(guid); if (!unit) return NULL; // appropriate npc type if (npcflagmask && !unit->HasFlag( UNIT_NPC_FLAGS, npcflagmask )) return NULL; if (npcflagmask == UNIT_NPC_FLAG_STABLEMASTER) { if (getClass() != CLASS_HUNTER) return NULL; } // if a dead unit should be able to talk - the creature must be alive and have special flags if (!unit->isAlive()) return NULL; if (isAlive() && unit->isInvisibleForAlive()) return NULL; // not allow interaction under control, but allow with own pets if (!unit->GetCharmerGuid().IsEmpty()) return NULL; // not enemy if (unit->IsHostileTo(this)) return NULL; // not unfriendly if(FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(unit->getFaction())) if(factionTemplate->faction) if(FactionEntry const* faction = sFactionStore.LookupEntry(factionTemplate->faction)) if(faction->reputationListID >= 0 && GetReputationMgr().GetRank(faction) <= REP_UNFRIENDLY) return NULL; // not too far if(!unit->IsWithinDistInMap(this,INTERACTION_DISTANCE)) return NULL; return unit; } GameObject* Player::GetGameObjectIfCanInteractWith(ObjectGuid guid, uint32 gameobject_type) const { // some basic checks if (guid.IsEmpty() || !IsInWorld() || IsTaxiFlying()) return NULL; // not in interactive state if (hasUnitState(UNIT_STAT_CAN_NOT_REACT_OR_LOST_CONTROL)) return NULL; if (GameObject *go = GetMap()->GetGameObject(guid)) { if (uint32(go->GetGoType()) == gameobject_type || gameobject_type == MAX_GAMEOBJECT_TYPE) { float maxdist; switch(go->GetGoType()) { // TODO: find out how the client calculates the maximal usage distance to spellless working // gameobjects like guildbanks and mailboxes - 10.0 is a just an abitrary choosen number case GAMEOBJECT_TYPE_GUILD_BANK: case GAMEOBJECT_TYPE_MAILBOX: maxdist = 10.0f; break; case GAMEOBJECT_TYPE_FISHINGHOLE: maxdist = 20.0f+CONTACT_DISTANCE; // max spell range break; default: maxdist = INTERACTION_DISTANCE; break; } if (go->IsWithinDistInMap(this, maxdist) && go->isSpawned()) return go; sLog.outError("GetGameObjectIfCanInteractWith: GameObject '%s' [GUID: %u] is too far away from player %s [GUID: %u] to be used by him (distance=%f, maximal %f is allowed)", go->GetGOInfo()->name, go->GetGUIDLow(), GetName(), GetGUIDLow(), go->GetDistance(this), maxdist); } } return NULL; } bool Player::IsUnderWater() const { return GetTerrain()->IsUnderWater(GetPositionX(), GetPositionY(), GetPositionZ()+2); } void Player::SetInWater(bool apply) { if(m_isInWater==apply) return; //define player in water by opcodes //move player's guid into HateOfflineList of those mobs //which can't swim and move guid back into ThreatList when //on surface. //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water m_isInWater = apply; // remove auras that need water/land RemoveAurasWithInterruptFlags(apply ? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER : AURA_INTERRUPT_FLAG_NOT_UNDERWATER); getHostileRefManager().updateThreatTables(); } struct SetGameMasterOnHelper { explicit SetGameMasterOnHelper() {} void operator()(Unit* unit) const { unit->setFaction(35); unit->getHostileRefManager().setOnlineOfflineState(false); } }; struct SetGameMasterOffHelper { explicit SetGameMasterOffHelper(uint32 _faction) : faction(_faction) {} void operator()(Unit* unit) const { unit->setFaction(faction); unit->getHostileRefManager().setOnlineOfflineState(true); } uint32 faction; }; void Player::SetGameMaster(bool on) { if(on) { m_ExtraFlags |= PLAYER_EXTRA_GM_ON; setFaction(35); SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM); CallForAllControlledUnits(SetGameMasterOnHelper(), CONTROLLED_PET|CONTROLLED_TOTEMS|CONTROLLED_GUARDIANS|CONTROLLED_CHARM); SetFFAPvP(false); ResetContestedPvP(); getHostileRefManager().setOnlineOfflineState(false); CombatStopWithPets(); SetPhaseMask(PHASEMASK_ANYWHERE,false); // see and visible in all phases } else { // restore phase AuraList const& phases = GetAurasByType(SPELL_AURA_PHASE); SetPhaseMask(!phases.empty() ? phases.front()->GetMiscValue() : PHASEMASK_NORMAL,false); m_ExtraFlags &= ~ PLAYER_EXTRA_GM_ON; setFactionForRace(getRace()); RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM); CallForAllControlledUnits(SetGameMasterOffHelper(getFaction()), CONTROLLED_PET|CONTROLLED_TOTEMS|CONTROLLED_GUARDIANS|CONTROLLED_CHARM); // restore FFA PvP Server state if(sWorld.IsFFAPvPRealm()) SetFFAPvP(true); // restore FFA PvP area state, remove not allowed for GM mounts UpdateArea(m_areaUpdateId); getHostileRefManager().setOnlineOfflineState(true); } m_camera.UpdateVisibilityForOwner(); UpdateObjectVisibility(); UpdateForQuestWorldObjects(); } void Player::SetGMVisible(bool on) { if(on) { m_ExtraFlags &= ~PLAYER_EXTRA_GM_INVISIBLE; //remove flag // Reapply stealth/invisibility if active or show if not any if(HasAuraType(SPELL_AURA_MOD_STEALTH)) SetVisibility(VISIBILITY_GROUP_STEALTH); else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY)) SetVisibility(VISIBILITY_GROUP_INVISIBILITY); else SetVisibility(VISIBILITY_ON); } else { m_ExtraFlags |= PLAYER_EXTRA_GM_INVISIBLE; //add flag SetAcceptWhispers(false); SetGameMaster(true); SetVisibility(VISIBILITY_OFF); } } bool Player::IsGroupVisibleFor(Player* p) const { switch(sWorld.getConfig(CONFIG_UINT32_GROUP_VISIBILITY)) { default: return IsInSameGroupWith(p); case 1: return IsInSameRaidWith(p); case 2: return GetTeam()==p->GetTeam(); } } bool Player::IsInSameGroupWith(Player const* p) const { return (p==this || (GetGroup() != NULL && GetGroup()->SameSubGroup((Player*)this, (Player*)p))); } ///- If the player is invited, remove him. If the group if then only 1 person, disband the group. /// \todo Shouldn't we also check if there is no other invitees before disbanding the group? void Player::UninviteFromGroup() { Group* group = GetGroupInvite(); if(!group) return; group->RemoveInvite(this); if(group->GetMembersCount() <= 1) // group has just 1 member => disband { if(group->IsCreated()) { group->Disband(true); sObjectMgr.RemoveGroup(group); } else group->RemoveAllInvites(); delete group; } } void Player::RemoveFromGroup(Group* group, ObjectGuid guid) { if (group) { if (group->RemoveMember(guid, 0) <= 1) { // group->Disband(); already disbanded in RemoveMember sObjectMgr.RemoveGroup(group); delete group; // removemember sets the player's group pointer to NULL } } } void Player::SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 RestXP) { WorldPacket data(SMSG_LOG_XPGAIN, 21); data << (victim ? victim->GetObjectGuid() : ObjectGuid());// guid data << uint32(GivenXP+RestXP); // given experience data << uint8(victim ? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type if(victim) { data << uint32(GivenXP); // experience without rested bonus data << float(1); // 1 - none 0 - 100% group bonus output } data << uint8(0); // new 2.4.0 GetSession()->SendPacket(&data); } void Player::GiveXP(uint32 xp, Unit* victim) { if ( xp < 1 ) return; if(!isAlive()) return; uint32 level = getLevel(); // XP to money conversion processed in Player::RewardQuest if(level >= sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL)) return; if(victim) { // handle SPELL_AURA_MOD_KILL_XP_PCT auras Unit::AuraList const& ModXPPctAuras = GetAurasByType(SPELL_AURA_MOD_KILL_XP_PCT); for(Unit::AuraList::const_iterator i = ModXPPctAuras.begin();i != ModXPPctAuras.end(); ++i) xp = uint32(xp*(1.0f + (*i)->GetModifier()->m_amount / 100.0f)); } else { // handle SPELL_AURA_MOD_QUEST_XP_PCT auras Unit::AuraList const& ModXPPctAuras = GetAurasByType(SPELL_AURA_MOD_QUEST_XP_PCT); for(Unit::AuraList::const_iterator i = ModXPPctAuras.begin();i != ModXPPctAuras.end(); ++i) xp = uint32(xp*(1.0f + (*i)->GetModifier()->m_amount / 100.0f)); } // XP resting bonus for kill uint32 rested_bonus_xp = victim ? GetXPRestBonus(xp) : 0; SendLogXPGain(xp,victim,rested_bonus_xp); uint32 curXP = GetUInt32Value(PLAYER_XP); uint32 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP); uint32 newXP = curXP + xp + rested_bonus_xp; while( newXP >= nextLvlXP && level < sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL) ) { newXP -= nextLvlXP; if ( level < sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL) ) GiveLevel(level + 1); level = getLevel(); nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP); } SetUInt32Value(PLAYER_XP, newXP); } // Update player to next level // Current player experience not update (must be update by caller) void Player::GiveLevel(uint32 level) { if ( level == getLevel() ) return; PlayerLevelInfo info; sObjectMgr.GetPlayerLevelInfo(getRace(),getClass(),level,&info); PlayerClassLevelInfo classInfo; sObjectMgr.GetPlayerClassLevelInfo(getClass(),level,&classInfo); // send levelup info to client WorldPacket data(SMSG_LEVELUP_INFO, (4+4+MAX_POWERS*4+MAX_STATS*4)); data << uint32(level); data << uint32(int32(classInfo.basehealth) - int32(GetCreateHealth())); // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6) data << uint32(int32(classInfo.basemana) - int32(GetCreateMana())); data << uint32(0); data << uint32(0); data << uint32(0); data << uint32(0); data << uint32(0); data << uint32(0); // end for for(int i = STAT_STRENGTH; i < MAX_STATS; ++i) // Stats loop (0-4) data << uint32(int32(info.stats[i]) - GetCreateStat(Stats(i))); GetSession()->SendPacket(&data); SetUInt32Value(PLAYER_NEXT_LEVEL_XP, sObjectMgr.GetXPForLevel(level)); //update level, max level of skills m_Played_time[PLAYED_TIME_LEVEL] = 0; // Level Played Time reset _ApplyAllLevelScaleItemMods(false); SetLevel(level); UpdateSkillsForLevel (); // save base values (bonuses already included in stored stats for(int i = STAT_STRENGTH; i < MAX_STATS; ++i) SetCreateStat(Stats(i), info.stats[i]); SetCreateHealth(classInfo.basehealth); SetCreateMana(classInfo.basemana); InitTalentForLevel(); InitTaxiNodesForLevel(); InitGlyphsForLevel(); UpdateAllStats(); // set current level health and mana/energy to maximum after applying all mods. SetHealth(GetMaxHealth()); SetPower(POWER_MANA, GetMaxPower(POWER_MANA)); SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY)); if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE)) SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE)); SetPower(POWER_FOCUS, 0); SetPower(POWER_HAPPINESS, 0); _ApplyAllLevelScaleItemMods(true); // update level to hunter/summon pet if (Pet* pet = GetPet()) pet->SynchronizeLevelWithOwner(); if (MailLevelReward const* mailReward = sObjectMgr.GetMailLevelReward(level,getRaceMask())) MailDraft(mailReward->mailTemplateId).SendMailTo(this,MailSender(MAIL_CREATURE,mailReward->senderEntry)); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL); } void Player::UpdateFreeTalentPoints(bool resetIfNeed) { uint32 level = getLevel(); // talents base at level diff ( talents = level - 9 but some can be used already) if (level < 10) { // Remove all talent points if (m_usedTalentCount > 0) // Free any used talents { if (resetIfNeed) resetTalents(true); SetFreeTalentPoints(0); } } else { uint32 talentPointsForLevel = CalculateTalentsPoints(); // if used more that have then reset if (m_usedTalentCount > talentPointsForLevel) { if (resetIfNeed && GetSession()->GetSecurity() < SEC_ADMINISTRATOR) resetTalents(true); else SetFreeTalentPoints(0); } // else update amount of free points else SetFreeTalentPoints(talentPointsForLevel-m_usedTalentCount); } } void Player::InitTalentForLevel() { UpdateFreeTalentPoints(); if (!GetSession()->PlayerLoading()) SendTalentsInfoData(false); // update at client } void Player::InitStatsForLevel(bool reapplyMods) { if(reapplyMods) //reapply stats values only on .reset stats (level) command _RemoveAllStatBonuses(); PlayerClassLevelInfo classInfo; sObjectMgr.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo); PlayerLevelInfo info; sObjectMgr.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info); SetUInt32Value(PLAYER_FIELD_MAX_LEVEL, sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL) ); SetUInt32Value(PLAYER_NEXT_LEVEL_XP, sObjectMgr.GetXPForLevel(getLevel())); // reset before any aura state sources (health set/aura apply) SetUInt32Value(UNIT_FIELD_AURASTATE, 0); UpdateSkillsForLevel (); // set default cast time multiplier SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); // save base values (bonuses already included in stored stats for(int i = STAT_STRENGTH; i < MAX_STATS; ++i) SetCreateStat(Stats(i), info.stats[i]); for(int i = STAT_STRENGTH; i < MAX_STATS; ++i) SetStat(Stats(i), info.stats[i]); SetCreateHealth(classInfo.basehealth); //set create powers SetCreateMana(classInfo.basemana); SetArmor(int32(m_createStats[STAT_AGILITY]*2)); InitStatBuffMods(); //reset rating fields values for(uint16 index = PLAYER_FIELD_COMBAT_RATING_1; index < PLAYER_FIELD_COMBAT_RATING_1 + MAX_COMBAT_RATING; ++index) SetUInt32Value(index, 0); SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS,0); for (int i = 0; i < MAX_SPELL_SCHOOL; ++i) { SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG+i, 0); SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+i, 0); SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT+i, 1.00f); } //reset attack power, damage and attack speed fields SetFloatValue(UNIT_FIELD_BASEATTACKTIME, 2000.0f ); SetFloatValue(UNIT_FIELD_BASEATTACKTIME + 1, 2000.0f ); // offhand attack time SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME, 2000.0f ); SetFloatValue(UNIT_FIELD_MINDAMAGE, 0.0f ); SetFloatValue(UNIT_FIELD_MAXDAMAGE, 0.0f ); SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, 0.0f ); SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, 0.0f ); SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, 0.0f ); SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, 0.0f ); SetInt32Value(UNIT_FIELD_ATTACK_POWER, 0 ); SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, 0 ); SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER,0.0f); SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER, 0 ); SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS,0 ); SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER,0.0f); // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset SetFloatValue(PLAYER_CRIT_PERCENTAGE,0.0f); SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE,0.0f); SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE,0.0f); // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset for (uint8 i = 0; i < MAX_SPELL_SCHOOL; ++i) SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1+i, 0.0f); SetFloatValue(PLAYER_PARRY_PERCENTAGE, 0.0f); SetFloatValue(PLAYER_BLOCK_PERCENTAGE, 0.0f); SetUInt32Value(PLAYER_SHIELD_BLOCK, 0); // Dodge percentage SetFloatValue(PLAYER_DODGE_PERCENTAGE, 0.0f); // set armor (resistance 0) to original value (create_agility*2) SetArmor(int32(m_createStats[STAT_AGILITY]*2)); SetResistanceBuffMods(SpellSchools(0), true, 0.0f); SetResistanceBuffMods(SpellSchools(0), false, 0.0f); // set other resistance to original value (0) for (int i = 1; i < MAX_SPELL_SCHOOL; ++i) { SetResistance(SpellSchools(i), 0); SetResistanceBuffMods(SpellSchools(i), true, 0.0f); SetResistanceBuffMods(SpellSchools(i), false, 0.0f); } SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE,0); SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE,0); for(int i = 0; i < MAX_SPELL_SCHOOL; ++i) { SetUInt32Value(UNIT_FIELD_POWER_COST_MODIFIER+i,0); SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER+i,0.0f); } // Reset no reagent cost field for(int i = 0; i < 3; ++i) SetUInt32Value(PLAYER_NO_REAGENT_COST_1 + i, 0); // Init data for form but skip reapply item mods for form InitDataForForm(reapplyMods); // save new stats for (int i = POWER_MANA; i < MAX_POWERS; ++i) SetMaxPower(Powers(i), GetCreatePowers(Powers(i))); SetMaxHealth(classInfo.basehealth); // stamina bonus will applied later // cleanup mounted state (it will set correctly at aura loading if player saved at mount. SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, 0); // cleanup unit flags (will be re-applied if need at aura load). RemoveFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_NOT_ATTACKABLE_1 | UNIT_FLAG_OOC_NOT_ATTACKABLE | UNIT_FLAG_PASSIVE | UNIT_FLAG_LOOTING | UNIT_FLAG_PET_IN_COMBAT | UNIT_FLAG_SILENCED | UNIT_FLAG_PACIFIED | UNIT_FLAG_STUNNED | UNIT_FLAG_IN_COMBAT | UNIT_FLAG_DISARMED | UNIT_FLAG_CONFUSED | UNIT_FLAG_FLEEING | UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_SKINNABLE | UNIT_FLAG_MOUNT | UNIT_FLAG_TAXI_FLIGHT ); SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE ); // must be set SetFlag(UNIT_FIELD_FLAGS_2,UNIT_FLAG2_REGENERATE_POWER);// must be set // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example. RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK | PLAYER_FLAGS_DND | PLAYER_FLAGS_GM | PLAYER_FLAGS_GHOST); RemoveStandFlags(UNIT_STAND_FLAGS_ALL); // one form stealth modified bytes RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP | UNIT_BYTE2_FLAG_SANCTUARY); // restore if need some important flags SetUInt32Value(PLAYER_FIELD_BYTES2, 0 ); // flags empty by default if(reapplyMods) //reapply stats values only on .reset stats (level) command _ApplyAllStatBonuses(); // set current level health and mana/energy to maximum after applying all mods. SetHealth(GetMaxHealth()); SetPower(POWER_MANA, GetMaxPower(POWER_MANA)); SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY)); if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE)) SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE)); SetPower(POWER_FOCUS, 0); SetPower(POWER_HAPPINESS, 0); SetPower(POWER_RUNIC_POWER, 0); // update level to hunter/summon pet if (Pet* pet = GetPet()) pet->SynchronizeLevelWithOwner(); } void Player::SendInitialSpells() { time_t curTime = time(NULL); time_t infTime = curTime + infinityCooldownDelayCheck; uint16 spellCount = 0; WorldPacket data(SMSG_INITIAL_SPELLS, (1+2+4*m_spells.size()+2+m_spellCooldowns.size()*(2+2+2+4+4))); data << uint8(0); size_t countPos = data.wpos(); data << uint16(spellCount); // spell count placeholder for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr) { if(itr->second.state == PLAYERSPELL_REMOVED) continue; if(!itr->second.active || itr->second.disabled) continue; data << uint32(itr->first); data << uint16(0); // it's not slot id spellCount +=1; } data.put(countPos,spellCount); // write real count value uint16 spellCooldowns = m_spellCooldowns.size(); data << uint16(spellCooldowns); for(SpellCooldowns::const_iterator itr=m_spellCooldowns.begin(); itr!=m_spellCooldowns.end(); ++itr) { SpellEntry const *sEntry = sSpellStore.LookupEntry(itr->first); if(!sEntry) continue; data << uint32(itr->first); data << uint16(itr->second.itemid); // cast item id data << uint16(sEntry->Category); // spell category // send infinity cooldown in special format if(itr->second.end >= infTime) { data << uint32(1); // cooldown data << uint32(0x80000000); // category cooldown continue; } time_t cooldown = itr->second.end > curTime ? (itr->second.end-curTime)*IN_MILLISECONDS : 0; if(sEntry->Category) // may be wrong, but anyway better than nothing... { data << uint32(0); // cooldown data << uint32(cooldown); // category cooldown } else { data << uint32(cooldown); // cooldown data << uint32(0); // category cooldown } } GetSession()->SendPacket(&data); DETAIL_LOG( "CHARACTER: Sent Initial Spells" ); } void Player::RemoveMail(uint32 id) { for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();++itr) { if ((*itr)->messageID == id) { //do not delete item, because Player::removeMail() is called when returning mail to sender. m_mail.erase(itr); return; } } } void Player::SendMailResult(uint32 mailId, MailResponseType mailAction, MailResponseResult mailError, uint32 equipError, uint32 item_guid, uint32 item_count) { WorldPacket data(SMSG_SEND_MAIL_RESULT, (4+4+4+(mailError == MAIL_ERR_EQUIP_ERROR?4:(mailAction == MAIL_ITEM_TAKEN?4+4:0)))); data << (uint32) mailId; data << (uint32) mailAction; data << (uint32) mailError; if ( mailError == MAIL_ERR_EQUIP_ERROR ) data << (uint32) equipError; else if( mailAction == MAIL_ITEM_TAKEN ) { data << (uint32) item_guid; // item guid low? data << (uint32) item_count; // item count? } GetSession()->SendPacket(&data); } void Player::SendNewMail() { // deliver undelivered mail WorldPacket data(SMSG_RECEIVED_MAIL, 4); data << (uint32) 0; GetSession()->SendPacket(&data); } void Player::UpdateNextMailTimeAndUnreads() { // calculate next delivery time (min. from non-delivered mails // and recalculate unReadMail time_t cTime = time(NULL); m_nextMailDelivereTime = 0; unReadMails = 0; for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr) { if((*itr)->deliver_time > cTime) { if(!m_nextMailDelivereTime || m_nextMailDelivereTime > (*itr)->deliver_time) m_nextMailDelivereTime = (*itr)->deliver_time; } else if(((*itr)->checked & MAIL_CHECK_MASK_READ) == 0) ++unReadMails; } } void Player::AddNewMailDeliverTime(time_t deliver_time) { if(deliver_time <= time(NULL)) // ready now { ++unReadMails; SendNewMail(); } else // not ready and no have ready mails { if(!m_nextMailDelivereTime || m_nextMailDelivereTime > deliver_time) m_nextMailDelivereTime = deliver_time; } } bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependent, bool disabled) { SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id); if (!spellInfo) { // do character spell book cleanup (all characters) if(!IsInWorld() && !learning) // spell load case { sLog.outError("Player::addSpell: nonexistent in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id); CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id); } else sLog.outError("Player::addSpell: nonexistent in SpellStore spell #%u request.",spell_id); return false; } if(!SpellMgr::IsSpellValid(spellInfo,this,false)) { // do character spell book cleanup (all characters) if(!IsInWorld() && !learning) // spell load case { sLog.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id); CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id); } else sLog.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id); return false; } PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED; bool dependent_set = false; bool disabled_case = false; bool superceded_old = false; PlayerSpellMap::iterator itr = m_spells.find(spell_id); if (itr != m_spells.end()) { uint32 next_active_spell_id = 0; // fix activate state for non-stackable low rank (and find next spell for !active case) if(sSpellMgr.IsRankedSpellNonStackableInSpellBook(spellInfo)) { SpellChainMapNext const& nextMap = sSpellMgr.GetSpellChainNext(); for(SpellChainMapNext::const_iterator next_itr = nextMap.lower_bound(spell_id); next_itr != nextMap.upper_bound(spell_id); ++next_itr) { if(HasSpell(next_itr->second)) { // high rank already known so this must !active active = false; next_active_spell_id = next_itr->second; break; } } } // not do anything if already known in expected state if(itr->second.state != PLAYERSPELL_REMOVED && itr->second.active == active && itr->second.dependent == dependent && itr->second.disabled == disabled) { if(!IsInWorld() && !learning) // explicitly load from DB and then exist in it already and set correctly itr->second.state = PLAYERSPELL_UNCHANGED; return false; } // dependent spell known as not dependent, overwrite state if (itr->second.state != PLAYERSPELL_REMOVED && !itr->second.dependent && dependent) { itr->second.dependent = dependent; if (itr->second.state != PLAYERSPELL_NEW) itr->second.state = PLAYERSPELL_CHANGED; dependent_set = true; } // update active state for known spell if(itr->second.active != active && itr->second.state != PLAYERSPELL_REMOVED && !itr->second.disabled) { itr->second.active = active; if(!IsInWorld() && !learning && !dependent_set) // explicitly load from DB and then exist in it already and set correctly itr->second.state = PLAYERSPELL_UNCHANGED; else if(itr->second.state != PLAYERSPELL_NEW) itr->second.state = PLAYERSPELL_CHANGED; if(active) { if (IsNeedCastPassiveLikeSpellAtLearn(spellInfo)) CastSpell (this, spell_id, true); } else if(IsInWorld()) { if(next_active_spell_id) { // update spell ranks in spellbook and action bar WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4); data << uint32(spell_id); data << uint32(next_active_spell_id); GetSession()->SendPacket( &data ); } else { WorldPacket data(SMSG_REMOVED_SPELL, 4); data << uint32(spell_id); GetSession()->SendPacket(&data); } } return active; // learn (show in spell book if active now) } if(itr->second.disabled != disabled && itr->second.state != PLAYERSPELL_REMOVED) { if(itr->second.state != PLAYERSPELL_NEW) itr->second.state = PLAYERSPELL_CHANGED; itr->second.disabled = disabled; if(disabled) return false; disabled_case = true; } else switch(itr->second.state) { case PLAYERSPELL_UNCHANGED: // known saved spell return false; case PLAYERSPELL_REMOVED: // re-learning removed not saved spell { m_spells.erase(itr); state = PLAYERSPELL_CHANGED; break; // need re-add } default: // known not saved yet spell (new or modified) { // can be in case spell loading but learned at some previous spell loading if(!IsInWorld() && !learning && !dependent_set) itr->second.state = PLAYERSPELL_UNCHANGED; return false; } } } TalentSpellPos const* talentPos = GetTalentSpellPos(spell_id); if(!disabled_case) // skip new spell adding if spell already known (disabled spells case) { // talent: unlearn all other talent ranks (high and low) if (talentPos) { if(TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentPos->talent_id )) { for(int i=0; i < MAX_TALENT_RANK; ++i) { // skip learning spell and no rank spell case uint32 rankSpellId = talentInfo->RankID[i]; if(!rankSpellId || rankSpellId == spell_id) continue; removeSpell(rankSpellId, false, false); } } } // non talent spell: learn low ranks (recursive call) else if(uint32 prev_spell = sSpellMgr.GetPrevSpellInChain(spell_id)) { if(!IsInWorld() || disabled) // at spells loading, no output, but allow save addSpell(prev_spell, active, true, true, disabled); else // at normal learning learnSpell(prev_spell, true); } PlayerSpell newspell; newspell.state = state; newspell.active = active; newspell.dependent = dependent; newspell.disabled = disabled; // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible if(newspell.active && !newspell.disabled && sSpellMgr.IsRankedSpellNonStackableInSpellBook(spellInfo)) { for( PlayerSpellMap::iterator itr2 = m_spells.begin(); itr2 != m_spells.end(); ++itr2 ) { if(itr2->second.state == PLAYERSPELL_REMOVED) continue; SpellEntry const *i_spellInfo = sSpellStore.LookupEntry(itr2->first); if(!i_spellInfo) continue; if( sSpellMgr.IsRankSpellDueToSpell(spellInfo, itr2->first) ) { if(itr2->second.active) { if(sSpellMgr.IsHighRankOfSpell(spell_id,itr2->first)) { if(IsInWorld()) // not send spell (re-/over-)learn packets at loading { WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4); data << uint32(itr2->first); data << uint32(spell_id); GetSession()->SendPacket( &data ); } // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new) itr2->second.active = false; if(itr2->second.state != PLAYERSPELL_NEW) itr2->second.state = PLAYERSPELL_CHANGED; superceded_old = true; // new spell replace old in action bars and spell book. } else if(sSpellMgr.IsHighRankOfSpell(itr2->first,spell_id)) { if(IsInWorld()) // not send spell (re-/over-)learn packets at loading { WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4); data << uint32(spell_id); data << uint32(itr2->first); GetSession()->SendPacket( &data ); } // mark new spell as disable (not learned yet for client and will not learned) newspell.active = false; if(newspell.state != PLAYERSPELL_NEW) newspell.state = PLAYERSPELL_CHANGED; } } } } } m_spells[spell_id] = newspell; // return false if spell disabled if (newspell.disabled) return false; } if (talentPos) { // update talent map PlayerTalentMap::iterator iter = m_talents[m_activeSpec].find(talentPos->talent_id); if (iter != m_talents[m_activeSpec].end()) { // check if ranks different or removed if ((*iter).second.state == PLAYERSPELL_REMOVED || talentPos->rank != (*iter).second.currentRank) { (*iter).second.currentRank = talentPos->rank; if ((*iter).second.state != PLAYERSPELL_NEW) (*iter).second.state = PLAYERSPELL_CHANGED; } } else { PlayerTalent talent; talent.currentRank = talentPos->rank; talent.m_talentEntry = sTalentStore.LookupEntry(talentPos->talent_id); talent.state = IsInWorld() ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED; m_talents[m_activeSpec][talentPos->talent_id] = talent; } // update used talent points count m_usedTalentCount += GetTalentSpellCost(talentPos); UpdateFreeTalentPoints(false); } // update free primary prof.points (if any, can be none in case GM .learn prof. learning) if (uint32 freeProfs = GetFreePrimaryProfessionPoints()) { if(sSpellMgr.IsPrimaryProfessionFirstRankSpell(spell_id)) SetFreePrimaryProfessions(freeProfs-1); } // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned) // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive if (talentPos && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_LEARN_SPELL)) { // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show) CastSpell(this, spell_id, true); } // also cast passive (and passive like) spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks else if (IsNeedCastPassiveLikeSpellAtLearn(spellInfo)) { CastSpell(this, spell_id, true); } else if (IsSpellHaveEffect(spellInfo,SPELL_EFFECT_SKILL_STEP)) { CastSpell(this, spell_id, true); return false; } // add dependent skills uint16 maxskill = GetMaxSkillValueForLevel(); SpellLearnSkillNode const* spellLearnSkill = sSpellMgr.GetSpellLearnSkill(spell_id); SkillLineAbilityMapBounds skill_bounds = sSpellMgr.GetSkillLineAbilityMapBounds(spell_id); if (spellLearnSkill) { uint32 skill_value = GetPureSkillValue(spellLearnSkill->skill); uint32 skill_max_value = GetPureMaxSkillValue(spellLearnSkill->skill); if (skill_value < spellLearnSkill->value) skill_value = spellLearnSkill->value; uint32 new_skill_max_value = spellLearnSkill->maxvalue == 0 ? maxskill : spellLearnSkill->maxvalue; if (skill_max_value < new_skill_max_value) skill_max_value = new_skill_max_value; SetSkill(spellLearnSkill->skill, skill_value, skill_max_value, spellLearnSkill->step); } else { // not ranked skills for(SkillLineAbilityMap::const_iterator _spell_idx = skill_bounds.first; _spell_idx != skill_bounds.second; ++_spell_idx) { SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId); if (!pSkill) continue; if (HasSkill(pSkill->id)) continue; if (_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL || // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL ((pSkill->id==SKILL_LOCKPICKING || pSkill->id==SKILL_RUNEFORGING) && _spell_idx->second->max_value==0)) { switch(GetSkillRangeType(pSkill, _spell_idx->second->racemask != 0)) { case SKILL_RANGE_LANGUAGE: SetSkill(pSkill->id, 300, 300 ); break; case SKILL_RANGE_LEVEL: SetSkill(pSkill->id, 1, GetMaxSkillValueForLevel() ); break; case SKILL_RANGE_MONO: SetSkill(pSkill->id, 1, 1 ); break; default: break; } } } } // learn dependent spells SpellLearnSpellMapBounds spell_bounds = sSpellMgr.GetSpellLearnSpellMapBounds(spell_id); for(SpellLearnSpellMap::const_iterator itr2 = spell_bounds.first; itr2 != spell_bounds.second; ++itr2) { if (!itr2->second.autoLearned) { if (!IsInWorld() || !itr2->second.active) // at spells loading, no output, but allow save addSpell(itr2->second.spell,itr2->second.active,true,true,false); else // at normal learning learnSpell(itr2->second.spell, true); } } if (!GetSession()->PlayerLoading()) { // not ranked skills for(SkillLineAbilityMap::const_iterator _spell_idx = skill_bounds.first; _spell_idx != skill_bounds.second; ++_spell_idx) { GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE,_spell_idx->second->skillId); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS,_spell_idx->second->skillId); } GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL,spell_id); } // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell return active && !disabled && !superceded_old; } bool Player::IsNeedCastPassiveLikeSpellAtLearn(SpellEntry const* spellInfo) const { ShapeshiftForm form = GetShapeshiftForm(); if (IsNeedCastSpellAtFormApply(spellInfo, form)) // SPELL_ATTR_PASSIVE | SPELL_ATTR_UNK7 spells return true; // all stance req. cases, not have auarastate cases if (!(spellInfo->Attributes & SPELL_ATTR_PASSIVE)) return false; // note: form passives activated with shapeshift spells be implemented by HandleShapeshiftBoosts instead of spell_learn_spell // talent dependent passives activated at form apply have proper stance data bool need_cast = (!spellInfo->Stances || !form && (spellInfo->AttributesEx2 & SPELL_ATTR_EX2_NOT_NEED_SHAPESHIFT)); // Check CasterAuraStates return need_cast && (!spellInfo->CasterAuraState || HasAuraState(AuraState(spellInfo->CasterAuraState))); } void Player::learnSpell(uint32 spell_id, bool dependent) { PlayerSpellMap::iterator itr = m_spells.find(spell_id); bool disabled = (itr != m_spells.end()) ? itr->second.disabled : false; bool active = disabled ? itr->second.active : true; bool learning = addSpell(spell_id, active, true, dependent, false); // prevent duplicated entires in spell book, also not send if not in world (loading) if (learning && IsInWorld()) { WorldPacket data(SMSG_LEARNED_SPELL, 6); data << uint32(spell_id); data << uint16(0); // 3.3.3 unk GetSession()->SendPacket(&data); } // learn all disabled higher ranks (recursive) if(disabled) { SpellChainMapNext const& nextMap = sSpellMgr.GetSpellChainNext(); for(SpellChainMapNext::const_iterator i = nextMap.lower_bound(spell_id); i != nextMap.upper_bound(spell_id); ++i) { PlayerSpellMap::iterator iter = m_spells.find(i->second); if (iter != m_spells.end() && iter->second.disabled) learnSpell(i->second, false); } } } void Player::removeSpell(uint32 spell_id, bool disabled, bool learn_low_rank, bool sendUpdate) { PlayerSpellMap::iterator itr = m_spells.find(spell_id); if (itr == m_spells.end()) return; if (itr->second.state == PLAYERSPELL_REMOVED || (disabled && itr->second.disabled)) return; // unlearn non talent higher ranks (recursive) SpellChainMapNext const& nextMap = sSpellMgr.GetSpellChainNext(); for(SpellChainMapNext::const_iterator itr2 = nextMap.lower_bound(spell_id); itr2 != nextMap.upper_bound(spell_id); ++itr2) if(HasSpell(itr2->second) && !GetTalentSpellPos(itr2->second)) removeSpell(itr2->second, disabled, false); // re-search, it can be corrupted in prev loop itr = m_spells.find(spell_id); if (itr == m_spells.end() || itr->second.state == PLAYERSPELL_REMOVED) return; // already unleared bool cur_active = itr->second.active; bool cur_dependent = itr->second.dependent; if (disabled) { itr->second.disabled = disabled; if(itr->second.state != PLAYERSPELL_NEW) itr->second.state = PLAYERSPELL_CHANGED; } else { if(itr->second.state == PLAYERSPELL_NEW) m_spells.erase(itr); else itr->second.state = PLAYERSPELL_REMOVED; } RemoveAurasDueToSpell(spell_id); // remove pet auras for(int i = 0; i < MAX_EFFECT_INDEX; ++i) if(PetAura const* petSpell = sSpellMgr.GetPetAura(spell_id, SpellEffectIndex(i))) RemovePetAura(petSpell); TalentSpellPos const* talentPos = GetTalentSpellPos(spell_id); if (talentPos) { // update talent map PlayerTalentMap::iterator iter = m_talents[m_activeSpec].find(talentPos->talent_id); if (iter != m_talents[m_activeSpec].end()) { if ((*iter).second.state != PLAYERSPELL_NEW) (*iter).second.state = PLAYERSPELL_REMOVED; else m_talents[m_activeSpec].erase(iter); } else sLog.outError("removeSpell: Player (GUID: %u) has talent spell (id: %u) but doesn't have talent",GetGUIDLow(), spell_id ); // free talent points uint32 talentCosts = GetTalentSpellCost(talentPos); if(talentCosts < m_usedTalentCount) m_usedTalentCount -= talentCosts; else m_usedTalentCount = 0; UpdateFreeTalentPoints(false); } // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning) if(sSpellMgr.IsPrimaryProfessionFirstRankSpell(spell_id)) { uint32 freeProfs = GetFreePrimaryProfessionPoints()+1; if(freeProfs <= sWorld.getConfig(CONFIG_UINT32_MAX_PRIMARY_TRADE_SKILL)) SetFreePrimaryProfessions(freeProfs); } // remove dependent skill SpellLearnSkillNode const* spellLearnSkill = sSpellMgr.GetSpellLearnSkill(spell_id); if(spellLearnSkill) { uint32 prev_spell = sSpellMgr.GetPrevSpellInChain(spell_id); if(!prev_spell) // first rank, remove skill SetSkill(spellLearnSkill->skill, 0, 0); else { // search prev. skill setting by spell ranks chain SpellLearnSkillNode const* prevSkill = sSpellMgr.GetSpellLearnSkill(prev_spell); while(!prevSkill && prev_spell) { prev_spell = sSpellMgr.GetPrevSpellInChain(prev_spell); prevSkill = sSpellMgr.GetSpellLearnSkill(sSpellMgr.GetFirstSpellInChain(prev_spell)); } if (!prevSkill) // not found prev skill setting, remove skill SetSkill(spellLearnSkill->skill, 0, 0); else // set to prev. skill setting values { uint32 skill_value = GetPureSkillValue(prevSkill->skill); uint32 skill_max_value = GetPureMaxSkillValue(prevSkill->skill); if (skill_value > prevSkill->value) skill_value = prevSkill->value; uint32 new_skill_max_value = prevSkill->maxvalue == 0 ? GetMaxSkillValueForLevel() : prevSkill->maxvalue; if (skill_max_value > new_skill_max_value) skill_max_value = new_skill_max_value; SetSkill(prevSkill->skill, skill_value, skill_max_value, prevSkill->step); } } } else { // not ranked skills SkillLineAbilityMapBounds bounds = sSpellMgr.GetSkillLineAbilityMapBounds(spell_id); for(SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx) { SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId); if (!pSkill) continue; if ((_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL && pSkill->categoryId != SKILL_CATEGORY_CLASS) ||// not unlearn class skills (spellbook/talent pages) // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL ((pSkill->id == SKILL_LOCKPICKING || pSkill->id == SKILL_RUNEFORGING) && _spell_idx->second->max_value == 0)) { // not reset skills for professions and racial abilities if ((pSkill->categoryId == SKILL_CATEGORY_SECONDARY || pSkill->categoryId == SKILL_CATEGORY_PROFESSION) && (IsProfessionSkill(pSkill->id) || _spell_idx->second->racemask != 0)) continue; SetSkill(pSkill->id, 0, 0); } } } // remove dependent spells SpellLearnSpellMapBounds spell_bounds = sSpellMgr.GetSpellLearnSpellMapBounds(spell_id); for(SpellLearnSpellMap::const_iterator itr2 = spell_bounds.first; itr2 != spell_bounds.second; ++itr2) removeSpell(itr2->second.spell, disabled); // activate lesser rank in spellbook/action bar, and cast it if need bool prev_activate = false; if (uint32 prev_id = sSpellMgr.GetPrevSpellInChain (spell_id)) { SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id); // if talent then lesser rank also talent and need learn if (talentPos) { if(learn_low_rank) learnSpell(prev_id, false); } // if ranked non-stackable spell: need activate lesser rank and update dependence state else if (cur_active && sSpellMgr.IsRankedSpellNonStackableInSpellBook(spellInfo)) { // need manually update dependence state (learn spell ignore like attempts) PlayerSpellMap::iterator prev_itr = m_spells.find(prev_id); if (prev_itr != m_spells.end()) { if (prev_itr->second.dependent != cur_dependent) { prev_itr->second.dependent = cur_dependent; if (prev_itr->second.state != PLAYERSPELL_NEW) prev_itr->second.state = PLAYERSPELL_CHANGED; } // now re-learn if need re-activate if (cur_active && !prev_itr->second.active && learn_low_rank) { if (addSpell(prev_id, true, false, prev_itr->second.dependent, prev_itr->second.disabled)) { // downgrade spell ranks in spellbook and action bar WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4); data << uint32(spell_id); data << uint32(prev_id); GetSession()->SendPacket( &data ); prev_activate = true; } } } } } // for Titan's Grip and shaman Dual-wield if (CanDualWield() || CanTitanGrip()) { SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id); if (CanDualWield() && IsSpellHaveEffect(spellInfo, SPELL_EFFECT_DUAL_WIELD)) SetCanDualWield(false); if (CanTitanGrip() && IsSpellHaveEffect(spellInfo, SPELL_EFFECT_TITAN_GRIP)) { SetCanTitanGrip(false); // Remove Titan's Grip damage penalty now RemoveAurasDueToSpell(49152); } } // for talents and normal spell unlearn that allow offhand use for some weapons if(sWorld.getConfig(CONFIG_BOOL_OFFHAND_CHECK_AT_TALENTS_RESET)) AutoUnequipOffhandIfNeed(); // remove from spell book if not replaced by lesser rank if (!prev_activate && sendUpdate) { WorldPacket data(SMSG_REMOVED_SPELL, 4); data << uint32(spell_id); GetSession()->SendPacket(&data); } } void Player::RemoveSpellCooldown( uint32 spell_id, bool update /* = false */ ) { m_spellCooldowns.erase(spell_id); if(update) SendClearCooldown(spell_id, this); } void Player::RemoveSpellCategoryCooldown(uint32 cat, bool update /* = false */) { SpellCategoryStore::const_iterator ct = sSpellCategoryStore.find(cat); if (ct == sSpellCategoryStore.end()) return; const SpellCategorySet& ct_set = ct->second; for (SpellCooldowns::const_iterator i = m_spellCooldowns.begin(); i != m_spellCooldowns.end();) { if (ct_set.find(i->first) != ct_set.end()) RemoveSpellCooldown((i++)->first, update); else ++i; } } void Player::RemoveArenaSpellCooldowns() { // remove cooldowns on spells that has < 15 min CD SpellCooldowns::iterator itr, next; // iterate spell cooldowns for(itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end(); itr = next) { next = itr; ++next; SpellEntry const * entry = sSpellStore.LookupEntry(itr->first); // check if spellentry is present and if the cooldown is less than 15 mins if( entry && entry->RecoveryTime <= 15 * MINUTE * IN_MILLISECONDS && entry->CategoryRecoveryTime <= 15 * MINUTE * IN_MILLISECONDS ) { // remove & notify RemoveSpellCooldown(itr->first, true); } } } void Player::RemoveAllSpellCooldown() { if(!m_spellCooldowns.empty()) { for(SpellCooldowns::const_iterator itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end(); ++itr) SendClearCooldown(itr->first, this); m_spellCooldowns.clear(); } } void Player::_LoadSpellCooldowns(QueryResult *result) { // some cooldowns can be already set at aura loading... //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow()); if(result) { time_t curTime = time(NULL); do { Field *fields = result->Fetch(); uint32 spell_id = fields[0].GetUInt32(); uint32 item_id = fields[1].GetUInt32(); time_t db_time = (time_t)fields[2].GetUInt64(); if(!sSpellStore.LookupEntry(spell_id)) { sLog.outError("Player %u has unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id); continue; } // skip outdated cooldown if(db_time <= curTime) continue; AddSpellCooldown(spell_id, item_id, db_time); DEBUG_LOG("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id, item_id, uint32(db_time-curTime)); } while( result->NextRow() ); delete result; } } void Player::_SaveSpellCooldowns() { CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow()); time_t curTime = time(NULL); time_t infTime = curTime + infinityCooldownDelayCheck; bool first_round = true; std::ostringstream ss; // remove outdated and save active for(SpellCooldowns::iterator itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end();) { if(itr->second.end <= curTime) m_spellCooldowns.erase(itr++); else if(itr->second.end <= infTime) // not save locked cooldowns, it will be reset or set at reload { if (first_round) { ss << "INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES "; first_round = false; } // next new/changed record prefix else ss << ", "; ss << "(" << GetGUIDLow() << "," << itr->first << "," << itr->second.itemid << "," << uint64(itr->second.end) << ")"; ++itr; } else ++itr; } // if something changed execute if (!first_round) CharacterDatabase.Execute( ss.str().c_str() ); } uint32 Player::resetTalentsCost() const { // The first time reset costs 1 gold if(m_resetTalentsCost < 1*GOLD) return 1*GOLD; // then 5 gold else if(m_resetTalentsCost < 5*GOLD) return 5*GOLD; // After that it increases in increments of 5 gold else if(m_resetTalentsCost < 10*GOLD) return 10*GOLD; else { time_t months = (sWorld.GetGameTime() - m_resetTalentsTime)/MONTH; if(months > 0) { // This cost will be reduced by a rate of 5 gold per month int32 new_cost = int32((m_resetTalentsCost) - 5*GOLD*months); // to a minimum of 10 gold. return uint32(new_cost < 10*GOLD ? 10*GOLD : new_cost); } else { // After that it increases in increments of 5 gold int32 new_cost = m_resetTalentsCost + 5*GOLD; // until it hits a cap of 50 gold. if(new_cost > 50*GOLD) new_cost = 50*GOLD; return new_cost; } } } bool Player::resetTalents(bool no_cost, bool all_specs) { // not need after this call if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS) && all_specs) RemoveAtLoginFlag(AT_LOGIN_RESET_TALENTS,true); if (m_usedTalentCount == 0 && !all_specs) { UpdateFreeTalentPoints(false); // for fix if need counter return false; } uint32 cost = 0; if(!no_cost) { cost = resetTalentsCost(); if (GetMoney() < cost) { SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0); return false; } } for (PlayerTalentMap::iterator iter = m_talents[m_activeSpec].begin(); iter != m_talents[m_activeSpec].end();) { if (iter->second.state == PLAYERSPELL_REMOVED) { ++iter; continue; } TalentEntry const *talentInfo = (*iter).second.m_talentEntry; if (!talentInfo) { m_talents[m_activeSpec].erase(iter++); continue; } TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab ); if (!talentTabInfo) { m_talents[m_activeSpec].erase(iter++); continue; } // unlearn only talents for character class // some spell learned by one class as normal spells or know at creation but another class learn it as talent, // to prevent unexpected lost normal learned spell skip another class talents if ((getClassMask() & talentTabInfo->ClassMask) == 0) { ++iter; continue; } for (int j = 0; j < MAX_TALENT_RANK; ++j) if (talentInfo->RankID[j]) removeSpell(talentInfo->RankID[j],!IsPassiveSpell(talentInfo->RankID[j]),false); iter = m_talents[m_activeSpec].begin(); } // for not current spec just mark removed all saved to DB case and drop not saved if (all_specs) { for (uint8 spec = 0; spec < MAX_TALENT_SPEC_COUNT; ++spec) { if (spec == m_activeSpec) continue; for (PlayerTalentMap::iterator iter = m_talents[spec].begin(); iter != m_talents[spec].end();) { switch (iter->second.state) { case PLAYERSPELL_REMOVED: ++iter; break; case PLAYERSPELL_NEW: m_talents[spec].erase(iter++); break; default: iter->second.state = PLAYERSPELL_REMOVED; ++iter; break; } } } } UpdateFreeTalentPoints(false); if(!no_cost) { ModifyMoney(-(int32)cost); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS, cost); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS, 1); m_resetTalentsCost = cost; m_resetTalentsTime = time(NULL); } //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras RemovePet(PET_SAVE_REAGENTS); /* when prev line will dropped use next line if(Pet* pet = GetPet()) { if(pet->getPetType()==HUNTER_PET && !pet->GetCreatureInfo()->isTameable(CanTameExoticPets())) pet->Unsummon(PET_SAVE_REAGENTS, this); } */ return true; } Mail* Player::GetMail(uint32 id) { for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr) { if ((*itr)->messageID == id) { return (*itr); } } return NULL; } void Player::_SetCreateBits(UpdateMask *updateMask, Player *target) const { if(target == this) { Object::_SetCreateBits(updateMask, target); } else { for(uint16 index = 0; index < m_valuesCount; index++) { if(GetUInt32Value(index) != 0 && updateVisualBits.GetBit(index)) updateMask->SetBit(index); } } } void Player::_SetUpdateBits(UpdateMask *updateMask, Player *target) const { if(target == this) { Object::_SetUpdateBits(updateMask, target); } else { Object::_SetUpdateBits(updateMask, target); *updateMask &= updateVisualBits; } } void Player::InitVisibleBits() { updateVisualBits.SetCount(PLAYER_END); updateVisualBits.SetBit(OBJECT_FIELD_GUID); updateVisualBits.SetBit(OBJECT_FIELD_TYPE); updateVisualBits.SetBit(OBJECT_FIELD_ENTRY); updateVisualBits.SetBit(OBJECT_FIELD_SCALE_X); updateVisualBits.SetBit(UNIT_FIELD_CHARM + 0); updateVisualBits.SetBit(UNIT_FIELD_CHARM + 1); updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 0); updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 1); updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 0); updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 1); updateVisualBits.SetBit(UNIT_FIELD_TARGET + 0); updateVisualBits.SetBit(UNIT_FIELD_TARGET + 1); updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 0); updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 1); updateVisualBits.SetBit(UNIT_FIELD_BYTES_0); updateVisualBits.SetBit(UNIT_FIELD_HEALTH); updateVisualBits.SetBit(UNIT_FIELD_POWER1); updateVisualBits.SetBit(UNIT_FIELD_POWER2); updateVisualBits.SetBit(UNIT_FIELD_POWER3); updateVisualBits.SetBit(UNIT_FIELD_POWER4); updateVisualBits.SetBit(UNIT_FIELD_POWER5); updateVisualBits.SetBit(UNIT_FIELD_POWER6); updateVisualBits.SetBit(UNIT_FIELD_POWER7); updateVisualBits.SetBit(UNIT_FIELD_MAXHEALTH); updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER1); updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER2); updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER3); updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER4); updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER5); updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER6); updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER7); updateVisualBits.SetBit(UNIT_FIELD_LEVEL); updateVisualBits.SetBit(UNIT_FIELD_FACTIONTEMPLATE); updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 0); updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 1); updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 2); updateVisualBits.SetBit(UNIT_FIELD_FLAGS); updateVisualBits.SetBit(UNIT_FIELD_FLAGS_2); updateVisualBits.SetBit(UNIT_FIELD_AURASTATE); updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 0); updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 1); updateVisualBits.SetBit(UNIT_FIELD_BOUNDINGRADIUS); updateVisualBits.SetBit(UNIT_FIELD_COMBATREACH); updateVisualBits.SetBit(UNIT_FIELD_DISPLAYID); updateVisualBits.SetBit(UNIT_FIELD_NATIVEDISPLAYID); updateVisualBits.SetBit(UNIT_FIELD_MOUNTDISPLAYID); updateVisualBits.SetBit(UNIT_FIELD_BYTES_1); updateVisualBits.SetBit(UNIT_FIELD_PETNUMBER); updateVisualBits.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP); updateVisualBits.SetBit(UNIT_DYNAMIC_FLAGS); updateVisualBits.SetBit(UNIT_CHANNEL_SPELL); updateVisualBits.SetBit(UNIT_MOD_CAST_SPEED); updateVisualBits.SetBit(UNIT_FIELD_BASE_MANA); updateVisualBits.SetBit(UNIT_FIELD_BYTES_2); updateVisualBits.SetBit(UNIT_FIELD_HOVERHEIGHT); updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 0); updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 1); updateVisualBits.SetBit(PLAYER_FLAGS); updateVisualBits.SetBit(PLAYER_GUILDID); updateVisualBits.SetBit(PLAYER_GUILDRANK); updateVisualBits.SetBit(PLAYER_BYTES); updateVisualBits.SetBit(PLAYER_BYTES_2); updateVisualBits.SetBit(PLAYER_BYTES_3); updateVisualBits.SetBit(PLAYER_DUEL_TEAM); updateVisualBits.SetBit(PLAYER_GUILD_TIMESTAMP); // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)... for(uint16 i = PLAYER_QUEST_LOG_1_1; i < PLAYER_QUEST_LOG_25_2; i += MAX_QUEST_OFFSET) updateVisualBits.SetBit(i); // Players visible items are not inventory stuff for(uint16 i = 0; i < EQUIPMENT_SLOT_END; ++i) { uint32 offset = i * 2; // item entry updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_ENTRYID + offset); // enchant updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + offset); } updateVisualBits.SetBit(PLAYER_CHOSEN_TITLE); } void Player::BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const { if(target == this) { for(int i = 0; i < EQUIPMENT_SLOT_END; ++i) { if(m_items[i] == NULL) continue; m_items[i]->BuildCreateUpdateBlockForPlayer( data, target ); } for(int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i) { if(m_items[i] == NULL) continue; m_items[i]->BuildCreateUpdateBlockForPlayer( data, target ); } for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) { if(m_items[i] == NULL) continue; m_items[i]->BuildCreateUpdateBlockForPlayer( data, target ); } } Unit::BuildCreateUpdateBlockForPlayer( data, target ); } void Player::DestroyForPlayer( Player *target, bool anim ) const { Unit::DestroyForPlayer( target, anim ); for(int i = 0; i < INVENTORY_SLOT_BAG_END; ++i) { if(m_items[i] == NULL) continue; m_items[i]->DestroyForPlayer( target ); } if(target == this) { for(int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i) { if(m_items[i] == NULL) continue; m_items[i]->DestroyForPlayer( target ); } for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) { if(m_items[i] == NULL) continue; m_items[i]->DestroyForPlayer( target ); } } } bool Player::HasSpell(uint32 spell) const { PlayerSpellMap::const_iterator itr = m_spells.find(spell); return (itr != m_spells.end() && itr->second.state != PLAYERSPELL_REMOVED && !itr->second.disabled); } bool Player::HasActiveSpell(uint32 spell) const { PlayerSpellMap::const_iterator itr = m_spells.find(spell); return (itr != m_spells.end() && itr->second.state != PLAYERSPELL_REMOVED && itr->second.active && !itr->second.disabled); } TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell) const { if (!trainer_spell) return TRAINER_SPELL_RED; if (!trainer_spell->learnedSpell) return TRAINER_SPELL_RED; // known spell if(HasSpell(trainer_spell->learnedSpell)) return TRAINER_SPELL_GRAY; // check race/class requirement if(!IsSpellFitByClassAndRace(trainer_spell->learnedSpell)) return TRAINER_SPELL_RED; // check level requirement if(getLevel() < trainer_spell->reqLevel) return TRAINER_SPELL_RED; if(SpellChainNode const* spell_chain = sSpellMgr.GetSpellChainNode(trainer_spell->learnedSpell)) { // check prev.rank requirement if(spell_chain->prev && !HasSpell(spell_chain->prev)) return TRAINER_SPELL_RED; // check additional spell requirement if(spell_chain->req && !HasSpell(spell_chain->req)) return TRAINER_SPELL_RED; } // check skill requirement if(trainer_spell->reqSkill && GetBaseSkillValue(trainer_spell->reqSkill) < trainer_spell->reqSkillValue) return TRAINER_SPELL_RED; // exist, already checked at loading SpellEntry const* spell = sSpellStore.LookupEntry(trainer_spell->learnedSpell); // secondary prof. or not prof. spell uint32 skill = spell->EffectMiscValue[1]; if(spell->Effect[1] != SPELL_EFFECT_SKILL || !IsPrimaryProfessionSkill(skill)) return TRAINER_SPELL_GREEN; // check primary prof. limit if(sSpellMgr.IsPrimaryProfessionFirstRankSpell(spell->Id) && GetFreePrimaryProfessionPoints() == 0) return TRAINER_SPELL_GREEN_DISABLED; return TRAINER_SPELL_GREEN; } /** * Deletes a character from the database * * The way, how the characters will be deleted is decided based on the config option. * * @see Player::DeleteOldCharacters * * @param playerguid the low-GUID from the player which should be deleted * @param accountId the account id from the player * @param updateRealmChars when this flag is set, the amount of characters on that realm will be updated in the realmlist * @param deleteFinally if this flag is set, the config option will be ignored and the character will be permanently removed from the database */ void Player::DeleteFromDB(ObjectGuid playerguid, uint32 accountId, bool updateRealmChars, bool deleteFinally) { // for nonexistent account avoid update realm if (accountId == 0) updateRealmChars = false; uint32 charDelete_method = sWorld.getConfig(CONFIG_UINT32_CHARDELETE_METHOD); uint32 charDelete_minLvl = sWorld.getConfig(CONFIG_UINT32_CHARDELETE_MIN_LEVEL); // if we want to finally delete the character or the character does not meet the level requirement, we set it to mode 0 if (deleteFinally || Player::GetLevelFromDB(playerguid) < charDelete_minLvl) charDelete_method = 0; uint32 lowguid = playerguid.GetCounter(); // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry) // bones will be deleted by corpse/bones deleting thread shortly sObjectAccessor.ConvertCorpseForPlayer(playerguid); // remove from guild if (uint32 guildId = GetGuildIdFromDB(playerguid)) if (Guild* guild = sObjectMgr.GetGuildById(guildId)) guild->DelMember(playerguid); // remove from arena teams LeaveAllArenaTeams(playerguid); // the player was uninvited already on logout so just remove from group QueryResult *resultGroup = CharacterDatabase.PQuery("SELECT groupId FROM group_member WHERE memberGuid='%u'", lowguid); if (resultGroup) { uint32 groupId = (*resultGroup)[0].GetUInt32(); delete resultGroup; if (Group* group = sObjectMgr.GetGroupById(groupId)) RemoveFromGroup(group, playerguid); } // remove signs from petitions (also remove petitions if owner); RemovePetitionsAndSigns(playerguid, 10); switch(charDelete_method) { // completely remove from the database case 0: { // return back all mails with COD and Item 0 1 2 3 4 5 6 7 QueryResult *resultMail = CharacterDatabase.PQuery("SELECT id,messageType,mailTemplateId,sender,subject,body,money,has_items FROM mail WHERE receiver='%u' AND has_items<>0 AND cod<>0", lowguid); if (resultMail) { do { Field *fields = resultMail->Fetch(); uint32 mail_id = fields[0].GetUInt32(); uint16 mailType = fields[1].GetUInt16(); uint16 mailTemplateId= fields[2].GetUInt16(); uint32 sender = fields[3].GetUInt32(); std::string subject = fields[4].GetCppString(); std::string body = fields[5].GetCppString(); uint32 money = fields[6].GetUInt32(); bool has_items = fields[7].GetBool(); //we can return mail now //so firstly delete the old one CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id); // mail not from player if (mailType != MAIL_NORMAL) { if(has_items) CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id); continue; } MailDraft draft; if (mailTemplateId) draft.SetMailTemplate(mailTemplateId, false);// items already included else draft.SetSubjectAndBody(subject, body); if (has_items) { // data needs to be at first place for Item::LoadFromDB // 0 1 2 3 QueryResult *resultItems = CharacterDatabase.PQuery("SELECT data,text,item_guid,item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE mail_id='%u'", mail_id); if (resultItems) { do { Field *fields2 = resultItems->Fetch(); uint32 item_guidlow = fields2[2].GetUInt32(); uint32 item_template = fields2[3].GetUInt32(); ItemPrototype const* itemProto = ObjectMgr::GetItemPrototype(item_template); if (!itemProto) { CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow); continue; } Item *pItem = NewItemOrBag(itemProto); if (!pItem->LoadFromDB(item_guidlow, fields2, playerguid)) { pItem->FSetState(ITEM_REMOVED); pItem->SaveToDB(); // it also deletes item object ! continue; } draft.AddItem(pItem); } while (resultItems->NextRow()); delete resultItems; } } CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id); uint32 pl_account = sObjectMgr.GetPlayerAccountIdByGUID(playerguid); draft.SetMoney(money).SendReturnToSender(pl_account, playerguid, ObjectGuid(HIGHGUID_PLAYER, sender)); } while (resultMail->NextRow()); delete resultMail; } // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet. // Get guids of character's pets, will deleted in transaction QueryResult *resultPets = CharacterDatabase.PQuery("SELECT id FROM character_pet WHERE owner = '%u'", lowguid); // delete char from friends list when selected chars is online (non existing - error) QueryResult *resultFriend = CharacterDatabase.PQuery("SELECT DISTINCT guid FROM character_social WHERE friend = '%u'", lowguid); // NOW we can finally clear other DB data related to character CharacterDatabase.BeginTransaction(); if (resultPets) { do { Field *fields3 = resultPets->Fetch(); uint32 petguidlow = fields3[0].GetUInt32(); //do not create separate transaction for pet delete otherwise we will get fatal error! Pet::DeleteFromDB(petguidlow, false); } while (resultPets->NextRow()); delete resultPets; } // cleanup friends for online players, offline case will cleanup later in code if (resultFriend) { do { Field* fieldsFriend = resultFriend->Fetch(); if (Player* sFriend = sObjectAccessor.FindPlayer(ObjectGuid(HIGHGUID_PLAYER, fieldsFriend[0].GetUInt32()))) { if (sFriend->IsInWorld()) { sFriend->GetSocial()->RemoveFromSocialList(playerguid, false); sSocialMgr.SendFriendStatus(sFriend, FRIEND_REMOVED, playerguid, false); } } } while (resultFriend->NextRow()); delete resultFriend; } CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM character_account_data WHERE guid = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM character_battleground_data WHERE guid = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE guid = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM character_glyphs WHERE guid = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE guid = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM character_queststatus_weekly WHERE guid = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM character_skills WHERE guid = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM character_talent WHERE guid = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM character_ticket WHERE guid = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'", lowguid, lowguid); CharacterDatabase.PExecute("DELETE FROM mail WHERE receiver = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM mail_items WHERE receiver = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM character_pet WHERE owner = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM character_achievement WHERE guid = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM character_equipmentsets WHERE guid = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM guild_eventlog WHERE PlayerGuid1 = '%u' OR PlayerGuid2 = '%u'", lowguid, lowguid); CharacterDatabase.PExecute("DELETE FROM guild_bank_eventlog WHERE PlayerGuid = '%u'", lowguid); CharacterDatabase.CommitTransaction(); break; } // The character gets unlinked from the account, the name gets freed up and appears as deleted ingame case 1: CharacterDatabase.PExecute("UPDATE characters SET deleteInfos_Name=name, deleteInfos_Account=account, deleteDate='" UI64FMTD "', name='', account=0 WHERE guid=%u", uint64(time(NULL)), lowguid); break; default: sLog.outError("Player::DeleteFromDB: Unsupported delete method: %u.", charDelete_method); } if (updateRealmChars) sWorld.UpdateRealmCharCount(accountId); } /** * Characters which were kept back in the database after being deleted and are now too old (see config option "CharDelete.KeepDays"), will be completely deleted. * * @see Player::DeleteFromDB */ void Player::DeleteOldCharacters() { uint32 keepDays = sWorld.getConfig(CONFIG_UINT32_CHARDELETE_KEEP_DAYS); if (!keepDays) return; Player::DeleteOldCharacters(keepDays); } /** * Characters which were kept back in the database after being deleted and are older than the specified amount of days, will be completely deleted. * * @see Player::DeleteFromDB * * @param keepDays overrite the config option by another amount of days */ void Player::DeleteOldCharacters(uint32 keepDays) { sLog.outString("Player::DeleteOldChars: Deleting all characters which have been deleted %u days before...", keepDays); QueryResult *resultChars = CharacterDatabase.PQuery("SELECT guid, deleteInfos_Account FROM characters WHERE deleteDate IS NOT NULL AND deleteDate < '" UI64FMTD "'", uint64(time(NULL) - time_t(keepDays * DAY))); if (resultChars) { sLog.outString("Player::DeleteOldChars: Found %u character(s) to delete",uint32(resultChars->GetRowCount())); do { Field *charFields = resultChars->Fetch(); ObjectGuid guid = ObjectGuid(HIGHGUID_PLAYER, charFields[0].GetUInt32()); Player::DeleteFromDB(guid, charFields[1].GetUInt32(), true, true); } while(resultChars->NextRow()); delete resultChars; } } void Player::SetMovement(PlayerMovementType pType) { WorldPacket data; switch(pType) { case MOVE_ROOT: data.Initialize(SMSG_FORCE_MOVE_ROOT, GetPackGUID().size()+4); break; case MOVE_UNROOT: data.Initialize(SMSG_FORCE_MOVE_UNROOT, GetPackGUID().size()+4); break; case MOVE_WATER_WALK: data.Initialize(SMSG_MOVE_WATER_WALK, GetPackGUID().size()+4); break; case MOVE_LAND_WALK: data.Initialize(SMSG_MOVE_LAND_WALK, GetPackGUID().size()+4); break; default: sLog.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType); return; } data << GetPackGUID(); data << uint32(0); GetSession()->SendPacket( &data ); } /* Preconditions: - a resurrectable corpse must not be loaded for the player (only bones) - the player must be in world */ void Player::BuildPlayerRepop() { WorldPacket data(SMSG_PRE_RESURRECT, GetPackGUID().size()); data << GetPackGUID(); GetSession()->SendPacket(&data); if(getRace() == RACE_NIGHTELF) CastSpell(this, 20584, true); // auras SPELL_AURA_INCREASE_SPEED(+speed in wisp form), SPELL_AURA_INCREASE_SWIM_SPEED(+swim speed in wisp form), SPELL_AURA_TRANSFORM (to wisp form) CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?) // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK // there must be SMSG.STOP_MIRROR_TIMER // there we must send 888 opcode // the player cannot have a corpse already, only bones which are not returned by GetCorpse if(GetCorpse()) { sLog.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow()); MANGOS_ASSERT(false); } // create a corpse and place it at the player's location Corpse *corpse = CreateCorpse(); if(!corpse) { sLog.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow()); return; } GetMap()->Add(corpse); // convert player body to ghost SetHealth( 1 ); SetMovement(MOVE_WATER_WALK); if(!GetSession()->isLogingOut()) SetMovement(MOVE_UNROOT); // BG - remove insignia related RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE); SendCorpseReclaimDelay(); // to prevent cheating corpse->ResetGhostTime(); StopMirrorTimers(); //disable timers(bars) // set and clear other SetByteValue(UNIT_FIELD_BYTES_1, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND); } void Player::ResurrectPlayer(float restore_percent, bool applySickness) { WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // remove spirit healer position data << uint32(-1); data << float(0); data << float(0); data << float(0); GetSession()->SendPacket(&data); // speed change, land walk // remove death flag + set aura SetByteValue(UNIT_FIELD_BYTES_1, 3, 0x00); SetDeathState(ALIVE); if(getRace() == RACE_NIGHTELF) RemoveAurasDueToSpell(20584); // speed bonuses RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST SetMovement(MOVE_LAND_WALK); SetMovement(MOVE_UNROOT); m_deathTimer = 0; // set health/powers (0- will be set in caller) if(restore_percent>0.0f) { SetHealth(uint32(GetMaxHealth()*restore_percent)); SetPower(POWER_MANA, uint32(GetMaxPower(POWER_MANA)*restore_percent)); SetPower(POWER_RAGE, 0); SetPower(POWER_ENERGY, uint32(GetMaxPower(POWER_ENERGY)*restore_percent)); } // trigger update zone for alive state zone updates uint32 newzone, newarea; GetZoneAndAreaId(newzone,newarea); UpdateZone(newzone,newarea); // update visibility of world around viewpoint m_camera.UpdateVisibilityForOwner(); // update visibility of player for nearby cameras UpdateObjectVisibility(); if(!applySickness) return; //Characters from level 1-10 are not affected by resurrection sickness. //Characters from level 11-19 will suffer from one minute of sickness //for each level they are above 10. //Characters level 20 and up suffer from ten minutes of sickness. int32 startLevel = sWorld.getConfig(CONFIG_INT32_DEATH_SICKNESS_LEVEL); if(int32(getLevel()) >= startLevel) { // set resurrection sickness CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS,true); // not full duration if(int32(getLevel()) < startLevel+9) { int32 delta = (int32(getLevel()) - startLevel + 1)*MINUTE; if (SpellAuraHolder* holder = GetSpellAuraHolder(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS)) { for(int i = 0; i < MAX_EFFECT_INDEX; ++i) if(Aura* Aur = holder->GetAuraByEffectIndex(SpellEffectIndex(i))) Aur->SetAuraDuration(delta*IN_MILLISECONDS); holder->SendAuraUpdate(false); } } } } void Player::KillPlayer() { SetMovement(MOVE_ROOT); StopMirrorTimers(); //disable timers(bars) SetDeathState(CORPSE); //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP ); SetFlag(UNIT_DYNAMIC_FLAGS, 0x00); ApplyModByteFlag(PLAYER_FIELD_BYTES, 0, PLAYER_FIELD_BYTE_RELEASE_TIMER, !sMapStore.LookupEntry(GetMapId())->Instanceable()); // 6 minutes until repop at graveyard m_deathTimer = 6*MINUTE*IN_MILLISECONDS; UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill // don't create corpse at this moment, player might be falling // update visibility UpdateObjectVisibility(); } Corpse* Player::CreateCorpse() { // prevent existence 2 corpse for player SpawnCorpseBones(); Corpse *corpse = new Corpse( (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH) ? CORPSE_RESURRECTABLE_PVP : CORPSE_RESURRECTABLE_PVE ); SetPvPDeath(false); if (!corpse->Create(sObjectMgr.GenerateLowGuid(HIGHGUID_CORPSE), this)) { delete corpse; return NULL; } uint8 skin = GetByteValue(PLAYER_BYTES, 0); uint8 face = GetByteValue(PLAYER_BYTES, 1); uint8 hairstyle = GetByteValue(PLAYER_BYTES, 2); uint8 haircolor = GetByteValue(PLAYER_BYTES, 3); uint8 facialhair = GetByteValue(PLAYER_BYTES_2, 0); corpse->SetByteValue(CORPSE_FIELD_BYTES_1, 1, getRace()); corpse->SetByteValue(CORPSE_FIELD_BYTES_1, 2, getGender()); corpse->SetByteValue(CORPSE_FIELD_BYTES_1, 3, skin); corpse->SetByteValue(CORPSE_FIELD_BYTES_2, 0, face); corpse->SetByteValue(CORPSE_FIELD_BYTES_2, 1, hairstyle); corpse->SetByteValue(CORPSE_FIELD_BYTES_2, 2, haircolor); corpse->SetByteValue(CORPSE_FIELD_BYTES_2, 3, facialhair); uint32 flags = CORPSE_FLAG_UNK2; if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM)) flags |= CORPSE_FLAG_HIDE_HELM; if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK)) flags |= CORPSE_FLAG_HIDE_CLOAK; if (InBattleGround() && !InArena()) flags |= CORPSE_FLAG_LOOTABLE; // to be able to remove insignia corpse->SetUInt32Value( CORPSE_FIELD_FLAGS, flags ); corpse->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID, GetNativeDisplayId() ); corpse->SetUInt32Value( CORPSE_FIELD_GUILD, GetGuildId() ); uint32 iDisplayID; uint32 iIventoryType; uint32 _cfi; for (int i = 0; i < EQUIPMENT_SLOT_END; ++i) { if (m_items[i]) { iDisplayID = m_items[i]->GetProto()->DisplayInfoID; iIventoryType = m_items[i]->GetProto()->InventoryType; _cfi = iDisplayID | (iIventoryType << 24); corpse->SetUInt32Value(CORPSE_FIELD_ITEM + i, _cfi); } } // we not need saved corpses for BG/arenas if (!GetMap()->IsBattleGroundOrArena()) corpse->SaveToDB(); // register for player, but not show sObjectAccessor.AddCorpse(corpse); return corpse; } void Player::SpawnCorpseBones() { if(sObjectAccessor.ConvertCorpseForPlayer(GetObjectGuid())) if (!GetSession()->PlayerLogoutWithSave()) // at logout we will already store the player SaveToDB(); // prevent loading as ghost without corpse } Corpse* Player::GetCorpse() const { return sObjectAccessor.GetCorpseForPlayerGUID(GetGUID()); } void Player::DurabilityLossAll(double percent, bool inventory) { for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i) if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) DurabilityLoss(pItem,percent); if(inventory) { // bags not have durability // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i) if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) DurabilityLoss(pItem,percent); // keys not have durability //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i) for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) for(uint32 j = 0; j < pBag->GetBagSize(); ++j) if(Item* pItem = GetItemByPos( i, j )) DurabilityLoss(pItem,percent); } } void Player::DurabilityLoss(Item* item, double percent) { if(!item ) return; uint32 pMaxDurability = item ->GetUInt32Value(ITEM_FIELD_MAXDURABILITY); if(!pMaxDurability) return; uint32 pDurabilityLoss = uint32(pMaxDurability*percent); if(pDurabilityLoss < 1 ) pDurabilityLoss = 1; DurabilityPointsLoss(item,pDurabilityLoss); } void Player::DurabilityPointsLossAll(int32 points, bool inventory) { for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i) if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) DurabilityPointsLoss(pItem,points); if(inventory) { // bags not have durability // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i) if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) DurabilityPointsLoss(pItem,points); // keys not have durability //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i) for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) for(uint32 j = 0; j < pBag->GetBagSize(); ++j) if(Item* pItem = GetItemByPos( i, j )) DurabilityPointsLoss(pItem,points); } } void Player::DurabilityPointsLoss(Item* item, int32 points) { int32 pMaxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY); int32 pOldDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY); int32 pNewDurability = pOldDurability - points; if (pNewDurability < 0) pNewDurability = 0; else if (pNewDurability > pMaxDurability) pNewDurability = pMaxDurability; if (pOldDurability != pNewDurability) { // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check if ( pNewDurability == 0 && pOldDurability > 0 && item->IsEquipped()) _ApplyItemMods(item,item->GetSlot(), false); item->SetUInt32Value(ITEM_FIELD_DURABILITY, pNewDurability); // modify item stats _after_ restore durability to pass _ApplyItemMods internal check if ( pNewDurability > 0 && pOldDurability == 0 && item->IsEquipped()) _ApplyItemMods(item,item->GetSlot(), true); item->SetState(ITEM_CHANGED, this); } } void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot) { if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot )) DurabilityPointsLoss(pItem,1); } uint32 Player::DurabilityRepairAll(bool cost, float discountMod, bool guildBank) { uint32 TotalCost = 0; // equipped, backpack, bags itself for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i) TotalCost += DurabilityRepair(( (INVENTORY_SLOT_BAG_0 << 8) | i ),cost,discountMod, guildBank); // bank, buyback and keys not repaired // items in inventory bags for(int j = INVENTORY_SLOT_BAG_START; j < INVENTORY_SLOT_BAG_END; ++j) for(int i = 0; i < MAX_BAG_SIZE; ++i) TotalCost += DurabilityRepair(( (j << 8) | i ),cost,discountMod, guildBank); return TotalCost; } uint32 Player::DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank) { Item* item = GetItemByPos(pos); uint32 TotalCost = 0; if(!item) return TotalCost; uint32 maxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY); if(!maxDurability) return TotalCost; uint32 curDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY); if(cost) { uint32 LostDurability = maxDurability - curDurability; if(LostDurability>0) { ItemPrototype const *ditemProto = item->GetProto(); DurabilityCostsEntry const *dcost = sDurabilityCostsStore.LookupEntry(ditemProto->ItemLevel); if(!dcost) { sLog.outError("RepairDurability: Wrong item lvl %u", ditemProto->ItemLevel); return TotalCost; } uint32 dQualitymodEntryId = (ditemProto->Quality+1)*2; DurabilityQualityEntry const *dQualitymodEntry = sDurabilityQualityStore.LookupEntry(dQualitymodEntryId); if(!dQualitymodEntry) { sLog.outError("RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId); return TotalCost; } uint32 dmultiplier = dcost->multiplier[ItemSubClassToDurabilityMultiplierId(ditemProto->Class,ditemProto->SubClass)]; uint32 costs = uint32(LostDurability*dmultiplier*double(dQualitymodEntry->quality_mod)); costs = uint32(costs * discountMod); if (costs==0) //fix for ITEM_QUALITY_ARTIFACT costs = 1; if (guildBank) { if (GetGuildId()==0) { DEBUG_LOG("You are not member of a guild"); return TotalCost; } Guild *pGuild = sObjectMgr.GetGuildById(GetGuildId()); if (!pGuild) return TotalCost; if (!pGuild->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR)) { DEBUG_LOG("You do not have rights to withdraw for repairs"); return TotalCost; } if (pGuild->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs) { DEBUG_LOG("You do not have enough money withdraw amount remaining"); return TotalCost; } if (pGuild->GetGuildBankMoney() < costs) { DEBUG_LOG("There is not enough money in bank"); return TotalCost; } pGuild->MemberMoneyWithdraw(costs, GetGUIDLow()); TotalCost = costs; } else if (GetMoney() < costs) { DEBUG_LOG("You do not have enough money"); return TotalCost; } else ModifyMoney( -int32(costs) ); } } item->SetUInt32Value(ITEM_FIELD_DURABILITY, maxDurability); item->SetState(ITEM_CHANGED, this); // reapply mods for total broken and repaired item if equipped if(IsEquipmentPos(pos) && !curDurability) _ApplyItemMods(item,pos & 255, true); return TotalCost; } void Player::RepopAtGraveyard() { // note: this can be called also when the player is alive // for example from WorldSession::HandleMovementOpcodes AreaTableEntry const *zone = GetAreaEntryByAreaID(GetAreaId()); // Such zones are considered unreachable as a ghost and the player must be automatically revived if ((!isAlive() && zone && zone->flags & AREA_FLAG_NEED_FLY) || GetTransport()) { ResurrectPlayer(0.5f); SpawnCorpseBones(); } WorldSafeLocsEntry const *ClosestGrave = NULL; // Special handle for battleground maps if( BattleGround *bg = GetBattleGround() ) ClosestGrave = bg->GetClosestGraveYard(this); else ClosestGrave = sObjectMgr.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() ); // stop countdown until repop m_deathTimer = 0; // if no grave found, stay at the current location // and don't show spirit healer location if(ClosestGrave) { TeleportTo(ClosestGrave->map_id, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, GetOrientation()); if(isDead()) // not send if alive, because it used in TeleportTo() { WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // show spirit healer position on minimap data << ClosestGrave->map_id; data << ClosestGrave->x; data << ClosestGrave->y; data << ClosestGrave->z; GetSession()->SendPacket(&data); } } } void Player::JoinedChannel(Channel *c) { m_channels.push_back(c); } void Player::LeftChannel(Channel *c) { m_channels.remove(c); } void Player::CleanupChannels() { while(!m_channels.empty()) { Channel* ch = *m_channels.begin(); m_channels.erase(m_channels.begin()); // remove from player's channel list ch->Leave(GetGUID(), false); // not send to client, not remove from player's channel list if (ChannelMgr* cMgr = channelMgr(GetTeam())) cMgr->LeftChannel(ch->GetName()); // deleted channel if empty } DEBUG_LOG("Player: channels cleaned up!"); } void Player::UpdateLocalChannels(uint32 newZone ) { if(m_channels.empty()) return; AreaTableEntry const* current_zone = GetAreaEntryByAreaID(newZone); if(!current_zone) return; ChannelMgr* cMgr = channelMgr(GetTeam()); if(!cMgr) return; std::string current_zone_name = current_zone->area_name[GetSession()->GetSessionDbcLocale()]; for(JoinedChannelsList::iterator i = m_channels.begin(), next; i != m_channels.end(); i = next) { next = i; ++next; // skip non built-in channels if(!(*i)->IsConstant()) continue; ChatChannelsEntry const* ch = GetChannelEntryFor((*i)->GetChannelId()); if(!ch) continue; if((ch->flags & 4) == 4) // global channel without zone name in pattern continue; // new channel char new_channel_name_buf[100]; snprintf(new_channel_name_buf,100,ch->pattern[m_session->GetSessionDbcLocale()],current_zone_name.c_str()); Channel* new_channel = cMgr->GetJoinChannel(new_channel_name_buf,ch->ChannelID); if((*i)!=new_channel) { new_channel->Join(GetGUID(),""); // will output Changed Channel: N. Name // leave old channel (*i)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client std::string name = (*i)->GetName(); // store name, (*i)erase in LeftChannel LeftChannel(*i); // remove from player's channel list cMgr->LeftChannel(name); // delete if empty } } DEBUG_LOG("Player: channels cleaned up!"); } void Player::LeaveLFGChannel() { for(JoinedChannelsList::iterator i = m_channels.begin(); i != m_channels.end(); ++i ) { if((*i)->IsLFG()) { (*i)->Leave(GetGUID()); break; } } } void Player::UpdateDefense() { uint32 defense_skill_gain = sWorld.getConfig(CONFIG_UINT32_SKILL_GAIN_DEFENSE); if(UpdateSkill(SKILL_DEFENSE,defense_skill_gain)) { // update dependent from defense skill part UpdateDefenseBonusesMod(); } } void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply) { if(modGroup >= BASEMOD_END || modType >= MOD_END) { sLog.outError("ERROR in HandleBaseModValue(): nonexistent BaseModGroup of wrong BaseModType!"); return; } float val = 1.0f; switch(modType) { case FLAT_MOD: m_auraBaseMod[modGroup][modType] += apply ? amount : -amount; break; case PCT_MOD: if(amount <= -100.0f) amount = -200.0f; val = (100.0f + amount) / 100.0f; m_auraBaseMod[modGroup][modType] *= apply ? val : (1.0f/val); break; } if(!CanModifyStats()) return; switch(modGroup) { case CRIT_PERCENTAGE: UpdateCritPercentage(BASE_ATTACK); break; case RANGED_CRIT_PERCENTAGE: UpdateCritPercentage(RANGED_ATTACK); break; case OFFHAND_CRIT_PERCENTAGE: UpdateCritPercentage(OFF_ATTACK); break; case SHIELD_BLOCK_VALUE: UpdateShieldBlockValue(); break; default: break; } } float Player::GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const { if(modGroup >= BASEMOD_END || modType > MOD_END) { sLog.outError("trial to access nonexistent BaseModGroup or wrong BaseModType!"); return 0.0f; } if(modType == PCT_MOD && m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f) return 0.0f; return m_auraBaseMod[modGroup][modType]; } float Player::GetTotalBaseModValue(BaseModGroup modGroup) const { if(modGroup >= BASEMOD_END) { sLog.outError("wrong BaseModGroup in GetTotalBaseModValue()!"); return 0.0f; } if(m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f) return 0.0f; return m_auraBaseMod[modGroup][FLAT_MOD] * m_auraBaseMod[modGroup][PCT_MOD]; } uint32 Player::GetShieldBlockValue() const { float value = (m_auraBaseMod[SHIELD_BLOCK_VALUE][FLAT_MOD] + GetStat(STAT_STRENGTH) * 0.5f - 10)*m_auraBaseMod[SHIELD_BLOCK_VALUE][PCT_MOD]; value = (value < 0) ? 0 : value; return uint32(value); } float Player::GetMeleeCritFromAgility() { uint32 level = getLevel(); uint32 pclass = getClass(); if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL; GtChanceToMeleeCritBaseEntry const *critBase = sGtChanceToMeleeCritBaseStore.LookupEntry(pclass-1); GtChanceToMeleeCritEntry const *critRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); if (critBase==NULL || critRatio==NULL) return 0.0f; float crit=critBase->base + GetStat(STAT_AGILITY)*critRatio->ratio; return crit*100.0f; } float Player::GetDodgeFromAgility() { // Table for base dodge values float dodge_base[MAX_CLASSES] = { 0.0075f, // Warrior 0.00652f, // Paladin -0.0545f, // Hunter -0.0059f, // Rogue 0.03183f, // Priest 0.0114f, // DK 0.0167f, // Shaman 0.034575f, // Mage 0.02011f, // Warlock 0.0f, // ?? -0.0187f // Druid }; // Crit/agility to dodge/agility coefficient multipliers float crit_to_dodge[MAX_CLASSES] = { 1.1f, // Warrior 1.0f, // Paladin 1.6f, // Hunter 2.0f, // Rogue 1.0f, // Priest 1.0f, // DK? 1.0f, // Shaman 1.0f, // Mage 1.0f, // Warlock 0.0f, // ?? 1.7f // Druid }; uint32 level = getLevel(); uint32 pclass = getClass(); if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL; // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier) GtChanceToMeleeCritEntry const *dodgeRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); if (dodgeRatio==NULL || pclass > MAX_CLASSES) return 0.0f; float dodge=dodge_base[pclass-1] + GetStat(STAT_AGILITY) * dodgeRatio->ratio * crit_to_dodge[pclass-1]; return dodge*100.0f; } float Player::GetSpellCritFromIntellect() { uint32 level = getLevel(); uint32 pclass = getClass(); if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL; GtChanceToSpellCritBaseEntry const *critBase = sGtChanceToSpellCritBaseStore.LookupEntry(pclass-1); GtChanceToSpellCritEntry const *critRatio = sGtChanceToSpellCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); if (critBase==NULL || critRatio==NULL) return 0.0f; float crit=critBase->base + GetStat(STAT_INTELLECT)*critRatio->ratio; return crit*100.0f; } float Player::GetRatingMultiplier(CombatRating cr) const { uint32 level = getLevel(); if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL; GtCombatRatingsEntry const *Rating = sGtCombatRatingsStore.LookupEntry(cr*GT_MAX_LEVEL+level-1); // gtOCTClassCombatRatingScalarStore.dbc starts with 1, CombatRating with zero, so cr+1 GtOCTClassCombatRatingScalarEntry const *classRating = sGtOCTClassCombatRatingScalarStore.LookupEntry((getClass()-1)*GT_MAX_RATING+cr+1); if (!Rating || !classRating) return 1.0f; // By default use minimum coefficient (not must be called) return classRating->ratio / Rating->ratio; } float Player::GetRatingBonusValue(CombatRating cr) const { return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr)) * GetRatingMultiplier(cr); } float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const { switch (attType) { case BASE_ATTACK: return GetUInt32Value(PLAYER_EXPERTISE) / 4.0f; case OFF_ATTACK: return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE) / 4.0f; default: break; } return 0.0f; } float Player::OCTRegenHPPerSpirit() { uint32 level = getLevel(); uint32 pclass = getClass(); if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL; GtOCTRegenHPEntry const *baseRatio = sGtOCTRegenHPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); GtRegenHPPerSptEntry const *moreRatio = sGtRegenHPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); if (baseRatio==NULL || moreRatio==NULL) return 0.0f; // Formula from PaperDollFrame script float spirit = GetStat(STAT_SPIRIT); float baseSpirit = spirit; if (baseSpirit>50) baseSpirit = 50; float moreSpirit = spirit - baseSpirit; float regen = baseSpirit * baseRatio->ratio + moreSpirit * moreRatio->ratio; return regen; } float Player::OCTRegenMPPerSpirit() { uint32 level = getLevel(); uint32 pclass = getClass(); if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL; // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); GtRegenMPPerSptEntry const *moreRatio = sGtRegenMPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); if (moreRatio==NULL) return 0.0f; // Formula get from PaperDollFrame script float spirit = GetStat(STAT_SPIRIT); float regen = spirit * moreRatio->ratio; return regen; } void Player::ApplyRatingMod(CombatRating cr, int32 value, bool apply) { m_baseRatingValue[cr]+=(apply ? value : -value); // explicit affected values switch (cr) { case CR_HASTE_MELEE: { float RatingChange = value * GetRatingMultiplier(cr); ApplyAttackTimePercentMod(BASE_ATTACK,RatingChange,apply); ApplyAttackTimePercentMod(OFF_ATTACK,RatingChange,apply); break; } case CR_HASTE_RANGED: { float RatingChange = value * GetRatingMultiplier(cr); ApplyAttackTimePercentMod(RANGED_ATTACK, RatingChange, apply); break; } case CR_HASTE_SPELL: { float RatingChange = value * GetRatingMultiplier(cr); ApplyCastTimePercentMod(RatingChange,apply); break; } default: break; } UpdateRating(cr); } void Player::UpdateRating(CombatRating cr) { int32 amount = m_baseRatingValue[cr]; // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT // stat used stored in miscValueB for this aura AuraList const& modRatingFromStat = GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT); for(AuraList::const_iterator i = modRatingFromStat.begin();i != modRatingFromStat.end(); ++i) if ((*i)->GetMiscValue() & (1<GetMiscBValue())) * (*i)->GetModifier()->m_amount / 100.0f); if (amount < 0) amount = 0; SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr, uint32(amount)); bool affectStats = CanModifyStats(); switch (cr) { case CR_WEAPON_SKILL: // Implemented in Unit::RollMeleeOutcomeAgainst case CR_DEFENSE_SKILL: UpdateDefenseBonusesMod(); break; case CR_DODGE: UpdateDodgePercentage(); break; case CR_PARRY: UpdateParryPercentage(); break; case CR_BLOCK: UpdateBlockPercentage(); break; case CR_HIT_MELEE: UpdateMeleeHitChances(); break; case CR_HIT_RANGED: UpdateRangedHitChances(); break; case CR_HIT_SPELL: UpdateSpellHitChances(); break; case CR_CRIT_MELEE: if(affectStats) { UpdateCritPercentage(BASE_ATTACK); UpdateCritPercentage(OFF_ATTACK); } break; case CR_CRIT_RANGED: if(affectStats) UpdateCritPercentage(RANGED_ATTACK); break; case CR_CRIT_SPELL: if(affectStats) UpdateAllSpellCritChances(); break; case CR_HIT_TAKEN_MELEE: // Implemented in Unit::MeleeMissChanceCalc case CR_HIT_TAKEN_RANGED: break; case CR_HIT_TAKEN_SPELL: // Implemented in Unit::MagicSpellHitResult break; case CR_CRIT_TAKEN_MELEE: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit) case CR_CRIT_TAKEN_RANGED: break; case CR_CRIT_TAKEN_SPELL: // Implemented in Unit::SpellCriticalBonus (only for chance to crit) break; case CR_HASTE_MELEE: // Implemented in Player::ApplyRatingMod case CR_HASTE_RANGED: case CR_HASTE_SPELL: break; case CR_WEAPON_SKILL_MAINHAND: // Implemented in Unit::RollMeleeOutcomeAgainst case CR_WEAPON_SKILL_OFFHAND: case CR_WEAPON_SKILL_RANGED: break; case CR_EXPERTISE: if(affectStats) { UpdateExpertise(BASE_ATTACK); UpdateExpertise(OFF_ATTACK); } break; case CR_ARMOR_PENETRATION: if(affectStats) UpdateArmorPenetration(); break; } } void Player::UpdateAllRatings() { for(int cr = 0; cr < MAX_COMBAT_RATING; ++cr) UpdateRating(CombatRating(cr)); } void Player::SetRegularAttackTime() { for(int i = 0; i < MAX_ATTACK; ++i) { Item *tmpitem = GetWeaponForAttack(WeaponAttackType(i),true,false); if (tmpitem) { ItemPrototype const *proto = tmpitem->GetProto(); if(proto->Delay) SetAttackTime(WeaponAttackType(i), proto->Delay); else SetAttackTime(WeaponAttackType(i), BASE_ATTACK_TIME); } } } //skill+step, checking for max value bool Player::UpdateSkill(uint32 skill_id, uint32 step) { if(!skill_id) return false; SkillStatusMap::iterator itr = mSkillStatus.find(skill_id); if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) return false; uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos); uint32 data = GetUInt32Value(valueIndex); uint32 value = SKILL_VALUE(data); uint32 max = SKILL_MAX(data); if ((!max) || (!value) || (value >= max)) return false; if (value*512 < max*urand(0,512)) { uint32 new_value = value+step; if(new_value > max) new_value = max; SetUInt32Value(valueIndex,MAKE_SKILL_VALUE(new_value,max)); if(itr->second.uState != SKILL_NEW) itr->second.uState = SKILL_CHANGED; GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,skill_id); return true; } return false; } inline int SkillGainChance(uint32 SkillValue, uint32 GrayLevel, uint32 GreenLevel, uint32 YellowLevel) { if ( SkillValue >= GrayLevel ) return sWorld.getConfig(CONFIG_UINT32_SKILL_CHANCE_GREY)*10; if ( SkillValue >= GreenLevel ) return sWorld.getConfig(CONFIG_UINT32_SKILL_CHANCE_GREEN)*10; if ( SkillValue >= YellowLevel ) return sWorld.getConfig(CONFIG_UINT32_SKILL_CHANCE_YELLOW)*10; return sWorld.getConfig(CONFIG_UINT32_SKILL_CHANCE_ORANGE)*10; } bool Player::UpdateCraftSkill(uint32 spellid) { DEBUG_LOG("UpdateCraftSkill spellid %d", spellid); SkillLineAbilityMapBounds bounds = sSpellMgr.GetSkillLineAbilityMapBounds(spellid); for(SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx) { if (_spell_idx->second->skillId) { uint32 SkillValue = GetPureSkillValue(_spell_idx->second->skillId); // Alchemy Discoveries here SpellEntry const* spellEntry = sSpellStore.LookupEntry(spellid); if (spellEntry && spellEntry->Mechanic == MECHANIC_DISCOVERY) { if (uint32 discoveredSpell = GetSkillDiscoverySpell(_spell_idx->second->skillId, spellid, this)) learnSpell(discoveredSpell, false); } uint32 craft_skill_gain = sWorld.getConfig(CONFIG_UINT32_SKILL_GAIN_CRAFTING); return UpdateSkillPro(_spell_idx->second->skillId, SkillGainChance(SkillValue, _spell_idx->second->max_value, (_spell_idx->second->max_value + _spell_idx->second->min_value)/2, _spell_idx->second->min_value), craft_skill_gain); } } return false; } bool Player::UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator ) { DEBUG_LOG("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId, SkillValue, RedLevel); uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_UINT32_SKILL_GAIN_GATHERING); // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times switch (SkillId) { case SKILL_HERBALISM: case SKILL_LOCKPICKING: case SKILL_JEWELCRAFTING: case SKILL_INSCRIPTION: return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain); case SKILL_SKINNING: if( sWorld.getConfig(CONFIG_UINT32_SKILL_CHANCE_SKINNING_STEPS)==0) return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain); else return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_UINT32_SKILL_CHANCE_SKINNING_STEPS)), gathering_skill_gain); case SKILL_MINING: if (sWorld.getConfig(CONFIG_UINT32_SKILL_CHANCE_MINING_STEPS)==0) return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain); else return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_UINT32_SKILL_CHANCE_MINING_STEPS)),gathering_skill_gain); } return false; } bool Player::UpdateFishingSkill() { DEBUG_LOG("UpdateFishingSkill"); uint32 SkillValue = GetPureSkillValue(SKILL_FISHING); int32 chance = SkillValue < 75 ? 100 : 2500/(SkillValue-50); uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_UINT32_SKILL_GAIN_GATHERING); return UpdateSkillPro(SKILL_FISHING,chance*10,gathering_skill_gain); } // levels sync. with spell requirement for skill levels to learn // bonus abilities in sSkillLineAbilityStore // Used only to avoid scan DBC at each skill grow static uint32 bonusSkillLevels[] = {75,150,225,300,375,450}; bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step) { DEBUG_LOG("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId, Chance/10.0); if ( !SkillId ) return false; if(Chance <= 0) // speedup in 0 chance case { DEBUG_LOG("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0); return false; } SkillStatusMap::iterator itr = mSkillStatus.find(SkillId); if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) return false; uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos); uint32 data = GetUInt32Value(valueIndex); uint16 SkillValue = SKILL_VALUE(data); uint16 MaxValue = SKILL_MAX(data); if ( !MaxValue || !SkillValue || SkillValue >= MaxValue ) return false; int32 Roll = irand(1,1000); if ( Roll <= Chance ) { uint32 new_value = SkillValue+step; if(new_value > MaxValue) new_value = MaxValue; SetUInt32Value(valueIndex,MAKE_SKILL_VALUE(new_value,MaxValue)); if(itr->second.uState != SKILL_NEW) itr->second.uState = SKILL_CHANGED; for(uint32* bsl = &bonusSkillLevels[0]; *bsl; ++bsl) { if((SkillValue < *bsl && new_value >= *bsl)) { learnSkillRewardedSpells( SkillId, new_value); break; } } GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,SkillId); DEBUG_LOG("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance/10.0); return true; } DEBUG_LOG("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0); return false; } void Player::UpdateWeaponSkill (WeaponAttackType attType) { // no skill gain in pvp Unit *pVictim = getVictim(); if(pVictim && pVictim->IsCharmerOrOwnerPlayerOrPlayerItself()) return; if (IsInFeralForm()) return; // always maximized SKILL_FERAL_COMBAT in fact if (GetShapeshiftForm() == FORM_TREE) return; // use weapon but not skill up uint32 weapon_skill_gain = sWorld.getConfig(CONFIG_UINT32_SKILL_GAIN_WEAPON); switch(attType) { case BASE_ATTACK: { Item *tmpitem = GetWeaponForAttack(attType,true,true); if (!tmpitem) UpdateSkill(SKILL_UNARMED,weapon_skill_gain); else if(tmpitem->GetProto()->SubClass != ITEM_SUBCLASS_WEAPON_FISHING_POLE) UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain); break; } case OFF_ATTACK: case RANGED_ATTACK: { Item *tmpitem = GetWeaponForAttack(attType,true,true); if (tmpitem) UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain); break; } } UpdateAllCritPercentages(); } void Player::UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, bool defence) { uint32 plevel = getLevel(); // if defense than pVictim == attacker uint32 greylevel = MaNGOS::XP::GetGrayLevel(plevel); uint32 moblevel = pVictim->GetLevelForTarget(this); if(moblevel < greylevel) return; if (moblevel > plevel + 5) moblevel = plevel + 5; uint32 lvldif = moblevel - greylevel; if(lvldif < 3) lvldif = 3; uint32 skilldif = 5 * plevel - (defence ? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType)); if(skilldif <= 0) return; float chance = float(3 * lvldif * skilldif) / plevel; if(!defence) chance *= 0.1f * GetStat(STAT_INTELLECT); chance = chance < 1.0f ? 1.0f : chance; //minimum chance to increase skill is 1% if(roll_chance_f(chance)) { if(defence) UpdateDefense(); else UpdateWeaponSkill(attType); } else return; } void Player::ModifySkillBonus(uint32 skillid,int32 val, bool talent) { SkillStatusMap::const_iterator itr = mSkillStatus.find(skillid); if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) return; uint32 bonusIndex = PLAYER_SKILL_BONUS_INDEX(itr->second.pos); uint32 bonus_val = GetUInt32Value(bonusIndex); int16 temp_bonus = SKILL_TEMP_BONUS(bonus_val); int16 perm_bonus = SKILL_PERM_BONUS(bonus_val); if(talent) // permanent bonus stored in high part SetUInt32Value(bonusIndex,MAKE_SKILL_BONUS(temp_bonus,perm_bonus+val)); else // temporary/item bonus stored in low part SetUInt32Value(bonusIndex,MAKE_SKILL_BONUS(temp_bonus+val,perm_bonus)); } void Player::UpdateSkillsForLevel() { uint16 maxconfskill = sWorld.GetConfigMaxSkillValue(); uint32 maxSkill = GetMaxSkillValueForLevel(); bool alwaysMaxSkill = sWorld.getConfig(CONFIG_BOOL_ALWAYS_MAX_SKILL_FOR_LEVEL); for(SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ++itr) { if(itr->second.uState == SKILL_DELETED) continue; uint32 pskill = itr->first; SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(pskill); if(!pSkill) continue; if(GetSkillRangeType(pSkill,false) != SKILL_RANGE_LEVEL) continue; uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos); uint32 data = GetUInt32Value(valueIndex); uint32 max = SKILL_MAX(data); uint32 val = SKILL_VALUE(data); /// update only level dependent max skill values if(max!=1) { /// maximize skill always if(alwaysMaxSkill) { SetUInt32Value(valueIndex, MAKE_SKILL_VALUE(maxSkill,maxSkill)); if(itr->second.uState != SKILL_NEW) itr->second.uState = SKILL_CHANGED; GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, pskill); } else if(max != maxconfskill) /// update max skill value if current max skill not maximized { SetUInt32Value(valueIndex, MAKE_SKILL_VALUE(val,maxSkill)); if(itr->second.uState != SKILL_NEW) itr->second.uState = SKILL_CHANGED; } } } } void Player::UpdateSkillsToMaxSkillsForLevel() { for(SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ++itr) { if(itr->second.uState == SKILL_DELETED) continue; uint32 pskill = itr->first; if( IsProfessionOrRidingSkill(pskill)) continue; uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos); uint32 data = GetUInt32Value(valueIndex); uint32 max = SKILL_MAX(data); if(max > 1) { SetUInt32Value(valueIndex,MAKE_SKILL_VALUE(max,max)); if(itr->second.uState != SKILL_NEW) itr->second.uState = SKILL_CHANGED; GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, pskill); } if(pskill == SKILL_DEFENSE) UpdateDefenseBonusesMod(); } } // This functions sets a skill line value (and adds if doesn't exist yet) // To "remove" a skill line, set it's values to zero void Player::SetSkill(uint16 id, uint16 currVal, uint16 maxVal, uint16 step /*=0*/) { if(!id) return; SkillStatusMap::iterator itr = mSkillStatus.find(id); // has skill if(itr != mSkillStatus.end() && itr->second.uState != SKILL_DELETED) { if(currVal) { if (step) // need update step SetUInt32Value(PLAYER_SKILL_INDEX(itr->second.pos), MAKE_PAIR32(id, step)); // update value SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos), MAKE_SKILL_VALUE(currVal, maxVal)); if(itr->second.uState != SKILL_NEW) itr->second.uState = SKILL_CHANGED; learnSkillRewardedSpells(id, currVal); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, id); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL, id); } else //remove { // clear skill fields SetUInt32Value(PLAYER_SKILL_INDEX(itr->second.pos), 0); SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos), 0); SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos), 0); // mark as deleted or simply remove from map if not saved yet if(itr->second.uState != SKILL_NEW) itr->second.uState = SKILL_DELETED; else mSkillStatus.erase(itr); // remove all spells that related to this skill for (uint32 j = 0; j < sSkillLineAbilityStore.GetNumRows(); ++j) if(SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(j)) if (pAbility->skillId == id) removeSpell(sSpellMgr.GetFirstSpellInChain(pAbility->spellId)); } } else if(currVal) // add { for (int i = 0; i < PLAYER_MAX_SKILLS; ++i) { if (!GetUInt32Value(PLAYER_SKILL_INDEX(i))) { SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id); if(!pSkill) { sLog.outError("Skill not found in SkillLineStore: skill #%u", id); return; } SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id, step)); SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal, maxVal)); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, id); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL, id); // insert new entry or update if not deleted old entry yet if(itr != mSkillStatus.end()) { itr->second.pos = i; itr->second.uState = SKILL_CHANGED; } else mSkillStatus.insert(SkillStatusMap::value_type(id, SkillStatusData(i, SKILL_NEW))); // apply skill bonuses SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i), 0); // temporary bonuses AuraList const& mModSkill = GetAurasByType(SPELL_AURA_MOD_SKILL); for(AuraList::const_iterator j = mModSkill.begin(); j != mModSkill.end(); ++j) if ((*j)->GetModifier()->m_miscvalue == int32(id)) (*j)->ApplyModifier(true); // permanent bonuses AuraList const& mModSkillTalent = GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT); for(AuraList::const_iterator j = mModSkillTalent.begin(); j != mModSkillTalent.end(); ++j) if ((*j)->GetModifier()->m_miscvalue == int32(id)) (*j)->ApplyModifier(true); // Learn all spells for skill learnSkillRewardedSpells(id, currVal); return; } } } } bool Player::HasSkill(uint32 skill) const { if(!skill) return false; SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); return (itr != mSkillStatus.end() && itr->second.uState != SKILL_DELETED); } uint16 Player::GetSkillValue(uint32 skill) const { if(!skill) return 0; SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) return 0; uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos)); int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos)))); result += SKILL_TEMP_BONUS(bonus); result += SKILL_PERM_BONUS(bonus); return result < 0 ? 0 : result; } uint16 Player::GetMaxSkillValue(uint32 skill) const { if(!skill) return 0; SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) return 0; uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos)); int32 result = int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos)))); result += SKILL_TEMP_BONUS(bonus); result += SKILL_PERM_BONUS(bonus); return result < 0 ? 0 : result; } uint16 Player::GetPureMaxSkillValue(uint32 skill) const { if(!skill) return 0; SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) return 0; return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))); } uint16 Player::GetBaseSkillValue(uint32 skill) const { if(!skill) return 0; SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) return 0; int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos)))); result += SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos))); return result < 0 ? 0 : result; } uint16 Player::GetPureSkillValue(uint32 skill) const { if(!skill) return 0; SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) return 0; return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))); } int16 Player::GetSkillPermBonusValue(uint32 skill) const { if(!skill) return 0; SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) return 0; return SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos))); } int16 Player::GetSkillTempBonusValue(uint32 skill) const { if(!skill) return 0; SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) return 0; return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos))); } void Player::SendInitialActionButtons() const { DETAIL_LOG( "Initializing Action Buttons for '%u' spec '%u'", GetGUIDLow(), m_activeSpec); WorldPacket data(SMSG_ACTION_BUTTONS, 1+(MAX_ACTION_BUTTONS*4)); data << uint8(1); // talent spec amount (in packet) ActionButtonList const& currentActionButtonList = m_actionButtons[m_activeSpec]; for(uint8 button = 0; button < MAX_ACTION_BUTTONS; ++button) { ActionButtonList::const_iterator itr = currentActionButtonList.find(button); if(itr != currentActionButtonList.end() && itr->second.uState != ACTIONBUTTON_DELETED) data << uint32(itr->second.packedData); else data << uint32(0); } GetSession()->SendPacket( &data ); DETAIL_LOG( "Action Buttons for '%u' spec '%u' Initialized", GetGUIDLow(), m_activeSpec ); } void Player::SendLockActionButtons() const { DETAIL_LOG( "Locking Action Buttons for '%u' spec '%u'", GetGUIDLow(), m_activeSpec); WorldPacket data(SMSG_ACTION_BUTTONS, 1); // sending 2 locks actions bars, neither user can remove buttons, nor client removes buttons at spell unlearn // they remain locked until server sends new action buttons data << uint8(2); GetSession()->SendPacket( &data ); } bool Player::IsActionButtonDataValid(uint8 button, uint32 action, uint8 type, Player* player, bool msg) { if(button >= MAX_ACTION_BUTTONS) { if (msg) { if (player) sLog.outError( "Action %u not added into button %u for player %s: button must be < %u", action, button, player->GetName(), MAX_ACTION_BUTTONS ); else sLog.outError( "Table `playercreateinfo_action` have action %u into button %u : button must be < %u", action, button, MAX_ACTION_BUTTONS ); } return false; } if(action >= MAX_ACTION_BUTTON_ACTION_VALUE) { if (msg) { if (player) sLog.outError( "Action %u not added into button %u for player %s: action must be < %u", action, button, player->GetName(), MAX_ACTION_BUTTON_ACTION_VALUE ); else sLog.outError( "Table `playercreateinfo_action` have action %u into button %u : action must be < %u", action, button, MAX_ACTION_BUTTON_ACTION_VALUE ); } return false; } switch(type) { case ACTION_BUTTON_SPELL: if(!sSpellStore.LookupEntry(action)) { if (msg) { if (player) sLog.outError( "Spell action %u not added into button %u for player %s: spell not exist", action, button, player->GetName() ); else sLog.outError( "Table `playercreateinfo_action` have spell action %u into button %u: spell not exist", action, button ); } return false; } if(player && !player->HasSpell(action)) { if (msg) sLog.outError( "Spell action %u not added into button %u for player %s: player don't known this spell", action, button, player->GetName() ); return false; } break; case ACTION_BUTTON_ITEM: if(!ObjectMgr::GetItemPrototype(action)) { if (msg) { if (player) sLog.outError( "Item action %u not added into button %u for player %s: item not exist", action, button, player->GetName() ); else sLog.outError( "Table `playercreateinfo_action` have item action %u into button %u: item not exist", action, button ); } return false; } break; default: break; // other cases not checked at this moment } return true; } ActionButton* Player::addActionButton(uint8 spec, uint8 button, uint32 action, uint8 type) { // check action only for active spec (so not check at copy/load passive spec) if (spec == GetActiveSpec() && !IsActionButtonDataValid(button,action,type,this)) return NULL; // it create new button (NEW state) if need or return existing ActionButton& ab = m_actionButtons[spec][button]; // set data and update to CHANGED if not NEW ab.SetActionAndType(action,ActionButtonType(type)); DETAIL_LOG("Player '%u' Added Action '%u' (type %u) to Button '%u' for spec %u", GetGUIDLow(), action, uint32(type), button, spec); return &ab; } void Player::removeActionButton(uint8 spec, uint8 button) { ActionButtonList& currentActionButtonList = m_actionButtons[spec]; ActionButtonList::iterator buttonItr = currentActionButtonList.find(button); if (buttonItr == currentActionButtonList.end() || buttonItr->second.uState == ACTIONBUTTON_DELETED) return; if (buttonItr->second.uState == ACTIONBUTTON_NEW) currentActionButtonList.erase(buttonItr); // new and not saved else buttonItr->second.uState = ACTIONBUTTON_DELETED; // saved, will deleted at next save DETAIL_LOG("Action Button '%u' Removed from Player '%u' for spec %u", button, GetGUIDLow(), spec); } ActionButton const* Player::GetActionButton(uint8 button) { ActionButtonList& currentActionButtonList = m_actionButtons[m_activeSpec]; ActionButtonList::iterator buttonItr = currentActionButtonList.find(button); if (buttonItr==currentActionButtonList.end() || buttonItr->second.uState == ACTIONBUTTON_DELETED) return NULL; return &buttonItr->second; } bool Player::SetPosition(float x, float y, float z, float orientation, bool teleport) { // prevent crash when a bad coord is sent by the client if(!MaNGOS::IsValidMapCoord(x,y,z,orientation)) { DEBUG_LOG("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x,y,z,orientation,teleport,GetGUIDLow()); return false; } Map *m = GetMap(); const float old_x = GetPositionX(); const float old_y = GetPositionY(); const float old_z = GetPositionZ(); const float old_r = GetOrientation(); if( teleport || old_x != x || old_y != y || old_z != z || old_r != orientation ) { if (teleport || old_x != x || old_y != y || old_z != z) RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING); else RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING); RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); // move and update visible state if need m->PlayerRelocation(this, x, y, z, orientation); // reread after Map::Relocation m = GetMap(); x = GetPositionX(); y = GetPositionY(); z = GetPositionZ(); // group update if (GetGroup() && (old_x != x || old_y != y)) SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION); if (GetTrader() && !IsWithinDistInMap(GetTrader(), INTERACTION_DISTANCE)) GetSession()->SendCancelTrade(); // will close both side trade windows } // code block for underwater state update UpdateUnderwaterState(m, x, y, z); CheckAreaExploreAndOutdoor(); return true; } void Player::SaveRecallPosition() { m_recallMap = GetMapId(); m_recallX = GetPositionX(); m_recallY = GetPositionY(); m_recallZ = GetPositionZ(); m_recallO = GetOrientation(); } void Player::SendMessageToSet(WorldPacket *data, bool self) { if (IsInWorld()) GetMap()->MessageBroadcast(this, data, false); //if player is not in world and map in not created/already destroyed //no need to create one, just send packet for itself! if (self) GetSession()->SendPacket(data); } void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self) { if (IsInWorld()) GetMap()->MessageDistBroadcast(this, data, dist, false); if (self) GetSession()->SendPacket(data); } void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool own_team_only) { if (IsInWorld()) GetMap()->MessageDistBroadcast(this, data, dist, false, own_team_only); if (self) GetSession()->SendPacket(data); } void Player::SendDirectMessage(WorldPacket *data) { GetSession()->SendPacket(data); } void Player::SendCinematicStart(uint32 CinematicSequenceId) { WorldPacket data(SMSG_TRIGGER_CINEMATIC, 4); data << uint32(CinematicSequenceId); SendDirectMessage(&data); } void Player::SendMovieStart(uint32 MovieId) { WorldPacket data(SMSG_TRIGGER_MOVIE, 4); data << uint32(MovieId); SendDirectMessage(&data); } void Player::CheckAreaExploreAndOutdoor() { if (!isAlive()) return; if (IsTaxiFlying()) return; bool isOutdoor; uint16 areaFlag = GetTerrain()->GetAreaFlag(GetPositionX(),GetPositionY(),GetPositionZ(), &isOutdoor); if (isOutdoor) { if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) && GetRestType() == REST_TYPE_IN_TAVERN) { AreaTriggerEntry const* at = sAreaTriggerStore.LookupEntry(inn_trigger_id); if (!at || !IsPointInAreaTriggerZone(at, GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ())) { // Player left inn (REST_TYPE_IN_CITY overrides REST_TYPE_IN_TAVERN, so just clear rest) SetRestType(REST_TYPE_NO); } } } else if (sWorld.getConfig(CONFIG_BOOL_VMAP_INDOOR_CHECK) && !isGameMaster()) RemoveAurasWithAttribute(SPELL_ATTR_OUTDOORS_ONLY); if (areaFlag==0xffff) return; int offset = areaFlag / 32; if (offset >= PLAYER_EXPLORED_ZONES_SIZE) { sLog.outError("Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < %u ).",areaFlag,GetPositionX(),GetPositionY(),offset,offset, PLAYER_EXPLORED_ZONES_SIZE); return; } uint32 val = (uint32)(1 << (areaFlag % 32)); uint32 currFields = GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset); if (!(currFields & val)) { SetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset, (uint32)(currFields | val)); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA); AreaTableEntry const *p = GetAreaEntryByAreaFlagAndMap(areaFlag,GetMapId()); if(!p) { sLog.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId()); } else if(p->area_level > 0) { uint32 area = p->ID; if (getLevel() >= sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL)) { SendExplorationExperience(area,0); } else { int32 diff = int32(getLevel()) - p->area_level; uint32 XP = 0; if (diff < -5) { XP = uint32(sObjectMgr.GetBaseXP(getLevel()+5)*sWorld.getConfig(CONFIG_FLOAT_RATE_XP_EXPLORE)); } else if (diff > 5) { int32 exploration_percent = (100-((diff-5)*5)); if (exploration_percent > 100) exploration_percent = 100; else if (exploration_percent < 0) exploration_percent = 0; XP = uint32(sObjectMgr.GetBaseXP(p->area_level)*exploration_percent/100*sWorld.getConfig(CONFIG_FLOAT_RATE_XP_EXPLORE)); } else { XP = uint32(sObjectMgr.GetBaseXP(p->area_level)*sWorld.getConfig(CONFIG_FLOAT_RATE_XP_EXPLORE)); } GiveXP( XP, NULL ); SendExplorationExperience(area,XP); } DETAIL_LOG("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area); } } } Team Player::TeamForRace(uint8 race) { ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race); if (!rEntry) { sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race)); return ALLIANCE; } switch(rEntry->TeamID) { case 7: return ALLIANCE; case 1: return HORDE; } sLog.outError("Race %u have wrong teamid %u in DBC: wrong DBC files?",uint32(race),rEntry->TeamID); return TEAM_NONE; } uint32 Player::getFactionForRace(uint8 race) { ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race); if(!rEntry) { sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race)); return 0; } return rEntry->FactionID; } void Player::setFactionForRace(uint8 race) { m_team = TeamForRace(race); setFaction(getFactionForRace(race)); } ReputationRank Player::GetReputationRank(uint32 faction) const { FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction); return GetReputationMgr().GetRank(factionEntry); } //Calculate total reputation percent player gain with quest/creature level int32 Player::CalculateReputationGain(ReputationSource source, int32 rep, int32 faction, uint32 creatureOrQuestLevel, bool noAuraBonus) { float percent = 100.0f; float repMod = noAuraBonus ? 0.0f : (float)GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN); // faction specific auras only seem to apply to kills if (source == REPUTATION_SOURCE_KILL) repMod += GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_FACTION_REPUTATION_GAIN, faction); percent += rep > 0 ? repMod : -repMod; float rate; switch (source) { case REPUTATION_SOURCE_KILL: rate = sWorld.getConfig(CONFIG_FLOAT_RATE_REPUTATION_LOWLEVEL_KILL); break; case REPUTATION_SOURCE_QUEST: rate = sWorld.getConfig(CONFIG_FLOAT_RATE_REPUTATION_LOWLEVEL_QUEST); break; case REPUTATION_SOURCE_SPELL: default: rate = 1.0f; break; } if (rate != 1.0f && creatureOrQuestLevel <= MaNGOS::XP::GetGrayLevel(getLevel())) percent *= rate; if (percent <= 0.0f) return 0; // Multiply result with the faction specific rate if (const RepRewardRate *repData = sObjectMgr.GetRepRewardRate(faction)) { float repRate = 0.0f; switch (source) { case REPUTATION_SOURCE_KILL: repRate = repData->creature_rate; break; case REPUTATION_SOURCE_QUEST: repRate = repData->quest_rate; break; case REPUTATION_SOURCE_SPELL: repRate = repData->spell_rate; break; } // for custom, a rate of 0.0 will totally disable reputation gain for this faction/type if (repRate <= 0.0f) return 0; percent *= repRate; } return int32(sWorld.getConfig(CONFIG_FLOAT_RATE_REPUTATION_GAIN)*rep*percent/100.0f); } //Calculates how many reputation points player gains in victim's enemy factions void Player::RewardReputation(Unit *pVictim, float rate) { if(!pVictim || pVictim->GetTypeId() == TYPEID_PLAYER) return; // used current difficulty creature entry instead normal version (GetEntry()) ReputationOnKillEntry const* Rep = sObjectMgr.GetReputationOnKillEntry(((Creature*)pVictim)->GetCreatureInfo()->Entry); if(!Rep) return; if(Rep->repfaction1 && (!Rep->team_dependent || GetTeam()==ALLIANCE)) { int32 donerep1 = CalculateReputationGain(REPUTATION_SOURCE_KILL, Rep->repvalue1, Rep->repfaction1, pVictim->getLevel()); donerep1 = int32(donerep1*rate); FactionEntry const *factionEntry1 = sFactionStore.LookupEntry(Rep->repfaction1); uint32 current_reputation_rank1 = GetReputationMgr().GetRank(factionEntry1); if (factionEntry1 && current_reputation_rank1 <= Rep->reputation_max_cap1) GetReputationMgr().ModifyReputation(factionEntry1, donerep1); // Wiki: Team factions value divided by 2 if (factionEntry1 && Rep->is_teamaward1) { FactionEntry const *team1_factionEntry = sFactionStore.LookupEntry(factionEntry1->team); if(team1_factionEntry) GetReputationMgr().ModifyReputation(team1_factionEntry, donerep1 / 2); } } if(Rep->repfaction2 && (!Rep->team_dependent || GetTeam()==HORDE)) { int32 donerep2 = CalculateReputationGain(REPUTATION_SOURCE_KILL, Rep->repvalue2, Rep->repfaction2, pVictim->getLevel()); donerep2 = int32(donerep2*rate); FactionEntry const *factionEntry2 = sFactionStore.LookupEntry(Rep->repfaction2); uint32 current_reputation_rank2 = GetReputationMgr().GetRank(factionEntry2); if (factionEntry2 && current_reputation_rank2 <= Rep->reputation_max_cap2) GetReputationMgr().ModifyReputation(factionEntry2, donerep2); // Wiki: Team factions value divided by 2 if (factionEntry2 && Rep->is_teamaward2) { FactionEntry const *team2_factionEntry = sFactionStore.LookupEntry(factionEntry2->team); if(team2_factionEntry) GetReputationMgr().ModifyReputation(team2_factionEntry, donerep2 / 2); } } } //Calculate how many reputation points player gain with the quest void Player::RewardReputation(Quest const *pQuest) { // quest reputation reward/loss for(int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i) { if (!pQuest->RewRepFaction[i]) continue; // No diplomacy mod are applied to the final value (flat). Note the formula (finalValue = DBvalue/100) if (pQuest->RewRepValue[i]) { int32 rep = CalculateReputationGain(REPUTATION_SOURCE_QUEST, pQuest->RewRepValue[i]/100, pQuest->RewRepFaction[i], GetQuestLevelForPlayer(pQuest), true); if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i])) GetReputationMgr().ModifyReputation(factionEntry, rep); } else { uint32 row = ((pQuest->RewRepValueId[i] < 0) ? 1 : 0) + 1; uint32 field = abs(pQuest->RewRepValueId[i]); if (const QuestFactionRewardEntry *pRow = sQuestFactionRewardStore.LookupEntry(row)) { int32 repPoints = pRow->rewardValue[field]; if (!repPoints) continue; repPoints = CalculateReputationGain(REPUTATION_SOURCE_QUEST, repPoints, pQuest->RewRepFaction[i], GetQuestLevelForPlayer(pQuest)); if (const FactionEntry* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i])) GetReputationMgr().ModifyReputation(factionEntry, repPoints); } } } // TODO: implement reputation spillover } void Player::UpdateArenaFields(void) { /* arena calcs go here */ } void Player::UpdateHonorFields() { /// called when rewarding honor and at each save time_t now = time(NULL); time_t today = (time(NULL) / DAY) * DAY; if(m_lastHonorUpdateTime < today) { time_t yesterday = today - DAY; uint16 kills_today = PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS)); // update yesterday's contribution if(m_lastHonorUpdateTime >= yesterday ) { SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION)); // this is the first update today, reset today's contribution SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, 0); SetUInt32Value(PLAYER_FIELD_KILLS, MAKE_PAIR32(0,kills_today)); } else { // no honor/kills yesterday or today, reset SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0); SetUInt32Value(PLAYER_FIELD_KILLS, 0); } } m_lastHonorUpdateTime = now; } ///Calculate the amount of honor gained based on the victim ///and the size of the group for which the honor is divided ///An exact honor value can also be given (overriding the calcs) bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor) { // do not reward honor in arenas, but enable onkill spellproc if(InArena()) { if(!uVictim || uVictim == this || uVictim->GetTypeId() != TYPEID_PLAYER) return false; if( GetBGTeam() == ((Player*)uVictim)->GetBGTeam() ) return false; return true; } // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE)) return false; uint64 victim_guid = 0; uint32 victim_rank = 0; // need call before fields update to have chance move yesterday data to appropriate fields before today data change. UpdateHonorFields(); if(honor <= 0) { if(!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT)) return false; victim_guid = uVictim->GetGUID(); if( uVictim->GetTypeId() == TYPEID_PLAYER ) { Player *pVictim = (Player *)uVictim; if( GetTeam() == pVictim->GetTeam() && !sWorld.IsFFAPvPRealm() ) return false; float f = 1; //need for total kills (?? need more info) uint32 k_grey = 0; uint32 k_level = getLevel(); uint32 v_level = pVictim->getLevel(); { // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION // [0] Just name // [1..14] Alliance honor titles and player name // [15..28] Horde honor titles and player name // [29..38] Other title and player name // [39+] Nothing uint32 victim_title = pVictim->GetUInt32Value(PLAYER_CHOSEN_TITLE); // Get Killer titles, CharTitlesEntry::bit_index // Ranks: // title[1..14] -> rank[5..18] // title[15..28] -> rank[5..18] // title[other] -> 0 if (victim_title == 0) victim_guid = 0; // Don't show HK: message, only log. else if (victim_title < 15) victim_rank = victim_title + 4; else if (victim_title < 29) victim_rank = victim_title - 14 + 4; else victim_guid = 0; // Don't show HK: message, only log. } k_grey = MaNGOS::XP::GetGrayLevel(k_level); if(v_level<=k_grey) return false; float diff_level = (k_level == k_grey) ? 1 : ((float(v_level) - float(k_grey)) / (float(k_level) - float(k_grey))); int32 v_rank =1; //need more info honor = ((f * diff_level * (190 + v_rank*10))/6); honor *= ((float)k_level) / 70.0f; //factor of dependence on levels of the killer // count the number of playerkills in one day ApplyModUInt32Value(PLAYER_FIELD_KILLS, 1, true); // and those in a lifetime ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, 1, true); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS, pVictim->getClass()); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_RACE, pVictim->getRace()); } else { Creature *cVictim = (Creature *)uVictim; if (!cVictim->IsRacialLeader()) return false; honor = 100; // ??? need more info victim_rank = 19; // HK: Leader } } if (uVictim != NULL) { honor *= sWorld.getConfig(CONFIG_FLOAT_RATE_HONOR); honor *= (GetMaxPositiveAuraModifier(SPELL_AURA_MOD_HONOR_GAIN) + 100.0f)/100.0f; if(groupsize > 1) honor /= groupsize; honor *= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor } // honor - for show honor points in log // victim_guid - for show victim name in log // victim_rank [1..4] HK: // victim_rank [5..19] HK: // victim_rank [0,20+] HK: <> WorldPacket data(SMSG_PVP_CREDIT,4+8+4); data << (uint32) honor; data << (uint64) victim_guid; data << (uint32) victim_rank; GetSession()->SendPacket(&data); // add honor points ModifyHonorPoints(int32(honor)); ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, uint32(honor), true); return true; } void Player::ModifyHonorPoints( int32 value ) { if(value < 0) { if (GetHonorPoints() > sWorld.getConfig(CONFIG_UINT32_MAX_HONOR_POINTS)) SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_UINT32_MAX_HONOR_POINTS) + value); else SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() > uint32(-value) ? GetHonorPoints() + value : 0); } else SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() < sWorld.getConfig(CONFIG_UINT32_MAX_HONOR_POINTS) - value ? GetHonorPoints() + value : sWorld.getConfig(CONFIG_UINT32_MAX_HONOR_POINTS)); } void Player::ModifyArenaPoints( int32 value ) { if(value < 0) { if (GetArenaPoints() > sWorld.getConfig(CONFIG_UINT32_MAX_ARENA_POINTS)) SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_UINT32_MAX_ARENA_POINTS) + value); else SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() > uint32(-value) ? GetArenaPoints() + value : 0); } else SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() < sWorld.getConfig(CONFIG_UINT32_MAX_ARENA_POINTS) - value ? GetArenaPoints() + value : sWorld.getConfig(CONFIG_UINT32_MAX_ARENA_POINTS)); } uint32 Player::GetGuildIdFromDB(ObjectGuid guid) { uint32 lowguid = guid.GetCounter(); QueryResult* result = CharacterDatabase.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", lowguid); if (!result) return 0; uint32 id = result->Fetch()[0].GetUInt32(); delete result; return id; } uint32 Player::GetRankFromDB(ObjectGuid guid) { QueryResult *result = CharacterDatabase.PQuery("SELECT rank FROM guild_member WHERE guid='%u'", guid.GetCounter()); if (result) { uint32 v = result->Fetch()[0].GetUInt32(); delete result; return v; } else return 0; } uint32 Player::GetArenaTeamIdFromDB(ObjectGuid guid, uint8 type) { QueryResult *result = CharacterDatabase.PQuery("SELECT arena_team_member.arenateamid FROM arena_team_member JOIN arena_team ON arena_team_member.arenateamid = arena_team.arenateamid WHERE guid='%u' AND type='%u' LIMIT 1", guid.GetCounter(), type); if (!result) return 0; uint32 id = (*result)[0].GetUInt32(); delete result; return id; } uint32 Player::GetZoneIdFromDB(ObjectGuid guid) { uint32 lowguid = guid.GetCounter(); QueryResult *result = CharacterDatabase.PQuery("SELECT zone FROM characters WHERE guid='%u'", lowguid); if (!result) return 0; Field* fields = result->Fetch(); uint32 zone = fields[0].GetUInt32(); delete result; if (!zone) { // stored zone is zero, use generic and slow zone detection result = CharacterDatabase.PQuery("SELECT map,position_x,position_y,position_z FROM characters WHERE guid='%u'", lowguid); if( !result ) return 0; fields = result->Fetch(); uint32 map = fields[0].GetUInt32(); float posx = fields[1].GetFloat(); float posy = fields[2].GetFloat(); float posz = fields[3].GetFloat(); delete result; zone = sTerrainMgr.GetZoneId(map,posx,posy,posz); if (zone > 0) CharacterDatabase.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone, lowguid); } return zone; } uint32 Player::GetLevelFromDB(ObjectGuid guid) { uint32 lowguid = guid.GetCounter(); QueryResult *result = CharacterDatabase.PQuery("SELECT level FROM characters WHERE guid='%u'", lowguid); if (!result) return 0; Field* fields = result->Fetch(); uint32 level = fields[0].GetUInt32(); delete result; return level; } void Player::UpdateArea(uint32 newArea) { m_areaUpdateId = newArea; AreaTableEntry const* area = GetAreaEntryByAreaID(newArea); // FFA_PVP flags are area and not zone id dependent // so apply them accordingly if (area && (area->flags & AREA_FLAG_ARENA)) { if (!isGameMaster()) SetFFAPvP(true); } else { // remove ffa flag only if not ffapvp realm // removal in sanctuaries and capitals is handled in zone update if(IsFFAPvP() && !sWorld.IsFFAPvPRealm()) SetFFAPvP(false); } if (area) { // Dalaran restricted flight zone if ((area->flags & AREA_FLAG_CANNOT_FLY) && IsFreeFlying() && !isGameMaster() && !HasAura(58600)) CastSpell(this, 58600, true); // Restricted Flight Area // TODO: implement wintergrasp parachute when battle in progress /* if ((area->flags & AREA_FLAG_OUTDOOR_PVP) && IsFreeFlying() && && !isGameMaster()) CastSpell(this, 58730, true); */ } UpdateAreaDependentAuras(); } void Player::UpdateZone(uint32 newZone, uint32 newArea) { AreaTableEntry const* zone = GetAreaEntryByAreaID(newZone); if(!zone) return; if(m_zoneUpdateId != newZone) { SendInitWorldStates(newZone, newArea); // only if really enters to new zone, not just area change, works strange... if (sWorld.getConfig(CONFIG_BOOL_WEATHER)) { if(Weather *wth = sWorld.FindWeather(zone->ID)) wth->SendWeatherUpdateToPlayer(this); else if(!sWorld.AddWeather(zone->ID)) { // send fine weather packet to remove old zone's weather Weather::SendFineWeatherUpdateToPlayer(this); } } } m_zoneUpdateId = newZone; m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL; // zone changed, so area changed as well, update it UpdateArea(newArea); // in PvP, any not controlled zone (except zone->team == 6, default case) // in PvE, only opposition team capital switch(zone->team) { case AREATEAM_ALLY: pvpInfo.inHostileArea = GetTeam() != ALLIANCE && (sWorld.IsPvPRealm() || zone->flags & AREA_FLAG_CAPITAL); break; case AREATEAM_HORDE: pvpInfo.inHostileArea = GetTeam() != HORDE && (sWorld.IsPvPRealm() || zone->flags & AREA_FLAG_CAPITAL); break; case AREATEAM_NONE: // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this pvpInfo.inHostileArea = sWorld.IsPvPRealm() || InBattleGround(); break; default: // 6 in fact pvpInfo.inHostileArea = false; break; } if(pvpInfo.inHostileArea) // in hostile area { if(!IsPvP() || pvpInfo.endTimer != 0) UpdatePvP(true, true); } else // in friendly area { if(IsPvP() && !HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_IN_PVP) && pvpInfo.endTimer == 0) pvpInfo.endTimer = time(0); // start toggle-off } if(zone->flags & AREA_FLAG_SANCTUARY) // in sanctuary { SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY); if(sWorld.IsFFAPvPRealm()) SetFFAPvP(false); } else { RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY); } if(zone->flags & AREA_FLAG_CAPITAL) // in capital city SetRestType(REST_TYPE_IN_CITY); else if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) && GetRestType() != REST_TYPE_IN_TAVERN) // resting and not in tavern (leave city then); tavern leave handled in CheckAreaExploreAndOutdoor SetRestType(REST_TYPE_NO); // remove items with area/map limitations (delete only for alive player to allow back in ghost mode) // if player resurrected at teleport this will be applied in resurrect code if(isAlive()) DestroyZoneLimitedItem( true, newZone ); // check some item equip limitations (in result lost CanTitanGrip at talent reset, for example) AutoUnequipOffhandIfNeed(); // recent client version not send leave/join channel packets for built-in local channels UpdateLocalChannels( newZone ); // group update if(GetGroup()) SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE); UpdateZoneDependentAuras(); UpdateZoneDependentPets(); } //If players are too far way of duel flag... then player loose the duel void Player::CheckDuelDistance(time_t currTime) { if(!duel) return; uint64 duelFlagGUID = GetUInt64Value(PLAYER_DUEL_ARBITER); GameObject* obj = GetMap()->GetGameObject(duelFlagGUID); if(!obj) return; if(duel->outOfBound == 0) { if(!IsWithinDistInMap(obj, 50)) { duel->outOfBound = currTime; WorldPacket data(SMSG_DUEL_OUTOFBOUNDS, 0); GetSession()->SendPacket(&data); } } else { if(IsWithinDistInMap(obj, 40)) { duel->outOfBound = 0; WorldPacket data(SMSG_DUEL_INBOUNDS, 0); GetSession()->SendPacket(&data); } else if(currTime >= (duel->outOfBound+10)) { DuelComplete(DUEL_FLED); } } } void Player::DuelComplete(DuelCompleteType type) { // duel not requested if(!duel) return; WorldPacket data(SMSG_DUEL_COMPLETE, (1)); data << (uint8)((type != DUEL_INTERUPTED) ? 1 : 0); GetSession()->SendPacket(&data); duel->opponent->GetSession()->SendPacket(&data); if(type != DUEL_INTERUPTED) { data.Initialize(SMSG_DUEL_WINNER, (1+20)); // we guess size data << (uint8)((type==DUEL_WON) ? 0 : 1); // 0 = just won; 1 = fled data << duel->opponent->GetName(); data << GetName(); SendMessageToSet(&data,true); } if (type == DUEL_WON) { GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL, 1); if (duel->opponent) duel->opponent->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL, 1); } //Remove Duel Flag object GameObject* obj = GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER)); if(obj) duel->initiator->RemoveGameObject(obj,true); /* remove auras */ std::vector auras2remove; SpellAuraHolderMap const& vAuras = duel->opponent->GetSpellAuraHolderMap(); for (SpellAuraHolderMap::const_iterator i = vAuras.begin(); i != vAuras.end(); ++i) { if (!i->second->IsPositive() && i->second->GetCasterGuid() == GetObjectGuid() && i->second->GetAuraApplyTime() >= duel->startTime) auras2remove.push_back(i->second->GetId()); } for(size_t i=0; iopponent->RemoveAurasDueToSpell(auras2remove[i]); auras2remove.clear(); SpellAuraHolderMap const& auras = GetSpellAuraHolderMap(); for (SpellAuraHolderMap::const_iterator i = auras.begin(); i != auras.end(); ++i) { if (!i->second->IsPositive() && i->second->GetCasterGuid() == duel->opponent->GetObjectGuid() && i->second->GetAuraApplyTime() >= duel->startTime) auras2remove.push_back(i->second->GetId()); } for(size_t i=0; iopponent->GetObjectGuid()) ClearComboPoints(); else if (GetComboTargetGuid() == duel->opponent->GetPetGuid()) ClearComboPoints(); if (duel->opponent->GetComboTargetGuid() == GetObjectGuid()) duel->opponent->ClearComboPoints(); else if (duel->opponent->GetComboTargetGuid() == GetPetGuid()) duel->opponent->ClearComboPoints(); //cleanups SetUInt64Value(PLAYER_DUEL_ARBITER, 0); SetUInt32Value(PLAYER_DUEL_TEAM, 0); duel->opponent->SetUInt64Value(PLAYER_DUEL_ARBITER, 0); duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 0); delete duel->opponent->duel; duel->opponent->duel = NULL; delete duel; duel = NULL; } //---------------------------------------------------------// void Player::_ApplyItemMods(Item *item, uint8 slot,bool apply) { if(slot >= INVENTORY_SLOT_BAG_END || !item) return; // not apply/remove mods for broken item if(item->IsBroken()) return; ItemPrototype const *proto = item->GetProto(); if(!proto) return; DETAIL_LOG("applying mods for item %u ",item->GetGUIDLow()); uint32 attacktype = Player::GetAttackBySlot(slot); if(attacktype < MAX_ATTACK) _ApplyWeaponDependentAuraMods(item,WeaponAttackType(attacktype),apply); _ApplyItemBonuses(proto,slot,apply); if( slot==EQUIPMENT_SLOT_RANGED ) _ApplyAmmoBonuses(); ApplyItemEquipSpell(item,apply); ApplyEnchantment(item, apply); if(proto->Socket[0].Color) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items CorrectMetaGemEnchants(slot, apply); DEBUG_LOG("_ApplyItemMods complete."); } void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool apply, bool only_level_scale /*= false*/) { if (slot >= INVENTORY_SLOT_BAG_END || !proto) return; ScalingStatDistributionEntry const *ssd = proto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(proto->ScalingStatDistribution) : NULL; if (only_level_scale && !ssd) return; // req. check at equip, but allow use for extended range if range limit max level, set proper level uint32 ssd_level = getLevel(); if (ssd && ssd_level > ssd->MaxLevel) ssd_level = ssd->MaxLevel; ScalingStatValuesEntry const *ssv = proto->ScalingStatValue ? sScalingStatValuesStore.LookupEntry(ssd_level) : NULL; if (only_level_scale && !ssv) return; for (uint32 i = 0; i < MAX_ITEM_PROTO_STATS; ++i) { uint32 statType = 0; int32 val = 0; // If set ScalingStatDistribution need get stats and values from it if (ssd && ssv) { if (ssd->StatMod[i] < 0) continue; statType = ssd->StatMod[i]; val = (ssv->getssdMultiplier(proto->ScalingStatValue) * ssd->Modifier[i]) / 10000; } else { if (i >= proto->StatsCount) continue; statType = proto->ItemStat[i].ItemStatType; val = proto->ItemStat[i].ItemStatValue; } if(val == 0) continue; switch (statType) { case ITEM_MOD_MANA: HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(val), apply); break; case ITEM_MOD_HEALTH: // modify HP HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(val), apply); break; case ITEM_MOD_AGILITY: // modify agility HandleStatModifier(UNIT_MOD_STAT_AGILITY, BASE_VALUE, float(val), apply); ApplyStatBuffMod(STAT_AGILITY, float(val), apply); break; case ITEM_MOD_STRENGTH: //modify strength HandleStatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(val), apply); ApplyStatBuffMod(STAT_STRENGTH, float(val), apply); break; case ITEM_MOD_INTELLECT: //modify intellect HandleStatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(val), apply); ApplyStatBuffMod(STAT_INTELLECT, float(val), apply); break; case ITEM_MOD_SPIRIT: //modify spirit HandleStatModifier(UNIT_MOD_STAT_SPIRIT, BASE_VALUE, float(val), apply); ApplyStatBuffMod(STAT_SPIRIT, float(val), apply); break; case ITEM_MOD_STAMINA: //modify stamina HandleStatModifier(UNIT_MOD_STAT_STAMINA, BASE_VALUE, float(val), apply); ApplyStatBuffMod(STAT_STAMINA, float(val), apply); break; case ITEM_MOD_DEFENSE_SKILL_RATING: ApplyRatingMod(CR_DEFENSE_SKILL, int32(val), apply); break; case ITEM_MOD_DODGE_RATING: ApplyRatingMod(CR_DODGE, int32(val), apply); break; case ITEM_MOD_PARRY_RATING: ApplyRatingMod(CR_PARRY, int32(val), apply); break; case ITEM_MOD_BLOCK_RATING: ApplyRatingMod(CR_BLOCK, int32(val), apply); break; case ITEM_MOD_HIT_MELEE_RATING: ApplyRatingMod(CR_HIT_MELEE, int32(val), apply); break; case ITEM_MOD_HIT_RANGED_RATING: ApplyRatingMod(CR_HIT_RANGED, int32(val), apply); break; case ITEM_MOD_HIT_SPELL_RATING: ApplyRatingMod(CR_HIT_SPELL, int32(val), apply); break; case ITEM_MOD_CRIT_MELEE_RATING: ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply); break; case ITEM_MOD_CRIT_RANGED_RATING: ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply); break; case ITEM_MOD_CRIT_SPELL_RATING: ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply); break; case ITEM_MOD_HIT_TAKEN_MELEE_RATING: ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply); break; case ITEM_MOD_HIT_TAKEN_RANGED_RATING: ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply); break; case ITEM_MOD_HIT_TAKEN_SPELL_RATING: ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply); break; case ITEM_MOD_CRIT_TAKEN_MELEE_RATING: ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply); break; case ITEM_MOD_CRIT_TAKEN_RANGED_RATING: ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply); break; case ITEM_MOD_CRIT_TAKEN_SPELL_RATING: ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply); break; case ITEM_MOD_HASTE_MELEE_RATING: ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply); break; case ITEM_MOD_HASTE_RANGED_RATING: ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply); break; case ITEM_MOD_HASTE_SPELL_RATING: ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply); break; case ITEM_MOD_HIT_RATING: ApplyRatingMod(CR_HIT_MELEE, int32(val), apply); ApplyRatingMod(CR_HIT_RANGED, int32(val), apply); ApplyRatingMod(CR_HIT_SPELL, int32(val), apply); break; case ITEM_MOD_CRIT_RATING: ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply); ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply); ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply); break; case ITEM_MOD_HIT_TAKEN_RATING: ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply); ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply); ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply); break; case ITEM_MOD_CRIT_TAKEN_RATING: ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply); ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply); ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply); break; case ITEM_MOD_RESILIENCE_RATING: ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply); ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply); ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply); break; case ITEM_MOD_HASTE_RATING: ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply); ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply); ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply); break; case ITEM_MOD_EXPERTISE_RATING: ApplyRatingMod(CR_EXPERTISE, int32(val), apply); break; case ITEM_MOD_ATTACK_POWER: HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(val), apply); HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply); break; case ITEM_MOD_RANGED_ATTACK_POWER: HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply); break; case ITEM_MOD_MANA_REGENERATION: ApplyManaRegenBonus(int32(val), apply); break; case ITEM_MOD_ARMOR_PENETRATION_RATING: ApplyRatingMod(CR_ARMOR_PENETRATION, int32(val), apply); break; case ITEM_MOD_SPELL_POWER: ApplySpellPowerBonus(int32(val), apply); break; case ITEM_MOD_SPELL_PENETRATION: ApplyModInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE, -int32(val), apply); m_spellPenetrationItemMod += apply ? val : -val; break; case ITEM_MOD_BLOCK_VALUE: HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(val), apply); break; // deprecated item mods case ITEM_MOD_FERAL_ATTACK_POWER: case ITEM_MOD_SPELL_HEALING_DONE: case ITEM_MOD_SPELL_DAMAGE_DONE: break; } } // Apply Spell Power from ScalingStatValue if set if(ssv) { if (int32 spellbonus = ssv->getSpellBonus(proto->ScalingStatValue)) ApplySpellPowerBonus(spellbonus, apply); } // If set ScalingStatValue armor get it or use item armor uint32 armor = proto->Armor; if (ssv) { if (uint32 ssvarmor = ssv->getArmorMod(proto->ScalingStatValue)) armor = ssvarmor; } // Add armor bonus from ArmorDamageModifier if > 0 if (proto->ArmorDamageModifier > 0) armor += uint32(proto->ArmorDamageModifier); if (armor) HandleStatModifier(UNIT_MOD_ARMOR, BASE_VALUE, float(armor), apply); if (proto->Block) HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(proto->Block), apply); if (proto->HolyRes) HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(proto->HolyRes), apply); if (proto->FireRes) HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(proto->FireRes), apply); if (proto->NatureRes) HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE, BASE_VALUE, float(proto->NatureRes), apply); if (proto->FrostRes) HandleStatModifier(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, float(proto->FrostRes), apply); if (proto->ShadowRes) HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW, BASE_VALUE, float(proto->ShadowRes), apply); if (proto->ArcaneRes) HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE, BASE_VALUE, float(proto->ArcaneRes), apply); WeaponAttackType attType = BASE_ATTACK; float damage = 0.0f; if( slot == EQUIPMENT_SLOT_RANGED && ( proto->InventoryType == INVTYPE_RANGED || proto->InventoryType == INVTYPE_THROWN || proto->InventoryType == INVTYPE_RANGEDRIGHT )) { attType = RANGED_ATTACK; } else if(slot==EQUIPMENT_SLOT_OFFHAND) { attType = OFF_ATTACK; } float minDamage = proto->Damage[0].DamageMin; float maxDamage = proto->Damage[0].DamageMax; int32 extraDPS = 0; // If set dpsMod in ScalingStatValue use it for min (70% from average), max (130% from average) damage if (ssv) { if ((extraDPS = ssv->getDPSMod(proto->ScalingStatValue))) { float average = extraDPS * proto->Delay / 1000.0f; minDamage = 0.7f * average; maxDamage = 1.3f * average; } } if (minDamage > 0 ) { damage = apply ? minDamage : BASE_MINDAMAGE; SetBaseWeaponDamage(attType, MINDAMAGE, damage); //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE)); } if (maxDamage > 0 ) { damage = apply ? maxDamage : BASE_MAXDAMAGE; SetBaseWeaponDamage(attType, MAXDAMAGE, damage); } // Apply feral bonus from ScalingStatValue if set if (ssv) { if (int32 feral_bonus = ssv->getFeralBonus(proto->ScalingStatValue)) ApplyFeralAPBonus(feral_bonus, apply); } // Druids get feral AP bonus from weapon dps (also use DPS from ScalingStatValue) if (getClass() == CLASS_DRUID) { int32 feral_bonus = proto->getFeralBonus(extraDPS); if (feral_bonus > 0) ApplyFeralAPBonus(feral_bonus, apply); } if (!CanUseEquippedWeapon(attType)) return; if (proto->Delay) { if(slot == EQUIPMENT_SLOT_RANGED) SetAttackTime(RANGED_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME); else if(slot==EQUIPMENT_SLOT_MAINHAND) SetAttackTime(BASE_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME); else if(slot==EQUIPMENT_SLOT_OFFHAND) SetAttackTime(OFF_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME); } if(CanModifyStats() && (damage || proto->Delay)) UpdateDamagePhysical(attType); } void Player::_ApplyWeaponDependentAuraMods(Item *item,WeaponAttackType attackType,bool apply) { AuraList const& auraCritList = GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT); for(AuraList::const_iterator itr = auraCritList.begin(); itr!=auraCritList.end();++itr) _ApplyWeaponDependentAuraCritMod(item,attackType,*itr,apply); AuraList const& auraDamageFlatList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE); for(AuraList::const_iterator itr = auraDamageFlatList.begin(); itr!=auraDamageFlatList.end();++itr) _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply); AuraList const& auraDamagePCTList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE); for(AuraList::const_iterator itr = auraDamagePCTList.begin(); itr!=auraDamagePCTList.end();++itr) _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply); } void Player::_ApplyWeaponDependentAuraCritMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply) { // generic not weapon specific case processes in aura code if(aura->GetSpellProto()->EquippedItemClass == -1) return; BaseModGroup mod = BASEMOD_END; switch(attackType) { case BASE_ATTACK: mod = CRIT_PERCENTAGE; break; case OFF_ATTACK: mod = OFFHAND_CRIT_PERCENTAGE;break; case RANGED_ATTACK: mod = RANGED_CRIT_PERCENTAGE; break; default: return; } if (item->IsFitToSpellRequirements(aura->GetSpellProto())) { HandleBaseModValue(mod, FLAT_MOD, float (aura->GetModifier()->m_amount), apply); } } void Player::_ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply) { // ignore spell mods for not wands Modifier const* modifier = aura->GetModifier(); if((modifier->m_miscvalue & SPELL_SCHOOL_MASK_NORMAL)==0 && (getClassMask() & CLASSMASK_WAND_USERS)==0) return; // generic not weapon specific case processes in aura code if(aura->GetSpellProto()->EquippedItemClass == -1) return; UnitMods unitMod = UNIT_MOD_END; switch(attackType) { case BASE_ATTACK: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break; case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break; case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break; default: return; } UnitModifierType unitModType = TOTAL_VALUE; switch(modifier->m_auraname) { case SPELL_AURA_MOD_DAMAGE_DONE: unitModType = TOTAL_VALUE; break; case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE: unitModType = TOTAL_PCT; break; default: return; } if (item->IsFitToSpellRequirements(aura->GetSpellProto())) { HandleStatModifier(unitMod, unitModType, float(modifier->m_amount),apply); } } void Player::ApplyItemEquipSpell(Item *item, bool apply, bool form_change) { if(!item) return; ItemPrototype const *proto = item->GetProto(); if(!proto) return; for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) { _Spell const& spellData = proto->Spells[i]; // no spell if(!spellData.SpellId ) continue; // wrong triggering type if(apply && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_EQUIP) continue; // check if it is valid spell SpellEntry const* spellproto = sSpellStore.LookupEntry(spellData.SpellId); if(!spellproto) continue; ApplyEquipSpell(spellproto,item,apply,form_change); } } void Player::ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply, bool form_change) { if(apply) { // Cannot be used in this stance/form if (GetErrorAtShapeshiftedCast(spellInfo, GetShapeshiftForm()) != SPELL_CAST_OK) return; if (form_change) // check aura active state from other form { bool found = false; for (int k=0; k < MAX_EFFECT_INDEX; ++k) { SpellAuraHolderBounds spair = GetSpellAuraHolderBounds(spellInfo->Id); for (SpellAuraHolderMap::const_iterator iter = spair.first; iter != spair.second; ++iter) { if(!item || iter->second->GetCastItemGuid() == item->GetObjectGuid()) { found = true; break; } } if(found) break; } if(found) // and skip re-cast already active aura at form change return; } DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item ? "item" : "itemset"), spellInfo->Id); CastSpell(this,spellInfo,true,item); } else { if (form_change) // check aura compatibility { // Cannot be used in this stance/form if (GetErrorAtShapeshiftedCast(spellInfo, GetShapeshiftForm()) == SPELL_CAST_OK) return; // and remove only not compatible at form change } if (item) RemoveAurasDueToItemSpell(item,spellInfo->Id); // un-apply all spells , not only at-equipped else RemoveAurasDueToSpell(spellInfo->Id); // un-apply spell (item set case) } } void Player::UpdateEquipSpellsAtFormChange() { for (int i = 0; i < INVENTORY_SLOT_BAG_END; ++i) { if(m_items[i] && !m_items[i]->IsBroken()) { ApplyItemEquipSpell(m_items[i],false,true); // remove spells that not fit to form ApplyItemEquipSpell(m_items[i],true,true); // add spells that fit form but not active } } // item set bonuses not dependent from item broken state for(size_t setindex = 0; setindex < ItemSetEff.size(); ++setindex) { ItemSetEffect* eff = ItemSetEff[setindex]; if(!eff) continue; for(uint32 y=0;y<8; ++y) { SpellEntry const* spellInfo = eff->spells[y]; if(!spellInfo) continue; ApplyEquipSpell(spellInfo,NULL,false,true); // remove spells that not fit to form ApplyEquipSpell(spellInfo,NULL,true,true); // add spells that fit form but not active } } } void Player::CastItemCombatSpell(Unit* Target, WeaponAttackType attType) { Item *item = GetWeaponForAttack(attType, true, false); if(!item) return; ItemPrototype const *proto = item->GetProto(); if(!proto) return; if (!Target || Target == this ) return; for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) { _Spell const& spellData = proto->Spells[i]; // no spell if(!spellData.SpellId ) continue; // wrong triggering type if(spellData.SpellTrigger != ITEM_SPELLTRIGGER_CHANCE_ON_HIT) continue; SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId); if(!spellInfo) { sLog.outError("WORLD: unknown Item spellid %i", spellData.SpellId); continue; } // not allow proc extra attack spell at extra attack if( m_extraAttacks && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_ADD_EXTRA_ATTACKS) ) return; float chance = (float)spellInfo->procChance; if(spellData.SpellPPMRate) { uint32 WeaponSpeed = proto->Delay; chance = GetPPMProcChance(WeaponSpeed, spellData.SpellPPMRate); } else if(chance > 100.0f) { chance = GetWeaponProcChance(); } if (roll_chance_f(chance)) CastSpell(Target, spellInfo->Id, true, item); } // item combat enchantments for(int e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot) { uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot)); SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id); if(!pEnchant) continue; for (int s = 0; s < 3; ++s) { if (pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL) continue; SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]); if (!spellInfo) { sLog.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]); continue; } // Use first rank to access spell item enchant procs float ppmRate = sSpellMgr.GetItemEnchantProcChance(spellInfo->Id); float chance = ppmRate ? GetPPMProcChance(proto->Delay, ppmRate) : pEnchant->amount[s] != 0 ? float(pEnchant->amount[s]) : GetWeaponProcChance(); ApplySpellMod(spellInfo->Id,SPELLMOD_CHANCE_OF_SUCCESS,chance); ApplySpellMod(spellInfo->Id,SPELLMOD_FREQUENCY_OF_SUCCESS,chance); if (roll_chance_f(chance)) { if(IsPositiveSpell(pEnchant->spellid[s])) CastSpell(this, pEnchant->spellid[s], true, item); else CastSpell(Target, pEnchant->spellid[s], true, item); } } } } void Player::CastItemUseSpell(Item *item,SpellCastTargets const& targets,uint8 cast_count, uint32 glyphIndex) { ItemPrototype const* proto = item->GetProto(); // special learning case if(proto->Spells[0].SpellId==SPELL_ID_GENERIC_LEARN || proto->Spells[0].SpellId==SPELL_ID_GENERIC_LEARN_PET) { uint32 learn_spell_id = proto->Spells[0].SpellId; uint32 learning_spell_id = proto->Spells[1].SpellId; SpellEntry const *spellInfo = sSpellStore.LookupEntry(learn_spell_id); if (!spellInfo) { sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring ",proto->ItemId, learn_spell_id); SendEquipError(EQUIP_ERR_NONE, item); return; } Spell *spell = new Spell(this, spellInfo, false); spell->m_CastItem = item; spell->m_cast_count = cast_count; //set count of casts spell->m_currentBasePoints[EFFECT_INDEX_0] = learning_spell_id; spell->prepare(&targets); return; } // use triggered flag only for items with many spell casts and for not first cast int count = 0; // item spells casted at use for(int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) { _Spell const& spellData = proto->Spells[i]; // no spell if(!spellData.SpellId) continue; // wrong triggering type if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_NO_DELAY_USE) continue; SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId); if(!spellInfo) { sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring",proto->ItemId, spellData.SpellId); continue; } Spell *spell = new Spell(this, spellInfo, (count > 0)); spell->m_CastItem = item; spell->m_cast_count = cast_count; // set count of casts spell->m_glyphIndex = glyphIndex; // glyph index spell->prepare(&targets); ++count; } // Item enchantments spells casted at use for(int e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot) { uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot)); SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id); if(!pEnchant) continue; for (int s = 0; s < 3; ++s) { if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_USE_SPELL) continue; SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]); if (!spellInfo) { sLog.outError("Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]); continue; } Spell *spell = new Spell(this, spellInfo, (count > 0)); spell->m_CastItem = item; spell->m_cast_count = cast_count; // set count of casts spell->m_glyphIndex = glyphIndex; // glyph index spell->prepare(&targets); ++count; } } } void Player::_RemoveAllItemMods() { DEBUG_LOG("_RemoveAllItemMods start."); for (int i = 0; i < INVENTORY_SLOT_BAG_END; ++i) { if(m_items[i]) { ItemPrototype const *proto = m_items[i]->GetProto(); if(!proto) continue; // item set bonuses not dependent from item broken state if(proto->ItemSet) RemoveItemsSetItem(this,proto); if(m_items[i]->IsBroken()) continue; ApplyItemEquipSpell(m_items[i],false); ApplyEnchantment(m_items[i], false); } } for (int i = 0; i < INVENTORY_SLOT_BAG_END; ++i) { if(m_items[i]) { if(m_items[i]->IsBroken()) continue; ItemPrototype const *proto = m_items[i]->GetProto(); if(!proto) continue; uint32 attacktype = Player::GetAttackBySlot(i); if(attacktype < MAX_ATTACK) _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),false); _ApplyItemBonuses(proto,i, false); if( i == EQUIPMENT_SLOT_RANGED ) _ApplyAmmoBonuses(); } } DEBUG_LOG("_RemoveAllItemMods complete."); } void Player::_ApplyAllItemMods() { DEBUG_LOG("_ApplyAllItemMods start."); for (int i = 0; i < INVENTORY_SLOT_BAG_END; ++i) { if(m_items[i]) { if(m_items[i]->IsBroken()) continue; ItemPrototype const *proto = m_items[i]->GetProto(); if(!proto) continue; uint32 attacktype = Player::GetAttackBySlot(i); if(attacktype < MAX_ATTACK) _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),true); _ApplyItemBonuses(proto,i, true); if( i == EQUIPMENT_SLOT_RANGED ) _ApplyAmmoBonuses(); } } for (int i = 0; i < INVENTORY_SLOT_BAG_END; ++i) { if(m_items[i]) { ItemPrototype const *proto = m_items[i]->GetProto(); if(!proto) continue; // item set bonuses not dependent from item broken state if(proto->ItemSet) AddItemsSetItem(this,m_items[i]); if(m_items[i]->IsBroken()) continue; ApplyItemEquipSpell(m_items[i],true); ApplyEnchantment(m_items[i], true); } } DEBUG_LOG("_ApplyAllItemMods complete."); } void Player::_ApplyAllLevelScaleItemMods(bool apply) { for (int i = 0; i < INVENTORY_SLOT_BAG_END; ++i) { if(m_items[i]) { if(m_items[i]->IsBroken()) continue; ItemPrototype const *proto = m_items[i]->GetProto(); if(!proto) continue; _ApplyItemBonuses(proto,i, apply, true); } } } void Player::_ApplyAmmoBonuses() { // check ammo uint32 ammo_id = GetUInt32Value(PLAYER_AMMO_ID); if(!ammo_id) return; float currentAmmoDPS; ItemPrototype const *ammo_proto = ObjectMgr::GetItemPrototype( ammo_id ); if( !ammo_proto || ammo_proto->Class!=ITEM_CLASS_PROJECTILE || !CheckAmmoCompatibility(ammo_proto)) currentAmmoDPS = 0.0f; else currentAmmoDPS = ammo_proto->Damage[0].DamageMin; if(currentAmmoDPS == GetAmmoDPS()) return; m_ammoDPS = currentAmmoDPS; if(CanModifyStats()) UpdateDamagePhysical(RANGED_ATTACK); } bool Player::CheckAmmoCompatibility(const ItemPrototype *ammo_proto) const { if(!ammo_proto) return false; // check ranged weapon Item *weapon = GetWeaponForAttack( RANGED_ATTACK, true, false ); if (!weapon) return false; ItemPrototype const* weapon_proto = weapon->GetProto(); if(!weapon_proto || weapon_proto->Class!=ITEM_CLASS_WEAPON ) return false; // check ammo ws. weapon compatibility switch(weapon_proto->SubClass) { case ITEM_SUBCLASS_WEAPON_BOW: case ITEM_SUBCLASS_WEAPON_CROSSBOW: if(ammo_proto->SubClass!=ITEM_SUBCLASS_ARROW) return false; break; case ITEM_SUBCLASS_WEAPON_GUN: if(ammo_proto->SubClass!=ITEM_SUBCLASS_BULLET) return false; break; default: return false; } return true; } /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable Called by remove insignia spell effect */ void Player::RemovedInsignia(Player* looterPlr) { if (!GetBattleGroundId()) return; // If not released spirit, do it ! if(m_deathTimer > 0) { m_deathTimer = 0; BuildPlayerRepop(); RepopAtGraveyard(); } Corpse *corpse = GetCorpse(); if (!corpse) return; // We have to convert player corpse to bones, not to be able to resurrect there // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG Corpse *bones = sObjectAccessor.ConvertCorpseForPlayer(GetObjectGuid(), true); if (!bones) return; // Now we must make bones lootable, and send player loot bones->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE); // We store the level of our player in the gold field // We retrieve this information at Player::SendLoot() bones->loot.gold = getLevel(); bones->lootRecipient = looterPlr; looterPlr->SendLoot(bones->GetObjectGuid(), LOOT_INSIGNIA); } void Player::SendLootRelease(ObjectGuid guid) { WorldPacket data( SMSG_LOOT_RELEASE_RESPONSE, (8+1) ); data << guid; data << uint8(1); SendDirectMessage( &data ); } void Player::SendLoot(ObjectGuid guid, LootType loot_type) { if (uint64 lguid = GetLootGUID()) m_session->DoLootRelease(lguid); Loot *loot = 0; PermissionTypes permission = ALL_PERMISSION; DEBUG_LOG("Player::SendLoot"); switch(guid.GetHigh()) { case HIGHGUID_GAMEOBJECT: { DEBUG_LOG(" IS_GAMEOBJECT_GUID(guid)"); GameObject *go = GetMap()->GetGameObject(guid); // not check distance for GO in case owned GO (fishing bobber case, for example) // And permit out of range GO with no owner in case fishing hole if (!go || (loot_type != LOOT_FISHINGHOLE && (loot_type != LOOT_FISHING && loot_type != LOOT_FISHING_FAIL || go->GetOwnerGuid() != GetObjectGuid()) && !go->IsWithinDistInMap(this,INTERACTION_DISTANCE))) { SendLootRelease(guid); return; } loot = &go->loot; // generate loot only if ready for open and spawned in world if (go->getLootState() == GO_READY && go->isSpawned()) { uint32 lootid = go->GetGOInfo()->GetLootId(); if ((go->GetEntry() == BG_AV_OBJECTID_MINE_N || go->GetEntry() == BG_AV_OBJECTID_MINE_S)) if (BattleGround *bg = GetBattleGround()) if (bg->GetTypeID() == BATTLEGROUND_AV) if (!(((BattleGroundAV*)bg)->PlayerCanDoMineQuest(go->GetEntry(), GetTeam()))) { SendLootRelease(guid); return; } // Entry 0 in fishing loot template used for store junk fish loot at fishing fail it junk allowed by config option // this is overwrite fishinghole loot for example if (loot_type == LOOT_FISHING_FAIL) loot->FillLoot(0, LootTemplates_Fishing, this, true); else if (lootid) { DEBUG_LOG(" if(lootid)"); loot->clear(); loot->FillLoot(lootid, LootTemplates_Gameobject, this, false); loot->generateMoneyLoot(go->GetGOInfo()->MinMoneyLoot, go->GetGOInfo()->MaxMoneyLoot); } else if (loot_type == LOOT_FISHING) go->getFishLoot(loot,this); go->SetLootState(GO_ACTIVATED); } break; } case HIGHGUID_ITEM: { Item *item = GetItemByGuid( guid ); if (!item) { SendLootRelease(guid); return; } permission = OWNER_PERMISSION; loot = &item->loot; if (!item->HasGeneratedLoot()) { item->loot.clear(); switch(loot_type) { case LOOT_DISENCHANTING: loot->FillLoot(item->GetProto()->DisenchantID, LootTemplates_Disenchant, this, true); item->SetLootState(ITEM_LOOT_TEMPORARY); break; case LOOT_PROSPECTING: loot->FillLoot(item->GetEntry(), LootTemplates_Prospecting, this, true); item->SetLootState(ITEM_LOOT_TEMPORARY); break; case LOOT_MILLING: loot->FillLoot(item->GetEntry(), LootTemplates_Milling, this, true); item->SetLootState(ITEM_LOOT_TEMPORARY); break; default: loot->FillLoot(item->GetEntry(), LootTemplates_Item, this, item->GetProto()->MaxMoneyLoot == 0); loot->generateMoneyLoot(item->GetProto()->MinMoneyLoot, item->GetProto()->MaxMoneyLoot); item->SetLootState(ITEM_LOOT_CHANGED); break; } } break; } case HIGHGUID_CORPSE: // remove insignia { Corpse *bones = GetMap()->GetCorpse(guid); if (!bones || !((loot_type == LOOT_CORPSE) || (loot_type == LOOT_INSIGNIA)) || (bones->GetType() != CORPSE_BONES) ) { SendLootRelease(guid); return; } loot = &bones->loot; if (!bones->lootForBody) { bones->lootForBody = true; uint32 pLevel = bones->loot.gold; bones->loot.clear(); if (GetBattleGround()->GetTypeID() == BATTLEGROUND_AV) loot->FillLoot(0, LootTemplates_Creature, this, false); // It may need a better formula // Now it works like this: lvl10: ~6copper, lvl70: ~9silver bones->loot.gold = (uint32)( urand(50, 150) * 0.016f * pow( ((float)pLevel)/5.76f, 2.5f) * sWorld.getConfig(CONFIG_FLOAT_RATE_DROP_MONEY) ); } if (bones->lootRecipient != this) permission = NONE_PERMISSION; else permission = OWNER_PERMISSION; break; } case HIGHGUID_UNIT: { Creature *creature = GetMap()->GetCreature(guid); // must be in range and creature must be alive for pickpocket and must be dead for another loot if (!creature || creature->isAlive()!=(loot_type == LOOT_PICKPOCKETING) || !creature->IsWithinDistInMap(this,INTERACTION_DISTANCE)) { SendLootRelease(guid); return; } if (loot_type == LOOT_PICKPOCKETING && IsFriendlyTo(creature)) { SendLootRelease(guid); return; } loot = &creature->loot; if (loot_type == LOOT_PICKPOCKETING) { if (!creature->lootForPickPocketed) { creature->lootForPickPocketed = true; loot->clear(); if (uint32 lootid = creature->GetCreatureInfo()->pickpocketLootId) loot->FillLoot(lootid, LootTemplates_Pickpocketing, this, false); // Generate extra money for pick pocket loot const uint32 a = urand(0, creature->getLevel()/2); const uint32 b = urand(0, getLevel()/2); loot->gold = uint32(10 * (a + b) * sWorld.getConfig(CONFIG_FLOAT_RATE_DROP_MONEY)); permission = OWNER_PERMISSION; } } else { // the player whose group may loot the corpse Player *recipient = creature->GetLootRecipient(); if (!recipient) { creature->SetLootRecipient(this); recipient = this; } if (creature->lootForPickPocketed) { creature->lootForPickPocketed = false; loot->clear(); } if (!creature->lootForBody) { creature->lootForBody = true; loot->clear(); if (uint32 lootid = creature->GetCreatureInfo()->lootid) loot->FillLoot(lootid, LootTemplates_Creature, recipient, false); loot->generateMoneyLoot(creature->GetCreatureInfo()->mingold,creature->GetCreatureInfo()->maxgold); if (Group* group = creature->GetGroupLootRecipient()) { group->UpdateLooterGuid(creature,true); switch (group->GetLootMethod()) { case GROUP_LOOT: // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with qualityGroupLoot(creature, loot); break; case NEED_BEFORE_GREED: group->NeedBeforeGreed(creature, loot); break; case MASTER_LOOT: group->MasterLoot(creature, loot); break; default: break; } } } // possible only if creature->lootForBody && loot->empty() at spell cast check if (loot_type == LOOT_SKINNING) { if (!creature->lootForSkin) { creature->lootForSkin = true; loot->clear(); loot->FillLoot(creature->GetCreatureInfo()->SkinLootId, LootTemplates_Skinning, this, false); // let reopen skinning loot if will closed. if (!loot->empty()) creature->SetUInt32Value(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE); permission = OWNER_PERMISSION; } } // set group rights only for loot_type != LOOT_SKINNING else { if(Group* group = creature->GetGroupLootRecipient()) { if (group == GetGroup()) { if (group->GetLootMethod() == FREE_FOR_ALL) permission = ALL_PERMISSION; else if (group->GetLooterGuid() == GetObjectGuid()) { if (group->GetLootMethod() == MASTER_LOOT) permission = MASTER_PERMISSION; else permission = ALL_PERMISSION; } else permission = GROUP_PERMISSION; } else permission = NONE_PERMISSION; } else if (recipient == this) permission = OWNER_PERMISSION; else permission = NONE_PERMISSION; } } break; } default: { sLog.outError("%s is unsupported for looting.", guid.GetString().c_str()); return; } } SetLootGUID(guid); // LOOT_INSIGNIA and LOOT_FISHINGHOLE unsupported by client switch(loot_type) { case LOOT_INSIGNIA: loot_type = LOOT_SKINNING; break; case LOOT_FISHING_FAIL: loot_type = LOOT_FISHING; break; case LOOT_FISHINGHOLE: loot_type = LOOT_FISHING; break; default: break; } // need know merged fishing/corpse loot type for achievements loot->loot_type = loot_type; WorldPacket data(SMSG_LOOT_RESPONSE, (9+50)); // we guess size data << ObjectGuid(guid); data << uint8(loot_type); data << LootView(*loot, this, permission); SendDirectMessage(&data); // add 'this' player as one of the players that are looting 'loot' if (permission != NONE_PERMISSION) loot->AddLooter(GetGUID()); if (loot_type == LOOT_CORPSE && !guid.IsItem()) SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING); } void Player::SendNotifyLootMoneyRemoved() { WorldPacket data(SMSG_LOOT_CLEAR_MONEY, 0); GetSession()->SendPacket( &data ); } void Player::SendNotifyLootItemRemoved(uint8 lootSlot) { WorldPacket data(SMSG_LOOT_REMOVED, 1); data << uint8(lootSlot); GetSession()->SendPacket( &data ); } void Player::SendUpdateWorldState(uint32 Field, uint32 Value) { WorldPacket data(SMSG_UPDATE_WORLD_STATE, 8); data << Field; data << Value; GetSession()->SendPacket(&data); } static WorldStatePair AV_world_states[] = { { 0x7ae, 0x1 }, // 1966 7 snowfall n { 0x532, 0x1 }, // 1330 8 frostwolfhut hc { 0x531, 0x0 }, // 1329 9 frostwolfhut ac { 0x52e, 0x0 }, // 1326 10 stormpike firstaid a_a { 0x571, 0x0 }, // 1393 11 east frostwolf tower horde assaulted -unused { 0x570, 0x0 }, // 1392 12 west frostwolf tower horde assaulted - unused { 0x567, 0x1 }, // 1383 13 frostwolfe c { 0x566, 0x1 }, // 1382 14 frostwolfw c { 0x550, 0x1 }, // 1360 15 irondeep (N) ally { 0x544, 0x0 }, // 1348 16 ice grave a_a { 0x536, 0x0 }, // 1334 17 stormpike grave h_c { 0x535, 0x1 }, // 1333 18 stormpike grave a_c { 0x518, 0x0 }, // 1304 19 stoneheart grave a_a { 0x517, 0x0 }, // 1303 20 stoneheart grave h_a { 0x574, 0x0 }, // 1396 21 unk { 0x573, 0x0 }, // 1395 22 iceblood tower horde assaulted -unused { 0x572, 0x0 }, // 1394 23 towerpoint horde assaulted - unused { 0x56f, 0x0 }, // 1391 24 unk { 0x56e, 0x0 }, // 1390 25 iceblood a { 0x56d, 0x0 }, // 1389 26 towerp a { 0x56c, 0x0 }, // 1388 27 frostwolfe a { 0x56b, 0x0 }, // 1387 28 froswolfw a { 0x56a, 0x1 }, // 1386 29 unk { 0x569, 0x1 }, // 1385 30 iceblood c { 0x568, 0x1 }, // 1384 31 towerp c { 0x565, 0x0 }, // 1381 32 stoneh tower a { 0x564, 0x0 }, // 1380 33 icewing tower a { 0x563, 0x0 }, // 1379 34 dunn a { 0x562, 0x0 }, // 1378 35 duns a { 0x561, 0x0 }, // 1377 36 stoneheart bunker alliance assaulted - unused { 0x560, 0x0 }, // 1376 37 icewing bunker alliance assaulted - unused { 0x55f, 0x0 }, // 1375 38 dunbaldar south alliance assaulted - unused { 0x55e, 0x0 }, // 1374 39 dunbaldar north alliance assaulted - unused { 0x55d, 0x0 }, // 1373 40 stone tower d { 0x3c6, 0x0 }, // 966 41 unk { 0x3c4, 0x0 }, // 964 42 unk { 0x3c2, 0x0 }, // 962 43 unk { 0x516, 0x1 }, // 1302 44 stoneheart grave a_c { 0x515, 0x0 }, // 1301 45 stonheart grave h_c { 0x3b6, 0x0 }, // 950 46 unk { 0x55c, 0x0 }, // 1372 47 icewing tower d { 0x55b, 0x0 }, // 1371 48 dunn d { 0x55a, 0x0 }, // 1370 49 duns d { 0x559, 0x0 }, // 1369 50 unk { 0x558, 0x0 }, // 1368 51 iceblood d { 0x557, 0x0 }, // 1367 52 towerp d { 0x556, 0x0 }, // 1366 53 frostwolfe d { 0x555, 0x0 }, // 1365 54 frostwolfw d { 0x554, 0x1 }, // 1364 55 stoneh tower c { 0x553, 0x1 }, // 1363 56 icewing tower c { 0x552, 0x1 }, // 1362 57 dunn c { 0x551, 0x1 }, // 1361 58 duns c { 0x54f, 0x0 }, // 1359 59 irondeep (N) horde { 0x54e, 0x0 }, // 1358 60 irondeep (N) ally { 0x54d, 0x1 }, // 1357 61 mine (S) neutral { 0x54c, 0x0 }, // 1356 62 mine (S) horde { 0x54b, 0x0 }, // 1355 63 mine (S) ally { 0x545, 0x0 }, // 1349 64 iceblood h_a { 0x543, 0x1 }, // 1347 65 iceblod h_c { 0x542, 0x0 }, // 1346 66 iceblood a_c { 0x540, 0x0 }, // 1344 67 snowfall h_a { 0x53f, 0x0 }, // 1343 68 snowfall a_a { 0x53e, 0x0 }, // 1342 69 snowfall h_c { 0x53d, 0x0 }, // 1341 70 snowfall a_c { 0x53c, 0x0 }, // 1340 71 frostwolf g h_a { 0x53b, 0x0 }, // 1339 72 frostwolf g a_a { 0x53a, 0x1 }, // 1338 73 frostwolf g h_c { 0x539, 0x0 }, // l33t 74 frostwolf g a_c { 0x538, 0x0 }, // 1336 75 stormpike grave h_a { 0x537, 0x0 }, // 1335 76 stormpike grave a_a { 0x534, 0x0 }, // 1332 77 frostwolf hut h_a { 0x533, 0x0 }, // 1331 78 frostwolf hut a_a { 0x530, 0x0 }, // 1328 79 stormpike first aid h_a { 0x52f, 0x0 }, // 1327 80 stormpike first aid h_c { 0x52d, 0x1 }, // 1325 81 stormpike first aid a_c { 0x0, 0x0 } }; static WorldStatePair WS_world_states[] = { { 0x62d, 0x0 }, // 1581 7 alliance flag captures { 0x62e, 0x0 }, // 1582 8 horde flag captures { 0x609, 0x0 }, // 1545 9 unk, set to 1 on alliance flag pickup... { 0x60a, 0x0 }, // 1546 10 unk, set to 1 on horde flag pickup, after drop it's -1 { 0x60b, 0x2 }, // 1547 11 unk { 0x641, 0x3 }, // 1601 12 unk (max flag captures?) { 0x922, 0x1 }, // 2338 13 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing) { 0x923, 0x1 }, // 2339 14 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing) { 0x1097,0x1 }, // 4247 15 show time limit? { 0x1098,0x19 }, // 4248 16 time remaining in minutes { 0x0, 0x0 } }; static WorldStatePair AB_world_states[] = { { 0x6e7, 0x0 }, // 1767 7 stables alliance { 0x6e8, 0x0 }, // 1768 8 stables horde { 0x6e9, 0x0 }, // 1769 9 unk, ST? { 0x6ea, 0x0 }, // 1770 10 stables (show/hide) { 0x6ec, 0x0 }, // 1772 11 farm (0 - horde controlled, 1 - alliance controlled) { 0x6ed, 0x0 }, // 1773 12 farm (show/hide) { 0x6ee, 0x0 }, // 1774 13 farm color { 0x6ef, 0x0 }, // 1775 14 gold mine color, may be FM? { 0x6f0, 0x0 }, // 1776 15 alliance resources { 0x6f1, 0x0 }, // 1777 16 horde resources { 0x6f2, 0x0 }, // 1778 17 horde bases { 0x6f3, 0x0 }, // 1779 18 alliance bases { 0x6f4, 0x7d0 }, // 1780 19 max resources (2000) { 0x6f6, 0x0 }, // 1782 20 blacksmith color { 0x6f7, 0x0 }, // 1783 21 blacksmith (show/hide) { 0x6f8, 0x0 }, // 1784 22 unk, bs? { 0x6f9, 0x0 }, // 1785 23 unk, bs? { 0x6fb, 0x0 }, // 1787 24 gold mine (0 - horde contr, 1 - alliance contr) { 0x6fc, 0x0 }, // 1788 25 gold mine (0 - conflict, 1 - horde) { 0x6fd, 0x0 }, // 1789 26 gold mine (1 - show/0 - hide) { 0x6fe, 0x0 }, // 1790 27 gold mine color { 0x700, 0x0 }, // 1792 28 gold mine color, wtf?, may be LM? { 0x701, 0x0 }, // 1793 29 lumber mill color (0 - conflict, 1 - horde contr) { 0x702, 0x0 }, // 1794 30 lumber mill (show/hide) { 0x703, 0x0 }, // 1795 31 lumber mill color color { 0x732, 0x1 }, // 1842 32 stables (1 - uncontrolled) { 0x733, 0x1 }, // 1843 33 gold mine (1 - uncontrolled) { 0x734, 0x1 }, // 1844 34 lumber mill (1 - uncontrolled) { 0x735, 0x1 }, // 1845 35 farm (1 - uncontrolled) { 0x736, 0x1 }, // 1846 36 blacksmith (1 - uncontrolled) { 0x745, 0x2 }, // 1861 37 unk { 0x7a3, 0x708 }, // 1955 38 warning limit (1800) { 0x0, 0x0 } }; static WorldStatePair EY_world_states[] = { { 0xac1, 0x0 }, // 2753 7 Horde Bases { 0xac0, 0x0 }, // 2752 8 Alliance Bases { 0xab6, 0x0 }, // 2742 9 Mage Tower - Horde conflict { 0xab5, 0x0 }, // 2741 10 Mage Tower - Alliance conflict { 0xab4, 0x0 }, // 2740 11 Fel Reaver - Horde conflict { 0xab3, 0x0 }, // 2739 12 Fel Reaver - Alliance conflict { 0xab2, 0x0 }, // 2738 13 Draenei - Alliance conflict { 0xab1, 0x0 }, // 2737 14 Draenei - Horde conflict { 0xab0, 0x0 }, // 2736 15 unk // 0 at start { 0xaaf, 0x0 }, // 2735 16 unk // 0 at start { 0xaad, 0x0 }, // 2733 17 Draenei - Horde control { 0xaac, 0x0 }, // 2732 18 Draenei - Alliance control { 0xaab, 0x1 }, // 2731 19 Draenei uncontrolled (1 - yes, 0 - no) { 0xaaa, 0x0 }, // 2730 20 Mage Tower - Alliance control { 0xaa9, 0x0 }, // 2729 21 Mage Tower - Horde control { 0xaa8, 0x1 }, // 2728 22 Mage Tower uncontrolled (1 - yes, 0 - no) { 0xaa7, 0x0 }, // 2727 23 Fel Reaver - Horde control { 0xaa6, 0x0 }, // 2726 24 Fel Reaver - Alliance control { 0xaa5, 0x1 }, // 2725 25 Fel Reaver uncontrolled (1 - yes, 0 - no) { 0xaa4, 0x0 }, // 2724 26 Boold Elf - Horde control { 0xaa3, 0x0 }, // 2723 27 Boold Elf - Alliance control { 0xaa2, 0x1 }, // 2722 28 Boold Elf uncontrolled (1 - yes, 0 - no) { 0xac5, 0x1 }, // 2757 29 Flag (1 - show, 0 - hide) - doesn't work exactly this way! { 0xad2, 0x1 }, // 2770 30 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag { 0xad1, 0x1 }, // 2769 31 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag { 0xabe, 0x0 }, // 2750 32 Horde resources { 0xabd, 0x0 }, // 2749 33 Alliance resources { 0xa05, 0x8e }, // 2565 34 unk, constant? { 0xaa0, 0x0 }, // 2720 35 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0) { 0xa9f, 0x0 }, // 2719 36 Capturing progress-bar (0 - left, 100 - right) { 0xa9e, 0x0 }, // 2718 37 Capturing progress-bar (1 - show, 0 - hide) { 0xc0d, 0x17b }, // 3085 38 unk // and some more ... unknown { 0x0, 0x0 } }; static WorldStatePair HP_world_states[] = // Hellfire Peninsula { { 0x9ba, 0x1 }, // 2490 10 { 0x9b9, 0x1 }, // 2489 11 { 0x9b5, 0x0 }, // 2485 12 { 0x9b4, 0x1 }, // 2484 13 { 0x9b3, 0x0 }, // 2483 14 { 0x9b2, 0x0 }, // 2482 15 { 0x9b1, 0x1 }, // 2481 16 { 0x9b0, 0x0 }, // 2480 17 { 0x9ae, 0x0 }, // 2478 18 horde pvp objectives captured { 0x9ac, 0x0 }, // 2476 19 { 0x9a8, 0x0 }, // 2472 20 { 0x9a7, 0x0 }, // 2471 21 { 0x9a6, 0x1 }, // 2470 22 { 0x0, 0x0 } }; static WorldStatePair TF_world_states[] = // Terokkar Forest { { 0xa41, 0x0 }, // 2625 10 { 0xa40, 0x14 }, // 2624 11 { 0xa3f, 0x0 }, // 2623 12 { 0xa3e, 0x0 }, // 2622 13 { 0xa3d, 0x5 }, // 2621 14 { 0xa3c, 0x0 }, // 2620 15 { 0xa87, 0x0 }, // 2695 16 { 0xa86, 0x0 }, // 2694 17 { 0xa85, 0x0 }, // 2693 18 { 0xa84, 0x0 }, // 2692 19 { 0xa83, 0x0 }, // 2691 20 { 0xa82, 0x0 }, // 2690 21 { 0xa81, 0x0 }, // 2689 22 { 0xa80, 0x0 }, // 2688 23 { 0xa7e, 0x0 }, // 2686 24 { 0xa7d, 0x0 }, // 2685 25 { 0xa7c, 0x0 }, // 2684 26 { 0xa7b, 0x0 }, // 2683 27 { 0xa7a, 0x0 }, // 2682 28 { 0xa79, 0x0 }, // 2681 29 { 0x9d0, 0x5 }, // 2512 30 { 0x9ce, 0x0 }, // 2510 31 { 0x9cd, 0x0 }, // 2509 32 { 0x9cc, 0x0 }, // 2508 33 { 0xa88, 0x0 }, // 2696 34 { 0xad0, 0x0 }, // 2768 35 { 0xacf, 0x1 }, // 2767 36 { 0x0, 0x0 } }; static WorldStatePair ZM_world_states[] = // Zangarmarsh { { 0x9e1, 0x0 }, // 2529 10 { 0x9e0, 0x0 }, // 2528 11 { 0x9df, 0x0 }, // 2527 12 { 0xa5d, 0x1 }, // 2526 13 { 0xa5c, 0x0 }, // 2525 14 { 0xa5b, 0x1 }, // 2524 15 { 0xa5a, 0x0 }, // 2523 16 { 0xa59, 0x1 }, // 2649 17 { 0xa58, 0x0 }, // 2648 18 { 0xa57, 0x0 }, // 2647 19 { 0xa56, 0x0 }, // 2646 20 { 0xa55, 0x1 }, // 2645 21 { 0xa54, 0x0 }, // 2644 22 { 0x9e7, 0x0 }, // 2535 23 { 0x9e6, 0x0 }, // 2534 24 { 0x9e5, 0x0 }, // 2533 25 { 0xa00, 0x0 }, // 2560 26 { 0x9ff, 0x1 }, // 2559 27 { 0x9fe, 0x0 }, // 2558 28 { 0x9fd, 0x0 }, // 2557 29 { 0x9fc, 0x1 }, // 2556 30 { 0x9fb, 0x0 }, // 2555 31 { 0xa62, 0x0 }, // 2658 32 { 0xa61, 0x1 }, // 2657 33 { 0xa60, 0x1 }, // 2656 34 { 0xa5f, 0x0 }, // 2655 35 { 0x0, 0x0 } }; void Player::SendInitWorldStates(uint32 zoneid, uint32 areaid) { // data depends on zoneid/mapid... BattleGround* bg = GetBattleGround(); uint32 mapid = GetMapId(); DEBUG_LOG("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid, zoneid); uint32 count = 0; // count of world states in packet WorldPacket data(SMSG_INIT_WORLD_STATES, (4+4+4+2+8*8));// guess data << uint32(mapid); // mapid data << uint32(zoneid); // zone id data << uint32(areaid); // area id, new 2.1.0 size_t count_pos = data.wpos(); data << uint16(0); // count of uint64 blocks, placeholder // common fields FillInitialWorldState(data, count, 0x8d8, 0x0); // 2264 1 FillInitialWorldState(data, count, 0x8d7, 0x0); // 2263 2 FillInitialWorldState(data, count, 0x8d6, 0x0); // 2262 3 FillInitialWorldState(data, count, 0x8d5, 0x0); // 2261 4 FillInitialWorldState(data, count, 0x8d4, 0x0); // 2260 5 FillInitialWorldState(data, count, 0x8d3, 0x0); // 2259 6 // 3191 7 Current arena season FillInitialWorldState(data, count, 0xC77, sWorld.getConfig(CONFIG_UINT32_ARENA_SEASON_ID)); // 3901 8 Previous arena season FillInitialWorldState(data, count, 0xF3D, sWorld.getConfig(CONFIG_UINT32_ARENA_SEASON_PREVIOUS_ID)); if(mapid == 530) // Outland { FillInitialWorldState(data, count, 0x9bf, 0x0); // 2495 FillInitialWorldState(data, count, 0x9bd, 0xF); // 2493 FillInitialWorldState(data, count, 0x9bb, 0xF); // 2491 } switch(zoneid) { case 1: case 11: case 12: case 38: case 40: case 51: case 1519: case 1537: case 2257: break; case 2597: // AV if (bg && bg->GetTypeID() == BATTLEGROUND_AV) bg->FillInitialWorldStates(data, count); else FillInitialWorldState(data,count, AV_world_states); break; case 3277: // WS if (bg && bg->GetTypeID() == BATTLEGROUND_WS) bg->FillInitialWorldStates(data, count); else FillInitialWorldState(data,count, WS_world_states); break; case 3358: // AB if (bg && bg->GetTypeID() == BATTLEGROUND_AB) bg->FillInitialWorldStates(data, count); else FillInitialWorldState(data,count, AB_world_states); break; case 3820: // EY if (bg && bg->GetTypeID() == BATTLEGROUND_EY) bg->FillInitialWorldStates(data, count); else FillInitialWorldState(data,count, EY_world_states); break; case 3483: // Hellfire Peninsula FillInitialWorldState(data,count, HP_world_states); break; case 3519: // Terokkar Forest FillInitialWorldState(data,count, TF_world_states); break; case 3521: // Zangarmarsh FillInitialWorldState(data,count, ZM_world_states); break; case 3698: // Nagrand Arena if (bg && bg->GetTypeID() == BATTLEGROUND_NA) bg->FillInitialWorldStates(data, count); else { FillInitialWorldState(data,count,0xa0f,0x0);// 2575 7 FillInitialWorldState(data,count,0xa10,0x0);// 2576 8 FillInitialWorldState(data,count,0xa11,0x0);// 2577 9 show } break; case 3702: // Blade's Edge Arena if (bg && bg->GetTypeID() == BATTLEGROUND_BE) bg->FillInitialWorldStates(data, count); else { FillInitialWorldState(data,count,0x9f0,0x0);// 2544 7 gold FillInitialWorldState(data,count,0x9f1,0x0);// 2545 8 green FillInitialWorldState(data,count,0x9f3,0x0);// 2547 9 show } break; case 3968: // Ruins of Lordaeron if (bg && bg->GetTypeID() == BATTLEGROUND_RL) bg->FillInitialWorldStates(data, count); else { FillInitialWorldState(data,count,0xbb8,0x0);// 3000 7 gold FillInitialWorldState(data,count,0xbb9,0x0);// 3001 8 green FillInitialWorldState(data,count,0xbba,0x0);// 3002 9 show } break; case 3703: // Shattrath City break; default: FillInitialWorldState(data,count, 0x914, 0x0); // 2324 7 FillInitialWorldState(data,count, 0x913, 0x0); // 2323 8 FillInitialWorldState(data,count, 0x912, 0x0); // 2322 9 FillInitialWorldState(data,count, 0x915, 0x0); // 2325 10 break; } FillBGWeekendWorldStates(data,count); data.put(count_pos,count); // set actual world state amount GetSession()->SendPacket(&data); } void Player::FillBGWeekendWorldStates(WorldPacket& data, uint32& count) { for(uint32 i = 1; i < sBattlemasterListStore.GetNumRows(); ++i) { BattlemasterListEntry const * bl = sBattlemasterListStore.LookupEntry(i); if (bl && bl->HolidayWorldStateId) { if (BattleGroundMgr::IsBGWeekend(BattleGroundTypeId(bl->id))) FillInitialWorldState(data, count, bl->HolidayWorldStateId, 1); else FillInitialWorldState(data, count, bl->HolidayWorldStateId, 0); } } } uint32 Player::GetXPRestBonus(uint32 xp) { uint32 rested_bonus = (uint32)GetRestBonus(); // xp for each rested bonus if(rested_bonus > xp) // max rested_bonus == xp or (r+x) = 200% xp rested_bonus = xp; SetRestBonus( GetRestBonus() - rested_bonus); DETAIL_LOG("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp+rested_bonus,rested_bonus,GetRestBonus()); return rested_bonus; } void Player::SetBindPoint(ObjectGuid guid) { WorldPacket data(SMSG_BINDER_CONFIRM, 8); data << ObjectGuid(guid); GetSession()->SendPacket( &data ); } void Player::SendTalentWipeConfirm(ObjectGuid guid) { WorldPacket data(MSG_TALENT_WIPE_CONFIRM, (8+4)); data << ObjectGuid(guid); data << uint32(resetTalentsCost()); GetSession()->SendPacket( &data ); } void Player::SendPetSkillWipeConfirm() { Pet* pet = GetPet(); if(!pet) return; WorldPacket data(SMSG_PET_UNLEARN_CONFIRM, (8+4)); data << pet->GetGUID(); data << uint32(pet->resetTalentsCost()); GetSession()->SendPacket( &data ); } /*********************************************************/ /*** STORAGE SYSTEM ***/ /*********************************************************/ void Player::SetVirtualItemSlot( uint8 i, Item* item) { MANGOS_ASSERT(i < 3); if(i < 2 && item) { if(!item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT)) return; uint32 charges = item->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT); if(charges == 0) return; if(charges > 1) item->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT,charges-1); else if(charges <= 1) { ApplyEnchantment(item,TEMP_ENCHANTMENT_SLOT,false); item->ClearEnchantment(TEMP_ENCHANTMENT_SLOT); } } } void Player::SetSheath( SheathState sheathed ) { switch (sheathed) { case SHEATH_STATE_UNARMED: // no prepared weapon SetVirtualItemSlot(0,NULL); SetVirtualItemSlot(1,NULL); SetVirtualItemSlot(2,NULL); break; case SHEATH_STATE_MELEE: // prepared melee weapon { SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK,true,true)); SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK,true,true)); SetVirtualItemSlot(2,NULL); }; break; case SHEATH_STATE_RANGED: // prepared ranged weapon SetVirtualItemSlot(0,NULL); SetVirtualItemSlot(1,NULL); SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK,true,true)); break; default: SetVirtualItemSlot(0,NULL); SetVirtualItemSlot(1,NULL); SetVirtualItemSlot(2,NULL); break; } Unit::SetSheath(sheathed); // this must visualize Sheath changing for other players... } uint8 Player::FindEquipSlot( ItemPrototype const* proto, uint32 slot, bool swap ) const { uint8 pClass = getClass(); uint8 slots[4]; slots[0] = NULL_SLOT; slots[1] = NULL_SLOT; slots[2] = NULL_SLOT; slots[3] = NULL_SLOT; switch( proto->InventoryType ) { case INVTYPE_HEAD: slots[0] = EQUIPMENT_SLOT_HEAD; break; case INVTYPE_NECK: slots[0] = EQUIPMENT_SLOT_NECK; break; case INVTYPE_SHOULDERS: slots[0] = EQUIPMENT_SLOT_SHOULDERS; break; case INVTYPE_BODY: slots[0] = EQUIPMENT_SLOT_BODY; break; case INVTYPE_CHEST: slots[0] = EQUIPMENT_SLOT_CHEST; break; case INVTYPE_ROBE: slots[0] = EQUIPMENT_SLOT_CHEST; break; case INVTYPE_WAIST: slots[0] = EQUIPMENT_SLOT_WAIST; break; case INVTYPE_LEGS: slots[0] = EQUIPMENT_SLOT_LEGS; break; case INVTYPE_FEET: slots[0] = EQUIPMENT_SLOT_FEET; break; case INVTYPE_WRISTS: slots[0] = EQUIPMENT_SLOT_WRISTS; break; case INVTYPE_HANDS: slots[0] = EQUIPMENT_SLOT_HANDS; break; case INVTYPE_FINGER: slots[0] = EQUIPMENT_SLOT_FINGER1; slots[1] = EQUIPMENT_SLOT_FINGER2; break; case INVTYPE_TRINKET: slots[0] = EQUIPMENT_SLOT_TRINKET1; slots[1] = EQUIPMENT_SLOT_TRINKET2; break; case INVTYPE_CLOAK: slots[0] = EQUIPMENT_SLOT_BACK; break; case INVTYPE_WEAPON: { slots[0] = EQUIPMENT_SLOT_MAINHAND; // suggest offhand slot only if know dual wielding // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ... if(CanDualWield()) slots[1] = EQUIPMENT_SLOT_OFFHAND; break; }; case INVTYPE_SHIELD: slots[0] = EQUIPMENT_SLOT_OFFHAND; break; case INVTYPE_RANGED: slots[0] = EQUIPMENT_SLOT_RANGED; break; case INVTYPE_2HWEAPON: slots[0] = EQUIPMENT_SLOT_MAINHAND; if (CanDualWield() && CanTitanGrip()) slots[1] = EQUIPMENT_SLOT_OFFHAND; break; case INVTYPE_TABARD: slots[0] = EQUIPMENT_SLOT_TABARD; break; case INVTYPE_WEAPONMAINHAND: slots[0] = EQUIPMENT_SLOT_MAINHAND; break; case INVTYPE_WEAPONOFFHAND: slots[0] = EQUIPMENT_SLOT_OFFHAND; break; case INVTYPE_HOLDABLE: slots[0] = EQUIPMENT_SLOT_OFFHAND; break; case INVTYPE_THROWN: slots[0] = EQUIPMENT_SLOT_RANGED; break; case INVTYPE_RANGEDRIGHT: slots[0] = EQUIPMENT_SLOT_RANGED; break; case INVTYPE_BAG: slots[0] = INVENTORY_SLOT_BAG_START + 0; slots[1] = INVENTORY_SLOT_BAG_START + 1; slots[2] = INVENTORY_SLOT_BAG_START + 2; slots[3] = INVENTORY_SLOT_BAG_START + 3; break; case INVTYPE_RELIC: { switch(proto->SubClass) { case ITEM_SUBCLASS_ARMOR_LIBRAM: if (pClass == CLASS_PALADIN) slots[0] = EQUIPMENT_SLOT_RANGED; break; case ITEM_SUBCLASS_ARMOR_IDOL: if (pClass == CLASS_DRUID) slots[0] = EQUIPMENT_SLOT_RANGED; break; case ITEM_SUBCLASS_ARMOR_TOTEM: if (pClass == CLASS_SHAMAN) slots[0] = EQUIPMENT_SLOT_RANGED; break; case ITEM_SUBCLASS_ARMOR_MISC: if (pClass == CLASS_WARLOCK) slots[0] = EQUIPMENT_SLOT_RANGED; break; case ITEM_SUBCLASS_ARMOR_SIGIL: if (pClass == CLASS_DEATH_KNIGHT) slots[0] = EQUIPMENT_SLOT_RANGED; break; } break; } default : return NULL_SLOT; } if( slot != NULL_SLOT ) { if( swap || !GetItemByPos( INVENTORY_SLOT_BAG_0, slot ) ) { for (int i = 0; i < 4; ++i) { if ( slots[i] == slot ) return slot; } } } else { // search free slot at first for (int i = 0; i < 4; ++i) { if ( slots[i] != NULL_SLOT && !GetItemByPos( INVENTORY_SLOT_BAG_0, slots[i] ) ) { // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free if(slots[i]!=EQUIPMENT_SLOT_OFFHAND || !IsTwoHandUsed()) return slots[i]; } } // if not found free and can swap return first appropriate from used for (int i = 0; i < 4; ++i) { if ( slots[i] != NULL_SLOT && swap ) return slots[i]; } } // no free position return NULL_SLOT; } uint8 Player::CanUnequipItems( uint32 item, uint32 count ) const { Item *pItem; uint32 tempcount = 0; uint8 res = EQUIP_ERR_OK; for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i) { pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem->GetEntry() == item ) { uint8 ires = CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false); if(ires==EQUIP_ERR_OK) { tempcount += pItem->GetCount(); if( tempcount >= count ) return EQUIP_ERR_OK; } else res = ires; } } for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i) { pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem->GetEntry() == item ) { tempcount += pItem->GetCount(); if( tempcount >= count ) return EQUIP_ERR_OK; } } for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) { pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem->GetEntry() == item ) { tempcount += pItem->GetCount(); if( tempcount >= count ) return EQUIP_ERR_OK; } } Bag *pBag; for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) { pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pBag ) { for(uint32 j = 0; j < pBag->GetBagSize(); ++j) { pItem = GetItemByPos( i, j ); if( pItem && pItem->GetEntry() == item ) { tempcount += pItem->GetCount(); if( tempcount >= count ) return EQUIP_ERR_OK; } } } } // not found req. item count and have unequippable items return res; } uint32 Player::GetItemCount(uint32 item, bool inBankAlso, Item* skipItem) const { uint32 count = 0; for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i) { Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem != skipItem && pItem->GetEntry() == item ) count += pItem->GetCount(); } for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) { Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem != skipItem && pItem->GetEntry() == item ) count += pItem->GetCount(); } for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) { Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pBag ) count += pBag->GetItemCount(item,skipItem); } if(skipItem && skipItem->GetProto()->GemProperties) { for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i) { Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color ) count += pItem->GetGemCountWithID(item); } } if(inBankAlso) { for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i) { Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem != skipItem && pItem->GetEntry() == item ) count += pItem->GetCount(); } for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i) { Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pBag ) count += pBag->GetItemCount(item,skipItem); } if(skipItem && skipItem->GetProto()->GemProperties) { for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i) { Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color ) count += pItem->GetGemCountWithID(item); } } } return count; } uint32 Player::GetItemCountWithLimitCategory( uint32 limitCategory, Item* skipItem) const { uint32 count = 0; for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i) if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (pItem->GetProto()->ItemLimitCategory == limitCategory && pItem != skipItem) count += pItem->GetCount(); for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (pItem->GetProto()->ItemLimitCategory == limitCategory && pItem != skipItem) count += pItem->GetCount(); for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i)) count += pBag->GetItemCountWithLimitCategory(limitCategory, skipItem); for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i) if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (pItem->GetProto()->ItemLimitCategory == limitCategory && pItem != skipItem) count += pItem->GetCount(); for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i) if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i)) count += pBag->GetItemCountWithLimitCategory(limitCategory, skipItem); return count; } Item* Player::GetItemByEntry( uint32 item ) const { for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i) if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (pItem->GetEntry() == item) return pItem; for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (pItem->GetEntry() == item) return pItem; for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i)) if (Item* itemPtr = pBag->GetItemByEntry(item)) return itemPtr; return NULL; } Item* Player::GetItemByLimitedCategory(uint32 limitedCategory) const { for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i) if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (pItem->GetProto()->ItemLimitCategory == limitedCategory) return pItem; for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (pItem->GetProto()->ItemLimitCategory == limitedCategory) return pItem; for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i)) if (Item* itemPtr = pBag->GetItemByLimitedCategory(limitedCategory)) return itemPtr; return NULL; } Item* Player::GetItemByGuid(ObjectGuid guid) const { for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i) if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (pItem->GetObjectGuid() == guid) return pItem; for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (pItem->GetObjectGuid() == guid) return pItem; for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i)) for(uint32 j = 0; j < pBag->GetBagSize(); ++j) if (Item* pItem = pBag->GetItemByPos(j)) if (pItem->GetObjectGuid() == guid) return pItem; for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i) if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i)) for(uint32 j = 0; j < pBag->GetBagSize(); ++j) if (Item* pItem = pBag->GetItemByPos(j)) if (pItem->GetObjectGuid() == guid) return pItem; return NULL; } Item* Player::GetItemByPos( uint16 pos ) const { uint8 bag = pos >> 8; uint8 slot = pos & 255; return GetItemByPos( bag, slot ); } Item* Player::GetItemByPos( uint8 bag, uint8 slot ) const { if( bag == INVENTORY_SLOT_BAG_0 && ( slot < BANK_SLOT_BAG_END || (slot >= KEYRING_SLOT_START && slot < CURRENCYTOKEN_SLOT_END )) ) return m_items[slot]; else if ((bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END) || (bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END) ) { Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ); if ( pBag ) return pBag->GetItemByPos(slot); } return NULL; } Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool nonbroken, bool useable) const { uint8 slot; switch (attackType) { case BASE_ATTACK: slot = EQUIPMENT_SLOT_MAINHAND; break; case OFF_ATTACK: slot = EQUIPMENT_SLOT_OFFHAND; break; case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED; break; default: return NULL; } Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, slot); if (!item || item->GetProto()->Class != ITEM_CLASS_WEAPON) return NULL; if (useable && !CanUseEquippedWeapon(attackType)) return NULL; if (nonbroken && item->IsBroken()) return NULL; return item; } Item* Player::GetShield(bool useable) const { Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!item || item->GetProto()->Class != ITEM_CLASS_ARMOR) return NULL; if (!useable) return item; if (item->IsBroken() || !CanUseEquippedWeapon(OFF_ATTACK)) return NULL; return item; } uint32 Player::GetAttackBySlot( uint8 slot ) { switch(slot) { case EQUIPMENT_SLOT_MAINHAND: return BASE_ATTACK; case EQUIPMENT_SLOT_OFFHAND: return OFF_ATTACK; case EQUIPMENT_SLOT_RANGED: return RANGED_ATTACK; default: return MAX_ATTACK; } } bool Player::IsInventoryPos( uint8 bag, uint8 slot ) { if( bag == INVENTORY_SLOT_BAG_0 && slot == NULL_SLOT ) return true; if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END ) ) return true; if( bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END ) return true; if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= KEYRING_SLOT_START && slot < CURRENCYTOKEN_SLOT_END ) ) return true; return false; } bool Player::IsEquipmentPos( uint8 bag, uint8 slot ) { if( bag == INVENTORY_SLOT_BAG_0 && ( slot < EQUIPMENT_SLOT_END ) ) return true; if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) ) return true; return false; } bool Player::IsBankPos( uint8 bag, uint8 slot ) { if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END ) ) return true; if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) ) return true; if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END ) return true; return false; } bool Player::IsBagPos( uint16 pos ) { uint8 bag = pos >> 8; uint8 slot = pos & 255; if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) ) return true; if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) ) return true; return false; } bool Player::IsValidPos( uint8 bag, uint8 slot, bool explicit_pos ) const { // post selected if(bag == NULL_BAG && !explicit_pos) return true; if (bag == INVENTORY_SLOT_BAG_0) { // any post selected if (slot == NULL_SLOT && !explicit_pos) return true; // equipment if (slot < EQUIPMENT_SLOT_END) return true; // bag equip slots if (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END) return true; // backpack slots if (slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END) return true; // keyring slots if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_END) return true; // bank main slots if (slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END) return true; // bank bag slots if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END) return true; return false; } // bag content slots if (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END) { Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag); if(!pBag) return false; // any post selected if (slot == NULL_SLOT && !explicit_pos) return true; return slot < pBag->GetBagSize(); } // bank bag content slots if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END ) { Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag); if(!pBag) return false; // any post selected if (slot == NULL_SLOT && !explicit_pos) return true; return slot < pBag->GetBagSize(); } // where this? return false; } bool Player::HasItemCount( uint32 item, uint32 count, bool inBankAlso ) const { uint32 tempcount = 0; for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i) { Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade()) { tempcount += pItem->GetCount(); if (tempcount >= count) return true; } } for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) { Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade()) { tempcount += pItem->GetCount(); if (tempcount >= count) return true; } } for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) { if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) { for(uint32 j = 0; j < pBag->GetBagSize(); ++j) { Item* pItem = GetItemByPos( i, j ); if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade()) { tempcount += pItem->GetCount(); if (tempcount >= count) return true; } } } } if(inBankAlso) { for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i) { Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade()) { tempcount += pItem->GetCount(); if (tempcount >= count) return true; } } for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i) { if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) { for(uint32 j = 0; j < pBag->GetBagSize(); ++j) { Item* pItem = GetItemByPos( i, j ); if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade()) { tempcount += pItem->GetCount(); if (tempcount >= count) return true; } } } } } return false; } bool Player::HasItemOrGemWithIdEquipped( uint32 item, uint32 count, uint8 except_slot ) const { uint32 tempcount = 0; for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i) { if(i==int(except_slot)) continue; Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem->GetEntry() == item) { tempcount += pItem->GetCount(); if( tempcount >= count ) return true; } } ItemPrototype const *pProto = ObjectMgr::GetItemPrototype(item); if (pProto && pProto->GemProperties) { for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i) { if(i==int(except_slot)) continue; Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem->GetProto()->Socket[0].Color) { tempcount += pItem->GetGemCountWithID(item); if( tempcount >= count ) return true; } } } return false; } bool Player::HasItemOrGemWithLimitCategoryEquipped( uint32 limitCategory, uint32 count, uint8 except_slot ) const { uint32 tempcount = 0; for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i) { if(i==int(except_slot)) continue; Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if (!pItem) continue; ItemPrototype const *pProto = pItem->GetProto(); if (!pProto) continue; if (pProto->ItemLimitCategory == limitCategory) { tempcount += pItem->GetCount(); if( tempcount >= count ) return true; } if( pProto->Socket[0].Color) { tempcount += pItem->GetGemCountWithLimitCategory(limitCategory); if( tempcount >= count ) return true; } } return false; } uint8 Player::_CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count) const { ItemPrototype const *pProto = ObjectMgr::GetItemPrototype(entry); if (!pProto) { if (no_space_count) *no_space_count = count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } // no maximum if (pProto->MaxCount > 0) { uint32 curcount = GetItemCount(pProto->ItemId, true, pItem); if (curcount + count > uint32(pProto->MaxCount)) { if (no_space_count) *no_space_count = count +curcount - pProto->MaxCount; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } // check unique-equipped limit if (pProto->ItemLimitCategory) { ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(pProto->ItemLimitCategory); if (!limitEntry) { if(no_space_count) *no_space_count = count; return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED; } if (limitEntry->mode == ITEM_LIMIT_CATEGORY_MODE_HAVE) { uint32 curcount = GetItemCountWithLimitCategory(pProto->ItemLimitCategory, pItem); if (curcount + count > uint32(limitEntry->maxCount)) { if (no_space_count) *no_space_count = count + curcount - limitEntry->maxCount; return EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_COUNT_EXCEEDED_IS; } } } return EQUIP_ERR_OK; } bool Player::HasItemTotemCategory( uint32 TotemCategory ) const { Item *pItem; for(uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i) { pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory )) return true; } for(uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) { pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory )) return true; } for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) { if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) { for(uint32 j = 0; j < pBag->GetBagSize(); ++j) { pItem = GetItemByPos( i, j ); if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory )) return true; } } } return false; } uint8 Player::_CanStoreItem_InSpecificSlot( uint8 bag, uint8 slot, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool swap, Item* pSrcItem ) const { Item* pItem2 = GetItemByPos( bag, slot ); // ignore move item (this slot will be empty at move) if (pItem2==pSrcItem) pItem2 = NULL; uint32 need_space; // empty specific slot - check item fit to slot if (!pItem2 || swap) { if (bag == INVENTORY_SLOT_BAG_0) { // keyring case if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_START+GetMaxKeyringSize() && !(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; // currencytoken case if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END && !(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; // prevent cheating if ((slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END) || slot >= PLAYER_SLOT_END) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; } else { Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ); if (!pBag) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; ItemPrototype const* pBagProto = pBag->GetProto(); if (!pBagProto) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; if (slot >= pBagProto->ContainerSlots) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; if (!ItemCanGoIntoBag(pProto,pBagProto)) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; } // non empty stack with space need_space = pProto->GetMaxStackSize(); } // non empty slot, check item type else { // can be merged at least partly uint8 res = pItem2->CanBeMergedPartlyWith(pProto); if (res != EQUIP_ERR_OK) return res; // free stack space or infinity need_space = pProto->GetMaxStackSize() - pItem2->GetCount(); } if (need_space > count) need_space = count; ItemPosCount newPosition = ItemPosCount((bag << 8) | slot, need_space); if (!newPosition.isContainedIn(dest)) { dest.push_back(newPosition); count -= need_space; } return EQUIP_ERR_OK; } uint8 Player::_CanStoreItem_InBag( uint8 bag, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool merge, bool non_specialized, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot ) const { // skip specific bag already processed in first called _CanStoreItem_InBag if (bag==skip_bag) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; // skip nonexistent bag or self targeted bag Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ); if (!pBag || pBag==pSrcItem) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; ItemPrototype const* pBagProto = pBag->GetProto(); if (!pBagProto) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; // specialized bag mode or non-specilized if (non_specialized != (pBagProto->Class == ITEM_CLASS_CONTAINER && pBagProto->SubClass == ITEM_SUBCLASS_CONTAINER)) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; if (!ItemCanGoIntoBag(pProto,pBagProto)) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; for(uint32 j = 0; j < pBag->GetBagSize(); ++j) { // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot if (j==skip_slot) continue; Item* pItem2 = GetItemByPos( bag, j ); // ignore move item (this slot will be empty at move) if (pItem2 == pSrcItem) pItem2 = NULL; // if merge skip empty, if !merge skip non-empty if ((pItem2 != NULL) != merge) continue; uint32 need_space = pProto->GetMaxStackSize(); if (pItem2) { // can be merged at least partly uint8 res = pItem2->CanBeMergedPartlyWith(pProto); if (res != EQUIP_ERR_OK) continue; // descrease at current stacksize need_space -= pItem2->GetCount(); } if (need_space > count) need_space = count; ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space); if (!newPosition.isContainedIn(dest)) { dest.push_back(newPosition); count -= need_space; if (count==0) return EQUIP_ERR_OK; } } return EQUIP_ERR_OK; } uint8 Player::_CanStoreItem_InInventorySlots( uint8 slot_begin, uint8 slot_end, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool merge, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot ) const { for(uint32 j = slot_begin; j < slot_end; ++j) { // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot if (INVENTORY_SLOT_BAG_0==skip_bag && j==skip_slot) continue; Item* pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, j ); // ignore move item (this slot will be empty at move) if (pItem2==pSrcItem) pItem2 = NULL; // if merge skip empty, if !merge skip non-empty if ((pItem2 != NULL) != merge) continue; uint32 need_space = pProto->GetMaxStackSize(); if (pItem2) { // can be merged at least partly uint8 res = pItem2->CanBeMergedPartlyWith(pProto); if (res != EQUIP_ERR_OK) continue; // descrease at current stacksize need_space -= pItem2->GetCount(); } if (need_space > count) need_space = count; ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space); if (!newPosition.isContainedIn(dest)) { dest.push_back(newPosition); count -= need_space; if (count==0) return EQUIP_ERR_OK; } } return EQUIP_ERR_OK; } uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint32 entry, uint32 count, Item *pItem, bool swap, uint32* no_space_count ) const { DEBUG_LOG( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, entry, count); ItemPrototype const *pProto = ObjectMgr::GetItemPrototype(entry); if (!pProto) { if (no_space_count) *no_space_count = count; return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED :EQUIP_ERR_ITEM_NOT_FOUND; } if (pItem) { // item used if (pItem->HasTemporaryLoot()) { if (no_space_count) *no_space_count = count; return EQUIP_ERR_ALREADY_LOOTED; } if (pItem->IsBindedNotWith(this)) { if (no_space_count) *no_space_count = count; return EQUIP_ERR_DONT_OWN_THAT_ITEM; } } // check count of items (skip for auto move for same player from bank) uint32 no_similar_count = 0; // can't store this amount similar items uint8 res = _CanTakeMoreSimilarItems(entry,count,pItem,&no_similar_count); if (res!=EQUIP_ERR_OK) { if (count==no_similar_count) { if (no_space_count) *no_space_count = no_similar_count; return res; } count -= no_similar_count; } // in specific slot if (bag != NULL_BAG && slot != NULL_SLOT) { res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem); if (res!=EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count==0) { if (no_similar_count==0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } // not specific slot or have space for partly store only in specific slot // in specific bag if (bag != NULL_BAG) { // search stack in bag for merge to if (pProto->Stackable != 1) { if (bag == INVENTORY_SLOT_BAG_0) // inventory { res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,true,pItem,bag,slot); if (res!=EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count==0) { if (no_similar_count==0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot); if (res!=EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count==0) { if (no_similar_count==0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } else // equipped bag { // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot); if (res!=EQUIP_ERR_OK) res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot); if (res!=EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count==0) { if (no_similar_count==0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } } // search free slot in bag for place to if(bag == INVENTORY_SLOT_BAG_0) // inventory { // search free slot - keyring case if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS) { uint32 keyringSize = GetMaxKeyringSize(); res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot); if (res!=EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count==0) { if (no_similar_count==0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot); if (res!=EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count==0) { if (no_similar_count==0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } else if (pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS) { res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot); if (res!=EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count==0) { if (no_similar_count==0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot); if (res!=EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count==0) { if (no_similar_count==0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } else // equipped bag { res = _CanStoreItem_InBag(bag,dest,pProto,count,false,false,pItem,NULL_BAG,slot); if (res!=EQUIP_ERR_OK) res = _CanStoreItem_InBag(bag,dest,pProto,count,false,true,pItem,NULL_BAG,slot); if (res!=EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count==0) { if (no_similar_count==0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } } // not specific bag or have space for partly store only in specific bag // search stack for merge to if (pProto->Stackable != 1) { res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,true,pItem,bag,slot); if (res!=EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count==0) { if (no_similar_count==0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot); if (res!=EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count==0) { if (no_similar_count==0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } if (pProto->BagFamily) { for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) { res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot); if (res!=EQUIP_ERR_OK) continue; if (count==0) { if (no_similar_count==0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } } for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) { res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot); if (res!=EQUIP_ERR_OK) continue; if (count==0) { if (no_similar_count==0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } } // search free slot - special bag case if (pProto->BagFamily) { if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS) { uint32 keyringSize = GetMaxKeyringSize(); res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot); if (res!=EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count==0) { if (no_similar_count==0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } else if (pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS) { res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot); if (res!=EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count==0) { if (no_similar_count==0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) { res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot); if (res!=EQUIP_ERR_OK) continue; if (count==0) { if (no_similar_count==0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } } // Normally it would be impossible to autostore not empty bags if (pItem && pItem->IsBag() && !((Bag*)pItem)->IsEmpty()) return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG; // search free slot res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot); if (res!=EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count==0) { if (no_similar_count==0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) { res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot); if (res!=EQUIP_ERR_OK) continue; if (count==0) { if (no_similar_count==0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_INVENTORY_FULL; } ////////////////////////////////////////////////////////////////////////// uint8 Player::CanStoreItems( Item **pItems,int count) const { Item *pItem2; // fill space table int inv_slot_items[INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START]; int inv_bags[INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START][MAX_BAG_SIZE]; int inv_keys[KEYRING_SLOT_END-KEYRING_SLOT_START]; int inv_tokens[CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START]; memset(inv_slot_items,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START)); memset(inv_bags,0,sizeof(int)*(INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START)*MAX_BAG_SIZE); memset(inv_keys,0,sizeof(int)*(KEYRING_SLOT_END-KEYRING_SLOT_START)); memset(inv_tokens,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START)); for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i) { pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if (pItem2 && !pItem2->IsInTrade()) { inv_slot_items[i-INVENTORY_SLOT_ITEM_START] = pItem2->GetCount(); } } for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i) { pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if (pItem2 && !pItem2->IsInTrade()) { inv_keys[i-KEYRING_SLOT_START] = pItem2->GetCount(); } } for(int i = CURRENCYTOKEN_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) { pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if (pItem2 && !pItem2->IsInTrade()) { inv_tokens[i-CURRENCYTOKEN_SLOT_START] = pItem2->GetCount(); } } for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) { if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) { for(uint32 j = 0; j < pBag->GetBagSize(); ++j) { pItem2 = GetItemByPos( i, j ); if (pItem2 && !pItem2->IsInTrade()) { inv_bags[i-INVENTORY_SLOT_BAG_START][j] = pItem2->GetCount(); } } } } // check free space for all items for (int k = 0; k < count; ++k) { Item *pItem = pItems[k]; // no item if (!pItem) continue; DEBUG_LOG( "STORAGE: CanStoreItems %i. item = %u, count = %u", k+1, pItem->GetEntry(), pItem->GetCount()); ItemPrototype const *pProto = pItem->GetProto(); // strange item if (!pProto) return EQUIP_ERR_ITEM_NOT_FOUND; // item used if (pItem->HasTemporaryLoot()) return EQUIP_ERR_ALREADY_LOOTED; // item it 'bind' if (pItem->IsBindedNotWith(this)) return EQUIP_ERR_DONT_OWN_THAT_ITEM; Bag *pBag; ItemPrototype const *pBagProto; // item is 'one item only' uint8 res = CanTakeMoreSimilarItems(pItem); if (res != EQUIP_ERR_OK) return res; // search stack for merge to if (pProto->Stackable != 1) { bool b_found = false; for(int t = KEYRING_SLOT_START; t < KEYRING_SLOT_END; ++t) { pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t ); if (pItem2 && pItem2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && inv_keys[t-KEYRING_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize()) { inv_keys[t-KEYRING_SLOT_START] += pItem->GetCount(); b_found = true; break; } } if (b_found) continue; for(int t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t) { pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t ); if (pItem2 && pItem2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && inv_tokens[t-CURRENCYTOKEN_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize()) { inv_tokens[t-CURRENCYTOKEN_SLOT_START] += pItem->GetCount(); b_found = true; break; } } if (b_found) continue; for(int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; ++t) { pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t ); if (pItem2 && pItem2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && inv_slot_items[t-INVENTORY_SLOT_ITEM_START] + pItem->GetCount() <= pProto->GetMaxStackSize()) { inv_slot_items[t-INVENTORY_SLOT_ITEM_START] += pItem->GetCount(); b_found = true; break; } } if (b_found) continue; for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t) { pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t ); if (pBag) { for(uint32 j = 0; j < pBag->GetBagSize(); ++j) { pItem2 = GetItemByPos( t, j ); if (pItem2 && pItem2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && inv_bags[t-INVENTORY_SLOT_BAG_START][j] + pItem->GetCount() <= pProto->GetMaxStackSize()) { inv_bags[t-INVENTORY_SLOT_BAG_START][j] += pItem->GetCount(); b_found = true; break; } } } } if (b_found) continue; } // special bag case if (pProto->BagFamily) { bool b_found = false; if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS) { uint32 keyringSize = GetMaxKeyringSize(); for(uint32 t = KEYRING_SLOT_START; t < KEYRING_SLOT_START+keyringSize; ++t) { if (inv_keys[t-KEYRING_SLOT_START] == 0) { inv_keys[t-KEYRING_SLOT_START] = 1; b_found = true; break; } } } if (b_found) continue; if (pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS) { for(uint32 t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t) { if (inv_tokens[t-CURRENCYTOKEN_SLOT_START] == 0) { inv_tokens[t-CURRENCYTOKEN_SLOT_START] = 1; b_found = true; break; } } } if (b_found) continue; for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t) { pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t ); if (pBag) { pBagProto = pBag->GetProto(); // not plain container check if (pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER) && ItemCanGoIntoBag(pProto,pBagProto) ) { for(uint32 j = 0; j < pBag->GetBagSize(); ++j) { if (inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0) { inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1; b_found = true; break; } } } } } if (b_found) continue; } // search free slot bool b_found = false; for(int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; ++t) { if (inv_slot_items[t-INVENTORY_SLOT_ITEM_START] == 0) { inv_slot_items[t-INVENTORY_SLOT_ITEM_START] = 1; b_found = true; break; } } if (b_found) continue; // search free slot in bags for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t) { pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t ); if (pBag) { pBagProto = pBag->GetProto(); // special bag already checked if (pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER)) continue; for(uint32 j = 0; j < pBag->GetBagSize(); ++j) { if (inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0) { inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1; b_found = true; break; } } } } // no free slot found? if (!b_found) return EQUIP_ERR_INVENTORY_FULL; } return EQUIP_ERR_OK; } ////////////////////////////////////////////////////////////////////////// uint8 Player::CanEquipNewItem( uint8 slot, uint16 &dest, uint32 item, bool swap ) const { dest = 0; Item *pItem = Item::CreateItem( item, 1, this ); if (pItem) { uint8 result = CanEquipItem(slot, dest, pItem, swap ); delete pItem; return result; } return EQUIP_ERR_ITEM_NOT_FOUND; } uint8 Player::CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bool not_loading ) const { dest = 0; if (pItem) { DEBUG_LOG( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot, pItem->GetEntry(), pItem->GetCount()); ItemPrototype const *pProto = pItem->GetProto(); if (pProto) { // item used if (pItem->HasTemporaryLoot()) return EQUIP_ERR_ALREADY_LOOTED; if (pItem->IsBindedNotWith(this)) return EQUIP_ERR_DONT_OWN_THAT_ITEM; // check count of items (skip for auto move for same player from bank) uint8 res = CanTakeMoreSimilarItems(pItem); if (res != EQUIP_ERR_OK) return res; // check this only in game if (not_loading) { // May be here should be more stronger checks; STUNNED checked // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked. if (hasUnitState(UNIT_STAT_STUNNED)) return EQUIP_ERR_YOU_ARE_STUNNED; // do not allow equipping gear except weapons, offhands, projectiles, relics in // - combat // - in-progress arenas if (!pProto->CanChangeEquipStateInCombat()) { if( isInCombat() ) return EQUIP_ERR_NOT_IN_COMBAT; if (BattleGround* bg = GetBattleGround()) if (bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS) return EQUIP_ERR_NOT_DURING_ARENA_MATCH; } // prevent equip item in process logout if (GetSession()->isLogingOut()) return EQUIP_ERR_YOU_ARE_STUNNED; if (isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer != 0) return EQUIP_ERR_CANT_DO_RIGHT_NOW; // maybe exist better err if (IsNonMeleeSpellCasted(false)) return EQUIP_ERR_CANT_DO_RIGHT_NOW; } ScalingStatDistributionEntry const *ssd = pProto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(pProto->ScalingStatDistribution) : 0; // check allowed level (extend range to upper values if MaxLevel more or equal max player level, this let GM set high level with 1...max range items) if (ssd && ssd->MaxLevel < DEFAULT_MAX_LEVEL && ssd->MaxLevel < getLevel()) return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED; uint8 eslot = FindEquipSlot( pProto, slot, swap ); if (eslot == NULL_SLOT) return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED; uint8 msg = CanUseItem(pItem , not_loading); if (msg != EQUIP_ERR_OK) return msg; if (!swap && GetItemByPos(INVENTORY_SLOT_BAG_0, eslot)) return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE; // if swap ignore item (equipped also) if (uint8 res2 = CanEquipUniqueItem(pItem, swap ? eslot : NULL_SLOT)) return res2; // check unique-equipped special item classes if (pProto->Class == ITEM_CLASS_QUIVER) { for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) { if (Item* pBag = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) { if (pBag != pItem) { if (ItemPrototype const* pBagProto = pBag->GetProto()) { if (pBagProto->Class==pProto->Class && (!swap || pBag->GetSlot() != eslot)) return (pBagProto->SubClass == ITEM_SUBCLASS_AMMO_POUCH) ? EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH : EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER; } } } } } uint32 type = pProto->InventoryType; if (eslot == EQUIPMENT_SLOT_OFFHAND) { if (type == INVTYPE_WEAPON || type == INVTYPE_WEAPONOFFHAND) { if (!CanDualWield()) return EQUIP_ERR_CANT_DUAL_WIELD; } else if (type == INVTYPE_2HWEAPON) { if (!CanDualWield() || !CanTitanGrip()) return EQUIP_ERR_CANT_DUAL_WIELD; } if (IsTwoHandUsed()) return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED; } // equip two-hand weapon case (with possible unequip 2 items) if (type == INVTYPE_2HWEAPON) { if (eslot == EQUIPMENT_SLOT_OFFHAND) { if (!CanTitanGrip()) return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED; } else if (eslot != EQUIPMENT_SLOT_MAINHAND) return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED; if (!CanTitanGrip()) { // offhand item must can be stored in inventory for offhand item and it also must be unequipped Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND ); ItemPosCountVec off_dest; if (offItem && (!not_loading || CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0) << 8 | EQUIPMENT_SLOT_OFFHAND,false) != EQUIP_ERR_OK || CanStoreItem( NULL_BAG, NULL_SLOT, off_dest, offItem, false ) != EQUIP_ERR_OK )) return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_INVENTORY_FULL; } } dest = ((INVENTORY_SLOT_BAG_0 << 8) | eslot); return EQUIP_ERR_OK; } } return !swap ? EQUIP_ERR_ITEM_NOT_FOUND : EQUIP_ERR_ITEMS_CANT_BE_SWAPPED; } uint8 Player::CanUnequipItem( uint16 pos, bool swap ) const { // Applied only to equipped items and bank bags if (!IsEquipmentPos(pos) && !IsBagPos(pos)) return EQUIP_ERR_OK; Item* pItem = GetItemByPos(pos); // Applied only to existing equipped item if (!pItem) return EQUIP_ERR_OK; DEBUG_LOG( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos, pItem->GetEntry(), pItem->GetCount()); ItemPrototype const *pProto = pItem->GetProto(); if (!pProto) return EQUIP_ERR_ITEM_NOT_FOUND; // item used if (pItem->HasTemporaryLoot()) return EQUIP_ERR_ALREADY_LOOTED; // do not allow unequipping gear except weapons, offhands, projectiles, relics in // - combat // - in-progress arenas if( !pProto->CanChangeEquipStateInCombat() ) { if( isInCombat() ) return EQUIP_ERR_NOT_IN_COMBAT; if(BattleGround* bg = GetBattleGround()) if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS ) return EQUIP_ERR_NOT_DURING_ARENA_MATCH; } // prevent unequip item in process logout if (GetSession()->isLogingOut()) return EQUIP_ERR_YOU_ARE_STUNNED; if(!swap && pItem->IsBag() && !((Bag*)pItem)->IsEmpty()) return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS; return EQUIP_ERR_OK; } uint8 Player::CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, Item *pItem, bool swap, bool not_loading ) const { if (!pItem) return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND; uint32 count = pItem->GetCount(); DEBUG_LOG( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), pItem->GetCount()); ItemPrototype const *pProto = pItem->GetProto(); if (!pProto) return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND; // item used if (pItem->HasTemporaryLoot()) return EQUIP_ERR_ALREADY_LOOTED; if (pItem->IsBindedNotWith(this)) return EQUIP_ERR_DONT_OWN_THAT_ITEM; // check count of items (skip for auto move for same player from bank) uint8 res = CanTakeMoreSimilarItems(pItem); if (res != EQUIP_ERR_OK) return res; // in specific slot if (bag != NULL_BAG && slot != NULL_SLOT) { if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END) { if (!pItem->IsBag()) return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT; if (slot - BANK_SLOT_BAG_START >= GetBankBagSlotCount()) return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT; res = CanUseItem( pItem, not_loading ); if (res != EQUIP_ERR_OK) return res; } res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem); if (res!=EQUIP_ERR_OK) return res; if (count==0) return EQUIP_ERR_OK; } // not specific slot or have space for partly store only in specific slot // in specific bag if( bag != NULL_BAG ) { if( pProto->InventoryType == INVTYPE_BAG ) { Bag *pBag = (Bag*)pItem; if( pBag && !pBag->IsEmpty() ) return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG; } // search stack in bag for merge to if( pProto->Stackable != 1 ) { if( bag == INVENTORY_SLOT_BAG_0 ) { res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot); if(res!=EQUIP_ERR_OK) return res; if(count==0) return EQUIP_ERR_OK; } else { res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot); if(res!=EQUIP_ERR_OK) res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot); if(res!=EQUIP_ERR_OK) return res; if(count==0) return EQUIP_ERR_OK; } } // search free slot in bag if( bag == INVENTORY_SLOT_BAG_0 ) { res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot); if(res!=EQUIP_ERR_OK) return res; if(count==0) return EQUIP_ERR_OK; } else { res = _CanStoreItem_InBag(bag, dest, pProto, count, false, false, pItem, NULL_BAG, slot); if(res != EQUIP_ERR_OK) res = _CanStoreItem_InBag(bag, dest, pProto, count, false, true, pItem, NULL_BAG, slot); if(res != EQUIP_ERR_OK) return res; if(count == 0) return EQUIP_ERR_OK; } } // not specific bag or have space for partly store only in specific bag // search stack for merge to if( pProto->Stackable != 1 ) { // in slots res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot); if(res != EQUIP_ERR_OK) return res; if(count == 0) return EQUIP_ERR_OK; // in special bags if( pProto->BagFamily ) { for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i) { res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot); if(res!=EQUIP_ERR_OK) continue; if(count==0) return EQUIP_ERR_OK; } } for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i) { res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot); if(res!=EQUIP_ERR_OK) continue; if(count==0) return EQUIP_ERR_OK; } } // search free place in special bag if( pProto->BagFamily ) { for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i) { res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot); if(res!=EQUIP_ERR_OK) continue; if(count==0) return EQUIP_ERR_OK; } } // search free space res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot); if(res!=EQUIP_ERR_OK) return res; if(count==0) return EQUIP_ERR_OK; for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i) { res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot); if(res!=EQUIP_ERR_OK) continue; if(count==0) return EQUIP_ERR_OK; } return EQUIP_ERR_BANK_FULL; } uint8 Player::CanUseItem( Item *pItem, bool not_loading ) const { if (pItem) { DEBUG_LOG( "STORAGE: CanUseItem item = %u", pItem->GetEntry()); if (!isAlive() && not_loading) return EQUIP_ERR_YOU_ARE_DEAD; //if (isStunned()) // return EQUIP_ERR_YOU_ARE_STUNNED; ItemPrototype const *pProto = pItem->GetProto(); if (pProto) { if (pItem->IsBindedNotWith(this)) return EQUIP_ERR_DONT_OWN_THAT_ITEM; uint8 msg = CanUseItem(pProto); if (msg != EQUIP_ERR_OK) return msg; if (uint32 item_use_skill = pItem->GetSkill()) { if (GetSkillValue(item_use_skill) == 0) { // armor items with scaling stats can downgrade armor skill reqs if related class can learn armor use at some level if (pProto->Class != ITEM_CLASS_ARMOR) return EQUIP_ERR_NO_REQUIRED_PROFICIENCY; ScalingStatDistributionEntry const *ssd = pProto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(pProto->ScalingStatDistribution) : NULL; if (!ssd) return EQUIP_ERR_NO_REQUIRED_PROFICIENCY; bool allowScaleSkill = false; for (uint32 i = 0; i < sSkillLineAbilityStore.GetNumRows(); ++i) { SkillLineAbilityEntry const *skillInfo = sSkillLineAbilityStore.LookupEntry(i); if (!skillInfo) continue; if (skillInfo->skillId != item_use_skill) continue; // can't learn if (skillInfo->classmask && (skillInfo->classmask & getClassMask()) == 0) continue; if (skillInfo->racemask && (skillInfo->racemask & getRaceMask()) == 0) continue; allowScaleSkill = true; break; } if (!allowScaleSkill) return EQUIP_ERR_NO_REQUIRED_PROFICIENCY; } } if (pProto->RequiredReputationFaction && uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank) return EQUIP_ERR_CANT_EQUIP_REPUTATION; return EQUIP_ERR_OK; } } return EQUIP_ERR_ITEM_NOT_FOUND; } uint8 Player::CanUseItem( ItemPrototype const *pProto ) const { // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player if( pProto ) { if ((pProto->Flags2 & ITEM_FLAG2_HORDE_ONLY) && GetTeam() != HORDE) return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM; if ((pProto->Flags2 & ITEM_FLAG2_ALLIANCE_ONLY) && GetTeam() != ALLIANCE) return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM; if ((pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0) return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM; if( pProto->RequiredSkill != 0 ) { if( GetSkillValue( pProto->RequiredSkill ) == 0 ) return EQUIP_ERR_NO_REQUIRED_PROFICIENCY; else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank ) return EQUIP_ERR_CANT_EQUIP_SKILL; } if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) ) return EQUIP_ERR_NO_REQUIRED_PROFICIENCY; if( getLevel() < pProto->RequiredLevel ) return EQUIP_ERR_CANT_EQUIP_LEVEL_I; return EQUIP_ERR_OK; } return EQUIP_ERR_ITEM_NOT_FOUND; } uint8 Player::CanUseAmmo( uint32 item ) const { DEBUG_LOG( "STORAGE: CanUseAmmo item = %u", item); if( !isAlive() ) return EQUIP_ERR_YOU_ARE_DEAD; //if( isStunned() ) // return EQUIP_ERR_YOU_ARE_STUNNED; ItemPrototype const *pProto = ObjectMgr::GetItemPrototype( item ); if( pProto ) { if( pProto->InventoryType!= INVTYPE_AMMO ) return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE; uint8 msg = CanUseItem(pProto); if (msg != EQUIP_ERR_OK) return msg; /*if ( GetReputationMgr().GetReputation() < pProto->RequiredReputation ) return EQUIP_ERR_CANT_EQUIP_REPUTATION; */ // Requires No Ammo if(GetDummyAura(46699)) return EQUIP_ERR_BAG_FULL6; return EQUIP_ERR_OK; } return EQUIP_ERR_ITEM_NOT_FOUND; } void Player::SetAmmo( uint32 item ) { if(!item) return; // already set if( GetUInt32Value(PLAYER_AMMO_ID) == item ) return; // check ammo if (item) { uint8 msg = CanUseAmmo( item ); if (msg != EQUIP_ERR_OK) { SendEquipError(msg, NULL, NULL, item); return; } } SetUInt32Value(PLAYER_AMMO_ID, item); _ApplyAmmoBonuses(); } void Player::RemoveAmmo() { SetUInt32Value(PLAYER_AMMO_ID, 0); m_ammoDPS = 0.0f; if (CanModifyStats()) UpdateDamagePhysical(RANGED_ATTACK); } // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case. Item* Player::StoreNewItem( ItemPosCountVec const& dest, uint32 item, bool update,int32 randomPropertyId ) { uint32 count = 0; for(ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); ++itr) count += itr->count; Item *pItem = Item::CreateItem( item, count, this ); if( pItem ) { ItemAddedQuestCheck( item, count ); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, item, count); if(randomPropertyId) pItem->SetItemRandomProperties(randomPropertyId); pItem = StoreItem( dest, pItem, update ); } return pItem; } Item* Player::StoreItem( ItemPosCountVec const& dest, Item* pItem, bool update ) { if( !pItem ) return NULL; Item* lastItem = pItem; uint32 entry = pItem->GetEntry(); for(ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); ) { uint16 pos = itr->pos; uint32 count = itr->count; ++itr; if(itr == dest.end()) { lastItem = _StoreItem(pos,pItem,count,false,update); break; } lastItem = _StoreItem(pos,pItem,count,true,update); } GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM, entry); return lastItem; } // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case. Item* Player::_StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, bool update ) { if( !pItem ) return NULL; uint8 bag = pos >> 8; uint8 slot = pos & 255; DEBUG_LOG( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), count); Item *pItem2 = GetItemByPos( bag, slot ); if (!pItem2) { if (clone) pItem = pItem->CloneItem(count, this); else pItem->SetCount(count); if (!pItem) return NULL; if (pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM || (pItem->GetProto()->Bonding == BIND_WHEN_EQUIPPED && IsBagPos(pos))) pItem->SetBinding( true ); if (bag == INVENTORY_SLOT_BAG_0) { m_items[slot] = pItem; SetGuidValue(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), pItem->GetObjectGuid()); pItem->SetGuidValue(ITEM_FIELD_CONTAINED, GetObjectGuid()); pItem->SetGuidValue(ITEM_FIELD_OWNER, GetObjectGuid()); pItem->SetSlot( slot ); pItem->SetContainer( NULL ); // need update known currency if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END) UpdateKnownCurrencies(pItem->GetEntry(), true); if (IsInWorld() && update) { pItem->AddToWorld(); pItem->SendCreateUpdateToPlayer( this ); } pItem->SetState(ITEM_CHANGED, this); } else if (Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag )) { pBag->StoreItem( slot, pItem, update ); if( IsInWorld() && update ) { pItem->AddToWorld(); pItem->SendCreateUpdateToPlayer( this ); } pItem->SetState(ITEM_CHANGED, this); pBag->SetState(ITEM_CHANGED, this); } AddEnchantmentDurations(pItem); AddItemDurations(pItem); return pItem; } else { if (pItem2->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem2->GetProto()->Bonding == BIND_QUEST_ITEM || (pItem2->GetProto()->Bonding == BIND_WHEN_EQUIPPED && IsBagPos(pos))) pItem2->SetBinding( true ); pItem2->SetCount( pItem2->GetCount() + count ); if (IsInWorld() && update) pItem2->SendCreateUpdateToPlayer( this ); if (!clone) { // delete item (it not in any slot currently) if (IsInWorld() && update) { pItem->RemoveFromWorld(); pItem->DestroyForPlayer( this ); } RemoveEnchantmentDurations(pItem); RemoveItemDurations(pItem); pItem->SetOwnerGuid(GetObjectGuid()); // prevent error at next SetState in case trade/mail/buy from vendor pItem->SetState(ITEM_REMOVED, this); } // AddItemDurations(pItem2); - pItem2 already have duration listed for player AddEnchantmentDurations(pItem2); pItem2->SetState(ITEM_CHANGED, this); return pItem2; } } Item* Player::EquipNewItem( uint16 pos, uint32 item, bool update ) { if (Item *pItem = Item::CreateItem( item, 1, this )) { ItemAddedQuestCheck( item, 1 ); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, item, 1); return EquipItem( pos, pItem, update ); } return NULL; } Item* Player::EquipItem( uint16 pos, Item *pItem, bool update ) { AddEnchantmentDurations(pItem); AddItemDurations(pItem); uint8 bag = pos >> 8; uint8 slot = pos & 255; Item *pItem2 = GetItemByPos( bag, slot ); if( !pItem2 ) { VisualizeItem( slot, pItem); if(isAlive()) { ItemPrototype const *pProto = pItem->GetProto(); // item set bonuses applied only at equip and removed at unequip, and still active for broken items if(pProto && pProto->ItemSet) AddItemsSetItem(this, pItem); _ApplyItemMods(pItem, slot, true); if(pProto && isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer == 0) { uint32 cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s; if (getClass() == CLASS_ROGUE) cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s; SpellEntry const* spellProto = sSpellStore.LookupEntry(cooldownSpell); if (!spellProto) sLog.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell); else { m_weaponChangeTimer = spellProto->StartRecoveryTime; WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+4); data << GetObjectGuid(); data << uint8(1); data << uint32(cooldownSpell); data << uint32(0); GetSession()->SendPacket(&data); } } } if( IsInWorld() && update ) { pItem->AddToWorld(); pItem->SendCreateUpdateToPlayer( this ); } ApplyEquipCooldown(pItem); if( slot == EQUIPMENT_SLOT_MAINHAND ) { UpdateExpertise(BASE_ATTACK); UpdateArmorPenetration(); } else if( slot == EQUIPMENT_SLOT_OFFHAND ) { UpdateExpertise(OFF_ATTACK); UpdateArmorPenetration(); } } else { pItem2->SetCount( pItem2->GetCount() + pItem->GetCount() ); if( IsInWorld() && update ) pItem2->SendCreateUpdateToPlayer( this ); // delete item (it not in any slot currently) //pItem->DeleteFromDB(); if( IsInWorld() && update ) { pItem->RemoveFromWorld(); pItem->DestroyForPlayer( this ); } RemoveEnchantmentDurations(pItem); RemoveItemDurations(pItem); pItem->SetOwnerGuid(GetObjectGuid()); // prevent error at next SetState in case trade/mail/buy from vendor pItem->SetState(ITEM_REMOVED, this); pItem2->SetState(ITEM_CHANGED, this); ApplyEquipCooldown(pItem2); return pItem2; } // Apply Titan's Grip damage penalty if necessary if ((slot == EQUIPMENT_SLOT_MAINHAND || slot == EQUIPMENT_SLOT_OFFHAND) && CanTitanGrip() && HasTwoHandWeaponInOneHand() && !HasAura(49152)) CastSpell(this, 49152, true); // only for full equip instead adding to stack GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry()); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM, slot+1); return pItem; } void Player::QuickEquipItem( uint16 pos, Item *pItem) { if( pItem ) { AddEnchantmentDurations(pItem); AddItemDurations(pItem); uint8 slot = pos & 255; VisualizeItem( slot, pItem); if( IsInWorld() ) { pItem->AddToWorld(); pItem->SendCreateUpdateToPlayer( this ); } // Apply Titan's Grip damage penalty if necessary if ((slot == EQUIPMENT_SLOT_MAINHAND || slot == EQUIPMENT_SLOT_OFFHAND) && CanTitanGrip() && HasTwoHandWeaponInOneHand() && !HasAura(49152)) CastSpell(this, 49152, true); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry()); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM, slot+1); } } void Player::SetVisibleItemSlot(uint8 slot, Item *pItem) { if(pItem) { SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2), pItem->GetEntry()); SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 0, pItem->GetEnchantmentId(PERM_ENCHANTMENT_SLOT)); SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 1, pItem->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT)); } else { SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2), 0); SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 0); } } void Player::VisualizeItem( uint8 slot, Item *pItem) { if(!pItem) return; // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory) if( pItem->GetProto()->Bonding == BIND_WHEN_EQUIPPED || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM ) pItem->SetBinding( true ); DEBUG_LOG( "STORAGE: EquipItem slot = %u, item = %u", slot, pItem->GetEntry()); m_items[slot] = pItem; SetGuidValue(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), pItem->GetObjectGuid()); pItem->SetGuidValue(ITEM_FIELD_CONTAINED, GetObjectGuid()); pItem->SetGuidValue(ITEM_FIELD_OWNER, GetObjectGuid()); pItem->SetSlot( slot ); pItem->SetContainer( NULL ); if( slot < EQUIPMENT_SLOT_END ) SetVisibleItemSlot(slot, pItem); pItem->SetState(ITEM_CHANGED, this); } void Player::RemoveItem( uint8 bag, uint8 slot, bool update ) { // note: removeitem does not actually change the item // it only takes the item out of storage temporarily // note2: if removeitem is to be used for delinking // the item must be removed from the player's updatequeue Item *pItem = GetItemByPos( bag, slot ); if( pItem ) { DEBUG_LOG( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry()); RemoveEnchantmentDurations(pItem); RemoveItemDurations(pItem); if( bag == INVENTORY_SLOT_BAG_0 ) { if ( slot < INVENTORY_SLOT_BAG_END ) { ItemPrototype const *pProto = pItem->GetProto(); // item set bonuses applied only at equip and removed at unequip, and still active for broken items if(pProto && pProto->ItemSet) RemoveItemsSetItem(this, pProto); _ApplyItemMods(pItem, slot, false); // remove item dependent auras and casts (only weapon and armor slots) if(slot < EQUIPMENT_SLOT_END) { RemoveItemDependentAurasAndCasts(pItem); // remove held enchantments, update expertise if ( slot == EQUIPMENT_SLOT_MAINHAND ) { if (pItem->GetItemSuffixFactor()) { pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3); pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4); } else { pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0); pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1); } UpdateExpertise(BASE_ATTACK); UpdateArmorPenetration(); } else if( slot == EQUIPMENT_SLOT_OFFHAND ) { UpdateExpertise(OFF_ATTACK); UpdateArmorPenetration(); } } } // need update known currency else if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END) UpdateKnownCurrencies(pItem->GetEntry(), false); m_items[slot] = NULL; SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0); if ( slot < EQUIPMENT_SLOT_END ) { SetVisibleItemSlot(slot, NULL); // Remove Titan's Grip damage penalty if necessary if ((slot == EQUIPMENT_SLOT_MAINHAND || slot == EQUIPMENT_SLOT_OFFHAND) && CanTitanGrip() && !HasTwoHandWeaponInOneHand()) RemoveAurasDueToSpell(49152); } } else { Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ); if( pBag ) pBag->RemoveItem(slot, update); } pItem->SetGuidValue(ITEM_FIELD_CONTAINED, ObjectGuid()); // pItem->SetGuidValue(ITEM_FIELD_OWNER, ObjectGuid()); not clear owner at remove (it will be set at store). This used in mail and auction code pItem->SetSlot( NULL_SLOT ); if( IsInWorld() && update ) pItem->SendCreateUpdateToPlayer( this ); } } // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail.... void Player::MoveItemFromInventory(uint8 bag, uint8 slot, bool update) { if(Item* it = GetItemByPos(bag,slot)) { ItemRemovedQuestCheck(it->GetEntry(), it->GetCount()); RemoveItem(bag, slot, update); it->RemoveFromUpdateQueueOf(this); if(it->IsInWorld()) { it->RemoveFromWorld(); it->DestroyForPlayer( this ); } } } // Common operation need to add item from inventory without delete in trade, guild bank, mail.... void Player::MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB) { // update quest counters ItemAddedQuestCheck(pItem->GetEntry(), pItem->GetCount()); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, pItem->GetEntry(), pItem->GetCount()); // store item Item* pLastItem = StoreItem(dest, pItem, update); // only set if not merged to existing stack (pItem can be deleted already but we can compare pointers any way) if(pLastItem == pItem) { // update owner for last item (this can be original item with wrong owner if(pLastItem->GetOwnerGuid() != GetObjectGuid()) pLastItem->SetOwnerGuid(GetObjectGuid()); // if this original item then it need create record in inventory // in case trade we already have item in other player inventory pLastItem->SetState(in_characterInventoryDB ? ITEM_CHANGED : ITEM_NEW, this); } } void Player::DestroyItem( uint8 bag, uint8 slot, bool update ) { Item *pItem = GetItemByPos( bag, slot ); if( pItem ) { DEBUG_LOG( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry()); // start from destroy contained items (only equipped bag can have its) if (pItem->IsBag() && pItem->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot { for (int i = 0; i < MAX_BAG_SIZE; ++i) DestroyItem(slot, i, update); } if (pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED)) CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem->GetGUIDLow()); RemoveEnchantmentDurations(pItem); RemoveItemDurations(pItem); ItemRemovedQuestCheck( pItem->GetEntry(), pItem->GetCount() ); if( bag == INVENTORY_SLOT_BAG_0 ) { SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0); // equipment and equipped bags can have applied bonuses if ( slot < INVENTORY_SLOT_BAG_END ) { ItemPrototype const *pProto = pItem->GetProto(); // item set bonuses applied only at equip and removed at unequip, and still active for broken items if(pProto && pProto->ItemSet) RemoveItemsSetItem(this, pProto); _ApplyItemMods(pItem, slot, false); } if ( slot < EQUIPMENT_SLOT_END ) { // remove item dependent auras and casts (only weapon and armor slots) RemoveItemDependentAurasAndCasts(pItem); // update expertise if( slot == EQUIPMENT_SLOT_MAINHAND ) { UpdateExpertise(BASE_ATTACK); UpdateArmorPenetration(); } else if( slot == EQUIPMENT_SLOT_OFFHAND ) { UpdateExpertise(OFF_ATTACK); UpdateArmorPenetration(); } // equipment visual show SetVisibleItemSlot(slot, NULL); } // need update known currency else if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END) UpdateKnownCurrencies(pItem->GetEntry(), false); m_items[slot] = NULL; } else if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag )) pBag->RemoveItem(slot, update); if( IsInWorld() && update ) { pItem->RemoveFromWorld(); pItem->DestroyForPlayer(this); } //pItem->SetOwnerGUID(0); pItem->SetGuidValue(ITEM_FIELD_CONTAINED, ObjectGuid()); pItem->SetSlot( NULL_SLOT ); pItem->SetState(ITEM_REMOVED, this); } } void Player::DestroyItemCount( uint32 item, uint32 count, bool update, bool unequip_check) { DEBUG_LOG( "STORAGE: DestroyItemCount item = %u, count = %u", item, count); uint32 remcount = 0; // in inventory for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i) { if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) { if (pItem->GetEntry() == item && !pItem->IsInTrade()) { if (pItem->GetCount() + remcount <= count) { // all items in inventory can unequipped remcount += pItem->GetCount(); DestroyItem( INVENTORY_SLOT_BAG_0, i, update); if (remcount >= count) return; } else { ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount ); pItem->SetCount( pItem->GetCount() - count + remcount ); if (IsInWorld() & update) pItem->SendCreateUpdateToPlayer( this ); pItem->SetState(ITEM_CHANGED, this); return; } } } } for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) { if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) { if (pItem->GetEntry() == item && !pItem->IsInTrade()) { if (pItem->GetCount() + remcount <= count) { // all keys can be unequipped remcount += pItem->GetCount(); DestroyItem( INVENTORY_SLOT_BAG_0, i, update); if (remcount >= count) return; } else { ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount ); pItem->SetCount( pItem->GetCount() - count + remcount ); if (IsInWorld() & update) pItem->SendCreateUpdateToPlayer( this ); pItem->SetState(ITEM_CHANGED, this); return; } } } } // in inventory bags for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) { if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) { for(uint32 j = 0; j < pBag->GetBagSize(); ++j) { if(Item* pItem = pBag->GetItemByPos(j)) { if (pItem->GetEntry() == item && !pItem->IsInTrade()) { // all items in bags can be unequipped if (pItem->GetCount() + remcount <= count) { remcount += pItem->GetCount(); DestroyItem( i, j, update ); if (remcount >= count) return; } else { ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount ); pItem->SetCount( pItem->GetCount() - count + remcount ); if (IsInWorld() && update) pItem->SendCreateUpdateToPlayer( this ); pItem->SetState(ITEM_CHANGED, this); return; } } } } } } // in equipment and bag list for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i) { if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) { if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade()) { if (pItem->GetCount() + remcount <= count) { if (!unequip_check || CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false) == EQUIP_ERR_OK ) { remcount += pItem->GetCount(); DestroyItem( INVENTORY_SLOT_BAG_0, i, update); if (remcount >= count) return; } } else { ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount ); pItem->SetCount( pItem->GetCount() - count + remcount ); if (IsInWorld() & update) pItem->SendCreateUpdateToPlayer( this ); pItem->SetState(ITEM_CHANGED, this); return; } } } } } void Player::DestroyZoneLimitedItem( bool update, uint32 new_zone ) { DEBUG_LOG( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone ); // in inventory for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i) if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone)) DestroyItem( INVENTORY_SLOT_BAG_0, i, update); for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone)) DestroyItem( INVENTORY_SLOT_BAG_0, i, update); // in inventory bags for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) for(uint32 j = 0; j < pBag->GetBagSize(); ++j) if (Item* pItem = pBag->GetItemByPos(j)) if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone)) DestroyItem(i, j, update); // in equipment and bag list for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i) if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone)) DestroyItem( INVENTORY_SLOT_BAG_0, i, update); } void Player::DestroyConjuredItems( bool update ) { // used when entering arena // destroys all conjured items DEBUG_LOG( "STORAGE: DestroyConjuredItems" ); // in inventory for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i) if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) if (pItem->IsConjuredConsumable()) DestroyItem( INVENTORY_SLOT_BAG_0, i, update); // in inventory bags for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) for(uint32 j = 0; j < pBag->GetBagSize(); ++j) if (Item* pItem = pBag->GetItemByPos(j)) if (pItem->IsConjuredConsumable()) DestroyItem( i, j, update); // in equipment and bag list for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i) if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) if (pItem->IsConjuredConsumable()) DestroyItem( INVENTORY_SLOT_BAG_0, i, update); } void Player::DestroyItemCount( Item* pItem, uint32 &count, bool update ) { if(!pItem) return; DEBUG_LOG( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem->GetGUIDLow(),pItem->GetEntry(), count); if( pItem->GetCount() <= count ) { count -= pItem->GetCount(); DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), update); } else { ItemRemovedQuestCheck( pItem->GetEntry(), count); pItem->SetCount( pItem->GetCount() - count ); count = 0; if( IsInWorld() & update ) pItem->SendCreateUpdateToPlayer( this ); pItem->SetState(ITEM_CHANGED, this); } } void Player::SplitItem( uint16 src, uint16 dst, uint32 count ) { uint8 srcbag = src >> 8; uint8 srcslot = src & 255; uint8 dstbag = dst >> 8; uint8 dstslot = dst & 255; Item *pSrcItem = GetItemByPos( srcbag, srcslot ); if (!pSrcItem) { SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL ); return; } if (pSrcItem->HasGeneratedLoot()) // prevent split looting item (stackable items can has only temporary loot and this meaning that loot window open) { //best error message found for attempting to split while looting SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL ); return; } // not let split all items (can be only at cheating) if (pSrcItem->GetCount() == count) { SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL ); return; } // not let split more existing items (can be only at cheating) if (pSrcItem->GetCount() < count) { SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT, pSrcItem, NULL ); return; } DEBUG_LOG( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag, dstslot, pSrcItem->GetEntry(), count); Item *pNewItem = pSrcItem->CloneItem( count, this ); if (!pNewItem) { SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL ); return; } if (IsInventoryPos(dst)) { // change item amount before check (for unique max count check) pSrcItem->SetCount( pSrcItem->GetCount() - count ); ItemPosCountVec dest; uint8 msg = CanStoreItem( dstbag, dstslot, dest, pNewItem, false ); if (msg != EQUIP_ERR_OK) { delete pNewItem; pSrcItem->SetCount( pSrcItem->GetCount() + count ); SendEquipError( msg, pSrcItem, NULL ); return; } if (IsInWorld()) pSrcItem->SendCreateUpdateToPlayer( this ); pSrcItem->SetState(ITEM_CHANGED, this); StoreItem( dest, pNewItem, true); } else if (IsBankPos (dst)) { // change item amount before check (for unique max count check) pSrcItem->SetCount( pSrcItem->GetCount() - count ); ItemPosCountVec dest; uint8 msg = CanBankItem( dstbag, dstslot, dest, pNewItem, false ); if( msg != EQUIP_ERR_OK ) { delete pNewItem; pSrcItem->SetCount( pSrcItem->GetCount() + count ); SendEquipError( msg, pSrcItem, NULL ); return; } if (IsInWorld()) pSrcItem->SendCreateUpdateToPlayer( this ); pSrcItem->SetState(ITEM_CHANGED, this); BankItem( dest, pNewItem, true); } else if (IsEquipmentPos (dst)) { // change item amount before check (for unique max count check), provide space for splitted items pSrcItem->SetCount( pSrcItem->GetCount() - count ); uint16 dest; uint8 msg = CanEquipItem( dstslot, dest, pNewItem, false ); if (msg != EQUIP_ERR_OK) { delete pNewItem; pSrcItem->SetCount( pSrcItem->GetCount() + count ); SendEquipError( msg, pSrcItem, NULL ); return; } if (IsInWorld()) pSrcItem->SendCreateUpdateToPlayer( this ); pSrcItem->SetState(ITEM_CHANGED, this); EquipItem( dest, pNewItem, true); AutoUnequipOffhandIfNeed(); } } void Player::SwapItem( uint16 src, uint16 dst ) { uint8 srcbag = src >> 8; uint8 srcslot = src & 255; uint8 dstbag = dst >> 8; uint8 dstslot = dst & 255; Item *pSrcItem = GetItemByPos( srcbag, srcslot ); Item *pDstItem = GetItemByPos( dstbag, dstslot ); if (!pSrcItem) return; DEBUG_LOG( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag, dstslot, pSrcItem->GetEntry()); if (!isAlive()) { SendEquipError( EQUIP_ERR_YOU_ARE_DEAD, pSrcItem, pDstItem ); return; } // SRC checks // check unequip potability for equipped items and bank bags if (IsEquipmentPos(src) || IsBagPos(src)) { // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later) uint8 msg = CanUnequipItem( src, !IsBagPos ( src ) || IsBagPos ( dst ) || (pDstItem && pDstItem->IsBag() && ((Bag*)pDstItem)->IsEmpty())); if (msg != EQUIP_ERR_OK) { SendEquipError( msg, pSrcItem, pDstItem ); return; } } // prevent put equipped/bank bag in self if (IsBagPos(src) && srcslot == dstbag) { SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem ); return; } // prevent put equipped/bank bag in self if (IsBagPos(dst) && dstslot == srcbag) { SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pDstItem, pSrcItem ); return; } // DST checks if (pDstItem) { // check unequip potability for equipped items and bank bags if(IsEquipmentPos ( dst ) || IsBagPos ( dst )) { // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later) uint8 msg = CanUnequipItem( dst, !IsBagPos ( dst ) || IsBagPos ( src ) || (pSrcItem->IsBag() && ((Bag*)pSrcItem)->IsEmpty())); if(msg != EQUIP_ERR_OK) { SendEquipError( msg, pSrcItem, pDstItem ); return; } } } // NOW this is or item move (swap with empty), or swap with another item (including bags in bag possitions) // or swap empty bag with another empty or not empty bag (with items exchange) // Move case if( !pDstItem ) { if( IsInventoryPos( dst ) ) { ItemPosCountVec dest; uint8 msg = CanStoreItem( dstbag, dstslot, dest, pSrcItem, false ); if( msg != EQUIP_ERR_OK ) { SendEquipError( msg, pSrcItem, NULL ); return; } RemoveItem(srcbag, srcslot, true); StoreItem( dest, pSrcItem, true); } else if( IsBankPos ( dst ) ) { ItemPosCountVec dest; uint8 msg = CanBankItem( dstbag, dstslot, dest, pSrcItem, false); if( msg != EQUIP_ERR_OK ) { SendEquipError( msg, pSrcItem, NULL ); return; } RemoveItem(srcbag, srcslot, true); BankItem( dest, pSrcItem, true); } else if( IsEquipmentPos ( dst ) ) { uint16 dest; uint8 msg = CanEquipItem( dstslot, dest, pSrcItem, false ); if( msg != EQUIP_ERR_OK ) { SendEquipError( msg, pSrcItem, NULL ); return; } RemoveItem(srcbag, srcslot, true); EquipItem(dest, pSrcItem, true); AutoUnequipOffhandIfNeed(); } return; } // attempt merge to / fill target item if(!pSrcItem->IsBag() && !pDstItem->IsBag()) { uint8 msg; ItemPosCountVec sDest; uint16 eDest; if( IsInventoryPos( dst ) ) msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, false ); else if( IsBankPos ( dst ) ) msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, false ); else if( IsEquipmentPos ( dst ) ) msg = CanEquipItem( dstslot, eDest, pSrcItem, false ); else return; // can be merge/fill if(msg == EQUIP_ERR_OK) { if( pSrcItem->GetCount() + pDstItem->GetCount() <= pSrcItem->GetProto()->GetMaxStackSize()) { RemoveItem(srcbag, srcslot, true); if( IsInventoryPos( dst ) ) StoreItem( sDest, pSrcItem, true); else if( IsBankPos ( dst ) ) BankItem( sDest, pSrcItem, true); else if( IsEquipmentPos ( dst ) ) { EquipItem( eDest, pSrcItem, true); AutoUnequipOffhandIfNeed(); } } else { pSrcItem->SetCount( pSrcItem->GetCount() + pDstItem->GetCount() - pSrcItem->GetProto()->GetMaxStackSize()); pDstItem->SetCount( pSrcItem->GetProto()->GetMaxStackSize()); pSrcItem->SetState(ITEM_CHANGED, this); pDstItem->SetState(ITEM_CHANGED, this); if( IsInWorld() ) { pSrcItem->SendCreateUpdateToPlayer( this ); pDstItem->SendCreateUpdateToPlayer( this ); } } return; } } // impossible merge/fill, do real swap uint8 msg; // check src->dest move possibility ItemPosCountVec sDest; uint16 eDest = 0; if( IsInventoryPos( dst ) ) msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, true ); else if( IsBankPos( dst ) ) msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, true ); else if( IsEquipmentPos( dst ) ) { msg = CanEquipItem( dstslot, eDest, pSrcItem, true ); if( msg == EQUIP_ERR_OK ) msg = CanUnequipItem( eDest, true ); } if( msg != EQUIP_ERR_OK ) { SendEquipError( msg, pSrcItem, pDstItem ); return; } // check dest->src move possibility ItemPosCountVec sDest2; uint16 eDest2 = 0; if( IsInventoryPos( src ) ) msg = CanStoreItem( srcbag, srcslot, sDest2, pDstItem, true ); else if( IsBankPos( src ) ) msg = CanBankItem( srcbag, srcslot, sDest2, pDstItem, true ); else if( IsEquipmentPos( src ) ) { msg = CanEquipItem( srcslot, eDest2, pDstItem, true); if( msg == EQUIP_ERR_OK ) msg = CanUnequipItem( eDest2, true); } if( msg != EQUIP_ERR_OK ) { SendEquipError( msg, pDstItem, pSrcItem ); return; } // Check bag swap with item exchange (one from empty in not bag possition (equipped (not possible in fact) or store) if(pSrcItem->IsBag() && pDstItem->IsBag()) { Bag* emptyBag = NULL; Bag* fullBag = NULL; if(((Bag*)pSrcItem)->IsEmpty() && !IsBagPos(src)) { emptyBag = (Bag*)pSrcItem; fullBag = (Bag*)pDstItem; } else if(((Bag*)pDstItem)->IsEmpty() && !IsBagPos(dst)) { emptyBag = (Bag*)pDstItem; fullBag = (Bag*)pSrcItem; } // bag swap (with items exchange) case if(emptyBag && fullBag) { ItemPrototype const* emotyProto = emptyBag->GetProto(); uint32 count = 0; for(uint32 i=0; i < fullBag->GetBagSize(); ++i) { Item *bagItem = fullBag->GetItemByPos(i); if (!bagItem) continue; ItemPrototype const* bagItemProto = bagItem->GetProto(); if (!bagItemProto || !ItemCanGoIntoBag(bagItemProto, emotyProto)) { // one from items not go to empty target bag SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem ); return; } ++count; } if (count > emptyBag->GetBagSize()) { // too small targeted bag SendEquipError( EQUIP_ERR_ITEMS_CANT_BE_SWAPPED, pSrcItem, pDstItem ); return; } // Items swap count = 0; // will pos in new bag for(uint32 i = 0; i< fullBag->GetBagSize(); ++i) { Item *bagItem = fullBag->GetItemByPos(i); if (!bagItem) continue; fullBag->RemoveItem(i, true); emptyBag->StoreItem(count, bagItem, true); bagItem->SetState(ITEM_CHANGED, this); ++count; } } } // now do moves, remove... RemoveItem(dstbag, dstslot, false); RemoveItem(srcbag, srcslot, false); // add to dest if (IsInventoryPos(dst)) StoreItem(sDest, pSrcItem, true); else if (IsBankPos(dst)) BankItem(sDest, pSrcItem, true); else if (IsEquipmentPos(dst)) EquipItem(eDest, pSrcItem, true); // add to src if (IsInventoryPos(src)) StoreItem(sDest2, pDstItem, true); else if (IsBankPos(src)) BankItem(sDest2, pDstItem, true); else if (IsEquipmentPos(src)) EquipItem(eDest2, pDstItem, true); AutoUnequipOffhandIfNeed(); } void Player::AddItemToBuyBackSlot( Item *pItem ) { if (pItem) { uint32 slot = m_currentBuybackSlot; // if current back slot non-empty search oldest or free if (m_items[slot]) { uint32 oldest_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 ); uint32 oldest_slot = BUYBACK_SLOT_START; for(uint32 i = BUYBACK_SLOT_START+1; i < BUYBACK_SLOT_END; ++i ) { // found empty if (!m_items[i]) { slot = i; break; } uint32 i_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + i - BUYBACK_SLOT_START); if (oldest_time > i_time) { oldest_time = i_time; oldest_slot = i; } } // find oldest slot = oldest_slot; } RemoveItemFromBuyBackSlot( slot, true ); DEBUG_LOG( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem->GetEntry(), slot); m_items[slot] = pItem; time_t base = time(NULL); uint32 etime = uint32(base - m_logintime + (30 * 3600)); uint32 eslot = slot - BUYBACK_SLOT_START; SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), pItem->GetGUID() ); if (ItemPrototype const *pProto = pItem->GetProto()) SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, pProto->SellPrice * pItem->GetCount() ); else SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 ); SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, (uint32)etime ); // move to next (for non filled list is move most optimized choice) if (m_currentBuybackSlot < BUYBACK_SLOT_END - 1) ++m_currentBuybackSlot; } } Item* Player::GetItemFromBuyBackSlot( uint32 slot ) { DEBUG_LOG( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot); if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END) return m_items[slot]; return NULL; } void Player::RemoveItemFromBuyBackSlot( uint32 slot, bool del ) { DEBUG_LOG( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot); if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END) { Item *pItem = m_items[slot]; if (pItem) { pItem->RemoveFromWorld(); if(del) pItem->SetState(ITEM_REMOVED, this); } m_items[slot] = NULL; uint32 eslot = slot - BUYBACK_SLOT_START; SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), 0 ); SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 ); SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0 ); // if current backslot is filled set to now free slot if (m_items[m_currentBuybackSlot]) m_currentBuybackSlot = slot; } } void Player::SendEquipError( uint8 msg, Item* pItem, Item *pItem2, uint32 itemid /*= 0*/ ) const { DEBUG_LOG( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)", msg); WorldPacket data(SMSG_INVENTORY_CHANGE_FAILURE, 1+8+8+1); data << uint8(msg); if (msg != EQUIP_ERR_OK) { data << (pItem ? pItem->GetObjectGuid() : ObjectGuid()); data << (pItem2 ? pItem2->GetObjectGuid() : ObjectGuid()); data << uint8(0); // bag type subclass, used with EQUIP_ERR_EVENT_AUTOEQUIP_BIND_CONFIRM and EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG2 switch(msg) { case EQUIP_ERR_CANT_EQUIP_LEVEL_I: case EQUIP_ERR_PURCHASE_LEVEL_TOO_LOW: { ItemPrototype const* proto = pItem ? pItem->GetProto() : ObjectMgr::GetItemPrototype(itemid); data << uint32(proto ? proto->RequiredLevel : 0); break; } case EQUIP_ERR_EVENT_AUTOEQUIP_BIND_CONFIRM: // no idea about this one... { data << uint64(0); data << uint32(0); data << uint64(0); break; } case EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_COUNT_EXCEEDED_IS: case EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_SOCKETED_EXCEEDED_IS: case EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_EQUIPPED_EXCEEDED_IS: { ItemPrototype const* proto = pItem ? pItem->GetProto() : ObjectMgr::GetItemPrototype(itemid); data << uint32(proto ? proto->ItemLimitCategory : 0); break; } default: break; } } GetSession()->SendPacket(&data); } void Player::SendBuyError( uint8 msg, Creature* pCreature, uint32 item, uint32 param ) { DEBUG_LOG( "WORLD: Sent SMSG_BUY_FAILED" ); WorldPacket data( SMSG_BUY_FAILED, (8+4+4+1) ); data << (pCreature ? pCreature->GetObjectGuid() : ObjectGuid()); data << uint32(item); if (param > 0) data << uint32(param); data << uint8(msg); GetSession()->SendPacket(&data); } void Player::SendSellError( uint8 msg, Creature* pCreature, uint64 guid, uint32 param ) { DEBUG_LOG( "WORLD: Sent SMSG_SELL_ITEM" ); WorldPacket data( SMSG_SELL_ITEM,(8+8+(param?4:0)+1)); // last check 2.0.10 data << (pCreature ? pCreature->GetObjectGuid() : ObjectGuid()); data << uint64(guid); if (param > 0) data << uint32(param); data << uint8(msg); GetSession()->SendPacket(&data); } void Player::TradeCancel(bool sendback) { if (m_trade) { Player* trader = m_trade->GetTrader(); // send yellow "Trade canceled" message to both traders if (sendback) GetSession()->SendCancelTrade(); trader->GetSession()->SendCancelTrade(); // cleanup delete m_trade; m_trade = NULL; delete trader->m_trade; trader->m_trade = NULL; } } void Player::UpdateItemDuration(uint32 time, bool realtimeonly) { if (m_itemDuration.empty()) return; DEBUG_LOG("Player::UpdateItemDuration(%u,%u)", time, realtimeonly); for(ItemDurationList::const_iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end(); ) { Item* item = *itr; ++itr; // current element can be erased in UpdateDuration if ((realtimeonly && (item->GetProto()->ExtraFlags & ITEM_EXTRA_REAL_TIME_DURATION)) || !realtimeonly) item->UpdateDuration(this,time); } } void Player::UpdateEnchantTime(uint32 time) { for(EnchantDurationList::iterator itr = m_enchantDuration.begin(),next;itr != m_enchantDuration.end();itr=next) { MANGOS_ASSERT(itr->item); next = itr; if (!itr->item->GetEnchantmentId(itr->slot)) { next = m_enchantDuration.erase(itr); } else if (itr->leftduration <= time) { ApplyEnchantment(itr->item, itr->slot, false, false); itr->item->ClearEnchantment(itr->slot); next = m_enchantDuration.erase(itr); } else if (itr->leftduration > time) { itr->leftduration -= time; ++next; } } } void Player::AddEnchantmentDurations(Item *item) { for(int x = 0; x < MAX_ENCHANTMENT_SLOT; ++x) { if (!item->GetEnchantmentId(EnchantmentSlot(x))) continue; uint32 duration = item->GetEnchantmentDuration(EnchantmentSlot(x)); if (duration > 0) AddEnchantmentDuration(item, EnchantmentSlot(x), duration); } } void Player::RemoveEnchantmentDurations(Item *item) { for(EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end();) { if (itr->item == item) { // save duration in item item->SetEnchantmentDuration(EnchantmentSlot(itr->slot), itr->leftduration); itr = m_enchantDuration.erase(itr); } else ++itr; } } void Player::RemoveAllEnchantments(EnchantmentSlot slot) { // remove enchantments from equipped items first to clean up the m_enchantDuration list for(EnchantDurationList::iterator itr = m_enchantDuration.begin(), next; itr != m_enchantDuration.end(); itr = next) { next = itr; if (itr->slot == slot) { if (itr->item && itr->item->GetEnchantmentId(slot)) { // remove from stats ApplyEnchantment(itr->item, slot, false, false); // remove visual itr->item->ClearEnchantment(slot); } // remove from update list next = m_enchantDuration.erase(itr); } else ++next; } // remove enchants from inventory items // NOTE: no need to remove these from stats, since these aren't equipped // in inventory for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i) if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (pItem->GetEnchantmentId(slot)) pItem->ClearEnchantment(slot); // in inventory bags for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) for(uint32 j = 0; j < pBag->GetBagSize(); ++j) if (Item* pItem = pBag->GetItemByPos(j)) if (pItem->GetEnchantmentId(slot)) pItem->ClearEnchantment(slot); } // duration == 0 will remove item enchant void Player::AddEnchantmentDuration(Item *item,EnchantmentSlot slot,uint32 duration) { if (!item) return; if (slot >= MAX_ENCHANTMENT_SLOT) return; for(EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr) { if (itr->item == item && itr->slot == slot) { itr->item->SetEnchantmentDuration(itr->slot, itr->leftduration); m_enchantDuration.erase(itr); break; } } if (item && duration > 0 ) { GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item->GetGUID(), slot, uint32(duration/1000)); m_enchantDuration.push_back(EnchantDuration(item, slot, duration)); } } void Player::ApplyEnchantment(Item *item,bool apply) { for(uint32 slot = 0; slot < MAX_ENCHANTMENT_SLOT; ++slot) ApplyEnchantment(item, EnchantmentSlot(slot), apply); } void Player::ApplyEnchantment(Item *item, EnchantmentSlot slot, bool apply, bool apply_dur, bool ignore_condition) { if (!item) return; if (!item->IsEquipped()) return; if (slot >= MAX_ENCHANTMENT_SLOT) return; uint32 enchant_id = item->GetEnchantmentId(slot); if (!enchant_id) return; SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id); if (!pEnchant) return; if (!ignore_condition && pEnchant->EnchantmentCondition && !((Player*)this)->EnchantmentFitsRequirements(pEnchant->EnchantmentCondition, -1)) return; if (!item->IsBroken()) { for (int s = 0; s < 3; ++s) { uint32 enchant_display_type = pEnchant->type[s]; uint32 enchant_amount = pEnchant->amount[s]; uint32 enchant_spell_id = pEnchant->spellid[s]; switch(enchant_display_type) { case ITEM_ENCHANTMENT_TYPE_NONE: break; case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL: // processed in Player::CastItemCombatSpell break; case ITEM_ENCHANTMENT_TYPE_DAMAGE: if (item->GetSlot() == EQUIPMENT_SLOT_MAINHAND) HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, float(enchant_amount), apply); else if (item->GetSlot() == EQUIPMENT_SLOT_OFFHAND) HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, float(enchant_amount), apply); else if (item->GetSlot() == EQUIPMENT_SLOT_RANGED) HandleStatModifier(UNIT_MOD_DAMAGE_RANGED, TOTAL_VALUE, float(enchant_amount), apply); break; case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL: if (enchant_spell_id) { if (apply) { int32 basepoints = 0; // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor) if (item->GetItemRandomPropertyId()) { ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId())); if (item_rand) { // Search enchant_amount for (int k = 0; k < 3; ++k) { if(item_rand->enchant_id[k] == enchant_id) { basepoints = int32((item_rand->prefix[k] * item->GetItemSuffixFactor()) / 10000 ); break; } } } } // Cast custom spell vs all equal basepoints getted from enchant_amount if (basepoints) CastCustomSpell(this, enchant_spell_id, &basepoints, &basepoints, &basepoints, true, item); else CastSpell(this, enchant_spell_id, true, item); } else RemoveAurasDueToItemSpell(item, enchant_spell_id); } break; case ITEM_ENCHANTMENT_TYPE_RESISTANCE: if (!enchant_amount) { ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId())); if(item_rand) { for (int k = 0; k < 3; ++k) { if(item_rand->enchant_id[k] == enchant_id) { enchant_amount = uint32((item_rand->prefix[k] * item->GetItemSuffixFactor()) / 10000 ); break; } } } } HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START + enchant_spell_id), TOTAL_VALUE, float(enchant_amount), apply); break; case ITEM_ENCHANTMENT_TYPE_STAT: { if (!enchant_amount) { ItemRandomSuffixEntry const *item_rand_suffix = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId())); if(item_rand_suffix) { for (int k = 0; k < 3; ++k) { if(item_rand_suffix->enchant_id[k] == enchant_id) { enchant_amount = uint32((item_rand_suffix->prefix[k] * item->GetItemSuffixFactor()) / 10000 ); break; } } } } DEBUG_LOG("Adding %u to stat nb %u",enchant_amount,enchant_spell_id); switch (enchant_spell_id) { case ITEM_MOD_MANA: DEBUG_LOG("+ %u MANA",enchant_amount); HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(enchant_amount), apply); break; case ITEM_MOD_HEALTH: DEBUG_LOG("+ %u HEALTH",enchant_amount); HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(enchant_amount), apply); break; case ITEM_MOD_AGILITY: DEBUG_LOG("+ %u AGILITY",enchant_amount); HandleStatModifier(UNIT_MOD_STAT_AGILITY, TOTAL_VALUE, float(enchant_amount), apply); ApplyStatBuffMod(STAT_AGILITY, float(enchant_amount), apply); break; case ITEM_MOD_STRENGTH: DEBUG_LOG("+ %u STRENGTH",enchant_amount); HandleStatModifier(UNIT_MOD_STAT_STRENGTH, TOTAL_VALUE, float(enchant_amount), apply); ApplyStatBuffMod(STAT_STRENGTH, float(enchant_amount), apply); break; case ITEM_MOD_INTELLECT: DEBUG_LOG("+ %u INTELLECT",enchant_amount); HandleStatModifier(UNIT_MOD_STAT_INTELLECT, TOTAL_VALUE, float(enchant_amount), apply); ApplyStatBuffMod(STAT_INTELLECT, float(enchant_amount), apply); break; case ITEM_MOD_SPIRIT: DEBUG_LOG("+ %u SPIRIT",enchant_amount); HandleStatModifier(UNIT_MOD_STAT_SPIRIT, TOTAL_VALUE, float(enchant_amount), apply); ApplyStatBuffMod(STAT_SPIRIT, float(enchant_amount), apply); break; case ITEM_MOD_STAMINA: DEBUG_LOG("+ %u STAMINA",enchant_amount); HandleStatModifier(UNIT_MOD_STAT_STAMINA, TOTAL_VALUE, float(enchant_amount), apply); ApplyStatBuffMod(STAT_STAMINA, float(enchant_amount), apply); break; case ITEM_MOD_DEFENSE_SKILL_RATING: ((Player*)this)->ApplyRatingMod(CR_DEFENSE_SKILL, enchant_amount, apply); DEBUG_LOG("+ %u DEFENCE", enchant_amount); break; case ITEM_MOD_DODGE_RATING: ((Player*)this)->ApplyRatingMod(CR_DODGE, enchant_amount, apply); DEBUG_LOG("+ %u DODGE", enchant_amount); break; case ITEM_MOD_PARRY_RATING: ((Player*)this)->ApplyRatingMod(CR_PARRY, enchant_amount, apply); DEBUG_LOG("+ %u PARRY", enchant_amount); break; case ITEM_MOD_BLOCK_RATING: ((Player*)this)->ApplyRatingMod(CR_BLOCK, enchant_amount, apply); DEBUG_LOG("+ %u SHIELD_BLOCK", enchant_amount); break; case ITEM_MOD_HIT_MELEE_RATING: ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply); DEBUG_LOG("+ %u MELEE_HIT", enchant_amount); break; case ITEM_MOD_HIT_RANGED_RATING: ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply); DEBUG_LOG("+ %u RANGED_HIT", enchant_amount); break; case ITEM_MOD_HIT_SPELL_RATING: ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply); DEBUG_LOG("+ %u SPELL_HIT", enchant_amount); break; case ITEM_MOD_CRIT_MELEE_RATING: ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply); DEBUG_LOG("+ %u MELEE_CRIT", enchant_amount); break; case ITEM_MOD_CRIT_RANGED_RATING: ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply); DEBUG_LOG("+ %u RANGED_CRIT", enchant_amount); break; case ITEM_MOD_CRIT_SPELL_RATING: ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply); DEBUG_LOG("+ %u SPELL_CRIT", enchant_amount); break; // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used // in Enchantments // case ITEM_MOD_HIT_TAKEN_MELEE_RATING: // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply); // break; // case ITEM_MOD_HIT_TAKEN_RANGED_RATING: // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply); // break; // case ITEM_MOD_HIT_TAKEN_SPELL_RATING: // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply); // break; // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING: // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply); // break; // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING: // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply); // break; // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING: // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply); // break; // case ITEM_MOD_HASTE_MELEE_RATING: // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply); // break; // case ITEM_MOD_HASTE_RANGED_RATING: // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply); // break; case ITEM_MOD_HASTE_SPELL_RATING: ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply); break; case ITEM_MOD_HIT_RATING: ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply); ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply); ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply); DEBUG_LOG("+ %u HIT", enchant_amount); break; case ITEM_MOD_CRIT_RATING: ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply); ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply); ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply); DEBUG_LOG("+ %u CRITICAL", enchant_amount); break; // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment // case ITEM_MOD_HIT_TAKEN_RATING: // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply); // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply); // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply); // break; // case ITEM_MOD_CRIT_TAKEN_RATING: // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply); // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply); // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply); // break; case ITEM_MOD_RESILIENCE_RATING: ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply); ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply); ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply); DEBUG_LOG("+ %u RESILIENCE", enchant_amount); break; case ITEM_MOD_HASTE_RATING: ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply); ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply); ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply); DEBUG_LOG("+ %u HASTE", enchant_amount); break; case ITEM_MOD_EXPERTISE_RATING: ((Player*)this)->ApplyRatingMod(CR_EXPERTISE, enchant_amount, apply); DEBUG_LOG("+ %u EXPERTISE", enchant_amount); break; case ITEM_MOD_ATTACK_POWER: HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(enchant_amount), apply); HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply); DEBUG_LOG("+ %u ATTACK_POWER", enchant_amount); break; case ITEM_MOD_RANGED_ATTACK_POWER: HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply); DEBUG_LOG("+ %u RANGED_ATTACK_POWER", enchant_amount); break; case ITEM_MOD_MANA_REGENERATION: ((Player*)this)->ApplyManaRegenBonus(enchant_amount, apply); DEBUG_LOG("+ %u MANA_REGENERATION", enchant_amount); break; case ITEM_MOD_ARMOR_PENETRATION_RATING: ((Player*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION, enchant_amount, apply); DEBUG_LOG("+ %u ARMOR PENETRATION", enchant_amount); break; case ITEM_MOD_SPELL_POWER: ((Player*)this)->ApplySpellPowerBonus(enchant_amount, apply); DEBUG_LOG("+ %u SPELL_POWER", enchant_amount); break; case ITEM_MOD_BLOCK_VALUE: HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(enchant_amount), apply); break; case ITEM_MOD_FERAL_ATTACK_POWER: case ITEM_MOD_SPELL_HEALING_DONE: // deprecated case ITEM_MOD_SPELL_DAMAGE_DONE: // deprecated default: break; } break; } case ITEM_ENCHANTMENT_TYPE_TOTEM: // Shaman Rockbiter Weapon { if(getClass() == CLASS_SHAMAN) { float addValue = 0.0f; if(item->GetSlot() == EQUIPMENT_SLOT_MAINHAND) { addValue = float(enchant_amount * item->GetProto()->Delay / 1000.0f); HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, addValue, apply); } else if(item->GetSlot() == EQUIPMENT_SLOT_OFFHAND ) { addValue = float(enchant_amount * item->GetProto()->Delay / 1000.0f); HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, addValue, apply); } } break; } case ITEM_ENCHANTMENT_TYPE_USE_SPELL: // processed in Player::CastItemUseSpell break; case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET: // nothing do.. break; default: sLog.outError("Unknown item enchantment (id = %d) display type: %d", enchant_id, enchant_display_type); break; } /*switch(enchant_display_type)*/ } /*for*/ } // visualize enchantment at player and equipped items if(slot == PERM_ENCHANTMENT_SLOT) SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (item->GetSlot() * 2), 0, apply ? item->GetEnchantmentId(slot) : 0); if(slot == TEMP_ENCHANTMENT_SLOT) SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (item->GetSlot() * 2), 1, apply ? item->GetEnchantmentId(slot) : 0); if(apply_dur) { if(apply) { // set duration uint32 duration = item->GetEnchantmentDuration(slot); if(duration > 0) AddEnchantmentDuration(item, slot, duration); } else { // duration == 0 will remove EnchantDuration AddEnchantmentDuration(item, slot, 0); } } } void Player::SendEnchantmentDurations() { for(EnchantDurationList::const_iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr) { GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr->item->GetGUID(), itr->slot, uint32(itr->leftduration) / 1000); } } void Player::SendItemDurations() { for(ItemDurationList::const_iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end(); ++itr) { (*itr)->SendTimeUpdate(this); } } void Player::SendNewItem(Item *item, uint32 count, bool received, bool created, bool broadcast) { if(!item) // prevent crash return; // last check 2.0.10 WorldPacket data( SMSG_ITEM_PUSH_RESULT, (8+4+4+4+1+4+4+4+4+4) ); data << GetObjectGuid(); // player GUID data << uint32(received); // 0=looted, 1=from npc data << uint32(created); // 0=received, 1=created data << uint32(1); // IsShowChatMessage data << uint8(item->GetBagSlot()); // bagslot // item slot, but when added to stack: 0xFFFFFFFF data << uint32((item->GetCount() == count) ? item->GetSlot() : -1); data << uint32(item->GetEntry()); // item id data << uint32(item->GetItemSuffixFactor()); // SuffixFactor data << uint32(item->GetItemRandomPropertyId()); // random item property id data << uint32(count); // count of items data << uint32(GetItemCount(item->GetEntry())); // count of items in inventory if (broadcast && GetGroup()) GetGroup()->BroadcastPacket(&data, true); else GetSession()->SendPacket(&data); } /*********************************************************/ /*** GOSSIP SYSTEM ***/ /*********************************************************/ void Player::PrepareGossipMenu(WorldObject *pSource, uint32 menuId) { PlayerMenu* pMenu = PlayerTalkClass; pMenu->ClearMenus(); pMenu->GetGossipMenu().SetMenuId(menuId); GossipMenuItemsMapBounds pMenuItemBounds = sObjectMgr.GetGossipMenuItemsMapBounds(menuId); // if default menuId and no menu options exist for this, use options from default options if (pMenuItemBounds.first == pMenuItemBounds.second && menuId == GetDefaultGossipMenuForSource(pSource)) pMenuItemBounds = sObjectMgr.GetGossipMenuItemsMapBounds(0); bool canTalkToCredit = pSource->GetTypeId() == TYPEID_UNIT; for(GossipMenuItemsMap::const_iterator itr = pMenuItemBounds.first; itr != pMenuItemBounds.second; ++itr) { bool hasMenuItem = true; if (itr->second.cond_1 && !sObjectMgr.IsPlayerMeetToCondition(this, itr->second.cond_1)) continue; if (itr->second.cond_2 && !sObjectMgr.IsPlayerMeetToCondition(this, itr->second.cond_2)) continue; if (itr->second.cond_3 && !sObjectMgr.IsPlayerMeetToCondition(this, itr->second.cond_3)) continue; if (pSource->GetTypeId() == TYPEID_UNIT) { Creature *pCreature = (Creature*)pSource; uint32 npcflags = pCreature->GetUInt32Value(UNIT_NPC_FLAGS); if (!(itr->second.npc_option_npcflag & npcflags)) continue; switch(itr->second.option_id) { case GOSSIP_OPTION_GOSSIP: if (itr->second.action_menu_id != 0) // has sub menu (or close gossip), so do not "talk" with this NPC yet canTalkToCredit = false; break; case GOSSIP_OPTION_QUESTGIVER: PrepareQuestMenu(pSource->GetObjectGuid()); hasMenuItem = false; break; case GOSSIP_OPTION_ARMORER: hasMenuItem = false; // added in special mode break; case GOSSIP_OPTION_SPIRITHEALER: if (!isDead()) hasMenuItem = false; break; case GOSSIP_OPTION_VENDOR: { VendorItemData const* vItems = pCreature->GetVendorItems(); VendorItemData const* tItems = pCreature->GetVendorTemplateItems(); if ((!vItems || vItems->Empty()) && (!tItems || tItems->Empty())) { sLog.outErrorDb("Creature %u (Entry: %u) have UNIT_NPC_FLAG_VENDOR but have empty trading item list.", pCreature->GetGUIDLow(), pCreature->GetEntry()); hasMenuItem = false; } break; } case GOSSIP_OPTION_TRAINER: // pet trainers not have spells in fact now /* FIXME: gossip menu with single unlearn pet talents option not show by some reason if (pCreature->GetCreatureInfo()->trainer_type == TRAINER_TYPE_PETS) hasMenuItem = false; else */ if (!pCreature->IsTrainerOf(this, false)) hasMenuItem = false; break; case GOSSIP_OPTION_UNLEARNTALENTS: if (!pCreature->CanTrainAndResetTalentsOf(this)) hasMenuItem = false; break; case GOSSIP_OPTION_UNLEARNPETSKILLS: if (pCreature->GetCreatureInfo()->trainer_type != TRAINER_TYPE_PETS || pCreature->GetCreatureInfo()->trainer_class != CLASS_HUNTER) hasMenuItem = false; else if (Pet * pet = GetPet()) { if (pet->getPetType() != HUNTER_PET || pet->m_spells.size() <= 1) hasMenuItem = false; } else hasMenuItem = false; break; case GOSSIP_OPTION_TAXIVENDOR: if (GetSession()->SendLearnNewTaxiNode(pCreature)) return; break; case GOSSIP_OPTION_BATTLEFIELD: if (!pCreature->CanInteractWithBattleMaster(this, false)) hasMenuItem = false; break; case GOSSIP_OPTION_STABLEPET: if (getClass() != CLASS_HUNTER) hasMenuItem = false; break; case GOSSIP_OPTION_SPIRITGUIDE: case GOSSIP_OPTION_INNKEEPER: case GOSSIP_OPTION_BANKER: case GOSSIP_OPTION_PETITIONER: case GOSSIP_OPTION_TABARDDESIGNER: case GOSSIP_OPTION_AUCTIONEER: break; // no checks default: sLog.outErrorDb("Creature entry %u have unknown gossip option %u for menu %u", pCreature->GetEntry(), itr->second.option_id, itr->second.menu_id); hasMenuItem = false; break; } } else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT) { GameObject *pGo = (GameObject*)pSource; switch(itr->second.option_id) { case GOSSIP_OPTION_QUESTGIVER: if (pGo->GetGoType() == GAMEOBJECT_TYPE_QUESTGIVER) PrepareQuestMenu(pSource->GetObjectGuid()); hasMenuItem = false; break; case GOSSIP_OPTION_GOSSIP: if (pGo->GetGoType() != GAMEOBJECT_TYPE_QUESTGIVER && pGo->GetGoType() != GAMEOBJECT_TYPE_GOOBER) hasMenuItem = false; break; default: hasMenuItem = false; break; } } if (hasMenuItem) { std::string strOptionText = itr->second.option_text; std::string strBoxText = itr->second.box_text; int loc_idx = GetSession()->GetSessionDbLocaleIndex(); if (loc_idx >= 0) { uint32 idxEntry = MAKE_PAIR32(menuId, itr->second.id); if (GossipMenuItemsLocale const *no = sObjectMgr.GetGossipMenuItemsLocale(idxEntry)) { if (no->OptionText.size() > (size_t)loc_idx && !no->OptionText[loc_idx].empty()) strOptionText = no->OptionText[loc_idx]; if (no->BoxText.size() > (size_t)loc_idx && !no->BoxText[loc_idx].empty()) strBoxText = no->BoxText[loc_idx]; } } pMenu->GetGossipMenu().AddMenuItem(itr->second.option_icon, strOptionText, 0, itr->second.option_id, strBoxText, itr->second.box_money, itr->second.box_coded); pMenu->GetGossipMenu().AddGossipMenuItemData(itr->second.action_menu_id, itr->second.action_poi_id, itr->second.action_script_id); } } if (canTalkToCredit) { if (pSource->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP)) TalkedToCreature(pSource->GetEntry(), pSource->GetGUID()); } // some gossips aren't handled in normal way ... so we need to do it this way .. TODO: handle it in normal way ;-) /*if (pMenu->Empty()) { if (pCreature->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_TRAINER)) { // output error message if need pCreature->IsTrainerOf(this, true); } if (pCreature->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_BATTLEMASTER)) { // output error message if need pCreature->CanInteractWithBattleMaster(this, true); } }*/ } void Player::SendPreparedGossip(WorldObject *pSource) { if (!pSource) return; if (pSource->GetTypeId() == TYPEID_UNIT) { // in case no gossip flag and quest menu not empty, open quest menu (client expect gossip menu with this flag) if (!((Creature*)pSource)->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_GOSSIP) && !PlayerTalkClass->GetQuestMenu().Empty()) { SendPreparedQuest(pSource->GetObjectGuid()); return; } } else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT) { // probably need to find a better way here if (!PlayerTalkClass->GetGossipMenu().GetMenuId() && !PlayerTalkClass->GetQuestMenu().Empty()) { SendPreparedQuest(pSource->GetObjectGuid()); return; } } // in case non empty gossip menu (that not included quests list size) show it // (quest entries from quest menu will be included in list) uint32 textId = GetGossipTextId(pSource); if (uint32 menuId = PlayerTalkClass->GetGossipMenu().GetMenuId()) textId = GetGossipTextId(menuId); PlayerTalkClass->SendGossipMenu(textId, pSource->GetGUID()); } void Player::OnGossipSelect(WorldObject* pSource, uint32 gossipListId, uint32 menuId) { GossipMenu& gossipmenu = PlayerTalkClass->GetGossipMenu(); if (gossipListId >= gossipmenu.MenuItemCount()) return; // if not same, then something funky is going on if (menuId != gossipmenu.GetMenuId()) return; GossipMenuItem const& menu_item = gossipmenu.GetItem(gossipListId); uint32 gossipOptionId = menu_item.m_gOptionId; ObjectGuid guid = pSource->GetObjectGuid(); uint32 moneyTake = menu_item.m_gBoxMoney; // if this function called and player have money for pay MoneyTake or cheating, proccess both cases if (moneyTake > 0) { if (GetMoney() >= moneyTake) ModifyMoney(-int32(moneyTake)); else return; // cheating } if (pSource->GetTypeId() == TYPEID_GAMEOBJECT) { if (gossipOptionId > GOSSIP_OPTION_QUESTGIVER) { sLog.outError("Player guid %u request invalid gossip option for GameObject entry %u", GetGUIDLow(), pSource->GetEntry()); return; } } GossipMenuItemData pMenuData = gossipmenu.GetItemData(gossipListId); switch(gossipOptionId) { case GOSSIP_OPTION_GOSSIP: { if (pMenuData.m_gAction_poi) PlayerTalkClass->SendPointOfInterest(pMenuData.m_gAction_poi); // send new menu || close gossip || stay at current menu if (pMenuData.m_gAction_menu > 0) { PrepareGossipMenu(pSource, uint32(pMenuData.m_gAction_menu)); SendPreparedGossip(pSource); } else if (pMenuData.m_gAction_menu < 0) { PlayerTalkClass->CloseGossip(); TalkedToCreature(pSource->GetEntry(), pSource->GetGUID()); } if (pMenuData.m_gAction_script) { if (pSource->GetTypeId() == TYPEID_GAMEOBJECT) GetMap()->ScriptsStart(sGossipScripts, pMenuData.m_gAction_script, this, pSource); else if (pSource->GetTypeId() == TYPEID_UNIT) GetMap()->ScriptsStart(sGossipScripts, pMenuData.m_gAction_script, pSource, this); } break; } case GOSSIP_OPTION_SPIRITHEALER: if (isDead()) ((Creature*)pSource)->CastSpell(((Creature*)pSource),17251,true,NULL,NULL,GetGUID()); break; case GOSSIP_OPTION_QUESTGIVER: PrepareQuestMenu(guid); SendPreparedQuest(guid); break; case GOSSIP_OPTION_VENDOR: case GOSSIP_OPTION_ARMORER: GetSession()->SendListInventory(guid); break; case GOSSIP_OPTION_STABLEPET: GetSession()->SendStablePet(guid); break; case GOSSIP_OPTION_TRAINER: GetSession()->SendTrainerList(guid); break; case GOSSIP_OPTION_UNLEARNTALENTS: PlayerTalkClass->CloseGossip(); SendTalentWipeConfirm(guid); break; case GOSSIP_OPTION_UNLEARNPETSKILLS: PlayerTalkClass->CloseGossip(); SendPetSkillWipeConfirm(); break; case GOSSIP_OPTION_TAXIVENDOR: GetSession()->SendTaxiMenu(((Creature*)pSource)); break; case GOSSIP_OPTION_INNKEEPER: PlayerTalkClass->CloseGossip(); SetBindPoint(guid); break; case GOSSIP_OPTION_BANKER: GetSession()->SendShowBank(guid); break; case GOSSIP_OPTION_PETITIONER: PlayerTalkClass->CloseGossip(); GetSession()->SendPetitionShowList(guid); break; case GOSSIP_OPTION_TABARDDESIGNER: PlayerTalkClass->CloseGossip(); GetSession()->SendTabardVendorActivate(guid); break; case GOSSIP_OPTION_AUCTIONEER: GetSession()->SendAuctionHello(((Creature*)pSource)); break; case GOSSIP_OPTION_SPIRITGUIDE: PrepareGossipMenu(pSource); SendPreparedGossip(pSource); break; case GOSSIP_OPTION_BATTLEFIELD: { BattleGroundTypeId bgTypeId = sBattleGroundMgr.GetBattleMasterBG(pSource->GetEntry()); if (bgTypeId == BATTLEGROUND_TYPE_NONE) { sLog.outError("a user (guid %u) requested battlegroundlist from a npc who is no battlemaster", GetGUIDLow()); return; } GetSession()->SendBattlegGroundList(guid, bgTypeId); break; } } } uint32 Player::GetGossipTextId(WorldObject *pSource) { if (!pSource || pSource->GetTypeId() != TYPEID_UNIT || !((Creature*)pSource)->GetDBTableGUIDLow()) return DEFAULT_GOSSIP_MESSAGE; if (uint32 pos = sObjectMgr.GetNpcGossip(((Creature*)pSource)->GetDBTableGUIDLow())) return pos; return DEFAULT_GOSSIP_MESSAGE; } uint32 Player::GetGossipTextId(uint32 menuId) { uint32 textId = DEFAULT_GOSSIP_MESSAGE; if (!menuId) return textId; GossipMenusMapBounds pMenuBounds = sObjectMgr.GetGossipMenusMapBounds(menuId); for(GossipMenusMap::const_iterator itr = pMenuBounds.first; itr != pMenuBounds.second; ++itr) { if (sObjectMgr.IsPlayerMeetToCondition(this, itr->second.cond_1) && sObjectMgr.IsPlayerMeetToCondition(this, itr->second.cond_2)) { textId = itr->second.text_id; break; } } return textId; } uint32 Player::GetDefaultGossipMenuForSource(WorldObject *pSource) { if (pSource->GetTypeId() == TYPEID_UNIT) return ((Creature*)pSource)->GetCreatureInfo()->GossipMenuId; else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT) return((GameObject*)pSource)->GetGOInfo()->GetGossipMenuId(); return 0; } /*********************************************************/ /*** QUEST SYSTEM ***/ /*********************************************************/ void Player::PrepareQuestMenu(ObjectGuid guid) { QuestRelationsMapBounds rbounds; QuestRelationsMapBounds irbounds; // pets also can have quests if (Creature *pCreature = GetMap()->GetAnyTypeCreature(guid)) { rbounds = sObjectMgr.GetCreatureQuestRelationsMapBounds(pCreature->GetEntry()); irbounds = sObjectMgr.GetCreatureQuestInvolvedRelationsMapBounds(pCreature->GetEntry()); } else { //we should obtain map pointer from GetMap() in 99% of cases. Special case //only for quests which cast teleport spells on player Map * _map = IsInWorld() ? GetMap() : sMapMgr.FindMap(GetMapId(), GetInstanceId()); MANGOS_ASSERT(_map); if (GameObject *pGameObject = _map->GetGameObject(guid)) { rbounds = sObjectMgr.GetGOQuestRelationsMapBounds(pGameObject->GetEntry()); irbounds = sObjectMgr.GetGOQuestInvolvedRelationsMapBounds(pGameObject->GetEntry()); } else return; } QuestMenu &qm = PlayerTalkClass->GetQuestMenu(); qm.ClearMenu(); for(QuestRelationsMap::const_iterator itr = irbounds.first; itr != irbounds.second; ++itr) { uint32 quest_id = itr->second; Quest const* pQuest = sObjectMgr.GetQuestTemplate(quest_id); if (!pQuest || !pQuest->IsActive()) continue; QuestStatus status = GetQuestStatus(quest_id); if (status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(quest_id)) qm.AddMenuItem(quest_id, 4); else if (status == QUEST_STATUS_INCOMPLETE) qm.AddMenuItem(quest_id, 4); else if (status == QUEST_STATUS_AVAILABLE) qm.AddMenuItem(quest_id, 2); } for(QuestRelationsMap::const_iterator itr = rbounds.first; itr != rbounds.second; ++itr) { uint32 quest_id = itr->second; Quest const* pQuest = sObjectMgr.GetQuestTemplate(quest_id); if (!pQuest || !pQuest->IsActive()) continue; QuestStatus status = GetQuestStatus(quest_id); if (pQuest->IsAutoComplete() && CanTakeQuest(pQuest, false)) qm.AddMenuItem(quest_id, 4); else if (status == QUEST_STATUS_NONE && CanTakeQuest(pQuest, false)) qm.AddMenuItem(quest_id, 2); } } void Player::SendPreparedQuest(ObjectGuid guid) { QuestMenu& questMenu = PlayerTalkClass->GetQuestMenu(); if (questMenu.Empty()) return; QuestMenuItem const& qmi0 = questMenu.GetItem(0); uint32 icon = qmi0.m_qIcon; // single element case if (questMenu.MenuItemCount() == 1) { // Auto open -- maybe also should verify there is no greeting uint32 quest_id = qmi0.m_qId; Quest const* pQuest = sObjectMgr.GetQuestTemplate(quest_id); if (pQuest) { if (icon == 4 && !GetQuestRewardStatus(quest_id)) PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanRewardQuest(pQuest, false), true); else if (icon == 4) PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanRewardQuest(pQuest, false), true); // Send completable on repeatable and autoCompletable quest if player don't have quest // TODO: verify if check for !pQuest->IsDaily() is really correct (possibly not) else if (pQuest->IsAutoComplete() && pQuest->IsRepeatable() && !pQuest->IsDailyOrWeekly()) PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanCompleteRepeatableQuest(pQuest), true); else PlayerTalkClass->SendQuestGiverQuestDetails(pQuest, guid, true); } } // multiply entries else { QEmote qe; qe._Delay = 0; qe._Emote = 0; std::string title = ""; // need pet case for some quests if (Creature *pCreature = GetMap()->GetAnyTypeCreature(guid)) { uint32 textid = GetGossipTextId(pCreature); GossipText const* gossiptext = sObjectMgr.GetGossipText(textid); if (!gossiptext) { qe._Delay = 0; //TEXTEMOTE_MESSAGE; //zyg: player emote qe._Emote = 0; //TEXTEMOTE_HELLO; //zyg: NPC emote title = ""; } else { qe = gossiptext->Options[0].Emotes[0]; if(!gossiptext->Options[0].Text_0.empty()) { title = gossiptext->Options[0].Text_0; int loc_idx = GetSession()->GetSessionDbLocaleIndex(); if (loc_idx >= 0) { NpcTextLocale const *nl = sObjectMgr.GetNpcTextLocale(textid); if (nl) { if ((int32)nl->Text_0[0].size() > loc_idx && !nl->Text_0[0][loc_idx].empty()) title = nl->Text_0[0][loc_idx]; } } } else { title = gossiptext->Options[0].Text_1; int loc_idx = GetSession()->GetSessionDbLocaleIndex(); if (loc_idx >= 0) { NpcTextLocale const *nl = sObjectMgr.GetNpcTextLocale(textid); if (nl) { if ((int32)nl->Text_1[0].size() > loc_idx && !nl->Text_1[0][loc_idx].empty()) title = nl->Text_1[0][loc_idx]; } } } } } PlayerTalkClass->SendQuestGiverQuestList(qe, title, guid); } } bool Player::IsActiveQuest( uint32 quest_id ) const { QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id); return itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE; } bool Player::IsCurrentQuest( uint32 quest_id ) const { QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id); if (itr == mQuestStatus.end()) return false; return itr->second.m_status == QUEST_STATUS_INCOMPLETE || (itr->second.m_status == QUEST_STATUS_COMPLETE && !itr->second.m_rewarded); } Quest const* Player::GetNextQuest(ObjectGuid guid, Quest const *pQuest) { QuestRelationsMapBounds rbounds; if (Creature *pCreature = GetMap()->GetAnyTypeCreature(guid)) { rbounds = sObjectMgr.GetCreatureQuestRelationsMapBounds(pCreature->GetEntry()); } else { //we should obtain map pointer from GetMap() in 99% of cases. Special case //only for quests which cast teleport spells on player Map * _map = IsInWorld() ? GetMap() : sMapMgr.FindMap(GetMapId(), GetInstanceId()); MANGOS_ASSERT(_map); if (GameObject *pGameObject = _map->GetGameObject(guid)) { rbounds = sObjectMgr.GetGOQuestRelationsMapBounds(pGameObject->GetEntry()); } else return NULL; } uint32 nextQuestID = pQuest->GetNextQuestInChain(); for(QuestRelationsMap::const_iterator itr = rbounds.first; itr != rbounds.second; ++itr) { if (itr->second == nextQuestID) return sObjectMgr.GetQuestTemplate(nextQuestID); } return NULL; } bool Player::CanSeeStartQuest(Quest const *pQuest) const { if (SatisfyQuestClass(pQuest, false) && SatisfyQuestRace(pQuest, false) && SatisfyQuestSkill(pQuest, false) && SatisfyQuestExclusiveGroup(pQuest, false) && SatisfyQuestReputation(pQuest, false) && SatisfyQuestPreviousQuest(pQuest, false) && SatisfyQuestNextChain(pQuest, false) && SatisfyQuestPrevChain(pQuest, false) && SatisfyQuestDay(pQuest, false) && SatisfyQuestWeek(pQuest, false) && SatisfyQuestMonth(pQuest, false) && pQuest->IsActive()) { return getLevel() + sWorld.getConfig(CONFIG_UINT32_QUEST_HIGH_LEVEL_HIDE_DIFF) >= pQuest->GetMinLevel(); } return false; } bool Player::CanTakeQuest(Quest const *pQuest, bool msg) const { return SatisfyQuestStatus(pQuest, msg) && SatisfyQuestExclusiveGroup(pQuest, msg) && SatisfyQuestClass(pQuest, msg) && SatisfyQuestRace(pQuest, msg) && SatisfyQuestLevel(pQuest, msg) && SatisfyQuestSkill(pQuest, msg) && SatisfyQuestReputation(pQuest, msg) && SatisfyQuestPreviousQuest(pQuest, msg) && SatisfyQuestTimed(pQuest, msg) && SatisfyQuestNextChain(pQuest, msg) && SatisfyQuestPrevChain(pQuest, msg) && SatisfyQuestDay(pQuest, msg) && SatisfyQuestWeek(pQuest, msg) && SatisfyQuestMonth(pQuest, msg) && pQuest->IsActive(); } bool Player::CanAddQuest(Quest const *pQuest, bool msg) const { if (!SatisfyQuestLog(msg)) return false; if (!CanGiveQuestSourceItem(pQuest)) return false; return true; } bool Player::CanCompleteQuest(uint32 quest_id) const { if (!quest_id) return false; QuestStatusMap::const_iterator q_itr = mQuestStatus.find(quest_id); // some quests can be auto taken and auto completed in one step QuestStatus status = q_itr != mQuestStatus.end() ? q_itr->second.m_status : QUEST_STATUS_NONE; if (status == QUEST_STATUS_COMPLETE) return false; // not allow re-complete quest Quest const* qInfo = sObjectMgr.GetQuestTemplate(quest_id); if (!qInfo) return false; // only used for "flag" quests and not real in-game quests if (qInfo->HasQuestFlag(QUEST_FLAGS_AUTO_REWARDED)) { // a few checks, not all "satisfy" is needed if (SatisfyQuestPreviousQuest(qInfo, false) && SatisfyQuestLevel(qInfo, false) && SatisfyQuestSkill(qInfo, false) && SatisfyQuestRace(qInfo, false) && SatisfyQuestClass(qInfo, false)) return true; return false; } // auto complete quest if (qInfo->IsAutoComplete() && CanTakeQuest(qInfo, false)) return true; if (status != QUEST_STATUS_INCOMPLETE) return false; // incomplete quest have status data QuestStatusData const& q_status = q_itr->second; if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAG_DELIVER)) { for(int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i) { if (qInfo->ReqItemCount[i] != 0 && q_status.m_itemcount[i] < qInfo->ReqItemCount[i]) return false; } } if (qInfo->HasSpecialFlag(QuestSpecialFlags(QUEST_SPECIAL_FLAG_KILL_OR_CAST | QUEST_SPECIAL_FLAG_SPEAKTO))) { for(int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i) { if (qInfo->ReqCreatureOrGOId[i] == 0) continue; if (qInfo->ReqCreatureOrGOCount[i] != 0 && q_status.m_creatureOrGOcount[i] < qInfo->ReqCreatureOrGOCount[i]) return false; } } if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAG_EXPLORATION_OR_EVENT) && !q_status.m_explored) return false; if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAG_TIMED) && q_status.m_timer == 0) return false; if (qInfo->GetRewOrReqMoney() < 0) { if (GetMoney() < uint32(-qInfo->GetRewOrReqMoney())) return false; } uint32 repFacId = qInfo->GetRepObjectiveFaction(); if (repFacId && GetReputationMgr().GetReputation(repFacId) < qInfo->GetRepObjectiveValue()) return false; return true; } bool Player::CanCompleteRepeatableQuest(Quest const *pQuest) const { // Solve problem that player don't have the quest and try complete it. // if repeatable she must be able to complete event if player don't have it. // Seem that all repeatable quest are DELIVER Flag so, no need to add more. if (!CanTakeQuest(pQuest, false)) return false; if (pQuest->HasSpecialFlag(QUEST_SPECIAL_FLAG_DELIVER)) for(int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i) if (pQuest->ReqItemId[i] && pQuest->ReqItemCount[i] && !HasItemCount(pQuest->ReqItemId[i], pQuest->ReqItemCount[i])) return false; if (!CanRewardQuest(pQuest, false)) return false; return true; } bool Player::CanRewardQuest(Quest const *pQuest, bool msg) const { // not auto complete quest and not completed quest (only cheating case, then ignore without message) if (!pQuest->IsAutoComplete() && GetQuestStatus(pQuest->GetQuestId()) != QUEST_STATUS_COMPLETE) return false; // daily quest can't be rewarded (25 daily quest already completed) if (!SatisfyQuestDay(pQuest, true) || !SatisfyQuestWeek(pQuest, true) || !SatisfyQuestMonth(pQuest, true)) return false; // rewarded and not repeatable quest (only cheating case, then ignore without message) if (GetQuestRewardStatus(pQuest->GetQuestId())) return false; // prevent receive reward with quest items in bank if (pQuest->HasSpecialFlag(QUEST_SPECIAL_FLAG_DELIVER)) { for(int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i) { if (pQuest->ReqItemCount[i] != 0 && GetItemCount(pQuest->ReqItemId[i]) < pQuest->ReqItemCount[i]) { if (msg) SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL, pQuest->ReqItemId[i]); return false; } } } // prevent receive reward with low money and GetRewOrReqMoney() < 0 if (pQuest->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest->GetRewOrReqMoney())) return false; return true; } bool Player::CanRewardQuest(Quest const *pQuest, uint32 reward, bool msg) const { // prevent receive reward with quest items in bank or for not completed quest if (!CanRewardQuest(pQuest,msg)) return false; if (pQuest->GetRewChoiceItemsCount() > 0) { if (pQuest->RewChoiceItemId[reward]) { ItemPosCountVec dest; uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward] ); if (res != EQUIP_ERR_OK) { SendEquipError(res, NULL, NULL, pQuest->RewChoiceItemId[reward]); return false; } } } if (pQuest->GetRewItemsCount() > 0) { for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i) { if (pQuest->RewItemId[i]) { ItemPosCountVec dest; uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i] ); if (res != EQUIP_ERR_OK) { SendEquipError(res, NULL, NULL); return false; } } } } return true; } void Player::SendPetTameFailure(PetTameFailureReason reason) { WorldPacket data(SMSG_PET_TAME_FAILURE, 1); data << uint8(reason); GetSession()->SendPacket(&data); } void Player::AddQuest( Quest const *pQuest, Object *questGiver ) { uint16 log_slot = FindQuestSlot( 0 ); MANGOS_ASSERT(log_slot < MAX_QUEST_LOG_SIZE); uint32 quest_id = pQuest->GetQuestId(); // if not exist then created with set uState==NEW and rewarded=false QuestStatusData& questStatusData = mQuestStatus[quest_id]; // check for repeatable quests status reset questStatusData.m_status = QUEST_STATUS_INCOMPLETE; questStatusData.m_explored = false; if (pQuest->HasSpecialFlag(QUEST_SPECIAL_FLAG_DELIVER)) { for(int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i) questStatusData.m_itemcount[i] = 0; } if (pQuest->HasSpecialFlag(QuestSpecialFlags(QUEST_SPECIAL_FLAG_KILL_OR_CAST | QUEST_SPECIAL_FLAG_SPEAKTO))) { for(int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i) questStatusData.m_creatureOrGOcount[i] = 0; } GiveQuestSourceItem(pQuest); AdjustQuestReqItemCount( pQuest, questStatusData ); if( pQuest->GetRepObjectiveFaction() ) if(FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->GetRepObjectiveFaction())) GetReputationMgr().SetVisible(factionEntry); uint32 qtime = 0; if (pQuest->HasSpecialFlag(QUEST_SPECIAL_FLAG_TIMED)) { uint32 limittime = pQuest->GetLimitTime(); // shared timed quest if(questGiver && questGiver->GetTypeId()==TYPEID_PLAYER) limittime = ((Player*)questGiver)->getQuestStatusMap()[quest_id].m_timer / IN_MILLISECONDS; AddTimedQuest( quest_id ); questStatusData.m_timer = limittime * IN_MILLISECONDS; qtime = static_cast(time(NULL)) + limittime; } else questStatusData.m_timer = 0; SetQuestSlot(log_slot, quest_id, qtime); if (questStatusData.uState != QUEST_NEW) questStatusData.uState = QUEST_CHANGED; //starting initial quest script if(questGiver && pQuest->GetQuestStartScript()!=0) GetMap()->ScriptsStart(sQuestStartScripts, pQuest->GetQuestStartScript(), questGiver, this); // Some spells applied at quest activation SpellAreaForQuestMapBounds saBounds = sSpellMgr.GetSpellAreaForQuestMapBounds(quest_id,true); if(saBounds.first != saBounds.second) { uint32 zone, area; GetZoneAndAreaId(zone,area); for(SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr) if(itr->second->autocast && itr->second->IsFitToRequirements(this,zone,area)) if (!HasAura(itr->second->spellId, EFFECT_INDEX_0) ) CastSpell(this,itr->second->spellId,true); } UpdateForQuestWorldObjects(); } void Player::CompleteQuest(uint32 quest_id) { if (quest_id) { SetQuestStatus(quest_id, QUEST_STATUS_COMPLETE); uint16 log_slot = FindQuestSlot(quest_id); if (log_slot < MAX_QUEST_LOG_SIZE) SetQuestSlotState(log_slot, QUEST_STATE_COMPLETE); if (Quest const* qInfo = sObjectMgr.GetQuestTemplate(quest_id)) { if (qInfo->HasQuestFlag(QUEST_FLAGS_AUTO_REWARDED)) RewardQuest(qInfo, 0, this, false); } } } void Player::IncompleteQuest(uint32 quest_id) { if (quest_id) { SetQuestStatus(quest_id, QUEST_STATUS_INCOMPLETE); uint16 log_slot = FindQuestSlot( quest_id ); if (log_slot < MAX_QUEST_LOG_SIZE) RemoveQuestSlotState(log_slot, QUEST_STATE_COMPLETE); } } void Player::RewardQuest(Quest const *pQuest, uint32 reward, Object* questGiver, bool announce) { uint32 quest_id = pQuest->GetQuestId(); for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i ) { if (pQuest->ReqItemId[i]) DestroyItemCount(pQuest->ReqItemId[i], pQuest->ReqItemCount[i], true); } RemoveTimedQuest(quest_id); if (BattleGround* bg = GetBattleGround()) if (bg->GetTypeID() == BATTLEGROUND_AV) ((BattleGroundAV*)bg)->HandleQuestComplete(pQuest->GetQuestId(), this); if (pQuest->GetRewChoiceItemsCount() > 0) { if (uint32 itemId = pQuest->RewChoiceItemId[reward]) { ItemPosCountVec dest; if (CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, itemId, pQuest->RewChoiceItemCount[reward]) == EQUIP_ERR_OK) { Item* item = StoreNewItem( dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId)); SendNewItem(item, pQuest->RewChoiceItemCount[reward], true, false); } } } if (pQuest->GetRewItemsCount() > 0) { for (uint32 i=0; i < pQuest->GetRewItemsCount(); ++i) { if (uint32 itemId = pQuest->RewItemId[i]) { ItemPosCountVec dest; if (CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, itemId, pQuest->RewItemCount[i]) == EQUIP_ERR_OK) { Item* item = StoreNewItem( dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId)); SendNewItem(item, pQuest->RewItemCount[i], true, false); } } } } RewardReputation(pQuest); uint16 log_slot = FindQuestSlot(quest_id); if (log_slot < MAX_QUEST_LOG_SIZE) SetQuestSlot(log_slot,0); QuestStatusData& q_status = mQuestStatus[quest_id]; // Not give XP in case already completed once repeatable quest uint32 XP = q_status.m_rewarded ? 0 : uint32(pQuest->XPValue(this)*sWorld.getConfig(CONFIG_FLOAT_RATE_XP_QUEST)); if (getLevel() < sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL)) GiveXP(XP , NULL); else { uint32 money = uint32(pQuest->GetRewMoneyMaxLevel() * sWorld.getConfig(CONFIG_FLOAT_RATE_DROP_MONEY)); ModifyMoney( money ); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, money); } // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative if (pQuest->GetRewOrReqMoney()) { ModifyMoney(pQuest->GetRewOrReqMoney()); if (pQuest->GetRewOrReqMoney() > 0) GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, pQuest->GetRewOrReqMoney()); } // honor reward if (uint32 honor = pQuest->CalculateRewardHonor(getLevel())) RewardHonor(NULL, 0, honor); // title reward if (pQuest->GetCharTitleId()) { if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId())) SetTitle(titleEntry); } if (pQuest->GetBonusTalents()) { m_questRewardTalentCount += pQuest->GetBonusTalents(); InitTalentForLevel(); } // Send reward mail if (uint32 mail_template_id = pQuest->GetRewMailTemplateId()) MailDraft(mail_template_id).SendMailTo(this, questGiver, MAIL_CHECK_MASK_HAS_BODY, pQuest->GetRewMailDelaySecs()); if (pQuest->IsDaily()) { SetDailyQuestStatus(quest_id); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST, 1); } if (pQuest->IsWeekly()) SetWeeklyQuestStatus(quest_id); if (pQuest->IsMonthly()) SetMonthlyQuestStatus(quest_id); if (!pQuest->IsRepeatable()) SetQuestStatus(quest_id, QUEST_STATUS_COMPLETE); else SetQuestStatus(quest_id, QUEST_STATUS_NONE); q_status.m_rewarded = true; if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED; if (announce) SendQuestReward(pQuest, XP, questGiver); bool handled = false; switch(questGiver->GetTypeId()) { case TYPEID_UNIT: handled = sScriptMgr.OnQuestRewarded(this, (Creature*)questGiver, pQuest); break; case TYPEID_GAMEOBJECT: handled = sScriptMgr.OnQuestRewarded(this, (GameObject*)questGiver, pQuest); break; } if (!handled && pQuest->GetQuestCompleteScript() != 0) GetMap()->ScriptsStart(sQuestEndScripts, pQuest->GetQuestCompleteScript(), questGiver, this); // cast spells after mark quest complete (some spells have quest completed state reqyurements in spell_area data) if (pQuest->GetRewSpellCast() > 0) CastSpell(this, pQuest->GetRewSpellCast(), true); else if (pQuest->GetRewSpell() > 0) CastSpell(this, pQuest->GetRewSpell(), true); if (pQuest->GetZoneOrSort() > 0) GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE, pQuest->GetZoneOrSort()); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST, pQuest->GetQuestId()); uint32 zone = 0; uint32 area = 0; // remove auras from spells with quest reward state limitations SpellAreaForQuestMapBounds saEndBounds = sSpellMgr.GetSpellAreaForQuestEndMapBounds(quest_id); if (saEndBounds.first != saEndBounds.second) { GetZoneAndAreaId(zone,area); for(SpellAreaForAreaMap::const_iterator itr = saEndBounds.first; itr != saEndBounds.second; ++itr) if (!itr->second->IsFitToRequirements(this, zone, area)) RemoveAurasDueToSpell(itr->second->spellId); } // Some spells applied at quest reward SpellAreaForQuestMapBounds saBounds = sSpellMgr.GetSpellAreaForQuestMapBounds(quest_id, false); if (saBounds.first != saBounds.second) { if (!zone || !area) GetZoneAndAreaId(zone, area); for(SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr) if (itr->second->autocast && itr->second->IsFitToRequirements(this, zone, area)) if (!HasAura(itr->second->spellId, EFFECT_INDEX_0)) CastSpell(this, itr->second->spellId, true); } } void Player::FailQuest(uint32 questId) { if (Quest const* pQuest = sObjectMgr.GetQuestTemplate(questId)) { SetQuestStatus(questId, QUEST_STATUS_FAILED); uint16 log_slot = FindQuestSlot(questId); if (log_slot < MAX_QUEST_LOG_SIZE) { SetQuestSlotTimer(log_slot, 1); SetQuestSlotState(log_slot, QUEST_STATE_FAIL); } if (pQuest->HasSpecialFlag(QUEST_SPECIAL_FLAG_TIMED)) { QuestStatusData& q_status = mQuestStatus[questId]; RemoveTimedQuest(questId); q_status.m_timer = 0; SendQuestTimerFailed(questId); } else SendQuestFailed(questId); } } bool Player::SatisfyQuestSkill(Quest const* qInfo, bool msg) const { uint32 skill = qInfo->GetRequiredSkill(); // skip 0 case RequiredSkill if (skill == 0) return true; // check skill value if (GetSkillValue(skill) < qInfo->GetRequiredSkillValue()) { if (msg) SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); return false; } return true; } bool Player::SatisfyQuestLevel(Quest const* qInfo, bool msg) const { if (getLevel() < qInfo->GetMinLevel()) { if (msg) SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); return false; } return true; } bool Player::SatisfyQuestLog(bool msg) const { // exist free slot if (FindQuestSlot(0) < MAX_QUEST_LOG_SIZE) return true; if (msg) { WorldPacket data(SMSG_QUESTLOG_FULL, 0); GetSession()->SendPacket(&data); DEBUG_LOG("WORLD: Sent SMSG_QUESTLOG_FULL"); } return false; } bool Player::SatisfyQuestPreviousQuest(Quest const* qInfo, bool msg) const { // No previous quest (might be first quest in a series) if (qInfo->prevQuests.empty()) return true; for(Quest::PrevQuests::const_iterator iter = qInfo->prevQuests.begin(); iter != qInfo->prevQuests.end(); ++iter) { uint32 prevId = abs(*iter); QuestStatusMap::const_iterator i_prevstatus = mQuestStatus.find(prevId); Quest const* qPrevInfo = sObjectMgr.GetQuestTemplate(prevId); if (qPrevInfo && i_prevstatus != mQuestStatus.end()) { // If any of the positive previous quests completed, return true if (*iter > 0 && i_prevstatus->second.m_rewarded) { // skip one-from-all exclusive group if (qPrevInfo->GetExclusiveGroup() >= 0) return true; // each-from-all exclusive group ( < 0) // can be start if only all quests in prev quest exclusive group completed and rewarded ExclusiveQuestGroupsMapBounds bounds = sObjectMgr.GetExclusiveQuestGroupsMapBounds(qPrevInfo->GetExclusiveGroup()); MANGOS_ASSERT(bounds.first != bounds.second); // always must be found if qPrevInfo->ExclusiveGroup != 0 for(ExclusiveQuestGroupsMap::const_iterator iter2 = bounds.first; iter2 != bounds.second; ++iter2) { uint32 exclude_Id = iter2->second; // skip checked quest id, only state of other quests in group is interesting if (exclude_Id == prevId) continue; QuestStatusMap::const_iterator i_exstatus = mQuestStatus.find(exclude_Id); // alternative quest from group also must be completed and rewarded(reported) if (i_exstatus == mQuestStatus.end() || !i_exstatus->second.m_rewarded) { if (msg) SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); return false; } } return true; } // If any of the negative previous quests active, return true if (*iter < 0 && IsCurrentQuest(prevId)) { // skip one-from-all exclusive group if (qPrevInfo->GetExclusiveGroup() >= 0) return true; // each-from-all exclusive group ( < 0) // can be start if only all quests in prev quest exclusive group active ExclusiveQuestGroupsMapBounds bounds = sObjectMgr.GetExclusiveQuestGroupsMapBounds(qPrevInfo->GetExclusiveGroup()); MANGOS_ASSERT(bounds.first != bounds.second); // always must be found if qPrevInfo->ExclusiveGroup != 0 for(ExclusiveQuestGroupsMap::const_iterator iter2 = bounds.first; iter2 != bounds.second; ++iter2) { uint32 exclude_Id = iter2->second; // skip checked quest id, only state of other quests in group is interesting if (exclude_Id == prevId) continue; // alternative quest from group also must be active if (!IsCurrentQuest(exclude_Id)) { if (msg) SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); return false; } } return true; } } } // Has only positive prev. quests in non-rewarded state // and negative prev. quests in non-active state if (msg) SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); return false; } bool Player::SatisfyQuestClass(Quest const* qInfo, bool msg) const { uint32 reqClass = qInfo->GetRequiredClasses(); if (reqClass == 0) return true; if ((reqClass & getClassMask()) == 0) { if (msg) SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); return false; } return true; } bool Player::SatisfyQuestRace(Quest const* qInfo, bool msg) const { uint32 reqraces = qInfo->GetRequiredRaces(); if (reqraces == 0) return true; if ((reqraces & getRaceMask()) == 0) { if (msg) SendCanTakeQuestResponse(INVALIDREASON_QUEST_FAILED_WRONG_RACE); return false; } return true; } bool Player::SatisfyQuestReputation(Quest const* qInfo, bool msg) const { uint32 fIdMin = qInfo->GetRequiredMinRepFaction(); //Min required rep if (fIdMin && GetReputationMgr().GetReputation(fIdMin) < qInfo->GetRequiredMinRepValue()) { if (msg) SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); return false; } uint32 fIdMax = qInfo->GetRequiredMaxRepFaction(); //Max required rep if (fIdMax && GetReputationMgr().GetReputation(fIdMax) >= qInfo->GetRequiredMaxRepValue()) { if (msg) SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); return false; } return true; } bool Player::SatisfyQuestStatus(Quest const* qInfo, bool msg) const { QuestStatusMap::const_iterator itr = mQuestStatus.find(qInfo->GetQuestId()); if (itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE) { if (msg) SendCanTakeQuestResponse(INVALIDREASON_QUEST_ALREADY_ON); return false; } return true; } bool Player::SatisfyQuestTimed(Quest const* qInfo, bool msg) const { if (!m_timedquests.empty() && qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAG_TIMED)) { if (msg) SendCanTakeQuestResponse(INVALIDREASON_QUEST_ONLY_ONE_TIMED); return false; } return true; } bool Player::SatisfyQuestExclusiveGroup(Quest const* qInfo, bool msg) const { // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed if (qInfo->GetExclusiveGroup() <= 0) return true; ExclusiveQuestGroupsMapBounds bounds = sObjectMgr.GetExclusiveQuestGroupsMapBounds(qInfo->GetExclusiveGroup()); MANGOS_ASSERT(bounds.first != bounds.second); // must always be found if qInfo->ExclusiveGroup != 0 for(ExclusiveQuestGroupsMap::const_iterator iter = bounds.first; iter != bounds.second; ++iter) { uint32 exclude_Id = iter->second; // skip checked quest id, only state of other quests in group is interesting if (exclude_Id == qInfo->GetQuestId()) continue; // not allow have daily quest if daily quest from exclusive group already recently completed Quest const* Nquest = sObjectMgr.GetQuestTemplate(exclude_Id); if (!SatisfyQuestDay(Nquest, false) || !SatisfyQuestWeek(Nquest, false)) { if (msg) SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); return false; } QuestStatusMap::const_iterator i_exstatus = mQuestStatus.find(exclude_Id); // alternative quest already started or completed if (i_exstatus != mQuestStatus.end() && (i_exstatus->second.m_status == QUEST_STATUS_COMPLETE || i_exstatus->second.m_status == QUEST_STATUS_INCOMPLETE)) { if (msg) SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); return false; } } return true; } bool Player::SatisfyQuestNextChain(Quest const* qInfo, bool msg) const { if (!qInfo->GetNextQuestInChain()) return true; // next quest in chain already started or completed QuestStatusMap::const_iterator itr = mQuestStatus.find(qInfo->GetNextQuestInChain()); if (itr != mQuestStatus.end() && (itr->second.m_status == QUEST_STATUS_COMPLETE || itr->second.m_status == QUEST_STATUS_INCOMPLETE)) { if (msg) SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); return false; } // check for all quests further up the chain // only necessary if there are quest chains with more than one quest that can be skipped //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg ); return true; } bool Player::SatisfyQuestPrevChain(Quest const* qInfo, bool msg) const { // No previous quest in chain if (qInfo->prevChainQuests.empty()) return true; for(Quest::PrevChainQuests::const_iterator iter = qInfo->prevChainQuests.begin(); iter != qInfo->prevChainQuests.end(); ++iter) { uint32 prevId = *iter; // If any of the previous quests in chain active, return false if (IsCurrentQuest(prevId)) { if (msg) SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); return false; } // check for all quests further down the chain // only necessary if there are quest chains with more than one quest that can be skipped //if( !SatisfyQuestPrevChain( prevId, msg ) ) // return false; } // No previous quest in chain active return true; } bool Player::SatisfyQuestDay(Quest const* qInfo, bool msg) const { if (!qInfo->IsDaily()) return true; bool have_slot = false; for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx) { uint32 id = GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx); if (qInfo->GetQuestId()==id) return false; if (!id) have_slot = true; } if (!have_slot) { if (msg) SendCanTakeQuestResponse(INVALIDREASON_QUEST_FAILED_TOO_MANY_DAILY_QUESTS); return false; } return true; } bool Player::SatisfyQuestWeek(Quest const* qInfo, bool msg) const { if (!qInfo->IsWeekly() || m_weeklyquests.empty()) return true; // if not found in cooldown list return m_weeklyquests.find(qInfo->GetQuestId()) == m_weeklyquests.end(); } bool Player::SatisfyQuestMonth(Quest const* qInfo, bool msg) const { if (!qInfo->IsMonthly() || m_monthlyquests.empty()) return true; // if not found in cooldown list return m_monthlyquests.find(qInfo->GetQuestId()) == m_monthlyquests.end(); } bool Player::CanGiveQuestSourceItem( Quest const *pQuest, ItemPosCountVec* dest ) const { uint32 srcitem = pQuest->GetSrcItemId(); if (srcitem > 0) { uint32 count = pQuest->GetSrcItemCount(); if( count <= 0 ) count = 1; uint8 msg; if (!dest) { ItemPosCountVec destTemp; msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, destTemp, srcitem, count ); } else msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, *dest, srcitem, count ); if (msg == EQUIP_ERR_OK) return true; // player already have max amount required item, just report success else if (msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS) return true; else SendEquipError( msg, NULL, NULL, srcitem ); return false; } return true; } void Player::GiveQuestSourceItem( Quest const *pQuest ) { ItemPosCountVec dest; if (CanGiveQuestSourceItem(pQuest, &dest) && !dest.empty()) { uint32 count = 0; for(ItemPosCountVec::const_iterator c_itr = dest.begin(); c_itr != dest.end(); ++c_itr) count += c_itr->count; Item * item = StoreNewItem(dest, pQuest->GetSrcItemId(), true); SendNewItem(item, count, true, false); } } bool Player::TakeQuestSourceItem( uint32 quest_id, bool msg ) { Quest const* qInfo = sObjectMgr.GetQuestTemplate(quest_id); if( qInfo ) { uint32 srcitem = qInfo->GetSrcItemId(); if( srcitem > 0 ) { uint32 count = qInfo->GetSrcItemCount(); if( count <= 0 ) count = 1; // exist one case when destroy source quest item not possible: // non un-equippable item (equipped non-empty bag, for example) uint8 res = CanUnequipItems(srcitem,count); if(res != EQUIP_ERR_OK) { if(msg) SendEquipError( res, NULL, NULL, srcitem ); return false; } DestroyItemCount(srcitem, count, true, true); } } return true; } bool Player::GetQuestRewardStatus( uint32 quest_id ) const { Quest const* qInfo = sObjectMgr.GetQuestTemplate(quest_id); if( qInfo ) { // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id ); if( itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE && !qInfo->IsRepeatable() ) return itr->second.m_rewarded; return false; } return false; } QuestStatus Player::GetQuestStatus( uint32 quest_id ) const { if( quest_id ) { QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id ); if( itr != mQuestStatus.end() ) return itr->second.m_status; } return QUEST_STATUS_NONE; } bool Player::CanShareQuest(uint32 quest_id) const { if (Quest const* qInfo = sObjectMgr.GetQuestTemplate(quest_id)) if (qInfo->HasQuestFlag(QUEST_FLAGS_SHARABLE)) return IsCurrentQuest(quest_id); return false; } void Player::SetQuestStatus(uint32 quest_id, QuestStatus status) { if (sObjectMgr.GetQuestTemplate(quest_id)) { QuestStatusData& q_status = mQuestStatus[quest_id]; q_status.m_status = status; if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED; } UpdateForQuestWorldObjects(); } // not used in MaNGOS, but used in scripting code uint32 Player::GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry) { Quest const* qInfo = sObjectMgr.GetQuestTemplate(quest_id); if( !qInfo ) return 0; for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j) if ( qInfo->ReqCreatureOrGOId[j] == entry ) return mQuestStatus[quest_id].m_creatureOrGOcount[j]; return 0; } void Player::AdjustQuestReqItemCount( Quest const* pQuest, QuestStatusData& questStatusData ) { if (pQuest->HasSpecialFlag(QUEST_SPECIAL_FLAG_DELIVER)) { for(int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i) { uint32 reqitemcount = pQuest->ReqItemCount[i]; if( reqitemcount != 0 ) { uint32 curitemcount = GetItemCount(pQuest->ReqItemId[i], true); questStatusData.m_itemcount[i] = std::min(curitemcount, reqitemcount); if (questStatusData.uState != QUEST_NEW) questStatusData.uState = QUEST_CHANGED; } } } } uint16 Player::FindQuestSlot( uint32 quest_id ) const { for ( uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i ) if ( GetQuestSlotQuestId(i) == quest_id ) return i; return MAX_QUEST_LOG_SIZE; } void Player::AreaExploredOrEventHappens( uint32 questId ) { if( questId ) { uint16 log_slot = FindQuestSlot( questId ); if( log_slot < MAX_QUEST_LOG_SIZE) { QuestStatusData& q_status = mQuestStatus[questId]; if(!q_status.m_explored) { SetQuestSlotState(log_slot, QUEST_STATE_COMPLETE); SendQuestCompleteEvent(questId); q_status.m_explored = true; if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED; } } if( CanCompleteQuest( questId ) ) CompleteQuest( questId ); } } //not used in mangosd, function for external script library void Player::GroupEventHappens( uint32 questId, WorldObject const* pEventObject ) { if( Group *pGroup = GetGroup() ) { for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) { Player *pGroupGuy = itr->getSource(); // for any leave or dead (with not released body) group member at appropriate distance if( pGroupGuy && pGroupGuy->IsAtGroupRewardDistance(pEventObject) && !pGroupGuy->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST) ) pGroupGuy->AreaExploredOrEventHappens(questId); } } else AreaExploredOrEventHappens(questId); } void Player::ItemAddedQuestCheck( uint32 entry, uint32 count ) { for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i ) { uint32 questid = GetQuestSlotQuestId(i); if ( questid == 0 ) continue; QuestStatusData& q_status = mQuestStatus[questid]; if ( q_status.m_status != QUEST_STATUS_INCOMPLETE ) continue; Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid); if (!qInfo || !qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAG_DELIVER)) continue; for (int j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j) { uint32 reqitem = qInfo->ReqItemId[j]; if ( reqitem == entry ) { uint32 reqitemcount = qInfo->ReqItemCount[j]; uint32 curitemcount = q_status.m_itemcount[j]; if ( curitemcount < reqitemcount ) { uint32 additemcount = ( curitemcount + count <= reqitemcount ? count : reqitemcount - curitemcount); q_status.m_itemcount[j] += additemcount; if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED; SendQuestUpdateAddItem( qInfo, j, additemcount ); } if ( CanCompleteQuest( questid ) ) CompleteQuest( questid ); return; } } } UpdateForQuestWorldObjects(); } void Player::ItemRemovedQuestCheck( uint32 entry, uint32 count ) { for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i ) { uint32 questid = GetQuestSlotQuestId(i); if(!questid) continue; Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid); if ( !qInfo ) continue; if (!qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAG_DELIVER)) continue; for (int j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j) { uint32 reqitem = qInfo->ReqItemId[j]; if ( reqitem == entry ) { QuestStatusData& q_status = mQuestStatus[questid]; uint32 reqitemcount = qInfo->ReqItemCount[j]; uint32 curitemcount; if( q_status.m_status != QUEST_STATUS_COMPLETE ) curitemcount = q_status.m_itemcount[j]; else curitemcount = GetItemCount(entry, true); if ( curitemcount < reqitemcount + count ) { uint32 remitemcount = ( curitemcount <= reqitemcount ? count : count + reqitemcount - curitemcount); q_status.m_itemcount[j] = curitemcount - remitemcount; if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED; IncompleteQuest( questid ); } return; } } } UpdateForQuestWorldObjects(); } void Player::KilledMonster( CreatureInfo const* cInfo, ObjectGuid guid ) { if(cInfo->Entry) KilledMonsterCredit(cInfo->Entry, guid); for(int i = 0; i < MAX_KILL_CREDIT; ++i) if(cInfo->KillCredit[i]) KilledMonsterCredit(cInfo->KillCredit[i], guid); } void Player::KilledMonsterCredit( uint32 entry, ObjectGuid guid ) { uint32 addkillcount = 1; GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE, entry, addkillcount); for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i ) { uint32 questid = GetQuestSlotQuestId(i); if(!questid) continue; Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid); if (!qInfo) continue; // just if !ingroup || !noraidgroup || raidgroup QuestStatusData& q_status = mQuestStatus[questid]; if (q_status.m_status == QUEST_STATUS_INCOMPLETE && (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo->IsAllowedInRaid())) { if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAG_KILL_OR_CAST)) { for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j) { // skip GO activate objective or none if (qInfo->ReqCreatureOrGOId[j] <=0) continue; // skip Cast at creature objective if (qInfo->ReqSpell[j] !=0 ) continue; uint32 reqkill = qInfo->ReqCreatureOrGOId[j]; if (reqkill == entry) { uint32 reqkillcount = qInfo->ReqCreatureOrGOCount[j]; uint32 curkillcount = q_status.m_creatureOrGOcount[j]; if (curkillcount < reqkillcount) { q_status.m_creatureOrGOcount[j] = curkillcount + addkillcount; if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED; SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, q_status.m_creatureOrGOcount[j]); } if (CanCompleteQuest( questid )) CompleteQuest( questid ); // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization). continue; } } } } } } void Player::CastedCreatureOrGO( uint32 entry, ObjectGuid guid, uint32 spell_id, bool original_caster ) { bool isCreature = guid.IsCreature(); uint32 addCastCount = 1; for(int i = 0; i < MAX_QUEST_LOG_SIZE; ++i) { uint32 questid = GetQuestSlotQuestId(i); if (!questid) continue; Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid); if (!qInfo) continue; if (!original_caster && !qInfo->HasQuestFlag(QUEST_FLAGS_SHARABLE)) continue; if (!qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAG_KILL_OR_CAST)) continue; QuestStatusData& q_status = mQuestStatus[questid]; if (q_status.m_status != QUEST_STATUS_INCOMPLETE) continue; for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j) { // skip kill creature objective (0) or wrong spell casts if (qInfo->ReqSpell[j] != spell_id) continue; uint32 reqTarget = 0; if (isCreature) { // creature activate objectives if (qInfo->ReqCreatureOrGOId[j] > 0) // checked at quest_template loading reqTarget = qInfo->ReqCreatureOrGOId[j]; } else { // GO activate objective if (qInfo->ReqCreatureOrGOId[j] < 0) // checked at quest_template loading reqTarget = - qInfo->ReqCreatureOrGOId[j]; } // other not this creature/GO related objectives if (reqTarget != entry) continue; uint32 reqCastCount = qInfo->ReqCreatureOrGOCount[j]; uint32 curCastCount = q_status.m_creatureOrGOcount[j]; if (curCastCount < reqCastCount) { q_status.m_creatureOrGOcount[j] = curCastCount + addCastCount; if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED; SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, q_status.m_creatureOrGOcount[j]); } if (CanCompleteQuest(questid)) CompleteQuest(questid); // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization). break; } } } void Player::TalkedToCreature( uint32 entry, ObjectGuid guid ) { uint32 addTalkCount = 1; for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i ) { uint32 questid = GetQuestSlotQuestId(i); if(!questid) continue; Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid); if ( !qInfo ) continue; QuestStatusData& q_status = mQuestStatus[questid]; if ( q_status.m_status == QUEST_STATUS_INCOMPLETE ) { if (qInfo->HasSpecialFlag(QuestSpecialFlags(QUEST_SPECIAL_FLAG_KILL_OR_CAST | QUEST_SPECIAL_FLAG_SPEAKTO))) { for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j) { // skip spell casts and Gameobject objectives if(qInfo->ReqSpell[j] > 0 || qInfo->ReqCreatureOrGOId[j] < 0) continue; uint32 reqTarget = 0; if(qInfo->ReqCreatureOrGOId[j] > 0) // creature activate objectives // checked at quest_template loading reqTarget = qInfo->ReqCreatureOrGOId[j]; else continue; if ( reqTarget == entry ) { uint32 reqTalkCount = qInfo->ReqCreatureOrGOCount[j]; uint32 curTalkCount = q_status.m_creatureOrGOcount[j]; if ( curTalkCount < reqTalkCount ) { q_status.m_creatureOrGOcount[j] = curTalkCount + addTalkCount; if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED; SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, q_status.m_creatureOrGOcount[j]); } if ( CanCompleteQuest( questid ) ) CompleteQuest( questid ); // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization). continue; } } } } } } void Player::MoneyChanged( uint32 count ) { for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i ) { uint32 questid = GetQuestSlotQuestId(i); if (!questid) continue; Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid); if( qInfo && qInfo->GetRewOrReqMoney() < 0 ) { QuestStatusData& q_status = mQuestStatus[questid]; if( q_status.m_status == QUEST_STATUS_INCOMPLETE ) { if(int32(count) >= -qInfo->GetRewOrReqMoney()) { if ( CanCompleteQuest( questid ) ) CompleteQuest( questid ); } } else if( q_status.m_status == QUEST_STATUS_COMPLETE ) { if(int32(count) < -qInfo->GetRewOrReqMoney()) IncompleteQuest( questid ); } } } } void Player::ReputationChanged(FactionEntry const* factionEntry ) { for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i ) { if(uint32 questid = GetQuestSlotQuestId(i)) { if(Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid)) { if(qInfo->GetRepObjectiveFaction() == factionEntry->ID ) { QuestStatusData& q_status = mQuestStatus[questid]; if( q_status.m_status == QUEST_STATUS_INCOMPLETE ) { if(GetReputationMgr().GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue()) if ( CanCompleteQuest( questid ) ) CompleteQuest( questid ); } else if( q_status.m_status == QUEST_STATUS_COMPLETE ) { if(GetReputationMgr().GetReputation(factionEntry) < qInfo->GetRepObjectiveValue()) IncompleteQuest( questid ); } } } } } } bool Player::HasQuestForItem( uint32 itemid ) const { for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i ) { uint32 questid = GetQuestSlotQuestId(i); if ( questid == 0 ) continue; QuestStatusMap::const_iterator qs_itr = mQuestStatus.find(questid); if(qs_itr == mQuestStatus.end()) continue; QuestStatusData const& q_status = qs_itr->second; if (q_status.m_status == QUEST_STATUS_INCOMPLETE) { Quest const* qinfo = sObjectMgr.GetQuestTemplate(questid); if(!qinfo) continue; // hide quest if player is in raid-group and quest is no raid quest if (GetGroup() && GetGroup()->isRaidGroup() && !qinfo->IsAllowedInRaid() && !InBattleGround()) continue; // There should be no mixed ReqItem/ReqSource drop // This part for ReqItem drop for (int j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j) { if(itemid == qinfo->ReqItemId[j] && q_status.m_itemcount[j] < qinfo->ReqItemCount[j] ) return true; } // This part - for ReqSource for (int j = 0; j < QUEST_SOURCE_ITEM_IDS_COUNT; ++j) { // examined item is a source item if (qinfo->ReqSourceId[j] == itemid) { ItemPrototype const *pProto = ObjectMgr::GetItemPrototype(itemid); // 'unique' item if (pProto->MaxCount && (int32)GetItemCount(itemid,true) < pProto->MaxCount) return true; // allows custom amount drop when not 0 if (qinfo->ReqSourceCount[j]) { if (GetItemCount(itemid,true) < qinfo->ReqSourceCount[j]) return true; } else if ((int32)GetItemCount(itemid,true) < pProto->Stackable) return true; } } } } return false; } // Used for quests having some event (explore, escort, "external event") as quest objective. void Player::SendQuestCompleteEvent(uint32 quest_id) { if (quest_id) { WorldPacket data(SMSG_QUESTUPDATE_COMPLETE, 4); data << uint32(quest_id); GetSession()->SendPacket(&data); DEBUG_LOG("WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id); } } void Player::SendQuestReward( Quest const *pQuest, uint32 XP, Object * questGiver ) { uint32 questid = pQuest->GetQuestId(); DEBUG_LOG( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid ); WorldPacket data( SMSG_QUESTGIVER_QUEST_COMPLETE, (4+4+4+4+4) ); data << uint32(questid); if ( getLevel() < sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL) ) { data << uint32(XP); data << uint32(pQuest->GetRewOrReqMoney()); } else { data << uint32(0); data << uint32(pQuest->GetRewOrReqMoney() + int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getConfig(CONFIG_FLOAT_RATE_DROP_MONEY))); } data << uint32(10*MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorAddition())); data << uint32(pQuest->GetBonusTalents()); // bonus talents data << uint32(0); // arena points GetSession()->SendPacket( &data ); } void Player::SendQuestFailed( uint32 quest_id, InventoryChangeFailure reason) { if( quest_id ) { WorldPacket data( SMSG_QUESTGIVER_QUEST_FAILED, 4+4 ); data << uint32(quest_id); data << uint32(reason); // failed reason (valid reasons: 4, 16, 50, 17, 74, other values show default message) GetSession()->SendPacket( &data ); DEBUG_LOG("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED"); } } void Player::SendQuestTimerFailed( uint32 quest_id ) { if( quest_id ) { WorldPacket data( SMSG_QUESTUPDATE_FAILEDTIMER, 4 ); data << uint32(quest_id); GetSession()->SendPacket( &data ); DEBUG_LOG("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER"); } } void Player::SendCanTakeQuestResponse( uint32 msg ) const { WorldPacket data( SMSG_QUESTGIVER_QUEST_INVALID, 4 ); data << uint32(msg); GetSession()->SendPacket( &data ); DEBUG_LOG("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID"); } void Player::SendQuestConfirmAccept(const Quest* pQuest, Player* pReceiver) { if (pReceiver) { std::string strTitle = pQuest->GetTitle(); int loc_idx = pReceiver->GetSession()->GetSessionDbLocaleIndex(); if (loc_idx >= 0) { if (const QuestLocale* pLocale = sObjectMgr.GetQuestLocale(pQuest->GetQuestId())) { if ((int32)pLocale->Title.size() > loc_idx && !pLocale->Title[loc_idx].empty()) strTitle = pLocale->Title[loc_idx]; } } WorldPacket data(SMSG_QUEST_CONFIRM_ACCEPT, (4 + strTitle.size() + 8)); data << uint32(pQuest->GetQuestId()); data << strTitle; data << GetObjectGuid(); pReceiver->GetSession()->SendPacket(&data); DEBUG_LOG("WORLD: Sent SMSG_QUEST_CONFIRM_ACCEPT"); } } void Player::SendPushToPartyResponse( Player *pPlayer, uint32 msg ) { if( pPlayer ) { WorldPacket data( MSG_QUEST_PUSH_RESULT, (8+1) ); data << pPlayer->GetObjectGuid(); data << uint8(msg); // valid values: 0-8 GetSession()->SendPacket( &data ); DEBUG_LOG("WORLD: Sent MSG_QUEST_PUSH_RESULT"); } } void Player::SendQuestUpdateAddItem( Quest const* /*pQuest*/, uint32 /*item_idx*/, uint32 /*count*/ ) { WorldPacket data( SMSG_QUESTUPDATE_ADD_ITEM, 0 ); DEBUG_LOG( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" ); //data << pQuest->ReqItemId[item_idx]; //data << count; GetSession()->SendPacket( &data ); } void Player::SendQuestUpdateAddCreatureOrGo( Quest const* pQuest, ObjectGuid guid, uint32 creatureOrGO_idx, uint32 count) { MANGOS_ASSERT(count < 65536 && "mob/GO count store in 16 bits 2^16 = 65536 (0..65536)"); int32 entry = pQuest->ReqCreatureOrGOId[ creatureOrGO_idx ]; if (entry < 0) // client expected gameobject template id in form (id|0x80000000) entry = (-entry) | 0x80000000; WorldPacket data( SMSG_QUESTUPDATE_ADD_KILL, (4*4+8) ); DEBUG_LOG( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" ); data << uint32(pQuest->GetQuestId()); data << uint32(entry); data << uint32(count); data << uint32(pQuest->ReqCreatureOrGOCount[ creatureOrGO_idx ]); data << guid; GetSession()->SendPacket(&data); uint16 log_slot = FindQuestSlot( pQuest->GetQuestId() ); if (log_slot < MAX_QUEST_LOG_SIZE) SetQuestSlotCounter(log_slot, creatureOrGO_idx, count); } /*********************************************************/ /*** LOAD SYSTEM ***/ /*********************************************************/ void Player::_LoadDeclinedNames(QueryResult* result) { if(!result) return; if(m_declinedname) delete m_declinedname; m_declinedname = new DeclinedName; Field *fields = result->Fetch(); for(int i = 0; i < MAX_DECLINED_NAME_CASES; ++i) m_declinedname->name[i] = fields[i].GetCppString(); delete result; } void Player::_LoadArenaTeamInfo(QueryResult *result) { // arenateamid, played_week, played_season, personal_rating memset((void*)&m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1], 0, sizeof(uint32) * MAX_ARENA_SLOT * ARENA_TEAM_END); if (!result) return; do { Field *fields = result->Fetch(); uint32 arenateamid = fields[0].GetUInt32(); uint32 played_week = fields[1].GetUInt32(); uint32 played_season = fields[2].GetUInt32(); uint32 wons_season = fields[3].GetUInt32(); uint32 personal_rating = fields[4].GetUInt32(); ArenaTeam* aTeam = sObjectMgr.GetArenaTeamById(arenateamid); if(!aTeam) { sLog.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u", arenateamid); continue; } uint8 arenaSlot = aTeam->GetSlot(); SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_ID, arenateamid); SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_TYPE, aTeam->GetType()); SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_MEMBER, (aTeam->GetCaptainGuid() == GetObjectGuid()) ? 0 : 1); SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_GAMES_WEEK, played_week); SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_GAMES_SEASON, played_season); SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_WINS_SEASON, wons_season); SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_PERSONAL_RATING, personal_rating); } while (result->NextRow()); delete result; } void Player::_LoadEquipmentSets(QueryResult *result) { // SetPQuery(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS, "SELECT setguid, setindex, name, iconname, item0, item1, item2, item3, item4, item5, item6, item7, item8, item9, item10, item11, item12, item13, item14, item15, item16, item17, item18 FROM character_equipmentsets WHERE guid = '%u' ORDER BY setindex", GUID_LOPART(m_guid)); if (!result) return; uint32 count = 0; do { Field *fields = result->Fetch(); EquipmentSet eqSet; eqSet.Guid = fields[0].GetUInt64(); uint32 index = fields[1].GetUInt32(); eqSet.Name = fields[2].GetCppString(); eqSet.IconName = fields[3].GetCppString(); eqSet.state = EQUIPMENT_SET_UNCHANGED; for(uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i) eqSet.Items[i] = fields[4+i].GetUInt32(); m_EquipmentSets[index] = eqSet; ++count; if(count >= MAX_EQUIPMENT_SET_INDEX) // client limit break; } while (result->NextRow()); delete result; } void Player::_LoadBGData(QueryResult* result) { if (!result) return; // Expecting only one row Field *fields = result->Fetch(); /* bgInstanceID, bgTeam, x, y, z, o, map, taxi[0], taxi[1], mountSpell */ m_bgData.bgInstanceID = fields[0].GetUInt32(); m_bgData.bgTeam = Team(fields[1].GetUInt32()); m_bgData.joinPos = WorldLocation(fields[6].GetUInt32(), // Map fields[2].GetFloat(), // X fields[3].GetFloat(), // Y fields[4].GetFloat(), // Z fields[5].GetFloat()); // Orientation m_bgData.taxiPath[0] = fields[7].GetUInt32(); m_bgData.taxiPath[1] = fields[8].GetUInt32(); m_bgData.mountSpell = fields[9].GetUInt32(); delete result; } bool Player::LoadPositionFromDB(ObjectGuid guid, uint32& mapid, float& x, float& y, float& z, float& o, bool& in_flight) { QueryResult *result = CharacterDatabase.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'", guid.GetCounter()); if(!result) return false; Field *fields = result->Fetch(); x = fields[0].GetFloat(); y = fields[1].GetFloat(); z = fields[2].GetFloat(); o = fields[3].GetFloat(); mapid = fields[4].GetUInt32(); in_flight = !fields[5].GetCppString().empty(); delete result; return true; } void Player::_LoadIntoDataField(const char* data, uint32 startOffset, uint32 count) { if(!data) return; Tokens tokens = StrSplit(data, " "); if(tokens.size() != count) return; Tokens::iterator iter; uint32 index; for (iter = tokens.begin(), index = 0; index < count; ++iter, ++index) { m_uint32Values[startOffset + index] = atol((*iter).c_str()); } } bool Player::LoadFromDB(ObjectGuid guid, SqlQueryHolder *holder ) { // 0 1 2 3 4 5 6 7 8 9 10 11 //SELECT guid, account, name, race, class, gender, level, xp, money, playerBytes, playerBytes2, playerFlags," // 12 13 14 15 16 17 18 19 20 21 22 23 24 //"position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost," // 25 26 27 28 29 30 31 32 33 34 35 36 37 38 //"resettalents_time, trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, online, death_expire_time, taxi_path, dungeon_difficulty," // 39 40 41 42 43 44 45 46 47 48 49 //"arenaPoints, totalHonorPoints, todayHonorPoints, yesterdayHonorPoints, totalKills, todayKills, yesterdayKills, chosenTitle, knownCurrencies, watchedFaction, drunk," // 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 //"health, power1, power2, power3, power4, power5, power6, power7, specCount, activeSpec, exploredZones, equipmentCache, ammoId, knownTitles, actionBars FROM characters WHERE guid = '%u'", GUID_LOPART(m_guid)); QueryResult *result = holder->GetResult(PLAYER_LOGIN_QUERY_LOADFROM); if(!result) { sLog.outError("%s not found in table `characters`, can't load. ", guid.GetString().c_str()); return false; } Field *fields = result->Fetch(); uint32 dbAccountId = fields[1].GetUInt32(); // check if the character's account in the db and the logged in account match. // player should be able to load/delete character only with correct account! if( dbAccountId != GetSession()->GetAccountId() ) { sLog.outError("%s loading from wrong account (is: %u, should be: %u)", guid.GetString().c_str(), GetSession()->GetAccountId(), dbAccountId); delete result; return false; } Object::_Create(guid.GetCounter(), 0, HIGHGUID_PLAYER ); m_name = fields[2].GetCppString(); // check name limitations if (ObjectMgr::CheckPlayerName(m_name) != CHAR_NAME_SUCCESS || (GetSession()->GetSecurity() == SEC_PLAYER && sObjectMgr.IsReservedName(m_name))) { delete result; CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME), guid.GetCounter()); return false; } // overwrite possible wrong/corrupted guid SetGuidValue(OBJECT_FIELD_GUID, guid); // overwrite some data fields SetByteValue(UNIT_FIELD_BYTES_0,0,fields[3].GetUInt8());// race SetByteValue(UNIT_FIELD_BYTES_0,1,fields[4].GetUInt8());// class uint8 gender = fields[5].GetUInt8() & 0x01; // allowed only 1 bit values male/female cases (for fit drunk gender part) SetByteValue(UNIT_FIELD_BYTES_0,2,gender); // gender SetUInt32Value(UNIT_FIELD_LEVEL, fields[6].GetUInt8()); SetUInt32Value(PLAYER_XP, fields[7].GetUInt32()); _LoadIntoDataField(fields[60].GetString(), PLAYER_EXPLORED_ZONES_1, PLAYER_EXPLORED_ZONES_SIZE); _LoadIntoDataField(fields[63].GetString(), PLAYER__FIELD_KNOWN_TITLES, KNOWN_TITLES_SIZE*2); InitDisplayIds(); // model, scale and model data SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f); uint32 money = fields[8].GetUInt32(); if(money > MAX_MONEY_AMOUNT) money = MAX_MONEY_AMOUNT; SetMoney(money); SetUInt32Value(PLAYER_BYTES, fields[9].GetUInt32()); SetUInt32Value(PLAYER_BYTES_2, fields[10].GetUInt32()); m_drunk = fields[49].GetUInt16(); SetUInt16Value(PLAYER_BYTES_3, 0, (m_drunk & 0xFFFE) | gender); SetUInt32Value(PLAYER_FLAGS, fields[11].GetUInt32()); SetInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, fields[48].GetInt32()); SetUInt64Value(PLAYER_FIELD_KNOWN_CURRENCIES, fields[47].GetUInt64()); SetUInt32Value(PLAYER_AMMO_ID, fields[62].GetUInt32()); // Action bars state SetByteValue(PLAYER_FIELD_BYTES, 2, fields[64].GetUInt8()); // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory) for(uint8 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot) { SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0 ); SetVisibleItemSlot(slot, NULL); if (m_items[slot]) { delete m_items[slot]; m_items[slot] = NULL; } } DEBUG_FILTER_LOG(LOG_FILTER_PLAYER_STATS, "Load Basic value of player %s is: ", m_name.c_str()); outDebugStatsValues(); //Need to call it to initialize m_team (m_team can be calculated from race) //Other way is to saves m_team into characters table. setFactionForRace(getRace()); SetCharm(NULL); // load home bind and check in same time class/race pair, it used later for restore broken positions if(!_LoadHomeBind(holder->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND))) { delete result; return false; } InitPrimaryProfessions(); // to max set before any spell loaded // init saved position, and fix it later if problematic uint32 transGUID = fields[30].GetUInt32(); Relocate(fields[12].GetFloat(),fields[13].GetFloat(),fields[14].GetFloat(),fields[16].GetFloat()); SetLocationMapId(fields[15].GetUInt32()); uint32 difficulty = fields[38].GetUInt32(); if(difficulty >= MAX_DUNGEON_DIFFICULTY) difficulty = DUNGEON_DIFFICULTY_NORMAL; SetDungeonDifficulty(Difficulty(difficulty)); // may be changed in _LoadGroup _LoadGroup(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP)); _LoadArenaTeamInfo(holder->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO)); uint32 arena_currency = fields[39].GetUInt32(); if (arena_currency > sWorld.getConfig(CONFIG_UINT32_MAX_ARENA_POINTS)) arena_currency = sWorld.getConfig(CONFIG_UINT32_MAX_ARENA_POINTS); SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, arena_currency); // check arena teams integrity for(uint32 arena_slot = 0; arena_slot < MAX_ARENA_SLOT; ++arena_slot) { uint32 arena_team_id = GetArenaTeamId(arena_slot); if (!arena_team_id) continue; if (ArenaTeam * at = sObjectMgr.GetArenaTeamById(arena_team_id)) if (at->HaveMember(GetObjectGuid())) continue; // arena team not exist or not member, cleanup fields for(int j = 0; j < ARENA_TEAM_END; ++j) SetArenaTeamInfoField(arena_slot, ArenaTeamInfoType(j), 0); } uint32 honor_currency = fields[40].GetUInt32(); if (honor_currency > sWorld.getConfig(CONFIG_UINT32_MAX_HONOR_POINTS)) honor_currency = sWorld.getConfig(CONFIG_UINT32_MAX_HONOR_POINTS); SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, honor_currency); SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, fields[41].GetUInt32()); SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, fields[42].GetUInt32()); SetUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, fields[43].GetUInt32()); SetUInt16Value(PLAYER_FIELD_KILLS, 0, fields[44].GetUInt16()); SetUInt16Value(PLAYER_FIELD_KILLS, 1, fields[45].GetUInt16()); _LoadBoundInstances(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES)); if(!IsPositionValid()) { sLog.outError("%s have invalid coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.", guid.GetString().c_str(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation()); RelocateToHomebind(); transGUID = 0; m_movementInfo.ClearTransportData(); } _LoadBGData(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBGDATA)); if(m_bgData.bgInstanceID) //saved in BattleGround { BattleGround *currentBg = sBattleGroundMgr.GetBattleGround(m_bgData.bgInstanceID, BATTLEGROUND_TYPE_NONE); bool player_at_bg = currentBg && currentBg->IsPlayerInBattleGround(GetObjectGuid()); if(player_at_bg && currentBg->GetStatus() != STATUS_WAIT_LEAVE) { BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(currentBg->GetTypeID(), currentBg->GetArenaType()); AddBattleGroundQueueId(bgQueueTypeId); m_bgData.bgTypeID = currentBg->GetTypeID(); // bg data not marked as modified //join player to battleground group currentBg->EventPlayerLoggedIn(this, GetObjectGuid()); currentBg->AddOrSetPlayerToCorrectBgGroup(this, GetObjectGuid(), m_bgData.bgTeam); SetInviteForBattleGroundQueueType(bgQueueTypeId,currentBg->GetInstanceID()); } else { // leave bg if (player_at_bg) currentBg->RemovePlayerAtLeave(GetObjectGuid(), false, true); // move to bg enter point const WorldLocation& _loc = GetBattleGroundEntryPoint(); SetLocationMapId(_loc.mapid); Relocate(_loc.coord_x, _loc.coord_y, _loc.coord_z, _loc.orientation); // We are not in BG anymore SetBattleGroundId(0, BATTLEGROUND_TYPE_NONE); } } else { MapEntry const* mapEntry = sMapStore.LookupEntry(GetMapId()); // if server restart after player save in BG or area // player can have current coordinates in to BG/Arena map, fix this if(!mapEntry || mapEntry->IsBattleGroundOrArena()) { const WorldLocation& _loc = GetBattleGroundEntryPoint(); SetLocationMapId(_loc.mapid); Relocate(_loc.coord_x, _loc.coord_y, _loc.coord_z, _loc.orientation); } } if (transGUID != 0) { m_movementInfo.SetTransportData(ObjectGuid(HIGHGUID_MO_TRANSPORT,transGUID), fields[26].GetFloat(), fields[27].GetFloat(), fields[28].GetFloat(), fields[29].GetFloat(), 0, -1); if( !MaNGOS::IsValidMapCoord( GetPositionX() + m_movementInfo.GetTransportPos()->x, GetPositionY() + m_movementInfo.GetTransportPos()->y, GetPositionZ() + m_movementInfo.GetTransportPos()->z, GetOrientation() + m_movementInfo.GetTransportPos()->o) || // transport size limited m_movementInfo.GetTransportPos()->x > 50 || m_movementInfo.GetTransportPos()->y > 50 || m_movementInfo.GetTransportPos()->z > 50 ) { sLog.outError("%s have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.", guid.GetString().c_str(), GetPositionX() + m_movementInfo.GetTransportPos()->x, GetPositionY() + m_movementInfo.GetTransportPos()->y, GetPositionZ() + m_movementInfo.GetTransportPos()->z, GetOrientation() + m_movementInfo.GetTransportPos()->o); RelocateToHomebind(); m_movementInfo.ClearTransportData(); transGUID = 0; } } if (transGUID != 0) { for (MapManager::TransportSet::const_iterator iter = sMapMgr.m_Transports.begin(); iter != sMapMgr.m_Transports.end(); ++iter) { if( (*iter)->GetGUIDLow() == transGUID) { MapEntry const* transMapEntry = sMapStore.LookupEntry((*iter)->GetMapId()); // client without expansion support if(GetSession()->Expansion() < transMapEntry->Expansion()) { DEBUG_LOG("Player %s using client without required expansion tried login at transport at non accessible map %u", GetName(), (*iter)->GetMapId()); break; } m_transport = *iter; m_transport->AddPassenger(this); SetLocationMapId(m_transport->GetMapId()); break; } } if(!m_transport) { sLog.outError("%s have problems with transport guid (%u). Teleport to default race/class locations.", guid.GetString().c_str(), transGUID); RelocateToHomebind(); m_movementInfo.ClearTransportData(); transGUID = 0; } } else // not transport case { MapEntry const* mapEntry = sMapStore.LookupEntry(GetMapId()); // client without expansion support if(GetSession()->Expansion() < mapEntry->Expansion()) { DEBUG_LOG("Player %s using client without required expansion tried login at non accessible map %u", GetName(), GetMapId()); RelocateToHomebind(); } } // player bounded instance saves loaded in _LoadBoundInstances, group versions at group loading DungeonPersistentState* state = GetBoundInstanceSaveForSelfOrGroup(GetMapId()); // load the player's map here if it's not already loaded SetMap(sMapMgr.CreateMap(GetMapId(), this)); // if the player is in an instance and it has been reset in the meantime teleport him to the entrance if(GetInstanceId() && !state) { AreaTrigger const* at = sObjectMgr.GetMapEntranceTrigger(GetMapId()); if(at) Relocate(at->target_X, at->target_Y, at->target_Z, at->target_Orientation); else sLog.outError("Player %s(GUID: %u) logged in to a reset instance (map: %u) and there is no area-trigger leading to this map. Thus he can't be ported back to the entrance. This _might_ be an exploit attempt.", GetName(), GetGUIDLow(), GetMapId()); } SaveRecallPosition(); time_t now = time(NULL); time_t logoutTime = time_t(fields[22].GetUInt64()); // since last logout (in seconds) uint32 time_diff = uint32(now - logoutTime); // set value, including drunk invisibility detection // calculate sobering. after 15 minutes logged out, the player will be sober again float soberFactor; if(time_diff > 15*MINUTE) soberFactor = 0; else soberFactor = 1-time_diff/(15.0f*MINUTE); uint16 newDrunkenValue = uint16(soberFactor* m_drunk); SetDrunkValue(newDrunkenValue); m_cinematic = fields[18].GetUInt32(); m_Played_time[PLAYED_TIME_TOTAL]= fields[19].GetUInt32(); m_Played_time[PLAYED_TIME_LEVEL]= fields[20].GetUInt32(); m_resetTalentsCost = fields[24].GetUInt32(); m_resetTalentsTime = time_t(fields[25].GetUInt64()); // reserve some flags uint32 old_safe_flags = GetUInt32Value(PLAYER_FLAGS) & ( PLAYER_FLAGS_HIDE_CLOAK | PLAYER_FLAGS_HIDE_HELM ); if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM) ) SetUInt32Value(PLAYER_FLAGS, 0 | old_safe_flags); m_taxi.LoadTaxiMask( fields[17].GetString() ); // must be before InitTaxiNodesForLevel uint32 extraflags = fields[31].GetUInt32(); m_stableSlots = fields[32].GetUInt32(); if(m_stableSlots > MAX_PET_STABLES) { sLog.outError("Player can have not more %u stable slots, but have in DB %u",MAX_PET_STABLES,uint32(m_stableSlots)); m_stableSlots = MAX_PET_STABLES; } m_atLoginFlags = fields[33].GetUInt32(); // Honor system // Update Honor kills data m_lastHonorUpdateTime = logoutTime; UpdateHonorFields(); m_deathExpireTime = (time_t)fields[36].GetUInt64(); if(m_deathExpireTime > now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP) m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP-1; std::string taxi_nodes = fields[37].GetCppString(); // clear channel spell data (if saved at channel spell casting) SetChannelObjectGuid(ObjectGuid()); SetUInt32Value(UNIT_CHANNEL_SPELL,0); // clear charm/summon related fields SetCharm(NULL); SetPet(NULL); SetTargetGuid(ObjectGuid()); SetCharmerGuid(ObjectGuid()); SetOwnerGuid(ObjectGuid()); SetCreatorGuid(ObjectGuid()); // reset some aura modifiers before aura apply SetUInt64Value(PLAYER_FARSIGHT, 0); SetUInt32Value(PLAYER_TRACK_CREATURES, 0 ); SetUInt32Value(PLAYER_TRACK_RESOURCES, 0 ); // cleanup aura list explicitly before skill load where some spells can be applied RemoveAllAuras(); // make sure the unit is considered out of combat for proper loading ClearInCombat(); // make sure the unit is considered not in duel for proper loading SetUInt64Value(PLAYER_DUEL_ARBITER, 0); SetUInt32Value(PLAYER_DUEL_TEAM, 0); // reset stats before loading any modifiers InitStatsForLevel(); InitGlyphsForLevel(); InitTaxiNodesForLevel(); InitRunes(); // rest bonus can only be calculated after InitStatsForLevel() m_rest_bonus = fields[21].GetFloat(); if(time_diff > 0) { //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour) float bubble0 = 0.031f; //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour) float bubble1 = 0.125f; float bubble = fields[23].GetUInt32() > 0 ? bubble1*sWorld.getConfig(CONFIG_FLOAT_RATE_REST_OFFLINE_IN_TAVERN_OR_CITY) : bubble0*sWorld.getConfig(CONFIG_FLOAT_RATE_REST_OFFLINE_IN_WILDERNESS); SetRestBonus(GetRestBonus()+ time_diff*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble); } // load skills after InitStatsForLevel because it triggering aura apply also _LoadSkills(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSKILLS)); // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods() // Mail _LoadMails(holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILS)); _LoadMailedItems(holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILEDITEMS)); UpdateNextMailTimeAndUnreads(); m_specsCount = fields[58].GetUInt8(); m_activeSpec = fields[59].GetUInt8(); _LoadGlyphs(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGLYPHS)); _LoadAuras(holder->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS), time_diff); ApplyGlyphs(true); // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura) if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST) ) m_deathState = DEAD; _LoadSpells(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS)); // after spell load, learn rewarded spell if need also _LoadQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS)); _LoadDailyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS)); _LoadWeeklyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADWEEKLYQUESTSTATUS)); _LoadMonthlyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADMONTHLYQUESTSTATUS)); _LoadTalents(holder->GetResult(PLAYER_LOGIN_QUERY_LOADTALENTS)); // after spell and quest load InitTalentForLevel(); learnDefaultSpells(); // must be before inventory (some items required reputation check) m_reputationMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION)); _LoadInventory(holder->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY), time_diff); _LoadItemLoot(holder->GetResult(PLAYER_LOGIN_QUERY_LOADITEMLOOT)); // update items with duration and realtime UpdateItemDuration(time_diff, true); _LoadActions(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS)); m_social = sSocialMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST), GetObjectGuid()); // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded uint32 curTitle = fields[46].GetUInt32(); if (curTitle && !HasTitle(curTitle)) curTitle = 0; SetUInt32Value(PLAYER_CHOSEN_TITLE, curTitle); // Not finish taxi flight path if (m_bgData.HasTaxiPath()) { m_taxi.ClearTaxiDestinations(); for (int i = 0; i < 2; ++i) m_taxi.AddTaxiDestination(m_bgData.taxiPath[i]); } else if (!m_taxi.LoadTaxiDestinationsFromString(taxi_nodes, GetTeam())) { // problems with taxi path loading TaxiNodesEntry const* nodeEntry = NULL; if (uint32 node_id = m_taxi.GetTaxiSource()) nodeEntry = sTaxiNodesStore.LookupEntry(node_id); if (!nodeEntry) // don't know taxi start node, to homebind { sLog.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow()); RelocateToHomebind(); } else // have start node, to it { sLog.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow()); SetLocationMapId(nodeEntry->map_id); Relocate(nodeEntry->x, nodeEntry->y, nodeEntry->z,0.0f); } //we can be relocated from taxi and still have an outdated Map pointer! //so we need to get a new Map pointer! SetMap(sMapMgr.CreateMap(GetMapId(), this)); SaveRecallPosition(); // save as recall also to prevent recall and fall from sky m_taxi.ClearTaxiDestinations(); } if(uint32 node_id = m_taxi.GetTaxiSource()) { // save source node as recall coord to prevent recall and fall from sky TaxiNodesEntry const* nodeEntry = sTaxiNodesStore.LookupEntry(node_id); MANGOS_ASSERT(nodeEntry); // checked in m_taxi.LoadTaxiDestinationsFromString m_recallMap = nodeEntry->map_id; m_recallX = nodeEntry->x; m_recallY = nodeEntry->y; m_recallZ = nodeEntry->z; // flight will started later } // has to be called after last Relocate() in Player::LoadFromDB SetFallInformation(0, GetPositionZ()); _LoadSpellCooldowns(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS)); // Spell code allow apply any auras to dead character in load time in aura/spell/item loading // Do now before stats re-calculation cleanup for ghost state unexpected auras if(!isAlive()) RemoveAllAurasOnDeath(); //apply all stat bonuses from items and auras SetCanModifyStats(true); UpdateAllStats(); // restore remembered power/health values (but not more max values) uint32 savedhealth = fields[50].GetUInt32(); SetHealth(savedhealth > GetMaxHealth() ? GetMaxHealth() : savedhealth); for(uint32 i = 0; i < MAX_POWERS; ++i) { uint32 savedpower = fields[51+i].GetUInt32(); SetPower(Powers(i),savedpower > GetMaxPower(Powers(i)) ? GetMaxPower(Powers(i)) : savedpower); } DEBUG_FILTER_LOG(LOG_FILTER_PLAYER_STATS, "The value of player %s after load item and aura is: ", m_name.c_str()); outDebugStatsValues(); // all fields read delete result; // GM state if(GetSession()->GetSecurity() > SEC_PLAYER) { switch(sWorld.getConfig(CONFIG_UINT32_GM_LOGIN_STATE)) { default: case 0: break; // disable case 1: SetGameMaster(true); break; // enable case 2: // save state if(extraflags & PLAYER_EXTRA_GM_ON) SetGameMaster(true); break; } switch(sWorld.getConfig(CONFIG_UINT32_GM_VISIBLE_STATE)) { default: case 0: SetGMVisible(false); break; // invisible case 1: break; // visible case 2: // save state if(extraflags & PLAYER_EXTRA_GM_INVISIBLE) SetGMVisible(false); break; } switch(sWorld.getConfig(CONFIG_UINT32_GM_ACCEPT_TICKETS)) { default: case 0: break; // disable case 1: SetAcceptTicket(true); break; // enable case 2: // save state if(extraflags & PLAYER_EXTRA_GM_ACCEPT_TICKETS) SetAcceptTicket(true); break; } switch(sWorld.getConfig(CONFIG_UINT32_GM_CHAT)) { default: case 0: break; // disable case 1: SetGMChat(true); break; // enable case 2: // save state if(extraflags & PLAYER_EXTRA_GM_CHAT) SetGMChat(true); break; } switch(sWorld.getConfig(CONFIG_UINT32_GM_WISPERING_TO)) { default: case 0: break; // disable case 1: SetAcceptWhispers(true); break; // enable case 2: // save state if(extraflags & PLAYER_EXTRA_ACCEPT_WHISPERS) SetAcceptWhispers(true); break; } } _LoadDeclinedNames(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES)); m_achievementMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS), holder->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS)); m_achievementMgr.CheckAllAchievementCriteria(); _LoadEquipmentSets(holder->GetResult(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS)); return true; } bool Player::isAllowedToLoot(Creature* creature) { // never tapped by any (mob solo kill) if (!creature->HasFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_TAPPED)) return false; if (Player* recipient = creature->GetLootRecipient()) { if (recipient == this) return true; if (Group* otherGroup = recipient->GetGroup()) { Group* thisGroup = GetGroup(); if (!thisGroup) return false; return thisGroup == otherGroup; } return false; } else // prevent other players from looting if the recipient got disconnected return !creature->HasLootRecipient(); } void Player::_LoadActions(QueryResult *result) { for(int i = 0; i < MAX_TALENT_SPEC_COUNT; ++i) m_actionButtons[i].clear(); //QueryResult *result = CharacterDatabase.PQuery("SELECT spec, button,action,type FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow()); if(result) { do { Field *fields = result->Fetch(); uint8 spec = fields[0].GetUInt8(); uint8 button = fields[1].GetUInt8(); uint32 action = fields[2].GetUInt32(); uint8 type = fields[3].GetUInt8(); if(ActionButton* ab = addActionButton(spec, button, action, type)) ab->uState = ACTIONBUTTON_UNCHANGED; else { sLog.outError( " ...at loading, and will deleted in DB also"); // Will deleted in DB at next save (it can create data until save but marked as deleted) m_actionButtons[spec][button].uState = ACTIONBUTTON_DELETED; } } while( result->NextRow() ); delete result; } } void Player::_LoadAuras(QueryResult *result, uint32 timediff) { //RemoveAllAuras(); -- some spells casted before aura load, for example in LoadSkills, aura list explicitly cleaned early //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,item_guid,spell,stackcount,remaincharges,basepoints0,basepoints1,basepoints2,maxduration0,maxduration1,maxduration2,remaintime0,remaintime1,remaintime2,effIndexMask FROM character_aura WHERE guid = '%u'",GetGUIDLow()); if(result) { do { Field *fields = result->Fetch(); ObjectGuid caster_guid = fields[0].GetUInt64(); uint32 item_lowguid = fields[1].GetUInt64(); uint32 spellid = fields[2].GetUInt32(); uint32 stackcount = fields[3].GetUInt32(); int32 remaincharges = (int32)fields[4].GetUInt32(); int32 damage[MAX_EFFECT_INDEX]; int32 maxduration[MAX_EFFECT_INDEX]; int32 remaintime[MAX_EFFECT_INDEX]; for (int32 i = 0; i < MAX_EFFECT_INDEX; ++i) { damage[i] = (int32)fields[i+5].GetUInt32(); maxduration[i] = (int32)fields[i+8].GetUInt32(); remaintime[i] = (int32)fields[i+11].GetUInt32(); } uint32 effIndexMask = (int32)fields[14].GetUInt32(); SpellEntry const* spellproto = sSpellStore.LookupEntry(spellid); if(!spellproto) { sLog.outError("Unknown spell (spellid %u), ignore.",spellid); continue; } // prevent wrong values of remaincharges if(spellproto->procCharges) { if(remaincharges <= 0 || remaincharges > (int32)spellproto->procCharges) remaincharges = spellproto->procCharges; } else remaincharges = 0; if (spellproto->StackAmount < stackcount) stackcount = spellproto->StackAmount; SpellAuraHolder *holder = CreateSpellAuraHolder(spellproto, this, NULL); for (int32 i = 0; i < MAX_EFFECT_INDEX; ++i) { if ((effIndexMask & (1 << i)) == 0) continue; if (remaintime[i] != -1 && !IsPositiveEffect(spellid, SpellEffectIndex(i))) { if (remaintime[i]/IN_MILLISECONDS <= int32(timediff)) continue; remaintime[i] -= timediff*IN_MILLISECONDS; } Aura* aura = CreateAura(spellproto, SpellEffectIndex(i), NULL, holder, this); if (!damage[i]) damage[i] = aura->GetModifier()->m_amount; aura->SetLoadedState(damage[i], maxduration[i], remaintime[i]); holder->AddAura(aura, SpellEffectIndex(i)); } if (!holder->IsEmptyHolder()) { // reset stolen single target auras if (caster_guid != GetObjectGuid() && holder->IsSingleTarget()) holder->SetIsSingleTarget(false); holder->SetLoadedState(caster_guid, ObjectGuid(HIGHGUID_ITEM, item_lowguid), stackcount, remaincharges); AddSpellAuraHolder(holder); DETAIL_LOG("Added auras from spellid %u", spellproto->Id); } else delete holder; } while( result->NextRow() ); delete result; } if(getClass() == CLASS_WARRIOR && !HasAuraType(SPELL_AURA_MOD_SHAPESHIFT)) CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE,true); } void Player::_LoadGlyphs(QueryResult *result) { if(!result) return; // 0 1 2 // "SELECT spec, slot, glyph FROM character_glyphs WHERE guid='%u'" do { Field *fields = result->Fetch(); uint8 spec = fields[0].GetUInt8(); uint8 slot = fields[1].GetUInt8(); uint32 glyph = fields[2].GetUInt32(); GlyphPropertiesEntry const *gp = sGlyphPropertiesStore.LookupEntry(glyph); if(!gp) { sLog.outError("Player %s has not existing glyph entry %u on index %u, spec %u", m_name.c_str(), glyph, slot, spec); continue; } GlyphSlotEntry const *gs = sGlyphSlotStore.LookupEntry(GetGlyphSlot(slot)); if (!gs) { sLog.outError("Player %s has not existing glyph slot entry %u on index %u, spec %u", m_name.c_str(), GetGlyphSlot(slot), slot, spec); continue; } if(gp->TypeFlags != gs->TypeFlags) { sLog.outError("Player %s has glyph with typeflags %u in slot with typeflags %u, removing.", m_name.c_str(), gp->TypeFlags, gs->TypeFlags); continue; } m_glyphs[spec][slot].id = glyph; } while( result->NextRow() ); delete result; } void Player::LoadCorpse() { if( isAlive() ) { sObjectAccessor.ConvertCorpseForPlayer(GetObjectGuid()); } else { if(Corpse *corpse = GetCorpse()) { ApplyModByteFlag(PLAYER_FIELD_BYTES, 0, PLAYER_FIELD_BYTE_RELEASE_TIMER, corpse && !sMapStore.LookupEntry(corpse->GetMapId())->Instanceable() ); } else { //Prevent Dead Player login without corpse ResurrectPlayer(0.5f); } } } void Player::_LoadInventory(QueryResult *result, uint32 timediff) { //QueryResult *result = CharacterDatabase.PQuery("SELECT data,text,bag,slot,item,item_template FROM character_inventory JOIN item_instance ON character_inventory.item = item_instance.guid WHERE character_inventory.guid = '%u' ORDER BY bag,slot", GetGUIDLow()); std::map bagMap; // fast guid lookup for bags //NOTE: the "order by `bag`" is important because it makes sure //the bagMap is filled before items in the bags are loaded //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?) //expected to be equipped before offhand items (TODO: fixme) uint32 zone = GetZoneId(); if (result) { std::list problematicItems; // prevent items from being added to the queue when stored m_itemUpdateQueueBlocked = true; do { Field *fields = result->Fetch(); uint32 bag_guid = fields[2].GetUInt32(); uint8 slot = fields[3].GetUInt8(); uint32 item_guid = fields[4].GetUInt32(); uint32 item_id = fields[5].GetUInt32(); ItemPrototype const * proto = ObjectMgr::GetItemPrototype(item_id); if(!proto) { CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid); CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid); sLog.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id ); continue; } Item *item = NewItemOrBag(proto); if(!item->LoadFromDB(item_guid, fields, GetObjectGuid())) { sLog.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id ); CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid); item->FSetState(ITEM_REMOVED); item->SaveToDB(); // it also deletes item object ! continue; } // not allow have in alive state item limited to another map/zone if(isAlive() && item->IsLimitedToAnotherMapOrZone(GetMapId(),zone) ) { CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid); item->FSetState(ITEM_REMOVED); item->SaveToDB(); // it also deletes item object ! continue; } // "Conjured items disappear if you are logged out for more than 15 minutes" if (timediff > 15*MINUTE && (item->GetProto()->Flags & ITEM_FLAG_CONJURED)) { CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid); item->FSetState(ITEM_REMOVED); item->SaveToDB(); // it also deletes item object ! continue; } bool success = true; // the item/bag is not in a bag if (!bag_guid) { item->SetContainer( NULL ); item->SetSlot(slot); if( IsInventoryPos( INVENTORY_SLOT_BAG_0, slot ) ) { ItemPosCountVec dest; if( CanStoreItem( INVENTORY_SLOT_BAG_0, slot, dest, item, false ) == EQUIP_ERR_OK ) item = StoreItem(dest, item, true); else success = false; } else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0, slot ) ) { uint16 dest; if( CanEquipItem( slot, dest, item, false, false ) == EQUIP_ERR_OK ) QuickEquipItem(dest, item); else success = false; } else if( IsBankPos( INVENTORY_SLOT_BAG_0, slot ) ) { ItemPosCountVec dest; if( CanBankItem( INVENTORY_SLOT_BAG_0, slot, dest, item, false, false ) == EQUIP_ERR_OK ) item = BankItem(dest, item, true); else success = false; } if(success) { // store bags that may contain items in them if(item->IsBag() && IsBagPos(item->GetPos())) bagMap[item_guid] = (Bag*)item; } } // the item/bag in a bag else { item->SetSlot(NULL_SLOT); // the item is in a bag, find the bag std::map::const_iterator itr = bagMap.find(bag_guid); if(itr != bagMap.end() && slot < itr->second->GetBagSize()) { ItemPosCountVec dest; if( CanStoreItem( itr->second->GetSlot(), slot, dest, item, false ) == EQUIP_ERR_OK ) item = StoreItem(dest, item, true); else success = false; } else success = false; } // item's state may have changed after stored if (success) { item->SetState(ITEM_UNCHANGED, this); // restore container unchanged state also if (item->GetContainer()) item->GetContainer()->SetState(ITEM_UNCHANGED, this); // recharged mana gem if (timediff > 15*MINUTE && proto->ItemLimitCategory ==ITEM_LIMIT_CATEGORY_MANA_GEM) item->RestoreCharges(); } else { sLog.outError("Player::_LoadInventory: Player %s has item (GUID: %u Entry: %u) can't be loaded to inventory (Bag GUID: %u Slot: %u) by some reason, will send by mail.", GetName(),item_guid, item_id, bag_guid, slot); CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid); problematicItems.push_back(item); } } while (result->NextRow()); delete result; m_itemUpdateQueueBlocked = false; // send by mail problematic items while(!problematicItems.empty()) { std::string subject = GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM); // fill mail MailDraft draft(subject, "There's were problems with equipping item(s)."); for(int i = 0; !problematicItems.empty() && i < MAX_MAIL_ITEMS; ++i) { Item* item = problematicItems.front(); problematicItems.pop_front(); draft.AddItem(item); } draft.SendMailTo(this, MailSender(this, MAIL_STATIONERY_GM), MAIL_CHECK_MASK_COPIED); } } //if(isAlive()) _ApplyAllItemMods(); } void Player::_LoadItemLoot(QueryResult *result) { //QueryResult *result = CharacterDatabase.PQuery("SELECT guid,itemid,amount,suffix,property FROM item_loot WHERE guid = '%u'", GetGUIDLow()); if (result) { do { Field *fields = result->Fetch(); uint32 item_guid = fields[0].GetUInt32(); Item* item = GetItemByGuid(ObjectGuid(HIGHGUID_ITEM, item_guid)); if (!item) { CharacterDatabase.PExecute("DELETE FROM item_loot WHERE guid = '%u'", item_guid); sLog.outError("Player::_LoadItemLoot: Player %s has loot for nonexistent item (GUID: %u) in `item_loot`, deleted.", GetName(), item_guid ); continue; } item->LoadLootFromDB(fields); } while (result->NextRow()); delete result; } } // load mailed item which should receive current player void Player::_LoadMailedItems(QueryResult *result) { // data needs to be at first place for Item::LoadFromDB // 0 1 2 3 4 // "SELECT data, text, mail_id, item_guid, item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE receiver = '%u'", GUID_LOPART(m_guid) if(!result) return; do { Field *fields = result->Fetch(); uint32 mail_id = fields[2].GetUInt32(); uint32 item_guid_low = fields[3].GetUInt32(); uint32 item_template = fields[4].GetUInt32(); Mail* mail = GetMail(mail_id); if(!mail) continue; mail->AddItem(item_guid_low, item_template); ItemPrototype const *proto = ObjectMgr::GetItemPrototype(item_template); if(!proto) { sLog.outError( "Player %u has unknown item_template (ProtoType) in mailed items(GUID: %u template: %u) in mail (%u), deleted.", GetGUIDLow(), item_guid_low, item_template,mail->messageID); CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low); CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low); continue; } Item *item = NewItemOrBag(proto); if(!item->LoadFromDB(item_guid_low, fields)) { sLog.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail->messageID, item_guid_low); CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low); item->FSetState(ITEM_REMOVED); item->SaveToDB(); // it also deletes item object ! continue; } AddMItem(item); } while (result->NextRow()); delete result; } void Player::_LoadMails(QueryResult *result) { m_mail.clear(); // 0 1 2 3 4 5 6 7 8 9 10 11 12 //"SELECT id,messageType,sender,receiver,subject,body,expire_time,deliver_time,money,cod,checked,stationery,mailTemplateId FROM mail WHERE receiver = '%u' ORDER BY id DESC", GetGUIDLow() if(!result) return; do { Field *fields = result->Fetch(); Mail *m = new Mail; m->messageID = fields[0].GetUInt32(); m->messageType = fields[1].GetUInt8(); m->sender = fields[2].GetUInt32(); m->receiverGuid = ObjectGuid(HIGHGUID_PLAYER, fields[3].GetUInt32()); m->subject = fields[4].GetCppString(); m->body = fields[5].GetCppString(); m->expire_time = (time_t)fields[6].GetUInt64(); m->deliver_time = (time_t)fields[7].GetUInt64(); m->money = fields[8].GetUInt32(); m->COD = fields[9].GetUInt32(); m->checked = fields[10].GetUInt32(); m->stationery = fields[11].GetUInt8(); m->mailTemplateId = fields[12].GetInt16(); if(m->mailTemplateId && !sMailTemplateStore.LookupEntry(m->mailTemplateId)) { sLog.outError( "Player::_LoadMail - Mail (%u) have nonexistent MailTemplateId (%u), remove at load", m->messageID, m->mailTemplateId); m->mailTemplateId = 0; } m->state = MAIL_STATE_UNCHANGED; m_mail.push_back(m); } while( result->NextRow() ); delete result; } void Player::LoadPet() { // fixme: the pet should still be loaded if the player is not in world // just not added to the map if(IsInWorld()) { Pet *pet = new Pet; if(!pet->LoadPetFromDB(this, 0, 0, true)) delete pet; } } void Player::_LoadQuestStatus(QueryResult *result) { mQuestStatus.clear(); uint32 slot = 0; //// 0 1 2 3 4 5 6 7 8 9 10 11 12 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest, status, rewarded, explored, timer, mobcount1, mobcount2, mobcount3, mobcount4, itemcount1, itemcount2, itemcount3, itemcount4 FROM character_queststatus WHERE guid = '%u'", GetGUIDLow()); if(result) { do { Field *fields = result->Fetch(); uint32 quest_id = fields[0].GetUInt32(); // used to be new, no delete? Quest const* pQuest = sObjectMgr.GetQuestTemplate(quest_id); if( pQuest ) { // find or create QuestStatusData& questStatusData = mQuestStatus[quest_id]; uint32 qstatus = fields[1].GetUInt32(); if(qstatus < MAX_QUEST_STATUS) questStatusData.m_status = QuestStatus(qstatus); else { questStatusData.m_status = QUEST_STATUS_NONE; sLog.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id,qstatus); } questStatusData.m_rewarded = ( fields[2].GetUInt8() > 0 ); questStatusData.m_explored = ( fields[3].GetUInt8() > 0 ); time_t quest_time = time_t(fields[4].GetUInt64()); if (pQuest->HasSpecialFlag(QUEST_SPECIAL_FLAG_TIMED) && !GetQuestRewardStatus(quest_id) && questStatusData.m_status != QUEST_STATUS_NONE) { AddTimedQuest( quest_id ); if (quest_time <= sWorld.GetGameTime()) questStatusData.m_timer = 1; else questStatusData.m_timer = uint32(quest_time - sWorld.GetGameTime()) * IN_MILLISECONDS; } else quest_time = 0; questStatusData.m_creatureOrGOcount[0] = fields[5].GetUInt32(); questStatusData.m_creatureOrGOcount[1] = fields[6].GetUInt32(); questStatusData.m_creatureOrGOcount[2] = fields[7].GetUInt32(); questStatusData.m_creatureOrGOcount[3] = fields[8].GetUInt32(); questStatusData.m_itemcount[0] = fields[9].GetUInt32(); questStatusData.m_itemcount[1] = fields[10].GetUInt32(); questStatusData.m_itemcount[2] = fields[11].GetUInt32(); questStatusData.m_itemcount[3] = fields[12].GetUInt32(); questStatusData.uState = QUEST_UNCHANGED; // add to quest log if (slot < MAX_QUEST_LOG_SIZE && ((questStatusData.m_status == QUEST_STATUS_INCOMPLETE || questStatusData.m_status == QUEST_STATUS_COMPLETE || questStatusData.m_status == QUEST_STATUS_FAILED) && (!questStatusData.m_rewarded || pQuest->IsRepeatable()))) { SetQuestSlot(slot, quest_id, uint32(quest_time)); if (questStatusData.m_explored) SetQuestSlotState(slot, QUEST_STATE_COMPLETE); if (questStatusData.m_status == QUEST_STATUS_COMPLETE) SetQuestSlotState(slot, QUEST_STATE_COMPLETE); if (questStatusData.m_status == QUEST_STATUS_FAILED) SetQuestSlotState(slot, QUEST_STATE_FAIL); for(uint8 idx = 0; idx < QUEST_OBJECTIVES_COUNT; ++idx) if(questStatusData.m_creatureOrGOcount[idx]) SetQuestSlotCounter(slot, idx, questStatusData.m_creatureOrGOcount[idx]); ++slot; } if(questStatusData.m_rewarded) { // learn rewarded spell if unknown learnQuestRewardedSpells(pQuest); // set rewarded title if any if(pQuest->GetCharTitleId()) { if(CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId())) SetTitle(titleEntry); } if(pQuest->GetBonusTalents()) m_questRewardTalentCount += pQuest->GetBonusTalents(); } DEBUG_LOG("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData.m_status, quest_id, GetGUIDLow()); } } while( result->NextRow() ); delete result; } // clear quest log tail for ( uint16 i = slot; i < MAX_QUEST_LOG_SIZE; ++i ) SetQuestSlot(i, 0); } void Player::_LoadDailyQuestStatus(QueryResult *result) { for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx) SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0); //QueryResult *result = CharacterDatabase.PQuery("SELECT quest FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow()); if(result) { uint32 quest_daily_idx = 0; do { if(quest_daily_idx >= PLAYER_MAX_DAILY_QUESTS) // max amount with exist data in query { sLog.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow()); break; } Field *fields = result->Fetch(); uint32 quest_id = fields[0].GetUInt32(); Quest const* pQuest = sObjectMgr.GetQuestTemplate(quest_id); if( !pQuest ) continue; SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id); ++quest_daily_idx; DEBUG_LOG("Daily quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow()); } while( result->NextRow() ); delete result; } m_DailyQuestChanged = false; } void Player::_LoadWeeklyQuestStatus(QueryResult *result) { m_weeklyquests.clear(); //QueryResult *result = CharacterDatabase.PQuery("SELECT quest FROM character_queststatus_weekly WHERE guid = '%u'", GetGUIDLow()); if (result) { do { Field *fields = result->Fetch(); uint32 quest_id = fields[0].GetUInt32(); Quest const* pQuest = sObjectMgr.GetQuestTemplate(quest_id); if (!pQuest) continue; m_weeklyquests.insert(quest_id); DEBUG_LOG("Weekly quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow()); } while( result->NextRow() ); delete result; } m_WeeklyQuestChanged = false; } void Player::_LoadMonthlyQuestStatus(QueryResult *result) { m_monthlyquests.clear(); //QueryResult *result = CharacterDatabase.PQuery("SELECT quest FROM character_queststatus_weekly WHERE guid = '%u'", GetGUIDLow()); if (result) { do { Field *fields = result->Fetch(); uint32 quest_id = fields[0].GetUInt32(); Quest const* pQuest = sObjectMgr.GetQuestTemplate(quest_id); if (!pQuest) continue; m_monthlyquests.insert(quest_id); DEBUG_LOG("Monthly quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow()); } while( result->NextRow() ); delete result; } m_MonthlyQuestChanged = false; } void Player::_LoadSpells(QueryResult *result) { //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,active,disabled FROM character_spell WHERE guid = '%u'",GetGUIDLow()); if(result) { do { Field *fields = result->Fetch(); uint32 spell_id = fields[0].GetUInt32(); // skip talents & drop unneeded data if(GetTalentSpellPos(spell_id)) { sLog.outError("Player::_LoadSpells: %s has talent spell %u in character_spell, removing it.", GetGuidStr().c_str(), spell_id); CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'", spell_id); continue; } addSpell(spell_id, fields[1].GetBool(), false, false, fields[2].GetBool()); } while( result->NextRow() ); delete result; } } void Player::_LoadTalents(QueryResult *result) { //QueryResult *result = CharacterDatabase.PQuery("SELECT talent_id, current_rank, spec FROM character_talent WHERE guid = '%u'",GetGUIDLow()); if (result) { do { Field *fields = result->Fetch(); uint32 talent_id = fields[0].GetUInt32(); TalentEntry const *talentInfo = sTalentStore.LookupEntry( talent_id ); if (!talentInfo) { sLog.outError("Player::_LoadTalents:Player (GUID: %u) has invalid talent_id: %u , this talent will be deleted from character_talent",GetGUIDLow(), talent_id ); CharacterDatabase.PExecute("DELETE FROM character_talent WHERE talent_id = '%u'", talent_id); continue; } TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab ); if (!talentTabInfo) { sLog.outError("Player::_LoadTalents:Player (GUID: %u) has invalid talentTabInfo: %u for talentID: %u , this talent will be deleted from character_talent",GetGUIDLow(), talentInfo->TalentTab, talentInfo->TalentID ); CharacterDatabase.PExecute("DELETE FROM character_talent WHERE talent_id = '%u'", talent_id); continue; } // prevent load talent for different class (cheating) if ((getClassMask() & talentTabInfo->ClassMask) == 0) { sLog.outError("Player::_LoadTalents:Player (GUID: %u) has talent with ClassMask: %u , but Player's ClassMask is: %u , talentID: %u , this talent will be deleted from character_talent",GetGUIDLow(), talentTabInfo->ClassMask, getClassMask() ,talentInfo->TalentID ); CharacterDatabase.PExecute("DELETE FROM character_talent WHERE guid = '%u' AND talent_id = '%u'", GetGUIDLow(), talent_id); continue; } uint32 currentRank = fields[1].GetUInt32(); if (currentRank > MAX_TALENT_RANK || talentInfo->RankID[currentRank] == 0) { sLog.outError("Player::_LoadTalents:Player (GUID: %u) has invalid talent rank: %u , talentID: %u , this talent will be deleted from character_talent",GetGUIDLow(), currentRank, talentInfo->TalentID ); CharacterDatabase.PExecute("DELETE FROM character_talent WHERE guid = '%u' AND talent_id = '%u'", GetGUIDLow(), talent_id); continue; } uint32 spec = fields[2].GetUInt32(); if (spec > MAX_TALENT_SPEC_COUNT) { sLog.outError("Player::_LoadTalents:Player (GUID: %u) has invalid talent spec: %u, spec will be deleted from character_talent", GetGUIDLow(), spec); CharacterDatabase.PExecute("DELETE FROM character_talent WHERE spec = '%u' ", spec); continue; } if (spec >= m_specsCount) { sLog.outError("Player::_LoadTalents:Player (GUID: %u) has invalid talent spec: %u , this spec will be deleted from character_talent.", GetGUIDLow(), spec); CharacterDatabase.PExecute("DELETE FROM character_talent WHERE guid = '%u' AND spec = '%u' ", GetGUIDLow(), spec); continue; } if (m_activeSpec == spec) addSpell(talentInfo->RankID[currentRank], true,false,false,false); else { PlayerTalent talent; talent.currentRank = currentRank; talent.m_talentEntry = talentInfo; talent.state = PLAYERSPELL_UNCHANGED; m_talents[spec][talentInfo->TalentID] = talent; } } while (result->NextRow()); delete result; } } void Player::_LoadGroup(QueryResult *result) { //QueryResult *result = CharacterDatabase.PQuery("SELECT groupId FROM group_member WHERE memberGuid='%u'", GetGUIDLow()); if (result) { uint32 groupId = (*result)[0].GetUInt32(); delete result; if (Group* group = sObjectMgr.GetGroupById(groupId)) { uint8 subgroup = group->GetMemberGroup(GetObjectGuid()); SetGroup(group, subgroup); if (getLevel() >= LEVELREQUIREMENT_HEROIC) { // the group leader may change the instance difficulty while the player is offline SetDungeonDifficulty(group->GetDungeonDifficulty()); SetRaidDifficulty(group->GetRaidDifficulty()); } } } } void Player::_LoadBoundInstances(QueryResult *result) { for(uint8 i = 0; i < MAX_DIFFICULTY; ++i) m_boundInstances[i].clear(); Group *group = GetGroup(); //QueryResult *result = CharacterDatabase.PQuery("SELECT id, permanent, map, difficulty, resettime FROM character_instance LEFT JOIN instance ON instance = id WHERE guid = '%u'", GUID_LOPART(m_guid)); if(result) { do { Field *fields = result->Fetch(); bool perm = fields[1].GetBool(); uint32 mapId = fields[2].GetUInt32(); uint32 instanceId = fields[0].GetUInt32(); uint8 difficulty = fields[3].GetUInt8(); time_t resetTime = (time_t)fields[4].GetUInt64(); // the resettime for normal instances is only saved when the InstanceSave is unloaded // so the value read from the DB may be wrong here but only if the InstanceSave is loaded // and in that case it is not used MapEntry const* mapEntry = sMapStore.LookupEntry(mapId); if(!mapEntry || !mapEntry->IsDungeon()) { sLog.outError("_LoadBoundInstances: player %s(%d) has bind to nonexistent or not dungeon map %d", GetName(), GetGUIDLow(), mapId); CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), instanceId); continue; } if(difficulty >= MAX_DIFFICULTY) { sLog.outError("_LoadBoundInstances: player %s(%d) has bind to nonexistent difficulty %d instance for map %u", GetName(), GetGUIDLow(), difficulty, mapId); CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), instanceId); continue; } MapDifficulty const* mapDiff = GetMapDifficultyData(mapId,Difficulty(difficulty)); if(!mapDiff) { sLog.outError("_LoadBoundInstances: player %s(%d) has bind to nonexistent difficulty %d instance for map %u", GetName(), GetGUIDLow(), difficulty, mapId); CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), instanceId); continue; } if(!perm && group) { sLog.outError("_LoadBoundInstances: %s is in group (Id: %d) but has a non-permanent character bind to map %d,%d,%d", GetGuidStr().c_str(), group->GetId(), mapId, instanceId, difficulty); CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), instanceId); continue; } // since non permanent binds are always solo bind, they can always be reset DungeonPersistentState *state = (DungeonPersistentState*)sMapPersistentStateMgr.AddPersistentState(mapEntry, instanceId, Difficulty(difficulty), resetTime, !perm, true); if(state) BindToInstance(state, perm, true); } while(result->NextRow()); delete result; } } InstancePlayerBind* Player::GetBoundInstance(uint32 mapid, Difficulty difficulty) { // some instances only have one difficulty MapDifficulty const* mapDiff = GetMapDifficultyData(mapid,difficulty); if(!mapDiff) return NULL; BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid); if(itr != m_boundInstances[difficulty].end()) return &itr->second; else return NULL; } void Player::UnbindInstance(uint32 mapid, Difficulty difficulty, bool unload) { BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid); UnbindInstance(itr, difficulty, unload); } void Player::UnbindInstance(BoundInstancesMap::iterator &itr, Difficulty difficulty, bool unload) { if(itr != m_boundInstances[difficulty].end()) { if (!unload) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr->second.state->GetInstanceId()); itr->second.state->RemovePlayer(this); // state can become invalid m_boundInstances[difficulty].erase(itr++); } } InstancePlayerBind* Player::BindToInstance(DungeonPersistentState *state, bool permanent, bool load) { if (state) { InstancePlayerBind& bind = m_boundInstances[state->GetDifficulty()][state->GetMapId()]; if (bind.state) { // update the state when the group kills a boss if(permanent != bind.perm || state != bind.state) if (!load) CharacterDatabase.PExecute("UPDATE character_instance SET instance = '%u', permanent = '%u' WHERE guid = '%u' AND instance = '%u'", state->GetInstanceId(), permanent, GetGUIDLow(), bind.state->GetInstanceId()); } else { if (!load) CharacterDatabase.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), state->GetInstanceId(), permanent); } if (bind.state != state) { if (bind.state) bind.state->RemovePlayer(this); state->AddPlayer(this); } if (permanent) state->SetCanReset(false); bind.state = state; bind.perm = permanent; if (!load) DEBUG_LOG("Player::BindToInstance: %s(%d) is now bound to map %d, instance %d, difficulty %d", GetName(), GetGUIDLow(), state->GetMapId(), state->GetInstanceId(), state->GetDifficulty()); return &bind; } else return NULL; } DungeonPersistentState* Player::GetBoundInstanceSaveForSelfOrGroup(uint32 mapid) { MapEntry const* mapEntry = sMapStore.LookupEntry(mapid); if (!mapEntry) return NULL; InstancePlayerBind *pBind = GetBoundInstance(mapid, GetDifficulty(mapEntry->IsRaid())); DungeonPersistentState *state = pBind ? pBind->state : NULL; // the player's permanent player bind is taken into consideration first // then the player's group bind and finally the solo bind. if (!pBind || !pBind->perm) { InstanceGroupBind *groupBind = NULL; // use the player's difficulty setting (it may not be the same as the group's) if (Group *group = GetGroup()) if (groupBind = group->GetBoundInstance(mapid, this)) state = groupBind->state; } return state; } void Player::SendRaidInfo() { uint32 counter = 0; WorldPacket data(SMSG_RAID_INSTANCE_INFO, 4); size_t p_counter = data.wpos(); data << uint32(counter); // placeholder time_t now = time(NULL); for(int i = 0; i < MAX_DIFFICULTY; ++i) { for (BoundInstancesMap::const_iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr) { if (itr->second.perm) { DungeonPersistentState *state = itr->second.state; data << uint32(state->GetMapId()); // map id data << uint32(state->GetDifficulty()); // difficulty data << ObjectGuid(state->GetInstanceGuid());// instance guid data << uint8(1); // expired = 0 data << uint8(0); // extended = 1 data << uint32(state->GetResetTime() - now);// reset time ++counter; } } } data.put(p_counter, counter); GetSession()->SendPacket(&data); } /* - called on every successful teleportation to a map */ void Player::SendSavedInstances() { bool hasBeenSaved = false; WorldPacket data; for(uint8 i = 0; i < MAX_DIFFICULTY; ++i) { for (BoundInstancesMap::const_iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr) { if(itr->second.perm) // only permanent binds are sent { hasBeenSaved = true; break; } } } //Send opcode 811. true or false means, whether you have current raid/heroic instances data.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP); data << uint32(hasBeenSaved); GetSession()->SendPacket(&data); if(!hasBeenSaved) return; for(uint8 i = 0; i < MAX_DIFFICULTY; ++i) { for (BoundInstancesMap::const_iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr) { if(itr->second.perm) { data.Initialize(SMSG_UPDATE_LAST_INSTANCE); data << uint32(itr->second.state->GetMapId()); GetSession()->SendPacket(&data); } } } } /// convert the player's binds to the group void Player::ConvertInstancesToGroup(Player *player, Group *group, ObjectGuid player_guid) { bool has_binds = false; bool has_solo = false; if (player) { player_guid = player->GetGUID(); if (!group) group = player->GetGroup(); } MANGOS_ASSERT(!player_guid.IsEmpty()); // copy all binds to the group, when changing leader it's assumed the character // will not have any solo binds if (player) { for(uint8 i = 0; i < MAX_DIFFICULTY; ++i) { for (BoundInstancesMap::iterator itr = player->m_boundInstances[i].begin(); itr != player->m_boundInstances[i].end();) { has_binds = true; if (group) group->BindToInstance(itr->second.state, itr->second.perm, true); // permanent binds are not removed if (!itr->second.perm) { // increments itr in call player->UnbindInstance(itr, Difficulty(i), true); has_solo = true; } else ++itr; } } } uint32 player_lowguid = player_guid.GetCounter(); // if the player's not online we don't know what binds it has if (!player || !group || has_binds) CharacterDatabase.PExecute("INSERT INTO group_instance SELECT guid, instance, permanent FROM character_instance WHERE guid = '%u'", player_lowguid); // the following should not get executed when changing leaders if (!player || has_solo) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND permanent = 0", player_lowguid); } bool Player::_LoadHomeBind(QueryResult *result) { PlayerInfo const *info = sObjectMgr.GetPlayerInfo(getRace(), getClass()); if(!info) { sLog.outError("Player have incorrect race/class pair. Can't be loaded."); return false; } bool ok = false; //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid)); if (result) { Field *fields = result->Fetch(); m_homebindMapId = fields[0].GetUInt32(); m_homebindAreaId = fields[1].GetUInt16(); m_homebindX = fields[2].GetFloat(); m_homebindY = fields[3].GetFloat(); m_homebindZ = fields[4].GetFloat(); delete result; MapEntry const* bindMapEntry = sMapStore.LookupEntry(m_homebindMapId); // accept saved data only for valid position (and non instanceable), and accessable if( MapManager::IsValidMapCoord(m_homebindMapId,m_homebindX,m_homebindY,m_homebindZ) && !bindMapEntry->Instanceable() && GetSession()->Expansion() >= bindMapEntry->Expansion()) { ok = true; } else CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow()); } if(!ok) { m_homebindMapId = info->mapId; m_homebindAreaId = info->areaId; m_homebindX = info->positionX; m_homebindY = info->positionY; m_homebindZ = info->positionZ; CharacterDatabase.PExecute("INSERT INTO character_homebind (guid,map,zone,position_x,position_y,position_z) VALUES ('%u', '%u', '%u', '%f', '%f', '%f')", GetGUIDLow(), m_homebindMapId, (uint32)m_homebindAreaId, m_homebindX, m_homebindY, m_homebindZ); } DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f", m_homebindMapId, m_homebindAreaId, m_homebindX, m_homebindY, m_homebindZ); return true; } /*********************************************************/ /*** SAVE SYSTEM ***/ /*********************************************************/ void Player::SaveToDB() { // we should assure this: ASSERT((m_nextSave != sWorld.getConfig(CONFIG_UINT32_INTERVAL_SAVE))); // delay auto save at any saves (manual, in code, or autosave) m_nextSave = sWorld.getConfig(CONFIG_UINT32_INTERVAL_SAVE); //lets allow only players in world to be saved if(IsBeingTeleportedFar()) { ScheduleDelayedOperation(DELAYED_SAVE_PLAYER); return; } // first save/honor gain after midnight will also update the player's honor fields UpdateHonorFields(); DEBUG_FILTER_LOG(LOG_FILTER_PLAYER_STATS, "The value of player %s at save: ", m_name.c_str()); outDebugStatsValues(); CharacterDatabase.BeginTransaction(); CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow()); std::string sql_name = m_name; CharacterDatabase.escape_string(sql_name); std::ostringstream ss; ss << "INSERT INTO characters (guid,account,name,race,class,gender,level,xp,money,playerBytes,playerBytes2,playerFlags," "map, dungeon_difficulty, position_x, position_y, position_z, orientation, " "taximask, online, cinematic, " "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, " "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, " "death_expire_time, taxi_path, arenaPoints, totalHonorPoints, todayHonorPoints, yesterdayHonorPoints, totalKills, " "todayKills, yesterdayKills, chosenTitle, knownCurrencies, watchedFaction, drunk, health, power1, power2, power3, " "power4, power5, power6, power7, specCount, activeSpec, exploredZones, equipmentCache, ammoId, knownTitles, actionBars) VALUES (" << GetGUIDLow() << ", " << GetSession()->GetAccountId() << ", '" << sql_name << "', " << (uint32)getRace() << ", " << (uint32)getClass() << ", " << (uint32)getGender() << ", " << getLevel() << ", " << GetUInt32Value(PLAYER_XP) << ", " << GetMoney() << ", " << GetUInt32Value(PLAYER_BYTES) << ", " << GetUInt32Value(PLAYER_BYTES_2) << ", " << GetUInt32Value(PLAYER_FLAGS) << ", "; if(!IsBeingTeleported()) { ss << GetMapId() << ", " << (uint32)GetDungeonDifficulty() << ", " << finiteAlways(GetPositionX()) << ", " << finiteAlways(GetPositionY()) << ", " << finiteAlways(GetPositionZ()) << ", " << finiteAlways(GetOrientation()) << ", "; } else { ss << GetTeleportDest().mapid << ", " << (uint32)GetDungeonDifficulty() << ", " << finiteAlways(GetTeleportDest().coord_x) << ", " << finiteAlways(GetTeleportDest().coord_y) << ", " << finiteAlways(GetTeleportDest().coord_z) << ", " << finiteAlways(GetTeleportDest().orientation) << ", "; } ss << m_taxi << ", "; // string with TaxiMaskSize numbers ss << (IsInWorld() ? 1 : 0) << ", "; ss << m_cinematic << ", "; ss << m_Played_time[PLAYED_TIME_TOTAL] << ", "; ss << m_Played_time[PLAYED_TIME_LEVEL] << ", "; ss << finiteAlways(m_rest_bonus) << ", "; ss << (uint64)time(NULL) << ", "; ss << (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ? 1 : 0) << ", "; //save, far from tavern/city //save, but in tavern/city ss << m_resetTalentsCost << ", "; ss << (uint64)m_resetTalentsTime << ", "; ss << finiteAlways(m_movementInfo.GetTransportPos()->x) << ", "; ss << finiteAlways(m_movementInfo.GetTransportPos()->y) << ", "; ss << finiteAlways(m_movementInfo.GetTransportPos()->z) << ", "; ss << finiteAlways(m_movementInfo.GetTransportPos()->o) << ", "; if (m_transport) ss << m_transport->GetGUIDLow(); else ss << "0"; ss << ", "; ss << m_ExtraFlags << ", "; ss << uint32(m_stableSlots) << ", "; // to prevent save uint8 as char ss << uint32(m_atLoginFlags) << ", "; ss << (IsInWorld() ? GetZoneId() : GetCachedZoneId()) << ", "; ss << (uint64)m_deathExpireTime << ", '"; ss << m_taxi.SaveTaxiDestinationsToString() << "', "; ss << GetArenaPoints() << ", "; ss << GetHonorPoints() << ", "; ss << GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION) << ", "; ss << GetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION) << ", "; ss << GetUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS) << ", "; ss << GetUInt16Value(PLAYER_FIELD_KILLS, 0) << ", "; ss << GetUInt16Value(PLAYER_FIELD_KILLS, 1) << ", "; ss << GetUInt32Value(PLAYER_CHOSEN_TITLE) << ", "; ss << GetUInt64Value(PLAYER_FIELD_KNOWN_CURRENCIES) << ", "; // FIXME: at this moment send to DB as unsigned, including unit32(-1) ss << GetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX) << ", "; ss << (uint16)(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFE) << ", "; ss << GetHealth(); for(uint32 i = 0; i < MAX_POWERS; ++i) ss << "," << GetPower(Powers(i)); ss << ", "; ss << uint32(m_specsCount) << ", "; ss << uint32(m_activeSpec) << ", '"; for(uint32 i = 0; i < PLAYER_EXPLORED_ZONES_SIZE; ++i ) { ss << GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + i) << " "; } ss << "', '"; for(uint32 i = 0; i < EQUIPMENT_SLOT_END * 2; ++i ) { ss << GetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + i) << " "; } ss << "',"; ss << GetUInt32Value(PLAYER_AMMO_ID) << ", '"; for(uint32 i = 0; i < KNOWN_TITLES_SIZE*2; ++i ) { ss << GetUInt32Value(PLAYER__FIELD_KNOWN_TITLES + i) << " "; } ss << "',"; ss << uint32(GetByteValue(PLAYER_FIELD_BYTES, 2)); ss << ")"; CharacterDatabase.Execute( ss.str().c_str() ); if (m_mailsUpdated) //save mails only when needed _SaveMail(); _SaveBGData(); _SaveInventory(); _SaveQuestStatus(); _SaveDailyQuestStatus(); _SaveWeeklyQuestStatus(); _SaveMonthlyQuestStatus(); _SaveSpells(); _SaveSpellCooldowns(); _SaveActions(); _SaveAuras(); _SaveSkills(); m_achievementMgr.SaveToDB(); m_reputationMgr.SaveToDB(); _SaveEquipmentSets(); GetSession()->SaveTutorialsData(); // changed only while character in game _SaveGlyphs(); _SaveTalents(); CharacterDatabase.CommitTransaction(); // check if stats should only be saved on logout // save stats can be out of transaction if (m_session->isLogingOut() || !sWorld.getConfig(CONFIG_BOOL_STATS_SAVE_ONLY_ON_LOGOUT)) _SaveStats(); // save pet (hunter pet level and experience and all type pets health/mana). if (Pet* pet = GetPet()) pet->SavePetToDB(PET_SAVE_AS_CURRENT); } // fast save function for item/money cheating preventing - save only inventory and money state void Player::SaveInventoryAndGoldToDB() { _SaveInventory(); SaveGoldToDB(); } void Player::SaveGoldToDB() { CharacterDatabase.PExecute("UPDATE characters SET money = '%u' WHERE guid = '%u'", GetMoney(), GetGUIDLow()); } void Player::_SaveActions() { for(int i = 0; i < MAX_TALENT_SPEC_COUNT; ++i) { for(ActionButtonList::iterator itr = m_actionButtons[i].begin(); itr != m_actionButtons[i].end(); ) { switch (itr->second.uState) { case ACTIONBUTTON_NEW: CharacterDatabase.PExecute("INSERT INTO character_action (guid,spec, button,action,type) VALUES ('%u', '%u', '%u', '%u', '%u')", GetGUIDLow(), i, (uint32)itr->first, (uint32)itr->second.GetAction(), (uint32)itr->second.GetType() ); itr->second.uState = ACTIONBUTTON_UNCHANGED; ++itr; break; case ACTIONBUTTON_CHANGED: CharacterDatabase.PExecute("UPDATE character_action SET action = '%u', type = '%u' WHERE guid= '%u' AND button= '%u' AND spec = '%u'", (uint32)itr->second.GetAction(), (uint32)itr->second.GetType(), GetGUIDLow(), (uint32)itr->first, i ); itr->second.uState = ACTIONBUTTON_UNCHANGED; ++itr; break; case ACTIONBUTTON_DELETED: CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u' AND button = '%u' AND spec = '%u'", GetGUIDLow(), (uint32)itr->first, i); m_actionButtons[i].erase(itr++); break; default: ++itr; break; } } } } void Player::_SaveAuras() { CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow()); SpellAuraHolderMap const& auraHolders = GetSpellAuraHolderMap(); if (auraHolders.empty()) return; for(SpellAuraHolderMap::const_iterator itr = auraHolders.begin(); itr != auraHolders.end(); ++itr) { SpellAuraHolder *holder = itr->second; //skip all holders from spells that are passive or channeled //do not save single target holders (unless they were cast by the player) if (!holder->IsPassive() && !IsChanneledSpell(holder->GetSpellProto()) && (holder->GetCasterGUID() == GetGUID() || !holder->IsSingleTarget())) { int32 damage[MAX_EFFECT_INDEX]; int32 remaintime[MAX_EFFECT_INDEX]; int32 maxduration[MAX_EFFECT_INDEX]; uint32 effIndexMask = 0; for (int32 i = 0; i < MAX_EFFECT_INDEX; ++i) { damage[i] = 0; remaintime[i] = 0; maxduration[i] = 0; if (Aura *aur = holder->GetAuraByEffectIndex(SpellEffectIndex(i))) { // don't save not own area auras if (aur->IsAreaAura() && holder->GetCasterGUID() != GetGUID()) continue; damage[i] = aur->GetModifier()->m_amount; remaintime[i] = aur->GetAuraDuration(); maxduration[i] = aur->GetAuraMaxDuration(); effIndexMask |= (1 << i); } } if (!effIndexMask) continue; CharacterDatabase.PExecute("INSERT INTO character_aura (guid, caster_guid, item_guid, spell, stackcount, remaincharges, basepoints0, basepoints1, basepoints2, maxduration0, maxduration1, maxduration2, remaintime0, remaintime1, remaintime2, effIndexMask) VALUES " "('%u', '" UI64FMTD "', '%u', '%u', '%u', '%u', '%i', '%i', '%i', '%i', '%i', '%i', '%i', '%i', '%i', '%u')", GetGUIDLow(), holder->GetCasterGuid().GetRawValue(), holder->GetCastItemGuid().GetCounter(), holder->GetId(), holder->GetStackAmount(), holder->GetAuraCharges(), damage[EFFECT_INDEX_0], damage[EFFECT_INDEX_1], damage[EFFECT_INDEX_2], maxduration[EFFECT_INDEX_0], maxduration[EFFECT_INDEX_1], maxduration[EFFECT_INDEX_2], remaintime[EFFECT_INDEX_0], remaintime[EFFECT_INDEX_1], remaintime[EFFECT_INDEX_2], effIndexMask); } } } void Player::_SaveGlyphs() { for (uint8 spec = 0; spec < m_specsCount; ++spec) { for (uint8 slot = 0; slot < MAX_GLYPH_SLOT_INDEX; ++slot) { switch(m_glyphs[spec][slot].uState) { case GLYPH_NEW: CharacterDatabase.PExecute("INSERT INTO character_glyphs (guid, spec, slot, glyph) VALUES ('%u', '%u', '%u', '%u')", GetGUIDLow(), spec, slot, m_glyphs[spec][slot].GetId()); break; case GLYPH_CHANGED: CharacterDatabase.PExecute("UPDATE character_glyphs SET glyph = '%u' WHERE guid='%u' AND spec = '%u' AND slot = '%u'", m_glyphs[spec][slot].GetId(), GetGUIDLow(), spec, slot); break; case GLYPH_DELETED: CharacterDatabase.PExecute("DELETE FROM character_glyphs WHERE guid='%u' AND spec = '%u' AND slot = '%u'",GetGUIDLow(), spec, slot); break; case GLYPH_UNCHANGED: break; } m_glyphs[spec][slot].uState = GLYPH_UNCHANGED; } } } void Player::_SaveInventory() { // force items in buyback slots to new state // and remove those that aren't already for (uint8 i = BUYBACK_SLOT_START; i < BUYBACK_SLOT_END; ++i) { Item *item = m_items[i]; if (!item || item->GetState() == ITEM_NEW) continue; CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow()); CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item->GetGUIDLow()); m_items[i]->FSetState(ITEM_NEW); } // update enchantment durations for(EnchantDurationList::const_iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr) { itr->item->SetEnchantmentDuration(itr->slot,itr->leftduration); } // if no changes if (m_itemUpdateQueue.empty()) return; // do not save if the update queue is corrupt bool error = false; for(size_t i = 0; i < m_itemUpdateQueue.size(); ++i) { Item *item = m_itemUpdateQueue[i]; if(!item || item->GetState() == ITEM_REMOVED) continue; Item *test = GetItemByPos( item->GetBagSlot(), item->GetSlot()); if (test == NULL) { sLog.outError("Player(GUID: %u Name: %s)::_SaveInventory - the bag(%d) and slot(%d) values for the item with guid %d are incorrect, the player doesn't have an item at that position!", GetGUIDLow(), GetName(), item->GetBagSlot(), item->GetSlot(), item->GetGUIDLow()); error = true; } else if (test != item) { sLog.outError("Player(GUID: %u Name: %s)::_SaveInventory - the bag(%d) and slot(%d) values for the item with guid %d are incorrect, the item with guid %d is there instead!", GetGUIDLow(), GetName(), item->GetBagSlot(), item->GetSlot(), item->GetGUIDLow(), test->GetGUIDLow()); error = true; } } if (error) { sLog.outError("Player::_SaveInventory - one or more errors occurred save aborted!"); ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED); return; } for(size_t i = 0; i < m_itemUpdateQueue.size(); ++i) { Item *item = m_itemUpdateQueue[i]; if(!item) continue; Bag *container = item->GetContainer(); uint32 bag_guid = container ? container->GetGUIDLow() : 0; switch(item->GetState()) { case ITEM_NEW: CharacterDatabase.PExecute("INSERT INTO character_inventory (guid,bag,slot,item,item_template) VALUES ('%u', '%u', '%u', '%u', '%u')", GetGUIDLow(), bag_guid, item->GetSlot(), item->GetGUIDLow(), item->GetEntry()); break; case ITEM_CHANGED: CharacterDatabase.PExecute("UPDATE character_inventory SET guid='%u', bag='%u', slot='%u', item_template='%u' WHERE item='%u'", GetGUIDLow(), bag_guid, item->GetSlot(), item->GetEntry(), item->GetGUIDLow()); break; case ITEM_REMOVED: CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow()); break; case ITEM_UNCHANGED: break; } item->SaveToDB(); // item have unchanged inventory record and can be save standalone } m_itemUpdateQueue.clear(); } void Player::_SaveMail() { for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr) { Mail *m = (*itr); if (m->state == MAIL_STATE_CHANGED) { CharacterDatabase.PExecute("UPDATE mail SET has_items = '%u',expire_time = '" UI64FMTD "', deliver_time = '" UI64FMTD "',money = '%u',cod = '%u',checked = '%u' WHERE id = '%u'", m->HasItems() ? 1 : 0, (uint64)m->expire_time, (uint64)m->deliver_time, m->money, m->COD, m->checked, m->messageID); if(m->removedItems.size()) { for(std::vector::const_iterator itr2 = m->removedItems.begin(); itr2 != m->removedItems.end(); ++itr2) CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2); m->removedItems.clear(); } m->state = MAIL_STATE_UNCHANGED; } else if (m->state == MAIL_STATE_DELETED) { if (m->HasItems()) for(MailItemInfoVec::const_iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2) CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2->item_guid); CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", m->messageID); CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m->messageID); } } //deallocate deleted mails... for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ) { if ((*itr)->state == MAIL_STATE_DELETED) { Mail* m = *itr; m_mail.erase(itr); delete m; itr = m_mail.begin(); } else ++itr; } m_mailsUpdated = false; } void Player::_SaveQuestStatus() { // we don't need transactions here. for( QuestStatusMap::iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i ) { switch (i->second.uState) { case QUEST_NEW : CharacterDatabase.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) " "VALUES ('%u', '%u', '%u', '%u', '%u', '" UI64FMTD "', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')", GetGUIDLow(), i->first, i->second.m_status, i->second.m_rewarded, i->second.m_explored, uint64(i->second.m_timer / IN_MILLISECONDS+ sWorld.GetGameTime()), i->second.m_creatureOrGOcount[0], i->second.m_creatureOrGOcount[1], i->second.m_creatureOrGOcount[2], i->second.m_creatureOrGOcount[3], i->second.m_itemcount[0], i->second.m_itemcount[1], i->second.m_itemcount[2], i->second.m_itemcount[3]); break; case QUEST_CHANGED : CharacterDatabase.PExecute("UPDATE character_queststatus SET status = '%u',rewarded = '%u',explored = '%u',timer = '" UI64FMTD "',mobcount1 = '%u',mobcount2 = '%u',mobcount3 = '%u',mobcount4 = '%u',itemcount1 = '%u',itemcount2 = '%u',itemcount3 = '%u',itemcount4 = '%u' WHERE guid = '%u' AND quest = '%u' ", i->second.m_status, i->second.m_rewarded, i->second.m_explored, uint64(i->second.m_timer / IN_MILLISECONDS + sWorld.GetGameTime()), i->second.m_creatureOrGOcount[0], i->second.m_creatureOrGOcount[1], i->second.m_creatureOrGOcount[2], i->second.m_creatureOrGOcount[3], i->second.m_itemcount[0], i->second.m_itemcount[1], i->second.m_itemcount[2], i->second.m_itemcount[3], GetGUIDLow(), i->first ); break; case QUEST_UNCHANGED: break; }; i->second.uState = QUEST_UNCHANGED; } } void Player::_SaveDailyQuestStatus() { if (!m_DailyQuestChanged) return; // we don't need transactions here. CharacterDatabase.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow()); for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx) if (GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx)) CharacterDatabase.PExecute("INSERT INTO character_queststatus_daily (guid,quest) VALUES ('%u', '%u')", GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx)); m_DailyQuestChanged = false; } void Player::_SaveWeeklyQuestStatus() { if (!m_WeeklyQuestChanged || m_weeklyquests.empty()) return; // we don't need transactions here. CharacterDatabase.PExecute("DELETE FROM character_queststatus_weekly WHERE guid = '%u'",GetGUIDLow()); for (QuestSet::const_iterator iter = m_weeklyquests.begin(); iter != m_weeklyquests.end(); ++iter) { uint32 quest_id = *iter; CharacterDatabase.PExecute("INSERT INTO character_queststatus_weekly (guid,quest) VALUES ('%u', '%u')", GetGUIDLow(), quest_id); } m_WeeklyQuestChanged = false; } void Player::_SaveMonthlyQuestStatus() { if (!m_MonthlyQuestChanged || m_monthlyquests.empty()) return; // we don't need transactions here. CharacterDatabase.PExecute("DELETE FROM character_queststatus_monthly WHERE guid = '%u'", GetGUIDLow()); for (QuestSet::const_iterator iter = m_monthlyquests.begin(); iter != m_monthlyquests.end(); ++iter) { uint32 quest_id = *iter; CharacterDatabase.PExecute("INSERT INTO character_queststatus_monthly (guid, quest) VALUES ('%u', '%u')", GetGUIDLow(), quest_id); } m_MonthlyQuestChanged = false; } void Player::_SaveSkills() { // we don't need transactions here. for( SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ) { if(itr->second.uState == SKILL_UNCHANGED) { ++itr; continue; } if(itr->second.uState == SKILL_DELETED) { CharacterDatabase.PExecute("DELETE FROM character_skills WHERE guid = '%u' AND skill = '%u' ", GetGUIDLow(), itr->first ); mSkillStatus.erase(itr++); continue; } uint32 valueData = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos)); uint16 value = SKILL_VALUE(valueData); uint16 max = SKILL_MAX(valueData); switch (itr->second.uState) { case SKILL_NEW: CharacterDatabase.PExecute("INSERT INTO character_skills (guid, skill, value, max) VALUES ('%u', '%u', '%u', '%u')", GetGUIDLow(), itr->first, value, max); break; case SKILL_CHANGED: CharacterDatabase.PExecute("UPDATE character_skills SET value = '%u',max = '%u'WHERE guid = '%u' AND skill = '%u' ", value, max, GetGUIDLow(), itr->first ); break; case SKILL_UNCHANGED: case SKILL_DELETED: MANGOS_ASSERT(false); break; }; itr->second.uState = SKILL_UNCHANGED; ++itr; } } void Player::_SaveSpells() { for (PlayerSpellMap::iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end();) { uint32 talentCosts = GetTalentSpellCost(itr->first); if (!talentCosts) { if (itr->second.state == PLAYERSPELL_REMOVED || itr->second.state == PLAYERSPELL_CHANGED) CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr->first); // add only changed/new not dependent spells if (!itr->second.dependent && (itr->second.state == PLAYERSPELL_NEW || itr->second.state == PLAYERSPELL_CHANGED)) CharacterDatabase.PExecute("INSERT INTO character_spell (guid,spell,active,disabled) VALUES ('%u', '%u', '%u', '%u')", GetGUIDLow(), itr->first, itr->second.active ? 1 : 0,itr->second.disabled ? 1 : 0); } if (itr->second.state == PLAYERSPELL_REMOVED) m_spells.erase(itr++); else { itr->second.state = PLAYERSPELL_UNCHANGED; ++itr; } } } void Player::_SaveTalents() { for (int32 i = 0; i < MAX_TALENT_SPEC_COUNT; ++i) { for (PlayerTalentMap::iterator itr = m_talents[i].begin(); itr != m_talents[i].end();) { if (itr->second.state == PLAYERSPELL_REMOVED || itr->second.state == PLAYERSPELL_CHANGED) CharacterDatabase.PExecute("DELETE FROM character_talent WHERE guid = '%u' and talent_id = '%u' and spec = '%u'", GetGUIDLow(),itr->first, i); // add only changed/new talents if (itr->second.state == PLAYERSPELL_NEW || itr->second.state == PLAYERSPELL_CHANGED) CharacterDatabase.PExecute("INSERT INTO character_talent (guid, talent_id, current_rank , spec) VALUES ('%u', '%u', '%u', '%u')", GetGUIDLow(), itr->first, itr->second.currentRank, i); if (itr->second.state == PLAYERSPELL_REMOVED) m_talents[i].erase(itr++); else { itr->second.state = PLAYERSPELL_UNCHANGED; ++itr; } } } } // save player stats -- only for external usage // real stats will be recalculated on player login void Player::_SaveStats() { // check if stat saving is enabled and if char level is high enough if(!sWorld.getConfig(CONFIG_UINT32_MIN_LEVEL_STAT_SAVE) || getLevel() < sWorld.getConfig(CONFIG_UINT32_MIN_LEVEL_STAT_SAVE)) return; CharacterDatabase.PExecute("DELETE FROM character_stats WHERE guid = '%u'", GetGUIDLow()); std::ostringstream ss; ss << "INSERT INTO character_stats (guid, maxhealth, maxpower1, maxpower2, maxpower3, maxpower4, maxpower5, maxpower6, maxpower7, " "strength, agility, stamina, intellect, spirit, armor, resHoly, resFire, resNature, resFrost, resShadow, resArcane, " "blockPct, dodgePct, parryPct, critPct, rangedCritPct, spellCritPct, attackPower, rangedAttackPower, spellPower) VALUES (" << GetGUIDLow() << ", " << GetMaxHealth() << ", "; for(int i = 0; i < MAX_POWERS; ++i) ss << GetMaxPower(Powers(i)) << ", "; for(int i = 0; i < MAX_STATS; ++i) ss << GetStat(Stats(i)) << ", "; // armor + school resistances for(int i = 0; i < MAX_SPELL_SCHOOL; ++i) ss << GetResistance(SpellSchools(i)) << ","; ss << GetFloatValue(PLAYER_BLOCK_PERCENTAGE) << ", " << GetFloatValue(PLAYER_DODGE_PERCENTAGE) << ", " << GetFloatValue(PLAYER_PARRY_PERCENTAGE) << ", " << GetFloatValue(PLAYER_CRIT_PERCENTAGE) << ", " << GetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE) << ", " << GetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1) << ", " << GetUInt32Value(UNIT_FIELD_ATTACK_POWER) << ", " << GetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER) << ", " << GetBaseSpellPowerBonus() << ")"; CharacterDatabase.Execute( ss.str().c_str() ); } void Player::outDebugStatsValues() const { // optimize disabled debug output if(!sLog.HasLogLevelOrHigher(LOG_LVL_DEBUG) || sLog.HasLogFilter(LOG_FILTER_PLAYER_STATS)) return; sLog.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA)); sLog.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY), GetStat(STAT_STRENGTH)); sLog.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT), GetStat(STAT_SPIRIT)); sLog.outDebug("STAMINA is: \t\t%f",GetStat(STAT_STAMINA)); sLog.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE)); sLog.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY), GetResistance(SPELL_SCHOOL_FIRE)); sLog.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE), GetResistance(SPELL_SCHOOL_FROST)); sLog.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW), GetResistance(SPELL_SCHOOL_ARCANE)); sLog.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE), GetFloatValue(UNIT_FIELD_MAXDAMAGE)); sLog.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE)); sLog.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE)); sLog.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK), GetAttackTime(RANGED_ATTACK)); } /*********************************************************/ /*** FLOOD FILTER SYSTEM ***/ /*********************************************************/ void Player::UpdateSpeakTime() { // ignore chat spam protection for GMs in any mode if(GetSession()->GetSecurity() > SEC_PLAYER) return; time_t current = time (NULL); if(m_speakTime > current) { uint32 max_count = sWorld.getConfig(CONFIG_UINT32_CHATFLOOD_MESSAGE_COUNT); if(!max_count) return; ++m_speakCount; if(m_speakCount >= max_count) { // prevent overwrite mute time, if message send just before mutes set, for example. time_t new_mute = current + sWorld.getConfig(CONFIG_UINT32_CHATFLOOD_MUTE_TIME); if(GetSession()->m_muteTime < new_mute) GetSession()->m_muteTime = new_mute; m_speakCount = 0; } } else m_speakCount = 0; m_speakTime = current + sWorld.getConfig(CONFIG_UINT32_CHATFLOOD_MESSAGE_DELAY); } bool Player::CanSpeak() const { return GetSession()->m_muteTime <= time (NULL); } /*********************************************************/ /*** LOW LEVEL FUNCTIONS:Notifiers ***/ /*********************************************************/ void Player::SendAttackSwingNotInRange() { WorldPacket data(SMSG_ATTACKSWING_NOTINRANGE, 0); GetSession()->SendPacket( &data ); } void Player::SavePositionInDB(ObjectGuid guid, uint32 mapid, float x, float y, float z, float o, uint32 zone) { std::ostringstream ss; ss << "UPDATE characters SET position_x='"<= tokens.size()) return; tokens[index] = buf; } void Player::Customize(ObjectGuid guid, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair) { // 0 QueryResult* result = CharacterDatabase.PQuery("SELECT playerBytes2 FROM characters WHERE guid = '%u'", guid.GetCounter()); if (!result) return; Field* fields = result->Fetch(); uint32 player_bytes2 = fields[0].GetUInt32(); player_bytes2 &= ~0xFF; player_bytes2 |= facialHair; CharacterDatabase.PExecute("UPDATE characters SET gender = '%u', playerBytes = '%u', playerBytes2 = '%u' WHERE guid = '%u'", gender, skin | (face << 8) | (hairStyle << 16) | (hairColor << 24), player_bytes2, guid.GetCounter()); delete result; } void Player::SendAttackSwingDeadTarget() { WorldPacket data(SMSG_ATTACKSWING_DEADTARGET, 0); GetSession()->SendPacket( &data ); } void Player::SendAttackSwingCantAttack() { WorldPacket data(SMSG_ATTACKSWING_CANT_ATTACK, 0); GetSession()->SendPacket( &data ); } void Player::SendAttackSwingCancelAttack() { WorldPacket data(SMSG_CANCEL_COMBAT, 0); GetSession()->SendPacket( &data ); } void Player::SendAttackSwingBadFacingAttack() { WorldPacket data(SMSG_ATTACKSWING_BADFACING, 0); GetSession()->SendPacket( &data ); } void Player::SendAutoRepeatCancel(Unit *target) { WorldPacket data(SMSG_CANCEL_AUTO_REPEAT, target->GetPackGUID().size()); data << target->GetPackGUID(); // may be it's target guid GetSession()->SendPacket( &data ); } void Player::SendExplorationExperience(uint32 Area, uint32 Experience) { WorldPacket data( SMSG_EXPLORATION_EXPERIENCE, 8 ); data << uint32(Area); data << uint32(Experience); GetSession()->SendPacket(&data); } void Player::SendDungeonDifficulty(bool IsInGroup) { uint8 val = 0x00000001; WorldPacket data(MSG_SET_DUNGEON_DIFFICULTY, 12); data << uint32(GetDungeonDifficulty()); data << uint32(val); data << uint32(IsInGroup); GetSession()->SendPacket(&data); } void Player::SendRaidDifficulty(bool IsInGroup) { uint8 val = 0x00000001; WorldPacket data(MSG_SET_RAID_DIFFICULTY, 12); data << uint32(GetRaidDifficulty()); data << uint32(val); data << uint32(IsInGroup); GetSession()->SendPacket(&data); } void Player::SendResetFailedNotify(uint32 mapid) { WorldPacket data(SMSG_RESET_FAILED_NOTIFY, 4); data << uint32(mapid); GetSession()->SendPacket(&data); } /// Reset all solo instances and optionally send a message on success for each void Player::ResetInstances(InstanceResetMethod method, bool isRaid) { // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN // we assume that when the difficulty changes, all instances that can be reset will be Difficulty diff = GetDifficulty(isRaid); for (BoundInstancesMap::iterator itr = m_boundInstances[diff].begin(); itr != m_boundInstances[diff].end();) { DungeonPersistentState *state = itr->second.state; const MapEntry *entry = sMapStore.LookupEntry(itr->first); if (!entry || entry->IsRaid() != isRaid || !state->CanReset()) { ++itr; continue; } if (method == INSTANCE_RESET_ALL) { // the "reset all instances" method can only reset normal maps if (entry->map_type == MAP_RAID || diff == DUNGEON_DIFFICULTY_HEROIC) { ++itr; continue; } } // if the map is loaded, reset it if (Map *map = sMapMgr.FindMap(state->GetMapId(), state->GetInstanceId())) if (map->IsDungeon()) ((DungeonMap*)map)->Reset(method); // since this is a solo instance there should not be any players inside if (method == INSTANCE_RESET_ALL || method == INSTANCE_RESET_CHANGE_DIFFICULTY) SendResetInstanceSuccess(state->GetMapId()); state->DeleteFromDB(); m_boundInstances[diff].erase(itr++); // the following should remove the instance save from the manager and delete it as well state->RemovePlayer(this); } } void Player::SendResetInstanceSuccess(uint32 MapId) { WorldPacket data(SMSG_INSTANCE_RESET, 4); data << uint32(MapId); GetSession()->SendPacket(&data); } void Player::SendResetInstanceFailed(uint32 reason, uint32 MapId) { // TODO: find what other fail reasons there are besides players in the instance WorldPacket data(SMSG_INSTANCE_RESET_FAILED, 4); data << uint32(reason); data << uint32(MapId); GetSession()->SendPacket(&data); } /*********************************************************/ /*** Update timers ***/ /*********************************************************/ ///checks the 15 afk reports per 5 minutes limit void Player::UpdateAfkReport(time_t currTime) { if(m_bgData.bgAfkReportedTimer <= currTime) { m_bgData.bgAfkReportedCount = 0; m_bgData.bgAfkReportedTimer = currTime+5*MINUTE; } } void Player::UpdateContestedPvP(uint32 diff) { if(!m_contestedPvPTimer||isInCombat()) return; if(m_contestedPvPTimer <= diff) { ResetContestedPvP(); } else m_contestedPvPTimer -= diff; } void Player::UpdatePvPFlag(time_t currTime) { if(!IsPvP()) return; if(pvpInfo.endTimer == 0 || currTime < (pvpInfo.endTimer + 300)) return; UpdatePvP(false); } void Player::UpdateDuelFlag(time_t currTime) { if(!duel || duel->startTimer == 0 ||currTime < duel->startTimer + 3) return; SetUInt32Value(PLAYER_DUEL_TEAM, 1); duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 2); duel->startTimer = 0; duel->startTime = currTime; duel->opponent->duel->startTimer = 0; duel->opponent->duel->startTime = currTime; } void Player::RemovePet(PetSaveMode mode) { if (Pet* pet = GetPet()) pet->Unsummon(mode, this); } void Player::BuildPlayerChat(WorldPacket *data, uint8 msgtype, const std::string& text, uint32 language) const { *data << (uint8)msgtype; *data << (uint32)language; *data << (uint64)GetGUID(); *data << (uint32)language; //language 2.1.0 ? *data << (uint64)GetGUID(); *data << (uint32)(text.length()+1); *data << text; *data << (uint8)chatTag(); } void Player::Say(const std::string& text, const uint32 language) { WorldPacket data(SMSG_MESSAGECHAT, 200); BuildPlayerChat(&data, CHAT_MSG_SAY, text, language); SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_FLOAT_LISTEN_RANGE_SAY),true); } void Player::Yell(const std::string& text, const uint32 language) { WorldPacket data(SMSG_MESSAGECHAT, 200); BuildPlayerChat(&data, CHAT_MSG_YELL, text, language); SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_FLOAT_LISTEN_RANGE_YELL),true); } void Player::TextEmote(const std::string& text) { WorldPacket data(SMSG_MESSAGECHAT, 200); BuildPlayerChat(&data, CHAT_MSG_EMOTE, text, LANG_UNIVERSAL); SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_FLOAT_LISTEN_RANGE_TEXTEMOTE),true, !sWorld.getConfig(CONFIG_BOOL_ALLOW_TWO_SIDE_INTERACTION_CHAT) ); } void Player::Whisper(const std::string& text, uint32 language,uint64 receiver) { if (language != LANG_ADDON) // if not addon data language = LANG_UNIVERSAL; // whispers should always be readable Player *rPlayer = sObjectMgr.GetPlayer(receiver); // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode if(!rPlayer->isDND() || isGameMaster()) { WorldPacket data(SMSG_MESSAGECHAT, 200); BuildPlayerChat(&data, CHAT_MSG_WHISPER, text, language); rPlayer->GetSession()->SendPacket(&data); // not send confirmation for addon messages if (language != LANG_ADDON) { data.Initialize(SMSG_MESSAGECHAT, 200); rPlayer->BuildPlayerChat(&data, CHAT_MSG_WHISPER_INFORM, text, language); GetSession()->SendPacket(&data); } } else { // announce to player that player he is whispering to is dnd and cannot receive his message ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND, rPlayer->GetName(), rPlayer->dndMsg.c_str()); } if(!isAcceptWhispers()) { SetAcceptWhispers(true); ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON); } // announce to player that player he is whispering to is afk if(rPlayer->isAFK()) ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK, rPlayer->GetName(), rPlayer->afkMsg.c_str()); // if player whisper someone, auto turn of dnd to be able to receive an answer if(isDND() && !rPlayer->isGameMaster()) ToggleDND(); } void Player::PetSpellInitialize() { Pet* pet = GetPet(); if(!pet) return; DEBUG_LOG("Pet Spells Groups"); CharmInfo *charmInfo = pet->GetCharmInfo(); WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+1); data << pet->GetObjectGuid(); data << uint16(pet->GetCreatureInfo()->family); // creature family (required for pet talents) data << uint32(0); data << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0); // action bar loop charmInfo->BuildActionBar(&data); size_t spellsCountPos = data.wpos(); // spells count uint8 addlist = 0; data << uint8(addlist); // placeholder if (pet->IsPermanentPetFor(this)) { // spells loop for (PetSpellMap::const_iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr) { if(itr->second.state == PETSPELL_REMOVED) continue; data << uint32(MAKE_UNIT_ACTION_BUTTON(itr->first,itr->second.active)); ++addlist; } } data.put(spellsCountPos, addlist); uint8 cooldownsCount = pet->m_CreatureSpellCooldowns.size() + pet->m_CreatureCategoryCooldowns.size(); data << uint8(cooldownsCount); time_t curTime = time(NULL); for(CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureSpellCooldowns.begin(); itr != pet->m_CreatureSpellCooldowns.end(); ++itr) { time_t cooldown = (itr->second > curTime) ? (itr->second - curTime) * IN_MILLISECONDS : 0; data << uint32(itr->first); // spellid data << uint16(0); // spell category? data << uint32(cooldown); // cooldown data << uint32(0); // category cooldown } for(CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureCategoryCooldowns.begin(); itr != pet->m_CreatureCategoryCooldowns.end(); ++itr) { time_t cooldown = (itr->second > curTime) ? (itr->second - curTime) * IN_MILLISECONDS : 0; data << uint32(itr->first); // spellid data << uint16(0); // spell category? data << uint32(0); // cooldown data << uint32(cooldown); // category cooldown } GetSession()->SendPacket(&data); } void Player::SendPetGUIDs() { if (GetPetGuid().IsEmpty()) return; // Later this function might get modified for multiple guids WorldPacket data(SMSG_PET_GUIDS, 12); data << uint32(1); // count data << ObjectGuid(GetPetGuid()); GetSession()->SendPacket(&data); } void Player::PossessSpellInitialize() { Unit* charm = GetCharm(); if(!charm) return; CharmInfo *charmInfo = charm->GetCharmInfo(); if(!charmInfo) { sLog.outError("Player::PossessSpellInitialize(): charm (GUID: %u TypeId: %u) has no charminfo!", charm->GetGUIDLow(),charm->GetTypeId()); return; } WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+1); data << charm->GetObjectGuid(); data << uint16(0); data << uint32(0); data << uint32(0); charmInfo->BuildActionBar(&data); data << uint8(0); // spells count data << uint8(0); // cooldowns count GetSession()->SendPacket(&data); } void Player::CharmSpellInitialize() { Unit* charm = GetCharm(); if(!charm) return; CharmInfo *charmInfo = charm->GetCharmInfo(); if(!charmInfo) { sLog.outError("Player::CharmSpellInitialize(): the player's charm (GUID: %u TypeId: %u) has no charminfo!", charm->GetGUIDLow(),charm->GetTypeId()); return; } uint8 addlist = 0; if(charm->GetTypeId() != TYPEID_PLAYER) { CreatureInfo const *cinfo = ((Creature*)charm)->GetCreatureInfo(); if(cinfo && cinfo->type == CREATURE_TYPE_DEMON && getClass() == CLASS_WARLOCK) { for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i) { if(charmInfo->GetCharmSpell(i)->GetAction()) ++addlist; } } } WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+4*addlist+1); data << charm->GetObjectGuid(); data << uint16(0); data << uint32(0); if(charm->GetTypeId() != TYPEID_PLAYER) data << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0); else data << uint8(0) << uint8(0) << uint16(0); charmInfo->BuildActionBar(&data); data << uint8(addlist); if(addlist) { for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i) { CharmSpellEntry *cspell = charmInfo->GetCharmSpell(i); if(cspell->GetAction()) data << uint32(cspell->packedData); } } data << uint8(0); // cooldowns count GetSession()->SendPacket(&data); } void Player::RemovePetActionBar() { WorldPacket data(SMSG_PET_SPELLS, 8); data << ObjectGuid(); SendDirectMessage(&data); } bool Player::IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell const* spell) { if (!mod || !spellInfo) return false; if(mod->charges == -1 && mod->lastAffected ) // marked as expired but locked until spell casting finish { // prevent apply to any spell except spell that trigger expire if(spell) { if(mod->lastAffected != spell) return false; } else if(mod->lastAffected != FindCurrentSpellBySpellId(spellInfo->Id)) return false; } return mod->isAffectedOnSpell(spellInfo); } void Player::AddSpellMod(SpellModifier* mod, bool apply) { uint16 Opcode= (mod->type == SPELLMOD_FLAT) ? SMSG_SET_FLAT_SPELL_MODIFIER : SMSG_SET_PCT_SPELL_MODIFIER; for(int eff = 0; eff < 96; ++eff) { uint64 _mask = 0; uint32 _mask2= 0; if (eff < 64) _mask = uint64(1) << (eff - 0); else _mask2= uint32(1) << (eff - 64); if ( mod->mask & _mask || mod->mask2 & _mask2) { int32 val = 0; for (SpellModList::const_iterator itr = m_spellMods[mod->op].begin(); itr != m_spellMods[mod->op].end(); ++itr) { if ((*itr)->type == mod->type && ((*itr)->mask & _mask || (*itr)->mask2 & _mask2)) val += (*itr)->value; } val += apply ? mod->value : -(mod->value); WorldPacket data(Opcode, (1+1+4)); data << uint8(eff); data << uint8(mod->op); data << int32(val); SendDirectMessage(&data); } } if (apply) m_spellMods[mod->op].push_back(mod); else { if (mod->charges == -1) --m_SpellModRemoveCount; m_spellMods[mod->op].remove(mod); delete mod; } } void Player::RemoveSpellMods(Spell const* spell) { if(!spell || (m_SpellModRemoveCount == 0)) return; for(int i=0;icharges == -1 && (mod->lastAffected == spell || mod->lastAffected==NULL)) { RemoveAurasDueToSpell(mod->spellId); if (m_spellMods[i].empty()) break; else itr = m_spellMods[i].begin(); } } } } // send Proficiency void Player::SendProficiency(ItemClass itemClass, uint32 itemSubclassMask) { WorldPacket data(SMSG_SET_PROFICIENCY, 1 + 4); data << uint8(itemClass) << uint32(itemSubclassMask); GetSession()->SendPacket (&data); } void Player::RemovePetitionsAndSigns(ObjectGuid guid, uint32 type) { uint32 lowguid = guid.GetCounter(); QueryResult *result = NULL; if(type == 10) result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", lowguid); else result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", lowguid, type); if(result) { do // this part effectively does nothing, since the deletion / modification only takes place _after_ the PetitionQuery. Though I don't know if the result remains intact if I execute the delete query beforehand. { // and SendPetitionQueryOpcode reads data from the DB Field *fields = result->Fetch(); ObjectGuid ownerguid = ObjectGuid(HIGHGUID_PLAYER, fields[0].GetUInt32()); ObjectGuid petitionguid = ObjectGuid(HIGHGUID_ITEM, fields[1].GetUInt32()); // send update if charter owner in game Player* owner = sObjectMgr.GetPlayer(ownerguid); if(owner) owner->GetSession()->SendPetitionQueryOpcode(petitionguid); } while ( result->NextRow() ); delete result; if(type==10) CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", lowguid); else CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", lowguid, type); } CharacterDatabase.BeginTransaction(); if(type == 10) { CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", lowguid); CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", lowguid); } else { CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", lowguid, type); CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", lowguid, type); } CharacterDatabase.CommitTransaction(); } void Player::LeaveAllArenaTeams(ObjectGuid guid) { uint32 lowguid = guid.GetCounter(); QueryResult *result = CharacterDatabase.PQuery("SELECT arena_team_member.arenateamid FROM arena_team_member JOIN arena_team ON arena_team_member.arenateamid = arena_team.arenateamid WHERE guid='%u'", lowguid); if (!result) return; do { Field *fields = result->Fetch(); if (uint32 at_id = fields[0].GetUInt32()) if (ArenaTeam * at = sObjectMgr.GetArenaTeamById(at_id)) at->DelMember(guid); } while (result->NextRow()); delete result; } void Player::SetRestBonus (float rest_bonus_new) { // Prevent resting on max level if(getLevel() >= sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL)) rest_bonus_new = 0; if(rest_bonus_new < 0) rest_bonus_new = 0; float rest_bonus_max = (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)*1.5f/2.0f; if(rest_bonus_new > rest_bonus_max) m_rest_bonus = rest_bonus_max; else m_rest_bonus = rest_bonus_new; // update data for client if(m_rest_bonus>10) SetByteValue(PLAYER_BYTES_2, 3, 0x01); // Set Reststate = Rested else if(m_rest_bonus<=1) SetByteValue(PLAYER_BYTES_2, 3, 0x02); // Set Reststate = Normal //RestTickUpdate SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE, uint32(m_rest_bonus)); } void Player::HandleStealthedUnitsDetection() { std::list stealthedUnits; MaNGOS::AnyStealthedCheck u_check(this); MaNGOS::UnitListSearcher searcher(stealthedUnits, u_check); Cell::VisitAllObjects(this, searcher, MAX_PLAYER_STEALTH_DETECT_RANGE); WorldObject const* viewPoint = GetCamera().GetBody(); for (std::list::const_iterator i = stealthedUnits.begin(); i != stealthedUnits.end(); ++i) { if((*i)==this) continue; bool hasAtClient = HaveAtClient((*i)); bool hasDetected = (*i)->isVisibleForOrDetect(this, viewPoint, true); if (hasDetected) { if(!hasAtClient) { ObjectGuid i_guid = (*i)->GetGUID(); (*i)->SendCreateUpdateToPlayer(this); m_clientGUIDs.insert(i_guid); DEBUG_FILTER_LOG(LOG_FILTER_VISIBILITY_CHANGES, "%s is detected in stealth by player %u. Distance = %f",i_guid.GetString().c_str(),GetGUIDLow(),GetDistance(*i)); // target aura duration for caster show only if target exist at caster client // send data at target visibility change (adding to client) if((*i)!=this && (*i)->isType(TYPEMASK_UNIT)) SendAurasForTarget(*i); } } else { if(hasAtClient) { (*i)->DestroyForPlayer(this); m_clientGUIDs.erase((*i)->GetGUID()); } } } } bool Player::ActivateTaxiPathTo(std::vector const& nodes, Creature* npc /*= NULL*/, uint32 spellid /*= 0*/) { if(nodes.size() < 2) return false; // not let cheating with start flight in time of logout process || if casting not finished || while in combat || if not use Spell's with EffectSendTaxi if(GetSession()->isLogingOut() || isInCombat()) { WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); data << uint32(ERR_TAXIPLAYERBUSY); GetSession()->SendPacket(&data); return false; } if(HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE)) return false; // taximaster case if (npc) { // not let cheating with start flight mounted if (IsMounted()) { WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); data << uint32(ERR_TAXIPLAYERALREADYMOUNTED); GetSession()->SendPacket(&data); return false; } if (IsInDisallowedMountForm()) { WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); data << uint32(ERR_TAXIPLAYERSHAPESHIFTED); GetSession()->SendPacket(&data); return false; } // not let cheating with start flight in time of logout process || if casting not finished || while in combat || if not use Spell's with EffectSendTaxi if(IsNonMeleeSpellCasted(false)) { WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); data << uint32(ERR_TAXIPLAYERBUSY); GetSession()->SendPacket(&data); return false; } } // cast case or scripted call case else { RemoveSpellsCausingAura(SPELL_AURA_MOUNTED); if (IsInDisallowedMountForm()) RemoveSpellsCausingAura(SPELL_AURA_MOD_SHAPESHIFT); if (Spell* spell = GetCurrentSpell(CURRENT_GENERIC_SPELL)) if (spell->m_spellInfo->Id != spellid) InterruptSpell(CURRENT_GENERIC_SPELL,false); InterruptSpell(CURRENT_AUTOREPEAT_SPELL,false); if (Spell* spell = GetCurrentSpell(CURRENT_CHANNELED_SPELL)) if (spell->m_spellInfo->Id != spellid) InterruptSpell(CURRENT_CHANNELED_SPELL,true); } uint32 sourcenode = nodes[0]; // starting node too far away (cheat?) TaxiNodesEntry const* node = sTaxiNodesStore.LookupEntry(sourcenode); if (!node) { WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); data << uint32(ERR_TAXINOSUCHPATH); GetSession()->SendPacket(&data); return false; } // check node starting pos data set case if provided if (node->x != 0.0f || node->y != 0.0f || node->z != 0.0f) { if (node->map_id != GetMapId() || (node->x - GetPositionX())*(node->x - GetPositionX())+ (node->y - GetPositionY())*(node->y - GetPositionY())+ (node->z - GetPositionZ())*(node->z - GetPositionZ()) > (2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE)) { WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); data << uint32(ERR_TAXITOOFARAWAY); GetSession()->SendPacket(&data); return false; } } // node must have pos if taxi master case (npc != NULL) else if (npc) { WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR); GetSession()->SendPacket(&data); return false; } // Prepare to flight start now // stop combat at start taxi flight if any CombatStop(); // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it) TradeCancel(true); // clean not finished taxi path if any m_taxi.ClearTaxiDestinations(); // 0 element current node m_taxi.AddTaxiDestination(sourcenode); // fill destinations path tail uint32 sourcepath = 0; uint32 totalcost = 0; uint32 prevnode = sourcenode; uint32 lastnode = 0; for(uint32 i = 1; i < nodes.size(); ++i) { uint32 path, cost; lastnode = nodes[i]; sObjectMgr.GetTaxiPath(prevnode, lastnode, path, cost); if(!path) { m_taxi.ClearTaxiDestinations(); return false; } totalcost += cost; if(prevnode == sourcenode) sourcepath = path; m_taxi.AddTaxiDestination(lastnode); prevnode = lastnode; } // get mount model (in case non taximaster (npc==NULL) allow more wide lookup) uint32 mount_display_id = sObjectMgr.GetTaxiMountDisplayId(sourcenode, GetTeam(), npc == NULL); // in spell case allow 0 model if ((mount_display_id == 0 && spellid == 0) || sourcepath == 0) { WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR); GetSession()->SendPacket(&data); m_taxi.ClearTaxiDestinations(); return false; } uint32 money = GetMoney(); if (npc) totalcost = (uint32)ceil(totalcost*GetReputationPriceDiscount(npc)); if(money < totalcost) { WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); data << uint32(ERR_TAXINOTENOUGHMONEY); GetSession()->SendPacket(&data); m_taxi.ClearTaxiDestinations(); return false; } //Checks and preparations done, DO FLIGHT ModifyMoney(-(int32)totalcost); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING, totalcost); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN, 1); // prevent stealth flight RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH); WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); data << uint32(ERR_TAXIOK); GetSession()->SendPacket(&data); DEBUG_LOG("WORLD: Sent SMSG_ACTIVATETAXIREPLY"); GetSession()->SendDoFlight(mount_display_id, sourcepath); return true; } bool Player::ActivateTaxiPathTo( uint32 taxi_path_id, uint32 spellid /*= 0*/ ) { TaxiPathEntry const* entry = sTaxiPathStore.LookupEntry(taxi_path_id); if(!entry) return false; std::vector nodes; nodes.resize(2); nodes[0] = entry->from; nodes[1] = entry->to; return ActivateTaxiPathTo(nodes,NULL,spellid); } void Player::ContinueTaxiFlight() { uint32 sourceNode = m_taxi.GetTaxiSource(); if (!sourceNode) return; DEBUG_LOG( "WORLD: Restart character %u taxi flight", GetGUIDLow() ); uint32 mountDisplayId = sObjectMgr.GetTaxiMountDisplayId(sourceNode, GetTeam(), true); uint32 path = m_taxi.GetCurrentTaxiPath(); // search appropriate start path node uint32 startNode = 0; TaxiPathNodeList const& nodeList = sTaxiPathNodesByPath[path]; float distPrev = MAP_SIZE*MAP_SIZE; float distNext = (nodeList[0].x-GetPositionX())*(nodeList[0].x-GetPositionX())+ (nodeList[0].y-GetPositionY())*(nodeList[0].y-GetPositionY())+ (nodeList[0].z-GetPositionZ())*(nodeList[0].z-GetPositionZ()); for(uint32 i = 1; i < nodeList.size(); ++i) { TaxiPathNodeEntry const& node = nodeList[i]; TaxiPathNodeEntry const& prevNode = nodeList[i-1]; // skip nodes at another map if (node.mapid != GetMapId()) continue; distPrev = distNext; distNext = (node.x-GetPositionX())*(node.x-GetPositionX())+ (node.y-GetPositionY())*(node.y-GetPositionY())+ (node.z-GetPositionZ())*(node.z-GetPositionZ()); float distNodes = (node.x-prevNode.x)*(node.x-prevNode.x)+ (node.y-prevNode.y)*(node.y-prevNode.y)+ (node.z-prevNode.z)*(node.z-prevNode.z); if (distNext + distPrev < distNodes) { startNode = i; break; } } GetSession()->SendDoFlight(mountDisplayId, path, startNode); } void Player::ProhibitSpellSchool(SpellSchoolMask idSchoolMask, uint32 unTimeMs ) { // last check 2.0.10 WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+m_spells.size()*8); data << GetObjectGuid(); data << uint8(0x0); // flags (0x1, 0x2) time_t curTime = time(NULL); for(PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr) { if (itr->second.state == PLAYERSPELL_REMOVED) continue; uint32 unSpellId = itr->first; SpellEntry const *spellInfo = sSpellStore.LookupEntry(unSpellId); if (!spellInfo) { MANGOS_ASSERT(spellInfo); continue; } // Not send cooldown for this spells if (spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE) continue; if((idSchoolMask & GetSpellSchoolMask(spellInfo)) && GetSpellCooldownDelay(unSpellId) < unTimeMs ) { data << uint32(unSpellId); data << uint32(unTimeMs); // in m.secs AddSpellCooldown(unSpellId, 0, curTime + unTimeMs/IN_MILLISECONDS); } } GetSession()->SendPacket(&data); } void Player::InitDataForForm(bool reapplyMods) { ShapeshiftForm form = GetShapeshiftForm(); SpellShapeshiftFormEntry const* ssEntry = sSpellShapeshiftFormStore.LookupEntry(form); if(ssEntry && ssEntry->attackSpeed) { SetAttackTime(BASE_ATTACK,ssEntry->attackSpeed); SetAttackTime(OFF_ATTACK,ssEntry->attackSpeed); SetAttackTime(RANGED_ATTACK, BASE_ATTACK_TIME); } else SetRegularAttackTime(); switch(form) { case FORM_CAT: { if(getPowerType()!=POWER_ENERGY) setPowerType(POWER_ENERGY); break; } case FORM_BEAR: case FORM_DIREBEAR: { if(getPowerType()!=POWER_RAGE) setPowerType(POWER_RAGE); break; } default: // 0, for example { ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(getClass()); if(cEntry && cEntry->powerType < MAX_POWERS && uint32(getPowerType()) != cEntry->powerType) setPowerType(Powers(cEntry->powerType)); break; } } // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change. if (!reapplyMods) UpdateEquipSpellsAtFormChange(); UpdateAttackPowerAndDamage(); UpdateAttackPowerAndDamage(true); } void Player::InitDisplayIds() { PlayerInfo const *info = sObjectMgr.GetPlayerInfo(getRace(), getClass()); if(!info) { sLog.outError("Player %u has incorrect race/class pair. Can't init display ids.", GetGUIDLow()); return; } // reset scale before reapply auras SetObjectScale(DEFAULT_OBJECT_SCALE); uint8 gender = getGender(); switch(gender) { case GENDER_FEMALE: SetDisplayId(info->displayId_f ); SetNativeDisplayId(info->displayId_f ); break; case GENDER_MALE: SetDisplayId(info->displayId_m ); SetNativeDisplayId(info->displayId_m ); break; default: sLog.outError("Invalid gender %u for player",gender); return; } } // Return true is the bought item has a max count to force refresh of window by caller bool Player::BuyItemFromVendorSlot(ObjectGuid vendorGuid, uint32 vendorslot, uint32 item, uint8 count, uint8 bag, uint8 slot) { // cheating attempt if (count < 1) count = 1; if (!isAlive()) return false; ItemPrototype const *pProto = ObjectMgr::GetItemPrototype( item ); if (!pProto) { SendBuyError( BUY_ERR_CANT_FIND_ITEM, NULL, item, 0); return false; } Creature *pCreature = GetNPCIfCanInteractWith(vendorGuid, UNIT_NPC_FLAG_VENDOR); if (!pCreature) { DEBUG_LOG("WORLD: BuyItemFromVendor - %s not found or you can't interact with him.", vendorGuid.GetString().c_str()); SendBuyError(BUY_ERR_DISTANCE_TOO_FAR, NULL, item, 0); return false; } VendorItemData const* vItems = pCreature->GetVendorItems(); VendorItemData const* tItems = pCreature->GetVendorTemplateItems(); if ((!vItems || vItems->Empty()) && (!tItems || tItems->Empty())) { SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0); return false; } uint32 vCount = vItems ? vItems->GetItemCount() : 0; uint32 tCount = tItems ? tItems->GetItemCount() : 0; if (vendorslot >= vCount+tCount) { SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0); return false; } VendorItem const* crItem = vendorslot < vCount ? vItems->GetItem(vendorslot) : tItems->GetItem(vendorslot - vCount); if (!crItem) // store diff item (cheating) { SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0); return false; } if (crItem->item != item) // store diff item (cheating or special convert) { bool converted = false; // possible item converted for BoA case ItemPrototype const* crProto = ObjectMgr::GetItemPrototype(crItem->item); if (crProto->Flags & ITEM_FLAG_BOA && crProto->RequiredReputationFaction && uint32(GetReputationRank(crProto->RequiredReputationFaction)) >= crProto->RequiredReputationRank) converted = item == sObjectMgr.GetItemConvert(crItem->item, getRaceMask());; if(!converted) { SendBuyError(BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0); return false; } } // check current item amount if it limited if (crItem->maxcount != 0) { if (pCreature->GetVendorItemCurrentCount(crItem) < pProto->BuyCount * count ) { SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD, pCreature, item, 0); return false; } } if (uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank) { SendBuyError( BUY_ERR_REPUTATION_REQUIRE, pCreature, item, 0); return false; } if (uint32 extendedCostId = crItem->ExtendedCost) { ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(extendedCostId); if (!iece) { sLog.outError("Item %u have wrong ExtendedCost field value %u", pProto->ItemId, extendedCostId); return false; } // honor points price if (GetHonorPoints() < (iece->reqhonorpoints * count)) { SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS, NULL, NULL); return false; } // arena points price if (GetArenaPoints() < (iece->reqarenapoints * count)) { SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS, NULL, NULL); return false; } // item base price for (uint8 i = 0; i < 5; ++i) { if(iece->reqitem[i] && !HasItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count))) { SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, NULL, NULL); return false; } } // check for personal arena rating requirement if( GetMaxPersonalArenaRatingRequirement(iece->reqarenaslot) < iece->reqpersonalarenarating ) { // probably not the proper equip err SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK,NULL,NULL); return false; } } uint32 price = (crItem->ExtendedCost == 0 || pProto->Flags2 & ITEM_FLAG2_EXT_COST_REQUIRES_GOLD) ? pProto->BuyPrice * count : 0; // reputation discount if (price) price = uint32(floor(price * GetReputationPriceDiscount(pCreature))); if (GetMoney() < price) { SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, pCreature, item, 0); return false; } if ((bag == NULL_BAG && slot == NULL_SLOT) || IsInventoryPos(bag, slot)) { ItemPosCountVec dest; uint8 msg = CanStoreNewItem( bag, slot, dest, item, pProto->BuyCount * count ); if (msg != EQUIP_ERR_OK) { SendEquipError( msg, NULL, NULL, item ); return false; } ModifyMoney( -(int32)price ); if (uint32 extendedCostId = crItem->ExtendedCost) { ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(extendedCostId); if (iece->reqhonorpoints) ModifyHonorPoints( - int32(iece->reqhonorpoints * count)); if (iece->reqarenapoints) ModifyArenaPoints( - int32(iece->reqarenapoints * count)); for (uint8 i = 0; i < 5; ++i) { if (iece->reqitem[i]) DestroyItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count), true); } } if (Item *it = StoreNewItem( dest, item, true )) { uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count); WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4)); data << pCreature->GetObjectGuid(); data << uint32(vendorslot+1); // numbered from 1 at client data << uint32(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF); data << uint32(count); GetSession()->SendPacket(&data); SendNewItem(it, pProto->BuyCount*count, true, false, false); } } else if (IsEquipmentPos(bag, slot)) { if (pProto->BuyCount * count != 1) { SendEquipError( EQUIP_ERR_ITEM_CANT_BE_EQUIPPED, NULL, NULL ); return false; } uint16 dest; uint8 msg = CanEquipNewItem( slot, dest, item, false ); if (msg != EQUIP_ERR_OK) { SendEquipError( msg, NULL, NULL, item ); return false; } ModifyMoney( -(int32)price ); if (uint32 extendedCostId = crItem->ExtendedCost) { ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(extendedCostId); if (iece->reqhonorpoints) ModifyHonorPoints( - int32(iece->reqhonorpoints)); if (iece->reqarenapoints) ModifyArenaPoints( - int32(iece->reqarenapoints)); for (uint8 i = 0; i < 5; ++i) { if(iece->reqitem[i]) DestroyItemCount(iece->reqitem[i], iece->reqitemcount[i], true); } } if (Item *it = EquipNewItem( dest, item, true )) { uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count); WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4)); data << pCreature->GetObjectGuid(); data << uint32(vendorslot + 1); // numbered from 1 at client data << uint32(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF); data << uint32(count); GetSession()->SendPacket(&data); SendNewItem(it, pProto->BuyCount*count, true, false, false); AutoUnequipOffhandIfNeed(); } } else { SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL ); return false; } return crItem->maxcount != 0; } uint32 Player::GetMaxPersonalArenaRatingRequirement(uint32 minarenaslot) { // returns the maximal personal arena rating that can be used to purchase items requiring this condition // the personal rating of the arena team must match the required limit as well // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype])) uint32 max_personal_rating = 0; for(int i = minarenaslot; i < MAX_ARENA_SLOT; ++i) { if(ArenaTeam * at = sObjectMgr.GetArenaTeamById(GetArenaTeamId(i))) { uint32 p_rating = GetArenaPersonalRating(i); uint32 t_rating = at->GetRating(); p_rating = p_rating < t_rating ? p_rating : t_rating; if(max_personal_rating < p_rating) max_personal_rating = p_rating; } } return max_personal_rating; } void Player::UpdateHomebindTime(uint32 time) { // GMs never get homebind timer online if (m_InstanceValid || isGameMaster()) { if(m_HomebindTimer) // instance valid, but timer not reset { // hide reminder WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4); data << uint32(0); data << uint32(ERR_RAID_GROUP_NONE); // error used only when timer = 0 GetSession()->SendPacket(&data); } // instance is valid, reset homebind timer m_HomebindTimer = 0; } else if (m_HomebindTimer > 0) { if (time >= m_HomebindTimer) { // teleport to nearest graveyard RepopAtGraveyard(); } else m_HomebindTimer -= time; } else { // instance is invalid, start homebind timer m_HomebindTimer = 60000; // send message to player WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4); data << uint32(m_HomebindTimer); data << uint32(ERR_RAID_GROUP_NONE); // error used only when timer = 0 GetSession()->SendPacket(&data); DEBUG_LOG("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow()); } } void Player::UpdatePvP(bool state, bool ovrride) { if(!state || ovrride) { SetPvP(state); pvpInfo.endTimer = 0; } else { if(pvpInfo.endTimer != 0) pvpInfo.endTimer = time(NULL); else SetPvP(state); } } void Player::AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 itemId, Spell* spell, bool infinityCooldown) { // init cooldown values uint32 cat = 0; int32 rec = -1; int32 catrec = -1; // some special item spells without correct cooldown in SpellInfo // cooldown information stored in item prototype // This used in same way in WorldSession::HandleItemQuerySingleOpcode data sending to client. if (itemId) { if (ItemPrototype const* proto = ObjectMgr::GetItemPrototype(itemId)) { for(int idx = 0; idx < 5; ++idx) { if (proto->Spells[idx].SpellId == spellInfo->Id) { cat = proto->Spells[idx].SpellCategory; rec = proto->Spells[idx].SpellCooldown; catrec = proto->Spells[idx].SpellCategoryCooldown; break; } } } } // if no cooldown found above then base at DBC data if (rec < 0 && catrec < 0) { cat = spellInfo->Category; rec = spellInfo->RecoveryTime; catrec = spellInfo->CategoryRecoveryTime; } time_t curTime = time(NULL); time_t catrecTime; time_t recTime; // overwrite time for selected category if (infinityCooldown) { // use +MONTH as infinity mark for spell cooldown (will checked as MONTH/2 at save ans skipped) // but not allow ignore until reset or re-login catrecTime = catrec > 0 ? curTime+infinityCooldownDelay : 0; recTime = rec > 0 ? curTime+infinityCooldownDelay : catrecTime; } else { // shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK) // prevent 0 cooldowns set by another way if (rec <= 0 && catrec <= 0 && (cat == 76 || (IsAutoRepeatRangedSpell(spellInfo) && spellInfo->Id != SPELL_ID_AUTOSHOT))) rec = GetAttackTime(RANGED_ATTACK); // Now we have cooldown data (if found any), time to apply mods if (rec > 0) ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, rec, spell); if (catrec > 0) ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, catrec, spell); // replace negative cooldowns by 0 if (rec < 0) rec = 0; if (catrec < 0) catrec = 0; // no cooldown after applying spell mods if (rec == 0 && catrec == 0) return; catrecTime = catrec ? curTime+catrec/IN_MILLISECONDS : 0; recTime = rec ? curTime+rec/IN_MILLISECONDS : catrecTime; } // self spell cooldown if (recTime > 0) AddSpellCooldown(spellInfo->Id, itemId, recTime); // category spells if (cat && catrec > 0) { SpellCategoryStore::const_iterator i_scstore = sSpellCategoryStore.find(cat); if (i_scstore != sSpellCategoryStore.end()) { for(SpellCategorySet::const_iterator i_scset = i_scstore->second.begin(); i_scset != i_scstore->second.end(); ++i_scset) { if (*i_scset == spellInfo->Id) // skip main spell, already handled above continue; AddSpellCooldown(*i_scset, itemId, catrecTime); } } } } void Player::AddSpellCooldown(uint32 spellid, uint32 itemid, time_t end_time) { SpellCooldown sc; sc.end = end_time; sc.itemid = itemid; m_spellCooldowns[spellid] = sc; } void Player::SendCooldownEvent(SpellEntry const *spellInfo, uint32 itemId, Spell* spell) { // start cooldowns at server side, if any AddSpellAndCategoryCooldowns(spellInfo, itemId, spell); // Send activate cooldown timer (possible 0) at client side WorldPacket data(SMSG_COOLDOWN_EVENT, (4+8)); data << uint32(spellInfo->Id); data << GetObjectGuid(); SendDirectMessage(&data); } void Player::UpdatePotionCooldown(Spell* spell) { // no potion used in combat or still in combat if(!m_lastPotionId || isInCombat()) return; // Call not from spell cast, send cooldown event for item spells if no in combat if(!spell) { // spell/item pair let set proper cooldown (except nonexistent charged spell cooldown spellmods for potions) if(ItemPrototype const* proto = ObjectMgr::GetItemPrototype(m_lastPotionId)) for(int idx = 0; idx < 5; ++idx) if(proto->Spells[idx].SpellId && proto->Spells[idx].SpellTrigger == ITEM_SPELLTRIGGER_ON_USE) if(SpellEntry const* spellInfo = sSpellStore.LookupEntry(proto->Spells[idx].SpellId)) SendCooldownEvent(spellInfo,m_lastPotionId); } // from spell cases (m_lastPotionId set in Spell::SendSpellCooldown) else SendCooldownEvent(spell->m_spellInfo,m_lastPotionId,spell); m_lastPotionId = 0; } //slot to be excluded while counting bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot) { if(!enchantmentcondition) return true; SpellItemEnchantmentConditionEntry const *Condition = sSpellItemEnchantmentConditionStore.LookupEntry(enchantmentcondition); if(!Condition) return true; uint8 curcount[4] = {0, 0, 0, 0}; //counting current equipped gem colors for(uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i) { if(i == slot) continue; Item *pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if(pItem2 && !pItem2->IsBroken() && pItem2->GetProto()->Socket[0].Color) { for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot) { uint32 enchant_id = pItem2->GetEnchantmentId(EnchantmentSlot(enchant_slot)); if(!enchant_id) continue; SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id); if(!enchantEntry) continue; uint32 gemid = enchantEntry->GemID; if(!gemid) continue; ItemPrototype const* gemProto = sItemStorage.LookupEntry(gemid); if(!gemProto) continue; GemPropertiesEntry const* gemProperty = sGemPropertiesStore.LookupEntry(gemProto->GemProperties); if(!gemProperty) continue; uint8 GemColor = gemProperty->color; for(uint8 b = 0, tmpcolormask = 1; b < 4; b++, tmpcolormask <<= 1) { if(tmpcolormask & GemColor) ++curcount[b]; } } } } bool activate = true; for(int i = 0; i < 5; ++i) { if(!Condition->Color[i]) continue; uint32 _cur_gem = curcount[Condition->Color[i] - 1]; // if have use them as count, else use from Condition uint32 _cmp_gem = Condition->CompareColor[i] ? curcount[Condition->CompareColor[i] - 1]: Condition->Value[i]; switch(Condition->Comparator[i]) { case 2: // requires less than ( || ) gems activate &= (_cur_gem < _cmp_gem) ? true : false; break; case 3: // requires more than ( || ) gems activate &= (_cur_gem > _cmp_gem) ? true : false; break; case 5: // requires at least than ( || ) gems activate &= (_cur_gem >= _cmp_gem) ? true : false; break; } } DEBUG_LOG("Checking Condition %u, there are %u Meta Gems, %u Red Gems, %u Yellow Gems and %u Blue Gems, Activate:%s", enchantmentcondition, curcount[0], curcount[1], curcount[2], curcount[3], activate ? "yes" : "no"); return activate; } void Player::CorrectMetaGemEnchants(uint8 exceptslot, bool apply) { //cycle all equipped items for(uint32 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot) { //enchants for the slot being socketed are handled by Player::ApplyItemMods if(slot == exceptslot) continue; Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot ); if(!pItem || !pItem->GetProto()->Socket[0].Color) continue; for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot) { uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot)); if(!enchant_id) continue; SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id); if(!enchantEntry) continue; uint32 condition = enchantEntry->EnchantmentCondition; if(condition) { //was enchant active with/without item? bool wasactive = EnchantmentFitsRequirements(condition, apply ? exceptslot : -1); //should it now be? if(wasactive != EnchantmentFitsRequirements(condition, apply ? -1 : exceptslot)) { // ignore item gem conditions //if state changed, (dis)apply enchant ApplyEnchantment(pItem, EnchantmentSlot(enchant_slot), !wasactive, true, true); } } } } } //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements void Player::ToggleMetaGemsActive(uint8 exceptslot, bool apply) { //cycle all equipped items for(int slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot) { //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data) if(slot == exceptslot) continue; Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot ); if(!pItem || !pItem->GetProto()->Socket[0].Color) //if item has no sockets or no item is equipped go to next item continue; //cycle all (gem)enchants for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot) { uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot)); if(!enchant_id) //if no enchant go to next enchant(slot) continue; SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id); if(!enchantEntry) continue; //only metagems to be (de)activated, so only enchants with condition uint32 condition = enchantEntry->EnchantmentCondition; if(condition) ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot), apply); } } } void Player::SetBattleGroundEntryPoint() { // Taxi path store if (!m_taxi.empty()) { m_bgData.mountSpell = 0; m_bgData.taxiPath[0] = m_taxi.GetTaxiSource(); m_bgData.taxiPath[1] = m_taxi.GetTaxiDestination(); // On taxi we don't need check for dungeon m_bgData.joinPos = WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation()); m_bgData.m_needSave = true; return; } else { m_bgData.ClearTaxiPath(); // Mount spell id storing if (IsMounted()) { AuraList const& auras = GetAurasByType(SPELL_AURA_MOUNTED); if (!auras.empty()) m_bgData.mountSpell = (*auras.begin())->GetId(); } else m_bgData.mountSpell = 0; // If map is dungeon find linked graveyard if(GetMap()->IsDungeon()) { if (const WorldSafeLocsEntry* entry = sObjectMgr.GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam())) { m_bgData.joinPos = WorldLocation(entry->map_id, entry->x, entry->y, entry->z, 0.0f); m_bgData.m_needSave = true; return; } else sLog.outError("SetBattleGroundEntryPoint: Dungeon map %u has no linked graveyard, setting home location as entry point.", GetMapId()); } // If new entry point is not BG or arena set it else if (!GetMap()->IsBattleGroundOrArena()) { m_bgData.joinPos = WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation()); m_bgData.m_needSave = true; return; } } // In error cases use homebind position m_bgData.joinPos = WorldLocation(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, 0.0f); m_bgData.m_needSave = true; } void Player::LeaveBattleground(bool teleportToEntryPoint) { if(BattleGround *bg = GetBattleGround()) { bg->RemovePlayerAtLeave(GetObjectGuid(), teleportToEntryPoint, true); // call after remove to be sure that player resurrected for correct cast if( bg->isBattleGround() && !isGameMaster() && sWorld.getConfig(CONFIG_BOOL_BATTLEGROUND_CAST_DESERTER) ) { if( bg->GetStatus() == STATUS_IN_PROGRESS || bg->GetStatus() == STATUS_WAIT_JOIN ) { //lets check if player was teleported from BG and schedule delayed Deserter spell cast if(IsBeingTeleportedFar()) { ScheduleDelayedOperation(DELAYED_SPELL_CAST_DESERTER); return; } CastSpell(this, 26013, true); // Deserter } } } } bool Player::CanJoinToBattleground() const { // check Deserter debuff if(GetDummyAura(26013)) return false; return true; } bool Player::CanReportAfkDueToLimit() { // a player can complain about 15 people per 5 minutes if(m_bgData.bgAfkReportedCount++ >= 15) return false; return true; } ///This player has been blamed to be inactive in a battleground void Player::ReportedAfkBy(Player* reporter) { BattleGround *bg = GetBattleGround(); if(!bg || bg != reporter->GetBattleGround() || GetTeam() != reporter->GetTeam()) return; // check if player has 'Idle' or 'Inactive' debuff if(m_bgData.bgAfkReporter.find(reporter->GetGUIDLow()) == m_bgData.bgAfkReporter.end() && !HasAura(43680, EFFECT_INDEX_0) && !HasAura(43681, EFFECT_INDEX_0) && reporter->CanReportAfkDueToLimit()) { m_bgData.bgAfkReporter.insert(reporter->GetGUIDLow()); // 3 players have to complain to apply debuff if(m_bgData.bgAfkReporter.size() >= 3) { // cast 'Idle' spell CastSpell(this, 43680, true); m_bgData.bgAfkReporter.clear(); } } } bool Player::IsVisibleInGridForPlayer( Player* pl ) const { // gamemaster in GM mode see all, including ghosts if(pl->isGameMaster() && GetSession()->GetSecurity() <= pl->GetSession()->GetSecurity()) return true; // It seems in battleground everyone sees everyone, except the enemy-faction ghosts if (InBattleGround()) { if (!(isAlive() || m_deathTimer > 0) && !IsFriendlyTo(pl) ) return false; return true; } // Live player see live player or dead player with not realized corpse if(pl->isAlive() || pl->m_deathTimer > 0) { return isAlive() || m_deathTimer > 0; } // Ghost see other friendly ghosts, that's for sure if(!(isAlive() || m_deathTimer > 0) && IsFriendlyTo(pl)) return true; // Dead player see live players near own corpse if(isAlive()) { Corpse *corpse = pl->GetCorpse(); if(corpse) { // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level if(corpse->IsWithinDistInMap(this,(20+25)*sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_AGGRO))) return true; } } // and not see any other return false; } bool Player::IsVisibleGloballyFor( Player* u ) const { if(!u) return false; // Always can see self if (u==this) return true; // Visible units, always are visible for all players if (GetVisibility() == VISIBILITY_ON) return true; // GMs are visible for higher gms (or players are visible for gms) if (u->GetSession()->GetSecurity() > SEC_PLAYER) return GetSession()->GetSecurity() <= u->GetSession()->GetSecurity(); // non faction visibility non-breakable for non-GMs if (GetVisibility() == VISIBILITY_OFF) return false; // non-gm stealth/invisibility not hide from global player lists return true; } template inline void BeforeVisibilityDestroy(T* /*t*/, Player* /*p*/) { } template<> inline void BeforeVisibilityDestroy(Creature* t, Player* p) { if (p->GetPetGuid() == t->GetObjectGuid() && ((Creature*)t)->IsPet()) ((Pet*)t)->Unsummon(PET_SAVE_REAGENTS); } void Player::UpdateVisibilityOf(WorldObject const* viewPoint, WorldObject* target) { if(HaveAtClient(target)) { if(!target->isVisibleForInState(this, viewPoint, true)) { ObjectGuid t_guid = target->GetObjectGuid(); if (target->GetTypeId()==TYPEID_UNIT) { BeforeVisibilityDestroy((Creature*)target,this); // at remove from map (destroy) show kill animation (in different out of range/stealth case) target->DestroyForPlayer(this, !target->IsInWorld() && ((Creature*)target)->isDead()); } else target->DestroyForPlayer(this); m_clientGUIDs.erase(t_guid); DEBUG_FILTER_LOG(LOG_FILTER_VISIBILITY_CHANGES, "%s out of range for player %u. Distance = %f",t_guid.GetString().c_str(),GetGUIDLow(),GetDistance(target)); } } else { if(target->isVisibleForInState(this, viewPoint, false)) { target->SendCreateUpdateToPlayer(this); if(target->GetTypeId()!=TYPEID_GAMEOBJECT||!((GameObject*)target)->IsTransport()) m_clientGUIDs.insert(target->GetObjectGuid()); DEBUG_FILTER_LOG(LOG_FILTER_VISIBILITY_CHANGES, "Object %u (Type: %u) is visible now for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target)); // target aura duration for caster show only if target exist at caster client // send data at target visibility change (adding to client) if(target!=this && target->isType(TYPEMASK_UNIT)) SendAurasForTarget((Unit*)target); if(target->GetTypeId()==TYPEID_UNIT && ((Creature*)target)->isAlive()) ((Creature*)target)->SendMonsterMoveWithSpeedToCurrentDestination(this); } } } template inline void UpdateVisibilityOf_helper(ObjectGuidSet& s64, T* target) { s64.insert(target->GetGUID()); } template<> inline void UpdateVisibilityOf_helper(ObjectGuidSet& s64, GameObject* target) { if(!target->IsTransport()) s64.insert(target->GetGUID()); } template void Player::UpdateVisibilityOf(WorldObject const* viewPoint, T* target, UpdateData& data, std::set& visibleNow) { if(HaveAtClient(target)) { if(!target->isVisibleForInState(this,viewPoint,true)) { BeforeVisibilityDestroy(target,this); ObjectGuid t_guid = target->GetObjectGuid(); target->BuildOutOfRangeUpdateBlock(&data); m_clientGUIDs.erase(t_guid); DEBUG_FILTER_LOG(LOG_FILTER_VISIBILITY_CHANGES, "%s is out of range for %s. Distance = %f", t_guid.GetString().c_str(), GetGuidStr().c_str(), GetDistance(target)); } } else { if(target->isVisibleForInState(this,viewPoint,false)) { visibleNow.insert(target); target->BuildCreateUpdateBlockForPlayer(&data, this); UpdateVisibilityOf_helper(m_clientGUIDs,target); DEBUG_FILTER_LOG(LOG_FILTER_VISIBILITY_CHANGES, "%s is visible now for %s. Distance = %f", target->GetGuidStr().c_str(), GetGuidStr().c_str(), GetDistance(target)); } } } template void Player::UpdateVisibilityOf(WorldObject const* viewPoint, Player* target, UpdateData& data, std::set& visibleNow); template void Player::UpdateVisibilityOf(WorldObject const* viewPoint, Creature* target, UpdateData& data, std::set& visibleNow); template void Player::UpdateVisibilityOf(WorldObject const* viewPoint, Corpse* target, UpdateData& data, std::set& visibleNow); template void Player::UpdateVisibilityOf(WorldObject const* viewPoint, GameObject* target, UpdateData& data, std::set& visibleNow); template void Player::UpdateVisibilityOf(WorldObject const* viewPoint, DynamicObject* target, UpdateData& data, std::set& visibleNow); void Player::InitPrimaryProfessions() { SetFreePrimaryProfessions(sWorld.getConfig(CONFIG_UINT32_MAX_PRIMARY_TRADE_SKILL)); } void Player::SendComboPoints() { Unit *combotarget = ObjectAccessor::GetUnit(*this, m_comboTargetGuid); if (combotarget) { WorldPacket data(SMSG_UPDATE_COMBO_POINTS, combotarget->GetPackGUID().size()+1); data << combotarget->GetPackGUID(); data << uint8(m_comboPoints); GetSession()->SendPacket(&data); } } void Player::AddComboPoints(Unit* target, int8 count) { if(!count) return; // without combo points lost (duration checked in aura) RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS); if(target->GetObjectGuid() == m_comboTargetGuid) { m_comboPoints += count; } else { if (!m_comboTargetGuid.IsEmpty()) if(Unit* target2 = ObjectAccessor::GetUnit(*this, m_comboTargetGuid)) target2->RemoveComboPointHolder(GetGUIDLow()); m_comboTargetGuid = target->GetObjectGuid(); m_comboPoints = count; target->AddComboPointHolder(GetGUIDLow()); } if (m_comboPoints > 5) m_comboPoints = 5; if (m_comboPoints < 0) m_comboPoints = 0; SendComboPoints(); } void Player::ClearComboPoints() { if (m_comboTargetGuid.IsEmpty()) return; // without combopoints lost (duration checked in aura) RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS); m_comboPoints = 0; SendComboPoints(); if(Unit* target = ObjectAccessor::GetUnit(*this,m_comboTargetGuid)) target->RemoveComboPointHolder(GetGUIDLow()); m_comboTargetGuid.Clear(); } void Player::SetGroup(Group *group, int8 subgroup) { if(group == NULL) m_group.unlink(); else { // never use SetGroup without a subgroup unless you specify NULL for group MANGOS_ASSERT(subgroup >= 0); m_group.link(group, this); m_group.setSubGroup((uint8)subgroup); } } void Player::SendInitialPacketsBeforeAddToMap() { GetSocial()->SendSocialList(); // Homebind WorldPacket data(SMSG_BINDPOINTUPDATE, 5*4); data << m_homebindX << m_homebindY << m_homebindZ; data << (uint32) m_homebindMapId; data << (uint32) m_homebindAreaId; GetSession()->SendPacket(&data); // SMSG_SET_PROFICIENCY // SMSG_SET_PCT_SPELL_MODIFIER // SMSG_SET_FLAT_SPELL_MODIFIER SendTalentsInfoData(false); data.Initialize(SMSG_INSTANCE_DIFFICULTY, 4+4); data << uint32(GetMap()->GetDifficulty()); data << uint32(0); GetSession()->SendPacket(&data); SendInitialSpells(); data.Initialize(SMSG_SEND_UNLEARN_SPELLS, 4); data << uint32(0); // count, for(count) uint32; GetSession()->SendPacket(&data); SendInitialActionButtons(); m_reputationMgr.SendInitialReputations(); if(!isAlive()) SendCorpseReclaimDelay(true); SendInitWorldStates(GetZoneId(), GetAreaId()); SendEquipmentSetList(); m_achievementMgr.SendAllAchievementData(); data.Initialize(SMSG_LOGIN_SETTIMESPEED, 4 + 4 + 4); data << uint32(secsToTimeBitFields(sWorld.GetGameTime())); data << (float)0.01666667f; // game speed data << uint32(0); // added in 3.1.2 GetSession()->SendPacket( &data ); // SMSG_TALENTS_INFO x 2 for pet (unspent points and talents in separate packets...) // SMSG_PET_GUIDS // SMSG_POWER_UPDATE // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment if (IsFreeFlying() || IsTaxiFlying()) m_movementInfo.AddMovementFlag(MOVEFLAG_FLYING); SetMover(this); } void Player::SendInitialPacketsAfterAddToMap() { // update zone uint32 newzone, newarea; GetZoneAndAreaId(newzone,newarea); UpdateZone(newzone,newarea); // also call SendInitWorldStates(); ResetTimeSync(); SendTimeSync(); CastSpell(this, 836, true); // LOGINEFFECT // set some aura effects that send packet to player client after add player to map // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply // same auras state lost at far teleport, send it one more time in this case also static const AuraType auratypes[] = { SPELL_AURA_MOD_FEAR, SPELL_AURA_TRANSFORM, SPELL_AURA_WATER_WALK, SPELL_AURA_FEATHER_FALL, SPELL_AURA_HOVER, SPELL_AURA_SAFE_FALL, SPELL_AURA_FLY, SPELL_AURA_MOD_FLIGHT_SPEED_MOUNTED, SPELL_AURA_NONE }; for(AuraType const* itr = &auratypes[0]; itr && itr[0] != SPELL_AURA_NONE; ++itr) { Unit::AuraList const& auraList = GetAurasByType(*itr); if(!auraList.empty()) auraList.front()->ApplyModifier(true,true); } if(HasAuraType(SPELL_AURA_MOD_STUN)) SetMovement(MOVE_ROOT); // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied. if(HasAuraType(SPELL_AURA_MOD_ROOT)) { WorldPacket data2(SMSG_FORCE_MOVE_ROOT, 10); data2 << GetPackGUID(); data2 << (uint32)2; SendMessageToSet(&data2,true); } SendAurasForTarget(this); SendEnchantmentDurations(); // must be after add to map SendItemDurations(); // must be after add to map } void Player::SendUpdateToOutOfRangeGroupMembers() { if (m_groupUpdateMask == GROUP_UPDATE_FLAG_NONE) return; if(Group* group = GetGroup()) group->UpdatePlayerOutOfRange(this); m_groupUpdateMask = GROUP_UPDATE_FLAG_NONE; m_auraUpdateMask = 0; if(Pet *pet = GetPet()) pet->ResetAuraUpdateMask(); } void Player::SendTransferAborted(uint32 mapid, uint8 reason, uint8 arg) { WorldPacket data(SMSG_TRANSFER_ABORTED, 4+2); data << uint32(mapid); data << uint8(reason); // transfer abort reason switch(reason) { case TRANSFER_ABORT_INSUF_EXPAN_LVL: case TRANSFER_ABORT_DIFFICULTY: case TRANSFER_ABORT_UNIQUE_MESSAGE: data << uint8(arg); break; } GetSession()->SendPacket(&data); } void Player::SendInstanceResetWarning( uint32 mapid, Difficulty difficulty, uint32 time ) { // type of warning, based on the time remaining until reset uint32 type; if(time > 3600) type = RAID_INSTANCE_WELCOME; else if(time > 900 && time <= 3600) type = RAID_INSTANCE_WARNING_HOURS; else if(time > 300 && time <= 900) type = RAID_INSTANCE_WARNING_MIN; else type = RAID_INSTANCE_WARNING_MIN_SOON; WorldPacket data(SMSG_RAID_INSTANCE_MESSAGE, 4+4+4+4); data << uint32(type); data << uint32(mapid); data << uint32(difficulty); // difficulty data << uint32(time); if(type == RAID_INSTANCE_WELCOME) { data << uint8(0); // is your (1) data << uint8(0); // is extended (1), ignored if prev field is 0 } GetSession()->SendPacket(&data); } void Player::ApplyEquipCooldown( Item * pItem ) { if (pItem->GetProto()->Flags & ITEM_FLAG_NO_EQUIP_COOLDOWN) return; for(int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) { _Spell const& spellData = pItem->GetProto()->Spells[i]; // no spell if( !spellData.SpellId ) continue; // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown) if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE ) continue; AddSpellCooldown(spellData.SpellId, pItem->GetEntry(), time(NULL) + 30); WorldPacket data(SMSG_ITEM_COOLDOWN, 12); data << pItem->GetGUID(); data << uint32(spellData.SpellId); GetSession()->SendPacket(&data); } } void Player::resetSpells() { // not need after this call if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS)) RemoveAtLoginFlag(AT_LOGIN_RESET_SPELLS,true); // make full copy of map (spells removed and marked as deleted at another spell remove // and we can't use original map for safe iterative with visit each spell at loop end PlayerSpellMap smap = GetSpellMap(); for(PlayerSpellMap::const_iterator iter = smap.begin();iter != smap.end(); ++iter) removeSpell(iter->first,false,false); // only iter->first can be accessed, object by iter->second can be deleted already learnDefaultSpells(); learnQuestRewardedSpells(); } void Player::learnDefaultSpells() { // learn default race/class spells PlayerInfo const *info = sObjectMgr.GetPlayerInfo(getRace(),getClass()); for (PlayerCreateInfoSpells::const_iterator itr = info->spell.begin(); itr!=info->spell.end(); ++itr) { uint32 tspell = *itr; DEBUG_LOG("PLAYER (Class: %u Race: %u): Adding initial spell, id = %u",uint32(getClass()),uint32(getRace()), tspell); if(!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add addSpell(tspell, true, true, true, false); else // but send in normal spell in game learn case learnSpell(tspell, true); } } void Player::learnQuestRewardedSpells(Quest const* quest) { uint32 spell_id = quest->GetRewSpellCast(); // skip quests without rewarded spell if( !spell_id ) return; SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id); if(!spellInfo) return; // check learned spells state bool found = false; for(int i=0; i < MAX_EFFECT_INDEX; ++i) { if(spellInfo->Effect[i] == SPELL_EFFECT_LEARN_SPELL && !HasSpell(spellInfo->EffectTriggerSpell[i])) { found = true; break; } } // skip quests with not teaching spell or already known spell if(!found) return; // prevent learn non first rank unknown profession and second specialization for same profession) uint32 learned_0 = spellInfo->EffectTriggerSpell[EFFECT_INDEX_0]; if( sSpellMgr.GetSpellRank(learned_0) > 1 && !HasSpell(learned_0) ) { // not have first rank learned (unlearned prof?) uint32 first_spell = sSpellMgr.GetFirstSpellInChain(learned_0); if( !HasSpell(first_spell) ) return; SpellEntry const *learnedInfo = sSpellStore.LookupEntry(learned_0); if(!learnedInfo) return; // specialization if (learnedInfo->Effect[EFFECT_INDEX_0] == SPELL_EFFECT_TRADE_SKILL && learnedInfo->Effect[EFFECT_INDEX_1] == 0) { // search other specialization for same prof for(PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr) { if(itr->second.state == PLAYERSPELL_REMOVED || itr->first==learned_0) continue; SpellEntry const *itrInfo = sSpellStore.LookupEntry(itr->first); if(!itrInfo) return; // compare only specializations if (itrInfo->Effect[EFFECT_INDEX_0] != SPELL_EFFECT_TRADE_SKILL || itrInfo->Effect[EFFECT_INDEX_1] != 0) continue; // compare same chain spells if(sSpellMgr.GetFirstSpellInChain(itr->first) != first_spell) continue; // now we have 2 specialization, learn possible only if found is lesser specialization rank if(!sSpellMgr.IsHighRankOfSpell(learned_0,itr->first)) return; } } } CastSpell( this, spell_id, true); } void Player::learnQuestRewardedSpells() { // learn spells received from quest completing for(QuestStatusMap::const_iterator itr = mQuestStatus.begin(); itr != mQuestStatus.end(); ++itr) { // skip no rewarded quests if(!itr->second.m_rewarded) continue; Quest const* quest = sObjectMgr.GetQuestTemplate(itr->first); if( !quest ) continue; learnQuestRewardedSpells(quest); } } void Player::learnSkillRewardedSpells(uint32 skill_id, uint32 skill_value ) { uint32 raceMask = getRaceMask(); uint32 classMask = getClassMask(); for (uint32 j = 0; jskillId!=skill_id || pAbility->learnOnGetSkill != ABILITY_LEARNED_ON_GET_PROFESSION_SKILL) continue; // Check race if set if (pAbility->racemask && !(pAbility->racemask & raceMask)) continue; // Check class if set if (pAbility->classmask && !(pAbility->classmask & classMask)) continue; if (sSpellStore.LookupEntry(pAbility->spellId)) { // need unlearn spell if (skill_value < pAbility->req_skill_value) removeSpell(pAbility->spellId); // need learn else if (!IsInWorld()) addSpell(pAbility->spellId, true, true, true, false); else learnSpell(pAbility->spellId, true); } } } void Player::SendAurasForTarget(Unit *target) { WorldPacket data(SMSG_AURA_UPDATE_ALL); data << target->GetPackGUID(); if(!target->GetVisibleAuras()->empty()) // speedup things { Unit::VisibleAuraMap const *visibleAuras = target->GetVisibleAuras(); for(Unit::VisibleAuraMap::const_iterator itr = visibleAuras->begin(); itr != visibleAuras->end(); ++itr) { SpellAuraHolderBounds bounds = target->GetSpellAuraHolderBounds(itr->second); for (SpellAuraHolderMap::const_iterator iter = bounds.first; iter != bounds.second; ++iter) { SpellAuraHolder *holder = iter->second; data << uint8(holder->GetAuraSlot()); data << uint32(holder->GetId()); if(holder->GetId()) { uint8 auraFlags = holder->GetAuraFlags(); // flags data << uint8(auraFlags); // level data << uint8(holder->GetAuraLevel()); // charges if (holder->GetAuraCharges()) data << uint8(holder->GetAuraCharges() * holder->GetStackAmount()); else data << uint8(holder->GetStackAmount()); if(!(auraFlags & AFLAG_NOT_CASTER)) // packed GUID of caster { data.appendPackGUID(holder->GetCasterGUID()); } if(auraFlags & AFLAG_DURATION) // include aura duration { // take highest - to display icon even if stun fades uint32 max_duration = 0; uint32 duration = 0; for (int32 i = 0; i < MAX_EFFECT_INDEX; ++i) { if (Aura *aura = holder->GetAuraByEffectIndex(SpellEffectIndex(i))) { if (uint32(aura->GetAuraMaxDuration()) > max_duration) { max_duration = aura->GetAuraMaxDuration(); duration = aura->GetAuraDuration(); } } } data << uint32(max_duration); data << uint32(duration); } } } } } GetSession()->SendPacket(&data); } void Player::SetDailyQuestStatus( uint32 quest_id ) { for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx) { if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx)) { SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id); m_DailyQuestChanged = true; break; } } } void Player::SetWeeklyQuestStatus( uint32 quest_id ) { m_weeklyquests.insert(quest_id); m_WeeklyQuestChanged = true; } void Player::SetMonthlyQuestStatus(uint32 quest_id) { m_monthlyquests.insert(quest_id); m_MonthlyQuestChanged = true; } void Player::ResetDailyQuestStatus() { for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx) SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0); // DB data deleted in caller m_DailyQuestChanged = false; } void Player::ResetWeeklyQuestStatus() { if (m_weeklyquests.empty()) return; m_weeklyquests.clear(); // DB data deleted in caller m_WeeklyQuestChanged = false; } void Player::ResetMonthlyQuestStatus() { if (m_monthlyquests.empty()) return; m_monthlyquests.clear(); // DB data deleted in caller m_MonthlyQuestChanged = false; } BattleGround* Player::GetBattleGround() const { if(GetBattleGroundId()==0) return NULL; return sBattleGroundMgr.GetBattleGround(GetBattleGroundId(), m_bgData.bgTypeID); } bool Player::InArena() const { BattleGround *bg = GetBattleGround(); if(!bg || !bg->isArena()) return false; return true; } bool Player::GetBGAccessByLevel(BattleGroundTypeId bgTypeId) const { // get a template bg instead of running one BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); if(!bg) return false; // limit check leel to dbc compatible level range uint32 level = getLevel(); if (level > DEFAULT_MAX_LEVEL) level = DEFAULT_MAX_LEVEL; if(level < bg->GetMinLevel() || level > bg->GetMaxLevel()) return false; return true; } float Player::GetReputationPriceDiscount( Creature const* pCreature ) const { FactionTemplateEntry const* vendor_faction = pCreature->getFactionTemplateEntry(); if(!vendor_faction || !vendor_faction->faction) return 1.0f; ReputationRank rank = GetReputationRank(vendor_faction->faction); if(rank <= REP_NEUTRAL) return 1.0f; return 1.0f - 0.05f* (rank - REP_NEUTRAL); } bool Player::IsSpellFitByClassAndRace( uint32 spell_id ) const { uint32 racemask = getRaceMask(); uint32 classmask = getClassMask(); SkillLineAbilityMapBounds bounds = sSpellMgr.GetSkillLineAbilityMapBounds(spell_id); if (bounds.first==bounds.second) return true; for(SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx) { // skip wrong race skills if (_spell_idx->second->racemask && (_spell_idx->second->racemask & racemask) == 0) continue; // skip wrong class skills if (_spell_idx->second->classmask && (_spell_idx->second->classmask & classmask) == 0) continue; return true; } return false; } bool Player::HasQuestForGO(int32 GOId) const { for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i ) { uint32 questid = GetQuestSlotQuestId(i); if ( questid == 0 ) continue; QuestStatusMap::const_iterator qs_itr = mQuestStatus.find(questid); if(qs_itr == mQuestStatus.end()) continue; QuestStatusData const& qs = qs_itr->second; if (qs.m_status == QUEST_STATUS_INCOMPLETE) { Quest const* qinfo = sObjectMgr.GetQuestTemplate(questid); if(!qinfo) continue; if(GetGroup() && GetGroup()->isRaidGroup() && !qinfo->IsAllowedInRaid()) continue; for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j) { if (qinfo->ReqCreatureOrGOId[j]>=0) //skip non GO case continue; if((-1)*GOId == qinfo->ReqCreatureOrGOId[j] && qs.m_creatureOrGOcount[j] < qinfo->ReqCreatureOrGOCount[j]) return true; } } } return false; } void Player::UpdateForQuestWorldObjects() { if(m_clientGUIDs.empty()) return; UpdateData udata; WorldPacket packet; for(ObjectGuidSet::const_iterator itr=m_clientGUIDs.begin(); itr!=m_clientGUIDs.end(); ++itr) { if (itr->IsGameObject()) { if (GameObject *obj = GetMap()->GetGameObject(*itr)) obj->BuildValuesUpdateBlockForPlayer(&udata,this); } else if (itr->IsCreatureOrVehicle()) { Creature *obj = GetMap()->GetAnyTypeCreature(*itr); if(!obj) continue; // check if this unit requires quest specific flags if(!obj->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_SPELLCLICK)) continue; SpellClickInfoMapBounds clickPair = sObjectMgr.GetSpellClickInfoMapBounds(obj->GetEntry()); for(SpellClickInfoMap::const_iterator _itr = clickPair.first; _itr != clickPair.second; ++_itr) { if(_itr->second.questStart || _itr->second.questEnd) { obj->BuildCreateUpdateBlockForPlayer(&udata,this); break; } } } } udata.BuildPacket(&packet); GetSession()->SendPacket(&packet); } void Player::SummonIfPossible(bool agree) { if(!agree) { m_summon_expire = 0; return; } // expire and auto declined if(m_summon_expire < time(NULL)) return; // stop taxi flight at summon if(IsTaxiFlying()) { GetMotionMaster()->MovementExpired(); m_taxi.ClearTaxiDestinations(); } // drop flag at summon // this code can be reached only when GM is summoning player who carries flag, because player should be immune to summoning spells when he carries flag if(BattleGround *bg = GetBattleGround()) bg->EventPlayerDroppedFlag(this); m_summon_expire = 0; GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS, 1); TeleportTo(m_summon_mapid, m_summon_x, m_summon_y, m_summon_z,GetOrientation()); } void Player::RemoveItemDurations( Item *item ) { for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end(); ++itr) { if(*itr==item) { m_itemDuration.erase(itr); break; } } } void Player::AddItemDurations( Item *item ) { if(item->GetUInt32Value(ITEM_FIELD_DURATION)) { m_itemDuration.push_back(item); item->SendTimeUpdate(this); } } void Player::AutoUnequipOffhandIfNeed() { Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND ); if(!offItem) return; // need unequip offhand for 2h-weapon without TitanGrip (in any from hands) if ((CanDualWield() || offItem->GetProto()->InventoryType == INVTYPE_SHIELD || offItem->GetProto()->InventoryType == INVTYPE_HOLDABLE) && (CanTitanGrip() || (offItem->GetProto()->InventoryType != INVTYPE_2HWEAPON && !IsTwoHandUsed()))) return; ItemPosCountVec off_dest; uint8 off_msg = CanStoreItem( NULL_BAG, NULL_SLOT, off_dest, offItem, false ); if( off_msg == EQUIP_ERR_OK ) { RemoveItem(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true); StoreItem( off_dest, offItem, true ); } else { MoveItemFromInventory(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true); CharacterDatabase.BeginTransaction(); offItem->DeleteFromInventoryDB(); // deletes item from character's inventory offItem->SaveToDB(); // recursive and not have transaction guard into self, item not in inventory and can be save standalone CharacterDatabase.CommitTransaction(); std::string subject = GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM); MailDraft(subject, "There's were problems with equipping this item.").AddItem(offItem).SendMailTo(this, MailSender(this, MAIL_STATIONERY_GM), MAIL_CHECK_MASK_COPIED); } } bool Player::HasItemFitToSpellReqirements(SpellEntry const* spellInfo, Item const* ignoreItem) { if(spellInfo->EquippedItemClass < 0) return true; // scan other equipped items for same requirements (mostly 2 daggers/etc) // for optimize check 2 used cases only switch(spellInfo->EquippedItemClass) { case ITEM_CLASS_WEAPON: { for(int i= EQUIPMENT_SLOT_MAINHAND; i < EQUIPMENT_SLOT_TABARD; ++i) if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo)) return true; break; } case ITEM_CLASS_ARMOR: { // tabard not have dependent spells for(int i= EQUIPMENT_SLOT_START; i< EQUIPMENT_SLOT_MAINHAND; ++i) if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo)) return true; // shields can be equipped to offhand slot if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND)) if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo)) return true; // ranged slot can have some armor subclasses if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED)) if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo)) return true; break; } default: sLog.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo->EquippedItemClass); break; } return false; } bool Player::CanNoReagentCast(SpellEntry const* spellInfo) const { // don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP if (spellInfo->AttributesEx5 & SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP && HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PREPARATION)) return true; // Check no reagent use mask uint64 noReagentMask_0_1 = GetUInt64Value(PLAYER_NO_REAGENT_COST_1); uint32 noReagentMask_2 = GetUInt32Value(PLAYER_NO_REAGENT_COST_1+2); if (spellInfo->SpellFamilyFlags & noReagentMask_0_1 || spellInfo->SpellFamilyFlags2 & noReagentMask_2) return true; return false; } void Player::RemoveItemDependentAurasAndCasts( Item * pItem ) { SpellAuraHolderMap& auras = GetSpellAuraHolderMap(); for(SpellAuraHolderMap::const_iterator itr = auras.begin(); itr != auras.end(); ) { SpellAuraHolder* holder = itr->second; // skip passive (passive item dependent spells work in another way) and not self applied auras SpellEntry const* spellInfo = holder->GetSpellProto(); if(holder->IsPassive() || holder->GetCasterGUID()!=GetGUID()) { ++itr; continue; } // skip if not item dependent or have alternative item if(HasItemFitToSpellReqirements(spellInfo,pItem)) { ++itr; continue; } // no alt item, remove aura, restart check RemoveAurasDueToSpell(holder->GetId()); itr = auras.begin(); } // currently casted spells can be dependent from item for (uint32 i = 0; i < CURRENT_MAX_SPELL; ++i) if (Spell* spell = GetCurrentSpell(CurrentSpellTypes(i))) if (spell->getState()!=SPELL_STATE_DELAYED && !HasItemFitToSpellReqirements(spell->m_spellInfo,pItem) ) InterruptSpell(CurrentSpellTypes(i)); } uint32 Player::GetResurrectionSpellId() { // search priceless resurrection possibilities uint32 prio = 0; uint32 spell_id = 0; AuraList const& dummyAuras = GetAurasByType(SPELL_AURA_DUMMY); for(AuraList::const_iterator itr = dummyAuras.begin(); itr != dummyAuras.end(); ++itr) { // Soulstone Resurrection // prio: 3 (max, non death persistent) if( prio < 2 && (*itr)->GetSpellProto()->SpellVisual[0] == 99 && (*itr)->GetSpellProto()->SpellIconID == 92 ) { switch((*itr)->GetId()) { case 20707: spell_id = 3026; break; // rank 1 case 20762: spell_id = 20758; break; // rank 2 case 20763: spell_id = 20759; break; // rank 3 case 20764: spell_id = 20760; break; // rank 4 case 20765: spell_id = 20761; break; // rank 5 case 27239: spell_id = 27240; break; // rank 6 case 47883: spell_id = 47882; break; // rank 7 default: sLog.outError("Unhandled spell %u: S.Resurrection",(*itr)->GetId()); continue; } prio = 3; } // Twisting Nether // prio: 2 (max) else if((*itr)->GetId()==23701 && roll_chance_i(10)) { prio = 2; spell_id = 23700; } } // Reincarnation (passive spell) // prio: 1 // Glyph of Renewed Life remove reagent requiremnnt if (prio < 1 && HasSpell(20608) && !HasSpellCooldown(21169) && (HasItemCount(17030,1) || HasAura(58059, EFFECT_INDEX_0))) spell_id = 21169; return spell_id; } // Used in triggers for check "Only to targets that grant experience or honor" req bool Player::isHonorOrXPTarget(Unit* pVictim) const { uint32 v_level = pVictim->getLevel(); uint32 k_grey = MaNGOS::XP::GetGrayLevel(getLevel()); // Victim level less gray level if(v_level<=k_grey) return false; if(pVictim->GetTypeId() == TYPEID_UNIT) { if (((Creature*)pVictim)->IsTotem() || ((Creature*)pVictim)->IsPet() || ((Creature*)pVictim)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_XP_AT_KILL) return false; } return true; } void Player::RewardSinglePlayerAtKill(Unit* pVictim) { bool PvP = pVictim->isCharmedOwnedByPlayerOrPlayer(); uint32 xp = PvP ? 0 : MaNGOS::XP::Gain(this, pVictim); // honor can be in PvP and !PvP (racial leader) cases RewardHonor(pVictim,1); // xp and reputation only in !PvP case if(!PvP) { RewardReputation(pVictim,1); GiveXP(xp, pVictim); if(Pet* pet = GetPet()) pet->GivePetXP(xp); // normal creature (not pet/etc) can be only in !PvP case if(pVictim->GetTypeId()==TYPEID_UNIT) if(CreatureInfo const* normalInfo = ObjectMgr::GetCreatureTemplate(pVictim->GetEntry())) KilledMonster(normalInfo, pVictim->GetObjectGuid()); } } void Player::RewardPlayerAndGroupAtEvent(uint32 creature_id, WorldObject* pRewardSource) { uint64 creature_guid = pRewardSource->GetTypeId()==TYPEID_UNIT ? pRewardSource->GetGUID() : uint64(0); // prepare data for near group iteration if(Group *pGroup = GetGroup()) { for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* pGroupGuy = itr->getSource(); if(!pGroupGuy) continue; if(!pGroupGuy->IsAtGroupRewardDistance(pRewardSource)) continue; // member (alive or dead) or his corpse at req. distance // quest objectives updated only for alive group member or dead but with not released body if(pGroupGuy->isAlive()|| !pGroupGuy->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) pGroupGuy->KilledMonsterCredit(creature_id, creature_guid); } } else // if (!pGroup) KilledMonsterCredit(creature_id, creature_guid); } void Player::RewardPlayerAndGroupAtCast(WorldObject* pRewardSource, uint32 spellid) { // prepare data for near group iteration if(Group *pGroup = GetGroup()) { for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* pGroupGuy = itr->getSource(); if(!pGroupGuy) continue; if(!pGroupGuy->IsAtGroupRewardDistance(pRewardSource)) continue; // member (alive or dead) or his corpse at req. distance // quest objectives updated only for alive group member or dead but with not released body if(pGroupGuy->isAlive()|| !pGroupGuy->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) pGroupGuy->CastedCreatureOrGO(pRewardSource->GetEntry(), pRewardSource->GetObjectGuid(), spellid, pGroupGuy == this); } } else // if (!pGroup) CastedCreatureOrGO(pRewardSource->GetEntry(), pRewardSource->GetObjectGuid(), spellid); } bool Player::IsAtGroupRewardDistance(WorldObject const* pRewardSource) const { if (pRewardSource->IsWithinDistInMap(this,sWorld.getConfig(CONFIG_FLOAT_GROUP_XP_DISTANCE))) return true; if (isAlive()) return false; Corpse* corpse = GetCorpse(); if (!corpse) return false; return pRewardSource->IsWithinDistInMap(corpse,sWorld.getConfig(CONFIG_FLOAT_GROUP_XP_DISTANCE)); } uint32 Player::GetBaseWeaponSkillValue (WeaponAttackType attType) const { Item* item = GetWeaponForAttack(attType,true,true); // unarmed only with base attack if(attType != BASE_ATTACK && !item) return 0; // weapon skill or (unarmed for base attack) uint32 skill = item ? item->GetSkill() : uint32(SKILL_UNARMED); return GetBaseSkillValue(skill); } void Player::ResurectUsingRequestData() { /// Teleport before resurrecting by player, otherwise the player might get attacked from creatures near his corpse if (m_resurrectGuid.IsPlayer()) TeleportTo(m_resurrectMap, m_resurrectX, m_resurrectY, m_resurrectZ, GetOrientation()); //we cannot resurrect player when we triggered far teleport //player will be resurrected upon teleportation if(IsBeingTeleportedFar()) { ScheduleDelayedOperation(DELAYED_RESURRECT_PLAYER); return; } ResurrectPlayer(0.0f,false); if(GetMaxHealth() > m_resurrectHealth) SetHealth( m_resurrectHealth ); else SetHealth( GetMaxHealth() ); if(GetMaxPower(POWER_MANA) > m_resurrectMana) SetPower(POWER_MANA, m_resurrectMana ); else SetPower(POWER_MANA, GetMaxPower(POWER_MANA) ); SetPower(POWER_RAGE, 0 ); SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY) ); SpawnCorpseBones(); } void Player::SetClientControl(Unit* target, uint8 allowMove) { WorldPacket data(SMSG_CLIENT_CONTROL_UPDATE, target->GetPackGUID().size()+1); data << target->GetPackGUID(); data << uint8(allowMove); GetSession()->SendPacket(&data); } void Player::UpdateZoneDependentAuras() { // Some spells applied at enter into zone (with subzones), aura removed in UpdateAreaDependentAuras that called always at zone->area update SpellAreaForAreaMapBounds saBounds = sSpellMgr.GetSpellAreaForAreaMapBounds(m_zoneUpdateId); for(SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr) if(itr->second->autocast && itr->second->IsFitToRequirements(this, m_zoneUpdateId, 0)) if (!HasAura(itr->second->spellId, EFFECT_INDEX_0)) CastSpell(this,itr->second->spellId,true); } void Player::UpdateAreaDependentAuras() { // remove auras from spells with area limitations for(SpellAuraHolderMap::iterator iter = m_spellAuraHolders.begin(); iter != m_spellAuraHolders.end();) { // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date if(sSpellMgr.GetSpellAllowedInLocationError(iter->second->GetSpellProto(), GetMapId(), m_zoneUpdateId, m_areaUpdateId, this) != SPELL_CAST_OK) { RemoveSpellAuraHolder(iter->second); iter = m_spellAuraHolders.begin(); } else ++iter; } // some auras applied at subzone enter SpellAreaForAreaMapBounds saBounds = sSpellMgr.GetSpellAreaForAreaMapBounds(m_areaUpdateId); for(SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr) if(itr->second->autocast && itr->second->IsFitToRequirements(this, m_zoneUpdateId, m_areaUpdateId)) if (!HasAura(itr->second->spellId, EFFECT_INDEX_0)) CastSpell(this,itr->second->spellId,true); } struct UpdateZoneDependentPetsHelper { explicit UpdateZoneDependentPetsHelper(Player* _owner, uint32 zone, uint32 area) : owner(_owner), zone_id(zone), area_id(area) {} void operator()(Unit* unit) const { if (unit->GetTypeId() == TYPEID_UNIT && ((Creature*)unit)->IsPet() && !((Pet*)unit)->IsPermanentPetFor(owner)) if (uint32 spell_id = unit->GetUInt32Value(UNIT_CREATED_BY_SPELL)) if (SpellEntry const* spellEntry = sSpellStore.LookupEntry(spell_id)) if (sSpellMgr.GetSpellAllowedInLocationError(spellEntry, owner->GetMapId(), zone_id, area_id, owner) != SPELL_CAST_OK) ((Pet*)unit)->Unsummon(PET_SAVE_AS_DELETED, owner); } Player* owner; uint32 zone_id; uint32 area_id; }; void Player::UpdateZoneDependentPets() { // check pet (permanent pets ignored), minipet, guardians (including protector) CallForAllControlledUnits(UpdateZoneDependentPetsHelper(this, m_zoneUpdateId, m_areaUpdateId), CONTROLLED_PET|CONTROLLED_GUARDIANS|CONTROLLED_MINIPET); } uint32 Player::GetCorpseReclaimDelay(bool pvp) const { if ((pvp && !sWorld.getConfig(CONFIG_BOOL_DEATH_CORPSE_RECLAIM_DELAY_PVP)) || (!pvp && !sWorld.getConfig(CONFIG_BOOL_DEATH_CORPSE_RECLAIM_DELAY_PVE) )) { return copseReclaimDelay[0]; } time_t now = time(NULL); // 0..2 full period uint32 count = (now < m_deathExpireTime) ? uint32((m_deathExpireTime - now)/DEATH_EXPIRE_STEP) : 0; return copseReclaimDelay[count]; } void Player::UpdateCorpseReclaimDelay() { bool pvp = m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH; if ((pvp && !sWorld.getConfig(CONFIG_BOOL_DEATH_CORPSE_RECLAIM_DELAY_PVP)) || (!pvp && !sWorld.getConfig(CONFIG_BOOL_DEATH_CORPSE_RECLAIM_DELAY_PVE) )) return; time_t now = time(NULL); if(now < m_deathExpireTime) { // full and partly periods 1..3 uint32 count = uint32((m_deathExpireTime - now)/DEATH_EXPIRE_STEP +1); if(count < MAX_DEATH_COUNT) m_deathExpireTime = now+(count+1)*DEATH_EXPIRE_STEP; else m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP; } else m_deathExpireTime = now+DEATH_EXPIRE_STEP; } void Player::SendCorpseReclaimDelay(bool load) { Corpse* corpse = GetCorpse(); if (!corpse) return; uint32 delay; if (load) { if (corpse->GetGhostTime() > m_deathExpireTime) return; bool pvp = corpse->GetType()==CORPSE_RESURRECTABLE_PVP; uint32 count; if ((pvp && sWorld.getConfig(CONFIG_BOOL_DEATH_CORPSE_RECLAIM_DELAY_PVP)) || (!pvp && sWorld.getConfig(CONFIG_BOOL_DEATH_CORPSE_RECLAIM_DELAY_PVE))) { count = uint32(m_deathExpireTime-corpse->GetGhostTime())/DEATH_EXPIRE_STEP; if (count>=MAX_DEATH_COUNT) count = MAX_DEATH_COUNT-1; } else count=0; time_t expected_time = corpse->GetGhostTime()+copseReclaimDelay[count]; time_t now = time(NULL); if (now >= expected_time) return; delay = uint32(expected_time-now); } else delay = GetCorpseReclaimDelay(corpse->GetType()==CORPSE_RESURRECTABLE_PVP); //! corpse reclaim delay 30 * 1000ms or longer at often deaths WorldPacket data(SMSG_CORPSE_RECLAIM_DELAY, 4); data << uint32(delay*IN_MILLISECONDS); GetSession()->SendPacket( &data ); } Player* Player::GetNextRandomRaidMember(float radius) { Group *pGroup = GetGroup(); if(!pGroup) return NULL; std::vector nearMembers; nearMembers.reserve(pGroup->GetMembersCount()); for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* Target = itr->getSource(); // IsHostileTo check duel and controlled by enemy if( Target && Target != this && IsWithinDistInMap(Target, radius) && !Target->HasInvisibilityAura() && !IsHostileTo(Target) ) nearMembers.push_back(Target); } if (nearMembers.empty()) return NULL; uint32 randTarget = urand(0,nearMembers.size()-1); return nearMembers[randTarget]; } PartyResult Player::CanUninviteFromGroup() const { const Group* grp = GetGroup(); if (!grp) return ERR_NOT_IN_GROUP; if (!grp->IsLeader(GetObjectGuid()) && !grp->IsAssistant(GetObjectGuid())) return ERR_NOT_LEADER; if (InBattleGround()) return ERR_INVITE_RESTRICTED; return ERR_PARTY_RESULT_OK; } void Player::SetBattleGroundRaid(Group* group, int8 subgroup) { //we must move references from m_group to m_originalGroup SetOriginalGroup(GetGroup(), GetSubGroup()); m_group.unlink(); m_group.link(group, this); m_group.setSubGroup((uint8)subgroup); } void Player::RemoveFromBattleGroundRaid() { //remove existing reference m_group.unlink(); if( Group* group = GetOriginalGroup() ) { m_group.link(group, this); m_group.setSubGroup(GetOriginalSubGroup()); } SetOriginalGroup(NULL); } void Player::SetOriginalGroup(Group *group, int8 subgroup) { if( group == NULL ) m_originalGroup.unlink(); else { // never use SetOriginalGroup without a subgroup unless you specify NULL for group MANGOS_ASSERT(subgroup >= 0); m_originalGroup.link(group, this); m_originalGroup.setSubGroup((uint8)subgroup); } } void Player::UpdateUnderwaterState( Map* m, float x, float y, float z ) { GridMapLiquidData liquid_status; GridMapLiquidStatus res = m->GetTerrain()->getLiquidStatus(x, y, z, MAP_ALL_LIQUIDS, &liquid_status); if (!res) { m_MirrorTimerFlags &= ~(UNDERWATER_INWATER|UNDERWATER_INLAVA|UNDERWATER_INSLIME|UNDERWATER_INDARKWATER); // Small hack for enable breath in WMO /* if (IsInWater()) m_MirrorTimerFlags|=UNDERWATER_INWATER; */ return; } // All liquids type - check under water position if (liquid_status.type&(MAP_LIQUID_TYPE_WATER|MAP_LIQUID_TYPE_OCEAN|MAP_LIQUID_TYPE_MAGMA|MAP_LIQUID_TYPE_SLIME)) { if ( res & LIQUID_MAP_UNDER_WATER) m_MirrorTimerFlags |= UNDERWATER_INWATER; else m_MirrorTimerFlags &= ~UNDERWATER_INWATER; } // Allow travel in dark water on taxi or transport if ((liquid_status.type & MAP_LIQUID_TYPE_DARK_WATER) && !IsTaxiFlying() && !GetTransport()) m_MirrorTimerFlags |= UNDERWATER_INDARKWATER; else m_MirrorTimerFlags &= ~UNDERWATER_INDARKWATER; // in lava check, anywhere in lava level if (liquid_status.type&MAP_LIQUID_TYPE_MAGMA) { if (res & (LIQUID_MAP_UNDER_WATER|LIQUID_MAP_IN_WATER|LIQUID_MAP_WATER_WALK)) m_MirrorTimerFlags |= UNDERWATER_INLAVA; else m_MirrorTimerFlags &= ~UNDERWATER_INLAVA; } // in slime check, anywhere in slime level if (liquid_status.type&MAP_LIQUID_TYPE_SLIME) { if (res & (LIQUID_MAP_UNDER_WATER|LIQUID_MAP_IN_WATER|LIQUID_MAP_WATER_WALK)) m_MirrorTimerFlags |= UNDERWATER_INSLIME; else m_MirrorTimerFlags &= ~UNDERWATER_INSLIME; } } void Player::SetCanParry( bool value ) { if(m_canParry==value) return; m_canParry = value; UpdateParryPercentage(); } void Player::SetCanBlock( bool value ) { if(m_canBlock==value) return; m_canBlock = value; UpdateBlockPercentage(); } bool ItemPosCount::isContainedIn(ItemPosCountVec const& vec) const { for(ItemPosCountVec::const_iterator itr = vec.begin(); itr != vec.end();++itr) if(itr->pos == pos) return true; return false; } bool Player::CanUseBattleGroundObject() { // TODO : some spells gives player ForceReaction to one faction (ReputationMgr::ApplyForceReaction) // maybe gameobject code should handle that ForceReaction usage // BUG: sometimes when player clicks on flag in AB - client won't send gameobject_use, only gameobject_report_use packet return ( //InBattleGround() && // in battleground - not need, check in other cases //!IsMounted() && - not correct, player is dismounted when he clicks on flag //player cannot use object when he is invulnerable (immune) !isTotalImmune() && // not totally immune //i'm not sure if these two are correct, because invisible players should get visible when they click on flag !HasStealthAura() && // not stealthed !HasInvisibilityAura() && // not invisible !HasAura(SPELL_RECENTLY_DROPPED_FLAG, EFFECT_INDEX_0) &&// can't pickup isAlive() // live player ); } bool Player::CanCaptureTowerPoint() { return ( !HasStealthAura() && // not stealthed !HasInvisibilityAura() && // not invisible isAlive() // live player ); } uint32 Player::GetBarberShopCost(uint8 newhairstyle, uint8 newhaircolor, uint8 newfacialhair) { uint32 level = getLevel(); if(level > GT_MAX_LEVEL) level = GT_MAX_LEVEL; // max level in this dbc uint8 hairstyle = GetByteValue(PLAYER_BYTES, 2); uint8 haircolor = GetByteValue(PLAYER_BYTES, 3); uint8 facialhair = GetByteValue(PLAYER_BYTES_2, 0); if((hairstyle == newhairstyle) && (haircolor == newhaircolor) && (facialhair == newfacialhair)) return 0; GtBarberShopCostBaseEntry const *bsc = sGtBarberShopCostBaseStore.LookupEntry(level - 1); if(!bsc) // shouldn't happen return 0xFFFFFFFF; float cost = 0; if(hairstyle != newhairstyle) cost += bsc->cost; // full price if((haircolor != newhaircolor) && (hairstyle == newhairstyle)) cost += bsc->cost * 0.5f; // +1/2 of price if(facialhair != newfacialhair) cost += bsc->cost * 0.75f; // +3/4 of price return uint32(cost); } void Player::InitGlyphsForLevel() { for(uint32 i = 0; i < sGlyphSlotStore.GetNumRows(); ++i) if(GlyphSlotEntry const * gs = sGlyphSlotStore.LookupEntry(i)) if(gs->Order) SetGlyphSlot(gs->Order - 1, gs->Id); uint32 level = getLevel(); uint32 value = 0; // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level if(level >= 15) value |= (0x01 | 0x02); if(level >= 30) value |= 0x08; if(level >= 50) value |= 0x04; if(level >= 70) value |= 0x10; if(level >= 80) value |= 0x20; SetUInt32Value(PLAYER_GLYPHS_ENABLED, value); } void Player::ApplyGlyph(uint8 slot, bool apply) { if (uint32 glyph = GetGlyph(slot)) { if(GlyphPropertiesEntry const *gp = sGlyphPropertiesStore.LookupEntry(glyph)) { if(apply) { CastSpell(this, gp->SpellId, true); SetUInt32Value(PLAYER_FIELD_GLYPHS_1 + slot, glyph); } else { RemoveAurasDueToSpell(gp->SpellId); SetUInt32Value(PLAYER_FIELD_GLYPHS_1 + slot, 0); } } } } void Player::ApplyGlyphs(bool apply) { for (uint8 i = 0; i < MAX_GLYPH_SLOT_INDEX; ++i) ApplyGlyph(i,apply); } void Player::EnterVehicle(Vehicle *vehicle) { VehicleEntry const *ve = sVehicleStore.LookupEntry(vehicle->GetVehicleId()); if(!ve) return; VehicleSeatEntry const *veSeat = sVehicleSeatStore.LookupEntry(ve->m_seatID[0]); if(!veSeat) return; vehicle->SetCharmerGuid(GetObjectGuid()); vehicle->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK); vehicle->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED); vehicle->setFaction(getFaction()); SetCharm(vehicle); // charm m_camera.SetView(vehicle); // set view SetClientControl(vehicle, 1); // redirect controls to vehicle SetMover(vehicle); WorldPacket data(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA, 0); GetSession()->SendPacket(&data); data.Initialize(MSG_MOVE_TELEPORT_ACK, 30); data << GetPackGUID(); data << uint32(0); // counter? data << uint32(MOVEFLAG_ONTRANSPORT); // transport data << uint16(0); // special flags data << uint32(WorldTimer::getMSTime()); // time data << vehicle->GetPositionX(); // x data << vehicle->GetPositionY(); // y data << vehicle->GetPositionZ(); // z data << vehicle->GetOrientation(); // o // transport part, TODO: load/calculate seat offsets data << vehicle->GetObjectGuid(); // transport guid data << float(veSeat->m_attachmentOffsetX); // transport offsetX data << float(veSeat->m_attachmentOffsetY); // transport offsetY data << float(veSeat->m_attachmentOffsetZ); // transport offsetZ data << float(0); // transport orientation data << uint32(WorldTimer::getMSTime()); // transport time data << uint8(0); // seat // end of transport part data << uint32(0); // fall time GetSession()->SendPacket(&data); data.Initialize(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+1); data << vehicle->GetObjectGuid(); data << uint16(0); data << uint32(0); data << uint32(0x00000101); for(uint32 i = 0; i < 10; ++i) data << uint16(0) << uint8(0) << uint8(i+8); data << uint8(0); data << uint8(0); GetSession()->SendPacket(&data); } void Player::ExitVehicle(Vehicle *vehicle) { vehicle->SetCharmerGuid(ObjectGuid()); vehicle->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK); vehicle->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED); vehicle->setFaction((GetTeam() == ALLIANCE) ? vehicle->GetCreatureInfo()->faction_A : vehicle->GetCreatureInfo()->faction_H); SetCharm(NULL); m_camera.ResetView(); SetClientControl(vehicle, 0); SetMover(NULL); WorldPacket data(MSG_MOVE_TELEPORT_ACK, 30); data << GetPackGUID(); data << uint32(0); // counter? data << uint32(MOVEFLAG_ROOT); // fly unk data << uint16(MOVEFLAG2_UNK4); // special flags data << uint32(WorldTimer::getMSTime()); // time data << vehicle->GetPositionX(); // x data << vehicle->GetPositionY(); // y data << vehicle->GetPositionZ(); // z data << vehicle->GetOrientation(); // o data << uint32(0); // fall time GetSession()->SendPacket(&data); RemovePetActionBar(); // maybe called at dummy aura remove? // CastSpell(this, 45472, true); // Parachute } bool Player::isTotalImmune() { AuraList const& immune = GetAurasByType(SPELL_AURA_SCHOOL_IMMUNITY); uint32 immuneMask = 0; for(AuraList::const_iterator itr = immune.begin(); itr != immune.end(); ++itr) { immuneMask |= (*itr)->GetModifier()->m_miscvalue; if( immuneMask & SPELL_SCHOOL_MASK_ALL ) // total immunity return true; } return false; } bool Player::HasTitle(uint32 bitIndex) { if (bitIndex > MAX_TITLE_INDEX) return false; uint32 fieldIndexOffset = bitIndex / 32; uint32 flag = 1 << (bitIndex % 32); return HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag); } void Player::SetTitle(CharTitlesEntry const* title, bool lost) { uint32 fieldIndexOffset = title->bit_index / 32; uint32 flag = 1 << (title->bit_index % 32); if(lost) { if(!HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag)) return; RemoveFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag); } else { if(HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag)) return; SetFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag); } WorldPacket data(SMSG_TITLE_EARNED, 4 + 4); data << uint32(title->bit_index); data << uint32(lost ? 0 : 1); // 1 - earned, 0 - lost GetSession()->SendPacket(&data); } void Player::ConvertRune(uint8 index, RuneType newType) { SetCurrentRune(index, newType); WorldPacket data(SMSG_CONVERT_RUNE, 2); data << uint8(index); data << uint8(newType); GetSession()->SendPacket(&data); } bool Player::ActivateRunes(RuneType type, uint32 count) { bool modify = false; for(uint32 j = 0; count > 0 && j < MAX_RUNES; ++j) { if (GetRuneCooldown(j) && GetCurrentRune(j) == type) { SetRuneCooldown(j, 0); --count; modify = true; } } return modify; } void Player::ResyncRunes() { WorldPacket data(SMSG_RESYNC_RUNES, 4 + MAX_RUNES * 2); data << uint32(MAX_RUNES); for(uint32 i = 0; i < MAX_RUNES; ++i) { data << uint8(GetCurrentRune(i)); // rune type data << uint8(255 - ((GetRuneCooldown(i) / REGEN_TIME_FULL) * 51)); // passed cooldown time (0-255) } GetSession()->SendPacket(&data); } void Player::AddRunePower(uint8 index) { WorldPacket data(SMSG_ADD_RUNE_POWER, 4); data << uint32(1 << index); // mask (0x00-0x3F probably) GetSession()->SendPacket(&data); } static RuneType runeSlotTypes[MAX_RUNES] = { /*0*/ RUNE_BLOOD, /*1*/ RUNE_BLOOD, /*2*/ RUNE_UNHOLY, /*3*/ RUNE_UNHOLY, /*4*/ RUNE_FROST, /*5*/ RUNE_FROST }; void Player::InitRunes() { if(getClass() != CLASS_DEATH_KNIGHT) return; m_runes = new Runes; m_runes->runeState = 0; for(uint32 i = 0; i < MAX_RUNES; ++i) { SetBaseRune(i, runeSlotTypes[i]); // init base types SetCurrentRune(i, runeSlotTypes[i]); // init current types SetRuneCooldown(i, 0); // reset cooldowns m_runes->SetRuneState(i); } for(uint32 i = 0; i < NUM_RUNE_TYPES; ++i) SetFloatValue(PLAYER_RUNE_REGEN_1 + i, 0.1f); } bool Player::IsBaseRuneSlotsOnCooldown( RuneType runeType ) const { for(uint32 i = 0; i < MAX_RUNES; ++i) if (GetBaseRune(i) == runeType && GetRuneCooldown(i) == 0) return false; return true; } void Player::AutoStoreLoot(uint32 loot_id, LootStore const& store, bool broadcast, uint8 bag, uint8 slot) { Loot loot; loot.FillLoot (loot_id, store, this, true); AutoStoreLoot(loot, broadcast, bag, slot); } void Player::AutoStoreLoot(Loot& loot, bool broadcast, uint8 bag, uint8 slot) { uint32 max_slot = loot.GetMaxSlotInLootFor(this); for(uint32 i = 0; i < max_slot; ++i) { LootItem* lootItem = loot.LootItemInSlot(i,this); ItemPosCountVec dest; uint8 msg = CanStoreNewItem (bag,slot,dest,lootItem->itemid,lootItem->count); if(msg != EQUIP_ERR_OK && slot != NULL_SLOT) msg = CanStoreNewItem( bag, NULL_SLOT,dest,lootItem->itemid,lootItem->count); if( msg != EQUIP_ERR_OK && bag != NULL_BAG) msg = CanStoreNewItem( NULL_BAG, NULL_SLOT,dest,lootItem->itemid,lootItem->count); if(msg != EQUIP_ERR_OK) { SendEquipError( msg, NULL, NULL, lootItem->itemid ); continue; } Item* pItem = StoreNewItem (dest,lootItem->itemid,true,lootItem->randomPropertyId); SendNewItem(pItem, lootItem->count, false, false, broadcast); } } uint32 Player::CalculateTalentsPoints() const { uint32 base_talent = getLevel() < 10 ? 0 : getLevel()-9; if(getClass() != CLASS_DEATH_KNIGHT) return uint32(base_talent * sWorld.getConfig(CONFIG_FLOAT_RATE_TALENT)); uint32 talentPointsForLevel = getLevel() < 56 ? 0 : getLevel() - 55; talentPointsForLevel += m_questRewardTalentCount; if(talentPointsForLevel > base_talent) talentPointsForLevel = base_talent; return uint32(talentPointsForLevel * sWorld.getConfig(CONFIG_FLOAT_RATE_TALENT)); } bool Player::CanStartFlyInArea(uint32 mapid, uint32 zone, uint32 area) const { if (isGameMaster()) return true; // continent checked in SpellMgr::GetSpellAllowedInLocationError at cast and area update uint32 v_map = GetVirtualMapForMapAndZone(mapid, zone); if (v_map == 571 && !HasSpell(54197)) // Cold Weather Flying return false; // don't allow flying in Dalaran restricted areas // (no other zones currently has areas with AREA_FLAG_CANNOT_FLY) if (AreaTableEntry const* atEntry = GetAreaEntryByAreaID(area)) return (!(atEntry->flags & AREA_FLAG_CANNOT_FLY)); // TODO: disallow mounting in wintergrasp too when battle is in progress // forced dismount part in Player::UpdateArea() return true; } struct DoPlayerLearnSpell { DoPlayerLearnSpell(Player& _player) : player(_player) {} void operator() (uint32 spell_id) { player.learnSpell(spell_id, false); } Player& player; }; void Player::learnSpellHighRank(uint32 spellid) { learnSpell(spellid, false); DoPlayerLearnSpell worker(*this); sSpellMgr.doForHighRanks(spellid, worker); } void Player::_LoadSkills(QueryResult *result) { // 0 1 2 // SetPQuery(PLAYER_LOGIN_QUERY_LOADSKILLS, "SELECT skill, value, max FROM character_skills WHERE guid = '%u'", GUID_LOPART(m_guid)); uint32 count = 0; if (result) { do { Field *fields = result->Fetch(); uint16 skill = fields[0].GetUInt16(); uint16 value = fields[1].GetUInt16(); uint16 max = fields[2].GetUInt16(); SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(skill); if(!pSkill) { sLog.outError("Character %u has skill %u that does not exist.", GetGUIDLow(), skill); continue; } // set fixed skill ranges switch(GetSkillRangeType(pSkill,false)) { case SKILL_RANGE_LANGUAGE: // 300..300 value = max = 300; break; case SKILL_RANGE_MONO: // 1..1, grey monolite bar value = max = 1; break; default: break; } if(value == 0) { sLog.outError("Character %u has skill %u with value 0. Will be deleted.", GetGUIDLow(), skill); CharacterDatabase.PExecute("DELETE FROM character_skills WHERE guid = '%u' AND skill = '%u' ", GetGUIDLow(), skill ); continue; } SetUInt32Value(PLAYER_SKILL_INDEX(count), MAKE_PAIR32(skill,0)); SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(count),MAKE_SKILL_VALUE(value, max)); SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(count),0); mSkillStatus.insert(SkillStatusMap::value_type(skill, SkillStatusData(count, SKILL_UNCHANGED))); learnSkillRewardedSpells(skill, value); ++count; if(count >= PLAYER_MAX_SKILLS) // client limit { sLog.outError("Character %u has more than %u skills.", GetGUIDLow(), PLAYER_MAX_SKILLS); break; } } while (result->NextRow()); delete result; } for (; count < PLAYER_MAX_SKILLS; ++count) { SetUInt32Value(PLAYER_SKILL_INDEX(count), 0); SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(count),0); SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(count),0); } // special settings if(getClass()==CLASS_DEATH_KNIGHT) { uint32 base_level = std::min(getLevel(),sWorld.getConfig (CONFIG_UINT32_START_HEROIC_PLAYER_LEVEL)); if(base_level < 1) base_level = 1; uint32 base_skill = (base_level-1)*5; // 270 at starting level 55 if(base_skill < 1) base_skill = 1; // skill mast be known and then > 0 in any case if(GetPureSkillValue (SKILL_FIRST_AID) < base_skill) SetSkill(SKILL_FIRST_AID, base_skill, base_skill); if(GetPureSkillValue (SKILL_AXES) < base_skill) SetSkill(SKILL_AXES, base_skill, base_skill); if(GetPureSkillValue (SKILL_DEFENSE) < base_skill) SetSkill(SKILL_DEFENSE, base_skill, base_skill); if(GetPureSkillValue (SKILL_POLEARMS) < base_skill) SetSkill(SKILL_POLEARMS, base_skill, base_skill); if(GetPureSkillValue (SKILL_SWORDS) < base_skill) SetSkill(SKILL_SWORDS, base_skill, base_skill); if(GetPureSkillValue (SKILL_2H_AXES) < base_skill) SetSkill(SKILL_2H_AXES, base_skill, base_skill); if(GetPureSkillValue (SKILL_2H_SWORDS) < base_skill) SetSkill(SKILL_2H_SWORDS, base_skill, base_skill); if(GetPureSkillValue (SKILL_UNARMED) < base_skill) SetSkill(SKILL_UNARMED, base_skill, base_skill); } } uint32 Player::GetPhaseMaskForSpawn() const { uint32 phase = PHASEMASK_NORMAL; if(!isGameMaster()) phase = GetPhaseMask(); else { AuraList const& phases = GetAurasByType(SPELL_AURA_PHASE); if(!phases.empty()) phase = phases.front()->GetMiscValue(); } // some aura phases include 1 normal map in addition to phase itself if(uint32 n_phase = phase & ~PHASEMASK_NORMAL) return n_phase; return PHASEMASK_NORMAL; } uint8 Player::CanEquipUniqueItem(Item* pItem, uint8 eslot, uint32 limit_count) const { ItemPrototype const* pProto = pItem->GetProto(); // proto based limitations if(uint8 res = CanEquipUniqueItem(pProto,eslot,limit_count)) return res; // check unique-equipped on gems for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot) { uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot)); if(!enchant_id) continue; SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id); if(!enchantEntry) continue; ItemPrototype const* pGem = ObjectMgr::GetItemPrototype(enchantEntry->GemID); if(!pGem) continue; // include for check equip another gems with same limit category for not equipped item (and then not counted) uint32 gem_limit_count = !pItem->IsEquipped() && pGem->ItemLimitCategory ? pItem->GetGemCountWithLimitCategory(pGem->ItemLimitCategory) : 1; if(uint8 res = CanEquipUniqueItem(pGem, eslot,gem_limit_count)) return res; } return EQUIP_ERR_OK; } uint8 Player::CanEquipUniqueItem( ItemPrototype const* itemProto, uint8 except_slot, uint32 limit_count) const { // check unique-equipped on item if (itemProto->Flags & ITEM_FLAG_UNIQUE_EQUIPPED) { // there is an equip limit on this item if(HasItemOrGemWithIdEquipped(itemProto->ItemId,1,except_slot)) return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE; } // check unique-equipped limit if (itemProto->ItemLimitCategory) { ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(itemProto->ItemLimitCategory); if(!limitEntry) return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED; // NOTE: limitEntry->mode not checked because if item have have-limit then it applied and to equip case if(limit_count > limitEntry->maxCount) return EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_EQUIPPED_EXCEEDED_IS; // there is an equip limit on this item if(HasItemOrGemWithLimitCategoryEquipped(itemProto->ItemLimitCategory,limitEntry->maxCount-limit_count+1,except_slot)) return EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_EQUIPPED_EXCEEDED_IS; } return EQUIP_ERR_OK; } void Player::HandleFall(MovementInfo const& movementInfo) { // calculate total z distance of the fall float z_diff = m_lastFallZ - movementInfo.GetPos()->z; DEBUG_LOG("zDiff = %f", z_diff); //Players with low fall distance, Feather Fall or physical immunity (charges used) are ignored // 14.57 can be calculated by resolving damageperc formula below to 0 if (z_diff >= 14.57f && !isDead() && !isGameMaster() && !HasAuraType(SPELL_AURA_HOVER) && !HasAuraType(SPELL_AURA_FEATHER_FALL) && !HasAuraType(SPELL_AURA_FLY) && !IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL) ) { //Safe fall, fall height reduction int32 safe_fall = GetTotalAuraModifier(SPELL_AURA_SAFE_FALL); float damageperc = 0.018f*(z_diff-safe_fall)-0.2426f; if(damageperc >0 ) { uint32 damage = (uint32)(damageperc * GetMaxHealth()*sWorld.getConfig(CONFIG_FLOAT_RATE_DAMAGE_FALL)); float height = movementInfo.GetPos()->z; UpdateAllowedPositionZ(movementInfo.GetPos()->x, movementInfo.GetPos()->y, height); if (damage > 0) { //Prevent fall damage from being more than the player maximum health if (damage > GetMaxHealth()) damage = GetMaxHealth(); // Gust of Wind if (GetDummyAura(43621)) damage = GetMaxHealth()/2; uint32 original_health = GetHealth(); uint32 final_damage = EnvironmentalDamage(DAMAGE_FALL, damage); // recheck alive, might have died of EnvironmentalDamage, avoid cases when player die in fact like Spirit of Redemption case if (isAlive() && final_damage < original_health) GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING, uint32(z_diff*100)); } //Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction DEBUG_LOG("FALLDAMAGE z=%f sz=%f pZ=%f FallTime=%d mZ=%f damage=%d SF=%d" , movementInfo.GetPos()->z, height, GetPositionZ(), movementInfo.GetFallTime(), height, damage, safe_fall); } } } void Player::UpdateAchievementCriteria( AchievementCriteriaTypes type, uint32 miscvalue1/*=0*/, uint32 miscvalue2/*=0*/, Unit *unit/*=NULL*/, uint32 time/*=0*/ ) { GetAchievementMgr().UpdateAchievementCriteria(type, miscvalue1,miscvalue2,unit,time); } void Player::StartTimedAchievementCriteria(AchievementCriteriaTypes type, uint32 timedRequirementId, time_t startTime /*= 0*/) { GetAchievementMgr().StartTimedAchievementCriteria(type, timedRequirementId, startTime); } PlayerTalent const* Player::GetKnownTalentById(int32 talentId) const { PlayerTalentMap::const_iterator itr = m_talents[m_activeSpec].find(talentId); if (itr != m_talents[m_activeSpec].end() && itr->second.state != PLAYERSPELL_REMOVED) return &itr->second; else return NULL; } SpellEntry const* Player::GetKnownTalentRankById(int32 talentId) const { if (PlayerTalent const* talent = GetKnownTalentById(talentId)) return sSpellStore.LookupEntry(talent->m_talentEntry->RankID[talent->currentRank]); else return NULL; } void Player::LearnTalent(uint32 talentId, uint32 talentRank) { uint32 CurTalentPoints = GetFreeTalentPoints(); if(CurTalentPoints == 0) return; if (talentRank >= MAX_TALENT_RANK) return; TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentId ); if(!talentInfo) return; TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab ); if(!talentTabInfo) return; // prevent learn talent for different class (cheating) if( (getClassMask() & talentTabInfo->ClassMask) == 0 ) return; // find current max talent rank uint32 curtalent_maxrank = 0; if (PlayerTalent const* talent = GetKnownTalentById(talentId)) curtalent_maxrank = talent->currentRank + 1; // we already have same or higher talent rank learned if(curtalent_maxrank >= (talentRank + 1)) return; // check if we have enough talent points if(CurTalentPoints < (talentRank - curtalent_maxrank + 1)) return; // Check if it requires another talent if (talentInfo->DependsOn > 0) { if(TalentEntry const *depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn)) { bool hasEnoughRank = false; PlayerTalentMap::iterator dependsOnTalent = m_talents[m_activeSpec].find(depTalentInfo->TalentID); if (dependsOnTalent != m_talents[m_activeSpec].end() && dependsOnTalent->second.state != PLAYERSPELL_REMOVED) { PlayerTalent depTalent = (*dependsOnTalent).second; if (depTalent.currentRank >= talentInfo->DependsOnRank) hasEnoughRank = true; } if (!hasEnoughRank) return; } } // Find out how many points we have in this field uint32 spentPoints = 0; uint32 tTab = talentInfo->TalentTab; if (talentInfo->Row > 0) { for (PlayerTalentMap::const_iterator iter = m_talents[m_activeSpec].begin(); iter != m_talents[m_activeSpec].end(); ++iter) if (iter->second.state != PLAYERSPELL_REMOVED && iter->second.m_talentEntry->TalentTab == tTab) spentPoints += iter->second.currentRank + 1; } // not have required min points spent in talent tree if(spentPoints < (talentInfo->Row * MAX_TALENT_RANK)) return; // spell not set in talent.dbc uint32 spellid = talentInfo->RankID[talentRank]; if( spellid == 0 ) { sLog.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId, talentRank); return; } // already known if(HasSpell(spellid)) return; // learn! (other talent ranks will unlearned at learning) learnSpell(spellid, false); DETAIL_LOG("TalentID: %u Rank: %u Spell: %u\n", talentId, talentRank, spellid); } void Player::LearnPetTalent(ObjectGuid petGuid, uint32 talentId, uint32 talentRank) { Pet *pet = GetPet(); if (!pet) return; if (petGuid != pet->GetObjectGuid()) return; uint32 CurTalentPoints = pet->GetFreeTalentPoints(); if(CurTalentPoints == 0) return; if (talentRank >= MAX_PET_TALENT_RANK) return; TalentEntry const *talentInfo = sTalentStore.LookupEntry(talentId); if(!talentInfo) return; TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab); if(!talentTabInfo) return; CreatureInfo const *ci = pet->GetCreatureInfo(); if(!ci) return; CreatureFamilyEntry const *pet_family = sCreatureFamilyStore.LookupEntry(ci->family); if(!pet_family) return; if(pet_family->petTalentType < 0) // not hunter pet return; // prevent learn talent for different family (cheating) if(!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask)) return; // find current max talent rank int32 curtalent_maxrank = 0; for(int32 k = MAX_TALENT_RANK-1; k > -1; --k) { if(talentInfo->RankID[k] && pet->HasSpell(talentInfo->RankID[k])) { curtalent_maxrank = k + 1; break; } } // we already have same or higher talent rank learned if(curtalent_maxrank >= int32(talentRank + 1)) return; // check if we have enough talent points if(CurTalentPoints < (talentRank - curtalent_maxrank + 1)) return; // Check if it requires another talent if (talentInfo->DependsOn > 0) { if(TalentEntry const *depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn)) { bool hasEnoughRank = false; for (int i = talentInfo->DependsOnRank; i < MAX_TALENT_RANK; ++i) { if (depTalentInfo->RankID[i] != 0) if (pet->HasSpell(depTalentInfo->RankID[i])) hasEnoughRank = true; } if (!hasEnoughRank) return; } } // Find out how many points we have in this field uint32 spentPoints = 0; uint32 tTab = talentInfo->TalentTab; if (talentInfo->Row > 0) { unsigned int numRows = sTalentStore.GetNumRows(); for (unsigned int i = 0; i < numRows; ++i) // Loop through all talents. { // Someday, someone needs to revamp const TalentEntry *tmpTalent = sTalentStore.LookupEntry(i); if (tmpTalent) // the way talents are tracked { if (tmpTalent->TalentTab == tTab) { for (int j = 0; j < MAX_TALENT_RANK; ++j) { if (tmpTalent->RankID[j] != 0) { if (pet->HasSpell(tmpTalent->RankID[j])) { spentPoints += j + 1; } } } } } } } // not have required min points spent in talent tree if(spentPoints < (talentInfo->Row * MAX_PET_TALENT_RANK)) return; // spell not set in talent.dbc uint32 spellid = talentInfo->RankID[talentRank]; if( spellid == 0 ) { sLog.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId, talentRank); return; } // already known if(pet->HasSpell(spellid)) return; // learn! (other talent ranks will unlearned at learning) pet->learnSpell(spellid); DETAIL_LOG("PetTalentID: %u Rank: %u Spell: %u\n", talentId, talentRank, spellid); } void Player::UpdateKnownCurrencies(uint32 itemId, bool apply) { if(CurrencyTypesEntry const* ctEntry = sCurrencyTypesStore.LookupEntry(itemId)) { if(apply) SetFlag64(PLAYER_FIELD_KNOWN_CURRENCIES, (UI64LIT(1) << (ctEntry->BitIndex - 1))); else RemoveFlag64(PLAYER_FIELD_KNOWN_CURRENCIES, (UI64LIT(1) << (ctEntry->BitIndex - 1))); } } void Player::UpdateFallInformationIfNeed( MovementInfo const& minfo,uint16 opcode ) { if (m_lastFallTime >= minfo.GetFallTime() || m_lastFallZ <= minfo.GetPos()->z || opcode == MSG_MOVE_FALL_LAND) SetFallInformation(minfo.GetFallTime(), minfo.GetPos()->z); } void Player::UnsummonPetTemporaryIfAny() { Pet* pet = GetPet(); if(!pet) return; if(!m_temporaryUnsummonedPetNumber && pet->isControlled() && !pet->isTemporarySummoned() ) m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber(); pet->Unsummon(PET_SAVE_AS_CURRENT, this); } void Player::ResummonPetTemporaryUnSummonedIfAny() { if (!m_temporaryUnsummonedPetNumber) return; // not resummon in not appropriate state if (IsPetNeedBeTemporaryUnsummoned()) return; if (!GetPetGuid().IsEmpty()) return; Pet* NewPet = new Pet; if(!NewPet->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber, true)) delete NewPet; m_temporaryUnsummonedPetNumber = 0; } bool Player::canSeeSpellClickOn(Creature const *c) const { if(!c->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_SPELLCLICK)) return false; SpellClickInfoMapBounds clickPair = sObjectMgr.GetSpellClickInfoMapBounds(c->GetEntry()); for(SpellClickInfoMap::const_iterator itr = clickPair.first; itr != clickPair.second; ++itr) if(itr->second.IsFitToRequirements(this)) return true; return false; } void Player::BuildPlayerTalentsInfoData(WorldPacket *data) { *data << uint32(GetFreeTalentPoints()); // unspentTalentPoints *data << uint8(m_specsCount); // talent group count (0, 1 or 2) *data << uint8(m_activeSpec); // talent group index (0 or 1) if(m_specsCount) { // loop through all specs (only 1 for now) for(uint32 specIdx = 0; specIdx < m_specsCount; ++specIdx) { uint8 talentIdCount = 0; size_t pos = data->wpos(); *data << uint8(talentIdCount); // [PH], talentIdCount // find class talent tabs (all players have 3 talent tabs) uint32 const* talentTabIds = GetTalentTabPages(getClass()); for(uint32 i = 0; i < 3; ++i) { uint32 talentTabId = talentTabIds[i]; for(PlayerTalentMap::iterator iter = m_talents[specIdx].begin(); iter != m_talents[specIdx].end(); ++iter) { PlayerTalent talent = (*iter).second; if (talent.state == PLAYERSPELL_REMOVED) continue; // skip another tab talents if(talent.m_talentEntry->TalentTab != talentTabId) continue; *data << uint32(talent.m_talentEntry->TalentID); // Talent.dbc *data << uint8(talent.currentRank); // talentMaxRank (0-4) ++talentIdCount; } } data->put(pos, talentIdCount); // put real count *data << uint8(MAX_GLYPH_SLOT_INDEX); // glyphs count // GlyphProperties.dbc for(uint8 i = 0; i < MAX_GLYPH_SLOT_INDEX; ++i) *data << uint16(m_glyphs[specIdx][i].GetId()); } } } void Player::BuildPetTalentsInfoData(WorldPacket *data) { uint32 unspentTalentPoints = 0; size_t pointsPos = data->wpos(); *data << uint32(unspentTalentPoints); // [PH], unspentTalentPoints uint8 talentIdCount = 0; size_t countPos = data->wpos(); *data << uint8(talentIdCount); // [PH], talentIdCount Pet *pet = GetPet(); if(!pet) return; unspentTalentPoints = pet->GetFreeTalentPoints(); data->put(pointsPos, unspentTalentPoints); // put real points CreatureInfo const *ci = pet->GetCreatureInfo(); if(!ci) return; CreatureFamilyEntry const *pet_family = sCreatureFamilyStore.LookupEntry(ci->family); if(!pet_family || pet_family->petTalentType < 0) return; for(uint32 talentTabId = 1; talentTabId < sTalentTabStore.GetNumRows(); ++talentTabId) { TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentTabId ); if(!talentTabInfo) continue; if(!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask)) continue; for(uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId) { TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId); if(!talentInfo) continue; // skip another tab talents if(talentInfo->TalentTab != talentTabId) continue; // find max talent rank int32 curtalent_maxrank = -1; for(int32 k = 4; k > -1; --k) { if(talentInfo->RankID[k] && pet->HasSpell(talentInfo->RankID[k])) { curtalent_maxrank = k; break; } } // not learned talent if(curtalent_maxrank < 0) continue; *data << uint32(talentInfo->TalentID); // Talent.dbc *data << uint8(curtalent_maxrank); // talentMaxRank (0-4) ++talentIdCount; } data->put(countPos, talentIdCount); // put real count break; } } void Player::SendTalentsInfoData(bool pet) { WorldPacket data(SMSG_TALENTS_INFO, 50); data << uint8(pet ? 1 : 0); if(pet) BuildPetTalentsInfoData(&data); else BuildPlayerTalentsInfoData(&data); GetSession()->SendPacket(&data); } void Player::BuildEnchantmentsInfoData(WorldPacket *data) { uint32 slotUsedMask = 0; size_t slotUsedMaskPos = data->wpos(); *data << uint32(slotUsedMask); // slotUsedMask < 0x80000 for(uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i) { Item *item = GetItemByPos(INVENTORY_SLOT_BAG_0, i); if(!item) continue; slotUsedMask |= (1 << i); *data << uint32(item->GetEntry()); // item entry uint16 enchantmentMask = 0; size_t enchantmentMaskPos = data->wpos(); *data << uint16(enchantmentMask); // enchantmentMask < 0x1000 for(uint32 j = 0; j < MAX_ENCHANTMENT_SLOT; ++j) { uint32 enchId = item->GetEnchantmentId(EnchantmentSlot(j)); if(!enchId) continue; enchantmentMask |= (1 << j); *data << uint16(enchId); // enchantmentId? } data->put(enchantmentMaskPos, enchantmentMask); *data << uint16(item->GetItemRandomPropertyId()); *data << item->GetGuidValue(ITEM_FIELD_CREATOR).WriteAsPacked(); *data << uint32(item->GetItemSuffixFactor()); } data->put(slotUsedMaskPos, slotUsedMask); } void Player::SendEquipmentSetList() { uint32 count = 0; WorldPacket data(SMSG_EQUIPMENT_SET_LIST, 4); size_t count_pos = data.wpos(); data << uint32(count); // count placeholder for(EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr) { if(itr->second.state==EQUIPMENT_SET_DELETED) continue; data.appendPackGUID(itr->second.Guid); data << uint32(itr->first); data << itr->second.Name; data << itr->second.IconName; for(uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i) data << ObjectGuid(HIGHGUID_ITEM, itr->second.Items[i]).WriteAsPacked(); ++count; // client have limit but it checked at loading and set } data.put(count_pos, count); GetSession()->SendPacket(&data); } void Player::SetEquipmentSet(uint32 index, EquipmentSet eqset) { if(eqset.Guid != 0) { bool found = false; for(EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr) { if((itr->second.Guid == eqset.Guid) && (itr->first == index)) { found = true; break; } } if(!found) // something wrong... { sLog.outError("Player %s tried to save equipment set "UI64FMTD" (index %u), but that equipment set not found!", GetName(), eqset.Guid, index); return; } } EquipmentSet& eqslot = m_EquipmentSets[index]; EquipmentSetUpdateState old_state = eqslot.state; eqslot = eqset; if(eqset.Guid == 0) { eqslot.Guid = sObjectMgr.GenerateEquipmentSetGuid(); WorldPacket data(SMSG_EQUIPMENT_SET_SAVED, 4 + 1); data << uint32(index); data.appendPackGUID(eqslot.Guid); GetSession()->SendPacket(&data); } eqslot.state = old_state == EQUIPMENT_SET_NEW ? EQUIPMENT_SET_NEW : EQUIPMENT_SET_CHANGED; } void Player::_SaveEquipmentSets() { for(EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end();) { uint32 index = itr->first; EquipmentSet& eqset = itr->second; switch(eqset.state) { case EQUIPMENT_SET_UNCHANGED: ++itr; break; // nothing do case EQUIPMENT_SET_CHANGED: { // prevent SQL injection std::string db_IconName = eqset.IconName; std::string db_Name = eqset.Name; CharacterDatabase.escape_string(db_IconName); CharacterDatabase.escape_string(db_Name); CharacterDatabase.PExecute("UPDATE character_equipmentsets SET name='%s', iconname='%s', item0='%u', item1='%u', item2='%u', item3='%u', item4='%u', item5='%u', item6='%u', item7='%u', item8='%u', item9='%u', item10='%u', item11='%u', item12='%u', item13='%u', item14='%u', item15='%u', item16='%u', item17='%u', item18='%u' WHERE guid='%u' AND setguid='"UI64FMTD"' AND setindex='%u'", db_Name.c_str(), db_IconName.c_str(), eqset.Items[0], eqset.Items[1], eqset.Items[2], eqset.Items[3], eqset.Items[4], eqset.Items[5], eqset.Items[6], eqset.Items[7], eqset.Items[8], eqset.Items[9], eqset.Items[10], eqset.Items[11], eqset.Items[12], eqset.Items[13], eqset.Items[14], eqset.Items[15], eqset.Items[16], eqset.Items[17], eqset.Items[18], GetGUIDLow(), eqset.Guid, index); eqset.state = EQUIPMENT_SET_UNCHANGED; ++itr; break; } case EQUIPMENT_SET_NEW: { // prevent SQL injection std::string db_IconName = eqset.IconName; std::string db_Name = eqset.Name; CharacterDatabase.escape_string(db_IconName); CharacterDatabase.escape_string(db_Name); CharacterDatabase.PExecute("INSERT INTO character_equipmentsets VALUES ('%u', '"UI64FMTD"', '%u', '%s', '%s', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')", GetGUIDLow(), eqset.Guid, index, db_Name.c_str(), db_IconName.c_str(), eqset.Items[0], eqset.Items[1], eqset.Items[2], eqset.Items[3], eqset.Items[4], eqset.Items[5], eqset.Items[6], eqset.Items[7], eqset.Items[8], eqset.Items[9], eqset.Items[10], eqset.Items[11], eqset.Items[12], eqset.Items[13], eqset.Items[14], eqset.Items[15], eqset.Items[16], eqset.Items[17], eqset.Items[18]); eqset.state = EQUIPMENT_SET_UNCHANGED; ++itr; break; } case EQUIPMENT_SET_DELETED: CharacterDatabase.PExecute("DELETE FROM character_equipmentsets WHERE setguid="UI64FMTD, eqset.Guid); m_EquipmentSets.erase(itr++); break; } } } void Player::_SaveBGData() { // nothing save if (!m_bgData.m_needSave) return; CharacterDatabase.PExecute("DELETE FROM character_battleground_data WHERE guid='%u'", GetGUIDLow()); if (m_bgData.bgInstanceID) { /* guid, bgInstanceID, bgTeam, x, y, z, o, map, taxi[0], taxi[1], mountSpell */ CharacterDatabase.PExecute("INSERT INTO character_battleground_data VALUES ('%u', '%u', '%u', '%f', '%f', '%f', '%f', '%u', '%u', '%u', '%u')", GetGUIDLow(), m_bgData.bgInstanceID, uint32(m_bgData.bgTeam), m_bgData.joinPos.coord_x, m_bgData.joinPos.coord_y, m_bgData.joinPos.coord_z, m_bgData.joinPos.orientation, m_bgData.joinPos.mapid, m_bgData.taxiPath[0], m_bgData.taxiPath[1], m_bgData.mountSpell); } m_bgData.m_needSave = false; } void Player::DeleteEquipmentSet(uint64 setGuid) { for(EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr) { if(itr->second.Guid == setGuid) { if(itr->second.state == EQUIPMENT_SET_NEW) m_EquipmentSets.erase(itr); else itr->second.state = EQUIPMENT_SET_DELETED; break; } } } void Player::ActivateSpec(uint8 specNum) { if(GetActiveSpec() == specNum) return; if(specNum >= GetSpecsCount()) return; UnsummonPetTemporaryIfAny(); // prevent deletion of action buttons by client at spell unlearn or by player while spec change in progress SendLockActionButtons(); ApplyGlyphs(false); // copy of new talent spec (we will use it as model for converting current tlanet state to new) PlayerTalentMap tempSpec = m_talents[specNum]; // copy old spec talents to new one, must be before spec switch to have previous spec num(as m_activeSpec) m_talents[specNum] = m_talents[m_activeSpec]; SetActiveSpec(specNum); // remove all talent spells that don't exist in next spec but exist in old for (PlayerTalentMap::iterator specIter = m_talents[m_activeSpec].begin(); specIter != m_talents[m_activeSpec].end();) { PlayerTalent& talent = (*specIter).second; if (talent.state == PLAYERSPELL_REMOVED) { ++specIter; continue; } PlayerTalentMap::iterator iterTempSpec = tempSpec.find(specIter->first); // remove any talent rank if talent not listed in temp spec if (iterTempSpec == tempSpec.end() || iterTempSpec->second.state == PLAYERSPELL_REMOVED) { TalentEntry const *talentInfo = talent.m_talentEntry; for(int r = 0; r < MAX_TALENT_RANK; ++r) if (talentInfo->RankID[r]) removeSpell(talentInfo->RankID[r],!IsPassiveSpell(talentInfo->RankID[r]),false); specIter = m_talents[m_activeSpec].begin(); } else ++specIter; } // now new spec data have only talents (maybe different rank) as in temp spec data, sync ranks then. for (PlayerTalentMap::const_iterator tempIter = tempSpec.begin(); tempIter != tempSpec.end(); ++tempIter) { PlayerTalent const& talent = (*tempIter).second; // removed state talent already unlearned in prev. loop // but we need restore it if it deleted for finish removed-marked data in DB if (talent.state == PLAYERSPELL_REMOVED) { m_talents[m_activeSpec][tempIter->first] = talent; continue; } uint32 talentSpellId = talent.m_talentEntry->RankID[talent.currentRank]; // learn talent spells if they not in new spec (old spec copy) // and if they have different rank if (PlayerTalent const* cur_talent = GetKnownTalentById(tempIter->first)) { if (cur_talent->currentRank != talent.currentRank) learnSpell(talentSpellId, false); } else learnSpell(talentSpellId, false); // sync states - original state is changed in addSpell that learnSpell calls PlayerTalentMap::iterator specIter = m_talents[m_activeSpec].find(tempIter->first); if (specIter != m_talents[m_activeSpec].end()) (*specIter).second.state = talent.state; else { sLog.outError("ActivateSpec: Talent spell %u expected to learned at spec switch but not listed in talents at final check!", talentSpellId); // attempt resync DB state (deleted lost spell from DB) if (talent.state != PLAYERSPELL_NEW) { PlayerTalent& talentNew = m_talents[m_activeSpec][tempIter->first]; talentNew = talent; talentNew.state = PLAYERSPELL_REMOVED; } } } InitTalentForLevel(); // recheck action buttons (not checked at loading/spec copy) ActionButtonList const& currentActionButtonList = m_actionButtons[m_activeSpec]; for(ActionButtonList::const_iterator itr = currentActionButtonList.begin(); itr != currentActionButtonList.end(); ) { if (itr->second.uState != ACTIONBUTTON_DELETED) { // remove broken without any output (it can be not correct because talents not copied at spec creating) if (!IsActionButtonDataValid(itr->first,itr->second.GetAction(),itr->second.GetType(), this, false)) { removeActionButton(m_activeSpec,itr->first); itr = currentActionButtonList.begin(); continue; } } ++itr; } ResummonPetTemporaryUnSummonedIfAny(); ApplyGlyphs(true); SendInitialActionButtons(); Powers pw = getPowerType(); if(pw != POWER_MANA) SetPower(POWER_MANA, 0); SetPower(pw, 0); } void Player::UpdateSpecCount(uint8 count) { uint8 curCount = GetSpecsCount(); if (curCount == count) return; // maybe current spec data must be copied to 0 spec? if (m_activeSpec >= count) ActivateSpec(0); // copy spec data from new specs if (count > curCount) { // copy action buttons from active spec (more easy in this case iterate first by button) ActionButtonList const& currentActionButtonList = m_actionButtons[m_activeSpec]; for(ActionButtonList::const_iterator itr = currentActionButtonList.begin(); itr != currentActionButtonList.end(); ++itr) { if (itr->second.uState != ACTIONBUTTON_DELETED) { for(uint8 spec = curCount; spec < count; ++spec) addActionButton(spec,itr->first,itr->second.GetAction(),itr->second.GetType()); } } } // delete spec data for removed specs else if (count < curCount) { // delete action buttons for removed spec for(uint8 spec = count; spec < curCount; ++spec) { // delete action buttons for removed spec for(uint8 button = 0; button < MAX_ACTION_BUTTONS; ++button) removeActionButton(spec,button); } } SetSpecsCount(count); SendTalentsInfoData(false); } void Player::RemoveAtLoginFlag( AtLoginFlags f, bool in_db_also /*= false*/ ) { m_atLoginFlags &= ~f; if(in_db_also) CharacterDatabase.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(f), GetGUIDLow()); } void Player::SendClearCooldown( uint32 spell_id, Unit* target ) { WorldPacket data(SMSG_CLEAR_COOLDOWN, 4+8); data << uint32(spell_id); data << target->GetObjectGuid(); SendDirectMessage(&data); } void Player::BuildTeleportAckMsg(WorldPacket& data, float x, float y, float z, float ang) const { MovementInfo mi = m_movementInfo; mi.ChangePosition(x, y, z, ang); data.Initialize(MSG_MOVE_TELEPORT_ACK, 64); data << GetPackGUID(); data << uint32(0); // this value increments every time data << mi; } bool Player::HasMovementFlag( MovementFlags f ) const { return m_movementInfo.HasMovementFlag(f); } void Player::ResetTimeSync() { m_timeSyncCounter = 0; m_timeSyncTimer = 0; m_timeSyncClient = 0; m_timeSyncServer = WorldTimer::getMSTime(); } void Player::SendTimeSync() { WorldPacket data(SMSG_TIME_SYNC_REQ, 4); data << uint32(m_timeSyncCounter++); GetSession()->SendPacket(&data); // Schedule next sync in 10 sec m_timeSyncTimer = 10000; m_timeSyncServer = WorldTimer::getMSTime(); } void Player::SendDuelCountdown(uint32 counter) { WorldPacket data(SMSG_DUEL_COUNTDOWN, 4); data << uint32(counter); // seconds GetSession()->SendPacket(&data); } bool Player::IsImmuneToSpellEffect(SpellEntry const* spellInfo, SpellEffectIndex index) const { switch(spellInfo->Effect[index]) { case SPELL_EFFECT_ATTACK_ME: return true; default: break; } switch(spellInfo->EffectApplyAuraName[index]) { case SPELL_AURA_MOD_TAUNT: return true; default: break; } return Unit::IsImmuneToSpellEffect(spellInfo, index); } void Player::SetHomebindToLocation(WorldLocation const& loc, uint32 area_id) { m_homebindMapId = loc.mapid; m_homebindAreaId = area_id; m_homebindX = loc.coord_x; m_homebindY = loc.coord_y; m_homebindZ = loc.coord_z; // update sql homebind CharacterDatabase.PExecute("UPDATE character_homebind SET map = '%u', zone = '%u', position_x = '%f', position_y = '%f', position_z = '%f' WHERE guid = '%u'", m_homebindMapId, m_homebindAreaId, m_homebindX, m_homebindY, m_homebindZ, GetGUIDLow()); } Object* Player::GetObjectByTypeMask(ObjectGuid guid, TypeMask typemask) { switch(guid.GetHigh()) { case HIGHGUID_ITEM: if (typemask & TYPEMASK_ITEM) return GetItemByGuid(guid); break; case HIGHGUID_PLAYER: if (GetObjectGuid()==guid) return this; if ((typemask & TYPEMASK_PLAYER) && IsInWorld()) return ObjectAccessor::FindPlayer(guid); break; case HIGHGUID_GAMEOBJECT: if ((typemask & TYPEMASK_GAMEOBJECT) && IsInWorld()) return GetMap()->GetGameObject(guid); break; case HIGHGUID_UNIT: if ((typemask & TYPEMASK_UNIT) && IsInWorld()) return GetMap()->GetCreature(guid); break; case HIGHGUID_PET: if ((typemask & TYPEMASK_UNIT) && IsInWorld()) return GetMap()->GetPet(guid); break; case HIGHGUID_VEHICLE: if ((typemask & TYPEMASK_UNIT) && IsInWorld()) return GetMap()->GetVehicle(guid); break; case HIGHGUID_DYNAMICOBJECT: if ((typemask & TYPEMASK_DYNAMICOBJECT) && IsInWorld()) return GetMap()->GetDynamicObject(guid); break; case HIGHGUID_TRANSPORT: case HIGHGUID_CORPSE: case HIGHGUID_MO_TRANSPORT: case HIGHGUID_INSTANCE: break; } return NULL; } void Player::SetRestType( RestType n_r_type, uint32 areaTriggerId /*= 0*/) { rest_type = n_r_type; if (rest_type == REST_TYPE_NO) { RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING); // Set player to FFA PVP when not in rested environment. if(sWorld.IsFFAPvPRealm()) SetFFAPvP(true); } else { SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING); inn_trigger_id = areaTriggerId; time_inn_enter = time(NULL); if(sWorld.IsFFAPvPRealm()) SetFFAPvP(false); } }