server/src/game/Player.cpp
2020-02-17 09:21:27 +00:00

24387 lines
869 KiB
C++

/**
* This code is part of MaNGOS. Contributor & Copyright details are in AUTHORS/THANKS.
*
* 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 "SkillDiscovery.h"
#include "QuestDef.h"
#include "GossipDef.h"
#include "UpdateData.h"
#include "Channel.h"
#include "ChannelMgr.h"
#include "MapManager.h"
#include "MapPersistentStateMgr.h"
#include "InstanceData.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "CellImpl.h"
#include "ObjectMgr.h"
#include "ObjectAccessor.h"
#include "CreatureAI.h"
#include "Formulas.h"
#include "Group.h"
#include "Guild.h"
#include "GuildMgr.h"
#include "Pet.h"
#include "Util.h"
#include "Transports.h"
#include "Weather.h"
#include "BattleGround/BattleGround.h"
#include "BattleGround/BattleGroundMgr.h"
#include "BattleGround/BattleGroundAV.h"
#include "OutdoorPvP/OutdoorPvP.h"
#include "ArenaTeam.h"
#include "Chat.h"
#include "Database/DatabaseImpl.h"
#include "Spell.h"
#include "ScriptMgr.h"
#include "SocialMgr.h"
#include "AchievementMgr.h"
#include "Mail.h"
#include "SpellAuras.h"
#include "DBCStores.h"
#include "DB2Stores.h"
#include "SQLStorages.h"
#include "Vehicle.h"
#include "Calendar.h"
#include "PhaseMgr.h"
#include <cmath>
#define ZONE_UPDATE_INTERVAL (1*IN_MILLISECONDS)
enum CharacterFlags
{
CHARACTER_FLAG_NONE = 0x00000000,
CHARACTER_FLAG_UNK1 = 0x00000001,
CHARACTER_FLAG_UNK2 = 0x00000002,
CHARACTER_LOCKED_FOR_TRANSFER = 0x00000004,
CHARACTER_FLAG_UNK4 = 0x00000008,
CHARACTER_FLAG_UNK5 = 0x00000010,
CHARACTER_FLAG_UNK6 = 0x00000020,
CHARACTER_FLAG_UNK7 = 0x00000040,
CHARACTER_FLAG_UNK8 = 0x00000080,
CHARACTER_FLAG_UNK9 = 0x00000100,
CHARACTER_FLAG_UNK10 = 0x00000200,
CHARACTER_FLAG_HIDE_HELM = 0x00000400,
CHARACTER_FLAG_HIDE_CLOAK = 0x00000800,
CHARACTER_FLAG_UNK13 = 0x00001000,
CHARACTER_FLAG_GHOST = 0x00002000,
CHARACTER_FLAG_RENAME = 0x00004000,
CHARACTER_FLAG_UNK16 = 0x00008000,
CHARACTER_FLAG_UNK17 = 0x00010000,
CHARACTER_FLAG_UNK18 = 0x00020000,
CHARACTER_FLAG_UNK19 = 0x00040000,
CHARACTER_FLAG_UNK20 = 0x00080000,
CHARACTER_FLAG_UNK21 = 0x00100000,
CHARACTER_FLAG_UNK22 = 0x00200000,
CHARACTER_FLAG_UNK23 = 0x00400000,
CHARACTER_FLAG_UNK24 = 0x00800000,
CHARACTER_FLAG_LOCKED_BY_BILLING = 0x01000000,
CHARACTER_FLAG_DECLINED = 0x02000000,
CHARACTER_FLAG_UNK27 = 0x04000000,
CHARACTER_FLAG_UNK28 = 0x08000000,
CHARACTER_FLAG_UNK29 = 0x10000000,
CHARACTER_FLAG_UNK30 = 0x20000000,
CHARACTER_FLAG_UNK31 = 0x40000000,
CHARACTER_FLAG_UNK32 = 0x80000000
};
enum CharacterCustomizeFlags
{
CHAR_CUSTOMIZE_FLAG_NONE = 0x00000000,
CHAR_CUSTOMIZE_FLAG_CUSTOMIZE = 0x00000001, // name, gender, etc...
CHAR_CUSTOMIZE_FLAG_FACTION = 0x00010000, // name, gender, faction, etc...
CHAR_CUSTOMIZE_FLAG_RACE = 0x00100000 // name, gender, race, etc...
};
// corpse reclaim times
#define DEATH_EXPIRE_STEP (5*MINUTE)
#define MAX_DEATH_COUNT 3
static const uint32 corpseReclaimDelay[MAX_DEATH_COUNT] = {30, 60, 120};
//== PlayerTaxi ================================================
PlayerTaxi::PlayerTaxi()
{
// Taxi nodes
memset(m_taximask, 0, sizeof(m_taximask));
}
void PlayerTaxi::InitTaxiNodesForLevel(uint32 race, uint32 chrClass, uint32 level)
{
// class specific initial known nodes
switch (chrClass)
{
case CLASS_DEATH_KNIGHT:
{
for (int i = 0; i < TaxiMaskSize; ++i)
m_taximask[i] |= sOldContinentsNodesMask[i];
break;
}
}
// race specific initial known nodes: capital and taxi hub masks
switch (race)
{
case RACE_HUMAN: SetTaximaskNode(2); break; // Human
case RACE_ORC: SetTaximaskNode(23); break; // Orc
case RACE_DWARF: SetTaximaskNode(6); break; // Dwarf
case RACE_NIGHTELF: SetTaximaskNode(26);
SetTaximaskNode(27); break; // Night Elf
case RACE_UNDEAD: SetTaximaskNode(11); break; // Undead
case RACE_TAUREN: SetTaximaskNode(22); break; // Tauren
case RACE_GNOME: SetTaximaskNode(6); break; // Gnome
case RACE_TROLL: SetTaximaskNode(23); break; // Troll
case RACE_BLOODELF: SetTaximaskNode(82); break; // Blood Elf
case RACE_DRAENEI: SetTaximaskNode(94); break; // Draenei
}
// new continent starting masks (It will be accessible only at new map)
switch (Player::TeamForRace(race))
{
case ALLIANCE: SetTaximaskNode(100); break;
case HORDE: SetTaximaskNode(99); break;
default: break;
}
// level dependent taxi hubs
if (level >= 68)
SetTaximaskNode(213); // Shattered Sun Staging Area
}
void PlayerTaxi::LoadTaxiMask(const char* data)
{
Tokens tokens = StrSplit(data, " ");
int index;
Tokens::iterator iter;
for (iter = tokens.begin(), index = 0;
(index < TaxiMaskSize) && (iter != tokens.end()); ++iter, ++index)
{
// load and set bits only for existing taxi nodes
m_taximask[index] = sTaxiNodesMask[index] & uint8(atol((*iter).c_str()));
}
}
void PlayerTaxi::AppendTaximaskTo(ByteBuffer& data, bool all)
{
data << uint32(TaxiMaskSize);
if (all)
{
for (uint8 i = 0; i < TaxiMaskSize; ++i)
data << uint8(sTaxiNodesMask[i]); // all existing nodes
}
else
{
for (uint8 i = 0; i < TaxiMaskSize; ++i)
data << uint8(m_taximask[i]); // known nodes
}
}
bool PlayerTaxi::LoadTaxiDestinationsFromString(const std::string& values, Team team)
{
ClearTaxiDestinations();
Tokens tokens = StrSplit(values, " ");
for (Tokens::iterator iter = tokens.begin(); iter != tokens.end(); ++iter)
{
uint32 node = uint32(atol(iter->c_str()));
AddTaxiDestination(node);
}
if (m_TaxiDestinations.empty())
return true;
// Check integrity
if (m_TaxiDestinations.size() < 2)
return false;
for (size_t i = 1; i < m_TaxiDestinations.size(); ++i)
{
uint32 cost;
uint32 path;
sObjectMgr.GetTaxiPath(m_TaxiDestinations[i - 1], m_TaxiDestinations[i], path, cost);
if (!path)
return false;
}
// can't load taxi path without mount set (quest taxi path?)
if (!sObjectMgr.GetTaxiMountDisplayId(GetTaxiSource(), team, true))
return false;
return true;
}
std::string PlayerTaxi::SaveTaxiDestinationsToString()
{
if (m_TaxiDestinations.empty())
return "";
std::ostringstream ss;
for (size_t i = 0; i < m_TaxiDestinations.size(); ++i)
ss << m_TaxiDestinations[i] << " ";
return ss.str();
}
uint32 PlayerTaxi::GetCurrentTaxiPath() const
{
if (m_TaxiDestinations.size() < 2)
return 0;
uint32 path;
uint32 cost;
sObjectMgr.GetTaxiPath(m_TaxiDestinations[0], m_TaxiDestinations[1], path, cost);
return path;
}
std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi)
{
for (int i = 0; i < TaxiMaskSize; ++i)
ss << uint32(taxi.m_taximask[i]) << " "; // cast to prevent conversion to char
return ss;
}
//== TradeData =================================================
TradeData* TradeData::GetTraderData() const
{
return m_trader->GetTradeData();
}
Item* TradeData::GetItem(TradeSlots slot) const
{
return m_items[slot] ? m_player->GetItemByGuid(m_items[slot]) : NULL;
}
bool TradeData::HasItem(ObjectGuid item_guid) const
{
for (int i = 0; i < TRADE_SLOT_COUNT; ++i)
if (m_items[i] == item_guid)
return true;
return false;
}
Item* TradeData::GetSpellCastItem() const
{
return m_spellCastItem ? m_player->GetItemByGuid(m_spellCastItem) : NULL;
}
void TradeData::SetItem(TradeSlots slot, Item* item)
{
ObjectGuid itemGuid = item ? item->GetObjectGuid() : ObjectGuid();
if (m_items[slot] == itemGuid)
return;
m_items[slot] = itemGuid;
SetAccepted(false);
GetTraderData()->SetAccepted(false);
Update();
// need remove possible trader spell applied to changed item
if (slot == TRADE_SLOT_NONTRADED)
GetTraderData()->SetSpell(0);
// need remove possible player spell applied (possible move reagent)
SetSpell(0);
}
void TradeData::SetSpell(uint32 spell_id, Item* castItem /*= NULL*/)
{
ObjectGuid itemGuid = castItem ? castItem->GetObjectGuid() : ObjectGuid();
if (m_spell == spell_id && m_spellCastItem == itemGuid)
return;
m_spell = spell_id;
m_spellCastItem = itemGuid;
SetAccepted(false);
GetTraderData()->SetAccepted(false);
Update(true); // send spell info to item owner
Update(false); // send spell info to caster self
}
void TradeData::SetMoney(uint64 money)
{
if (m_money == money)
return;
m_money = money;
SetAccepted(false);
GetTraderData()->SetAccepted(false);
Update();
}
void TradeData::Update(bool for_trader /*= true*/)
{
if (for_trader)
m_trader->GetSession()->SendUpdateTrade(true); // player state for trader
else
m_player->GetSession()->SendUpdateTrade(false); // player state for player
}
void TradeData::SetAccepted(bool state, bool crosssend /*= false*/)
{
m_accepted = state;
if (!state)
{
if (crosssend)
m_trader->GetSession()->SendTradeStatus(TRADE_STATUS_BACK_TO_TRADE);
else
m_player->GetSession()->SendTradeStatus(TRADE_STATUS_BACK_TO_TRADE);
}
}
//== Player ====================================================
UpdateMask Player::updateVisualBits;
Player::Player(WorldSession* session): Unit(), m_mover(this), m_camera(this), m_achievementMgr(this), m_reputationMgr(this)
{
m_transport = 0;
m_speakTime = 0;
m_speakCount = 0;
m_objectType |= TYPEMASK_PLAYER;
m_objectTypeId = TYPEID_PLAYER;
m_valuesCount = PLAYER_END;
SetActiveObjectState(true); // player is always active object
m_session = session;
m_ExtraFlags = 0;
if (GetSession()->GetSecurity() >= SEC_GAMEMASTER)
SetAcceptTicket(true);
// players always accept
if (GetSession()->GetSecurity() == SEC_PLAYER)
SetAcceptWhispers(true);
m_comboPoints = 0;
m_usedTalentCount = 0;
m_questRewardTalentCount = 0;
m_freeTalentPoints = 0;
m_regenTimer = 0;
m_holyPowerRegenTimer = REGEN_TIME_HOLY_POWER;
m_weaponChangeTimer = 0;
m_zoneUpdateId = 0;
m_zoneUpdateTimer = 0;
m_positionStatusUpdateTimer = 0;
m_areaUpdateId = 0;
m_nextSave = sWorld.getConfig(CONFIG_UINT32_INTERVAL_SAVE);
// randomize first save time in range [CONFIG_UINT32_INTERVAL_SAVE] around [CONFIG_UINT32_INTERVAL_SAVE]
// this must help in case next save after mass player load after server startup
m_nextSave = urand(m_nextSave / 2, m_nextSave * 3 / 2);
clearResurrectRequestData();
memset(m_items, 0, sizeof(Item*)*PLAYER_SLOTS_COUNT);
m_social = NULL;
// group is initialized in the reference constructor
SetGroupInvite(NULL);
m_groupUpdateMask = 0;
m_auraUpdateMask = 0;
duel = NULL;
m_GuildIdInvited = 0;
m_ArenaTeamIdInvited = 0;
m_atLoginFlags = AT_LOGIN_NONE;
mSemaphoreTeleport_Near = false;
mSemaphoreTeleport_Far = false;
m_DelayedOperations = 0;
m_bCanDelayTeleport = false;
m_bHasDelayedTeleport = false;
m_bHasBeenAliveAtDelayedTeleport = true; // overwrite always at setup teleport data, so not used infact
m_teleport_options = 0;
m_trade = NULL;
m_cinematic = 0;
PlayerTalkClass = new PlayerMenu(GetSession());
m_currentBuybackSlot = BUYBACK_SLOT_START;
m_DailyQuestChanged = false;
m_WeeklyQuestChanged = false;
m_lastLiquid = NULL;
for (int i = 0; i < MAX_TIMERS; ++i)
m_MirrorTimer[i] = DISABLED_MIRROR_TIMER;
m_MirrorTimerFlags = UNDERWATER_NONE;
m_MirrorTimerFlagsLast = UNDERWATER_NONE;
m_isInWater = false;
m_drunkTimer = 0;
m_restTime = 0;
m_deathTimer = 0;
m_deathExpireTime = 0;
m_swingErrorMsg = 0;
m_DetectInvTimer = 1 * IN_MILLISECONDS;
for (int j = 0; j < PLAYER_MAX_BATTLEGROUND_QUEUES; ++j)
{
m_bgBattleGroundQueueID[j].bgQueueTypeId = BATTLEGROUND_QUEUE_NONE;
m_bgBattleGroundQueueID[j].invitedToInstance = 0;
}
m_logintime = time(NULL);
m_Last_tick = m_logintime;
m_WeaponProficiency = 0;
m_ArmorProficiency = 0;
m_canParry = false;
m_canBlock = false;
m_canDualWield = false;
m_canTitanGrip = false;
m_ammoDPS = 0.0f;
m_temporaryUnsummonedPetNumber = 0;
//////////////////// Rest System/////////////////////
time_inn_enter = 0;
inn_trigger_id = 0;
m_rest_bonus = 0;
rest_type = REST_TYPE_NO;
//////////////////// Rest System/////////////////////
m_mailsUpdated = false;
unReadMails = 0;
m_nextMailDelivereTime = 0;
m_resetTalentsCost = 0;
m_resetTalentsTime = 0;
m_itemUpdateQueueBlocked = false;
for (int i = 0; i < MAX_MOVE_TYPE; ++i)
m_forced_speed_changes[i] = 0;
m_stableSlots = 0;
/////////////////// Instance System /////////////////////
m_HomebindTimer = 0;
m_InstanceValid = true;
m_dungeonDifficulty = DUNGEON_DIFFICULTY_NORMAL;
m_raidDifficulty = RAID_DIFFICULTY_10MAN_NORMAL;
m_lastPotionId = 0;
m_activeSpec = 0;
m_specsCount = 1;
for (int i = 0; i < MAX_TALENT_SPEC_COUNT; ++i)
m_talentsPrimaryTree[i] = 0;
for (int i = 0; i < BASEMOD_END; ++i)
{
m_auraBaseMod[i][FLAT_MOD] = 0.0f;
m_auraBaseMod[i][PCT_MOD] = 1.0f;
}
for (int i = 0; i < MAX_COMBAT_RATING; ++i)
m_baseRatingValue[i] = 0;
m_baseSpellPower = 0;
m_baseHealthRegen = 0;
m_baseManaRegen = 0;
m_armorPenetrationPct = 0.0f;
m_spellPenetrationItemMod = 0;
m_lastHonorKillsUpdateTime = time(NULL);
// Player summoning
m_summon_expire = 0;
m_summon_mapid = 0;
m_summon_x = 0.0f;
m_summon_y = 0.0f;
m_summon_z = 0.0f;
m_contestedPvPTimer = 0;
m_declinedname = NULL;
m_runes = NULL;
m_lastFallTime = 0;
m_lastFallZ = 0;
m_cachedGS = 0;
m_slot = 255;
phaseMgr = new PhaseMgr(this);
}
Player::~Player()
{
CleanupsBeforeDelete();
// it must be unloaded already in PlayerLogout and accessed only for loggined player
// m_social = NULL;
// Note: buy back item already deleted from DB when player was saved
for (int i = 0; i < PLAYER_SLOTS_COUNT; ++i)
{
delete m_items[i];
}
CleanupChannels();
// all mailed items should be deleted, also all mail should be deallocated
for (PlayerMails::const_iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
delete *itr;
for (ItemMap::const_iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter)
delete iter->second; // if item is duplicated... then server may crash ... but that item should be deallocated
delete PlayerTalkClass;
if (m_transport)
{
m_transport->RemovePassenger(this);
}
for (size_t x = 0; x < ItemSetEff.size(); ++x)
delete ItemSetEff[x];
// clean up player-instance binds, may unload some instance saves
for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
itr->second.state->RemovePlayer(this);
delete m_declinedname;
delete m_runes;
delete phaseMgr;
}
void Player::CleanupsBeforeDelete()
{
if (m_uint32Values) // only for fully created Object
{
TradeCancel(false);
DuelComplete(DUEL_INTERRUPTED);
}
// notify zone scripts for player logout
sOutdoorPvPMgr.HandlePlayerLeaveZone(this, m_zoneUpdateId);
Unit::CleanupsBeforeDelete();
}
bool Player::Create(uint32 guidlow, const std::string& name, uint8 race, uint8 class_, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair, uint8 /*outfitId */)
{
// FIXME: outfitId not used in player creating
Object::_Create(guidlow, 0, HIGHGUID_PLAYER);
m_name = name;
PlayerInfo const* info = sObjectMgr.GetPlayerInfo(race, class_);
if (!info)
{
sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
return false;
}
ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(class_);
if (!cEntry)
{
sLog.outError("Class %u not found in DBC (Wrong DBC files?)", class_);
return false;
}
// player store gender in single bit
if (gender != uint8(GENDER_MALE) && gender != uint8(GENDER_FEMALE))
{
sLog.outError("Invalid gender %u at player creating", uint32(gender));
return false;
}
for (int i = 0; i < PLAYER_SLOTS_COUNT; ++i)
m_items[i] = NULL;
SetLocationMapId(info->mapId);
Relocate(info->positionX, info->positionY, info->positionZ, info->orientation);
SetMap(sMapMgr.CreateMap(info->mapId, this));
uint8 powertype = cEntry->powerType;
setFactionForRace(race);
SetByteValue(UNIT_FIELD_BYTES_0, 0, race);
SetByteValue(UNIT_FIELD_BYTES_0, 1, class_);
SetByteValue(UNIT_FIELD_BYTES_0, 2, gender);
SetByteValue(UNIT_FIELD_BYTES_0, 3, powertype);
InitDisplayIds(); // model, scale and model data
SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP);
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE);
SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER);
SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); // fix cast time showed in spell tooltip on client
SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f); // default for players in 3.0.3
SetInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, -1); // -1 is default value
SetByteValue(PLAYER_BYTES, 0, skin);
SetByteValue(PLAYER_BYTES, 1, face);
SetByteValue(PLAYER_BYTES, 2, hairStyle);
SetByteValue(PLAYER_BYTES, 3, hairColor);
SetByteValue(PLAYER_BYTES_2, 0, facialHair);
SetByteValue(PLAYER_BYTES_2, 3, REST_STATE_NORMAL);
SetByteValue(PLAYER_BYTES_3, 0, gender);
SetByteValue(PLAYER_BYTES_3, 3, 0); // BattlefieldArenaFaction (0 or 1)
SetInGuild(0);
SetGuildLevel(0);
SetUInt32Value(PLAYER_GUILDRANK, 0);
SetUInt32Value(PLAYER_GUILD_TIMESTAMP, 0);
for (int i = 0; i < KNOWN_TITLES_SIZE; ++i)
SetUInt64Value(PLAYER__FIELD_KNOWN_TITLES + i, 0); // 0=disabled
SetUInt32Value(PLAYER_CHOSEN_TITLE, 0);
SetUInt32Value(PLAYER_FIELD_KILLS, 0);
SetUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, 0);
// set starting level
uint32 start_level = getClass() != CLASS_DEATH_KNIGHT
? sWorld.getConfig(CONFIG_UINT32_START_PLAYER_LEVEL)
: sWorld.getConfig(CONFIG_UINT32_START_HEROIC_PLAYER_LEVEL);
if (GetSession()->GetSecurity() >= SEC_MODERATOR)
{
uint32 gm_level = sWorld.getConfig(CONFIG_UINT32_START_GM_LEVEL);
if (gm_level > start_level)
start_level = gm_level;
}
SetUInt32Value(UNIT_FIELD_LEVEL, start_level);
InitRunes();
SetUInt64Value(PLAYER_FIELD_COINAGE, sWorld.getConfig(CONFIG_UINT64_START_PLAYER_MONEY));
SetCurrencyCount(CURRENCY_HONOR_POINTS,sWorld.getConfig(CONFIG_UINT32_CURRENCY_START_HONOR_POINTS));
SetCurrencyCount(CURRENCY_CONQUEST_POINTS, sWorld.getConfig(CONFIG_UINT32_CURRENCY_START_CONQUEST_POINTS));
// Played time
m_Last_tick = time(NULL);
m_Played_time[PLAYED_TIME_TOTAL] = 0;
m_Played_time[PLAYED_TIME_LEVEL] = 0;
// base stats and related field values
InitStatsForLevel();
InitTaxiNodesForLevel();
InitGlyphsForLevel();
InitTalentForLevel();
InitPrimaryProfessions(); // to max set before any spell added
// apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
SetHealth(GetMaxHealth());
if (getPowerType() == POWER_MANA)
{
UpdateMaxPower(POWER_MANA); // Update max Mana (for add bonus from intellect)
SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
}
if (getPowerType() != POWER_MANA) // hide additional mana bar if we have no mana
{
SetPower(POWER_MANA, 0);
SetMaxPower(POWER_MANA, 0);
}
// original spells
learnDefaultSpells();
// original action bar
for (PlayerCreateInfoActions::const_iterator action_itr = info->action.begin(); action_itr != info->action.end(); ++action_itr)
addActionButton(0, action_itr->button, action_itr->action, action_itr->type);
// original items
uint32 raceClassGender = GetUInt32Value(UNIT_FIELD_BYTES_0) & 0x00FFFFFF;
CharStartOutfitEntry const* oEntry = NULL;
for (uint32 i = 1; i < sCharStartOutfitStore.GetNumRows(); ++i)
{
if (CharStartOutfitEntry const* entry = sCharStartOutfitStore.LookupEntry(i))
{
if (entry->RaceClassGender == raceClassGender)
{
oEntry = entry;
break;
}
}
}
if (oEntry)
{
for (int j = 0; j < MAX_OUTFIT_ITEMS; ++j)
{
if (oEntry->ItemId[j] <= 0)
continue;
uint32 item_id = oEntry->ItemId[j];
// just skip, reported in ObjectMgr::LoadItemPrototypes
ItemPrototype const* iProto = ObjectMgr::GetItemPrototype(item_id);
if (!iProto)
continue;
// BuyCount by default
int32 count = iProto->BuyCount;
// special amount for foor/drink
if (iProto->Class == ITEM_CLASS_CONSUMABLE && iProto->SubClass == ITEM_SUBCLASS_FOOD)
{
switch (iProto->Spells[0].SpellCategory)
{
case 11: // food
count = getClass() == CLASS_DEATH_KNIGHT ? 10 : 4;
break;
case 59: // drink
count = 2;
break;
}
if (iProto->Stackable < count)
count = iProto->Stackable;
}
StoreNewItemInBestSlots(item_id, count);
}
}
for (PlayerCreateInfoItems::const_iterator item_id_itr = info->item.begin(); item_id_itr != info->item.end(); ++item_id_itr)
StoreNewItemInBestSlots(item_id_itr->item_id, item_id_itr->item_amount);
// bags and main-hand weapon must equipped at this moment
// now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
// or ammo not equipped in special bag
for (int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
{
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
uint16 eDest;
// equip offhand weapon/shield if it attempt equipped before main-hand weapon
InventoryResult msg = CanEquipItem(NULL_SLOT, eDest, pItem, false);
if (msg == EQUIP_ERR_OK)
{
RemoveItem(INVENTORY_SLOT_BAG_0, i, true);
EquipItem(eDest, pItem, true);
}
// move other items to more appropriate slots (ammo not equipped in special bag)
else
{
ItemPosCountVec sDest;
msg = CanStoreItem(NULL_BAG, NULL_SLOT, sDest, pItem, false);
if (msg == EQUIP_ERR_OK)
{
RemoveItem(INVENTORY_SLOT_BAG_0, i, true);
pItem = StoreItem(sDest, pItem, true);
}
// if this is ammo then use it
msg = CanUseAmmo(pItem->GetEntry());
if (msg == EQUIP_ERR_OK)
SetAmmo(pItem->GetEntry());
}
}
}
// all item positions resolved
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
{
m_MirrorTimer[BREATH_TIMER] -= time_diff;
// Timer limit - need deal damage
if (m_MirrorTimer[BREATH_TIMER] < 0)
{
m_MirrorTimer[BREATH_TIMER] += 2 * IN_MILLISECONDS;
// Calculate and deal damage
// TODO: Check this formula
uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel() - 1);
EnvironmentalDamage(DAMAGE_DROWNING, damage);
}
else if (!(m_MirrorTimerFlagsLast & UNDERWATER_INWATER)) // Update time in client if need
SendMirrorTimer(BREATH_TIMER, getMaxTimer(BREATH_TIMER), m_MirrorTimer[BREATH_TIMER], -1);
}
}
else if (m_MirrorTimer[BREATH_TIMER] != DISABLED_MIRROR_TIMER) // Regen timer
{
int32 UnderWaterTime = getMaxTimer(BREATH_TIMER);
// Need breath regen
m_MirrorTimer[BREATH_TIMER] += 10 * time_diff;
if (m_MirrorTimer[BREATH_TIMER] >= UnderWaterTime || !isAlive())
StopMirrorTimer(BREATH_TIMER);
else if (m_MirrorTimerFlagsLast & UNDERWATER_INWATER)
SendMirrorTimer(BREATH_TIMER, UnderWaterTime, m_MirrorTimer[BREATH_TIMER], 10);
}
// In dark water
if (m_MirrorTimerFlags & UNDERWATER_INDARKWATER)
{
// Fatigue timer not activated - activate it
if (m_MirrorTimer[FATIGUE_TIMER] == DISABLED_MIRROR_TIMER)
{
m_MirrorTimer[FATIGUE_TIMER] = getMaxTimer(FATIGUE_TIMER);
SendMirrorTimer(FATIGUE_TIMER, m_MirrorTimer[FATIGUE_TIMER], m_MirrorTimer[FATIGUE_TIMER], -1);
}
else
{
m_MirrorTimer[FATIGUE_TIMER] -= time_diff;
// Timer limit - need deal damage or teleport ghost to graveyard
if (m_MirrorTimer[FATIGUE_TIMER] < 0)
{
m_MirrorTimer[FATIGUE_TIMER] += 2 * IN_MILLISECONDS;
if (isAlive()) // Calculate and deal damage
{
uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel() - 1);
EnvironmentalDamage(DAMAGE_EXHAUSTED, damage);
}
else if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) // Teleport ghost to graveyard
RepopAtGraveyard();
}
else if (!(m_MirrorTimerFlagsLast & UNDERWATER_INDARKWATER))
SendMirrorTimer(FATIGUE_TIMER, getMaxTimer(FATIGUE_TIMER), m_MirrorTimer[FATIGUE_TIMER], -1);
}
}
else if (m_MirrorTimer[FATIGUE_TIMER] != DISABLED_MIRROR_TIMER) // Regen timer
{
int32 DarkWaterTime = getMaxTimer(FATIGUE_TIMER);
m_MirrorTimer[FATIGUE_TIMER] += 10 * time_diff;
if (m_MirrorTimer[FATIGUE_TIMER] >= DarkWaterTime || !isAlive())
StopMirrorTimer(FATIGUE_TIMER);
else if (m_MirrorTimerFlagsLast & UNDERWATER_INDARKWATER)
SendMirrorTimer(FATIGUE_TIMER, DarkWaterTime, m_MirrorTimer[FATIGUE_TIMER], 10);
}
if (m_MirrorTimerFlags & (UNDERWATER_INLAVA /*| UNDERWATER_INSLIME*/) && !(m_lastLiquid && m_lastLiquid->SpellId))
{
// Breath timer not activated - activate it
if (m_MirrorTimer[FIRE_TIMER] == DISABLED_MIRROR_TIMER)
m_MirrorTimer[FIRE_TIMER] = getMaxTimer(FIRE_TIMER);
else
{
m_MirrorTimer[FIRE_TIMER] -= time_diff;
if (m_MirrorTimer[FIRE_TIMER] < 0)
{
m_MirrorTimer[FIRE_TIMER] += 2 * IN_MILLISECONDS;
// Calculate and deal damage
// TODO: Check this formula
uint32 damage = urand(600, 700);
if (m_MirrorTimerFlags & UNDERWATER_INLAVA)
EnvironmentalDamage(DAMAGE_LAVA, damage);
// need to skip Slime damage in Undercity,
// maybe someone can find better way to handle environmental damage
//else if (m_zoneUpdateId != 1497)
// EnvironmentalDamage(DAMAGE_SLIME, damage);
}
}
}
else
m_MirrorTimer[FIRE_TIMER] = DISABLED_MIRROR_TIMER;
// Recheck timers flag
m_MirrorTimerFlags &= ~UNDERWATER_EXIST_TIMERS;
for (int i = 0; i < MAX_TIMERS; ++i)
if (m_MirrorTimer[i] != DISABLED_MIRROR_TIMER)
{
m_MirrorTimerFlags |= UNDERWATER_EXIST_TIMERS;
break;
}
m_MirrorTimerFlagsLast = m_MirrorTimerFlags;
}
// The player sobers by 1% every 9 seconds
void Player::HandleSobering()
{
uint8 currentDrunkValue = GetDrunkValue();
if (currentDrunkValue)
{
--currentDrunkValue;
SetDrunkValue(currentDrunkValue);
}
}
DrunkenState Player::GetDrunkenstateByValue(uint8 value)
{
if (value >= 90)
return DRUNKEN_SMASHED;
if (value >= 50)
return DRUNKEN_DRUNK;
if (value)
return DRUNKEN_TIPSY;
return DRUNKEN_SOBER;
}
void Player::SetDrunkValue(uint8 newDrunkValue, uint32 itemId /*= 0*/)
{
if (newDrunkValue > 100)
newDrunkValue = 100;
if (newDrunkValue < GetDrunkValue())
m_drunkTimer = 0; // reset sobering timer
uint32 oldDrunkenState = Player::GetDrunkenstateByValue(GetDrunkValue());
SetByteValue(PLAYER_BYTES_3, 1, newDrunkValue);
uint32 newDrunkenState = Player::GetDrunkenstateByValue(newDrunkValue);
// special drunk invisibility detection
if (newDrunkenState >= DRUNKEN_DRUNK)
m_detectInvisibilityMask |= (1 << 6);
else
m_detectInvisibilityMask &= ~(1 << 6);
if (newDrunkenState == oldDrunkenState)
return;
WorldPacket data(SMSG_CROSSED_INEBRIATION_THRESHOLD, (8 + 4 + 4));
data << GetObjectGuid();
data << uint32(newDrunkenState);
data << uint32(itemId);
SendMessageToSet(&data, true);
}
void Player::Update(uint32 update_diff, uint32 p_time)
{
if (!IsInWorld())
return;
// Remove failed timed Achievements
GetAchievementMgr().DoFailedTimedAchievementCriterias();
// Undelivered mail
if (m_nextMailDelivereTime && m_nextMailDelivereTime <= time(NULL))
{
SendNewMail();
++unReadMails;
// It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
m_nextMailDelivereTime = 0;
}
// Used to implement delayed far teleports
SetCanDelayTeleport(true);
Unit::Update(update_diff, p_time);
SetCanDelayTeleport(false);
// Update player only attacks
if (uint32 ranged_att = getAttackTimer(RANGED_ATTACK))
setAttackTimer(RANGED_ATTACK, (update_diff >= ranged_att ? 0 : ranged_att - update_diff));
time_t now = time(NULL);
UpdatePvPFlag(now);
UpdateContestedPvP(update_diff);
UpdateDuelFlag(now);
CheckDuelDistance(now);
UpdateAfkReport(now);
// Update items that have just a limited lifetime
if (now > m_Last_tick)
UpdateItemDuration(uint32(now - m_Last_tick));
if (!m_timedquests.empty())
{
QuestSet::iterator iter = m_timedquests.begin();
while (iter != m_timedquests.end())
{
QuestStatusData& q_status = mQuestStatus[*iter];
if (q_status.m_timer <= update_diff)
{
uint32 quest_id = *iter;
++iter; // Current iter will be removed in FailQuest
FailQuest(quest_id);
}
else
{
q_status.m_timer -= update_diff;
if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
++iter;
}
}
}
if (hasUnitState(UNIT_STAT_MELEE_ATTACKING))
{
UpdateMeleeAttackingState();
Unit* pVictim = getVictim();
if (pVictim && !IsNonMeleeSpellCasted(false))
{
Player* vOwner = pVictim->GetCharmerOrOwnerPlayerOrPlayerItself();
if (vOwner && vOwner->IsPvP() && !IsInDuelWith(vOwner))
{
UpdatePvP(true);
RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
}
}
}
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_positionStatusUpdateTimer)
{
if (update_diff >= m_positionStatusUpdateTimer)
m_positionStatusUpdateTimer = 0;
else
m_positionStatusUpdateTimer -= update_diff;
}
if (m_weaponChangeTimer > 0)
{
if (update_diff >= m_weaponChangeTimer)
m_weaponChangeTimer = 0;
else
m_weaponChangeTimer -= update_diff;
}
if (m_zoneUpdateTimer > 0)
{
if (update_diff >= m_zoneUpdateTimer)
{
uint32 newzone, newarea;
GetZoneAndAreaId(newzone, newarea);
if (m_zoneUpdateId != newzone)
UpdateZone(newzone, newarea); // Also update area
else
{
// Use area updates as well
// Needed for free for all arenas for example
if (m_areaUpdateId != newarea)
UpdateArea(newarea);
m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
}
}
else
m_zoneUpdateTimer -= update_diff;
}
if (m_timeSyncTimer > 0)
{
if (update_diff >= m_timeSyncTimer)
SendTimeSync();
else
m_timeSyncTimer -= update_diff;
}
if (isAlive())
{
if (!HasAuraType(SPELL_AURA_STOP_NATURAL_MANA_REGEN))
SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER);
if (!m_regenTimer)
RegenerateAll();
}
if (m_deathState == JUST_DIED)
KillPlayer();
if (m_nextSave > 0)
{
if (update_diff >= m_nextSave)
{
// m_nextSave reseted in SaveToDB call
SaveToDB();
DETAIL_LOG("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
}
else
m_nextSave -= update_diff;
}
// Handle Water/drowning
HandleDrowning(update_diff);
// Handle detect stealth players
if (m_DetectInvTimer > 0)
{
if (update_diff >= m_DetectInvTimer)
{
HandleStealthedUnitsDetection();
m_DetectInvTimer = 3000;
}
else
m_DetectInvTimer -= update_diff;
}
// Played time
if (now > m_Last_tick)
{
uint32 elapsed = uint32(now - m_Last_tick);
m_Played_time[PLAYED_TIME_TOTAL] += elapsed; // Total played time
m_Played_time[PLAYED_TIME_LEVEL] += elapsed; // Level played time
m_Last_tick = now;
}
if (GetDrunkValue())
{
m_drunkTimer += update_diff;
if (m_drunkTimer > 9 * IN_MILLISECONDS)
HandleSobering();
}
// Not auto-free ghost from body in instances
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() && (pet->GetObjectGuid() != GetCharmGuid())))
pet->Unsummon(PET_SAVE_REAGENTS, this);
if (IsHasDelayedTeleport())
TeleportTo(m_teleport_dest, m_teleport_options);
}
void Player::SetDeathState(DeathState s)
{
uint32 ressSpellId = 0;
bool cur = isAlive();
if (s == JUST_DIED && cur)
{
// drunken state is cleared on death
SetDrunkValue(0);
// lost combo points at any target (targeted combo points clear in Unit::SetDeathState)
ClearComboPoints();
clearResurrectRequestData();
// remove form before other mods to prevent incorrect stats calculation
RemoveSpellsCausingAura(SPELL_AURA_MOD_SHAPESHIFT);
// FIXME: is pet dismissed at dying or releasing spirit? if second, add SetDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
RemovePet(PET_SAVE_REAGENTS);
// save value before aura remove in Unit::SetDeathState
ressSpellId = GetUInt32Value(PLAYER_SELF_RES_SPELL);
// passive spell
if (!ressSpellId)
ressSpellId = GetResurrectionSpellId();
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP, 1);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH, 1);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON, 1);
if (InstanceData* mapInstance = GetInstanceData())
mapInstance->OnPlayerDeath(this);
}
Unit::SetDeathState(s);
// restore resurrection spell id for player after aura remove
if (s == JUST_DIED && cur && ressSpellId)
SetUInt32Value(PLAYER_SELF_RES_SPELL, ressSpellId);
if (isAlive() && !cur)
{
// clear aura case after resurrection by another way (spells will be applied before next death)
SetUInt32Value(PLAYER_SELF_RES_SPELL, 0);
// restore default warrior stance
if (getClass() == CLASS_WARRIOR)
CastSpell(this, SPELL_ID_PASSIVE_BATTLE_STANCE, true);
}
}
bool Player::BuildEnumData(QueryResult* result, ByteBuffer* data, ByteBuffer* buffer)
{
// 0 1 2 3 4 5 6 7
// "SELECT characters.guid, characters.name, characters.race, characters.class, characters.gender, characters.playerBytes, characters.playerBytes2, characters.level, "
// 8 9 10 11 12 13 14
// "characters.zone, characters.map, characters.position_x, characters.position_y, characters.position_z, guild_member.guildid, characters.playerFlags, "
// 15 16 17 18 19 20 21
// "characters.at_login, character_pet.entry, character_pet.modelid, character_pet.level, characters.equipmentCache, characters.slot, character_declinedname.genitive "
Field* fields = result->Fetch();
ObjectGuid guid = ObjectGuid(HIGHGUID_PLAYER, fields[0].GetUInt32());
uint8 pRace = fields[2].GetUInt8();
uint8 pClass = fields[3].GetUInt8();
PlayerInfo const* info = sObjectMgr.GetPlayerInfo(pRace, pClass);
if (!info)
{
sLog.outError("%s has incorrect race/class pair. Don't build enum.", guid.GetString().c_str());
return false;
}
ObjectGuid guildGuid = ObjectGuid(HIGHGUID_GUILD, fields[13].GetUInt32());
std::string name = fields[1].GetCppString();
uint8 gender = fields[4].GetUInt8();
uint32 playerBytes = fields[5].GetUInt32();
uint8 level = fields[7].GetUInt8();
uint32 playerFlags = fields[14].GetUInt32();
uint32 atLoginFlags = fields[15].GetUInt32();
uint32 zone = fields[8].GetUInt32();
uint32 petDisplayId = 0;
uint32 petLevel = 0;
uint32 petFamily = 0;
uint32 char_flags = 0;
data->WriteGuidMask<3>(guid);
data->WriteGuidMask<1, 7, 2>(guildGuid);
data->WriteBits(name.length(), 7);
data->WriteGuidMask<4, 7>(guid);
data->WriteGuidMask<3>(guildGuid);
data->WriteGuidMask<5>(guid);
data->WriteGuidMask<6>(guildGuid);
data->WriteGuidMask<1>(guid);
data->WriteGuidMask<5, 4>(guildGuid);
data->WriteBit(atLoginFlags & AT_LOGIN_FIRST);
data->WriteGuidMask<0, 2, 6>(guid);
data->WriteGuidMask<0>(guildGuid);
// 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<CreatureInfo>(entry);
if(cInfo)
{
petDisplayId = fields[17].GetUInt32();
petLevel = fields[18].GetUInt32();
petFamily = cInfo->family;
}
}
if(playerFlags & PLAYER_FLAGS_HIDE_HELM)
char_flags |= CHARACTER_FLAG_HIDE_HELM;
if(playerFlags & PLAYER_FLAGS_HIDE_CLOAK)
char_flags |= CHARACTER_FLAG_HIDE_CLOAK;
if(playerFlags & PLAYER_FLAGS_GHOST)
char_flags |= CHARACTER_FLAG_GHOST;
if(atLoginFlags & AT_LOGIN_RENAME)
char_flags |= CHARACTER_FLAG_RENAME;
if(sWorld.getConfig(CONFIG_BOOL_DECLINED_NAMES_USED))
{
if(!fields[21].GetCppString().empty())
char_flags |= CHARACTER_FLAG_DECLINED;
}
else
char_flags |= CHARACTER_FLAG_DECLINED;
*buffer << uint8(pClass); // class
Tokens tdata = StrSplit(fields[19].GetCppString(), " ");
for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; ++slot)
{
uint32 visualbase = slot * 2;
uint32 item_id = GetUInt32ValueFromArray(tdata, visualbase);
const ItemPrototype * proto = ObjectMgr::GetItemPrototype(item_id);
if(!proto)
{
*buffer << uint8(0);
*buffer << uint32(0);
*buffer << uint32(0);
continue;
}
SpellItemEnchantmentEntry const *enchant = NULL;
uint32 enchants = GetUInt32ValueFromArray(tdata, visualbase + 1);
for(uint8 enchantSlot = PERM_ENCHANTMENT_SLOT; enchantSlot <= TEMP_ENCHANTMENT_SLOT; ++enchantSlot)
{
// values stored in 2 uint16
uint32 enchantId = 0x0000FFFF & (enchants >> enchantSlot*16);
if(!enchantId)
continue;
if ((enchant = sSpellItemEnchantmentStore.LookupEntry(enchantId)))
break;
}
*buffer << uint8(proto->InventoryType);
*buffer << uint32(proto->DisplayInfoID);
*buffer << uint32(enchant ? enchant->aura_id : 0);
}
for (int32 i = 0; i < 4; i++)
{
*buffer << uint8(0);
*buffer << uint32(0);
*buffer << uint32(0);
}
*buffer << uint32(petFamily); // Pet DisplayID
buffer->WriteGuidBytes<2>(guildGuid);
*buffer << uint8(fields[20].GetUInt8()); // char order id
*buffer << uint8((playerBytes >> 16) & 0xFF); // Hair style
buffer->WriteGuidBytes<3>(guildGuid);
*buffer << uint32(petDisplayId); // Pet DisplayID
*buffer << uint32(char_flags); // character flags
*buffer << uint8((playerBytes >> 24) & 0xFF); // Hair color
buffer->WriteGuidBytes<4>(guid);
*buffer << uint32(fields[9].GetUInt32()); // map
buffer->WriteGuidBytes<5>(guildGuid);
*buffer << fields[12].GetFloat(); // z
buffer->WriteGuidBytes<6>(guildGuid);
*buffer << uint32(petLevel); // pet level
buffer->WriteGuidBytes<3>(guid);
*buffer << fields[11].GetFloat(); // y
// character customize flags
*buffer << uint32(atLoginFlags & AT_LOGIN_CUSTOMIZE ? CHAR_CUSTOMIZE_FLAG_CUSTOMIZE : CHAR_CUSTOMIZE_FLAG_NONE);
uint32 playerBytes2 = fields[6].GetUInt32();
*buffer << uint8(playerBytes2 & 0xFF); // facial hair
buffer->WriteGuidBytes<7>(guid);
*buffer << uint8(gender); // Gender
buffer->append(name.c_str(), name.length());
*buffer << uint8((playerBytes >> 8) & 0xFF); // face
buffer->WriteGuidBytes<0, 2>(guid);
buffer->WriteGuidBytes<1, 7>(guildGuid);
*buffer << fields[10].GetFloat(); // x
*buffer << uint8(playerBytes & 0xFF); // skin
*buffer << uint8(pRace); // Race
*buffer << uint8(level); // Level
buffer->WriteGuidBytes<6>(guid);
buffer->WriteGuidBytes<4, 0>(guildGuid);
buffer->WriteGuidBytes<5, 1>(guid);
*buffer << uint32(zone); // Zone id
return true;
}
void Player::ToggleAFK()
{
ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
// afk player not allowed in battleground
if (isAFK() && InBattleGround() && !InArena())
LeaveBattleground();
}
void Player::ToggleDND()
{
ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
}
uint8 Player::GetChatTag() const
{
uint8 tag = CHAT_TAG_NONE;
if (isAFK())
tag |= CHAT_TAG_AFK;
if (isDND())
tag |= CHAT_TAG_DND;
if (isGMChat())
tag |= CHAT_TAG_GM;
if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_COMMENTATOR))
tag |= CHAT_TAG_COM;
if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DEVELOPER))
tag |= CHAT_TAG_DEV;
return tag;
}
void Player::SendTeleportPacket(float oldX, float oldY, float oldZ, float oldO)
{
ObjectGuid guid = GetObjectGuid();
ObjectGuid transportGuid = m_movementInfo.GetTransportGuid();
WorldPacket data(SMSG_MOVE_TELEPORT, 38);
data.WriteGuidMask<6, 0, 3, 2>(guid);
data.WriteBit(0); // unknown
data.WriteBit(!transportGuid.IsEmpty());
data.WriteGuidMask<1>(guid);
if (transportGuid)
data.WriteGuidMask<1, 3, 2, 5, 0, 7, 6, 4>(transportGuid);
data.WriteGuidMask<4, 7, 5>(guid);
if (transportGuid)
data.WriteGuidBytes<5, 6, 1, 7, 0, 2, 4, 3>(transportGuid);
data << uint32(0); // counter
data.WriteGuidBytes<1, 2, 3, 5>(guid);
data << float(GetPositionX());
data.WriteGuidBytes<4>(guid);
data << float(GetOrientation());
data.WriteGuidBytes<7>(guid);
data << float(GetPositionZ());
data.WriteGuidBytes<0, 6>(guid);
data << float(GetPositionY());
Relocate(oldX, oldY, oldZ, oldO);
SendDirectMessage(&data);
}
bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options /*=0*/, AreaTrigger const* at /*=NULL*/)
{
orientation = NormalizeOrientation(orientation);
if (!MapManager::IsValidMapCoord(mapid, x, y, z, orientation))
{
sLog.outError("TeleportTo: invalid map %d or absent instance template.", mapid);
return false;
}
MapEntry const* mEntry = sMapStore.LookupEntry(mapid); // Validity checked in IsValidMapCoord
// preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
Pet* pet = GetPet();
// don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
// don't let gm level > 1 either
if (!InBattleGround() && mEntry->IsBattleGroundOrArena())
return false;
// Get MapEntrance trigger if teleport to other -nonBG- map
bool assignedAreaTrigger = false;
if (GetMapId() != mapid && !mEntry->IsBattleGroundOrArena() && !at)
{
at = sObjectMgr.GetMapEntranceTrigger(mapid);
assignedAreaTrigger = true;
}
// Check requirements for teleport
if (at)
{
uint32 miscRequirement = 0;
AreaLockStatus lockStatus = GetAreaTriggerLockStatus(at, GetDifficulty(mEntry->IsRaid()), miscRequirement);
if (lockStatus != AREA_LOCKSTATUS_OK)
{
// Teleport not requested by area-trigger
// TODO - Assume a player with expansion 0 travels from BootyBay to Ratched, and he is attempted to be teleported to outlands
// then he will repop near BootyBay instead of normally continuing his journey
// This code is probably added to catch passengers on ships to northrend who shouldn't go there
if (lockStatus == AREA_LOCKSTATUS_INSUFFICIENT_EXPANSION && !assignedAreaTrigger && GetTransport())
RepopAtGraveyard(); // Teleport to near graveyard if on transport, looks blizz like :)
SendTransferAbortedByLockStatus(mEntry, lockStatus, miscRequirement);
return false;
}
}
if (Group* grp = GetGroup()) // TODO: Verify that this is correct place
grp->SetPlayerMap(GetObjectGuid(), mapid);
// if we were on a transport, leave
if (!(options & TELE_TO_NOT_LEAVE_TRANSPORT) && m_transport)
{
m_transport->RemovePassenger(this);
m_transport = NULL;
m_movementInfo.ClearTransportData();
}
// The player was ported to another map and looses the duel immediately.
// We have to perform this check before the teleport, otherwise the
// ObjectAccessor won't find the flag.
if (duel && GetMapId() != mapid)
if (GetMap()->GetGameObject(GetGuidValue(PLAYER_DUEL_ARBITER)))
DuelComplete(DUEL_FLED);
// reset movement flags at teleport, because player will continue move with these flags after teleport
m_movementInfo.SetMovementFlags(MOVEFLAG_NONE);
DisableSpline();
if ((GetMapId() == mapid) && (!m_transport)) // TODO the !m_transport might have unexpected effects when teleporting from transport to other place on same map
{
// lets reset far teleport flag if it wasn't reset during chained teleports
SetSemaphoreTeleportFar(false);
// setup delayed teleport flag
// if teleport spell is casted in Unit::Update() func
// then we need to delay it until update process will be finished
if (SetDelayedTeleportFlagIfCan())
{
SetSemaphoreTeleportNear(true);
// lets save teleport destination for player
m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
m_teleport_options = options;
return true;
}
if (!(options & TELE_TO_NOT_UNSUMMON_PET))
{
// same map, only remove pet if out of range for new position
if (pet && !pet->IsWithinDist3d(x, y, z, GetMap()->GetVisibilityDistance()))
UnsummonPetTemporaryIfAny();
}
if (!(options & TELE_TO_NOT_LEAVE_COMBAT))
CombatStop();
// this will be used instead of the current location in SaveToDB
m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
SetFallInformation(0, z);
// code for finish transfer called in WorldSession::HandleMovementOpcodes()
// at client packet CMSG_MOVE_TELEPORT_ACK
SetSemaphoreTeleportNear(true);
// near teleport, triggering send CMSG_MOVE_TELEPORT_ACK from client at landing
if (!GetSession()->PlayerLogout())
{
float oldX, oldY, oldZ;
float oldO = GetOrientation();
GetPosition(oldX, oldY, oldZ);;
Relocate(x, y, z, orientation);
SendTeleportPacket(oldX, oldY, oldZ, oldO);
}
}
else
{
// far teleport to another map
Map* oldmap = IsInWorld() ? GetMap() : NULL;
// check if we can enter before stopping combat / removing pet / totems / interrupting spells
// If the map is not created, assume it is possible to enter it.
// It will be created in the WorldPortAck.
DungeonPersistentState* state = GetBoundInstanceSaveForSelfOrGroup(mapid);
Map* map = sMapMgr.FindMap(mapid, state ? state->GetInstanceId() : 0);
if (!map || map->CanEnter(this))
{
// lets reset near teleport flag if it wasn't reset during chained teleports
SetSemaphoreTeleportNear(false);
// setup delayed teleport flag
// if teleport spell is casted in Unit::Update() func
// then we need to delay it until update process will be finished
if (SetDelayedTeleportFlagIfCan())
{
SetSemaphoreTeleportFar(true);
// lets save teleport destination for player
m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
m_teleport_options = options;
return true;
}
SetSelectionGuid(ObjectGuid());
CombatStop();
ResetContestedPvP();
// remove player from battleground on far teleport (when changing maps)
if (BattleGround const* bg = GetBattleGround())
{
// Note: at battleground join battleground id set before teleport
// and we already will found "current" battleground
// just need check that this is targeted map or leave
if (bg->GetMapId() != mapid)
LeaveBattleground(false); // don't teleport to entry point
}
// remove pet on map change
if (pet)
UnsummonPetTemporaryIfAny();
// remove vehicle accessories on map change
if (IsVehicle())
GetVehicleInfo()->RemoveAccessoriesFromMap();
// remove all dyn objects
RemoveAllDynObjects();
// stop spellcasting
// not attempt interrupt teleportation spell at caster teleport
if (!(options & TELE_TO_SPELL))
if (IsNonMeleeSpellCasted(true))
InterruptNonMeleeSpells(true);
// remove auras before removing from map...
RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP | AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING);
if (!GetSession()->PlayerLogout())
{
// send transfer packet to display load screen
WorldPacket data(SMSG_TRANSFER_PENDING, (4 + 4 + 4));
data.WriteBit(0); // unknown
if (m_transport)
{
data.WriteBit(1); // has transport
data << uint32(GetMapId());
data << uint32(m_transport->GetEntry());
}
else
data.WriteBit(0); // has transport
data << uint32(mapid);
GetSession()->SendPacket(&data);
}
// remove from old map now
if (oldmap)
oldmap->Remove(this, false);
// new final coordinates
float final_x = x;
float final_y = y;
float final_z = z;
float final_o = orientation;
if (m_transport)
{
final_x += m_movementInfo.GetTransportPos()->x;
final_y += m_movementInfo.GetTransportPos()->y;
final_z += m_movementInfo.GetTransportPos()->z;
final_o += m_movementInfo.GetTransportPos()->o;
}
m_teleport_dest = WorldLocation(mapid, final_x, final_y, final_z, final_o);
SetFallInformation(0, final_z);
// if the player is saved before worldport ack (at logout for example)
// this will be used instead of the current location in SaveToDB
// move packet sent by client always after far teleport
// code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
SetSemaphoreTeleportFar(true);
if (!GetSession()->PlayerLogout())
{
// transfer finished, inform client to start load
WorldPacket data(SMSG_NEW_WORLD, 20);
if (m_transport)
{
data << float(m_movementInfo.GetTransportPos()->x);
data << float(NormalizeOrientation(m_movementInfo.GetTransportPos()->o));
data << float(m_movementInfo.GetTransportPos()->y);
}
else
{
data << float(final_x);
data << float(NormalizeOrientation(final_o));
data << float(final_y);
}
data << uint32(mapid);
if (m_transport)
data << float(m_movementInfo.GetTransportPos()->z);
else
data << float(final_z);
GetSession()->SendPacket(&data);
SendSavedInstances();
}
}
else // !map->CanEnter(this)
return false;
}
return true;
}
bool Player::TeleportToBGEntryPoint()
{
ScheduleDelayedOperation(DELAYED_BG_MOUNT_RESTORE);
ScheduleDelayedOperation(DELAYED_BG_TAXI_RESTORE);
return TeleportTo(m_bgData.joinPos);
}
void Player::ProcessDelayedOperations()
{
if (m_DelayedOperations == 0)
return;
if (m_DelayedOperations & DELAYED_RESURRECT_PLAYER)
{
ResurrectPlayer(0.0f, false);
if (GetMaxHealth() > m_resurrectHealth)
SetHealth(m_resurrectHealth);
else
SetHealth(GetMaxHealth());
if (GetMaxPower(POWER_MANA) > m_resurrectMana)
SetPower(POWER_MANA, m_resurrectMana);
else
SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
SetPower(POWER_RAGE, 0);
SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
SpawnCorpseBones();
}
if (m_DelayedOperations & DELAYED_SAVE_PLAYER)
{
SaveToDB();
}
if (m_DelayedOperations & DELAYED_SPELL_CAST_DESERTER)
{
CastSpell(this, 26013, true); // Deserter
}
if (m_DelayedOperations & DELAYED_BG_MOUNT_RESTORE)
{
if (m_bgData.mountSpell)
{
CastSpell(this, m_bgData.mountSpell, true);
m_bgData.mountSpell = 0;
}
}
if (m_DelayedOperations & DELAYED_BG_TAXI_RESTORE)
{
if (m_bgData.HasTaxiPath())
{
m_taxi.AddTaxiDestination(m_bgData.taxiPath[0]);
m_taxi.AddTaxiDestination(m_bgData.taxiPath[1]);
m_bgData.ClearTaxiPath();
ContinueTaxiFlight();
}
}
// we have executed ALL delayed ops, so clear the flag
m_DelayedOperations = 0;
}
void Player::AddToWorld()
{
///- Do not add/remove the player from the object storage
///- It will crash when updating the ObjectAccessor
///- The player should only be added when logging in
Unit::AddToWorld();
for (int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i)
{
if (m_items[i])
m_items[i]->AddToWorld();
}
}
void Player::RemoveFromWorld()
{
for (int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i)
{
if (m_items[i])
m_items[i]->RemoveFromWorld();
}
///- Do not add/remove the player from the object storage
///- It will crash when updating the ObjectAccessor
///- The player should only be removed when logging out
if (IsInWorld())
GetCamera().ResetView();
Unit::RemoveFromWorld();
}
void Player::RewardRage(uint32 damage, uint32 weaponSpeedHitFactor, bool attacker)
{
float addRage;
float rageconversion = float((0.0091107836 * getLevel() * getLevel()) + 3.225598133 * getLevel()) + 4.2652911f;
if (attacker)
{
addRage = ((damage / rageconversion * 7.5f + weaponSpeedHitFactor) / 2.0f);
// talent who gave more rage on attack
addRage *= 1.0f + GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT) / 100.0f;
}
else
{
addRage = damage / rageconversion * 2.5f;
// Berserker Rage effect
if (HasAura(18499, EFFECT_INDEX_0))
addRage *= 1.3f;
}
addRage *= sWorld.getConfig(CONFIG_FLOAT_RATE_POWER_RAGE_INCOME);
ModifyPower(POWER_RAGE, uint32(addRage * 10));
}
void Player::RegenerateAll(uint32 diff)
{
// Not in combat or they have regeneration
if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) ||
HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT) || IsPolymorphed() || m_baseHealthRegen)
{
RegenerateHealth(diff);
if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))
{
Regenerate(POWER_RAGE, diff);
if (getClass() == CLASS_DEATH_KNIGHT)
Regenerate(POWER_RUNIC_POWER, diff);
}
}
Regenerate(POWER_ENERGY, diff);
Regenerate(POWER_MANA, diff);
if (getClass() == CLASS_DEATH_KNIGHT)
Regenerate(POWER_RUNE, diff);
if (getClass() == CLASS_HUNTER)
Regenerate(POWER_FOCUS, diff);
if (getClass() == CLASS_PALADIN)
{
if (isInCombat())
ResetHolyPowerRegenTimer();
else if (m_holyPowerRegenTimer <= diff)
m_holyPowerRegenTimer = 0;
else
m_holyPowerRegenTimer -= diff;
if (!m_holyPowerRegenTimer)
{
Regenerate(POWER_HOLY_POWER, diff);
ResetHolyPowerRegenTimer();
}
}
m_regenTimer = REGEN_TIME_FULL;
}
// diff contains the time in milliseconds since last regen.
void Player::Regenerate(Powers power, uint32 diff)
{
uint32 powerIndex = GetPowerIndex(power);
if (powerIndex == INVALID_POWER_INDEX)
return;
uint32 maxValue = GetMaxPowerByIndex(powerIndex);
if (!maxValue)
return;
uint32 curValue = GetPowerByIndex(powerIndex);
float addvalue = 0.0f;
switch (power)
{
case POWER_MANA:
{
if (HasAuraType(SPELL_AURA_STOP_NATURAL_MANA_REGEN))
break;
float ManaIncreaseRate = sWorld.getConfig(CONFIG_FLOAT_RATE_POWER_MANA);
if (isInCombat())
{
// Mangos Updates Mana in intervals of 2s, which is correct
addvalue = GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER) * ManaIncreaseRate * 2.00f;
}
else
{
addvalue = GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER) * ManaIncreaseRate * 2.00f;
}
break;
}
case POWER_RAGE: // Regenerate rage
{
float RageDecreaseRate = sWorld.getConfig(CONFIG_FLOAT_RATE_POWER_RAGE_LOSS);
addvalue = 20 * RageDecreaseRate; // 2 rage by tick (= 2 seconds => 1 rage/sec)
break;
}
case POWER_FOCUS:
addvalue = 12;
break;
case POWER_HOLY_POWER:
if (!m_holyPowerRegenTimer)
addvalue = 1;
else
return;
break;
case POWER_ENERGY: // Regenerate energy
{
float EnergyRate = sWorld.getConfig(CONFIG_FLOAT_RATE_POWER_ENERGY);
addvalue = 20 * EnergyRate;
break;
}
case POWER_RUNIC_POWER:
{
float RunicPowerDecreaseRate = sWorld.getConfig(CONFIG_FLOAT_RATE_POWER_RUNICPOWER_LOSS);
addvalue = 30 * RunicPowerDecreaseRate; // 3 RunicPower by tick
break;
}
case POWER_RUNE:
{
if (getClass() != CLASS_DEATH_KNIGHT)
break;
for (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_HEALTH:
break;
}
// Mana regen calculated in Player::UpdateManaRegen()
// Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
if (power != POWER_MANA)
{
AuraList const& ModPowerRegenPCTAuras = GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT);
for (AuraList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i)
if ((*i)->GetModifier()->m_miscvalue == int32(power))
addvalue *= ((*i)->GetModifier()->m_amount + 100) / 100.0f;
}
// addvalue computed on a 2sec basis. => update to diff time
addvalue *= float(diff) / REGEN_TIME_FULL;
if (power != POWER_RAGE && power != POWER_RUNIC_POWER && power != POWER_HOLY_POWER)
{
curValue += uint32(addvalue);
if (curValue > maxValue)
curValue = maxValue;
}
else
{
if (curValue <= uint32(addvalue))
curValue = 0;
else
curValue -= uint32(addvalue);
}
SetPower(power, curValue);
}
void Player::RegenerateHealth(uint32 diff)
{
uint32 curValue = GetHealth();
uint32 maxValue = GetMaxHealth();
if (curValue >= maxValue) return;
float HealthIncreaseRate = sWorld.getConfig(CONFIG_FLOAT_RATE_HEALTH);
float addvalue = 0.0f;
// polymorphed case
if (IsPolymorphed())
addvalue = (float)GetMaxHealth() / 3;
// normal regen case (maybe partly in combat case)
else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
{
addvalue = HealthIncreaseRate;
if (!isInCombat())
{
if (getLevel() < 15)
addvalue = 0.20f * GetMaxHealth() * addvalue / getLevel();
else
addvalue = 0.015f * GetMaxHealth() * addvalue;
AuraList const& mModHealthRegenPct = GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT);
for (AuraList::const_iterator i = mModHealthRegenPct.begin(); i != mModHealthRegenPct.end(); ++i)
addvalue *= (100.0f + (*i)->GetModifier()->m_amount) / 100.0f;
addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_REGEN) * 2.0f / 5.0f;
}
else if (HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
addvalue *= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT) / 100.0f;
if (!IsStandState())
addvalue *= 1.33f;
}
// always regeneration bonus (including combat)
addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT);
addvalue += m_baseHealthRegen / 2.5f;
if (addvalue < 0)
addvalue = 0;
addvalue *= (float)diff / REGEN_TIME_FULL;
ModifyHealth(int32(addvalue));
}
Creature* Player::GetNPCIfCanInteractWith(ObjectGuid guid, uint32 npcflagmask)
{
// some basic checks
if (!guid || !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())
return NULL;
// not enemy
if (unit->IsHostileTo(this))
return NULL;
// not too far
if (!unit->IsWithinDistInMap(this, INTERACTION_DISTANCE))
return NULL;
return unit;
}
GameObject* Player::GetGameObjectIfCanInteractWith(ObjectGuid guid, uint32 gameobject_type) const
{
// some basic checks
if (!guid || !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
{
m_ExtraFlags &= ~PLAYER_EXTRA_GM_ON;
setFactionForRace(getRace());
RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
// restore phase
SetPhaseMask(phaseMgr->GetCurrentPhasemask(), false);
CallForAllControlledUnits(SetGameMasterOffHelper(getFaction()), CONTROLLED_PET | CONTROLLED_TOTEMS | CONTROLLED_GUARDIANS | CONTROLLED_CHARM);
// restore FFA PvP Server state
if (sWorld.IsFFAPvPRealm())
SetFFAPvP(true);
// restore FFA PvP area state, remove not allowed for GM mounts
UpdateArea(m_areaUpdateId);
getHostileRefManager().setOnlineOfflineState(true);
phaseMgr->AddUpdateFlag(PHASE_UPDATE_FLAG_SERVERSIDE_CHANGED);
phaseMgr->Update();
}
m_camera.UpdateVisibilityForOwner();
UpdateObjectVisibility();
UpdateForQuestWorldObjects();
}
void Player::SetGMVisible(bool on)
{
if (on)
{
m_ExtraFlags &= ~PLAYER_EXTRA_GM_INVISIBLE; // remove flag
// Reapply stealth/invisibility if active or show if not any
if (HasAuraType(SPELL_AURA_MOD_STEALTH))
SetVisibility(VISIBILITY_GROUP_STEALTH);
else if (HasAuraType(SPELL_AURA_MOD_INVISIBILITY))
SetVisibility(VISIBILITY_GROUP_INVISIBILITY);
else
SetVisibility(VISIBILITY_ON);
}
else
{
m_ExtraFlags |= PLAYER_EXTRA_GM_INVISIBLE; // add flag
SetAcceptWhispers(false);
SetGameMaster(true);
SetVisibility(VISIBILITY_OFF);
}
}
bool Player::IsGroupVisibleFor(Player* p) const
{
switch (sWorld.getConfig(CONFIG_UINT32_GROUP_VISIBILITY))
{
default: return IsInSameGroupWith(p);
case 1: return IsInSameRaidWith(p);
case 2: return GetTeam() == p->GetTeam();
}
}
bool Player::IsInSameGroupWith(Player const* p) const
{
return (p == this || (GetGroup() != NULL &&
GetGroup()->SameSubGroup(this, p)));
}
///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
/// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
void Player::UninviteFromGroup()
{
Group* group = GetGroupInvite();
if (!group)
return;
group->RemoveInvite(this);
if (group->GetMembersCount() <= 1) // group has just 1 member => disband
{
if (group->IsCreated())
{
group->Disband(true);
sObjectMgr.RemoveGroup(group);
}
else
group->RemoveAllInvites();
delete group;
}
}
void Player::RemoveFromGroup(Group* group, ObjectGuid guid)
{
if (group)
{
if (group->RemoveMember(guid, 0) <= 1)
{
// group->Disband(); already disbanded in RemoveMember
sObjectMgr.RemoveGroup(group);
delete group;
// removemember sets the player's group pointer to NULL
}
}
}
void Player::SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 RestXP)
{
WorldPacket data(SMSG_LOG_XPGAIN, 21);
data << (victim ? victim->GetObjectGuid() : ObjectGuid());// guid
data << uint32(GivenXP + RestXP); // given experience
data << uint8(victim ? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
if (victim)
{
data << uint32(GivenXP); // experience without rested bonus
data << float(1); // 1 - none 0 - 100% group bonus output
}
data << uint8(0); // new 2.4.0
GetSession()->SendPacket(&data);
}
void Player::GiveXP(uint32 xp, Unit* victim)
{
if (xp < 1)
return;
if (!isAlive())
return;
if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_XP_USER_DISABLED))
return;
uint32 level = getLevel();
// XP to money conversion processed in Player::RewardQuest
if (level >= sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL))
return;
if (victim)
{
// handle SPELL_AURA_MOD_KILL_XP_PCT auras
Unit::AuraList const& ModXPPctAuras = GetAurasByType(SPELL_AURA_MOD_KILL_XP_PCT);
for (Unit::AuraList::const_iterator i = ModXPPctAuras.begin(); i != ModXPPctAuras.end(); ++i)
xp = uint32(xp * (1.0f + (*i)->GetModifier()->m_amount / 100.0f));
}
else
{
// handle SPELL_AURA_MOD_QUEST_XP_PCT auras
Unit::AuraList const& ModXPPctAuras = GetAurasByType(SPELL_AURA_MOD_QUEST_XP_PCT);
for (Unit::AuraList::const_iterator i = ModXPPctAuras.begin(); i != ModXPPctAuras.end(); ++i)
xp = uint32(xp * (1.0f + (*i)->GetModifier()->m_amount / 100.0f));
}
// XP resting bonus for kill
uint32 rested_bonus_xp = victim ? GetXPRestBonus(xp) : 0;
SendLogXPGain(xp, victim, rested_bonus_xp);
uint32 curXP = GetUInt32Value(PLAYER_XP);
uint32 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
uint32 newXP = curXP + xp + rested_bonus_xp;
while (newXP >= nextLvlXP && level < sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL))
{
newXP -= nextLvlXP;
if (level < sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL))
GiveLevel(level + 1);
level = getLevel();
nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
}
SetUInt32Value(PLAYER_XP, newXP);
}
// Update player to next level
// Current player experience not update (must be update by caller)
void Player::GiveLevel(uint32 level)
{
if (level == getLevel())
return;
PlayerLevelInfo info;
sObjectMgr.GetPlayerLevelInfo(getRace(), getClass(), level, &info);
uint32 basehp = 0, basemana = 0;
sObjectMgr.GetPlayerClassLevelInfo(getClass(), level, basehp, basemana);
// send levelup info to client
WorldPacket data(SMSG_LEVELUP_INFO, (4 + 4 + MAX_STORED_POWERS * 4 + MAX_STATS * 4));
data << uint32(level);
data << uint32(int32(basehp) - int32(GetCreateHealth()));
// for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-4)
data << uint32(int32(basemana) - int32(GetCreateMana()));
data << uint32(0);
data << uint32(0);
data << uint32(0);
data << uint32(0);
// end for
for (int i = STAT_STRENGTH; i < MAX_STATS; ++i) // Stats loop (0-4)
data << uint32(int32(info.stats[i]) - GetCreateStat(Stats(i)));
GetSession()->SendPacket(&data);
SetUInt32Value(PLAYER_NEXT_LEVEL_XP, sObjectMgr.GetXPForLevel(level));
// update level, max level of skills
m_Played_time[PLAYED_TIME_LEVEL] = 0; // Level Played Time reset
_ApplyAllLevelScaleItemMods(false);
SetLevel(level);
UpdateSkillsForLevel();
// save base values (bonuses already included in stored stats
for (int i = STAT_STRENGTH; i < MAX_STATS; ++i)
SetCreateStat(Stats(i), info.stats[i]);
SetCreateHealth(basehp);
SetCreateMana(basemana);
InitTalentForLevel();
InitTaxiNodesForLevel();
InitGlyphsForLevel();
UpdateAllStats();
// set current level health and mana/energy to maximum after applying all mods.
if (isAlive())
SetHealth(GetMaxHealth());
SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
if (GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
SetPower(POWER_FOCUS, 0);
_ApplyAllLevelScaleItemMods(true);
// update level to hunter/summon pet
if (Pet* pet = GetPet())
pet->SynchronizeLevelWithOwner();
if (MailLevelReward const* mailReward = sObjectMgr.GetMailLevelReward(level, getRaceMask()))
MailDraft(mailReward->mailTemplateId).SendMailTo(this, MailSender(MAIL_CREATURE, mailReward->senderEntry));
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL);
PhaseUpdateData phaseUdateData;
phaseUdateData.AddConditionType(CONDITION_LEVEL);
phaseMgr->NotifyConditionChanged(phaseUdateData);
}
void Player::UpdateFreeTalentPoints(bool resetIfNeed)
{
uint32 level = getLevel();
// talents base at level diff ( talents = level - 9 but some can be used already)
if (level < 10)
{
// Remove all talent points
if (m_usedTalentCount > 0) // Free any used talents
{
if (resetIfNeed)
resetTalents(true);
SetFreeTalentPoints(0);
}
}
else
{
if (m_specsCount == 0)
{
m_specsCount = 1;
m_activeSpec = 0;
}
uint32 talentPointsForLevel = CalculateTalentsPoints();
// if used more that have then reset
if (m_usedTalentCount > talentPointsForLevel)
{
if (resetIfNeed && GetSession()->GetSecurity() < SEC_ADMINISTRATOR)
resetTalents(true);
else
SetFreeTalentPoints(0);
}
// else update amount of free points
else
SetFreeTalentPoints(talentPointsForLevel - m_usedTalentCount);
}
}
void Player::InitTalentForLevel()
{
UpdateFreeTalentPoints();
if (!GetSession()->PlayerLoading())
SendTalentsInfoData(false); // update at client
}
void Player::InitStatsForLevel(bool reapplyMods)
{
if (reapplyMods) // reapply stats values only on .reset stats (level) command
_RemoveAllStatBonuses();
uint32 basehp = 0, basemana = 0;
sObjectMgr.GetPlayerClassLevelInfo(getClass(), getLevel(), basehp, basemana);
PlayerLevelInfo info;
sObjectMgr.GetPlayerLevelInfo(getRace(), getClass(), getLevel(), &info);
SetUInt32Value(PLAYER_FIELD_MAX_LEVEL, sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL));
SetUInt32Value(PLAYER_NEXT_LEVEL_XP, sObjectMgr.GetXPForLevel(getLevel()));
// reset before any aura state sources (health set/aura apply)
SetUInt32Value(UNIT_FIELD_AURASTATE, 0);
UpdateSkillsForLevel();
// set default cast time multiplier
SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f);
// save base values (bonuses already included in stored stats
for (int i = STAT_STRENGTH; i < MAX_STATS; ++i)
SetCreateStat(Stats(i), info.stats[i]);
for (int i = STAT_STRENGTH; i < MAX_STATS; ++i)
SetStat(Stats(i), info.stats[i]);
SetCreateHealth(basehp);
// set create powers
SetCreateMana(basemana);
SetArmor(int32(m_createStats[STAT_AGILITY] * 2));
InitStatBuffMods();
// reset rating fields values
for (uint16 index = PLAYER_FIELD_COMBAT_RATING_1; index < PLAYER_FIELD_COMBAT_RATING_1 + MAX_COMBAT_RATING; ++index)
SetUInt32Value(index, 0);
SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS, 0);
SetFloatValue(PLAYER_FIELD_MOD_HEALING_PCT, 1.0f);
SetFloatValue(PLAYER_FIELD_MOD_HEALING_DONE_PCT, 1.0f);
for (int i = 0; i < MAX_SPELL_SCHOOL; ++i)
{
SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + i, 0);
SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + i, 0);
SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT + i, 1.00f);
}
SetFloatValue(PLAYER_FIELD_MOD_SPELL_POWER_PCT, 1.0f);
// reset attack power, damage and attack speed fields
SetFloatValue(UNIT_FIELD_BASEATTACKTIME, 2000.0f);
SetFloatValue(UNIT_FIELD_BASEATTACKTIME + 1, 2000.0f); // offhand attack time
SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME, 2000.0f);
SetFloatValue(UNIT_FIELD_MINDAMAGE, 0.0f);
SetFloatValue(UNIT_FIELD_MAXDAMAGE, 0.0f);
SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, 0.0f);
SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, 0.0f);
SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, 0.0f);
SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, 0.0f);
SetFloatValue(PLAYER_FIELD_WEAPON_DMG_MULTIPLIERS, 1.0f);
SetInt32Value(UNIT_FIELD_ATTACK_POWER, 0 );
SetInt32Value(UNIT_FIELD_ATTACK_POWER_MOD_POS, 0 );
SetInt32Value(UNIT_FIELD_ATTACK_POWER_MOD_NEG, 0 );
SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER,0.0f);
SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER, 0 );
SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MOD_POS,0 );
SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MOD_NEG,0 );
SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER,0.0f);
// Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
SetFloatValue(PLAYER_CRIT_PERCENTAGE, 0.0f);
SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE, 0.0f);
SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE, 0.0f);
// Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
for (uint8 i = 0; i < MAX_SPELL_SCHOOL; ++i)
SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1 + i, 0.0f);
SetFloatValue(PLAYER_PARRY_PERCENTAGE, 0.0f);
SetFloatValue(PLAYER_BLOCK_PERCENTAGE, 0.0f);
SetUInt32Value(PLAYER_SHIELD_BLOCK, uint32(BASE_BLOCK_DAMAGE_PERCENT));
// Dodge percentage
SetFloatValue(PLAYER_DODGE_PERCENTAGE, 0.0f);
// set armor (resistance 0) to original value (create_agility*2)
SetArmor(int32(m_createStats[STAT_AGILITY] * 2));
SetResistanceBuffMods(SpellSchools(0), true, 0.0f);
SetResistanceBuffMods(SpellSchools(0), false, 0.0f);
// set other resistance to original value (0)
for (int i = 1; i < MAX_SPELL_SCHOOL; ++i)
{
SetResistance(SpellSchools(i), 0);
SetResistanceBuffMods(SpellSchools(i), true, 0.0f);
SetResistanceBuffMods(SpellSchools(i), false, 0.0f);
}
SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE, 0);
SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE, 0);
for (int i = 0; i < MAX_SPELL_SCHOOL; ++i)
{
SetUInt32Value(UNIT_FIELD_POWER_COST_MODIFIER + i, 0);
SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER + i, 0.0f);
}
// Reset no reagent cost field
for (int i = 0; i < 3; ++i)
SetUInt32Value(PLAYER_NO_REAGENT_COST_1 + i, 0);
// Init data for form but skip reapply item mods for form
InitDataForForm(reapplyMods);
// save new stats
for (int i = POWER_MANA; i < MAX_POWERS; ++i)
SetMaxPower(Powers(i), GetCreateMaxPowers(Powers(i)));
SetMaxHealth(basehp); // stamina bonus will applied later
// cleanup mounted state (it will set correctly at aura loading if player saved at mount.
SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, 0);
// cleanup unit flags (will be re-applied if need at aura load).
RemoveFlag(UNIT_FIELD_FLAGS,
UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_NOT_ATTACKABLE_1 |
UNIT_FLAG_OOC_NOT_ATTACKABLE | UNIT_FLAG_PASSIVE | UNIT_FLAG_LOOTING |
UNIT_FLAG_PET_IN_COMBAT | UNIT_FLAG_SILENCED | UNIT_FLAG_PACIFIED |
UNIT_FLAG_STUNNED | UNIT_FLAG_IN_COMBAT | UNIT_FLAG_DISARMED |
UNIT_FLAG_CONFUSED | UNIT_FLAG_FLEEING | UNIT_FLAG_NOT_SELECTABLE |
UNIT_FLAG_SKINNABLE | UNIT_FLAG_MOUNT | UNIT_FLAG_TAXI_FLIGHT);
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE); // must be set
SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER); // must be set
// cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK | PLAYER_FLAGS_DND | PLAYER_FLAGS_GM | PLAYER_FLAGS_GHOST);
RemoveStandFlags(UNIT_STAND_FLAGS_ALL); // one form stealth modified bytes
RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP | 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_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<uint16>(countPos, spellCount); // write real count value
uint16 spellCooldowns = m_spellCooldowns.size();
data << uint16(spellCooldowns);
for (SpellCooldowns::const_iterator itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end(); ++itr)
{
SpellEntry const* sEntry = sSpellStore.LookupEntry(itr->first);
if (!sEntry)
continue;
data << uint32(itr->first);
data << uint32(itr->second.itemid); // cast item id
data << uint16(sEntry->GetCategory()); // spell category
// send infinity cooldown in special format
if (itr->second.end >= infTime)
{
data << uint32(1); // cooldown
data << uint32(0x80000000); // category cooldown
continue;
}
time_t cooldown = itr->second.end > curTime ? (itr->second.end - curTime) * IN_MILLISECONDS : 0;
if(sEntry->GetCategory()) // may be wrong, but anyway better than nothing...
{
data << uint32(0); // cooldown
data << uint32(cooldown); // category cooldown
}
else
{
data << uint32(cooldown); // cooldown
data << uint32(0); // category cooldown
}
}
GetSession()->SendPacket(&data);
DETAIL_LOG("CHARACTER: Sent Initial Spells");
}
void Player::RemoveMail(uint32 id)
{
for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
{
if ((*itr)->messageID == id)
{
// do not delete item, because Player::removeMail() is called when returning mail to sender.
m_mail.erase(itr);
return;
}
}
}
void Player::SendMailResult(uint32 mailId, MailResponseType mailAction, MailResponseResult mailError, uint32 equipError, uint32 item_guid, uint32 item_count)
{
WorldPacket data(SMSG_SEND_MAIL_RESULT, (4 + 4 + 4 + (mailError == MAIL_ERR_EQUIP_ERROR ? 4 : (mailAction == MAIL_ITEM_TAKEN ? 4 + 4 : 0))));
data << (uint32) mailId;
data << (uint32) mailAction;
data << (uint32) mailError;
if (mailError == MAIL_ERR_EQUIP_ERROR)
data << (uint32) equipError;
else if (mailAction == MAIL_ITEM_TAKEN)
{
data << (uint32) item_guid; // item guid low?
data << (uint32) item_count; // item count?
}
GetSession()->SendPacket(&data);
}
void Player::SendNewMail()
{
// deliver undelivered mail
WorldPacket data(SMSG_RECEIVED_MAIL, 4);
data << float(0.0f);
GetSession()->SendPacket(&data);
}
void Player::UpdateNextMailTimeAndUnreads()
{
// calculate next delivery time (min. from non-delivered mails
// and recalculate unReadMail
time_t cTime = time(NULL);
m_nextMailDelivereTime = 0;
unReadMails = 0;
for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
{
if ((*itr)->deliver_time > cTime)
{
if (!m_nextMailDelivereTime || m_nextMailDelivereTime > (*itr)->deliver_time)
m_nextMailDelivereTime = (*itr)->deliver_time;
}
else if (((*itr)->checked & MAIL_CHECK_MASK_READ) == 0)
++unReadMails;
}
}
void Player::AddNewMailDeliverTime(time_t deliver_time)
{
if (deliver_time <= time(NULL)) // ready now
{
++unReadMails;
SendNewMail();
}
else // not ready and no have ready mails
{
if (!m_nextMailDelivereTime || m_nextMailDelivereTime > deliver_time)
m_nextMailDelivereTime = deliver_time;
}
}
bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependent, bool disabled)
{
SpellEntry const* spellInfo = sSpellStore.LookupEntry(spell_id);
if (!spellInfo)
{
// do character spell book cleanup (all characters)
if (!IsInWorld() && !learning) // spell load case
{
sLog.outError("Player::addSpell: nonexistent in SpellStore spell #%u request, deleting for all characters in `character_spell`.", spell_id);
CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'", spell_id);
}
else
sLog.outError("Player::addSpell: nonexistent in SpellStore spell #%u request.", spell_id);
return false;
}
if (!SpellMgr::IsSpellValid(spellInfo, this, false))
{
// do character spell book cleanup (all characters)
if (!IsInWorld() && !learning) // spell load case
{
sLog.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.", spell_id);
CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'", spell_id);
}
else
sLog.outError("Player::addSpell: Broken spell #%u learning not allowed.", spell_id);
return false;
}
PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED;
bool 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.talentEntry = sTalentStore.LookupEntry(talentPos->talent_id);
talent.state = IsInWorld() ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED;
m_talents[m_activeSpec][talentPos->talent_id] = talent;
}
// update used talent points count
m_usedTalentCount += GetTalentSpellCost(talentPos);
UpdateFreeTalentPoints(false);
}
// update free primary prof.points (if any, can be none in case GM .learn prof. learning)
if (uint32 freeProfs = GetFreePrimaryProfessionPoints())
{
if (sSpellMgr.IsPrimaryProfessionFirstRankSpell(spell_id))
SetFreePrimaryProfessions(freeProfs - 1);
}
// cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
// note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
if (talentPos && IsSpellHaveEffect(spellInfo, SPELL_EFFECT_LEARN_SPELL))
{
// ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
CastSpell(this, spell_id, true);
}
// also cast passive (and passive like) spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
else if (IsNeedCastPassiveLikeSpellAtLearn(spellInfo))
{
CastSpell(this, spell_id, true);
}
else if (IsSpellHaveEffect(spellInfo, SPELL_EFFECT_SKILL_STEP))
{
CastSpell(this, spell_id, true);
return false;
}
// add dependent skills
uint16 maxskill = GetMaxSkillValueForLevel();
SpellLearnSkillNode const* spellLearnSkill = sSpellMgr.GetSpellLearnSkill(spell_id);
SkillLineAbilityMapBounds skill_bounds = sSpellMgr.GetSkillLineAbilityMapBounds(spell_id);
if (spellLearnSkill)
{
uint32 skill_value = GetPureSkillValue(spellLearnSkill->skill);
uint32 skill_max_value = GetPureMaxSkillValue(spellLearnSkill->skill);
if (skill_value < spellLearnSkill->value)
skill_value = spellLearnSkill->value;
uint32 new_skill_max_value = spellLearnSkill->maxvalue == 0 ? maxskill : spellLearnSkill->maxvalue;
if (skill_max_value < new_skill_max_value)
skill_max_value = new_skill_max_value;
SetSkill(spellLearnSkill->skill, skill_value, skill_max_value, spellLearnSkill->step);
}
else
{
// not ranked skills
for (SkillLineAbilityMap::const_iterator _spell_idx = skill_bounds.first; _spell_idx != skill_bounds.second; ++_spell_idx)
{
SkillLineEntry const* pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
if (!pSkill)
continue;
if (HasSkill(pSkill->id))
continue;
if (_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL ||
// lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
(pSkill->id == SKILL_RUNEFORGING && _spell_idx->second->max_value == 0))
{
switch (GetSkillRangeType(pSkill, _spell_idx->second->racemask != 0))
{
case SKILL_RANGE_LANGUAGE:
SetSkill(pSkill->id, 300, 300, GetSkillStep(pSkill->id));
break;
case SKILL_RANGE_LEVEL:
SetSkill(pSkill->id, 1, GetMaxSkillValueForLevel(), GetSkillStep(pSkill->id));
break;
case SKILL_RANGE_MONO:
SetSkill(pSkill->id, 1, 1, GetSkillStep(pSkill->id));
break;
default:
break;
}
}
}
}
// learn dependent spells
SpellLearnSpellMapBounds spell_bounds = sSpellMgr.GetSpellLearnSpellMapBounds(spell_id);
for (SpellLearnSpellMap::const_iterator itr2 = spell_bounds.first; itr2 != spell_bounds.second; ++itr2)
{
if (!itr2->second.autoLearned)
{
if (!IsInWorld() || !itr2->second.active) // at spells loading, no output, but allow save
addSpell(itr2->second.spell, itr2->second.active, true, true, false);
else // at normal learning
learnSpell(itr2->second.spell, true);
}
}
if (!GetSession()->PlayerLoading())
{
// not ranked skills
for (SkillLineAbilityMap::const_iterator _spell_idx = skill_bounds.first; _spell_idx != skill_bounds.second; ++_spell_idx)
{
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE, _spell_idx->second->skillId);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS, _spell_idx->second->skillId);
}
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL, spell_id);
}
// return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
return active && !disabled && !superceded_old;
}
bool Player::IsNeedCastPassiveLikeSpellAtLearn(SpellEntry const* spellInfo) const
{
ShapeshiftForm form = GetShapeshiftForm();
if (IsNeedCastSpellAtFormApply(spellInfo, form)) // SPELL_ATTR_PASSIVE | SPELL_ATTR_UNK7 spells
return true; // all stance req. cases, not have auarastate cases
if (!spellInfo->HasAttribute(SPELL_ATTR_PASSIVE))
return false;
// note: form passives activated with shapeshift spells be implemented by HandleShapeshiftBoosts instead of spell_learn_spell
// talent dependent passives activated at form apply have proper stance data
SpellShapeshiftEntry const* shapeShift = spellInfo->GetSpellShapeshift();
bool need_cast = (!shapeShift || !shapeShift->Stances || (!form && spellInfo->HasAttribute(SPELL_ATTR_EX2_NOT_NEED_SHAPESHIFT)));
// Check CasterAuraStates
SpellAuraRestrictionsEntry const* auraRestrictions = spellInfo->GetSpellAuraRestrictions();
return need_cast && (!auraRestrictions || !auraRestrictions->CasterAuraState || HasAuraState(AuraState(auraRestrictions->CasterAuraState)));
}
void Player::learnSpell(uint32 spell_id, bool dependent)
{
PlayerSpellMap::iterator itr = m_spells.find(spell_id);
bool disabled = (itr != m_spells.end()) ? itr->second.disabled : false;
bool active = disabled ? itr->second.active : true;
bool learning = addSpell(spell_id, active, true, dependent, false);
// prevent duplicated entires in spell book, also not send if not in world (loading)
if (learning && IsInWorld())
{
WorldPacket data(SMSG_LEARNED_SPELL, 6);
data << uint32(spell_id);
data << uint32(0); // 3.3.3 unk
GetSession()->SendPacket(&data);
}
// learn all disabled higher ranks (recursive)
if (disabled)
{
SpellChainMapNext const& nextMap = sSpellMgr.GetSpellChainNext();
for (SpellChainMapNext::const_iterator i = nextMap.lower_bound(spell_id); i != nextMap.upper_bound(spell_id); ++i)
{
PlayerSpellMap::iterator iter = m_spells.find(i->second);
if (iter != m_spells.end() && iter->second.disabled)
learnSpell(i->second, false);
}
}
if (IsInWorld())
SpellAddedQuestCheck(spell_id);
}
void Player::removeSpell(uint32 spell_id, bool disabled, bool learn_low_rank, bool sendUpdate)
{
PlayerSpellMap::iterator itr = m_spells.find(spell_id);
if (itr == m_spells.end())
return;
if (itr->second.state == PLAYERSPELL_REMOVED || (disabled && itr->second.disabled))
return;
// unlearn non talent higher ranks (recursive)
SpellChainMapNext const& nextMap = sSpellMgr.GetSpellChainNext();
for (SpellChainMapNext::const_iterator itr2 = nextMap.lower_bound(spell_id); itr2 != nextMap.upper_bound(spell_id); ++itr2)
if (HasSpell(itr2->second) && !GetTalentSpellPos(itr2->second))
removeSpell(itr2->second, disabled, false);
// re-search, it can be corrupted in prev loop
itr = m_spells.find(spell_id);
if (itr == m_spells.end() || itr->second.state == PLAYERSPELL_REMOVED)
return; // already unleared
bool cur_active = itr->second.active;
bool cur_dependent = itr->second.dependent;
if (disabled)
{
itr->second.disabled = disabled;
if (itr->second.state != PLAYERSPELL_NEW)
itr->second.state = PLAYERSPELL_CHANGED;
}
else
{
if (itr->second.state == PLAYERSPELL_NEW)
m_spells.erase(itr);
else
itr->second.state = PLAYERSPELL_REMOVED;
}
RemoveAurasDueToSpell(spell_id);
// remove pet auras
for (int i = 0; i < MAX_EFFECT_INDEX; ++i)
if (PetAura const* petSpell = sSpellMgr.GetPetAura(spell_id, SpellEffectIndex(i)))
RemovePetAura(petSpell);
TalentSpellPos const* talentPos = GetTalentSpellPos(spell_id);
if (talentPos)
{
// update talent map
PlayerTalentMap::iterator iter = m_talents[m_activeSpec].find(talentPos->talent_id);
if (iter != m_talents[m_activeSpec].end())
{
if ((*iter).second.state != PLAYERSPELL_NEW)
(*iter).second.state = PLAYERSPELL_REMOVED;
else
m_talents[m_activeSpec].erase(iter);
}
else
sLog.outError("removeSpell: Player (GUID: %u) has talent spell (id: %u) but doesn't have talent", GetGUIDLow(), spell_id);
// free talent points
uint32 talentCosts = GetTalentSpellCost(talentPos);
if (talentCosts < m_usedTalentCount)
m_usedTalentCount -= talentCosts;
else
m_usedTalentCount = 0;
UpdateFreeTalentPoints(false);
}
// update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
if (sSpellMgr.IsPrimaryProfessionFirstRankSpell(spell_id))
{
uint32 freeProfs = GetFreePrimaryProfessionPoints() + 1;
uint32 maxProfs = GetSession()->GetSecurity() < AccountTypes(sWorld.getConfig(CONFIG_UINT32_TRADE_SKILL_GMIGNORE_MAX_PRIMARY_COUNT)) ? sWorld.getConfig(CONFIG_UINT32_MAX_PRIMARY_TRADE_SKILL) : 10;
if (freeProfs <= maxProfs)
SetFreePrimaryProfessions(freeProfs);
}
// remove dependent skill
SpellLearnSkillNode const* spellLearnSkill = sSpellMgr.GetSpellLearnSkill(spell_id);
if (spellLearnSkill)
{
uint32 prev_spell = sSpellMgr.GetPrevSpellInChain(spell_id);
if (!prev_spell) // first rank, remove skill
SetSkill(spellLearnSkill->skill, 0, 0);
else
{
// search prev. skill setting by spell ranks chain
SpellLearnSkillNode const* prevSkill = sSpellMgr.GetSpellLearnSkill(prev_spell);
while (!prevSkill && prev_spell)
{
prev_spell = sSpellMgr.GetPrevSpellInChain(prev_spell);
prevSkill = sSpellMgr.GetSpellLearnSkill(sSpellMgr.GetFirstSpellInChain(prev_spell));
}
if (!prevSkill) // not found prev skill setting, remove skill
SetSkill(spellLearnSkill->skill, 0, 0);
else // set to prev. skill setting values
{
uint32 skill_value = GetPureSkillValue(prevSkill->skill);
uint32 skill_max_value = GetPureMaxSkillValue(prevSkill->skill);
if (skill_value > prevSkill->value)
skill_value = prevSkill->value;
uint32 new_skill_max_value = prevSkill->maxvalue == 0 ? GetMaxSkillValueForLevel() : prevSkill->maxvalue;
if (skill_max_value > new_skill_max_value)
skill_max_value = new_skill_max_value;
SetSkill(prevSkill->skill, skill_value, skill_max_value, prevSkill->step);
}
}
}
else
{
// not ranked skills
SkillLineAbilityMapBounds bounds = sSpellMgr.GetSkillLineAbilityMapBounds(spell_id);
for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
{
SkillLineEntry const* pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
if (!pSkill)
continue;
if ((_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL &&
pSkill->categoryId != SKILL_CATEGORY_CLASS) ||// not unlearn class skills (spellbook/talent pages)
// lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
(pSkill->id == SKILL_RUNEFORGING && _spell_idx->second->max_value == 0))
{
// not reset skills for professions and racial abilities
if ((pSkill->categoryId == SKILL_CATEGORY_SECONDARY || pSkill->categoryId == SKILL_CATEGORY_PROFESSION) &&
(IsProfessionSkill(pSkill->id) || _spell_idx->second->racemask != 0))
continue;
SetSkill(pSkill->id, 0, 0, GetSkillStep(pSkill->id));
}
}
}
// remove dependent spells
SpellLearnSpellMapBounds spell_bounds = sSpellMgr.GetSpellLearnSpellMapBounds(spell_id);
for (SpellLearnSpellMap::const_iterator itr2 = spell_bounds.first; itr2 != spell_bounds.second; ++itr2)
removeSpell(itr2->second.spell, disabled);
// activate lesser rank in spellbook/action bar, and cast it if need
bool prev_activate = false;
if (uint32 prev_id = sSpellMgr.GetPrevSpellInChain(spell_id))
{
SpellEntry const* spellInfo = sSpellStore.LookupEntry(spell_id);
// if talent then lesser rank also talent and need learn
if (talentPos)
{
if (learn_low_rank)
learnSpell(prev_id, false);
}
// if ranked non-stackable spell: need activate lesser rank and update dependence state
else if (cur_active && sSpellMgr.IsRankedSpellNonStackableInSpellBook(spellInfo))
{
// need manually update dependence state (learn spell ignore like attempts)
PlayerSpellMap::iterator prev_itr = m_spells.find(prev_id);
if (prev_itr != m_spells.end())
{
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);
}
if (IsInWorld())
SpellRemovedQuestCheck(spell_id);
}
void Player::RemoveSpellCooldown(uint32 spell_id, bool update /* = false */)
{
m_spellCooldowns.erase(spell_id);
if (update)
SendClearCooldown(spell_id, this);
}
void Player::RemoveSpellCategoryCooldown(uint32 cat, bool update /* = false */)
{
SpellCategoryStore::const_iterator ct = sSpellCategoryStore.find(cat);
if (ct == sSpellCategoryStore.end())
return;
const SpellCategorySet& ct_set = ct->second;
for (SpellCooldowns::const_iterator i = m_spellCooldowns.begin(); i != m_spellCooldowns.end();)
{
if (ct_set.find(i->first) != ct_set.end())
RemoveSpellCooldown((i++)->first, update);
else
++i;
}
}
void Player::RemoveArenaSpellCooldowns()
{
// remove cooldowns on spells that has < 15 min CD
SpellCooldowns::iterator itr, next;
// iterate spell cooldowns
for (itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end(); itr = next)
{
next = itr;
++next;
SpellEntry const* entry = sSpellStore.LookupEntry(itr->first);
// check if spellentry is present and if the cooldown is less than 15 mins
if( entry &&
entry->GetRecoveryTime() <= 15 * MINUTE * IN_MILLISECONDS &&
entry->GetCategoryRecoveryTime() <= 15 * MINUTE * IN_MILLISECONDS )
{
// remove & notify
RemoveSpellCooldown(itr->first, true);
}
}
}
void Player::RemoveAllSpellCooldown()
{
if (!m_spellCooldowns.empty())
{
ObjectGuid guid = GetObjectGuid();
WorldPacket data(SMSG_CLEAR_COOLDOWNS, 1 + 8 + m_spellCooldowns.size() * 4);
data.WriteGuidMask<1, 3, 6>(guid);
data.WriteBits(m_spellCooldowns.size(), 24); // cooldown count
data.WriteGuidMask<7, 5, 2, 4, 0>(guid);
data.WriteGuidBytes<7, 2, 4, 5, 1, 3>(guid);
for (SpellCooldowns::const_iterator itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end(); ++itr)
data << uint32(itr->first);
data.WriteGuidBytes<0, 6>(guid);
SendDirectMessage(&data);
m_spellCooldowns.clear();
}
}
void Player::_LoadSpellCooldowns(QueryResult* result)
{
// some cooldowns can be already set at aura loading...
// QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
if (result)
{
time_t curTime = time(NULL);
do
{
Field* fields = result->Fetch();
uint32 spell_id = fields[0].GetUInt32();
uint32 item_id = fields[1].GetUInt32();
time_t db_time = (time_t)fields[2].GetUInt64();
if (!sSpellStore.LookupEntry(spell_id))
{
sLog.outError("Player %u has unknown spell %u in `character_spell_cooldown`, skipping.", GetGUIDLow(), spell_id);
continue;
}
// skip outdated cooldown
if (db_time <= curTime)
continue;
AddSpellCooldown(spell_id, item_id, db_time);
DEBUG_LOG("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id, item_id, uint32(db_time - curTime));
}
while (result->NextRow());
delete result;
}
}
void Player::_SaveSpellCooldowns()
{
static SqlStatementID deleteSpellCooldown ;
static SqlStatementID insertSpellCooldown ;
SqlStatement stmt = CharacterDatabase.CreateStatement(deleteSpellCooldown, "DELETE FROM character_spell_cooldown WHERE guid = ?");
stmt.PExecute(GetGUIDLow());
time_t curTime = time(NULL);
time_t infTime = curTime + infinityCooldownDelayCheck;
// remove outdated and save active
for (SpellCooldowns::iterator itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end();)
{
if (itr->second.end <= curTime)
m_spellCooldowns.erase(itr++);
else if (itr->second.end <= infTime) // not save locked cooldowns, it will be reset or set at reload
{
stmt = CharacterDatabase.CreateStatement(insertSpellCooldown, "INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES( ?, ?, ?, ?)");
stmt.PExecute(GetGUIDLow(), itr->first, itr->second.itemid, uint64(itr->second.end));
++itr;
}
else
++itr;
}
}
uint32 Player::resetTalentsCost() const
{
// The first time reset costs 1 gold
if (m_resetTalentsCost < 1 * GOLD)
return 1 * GOLD;
// then 5 gold
else if (m_resetTalentsCost < 5 * GOLD)
return 5 * GOLD;
// After that it increases in increments of 5 gold
else if (m_resetTalentsCost < 10 * GOLD)
return 10 * GOLD;
else
{
time_t months = (sWorld.GetGameTime() - m_resetTalentsTime) / MONTH;
if (months > 0)
{
// This cost will be reduced by a rate of 5 gold per month
int32 new_cost = int32((m_resetTalentsCost) - 5 * GOLD * months);
// to a minimum of 10 gold.
return uint32(new_cost < 10 * GOLD ? 10 * GOLD : new_cost);
}
else
{
// After that it increases in increments of 5 gold
int32 new_cost = m_resetTalentsCost + 5 * GOLD;
// until it hits a cap of 50 gold.
if (new_cost > 50 * GOLD)
new_cost = 50 * GOLD;
return new_cost;
}
}
}
bool Player::resetTalents(bool no_cost, bool all_specs)
{
// not need after this call
if (HasAtLoginFlag(AT_LOGIN_RESET_TALENTS) && all_specs)
RemoveAtLoginFlag(AT_LOGIN_RESET_TALENTS, true);
if (m_usedTalentCount == 0 && !all_specs)
{
UpdateFreeTalentPoints(false); // for fix if need counter
return false;
}
uint32 cost = 0;
if (!no_cost)
{
cost = resetTalentsCost();
if (GetMoney() < cost)
{
SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0);
return false;
}
}
for (PlayerTalentMap::iterator iter = m_talents[m_activeSpec].begin(); iter != m_talents[m_activeSpec].end();)
{
if (iter->second.state == PLAYERSPELL_REMOVED)
{
++iter;
continue;
}
TalentEntry const* talentInfo = iter->second.talentEntry;
if (!talentInfo)
{
m_talents[m_activeSpec].erase(iter++);
continue;
}
TalentTabEntry const* talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
if (!talentTabInfo)
{
m_talents[m_activeSpec].erase(iter++);
continue;
}
// unlearn only talents for character class
// some spell learned by one class as normal spells or know at creation but another class learn it as talent,
// to prevent unexpected lost normal learned spell skip another class talents
if ((getClassMask() & talentTabInfo->ClassMask) == 0)
{
++iter;
continue;
}
for (int j = 0; j < MAX_TALENT_RANK; ++j)
if (talentInfo->RankID[j])
removeSpell(talentInfo->RankID[j], !IsPassiveSpell(talentInfo->RankID[j]), false);
iter = m_talents[m_activeSpec].begin();
}
// Remove spec specific spells
for (uint32 i = 0; i < MAX_TALENT_TABS; ++i)
{
if (std::vector<uint32> const* specSpells = GetTalentTreeMasterySpells(GetTalentTabPages(getClass())[i]))
for (size_t i = 0; i < specSpells->size(); ++i)
removeSpell(specSpells->at(i), true);
if (std::vector<uint32> const* specSpells = GetTalentTreePrimarySpells(GetTalentTabPages(getClass())[i]))
for (size_t i = 0; i < specSpells->size(); ++i)
removeSpell(specSpells->at(i), true);
}
for (uint8 spec = 0; spec < MAX_TALENT_SPEC_COUNT; ++spec)
{
if (!all_specs && spec != m_activeSpec)
continue;
m_talentsPrimaryTree[spec] = 0;
}
// for not current spec just mark removed all saved to DB case and drop not saved
if (all_specs)
{
for (uint8 spec = 0; spec < MAX_TALENT_SPEC_COUNT; ++spec)
{
if (spec == m_activeSpec)
continue;
for (PlayerTalentMap::iterator iter = m_talents[spec].begin(); iter != m_talents[spec].end();)
{
switch (iter->second.state)
{
case PLAYERSPELL_REMOVED:
++iter;
break;
case PLAYERSPELL_NEW:
m_talents[spec].erase(iter++);
break;
default:
iter->second.state = PLAYERSPELL_REMOVED;
++iter;
break;
}
}
}
}
UpdateFreeTalentPoints(false);
if (!no_cost)
{
ModifyMoney(-(int64)cost);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS, cost);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS, 1);
m_resetTalentsCost = cost;
m_resetTalentsTime = time(NULL);
}
// Update talent tree role-dependent mana regen
UpdateManaRegen();
UpdateArmorSpecializations();
// FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
RemovePet(PET_SAVE_REAGENTS);
/* when prev line will dropped use next line
if(Pet* pet = GetPet())
{
if(pet->getPetType()==HUNTER_PET && !pet->GetCreatureInfo()->isTameable(CanTameExoticPets()))
pet->Unsummon(PET_SAVE_REAGENTS, this);
}
*/
return true;
}
Mail* Player::GetMail(uint32 id)
{
for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
{
if ((*itr)->messageID == id)
{
return (*itr);
}
}
return NULL;
}
void Player::_SetCreateBits(UpdateMask* updateMask, Player* target) const
{
if (target == this)
{
Object::_SetCreateBits(updateMask, target);
}
else
{
for (uint16 index = 0; index < m_valuesCount; ++index)
{
if (GetUInt32Value(index) != 0 && updateVisualBits.GetBit(index))
updateMask->SetBit(index);
}
}
}
void Player::_SetUpdateBits(UpdateMask* updateMask, Player* target) const
{
if (target == this)
{
Object::_SetUpdateBits(updateMask, target);
}
else
{
Object::_SetUpdateBits(updateMask, target);
*updateMask &= updateVisualBits;
}
}
void Player::InitVisibleBits()
{
updateVisualBits.SetCount(PLAYER_END);
updateVisualBits.SetBit(OBJECT_FIELD_GUID + 0);
updateVisualBits.SetBit(OBJECT_FIELD_GUID + 1);
updateVisualBits.SetBit(OBJECT_FIELD_TYPE);
updateVisualBits.SetBit(OBJECT_FIELD_ENTRY);
updateVisualBits.SetBit(OBJECT_FIELD_DATA + 0);
updateVisualBits.SetBit(OBJECT_FIELD_DATA + 1);
updateVisualBits.SetBit(OBJECT_FIELD_SCALE_X);
updateVisualBits.SetBit(UNIT_FIELD_CHARM + 0);
updateVisualBits.SetBit(UNIT_FIELD_CHARM + 1);
updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 0);
updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 1);
updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 0);
updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 1);
updateVisualBits.SetBit(UNIT_FIELD_TARGET + 0);
updateVisualBits.SetBit(UNIT_FIELD_TARGET + 1);
updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 0);
updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 1);
updateVisualBits.SetBit(UNIT_FIELD_BYTES_0);
updateVisualBits.SetBit(UNIT_FIELD_HEALTH);
updateVisualBits.SetBit(UNIT_FIELD_POWER1);
updateVisualBits.SetBit(UNIT_FIELD_POWER2);
updateVisualBits.SetBit(UNIT_FIELD_POWER3);
updateVisualBits.SetBit(UNIT_FIELD_POWER4);
updateVisualBits.SetBit(UNIT_FIELD_POWER5);
updateVisualBits.SetBit(UNIT_FIELD_MAXHEALTH);
updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER1);
updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER2);
updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER3);
updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER4);
updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER5);
updateVisualBits.SetBit(UNIT_FIELD_LEVEL);
updateVisualBits.SetBit(UNIT_FIELD_FACTIONTEMPLATE);
updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 0);
updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 1);
updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 2);
updateVisualBits.SetBit(UNIT_FIELD_FLAGS);
updateVisualBits.SetBit(UNIT_FIELD_FLAGS_2);
updateVisualBits.SetBit(UNIT_FIELD_AURASTATE);
updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 0);
updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 1);
updateVisualBits.SetBit(UNIT_FIELD_BOUNDINGRADIUS);
updateVisualBits.SetBit(UNIT_FIELD_COMBATREACH);
updateVisualBits.SetBit(UNIT_FIELD_DISPLAYID);
updateVisualBits.SetBit(UNIT_FIELD_NATIVEDISPLAYID);
updateVisualBits.SetBit(UNIT_FIELD_MOUNTDISPLAYID);
updateVisualBits.SetBit(UNIT_FIELD_BYTES_1);
updateVisualBits.SetBit(UNIT_FIELD_PETNUMBER);
updateVisualBits.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP);
updateVisualBits.SetBit(UNIT_DYNAMIC_FLAGS);
updateVisualBits.SetBit(UNIT_CHANNEL_SPELL);
updateVisualBits.SetBit(UNIT_MOD_CAST_SPEED);
updateVisualBits.SetBit(UNIT_NPC_FLAGS);
updateVisualBits.SetBit(UNIT_FIELD_BASE_MANA);
updateVisualBits.SetBit(UNIT_FIELD_BYTES_2);
updateVisualBits.SetBit(UNIT_FIELD_HOVERHEIGHT);
updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 0);
updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 1);
updateVisualBits.SetBit(PLAYER_FLAGS);
//updateVisualBits.SetBit(PLAYER_GUILDID);
updateVisualBits.SetBit(PLAYER_GUILDRANK);
updateVisualBits.SetBit(PLAYER_GUILDLEVEL);
updateVisualBits.SetBit(PLAYER_BYTES);
updateVisualBits.SetBit(PLAYER_BYTES_2);
updateVisualBits.SetBit(PLAYER_BYTES_3);
updateVisualBits.SetBit(PLAYER_DUEL_TEAM);
updateVisualBits.SetBit(PLAYER_GUILD_TIMESTAMP);
updateVisualBits.SetBit(UNIT_NPC_FLAGS);
// PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
for (uint16 i = PLAYER_QUEST_LOG_1_1; i < PLAYER_QUEST_LOG_25_2; i += MAX_QUEST_OFFSET)
updateVisualBits.SetBit(i);
// Players visible items are not inventory stuff
for (uint16 i = 0; i < EQUIPMENT_SLOT_END; ++i)
{
uint32 offset = i * 2;
// item entry
updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_ENTRYID + offset);
// enchant
updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + offset);
}
updateVisualBits.SetBit(PLAYER_CHOSEN_TITLE);
}
void Player::BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) const
{
if (target == this)
{
for (int i = 0; i < EQUIPMENT_SLOT_END; ++i)
{
if (m_items[i] == NULL)
continue;
m_items[i]->BuildCreateUpdateBlockForPlayer(data, target);
}
for (int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
{
if (m_items[i] == NULL)
continue;
m_items[i]->BuildCreateUpdateBlockForPlayer(data, target);
}
}
Unit::BuildCreateUpdateBlockForPlayer(data, target);
}
void Player::DestroyForPlayer(Player* target, bool anim) const
{
Unit::DestroyForPlayer(target, anim);
for (int i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (m_items[i] == NULL)
continue;
m_items[i]->DestroyForPlayer(target);
}
if (target == this)
{
for (int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
{
if (m_items[i] == NULL)
continue;
m_items[i]->DestroyForPlayer(target);
}
}
}
bool Player::HasSpell(uint32 spell) const
{
PlayerSpellMap::const_iterator itr = m_spells.find(spell);
return (itr != m_spells.end() && itr->second.state != PLAYERSPELL_REMOVED &&
!itr->second.disabled);
}
bool Player::HasActiveSpell(uint32 spell) const
{
PlayerSpellMap::const_iterator itr = m_spells.find(spell);
return (itr != m_spells.end() && itr->second.state != PLAYERSPELL_REMOVED &&
itr->second.active && !itr->second.disabled);
}
TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell, uint32 reqLevel) const
{
if (!trainer_spell)
return TRAINER_SPELL_RED;
if (!trainer_spell->learnedSpell)
return TRAINER_SPELL_RED;
// known spell
if (HasSpell(trainer_spell->learnedSpell))
return TRAINER_SPELL_GRAY;
// check race/class requirement
if (!IsSpellFitByClassAndRace(trainer_spell->learnedSpell))
return TRAINER_SPELL_RED;
bool prof = SpellMgr::IsProfessionSpell(trainer_spell->learnedSpell);
// check level requirement
if (!prof || GetSession()->GetSecurity() < AccountTypes(sWorld.getConfig(CONFIG_UINT32_TRADE_SKILL_GMIGNORE_LEVEL)))
if (getLevel() < reqLevel)
return TRAINER_SPELL_RED;
if (SpellChainNode const* spell_chain = sSpellMgr.GetSpellChainNode(trainer_spell->learnedSpell))
{
// check prev.rank requirement
if (spell_chain->prev && !HasSpell(spell_chain->prev))
return TRAINER_SPELL_RED;
// check additional spell requirement
if (spell_chain->req && !HasSpell(spell_chain->req))
return TRAINER_SPELL_RED;
}
// check skill requirement
if (!prof || GetSession()->GetSecurity() < AccountTypes(sWorld.getConfig(CONFIG_UINT32_TRADE_SKILL_GMIGNORE_SKILL)))
if (trainer_spell->reqSkill && GetBaseSkillValue(trainer_spell->reqSkill) < trainer_spell->reqSkillValue)
return TRAINER_SPELL_RED;
// exist, already checked at loading
SpellEntry const* spell = sSpellStore.LookupEntry(trainer_spell->learnedSpell);
// secondary prof. or not prof. spell
SpellEffectEntry const* spellEffect = spell->GetSpellEffect(EFFECT_INDEX_1);
uint32 skill = spellEffect ? spellEffect->EffectMiscValue : 0;
if(spellEffect && (spellEffect->Effect != SPELL_EFFECT_SKILL || !IsPrimaryProfessionSkill(skill)))
return TRAINER_SPELL_GREEN;
// check primary prof. limit
if (sSpellMgr.IsPrimaryProfessionFirstRankSpell(spell->Id) && GetFreePrimaryProfessionPoints() == 0)
return TRAINER_SPELL_GREEN_DISABLED;
return TRAINER_SPELL_GREEN;
}
/*
* Deletes a character from the database
*
* The way, how the characters will be deleted is decided based on the config option.
*
* @see Player::DeleteOldCharacters
*
* @param playerguid the low-GUID from the player which should be deleted
* @param accountId the account id from the player
* @param updateRealmChars when this flag is set, the amount of characters on that realm will be updated in the realmlist
* @param deleteFinally if this flag is set, the config option will be ignored and the character will be permanently removed from the database
*/
void Player::DeleteFromDB(ObjectGuid playerguid, uint32 accountId, bool updateRealmChars, bool deleteFinally)
{
// for nonexistent account avoid update realm
if (accountId == 0)
updateRealmChars = false;
uint32 charDelete_method = sWorld.getConfig(CONFIG_UINT32_CHARDELETE_METHOD);
uint32 charDelete_minLvl = sWorld.getConfig(CONFIG_UINT32_CHARDELETE_MIN_LEVEL);
// if we want to finally delete the character or the character does not meet the level requirement, we set it to mode 0
if (deleteFinally || Player::GetLevelFromDB(playerguid) < charDelete_minLvl)
charDelete_method = 0;
uint32 lowguid = playerguid.GetCounter();
// convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
// bones will be deleted by corpse/bones deleting thread shortly
sObjectAccessor.ConvertCorpseForPlayer(playerguid);
// remove from guild
if (uint32 guildId = GetGuildIdFromDB(playerguid))
{
if (Guild* guild = sGuildMgr.GetGuildById(guildId))
{
if (guild->DelMember(playerguid))
{
guild->Disband();
delete guild;
}
}
}
// remove from arena teams
LeaveAllArenaTeams(playerguid);
// the player was uninvited already on logout so just remove from group
QueryResult* resultGroup = CharacterDatabase.PQuery("SELECT groupId FROM group_member WHERE memberGuid='%u'", lowguid);
if (resultGroup)
{
uint32 groupId = (*resultGroup)[0].GetUInt32();
delete resultGroup;
if (Group* group = sObjectMgr.GetGroupById(groupId))
RemoveFromGroup(group, playerguid);
}
// remove signs from petitions (also remove petitions if owner);
RemovePetitionsAndSigns(playerguid);
switch (charDelete_method)
{
// completely remove from the database
case 0:
{
// return back all mails with COD and Item 0 1 2 3 4 5 6 7
QueryResult* resultMail = CharacterDatabase.PQuery("SELECT id,messageType,mailTemplateId,sender,subject,body,money,has_items FROM mail WHERE receiver='%u' AND has_items<>0 AND cod<>0", lowguid);
if (resultMail)
{
do
{
Field* fields = resultMail->Fetch();
uint32 mail_id = fields[0].GetUInt32();
uint16 mailType = fields[1].GetUInt16();
uint16 mailTemplateId = fields[2].GetUInt16();
uint32 sender = fields[3].GetUInt32();
std::string subject = fields[4].GetCppString();
std::string body = fields[5].GetCppString();
uint64 money = fields[6].GetUInt32();
bool has_items = fields[7].GetBool();
// we can return mail now
// so firstly delete the old one
CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id);
// mail not from player
if (mailType != MAIL_NORMAL)
{
if (has_items)
CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id);
continue;
}
MailDraft draft;
if (mailTemplateId)
draft.SetMailTemplate(mailTemplateId, false);// items already included
else
draft.SetSubjectAndBody(subject, body);
if (has_items)
{
// data needs to be at first place for Item::LoadFromDB
// 0 1 2 3
QueryResult* resultItems = CharacterDatabase.PQuery("SELECT data,text,item_guid,item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE mail_id='%u'", mail_id);
if (resultItems)
{
do
{
Field* fields2 = resultItems->Fetch();
uint32 item_guidlow = fields2[2].GetUInt32();
uint32 item_template = fields2[3].GetUInt32();
ItemPrototype const* itemProto = ObjectMgr::GetItemPrototype(item_template);
if (!itemProto)
{
CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow);
continue;
}
Item* pItem = NewItemOrBag(itemProto);
if (!pItem->LoadFromDB(item_guidlow, fields2, playerguid))
{
pItem->FSetState(ITEM_REMOVED);
pItem->SaveToDB(); // it also deletes item object !
continue;
}
draft.AddItem(pItem);
}
while (resultItems->NextRow());
delete resultItems;
}
}
CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id);
uint32 pl_account = sObjectMgr.GetPlayerAccountIdByGUID(playerguid);
draft.SetMoney(money).SendReturnToSender(pl_account, playerguid, ObjectGuid(HIGHGUID_PLAYER, sender));
}
while (resultMail->NextRow());
delete resultMail;
}
// unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
// Get guids of character's pets, will deleted in transaction
QueryResult* resultPets = CharacterDatabase.PQuery("SELECT id FROM character_pet WHERE owner = '%u'", lowguid);
// delete char from friends list when selected chars is online (non existing - error)
QueryResult* resultFriend = CharacterDatabase.PQuery("SELECT DISTINCT guid FROM character_social WHERE friend = '%u'", lowguid);
// NOW we can finally clear other DB data related to character
CharacterDatabase.BeginTransaction();
if (resultPets)
{
do
{
Field* fields3 = resultPets->Fetch();
uint32 petguidlow = fields3[0].GetUInt32();
// do not create separate transaction for pet delete otherwise we will get fatal error!
Pet::DeleteFromDB(petguidlow, false);
}
while (resultPets->NextRow());
delete resultPets;
}
// cleanup friends for online players, offline case will cleanup later in code
if (resultFriend)
{
do
{
Field* fieldsFriend = resultFriend->Fetch();
if (Player* sFriend = sObjectAccessor.FindPlayer(ObjectGuid(HIGHGUID_PLAYER, fieldsFriend[0].GetUInt32())))
{
if (sFriend->IsInWorld())
{
sFriend->GetSocial()->RemoveFromSocialList(playerguid, false);
sSocialMgr.SendFriendStatus(sFriend, FRIEND_REMOVED, playerguid, false);
}
}
}
while (resultFriend->NextRow());
delete resultFriend;
}
CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_account_data WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_battleground_data WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_glyphs WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_queststatus_weekly WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_skills WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_talent WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_ticket WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'", lowguid, lowguid);
CharacterDatabase.PExecute("DELETE FROM mail WHERE receiver = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM mail_items WHERE receiver = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_pet WHERE owner = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_achievement WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_equipmentsets WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM guild_eventlog WHERE PlayerGuid1 = '%u' OR PlayerGuid2 = '%u'", lowguid, lowguid);
CharacterDatabase.PExecute("DELETE FROM guild_bank_eventlog WHERE PlayerGuid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_currencies WHERE guid = '%u'", lowguid);
CharacterDatabase.CommitTransaction();
break;
}
// The character gets unlinked from the account, the name gets freed up and appears as deleted ingame
case 1:
CharacterDatabase.PExecute("UPDATE characters SET deleteInfos_Name=name, deleteInfos_Account=account, deleteDate='" UI64FMTD "', name='', account=0 WHERE guid=%u", uint64(time(NULL)), lowguid);
break;
default:
sLog.outError("Player::DeleteFromDB: Unsupported delete method: %u.", charDelete_method);
}
if (updateRealmChars)
sWorld.UpdateRealmCharCount(accountId);
}
/*
* Characters which were kept back in the database after being deleted and are now too old (see config option "CharDelete.KeepDays"), will be completely deleted.
*
* @see Player::DeleteFromDB
*/
void Player::DeleteOldCharacters()
{
uint32 keepDays = sWorld.getConfig(CONFIG_UINT32_CHARDELETE_KEEP_DAYS);
if (!keepDays)
return;
Player::DeleteOldCharacters(keepDays);
}
/*
* Characters which were kept back in the database after being deleted and are older than the specified amount of days, will be completely deleted.
*
* @see Player::DeleteFromDB
*
* @param keepDays overrite the config option by another amount of days
*/
void Player::DeleteOldCharacters(uint32 keepDays)
{
sLog.outString("Player::DeleteOldChars: Deleting all characters which have been deleted %u days before...", keepDays);
QueryResult* resultChars = CharacterDatabase.PQuery("SELECT guid, deleteInfos_Account FROM characters WHERE deleteDate IS NOT NULL AND deleteDate < '" UI64FMTD "'", uint64(time(NULL) - time_t(keepDays * DAY)));
if (resultChars)
{
sLog.outString("Player::DeleteOldChars: Found %u character(s) to delete", uint32(resultChars->GetRowCount()));
do
{
Field* charFields = resultChars->Fetch();
ObjectGuid guid = ObjectGuid(HIGHGUID_PLAYER, charFields[0].GetUInt32());
Player::DeleteFromDB(guid, charFields[1].GetUInt32(), true, true);
}
while (resultChars->NextRow());
delete resultChars;
}
}
void Player::SetRoot(bool enable)
{
WorldPacket data;
BuildForceMoveRootPacket(&data, enable, 0);
GetSession()->SendPacket(&data);
}
void Player::SetWaterWalk(bool enable)
{
WorldPacket data;
BuildMoveWaterWalkPacket(&data, enable, 0);
GetSession()->SendPacket(&data);
}
/* Preconditions:
- a resurrectable corpse must not be loaded for the player (only bones)
- the player must be in world
*/
void Player::BuildPlayerRepop()
{
WorldPacket data(SMSG_PRE_RESURRECT, GetPackGUID().size());
data << GetPackGUID();
GetSession()->SendPacket(&data);
if (getRace() == RACE_NIGHTELF)
CastSpell(this, 20584, true); // auras SPELL_AURA_INCREASE_SPEED(+speed in wisp form), SPELL_AURA_INCREASE_SWIM_SPEED(+swim speed in wisp form), SPELL_AURA_TRANSFORM (to wisp form)
CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
// there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
// there must be SMSG.STOP_MIRROR_TIMER
// there we must send 888 opcode
// the player cannot have a corpse already, only bones which are not returned by GetCorpse
if (GetCorpse())
{
sLog.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
MANGOS_ASSERT(false);
}
// create a corpse and place it at the player's location
Corpse* corpse = CreateCorpse();
if (!corpse)
{
sLog.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
return;
}
GetMap()->Add(corpse);
// convert player body to ghost
SetHealth(1);
SetWaterWalk(true);
if (!GetSession()->isLogingOut())
SetRoot(false);
// BG - remove insignia related
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
SendCorpseReclaimDelay();
// to prevent cheating
corpse->ResetGhostTime();
StopMirrorTimers(); // disable timers(bars)
// set and clear other
SetByteValue(UNIT_FIELD_BYTES_1, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND);
}
void Player::ResurrectPlayer(float restore_percent, bool applySickness)
{
WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4 * 4); // remove spirit healer position
data << uint32(-1);
data << float(0);
data << float(0);
data << float(0);
GetSession()->SendPacket(&data);
// speed change, land walk
// remove death flag + set aura
SetByteValue(UNIT_FIELD_BYTES_1, 3, 0x00);
if (getRace() == RACE_NIGHTELF)
RemoveAurasDueToSpell(20584); // speed bonuses
RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
SetDeathState(ALIVE);
SetWaterWalk(false);
SetRoot(false);
m_deathTimer = 0;
// set health/powers (0- will be set in caller)
if (restore_percent > 0.0f)
{
SetHealth(uint32(GetMaxHealth()*restore_percent));
SetPower(POWER_MANA, uint32(GetMaxPower(POWER_MANA)*restore_percent));
SetPower(POWER_RAGE, 0);
SetPower(POWER_ENERGY, uint32(GetMaxPower(POWER_ENERGY)*restore_percent));
}
// trigger update zone for alive state zone updates
uint32 newzone, newarea;
GetZoneAndAreaId(newzone, newarea);
UpdateZone(newzone, newarea);
// update visibility of world around viewpoint
m_camera.UpdateVisibilityForOwner();
// update visibility of player for nearby cameras
UpdateObjectVisibility();
if (!applySickness)
return;
// Characters from level 1-10 are not affected by resurrection sickness.
// Characters from level 11-19 will suffer from one minute of sickness
// for each level they are above 10.
// Characters level 20 and up suffer from ten minutes of sickness.
int32 startLevel = sWorld.getConfig(CONFIG_INT32_DEATH_SICKNESS_LEVEL);
if (int32(getLevel()) >= startLevel)
{
// set resurrection sickness
CastSpell(this, SPELL_ID_PASSIVE_RESURRECTION_SICKNESS, true);
// not full duration
if (int32(getLevel()) < startLevel + 9)
{
int32 delta = (int32(getLevel()) - startLevel + 1) * MINUTE;
if (SpellAuraHolder* holder = GetSpellAuraHolder(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS))
{
holder->SetAuraDuration(delta * IN_MILLISECONDS);
holder->SendAuraUpdate(false);
}
}
}
}
void Player::KillPlayer()
{
SetRoot(true);
StopMirrorTimers(); // disable timers(bars)
SetDeathState(CORPSE);
// SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
SetUInt32Value(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_NONE);
ApplyModByteFlag(PLAYER_FIELD_BYTES, 0, PLAYER_FIELD_BYTE_RELEASE_TIMER, !sMapStore.LookupEntry(GetMapId())->Instanceable());
// 6 minutes until repop at graveyard
m_deathTimer = 6 * MINUTE * IN_MILLISECONDS;
UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
// don't create corpse at this moment, player might be falling
// update visibility
UpdateObjectVisibility();
}
Corpse* Player::CreateCorpse()
{
// prevent existence 2 corpse for player
SpawnCorpseBones();
Corpse* corpse = new Corpse((m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH) ? CORPSE_RESURRECTABLE_PVP : CORPSE_RESURRECTABLE_PVE);
SetPvPDeath(false);
if (!corpse->Create(sObjectMgr.GenerateCorpseLowGuid(), this))
{
delete corpse;
return NULL;
}
uint8 skin = GetByteValue(PLAYER_BYTES, 0);
uint8 face = GetByteValue(PLAYER_BYTES, 1);
uint8 hairstyle = GetByteValue(PLAYER_BYTES, 2);
uint8 haircolor = GetByteValue(PLAYER_BYTES, 3);
uint8 facialhair = GetByteValue(PLAYER_BYTES_2, 0);
corpse->SetByteValue(CORPSE_FIELD_BYTES_1, 1, getRace());
corpse->SetByteValue(CORPSE_FIELD_BYTES_1, 2, getGender());
corpse->SetByteValue(CORPSE_FIELD_BYTES_1, 3, skin);
corpse->SetByteValue(CORPSE_FIELD_BYTES_2, 0, face);
corpse->SetByteValue(CORPSE_FIELD_BYTES_2, 1, hairstyle);
corpse->SetByteValue(CORPSE_FIELD_BYTES_2, 2, haircolor);
corpse->SetByteValue(CORPSE_FIELD_BYTES_2, 3, facialhair);
uint32 flags = CORPSE_FLAG_UNK2;
if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
flags |= CORPSE_FLAG_HIDE_HELM;
if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK))
flags |= CORPSE_FLAG_HIDE_CLOAK;
if (InBattleGround() && !InArena())
flags |= CORPSE_FLAG_LOOTABLE; // to be able to remove insignia
corpse->SetUInt32Value(CORPSE_FIELD_FLAGS, flags);
corpse->SetUInt32Value(CORPSE_FIELD_DISPLAY_ID, GetNativeDisplayId());
uint32 iDisplayID;
uint32 iIventoryType;
uint32 _cfi;
for (int i = 0; i < EQUIPMENT_SLOT_END; ++i)
{
if (m_items[i])
{
iDisplayID = m_items[i]->GetProto()->DisplayInfoID;
iIventoryType = m_items[i]->GetProto()->InventoryType;
_cfi = iDisplayID | (iIventoryType << 24);
corpse->SetUInt32Value(CORPSE_FIELD_ITEM + i, _cfi);
}
}
// we not need saved corpses for BG/arenas
if (!GetMap()->IsBattleGroundOrArena())
corpse->SaveToDB();
// register for player, but not show
sObjectAccessor.AddCorpse(corpse);
return corpse;
}
void Player::SpawnCorpseBones()
{
if (sObjectAccessor.ConvertCorpseForPlayer(GetObjectGuid()))
if (!GetSession()->PlayerLogoutWithSave()) // at logout we will already store the player
SaveToDB(); // prevent loading as ghost without corpse
}
Corpse* Player::GetCorpse() const
{
return sObjectAccessor.GetCorpseForPlayerGUID(GetObjectGuid());
}
void Player::DurabilityLossAll(double percent, bool inventory)
{
for (int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
DurabilityLoss(pItem, percent);
if (inventory)
{
// bags not have durability
// for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
for (int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
DurabilityLoss(pItem, percent);
for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
if (Item* pItem = GetItemByPos(i, j))
DurabilityLoss(pItem, percent);
}
}
void Player::DurabilityLoss(Item* item, double percent)
{
if (!item)
return;
uint32 pMaxDurability = item ->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
if (!pMaxDurability)
return;
uint32 pDurabilityLoss = uint32(pMaxDurability * percent);
if (pDurabilityLoss < 1)
pDurabilityLoss = 1;
DurabilityPointsLoss(item, pDurabilityLoss);
}
void Player::DurabilityPointsLossAll(int32 points, bool inventory)
{
for (int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
DurabilityPointsLoss(pItem, points);
if (inventory)
{
// bags not have durability
// for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
for (int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
DurabilityPointsLoss(pItem, points);
for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
if (Item* pItem = GetItemByPos(i, j))
DurabilityPointsLoss(pItem, points);
}
}
void Player::DurabilityPointsLoss(Item* item, int32 points)
{
int32 pMaxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
int32 pOldDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
int32 pNewDurability = pOldDurability - points;
if (pNewDurability < 0)
pNewDurability = 0;
else if (pNewDurability > pMaxDurability)
pNewDurability = pMaxDurability;
if (pOldDurability != pNewDurability)
{
// modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
if (pNewDurability == 0 && pOldDurability > 0 && item->IsEquipped())
_ApplyItemMods(item, item->GetSlot(), false);
item->SetUInt32Value(ITEM_FIELD_DURABILITY, pNewDurability);
// modify item stats _after_ restore durability to pass _ApplyItemMods internal check
if (pNewDurability > 0 && pOldDurability == 0 && item->IsEquipped())
_ApplyItemMods(item, item->GetSlot(), true);
item->SetState(ITEM_CHANGED, this);
}
}
void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot)
{
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, slot))
DurabilityPointsLoss(pItem, 1);
}
uint32 Player::DurabilityRepairAll(bool cost, float discountMod, bool guildBank)
{
uint32 TotalCost = 0;
// equipped, backpack, bags itself
for (int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
TotalCost += DurabilityRepair(((INVENTORY_SLOT_BAG_0 << 8) | i), cost, discountMod, guildBank);
// bank, buyback and keys not repaired
// items in inventory bags
for (int j = INVENTORY_SLOT_BAG_START; j < INVENTORY_SLOT_BAG_END; ++j)
for (int i = 0; i < MAX_BAG_SIZE; ++i)
TotalCost += DurabilityRepair(((j << 8) | i), cost, discountMod, guildBank);
return TotalCost;
}
uint32 Player::DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank)
{
Item* item = GetItemByPos(pos);
uint32 TotalCost = 0;
if (!item)
return TotalCost;
uint32 maxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
if (!maxDurability)
return TotalCost;
uint32 curDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
if (cost)
{
uint32 LostDurability = maxDurability - curDurability;
if (LostDurability > 0)
{
ItemPrototype const* ditemProto = item->GetProto();
DurabilityCostsEntry const* dcost = sDurabilityCostsStore.LookupEntry(ditemProto->ItemLevel);
if (!dcost)
{
sLog.outError("RepairDurability: Wrong item lvl %u", ditemProto->ItemLevel);
return TotalCost;
}
uint32 dQualitymodEntryId = (ditemProto->Quality + 1) * 2;
DurabilityQualityEntry const* dQualitymodEntry = sDurabilityQualityStore.LookupEntry(dQualitymodEntryId);
if (!dQualitymodEntry)
{
sLog.outError("RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId);
return TotalCost;
}
uint32 dmultiplier = dcost->multiplier[ItemSubClassToDurabilityMultiplierId(ditemProto->Class, ditemProto->SubClass)];
uint32 costs = uint32(LostDurability * dmultiplier * double(dQualitymodEntry->quality_mod));
costs = uint32(costs * discountMod);
if (costs == 0) // fix for ITEM_QUALITY_ARTIFACT
costs = 1;
if (guildBank)
{
if (GetGuildId() == 0)
{
DEBUG_LOG("You are not member of a guild");
return TotalCost;
}
Guild* pGuild = sGuildMgr.GetGuildById(GetGuildId());
if (!pGuild)
return TotalCost;
if (!pGuild->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR))
{
DEBUG_LOG("You do not have rights to withdraw for repairs");
return TotalCost;
}
if (pGuild->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs)
{
DEBUG_LOG("You do not have enough money withdraw amount remaining");
return TotalCost;
}
if (pGuild->GetGuildBankMoney() < costs)
{
DEBUG_LOG("There is not enough money in bank");
return TotalCost;
}
pGuild->MemberMoneyWithdraw(costs, GetGUIDLow());
TotalCost = costs;
}
else if (GetMoney() < costs)
{
DEBUG_LOG("You do not have enough money");
return TotalCost;
}
else
ModifyMoney(-int64(costs));
}
}
item->SetUInt32Value(ITEM_FIELD_DURABILITY, maxDurability);
item->SetState(ITEM_CHANGED, this);
// reapply mods for total broken and repaired item if equipped
if (IsEquipmentPos(pos) && !curDurability)
_ApplyItemMods(item, pos & 255, true);
return TotalCost;
}
void Player::RepopAtGraveyard()
{
// note: this can be called also when the player is alive
// for example from WorldSession::HandleMovementOpcodes
AreaTableEntry const* zone = GetAreaEntryByAreaID(GetAreaId());
// Such zones are considered unreachable as a ghost and the player must be automatically revived
if ((!isAlive() && zone && zone->flags & AREA_FLAG_NEED_FLY) || GetTransport())
{
ResurrectPlayer(0.5f);
SpawnCorpseBones();
}
WorldSafeLocsEntry const* ClosestGrave = NULL;
// Special handle for battleground maps
if (BattleGround* bg = GetBattleGround())
ClosestGrave = bg->GetClosestGraveYard(this);
else
ClosestGrave = sObjectMgr.GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam());
// stop countdown until repop
m_deathTimer = 0;
// if no grave found, stay at the current location
// and don't show spirit healer location
if (ClosestGrave)
{
bool updateVisibility = IsInWorld() && GetMapId() == ClosestGrave->map_id;
TeleportTo(ClosestGrave->map_id, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, GetOrientation());
if (isDead()) // not send if alive, because it used in TeleportTo()
{
WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4 * 4);// show spirit healer position on minimap
data << ClosestGrave->map_id;
data << ClosestGrave->x;
data << ClosestGrave->y;
data << ClosestGrave->z;
GetSession()->SendPacket(&data);
}
if (updateVisibility && IsInWorld())
UpdateVisibilityAndView();
}
}
void Player::JoinedChannel(Channel* c)
{
m_channels.push_back(c);
}
void Player::LeftChannel(Channel* c)
{
m_channels.remove(c);
}
void Player::CleanupChannels()
{
while (!m_channels.empty())
{
Channel* ch = *m_channels.begin();
m_channels.erase(m_channels.begin()); // remove from player's channel list
ch->Leave(GetObjectGuid(), 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(GetObjectGuid(), ""); // will output Changed Channel: N. Name
// leave old channel
(*i)->Leave(GetObjectGuid(), 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(GetObjectGuid());
break;
}
}
}
void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply)
{
if (modGroup >= BASEMOD_END || modType >= MOD_END)
{
sLog.outError("ERROR in HandleBaseModValue(): nonexistent BaseModGroup of wrong BaseModType!");
return;
}
float val = 1.0f;
switch (modType)
{
case FLAT_MOD:
m_auraBaseMod[modGroup][modType] += apply ? amount : -amount;
break;
case PCT_MOD:
if (amount <= -100.0f)
amount = -200.0f;
val = (100.0f + amount) / 100.0f;
m_auraBaseMod[modGroup][modType] *= apply ? val : (1.0f / val);
break;
}
if (!CanModifyStats())
return;
switch (modGroup)
{
case CRIT_PERCENTAGE: UpdateCritPercentage(BASE_ATTACK); break;
case RANGED_CRIT_PERCENTAGE: UpdateCritPercentage(RANGED_ATTACK); break;
case OFFHAND_CRIT_PERCENTAGE: UpdateCritPercentage(OFF_ATTACK); break;
case SHIELD_BLOCK_DAMAGE_VALUE: UpdateShieldBlockDamageValue(); break;
default: break;
}
}
float Player::GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const
{
if (modGroup >= BASEMOD_END || modType > MOD_END)
{
sLog.outError("trial to access nonexistent BaseModGroup or wrong BaseModType!");
return 0.0f;
}
if (modType == PCT_MOD && m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
return 0.0f;
return m_auraBaseMod[modGroup][modType];
}
float Player::GetTotalBaseModValue(BaseModGroup modGroup) const
{
if (modGroup >= BASEMOD_END)
{
sLog.outError("wrong BaseModGroup in GetTotalBaseModValue()!");
return 0.0f;
}
if (m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
return 0.0f;
return m_auraBaseMod[modGroup][FLAT_MOD] * m_auraBaseMod[modGroup][PCT_MOD];
}
uint32 Player::GetShieldBlockDamageValue() const
{
float value = m_canBlock ? BASE_BLOCK_DAMAGE_PERCENT : 0;
value = (value + m_auraBaseMod[SHIELD_BLOCK_DAMAGE_VALUE][FLAT_MOD]) * m_auraBaseMod[SHIELD_BLOCK_DAMAGE_VALUE][PCT_MOD];
value = (value < 0) ? 0 : value;
return uint32(value);
}
float Player::GetMeleeCritFromAgility()
{
uint32 level = getLevel();
uint32 pclass = getClass();
if (level > GT_MAX_LEVEL) level = GT_MAX_LEVEL;
GtChanceToMeleeCritBaseEntry const* critBase = sGtChanceToMeleeCritBaseStore.LookupEntry(pclass - 1);
GtChanceToMeleeCritEntry const* critRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass - 1) * GT_MAX_LEVEL + level - 1);
if (critBase == NULL || critRatio == NULL)
return 0.0f;
float crit = critBase->base + GetStat(STAT_AGILITY) * critRatio->ratio;
return crit * 100.0f;
}
void Player::GetDodgeFromAgility(float& diminishing, float& nondiminishing)
{
// 4.2.0: these classes no longer receive dodge from agility and have 5% base
if (getClass() == CLASS_WARRIOR || getClass() == CLASS_PALADIN || getClass() == CLASS_DEATH_KNIGHT)
{
nondiminishing += 5.0f;
return;
}
// Table for base dodge values
const float dodge_base[MAX_CLASSES] =
{
0.036640f, // Warrior
0.034943f, // Paladin
-0.040873f, // Hunter
0.020957f, // Rogue
0.034178f, // Priest
0.036640f, // DK
0.021080f, // Shaman
0.036587f, // Mage
0.024211f, // Warlock
0.0f, // ??
0.056097f // Druid
};
// Crit/agility to dodge/agility coefficient multipliers; 3.2.0 increased required agility by 15%
const float crit_to_dodge[MAX_CLASSES] =
{
0.85f / 1.15f, // Warrior
1.00f / 1.15f, // Paladin
1.11f / 1.15f, // Hunter
2.00f / 1.15f, // Rogue
1.00f / 1.15f, // Priest
0.85f / 1.15f, // DK
1.60f / 1.15f, // Shaman
1.00f / 1.15f, // Mage
0.97f / 1.15f, // Warlock (?)
0.0f, // ??
2.00f / 1.15f // Druid
};
uint32 level = getLevel();
uint32 pclass = getClass();
if (level > GT_MAX_LEVEL) level = GT_MAX_LEVEL;
// Dodge per agility is proportional to crit per agility, which is available from DBC files
GtChanceToMeleeCritEntry const* dodgeRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass - 1) * GT_MAX_LEVEL + level - 1);
if (dodgeRatio == NULL || pclass > MAX_CLASSES)
return;
// TODO: research if talents/effects that increase total agility by x% should increase non-diminishing part
float base_agility = GetCreateStat(STAT_AGILITY) * m_auraModifiersGroup[UNIT_MOD_STAT_START + STAT_AGILITY][BASE_PCT];
float bonus_agility = GetStat(STAT_AGILITY) - base_agility;
// calculate diminishing (green in char screen) and non-diminishing (white) contribution
diminishing += 100.0f * bonus_agility * dodgeRatio->ratio * crit_to_dodge[pclass - 1];
nondiminishing += 100.0f * (dodge_base[pclass - 1] + base_agility * dodgeRatio->ratio * crit_to_dodge[pclass - 1]);
}
void Player::GetParryFromStrength(float& diminishing, float& nondiminishing)
{
// other classes than these do not receive parry bonus from strength
if (getClass() != CLASS_WARRIOR && getClass() != CLASS_PALADIN && getClass() != CLASS_DEATH_KNIGHT)
return;
float base_strength = GetCreateStat(STAT_STRENGTH) * m_auraModifiersGroup[UNIT_MOD_STAT_START + STAT_STRENGTH][BASE_PCT];
float bonus_strength = GetStat(STAT_STRENGTH) - base_strength;
// calculate diminishing (green in char screen) and non-diminishing (white) contribution
diminishing += bonus_strength * GetRatingMultiplier(CR_PARRY) * 0.27f;
nondiminishing += base_strength * GetRatingMultiplier(CR_PARRY) * 0.27f;
}
float Player::GetSpellCritFromIntellect()
{
uint32 level = getLevel();
uint32 pclass = getClass();
if (level > GT_MAX_LEVEL) level = GT_MAX_LEVEL;
GtChanceToSpellCritBaseEntry const* critBase = sGtChanceToSpellCritBaseStore.LookupEntry(pclass - 1);
GtChanceToSpellCritEntry const* critRatio = sGtChanceToSpellCritStore.LookupEntry((pclass - 1) * GT_MAX_LEVEL + level - 1);
if (critBase == NULL || critRatio == NULL)
return 0.0f;
float crit = critBase->base + GetStat(STAT_INTELLECT) * critRatio->ratio;
return crit * 100.0f;
}
float Player::GetRatingMultiplier(CombatRating cr) const
{
uint32 level = getLevel();
if (level > GT_MAX_LEVEL) level = GT_MAX_LEVEL;
GtCombatRatingsEntry const* Rating = sGtCombatRatingsStore.LookupEntry(cr * GT_MAX_LEVEL + level - 1);
// gtOCTClassCombatRatingScalarStore.dbc starts with 1, CombatRating with zero, so cr+1
GtOCTClassCombatRatingScalarEntry const* classRating = sGtOCTClassCombatRatingScalarStore.LookupEntry((getClass() - 1) * GT_MAX_RATING + cr + 1);
if (!Rating || !classRating)
return 1.0f; // By default use minimum coefficient (not must be called)
return classRating->ratio / Rating->ratio;
}
float Player::GetRatingBonusValue(CombatRating cr) const
{
return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr)) * GetRatingMultiplier(cr);
}
float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const
{
switch (attType)
{
case BASE_ATTACK:
return GetUInt32Value(PLAYER_EXPERTISE) / 4.0f;
case OFF_ATTACK:
return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE) / 4.0f;
default:
break;
}
return 0.0f;
}
float Player::OCTRegenMPPerSpirit()
{
// Only healers have regen bonus from spirit. Others regenerate by combat regen.
uint32 rolesMask = GetTalentTreeRolesMask(m_talentsPrimaryTree[m_activeSpec]);
if ((rolesMask & TALENT_ROLE_HEALER) == 0)
return 0.0f;
uint32 level = getLevel();
uint32 pclass = getClass();
if (level > GT_MAX_LEVEL) level = GT_MAX_LEVEL;
// GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
GtRegenMPPerSptEntry const* moreRatio = sGtRegenMPPerSptStore.LookupEntry((pclass - 1) * GT_MAX_LEVEL + level - 1);
if (moreRatio == NULL)
return 0.0f;
// Formula get from PaperDollFrame script
float spirit = GetStat(STAT_SPIRIT);
float regen = spirit * moreRatio->ratio;
return regen;
}
void Player::ApplyRatingMod(CombatRating cr, int32 value, bool apply)
{
m_baseRatingValue[cr] += (apply ? value : -value);
// explicit affected values
switch (cr)
{
case CR_HASTE_MELEE:
{
float RatingChange = value * GetRatingMultiplier(cr);
ApplyAttackTimePercentMod(BASE_ATTACK, RatingChange, apply);
ApplyAttackTimePercentMod(OFF_ATTACK, RatingChange, apply);
break;
}
case CR_HASTE_RANGED:
{
float RatingChange = value * GetRatingMultiplier(cr);
ApplyAttackTimePercentMod(RANGED_ATTACK, RatingChange, apply);
break;
}
case CR_HASTE_SPELL:
{
float RatingChange = value * GetRatingMultiplier(cr);
ApplyCastTimePercentMod(RatingChange, apply);
break;
}
default:
break;
}
UpdateRating(cr);
}
void Player::UpdateRating(CombatRating cr)
{
int32 amount = m_baseRatingValue[cr];
// Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
// stat used stored in miscValueB for this aura
AuraList const& modRatingFromStat = GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT);
for (AuraList::const_iterator i = modRatingFromStat.begin(); i != modRatingFromStat.end(); ++i)
if ((*i)->GetMiscValue() & (1 << cr))
amount += int32(GetStat(Stats((*i)->GetMiscBValue())) * (*i)->GetModifier()->m_amount / 100.0f);
if (amount < 0)
amount = 0;
SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr, uint32(amount));
bool affectStats = CanModifyStats();
switch (cr)
{
case CR_WEAPON_SKILL:
case CR_DEFENSE_SKILL:
break;
case CR_DODGE:
UpdateDodgePercentage();
break;
case CR_PARRY:
UpdateParryPercentage();
break;
case CR_BLOCK:
UpdateBlockPercentage();
break;
case CR_HIT_MELEE:
UpdateMeleeHitChances();
break;
case CR_HIT_RANGED:
UpdateRangedHitChances();
break;
case CR_HIT_SPELL:
UpdateSpellHitChances();
break;
case CR_CRIT_MELEE:
if (affectStats)
{
UpdateCritPercentage(BASE_ATTACK);
UpdateCritPercentage(OFF_ATTACK);
}
break;
case CR_CRIT_RANGED:
if (affectStats)
UpdateCritPercentage(RANGED_ATTACK);
break;
case CR_CRIT_SPELL:
if (affectStats)
UpdateAllSpellCritChances();
break;
case CR_RESILIENCE_DAMAGE_TAKEN:
break;
case CR_HASTE_MELEE: // Implemented in Player::ApplyRatingMod
case CR_HASTE_RANGED:
case CR_HASTE_SPELL:
break;
case CR_EXPERTISE:
if (affectStats)
{
UpdateExpertise(BASE_ATTACK);
UpdateExpertise(OFF_ATTACK);
}
break;
case CR_ARMOR_PENETRATION:
if (affectStats)
UpdateArmorPenetration();
break;
case CR_MASTERY:
UpdateMasteryAuras();
break;
// deprecated
case CR_HIT_TAKEN_MELEE:
case CR_HIT_TAKEN_RANGED:
case CR_HIT_TAKEN_SPELL:
case CR_CRIT_TAKEN_SPELL:
case CR_CRIT_TAKEN_MELEE:
case CR_WEAPON_SKILL_MAINHAND:
case CR_WEAPON_SKILL_OFFHAND:
case CR_WEAPON_SKILL_RANGED:
break;
}
}
void Player::UpdateAllRatings()
{
for (int cr = 0; cr < MAX_COMBAT_RATING; ++cr)
UpdateRating(CombatRating(cr));
}
void Player::SetRegularAttackTime()
{
for (int i = 0; i < MAX_ATTACK; ++i)
{
Item* tmpitem = GetWeaponForAttack(WeaponAttackType(i), true, false);
if (tmpitem)
{
ItemPrototype const* proto = tmpitem->GetProto();
if (proto->Delay)
SetAttackTime(WeaponAttackType(i), proto->Delay);
else
SetAttackTime(WeaponAttackType(i), BASE_ATTACK_TIME);
}
}
}
// skill+step, checking for max value
bool Player::UpdateSkill(uint32 skill_id, uint32 step)
{
if (!skill_id)
return false;
if (skill_id == SKILL_FIST_WEAPONS)
skill_id = SKILL_UNARMED;
SkillStatusMap::iterator itr = mSkillStatus.find(skill_id);
if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return false;
uint16 field = itr->second.pos / 2;
uint8 offset = itr->second.pos & 1; // itr->second.pos % 2
uint16 value = GetUInt16Value(PLAYER_SKILL_RANK_0 + field, offset);
uint16 max = GetUInt16Value(PLAYER_SKILL_MAX_RANK_0 + field, offset);
if (!max || !value || value >= max)
return false;
uint32 new_value = value + step;
if (new_value > max)
new_value = max;
SetUInt16Value(PLAYER_SKILL_RANK_0 + field, offset, new_value);
if (itr->second.uState != SKILL_NEW)
itr->second.uState = SKILL_CHANGED;
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, skill_id);
return true;
}
inline int SkillGainChance(uint32 SkillValue, uint32 GrayLevel, uint32 GreenLevel, uint32 YellowLevel)
{
if (SkillValue >= GrayLevel)
return sWorld.getConfig(CONFIG_UINT32_SKILL_CHANCE_GREY) * 10;
if (SkillValue >= GreenLevel)
return sWorld.getConfig(CONFIG_UINT32_SKILL_CHANCE_GREEN) * 10;
if (SkillValue >= YellowLevel)
return sWorld.getConfig(CONFIG_UINT32_SKILL_CHANCE_YELLOW) * 10;
return sWorld.getConfig(CONFIG_UINT32_SKILL_CHANCE_ORANGE) * 10;
}
bool Player::UpdateCraftSkill(uint32 spellid)
{
DEBUG_LOG("UpdateCraftSkill spellid %d", spellid);
SkillLineAbilityMapBounds bounds = sSpellMgr.GetSkillLineAbilityMapBounds(spellid);
for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
{
if (_spell_idx->second->skillId)
{
uint32 SkillValue = GetPureSkillValue(_spell_idx->second->skillId);
// Alchemy Discoveries here
SpellEntry const* spellEntry = sSpellStore.LookupEntry(spellid);
if (spellEntry && spellEntry->GetMechanic() == MECHANIC_DISCOVERY)
{
if (uint32 discoveredSpell = GetSkillDiscoverySpell(_spell_idx->second->skillId, spellid, this))
learnSpell(discoveredSpell, false);
}
uint32 craft_skill_gain = sWorld.getConfig(CONFIG_UINT32_SKILL_GAIN_CRAFTING);
return UpdateSkillPro(_spell_idx->second->skillId, SkillGainChance(SkillValue,
_spell_idx->second->max_value,
(_spell_idx->second->max_value + _spell_idx->second->min_value) / 2,
_spell_idx->second->min_value),
craft_skill_gain);
}
}
return false;
}
bool Player::UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator)
{
DEBUG_LOG("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId, SkillValue, RedLevel);
uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_UINT32_SKILL_GAIN_GATHERING);
// For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
switch (SkillId)
{
case SKILL_HERBALISM:
case SKILL_JEWELCRAFTING:
case SKILL_INSCRIPTION:
return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel + 100, RedLevel + 50, RedLevel + 25) * Multiplicator, gathering_skill_gain);
case SKILL_SKINNING:
if (sWorld.getConfig(CONFIG_UINT32_SKILL_CHANCE_SKINNING_STEPS) == 0)
return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel + 100, RedLevel + 50, RedLevel + 25) * Multiplicator, gathering_skill_gain);
else
return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel + 100, RedLevel + 50, RedLevel + 25) * Multiplicator) >> (SkillValue / sWorld.getConfig(CONFIG_UINT32_SKILL_CHANCE_SKINNING_STEPS)), gathering_skill_gain);
case SKILL_MINING:
if (sWorld.getConfig(CONFIG_UINT32_SKILL_CHANCE_MINING_STEPS) == 0)
return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel + 100, RedLevel + 50, RedLevel + 25) * Multiplicator, gathering_skill_gain);
else
return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel + 100, RedLevel + 50, RedLevel + 25) * Multiplicator) >> (SkillValue / sWorld.getConfig(CONFIG_UINT32_SKILL_CHANCE_MINING_STEPS)), gathering_skill_gain);
}
return false;
}
bool Player::UpdateFishingSkill()
{
DEBUG_LOG("UpdateFishingSkill");
uint32 SkillValue = GetPureSkillValue(SKILL_FISHING);
int32 chance = SkillValue < 75 ? 100 : 2500 / (SkillValue - 50);
uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_UINT32_SKILL_GAIN_GATHERING);
return UpdateSkillPro(SKILL_FISHING, chance * 10, gathering_skill_gain);
}
// levels sync. with spell requirement for skill levels to learn
// bonus abilities in sSkillLineAbilityStore
// Used only to avoid scan DBC at each skill grow
static uint32 bonusSkillLevels[] = {75, 150, 225, 300, 375, 450, 525};
bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step)
{
DEBUG_LOG("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId, Chance / 10.0);
if (!SkillId)
return false;
if (Chance <= 0) // speedup in 0 chance case
{
DEBUG_LOG("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance / 10.0);
return false;
}
SkillStatusMap::iterator itr = mSkillStatus.find(SkillId);
if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return false;
uint16 field = itr->second.pos / 2;
uint8 offset = itr->second.pos & 1; // itr->second.pos % 2
uint16 SkillValue = GetUInt16Value(PLAYER_SKILL_RANK_0 + field, offset);
uint16 MaxValue = GetUInt16Value(PLAYER_SKILL_MAX_RANK_0 + field, offset);
if (!MaxValue || !SkillValue || SkillValue >= MaxValue)
return false;
int32 Roll = irand(1, 1000);
if (Roll <= Chance)
{
uint16 new_value = SkillValue + step;
if (new_value > MaxValue)
new_value = MaxValue;
SetUInt16Value(PLAYER_SKILL_RANK_0 + field, offset, new_value);
if (itr->second.uState != SKILL_NEW)
itr->second.uState = SKILL_CHANGED;
for (uint32* bsl = &bonusSkillLevels[0]; *bsl; ++bsl)
{
if (SkillValue < *bsl && new_value >= *bsl)
{
learnSkillRewardedSpells(SkillId, new_value);
break;
}
}
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, SkillId);
DEBUG_LOG("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance / 10.0);
return true;
}
DEBUG_LOG("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance / 10.0);
return false;
}
void Player::ModifySkillBonus(uint32 skillid, int32 val, bool talent)
{
SkillStatusMap::const_iterator itr = mSkillStatus.find(skillid);
if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return;
uint16 field = itr->second.pos / 2 + (talent ? PLAYER_SKILL_TALENT_0 : PLAYER_SKILL_MODIFIER_0);
uint8 offset = itr->second.pos & 1; // itr->second.pos % 2
uint16 bonus = GetUInt16Value(field, offset);
SetUInt16Value(field, offset, bonus + val);
}
void Player::UpdateSkillsForLevel()
{
uint32 maxSkill = GetMaxSkillValueForLevel();
for (SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ++itr)
{
if (itr->second.uState == SKILL_DELETED)
continue;
uint32 pskill = itr->first;
SkillLineEntry const* pSkill = sSkillLineStore.LookupEntry(pskill);
if (!pSkill)
continue;
if (GetSkillRangeType(pSkill, false) != SKILL_RANGE_LEVEL)
continue;
// only weapons skills curently have SKILL_RANGE_LEVEL
uint16 field = itr->second.pos / 2;
uint8 offset = itr->second.pos & 1; // itr->second.pos % 2
uint16 max = GetUInt16Value(PLAYER_SKILL_MAX_RANK_0 + field, offset);
/// update only level dependent max skill values
if (max != 1)
{
SetUInt16Value(PLAYER_SKILL_MAX_RANK_0 + field, offset, maxSkill);
if (itr->second.uState != SKILL_NEW)
itr->second.uState = SKILL_CHANGED;
}
}
}
void Player::UpdateSkillsToMaxSkillsForLevel()
{
for (SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ++itr)
{
if (itr->second.uState == SKILL_DELETED)
continue;
uint32 pskill = itr->first;
if (IsProfessionOrRidingSkill(pskill))
continue;
uint16 field = itr->second.pos / 2;
uint8 offset = itr->second.pos & 1; // itr->second.pos % 2
uint16 max = GetUInt16Value(PLAYER_SKILL_MAX_RANK_0 + field, offset);
if (max > 1)
{
SetUInt16Value(PLAYER_SKILL_RANK_0 + field, offset, max);
if (itr->second.uState != SKILL_NEW)
itr->second.uState = SKILL_CHANGED;
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, pskill);
}
}
}
// This functions sets a skill line value (and adds if doesn't exist yet)
// To "remove" a skill line, set it's values to zero
void Player::SetSkill(uint16 id, uint16 currVal, uint16 maxVal, uint16 step /*=0*/)
{
if (!id)
return;
uint16 oldVal;
SkillStatusMap::iterator itr = mSkillStatus.find(id);
// has skill
if (itr != mSkillStatus.end() && itr->second.uState != SKILL_DELETED)
{
uint16 field = itr->second.pos / 2;
uint8 offset = itr->second.pos & 1; // itr->second.pos % 2
oldVal = GetUInt16Value(PLAYER_SKILL_RANK_0 + field, offset);
if (currVal)
{
SetUInt16Value(PLAYER_SKILL_STEP_0 + field, offset, step);
// update value
SetUInt16Value(PLAYER_SKILL_RANK_0 + field, offset, currVal);
SetUInt16Value(PLAYER_SKILL_MAX_RANK_0 + field, offset, maxVal);
if (itr->second.uState != SKILL_NEW)
itr->second.uState = SKILL_CHANGED;
learnSkillRewardedSpells(id, oldVal);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, id);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL, id);
}
else // remove
{
// clear skill fields
SetUInt16Value(PLAYER_SKILL_LINEID_0 + field, offset, 0);
SetUInt16Value(PLAYER_SKILL_STEP_0 + field, offset, 0);
SetUInt16Value(PLAYER_SKILL_RANK_0 + field, offset, 0);
SetUInt16Value(PLAYER_SKILL_MAX_RANK_0 + field, offset, 0);
SetUInt16Value(PLAYER_SKILL_MODIFIER_0 + field, offset, 0);
SetUInt16Value(PLAYER_SKILL_TALENT_0 + field, offset, 0);
// mark as deleted or simply remove from map if not saved yet
if (itr->second.uState != SKILL_NEW)
itr->second.uState = SKILL_DELETED;
else
mSkillStatus.erase(itr);
// remove all spells that related to this skill
for (uint32 j = 0; j < sSkillLineAbilityStore.GetNumRows(); ++j)
if (SkillLineAbilityEntry const* pAbility = sSkillLineAbilityStore.LookupEntry(j))
if (pAbility->skillId == id)
removeSpell(sSpellMgr.GetFirstSpellInChain(pAbility->spellId));
}
}
else if (currVal) // add
{
for (int i = 0; i < PLAYER_MAX_SKILLS; ++i)
{
uint16 field = i / 2;
uint8 offset = i & 1; // i % 2
if (!GetUInt16Value(PLAYER_SKILL_LINEID_0 + field, offset))
{
SkillLineEntry const* pSkill = sSkillLineStore.LookupEntry(id);
if (!pSkill)
{
sLog.outError("Skill not found in SkillLineStore: skill #%u", id);
return;
}
SetUInt16Value(PLAYER_SKILL_LINEID_0 + field, offset, id);
SetUInt16Value(PLAYER_SKILL_STEP_0 + field, offset, step);
SetUInt16Value(PLAYER_SKILL_RANK_0 + field, offset, currVal);
SetUInt16Value(PLAYER_SKILL_MAX_RANK_0 + field, offset, maxVal);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, id);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL, id);
// insert new entry or update if not deleted old entry yet
if (itr != mSkillStatus.end())
{
itr->second.pos = i;
itr->second.uState = SKILL_CHANGED;
}
else
mSkillStatus.insert(SkillStatusMap::value_type(id, SkillStatusData(i, SKILL_NEW)));
// apply skill bonuses
SetUInt16Value(PLAYER_SKILL_MODIFIER_0 + field, offset, 0);
SetUInt16Value(PLAYER_SKILL_TALENT_0 + field, offset, 0);
// temporary bonuses
AuraList const& mModSkill = GetAurasByType(SPELL_AURA_MOD_SKILL);
for (AuraList::const_iterator j = mModSkill.begin(); j != mModSkill.end(); ++j)
if ((*j)->GetModifier()->m_miscvalue == int32(id))
(*j)->ApplyModifier(true);
// permanent bonuses
AuraList const& mModSkillTalent = GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT);
for (AuraList::const_iterator j = mModSkillTalent.begin(); j != mModSkillTalent.end(); ++j)
if ((*j)->GetModifier()->m_miscvalue == int32(id))
(*j)->ApplyModifier(true);
// Learn all spells for skill
learnSkillRewardedSpells(id, currVal);
return;
}
}
}
}
bool Player::HasSkill(uint32 skill) const
{
if (!skill)
return false;
SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
return (itr != mSkillStatus.end() && itr->second.uState != SKILL_DELETED);
}
uint16 Player::GetSkillStep(uint16 skill) const
{
if (!skill)
return 0;
SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return 0;
return GetUInt16Value(PLAYER_SKILL_STEP_0 + itr->second.pos / 2, itr->second.pos & 1);
}
uint16 Player::GetSkillValue(uint32 skill) const
{
if (!skill)
return 0;
SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return 0;
uint16 field = itr->second.pos / 2;
uint8 offset = itr->second.pos & 1;
int32 result = int32(GetUInt16Value(PLAYER_SKILL_RANK_0 + field, offset));
result += int32(GetUInt16Value(PLAYER_SKILL_MODIFIER_0 + field, offset));
result += int32(GetUInt16Value(PLAYER_SKILL_TALENT_0 + field, offset));
return result < 0 ? 0 : result;
}
uint16 Player::GetMaxSkillValue(uint32 skill) const
{
if (!skill)
return 0;
SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return 0;
uint16 field = itr->second.pos / 2;
uint8 offset = itr->second.pos & 1;
int32 result = int32(GetUInt16Value(PLAYER_SKILL_MAX_RANK_0 + field, offset));
result += int32(GetUInt16Value(PLAYER_SKILL_MODIFIER_0 + field, offset));
result += int32(GetUInt16Value(PLAYER_SKILL_TALENT_0 + field, offset));
return result < 0 ? 0 : result;
}
uint16 Player::GetPureMaxSkillValue(uint32 skill) const
{
if (!skill)
return 0;
SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return 0;
uint16 field = itr->second.pos / 2;
uint8 offset = itr->second.pos & 1;
return GetUInt16Value(PLAYER_SKILL_MAX_RANK_0 + field, offset);
}
uint16 Player::GetBaseSkillValue(uint32 skill) const
{
if (!skill)
return 0;
SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return 0;
uint16 field = itr->second.pos / 2;
uint8 offset = itr->second.pos & 1;
int32 result = int32(GetUInt16Value(PLAYER_SKILL_RANK_0 + field, offset));
result += int32(GetUInt16Value(PLAYER_SKILL_TALENT_0 + field, offset));
return result < 0 ? 0 : result;
}
uint16 Player::GetPureSkillValue(uint32 skill) const
{
if (!skill)
return 0;
SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return 0;
uint16 field = itr->second.pos / 2;
uint8 offset = itr->second.pos & 1;
return GetUInt16Value(PLAYER_SKILL_RANK_0 + field, offset);
}
int16 Player::GetSkillPermBonusValue(uint32 skill) const
{
if (!skill)
return 0;
SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return 0;
uint16 field = itr->second.pos / 2;
uint8 offset = itr->second.pos & 1;
return GetUInt16Value(PLAYER_SKILL_TALENT_0 + field, offset);
}
int16 Player::GetSkillTempBonusValue(uint32 skill) const
{
if (!skill)
return 0;
SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return 0;
uint16 field = itr->second.pos / 2;
uint8 offset = itr->second.pos & 1;
return GetUInt16Value(PLAYER_SKILL_MODIFIER_0 + field, offset);
}
void Player::SendInitialActionButtons() const
{
DETAIL_LOG("Initializing Action Buttons for '%u' spec '%u'", GetGUIDLow(), m_activeSpec);
WorldPacket data(SMSG_ACTION_BUTTONS, 1 + (MAX_ACTION_BUTTONS * 4));
ActionButtonList const& currentActionButtonList = m_actionButtons[m_activeSpec];
for (uint8 button = 0; button < MAX_ACTION_BUTTONS; ++button)
{
ActionButtonList::const_iterator itr = currentActionButtonList.find(button);
if (itr != currentActionButtonList.end() && itr->second.uState != ACTIONBUTTON_DELETED)
data << uint32(itr->second.packedData);
else
data << uint32(0);
}
data << uint8(1); // talent spec amount (in packet)
GetSession()->SendPacket(&data);
DETAIL_LOG("Action Buttons for '%u' spec '%u' Initialized", GetGUIDLow(), m_activeSpec);
}
void Player::SendLockActionButtons() const
{
DETAIL_LOG("Locking Action Buttons for '%u' spec '%u'", GetGUIDLow(), m_activeSpec);
WorldPacket data(SMSG_ACTION_BUTTONS, 1);
// sending 2 locks actions bars, neither user can remove buttons, nor client removes buttons at spell unlearn
// they remain locked until server sends new action buttons
data << uint8(2);
GetSession()->SendPacket(&data);
}
bool Player::IsActionButtonDataValid(uint8 button, uint32 action, uint8 type, Player* player, bool msg)
{
if (button >= MAX_ACTION_BUTTONS)
{
if (msg)
{
if (player)
sLog.outError("Action %u not added into button %u for player %s: button must be < %u", action, button, player->GetName(), MAX_ACTION_BUTTONS);
else
sLog.outError("Table `playercreateinfo_action` have action %u into button %u : button must be < %u", action, button, MAX_ACTION_BUTTONS);
}
return false;
}
if (action >= MAX_ACTION_BUTTON_ACTION_VALUE)
{
if (msg)
{
if (player)
sLog.outError("Action %u not added into button %u for player %s: action must be < %u", action, button, player->GetName(), MAX_ACTION_BUTTON_ACTION_VALUE);
else
sLog.outError("Table `playercreateinfo_action` have action %u into button %u : action must be < %u", action, button, MAX_ACTION_BUTTON_ACTION_VALUE);
}
return false;
}
switch (type)
{
case ACTION_BUTTON_SPELL:
{
SpellEntry const* spellProto = sSpellStore.LookupEntry(action);
if (!spellProto)
{
if (msg)
{
if (player)
sLog.outError("Spell action %u not added into button %u for player %s: spell not exist", action, button, player->GetName());
else
sLog.outError("Table `playercreateinfo_action` have spell action %u into button %u: spell not exist", action, button);
}
return false;
}
if (player)
{
if (!player->HasSpell(spellProto->Id))
{
if (msg)
sLog.outError("Spell action %u not added into button %u for player %s: player don't known this spell", action, button, player->GetName());
return false;
}
else if (IsPassiveSpell(spellProto))
{
if (msg)
sLog.outError("Spell action %u not added into button %u for player %s: spell is passive", action, button, player->GetName());
return false;
}
// current range for button of totem bar is from ACTION_BUTTON_SHAMAN_TOTEMS_BAR to (but not including) ACTION_BUTTON_SHAMAN_TOTEMS_BAR + 12
else if (button >= ACTION_BUTTON_SHAMAN_TOTEMS_BAR && button < (ACTION_BUTTON_SHAMAN_TOTEMS_BAR + 12)
&& !spellProto->HasAttribute(SPELL_ATTR_EX7_TOTEM_SPELL))
{
if (msg)
sLog.outError("Spell action %u not added into button %u for player %s: attempt to add non totem spell to totem bar", action, button, player->GetName());
return false;
}
}
break;
}
case ACTION_BUTTON_ITEM:
{
if (!ObjectMgr::GetItemPrototype(action))
{
if (msg)
{
if (player)
sLog.outError("Item action %u not added into button %u for player %s: item not exist", action, button, player->GetName());
else
sLog.outError("Table `playercreateinfo_action` have item action %u into button %u: item not exist", action, button);
}
return false;
}
break;
}
default:
break; // other cases not checked at this moment
}
return true;
}
ActionButton* Player::addActionButton(uint8 spec, uint8 button, uint32 action, uint8 type)
{
// check action only for active spec (so not check at copy/load passive spec)
if (spec == GetActiveSpec() && !IsActionButtonDataValid(button, action, type, this))
return NULL;
// it create new button (NEW state) if need or return existing
ActionButton& ab = m_actionButtons[spec][button];
// set data and update to CHANGED if not NEW
ab.SetActionAndType(action, ActionButtonType(type));
DETAIL_LOG("Player '%u' Added Action '%u' (type %u) to Button '%u' for spec %u", GetGUIDLow(), action, uint32(type), button, spec);
return &ab;
}
void Player::removeActionButton(uint8 spec, uint8 button)
{
ActionButtonList& currentActionButtonList = m_actionButtons[spec];
ActionButtonList::iterator buttonItr = currentActionButtonList.find(button);
if (buttonItr == currentActionButtonList.end() || buttonItr->second.uState == ACTIONBUTTON_DELETED)
return;
if (buttonItr->second.uState == ACTIONBUTTON_NEW)
currentActionButtonList.erase(buttonItr); // new and not saved
else
buttonItr->second.uState = ACTIONBUTTON_DELETED; // saved, will deleted at next save
DETAIL_LOG("Action Button '%u' Removed from Player '%u' for spec %u", button, GetGUIDLow(), spec);
}
ActionButton const* Player::GetActionButton(uint8 button)
{
ActionButtonList& currentActionButtonList = m_actionButtons[m_activeSpec];
ActionButtonList::iterator buttonItr = currentActionButtonList.find(button);
if (buttonItr == currentActionButtonList.end() || buttonItr->second.uState == ACTIONBUTTON_DELETED)
return NULL;
return &buttonItr->second;
}
bool Player::SetPosition(float x, float y, float z, float orientation, bool teleport)
{
// prevent crash when a bad coord is sent by the client
if (!MaNGOS::IsValidMapCoord(x, y, z, orientation))
{
DEBUG_LOG("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!", x, y, z, orientation, teleport, GetGUIDLow());
return false;
}
Map* m = GetMap();
const float old_x = GetPositionX();
const float old_y = GetPositionY();
const float old_z = GetPositionZ();
const float old_r = GetOrientation();
if (teleport || old_x != x || old_y != y || old_z != z || old_r != orientation)
{
if (teleport || old_x != x || old_y != y || old_z != z)
RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING);
else
RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING);
RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
// move and update visible state if need
m->PlayerRelocation(this, x, y, z, orientation);
// reread after Map::Relocation
m = GetMap();
x = GetPositionX();
y = GetPositionY();
z = GetPositionZ();
// group update
if (GetGroup() && (old_x != x || old_y != y))
SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION);
if (GetTrader() && !IsWithinDistInMap(GetTrader(), INTERACTION_DISTANCE))
GetSession()->SendCancelTrade(); // will close both side trade windows
}
if (m_positionStatusUpdateTimer) // Update position's state only on interval
return true;
m_positionStatusUpdateTimer = 100;
// code block for underwater state update
UpdateUnderwaterState(m, x, y, z);
// code block for outdoor state and area-explore check
CheckAreaExploreAndOutdoor();
return true;
}
void Player::SaveRecallPosition()
{
m_recallMap = GetMapId();
m_recallX = GetPositionX();
m_recallY = GetPositionY();
m_recallZ = GetPositionZ();
m_recallO = GetOrientation();
}
void Player::SendMessageToSet(WorldPacket* data, bool self) const
{
if (IsInWorld())
GetMap()->MessageBroadcast(this, data, false);
// if player is not in world and map in not created/already destroyed
// no need to create one, just send packet for itself!
if (self)
GetSession()->SendPacket(data);
}
void Player::SendMessageToSetInRange(WorldPacket* data, float dist, bool self) const
{
if (IsInWorld())
GetMap()->MessageDistBroadcast(this, data, dist, false);
if (self)
GetSession()->SendPacket(data);
}
void Player::SendMessageToSetInRange(WorldPacket* data, float dist, bool self, bool own_team_only) const
{
if (IsInWorld())
GetMap()->MessageDistBroadcast(this, data, dist, false, own_team_only);
if (self)
GetSession()->SendPacket(data);
}
void Player::SendDirectMessage(WorldPacket* data) const
{
GetSession()->SendPacket(data);
}
void Player::SendCinematicStart(uint32 CinematicSequenceId)
{
WorldPacket data(SMSG_TRIGGER_CINEMATIC, 4);
data << uint32(CinematicSequenceId);
SendDirectMessage(&data);
}
void Player::SendMovieStart(uint32 MovieId)
{
WorldPacket data(SMSG_TRIGGER_MOVIE, 4);
data << uint32(MovieId);
SendDirectMessage(&data);
}
void Player::CheckAreaExploreAndOutdoor()
{
if (!isAlive())
return;
if (IsTaxiFlying())
return;
bool isOutdoor;
uint16 areaFlag = GetTerrain()->GetAreaFlag(GetPositionX(), GetPositionY(), GetPositionZ(), &isOutdoor);
if (isOutdoor)
{
if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) && GetRestType() == REST_TYPE_IN_TAVERN)
{
AreaTriggerEntry const* at = sAreaTriggerStore.LookupEntry(inn_trigger_id);
if (!at || !IsPointInAreaTriggerZone(at, GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ()))
{
// Player left inn (REST_TYPE_IN_CITY overrides REST_TYPE_IN_TAVERN, so just clear rest)
SetRestType(REST_TYPE_NO);
}
}
// Check if we need to reaply outdoor only passive spells
const PlayerSpellMap& sp_list = GetSpellMap();
for (PlayerSpellMap::const_iterator itr = sp_list.begin(); itr != sp_list.end(); ++itr)
{
if (itr->second.state == PLAYERSPELL_REMOVED)
continue;
SpellEntry const* spellInfo = sSpellStore.LookupEntry(itr->first);
if (!spellInfo || !IsNeedCastSpellAtOutdoor(spellInfo) || HasAura(itr->first))
continue;
CastSpell(this, itr->first, true, NULL);
}
}
else if (sWorld.getConfig(CONFIG_BOOL_VMAP_INDOOR_CHECK) && !isGameMaster())
RemoveAurasWithAttribute(SPELL_ATTR_OUTDOORS_ONLY);
if (areaFlag == 0xffff)
return;
int offset = areaFlag / 32;
if (offset >= PLAYER_EXPLORED_ZONES_SIZE)
{
sLog.outError("Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < %u ).", areaFlag, GetPositionX(), GetPositionY(), offset, offset, PLAYER_EXPLORED_ZONES_SIZE);
return;
}
uint32 val = (uint32)(1 << (areaFlag % 32));
uint32 currFields = GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset);
if (!(currFields & val))
{
SetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset, (uint32)(currFields | val));
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA);
AreaTableEntry const* p = GetAreaEntryByAreaFlagAndMap(areaFlag, GetMapId());
if (!p)
{
sLog.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(), GetPositionY(), GetMapId());
}
else if (p->area_level > 0)
{
uint32 area = p->ID;
if (getLevel() >= sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL))
{
SendExplorationExperience(area, 0);
}
else
{
int32 diff = int32(getLevel()) - p->area_level;
uint32 XP = 0;
if (diff < -5)
{
XP = uint32(sObjectMgr.GetBaseXP(getLevel() + 5) * sWorld.getConfig(CONFIG_FLOAT_RATE_XP_EXPLORE));
}
else if (diff > 5)
{
int32 exploration_percent = (100 - ((diff - 5) * 5));
if (exploration_percent > 100)
exploration_percent = 100;
else if (exploration_percent < 0)
exploration_percent = 0;
XP = uint32(sObjectMgr.GetBaseXP(p->area_level) * exploration_percent / 100 * sWorld.getConfig(CONFIG_FLOAT_RATE_XP_EXPLORE));
}
else
{
XP = uint32(sObjectMgr.GetBaseXP(p->area_level) * sWorld.getConfig(CONFIG_FLOAT_RATE_XP_EXPLORE));
}
GiveXP(XP, NULL);
SendExplorationExperience(area, XP);
}
DETAIL_LOG("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area);
}
}
}
Team Player::TeamForRace(uint8 race)
{
ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
if (!rEntry)
{
sLog.outError("Race %u not found in DBC: wrong DBC files?", uint32(race));
return ALLIANCE;
}
switch (rEntry->TeamID)
{
case 7: return ALLIANCE;
case 1: return HORDE;
}
sLog.outError("Race %u have wrong teamid %u in DBC: wrong DBC files?", uint32(race), rEntry->TeamID);
return TEAM_NONE;
}
uint32 Player::getFactionForRace(uint8 race)
{
ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
if (!rEntry)
{
sLog.outError("Race %u not found in DBC: wrong DBC files?", uint32(race));
return 0;
}
return rEntry->FactionID;
}
void Player::setFactionForRace(uint8 race)
{
m_team = TeamForRace(race);
setFaction(getFactionForRace(race));
}
ReputationRank Player::GetReputationRank(uint32 faction) const
{
FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction);
return GetReputationMgr().GetRank(factionEntry);
}
// Calculate total reputation percent player gain with quest/creature level
int32 Player::CalculateReputationGain(ReputationSource source, int32 rep, int32 faction, uint32 creatureOrQuestLevel, bool noAuraBonus)
{
float percent = 100.0f;
float repMod = noAuraBonus ? 0.0f : (float)GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN);
// faction specific auras only seem to apply to kills
if (source == REPUTATION_SOURCE_KILL)
repMod += GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_FACTION_REPUTATION_GAIN, faction);
percent += rep > 0 ? repMod : -repMod;
float rate;
switch (source)
{
case REPUTATION_SOURCE_KILL:
rate = sWorld.getConfig(CONFIG_FLOAT_RATE_REPUTATION_LOWLEVEL_KILL);
break;
case REPUTATION_SOURCE_QUEST:
rate = sWorld.getConfig(CONFIG_FLOAT_RATE_REPUTATION_LOWLEVEL_QUEST);
break;
case REPUTATION_SOURCE_SPELL:
default:
rate = 1.0f;
break;
}
if (rate != 1.0f && creatureOrQuestLevel <= MaNGOS::XP::GetGrayLevel(getLevel()))
percent *= rate;
if (percent <= 0.0f)
return 0;
// Multiply result with the faction specific rate
if (const RepRewardRate* repData = sObjectMgr.GetRepRewardRate(faction))
{
float repRate = 0.0f;
switch (source)
{
case REPUTATION_SOURCE_KILL:
repRate = repData->creature_rate;
break;
case REPUTATION_SOURCE_QUEST:
repRate = repData->quest_rate;
break;
case REPUTATION_SOURCE_SPELL:
repRate = repData->spell_rate;
break;
}
// for custom, a rate of 0.0 will totally disable reputation gain for this faction/type
if (repRate <= 0.0f)
return 0;
percent *= repRate;
}
return int32(sWorld.getConfig(CONFIG_FLOAT_RATE_REPUTATION_GAIN) * rep * percent / 100.0f);
}
// Calculates how many reputation points player gains in victim's enemy factions
void Player::RewardReputation(Unit* pVictim, float rate)
{
if (!pVictim || pVictim->GetTypeId() == TYPEID_PLAYER)
return;
// used current difficulty creature entry instead normal version (GetEntry())
ReputationOnKillEntry const* Rep = sObjectMgr.GetReputationOnKillEntry(((Creature*)pVictim)->GetCreatureInfo()->Entry);
if (!Rep)
return;
uint32 repFaction1 = Rep->repfaction1;
uint32 repFaction2 = Rep->repfaction2;
// Championning tabard reputation system
// Aura 57818 is a hidden aura common to tabards allowing championning.
if (pVictim->GetMap()->IsNonRaidDungeon() && HasAura(57818))
{
MapEntry const* storedMap = sMapStore.LookupEntry(GetMapId());
InstanceTemplate const* instance = ObjectMgr::GetInstanceTemplate(GetMapId());
Item const* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_TABARD);
if (storedMap && instance && pItem)
{
ItemPrototype const* pProto = pItem->GetProto();// Checked on load
// The required MinLevel for the tabard to work is related to the item level of the tabard
if ((instance->levelMin + 1 >= pProto->ItemLevel || !GetMap()->IsRegularDifficulty())
// For ItemLevel == 75 (or 85) need to check expansion
&& (pProto->ItemLevel == 75 && storedMap->Expansion() == EXPANSION_WOTLK))
{
if (uint32 tabardFactionID = pItem->GetProto()->RequiredReputationFaction)
{
repFaction1 = tabardFactionID;
repFaction2 = tabardFactionID;
}
}
}
}
if (repFaction1 && (!Rep->team_dependent || GetTeam() == ALLIANCE))
{
int32 donerep1 = CalculateReputationGain(REPUTATION_SOURCE_KILL, Rep->repvalue1, repFaction1, pVictim->getLevel());
donerep1 = int32(donerep1 * rate);
FactionEntry const* factionEntry1 = sFactionStore.LookupEntry(repFaction1);
uint32 current_reputation_rank1 = GetReputationMgr().GetRank(factionEntry1);
if (factionEntry1 && current_reputation_rank1 <= Rep->reputation_max_cap1)
GetReputationMgr().ModifyReputation(factionEntry1, donerep1);
// Wiki: Team factions value divided by 2
if (factionEntry1 && Rep->is_teamaward1)
{
FactionEntry const* team1_factionEntry = sFactionStore.LookupEntry(factionEntry1->team);
if (team1_factionEntry)
GetReputationMgr().ModifyReputation(team1_factionEntry, donerep1 / 2);
}
}
if (repFaction2 && (!Rep->team_dependent || GetTeam() == HORDE))
{
int32 donerep2 = CalculateReputationGain(REPUTATION_SOURCE_KILL, Rep->repvalue2, repFaction2, pVictim->getLevel());
donerep2 = int32(donerep2 * rate);
FactionEntry const* factionEntry2 = sFactionStore.LookupEntry(repFaction2);
uint32 current_reputation_rank2 = GetReputationMgr().GetRank(factionEntry2);
if (factionEntry2 && current_reputation_rank2 <= Rep->reputation_max_cap2)
GetReputationMgr().ModifyReputation(factionEntry2, donerep2);
// Wiki: Team factions value divided by 2
if (factionEntry2 && Rep->is_teamaward2)
{
FactionEntry const* team2_factionEntry = sFactionStore.LookupEntry(factionEntry2->team);
if (team2_factionEntry)
GetReputationMgr().ModifyReputation(team2_factionEntry, donerep2 / 2);
}
}
}
// Calculate how many reputation points player gain with the quest
void Player::RewardReputation(Quest const* pQuest)
{
// quest reputation reward/loss
for (int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)
{
if (!pQuest->RewRepFaction[i])
continue;
// No diplomacy mod are applied to the final value (flat). Note the formula (finalValue = DBvalue/100)
if (pQuest->RewRepValue[i])
{
int32 rep = CalculateReputationGain(REPUTATION_SOURCE_QUEST, pQuest->RewRepValue[i] / 100, pQuest->RewRepFaction[i], GetQuestLevelForPlayer(pQuest), true);
if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i]))
GetReputationMgr().ModifyReputation(factionEntry, rep);
}
else
{
uint32 row = ((pQuest->RewRepValueId[i] < 0) ? 1 : 0) + 1;
uint32 field = abs(pQuest->RewRepValueId[i]);
if (const QuestFactionRewardEntry* pRow = sQuestFactionRewardStore.LookupEntry(row))
{
int32 repPoints = pRow->rewardValue[field];
if (!repPoints)
continue;
repPoints = CalculateReputationGain(REPUTATION_SOURCE_QUEST, repPoints, pQuest->RewRepFaction[i], GetQuestLevelForPlayer(pQuest));
if (const FactionEntry* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i]))
GetReputationMgr().ModifyReputation(factionEntry, repPoints);
}
}
}
// TODO: implement reputation spillover
}
void Player::UpdateHonorKills()
{
/// called when rewarding honor and at each save
time_t now = time(NULL);
time_t today = (time(NULL) / DAY) * DAY;
if (m_lastHonorKillsUpdateTime < today)
{
time_t yesterday = today - DAY;
uint16 kills_today = GetUInt16Value(PLAYER_FIELD_KILLS, 0);
// update yesterday's contribution
if (m_lastHonorKillsUpdateTime >= yesterday)
{
// this is the first update today, reset today's contribution
SetUInt16Value(PLAYER_FIELD_KILLS, 0, 0);
SetUInt16Value(PLAYER_FIELD_KILLS, 1, kills_today);
}
else
{
// no honor/kills yesterday or today, reset
SetUInt32Value(PLAYER_FIELD_KILLS, 0);
}
}
m_lastHonorKillsUpdateTime = now;
}
/// Calculate the amount of honor gained based on the victim
/// and the size of the group for which the honor is divided
/// An exact honor value can also be given (overriding the calcs)
bool Player::RewardHonor(Unit* uVictim, uint32 groupsize, float honor)
{
// do not reward honor in arenas, but enable onkill spellproc
if (InArena())
{
if (!uVictim || uVictim == this || uVictim->GetTypeId() != TYPEID_PLAYER)
return false;
if (GetBGTeam() == ((Player*)uVictim)->GetBGTeam())
return false;
return true;
}
// 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
if (GetDummyAura(SPELL_AURA_PLAYER_INACTIVE))
return false;
ObjectGuid victim_guid;
uint32 victim_rank = 0;
// need call before fields update to have chance move yesterday data to appropriate fields before today data change.
UpdateHonorKills();
if (honor <= 0)
{
if (!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT))
return false;
victim_guid = uVictim->GetObjectGuid();
if (uVictim->GetTypeId() == TYPEID_PLAYER)
{
Player* pVictim = (Player*)uVictim;
if (GetTeam() == pVictim->GetTeam() && !sWorld.IsFFAPvPRealm())
return false;
float f = 1; // need for total kills (?? need more info)
uint32 k_grey = 0;
uint32 k_level = getLevel();
uint32 v_level = pVictim->getLevel();
{
// PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
// [0] Just name
// [1..14] Alliance honor titles and player name
// [15..28] Horde honor titles and player name
// [29..38] Other title and player name
// [39+] Nothing
uint32 victim_title = pVictim->GetUInt32Value(PLAYER_CHOSEN_TITLE);
// Get Killer titles, CharTitlesEntry::bit_index
// Ranks:
// title[1..14] -> rank[5..18]
// title[15..28] -> rank[5..18]
// title[other] -> 0
if (victim_title == 0)
victim_guid.Clear(); // Don't show HK: <rank> message, only log.
else if (victim_title < 15)
victim_rank = victim_title + 4;
else if (victim_title < 29)
victim_rank = victim_title - 14 + 4;
else
victim_guid.Clear(); // Don't show HK: <rank> 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: <dishonored rank>
// victim_rank [5..19] HK: <alliance\horde rank>
// victim_rank [0,20+] HK: <>
WorldPacket data(SMSG_PVP_CREDIT, 4 + 8 + 4);
data << uint32(honor);
data << ObjectGuid(victim_guid);
data << uint32(victim_rank);
GetSession()->SendPacket(&data);
// add honor points
ModifyCurrencyCount(CURRENCY_HONOR_POINTS, int32(honor));
return true;
}
void Player::SetInGuild(uint32 GuildId)
{
if (GuildId)
SetGuidValue(OBJECT_FIELD_DATA, ObjectGuid(HIGHGUID_GUILD, 0, GuildId));
else
SetGuidValue(OBJECT_FIELD_DATA, ObjectGuid());
ApplyModFlag(PLAYER_FLAGS, PLAYER_FLAGS_GUILD_LEVELING_ENABLED, GuildId != 0 && sWorld.getConfig(CONFIG_BOOL_GUILD_LEVELING_ENABLED));
SetUInt16Value(OBJECT_FIELD_TYPE, 1, GuildId != 0);
}
std::string Player::GetGuildName() const
{
if (Guild* guild = sGuildMgr.GetGuildById(GetGuildId()))
return guild->GetName();
return "";
}
uint32 Player::GetGuildIdFromDB(ObjectGuid guid)
{
uint32 lowguid = guid.GetCounter();
QueryResult* result = CharacterDatabase.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", lowguid);
if (!result)
return 0;
uint32 id = result->Fetch()[0].GetUInt32();
delete result;
return id;
}
ObjectGuid Player::GetGuildGuidFromDB(ObjectGuid guid)
{
if (uint32 guildId = GetGuildIdFromDB(guid))
return ObjectGuid(HIGHGUID_GUILD, GetGuildIdFromDB(guid));
else
return ObjectGuid();
}
uint32 Player::GetRankFromDB(ObjectGuid guid)
{
QueryResult* result = CharacterDatabase.PQuery("SELECT rank FROM guild_member WHERE guid='%u'", guid.GetCounter());
if (result)
{
uint32 v = result->Fetch()[0].GetUInt32();
delete result;
return v;
}
else
return 0;
}
void Player::SendGuildDeclined(std::string name, bool autodecline)
{
WorldPacket data(SMSG_GUILD_DECLINE, 10);
data << name;
data << uint8(autodecline);
GetSession()->SendPacket(&data);
}
uint32 Player::GetArenaTeamIdFromDB(ObjectGuid guid, ArenaType type)
{
QueryResult* result = CharacterDatabase.PQuery("SELECT arena_team_member.arenateamid FROM arena_team_member JOIN arena_team ON arena_team_member.arenateamid = arena_team.arenateamid WHERE guid='%u' AND type='%u' LIMIT 1", guid.GetCounter(), type);
if (!result)
return 0;
uint32 id = (*result)[0].GetUInt32();
delete result;
return id;
}
uint32 Player::GetZoneIdFromDB(ObjectGuid guid)
{
uint32 lowguid = guid.GetCounter();
QueryResult* result = CharacterDatabase.PQuery("SELECT zone FROM characters WHERE guid='%u'", lowguid);
if (!result)
return 0;
Field* fields = result->Fetch();
uint32 zone = fields[0].GetUInt32();
delete result;
if (!zone)
{
// stored zone is zero, use generic and slow zone detection
result = CharacterDatabase.PQuery("SELECT map,position_x,position_y,position_z FROM characters WHERE guid='%u'", lowguid);
if (!result)
return 0;
fields = result->Fetch();
uint32 map = fields[0].GetUInt32();
float posx = fields[1].GetFloat();
float posy = fields[2].GetFloat();
float posz = fields[3].GetFloat();
delete result;
zone = sTerrainMgr.GetZoneId(map, posx, posy, posz);
if (zone > 0)
CharacterDatabase.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone, lowguid);
}
return zone;
}
uint32 Player::GetLevelFromDB(ObjectGuid guid)
{
uint32 lowguid = guid.GetCounter();
QueryResult* result = CharacterDatabase.PQuery("SELECT level FROM characters WHERE guid='%u'", lowguid);
if (!result)
return 0;
Field* fields = result->Fetch();
uint32 level = fields[0].GetUInt32();
delete result;
return level;
}
void Player::UpdateArea(uint32 newArea)
{
m_areaUpdateId = newArea;
AreaTableEntry const* area = GetAreaEntryByAreaID(newArea);
// FFA_PVP flags are area and not zone id dependent
// so apply them accordingly
if (area && (area->flags & AREA_FLAG_ARENA))
{
if (!isGameMaster())
SetFFAPvP(true);
}
else
{
// remove ffa flag only if not ffapvp realm
// removal in sanctuaries and capitals is handled in zone update
if (IsFFAPvP() && !sWorld.IsFFAPvPRealm())
SetFFAPvP(false);
}
phaseMgr->AddUpdateFlag(PHASE_UPDATE_FLAG_AREA_UPDATE);
UpdateAreaDependentAuras();
phaseMgr->RemoveUpdateFlag(PHASE_UPDATE_FLAG_AREA_UPDATE);
}
bool Player::CanUseCapturePoint()
{
return isAlive() && // living
!HasStealthAura() && // not stealthed
!HasInvisibilityAura() && // visible
(IsPvP() || sWorld.IsPvPRealm()) &&
!HasMovementFlag(MOVEFLAG_FLYING) &&
!IsTaxiFlying() &&
!isGameMaster();
}
void Player::UpdateZone(uint32 newZone, uint32 newArea)
{
AreaTableEntry const* zone = GetAreaEntryByAreaID(newZone);
if (!zone)
return;
phaseMgr->AddUpdateFlag(PHASE_UPDATE_FLAG_ZONE_UPDATE);
if (m_zoneUpdateId != newZone)
{
// handle outdoor pvp zones
sOutdoorPvPMgr.HandlePlayerLeaveZone(this, m_zoneUpdateId);
sOutdoorPvPMgr.HandlePlayerEnterZone(this, newZone);
SendInitWorldStates(newZone, newArea); // only if really enters to new zone, not just area change, works strange...
if (sWorld.getConfig(CONFIG_BOOL_WEATHER))
{
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();
phaseMgr->RemoveUpdateFlag(PHASE_UPDATE_FLAG_ZONE_UPDATE);
}
// If players are too far way of duel flag... then player loose the duel
void Player::CheckDuelDistance(time_t currTime)
{
if (!duel)
return;
GameObject* obj = GetMap()->GetGameObject(GetGuidValue(PLAYER_DUEL_ARBITER));
if (!obj)
{
// player not at duel start map
DuelComplete(DUEL_FLED);
return;
}
if (duel->outOfBound == 0)
{
if (!IsWithinDistInMap(obj, 50))
{
duel->outOfBound = currTime;
WorldPacket data(SMSG_DUEL_OUTOFBOUNDS, 0);
GetSession()->SendPacket(&data);
}
}
else
{
if (IsWithinDistInMap(obj, 40))
{
duel->outOfBound = 0;
WorldPacket data(SMSG_DUEL_INBOUNDS, 0);
GetSession()->SendPacket(&data);
}
else if (currTime >= (duel->outOfBound + 10))
{
DuelComplete(DUEL_FLED);
}
}
}
void Player::DuelComplete(DuelCompleteType type)
{
// duel not requested
if (!duel)
return;
WorldPacket data(SMSG_DUEL_COMPLETE, (1));
data << (uint8)((type != DUEL_INTERRUPTED) ? 1 : 0);
GetSession()->SendPacket(&data);
duel->opponent->GetSession()->SendPacket(&data);
if (type != DUEL_INTERRUPTED)
{
data.Initialize(SMSG_DUEL_WINNER, (1 + 20)); // we guess size
data << (uint8)((type == DUEL_WON) ? 0 : 1); // 0 = just won; 1 = fled
data << duel->opponent->GetName();
data << GetName();
SendMessageToSet(&data, true);
}
if (type == DUEL_WON)
{
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL, 1);
if (duel->opponent)
duel->opponent->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL, 1);
}
// Remove Duel Flag object
if (GameObject* obj = GetMap()->GetGameObject(GetGuidValue(PLAYER_DUEL_ARBITER)))
duel->initiator->RemoveGameObject(obj, true);
/* remove auras */
std::vector<uint32> auras2remove;
SpellAuraHolderMap const& vAuras = duel->opponent->GetSpellAuraHolderMap();
for (SpellAuraHolderMap::const_iterator i = vAuras.begin(); i != vAuras.end(); ++i)
{
if (!i->second->IsPositive() && i->second->GetCasterGuid() == GetObjectGuid() && i->second->GetAuraApplyTime() >= duel->startTime)
auras2remove.push_back(i->second->GetId());
}
for (size_t i = 0; i < auras2remove.size(); ++i)
duel->opponent->RemoveAurasDueToSpell(auras2remove[i]);
auras2remove.clear();
SpellAuraHolderMap const& auras = GetSpellAuraHolderMap();
for (SpellAuraHolderMap::const_iterator i = auras.begin(); i != auras.end(); ++i)
{
if (!i->second->IsPositive() && i->second->GetCasterGuid() == duel->opponent->GetObjectGuid() && i->second->GetAuraApplyTime() >= duel->startTime)
auras2remove.push_back(i->second->GetId());
}
for (size_t i = 0; i < auras2remove.size(); ++i)
RemoveAurasDueToSpell(auras2remove[i]);
// cleanup combo points
if (GetComboTargetGuid() == duel->opponent->GetObjectGuid())
ClearComboPoints();
else if (GetComboTargetGuid() == duel->opponent->GetPetGuid())
ClearComboPoints();
if (duel->opponent->GetComboTargetGuid() == GetObjectGuid())
duel->opponent->ClearComboPoints();
else if (duel->opponent->GetComboTargetGuid() == GetPetGuid())
duel->opponent->ClearComboPoints();
// cleanups
SetGuidValue(PLAYER_DUEL_ARBITER, ObjectGuid());
SetUInt32Value(PLAYER_DUEL_TEAM, 0);
duel->opponent->SetGuidValue(PLAYER_DUEL_ARBITER, ObjectGuid());
duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 0);
delete duel->opponent->duel;
duel->opponent->duel = NULL;
delete duel;
duel = NULL;
}
//---------------------------------------------------------//
void Player::_ApplyItemMods(Item* item, uint8 slot, bool apply)
{
if (slot >= INVENTORY_SLOT_BAG_END || !item)
return;
// not apply/remove mods for broken item
if (item->IsBroken())
return;
ItemPrototype const* proto = item->GetProto();
if (!proto)
return;
DETAIL_LOG("applying mods for item %u ", item->GetGUIDLow());
uint32 attacktype = Player::GetAttackBySlot(slot);
if (attacktype < MAX_ATTACK)
_ApplyWeaponDependentAuraMods(item, WeaponAttackType(attacktype), apply);
_ApplyItemBonuses(proto, slot, apply);
if (slot == EQUIPMENT_SLOT_RANGED)
_ApplyAmmoBonuses();
ApplyItemEquipSpell(item, apply);
ApplyEnchantment(item, apply);
if (proto->Socket[0].Color) // only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
CorrectMetaGemEnchants(slot, apply);
DEBUG_LOG("_ApplyItemMods complete.");
}
void Player::_ApplyItemBonuses(ItemPrototype const* proto, uint8 slot, bool apply, bool only_level_scale /*= false*/)
{
if (slot >= INVENTORY_SLOT_BAG_END || !proto)
return;
ScalingStatDistributionEntry const* ssd = proto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(proto->ScalingStatDistribution) : NULL;
if (only_level_scale && !ssd)
return;
// req. check at equip, but allow use for extended range if range limit max level, set proper level
uint32 ssd_level = getLevel();
if (ssd && ssd_level > ssd->MaxLevel)
ssd_level = ssd->MaxLevel;
ScalingStatValuesEntry const* ssv = proto->StatScalingFactor ? sScalingStatValuesStore.LookupEntry(ssd_level) : NULL;
if (only_level_scale && !ssv)
return;
for (uint32 i = 0; i < MAX_ITEM_PROTO_STATS; ++i)
{
uint32 statType = 0;
int32 val = 0;
// If set ScalingStatDistribution need get stats and values from it
if (ssd && ssv)
{
if (ssd->StatMod[i] < 0)
continue;
statType = ssd->StatMod[i];
val = (ssv->getssdMultiplier(proto->StatScalingFactor) * ssd->Modifier[i]) / 10000;
}
else
{
statType = proto->ItemStat[i].ItemStatType;
val = proto->ItemStat[i].ItemStatValue;
}
if (val == 0)
continue;
switch (statType)
{
/*case ITEM_MOD_MANA:
HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(val), apply);
break;*/
case ITEM_MOD_AGILITY: // modify agility
HandleStatModifier(UNIT_MOD_STAT_AGILITY, BASE_VALUE, float(val), apply);
ApplyStatBuffMod(STAT_AGILITY, float(val), apply);
break;
case ITEM_MOD_STRENGTH: // modify strength
HandleStatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(val), apply);
ApplyStatBuffMod(STAT_STRENGTH, float(val), apply);
break;
case ITEM_MOD_INTELLECT: // modify intellect
HandleStatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(val), apply);
ApplyStatBuffMod(STAT_INTELLECT, float(val), apply);
break;
case ITEM_MOD_SPIRIT: // modify spirit
HandleStatModifier(UNIT_MOD_STAT_SPIRIT, BASE_VALUE, float(val), apply);
ApplyStatBuffMod(STAT_SPIRIT, float(val), apply);
break;
case ITEM_MOD_STAMINA: // modify stamina
HandleStatModifier(UNIT_MOD_STAT_STAMINA, BASE_VALUE, float(val), apply);
ApplyStatBuffMod(STAT_STAMINA, float(val), apply);
break;
case ITEM_MOD_DODGE_RATING:
ApplyRatingMod(CR_DODGE, int32(val), apply);
break;
case ITEM_MOD_PARRY_RATING:
ApplyRatingMod(CR_PARRY, int32(val), apply);
break;
case ITEM_MOD_CRIT_RANGED_RATING:
ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
break;
case ITEM_MOD_HIT_RATING:
ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
break;
case ITEM_MOD_CRIT_RATING:
ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
break;
case ITEM_MOD_RESILIENCE_RATING:
ApplyRatingMod(CR_RESILIENCE_DAMAGE_TAKEN, int32(val), apply);
break;
case ITEM_MOD_HASTE_RATING:
ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
break;
case ITEM_MOD_EXPERTISE_RATING:
ApplyRatingMod(CR_EXPERTISE, int32(val), apply);
break;
case ITEM_MOD_ATTACK_POWER:
HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(val), apply);
HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
break;
case ITEM_MOD_RANGED_ATTACK_POWER:
HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
break;
case ITEM_MOD_SPELL_POWER:
ApplySpellPowerBonus(int32(val), apply);
break;
case ITEM_MOD_HEALTH_REGEN:
ApplyHealthRegenBonus(int32(val), apply);
break;
case ITEM_MOD_SPELL_PENETRATION:
ApplyModInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE, -int32(val), apply);
m_spellPenetrationItemMod += apply ? val : -val;
break;
case ITEM_MOD_MASTERY_RATING:
ApplyRatingMod(CR_MASTERY, int32(val), apply);
break;
// deprecated item mods
case ITEM_MOD_HEALTH:
case ITEM_MOD_DEFENSE_SKILL_RATING:
case ITEM_MOD_BLOCK_RATING:
case ITEM_MOD_HIT_MELEE_RATING:
case ITEM_MOD_HIT_RANGED_RATING:
case ITEM_MOD_HIT_SPELL_RATING:
case ITEM_MOD_CRIT_MELEE_RATING:
case ITEM_MOD_CRIT_SPELL_RATING:
case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
case ITEM_MOD_HASTE_MELEE_RATING:
case ITEM_MOD_HASTE_RANGED_RATING:
case ITEM_MOD_HASTE_SPELL_RATING:
case ITEM_MOD_HIT_TAKEN_RATING:
case ITEM_MOD_CRIT_TAKEN_RATING:
case ITEM_MOD_FERAL_ATTACK_POWER:
case ITEM_MOD_SPELL_HEALING_DONE:
case ITEM_MOD_SPELL_DAMAGE_DONE:
case ITEM_MOD_MANA_REGENERATION:
case ITEM_MOD_ARMOR_PENETRATION_RATING:
case ITEM_MOD_BLOCK_VALUE:
break;
}
}
// Apply Spell Power from ScalingStatValue if set
if (ssv)
{
if (int32 spellbonus = ssv->getSpellBonus(proto->StatScalingFactor))
ApplySpellPowerBonus(spellbonus, apply);
}
// If set ScalingStatValue armor get it or use item armor
uint32 armor = proto->GetArmor();
if (ssv)
{
if (uint32 ssvarmor = ssv->getArmorMod(proto->StatScalingFactor))
armor = ssvarmor;
}
// Add armor bonus from ArmorDamageModifier if > 0
if (proto->ArmorDamageModifier > 0)
armor += uint32(proto->ArmorDamageModifier);
if (armor)
{
switch (proto->InventoryType)
{
case INVTYPE_TRINKET:
case INVTYPE_NECK:
case INVTYPE_CLOAK:
case INVTYPE_FINGER:
HandleStatModifier(UNIT_MOD_ARMOR, TOTAL_VALUE, float(armor), apply);
break;
default:
HandleStatModifier(UNIT_MOD_ARMOR, BASE_VALUE, float(armor), apply);
break;
}
}
WeaponAttackType attType = BASE_ATTACK;
float damage = 0.0f;
if (slot == EQUIPMENT_SLOT_RANGED && (
proto->InventoryType == INVTYPE_RANGED || proto->InventoryType == INVTYPE_THROWN ||
proto->InventoryType == INVTYPE_RANGEDRIGHT))
{
attType = RANGED_ATTACK;
}
else if (slot == EQUIPMENT_SLOT_OFFHAND)
{
attType = OFF_ATTACK;
}
float minDamage = proto->GetMinDamage();
float maxDamage = proto->GetMaxDamage();
int32 extraDPS = 0;
// If set dpsMod in ScalingStatValue use it for min (70% from average), max (130% from average) damage
if (ssv)
{
if ((extraDPS = ssv->getDPSMod(proto->StatScalingFactor)))
{
float average = extraDPS * proto->Delay / 1000.0f;
minDamage = 0.7f * average;
maxDamage = 1.3f * average;
}
}
if (minDamage > 0)
{
damage = apply ? minDamage : BASE_MINDAMAGE;
SetBaseWeaponDamage(attType, MINDAMAGE, damage);
// sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
}
if (maxDamage > 0)
{
damage = apply ? maxDamage : BASE_MAXDAMAGE;
SetBaseWeaponDamage(attType, MAXDAMAGE, damage);
}
if (!CanUseEquippedWeapon(attType))
return;
if (proto->Delay)
{
if (slot == EQUIPMENT_SLOT_RANGED)
SetAttackTime(RANGED_ATTACK, apply ? proto->Delay : BASE_ATTACK_TIME);
else if (slot == EQUIPMENT_SLOT_MAINHAND)
SetAttackTime(BASE_ATTACK, apply ? proto->Delay : BASE_ATTACK_TIME);
else if (slot == EQUIPMENT_SLOT_OFFHAND)
SetAttackTime(OFF_ATTACK, apply ? proto->Delay : BASE_ATTACK_TIME);
}
if (CanModifyStats() && (damage || proto->Delay))
UpdateDamagePhysical(attType);
}
void Player::_ApplyWeaponDependentAuraMods(Item* item, WeaponAttackType attackType, bool apply)
{
AuraList const& auraCritList = GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT);
for (AuraList::const_iterator itr = auraCritList.begin(); itr != auraCritList.end(); ++itr)
_ApplyWeaponDependentAuraCritMod(item, attackType, *itr, apply);
AuraList const& auraDamageFlatList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE);
for (AuraList::const_iterator itr = auraDamageFlatList.begin(); itr != auraDamageFlatList.end(); ++itr)
_ApplyWeaponDependentAuraDamageMod(item, attackType, *itr, apply);
AuraList const& auraDamagePCTList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE);
for (AuraList::const_iterator itr = auraDamagePCTList.begin(); itr != auraDamagePCTList.end(); ++itr)
_ApplyWeaponDependentAuraDamageMod(item, attackType, *itr, apply);
}
void Player::_ApplyWeaponDependentAuraCritMod(Item* item, WeaponAttackType attackType, Aura* aura, bool apply)
{
// generic not weapon specific case processes in aura code
if(aura->GetSpellProto()->GetEquippedItemClass() == -1)
return;
BaseModGroup mod = BASEMOD_END;
switch (attackType)
{
case BASE_ATTACK: mod = CRIT_PERCENTAGE; break;
case OFF_ATTACK: mod = OFFHAND_CRIT_PERCENTAGE; break;
case RANGED_ATTACK: mod = RANGED_CRIT_PERCENTAGE; break;
default: return;
}
if (item->IsFitToSpellRequirements(aura->GetSpellProto()))
{
HandleBaseModValue(mod, FLAT_MOD, float(aura->GetModifier()->m_amount), apply);
}
}
void Player::_ApplyWeaponDependentAuraDamageMod(Item* item, WeaponAttackType attackType, Aura* aura, bool apply)
{
// ignore spell mods for not wands
Modifier const* modifier = aura->GetModifier();
if ((modifier->m_miscvalue & SPELL_SCHOOL_MASK_NORMAL) == 0 && (getClassMask() & CLASSMASK_WAND_USERS) == 0)
return;
// generic not weapon specific case processes in aura code
if(aura->GetSpellProto()->GetEquippedItemClass() == -1)
return;
UnitMods unitMod = UNIT_MOD_END;
switch (attackType)
{
case BASE_ATTACK: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break;
case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break;
case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break;
default: return;
}
UnitModifierType unitModType = TOTAL_VALUE;
switch (modifier->m_auraname)
{
case SPELL_AURA_MOD_DAMAGE_DONE: unitModType = TOTAL_VALUE; break;
case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE: unitModType = TOTAL_PCT; break;
default: return;
}
if (item->IsFitToSpellRequirements(aura->GetSpellProto()))
{
HandleStatModifier(unitMod, unitModType, float(modifier->m_amount), apply);
}
}
void Player::ApplyItemEquipSpell(Item* item, bool apply, bool form_change)
{
if (!item)
return;
ItemPrototype const* proto = item->GetProto();
if (!proto)
return;
for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
{
_Spell const& spellData = proto->Spells[i];
// no spell
if (!spellData.SpellId)
continue;
if (apply)
{
// apply only at-equip spells
if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_EQUIP)
continue;
}
else
{
// at un-apply remove all spells (not only at-apply, so any at-use active affects from item and etc)
// except with at-use with negative charges, so allow consuming item spells (including with extra flag that prevent consume really)
// applied to player after item remove from equip slot
if (spellData.SpellTrigger == ITEM_SPELLTRIGGER_ON_USE && spellData.SpellCharges < 0)
continue;
}
// check if it is valid spell
SpellEntry const* spellproto = sSpellStore.LookupEntry(spellData.SpellId);
if (!spellproto)
continue;
ApplyEquipSpell(spellproto, item, apply, form_change);
}
}
void Player::ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply, bool form_change)
{
if (apply)
{
// Cannot be used in this stance/form
if (GetErrorAtShapeshiftedCast(spellInfo, GetShapeshiftForm()) != SPELL_CAST_OK)
return;
if (form_change) // check aura active state from other form
{
SpellAuraHolderBounds spair = GetSpellAuraHolderBounds(spellInfo->Id);
for (SpellAuraHolderMap::const_iterator iter = spair.first; iter != spair.second; ++iter)
{
if (!item || iter->second->GetCastItemGuid() == item->GetObjectGuid())
return; // and skip re-cast already active aura at form change
}
}
DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item ? "item" : "itemset"), spellInfo->Id);
CastSpell(this, spellInfo, true, item);
}
else
{
if (form_change) // check aura compatibility
{
// Cannot be used in this stance/form
if (GetErrorAtShapeshiftedCast(spellInfo, GetShapeshiftForm()) == SPELL_CAST_OK)
return; // and remove only not compatible at form change
}
if (item)
RemoveAurasDueToItemSpell(item, spellInfo->Id); // un-apply all spells , not only at-equipped
else
RemoveAurasDueToSpell(spellInfo->Id); // un-apply spell (item set case)
}
}
void Player::UpdateEquipSpellsAtFormChange()
{
for (int i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (m_items[i] && !m_items[i]->IsBroken())
{
ApplyItemEquipSpell(m_items[i], false, true); // remove spells that not fit to form
ApplyItemEquipSpell(m_items[i], true, true); // add spells that fit form but not active
}
}
// item set bonuses not dependent from item broken state
for (size_t setindex = 0; setindex < ItemSetEff.size(); ++setindex)
{
ItemSetEffect* eff = ItemSetEff[setindex];
if (!eff)
continue;
for (uint32 y = 0; y < 8; ++y)
{
SpellEntry const* spellInfo = eff->spells[y];
if (!spellInfo)
continue;
ApplyEquipSpell(spellInfo, NULL, false, true); // remove spells that not fit to form
ApplyEquipSpell(spellInfo, NULL, true, true); // add spells that fit form but not active
}
}
}
/*
* (un-)Apply item spells triggered at adding item to inventory ITEM_SPELLTRIGGER_ON_STORE
*
* @param item added/removed item to/from inventory
* @param apply (un-)apply spell affects.
*
* Note: item moved from slot to slot in 2 steps RemoveItem and StoreItem/EquipItem
* In result function not called in RemoveItem for prevent unexpected re-apply auras from related spells
* with duration reset and etc. Instead unapply done in StoreItem/EquipItem and in specialized
* functions for item final remove/destroy from inventory. If new RemoveItem calls added need be sure that
* function will call after it in some way if need.
*/
void Player::ApplyItemOnStoreSpell(Item* item, bool apply)
{
if (!item)
return;
ItemPrototype const* proto = item->GetProto();
if (!proto)
return;
for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
{
_Spell const& spellData = proto->Spells[i];
// no spell
if (!spellData.SpellId)
continue;
// apply/unapply only at-store spells
if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_STORE)
continue;
if (apply)
{
// can be attempt re-applied at move in inventory slots
if (!HasAura(spellData.SpellId))
CastSpell(this, spellData.SpellId, true, item);
}
else
RemoveAurasDueToItemSpell(item, spellData.SpellId);
}
}
void Player::DestroyItemWithOnStoreSpell(Item* item, uint32 spellId)
{
if (!item)
return;
ItemPrototype const* proto = item->GetProto();
if (!proto)
return;
for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
{
_Spell const& spellData = proto->Spells[i];
if (spellData.SpellId != spellId)
continue;
// apply/unapply only at-store spells
if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_STORE)
continue;
DestroyItem(item->GetBagSlot(), item->GetSlot(), true);
break;
}
}
/// handles unique effect of Deadly Poison: apply poison of the other weapon when already at max. stack
void Player::_HandleDeadlyPoison(Unit* Target, WeaponAttackType attType, SpellEntry const* spellInfo)
{
SpellAuraHolder const* dPoison = NULL;
SpellAuraHolderConstBounds holders = Target->GetSpellAuraHolderBounds(spellInfo->Id);
for (SpellAuraHolderMap::const_iterator iter = holders.first; iter != holders.second; ++iter)
{
if (iter->second->GetCaster() == this)
{
dPoison = iter->second;
break;
}
}
if (dPoison && dPoison->GetStackAmount() == spellInfo->GetStackAmount())
{
Item* otherWeapon = GetWeaponForAttack(attType == BASE_ATTACK ? OFF_ATTACK : BASE_ATTACK);
if (!otherWeapon)
return;
// all poison enchantments are temporary
uint32 enchant_id = otherWeapon->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT);
if (!enchant_id)
return;
SpellItemEnchantmentEntry const* pSecondEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if (!pSecondEnchant)
return;
for (int s = 0; s < 3; ++s)
{
if (pSecondEnchant->type[s] != ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL)
continue;
if (SpellEntry const* combatEntry = sSpellStore.LookupEntry(pSecondEnchant->spellid[s]))
if (combatEntry->GetDispel() == DISPEL_POISON)
CastSpell(Target, combatEntry, true, otherWeapon);
}
}
}
void Player::CastItemCombatSpell(Unit* Target, WeaponAttackType attType)
{
Item* item = GetWeaponForAttack(attType, true, false);
if (!item)
return;
ItemPrototype const* proto = item->GetProto();
if (!proto)
return;
if (!Target || Target == this)
return;
for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
{
_Spell const& spellData = proto->Spells[i];
// no spell
if (!spellData.SpellId)
continue;
// wrong triggering type
if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_CHANCE_ON_HIT)
continue;
SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
if (!spellInfo)
{
sLog.outError("WORLD: unknown Item spellid %i", spellData.SpellId);
continue;
}
// not allow proc extra attack spell at extra attack
if (m_extraAttacks && IsSpellHaveEffect(spellInfo, SPELL_EFFECT_ADD_EXTRA_ATTACKS))
return;
float chance = (float)spellInfo->GetProcChance();
if (spellData.SpellPPMRate)
{
uint32 WeaponSpeed = proto->Delay;
chance = GetPPMProcChance(WeaponSpeed, spellData.SpellPPMRate);
}
else if (chance > 100.0f)
{
chance = GetWeaponProcChance();
}
if (roll_chance_f(chance))
CastSpell(Target, spellInfo->Id, true, item);
}
// item combat enchantments
for (int e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
{
if (e_slot > PRISMATIC_ENCHANTMENT_SLOT && e_slot < PROP_ENCHANTMENT_SLOT_0)
continue;
uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
SpellItemEnchantmentEntry const* pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if (!pEnchant) continue;
for (int s = 0; s < 3; ++s)
{
if (pEnchant->type[s] != ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL)
continue;
uint32 proc_spell_id = pEnchant->spellid[s];
SpellEntry const* spellInfo = sSpellStore.LookupEntry(proc_spell_id);
if (!spellInfo)
{
sLog.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant->ID, proc_spell_id);
continue;
}
// Use first rank to access spell item enchant procs
float ppmRate = sSpellMgr.GetItemEnchantProcChance(spellInfo->Id);
float chance = ppmRate
? GetPPMProcChance(proto->Delay, ppmRate)
: pEnchant->amount[s] != 0 ? float(pEnchant->amount[s]) : GetWeaponProcChance();
ApplySpellMod(spellInfo->Id, SPELLMOD_CHANCE_OF_SUCCESS, chance);
ApplySpellMod(spellInfo->Id, SPELLMOD_FREQUENCY_OF_SUCCESS, chance);
if (roll_chance_f(chance))
{
if (IsPositiveSpell(spellInfo->Id))
CastSpell(this, spellInfo->Id, true, item);
else
{
// Deadly Poison, unique effect needs to be handled before casting triggered spell
if (spellInfo->IsFitToFamily(SPELLFAMILY_ROGUE, UI64LIT(0x0000000000010000)))
_HandleDeadlyPoison(Target, attType, spellInfo);
CastSpell(Target, spellInfo->Id, true, item);
}
}
}
}
}
void Player::CastItemUseSpell(Item* item, SpellCastTargets const& targets, uint8 cast_count, uint32 glyphIndex)
{
ItemPrototype const* proto = item->GetProto();
// special learning case
if (proto->Spells[0].SpellId == SPELL_ID_GENERIC_LEARN || proto->Spells[0].SpellId == SPELL_ID_GENERIC_LEARN_PET)
{
uint32 learn_spell_id = proto->Spells[0].SpellId;
uint32 learning_spell_id = proto->Spells[1].SpellId;
SpellEntry const* spellInfo = sSpellStore.LookupEntry(learn_spell_id);
if (!spellInfo)
{
sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring ", proto->ItemId, learn_spell_id);
SendEquipError(EQUIP_ERR_NONE, item);
return;
}
Spell* spell = new Spell(this, spellInfo, false);
spell->m_CastItem = item;
spell->m_cast_count = cast_count; // set count of casts
spell->m_currentBasePoints[EFFECT_INDEX_0] = learning_spell_id;
spell->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)
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)
{
if (e_slot > PRISMATIC_ENCHANTMENT_SLOT && e_slot < PROP_ENCHANTMENT_SLOT_0)
continue;
uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
SpellItemEnchantmentEntry const* pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if (!pEnchant)
continue;
for (int s = 0; s < 3; ++s)
{
if (pEnchant->type[s] != ITEM_ENCHANTMENT_TYPE_USE_SPELL)
continue;
SpellEntry const* spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]);
if (!spellInfo)
{
sLog.outError("Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
continue;
}
Spell* spell = new Spell(this, spellInfo, (count > 0));
spell->m_CastItem = item;
spell->m_cast_count = cast_count; // set count of casts
spell->m_glyphIndex = glyphIndex; // glyph index
spell->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 (ObjectGuid lootGuid = GetLootGuid())
m_session->DoLootRelease(lootGuid);
Loot* loot = NULL;
PermissionTypes permission = ALL_PERMISSION;
DEBUG_LOG("Player::SendLoot");
switch (guid.GetHigh())
{
case HIGHGUID_GAMEOBJECT:
{
DEBUG_LOG(" IS_GAMEOBJECT_GUID(guid)");
GameObject* go = GetMap()->GetGameObject(guid);
// not check distance for GO in case owned GO (fishing bobber case, for example)
// And permit out of range GO with no owner in case fishing hole
if (!go || (loot_type != LOOT_FISHINGHOLE && (loot_type != LOOT_FISHING && loot_type != LOOT_FISHING_FAIL || go->GetOwnerGuid() != GetObjectGuid()) && !go->IsWithinDistInMap(this, INTERACTION_DISTANCE)))
{
SendLootRelease(guid);
return;
}
loot = &go->loot;
Player* recipient = go->GetLootRecipient();
if (!recipient)
{
go->SetLootRecipient(this);
recipient = this;
}
// generate loot only if ready for open and spawned in world
if (go->getLootState() == GO_READY && go->isSpawned())
{
uint32 lootid = go->GetGOInfo()->GetLootId();
if ((go->GetEntry() == BG_AV_OBJECTID_MINE_N || go->GetEntry() == BG_AV_OBJECTID_MINE_S))
{
if (BattleGround* bg = GetBattleGround())
if (bg->GetTypeID() == BATTLEGROUND_AV)
if (!(((BattleGroundAV*)bg)->PlayerCanDoMineQuest(go->GetEntry(), GetTeam())))
{
SendLootRelease(guid);
return;
}
}
loot->clear();
switch (loot_type)
{
// Entry 0 in fishing loot template used for store junk fish loot at fishing fail it junk allowed by config option
// this is overwrite fishinghole loot for example
case LOOT_FISHING_FAIL:
loot->FillLoot(0, LootTemplates_Fishing, this, true);
break;
case LOOT_FISHING:
uint32 zone, subzone;
go->GetZoneAndAreaId(zone, subzone);
// if subzone loot exist use it
if (!loot->FillLoot(subzone, LootTemplates_Fishing, this, true, (subzone != zone)) && subzone != zone)
// else use zone loot (if zone diff. from subzone, must exist in like case)
loot->FillLoot(zone, LootTemplates_Fishing, this, true);
break;
default:
if (!lootid)
break;
DEBUG_LOG(" send normal GO loot");
loot->FillLoot(lootid, LootTemplates_Gameobject, this, false);
loot->generateMoneyLoot(go->GetGOInfo()->MinMoneyLoot, go->GetGOInfo()->MaxMoneyLoot);
if (go->GetGoType() == GAMEOBJECT_TYPE_CHEST && go->GetGOInfo()->chest.groupLootRules)
{
if (Group* group = go->GetGroupLootRecipient())
{
group->UpdateLooterGuid(go, true);
switch (group->GetLootMethod())
{
case GROUP_LOOT:
// GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
group->GroupLoot(go, loot);
permission = GROUP_PERMISSION;
break;
case NEED_BEFORE_GREED:
group->NeedBeforeGreed(go, loot);
permission = GROUP_PERMISSION;
break;
case MASTER_LOOT:
group->MasterLoot(go, loot);
permission = MASTER_PERMISSION;
break;
default:
break;
}
}
}
break;
}
go->SetLootState(GO_ACTIVATED);
}
if (go->getLootState() == GO_ACTIVATED && go->GetGoType() == GAMEOBJECT_TYPE_CHEST && go->GetGOInfo()->chest.groupLootRules)
{
if (Group* group = go->GetGroupLootRecipient())
{
if (group == GetGroup())
{
if (group->GetLootMethod() == FREE_FOR_ALL)
permission = ALL_PERMISSION;
else if (group->GetLooterGuid() == GetObjectGuid())
{
if (group->GetLootMethod() == MASTER_LOOT)
permission = MASTER_PERMISSION;
else
permission = ALL_PERMISSION;
}
else
permission = GROUP_PERMISSION;
}
else
permission = NONE_PERMISSION;
}
else if (recipient == this)
permission = ALL_PERMISSION;
else
permission = NONE_PERMISSION;
}
break;
}
case HIGHGUID_ITEM:
{
Item* item = GetItemByGuid(guid);
if (!item)
{
SendLootRelease(guid);
return;
}
permission = OWNER_PERMISSION;
loot = &item->loot;
if (!item->HasGeneratedLoot())
{
item->loot.clear();
switch (loot_type)
{
case LOOT_DISENCHANTING:
loot->FillLoot(item->GetProto()->DisenchantID, LootTemplates_Disenchant, this, true);
item->SetLootState(ITEM_LOOT_TEMPORARY);
break;
case LOOT_PROSPECTING:
loot->FillLoot(item->GetEntry(), LootTemplates_Prospecting, this, true);
item->SetLootState(ITEM_LOOT_TEMPORARY);
break;
case LOOT_MILLING:
loot->FillLoot(item->GetEntry(), LootTemplates_Milling, this, true);
item->SetLootState(ITEM_LOOT_TEMPORARY);
break;
default:
loot->FillLoot(item->GetEntry(), LootTemplates_Item, this, true, item->GetProto()->MaxMoneyLoot == 0);
loot->generateMoneyLoot(item->GetProto()->MinMoneyLoot, item->GetProto()->MaxMoneyLoot);
item->SetLootState(ITEM_LOOT_CHANGED);
break;
}
}
break;
}
case HIGHGUID_CORPSE: // remove insignia
{
Corpse* bones = GetMap()->GetCorpse(guid);
if (!bones || !((loot_type == LOOT_CORPSE) || (loot_type == LOOT_INSIGNIA)) || (bones->GetType() != CORPSE_BONES))
{
SendLootRelease(guid);
return;
}
loot = &bones->loot;
if (!bones->lootForBody)
{
bones->lootForBody = true;
uint32 pLevel = bones->loot.gold;
bones->loot.clear();
if (GetBattleGround()->GetTypeID() == BATTLEGROUND_AV)
loot->FillLoot(0, LootTemplates_Creature, this, false);
// It may need a better formula
// Now it works like this: lvl10: ~6copper, lvl70: ~9silver
bones->loot.gold = (uint32)(urand(50, 150) * 0.016f * pow(((float)pLevel) / 5.76f, 2.5f) * sWorld.getConfig(CONFIG_FLOAT_RATE_DROP_MONEY));
}
if (bones->lootRecipient != this)
permission = NONE_PERMISSION;
else
permission = OWNER_PERMISSION;
break;
}
case HIGHGUID_UNIT:
case HIGHGUID_VEHICLE:
{
Creature* creature = GetMap()->GetCreature(guid);
// must be in range and creature must be alive for pickpocket and must be dead for another loot
if (!creature || creature->isAlive() != (loot_type == LOOT_PICKPOCKETING) || !creature->IsWithinDistInMap(this, INTERACTION_DISTANCE))
{
SendLootRelease(guid);
return;
}
if (loot_type == LOOT_PICKPOCKETING && IsFriendlyTo(creature))
{
SendLootRelease(guid);
return;
}
loot = &creature->loot;
if (loot_type == LOOT_PICKPOCKETING)
{
if (!creature->lootForPickPocketed)
{
creature->lootForPickPocketed = true;
loot->clear();
if (uint32 lootid = creature->GetCreatureInfo()->pickpocketLootId)
loot->FillLoot(lootid, LootTemplates_Pickpocketing, this, false);
// Generate extra money for pick pocket loot
const uint32 a = urand(0, creature->getLevel() / 2);
const uint32 b = urand(0, getLevel() / 2);
loot->gold = uint32(10 * (a + b) * sWorld.getConfig(CONFIG_FLOAT_RATE_DROP_MONEY));
permission = OWNER_PERMISSION;
}
}
else
{
// the player whose group may loot the corpse
Player* recipient = creature->GetLootRecipient();
if (!recipient)
{
creature->SetLootRecipient(this);
recipient = this;
}
if (creature->lootForPickPocketed)
{
creature->lootForPickPocketed = false;
loot->clear();
}
if (!creature->lootForBody)
{
creature->lootForBody = true;
loot->clear();
if (uint32 lootid = creature->GetCreatureInfo()->lootid)
loot->FillLoot(lootid, LootTemplates_Creature, recipient, false);
loot->generateMoneyLoot(creature->GetCreatureInfo()->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 quality<threshold, round robin
group->GroupLoot(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(GetObjectGuid());
if (loot_type == LOOT_CORPSE && !guid.IsItem())
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);
}
void Player::SendNotifyLootMoneyRemoved()
{
WorldPacket data(SMSG_LOOT_CLEAR_MONEY, 0);
GetSession()->SendPacket(&data);
}
void Player::SendNotifyLootItemRemoved(uint8 lootSlot, bool currency)
{
WorldPacket data(currency ? SMSG_LOOT_CURRENCY_REMOVED : SMSG_LOOT_REMOVED, 1);
data << uint8(lootSlot);
GetSession()->SendPacket(&data);
}
void Player::SendUpdateWorldState(uint32 Field, uint32 Value)
{
WorldPacket data(SMSG_UPDATE_WORLD_STATE, 8 + 1);
data << Field;
data << Value;
data << uint8(0);
GetSession()->SendPacket(&data);
}
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[] =
{
{ 2753, 0 }, // WORLD_STATE_EY_TOWER_COUNT_HORDE
{ 2752, 0 }, // WORLD_STATE_EY_TOWER_COUNT_ALLIANCE
{ 2733, WORLD_STATE_REMOVE }, // WORLD_STATE_EY_DRAENEI_RUINS_HORDE
{ 2732, WORLD_STATE_REMOVE }, // WORLD_STATE_EY_DRAENEI_RUINS_ALLIANCE
{ 2731, WORLD_STATE_REMOVE }, // WORLD_STATE_EY_DRAENEI_RUINS_NEUTRAL
{ 2730, WORLD_STATE_REMOVE }, // WORLD_STATE_EY_MAGE_TOWER_ALLIANCE
{ 2729, WORLD_STATE_REMOVE }, // WORLD_STATE_EY_MAGE_TOWER_HORDE
{ 2728, WORLD_STATE_REMOVE }, // WORLD_STATE_EY_MAGE_TOWER_NEUTRAL
{ 2727, WORLD_STATE_REMOVE }, // WORLD_STATE_EY_FEL_REAVER_HORDE
{ 2726, WORLD_STATE_REMOVE }, // WORLD_STATE_EY_FEL_REAVER_ALLIANCE
{ 2725, WORLD_STATE_REMOVE }, // WORLD_STATE_EY_FEL_REAVER_NEUTRAL
{ 2724, WORLD_STATE_REMOVE }, // WORLD_STATE_EY_BLOOD_ELF_HORDE
{ 2723, WORLD_STATE_REMOVE }, // WORLD_STATE_EY_BLOOD_ELF_ALLIANCE
{ 2722, WORLD_STATE_REMOVE }, // WORLD_STATE_EY_BLOOD_ELF_NEUTRAL
{ 2757, WORLD_STATE_REMOVE }, // WORLD_STATE_EY_NETHERSTORM_FLAG_READY
{ 2770, 1 }, // WORLD_STATE_EY_NETHERSTORM_FLAG_STATE_HORDE
{ 2769, 1 }, // WORLD_STATE_EY_NETHERSTORM_FLAG_STATE_ALLIANCE
{ 2750, 0 }, // WORLD_STATE_EY_RESOURCES_HORDE
{ 2749, 0 }, // WORLD_STATE_EY_RESOURCES_ALLIANCE
{ 2565, 0x8e }, // global unk -- TODO: move to global world state
{ 3085, 0x17b } // global unk -- TODO: move to global world state
};
static WorldStatePair SI_world_states[] = // Silithus
{
{ 2313, 0 }, // WORLD_STATE_SI_GATHERED_A
{ 2314, 0 }, // WORLD_STATE_SI_GATHERED_H
{ 2317, 0 } // WORLD_STATE_SI_SILITHYST_MAX
};
static WorldStatePair EP_world_states[] = // Eastern Plaguelands
{
{ 2327, 0 }, // WORLD_STATE_EP_TOWER_COUNT_ALLIANCE
{ 2328, 0 }, // WORLD_STATE_EP_TOWER_COUNT_HORDE
{ 2355, WORLD_STATE_REMOVE }, // WORLD_STATE_EP_CROWNGUARD_NEUTRAL
{ 2374, WORLD_STATE_REMOVE }, // WORLD_STATE_EP_CROWNGUARD_CONTEST_ALLIANCE
{ 2375, WORLD_STATE_REMOVE }, // WORLD_STATE_EP_CROWNGUARD_CONTEST_HORDE
{ 2376, WORLD_STATE_REMOVE }, // WORLD_STATE_EP_CROWNGUARD_PROGRESS_ALLIANCE
{ 2377, WORLD_STATE_REMOVE }, // WORLD_STATE_EP_CROWNGUARD_PROGRESS_HORDE
{ 2378, WORLD_STATE_REMOVE }, // WORLD_STATE_EP_CROWNGUARD_ALLIANCE
{ 2379, WORLD_STATE_REMOVE }, // WORLD_STATE_EP_CROWNGUARD_HORDE
{ 2354, WORLD_STATE_REMOVE }, // WORLD_STATE_EP_EASTWALL_ALLIANCE
{ 2356, WORLD_STATE_REMOVE }, // WORLD_STATE_EP_EASTWALL_HORDE
{ 2357, WORLD_STATE_REMOVE }, // WORLD_STATE_EP_EASTWALL_PROGRESS_ALLIANCE
{ 2358, WORLD_STATE_REMOVE }, // WORLD_STATE_EP_EASTWALL_PROGRESS_HORDE
{ 2359, WORLD_STATE_REMOVE }, // WORLD_STATE_EP_EASTWALL_CONTEST_ALLIANCE
{ 2360, WORLD_STATE_REMOVE }, // WORLD_STATE_EP_EASTWALL_CONTEST_HORDE
{ 2361, WORLD_STATE_REMOVE }, // WORLD_STATE_EP_EASTWALL_NEUTRAL
{ 2352, WORLD_STATE_REMOVE }, // WORLD_STATE_EP_NORTHPASS_NEUTRAL
{ 2362, WORLD_STATE_REMOVE }, // WORLD_STATE_EP_NORTHPASS_CONTEST_ALLIANCE
{ 2363, WORLD_STATE_REMOVE }, // WORLD_STATE_EP_NORTHPASS_CONTEST_HORDE
{ 2364, WORLD_STATE_REMOVE }, // WORLD_STATE_EP_NORTHPASS_PROGRESS_ALLIANCE
{ 2365, WORLD_STATE_REMOVE }, // WORLD_STATE_EP_NORTHPASS_PROGRESS_HORDE
{ 2372, WORLD_STATE_REMOVE }, // WORLD_STATE_EP_NORTHPASS_ALLIANCE
{ 2373, WORLD_STATE_REMOVE }, // WORLD_STATE_EP_NORTHPASS_HORDE
{ 2353, WORLD_STATE_REMOVE }, // WORLD_STATE_EP_PLAGUEWOOD_NEUTRAL
{ 2366, WORLD_STATE_REMOVE }, // WORLD_STATE_EP_PLAGUEWOOD_CONTEST_ALLIANCE
{ 2367, WORLD_STATE_REMOVE }, // WORLD_STATE_EP_PLAGUEWOOD_CONTEST_HORDE - not in dbc! sent for consistency's sake, and to match field count
{ 2368, WORLD_STATE_REMOVE }, // WORLD_STATE_EP_PLAGUEWOOD_PROGRESS_ALLIANCE
{ 2369, WORLD_STATE_REMOVE }, // WORLD_STATE_EP_PLAGUEWOOD_PROGRESS_HORDE
{ 2370, WORLD_STATE_REMOVE }, // WORLD_STATE_EP_PLAGUEWOOD_ALLIANCE
{ 2371, WORLD_STATE_REMOVE } // WORLD_STATE_EP_PLAGUEWOOD_HORDE
};
static WorldStatePair HP_world_states[] = // Hellfire Peninsula
{
{ 2490, WORLD_STATE_REMOVE }, // WORLD_STATE_HP_TOWER_DISPLAY_A
{ 2489, WORLD_STATE_REMOVE }, // WORLD_STATE_HP_TOWER_DISPLAY_H
{ 2485, WORLD_STATE_REMOVE }, // WORLD_STATE_HP_BROKEN_HILL_NEUTRAL
{ 2484, WORLD_STATE_REMOVE }, // WORLD_STATE_HP_BROKEN_HILL_HORDE
{ 2483, WORLD_STATE_REMOVE }, // WORLD_STATE_HP_BROKEN_HILL_ALLIANCE
{ 2482, WORLD_STATE_REMOVE }, // WORLD_STATE_HP_OVERLOOK_NEUTRAL
{ 2481, WORLD_STATE_REMOVE }, // WORLD_STATE_HP_OVERLOOK_HORDE
{ 2480, WORLD_STATE_REMOVE }, // WORLD_STATE_HP_OVERLOOK_ALLIANCE
{ 2478, 0 }, // WORLD_STATE_HP_TOWER_COUNT_HORDE
{ 2476, 0 }, // WORLD_STATE_HP_TOWER_COUNT_ALLIANCE
{ 2472, WORLD_STATE_REMOVE }, // WORLD_STATE_HP_STADIUM_NEUTRAL
{ 2471, WORLD_STATE_REMOVE }, // WORLD_STATE_HP_STADIUM_ALLIANCE
{ 2470, WORLD_STATE_REMOVE } // WORLD_STATE_HP_STADIUM_HORDE
};
static WorldStatePair TF_world_states[] = // Terokkar Forest
{
{ 2622, 0 }, // WORLD_STATE_TF_TOWER_COUNT_H
{ 2621, 0 }, // WORLD_STATE_TF_TOWER_COUNT_A
{ 2620, WORLD_STATE_REMOVE }, // WORLD_STATE_TF_TOWERS_CONTROLLED
{ 2695, WORLD_STATE_REMOVE }, // WORLD_STATE_TF_SOUTH_EAST_TOWER_HORDE
{ 2694, WORLD_STATE_REMOVE }, // WORLD_STATE_TF_SOUTH_EAST_TOWER_ALLIANCE
{ 2693, WORLD_STATE_REMOVE }, // WORLD_STATE_TF_SOUTH_TOWER_NEUTRAL
{ 2692, WORLD_STATE_REMOVE }, // WORLD_STATE_TF_SOUTH_TOWER_HORDE
{ 2691, WORLD_STATE_REMOVE }, // WORLD_STATE_TF_SOUTH_TOWER_ALLIANCE
{ 2690, WORLD_STATE_REMOVE }, // WORLD_STATE_TF_EAST_TOWER_NEUTRAL
{ 2689, WORLD_STATE_REMOVE }, // WORLD_STATE_TF_EAST_TOWER_HORDE
{ 2688, WORLD_STATE_REMOVE }, // WORLD_STATE_TF_EAST_TOWER_ALLIANCE
{ 2686, WORLD_STATE_REMOVE }, // WORLD_STATE_TF_NORTH_TOWER_NEUTRAL
{ 2685, WORLD_STATE_REMOVE }, // WORLD_STATE_TF_NORTH_TOWER_HORDE
{ 2684, WORLD_STATE_REMOVE }, // WORLD_STATE_TF_NORTH_TOWER_ALLIANCE
{ 2683, WORLD_STATE_REMOVE }, // WORLD_STATE_TF_WEST_TOWER_ALLIANCE
{ 2682, WORLD_STATE_REMOVE }, // WORLD_STATE_TF_WEST_TOWER_HORDE
{ 2681, WORLD_STATE_REMOVE }, // WORLD_STATE_TF_WEST_TOWER_NEUTRAL
{ 2512, 0 }, // WORLD_STATE_TF_TIME_MIN_FIRST_DIGIT
{ 2510, 0 }, // WORLD_STATE_TF_TIME_MIN_SECOND_DIGIT
{ 2509, 0 }, // WORLD_STATE_TF_TIME_HOURS
{ 2508, WORLD_STATE_REMOVE }, // WORLD_STATE_TF_LOCKED_NEUTRAL
{ 2696, WORLD_STATE_REMOVE }, // WORLD_STATE_TF_SOUTH_EAST_TOWER_NEUTRAL
{ 2768, WORLD_STATE_REMOVE }, // WORLD_STATE_TF_LOCKED_HORDE
{ 2767, WORLD_STATE_REMOVE } // WORLD_STATE_TF_LOCKED_ALLIANCE
};
static WorldStatePair ZM_world_states[] = // Zangarmarsh
{
{ 2653, 0x1 }, // WORLD_STATE_ZM_UNK
{ 2652, WORLD_STATE_REMOVE }, // WORLD_STATE_ZM_BEACON_EAST_NEUTRAL
{ 2651, WORLD_STATE_REMOVE }, // WORLD_STATE_ZM_BEACON_EAST_HORDE
{ 2650, WORLD_STATE_REMOVE }, // WORLD_STATE_ZM_BEACON_EAST_ALLIANCE
{ 2649, WORLD_STATE_REMOVE }, // WORLD_STATE_ZM_GRAVEYARD_HORDE
{ 2648, WORLD_STATE_REMOVE }, // WORLD_STATE_ZM_GRAVEYARD_ALLIANCE
{ 2647, WORLD_STATE_REMOVE }, // WORLD_STATE_ZM_GRAVEYARD_NEUTRAL
{ 2646, WORLD_STATE_REMOVE }, // WORLD_STATE_ZM_BEACON_WEST_NEUTRAL
{ 2645, WORLD_STATE_REMOVE }, // WORLD_STATE_ZM_BEACON_WEST_HORDE
{ 2644, WORLD_STATE_REMOVE }, // WORLD_STATE_ZM_BEACON_WEST_ALLIANCE
{ 2560, WORLD_STATE_REMOVE }, // WORLD_STATE_ZM_BEACON_EAST_UI_NEUTRAL
{ 2559, WORLD_STATE_REMOVE }, // WORLD_STATE_ZM_BEACON_EAST_UI_HORDE
{ 2558, WORLD_STATE_REMOVE }, // WORLD_STATE_ZM_BEACON_EAST_UI_ALLIANCE
{ 2557, WORLD_STATE_REMOVE }, // WORLD_STATE_ZM_BEACON_WEST_UI_NEUTRAL
{ 2556, WORLD_STATE_REMOVE }, // WORLD_STATE_ZM_BEACON_WEST_UI_HORDE
{ 2555, WORLD_STATE_REMOVE }, // WORLD_STATE_ZM_BEACON_WEST_UI_ALLIANCE
{ 2658, WORLD_STATE_REMOVE }, // WORLD_STATE_ZM_FLAG_READY_HORDE
{ 2657, WORLD_STATE_REMOVE }, // WORLD_STATE_ZM_FLAG_NOT_READY_HORDE
{ 2656, WORLD_STATE_REMOVE }, // WORLD_STATE_ZM_FLAG_NOT_READY_ALLIANCE
{ 2655, WORLD_STATE_REMOVE } // WORLD_STATE_ZM_FLAG_READY_ALLIANCE
};
static WorldStatePair NA_world_states[] =
{
{ 2503, 0 }, // WORLD_STATE_NA_GUARDS_HORDE
{ 2502, 0 }, // WORLD_STATE_NA_GUARDS_ALLIANCE
{ 2493, 0 }, // WORLD_STATE_NA_GUARDS_MAX
{ 2491, 0 }, // WORLD_STATE_NA_GUARDS_LEFT
{ 2762, WORLD_STATE_REMOVE }, // WORLD_STATE_NA_WYVERN_NORTH_NEUTRAL_H
{ 2662, WORLD_STATE_REMOVE }, // WORLD_STATE_NA_WYVERN_NORTH_NEUTRAL_A
{ 2663, WORLD_STATE_REMOVE }, // WORLD_STATE_NA_WYVERN_NORTH_H
{ 2664, WORLD_STATE_REMOVE }, // WORLD_STATE_NA_WYVERN_NORTH_A
{ 2760, WORLD_STATE_REMOVE }, // WORLD_STATE_NA_WYVERN_SOUTH_NEUTRAL_H
{ 2670, WORLD_STATE_REMOVE }, // WORLD_STATE_NA_WYVERN_SOUTH_NEUTRAL_A
{ 2668, WORLD_STATE_REMOVE }, // WORLD_STATE_NA_WYVERN_SOUTH_H
{ 2669, WORLD_STATE_REMOVE }, // WORLD_STATE_NA_WYVERN_SOUTH_A
{ 2761, WORLD_STATE_REMOVE }, // WORLD_STATE_NA_WYVERN_WEST_NEUTRAL_H
{ 2667, WORLD_STATE_REMOVE }, // WORLD_STATE_NA_WYVERN_WEST_NEUTRAL_A
{ 2665, WORLD_STATE_REMOVE }, // WORLD_STATE_NA_WYVERN_WEST_H
{ 2666, WORLD_STATE_REMOVE }, // WORLD_STATE_NA_WYVERN_WEST_A
{ 2763, WORLD_STATE_REMOVE }, // WORLD_STATE_NA_WYVERN_EAST_NEUTRAL_H
{ 2659, WORLD_STATE_REMOVE }, // WORLD_STATE_NA_WYVERN_EAST_NEUTRAL_A
{ 2660, WORLD_STATE_REMOVE }, // WORLD_STATE_NA_WYVERN_EAST_H
{ 2661, WORLD_STATE_REMOVE }, // WORLD_STATE_NA_WYVERN_EAST_A
{ 2671, WORLD_STATE_REMOVE }, // WORLD_STATE_NA_HALAA_NEUTRAL
{ 2676, WORLD_STATE_REMOVE }, // WORLD_STATE_NA_HALAA_NEUTRAL_A
{ 2677, WORLD_STATE_REMOVE }, // WORLD_STATE_NA_HALAA_NEUTRAL_H
{ 2672, WORLD_STATE_REMOVE }, // WORLD_STATE_NA_HALAA_HORDE
{ 2673, WORLD_STATE_REMOVE } // WORLD_STATE_NA_HALAA_ALLIANCE
};
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));
FillInitialWorldState(data, count, 0xED9, 1); // 3801 9 0 - Battle for Wintergrasp in progress, 1 - otherwise
// 4354 10 Time when next Battle for Wintergrasp starts
FillInitialWorldState(data, count, 0x1102, uint32(time(NULL) + 9000));
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: // Dun Morogh
case 11: // Wetlands
case 12: // Elwynn Forest
case 38: // Loch Modan
case 40: // Westfall
case 51: // Searing Gorge
case 1519: // Stormwind City
case 1537: // Ironforge
case 2257: // Deeprun Tram
case 3703: // Shattrath City
break;
case 139: // Eastern Plaguelands
if (OutdoorPvP* outdoorPvP = sOutdoorPvPMgr.GetScript(zoneid))
outdoorPvP->FillInitialWorldStates(data, count);
else
FillInitialWorldState(data, count, EP_world_states);
break;
case 1377: // Silithus
if (OutdoorPvP* outdoorPvP = sOutdoorPvPMgr.GetScript(zoneid))
outdoorPvP->FillInitialWorldStates(data, count);
else
FillInitialWorldState(data, count, SI_world_states);
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
if (OutdoorPvP* outdoorPvP = sOutdoorPvPMgr.GetScript(zoneid))
outdoorPvP->FillInitialWorldStates(data, count);
else
FillInitialWorldState(data, count, HP_world_states);
break;
case 3518: // Nagrand
if (OutdoorPvP* outdoorPvP = sOutdoorPvPMgr.GetScript(zoneid))
outdoorPvP->FillInitialWorldStates(data, count);
else
FillInitialWorldState(data, count, NA_world_states);
break;
case 3519: // Terokkar Forest
if (OutdoorPvP* outdoorPvP = sOutdoorPvPMgr.GetScript(zoneid))
outdoorPvP->FillInitialWorldStates(data, count);
else
FillInitialWorldState(data, count, TF_world_states);
break;
case 3521: // Zangarmarsh
if (OutdoorPvP* outdoorPvP = sOutdoorPvPMgr.GetScript(zoneid))
outdoorPvP->FillInitialWorldStates(data, count);
else
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;
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<uint16>(count_pos, count); // set actual world state amount
GetSession()->SendPacket(&data);
}
void Player::FillBGWeekendWorldStates(WorldPacket& data, uint32& count)
{
for (uint32 i = 1; i < sBattlemasterListStore.GetNumRows(); ++i)
{
BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(i);
if (bl && bl->HolidayWorldStateId)
{
if (BattleGroundMgr::IsBGWeekend(BattleGroundTypeId(bl->id)))
FillInitialWorldState(data, count, bl->HolidayWorldStateId, 1);
else
FillInitialWorldState(data, count, bl->HolidayWorldStateId, 0);
}
}
}
uint32 Player::GetXPRestBonus(uint32 xp)
{
uint32 rested_bonus = (uint32)GetRestBonus(); // xp for each rested bonus
if (rested_bonus > xp) // max rested_bonus == xp or (r+x) = 200% xp
rested_bonus = xp;
SetRestBonus(GetRestBonus() - rested_bonus);
DETAIL_LOG("Player gain %u xp (+ %u Rested Bonus). Rested points=%f", xp + rested_bonus, rested_bonus, GetRestBonus());
return rested_bonus;
}
void Player::SetBindPoint(ObjectGuid guid)
{
WorldPacket data(SMSG_BINDER_CONFIRM, 8);
data << ObjectGuid(guid);
GetSession()->SendPacket(&data);
}
void Player::SendTalentWipeConfirm(ObjectGuid guid)
{
WorldPacket data(MSG_TALENT_WIPE_CONFIRM, (8 + 4));
data << ObjectGuid(guid);
data << uint32(resetTalentsCost());
GetSession()->SendPacket(&data);
}
void Player::SendPetSkillWipeConfirm()
{
Pet* pet = GetPet();
if (!pet)
return;
WorldPacket data(SMSG_PET_UNLEARN_CONFIRM, (8 + 4));
data << ObjectGuid(pet->GetObjectGuid());
data << uint32(pet->resetTalentsCost());
GetSession()->SendPacket(&data);
}
/*********************************************************/
/*** STORAGE SYSTEM ***/
/*********************************************************/
void Player::SetVirtualItemSlot(uint8 i, Item* item)
{
MANGOS_ASSERT(i < 3);
if (i < 2 && item)
{
if (!item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT))
return;
uint32 charges = item->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT);
if (charges == 0)
return;
if (charges > 1)
item->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT, charges - 1);
else if (charges <= 1)
{
ApplyEnchantment(item, TEMP_ENCHANTMENT_SLOT, false);
item->ClearEnchantment(TEMP_ENCHANTMENT_SLOT);
}
}
}
void Player::SetSheath(SheathState sheathed)
{
switch (sheathed)
{
case SHEATH_STATE_UNARMED: // no prepared weapon
SetVirtualItemSlot(0, NULL);
SetVirtualItemSlot(1, NULL);
SetVirtualItemSlot(2, NULL);
break;
case SHEATH_STATE_MELEE: // prepared melee weapon
{
SetVirtualItemSlot(0, GetWeaponForAttack(BASE_ATTACK, true, true));
SetVirtualItemSlot(1, GetWeaponForAttack(OFF_ATTACK, true, true));
SetVirtualItemSlot(2, NULL);
}; break;
case SHEATH_STATE_RANGED: // prepared ranged weapon
SetVirtualItemSlot(0, NULL);
SetVirtualItemSlot(1, NULL);
SetVirtualItemSlot(2, GetWeaponForAttack(RANGED_ATTACK, true, true));
break;
default:
SetVirtualItemSlot(0, NULL);
SetVirtualItemSlot(1, NULL);
SetVirtualItemSlot(2, NULL);
break;
}
Unit::SetSheath(sheathed); // this must visualize Sheath changing for other players...
}
bool Player::GetSlotsForInventoryType(uint8 invType, uint8* slots, uint32 subClass) const
{
uint8 pClass = getClass();
slots[0] = NULL_SLOT;
slots[1] = NULL_SLOT;
slots[2] = NULL_SLOT;
slots[3] = NULL_SLOT;
switch (invType)
{
case INVTYPE_HEAD:
slots[0] = EQUIPMENT_SLOT_HEAD;
break;
case INVTYPE_NECK:
slots[0] = EQUIPMENT_SLOT_NECK;
break;
case INVTYPE_SHOULDERS:
slots[0] = EQUIPMENT_SLOT_SHOULDERS;
break;
case INVTYPE_BODY:
slots[0] = EQUIPMENT_SLOT_BODY;
break;
case INVTYPE_CHEST:
slots[0] = EQUIPMENT_SLOT_CHEST;
break;
case INVTYPE_ROBE:
slots[0] = EQUIPMENT_SLOT_CHEST;
break;
case INVTYPE_WAIST:
slots[0] = EQUIPMENT_SLOT_WAIST;
break;
case INVTYPE_LEGS:
slots[0] = EQUIPMENT_SLOT_LEGS;
break;
case INVTYPE_FEET:
slots[0] = EQUIPMENT_SLOT_FEET;
break;
case INVTYPE_WRISTS:
slots[0] = EQUIPMENT_SLOT_WRISTS;
break;
case INVTYPE_HANDS:
slots[0] = EQUIPMENT_SLOT_HANDS;
break;
case INVTYPE_FINGER:
slots[0] = EQUIPMENT_SLOT_FINGER1;
slots[1] = EQUIPMENT_SLOT_FINGER2;
break;
case INVTYPE_TRINKET:
slots[0] = EQUIPMENT_SLOT_TRINKET1;
slots[1] = EQUIPMENT_SLOT_TRINKET2;
break;
case INVTYPE_CLOAK:
slots[0] = EQUIPMENT_SLOT_BACK;
break;
case INVTYPE_WEAPON:
{
slots[0] = EQUIPMENT_SLOT_MAINHAND;
// suggest offhand slot only if know dual wielding
// (this will be replace mainhand weapon at auto equip instead unwanted "you don't known dual wielding" ...
if (CanDualWield())
slots[1] = EQUIPMENT_SLOT_OFFHAND;
break;
}
case INVTYPE_SHIELD:
slots[0] = EQUIPMENT_SLOT_OFFHAND;
break;
case INVTYPE_RANGED:
slots[0] = EQUIPMENT_SLOT_RANGED;
break;
case INVTYPE_2HWEAPON:
slots[0] = EQUIPMENT_SLOT_MAINHAND;
if (CanDualWield() && CanTitanGrip())
slots[1] = EQUIPMENT_SLOT_OFFHAND;
break;
case INVTYPE_TABARD:
slots[0] = EQUIPMENT_SLOT_TABARD;
break;
case INVTYPE_WEAPONMAINHAND:
slots[0] = EQUIPMENT_SLOT_MAINHAND;
break;
case INVTYPE_WEAPONOFFHAND:
slots[0] = EQUIPMENT_SLOT_OFFHAND;
break;
case INVTYPE_HOLDABLE:
slots[0] = EQUIPMENT_SLOT_OFFHAND;
break;
case INVTYPE_THROWN:
slots[0] = EQUIPMENT_SLOT_RANGED;
break;
case INVTYPE_RANGEDRIGHT:
slots[0] = EQUIPMENT_SLOT_RANGED;
break;
case INVTYPE_BAG:
slots[0] = INVENTORY_SLOT_BAG_START + 0;
slots[1] = INVENTORY_SLOT_BAG_START + 1;
slots[2] = INVENTORY_SLOT_BAG_START + 2;
slots[3] = INVENTORY_SLOT_BAG_START + 3;
break;
case INVTYPE_RELIC:
{
if (subClass == ITEM_SUBCLASS_ARMOR_RELIC &&
(pClass == CLASS_PALADIN || pClass == CLASS_DRUID ||
pClass == CLASS_SHAMAN || pClass == CLASS_DEATH_KNIGHT))
slots[0] = EQUIPMENT_SLOT_RANGED;
break;
}
default:
return false;
}
return true;
}
uint8 Player::FindEquipSlot(ItemPrototype const* proto, uint32 slot, bool swap) const
{
uint8 slots[4];
if (!GetSlotsForInventoryType(proto->InventoryType, slots, proto->SubClass))
return NULL_SLOT;
if (slot != NULL_SLOT)
{
if (swap || !GetItemByPos(INVENTORY_SLOT_BAG_0, slot))
{
for (int i = 0; i < 4; ++i)
{
if (slots[i] == slot)
return slot;
}
}
}
else
{
// search free slot at first
for (int i = 0; i < 4; ++i)
{
if (slots[i] != NULL_SLOT && !GetItemByPos(INVENTORY_SLOT_BAG_0, slots[i]))
{
// in case 2hand equipped weapon (without titan grip) offhand slot empty but not free
if (slots[i] != EQUIPMENT_SLOT_OFFHAND || !IsTwoHandUsed())
return slots[i];
}
}
// if not found free and can swap return first appropriate from used
for (int i = 0; i < 4; ++i)
{
if (slots[i] != NULL_SLOT && swap)
return slots[i];
}
}
// no free position
return NULL_SLOT;
}
InventoryResult Player::CanUnequipItems(uint32 item, uint32 count) const
{
Item* pItem;
uint32 tempcount = 0;
InventoryResult res = EQUIP_ERR_OK;
for (int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i)
{
pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (pItem && pItem->GetEntry() == item)
{
InventoryResult ires = CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false);
if (ires == EQUIP_ERR_OK)
{
tempcount += pItem->GetCount();
if (tempcount >= count)
return EQUIP_ERR_OK;
}
else
res = ires;
}
}
for (int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
{
pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (pItem && pItem->GetEntry() == item)
{
tempcount += pItem->GetCount();
if (tempcount >= count)
return EQUIP_ERR_OK;
}
}
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 = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
{
Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (pBag)
count += pBag->GetItemCount(item, skipItem);
}
if (skipItem && skipItem->GetProto()->GemProperties)
{
for (int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
{
Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color)
count += pItem->GetGemCountWithID(item);
}
}
if (inBankAlso)
{
for (int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i)
{
Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (pItem && pItem != skipItem && pItem->GetEntry() == item)
count += pItem->GetCount();
}
for (int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
{
Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (pBag)
count += pBag->GetItemCount(item, skipItem);
}
if (skipItem && skipItem->GetProto()->GemProperties)
{
for (int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i)
{
Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color)
count += pItem->GetGemCountWithID(item);
}
}
}
return count;
}
uint32 Player::GetItemCountWithLimitCategory(uint32 limitCategory, Item* skipItem) const
{
uint32 count = 0;
for (int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetProto()->ItemLimitCategory == limitCategory && pItem != skipItem)
count += pItem->GetCount();
for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
count += pBag->GetItemCountWithLimitCategory(limitCategory, skipItem);
for (int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetProto()->ItemLimitCategory == limitCategory && pItem != skipItem)
count += pItem->GetCount();
for (int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
count += pBag->GetItemCountWithLimitCategory(limitCategory, skipItem);
return count;
}
Item* Player::GetItemByEntry(uint32 item) const
{
for (int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetEntry() == item)
return pItem;
for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (Item* itemPtr = pBag->GetItemByEntry(item))
return itemPtr;
return NULL;
}
Item* Player::GetItemByLimitedCategory(uint32 limitedCategory) const
{
for (int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetProto()->ItemLimitCategory == limitedCategory)
return pItem;
for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (Item* itemPtr = pBag->GetItemByLimitedCategory(limitedCategory))
return itemPtr;
return NULL;
}
Item* Player::GetItemByGuid(ObjectGuid guid) const
{
for (int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetObjectGuid() == guid)
return pItem;
for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
if (Item* pItem = pBag->GetItemByPos(j))
if (pItem->GetObjectGuid() == guid)
return pItem;
for (int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetObjectGuid() == guid)
return pItem;
for (int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
if (Item* pItem = pBag->GetItemByPos(j))
if (pItem->GetObjectGuid() == guid)
return pItem;
return NULL;
}
Item* Player::GetItemByPos(uint16 pos) const
{
uint8 bag = pos >> 8;
uint8 slot = pos & 255;
return GetItemByPos(bag, slot);
}
Item* Player::GetItemByPos(uint8 bag, uint8 slot) const
{
if (bag == INVENTORY_SLOT_BAG_0 && slot < BANK_SLOT_BAG_END)
return m_items[slot];
else if ((bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)
|| (bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END))
{
Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, bag);
if (pBag)
return pBag->GetItemByPos(slot);
}
return NULL;
}
uint32 Player::GetItemDisplayIdInSlot(uint8 bag, uint8 slot) const
{
const Item* pItem = GetItemByPos(bag, slot);
if (!pItem)
return 0;
return pItem->GetProto()->DisplayInfoID;
}
Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool nonbroken, bool useable) const
{
uint8 slot;
switch (attackType)
{
case BASE_ATTACK: slot = EQUIPMENT_SLOT_MAINHAND; break;
case OFF_ATTACK: slot = EQUIPMENT_SLOT_OFFHAND; break;
case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED; break;
default: return NULL;
}
Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
if (!item || item->GetProto()->Class != ITEM_CLASS_WEAPON)
return NULL;
if (useable && !CanUseEquippedWeapon(attackType))
return NULL;
if (nonbroken && item->IsBroken())
return NULL;
return item;
}
Item* Player::GetShield(bool useable) const
{
Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
if (!item || item->GetProto()->Class != ITEM_CLASS_ARMOR)
return NULL;
if (!useable)
return item;
if (item->IsBroken() || !CanUseEquippedWeapon(OFF_ATTACK))
return NULL;
return item;
}
uint32 Player::GetAttackBySlot(uint8 slot)
{
switch (slot)
{
case EQUIPMENT_SLOT_MAINHAND: return BASE_ATTACK;
case EQUIPMENT_SLOT_OFFHAND: return OFF_ATTACK;
case EQUIPMENT_SLOT_RANGED: return RANGED_ATTACK;
default: return MAX_ATTACK;
}
}
bool Player::IsInventoryPos(uint8 bag, uint8 slot)
{
if (bag == INVENTORY_SLOT_BAG_0 && slot == NULL_SLOT)
return true;
if (bag == INVENTORY_SLOT_BAG_0 && (slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END))
return true;
if (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)
return true;
return false;
}
bool Player::IsEquipmentPos(uint8 bag, uint8 slot)
{
if (bag == INVENTORY_SLOT_BAG_0 && (slot < EQUIPMENT_SLOT_END))
return true;
if (bag == INVENTORY_SLOT_BAG_0 && (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END))
return true;
return false;
}
bool Player::IsBankPos(uint8 bag, uint8 slot)
{
if (bag == INVENTORY_SLOT_BAG_0 && (slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END))
return true;
if (bag == INVENTORY_SLOT_BAG_0 && (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END))
return true;
if (bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END)
return true;
return false;
}
bool Player::IsBagPos(uint16 pos)
{
uint8 bag = pos >> 8;
uint8 slot = pos & 255;
if (bag == INVENTORY_SLOT_BAG_0 && (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END))
return true;
if (bag == INVENTORY_SLOT_BAG_0 && (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END))
return true;
return false;
}
bool Player::IsValidPos(uint8 bag, uint8 slot, bool explicit_pos) const
{
// post selected
if (bag == NULL_BAG && !explicit_pos)
return true;
if (bag == INVENTORY_SLOT_BAG_0)
{
// any post selected
if (slot == NULL_SLOT && !explicit_pos)
return true;
// equipment
if (slot < EQUIPMENT_SLOT_END)
return true;
// bag equip slots
if (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END)
return true;
// backpack slots
if (slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END)
return true;
// bank main slots
if (slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END)
return true;
// bank bag slots
if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)
return true;
return false;
}
// bag content slots
if (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)
{
Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, bag);
if (!pBag)
return false;
// any post selected
if (slot == NULL_SLOT && !explicit_pos)
return true;
return slot < pBag->GetBagSize();
}
// bank bag content slots
if (bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END)
{
Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, bag);
if (!pBag)
return false;
// any post selected
if (slot == NULL_SLOT && !explicit_pos)
return true;
return slot < pBag->GetBagSize();
}
// where this?
return false;
}
bool Player::HasItemCount(uint32 item, uint32 count, bool inBankAlso) const
{
uint32 tempcount = 0;
for (int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
{
Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade())
{
tempcount += pItem->GetCount();
if (tempcount >= count)
return true;
}
}
for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
{
Item* pItem = GetItemByPos(i, j);
if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade())
{
tempcount += pItem->GetCount();
if (tempcount >= count)
return true;
}
}
}
}
if (inBankAlso)
{
for (int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i)
{
Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade())
{
tempcount += pItem->GetCount();
if (tempcount >= count)
return true;
}
}
for (int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
{
if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
{
Item* pItem = GetItemByPos(i, j);
if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade())
{
tempcount += pItem->GetCount();
if (tempcount >= count)
return true;
}
}
}
}
}
return false;
}
bool Player::HasItemOrGemWithIdEquipped(uint32 item, uint32 count, uint8 except_slot) const
{
uint32 tempcount = 0;
for (int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
{
if (i == int(except_slot))
continue;
Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (pItem && pItem->GetEntry() == item)
{
tempcount += pItem->GetCount();
if (tempcount >= count)
return true;
}
}
ItemPrototype const* pProto = ObjectMgr::GetItemPrototype(item);
if (pProto && pProto->GemProperties)
{
for (int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
{
if (i == int(except_slot))
continue;
Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (pItem && pItem->GetProto()->Socket[0].Color)
{
tempcount += pItem->GetGemCountWithID(item);
if (tempcount >= count)
return true;
}
}
}
return false;
}
bool Player::HasItemOrGemWithLimitCategoryEquipped(uint32 limitCategory, uint32 count, uint8 except_slot) const
{
uint32 tempcount = 0;
for (int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
{
if (i == int(except_slot))
continue;
Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (!pItem)
continue;
ItemPrototype const* pProto = pItem->GetProto();
if (!pProto)
continue;
if (pProto->ItemLimitCategory == limitCategory)
{
tempcount += pItem->GetCount();
if (tempcount >= count)
return true;
}
if (pProto->Socket[0].Color)
{
tempcount += pItem->GetGemCountWithLimitCategory(limitCategory);
if (tempcount >= count)
return true;
}
}
return false;
}
InventoryResult Player::_CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count) const
{
ItemPrototype const* pProto = ObjectMgr::GetItemPrototype(entry);
if (!pProto)
{
if (no_space_count)
*no_space_count = count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
// no maximum
if (pProto->MaxCount > 0)
{
uint32 curcount = GetItemCount(pProto->ItemId, true, pItem);
if (curcount + count > uint32(pProto->MaxCount))
{
if (no_space_count)
*no_space_count = count + curcount - pProto->MaxCount;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
// check unique-equipped limit
if (pProto->ItemLimitCategory)
{
ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(pProto->ItemLimitCategory);
if (!limitEntry)
{
if (no_space_count)
*no_space_count = count;
return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
}
if (limitEntry->mode == ITEM_LIMIT_CATEGORY_MODE_HAVE)
{
uint32 curcount = GetItemCountWithLimitCategory(pProto->ItemLimitCategory, pItem);
if (curcount + count > uint32(limitEntry->maxCount))
{
if (no_space_count)
*no_space_count = count + curcount - limitEntry->maxCount;
return EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_COUNT_EXCEEDED_IS;
}
}
}
return EQUIP_ERR_OK;
}
InventoryResult Player::_CanStoreItem_InSpecificSlot(uint8 bag, uint8 slot, ItemPosCountVec& dest, ItemPrototype const* pProto, uint32& count, bool swap, Item* pSrcItem) const
{
Item* pItem2 = GetItemByPos(bag, slot);
// ignore move item (this slot will be empty at move)
if (pItem2 == pSrcItem)
pItem2 = NULL;
uint32 need_space;
// empty specific slot - check item fit to slot
if (!pItem2 || swap)
{
if (bag == INVENTORY_SLOT_BAG_0)
{
// prevent cheating
if ((slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END) || slot >= PLAYER_SLOT_END)
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
}
else
{
Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, bag);
if (!pBag)
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
ItemPrototype const* pBagProto = pBag->GetProto();
if (!pBagProto)
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
if (slot >= pBagProto->ContainerSlots)
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
if (!ItemCanGoIntoBag(pProto, pBagProto))
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
}
// non empty stack with space
need_space = pProto->GetMaxStackSize();
}
// non empty slot, check item type
else
{
// can be merged at least partly
InventoryResult res = pItem2->CanBeMergedPartlyWith(pProto);
if (res != EQUIP_ERR_OK)
return res;
// free stack space or infinity
need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
}
if (need_space > count)
need_space = count;
ItemPosCount newPosition = ItemPosCount((bag << 8) | slot, need_space);
if (!newPosition.isContainedIn(dest))
{
dest.push_back(newPosition);
count -= need_space;
}
return EQUIP_ERR_OK;
}
InventoryResult Player::_CanStoreItem_InBag(uint8 bag, ItemPosCountVec& dest, ItemPrototype const* pProto, uint32& count, bool merge, bool non_specialized, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot) const
{
// skip specific bag already processed in first called _CanStoreItem_InBag
if (bag == skip_bag)
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
// skip nonexistent bag or self targeted bag
Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, bag);
if (!pBag || pBag == pSrcItem)
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
ItemPrototype const* pBagProto = pBag->GetProto();
if (!pBagProto)
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
// specialized bag mode or non-specilized
if (non_specialized != (pBagProto->Class == ITEM_CLASS_CONTAINER && pBagProto->SubClass == ITEM_SUBCLASS_CONTAINER))
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
if (!ItemCanGoIntoBag(pProto, pBagProto))
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
{
// skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
if (j == skip_slot)
continue;
Item* pItem2 = GetItemByPos(bag, j);
// ignore move item (this slot will be empty at move)
if (pItem2 == pSrcItem)
pItem2 = NULL;
// if merge skip empty, if !merge skip non-empty
if ((pItem2 != NULL) != merge)
continue;
uint32 need_space = pProto->GetMaxStackSize();
if (pItem2)
{
// can be merged at least partly
uint8 res = pItem2->CanBeMergedPartlyWith(pProto);
if (res != EQUIP_ERR_OK)
continue;
// decrease at current stacksize
need_space -= pItem2->GetCount();
}
if (need_space > count)
need_space = count;
ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
if (!newPosition.isContainedIn(dest))
{
dest.push_back(newPosition);
count -= need_space;
if (count == 0)
return EQUIP_ERR_OK;
}
}
return EQUIP_ERR_OK;
}
InventoryResult Player::_CanStoreItem_InInventorySlots(uint8 slot_begin, uint8 slot_end, ItemPosCountVec& dest, ItemPrototype const* pProto, uint32& count, bool merge, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot) const
{
for (uint32 j = slot_begin; j < slot_end; ++j)
{
// skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
if (INVENTORY_SLOT_BAG_0 == skip_bag && j == skip_slot)
continue;
Item* pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, j);
// ignore move item (this slot will be empty at move)
if (pItem2 == pSrcItem)
pItem2 = NULL;
// if merge skip empty, if !merge skip non-empty
if ((pItem2 != NULL) != merge)
continue;
uint32 need_space = pProto->GetMaxStackSize();
if (pItem2)
{
// can be merged at least partly
uint8 res = pItem2->CanBeMergedPartlyWith(pProto);
if (res != EQUIP_ERR_OK)
continue;
// descrease at current stacksize
need_space -= pItem2->GetCount();
}
if (need_space > count)
need_space = count;
ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
if (!newPosition.isContainedIn(dest))
{
dest.push_back(newPosition);
count -= need_space;
if (count == 0)
return EQUIP_ERR_OK;
}
}
return EQUIP_ERR_OK;
}
InventoryResult Player::_CanStoreItem(uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 entry, uint32 count, Item* pItem, bool swap, uint32* no_space_count) const
{
DEBUG_LOG("STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, entry, count);
ItemPrototype const* pProto = ObjectMgr::GetItemPrototype(entry);
if (!pProto)
{
if (no_space_count)
*no_space_count = count;
return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
}
if (pItem)
{
// item used
if (pItem->HasTemporaryLoot())
{
if (no_space_count)
*no_space_count = count;
return EQUIP_ERR_ALREADY_LOOTED;
}
if (pItem->IsBindedNotWith(this))
{
if (no_space_count)
*no_space_count = count;
return EQUIP_ERR_DONT_OWN_THAT_ITEM;
}
}
// check count of items (skip for auto move for same player from bank)
uint32 no_similar_count = 0; // can't store this amount similar items
InventoryResult res = _CanTakeMoreSimilarItems(entry, count, pItem, &no_similar_count);
if (res != EQUIP_ERR_OK)
{
if (count == no_similar_count)
{
if (no_space_count)
*no_space_count = no_similar_count;
return res;
}
count -= no_similar_count;
}
// in specific slot
if (bag != NULL_BAG && slot != NULL_SLOT)
{
res = _CanStoreItem_InSpecificSlot(bag, slot, dest, pProto, count, swap, pItem);
if (res != EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
// not specific slot or have space for partly store only in specific slot
// in specific bag
if (bag != NULL_BAG)
{
// search stack in bag for merge to
if (pProto->Stackable != 1)
{
if (bag == INVENTORY_SLOT_BAG_0) // inventory
{
res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START, INVENTORY_SLOT_ITEM_END, dest, pProto, count, true, pItem, bag, slot);
if (res != EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
else // equipped bag
{
// we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
res = _CanStoreItem_InBag(bag, dest, pProto, count, true, false, pItem, NULL_BAG, slot);
if (res != EQUIP_ERR_OK)
res = _CanStoreItem_InBag(bag, dest, pProto, count, true, true, pItem, NULL_BAG, slot);
if (res != EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
}
// search free slot in bag for place to
if (bag == INVENTORY_SLOT_BAG_0) // inventory
{
res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START, INVENTORY_SLOT_ITEM_END, dest, pProto, count, false, pItem, bag, slot);
if (res != EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
else // equipped bag
{
res = _CanStoreItem_InBag(bag, dest, pProto, count, false, false, pItem, NULL_BAG, slot);
if (res != EQUIP_ERR_OK)
res = _CanStoreItem_InBag(bag, dest, pProto, count, false, true, pItem, NULL_BAG, slot);
if (res != EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
}
// not specific bag or have space for partly store only in specific bag
// search stack for merge to
if (pProto->Stackable != 1)
{
res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START, INVENTORY_SLOT_ITEM_END, dest, pProto, count, true, pItem, bag, slot);
if (res != EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
if (pProto->BagFamily)
{
for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
{
res = _CanStoreItem_InBag(i, dest, pProto, count, true, false, pItem, bag, slot);
if (res != EQUIP_ERR_OK)
continue;
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
}
for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
{
res = _CanStoreItem_InBag(i, dest, pProto, count, true, true, pItem, bag, slot);
if (res != EQUIP_ERR_OK)
continue;
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
}
// search free slot - special bag case
if (pProto->BagFamily)
{
for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
{
res = _CanStoreItem_InBag(i, dest, pProto, count, false, false, pItem, bag, slot);
if (res != EQUIP_ERR_OK)
continue;
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
}
// Normally it would be impossible to autostore not empty bags
if (pItem && pItem->IsBag() && !((Bag*)pItem)->IsEmpty())
return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG;
// search free slot
res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START, INVENTORY_SLOT_ITEM_END, dest, pProto, count, false, pItem, bag, slot);
if (res != EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
{
res = _CanStoreItem_InBag(i, dest, pProto, count, false, true, pItem, bag, slot);
if (res != EQUIP_ERR_OK)
continue;
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_INVENTORY_FULL;
}
//////////////////////////////////////////////////////////////////////////
InventoryResult Player::CanStoreItems(Item** pItems, int count) const
{
Item* pItem2;
// fill space table
int inv_slot_items[INVENTORY_SLOT_ITEM_END - INVENTORY_SLOT_ITEM_START];
int inv_bags[INVENTORY_SLOT_BAG_END - INVENTORY_SLOT_BAG_START][MAX_BAG_SIZE];
memset(inv_slot_items, 0, sizeof(int) * (INVENTORY_SLOT_ITEM_END - INVENTORY_SLOT_ITEM_START));
memset(inv_bags, 0, sizeof(int) * (INVENTORY_SLOT_BAG_END - INVENTORY_SLOT_BAG_START)*MAX_BAG_SIZE);
for (int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
{
pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (pItem2 && !pItem2->IsInTrade())
{
inv_slot_items[i - INVENTORY_SLOT_ITEM_START] = pItem2->GetCount();
}
}
for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
{
pItem2 = GetItemByPos(i, j);
if (pItem2 && !pItem2->IsInTrade())
{
inv_bags[i - INVENTORY_SLOT_BAG_START][j] = pItem2->GetCount();
}
}
}
}
// check free space for all items
for (int k = 0; k < count; ++k)
{
Item* pItem = pItems[k];
// no item
if (!pItem) continue;
DEBUG_LOG("STORAGE: CanStoreItems %i. item = %u, count = %u", k + 1, pItem->GetEntry(), pItem->GetCount());
ItemPrototype const* pProto = pItem->GetProto();
// strange item
if (!pProto)
return EQUIP_ERR_ITEM_NOT_FOUND;
// item used
if (pItem->HasTemporaryLoot())
return EQUIP_ERR_ALREADY_LOOTED;
// item it 'bind'
if (pItem->IsBindedNotWith(this))
return EQUIP_ERR_DONT_OWN_THAT_ITEM;
Bag* pBag;
ItemPrototype const* pBagProto;
// item is 'one item only'
InventoryResult res = CanTakeMoreSimilarItems(pItem);
if (res != EQUIP_ERR_OK)
return res;
// search stack for merge to
if (pProto->Stackable != 1)
{
bool b_found = false;
for (int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; ++t)
{
pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, t);
if (pItem2 && pItem2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && inv_slot_items[t - INVENTORY_SLOT_ITEM_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
{
inv_slot_items[t - INVENTORY_SLOT_ITEM_START] += pItem->GetCount();
b_found = true;
break;
}
}
if (b_found) continue;
for (int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t)
{
pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, t);
if (pBag)
{
for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
{
pItem2 = GetItemByPos(t, j);
if (pItem2 && pItem2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && inv_bags[t - INVENTORY_SLOT_BAG_START][j] + pItem->GetCount() <= pProto->GetMaxStackSize())
{
inv_bags[t - INVENTORY_SLOT_BAG_START][j] += pItem->GetCount();
b_found = true;
break;
}
}
}
}
if (b_found) continue;
}
// special bag case
if (pProto->BagFamily)
{
bool b_found = false;
for (int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t)
{
pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, t);
if (pBag)
{
pBagProto = pBag->GetProto();
// not plain container check
if (pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER) &&
ItemCanGoIntoBag(pProto, pBagProto))
{
for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
{
if (inv_bags[t - INVENTORY_SLOT_BAG_START][j] == 0)
{
inv_bags[t - INVENTORY_SLOT_BAG_START][j] = 1;
b_found = true;
break;
}
}
}
}
}
if (b_found) continue;
}
// search free slot
bool b_found = false;
for (int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; ++t)
{
if (inv_slot_items[t - INVENTORY_SLOT_ITEM_START] == 0)
{
inv_slot_items[t - INVENTORY_SLOT_ITEM_START] = 1;
b_found = true;
break;
}
}
if (b_found) continue;
// search free slot in bags
for (int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t)
{
pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, t);
if (pBag)
{
pBagProto = pBag->GetProto();
// special bag already checked
if (pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER))
continue;
for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
{
if (inv_bags[t - INVENTORY_SLOT_BAG_START][j] == 0)
{
inv_bags[t - INVENTORY_SLOT_BAG_START][j] = 1;
b_found = true;
break;
}
}
}
}
// no free slot found?
if (!b_found)
return EQUIP_ERR_INVENTORY_FULL;
}
return EQUIP_ERR_OK;
}
//////////////////////////////////////////////////////////////////////////
InventoryResult Player::CanEquipNewItem(uint8 slot, uint16& dest, uint32 item, bool swap) const
{
dest = 0;
Item* pItem = Item::CreateItem(item, 1, this);
if (pItem)
{
InventoryResult result = CanEquipItem(slot, dest, pItem, swap);
delete pItem;
return result;
}
return EQUIP_ERR_ITEM_NOT_FOUND;
}
InventoryResult Player::CanEquipItem(uint8 slot, uint16& dest, Item* pItem, bool swap, bool direct_action) const
{
dest = 0;
if (pItem)
{
DEBUG_LOG("STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot, pItem->GetEntry(), pItem->GetCount());
ItemPrototype const* pProto = pItem->GetProto();
if (pProto)
{
// item used
if (pItem->HasTemporaryLoot())
return EQUIP_ERR_ALREADY_LOOTED;
if (pItem->IsBindedNotWith(this))
return EQUIP_ERR_DONT_OWN_THAT_ITEM;
// check count of items (skip for auto move for same player from bank)
InventoryResult res = CanTakeMoreSimilarItems(pItem);
if (res != EQUIP_ERR_OK)
return res;
// check this only in game
if (direct_action)
{
// May be here should be more stronger checks; STUNNED checked
// ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
if (hasUnitState(UNIT_STAT_STUNNED))
return EQUIP_ERR_YOU_ARE_STUNNED;
// do not allow equipping gear except weapons, offhands, projectiles, relics in
// - combat
// - in-progress arenas
if (!pProto->CanChangeEquipStateInCombat())
{
if (isInCombat())
return EQUIP_ERR_NOT_IN_COMBAT;
if (BattleGround* bg = GetBattleGround())
if (bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS)
return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
}
// prevent equip item in process logout
if (GetSession()->isLogingOut())
return EQUIP_ERR_YOU_ARE_STUNNED;
if (isInCombat() && pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer != 0)
return EQUIP_ERR_CANT_DO_RIGHT_NOW; // maybe exist better err
if (IsNonMeleeSpellCasted(false))
return EQUIP_ERR_CANT_DO_RIGHT_NOW;
}
ScalingStatDistributionEntry const* ssd = pProto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(pProto->ScalingStatDistribution) : 0;
// check allowed level (extend range to upper values if MaxLevel more or equal max player level, this let GM set high level with 1...max range items)
if (ssd && ssd->MaxLevel < DEFAULT_MAX_LEVEL && ssd->MaxLevel < getLevel())
return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
uint8 eslot = FindEquipSlot(pProto, slot, swap);
if (eslot == NULL_SLOT)
return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
InventoryResult msg = CanUseItem(pItem , direct_action);
if (msg != EQUIP_ERR_OK)
return msg;
if (!swap && GetItemByPos(INVENTORY_SLOT_BAG_0, eslot))
return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE;
// if swap ignore item (equipped also)
if (InventoryResult res2 = CanEquipUniqueItem(pItem, swap ? eslot : uint8(NULL_SLOT)))
return res2;
// check unique-equipped special item classes
if (pProto->Class == ITEM_CLASS_QUIVER)
{
for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (Item* pBag = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
if (pBag != pItem)
{
if (ItemPrototype const* pBagProto = pBag->GetProto())
{
if (pBagProto->Class == pProto->Class && (!swap || pBag->GetSlot() != eslot))
return (pBagProto->SubClass == ITEM_SUBCLASS_AMMO_POUCH)
? EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH
: EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER;
}
}
}
}
}
uint32 type = pProto->InventoryType;
if (eslot == EQUIPMENT_SLOT_OFFHAND)
{
if (type == INVTYPE_WEAPON || type == INVTYPE_WEAPONOFFHAND)
{
if (!CanDualWield())
return EQUIP_ERR_CANT_DUAL_WIELD;
}
else if (type == INVTYPE_2HWEAPON)
{
if (!CanDualWield() || !CanTitanGrip())
return EQUIP_ERR_CANT_DUAL_WIELD;
}
if (IsTwoHandUsed())
return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED;
}
// equip two-hand weapon case (with possible unequip 2 items)
if (type == INVTYPE_2HWEAPON)
{
if (eslot == EQUIPMENT_SLOT_OFFHAND)
{
if (!CanTitanGrip())
return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
}
else if (eslot != EQUIPMENT_SLOT_MAINHAND)
return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
if (!CanTitanGrip())
{
// offhand item must can be stored in inventory for offhand item and it also must be unequipped
Item* offItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
ItemPosCountVec off_dest;
if (offItem && (!direct_action ||
CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0) << 8 | EQUIPMENT_SLOT_OFFHAND, false) != EQUIP_ERR_OK ||
CanStoreItem(NULL_BAG, NULL_SLOT, off_dest, offItem, false) != EQUIP_ERR_OK))
return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_INVENTORY_FULL;
}
}
dest = ((INVENTORY_SLOT_BAG_0 << 8) | eslot);
return EQUIP_ERR_OK;
}
}
return !swap ? EQUIP_ERR_ITEM_NOT_FOUND : EQUIP_ERR_ITEMS_CANT_BE_SWAPPED;
}
InventoryResult Player::CanUnequipItem(uint16 pos, bool swap) const
{
// Applied only to equipped items and bank bags
if (!IsEquipmentPos(pos) && !IsBagPos(pos))
return EQUIP_ERR_OK;
Item* pItem = GetItemByPos(pos);
// Applied only to existing equipped item
if (!pItem)
return EQUIP_ERR_OK;
DEBUG_LOG("STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos, pItem->GetEntry(), pItem->GetCount());
ItemPrototype const* pProto = pItem->GetProto();
if (!pProto)
return EQUIP_ERR_ITEM_NOT_FOUND;
// item used
if (pItem->HasTemporaryLoot())
return EQUIP_ERR_ALREADY_LOOTED;
// do not allow unequipping gear except weapons, offhands, projectiles, relics in
// - combat
// - in-progress arenas
if (!pProto->CanChangeEquipStateInCombat())
{
if (isInCombat())
return EQUIP_ERR_NOT_IN_COMBAT;
if (BattleGround* bg = GetBattleGround())
if (bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS)
return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
}
// prevent unequip item in process logout
if (GetSession()->isLogingOut())
return EQUIP_ERR_YOU_ARE_STUNNED;
if (!swap && pItem->IsBag() && !((Bag*)pItem)->IsEmpty())
return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS;
return EQUIP_ERR_OK;
}
InventoryResult Player::CanBankItem(uint8 bag, uint8 slot, ItemPosCountVec& dest, Item* pItem, bool swap, bool not_loading) const
{
if (!pItem)
return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
uint32 count = pItem->GetCount();
DEBUG_LOG("STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), pItem->GetCount());
ItemPrototype const* pProto = pItem->GetProto();
if (!pProto)
return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
// item used
if (pItem->HasTemporaryLoot())
return EQUIP_ERR_ALREADY_LOOTED;
if (pItem->IsBindedNotWith(this))
return EQUIP_ERR_DONT_OWN_THAT_ITEM;
// check count of items (skip for auto move for same player from bank)
InventoryResult res = CanTakeMoreSimilarItems(pItem);
if (res != EQUIP_ERR_OK)
return res;
// in specific slot
if (bag != NULL_BAG && slot != NULL_SLOT)
{
if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)
{
if (!pItem->IsBag())
return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT;
if (slot - BANK_SLOT_BAG_START >= GetBankBagSlotCount())
return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT;
res = CanUseItem(pItem, not_loading);
if (res != EQUIP_ERR_OK)
return res;
}
res = _CanStoreItem_InSpecificSlot(bag, slot, dest, pProto, count, swap, pItem);
if (res != EQUIP_ERR_OK)
return res;
if (count == 0)
return EQUIP_ERR_OK;
}
// not specific slot or have space for partly store only in specific slot
// in specific bag
if (bag != NULL_BAG)
{
if (pProto->InventoryType == INVTYPE_BAG)
{
Bag* pBag = (Bag*)pItem;
if (pBag && !pBag->IsEmpty())
return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG;
}
// search stack in bag for merge to
if (pProto->Stackable != 1)
{
if (bag == INVENTORY_SLOT_BAG_0)
{
res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START, BANK_SLOT_ITEM_END, dest, pProto, count, true, pItem, bag, slot);
if (res != EQUIP_ERR_OK)
return res;
if (count == 0)
return EQUIP_ERR_OK;
}
else
{
res = _CanStoreItem_InBag(bag, dest, pProto, count, true, false, pItem, NULL_BAG, slot);
if (res != EQUIP_ERR_OK)
res = _CanStoreItem_InBag(bag, dest, pProto, count, true, true, pItem, NULL_BAG, slot);
if (res != EQUIP_ERR_OK)
return res;
if (count == 0)
return EQUIP_ERR_OK;
}
}
// search free slot in bag
if (bag == INVENTORY_SLOT_BAG_0)
{
res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START, BANK_SLOT_ITEM_END, dest, pProto, count, false, pItem, bag, slot);
if (res != EQUIP_ERR_OK)
return res;
if (count == 0)
return EQUIP_ERR_OK;
}
else
{
res = _CanStoreItem_InBag(bag, dest, pProto, count, false, false, pItem, NULL_BAG, slot);
if (res != EQUIP_ERR_OK)
res = _CanStoreItem_InBag(bag, dest, pProto, count, false, true, pItem, NULL_BAG, slot);
if (res != EQUIP_ERR_OK)
return res;
if (count == 0)
return EQUIP_ERR_OK;
}
}
// not specific bag or have space for partly store only in specific bag
// search stack for merge to
if (pProto->Stackable != 1)
{
// in slots
res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START, BANK_SLOT_ITEM_END, dest, pProto, count, true, pItem, bag, slot);
if (res != EQUIP_ERR_OK)
return res;
if (count == 0)
return EQUIP_ERR_OK;
// in special bags
if (pProto->BagFamily)
{
for (int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
{
res = _CanStoreItem_InBag(i, dest, pProto, count, true, false, pItem, bag, slot);
if (res != EQUIP_ERR_OK)
continue;
if (count == 0)
return EQUIP_ERR_OK;
}
}
for (int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
{
res = _CanStoreItem_InBag(i, dest, pProto, count, true, true, pItem, bag, slot);
if (res != EQUIP_ERR_OK)
continue;
if (count == 0)
return EQUIP_ERR_OK;
}
}
// search free place in special bag
if (pProto->BagFamily)
{
for (int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
{
res = _CanStoreItem_InBag(i, dest, pProto, count, false, false, pItem, bag, slot);
if (res != EQUIP_ERR_OK)
continue;
if (count == 0)
return EQUIP_ERR_OK;
}
}
// search free space
res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START, BANK_SLOT_ITEM_END, dest, pProto, count, false, pItem, bag, slot);
if (res != EQUIP_ERR_OK)
return res;
if (count == 0)
return EQUIP_ERR_OK;
for (int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
{
res = _CanStoreItem_InBag(i, dest, pProto, count, false, true, pItem, bag, slot);
if (res != EQUIP_ERR_OK)
continue;
if (count == 0)
return EQUIP_ERR_OK;
}
return EQUIP_ERR_BANK_FULL;
}
InventoryResult Player::CanUseItem(Item* pItem, bool direct_action) const
{
if (pItem)
{
DEBUG_LOG("STORAGE: CanUseItem item = %u", pItem->GetEntry());
if (!isAlive() && direct_action)
return EQUIP_ERR_YOU_ARE_DEAD;
// if (isStunned())
// return EQUIP_ERR_YOU_ARE_STUNNED;
ItemPrototype const* pProto = pItem->GetProto();
if (pProto)
{
if (pItem->IsBindedNotWith(this))
return EQUIP_ERR_DONT_OWN_THAT_ITEM;
InventoryResult msg = CanUseItem(pProto);
if (msg != EQUIP_ERR_OK)
return msg;
if (uint32 item_use_skill = pItem->GetSkill())
{
if (GetSkillValue(item_use_skill) == 0)
{
// armor items with scaling stats can downgrade armor skill reqs if related class can learn armor use at some level
if (pProto->Class != ITEM_CLASS_ARMOR)
return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
ScalingStatDistributionEntry const* ssd = pProto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(pProto->ScalingStatDistribution) : NULL;
if (!ssd)
return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
bool allowScaleSkill = false;
for (uint32 i = 0; i < sSkillLineAbilityStore.GetNumRows(); ++i)
{
SkillLineAbilityEntry const* skillInfo = sSkillLineAbilityStore.LookupEntry(i);
if (!skillInfo)
continue;
if (skillInfo->skillId != item_use_skill)
continue;
// can't learn
if (skillInfo->classmask && (skillInfo->classmask & getClassMask()) == 0)
continue;
if (skillInfo->racemask && (skillInfo->racemask & getRaceMask()) == 0)
continue;
allowScaleSkill = true;
break;
}
if (!allowScaleSkill)
return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
}
}
if (pProto->RequiredReputationFaction && uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank)
return EQUIP_ERR_CANT_EQUIP_REPUTATION;
return EQUIP_ERR_OK;
}
}
return EQUIP_ERR_ITEM_NOT_FOUND;
}
InventoryResult Player::CanUseItem(ItemPrototype const* pProto) const
{
// Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
if (pProto)
{
if ((pProto->Flags2 & ITEM_FLAG2_HORDE_ONLY) && GetTeam() != HORDE)
return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
if ((pProto->Flags2 & ITEM_FLAG2_ALLIANCE_ONLY) && GetTeam() != ALLIANCE)
return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
if ((pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0)
return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
if (pProto->RequiredSkill != 0)
{
if (GetSkillValue(pProto->RequiredSkill) == 0)
return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
else if (GetSkillValue(pProto->RequiredSkill) < pProto->RequiredSkillRank)
return EQUIP_ERR_CANT_EQUIP_SKILL;
}
if (pProto->RequiredSpell != 0 && !HasSpell(pProto->RequiredSpell))
return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
if (getLevel() < pProto->RequiredLevel)
return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
return EQUIP_ERR_OK;
}
return EQUIP_ERR_ITEM_NOT_FOUND;
}
InventoryResult Player::CanUseAmmo(uint32 item) const
{
DEBUG_LOG("STORAGE: CanUseAmmo item = %u", item);
if (!isAlive())
return EQUIP_ERR_YOU_ARE_DEAD;
// if( isStunned() )
// return EQUIP_ERR_YOU_ARE_STUNNED;
ItemPrototype const* pProto = ObjectMgr::GetItemPrototype(item);
if (pProto)
{
if (pProto->InventoryType != INVTYPE_AMMO)
return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE;
InventoryResult msg = CanUseItem(pProto);
if (msg != EQUIP_ERR_OK)
return msg;
/*if ( GetReputationMgr().GetReputation() < pProto->RequiredReputation )
return EQUIP_ERR_CANT_EQUIP_REPUTATION;
*/
// Requires No Ammo
if (GetDummyAura(46699))
return EQUIP_ERR_BAG_FULL6;
return EQUIP_ERR_OK;
}
return EQUIP_ERR_ITEM_NOT_FOUND;
}
void Player::SetAmmo(uint32 item)
{
//if(!item)
// return;
//// already set
//if( GetUInt32Value(PLAYER_AMMO_ID) == item )
// return;
//// check ammo
//if (item)
//{
// InventoryResult msg = CanUseAmmo( item );
// if (msg != EQUIP_ERR_OK)
// {
// SendEquipError(msg, NULL, NULL, item);
// return;
// }
//}
//SetUInt32Value(PLAYER_AMMO_ID, item);
//_ApplyAmmoBonuses();
}
void Player::RemoveAmmo()
{
//SetUInt32Value(PLAYER_AMMO_ID, 0);
//m_ammoDPS = 0.0f;
//if (CanModifyStats())
// UpdateDamagePhysical(RANGED_ATTACK);
}
// Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
Item* Player::StoreNewItem(ItemPosCountVec const& dest, uint32 item, bool update, int32 randomPropertyId)
{
uint32 count = 0;
for (ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); ++itr)
count += itr->count;
Item* pItem = Item::CreateItem(item, count, this, randomPropertyId);
if (pItem)
{
ItemAddedQuestCheck(item, count);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, item, count);
pItem = StoreItem(dest, pItem, update);
}
return pItem;
}
Item* Player::StoreItem(ItemPosCountVec const& dest, Item* pItem, bool update)
{
if (!pItem)
return NULL;
Item* lastItem = pItem;
uint32 entry = pItem->GetEntry();
for (ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end();)
{
uint16 pos = itr->pos;
uint32 count = itr->count;
++itr;
if (itr == dest.end())
{
lastItem = _StoreItem(pos, pItem, count, false, update);
break;
}
lastItem = _StoreItem(pos, pItem, count, true, update);
}
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM, entry);
return lastItem;
}
// Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
Item* Player::_StoreItem(uint16 pos, Item* pItem, uint32 count, bool clone, bool update)
{
if (!pItem)
return NULL;
uint8 bag = pos >> 8;
uint8 slot = pos & 255;
DEBUG_LOG("STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), count);
Item* pItem2 = GetItemByPos(bag, slot);
if (!pItem2)
{
if (clone)
pItem = pItem->CloneItem(count, this);
else
pItem->SetCount(count);
if (!pItem)
return NULL;
if (pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
pItem->GetProto()->Bonding == BIND_QUEST_ITEM ||
(pItem->GetProto()->Bonding == BIND_WHEN_EQUIPPED && IsBagPos(pos)))
pItem->SetBinding(true);
if (bag == INVENTORY_SLOT_BAG_0)
{
m_items[slot] = pItem;
SetGuidValue(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), pItem->GetObjectGuid());
pItem->SetGuidValue(ITEM_FIELD_CONTAINED, GetObjectGuid());
pItem->SetGuidValue(ITEM_FIELD_OWNER, GetObjectGuid());
pItem->SetSlot(slot);
pItem->SetContainer(NULL);
if (IsInWorld() && update)
{
pItem->AddToWorld();
pItem->SendCreateUpdateToPlayer(this);
}
pItem->SetState(ITEM_CHANGED, this);
}
else if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, bag))
{
pBag->StoreItem(slot, pItem, update);
if (IsInWorld() && update)
{
pItem->AddToWorld();
pItem->SendCreateUpdateToPlayer(this);
}
pItem->SetState(ITEM_CHANGED, this);
pBag->SetState(ITEM_CHANGED, this);
}
AddEnchantmentDurations(pItem);
AddItemDurations(pItem);
// at place into not appropriate slot (bank, for example) remove aura
ApplyItemOnStoreSpell(pItem, IsEquipmentPos(pItem->GetBagSlot(), pItem->GetSlot()) || IsInventoryPos(pItem->GetBagSlot(), pItem->GetSlot()));
return pItem;
}
else
{
if (pItem2->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
pItem2->GetProto()->Bonding == BIND_QUEST_ITEM ||
(pItem2->GetProto()->Bonding == BIND_WHEN_EQUIPPED && IsBagPos(pos)))
pItem2->SetBinding(true);
pItem2->SetCount(pItem2->GetCount() + count);
if (IsInWorld() && update)
pItem2->SendCreateUpdateToPlayer(this);
if (!clone)
{
// delete item (it not in any slot currently)
if (IsInWorld() && update)
{
pItem->RemoveFromWorld();
pItem->DestroyForPlayer(this);
}
RemoveEnchantmentDurations(pItem);
RemoveItemDurations(pItem);
pItem->SetOwnerGuid(GetObjectGuid()); // prevent error at next SetState in case trade/mail/buy from vendor
pItem->SetState(ITEM_REMOVED, this);
}
// AddItemDurations(pItem2); - pItem2 already have duration listed for player
AddEnchantmentDurations(pItem2);
pItem2->SetState(ITEM_CHANGED, this);
return pItem2;
}
}
Item* Player::EquipNewItem(uint16 pos, uint32 item, bool update)
{
if (Item* pItem = Item::CreateItem(item, 1, this))
{
ItemAddedQuestCheck(item, 1);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, item, 1);
return EquipItem(pos, pItem, update);
}
return NULL;
}
Item* Player::EquipItem(uint16 pos, Item* pItem, bool update)
{
AddEnchantmentDurations(pItem);
AddItemDurations(pItem);
uint8 bag = pos >> 8;
uint8 slot = pos & 255;
Item* pItem2 = GetItemByPos(bag, slot);
if (!pItem2)
{
VisualizeItem(slot, pItem);
if (isAlive())
{
ItemPrototype const* pProto = pItem->GetProto();
// item set bonuses applied only at equip and removed at unequip, and still active for broken items
if (pProto && pProto->ItemSet)
AddItemsSetItem(this, pItem);
_ApplyItemMods(pItem, slot, true);
ApplyItemOnStoreSpell(pItem, true);
// Weapons and also Totem/Relic/Sigil/etc
if (pProto && isInCombat() && (pProto->Class == ITEM_CLASS_WEAPON || pProto->InventoryType == INVTYPE_RELIC) && m_weaponChangeTimer == 0)
{
uint32 cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s;
if (getClass() == CLASS_ROGUE)
cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s;
SpellEntry const* spellProto = sSpellStore.LookupEntry(cooldownSpell);
if (!spellProto)
sLog.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell);
else
{
m_weaponChangeTimer = spellProto->GetStartRecoveryTime();
WorldPacket data(SMSG_SPELL_COOLDOWN, 8 + 1 + 4);
data << GetObjectGuid();
data << uint8(1);
data << uint32(cooldownSpell);
data << uint32(0);
GetSession()->SendPacket(&data);
}
}
}
if (IsInWorld() && update)
{
pItem->AddToWorld();
pItem->SendCreateUpdateToPlayer(this);
}
ApplyEquipCooldown(pItem);
if (slot == EQUIPMENT_SLOT_MAINHAND)
{
UpdateExpertise(BASE_ATTACK);
UpdateArmorPenetration();
}
else if (slot == EQUIPMENT_SLOT_OFFHAND)
{
UpdateExpertise(OFF_ATTACK);
UpdateArmorPenetration();
}
UpdateArmorSpecializations();
}
else
{
pItem2->SetCount(pItem2->GetCount() + pItem->GetCount());
if (IsInWorld() && update)
pItem2->SendCreateUpdateToPlayer(this);
// delete item (it not in any slot currently)
// pItem->DeleteFromDB();
if (IsInWorld() && update)
{
pItem->RemoveFromWorld();
pItem->DestroyForPlayer(this);
}
RemoveEnchantmentDurations(pItem);
RemoveItemDurations(pItem);
pItem->SetOwnerGuid(GetObjectGuid()); // prevent error at next SetState in case trade/mail/buy from vendor
pItem->SetState(ITEM_REMOVED, this);
pItem2->SetState(ITEM_CHANGED, this);
ApplyEquipCooldown(pItem2);
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);
ApplyItemOnStoreSpell(pItem, true);
uint8 slot = pos & 255;
VisualizeItem(slot, pItem);
if (IsInWorld())
{
pItem->AddToWorld();
pItem->SendCreateUpdateToPlayer(this);
}
// Apply Titan's Grip damage penalty if necessary
if ((slot == EQUIPMENT_SLOT_MAINHAND || slot == EQUIPMENT_SLOT_OFFHAND) && CanTitanGrip() && HasTwoHandWeaponInOneHand() && !HasAura(49152))
CastSpell(this, 49152, true);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry());
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM, slot + 1);
UpdateArmorSpecializations();
}
}
void Player::SetVisibleItemSlot(uint8 slot, Item* pItem)
{
if (pItem)
{
SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2), pItem->GetEntry());
SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 0, pItem->GetEnchantmentId(PERM_ENCHANTMENT_SLOT));
SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 1, pItem->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT));
}
else
{
SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2), 0);
SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 0);
}
}
void Player::VisualizeItem(uint8 slot, Item* pItem)
{
if (!pItem)
return;
// check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
if (pItem->GetProto()->Bonding == BIND_WHEN_EQUIPPED || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM)
pItem->SetBinding(true);
DEBUG_LOG("STORAGE: EquipItem slot = %u, item = %u", slot, pItem->GetEntry());
m_items[slot] = pItem;
SetGuidValue(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), pItem->GetObjectGuid());
pItem->SetGuidValue(ITEM_FIELD_CONTAINED, GetObjectGuid());
pItem->SetGuidValue(ITEM_FIELD_OWNER, GetObjectGuid());
pItem->SetSlot(slot);
pItem->SetContainer(NULL);
if (slot < EQUIPMENT_SLOT_END)
SetVisibleItemSlot(slot, pItem);
pItem->SetState(ITEM_CHANGED, this);
}
void Player::RemoveItem(uint8 bag, uint8 slot, bool update)
{
// note: removeitem does not actually change the item
// it only takes the item out of storage temporarily
// note2: if removeitem is to be used for delinking
// the item must be removed from the player's updatequeue
if (Item* pItem = GetItemByPos(bag, slot))
{
DEBUG_LOG("STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
RemoveEnchantmentDurations(pItem);
RemoveItemDurations(pItem);
if (bag == INVENTORY_SLOT_BAG_0)
{
if (slot < INVENTORY_SLOT_BAG_END)
{
ItemPrototype const* pProto = pItem->GetProto();
// item set bonuses applied only at equip and removed at unequip, and still active for broken items
if (pProto && pProto->ItemSet)
RemoveItemsSetItem(this, pProto);
_ApplyItemMods(pItem, slot, false);
// remove item dependent auras and casts (only weapon and armor slots)
if (slot < EQUIPMENT_SLOT_END)
{
RemoveItemDependentAurasAndCasts(pItem);
// remove held enchantments, update expertise
if (slot == EQUIPMENT_SLOT_MAINHAND)
{
if (pItem->GetItemSuffixFactor())
{
pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3);
pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4);
}
else
{
pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0);
pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1);
}
UpdateExpertise(BASE_ATTACK);
UpdateArmorPenetration();
}
else if (slot == EQUIPMENT_SLOT_OFFHAND)
{
UpdateExpertise(OFF_ATTACK);
UpdateArmorPenetration();
}
}
}
m_items[slot] = NULL;
SetGuidValue(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), ObjectGuid());
if (slot < EQUIPMENT_SLOT_END)
{
SetVisibleItemSlot(slot, NULL);
// Remove Titan's Grip damage penalty if necessary
if ((slot == EQUIPMENT_SLOT_MAINHAND || slot == EQUIPMENT_SLOT_OFFHAND) && CanTitanGrip() && !HasTwoHandWeaponInOneHand())
RemoveAurasDueToSpell(49152);
}
UpdateArmorSpecializations();
}
else
{
Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, bag);
if (pBag)
pBag->RemoveItem(slot, update);
}
pItem->SetGuidValue(ITEM_FIELD_CONTAINED, ObjectGuid());
// pItem->SetGuidValue(ITEM_FIELD_OWNER, ObjectGuid()); not clear owner at remove (it will be set at store). This used in mail and auction code
pItem->SetSlot(NULL_SLOT);
// ApplyItemOnStoreSpell, for avoid re-apply will remove at _adding_ to not appropriate slot
if (IsInWorld() && update)
pItem->SendCreateUpdateToPlayer(this);
}
}
// Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
void Player::MoveItemFromInventory(uint8 bag, uint8 slot, bool update)
{
if (Item* it = GetItemByPos(bag, slot))
{
ItemRemovedQuestCheck(it->GetEntry(), it->GetCount());
RemoveItem(bag, slot, update);
// item atStore spell not removed in RemoveItem (for avoid reappaly in slots changes), so do it directly
if (IsEquipmentPos(bag, slot) || IsInventoryPos(bag, slot))
ApplyItemOnStoreSpell(it, false);
it->RemoveFromUpdateQueueOf(this);
if (it->IsInWorld())
{
it->RemoveFromWorld();
it->DestroyForPlayer(this);
}
}
}
// Common operation need to add item from inventory without delete in trade, guild bank, mail....
void Player::MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB)
{
// update quest counters
ItemAddedQuestCheck(pItem->GetEntry(), pItem->GetCount());
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, pItem->GetEntry(), pItem->GetCount());
// store item
Item* pLastItem = StoreItem(dest, pItem, update);
// only set if not merged to existing stack (pItem can be deleted already but we can compare pointers any way)
if (pLastItem == pItem)
{
// update owner for last item (this can be original item with wrong owner
if (pLastItem->GetOwnerGuid() != GetObjectGuid())
pLastItem->SetOwnerGuid(GetObjectGuid());
// if this original item then it need create record in inventory
// in case trade we already have item in other player inventory
pLastItem->SetState(in_characterInventoryDB ? ITEM_CHANGED : ITEM_NEW, this);
}
}
void Player::DestroyItem(uint8 bag, uint8 slot, bool update)
{
Item* pItem = GetItemByPos(bag, slot);
if (pItem)
{
DEBUG_LOG("STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
// start from destroy contained items (only equipped bag can have its)
if (pItem->IsBag() && pItem->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
{
for (int i = 0; i < MAX_BAG_SIZE; ++i)
DestroyItem(slot, i, update);
}
if (pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED))
{
static SqlStatementID delGifts ;
SqlStatement stmt = CharacterDatabase.CreateStatement(delGifts, "DELETE FROM character_gifts WHERE item_guid = ?");
stmt.PExecute(pItem->GetGUIDLow());
}
RemoveEnchantmentDurations(pItem);
RemoveItemDurations(pItem);
if (IsEquipmentPos(bag, slot) || IsInventoryPos(bag, slot))
ApplyItemOnStoreSpell(pItem, false);
ItemRemovedQuestCheck(pItem->GetEntry(), pItem->GetCount());
if (bag == INVENTORY_SLOT_BAG_0)
{
SetGuidValue(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), ObjectGuid());
// equipment and equipped bags can have applied bonuses
if (slot < INVENTORY_SLOT_BAG_END)
{
ItemPrototype const* pProto = pItem->GetProto();
// item set bonuses applied only at equip and removed at unequip, and still active for broken items
if (pProto && pProto->ItemSet)
RemoveItemsSetItem(this, pProto);
_ApplyItemMods(pItem, slot, false);
}
if (slot < EQUIPMENT_SLOT_END)
{
// remove item dependent auras and casts (only weapon and armor slots)
RemoveItemDependentAurasAndCasts(pItem);
// update expertise
if (slot == EQUIPMENT_SLOT_MAINHAND)
{
UpdateExpertise(BASE_ATTACK);
UpdateArmorPenetration();
}
else if (slot == EQUIPMENT_SLOT_OFFHAND)
{
UpdateExpertise(OFF_ATTACK);
UpdateArmorPenetration();
}
// equipment visual show
SetVisibleItemSlot(slot, NULL);
}
m_items[slot] = NULL;
}
else if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, bag))
pBag->RemoveItem(slot, update);
if (IsInWorld() && update)
{
pItem->RemoveFromWorld();
pItem->DestroyForPlayer(this);
}
// pItem->SetOwnerGUID(0);
pItem->SetGuidValue(ITEM_FIELD_CONTAINED, ObjectGuid());
pItem->SetSlot(NULL_SLOT);
pItem->SetState(ITEM_REMOVED, this);
}
}
void Player::DestroyItemCount(uint32 item, uint32 count, bool update, bool unequip_check, bool inBankAlso)
{
DEBUG_LOG("STORAGE: DestroyItemCount item = %u, count = %u", item, count);
uint32 remcount = 0;
// in inventory
for (int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
{
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
if (pItem->GetEntry() == item && !pItem->IsInTrade())
{
if (pItem->GetCount() + remcount <= count)
{
// all items in inventory can unequipped
remcount += pItem->GetCount();
DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
if (remcount >= count)
return;
}
else
{
ItemRemovedQuestCheck(pItem->GetEntry(), count - remcount);
pItem->SetCount(pItem->GetCount() - count + remcount);
if (IsInWorld() && update)
pItem->SendCreateUpdateToPlayer(this);
pItem->SetState(ITEM_CHANGED, this);
return;
}
}
}
}
// in inventory bags
for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
{
if (Item* pItem = pBag->GetItemByPos(j))
{
if (pItem->GetEntry() == item && !pItem->IsInTrade())
{
// all items in bags can be unequipped
if (pItem->GetCount() + remcount <= count)
{
remcount += pItem->GetCount();
DestroyItem(i, j, update);
if (remcount >= count)
return;
}
else
{
ItemRemovedQuestCheck(pItem->GetEntry(), count - remcount);
pItem->SetCount(pItem->GetCount() - count + remcount);
if (IsInWorld() && update)
pItem->SendCreateUpdateToPlayer(this);
pItem->SetState(ITEM_CHANGED, this);
return;
}
}
}
}
}
}
// in equipment and bag list
for (int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade())
{
if (pItem->GetCount() + remcount <= count)
{
if (!unequip_check || CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false) == EQUIP_ERR_OK)
{
remcount += pItem->GetCount();
DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
if (remcount >= count)
return;
}
}
else
{
ItemRemovedQuestCheck(pItem->GetEntry(), count - remcount);
pItem->SetCount(pItem->GetCount() - count + remcount);
if (IsInWorld() && update)
pItem->SendCreateUpdateToPlayer(this);
pItem->SetState(ITEM_CHANGED, this);
return;
}
}
}
}
if (inBankAlso) // Remove items from bank as well
{
for (int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i)
{
Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade())
{
if (pItem->GetCount() + remcount <= count)
{
remcount += pItem->GetCount();
DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
if (remcount >= count)
return;
}
else
{
ItemRemovedQuestCheck(pItem->GetEntry(), count - remcount);
pItem->SetCount(pItem->GetCount() - count + remcount);
if (IsInWorld() && update)
pItem->SendCreateUpdateToPlayer(this);
pItem->SetState(ITEM_CHANGED, this);
return;
}
}
}
for (int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
{
if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
{
Item* pItem = pBag->GetItemByPos(j);
if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade())
{
if (pItem->GetCount() + remcount <= count)
{
remcount += pItem->GetCount();
DestroyItem(i, j, update);
if (remcount >= count)
return;
}
else
{
ItemRemovedQuestCheck(pItem->GetEntry(), count - remcount);
pItem->SetCount(pItem->GetCount() - count + remcount);
if (IsInWorld() && update)
pItem->SendCreateUpdateToPlayer(this);
pItem->SetState(ITEM_CHANGED, this);
return;
}
}
}
}
}
}
}
void Player::DestroyZoneLimitedItem(bool update, uint32 new_zone)
{
DEBUG_LOG("STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone);
// in inventory
for (int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
// in inventory bags
for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
if (Item* pItem = pBag->GetItemByPos(j))
if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
DestroyItem(i, j, update);
// in equipment and bag list
for (int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
}
void Player::DestroyConjuredItems(bool update)
{
// used when entering arena
// destroys all conjured items
DEBUG_LOG("STORAGE: DestroyConjuredItems");
// in inventory
for (int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->IsConjuredConsumable())
DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
// in inventory bags
for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
if (Item* pItem = pBag->GetItemByPos(j))
if (pItem->IsConjuredConsumable())
DestroyItem(i, j, update);
// in equipment and bag list
for (int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->IsConjuredConsumable())
DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
}
void Player::DestroyItemCount(Item* pItem, uint32& count, bool update)
{
if (!pItem)
return;
DEBUG_LOG("STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem->GetGUIDLow(), pItem->GetEntry(), count);
if (pItem->GetCount() <= count)
{
count -= pItem->GetCount();
DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), update);
}
else
{
ItemRemovedQuestCheck(pItem->GetEntry(), count);
pItem->SetCount(pItem->GetCount() - count);
count = 0;
if (IsInWorld() && update)
pItem->SendCreateUpdateToPlayer(this);
pItem->SetState(ITEM_CHANGED, this);
}
}
void Player::SplitItem(uint16 src, uint16 dst, uint32 count)
{
uint8 srcbag = src >> 8;
uint8 srcslot = src & 255;
uint8 dstbag = dst >> 8;
uint8 dstslot = dst & 255;
Item* pSrcItem = GetItemByPos(srcbag, srcslot);
if (!pSrcItem)
{
SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL);
return;
}
if (pSrcItem->HasGeneratedLoot()) // prevent split looting item (stackable items can has only temporary loot and this meaning that loot window open)
{
// best error message found for attempting to split while looting
SendEquipError(EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL);
return;
}
// not let split all items (can be only at cheating)
if (pSrcItem->GetCount() == count)
{
SendEquipError(EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL);
return;
}
// not let split more existing items (can be only at cheating)
if (pSrcItem->GetCount() < count)
{
SendEquipError(EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT, pSrcItem, NULL);
return;
}
DEBUG_LOG("STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag, dstslot, pSrcItem->GetEntry(), count);
Item* pNewItem = pSrcItem->CloneItem(count, this);
if (!pNewItem)
{
SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL);
return;
}
if (IsInventoryPos(dst))
{
// change item amount before check (for unique max count check)
pSrcItem->SetCount(pSrcItem->GetCount() - count);
ItemPosCountVec dest;
InventoryResult msg = CanStoreItem(dstbag, dstslot, dest, pNewItem, false);
if (msg != EQUIP_ERR_OK)
{
delete pNewItem;
pSrcItem->SetCount(pSrcItem->GetCount() + count);
SendEquipError(msg, pSrcItem, NULL);
return;
}
if (IsInWorld())
pSrcItem->SendCreateUpdateToPlayer(this);
pSrcItem->SetState(ITEM_CHANGED, this);
StoreItem(dest, pNewItem, true);
}
else if (IsBankPos(dst))
{
// change item amount before check (for unique max count check)
pSrcItem->SetCount(pSrcItem->GetCount() - count);
ItemPosCountVec dest;
InventoryResult msg = CanBankItem(dstbag, dstslot, dest, pNewItem, false);
if (msg != EQUIP_ERR_OK)
{
delete pNewItem;
pSrcItem->SetCount(pSrcItem->GetCount() + count);
SendEquipError(msg, pSrcItem, NULL);
return;
}
if (IsInWorld())
pSrcItem->SendCreateUpdateToPlayer(this);
pSrcItem->SetState(ITEM_CHANGED, this);
BankItem(dest, pNewItem, true);
}
else if (IsEquipmentPos(dst))
{
// change item amount before check (for unique max count check), provide space for splitted items
pSrcItem->SetCount(pSrcItem->GetCount() - count);
uint16 dest;
InventoryResult msg = CanEquipItem(dstslot, dest, pNewItem, false);
if (msg != EQUIP_ERR_OK)
{
delete pNewItem;
pSrcItem->SetCount(pSrcItem->GetCount() + count);
SendEquipError(msg, pSrcItem, NULL);
return;
}
if (IsInWorld())
pSrcItem->SendCreateUpdateToPlayer(this);
pSrcItem->SetState(ITEM_CHANGED, this);
EquipItem(dest, pNewItem, true);
AutoUnequipOffhandIfNeed();
}
}
void Player::SwapItem(uint16 src, uint16 dst)
{
uint8 srcbag = src >> 8;
uint8 srcslot = src & 255;
uint8 dstbag = dst >> 8;
uint8 dstslot = dst & 255;
Item* pSrcItem = GetItemByPos(srcbag, srcslot);
Item* pDstItem = GetItemByPos(dstbag, dstslot);
if (!pSrcItem)
return;
DEBUG_LOG("STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag, dstslot, pSrcItem->GetEntry());
if (!isAlive())
{
SendEquipError(EQUIP_ERR_YOU_ARE_DEAD, pSrcItem, pDstItem);
return;
}
// SRC checks
// check unequip potability for equipped items and bank bags
if (IsEquipmentPos(src) || IsBagPos(src))
{
// bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
InventoryResult msg = CanUnequipItem(src, !IsBagPos(src) || IsBagPos(dst) || (pDstItem && pDstItem->IsBag() && ((Bag*)pDstItem)->IsEmpty()));
if (msg != EQUIP_ERR_OK)
{
SendEquipError(msg, pSrcItem, pDstItem);
return;
}
}
// prevent put equipped/bank bag in self
if (IsBagPos(src) && srcslot == dstbag)
{
SendEquipError(EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem);
return;
}
// prevent put equipped/bank bag in self
if (IsBagPos(dst) && dstslot == srcbag)
{
SendEquipError(EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pDstItem, pSrcItem);
return;
}
// DST checks
if (pDstItem)
{
// check unequip potability for equipped items and bank bags
if (IsEquipmentPos(dst) || IsBagPos(dst))
{
// bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
InventoryResult msg = CanUnequipItem(dst, !IsBagPos(dst) || IsBagPos(src) || (pSrcItem->IsBag() && ((Bag*)pSrcItem)->IsEmpty()));
if (msg != EQUIP_ERR_OK)
{
SendEquipError(msg, pSrcItem, pDstItem);
return;
}
}
}
// NOW this is or item move (swap with empty), or swap with another item (including bags in bag possitions)
// or swap empty bag with another empty or not empty bag (with items exchange)
// Move case
if (!pDstItem)
{
if (IsInventoryPos(dst))
{
ItemPosCountVec dest;
InventoryResult msg = CanStoreItem(dstbag, dstslot, dest, pSrcItem, false);
if (msg != EQUIP_ERR_OK)
{
SendEquipError(msg, pSrcItem, NULL);
return;
}
RemoveItem(srcbag, srcslot, true);
StoreItem(dest, pSrcItem, true);
}
else if (IsBankPos(dst))
{
ItemPosCountVec dest;
InventoryResult msg = CanBankItem(dstbag, dstslot, dest, pSrcItem, false);
if (msg != EQUIP_ERR_OK)
{
SendEquipError(msg, pSrcItem, NULL);
return;
}
RemoveItem(srcbag, srcslot, true);
BankItem(dest, pSrcItem, true);
}
else if (IsEquipmentPos(dst))
{
uint16 dest;
InventoryResult msg = CanEquipItem(dstslot, dest, pSrcItem, false);
if (msg != EQUIP_ERR_OK)
{
SendEquipError(msg, pSrcItem, NULL);
return;
}
RemoveItem(srcbag, srcslot, true);
EquipItem(dest, pSrcItem, true);
AutoUnequipOffhandIfNeed();
}
return;
}
// attempt merge to / fill target item
if (!pSrcItem->IsBag() && !pDstItem->IsBag())
{
InventoryResult msg;
ItemPosCountVec sDest;
uint16 eDest;
if (IsInventoryPos(dst))
msg = CanStoreItem(dstbag, dstslot, sDest, pSrcItem, false);
else if (IsBankPos(dst))
msg = CanBankItem(dstbag, dstslot, sDest, pSrcItem, false);
else if (IsEquipmentPos(dst))
msg = CanEquipItem(dstslot, eDest, pSrcItem, false);
else
return;
// can be merge/fill
if (msg == EQUIP_ERR_OK)
{
if (pSrcItem->GetCount() + pDstItem->GetCount() <= pSrcItem->GetProto()->GetMaxStackSize())
{
RemoveItem(srcbag, srcslot, true);
if (IsInventoryPos(dst))
StoreItem(sDest, pSrcItem, true);
else if (IsBankPos(dst))
BankItem(sDest, pSrcItem, true);
else if (IsEquipmentPos(dst))
{
EquipItem(eDest, pSrcItem, true);
AutoUnequipOffhandIfNeed();
}
}
else
{
pSrcItem->SetCount(pSrcItem->GetCount() + pDstItem->GetCount() - pSrcItem->GetProto()->GetMaxStackSize());
pDstItem->SetCount(pSrcItem->GetProto()->GetMaxStackSize());
pSrcItem->SetState(ITEM_CHANGED, this);
pDstItem->SetState(ITEM_CHANGED, this);
if (IsInWorld())
{
pSrcItem->SendCreateUpdateToPlayer(this);
pDstItem->SendCreateUpdateToPlayer(this);
}
}
return;
}
}
// impossible merge/fill, do real swap
InventoryResult msg;
// check src->dest move possibility
ItemPosCountVec sDest;
uint16 eDest = 0;
if (IsInventoryPos(dst))
msg = CanStoreItem(dstbag, dstslot, sDest, pSrcItem, true);
else if (IsBankPos(dst))
msg = CanBankItem(dstbag, dstslot, sDest, pSrcItem, true);
else if (IsEquipmentPos(dst))
{
msg = CanEquipItem(dstslot, eDest, pSrcItem, true);
if (msg == EQUIP_ERR_OK)
msg = CanUnequipItem(eDest, true);
}
if (msg != EQUIP_ERR_OK)
{
SendEquipError(msg, pSrcItem, pDstItem);
return;
}
// check dest->src move possibility
ItemPosCountVec sDest2;
uint16 eDest2 = 0;
if (IsInventoryPos(src))
msg = CanStoreItem(srcbag, srcslot, sDest2, pDstItem, true);
else if (IsBankPos(src))
msg = CanBankItem(srcbag, srcslot, sDest2, pDstItem, true);
else if (IsEquipmentPos(src))
{
msg = CanEquipItem(srcslot, eDest2, pDstItem, true);
if (msg == EQUIP_ERR_OK)
msg = CanUnequipItem(eDest2, true);
}
if (msg != EQUIP_ERR_OK)
{
SendEquipError(msg, pDstItem, pSrcItem);
return;
}
// Check bag swap with item exchange (one from empty in not bag possition (equipped (not possible in fact) or store)
if (pSrcItem->IsBag() && pDstItem->IsBag())
{
Bag* emptyBag = NULL;
Bag* fullBag = NULL;
if (((Bag*)pSrcItem)->IsEmpty() && !IsBagPos(src))
{
emptyBag = (Bag*)pSrcItem;
fullBag = (Bag*)pDstItem;
}
else if (((Bag*)pDstItem)->IsEmpty() && !IsBagPos(dst))
{
emptyBag = (Bag*)pDstItem;
fullBag = (Bag*)pSrcItem;
}
// bag swap (with items exchange) case
if (emptyBag && fullBag)
{
ItemPrototype const* emotyProto = emptyBag->GetProto();
uint32 count = 0;
for (uint32 i = 0; i < fullBag->GetBagSize(); ++i)
{
Item* bagItem = fullBag->GetItemByPos(i);
if (!bagItem)
continue;
ItemPrototype const* bagItemProto = bagItem->GetProto();
if (!bagItemProto || !ItemCanGoIntoBag(bagItemProto, emotyProto))
{
// one from items not go to empty target bag
SendEquipError(EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem);
return;
}
++count;
}
if (count > emptyBag->GetBagSize())
{
// too small targeted bag
SendEquipError(EQUIP_ERR_ITEMS_CANT_BE_SWAPPED, pSrcItem, pDstItem);
return;
}
// Items swap
count = 0; // will pos in new bag
for (uint32 i = 0; i < fullBag->GetBagSize(); ++i)
{
Item* bagItem = fullBag->GetItemByPos(i);
if (!bagItem)
continue;
fullBag->RemoveItem(i, true);
emptyBag->StoreItem(count, bagItem, true);
bagItem->SetState(ITEM_CHANGED, this);
++count;
}
}
}
// now do moves, remove...
RemoveItem(dstbag, dstslot, false);
RemoveItem(srcbag, srcslot, false);
// add to dest
if (IsInventoryPos(dst))
StoreItem(sDest, pSrcItem, true);
else if (IsBankPos(dst))
BankItem(sDest, pSrcItem, true);
else if (IsEquipmentPos(dst))
EquipItem(eDest, pSrcItem, true);
// add to src
if (IsInventoryPos(src))
StoreItem(sDest2, pDstItem, true);
else if (IsBankPos(src))
BankItem(sDest2, pDstItem, true);
else if (IsEquipmentPos(src))
EquipItem(eDest2, pDstItem, true);
AutoUnequipOffhandIfNeed();
}
void Player::AddItemToBuyBackSlot(Item* pItem)
{
if (pItem)
{
uint32 slot = m_currentBuybackSlot;
// if current back slot non-empty search oldest or free
if (m_items[slot])
{
uint32 oldest_time = GetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1);
uint32 oldest_slot = BUYBACK_SLOT_START;
for (uint32 i = BUYBACK_SLOT_START + 1; i < BUYBACK_SLOT_END; ++i)
{
// found empty
if (!m_items[i])
{
slot = i;
break;
}
uint32 i_time = GetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + i - BUYBACK_SLOT_START);
if (oldest_time > i_time)
{
oldest_time = i_time;
oldest_slot = i;
}
}
// find oldest
slot = oldest_slot;
}
RemoveItemFromBuyBackSlot(slot, true);
DEBUG_LOG("STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem->GetEntry(), slot);
m_items[slot] = pItem;
time_t base = time(NULL);
uint32 etime = uint32(base - m_logintime + (30 * 3600));
uint32 eslot = slot - BUYBACK_SLOT_START;
SetGuidValue(PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), pItem->GetObjectGuid());
if (ItemPrototype const* pProto = pItem->GetProto())
SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, pProto->SellPrice * pItem->GetCount());
else
SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0);
SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, (uint32)etime);
// move to next (for non filled list is move most optimized choice)
if (m_currentBuybackSlot < BUYBACK_SLOT_END - 1)
++m_currentBuybackSlot;
}
}
Item* Player::GetItemFromBuyBackSlot(uint32 slot)
{
DEBUG_LOG("STORAGE: GetItemFromBuyBackSlot slot = %u", slot);
if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END)
return m_items[slot];
return NULL;
}
void Player::RemoveItemFromBuyBackSlot(uint32 slot, bool del)
{
DEBUG_LOG("STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot);
if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END)
{
Item* pItem = m_items[slot];
if (pItem)
{
pItem->RemoveFromWorld();
if (del) pItem->SetState(ITEM_REMOVED, this);
}
m_items[slot] = NULL;
uint32 eslot = slot - BUYBACK_SLOT_START;
SetGuidValue(PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), ObjectGuid());
SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0);
SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0);
// if current backslot is filled set to now free slot
if (m_items[m_currentBuybackSlot])
m_currentBuybackSlot = slot;
}
}
void Player::SendEquipError(InventoryResult msg, Item* pItem, Item* pItem2, uint32 itemid /*= 0*/) const
{
DEBUG_LOG("WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)", msg);
WorldPacket data(SMSG_INVENTORY_CHANGE_FAILURE, 1 + 8 + 8 + 1);
data << uint8(msg);
if (msg != EQUIP_ERR_OK)
{
data << (pItem ? pItem->GetObjectGuid() : ObjectGuid());
data << (pItem2 ? pItem2->GetObjectGuid() : ObjectGuid());
data << uint8(0); // bag type subclass, used with EQUIP_ERR_EVENT_AUTOEQUIP_BIND_CONFIRM and EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG2
switch (msg)
{
case EQUIP_ERR_CANT_EQUIP_LEVEL_I:
case EQUIP_ERR_PURCHASE_LEVEL_TOO_LOW:
{
ItemPrototype const* proto = pItem ? pItem->GetProto() : ObjectMgr::GetItemPrototype(itemid);
data << uint32(proto ? proto->RequiredLevel : 0);
break;
}
case EQUIP_ERR_EVENT_AUTOEQUIP_BIND_CONFIRM: // no idea about this one...
{
data << uint64(0);
data << uint32(0);
data << uint64(0);
break;
}
case EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_COUNT_EXCEEDED_IS:
case EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_SOCKETED_EXCEEDED_IS:
case EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_EQUIPPED_EXCEEDED_IS:
{
ItemPrototype const* proto = pItem ? pItem->GetProto() : ObjectMgr::GetItemPrototype(itemid);
data << uint32(proto ? proto->ItemLimitCategory : 0);
break;
}
default:
break;
}
}
GetSession()->SendPacket(&data);
}
void Player::SendBuyError(BuyResult msg, Creature* pCreature, uint32 item, uint32 param)
{
DEBUG_LOG("WORLD: Sent SMSG_BUY_FAILED");
WorldPacket data(SMSG_BUY_FAILED, (8 + 4 + 4 + 1));
data << (pCreature ? pCreature->GetObjectGuid() : ObjectGuid());
data << uint32(item);
if (param > 0)
data << uint32(param);
data << uint8(msg);
GetSession()->SendPacket(&data);
}
void Player::SendSellError(SellResult msg, Creature* pCreature, ObjectGuid itemGuid, uint32 param)
{
DEBUG_LOG("WORLD: Sent SMSG_SELL_ITEM");
WorldPacket data(SMSG_SELL_ITEM, (8 + 8 + (param ? 4 : 0) + 1)); // last check 2.0.10
data << (pCreature ? pCreature->GetObjectGuid() : ObjectGuid());
data << ObjectGuid(itemGuid);
if (param > 0)
data << uint32(param);
data << uint8(msg);
GetSession()->SendPacket(&data);
}
void Player::TradeCancel(bool sendback)
{
if (m_trade)
{
Player* trader = m_trade->GetTrader();
// send yellow "Trade canceled" message to both traders
if (sendback)
GetSession()->SendCancelTrade();
trader->GetSession()->SendCancelTrade();
// cleanup
delete m_trade;
m_trade = NULL;
delete trader->m_trade;
trader->m_trade = NULL;
}
}
void Player::UpdateItemDuration(uint32 time, bool realtimeonly)
{
if (m_itemDuration.empty())
return;
DEBUG_LOG("Player::UpdateItemDuration(%u,%u)", time, realtimeonly);
for (ItemDurationList::const_iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end();)
{
Item* item = *itr;
++itr; // current element can be erased in UpdateDuration
if ((realtimeonly && (item->GetProto()->ExtraFlags & ITEM_EXTRA_REAL_TIME_DURATION)) || !realtimeonly)
item->UpdateDuration(this, time);
}
}
void Player::UpdateEnchantTime(uint32 time)
{
for (EnchantDurationList::iterator itr = m_enchantDuration.begin(), next; itr != m_enchantDuration.end(); itr = next)
{
MANGOS_ASSERT(itr->item);
next = itr;
if (!itr->item->GetEnchantmentId(itr->slot))
{
next = m_enchantDuration.erase(itr);
}
else if (itr->leftduration <= time)
{
ApplyEnchantment(itr->item, itr->slot, false, false);
itr->item->ClearEnchantment(itr->slot);
next = m_enchantDuration.erase(itr);
}
else if (itr->leftduration > time)
{
itr->leftduration -= time;
++next;
}
}
}
void Player::AddEnchantmentDurations(Item* item)
{
for (int x = 0; x < MAX_ENCHANTMENT_SLOT; ++x)
{
if (x > PRISMATIC_ENCHANTMENT_SLOT && x < PROP_ENCHANTMENT_SLOT_0)
continue;
if (!item->GetEnchantmentId(EnchantmentSlot(x)))
continue;
uint32 duration = item->GetEnchantmentDuration(EnchantmentSlot(x));
if (duration > 0)
AddEnchantmentDuration(item, EnchantmentSlot(x), duration);
}
}
void Player::RemoveEnchantmentDurations(Item* item)
{
for (EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end();)
{
if (itr->item == item)
{
// save duration in item
item->SetEnchantmentDuration(EnchantmentSlot(itr->slot), itr->leftduration);
itr = m_enchantDuration.erase(itr);
}
else
++itr;
}
}
void Player::RemoveAllEnchantments(EnchantmentSlot slot)
{
// remove enchantments from equipped items first to clean up the m_enchantDuration list
for (EnchantDurationList::iterator itr = m_enchantDuration.begin(), next; itr != m_enchantDuration.end(); itr = next)
{
next = itr;
if (itr->slot == slot)
{
if (itr->item && itr->item->GetEnchantmentId(slot))
{
// remove from stats
ApplyEnchantment(itr->item, slot, false, false);
// remove visual
itr->item->ClearEnchantment(slot);
}
// remove from update list
next = m_enchantDuration.erase(itr);
}
else
++next;
}
// remove enchants from inventory items
// NOTE: no need to remove these from stats, since these aren't equipped
// in inventory
for (int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetEnchantmentId(slot))
pItem->ClearEnchantment(slot);
// in inventory bags
for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
if (Item* pItem = pBag->GetItemByPos(j))
if (pItem->GetEnchantmentId(slot))
pItem->ClearEnchantment(slot);
}
// duration == 0 will remove item enchant
void Player::AddEnchantmentDuration(Item* item, EnchantmentSlot slot, uint32 duration)
{
if (!item)
return;
if (slot >= MAX_ENCHANTMENT_SLOT)
return;
for (EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr)
{
if (itr->item == item && itr->slot == slot)
{
itr->item->SetEnchantmentDuration(itr->slot, itr->leftduration);
m_enchantDuration.erase(itr);
break;
}
}
if (item && duration > 0)
{
GetSession()->SendItemEnchantTimeUpdate(GetObjectGuid(), item->GetObjectGuid(), slot, uint32(duration / 1000));
m_enchantDuration.push_back(EnchantDuration(item, slot, duration));
}
}
void Player::ApplyEnchantment(Item* item, bool apply)
{
for (uint32 slot = 0; slot < MAX_ENCHANTMENT_SLOT; ++slot)
ApplyEnchantment(item, EnchantmentSlot(slot), apply);
}
void Player::ApplyEnchantment(Item* item, EnchantmentSlot slot, bool apply, bool apply_dur, bool ignore_condition)
{
if (slot > PRISMATIC_ENCHANTMENT_SLOT && slot < PROP_ENCHANTMENT_SLOT_0)
return;
if (!item)
return;
if (!item->IsEquipped())
return;
if (slot >= MAX_ENCHANTMENT_SLOT)
return;
if (slot == REFORGE_ENCHANTMENT_SLOT)
{
ApplyReforgeEnchantment(item, apply);
return;
}
uint32 enchant_id = item->GetEnchantmentId(slot);
if (!enchant_id)
return;
SpellItemEnchantmentEntry const* pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if (!pEnchant)
return;
if (!ignore_condition && pEnchant->EnchantmentCondition && !EnchantmentFitsRequirements(pEnchant->EnchantmentCondition, -1))
return;
if (!item->IsBroken())
{
for (int s = 0; s < 3; ++s)
{
uint32 enchant_display_type = pEnchant->type[s];
uint32 enchant_amount = pEnchant->amount[s];
uint32 enchant_spell_id = pEnchant->spellid[s];
switch (enchant_display_type)
{
case ITEM_ENCHANTMENT_TYPE_NONE:
break;
case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL:
// processed in Player::CastItemCombatSpell
break;
case ITEM_ENCHANTMENT_TYPE_DAMAGE:
if (item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, float(enchant_amount), apply);
else if (item->GetSlot() == EQUIPMENT_SLOT_OFFHAND)
HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, float(enchant_amount), apply);
else if (item->GetSlot() == EQUIPMENT_SLOT_RANGED)
HandleStatModifier(UNIT_MOD_DAMAGE_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
break;
case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL:
{
if (enchant_spell_id)
{
if (apply)
{
int32 basepoints = 0;
// Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
if (item->GetItemRandomPropertyId())
{
ItemRandomSuffixEntry const* item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
if (item_rand)
{
// Search enchant_amount
for (int k = 0; k < 3; ++k)
{
if (item_rand->enchant_id[k] == enchant_id)
{
basepoints = int32((item_rand->prefix[k] * item->GetItemSuffixFactor()) / 10000);
break;
}
}
}
}
// Cast custom spell vs all equal basepoints got from enchant_amount
if (basepoints)
CastCustomSpell(this, enchant_spell_id, &basepoints, &basepoints, &basepoints, true, item);
else
CastSpell(this, enchant_spell_id, true, item);
}
else
RemoveAurasDueToItemSpell(item, enchant_spell_id);
}
break;
}
case ITEM_ENCHANTMENT_TYPE_RESISTANCE:
if (!enchant_amount)
{
ItemRandomSuffixEntry const* item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
if (item_rand)
{
for (int k = 0; k < 3; ++k)
{
if (item_rand->enchant_id[k] == enchant_id)
{
enchant_amount = uint32((item_rand->prefix[k] * item->GetItemSuffixFactor()) / 10000);
break;
}
}
}
}
HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START + enchant_spell_id), TOTAL_VALUE, float(enchant_amount), apply);
break;
case ITEM_ENCHANTMENT_TYPE_STAT:
{
if (!enchant_amount)
{
ItemRandomSuffixEntry const* item_rand_suffix = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
if (item_rand_suffix)
{
for (int k = 0; k < 3; ++k)
{
if (item_rand_suffix->enchant_id[k] == enchant_id)
{
enchant_amount = uint32((item_rand_suffix->prefix[k] * item->GetItemSuffixFactor()) / 10000);
break;
}
}
}
}
DEBUG_LOG("Adding %u to stat nb %u", enchant_amount, enchant_spell_id);
switch (enchant_spell_id)
{
/*case ITEM_MOD_MANA:
DEBUG_LOG("+ %u MANA", enchant_amount);
HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(enchant_amount), apply);
break;*/
case ITEM_MOD_HEALTH:
DEBUG_LOG("+ %u HEALTH", enchant_amount);
HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(enchant_amount), apply);
break;
case ITEM_MOD_AGILITY:
DEBUG_LOG("+ %u AGILITY", enchant_amount);
HandleStatModifier(UNIT_MOD_STAT_AGILITY, TOTAL_VALUE, float(enchant_amount), apply);
ApplyStatBuffMod(STAT_AGILITY, float(enchant_amount), apply);
break;
case ITEM_MOD_STRENGTH:
DEBUG_LOG("+ %u STRENGTH", enchant_amount);
HandleStatModifier(UNIT_MOD_STAT_STRENGTH, TOTAL_VALUE, float(enchant_amount), apply);
ApplyStatBuffMod(STAT_STRENGTH, float(enchant_amount), apply);
break;
case ITEM_MOD_INTELLECT:
DEBUG_LOG("+ %u INTELLECT", enchant_amount);
HandleStatModifier(UNIT_MOD_STAT_INTELLECT, TOTAL_VALUE, float(enchant_amount), apply);
ApplyStatBuffMod(STAT_INTELLECT, float(enchant_amount), apply);
break;
case ITEM_MOD_SPIRIT:
DEBUG_LOG("+ %u SPIRIT", enchant_amount);
HandleStatModifier(UNIT_MOD_STAT_SPIRIT, TOTAL_VALUE, float(enchant_amount), apply);
ApplyStatBuffMod(STAT_SPIRIT, float(enchant_amount), apply);
break;
case ITEM_MOD_STAMINA:
DEBUG_LOG("+ %u STAMINA", enchant_amount);
HandleStatModifier(UNIT_MOD_STAT_STAMINA, TOTAL_VALUE, float(enchant_amount), apply);
ApplyStatBuffMod(STAT_STAMINA, float(enchant_amount), apply);
break;
case ITEM_MOD_DODGE_RATING:
ApplyRatingMod(CR_DODGE, enchant_amount, apply);
DEBUG_LOG("+ %u DODGE", enchant_amount);
break;
case ITEM_MOD_PARRY_RATING:
ApplyRatingMod(CR_PARRY, enchant_amount, apply);
DEBUG_LOG("+ %u PARRY", enchant_amount);
break;
case ITEM_MOD_CRIT_RANGED_RATING:
ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
DEBUG_LOG("+ %u RANGED_CRIT", enchant_amount);
break;
case ITEM_MOD_HIT_RATING:
ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
DEBUG_LOG("+ %u HIT", enchant_amount);
break;
case ITEM_MOD_CRIT_RATING:
ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
DEBUG_LOG("+ %u CRITICAL", enchant_amount);
break;
case ITEM_MOD_RESILIENCE_RATING:
ApplyRatingMod(CR_RESILIENCE_DAMAGE_TAKEN, enchant_amount, apply);
DEBUG_LOG("+ %u RESILIENCE", enchant_amount);
break;
case ITEM_MOD_HASTE_RATING:
ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
DEBUG_LOG("+ %u HASTE", enchant_amount);
break;
case ITEM_MOD_EXPERTISE_RATING:
ApplyRatingMod(CR_EXPERTISE, enchant_amount, apply);
DEBUG_LOG("+ %u EXPERTISE", enchant_amount);
break;
case ITEM_MOD_ATTACK_POWER:
HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(enchant_amount), apply);
HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
DEBUG_LOG("+ %u ATTACK_POWER", enchant_amount);
break;
case ITEM_MOD_RANGED_ATTACK_POWER:
HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
DEBUG_LOG("+ %u RANGED_ATTACK_POWER", enchant_amount);
break;
case ITEM_MOD_SPELL_POWER:
ApplySpellPowerBonus(enchant_amount, apply);
DEBUG_LOG("+ %u SPELL_POWER", enchant_amount);
break;
case ITEM_MOD_HEALTH_REGEN:
ApplyHealthRegenBonus(enchant_amount, apply);
DEBUG_LOG("+ %u HEALTH_REGENERATION", enchant_amount);
break;
case ITEM_MOD_SPELL_PENETRATION:
ApplyModInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE, -int32(enchant_amount), apply);
m_spellPenetrationItemMod += apply ? enchant_amount : -int32(enchant_amount);
DEBUG_LOG("+ %u SPELL_PENETRATION", -int32(enchant_amount));
break;
case ITEM_MOD_MASTERY_RATING:
ApplyRatingMod(CR_MASTERY, enchant_amount, apply);
DEBUG_LOG("+ %u MASTERY_RATING", enchant_amount);
break;
// deprecated
case ITEM_MOD_DEFENSE_SKILL_RATING:
case ITEM_MOD_BLOCK_RATING:
case ITEM_MOD_HIT_MELEE_RATING:
case ITEM_MOD_HIT_RANGED_RATING:
case ITEM_MOD_HIT_SPELL_RATING:
case ITEM_MOD_CRIT_MELEE_RATING:
case ITEM_MOD_CRIT_SPELL_RATING:
case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
case ITEM_MOD_HASTE_MELEE_RATING:
case ITEM_MOD_HASTE_RANGED_RATING:
case ITEM_MOD_HASTE_SPELL_RATING:
case ITEM_MOD_HIT_TAKEN_RATING:
case ITEM_MOD_CRIT_TAKEN_RATING:
case ITEM_MOD_FERAL_ATTACK_POWER:
case ITEM_MOD_SPELL_HEALING_DONE:
case ITEM_MOD_SPELL_DAMAGE_DONE:
case ITEM_MOD_MANA_REGENERATION:
case ITEM_MOD_ARMOR_PENETRATION_RATING:
case ITEM_MOD_BLOCK_VALUE:
default:
break;
}
break;
}
case ITEM_ENCHANTMENT_TYPE_TOTEM: // Shaman Rockbiter Weapon
{
if (getClass() == CLASS_SHAMAN)
{
float addValue = 0.0f;
if (item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
{
addValue = float(enchant_amount * item->GetProto()->Delay / 1000.0f);
HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, addValue, apply);
}
else if (item->GetSlot() == EQUIPMENT_SLOT_OFFHAND)
{
addValue = float(enchant_amount * item->GetProto()->Delay / 1000.0f);
HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, addValue, apply);
}
}
break;
}
case ITEM_ENCHANTMENT_TYPE_USE_SPELL:
// processed in Player::CastItemUseSpell
break;
case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET:
// nothing do..
break;
default:
sLog.outError("Unknown item enchantment (id = %d) display type: %d", enchant_id, enchant_display_type);
break;
} /*switch(enchant_display_type)*/
} /*for*/
}
// visualize enchantment at player and equipped items
if (slot == PERM_ENCHANTMENT_SLOT)
SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (item->GetSlot() * 2), 0, apply ? item->GetEnchantmentId(slot) : 0);
if (slot == TEMP_ENCHANTMENT_SLOT)
SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (item->GetSlot() * 2), 1, apply ? item->GetEnchantmentId(slot) : 0);
if (apply_dur)
{
if (apply)
{
// set duration
uint32 duration = item->GetEnchantmentDuration(slot);
if (duration > 0)
AddEnchantmentDuration(item, slot, duration);
}
else
{
// duration == 0 will remove EnchantDuration
AddEnchantmentDuration(item, slot, 0);
}
}
}
void Player::ApplyReforgeEnchantment(Item* item, bool apply)
{
if (!item)
return;
ItemReforgeEntry const* reforge = sItemReforgeStore.LookupEntry(item->GetEnchantmentId(REFORGE_ENCHANTMENT_SLOT));
if (!reforge)
return;
float removeValue = item->GetReforgableStat(ItemModType(reforge->SourceStat)) * reforge->SourceMultiplier;
float addValue = removeValue * reforge->FinalMultiplier;
switch (reforge->SourceStat)
{
case ITEM_MOD_HEALTH:
HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, -removeValue, apply);
break;
case ITEM_MOD_AGILITY:
HandleStatModifier(UNIT_MOD_STAT_AGILITY, TOTAL_VALUE, -removeValue, apply);
ApplyStatBuffMod(STAT_AGILITY, -removeValue, apply);
break;
case ITEM_MOD_STRENGTH:
HandleStatModifier(UNIT_MOD_STAT_STRENGTH, TOTAL_VALUE, -removeValue, apply);
ApplyStatBuffMod(STAT_STRENGTH, -removeValue, apply);
break;
case ITEM_MOD_INTELLECT:
HandleStatModifier(UNIT_MOD_STAT_INTELLECT, TOTAL_VALUE, -removeValue, apply);
ApplyStatBuffMod(STAT_INTELLECT, -removeValue, apply);
break;
case ITEM_MOD_SPIRIT:
HandleStatModifier(UNIT_MOD_STAT_SPIRIT, TOTAL_VALUE, -removeValue, apply);
ApplyStatBuffMod(STAT_SPIRIT, -removeValue, apply);
break;
case ITEM_MOD_STAMINA:
HandleStatModifier(UNIT_MOD_STAT_STAMINA, TOTAL_VALUE, -removeValue, apply);
ApplyStatBuffMod(STAT_STAMINA, -removeValue, apply);
break;
case ITEM_MOD_DEFENSE_SKILL_RATING:
ApplyRatingMod(CR_DEFENSE_SKILL, -int32(removeValue), apply);
break;
case ITEM_MOD_DODGE_RATING:
ApplyRatingMod(CR_DODGE, -int32(removeValue), apply);
break;
case ITEM_MOD_PARRY_RATING:
ApplyRatingMod(CR_PARRY, -int32(removeValue), apply);
break;
case ITEM_MOD_BLOCK_RATING:
ApplyRatingMod(CR_BLOCK, -int32(removeValue), apply);
break;
case ITEM_MOD_HIT_MELEE_RATING:
ApplyRatingMod(CR_HIT_MELEE, -int32(removeValue), apply);
break;
case ITEM_MOD_HIT_RANGED_RATING:
ApplyRatingMod(CR_HIT_RANGED, -int32(removeValue), apply);
break;
case ITEM_MOD_HIT_SPELL_RATING:
ApplyRatingMod(CR_HIT_SPELL, -int32(removeValue), apply);
break;
case ITEM_MOD_CRIT_MELEE_RATING:
ApplyRatingMod(CR_CRIT_MELEE, -int32(removeValue), apply);
break;
case ITEM_MOD_CRIT_RANGED_RATING:
ApplyRatingMod(CR_CRIT_RANGED, -int32(removeValue), apply);
break;
case ITEM_MOD_CRIT_SPELL_RATING:
ApplyRatingMod(CR_CRIT_SPELL, -int32(removeValue), apply);
break;
case ITEM_MOD_HASTE_SPELL_RATING:
ApplyRatingMod(CR_HASTE_SPELL, -int32(removeValue), apply);
break;
case ITEM_MOD_HIT_RATING:
ApplyRatingMod(CR_HIT_MELEE, -int32(removeValue), apply);
ApplyRatingMod(CR_HIT_RANGED, -int32(removeValue), apply);
ApplyRatingMod(CR_HIT_SPELL, -int32(removeValue), apply);
break;
case ITEM_MOD_CRIT_RATING:
ApplyRatingMod(CR_CRIT_MELEE, -int32(removeValue), apply);
ApplyRatingMod(CR_CRIT_RANGED, -int32(removeValue), apply);
ApplyRatingMod(CR_CRIT_SPELL, -int32(removeValue), apply);
break;
case ITEM_MOD_RESILIENCE_RATING:
ApplyRatingMod(CR_RESILIENCE_DAMAGE_TAKEN, -int32(removeValue), apply);
break;
case ITEM_MOD_HASTE_RATING:
ApplyRatingMod(CR_HASTE_MELEE, -int32(removeValue), apply);
ApplyRatingMod(CR_HASTE_RANGED, -int32(removeValue), apply);
ApplyRatingMod(CR_HASTE_SPELL, -int32(removeValue), apply);
break;
case ITEM_MOD_EXPERTISE_RATING:
ApplyRatingMod(CR_EXPERTISE, -int32(removeValue), apply);
break;
case ITEM_MOD_ATTACK_POWER:
HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, -removeValue, apply);
HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, -removeValue, apply);
break;
case ITEM_MOD_RANGED_ATTACK_POWER:
HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, -removeValue, apply);
break;
case ITEM_MOD_MANA_REGENERATION:
ApplyManaRegenBonus(-int32(removeValue), apply);
break;
case ITEM_MOD_ARMOR_PENETRATION_RATING:
ApplyRatingMod(CR_ARMOR_PENETRATION, -int32(removeValue), apply);
break;
case ITEM_MOD_SPELL_POWER:
ApplySpellPowerBonus(-int32(removeValue), apply);
break;
case ITEM_MOD_HEALTH_REGEN:
ApplyHealthRegenBonus(-int32(removeValue), apply);
break;
case ITEM_MOD_SPELL_PENETRATION:
ApplyModInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE, -int32(removeValue), apply);
m_spellPenetrationItemMod += apply ? -int32(removeValue) : int32(removeValue);
break;
case ITEM_MOD_BLOCK_VALUE:
break;
case ITEM_MOD_MASTERY_RATING:
ApplyRatingMod(CR_MASTERY, -int32(removeValue), apply);
break;
}
switch (reforge->FinalStat)
{
case ITEM_MOD_HEALTH:
HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, addValue, apply);
break;
case ITEM_MOD_AGILITY:
HandleStatModifier(UNIT_MOD_STAT_AGILITY, TOTAL_VALUE, addValue, apply);
ApplyStatBuffMod(STAT_AGILITY, addValue, apply);
break;
case ITEM_MOD_STRENGTH:
HandleStatModifier(UNIT_MOD_STAT_STRENGTH, TOTAL_VALUE, addValue, apply);
ApplyStatBuffMod(STAT_STRENGTH, addValue, apply);
break;
case ITEM_MOD_INTELLECT:
HandleStatModifier(UNIT_MOD_STAT_INTELLECT, TOTAL_VALUE, addValue, apply);
ApplyStatBuffMod(STAT_INTELLECT, addValue, apply);
break;
case ITEM_MOD_SPIRIT:
HandleStatModifier(UNIT_MOD_STAT_SPIRIT, TOTAL_VALUE, addValue, apply);
ApplyStatBuffMod(STAT_SPIRIT, addValue, apply);
break;
case ITEM_MOD_STAMINA:
HandleStatModifier(UNIT_MOD_STAT_STAMINA, TOTAL_VALUE, addValue, apply);
ApplyStatBuffMod(STAT_STAMINA, addValue, apply);
break;
case ITEM_MOD_DEFENSE_SKILL_RATING:
ApplyRatingMod(CR_DEFENSE_SKILL, int32(addValue), apply);
break;
case ITEM_MOD_DODGE_RATING:
ApplyRatingMod(CR_DODGE, int32(addValue), apply);
break;
case ITEM_MOD_PARRY_RATING:
ApplyRatingMod(CR_PARRY, int32(addValue), apply);
break;
case ITEM_MOD_BLOCK_RATING:
ApplyRatingMod(CR_BLOCK, int32(addValue), apply);
break;
case ITEM_MOD_HIT_MELEE_RATING:
ApplyRatingMod(CR_HIT_MELEE, int32(addValue), apply);
break;
case ITEM_MOD_HIT_RANGED_RATING:
ApplyRatingMod(CR_HIT_RANGED, int32(addValue), apply);
break;
case ITEM_MOD_HIT_SPELL_RATING:
ApplyRatingMod(CR_HIT_SPELL, int32(addValue), apply);
break;
case ITEM_MOD_CRIT_MELEE_RATING:
ApplyRatingMod(CR_CRIT_MELEE, int32(addValue), apply);
break;
case ITEM_MOD_CRIT_RANGED_RATING:
ApplyRatingMod(CR_CRIT_RANGED, int32(addValue), apply);
break;
case ITEM_MOD_CRIT_SPELL_RATING:
ApplyRatingMod(CR_CRIT_SPELL, int32(addValue), apply);
break;
case ITEM_MOD_HASTE_SPELL_RATING:
ApplyRatingMod(CR_HASTE_SPELL, int32(addValue), apply);
break;
case ITEM_MOD_HIT_RATING:
ApplyRatingMod(CR_HIT_MELEE, int32(addValue), apply);
ApplyRatingMod(CR_HIT_RANGED, int32(addValue), apply);
ApplyRatingMod(CR_HIT_SPELL, int32(addValue), apply);
break;
case ITEM_MOD_CRIT_RATING:
ApplyRatingMod(CR_CRIT_MELEE, int32(addValue), apply);
ApplyRatingMod(CR_CRIT_RANGED, int32(addValue), apply);
ApplyRatingMod(CR_CRIT_SPELL, int32(addValue), apply);
break;
case ITEM_MOD_RESILIENCE_RATING:
ApplyRatingMod(CR_RESILIENCE_DAMAGE_TAKEN, int32(addValue), apply);
break;
case ITEM_MOD_HASTE_RATING:
ApplyRatingMod(CR_HASTE_MELEE, int32(addValue), apply);
ApplyRatingMod(CR_HASTE_RANGED, int32(addValue), apply);
ApplyRatingMod(CR_HASTE_SPELL, int32(addValue), apply);
break;
case ITEM_MOD_EXPERTISE_RATING:
ApplyRatingMod(CR_EXPERTISE, int32(addValue), apply);
break;
case ITEM_MOD_ATTACK_POWER:
HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, addValue, apply);
HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, addValue, apply);
break;
case ITEM_MOD_RANGED_ATTACK_POWER:
HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, addValue, apply);
break;
case ITEM_MOD_MANA_REGENERATION:
ApplyManaRegenBonus(int32(addValue), apply);
break;
case ITEM_MOD_ARMOR_PENETRATION_RATING:
ApplyRatingMod(CR_ARMOR_PENETRATION, int32(addValue), apply);
break;
case ITEM_MOD_SPELL_POWER:
ApplySpellPowerBonus(int32(addValue), apply);
break;
case ITEM_MOD_HEALTH_REGEN:
ApplyHealthRegenBonus(int32(addValue), apply);
break;
case ITEM_MOD_SPELL_PENETRATION:
ApplyModInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE, int32(addValue), apply);
m_spellPenetrationItemMod += apply ? int32(addValue) : -int32(addValue);
break;
case ITEM_MOD_BLOCK_VALUE:
break;
case ITEM_MOD_MASTERY_RATING:
ApplyRatingMod(CR_MASTERY, int32(addValue), apply);
break;
}
}
void Player::SendEnchantmentDurations()
{
for (EnchantDurationList::const_iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr)
{
GetSession()->SendItemEnchantTimeUpdate(GetObjectGuid(), itr->item->GetObjectGuid(), itr->slot, uint32(itr->leftduration) / 1000);
}
}
void Player::SendItemDurations()
{
for (ItemDurationList::const_iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end(); ++itr)
{
(*itr)->SendTimeUpdate(this);
}
}
void Player::SendNewItem(Item* item, uint32 count, bool received, bool created, bool broadcast)
{
if (!item) // prevent crash
return;
// last check 2.0.10
WorldPacket data(SMSG_ITEM_PUSH_RESULT, (8 + 4 + 4 + 4 + 1 + 4 + 4 + 4 + 4 + 4));
data << GetObjectGuid(); // player GUID
data << uint32(received); // 0=looted, 1=from npc
data << uint32(created); // 0=received, 1=created
data << uint32(1); // IsShowChatMessage
data << uint8(item->GetBagSlot()); // bagslot
// item slot, but when added to stack: 0xFFFFFFFF
data << uint32((item->GetCount() == count) ? item->GetSlot() : -1);
data << uint32(item->GetEntry()); // item id
data << uint32(item->GetItemSuffixFactor()); // SuffixFactor
data << uint32(item->GetItemRandomPropertyId()); // random item property id
data << uint32(count); // count of items
data << uint32(GetItemCount(item->GetEntry())); // count of items in inventory
if (broadcast && GetGroup())
GetGroup()->BroadcastPacket(&data, true);
else
GetSession()->SendPacket(&data);
}
/*********************************************************/
/*** GOSSIP SYSTEM ***/
/*********************************************************/
void Player::PrepareGossipMenu(WorldObject* pSource, uint32 menuId)
{
PlayerMenu* pMenu = PlayerTalkClass;
pMenu->ClearMenus();
pMenu->GetGossipMenu().SetMenuId(menuId);
GossipMenuItemsMapBounds pMenuItemBounds = sObjectMgr.GetGossipMenuItemsMapBounds(menuId);
// prepares quest menu when true
bool canSeeQuests = menuId == GetDefaultGossipMenuForSource(pSource);
// if canSeeQuests (the default, top level menu) and no menu options exist for this, use options from default options
if (pMenuItemBounds.first == pMenuItemBounds.second && canSeeQuests)
pMenuItemBounds = sObjectMgr.GetGossipMenuItemsMapBounds(0);
for (GossipMenuItemsMap::const_iterator itr = pMenuItemBounds.first; itr != pMenuItemBounds.second; ++itr)
{
bool hasMenuItem = true;
bool isGMSkipConditionCheck = false;
if (itr->second.conditionId && !sObjectMgr.IsPlayerMeetToCondition(itr->second.conditionId, this, GetMap(), pSource, CONDITION_FROM_GOSSIP_OPTION))
{
if (isGameMaster()) // Let GM always see menu items regardless of conditions
isGMSkipConditionCheck = true;
else
{
if (itr->second.option_id == GOSSIP_OPTION_QUESTGIVER)
canSeeQuests = false;
continue; // Skip this option
}
}
if (pSource->GetTypeId() == TYPEID_UNIT)
{
Creature* pCreature = (Creature*)pSource;
uint32 npcflags = pCreature->GetUInt32Value(UNIT_NPC_FLAGS);
if (!(itr->second.npc_option_npcflag & npcflags))
continue;
switch (itr->second.option_id)
{
case GOSSIP_OPTION_GOSSIP:
break;
case GOSSIP_OPTION_QUESTGIVER:
hasMenuItem = false;
break;
case GOSSIP_OPTION_ARMORER:
hasMenuItem = false; // added in special mode
break;
case GOSSIP_OPTION_SPIRITHEALER:
if (!isDead())
hasMenuItem = false;
break;
case GOSSIP_OPTION_VENDOR:
{
VendorItemData const* vItems = pCreature->GetVendorItems();
VendorItemData const* tItems = pCreature->GetVendorTemplateItems();
if ((!vItems || vItems->Empty()) && (!tItems || tItems->Empty()))
{
sLog.outErrorDb("Creature %u (Entry: %u) have UNIT_NPC_FLAG_VENDOR but have empty trading item list.", pCreature->GetGUIDLow(), pCreature->GetEntry());
hasMenuItem = false;
}
break;
}
case GOSSIP_OPTION_TRAINER:
// pet trainers not have spells in fact now
/* FIXME: gossip menu with single unlearn pet talents option not show by some reason
if (pCreature->GetCreatureInfo()->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:
case GOSSIP_OPTION_MAILBOX:
break; // no checks
default:
sLog.outErrorDb("Creature entry %u have unknown gossip option %u for menu %u", pCreature->GetEntry(), itr->second.option_id, itr->second.menu_id);
hasMenuItem = false;
break;
}
}
else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT)
{
GameObject* pGo = (GameObject*)pSource;
switch (itr->second.option_id)
{
case GOSSIP_OPTION_QUESTGIVER:
hasMenuItem = false;
break;
case GOSSIP_OPTION_GOSSIP:
if (pGo->GetGoType() != GAMEOBJECT_TYPE_QUESTGIVER && pGo->GetGoType() != GAMEOBJECT_TYPE_GOOBER)
hasMenuItem = false;
break;
default:
hasMenuItem = false;
break;
}
}
if (hasMenuItem)
{
std::string strOptionText = itr->second.option_text;
std::string strBoxText = itr->second.box_text;
int loc_idx = GetSession()->GetSessionDbLocaleIndex();
if (loc_idx >= 0)
{
uint32 idxEntry = MAKE_PAIR32(menuId, itr->second.id);
if (GossipMenuItemsLocale const* no = sObjectMgr.GetGossipMenuItemsLocale(idxEntry))
{
if (no->OptionText.size() > (size_t)loc_idx && !no->OptionText[loc_idx].empty())
strOptionText = no->OptionText[loc_idx];
if (no->BoxText.size() > (size_t)loc_idx && !no->BoxText[loc_idx].empty())
strBoxText = no->BoxText[loc_idx];
}
}
if (isGMSkipConditionCheck)
{
strOptionText.append(" (");
strOptionText.append(GetSession()->GetMangosString(LANG_GM_ON));
strOptionText.append(")");
}
pMenu->GetGossipMenu().AddMenuItem(itr->second.option_icon, strOptionText, 0, itr->second.option_id, strBoxText, itr->second.box_money, itr->second.box_coded);
pMenu->GetGossipMenu().AddGossipMenuItemData(itr->second.action_menu_id, itr->second.action_poi_id, itr->second.action_script_id);
}
}
if (canSeeQuests)
PrepareQuestMenu(pSource->GetObjectGuid());
// some gossips aren't handled in normal way ... so we need to do it this way .. TODO: handle it in normal way ;-)
/*if (pMenu->Empty())
{
if (pCreature->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_TRAINER))
{
// output error message if need
pCreature->IsTrainerOf(this, true);
}
if (pCreature->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_BATTLEMASTER))
{
// output error message if need
pCreature->CanInteractWithBattleMaster(this, true);
}
}*/
}
void Player::SendPreparedGossip(WorldObject* pSource)
{
if (!pSource)
return;
if (pSource->GetTypeId() == TYPEID_UNIT)
{
// in case no gossip flag and quest menu not empty, open quest menu (client expect gossip menu with this flag)
if (!((Creature*)pSource)->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP) && !PlayerTalkClass->GetQuestMenu().Empty())
{
SendPreparedQuest(pSource->GetObjectGuid());
return;
}
}
else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT)
{
// probably need to find a better way here
if (!PlayerTalkClass->GetGossipMenu().GetMenuId() && !PlayerTalkClass->GetQuestMenu().Empty())
{
SendPreparedQuest(pSource->GetObjectGuid());
return;
}
}
// in case non empty gossip menu (that not included quests list size) show it
// (quest entries from quest menu will be included in list)
uint32 textId = GetGossipTextId(pSource);
if (uint32 menuId = PlayerTalkClass->GetGossipMenu().GetMenuId())
textId = GetGossipTextId(menuId, pSource);
PlayerTalkClass->SendGossipMenu(textId, pSource->GetObjectGuid());
}
void Player::OnGossipSelect(WorldObject* pSource, uint32 gossipListId, uint32 menuId)
{
GossipMenu& gossipmenu = PlayerTalkClass->GetGossipMenu();
if (gossipListId >= gossipmenu.MenuItemCount())
return;
// if not same, then something funky is going on
if (menuId != gossipmenu.GetMenuId())
return;
GossipMenuItem const& menu_item = gossipmenu.GetItem(gossipListId);
uint32 gossipOptionId = menu_item.m_gOptionId;
ObjectGuid guid = pSource->GetObjectGuid();
uint32 moneyTake = menu_item.m_gBoxMoney;
// if this function called and player have money for pay MoneyTake or cheating, proccess both cases
if (moneyTake > 0)
{
if (GetMoney() >= moneyTake)
ModifyMoney(-int64(moneyTake));
else
return; // cheating
}
if (pSource->GetTypeId() == TYPEID_GAMEOBJECT)
{
if (gossipOptionId > GOSSIP_OPTION_QUESTGIVER)
{
sLog.outError("Player guid %u request invalid gossip option for GameObject entry %u", GetGUIDLow(), pSource->GetEntry());
return;
}
}
GossipMenuItemData pMenuData = gossipmenu.GetItemData(gossipListId);
switch (gossipOptionId)
{
case GOSSIP_OPTION_GOSSIP:
{
if (pMenuData.m_gAction_poi)
PlayerTalkClass->SendPointOfInterest(pMenuData.m_gAction_poi);
// send new menu || close gossip || stay at current menu
if (pMenuData.m_gAction_menu > 0)
{
PrepareGossipMenu(pSource, uint32(pMenuData.m_gAction_menu));
SendPreparedGossip(pSource);
}
else if (pMenuData.m_gAction_menu < 0)
{
PlayerTalkClass->CloseGossip();
TalkedToCreature(pSource->GetEntry(), pSource->GetObjectGuid());
}
break;
}
case GOSSIP_OPTION_SPIRITHEALER:
if (isDead())
((Creature*)pSource)->CastSpell(((Creature*)pSource), 17251, true, NULL, NULL, GetObjectGuid());
break;
case GOSSIP_OPTION_QUESTGIVER:
PrepareQuestMenu(guid);
SendPreparedQuest(guid);
break;
case GOSSIP_OPTION_VENDOR:
case GOSSIP_OPTION_ARMORER:
GetSession()->SendListInventory(guid);
break;
case GOSSIP_OPTION_STABLEPET:
GetSession()->SendStablePet(guid);
break;
case GOSSIP_OPTION_TRAINER:
GetSession()->SendTrainerList(guid);
break;
case GOSSIP_OPTION_UNLEARNTALENTS:
PlayerTalkClass->CloseGossip();
SendTalentWipeConfirm(guid);
break;
case GOSSIP_OPTION_UNLEARNPETSKILLS:
PlayerTalkClass->CloseGossip();
SendPetSkillWipeConfirm();
break;
case GOSSIP_OPTION_TAXIVENDOR:
GetSession()->SendTaxiMenu(((Creature*)pSource));
break;
case GOSSIP_OPTION_INNKEEPER:
PlayerTalkClass->CloseGossip();
SetBindPoint(guid);
break;
case GOSSIP_OPTION_BANKER:
GetSession()->SendShowBank(guid);
break;
case GOSSIP_OPTION_PETITIONER:
PlayerTalkClass->CloseGossip();
GetSession()->SendPetitionShowList(guid);
break;
case GOSSIP_OPTION_TABARDDESIGNER:
PlayerTalkClass->CloseGossip();
GetSession()->SendTabardVendorActivate(guid);
break;
case GOSSIP_OPTION_AUCTIONEER:
GetSession()->SendAuctionHello(((Creature*)pSource));
break;
case GOSSIP_OPTION_MAILBOX:
PlayerTalkClass->CloseGossip();
GetSession()->SendShowMailBox(guid);
break;
case GOSSIP_OPTION_SPIRITGUIDE:
PrepareGossipMenu(pSource);
SendPreparedGossip(pSource);
break;
case GOSSIP_OPTION_BATTLEFIELD:
{
BattleGroundTypeId bgTypeId = sBattleGroundMgr.GetBattleMasterBG(pSource->GetEntry());
if (bgTypeId == BATTLEGROUND_TYPE_NONE)
{
sLog.outError("a user (guid %u) requested battlegroundlist from a npc who is no battlemaster", GetGUIDLow());
return;
}
GetSession()->SendBattlegGroundList(guid, bgTypeId);
break;
}
}
if (pMenuData.m_gAction_script)
{
if (pSource->GetTypeId() == TYPEID_UNIT)
GetMap()->ScriptsStart(sGossipScripts, pMenuData.m_gAction_script, pSource, this, Map::SCRIPT_EXEC_PARAM_UNIQUE_BY_SOURCE);
else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT)
GetMap()->ScriptsStart(sGossipScripts, pMenuData.m_gAction_script, this, pSource, Map::SCRIPT_EXEC_PARAM_UNIQUE_BY_TARGET);
}
}
uint32 Player::GetGossipTextId(WorldObject* pSource)
{
if (!pSource || pSource->GetTypeId() != TYPEID_UNIT)
return DEFAULT_GOSSIP_MESSAGE;
if (uint32 pos = sObjectMgr.GetNpcGossip(((Creature*)pSource)->GetGUIDLow()))
return pos;
return DEFAULT_GOSSIP_MESSAGE;
}
uint32 Player::GetGossipTextId(uint32 menuId, WorldObject* pSource)
{
uint32 textId = DEFAULT_GOSSIP_MESSAGE;
if (!menuId)
return textId;
uint32 scriptId = 0;
uint32 lastConditionId = 0;
GossipMenusMapBounds pMenuBounds = sObjectMgr.GetGossipMenusMapBounds(menuId);
for (GossipMenusMap::const_iterator itr = pMenuBounds.first; itr != pMenuBounds.second; ++itr)
{
// Take the text that has the highest conditionId of all fitting
// No condition and no text with condition found OR higher and fitting condition found
if ((!itr->second.conditionId && !lastConditionId) ||
(itr->second.conditionId > lastConditionId && sObjectMgr.IsPlayerMeetToCondition(itr->second.conditionId, this, GetMap(), pSource, CONDITION_FROM_GOSSIP_MENU)))
{
lastConditionId = itr->second.conditionId;
textId = itr->second.text_id;
scriptId = itr->second.script_id;
}
}
// Start related script
if (scriptId)
GetMap()->ScriptsStart(sGossipScripts, scriptId, this, pSource, Map::SCRIPT_EXEC_PARAM_UNIQUE_BY_TARGET);
return textId;
}
uint32 Player::GetDefaultGossipMenuForSource(WorldObject* pSource)
{
if (pSource->GetTypeId() == TYPEID_UNIT)
return ((Creature*)pSource)->GetCreatureInfo()->GossipMenuId;
else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT)
return ((GameObject*)pSource)->GetGOInfo()->GetGossipMenuId();
return 0;
}
/*********************************************************/
/*** QUEST SYSTEM ***/
/*********************************************************/
void Player::PrepareQuestMenu(ObjectGuid guid)
{
QuestRelationsMapBounds rbounds;
QuestRelationsMapBounds irbounds;
// pets also can have quests
if (Creature* pCreature = GetMap()->GetAnyTypeCreature(guid))
{
rbounds = sObjectMgr.GetCreatureQuestRelationsMapBounds(pCreature->GetEntry());
irbounds = sObjectMgr.GetCreatureQuestInvolvedRelationsMapBounds(pCreature->GetEntry());
}
else
{
// we should obtain map pointer from GetMap() in 99% of cases. Special case
// only for quests which cast teleport spells on player
Map* _map = IsInWorld() ? GetMap() : sMapMgr.FindMap(GetMapId(), GetInstanceId());
MANGOS_ASSERT(_map);
if (GameObject* pGameObject = _map->GetGameObject(guid))
{
rbounds = sObjectMgr.GetGOQuestRelationsMapBounds(pGameObject->GetEntry());
irbounds = sObjectMgr.GetGOQuestInvolvedRelationsMapBounds(pGameObject->GetEntry());
}
else
return;
}
QuestMenu& qm = PlayerTalkClass->GetQuestMenu();
qm.ClearMenu();
for (QuestRelationsMap::const_iterator itr = irbounds.first; itr != irbounds.second; ++itr)
{
uint32 quest_id = itr->second;
Quest const* pQuest = sObjectMgr.GetQuestTemplate(quest_id);
if (!pQuest || !pQuest->IsActive())
continue;
QuestStatus status = GetQuestStatus(quest_id);
if (status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(quest_id))
qm.AddMenuItem(quest_id, 4);
else if (status == QUEST_STATUS_INCOMPLETE)
qm.AddMenuItem(quest_id, 4);
else if (status == QUEST_STATUS_AVAILABLE)
qm.AddMenuItem(quest_id, 2);
}
for (QuestRelationsMap::const_iterator itr = rbounds.first; itr != rbounds.second; ++itr)
{
uint32 quest_id = itr->second;
Quest const* pQuest = sObjectMgr.GetQuestTemplate(quest_id);
if (!pQuest || !pQuest->IsActive())
continue;
QuestStatus status = GetQuestStatus(quest_id);
if (pQuest->IsAutoComplete() && CanTakeQuest(pQuest, false))
qm.AddMenuItem(quest_id, 4);
else if (status == QUEST_STATUS_NONE && CanTakeQuest(pQuest, false))
qm.AddMenuItem(quest_id, 2);
}
}
void Player::SendPreparedQuest(ObjectGuid guid)
{
QuestMenu& questMenu = PlayerTalkClass->GetQuestMenu();
if (questMenu.Empty())
return;
QuestMenuItem const& qmi0 = questMenu.GetItem(0);
uint32 icon = qmi0.m_qIcon;
// single element case
if (questMenu.MenuItemCount() == 1)
{
// Auto open -- maybe also should verify there is no greeting
uint32 quest_id = qmi0.m_qId;
Quest const* pQuest = sObjectMgr.GetQuestTemplate(quest_id);
if (pQuest)
{
if (icon == 4 && !GetQuestRewardStatus(quest_id))
PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanRewardQuest(pQuest, false), true);
else if (icon == 4)
PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanRewardQuest(pQuest, false), true);
// Send completable on repeatable and autoCompletable quest if player don't have quest
// TODO: verify if check for !pQuest->IsDaily() is really correct (possibly not)
else if (pQuest->IsAutoComplete() && pQuest->IsRepeatable() && !pQuest->IsDailyOrWeekly())
PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanCompleteRepeatableQuest(pQuest), true);
else
PlayerTalkClass->SendQuestGiverQuestDetails(pQuest, guid, true);
}
}
// multiply entries
else
{
QEmote qe;
qe._Delay = 0;
qe._Emote = 0;
std::string title = "";
// need pet case for some quests
if (Creature* pCreature = GetMap()->GetAnyTypeCreature(guid))
{
uint32 textid = GetGossipTextId(pCreature);
GossipText const* gossiptext = sObjectMgr.GetGossipText(textid);
if (!gossiptext)
{
qe._Delay = 0; // TEXTEMOTE_MESSAGE; // zyg: player emote
qe._Emote = 0; // TEXTEMOTE_HELLO; // zyg: NPC emote
title = "";
}
else
{
qe = gossiptext->Options[0].Emotes[0];
int loc_idx = GetSession()->GetSessionDbLocaleIndex();
std::string title0 = gossiptext->Options[0].Text_0;
std::string title1 = gossiptext->Options[0].Text_1;
sObjectMgr.GetNpcTextLocaleStrings0(textid, loc_idx, &title0, &title1);
title = !title0.empty() ? title0 : title1;
}
}
PlayerTalkClass->SendQuestGiverQuestList(qe, title, guid);
}
}
bool Player::IsActiveQuest(uint32 quest_id) const
{
QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id);
return itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE;
}
bool Player::IsCurrentQuest(uint32 quest_id, uint8 completed_or_not) const
{
QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id);
if (itr == mQuestStatus.end())
return false;
switch (completed_or_not)
{
case 1:
return itr->second.m_status == QUEST_STATUS_INCOMPLETE;
case 2:
return itr->second.m_status == QUEST_STATUS_COMPLETE && !itr->second.m_rewarded;
default:
return itr->second.m_status == QUEST_STATUS_INCOMPLETE || (itr->second.m_status == QUEST_STATUS_COMPLETE && !itr->second.m_rewarded);
}
}
Quest const* Player::GetNextQuest(ObjectGuid guid, Quest const* pQuest)
{
QuestRelationsMapBounds rbounds;
if (Creature* pCreature = GetMap()->GetAnyTypeCreature(guid))
{
rbounds = sObjectMgr.GetCreatureQuestRelationsMapBounds(pCreature->GetEntry());
}
else
{
// we should obtain map pointer from GetMap() in 99% of cases. Special case
// only for quests which cast teleport spells on player
Map* _map = IsInWorld() ? GetMap() : sMapMgr.FindMap(GetMapId(), GetInstanceId());
MANGOS_ASSERT(_map);
if (GameObject* pGameObject = _map->GetGameObject(guid))
{
rbounds = sObjectMgr.GetGOQuestRelationsMapBounds(pGameObject->GetEntry());
}
else
return NULL;
}
uint32 nextQuestID = pQuest->GetNextQuestInChain();
for (QuestRelationsMap::const_iterator itr = rbounds.first; itr != rbounds.second; ++itr)
{
if (itr->second == nextQuestID)
return sObjectMgr.GetQuestTemplate(nextQuestID);
}
return NULL;
}
/**
* Check if a player could see a start quest
* Basic Quest-taking requirements: Class, Race, Skill, Quest-Line, ...
* Check if the quest-level is not too high (related config value CONFIG_INT32_QUEST_HIGH_LEVEL_HIDE_DIFF)
*/
bool Player::CanSeeStartQuest(Quest const* pQuest) const
{
if (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())
{
int32 highLevelDiff = sWorld.getConfig(CONFIG_INT32_QUEST_HIGH_LEVEL_HIDE_DIFF);
if (highLevelDiff < 0)
return true;
return getLevel() + uint32(highLevelDiff) >= pQuest->GetMinLevel();
}
return false;
}
bool Player::CanTakeQuest(Quest const* pQuest, bool msg) const
{
return SatisfyQuestStatus(pQuest, msg) && SatisfyQuestExclusiveGroup(pQuest, msg) &&
SatisfyQuestClass(pQuest, msg) && SatisfyQuestRace(pQuest, msg) && SatisfyQuestLevel(pQuest, msg) &&
SatisfyQuestSkill(pQuest, msg) && SatisfyQuestReputation(pQuest, msg) &&
SatisfyQuestPreviousQuest(pQuest, msg) && SatisfyQuestTimed(pQuest, msg) &&
SatisfyQuestNextChain(pQuest, msg) && SatisfyQuestPrevChain(pQuest, msg) &&
SatisfyQuestDay(pQuest, msg) && SatisfyQuestWeek(pQuest, msg) && SatisfyQuestMonth(pQuest, msg) &&
pQuest->IsActive();
}
bool Player::CanAddQuest(Quest const* pQuest, bool msg) const
{
if (!SatisfyQuestLog(msg))
return false;
if (!CanGiveQuestSourceItemIfNeed(pQuest))
return false;
return true;
}
bool Player::CanCompleteQuest(uint32 quest_id) const
{
if (!quest_id)
return false;
QuestStatusMap::const_iterator q_itr = mQuestStatus.find(quest_id);
// some quests can be auto taken and auto completed in one step
QuestStatus status = q_itr != mQuestStatus.end() ? q_itr->second.m_status : QUEST_STATUS_NONE;
if (status == QUEST_STATUS_COMPLETE)
return false; // not allow re-complete quest
Quest const* qInfo = sObjectMgr.GetQuestTemplate(quest_id);
if (!qInfo)
return false;
// only used for "flag" quests and not real in-game quests
if (qInfo->HasQuestFlag(QUEST_FLAGS_AUTO_REWARDED))
{
// a few checks, not all "satisfy" is needed
if (SatisfyQuestPreviousQuest(qInfo, false) && SatisfyQuestLevel(qInfo, false) && SatisfyQuestSpell(qInfo, false) &&
SatisfyQuestSkill(qInfo, false) && SatisfyQuestRace(qInfo, false) && SatisfyQuestClass(qInfo, false))
return true;
return false;
}
// auto complete quest
if (qInfo->IsAutoComplete() && CanTakeQuest(qInfo, false))
return true;
if (status != QUEST_STATUS_INCOMPLETE)
return false;
// incomplete quest have status data
QuestStatusData const& q_status = q_itr->second;
if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAG_DELIVER))
{
for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
{
if (qInfo->ReqItemCount[i] != 0 && q_status.m_itemcount[i] < qInfo->ReqItemCount[i])
return false;
}
for (int i = 0; i < QUEST_REQUIRED_CURRENCY_COUNT; ++i)
{
if (qInfo->ReqCurrencyId[i] && !HasCurrencyCount(qInfo->ReqCurrencyId[i], int32(qInfo->ReqCurrencyCount[i] * GetCurrencyPrecision(qInfo->ReqCurrencyId[i]))))
return false;
}
}
if (qInfo->HasSpecialFlag(QuestSpecialFlags(QUEST_SPECIAL_FLAG_KILL_OR_CAST | QUEST_SPECIAL_FLAG_SPEAKTO)))
{
for (int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
{
if (qInfo->ReqCreatureOrGOId[i] == 0)
continue;
if (qInfo->ReqCreatureOrGOCount[i] != 0 && q_status.m_creatureOrGOcount[i] < qInfo->ReqCreatureOrGOCount[i])
return false;
}
}
if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAG_EXPLORATION_OR_EVENT) && !q_status.m_explored)
return false;
if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAG_TIMED) && q_status.m_timer == 0)
return false;
if (qInfo->GetRewOrReqMoney() < 0)
{
if (GetMoney() < uint64(-qInfo->GetRewOrReqMoney()))
return false;
}
uint32 repFacId = qInfo->GetRepObjectiveFaction();
if (repFacId && GetReputationMgr().GetReputation(repFacId) < qInfo->GetRepObjectiveValue())
return false;
if (uint32 spell = qInfo->GetReqSpellLearned())
if (!HasSpell(spell))
return false;
return true;
}
bool Player::CanCompleteRepeatableQuest(Quest const* pQuest) const
{
// Solve problem that player don't have the quest and try complete it.
// if repeatable she must be able to complete event if player don't have it.
// Seem that all repeatable quest are DELIVER Flag so, no need to add more.
if (!CanTakeQuest(pQuest, false))
return false;
if (pQuest->HasSpecialFlag(QUEST_SPECIAL_FLAG_DELIVER))
{
for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
if (pQuest->ReqItemId[i] && pQuest->ReqItemCount[i] && !HasItemCount(pQuest->ReqItemId[i], pQuest->ReqItemCount[i]))
return false;
for (int i = 0; i < QUEST_REQUIRED_CURRENCY_COUNT; ++i)
{
if (pQuest->ReqCurrencyId[i] && !HasCurrencyCount(pQuest->ReqCurrencyId[i], int32(pQuest->ReqCurrencyCount[i] * GetCurrencyPrecision(pQuest->ReqCurrencyId[i]))))
return false;
}
}
if (!CanRewardQuest(pQuest, false))
return false;
return true;
}
bool Player::CanRewardQuest(Quest const* pQuest, bool msg) const
{
// not auto complete quest and not completed quest (only cheating case, then ignore without message)
if (!pQuest->IsAutoComplete() && GetQuestStatus(pQuest->GetQuestId()) != QUEST_STATUS_COMPLETE)
return false;
// daily quest can't be rewarded (25 daily quest already completed)
if (!SatisfyQuestDay(pQuest, true) || !SatisfyQuestWeek(pQuest, true) || !SatisfyQuestMonth(pQuest, true))
return false;
// rewarded and not repeatable quest (only cheating case, then ignore without message)
if (GetQuestRewardStatus(pQuest->GetQuestId()))
return false;
if (pQuest->HasSpecialFlag(QUEST_SPECIAL_FLAG_DELIVER))
{
// prevent receive reward with quest items in bank
for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
{
if (pQuest->ReqItemCount[i] != 0 &&
GetItemCount(pQuest->ReqItemId[i]) < pQuest->ReqItemCount[i])
{
if (msg)
SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL, pQuest->ReqItemId[i]);
return false;
}
}
// prevent receive reward with low currency
for (int i = 0; i < QUEST_REQUIRED_CURRENCY_COUNT; ++i)
{
if (pQuest->ReqCurrencyId[i] &&
!HasCurrencyCount(pQuest->ReqCurrencyId[i], int32(pQuest->ReqCurrencyCount[i] * GetCurrencyPrecision(pQuest->ReqCurrencyId[i]))))
{
if (msg)
SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, NULL);
return false;
}
}
}
// prevent receive reward with low money and GetRewOrReqMoney() < 0
if (pQuest->GetRewOrReqMoney() < 0 && GetMoney() < uint64(-pQuest->GetRewOrReqMoney()))
return false;
if (uint32 spell = pQuest->GetReqSpellLearned())
if (!HasSpell(spell))
return false;
return true;
}
bool Player::CanRewardQuest(Quest const* pQuest, uint32 reward, bool msg) const
{
// prevent receive reward with quest items in bank or for not completed quest
if (!CanRewardQuest(pQuest, msg))
return false;
if (pQuest->GetRewChoiceItemsCount() > 0)
{
if (pQuest->RewChoiceItemId[reward])
{
ItemPosCountVec dest;
InventoryResult res = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward]);
if (res != EQUIP_ERR_OK)
{
SendEquipError(res, NULL, NULL, pQuest->RewChoiceItemId[reward]);
return false;
}
}
}
if (pQuest->GetRewItemsCount() > 0)
{
for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i)
{
if (pQuest->RewItemId[i])
{
ItemPosCountVec dest;
InventoryResult res = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i]);
if (res != EQUIP_ERR_OK)
{
SendEquipError(res, NULL, NULL);
return false;
}
}
}
}
return true;
}
void Player::SendPetTameFailure(PetTameFailureReason reason)
{
WorldPacket data(SMSG_PET_TAME_FAILURE, 1);
data << uint8(reason);
GetSession()->SendPacket(&data);
}
void Player::AddQuest(Quest const* pQuest, Object* questGiver)
{
uint16 log_slot = FindQuestSlot(0);
MANGOS_ASSERT(log_slot < MAX_QUEST_LOG_SIZE);
uint32 quest_id = pQuest->GetQuestId();
// if not exist then created with set uState==NEW and rewarded=false
QuestStatusData& questStatusData = mQuestStatus[quest_id];
// check for repeatable quests status reset
questStatusData.m_status = QUEST_STATUS_INCOMPLETE;
questStatusData.m_explored = false;
if (pQuest->HasSpecialFlag(QUEST_SPECIAL_FLAG_DELIVER))
{
for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
questStatusData.m_itemcount[i] = 0;
}
if (pQuest->HasSpecialFlag(QuestSpecialFlags(QUEST_SPECIAL_FLAG_KILL_OR_CAST | QUEST_SPECIAL_FLAG_SPEAKTO)))
{
for (int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
questStatusData.m_creatureOrGOcount[i] = 0;
}
if (pQuest->GetRepObjectiveFaction())
if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->GetRepObjectiveFaction()))
GetReputationMgr().SetVisible(factionEntry);
uint32 qtime = 0;
if (pQuest->HasSpecialFlag(QUEST_SPECIAL_FLAG_TIMED))
{
uint32 limittime = pQuest->GetLimitTime();
// shared timed quest
if (questGiver && questGiver->GetTypeId() == TYPEID_PLAYER)
limittime = ((Player*)questGiver)->getQuestStatusMap()[quest_id].m_timer / IN_MILLISECONDS;
AddTimedQuest(quest_id);
questStatusData.m_timer = limittime * IN_MILLISECONDS;
qtime = static_cast<uint32>(time(NULL)) + limittime;
}
else
questStatusData.m_timer = 0;
SetQuestSlot(log_slot, quest_id, qtime);
if (questStatusData.uState != QUEST_NEW)
questStatusData.uState = QUEST_CHANGED;
// quest accept scripts
if (questGiver)
{
switch (questGiver->GetTypeId())
{
case TYPEID_UNIT:
sScriptMgr.OnQuestAccept(this, (Creature*)questGiver, pQuest);
break;
case TYPEID_ITEM:
case TYPEID_CONTAINER:
sScriptMgr.OnQuestAccept(this, (Item*)questGiver, pQuest);
break;
case TYPEID_GAMEOBJECT:
sScriptMgr.OnQuestAccept(this, (GameObject*)questGiver, pQuest);
break;
}
// starting initial DB quest script
if (pQuest->GetQuestStartScript() != 0)
GetMap()->ScriptsStart(sQuestStartScripts, pQuest->GetQuestStartScript(), questGiver, this, Map::SCRIPT_EXEC_PARAM_UNIQUE_BY_SOURCE);
}
// remove start item if not need
if (questGiver && questGiver->isType(TYPEMASK_ITEM))
{
// destroy not required for quest finish quest starting item
bool notRequiredItem = true;
for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
{
if (pQuest->ReqItemId[i] == questGiver->GetEntry())
{
notRequiredItem = false;
break;
}
}
if (pQuest->GetSrcItemId() == questGiver->GetEntry())
notRequiredItem = false;
if (notRequiredItem)
DestroyItem(((Item*)questGiver)->GetBagSlot(), ((Item*)questGiver)->GetSlot(), true);
}
GiveQuestSourceItemIfNeed(pQuest);
AdjustQuestReqItemCount(pQuest, questStatusData);
// Some spells applied at quest activation
uint32 zone, area;
GetZoneAndAreaId(zone, area);
SpellAreaForAreaMapBounds saBounds = sSpellMgr.GetSpellAreaForAreaMapBounds(zone);
for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
itr->second->ApplyOrRemoveSpellIfCan(this, zone, area, true);
if (area != zone)
{
saBounds = sSpellMgr.GetSpellAreaForAreaMapBounds(area);
for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
itr->second->ApplyOrRemoveSpellIfCan(this, zone, area, true);
}
saBounds = sSpellMgr.GetSpellAreaForAreaMapBounds(0);
for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
itr->second->ApplyOrRemoveSpellIfCan(this, zone, area, true);
UpdateForQuestWorldObjects();
}
void Player::CompleteQuest(uint32 quest_id)
{
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);
}
for (int i = 0; i < QUEST_SOURCE_ITEM_IDS_COUNT; ++i)
{
if (pQuest->ReqSourceId[i])
{
ItemPrototype const* iProto = ObjectMgr::GetItemPrototype(pQuest->ReqSourceId[i]);
if (iProto && iProto->Bonding == BIND_QUEST_ITEM)
DestroyItemCount(pQuest->ReqSourceId[i], pQuest->ReqSourceCount[i], true, false, true);
}
}
// take currency
for (uint32 i = 0; i < QUEST_REQUIRED_CURRENCY_COUNT; ++i)
{
if (pQuest->ReqCurrencyId[i])
ModifyCurrencyCount(pQuest->ReqCurrencyId[i], -int32(pQuest->ReqCurrencyCount[i] * GetCurrencyPrecision(pQuest->ReqCurrencyId[i])));
}
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];
// Used for client inform but rewarded only in case not max level
uint32 xp = uint32(pQuest->XPValue(this) * sWorld.getConfig(CONFIG_FLOAT_RATE_XP_QUEST));
if (getLevel() < sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL))
{
GiveXP(xp , NULL);
// Give player extra money (for max level already included in pQuest->GetRewMoneyMaxLevel())
if (pQuest->GetRewOrReqMoney() > 0)
{
ModifyMoney(pQuest->GetRewOrReqMoney());
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, pQuest->GetRewOrReqMoney());
}
}
else
{
// reward money for max level already included in pQuest->GetRewMoneyMaxLevel()
uint64 money = uint32(pQuest->GetRewMoneyMaxLevel() * sWorld.getConfig(CONFIG_FLOAT_RATE_DROP_MONEY));
// reward money used if > xp replacement money
if (pQuest->GetRewOrReqMoney() > int64(money))
money = pQuest->GetRewOrReqMoney();
ModifyMoney(money);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, money);
}
// req money case
if (pQuest->GetRewOrReqMoney() < 0)
ModifyMoney(pQuest->GetRewOrReqMoney());
// reward currency
for (uint32 i = 0; i < QUEST_REWARD_CURRENCY_COUNT; ++i)
{
if (pQuest->RewCurrencyId[i])
ModifyCurrencyCount(pQuest->RewCurrencyId[i], int32(pQuest->RewCurrencyCount[i] * GetCurrencyPrecision(pQuest->RewCurrencyId[i])));
}
// reward skill
if (uint32 skill = pQuest->GetRewSkill())
UpdateSkill(skill, pQuest->GetRewSkillValue());
// 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, Map::SCRIPT_EXEC_PARAM_UNIQUE_BY_SOURCE);
// cast spells after mark quest complete (some spells have quest completed state reqyurements in spell_area data)
if (pQuest->GetRewSpellCast() > 0)
CastSpell(this, pQuest->GetRewSpellCast(), true);
else if (pQuest->GetRewSpell() > 0)
CastSpell(this, pQuest->GetRewSpell(), true);
if (pQuest->GetZoneOrSort() > 0)
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE, pQuest->GetZoneOrSort());
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST, pQuest->GetQuestId());
UpdateForQuestWorldObjects();
// remove auras from spells with quest reward state limitations
// Some spells applied at quest reward
uint32 zone, area;
GetZoneAndAreaId(zone, area);
SpellAreaForAreaMapBounds saBounds = sSpellMgr.GetSpellAreaForAreaMapBounds(zone);
for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
itr->second->ApplyOrRemoveSpellIfCan(this, zone, area, false);
if (area != zone)
{
saBounds = sSpellMgr.GetSpellAreaForAreaMapBounds(area);
for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
itr->second->ApplyOrRemoveSpellIfCan(this, zone, area, false);
}
saBounds = sSpellMgr.GetSpellAreaForAreaMapBounds(0);
for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
itr->second->ApplyOrRemoveSpellIfCan(this, zone, area, false);
PhaseUpdateData phaseUdateData;
phaseUdateData.AddQuestUpdate(quest_id);
phaseMgr->NotifyConditionChanged(phaseUdateData);
}
void Player::FailQuest(uint32 questId)
{
if (Quest const* pQuest = sObjectMgr.GetQuestTemplate(questId))
{
SetQuestStatus(questId, QUEST_STATUS_FAILED);
uint16 log_slot = FindQuestSlot(questId);
if (log_slot < MAX_QUEST_LOG_SIZE)
{
SetQuestSlotTimer(log_slot, 1);
SetQuestSlotState(log_slot, QUEST_STATE_FAIL);
}
if (pQuest->HasSpecialFlag(QUEST_SPECIAL_FLAG_TIMED))
{
QuestStatusData& q_status = mQuestStatus[questId];
RemoveTimedQuest(questId);
q_status.m_timer = 0;
SendQuestTimerFailed(questId);
}
else
SendQuestFailed(questId);
}
}
bool Player::SatisfyQuestSkill(Quest const* qInfo, bool msg) const
{
uint32 skill = qInfo->GetRequiredSkill();
// skip 0 case RequiredSkill
if (skill == 0)
return true;
// check skill value
if (GetSkillValue(skill) < qInfo->GetRequiredSkillValue())
{
if (msg)
SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
return false;
}
return true;
}
bool Player::SatisfyQuestSpell(Quest const* qInfo, bool msg) const
{
uint32 spell = qInfo->GetReqSpellLearned();
// skip 0 case ReqSpellLearned
if (spell == 0)
return true;
// check spell
if (!HasSpell(spell))
{
if (msg)
SendCanTakeQuestResponse(INVALIDREASON_QUEST_FAILED_SPELL);
return false;
}
return true;
}
bool Player::SatisfyQuestLevel(Quest const* qInfo, bool msg) const
{
if (getLevel() < qInfo->GetMinLevel())
{
if (msg)
SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
return false;
}
return true;
}
bool Player::SatisfyQuestLog(bool msg) const
{
// exist free slot
if (FindQuestSlot(0) < MAX_QUEST_LOG_SIZE)
return true;
if (msg)
{
WorldPacket data(SMSG_QUESTLOG_FULL, 0);
GetSession()->SendPacket(&data);
DEBUG_LOG("WORLD: Sent SMSG_QUESTLOG_FULL");
}
return false;
}
bool Player::SatisfyQuestPreviousQuest(Quest const* qInfo, bool msg) const
{
// No previous quest (might be first quest in a series)
if (qInfo->prevQuests.empty())
return true;
for (Quest::PrevQuests::const_iterator iter = qInfo->prevQuests.begin(); iter != qInfo->prevQuests.end(); ++iter)
{
uint32 prevId = abs(*iter);
QuestStatusMap::const_iterator i_prevstatus = mQuestStatus.find(prevId);
Quest const* qPrevInfo = sObjectMgr.GetQuestTemplate(prevId);
if (qPrevInfo && i_prevstatus != mQuestStatus.end())
{
// If any of the positive previous quests completed, return true
if (*iter > 0 && i_prevstatus->second.m_rewarded)
{
// skip one-from-all exclusive group
if (qPrevInfo->GetExclusiveGroup() >= 0)
return true;
// each-from-all exclusive group ( < 0)
// 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::CanGiveQuestSourceItemIfNeed(Quest const* pQuest, ItemPosCountVec* dest) const
{
if (uint32 srcitem = pQuest->GetSrcItemId())
{
uint32 count = pQuest->GetSrcItemCount();
// player already have max amount required item (including bank), just report success
uint32 has_count = GetItemCount(srcitem, true);
if (has_count >= count)
return true;
count -= has_count; // real need amount
InventoryResult msg;
if (!dest)
{
ItemPosCountVec destTemp;
msg = CanStoreNewItem(NULL_BAG, NULL_SLOT, destTemp, srcitem, count);
}
else
msg = CanStoreNewItem(NULL_BAG, NULL_SLOT, *dest, srcitem, count);
if (msg == EQUIP_ERR_OK)
return true;
else
SendEquipError(msg, NULL, NULL, srcitem);
return false;
}
return true;
}
void Player::GiveQuestSourceItemIfNeed(Quest const* pQuest)
{
ItemPosCountVec dest;
if (CanGiveQuestSourceItemIfNeed(pQuest, &dest) && !dest.empty())
{
uint32 count = 0;
for (ItemPosCountVec::const_iterator c_itr = dest.begin(); c_itr != dest.end(); ++c_itr)
count += c_itr->count;
Item* item = StoreNewItem(dest, pQuest->GetSrcItemId(), true);
SendNewItem(item, count, true, false);
}
}
bool Player::TakeQuestSourceItem(uint32 quest_id, bool msg)
{
Quest const* qInfo = sObjectMgr.GetQuestTemplate(quest_id);
if (qInfo)
{
uint32 srcitem = qInfo->GetSrcItemId();
if (srcitem > 0)
{
uint32 count = qInfo->GetSrcItemCount();
if (count <= 0)
count = 1;
// exist one case when destroy source quest item not possible:
// non un-equippable item (equipped non-empty bag, for example)
InventoryResult res = CanUnequipItems(srcitem, count);
if (res != EQUIP_ERR_OK)
{
if (msg)
SendEquipError(res, NULL, NULL, srcitem);
return false;
}
DestroyItemCount(srcitem, count, true, true);
}
}
return true;
}
bool Player::GetQuestRewardStatus(uint32 quest_id) const
{
Quest const* qInfo = sObjectMgr.GetQuestTemplate(quest_id);
if (qInfo)
{
// for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id);
if (itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE
&& !qInfo->IsRepeatable())
return itr->second.m_rewarded;
return false;
}
return false;
}
QuestStatus Player::GetQuestStatus(uint32 quest_id) const
{
if (quest_id)
{
QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id);
if (itr != mQuestStatus.end())
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;
}
PhaseUpdateData phaseUdateData;
phaseUdateData.AddQuestUpdate(quest_id);
phaseMgr->NotifyConditionChanged(phaseUdateData);
UpdateForQuestWorldObjects();
}
// not used in MaNGOS, but used in scripting code
uint32 Player::GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry)
{
Quest const* qInfo = sObjectMgr.GetQuestTemplate(quest_id);
if (!qInfo)
return 0;
for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
if (qInfo->ReqCreatureOrGOId[j] == entry)
return mQuestStatus[quest_id].m_creatureOrGOcount[j];
return 0;
}
void Player::AdjustQuestReqItemCount(Quest const* pQuest, QuestStatusData& questStatusData)
{
if (pQuest->HasSpecialFlag(QUEST_SPECIAL_FLAG_DELIVER))
{
for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
{
uint32 reqitemcount = pQuest->ReqItemCount[i];
if (reqitemcount != 0)
{
uint32 curitemcount = GetItemCount(pQuest->ReqItemId[i], true);
questStatusData.m_itemcount[i] = std::min(curitemcount, reqitemcount);
if (questStatusData.uState != QUEST_NEW) questStatusData.uState = QUEST_CHANGED;
}
}
}
}
uint16 Player::FindQuestSlot(uint32 quest_id) const
{
for (uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
if (GetQuestSlotQuestId(i) == quest_id)
return i;
return MAX_QUEST_LOG_SIZE;
}
void Player::AreaExploredOrEventHappens(uint32 questId)
{
if (questId)
{
uint16 log_slot = FindQuestSlot(questId);
if (log_slot < MAX_QUEST_LOG_SIZE)
{
QuestStatusData& q_status = mQuestStatus[questId];
if (!q_status.m_explored)
{
SetQuestSlotState(log_slot, QUEST_STATE_COMPLETE);
SendQuestCompleteEvent(questId);
q_status.m_explored = true;
if (q_status.uState != QUEST_NEW)
q_status.uState = QUEST_CHANGED;
}
}
if (CanCompleteQuest(questId))
CompleteQuest(questId);
}
}
// not used in mangosd, function for external script library
void Player::GroupEventHappens(uint32 questId, WorldObject const* pEventObject)
{
if (Group* pGroup = GetGroup())
{
for (GroupReference* itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player* pGroupGuy = itr->getSource();
// for any leave or dead (with not released body) group member at appropriate distance
if (pGroupGuy && pGroupGuy->IsAtGroupRewardDistance(pEventObject) && !pGroupGuy->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
pGroupGuy->AreaExploredOrEventHappens(questId);
}
}
else
AreaExploredOrEventHappens(questId);
}
void Player::CurrencyAddedQuestCheck(uint32 entry)
{
for (int i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (questid == 0)
continue;
QuestStatusData& q_status = mQuestStatus[questid];
if (q_status.m_status != QUEST_STATUS_INCOMPLETE)
continue;
Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid);
if (!qInfo || !qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAG_DELIVER))
continue;
for (int j = 0; j < QUEST_REQUIRED_CURRENCY_COUNT; ++j)
{
uint32 reqcurrency = qInfo->ReqCurrencyId[j];
if (reqcurrency == entry)
{
if (CanCompleteQuest(questid))
CompleteQuest(questid);
}
}
}
UpdateForQuestWorldObjects();
}
void Player::CurrencyRemovedQuestCheck(uint32 entry)
{
for (int i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (!questid)
continue;
Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid);
if (!qInfo || !qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAG_DELIVER))
continue;
for (int j = 0; j < QUEST_REQUIRED_CURRENCY_COUNT; ++j)
{
uint32 reqcurrency = qInfo->ReqCurrencyId[j];
if (reqcurrency == entry)
{
if (!HasCurrencyCount(entry, int32(qInfo->ReqCurrencyCount[j] * GetCurrencyPrecision(entry))))
IncompleteQuest(questid);
}
}
}
UpdateForQuestWorldObjects();
}
void Player::ItemAddedQuestCheck(uint32 entry, uint32 count)
{
for (int i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (questid == 0)
continue;
QuestStatusData& q_status = mQuestStatus[questid];
if (q_status.m_status != QUEST_STATUS_INCOMPLETE)
continue;
Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid);
if (!qInfo || !qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAG_DELIVER))
continue;
for (int j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j)
{
uint32 reqitem = qInfo->ReqItemId[j];
if (reqitem == entry)
{
uint32 reqitemcount = qInfo->ReqItemCount[j];
uint32 curitemcount = q_status.m_itemcount[j];
if (curitemcount < reqitemcount)
{
uint32 additemcount = (curitemcount + count <= reqitemcount ? count : reqitemcount - curitemcount);
q_status.m_itemcount[j] += additemcount;
if (q_status.uState != QUEST_NEW)
q_status.uState = QUEST_CHANGED;
}
if (CanCompleteQuest(questid))
CompleteQuest(questid);
return;
}
}
}
UpdateForQuestWorldObjects();
}
void Player::ItemRemovedQuestCheck(uint32 entry, uint32 count)
{
for (int i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (!questid)
continue;
Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid);
if (!qInfo)
continue;
if (!qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAG_DELIVER))
continue;
for (int j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j)
{
uint32 reqitem = qInfo->ReqItemId[j];
if (reqitem == entry)
{
QuestStatusData& q_status = mQuestStatus[questid];
uint32 reqitemcount = qInfo->ReqItemCount[j];
uint32 curitemcount;
if (q_status.m_status != QUEST_STATUS_COMPLETE)
curitemcount = q_status.m_itemcount[j];
else
curitemcount = GetItemCount(entry, true);
if (curitemcount < reqitemcount + count)
{
uint32 remitemcount = (curitemcount <= reqitemcount ? count : count + reqitemcount - curitemcount);
q_status.m_itemcount[j] = curitemcount - remitemcount;
if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
IncompleteQuest(questid);
}
return;
}
}
}
UpdateForQuestWorldObjects();
}
void Player::SpellAddedQuestCheck(uint32 entry)
{
for (int i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (questid == 0)
continue;
QuestStatusData& q_status = mQuestStatus[questid];
if (q_status.m_status != QUEST_STATUS_INCOMPLETE)
continue;
Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid);
if (!qInfo)
continue;
uint32 reqspelllearned = qInfo->GetReqSpellLearned();
if (!reqspelllearned)
continue;
if (reqspelllearned == entry)
{
if (CanCompleteQuest(questid))
CompleteQuest(questid);
}
}
UpdateForQuestWorldObjects();
}
void Player::SpellRemovedQuestCheck(uint32 entry)
{
for (int i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (!questid)
continue;
Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid);
if (!qInfo)
continue;
uint32 reqspelllearned = qInfo->GetReqSpellLearned();
if (!reqspelllearned)
continue;
if (reqspelllearned == entry)
{
if (!HasSpell(entry))
IncompleteQuest(questid);
}
}
UpdateForQuestWorldObjects();
}
void Player::KilledMonster(CreatureInfo const* cInfo, ObjectGuid guid)
{
if (cInfo->Entry)
KilledMonsterCredit(cInfo->Entry, guid);
for (int i = 0; i < MAX_KILL_CREDIT; ++i)
if (cInfo->KillCredit[i])
KilledMonsterCredit(cInfo->KillCredit[i], guid);
}
void Player::KilledMonsterCredit(uint32 entry, ObjectGuid guid)
{
uint32 addkillcount = 1;
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE, entry, addkillcount);
for (int i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (!questid)
continue;
Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid);
if (!qInfo)
continue;
// just if !ingroup || !noraidgroup || raidgroup
QuestStatusData& q_status = mQuestStatus[questid];
if (q_status.m_status == QUEST_STATUS_INCOMPLETE && (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo->IsAllowedInRaid()))
{
if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAG_KILL_OR_CAST))
{
for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
{
// skip GO activate objective or none
if (qInfo->ReqCreatureOrGOId[j] <= 0)
continue;
// skip Cast at creature objective
if (qInfo->ReqSpell[j] != 0)
continue;
uint32 reqkill = qInfo->ReqCreatureOrGOId[j];
if (reqkill == entry)
{
uint32 reqkillcount = qInfo->ReqCreatureOrGOCount[j];
uint32 curkillcount = q_status.m_creatureOrGOcount[j];
if (curkillcount < reqkillcount)
{
q_status.m_creatureOrGOcount[j] = curkillcount + addkillcount;
if (q_status.uState != QUEST_NEW)
q_status.uState = QUEST_CHANGED;
SendQuestUpdateAddCreatureOrGo(qInfo, guid, j, q_status.m_creatureOrGOcount[j]);
}
if (CanCompleteQuest(questid))
CompleteQuest(questid);
// same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
continue;
}
}
}
}
}
}
void Player::CastedCreatureOrGO(uint32 entry, ObjectGuid guid, uint32 spell_id, bool original_caster)
{
bool isCreature = guid.IsCreatureOrVehicle();
uint32 addCastCount = 1;
for (int i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (!questid)
continue;
Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid);
if (!qInfo)
continue;
if (!original_caster && !qInfo->HasQuestFlag(QUEST_FLAGS_SHARABLE))
continue;
if (!qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAG_KILL_OR_CAST))
continue;
QuestStatusData& q_status = mQuestStatus[questid];
if (q_status.m_status != QUEST_STATUS_INCOMPLETE)
continue;
for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
{
// skip kill creature objective (0) or wrong spell casts
if (qInfo->ReqSpell[j] != spell_id)
continue;
uint32 reqTarget = 0;
if (isCreature)
{
// creature activate objectives
if (qInfo->ReqCreatureOrGOId[j] > 0)
// checked at quest_template loading
reqTarget = qInfo->ReqCreatureOrGOId[j];
}
else
{
// GO activate objective
if (qInfo->ReqCreatureOrGOId[j] < 0)
// checked at quest_template loading
reqTarget = - qInfo->ReqCreatureOrGOId[j];
}
// other not this creature/GO related objectives
if (reqTarget != entry)
continue;
uint32 reqCastCount = qInfo->ReqCreatureOrGOCount[j];
uint32 curCastCount = q_status.m_creatureOrGOcount[j];
if (curCastCount < reqCastCount)
{
q_status.m_creatureOrGOcount[j] = curCastCount + addCastCount;
if (q_status.uState != QUEST_NEW)
q_status.uState = QUEST_CHANGED;
SendQuestUpdateAddCreatureOrGo(qInfo, guid, j, q_status.m_creatureOrGOcount[j]);
}
if (CanCompleteQuest(questid))
CompleteQuest(questid);
// same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
break;
}
}
}
void Player::TalkedToCreature(uint32 entry, ObjectGuid guid)
{
uint32 addTalkCount = 1;
for (int i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (!questid)
continue;
Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid);
if (!qInfo)
continue;
QuestStatusData& q_status = mQuestStatus[questid];
if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
{
if (qInfo->HasSpecialFlag(QuestSpecialFlags(QUEST_SPECIAL_FLAG_KILL_OR_CAST | QUEST_SPECIAL_FLAG_SPEAKTO)))
{
for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
{
// skip spell casts and Gameobject objectives
if (qInfo->ReqSpell[j] > 0 || qInfo->ReqCreatureOrGOId[j] < 0)
continue;
uint32 reqTarget = 0;
if (qInfo->ReqCreatureOrGOId[j] > 0) // creature activate objectives
// checked at quest_template loading
reqTarget = qInfo->ReqCreatureOrGOId[j];
else
continue;
if (reqTarget == entry)
{
uint32 reqTalkCount = qInfo->ReqCreatureOrGOCount[j];
uint32 curTalkCount = q_status.m_creatureOrGOcount[j];
if (curTalkCount < reqTalkCount)
{
q_status.m_creatureOrGOcount[j] = curTalkCount + addTalkCount;
if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
SendQuestUpdateAddCreatureOrGo(qInfo, guid, j, q_status.m_creatureOrGOcount[j]);
}
if (CanCompleteQuest(questid))
CompleteQuest(questid);
// same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
continue;
}
}
}
}
}
}
void Player::MoneyChanged(uint32 count)
{
for (int i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (!questid)
continue;
Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid);
if (qInfo && qInfo->GetRewOrReqMoney() < 0)
{
QuestStatusData& q_status = mQuestStatus[questid];
if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
{
if (int32(count) >= -qInfo->GetRewOrReqMoney())
{
if (CanCompleteQuest(questid))
CompleteQuest(questid);
}
}
else if (q_status.m_status == QUEST_STATUS_COMPLETE)
{
if (int32(count) < -qInfo->GetRewOrReqMoney())
IncompleteQuest(questid);
}
}
}
}
void Player::ReputationChanged(FactionEntry const* factionEntry)
{
for (int i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
if (uint32 questid = GetQuestSlotQuestId(i))
{
if (Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid))
{
if (qInfo->GetRepObjectiveFaction() == factionEntry->ID)
{
QuestStatusData& q_status = mQuestStatus[questid];
if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
{
if (GetReputationMgr().GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue())
if (CanCompleteQuest(questid))
CompleteQuest(questid);
}
else if (q_status.m_status == QUEST_STATUS_COMPLETE)
{
if (GetReputationMgr().GetReputation(factionEntry) < qInfo->GetRepObjectiveValue())
IncompleteQuest(questid);
}
}
}
}
}
}
bool Player::HasQuestForItem(uint32 itemid) const
{
for (int i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (questid == 0)
continue;
QuestStatusMap::const_iterator qs_itr = mQuestStatus.find(questid);
if (qs_itr == mQuestStatus.end())
continue;
QuestStatusData const& q_status = qs_itr->second;
if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
{
Quest const* qinfo = sObjectMgr.GetQuestTemplate(questid);
if (!qinfo)
continue;
// hide quest if player is in raid-group and quest is no raid quest
if (GetGroup() && GetGroup()->isRaidGroup() && !qinfo->IsAllowedInRaid() && !InBattleGround())
continue;
// There should be no mixed ReqItem/ReqSource drop
// This part for ReqItem drop
for (int j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j)
{
if (itemid == qinfo->ReqItemId[j] && q_status.m_itemcount[j] < qinfo->ReqItemCount[j])
return true;
}
// This part - for ReqSource
for (int j = 0; j < QUEST_SOURCE_ITEM_IDS_COUNT; ++j)
{
// examined item is a source item
if (qinfo->ReqSourceId[j] == itemid)
{
ItemPrototype const* pProto = ObjectMgr::GetItemPrototype(itemid);
// 'unique' item
if (pProto->MaxCount && (int32)GetItemCount(itemid, true) < pProto->MaxCount)
return true;
// allows custom amount drop when not 0
if (qinfo->ReqSourceCount[j])
{
if (GetItemCount(itemid, true) < qinfo->ReqSourceCount[j])
return true;
}
else if ((int32)GetItemCount(itemid, true) < pProto->Stackable)
return true;
}
}
}
}
return false;
}
// Used for quests having some event (explore, escort, "external event") as quest objective.
void Player::SendQuestCompleteEvent(uint32 quest_id)
{
if (quest_id)
{
WorldPacket data(SMSG_QUESTUPDATE_COMPLETE, 4);
data << uint32(quest_id);
GetSession()->SendPacket(&data);
DEBUG_LOG("WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id);
}
}
void Player::SendQuestReward(Quest const* pQuest, uint32 XP, Object* /*questGiver*/)
{
uint32 questid = pQuest->GetQuestId();
DEBUG_LOG("WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid);
WorldPacket data(SMSG_QUESTGIVER_QUEST_COMPLETE, (4 + 4 + 4 + 4 + 4));
data << uint32(pQuest->GetBonusTalents());
data << uint32(pQuest->GetRewSkillValue());
if (getLevel() < sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL))
{
data << uint32(pQuest->GetRewOrReqMoney());
data << uint32(XP);
}
else
{
data << uint32(pQuest->GetRewOrReqMoney() + int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getConfig(CONFIG_FLOAT_RATE_DROP_MONEY)));
data << uint32(0);
}
data << uint32(questid);
data << uint32(pQuest->GetRewSkill());
data.WriteBit(0); // unk
data.WriteBit(1); // unk
GetSession()->SendPacket(&data);
}
void Player::SendQuestFailed(uint32 quest_id, InventoryResult reason)
{
if (quest_id)
{
WorldPacket data(SMSG_QUESTGIVER_QUEST_FAILED, 4 + 4);
data << uint32(quest_id);
data << uint32(reason); // failed reason (valid reasons: 4, 16, 50, 17, 74, other values show default message)
GetSession()->SendPacket(&data);
DEBUG_LOG("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
}
}
void Player::SendQuestTimerFailed(uint32 quest_id)
{
if (quest_id)
{
WorldPacket data(SMSG_QUESTUPDATE_FAILEDTIMER, 4);
data << uint32(quest_id);
GetSession()->SendPacket(&data);
DEBUG_LOG("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
}
}
void Player::SendCanTakeQuestResponse(uint32 msg) const
{
WorldPacket data(SMSG_QUESTGIVER_QUEST_INVALID, 4);
data << uint32(msg);
GetSession()->SendPacket(&data);
DEBUG_LOG("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
}
void Player::SendQuestConfirmAccept(const Quest* pQuest, Player* pReceiver)
{
if (pReceiver)
{
int loc_idx = pReceiver->GetSession()->GetSessionDbLocaleIndex();
std::string title = pQuest->GetTitle();
sObjectMgr.GetQuestLocaleStrings(pQuest->GetQuestId(), loc_idx, &title);
WorldPacket data(SMSG_QUEST_CONFIRM_ACCEPT, (4 + title.size() + 8));
data << uint32(pQuest->GetQuestId());
data << title;
data << GetObjectGuid();
pReceiver->GetSession()->SendPacket(&data);
DEBUG_LOG("WORLD: Sent SMSG_QUEST_CONFIRM_ACCEPT");
}
}
void Player::SendPushToPartyResponse(Player* pPlayer, uint32 msg)
{
if (pPlayer)
{
WorldPacket data(MSG_QUEST_PUSH_RESULT, (8 + 1));
data << pPlayer->GetObjectGuid();
data << uint8(msg); // valid values: 0-8
GetSession()->SendPacket(&data);
DEBUG_LOG("WORLD: Sent MSG_QUEST_PUSH_RESULT");
}
}
void Player::SendQuestUpdateAddCreatureOrGo(Quest const* pQuest, ObjectGuid guid, uint32 creatureOrGO_idx, uint32 count)
{
MANGOS_ASSERT(count < 65536 && "mob/GO count store in 16 bits 2^16 = 65536 (0..65536)");
int32 entry = pQuest->ReqCreatureOrGOId[ creatureOrGO_idx ];
if (entry < 0)
// client expected gameobject template id in form (id|0x80000000)
entry = (-entry) | 0x80000000;
WorldPacket data(SMSG_QUESTUPDATE_ADD_KILL, (4 * 4 + 8));
DEBUG_LOG("WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL");
data << uint32(pQuest->GetQuestId());
data << uint32(entry);
data << uint32(count);
data << uint32(pQuest->ReqCreatureOrGOCount[ creatureOrGO_idx ]);
data << guid;
GetSession()->SendPacket(&data);
uint16 log_slot = FindQuestSlot(pQuest->GetQuestId());
if (log_slot < MAX_QUEST_LOG_SIZE)
SetQuestSlotCounter(log_slot, creatureOrGO_idx, count);
}
/*********************************************************/
/*** LOAD SYSTEM ***/
/*********************************************************/
void Player::_LoadDeclinedNames(QueryResult* result)
{
if (!result)
return;
delete m_declinedname;
m_declinedname = new DeclinedName;
Field* fields = result->Fetch();
for (int i = 0; i < MAX_DECLINED_NAME_CASES; ++i)
m_declinedname->name[i] = fields[i].GetCppString();
delete result;
}
void Player::_LoadArenaTeamInfo(QueryResult* result)
{
// arenateamid, played_week, played_season, personal_rating
memset((void*)&m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1], 0, sizeof(uint32) * MAX_ARENA_SLOT * ARENA_TEAM_END);
if (!result)
return;
do
{
Field* fields = result->Fetch();
uint32 arenateamid = fields[0].GetUInt32();
uint32 played_week = fields[1].GetUInt32();
uint32 played_season = fields[2].GetUInt32();
uint32 wons_season = fields[3].GetUInt32();
uint32 personal_rating = fields[4].GetUInt32();
ArenaTeam* aTeam = sObjectMgr.GetArenaTeamById(arenateamid);
if (!aTeam)
{
sLog.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u", arenateamid);
continue;
}
uint8 arenaSlot = aTeam->GetSlot();
SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_ID, arenateamid);
SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_TYPE, aTeam->GetType());
SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_MEMBER, (aTeam->GetCaptainGuid() == GetObjectGuid()) ? 0 : 1);
SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_GAMES_WEEK, played_week);
SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_GAMES_SEASON, played_season);
SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_WINS_SEASON, wons_season);
SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_PERSONAL_RATING, personal_rating);
}
while (result->NextRow());
delete result;
}
void Player::_LoadEquipmentSets(QueryResult* result)
{
// SetPQuery(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS, "SELECT setguid, setindex, name, iconname, ignore_mask, item0, item1, item2, item3, item4, item5, item6, item7, item8, item9, item10, item11, item12, item13, item14, item15, item16, item17, item18 FROM character_equipmentsets WHERE guid = '%u' ORDER BY setindex", GUID_LOPART(m_guid));
if (!result)
return;
uint32 count = 0;
do
{
Field* fields = result->Fetch();
EquipmentSet eqSet;
eqSet.Guid = fields[0].GetUInt64();
uint32 index = fields[1].GetUInt32();
eqSet.Name = fields[2].GetCppString();
eqSet.IconName = fields[3].GetCppString();
eqSet.IgnoreMask = fields[4].GetUInt32();
eqSet.state = EQUIPMENT_SET_UNCHANGED;
for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
eqSet.Items[i] = fields[5 + i].GetUInt32();
m_EquipmentSets[index] = eqSet;
++count;
if (count >= MAX_EQUIPMENT_SET_INDEX) // client limit
break;
}
while (result->NextRow());
delete result;
}
void Player::_LoadBGData(QueryResult* result)
{
if (!result)
return;
// Expecting only one row
Field* fields = result->Fetch();
/* bgInstanceID, bgTeam, x, y, z, o, map, taxi[0], taxi[1], mountSpell */
m_bgData.bgInstanceID = fields[0].GetUInt32();
m_bgData.bgTeam = Team(fields[1].GetUInt32());
m_bgData.joinPos = WorldLocation(fields[6].GetUInt32(), // Map
fields[2].GetFloat(), // X
fields[3].GetFloat(), // Y
fields[4].GetFloat(), // Z
fields[5].GetFloat()); // Orientation
m_bgData.taxiPath[0] = fields[7].GetUInt32();
m_bgData.taxiPath[1] = fields[8].GetUInt32();
m_bgData.mountSpell = fields[9].GetUInt32();
delete result;
}
bool Player::LoadPositionFromDB(ObjectGuid guid, uint32& mapid, float& x, float& y, float& z, float& o, bool& in_flight)
{
QueryResult* result = CharacterDatabase.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'", guid.GetCounter());
if (!result)
return false;
Field* fields = result->Fetch();
x = fields[0].GetFloat();
y = fields[1].GetFloat();
z = fields[2].GetFloat();
o = fields[3].GetFloat();
mapid = fields[4].GetUInt32();
in_flight = !fields[5].GetCppString().empty();
delete result;
return true;
}
void Player::_LoadIntoDataField(const char* data, uint32 startOffset, uint32 count)
{
if (!data)
return;
Tokens tokens = StrSplit(data, " ");
if (tokens.size() != count)
return;
Tokens::iterator iter;
uint32 index;
for (iter = tokens.begin(), index = 0; index < count; ++iter, ++index)
{
m_uint32Values[startOffset + index] = 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 39
//"resettalents_time, primary_trees, trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, online, death_expire_time, taxi_path, dungeon_difficulty,"
// 40 41 42 43 44 45
//"totalKills, todayKills, yesterdayKills, chosenTitle, watchedFaction, drunk,"
// 46 47 48 49 50 51 52 53 54 55 56 57 58
//"health, power1, power2, power3, power4, power5, specCount, activeSpec, exploredZones, equipmentCache, knownTitles, actionBars, slot FROM characters WHERE guid = '%u'", GUID_LOPART(m_guid));
QueryResult *result = holder->GetResult(PLAYER_LOGIN_QUERY_LOADFROM);
if (!result)
{
sLog.outError("%s not found in table `characters`, can't load. ", guid.GetString().c_str());
return false;
}
Field* fields = result->Fetch();
uint32 dbAccountId = fields[1].GetUInt32();
// check if the character's account in the db and the logged in account match.
// player should be able to load/delete character only with correct account!
if (dbAccountId != GetSession()->GetAccountId())
{
sLog.outError("%s loading from wrong account (is: %u, should be: %u)",
guid.GetString().c_str(), GetSession()->GetAccountId(), dbAccountId);
delete result;
return false;
}
Object::_Create(guid.GetCounter(), 0, HIGHGUID_PLAYER);
m_name = fields[2].GetCppString();
// check name limitations
if (ObjectMgr::CheckPlayerName(m_name) != CHAR_NAME_SUCCESS ||
(GetSession()->GetSecurity() == SEC_PLAYER && sObjectMgr.IsReservedName(m_name)))
{
delete result;
CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'",
uint32(AT_LOGIN_RENAME), guid.GetCounter());
return false;
}
// overwrite possible wrong/corrupted guid
SetGuidValue(OBJECT_FIELD_GUID, guid);
// overwrite some data fields
SetByteValue(UNIT_FIELD_BYTES_0, 0, fields[3].GetUInt8()); // race
SetByteValue(UNIT_FIELD_BYTES_0, 1, fields[4].GetUInt8()); // class
uint8 gender = fields[5].GetUInt8() & 0x01;
SetByteValue(UNIT_FIELD_BYTES_0, 2, gender); // gender
SetUInt32Value(UNIT_FIELD_LEVEL, fields[6].GetUInt8());
SetUInt32Value(PLAYER_XP, fields[7].GetUInt32());
_LoadIntoDataField(fields[54].GetString(), PLAYER_EXPLORED_ZONES_1, PLAYER_EXPLORED_ZONES_SIZE);
_LoadIntoDataField(fields[56].GetString(), PLAYER__FIELD_KNOWN_TITLES, KNOWN_TITLES_SIZE*2);
InitDisplayIds(); // model, scale and model data
SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f);
// just load criteria/achievement data, safe call before any load, and need, because some spell/item/quest loading
// can triggering achievement criteria update that will be lost if this call will later
m_achievementMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS), holder->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS));
uint64 money = fields[8].GetUInt64();
if (money > MAX_MONEY_AMOUNT)
money = MAX_MONEY_AMOUNT;
SetMoney(money);
SetUInt32Value(PLAYER_BYTES, fields[9].GetUInt32());
SetUInt32Value(PLAYER_BYTES_2, fields[10].GetUInt32());
SetByteValue(PLAYER_BYTES_3, 0, gender);
SetByteValue(PLAYER_BYTES_3, 1, fields[45].GetUInt8());
SetUInt32Value(PLAYER_FLAGS, fields[11].GetUInt32());
SetInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, fields[44].GetInt32());
// Action bars state
SetByteValue(PLAYER_FIELD_BYTES, 2, fields[57].GetUInt8());
m_slot = fields[58].GetUInt8();
// cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
for (uint8 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
{
SetGuidValue(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), ObjectGuid());
SetVisibleItemSlot(slot, NULL);
delete m_items[slot];
m_items[slot] = NULL;
}
DEBUG_FILTER_LOG(LOG_FILTER_PLAYER_STATS, "Load Basic value of player %s is: ", m_name.c_str());
outDebugStatsValues();
// Need to call it to initialize m_team (m_team can be calculated from race)
// Other way is to saves m_team into characters table.
setFactionForRace(getRace());
SetCharm(NULL);
// load home bind and check in same time class/race pair, it used later for restore broken positions
if (!_LoadHomeBind(holder->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND)))
{
delete result;
return false;
}
InitPrimaryProfessions(); // to max set before any spell loaded
// init saved position, and fix it later if problematic
uint32 transGUID = fields[31].GetUInt32();
Relocate(fields[12].GetFloat(), fields[13].GetFloat(), fields[14].GetFloat(), fields[16].GetFloat());
SetLocationMapId(fields[15].GetUInt32());
uint32 difficulty = fields[39].GetUInt32();
if (difficulty >= MAX_DUNGEON_DIFFICULTY || getLevel() < LEVELREQUIREMENT_HEROIC)
difficulty = DUNGEON_DIFFICULTY_NORMAL;
SetDungeonDifficulty(Difficulty(difficulty)); // may be changed in _LoadGroup
_LoadGroup(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP));
_LoadArenaTeamInfo(holder->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO));
// check arena teams integrity
for (uint32 arena_slot = 0; arena_slot < MAX_ARENA_SLOT; ++arena_slot)
{
uint32 arena_team_id = GetArenaTeamId(arena_slot);
if (!arena_team_id)
continue;
if (ArenaTeam* at = sObjectMgr.GetArenaTeamById(arena_team_id))
if (at->HaveMember(GetObjectGuid()))
continue;
// arena team not exist or not member, cleanup fields
for (int j = 0; j < ARENA_TEAM_END; ++j)
SetArenaTeamInfoField(arena_slot, ArenaTeamInfoType(j), 0);
}
SetUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, fields[40].GetUInt32());
SetUInt16Value(PLAYER_FIELD_KILLS, 0, fields[41].GetUInt16()); // today
SetUInt16Value(PLAYER_FIELD_KILLS, 1, fields[42].GetUInt16()); // yesterday
_LoadBoundInstances(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES));
if (!IsPositionValid())
{
sLog.outError("%s have invalid coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
guid.GetString().c_str(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
RelocateToHomebind();
transGUID = 0;
m_movementInfo.ClearTransportData();
}
_LoadBGData(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBGDATA));
if (m_bgData.bgInstanceID) // saved in BattleGround
{
BattleGround* currentBg = sBattleGroundMgr.GetBattleGround(m_bgData.bgInstanceID, BATTLEGROUND_TYPE_NONE);
bool player_at_bg = currentBg && currentBg->IsPlayerInBattleGround(GetObjectGuid());
if (player_at_bg && currentBg->GetStatus() != STATUS_WAIT_LEAVE)
{
BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(currentBg->GetTypeID(), currentBg->GetArenaType());
AddBattleGroundQueueId(bgQueueTypeId);
m_bgData.bgTypeID = currentBg->GetTypeID(); // bg data not marked as modified
// join player to battleground group
currentBg->EventPlayerLoggedIn(this, 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);
// remove outdated DB data in DB
_SaveBGData();
}
}
else
{
MapEntry const* mapEntry = sMapStore.LookupEntry(GetMapId());
// if server restart after player save in BG or area
// player can have current coordinates in to BG/Arena map, fix this
if (!mapEntry || mapEntry->IsBattleGroundOrArena())
{
const WorldLocation& _loc = GetBattleGroundEntryPoint();
SetLocationMapId(_loc.mapid);
Relocate(_loc.coord_x, _loc.coord_y, _loc.coord_z, _loc.orientation);
// We are not in BG anymore
SetBattleGroundId(0, BATTLEGROUND_TYPE_NONE);
// remove outdated DB data in DB
_SaveBGData();
}
}
if (transGUID != 0)
{
m_movementInfo.SetTransportData(ObjectGuid(HIGHGUID_MO_TRANSPORT, transGUID), fields[27].GetFloat(), fields[28].GetFloat(), fields[29].GetFloat(), fields[30].GetFloat(), 0, -1);
if (!MaNGOS::IsValidMapCoord(
GetPositionX() + m_movementInfo.GetTransportPos()->x, GetPositionY() + m_movementInfo.GetTransportPos()->y,
GetPositionZ() + m_movementInfo.GetTransportPos()->z, GetOrientation() + m_movementInfo.GetTransportPos()->o) ||
// transport size limited
m_movementInfo.GetTransportPos()->x > 50 || m_movementInfo.GetTransportPos()->y > 50 || m_movementInfo.GetTransportPos()->z > 50)
{
sLog.outError("%s have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
guid.GetString().c_str(), GetPositionX() + m_movementInfo.GetTransportPos()->x, GetPositionY() + m_movementInfo.GetTransportPos()->y,
GetPositionZ() + m_movementInfo.GetTransportPos()->z, GetOrientation() + m_movementInfo.GetTransportPos()->o);
RelocateToHomebind();
m_movementInfo.ClearTransportData();
transGUID = 0;
}
}
if (transGUID != 0)
{
for (MapManager::TransportSet::const_iterator iter = sMapMgr.m_Transports.begin(); iter != sMapMgr.m_Transports.end(); ++iter)
{
if ((*iter)->GetGUIDLow() == transGUID)
{
MapEntry const* transMapEntry = sMapStore.LookupEntry((*iter)->GetMapId());
// client without expansion support
if (GetSession()->Expansion() < transMapEntry->Expansion())
{
DEBUG_LOG("Player %s using client without required expansion tried login at transport at non accessible map %u", GetName(), (*iter)->GetMapId());
break;
}
m_transport = *iter;
m_transport->AddPassenger(this);
SetLocationMapId(m_transport->GetMapId());
break;
}
}
if (!m_transport)
{
sLog.outError("%s have problems with transport guid (%u). Teleport to default race/class locations.",
guid.GetString().c_str(), transGUID);
RelocateToHomebind();
m_movementInfo.ClearTransportData();
transGUID = 0;
}
}
else // not transport case
{
MapEntry const* mapEntry = sMapStore.LookupEntry(GetMapId());
// client without expansion support
if (GetSession()->Expansion() < mapEntry->Expansion())
{
DEBUG_LOG("Player %s using client without required expansion tried login at non accessible map %u", GetName(), GetMapId());
RelocateToHomebind();
}
}
// player bounded instance saves loaded in _LoadBoundInstances, group versions at group loading
DungeonPersistentState* state = GetBoundInstanceSaveForSelfOrGroup(GetMapId());
// load the player's map here if it's not already loaded
SetMap(sMapMgr.CreateMap(GetMapId(), this));
// if the player is in an instance and it has been reset in the meantime teleport him to the entrance
if (GetInstanceId() && !state)
{
AreaTrigger const* at = sObjectMgr.GetMapEntranceTrigger(GetMapId());
if (at)
Relocate(at->target_X, at->target_Y, at->target_Z, at->target_Orientation);
else
sLog.outError("Player %s(GUID: %u) logged in to a reset instance (map: %u) and there is no area-trigger leading to this map. Thus he can't be ported back to the entrance. This _might_ be an exploit attempt.", GetName(), GetGUIDLow(), GetMapId());
}
SaveRecallPosition();
time_t now = time(NULL);
time_t logoutTime = time_t(fields[22].GetUInt64());
// since last logout (in seconds)
uint32 time_diff = uint32(now - logoutTime);
// set value, including drunk invisibility detection
// calculate sobering. after 15 minutes logged out, the player will be sober again
uint8 newDrunkValue = 0;
if (time_diff < uint32(GetDrunkValue()) * 9)
newDrunkValue = GetDrunkValue() - time_diff / 9;
SetDrunkValue(newDrunkValue);
m_cinematic = fields[18].GetUInt32();
m_Played_time[PLAYED_TIME_TOTAL] = fields[19].GetUInt32();
m_Played_time[PLAYED_TIME_LEVEL] = fields[20].GetUInt32();
m_resetTalentsCost = fields[24].GetUInt32();
m_resetTalentsTime = time_t(fields[25].GetUInt64());
// reserve some flags
uint32 old_safe_flags = GetUInt32Value(PLAYER_FLAGS) & (PLAYER_FLAGS_HIDE_CLOAK | PLAYER_FLAGS_HIDE_HELM);
if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM))
SetUInt32Value(PLAYER_FLAGS, 0 | old_safe_flags);
m_taxi.LoadTaxiMask(fields[17].GetString()); // must be before InitTaxiNodesForLevel
uint32 extraflags = fields[32].GetUInt32();
m_stableSlots = fields[33].GetUInt32();
if (m_stableSlots > MAX_PET_STABLES)
{
sLog.outError("Player can have not more %u stable slots, but have in DB %u", MAX_PET_STABLES, uint32(m_stableSlots));
m_stableSlots = MAX_PET_STABLES;
}
m_atLoginFlags = fields[34].GetUInt32();
// Update Honor kills data
m_lastHonorKillsUpdateTime = logoutTime;
UpdateHonorKills();
m_deathExpireTime = (time_t)fields[37].GetUInt64();
if (m_deathExpireTime > now + MAX_DEATH_COUNT * DEATH_EXPIRE_STEP)
m_deathExpireTime = now + MAX_DEATH_COUNT * DEATH_EXPIRE_STEP - 1;
std::string taxi_nodes = fields[38].GetCppString();
// clear channel spell data (if saved at channel spell casting)
SetChannelObjectGuid(ObjectGuid());
SetUInt32Value(UNIT_CHANNEL_SPELL, 0);
// clear charm/summon related fields
SetCharm(NULL);
SetPet(NULL);
SetTargetGuid(ObjectGuid());
SetCharmerGuid(ObjectGuid());
SetOwnerGuid(ObjectGuid());
SetCreatorGuid(ObjectGuid());
// reset some aura modifiers before aura apply
SetGuidValue(PLAYER_FARSIGHT, ObjectGuid());
SetUInt32Value(PLAYER_TRACK_CREATURES, 0);
SetUInt32Value(PLAYER_TRACK_RESOURCES, 0);
// cleanup aura list explicitly before skill load where some spells can be applied
RemoveAllAuras();
// make sure the unit is considered out of combat for proper loading
ClearInCombat();
// make sure the unit is considered not in duel for proper loading
SetGuidValue(PLAYER_DUEL_ARBITER, ObjectGuid());
SetUInt32Value(PLAYER_DUEL_TEAM, 0);
m_specsCount = fields[52].GetUInt8();
m_activeSpec = fields[53].GetUInt8();
Tokens talentTrees = StrSplit(fields[26].GetString(), " ");
for (uint8 i = 0; i < MAX_TALENT_SPEC_COUNT; ++i)
{
if (i >= talentTrees.size())
break;
uint32 talentTree = atol(talentTrees[i].c_str());
if (!talentTree || sTalentTabStore.LookupEntry(talentTree))
m_talentsPrimaryTree[i] = talentTree;
else if (i == m_activeSpec)
SetAtLoginFlag(AT_LOGIN_RESET_TALENTS); // invalid tree, reset talents
}
// reset stats before loading any modifiers
InitStatsForLevel();
InitGlyphsForLevel();
InitTaxiNodesForLevel();
InitRunes();
// rest bonus can only be calculated after InitStatsForLevel()
m_rest_bonus = fields[21].GetFloat();
if (time_diff > 0)
{
// 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();
_LoadGlyphs(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGLYPHS));
_LoadAuras(holder->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS), time_diff);
ApplyGlyphs(true);
// add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
m_deathState = DEAD;
_LoadCurrencies(holder->GetResult(PLAYER_LOGIN_QUERY_LOADCURRENCIES));
_LoadSpells(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS));
// after spell load, learn rewarded spell if need also
_LoadQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS));
_LoadDailyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS));
_LoadWeeklyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADWEEKLYQUESTSTATUS));
_LoadMonthlyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADMONTHLYQUESTSTATUS));
_LoadTalents(holder->GetResult(PLAYER_LOGIN_QUERY_LOADTALENTS));
// after spell and quest load
InitTalentForLevel();
learnDefaultSpells();
// must be before inventory (some items required reputation check)
m_reputationMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION));
_LoadInventory(holder->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY), time_diff);
_LoadItemLoot(holder->GetResult(PLAYER_LOGIN_QUERY_LOADITEMLOOT));
// update items with duration and realtime
UpdateItemDuration(time_diff, true);
_LoadActions(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS));
m_social = sSocialMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST), GetObjectGuid());
// check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
// note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
uint32 curTitle = fields[43].GetUInt32();
if (curTitle && !HasTitle(curTitle))
curTitle = 0;
SetUInt32Value(PLAYER_CHOSEN_TITLE, curTitle);
// Not finish taxi flight path
if (m_bgData.HasTaxiPath())
{
m_taxi.ClearTaxiDestinations();
for (int i = 0; i < 2; ++i)
m_taxi.AddTaxiDestination(m_bgData.taxiPath[i]);
}
else if (!m_taxi.LoadTaxiDestinationsFromString(taxi_nodes, GetTeam()))
{
// problems with taxi path loading
TaxiNodesEntry const* nodeEntry = NULL;
if (uint32 node_id = m_taxi.GetTaxiSource())
nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
if (!nodeEntry) // don't know taxi start node, to homebind
{
sLog.outError("Character %u have wrong data in taxi destination list, teleport to homebind.", GetGUIDLow());
RelocateToHomebind();
}
else // have start node, to it
{
sLog.outError("Character %u have too short taxi destination list, teleport to original node.", GetGUIDLow());
SetLocationMapId(nodeEntry->map_id);
Relocate(nodeEntry->x, nodeEntry->y, nodeEntry->z, 0.0f);
}
// we can be relocated from taxi and still have an outdated Map pointer!
// so we need to get a new Map pointer!
SetMap(sMapMgr.CreateMap(GetMapId(), this));
SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
m_taxi.ClearTaxiDestinations();
}
if (uint32 node_id = m_taxi.GetTaxiSource())
{
// save source node as recall coord to prevent recall and fall from sky
TaxiNodesEntry const* nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
MANGOS_ASSERT(nodeEntry); // checked in m_taxi.LoadTaxiDestinationsFromString
m_recallMap = nodeEntry->map_id;
m_recallX = nodeEntry->x;
m_recallY = nodeEntry->y;
m_recallZ = nodeEntry->z;
// flight will started later
}
// has to be called after last Relocate() in Player::LoadFromDB
SetFallInformation(0, GetPositionZ());
_LoadSpellCooldowns(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS));
// Spell code allow apply any auras to dead character in load time in aura/spell/item loading
// Do now before stats re-calculation cleanup for ghost state unexpected auras
if (!isAlive())
RemoveAllAurasOnDeath();
// apply all stat bonuses from items and auras
SetCanModifyStats(true);
UpdateAllStats();
// restore remembered power/health values (but not more max values)
uint32 savedhealth = fields[46].GetUInt32();
SetHealth(savedhealth > GetMaxHealth() ? GetMaxHealth() : savedhealth);
static_assert(MAX_STORED_POWERS == 5, "Query not updated.");
for (uint32 i = 0; i < MAX_STORED_POWERS; ++i)
{
uint32 savedpower = fields[47 + i].GetUInt32();
SetPowerByIndex(i, std::min(savedpower, GetMaxPowerByIndex(i)));
}
DEBUG_FILTER_LOG(LOG_FILTER_PLAYER_STATS, "The value of player %s after load item and aura is: ", m_name.c_str());
outDebugStatsValues();
// all fields read
delete result;
// GM state
if (GetSession()->GetSecurity() > SEC_PLAYER)
{
switch (sWorld.getConfig(CONFIG_UINT32_GM_LOGIN_STATE))
{
default:
case 0: break; // disable
case 1: SetGameMaster(true); break; // enable
case 2: // save state
if (extraflags & PLAYER_EXTRA_GM_ON)
SetGameMaster(true);
break;
}
switch (sWorld.getConfig(CONFIG_UINT32_GM_VISIBLE_STATE))
{
default:
case 0: SetGMVisible(false); break; // invisible
case 1: break; // visible
case 2: // save state
if (extraflags & PLAYER_EXTRA_GM_INVISIBLE)
SetGMVisible(false);
break;
}
switch (sWorld.getConfig(CONFIG_UINT32_GM_ACCEPT_TICKETS))
{
default:
case 0: break; // disable
case 1: SetAcceptTicket(true); break; // enable
case 2: // save state
if (extraflags & PLAYER_EXTRA_GM_ACCEPT_TICKETS)
SetAcceptTicket(true);
break;
}
switch (sWorld.getConfig(CONFIG_UINT32_GM_CHAT))
{
default:
case 0: break; // disable
case 1: SetGMChat(true); break; // enable
case 2: // save state
if (extraflags & PLAYER_EXTRA_GM_CHAT)
SetGMChat(true);
break;
}
switch (sWorld.getConfig(CONFIG_UINT32_GM_WISPERING_TO))
{
default:
case 0: break; // disable
case 1: SetAcceptWhispers(true); break; // enable
case 2: // save state
if (extraflags & PLAYER_EXTRA_ACCEPT_WHISPERS)
SetAcceptWhispers(true);
break;
}
}
_LoadDeclinedNames(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES));
m_achievementMgr.CheckAllAchievementCriteria();
_LoadEquipmentSets(holder->GetResult(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS));
return true;
}
bool Player::isAllowedToLoot(Creature* creature)
{
// never tapped by any (mob solo kill)
if (!creature->HasFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_TAPPED))
return false;
if (Player* recipient = creature->GetLootRecipient())
{
if (recipient == this)
return true;
if (Group* otherGroup = recipient->GetGroup())
{
Group* thisGroup = GetGroup();
if (!thisGroup)
return false;
return thisGroup == otherGroup;
}
return false;
}
else
// prevent other players from looting if the recipient got disconnected
return !creature->HasLootRecipient();
}
void Player::_LoadActions(QueryResult* result)
{
for (int i = 0; i < MAX_TALENT_SPEC_COUNT; ++i)
m_actionButtons[i].clear();
// QueryResult *result = CharacterDatabase.PQuery("SELECT spec, button,action,type FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
if (result)
{
do
{
Field* fields = result->Fetch();
uint8 spec = fields[0].GetUInt8();
uint8 button = fields[1].GetUInt8();
uint32 action = fields[2].GetUInt32();
uint8 type = fields[3].GetUInt8();
if (ActionButton* ab = addActionButton(spec, button, action, type))
ab->uState = ACTIONBUTTON_UNCHANGED;
else
{
sLog.outError(" ...at loading, and will deleted in DB also");
// Will deleted in DB at next save (it can create data until save but marked as deleted)
m_actionButtons[spec][button].uState = ACTIONBUTTON_DELETED;
}
}
while (result->NextRow());
delete result;
}
}
void Player::_LoadAuras(QueryResult* result, uint32 timediff)
{
// RemoveAllAuras(); -- some spells casted before aura load, for example in LoadSkills, aura list explicitly cleaned early
// QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,item_guid,spell,stackcount,remaincharges,basepoints0,basepoints1,basepoints2,periodictime0,periodictime1,periodictime2,maxduration,remaintime,effIndexMask FROM character_aura WHERE guid = '%u'",GetGUIDLow());
if (result)
{
do
{
Field* fields = result->Fetch();
ObjectGuid caster_guid = ObjectGuid(fields[0].GetUInt64());
uint32 item_lowguid = fields[1].GetUInt32();
uint32 spellid = fields[2].GetUInt32();
uint32 stackcount = fields[3].GetUInt32();
uint32 remaincharges = fields[4].GetUInt32();
int32 damage[MAX_EFFECT_INDEX];
uint32 periodicTime[MAX_EFFECT_INDEX];
for (int32 i = 0; i < MAX_EFFECT_INDEX; ++i)
{
damage[i] = fields[i + 5].GetInt32();
periodicTime[i] = fields[i + 8].GetUInt32();
}
int32 maxduration = fields[11].GetInt32();
int32 remaintime = fields[12].GetInt32();
uint32 effIndexMask = fields[13].GetUInt32();
SpellEntry const* spellproto = sSpellStore.LookupEntry(spellid);
if (!spellproto)
{
sLog.outError("Unknown spell (spellid %u), ignore.", spellid);
continue;
}
if (remaintime != -1 && !IsPositiveSpell(spellproto))
{
if (remaintime / IN_MILLISECONDS <= int32(timediff))
continue;
remaintime -= timediff * IN_MILLISECONDS;
}
// prevent wrong values of remaincharges
if (uint32 procCharges = spellproto->GetProcCharges())
{
if (remaincharges <= 0 || remaincharges > procCharges)
remaincharges = procCharges;
}
else
remaincharges = 0;
uint32 defstackamount = spellproto->GetStackAmount();
if (!defstackamount)
stackcount = 1;
else if (defstackamount < stackcount)
stackcount = defstackamount;
else if (!stackcount)
stackcount = 1;
SpellAuraHolder* holder = CreateSpellAuraHolder(spellproto, this, NULL);
holder->SetLoadedState(caster_guid, ObjectGuid(HIGHGUID_ITEM, item_lowguid), stackcount, remaincharges, maxduration, remaintime);
for (int32 i = 0; i < MAX_EFFECT_INDEX; ++i)
{
if ((effIndexMask & (1 << i)) == 0)
continue;
Aura* aura = CreateAura(spellproto, SpellEffectIndex(i), NULL, holder, this);
if (!damage[i])
damage[i] = aura->GetModifier()->m_amount;
aura->SetLoadedState(damage[i], periodicTime[i]);
holder->AddAura(aura, SpellEffectIndex(i));
}
if (!holder->IsEmptyHolder())
{
// reset stolen single target auras
if (caster_guid != GetObjectGuid() && holder->GetTrackedAuraType() == TRACK_AURA_TYPE_SINGLE_TARGET)
holder->SetTrackedAuraType(TRACK_AURA_TYPE_NOT_TRACKED);
AddSpellAuraHolder(holder);
DETAIL_LOG("Added auras from spellid %u", spellproto->Id);
}
else
delete holder;
}
while (result->NextRow());
delete result;
}
if (getClass() == CLASS_WARRIOR && !HasAuraType(SPELL_AURA_MOD_SHAPESHIFT))
CastSpell(this, SPELL_ID_PASSIVE_BATTLE_STANCE, true);
}
void Player::_LoadGlyphs(QueryResult* result)
{
if (!result)
return;
// 0 1 2
// "SELECT spec, slot, glyph FROM character_glyphs WHERE guid='%u'"
do
{
Field* fields = result->Fetch();
uint8 spec = fields[0].GetUInt8();
uint8 slot = fields[1].GetUInt8();
uint32 glyph = fields[2].GetUInt32();
GlyphPropertiesEntry const* gp = sGlyphPropertiesStore.LookupEntry(glyph);
if (!gp)
{
sLog.outError("Player %s has not existing glyph entry %u on index %u, spec %u", m_name.c_str(), glyph, slot, spec);
CharacterDatabase.PExecute("DELETE FROM character_glyphs WHERE glyph = %u", glyph);
continue;
}
GlyphSlotEntry const* gs = sGlyphSlotStore.LookupEntry(GetGlyphSlot(slot));
if (!gs)
{
sLog.outError("Player %s has not existing glyph slot entry %u on index %u, spec %u", m_name.c_str(), GetGlyphSlot(slot), slot, spec);
CharacterDatabase.PExecute("DELETE FROM character_glyphs WHERE slot = %u AND spec = %u AND guid = %u", slot, spec, GetGUIDLow());
continue;
}
if (gp->TypeFlags != gs->TypeFlags)
{
sLog.outError("Player %s has glyph with typeflags %u in slot with typeflags %u, removing.", m_name.c_str(), gp->TypeFlags, gs->TypeFlags);
CharacterDatabase.PExecute("DELETE FROM character_glyphs WHERE slot = %u AND spec = %u AND guid = %u", slot, spec, GetGUIDLow());
continue;
}
m_glyphs[spec][slot].id = glyph;
}
while (result->NextRow());
delete result;
}
void Player::LoadCorpse()
{
if (isAlive())
{
sObjectAccessor.ConvertCorpseForPlayer(GetObjectGuid());
}
else
{
if (Corpse* corpse = GetCorpse())
{
ApplyModByteFlag(PLAYER_FIELD_BYTES, 0, PLAYER_FIELD_BYTE_RELEASE_TIMER, corpse && !sMapStore.LookupEntry(corpse->GetMapId())->Instanceable());
}
else
{
// Prevent Dead Player login without corpse
ResurrectPlayer(0.5f);
}
}
}
void Player::_LoadInventory(QueryResult* result, uint32 timediff)
{
// QueryResult *result = CharacterDatabase.PQuery("SELECT data,text,bag,slot,item,item_template FROM character_inventory JOIN item_instance ON character_inventory.item = item_instance.guid WHERE character_inventory.guid = '%u' ORDER BY bag,slot", GetGUIDLow());
std::map<uint32, Bag*> 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<Item*> problematicItems;
// prevent items from being added to the queue when stored
m_itemUpdateQueueBlocked = true;
do
{
Field* fields = result->Fetch();
uint32 bag_guid = fields[2].GetUInt32();
uint8 slot = fields[3].GetUInt8();
uint32 item_lowguid = fields[4].GetUInt32();
uint32 item_id = fields[5].GetUInt32();
ItemPrototype const* proto = ObjectMgr::GetItemPrototype(item_id);
if (!proto)
{
CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_lowguid);
CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_lowguid);
sLog.outError("Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(), item_id);
continue;
}
Item* item = NewItemOrBag(proto);
if (!item->LoadFromDB(item_lowguid, fields, GetObjectGuid()))
{
sLog.outError("Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(), item_id);
CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_lowguid);
item->FSetState(ITEM_REMOVED);
item->SaveToDB(); // it also deletes item object !
continue;
}
// not allow have in alive state item limited to another map/zone
if (isAlive() && item->IsLimitedToAnotherMapOrZone(GetMapId(), zone))
{
CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_lowguid);
item->FSetState(ITEM_REMOVED);
item->SaveToDB(); // it also deletes item object !
continue;
}
// "Conjured items disappear if you are logged out for more than 15 minutes"
if (timediff > 15 * MINUTE && (item->GetProto()->Flags & ITEM_FLAG_CONJURED))
{
CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_lowguid);
item->FSetState(ITEM_REMOVED);
item->SaveToDB(); // it also deletes item object !
continue;
}
bool success = true;
// the item/bag is not in a bag
if (!bag_guid)
{
item->SetContainer(NULL);
item->SetSlot(slot);
if (IsInventoryPos(INVENTORY_SLOT_BAG_0, slot))
{
ItemPosCountVec dest;
if (CanStoreItem(INVENTORY_SLOT_BAG_0, slot, dest, item, false) == EQUIP_ERR_OK)
item = StoreItem(dest, item, true);
else
success = false;
}
else if (IsEquipmentPos(INVENTORY_SLOT_BAG_0, slot))
{
uint16 dest;
if (CanEquipItem(slot, dest, item, false, false) == EQUIP_ERR_OK)
QuickEquipItem(dest, item);
else
success = false;
}
else if (IsBankPos(INVENTORY_SLOT_BAG_0, slot))
{
ItemPosCountVec dest;
if (CanBankItem(INVENTORY_SLOT_BAG_0, slot, dest, item, false, false) == EQUIP_ERR_OK)
item = BankItem(dest, item, true);
else
success = false;
}
if (success)
{
// store bags that may contain items in them
if (item->IsBag() && IsBagPos(item->GetPos()))
bagMap[item_lowguid] = (Bag*)item;
}
}
// the item/bag in a bag
else
{
item->SetSlot(NULL_SLOT);
// the item is in a bag, find the bag
std::map<uint32, Bag*>::const_iterator itr = bagMap.find(bag_guid);
if (itr != bagMap.end() && slot < itr->second->GetBagSize())
{
ItemPosCountVec dest;
if (CanStoreItem(itr->second->GetSlot(), slot, dest, item, false) == EQUIP_ERR_OK)
item = StoreItem(dest, item, true);
else
success = false;
}
else
success = false;
}
// item's state may have changed after stored
if (success)
{
item->SetState(ITEM_UNCHANGED, this);
// restore container unchanged state also
if (item->GetContainer())
item->GetContainer()->SetState(ITEM_UNCHANGED, this);
// recharged mana gem
if (timediff > 15 * MINUTE && proto->ItemLimitCategory == ITEM_LIMIT_CATEGORY_MANA_GEM)
item->RestoreCharges();
}
else
{
sLog.outError("Player::_LoadInventory: Player %s has item (GUID: %u Entry: %u) can't be loaded to inventory (Bag GUID: %u Slot: %u) by some reason, will send by mail.", GetName(), item_lowguid, item_id, bag_guid, slot);
CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_lowguid);
problematicItems.push_back(item);
}
}
while (result->NextRow());
delete result;
m_itemUpdateQueueBlocked = false;
// send by mail problematic items
while (!problematicItems.empty())
{
std::string subject = GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM);
// fill mail
MailDraft draft(subject, "There's were problems with equipping item(s).");
for (int i = 0; !problematicItems.empty() && i < MAX_MAIL_ITEMS; ++i)
{
Item* item = problematicItems.front();
problematicItems.pop_front();
draft.AddItem(item);
}
draft.SendMailTo(this, MailSender(this, MAIL_STATIONERY_GM), MAIL_CHECK_MASK_COPIED);
}
}
// if(isAlive())
_ApplyAllItemMods();
}
void Player::_LoadItemLoot(QueryResult* result)
{
// QueryResult *result = CharacterDatabase.PQuery("SELECT guid,itemid,amount,suffix,property FROM item_loot WHERE guid = '%u'", GetGUIDLow());
if (result)
{
do
{
Field* fields = result->Fetch();
uint32 item_guid = fields[0].GetUInt32();
Item* item = GetItemByGuid(ObjectGuid(HIGHGUID_ITEM, item_guid));
if (!item)
{
CharacterDatabase.PExecute("DELETE FROM item_loot WHERE guid = '%u'", item_guid);
sLog.outError("Player::_LoadItemLoot: Player %s has loot for nonexistent item (GUID: %u) in `item_loot`, deleted.", GetName(), item_guid);
continue;
}
item->LoadLootFromDB(fields);
}
while (result->NextRow());
delete result;
}
}
// load mailed item which should receive current player
void Player::_LoadMailedItems(QueryResult* result)
{
// data needs to be at first place for Item::LoadFromDB
// 0 1 2 3 4
// "SELECT data, text, mail_id, item_guid, item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE receiver = '%u'", GUID_LOPART(m_guid)
if (!result)
return;
do
{
Field* fields = result->Fetch();
uint32 mail_id = fields[2].GetUInt32();
uint32 item_guid_low = fields[3].GetUInt32();
uint32 item_template = fields[4].GetUInt32();
Mail* mail = GetMail(mail_id);
if (!mail)
continue;
mail->AddItem(item_guid_low, item_template);
ItemPrototype const* proto = ObjectMgr::GetItemPrototype(item_template);
if (!proto)
{
sLog.outError("Player %u has unknown item_template (ProtoType) in mailed items(GUID: %u template: %u) in mail (%u), deleted.", GetGUIDLow(), item_guid_low, item_template, mail->messageID);
CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low);
continue;
}
Item* item = NewItemOrBag(proto);
if (!item->LoadFromDB(item_guid_low, fields, GetObjectGuid()))
{
sLog.outError("Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail->messageID, item_guid_low);
CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
item->FSetState(ITEM_REMOVED);
item->SaveToDB(); // it also deletes item object !
continue;
}
AddMItem(item);
}
while (result->NextRow());
delete result;
}
void Player::_LoadMails(QueryResult* result)
{
m_mail.clear();
// 0 1 2 3 4 5 6 7 8 9 10 11 12 13
//"SELECT id,messageType,sender,receiver,subject,body,expire_time,deliver_time,money,cod,checked,stationery,mailTemplateId,has_items FROM mail WHERE receiver = '%u' ORDER BY id DESC", GetGUIDLow()
if (!result)
return;
do
{
Field* fields = result->Fetch();
Mail* m = new Mail;
m->messageID = fields[0].GetUInt32();
m->messageType = fields[1].GetUInt8();
m->sender = fields[2].GetUInt32();
m->receiverGuid = ObjectGuid(HIGHGUID_PLAYER, fields[3].GetUInt32());
m->subject = fields[4].GetCppString();
m->body = fields[5].GetCppString();
m->expire_time = (time_t)fields[6].GetUInt64();
m->deliver_time = (time_t)fields[7].GetUInt64();
m->money = fields[8].GetUInt32();
m->COD = fields[9].GetUInt32();
m->checked = fields[10].GetUInt32();
m->stationery = fields[11].GetUInt8();
m->mailTemplateId = fields[12].GetInt16();
m->has_items = fields[13].GetBool(); // true, if mail have items or mail have template and items generated (maybe none)
if (m->mailTemplateId && !sMailTemplateStore.LookupEntry(m->mailTemplateId))
{
sLog.outError("Player::_LoadMail - Mail (%u) have nonexistent MailTemplateId (%u), remove at load", m->messageID, m->mailTemplateId);
m->mailTemplateId = 0;
}
m->state = MAIL_STATE_UNCHANGED;
m_mail.push_back(m);
if (m->mailTemplateId && !m->has_items)
m->prepareTemplateItems(this);
}
while (result->NextRow());
delete result;
}
void Player::LoadPet()
{
// fixme: the pet should still be loaded if the player is not in world
// just not added to the map
if (IsInWorld())
{
Pet* pet = new Pet;
if (!pet->LoadPetFromDB(this, 0, 0, true))
delete pet;
}
}
void Player::_LoadQuestStatus(QueryResult* result)
{
mQuestStatus.clear();
uint32 slot = 0;
//// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
// QueryResult *result = CharacterDatabase.PQuery("SELECT quest, status, rewarded, explored, timer, mobcount1, mobcount2, mobcount3, mobcount4, itemcount1, itemcount2, itemcount3, itemcount4, itemcount5, itemcount6 FROM character_queststatus WHERE guid = '%u'", GetGUIDLow());
if (result)
{
do
{
Field* fields = result->Fetch();
uint32 quest_id = fields[0].GetUInt32();
// used to be new, no delete?
Quest const* pQuest = sObjectMgr.GetQuestTemplate(quest_id);
if (pQuest)
{
// find or create
QuestStatusData& questStatusData = mQuestStatus[quest_id];
uint32 qstatus = fields[1].GetUInt32();
if (qstatus < MAX_QUEST_STATUS)
questStatusData.m_status = QuestStatus(qstatus);
else
{
questStatusData.m_status = QUEST_STATUS_NONE;
sLog.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).", GetName(), quest_id, qstatus);
}
questStatusData.m_rewarded = (fields[2].GetUInt8() > 0);
questStatusData.m_explored = (fields[3].GetUInt8() > 0);
time_t quest_time = time_t(fields[4].GetUInt64());
if (pQuest->HasSpecialFlag(QUEST_SPECIAL_FLAG_TIMED) && !GetQuestRewardStatus(quest_id) && questStatusData.m_status != QUEST_STATUS_NONE)
{
AddTimedQuest(quest_id);
if (quest_time <= sWorld.GetGameTime())
questStatusData.m_timer = 1;
else
questStatusData.m_timer = uint32(quest_time - sWorld.GetGameTime()) * IN_MILLISECONDS;
}
else
quest_time = 0;
questStatusData.m_creatureOrGOcount[0] = fields[5].GetUInt32();
questStatusData.m_creatureOrGOcount[1] = fields[6].GetUInt32();
questStatusData.m_creatureOrGOcount[2] = fields[7].GetUInt32();
questStatusData.m_creatureOrGOcount[3] = fields[8].GetUInt32();
questStatusData.m_itemcount[0] = fields[9].GetUInt32();
questStatusData.m_itemcount[1] = fields[10].GetUInt32();
questStatusData.m_itemcount[2] = fields[11].GetUInt32();
questStatusData.m_itemcount[3] = fields[12].GetUInt32();
questStatusData.m_itemcount[4] = fields[13].GetUInt32();
questStatusData.m_itemcount[5] = fields[14].GetUInt32();
questStatusData.uState = QUEST_UNCHANGED;
// add to quest log
if (slot < MAX_QUEST_LOG_SIZE &&
((questStatusData.m_status == QUEST_STATUS_INCOMPLETE ||
questStatusData.m_status == QUEST_STATUS_COMPLETE ||
questStatusData.m_status == QUEST_STATUS_FAILED) &&
(!questStatusData.m_rewarded || pQuest->IsRepeatable())))
{
SetQuestSlot(slot, quest_id, uint32(quest_time));
if (questStatusData.m_explored)
SetQuestSlotState(slot, QUEST_STATE_COMPLETE);
if (questStatusData.m_status == QUEST_STATUS_COMPLETE)
SetQuestSlotState(slot, QUEST_STATE_COMPLETE);
if (questStatusData.m_status == QUEST_STATUS_FAILED)
SetQuestSlotState(slot, QUEST_STATE_FAIL);
for (uint8 idx = 0; idx < QUEST_OBJECTIVES_COUNT; ++idx)
if (questStatusData.m_creatureOrGOcount[idx])
SetQuestSlotCounter(slot, idx, questStatusData.m_creatureOrGOcount[idx]);
++slot;
}
if (questStatusData.m_rewarded)
{
// learn rewarded spell if unknown
learnQuestRewardedSpells(pQuest);
// set rewarded title if any
if (pQuest->GetCharTitleId())
{
if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
SetTitle(titleEntry);
}
if (pQuest->GetBonusTalents())
m_questRewardTalentCount += pQuest->GetBonusTalents();
}
DEBUG_LOG("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData.m_status, quest_id, GetGUIDLow());
}
}
while (result->NextRow());
delete result;
}
// clear quest log tail
for (uint16 i = slot; i < MAX_QUEST_LOG_SIZE; ++i)
SetQuestSlot(i, 0);
}
void Player::_LoadDailyQuestStatus(QueryResult* result)
{
for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1 + quest_daily_idx, 0);
// QueryResult *result = CharacterDatabase.PQuery("SELECT quest FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
if (result)
{
uint32 quest_daily_idx = 0;
do
{
if (quest_daily_idx >= PLAYER_MAX_DAILY_QUESTS) // max amount with exist data in query
{
sLog.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`", GetGUIDLow());
break;
}
Field* fields = result->Fetch();
uint32 quest_id = fields[0].GetUInt32();
Quest const* pQuest = sObjectMgr.GetQuestTemplate(quest_id);
if (!pQuest)
continue;
SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1 + quest_daily_idx, quest_id);
++quest_daily_idx;
DEBUG_LOG("Daily quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow());
}
while (result->NextRow());
delete result;
}
m_DailyQuestChanged = false;
}
void Player::_LoadWeeklyQuestStatus(QueryResult* result)
{
m_weeklyquests.clear();
// QueryResult *result = CharacterDatabase.PQuery("SELECT quest FROM character_queststatus_weekly WHERE guid = '%u'", GetGUIDLow());
if (result)
{
do
{
Field* fields = result->Fetch();
uint32 quest_id = fields[0].GetUInt32();
Quest const* pQuest = sObjectMgr.GetQuestTemplate(quest_id);
if (!pQuest)
continue;
m_weeklyquests.insert(quest_id);
DEBUG_LOG("Weekly quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow());
}
while (result->NextRow());
delete result;
}
m_WeeklyQuestChanged = false;
}
void Player::_LoadMonthlyQuestStatus(QueryResult* result)
{
m_monthlyquests.clear();
// QueryResult *result = CharacterDatabase.PQuery("SELECT quest FROM character_queststatus_weekly WHERE guid = '%u'", GetGUIDLow());
if (result)
{
do
{
Field* fields = result->Fetch();
uint32 quest_id = fields[0].GetUInt32();
Quest const* pQuest = sObjectMgr.GetQuestTemplate(quest_id);
if (!pQuest)
continue;
m_monthlyquests.insert(quest_id);
DEBUG_LOG("Monthly quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow());
}
while (result->NextRow());
delete result;
}
m_MonthlyQuestChanged = false;
}
void Player::_LoadSpells(QueryResult* result)
{
// QueryResult *result = CharacterDatabase.PQuery("SELECT spell,active,disabled FROM character_spell WHERE guid = '%u'",GetGUIDLow());
if (result)
{
do
{
Field* fields = result->Fetch();
uint32 spell_id = fields[0].GetUInt32();
// skip talents & drop unneeded data
if (GetTalentSpellPos(spell_id))
{
sLog.outError("Player::_LoadSpells: %s has talent spell %u in character_spell, removing it.",
GetGuidStr().c_str(), spell_id);
CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'", spell_id);
continue;
}
addSpell(spell_id, fields[1].GetBool(), false, false, fields[2].GetBool());
}
while (result->NextRow());
delete result;
}
}
void Player::_LoadTalents(QueryResult* result)
{
// QueryResult *result = CharacterDatabase.PQuery("SELECT talent_id, current_rank, spec FROM character_talent WHERE guid = '%u'",GetGUIDLow());
if (result)
{
do
{
Field* fields = result->Fetch();
uint32 talent_id = fields[0].GetUInt32();
TalentEntry const* talentInfo = sTalentStore.LookupEntry(talent_id);
if (!talentInfo)
{
sLog.outError("Player::_LoadTalents:Player (GUID: %u) has invalid talent_id: %u , this talent will be deleted from character_talent", GetGUIDLow(), talent_id);
CharacterDatabase.PExecute("DELETE FROM character_talent WHERE talent_id = '%u'", talent_id);
continue;
}
TalentTabEntry const* talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
if (!talentTabInfo)
{
sLog.outError("Player::_LoadTalents:Player (GUID: %u) has invalid talentTabInfo: %u for talentID: %u , this talent will be deleted from character_talent", GetGUIDLow(), talentInfo->TalentTab, talentInfo->TalentID);
CharacterDatabase.PExecute("DELETE FROM character_talent WHERE talent_id = '%u'", talent_id);
continue;
}
// prevent load talent for different class (cheating)
if ((getClassMask() & talentTabInfo->ClassMask) == 0)
{
sLog.outError("Player::_LoadTalents:Player (GUID: %u) has talent with ClassMask: %u , but Player's ClassMask is: %u , talentID: %u , this talent will be deleted from character_talent", GetGUIDLow(), talentTabInfo->ClassMask, getClassMask() , talentInfo->TalentID);
CharacterDatabase.PExecute("DELETE FROM character_talent WHERE guid = '%u' AND talent_id = '%u'", GetGUIDLow(), talent_id);
continue;
}
uint32 currentRank = fields[1].GetUInt32();
if (currentRank > MAX_TALENT_RANK || talentInfo->RankID[currentRank] == 0)
{
sLog.outError("Player::_LoadTalents:Player (GUID: %u) has invalid talent rank: %u , talentID: %u , this talent will be deleted from character_talent", GetGUIDLow(), currentRank, talentInfo->TalentID);
CharacterDatabase.PExecute("DELETE FROM character_talent WHERE guid = '%u' AND talent_id = '%u'", GetGUIDLow(), talent_id);
continue;
}
uint32 spec = fields[2].GetUInt32();
if (spec > MAX_TALENT_SPEC_COUNT)
{
sLog.outError("Player::_LoadTalents:Player (GUID: %u) has invalid talent spec: %u, spec will be deleted from character_talent", GetGUIDLow(), spec);
CharacterDatabase.PExecute("DELETE FROM character_talent WHERE spec = '%u' ", spec);
continue;
}
if (spec >= m_specsCount)
{
sLog.outError("Player::_LoadTalents:Player (GUID: %u) has invalid talent spec: %u , this spec will be deleted from character_talent.", GetGUIDLow(), spec);
CharacterDatabase.PExecute("DELETE FROM character_talent WHERE guid = '%u' AND spec = '%u' ", GetGUIDLow(), spec);
continue;
}
if (m_activeSpec == spec)
addSpell(talentInfo->RankID[currentRank], true, false, false, false);
else
{
PlayerTalent talent;
talent.currentRank = currentRank;
talent.talentEntry = talentInfo;
talent.state = PLAYERSPELL_UNCHANGED;
m_talents[spec][talentInfo->TalentID] = talent;
}
}
while (result->NextRow());
delete result;
}
}
void Player::_LoadGroup(QueryResult* result)
{
// QueryResult *result = CharacterDatabase.PQuery("SELECT groupId FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
if (result)
{
uint32 groupId = (*result)[0].GetUInt32();
delete result;
if (Group* group = sObjectMgr.GetGroupById(groupId))
{
uint8 subgroup = group->GetMemberGroup(GetObjectGuid());
SetGroup(group, subgroup);
if (getLevel() >= LEVELREQUIREMENT_HEROIC)
{
// the group leader may change the instance difficulty while the player is offline
SetDungeonDifficulty(group->GetDungeonDifficulty());
SetRaidDifficulty(group->GetRaidDifficulty());
}
}
}
}
void Player::_LoadBoundInstances(QueryResult* result)
{
for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
m_boundInstances[i].clear();
Group* group = GetGroup();
// QueryResult *result = CharacterDatabase.PQuery("SELECT id, permanent, map, difficulty, resettime FROM character_instance LEFT JOIN instance ON instance = id WHERE guid = '%u'", GUID_LOPART(m_guid));
if (result)
{
do
{
Field* fields = result->Fetch();
bool perm = fields[1].GetBool();
uint32 mapId = fields[2].GetUInt32();
uint32 instanceId = fields[0].GetUInt32();
uint8 difficulty = fields[3].GetUInt8();
time_t resetTime = (time_t)fields[4].GetUInt64();
// the resettime for normal instances is only saved when the InstanceSave is unloaded
// so the value read from the DB may be wrong here but only if the InstanceSave is loaded
// and in that case it is not used
MapEntry const* mapEntry = sMapStore.LookupEntry(mapId);
if (!mapEntry || !mapEntry->IsDungeon())
{
sLog.outError("_LoadBoundInstances: player %s(%d) has bind to nonexistent or not dungeon map %d", GetName(), GetGUIDLow(), mapId);
CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), instanceId);
continue;
}
if (difficulty >= MAX_DIFFICULTY)
{
sLog.outError("_LoadBoundInstances: player %s(%d) has bind to nonexistent difficulty %d instance for map %u", GetName(), GetGUIDLow(), difficulty, mapId);
CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), instanceId);
continue;
}
MapDifficultyEntry const* mapDiff = GetMapDifficultyData(mapId, Difficulty(difficulty));
if (!mapDiff)
{
sLog.outError("_LoadBoundInstances: player %s(%d) has bind to nonexistent difficulty %d instance for map %u", GetName(), GetGUIDLow(), difficulty, mapId);
CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), instanceId);
continue;
}
if (!perm && group)
{
sLog.outError("_LoadBoundInstances: %s is in group (Id: %d) but has a non-permanent character bind to map %d,%d,%d",
GetGuidStr().c_str(), group->GetId(), mapId, instanceId, difficulty);
CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'",
GetGUIDLow(), instanceId);
continue;
}
// since non permanent binds are always solo bind, they can always be reset
DungeonPersistentState* state = (DungeonPersistentState*)sMapPersistentStateMgr.AddPersistentState(mapEntry, instanceId, Difficulty(difficulty), resetTime, !perm, true);
if (state) BindToInstance(state, perm, true);
}
while (result->NextRow());
delete result;
}
}
InstancePlayerBind* Player::GetBoundInstance(uint32 mapid, Difficulty difficulty)
{
// some instances only have one difficulty
MapDifficultyEntry const* mapDiff = GetMapDifficultyData(mapid, difficulty);
if (!mapDiff)
return NULL;
BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
if (itr != m_boundInstances[difficulty].end())
return &itr->second;
else
return NULL;
}
void Player::UnbindInstance(uint32 mapid, Difficulty difficulty, bool unload)
{
BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
UnbindInstance(itr, difficulty, unload);
}
void Player::UnbindInstance(BoundInstancesMap::iterator& itr, Difficulty difficulty, bool unload)
{
if (itr != m_boundInstances[difficulty].end())
{
if (!unload)
CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'",
GetGUIDLow(), itr->second.state->GetInstanceId());
sCalendarMgr.SendCalendarRaidLockoutRemove(this, itr->second.state);
itr->second.state->RemovePlayer(this); // state can become invalid
m_boundInstances[difficulty].erase(itr++);
}
}
InstancePlayerBind* Player::BindToInstance(DungeonPersistentState* state, bool permanent, bool load)
{
if (state)
{
InstancePlayerBind& bind = m_boundInstances[state->GetDifficulty()][state->GetMapId()];
if (bind.state)
{
// update the state when the group kills a boss
if (permanent != bind.perm || state != bind.state)
if (!load)
CharacterDatabase.PExecute("UPDATE character_instance SET instance = '%u', permanent = '%u' WHERE guid = '%u' AND instance = '%u'",
state->GetInstanceId(), permanent, GetGUIDLow(), bind.state->GetInstanceId());
}
else
{
if (!load)
CharacterDatabase.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')",
GetGUIDLow(), state->GetInstanceId(), permanent);
}
if (bind.state != state)
{
if (bind.state)
bind.state->RemovePlayer(this);
state->AddPlayer(this);
}
if (permanent)
state->SetCanReset(false);
bind.state = state;
bind.perm = permanent;
if (!load)
DEBUG_LOG("Player::BindToInstance: %s(%d) is now bound to map %d, instance %d, difficulty %d",
GetName(), GetGUIDLow(), state->GetMapId(), state->GetInstanceId(), state->GetDifficulty());
return &bind;
}
else
return NULL;
}
DungeonPersistentState* Player::GetBoundInstanceSaveForSelfOrGroup(uint32 mapid)
{
MapEntry const* mapEntry = sMapStore.LookupEntry(mapid);
if (!mapEntry)
return NULL;
InstancePlayerBind* pBind = GetBoundInstance(mapid, GetDifficulty(mapEntry->IsRaid()));
DungeonPersistentState* state = pBind ? pBind->state : NULL;
// the player's permanent player bind is taken into consideration first
// then the player's group bind and finally the solo bind.
if (!pBind || !pBind->perm)
{
InstanceGroupBind* groupBind = NULL;
// use the player's difficulty setting (it may not be the same as the group's)
if (Group* group = GetGroup())
if (groupBind = group->GetBoundInstance(mapid, this))
state = groupBind->state;
}
return state;
}
void Player::SendRaidInfo()
{
uint32 counter = 0;
WorldPacket data(SMSG_RAID_INSTANCE_INFO, 4);
size_t p_counter = data.wpos();
data << uint32(counter); // placeholder
time_t now = time(NULL);
for (int i = 0; i < MAX_DIFFICULTY; ++i)
{
for (BoundInstancesMap::const_iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
{
if (itr->second.perm)
{
DungeonPersistentState* state = itr->second.state;
data << uint32(state->GetMapId()); // map id
data << uint32(state->GetDifficulty()); // difficulty
data << ObjectGuid(state->GetInstanceGuid());// instance guid
data << uint8(1); // expired = 0
data << uint8(0); // extended = 1
data << uint32(state->GetResetTime() - now);// reset time
data << uint32(state->GetCompletedEncountersMask());// completed encounter mask
++counter;
}
}
}
data.put<uint32>(p_counter, counter);
GetSession()->SendPacket(&data);
}
/*
- called on every successful teleportation to a map
*/
void Player::SendSavedInstances()
{
bool hasBeenSaved = false;
WorldPacket data;
for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
{
for (BoundInstancesMap::const_iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
{
if (itr->second.perm) // only permanent binds are sent
{
hasBeenSaved = true;
break;
}
}
}
// Send opcode 811. true or false means, whether you have current raid/heroic instances
data.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP);
data << uint32(hasBeenSaved);
GetSession()->SendPacket(&data);
if (!hasBeenSaved)
return;
for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
{
for (BoundInstancesMap::const_iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
{
if (itr->second.perm)
{
data.Initialize(SMSG_UPDATE_LAST_INSTANCE);
data << uint32(itr->second.state->GetMapId());
GetSession()->SendPacket(&data);
}
}
}
}
/// convert the player's binds to the group
void Player::ConvertInstancesToGroup(Player* player, Group* group, ObjectGuid player_guid)
{
bool has_binds = false;
bool has_solo = false;
if (player)
{
player_guid = player->GetObjectGuid();
if (!group)
group = player->GetGroup();
}
MANGOS_ASSERT(player_guid);
// copy all binds to the group, when changing leader it's assumed the character
// will not have any solo binds
if (player)
{
for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
{
for (BoundInstancesMap::iterator itr = player->m_boundInstances[i].begin(); itr != player->m_boundInstances[i].end();)
{
has_binds = true;
if (group)
group->BindToInstance(itr->second.state, itr->second.perm, true);
// permanent binds are not removed
if (!itr->second.perm)
{
// increments itr in call
player->UnbindInstance(itr, Difficulty(i), true);
has_solo = true;
}
else
++itr;
}
}
}
uint32 player_lowguid = player_guid.GetCounter();
// if the player's not online we don't know what binds it has
if (!player || !group || has_binds)
CharacterDatabase.PExecute("INSERT INTO group_instance SELECT guid, instance, permanent FROM character_instance WHERE guid = '%u'", player_lowguid);
// the following should not get executed when changing leaders
if (!player || has_solo)
CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND permanent = 0", player_lowguid);
}
bool Player::_LoadHomeBind(QueryResult* result)
{
PlayerInfo const* info = sObjectMgr.GetPlayerInfo(getRace(), getClass());
if (!info)
{
sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
return false;
}
bool ok = false;
// QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
if (result)
{
Field* fields = result->Fetch();
m_homebindMapId = fields[0].GetUInt32();
m_homebindAreaId = fields[1].GetUInt16();
m_homebindX = fields[2].GetFloat();
m_homebindY = fields[3].GetFloat();
m_homebindZ = fields[4].GetFloat();
delete result;
MapEntry const* bindMapEntry = sMapStore.LookupEntry(m_homebindMapId);
// accept saved data only for valid position (and non instanceable), and accessable
if (MapManager::IsValidMapCoord(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ) &&
!bindMapEntry->Instanceable() && GetSession()->Expansion() >= bindMapEntry->Expansion())
{
ok = true;
}
else
CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
}
if (!ok)
{
m_homebindMapId = info->mapId;
m_homebindAreaId = info->areaId;
m_homebindX = info->positionX;
m_homebindY = info->positionY;
m_homebindZ = info->positionZ;
CharacterDatabase.PExecute("INSERT INTO character_homebind (guid,map,zone,position_x,position_y,position_z) VALUES ('%u', '%u', '%u', '%f', '%f', '%f')", GetGUIDLow(), m_homebindMapId, (uint32)m_homebindAreaId, m_homebindX, m_homebindY, m_homebindZ);
}
DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f",
m_homebindMapId, m_homebindAreaId, m_homebindX, m_homebindY, m_homebindZ);
return true;
}
/*********************************************************/
/*** SAVE SYSTEM ***/
/*********************************************************/
void Player::SaveToDB()
{
// we should assure this: ASSERT((m_nextSave != sWorld.getConfig(CONFIG_UINT32_INTERVAL_SAVE)));
// delay auto save at any saves (manual, in code, or autosave)
m_nextSave = sWorld.getConfig(CONFIG_UINT32_INTERVAL_SAVE);
// lets allow only players in world to be saved
if (IsBeingTeleportedFar())
{
ScheduleDelayedOperation(DELAYED_SAVE_PLAYER);
return;
}
// first save/honor gain after midnight will also update the player's honor fields
UpdateHonorKills();
DEBUG_FILTER_LOG(LOG_FILTER_PLAYER_STATS, "The value of player %s at save: ", m_name.c_str());
outDebugStatsValues();
CharacterDatabase.BeginTransaction();
static SqlStatementID delChar ;
static SqlStatementID insChar ;
SqlStatement stmt = CharacterDatabase.CreateStatement(delChar, "DELETE FROM characters WHERE guid = ?");
stmt.PExecute(GetGUIDLow());
SqlStatement uberInsert = CharacterDatabase.CreateStatement(insChar, "INSERT INTO characters (guid,account,name,race,class,gender,level,xp,money,playerBytes,playerBytes2,playerFlags,"
"map, dungeon_difficulty, position_x, position_y, position_z, orientation, "
"taximask, online, cinematic, "
"totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, primary_trees, "
"trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
"death_expire_time, taxi_path, totalKills, "
"todayKills, yesterdayKills, chosenTitle, watchedFaction, drunk, health, power1, power2, power3, "
"power4, power5, specCount, activeSpec, exploredZones, equipmentCache, knownTitles, actionBars, slot) "
"VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, "
"?, ?, ?, ?, ?, ?, "
"?, ?, ?, "
"?, ?, ?, ?, ?, ?, ?, ?, "
"?, ?, ?, ?, ?, ?, ?, ?, ?, "
"?, ?, ?, "
"?, ?, ?, ?, ?, ?, ?, ?, ?, "
"?, ?, ?, ?, ?, ?, ?, ?, ?) ");
uberInsert.addUInt32(GetGUIDLow());
uberInsert.addUInt32(GetSession()->GetAccountId());
uberInsert.addString(m_name);
uberInsert.addUInt8(getRace());
uberInsert.addUInt8(getClass());
uberInsert.addUInt8(getGender());
uberInsert.addUInt32(getLevel());
uberInsert.addUInt32(GetUInt32Value(PLAYER_XP));
uberInsert.addUInt64(GetMoney());
uberInsert.addUInt32(GetUInt32Value(PLAYER_BYTES));
uberInsert.addUInt32(GetUInt32Value(PLAYER_BYTES_2));
uberInsert.addUInt32(GetUInt32Value(PLAYER_FLAGS));
if (!IsBeingTeleported())
{
uberInsert.addUInt32(GetMapId());
uberInsert.addUInt32(uint32(GetDungeonDifficulty()));
uberInsert.addFloat(finiteAlways(GetPositionX()));
uberInsert.addFloat(finiteAlways(GetPositionY()));
uberInsert.addFloat(finiteAlways(GetPositionZ()));
uberInsert.addFloat(finiteAlways(GetOrientation()));
}
else
{
uberInsert.addUInt32(GetTeleportDest().mapid);
uberInsert.addUInt32(uint32(GetDungeonDifficulty()));
uberInsert.addFloat(finiteAlways(GetTeleportDest().coord_x));
uberInsert.addFloat(finiteAlways(GetTeleportDest().coord_y));
uberInsert.addFloat(finiteAlways(GetTeleportDest().coord_z));
uberInsert.addFloat(finiteAlways(GetTeleportDest().orientation));
}
std::ostringstream ss;
ss << m_taxi; // string with TaxiMaskSize numbers
uberInsert.addString(ss);
uberInsert.addUInt32(IsInWorld() ? 1 : 0);
uberInsert.addUInt32(m_cinematic);
uberInsert.addUInt32(m_Played_time[PLAYED_TIME_TOTAL]);
uberInsert.addUInt32(m_Played_time[PLAYED_TIME_LEVEL]);
uberInsert.addFloat(finiteAlways(m_rest_bonus));
uberInsert.addUInt64(uint64(time(NULL)));
uberInsert.addUInt32(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ? 1 : 0);
// save, far from tavern/city
// save, but in tavern/city
uberInsert.addUInt32(m_resetTalentsCost);
uberInsert.addUInt64(uint64(m_resetTalentsTime));
ss.str("");
for (int i = 0; i < MAX_TALENT_SPEC_COUNT; ++i)
ss << m_talentsPrimaryTree[i] << " ";
uberInsert.addString(ss);
uberInsert.addFloat(finiteAlways(m_movementInfo.GetTransportPos()->x));
uberInsert.addFloat(finiteAlways(m_movementInfo.GetTransportPos()->y));
uberInsert.addFloat(finiteAlways(m_movementInfo.GetTransportPos()->z));
uberInsert.addFloat(finiteAlways(m_movementInfo.GetTransportPos()->o));
if (m_transport)
uberInsert.addUInt32(m_transport->GetGUIDLow());
else
uberInsert.addUInt32(0);
uberInsert.addUInt32(m_ExtraFlags);
uberInsert.addUInt32(uint32(m_stableSlots)); // to prevent save uint8 as char
uberInsert.addUInt32(uint32(m_atLoginFlags));
uberInsert.addUInt32(IsInWorld() ? GetZoneId() : GetCachedZoneId());
uberInsert.addUInt64(uint64(m_deathExpireTime));
ss << m_taxi.SaveTaxiDestinationsToString(); // string
uberInsert.addString(ss);
uberInsert.addUInt32(GetUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS));
uberInsert.addUInt16(GetUInt16Value(PLAYER_FIELD_KILLS, 0));
uberInsert.addUInt16(GetUInt16Value(PLAYER_FIELD_KILLS, 1));
uberInsert.addUInt32(GetUInt32Value(PLAYER_CHOSEN_TITLE));
// FIXME: at this moment send to DB as unsigned, including unit32(-1)
uberInsert.addUInt32(GetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX));
uberInsert.addUInt8(GetDrunkValue());
uberInsert.addUInt32(GetHealth());
static_assert(MAX_STORED_POWERS == 5, "Query not updated.");
for (uint32 i = 0; i < MAX_STORED_POWERS; ++i)
uberInsert.addUInt32(GetPowerByIndex(i));
uberInsert.addUInt32(uint32(m_specsCount));
uberInsert.addUInt32(uint32(m_activeSpec));
for (uint32 i = 0; i < PLAYER_EXPLORED_ZONES_SIZE; ++i) // string
{
ss << GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + i) << " ";
}
uberInsert.addString(ss);
for (uint32 i = 0; i < EQUIPMENT_SLOT_END * 2; ++i) // string
{
ss << GetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + i) << " ";
}
uberInsert.addString(ss);
for(uint32 i = 0; i < KNOWN_TITLES_SIZE*2; ++i ) //string
{
ss << GetUInt32Value(PLAYER__FIELD_KNOWN_TITLES + i) << " ";
}
uberInsert.addString(ss);
uberInsert.addUInt32(uint32(GetByteValue(PLAYER_FIELD_BYTES, 2)));
uberInsert.addUInt8(m_slot);
uberInsert.Execute();
if (m_mailsUpdated) // save mails only when needed
_SaveMail();
_SaveBGData();
_SaveInventory();
_SaveQuestStatus();
_SaveDailyQuestStatus();
_SaveWeeklyQuestStatus();
_SaveMonthlyQuestStatus();
_SaveSpells();
_SaveSpellCooldowns();
_SaveActions();
_SaveAuras();
_SaveSkills();
m_achievementMgr.SaveToDB();
m_reputationMgr.SaveToDB();
_SaveCurrencies();
_SaveEquipmentSets();
GetSession()->SaveTutorialsData(); // changed only while character in game
_SaveGlyphs();
_SaveTalents();
CharacterDatabase.CommitTransaction();
// check if stats should only be saved on logout
// save stats can be out of transaction
if (m_session->isLogingOut() || !sWorld.getConfig(CONFIG_BOOL_STATS_SAVE_ONLY_ON_LOGOUT))
_SaveStats();
// save pet (hunter pet level and experience and all type pets health/mana).
if (Pet* pet = GetPet())
pet->SavePetToDB(PET_SAVE_AS_CURRENT);
}
// fast save function for item/money cheating preventing - save only inventory and money state
void Player::SaveInventoryAndGoldToDB()
{
_SaveInventory();
SaveGoldToDB();
}
void Player::SaveGoldToDB()
{
static SqlStatementID updateGold ;
SqlStatement stmt = CharacterDatabase.CreateStatement(updateGold, "UPDATE characters SET money = ? WHERE guid = ?");
stmt.PExecute(GetMoney(), GetGUIDLow());
}
void Player::_SaveActions()
{
static SqlStatementID insertAction ;
static SqlStatementID updateAction ;
static SqlStatementID deleteAction ;
for (int i = 0; i < MAX_TALENT_SPEC_COUNT; ++i)
{
for (ActionButtonList::iterator itr = m_actionButtons[i].begin(); itr != m_actionButtons[i].end();)
{
switch (itr->second.uState)
{
case ACTIONBUTTON_NEW:
{
SqlStatement stmt = CharacterDatabase.CreateStatement(insertAction, "INSERT INTO character_action (guid,spec, button,action,type) VALUES (?, ?, ?, ?, ?)");
stmt.addUInt32(GetGUIDLow());
stmt.addUInt32(i);
stmt.addUInt32(uint32(itr->first));
stmt.addUInt32(itr->second.GetAction());
stmt.addUInt32(uint32(itr->second.GetType()));
stmt.Execute();
itr->second.uState = ACTIONBUTTON_UNCHANGED;
++itr;
}
break;
case ACTIONBUTTON_CHANGED:
{
SqlStatement stmt = CharacterDatabase.CreateStatement(updateAction, "UPDATE character_action SET action = ?, type = ? WHERE guid = ? AND button = ? AND spec = ?");
stmt.addUInt32(itr->second.GetAction());
stmt.addUInt32(uint32(itr->second.GetType()));
stmt.addUInt32(GetGUIDLow());
stmt.addUInt32(uint32(itr->first));
stmt.addUInt32(i);
stmt.Execute();
itr->second.uState = ACTIONBUTTON_UNCHANGED;
++itr;
}
break;
case ACTIONBUTTON_DELETED:
{
SqlStatement stmt = CharacterDatabase.CreateStatement(deleteAction, "DELETE FROM character_action WHERE guid = ? AND button = ? AND spec = ?");
stmt.addUInt32(GetGUIDLow());
stmt.addUInt32(uint32(itr->first));
stmt.addUInt32(i);
stmt.Execute();
m_actionButtons[i].erase(itr++);
}
break;
default:
++itr;
break;
}
}
}
}
void Player::_SaveAuras()
{
static SqlStatementID deleteAuras ;
static SqlStatementID insertAuras ;
SqlStatement stmt = CharacterDatabase.CreateStatement(deleteAuras, "DELETE FROM character_aura WHERE guid = ?");
stmt.PExecute(GetGUIDLow());
SpellAuraHolderMap const& auraHolders = GetSpellAuraHolderMap();
if (auraHolders.empty())
return;
stmt = CharacterDatabase.CreateStatement(insertAuras, "INSERT INTO character_aura (guid, caster_guid, item_guid, spell, stackcount, remaincharges, "
"basepoints0, basepoints1, basepoints2, periodictime0, periodictime1, periodictime2, maxduration, remaintime, effIndexMask) "
"VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?)");
for (SpellAuraHolderMap::const_iterator itr = auraHolders.begin(); itr != auraHolders.end(); ++itr)
{
SpellAuraHolder* holder = itr->second;
// skip all holders from spells that are passive or channeled
// save singleTarget auras if self cast.
bool selfCastHolder = holder->GetCasterGuid() == GetObjectGuid();
TrackedAuraType trackedType = holder->GetTrackedAuraType();
if (!holder->IsPassive() && !IsChanneledSpell(holder->GetSpellProto()) &&
(trackedType == TRACK_AURA_TYPE_NOT_TRACKED || (trackedType == TRACK_AURA_TYPE_SINGLE_TARGET && selfCastHolder)))
{
int32 damage[MAX_EFFECT_INDEX];
uint32 periodicTime[MAX_EFFECT_INDEX];
uint32 effIndexMask = 0;
for (uint32 i = 0; i < MAX_EFFECT_INDEX; ++i)
{
damage[i] = 0;
periodicTime[i] = 0;
if (Aura* aur = holder->GetAuraByEffectIndex(SpellEffectIndex(i)))
{
// don't save not own area auras
if (aur->IsAreaAura() && holder->GetCasterGuid() != GetObjectGuid())
continue;
damage[i] = aur->GetModifier()->m_amount;
periodicTime[i] = aur->GetModifier()->periodictime;
effIndexMask |= (1 << i);
}
}
if (!effIndexMask)
continue;
stmt.addUInt32(GetGUIDLow());
stmt.addUInt64(holder->GetCasterGuid().GetRawValue());
stmt.addUInt32(holder->GetCastItemGuid().GetCounter());
stmt.addUInt32(holder->GetId());
stmt.addUInt32(holder->GetStackAmount());
stmt.addUInt8(holder->GetAuraCharges());
for (uint32 i = 0; i < MAX_EFFECT_INDEX; ++i)
stmt.addInt32(damage[i]);
for (uint32 i = 0; i < MAX_EFFECT_INDEX; ++i)
stmt.addUInt32(periodicTime[i]);
stmt.addInt32(holder->GetAuraMaxDuration());
stmt.addInt32(holder->GetAuraDuration());
stmt.addUInt32(effIndexMask);
stmt.Execute();
}
}
}
void Player::_SaveGlyphs()
{
static SqlStatementID insertGlyph ;
static SqlStatementID updateGlyph ;
static SqlStatementID deleteGlyph ;
for (uint8 spec = 0; spec < m_specsCount; ++spec)
{
for (uint8 slot = 0; slot < MAX_GLYPH_SLOT_INDEX; ++slot)
{
switch (m_glyphs[spec][slot].uState)
{
case GLYPH_NEW:
{
SqlStatement stmt = CharacterDatabase.CreateStatement(insertGlyph, "INSERT INTO character_glyphs (guid, spec, slot, glyph) VALUES (?, ?, ?, ?)");
stmt.PExecute(GetGUIDLow(), spec, slot, m_glyphs[spec][slot].GetId());
break;
}
case GLYPH_CHANGED:
{
SqlStatement stmt = CharacterDatabase.CreateStatement(updateGlyph, "UPDATE character_glyphs SET glyph = ? WHERE guid = ? AND spec = ? AND slot = ?");
stmt.PExecute(m_glyphs[spec][slot].GetId(), GetGUIDLow(), spec, slot);
break;
}
case GLYPH_DELETED:
{
SqlStatement stmt = CharacterDatabase.CreateStatement(deleteGlyph, "DELETE FROM character_glyphs WHERE guid = ? AND spec = ? AND slot = ?");
stmt.PExecute(GetGUIDLow(), spec, slot);
break;
}
case GLYPH_UNCHANGED:
break;
}
m_glyphs[spec][slot].uState = GLYPH_UNCHANGED;
}
}
}
void Player::_SaveInventory()
{
// force items in buyback slots to new state
// and remove those that aren't already
for (uint8 i = BUYBACK_SLOT_START; i < BUYBACK_SLOT_END; ++i)
{
Item* item = m_items[i];
if (!item || item->GetState() == ITEM_NEW) continue;
static SqlStatementID delInv ;
static SqlStatementID delItemInst ;
SqlStatement stmt = CharacterDatabase.CreateStatement(delInv, "DELETE FROM character_inventory WHERE item = ?");
stmt.PExecute(item->GetGUIDLow());
stmt = CharacterDatabase.CreateStatement(delItemInst, "DELETE FROM item_instance WHERE guid = ?");
stmt.PExecute(item->GetGUIDLow());
m_items[i]->FSetState(ITEM_NEW);
}
// update enchantment durations
for (EnchantDurationList::const_iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr)
{
itr->item->SetEnchantmentDuration(itr->slot, itr->leftduration);
}
// if no changes
if (m_itemUpdateQueue.empty()) return;
// do not save if the update queue is corrupt
bool error = false;
for (size_t i = 0; i < m_itemUpdateQueue.size(); ++i)
{
Item* item = m_itemUpdateQueue[i];
if (!item || item->GetState() == ITEM_REMOVED) continue;
Item* test = GetItemByPos(item->GetBagSlot(), item->GetSlot());
if (test == NULL)
{
sLog.outError("Player(GUID: %u Name: %s)::_SaveInventory - the bag(%d) and slot(%d) values for the item with guid %d are incorrect, the player doesn't have an item at that position!", GetGUIDLow(), GetName(), item->GetBagSlot(), item->GetSlot(), item->GetGUIDLow());
error = true;
}
else if (test != item)
{
sLog.outError("Player(GUID: %u Name: %s)::_SaveInventory - the bag(%d) and slot(%d) values for the item with guid %d are incorrect, the item with guid %d is there instead!", GetGUIDLow(), GetName(), item->GetBagSlot(), item->GetSlot(), item->GetGUIDLow(), test->GetGUIDLow());
error = true;
}
}
if (error)
{
sLog.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED);
return;
}
static SqlStatementID insertInventory ;
static SqlStatementID updateInventory ;
static SqlStatementID deleteInventory ;
for (size_t i = 0; i < m_itemUpdateQueue.size(); ++i)
{
Item* item = m_itemUpdateQueue[i];
if (!item) continue;
Bag* container = item->GetContainer();
uint32 bag_guid = container ? container->GetGUIDLow() : 0;
switch (item->GetState())
{
case ITEM_NEW:
{
SqlStatement stmt = CharacterDatabase.CreateStatement(insertInventory, "INSERT INTO character_inventory (guid,bag,slot,item,item_template) VALUES (?, ?, ?, ?, ?)");
stmt.addUInt32(GetGUIDLow());
stmt.addUInt32(bag_guid);
stmt.addUInt8(item->GetSlot());
stmt.addUInt32(item->GetGUIDLow());
stmt.addUInt32(item->GetEntry());
stmt.Execute();
}
break;
case ITEM_CHANGED:
{
SqlStatement stmt = CharacterDatabase.CreateStatement(updateInventory, "UPDATE character_inventory SET guid = ?, bag = ?, slot = ?, item_template = ? WHERE item = ?");
stmt.addUInt32(GetGUIDLow());
stmt.addUInt32(bag_guid);
stmt.addUInt8(item->GetSlot());
stmt.addUInt32(item->GetEntry());
stmt.addUInt32(item->GetGUIDLow());
stmt.Execute();
}
break;
case ITEM_REMOVED:
{
SqlStatement stmt = CharacterDatabase.CreateStatement(deleteInventory, "DELETE FROM character_inventory WHERE item = ?");
stmt.PExecute(item->GetGUIDLow());
}
break;
case ITEM_UNCHANGED:
break;
}
item->SaveToDB(); // item have unchanged inventory record and can be save standalone
}
m_itemUpdateQueue.clear();
}
void Player::_SaveMail()
{
static SqlStatementID updateMail ;
static SqlStatementID deleteMailItems ;
static SqlStatementID deleteItem ;
static SqlStatementID deleteMain ;
static SqlStatementID deleteItems ;
for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
{
Mail* m = (*itr);
if (m->state == MAIL_STATE_CHANGED)
{
SqlStatement stmt = CharacterDatabase.CreateStatement(updateMail, "UPDATE mail SET has_items = ?, expire_time = ?, deliver_time = ?, money = ?, cod = ?, checked = ? WHERE id = ?");
stmt.addUInt32(m->HasItems() ? 1 : 0);
stmt.addUInt64(uint64(m->expire_time));
stmt.addUInt64(uint64(m->deliver_time));
stmt.addUInt32(m->money);
stmt.addUInt32(m->COD);
stmt.addUInt32(m->checked);
stmt.addUInt32(m->messageID);
stmt.Execute();
if (!m->removedItems.empty())
{
stmt = CharacterDatabase.CreateStatement(deleteMailItems, "DELETE FROM mail_items WHERE item_guid = ?");
for (std::vector<uint32>::const_iterator itr2 = m->removedItems.begin(); itr2 != m->removedItems.end(); ++itr2)
stmt.PExecute(*itr2);
m->removedItems.clear();
}
m->state = MAIL_STATE_UNCHANGED;
}
else if (m->state == MAIL_STATE_DELETED)
{
if (m->HasItems())
{
SqlStatement stmt = CharacterDatabase.CreateStatement(deleteItem, "DELETE FROM item_instance WHERE guid = ?");
for (MailItemInfoVec::const_iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2)
stmt.PExecute(itr2->item_guid);
}
SqlStatement stmt = CharacterDatabase.CreateStatement(deleteMain, "DELETE FROM mail WHERE id = ?");
stmt.PExecute(m->messageID);
stmt = CharacterDatabase.CreateStatement(deleteItems, "DELETE FROM mail_items WHERE mail_id = ?");
stmt.PExecute(m->messageID);
}
}
// deallocate deleted mails...
for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();)
{
if ((*itr)->state == MAIL_STATE_DELETED)
{
Mail* m = *itr;
m_mail.erase(itr);
delete m;
itr = m_mail.begin();
}
else
++itr;
}
m_mailsUpdated = false;
}
void Player::_SaveQuestStatus()
{
static SqlStatementID insertQuestStatus ;
static SqlStatementID updateQuestStatus ;
// we don't need transactions here.
for (QuestStatusMap::iterator i = mQuestStatus.begin(); i != mQuestStatus.end(); ++i)
{
switch (i->second.uState)
{
case QUEST_NEW :
{
SqlStatement stmt = CharacterDatabase.CreateStatement(insertQuestStatus, "INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4,itemcount5,itemcount6) "
"VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?)");
stmt.addUInt32(GetGUIDLow());
stmt.addUInt32(i->first);
stmt.addUInt8(i->second.m_status);
stmt.addUInt8(i->second.m_rewarded);
stmt.addUInt8(i->second.m_explored);
stmt.addUInt64(uint64(i->second.m_timer / IN_MILLISECONDS + sWorld.GetGameTime()));
for (int k = 0; k < QUEST_OBJECTIVES_COUNT; ++k)
stmt.addUInt32(i->second.m_creatureOrGOcount[k]);
for (int k = 0; k < QUEST_ITEM_OBJECTIVES_COUNT; ++k)
stmt.addUInt32(i->second.m_itemcount[k]);
stmt.Execute();
}
break;
case QUEST_CHANGED :
{
SqlStatement stmt = CharacterDatabase.CreateStatement(updateQuestStatus, "UPDATE character_queststatus SET status = ?,rewarded = ?,explored = ?,timer = ?,"
"mobcount1 = ?,mobcount2 = ?,mobcount3 = ?,mobcount4 = ?,itemcount1 = ?,itemcount2 = ?,itemcount3 = ?,itemcount4 = ?,itemcount5 = ?,itemcount6 = ? WHERE guid = ? AND quest = ?");
stmt.addUInt8(i->second.m_status);
stmt.addUInt8(i->second.m_rewarded);
stmt.addUInt8(i->second.m_explored);
stmt.addUInt64(uint64(i->second.m_timer / IN_MILLISECONDS + sWorld.GetGameTime()));
for (int k = 0; k < QUEST_OBJECTIVES_COUNT; ++k)
stmt.addUInt32(i->second.m_creatureOrGOcount[k]);
for (int k = 0; k < QUEST_ITEM_OBJECTIVES_COUNT; ++k)
stmt.addUInt32(i->second.m_itemcount[k]);
stmt.addUInt32(GetGUIDLow());
stmt.addUInt32(i->first);
stmt.Execute();
}
break;
case QUEST_UNCHANGED:
break;
};
i->second.uState = QUEST_UNCHANGED;
}
}
void Player::_SaveDailyQuestStatus()
{
if (!m_DailyQuestChanged)
return;
// we don't need transactions here.
static SqlStatementID delQuestStatus ;
static SqlStatementID insQuestStatus ;
SqlStatement stmtDel = CharacterDatabase.CreateStatement(delQuestStatus, "DELETE FROM character_queststatus_daily WHERE guid = ?");
SqlStatement stmtIns = CharacterDatabase.CreateStatement(insQuestStatus, "INSERT INTO character_queststatus_daily (guid,quest) VALUES (?, ?)");
stmtDel.PExecute(GetGUIDLow());
for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
if (GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1 + quest_daily_idx))
stmtIns.PExecute(GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1 + quest_daily_idx));
m_DailyQuestChanged = false;
}
void Player::_SaveWeeklyQuestStatus()
{
if (!m_WeeklyQuestChanged || m_weeklyquests.empty())
return;
// we don't need transactions here.
static SqlStatementID delQuestStatus ;
static SqlStatementID insQuestStatus ;
SqlStatement stmtDel = CharacterDatabase.CreateStatement(delQuestStatus, "DELETE FROM character_queststatus_weekly WHERE guid = ?");
SqlStatement stmtIns = CharacterDatabase.CreateStatement(insQuestStatus, "INSERT INTO character_queststatus_weekly (guid,quest) VALUES (?, ?)");
stmtDel.PExecute(GetGUIDLow());
for (QuestSet::const_iterator iter = m_weeklyquests.begin(); iter != m_weeklyquests.end(); ++iter)
{
uint32 quest_id = *iter;
stmtIns.PExecute(GetGUIDLow(), quest_id);
}
m_WeeklyQuestChanged = false;
}
void Player::_SaveMonthlyQuestStatus()
{
if (!m_MonthlyQuestChanged || m_monthlyquests.empty())
return;
// we don't need transactions here.
static SqlStatementID deleteQuest ;
static SqlStatementID insertQuest ;
SqlStatement stmtDel = CharacterDatabase.CreateStatement(deleteQuest, "DELETE FROM character_queststatus_monthly WHERE guid = ?");
SqlStatement stmtIns = CharacterDatabase.CreateStatement(insertQuest, "INSERT INTO character_queststatus_monthly (guid, quest) VALUES (?, ?)");
stmtDel.PExecute(GetGUIDLow());
for (QuestSet::const_iterator iter = m_monthlyquests.begin(); iter != m_monthlyquests.end(); ++iter)
{
uint32 quest_id = *iter;
stmtIns.PExecute(GetGUIDLow(), quest_id);
}
m_MonthlyQuestChanged = false;
}
void Player::_SaveSkills()
{
static SqlStatementID delSkills ;
static SqlStatementID insSkills ;
static SqlStatementID updSkills ;
// we don't need transactions here.
for (SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end();)
{
if (itr->second.uState == SKILL_UNCHANGED)
{
++itr;
continue;
}
if (itr->second.uState == SKILL_DELETED)
{
SqlStatement stmt = CharacterDatabase.CreateStatement(delSkills, "DELETE FROM character_skills WHERE guid = ? AND skill = ?");
stmt.PExecute(GetGUIDLow(), itr->first);
mSkillStatus.erase(itr++);
continue;
}
uint16 field = itr->second.pos / 2;
uint8 offset = itr->second.pos & 1;
uint16 value = GetUInt16Value(PLAYER_SKILL_RANK_0 + field, offset);
uint16 max = GetUInt16Value(PLAYER_SKILL_MAX_RANK_0 + field, offset);
switch (itr->second.uState)
{
case SKILL_NEW:
{
SqlStatement stmt = CharacterDatabase.CreateStatement(insSkills, "INSERT INTO character_skills (guid, skill, value, max) VALUES (?, ?, ?, ?)");
stmt.PExecute(GetGUIDLow(), itr->first, value, max);
}
break;
case SKILL_CHANGED:
{
SqlStatement stmt = CharacterDatabase.CreateStatement(updSkills, "UPDATE character_skills SET value = ?, max = ? WHERE guid = ? AND skill = ?");
stmt.PExecute(value, max, GetGUIDLow(), itr->first);
}
break;
case SKILL_UNCHANGED:
case SKILL_DELETED:
MANGOS_ASSERT(false);
break;
};
itr->second.uState = SKILL_UNCHANGED;
++itr;
}
}
void Player::_SaveSpells()
{
static SqlStatementID delSpells ;
static SqlStatementID insSpells ;
SqlStatement stmtDel = CharacterDatabase.CreateStatement(delSpells, "DELETE FROM character_spell WHERE guid = ? and spell = ?");
SqlStatement stmtIns = CharacterDatabase.CreateStatement(insSpells, "INSERT INTO character_spell (guid,spell,active,disabled) VALUES (?, ?, ?, ?)");
for (PlayerSpellMap::iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end();)
{
uint32 talentCosts = GetTalentSpellCost(itr->first);
if (!talentCosts)
{
if (itr->second.state == PLAYERSPELL_REMOVED || itr->second.state == PLAYERSPELL_CHANGED)
stmtDel.PExecute(GetGUIDLow(), itr->first);
// add only changed/new not dependent spells
if (!itr->second.dependent && (itr->second.state == PLAYERSPELL_NEW || itr->second.state == PLAYERSPELL_CHANGED))
stmtIns.PExecute(GetGUIDLow(), itr->first, uint8(itr->second.active ? 1 : 0), uint8(itr->second.disabled ? 1 : 0));
}
if (itr->second.state == PLAYERSPELL_REMOVED)
m_spells.erase(itr++);
else
{
itr->second.state = PLAYERSPELL_UNCHANGED;
++itr;
}
}
}
void Player::_SaveTalents()
{
static SqlStatementID delTalents ;
static SqlStatementID insTalents ;
SqlStatement stmtDel = CharacterDatabase.CreateStatement(delTalents, "DELETE FROM character_talent WHERE guid = ? and talent_id = ? and spec = ?");
SqlStatement stmtIns = CharacterDatabase.CreateStatement(insTalents, "INSERT INTO character_talent (guid, talent_id, current_rank , spec) VALUES (?, ?, ?, ?)");
for (uint32 i = 0; i < MAX_TALENT_SPEC_COUNT; ++i)
{
for (PlayerTalentMap::iterator itr = m_talents[i].begin(); itr != m_talents[i].end();)
{
if (itr->second.state == PLAYERSPELL_REMOVED || itr->second.state == PLAYERSPELL_CHANGED)
stmtDel.PExecute(GetGUIDLow(), itr->first, i);
// add only changed/new talents
if (itr->second.state == PLAYERSPELL_NEW || itr->second.state == PLAYERSPELL_CHANGED)
stmtIns.PExecute(GetGUIDLow(), itr->first, itr->second.currentRank, i);
if (itr->second.state == PLAYERSPELL_REMOVED)
m_talents[i].erase(itr++);
else
{
itr->second.state = PLAYERSPELL_UNCHANGED;
++itr;
}
}
}
}
// save player stats -- only for external usage
// real stats will be recalculated on player login
void Player::_SaveStats()
{
// check if stat saving is enabled and if char level is high enough
if (!sWorld.getConfig(CONFIG_UINT32_MIN_LEVEL_STAT_SAVE) || getLevel() < sWorld.getConfig(CONFIG_UINT32_MIN_LEVEL_STAT_SAVE))
return;
static SqlStatementID delStats ;
static SqlStatementID insertStats ;
SqlStatement stmt = CharacterDatabase.CreateStatement(delStats, "DELETE FROM character_stats WHERE guid = ?");
stmt.PExecute(GetGUIDLow());
stmt = CharacterDatabase.CreateStatement(insertStats, "INSERT INTO character_stats (guid, maxhealth, maxpower1, maxpower2, maxpower3, maxpower4, maxpower5,"
"strength, agility, stamina, intellect, spirit, armor, resHoly, resFire, resNature, resFrost, resShadow, resArcane, "
"blockPct, dodgePct, parryPct, critPct, rangedCritPct, spellCritPct, attackPower, rangedAttackPower, spellPower) "
"VALUES ( ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?)");
stmt.addUInt32(GetGUIDLow());
stmt.addUInt32(GetMaxHealth());
static_assert(MAX_STORED_POWERS == 5, "Query not updated.");
for (uint32 i = 0; i < MAX_STORED_POWERS; ++i)
stmt.addUInt32(GetMaxPowerByIndex(i));
for (int i = 0; i < MAX_STATS; ++i)
stmt.addFloat(GetStat(Stats(i)));
// armor + school resistances
for (int i = 0; i < MAX_SPELL_SCHOOL; ++i)
stmt.addUInt32(GetResistance(SpellSchools(i)));
stmt.addFloat(GetFloatValue(PLAYER_BLOCK_PERCENTAGE));
stmt.addFloat(GetFloatValue(PLAYER_DODGE_PERCENTAGE));
stmt.addFloat(GetFloatValue(PLAYER_PARRY_PERCENTAGE));
stmt.addFloat(GetFloatValue(PLAYER_CRIT_PERCENTAGE));
stmt.addFloat(GetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE));
stmt.addFloat(GetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1));
stmt.addUInt32(GetUInt32Value(UNIT_FIELD_ATTACK_POWER));
stmt.addUInt32(GetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER));
stmt.addUInt32(GetBaseSpellPowerBonus());
stmt.Execute();
}
void Player::outDebugStatsValues() const
{
// optimize disabled debug output
if (!sLog.HasLogLevelOrHigher(LOG_LVL_DEBUG) || sLog.HasLogFilter(LOG_FILTER_PLAYER_STATS))
return;
sLog.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u", GetMaxHealth(), GetMaxPower(POWER_MANA));
sLog.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f", GetStat(STAT_AGILITY), GetStat(STAT_STRENGTH));
sLog.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f", GetStat(STAT_INTELLECT), GetStat(STAT_SPIRIT));
sLog.outDebug("STAMINA is: \t\t%f", GetStat(STAT_STAMINA));
sLog.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f", GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE));
sLog.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u", GetResistance(SPELL_SCHOOL_HOLY), GetResistance(SPELL_SCHOOL_FIRE));
sLog.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u", GetResistance(SPELL_SCHOOL_NATURE), GetResistance(SPELL_SCHOOL_FROST));
sLog.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u", GetResistance(SPELL_SCHOOL_SHADOW), GetResistance(SPELL_SCHOOL_ARCANE));
sLog.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f", GetFloatValue(UNIT_FIELD_MINDAMAGE), GetFloatValue(UNIT_FIELD_MAXDAMAGE));
sLog.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f", GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE));
sLog.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f", GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE));
sLog.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u", GetAttackTime(BASE_ATTACK), GetAttackTime(RANGED_ATTACK));
}
/*********************************************************/
/*** FLOOD FILTER SYSTEM ***/
/*********************************************************/
void Player::UpdateSpeakTime()
{
// ignore chat spam protection for GMs in any mode
if (GetSession()->GetSecurity() > SEC_PLAYER)
return;
time_t current = time(NULL);
if (m_speakTime > current)
{
uint32 max_count = sWorld.getConfig(CONFIG_UINT32_CHATFLOOD_MESSAGE_COUNT);
if (!max_count)
return;
++m_speakCount;
if (m_speakCount >= max_count)
{
// prevent overwrite mute time, if message send just before mutes set, for example.
time_t new_mute = current + sWorld.getConfig(CONFIG_UINT32_CHATFLOOD_MUTE_TIME);
if (GetSession()->m_muteTime < new_mute)
GetSession()->m_muteTime = new_mute;
m_speakCount = 0;
}
}
else
m_speakCount = 0;
m_speakTime = current + sWorld.getConfig(CONFIG_UINT32_CHATFLOOD_MESSAGE_DELAY);
}
bool Player::CanSpeak() const
{
return GetSession()->m_muteTime <= time(NULL);
}
/*********************************************************/
/*** LOW LEVEL FUNCTIONS:Notifiers ***/
/*********************************************************/
void Player::SendAttackSwingNotInRange()
{
WorldPacket data(SMSG_ATTACKSWING_NOTINRANGE, 0);
GetSession()->SendPacket(&data);
}
void Player::SavePositionInDB(ObjectGuid guid, uint32 mapid, float x, float y, float z, float o, uint32 zone)
{
std::ostringstream ss;
ss << "UPDATE characters SET position_x='" << x << "',position_y='" << y
<< "',position_z='" << z << "',orientation='" << o << "',map='" << mapid
<< "',zone='" << zone << "',trans_x='0',trans_y='0',trans_z='0',"
<< "transguid='0',taxi_path='' WHERE guid='" << guid.GetCounter() << "'";
DEBUG_LOG("%s", ss.str().c_str());
CharacterDatabase.Execute(ss.str().c_str());
}
void Player::SetUInt32ValueInArray(Tokens& tokens, uint16 index, uint32 value)
{
char buf[11];
snprintf(buf, 11, "%u", value);
if (index >= tokens.size())
return;
tokens[index] = buf;
}
void Player::Customize(ObjectGuid guid, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair)
{
// 0
QueryResult* result = CharacterDatabase.PQuery("SELECT playerBytes2 FROM characters WHERE guid = '%u'", guid.GetCounter());
if (!result)
return;
Field* fields = result->Fetch();
uint32 player_bytes2 = fields[0].GetUInt32();
player_bytes2 &= ~0xFF;
player_bytes2 |= facialHair;
CharacterDatabase.PExecute("UPDATE characters SET gender = '%u', playerBytes = '%u', playerBytes2 = '%u' WHERE guid = '%u'", gender, skin | (face << 8) | (hairStyle << 16) | (hairColor << 24), player_bytes2, guid.GetCounter());
delete result;
}
void Player::SendAttackSwingDeadTarget()
{
WorldPacket data(SMSG_ATTACKSWING_DEADTARGET, 0);
GetSession()->SendPacket(&data);
}
void Player::SendAttackSwingCantAttack()
{
WorldPacket data(SMSG_ATTACKSWING_CANT_ATTACK, 0);
GetSession()->SendPacket(&data);
}
void Player::SendAttackSwingCancelAttack()
{
WorldPacket data(SMSG_CANCEL_COMBAT, 0);
GetSession()->SendPacket(&data);
}
void Player::SendAttackSwingBadFacingAttack()
{
WorldPacket data(SMSG_ATTACKSWING_BADFACING, 0);
GetSession()->SendPacket(&data);
}
void Player::SendAutoRepeatCancel(Unit* target)
{
WorldPacket data(SMSG_CANCEL_AUTO_REPEAT, target->GetPackGUID().size());
data << target->GetPackGUID();
GetSession()->SendPacket(&data);
}
void Player::SendExplorationExperience(uint32 Area, uint32 Experience)
{
WorldPacket data(SMSG_EXPLORATION_EXPERIENCE, 8);
data << uint32(Area);
data << uint32(Experience);
GetSession()->SendPacket(&data);
}
void Player::SendDungeonDifficulty(bool IsInGroup)
{
uint8 val = 0x00000001;
WorldPacket data(MSG_SET_DUNGEON_DIFFICULTY, 12);
data << uint32(GetDungeonDifficulty());
data << uint32(val);
data << uint32(IsInGroup);
GetSession()->SendPacket(&data);
}
void Player::SendRaidDifficulty(bool IsInGroup)
{
uint8 val = 0x00000001;
WorldPacket data(MSG_SET_RAID_DIFFICULTY, 12);
data << uint32(GetRaidDifficulty());
data << uint32(val);
data << uint32(IsInGroup);
GetSession()->SendPacket(&data);
}
void Player::SendResetFailedNotify(uint32 mapid)
{
WorldPacket data(SMSG_RESET_FAILED_NOTIFY, 4);
data << uint32(mapid);
GetSession()->SendPacket(&data);
}
/// Reset all solo instances and optionally send a message on success for each
void Player::ResetInstances(InstanceResetMethod method, bool isRaid)
{
// method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
// we assume that when the difficulty changes, all instances that can be reset will be
Difficulty diff = GetDifficulty(isRaid);
for (BoundInstancesMap::iterator itr = m_boundInstances[diff].begin(); itr != m_boundInstances[diff].end();)
{
DungeonPersistentState* state = itr->second.state;
const MapEntry* entry = sMapStore.LookupEntry(itr->first);
if (!entry || entry->IsRaid() != isRaid || !state->CanReset())
{
++itr;
continue;
}
if (method == INSTANCE_RESET_ALL)
{
// the "reset all instances" method can only reset normal maps
if (entry->map_type == MAP_RAID || diff == DUNGEON_DIFFICULTY_HEROIC)
{
++itr;
continue;
}
}
// if the map is loaded, reset it
if (Map* map = sMapMgr.FindMap(state->GetMapId(), state->GetInstanceId()))
if (map->IsDungeon())
((DungeonMap*)map)->Reset(method);
// since this is a solo instance there should not be any players inside
if (method == INSTANCE_RESET_ALL || method == INSTANCE_RESET_CHANGE_DIFFICULTY)
SendResetInstanceSuccess(state->GetMapId());
state->DeleteFromDB();
m_boundInstances[diff].erase(itr++);
// the following should remove the instance save from the manager and delete it as well
state->RemovePlayer(this);
}
}
void Player::SendResetInstanceSuccess(uint32 MapId)
{
WorldPacket data(SMSG_INSTANCE_RESET, 4);
data << uint32(MapId);
GetSession()->SendPacket(&data);
}
void Player::SendResetInstanceFailed(uint32 reason, uint32 MapId)
{
// TODO: find what other fail reasons there are besides players in the instance
WorldPacket data(SMSG_INSTANCE_RESET_FAILED, 4);
data << uint32(reason);
data << uint32(MapId);
GetSession()->SendPacket(&data);
}
/*********************************************************/
/*** Update timers ***/
/*********************************************************/
/// checks the 15 afk reports per 5 minutes limit
void Player::UpdateAfkReport(time_t currTime)
{
if (m_bgData.bgAfkReportedTimer <= currTime)
{
m_bgData.bgAfkReportedCount = 0;
m_bgData.bgAfkReportedTimer = currTime + 5 * MINUTE;
}
}
void Player::UpdateContestedPvP(uint32 diff)
{
if (!m_contestedPvPTimer || isInCombat())
return;
if (m_contestedPvPTimer <= diff)
{
ResetContestedPvP();
}
else
m_contestedPvPTimer -= diff;
}
void Player::UpdatePvPFlag(time_t currTime)
{
if (!IsPvP())
return;
if (pvpInfo.endTimer == 0 || currTime < (pvpInfo.endTimer + 300))
return;
UpdatePvP(false);
}
void Player::UpdateDuelFlag(time_t currTime)
{
if (!duel || duel->startTimer == 0 || currTime < duel->startTimer + 3)
return;
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 char* addonPrefix) const
{
*data << uint8(msgtype);
*data << uint32(language);
*data << GetObjectGuid();
*data << uint32(0); // constant unknown time 4.3.4
if (addonPrefix)
*data << addonPrefix;
else
*data << GetObjectGuid();
*data << uint32(text.length() + 1);
*data << text;
*data << uint8(GetChatTag());
}
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, ObjectGuid receiver)
{
Player* rPlayer = sObjectMgr.GetPlayer(receiver);
WorldPacket data(SMSG_MESSAGECHAT, 200);
BuildPlayerChat(&data, CHAT_MSG_WHISPER, text, language);
rPlayer->GetSession()->SendPacket(&data);
data.Initialize(SMSG_MESSAGECHAT, 200);
rPlayer->BuildPlayerChat(&data, CHAT_MSG_WHISPER_INFORM, text, language);
GetSession()->SendPacket(&data);
if (!isAcceptWhispers())
{
SetAcceptWhispers(true);
ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON);
}
// announce afk or dnd message
if (rPlayer->isAFK())
ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK, rPlayer->GetName(), rPlayer->autoReplyMsg.c_str());
else if (rPlayer->isDND())
ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND, rPlayer->GetName(), rPlayer->autoReplyMsg.c_str());
}
void Player::WhisperAddon(const std::string& text, const std::string& prefix, ObjectGuid receiver)
{
Player* rPlayer = sObjectMgr.GetPlayer(receiver);
std::string _text(text);
WorldPacket data(SMSG_MESSAGECHAT, 200);
BuildPlayerChat(&data, CHAT_MSG_WHISPER, _text, LANG_UNIVERSAL, prefix.c_str());
rPlayer->GetSession()->SendPacket(&data);
}
void Player::PetSpellInitialize()
{
Pet* pet = GetPet();
if (!pet)
return;
DEBUG_LOG("Pet Spells Groups");
CharmInfo* charmInfo = pet->GetCharmInfo();
WorldPacket data(SMSG_PET_SPELLS, 8 + 2 + 4 + 4 + 4 * MAX_UNIT_ACTION_BAR_INDEX + 1 + 1);
data << pet->GetObjectGuid();
data << uint16(pet->GetCreatureInfo()->family); // creature family (required for pet talents)
data << uint32(0);
data << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0);
// action bar loop
charmInfo->BuildActionBar(&data);
size_t spellsCountPos = data.wpos();
// spells count
uint8 addlist = 0;
data << uint8(addlist); // placeholder
if (pet->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<uint8>(spellsCountPos, addlist);
uint8 cooldownsCount = pet->m_CreatureSpellCooldowns.size() + pet->m_CreatureCategoryCooldowns.size();
data << uint8(cooldownsCount);
time_t curTime = time(NULL);
for (CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureSpellCooldowns.begin(); itr != pet->m_CreatureSpellCooldowns.end(); ++itr)
{
time_t cooldown = (itr->second > curTime) ? (itr->second - curTime) * IN_MILLISECONDS : 0;
data << uint32(itr->first); // spellid
data << uint16(0); // spell category?
data << uint32(cooldown); // cooldown
data << uint32(0); // category cooldown
}
for (CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureCategoryCooldowns.begin(); itr != pet->m_CreatureCategoryCooldowns.end(); ++itr)
{
time_t cooldown = (itr->second > curTime) ? (itr->second - curTime) * IN_MILLISECONDS : 0;
data << uint32(itr->first); // spellid
data << uint16(0); // spell category?
data << uint32(0); // cooldown
data << uint32(cooldown); // category cooldown
}
GetSession()->SendPacket(&data);
}
void Player::SendPetGUIDs()
{
if (!GetPetGuid())
return;
// Later this function might get modified for multiple guids
WorldPacket data(SMSG_PET_GUIDS, 12);
data << uint32(1); // count
data << ObjectGuid(GetPetGuid());
GetSession()->SendPacket(&data);
}
void Player::PossessSpellInitialize()
{
Unit* charm = GetCharm();
if (!charm)
return;
CharmInfo* charmInfo = charm->GetCharmInfo();
if (!charmInfo)
{
sLog.outError("Player::PossessSpellInitialize(): charm (GUID: %u TypeId: %u) has no charminfo!", charm->GetGUIDLow(), charm->GetTypeId());
return;
}
WorldPacket data(SMSG_PET_SPELLS, 8 + 2 + 4 + 4 + 4 * MAX_UNIT_ACTION_BAR_INDEX + 1 + 1);
data << charm->GetObjectGuid();
data << uint16(0);
data << uint32(0);
data << uint32(0);
charmInfo->BuildActionBar(&data);
data << uint8(0); // spells count
data << uint8(0); // cooldowns count
GetSession()->SendPacket(&data);
}
void Player::CharmSpellInitialize()
{
Unit* charm = GetCharm();
if (!charm)
return;
CharmInfo* charmInfo = charm->GetCharmInfo();
if (!charmInfo)
{
sLog.outError("Player::CharmSpellInitialize(): the player's charm (GUID: %u TypeId: %u) has no charminfo!", charm->GetGUIDLow(), charm->GetTypeId());
return;
}
uint8 addlist = 0;
if (charm->GetTypeId() != TYPEID_PLAYER)
{
CreatureInfo const* cinfo = ((Creature*)charm)->GetCreatureInfo();
if (cinfo && cinfo->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);
}
void Player::AddSpellMod(Aura* aura, bool apply)
{
Modifier const* mod = aura->GetModifier();
Opcodes opcode = (mod->m_auraname == SPELL_AURA_ADD_FLAT_MODIFIER) ? SMSG_SET_FLAT_SPELL_MODIFIER : SMSG_SET_PCT_SPELL_MODIFIER;
uint32 modTypeCount = 0; // count of mods per one mod->op
WorldPacket data(opcode, 4 + 4 + 1 + 1 + 4);
data << uint32(1); // count of different mod->op's in packet
size_t writePos = data.wpos();
data << uint32(modTypeCount);
data << uint8(mod->m_miscvalue);
for (int eff = 0; eff < 96; ++eff)
{
uint64 _mask = 0;
uint32 _mask2 = 0;
if (eff < 64)
_mask = uint64(1) << (eff - 0);
else
_mask2 = uint32(1) << (eff - 64);
if (aura->GetAuraSpellClassMask().IsFitToFamilyMask(_mask, _mask2))
{
int32 val = 0;
for (AuraList::const_iterator itr = m_spellMods[mod->m_miscvalue].begin(); itr != m_spellMods[mod->m_miscvalue].end(); ++itr)
{
if ((*itr)->GetModifier()->m_auraname == mod->m_auraname && ((*itr)->GetAuraSpellClassMask().IsFitToFamilyMask(_mask, _mask2)))
val += (*itr)->GetModifier()->m_amount;
}
val += apply ? mod->m_amount : -(mod->m_amount);
data << uint8(eff);
data << float(val);
++modTypeCount;
}
}
data.put<uint32>(writePos, modTypeCount);
SendDirectMessage(&data);
if (apply)
m_spellMods[mod->m_miscvalue].push_back(aura);
else
m_spellMods[mod->m_miscvalue].remove(aura);
}
template <class T> T Player::ApplySpellMod(uint32 spellId, SpellModOp op, T& basevalue, Spell const* /*spell*/)
{
SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellId);
if (!spellInfo)
return 0;
int32 totalpct = 0;
int32 totalflat = 0;
for (AuraList::iterator itr = m_spellMods[op].begin(); itr != m_spellMods[op].end(); ++itr)
{
Aura* aura = *itr;
Modifier const* mod = aura->GetModifier();
if (!aura->isAffectedOnSpell(spellInfo))
continue;
if (mod->m_auraname == SPELL_AURA_ADD_FLAT_MODIFIER)
totalflat += mod->m_amount;
else
{
// skip percent mods for null basevalue (most important for spell mods with charges )
if (basevalue == T(0))
continue;
// special case (skip >10sec spell casts for instant cast setting)
if (mod->m_miscvalue == SPELLMOD_CASTING_TIME
&& basevalue >= T(10 * IN_MILLISECONDS) && mod->m_amount <= -100)
continue;
totalpct += mod->m_amount;
}
}
float diff = (float)basevalue * (float)totalpct / 100.0f + (float)totalflat;
basevalue = T((float)basevalue + diff);
return T(diff);
}
template int32 Player::ApplySpellMod<int32>(uint32 spellId, SpellModOp op, int32& basevalue, Spell const* spell);
template uint32 Player::ApplySpellMod<uint32>(uint32 spellId, SpellModOp op, uint32& basevalue, Spell const* spell);
template float Player::ApplySpellMod<float>(uint32 spellId, SpellModOp op, float& basevalue, Spell const* spell);
// 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 lowguid = guid.GetCounter();
QueryResult* result = NULL;
result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", lowguid);
if (result)
{
do // this part effectively does nothing, since the deletion / modification only takes place _after_ the PetitionQuery. Though I don't know if the result remains intact if I execute the delete query beforehand.
{
// and SendPetitionQueryOpcode reads data from the DB
Field* fields = result->Fetch();
ObjectGuid ownerguid = ObjectGuid(HIGHGUID_PLAYER, fields[0].GetUInt32());
ObjectGuid petitionguid = ObjectGuid(HIGHGUID_ITEM, fields[1].GetUInt32());
// send update if charter owner in game
Player* owner = sObjectMgr.GetPlayer(ownerguid);
if (owner)
owner->GetSession()->SendPetitionQueryOpcode(petitionguid);
}
while (result->NextRow());
delete result;
CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", lowguid);
}
CharacterDatabase.BeginTransaction();
CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", lowguid);
CharacterDatabase.CommitTransaction();
}
void Player::LeaveAllArenaTeams(ObjectGuid guid)
{
uint32 lowguid = guid.GetCounter();
QueryResult* result = CharacterDatabase.PQuery("SELECT arena_team_member.arenateamid FROM arena_team_member JOIN arena_team ON arena_team_member.arenateamid = arena_team.arenateamid WHERE guid='%u'", lowguid);
if (!result)
return;
do
{
Field* fields = result->Fetch();
if (uint32 at_id = fields[0].GetUInt32())
if (ArenaTeam* at = sObjectMgr.GetArenaTeamById(at_id))
at->DelMember(guid);
}
while (result->NextRow());
delete result;
}
void Player::SetRestBonus(float rest_bonus_new)
{
// Prevent resting on max level
if (getLevel() >= sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL))
rest_bonus_new = 0;
if (rest_bonus_new < 0)
rest_bonus_new = 0;
float rest_bonus_max = (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP) * 1.5f / 2.0f;
if (rest_bonus_new > rest_bonus_max)
m_rest_bonus = rest_bonus_max;
else
m_rest_bonus = rest_bonus_new;
// update data for client
if (m_rest_bonus > 10)
SetByteValue(PLAYER_BYTES_2, 3, REST_STATE_RESTED);
else if (m_rest_bonus <= 1)
SetByteValue(PLAYER_BYTES_2, 3, REST_STATE_NORMAL);
// RestTickUpdate
SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE, uint32(m_rest_bonus));
}
void Player::HandleStealthedUnitsDetection()
{
std::list<Unit*> stealthedUnits;
MaNGOS::AnyStealthedCheck u_check(this);
MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck > searcher(stealthedUnits, u_check);
Cell::VisitAllObjects(this, searcher, MAX_PLAYER_STEALTH_DETECT_RANGE);
WorldObject const* viewPoint = GetCamera().GetBody();
for (std::list<Unit*>::const_iterator i = stealthedUnits.begin(); i != stealthedUnits.end(); ++i)
{
if ((*i) == this)
continue;
bool hasAtClient = HaveAtClient((*i));
bool hasDetected = (*i)->isVisibleForOrDetect(this, viewPoint, true);
if (hasDetected)
{
if (!hasAtClient)
{
ObjectGuid i_guid = (*i)->GetObjectGuid();
(*i)->SendCreateUpdateToPlayer(this);
m_clientGUIDs.insert(i_guid);
DEBUG_FILTER_LOG(LOG_FILTER_VISIBILITY_CHANGES, "%s is detected in stealth by player %u. Distance = %f", i_guid.GetString().c_str(), GetGUIDLow(), GetDistance(*i));
// target aura duration for caster show only if target exist at caster client
// send data at target visibility change (adding to client)
if ((*i) != this && (*i)->isType(TYPEMASK_UNIT))
SendAurasForTarget(*i);
}
}
else
{
if (hasAtClient)
{
(*i)->DestroyForPlayer(this);
m_clientGUIDs.erase((*i)->GetObjectGuid());
}
}
}
}
bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc /*= NULL*/, uint32 spellid /*= 0*/)
{
if (nodes.size() < 2)
return false;
// not let cheating with start flight in time of logout process || if casting not finished || while in combat || if not use Spell's with EffectSendTaxi
if (GetSession()->isLogingOut() || isInCombat())
{
GetSession()->SendActivateTaxiReply(ERR_TAXIPLAYERBUSY);
return false;
}
if (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
return false;
// taximaster case
if (npc)
{
// not let cheating with start flight mounted
if (IsMounted())
{
GetSession()->SendActivateTaxiReply(ERR_TAXIPLAYERALREADYMOUNTED);
return false;
}
if (IsInDisallowedMountForm())
{
GetSession()->SendActivateTaxiReply(ERR_TAXIPLAYERSHAPESHIFTED);
return false;
}
// not let cheating with start flight in time of logout process || if casting not finished || while in combat || if not use Spell's with EffectSendTaxi
if (IsNonMeleeSpellCasted(false))
{
GetSession()->SendActivateTaxiReply(ERR_TAXIPLAYERBUSY);
return false;
}
}
// cast case or scripted call case
else
{
RemoveSpellsCausingAura(SPELL_AURA_MOUNTED);
if (IsInDisallowedMountForm())
RemoveSpellsCausingAura(SPELL_AURA_MOD_SHAPESHIFT);
if (Spell* spell = GetCurrentSpell(CURRENT_GENERIC_SPELL))
if (spell->m_spellInfo->Id != spellid)
InterruptSpell(CURRENT_GENERIC_SPELL, false);
InterruptSpell(CURRENT_AUTOREPEAT_SPELL, false);
if (Spell* spell = GetCurrentSpell(CURRENT_CHANNELED_SPELL))
if (spell->m_spellInfo->Id != spellid)
InterruptSpell(CURRENT_CHANNELED_SPELL, true);
}
uint32 sourcenode = nodes[0];
// starting node too far away (cheat?)
TaxiNodesEntry const* node = sTaxiNodesStore.LookupEntry(sourcenode);
if (!node)
{
GetSession()->SendActivateTaxiReply(ERR_TAXINOSUCHPATH);
return false;
}
// check node starting pos data set case if provided
if (node->x != 0.0f || node->y != 0.0f || node->z != 0.0f)
{
if (node->map_id != GetMapId() ||
(node->x - GetPositionX()) * (node->x - GetPositionX()) +
(node->y - GetPositionY()) * (node->y - GetPositionY()) +
(node->z - GetPositionZ()) * (node->z - GetPositionZ()) >
(2 * INTERACTION_DISTANCE) * (2 * INTERACTION_DISTANCE) * (2 * INTERACTION_DISTANCE))
{
GetSession()->SendActivateTaxiReply(ERR_TAXITOOFARAWAY);
return false;
}
}
// node must have pos if taxi master case (npc != NULL)
else if (npc)
{
GetSession()->SendActivateTaxiReply(ERR_TAXIUNSPECIFIEDSERVERERROR);
return false;
}
// Prepare to flight start now
// stop combat at start taxi flight if any
CombatStop();
// stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
TradeCancel(true);
// clean not finished taxi path if any
m_taxi.ClearTaxiDestinations();
// 0 element current node
m_taxi.AddTaxiDestination(sourcenode);
// fill destinations path tail
uint32 sourcepath = 0;
uint32 totalcost = 0;
uint32 prevnode = sourcenode;
uint32 lastnode = 0;
for (uint32 i = 1; i < nodes.size(); ++i)
{
uint32 path, cost;
lastnode = nodes[i];
sObjectMgr.GetTaxiPath(prevnode, lastnode, path, cost);
if (!path)
{
m_taxi.ClearTaxiDestinations();
return false;
}
totalcost += cost;
if (prevnode == sourcenode)
sourcepath = path;
m_taxi.AddTaxiDestination(lastnode);
prevnode = lastnode;
}
// get mount model (in case non taximaster (npc==NULL) allow more wide lookup)
uint32 mount_display_id = sObjectMgr.GetTaxiMountDisplayId(sourcenode, GetTeam(), npc == NULL);
// in spell case allow 0 model
if ((mount_display_id == 0 && spellid == 0) || sourcepath == 0)
{
GetSession()->SendActivateTaxiReply(ERR_TAXIUNSPECIFIEDSERVERERROR);
m_taxi.ClearTaxiDestinations();
return false;
}
uint64 money = GetMoney();
if (npc)
totalcost = (uint32)ceil(totalcost * GetReputationPriceDiscount(npc));
if (money < totalcost)
{
GetSession()->SendActivateTaxiReply(ERR_TAXINOTENOUGHMONEY);
m_taxi.ClearTaxiDestinations();
return false;
}
// Checks and preparations done, DO FLIGHT
ModifyMoney(-(int64)totalcost);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING, totalcost);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN, 1);
// prevent stealth flight
RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
GetSession()->SendActivateTaxiReply(ERR_TAXIOK);
GetSession()->SendDoFlight(mount_display_id, sourcepath);
return true;
}
bool Player::ActivateTaxiPathTo(uint32 taxi_path_id, uint32 spellid /*= 0*/)
{
TaxiPathEntry const* entry = sTaxiPathStore.LookupEntry(taxi_path_id);
if (!entry)
return false;
std::vector<uint32> nodes;
nodes.resize(2);
nodes[0] = entry->from;
nodes[1] = entry->to;
return ActivateTaxiPathTo(nodes, NULL, spellid);
}
void Player::ContinueTaxiFlight()
{
uint32 sourceNode = m_taxi.GetTaxiSource();
if (!sourceNode)
return;
DEBUG_LOG("WORLD: Restart character %u taxi flight", GetGUIDLow());
uint32 mountDisplayId = sObjectMgr.GetTaxiMountDisplayId(sourceNode, GetTeam(), true);
uint32 path = m_taxi.GetCurrentTaxiPath();
// search appropriate start path node
uint32 startNode = 0;
TaxiPathNodeList const& nodeList = sTaxiPathNodesByPath[path];
float distPrev = MAP_SIZE * MAP_SIZE;
float distNext =
(nodeList[0].x - GetPositionX()) * (nodeList[0].x - GetPositionX()) +
(nodeList[0].y - GetPositionY()) * (nodeList[0].y - GetPositionY()) +
(nodeList[0].z - GetPositionZ()) * (nodeList[0].z - GetPositionZ());
for (uint32 i = 1; i < nodeList.size(); ++i)
{
TaxiPathNodeEntry const& node = nodeList[i];
TaxiPathNodeEntry const& prevNode = nodeList[i - 1];
// skip nodes at another map
if (node.mapid != GetMapId())
continue;
distPrev = distNext;
distNext =
(node.x - GetPositionX()) * (node.x - GetPositionX()) +
(node.y - GetPositionY()) * (node.y - GetPositionY()) +
(node.z - GetPositionZ()) * (node.z - GetPositionZ());
float distNodes =
(node.x - prevNode.x) * (node.x - prevNode.x) +
(node.y - prevNode.y) * (node.y - prevNode.y) +
(node.z - prevNode.z) * (node.z - prevNode.z);
if (distNext + distPrev < distNodes)
{
startNode = i;
break;
}
}
GetSession()->SendDoFlight(mountDisplayId, path, startNode);
}
void Player::ProhibitSpellSchool(SpellSchoolMask idSchoolMask, uint32 unTimeMs)
{
// last check 4.3.4
WorldPacket data(SMSG_SPELL_COOLDOWN, 8 + 1 + m_spells.size() * 8);
data << GetObjectGuid();
data << uint8(0x0); // flags (0x1, 0x2)
time_t curTime = time(NULL);
for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
{
if (itr->second.state == PLAYERSPELL_REMOVED)
continue;
uint32 unSpellId = itr->first;
SpellEntry const* spellInfo = sSpellStore.LookupEntry(unSpellId);
if (!spellInfo)
{
MANGOS_ASSERT(spellInfo);
continue;
}
// Not send cooldown for this spells
if (spellInfo->HasAttribute(SPELL_ATTR_DISABLED_WHILE_ACTIVE))
continue;
if ((idSchoolMask & GetSpellSchoolMask(spellInfo)) && GetSpellCooldownDelay(unSpellId) < unTimeMs)
{
data << uint32(unSpellId);
data << uint32(unTimeMs); // in m.secs
AddSpellCooldown(unSpellId, 0, curTime + unTimeMs / IN_MILLISECONDS);
}
}
GetSession()->SendPacket(&data);
}
void Player::InitDataForForm(bool reapplyMods)
{
ShapeshiftForm form = GetShapeshiftForm();
SpellShapeshiftFormEntry const* ssEntry = sSpellShapeshiftFormStore.LookupEntry(form);
if (ssEntry && ssEntry->attackSpeed)
{
SetAttackTime(BASE_ATTACK, ssEntry->attackSpeed);
SetAttackTime(OFF_ATTACK, ssEntry->attackSpeed);
SetAttackTime(RANGED_ATTACK, BASE_ATTACK_TIME);
}
else
SetRegularAttackTime();
switch (form)
{
case FORM_CAT:
{
if (getPowerType() != POWER_ENERGY)
setPowerType(POWER_ENERGY);
break;
}
case FORM_BEAR:
{
if (getPowerType() != POWER_RAGE)
setPowerType(POWER_RAGE);
break;
}
default: // 0, for example
{
ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(getClass());
if (cEntry && cEntry->powerType < MAX_POWERS && uint32(getPowerType()) != cEntry->powerType)
setPowerType(Powers(cEntry->powerType));
break;
}
}
// update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
if (!reapplyMods)
UpdateEquipSpellsAtFormChange();
UpdateAttackPowerAndDamage();
UpdateAttackPowerAndDamage(true);
}
void Player::InitDisplayIds()
{
PlayerInfo const* info = sObjectMgr.GetPlayerInfo(getRace(), getClass());
if (!info)
{
sLog.outError("Player %u has incorrect race/class pair. Can't init display ids.", GetGUIDLow());
return;
}
// reset scale before reapply auras
SetObjectScale(DEFAULT_OBJECT_SCALE);
uint8 gender = getGender();
switch (gender)
{
case GENDER_FEMALE:
SetDisplayId(info->displayId_f);
SetNativeDisplayId(info->displayId_f);
break;
case GENDER_MALE:
SetDisplayId(info->displayId_m);
SetNativeDisplayId(info->displayId_m);
break;
default:
sLog.outError("Invalid gender %u for player", gender);
return;
}
}
void Player::TakeExtendedCost(uint32 extendedCostId)
{
ItemExtendedCostEntry const* extendedCost = sItemExtendedCostStore.LookupEntry(extendedCostId);
for (uint8 i = 0; i < MAX_EXTENDED_COST_ITEMS; ++i)
{
if (extendedCost->reqitem[i])
DestroyItemCount(extendedCost->reqitem[i], extendedCost->reqitemcount[i], true);
}
for (int i = 0; i < MAX_EXTENDED_COST_CURRENCIES; ++i)
{
if (extendedCost->reqcur[i] == CURRENCY_NONE)
continue;
if (extendedCost->IsSeasonCurrencyRequirement(i))
continue;
CurrencyTypesEntry const * entry = sCurrencyTypesStore.LookupEntry(extendedCost->reqcur[i]);
if (!entry)
continue;
int32 cost = int32(extendedCost->reqcurrcount[i]);
ModifyCurrencyCount(entry->ID, -cost);
}
}
// Return true is the bought item has a max count to force refresh of window by caller
bool Player::BuyItemFromVendorSlot(ObjectGuid vendorGuid, uint32 vendorslot, uint32 item, uint32 count, uint8 bag, uint8 slot)
{
// cheating attempt
if (count < 1) count = 1;
if (!isAlive())
return false;
ItemPrototype const* pProto = ObjectMgr::GetItemPrototype(item);
if (!pProto)
{
SendBuyError(BUY_ERR_CANT_FIND_ITEM, NULL, item, 0);
return false;
}
Creature* pCreature = GetNPCIfCanInteractWith(vendorGuid, UNIT_NPC_FLAG_VENDOR);
if (!pCreature)
{
DEBUG_LOG("WORLD: BuyItemFromVendor - %s not found or you can't interact with him.", vendorGuid.GetString().c_str());
SendBuyError(BUY_ERR_DISTANCE_TOO_FAR, NULL, item, 0);
return false;
}
VendorItemData const* vItems = pCreature->GetVendorItems();
VendorItemData const* tItems = pCreature->GetVendorTemplateItems();
if ((!vItems || vItems->Empty()) && (!tItems || tItems->Empty()))
{
SendBuyError(BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
return false;
}
uint32 vCount = vItems ? vItems->GetItemCount() : 0;
uint32 tCount = tItems ? tItems->GetItemCount() : 0;
if (vendorslot >= vCount + tCount)
{
SendBuyError(BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
return false;
}
VendorItem const* crItem = vendorslot < vCount ? vItems->GetItem(vendorslot) : tItems->GetItem(vendorslot - vCount);
if (!crItem) // store diff item (cheating)
{
SendBuyError(BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
return false;
}
if (crItem->item != item) // store diff item (cheating or special convert)
{
bool converted = false;
// possible item converted for BoA case
ItemPrototype const* crProto = ObjectMgr::GetItemPrototype(crItem->item);
if (crProto->Flags & ITEM_FLAG_BOA && crProto->RequiredReputationFaction &&
uint32(GetReputationRank(crProto->RequiredReputationFaction)) >= crProto->RequiredReputationRank)
converted = (sObjectMgr.GetItemConvert(crItem->item, getRaceMask()) != 0);
if (!converted)
{
SendBuyError(BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
return false;
}
}
uint32 totalCount = count;
// check current item amount if it limited
if (crItem->maxcount != 0)
{
if (pCreature->GetVendorItemCurrentCount(crItem) < totalCount)
{
SendBuyError(BUY_ERR_ITEM_ALREADY_SOLD, pCreature, item, 0);
return false;
}
}
if (uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank)
{
SendBuyError(BUY_ERR_REPUTATION_REQUIRE, pCreature, item, 0);
return false;
}
if (uint32 extendedCostId = crItem->ExtendedCost)
{
if (pProto->BuyCount != count)
{
SendEquipError(EQUIP_ERR_CANT_BUY_QUANTITY, NULL, NULL);
return false;
}
ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(extendedCostId);
if (!iece)
{
sLog.outError("Item %u have wrong ExtendedCost field value %u", pProto->ItemId, extendedCostId);
return false;
}
// item base price
for (uint8 i = 0; i < MAX_EXTENDED_COST_ITEMS; ++i)
{
if (iece->reqitem[i] && !HasItemCount(iece->reqitem[i], iece->reqitemcount[i]))
{
SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, NULL, NULL);
return false;
}
}
// currency price
for (uint8 i = 0; i < MAX_EXTENDED_COST_CURRENCIES; ++i)
{
if (iece->reqcur[i] == CURRENCY_NONE)
continue;
CurrencyTypesEntry const * costCurrency = sCurrencyTypesStore.LookupEntry(iece->reqcur[i]);
if (!costCurrency)
{
sLog.outError("Item %u has ExtendedCost %u with unexistent currency id %u", pProto->ItemId, extendedCostId, iece->reqcur[i]);
continue;
}
int32 cost = int32(iece->reqcurrcount[i]);
bool hasCount = iece->IsSeasonCurrencyRequirement(i) ? HasCurrencySeasonCount(iece->reqcur[i], cost) : HasCurrencyCount(iece->reqcur[i], cost);
if (!hasCount)
{
SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, NULL);
return false;
}
}
// check for personal arena rating requirement
if (GetMaxPersonalArenaRatingRequirement(iece->reqarenaslot) < iece->reqpersonalarenarating)
{
// probably not the proper equip err
SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK, NULL, NULL);
return false;
}
}
if (crItem->conditionId && !isGameMaster() && !sObjectMgr.IsPlayerMeetToCondition(crItem->conditionId, this, pCreature->GetMap(), pCreature, CONDITION_FROM_VENDOR))
{
SendBuyError(BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
return false;
}
uint64 price = (crItem->ExtendedCost == 0 || pProto->Flags2 & ITEM_FLAG2_EXT_COST_REQUIRES_GOLD) ? pProto->BuyPrice * count : 0;
if (pProto->BuyCount > 1)
price = uint64(price / float(pProto->BuyCount) + 0.5f);
// reputation discount
if (price)
price = uint64(floor(price * GetReputationPriceDiscount(pCreature)));
if (GetMoney() < price)
{
SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, pCreature, item, 0);
return false;
}
Item* pItem = NULL;
if ((bag == NULL_BAG && slot == NULL_SLOT) || IsInventoryPos(bag, slot))
{
ItemPosCountVec dest;
InventoryResult msg = CanStoreNewItem(bag, slot, dest, item, totalCount);
if (msg != EQUIP_ERR_OK)
{
SendEquipError(msg, NULL, NULL, item);
return false;
}
ModifyMoney(-int64(price));
if (crItem->ExtendedCost)
TakeExtendedCost(crItem->ExtendedCost);
pItem = StoreNewItem(dest, item, true);
}
else if (IsEquipmentPos(bag, slot))
{
if (totalCount != 1)
{
SendEquipError(EQUIP_ERR_ITEM_CANT_BE_EQUIPPED, NULL, NULL);
return false;
}
uint16 dest;
InventoryResult msg = CanEquipNewItem(slot, dest, item, false);
if (msg != EQUIP_ERR_OK)
{
SendEquipError(msg, NULL, NULL, item);
return false;
}
ModifyMoney(-int64(price));
if (crItem->ExtendedCost)
TakeExtendedCost(crItem->ExtendedCost);
pItem = EquipNewItem(dest, item, true);
if (pItem)
AutoUnequipOffhandIfNeed();
}
else
{
SendEquipError(EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL);
return false;
}
if (!pItem)
return false;
uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem, totalCount);
WorldPacket data(SMSG_BUY_ITEM, 8 + 4 + 4 + 4);
data << pCreature->GetObjectGuid();
data << uint32(vendorslot + 1); // numbered from 1 at client
data << uint32(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
data << uint32(count);
GetSession()->SendPacket(&data);
SendNewItem(pItem, totalCount, true, false, false);
return crItem->maxcount != 0;
}
bool Player::BuyCurrencyFromVendorSlot(ObjectGuid vendorGuid, uint32 vendorslot, uint32 currencyId, uint32 count)
{
// cheating attempt
if (count < 1) count = 1;
if (!isAlive())
return false;
CurrencyTypesEntry const* pCurrency = sCurrencyTypesStore.LookupEntry(currencyId);
if (!pCurrency)
return false;
if (pCurrency->Category == CURRENCY_CATEGORY_META)
return false;
Creature* pCreature = GetNPCIfCanInteractWith(vendorGuid, UNIT_NPC_FLAG_VENDOR);
if (!pCreature)
{
DEBUG_LOG("WORLD: BuyCurrencyFromVendorSlot - %s not found or you can't interact with him.", vendorGuid.GetString().c_str());
return false;
}
VendorItemData const* vItems = pCreature->GetVendorItems();
VendorItemData const* tItems = pCreature->GetVendorTemplateItems();
if ((!vItems || vItems->Empty()) && (!tItems || tItems->Empty()))
return false;
uint32 vCount = vItems ? vItems->GetItemCount() : 0;
uint32 tCount = tItems ? tItems->GetItemCount() : 0;
if (vendorslot >= vCount + tCount)
return false;
VendorItem const* crItem = vendorslot < vCount ? vItems->GetItem(vendorslot) : tItems->GetItem(vendorslot - vCount);
if (!crItem) // store diff item (cheating)
return false;
if (crItem->item != currencyId) // store diff item (cheating)
return false;
if (!crItem->maxcount)
{
DEBUG_LOG("WORLD: BuyCurrencyFromVendorSlot - %s: crItem->maxcount (%u) == 0 for currency %u and player %s.",
vendorGuid.GetString().c_str(), crItem->maxcount, currencyId, GetGuidStr().c_str());
return false;
}
if (uint32 extendedCostId = crItem->ExtendedCost)
{
if (crItem->maxcount != count)
{
SendEquipError(EQUIP_ERR_CANT_BUY_QUANTITY, NULL, NULL);
return false;
}
ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(extendedCostId);
if (!iece)
{
sLog.outError("WORLD: BuyCurrencyFromVendorSlot: Currency %u have wrong ExtendedCost field value %u for %s", currencyId, extendedCostId, vendorGuid.GetString().c_str());
return false;
}
// item base price
for (uint8 i = 0; i < MAX_EXTENDED_COST_ITEMS; ++i)
{
if (iece->reqitem[i] && !HasItemCount(iece->reqitem[i], iece->reqitemcount[i]))
{
SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, NULL, NULL);
return false;
}
}
// currency price
for (uint8 i = 0; i < MAX_EXTENDED_COST_CURRENCIES; ++i)
{
if (iece->reqcur[i] == CURRENCY_NONE)
continue;
CurrencyTypesEntry const * costCurrency = sCurrencyTypesStore.LookupEntry(iece->reqcur[i]);
if (!costCurrency)
{
sLog.outError("Currency %u has ExtendedCost %u with unexistent currency id %u", currencyId, extendedCostId, iece->reqcur[i]);
continue;
}
int32 cost = int32(iece->reqcurrcount[i]);
bool hasCount = iece->IsSeasonCurrencyRequirement(i) ? HasCurrencySeasonCount(iece->reqcur[i], cost) : HasCurrencyCount(iece->reqcur[i], cost);
if (!hasCount)
{
SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, NULL);
return false;
}
}
// check for personal arena rating requirement
if (GetMaxPersonalArenaRatingRequirement(iece->reqarenaslot) < iece->reqpersonalarenarating)
{
// probably not the proper equip err
SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK, NULL, NULL);
return false;
}
}
else
{
SendBuyError(BUY_ERR_ITEM_SOLD_OUT, 0, 0, 0);
return false;
}
if (uint32 totalCap = GetCurrencyTotalCap(pCurrency))
{
if (GetCurrencyCount(currencyId) >= totalCap)
{
SendBuyError(BUY_ERR_CANT_CARRY_MORE, 0, 0, 0);
return false;
}
}
if (uint32 weekCap = GetCurrencyWeekCap(pCurrency))
{
if (GetCurrencyWeekCount(currencyId) >= weekCap)
{
SendBuyError(BUY_ERR_CANT_CARRY_MORE, 0, 0, 0);
return false;
}
}
if (crItem->ExtendedCost)
TakeExtendedCost(crItem->ExtendedCost);
ModifyCurrencyCount(currencyId, crItem->maxcount, true, false, true);
DEBUG_LOG("WORLD: BuyCurrencyFromVendorSlot - %s: Player %s buys currency %u amount %u count %u.",
vendorGuid.GetString().c_str(), GetGuidStr().c_str(), currencyId, crItem->maxcount, count);
return true;
}
uint32 Player::GetMaxPersonalArenaRatingRequirement(uint32 minarenaslot)
{
// returns the maximal personal arena rating that can be used to purchase items requiring this condition
// the personal rating of the arena team must match the required limit as well
// so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
uint32 max_personal_rating = 0;
for (int i = minarenaslot; i < MAX_ARENA_SLOT; ++i)
{
if (ArenaTeam* at = sObjectMgr.GetArenaTeamById(GetArenaTeamId(i)))
{
uint32 p_rating = GetArenaPersonalRating(i);
uint32 t_rating = at->GetRating();
p_rating = p_rating < t_rating ? p_rating : t_rating;
if (max_personal_rating < p_rating)
max_personal_rating = p_rating;
}
}
return max_personal_rating;
}
void Player::UpdateHomebindTime(uint32 time)
{
// GMs never get homebind timer online
if (m_InstanceValid || isGameMaster())
{
if (m_HomebindTimer) // instance valid, but timer not reset
{
// hide reminder
WorldPacket data(SMSG_RAID_GROUP_ONLY, 4 + 4);
data << uint32(0);
data << uint32(ERR_RAID_GROUP_NONE); // error used only when timer = 0
GetSession()->SendPacket(&data);
}
// instance is valid, reset homebind timer
m_HomebindTimer = 0;
}
else if (m_HomebindTimer > 0)
{
if (time >= m_HomebindTimer)
{
// teleport to nearest graveyard
RepopAtGraveyard();
}
else
m_HomebindTimer -= time;
}
else
{
// instance is invalid, start homebind timer
m_HomebindTimer = 60000;
// send message to player
WorldPacket data(SMSG_RAID_GROUP_ONLY, 4 + 4);
data << uint32(m_HomebindTimer);
data << uint32(ERR_RAID_GROUP_NONE); // error used only when timer = 0
GetSession()->SendPacket(&data);
DEBUG_LOG("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(), GetGUIDLow());
}
}
void Player::UpdatePvP(bool state, bool ovrride)
{
if (!state || ovrride)
{
SetPvP(state);
pvpInfo.endTimer = 0;
}
else
{
if (pvpInfo.endTimer != 0)
pvpInfo.endTimer = time(NULL);
else
SetPvP(state);
}
}
void Player::AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 itemId, Spell* spell, bool infinityCooldown)
{
// init cooldown values
uint32 cat = 0;
int32 rec = -1;
int32 catrec = -1;
// some special item spells without correct cooldown in SpellInfo
// cooldown information stored in item prototype
if (itemId)
{
if (ItemPrototype const* proto = ObjectMgr::GetItemPrototype(itemId))
{
for (int idx = 0; idx < MAX_ITEM_PROTO_SPELLS; ++idx)
{
if (proto->Spells[idx].SpellId == spellInfo->Id)
{
cat = proto->Spells[idx].SpellCategory;
rec = proto->Spells[idx].SpellCooldown;
catrec = proto->Spells[idx].SpellCategoryCooldown;
break;
}
}
}
}
// if no cooldown found above then base at DBC data
if (rec < 0 && catrec < 0)
{
cat = spellInfo->GetCategory();
rec = spellInfo->GetRecoveryTime();
catrec = spellInfo->GetCategoryRecoveryTime();
}
time_t curTime = time(NULL);
time_t catrecTime;
time_t recTime;
// overwrite time for selected category
if (infinityCooldown)
{
// use +MONTH as infinity mark for spell cooldown (will checked as MONTH/2 at save ans skipped)
// but not allow ignore until reset or re-login
catrecTime = catrec > 0 ? curTime + infinityCooldownDelay : 0;
recTime = rec > 0 ? curTime + infinityCooldownDelay : catrecTime;
}
else
{
// shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK)
// prevent 0 cooldowns set by another way
if (rec <= 0 && catrec <= 0 && (cat == 76 || (IsAutoRepeatRangedSpell(spellInfo) && spellInfo->Id != SPELL_ID_AUTOSHOT)))
rec = GetAttackTime(RANGED_ATTACK);
// Now we have cooldown data (if found any), time to apply mods
if (rec > 0)
ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, rec, spell);
if (catrec > 0)
ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, catrec, spell);
// replace negative cooldowns by 0
if (rec < 0) rec = 0;
if (catrec < 0) catrec = 0;
// no cooldown after applying spell mods
if (rec == 0 && catrec == 0)
return;
catrecTime = catrec ? curTime + catrec / IN_MILLISECONDS : 0;
recTime = rec ? curTime + rec / IN_MILLISECONDS : catrecTime;
}
// self spell cooldown
if (recTime > 0)
AddSpellCooldown(spellInfo->Id, itemId, recTime);
// category spells
if (cat && catrec > 0)
{
SpellCategoryStore::const_iterator i_scstore = sSpellCategoryStore.find(cat);
if (i_scstore != sSpellCategoryStore.end())
{
for (SpellCategorySet::const_iterator i_scset = i_scstore->second.begin(); i_scset != i_scstore->second.end(); ++i_scset)
{
if (*i_scset == spellInfo->Id) // skip main spell, already handled above
continue;
AddSpellCooldown(*i_scset, itemId, catrecTime);
}
}
}
}
void Player::AddSpellCooldown(uint32 spellid, uint32 itemid, time_t end_time)
{
SpellCooldown sc;
sc.end = end_time;
sc.itemid = itemid;
m_spellCooldowns[spellid] = sc;
}
void Player::SendCooldownEvent(SpellEntry const* spellInfo, uint32 itemId, Spell* spell)
{
// start cooldowns at server side, if any
AddSpellAndCategoryCooldowns(spellInfo, itemId, spell);
// Send activate cooldown timer (possible 0) at client side
WorldPacket data(SMSG_COOLDOWN_EVENT, (4 + 8));
data << uint32(spellInfo->Id);
data << GetObjectGuid();
SendDirectMessage(&data);
}
void Player::UpdatePotionCooldown(Spell* spell)
{
// no potion used in combat or still in combat
if (!m_lastPotionId || isInCombat())
return;
// Call not from spell cast, send cooldown event for item spells if no in combat
if (!spell)
{
// spell/item pair let set proper cooldown (except nonexistent charged spell cooldown spellmods for potions)
if (ItemPrototype const* proto = ObjectMgr::GetItemPrototype(m_lastPotionId))
for (int idx = 0; idx < 5; ++idx)
if (proto->Spells[idx].SpellId && proto->Spells[idx].SpellTrigger == ITEM_SPELLTRIGGER_ON_USE)
if (SpellEntry const* spellInfo = sSpellStore.LookupEntry(proto->Spells[idx].SpellId))
SendCooldownEvent(spellInfo, m_lastPotionId);
}
// from spell cases (m_lastPotionId set in Spell::SendSpellCooldown)
else
SendCooldownEvent(spell->m_spellInfo, m_lastPotionId, spell);
m_lastPotionId = 0;
}
// slot to be excluded while counting
bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot)
{
if (!enchantmentcondition)
return true;
SpellItemEnchantmentConditionEntry const* Condition = sSpellItemEnchantmentConditionStore.LookupEntry(enchantmentcondition);
if (!Condition)
return true;
uint8 curcount[4] = {0, 0, 0, 0};
// counting current equipped gem colors
for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
{
if (i == slot)
continue;
Item* pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (pItem2 && !pItem2->IsBroken() && pItem2->GetProto()->Socket[0].Color)
{
for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT + 3; ++enchant_slot)
{
uint32 enchant_id = pItem2->GetEnchantmentId(EnchantmentSlot(enchant_slot));
if (!enchant_id)
continue;
SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if (!enchantEntry)
continue;
uint32 gemid = enchantEntry->GemID;
if (!gemid)
continue;
ItemPrototype const* gemProto = sItemStorage.LookupEntry<ItemPrototype>(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 <CompareColor> use them as count, else use <value> from Condition
uint32 _cmp_gem = Condition->CompareColor[i] ? curcount[Condition->CompareColor[i] - 1] : Condition->Value[i];
switch (Condition->Comparator[i])
{
case 2: // requires less <color> than (<value> || <comparecolor>) gems
activate &= (_cur_gem < _cmp_gem) ? true : false;
break;
case 3: // requires more <color> than (<value> || <comparecolor>) gems
activate &= (_cur_gem > _cmp_gem) ? true : false;
break;
case 5: // requires at least <color> than (<value> || <comparecolor>) gems
activate &= (_cur_gem >= _cmp_gem) ? true : false;
break;
}
}
DEBUG_LOG("Checking Condition %u, there are %u Meta Gems, %u Red Gems, %u Yellow Gems and %u Blue Gems, Activate:%s", enchantmentcondition, curcount[0], curcount[1], curcount[2], curcount[3], activate ? "yes" : "no");
return activate;
}
void Player::CorrectMetaGemEnchants(uint8 exceptslot, bool apply)
{
// cycle all equipped items
for (uint32 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
{
// enchants for the slot being socketed are handled by Player::ApplyItemMods
if (slot == exceptslot)
continue;
Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
if (!pItem || !pItem->GetProto()->Socket[0].Color)
continue;
for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT + 3; ++enchant_slot)
{
uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
if (!enchant_id)
continue;
SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if (!enchantEntry)
continue;
uint32 condition = enchantEntry->EnchantmentCondition;
if (condition)
{
// was enchant active with/without item?
bool wasactive = EnchantmentFitsRequirements(condition, apply ? exceptslot : -1);
// should it now be?
if (wasactive != EnchantmentFitsRequirements(condition, apply ? -1 : exceptslot))
{
// ignore item gem conditions
// if state changed, (dis)apply enchant
ApplyEnchantment(pItem, EnchantmentSlot(enchant_slot), !wasactive, true, true);
}
}
}
}
}
// if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
void Player::ToggleMetaGemsActive(uint8 exceptslot, bool apply)
{
// cycle all equipped items
for (int slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
{
// enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
if (slot == exceptslot)
continue;
Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
if (!pItem || !pItem->GetProto()->Socket[0].Color) // if item has no sockets or no item is equipped go to next item
continue;
// cycle all (gem)enchants
for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT + 3; ++enchant_slot)
{
uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
if (!enchant_id) // if no enchant go to next enchant(slot)
continue;
SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if (!enchantEntry)
continue;
// only metagems to be (de)activated, so only enchants with condition
uint32 condition = enchantEntry->EnchantmentCondition;
if (condition)
ApplyEnchantment(pItem, EnchantmentSlot(enchant_slot), apply);
}
}
}
void Player::SetBattleGroundEntryPoint()
{
// Taxi path store
if (!m_taxi.empty())
{
m_bgData.mountSpell = 0;
m_bgData.taxiPath[0] = m_taxi.GetTaxiSource();
m_bgData.taxiPath[1] = m_taxi.GetTaxiDestination();
// On taxi we don't need check for dungeon
m_bgData.joinPos = WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
m_bgData.m_needSave = true;
return;
}
else
{
m_bgData.ClearTaxiPath();
// Mount spell id storing
if (IsMounted())
{
AuraList const& auras = GetAurasByType(SPELL_AURA_MOUNTED);
if (!auras.empty())
m_bgData.mountSpell = (*auras.begin())->GetId();
}
else
m_bgData.mountSpell = 0;
// If map is dungeon find linked graveyard
if (GetMap()->IsDungeon())
{
if (const WorldSafeLocsEntry* entry = sObjectMgr.GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam()))
{
m_bgData.joinPos = WorldLocation(entry->map_id, entry->x, entry->y, entry->z, 0.0f);
m_bgData.m_needSave = true;
return;
}
else
sLog.outError("SetBattleGroundEntryPoint: Dungeon map %u has no linked graveyard, setting home location as entry point.", GetMapId());
}
// If new entry point is not BG or arena set it
else if (!GetMap()->IsBattleGroundOrArena())
{
m_bgData.joinPos = WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
m_bgData.m_needSave = true;
return;
}
}
// In error cases use homebind position
m_bgData.joinPos = WorldLocation(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, 0.0f);
m_bgData.m_needSave = true;
}
void Player::LeaveBattleground(bool teleportToEntryPoint)
{
if (BattleGround* bg = GetBattleGround())
{
bg->RemovePlayerAtLeave(GetObjectGuid(), teleportToEntryPoint, true);
// call after remove to be sure that player resurrected for correct cast
if (bg->isBattleGround() && !isGameMaster() && sWorld.getConfig(CONFIG_BOOL_BATTLEGROUND_CAST_DESERTER))
{
if (bg->GetStatus() == STATUS_IN_PROGRESS || bg->GetStatus() == STATUS_WAIT_JOIN)
{
// lets check if player was teleported from BG and schedule delayed Deserter spell cast
if (IsBeingTeleportedFar())
{
ScheduleDelayedOperation(DELAYED_SPELL_CAST_DESERTER);
return;
}
CastSpell(this, 26013, true); // Deserter
}
}
}
}
bool Player::CanJoinToBattleground() const
{
// check Deserter debuff
if (GetDummyAura(26013))
return false;
return true;
}
bool Player::CanReportAfkDueToLimit()
{
// a player can complain about 15 people per 5 minutes
if (m_bgData.bgAfkReportedCount++ >= 15)
return false;
return true;
}
/// This player has been blamed to be inactive in a battleground
void Player::ReportedAfkBy(Player* reporter)
{
BattleGround* bg = GetBattleGround();
if (!bg || bg != reporter->GetBattleGround() || GetTeam() != reporter->GetTeam())
return;
// check if player has 'Idle' or 'Inactive' debuff
if (m_bgData.bgAfkReporter.find(reporter->GetGUIDLow()) == m_bgData.bgAfkReporter.end() && !HasAura(43680, EFFECT_INDEX_0) && !HasAura(43681, EFFECT_INDEX_0) && reporter->CanReportAfkDueToLimit())
{
m_bgData.bgAfkReporter.insert(reporter->GetGUIDLow());
// 3 players have to complain to apply debuff
if (m_bgData.bgAfkReporter.size() >= 3)
{
// cast 'Idle' spell
CastSpell(this, 43680, true);
m_bgData.bgAfkReporter.clear();
}
}
}
bool Player::IsVisibleInGridForPlayer(Player* pl) const
{
// gamemaster in GM mode see all, including ghosts
if (pl->isGameMaster() && GetSession()->GetSecurity() <= pl->GetSession()->GetSecurity())
return true;
// player see dead player/ghost from own group/raid
if (IsInSameRaidWith(pl))
return true;
// Live player see live player or dead player with not realized corpse
if (pl->isAlive() || pl->m_deathTimer > 0)
return isAlive() || m_deathTimer > 0;
// Ghost see other friendly ghosts, that's for sure
if (!(isAlive() || m_deathTimer > 0) && IsFriendlyTo(pl))
return true;
// Dead player see live players near own corpse
if (isAlive())
{
if (Corpse* corpse = pl->GetCorpse())
{
// 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
if (corpse->IsWithinDistInMap(this, (20 + 25) * sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_AGGRO)))
return true;
}
}
// and not see any other
return false;
}
bool Player::IsVisibleGloballyFor(Player* u) const
{
if (!u)
return false;
// Always can see self
if (u == this)
return true;
// Visible units, always are visible for all players
if (GetVisibility() == VISIBILITY_ON)
return true;
// GMs are visible for higher gms (or players are visible for gms)
if (u->GetSession()->GetSecurity() > SEC_PLAYER)
return GetSession()->GetSecurity() <= u->GetSession()->GetSecurity();
// non faction visibility non-breakable for non-GMs
if (GetVisibility() == VISIBILITY_OFF)
return false;
// non-gm stealth/invisibility not hide from global player lists
return true;
}
template<class T>
inline void BeforeVisibilityDestroy(T* /*t*/, Player* /*p*/)
{
}
template<>
inline void BeforeVisibilityDestroy<Creature>(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>((Creature*)target, this);
// at remove from map (destroy) show kill animation (in different out of range/stealth case)
target->DestroyForPlayer(this, !target->IsInWorld() && ((Creature*)target)->isDead());
}
else
target->DestroyForPlayer(this);
m_clientGUIDs.erase(t_guid);
DEBUG_FILTER_LOG(LOG_FILTER_VISIBILITY_CHANGES, "UpdateVisibilityOf: %s out of range for player %u. Distance = %f", t_guid.GetString().c_str(), GetGUIDLow(), GetDistance(target));
}
}
else
{
if (target->isVisibleForInState(this, viewPoint, false))
{
target->SendCreateUpdateToPlayer(this);
if (target->GetTypeId() != TYPEID_GAMEOBJECT || !((GameObject*)target)->IsTransport())
m_clientGUIDs.insert(target->GetObjectGuid());
DEBUG_FILTER_LOG(LOG_FILTER_VISIBILITY_CHANGES, "UpdateVisibilityOf: %s is visible now for player %u. Distance = %f", target->GetGuidStr().c_str(), GetGUIDLow(), GetDistance(target));
// target aura duration for caster show only if target exist at caster client
// send data at target visibility change (adding to client)
if (target != this && target->isType(TYPEMASK_UNIT))
SendAurasForTarget((Unit*)target);
}
}
}
template<class T>
inline void UpdateVisibilityOf_helper(GuidSet& s64, T* target)
{
s64.insert(target->GetObjectGuid());
}
template<>
inline void UpdateVisibilityOf_helper(GuidSet& s64, GameObject* target)
{
if (!target->IsTransport())
s64.insert(target->GetObjectGuid());
}
template<class T>
void Player::UpdateVisibilityOf(WorldObject const* viewPoint, T* target, UpdateData& data, std::set<WorldObject*>& visibleNow)
{
if (HaveAtClient(target))
{
if (!target->isVisibleForInState(this, viewPoint, true))
{
BeforeVisibilityDestroy<T>(target, this);
ObjectGuid t_guid = target->GetObjectGuid();
target->BuildOutOfRangeUpdateBlock(&data);
m_clientGUIDs.erase(t_guid);
DEBUG_FILTER_LOG(LOG_FILTER_VISIBILITY_CHANGES, "UpdateVisibilityOf(TemplateV): %s is out of range for %s. Distance = %f", t_guid.GetString().c_str(), GetGuidStr().c_str(), GetDistance(target));
}
}
else
{
if (target->isVisibleForInState(this, viewPoint, false))
{
visibleNow.insert(target);
target->BuildCreateUpdateBlockForPlayer(&data, this);
UpdateVisibilityOf_helper(m_clientGUIDs, target);
DEBUG_FILTER_LOG(LOG_FILTER_VISIBILITY_CHANGES, "UpdateVisibilityOf(TemplateV): %s is visible now for %s. Distance = %f", target->GetGuidStr().c_str(), GetGuidStr().c_str(), GetDistance(target));
}
}
}
template void Player::UpdateVisibilityOf(WorldObject const* viewPoint, Player* target, UpdateData& data, std::set<WorldObject*>& visibleNow);
template void Player::UpdateVisibilityOf(WorldObject const* viewPoint, Creature* target, UpdateData& data, std::set<WorldObject*>& visibleNow);
template void Player::UpdateVisibilityOf(WorldObject const* viewPoint, Corpse* target, UpdateData& data, std::set<WorldObject*>& visibleNow);
template void Player::UpdateVisibilityOf(WorldObject const* viewPoint, GameObject* target, UpdateData& data, std::set<WorldObject*>& visibleNow);
template void Player::UpdateVisibilityOf(WorldObject const* viewPoint, DynamicObject* target, UpdateData& data, std::set<WorldObject*>& visibleNow);
void Player::InitPrimaryProfessions()
{
uint32 maxProfs = GetSession()->GetSecurity() < AccountTypes(sWorld.getConfig(CONFIG_UINT32_TRADE_SKILL_GMIGNORE_MAX_PRIMARY_COUNT))
? sWorld.getConfig(CONFIG_UINT32_MAX_PRIMARY_TRADE_SKILL) : 10;
SetFreePrimaryProfessions(maxProfs);
}
void Player::SendComboPoints()
{
Unit* combotarget = ObjectAccessor::GetUnit(*this, m_comboTargetGuid);
if (combotarget)
{
WorldPacket data(SMSG_UPDATE_COMBO_POINTS, combotarget->GetPackGUID().size() + 1);
data << combotarget->GetPackGUID();
data << uint8(m_comboPoints);
GetSession()->SendPacket(&data);
}
/*else
{
// can be NULL, and then points=0. Use unknown; to reset points of some sort?
data << PackedGuid();
data << uint8(0);
GetSession()->SendPacket(&data);
}*/
}
void Player::AddComboPoints(Unit* target, int8 count)
{
if (!count)
return;
// without combo points lost (duration checked in aura)
RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS);
if (target->GetObjectGuid() == m_comboTargetGuid)
{
m_comboPoints += count;
}
else
{
if (m_comboTargetGuid)
if (Unit* target2 = ObjectAccessor::GetUnit(*this, m_comboTargetGuid))
target2->RemoveComboPointHolder(GetGUIDLow());
m_comboTargetGuid = target->GetObjectGuid();
m_comboPoints = count;
target->AddComboPointHolder(GetGUIDLow());
}
if (m_comboPoints > 5) m_comboPoints = 5;
if (m_comboPoints < 0) m_comboPoints = 0;
SendComboPoints();
}
void Player::ClearComboPoints()
{
if (!m_comboTargetGuid)
return;
// without combopoints lost (duration checked in aura)
RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS);
m_comboPoints = 0;
SendComboPoints();
if (Unit* target = ObjectAccessor::GetUnit(*this, m_comboTargetGuid))
target->RemoveComboPointHolder(GetGUIDLow());
m_comboTargetGuid.Clear();
}
void Player::SetGroup(Group* group, int8 subgroup)
{
if (group == NULL)
m_group.unlink();
else
{
// never use SetGroup without a subgroup unless you specify NULL for group
MANGOS_ASSERT(subgroup >= 0);
m_group.link(group, this);
m_group.setSubGroup((uint8)subgroup);
}
}
void Player::SendInitialPacketsBeforeAddToMap()
{
GetSocial()->SendSocialList();
// Homebind
WorldPacket data(SMSG_BINDPOINTUPDATE, 5 * 4);
data << m_homebindX << m_homebindY << m_homebindZ;
data << (uint32) m_homebindMapId;
data << (uint32) m_homebindAreaId;
GetSession()->SendPacket(&data);
// SMSG_SET_PROFICIENCY
// SMSG_SET_PCT_SPELL_MODIFIER
// SMSG_SET_FLAT_SPELL_MODIFIER
SendTalentsInfoData(false);
data.Initialize(SMSG_INSTANCE_DIFFICULTY, 4 + 4);
data << uint32(GetMap()->GetDifficulty());
GetSession()->SendPacket(&data);
SendInitialSpells();
data.Initialize(SMSG_SEND_UNLEARN_SPELLS, 4);
data << uint32(0); // count, for(count) uint32;
GetSession()->SendPacket(&data);
SendInitialActionButtons();
m_reputationMgr.SendInitialReputations();
if (!isAlive())
SendCorpseReclaimDelay(true);
SendInitWorldStates(GetZoneId(), GetAreaId());
SendEquipmentSetList();
m_achievementMgr.SendAllAchievementData();
data.Initialize(SMSG_LOGIN_SETTIMESPEED, 4 + 4 + 4);
data << uint32(secsToTimeBitFields(sWorld.GetGameTime()));
data << (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);
SendCurrencies();
SetMover(this);
}
void Player::SendInitialPacketsAfterAddToMap()
{
// update zone
uint32 newzone, newarea;
GetZoneAndAreaId(newzone, newarea);
UpdateZone(newzone, newarea); // also call SendInitWorldStates();
ResetTimeSync();
SendTimeSync();
CastSpell(this, 836, true); // LOGINEFFECT
// set some aura effects that send packet to player client after add player to map
// SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
// same auras state lost at far teleport, send it one more time in this case also
static const AuraType auratypes[] =
{
SPELL_AURA_MOD_FEAR, SPELL_AURA_TRANSFORM, SPELL_AURA_WATER_WALK,
SPELL_AURA_FEATHER_FALL, SPELL_AURA_HOVER, SPELL_AURA_SAFE_FALL,
SPELL_AURA_FLY, SPELL_AURA_MOD_FLIGHT_SPEED_MOUNTED, SPELL_AURA_NONE
};
for (AuraType const* itr = &auratypes[0]; itr && itr[0] != SPELL_AURA_NONE; ++itr)
{
Unit::AuraList const& auraList = GetAurasByType(*itr);
if (!auraList.empty())
auraList.front()->ApplyModifier(true, true);
}
if (HasAuraType(SPELL_AURA_MOD_STUN) || HasAuraType(SPELL_AURA_MOD_ROOT))
SetRoot(true);
SendAurasForTarget(this);
SendEnchantmentDurations(); // must be after add to map
SendItemDurations(); // must be after add to map
UpdateSpeed(MOVE_RUN, true, 1.0f, true);
UpdateSpeed(MOVE_SWIM, true, 1.0f, true);
UpdateSpeed(MOVE_FLIGHT, true, 1.0f, true);
}
void Player::SendUpdateToOutOfRangeGroupMembers()
{
if (m_groupUpdateMask == GROUP_UPDATE_FLAG_NONE)
return;
if (Group* group = GetGroup())
group->UpdatePlayerOutOfRange(this);
m_groupUpdateMask = GROUP_UPDATE_FLAG_NONE;
m_auraUpdateMask = 0;
if (Pet* pet = GetPet())
pet->ResetAuraUpdateMask();
}
void Player::SendTransferAbortedByLockStatus(MapEntry const* mapEntry, AreaLockStatus lockStatus, uint32 miscRequirement)
{
MANGOS_ASSERT(mapEntry);
DEBUG_LOG("SendTransferAbortedByLockStatus: Called for %s on map %u, LockAreaStatus %u, miscRequirement %u)", GetGuidStr().c_str(), mapEntry->MapID, lockStatus, miscRequirement);
switch (lockStatus)
{
case AREA_LOCKSTATUS_TOO_LOW_LEVEL:
GetSession()->SendAreaTriggerMessage(GetSession()->GetMangosString(LANG_LEVEL_MINREQUIRED), miscRequirement);
break;
case AREA_LOCKSTATUS_ZONE_IN_COMBAT:
GetSession()->SendTransferAborted(mapEntry->MapID, TRANSFER_ABORT_ZONE_IN_COMBAT);
break;
case AREA_LOCKSTATUS_INSTANCE_IS_FULL:
GetSession()->SendTransferAborted(mapEntry->MapID, TRANSFER_ABORT_MAX_PLAYERS);
break;
case AREA_LOCKSTATUS_QUEST_NOT_COMPLETED:
if (mapEntry->MapID == 269) // Exception for Black Morass
{
GetSession()->SendAreaTriggerMessage(GetSession()->GetMangosString(LANG_TELEREQ_QUEST_BLACK_MORASS));
break;
}
else if (mapEntry->IsContinent()) // do not report anything for quest areatrigge
{
DEBUG_LOG("SendTransferAbortedByLockStatus: LockAreaStatus %u, do not teleport, no message sent (mapId %u)", lockStatus, mapEntry->MapID);
break;
}
// No break here!
case AREA_LOCKSTATUS_MISSING_ITEM:
GetSession()->SendTransferAborted(mapEntry->MapID, TRANSFER_ABORT_DIFFICULTY, GetDifficulty(mapEntry->IsRaid()));
break;
case AREA_LOCKSTATUS_MISSING_DIFFICULTY:
{
Difficulty difficulty = GetDifficulty(mapEntry->IsRaid());
GetSession()->SendTransferAborted(mapEntry->MapID, TRANSFER_ABORT_DIFFICULTY, difficulty > RAID_DIFFICULTY_10MAN_HEROIC ? RAID_DIFFICULTY_10MAN_HEROIC : difficulty);
break;
}
case AREA_LOCKSTATUS_INSUFFICIENT_EXPANSION:
GetSession()->SendTransferAborted(mapEntry->MapID, TRANSFER_ABORT_INSUF_EXPAN_LVL, miscRequirement);
break;
case AREA_LOCKSTATUS_NOT_ALLOWED:
GetSession()->SendTransferAborted(mapEntry->MapID, TRANSFER_ABORT_MAP_NOT_ALLOWED);
break;
case AREA_LOCKSTATUS_RAID_LOCKED:
GetSession()->SendTransferAborted(mapEntry->MapID, TRANSFER_ABORT_NEED_GROUP);
break;
case AREA_LOCKSTATUS_UNKNOWN_ERROR:
GetSession()->SendTransferAborted(mapEntry->MapID, TRANSFER_ABORT_ERROR);
break;
case AREA_LOCKSTATUS_OK:
sLog.outError("SendTransferAbortedByLockStatus: LockAreaStatus AREA_LOCKSTATUS_OK received for %s (mapId %u)", GetGuidStr().c_str(), mapEntry->MapID);
MANGOS_ASSERT(false);
break;
default:
sLog.outError("SendTransfertAbortedByLockstatus: unhandled LockAreaStatus %u, when %s attempts to enter in map %u", lockStatus, GetGuidStr().c_str(), mapEntry->MapID);
break;
}
}
void Player::SendInstanceResetWarning(uint32 mapid, Difficulty difficulty, uint32 time)
{
// type of warning, based on the time remaining until reset
uint32 type;
if (time > 3600)
type = RAID_INSTANCE_WELCOME;
else if (time > 900 && time <= 3600)
type = RAID_INSTANCE_WARNING_HOURS;
else if (time > 300 && time <= 900)
type = RAID_INSTANCE_WARNING_MIN;
else
type = RAID_INSTANCE_WARNING_MIN_SOON;
WorldPacket data(SMSG_RAID_INSTANCE_MESSAGE, 4 + 4 + 4 + 4);
data << uint32(type);
data << uint32(mapid);
data << uint32(difficulty); // difficulty
data << uint32(time);
if (type == RAID_INSTANCE_WELCOME)
{
data << uint8(0); // is your (1)
data << uint8(0); // is extended (1), ignored if prev field is 0
}
GetSession()->SendPacket(&data);
}
void Player::ApplyEquipCooldown(Item* pItem)
{
if (pItem->GetProto()->Flags & ITEM_FLAG_NO_EQUIP_COOLDOWN)
return;
for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
{
_Spell const& spellData = pItem->GetProto()->Spells[i];
// no spell
if (!spellData.SpellId)
continue;
// wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE)
continue;
AddSpellCooldown(spellData.SpellId, pItem->GetEntry(), time(NULL) + 30);
WorldPacket data(SMSG_ITEM_COOLDOWN, 12);
data << pItem->GetObjectGuid();
data << uint32(spellData.SpellId);
GetSession()->SendPacket(&data);
}
}
void Player::resetSpells()
{
// not need after this call
if (HasAtLoginFlag(AT_LOGIN_RESET_SPELLS))
RemoveAtLoginFlag(AT_LOGIN_RESET_SPELLS, true);
// make full copy of map (spells removed and marked as deleted at another spell remove
// and we can't use original map for safe iterative with visit each spell at loop end
PlayerSpellMap smap = GetSpellMap();
for (PlayerSpellMap::const_iterator iter = smap.begin(); iter != smap.end(); ++iter)
removeSpell(iter->first, false, false); // only iter->first can be accessed, object by iter->second can be deleted already
learnDefaultSpells();
learnQuestRewardedSpells();
}
void Player::learnDefaultSpells()
{
// learn default race/class spells
PlayerInfo const* info = sObjectMgr.GetPlayerInfo(getRace(), getClass());
for (PlayerCreateInfoSpells::const_iterator itr = info->spell.begin(); itr != info->spell.end(); ++itr)
{
uint32 tspell = *itr;
DEBUG_LOG("PLAYER (Class: %u Race: %u): Adding initial spell, id = %u", uint32(getClass()), uint32(getRace()), tspell);
if (!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add
addSpell(tspell, true, true, true, false);
else // but send in normal spell in game learn case
learnSpell(tspell, true);
}
}
void Player::learnQuestRewardedSpells(Quest const* quest)
{
uint32 spell_id = quest->GetRewSpellCast();
// skip quests without rewarded spell
if (!spell_id)
return;
SpellEntry const* spellInfo = sSpellStore.LookupEntry(spell_id);
if (!spellInfo)
return;
// check learned spells state
bool found = false;
for (int i = 0; i < MAX_EFFECT_INDEX; ++i)
{
if(SpellEffectEntry const* spellEffect = spellInfo->GetSpellEffect(SpellEffectIndex(i)))
{
if(spellEffect->Effect == SPELL_EFFECT_LEARN_SPELL && !HasSpell(spellEffect->EffectTriggerSpell))
{
found = true;
break;
}
}
}
// skip quests with not teaching spell or already known spell
if (!found)
return;
// prevent learn non first rank unknown profession and second specialization for same profession)
SpellEffectEntry const* spellEffect = spellInfo->GetSpellEffect(EFFECT_INDEX_0);
uint32 learned_0 = spellEffect ? spellEffect->EffectTriggerSpell : 0;
if( sSpellMgr.GetSpellRank(learned_0) > 1 && !HasSpell(learned_0) )
{
// not have first rank learned (unlearned prof?)
uint32 first_spell = sSpellMgr.GetFirstSpellInChain(learned_0);
if (!HasSpell(first_spell))
return;
SpellEntry const* learnedInfo = sSpellStore.LookupEntry(learned_0);
if (!learnedInfo)
return;
// specialization
SpellEffectEntry const* learnedSpellEffect0 = learnedInfo->GetSpellEffect(EFFECT_INDEX_0);
SpellEffectEntry const* learnedSpellEffect1 = learnedInfo->GetSpellEffect(EFFECT_INDEX_1);
if (learnedSpellEffect0 && learnedSpellEffect0->Effect == SPELL_EFFECT_TRADE_SKILL && learnedSpellEffect1 && learnedSpellEffect1->Effect == 0)
{
// search other specialization for same prof
for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
{
if (itr->second.state == PLAYERSPELL_REMOVED || itr->first == learned_0)
continue;
SpellEntry const* itrInfo = sSpellStore.LookupEntry(itr->first);
if (!itrInfo)
return;
// compare only specializations
SpellEffectEntry const* itrSpellEffect0 = learnedInfo->GetSpellEffect(EFFECT_INDEX_0);
SpellEffectEntry const* itrSpellEffect1 = learnedInfo->GetSpellEffect(EFFECT_INDEX_1);
if ((itrSpellEffect0 && itrSpellEffect0->Effect != SPELL_EFFECT_TRADE_SKILL) || (itrSpellEffect1 && itrSpellEffect1->Effect != 0))
continue;
// compare same chain spells
if (sSpellMgr.GetFirstSpellInChain(itr->first) != first_spell)
continue;
// now we have 2 specialization, learn possible only if found is lesser specialization rank
if (!sSpellMgr.IsHighRankOfSpell(learned_0, itr->first))
return;
}
}
}
CastSpell(this, spell_id, true);
}
void Player::learnQuestRewardedSpells()
{
// learn spells received from quest completing
for (QuestStatusMap::const_iterator itr = mQuestStatus.begin(); itr != mQuestStatus.end(); ++itr)
{
// skip no rewarded quests
if (!itr->second.m_rewarded)
continue;
Quest const* quest = sObjectMgr.GetQuestTemplate(itr->first);
if (!quest)
continue;
learnQuestRewardedSpells(quest);
}
}
void Player::learnSkillRewardedSpells(uint32 skill_id, uint32 skill_value)
{
uint32 raceMask = getRaceMask();
uint32 classMask = getClassMask();
for (uint32 j = 0; j < sSkillLineAbilityStore.GetNumRows(); ++j)
{
SkillLineAbilityEntry const* pAbility = sSkillLineAbilityStore.LookupEntry(j);
if (!pAbility || pAbility->skillId != skill_id || pAbility->learnOnGetSkill != ABILITY_LEARNED_ON_GET_PROFESSION_SKILL)
continue;
// Check race if set
if (pAbility->racemask && !(pAbility->racemask & raceMask))
continue;
// Check class if set
if (pAbility->classmask && !(pAbility->classmask & classMask))
continue;
if (sSpellStore.LookupEntry(pAbility->spellId))
{
// need unlearn spell
if (skill_value < pAbility->req_skill_value)
removeSpell(pAbility->spellId);
// need learn
else if (!IsInWorld())
addSpell(pAbility->spellId, true, true, true, false);
else
learnSpell(pAbility->spellId, true);
}
}
}
void Player::SendAurasForTarget(Unit* target)
{
Unit::VisibleAuraMap const& visibleAuras = target->GetVisibleAuras();
if (visibleAuras.empty())
return;
WorldPacket data(SMSG_AURA_UPDATE_ALL);
data << target->GetPackGUID();
for (Unit::VisibleAuraMap::const_iterator itr = visibleAuras.begin(); itr != visibleAuras.end(); ++itr)
itr->second->BuildUpdatePacket(data);
GetSession()->SendPacket(&data);
}
void Player::SetDailyQuestStatus(uint32 quest_id)
{
for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
{
if (!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1 + quest_daily_idx))
{
SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1 + quest_daily_idx, quest_id);
m_DailyQuestChanged = true;
break;
}
}
}
void Player::SetWeeklyQuestStatus(uint32 quest_id)
{
m_weeklyquests.insert(quest_id);
m_WeeklyQuestChanged = true;
}
void Player::SetMonthlyQuestStatus(uint32 quest_id)
{
m_monthlyquests.insert(quest_id);
m_MonthlyQuestChanged = true;
}
void Player::ResetDailyQuestStatus()
{
for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1 + quest_daily_idx, 0);
// DB data deleted in caller
m_DailyQuestChanged = false;
}
void Player::ResetWeeklyQuestStatus()
{
if (m_weeklyquests.empty())
return;
m_weeklyquests.clear();
// DB data deleted in caller
m_WeeklyQuestChanged = false;
}
void Player::ResetMonthlyQuestStatus()
{
if (m_monthlyquests.empty())
return;
m_monthlyquests.clear();
// DB data deleted in caller
m_MonthlyQuestChanged = false;
}
BattleGround* Player::GetBattleGround() const
{
if (GetBattleGroundId() == 0)
return NULL;
return sBattleGroundMgr.GetBattleGround(GetBattleGroundId(), m_bgData.bgTypeID);
}
bool Player::InArena() const
{
BattleGround* bg = GetBattleGround();
if (!bg || !bg->isArena())
return false;
return true;
}
bool Player::GetBGAccessByLevel(BattleGroundTypeId bgTypeId) const
{
// get a template bg instead of running one
BattleGround* bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
if (!bg)
return false;
// limit check leel to dbc compatible level range
uint32 level = getLevel();
if (level > DEFAULT_MAX_LEVEL)
level = DEFAULT_MAX_LEVEL;
if (level < bg->GetMinLevel() || level > bg->GetMaxLevel())
return false;
return true;
}
float Player::GetReputationPriceDiscount(Creature const* pCreature) const
{
FactionTemplateEntry const* vendor_faction = pCreature->getFactionTemplateEntry();
if (!vendor_faction || !vendor_faction->faction)
return 1.0f;
ReputationRank rank = GetReputationRank(vendor_faction->faction);
if (rank <= REP_NEUTRAL)
return 1.0f;
return 1.0f - 0.05f * (rank - REP_NEUTRAL);
}
/*
* Check spell availability for training base at SkillLineAbility/SkillRaceClassInfo data.
* Checked allowed race/class and dependent from race/class allowed min level
*
* @param spell_id checked spell id
* @param pReqlevel if arg provided then function work in view mode (level check not applied but detected minlevel returned to var by arg pointer.
if arg not provided then considered train action mode and level checked
* @return true if spell available for show in trainer list (with skip level check) or training.
*/
bool Player::IsSpellFitByClassAndRace(uint32 spell_id, uint32* pReqlevel /*= NULL*/) const
{
uint32 racemask = getRaceMask();
uint32 classmask = getClassMask();
SkillLineAbilityMapBounds bounds = sSpellMgr.GetSkillLineAbilityMapBounds(spell_id);
if (bounds.first == bounds.second)
return true;
for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
{
SkillLineAbilityEntry const* abilityEntry = _spell_idx->second;
// skip wrong race skills
if (abilityEntry->racemask && (abilityEntry->racemask & racemask) == 0)
continue;
// skip wrong class skills
if (abilityEntry->classmask && (abilityEntry->classmask & classmask) == 0)
continue;
SkillRaceClassInfoMapBounds bounds = sSpellMgr.GetSkillRaceClassInfoMapBounds(abilityEntry->skillId);
for (SkillRaceClassInfoMap::const_iterator itr = bounds.first; itr != bounds.second; ++itr)
{
SkillRaceClassInfoEntry const* skillRCEntry = itr->second;
if ((skillRCEntry->raceMask & racemask) && (skillRCEntry->classMask & classmask))
{
if (skillRCEntry->flags & ABILITY_SKILL_NONTRAINABLE)
return false;
if (pReqlevel) // show trainers list case
{
if (skillRCEntry->reqLevel)
{
*pReqlevel = skillRCEntry->reqLevel;
return true;
}
}
else // check availble case at train
{
if (skillRCEntry->reqLevel && getLevel() < skillRCEntry->reqLevel)
return false;
}
}
}
return true;
}
return false;
}
bool Player::HasQuestForGO(int32 GOId) const
{
for (int i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (questid == 0)
continue;
QuestStatusMap::const_iterator qs_itr = mQuestStatus.find(questid);
if (qs_itr == mQuestStatus.end())
continue;
QuestStatusData const& qs = qs_itr->second;
if (qs.m_status == QUEST_STATUS_INCOMPLETE)
{
Quest const* qinfo = sObjectMgr.GetQuestTemplate(questid);
if (!qinfo)
continue;
if (GetGroup() && GetGroup()->isRaidGroup() && !qinfo->IsAllowedInRaid())
continue;
for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
{
if (qinfo->ReqCreatureOrGOId[j] >= 0) // skip non GO case
continue;
if ((-1)*GOId == qinfo->ReqCreatureOrGOId[j] && qs.m_creatureOrGOcount[j] < qinfo->ReqCreatureOrGOCount[j])
return true;
}
}
}
return false;
}
void Player::UpdateForQuestWorldObjects()
{
if (m_clientGUIDs.empty())
return;
UpdateData udata(GetMapId());
WorldPacket packet;
for (GuidSet::const_iterator itr = m_clientGUIDs.begin(); itr != m_clientGUIDs.end(); ++itr)
{
if (itr->IsGameObject())
{
if (GameObject* obj = GetMap()->GetGameObject(*itr))
obj->BuildValuesUpdateBlockForPlayer(&udata, this);
}
else if (itr->IsCreatureOrVehicle())
{
Creature* obj = GetMap()->GetAnyTypeCreature(*itr);
if (!obj)
continue;
// check if this unit requires quest specific flags
if (!obj->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK))
continue;
SpellClickInfoMapBounds clickPair = sObjectMgr.GetSpellClickInfoMapBounds(obj->GetEntry());
for (SpellClickInfoMap::const_iterator _itr = clickPair.first; _itr != clickPair.second; ++_itr)
{
if (_itr->second.questStart || _itr->second.questEnd)
{
obj->BuildCreateUpdateBlockForPlayer(&udata, this);
break;
}
}
}
}
udata.BuildPacket(&packet);
GetSession()->SendPacket(&packet);
}
void Player::SummonIfPossible(bool agree)
{
if (!agree)
{
m_summon_expire = 0;
return;
}
// expire and auto declined
if (m_summon_expire < time(NULL))
return;
// stop taxi flight at summon
if (IsTaxiFlying())
{
GetMotionMaster()->MovementExpired();
m_taxi.ClearTaxiDestinations();
}
// drop flag at summon
// this code can be reached only when GM is summoning player who carries flag, because player should be immune to summoning spells when he carries flag
if (BattleGround* bg = GetBattleGround())
bg->EventPlayerDroppedFlag(this);
m_summon_expire = 0;
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS, 1);
TeleportTo(m_summon_mapid, m_summon_x, m_summon_y, m_summon_z, GetOrientation());
}
void Player::RemoveItemDurations(Item* item)
{
for (ItemDurationList::iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end(); ++itr)
{
if (*itr == item)
{
m_itemDuration.erase(itr);
break;
}
}
}
void Player::AddItemDurations(Item* item)
{
if (item->GetUInt32Value(ITEM_FIELD_DURATION))
{
m_itemDuration.push_back(item);
item->SendTimeUpdate(this);
}
}
void Player::AutoUnequipOffhandIfNeed()
{
Item* offItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
if (!offItem)
return;
// need unequip offhand for 2h-weapon without TitanGrip (in any from hands)
if ((CanDualWield() || offItem->GetProto()->InventoryType == INVTYPE_SHIELD || offItem->GetProto()->InventoryType == INVTYPE_HOLDABLE) &&
(CanTitanGrip() || (offItem->GetProto()->InventoryType != INVTYPE_2HWEAPON && !IsTwoHandUsed())))
return;
ItemPosCountVec off_dest;
uint8 off_msg = CanStoreItem(NULL_BAG, NULL_SLOT, off_dest, offItem, false);
if (off_msg == EQUIP_ERR_OK)
{
RemoveItem(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true);
StoreItem(off_dest, offItem, true);
}
else
{
MoveItemFromInventory(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true);
CharacterDatabase.BeginTransaction();
offItem->DeleteFromInventoryDB(); // deletes item from character's inventory
offItem->SaveToDB(); // recursive and not have transaction guard into self, item not in inventory and can be save standalone
CharacterDatabase.CommitTransaction();
std::string subject = GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM);
MailDraft(subject, "There's were problems with equipping this item.").AddItem(offItem).SendMailTo(this, MailSender(this, MAIL_STATIONERY_GM), MAIL_CHECK_MASK_COPIED);
}
}
bool Player::HasItemFitToSpellReqirements(SpellEntry const* spellInfo, Item const* ignoreItem)
{
int32 itemClass = spellInfo->GetEquippedItemClass();
if(itemClass < 0)
return true;
// scan other equipped items for same requirements (mostly 2 daggers/etc)
// for optimize check 2 used cases only
switch(itemClass)
{
case ITEM_CLASS_WEAPON:
{
for (int i = EQUIPMENT_SLOT_MAINHAND; i < EQUIPMENT_SLOT_TABARD; ++i)
if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (item != ignoreItem && item->IsFitToSpellRequirements(spellInfo))
return true;
break;
}
case ITEM_CLASS_ARMOR:
{
// tabard not have dependent spells
for (int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_MAINHAND; ++i)
if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (item != ignoreItem && item->IsFitToSpellRequirements(spellInfo))
return true;
// shields can be equipped to offhand slot
if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND))
if (item != ignoreItem && item->IsFitToSpellRequirements(spellInfo))
return true;
// ranged slot can have some armor subclasses
if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED))
if (item != ignoreItem && item->IsFitToSpellRequirements(spellInfo))
return true;
break;
}
default:
sLog.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u", itemClass);
break;
}
return false;
}
bool Player::CanNoReagentCast(SpellEntry const* spellInfo) const
{
// don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
if (spellInfo->HasAttribute(SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP) && HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PREPARATION))
return true;
// Check no reagent use mask
uint64 noReagentMask_0_1 = GetUInt64Value(PLAYER_NO_REAGENT_COST_1);
uint32 noReagentMask_2 = GetUInt32Value(PLAYER_NO_REAGENT_COST_1 + 2);
if (spellInfo->IsFitToFamilyMask(noReagentMask_0_1, noReagentMask_2))
return true;
return false;
}
void Player::RemoveItemDependentAurasAndCasts(Item* pItem)
{
SpellAuraHolderMap& auras = GetSpellAuraHolderMap();
for (SpellAuraHolderMap::const_iterator itr = auras.begin(); itr != auras.end();)
{
SpellAuraHolder* holder = itr->second;
// skip passive (passive item dependent spells work in another way) and not self applied auras
SpellEntry const* spellInfo = holder->GetSpellProto();
if (holder->IsPassive() || holder->GetCasterGuid() != GetObjectGuid())
{
++itr;
continue;
}
// skip if not item dependent or have alternative item
if (HasItemFitToSpellReqirements(spellInfo, pItem))
{
++itr;
continue;
}
// no alt item, remove aura, restart check
RemoveAurasDueToSpell(holder->GetId());
itr = auras.begin();
}
// currently casted spells can be dependent from item
for (uint32 i = 0; i < CURRENT_MAX_SPELL; ++i)
if (Spell* spell = GetCurrentSpell(CurrentSpellTypes(i)))
if (spell->getState() != SPELL_STATE_DELAYED && !HasItemFitToSpellReqirements(spell->m_spellInfo, pItem))
InterruptSpell(CurrentSpellTypes(i));
}
uint32 Player::GetResurrectionSpellId()
{
// search priceless resurrection possibilities
uint32 prio = 0;
uint32 spell_id = 0;
AuraList const& dummyAuras = GetAurasByType(SPELL_AURA_DUMMY);
for (AuraList::const_iterator itr = dummyAuras.begin(); itr != dummyAuras.end(); ++itr)
{
// Soulstone Resurrection // prio: 3 (max, non death persistent)
if (prio < 2 && (*itr)->GetSpellProto()->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)
{
MANGOS_ASSERT((!GetGroup() || pRewardSource) && "Player::RewardPlayerAndGroupAtEvent called for Group-Case but no source for range searching provided");
ObjectGuid creature_guid = pRewardSource && pRewardSource->GetTypeId() == TYPEID_UNIT ? pRewardSource->GetObjectGuid() : ObjectGuid();
// prepare data for near group iteration
if (Group* pGroup = GetGroup())
{
for (GroupReference* itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player* pGroupGuy = itr->getSource();
if (!pGroupGuy)
continue;
if (!pGroupGuy->IsAtGroupRewardDistance(pRewardSource))
continue; // member (alive or dead) or his corpse at req. distance
// quest objectives updated only for alive group member or dead but with not released body
if (pGroupGuy->isAlive() || !pGroupGuy->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
pGroupGuy->KilledMonsterCredit(creature_id, creature_guid);
}
}
else // if (!pGroup)
KilledMonsterCredit(creature_id, creature_guid);
}
void Player::RewardPlayerAndGroupAtCast(WorldObject* pRewardSource, uint32 spellid)
{
// prepare data for near group iteration
if (Group* pGroup = GetGroup())
{
for (GroupReference* itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player* pGroupGuy = itr->getSource();
if (!pGroupGuy)
continue;
if (!pGroupGuy->IsAtGroupRewardDistance(pRewardSource))
continue; // member (alive or dead) or his corpse at req. distance
// quest objectives updated only for alive group member or dead but with not released body
if (pGroupGuy->isAlive() || !pGroupGuy->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
pGroupGuy->CastedCreatureOrGO(pRewardSource->GetEntry(), pRewardSource->GetObjectGuid(), spellid, pGroupGuy == this);
}
}
else // if (!pGroup)
CastedCreatureOrGO(pRewardSource->GetEntry(), pRewardSource->GetObjectGuid(), spellid);
}
bool Player::IsAtGroupRewardDistance(WorldObject const* pRewardSource) const
{
if (pRewardSource->IsWithinDistInMap(this, sWorld.getConfig(CONFIG_FLOAT_GROUP_XP_DISTANCE)))
return true;
if (isAlive())
return false;
Corpse* corpse = GetCorpse();
if (!corpse)
return false;
return pRewardSource->IsWithinDistInMap(corpse, sWorld.getConfig(CONFIG_FLOAT_GROUP_XP_DISTANCE));
}
void Player::ResurectUsingRequestData()
{
/// Teleport before resurrecting by player, otherwise the player might get attacked from creatures near his corpse
if (m_resurrectGuid.IsPlayer())
TeleportTo(m_resurrectMap, m_resurrectX, m_resurrectY, m_resurrectZ, GetOrientation());
// we cannot resurrect player when we triggered far teleport
// player will be resurrected upon teleportation
if (IsBeingTeleportedFar())
{
ScheduleDelayedOperation(DELAYED_RESURRECT_PLAYER);
return;
}
ResurrectPlayer(0.0f, false);
if (GetMaxHealth() > m_resurrectHealth)
SetHealth(m_resurrectHealth);
else
SetHealth(GetMaxHealth());
if (GetMaxPower(POWER_MANA) > m_resurrectMana)
SetPower(POWER_MANA, m_resurrectMana);
else
SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
SetPower(POWER_RAGE, 0);
SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
SpawnCorpseBones();
}
void Player::SetClientControl(Unit* target, uint8 allowMove)
{
WorldPacket data(SMSG_CLIENT_CONTROL_UPDATE, target->GetPackGUID().size() + 1);
data << target->GetPackGUID();
data << uint8(allowMove);
GetSession()->SendPacket(&data);
}
void Player::UpdateZoneDependentAuras()
{
// Some spells applied at enter into zone (with subzones), aura removed in UpdateAreaDependentAuras that called always at zone->area update
SpellAreaForAreaMapBounds saBounds = sSpellMgr.GetSpellAreaForAreaMapBounds(m_zoneUpdateId);
for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
itr->second->ApplyOrRemoveSpellIfCan(this, m_zoneUpdateId, 0, true);
}
void Player::UpdateAreaDependentAuras()
{
// remove auras from spells with area limitations
for (SpellAuraHolderMap::iterator iter = m_spellAuraHolders.begin(); iter != m_spellAuraHolders.end();)
{
// use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
if (sSpellMgr.GetSpellAllowedInLocationError(iter->second->GetSpellProto(), GetMapId(), m_zoneUpdateId, m_areaUpdateId, this) != SPELL_CAST_OK)
{
RemoveSpellAuraHolder(iter->second);
iter = m_spellAuraHolders.begin();
}
else
++iter;
}
// some auras applied at subzone enter
SpellAreaForAreaMapBounds saBounds = sSpellMgr.GetSpellAreaForAreaMapBounds(m_areaUpdateId);
for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
itr->second->ApplyOrRemoveSpellIfCan(this, m_zoneUpdateId, m_areaUpdateId, true);
}
struct UpdateZoneDependentPetsHelper
{
explicit UpdateZoneDependentPetsHelper(Player* _owner, uint32 zone, uint32 area) : owner(_owner), zone_id(zone), area_id(area) {}
void operator()(Unit* unit) const
{
if (unit->GetTypeId() == TYPEID_UNIT && ((Creature*)unit)->IsPet() && !((Pet*)unit)->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 corpseReclaimDelay[0];
}
time_t now = time(NULL);
// 0..2 full period
uint32 count = (now < m_deathExpireTime) ? uint32((m_deathExpireTime - now) / DEATH_EXPIRE_STEP) : 0;
return corpseReclaimDelay[count];
}
void Player::UpdateCorpseReclaimDelay()
{
bool pvp = m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH;
if ((pvp && !sWorld.getConfig(CONFIG_BOOL_DEATH_CORPSE_RECLAIM_DELAY_PVP)) ||
(!pvp && !sWorld.getConfig(CONFIG_BOOL_DEATH_CORPSE_RECLAIM_DELAY_PVE)))
return;
time_t now = time(NULL);
if (now < m_deathExpireTime)
{
// full and partly periods 1..3
uint32 count = uint32((m_deathExpireTime - now) / DEATH_EXPIRE_STEP + 1);
if (count < MAX_DEATH_COUNT)
m_deathExpireTime = now + (count + 1) * DEATH_EXPIRE_STEP;
else
m_deathExpireTime = now + MAX_DEATH_COUNT * DEATH_EXPIRE_STEP;
}
else
m_deathExpireTime = now + DEATH_EXPIRE_STEP;
}
void Player::SendCorpseReclaimDelay(bool load)
{
Corpse* corpse = GetCorpse();
if (!corpse)
return;
uint32 delay;
if (load)
{
if (corpse->GetGhostTime() > m_deathExpireTime)
return;
bool pvp = corpse->GetType() == CORPSE_RESURRECTABLE_PVP;
uint32 count;
if ((pvp && sWorld.getConfig(CONFIG_BOOL_DEATH_CORPSE_RECLAIM_DELAY_PVP)) ||
(!pvp && sWorld.getConfig(CONFIG_BOOL_DEATH_CORPSE_RECLAIM_DELAY_PVE)))
{
count = uint32(m_deathExpireTime - corpse->GetGhostTime()) / DEATH_EXPIRE_STEP;
if (count >= MAX_DEATH_COUNT)
count = MAX_DEATH_COUNT - 1;
}
else
count = 0;
time_t expected_time = corpse->GetGhostTime() + corpseReclaimDelay[count];
time_t now = time(NULL);
if (now >= expected_time)
return;
delay = uint32(expected_time - now);
}
else
delay = GetCorpseReclaimDelay(corpse->GetType() == CORPSE_RESURRECTABLE_PVP);
//! corpse reclaim delay 30 * 1000ms or longer at often deaths
WorldPacket data(SMSG_CORPSE_RECLAIM_DELAY, 4);
data << uint32(delay * IN_MILLISECONDS);
GetSession()->SendPacket(&data);
}
Player* Player::GetNextRandomRaidMember(float radius)
{
Group* pGroup = GetGroup();
if (!pGroup)
return NULL;
std::vector<Player*> 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);
if (m_lastLiquid && m_lastLiquid->SpellId)
RemoveAurasDueToSpell(m_lastLiquid->SpellId == 37025 ? 37284 : m_lastLiquid->SpellId);
m_lastLiquid = NULL;
return;
}
if (uint32 liqEntry = liquid_status.entry)
{
LiquidTypeEntry const* liquid = sLiquidTypeStore.LookupEntry(liqEntry);
if (m_lastLiquid && m_lastLiquid->SpellId && m_lastLiquid->Id != liqEntry)
RemoveAurasDueToSpell(m_lastLiquid->SpellId);
if (liquid && liquid->SpellId)
{
// Exception for SSC water
uint32 liquidSpellId = liquid->SpellId == 37025 ? 37284 : liquid->SpellId;
if (res & (LIQUID_MAP_UNDER_WATER | LIQUID_MAP_IN_WATER))
{
if (!HasAura(liquidSpellId))
{
// Handle exception for SSC water
if (liquid->SpellId == 37025)
{
if (InstanceData* pInst = GetInstanceData())
{
if (pInst->CheckConditionCriteriaMeet(this, INSTANCE_CONDITION_ID_LURKER, NULL, CONDITION_FROM_HARDCODED))
{
if (pInst->CheckConditionCriteriaMeet(this, INSTANCE_CONDITION_ID_SCALDING_WATER, NULL, CONDITION_FROM_HARDCODED))
CastSpell(this, liquidSpellId, true);
else
{
SummonCreature(21508, 0, 0, 0, 0, TEMPSUMMON_TIMED_OOC_DESPAWN, 2000);
// Special update timer for the SSC water
m_positionStatusUpdateTimer = 2000;
}
}
}
}
else
CastSpell(this, liquidSpellId, true);
}
}
else
RemoveAurasDueToSpell(liquidSpellId);
}
m_lastLiquid = liquid;
}
else if (m_lastLiquid && m_lastLiquid->SpellId)
{
RemoveAurasDueToSpell(m_lastLiquid->SpellId == 37025 ? 37284 : m_lastLiquid->SpellId);
m_lastLiquid = NULL;
}
// All liquids type - check under water position
if (liquid_status.type_flags & (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_flags & 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_flags & 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_flags & MAP_LIQUID_TYPE_SLIME)
{
if (res & (LIQUID_MAP_UNDER_WATER | LIQUID_MAP_IN_WATER | LIQUID_MAP_WATER_WALK))
m_MirrorTimerFlags |= UNDERWATER_INSLIME;
else
m_MirrorTimerFlags &= ~UNDERWATER_INSLIME;
}
}
void Player::SetCanParry(bool value)
{
if (m_canParry == value)
return;
m_canParry = value;
UpdateParryPercentage();
}
void Player::SetCanBlock(bool value)
{
if (m_canBlock == value)
return;
m_canBlock = value;
UpdateBlockPercentage();
UpdateShieldBlockDamageValue();
}
bool ItemPosCount::isContainedIn(ItemPosCountVec const& vec) const
{
for (ItemPosCountVec::const_iterator itr = vec.begin(); itr != vec.end(); ++itr)
if (itr->pos == pos)
return true;
return false;
}
bool Player::CanUseBattleGroundObject()
{
// TODO : some spells gives player ForceReaction to one faction (ReputationMgr::ApplyForceReaction)
// maybe gameobject code should handle that ForceReaction usage
// BUG: sometimes when player clicks on flag in AB - client won't send gameobject_use, only gameobject_report_use packet
return (isAlive() && // living
// the following two are incorrect, because invisible/stealthed players should get visible when they click on flag
!HasStealthAura() && // not stealthed
!HasInvisibilityAura() && // visible
!isTotalImmune() && // vulnerable (not immune)
!HasAura(SPELL_RECENTLY_DROPPED_FLAG, EFFECT_INDEX_0));
}
uint32 Player::GetBarberShopCost(uint8 newhairstyle, uint8 newhaircolor, uint8 newfacialhair, uint32 newskintone)
{
uint32 level = getLevel();
if (level > GT_MAX_LEVEL)
level = GT_MAX_LEVEL; // max level in this dbc
uint8 hairstyle = GetByteValue(PLAYER_BYTES, 2);
uint8 haircolor = GetByteValue(PLAYER_BYTES, 3);
uint8 facialhair = GetByteValue(PLAYER_BYTES_2, 0);
uint8 skintone = GetByteValue(PLAYER_BYTES, 0);
if (hairstyle == newhairstyle && haircolor == newhaircolor && facialhair == newfacialhair &&
(skintone == newskintone || newskintone == -1))
return 0;
GtBarberShopCostBaseEntry const* bsc = sGtBarberShopCostBaseStore.LookupEntry(level - 1);
if (!bsc) // shouldn't happen
return 0xFFFFFFFF;
float cost = 0;
if (hairstyle != newhairstyle)
cost += bsc->cost; // full price
if (haircolor != newhaircolor && hairstyle == newhairstyle)
cost += bsc->cost * 0.5f; // +1/2 of price
if (facialhair != newfacialhair)
cost += bsc->cost * 0.75f; // +3/4 of price
if (skintone != newskintone && newskintone != -1)
cost += bsc->cost * 0.5f; // +1/2 of price
return uint32(cost);
}
void Player::InitGlyphsForLevel()
{
uint32 slot = 0;
for (uint32 i = 0; i < sGlyphSlotStore.GetNumRows() && slot < MAX_GLYPH_SLOT_INDEX; ++i)
if (GlyphSlotEntry const* gs = sGlyphSlotStore.LookupEntry(i))
SetGlyphSlot(slot++, gs->Id);
uint32 level = getLevel();
uint32 value = 0;
// 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
if (level >= 25)
value |= 0x01 | 0x02 | 0x40;
if (level >= 50)
value |= 0x04 | 0x08 | 0x80;
if (level >= 75)
value |= 0x10 | 0x20 | 0x100;
SetUInt32Value(PLAYER_GLYPHS_ENABLED, value);
}
void Player::ApplyGlyph(uint8 slot, bool apply)
{
if (uint32 glyph = GetGlyph(slot))
{
if (GlyphPropertiesEntry const* gp = sGlyphPropertiesStore.LookupEntry(glyph))
{
if (apply)
{
CastSpell(this, gp->SpellId, true);
SetUInt32Value(PLAYER_FIELD_GLYPHS_1 + slot, glyph);
}
else
{
RemoveAurasDueToSpell(gp->SpellId);
SetUInt32Value(PLAYER_FIELD_GLYPHS_1 + slot, 0);
}
}
}
}
void Player::ApplyGlyphs(bool apply)
{
for (uint8 i = 0; i < MAX_GLYPH_SLOT_INDEX; ++i)
ApplyGlyph(i, apply);
}
bool Player::isTotalImmune()
{
AuraList const& immune = GetAurasByType(SPELL_AURA_SCHOOL_IMMUNITY);
uint32 immuneMask = 0;
for (AuraList::const_iterator itr = immune.begin(); itr != immune.end(); ++itr)
{
immuneMask |= (*itr)->GetModifier()->m_miscvalue;
if (immuneMask & SPELL_SCHOOL_MASK_ALL) // total immunity
return true;
}
return false;
}
bool Player::HasTitle(uint32 bitIndex) const
{
if (bitIndex > MAX_TITLE_INDEX)
return false;
uint32 fieldIndexOffset = bitIndex / 32;
uint32 flag = 1 << (bitIndex % 32);
return HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag);
}
void Player::SetTitle(CharTitlesEntry const* title, bool lost)
{
uint32 fieldIndexOffset = title->bit_index / 32;
uint32 flag = 1 << (title->bit_index % 32);
if (lost)
{
if (!HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag))
return;
RemoveFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag);
}
else
{
if (HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag))
return;
SetFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag);
}
WorldPacket data(SMSG_TITLE_EARNED, 4 + 4);
data << uint32(title->bit_index);
data << uint32(lost ? 0 : 1); // 1 - earned, 0 - lost
GetSession()->SendPacket(&data);
}
void Player::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(WorldObject const* lootTarget, uint32 loot_id, LootStore const& store, bool broadcast, uint8 bag, uint8 slot)
{
Loot loot(lootTarget);
loot.FillLoot(loot_id, store, this, true);
AutoStoreLoot(loot, broadcast, bag, slot);
}
void Player::AutoStoreLoot(Loot& loot, bool broadcast, uint8 bag, uint8 slot)
{
uint32 max_slot = loot.GetMaxSlotInLootFor(this);
for (uint32 i = 0; i < max_slot; ++i)
{
LootItem* lootItem = loot.LootItemInSlot(i, this);
ItemPosCountVec dest;
InventoryResult msg = CanStoreNewItem(bag, slot, dest, lootItem->itemid, lootItem->count);
if (msg != EQUIP_ERR_OK && slot != NULL_SLOT)
msg = CanStoreNewItem(bag, NULL_SLOT, dest, lootItem->itemid, lootItem->count);
if (msg != EQUIP_ERR_OK && bag != NULL_BAG)
msg = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, lootItem->itemid, lootItem->count);
if (msg != EQUIP_ERR_OK)
{
SendEquipError(msg, NULL, NULL, lootItem->itemid);
continue;
}
Item* pItem = StoreNewItem(dest, lootItem->itemid, true, lootItem->randomPropertyId);
SendNewItem(pItem, lootItem->count, false, false, broadcast);
}
}
Item* Player::ConvertItem(Item* item, uint32 newItemId)
{
uint16 pos = item->GetPos();
Item* pNewItem = Item::CreateItem(newItemId, 1, this);
if (!pNewItem)
return NULL;
// copy enchantments
for (uint8 j = PERM_ENCHANTMENT_SLOT; j <= TEMP_ENCHANTMENT_SLOT; ++j)
{
if (item->GetEnchantmentId(EnchantmentSlot(j)))
pNewItem->SetEnchantment(EnchantmentSlot(j), item->GetEnchantmentId(EnchantmentSlot(j)),
item->GetEnchantmentDuration(EnchantmentSlot(j)), item->GetEnchantmentCharges(EnchantmentSlot(j)));
}
// copy durability
if (item->GetUInt32Value(ITEM_FIELD_DURABILITY) < item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY))
{
double loosePercent = 1 - item->GetUInt32Value(ITEM_FIELD_DURABILITY) / double(item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY));
DurabilityLoss(pNewItem, loosePercent);
}
if (IsInventoryPos(pos))
{
ItemPosCountVec dest;
InventoryResult msg = CanStoreItem(item->GetBagSlot(), item->GetSlot(), dest, pNewItem, true);
// ignore cast/combat time restriction
if (msg == EQUIP_ERR_OK)
{
DestroyItem(item->GetBagSlot(), item->GetSlot(), true);
return StoreItem(dest, pNewItem, true);
}
}
else if (IsBankPos(pos))
{
ItemPosCountVec dest;
InventoryResult msg = CanBankItem(item->GetBagSlot(), item->GetSlot(), dest, pNewItem, true);
// ignore cast/combat time restriction
if (msg == EQUIP_ERR_OK)
{
DestroyItem(item->GetBagSlot(), item->GetSlot(), true);
return BankItem(dest, pNewItem, true);
}
}
else if (IsEquipmentPos(pos))
{
uint16 dest;
InventoryResult msg = CanEquipItem(item->GetSlot(), dest, pNewItem, true, false);
// ignore cast/combat time restriction
if (msg == EQUIP_ERR_OK)
{
DestroyItem(item->GetBagSlot(), item->GetSlot(), true);
pNewItem = EquipItem(dest, pNewItem, true);
AutoUnequipOffhandIfNeed();
return pNewItem;
}
}
// fail
delete pNewItem;
return NULL;
}
uint32 Player::CalculateTalentsPoints() const
{
// this dbc file has entries only up to level 100
NumTalentsAtLevelEntry const* count = sNumTalentsAtLevelStore.LookupEntry(std::min<uint32>(getLevel(), 100));
if (!count)
return 0;
float baseForLevel = count->Talents;
if (getClass() != CLASS_DEATH_KNIGHT)
return uint32(baseForLevel * sWorld.getConfig(CONFIG_FLOAT_RATE_TALENT));
// Death Knight starting level
// hardcoded here - number of quest awarded talents is equal to number of talents any other class would have at level 55
if (getLevel() < 55)
return 0;
NumTalentsAtLevelEntry const* dkBase = sNumTalentsAtLevelStore.LookupEntry(55);
if (!dkBase)
return 0;
float talentPointsForLevel = count->Talents - dkBase->Talents;
talentPointsForLevel += float(m_questRewardTalentCount);
if (talentPointsForLevel > baseForLevel)
talentPointsForLevel = baseForLevel;
return uint32(talentPointsForLevel * sWorld.getConfig(CONFIG_FLOAT_RATE_TALENT));
}
bool Player::CanStartFlyInArea(uint32 mapid, uint32 zone, uint32 area) const
{
if (isGameMaster())
return true;
// continent checked in SpellMgr::GetSpellAllowedInLocationError at cast and area update
uint32 v_map = GetVirtualMapForMapAndZone(mapid, zone);
// switch all known flying maps
switch (v_map)
{
case 0: // Eastern Kingdoms
case 1: // Kalimdor
case 646: // Deepholm
return HasSpell(90267);
case 530: // Outland
return true;
case 571: // Northrend
// Check Cold Weather Flying
// Disallow mounting in wintergrasp when battle is in progress
return HasSpell(54197); /* && (!inWintergrasp || wg->GetState() != BF_IN_PROGRESS);*/
}
return false;
}
struct DoPlayerLearnSpell
{
DoPlayerLearnSpell(Player& _player) : player(_player) {}
void operator()(uint32 spell_id) { player.learnSpell(spell_id, false); }
Player& player;
};
void Player::learnSpellHighRank(uint32 spellid)
{
learnSpell(spellid, false);
DoPlayerLearnSpell worker(*this);
sSpellMgr.doForHighRanks(spellid, worker);
}
void Player::_LoadSkills(QueryResult* result)
{
// 0 1 2
// SetPQuery(PLAYER_LOGIN_QUERY_LOADSKILLS, "SELECT skill, value, max FROM character_skills WHERE guid = '%u'", GUID_LOPART(m_guid));
uint32 count = 0;
uint8 professionCount = 0;
if (result)
{
do
{
Field* fields = result->Fetch();
uint16 skill = fields[0].GetUInt16();
uint16 value = fields[1].GetUInt16();
uint16 max = fields[2].GetUInt16();
SkillLineEntry const* pSkill = sSkillLineStore.LookupEntry(skill);
if (!pSkill)
{
sLog.outError("Character %u has skill %u that does not exist.", GetGUIDLow(), skill);
continue;
}
// set fixed skill ranges
switch (GetSkillRangeType(pSkill, false))
{
case SKILL_RANGE_LANGUAGE: // 300..300
value = max = 300;
break;
case SKILL_RANGE_MONO: // 1..1, grey monolite bar
value = max = 1;
break;
default:
break;
}
if (value == 0)
{
sLog.outError("Character %u has skill %u with value 0. Will be deleted.", GetGUIDLow(), skill);
CharacterDatabase.PExecute("DELETE FROM character_skills WHERE guid = '%u' AND skill = '%u' ", GetGUIDLow(), skill);
continue;
}
uint16 field = count / 2;
uint8 offset = count & 1;
SetUInt16Value(PLAYER_SKILL_LINEID_0 + field, offset, skill);
uint16 step = 0;
if (pSkill->categoryId == SKILL_CATEGORY_SECONDARY)
step = max / 75;
if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
{
step = max / 75;
if (professionCount < 2)
SetUInt32Value(PLAYER_PROFESSION_SKILL_LINE_1 + professionCount++, skill);
}
SetUInt16Value(PLAYER_SKILL_STEP_0 + field, offset, step);
SetUInt16Value(PLAYER_SKILL_RANK_0 + field, offset, value);
SetUInt16Value(PLAYER_SKILL_MAX_RANK_0 + field, offset, max);
SetUInt16Value(PLAYER_SKILL_MODIFIER_0 + field, offset, 0);
SetUInt16Value(PLAYER_SKILL_TALENT_0 + field, offset, 0);
mSkillStatus.insert(SkillStatusMap::value_type(skill, SkillStatusData(count, SKILL_UNCHANGED)));
learnSkillRewardedSpells(skill, value);
++count;
if (count >= PLAYER_MAX_SKILLS) // client limit
{
sLog.outError("Character %u has more than %u skills.", GetGUIDLow(), PLAYER_MAX_SKILLS);
break;
}
}
while (result->NextRow());
delete result;
}
for (; count < PLAYER_MAX_SKILLS; ++count)
{
uint16 field = count / 2;
uint8 offset = count & 1;
SetUInt16Value(PLAYER_SKILL_LINEID_0 + field, offset, 0);
SetUInt16Value(PLAYER_SKILL_STEP_0 + field, offset, 0);
SetUInt16Value(PLAYER_SKILL_RANK_0 + field, offset, 0);
SetUInt16Value(PLAYER_SKILL_MAX_RANK_0 + field, offset, 0);
SetUInt16Value(PLAYER_SKILL_MODIFIER_0 + field, offset, 0);
SetUInt16Value(PLAYER_SKILL_TALENT_0 + field, offset, 0);
}
// special settings
if (getClass() == CLASS_DEATH_KNIGHT)
{
uint32 base_level = std::min(getLevel(), sWorld.getConfig(CONFIG_UINT32_START_HEROIC_PLAYER_LEVEL));
if (base_level < 1)
base_level = 1;
uint32 base_skill = (base_level - 1) * 5; // 270 at starting level 55
if (base_skill < 1)
base_skill = 1; // skill mast be known and then > 0 in any case
if (GetPureSkillValue(SKILL_FIRST_AID) < base_skill)
SetSkill(SKILL_FIRST_AID, base_skill, base_skill);
if (GetPureSkillValue(SKILL_AXES) < base_skill)
SetSkill(SKILL_AXES, base_skill, base_skill);
if (GetPureSkillValue(SKILL_DEFENSE) < base_skill)
SetSkill(SKILL_DEFENSE, base_skill, base_skill);
if (GetPureSkillValue(SKILL_POLEARMS) < base_skill)
SetSkill(SKILL_POLEARMS, base_skill, base_skill);
if (GetPureSkillValue(SKILL_SWORDS) < base_skill)
SetSkill(SKILL_SWORDS, base_skill, base_skill);
if (GetPureSkillValue(SKILL_2H_AXES) < base_skill)
SetSkill(SKILL_2H_AXES, base_skill, base_skill);
if (GetPureSkillValue(SKILL_2H_SWORDS) < base_skill)
SetSkill(SKILL_2H_SWORDS, base_skill, base_skill);
if (GetPureSkillValue(SKILL_UNARMED) < base_skill)
SetSkill(SKILL_UNARMED, base_skill, base_skill);
}
}
InventoryResult Player::CanEquipUniqueItem(Item* pItem, uint8 eslot, uint32 limit_count) const
{
ItemPrototype const* pProto = pItem->GetProto();
// proto based limitations
if (InventoryResult res = CanEquipUniqueItem(pProto, eslot, limit_count))
return res;
// check unique-equipped on gems
for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT + 3; ++enchant_slot)
{
uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
if (!enchant_id)
continue;
SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if (!enchantEntry)
continue;
ItemPrototype const* pGem = ObjectMgr::GetItemPrototype(enchantEntry->GemID);
if (!pGem)
continue;
// include for check equip another gems with same limit category for not equipped item (and then not counted)
uint32 gem_limit_count = !pItem->IsEquipped() && pGem->ItemLimitCategory
? pItem->GetGemCountWithLimitCategory(pGem->ItemLimitCategory) : 1;
if (InventoryResult res = CanEquipUniqueItem(pGem, eslot, gem_limit_count))
return res;
}
return EQUIP_ERR_OK;
}
InventoryResult Player::CanEquipUniqueItem(ItemPrototype const* itemProto, uint8 except_slot, uint32 limit_count) const
{
// check unique-equipped on item
if (itemProto->Flags & ITEM_FLAG_UNIQUE_EQUIPPED)
{
// there is an equip limit on this item
if (HasItemOrGemWithIdEquipped(itemProto->ItemId, 1, except_slot))
return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
}
// check unique-equipped limit
if (itemProto->ItemLimitCategory)
{
ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(itemProto->ItemLimitCategory);
if (!limitEntry)
return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
// NOTE: limitEntry->mode not checked because if item have have-limit then it applied and to equip case
if (limit_count > limitEntry->maxCount)
return EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_EQUIPPED_EXCEEDED_IS;
// there is an equip limit on this item
if (HasItemOrGemWithLimitCategoryEquipped(itemProto->ItemLimitCategory, limitEntry->maxCount - limit_count + 1, except_slot))
return EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_EQUIPPED_EXCEEDED_IS;
}
return EQUIP_ERR_OK;
}
void Player::HandleFall(MovementInfo const& movementInfo)
{
// calculate total z distance of the fall
float z_diff = m_lastFallZ - movementInfo.GetPos()->z;
DEBUG_LOG("zDiff = %f", z_diff);
// Players with low fall distance, Feather Fall or physical immunity (charges used) are ignored
// 14.57 can be calculated by resolving damageperc formula below to 0
if (z_diff >= 14.57f && !isDead() && !isGameMaster() && /*!HasMovementFlag(MOVEFLAG_ONTRANSPORT) &&*/
!HasAuraType(SPELL_AURA_HOVER) && !HasAuraType(SPELL_AURA_FEATHER_FALL) &&
!HasAuraType(SPELL_AURA_FLY) && !IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL))
{
// Safe fall, fall height reduction
int32 safe_fall = GetTotalAuraModifier(SPELL_AURA_SAFE_FALL);
float damageperc = 0.018f * (z_diff - safe_fall) - 0.2426f;
if (damageperc > 0)
{
uint32 damage = (uint32)(damageperc * GetMaxHealth() * sWorld.getConfig(CONFIG_FLOAT_RATE_DAMAGE_FALL));
float height = movementInfo.GetPos()->z;
UpdateAllowedPositionZ(movementInfo.GetPos()->x, movementInfo.GetPos()->y, height);
if (damage > 0)
{
// Prevent fall damage from being more than the player maximum health
if (damage > GetMaxHealth())
damage = GetMaxHealth();
// Gust of Wind
if (GetDummyAura(43621))
damage = GetMaxHealth() / 2;
uint32 original_health = GetHealth();
uint32 final_damage = EnvironmentalDamage(DAMAGE_FALL, damage);
// recheck alive, might have died of EnvironmentalDamage, avoid cases when player die in fact like Spirit of Redemption case
if (isAlive() && final_damage < original_health)
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING, uint32(z_diff * 100));
}
// Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction
DEBUG_LOG("FALLDAMAGE z=%f sz=%f pZ=%f FallTime=%d mZ=%f damage=%d SF=%d" , movementInfo.GetPos()->z, height, GetPositionZ(), movementInfo.GetFallTime(), height, damage, safe_fall);
}
}
}
void Player::UpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscvalue1/*=0*/, uint32 miscvalue2/*=0*/, Unit* unit/*=NULL*/, uint32 time/*=0*/)
{
GetAchievementMgr().UpdateAchievementCriteria(type, miscvalue1, miscvalue2, unit, time);
}
void Player::StartTimedAchievementCriteria(AchievementCriteriaTypes type, uint32 timedRequirementId, time_t startTime /*= 0*/)
{
GetAchievementMgr().StartTimedAchievementCriteria(type, timedRequirementId, startTime);
}
PlayerTalent const* Player::GetKnownTalentById(int32 talentId) const
{
PlayerTalentMap::const_iterator itr = m_talents[m_activeSpec].find(talentId);
if (itr != m_talents[m_activeSpec].end() && itr->second.state != PLAYERSPELL_REMOVED)
return &itr->second;
else
return NULL;
}
SpellEntry const* Player::GetKnownTalentRankById(int32 talentId) const
{
if (PlayerTalent const* talent = GetKnownTalentById(talentId))
return sSpellStore.LookupEntry(talent->talentEntry->RankID[talent->currentRank]);
else
return NULL;
}
bool Player::LearnTalent(uint32 talentId, uint32 talentRank)
{
uint32 CurTalentPoints = GetFreeTalentPoints();
if (CurTalentPoints == 0)
return false;
if (talentRank >= MAX_TALENT_RANK)
return false;
TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId);
if (!talentInfo)
return false;
TalentTabEntry const* talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
if (!talentTabInfo)
return false;
// prevent learn talent for different class (cheating)
if ((getClassMask() & talentTabInfo->ClassMask) == 0)
return false;
// find current max talent rank
uint32 curtalent_maxrank = 0;
if (PlayerTalent const* talent = GetKnownTalentById(talentId))
curtalent_maxrank = talent->currentRank + 1;
// we already have same or higher talent rank learned
if (curtalent_maxrank >= (talentRank + 1))
return false;
// check if we have enough talent points
if (CurTalentPoints < (talentRank - curtalent_maxrank + 1))
return false;
// Check if it requires another talent
if (talentInfo->DependsOn > 0)
{
if (TalentEntry const* depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn))
{
bool hasEnoughRank = false;
PlayerTalentMap::iterator dependsOnTalent = m_talents[m_activeSpec].find(depTalentInfo->TalentID);
if (dependsOnTalent != m_talents[m_activeSpec].end() && dependsOnTalent->second.state != PLAYERSPELL_REMOVED)
{
PlayerTalent depTalent = (*dependsOnTalent).second;
if (depTalent.currentRank >= talentInfo->DependsOnRank)
hasEnoughRank = true;
}
if (!hasEnoughRank)
return false;
}
}
// Find out how many points we have in this field
uint32 spentPoints = 0;
uint32 primaryTreeTalents = 0;
uint32 tTab = talentInfo->TalentTab;
bool isMainTree = m_talentsPrimaryTree[m_activeSpec] == tTab || !m_talentsPrimaryTree[m_activeSpec];
if (talentInfo->Row > 0 || !isMainTree)
{
for (uint32 i = 0; i < sTalentStore.GetNumRows(); i++) // Loop through all talents.
{
if (TalentEntry const* tmpTalent = sTalentStore.LookupEntry(i)) // Someday, someone needs to revamp the way talents are tracked
{
for (uint8 rank = 0; rank < MAX_TALENT_RANK; rank++)
{
if (tmpTalent->RankID[rank] != 0)
{
if (HasSpell(tmpTalent->RankID[rank]))
{
if (tmpTalent->TalentTab == tTab)
spentPoints += (rank + 1);
if (tmpTalent->TalentTab == m_talentsPrimaryTree[m_activeSpec])
primaryTreeTalents += (rank + 1);
}
}
}
}
}
}
// not have required min points spent in talent tree
if (spentPoints < (talentInfo->Row * MAX_TALENT_RANK))
return false;
// player has not spent 31 talents in main tree before attempting to learn other tree's talents
if (!isMainTree && primaryTreeTalents < REQ_PRIMARY_TREE_TALENTS)
return false;
// spell not set in talent.dbc
uint32 spellid = talentInfo->RankID[talentRank];
if (spellid == 0)
{
sLog.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId, talentRank);
return false;
}
// already known
if (HasSpell(spellid))
return false;
// learn! (other talent ranks will unlearned at learning)
learnSpell(spellid, false);
DETAIL_LOG("TalentID: %u Rank: %u Spell: %u\n", talentId, talentRank, spellid);
// set talent tree for player
if (!m_talentsPrimaryTree[m_activeSpec])
{
m_talentsPrimaryTree[m_activeSpec] = talentInfo->TalentTab;
if (std::vector<uint32> const* specSpells = GetTalentTreeMasterySpells(talentInfo->TalentTab))
for (size_t i = 0; i < specSpells->size(); ++i)
learnSpell(specSpells->at(i), false);
if (std::vector<uint32> const* specSpells = GetTalentTreePrimarySpells(talentInfo->TalentTab))
for (size_t i = 0; i < specSpells->size(); ++i)
learnSpell(specSpells->at(i), false);
// Update talent tree role-dependent mana regen
UpdateManaRegen();
UpdateArmorSpecializations();
}
return true;
}
void Player::LearnPetTalent(ObjectGuid petGuid, uint32 talentId, uint32 talentRank)
{
Pet* pet = GetPet();
if (!pet)
return;
if (petGuid != pet->GetObjectGuid())
return;
uint32 CurTalentPoints = pet->GetFreeTalentPoints();
if (CurTalentPoints == 0)
return;
if (talentRank >= MAX_PET_TALENT_RANK)
return;
TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId);
if (!talentInfo)
return;
TalentTabEntry const* talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
if (!talentTabInfo)
return;
CreatureInfo const* ci = pet->GetCreatureInfo();
if (!ci)
return;
CreatureFamilyEntry const* pet_family = sCreatureFamilyStore.LookupEntry(ci->family);
if (!pet_family)
return;
if (pet_family->petTalentType < 0) // not hunter pet
return;
// prevent learn talent for different family (cheating)
if (!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask))
return;
// find current max talent rank
int32 curtalent_maxrank = 0;
for (int32 k = MAX_TALENT_RANK - 1; k > -1; --k)
{
if (talentInfo->RankID[k] && pet->HasSpell(talentInfo->RankID[k]))
{
curtalent_maxrank = k + 1;
break;
}
}
// we already have same or higher talent rank learned
if (curtalent_maxrank >= int32(talentRank + 1))
return;
// check if we have enough talent points
if (CurTalentPoints < (talentRank - curtalent_maxrank + 1))
return;
// Check if it requires another talent
if (talentInfo->DependsOn > 0)
{
if (TalentEntry const* depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn))
{
bool hasEnoughRank = false;
for (int i = talentInfo->DependsOnRank; i < MAX_TALENT_RANK; ++i)
{
if (depTalentInfo->RankID[i] != 0)
if (pet->HasSpell(depTalentInfo->RankID[i]))
hasEnoughRank = true;
}
if (!hasEnoughRank)
return;
}
}
// Find out how many points we have in this field
uint32 spentPoints = 0;
uint32 tTab = talentInfo->TalentTab;
if (talentInfo->Row > 0)
{
unsigned int numRows = sTalentStore.GetNumRows();
for (unsigned int i = 0; i < numRows; ++i) // Loop through all talents.
{
// Someday, someone needs to revamp
const TalentEntry* tmpTalent = sTalentStore.LookupEntry(i);
if (tmpTalent) // the way talents are tracked
{
if (tmpTalent->TalentTab == tTab)
{
for (int j = 0; j < MAX_TALENT_RANK; ++j)
{
if (tmpTalent->RankID[j] != 0)
{
if (pet->HasSpell(tmpTalent->RankID[j]))
{
spentPoints += j + 1;
}
}
}
}
}
}
}
// not have required min points spent in talent tree
if (spentPoints < (talentInfo->Row * MAX_PET_TALENT_RANK))
return;
// spell not set in talent.dbc
uint32 spellid = talentInfo->RankID[talentRank];
if (spellid == 0)
{
sLog.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId, talentRank);
return;
}
// already known
if (pet->HasSpell(spellid))
return;
// learn! (other talent ranks will unlearned at learning)
pet->learnSpell(spellid);
DETAIL_LOG("PetTalentID: %u Rank: %u Spell: %u\n", talentId, talentRank, spellid);
}
void Player::UpdateFallInformationIfNeed(MovementInfo const& minfo, uint16 opcode)
{
if (m_lastFallTime >= minfo.GetFallTime() || m_lastFallZ <= minfo.GetPos()->z || opcode == CMSG_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())
return;
Pet* NewPet = new Pet;
if (!NewPet->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber, true))
delete NewPet;
m_temporaryUnsummonedPetNumber = 0;
}
bool Player::canSeeSpellClickOn(Creature const* c) const
{
if (!c->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK))
return false;
SpellClickInfoMapBounds clickPair = sObjectMgr.GetSpellClickInfoMapBounds(c->GetEntry());
for (SpellClickInfoMap::const_iterator itr = clickPair.first; itr != clickPair.second; ++itr)
if (itr->second.IsFitToRequirements(this, c))
return true;
return false;
}
void Player::BuildPlayerTalentsInfoData(WorldPacket* data)
{
*data << uint32(GetFreeTalentPoints()); // unspentTalentPoints
*data << uint8(m_specsCount); // talent group count (0, 1 or 2)
*data << uint8(m_activeSpec); // talent group index (0 or 1)
if (m_specsCount)
{
if (m_specsCount > MAX_TALENT_SPEC_COUNT)
m_specsCount = MAX_TALENT_SPEC_COUNT;
// loop through all specs (only 1 for now)
for (uint32 specIdx = 0; specIdx < m_specsCount; ++specIdx)
{
*data << uint32(m_talentsPrimaryTree[specIdx]);
uint8 talentIdCount = 0;
size_t pos = data->wpos();
*data << uint8(talentIdCount); // [PH], talentIdCount
// find class talent tabs (all players have 3 talent tabs)
uint32 const* talentTabIds = GetTalentTabPages(getClass());
for (uint32 i = 0; i < MAX_TALENT_TABS; ++i)
{
uint32 talentTabId = talentTabIds[i];
for (PlayerTalentMap::iterator iter = m_talents[specIdx].begin(); iter != m_talents[specIdx].end(); ++iter)
{
PlayerTalent talent = (*iter).second;
if (talent.state == PLAYERSPELL_REMOVED)
continue;
// skip another tab talents
if (talent.talentEntry->TalentTab != talentTabId)
continue;
*data << uint32(talent.talentEntry->TalentID); // Talent.dbc
*data << uint8(talent.currentRank); // talentMaxRank (0-4)
++talentIdCount;
}
}
data->put<uint8>(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<uint32>(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<uint8>(countPos, talentIdCount); // put real count
break;
}
}
void Player::SendTalentsInfoData(bool pet)
{
WorldPacket data(SMSG_TALENT_UPDATE, 50);
data << uint8(pet ? 1 : 0);
if (pet)
BuildPetTalentsInfoData(&data);
else
BuildPlayerTalentsInfoData(&data);
GetSession()->SendPacket(&data);
}
void Player::BuildEnchantmentsInfoData(WorldPacket* data)
{
uint32 slotUsedMask = 0;
size_t slotUsedMaskPos = data->wpos();
*data << uint32(slotUsedMask); // slotUsedMask < 0x80000
for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
{
Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (!item)
continue;
slotUsedMask |= (1 << i);
*data << uint32(item->GetEntry()); // item entry
uint16 enchantmentMask = 0;
size_t enchantmentMaskPos = data->wpos();
*data << uint16(enchantmentMask); // enchantmentMask < 0x1000
for (uint32 j = 0; j < MAX_ENCHANTMENT_SLOT; ++j)
{
uint32 enchId = item->GetEnchantmentId(EnchantmentSlot(j));
if (!enchId)
continue;
enchantmentMask |= (1 << j);
*data << uint16(enchId); // enchantmentId?
}
data->put<uint16>(enchantmentMaskPos, enchantmentMask);
*data << uint16(item->GetItemRandomPropertyId());
*data << item->GetGuidValue(ITEM_FIELD_CREATOR).WriteAsPacked();
*data << uint32(item->GetItemSuffixFactor());
}
data->put<uint32>(slotUsedMaskPos, slotUsedMask);
}
void Player::SendEquipmentSetList()
{
uint32 count = 0;
WorldPacket data(SMSG_LOAD_EQUIPMENT_SET, 4);
size_t count_pos = data.wpos();
data << uint32(count); // count placeholder
for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr)
{
if (itr->second.state == EQUIPMENT_SET_DELETED)
continue;
data.appendPackGUID(itr->second.Guid);
data << uint32(itr->first);
data << itr->second.Name;
data << itr->second.IconName;
for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
{
// ignored slots stored in IgnoreMask, client wants "1" as raw GUID, so no HIGHGUID_ITEM
if (itr->second.IgnoreMask & (1 << i))
data << ObjectGuid(uint64(1)).WriteAsPacked();
else
data << ObjectGuid(HIGHGUID_ITEM, itr->second.Items[i]).WriteAsPacked();
}
++count; // client have limit but it checked at loading and set
}
data.put<uint32>(count_pos, count);
GetSession()->SendPacket(&data);
}
void Player::SetEquipmentSet(uint32 index, EquipmentSet eqset)
{
if (eqset.Guid != 0)
{
bool found = false;
for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr)
{
if ((itr->second.Guid == eqset.Guid) && (itr->first == index))
{
found = true;
break;
}
}
if (!found) // something wrong...
{
sLog.outError("Player %s tried to save equipment set " UI64FMTD " (index %u), but that equipment set not found!", GetName(), eqset.Guid, index);
return;
}
}
EquipmentSet& eqslot = m_EquipmentSets[index];
EquipmentSetUpdateState old_state = eqslot.state;
eqslot = eqset;
if (eqset.Guid == 0)
{
eqslot.Guid = sObjectMgr.GenerateEquipmentSetGuid();
WorldPacket data(SMSG_EQUIPMENT_SET_ID, 4 + 1);
data << uint32(index);
data.appendPackGUID(eqslot.Guid);
GetSession()->SendPacket(&data);
}
eqslot.state = old_state == EQUIPMENT_SET_NEW ? EQUIPMENT_SET_NEW : EQUIPMENT_SET_CHANGED;
}
void Player::_SaveEquipmentSets()
{
static SqlStatementID updSets ;
static SqlStatementID insSets ;
static SqlStatementID delSets ;
for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end();)
{
uint32 index = itr->first;
EquipmentSet& eqset = itr->second;
switch (eqset.state)
{
case EQUIPMENT_SET_UNCHANGED:
++itr;
break; // nothing do
case EQUIPMENT_SET_CHANGED:
{
SqlStatement stmt = CharacterDatabase.CreateStatement(updSets, "UPDATE character_equipmentsets SET name=?, iconname=?, ignore_mask=?, item0=?, item1=?, item2=?, item3=?, item4=?, "
"item5=?, item6=?, item7=?, item8=?, item9=?, item10=?, item11=?, item12=?, item13=?, item14=?, "
"item15=?, item16=?, item17=?, item18=? WHERE guid=? AND setguid=? AND setindex=?");
stmt.addString(eqset.Name);
stmt.addString(eqset.IconName);
stmt.addUInt32(eqset.IgnoreMask);
for (int i = 0; i < EQUIPMENT_SLOT_END; ++i)
stmt.addUInt32(eqset.Items[i]);
stmt.addUInt32(GetGUIDLow());
stmt.addUInt64(eqset.Guid);
stmt.addUInt32(index);
stmt.Execute();
eqset.state = EQUIPMENT_SET_UNCHANGED;
++itr;
break;
}
case EQUIPMENT_SET_NEW:
{
SqlStatement stmt = CharacterDatabase.CreateStatement(insSets, "INSERT INTO character_equipmentsets VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?)");
stmt.addUInt32(GetGUIDLow());
stmt.addUInt64(eqset.Guid);
stmt.addUInt32(index);
stmt.addString(eqset.Name);
stmt.addString(eqset.IconName);
stmt.addUInt32(eqset.IgnoreMask);
for (int i = 0; i < EQUIPMENT_SLOT_END; ++i)
stmt.addUInt32(eqset.Items[i]);
stmt.Execute();
eqset.state = EQUIPMENT_SET_UNCHANGED;
++itr;
break;
}
case EQUIPMENT_SET_DELETED:
{
SqlStatement stmt = CharacterDatabase.CreateStatement(delSets, "DELETE FROM character_equipmentsets WHERE setguid = ?");
stmt.PExecute(eqset.Guid);
m_EquipmentSets.erase(itr++);
break;
}
}
}
}
void Player::_SaveBGData()
{
// nothing save
if (!m_bgData.m_needSave)
return;
static SqlStatementID delBGData ;
static SqlStatementID insBGData ;
SqlStatement stmt = CharacterDatabase.CreateStatement(delBGData, "DELETE FROM character_battleground_data WHERE guid = ?");
stmt.PExecute(GetGUIDLow());
if (m_bgData.bgInstanceID)
{
stmt = CharacterDatabase.CreateStatement(insBGData, "INSERT INTO character_battleground_data VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?)");
/* guid, bgInstanceID, bgTeam, x, y, z, o, map, taxi[0], taxi[1], mountSpell */
stmt.addUInt32(GetGUIDLow());
stmt.addUInt32(m_bgData.bgInstanceID);
stmt.addUInt32(uint32(m_bgData.bgTeam));
stmt.addFloat(m_bgData.joinPos.coord_x);
stmt.addFloat(m_bgData.joinPos.coord_y);
stmt.addFloat(m_bgData.joinPos.coord_z);
stmt.addFloat(m_bgData.joinPos.orientation);
stmt.addUInt32(m_bgData.joinPos.mapid);
stmt.addUInt32(m_bgData.taxiPath[0]);
stmt.addUInt32(m_bgData.taxiPath[1]);
stmt.addUInt32(m_bgData.mountSpell);
stmt.Execute();
}
m_bgData.m_needSave = false;
}
void Player::DeleteEquipmentSet(uint64 setGuid)
{
for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr)
{
if (itr->second.Guid == setGuid)
{
if (itr->second.state == EQUIPMENT_SET_NEW)
m_EquipmentSets.erase(itr);
else
itr->second.state = EQUIPMENT_SET_DELETED;
break;
}
}
}
void Player::ActivateSpec(uint8 specNum)
{
if (GetActiveSpec() == specNum)
return;
if (specNum >= GetSpecsCount())
return;
UnsummonPetTemporaryIfAny();
// prevent deletion of action buttons by client at spell unlearn or by player while spec change in progress
SendLockActionButtons();
// Remove spec specific spells
for (uint32 i = 0; i < MAX_TALENT_TABS; ++i)
{
if (std::vector<uint32> const* specSpells = GetTalentTreeMasterySpells(GetTalentTabPages(getClass())[i]))
for (size_t i = 0; i < specSpells->size(); ++i)
removeSpell(specSpells->at(i), true);
if (std::vector<uint32> const* specSpells = GetTalentTreePrimarySpells(GetTalentTabPages(getClass())[i]))
for (size_t i = 0; i < specSpells->size(); ++i)
removeSpell(specSpells->at(i), true);
}
ApplyGlyphs(false);
// copy of new talent spec (we will use it as model for converting current tlanet state to new)
PlayerTalentMap tempSpec = m_talents[specNum];
// copy old spec talents to new one, must be before spec switch to have previous spec num(as m_activeSpec)
m_talents[specNum] = m_talents[m_activeSpec];
SetActiveSpec(specNum);
// remove all talent spells that don't exist in next spec but exist in old
for (PlayerTalentMap::iterator specIter = m_talents[m_activeSpec].begin(); specIter != m_talents[m_activeSpec].end();)
{
PlayerTalent& talent = specIter->second;
if (talent.state == PLAYERSPELL_REMOVED)
{
++specIter;
continue;
}
PlayerTalentMap::iterator iterTempSpec = tempSpec.find(specIter->first);
// remove any talent rank if talent not listed in temp spec
if (iterTempSpec == tempSpec.end() || iterTempSpec->second.state == PLAYERSPELL_REMOVED)
{
TalentEntry const* talentInfo = talent.talentEntry;
for (int r = 0; r < MAX_TALENT_RANK; ++r)
if (talentInfo->RankID[r])
removeSpell(talentInfo->RankID[r], !IsPassiveSpell(talentInfo->RankID[r]), false);
specIter = m_talents[m_activeSpec].begin();
}
else
++specIter;
}
// now new spec data have only talents (maybe different rank) as in temp spec data, sync ranks then.
for (PlayerTalentMap::const_iterator tempIter = tempSpec.begin(); tempIter != tempSpec.end(); ++tempIter)
{
PlayerTalent const& talent = tempIter->second;
// removed state talent already unlearned in prev. loop
// but we need restore it if it deleted for finish removed-marked data in DB
if (talent.state == PLAYERSPELL_REMOVED)
{
m_talents[m_activeSpec][tempIter->first] = talent;
continue;
}
uint32 talentSpellId = talent.talentEntry->RankID[talent.currentRank];
// learn talent spells if they not in new spec (old spec copy)
// and if they have different rank
if (PlayerTalent const* cur_talent = GetKnownTalentById(tempIter->first))
{
if (cur_talent->currentRank != talent.currentRank)
learnSpell(talentSpellId, false);
}
else
learnSpell(talentSpellId, false);
// sync states - original state is changed in addSpell that learnSpell calls
PlayerTalentMap::iterator specIter = m_talents[m_activeSpec].find(tempIter->first);
if (specIter != m_talents[m_activeSpec].end())
specIter->second.state = talent.state;
else
{
sLog.outError("ActivateSpec: Talent spell %u expected to learned at spec switch but not listed in talents at final check!", talentSpellId);
// attempt resync DB state (deleted lost spell from DB)
if (talent.state != PLAYERSPELL_NEW)
{
PlayerTalent& talentNew = m_talents[m_activeSpec][tempIter->first];
talentNew = talent;
talentNew.state = PLAYERSPELL_REMOVED;
}
}
}
InitTalentForLevel();
// recheck action buttons (not checked at loading/spec copy)
ActionButtonList const& currentActionButtonList = m_actionButtons[m_activeSpec];
for (ActionButtonList::const_iterator itr = currentActionButtonList.begin(); itr != currentActionButtonList.end();)
{
if (itr->second.uState != ACTIONBUTTON_DELETED)
{
// remove broken without any output (it can be not correct because talents not copied at spec creating)
if (!IsActionButtonDataValid(itr->first, itr->second.GetAction(), itr->second.GetType(), this, false))
{
removeActionButton(m_activeSpec, itr->first);
itr = currentActionButtonList.begin();
continue;
}
}
++itr;
}
ResummonPetTemporaryUnSummonedIfAny();
if (std::vector<uint32> const* specSpells = GetTalentTreeMasterySpells(m_talentsPrimaryTree[m_activeSpec]))
for (size_t i = 0; i < specSpells->size(); ++i)
learnSpell(specSpells->at(i), false);
if (std::vector<uint32> const* specSpells = GetTalentTreePrimarySpells(m_talentsPrimaryTree[m_activeSpec]))
for (size_t i = 0; i < specSpells->size(); ++i)
learnSpell(specSpells->at(i), false);
ApplyGlyphs(true);
SendInitialActionButtons();
Powers pw = getPowerType();
if (pw != POWER_MANA)
SetPower(POWER_MANA, 0);
SetPower(pw, 0);
if (m_talentsPrimaryTree[m_activeSpec] && !sTalentTabStore.LookupEntry(m_talentsPrimaryTree[m_activeSpec]))
resetTalents(true);
// Update talent tree role-dependent mana regen
UpdateManaRegen();
UpdateArmorSpecializations();
}
void Player::UpdateSpecCount(uint8 count)
{
uint8 curCount = GetSpecsCount();
if (curCount == count)
return;
// maybe current spec data must be copied to 0 spec?
if (m_activeSpec >= count)
ActivateSpec(0);
// copy spec data from new specs
if (count > curCount)
{
// copy action buttons from active spec (more easy in this case iterate first by button)
ActionButtonList const& currentActionButtonList = m_actionButtons[m_activeSpec];
for (ActionButtonList::const_iterator itr = currentActionButtonList.begin(); itr != currentActionButtonList.end(); ++itr)
{
if (itr->second.uState != ACTIONBUTTON_DELETED)
{
for (uint8 spec = curCount; spec < count; ++spec)
addActionButton(spec, itr->first, itr->second.GetAction(), itr->second.GetType());
}
}
}
// delete spec data for removed specs
else if (count < curCount)
{
// delete action buttons for removed spec
for (uint8 spec = count; spec < curCount; ++spec)
{
// delete action buttons for removed spec
for (uint8 button = 0; button < MAX_ACTION_BUTTONS; ++button)
removeActionButton(spec, button);
}
}
SetSpecsCount(count);
SendTalentsInfoData(false);
}
void Player::RemoveAtLoginFlag(AtLoginFlags f, bool in_db_also /*= false*/)
{
m_atLoginFlags &= ~f;
if (in_db_also)
CharacterDatabase.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(f), GetGUIDLow());
}
void Player::SendClearCooldown(uint32 spell_id, Unit* target)
{
ObjectGuid guid = target->GetObjectGuid();
WorldPacket data(SMSG_CLEAR_COOLDOWNS, 1 + 8 + 4);
data.WriteGuidMask<1, 3, 6>(guid);
data.WriteBits(1, 24); // cooldown count
data.WriteGuidMask<7, 5, 2, 4, 0>(guid);
data.WriteGuidBytes<7, 2, 4, 5, 1, 3>(guid);
data << uint32(spell_id);
data.WriteGuidBytes<0, 6>(guid);
SendDirectMessage(&data);
}
bool Player::HasMovementFlag(MovementFlags f) const
{
return m_movementInfo.HasMovementFlag(f);
}
void Player::ResetTimeSync()
{
m_timeSyncCounter = 0;
m_timeSyncTimer = 0;
m_timeSyncClient = 0;
m_timeSyncServer = WorldTimer::getMSTime();
}
void Player::SendTimeSync()
{
WorldPacket data(SMSG_TIME_SYNC_REQ, 4);
data << uint32(m_timeSyncCounter++);
GetSession()->SendPacket(&data);
// Schedule next sync in 10 sec
m_timeSyncTimer = 10000;
m_timeSyncServer = WorldTimer::getMSTime();
}
void Player::SendDuelCountdown(uint32 counter)
{
WorldPacket data(SMSG_DUEL_COUNTDOWN, 4);
data << uint32(counter); // seconds
GetSession()->SendPacket(&data);
}
bool Player::IsImmuneToSpellEffect(SpellEntry const* spellInfo, SpellEffectIndex index, bool castOnSelf) const
{
SpellEffectEntry const* spellEffect = spellInfo->GetSpellEffect(index);
if(spellEffect)
{
switch(spellEffect->Effect)
{
case SPELL_EFFECT_ATTACK_ME:
return true;
default:
break;
}
switch(spellEffect->EffectApplyAuraName)
{
case SPELL_AURA_MOD_TAUNT:
return true;
default:
break;
}
}
return Unit::IsImmuneToSpellEffect(spellInfo, index, castOnSelf);
}
void Player::SetHomebindToLocation(WorldLocation const& loc, uint32 area_id)
{
m_homebindMapId = loc.mapid;
m_homebindAreaId = area_id;
m_homebindX = loc.coord_x;
m_homebindY = loc.coord_y;
m_homebindZ = loc.coord_z;
// update sql homebind
CharacterDatabase.PExecute("UPDATE character_homebind SET map = '%u', zone = '%u', position_x = '%f', position_y = '%f', position_z = '%f' WHERE guid = '%u'",
m_homebindMapId, m_homebindAreaId, m_homebindX, m_homebindY, m_homebindZ, GetGUIDLow());
}
Object* Player::GetObjectByTypeMask(ObjectGuid guid, TypeMask typemask)
{
switch (guid.GetHigh())
{
case HIGHGUID_ITEM:
if (typemask & TYPEMASK_ITEM)
return GetItemByGuid(guid);
break;
case HIGHGUID_PLAYER:
if (GetObjectGuid() == guid)
return this;
if ((typemask & TYPEMASK_PLAYER) && IsInWorld())
return ObjectAccessor::FindPlayer(guid);
break;
case HIGHGUID_GAMEOBJECT:
if ((typemask & TYPEMASK_GAMEOBJECT) && IsInWorld())
return GetMap()->GetGameObject(guid);
break;
case HIGHGUID_UNIT:
case HIGHGUID_VEHICLE:
if ((typemask & TYPEMASK_UNIT) && IsInWorld())
return GetMap()->GetCreature(guid);
break;
case HIGHGUID_PET:
if ((typemask & TYPEMASK_UNIT) && IsInWorld())
return GetMap()->GetPet(guid);
break;
case HIGHGUID_DYNAMICOBJECT:
if ((typemask & TYPEMASK_DYNAMICOBJECT) && IsInWorld())
return GetMap()->GetDynamicObject(guid);
break;
case HIGHGUID_TRANSPORT:
case HIGHGUID_CORPSE:
case HIGHGUID_MO_TRANSPORT:
case HIGHGUID_INSTANCE:
case HIGHGUID_GROUP:
default:
break;
}
return NULL;
}
void Player::SetRestType(RestType n_r_type, uint32 areaTriggerId /*= 0*/)
{
rest_type = n_r_type;
if (rest_type == REST_TYPE_NO)
{
RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
// Set player to FFA PVP when not in rested environment.
if (sWorld.IsFFAPvPRealm())
SetFFAPvP(true);
}
else
{
SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
inn_trigger_id = areaTriggerId;
time_inn_enter = time(NULL);
if (sWorld.IsFFAPvPRealm())
SetFFAPvP(false);
}
}
uint32 Player::GetEquipGearScore(bool withBags, bool withBank)
{
if (withBags && withBank && m_cachedGS > 0)
return m_cachedGS;
GearScoreVec gearScore(EQUIPMENT_SLOT_END);
uint32 twoHandScore = 0;
for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
{
if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
_fillGearScoreData(item, &gearScore, twoHandScore);
}
if (withBags)
{
// check inventory
for (int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
{
if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
_fillGearScoreData(item, &gearScore, twoHandScore);
}
// check bags
for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
{
if (Item* item2 = pBag->GetItemByPos(j))
_fillGearScoreData(item2, &gearScore, twoHandScore);
}
}
}
}
if (withBank)
{
for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i)
{
if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
_fillGearScoreData(item, &gearScore, twoHandScore);
}
for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
{
if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
if (item->IsBag())
{
Bag* bag = (Bag*)item;
for (uint8 j = 0; j < bag->GetBagSize(); ++j)
{
if (Item* item2 = bag->GetItemByPos(j))
_fillGearScoreData(item2, &gearScore, twoHandScore);
}
}
}
}
}
uint8 count = EQUIPMENT_SLOT_END - 2; // ignore body and tabard slots
uint32 sum = 0;
// check if 2h hand is higher level than main hand + off hand
if (gearScore[EQUIPMENT_SLOT_MAINHAND] + gearScore[EQUIPMENT_SLOT_OFFHAND] < twoHandScore * 2)
{
gearScore[EQUIPMENT_SLOT_OFFHAND] = 0; // off hand is ignored in calculations if 2h weapon has higher score
--count;
gearScore[EQUIPMENT_SLOT_MAINHAND] = twoHandScore;
}
for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
{
sum += gearScore[i];
}
if (count)
{
uint32 res = uint32(sum / count);
DEBUG_LOG("Player: calculating gear score for %u. Result is %u", GetObjectGuid().GetCounter(), res);
if (withBags && withBank)
m_cachedGS = res;
return res;
}
else
return 0;
}
void Player::_fillGearScoreData(Item* item, GearScoreVec* gearScore, uint32& twoHandScore)
{
if (!item)
return;
if (CanUseItem(item->GetProto()) != EQUIP_ERR_OK)
return;
uint8 type = item->GetProto()->InventoryType;
uint32 level = item->GetProto()->ItemLevel;
switch (type)
{
case INVTYPE_2HWEAPON:
twoHandScore = std::max(twoHandScore, level);
break;
case INVTYPE_WEAPON:
case INVTYPE_WEAPONMAINHAND:
(*gearScore)[EQUIPMENT_SLOT_MAINHAND] = std::max((*gearScore)[EQUIPMENT_SLOT_MAINHAND], level);
break;
case INVTYPE_SHIELD:
case INVTYPE_WEAPONOFFHAND:
(*gearScore)[EQUIPMENT_SLOT_OFFHAND] = std::max((*gearScore)[EQUIPMENT_SLOT_OFFHAND], level);
break;
case INVTYPE_THROWN:
case INVTYPE_RANGEDRIGHT:
case INVTYPE_RANGED:
case INVTYPE_QUIVER:
case INVTYPE_RELIC:
(*gearScore)[EQUIPMENT_SLOT_RANGED] = std::max((*gearScore)[EQUIPMENT_SLOT_RANGED], level);
break;
case INVTYPE_HEAD:
(*gearScore)[EQUIPMENT_SLOT_HEAD] = std::max((*gearScore)[EQUIPMENT_SLOT_HEAD], level);
break;
case INVTYPE_NECK:
(*gearScore)[EQUIPMENT_SLOT_NECK] = std::max((*gearScore)[EQUIPMENT_SLOT_NECK], level);
break;
case INVTYPE_SHOULDERS:
(*gearScore)[EQUIPMENT_SLOT_SHOULDERS] = std::max((*gearScore)[EQUIPMENT_SLOT_SHOULDERS], level);
break;
case INVTYPE_BODY:
(*gearScore)[EQUIPMENT_SLOT_BODY] = std::max((*gearScore)[EQUIPMENT_SLOT_BODY], level);
break;
case INVTYPE_CHEST:
(*gearScore)[EQUIPMENT_SLOT_CHEST] = std::max((*gearScore)[EQUIPMENT_SLOT_CHEST], level);
break;
case INVTYPE_WAIST:
(*gearScore)[EQUIPMENT_SLOT_WAIST] = std::max((*gearScore)[EQUIPMENT_SLOT_WAIST], level);
break;
case INVTYPE_LEGS:
(*gearScore)[EQUIPMENT_SLOT_LEGS] = std::max((*gearScore)[EQUIPMENT_SLOT_LEGS], level);
break;
case INVTYPE_FEET:
(*gearScore)[EQUIPMENT_SLOT_FEET] = std::max((*gearScore)[EQUIPMENT_SLOT_FEET], level);
break;
case INVTYPE_WRISTS:
(*gearScore)[EQUIPMENT_SLOT_WRISTS] = std::max((*gearScore)[EQUIPMENT_SLOT_WRISTS], level);
break;
case INVTYPE_HANDS:
(*gearScore)[EQUIPMENT_SLOT_HEAD] = std::max((*gearScore)[EQUIPMENT_SLOT_HEAD], level);
break;
// equipped gear score check uses both rings and trinkets for calculation, assume that for bags/banks it is the same
// with keeping second highest score at second slot
case INVTYPE_FINGER:
{
if ((*gearScore)[EQUIPMENT_SLOT_FINGER1] < level)
{
(*gearScore)[EQUIPMENT_SLOT_FINGER2] = (*gearScore)[EQUIPMENT_SLOT_FINGER1];
(*gearScore)[EQUIPMENT_SLOT_FINGER1] = level;
}
else if ((*gearScore)[EQUIPMENT_SLOT_FINGER2] < level)
(*gearScore)[EQUIPMENT_SLOT_FINGER2] = level;
break;
}
case INVTYPE_TRINKET:
{
if ((*gearScore)[EQUIPMENT_SLOT_TRINKET1] < level)
{
(*gearScore)[EQUIPMENT_SLOT_TRINKET2] = (*gearScore)[EQUIPMENT_SLOT_TRINKET1];
(*gearScore)[EQUIPMENT_SLOT_TRINKET1] = level;
}
else if ((*gearScore)[EQUIPMENT_SLOT_TRINKET2] < level)
(*gearScore)[EQUIPMENT_SLOT_TRINKET2] = level;
break;
}
case INVTYPE_CLOAK:
(*gearScore)[EQUIPMENT_SLOT_BACK] = std::max((*gearScore)[EQUIPMENT_SLOT_BACK], level);
break;
default:
break;
}
}
void Player::SendCurrencies() const
{
WorldPacket data(SMSG_SEND_CURRENCIES, m_currencies.size() * 4);
data.WriteBits(m_currencies.size(), 23);
for (PlayerCurrenciesMap::const_iterator itr = m_currencies.begin(); itr != m_currencies.end(); ++itr)
{
uint32 weekCap = GetCurrencyWeekCap(itr->second.currencyEntry);
data.WriteBit(weekCap && itr->second.weekCount);
data.WriteBits(itr->second.flags, 4);
data.WriteBit(weekCap);
data.WriteBit(itr->second.currencyEntry->HasSeasonCount());
}
for (PlayerCurrenciesMap::const_iterator itr = m_currencies.begin(); itr != m_currencies.end(); ++itr)
{
data << uint32(floor(itr->second.totalCount / itr->second.currencyEntry->GetPrecision()));
uint32 weekCap = GetCurrencyWeekCap(itr->second.currencyEntry);
if (weekCap)
data << uint32(floor(weekCap / itr->second.currencyEntry->GetPrecision()));
if (itr->second.currencyEntry->HasSeasonCount())
data << uint32(floor(itr->second.seasonCount / itr->second.currencyEntry->GetPrecision()));
data << uint32(itr->first);
if (weekCap && itr->second.weekCount)
data << uint32(floor(itr->second.weekCount / itr->second.currencyEntry->GetPrecision()));
}
GetSession()->SendPacket(&data);
}
uint32 Player::GetCurrencyWeekCap(CurrencyTypesEntry const * currency) const
{
uint32 cap = currency->WeekCap;
switch (currency->ID)
{
case CURRENCY_CONQUEST_POINTS:
cap = sWorld.getConfig(CONFIG_UINT32_CURRENCY_CONQUEST_POINTS_DEFAULT_WEEK_CAP);
break;
}
return cap;
}
void Player::SendCurrencyWeekCap(uint32 id) const
{
SendCurrencyWeekCap(sCurrencyTypesStore.LookupEntry(id));
}
void Player::SendCurrencyWeekCap(CurrencyTypesEntry const * currency) const
{
if (!currency || !IsInWorld() || GetSession()->PlayerLoading())
return;
uint32 cap = GetCurrencyWeekCap(currency);
if (!cap)
return;
WorldPacket packet(SMSG_SET_CURRENCY_WEEK_LIMIT, 8);
packet << uint32(floor(cap / currency->GetPrecision()));
packet << uint32(currency->ID);
GetSession()->SendPacket(&packet);
}
uint32 Player::GetCurrencyTotalCap(CurrencyTypesEntry const* currency) const
{
uint32 cap = currency->TotalCap;
return cap;
}
uint32 Player::GetCurrencyCount(uint32 id) const
{
PlayerCurrenciesMap::const_iterator itr = m_currencies.find(id);
return itr != m_currencies.end() ? itr->second.totalCount : 0;
}
uint32 Player::GetCurrencySeasonCount(uint32 id) const
{
PlayerCurrenciesMap::const_iterator itr = m_currencies.find(id);
return itr != m_currencies.end() ? itr->second.seasonCount : 0;
}
uint32 Player::GetCurrencyWeekCount(uint32 id) const
{
PlayerCurrenciesMap::const_iterator itr = m_currencies.find(id);
return itr != m_currencies.end() ? itr->second.weekCount : 0;
}
void Player::ModifyCurrencyCount(uint32 id, int32 count, bool modifyWeek, bool modifySeason, bool ignoreMultipliers)
{
if (!count)
return;
if (!ignoreMultipliers && count > 0)
count *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_CURRENCY_GAIN, id);
CurrencyTypesEntry const * currency = NULL;
int32 oldTotalCount = 0;
int32 oldWeekCount = 0;
PlayerCurrenciesMap::iterator itr = m_currencies.find(id);
bool initWeek = false;
if (itr == m_currencies.end())
{
currency = sCurrencyTypesStore.LookupEntry(id);
MANGOS_ASSERT(currency);
PlayerCurrency cur;
cur.state = PLAYERCURRENCY_NEW;
cur.totalCount = 0;
cur.weekCount = 0;
cur.seasonCount = 0;
cur.flags = 0;
cur.currencyEntry = currency;
m_currencies[id] = cur;
initWeek = true;
itr = m_currencies.find(id);
}
else
{
oldTotalCount = itr->second.totalCount;
oldWeekCount = itr->second.weekCount;
currency = itr->second.currencyEntry;
}
int32 newTotalCount = oldTotalCount + count;
if (newTotalCount < 0)
newTotalCount = 0;
int32 newWeekCount = oldWeekCount + (modifyWeek && count > 0 ? count : 0);
if (newWeekCount < 0)
newWeekCount = 0;
int32 totalCap = GetCurrencyTotalCap(currency);
if (totalCap && totalCap < newTotalCount)
{
int32 delta = newTotalCount - totalCap;
newTotalCount = totalCap;
newWeekCount -= delta;
}
int32 weekCap = GetCurrencyWeekCap(currency);
if (modifyWeek && weekCap && newWeekCount > weekCap)
{
int32 delta = newWeekCount - weekCap;
newWeekCount = weekCap;
newTotalCount -= delta;
}
initWeek &= weekCap != currency->WeekCap;
if (newTotalCount != oldTotalCount)
{
if (itr->second.state != PLAYERCURRENCY_NEW)
itr->second.state = PLAYERCURRENCY_CHANGED;
itr->second.totalCount = newTotalCount;
itr->second.weekCount = newWeekCount;
int32 diff = newTotalCount - oldTotalCount;
if (diff > 0 && modifySeason)
itr->second.seasonCount += diff;
// probably excessive checks
if (IsInWorld() && !GetSession()->PlayerLoading())
{
if (diff > 0)
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_CURRENCY_EARNED, id, newTotalCount);
WorldPacket packet(SMSG_SET_CURRENCY, 13);
bool bit0 = modifyWeek && weekCap && diff > 0;
bool bit1 = currency->HasSeasonCount();
bool bit2 = currency->Category == CURRENCY_CATEGORY_META; // hides message in client when set
packet.WriteBit(bit0);
packet.WriteBit(bit1);
packet.WriteBit(bit2);
if (bit1)
packet << uint32(floor(itr->second.seasonCount / currency->GetPrecision()));
packet << uint32(floor(newTotalCount / currency->GetPrecision()));
packet << uint32(id);
if (bit0)
packet << uint32(floor(newWeekCount / currency->GetPrecision()));
GetSession()->SendPacket(&packet);
// init currency week limit for new currencies
if (initWeek)
SendCurrencyWeekCap(currency);
if (diff > 0)
CurrencyAddedQuestCheck(id);
else
CurrencyRemovedQuestCheck(id);
}
if (itr->first == CURRENCY_CONQUEST_ARENA_META || itr->first == CURRENCY_CONQUEST_BG_META)
ModifyCurrencyCount(CURRENCY_CONQUEST_POINTS, diff, modifyWeek, modifySeason, ignoreMultipliers);
}
}
void Player::SetCurrencyCount(uint32 id, uint32 count)
{
ModifyCurrencyCount(id, int32(count) - GetCurrencyCount(id), false, false, true);
}
void Player::_LoadCurrencies(QueryResult* result)
{
// 0 1 2 4 5
// "SELECT id, totalCount, weekCount, seasonCount, flags FROM character_currencies WHERE guid = '%u'"
if (result)
{
do
{
Field* fields = result->Fetch();
uint32 currency_id = fields[0].GetUInt16();
uint32 totalCount = fields[1].GetUInt32();
uint32 weekCount = fields[2].GetUInt32();
uint32 seasonCount = fields[3].GetUInt32();
uint8 flags = fields[4].GetUInt8();
CurrencyTypesEntry const * entry = sCurrencyTypesStore.LookupEntry(currency_id);
if (!entry)
{
sLog.outError("Player::_LoadCurrencies: %s has not existing currency id %u, removing.", GetGuidStr().c_str(), currency_id);
CharacterDatabase.PExecute("DELETE FROM character_currencies WHERE id = '%u'", currency_id);
continue;
}
uint32 weekCap = GetCurrencyWeekCap(entry);
uint32 totalCap = GetCurrencyTotalCap(entry);
PlayerCurrency cur;
cur.state = PLAYERCURRENCY_UNCHANGED;
if (totalCap && totalCount > totalCap)
cur.totalCount = totalCap;
else
cur.totalCount = totalCount;
if (weekCap && weekCount > weekCap)
cur.weekCount = weekCap;
else
cur.weekCount = weekCount;
cur.seasonCount = seasonCount;
cur.flags = flags & PLAYERCURRENCY_MASK_USED_BY_CLIENT;
cur.currencyEntry = entry;
m_currencies[currency_id] = cur;
}
while (result->NextRow());
}
}
void Player::_SaveCurrencies()
{
for (PlayerCurrenciesMap::iterator itr = m_currencies.begin(); itr != m_currencies.end();)
{
if (itr->second.state == PLAYERCURRENCY_CHANGED)
CharacterDatabase.PExecute("UPDATE `character_currencies` SET `totalCount` = '%u', `weekCount` = '%u', `seasonCount` = '%u', `flags` = '%u' WHERE `guid` = '%u' AND `id` = '%u'", itr->second.totalCount, itr->second.weekCount, itr->second.seasonCount, itr->second.flags, GetGUIDLow(), itr->first);
else if (itr->second.state == PLAYERCURRENCY_NEW)
CharacterDatabase.PExecute("INSERT INTO `character_currencies` (`guid`, `id`, `totalCount`, `weekCount`, `seasonCount`, `flags`) VALUES ('%u', '%u', '%u', '%u', '%u', '%u')", GetGUIDLow(), itr->first, itr->second.totalCount, itr->second.weekCount, itr->second.seasonCount, itr->second.flags);
if (itr->second.state == PLAYERCURRENCY_REMOVED)
m_currencies.erase(itr++);
else
{
itr->second.state = PLAYERCURRENCY_UNCHANGED;
++itr;
}
}
}
void Player::SetCurrencyFlags(uint32 currencyId, uint8 flags)
{
PlayerCurrenciesMap::iterator itr = m_currencies.find(currencyId);
if (itr == m_currencies.end())
return;
itr->second.flags = flags;
itr->second.state = PLAYERCURRENCY_CHANGED;
}
void Player::ResetCurrencyWeekCounts()
{
for (PlayerCurrenciesMap::iterator itr = m_currencies.begin(); itr != m_currencies.end(); ++itr)
{
itr->second.weekCount = 0;
itr->second.state = PLAYERCURRENCY_CHANGED;
}
WorldPacket data(SMSG_WEEKLY_RESET_CURRENCIES, 0);
SendDirectMessage(&data);
}
void Player::SendPvPRewards()
{
// Placeholder
WorldPacket data(SMSG_PVP_REWARDS, 6 * 4);
data << uint32(1650); // rbg conquest cap
data << uint32(0); // total conquest earned
data << uint32(1350); // arena conquest cap
data << uint32(0); // rbg conquest earned
data << uint32(0); // arena conquest earned
data << uint32(1650); // total conquest cap
SendDirectMessage(&data);
}
void Player::SendRatedBGStats()
{
// Placeholder
WorldPacket data(SMSG_RATED_BG_STATS, 18 * 4);
for (int i = 0; i < 18; ++i)
data << uint32(0);
SendDirectMessage(&data);
}
AreaLockStatus Player::GetAreaTriggerLockStatus(AreaTrigger const* at, Difficulty difficulty, uint32& miscRequirement)
{
miscRequirement = 0;
if (!at)
return AREA_LOCKSTATUS_UNKNOWN_ERROR;
MapEntry const* mapEntry = sMapStore.LookupEntry(at->target_mapId);
if (!mapEntry)
return AREA_LOCKSTATUS_UNKNOWN_ERROR;
bool isRegularTargetMap = !mapEntry->IsDungeon() || GetDifficulty(mapEntry->IsRaid()) == REGULAR_DIFFICULTY;
MapDifficultyEntry const* mapDiff = GetMapDifficultyData(at->target_mapId, difficulty);
if (mapEntry->IsDungeon() && !mapDiff)
return AREA_LOCKSTATUS_MISSING_DIFFICULTY;
// Expansion requirement
if (GetSession()->Expansion() < mapEntry->Expansion())
{
miscRequirement = mapEntry->Expansion();
return AREA_LOCKSTATUS_INSUFFICIENT_EXPANSION;
}
// Gamemaster can always enter
if (isGameMaster())
return AREA_LOCKSTATUS_OK;
// Level Requirements
if (getLevel() < at->requiredLevel && !sWorld.getConfig(CONFIG_BOOL_INSTANCE_IGNORE_LEVEL))
{
miscRequirement = at->requiredLevel;
return AREA_LOCKSTATUS_TOO_LOW_LEVEL;
}
if (!isRegularTargetMap && !sWorld.getConfig(CONFIG_BOOL_INSTANCE_IGNORE_LEVEL) && getLevel() < uint32(maxLevelForExpansion[mapEntry->Expansion()]))
{
miscRequirement = maxLevelForExpansion[mapEntry->Expansion()];
return AREA_LOCKSTATUS_TOO_LOW_LEVEL;
}
// Raid Requirements
if (mapEntry->IsRaid() && !sWorld.getConfig(CONFIG_BOOL_INSTANCE_IGNORE_RAID))
if (!GetGroup() || !GetGroup()->isRaidGroup())
return AREA_LOCKSTATUS_RAID_LOCKED;
// Item Requirements: must have requiredItem OR requiredItem2, report the first one that's missing
if (at->requiredItem)
{
if (!HasItemCount(at->requiredItem, 1) &&
(!at->requiredItem2 || !HasItemCount(at->requiredItem2, 1)))
{
miscRequirement = at->requiredItem;
return AREA_LOCKSTATUS_MISSING_ITEM;
}
}
else if (at->requiredItem2 && !HasItemCount(at->requiredItem2, 1))
{
miscRequirement = at->requiredItem2;
return AREA_LOCKSTATUS_MISSING_ITEM;
}
// Heroic item requirements
if (!isRegularTargetMap && at->heroicKey)
{
if (!HasItemCount(at->heroicKey, 1) && (!at->heroicKey2 || !HasItemCount(at->heroicKey2, 1)))
{
miscRequirement = at->heroicKey;
return AREA_LOCKSTATUS_MISSING_ITEM;
}
}
else if (!isRegularTargetMap && at->heroicKey2 && !HasItemCount(at->heroicKey2, 1))
{
miscRequirement = at->heroicKey2;
return AREA_LOCKSTATUS_MISSING_ITEM;
}
// Quest Requirements
if (isRegularTargetMap && at->requiredQuest && !GetQuestRewardStatus(at->requiredQuest))
{
miscRequirement = at->requiredQuest;
return AREA_LOCKSTATUS_QUEST_NOT_COMPLETED;
}
if (!isRegularTargetMap && at->requiredQuestHeroic && !GetQuestRewardStatus(at->requiredQuestHeroic))
{
miscRequirement = at->requiredQuestHeroic;
return AREA_LOCKSTATUS_QUEST_NOT_COMPLETED;
}
// If the map is not created, assume it is possible to enter it.
DungeonPersistentState* state = GetBoundInstanceSaveForSelfOrGroup(at->target_mapId);
Map* map = sMapMgr.FindMap(at->target_mapId, state ? state->GetInstanceId() : 0);
// ToDo add achievement check
// Map's state check
if (map && map->IsDungeon())
{
// cannot enter if the instance is full (player cap), GMs don't count
if (((DungeonMap*)map)->GetPlayersCountExceptGMs() >= ((DungeonMap*)map)->GetMaxPlayers())
return AREA_LOCKSTATUS_INSTANCE_IS_FULL;
// In Combat check
if (map && map->GetInstanceData() && map->GetInstanceData()->IsEncounterInProgress())
return AREA_LOCKSTATUS_ZONE_IN_COMBAT;
// Bind Checks
InstancePlayerBind* pBind = GetBoundInstance(at->target_mapId, GetDifficulty(mapEntry->IsRaid()));
if (pBind && pBind->perm && pBind->state != state)
return AREA_LOCKSTATUS_HAS_BIND;
if (pBind && pBind->perm && pBind->state != map->GetPersistentState())
return AREA_LOCKSTATUS_HAS_BIND;
}
return AREA_LOCKSTATUS_OK;
}
const uint32 armorSpecToClass[MAX_CLASSES] =
{
0,
86526, // CLASS_WARRIOR
86525, // CLASS_PALADIN
86528, // CLASS_HUNTER
86531, // CLASS_ROGUE
0, // CLASS_PRIEST
86524, // CLASS_DEATH_KNIGHT
86529, // CLASS_SHAMAN
0, // CLASS_MAGE
0, // CLASS_WARLOCK
0, // CLASS_UNK2
86530, // CLASS_DRUID
};
#define MAX_ARMOR_SPECIALIZATION_SPELLS 18
struct armorSpecToTabInfo
{
uint32 spellId;
uint8 Class;
uint16 tab;
};
const armorSpecToTabInfo armorSpecToTab[MAX_ARMOR_SPECIALIZATION_SPELLS] =
{
{ 86537, CLASS_DEATH_KNIGHT, 398 }, // blood
{ 86113, CLASS_DEATH_KNIGHT, 399 }, // frost
{ 86536, CLASS_DEATH_KNIGHT, 400 }, // unholy
{ 86093, CLASS_DRUID, 752 }, // balance
{ 86096, CLASS_DRUID, 750 }, // feral
{ 86097, CLASS_DRUID, 750 }, // feral
{ 86104, CLASS_DRUID, 748 }, // resto
{ 86538, CLASS_HUNTER, 0 }, //
{ 86103, CLASS_PALADIN, 831 }, // holy
{ 86102, CLASS_PALADIN, 839 }, // prot
{ 86539, CLASS_PALADIN, 855 }, // retro
{ 86092, CLASS_ROGUE, 0 }, //
{ 86100, CLASS_SHAMAN, 261 }, // elem
{ 86099, CLASS_SHAMAN, 263 }, // ench
{ 86108, CLASS_SHAMAN, 262 }, // restor
{ 86101, CLASS_WARRIOR, 746 }, // arms
{ 86110, CLASS_WARRIOR, 815 }, // fury
{ 86535, CLASS_WARRIOR, 845 }, // prot
};
void Player::UpdateArmorSpecializations()
{
uint32 specPassive = armorSpecToClass[getClass()];
// return class has no armor specialization
if (!specPassive)
return;
for (int i = 0; i < MAX_ARMOR_SPECIALIZATION_SPELLS; ++i)
{
if (armorSpecToTab[i].Class != getClass())
continue;
SpellEntry const * spellProto = sSpellStore.LookupEntry(armorSpecToTab[i].spellId);
if (!spellProto || !spellProto->HasAttribute(SPELL_ATTR_EX8_ARMOR_SPECIALIZATION))
{
sLog.outError("Player::UpdateArmorSpecializations: unexistent or wrong spell %u for class %u",
armorSpecToTab[i].spellId, armorSpecToTab[i].Class);
continue;
}
// remove if base passive is unlearned
if (!HasSpell(specPassive))
{
RemoveAurasDueToSpell(spellProto->Id);
continue;
}
SpellAuraHolder* holder = GetSpellAuraHolder(spellProto->Id);
if (!holder)
{
// cast absent spells that may be missing due to shapeshift form dependency
CastSpell(this, spellProto->Id, true);
continue;
}
Aura* aura = holder->GetAuraByEffectIndex(EFFECT_INDEX_0);
if (!aura)
continue;
// recalculate modifier depending on current tree
aura->ApplyModifier(false, false);
aura->GetModifier()->m_amount = CalculateSpellDamage(this, spellProto, EFFECT_INDEX_0);
aura->ApplyModifier(true, false);
}
}
bool Player::FitArmorSpecializationRules(SpellEntry const * spellProto) const
{
if (!spellProto || !spellProto->HasAttribute(SPELL_ATTR_EX8_ARMOR_SPECIALIZATION))
return true;
int i = 0;
for (; i < MAX_ARMOR_SPECIALIZATION_SPELLS; ++i)
{
if (spellProto->Id == armorSpecToTab[i].spellId)
{
if (!armorSpecToTab[i].tab && m_talentsPrimaryTree[m_activeSpec] == 0 ||
armorSpecToTab[i].tab && armorSpecToTab[i].tab != m_talentsPrimaryTree[m_activeSpec])
return false;
break;
}
}
if (i == MAX_ARMOR_SPECIALIZATION_SPELLS)
return false;
if (!HasSpell(armorSpecToClass[getClass()]))
return false;
if (SpellEquippedItemsEntry const * itemsEntry = spellProto->GetSpellEquippedItems())
{
// there spells check items with inventory types which are in EquippedItemInventoryTypeMask
uint32 inventoryTypeMask = itemsEntry->EquippedItemInventoryTypeMask;
// get slots that should be check for item presence and SpellEquippedItemsEntry match
uint32 slotMask = 0;
uint8 slots[4];
for (int i = 0; i < MAX_INVTYPE; ++i)
{
if (inventoryTypeMask & (1 << i))
{
if (!GetSlotsForInventoryType(i, slots))
continue;
for (int j = 0; j < 4; ++j)
if (slots[j] != NULL_SLOT)
slotMask |= 1 << slots[j];
}
}
for (int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
{
if (slotMask & (1 << i))
{
Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
// item must be present for specialization to work
if (!item)
return false;
if (item->GetProto()->Class != itemsEntry->EquippedItemClass)
return false;
if (((1 << item->GetProto()->SubClass) & itemsEntry->EquippedItemSubClassMask) == 0)
return false;
}
}
}
return true;
}
void Player::SendPetitionSignResult(ObjectGuid petitionGuid, Player* player, uint32 result)
{
WorldPacket data(SMSG_PETITION_SIGN_RESULTS, 8 + 8 + 4);
data << petitionGuid;
data << player->GetObjectGuid();
data << uint32(result);
GetSession()->SendPacket(&data);
}
void Player::SendPetitionTurnInResult(uint32 result)
{
WorldPacket data(SMSG_TURN_IN_PETITION_RESULTS, 4);
data << uint32(result);
GetSession()->SendPacket(&data);
}