server/src/game/Object/Player.h
2020-02-17 12:13:02 +00:00

2973 lines
123 KiB
C++

/**
* MaNGOS is a full featured server for World of Warcraft, supporting
* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
*
* Copyright (C) 2005-2020 MaNGOS <https://getmangos.eu>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* World of Warcraft, and all World of Warcraft or Warcraft art, images,
* and lore are copyrighted by Blizzard Entertainment, Inc.
*/
#ifndef MANGOS_H_PLAYER
#define MANGOS_H_PLAYER
#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 "SharedDefines.h"
#include "Chat.h"
#include<string>
#include<vector>
struct Mail;
class Channel;
class DynamicObject;
class Creature;
class PlayerMenu;
class Transport;
class UpdateMask;
class SpellCastTargets;
class PlayerSocial;
class DungeonPersistentState;
class Spell;
class Item;
struct AreaTrigger;
typedef std::deque<Mail*> PlayerMails;
#define PLAYER_MAX_SKILLS 128
#define PLAYER_MAX_DAILY_QUESTS 25
#define PLAYER_EXPLORED_ZONES_SIZE 156
// 2^n internal values, they are never sent to the client
enum PlayerUnderwaterState
{
UNDERWATER_NONE = 0x00,
UNDERWATER_INWATER = 0x01, // terrain type is water and player is afflicted by it
UNDERWATER_INLAVA = 0x02, // terrain type is lava and player is afflicted by it
UNDERWATER_INSLIME = 0x04, // terrain type is lava and player is afflicted by it
UNDERWATER_INDARKWATER = 0x08, // terrain type is dark water and player is afflicted by it
UNDERWATER_EXIST_TIMERS = 0x10
};
enum BuyBankSlotResult
{
ERR_BANKSLOT_FAILED_TOO_MANY = 0,
ERR_BANKSLOT_INSUFFICIENT_FUNDS = 1,
ERR_BANKSLOT_NOTBANKER = 2,
ERR_BANKSLOT_OK = 3
};
enum PlayerCurrencyFlag
{
PLAYERCURRENCY_FLAG_NONE = 0x0,
PLAYERCURRENCY_FLAG_UNK1 = 0x1, // unused?
PLAYERCURRENCY_FLAG_UNK2 = 0x2, // unused?
PLAYERCURRENCY_FLAG_SHOW_IN_BACKPACK = 0x4,
PLAYERCURRENCY_FLAG_UNUSED = 0x8,
PLAYERCURRENCY_MASK_USED_BY_CLIENT =
PLAYERCURRENCY_FLAG_SHOW_IN_BACKPACK |
PLAYERCURRENCY_FLAG_UNUSED,
};
enum PlayerCurrencyState
{
PLAYERCURRENCY_UNCHANGED = 0,
PLAYERCURRENCY_CHANGED = 1,
PLAYERCURRENCY_NEW = 2,
PLAYERCURRENCY_REMOVED = 3
};
struct PlayerCurrency
{
PlayerCurrencyState state;
uint32 totalCount;
uint32 weekCount;
uint32 seasonCount;
uint8 flags;
CurrencyTypesEntry const * currencyEntry;
};
enum PlayerSpellState
{
PLAYERSPELL_UNCHANGED = 0,
PLAYERSPELL_CHANGED = 1,
PLAYERSPELL_NEW = 2,
PLAYERSPELL_REMOVED = 3
};
struct PlayerSpell
{
PlayerSpellState state : 8;
bool active : 1; // show in spellbook
bool dependent : 1; // learned as result another spell learn, skill grow, quest reward, etc
bool disabled : 1; // first rank has been learned in result talent learn but currently talent unlearned, save max learned ranks
};
struct PlayerTalent
{
TalentEntry const* talentEntry;
uint32 currentRank;
PlayerSpellState state;
};
typedef UNORDERED_MAP<uint32, PlayerCurrency> PlayerCurrenciesMap;
typedef UNORDERED_MAP<uint32, PlayerSpell> PlayerSpellMap;
typedef UNORDERED_MAP<uint32, PlayerTalent> PlayerTalentMap;
struct SpellCooldown
{
time_t end;
uint16 itemid;
};
typedef std::map<uint32, SpellCooldown> SpellCooldowns;
enum TrainerSpellState
{
TRAINER_SPELL_GRAY = 0,
TRAINER_SPELL_GREEN = 1,
TRAINER_SPELL_RED = 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_EXPANDABLE = 0x30,
ACTION_BUTTON_MACRO = 0x40,
ACTION_BUTTON_CMACRO = ACTION_BUTTON_C | ACTION_BUTTON_MACRO,
ACTION_BUTTON_ITEM = 0x80
};
#define ACTION_BUTTON_ACTION(X) (uint32(X) & 0x00FFFFFF)
#define ACTION_BUTTON_TYPE(X) ((uint32(X) & 0xFF000000) >> 24)
#define MAX_ACTION_BUTTON_ACTION_VALUE (0x00FFFFFF+1)
struct ActionButton
{
ActionButton() : packedData(0), uState(ACTIONBUTTON_NEW) {}
uint32 packedData;
ActionButtonUpdateState uState;
// helpers
ActionButtonType GetType() const
{
return ActionButtonType(ACTION_BUTTON_TYPE(packedData));
}
uint32 GetAction() const
{
return ACTION_BUTTON_ACTION(packedData);
}
void SetActionAndType(uint32 action, ActionButtonType type)
{
uint32 newData = action | (uint32(type) << 24);
if (newData != packedData || uState == ACTIONBUTTON_DELETED)
{
packedData = newData;
if (uState != ACTIONBUTTON_NEW)
{
uState = ACTIONBUTTON_CHANGED;
}
}
}
};
// some action button indexes used in code or clarify structure
enum ActionButtonIndex
{
ACTION_BUTTON_SHAMAN_TOTEMS_BAR = 132,
};
#define MAX_ACTION_BUTTONS 144 // checked in 3.2.0
typedef std::map<uint8, ActionButton> ActionButtonList;
enum GlyphUpdateState
{
GLYPH_UNCHANGED = 0,
GLYPH_CHANGED = 1,
GLYPH_NEW = 2,
GLYPH_DELETED = 3
};
struct Glyph
{
uint32 id;
GlyphUpdateState uState;
Glyph() : id(0), uState(GLYPH_UNCHANGED) { }
uint32 GetId() { return id; }
void SetId(uint32 newId)
{
if (newId == id)
{
return;
}
if (id == 0 && uState == GLYPH_UNCHANGED) // not exist yet in db and already saved
{
uState = GLYPH_NEW;
}
else if (newId == 0)
{
if (uState == GLYPH_NEW) // delete before add new -> no change
uState = GLYPH_UNCHANGED;
else // delete existing data
uState = GLYPH_DELETED;
}
else if (uState != GLYPH_NEW) // if not new data, change current data
{
uState = GLYPH_CHANGED;
}
id = newId;
}
};
struct PlayerCreateInfoItem
{
PlayerCreateInfoItem(uint32 id, uint32 amount) : item_id(id), item_amount(amount) {}
uint32 item_id;
uint32 item_amount;
};
typedef std::list<PlayerCreateInfoItem> PlayerCreateInfoItems;
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() : mapId(0), areaId(0), positionX(0.f), positionY(0.f), positionZ(0.f), orientation(0.f), displayId_m(0), displayId_f(0), levelInfo(NULL)
{
}
uint32 mapId;
uint32 areaId;
float positionX;
float positionY;
float positionZ;
float orientation;
uint16 phaseMap;
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
enum RuneCooldowns
{
RUNE_BASE_COOLDOWN = 10000,
RUNE_MISS_COOLDOWN = 1500 // cooldown applied on runes when the spell misses
};
enum RuneType
{
RUNE_BLOOD = 0,
RUNE_UNHOLY = 1,
RUNE_FROST = 2,
RUNE_DEATH = 3,
NUM_RUNE_TYPES = 4
};
static RuneType runeSlotTypes[MAX_RUNES] =
{
/*0*/ RUNE_BLOOD,
/*1*/ RUNE_BLOOD,
/*2*/ RUNE_UNHOLY,
/*3*/ RUNE_UNHOLY,
/*4*/ RUNE_FROST,
/*5*/ RUNE_FROST
};
struct RuneInfo
{
uint8 BaseRune;
uint8 CurrentRune;
uint16 BaseCooldown;
uint16 Cooldown; // msec
Aura const* ConvertAura;
};
struct Runes
{
RuneInfo runes[MAX_RUNES];
uint8 runeState; // mask of available runes
uint32 lastUsedRuneMask;
void SetRuneState(uint8 index, bool set = true)
{
if (set)
runeState |= (1 << index); // usable
else
runeState &= ~(1 << index); // on cooldown
}
};
struct EnchantDuration
{
EnchantDuration() : item(NULL), slot(MAX_ENCHANTMENT_SLOT), leftduration(0) {};
EnchantDuration(Item* _item, EnchantmentSlot _slot, uint32 _leftduration) : item(_item), slot(_slot), leftduration(_leftduration) { MANGOS_ASSERT(item); };
Item* item;
EnchantmentSlot slot;
uint32 leftduration;
};
typedef std::list<EnchantDuration> EnchantDurationList;
typedef std::list<Item*> ItemDurationList;
enum LfgRoles
{
LEADER = 0x01,
TANK = 0x02,
HEALER = 0x04,
DAMAGE = 0x08
};
enum RaidGroupError
{
ERR_RAID_GROUP_NONE = 0,
ERR_RAID_GROUP_LOWLEVEL = 1,
ERR_RAID_GROUP_ONLY = 2,
ERR_RAID_GROUP_FULL = 3,
ERR_RAID_GROUP_REQUIREMENTS_UNMATCH = 4
};
enum DrunkenState
{
DRUNKEN_SOBER = 0,
DRUNKEN_TIPSY = 1,
DRUNKEN_DRUNK = 2,
DRUNKEN_SMASHED = 3
};
#define MAX_DRUNKEN 4
enum PlayerFlags
{
PLAYER_FLAGS_NONE = 0x00000000,
PLAYER_FLAGS_GROUP_LEADER = 0x00000001,
PLAYER_FLAGS_AFK = 0x00000002,
PLAYER_FLAGS_DND = 0x00000004,
PLAYER_FLAGS_GM = 0x00000008,
PLAYER_FLAGS_GHOST = 0x00000010,
PLAYER_FLAGS_RESTING = 0x00000020,
PLAYER_FLAGS_SANCTUARY = 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_PARTIAL_PLAY_TIME = 0x00001000, // played long time
PLAYER_FLAGS_NO_PLAY_TIME = 0x00002000, // played too long time
PLAYER_FLAGS_IS_OUT_OF_BOUNDS = 0x00004000, // Lua_IsOutOfBounds
PLAYER_FLAGS_DEVELOPER = 0x00008000, // <Dev> chat tag, name prefix
PLAYER_FLAGS_ENABLE_LOW_LEVEL_RAID = 0x00010000, // triggers lua event EVENT_ENABLE_LOW_LEVEL_RAID
PLAYER_FLAGS_TAXI_BENCHMARK = 0x00020000, // taxi benchmark mode (on/off) (2.0.1)
PLAYER_FLAGS_PVP_TIMER = 0x00040000, // 3.0.2, pvp timer active (after you disable pvp manually)
PLAYER_FLAGS_COMMENTATOR = 0x00080000,
PLAYER_FLAGS_UNK21 = 0x00100000,
PLAYER_FLAGS_UNK22 = 0x00200000,
PLAYER_FLAGS_COMMENTATOR_UBER = 0x00400000, // something like COMMENTATOR_CAN_USE_INSTANCE_COMMAND
PLAYER_FLAGS_UNK24 = 0x00800000, // EVENT_SPELL_UPDATE_USABLE and EVENT_UPDATE_SHAPESHIFT_USABLE, disabled all abilitys on tab except autoattack
PLAYER_FLAGS_UNK25 = 0x01000000, // EVENT_SPELL_UPDATE_USABLE and EVENT_UPDATE_SHAPESHIFT_USABLE, disabled all melee ability on tab include autoattack
PLAYER_FLAGS_XP_USER_DISABLED = 0x02000000,
PLAYER_FLAGS_UNK27 = 0x04000000,
PLAYER_FLAGS_AUTO_DECLINE_GUILDS = 0x08000000, // Automatically declines guild invites
PLAYER_FLAGS_GUILD_LEVELING_ENABLED = 0x10000000, // Lua_GetGuildLevelEnabled() - enables guild leveling related UI
PLAYER_FLAGS_VOID_STORAGE_UNLOCKED = 0x20000000, // unlocks void storage
PLAYER_FLAGS_UNK30 = 0x40000000,
PLAYER_FLAGS_UNK31 = 0x80000000,
};
// 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 KNOWN_TITLES_SIZE 4
#define MAX_TITLE_INDEX (KNOWN_TITLES_SIZE*64) // 3 uint64 fields
// used in (PLAYER_FIELD_BYTES, 0) byte values
enum PlayerFieldByteFlags
{
PLAYER_FIELD_BYTE_TRACK_STEALTHED = 0x02,
PLAYER_FIELD_BYTE_RELEASE_TIMER = 0x08, // Display time till auto release spirit
PLAYER_FIELD_BYTE_NO_RELEASE_WINDOW = 0x10 // Display no "release spirit" window at all
};
// used in byte (PLAYER_FIELD_BYTES2,3) values
enum PlayerFieldByte2Flags
{
PLAYER_FIELD_BYTE2_NONE = 0x00,
PLAYER_FIELD_BYTE2_DETECT_AMORE_0 = 0x02, // SPELL_AURA_DETECT_AMORE, not used as value and maybe not relcted to, but used in code as base for mask apply
PLAYER_FIELD_BYTE2_DETECT_AMORE_1 = 0x04, // SPELL_AURA_DETECT_AMORE value 1
PLAYER_FIELD_BYTE2_DETECT_AMORE_2 = 0x08, // SPELL_AURA_DETECT_AMORE value 2
PLAYER_FIELD_BYTE2_DETECT_AMORE_3 = 0x10, // SPELL_AURA_DETECT_AMORE value 3
PLAYER_FIELD_BYTE2_STEALTH = 0x20,
PLAYER_FIELD_BYTE2_INVISIBILITY_GLOW = 0x40
};
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
PLAYER_EXTRA_AUCTION_NEUTRAL = 0x0040,
PLAYER_EXTRA_AUCTION_ENEMY = 0x0080, // overwrite PLAYER_EXTRA_AUCTION_NEUTRAL
// 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,
AT_LOGIN_FIRST = 0x20,
};
typedef std::map<uint32, QuestStatusData> QuestStatusMap;
enum QuestSlotOffsets
{
QUEST_ID_OFFSET = 0,
QUEST_STATE_OFFSET = 1,
QUEST_COUNTS_OFFSET = 2, // 2 and 3
QUEST_TIME_OFFSET = 4
};
#define MAX_QUEST_OFFSET 5
enum QuestSlotStateMask
{
QUEST_STATE_NONE = 0x0000,
QUEST_STATE_COMPLETE = 0x0001,
QUEST_STATE_FAIL = 0x0002
};
enum SkillUpdateState
{
SKILL_UNCHANGED = 0,
SKILL_CHANGED = 1,
SKILL_NEW = 2,
SKILL_DELETED = 3
};
struct SkillStatusData
{
SkillStatusData(uint8 _pos, SkillUpdateState _uState) : pos(_pos), uState(_uState)
{
}
uint8 pos;
SkillUpdateState uState;
};
typedef UNORDERED_MAP<uint32, SkillStatusData> SkillStatusMap;
enum PlayerSlots
{
// first slot for item stored (in any way in player m_items data)
PLAYER_SLOT_START = 0,
// last+1 slot for item stored (in any way in player m_items data)
PLAYER_SLOT_END = 86,
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 EquipmentSetUpdateState
{
EQUIPMENT_SET_UNCHANGED = 0,
EQUIPMENT_SET_CHANGED = 1,
EQUIPMENT_SET_NEW = 2,
EQUIPMENT_SET_DELETED = 3
};
struct EquipmentSet
{
EquipmentSet() : Guid(0), IgnoreMask(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 IgnoreMask;
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.
// 0x11 not found
TRANSFER_ABORT_LOCKED_TO_DIFFERENT_INSTANCE = 0x12, // 4.0.1
TRANSFER_ABORT_ALREADY_COMPLETED_ENCOUNTER = 0x13, // 4.0.1
};
enum InstanceResetWarningType
{
RAID_INSTANCE_WARNING_HOURS = 1, // WARNING! %s is scheduled to reset in %d hour(s).
RAID_INSTANCE_WARNING_MIN = 2, // WARNING! %s is scheduled to reset in %d minute(s)!
RAID_INSTANCE_WARNING_MIN_SOON = 3, // WARNING! %s is scheduled to reset in %d minute(s). Please exit the zone or you will be returned to your bind location!
RAID_INSTANCE_WELCOME = 4, // Welcome to %s. This raid instance is scheduled to reset in %s.
RAID_INSTANCE_EXPIRED = 5
};
// PLAYER_FIELD_ARENA_TEAM_INFO_1_1 offsets
enum ArenaTeamInfoType
{
ARENA_TEAM_ID = 0,
ARENA_TEAM_TYPE = 1, // new in 3.2 - team type?
ARENA_TEAM_MEMBER = 2, // 0 - captain, 1 - member
ARENA_TEAM_GAMES_WEEK = 3,
ARENA_TEAM_GAMES_SEASON = 4,
ARENA_TEAM_WINS_SEASON = 5,
ARENA_TEAM_PERSONAL_RATING = 6,
ARENA_TEAM_END = 7
};
enum RestType
{
REST_TYPE_NO = 0,
REST_TYPE_IN_TAVERN = 1,
REST_TYPE_IN_CITY = 2
};
enum DuelCompleteType
{
DUEL_INTERRUPTED = 0,
DUEL_WON = 1,
DUEL_FLED = 2
};
enum TeleportToOptions
{
TELE_TO_GM_MODE = 0x01,
TELE_TO_NOT_LEAVE_TRANSPORT = 0x02,
TELE_TO_NOT_LEAVE_COMBAT = 0x04,
TELE_TO_NOT_UNSUMMON_PET = 0x08,
TELE_TO_SPELL = 0x10,
};
/// Type of environmental damages
enum EnviromentalDamage
{
DAMAGE_EXHAUSTED = 0,
DAMAGE_DROWNING = 1,
DAMAGE_FALL = 2,
DAMAGE_LAVA = 3,
DAMAGE_SLIME = 4,
DAMAGE_FIRE = 5,
DAMAGE_FALL_TO_VOID = 6 // custom case for fall without durability loss
};
enum PlayedTimeIndex
{
PLAYED_TIME_TOTAL = 0,
PLAYED_TIME_LEVEL = 1
};
#define MAX_PLAYED_TIME_INDEX 2
// used at player loading query list preparing, and later result selection
enum PlayerLoginQueryIndex
{
PLAYER_LOGIN_QUERY_LOADFROM,
PLAYER_LOGIN_QUERY_LOADGROUP,
PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES,
PLAYER_LOGIN_QUERY_LOADAURAS,
PLAYER_LOGIN_QUERY_LOADSPELLS,
PLAYER_LOGIN_QUERY_LOADQUESTSTATUS,
PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS,
PLAYER_LOGIN_QUERY_LOADREPUTATION,
PLAYER_LOGIN_QUERY_LOADINVENTORY,
PLAYER_LOGIN_QUERY_LOADITEMLOOT,
PLAYER_LOGIN_QUERY_LOADACTIONS,
PLAYER_LOGIN_QUERY_LOADSOCIALLIST,
PLAYER_LOGIN_QUERY_LOADHOMEBIND,
PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS,
PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES,
PLAYER_LOGIN_QUERY_LOADGUILD,
PLAYER_LOGIN_QUERY_LOADARENAINFO,
PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS,
PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS,
PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS,
PLAYER_LOGIN_QUERY_LOADBGDATA,
PLAYER_LOGIN_QUERY_LOADACCOUNTDATA,
PLAYER_LOGIN_QUERY_LOADSKILLS,
PLAYER_LOGIN_QUERY_LOADGLYPHS,
PLAYER_LOGIN_QUERY_LOADMAILS,
PLAYER_LOGIN_QUERY_LOADMAILEDITEMS,
PLAYER_LOGIN_QUERY_LOADTALENTS,
PLAYER_LOGIN_QUERY_LOADWEEKLYQUESTSTATUS,
PLAYER_LOGIN_QUERY_LOADMONTHLYQUESTSTATUS,
PLAYER_LOGIN_QUERY_LOADCURRENCIES,
MAX_PLAYER_LOGIN_QUERY
};
enum PlayerDelayedOperations
{
DELAYED_SAVE_PLAYER = 0x01,
DELAYED_RESURRECT_PLAYER = 0x02,
DELAYED_SPELL_CAST_DESERTER = 0x04,
DELAYED_BG_MOUNT_RESTORE = 0x08, ///< Flag to restore mount state after teleport from BG
DELAYED_BG_TAXI_RESTORE = 0x10, ///< Flag to restore taxi state after teleport from BG
DELAYED_END
};
enum ReputationSource
{
REPUTATION_SOURCE_KILL,
REPUTATION_SOURCE_QUEST,
REPUTATION_SOURCE_SPELL
};
// Player summoning auto-decline time (in secs)
#define MAX_PLAYER_SUMMON_DELAY (2*MINUTE)
#define MAX_MONEY_AMOUNT (UI64LIT(9999999999)) // from wowpedia
struct InstancePlayerBind
{
DungeonPersistentState* state;
bool perm;
/* permanent PlayerInstanceBinds are created in Raid/Heroic instances for players
that aren't already permanently bound when they are inside when a boss is killed
or when they enter an instance that the group leader is permanently bound to. */
InstancePlayerBind() : state(NULL), perm(false) {}
};
enum PlayerRestState
{
REST_STATE_RESTED = 0x01,
REST_STATE_NORMAL = 0x02,
REST_STATE_RAF_LINKED = 0x04 // Exact use unknown
};
class 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) / 8);
uint8 submask = 1 << ((nodeidx - 1) % 8);
return (m_taximask[field] & submask) == submask;
}
bool SetTaximaskNode(uint32 nodeidx)
{
uint8 field = uint8((nodeidx - 1) / 8);
uint8 submask = 1 << ((nodeidx - 1) % 8);
if ((m_taximask[field] & submask) != submask)
{
m_taximask[field] |= submask;
return true;
}
else
{
return false;
}
}
void AppendTaximaskTo(ByteBuffer& data, bool all);
// Destinations
bool LoadTaxiDestinationsFromString(const std::string& values, Team team);
std::string SaveTaxiDestinationsToString();
void ClearTaxiDestinations()
{
m_TaxiDestinations.clear();
}
void AddTaxiDestination(uint32 dest)
{
m_TaxiDestinations.push_back(dest);
}
uint32 GetTaxiSource() const
{
return m_TaxiDestinations.empty() ? 0 : m_TaxiDestinations.front();
}
uint32 GetTaxiDestination() const
{
return m_TaxiDestinations.size() < 2 ? 0 : m_TaxiDestinations[1];
}
uint32 GetCurrentTaxiPath() const;
uint32 NextTaxiDestination()
{
m_TaxiDestinations.pop_front();
return GetTaxiDestination();
}
bool empty() const
{
return m_TaxiDestinations.empty();
}
friend std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi);
private:
TaxiMask m_taximask;
std::deque<uint32> m_TaxiDestinations;
};
std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi);
/// Holder for BattleGround data
struct BGData
{
BGData() : bgInstanceID(0), bgTypeID(BATTLEGROUND_TYPE_NONE), bgAfkReportedCount(0), bgAfkReportedTimer(0),
bgTeam(TEAM_NONE), mountSpell(0), m_needSave(false) { ClearTaxiPath(); }
uint32 bgInstanceID; ///< This variable is set to bg->m_InstanceID, saved
/// when player is teleported to BG - (it is battleground's GUID)
BattleGroundTypeId bgTypeID;
std::set<uint32> bgAfkReporter;
uint8 bgAfkReportedCount;
time_t bgAfkReportedTimer;
Team bgTeam; ///< What side the player will be added to, saved
uint32 mountSpell; ///< Mount used before join to bg, saved
uint32 taxiPath[2]; ///< Current taxi active path start/end nodes, saved
WorldLocation joinPos; ///< From where player entered BG, saved
bool m_needSave; ///< true, if saved to DB fields modified after prev. save (marked as "saved" above)
void ClearTaxiPath() { taxiPath[0] = taxiPath[1] = 0; }
bool HasTaxiPath() const { return taxiPath[0] && taxiPath[1]; }
};
class TradeData
{
public: // constructors
TradeData(Player* player, Player* trader) :
m_player(player), m_trader(trader), m_accepted(false), m_acceptProccess(false),
m_money(0), m_spell(0) {}
public: // access functions
Player* GetTrader() const
{
return m_trader;
}
TradeData* GetTraderData() const;
Item* GetItem(TradeSlots slot) const;
bool HasItem(ObjectGuid item_guid) const;
uint32 GetSpell() const
{
return m_spell;
}
Item* GetSpellCastItem() const;
bool HasSpellCastItem() const
{
return !m_spellCastItem.IsEmpty();
}
uint64 GetMoney() const
{
return m_money;
}
bool IsAccepted() const
{
return m_accepted;
}
bool IsInAcceptProcess() const
{
return m_acceptProccess;
}
public: // access functions
void SetItem(TradeSlots slot, Item* item);
void SetSpell(uint32 spell_id, Item* castItem = NULL);
void SetMoney(uint64 money);
void SetAccepted(bool state, bool crosssend = false);
// must be called only from accept handler helper functions
void SetInAcceptProcess(bool state)
{
m_acceptProccess = state;
}
private: // internal functions
void Update(bool for_trader = true);
private: // fields
Player* m_player; // Player who own of this TradeData
Player* m_trader; // Player who trade with m_player
bool m_accepted; // m_player press accept for trade list
bool m_acceptProccess; // one from player/trader press accept and this processed
uint64 m_money; // m_player place money to trade
uint32 m_spell; // m_player apply spell to non-traded slot item
ObjectGuid m_spellCastItem; // applied spell casted by item use
ObjectGuid m_items[TRADE_SLOT_COUNT]; // traded itmes from m_player side including non-traded slot
};
class 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() override;
static UpdateMask updateVisualBits;
static void InitVisibleBits();
void AddToWorld() override;
void RemoveFromWorld() override;
void SendTeleportPacket(float oldX, float oldY, float oldZ, float oldO);
bool TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options = 0, AreaTrigger const* at = NULL);
bool TeleportTo(WorldLocation const& loc, uint32 options = 0)
{
return TeleportTo(loc.mapid, loc.coord_x, loc.coord_y, loc.coord_z, loc.orientation, options);
}
bool TeleportToBGEntryPoint();
void SetSummonPoint(uint32 mapid, float x, float y, float z)
{
m_summon_expire = time(NULL) + MAX_PLAYER_SUMMON_DELAY;
m_summon_mapid = mapid;
m_summon_x = x;
m_summon_y = y;
m_summon_z = z;
}
void SummonIfPossible(bool agree);
bool Create(uint32 guidlow, const std::string& name, uint8 race, uint8 class_, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair, uint8 outfitId);
void Update(uint32 update_diff, uint32 time) override;
static bool BuildEnumData(QueryResult* result, ByteBuffer* data, ByteBuffer* buffer);
void SetInWater(bool apply);
bool IsInWater() const override
{
return m_isInWater;
}
bool IsUnderWater() const override;
bool IsFalling()
{
return GetPositionZ() < m_lastFallZ;
}
void SendInitialPacketsBeforeAddToMap();
void SendInitialPacketsAfterAddToMap();
void SendInstanceResetWarning(uint32 mapid, Difficulty difficulty, uint32 time);
Creature* GetNPCIfCanInteractWith(ObjectGuid guid, uint32 NpcFlagsmask);
GameObject* GetGameObjectIfCanInteractWith(ObjectGuid guid, uint32 gameobject_type = MAX_GAMEOBJECT_TYPE);
void ToggleAFK();
void ToggleDND();
bool isAFK() const
{
return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
}
bool isDND() const
{
return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
}
ChatTagFlags GetChatTag() const;
std::string autoReplyMsg;
uint32 GetBarberShopCost(uint8 newhairstyle, uint8 newhaircolor, uint8 newfacialhair, uint32 newskintone);
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;
}
}
// 0 = own auction, -1 = enemy auction, 1 = goblin auction
int GetAuctionAccessMode() const
{
return m_ExtraFlags & PLAYER_EXTRA_AUCTION_ENEMY ? -1 : (m_ExtraFlags & PLAYER_EXTRA_AUCTION_NEUTRAL ? 1 : 0);
}
void SetAuctionAccessMode(int state)
{
m_ExtraFlags &= ~(PLAYER_EXTRA_AUCTION_ENEMY | PLAYER_EXTRA_AUCTION_NEUTRAL);
if (state < 0)
{
m_ExtraFlags |= PLAYER_EXTRA_AUCTION_ENEMY;
}
else if (state > 0)
{
m_ExtraFlags |= PLAYER_EXTRA_AUCTION_NEUTRAL;
}
}
void GiveXP(uint32 xp, Unit* victim);
void GiveLevel(uint32 level);
void InitStatsForLevel(bool reapplyMods = false);
// Played Time Stuff
time_t m_logintime;
time_t m_Last_tick;
uint32 m_Played_time[MAX_PLAYED_TIME_INDEX];
uint32 GetTotalPlayedTime()
{
return m_Played_time[PLAYED_TIME_TOTAL];
}
uint32 GetLevelPlayedTime()
{
return m_Played_time[PLAYED_TIME_LEVEL];
}
void ResetTimeSync();
void SendTimeSync();
void SetDeathState(DeathState s) override; // overwrite Unit::SetDeathState
float GetRestBonus() const
{
return m_rest_bonus;
}
void SetRestBonus(float rest_bonus_new);
/**
* \brief: compute rest bonus
* \param: time_t timePassed > time from last check
* \param: bool offline > is the player was offline?
* \param: bool inRestPlace > if it was offline, is the player was in city/tavern/inn?
* \returns: float
**/
float ComputeRest(time_t timePassed, bool offline = false, bool inRestPlace = false);
/**
* \brief: player is interacting with something.
* \param: ObjectGuid interactObj > object that interact with this player
**/
void DoInteraction(ObjectGuid const& interactObjGuid);
RestType GetRestType() const
{
return rest_type;
}
void SetRestType(RestType n_r_type, uint32 areaTriggerId = 0);
time_t GetTimeInnEnter() const
{
return time_inn_enter;
}
void UpdateInnerTime(time_t time)
{
time_inn_enter = time;
}
void RemovePet(PetSaveMode mode);
uint32 GetPhaseMaskForSpawn() const; // used for proper set phase for DB at GM-mode creature/GO spawn
void Say(const std::string& text, const uint32 language);
void Yell(const std::string& text, const uint32 language);
void TextEmote(const std::string& text);
void Whisper(const std::string& text, const uint32 language, ObjectGuid receiver);
/*********************************************************/
/*** STORAGE SYSTEM ***/
/*********************************************************/
void SetVirtualItemSlot(uint8 i, Item* item);
void SetSheath(SheathState sheathed) override; // overwrite Unit version
bool GetSlotsForInventoryType(uint8 invType, uint8* slots, uint32 subClass = 0) const;
uint8 FindEquipSlot(ItemPrototype const* proto, uint32 slot, bool swap) const;
uint32 GetItemCount(uint32 item, bool inBankAlso = false, Item* skipItem = NULL) const;
uint32 GetItemCountWithLimitCategory(uint32 limitCategory, Item* skipItem = NULL) const;
Item* GetItemByGuid(ObjectGuid guid) const;
Item* GetItemByEntry(uint32 item) const; // only for special cases
Item* GetItemByLimitedCategory(uint32 limitedCategory) const;
Item* GetItemByPos(uint16 pos) const;
Item* GetItemByPos(uint8 bag, uint8 slot) const;
uint32 GetItemDisplayIdInSlot(uint8 bag, uint8 slot) const;
Item* GetWeaponForAttack(WeaponAttackType attackType) const
{
return GetWeaponForAttack(attackType, false, false);
}
Item* GetWeaponForAttack(WeaponAttackType attackType, bool nonbroken, bool useable) const;
Item* GetShield(bool useable = false) const;
static uint32 GetAttackBySlot(uint8 slot); // MAX_ATTACK if not weapon slot
std::vector<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) const { return IsValidPos(pos >> 8, pos & 255, explicit_pos); }
bool IsValidPos(uint8 bag, uint8 slot, bool explicit_pos) const;
uint8 GetBankBagSlotCount() const { return GetByteValue(PLAYER_BYTES_2, 2); }
void SetBankBagSlotCount(uint8 count) { SetByteValue(PLAYER_BYTES_2, 2, count); }
bool HasItemCount(uint32 item, uint32 count, bool inBankAlso = false) const;
bool HasItemFitToSpellReqirements(SpellEntry const* spellInfo, Item const* ignoreItem = NULL);
bool CanNoReagentCast(SpellEntry const* spellInfo) const;
bool HasItemOrGemWithIdEquipped(uint32 item, uint32 count, uint8 except_slot = NULL_SLOT) const;
bool HasItemOrGemWithLimitCategoryEquipped(uint32 limitCategory, uint32 count, uint8 except_slot = NULL_SLOT) const;
InventoryResult CanTakeMoreSimilarItems(Item* pItem) const { return _CanTakeMoreSimilarItems(pItem->GetEntry(), pItem->GetCount(), pItem); }
InventoryResult CanTakeMoreSimilarItems(uint32 entry, uint32 count) const { return _CanTakeMoreSimilarItems(entry, count, NULL); }
InventoryResult 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);
}
InventoryResult 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);
}
InventoryResult CanStoreItems(Item** pItem, int count) const;
InventoryResult CanEquipNewItem(uint8 slot, uint16& dest, uint32 item, bool swap) const;
InventoryResult CanEquipItem(uint8 slot, uint16& dest, Item* pItem, bool swap, bool direct_action = true) const;
InventoryResult CanEquipUniqueItem(Item* pItem, uint8 except_slot = NULL_SLOT, uint32 limit_count = 1) const;
InventoryResult CanEquipUniqueItem(ItemPrototype const* itemProto, uint8 except_slot = NULL_SLOT, uint32 limit_count = 1) const;
InventoryResult CanUnequipItems(uint32 item, uint32 count) const;
InventoryResult CanUnequipItem(uint16 src, bool swap) const;
InventoryResult CanBankItem(uint8 bag, uint8 slot, ItemPosCountVec& dest, Item* pItem, bool swap, bool not_loading = true) const;
InventoryResult CanUseItem(Item* pItem, bool direct_action = true) const;
InventoryResult CanUseItem(ItemPrototype const* pItem) const;
InventoryResult CanUseAmmo(uint32 item) const;
Item* StoreNewItem(ItemPosCountVec const& pos, uint32 item, bool update, int32 randomPropertyId = 0);
Item* StoreItem(ItemPosCountVec const& pos, Item* pItem, bool update);
Item* EquipNewItem(uint16 pos, uint32 item, bool update);
Item* EquipItem(uint16 pos, Item* pItem, bool update);
void AutoUnequipOffhandIfNeed();
bool StoreNewItemInBestSlots(uint32 item_id, uint32 item_count);
Item* StoreNewItemInInventorySlot(uint32 itemEntry, uint32 amount);
void AutoStoreLoot(WorldObject const* lootTarget, uint32 loot_id, LootStore const& store, bool broadcast = false, uint8 bag = NULL_BAG, uint8 slot = NULL_SLOT);
void AutoStoreLoot(Loot& loot, bool broadcast = false, uint8 bag = NULL_BAG, uint8 slot = NULL_SLOT);
Item* ConvertItem(Item* item, uint32 newItemId);
InventoryResult _CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count = NULL) const;
InventoryResult _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);// see ApplyItemOnStoreSpell notes
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, bool inBankAlso = false);
void DestroyItemCount(Item* item, uint32& count, bool update);
void DestroyConjuredItems(bool update);
void DestroyZoneLimitedItem(bool update, uint32 new_zone);
void SplitItem(uint16 src, uint16 dst, uint32 count);
void SwapItem(uint16 src, uint16 dst);
void AddItemToBuyBackSlot(Item* pItem);
Item* GetItemFromBuyBackSlot(uint32 slot);
void RemoveItemFromBuyBackSlot(uint32 slot, bool del);
void TakeExtendedCost(uint32 extendedCostId);
void SendEquipError(InventoryResult msg, Item* pItem, Item* pItem2 = NULL, uint32 itemid = 0) const;
void SendBuyError(BuyResult msg, Creature* pCreature, uint32 item, uint32 param);
void SendSellError(SellResult msg, Creature* pCreature, ObjectGuid itemGuid, uint32 param);
void AddWeaponProficiency(uint32 newflag)
{
m_WeaponProficiency |= newflag;
}
void AddArmorProficiency(uint32 newflag)
{
m_ArmorProficiency |= newflag;
}
uint32 GetWeaponProficiency() const
{
return m_WeaponProficiency;
}
uint32 GetArmorProficiency() const
{
return m_ArmorProficiency;
}
bool IsTwoHandUsed() const
{
Item* mainItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
return mainItem && mainItem->GetProto()->InventoryType == INVTYPE_2HWEAPON && !CanTitanGrip();
}
bool HasTwoHandWeaponInOneHand() const
{
Item* offItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
Item* mainItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
return offItem && ((mainItem && mainItem->GetProto()->InventoryType == INVTYPE_2HWEAPON) || offItem->GetProto()->InventoryType == INVTYPE_2HWEAPON);
}
void SendNewItem(Item* item, uint32 count, bool received, bool created, bool broadcast = false);
bool BuyItemFromVendorSlot(ObjectGuid vendorGuid, uint32 vendorslot, uint32 item, uint32 count, uint8 bag, uint8 slot);
bool BuyCurrencyFromVendorSlot(ObjectGuid vendorGuid, uint32 vendorslot, uint32 currencyId, uint32 count);
float GetReputationPriceDiscount(Creature const* pCreature) const;
Player* GetTrader() const { return m_trade ? m_trade->GetTrader() : NULL; }
TradeData* GetTradeData() const { return m_trade; }
void TradeCancel(bool sendback);
void UpdateEnchantTime(uint32 time);
void UpdateItemDuration(uint32 time, bool realtimeonly = false);
void AddEnchantmentDurations(Item* item);
void RemoveEnchantmentDurations(Item* item);
void RemoveAllEnchantments(EnchantmentSlot slot);
void AddEnchantmentDuration(Item* item, EnchantmentSlot slot, uint32 duration);
void ApplyEnchantment(Item* item, EnchantmentSlot slot, bool apply, bool apply_dur = true, bool ignore_condition = false);
void ApplyEnchantment(Item* item, bool apply);
void ApplyReforgeEnchantment(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;
uint32 GetEquipGearScore(bool withBags = true, bool withBank = false);
void ResetCachedGearScore() { m_cachedGS = 0; }
typedef std::vector < uint32/*item level*/ > GearScoreVec;
/*********************************************************/
/*** GOSSIP SYSTEM ***/
/*********************************************************/
void PrepareGossipMenu(WorldObject* pSource, uint32 menuId = 0);
void SendPreparedGossip(WorldObject* pSource);
void OnGossipSelect(WorldObject* pSource, uint32 gossipListId, uint32 menuId);
uint32 GetGossipTextId(uint32 menuId, WorldObject* pSource);
uint32 GetGossipTextId(WorldObject* pSource);
uint32 GetDefaultGossipMenuForSource(WorldObject* pSource);
/*********************************************************/
/*** QUEST SYSTEM ***/
/*********************************************************/
// Return player level when QuestLevel is dynamic (-1)
uint32 GetQuestLevelForPlayer(Quest const* pQuest) const { return pQuest && (pQuest->GetQuestLevel() > 0) ? (uint32)pQuest->GetQuestLevel() : getLevel(); }
void PrepareQuestMenu(ObjectGuid guid);
void SendPreparedQuest(ObjectGuid guid);
bool IsActiveQuest(uint32 quest_id) const; // can be taken or taken
// Quest is taken and not yet rewarded
// if completed_or_not = 0 (or any other value except 1 or 2) - returns true, if quest is taken and doesn't depend if quest is completed or not
// if completed_or_not = 1 - returns true, if quest is taken but not completed
// if completed_or_not = 2 - returns true, if quest is taken and already completed
bool IsCurrentQuest(uint32 quest_id, uint8 completed_or_not = 0) const; // taken and not yet rewarded
Quest const* GetNextQuest(ObjectGuid guid, Quest const* pQuest);
bool CanSeeStartQuest(Quest const* pQuest) const;
bool CanTakeQuest(Quest const* pQuest, bool msg) const;
bool CanAddQuest(Quest const* pQuest, bool msg) const;
bool CanCompleteQuest(uint32 quest_id) const;
bool CanCompleteRepeatableQuest(Quest const* pQuest) const;
bool CanRewardQuest(Quest const* pQuest, bool msg) const;
bool CanRewardQuest(Quest const* pQuest, uint32 reward, bool msg) const;
void AddQuest(Quest const* pQuest, Object* questGiver);
void CompleteQuest(uint32 quest_id, QuestStatus status = QUEST_STATUS_COMPLETE);
void IncompleteQuest(uint32 quest_id);
void RewardQuest(Quest const* pQuest, uint32 reward, Object* questGiver, bool announce = true);
void FailQuest(uint32 quest_id);
bool SatisfyQuestSkill(Quest const* qInfo, bool msg) const;
bool SatisfyQuestSpell(Quest const* qInfo, bool msg) const;
bool SatisfyQuestLevel(Quest const* qInfo, bool msg) const;
bool SatisfyQuestLog(bool msg) const;
bool SatisfyQuestPreviousQuest(Quest const* qInfo, bool msg) const;
bool SatisfyQuestClass(Quest const* qInfo, bool msg) const;
bool SatisfyQuestRace(Quest const* qInfo, bool msg) const;
bool SatisfyQuestReputation(Quest const* qInfo, bool msg) const;
bool SatisfyQuestStatus(Quest const* qInfo, bool msg) const;
bool SatisfyQuestTimed(Quest const* qInfo, bool msg) const;
bool SatisfyQuestExclusiveGroup(Quest const* qInfo, bool msg) const;
bool SatisfyQuestNextChain(Quest const* qInfo, bool msg) const;
bool SatisfyQuestPrevChain(Quest const* qInfo, bool msg) const;
bool SatisfyQuestDay(Quest const* qInfo, bool msg) const;
bool SatisfyQuestWeek(Quest const* qInfo, bool msg) const;
bool SatisfyQuestMonth(Quest const* qInfo, bool msg) const;
bool CanGiveQuestSourceItemIfNeed(Quest const* pQuest, ItemPosCountVec* dest = NULL) const;
void GiveQuestSourceItemIfNeed(Quest const* pQuest);
bool TakeQuestSourceItem(uint32 quest_id, bool msg);
bool GetQuestRewardStatus(uint32 quest_id) const;
QuestStatus GetQuestStatus(uint32 quest_id) const;
void SetQuestStatus(uint32 quest_id, QuestStatus status);
void SetDailyQuestStatus(uint32 quest_id);
void SetWeeklyQuestStatus(uint32 quest_id);
void SetMonthlyQuestStatus(uint32 quest_id);
void ResetDailyQuestStatus();
void ResetWeeklyQuestStatus();
void ResetMonthlyQuestStatus();
uint16 FindQuestSlot(uint32 quest_id) const;
uint32 GetQuestSlotQuestId(uint16 slot) const { return GetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_ID_OFFSET); }
void SetQuestSlot(uint16 slot, uint32 quest_id, uint32 timer = 0)
{
SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_ID_OFFSET, quest_id);
SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_STATE_OFFSET, 0);
SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET, 0);
SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET + 1, 0);
SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_TIME_OFFSET, timer);
}
void SetQuestSlotCounter(uint16 slot, uint8 counter, uint16 count)
{
uint64 val = GetUInt64Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET);
val &= ~((uint64)0xFFFF << (counter * 16));
val |= ((uint64)count << (counter * 16));
SetUInt64Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET, val);
}
void SetQuestSlotState(uint16 slot, uint32 state) { SetFlag(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_STATE_OFFSET, state); }
void RemoveQuestSlotState(uint16 slot, uint32 state) { RemoveFlag(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_STATE_OFFSET, state); }
void SetQuestSlotTimer(uint16 slot, uint32 timer) { SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_TIME_OFFSET, timer); }
void SwapQuestSlot(uint16 slot1, uint16 slot2)
{
for (int i = 0; i < MAX_QUEST_OFFSET; ++i)
{
uint32 temp1 = GetUInt32Value(PLAYER_QUEST_LOG_1_1 + MAX_QUEST_OFFSET * slot1 + i);
uint32 temp2 = GetUInt32Value(PLAYER_QUEST_LOG_1_1 + MAX_QUEST_OFFSET * slot2 + i);
SetUInt32Value(PLAYER_QUEST_LOG_1_1 + MAX_QUEST_OFFSET * slot1 + i, temp2);
SetUInt32Value(PLAYER_QUEST_LOG_1_1 + MAX_QUEST_OFFSET * slot2 + i, temp1);
}
}
uint32 GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry);
void AreaExploredOrEventHappens(uint32 questId);
void GroupEventHappens(uint32 questId, WorldObject const* pEventObject);
void CurrencyAddedQuestCheck(uint32 entry);
void CurrencyRemovedQuestCheck(uint32 entry);
void ItemAddedQuestCheck(uint32 entry, uint32 count);
void ItemRemovedQuestCheck(uint32 entry, uint32 count);
void SpellAddedQuestCheck(uint32 entry);
void SpellRemovedQuestCheck(uint32 entry);
void KilledMonster(CreatureInfo const* cInfo, ObjectGuid guid);
void KilledMonsterCredit(uint32 entry, ObjectGuid guid = ObjectGuid());
void CastedCreatureOrGO(uint32 entry, ObjectGuid guid, uint32 spell_id, bool original_caster = true);
void TalkedToCreature(uint32 entry, ObjectGuid guid);
void MoneyChanged(uint32 value);
void ReputationChanged(FactionEntry const* factionEntry);
bool HasQuestForItem(uint32 itemid) const;
bool HasQuestForGO(int32 GOId) const;
void UpdateForQuestWorldObjects();
bool CanShareQuest(uint32 quest_id) const;
void SendQuestCompleteEvent(uint32 quest_id);
void SendQuestReward(Quest const* pQuest, uint32 XP);
// void SendQuestReward(Quest const* pQuest, uint32 XP, Object* questGiver); // delete this if the above works (chucky)
void SendQuestFailed(uint32 quest_id, InventoryResult reason = EQUIP_ERR_OK);
void SendQuestTimerFailed(uint32 quest_id);
void SendCanTakeQuestResponse(uint32 msg) const;
void SendQuestConfirmAccept(const Quest* pQuest, Player* pReceiver);
void SendPushToPartyResponse(Player* pPlayer, uint32 msg);
void SendQuestUpdateAddCreatureOrGo(Quest const* pQuest, ObjectGuid guid, uint32 creatureOrGO_idx, uint32 count);
void SendQuestGiverStatusMultiple();
ObjectGuid GetDividerGuid() const { return m_dividerGuid; }
void SetDividerGuid(ObjectGuid guid) { m_dividerGuid = guid; }
void ClearDividerGuid() { m_dividerGuid.Clear(); }
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); }
/// Return collision height sent to client
float GetCollisionHeight(bool mounted) const;
/*********************************************************/
/*** LOAD SYSTEM ***/
/*********************************************************/
bool LoadFromDB(ObjectGuid guid, SqlQueryHolder* holder);
static uint32 GetZoneIdFromDB(ObjectGuid guid);
static uint32 GetLevelFromDB(ObjectGuid guid);
static bool LoadPositionFromDB(ObjectGuid guid, uint32& mapid, float& x, float& y, float& z, float& o, bool& in_flight);
/*********************************************************/
/*** SAVE SYSTEM ***/
/*********************************************************/
void SaveToDB();
void SaveInventoryAndGoldToDB(); // fast save function for item/money cheating preventing
void SaveGoldToDB();
static void SetUInt32ValueInArray(Tokens& data, uint16 index, uint32 value);
static void SetFloatValueInArray(Tokens& data, uint16 index, float value);
static void Customize(ObjectGuid guid, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair);
static void SavePositionInDB(ObjectGuid guid, uint32 mapid, float x, float y, float z, float o, uint32 zone);
static void DeleteFromDB(ObjectGuid playerguid, uint32 accountId, bool updateRealmChars = true, bool deleteFinally = false);
static void DeleteOldCharacters();
static void DeleteOldCharacters(uint32 keepDays);
bool m_mailsUpdated;
void SendPetTameFailure(PetTameFailureReason reason);
void SetBindPoint(ObjectGuid guid);
void SendTalentWipeConfirm(ObjectGuid guid);
void RewardRage(uint32 damage, uint32 weaponSpeedHitFactor, bool attacker);
void SendPetSkillWipeConfirm();
void CalcRage(uint32 damage, bool attacker);
void RegenerateAll(uint32 diff = REGEN_TIME_FULL);
void Regenerate(Powers power, uint32 diff);
void RegenerateHealth(uint32 diff);
void setRegenTimer(uint32 time)
{
m_regenTimer = time;
}
void setWeaponChangeTimer(uint32 time)
{
m_weaponChangeTimer = time;
}
uint64 GetMoney() const { return GetUInt64Value(PLAYER_FIELD_COINAGE); }
void ModifyMoney(int64 d)
{
if (d < 0)
SetMoney(GetMoney() > uint64(-d) ? GetMoney() + d : 0);
else
SetMoney(GetMoney() < uint64(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(uint64 value)
{
SetUInt64Value(PLAYER_FIELD_COINAGE, value);
MoneyChanged(value);
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_GOLD_VALUE_OWNED);
}
QuestStatusMap& getQuestStatusMap()
{
return mQuestStatus;
};
ObjectGuid const& GetSelectionGuid() const { return m_curSelectionGuid; }
void SetSelectionGuid(ObjectGuid guid) { m_curSelectionGuid = guid; SetTargetGuid(guid); }
uint8 GetComboPoints() const { return m_comboPoints; }
ObjectGuid const& GetComboTargetGuid() const { return m_comboTargetGuid; }
void AddComboPoints(Unit* target, int8 count);
void ClearComboPoints();
void SendComboPoints();
void SendMailResult(uint32 mailId, MailResponseType mailAction, MailResponseResult mailError, uint32 equipError = 0, uint32 item_guid = 0, uint32 item_count = 0);
void SendNewMail();
void UpdateNextMailTimeAndUnreads();
void AddNewMailDeliverTime(time_t deliver_time);
void RemoveMail(uint32 id);
void AddMail(Mail* mail)
{
m_mail.push_front(mail); // for call from WorldSession::SendMailTo
}
uint32 GetMailSize()
{
return m_mail.size();
}
Mail* GetMail(uint32 id);
PlayerMails::iterator GetMailBegin()
{
return m_mail.begin();
}
PlayerMails::iterator GetMailEnd()
{
return m_mail.end();
}
/*********************************************************/
/*** MAILED ITEMS SYSTEM ***/
/*********************************************************/
uint8 unReadMails;
time_t m_nextMailDelivereTime;
typedef UNORDERED_MAP<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)
{
MANGOS_ASSERT(it);
// ASSERT deleted, because items can be added before loading
mMitems[it->GetGUIDLow()] = it;
}
bool RemoveMItem(uint32 id)
{
return mMitems.erase(id) ? true : false;
}
void PetSpellInitialize();
void SendPetGUIDs();
void CharmSpellInitialize();
void PossessSpellInitialize();
void RemovePetActionBar();
bool HasSpell(uint32 spell) const override;
bool HasTalent(uint32 spell, uint8 spec) const;
bool HasActiveSpell(uint32 spell) const; // show in spellbook
TrainerSpellState GetTrainerSpellState(TrainerSpell const* trainer_spell, uint32 reqLevel) const;
bool IsSpellFitByClassAndRace(uint32 spell_id, uint32* pReqlevel = NULL) const;
bool IsNeedCastPassiveLikeSpellAtLearn(SpellEntry const* spellInfo) const;
bool IsImmuneToSpellEffect(SpellEntry const* spellInfo, SpellEffectIndex index, bool castOnSelf) const override;
void SendProficiency(ItemClass itemClass, uint32 itemSubclassMask);
void SendInitialSpells();
bool addSpell(uint32 spell_id, bool active, bool learning, bool dependent, bool disabled);
void learnSpell(uint32 spell_id, bool dependent);
void removeSpell(uint32 spell_id, bool disabled = false, bool learn_low_rank = true, bool sendUpdate = true);
void resetSpells();
void learnDefaultSpells();
void learnQuestRewardedSpells();
void learnQuestRewardedSpells(Quest const* quest);
void learnSpellHighRank(uint32 spellid);
uint32 GetFreeTalentPoints() const { return m_freeTalentPoints; }
void SetFreeTalentPoints(uint32 points) { m_freeTalentPoints = points; }
void UpdateFreeTalentPoints(bool resetIfNeed = true);
uint32 GetPrimaryTalentTree(uint8 spec) const { return m_talentsPrimaryTree[spec]; }
void SetPrimaryTalentTree(uint8 spec, uint32 tree) { m_talentsPrimaryTree[spec] = tree; }
bool resetTalents(bool no_cost = false, bool all_specs = false);
uint32 resetTalentsCost() const;
void InitTalentForLevel();
void BuildPlayerTalentsInfoData(WorldPacket* data);
void BuildPetTalentsInfoData(WorldPacket* data);
void SendTalentsInfoData(bool pet);
bool LearnTalent(uint32 talentId, uint32 talentRank);
void LearnPetTalent(ObjectGuid petGuid, uint32 talentId, uint32 talentRank);
uint32 CalculateTalentsPoints() const;
// Dual Spec
uint8 GetActiveSpec() { return m_activeSpec; }
void SetActiveSpec(uint8 spec) { m_activeSpec = spec; }
uint8 GetSpecsCount() { return m_specsCount; }
void SetSpecsCount(uint8 count) { m_specsCount = count; }
void ActivateSpec(uint8 specNum);
void UpdateSpecCount(uint8 count);
void InitGlyphsForLevel();
void SetGlyphSlot(uint8 slot, uint32 slottype) { SetUInt32Value(PLAYER_FIELD_GLYPH_SLOTS_1 + slot, slottype); }
uint32 GetGlyphSlot(uint8 slot) const { return GetUInt32Value(PLAYER_FIELD_GLYPH_SLOTS_1 + slot); }
void SetGlyph(uint8 slot, uint32 glyph) { m_glyphs[m_activeSpec][slot].SetId(glyph); }
uint32 GetGlyph(uint8 slot) { return m_glyphs[m_activeSpec][slot].GetId(); }
void ApplyGlyph(uint8 slot, bool apply);
void ApplyGlyphs(bool apply);
uint32 GetFreePrimaryProfessionPoints() const { return GetUInt32Value(PLAYER_CHARACTER_POINTS); }
void SetFreePrimaryProfessions(uint16 profs) { SetUInt32Value(PLAYER_CHARACTER_POINTS, profs); }
void InitPrimaryProfessions();
PlayerSpellMap const& GetSpellMap() const
{
return m_spells;
}
PlayerSpellMap& GetSpellMap()
{
return m_spells;
}
SpellCooldowns const& GetSpellCooldownMap() const
{
return m_spellCooldowns;
}
PlayerTalent const* GetKnownTalentById(int32 talentId) const;
SpellEntry const* GetKnownTalentRankById(int32 talentId) const;
void AddSpellMod(Aura* aura, bool apply);
template <class T> T ApplySpellMod(uint32 spellId, SpellModOp op, T& basevalue, Spell const* spell = NULL);
static uint32 const infinityCooldownDelay = MONTH; // used for set "infinity cooldowns" for spells and check
static uint32 const infinityCooldownDelayCheck = MONTH / 2;
bool HasSpellCooldown(uint32 spell_id) const
{
SpellCooldowns::const_iterator itr = m_spellCooldowns.find(spell_id);
return itr != m_spellCooldowns.end() && itr->second.end > time(NULL);
}
time_t GetSpellCooldownDelay(uint32 spell_id) const
{
SpellCooldowns::const_iterator itr = m_spellCooldowns.find(spell_id);
time_t t = time(NULL);
return itr != m_spellCooldowns.end() && itr->second.end > t ? itr->second.end - t : 0;
}
void AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 itemId, Spell* spell = NULL, bool infinityCooldown = false);
void AddSpellCooldown(uint32 spell_id, uint32 itemid, time_t end_time);
void SendCooldownEvent(SpellEntry const* spellInfo, uint32 itemId = 0, Spell* spell = NULL);
void ProhibitSpellSchool(SpellSchoolMask idSchoolMask, uint32 unTimeMs) override;
void RemoveSpellCooldown(uint32 spell_id, bool update = false);
void RemoveSpellCategoryCooldown(uint32 cat, bool update = false);
void SendClearCooldown(uint32 spell_id, Unit* target);
GlobalCooldownMgr& GetGlobalCooldownMgr()
{
return m_GlobalCooldownMgr;
}
void RemoveArenaSpellCooldowns();
void RemoveAllSpellCooldown();
void _LoadSpellCooldowns(QueryResult* result);
void _SaveSpellCooldowns();
void SetLastPotionId(uint32 item_id) { m_lastPotionId = item_id; }
uint32 GetLastPotionId() { return m_lastPotionId; }
void UpdatePotionCooldown(Spell* spell = NULL);
void setResurrectRequestData(Unit* caster, uint32 health, uint32 mana);
void setResurrectRequestDataToGhoul(Unit* caster);
void setResurrectRequestData(ObjectGuid guid, uint32 mapId, float X, float Y, float Z, uint32 health, uint32 mana)
{
m_resurrectGuid = guid;
m_resurrectMap = mapId;
m_resurrectX = X;
m_resurrectY = Y;
m_resurrectZ = Z;
m_resurrectHealth = health;
m_resurrectMana = mana;
}
void clearResurrectRequestData() { setResurrectRequestData(ObjectGuid(), 0, 0.0f, 0.0f, 0.0f, 0, 0); }
bool isRessurectRequestedBy(ObjectGuid guid) const { return m_resurrectGuid == guid; }
bool isRessurectRequested() const { return !m_resurrectGuid.IsEmpty(); }
void ResurectUsingRequestData();
uint32 getCinematic()
{
return m_cinematic;
}
void setCinematic(uint32 cine)
{
m_cinematic = cine;
}
static bool IsActionButtonDataValid(uint8 button, uint32 action, uint8 type, Player* player, bool msg = true);
ActionButton* addActionButton(uint8 spec, uint8 button, uint32 action, uint8 type);
void removeActionButton(uint8 spec, uint8 button);
void SendInitialActionButtons() const;
void SendLockActionButtons() const;
ActionButton const* GetActionButton(uint8 button);
PvPInfo pvpInfo;
void UpdatePvP(bool state, bool ovrride = false);
void UpdateZone(uint32 newZone, uint32 newArea);
void UpdateArea(uint32 newArea);
uint32 GetCachedZoneId() const
{
return m_zoneUpdateId;
}
void UpdateZoneDependentAuras();
void UpdateAreaDependentAuras(); // subzones
void UpdateZoneDependentPets();
void UpdateAfkReport(time_t currTime);
void UpdatePvPFlag(time_t currTime);
void UpdateContestedPvP(uint32 currTime);
void SetContestedPvPTimer(uint32 newTime)
{
m_contestedPvPTimer = newTime;
}
void ResetContestedPvP()
{
clearUnitState(UNIT_STAT_ATTACK_PLAYER);
RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP);
m_contestedPvPTimer = 0;
}
/** todo: -maybe move UpdateDuelFlag+DuelComplete to independent DuelHandler.. **/
DuelInfo* duel;
bool IsInDuelWith(Player const* player) const
{
return duel && duel->opponent == player && duel->startTime != 0;
}
void UpdateDuelFlag(time_t currTime);
void CheckDuelDistance(time_t currTime);
void DuelComplete(DuelCompleteType type);
void SendDuelCountdown(uint32 counter);
bool IsGroupVisibleFor(Player* p) const;
bool IsInSameGroupWith(Player const* p) const;
bool IsInSameRaidWith(Player const* p) const
{
return p == this || (GetGroup() != NULL && GetGroup() == p->GetGroup());
}
void UninviteFromGroup();
static void RemoveFromGroup(Group* group, ObjectGuid guid);
void RemoveFromGroup() { RemoveFromGroup(GetGroup(), GetObjectGuid()); }
void SendUpdateToOutOfRangeGroupMembers();
void SetAllowLowLevelRaid(bool allow) { ApplyModFlag(PLAYER_FLAGS, PLAYER_FLAGS_ENABLE_LOW_LEVEL_RAID, allow); }
bool GetAllowLowLevelRaid() const { return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_ENABLE_LOW_LEVEL_RAID); }
void SetInGuild(uint32 GuildId);
void SetGuildLevel(uint32 level) { SetUInt32Value(PLAYER_GUILDLEVEL, level); }
void SetRank(uint32 rankId){ SetUInt32Value(PLAYER_GUILDRANK, rankId); }
// void SetGuildInvited(uint32 GuildId, ObjectGuid inviter = ObjectGuid()) { m_GuildIdInvited = GuildId; m_GuildInviterGuid = inviter; } .. PRE Dev21 version (DELETE IT?)
void SetGuildIdInvited(uint32 GuildId)
{
m_GuildIdInvited = GuildId;
}
uint32 GetGuildId() const { return GetGuildGuid().GetCounter(); }
ObjectGuid GetGuildGuid() const { return GetGuidValue(OBJECT_FIELD_DATA); }
std::string GetGuildName() const;
uint32 GetTalentResetCost() const;
time_t GetTalentResetTime() const;
static uint32 GetGuildIdFromDB(ObjectGuid guid);
static ObjectGuid GetGuildGuidFromDB(ObjectGuid guid);
void SendGuildDeclined(std::string name, bool autodecline);
uint32 GetRank() { return GetUInt32Value(PLAYER_GUILDRANK); }
static uint32 GetRankFromDB(ObjectGuid guid);
int GetGuildIdInvited() const { return m_GuildIdInvited; }
ObjectGuid GetGuildInviterGuid() const { return m_GuildInviterGuid; }
static void RemovePetitionsAndSigns(ObjectGuid guid);
void SendPetitionSignResult(ObjectGuid petitionGuid, Player* player, uint32 result);
void SendPetitionTurnInResult(uint32 result);
// Arena Team
void SetInArenaTeam(uint32 ArenaTeamId, uint8 slot, ArenaType type)
{
SetArenaTeamInfoField(slot, ARENA_TEAM_ID, ArenaTeamId);
SetArenaTeamInfoField(slot, ARENA_TEAM_TYPE, type);
}
void SetArenaTeamInfoField(uint8 slot, ArenaTeamInfoType type, uint32 value)
{
SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (slot * ARENA_TEAM_END) + type, value);
}
uint32 GetArenaTeamId(uint8 slot) { return GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (slot * ARENA_TEAM_END) + ARENA_TEAM_ID); }
uint32 GetArenaPersonalRating(uint8 slot) { return GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (slot * ARENA_TEAM_END) + ARENA_TEAM_PERSONAL_RATING); }
static uint32 GetArenaTeamIdFromDB(ObjectGuid guid, ArenaType type);
void SetArenaTeamIdInvited(uint32 ArenaTeamId) { m_ArenaTeamIdInvited = ArenaTeamId; }
uint32 GetArenaTeamIdInvited() { return m_ArenaTeamIdInvited; }
static void LeaveAllArenaTeams(ObjectGuid guid);
Difficulty GetDifficulty(bool isRaid) const { return isRaid ? m_raidDifficulty : m_dungeonDifficulty; }
Difficulty GetDungeonDifficulty() const { return m_dungeonDifficulty; }
Difficulty GetRaidDifficulty() const { return m_raidDifficulty; }
void SetDungeonDifficulty(Difficulty dungeon_difficulty) { m_dungeonDifficulty = dungeon_difficulty; }
void SetRaidDifficulty(Difficulty raid_difficulty) { m_raidDifficulty = raid_difficulty; }
bool UpdateSkill(uint32 skill_id, uint32 step);
bool UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step);
bool UpdateCraftSkill(uint32 spellid);
bool UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator = 1);
bool UpdateFishingSkill();
float GetHealthBonusFromStamina();
float GetManaBonusFromIntellect();
bool UpdateStats(Stats stat) override;
bool UpdateAllStats() override;
void UpdateResistances(uint32 school) override;
void UpdateArmor() override;
void UpdateMaxHealth() override;
void UpdateMaxPower(Powers power) override;
void UpdateAttackPowerAndDamage(bool ranged = false) override;
void UpdateShieldBlockDamageValue();
void UpdateDamagePhysical(WeaponAttackType attType) override;
void ApplySpellPowerBonus(int32 amount, bool apply);
void UpdateSpellDamageAndHealingBonus();
void ApplyRatingMod(CombatRating cr, int32 value, bool apply);
void UpdateRating(CombatRating cr);
void UpdateAllRatings();
void CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, float& min_damage, float& max_damage);
float GetMeleeCritFromAgility();
void GetDodgeFromAgility(float& diminishing, float& nondiminishing);
void GetParryFromStrength(float& diminishing, float& nondiminishing);
float GetSpellCritFromIntellect();
float OCTRegenMPPerSpirit();
float GetRatingMultiplier(CombatRating cr) const;
float GetRatingBonusValue(CombatRating cr) const;
// Returns base spellpower bonus from items without intellect bonus
uint32 GetBaseSpellPowerBonus() const { 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 ApplyHealthRegenBonus(int32 amount, bool apply);
void UpdateManaRegen();
void UpdateMasteryAuras();
void UpdateArmorSpecializations();
bool FitArmorSpecializationRules(SpellEntry const * spellProto) const;
ObjectGuid const& GetLootGuid() const
{
return m_lootGuid;
}
void SetLootGuid(ObjectGuid const& guid)
{
m_lootGuid = guid;
}
void RemovedInsignia(Player* looterPlr);
WorldSession* GetSession() const
{
return m_session;
}
void SetSession(WorldSession* s)
{
m_session = s;
}
void BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) const override;
void DestroyForPlayer(Player* target, bool anim = false) const override;
void SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 RestXP);
uint8 LastSwingErrorMsg() const
{
return m_swingErrorMsg;
}
void SwingErrorMsg(uint8 val)
{
m_swingErrorMsg = val;
}
// notifiers
void SendAttackSwingCantAttack();
void SendAttackSwingCancelAttack();
void SendAttackSwingDeadTarget();
void SendAttackSwingNotInRange();
void SendAttackSwingBadFacingAttack();
void SendAutoRepeatCancel(Unit* target);
void SendExplorationExperience(uint32 Area, uint32 Experience);
void SendDungeonDifficulty(bool IsInGroup);
void SendRaidDifficulty(bool IsInGroup);
void ResetInstances(InstanceResetMethod method, bool isRaid);
void SendResetInstanceSuccess(uint32 MapId);
void SendResetInstanceFailed(uint32 reason, uint32 MapId);
void SendResetFailedNotify(uint32 mapid);
bool SetPosition(float x, float y, float z, float orientation, bool teleport = false);
void UpdateUnderwaterState(Map* m, float x, float y, float z);
void SendMessageToSet(WorldPacket* data, bool self) const override;// overwrite Object::SendMessageToSet
void SendMessageToSetInRange(WorldPacket* data, float fist, bool self) const override;
// overwrite Object::SendMessageToSetInRange
void SendMessageToSetInRange(WorldPacket* data, float dist, bool self, bool own_team_only) const;
Corpse* GetCorpse() const;
void SpawnCorpseBones();
Corpse* CreateCorpse();
void KillPlayer();
uint32 GetResurrectionSpellId();
void ResurrectPlayer(float restore_percent, bool applySickness = false);
void BuildPlayerRepop();
void RepopAtGraveyard();
void DurabilityLossAll(double percent, bool inventory);
void DurabilityLoss(Item* item, double percent);
void DurabilityPointsLossAll(int32 points, bool inventory);
void DurabilityPointsLoss(Item* item, int32 points);
void DurabilityPointLossForEquipSlot(EquipmentSlots slot);
uint32 DurabilityRepairAll(bool cost, float discountMod, bool guildBank);
uint32 DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank);
void UpdateMirrorTimers();
void StopMirrorTimers()
{
StopMirrorTimer(FATIGUE_TIMER);
StopMirrorTimer(BREATH_TIMER);
StopMirrorTimer(FIRE_TIMER);
}
void SetLevitate(bool enable) override;
void SetCanFly(bool enable) override;
void SetFeatherFall(bool enable) override;
void SetHover(bool enable) override;
void SetRoot(bool enable) override;
void SetWaterWalk(bool enable) override;
void JoinedChannel(Channel* c);
void LeftChannel(Channel* c);
void CleanupChannels();
void UpdateLocalChannels(uint32 newZone);
void LeaveLFGChannel();
void SetSkill(uint16 id, uint16 currVal, uint16 maxVal, uint16 step = 0);
uint16 GetMaxSkillValue(uint32 skill) const; // max + perm. bonus + temp bonus
uint16 GetPureMaxSkillValue(uint32 skill) const; // max
uint16 GetSkillValue(uint32 skill) const; // skill value + perm. bonus + temp bonus
uint16 GetBaseSkillValue(uint32 skill) const; // skill value + perm. bonus
uint16 GetPureSkillValue(uint32 skill) const; // skill value
int16 GetSkillPermBonusValue(uint32 skill) const;
int16 GetSkillTempBonusValue(uint32 skill) const;
bool HasSkill(uint32 skill) const;
uint16 GetSkillStep(uint16 skill) const;
void learnSkillRewardedSpells(uint32 id, uint32 value);
WorldLocation& GetTeleportDest() { return m_teleport_dest; }
bool IsBeingTeleported() const { return mSemaphoreTeleport_Near || mSemaphoreTeleport_Far; }
bool IsBeingTeleportedNear() const { return mSemaphoreTeleport_Near; }
bool IsBeingTeleportedFar() const { return mSemaphoreTeleport_Far; }
void SetSemaphoreTeleportNear(bool semphsetting) { mSemaphoreTeleport_Near = semphsetting; }
void SetSemaphoreTeleportFar(bool semphsetting) { mSemaphoreTeleport_Far = semphsetting; }
void ProcessDelayedOperations();
void CheckAreaExploreAndOutdoor();
static Team TeamForRace(uint8 race);
Team GetTeam() const { return m_team; }
PvpTeamIndex GetTeamId() const { return m_team == ALLIANCE ? TEAM_INDEX_ALLIANCE : TEAM_INDEX_HORDE; }
static uint32 getFactionForRace(uint8 race);
void setFactionForRace(uint8 race);
void InitDisplayIds();
bool IsAtGroupRewardDistance(WorldObject const* pRewardSource) const;
void RewardSinglePlayerAtKill(Unit* pVictim);
void RewardPlayerAndGroupAtEvent(uint32 creature_id, WorldObject* pRewardSource);
void RewardPlayerAndGroupAtCast(WorldObject* pRewardSource, uint32 spellid = 0);
bool isHonorOrXPTarget(Unit* pVictim) const;
ReputationMgr& GetReputationMgr() { return m_reputationMgr; }
ReputationMgr const& GetReputationMgr() const { return m_reputationMgr; }
ReputationRank GetReputationRank(uint32 faction_id) const;
void RewardReputation(Unit* pVictim, float rate);
void RewardReputation(Quest const* pQuest);
int32 CalculateReputationGain(ReputationSource source, int32 rep, int32 faction, uint32 creatureOrQuestLevel = 0, bool noAuraBonus = false);
void UpdateSkillsForLevel();
void UpdateSkillsToMaxSkillsForLevel(); // for .levelup
void ModifySkillBonus(uint32 skillid, int32 val, bool talent);
/*********************************************************/
/*** CURRENCY SYSTEM ***/
/*********************************************************/
uint32 GetCurrencyCount(uint32 id) const;
uint32 GetCurrencySeasonCount(uint32 id) const;
uint32 GetCurrencyWeekCount(uint32 id) const;
void SendCurrencies() const;
void ModifyCurrencyCount(uint32 id, int32 count, bool modifyWeek = true, bool modifySeason = true, bool ignoreMultipliers = false);
bool HasCurrencyCount(uint32 id, uint32 count) const { return GetCurrencyCount(id) >= count; }
bool HasCurrencySeasonCount(uint32 id, uint32 count) const { return GetCurrencySeasonCount(id) >= count; }
void SetCurrencyCount(uint32 id, uint32 count);
void SendCurrencyWeekCap(uint32 id) const;
void SendCurrencyWeekCap(CurrencyTypesEntry const * currency) const;
void SetCurrencyFlags(uint32 currencyId, uint8 flags);
void ResetCurrencyWeekCounts();
/*********************************************************/
/*** PVP SYSTEM ***/
/*********************************************************/
void UpdateHonorKills();
bool RewardHonor(Unit *pVictim, uint32 groupsize, float honor = -1);
void SendPvPRewards();
void SendRatedBGStats();
uint32 GetMaxPersonalArenaRatingRequirement(uint32 minarenaslot);
// End of PvP System
void SetDrunkValue(uint8 newDrunkValue, uint32 itemid = 0);
uint16 GetDrunkValue() const { return GetByteValue(PLAYER_BYTES_3, 1); }
static DrunkenState GetDrunkenstateByValue(uint8 value);
uint32 GetDeathTimer() const { return m_deathTimer; }
uint32 GetCorpseReclaimDelay(bool pvp) const;
void UpdateCorpseReclaimDelay();
void SendCorpseReclaimDelay(bool load = false);
uint32 GetShieldBlockDamageValue() const override; // overwrite Unit version (virtual)
bool CanParry() const { return m_canParry; }
void SetCanParry(bool value);
bool CanBlock() const { return m_canBlock; }
void SetCanBlock(bool value);
bool CanDualWield() const { return m_canDualWield; }
void SetCanDualWield(bool value) { m_canDualWield = value; }
bool CanTitanGrip() const { return m_canTitanGrip; }
void SetCanTitanGrip(bool value) { m_canTitanGrip = value; }
bool CanTameExoticPets() const { return isGameMaster() || HasAuraType(SPELL_AURA_ALLOW_TAME_PET_TYPE); }
void SetRegularAttackTime();
void SetBaseModValue(BaseModGroup modGroup, BaseModType modType, float value) { m_auraBaseMod[modGroup][modType] = value; }
void HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply);
float GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const;
float GetTotalBaseModValue(BaseModGroup modGroup) const;
float GetTotalPercentageModValue(BaseModGroup modGroup) const { return m_auraBaseMod[modGroup][FLAT_MOD] + m_auraBaseMod[modGroup][PCT_MOD]; }
void _ApplyAllStatBonuses();
void _RemoveAllStatBonuses();
float GetArmorPenetrationPct() const { return m_armorPenetrationPct; }
int32 GetSpellPenetrationItemMod() const { return m_spellPenetrationItemMod; }
void _ApplyWeaponDependentAuraMods(Item* item, WeaponAttackType attackType, bool apply);
void _ApplyWeaponDependentAuraCritMod(Item* item, WeaponAttackType attackType, Aura* aura, bool apply);
void _ApplyWeaponDependentAuraDamageMod(Item* item, WeaponAttackType attackType, Aura* aura, bool apply);
void _ApplyItemMods(Item* item, uint8 slot, bool apply);
void _RemoveAllItemMods();
void _ApplyAllItemMods();
void _ApplyAllLevelScaleItemMods(bool apply);
void _ApplyItemBonuses(ItemPrototype const* proto, uint8 slot, bool apply, bool only_level_scale = false);
void _ApplyAmmoBonuses();
bool EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot);
void ToggleMetaGemsActive(uint8 exceptslot, bool apply);
void CorrectMetaGemEnchants(uint8 slot, bool apply);
void InitDataForForm(bool reapplyMods = false);
void ApplyItemEquipSpell(Item* item, bool apply, bool form_change = false);
void ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply, bool form_change = false);
void UpdateEquipSpellsAtFormChange();
void CastItemCombatSpell(Unit* Target, WeaponAttackType attType);
void CastItemUseSpell(Item* item, SpellCastTargets const& targets, uint8 cast_count, uint32 glyphIndex);
void ApplyItemOnStoreSpell(Item* item, bool apply);
void DestroyItemWithOnStoreSpell(Item* item, uint32 spellId);
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) const;
void FillBGWeekendWorldStates(WorldPacket& data, uint32& count);
void SendAurasForTarget(Unit* target);
PlayerMenu* PlayerTalkClass;
std::vector<ItemSetEffect*> ItemSetEff;
void SendLoot(ObjectGuid guid, LootType loot_type);
void SendLootRelease(ObjectGuid guid);
void SendNotifyLootItemRemoved(uint8 lootSlot, bool currency = false);
void SendNotifyLootMoneyRemoved();
/*********************************************************/
/*** BATTLEGROUND SYSTEM ***/
/*********************************************************/
bool InBattleGround() const { return m_bgData.bgInstanceID != 0; }
bool InArena() const;
uint32 GetBattleGroundId() const { return m_bgData.bgInstanceID; }
BattleGroundTypeId GetBattleGroundTypeId() const { return m_bgData.bgTypeID; }
BattleGround* GetBattleGround() const;
bool InBattleGroundQueue() const
{
for (int i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
if (m_bgBattleGroundQueueID[i].bgQueueTypeId != BATTLEGROUND_QUEUE_NONE)
{
return true;
}
return false;
}
BattleGroundQueueTypeId GetBattleGroundQueueTypeId(uint32 index) const { return m_bgBattleGroundQueueID[index].bgQueueTypeId; }
BattleGroundQueueTypeId GetBattleGroundQueueTypeIdByClientInstance(uint32 instanceId) const
{
for (int i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
if (m_bgBattleGroundQueueID[i].invitedToInstance == instanceId)
{
return m_bgBattleGroundQueueID[i].bgQueueTypeId;
}
return BATTLEGROUND_QUEUE_NONE;
}
uint32 GetBattleGroundQueueIndex(BattleGroundQueueTypeId bgQueueTypeId) const
{
for (int i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
if (m_bgBattleGroundQueueID[i].bgQueueTypeId == bgQueueTypeId)
{
return i;
}
return PLAYER_MAX_BATTLEGROUND_QUEUES;
}
bool IsInvitedForBattleGroundQueueType(BattleGroundQueueTypeId bgQueueTypeId) const
{
for (int i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
if (m_bgBattleGroundQueueID[i].bgQueueTypeId == bgQueueTypeId)
{
return m_bgBattleGroundQueueID[i].invitedToInstance != 0;
}
return false;
}
bool InBattleGroundQueueForBattleGroundQueueType(BattleGroundQueueTypeId bgQueueTypeId) const
{
return GetBattleGroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES;
}
void SetBattleGroundId(uint32 val, BattleGroundTypeId bgTypeId)
{
m_bgData.bgInstanceID = val;
m_bgData.bgTypeID = bgTypeId;
m_bgData.m_needSave = true;
}
uint32 AddBattleGroundQueueId(BattleGroundQueueTypeId val)
{
for (int i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
{
if (m_bgBattleGroundQueueID[i].bgQueueTypeId == BATTLEGROUND_QUEUE_NONE || m_bgBattleGroundQueueID[i].bgQueueTypeId == val)
{
m_bgBattleGroundQueueID[i].bgQueueTypeId = val;
m_bgBattleGroundQueueID[i].invitedToInstance = 0;
return i;
}
}
return PLAYER_MAX_BATTLEGROUND_QUEUES;
}
bool HasFreeBattleGroundQueueId()
{
for (int i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
if (m_bgBattleGroundQueueID[i].bgQueueTypeId == BATTLEGROUND_QUEUE_NONE)
{
return true;
}
return false;
}
void RemoveBattleGroundQueueId(BattleGroundQueueTypeId val)
{
for (int i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
{
if (m_bgBattleGroundQueueID[i].bgQueueTypeId == val)
{
m_bgBattleGroundQueueID[i].bgQueueTypeId = BATTLEGROUND_QUEUE_NONE;
m_bgBattleGroundQueueID[i].invitedToInstance = 0;
return;
}
}
}
void SetInviteForBattleGroundQueueType(BattleGroundQueueTypeId bgQueueTypeId, uint32 instanceId)
{
for (int i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
if (m_bgBattleGroundQueueID[i].bgQueueTypeId == bgQueueTypeId)
{
m_bgBattleGroundQueueID[i].invitedToInstance = instanceId;
}
}
bool IsInvitedForBattleGroundInstance(uint32 instanceId) const
{
for (int i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
if (m_bgBattleGroundQueueID[i].invitedToInstance == instanceId)
{
return true;
}
return false;
}
WorldLocation const& GetBattleGroundEntryPoint() const { return m_bgData.joinPos; }
void SetBattleGroundEntryPoint();
void SetBGTeam(Team team) { m_bgData.bgTeam = team; m_bgData.m_needSave = true; }
Team GetBGTeam() const { return m_bgData.bgTeam ? m_bgData.bgTeam : GetTeam(); }
void LeaveBattleground(bool teleportToEntryPoint = true);
bool CanJoinToBattleground() const;
bool CanReportAfkDueToLimit();
void ReportedAfkBy(Player* reporter);
void ClearAfkReports() { m_bgData.bgAfkReporter.clear(); }
bool GetBGAccessByLevel(BattleGroundTypeId bgTypeId) const;
bool CanUseBattleGroundObject();
bool isTotalImmune();
// returns true if the player is in active state for capture point capturing
bool CanUseCapturePoint();
bool m_IsBGRandomWinner;
/*********************************************************/
/*** REST SYSTEM ***/
/*********************************************************/
bool isRested() const { return GetRestTime() >= 10 * IN_MILLISECONDS; }
uint32 GetXPRestBonus(uint32 xp);
uint32 GetRestTime() const { return m_restTime; }
void SetRestTime(uint32 v) { m_restTime = v; }
/*********************************************************/
/*** ENVIRONMENTAL SYSTEM ***/
/*********************************************************/
uint32 EnvironmentalDamage(EnviromentalDamage type, uint32 damage);
/*********************************************************/
/*** FLOOD FILTER SYSTEM ***/
/*********************************************************/
void UpdateSpeakTime();
bool CanSpeak() const;
void ChangeSpeakTime(int utime);
/*********************************************************/
/*** VARIOUS SYSTEMS ***/
/*********************************************************/
bool HasMovementFlag(MovementFlags f) const; // for script access to m_movementInfo.HasMovementFlag
void UpdateFallInformationIfNeed(MovementInfo const& minfo, uint16 opcode);
void SetFallInformation(uint32 time, float z)
{
m_lastFallTime = time;
m_lastFallZ = z;
}
void HandleFall(MovementInfo const& movementInfo);
bool isMoving() const { return m_movementInfo.HasMovementFlag(movementFlagsMask); }
bool isMovingOrTurning() const { return m_movementInfo.HasMovementFlag(movementOrTurningFlagsMask); }
virtual bool CanSwim() const override { return true; }
virtual bool CanFly() const override { return m_movementInfo.HasMovementFlag(MOVEFLAG_CAN_FLY); }
bool IsFlying() const { return m_movementInfo.HasMovementFlag(MOVEFLAG_FLYING); }
bool IsFreeFlying() const { return HasAuraType(SPELL_AURA_MOD_FLIGHT_SPEED_MOUNTED) || HasAuraType(SPELL_AURA_FLY); }
bool CanStartFlyInArea(uint32 mapid, uint32 zone, uint32 area) const;
void SetClientControl(Unit* target, uint8 allowMove);
void SetMover(Unit* target) { m_mover = target ? target : this; }
Unit* GetMover() const { return m_mover; }
bool IsSelfMover() const { return m_mover == this; }// normal case for player not controlling other unit
void Uncharm() override;
ObjectGuid const& GetFarSightGuid() const { return GetGuidValue(PLAYER_FARSIGHT); }
// Transports
Transport* GetTransport() const { return m_transport; }
void SetTransport(Transport* t) { m_transport = t; }
float GetTransOffsetX() const { return m_movementInfo.GetTransportPos()->x; }
float GetTransOffsetY() const { return m_movementInfo.GetTransportPos()->y; }
float GetTransOffsetZ() const { return m_movementInfo.GetTransportPos()->z; }
float GetTransOffsetO() const { return m_movementInfo.GetTransportPos()->o; }
uint32 GetTransTime() const { return m_movementInfo.GetTransportTime(); }
int8 GetTransSeat() const { return m_movementInfo.GetTransportSeat(); }
uint32 GetSaveTimer() const { return m_nextSave; }
void SetSaveTimer(uint32 timer) { m_nextSave = timer; }
// Recall position
uint32 m_recallMap;
float m_recallX;
float m_recallY;
float m_recallZ;
float m_recallO;
void SaveRecallPosition();
void SetHomebindToLocation(WorldLocation const& loc, uint32 area_id);
void RelocateToHomebind() { SetLocationMapId(m_homebindMapId); Relocate(m_homebindX, m_homebindY, m_homebindZ); }
bool TeleportToHomebind(uint32 options = 0) { return TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation(), options); }
Object* GetObjectByTypeMask(ObjectGuid guid, TypeMask typemask);
// currently visible objects at player client
GuidSet m_clientGUIDs;
bool HaveAtClient(WorldObject const* u) { return u == this || m_clientGUIDs.find(u->GetObjectGuid()) != m_clientGUIDs.end(); }
bool IsVisibleInGridForPlayer(Player* pl) const override;
bool IsVisibleGloballyFor(Player* pl) const;
void UpdateVisibilityOf(WorldObject const* viewPoint, WorldObject* target);
template<class T>
void UpdateVisibilityOf(WorldObject const* viewPoint, T* target, UpdateData& data, std::set<WorldObject*>& visibleNow);
// Stealth detection system
void HandleStealthedUnitsDetection();
Camera& GetCamera() { return m_camera; }
uint8 m_forced_speed_changes[MAX_MOVE_TYPE];
bool HasAtLoginFlag(AtLoginFlags f) const { return m_atLoginFlags & f; }
void SetAtLoginFlag(AtLoginFlags f) { m_atLoginFlags |= f; }
void RemoveAtLoginFlag(AtLoginFlags f, bool in_db_also = false);
// Temporarily removed pet cache
uint32 GetTemporaryUnsummonedPetNumber() const { return m_temporaryUnsummonedPetNumber; }
void SetTemporaryUnsummonedPetNumber(uint32 petnumber) { m_temporaryUnsummonedPetNumber = petnumber; }
void UnsummonPetTemporaryIfAny();
void UnsummonPetIfAny();
void ResummonPetTemporaryUnSummonedIfAny();
bool IsPetNeedBeTemporaryUnsummoned() const { return !IsInWorld() || !IsAlive() || IsMounted() /*+in flight*/; }
void SendCinematicStart(uint32 CinematicSequenceId);
void SendMovieStart(uint32 MovieId);
/*********************************************************/
/*** INSTANCE SYSTEM ***/
/*********************************************************/
typedef UNORDERED_MAP < uint32 /*mapId*/, InstancePlayerBind > BoundInstancesMap;
void UpdateHomebindTime(uint32 time);
uint32 m_HomebindTimer;
bool m_InstanceValid;
// permanent binds and solo binds by difficulty
BoundInstancesMap m_boundInstances[MAX_DIFFICULTY];
InstancePlayerBind* GetBoundInstance(uint32 mapid, Difficulty difficulty);
BoundInstancesMap& GetBoundInstances(Difficulty difficulty) { return m_boundInstances[difficulty]; }
void UnbindInstance(uint32 mapid, Difficulty difficulty, bool unload = false);
void UnbindInstance(BoundInstancesMap::iterator& itr, Difficulty difficulty, bool unload = false);
InstancePlayerBind* BindToInstance(DungeonPersistentState* save, bool permanent, bool load = false);
void SendRaidInfo();
void SendSavedInstances();
static void ConvertInstancesToGroup(Player* player, Group* group = NULL, ObjectGuid player_guid = ObjectGuid());
DungeonPersistentState* GetBoundInstanceSaveForSelfOrGroup(uint32 mapid);
AreaLockStatus GetAreaTriggerLockStatus(AreaTrigger const* at, Difficulty difficulty, uint32& miscRequirement);
void SendTransferAbortedByLockStatus(MapEntry const* mapEntry, AreaLockStatus lockStatus, uint32 miscRequirement = 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); }
uint32 GetNextResetTalentsCost() const;
Player* GetNextRandomRaidMember(float radius);
PartyResult CanUninviteFromGroup() const;
void UpdateGroupLeaderFlag(const bool remove = false);
// 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 IsTappedByMeOrMyGroup(Creature* creature);
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; }
uint16 GetBaseRuneCooldown(uint8 index) const { return m_runes->runes[index].BaseCooldown; }
uint8 GetRuneCooldownFraction(uint8 index) const;
void UpdateRuneRegen(RuneType rune);
void UpdateRuneRegen();
bool IsBaseRuneSlotsOnCooldown(RuneType runeType) const;
void ClearLastUsedRuneMask() { m_runes->lastUsedRuneMask = 0; }
bool IsLastUsedRune(uint8 index) const { return (m_runes->lastUsedRuneMask & (1 << index)) != 0; }
void SetLastUsedRune(RuneType type) { m_runes->lastUsedRuneMask |= 1 << uint32(type); }
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 SetBaseRuneCooldown(uint8 index, uint16 cooldown) { m_runes->runes[index].BaseCooldown = cooldown; }
void SetRuneConvertAura(uint8 index, Aura const* aura) { m_runes->runes[index].ConvertAura = aura; }
void AddRuneByAuraEffect(uint8 index, RuneType newType, Aura const* aura);
void RemoveRunesByAuraEffect(Aura const* aura);
void RestoreBaseRune(uint8 index);
void ConvertRune(uint8 index, RuneType newType);
bool ActivateRunes(RuneType type, uint32 count);
void ResyncRunes();
void AddRunePower(uint8 index);
void InitRunes();
AchievementMgr const& GetAchievementMgr() const { return m_achievementMgr; }
AchievementMgr& GetAchievementMgr() { return m_achievementMgr; }
void UpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscvalue1 = 0, uint32 miscvalue2 = 0, Unit* unit = NULL, uint32 time = 0);
void StartTimedAchievementCriteria(AchievementCriteriaTypes type, uint32 timedRequirementId, time_t startTime = 0);
bool HasTitle(uint32 bitIndex) const;
bool HasTitle(CharTitlesEntry const* title) const { return HasTitle(title->bit_index); }
void SetTitle(CharTitlesEntry const* title, bool lost = false);
bool canSeeSpellClickOn(Creature const* creature) const;
// function used for raise ally spell
bool IsGhouled() const { return m_isGhouled; }
void SetGhouled(bool enable) { m_isGhouled = enable; }
protected:
uint32 m_contestedPvPTimer;
/*********************************************************/
/*** BATTLEGROUND SYSTEM ***/
/*********************************************************/
/*
this is an array of BG queues (BgTypeIDs) in which is player
*/
struct BgBattleGroundQueueID_Rec
{
BattleGroundQueueTypeId bgQueueTypeId;
uint32 invitedToInstance;
};
BgBattleGroundQueueID_Rec m_bgBattleGroundQueueID[PLAYER_MAX_BATTLEGROUND_QUEUES];
BGData m_bgData;
/*********************************************************/
/*** QUEST SYSTEM ***/
/*********************************************************/
// We allow only one timed quest active at the same time. Below can then be simple value instead of set.
typedef std::set<uint32> QuestSet;
QuestSet m_timedquests;
QuestSet m_weeklyquests;
QuestSet m_monthlyquests;
ObjectGuid m_dividerGuid;
uint32 m_ingametime;
/*********************************************************/
/*** LOAD SYSTEM ***/
/*********************************************************/
void _LoadActions(QueryResult* result);
void _LoadAuras(QueryResult* result, uint32 timediff);
void _LoadBoundInstances(QueryResult* result);
void _LoadInventory(QueryResult* result, uint32 timediff);
void _LoadItemLoot(QueryResult* result);
void _LoadMails(QueryResult* result);
void _LoadMailedItems(QueryResult* result);
void _LoadQuestStatus(QueryResult* result);
void _LoadDailyQuestStatus(QueryResult* result);
void _LoadWeeklyQuestStatus(QueryResult* result);
void _LoadMonthlyQuestStatus(QueryResult* result);
void _LoadGroup(QueryResult* result);
void _LoadSkills(QueryResult* result);
void _LoadSpells(QueryResult* result);
void _LoadTalents(QueryResult* result);
void _LoadFriendList(QueryResult* result);
bool _LoadHomeBind(QueryResult* result);
void _LoadDeclinedNames(QueryResult* result);
void _LoadArenaTeamInfo(QueryResult* result);
void _LoadEquipmentSets(QueryResult* result);
void _LoadBGData(QueryResult* result);
void _LoadGlyphs(QueryResult* result);
void _LoadIntoDataField(const char* data, uint32 startOffset, uint32 count);
/*********************************************************/
/*** SAVE SYSTEM ***/
/*********************************************************/
void _SaveActions();
void _SaveAuras();
void _SaveInventory();
void _SaveMail();
void _SaveQuestStatus();
void _SaveDailyQuestStatus();
void _SaveWeeklyQuestStatus();
void _SaveMonthlyQuestStatus();
void _SaveSkills();
void _SaveSpells();
void _SaveEquipmentSets();
void _SaveBGData();
void _SaveGlyphs();
void _SaveTalents();
void _SaveStats();
void _SetCreateBits(UpdateMask* updateMask, Player* target) const override;
void _SetUpdateBits(UpdateMask* updateMask, Player* target) const override;
/*********************************************************/
/*** 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);
/*********************************************************/
/*** CURRENCY SYSTEM ***/
/*********************************************************/
PlayerCurrenciesMap m_currencies;
uint32 GetCurrencyWeekCap(CurrencyTypesEntry const * currency) const;
uint32 GetCurrencyTotalCap(CurrencyTypesEntry const * currency) const;
void _LoadCurrencies(QueryResult* result);
void _SaveCurrencies();
void outDebugStatsValues() const;
ObjectGuid m_lootGuid;
Team m_team;
uint32 m_nextSave;
time_t m_speakTime;
uint32 m_speakCount;
Difficulty m_dungeonDifficulty;
Difficulty m_raidDifficulty;
time_t m_lastHonorKillsUpdateTime;
uint32 m_atLoginFlags;
Item* m_items[PLAYER_SLOTS_COUNT];
uint32 m_currentBuybackSlot;
std::vector<Item*> m_itemUpdateQueue;
bool m_itemUpdateQueueBlocked;
uint32 m_ExtraFlags;
ObjectGuid m_curSelectionGuid;
ObjectGuid m_comboTargetGuid;
int8 m_comboPoints;
QuestStatusMap mQuestStatus;
SkillStatusMap mSkillStatus;
uint32 m_GuildIdInvited;
ObjectGuid m_GuildInviterGuid;
uint32 m_ArenaTeamIdInvited;
PlayerMails m_mail;
PlayerSpellMap m_spells;
PlayerTalentMap m_talents[MAX_TALENT_SPEC_COUNT];
uint32 m_talentsPrimaryTree[MAX_TALENT_SPEC_COUNT];
SpellCooldowns m_spellCooldowns;
uint32 m_lastPotionId; // last used health/mana potion in combat, that block next potion use
GlobalCooldownMgr m_GlobalCooldownMgr;
uint8 m_activeSpec;
uint8 m_specsCount;
ActionButtonList m_actionButtons[MAX_TALENT_SPEC_COUNT];
Glyph m_glyphs[MAX_TALENT_SPEC_COUNT][MAX_GLYPH_SLOT_INDEX];
float m_auraBaseMod[BASEMOD_END][MOD_END];
int16 m_baseRatingValue[MAX_COMBAT_RATING];
uint16 m_baseSpellPower;
uint16 m_baseManaRegen;
uint32 m_baseHealthRegen;
float m_armorPenetrationPct;
int32 m_spellPenetrationItemMod;
AuraList m_spellMods[MAX_SPELLMOD];
EnchantDurationList m_enchantDuration;
ItemDurationList m_itemDuration;
ObjectGuid m_resurrectGuid;
uint32 m_resurrectMap;
float m_resurrectX, m_resurrectY, m_resurrectZ;
uint32 m_resurrectHealth, m_resurrectMana;
bool m_resurrectToGhoul;
WorldSession* m_session;
typedef std::list<Channel*> JoinedChannelsList;
JoinedChannelsList m_channels;
uint32 m_cinematic;
TradeData* m_trade;
bool m_DailyQuestChanged;
bool m_WeeklyQuestChanged;
bool m_MonthlyQuestChanged;
uint32 m_drunkTimer;
uint32 m_weaponChangeTimer;
uint32 m_zoneUpdateId;
uint32 m_zoneUpdateTimer;
uint32 m_areaUpdateId;
uint32 m_positionStatusUpdateTimer;
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 SystemPlayerSpell
time_t time_inn_enter;
uint32 inn_trigger_id;
float m_rest_bonus;
RestType rest_type;
//////////////////// Rest System/////////////////////
// Transports
Transport* m_transport;
uint32 m_freeTalentPoints;
uint32 m_resetTalentsCost;
time_t m_resetTalentsTime;
uint32 m_usedTalentCount;
uint32 m_questRewardTalentCount;
// Social
PlayerSocial* m_social;
// Groups
GroupReference m_group;
GroupReference m_originalGroup;
Group* m_groupInvite;
uint32 m_groupUpdateMask;
uint64 m_auraUpdateMask;
// Player summoning
time_t m_summon_expire;
uint32 m_summon_mapid;
float m_summon_x;
float m_summon_y;
float m_summon_z;
DeclinedName* m_declinedname;
Runes* m_runes;
EquipmentSets m_EquipmentSets;
uint8 m_slot;
/// class dependent melee diminishing constant for dodge/parry/missed chances
static const float m_diminishing_k[MAX_CLASSES];
private:
void _HandleDeadlyPoison(Unit* Target, WeaponAttackType attType, SpellEntry const* spellInfo);
// internal common parts for CanStore/StoreItem functions
InventoryResult _CanStoreItem_InSpecificSlot(uint8 bag, uint8 slot, ItemPosCountVec& dest, ItemPrototype const* pProto, uint32& count, bool swap, Item* pSrcItem) const;
InventoryResult _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;
InventoryResult _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 AdjustQuestReqItemCount(Quest const* pQuest, QuestStatusData& questStatusData);
void SetCanDelayTeleport(bool setting) { m_bCanDelayTeleport = setting; }
bool IsHasDelayedTeleport() const
{
// we should not execute delayed teleports for now dead players but has been alive at teleport
// because we don't want player's ghost teleported from graveyard
return m_bHasDelayedTeleport && (IsAlive() || !m_bHasBeenAliveAtDelayedTeleport);
}
bool SetDelayedTeleportFlagIfCan()
{
m_bHasDelayedTeleport = m_bCanDelayTeleport;
m_bHasBeenAliveAtDelayedTeleport = IsAlive();
return m_bHasDelayedTeleport;
}
void ScheduleDelayedOperation(uint32 operation)
{
if (operation < DELAYED_END)
{
m_DelayedOperations |= operation;
}
}
void _fillGearScoreData(Item* item, GearScoreVec* gearScore, uint32& twoHandScore);
Unit* m_mover;
Camera m_camera;
GridReference<Player> m_gridRef;
MapReference m_mapRef;
// Homebind coordinates
uint32 m_homebindMapId;
uint16 m_homebindAreaId;
float m_homebindX;
float m_homebindY;
float m_homebindZ;
uint32 m_lastFallTime;
float m_lastFallZ;
LiquidTypeEntry const* m_lastLiquid;
int32 m_MirrorTimer[MAX_TIMERS];
uint8 m_MirrorTimerFlags;
uint8 m_MirrorTimerFlagsLast;
bool m_isInWater;
// Current teleport data
WorldLocation m_teleport_dest;
uint32 m_teleport_options;
bool mSemaphoreTeleport_Near;
bool mSemaphoreTeleport_Far;
uint32 m_DelayedOperations;
bool m_bCanDelayTeleport;
bool m_bHasDelayedTeleport;
bool m_bHasBeenAliveAtDelayedTeleport;
uint32 m_DetectInvTimer;
// Temporary removed pet cache
uint32 m_temporaryUnsummonedPetNumber;
AchievementMgr m_achievementMgr;
ReputationMgr m_reputationMgr;
uint32 m_timeSyncCounter;
uint32 m_timeSyncTimer;
uint32 m_timeSyncClient;
uint32 m_timeSyncServer;
uint32 m_cachedGS;
bool m_isGhouled;
};
void AddItemsSetItem(Player* player, Item* item);
void RemoveItemsSetItem(Player* player, ItemPrototype const* proto);
#endif