server/src/game/Player.h
NoFantasy a8bd659872 [8900] Move most gossip related functions from Creature to Player class
Adjust arguments passed in functions accordingly, for easier implementation of gossip for Gameobjects in future.
Some additional code cleanup in affected functions.
2009-12-01 14:19:57 +01:00

2610 lines
109 KiB
C++

/*
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef _PLAYER_H
#define _PLAYER_H
#include "Common.h"
#include "ItemPrototype.h"
#include "Unit.h"
#include "Item.h"
#include "Database/DatabaseEnv.h"
#include "NPCHandler.h"
#include "QuestDef.h"
#include "Group.h"
#include "Bag.h"
#include "WorldSession.h"
#include "Pet.h"
#include "MapReference.h"
#include "Util.h" // for Tokens typedef
#include "AchievementMgr.h"
#include "ReputationMgr.h"
#include "BattleGround.h"
#include "DBCEnums.h"
#include<string>
#include<vector>
struct Mail;
class Channel;
class DynamicObject;
class Creature;
class Pet;
class PlayerMenu;
class Transport;
class UpdateMask;
class SpellCastTargets;
class PlayerSocial;
class Vehicle;
typedef std::deque<Mail*> PlayerMails;
#define PLAYER_MAX_SKILLS 127
#define PLAYER_MAX_DAILY_QUESTS 25
// Note: SPELLMOD_* values is aura types in fact
enum SpellModType
{
SPELLMOD_FLAT = 107, // SPELL_AURA_ADD_FLAT_MODIFIER
SPELLMOD_PCT = 108 // SPELL_AURA_ADD_PCT_MODIFIER
};
// 2^n values, Player::m_isunderwater is a bitmask. These are mangos internal values, they are never send to any client
enum PlayerUnderwaterState
{
UNDERWATER_NONE = 0x00,
UNDERWATER_INWATER = 0x01, // terrain type is water and player is afflicted by it
UNDERWATER_INLAVA = 0x02, // terrain type is lava and player is afflicted by it
UNDERWATER_INSLIME = 0x04, // terrain type is lava and player is afflicted by it
UNDERWARER_INDARKWATER = 0x08, // terrain type is dark water and player is afflicted by it
UNDERWATER_EXIST_TIMERS = 0x10
};
enum PlayerSpellState
{
PLAYERSPELL_UNCHANGED = 0,
PLAYERSPELL_CHANGED = 1,
PLAYERSPELL_NEW = 2,
PLAYERSPELL_REMOVED = 3
};
struct PlayerSpell
{
PlayerSpellState state : 8;
bool active : 1; // show in spellbook
bool dependent : 1; // learned as result another spell learn, skill grow, quest reward, etc
bool disabled : 1; // first rank has been learned in result talent learn but currently talent unlearned, save max learned ranks
};
// Spell modifier (used for modify other spells)
struct SpellModifier
{
SpellModifier() : charges(0), lastAffected(NULL) {}
SpellModOp op : 8;
SpellModType type : 8;
int16 charges : 16;
int32 value;
uint64 mask;
uint64 mask2;
uint32 spellId;
Spell const* lastAffected;
};
typedef UNORDERED_MAP<uint32, PlayerSpell*> PlayerSpellMap;
typedef std::list<SpellModifier*> SpellModList;
struct SpellCooldown
{
time_t end;
uint16 itemid;
};
typedef std::map<uint32, SpellCooldown> SpellCooldowns;
enum TrainerSpellState
{
TRAINER_SPELL_GREEN = 0,
TRAINER_SPELL_RED = 1,
TRAINER_SPELL_GRAY = 2,
TRAINER_SPELL_GREEN_DISABLED = 10 // custom value, not send to client: formally green but learn not allowed
};
enum ActionButtonUpdateState
{
ACTIONBUTTON_UNCHANGED = 0,
ACTIONBUTTON_CHANGED = 1,
ACTIONBUTTON_NEW = 2,
ACTIONBUTTON_DELETED = 3
};
enum ActionButtonType
{
ACTION_BUTTON_SPELL = 0x00,
ACTION_BUTTON_C = 0x01, // click?
ACTION_BUTTON_EQSET = 0x20,
ACTION_BUTTON_MACRO = 0x40,
ACTION_BUTTON_CMACRO = ACTION_BUTTON_C | ACTION_BUTTON_MACRO,
ACTION_BUTTON_ITEM = 0x80
};
#define ACTION_BUTTON_ACTION(X) (uint32(X) & 0x00FFFFFF)
#define ACTION_BUTTON_TYPE(X) ((uint32(X) & 0xFF000000) >> 24)
#define MAX_ACTION_BUTTON_ACTION_VALUE (0x00FFFFFF+1)
struct ActionButton
{
ActionButton() : packedData(0), uState( ACTIONBUTTON_NEW ) {}
uint32 packedData;
ActionButtonUpdateState uState;
// helpers
ActionButtonType GetType() const { return ActionButtonType(ACTION_BUTTON_TYPE(packedData)); }
uint32 GetAction() const { return ACTION_BUTTON_ACTION(packedData); }
void SetActionAndType(uint32 action, ActionButtonType type)
{
uint32 newData = action | (uint32(type) << 24);
if (newData != packedData || uState == ACTIONBUTTON_DELETED)
{
packedData = newData;
if (uState != ACTIONBUTTON_NEW)
uState = ACTIONBUTTON_CHANGED;
}
}
};
#define MAX_ACTION_BUTTONS 144 //checked in 3.2.0
typedef std::map<uint8,ActionButton> ActionButtonList;
struct PlayerCreateInfoItem
{
PlayerCreateInfoItem(uint32 id, uint32 amount) : item_id(id), item_amount(amount) {}
uint32 item_id;
uint32 item_amount;
};
typedef std::list<PlayerCreateInfoItem> PlayerCreateInfoItems;
struct PlayerClassLevelInfo
{
PlayerClassLevelInfo() : basehealth(0), basemana(0) {}
uint16 basehealth;
uint16 basemana;
};
struct PlayerClassInfo
{
PlayerClassInfo() : levelInfo(NULL) { }
PlayerClassLevelInfo* levelInfo; //[level-1] 0..MaxPlayerLevel-1
};
struct PlayerLevelInfo
{
PlayerLevelInfo() { for(int i=0; i < MAX_STATS; ++i ) stats[i] = 0; }
uint8 stats[MAX_STATS];
};
typedef std::list<uint32> PlayerCreateInfoSpells;
struct PlayerCreateInfoAction
{
PlayerCreateInfoAction() : button(0), type(0), action(0) {}
PlayerCreateInfoAction(uint8 _button, uint32 _action, uint8 _type) : button(_button), type(_type), action(_action) {}
uint8 button;
uint8 type;
uint32 action;
};
typedef std::list<PlayerCreateInfoAction> PlayerCreateInfoActions;
struct PlayerInfo
{
// existence checked by displayId != 0 // existence checked by displayId != 0
PlayerInfo() : displayId_m(0),displayId_f(0),levelInfo(NULL)
{
}
uint32 mapId;
uint32 zoneId;
float positionX;
float positionY;
float positionZ;
uint16 displayId_m;
uint16 displayId_f;
PlayerCreateInfoItems item;
PlayerCreateInfoSpells spell;
PlayerCreateInfoActions action;
PlayerLevelInfo* levelInfo; //[level-1] 0..MaxPlayerLevel-1
};
struct PvPInfo
{
PvPInfo() : inHostileArea(false), endTimer(0) {}
bool inHostileArea;
time_t endTimer;
};
struct DuelInfo
{
DuelInfo() : initiator(NULL), opponent(NULL), startTimer(0), startTime(0), outOfBound(0) {}
Player *initiator;
Player *opponent;
time_t startTimer;
time_t startTime;
time_t outOfBound;
};
struct Areas
{
uint32 areaID;
uint32 areaFlag;
float x1;
float x2;
float y1;
float y2;
};
#define MAX_RUNES 6
#define RUNE_COOLDOWN 10000 // msec
enum RuneType
{
RUNE_BLOOD = 0,
RUNE_UNHOLY = 1,
RUNE_FROST = 2,
RUNE_DEATH = 3,
NUM_RUNE_TYPES = 4
};
struct RuneInfo
{
uint8 BaseRune;
uint8 CurrentRune;
uint16 Cooldown; // msec
};
struct Runes
{
RuneInfo runes[MAX_RUNES];
uint8 runeState; // mask of available runes
void SetRuneState(uint8 index, bool set = true)
{
if(set)
runeState |= (1 << index); // usable
else
runeState &= ~(1 << index); // on cooldown
}
};
struct EnchantDuration
{
EnchantDuration() : item(NULL), slot(MAX_ENCHANTMENT_SLOT), leftduration(0) {};
EnchantDuration(Item * _item, EnchantmentSlot _slot, uint32 _leftduration) : item(_item), slot(_slot), leftduration(_leftduration) { assert(item); };
Item * item;
EnchantmentSlot slot;
uint32 leftduration;
};
typedef std::list<EnchantDuration> EnchantDurationList;
typedef std::list<Item*> ItemDurationList;
enum LfgType
{
LFG_TYPE_NONE = 0,
LFG_TYPE_DUNGEON = 1,
LFG_TYPE_RAID = 2,
LFG_TYPE_QUEST = 3,
LFG_TYPE_ZONE = 4,
LFG_TYPE_HEROIC_DUNGEON = 5
};
enum LfgRoles
{
LEADER = 0x01,
TANK = 0x02,
HEALER = 0x04,
DAMAGE = 0x08
};
struct LookingForGroupSlot
{
LookingForGroupSlot() : entry(0), type(0) {}
bool Empty() const { return !entry && !type; }
void Clear() { entry = 0; type = 0; }
void Set(uint32 _entry, uint32 _type ) { entry = _entry; type = _type; }
bool Is(uint32 _entry, uint32 _type) const { return entry == _entry && type == _type; }
bool canAutoJoin() const { return entry && (type == LFG_TYPE_DUNGEON || type == LFG_TYPE_HEROIC_DUNGEON); }
uint32 entry;
uint32 type;
};
#define MAX_LOOKING_FOR_GROUP_SLOT 3
struct LookingForGroup
{
LookingForGroup() {}
bool HaveInSlot(LookingForGroupSlot const& slot) const { return HaveInSlot(slot.entry, slot.type); }
bool HaveInSlot(uint32 _entry, uint32 _type) const
{
for(int i = 0; i < MAX_LOOKING_FOR_GROUP_SLOT; ++i)
if(slots[i].Is(_entry, _type))
return true;
return false;
}
bool canAutoJoin() const
{
for(int i = 0; i < MAX_LOOKING_FOR_GROUP_SLOT; ++i)
if(slots[i].canAutoJoin())
return true;
return false;
}
bool Empty() const
{
for(int i = 0; i < MAX_LOOKING_FOR_GROUP_SLOT; ++i)
if(!slots[i].Empty())
return false;
return more.Empty();
}
LookingForGroupSlot slots[MAX_LOOKING_FOR_GROUP_SLOT];
LookingForGroupSlot more;
std::string comment;
uint8 roles;
};
enum PlayerMovementType
{
MOVE_ROOT = 1,
MOVE_UNROOT = 2,
MOVE_WATER_WALK = 3,
MOVE_LAND_WALK = 4
};
enum DrunkenState
{
DRUNKEN_SOBER = 0,
DRUNKEN_TIPSY = 1,
DRUNKEN_DRUNK = 2,
DRUNKEN_SMASHED = 3
};
#define MAX_DRUNKEN 4
enum PlayerFlags
{
PLAYER_FLAGS_GROUP_LEADER = 0x00000001,
PLAYER_FLAGS_AFK = 0x00000002,
PLAYER_FLAGS_DND = 0x00000004,
PLAYER_FLAGS_GM = 0x00000008,
PLAYER_FLAGS_GHOST = 0x00000010,
PLAYER_FLAGS_RESTING = 0x00000020,
PLAYER_FLAGS_UNK7 = 0x00000040,
PLAYER_FLAGS_UNK8 = 0x00000080, // pre-3.0.3 PLAYER_FLAGS_FFA_PVP flag for FFA PVP state
PLAYER_FLAGS_CONTESTED_PVP = 0x00000100, // Player has been involved in a PvP combat and will be attacked by contested guards
PLAYER_FLAGS_IN_PVP = 0x00000200,
PLAYER_FLAGS_HIDE_HELM = 0x00000400,
PLAYER_FLAGS_HIDE_CLOAK = 0x00000800,
PLAYER_FLAGS_UNK13 = 0x00001000, // played long time
PLAYER_FLAGS_UNK14 = 0x00002000, // played too long time
PLAYER_FLAGS_UNK15 = 0x00004000,
PLAYER_FLAGS_UNK16 = 0x00008000, // strange visual effect (2.0.1), looks like PLAYER_FLAGS_GHOST flag
PLAYER_FLAGS_UNK17 = 0x00010000, // pre-3.0.3 PLAYER_FLAGS_SANCTUARY flag for player entered sanctuary
PLAYER_FLAGS_UNK18 = 0x00020000, // taxi benchmark mode (on/off) (2.0.1)
PLAYER_FLAGS_PVP_TIMER = 0x00040000, // 3.0.2, pvp timer active (after you disable pvp manually)
PLAYER_FLAGS_UNK20 = 0x00080000,
PLAYER_FLAGS_UNK21 = 0x00100000,
PLAYER_FLAGS_UNK22 = 0x00200000,
PLAYER_FLAGS_UNK23 = 0x00400000,
PLAYER_FLAGS_UNK24 = 0x00800000, // disabled all abilitys on tab except autoattack
PLAYER_FLAGS_UNK25 = 0x01000000, // disabled all melee ability on tab include autoattack
PLAYER_FLAGS_NO_XP_GAIN = 0x02000000,
};
// used for PLAYER__FIELD_KNOWN_TITLES field (uint64), (1<<bit_index) without (-1)
// can't use enum for uint64 values
#define PLAYER_TITLE_DISABLED UI64LIT(0x0000000000000000)
#define PLAYER_TITLE_NONE UI64LIT(0x0000000000000001)
#define PLAYER_TITLE_PRIVATE UI64LIT(0x0000000000000002) // 1
#define PLAYER_TITLE_CORPORAL UI64LIT(0x0000000000000004) // 2
#define PLAYER_TITLE_SERGEANT_A UI64LIT(0x0000000000000008) // 3
#define PLAYER_TITLE_MASTER_SERGEANT UI64LIT(0x0000000000000010) // 4
#define PLAYER_TITLE_SERGEANT_MAJOR UI64LIT(0x0000000000000020) // 5
#define PLAYER_TITLE_KNIGHT UI64LIT(0x0000000000000040) // 6
#define PLAYER_TITLE_KNIGHT_LIEUTENANT UI64LIT(0x0000000000000080) // 7
#define PLAYER_TITLE_KNIGHT_CAPTAIN UI64LIT(0x0000000000000100) // 8
#define PLAYER_TITLE_KNIGHT_CHAMPION UI64LIT(0x0000000000000200) // 9
#define PLAYER_TITLE_LIEUTENANT_COMMANDER UI64LIT(0x0000000000000400) // 10
#define PLAYER_TITLE_COMMANDER UI64LIT(0x0000000000000800) // 11
#define PLAYER_TITLE_MARSHAL UI64LIT(0x0000000000001000) // 12
#define PLAYER_TITLE_FIELD_MARSHAL UI64LIT(0x0000000000002000) // 13
#define PLAYER_TITLE_GRAND_MARSHAL UI64LIT(0x0000000000004000) // 14
#define PLAYER_TITLE_SCOUT UI64LIT(0x0000000000008000) // 15
#define PLAYER_TITLE_GRUNT UI64LIT(0x0000000000010000) // 16
#define PLAYER_TITLE_SERGEANT_H UI64LIT(0x0000000000020000) // 17
#define PLAYER_TITLE_SENIOR_SERGEANT UI64LIT(0x0000000000040000) // 18
#define PLAYER_TITLE_FIRST_SERGEANT UI64LIT(0x0000000000080000) // 19
#define PLAYER_TITLE_STONE_GUARD UI64LIT(0x0000000000100000) // 20
#define PLAYER_TITLE_BLOOD_GUARD UI64LIT(0x0000000000200000) // 21
#define PLAYER_TITLE_LEGIONNAIRE UI64LIT(0x0000000000400000) // 22
#define PLAYER_TITLE_CENTURION UI64LIT(0x0000000000800000) // 23
#define PLAYER_TITLE_CHAMPION UI64LIT(0x0000000001000000) // 24
#define PLAYER_TITLE_LIEUTENANT_GENERAL UI64LIT(0x0000000002000000) // 25
#define PLAYER_TITLE_GENERAL UI64LIT(0x0000000004000000) // 26
#define PLAYER_TITLE_WARLORD UI64LIT(0x0000000008000000) // 27
#define PLAYER_TITLE_HIGH_WARLORD UI64LIT(0x0000000010000000) // 28
#define PLAYER_TITLE_GLADIATOR UI64LIT(0x0000000020000000) // 29
#define PLAYER_TITLE_DUELIST UI64LIT(0x0000000040000000) // 30
#define PLAYER_TITLE_RIVAL UI64LIT(0x0000000080000000) // 31
#define PLAYER_TITLE_CHALLENGER UI64LIT(0x0000000100000000) // 32
#define PLAYER_TITLE_SCARAB_LORD UI64LIT(0x0000000200000000) // 33
#define PLAYER_TITLE_CONQUEROR UI64LIT(0x0000000400000000) // 34
#define PLAYER_TITLE_JUSTICAR UI64LIT(0x0000000800000000) // 35
#define PLAYER_TITLE_CHAMPION_OF_THE_NAARU UI64LIT(0x0000001000000000) // 36
#define PLAYER_TITLE_MERCILESS_GLADIATOR UI64LIT(0x0000002000000000) // 37
#define PLAYER_TITLE_OF_THE_SHATTERED_SUN UI64LIT(0x0000004000000000) // 38
#define PLAYER_TITLE_HAND_OF_ADAL UI64LIT(0x0000008000000000) // 39
#define PLAYER_TITLE_VENGEFUL_GLADIATOR UI64LIT(0x0000010000000000) // 40
#define MAX_TITLE_INDEX (3*64) // 3 uint64 fields
// used in PLAYER_FIELD_BYTES values
enum PlayerFieldByteFlags
{
PLAYER_FIELD_BYTE_TRACK_STEALTHED = 0x00000002,
PLAYER_FIELD_BYTE_RELEASE_TIMER = 0x00000008, // Display time till auto release spirit
PLAYER_FIELD_BYTE_NO_RELEASE_WINDOW = 0x00000010 // Display no "release spirit" window at all
};
// used in PLAYER_FIELD_BYTES2 values
enum PlayerFieldByte2Flags
{
PLAYER_FIELD_BYTE2_NONE = 0x0000,
PLAYER_FIELD_BYTE2_INVISIBILITY_GLOW = 0x4000
};
enum ActivateTaxiReplies
{
ERR_TAXIOK = 0,
ERR_TAXIUNSPECIFIEDSERVERERROR = 1,
ERR_TAXINOSUCHPATH = 2,
ERR_TAXINOTENOUGHMONEY = 3,
ERR_TAXITOOFARAWAY = 4,
ERR_TAXINOVENDORNEARBY = 5,
ERR_TAXINOTVISITED = 6,
ERR_TAXIPLAYERBUSY = 7,
ERR_TAXIPLAYERALREADYMOUNTED = 8,
ERR_TAXIPLAYERSHAPESHIFTED = 9,
ERR_TAXIPLAYERMOVING = 10,
ERR_TAXISAMENODE = 11,
ERR_TAXINOTSTANDING = 12
};
enum MirrorTimerType
{
FATIGUE_TIMER = 0,
BREATH_TIMER = 1,
FIRE_TIMER = 2
};
#define MAX_TIMERS 3
#define DISABLED_MIRROR_TIMER -1
// 2^n values
enum PlayerExtraFlags
{
// gm abilities
PLAYER_EXTRA_GM_ON = 0x0001,
PLAYER_EXTRA_GM_ACCEPT_TICKETS = 0x0002,
PLAYER_EXTRA_ACCEPT_WHISPERS = 0x0004,
PLAYER_EXTRA_TAXICHEAT = 0x0008,
PLAYER_EXTRA_GM_INVISIBLE = 0x0010,
PLAYER_EXTRA_GM_CHAT = 0x0020, // Show GM badge in chat messages
// other states
PLAYER_EXTRA_PVP_DEATH = 0x0100 // store PvP death status until corpse creating.
};
// 2^n values
enum AtLoginFlags
{
AT_LOGIN_NONE = 0x00,
AT_LOGIN_RENAME = 0x01,
AT_LOGIN_RESET_SPELLS = 0x02,
AT_LOGIN_RESET_TALENTS = 0x04,
AT_LOGIN_CUSTOMIZE = 0x08,
AT_LOGIN_RESET_PET_TALENTS = 0x10,
};
typedef std::map<uint32, QuestStatusData> QuestStatusMap;
enum QuestSlotOffsets
{
QUEST_ID_OFFSET = 0,
QUEST_STATE_OFFSET = 1,
QUEST_COUNTS_OFFSET = 2,
QUEST_TIME_OFFSET = 3
};
#define MAX_QUEST_OFFSET 4
enum QuestSlotStateMask
{
QUEST_STATE_NONE = 0x0000,
QUEST_STATE_COMPLETE = 0x0001,
QUEST_STATE_FAIL = 0x0002
};
enum SkillUpdateState
{
SKILL_UNCHANGED = 0,
SKILL_CHANGED = 1,
SKILL_NEW = 2,
SKILL_DELETED = 3
};
struct SkillStatusData
{
SkillStatusData(uint8 _pos, SkillUpdateState _uState) : pos(_pos), uState(_uState)
{
}
uint8 pos;
SkillUpdateState uState;
};
typedef UNORDERED_MAP<uint32, SkillStatusData> SkillStatusMap;
class Quest;
class Spell;
class Item;
class WorldSession;
enum PlayerSlots
{
// first slot for item stored (in any way in player m_items data)
PLAYER_SLOT_START = 0,
// last+1 slot for item stored (in any way in player m_items data)
PLAYER_SLOT_END = 150,
PLAYER_SLOTS_COUNT = (PLAYER_SLOT_END - PLAYER_SLOT_START)
};
#define INVENTORY_SLOT_BAG_0 255
enum EquipmentSlots // 19 slots
{
EQUIPMENT_SLOT_START = 0,
EQUIPMENT_SLOT_HEAD = 0,
EQUIPMENT_SLOT_NECK = 1,
EQUIPMENT_SLOT_SHOULDERS = 2,
EQUIPMENT_SLOT_BODY = 3,
EQUIPMENT_SLOT_CHEST = 4,
EQUIPMENT_SLOT_WAIST = 5,
EQUIPMENT_SLOT_LEGS = 6,
EQUIPMENT_SLOT_FEET = 7,
EQUIPMENT_SLOT_WRISTS = 8,
EQUIPMENT_SLOT_HANDS = 9,
EQUIPMENT_SLOT_FINGER1 = 10,
EQUIPMENT_SLOT_FINGER2 = 11,
EQUIPMENT_SLOT_TRINKET1 = 12,
EQUIPMENT_SLOT_TRINKET2 = 13,
EQUIPMENT_SLOT_BACK = 14,
EQUIPMENT_SLOT_MAINHAND = 15,
EQUIPMENT_SLOT_OFFHAND = 16,
EQUIPMENT_SLOT_RANGED = 17,
EQUIPMENT_SLOT_TABARD = 18,
EQUIPMENT_SLOT_END = 19
};
enum InventorySlots // 4 slots
{
INVENTORY_SLOT_BAG_START = 19,
INVENTORY_SLOT_BAG_END = 23
};
enum InventoryPackSlots // 16 slots
{
INVENTORY_SLOT_ITEM_START = 23,
INVENTORY_SLOT_ITEM_END = 39
};
enum BankItemSlots // 28 slots
{
BANK_SLOT_ITEM_START = 39,
BANK_SLOT_ITEM_END = 67
};
enum BankBagSlots // 7 slots
{
BANK_SLOT_BAG_START = 67,
BANK_SLOT_BAG_END = 74
};
enum BuyBackSlots // 12 slots
{
// stored in m_buybackitems
BUYBACK_SLOT_START = 74,
BUYBACK_SLOT_END = 86
};
enum KeyRingSlots // 32 slots
{
KEYRING_SLOT_START = 86,
KEYRING_SLOT_END = 118
};
enum CurrencyTokenSlots // 32 slots
{
CURRENCYTOKEN_SLOT_START = 118,
CURRENCYTOKEN_SLOT_END = 150
};
enum EquipmentSetUpdateState
{
EQUIPMENT_SET_UNCHANGED = 0,
EQUIPMENT_SET_CHANGED = 1,
EQUIPMENT_SET_NEW = 2,
EQUIPMENT_SET_DELETED = 3
};
struct EquipmentSet
{
EquipmentSet() : Guid(0), state(EQUIPMENT_SET_NEW)
{
for(int i = 0; i < EQUIPMENT_SLOT_END; ++i)
Items[i] = 0;
}
uint64 Guid;
std::string Name;
std::string IconName;
uint32 Items[EQUIPMENT_SLOT_END];
EquipmentSetUpdateState state;
};
#define MAX_EQUIPMENT_SET_INDEX 10 // client limit
typedef std::map<uint32, EquipmentSet> EquipmentSets;
struct ItemPosCount
{
ItemPosCount(uint16 _pos, uint32 _count) : pos(_pos), count(_count) {}
bool isContainedIn(std::vector<ItemPosCount> const& vec) const;
uint16 pos;
uint32 count;
};
typedef std::vector<ItemPosCount> ItemPosCountVec;
enum TradeSlots
{
TRADE_SLOT_COUNT = 7,
TRADE_SLOT_TRADED_COUNT = 6,
TRADE_SLOT_NONTRADED = 6
};
enum TransferAbortReason
{
TRANSFER_ABORT_NONE = 0x00,
TRANSFER_ABORT_ERROR = 0x01,
TRANSFER_ABORT_MAX_PLAYERS = 0x02, // Transfer Aborted: instance is full
TRANSFER_ABORT_NOT_FOUND = 0x03, // Transfer Aborted: instance not found
TRANSFER_ABORT_TOO_MANY_INSTANCES = 0x04, // You have entered too many instances recently.
TRANSFER_ABORT_ZONE_IN_COMBAT = 0x06, // Unable to zone in while an encounter is in progress.
TRANSFER_ABORT_INSUF_EXPAN_LVL = 0x07, // You must have <TBC,WotLK> expansion installed to access this area.
TRANSFER_ABORT_DIFFICULTY = 0x08, // <Normal,Heroic,Epic> difficulty mode is not available for %s.
TRANSFER_ABORT_UNIQUE_MESSAGE = 0x09, // Until you've escaped TLK's grasp, you cannot leave this place!
TRANSFER_ABORT_TOO_MANY_REALM_INSTANCES = 0x0A, // Additional instances cannot be launched, please try again later.
TRANSFER_ABORT_NEED_GROUP = 0x0B, // 3.1
TRANSFER_ABORT_NOT_FOUND2 = 0x0C, // 3.1
TRANSFER_ABORT_NOT_FOUND3 = 0x0D, // 3.1
TRANSFER_ABORT_NOT_FOUND4 = 0x0E, // 3.2
TRANSFER_ABORT_REALM_ONLY = 0x0F, // All players on party must be from the same realm.
TRANSFER_ABORT_MAP_NOT_ALLOWED = 0x10, // Map can't be entered at this time.
};
enum InstanceResetWarningType
{
RAID_INSTANCE_WARNING_HOURS = 1, // WARNING! %s is scheduled to reset in %d hour(s).
RAID_INSTANCE_WARNING_MIN = 2, // WARNING! %s is scheduled to reset in %d minute(s)!
RAID_INSTANCE_WARNING_MIN_SOON = 3, // WARNING! %s is scheduled to reset in %d minute(s). Please exit the zone or you will be returned to your bind location!
RAID_INSTANCE_WELCOME = 4, // Welcome to %s. This raid instance is scheduled to reset in %s.
RAID_INSTANCE_EXPIRED = 5
};
// PLAYER_FIELD_ARENA_TEAM_INFO_1_1 offsets
enum ArenaTeamInfoType
{
ARENA_TEAM_ID = 0,
ARENA_TEAM_TYPE = 1, // new in 3.2 - team type?
ARENA_TEAM_MEMBER = 2, // 0 - captain, 1 - member
ARENA_TEAM_GAMES_WEEK = 3,
ARENA_TEAM_GAMES_SEASON = 4,
ARENA_TEAM_WINS_SEASON = 5,
ARENA_TEAM_PERSONAL_RATING = 6,
ARENA_TEAM_END = 7
};
// used in most movement packets (send and received)
enum MovementFlags
{
MOVEMENTFLAG_NONE = 0x00000000,
MOVEMENTFLAG_FORWARD = 0x00000001,
MOVEMENTFLAG_BACKWARD = 0x00000002,
MOVEMENTFLAG_STRAFE_LEFT = 0x00000004,
MOVEMENTFLAG_STRAFE_RIGHT = 0x00000008,
MOVEMENTFLAG_LEFT = 0x00000010,
MOVEMENTFLAG_RIGHT = 0x00000020,
MOVEMENTFLAG_PITCH_UP = 0x00000040,
MOVEMENTFLAG_PITCH_DOWN = 0x00000080,
MOVEMENTFLAG_WALK_MODE = 0x00000100, // Walking
MOVEMENTFLAG_ONTRANSPORT = 0x00000200, // Used for flying on some creatures
MOVEMENTFLAG_LEVITATING = 0x00000400,
MOVEMENTFLAG_FLY_UNK1 = 0x00000800,
MOVEMENTFLAG_JUMPING = 0x00001000,
MOVEMENTFLAG_UNK4 = 0x00002000,
MOVEMENTFLAG_FALLING = 0x00004000,
// 0x8000, 0x10000, 0x20000, 0x40000, 0x80000, 0x100000
MOVEMENTFLAG_SWIMMING = 0x00200000, // appears with fly flag also
MOVEMENTFLAG_FLY_UP = 0x00400000,
MOVEMENTFLAG_CAN_FLY = 0x00800000,
MOVEMENTFLAG_FLYING = 0x01000000,
MOVEMENTFLAG_FLYING2 = 0x02000000, // Actual flying mode
MOVEMENTFLAG_SPLINE = 0x04000000, // used for flight paths
MOVEMENTFLAG_SPLINE2 = 0x08000000, // used for flight paths
MOVEMENTFLAG_WATERWALKING = 0x10000000, // prevent unit from falling through water
MOVEMENTFLAG_SAFE_FALL = 0x20000000, // active rogue safe fall spell (passive)
MOVEMENTFLAG_UNK3 = 0x40000000
};
struct MovementInfo
{
// common
uint64 guid;
uint32 flags; // see enum MovementFlags
uint16 unk1;
uint32 time;
float x, y, z, o;
// transport
uint64 t_guid;
float t_x, t_y, t_z, t_o;
uint32 t_time;
int8 t_seat;
// swimming and unknown
float s_pitch;
// last fall time
uint32 fallTime;
// jumping
float j_unk, j_sinAngle, j_cosAngle, j_xyspeed;
// spline
float u_unk1;
MovementInfo()
{
flags = MOVEMENTFLAG_NONE;
time = t_time = fallTime = 0;
unk1 = 0;
x = y = z = o = t_x = t_y = t_z = t_o = s_pitch = j_unk = j_sinAngle = j_cosAngle = j_xyspeed = u_unk1 = 0.0f;
t_guid = 0;
}
void AddMovementFlag(MovementFlags f) { flags |= f; }
void RemoveMovementFlag(MovementFlags f) { flags &= ~f; }
bool HasMovementFlag(MovementFlags f) const { return flags & f; }
MovementFlags GetMovementFlags() const { return MovementFlags(flags); }
void SetMovementFlags(MovementFlags f) { flags = f; }
};
// flags that use in movement check for example at spell casting
MovementFlags const movementFlagsMask = MovementFlags(
MOVEMENTFLAG_FORWARD |MOVEMENTFLAG_BACKWARD |MOVEMENTFLAG_STRAFE_LEFT|MOVEMENTFLAG_STRAFE_RIGHT|
MOVEMENTFLAG_PITCH_UP|MOVEMENTFLAG_PITCH_DOWN|MOVEMENTFLAG_FLY_UNK1 |
MOVEMENTFLAG_JUMPING |MOVEMENTFLAG_FALLING |MOVEMENTFLAG_FLY_UP |
MOVEMENTFLAG_FLYING |MOVEMENTFLAG_SPLINE
);
MovementFlags const movementOrTurningFlagsMask = MovementFlags(
movementFlagsMask | MOVEMENTFLAG_LEFT | MOVEMENTFLAG_RIGHT
);
class InstanceSave;
enum RestType
{
REST_TYPE_NO = 0,
REST_TYPE_IN_TAVERN = 1,
REST_TYPE_IN_CITY = 2
};
enum DuelCompleteType
{
DUEL_INTERUPTED = 0,
DUEL_WON = 1,
DUEL_FLED = 2
};
enum TeleportToOptions
{
TELE_TO_GM_MODE = 0x01,
TELE_TO_NOT_LEAVE_TRANSPORT = 0x02,
TELE_TO_NOT_LEAVE_COMBAT = 0x04,
TELE_TO_NOT_UNSUMMON_PET = 0x08,
TELE_TO_SPELL = 0x10,
};
/// Type of environmental damages
enum EnviromentalDamage
{
DAMAGE_EXHAUSTED = 0,
DAMAGE_DROWNING = 1,
DAMAGE_FALL = 2,
DAMAGE_LAVA = 3,
DAMAGE_SLIME = 4,
DAMAGE_FIRE = 5,
DAMAGE_FALL_TO_VOID = 6 // custom case for fall without durability loss
};
enum PlayedTimeIndex
{
PLAYED_TIME_TOTAL = 0,
PLAYED_TIME_LEVEL = 1
};
#define MAX_PLAYED_TIME_INDEX 2
// used at player loading query list preparing, and later result selection
enum PlayerLoginQueryIndex
{
PLAYER_LOGIN_QUERY_LOADFROM = 0,
PLAYER_LOGIN_QUERY_LOADGROUP = 1,
PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES = 2,
PLAYER_LOGIN_QUERY_LOADAURAS = 3,
PLAYER_LOGIN_QUERY_LOADSPELLS = 4,
PLAYER_LOGIN_QUERY_LOADQUESTSTATUS = 5,
PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS = 6,
PLAYER_LOGIN_QUERY_LOADREPUTATION = 7,
PLAYER_LOGIN_QUERY_LOADINVENTORY = 8,
PLAYER_LOGIN_QUERY_LOADACTIONS = 9,
PLAYER_LOGIN_QUERY_LOADMAILCOUNT = 10,
PLAYER_LOGIN_QUERY_LOADMAILDATE = 11,
PLAYER_LOGIN_QUERY_LOADSOCIALLIST = 12,
PLAYER_LOGIN_QUERY_LOADHOMEBIND = 13,
PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS = 14,
PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES = 15,
PLAYER_LOGIN_QUERY_LOADGUILD = 16,
PLAYER_LOGIN_QUERY_LOADARENAINFO = 17,
PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS = 18,
PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS = 19,
PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS = 20,
PLAYER_LOGIN_QUERY_LOADBGDATA = 21,
PLAYER_LOGIN_QUERY_LOADACCOUNTDATA = 22,
PLAYER_LOGIN_QUERY_LOADSKILLS = 23,
MAX_PLAYER_LOGIN_QUERY = 24
};
enum PlayerDelayedOperations
{
DELAYED_SAVE_PLAYER = 0x01,
DELAYED_RESURRECT_PLAYER = 0x02,
DELAYED_SPELL_CAST_DESERTER = 0x04,
DELAYED_BG_MOUNT_RESTORE = 0x08, ///< Flag to restore mount state after teleport from BG
DELAYED_BG_TAXI_RESTORE = 0x10, ///< Flag to restore taxi state after teleport from BG
DELAYED_END
};
// Player summoning auto-decline time (in secs)
#define MAX_PLAYER_SUMMON_DELAY (2*MINUTE)
#define MAX_MONEY_AMOUNT (0x7FFFFFFF-1)
struct InstancePlayerBind
{
InstanceSave *save;
bool perm;
/* permanent PlayerInstanceBinds are created in Raid/Heroic instances for players
that aren't already permanently bound when they are inside when a boss is killed
or when they enter an instance that the group leader is permanently bound to. */
InstancePlayerBind() : save(NULL), perm(false) {}
};
class MANGOS_DLL_SPEC PlayerTaxi
{
public:
PlayerTaxi();
~PlayerTaxi() {}
// Nodes
void InitTaxiNodesForLevel(uint32 race, uint32 chrClass, uint32 level);
void LoadTaxiMask(const char* data);
bool IsTaximaskNodeKnown(uint32 nodeidx) const
{
uint8 field = uint8((nodeidx - 1) / 32);
uint32 submask = 1<<((nodeidx-1)%32);
return (m_taximask[field] & submask) == submask;
}
bool SetTaximaskNode(uint32 nodeidx)
{
uint8 field = uint8((nodeidx - 1) / 32);
uint32 submask = 1<<((nodeidx-1)%32);
if ((m_taximask[field] & submask) != submask )
{
m_taximask[field] |= submask;
return true;
}
else
return false;
}
void AppendTaximaskTo(ByteBuffer& data, bool all);
// Destinations
bool LoadTaxiDestinationsFromString(const std::string& values, uint32 team);
std::string SaveTaxiDestinationsToString();
void ClearTaxiDestinations() { m_TaxiDestinations.clear(); }
void AddTaxiDestination(uint32 dest) { m_TaxiDestinations.push_back(dest); }
uint32 GetTaxiSource() const { return m_TaxiDestinations.empty() ? 0 : m_TaxiDestinations.front(); }
uint32 GetTaxiDestination() const { return m_TaxiDestinations.size() < 2 ? 0 : m_TaxiDestinations[1]; }
uint32 GetCurrentTaxiPath() const;
uint32 NextTaxiDestination()
{
m_TaxiDestinations.pop_front();
return GetTaxiDestination();
}
bool empty() const { return m_TaxiDestinations.empty(); }
friend std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi);
private:
TaxiMask m_taximask;
std::deque<uint32> m_TaxiDestinations;
};
std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi);
class Player;
/// Holder for BattleGround data
struct BGData
{
BGData() : bgInstanceID(0), bgTypeID(BATTLEGROUND_TYPE_NONE), bgAfkReportedCount(0), bgAfkReportedTimer(0),
bgTeam(0), mountSpell(0) { ClearTaxiPath(); }
uint32 bgInstanceID; ///< This variable is set to bg->m_InstanceID,
/// when player is teleported to BG - (it is battleground's GUID)
BattleGroundTypeId bgTypeID;
std::set<uint32> bgAfkReporter;
uint8 bgAfkReportedCount;
time_t bgAfkReportedTimer;
uint32 bgTeam; ///< What side the player will be added to
uint32 mountSpell;
uint32 taxiPath[2];
WorldLocation joinPos; ///< From where player entered BG
void ClearTaxiPath() { taxiPath[0] = taxiPath[1] = 0; }
bool HasTaxiPath() const { return taxiPath[0] && taxiPath[1]; }
};
class MANGOS_DLL_SPEC Player : public Unit
{
friend class WorldSession;
friend void Item::AddToUpdateQueueOf(Player *player);
friend void Item::RemoveFromUpdateQueueOf(Player *player);
public:
explicit Player (WorldSession *session);
~Player ( );
void CleanupsBeforeDelete();
static UpdateMask updateVisualBits;
static void InitVisibleBits();
void AddToWorld();
void RemoveFromWorld();
bool TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options = 0);
bool TeleportTo(WorldLocation const &loc, uint32 options = 0)
{
return TeleportTo(loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation, options);
}
bool TeleportToBGEntryPoint();
void SetSummonPoint(uint32 mapid, float x, float y, float z)
{
m_summon_expire = time(NULL) + MAX_PLAYER_SUMMON_DELAY;
m_summon_mapid = mapid;
m_summon_x = x;
m_summon_y = y;
m_summon_z = z;
}
void SummonIfPossible(bool agree);
bool Create( uint32 guidlow, const std::string& name, uint8 race, uint8 class_, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair, uint8 outfitId );
void Update( uint32 time );
static bool BuildEnumData( QueryResult * result, WorldPacket * p_data );
void SetInWater(bool apply);
bool IsInWater() const { return m_isInWater; }
bool IsUnderWater() const;
void SendInitialPacketsBeforeAddToMap();
void SendInitialPacketsAfterAddToMap();
void SendTransferAborted(uint32 mapid, uint8 reason, uint8 arg = 0);
void SendInstanceResetWarning(uint32 mapid, Difficulty difficulty, uint32 time);
Creature* GetNPCIfCanInteractWith(uint64 guid, uint32 npcflagmask);
GameObject* GetGameObjectIfCanInteractWith(uint64 guid, GameobjectTypes type) const;
void UpdateVisibilityForPlayer();
bool ToggleAFK();
bool ToggleDND();
bool isAFK() const { return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK); }
bool isDND() const { return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND); }
uint8 chatTag() const;
std::string afkMsg;
std::string dndMsg;
uint32 GetBarberShopCost(uint8 newhairstyle, uint8 newhaircolor, uint8 newfacialhair);
PlayerSocial *GetSocial() { return m_social; }
PlayerTaxi m_taxi;
void InitTaxiNodesForLevel() { m_taxi.InitTaxiNodesForLevel(getRace(), getClass(), getLevel()); }
bool ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc = NULL, uint32 spellid = 0);
bool ActivateTaxiPathTo(uint32 taxi_path_id, uint32 spellid = 0);
// mount_id can be used in scripting calls
void ContinueTaxiFlight();
bool isAcceptTickets() const { return GetSession()->GetSecurity() >= SEC_GAMEMASTER && (m_ExtraFlags & PLAYER_EXTRA_GM_ACCEPT_TICKETS); }
void SetAcceptTicket(bool on) { if(on) m_ExtraFlags |= PLAYER_EXTRA_GM_ACCEPT_TICKETS; else m_ExtraFlags &= ~PLAYER_EXTRA_GM_ACCEPT_TICKETS; }
bool isAcceptWhispers() const { return m_ExtraFlags & PLAYER_EXTRA_ACCEPT_WHISPERS; }
void SetAcceptWhispers(bool on) { if(on) m_ExtraFlags |= PLAYER_EXTRA_ACCEPT_WHISPERS; else m_ExtraFlags &= ~PLAYER_EXTRA_ACCEPT_WHISPERS; }
bool isGameMaster() const { return m_ExtraFlags & PLAYER_EXTRA_GM_ON; }
void SetGameMaster(bool on);
bool isGMChat() const { return GetSession()->GetSecurity() >= SEC_MODERATOR && (m_ExtraFlags & PLAYER_EXTRA_GM_CHAT); }
void SetGMChat(bool on) { if(on) m_ExtraFlags |= PLAYER_EXTRA_GM_CHAT; else m_ExtraFlags &= ~PLAYER_EXTRA_GM_CHAT; }
bool isTaxiCheater() const { return m_ExtraFlags & PLAYER_EXTRA_TAXICHEAT; }
void SetTaxiCheater(bool on) { if(on) m_ExtraFlags |= PLAYER_EXTRA_TAXICHEAT; else m_ExtraFlags &= ~PLAYER_EXTRA_TAXICHEAT; }
bool isGMVisible() const { return !(m_ExtraFlags & PLAYER_EXTRA_GM_INVISIBLE); }
void SetGMVisible(bool on);
void SetPvPDeath(bool on) { if(on) m_ExtraFlags |= PLAYER_EXTRA_PVP_DEATH; else m_ExtraFlags &= ~PLAYER_EXTRA_PVP_DEATH; }
void GiveXP(uint32 xp, Unit* victim);
void GiveLevel(uint32 level);
void InitStatsForLevel(bool reapplyMods = false);
// Played Time Stuff
time_t m_logintime;
time_t m_Last_tick;
uint32 m_Played_time[MAX_PLAYED_TIME_INDEX];
uint32 GetTotalPlayedTime() { return m_Played_time[PLAYED_TIME_TOTAL]; }
uint32 GetLevelPlayedTime() { return m_Played_time[PLAYED_TIME_LEVEL]; }
void setDeathState(DeathState s); // overwrite Unit::setDeathState
void InnEnter (int time, uint32 mapid, float x, float y, float z)
{
inn_pos_mapid = mapid;
inn_pos_x = x;
inn_pos_y = y;
inn_pos_z = z;
time_inn_enter = time;
}
float GetRestBonus() const { return m_rest_bonus; }
void SetRestBonus(float rest_bonus_new);
RestType GetRestType() const { return rest_type; }
void SetRestType(RestType n_r_type) { rest_type = n_r_type; }
uint32 GetInnPosMapId() const { return inn_pos_mapid; }
float GetInnPosX() const { return inn_pos_x; }
float GetInnPosY() const { return inn_pos_y; }
float GetInnPosZ() const { return inn_pos_z; }
int GetTimeInnEnter() const { return time_inn_enter; }
void UpdateInnerTime (int time) { time_inn_enter = time; }
void RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent = false);
void RemoveMiniPet();
Pet* GetMiniPet();
void SetMiniPet(Pet* pet) { m_miniPet = pet->GetGUID(); }
uint32 GetPhaseMaskForSpawn() const; // used for proper set phase for DB at GM-mode creature/GO spawn
void Say(const std::string& text, const uint32 language);
void Yell(const std::string& text, const uint32 language);
void TextEmote(const std::string& text);
void Whisper(const std::string& text, const uint32 language,uint64 receiver);
void BuildPlayerChat(WorldPacket *data, uint8 msgtype, const std::string& text, uint32 language) const;
/*********************************************************/
/*** STORAGE SYSTEM ***/
/*********************************************************/
void SetVirtualItemSlot( uint8 i, Item* item);
void SetSheath( SheathState sheathed ); // overwrite Unit version
uint8 FindEquipSlot( ItemPrototype const* proto, uint32 slot, bool swap ) const;
uint32 GetItemCount( uint32 item, bool inBankAlso = false, Item* skipItem = NULL ) const;
Item* GetItemByGuid( uint64 guid ) const;
Item* GetItemByPos( uint16 pos ) const;
Item* GetItemByPos( uint8 bag, uint8 slot ) const;
Item* GetWeaponForAttack(WeaponAttackType attackType, bool useable = false) const;
Item* GetShield(bool useable = false) const;
static uint32 GetAttackBySlot( uint8 slot ); // MAX_ATTACK if not weapon slot
std::vector<Item *> &GetItemUpdateQueue() { return m_itemUpdateQueue; }
static bool IsInventoryPos( uint16 pos ) { return IsInventoryPos(pos >> 8, pos & 255); }
static bool IsInventoryPos( uint8 bag, uint8 slot );
static bool IsEquipmentPos( uint16 pos ) { return IsEquipmentPos(pos >> 8, pos & 255); }
static bool IsEquipmentPos( uint8 bag, uint8 slot );
static bool IsBagPos( uint16 pos );
static bool IsBankPos( uint16 pos ) { return IsBankPos(pos >> 8, pos & 255); }
static bool IsBankPos( uint8 bag, uint8 slot );
bool IsValidPos( uint16 pos, bool explicit_pos ) { return IsValidPos(pos >> 8, pos & 255, explicit_pos); }
bool IsValidPos( uint8 bag, uint8 slot, bool explicit_pos );
uint8 GetBankBagSlotCount() const { return GetByteValue(PLAYER_BYTES_2, 2); }
void SetBankBagSlotCount(uint8 count) { SetByteValue(PLAYER_BYTES_2, 2, count); }
bool HasItemCount( uint32 item, uint32 count, bool inBankAlso = false ) const;
bool HasItemFitToSpellReqirements(SpellEntry const* spellInfo, Item const* ignoreItem = NULL);
bool CanNoReagentCast(SpellEntry const* spellInfo) const;
bool HasItemOrGemWithIdEquipped( uint32 item, uint32 count, uint8 except_slot = NULL_SLOT) const;
bool HasItemOrGemWithLimitCategoryEquipped( uint32 limitCategory, uint32 count, uint8 except_slot = NULL_SLOT) const;
uint8 CanTakeMoreSimilarItems(Item* pItem) const { return _CanTakeMoreSimilarItems(pItem->GetEntry(), pItem->GetCount(), pItem); }
uint8 CanTakeMoreSimilarItems(uint32 entry, uint32 count) const { return _CanTakeMoreSimilarItems(entry, count, NULL); }
uint8 CanStoreNewItem( uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 item, uint32 count, uint32* no_space_count = NULL ) const
{
return _CanStoreItem(bag, slot, dest, item, count, NULL, false, no_space_count );
}
uint8 CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec& dest, Item *pItem, bool swap = false ) const
{
if(!pItem)
return EQUIP_ERR_ITEM_NOT_FOUND;
uint32 count = pItem->GetCount();
return _CanStoreItem( bag, slot, dest, pItem->GetEntry(), count, pItem, swap, NULL );
}
uint8 CanStoreItems( Item **pItem,int count) const;
uint8 CanEquipNewItem( uint8 slot, uint16 &dest, uint32 item, bool swap ) const;
uint8 CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bool not_loading = true ) const;
uint8 CanEquipUniqueItem( Item * pItem, uint8 except_slot = NULL_SLOT, uint32 limit_count = 1 ) const;
uint8 CanEquipUniqueItem( ItemPrototype const* itemProto, uint8 except_slot = NULL_SLOT, uint32 limit_count = 1 ) const;
uint8 CanUnequipItems( uint32 item, uint32 count ) const;
uint8 CanUnequipItem( uint16 src, bool swap ) const;
uint8 CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec& dest, Item *pItem, bool swap, bool not_loading = true ) const;
uint8 CanUseItem( Item *pItem, bool not_loading = true ) const;
bool HasItemTotemCategory( uint32 TotemCategory ) const;
bool CanUseItem( ItemPrototype const *pItem );
uint8 CanUseAmmo( uint32 item ) const;
Item* StoreNewItem( ItemPosCountVec const& pos, uint32 item, bool update,int32 randomPropertyId = 0 );
Item* StoreItem( ItemPosCountVec const& pos, Item *pItem, bool update );
Item* EquipNewItem( uint16 pos, uint32 item, bool update );
Item* EquipItem( uint16 pos, Item *pItem, bool update );
void AutoUnequipOffhandIfNeed();
bool StoreNewItemInBestSlots(uint32 item_id, uint32 item_count);
void AutoStoreLoot(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store, bool broadcast = false);
void AutoStoreLoot(uint32 loot_id, LootStore const& store, bool broadcast = false) { AutoStoreLoot(NULL_BAG,NULL_SLOT,loot_id,store,broadcast); }
uint8 _CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count = NULL) const;
uint8 _CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 entry, uint32 count, Item *pItem = NULL, bool swap = false, uint32* no_space_count = NULL ) const;
void ApplyEquipCooldown( Item * pItem );
void SetAmmo( uint32 item );
void RemoveAmmo();
float GetAmmoDPS() const { return m_ammoDPS; }
bool CheckAmmoCompatibility(const ItemPrototype *ammo_proto) const;
void QuickEquipItem( uint16 pos, Item *pItem);
void VisualizeItem( uint8 slot, Item *pItem);
void SetVisibleItemSlot(uint8 slot, Item *pItem);
Item* BankItem( ItemPosCountVec const& dest, Item *pItem, bool update )
{
return StoreItem( dest, pItem, update);
}
Item* BankItem( uint16 pos, Item *pItem, bool update );
void RemoveItem( uint8 bag, uint8 slot, bool update );
void MoveItemFromInventory(uint8 bag, uint8 slot, bool update);
// in trade, auction, guild bank, mail....
void MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB = false);
// in trade, guild bank, mail....
void RemoveItemDependentAurasAndCasts( Item * pItem );
void DestroyItem( uint8 bag, uint8 slot, bool update );
void DestroyItemCount( uint32 item, uint32 count, bool update, bool unequip_check = false);
void DestroyItemCount( Item* item, uint32& count, bool update );
void DestroyConjuredItems( bool update );
void DestroyZoneLimitedItem( bool update, uint32 new_zone );
void SplitItem( uint16 src, uint16 dst, uint32 count );
void SwapItem( uint16 src, uint16 dst );
void AddItemToBuyBackSlot( Item *pItem );
Item* GetItemFromBuyBackSlot( uint32 slot );
void RemoveItemFromBuyBackSlot( uint32 slot, bool del );
uint32 GetMaxKeyringSize() const { return KEYRING_SLOT_END-KEYRING_SLOT_START; }
void SendEquipError( uint8 msg, Item* pItem, Item *pItem2 );
void SendBuyError( uint8 msg, Creature* pCreature, uint32 item, uint32 param );
void SendSellError( uint8 msg, Creature* pCreature, uint64 guid, uint32 param );
void AddWeaponProficiency(uint32 newflag) { m_WeaponProficiency |= newflag; }
void AddArmorProficiency(uint32 newflag) { m_ArmorProficiency |= newflag; }
uint32 GetWeaponProficiency() const { return m_WeaponProficiency; }
uint32 GetArmorProficiency() const { return m_ArmorProficiency; }
bool IsUseEquipedWeapon( bool mainhand ) const
{
// disarm applied only to mainhand weapon
return !IsInFeralForm() && (!mainhand || !HasFlag(UNIT_FIELD_FLAGS,UNIT_FLAG_DISARMED) );
}
bool IsTwoHandUsed() const
{
Item* mainItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
return mainItem && mainItem->GetProto()->InventoryType == INVTYPE_2HWEAPON && !CanTitanGrip();
}
void SendNewItem( Item *item, uint32 count, bool received, bool created, bool broadcast = false );
bool BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint8 bag, uint8 slot);
float GetReputationPriceDiscount( Creature const* pCreature ) const;
Player* GetTrader() const { return pTrader; }
void ClearTrade();
void TradeCancel(bool sendback);
uint16 GetItemPosByTradeSlot(uint32 slot) const { return tradeItems[slot]; }
void UpdateEnchantTime(uint32 time);
void UpdateItemDuration(uint32 time, bool realtimeonly=false);
void AddEnchantmentDurations(Item *item);
void RemoveEnchantmentDurations(Item *item);
void RemoveAllEnchantments(EnchantmentSlot slot);
void AddEnchantmentDuration(Item *item,EnchantmentSlot slot,uint32 duration);
void ApplyEnchantment(Item *item,EnchantmentSlot slot,bool apply, bool apply_dur = true, bool ignore_condition = false);
void ApplyEnchantment(Item *item,bool apply);
void SendEnchantmentDurations();
void BuildEnchantmentsInfoData(WorldPacket *data);
void AddItemDurations(Item *item);
void RemoveItemDurations(Item *item);
void SendItemDurations();
void LoadCorpse();
void LoadPet();
uint32 m_stableSlots;
/*********************************************************/
/*** GOSSIP SYSTEM ***/
/*********************************************************/
void PrepareGossipMenu(WorldObject *pSource, uint32 gossipid = 0);
void SendPreparedGossip(WorldObject *pSource);
void OnGossipSelect(WorldObject *pSource, uint32 option);
void OnPoiSelect(WorldObject *pSource, GossipOption const *gossip);
uint32 GetGossipTextId(uint32 action, uint32 zoneid);
uint32 GetGossipTextId(WorldObject *pSource);
GossipOption const* GetGossipOption(WorldObject *pSource, uint32 id) const;
/*********************************************************/
/*** QUEST SYSTEM ***/
/*********************************************************/
// Return player level when QuestLevel is dynamic (-1)
uint32 GetQuestLevelForPlayer(Quest const* pQuest) const { return pQuest && (pQuest->GetQuestLevel() > 0) ? (uint32)pQuest->GetQuestLevel() : getLevel(); }
void PrepareQuestMenu( uint64 guid );
void SendPreparedQuest( uint64 guid );
bool IsActiveQuest( uint32 quest_id ) const;
Quest const *GetNextQuest( uint64 guid, Quest const *pQuest );
bool CanSeeStartQuest( Quest const *pQuest );
bool CanTakeQuest( Quest const *pQuest, bool msg );
bool CanAddQuest( Quest const *pQuest, bool msg );
bool CanCompleteQuest( uint32 quest_id );
bool CanCompleteRepeatableQuest(Quest const *pQuest);
bool CanRewardQuest( Quest const *pQuest, bool msg );
bool CanRewardQuest( Quest const *pQuest, uint32 reward, bool msg );
void AddQuest( Quest const *pQuest, Object *questGiver );
void CompleteQuest( uint32 quest_id );
void IncompleteQuest( uint32 quest_id );
void RewardQuest( Quest const *pQuest, uint32 reward, Object* questGiver, bool announce = true );
void FailQuest( uint32 quest_id );
bool SatisfyQuestSkillOrClass( Quest const* qInfo, bool msg );
bool SatisfyQuestLevel( Quest const* qInfo, bool msg );
bool SatisfyQuestLog( bool msg );
bool SatisfyQuestPreviousQuest( Quest const* qInfo, bool msg );
bool SatisfyQuestRace( Quest const* qInfo, bool msg );
bool SatisfyQuestReputation( Quest const* qInfo, bool msg );
bool SatisfyQuestStatus( Quest const* qInfo, bool msg );
bool SatisfyQuestTimed( Quest const* qInfo, bool msg );
bool SatisfyQuestExclusiveGroup( Quest const* qInfo, bool msg );
bool SatisfyQuestNextChain( Quest const* qInfo, bool msg );
bool SatisfyQuestPrevChain( Quest const* qInfo, bool msg );
bool SatisfyQuestDay( Quest const* qInfo, bool msg );
bool GiveQuestSourceItem( Quest const *pQuest );
bool TakeQuestSourceItem( uint32 quest_id, bool msg );
bool GetQuestRewardStatus( uint32 quest_id ) const;
QuestStatus GetQuestStatus( uint32 quest_id ) const;
void SetQuestStatus( uint32 quest_id, QuestStatus status );
void SetDailyQuestStatus( uint32 quest_id );
void ResetDailyQuestStatus();
uint16 FindQuestSlot( uint32 quest_id ) const;
uint32 GetQuestSlotQuestId(uint16 slot) const { return GetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot*MAX_QUEST_OFFSET + QUEST_ID_OFFSET); }
uint32 GetQuestSlotState(uint16 slot) const { return GetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot*MAX_QUEST_OFFSET + QUEST_STATE_OFFSET); }
uint32 GetQuestSlotCounters(uint16 slot)const { return GetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot*MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET); }
uint8 GetQuestSlotCounter(uint16 slot,uint8 counter) const { return GetByteValue(PLAYER_QUEST_LOG_1_1 + slot*MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET,counter); }
uint32 GetQuestSlotTime(uint16 slot) const { return GetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot*MAX_QUEST_OFFSET + QUEST_TIME_OFFSET); }
void SetQuestSlot(uint16 slot,uint32 quest_id, uint32 timer = 0)
{
SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot*MAX_QUEST_OFFSET + QUEST_ID_OFFSET,quest_id);
SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot*MAX_QUEST_OFFSET + QUEST_STATE_OFFSET,0);
SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot*MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET,0);
SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot*MAX_QUEST_OFFSET + QUEST_TIME_OFFSET,timer);
}
void SetQuestSlotCounter(uint16 slot,uint8 counter,uint8 count) { SetByteValue(PLAYER_QUEST_LOG_1_1 + slot*MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET,counter,count); }
void SetQuestSlotState(uint16 slot,uint32 state) { SetFlag(PLAYER_QUEST_LOG_1_1 + slot*MAX_QUEST_OFFSET + QUEST_STATE_OFFSET,state); }
void RemoveQuestSlotState(uint16 slot,uint32 state) { RemoveFlag(PLAYER_QUEST_LOG_1_1 + slot*MAX_QUEST_OFFSET + QUEST_STATE_OFFSET,state); }
void SetQuestSlotTimer(uint16 slot,uint32 timer) { SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot*MAX_QUEST_OFFSET + QUEST_TIME_OFFSET,timer); }
void SwapQuestSlot(uint16 slot1,uint16 slot2)
{
for (int i = 0; i < MAX_QUEST_OFFSET ; ++i )
{
uint32 temp1 = GetUInt32Value(PLAYER_QUEST_LOG_1_1 + MAX_QUEST_OFFSET *slot1 + i);
uint32 temp2 = GetUInt32Value(PLAYER_QUEST_LOG_1_1 + MAX_QUEST_OFFSET *slot2 + i);
SetUInt32Value(PLAYER_QUEST_LOG_1_1 + MAX_QUEST_OFFSET *slot1 + i, temp2);
SetUInt32Value(PLAYER_QUEST_LOG_1_1 + MAX_QUEST_OFFSET *slot2 + i, temp1);
}
}
uint32 GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry);
void AreaExploredOrEventHappens( uint32 questId );
void GroupEventHappens( uint32 questId, WorldObject const* pEventObject );
void ItemAddedQuestCheck( uint32 entry, uint32 count );
void ItemRemovedQuestCheck( uint32 entry, uint32 count );
void KilledMonster( CreatureInfo const* cInfo, uint64 guid );
void KilledMonsterCredit( uint32 entry, uint64 guid );
void CastedCreatureOrGO( uint32 entry, uint64 guid, uint32 spell_id );
void TalkedToCreature( uint32 entry, uint64 guid );
void MoneyChanged( uint32 value );
void ReputationChanged(FactionEntry const* factionEntry );
bool HasQuestForItem( uint32 itemid ) const;
bool HasQuestForGO(int32 GOId) const;
void UpdateForQuestWorldObjects();
bool CanShareQuest(uint32 quest_id) const;
void SendQuestComplete( uint32 quest_id );
void SendQuestReward( Quest const *pQuest, uint32 XP, Object* questGiver );
void SendQuestFailed( uint32 quest_id );
void SendQuestTimerFailed( uint32 quest_id );
void SendCanTakeQuestResponse( uint32 msg );
void SendQuestConfirmAccept(Quest const* pQuest, Player* pReceiver);
void SendPushToPartyResponse( Player *pPlayer, uint32 msg );
void SendQuestUpdateAddItem( Quest const* pQuest, uint32 item_idx, uint32 count );
void SendQuestUpdateAddCreatureOrGo( Quest const* pQuest, uint64 guid, uint32 creatureOrGO_idx, uint32 old_count, uint32 add_count );
uint64 GetDivider() { return m_divider; }
void SetDivider( uint64 guid ) { m_divider = guid; }
uint32 GetInGameTime() { return m_ingametime; }
void SetInGameTime( uint32 time ) { m_ingametime = time; }
void AddTimedQuest( uint32 quest_id ) { m_timedquests.insert(quest_id); }
void RemoveTimedQuest( uint32 quest_id ) { m_timedquests.erase(quest_id); }
/*********************************************************/
/*** LOAD SYSTEM ***/
/*********************************************************/
bool LoadFromDB(uint32 guid, SqlQueryHolder *holder);
static bool LoadValuesArrayFromDB(Tokens& data,uint64 guid);
static uint32 GetUInt32ValueFromArray(Tokens const& data, uint16 index);
static float GetFloatValueFromArray(Tokens const& data, uint16 index);
static uint32 GetUInt32ValueFromDB(uint16 index, uint64 guid);
static float GetFloatValueFromDB(uint16 index, uint64 guid);
static uint32 GetZoneIdFromDB(uint64 guid);
static uint32 GetLevelFromDB(uint64 guid);
static bool LoadPositionFromDB(uint32& mapid, float& x,float& y,float& z,float& o, bool& in_flight, uint64 guid);
/*********************************************************/
/*** SAVE SYSTEM ***/
/*********************************************************/
void SaveToDB();
void SaveInventoryAndGoldToDB(); // fast save function for item/money cheating preventing
void SaveGoldToDB();
void SaveDataFieldToDB();
static bool SaveValuesArrayInDB(Tokens const& data,uint64 guid);
static void SetUInt32ValueInArray(Tokens& data,uint16 index, uint32 value);
static void SetFloatValueInArray(Tokens& data,uint16 index, float value);
static void SetUInt32ValueInDB(uint16 index, uint32 value, uint64 guid);
static void SetFloatValueInDB(uint16 index, float value, uint64 guid);
static void Customize(uint64 guid, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair);
static void SavePositionInDB(uint32 mapid, float x,float y,float z,float o,uint32 zone,uint64 guid);
bool m_mailsLoaded;
bool m_mailsUpdated;
void SendPetTameFailure(PetTameFailureReason reason);
void SetBindPoint(uint64 guid);
void SendTalentWipeConfirm(uint64 guid);
void RewardRage( uint32 damage, uint32 weaponSpeedHitFactor, bool attacker );
void SendPetSkillWipeConfirm();
void CalcRage( uint32 damage,bool attacker );
void RegenerateAll(uint32 diff = REGEN_TIME_FULL);
void Regenerate(Powers power, uint32 diff);
void RegenerateHealth(uint32 diff);
void setRegenTimer(uint32 time) {m_regenTimer = time;}
void setWeaponChangeTimer(uint32 time) {m_weaponChangeTimer = time;}
uint32 GetMoney() { return GetUInt32Value (PLAYER_FIELD_COINAGE); }
void ModifyMoney( int32 d )
{
if(d < 0)
SetMoney (GetMoney() > uint32(-d) ? GetMoney() + d : 0);
else
SetMoney (GetMoney() < uint32(MAX_MONEY_AMOUNT - d) ? GetMoney() + d : MAX_MONEY_AMOUNT);
// "At Gold Limit"
if(GetMoney() >= MAX_MONEY_AMOUNT)
SendEquipError(EQUIP_ERR_TOO_MUCH_GOLD,NULL,NULL);
}
void SetMoney( uint32 value )
{
SetUInt32Value (PLAYER_FIELD_COINAGE, value);
MoneyChanged( value );
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_GOLD_VALUE_OWNED);
}
QuestStatusMap& getQuestStatusMap() { return mQuestStatus; };
const uint64& GetSelection( ) const { return m_curSelection; }
void SetSelection(const uint64 &guid) { m_curSelection = guid; SetTargetGUID(guid); }
uint8 GetComboPoints() { return m_comboPoints; }
const uint64& GetComboTarget() const { return m_comboTarget; }
void AddComboPoints(Unit* target, int8 count);
void ClearComboPoints();
void SendComboPoints();
void SendMailResult(uint32 mailId, MailResponseType mailAction, MailResponseResult mailError, uint32 equipError = 0, uint32 item_guid = 0, uint32 item_count = 0);
void SendNewMail();
void UpdateNextMailTimeAndUnreads();
void AddNewMailDeliverTime(time_t deliver_time);
bool IsMailsLoaded() const { return m_mailsLoaded; }
void RemoveMail(uint32 id);
void AddMail(Mail* mail) { m_mail.push_front(mail);}// for call from WorldSession::SendMailTo
uint32 GetMailSize() { return m_mail.size(); }
Mail* GetMail(uint32 id);
PlayerMails::iterator GetMailBegin() { return m_mail.begin();}
PlayerMails::iterator GetMailEnd() { return m_mail.end();}
/*********************************************************/
/*** MAILED ITEMS SYSTEM ***/
/*********************************************************/
uint8 unReadMails;
time_t m_nextMailDelivereTime;
typedef UNORDERED_MAP<uint32, Item*> ItemMap;
ItemMap mMitems; // template defined in objectmgr.cpp
Item* GetMItem(uint32 id)
{
ItemMap::const_iterator itr = mMitems.find(id);
return itr != mMitems.end() ? itr->second : NULL;
}
void AddMItem(Item* it)
{
ASSERT( it );
//assert deleted, because items can be added before loading
mMitems[it->GetGUIDLow()] = it;
}
bool RemoveMItem(uint32 id)
{
return mMitems.erase(id) ? true : false;
}
void PetSpellInitialize();
void CharmSpellInitialize();
void PossessSpellInitialize();
void RemovePetActionBar();
bool HasSpell(uint32 spell) const;
bool HasActiveSpell(uint32 spell) const; // show in spellbook
TrainerSpellState GetTrainerSpellState(TrainerSpell const* trainer_spell) const;
bool IsSpellFitByClassAndRace( uint32 spell_id ) const;
bool IsNeedCastPassiveSpellAtLearn(SpellEntry const* spellInfo) const;
void SendProficiency(uint8 pr1, uint32 pr2);
void SendInitialSpells();
bool addSpell(uint32 spell_id, bool active, bool learning, bool dependent, bool disabled);
void learnSpell(uint32 spell_id, bool dependent);
void removeSpell(uint32 spell_id, bool disabled = false, bool learn_low_rank = true);
void resetSpells();
void learnDefaultSpells();
void learnQuestRewardedSpells();
void learnQuestRewardedSpells(Quest const* quest);
void learnSpellHighRank(uint32 spellid);
uint32 GetFreeTalentPoints() const { return GetUInt32Value(PLAYER_CHARACTER_POINTS1); }
void SetFreeTalentPoints(uint32 points) { SetUInt32Value(PLAYER_CHARACTER_POINTS1,points); }
bool resetTalents(bool no_cost = false);
uint32 resetTalentsCost() const;
void InitTalentForLevel();
void BuildPlayerTalentsInfoData(WorldPacket *data);
void BuildPetTalentsInfoData(WorldPacket *data);
void SendTalentsInfoData(bool pet);
void LearnTalent(uint32 talentId, uint32 talentRank);
void LearnPetTalent(uint64 petGuid, uint32 talentId, uint32 talentRank);
uint32 CalculateTalentsPoints() const;
// Dual Spec
uint32 GetActiveSpec() { return m_activeSpec; }
void SetActiveSpec(uint32 spec) { m_activeSpec = spec; }
uint32 GetSpecsCount() { return m_specsCount; }
void SetSpecsCount(uint32 count) { m_specsCount = count; }
void ActivateSpec(uint32 specNum);
void InitGlyphsForLevel();
void SetGlyphSlot(uint8 slot, uint32 slottype) { SetUInt32Value(PLAYER_FIELD_GLYPH_SLOTS_1 + slot, slottype); }
uint32 GetGlyphSlot(uint8 slot) { return GetUInt32Value(PLAYER_FIELD_GLYPH_SLOTS_1 + slot); }
void SetGlyph(uint8 slot, uint32 glyph) { SetUInt32Value(PLAYER_FIELD_GLYPHS_1 + slot, glyph); }
uint32 GetGlyph(uint8 slot) { return GetUInt32Value(PLAYER_FIELD_GLYPHS_1 + slot); }
uint32 GetFreePrimaryProfessionPoints() const { return GetUInt32Value(PLAYER_CHARACTER_POINTS2); }
void SetFreePrimaryProfessions(uint16 profs) { SetUInt32Value(PLAYER_CHARACTER_POINTS2, profs); }
void InitPrimaryProfessions();
PlayerSpellMap const& GetSpellMap() const { return m_spells; }
PlayerSpellMap & GetSpellMap() { return m_spells; }
SpellCooldowns const& GetSpellCooldownMap() const { return m_spellCooldowns; }
void AddSpellMod(SpellModifier* mod, bool apply);
bool IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell const* spell = NULL);
template <class T> T ApplySpellMod(uint32 spellId, SpellModOp op, T &basevalue, Spell const* spell = NULL);
void RemoveSpellMods(Spell const* spell);
static uint32 const infinityCooldownDelay = MONTH; // used for set "infinity cooldowns" for spells and check
static uint32 const infinityCooldownDelayCheck = MONTH/2;
bool HasSpellCooldown(uint32 spell_id) const
{
SpellCooldowns::const_iterator itr = m_spellCooldowns.find(spell_id);
return itr != m_spellCooldowns.end() && itr->second.end > time(NULL);
}
uint32 GetSpellCooldownDelay(uint32 spell_id) const
{
SpellCooldowns::const_iterator itr = m_spellCooldowns.find(spell_id);
time_t t = time(NULL);
return itr != m_spellCooldowns.end() && itr->second.end > t ? itr->second.end - t : 0;
}
void AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 itemId, Spell* spell = NULL, bool infinityCooldown = false );
void AddSpellCooldown(uint32 spell_id, uint32 itemid, time_t end_time);
void SendCooldownEvent(SpellEntry const *spellInfo, uint32 itemId = 0, Spell* spell = NULL);
void ProhibitSpellScholl(SpellSchoolMask idSchoolMask, uint32 unTimeMs );
void RemoveSpellCooldown(uint32 spell_id, bool update = false);
void RemoveSpellCategoryCooldown(uint32 cat, bool update = false);
void SendClearCooldown( uint32 spell_id, Unit* target );
void RemoveArenaSpellCooldowns();
void RemoveAllSpellCooldown();
void _LoadSpellCooldowns(QueryResult *result);
void _SaveSpellCooldowns();
void SetLastPotionId(uint32 item_id) { m_lastPotionId = item_id; }
void UpdatePotionCooldown(Spell* spell = NULL);
void setResurrectRequestData(uint64 guid, uint32 mapId, float X, float Y, float Z, uint32 health, uint32 mana)
{
m_resurrectGUID = guid;
m_resurrectMap = mapId;
m_resurrectX = X;
m_resurrectY = Y;
m_resurrectZ = Z;
m_resurrectHealth = health;
m_resurrectMana = mana;
}
void clearResurrectRequestData() { setResurrectRequestData(0,0,0.0f,0.0f,0.0f,0,0); }
bool isRessurectRequestedBy(uint64 guid) const { return m_resurrectGUID == guid; }
bool isRessurectRequested() const { return m_resurrectGUID != 0; }
void ResurectUsingRequestData();
int getCinematic()
{
return m_cinematic;
}
void setCinematic(int cine)
{
m_cinematic = cine;
}
static bool IsActionButtonDataValid(uint8 button, uint32 action, uint8 type, Player* player);
ActionButton* addActionButton(uint8 button, uint32 action, uint8 type);
void removeActionButton(uint8 button);
void SendInitialActionButtons() const;
PvPInfo pvpInfo;
void UpdatePvP(bool state, bool ovrride=false);
void UpdateZone(uint32 newZone,uint32 newArea);
void UpdateArea(uint32 newArea);
void UpdateZoneDependentAuras( uint32 zone_id ); // zones
void UpdateAreaDependentAuras( uint32 area_id ); // subzones
void UpdateAfkReport(time_t currTime);
void UpdatePvPFlag(time_t currTime);
void UpdateContestedPvP(uint32 currTime);
void SetContestedPvPTimer(uint32 newTime) {m_contestedPvPTimer = newTime;}
void ResetContestedPvP()
{
clearUnitState(UNIT_STAT_ATTACK_PLAYER);
RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP);
m_contestedPvPTimer = 0;
}
/** todo: -maybe move UpdateDuelFlag+DuelComplete to independent DuelHandler.. **/
DuelInfo *duel;
void UpdateDuelFlag(time_t currTime);
void CheckDuelDistance(time_t currTime);
void DuelComplete(DuelCompleteType type);
void SendDuelCountdown(uint32 counter);
bool IsGroupVisibleFor(Player* p) const;
bool IsInSameGroupWith(Player const* p) const;
bool IsInSameRaidWith(Player const* p) const { return p==this || (GetGroup() != NULL && GetGroup() == p->GetGroup()); }
void UninviteFromGroup();
static void RemoveFromGroup(Group* group, uint64 guid);
void RemoveFromGroup() { RemoveFromGroup(GetGroup(),GetGUID()); }
void SendUpdateToOutOfRangeGroupMembers();
void SetInGuild(uint32 GuildId) { SetUInt32Value(PLAYER_GUILDID, GuildId); }
void SetRank(uint32 rankId){ SetUInt32Value(PLAYER_GUILDRANK, rankId); }
void SetGuildIdInvited(uint32 GuildId) { m_GuildIdInvited = GuildId; }
uint32 GetGuildId() { return GetUInt32Value(PLAYER_GUILDID); }
static uint32 GetGuildIdFromDB(uint64 guid);
uint32 GetRank(){ return GetUInt32Value(PLAYER_GUILDRANK); }
static uint32 GetRankFromDB(uint64 guid);
int GetGuildIdInvited() { return m_GuildIdInvited; }
static void RemovePetitionsAndSigns(uint64 guid, uint32 type);
// Arena Team
void SetInArenaTeam(uint32 ArenaTeamId, uint8 slot, uint8 type)
{
SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (slot * ARENA_TEAM_END) + ARENA_TEAM_ID, ArenaTeamId);
SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (slot * ARENA_TEAM_END) + ARENA_TEAM_TYPE, type);
}
uint32 GetArenaTeamId(uint8 slot) { return GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (slot * ARENA_TEAM_END)); }
static uint32 GetArenaTeamIdFromDB(uint64 guid, uint8 slot);
void SetArenaTeamIdInvited(uint32 ArenaTeamId) { m_ArenaTeamIdInvited = ArenaTeamId; }
uint32 GetArenaTeamIdInvited() { return m_ArenaTeamIdInvited; }
static void LeaveAllArenaTeams(uint64 guid);
Difficulty GetDifficulty(bool isRaid) const { return isRaid ? m_raidDifficulty : m_dungeonDifficulty; }
Difficulty GetDungeonDifficulty() const { return m_dungeonDifficulty; }
Difficulty GetRaidDifficulty() const { return m_raidDifficulty; }
void SetDungeonDifficulty(Difficulty dungeon_difficulty) { m_dungeonDifficulty = dungeon_difficulty; }
void SetRaidDifficulty(Difficulty raid_difficulty) { m_raidDifficulty = raid_difficulty; }
bool UpdateSkill(uint32 skill_id, uint32 step);
bool UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step);
bool UpdateCraftSkill(uint32 spellid);
bool UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator = 1);
bool UpdateFishingSkill();
uint32 GetBaseDefenseSkillValue() const { return GetBaseSkillValue(SKILL_DEFENSE); }
uint32 GetBaseWeaponSkillValue(WeaponAttackType attType) const;
uint32 GetSpellByProto(ItemPrototype *proto);
float GetHealthBonusFromStamina();
float GetManaBonusFromIntellect();
bool UpdateStats(Stats stat);
bool UpdateAllStats();
void UpdateResistances(uint32 school);
void UpdateArmor();
void UpdateMaxHealth();
void UpdateMaxPower(Powers power);
void ApplyFeralAPBonus(int32 amount, bool apply);
void UpdateAttackPowerAndDamage(bool ranged = false);
void UpdateShieldBlockValue();
void UpdateDamagePhysical(WeaponAttackType attType);
void ApplySpellPowerBonus(int32 amount, bool apply);
void UpdateSpellDamageAndHealingBonus();
void CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, float& min_damage, float& max_damage);
void UpdateDefenseBonusesMod();
void ApplyRatingMod(CombatRating cr, int32 value, bool apply);
float GetMeleeCritFromAgility();
float GetDodgeFromAgility();
float GetSpellCritFromIntellect();
float OCTRegenHPPerSpirit();
float OCTRegenMPPerSpirit();
float GetRatingCoefficient(CombatRating cr) const;
float GetRatingBonusValue(CombatRating cr) const;
uint32 GetBaseSpellPowerBonus() { return m_baseSpellPower; }
float GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const;
void UpdateBlockPercentage();
void UpdateCritPercentage(WeaponAttackType attType);
void UpdateAllCritPercentages();
void UpdateParryPercentage();
void UpdateDodgePercentage();
void UpdateMeleeHitChances();
void UpdateRangedHitChances();
void UpdateSpellHitChances();
void UpdateAllSpellCritChances();
void UpdateSpellCritChance(uint32 school);
void UpdateExpertise(WeaponAttackType attType);
void UpdateArmorPenetration();
void ApplyManaRegenBonus(int32 amount, bool apply);
void UpdateManaRegen();
const uint64& GetLootGUID() const { return m_lootGuid; }
void SetLootGUID(const uint64 &guid) { m_lootGuid = guid; }
void RemovedInsignia(Player* looterPlr);
WorldSession* GetSession() const { return m_session; }
void SetSession(WorldSession *s) { m_session = s; }
void BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const;
void DestroyForPlayer( Player *target, bool anim = false ) const;
void SendDelayResponse(const uint32);
void SendLogXPGain(uint32 GivenXP,Unit* victim,uint32 RestXP);
// notifiers
void SendAttackSwingCantAttack();
void SendAttackSwingCancelAttack();
void SendAttackSwingDeadTarget();
void SendAttackSwingNotInRange();
void SendAttackSwingBadFacingAttack();
void SendAutoRepeatCancel(Unit *target);
void SendExplorationExperience(uint32 Area, uint32 Experience);
void SendDungeonDifficulty(bool IsInGroup);
void SendRaidDifficulty(bool IsInGroup);
void ResetInstances(uint8 method, bool isRaid);
void SendResetInstanceSuccess(uint32 MapId);
void SendResetInstanceFailed(uint32 reason, uint32 MapId);
void SendResetFailedNotify(uint32 mapid);
bool SetPosition(float x, float y, float z, float orientation, bool teleport = false);
void UpdateUnderwaterState( Map * m, float x, float y, float z );
void SendMessageToSet(WorldPacket *data, bool self);// overwrite Object::SendMessageToSet
void SendMessageToSetInRange(WorldPacket *data, float fist, bool self);
// overwrite Object::SendMessageToSetInRange
void SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool own_team_only);
static void DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmChars = true);
Corpse *GetCorpse() const;
void SpawnCorpseBones();
void CreateCorpse();
void KillPlayer();
uint32 GetResurrectionSpellId();
void ResurrectPlayer(float restore_percent, bool applySickness = false);
void BuildPlayerRepop();
void RepopAtGraveyard();
void DurabilityLossAll(double percent, bool inventory);
void DurabilityLoss(Item* item, double percent);
void DurabilityPointsLossAll(int32 points, bool inventory);
void DurabilityPointsLoss(Item* item, int32 points);
void DurabilityPointLossForEquipSlot(EquipmentSlots slot);
uint32 DurabilityRepairAll(bool cost, float discountMod, bool guildBank);
uint32 DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank);
void UpdateMirrorTimers();
void StopMirrorTimers()
{
StopMirrorTimer(FATIGUE_TIMER);
StopMirrorTimer(BREATH_TIMER);
StopMirrorTimer(FIRE_TIMER);
}
void SetMovement(PlayerMovementType pType);
void JoinedChannel(Channel *c);
void LeftChannel(Channel *c);
void CleanupChannels();
void UpdateLocalChannels( uint32 newZone );
void LeaveLFGChannel();
void UpdateDefense();
void UpdateWeaponSkill (WeaponAttackType attType);
void UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, bool defence);
void SetSkill(uint32 id, uint16 currVal, uint16 maxVal);
uint16 GetMaxSkillValue(uint32 skill) const; // max + perm. bonus + temp bonus
uint16 GetPureMaxSkillValue(uint32 skill) const; // max
uint16 GetSkillValue(uint32 skill) const; // skill value + perm. bonus + temp bonus
uint16 GetBaseSkillValue(uint32 skill) const; // skill value + perm. bonus
uint16 GetPureSkillValue(uint32 skill) const; // skill value
int16 GetSkillPermBonusValue(uint32 skill) const;
int16 GetSkillTempBonusValue(uint32 skill) const;
bool HasSkill(uint32 skill) const;
void learnSkillRewardedSpells(uint32 id, uint32 value);
WorldLocation& GetTeleportDest() { return m_teleport_dest; }
bool IsBeingTeleported() const { return mSemaphoreTeleport_Near || mSemaphoreTeleport_Far; }
bool IsBeingTeleportedNear() const { return mSemaphoreTeleport_Near; }
bool IsBeingTeleportedFar() const { return mSemaphoreTeleport_Far; }
void SetSemaphoreTeleportNear(bool semphsetting) { mSemaphoreTeleport_Near = semphsetting; }
void SetSemaphoreTeleportFar(bool semphsetting) { mSemaphoreTeleport_Far = semphsetting; }
void ProcessDelayedOperations();
void CheckExploreSystem(void);
static uint32 TeamForRace(uint8 race);
uint32 GetTeam() const { return m_team; }
static uint32 getFactionForRace(uint8 race);
void setFactionForRace(uint8 race);
void InitDisplayIds();
bool IsAtGroupRewardDistance(WorldObject const* pRewardSource) const;
bool RewardPlayerAndGroupAtKill(Unit* pVictim);
void RewardPlayerAndGroupAtEvent(uint32 creature_id,WorldObject* pRewardSource);
bool isHonorOrXPTarget(Unit* pVictim);
ReputationMgr& GetReputationMgr() { return m_reputationMgr; }
ReputationMgr const& GetReputationMgr() const { return m_reputationMgr; }
ReputationRank GetReputationRank(uint32 faction_id) const;
void RewardReputation(Unit *pVictim, float rate);
void RewardReputation(Quest const *pQuest);
void UpdateSkillsForLevel();
void UpdateSkillsToMaxSkillsForLevel(); // for .levelup
void ModifySkillBonus(uint32 skillid,int32 val, bool talent);
/*********************************************************/
/*** PVP SYSTEM ***/
/*********************************************************/
void UpdateArenaFields();
void UpdateHonorFields();
bool RewardHonor(Unit *pVictim, uint32 groupsize, float honor = -1);
uint32 GetHonorPoints() { return GetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY); }
uint32 GetArenaPoints() { return GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY); }
void ModifyHonorPoints( int32 value );
void ModifyArenaPoints( int32 value );
uint32 GetMaxPersonalArenaRatingRequirement();
//End of PvP System
void SetDrunkValue(uint16 newDrunkValue, uint32 itemid=0);
uint16 GetDrunkValue() const { return m_drunk; }
static DrunkenState GetDrunkenstateByValue(uint16 value);
uint32 GetDeathTimer() const { return m_deathTimer; }
uint32 GetCorpseReclaimDelay(bool pvp) const;
void UpdateCorpseReclaimDelay();
void SendCorpseReclaimDelay(bool load = false);
uint32 GetShieldBlockValue() const; // overwrite Unit version (virtual)
bool CanParry() const { return m_canParry; }
void SetCanParry(bool value);
bool CanBlock() const { return m_canBlock; }
void SetCanBlock(bool value);
bool CanDualWield() const { return m_canDualWield; }
void SetCanDualWield(bool value) { m_canDualWield = value; }
bool CanTitanGrip() const { return m_canTitanGrip; }
void SetCanTitanGrip(bool value) { m_canTitanGrip = value; }
bool CanTameExoticPets() const { return isGameMaster() || HasAuraType(SPELL_AURA_ALLOW_TAME_PET_TYPE); }
void SetRegularAttackTime();
void SetBaseModValue(BaseModGroup modGroup, BaseModType modType, float value) { m_auraBaseMod[modGroup][modType] = value; }
void HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply);
float GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const;
float GetTotalBaseModValue(BaseModGroup modGroup) const;
float GetTotalPercentageModValue(BaseModGroup modGroup) const { return m_auraBaseMod[modGroup][FLAT_MOD] + m_auraBaseMod[modGroup][PCT_MOD]; }
void _ApplyAllStatBonuses();
void _RemoveAllStatBonuses();
float GetArmorPenetrationPct() const { return m_armorPenetrationPct; }
void _ApplyWeaponDependentAuraMods(Item *item, WeaponAttackType attackType, bool apply);
void _ApplyWeaponDependentAuraCritMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply);
void _ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply);
void _ApplyItemMods(Item *item,uint8 slot,bool apply);
void _RemoveAllItemMods();
void _ApplyAllItemMods();
void _ApplyAllLevelScaleItemMods(bool apply);
void _ApplyItemBonuses(ItemPrototype const *proto,uint8 slot,bool apply, bool only_level_scale = false);
void _ApplyAmmoBonuses();
bool EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot);
void ToggleMetaGemsActive(uint8 exceptslot, bool apply);
void CorrectMetaGemEnchants(uint8 slot, bool apply);
void InitDataForForm(bool reapplyMods = false);
void ApplyItemEquipSpell(Item *item, bool apply, bool form_change = false);
void ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply, bool form_change = false);
void UpdateEquipSpellsAtFormChange();
void CastItemCombatSpell(Unit* Target, WeaponAttackType attType);
void CastItemUseSpell(Item *item,SpellCastTargets const& targets,uint8 cast_count, uint32 glyphIndex);
void SendEquipmentSetList();
void SetEquipmentSet(uint32 index, EquipmentSet eqset);
void DeleteEquipmentSet(uint64 setGuid);
void SendInitWorldStates(uint32 zone, uint32 area);
void SendUpdateWorldState(uint32 Field, uint32 Value);
void SendDirectMessage(WorldPacket *data);
void SendAurasForTarget(Unit *target);
PlayerMenu* PlayerTalkClass;
std::vector<ItemSetEffect *> ItemSetEff;
void SendLoot(uint64 guid, LootType loot_type);
void SendLootRelease( uint64 guid );
void SendNotifyLootItemRemoved(uint8 lootSlot);
void SendNotifyLootMoneyRemoved();
/*********************************************************/
/*** BATTLEGROUND SYSTEM ***/
/*********************************************************/
bool InBattleGround() const { return m_bgData.bgInstanceID != 0; }
bool InArena() const;
uint32 GetBattleGroundId() const { return m_bgData.bgInstanceID; }
BattleGroundTypeId GetBattleGroundTypeId() const { return m_bgData.bgTypeID; }
BattleGround* GetBattleGround() const;
BGQueueIdBasedOnLevel GetBattleGroundQueueIdFromLevel() const;
bool InBattleGroundQueue() const
{
for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
if (m_bgBattleGroundQueueID[i].bgQueueTypeId != BATTLEGROUND_QUEUE_NONE)
return true;
return false;
}
BattleGroundQueueTypeId GetBattleGroundQueueTypeId(uint32 index) const { return m_bgBattleGroundQueueID[index].bgQueueTypeId; }
uint32 GetBattleGroundQueueIndex(BattleGroundQueueTypeId bgQueueTypeId) const
{
for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
if (m_bgBattleGroundQueueID[i].bgQueueTypeId == bgQueueTypeId)
return i;
return PLAYER_MAX_BATTLEGROUND_QUEUES;
}
bool IsInvitedForBattleGroundQueueType(BattleGroundQueueTypeId bgQueueTypeId) const
{
for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
if (m_bgBattleGroundQueueID[i].bgQueueTypeId == bgQueueTypeId)
return m_bgBattleGroundQueueID[i].invitedToInstance != 0;
return false;
}
bool InBattleGroundQueueForBattleGroundQueueType(BattleGroundQueueTypeId bgQueueTypeId) const
{
return GetBattleGroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES;
}
void SetBattleGroundId(uint32 val, BattleGroundTypeId bgTypeId)
{
m_bgData.bgInstanceID = val;
m_bgData.bgTypeID = bgTypeId;
}
uint32 AddBattleGroundQueueId(BattleGroundQueueTypeId val)
{
for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
{
if (m_bgBattleGroundQueueID[i].bgQueueTypeId == BATTLEGROUND_QUEUE_NONE || m_bgBattleGroundQueueID[i].bgQueueTypeId == val)
{
m_bgBattleGroundQueueID[i].bgQueueTypeId = val;
m_bgBattleGroundQueueID[i].invitedToInstance = 0;
return i;
}
}
return PLAYER_MAX_BATTLEGROUND_QUEUES;
}
bool HasFreeBattleGroundQueueId()
{
for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
if (m_bgBattleGroundQueueID[i].bgQueueTypeId == BATTLEGROUND_QUEUE_NONE)
return true;
return false;
}
void RemoveBattleGroundQueueId(BattleGroundQueueTypeId val)
{
for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
{
if (m_bgBattleGroundQueueID[i].bgQueueTypeId == val)
{
m_bgBattleGroundQueueID[i].bgQueueTypeId = BATTLEGROUND_QUEUE_NONE;
m_bgBattleGroundQueueID[i].invitedToInstance = 0;
return;
}
}
}
void SetInviteForBattleGroundQueueType(BattleGroundQueueTypeId bgQueueTypeId, uint32 instanceId)
{
for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
if (m_bgBattleGroundQueueID[i].bgQueueTypeId == bgQueueTypeId)
m_bgBattleGroundQueueID[i].invitedToInstance = instanceId;
}
bool IsInvitedForBattleGroundInstance(uint32 instanceId) const
{
for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
if (m_bgBattleGroundQueueID[i].invitedToInstance == instanceId)
return true;
return false;
}
WorldLocation const& GetBattleGroundEntryPoint() const { return m_bgData.joinPos; }
void SetBattleGroundEntryPoint();
void SetBGTeam(uint32 team) { m_bgData.bgTeam = team; }
uint32 GetBGTeam() const { return m_bgData.bgTeam ? m_bgData.bgTeam : GetTeam(); }
void LeaveBattleground(bool teleportToEntryPoint = true);
bool CanJoinToBattleground() const;
bool CanReportAfkDueToLimit();
void ReportedAfkBy(Player* reporter);
void ClearAfkReports() { m_bgData.bgAfkReporter.clear(); }
bool GetBGAccessByLevel(BattleGroundTypeId bgTypeId) const;
bool CanUseBattleGroundObject();
bool isTotalImmune();
bool CanCaptureTowerPoint();
/*********************************************************/
/*** REST SYSTEM ***/
/*********************************************************/
bool isRested() const { return GetRestTime() >= 10*IN_MILISECONDS; }
uint32 GetXPRestBonus(uint32 xp);
uint32 GetRestTime() const { return m_restTime; }
void SetRestTime(uint32 v) { m_restTime = v; }
/*********************************************************/
/*** ENVIROMENTAL SYSTEM ***/
/*********************************************************/
uint32 EnvironmentalDamage(EnviromentalDamage type, uint32 damage);
/*********************************************************/
/*** FLOOD FILTER SYSTEM ***/
/*********************************************************/
void UpdateSpeakTime();
bool CanSpeak() const;
void ChangeSpeakTime(int utime);
/*********************************************************/
/*** VARIOUS SYSTEMS ***/
/*********************************************************/
MovementInfo m_movementInfo;
bool HasMovementFlag(MovementFlags f) const; // for script access to m_movementInfo.HasMovementFlag
void UpdateFallInformationIfNeed(MovementInfo const& minfo,uint16 opcode);
Unit *m_mover;
void SetFallInformation(uint32 time, float z)
{
m_lastFallTime = time;
m_lastFallZ = z;
}
void HandleFall(MovementInfo const& movementInfo);
void BuildTeleportAckMsg( WorldPacket *data, float x, float y, float z, float ang) const;
bool isMoving() const { return m_movementInfo.HasMovementFlag(movementFlagsMask); }
bool isMovingOrTurning() const { return m_movementInfo.HasMovementFlag(movementOrTurningFlagsMask); }
bool CanFly() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_CAN_FLY); }
bool IsFlying() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_FLYING); }
bool IsKnowHowFlyIn(uint32 mapid, uint32 zone) const;
void SetClientControl(Unit* target, uint8 allowMove);
void SetMover(Unit* target) { m_mover = target ? target : this; }
void EnterVehicle(Vehicle *vehicle);
void ExitVehicle(Vehicle *vehicle);
uint64 GetFarSight() const { return GetUInt64Value(PLAYER_FARSIGHT); }
void SetFarSightGUID(uint64 guid);
// Transports
Transport * GetTransport() const { return m_transport; }
void SetTransport(Transport * t) { m_transport = t; }
float GetTransOffsetX() const { return m_movementInfo.t_x; }
float GetTransOffsetY() const { return m_movementInfo.t_y; }
float GetTransOffsetZ() const { return m_movementInfo.t_z; }
float GetTransOffsetO() const { return m_movementInfo.t_o; }
uint32 GetTransTime() const { return m_movementInfo.t_time; }
int8 GetTransSeat() const { return m_movementInfo.t_seat; }
uint32 GetSaveTimer() const { return m_nextSave; }
void SetSaveTimer(uint32 timer) { m_nextSave = timer; }
// Recall position
uint32 m_recallMap;
float m_recallX;
float m_recallY;
float m_recallZ;
float m_recallO;
void SaveRecallPosition();
// Homebind coordinates
uint32 m_homebindMapId;
uint16 m_homebindZoneId;
float m_homebindX;
float m_homebindY;
float m_homebindZ;
void RelocateToHomebind() { SetLocationMapId(m_homebindMapId); Relocate(m_homebindX,m_homebindY,m_homebindZ); }
// currently visible objects at player client
typedef std::set<uint64> ClientGUIDs;
ClientGUIDs m_clientGUIDs;
bool HaveAtClient(WorldObject const* u) { return u==this || m_clientGUIDs.find(u->GetGUID())!=m_clientGUIDs.end(); }
WorldObject const* GetViewPoint() const;
bool IsVisibleInGridForPlayer(Player* pl) const;
bool IsVisibleGloballyFor(Player* pl) const;
void UpdateVisibilityOf(WorldObject const* viewPoint, WorldObject* target);
template<class T>
void UpdateVisibilityOf(WorldObject const* viewPoint,T* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
// Stealth detection system
void HandleStealthedUnitsDetection();
uint8 m_forced_speed_changes[MAX_MOVE_TYPE];
bool HasAtLoginFlag(AtLoginFlags f) const { return m_atLoginFlags & f; }
void SetAtLoginFlag(AtLoginFlags f) { m_atLoginFlags |= f; }
void RemoveAtLoginFlag(AtLoginFlags f, bool in_db_also = false);
LookingForGroup m_lookingForGroup;
// Temporarily removed pet cache
uint32 GetTemporaryUnsummonedPetNumber() const { return m_temporaryUnsummonedPetNumber; }
void SetTemporaryUnsummonedPetNumber(uint32 petnumber) { m_temporaryUnsummonedPetNumber = petnumber; }
void UnsummonPetTemporaryIfAny();
void ResummonPetTemporaryUnSummonedIfAny();
bool IsPetNeedBeTemporaryUnsummoned() const { return !IsInWorld() || !isAlive() || IsMounted() /*+in flight*/; }
void SendCinematicStart(uint32 CinematicSequenceId);
void SendMovieStart(uint32 MovieId);
/*********************************************************/
/*** INSTANCE SYSTEM ***/
/*********************************************************/
typedef UNORDERED_MAP< uint32 /*mapId*/, InstancePlayerBind > BoundInstancesMap;
void UpdateHomebindTime(uint32 time);
uint32 m_HomebindTimer;
bool m_InstanceValid;
// permanent binds and solo binds by difficulty
BoundInstancesMap m_boundInstances[MAX_DIFFICULTY];
InstancePlayerBind* GetBoundInstance(uint32 mapid, Difficulty difficulty);
BoundInstancesMap& GetBoundInstances(Difficulty difficulty) { return m_boundInstances[difficulty]; }
void UnbindInstance(uint32 mapid, Difficulty difficulty, bool unload = false);
void UnbindInstance(BoundInstancesMap::iterator &itr, Difficulty difficulty, bool unload = false);
InstancePlayerBind* BindToInstance(InstanceSave *save, bool permanent, bool load = false);
void SendRaidInfo();
void SendSavedInstances();
static void ConvertInstancesToGroup(Player *player, Group *group = NULL, uint64 player_guid = 0);
/*********************************************************/
/*** GROUP SYSTEM ***/
/*********************************************************/
Group * GetGroupInvite() { return m_groupInvite; }
void SetGroupInvite(Group *group) { m_groupInvite = group; }
Group * GetGroup() { return m_group.getTarget(); }
const Group * GetGroup() const { return (const Group*)m_group.getTarget(); }
GroupReference& GetGroupRef() { return m_group; }
void SetGroup(Group *group, int8 subgroup = -1);
uint8 GetSubGroup() const { return m_group.getSubGroup(); }
uint32 GetGroupUpdateFlag() const { return m_groupUpdateMask; }
void SetGroupUpdateFlag(uint32 flag) { m_groupUpdateMask |= flag; }
const uint64& GetAuraUpdateMask() const { return m_auraUpdateMask; }
void SetAuraUpdateMask(uint8 slot) { m_auraUpdateMask |= (uint64(1) << slot); }
Player* GetNextRandomRaidMember(float radius);
PartyResult CanUninviteFromGroup() const;
// BattleGround Group System
void SetBattleGroundRaid(Group *group, int8 subgroup = -1);
void RemoveFromBattleGroundRaid();
Group * GetOriginalGroup() { return m_originalGroup.getTarget(); }
GroupReference& GetOriginalGroupRef() { return m_originalGroup; }
uint8 GetOriginalSubGroup() const { return m_originalGroup.getSubGroup(); }
void SetOriginalGroup(Group *group, int8 subgroup = -1);
GridReference<Player> &GetGridRef() { return m_gridRef; }
MapReference &GetMapRef() { return m_mapRef; }
bool isAllowedToLoot(Creature* creature);
DeclinedName const* GetDeclinedNames() const { return m_declinedname; }
// Rune functions, need check getClass() == CLASS_DEATH_KNIGHT before access
uint8 GetRunesState() const { return m_runes->runeState; }
RuneType GetBaseRune(uint8 index) const { return RuneType(m_runes->runes[index].BaseRune); }
RuneType GetCurrentRune(uint8 index) const { return RuneType(m_runes->runes[index].CurrentRune); }
uint16 GetRuneCooldown(uint8 index) const { return m_runes->runes[index].Cooldown; }
bool IsBaseRuneSlotsOnCooldown(RuneType runeType) const;
void SetBaseRune(uint8 index, RuneType baseRune) { m_runes->runes[index].BaseRune = baseRune; }
void SetCurrentRune(uint8 index, RuneType currentRune) { m_runes->runes[index].CurrentRune = currentRune; }
void SetRuneCooldown(uint8 index, uint16 cooldown) { m_runes->runes[index].Cooldown = cooldown; m_runes->SetRuneState(index, (cooldown == 0) ? true : false); }
void ConvertRune(uint8 index, RuneType newType);
void ResyncRunes(uint8 count);
void AddRunePower(uint8 index);
void InitRunes();
AchievementMgr& GetAchievementMgr() { return m_achievementMgr; }
void UpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscvalue1=0, uint32 miscvalue2=0, Unit *unit=NULL, uint32 time=0);
bool HasTitle(uint32 bitIndex);
bool HasTitle(CharTitlesEntry const* title) { return HasTitle(title->bit_index); }
void SetTitle(CharTitlesEntry const* title, bool lost = false);
bool isActiveObject() const { return true; }
bool canSeeSpellClickOn(Creature const* creature) const;
protected:
uint32 m_contestedPvPTimer;
/*********************************************************/
/*** BATTLEGROUND SYSTEM ***/
/*********************************************************/
/*
this is an array of BG queues (BgTypeIDs) in which is player
*/
struct BgBattleGroundQueueID_Rec
{
BattleGroundQueueTypeId bgQueueTypeId;
uint32 invitedToInstance;
};
BgBattleGroundQueueID_Rec m_bgBattleGroundQueueID[PLAYER_MAX_BATTLEGROUND_QUEUES];
BGData m_bgData;
/*********************************************************/
/*** QUEST SYSTEM ***/
/*********************************************************/
//We allow only one timed quest active at the same time. Below can then be simple value instead of set.
std::set<uint32> m_timedquests;
uint64 m_divider;
uint32 m_ingametime;
/*********************************************************/
/*** LOAD SYSTEM ***/
/*********************************************************/
void _LoadActions(QueryResult *result);
void _LoadAuras(QueryResult *result, uint32 timediff);
void _LoadGlyphAuras();
void _LoadBoundInstances(QueryResult *result);
void _LoadInventory(QueryResult *result, uint32 timediff);
void _LoadMailInit(QueryResult *resultUnread, QueryResult *resultDelivery);
void _LoadMail();
void _LoadMailedItems(Mail *mail);
void _LoadQuestStatus(QueryResult *result);
void _LoadDailyQuestStatus(QueryResult *result);
void _LoadGroup(QueryResult *result);
void _LoadSkills(QueryResult *result);
void _LoadSpells(QueryResult *result);
void _LoadFriendList(QueryResult *result);
bool _LoadHomeBind(QueryResult *result);
void _LoadDeclinedNames(QueryResult *result);
void _LoadArenaTeamInfo(QueryResult *result);
void _LoadEquipmentSets(QueryResult *result);
void _LoadBGData(QueryResult* result);
/*********************************************************/
/*** SAVE SYSTEM ***/
/*********************************************************/
void _SaveActions();
void _SaveAuras();
void _SaveInventory();
void _SaveMail();
void _SaveQuestStatus();
void _SaveDailyQuestStatus();
void _SaveSkills();
void _SaveSpells();
void _SaveEquipmentSets();
void _SaveBGData();
void _SetCreateBits(UpdateMask *updateMask, Player *target) const;
void _SetUpdateBits(UpdateMask *updateMask, Player *target) const;
/*********************************************************/
/*** ENVIRONMENTAL SYSTEM ***/
/*********************************************************/
void HandleSobering();
void SendMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, int32 Regen);
void StopMirrorTimer(MirrorTimerType Type);
void HandleDrowning(uint32 time_diff);
int32 getMaxTimer(MirrorTimerType timer);
/*********************************************************/
/*** HONOR SYSTEM ***/
/*********************************************************/
time_t m_lastHonorUpdateTime;
void outDebugValues() const;
uint64 m_lootGuid;
uint32 m_team;
uint32 m_nextSave;
time_t m_speakTime;
uint32 m_speakCount;
Difficulty m_dungeonDifficulty;
Difficulty m_raidDifficulty;
uint32 m_atLoginFlags;
Item* m_items[PLAYER_SLOTS_COUNT];
uint32 m_currentBuybackSlot;
std::vector<Item*> m_itemUpdateQueue;
bool m_itemUpdateQueueBlocked;
uint32 m_ExtraFlags;
uint64 m_curSelection;
uint64 m_comboTarget;
int8 m_comboPoints;
QuestStatusMap mQuestStatus;
SkillStatusMap mSkillStatus;
uint32 m_GuildIdInvited;
uint32 m_ArenaTeamIdInvited;
PlayerMails m_mail;
PlayerSpellMap m_spells;
SpellCooldowns m_spellCooldowns;
uint32 m_lastPotionId; // last used health/mana potion in combat, that block next potion use
uint32 m_activeSpec;
uint32 m_specsCount;
ActionButtonList m_actionButtons;
float m_auraBaseMod[BASEMOD_END][MOD_END];
int16 m_baseRatingValue[MAX_COMBAT_RATING];
uint16 m_baseSpellPower;
uint16 m_baseFeralAP;
uint16 m_baseManaRegen;
float m_armorPenetrationPct;
SpellModList m_spellMods[MAX_SPELLMOD];
int32 m_SpellModRemoveCount;
EnchantDurationList m_enchantDuration;
ItemDurationList m_itemDuration;
uint64 m_resurrectGUID;
uint32 m_resurrectMap;
float m_resurrectX, m_resurrectY, m_resurrectZ;
uint32 m_resurrectHealth, m_resurrectMana;
WorldSession *m_session;
typedef std::list<Channel*> JoinedChannelsList;
JoinedChannelsList m_channels;
int m_cinematic;
Player *pTrader;
bool acceptTrade;
uint16 tradeItems[TRADE_SLOT_COUNT];
uint32 tradeGold;
bool m_DailyQuestChanged;
time_t m_lastDailyQuestTime;
uint32 m_drunkTimer;
uint16 m_drunk;
uint32 m_weaponChangeTimer;
uint32 m_zoneUpdateId;
uint32 m_zoneUpdateTimer;
uint32 m_areaUpdateId;
uint32 m_deathTimer;
time_t m_deathExpireTime;
uint32 m_restTime;
uint32 m_WeaponProficiency;
uint32 m_ArmorProficiency;
bool m_canParry;
bool m_canBlock;
bool m_canDualWield;
bool m_canTitanGrip;
uint8 m_swingErrorMsg;
float m_ammoDPS;
////////////////////Rest System/////////////////////
int time_inn_enter;
uint32 inn_pos_mapid;
float inn_pos_x;
float inn_pos_y;
float inn_pos_z;
float m_rest_bonus;
RestType rest_type;
////////////////////Rest System/////////////////////
// Transports
Transport * m_transport;
uint32 m_resetTalentsCost;
time_t m_resetTalentsTime;
uint32 m_usedTalentCount;
uint32 m_questRewardTalentCount;
// Social
PlayerSocial *m_social;
// Groups
GroupReference m_group;
GroupReference m_originalGroup;
Group *m_groupInvite;
uint32 m_groupUpdateMask;
uint64 m_auraUpdateMask;
uint64 m_miniPet;
// Player summoning
time_t m_summon_expire;
uint32 m_summon_mapid;
float m_summon_x;
float m_summon_y;
float m_summon_z;
DeclinedName *m_declinedname;
Runes *m_runes;
EquipmentSets m_EquipmentSets;
private:
// internal common parts for CanStore/StoreItem functions
uint8 _CanStoreItem_InSpecificSlot( uint8 bag, uint8 slot, ItemPosCountVec& dest, ItemPrototype const *pProto, uint32& count, bool swap, Item *pSrcItem ) const;
uint8 _CanStoreItem_InBag( uint8 bag, ItemPosCountVec& dest, ItemPrototype const *pProto, uint32& count, bool merge, bool non_specialized, Item *pSrcItem, uint8 skip_bag, uint8 skip_slot ) const;
uint8 _CanStoreItem_InInventorySlots( uint8 slot_begin, uint8 slot_end, ItemPosCountVec& dest, ItemPrototype const *pProto, uint32& count, bool merge, Item *pSrcItem, uint8 skip_bag, uint8 skip_slot ) const;
Item* _StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, bool update );
void UpdateKnownCurrencies(uint32 itemId, bool apply);
int32 CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, int32 faction, bool for_quest);
void AdjustQuestReqItemCount( Quest const* pQuest, QuestStatusData& questStatusData );
bool IsCanDelayTeleport() const { return m_bCanDelayTeleport; }
void SetCanDelayTeleport(bool setting) { m_bCanDelayTeleport = setting; }
bool IsHasDelayedTeleport() const { return m_bHasDelayedTeleport; }
void SetDelayedTeleportFlag(bool setting) { m_bHasDelayedTeleport = setting; }
void ScheduleDelayedOperation(uint32 operation)
{
if(operation < DELAYED_END)
m_DelayedOperations |= operation;
}
GridReference<Player> m_gridRef;
MapReference m_mapRef;
uint32 m_lastFallTime;
float m_lastFallZ;
int32 m_MirrorTimer[MAX_TIMERS];
uint8 m_MirrorTimerFlags;
uint8 m_MirrorTimerFlagsLast;
bool m_isInWater;
// Current teleport data
WorldLocation m_teleport_dest;
uint32 m_teleport_options;
bool mSemaphoreTeleport_Near;
bool mSemaphoreTeleport_Far;
uint32 m_DelayedOperations;
bool m_bCanDelayTeleport;
bool m_bHasDelayedTeleport;
uint32 m_DetectInvTimer;
// Temporary removed pet cache
uint32 m_temporaryUnsummonedPetNumber;
uint32 m_oldpetspell;
AchievementMgr m_achievementMgr;
ReputationMgr m_reputationMgr;
};
void AddItemsSetItem(Player*player,Item *item);
void RemoveItemsSetItem(Player*player,ItemPrototype const *proto);
// "the bodies of template functions must be made available in a header file"
template <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 (SpellModList::iterator itr = m_spellMods[op].begin(); itr != m_spellMods[op].end(); ++itr)
{
SpellModifier *mod = *itr;
if(!IsAffectedBySpellmod(spellInfo,mod,spell))
continue;
if (mod->type == SPELLMOD_FLAT)
totalflat += mod->value;
else if (mod->type == SPELLMOD_PCT)
{
// skip percent mods for null basevalue (most important for spell mods with charges )
if(basevalue == T(0))
continue;
// special case (skip >10sec spell casts for instant cast setting)
if( mod->op==SPELLMOD_CASTING_TIME && basevalue >= T(10*IN_MILISECONDS) && mod->value <= -100)
continue;
totalpct += mod->value;
}
if (mod->charges > 0 )
{
--mod->charges;
if (mod->charges == 0)
{
mod->charges = -1;
mod->lastAffected = spell;
if(!mod->lastAffected)
mod->lastAffected = FindCurrentSpellBySpellId(spellId);
++m_SpellModRemoveCount;
}
}
}
float diff = (float)basevalue*(float)totalpct/100.0f + (float)totalflat;
basevalue = T((float)basevalue + diff);
return T(diff);
}
#endif