server/src/game/Player.cpp
VladimirMangos dde16bc48c [11126] Rewrite InstanceSaveMgr related code.
* For better fit name to related map type class InstanceMap renamed -> DungeonMap.
  This clarify usage Instanceable()/IsDungeon() because BG/Arenas maps also instanceable maps.

* InstanceSave have many code related to only DungeonMap case, so it replaced by 3 new classes:
   - MapPersistentState as base class, used for non-instanceable maps (continents and some other) (!Instenceable())
   - DungeonPersistentState subclass of MapPersistentState, used for DungeonMap states (IsDungoen())
   - BattlegroundPersistentState subclass of MapPersistentState, used for BattlegroundMap states (IsBattleGroundOrArena())

   Now all dungeon resets code moved to subclass and all player/gpoup bound functions/structures also use it.

* Map::GetInstanceSave renamed to Map::GetPersistentState and DungeonMap have specialized version
  return DungeonPersistentState (same pointer in fact with proper subcalss type)

* InstanceResetScheduler renamed to DungeonResetScheduler
2011-02-10 05:20:56 +03:00

22580 lines
803 KiB
C++

/*
* Copyright (C) 2005-2011 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "Player.h"
#include "Language.h"
#include "Database/DatabaseEnv.h"
#include "Log.h"
#include "Opcodes.h"
#include "SpellMgr.h"
#include "World.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "UpdateMask.h"
#include "Vehicle.h"
#include "SkillDiscovery.h"
#include "QuestDef.h"
#include "GossipDef.h"
#include "UpdateData.h"
#include "Channel.h"
#include "ChannelMgr.h"
#include "MapManager.h"
#include "InstanceSaveMgr.h"
#include "InstanceData.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "CellImpl.h"
#include "ObjectMgr.h"
#include "ObjectAccessor.h"
#include "CreatureAI.h"
#include "Formulas.h"
#include "Group.h"
#include "Guild.h"
#include "Pet.h"
#include "Util.h"
#include "Transports.h"
#include "Weather.h"
#include "BattleGround.h"
#include "BattleGroundAV.h"
#include "BattleGroundMgr.h"
#include "ArenaTeam.h"
#include "Chat.h"
#include "Database/DatabaseImpl.h"
#include "Spell.h"
#include "ScriptMgr.h"
#include "SocialMgr.h"
#include "AchievementMgr.h"
#include "Mail.h"
#include <cmath>
#define ZONE_UPDATE_INTERVAL (1*IN_MILLISECONDS)
#define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3))
#define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1)
#define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2)
#define SKILL_VALUE(x) PAIR32_LOPART(x)
#define SKILL_MAX(x) PAIR32_HIPART(x)
#define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v,m)
#define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x))
#define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x))
#define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t,p)
enum CharacterFlags
{
CHARACTER_FLAG_NONE = 0x00000000,
CHARACTER_FLAG_UNK1 = 0x00000001,
CHARACTER_FLAG_UNK2 = 0x00000002,
CHARACTER_LOCKED_FOR_TRANSFER = 0x00000004,
CHARACTER_FLAG_UNK4 = 0x00000008,
CHARACTER_FLAG_UNK5 = 0x00000010,
CHARACTER_FLAG_UNK6 = 0x00000020,
CHARACTER_FLAG_UNK7 = 0x00000040,
CHARACTER_FLAG_UNK8 = 0x00000080,
CHARACTER_FLAG_UNK9 = 0x00000100,
CHARACTER_FLAG_UNK10 = 0x00000200,
CHARACTER_FLAG_HIDE_HELM = 0x00000400,
CHARACTER_FLAG_HIDE_CLOAK = 0x00000800,
CHARACTER_FLAG_UNK13 = 0x00001000,
CHARACTER_FLAG_GHOST = 0x00002000,
CHARACTER_FLAG_RENAME = 0x00004000,
CHARACTER_FLAG_UNK16 = 0x00008000,
CHARACTER_FLAG_UNK17 = 0x00010000,
CHARACTER_FLAG_UNK18 = 0x00020000,
CHARACTER_FLAG_UNK19 = 0x00040000,
CHARACTER_FLAG_UNK20 = 0x00080000,
CHARACTER_FLAG_UNK21 = 0x00100000,
CHARACTER_FLAG_UNK22 = 0x00200000,
CHARACTER_FLAG_UNK23 = 0x00400000,
CHARACTER_FLAG_UNK24 = 0x00800000,
CHARACTER_FLAG_LOCKED_BY_BILLING = 0x01000000,
CHARACTER_FLAG_DECLINED = 0x02000000,
CHARACTER_FLAG_UNK27 = 0x04000000,
CHARACTER_FLAG_UNK28 = 0x08000000,
CHARACTER_FLAG_UNK29 = 0x10000000,
CHARACTER_FLAG_UNK30 = 0x20000000,
CHARACTER_FLAG_UNK31 = 0x40000000,
CHARACTER_FLAG_UNK32 = 0x80000000
};
enum CharacterCustomizeFlags
{
CHAR_CUSTOMIZE_FLAG_NONE = 0x00000000,
CHAR_CUSTOMIZE_FLAG_CUSTOMIZE = 0x00000001, // name, gender, etc...
CHAR_CUSTOMIZE_FLAG_FACTION = 0x00010000, // name, gender, faction, etc...
CHAR_CUSTOMIZE_FLAG_RACE = 0x00100000 // name, gender, race, etc...
};
// corpse reclaim times
#define DEATH_EXPIRE_STEP (5*MINUTE)
#define MAX_DEATH_COUNT 3
static uint32 copseReclaimDelay[MAX_DEATH_COUNT] = { 30, 60, 120 };
//== PlayerTaxi ================================================
PlayerTaxi::PlayerTaxi()
{
// Taxi nodes
memset(m_taximask, 0, sizeof(m_taximask));
}
void PlayerTaxi::InitTaxiNodesForLevel(uint32 race, uint32 chrClass, uint32 level)
{
// class specific initial known nodes
switch(chrClass)
{
case CLASS_DEATH_KNIGHT:
{
for(int i = 0; i < TaxiMaskSize; ++i)
m_taximask[i] |= sOldContinentsNodesMask[i];
break;
}
}
// race specific initial known nodes: capital and taxi hub masks
switch(race)
{
case RACE_HUMAN: SetTaximaskNode(2); break; // Human
case RACE_ORC: SetTaximaskNode(23); break; // Orc
case RACE_DWARF: SetTaximaskNode(6); break; // Dwarf
case RACE_NIGHTELF: SetTaximaskNode(26);
SetTaximaskNode(27); break; // Night Elf
case RACE_UNDEAD: SetTaximaskNode(11); break; // Undead
case RACE_TAUREN: SetTaximaskNode(22); break; // Tauren
case RACE_GNOME: SetTaximaskNode(6); break; // Gnome
case RACE_TROLL: SetTaximaskNode(23); break; // Troll
case RACE_BLOODELF: SetTaximaskNode(82); break; // Blood Elf
case RACE_DRAENEI: SetTaximaskNode(94); break; // Draenei
}
// new continent starting masks (It will be accessible only at new map)
switch(Player::TeamForRace(race))
{
case ALLIANCE: SetTaximaskNode(100); break;
case HORDE: SetTaximaskNode(99); break;
}
// level dependent taxi hubs
if(level>=68)
SetTaximaskNode(213); //Shattered Sun Staging Area
}
void PlayerTaxi::LoadTaxiMask(const char* data)
{
Tokens tokens = StrSplit(data, " ");
int index;
Tokens::iterator iter;
for (iter = tokens.begin(), index = 0;
(index < TaxiMaskSize) && (iter != tokens.end()); ++iter, ++index)
{
// load and set bits only for existing taxi nodes
m_taximask[index] = sTaxiNodesMask[index] & uint32(atol((*iter).c_str()));
}
}
void PlayerTaxi::AppendTaximaskTo( ByteBuffer& data, bool all )
{
if(all)
{
for (uint8 i=0; i<TaxiMaskSize; ++i)
data << uint32(sTaxiNodesMask[i]); // all existing nodes
}
else
{
for (uint8 i=0; i<TaxiMaskSize; ++i)
data << uint32(m_taximask[i]); // known nodes
}
}
bool PlayerTaxi::LoadTaxiDestinationsFromString(const std::string& values, Team team)
{
ClearTaxiDestinations();
Tokens tokens = StrSplit(values," ");
for(Tokens::iterator iter = tokens.begin(); iter != tokens.end(); ++iter)
{
uint32 node = uint32(atol(iter->c_str()));
AddTaxiDestination(node);
}
if(m_TaxiDestinations.empty())
return true;
// Check integrity
if(m_TaxiDestinations.size() < 2)
return false;
for(size_t i = 1; i < m_TaxiDestinations.size(); ++i)
{
uint32 cost;
uint32 path;
sObjectMgr.GetTaxiPath(m_TaxiDestinations[i-1],m_TaxiDestinations[i], path, cost);
if (!path)
return false;
}
// can't load taxi path without mount set (quest taxi path?)
if (!sObjectMgr.GetTaxiMountDisplayId(GetTaxiSource(), team, true))
return false;
return true;
}
std::string PlayerTaxi::SaveTaxiDestinationsToString()
{
if(m_TaxiDestinations.empty())
return "";
std::ostringstream ss;
for(size_t i=0; i < m_TaxiDestinations.size(); ++i)
ss << m_TaxiDestinations[i] << " ";
return ss.str();
}
uint32 PlayerTaxi::GetCurrentTaxiPath() const
{
if(m_TaxiDestinations.size() < 2)
return 0;
uint32 path;
uint32 cost;
sObjectMgr.GetTaxiPath(m_TaxiDestinations[0],m_TaxiDestinations[1],path,cost);
return path;
}
std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi)
{
ss << "'";
for(int i = 0; i < TaxiMaskSize; ++i)
ss << taxi.m_taximask[i] << " ";
ss << "'";
return ss;
}
SpellModifier::SpellModifier( SpellModOp _op, SpellModType _type, int32 _value, SpellEntry const* spellEntry, SpellEffectIndex eff, int16 _charges /*= 0*/ ) : op(_op), type(_type), charges(_charges), value(_value), spellId(spellEntry->Id), lastAffected(NULL)
{
uint32 const* ptr = spellEntry->GetEffectSpellClassMask(eff);
mask = uint64(ptr[0]) | (uint64(ptr[1]) << 32);
mask2= ptr[2];
}
SpellModifier::SpellModifier( SpellModOp _op, SpellModType _type, int32 _value, Aura const* aura, int16 _charges /*= 0*/ ) : op(_op), type(_type), charges(_charges), value(_value), spellId(aura->GetId()), lastAffected(NULL)
{
uint32 const* ptr = aura->getAuraSpellClassMask();
mask = uint64(ptr[0]) | (uint64(ptr[1]) << 32);
mask2= ptr[2];
}
bool SpellModifier::isAffectedOnSpell( SpellEntry const *spell ) const
{
SpellEntry const *affect_spell = sSpellStore.LookupEntry(spellId);
// False if affect_spell == NULL or spellFamily not equal
if (!affect_spell || affect_spell->SpellFamilyName != spell->SpellFamilyName)
return false;
if (mask & spell->SpellFamilyFlags)
return true;
if (mask2 & spell->SpellFamilyFlags2)
return true;
return false;
}
//== TradeData =================================================
TradeData* TradeData::GetTraderData() const
{
return m_trader->GetTradeData();
}
Item* TradeData::GetItem( TradeSlots slot ) const
{
return !m_items[slot].IsEmpty() ? m_player->GetItemByGuid(m_items[slot]) : NULL;
}
bool TradeData::HasItem( ObjectGuid item_guid ) const
{
for(int i = 0; i < TRADE_SLOT_COUNT; ++i)
if (m_items[i] == item_guid)
return true;
return false;
}
Item* TradeData::GetSpellCastItem() const
{
return !m_spellCastItem.IsEmpty() ? m_player->GetItemByGuid(m_spellCastItem) : NULL;
}
void TradeData::SetItem( TradeSlots slot, Item* item )
{
ObjectGuid itemGuid = item ? item->GetObjectGuid() : ObjectGuid();
if (m_items[slot] == itemGuid)
return;
m_items[slot] = itemGuid;
SetAccepted(false);
GetTraderData()->SetAccepted(false);
Update();
// need remove possible trader spell applied to changed item
if (slot == TRADE_SLOT_NONTRADED)
GetTraderData()->SetSpell(0);
// need remove possible player spell applied (possible move reagent)
SetSpell(0);
}
void TradeData::SetSpell( uint32 spell_id, Item* castItem /*= NULL*/ )
{
ObjectGuid itemGuid = castItem ? castItem->GetObjectGuid() : ObjectGuid();
if (m_spell == spell_id && m_spellCastItem == itemGuid)
return;
m_spell = spell_id;
m_spellCastItem = itemGuid;
SetAccepted(false);
GetTraderData()->SetAccepted(false);
Update(true); // send spell info to item owner
Update(false); // send spell info to caster self
}
void TradeData::SetMoney( uint32 money )
{
if (m_money == money)
return;
m_money = money;
SetAccepted(false);
GetTraderData()->SetAccepted(false);
Update();
}
void TradeData::Update( bool for_trader /*= true*/ )
{
if (for_trader)
m_trader->GetSession()->SendUpdateTrade(true); // player state for trader
else
m_player->GetSession()->SendUpdateTrade(false); // player state for player
}
void TradeData::SetAccepted(bool state, bool crosssend /*= false*/)
{
m_accepted = state;
if (!state)
{
if (crosssend)
m_trader->GetSession()->SendTradeStatus(TRADE_STATUS_BACK_TO_TRADE);
else
m_player->GetSession()->SendTradeStatus(TRADE_STATUS_BACK_TO_TRADE);
}
}
//== Player ====================================================
UpdateMask Player::updateVisualBits;
Player::Player (WorldSession *session): Unit(), m_mover(this), m_camera(this), m_achievementMgr(this), m_reputationMgr(this)
{
m_transport = 0;
m_speakTime = 0;
m_speakCount = 0;
m_objectType |= TYPEMASK_PLAYER;
m_objectTypeId = TYPEID_PLAYER;
m_valuesCount = PLAYER_END;
m_isActiveObject = true; // player is always active object
m_session = session;
m_divider = 0;
m_ExtraFlags = 0;
if(GetSession()->GetSecurity() >= SEC_GAMEMASTER)
SetAcceptTicket(true);
// players always accept
if(GetSession()->GetSecurity() == SEC_PLAYER)
SetAcceptWhispers(true);
m_comboPoints = 0;
m_usedTalentCount = 0;
m_questRewardTalentCount = 0;
m_regenTimer = 0;
m_weaponChangeTimer = 0;
m_zoneUpdateId = 0;
m_zoneUpdateTimer = 0;
m_areaUpdateId = 0;
m_nextSave = sWorld.getConfig(CONFIG_UINT32_INTERVAL_SAVE);
// randomize first save time in range [CONFIG_UINT32_INTERVAL_SAVE] around [CONFIG_UINT32_INTERVAL_SAVE]
// this must help in case next save after mass player load after server startup
m_nextSave = urand(m_nextSave/2,m_nextSave*3/2);
clearResurrectRequestData();
m_SpellModRemoveCount = 0;
memset(m_items, 0, sizeof(Item*)*PLAYER_SLOTS_COUNT);
m_social = NULL;
// group is initialized in the reference constructor
SetGroupInvite(NULL);
m_groupUpdateMask = 0;
m_auraUpdateMask = 0;
duel = NULL;
m_GuildIdInvited = 0;
m_ArenaTeamIdInvited = 0;
m_atLoginFlags = AT_LOGIN_NONE;
mSemaphoreTeleport_Near = false;
mSemaphoreTeleport_Far = false;
m_DelayedOperations = 0;
m_bCanDelayTeleport = false;
m_bHasDelayedTeleport = false;
m_bHasBeenAliveAtDelayedTeleport = true; // overwrite always at setup teleport data, so not used infact
m_teleport_options = 0;
m_trade = NULL;
m_cinematic = 0;
PlayerTalkClass = new PlayerMenu( GetSession() );
m_currentBuybackSlot = BUYBACK_SLOT_START;
m_DailyQuestChanged = false;
m_WeeklyQuestChanged = false;
for (int i=0; i<MAX_TIMERS; ++i)
m_MirrorTimer[i] = DISABLED_MIRROR_TIMER;
m_MirrorTimerFlags = UNDERWATER_NONE;
m_MirrorTimerFlagsLast = UNDERWATER_NONE;
m_isInWater = false;
m_drunkTimer = 0;
m_drunk = 0;
m_restTime = 0;
m_deathTimer = 0;
m_deathExpireTime = 0;
m_swingErrorMsg = 0;
m_DetectInvTimer = 1*IN_MILLISECONDS;
for (int j=0; j < PLAYER_MAX_BATTLEGROUND_QUEUES; ++j)
{
m_bgBattleGroundQueueID[j].bgQueueTypeId = BATTLEGROUND_QUEUE_NONE;
m_bgBattleGroundQueueID[j].invitedToInstance = 0;
}
m_logintime = time(NULL);
m_Last_tick = m_logintime;
m_WeaponProficiency = 0;
m_ArmorProficiency = 0;
m_canParry = false;
m_canBlock = false;
m_canDualWield = false;
m_canTitanGrip = false;
m_ammoDPS = 0.0f;
m_temporaryUnsummonedPetNumber = 0;
////////////////////Rest System/////////////////////
time_inn_enter=0;
inn_trigger_id=0;
m_rest_bonus=0;
rest_type=REST_TYPE_NO;
////////////////////Rest System/////////////////////
m_mailsUpdated = false;
unReadMails = 0;
m_nextMailDelivereTime = 0;
m_resetTalentsCost = 0;
m_resetTalentsTime = 0;
m_itemUpdateQueueBlocked = false;
for (int i = 0; i < MAX_MOVE_TYPE; ++i)
m_forced_speed_changes[i] = 0;
m_stableSlots = 0;
/////////////////// Instance System /////////////////////
m_HomebindTimer = 0;
m_InstanceValid = true;
m_dungeonDifficulty = DUNGEON_DIFFICULTY_NORMAL;
m_raidDifficulty = RAID_DIFFICULTY_10MAN_NORMAL;
m_lastPotionId = 0;
m_activeSpec = 0;
m_specsCount = 1;
for (int i = 0; i < BASEMOD_END; ++i)
{
m_auraBaseMod[i][FLAT_MOD] = 0.0f;
m_auraBaseMod[i][PCT_MOD] = 1.0f;
}
for (int i = 0; i < MAX_COMBAT_RATING; ++i)
m_baseRatingValue[i] = 0;
m_baseSpellPower = 0;
m_baseFeralAP = 0;
m_baseManaRegen = 0;
m_armorPenetrationPct = 0.0f;
m_spellPenetrationItemMod = 0;
// Honor System
m_lastHonorUpdateTime = time(NULL);
// Player summoning
m_summon_expire = 0;
m_summon_mapid = 0;
m_summon_x = 0.0f;
m_summon_y = 0.0f;
m_summon_z = 0.0f;
m_contestedPvPTimer = 0;
m_declinedname = NULL;
m_runes = NULL;
m_lastFallTime = 0;
m_lastFallZ = 0;
}
Player::~Player ()
{
CleanupsBeforeDelete();
// it must be unloaded already in PlayerLogout and accessed only for loggined player
//m_social = NULL;
// Note: buy back item already deleted from DB when player was saved
for(int i = 0; i < PLAYER_SLOTS_COUNT; ++i)
{
if(m_items[i])
delete m_items[i];
}
CleanupChannels();
//all mailed items should be deleted, also all mail should be deallocated
for (PlayerMails::const_iterator itr = m_mail.begin(); itr != m_mail.end();++itr)
delete *itr;
for (ItemMap::const_iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter)
delete iter->second; //if item is duplicated... then server may crash ... but that item should be deallocated
delete PlayerTalkClass;
if (m_transport)
{
m_transport->RemovePassenger(this);
}
for(size_t x = 0; x < ItemSetEff.size(); x++)
if(ItemSetEff[x])
delete ItemSetEff[x];
// clean up player-instance binds, may unload some instance saves
for(uint8 i = 0; i < MAX_DIFFICULTY; ++i)
for(BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
itr->second.state->RemovePlayer(this);
delete m_declinedname;
delete m_runes;
}
void Player::CleanupsBeforeDelete()
{
if(m_uint32Values) // only for fully created Object
{
TradeCancel(false);
DuelComplete(DUEL_INTERUPTED);
}
Unit::CleanupsBeforeDelete();
}
bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8 class_, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair, uint8 /*outfitId */)
{
//FIXME: outfitId not used in player creating
Object::_Create(guidlow, 0, HIGHGUID_PLAYER);
m_name = name;
PlayerInfo const* info = sObjectMgr.GetPlayerInfo(race, class_);
if(!info)
{
sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
return false;
}
ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(class_);
if(!cEntry)
{
sLog.outError("Class %u not found in DBC (Wrong DBC files?)",class_);
return false;
}
// player store gender in single bit
if (gender != uint8(GENDER_MALE) && gender != uint8(GENDER_FEMALE))
{
sLog.outError("Invalid gender %u at player creating", uint32(gender));
return false;
}
for (int i = 0; i < PLAYER_SLOTS_COUNT; ++i)
m_items[i] = NULL;
SetLocationMapId(info->mapId);
Relocate(info->positionX,info->positionY,info->positionZ, info->orientation);
SetMap(sMapMgr.CreateMap(info->mapId, this));
uint8 powertype = cEntry->powerType;
setFactionForRace(race);
SetByteValue(UNIT_FIELD_BYTES_0, 0, race);
SetByteValue(UNIT_FIELD_BYTES_0, 1, class_);
SetByteValue(UNIT_FIELD_BYTES_0, 2, gender);
SetByteValue(UNIT_FIELD_BYTES_0, 3, powertype);
InitDisplayIds(); // model, scale and model data
SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP );
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE );
SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER);
SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); // fix cast time showed in spell tooltip on client
SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f); // default for players in 3.0.3
SetInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, -1); // -1 is default value
SetByteValue(PLAYER_BYTES, 0, skin);
SetByteValue(PLAYER_BYTES, 1, face);
SetByteValue(PLAYER_BYTES, 2, hairStyle);
SetByteValue(PLAYER_BYTES, 3, hairColor);
SetByteValue(PLAYER_BYTES_2, 0, facialHair);
SetByteValue(PLAYER_BYTES_2, 3, 0x02); // rest state = normal
SetUInt16Value(PLAYER_BYTES_3, 0, gender); // only GENDER_MALE/GENDER_FEMALE (1 bit) allowed, drunk state = 0
SetByteValue(PLAYER_BYTES_3, 3, 0); // BattlefieldArenaFaction (0 or 1)
SetUInt32Value( PLAYER_GUILDID, 0 );
SetUInt32Value( PLAYER_GUILDRANK, 0 );
SetUInt32Value( PLAYER_GUILD_TIMESTAMP, 0 );
for(int i = 0; i < KNOWN_TITLES_SIZE; ++i)
SetUInt64Value(PLAYER__FIELD_KNOWN_TITLES + i, 0); // 0=disabled
SetUInt32Value( PLAYER_CHOSEN_TITLE, 0 );
SetUInt32Value( PLAYER_FIELD_KILLS, 0 );
SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, 0 );
SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION, 0 );
SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0 );
// set starting level
uint32 start_level = getClass() != CLASS_DEATH_KNIGHT
? sWorld.getConfig(CONFIG_UINT32_START_PLAYER_LEVEL)
: sWorld.getConfig(CONFIG_UINT32_START_HEROIC_PLAYER_LEVEL);
if (GetSession()->GetSecurity() >= SEC_MODERATOR)
{
uint32 gm_level = sWorld.getConfig(CONFIG_UINT32_START_GM_LEVEL);
if(gm_level > start_level)
start_level = gm_level;
}
SetUInt32Value(UNIT_FIELD_LEVEL, start_level);
InitRunes();
SetUInt32Value (PLAYER_FIELD_COINAGE, sWorld.getConfig(CONFIG_UINT32_START_PLAYER_MONEY));
SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_UINT32_START_HONOR_POINTS));
SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_UINT32_START_ARENA_POINTS));
// Played time
m_Last_tick = time(NULL);
m_Played_time[PLAYED_TIME_TOTAL] = 0;
m_Played_time[PLAYED_TIME_LEVEL] = 0;
// base stats and related field values
InitStatsForLevel();
InitTaxiNodesForLevel();
InitGlyphsForLevel();
InitTalentForLevel();
InitPrimaryProfessions(); // to max set before any spell added
// apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
SetHealth(GetMaxHealth());
if (getPowerType() == POWER_MANA)
{
UpdateMaxPower(POWER_MANA); // Update max Mana (for add bonus from intellect)
SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
}
if(getPowerType() != POWER_MANA) // hide additional mana bar if we have no mana
{
SetPower(POWER_MANA, 0);
SetMaxPower(POWER_MANA, 0);
}
// original spells
learnDefaultSpells();
// original action bar
for (PlayerCreateInfoActions::const_iterator action_itr = info->action.begin(); action_itr != info->action.end(); ++action_itr)
addActionButton(0, action_itr->button,action_itr->action,action_itr->type);
// original items
uint32 raceClassGender = GetUInt32Value(UNIT_FIELD_BYTES_0) & 0x00FFFFFF;
CharStartOutfitEntry const* oEntry = NULL;
for (uint32 i = 1; i < sCharStartOutfitStore.GetNumRows(); ++i)
{
if(CharStartOutfitEntry const* entry = sCharStartOutfitStore.LookupEntry(i))
{
if(entry->RaceClassGender == raceClassGender)
{
oEntry = entry;
break;
}
}
}
if(oEntry)
{
for(int j = 0; j < MAX_OUTFIT_ITEMS; ++j)
{
if(oEntry->ItemId[j] <= 0)
continue;
uint32 item_id = oEntry->ItemId[j];
// just skip, reported in ObjectMgr::LoadItemPrototypes
ItemPrototype const* iProto = ObjectMgr::GetItemPrototype(item_id);
if(!iProto)
continue;
// BuyCount by default
int32 count = iProto->BuyCount;
// special amount for foor/drink
if(iProto->Class==ITEM_CLASS_CONSUMABLE && iProto->SubClass==ITEM_SUBCLASS_FOOD)
{
switch(iProto->Spells[0].SpellCategory)
{
case 11: // food
count = getClass()==CLASS_DEATH_KNIGHT ? 10 : 4;
break;
case 59: // drink
count = 2;
break;
}
if(iProto->Stackable < count)
count = iProto->Stackable;
}
StoreNewItemInBestSlots(item_id, count);
}
}
for (PlayerCreateInfoItems::const_iterator item_id_itr = info->item.begin(); item_id_itr!=info->item.end(); ++item_id_itr++)
StoreNewItemInBestSlots(item_id_itr->item_id, item_id_itr->item_amount);
// bags and main-hand weapon must equipped at this moment
// now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
// or ammo not equipped in special bag
for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
{
if(Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
{
uint16 eDest;
// equip offhand weapon/shield if it attempt equipped before main-hand weapon
uint8 msg = CanEquipItem( NULL_SLOT, eDest, pItem, false );
if( msg == EQUIP_ERR_OK )
{
RemoveItem(INVENTORY_SLOT_BAG_0, i,true);
EquipItem( eDest, pItem, true);
}
// move other items to more appropriate slots (ammo not equipped in special bag)
else
{
ItemPosCountVec sDest;
msg = CanStoreItem( NULL_BAG, NULL_SLOT, sDest, pItem, false );
if( msg == EQUIP_ERR_OK )
{
RemoveItem(INVENTORY_SLOT_BAG_0, i,true);
pItem = StoreItem( sDest, pItem, true);
}
// if this is ammo then use it
msg = CanUseAmmo( pItem->GetEntry() );
if( msg == EQUIP_ERR_OK )
SetAmmo( pItem->GetEntry() );
}
}
}
// all item positions resolved
return true;
}
bool Player::StoreNewItemInBestSlots(uint32 titem_id, uint32 titem_amount)
{
DEBUG_LOG("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id, titem_amount);
// attempt equip by one
while(titem_amount > 0)
{
uint16 eDest;
uint8 msg = CanEquipNewItem( NULL_SLOT, eDest, titem_id, false );
if( msg != EQUIP_ERR_OK )
break;
EquipNewItem( eDest, titem_id, true);
AutoUnequipOffhandIfNeed();
--titem_amount;
}
if(titem_amount == 0)
return true; // equipped
// attempt store
ItemPosCountVec sDest;
// store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
uint8 msg = CanStoreNewItem( INVENTORY_SLOT_BAG_0, NULL_SLOT, sDest, titem_id, titem_amount );
if( msg == EQUIP_ERR_OK )
{
StoreNewItem( sDest, titem_id, true, Item::GenerateItemRandomPropertyId(titem_id) );
return true; // stored
}
// item can't be added
sLog.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id,getRace(),getClass(),msg);
return false;
}
// helper function, mainly for script side, but can be used for simple task in mangos also.
Item* Player::StoreNewItemInInventorySlot(uint32 itemEntry, uint32 amount)
{
ItemPosCountVec vDest;
uint8 msg = CanStoreNewItem(INVENTORY_SLOT_BAG_0, NULL_SLOT, vDest, itemEntry, amount);
if (msg == EQUIP_ERR_OK)
{
if (Item* pItem = StoreNewItem(vDest, itemEntry, true, Item::GenerateItemRandomPropertyId(itemEntry)))
return pItem;
}
return NULL;
}
void Player::SendMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, int32 Regen)
{
if (int(MaxValue) == DISABLED_MIRROR_TIMER)
{
if (int(CurrentValue) != DISABLED_MIRROR_TIMER)
StopMirrorTimer(Type);
return;
}
WorldPacket data(SMSG_START_MIRROR_TIMER, (21));
data << (uint32)Type;
data << CurrentValue;
data << MaxValue;
data << Regen;
data << (uint8)0;
data << (uint32)0; // spell id
GetSession()->SendPacket( &data );
}
void Player::StopMirrorTimer(MirrorTimerType Type)
{
m_MirrorTimer[Type] = DISABLED_MIRROR_TIMER;
WorldPacket data(SMSG_STOP_MIRROR_TIMER, 4);
data << (uint32)Type;
GetSession()->SendPacket( &data );
}
uint32 Player::EnvironmentalDamage(EnviromentalDamage type, uint32 damage)
{
if(!isAlive() || isGameMaster())
return 0;
// Absorb, resist some environmental damage type
uint32 absorb = 0;
uint32 resist = 0;
if (type == DAMAGE_LAVA)
CalculateDamageAbsorbAndResist(this, SPELL_SCHOOL_MASK_FIRE, DIRECT_DAMAGE, damage, &absorb, &resist);
else if (type == DAMAGE_SLIME)
CalculateDamageAbsorbAndResist(this, SPELL_SCHOOL_MASK_NATURE, DIRECT_DAMAGE, damage, &absorb, &resist);
damage-=absorb+resist;
DealDamageMods(this,damage,&absorb);
WorldPacket data(SMSG_ENVIRONMENTALDAMAGELOG, (21));
data << GetObjectGuid();
data << uint8(type!=DAMAGE_FALL_TO_VOID ? type : DAMAGE_FALL);
data << uint32(damage);
data << uint32(absorb);
data << uint32(resist);
SendMessageToSet(&data, true);
uint32 final_damage = DealDamage(this, damage, NULL, SELF_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
if(!isAlive())
{
if(type==DAMAGE_FALL) // DealDamage not apply item durability loss at self damage
{
DEBUG_LOG("We are fall to death, loosing 10 percents durability");
DurabilityLossAll(0.10f,false);
// durability lost message
WorldPacket data2(SMSG_DURABILITY_DAMAGE_DEATH, 0);
GetSession()->SendPacket(&data2);
}
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM, 1, type);
}
return final_damage;
}
int32 Player::getMaxTimer(MirrorTimerType timer)
{
switch (timer)
{
case FATIGUE_TIMER:
if (GetSession()->GetSecurity() >= (AccountTypes)sWorld.getConfig(CONFIG_UINT32_TIMERBAR_FATIGUE_GMLEVEL))
return DISABLED_MIRROR_TIMER;
return sWorld.getConfig(CONFIG_UINT32_TIMERBAR_FATIGUE_MAX)*IN_MILLISECONDS;
case BREATH_TIMER:
{
if (!isAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING) ||
GetSession()->GetSecurity() >= (AccountTypes)sWorld.getConfig(CONFIG_UINT32_TIMERBAR_BREATH_GMLEVEL))
return DISABLED_MIRROR_TIMER;
int32 UnderWaterTime = sWorld.getConfig(CONFIG_UINT32_TIMERBAR_BREATH_MAX)*IN_MILLISECONDS;
AuraList const& mModWaterBreathing = GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING);
for(AuraList::const_iterator i = mModWaterBreathing.begin(); i != mModWaterBreathing.end(); ++i)
UnderWaterTime = uint32(UnderWaterTime * (100.0f + (*i)->GetModifier()->m_amount) / 100.0f);
return UnderWaterTime;
}
case FIRE_TIMER:
{
if (!isAlive() || GetSession()->GetSecurity() >= (AccountTypes)sWorld.getConfig(CONFIG_UINT32_TIMERBAR_FIRE_GMLEVEL))
return DISABLED_MIRROR_TIMER;
return sWorld.getConfig(CONFIG_UINT32_TIMERBAR_FIRE_MAX)*IN_MILLISECONDS;
}
default:
return 0;
}
return 0;
}
void Player::UpdateMirrorTimers()
{
// Desync flags for update on next HandleDrowning
if (m_MirrorTimerFlags)
m_MirrorTimerFlagsLast = ~m_MirrorTimerFlags;
}
void Player::HandleDrowning(uint32 time_diff)
{
if (!m_MirrorTimerFlags)
return;
// In water
if (m_MirrorTimerFlags & UNDERWATER_INWATER)
{
// Breath timer not activated - activate it
if (m_MirrorTimer[BREATH_TIMER] == DISABLED_MIRROR_TIMER)
{
m_MirrorTimer[BREATH_TIMER] = getMaxTimer(BREATH_TIMER);
SendMirrorTimer(BREATH_TIMER, m_MirrorTimer[BREATH_TIMER], m_MirrorTimer[BREATH_TIMER], -1);
}
else // If activated - do tick
{
m_MirrorTimer[BREATH_TIMER]-=time_diff;
// Timer limit - need deal damage
if (m_MirrorTimer[BREATH_TIMER] < 0)
{
m_MirrorTimer[BREATH_TIMER]+= 1*IN_MILLISECONDS;
// Calculate and deal damage
// TODO: Check this formula
uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
EnvironmentalDamage(DAMAGE_DROWNING, damage);
}
else if (!(m_MirrorTimerFlagsLast & UNDERWATER_INWATER)) // Update time in client if need
SendMirrorTimer(BREATH_TIMER, getMaxTimer(BREATH_TIMER), m_MirrorTimer[BREATH_TIMER], -1);
}
}
else if (m_MirrorTimer[BREATH_TIMER] != DISABLED_MIRROR_TIMER) // Regen timer
{
int32 UnderWaterTime = getMaxTimer(BREATH_TIMER);
// Need breath regen
m_MirrorTimer[BREATH_TIMER]+=10*time_diff;
if (m_MirrorTimer[BREATH_TIMER] >= UnderWaterTime || !isAlive())
StopMirrorTimer(BREATH_TIMER);
else if (m_MirrorTimerFlagsLast & UNDERWATER_INWATER)
SendMirrorTimer(BREATH_TIMER, UnderWaterTime, m_MirrorTimer[BREATH_TIMER], 10);
}
// In dark water
if (m_MirrorTimerFlags & UNDERWATER_INDARKWATER)
{
// Fatigue timer not activated - activate it
if (m_MirrorTimer[FATIGUE_TIMER] == DISABLED_MIRROR_TIMER)
{
m_MirrorTimer[FATIGUE_TIMER] = getMaxTimer(FATIGUE_TIMER);
SendMirrorTimer(FATIGUE_TIMER, m_MirrorTimer[FATIGUE_TIMER], m_MirrorTimer[FATIGUE_TIMER], -1);
}
else
{
m_MirrorTimer[FATIGUE_TIMER]-=time_diff;
// Timer limit - need deal damage or teleport ghost to graveyard
if (m_MirrorTimer[FATIGUE_TIMER] < 0)
{
m_MirrorTimer[FATIGUE_TIMER]+= 1*IN_MILLISECONDS;
if (isAlive()) // Calculate and deal damage
{
uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
EnvironmentalDamage(DAMAGE_EXHAUSTED, damage);
}
else if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) // Teleport ghost to graveyard
RepopAtGraveyard();
}
else if (!(m_MirrorTimerFlagsLast & UNDERWATER_INDARKWATER))
SendMirrorTimer(FATIGUE_TIMER, getMaxTimer(FATIGUE_TIMER), m_MirrorTimer[FATIGUE_TIMER], -1);
}
}
else if (m_MirrorTimer[FATIGUE_TIMER] != DISABLED_MIRROR_TIMER) // Regen timer
{
int32 DarkWaterTime = getMaxTimer(FATIGUE_TIMER);
m_MirrorTimer[FATIGUE_TIMER]+=10*time_diff;
if (m_MirrorTimer[FATIGUE_TIMER] >= DarkWaterTime || !isAlive())
StopMirrorTimer(FATIGUE_TIMER);
else if (m_MirrorTimerFlagsLast & UNDERWATER_INDARKWATER)
SendMirrorTimer(FATIGUE_TIMER, DarkWaterTime, m_MirrorTimer[FATIGUE_TIMER], 10);
}
if (m_MirrorTimerFlags & (UNDERWATER_INLAVA|UNDERWATER_INSLIME))
{
// Breath timer not activated - activate it
if (m_MirrorTimer[FIRE_TIMER] == DISABLED_MIRROR_TIMER)
m_MirrorTimer[FIRE_TIMER] = getMaxTimer(FIRE_TIMER);
else
{
m_MirrorTimer[FIRE_TIMER]-=time_diff;
if (m_MirrorTimer[FIRE_TIMER] < 0)
{
m_MirrorTimer[FIRE_TIMER]+= 1*IN_MILLISECONDS;
// Calculate and deal damage
// TODO: Check this formula
uint32 damage = urand(600, 700);
if (m_MirrorTimerFlags&UNDERWATER_INLAVA)
EnvironmentalDamage(DAMAGE_LAVA, damage);
// need to skip Slime damage in Undercity,
// maybe someone can find better way to handle environmental damage
else if (m_zoneUpdateId != 1497)
EnvironmentalDamage(DAMAGE_SLIME, damage);
}
}
}
else
m_MirrorTimer[FIRE_TIMER] = DISABLED_MIRROR_TIMER;
// Recheck timers flag
m_MirrorTimerFlags&=~UNDERWATER_EXIST_TIMERS;
for (int i = 0; i< MAX_TIMERS; ++i)
if (m_MirrorTimer[i]!=DISABLED_MIRROR_TIMER)
{
m_MirrorTimerFlags|=UNDERWATER_EXIST_TIMERS;
break;
}
m_MirrorTimerFlagsLast = m_MirrorTimerFlags;
}
///The player sobers by 256 every 10 seconds
void Player::HandleSobering()
{
m_drunkTimer = 0;
uint32 drunk = (m_drunk <= 256) ? 0 : (m_drunk - 256);
SetDrunkValue(drunk);
}
DrunkenState Player::GetDrunkenstateByValue(uint16 value)
{
if(value >= 23000)
return DRUNKEN_SMASHED;
if(value >= 12800)
return DRUNKEN_DRUNK;
if(value & 0xFFFE)
return DRUNKEN_TIPSY;
return DRUNKEN_SOBER;
}
void Player::SetDrunkValue(uint16 newDrunkenValue, uint32 itemId)
{
uint32 oldDrunkenState = Player::GetDrunkenstateByValue(m_drunk);
m_drunk = newDrunkenValue;
SetUInt16Value(PLAYER_BYTES_3, 0, uint16(getGender()) | (m_drunk & 0xFFFE));
uint32 newDrunkenState = Player::GetDrunkenstateByValue(m_drunk);
// special drunk invisibility detection
if(newDrunkenState >= DRUNKEN_DRUNK)
m_detectInvisibilityMask |= (1<<6);
else
m_detectInvisibilityMask &= ~(1<<6);
if(newDrunkenState == oldDrunkenState)
return;
WorldPacket data(SMSG_CROSSED_INEBRIATION_THRESHOLD, (8+4+4));
data << GetObjectGuid();
data << uint32(newDrunkenState);
data << uint32(itemId);
SendMessageToSet(&data, true);
}
void Player::Update( uint32 update_diff, uint32 p_time )
{
if(!IsInWorld())
return;
// remove failed timed Achievements
GetAchievementMgr().DoFailedTimedAchievementCriterias();
// undelivered mail
if(m_nextMailDelivereTime && m_nextMailDelivereTime <= time(NULL))
{
SendNewMail();
++unReadMails;
// It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
m_nextMailDelivereTime = 0;
}
//used to implement delayed far teleports
SetCanDelayTeleport(true);
Unit::Update( update_diff, p_time );
SetCanDelayTeleport(false);
// update player only attacks
if(uint32 ranged_att = getAttackTimer(RANGED_ATTACK))
{
setAttackTimer(RANGED_ATTACK, (update_diff >= ranged_att ? 0 : ranged_att - update_diff) );
}
if(uint32 off_att = getAttackTimer(OFF_ATTACK))
{
setAttackTimer(OFF_ATTACK, (update_diff >= off_att ? 0 : off_att - update_diff) );
}
time_t now = time (NULL);
UpdatePvPFlag(now);
UpdateContestedPvP(update_diff);
UpdateDuelFlag(now);
CheckDuelDistance(now);
UpdateAfkReport(now);
// Update items that have just a limited lifetime
if (now>m_Last_tick)
UpdateItemDuration(uint32(now- m_Last_tick));
if (!m_timedquests.empty())
{
QuestSet::iterator iter = m_timedquests.begin();
while (iter != m_timedquests.end())
{
QuestStatusData& q_status = mQuestStatus[*iter];
if( q_status.m_timer <= update_diff )
{
uint32 quest_id = *iter;
++iter; // current iter will be removed in FailQuest
FailQuest(quest_id);
}
else
{
q_status.m_timer -= update_diff;
if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
++iter;
}
}
}
if (hasUnitState(UNIT_STAT_MELEE_ATTACKING))
{
Unit *pVictim = getVictim();
if (pVictim && !IsNonMeleeSpellCasted(false))
{
// default combat reach 10
// TODO add weapon,skill check
if (isAttackReady(BASE_ATTACK))
{
if (!CanReachWithMeleeAttack(pVictim))
{
setAttackTimer(BASE_ATTACK,100);
if (m_swingErrorMsg != 1) // send single time (client auto repeat)
{
SendAttackSwingNotInRange();
m_swingErrorMsg = 1;
}
}
//120 degrees of radiant range
else if (!HasInArc(2*M_PI_F/3, pVictim))
{
setAttackTimer(BASE_ATTACK,100);
if (m_swingErrorMsg != 2) // send single time (client auto repeat)
{
SendAttackSwingBadFacingAttack();
m_swingErrorMsg = 2;
}
}
else
{
m_swingErrorMsg = 0; // reset swing error state
// prevent base and off attack in same time, delay attack at 0.2 sec
if (haveOffhandWeapon())
{
uint32 off_att = getAttackTimer(OFF_ATTACK);
if(off_att < ATTACK_DISPLAY_DELAY)
setAttackTimer(OFF_ATTACK,ATTACK_DISPLAY_DELAY);
}
AttackerStateUpdate(pVictim, BASE_ATTACK);
resetAttackTimer(BASE_ATTACK);
}
}
if (haveOffhandWeapon() && isAttackReady(OFF_ATTACK))
{
if (!CanReachWithMeleeAttack(pVictim))
{
setAttackTimer(OFF_ATTACK,100);
}
else if (!HasInArc(2*M_PI_F/3, pVictim))
{
setAttackTimer(OFF_ATTACK,100);
}
else
{
// prevent base and off attack in same time, delay attack at 0.2 sec
uint32 base_att = getAttackTimer(BASE_ATTACK);
if(base_att < ATTACK_DISPLAY_DELAY)
setAttackTimer(BASE_ATTACK,ATTACK_DISPLAY_DELAY);
// do attack
AttackerStateUpdate(pVictim, OFF_ATTACK);
resetAttackTimer(OFF_ATTACK);
}
}
Unit *owner = pVictim->GetOwner();
Unit *u = owner ? owner : pVictim;
if (u->IsPvP() && (!duel || duel->opponent != u))
{
UpdatePvP(true);
RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
}
}
}
if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING))
{
if (roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
{
time_t time_inn = time(NULL)-GetTimeInnEnter();
if (time_inn >= 10) //freeze update
{
float bubble = 0.125f*sWorld.getConfig(CONFIG_FLOAT_RATE_REST_INGAME);
//speed collect rest bonus (section/in hour)
SetRestBonus( float(GetRestBonus()+ time_inn*(GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble ));
UpdateInnerTime(time(NULL));
}
}
}
if (m_regenTimer)
{
if(update_diff >= m_regenTimer)
m_regenTimer = 0;
else
m_regenTimer -= update_diff;
}
if (m_weaponChangeTimer > 0)
{
if(update_diff >= m_weaponChangeTimer)
m_weaponChangeTimer = 0;
else
m_weaponChangeTimer -= update_diff;
}
if (m_zoneUpdateTimer > 0)
{
if(update_diff >= m_zoneUpdateTimer)
{
uint32 newzone, newarea;
GetZoneAndAreaId(newzone,newarea);
if( m_zoneUpdateId != newzone )
UpdateZone(newzone,newarea); // also update area
else
{
// use area updates as well
// needed for free far all arenas for example
if( m_areaUpdateId != newarea )
UpdateArea(newarea);
m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
}
}
else
m_zoneUpdateTimer -= update_diff;
}
if (m_timeSyncTimer > 0)
{
if(update_diff >= m_timeSyncTimer)
SendTimeSync();
else
m_timeSyncTimer -= update_diff;
}
if (isAlive())
{
// if no longer casting, set regen power as soon as it is up.
if (!IsUnderLastManaUseEffect())
SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER);
if (!m_regenTimer)
RegenerateAll();
}
if (m_deathState == JUST_DIED)
KillPlayer();
if(m_nextSave > 0)
{
if(update_diff >= m_nextSave)
{
// m_nextSave reseted in SaveToDB call
SaveToDB();
DETAIL_LOG("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
}
else
m_nextSave -= update_diff;
}
//Handle Water/drowning
HandleDrowning(update_diff);
//Handle detect stealth players
if (m_DetectInvTimer > 0)
{
if (update_diff >= m_DetectInvTimer)
{
HandleStealthedUnitsDetection();
m_DetectInvTimer = 3000;
}
else
m_DetectInvTimer -= update_diff;
}
// Played time
if (now > m_Last_tick)
{
uint32 elapsed = uint32(now - m_Last_tick);
m_Played_time[PLAYED_TIME_TOTAL] += elapsed; // Total played time
m_Played_time[PLAYED_TIME_LEVEL] += elapsed; // Level played time
m_Last_tick = now;
}
if (m_drunk)
{
m_drunkTimer += update_diff;
if (m_drunkTimer > 10*IN_MILLISECONDS)
HandleSobering();
}
// not auto-free ghost from body in instances
if(m_deathTimer > 0 && !GetMap()->Instanceable())
{
if(p_time >= m_deathTimer)
{
m_deathTimer = 0;
BuildPlayerRepop();
RepopAtGraveyard();
}
else
m_deathTimer -= p_time;
}
UpdateEnchantTime(update_diff);
UpdateHomebindTime(update_diff);
// group update
SendUpdateToOutOfRangeGroupMembers();
Pet* pet = GetPet();
if (pet && !pet->IsWithinDistInMap(this, GetMap()->GetVisibilityDistance()) && (!GetCharmGuid().IsEmpty() && (pet->GetObjectGuid() != GetCharmGuid())))
pet->Unsummon(PET_SAVE_REAGENTS, this);
if (IsHasDelayedTeleport())
TeleportTo(m_teleport_dest, m_teleport_options);
}
void Player::SetDeathState(DeathState s)
{
uint32 ressSpellId = 0;
bool cur = isAlive();
if(s == JUST_DIED && cur)
{
// drunken state is cleared on death
SetDrunkValue(0);
// lost combo points at any target (targeted combo points clear in Unit::SetDeathState)
ClearComboPoints();
clearResurrectRequestData();
// remove form before other mods to prevent incorrect stats calculation
RemoveSpellsCausingAura(SPELL_AURA_MOD_SHAPESHIFT);
//FIXME: is pet dismissed at dying or releasing spirit? if second, add SetDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
RemovePet(PET_SAVE_REAGENTS);
// save value before aura remove in Unit::SetDeathState
ressSpellId = GetUInt32Value(PLAYER_SELF_RES_SPELL);
// passive spell
if(!ressSpellId)
ressSpellId = GetResurrectionSpellId();
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP, 1);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH, 1);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON, 1);
if (InstanceData* mapInstance = GetInstanceData())
mapInstance->OnPlayerDeath(this);
}
Unit::SetDeathState(s);
// restore resurrection spell id for player after aura remove
if(s == JUST_DIED && cur && ressSpellId)
SetUInt32Value(PLAYER_SELF_RES_SPELL, ressSpellId);
if(isAlive() && !cur)
{
//clear aura case after resurrection by another way (spells will be applied before next death)
SetUInt32Value(PLAYER_SELF_RES_SPELL, 0);
// restore default warrior stance
if(getClass()== CLASS_WARRIOR)
CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE,true);
}
}
bool Player::BuildEnumData( QueryResult * result, WorldPacket * p_data )
{
// 0 1 2 3 4 5 6 7
// "SELECT characters.guid, characters.name, characters.race, characters.class, characters.gender, characters.playerBytes, characters.playerBytes2, characters.level, "
// 8 9 10 11 12 13 14
// "characters.zone, characters.map, characters.position_x, characters.position_y, characters.position_z, guild_member.guildid, characters.playerFlags, "
// 15 16 17 18 19 20
// "characters.at_login, character_pet.entry, character_pet.modelid, character_pet.level, characters.equipmentCache, character_declinedname.genitive "
Field *fields = result->Fetch();
uint32 guid = fields[0].GetUInt32();
uint8 pRace = fields[2].GetUInt8();
uint8 pClass = fields[3].GetUInt8();
PlayerInfo const *info = sObjectMgr.GetPlayerInfo(pRace, pClass);
if(!info)
{
sLog.outError("Player %u has incorrect race/class pair. Don't build enum.", guid);
return false;
}
*p_data << ObjectGuid(HIGHGUID_PLAYER, guid);
*p_data << fields[1].GetString(); // name
*p_data << uint8(pRace); // race
*p_data << uint8(pClass); // class
*p_data << uint8(fields[4].GetUInt8()); // gender
uint32 playerBytes = fields[5].GetUInt32();
*p_data << uint8(playerBytes); // skin
*p_data << uint8(playerBytes >> 8); // face
*p_data << uint8(playerBytes >> 16); // hair style
*p_data << uint8(playerBytes >> 24); // hair color
uint32 playerBytes2 = fields[6].GetUInt32();
*p_data << uint8(playerBytes2 & 0xFF); // facial hair
*p_data << uint8(fields[7].GetUInt8()); // level
*p_data << uint32(fields[8].GetUInt32()); // zone
*p_data << uint32(fields[9].GetUInt32()); // map
*p_data << fields[10].GetFloat(); // x
*p_data << fields[11].GetFloat(); // y
*p_data << fields[12].GetFloat(); // z
*p_data << uint32(fields[13].GetUInt32()); // guild id
uint32 char_flags = 0;
uint32 playerFlags = fields[14].GetUInt32();
uint32 atLoginFlags = fields[15].GetUInt32();
if(playerFlags & PLAYER_FLAGS_HIDE_HELM)
char_flags |= CHARACTER_FLAG_HIDE_HELM;
if(playerFlags & PLAYER_FLAGS_HIDE_CLOAK)
char_flags |= CHARACTER_FLAG_HIDE_CLOAK;
if(playerFlags & PLAYER_FLAGS_GHOST)
char_flags |= CHARACTER_FLAG_GHOST;
if(atLoginFlags & AT_LOGIN_RENAME)
char_flags |= CHARACTER_FLAG_RENAME;
if(sWorld.getConfig(CONFIG_BOOL_DECLINED_NAMES_USED))
{
if(!fields[20].GetCppString().empty())
char_flags |= CHARACTER_FLAG_DECLINED;
}
else
char_flags |= CHARACTER_FLAG_DECLINED;
*p_data << uint32(char_flags); // character flags
// character customize flags
*p_data << uint32(atLoginFlags & AT_LOGIN_CUSTOMIZE ? CHAR_CUSTOMIZE_FLAG_CUSTOMIZE : CHAR_CUSTOMIZE_FLAG_NONE);
// First login
*p_data << uint8(atLoginFlags & AT_LOGIN_FIRST ? 1 : 0);
// Pets info
{
uint32 petDisplayId = 0;
uint32 petLevel = 0;
uint32 petFamily = 0;
// show pet at selection character in character list only for non-ghost character
if (result && !(playerFlags & PLAYER_FLAGS_GHOST) && (pClass == CLASS_WARLOCK || pClass == CLASS_HUNTER || pClass == CLASS_DEATH_KNIGHT))
{
uint32 entry = fields[16].GetUInt32();
CreatureInfo const* cInfo = sCreatureStorage.LookupEntry<CreatureInfo>(entry);
if(cInfo)
{
petDisplayId = fields[17].GetUInt32();
petLevel = fields[18].GetUInt32();
petFamily = cInfo->family;
}
}
*p_data << uint32(petDisplayId);
*p_data << uint32(petLevel);
*p_data << uint32(petFamily);
}
Tokens data = StrSplit(fields[19].GetCppString(), " ");
for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; slot++)
{
uint32 visualbase = slot * 2;
uint32 item_id = GetUInt32ValueFromArray(data, visualbase);
const ItemPrototype * proto = ObjectMgr::GetItemPrototype(item_id);
if(!proto)
{
*p_data << uint32(0);
*p_data << uint8(0);
*p_data << uint32(0);
continue;
}
SpellItemEnchantmentEntry const *enchant = NULL;
uint32 enchants = GetUInt32ValueFromArray(data, visualbase + 1);
for(uint8 enchantSlot = PERM_ENCHANTMENT_SLOT; enchantSlot <= TEMP_ENCHANTMENT_SLOT; ++enchantSlot)
{
// values stored in 2 uint16
uint32 enchantId = 0x0000FFFF & (enchants >> enchantSlot*16);
if(!enchantId)
continue;
if ((enchant = sSpellItemEnchantmentStore.LookupEntry(enchantId)))
break;
}
*p_data << uint32(proto->DisplayInfoID);
*p_data << uint8(proto->InventoryType);
*p_data << uint32(enchant ? enchant->aura_id : 0);
}
*p_data << uint32(0); // bag 1 display id
*p_data << uint8(0); // bag 1 inventory type
*p_data << uint32(0); // enchant?
*p_data << uint32(0); // bag 2 display id
*p_data << uint8(0); // bag 2 inventory type
*p_data << uint32(0); // enchant?
*p_data << uint32(0); // bag 3 display id
*p_data << uint8(0); // bag 3 inventory type
*p_data << uint32(0); // enchant?
*p_data << uint32(0); // bag 4 display id
*p_data << uint8(0); // bag 4 inventory type
*p_data << uint32(0); // enchant?
return true;
}
bool Player::ToggleAFK()
{
ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
bool state = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
// afk player not allowed in battleground
if (state && InBattleGround() && !InArena())
LeaveBattleground();
return state;
}
bool Player::ToggleDND()
{
ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
}
uint8 Player::chatTag() const
{
// it's bitmask
// 0x8 - ??
// 0x4 - gm
// 0x2 - dnd
// 0x1 - afk
if(isGMChat())
return 4;
else if(isDND())
return 3;
if(isAFK())
return 1;
else
return 0;
}
bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options)
{
if(!MapManager::IsValidMapCoord(mapid, x, y, z, orientation))
{
sLog.outError("TeleportTo: invalid map %d or absent instance template.", mapid);
return false;
}
// preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
Pet* pet = GetPet();
MapEntry const* mEntry = sMapStore.LookupEntry(mapid);
// don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
// don't let gm level > 1 either
if(!InBattleGround() && mEntry->IsBattleGroundOrArena())
return false;
// client without expansion support
if(GetSession()->Expansion() < mEntry->Expansion())
{
DEBUG_LOG("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid);
if(GetTransport())
RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
SendTransferAborted(mapid, TRANSFER_ABORT_INSUF_EXPAN_LVL, mEntry->Expansion());
return false; // normal client can't teleport to this map...
}
else
{
DEBUG_LOG("Player %s is being teleported to map %u", GetName(), mapid);
}
// if we were on a transport, leave
if (!(options & TELE_TO_NOT_LEAVE_TRANSPORT) && m_transport)
{
m_transport->RemovePassenger(this);
m_transport = NULL;
m_movementInfo.ClearTransportData();
}
// The player was ported to another map and looses the duel immediately.
// We have to perform this check before the teleport, otherwise the
// ObjectAccessor won't find the flag.
if (duel && GetMapId() != mapid)
{
GameObject* obj = GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER));
if (obj)
DuelComplete(DUEL_FLED);
}
// reset movement flags at teleport, because player will continue move with these flags after teleport
m_movementInfo.SetMovementFlags(MOVEFLAG_NONE);
if ((GetMapId() == mapid) && (!m_transport))
{
//lets reset far teleport flag if it wasn't reset during chained teleports
SetSemaphoreTeleportFar(false);
//setup delayed teleport flag
//if teleport spell is casted in Unit::Update() func
//then we need to delay it until update process will be finished
if (SetDelayedTeleportFlagIfCan())
{
SetSemaphoreTeleportNear(true);
//lets save teleport destination for player
m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
m_teleport_options = options;
return true;
}
if (!(options & TELE_TO_NOT_UNSUMMON_PET))
{
//same map, only remove pet if out of range for new position
if(pet && !pet->IsWithinDist3d(x, y, z, GetMap()->GetVisibilityDistance()))
UnsummonPetTemporaryIfAny();
}
if (!(options & TELE_TO_NOT_LEAVE_COMBAT))
CombatStop();
// this will be used instead of the current location in SaveToDB
m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
SetFallInformation(0, z);
// code for finish transfer called in WorldSession::HandleMovementOpcodes()
// at client packet MSG_MOVE_TELEPORT_ACK
SetSemaphoreTeleportNear(true);
// near teleport, triggering send MSG_MOVE_TELEPORT_ACK from client at landing
if(!GetSession()->PlayerLogout())
{
WorldPacket data;
BuildTeleportAckMsg(data, x, y, z, orientation);
GetSession()->SendPacket(&data);
}
}
else
{
// far teleport to another map
Map* oldmap = IsInWorld() ? GetMap() : NULL;
// check if we can enter before stopping combat / removing pet / totems / interrupting spells
// Check enter rights before map getting to avoid creating instance copy for player
// this check not dependent from map instance copy and same for all instance copies of selected map
if (!sMapMgr.CanPlayerEnter(mapid, this))
return false;
// If the map is not created, assume it is possible to enter it.
// It will be created in the WorldPortAck.
Map *map = sMapMgr.FindMap(mapid);
if (!map || map->CanEnter(this))
{
//lets reset near teleport flag if it wasn't reset during chained teleports
SetSemaphoreTeleportNear(false);
//setup delayed teleport flag
//if teleport spell is casted in Unit::Update() func
//then we need to delay it until update process will be finished
if (SetDelayedTeleportFlagIfCan())
{
SetSemaphoreTeleportFar(true);
//lets save teleport destination for player
m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
m_teleport_options = options;
return true;
}
SetSelectionGuid(ObjectGuid());
CombatStop();
ResetContestedPvP();
// remove player from battleground on far teleport (when changing maps)
if (BattleGround const* bg = GetBattleGround())
{
// Note: at battleground join battleground id set before teleport
// and we already will found "current" battleground
// just need check that this is targeted map or leave
if(bg->GetMapId() != mapid)
LeaveBattleground(false); // don't teleport to entry point
}
// remove pet on map change
if (pet)
UnsummonPetTemporaryIfAny();
// remove all dyn objects
RemoveAllDynObjects();
// stop spellcasting
// not attempt interrupt teleportation spell at caster teleport
if (!(options & TELE_TO_SPELL))
if (IsNonMeleeSpellCasted(true))
InterruptNonMeleeSpells(true);
//remove auras before removing from map...
RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP | AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING);
if (!GetSession()->PlayerLogout())
{
// send transfer packets
WorldPacket data(SMSG_TRANSFER_PENDING, (4+4+4));
data << uint32(mapid);
if (m_transport)
{
data << uint32(m_transport->GetEntry());
data << uint32(GetMapId());
}
GetSession()->SendPacket(&data);
data.Initialize(SMSG_NEW_WORLD, (20));
if (m_transport)
{
data << uint32(mapid);
data << float(m_movementInfo.GetTransportPos()->x);
data << float(m_movementInfo.GetTransportPos()->y);
data << float(m_movementInfo.GetTransportPos()->z);
data << float(m_movementInfo.GetTransportPos()->o);
}
else
{
data << uint32(mapid);
data << float(x);
data << float(y);
data << float(z);
data << float(orientation);
}
GetSession()->SendPacket( &data );
SendSavedInstances();
}
// remove from old map now
if (oldmap)
oldmap->Remove(this, false);
// new final coordinates
float final_x = x;
float final_y = y;
float final_z = z;
float final_o = orientation;
if (m_transport)
{
final_x += m_movementInfo.GetTransportPos()->x;
final_y += m_movementInfo.GetTransportPos()->y;
final_z += m_movementInfo.GetTransportPos()->z;
final_o += m_movementInfo.GetTransportPos()->o;
}
m_teleport_dest = WorldLocation(mapid, final_x, final_y, final_z, final_o);
SetFallInformation(0, final_z);
// if the player is saved before worldport ack (at logout for example)
// this will be used instead of the current location in SaveToDB
// move packet sent by client always after far teleport
// code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
SetSemaphoreTeleportFar(true);
}
else
return false;
}
return true;
}
bool Player::TeleportToBGEntryPoint()
{
ScheduleDelayedOperation(DELAYED_BG_MOUNT_RESTORE);
ScheduleDelayedOperation(DELAYED_BG_TAXI_RESTORE);
return TeleportTo(m_bgData.joinPos);
}
void Player::ProcessDelayedOperations()
{
if(m_DelayedOperations == 0)
return;
if(m_DelayedOperations & DELAYED_RESURRECT_PLAYER)
{
ResurrectPlayer(0.0f, false);
if(GetMaxHealth() > m_resurrectHealth)
SetHealth( m_resurrectHealth );
else
SetHealth( GetMaxHealth() );
if(GetMaxPower(POWER_MANA) > m_resurrectMana)
SetPower(POWER_MANA, m_resurrectMana );
else
SetPower(POWER_MANA, GetMaxPower(POWER_MANA) );
SetPower(POWER_RAGE, 0 );
SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY) );
SpawnCorpseBones();
}
if(m_DelayedOperations & DELAYED_SAVE_PLAYER)
{
SaveToDB();
}
if(m_DelayedOperations & DELAYED_SPELL_CAST_DESERTER)
{
CastSpell(this, 26013, true); // Deserter
}
if (m_DelayedOperations & DELAYED_BG_MOUNT_RESTORE)
{
if (m_bgData.mountSpell)
{
CastSpell(this, m_bgData.mountSpell, true);
m_bgData.mountSpell = 0;
}
}
if (m_DelayedOperations & DELAYED_BG_TAXI_RESTORE)
{
if (m_bgData.HasTaxiPath())
{
m_taxi.AddTaxiDestination(m_bgData.taxiPath[0]);
m_taxi.AddTaxiDestination(m_bgData.taxiPath[1]);
m_bgData.ClearTaxiPath();
ContinueTaxiFlight();
}
}
//we have executed ALL delayed ops, so clear the flag
m_DelayedOperations = 0;
}
void Player::AddToWorld()
{
///- Do not add/remove the player from the object storage
///- It will crash when updating the ObjectAccessor
///- The player should only be added when logging in
Unit::AddToWorld();
for(int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i)
{
if(m_items[i])
m_items[i]->AddToWorld();
}
}
void Player::RemoveFromWorld()
{
for(int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i)
{
if(m_items[i])
m_items[i]->RemoveFromWorld();
}
///- Do not add/remove the player from the object storage
///- It will crash when updating the ObjectAccessor
///- The player should only be removed when logging out
if (IsInWorld())
GetCamera().ResetView();
Unit::RemoveFromWorld();
}
void Player::RewardRage( uint32 damage, uint32 weaponSpeedHitFactor, bool attacker )
{
float addRage;
float rageconversion = float((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911f;
if(attacker)
{
addRage = ((damage/rageconversion*7.5f + weaponSpeedHitFactor)/2.0f);
// talent who gave more rage on attack
addRage *= 1.0f + GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT) / 100.0f;
}
else
{
addRage = damage/rageconversion*2.5f;
// Berserker Rage effect
if (HasAura(18499, EFFECT_INDEX_0))
addRage *= 1.3f;
}
addRage *= sWorld.getConfig(CONFIG_FLOAT_RATE_POWER_RAGE_INCOME);
ModifyPower(POWER_RAGE, uint32(addRage*10));
}
void Player::RegenerateAll(uint32 diff)
{
// Not in combat or they have regeneration
if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) ||
HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT) || IsPolymorphed() )
{
RegenerateHealth(diff);
if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))
{
Regenerate(POWER_RAGE, diff);
if(getClass() == CLASS_DEATH_KNIGHT)
Regenerate(POWER_RUNIC_POWER, diff);
}
}
Regenerate(POWER_ENERGY, diff);
Regenerate(POWER_MANA, diff);
if (getClass() == CLASS_DEATH_KNIGHT)
Regenerate(POWER_RUNE, diff);
m_regenTimer = REGEN_TIME_FULL;
}
// diff contains the time in milliseconds since last regen.
void Player::Regenerate(Powers power, uint32 diff)
{
uint32 curValue = GetPower(power);
uint32 maxValue = GetMaxPower(power);
float addvalue = 0.0f;
switch (power)
{
case POWER_MANA:
{
bool recentCast = IsUnderLastManaUseEffect();
float ManaIncreaseRate = sWorld.getConfig(CONFIG_FLOAT_RATE_POWER_MANA);
if (recentCast)
{
// Mangos Updates Mana in intervals of 2s, which is correct
addvalue = GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER) * ManaIncreaseRate * 2.00f;
}
else
{
addvalue = GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER) * ManaIncreaseRate * 2.00f;
}
} break;
case POWER_RAGE: // Regenerate rage
{
float RageDecreaseRate = sWorld.getConfig(CONFIG_FLOAT_RATE_POWER_RAGE_LOSS);
addvalue = 20 * RageDecreaseRate; // 2 rage by tick (= 2 seconds => 1 rage/sec)
} break;
case POWER_ENERGY: // Regenerate energy (rogue)
{
float EnergyRate = sWorld.getConfig(CONFIG_FLOAT_RATE_POWER_ENERGY);
addvalue = 20 * EnergyRate;
break;
}
case POWER_RUNIC_POWER:
{
float RunicPowerDecreaseRate = sWorld.getConfig(CONFIG_FLOAT_RATE_POWER_RUNICPOWER_LOSS);
addvalue = 30 * RunicPowerDecreaseRate; // 3 RunicPower by tick
} break;
case POWER_RUNE:
{
if (getClass() != CLASS_DEATH_KNIGHT)
break;
for(uint32 rune = 0; rune < MAX_RUNES; ++rune)
{
if(uint16 cd = GetRuneCooldown(rune)) // if we have cooldown, reduce it...
{
uint32 cd_diff = diff;
AuraList const& ModPowerRegenPCTAuras = GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT);
for(AuraList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i)
if ((*i)->GetModifier()->m_miscvalue == int32(power) && (*i)->GetMiscBValue()==GetCurrentRune(rune))
cd_diff = cd_diff * ((*i)->GetModifier()->m_amount + 100) / 100;
SetRuneCooldown(rune, (cd < cd_diff) ? 0 : cd - cd_diff);
}
}
} break;
case POWER_FOCUS:
case POWER_HAPPINESS:
case POWER_HEALTH:
break;
}
// Mana regen calculated in Player::UpdateManaRegen()
// Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
if(power != POWER_MANA)
{
AuraList const& ModPowerRegenPCTAuras = GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT);
for(AuraList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i)
if ((*i)->GetModifier()->m_miscvalue == int32(power))
addvalue *= ((*i)->GetModifier()->m_amount + 100) / 100.0f;
}
// addvalue computed on a 2sec basis. => update to diff time
addvalue *= float(diff) / REGEN_TIME_FULL;
if (power != POWER_RAGE && power != POWER_RUNIC_POWER)
{
curValue += uint32(addvalue);
if (curValue > maxValue)
curValue = maxValue;
}
else
{
if(curValue <= uint32(addvalue))
curValue = 0;
else
curValue -= uint32(addvalue);
}
SetPower(power, curValue);
}
void Player::RegenerateHealth(uint32 diff)
{
uint32 curValue = GetHealth();
uint32 maxValue = GetMaxHealth();
if (curValue >= maxValue) return;
float HealthIncreaseRate = sWorld.getConfig(CONFIG_FLOAT_RATE_HEALTH);
float addvalue = 0.0f;
// polymorphed case
if ( IsPolymorphed() )
addvalue = (float)GetMaxHealth()/3;
// normal regen case (maybe partly in combat case)
else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) )
{
addvalue = OCTRegenHPPerSpirit()* HealthIncreaseRate;
if (!isInCombat())
{
AuraList const& mModHealthRegenPct = GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT);
for(AuraList::const_iterator i = mModHealthRegenPct.begin(); i != mModHealthRegenPct.end(); ++i)
addvalue *= (100.0f + (*i)->GetModifier()->m_amount) / 100.0f;
}
else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
addvalue *= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT) / 100.0f;
if(!IsStandState())
addvalue *= 1.5;
}
// always regeneration bonus (including combat)
addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT);
if(addvalue < 0)
addvalue = 0;
addvalue *= (float)diff / REGEN_TIME_FULL;
ModifyHealth(int32(addvalue));
}
Creature* Player::GetNPCIfCanInteractWith(ObjectGuid guid, uint32 npcflagmask)
{
// some basic checks
if (guid.IsEmpty() || !IsInWorld() || IsTaxiFlying())
return NULL;
// not in interactive state
if (hasUnitState(UNIT_STAT_CAN_NOT_REACT_OR_LOST_CONTROL))
return NULL;
// exist (we need look pets also for some interaction (quest/etc)
Creature *unit = GetMap()->GetAnyTypeCreature(guid);
if (!unit)
return NULL;
// appropriate npc type
if (npcflagmask && !unit->HasFlag( UNIT_NPC_FLAGS, npcflagmask ))
return NULL;
if (npcflagmask == UNIT_NPC_FLAG_STABLEMASTER)
{
if (getClass() != CLASS_HUNTER)
return NULL;
}
// if a dead unit should be able to talk - the creature must be alive and have special flags
if (!unit->isAlive())
return NULL;
if (isAlive() && unit->isInvisibleForAlive())
return NULL;
// not allow interaction under control, but allow with own pets
if (!unit->GetCharmerGuid().IsEmpty())
return NULL;
// not enemy
if (unit->IsHostileTo(this))
return NULL;
// not unfriendly
if(FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(unit->getFaction()))
if(factionTemplate->faction)
if(FactionEntry const* faction = sFactionStore.LookupEntry(factionTemplate->faction))
if(faction->reputationListID >= 0 && GetReputationMgr().GetRank(faction) <= REP_UNFRIENDLY)
return NULL;
// not too far
if(!unit->IsWithinDistInMap(this,INTERACTION_DISTANCE))
return NULL;
return unit;
}
GameObject* Player::GetGameObjectIfCanInteractWith(ObjectGuid guid, uint32 gameobject_type) const
{
// some basic checks
if (guid.IsEmpty() || !IsInWorld() || IsTaxiFlying())
return NULL;
// not in interactive state
if (hasUnitState(UNIT_STAT_CAN_NOT_REACT_OR_LOST_CONTROL))
return NULL;
if (GameObject *go = GetMap()->GetGameObject(guid))
{
if (uint32(go->GetGoType()) == gameobject_type || gameobject_type == MAX_GAMEOBJECT_TYPE)
{
float maxdist;
switch(go->GetGoType())
{
// TODO: find out how the client calculates the maximal usage distance to spellless working
// gameobjects like guildbanks and mailboxes - 10.0 is a just an abitrary choosen number
case GAMEOBJECT_TYPE_GUILD_BANK:
case GAMEOBJECT_TYPE_MAILBOX:
maxdist = 10.0f;
break;
case GAMEOBJECT_TYPE_FISHINGHOLE:
maxdist = 20.0f+CONTACT_DISTANCE; // max spell range
break;
default:
maxdist = INTERACTION_DISTANCE;
break;
}
if (go->IsWithinDistInMap(this, maxdist) && go->isSpawned())
return go;
sLog.outError("GetGameObjectIfCanInteractWith: GameObject '%s' [GUID: %u] is too far away from player %s [GUID: %u] to be used by him (distance=%f, maximal %f is allowed)",
go->GetGOInfo()->name, go->GetGUIDLow(), GetName(), GetGUIDLow(), go->GetDistance(this), maxdist);
}
}
return NULL;
}
bool Player::IsUnderWater() const
{
return GetTerrain()->IsUnderWater(GetPositionX(), GetPositionY(), GetPositionZ()+2);
}
void Player::SetInWater(bool apply)
{
if(m_isInWater==apply)
return;
//define player in water by opcodes
//move player's guid into HateOfflineList of those mobs
//which can't swim and move guid back into ThreatList when
//on surface.
//TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
m_isInWater = apply;
// remove auras that need water/land
RemoveAurasWithInterruptFlags(apply ? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER : AURA_INTERRUPT_FLAG_NOT_UNDERWATER);
getHostileRefManager().updateThreatTables();
}
struct SetGameMasterOnHelper
{
explicit SetGameMasterOnHelper() {}
void operator()(Unit* unit) const
{
unit->setFaction(35);
unit->getHostileRefManager().setOnlineOfflineState(false);
}
};
struct SetGameMasterOffHelper
{
explicit SetGameMasterOffHelper(uint32 _faction) : faction(_faction) {}
void operator()(Unit* unit) const
{
unit->setFaction(faction);
unit->getHostileRefManager().setOnlineOfflineState(true);
}
uint32 faction;
};
void Player::SetGameMaster(bool on)
{
if(on)
{
m_ExtraFlags |= PLAYER_EXTRA_GM_ON;
setFaction(35);
SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
CallForAllControlledUnits(SetGameMasterOnHelper(), CONTROLLED_PET|CONTROLLED_TOTEMS|CONTROLLED_GUARDIANS|CONTROLLED_CHARM);
SetFFAPvP(false);
ResetContestedPvP();
getHostileRefManager().setOnlineOfflineState(false);
CombatStopWithPets();
SetPhaseMask(PHASEMASK_ANYWHERE,false); // see and visible in all phases
}
else
{
// restore phase
AuraList const& phases = GetAurasByType(SPELL_AURA_PHASE);
SetPhaseMask(!phases.empty() ? phases.front()->GetMiscValue() : PHASEMASK_NORMAL,false);
m_ExtraFlags &= ~ PLAYER_EXTRA_GM_ON;
setFactionForRace(getRace());
RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
CallForAllControlledUnits(SetGameMasterOffHelper(getFaction()), CONTROLLED_PET|CONTROLLED_TOTEMS|CONTROLLED_GUARDIANS|CONTROLLED_CHARM);
// restore FFA PvP Server state
if(sWorld.IsFFAPvPRealm())
SetFFAPvP(true);
// restore FFA PvP area state, remove not allowed for GM mounts
UpdateArea(m_areaUpdateId);
getHostileRefManager().setOnlineOfflineState(true);
}
m_camera.UpdateVisibilityForOwner();
UpdateObjectVisibility();
UpdateForQuestWorldObjects();
}
void Player::SetGMVisible(bool on)
{
if(on)
{
m_ExtraFlags &= ~PLAYER_EXTRA_GM_INVISIBLE; //remove flag
// Reapply stealth/invisibility if active or show if not any
if(HasAuraType(SPELL_AURA_MOD_STEALTH))
SetVisibility(VISIBILITY_GROUP_STEALTH);
else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY))
SetVisibility(VISIBILITY_GROUP_INVISIBILITY);
else
SetVisibility(VISIBILITY_ON);
}
else
{
m_ExtraFlags |= PLAYER_EXTRA_GM_INVISIBLE; //add flag
SetAcceptWhispers(false);
SetGameMaster(true);
SetVisibility(VISIBILITY_OFF);
}
}
bool Player::IsGroupVisibleFor(Player* p) const
{
switch(sWorld.getConfig(CONFIG_UINT32_GROUP_VISIBILITY))
{
default: return IsInSameGroupWith(p);
case 1: return IsInSameRaidWith(p);
case 2: return GetTeam()==p->GetTeam();
}
}
bool Player::IsInSameGroupWith(Player const* p) const
{
return (p==this || (GetGroup() != NULL &&
GetGroup()->SameSubGroup((Player*)this, (Player*)p)));
}
///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
/// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
void Player::UninviteFromGroup()
{
Group* group = GetGroupInvite();
if(!group)
return;
group->RemoveInvite(this);
if(group->GetMembersCount() <= 1) // group has just 1 member => disband
{
if(group->IsCreated())
{
group->Disband(true);
sObjectMgr.RemoveGroup(group);
}
else
group->RemoveAllInvites();
delete group;
}
}
void Player::RemoveFromGroup(Group* group, ObjectGuid guid)
{
if (group)
{
if (group->RemoveMember(guid, 0) <= 1)
{
// group->Disband(); already disbanded in RemoveMember
sObjectMgr.RemoveGroup(group);
delete group;
// removemember sets the player's group pointer to NULL
}
}
}
void Player::SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 RestXP)
{
WorldPacket data(SMSG_LOG_XPGAIN, 21);
data << (victim ? victim->GetObjectGuid() : ObjectGuid());// guid
data << uint32(GivenXP+RestXP); // given experience
data << uint8(victim ? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
if(victim)
{
data << uint32(GivenXP); // experience without rested bonus
data << float(1); // 1 - none 0 - 100% group bonus output
}
data << uint8(0); // new 2.4.0
GetSession()->SendPacket(&data);
}
void Player::GiveXP(uint32 xp, Unit* victim)
{
if ( xp < 1 )
return;
if(!isAlive())
return;
uint32 level = getLevel();
// XP to money conversion processed in Player::RewardQuest
if(level >= sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL))
return;
if(victim)
{
// handle SPELL_AURA_MOD_KILL_XP_PCT auras
Unit::AuraList const& ModXPPctAuras = GetAurasByType(SPELL_AURA_MOD_KILL_XP_PCT);
for(Unit::AuraList::const_iterator i = ModXPPctAuras.begin();i != ModXPPctAuras.end(); ++i)
xp = uint32(xp*(1.0f + (*i)->GetModifier()->m_amount / 100.0f));
}
else
{
// handle SPELL_AURA_MOD_QUEST_XP_PCT auras
Unit::AuraList const& ModXPPctAuras = GetAurasByType(SPELL_AURA_MOD_QUEST_XP_PCT);
for(Unit::AuraList::const_iterator i = ModXPPctAuras.begin();i != ModXPPctAuras.end(); ++i)
xp = uint32(xp*(1.0f + (*i)->GetModifier()->m_amount / 100.0f));
}
// XP resting bonus for kill
uint32 rested_bonus_xp = victim ? GetXPRestBonus(xp) : 0;
SendLogXPGain(xp,victim,rested_bonus_xp);
uint32 curXP = GetUInt32Value(PLAYER_XP);
uint32 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
uint32 newXP = curXP + xp + rested_bonus_xp;
while( newXP >= nextLvlXP && level < sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL) )
{
newXP -= nextLvlXP;
if ( level < sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL) )
GiveLevel(level + 1);
level = getLevel();
nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
}
SetUInt32Value(PLAYER_XP, newXP);
}
// Update player to next level
// Current player experience not update (must be update by caller)
void Player::GiveLevel(uint32 level)
{
if ( level == getLevel() )
return;
PlayerLevelInfo info;
sObjectMgr.GetPlayerLevelInfo(getRace(),getClass(),level,&info);
PlayerClassLevelInfo classInfo;
sObjectMgr.GetPlayerClassLevelInfo(getClass(),level,&classInfo);
// send levelup info to client
WorldPacket data(SMSG_LEVELUP_INFO, (4+4+MAX_POWERS*4+MAX_STATS*4));
data << uint32(level);
data << uint32(int32(classInfo.basehealth) - int32(GetCreateHealth()));
// for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
data << uint32(int32(classInfo.basemana) - int32(GetCreateMana()));
data << uint32(0);
data << uint32(0);
data << uint32(0);
data << uint32(0);
data << uint32(0);
data << uint32(0);
// end for
for(int i = STAT_STRENGTH; i < MAX_STATS; ++i) // Stats loop (0-4)
data << uint32(int32(info.stats[i]) - GetCreateStat(Stats(i)));
GetSession()->SendPacket(&data);
SetUInt32Value(PLAYER_NEXT_LEVEL_XP, sObjectMgr.GetXPForLevel(level));
//update level, max level of skills
m_Played_time[PLAYED_TIME_LEVEL] = 0; // Level Played Time reset
_ApplyAllLevelScaleItemMods(false);
SetLevel(level);
UpdateSkillsForLevel ();
// save base values (bonuses already included in stored stats
for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
SetCreateStat(Stats(i), info.stats[i]);
SetCreateHealth(classInfo.basehealth);
SetCreateMana(classInfo.basemana);
InitTalentForLevel();
InitTaxiNodesForLevel();
InitGlyphsForLevel();
UpdateAllStats();
// set current level health and mana/energy to maximum after applying all mods.
SetHealth(GetMaxHealth());
SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
SetPower(POWER_FOCUS, 0);
SetPower(POWER_HAPPINESS, 0);
_ApplyAllLevelScaleItemMods(true);
// update level to hunter/summon pet
if (Pet* pet = GetPet())
pet->SynchronizeLevelWithOwner();
if (MailLevelReward const* mailReward = sObjectMgr.GetMailLevelReward(level,getRaceMask()))
MailDraft(mailReward->mailTemplateId).SendMailTo(this,MailSender(MAIL_CREATURE,mailReward->senderEntry));
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL);
}
void Player::UpdateFreeTalentPoints(bool resetIfNeed)
{
uint32 level = getLevel();
// talents base at level diff ( talents = level - 9 but some can be used already)
if (level < 10)
{
// Remove all talent points
if (m_usedTalentCount > 0) // Free any used talents
{
if (resetIfNeed)
resetTalents(true);
SetFreeTalentPoints(0);
}
}
else
{
uint32 talentPointsForLevel = CalculateTalentsPoints();
// if used more that have then reset
if (m_usedTalentCount > talentPointsForLevel)
{
if (resetIfNeed && GetSession()->GetSecurity() < SEC_ADMINISTRATOR)
resetTalents(true);
else
SetFreeTalentPoints(0);
}
// else update amount of free points
else
SetFreeTalentPoints(talentPointsForLevel-m_usedTalentCount);
}
}
void Player::InitTalentForLevel()
{
UpdateFreeTalentPoints();
if (!GetSession()->PlayerLoading())
SendTalentsInfoData(false); // update at client
}
void Player::InitStatsForLevel(bool reapplyMods)
{
if(reapplyMods) //reapply stats values only on .reset stats (level) command
_RemoveAllStatBonuses();
PlayerClassLevelInfo classInfo;
sObjectMgr.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo);
PlayerLevelInfo info;
sObjectMgr.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info);
SetUInt32Value(PLAYER_FIELD_MAX_LEVEL, sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL) );
SetUInt32Value(PLAYER_NEXT_LEVEL_XP, sObjectMgr.GetXPForLevel(getLevel()));
// reset before any aura state sources (health set/aura apply)
SetUInt32Value(UNIT_FIELD_AURASTATE, 0);
UpdateSkillsForLevel ();
// set default cast time multiplier
SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f);
// save base values (bonuses already included in stored stats
for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
SetCreateStat(Stats(i), info.stats[i]);
for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
SetStat(Stats(i), info.stats[i]);
SetCreateHealth(classInfo.basehealth);
//set create powers
SetCreateMana(classInfo.basemana);
SetArmor(int32(m_createStats[STAT_AGILITY]*2));
InitStatBuffMods();
//reset rating fields values
for(uint16 index = PLAYER_FIELD_COMBAT_RATING_1; index < PLAYER_FIELD_COMBAT_RATING_1 + MAX_COMBAT_RATING; ++index)
SetUInt32Value(index, 0);
SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS,0);
for (int i = 0; i < MAX_SPELL_SCHOOL; ++i)
{
SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG+i, 0);
SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+i, 0);
SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT+i, 1.00f);
}
//reset attack power, damage and attack speed fields
SetFloatValue(UNIT_FIELD_BASEATTACKTIME, 2000.0f );
SetFloatValue(UNIT_FIELD_BASEATTACKTIME + 1, 2000.0f ); // offhand attack time
SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME, 2000.0f );
SetFloatValue(UNIT_FIELD_MINDAMAGE, 0.0f );
SetFloatValue(UNIT_FIELD_MAXDAMAGE, 0.0f );
SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, 0.0f );
SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, 0.0f );
SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, 0.0f );
SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, 0.0f );
SetInt32Value(UNIT_FIELD_ATTACK_POWER, 0 );
SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, 0 );
SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER,0.0f);
SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER, 0 );
SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS,0 );
SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER,0.0f);
// Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
SetFloatValue(PLAYER_CRIT_PERCENTAGE,0.0f);
SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE,0.0f);
SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE,0.0f);
// Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
for (uint8 i = 0; i < MAX_SPELL_SCHOOL; ++i)
SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1+i, 0.0f);
SetFloatValue(PLAYER_PARRY_PERCENTAGE, 0.0f);
SetFloatValue(PLAYER_BLOCK_PERCENTAGE, 0.0f);
SetUInt32Value(PLAYER_SHIELD_BLOCK, 0);
// Dodge percentage
SetFloatValue(PLAYER_DODGE_PERCENTAGE, 0.0f);
// set armor (resistance 0) to original value (create_agility*2)
SetArmor(int32(m_createStats[STAT_AGILITY]*2));
SetResistanceBuffMods(SpellSchools(0), true, 0.0f);
SetResistanceBuffMods(SpellSchools(0), false, 0.0f);
// set other resistance to original value (0)
for (int i = 1; i < MAX_SPELL_SCHOOL; ++i)
{
SetResistance(SpellSchools(i), 0);
SetResistanceBuffMods(SpellSchools(i), true, 0.0f);
SetResistanceBuffMods(SpellSchools(i), false, 0.0f);
}
SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE,0);
SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE,0);
for(int i = 0; i < MAX_SPELL_SCHOOL; ++i)
{
SetUInt32Value(UNIT_FIELD_POWER_COST_MODIFIER+i,0);
SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER+i,0.0f);
}
// Reset no reagent cost field
for(int i = 0; i < 3; ++i)
SetUInt32Value(PLAYER_NO_REAGENT_COST_1 + i, 0);
// Init data for form but skip reapply item mods for form
InitDataForForm(reapplyMods);
// save new stats
for (int i = POWER_MANA; i < MAX_POWERS; ++i)
SetMaxPower(Powers(i), GetCreatePowers(Powers(i)));
SetMaxHealth(classInfo.basehealth); // stamina bonus will applied later
// cleanup mounted state (it will set correctly at aura loading if player saved at mount.
SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, 0);
// cleanup unit flags (will be re-applied if need at aura load).
RemoveFlag( UNIT_FIELD_FLAGS,
UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_NOT_ATTACKABLE_1 |
UNIT_FLAG_OOC_NOT_ATTACKABLE | UNIT_FLAG_PASSIVE | UNIT_FLAG_LOOTING |
UNIT_FLAG_PET_IN_COMBAT | UNIT_FLAG_SILENCED | UNIT_FLAG_PACIFIED |
UNIT_FLAG_STUNNED | UNIT_FLAG_IN_COMBAT | UNIT_FLAG_DISARMED |
UNIT_FLAG_CONFUSED | UNIT_FLAG_FLEEING | UNIT_FLAG_NOT_SELECTABLE |
UNIT_FLAG_SKINNABLE | UNIT_FLAG_MOUNT | UNIT_FLAG_TAXI_FLIGHT );
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE ); // must be set
SetFlag(UNIT_FIELD_FLAGS_2,UNIT_FLAG2_REGENERATE_POWER);// must be set
// cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK | PLAYER_FLAGS_DND | PLAYER_FLAGS_GM | PLAYER_FLAGS_GHOST);
RemoveStandFlags(UNIT_STAND_FLAGS_ALL); // one form stealth modified bytes
RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP | UNIT_BYTE2_FLAG_SANCTUARY);
// restore if need some important flags
SetUInt32Value(PLAYER_FIELD_BYTES2, 0 ); // flags empty by default
if(reapplyMods) //reapply stats values only on .reset stats (level) command
_ApplyAllStatBonuses();
// set current level health and mana/energy to maximum after applying all mods.
SetHealth(GetMaxHealth());
SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
SetPower(POWER_FOCUS, 0);
SetPower(POWER_HAPPINESS, 0);
SetPower(POWER_RUNIC_POWER, 0);
// update level to hunter/summon pet
if (Pet* pet = GetPet())
pet->SynchronizeLevelWithOwner();
}
void Player::SendInitialSpells()
{
time_t curTime = time(NULL);
time_t infTime = curTime + infinityCooldownDelayCheck;
uint16 spellCount = 0;
WorldPacket data(SMSG_INITIAL_SPELLS, (1+2+4*m_spells.size()+2+m_spellCooldowns.size()*(2+2+2+4+4)));
data << uint8(0);
size_t countPos = data.wpos();
data << uint16(spellCount); // spell count placeholder
for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
{
if(itr->second.state == PLAYERSPELL_REMOVED)
continue;
if(!itr->second.active || itr->second.disabled)
continue;
data << uint32(itr->first);
data << uint16(0); // it's not slot id
spellCount +=1;
}
data.put<uint16>(countPos,spellCount); // write real count value
uint16 spellCooldowns = m_spellCooldowns.size();
data << uint16(spellCooldowns);
for(SpellCooldowns::const_iterator itr=m_spellCooldowns.begin(); itr!=m_spellCooldowns.end(); ++itr)
{
SpellEntry const *sEntry = sSpellStore.LookupEntry(itr->first);
if(!sEntry)
continue;
data << uint32(itr->first);
data << uint16(itr->second.itemid); // cast item id
data << uint16(sEntry->Category); // spell category
// send infinity cooldown in special format
if(itr->second.end >= infTime)
{
data << uint32(1); // cooldown
data << uint32(0x80000000); // category cooldown
continue;
}
time_t cooldown = itr->second.end > curTime ? (itr->second.end-curTime)*IN_MILLISECONDS : 0;
if(sEntry->Category) // may be wrong, but anyway better than nothing...
{
data << uint32(0); // cooldown
data << uint32(cooldown); // category cooldown
}
else
{
data << uint32(cooldown); // cooldown
data << uint32(0); // category cooldown
}
}
GetSession()->SendPacket(&data);
DETAIL_LOG( "CHARACTER: Sent Initial Spells" );
}
void Player::RemoveMail(uint32 id)
{
for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();++itr)
{
if ((*itr)->messageID == id)
{
//do not delete item, because Player::removeMail() is called when returning mail to sender.
m_mail.erase(itr);
return;
}
}
}
void Player::SendMailResult(uint32 mailId, MailResponseType mailAction, MailResponseResult mailError, uint32 equipError, uint32 item_guid, uint32 item_count)
{
WorldPacket data(SMSG_SEND_MAIL_RESULT, (4+4+4+(mailError == MAIL_ERR_EQUIP_ERROR?4:(mailAction == MAIL_ITEM_TAKEN?4+4:0))));
data << (uint32) mailId;
data << (uint32) mailAction;
data << (uint32) mailError;
if ( mailError == MAIL_ERR_EQUIP_ERROR )
data << (uint32) equipError;
else if( mailAction == MAIL_ITEM_TAKEN )
{
data << (uint32) item_guid; // item guid low?
data << (uint32) item_count; // item count?
}
GetSession()->SendPacket(&data);
}
void Player::SendNewMail()
{
// deliver undelivered mail
WorldPacket data(SMSG_RECEIVED_MAIL, 4);
data << (uint32) 0;
GetSession()->SendPacket(&data);
}
void Player::UpdateNextMailTimeAndUnreads()
{
// calculate next delivery time (min. from non-delivered mails
// and recalculate unReadMail
time_t cTime = time(NULL);
m_nextMailDelivereTime = 0;
unReadMails = 0;
for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
{
if((*itr)->deliver_time > cTime)
{
if(!m_nextMailDelivereTime || m_nextMailDelivereTime > (*itr)->deliver_time)
m_nextMailDelivereTime = (*itr)->deliver_time;
}
else if(((*itr)->checked & MAIL_CHECK_MASK_READ) == 0)
++unReadMails;
}
}
void Player::AddNewMailDeliverTime(time_t deliver_time)
{
if(deliver_time <= time(NULL)) // ready now
{
++unReadMails;
SendNewMail();
}
else // not ready and no have ready mails
{
if(!m_nextMailDelivereTime || m_nextMailDelivereTime > deliver_time)
m_nextMailDelivereTime = deliver_time;
}
}
bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependent, bool disabled)
{
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
if (!spellInfo)
{
// do character spell book cleanup (all characters)
if(!IsInWorld() && !learning) // spell load case
{
sLog.outError("Player::addSpell: nonexistent in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id);
CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id);
}
else
sLog.outError("Player::addSpell: nonexistent in SpellStore spell #%u request.",spell_id);
return false;
}
if(!SpellMgr::IsSpellValid(spellInfo,this,false))
{
// do character spell book cleanup (all characters)
if(!IsInWorld() && !learning) // spell load case
{
sLog.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id);
CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id);
}
else
sLog.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id);
return false;
}
PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED;
bool dependent_set = false;
bool disabled_case = false;
bool superceded_old = false;
PlayerSpellMap::iterator itr = m_spells.find(spell_id);
if (itr != m_spells.end())
{
uint32 next_active_spell_id = 0;
// fix activate state for non-stackable low rank (and find next spell for !active case)
if(sSpellMgr.IsRankedSpellNonStackableInSpellBook(spellInfo))
{
SpellChainMapNext const& nextMap = sSpellMgr.GetSpellChainNext();
for(SpellChainMapNext::const_iterator next_itr = nextMap.lower_bound(spell_id); next_itr != nextMap.upper_bound(spell_id); ++next_itr)
{
if(HasSpell(next_itr->second))
{
// high rank already known so this must !active
active = false;
next_active_spell_id = next_itr->second;
break;
}
}
}
// not do anything if already known in expected state
if(itr->second.state != PLAYERSPELL_REMOVED && itr->second.active == active &&
itr->second.dependent == dependent && itr->second.disabled == disabled)
{
if(!IsInWorld() && !learning) // explicitly load from DB and then exist in it already and set correctly
itr->second.state = PLAYERSPELL_UNCHANGED;
return false;
}
// dependent spell known as not dependent, overwrite state
if (itr->second.state != PLAYERSPELL_REMOVED && !itr->second.dependent && dependent)
{
itr->second.dependent = dependent;
if (itr->second.state != PLAYERSPELL_NEW)
itr->second.state = PLAYERSPELL_CHANGED;
dependent_set = true;
}
// update active state for known spell
if(itr->second.active != active && itr->second.state != PLAYERSPELL_REMOVED && !itr->second.disabled)
{
itr->second.active = active;
if(!IsInWorld() && !learning && !dependent_set) // explicitly load from DB and then exist in it already and set correctly
itr->second.state = PLAYERSPELL_UNCHANGED;
else if(itr->second.state != PLAYERSPELL_NEW)
itr->second.state = PLAYERSPELL_CHANGED;
if(active)
{
if (IsNeedCastPassiveLikeSpellAtLearn(spellInfo))
CastSpell (this, spell_id, true);
}
else if(IsInWorld())
{
if(next_active_spell_id)
{
// update spell ranks in spellbook and action bar
WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4);
data << uint32(spell_id);
data << uint32(next_active_spell_id);
GetSession()->SendPacket( &data );
}
else
{
WorldPacket data(SMSG_REMOVED_SPELL, 4);
data << uint32(spell_id);
GetSession()->SendPacket(&data);
}
}
return active; // learn (show in spell book if active now)
}
if(itr->second.disabled != disabled && itr->second.state != PLAYERSPELL_REMOVED)
{
if(itr->second.state != PLAYERSPELL_NEW)
itr->second.state = PLAYERSPELL_CHANGED;
itr->second.disabled = disabled;
if(disabled)
return false;
disabled_case = true;
}
else switch(itr->second.state)
{
case PLAYERSPELL_UNCHANGED: // known saved spell
return false;
case PLAYERSPELL_REMOVED: // re-learning removed not saved spell
{
m_spells.erase(itr);
state = PLAYERSPELL_CHANGED;
break; // need re-add
}
default: // known not saved yet spell (new or modified)
{
// can be in case spell loading but learned at some previous spell loading
if(!IsInWorld() && !learning && !dependent_set)
itr->second.state = PLAYERSPELL_UNCHANGED;
return false;
}
}
}
TalentSpellPos const* talentPos = GetTalentSpellPos(spell_id);
if(!disabled_case) // skip new spell adding if spell already known (disabled spells case)
{
// talent: unlearn all other talent ranks (high and low)
if (talentPos)
{
if(TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentPos->talent_id ))
{
for(int i=0; i < MAX_TALENT_RANK; ++i)
{
// skip learning spell and no rank spell case
uint32 rankSpellId = talentInfo->RankID[i];
if(!rankSpellId || rankSpellId == spell_id)
continue;
removeSpell(rankSpellId, false, false);
}
}
}
// non talent spell: learn low ranks (recursive call)
else if(uint32 prev_spell = sSpellMgr.GetPrevSpellInChain(spell_id))
{
if(!IsInWorld() || disabled) // at spells loading, no output, but allow save
addSpell(prev_spell, active, true, true, disabled);
else // at normal learning
learnSpell(prev_spell, true);
}
PlayerSpell newspell;
newspell.state = state;
newspell.active = active;
newspell.dependent = dependent;
newspell.disabled = disabled;
// replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
if(newspell.active && !newspell.disabled && sSpellMgr.IsRankedSpellNonStackableInSpellBook(spellInfo))
{
for( PlayerSpellMap::iterator itr2 = m_spells.begin(); itr2 != m_spells.end(); ++itr2 )
{
if(itr2->second.state == PLAYERSPELL_REMOVED) continue;
SpellEntry const *i_spellInfo = sSpellStore.LookupEntry(itr2->first);
if(!i_spellInfo) continue;
if( sSpellMgr.IsRankSpellDueToSpell(spellInfo, itr2->first) )
{
if(itr2->second.active)
{
if(sSpellMgr.IsHighRankOfSpell(spell_id,itr2->first))
{
if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
{
WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4);
data << uint32(itr2->first);
data << uint32(spell_id);
GetSession()->SendPacket( &data );
}
// mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
itr2->second.active = false;
if(itr2->second.state != PLAYERSPELL_NEW)
itr2->second.state = PLAYERSPELL_CHANGED;
superceded_old = true; // new spell replace old in action bars and spell book.
}
else if(sSpellMgr.IsHighRankOfSpell(itr2->first,spell_id))
{
if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
{
WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4);
data << uint32(spell_id);
data << uint32(itr2->first);
GetSession()->SendPacket( &data );
}
// mark new spell as disable (not learned yet for client and will not learned)
newspell.active = false;
if(newspell.state != PLAYERSPELL_NEW)
newspell.state = PLAYERSPELL_CHANGED;
}
}
}
}
}
m_spells[spell_id] = newspell;
// return false if spell disabled
if (newspell.disabled)
return false;
}
if (talentPos)
{
// update talent map
PlayerTalentMap::iterator iter = m_talents[m_activeSpec].find(talentPos->talent_id);
if (iter != m_talents[m_activeSpec].end())
{
// check if ranks different or removed
if ((*iter).second.state == PLAYERSPELL_REMOVED || talentPos->rank != (*iter).second.currentRank)
{
(*iter).second.currentRank = talentPos->rank;
if ((*iter).second.state != PLAYERSPELL_NEW)
(*iter).second.state = PLAYERSPELL_CHANGED;
}
}
else
{
PlayerTalent talent;
talent.currentRank = talentPos->rank;
talent.m_talentEntry = sTalentStore.LookupEntry(talentPos->talent_id);
talent.state = IsInWorld() ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED;
m_talents[m_activeSpec][talentPos->talent_id] = talent;
}
// update used talent points count
m_usedTalentCount += GetTalentSpellCost(talentPos);
UpdateFreeTalentPoints(false);
}
// update free primary prof.points (if any, can be none in case GM .learn prof. learning)
if (uint32 freeProfs = GetFreePrimaryProfessionPoints())
{
if(sSpellMgr.IsPrimaryProfessionFirstRankSpell(spell_id))
SetFreePrimaryProfessions(freeProfs-1);
}
// cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
// note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
if (talentPos && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_LEARN_SPELL))
{
// ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
CastSpell(this, spell_id, true);
}
// also cast passive (and passive like) spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
else if (IsNeedCastPassiveLikeSpellAtLearn(spellInfo))
{
CastSpell(this, spell_id, true);
}
else if (IsSpellHaveEffect(spellInfo,SPELL_EFFECT_SKILL_STEP))
{
CastSpell(this, spell_id, true);
return false;
}
// add dependent skills
uint16 maxskill = GetMaxSkillValueForLevel();
SpellLearnSkillNode const* spellLearnSkill = sSpellMgr.GetSpellLearnSkill(spell_id);
SkillLineAbilityMapBounds skill_bounds = sSpellMgr.GetSkillLineAbilityMapBounds(spell_id);
if (spellLearnSkill)
{
uint32 skill_value = GetPureSkillValue(spellLearnSkill->skill);
uint32 skill_max_value = GetPureMaxSkillValue(spellLearnSkill->skill);
if (skill_value < spellLearnSkill->value)
skill_value = spellLearnSkill->value;
uint32 new_skill_max_value = spellLearnSkill->maxvalue == 0 ? maxskill : spellLearnSkill->maxvalue;
if (skill_max_value < new_skill_max_value)
skill_max_value = new_skill_max_value;
SetSkill(spellLearnSkill->skill, skill_value, skill_max_value, spellLearnSkill->step);
}
else
{
// not ranked skills
for(SkillLineAbilityMap::const_iterator _spell_idx = skill_bounds.first; _spell_idx != skill_bounds.second; ++_spell_idx)
{
SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
if (!pSkill)
continue;
if (HasSkill(pSkill->id))
continue;
if (_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL ||
// lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
((pSkill->id==SKILL_LOCKPICKING || pSkill->id==SKILL_RUNEFORGING) && _spell_idx->second->max_value==0))
{
switch(GetSkillRangeType(pSkill, _spell_idx->second->racemask != 0))
{
case SKILL_RANGE_LANGUAGE:
SetSkill(pSkill->id, 300, 300 );
break;
case SKILL_RANGE_LEVEL:
SetSkill(pSkill->id, 1, GetMaxSkillValueForLevel() );
break;
case SKILL_RANGE_MONO:
SetSkill(pSkill->id, 1, 1 );
break;
default:
break;
}
}
}
}
// learn dependent spells
SpellLearnSpellMapBounds spell_bounds = sSpellMgr.GetSpellLearnSpellMapBounds(spell_id);
for(SpellLearnSpellMap::const_iterator itr2 = spell_bounds.first; itr2 != spell_bounds.second; ++itr2)
{
if (!itr2->second.autoLearned)
{
if (!IsInWorld() || !itr2->second.active) // at spells loading, no output, but allow save
addSpell(itr2->second.spell,itr2->second.active,true,true,false);
else // at normal learning
learnSpell(itr2->second.spell, true);
}
}
if (!GetSession()->PlayerLoading())
{
// not ranked skills
for(SkillLineAbilityMap::const_iterator _spell_idx = skill_bounds.first; _spell_idx != skill_bounds.second; ++_spell_idx)
{
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE,_spell_idx->second->skillId);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS,_spell_idx->second->skillId);
}
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL,spell_id);
}
// return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
return active && !disabled && !superceded_old;
}
bool Player::IsNeedCastPassiveLikeSpellAtLearn(SpellEntry const* spellInfo) const
{
ShapeshiftForm form = GetShapeshiftForm();
if (IsNeedCastSpellAtFormApply(spellInfo, form)) // SPELL_ATTR_PASSIVE | SPELL_ATTR_UNK7 spells
return true; // all stance req. cases, not have auarastate cases
if (!(spellInfo->Attributes & SPELL_ATTR_PASSIVE))
return false;
// note: form passives activated with shapeshift spells be implemented by HandleShapeshiftBoosts instead of spell_learn_spell
// talent dependent passives activated at form apply have proper stance data
bool need_cast = (!spellInfo->Stances || !form && (spellInfo->AttributesEx2 & SPELL_ATTR_EX2_NOT_NEED_SHAPESHIFT));
// Check CasterAuraStates
return need_cast && (!spellInfo->CasterAuraState || HasAuraState(AuraState(spellInfo->CasterAuraState)));
}
void Player::learnSpell(uint32 spell_id, bool dependent)
{
PlayerSpellMap::iterator itr = m_spells.find(spell_id);
bool disabled = (itr != m_spells.end()) ? itr->second.disabled : false;
bool active = disabled ? itr->second.active : true;
bool learning = addSpell(spell_id, active, true, dependent, false);
// prevent duplicated entires in spell book, also not send if not in world (loading)
if (learning && IsInWorld())
{
WorldPacket data(SMSG_LEARNED_SPELL, 6);
data << uint32(spell_id);
data << uint16(0); // 3.3.3 unk
GetSession()->SendPacket(&data);
}
// learn all disabled higher ranks (recursive)
if(disabled)
{
SpellChainMapNext const& nextMap = sSpellMgr.GetSpellChainNext();
for(SpellChainMapNext::const_iterator i = nextMap.lower_bound(spell_id); i != nextMap.upper_bound(spell_id); ++i)
{
PlayerSpellMap::iterator iter = m_spells.find(i->second);
if (iter != m_spells.end() && iter->second.disabled)
learnSpell(i->second, false);
}
}
}
void Player::removeSpell(uint32 spell_id, bool disabled, bool learn_low_rank, bool sendUpdate)
{
PlayerSpellMap::iterator itr = m_spells.find(spell_id);
if (itr == m_spells.end())
return;
if (itr->second.state == PLAYERSPELL_REMOVED || (disabled && itr->second.disabled))
return;
// unlearn non talent higher ranks (recursive)
SpellChainMapNext const& nextMap = sSpellMgr.GetSpellChainNext();
for(SpellChainMapNext::const_iterator itr2 = nextMap.lower_bound(spell_id); itr2 != nextMap.upper_bound(spell_id); ++itr2)
if(HasSpell(itr2->second) && !GetTalentSpellPos(itr2->second))
removeSpell(itr2->second, disabled, false);
// re-search, it can be corrupted in prev loop
itr = m_spells.find(spell_id);
if (itr == m_spells.end() || itr->second.state == PLAYERSPELL_REMOVED)
return; // already unleared
bool cur_active = itr->second.active;
bool cur_dependent = itr->second.dependent;
if (disabled)
{
itr->second.disabled = disabled;
if(itr->second.state != PLAYERSPELL_NEW)
itr->second.state = PLAYERSPELL_CHANGED;
}
else
{
if(itr->second.state == PLAYERSPELL_NEW)
m_spells.erase(itr);
else
itr->second.state = PLAYERSPELL_REMOVED;
}
RemoveAurasDueToSpell(spell_id);
// remove pet auras
for(int i = 0; i < MAX_EFFECT_INDEX; ++i)
if(PetAura const* petSpell = sSpellMgr.GetPetAura(spell_id, SpellEffectIndex(i)))
RemovePetAura(petSpell);
TalentSpellPos const* talentPos = GetTalentSpellPos(spell_id);
if (talentPos)
{
// update talent map
PlayerTalentMap::iterator iter = m_talents[m_activeSpec].find(talentPos->talent_id);
if (iter != m_talents[m_activeSpec].end())
{
if ((*iter).second.state != PLAYERSPELL_NEW)
(*iter).second.state = PLAYERSPELL_REMOVED;
else
m_talents[m_activeSpec].erase(iter);
}
else
sLog.outError("removeSpell: Player (GUID: %u) has talent spell (id: %u) but doesn't have talent",GetGUIDLow(), spell_id );
// free talent points
uint32 talentCosts = GetTalentSpellCost(talentPos);
if(talentCosts < m_usedTalentCount)
m_usedTalentCount -= talentCosts;
else
m_usedTalentCount = 0;
UpdateFreeTalentPoints(false);
}
// update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
if(sSpellMgr.IsPrimaryProfessionFirstRankSpell(spell_id))
{
uint32 freeProfs = GetFreePrimaryProfessionPoints()+1;
if(freeProfs <= sWorld.getConfig(CONFIG_UINT32_MAX_PRIMARY_TRADE_SKILL))
SetFreePrimaryProfessions(freeProfs);
}
// remove dependent skill
SpellLearnSkillNode const* spellLearnSkill = sSpellMgr.GetSpellLearnSkill(spell_id);
if(spellLearnSkill)
{
uint32 prev_spell = sSpellMgr.GetPrevSpellInChain(spell_id);
if(!prev_spell) // first rank, remove skill
SetSkill(spellLearnSkill->skill, 0, 0);
else
{
// search prev. skill setting by spell ranks chain
SpellLearnSkillNode const* prevSkill = sSpellMgr.GetSpellLearnSkill(prev_spell);
while(!prevSkill && prev_spell)
{
prev_spell = sSpellMgr.GetPrevSpellInChain(prev_spell);
prevSkill = sSpellMgr.GetSpellLearnSkill(sSpellMgr.GetFirstSpellInChain(prev_spell));
}
if (!prevSkill) // not found prev skill setting, remove skill
SetSkill(spellLearnSkill->skill, 0, 0);
else // set to prev. skill setting values
{
uint32 skill_value = GetPureSkillValue(prevSkill->skill);
uint32 skill_max_value = GetPureMaxSkillValue(prevSkill->skill);
if (skill_value > prevSkill->value)
skill_value = prevSkill->value;
uint32 new_skill_max_value = prevSkill->maxvalue == 0 ? GetMaxSkillValueForLevel() : prevSkill->maxvalue;
if (skill_max_value > new_skill_max_value)
skill_max_value = new_skill_max_value;
SetSkill(prevSkill->skill, skill_value, skill_max_value, prevSkill->step);
}
}
}
else
{
// not ranked skills
SkillLineAbilityMapBounds bounds = sSpellMgr.GetSkillLineAbilityMapBounds(spell_id);
for(SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
{
SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
if (!pSkill)
continue;
if ((_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL &&
pSkill->categoryId != SKILL_CATEGORY_CLASS) ||// not unlearn class skills (spellbook/talent pages)
// lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
((pSkill->id == SKILL_LOCKPICKING || pSkill->id == SKILL_RUNEFORGING) && _spell_idx->second->max_value == 0))
{
// not reset skills for professions and racial abilities
if ((pSkill->categoryId == SKILL_CATEGORY_SECONDARY || pSkill->categoryId == SKILL_CATEGORY_PROFESSION) &&
(IsProfessionSkill(pSkill->id) || _spell_idx->second->racemask != 0))
continue;
SetSkill(pSkill->id, 0, 0);
}
}
}
// remove dependent spells
SpellLearnSpellMapBounds spell_bounds = sSpellMgr.GetSpellLearnSpellMapBounds(spell_id);
for(SpellLearnSpellMap::const_iterator itr2 = spell_bounds.first; itr2 != spell_bounds.second; ++itr2)
removeSpell(itr2->second.spell, disabled);
// activate lesser rank in spellbook/action bar, and cast it if need
bool prev_activate = false;
if (uint32 prev_id = sSpellMgr.GetPrevSpellInChain (spell_id))
{
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
// if talent then lesser rank also talent and need learn
if (talentPos)
{
if(learn_low_rank)
learnSpell(prev_id, false);
}
// if ranked non-stackable spell: need activate lesser rank and update dependence state
else if (cur_active && sSpellMgr.IsRankedSpellNonStackableInSpellBook(spellInfo))
{
// need manually update dependence state (learn spell ignore like attempts)
PlayerSpellMap::iterator prev_itr = m_spells.find(prev_id);
if (prev_itr != m_spells.end())
{
if (prev_itr->second.dependent != cur_dependent)
{
prev_itr->second.dependent = cur_dependent;
if (prev_itr->second.state != PLAYERSPELL_NEW)
prev_itr->second.state = PLAYERSPELL_CHANGED;
}
// now re-learn if need re-activate
if (cur_active && !prev_itr->second.active && learn_low_rank)
{
if (addSpell(prev_id, true, false, prev_itr->second.dependent, prev_itr->second.disabled))
{
// downgrade spell ranks in spellbook and action bar
WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4);
data << uint32(spell_id);
data << uint32(prev_id);
GetSession()->SendPacket( &data );
prev_activate = true;
}
}
}
}
}
// for Titan's Grip and shaman Dual-wield
if (CanDualWield() || CanTitanGrip())
{
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
if (CanDualWield() && IsSpellHaveEffect(spellInfo, SPELL_EFFECT_DUAL_WIELD))
SetCanDualWield(false);
if (CanTitanGrip() && IsSpellHaveEffect(spellInfo, SPELL_EFFECT_TITAN_GRIP))
{
SetCanTitanGrip(false);
// Remove Titan's Grip damage penalty now
RemoveAurasDueToSpell(49152);
}
}
// for talents and normal spell unlearn that allow offhand use for some weapons
if(sWorld.getConfig(CONFIG_BOOL_OFFHAND_CHECK_AT_TALENTS_RESET))
AutoUnequipOffhandIfNeed();
// remove from spell book if not replaced by lesser rank
if (!prev_activate && sendUpdate)
{
WorldPacket data(SMSG_REMOVED_SPELL, 4);
data << uint32(spell_id);
GetSession()->SendPacket(&data);
}
}
void Player::RemoveSpellCooldown( uint32 spell_id, bool update /* = false */ )
{
m_spellCooldowns.erase(spell_id);
if(update)
SendClearCooldown(spell_id, this);
}
void Player::RemoveSpellCategoryCooldown(uint32 cat, bool update /* = false */)
{
SpellCategoryStore::const_iterator ct = sSpellCategoryStore.find(cat);
if (ct == sSpellCategoryStore.end())
return;
const SpellCategorySet& ct_set = ct->second;
for (SpellCooldowns::const_iterator i = m_spellCooldowns.begin(); i != m_spellCooldowns.end();)
{
if (ct_set.find(i->first) != ct_set.end())
RemoveSpellCooldown((i++)->first, update);
else
++i;
}
}
void Player::RemoveArenaSpellCooldowns()
{
// remove cooldowns on spells that has < 15 min CD
SpellCooldowns::iterator itr, next;
// iterate spell cooldowns
for(itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end(); itr = next)
{
next = itr;
++next;
SpellEntry const * entry = sSpellStore.LookupEntry(itr->first);
// check if spellentry is present and if the cooldown is less than 15 mins
if( entry &&
entry->RecoveryTime <= 15 * MINUTE * IN_MILLISECONDS &&
entry->CategoryRecoveryTime <= 15 * MINUTE * IN_MILLISECONDS )
{
// remove & notify
RemoveSpellCooldown(itr->first, true);
}
}
}
void Player::RemoveAllSpellCooldown()
{
if(!m_spellCooldowns.empty())
{
for(SpellCooldowns::const_iterator itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end(); ++itr)
SendClearCooldown(itr->first, this);
m_spellCooldowns.clear();
}
}
void Player::_LoadSpellCooldowns(QueryResult *result)
{
// some cooldowns can be already set at aura loading...
//QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
if(result)
{
time_t curTime = time(NULL);
do
{
Field *fields = result->Fetch();
uint32 spell_id = fields[0].GetUInt32();
uint32 item_id = fields[1].GetUInt32();
time_t db_time = (time_t)fields[2].GetUInt64();
if(!sSpellStore.LookupEntry(spell_id))
{
sLog.outError("Player %u has unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id);
continue;
}
// skip outdated cooldown
if(db_time <= curTime)
continue;
AddSpellCooldown(spell_id, item_id, db_time);
DEBUG_LOG("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id, item_id, uint32(db_time-curTime));
}
while( result->NextRow() );
delete result;
}
}
void Player::_SaveSpellCooldowns()
{
CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
time_t curTime = time(NULL);
time_t infTime = curTime + infinityCooldownDelayCheck;
bool first_round = true;
std::ostringstream ss;
// remove outdated and save active
for(SpellCooldowns::iterator itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end();)
{
if(itr->second.end <= curTime)
m_spellCooldowns.erase(itr++);
else if(itr->second.end <= infTime) // not save locked cooldowns, it will be reset or set at reload
{
if (first_round)
{
ss << "INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES ";
first_round = false;
}
// next new/changed record prefix
else
ss << ", ";
ss << "(" << GetGUIDLow() << "," << itr->first << "," << itr->second.itemid << "," << uint64(itr->second.end) << ")";
++itr;
}
else
++itr;
}
// if something changed execute
if (!first_round)
CharacterDatabase.Execute( ss.str().c_str() );
}
uint32 Player::resetTalentsCost() const
{
// The first time reset costs 1 gold
if(m_resetTalentsCost < 1*GOLD)
return 1*GOLD;
// then 5 gold
else if(m_resetTalentsCost < 5*GOLD)
return 5*GOLD;
// After that it increases in increments of 5 gold
else if(m_resetTalentsCost < 10*GOLD)
return 10*GOLD;
else
{
time_t months = (sWorld.GetGameTime() - m_resetTalentsTime)/MONTH;
if(months > 0)
{
// This cost will be reduced by a rate of 5 gold per month
int32 new_cost = int32((m_resetTalentsCost) - 5*GOLD*months);
// to a minimum of 10 gold.
return uint32(new_cost < 10*GOLD ? 10*GOLD : new_cost);
}
else
{
// After that it increases in increments of 5 gold
int32 new_cost = m_resetTalentsCost + 5*GOLD;
// until it hits a cap of 50 gold.
if(new_cost > 50*GOLD)
new_cost = 50*GOLD;
return new_cost;
}
}
}
bool Player::resetTalents(bool no_cost, bool all_specs)
{
// not need after this call
if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS) && all_specs)
RemoveAtLoginFlag(AT_LOGIN_RESET_TALENTS,true);
if (m_usedTalentCount == 0 && !all_specs)
{
UpdateFreeTalentPoints(false); // for fix if need counter
return false;
}
uint32 cost = 0;
if(!no_cost)
{
cost = resetTalentsCost();
if (GetMoney() < cost)
{
SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0);
return false;
}
}
for (PlayerTalentMap::iterator iter = m_talents[m_activeSpec].begin(); iter != m_talents[m_activeSpec].end();)
{
if (iter->second.state == PLAYERSPELL_REMOVED)
{
++iter;
continue;
}
TalentEntry const *talentInfo = (*iter).second.m_talentEntry;
if (!talentInfo)
{
m_talents[m_activeSpec].erase(iter++);
continue;
}
TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab );
if (!talentTabInfo)
{
m_talents[m_activeSpec].erase(iter++);
continue;
}
// unlearn only talents for character class
// some spell learned by one class as normal spells or know at creation but another class learn it as talent,
// to prevent unexpected lost normal learned spell skip another class talents
if ((getClassMask() & talentTabInfo->ClassMask) == 0)
{
++iter;
continue;
}
for (int j = 0; j < MAX_TALENT_RANK; ++j)
if (talentInfo->RankID[j])
removeSpell(talentInfo->RankID[j],!IsPassiveSpell(talentInfo->RankID[j]),false);
iter = m_talents[m_activeSpec].begin();
}
// for not current spec just mark removed all saved to DB case and drop not saved
if (all_specs)
{
for (uint8 spec = 0; spec < MAX_TALENT_SPEC_COUNT; ++spec)
{
if (spec == m_activeSpec)
continue;
for (PlayerTalentMap::iterator iter = m_talents[spec].begin(); iter != m_talents[spec].end();)
{
switch (iter->second.state)
{
case PLAYERSPELL_REMOVED:
++iter;
break;
case PLAYERSPELL_NEW:
m_talents[spec].erase(iter++);
break;
default:
iter->second.state = PLAYERSPELL_REMOVED;
++iter;
break;
}
}
}
}
UpdateFreeTalentPoints(false);
if(!no_cost)
{
ModifyMoney(-(int32)cost);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS, cost);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS, 1);
m_resetTalentsCost = cost;
m_resetTalentsTime = time(NULL);
}
//FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
RemovePet(PET_SAVE_REAGENTS);
/* when prev line will dropped use next line
if(Pet* pet = GetPet())
{
if(pet->getPetType()==HUNTER_PET && !pet->GetCreatureInfo()->isTameable(CanTameExoticPets()))
pet->Unsummon(PET_SAVE_REAGENTS, this);
}
*/
return true;
}
Mail* Player::GetMail(uint32 id)
{
for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
{
if ((*itr)->messageID == id)
{
return (*itr);
}
}
return NULL;
}
void Player::_SetCreateBits(UpdateMask *updateMask, Player *target) const
{
if(target == this)
{
Object::_SetCreateBits(updateMask, target);
}
else
{
for(uint16 index = 0; index < m_valuesCount; index++)
{
if(GetUInt32Value(index) != 0 && updateVisualBits.GetBit(index))
updateMask->SetBit(index);
}
}
}
void Player::_SetUpdateBits(UpdateMask *updateMask, Player *target) const
{
if(target == this)
{
Object::_SetUpdateBits(updateMask, target);
}
else
{
Object::_SetUpdateBits(updateMask, target);
*updateMask &= updateVisualBits;
}
}
void Player::InitVisibleBits()
{
updateVisualBits.SetCount(PLAYER_END);
updateVisualBits.SetBit(OBJECT_FIELD_GUID);
updateVisualBits.SetBit(OBJECT_FIELD_TYPE);
updateVisualBits.SetBit(OBJECT_FIELD_ENTRY);
updateVisualBits.SetBit(OBJECT_FIELD_SCALE_X);
updateVisualBits.SetBit(UNIT_FIELD_CHARM + 0);
updateVisualBits.SetBit(UNIT_FIELD_CHARM + 1);
updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 0);
updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 1);
updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 0);
updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 1);
updateVisualBits.SetBit(UNIT_FIELD_TARGET + 0);
updateVisualBits.SetBit(UNIT_FIELD_TARGET + 1);
updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 0);
updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 1);
updateVisualBits.SetBit(UNIT_FIELD_BYTES_0);
updateVisualBits.SetBit(UNIT_FIELD_HEALTH);
updateVisualBits.SetBit(UNIT_FIELD_POWER1);
updateVisualBits.SetBit(UNIT_FIELD_POWER2);
updateVisualBits.SetBit(UNIT_FIELD_POWER3);
updateVisualBits.SetBit(UNIT_FIELD_POWER4);
updateVisualBits.SetBit(UNIT_FIELD_POWER5);
updateVisualBits.SetBit(UNIT_FIELD_POWER6);
updateVisualBits.SetBit(UNIT_FIELD_POWER7);
updateVisualBits.SetBit(UNIT_FIELD_MAXHEALTH);
updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER1);
updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER2);
updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER3);
updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER4);
updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER5);
updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER6);
updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER7);
updateVisualBits.SetBit(UNIT_FIELD_LEVEL);
updateVisualBits.SetBit(UNIT_FIELD_FACTIONTEMPLATE);
updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 0);
updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 1);
updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 2);
updateVisualBits.SetBit(UNIT_FIELD_FLAGS);
updateVisualBits.SetBit(UNIT_FIELD_FLAGS_2);
updateVisualBits.SetBit(UNIT_FIELD_AURASTATE);
updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 0);
updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 1);
updateVisualBits.SetBit(UNIT_FIELD_BOUNDINGRADIUS);
updateVisualBits.SetBit(UNIT_FIELD_COMBATREACH);
updateVisualBits.SetBit(UNIT_FIELD_DISPLAYID);
updateVisualBits.SetBit(UNIT_FIELD_NATIVEDISPLAYID);
updateVisualBits.SetBit(UNIT_FIELD_MOUNTDISPLAYID);
updateVisualBits.SetBit(UNIT_FIELD_BYTES_1);
updateVisualBits.SetBit(UNIT_FIELD_PETNUMBER);
updateVisualBits.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP);
updateVisualBits.SetBit(UNIT_DYNAMIC_FLAGS);
updateVisualBits.SetBit(UNIT_CHANNEL_SPELL);
updateVisualBits.SetBit(UNIT_MOD_CAST_SPEED);
updateVisualBits.SetBit(UNIT_FIELD_BASE_MANA);
updateVisualBits.SetBit(UNIT_FIELD_BYTES_2);
updateVisualBits.SetBit(UNIT_FIELD_HOVERHEIGHT);
updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 0);
updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 1);
updateVisualBits.SetBit(PLAYER_FLAGS);
updateVisualBits.SetBit(PLAYER_GUILDID);
updateVisualBits.SetBit(PLAYER_GUILDRANK);
updateVisualBits.SetBit(PLAYER_BYTES);
updateVisualBits.SetBit(PLAYER_BYTES_2);
updateVisualBits.SetBit(PLAYER_BYTES_3);
updateVisualBits.SetBit(PLAYER_DUEL_TEAM);
updateVisualBits.SetBit(PLAYER_GUILD_TIMESTAMP);
// PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
for(uint16 i = PLAYER_QUEST_LOG_1_1; i < PLAYER_QUEST_LOG_25_2; i += MAX_QUEST_OFFSET)
updateVisualBits.SetBit(i);
// Players visible items are not inventory stuff
for(uint16 i = 0; i < EQUIPMENT_SLOT_END; ++i)
{
uint32 offset = i * 2;
// item entry
updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_ENTRYID + offset);
// enchant
updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + offset);
}
updateVisualBits.SetBit(PLAYER_CHOSEN_TITLE);
}
void Player::BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const
{
if(target == this)
{
for(int i = 0; i < EQUIPMENT_SLOT_END; ++i)
{
if(m_items[i] == NULL)
continue;
m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
}
for(int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
{
if(m_items[i] == NULL)
continue;
m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
}
for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
{
if(m_items[i] == NULL)
continue;
m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
}
}
Unit::BuildCreateUpdateBlockForPlayer( data, target );
}
void Player::DestroyForPlayer( Player *target, bool anim ) const
{
Unit::DestroyForPlayer( target, anim );
for(int i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
{
if(m_items[i] == NULL)
continue;
m_items[i]->DestroyForPlayer( target );
}
if(target == this)
{
for(int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
{
if(m_items[i] == NULL)
continue;
m_items[i]->DestroyForPlayer( target );
}
for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
{
if(m_items[i] == NULL)
continue;
m_items[i]->DestroyForPlayer( target );
}
}
}
bool Player::HasSpell(uint32 spell) const
{
PlayerSpellMap::const_iterator itr = m_spells.find(spell);
return (itr != m_spells.end() && itr->second.state != PLAYERSPELL_REMOVED &&
!itr->second.disabled);
}
bool Player::HasActiveSpell(uint32 spell) const
{
PlayerSpellMap::const_iterator itr = m_spells.find(spell);
return (itr != m_spells.end() && itr->second.state != PLAYERSPELL_REMOVED &&
itr->second.active && !itr->second.disabled);
}
TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell) const
{
if (!trainer_spell)
return TRAINER_SPELL_RED;
if (!trainer_spell->learnedSpell)
return TRAINER_SPELL_RED;
// known spell
if(HasSpell(trainer_spell->learnedSpell))
return TRAINER_SPELL_GRAY;
// check race/class requirement
if(!IsSpellFitByClassAndRace(trainer_spell->learnedSpell))
return TRAINER_SPELL_RED;
// check level requirement
if(getLevel() < trainer_spell->reqLevel)
return TRAINER_SPELL_RED;
if(SpellChainNode const* spell_chain = sSpellMgr.GetSpellChainNode(trainer_spell->learnedSpell))
{
// check prev.rank requirement
if(spell_chain->prev && !HasSpell(spell_chain->prev))
return TRAINER_SPELL_RED;
// check additional spell requirement
if(spell_chain->req && !HasSpell(spell_chain->req))
return TRAINER_SPELL_RED;
}
// check skill requirement
if(trainer_spell->reqSkill && GetBaseSkillValue(trainer_spell->reqSkill) < trainer_spell->reqSkillValue)
return TRAINER_SPELL_RED;
// exist, already checked at loading
SpellEntry const* spell = sSpellStore.LookupEntry(trainer_spell->learnedSpell);
// secondary prof. or not prof. spell
uint32 skill = spell->EffectMiscValue[1];
if(spell->Effect[1] != SPELL_EFFECT_SKILL || !IsPrimaryProfessionSkill(skill))
return TRAINER_SPELL_GREEN;
// check primary prof. limit
if(sSpellMgr.IsPrimaryProfessionFirstRankSpell(spell->Id) && GetFreePrimaryProfessionPoints() == 0)
return TRAINER_SPELL_GREEN_DISABLED;
return TRAINER_SPELL_GREEN;
}
/**
* Deletes a character from the database
*
* The way, how the characters will be deleted is decided based on the config option.
*
* @see Player::DeleteOldCharacters
*
* @param playerguid the low-GUID from the player which should be deleted
* @param accountId the account id from the player
* @param updateRealmChars when this flag is set, the amount of characters on that realm will be updated in the realmlist
* @param deleteFinally if this flag is set, the config option will be ignored and the character will be permanently removed from the database
*/
void Player::DeleteFromDB(ObjectGuid playerguid, uint32 accountId, bool updateRealmChars, bool deleteFinally)
{
// for nonexistent account avoid update realm
if (accountId == 0)
updateRealmChars = false;
uint32 charDelete_method = sWorld.getConfig(CONFIG_UINT32_CHARDELETE_METHOD);
uint32 charDelete_minLvl = sWorld.getConfig(CONFIG_UINT32_CHARDELETE_MIN_LEVEL);
// if we want to finally delete the character or the character does not meet the level requirement, we set it to mode 0
if (deleteFinally || Player::GetLevelFromDB(playerguid) < charDelete_minLvl)
charDelete_method = 0;
uint32 lowguid = playerguid.GetCounter();
// convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
// bones will be deleted by corpse/bones deleting thread shortly
sObjectAccessor.ConvertCorpseForPlayer(playerguid);
// remove from guild
if (uint32 guildId = GetGuildIdFromDB(playerguid))
if (Guild* guild = sObjectMgr.GetGuildById(guildId))
guild->DelMember(playerguid);
// remove from arena teams
LeaveAllArenaTeams(playerguid);
// the player was uninvited already on logout so just remove from group
QueryResult *resultGroup = CharacterDatabase.PQuery("SELECT groupId FROM group_member WHERE memberGuid='%u'", lowguid);
if (resultGroup)
{
uint32 groupId = (*resultGroup)[0].GetUInt32();
delete resultGroup;
if (Group* group = sObjectMgr.GetGroupById(groupId))
RemoveFromGroup(group, playerguid);
}
// remove signs from petitions (also remove petitions if owner);
RemovePetitionsAndSigns(playerguid, 10);
switch(charDelete_method)
{
// completely remove from the database
case 0:
{
// return back all mails with COD and Item 0 1 2 3 4 5 6 7
QueryResult *resultMail = CharacterDatabase.PQuery("SELECT id,messageType,mailTemplateId,sender,subject,body,money,has_items FROM mail WHERE receiver='%u' AND has_items<>0 AND cod<>0", lowguid);
if (resultMail)
{
do
{
Field *fields = resultMail->Fetch();
uint32 mail_id = fields[0].GetUInt32();
uint16 mailType = fields[1].GetUInt16();
uint16 mailTemplateId= fields[2].GetUInt16();
uint32 sender = fields[3].GetUInt32();
std::string subject = fields[4].GetCppString();
std::string body = fields[5].GetCppString();
uint32 money = fields[6].GetUInt32();
bool has_items = fields[7].GetBool();
//we can return mail now
//so firstly delete the old one
CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id);
// mail not from player
if (mailType != MAIL_NORMAL)
{
if(has_items)
CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id);
continue;
}
MailDraft draft;
if (mailTemplateId)
draft.SetMailTemplate(mailTemplateId, false);// items already included
else
draft.SetSubjectAndBody(subject, body);
if (has_items)
{
// data needs to be at first place for Item::LoadFromDB
// 0 1 2 3
QueryResult *resultItems = CharacterDatabase.PQuery("SELECT data,text,item_guid,item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE mail_id='%u'", mail_id);
if (resultItems)
{
do
{
Field *fields2 = resultItems->Fetch();
uint32 item_guidlow = fields2[2].GetUInt32();
uint32 item_template = fields2[3].GetUInt32();
ItemPrototype const* itemProto = ObjectMgr::GetItemPrototype(item_template);
if (!itemProto)
{
CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow);
continue;
}
Item *pItem = NewItemOrBag(itemProto);
if (!pItem->LoadFromDB(item_guidlow, fields2, playerguid))
{
pItem->FSetState(ITEM_REMOVED);
pItem->SaveToDB(); // it also deletes item object !
continue;
}
draft.AddItem(pItem);
}
while (resultItems->NextRow());
delete resultItems;
}
}
CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id);
uint32 pl_account = sObjectMgr.GetPlayerAccountIdByGUID(playerguid);
draft.SetMoney(money).SendReturnToSender(pl_account, playerguid, ObjectGuid(HIGHGUID_PLAYER, sender));
}
while (resultMail->NextRow());
delete resultMail;
}
// unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
// Get guids of character's pets, will deleted in transaction
QueryResult *resultPets = CharacterDatabase.PQuery("SELECT id FROM character_pet WHERE owner = '%u'", lowguid);
// delete char from friends list when selected chars is online (non existing - error)
QueryResult *resultFriend = CharacterDatabase.PQuery("SELECT DISTINCT guid FROM character_social WHERE friend = '%u'", lowguid);
// NOW we can finally clear other DB data related to character
CharacterDatabase.BeginTransaction();
if (resultPets)
{
do
{
Field *fields3 = resultPets->Fetch();
uint32 petguidlow = fields3[0].GetUInt32();
//do not create separate transaction for pet delete otherwise we will get fatal error!
Pet::DeleteFromDB(petguidlow, false);
} while (resultPets->NextRow());
delete resultPets;
}
// cleanup friends for online players, offline case will cleanup later in code
if (resultFriend)
{
do
{
Field* fieldsFriend = resultFriend->Fetch();
if (Player* sFriend = sObjectAccessor.FindPlayer(ObjectGuid(HIGHGUID_PLAYER, fieldsFriend[0].GetUInt32())))
{
if (sFriend->IsInWorld())
{
sFriend->GetSocial()->RemoveFromSocialList(playerguid, false);
sSocialMgr.SendFriendStatus(sFriend, FRIEND_REMOVED, playerguid, false);
}
}
} while (resultFriend->NextRow());
delete resultFriend;
}
CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_account_data WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_battleground_data WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_glyphs WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_queststatus_weekly WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_skills WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_talent WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_ticket WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'", lowguid, lowguid);
CharacterDatabase.PExecute("DELETE FROM mail WHERE receiver = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM mail_items WHERE receiver = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_pet WHERE owner = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_achievement WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM character_equipmentsets WHERE guid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM guild_eventlog WHERE PlayerGuid1 = '%u' OR PlayerGuid2 = '%u'", lowguid, lowguid);
CharacterDatabase.PExecute("DELETE FROM guild_bank_eventlog WHERE PlayerGuid = '%u'", lowguid);
CharacterDatabase.CommitTransaction();
break;
}
// The character gets unlinked from the account, the name gets freed up and appears as deleted ingame
case 1:
CharacterDatabase.PExecute("UPDATE characters SET deleteInfos_Name=name, deleteInfos_Account=account, deleteDate='" UI64FMTD "', name='', account=0 WHERE guid=%u", uint64(time(NULL)), lowguid);
break;
default:
sLog.outError("Player::DeleteFromDB: Unsupported delete method: %u.", charDelete_method);
}
if (updateRealmChars)
sWorld.UpdateRealmCharCount(accountId);
}
/**
* Characters which were kept back in the database after being deleted and are now too old (see config option "CharDelete.KeepDays"), will be completely deleted.
*
* @see Player::DeleteFromDB
*/
void Player::DeleteOldCharacters()
{
uint32 keepDays = sWorld.getConfig(CONFIG_UINT32_CHARDELETE_KEEP_DAYS);
if (!keepDays)
return;
Player::DeleteOldCharacters(keepDays);
}
/**
* Characters which were kept back in the database after being deleted and are older than the specified amount of days, will be completely deleted.
*
* @see Player::DeleteFromDB
*
* @param keepDays overrite the config option by another amount of days
*/
void Player::DeleteOldCharacters(uint32 keepDays)
{
sLog.outString("Player::DeleteOldChars: Deleting all characters which have been deleted %u days before...", keepDays);
QueryResult *resultChars = CharacterDatabase.PQuery("SELECT guid, deleteInfos_Account FROM characters WHERE deleteDate IS NOT NULL AND deleteDate < '" UI64FMTD "'", uint64(time(NULL) - time_t(keepDays * DAY)));
if (resultChars)
{
sLog.outString("Player::DeleteOldChars: Found %u character(s) to delete",uint32(resultChars->GetRowCount()));
do
{
Field *charFields = resultChars->Fetch();
ObjectGuid guid = ObjectGuid(HIGHGUID_PLAYER, charFields[0].GetUInt32());
Player::DeleteFromDB(guid, charFields[1].GetUInt32(), true, true);
} while(resultChars->NextRow());
delete resultChars;
}
}
void Player::SetMovement(PlayerMovementType pType)
{
WorldPacket data;
switch(pType)
{
case MOVE_ROOT: data.Initialize(SMSG_FORCE_MOVE_ROOT, GetPackGUID().size()+4); break;
case MOVE_UNROOT: data.Initialize(SMSG_FORCE_MOVE_UNROOT, GetPackGUID().size()+4); break;
case MOVE_WATER_WALK: data.Initialize(SMSG_MOVE_WATER_WALK, GetPackGUID().size()+4); break;
case MOVE_LAND_WALK: data.Initialize(SMSG_MOVE_LAND_WALK, GetPackGUID().size()+4); break;
default:
sLog.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType);
return;
}
data << GetPackGUID();
data << uint32(0);
GetSession()->SendPacket( &data );
}
/* Preconditions:
- a resurrectable corpse must not be loaded for the player (only bones)
- the player must be in world
*/
void Player::BuildPlayerRepop()
{
WorldPacket data(SMSG_PRE_RESURRECT, GetPackGUID().size());
data << GetPackGUID();
GetSession()->SendPacket(&data);
if(getRace() == RACE_NIGHTELF)
CastSpell(this, 20584, true); // auras SPELL_AURA_INCREASE_SPEED(+speed in wisp form), SPELL_AURA_INCREASE_SWIM_SPEED(+swim speed in wisp form), SPELL_AURA_TRANSFORM (to wisp form)
CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
// there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
// there must be SMSG.STOP_MIRROR_TIMER
// there we must send 888 opcode
// the player cannot have a corpse already, only bones which are not returned by GetCorpse
if(GetCorpse())
{
sLog.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
MANGOS_ASSERT(false);
}
// create a corpse and place it at the player's location
Corpse *corpse = CreateCorpse();
if(!corpse)
{
sLog.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
return;
}
GetMap()->Add(corpse);
// convert player body to ghost
SetHealth( 1 );
SetMovement(MOVE_WATER_WALK);
if(!GetSession()->isLogingOut())
SetMovement(MOVE_UNROOT);
// BG - remove insignia related
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
SendCorpseReclaimDelay();
// to prevent cheating
corpse->ResetGhostTime();
StopMirrorTimers(); //disable timers(bars)
// set and clear other
SetByteValue(UNIT_FIELD_BYTES_1, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND);
}
void Player::ResurrectPlayer(float restore_percent, bool applySickness)
{
WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // remove spirit healer position
data << uint32(-1);
data << float(0);
data << float(0);
data << float(0);
GetSession()->SendPacket(&data);
// speed change, land walk
// remove death flag + set aura
SetByteValue(UNIT_FIELD_BYTES_1, 3, 0x00);
SetDeathState(ALIVE);
if(getRace() == RACE_NIGHTELF)
RemoveAurasDueToSpell(20584); // speed bonuses
RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
SetMovement(MOVE_LAND_WALK);
SetMovement(MOVE_UNROOT);
m_deathTimer = 0;
// set health/powers (0- will be set in caller)
if(restore_percent>0.0f)
{
SetHealth(uint32(GetMaxHealth()*restore_percent));
SetPower(POWER_MANA, uint32(GetMaxPower(POWER_MANA)*restore_percent));
SetPower(POWER_RAGE, 0);
SetPower(POWER_ENERGY, uint32(GetMaxPower(POWER_ENERGY)*restore_percent));
}
// trigger update zone for alive state zone updates
uint32 newzone, newarea;
GetZoneAndAreaId(newzone,newarea);
UpdateZone(newzone,newarea);
// update visibility of world around viewpoint
m_camera.UpdateVisibilityForOwner();
// update visibility of player for nearby cameras
UpdateObjectVisibility();
if(!applySickness)
return;
//Characters from level 1-10 are not affected by resurrection sickness.
//Characters from level 11-19 will suffer from one minute of sickness
//for each level they are above 10.
//Characters level 20 and up suffer from ten minutes of sickness.
int32 startLevel = sWorld.getConfig(CONFIG_INT32_DEATH_SICKNESS_LEVEL);
if(int32(getLevel()) >= startLevel)
{
// set resurrection sickness
CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS,true);
// not full duration
if(int32(getLevel()) < startLevel+9)
{
int32 delta = (int32(getLevel()) - startLevel + 1)*MINUTE;
if (SpellAuraHolder* holder = GetSpellAuraHolder(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS))
{
for(int i = 0; i < MAX_EFFECT_INDEX; ++i)
if(Aura* Aur = holder->GetAuraByEffectIndex(SpellEffectIndex(i)))
Aur->SetAuraDuration(delta*IN_MILLISECONDS);
holder->SendAuraUpdate(false);
}
}
}
}
void Player::KillPlayer()
{
SetMovement(MOVE_ROOT);
StopMirrorTimers(); //disable timers(bars)
SetDeathState(CORPSE);
//SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
SetFlag(UNIT_DYNAMIC_FLAGS, 0x00);
ApplyModByteFlag(PLAYER_FIELD_BYTES, 0, PLAYER_FIELD_BYTE_RELEASE_TIMER, !sMapStore.LookupEntry(GetMapId())->Instanceable());
// 6 minutes until repop at graveyard
m_deathTimer = 6*MINUTE*IN_MILLISECONDS;
UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
// don't create corpse at this moment, player might be falling
// update visibility
UpdateObjectVisibility();
}
Corpse* Player::CreateCorpse()
{
// prevent existence 2 corpse for player
SpawnCorpseBones();
Corpse *corpse = new Corpse( (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH) ? CORPSE_RESURRECTABLE_PVP : CORPSE_RESURRECTABLE_PVE );
SetPvPDeath(false);
if (!corpse->Create(sObjectMgr.GenerateLowGuid(HIGHGUID_CORPSE), this))
{
delete corpse;
return NULL;
}
uint8 skin = GetByteValue(PLAYER_BYTES, 0);
uint8 face = GetByteValue(PLAYER_BYTES, 1);
uint8 hairstyle = GetByteValue(PLAYER_BYTES, 2);
uint8 haircolor = GetByteValue(PLAYER_BYTES, 3);
uint8 facialhair = GetByteValue(PLAYER_BYTES_2, 0);
corpse->SetByteValue(CORPSE_FIELD_BYTES_1, 1, getRace());
corpse->SetByteValue(CORPSE_FIELD_BYTES_1, 2, getGender());
corpse->SetByteValue(CORPSE_FIELD_BYTES_1, 3, skin);
corpse->SetByteValue(CORPSE_FIELD_BYTES_2, 0, face);
corpse->SetByteValue(CORPSE_FIELD_BYTES_2, 1, hairstyle);
corpse->SetByteValue(CORPSE_FIELD_BYTES_2, 2, haircolor);
corpse->SetByteValue(CORPSE_FIELD_BYTES_2, 3, facialhair);
uint32 flags = CORPSE_FLAG_UNK2;
if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
flags |= CORPSE_FLAG_HIDE_HELM;
if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK))
flags |= CORPSE_FLAG_HIDE_CLOAK;
if (InBattleGround() && !InArena())
flags |= CORPSE_FLAG_LOOTABLE; // to be able to remove insignia
corpse->SetUInt32Value( CORPSE_FIELD_FLAGS, flags );
corpse->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID, GetNativeDisplayId() );
corpse->SetUInt32Value( CORPSE_FIELD_GUILD, GetGuildId() );
uint32 iDisplayID;
uint32 iIventoryType;
uint32 _cfi;
for (int i = 0; i < EQUIPMENT_SLOT_END; ++i)
{
if (m_items[i])
{
iDisplayID = m_items[i]->GetProto()->DisplayInfoID;
iIventoryType = m_items[i]->GetProto()->InventoryType;
_cfi = iDisplayID | (iIventoryType << 24);
corpse->SetUInt32Value(CORPSE_FIELD_ITEM + i, _cfi);
}
}
// we not need saved corpses for BG/arenas
if (!GetMap()->IsBattleGroundOrArena())
corpse->SaveToDB();
// register for player, but not show
sObjectAccessor.AddCorpse(corpse);
return corpse;
}
void Player::SpawnCorpseBones()
{
if(sObjectAccessor.ConvertCorpseForPlayer(GetObjectGuid()))
if (!GetSession()->PlayerLogoutWithSave()) // at logout we will already store the player
SaveToDB(); // prevent loading as ghost without corpse
}
Corpse* Player::GetCorpse() const
{
return sObjectAccessor.GetCorpseForPlayerGUID(GetGUID());
}
void Player::DurabilityLossAll(double percent, bool inventory)
{
for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
DurabilityLoss(pItem,percent);
if(inventory)
{
// bags not have durability
// for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
DurabilityLoss(pItem,percent);
// keys not have durability
//for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
if(Item* pItem = GetItemByPos( i, j ))
DurabilityLoss(pItem,percent);
}
}
void Player::DurabilityLoss(Item* item, double percent)
{
if(!item )
return;
uint32 pMaxDurability = item ->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
if(!pMaxDurability)
return;
uint32 pDurabilityLoss = uint32(pMaxDurability*percent);
if(pDurabilityLoss < 1 )
pDurabilityLoss = 1;
DurabilityPointsLoss(item,pDurabilityLoss);
}
void Player::DurabilityPointsLossAll(int32 points, bool inventory)
{
for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
DurabilityPointsLoss(pItem,points);
if(inventory)
{
// bags not have durability
// for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
DurabilityPointsLoss(pItem,points);
// keys not have durability
//for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
if(Item* pItem = GetItemByPos( i, j ))
DurabilityPointsLoss(pItem,points);
}
}
void Player::DurabilityPointsLoss(Item* item, int32 points)
{
int32 pMaxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
int32 pOldDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
int32 pNewDurability = pOldDurability - points;
if (pNewDurability < 0)
pNewDurability = 0;
else if (pNewDurability > pMaxDurability)
pNewDurability = pMaxDurability;
if (pOldDurability != pNewDurability)
{
// modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
if ( pNewDurability == 0 && pOldDurability > 0 && item->IsEquipped())
_ApplyItemMods(item,item->GetSlot(), false);
item->SetUInt32Value(ITEM_FIELD_DURABILITY, pNewDurability);
// modify item stats _after_ restore durability to pass _ApplyItemMods internal check
if ( pNewDurability > 0 && pOldDurability == 0 && item->IsEquipped())
_ApplyItemMods(item,item->GetSlot(), true);
item->SetState(ITEM_CHANGED, this);
}
}
void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot)
{
if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot ))
DurabilityPointsLoss(pItem,1);
}
uint32 Player::DurabilityRepairAll(bool cost, float discountMod, bool guildBank)
{
uint32 TotalCost = 0;
// equipped, backpack, bags itself
for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
TotalCost += DurabilityRepair(( (INVENTORY_SLOT_BAG_0 << 8) | i ),cost,discountMod, guildBank);
// bank, buyback and keys not repaired
// items in inventory bags
for(int j = INVENTORY_SLOT_BAG_START; j < INVENTORY_SLOT_BAG_END; ++j)
for(int i = 0; i < MAX_BAG_SIZE; ++i)
TotalCost += DurabilityRepair(( (j << 8) | i ),cost,discountMod, guildBank);
return TotalCost;
}
uint32 Player::DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank)
{
Item* item = GetItemByPos(pos);
uint32 TotalCost = 0;
if(!item)
return TotalCost;
uint32 maxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
if(!maxDurability)
return TotalCost;
uint32 curDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
if(cost)
{
uint32 LostDurability = maxDurability - curDurability;
if(LostDurability>0)
{
ItemPrototype const *ditemProto = item->GetProto();
DurabilityCostsEntry const *dcost = sDurabilityCostsStore.LookupEntry(ditemProto->ItemLevel);
if(!dcost)
{
sLog.outError("RepairDurability: Wrong item lvl %u", ditemProto->ItemLevel);
return TotalCost;
}
uint32 dQualitymodEntryId = (ditemProto->Quality+1)*2;
DurabilityQualityEntry const *dQualitymodEntry = sDurabilityQualityStore.LookupEntry(dQualitymodEntryId);
if(!dQualitymodEntry)
{
sLog.outError("RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId);
return TotalCost;
}
uint32 dmultiplier = dcost->multiplier[ItemSubClassToDurabilityMultiplierId(ditemProto->Class,ditemProto->SubClass)];
uint32 costs = uint32(LostDurability*dmultiplier*double(dQualitymodEntry->quality_mod));
costs = uint32(costs * discountMod);
if (costs==0) //fix for ITEM_QUALITY_ARTIFACT
costs = 1;
if (guildBank)
{
if (GetGuildId()==0)
{
DEBUG_LOG("You are not member of a guild");
return TotalCost;
}
Guild *pGuild = sObjectMgr.GetGuildById(GetGuildId());
if (!pGuild)
return TotalCost;
if (!pGuild->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR))
{
DEBUG_LOG("You do not have rights to withdraw for repairs");
return TotalCost;
}
if (pGuild->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs)
{
DEBUG_LOG("You do not have enough money withdraw amount remaining");
return TotalCost;
}
if (pGuild->GetGuildBankMoney() < costs)
{
DEBUG_LOG("There is not enough money in bank");
return TotalCost;
}
pGuild->MemberMoneyWithdraw(costs, GetGUIDLow());
TotalCost = costs;
}
else if (GetMoney() < costs)
{
DEBUG_LOG("You do not have enough money");
return TotalCost;
}
else
ModifyMoney( -int32(costs) );
}
}
item->SetUInt32Value(ITEM_FIELD_DURABILITY, maxDurability);
item->SetState(ITEM_CHANGED, this);
// reapply mods for total broken and repaired item if equipped
if(IsEquipmentPos(pos) && !curDurability)
_ApplyItemMods(item,pos & 255, true);
return TotalCost;
}
void Player::RepopAtGraveyard()
{
// note: this can be called also when the player is alive
// for example from WorldSession::HandleMovementOpcodes
AreaTableEntry const *zone = GetAreaEntryByAreaID(GetAreaId());
// Such zones are considered unreachable as a ghost and the player must be automatically revived
if ((!isAlive() && zone && zone->flags & AREA_FLAG_NEED_FLY) || GetTransport())
{
ResurrectPlayer(0.5f);
SpawnCorpseBones();
}
WorldSafeLocsEntry const *ClosestGrave = NULL;
// Special handle for battleground maps
if( BattleGround *bg = GetBattleGround() )
ClosestGrave = bg->GetClosestGraveYard(this);
else
ClosestGrave = sObjectMgr.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
// stop countdown until repop
m_deathTimer = 0;
// if no grave found, stay at the current location
// and don't show spirit healer location
if(ClosestGrave)
{
TeleportTo(ClosestGrave->map_id, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, GetOrientation());
if(isDead()) // not send if alive, because it used in TeleportTo()
{
WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // show spirit healer position on minimap
data << ClosestGrave->map_id;
data << ClosestGrave->x;
data << ClosestGrave->y;
data << ClosestGrave->z;
GetSession()->SendPacket(&data);
}
}
}
void Player::JoinedChannel(Channel *c)
{
m_channels.push_back(c);
}
void Player::LeftChannel(Channel *c)
{
m_channels.remove(c);
}
void Player::CleanupChannels()
{
while(!m_channels.empty())
{
Channel* ch = *m_channels.begin();
m_channels.erase(m_channels.begin()); // remove from player's channel list
ch->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
if (ChannelMgr* cMgr = channelMgr(GetTeam()))
cMgr->LeftChannel(ch->GetName()); // deleted channel if empty
}
DEBUG_LOG("Player: channels cleaned up!");
}
void Player::UpdateLocalChannels(uint32 newZone )
{
if(m_channels.empty())
return;
AreaTableEntry const* current_zone = GetAreaEntryByAreaID(newZone);
if(!current_zone)
return;
ChannelMgr* cMgr = channelMgr(GetTeam());
if(!cMgr)
return;
std::string current_zone_name = current_zone->area_name[GetSession()->GetSessionDbcLocale()];
for(JoinedChannelsList::iterator i = m_channels.begin(), next; i != m_channels.end(); i = next)
{
next = i; ++next;
// skip non built-in channels
if(!(*i)->IsConstant())
continue;
ChatChannelsEntry const* ch = GetChannelEntryFor((*i)->GetChannelId());
if(!ch)
continue;
if((ch->flags & 4) == 4) // global channel without zone name in pattern
continue;
// new channel
char new_channel_name_buf[100];
snprintf(new_channel_name_buf,100,ch->pattern[m_session->GetSessionDbcLocale()],current_zone_name.c_str());
Channel* new_channel = cMgr->GetJoinChannel(new_channel_name_buf,ch->ChannelID);
if((*i)!=new_channel)
{
new_channel->Join(GetGUID(),""); // will output Changed Channel: N. Name
// leave old channel
(*i)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
std::string name = (*i)->GetName(); // store name, (*i)erase in LeftChannel
LeftChannel(*i); // remove from player's channel list
cMgr->LeftChannel(name); // delete if empty
}
}
DEBUG_LOG("Player: channels cleaned up!");
}
void Player::LeaveLFGChannel()
{
for(JoinedChannelsList::iterator i = m_channels.begin(); i != m_channels.end(); ++i )
{
if((*i)->IsLFG())
{
(*i)->Leave(GetGUID());
break;
}
}
}
void Player::UpdateDefense()
{
uint32 defense_skill_gain = sWorld.getConfig(CONFIG_UINT32_SKILL_GAIN_DEFENSE);
if(UpdateSkill(SKILL_DEFENSE,defense_skill_gain))
{
// update dependent from defense skill part
UpdateDefenseBonusesMod();
}
}
void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply)
{
if(modGroup >= BASEMOD_END || modType >= MOD_END)
{
sLog.outError("ERROR in HandleBaseModValue(): nonexistent BaseModGroup of wrong BaseModType!");
return;
}
float val = 1.0f;
switch(modType)
{
case FLAT_MOD:
m_auraBaseMod[modGroup][modType] += apply ? amount : -amount;
break;
case PCT_MOD:
if(amount <= -100.0f)
amount = -200.0f;
val = (100.0f + amount) / 100.0f;
m_auraBaseMod[modGroup][modType] *= apply ? val : (1.0f/val);
break;
}
if(!CanModifyStats())
return;
switch(modGroup)
{
case CRIT_PERCENTAGE: UpdateCritPercentage(BASE_ATTACK); break;
case RANGED_CRIT_PERCENTAGE: UpdateCritPercentage(RANGED_ATTACK); break;
case OFFHAND_CRIT_PERCENTAGE: UpdateCritPercentage(OFF_ATTACK); break;
case SHIELD_BLOCK_VALUE: UpdateShieldBlockValue(); break;
default: break;
}
}
float Player::GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const
{
if(modGroup >= BASEMOD_END || modType > MOD_END)
{
sLog.outError("trial to access nonexistent BaseModGroup or wrong BaseModType!");
return 0.0f;
}
if(modType == PCT_MOD && m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
return 0.0f;
return m_auraBaseMod[modGroup][modType];
}
float Player::GetTotalBaseModValue(BaseModGroup modGroup) const
{
if(modGroup >= BASEMOD_END)
{
sLog.outError("wrong BaseModGroup in GetTotalBaseModValue()!");
return 0.0f;
}
if(m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
return 0.0f;
return m_auraBaseMod[modGroup][FLAT_MOD] * m_auraBaseMod[modGroup][PCT_MOD];
}
uint32 Player::GetShieldBlockValue() const
{
float value = (m_auraBaseMod[SHIELD_BLOCK_VALUE][FLAT_MOD] + GetStat(STAT_STRENGTH) * 0.5f - 10)*m_auraBaseMod[SHIELD_BLOCK_VALUE][PCT_MOD];
value = (value < 0) ? 0 : value;
return uint32(value);
}
float Player::GetMeleeCritFromAgility()
{
uint32 level = getLevel();
uint32 pclass = getClass();
if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
GtChanceToMeleeCritBaseEntry const *critBase = sGtChanceToMeleeCritBaseStore.LookupEntry(pclass-1);
GtChanceToMeleeCritEntry const *critRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
if (critBase==NULL || critRatio==NULL)
return 0.0f;
float crit=critBase->base + GetStat(STAT_AGILITY)*critRatio->ratio;
return crit*100.0f;
}
float Player::GetDodgeFromAgility()
{
// Table for base dodge values
float dodge_base[MAX_CLASSES] = {
0.0075f, // Warrior
0.00652f, // Paladin
-0.0545f, // Hunter
-0.0059f, // Rogue
0.03183f, // Priest
0.0114f, // DK
0.0167f, // Shaman
0.034575f, // Mage
0.02011f, // Warlock
0.0f, // ??
-0.0187f // Druid
};
// Crit/agility to dodge/agility coefficient multipliers
float crit_to_dodge[MAX_CLASSES] = {
1.1f, // Warrior
1.0f, // Paladin
1.6f, // Hunter
2.0f, // Rogue
1.0f, // Priest
1.0f, // DK?
1.0f, // Shaman
1.0f, // Mage
1.0f, // Warlock
0.0f, // ??
1.7f // Druid
};
uint32 level = getLevel();
uint32 pclass = getClass();
if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
// Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
GtChanceToMeleeCritEntry const *dodgeRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
if (dodgeRatio==NULL || pclass > MAX_CLASSES)
return 0.0f;
float dodge=dodge_base[pclass-1] + GetStat(STAT_AGILITY) * dodgeRatio->ratio * crit_to_dodge[pclass-1];
return dodge*100.0f;
}
float Player::GetSpellCritFromIntellect()
{
uint32 level = getLevel();
uint32 pclass = getClass();
if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
GtChanceToSpellCritBaseEntry const *critBase = sGtChanceToSpellCritBaseStore.LookupEntry(pclass-1);
GtChanceToSpellCritEntry const *critRatio = sGtChanceToSpellCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
if (critBase==NULL || critRatio==NULL)
return 0.0f;
float crit=critBase->base + GetStat(STAT_INTELLECT)*critRatio->ratio;
return crit*100.0f;
}
float Player::GetRatingMultiplier(CombatRating cr) const
{
uint32 level = getLevel();
if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
GtCombatRatingsEntry const *Rating = sGtCombatRatingsStore.LookupEntry(cr*GT_MAX_LEVEL+level-1);
// gtOCTClassCombatRatingScalarStore.dbc starts with 1, CombatRating with zero, so cr+1
GtOCTClassCombatRatingScalarEntry const *classRating = sGtOCTClassCombatRatingScalarStore.LookupEntry((getClass()-1)*GT_MAX_RATING+cr+1);
if (!Rating || !classRating)
return 1.0f; // By default use minimum coefficient (not must be called)
return classRating->ratio / Rating->ratio;
}
float Player::GetRatingBonusValue(CombatRating cr) const
{
return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr)) * GetRatingMultiplier(cr);
}
float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const
{
switch (attType)
{
case BASE_ATTACK:
return GetUInt32Value(PLAYER_EXPERTISE) / 4.0f;
case OFF_ATTACK:
return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE) / 4.0f;
default:
break;
}
return 0.0f;
}
float Player::OCTRegenHPPerSpirit()
{
uint32 level = getLevel();
uint32 pclass = getClass();
if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
GtOCTRegenHPEntry const *baseRatio = sGtOCTRegenHPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
GtRegenHPPerSptEntry const *moreRatio = sGtRegenHPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
if (baseRatio==NULL || moreRatio==NULL)
return 0.0f;
// Formula from PaperDollFrame script
float spirit = GetStat(STAT_SPIRIT);
float baseSpirit = spirit;
if (baseSpirit>50) baseSpirit = 50;
float moreSpirit = spirit - baseSpirit;
float regen = baseSpirit * baseRatio->ratio + moreSpirit * moreRatio->ratio;
return regen;
}
float Player::OCTRegenMPPerSpirit()
{
uint32 level = getLevel();
uint32 pclass = getClass();
if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
// GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
GtRegenMPPerSptEntry const *moreRatio = sGtRegenMPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
if (moreRatio==NULL)
return 0.0f;
// Formula get from PaperDollFrame script
float spirit = GetStat(STAT_SPIRIT);
float regen = spirit * moreRatio->ratio;
return regen;
}
void Player::ApplyRatingMod(CombatRating cr, int32 value, bool apply)
{
m_baseRatingValue[cr]+=(apply ? value : -value);
// explicit affected values
switch (cr)
{
case CR_HASTE_MELEE:
{
float RatingChange = value * GetRatingMultiplier(cr);
ApplyAttackTimePercentMod(BASE_ATTACK,RatingChange,apply);
ApplyAttackTimePercentMod(OFF_ATTACK,RatingChange,apply);
break;
}
case CR_HASTE_RANGED:
{
float RatingChange = value * GetRatingMultiplier(cr);
ApplyAttackTimePercentMod(RANGED_ATTACK, RatingChange, apply);
break;
}
case CR_HASTE_SPELL:
{
float RatingChange = value * GetRatingMultiplier(cr);
ApplyCastTimePercentMod(RatingChange,apply);
break;
}
default:
break;
}
UpdateRating(cr);
}
void Player::UpdateRating(CombatRating cr)
{
int32 amount = m_baseRatingValue[cr];
// Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
// stat used stored in miscValueB for this aura
AuraList const& modRatingFromStat = GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT);
for(AuraList::const_iterator i = modRatingFromStat.begin();i != modRatingFromStat.end(); ++i)
if ((*i)->GetMiscValue() & (1<<cr))
amount += int32(GetStat(Stats((*i)->GetMiscBValue())) * (*i)->GetModifier()->m_amount / 100.0f);
if (amount < 0)
amount = 0;
SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr, uint32(amount));
bool affectStats = CanModifyStats();
switch (cr)
{
case CR_WEAPON_SKILL: // Implemented in Unit::RollMeleeOutcomeAgainst
case CR_DEFENSE_SKILL:
UpdateDefenseBonusesMod();
break;
case CR_DODGE:
UpdateDodgePercentage();
break;
case CR_PARRY:
UpdateParryPercentage();
break;
case CR_BLOCK:
UpdateBlockPercentage();
break;
case CR_HIT_MELEE:
UpdateMeleeHitChances();
break;
case CR_HIT_RANGED:
UpdateRangedHitChances();
break;
case CR_HIT_SPELL:
UpdateSpellHitChances();
break;
case CR_CRIT_MELEE:
if(affectStats)
{
UpdateCritPercentage(BASE_ATTACK);
UpdateCritPercentage(OFF_ATTACK);
}
break;
case CR_CRIT_RANGED:
if(affectStats)
UpdateCritPercentage(RANGED_ATTACK);
break;
case CR_CRIT_SPELL:
if(affectStats)
UpdateAllSpellCritChances();
break;
case CR_HIT_TAKEN_MELEE: // Implemented in Unit::MeleeMissChanceCalc
case CR_HIT_TAKEN_RANGED:
break;
case CR_HIT_TAKEN_SPELL: // Implemented in Unit::MagicSpellHitResult
break;
case CR_CRIT_TAKEN_MELEE: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
case CR_CRIT_TAKEN_RANGED:
break;
case CR_CRIT_TAKEN_SPELL: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
break;
case CR_HASTE_MELEE: // Implemented in Player::ApplyRatingMod
case CR_HASTE_RANGED:
case CR_HASTE_SPELL:
break;
case CR_WEAPON_SKILL_MAINHAND: // Implemented in Unit::RollMeleeOutcomeAgainst
case CR_WEAPON_SKILL_OFFHAND:
case CR_WEAPON_SKILL_RANGED:
break;
case CR_EXPERTISE:
if(affectStats)
{
UpdateExpertise(BASE_ATTACK);
UpdateExpertise(OFF_ATTACK);
}
break;
case CR_ARMOR_PENETRATION:
if(affectStats)
UpdateArmorPenetration();
break;
}
}
void Player::UpdateAllRatings()
{
for(int cr = 0; cr < MAX_COMBAT_RATING; ++cr)
UpdateRating(CombatRating(cr));
}
void Player::SetRegularAttackTime()
{
for(int i = 0; i < MAX_ATTACK; ++i)
{
Item *tmpitem = GetWeaponForAttack(WeaponAttackType(i),true,false);
if (tmpitem)
{
ItemPrototype const *proto = tmpitem->GetProto();
if(proto->Delay)
SetAttackTime(WeaponAttackType(i), proto->Delay);
else
SetAttackTime(WeaponAttackType(i), BASE_ATTACK_TIME);
}
}
}
//skill+step, checking for max value
bool Player::UpdateSkill(uint32 skill_id, uint32 step)
{
if(!skill_id)
return false;
SkillStatusMap::iterator itr = mSkillStatus.find(skill_id);
if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return false;
uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos);
uint32 data = GetUInt32Value(valueIndex);
uint32 value = SKILL_VALUE(data);
uint32 max = SKILL_MAX(data);
if ((!max) || (!value) || (value >= max))
return false;
if (value*512 < max*urand(0,512))
{
uint32 new_value = value+step;
if(new_value > max)
new_value = max;
SetUInt32Value(valueIndex,MAKE_SKILL_VALUE(new_value,max));
if(itr->second.uState != SKILL_NEW)
itr->second.uState = SKILL_CHANGED;
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,skill_id);
return true;
}
return false;
}
inline int SkillGainChance(uint32 SkillValue, uint32 GrayLevel, uint32 GreenLevel, uint32 YellowLevel)
{
if ( SkillValue >= GrayLevel )
return sWorld.getConfig(CONFIG_UINT32_SKILL_CHANCE_GREY)*10;
if ( SkillValue >= GreenLevel )
return sWorld.getConfig(CONFIG_UINT32_SKILL_CHANCE_GREEN)*10;
if ( SkillValue >= YellowLevel )
return sWorld.getConfig(CONFIG_UINT32_SKILL_CHANCE_YELLOW)*10;
return sWorld.getConfig(CONFIG_UINT32_SKILL_CHANCE_ORANGE)*10;
}
bool Player::UpdateCraftSkill(uint32 spellid)
{
DEBUG_LOG("UpdateCraftSkill spellid %d", spellid);
SkillLineAbilityMapBounds bounds = sSpellMgr.GetSkillLineAbilityMapBounds(spellid);
for(SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
{
if (_spell_idx->second->skillId)
{
uint32 SkillValue = GetPureSkillValue(_spell_idx->second->skillId);
// Alchemy Discoveries here
SpellEntry const* spellEntry = sSpellStore.LookupEntry(spellid);
if (spellEntry && spellEntry->Mechanic == MECHANIC_DISCOVERY)
{
if (uint32 discoveredSpell = GetSkillDiscoverySpell(_spell_idx->second->skillId, spellid, this))
learnSpell(discoveredSpell, false);
}
uint32 craft_skill_gain = sWorld.getConfig(CONFIG_UINT32_SKILL_GAIN_CRAFTING);
return UpdateSkillPro(_spell_idx->second->skillId, SkillGainChance(SkillValue,
_spell_idx->second->max_value,
(_spell_idx->second->max_value + _spell_idx->second->min_value)/2,
_spell_idx->second->min_value),
craft_skill_gain);
}
}
return false;
}
bool Player::UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator )
{
DEBUG_LOG("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId, SkillValue, RedLevel);
uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_UINT32_SKILL_GAIN_GATHERING);
// For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
switch (SkillId)
{
case SKILL_HERBALISM:
case SKILL_LOCKPICKING:
case SKILL_JEWELCRAFTING:
case SKILL_INSCRIPTION:
return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
case SKILL_SKINNING:
if( sWorld.getConfig(CONFIG_UINT32_SKILL_CHANCE_SKINNING_STEPS)==0)
return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
else
return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_UINT32_SKILL_CHANCE_SKINNING_STEPS)), gathering_skill_gain);
case SKILL_MINING:
if (sWorld.getConfig(CONFIG_UINT32_SKILL_CHANCE_MINING_STEPS)==0)
return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
else
return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_UINT32_SKILL_CHANCE_MINING_STEPS)),gathering_skill_gain);
}
return false;
}
bool Player::UpdateFishingSkill()
{
DEBUG_LOG("UpdateFishingSkill");
uint32 SkillValue = GetPureSkillValue(SKILL_FISHING);
int32 chance = SkillValue < 75 ? 100 : 2500/(SkillValue-50);
uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_UINT32_SKILL_GAIN_GATHERING);
return UpdateSkillPro(SKILL_FISHING,chance*10,gathering_skill_gain);
}
// levels sync. with spell requirement for skill levels to learn
// bonus abilities in sSkillLineAbilityStore
// Used only to avoid scan DBC at each skill grow
static uint32 bonusSkillLevels[] = {75,150,225,300,375,450};
bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step)
{
DEBUG_LOG("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId, Chance/10.0);
if ( !SkillId )
return false;
if(Chance <= 0) // speedup in 0 chance case
{
DEBUG_LOG("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
return false;
}
SkillStatusMap::iterator itr = mSkillStatus.find(SkillId);
if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return false;
uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos);
uint32 data = GetUInt32Value(valueIndex);
uint16 SkillValue = SKILL_VALUE(data);
uint16 MaxValue = SKILL_MAX(data);
if ( !MaxValue || !SkillValue || SkillValue >= MaxValue )
return false;
int32 Roll = irand(1,1000);
if ( Roll <= Chance )
{
uint32 new_value = SkillValue+step;
if(new_value > MaxValue)
new_value = MaxValue;
SetUInt32Value(valueIndex,MAKE_SKILL_VALUE(new_value,MaxValue));
if(itr->second.uState != SKILL_NEW)
itr->second.uState = SKILL_CHANGED;
for(uint32* bsl = &bonusSkillLevels[0]; *bsl; ++bsl)
{
if((SkillValue < *bsl && new_value >= *bsl))
{
learnSkillRewardedSpells( SkillId, new_value);
break;
}
}
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,SkillId);
DEBUG_LOG("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance/10.0);
return true;
}
DEBUG_LOG("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
return false;
}
void Player::UpdateWeaponSkill (WeaponAttackType attType)
{
// no skill gain in pvp
Unit *pVictim = getVictim();
if(pVictim && pVictim->IsCharmerOrOwnerPlayerOrPlayerItself())
return;
if (IsInFeralForm())
return; // always maximized SKILL_FERAL_COMBAT in fact
if (GetShapeshiftForm() == FORM_TREE)
return; // use weapon but not skill up
uint32 weapon_skill_gain = sWorld.getConfig(CONFIG_UINT32_SKILL_GAIN_WEAPON);
switch(attType)
{
case BASE_ATTACK:
{
Item *tmpitem = GetWeaponForAttack(attType,true,true);
if (!tmpitem)
UpdateSkill(SKILL_UNARMED,weapon_skill_gain);
else if(tmpitem->GetProto()->SubClass != ITEM_SUBCLASS_WEAPON_FISHING_POLE)
UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain);
break;
}
case OFF_ATTACK:
case RANGED_ATTACK:
{
Item *tmpitem = GetWeaponForAttack(attType,true,true);
if (tmpitem)
UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain);
break;
}
}
UpdateAllCritPercentages();
}
void Player::UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, bool defence)
{
uint32 plevel = getLevel(); // if defense than pVictim == attacker
uint32 greylevel = MaNGOS::XP::GetGrayLevel(plevel);
uint32 moblevel = pVictim->GetLevelForTarget(this);
if(moblevel < greylevel)
return;
if (moblevel > plevel + 5)
moblevel = plevel + 5;
uint32 lvldif = moblevel - greylevel;
if(lvldif < 3)
lvldif = 3;
uint32 skilldif = 5 * plevel - (defence ? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType));
if(skilldif <= 0)
return;
float chance = float(3 * lvldif * skilldif) / plevel;
if(!defence)
chance *= 0.1f * GetStat(STAT_INTELLECT);
chance = chance < 1.0f ? 1.0f : chance; //minimum chance to increase skill is 1%
if(roll_chance_f(chance))
{
if(defence)
UpdateDefense();
else
UpdateWeaponSkill(attType);
}
else
return;
}
void Player::ModifySkillBonus(uint32 skillid,int32 val, bool talent)
{
SkillStatusMap::const_iterator itr = mSkillStatus.find(skillid);
if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return;
uint32 bonusIndex = PLAYER_SKILL_BONUS_INDEX(itr->second.pos);
uint32 bonus_val = GetUInt32Value(bonusIndex);
int16 temp_bonus = SKILL_TEMP_BONUS(bonus_val);
int16 perm_bonus = SKILL_PERM_BONUS(bonus_val);
if(talent) // permanent bonus stored in high part
SetUInt32Value(bonusIndex,MAKE_SKILL_BONUS(temp_bonus,perm_bonus+val));
else // temporary/item bonus stored in low part
SetUInt32Value(bonusIndex,MAKE_SKILL_BONUS(temp_bonus+val,perm_bonus));
}
void Player::UpdateSkillsForLevel()
{
uint16 maxconfskill = sWorld.GetConfigMaxSkillValue();
uint32 maxSkill = GetMaxSkillValueForLevel();
bool alwaysMaxSkill = sWorld.getConfig(CONFIG_BOOL_ALWAYS_MAX_SKILL_FOR_LEVEL);
for(SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ++itr)
{
if(itr->second.uState == SKILL_DELETED)
continue;
uint32 pskill = itr->first;
SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(pskill);
if(!pSkill)
continue;
if(GetSkillRangeType(pSkill,false) != SKILL_RANGE_LEVEL)
continue;
uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos);
uint32 data = GetUInt32Value(valueIndex);
uint32 max = SKILL_MAX(data);
uint32 val = SKILL_VALUE(data);
/// update only level dependent max skill values
if(max!=1)
{
/// maximize skill always
if(alwaysMaxSkill)
{
SetUInt32Value(valueIndex, MAKE_SKILL_VALUE(maxSkill,maxSkill));
if(itr->second.uState != SKILL_NEW)
itr->second.uState = SKILL_CHANGED;
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, pskill);
}
else if(max != maxconfskill) /// update max skill value if current max skill not maximized
{
SetUInt32Value(valueIndex, MAKE_SKILL_VALUE(val,maxSkill));
if(itr->second.uState != SKILL_NEW)
itr->second.uState = SKILL_CHANGED;
}
}
}
}
void Player::UpdateSkillsToMaxSkillsForLevel()
{
for(SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ++itr)
{
if(itr->second.uState == SKILL_DELETED)
continue;
uint32 pskill = itr->first;
if( IsProfessionOrRidingSkill(pskill))
continue;
uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos);
uint32 data = GetUInt32Value(valueIndex);
uint32 max = SKILL_MAX(data);
if(max > 1)
{
SetUInt32Value(valueIndex,MAKE_SKILL_VALUE(max,max));
if(itr->second.uState != SKILL_NEW)
itr->second.uState = SKILL_CHANGED;
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, pskill);
}
if(pskill == SKILL_DEFENSE)
UpdateDefenseBonusesMod();
}
}
// This functions sets a skill line value (and adds if doesn't exist yet)
// To "remove" a skill line, set it's values to zero
void Player::SetSkill(uint16 id, uint16 currVal, uint16 maxVal, uint16 step /*=0*/)
{
if(!id)
return;
SkillStatusMap::iterator itr = mSkillStatus.find(id);
// has skill
if(itr != mSkillStatus.end() && itr->second.uState != SKILL_DELETED)
{
if(currVal)
{
if (step) // need update step
SetUInt32Value(PLAYER_SKILL_INDEX(itr->second.pos), MAKE_PAIR32(id, step));
// update value
SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos), MAKE_SKILL_VALUE(currVal, maxVal));
if(itr->second.uState != SKILL_NEW)
itr->second.uState = SKILL_CHANGED;
learnSkillRewardedSpells(id, currVal);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, id);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL, id);
}
else //remove
{
// clear skill fields
SetUInt32Value(PLAYER_SKILL_INDEX(itr->second.pos), 0);
SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos), 0);
SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos), 0);
// mark as deleted or simply remove from map if not saved yet
if(itr->second.uState != SKILL_NEW)
itr->second.uState = SKILL_DELETED;
else
mSkillStatus.erase(itr);
// remove all spells that related to this skill
for (uint32 j = 0; j < sSkillLineAbilityStore.GetNumRows(); ++j)
if(SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(j))
if (pAbility->skillId == id)
removeSpell(sSpellMgr.GetFirstSpellInChain(pAbility->spellId));
}
}
else if(currVal) // add
{
for (int i = 0; i < PLAYER_MAX_SKILLS; ++i)
{
if (!GetUInt32Value(PLAYER_SKILL_INDEX(i)))
{
SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id);
if(!pSkill)
{
sLog.outError("Skill not found in SkillLineStore: skill #%u", id);
return;
}
SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id, step));
SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal, maxVal));
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, id);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL, id);
// insert new entry or update if not deleted old entry yet
if(itr != mSkillStatus.end())
{
itr->second.pos = i;
itr->second.uState = SKILL_CHANGED;
}
else
mSkillStatus.insert(SkillStatusMap::value_type(id, SkillStatusData(i, SKILL_NEW)));
// apply skill bonuses
SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i), 0);
// temporary bonuses
AuraList const& mModSkill = GetAurasByType(SPELL_AURA_MOD_SKILL);
for(AuraList::const_iterator j = mModSkill.begin(); j != mModSkill.end(); ++j)
if ((*j)->GetModifier()->m_miscvalue == int32(id))
(*j)->ApplyModifier(true);
// permanent bonuses
AuraList const& mModSkillTalent = GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT);
for(AuraList::const_iterator j = mModSkillTalent.begin(); j != mModSkillTalent.end(); ++j)
if ((*j)->GetModifier()->m_miscvalue == int32(id))
(*j)->ApplyModifier(true);
// Learn all spells for skill
learnSkillRewardedSpells(id, currVal);
return;
}
}
}
}
bool Player::HasSkill(uint32 skill) const
{
if(!skill)
return false;
SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
return (itr != mSkillStatus.end() && itr->second.uState != SKILL_DELETED);
}
uint16 Player::GetSkillValue(uint32 skill) const
{
if(!skill)
return 0;
SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return 0;
uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos));
int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))));
result += SKILL_TEMP_BONUS(bonus);
result += SKILL_PERM_BONUS(bonus);
return result < 0 ? 0 : result;
}
uint16 Player::GetMaxSkillValue(uint32 skill) const
{
if(!skill)
return 0;
SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return 0;
uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos));
int32 result = int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))));
result += SKILL_TEMP_BONUS(bonus);
result += SKILL_PERM_BONUS(bonus);
return result < 0 ? 0 : result;
}
uint16 Player::GetPureMaxSkillValue(uint32 skill) const
{
if(!skill)
return 0;
SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return 0;
return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos)));
}
uint16 Player::GetBaseSkillValue(uint32 skill) const
{
if(!skill)
return 0;
SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return 0;
int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))));
result += SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos)));
return result < 0 ? 0 : result;
}
uint16 Player::GetPureSkillValue(uint32 skill) const
{
if(!skill)
return 0;
SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return 0;
return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos)));
}
int16 Player::GetSkillPermBonusValue(uint32 skill) const
{
if(!skill)
return 0;
SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return 0;
return SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos)));
}
int16 Player::GetSkillTempBonusValue(uint32 skill) const
{
if(!skill)
return 0;
SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return 0;
return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos)));
}
void Player::SendInitialActionButtons() const
{
DETAIL_LOG( "Initializing Action Buttons for '%u' spec '%u'", GetGUIDLow(), m_activeSpec);
WorldPacket data(SMSG_ACTION_BUTTONS, 1+(MAX_ACTION_BUTTONS*4));
data << uint8(1); // talent spec amount (in packet)
ActionButtonList const& currentActionButtonList = m_actionButtons[m_activeSpec];
for(uint8 button = 0; button < MAX_ACTION_BUTTONS; ++button)
{
ActionButtonList::const_iterator itr = currentActionButtonList.find(button);
if(itr != currentActionButtonList.end() && itr->second.uState != ACTIONBUTTON_DELETED)
data << uint32(itr->second.packedData);
else
data << uint32(0);
}
GetSession()->SendPacket( &data );
DETAIL_LOG( "Action Buttons for '%u' spec '%u' Initialized", GetGUIDLow(), m_activeSpec );
}
void Player::SendLockActionButtons() const
{
DETAIL_LOG( "Locking Action Buttons for '%u' spec '%u'", GetGUIDLow(), m_activeSpec);
WorldPacket data(SMSG_ACTION_BUTTONS, 1);
// sending 2 locks actions bars, neither user can remove buttons, nor client removes buttons at spell unlearn
// they remain locked until server sends new action buttons
data << uint8(2);
GetSession()->SendPacket( &data );
}
bool Player::IsActionButtonDataValid(uint8 button, uint32 action, uint8 type, Player* player, bool msg)
{
if(button >= MAX_ACTION_BUTTONS)
{
if (msg)
{
if (player)
sLog.outError( "Action %u not added into button %u for player %s: button must be < %u", action, button, player->GetName(), MAX_ACTION_BUTTONS );
else
sLog.outError( "Table `playercreateinfo_action` have action %u into button %u : button must be < %u", action, button, MAX_ACTION_BUTTONS );
}
return false;
}
if(action >= MAX_ACTION_BUTTON_ACTION_VALUE)
{
if (msg)
{
if (player)
sLog.outError( "Action %u not added into button %u for player %s: action must be < %u", action, button, player->GetName(), MAX_ACTION_BUTTON_ACTION_VALUE );
else
sLog.outError( "Table `playercreateinfo_action` have action %u into button %u : action must be < %u", action, button, MAX_ACTION_BUTTON_ACTION_VALUE );
}
return false;
}
switch(type)
{
case ACTION_BUTTON_SPELL:
if(!sSpellStore.LookupEntry(action))
{
if (msg)
{
if (player)
sLog.outError( "Spell action %u not added into button %u for player %s: spell not exist", action, button, player->GetName() );
else
sLog.outError( "Table `playercreateinfo_action` have spell action %u into button %u: spell not exist", action, button );
}
return false;
}
if(player && !player->HasSpell(action))
{
if (msg)
sLog.outError( "Spell action %u not added into button %u for player %s: player don't known this spell", action, button, player->GetName() );
return false;
}
break;
case ACTION_BUTTON_ITEM:
if(!ObjectMgr::GetItemPrototype(action))
{
if (msg)
{
if (player)
sLog.outError( "Item action %u not added into button %u for player %s: item not exist", action, button, player->GetName() );
else
sLog.outError( "Table `playercreateinfo_action` have item action %u into button %u: item not exist", action, button );
}
return false;
}
break;
default:
break; // other cases not checked at this moment
}
return true;
}
ActionButton* Player::addActionButton(uint8 spec, uint8 button, uint32 action, uint8 type)
{
// check action only for active spec (so not check at copy/load passive spec)
if (spec == GetActiveSpec() && !IsActionButtonDataValid(button,action,type,this))
return NULL;
// it create new button (NEW state) if need or return existing
ActionButton& ab = m_actionButtons[spec][button];
// set data and update to CHANGED if not NEW
ab.SetActionAndType(action,ActionButtonType(type));
DETAIL_LOG("Player '%u' Added Action '%u' (type %u) to Button '%u' for spec %u", GetGUIDLow(), action, uint32(type), button, spec);
return &ab;
}
void Player::removeActionButton(uint8 spec, uint8 button)
{
ActionButtonList& currentActionButtonList = m_actionButtons[spec];
ActionButtonList::iterator buttonItr = currentActionButtonList.find(button);
if (buttonItr == currentActionButtonList.end() || buttonItr->second.uState == ACTIONBUTTON_DELETED)
return;
if (buttonItr->second.uState == ACTIONBUTTON_NEW)
currentActionButtonList.erase(buttonItr); // new and not saved
else
buttonItr->second.uState = ACTIONBUTTON_DELETED; // saved, will deleted at next save
DETAIL_LOG("Action Button '%u' Removed from Player '%u' for spec %u", button, GetGUIDLow(), spec);
}
ActionButton const* Player::GetActionButton(uint8 button)
{
ActionButtonList& currentActionButtonList = m_actionButtons[m_activeSpec];
ActionButtonList::iterator buttonItr = currentActionButtonList.find(button);
if (buttonItr==currentActionButtonList.end() || buttonItr->second.uState == ACTIONBUTTON_DELETED)
return NULL;
return &buttonItr->second;
}
bool Player::SetPosition(float x, float y, float z, float orientation, bool teleport)
{
// prevent crash when a bad coord is sent by the client
if(!MaNGOS::IsValidMapCoord(x,y,z,orientation))
{
DEBUG_LOG("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x,y,z,orientation,teleport,GetGUIDLow());
return false;
}
Map *m = GetMap();
const float old_x = GetPositionX();
const float old_y = GetPositionY();
const float old_z = GetPositionZ();
const float old_r = GetOrientation();
if( teleport || old_x != x || old_y != y || old_z != z || old_r != orientation )
{
if (teleport || old_x != x || old_y != y || old_z != z)
RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING);
else
RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING);
RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
// move and update visible state if need
m->PlayerRelocation(this, x, y, z, orientation);
// reread after Map::Relocation
m = GetMap();
x = GetPositionX();
y = GetPositionY();
z = GetPositionZ();
// group update
if (GetGroup() && (old_x != x || old_y != y))
SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION);
if (GetTrader() && !IsWithinDistInMap(GetTrader(), INTERACTION_DISTANCE))
GetSession()->SendCancelTrade(); // will close both side trade windows
}
// code block for underwater state update
UpdateUnderwaterState(m, x, y, z);
CheckAreaExploreAndOutdoor();
return true;
}
void Player::SaveRecallPosition()
{
m_recallMap = GetMapId();
m_recallX = GetPositionX();
m_recallY = GetPositionY();
m_recallZ = GetPositionZ();
m_recallO = GetOrientation();
}
void Player::SendMessageToSet(WorldPacket *data, bool self)
{
if (IsInWorld())
GetMap()->MessageBroadcast(this, data, false);
//if player is not in world and map in not created/already destroyed
//no need to create one, just send packet for itself!
if (self)
GetSession()->SendPacket(data);
}
void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self)
{
if (IsInWorld())
GetMap()->MessageDistBroadcast(this, data, dist, false);
if (self)
GetSession()->SendPacket(data);
}
void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool own_team_only)
{
if (IsInWorld())
GetMap()->MessageDistBroadcast(this, data, dist, false, own_team_only);
if (self)
GetSession()->SendPacket(data);
}
void Player::SendDirectMessage(WorldPacket *data)
{
GetSession()->SendPacket(data);
}
void Player::SendCinematicStart(uint32 CinematicSequenceId)
{
WorldPacket data(SMSG_TRIGGER_CINEMATIC, 4);
data << uint32(CinematicSequenceId);
SendDirectMessage(&data);
}
void Player::SendMovieStart(uint32 MovieId)
{
WorldPacket data(SMSG_TRIGGER_MOVIE, 4);
data << uint32(MovieId);
SendDirectMessage(&data);
}
void Player::CheckAreaExploreAndOutdoor()
{
if (!isAlive())
return;
if (IsTaxiFlying())
return;
bool isOutdoor;
uint16 areaFlag = GetTerrain()->GetAreaFlag(GetPositionX(),GetPositionY(),GetPositionZ(), &isOutdoor);
if (isOutdoor)
{
if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) && GetRestType() == REST_TYPE_IN_TAVERN)
{
AreaTriggerEntry const* at = sAreaTriggerStore.LookupEntry(inn_trigger_id);
if (!at || !IsPointInAreaTriggerZone(at, GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ()))
{
// Player left inn (REST_TYPE_IN_CITY overrides REST_TYPE_IN_TAVERN, so just clear rest)
SetRestType(REST_TYPE_NO);
}
}
}
else if (sWorld.getConfig(CONFIG_BOOL_VMAP_INDOOR_CHECK) && !isGameMaster())
RemoveAurasWithAttribute(SPELL_ATTR_OUTDOORS_ONLY);
if (areaFlag==0xffff)
return;
int offset = areaFlag / 32;
if (offset >= PLAYER_EXPLORED_ZONES_SIZE)
{
sLog.outError("Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < %u ).",areaFlag,GetPositionX(),GetPositionY(),offset,offset, PLAYER_EXPLORED_ZONES_SIZE);
return;
}
uint32 val = (uint32)(1 << (areaFlag % 32));
uint32 currFields = GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset);
if (!(currFields & val))
{
SetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset, (uint32)(currFields | val));
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA);
AreaTableEntry const *p = GetAreaEntryByAreaFlagAndMap(areaFlag,GetMapId());
if(!p)
{
sLog.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
}
else if(p->area_level > 0)
{
uint32 area = p->ID;
if (getLevel() >= sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL))
{
SendExplorationExperience(area,0);
}
else
{
int32 diff = int32(getLevel()) - p->area_level;
uint32 XP = 0;
if (diff < -5)
{
XP = uint32(sObjectMgr.GetBaseXP(getLevel()+5)*sWorld.getConfig(CONFIG_FLOAT_RATE_XP_EXPLORE));
}
else if (diff > 5)
{
int32 exploration_percent = (100-((diff-5)*5));
if (exploration_percent > 100)
exploration_percent = 100;
else if (exploration_percent < 0)
exploration_percent = 0;
XP = uint32(sObjectMgr.GetBaseXP(p->area_level)*exploration_percent/100*sWorld.getConfig(CONFIG_FLOAT_RATE_XP_EXPLORE));
}
else
{
XP = uint32(sObjectMgr.GetBaseXP(p->area_level)*sWorld.getConfig(CONFIG_FLOAT_RATE_XP_EXPLORE));
}
GiveXP( XP, NULL );
SendExplorationExperience(area,XP);
}
DETAIL_LOG("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area);
}
}
}
Team Player::TeamForRace(uint8 race)
{
ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
if (!rEntry)
{
sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
return ALLIANCE;
}
switch(rEntry->TeamID)
{
case 7: return ALLIANCE;
case 1: return HORDE;
}
sLog.outError("Race %u have wrong teamid %u in DBC: wrong DBC files?",uint32(race),rEntry->TeamID);
return TEAM_NONE;
}
uint32 Player::getFactionForRace(uint8 race)
{
ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
if(!rEntry)
{
sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
return 0;
}
return rEntry->FactionID;
}
void Player::setFactionForRace(uint8 race)
{
m_team = TeamForRace(race);
setFaction(getFactionForRace(race));
}
ReputationRank Player::GetReputationRank(uint32 faction) const
{
FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction);
return GetReputationMgr().GetRank(factionEntry);
}
//Calculate total reputation percent player gain with quest/creature level
int32 Player::CalculateReputationGain(ReputationSource source, int32 rep, int32 faction, uint32 creatureOrQuestLevel, bool noAuraBonus)
{
float percent = 100.0f;
float repMod = noAuraBonus ? 0.0f : (float)GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN);
// faction specific auras only seem to apply to kills
if (source == REPUTATION_SOURCE_KILL)
repMod += GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_FACTION_REPUTATION_GAIN, faction);
percent += rep > 0 ? repMod : -repMod;
float rate;
switch (source)
{
case REPUTATION_SOURCE_KILL:
rate = sWorld.getConfig(CONFIG_FLOAT_RATE_REPUTATION_LOWLEVEL_KILL);
break;
case REPUTATION_SOURCE_QUEST:
rate = sWorld.getConfig(CONFIG_FLOAT_RATE_REPUTATION_LOWLEVEL_QUEST);
break;
case REPUTATION_SOURCE_SPELL:
default:
rate = 1.0f;
break;
}
if (rate != 1.0f && creatureOrQuestLevel <= MaNGOS::XP::GetGrayLevel(getLevel()))
percent *= rate;
if (percent <= 0.0f)
return 0;
// Multiply result with the faction specific rate
if (const RepRewardRate *repData = sObjectMgr.GetRepRewardRate(faction))
{
float repRate = 0.0f;
switch (source)
{
case REPUTATION_SOURCE_KILL:
repRate = repData->creature_rate;
break;
case REPUTATION_SOURCE_QUEST:
repRate = repData->quest_rate;
break;
case REPUTATION_SOURCE_SPELL:
repRate = repData->spell_rate;
break;
}
// for custom, a rate of 0.0 will totally disable reputation gain for this faction/type
if (repRate <= 0.0f)
return 0;
percent *= repRate;
}
return int32(sWorld.getConfig(CONFIG_FLOAT_RATE_REPUTATION_GAIN)*rep*percent/100.0f);
}
//Calculates how many reputation points player gains in victim's enemy factions
void Player::RewardReputation(Unit *pVictim, float rate)
{
if(!pVictim || pVictim->GetTypeId() == TYPEID_PLAYER)
return;
// used current difficulty creature entry instead normal version (GetEntry())
ReputationOnKillEntry const* Rep = sObjectMgr.GetReputationOnKillEntry(((Creature*)pVictim)->GetCreatureInfo()->Entry);
if(!Rep)
return;
if(Rep->repfaction1 && (!Rep->team_dependent || GetTeam()==ALLIANCE))
{
int32 donerep1 = CalculateReputationGain(REPUTATION_SOURCE_KILL, Rep->repvalue1, Rep->repfaction1, pVictim->getLevel());
donerep1 = int32(donerep1*rate);
FactionEntry const *factionEntry1 = sFactionStore.LookupEntry(Rep->repfaction1);
uint32 current_reputation_rank1 = GetReputationMgr().GetRank(factionEntry1);
if (factionEntry1 && current_reputation_rank1 <= Rep->reputation_max_cap1)
GetReputationMgr().ModifyReputation(factionEntry1, donerep1);
// Wiki: Team factions value divided by 2
if (factionEntry1 && Rep->is_teamaward1)
{
FactionEntry const *team1_factionEntry = sFactionStore.LookupEntry(factionEntry1->team);
if(team1_factionEntry)
GetReputationMgr().ModifyReputation(team1_factionEntry, donerep1 / 2);
}
}
if(Rep->repfaction2 && (!Rep->team_dependent || GetTeam()==HORDE))
{
int32 donerep2 = CalculateReputationGain(REPUTATION_SOURCE_KILL, Rep->repvalue2, Rep->repfaction2, pVictim->getLevel());
donerep2 = int32(donerep2*rate);
FactionEntry const *factionEntry2 = sFactionStore.LookupEntry(Rep->repfaction2);
uint32 current_reputation_rank2 = GetReputationMgr().GetRank(factionEntry2);
if (factionEntry2 && current_reputation_rank2 <= Rep->reputation_max_cap2)
GetReputationMgr().ModifyReputation(factionEntry2, donerep2);
// Wiki: Team factions value divided by 2
if (factionEntry2 && Rep->is_teamaward2)
{
FactionEntry const *team2_factionEntry = sFactionStore.LookupEntry(factionEntry2->team);
if(team2_factionEntry)
GetReputationMgr().ModifyReputation(team2_factionEntry, donerep2 / 2);
}
}
}
//Calculate how many reputation points player gain with the quest
void Player::RewardReputation(Quest const *pQuest)
{
// quest reputation reward/loss
for(int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)
{
if (!pQuest->RewRepFaction[i])
continue;
// No diplomacy mod are applied to the final value (flat). Note the formula (finalValue = DBvalue/100)
if (pQuest->RewRepValue[i])
{
int32 rep = CalculateReputationGain(REPUTATION_SOURCE_QUEST, pQuest->RewRepValue[i]/100, pQuest->RewRepFaction[i], GetQuestLevelForPlayer(pQuest), true);
if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i]))
GetReputationMgr().ModifyReputation(factionEntry, rep);
}
else
{
uint32 row = ((pQuest->RewRepValueId[i] < 0) ? 1 : 0) + 1;
uint32 field = abs(pQuest->RewRepValueId[i]);
if (const QuestFactionRewardEntry *pRow = sQuestFactionRewardStore.LookupEntry(row))
{
int32 repPoints = pRow->rewardValue[field];
if (!repPoints)
continue;
repPoints = CalculateReputationGain(REPUTATION_SOURCE_QUEST, repPoints, pQuest->RewRepFaction[i], GetQuestLevelForPlayer(pQuest));
if (const FactionEntry* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i]))
GetReputationMgr().ModifyReputation(factionEntry, repPoints);
}
}
}
// TODO: implement reputation spillover
}
void Player::UpdateArenaFields(void)
{
/* arena calcs go here */
}
void Player::UpdateHonorFields()
{
/// called when rewarding honor and at each save
time_t now = time(NULL);
time_t today = (time(NULL) / DAY) * DAY;
if(m_lastHonorUpdateTime < today)
{
time_t yesterday = today - DAY;
uint16 kills_today = PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS));
// update yesterday's contribution
if(m_lastHonorUpdateTime >= yesterday )
{
SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION));
// this is the first update today, reset today's contribution
SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, 0);
SetUInt32Value(PLAYER_FIELD_KILLS, MAKE_PAIR32(0,kills_today));
}
else
{
// no honor/kills yesterday or today, reset
SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0);
SetUInt32Value(PLAYER_FIELD_KILLS, 0);
}
}
m_lastHonorUpdateTime = now;
}
///Calculate the amount of honor gained based on the victim
///and the size of the group for which the honor is divided
///An exact honor value can also be given (overriding the calcs)
bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor)
{
// do not reward honor in arenas, but enable onkill spellproc
if(InArena())
{
if(!uVictim || uVictim == this || uVictim->GetTypeId() != TYPEID_PLAYER)
return false;
if( GetBGTeam() == ((Player*)uVictim)->GetBGTeam() )
return false;
return true;
}
// 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE))
return false;
uint64 victim_guid = 0;
uint32 victim_rank = 0;
// need call before fields update to have chance move yesterday data to appropriate fields before today data change.
UpdateHonorFields();
if(honor <= 0)
{
if(!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT))
return false;
victim_guid = uVictim->GetGUID();
if( uVictim->GetTypeId() == TYPEID_PLAYER )
{
Player *pVictim = (Player *)uVictim;
if( GetTeam() == pVictim->GetTeam() && !sWorld.IsFFAPvPRealm() )
return false;
float f = 1; //need for total kills (?? need more info)
uint32 k_grey = 0;
uint32 k_level = getLevel();
uint32 v_level = pVictim->getLevel();
{
// PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
// [0] Just name
// [1..14] Alliance honor titles and player name
// [15..28] Horde honor titles and player name
// [29..38] Other title and player name
// [39+] Nothing
uint32 victim_title = pVictim->GetUInt32Value(PLAYER_CHOSEN_TITLE);
// Get Killer titles, CharTitlesEntry::bit_index
// Ranks:
// title[1..14] -> rank[5..18]
// title[15..28] -> rank[5..18]
// title[other] -> 0
if (victim_title == 0)
victim_guid = 0; // Don't show HK: <rank> message, only log.
else if (victim_title < 15)
victim_rank = victim_title + 4;
else if (victim_title < 29)
victim_rank = victim_title - 14 + 4;
else
victim_guid = 0; // Don't show HK: <rank> message, only log.
}
k_grey = MaNGOS::XP::GetGrayLevel(k_level);
if(v_level<=k_grey)
return false;
float diff_level = (k_level == k_grey) ? 1 : ((float(v_level) - float(k_grey)) / (float(k_level) - float(k_grey)));
int32 v_rank =1; //need more info
honor = ((f * diff_level * (190 + v_rank*10))/6);
honor *= ((float)k_level) / 70.0f; //factor of dependence on levels of the killer
// count the number of playerkills in one day
ApplyModUInt32Value(PLAYER_FIELD_KILLS, 1, true);
// and those in a lifetime
ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, 1, true);
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL);
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS, pVictim->getClass());
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_RACE, pVictim->getRace());
}
else
{
Creature *cVictim = (Creature *)uVictim;
if (!cVictim->IsRacialLeader())
return false;
honor = 100; // ??? need more info
victim_rank = 19; // HK: Leader
}
}
if (uVictim != NULL)
{
honor *= sWorld.getConfig(CONFIG_FLOAT_RATE_HONOR);
honor *= (GetMaxPositiveAuraModifier(SPELL_AURA_MOD_HONOR_GAIN) + 100.0f)/100.0f;
if(groupsize > 1)
honor /= groupsize;
honor *= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
}
// honor - for show honor points in log
// victim_guid - for show victim name in log
// victim_rank [1..4] HK: <dishonored rank>
// victim_rank [5..19] HK: <alliance\horde rank>
// victim_rank [0,20+] HK: <>
WorldPacket data(SMSG_PVP_CREDIT,4+8+4);
data << (uint32) honor;
data << (uint64) victim_guid;
data << (uint32) victim_rank;
GetSession()->SendPacket(&data);
// add honor points
ModifyHonorPoints(int32(honor));
ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, uint32(honor), true);
return true;
}
void Player::ModifyHonorPoints( int32 value )
{
if(value < 0)
{
if (GetHonorPoints() > sWorld.getConfig(CONFIG_UINT32_MAX_HONOR_POINTS))
SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_UINT32_MAX_HONOR_POINTS) + value);
else
SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() > uint32(-value) ? GetHonorPoints() + value : 0);
}
else
SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() < sWorld.getConfig(CONFIG_UINT32_MAX_HONOR_POINTS) - value ? GetHonorPoints() + value : sWorld.getConfig(CONFIG_UINT32_MAX_HONOR_POINTS));
}
void Player::ModifyArenaPoints( int32 value )
{
if(value < 0)
{
if (GetArenaPoints() > sWorld.getConfig(CONFIG_UINT32_MAX_ARENA_POINTS))
SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_UINT32_MAX_ARENA_POINTS) + value);
else
SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() > uint32(-value) ? GetArenaPoints() + value : 0);
}
else
SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() < sWorld.getConfig(CONFIG_UINT32_MAX_ARENA_POINTS) - value ? GetArenaPoints() + value : sWorld.getConfig(CONFIG_UINT32_MAX_ARENA_POINTS));
}
uint32 Player::GetGuildIdFromDB(ObjectGuid guid)
{
uint32 lowguid = guid.GetCounter();
QueryResult* result = CharacterDatabase.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", lowguid);
if (!result)
return 0;
uint32 id = result->Fetch()[0].GetUInt32();
delete result;
return id;
}
uint32 Player::GetRankFromDB(ObjectGuid guid)
{
QueryResult *result = CharacterDatabase.PQuery("SELECT rank FROM guild_member WHERE guid='%u'", guid.GetCounter());
if (result)
{
uint32 v = result->Fetch()[0].GetUInt32();
delete result;
return v;
}
else
return 0;
}
uint32 Player::GetArenaTeamIdFromDB(ObjectGuid guid, uint8 type)
{
QueryResult *result = CharacterDatabase.PQuery("SELECT arena_team_member.arenateamid FROM arena_team_member JOIN arena_team ON arena_team_member.arenateamid = arena_team.arenateamid WHERE guid='%u' AND type='%u' LIMIT 1", guid.GetCounter(), type);
if (!result)
return 0;
uint32 id = (*result)[0].GetUInt32();
delete result;
return id;
}
uint32 Player::GetZoneIdFromDB(ObjectGuid guid)
{
uint32 lowguid = guid.GetCounter();
QueryResult *result = CharacterDatabase.PQuery("SELECT zone FROM characters WHERE guid='%u'", lowguid);
if (!result)
return 0;
Field* fields = result->Fetch();
uint32 zone = fields[0].GetUInt32();
delete result;
if (!zone)
{
// stored zone is zero, use generic and slow zone detection
result = CharacterDatabase.PQuery("SELECT map,position_x,position_y,position_z FROM characters WHERE guid='%u'", lowguid);
if( !result )
return 0;
fields = result->Fetch();
uint32 map = fields[0].GetUInt32();
float posx = fields[1].GetFloat();
float posy = fields[2].GetFloat();
float posz = fields[3].GetFloat();
delete result;
zone = sTerrainMgr.GetZoneId(map,posx,posy,posz);
if (zone > 0)
CharacterDatabase.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone, lowguid);
}
return zone;
}
uint32 Player::GetLevelFromDB(ObjectGuid guid)
{
uint32 lowguid = guid.GetCounter();
QueryResult *result = CharacterDatabase.PQuery("SELECT level FROM characters WHERE guid='%u'", lowguid);
if (!result)
return 0;
Field* fields = result->Fetch();
uint32 level = fields[0].GetUInt32();
delete result;
return level;
}
void Player::UpdateArea(uint32 newArea)
{
m_areaUpdateId = newArea;
AreaTableEntry const* area = GetAreaEntryByAreaID(newArea);
// FFA_PVP flags are area and not zone id dependent
// so apply them accordingly
if (area && (area->flags & AREA_FLAG_ARENA))
{
if (!isGameMaster())
SetFFAPvP(true);
}
else
{
// remove ffa flag only if not ffapvp realm
// removal in sanctuaries and capitals is handled in zone update
if(IsFFAPvP() && !sWorld.IsFFAPvPRealm())
SetFFAPvP(false);
}
if (area)
{
// Dalaran restricted flight zone
if ((area->flags & AREA_FLAG_CANNOT_FLY) && IsFreeFlying() && !isGameMaster() && !HasAura(58600))
CastSpell(this, 58600, true); // Restricted Flight Area
// TODO: implement wintergrasp parachute when battle in progress
/* if ((area->flags & AREA_FLAG_OUTDOOR_PVP) && IsFreeFlying() && <WINTERGRASP_BATTLE_IN_PROGRESS> && !isGameMaster())
CastSpell(this, 58730, true); */
}
UpdateAreaDependentAuras();
}
void Player::UpdateZone(uint32 newZone, uint32 newArea)
{
AreaTableEntry const* zone = GetAreaEntryByAreaID(newZone);
if(!zone)
return;
if(m_zoneUpdateId != newZone)
{
SendInitWorldStates(newZone, newArea); // only if really enters to new zone, not just area change, works strange...
if (sWorld.getConfig(CONFIG_BOOL_WEATHER))
{
if(Weather *wth = sWorld.FindWeather(zone->ID))
wth->SendWeatherUpdateToPlayer(this);
else if(!sWorld.AddWeather(zone->ID))
{
// send fine weather packet to remove old zone's weather
Weather::SendFineWeatherUpdateToPlayer(this);
}
}
}
m_zoneUpdateId = newZone;
m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
// zone changed, so area changed as well, update it
UpdateArea(newArea);
// in PvP, any not controlled zone (except zone->team == 6, default case)
// in PvE, only opposition team capital
switch(zone->team)
{
case AREATEAM_ALLY:
pvpInfo.inHostileArea = GetTeam() != ALLIANCE && (sWorld.IsPvPRealm() || zone->flags & AREA_FLAG_CAPITAL);
break;
case AREATEAM_HORDE:
pvpInfo.inHostileArea = GetTeam() != HORDE && (sWorld.IsPvPRealm() || zone->flags & AREA_FLAG_CAPITAL);
break;
case AREATEAM_NONE:
// overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
pvpInfo.inHostileArea = sWorld.IsPvPRealm() || InBattleGround();
break;
default: // 6 in fact
pvpInfo.inHostileArea = false;
break;
}
if(pvpInfo.inHostileArea) // in hostile area
{
if(!IsPvP() || pvpInfo.endTimer != 0)
UpdatePvP(true, true);
}
else // in friendly area
{
if(IsPvP() && !HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_IN_PVP) && pvpInfo.endTimer == 0)
pvpInfo.endTimer = time(0); // start toggle-off
}
if(zone->flags & AREA_FLAG_SANCTUARY) // in sanctuary
{
SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY);
if(sWorld.IsFFAPvPRealm())
SetFFAPvP(false);
}
else
{
RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY);
}
if(zone->flags & AREA_FLAG_CAPITAL) // in capital city
SetRestType(REST_TYPE_IN_CITY);
else if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) && GetRestType() != REST_TYPE_IN_TAVERN)
// resting and not in tavern (leave city then); tavern leave handled in CheckAreaExploreAndOutdoor
SetRestType(REST_TYPE_NO);
// remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
// if player resurrected at teleport this will be applied in resurrect code
if(isAlive())
DestroyZoneLimitedItem( true, newZone );
// check some item equip limitations (in result lost CanTitanGrip at talent reset, for example)
AutoUnequipOffhandIfNeed();
// recent client version not send leave/join channel packets for built-in local channels
UpdateLocalChannels( newZone );
// group update
if(GetGroup())
SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE);
UpdateZoneDependentAuras();
UpdateZoneDependentPets();
}
//If players are too far way of duel flag... then player loose the duel
void Player::CheckDuelDistance(time_t currTime)
{
if(!duel)
return;
uint64 duelFlagGUID = GetUInt64Value(PLAYER_DUEL_ARBITER);
GameObject* obj = GetMap()->GetGameObject(duelFlagGUID);
if(!obj)
return;
if(duel->outOfBound == 0)
{
if(!IsWithinDistInMap(obj, 50))
{
duel->outOfBound = currTime;
WorldPacket data(SMSG_DUEL_OUTOFBOUNDS, 0);
GetSession()->SendPacket(&data);
}
}
else
{
if(IsWithinDistInMap(obj, 40))
{
duel->outOfBound = 0;
WorldPacket data(SMSG_DUEL_INBOUNDS, 0);
GetSession()->SendPacket(&data);
}
else if(currTime >= (duel->outOfBound+10))
{
DuelComplete(DUEL_FLED);
}
}
}
void Player::DuelComplete(DuelCompleteType type)
{
// duel not requested
if(!duel)
return;
WorldPacket data(SMSG_DUEL_COMPLETE, (1));
data << (uint8)((type != DUEL_INTERUPTED) ? 1 : 0);
GetSession()->SendPacket(&data);
duel->opponent->GetSession()->SendPacket(&data);
if(type != DUEL_INTERUPTED)
{
data.Initialize(SMSG_DUEL_WINNER, (1+20)); // we guess size
data << (uint8)((type==DUEL_WON) ? 0 : 1); // 0 = just won; 1 = fled
data << duel->opponent->GetName();
data << GetName();
SendMessageToSet(&data,true);
}
if (type == DUEL_WON)
{
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL, 1);
if (duel->opponent)
duel->opponent->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL, 1);
}
//Remove Duel Flag object
GameObject* obj = GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER));
if(obj)
duel->initiator->RemoveGameObject(obj,true);
/* remove auras */
std::vector<uint32> auras2remove;
SpellAuraHolderMap const& vAuras = duel->opponent->GetSpellAuraHolderMap();
for (SpellAuraHolderMap::const_iterator i = vAuras.begin(); i != vAuras.end(); ++i)
{
if (!i->second->IsPositive() && i->second->GetCasterGuid() == GetObjectGuid() && i->second->GetAuraApplyTime() >= duel->startTime)
auras2remove.push_back(i->second->GetId());
}
for(size_t i=0; i<auras2remove.size(); ++i)
duel->opponent->RemoveAurasDueToSpell(auras2remove[i]);
auras2remove.clear();
SpellAuraHolderMap const& auras = GetSpellAuraHolderMap();
for (SpellAuraHolderMap::const_iterator i = auras.begin(); i != auras.end(); ++i)
{
if (!i->second->IsPositive() && i->second->GetCasterGuid() == duel->opponent->GetObjectGuid() && i->second->GetAuraApplyTime() >= duel->startTime)
auras2remove.push_back(i->second->GetId());
}
for(size_t i=0; i<auras2remove.size(); ++i)
RemoveAurasDueToSpell(auras2remove[i]);
// cleanup combo points
if (GetComboTargetGuid() == duel->opponent->GetObjectGuid())
ClearComboPoints();
else if (GetComboTargetGuid() == duel->opponent->GetPetGuid())
ClearComboPoints();
if (duel->opponent->GetComboTargetGuid() == GetObjectGuid())
duel->opponent->ClearComboPoints();
else if (duel->opponent->GetComboTargetGuid() == GetPetGuid())
duel->opponent->ClearComboPoints();
//cleanups
SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
SetUInt32Value(PLAYER_DUEL_TEAM, 0);
duel->opponent->SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 0);
delete duel->opponent->duel;
duel->opponent->duel = NULL;
delete duel;
duel = NULL;
}
//---------------------------------------------------------//
void Player::_ApplyItemMods(Item *item, uint8 slot,bool apply)
{
if(slot >= INVENTORY_SLOT_BAG_END || !item)
return;
// not apply/remove mods for broken item
if(item->IsBroken())
return;
ItemPrototype const *proto = item->GetProto();
if(!proto)
return;
DETAIL_LOG("applying mods for item %u ",item->GetGUIDLow());
uint32 attacktype = Player::GetAttackBySlot(slot);
if(attacktype < MAX_ATTACK)
_ApplyWeaponDependentAuraMods(item,WeaponAttackType(attacktype),apply);
_ApplyItemBonuses(proto,slot,apply);
if( slot==EQUIPMENT_SLOT_RANGED )
_ApplyAmmoBonuses();
ApplyItemEquipSpell(item,apply);
ApplyEnchantment(item, apply);
if(proto->Socket[0].Color) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
CorrectMetaGemEnchants(slot, apply);
DEBUG_LOG("_ApplyItemMods complete.");
}
void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool apply, bool only_level_scale /*= false*/)
{
if (slot >= INVENTORY_SLOT_BAG_END || !proto)
return;
ScalingStatDistributionEntry const *ssd = proto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(proto->ScalingStatDistribution) : NULL;
if (only_level_scale && !ssd)
return;
// req. check at equip, but allow use for extended range if range limit max level, set proper level
uint32 ssd_level = getLevel();
if (ssd && ssd_level > ssd->MaxLevel)
ssd_level = ssd->MaxLevel;
ScalingStatValuesEntry const *ssv = proto->ScalingStatValue ? sScalingStatValuesStore.LookupEntry(ssd_level) : NULL;
if (only_level_scale && !ssv)
return;
for (uint32 i = 0; i < MAX_ITEM_PROTO_STATS; ++i)
{
uint32 statType = 0;
int32 val = 0;
// If set ScalingStatDistribution need get stats and values from it
if (ssd && ssv)
{
if (ssd->StatMod[i] < 0)
continue;
statType = ssd->StatMod[i];
val = (ssv->getssdMultiplier(proto->ScalingStatValue) * ssd->Modifier[i]) / 10000;
}
else
{
if (i >= proto->StatsCount)
continue;
statType = proto->ItemStat[i].ItemStatType;
val = proto->ItemStat[i].ItemStatValue;
}
if(val == 0)
continue;
switch (statType)
{
case ITEM_MOD_MANA:
HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(val), apply);
break;
case ITEM_MOD_HEALTH: // modify HP
HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(val), apply);
break;
case ITEM_MOD_AGILITY: // modify agility
HandleStatModifier(UNIT_MOD_STAT_AGILITY, BASE_VALUE, float(val), apply);
ApplyStatBuffMod(STAT_AGILITY, float(val), apply);
break;
case ITEM_MOD_STRENGTH: //modify strength
HandleStatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(val), apply);
ApplyStatBuffMod(STAT_STRENGTH, float(val), apply);
break;
case ITEM_MOD_INTELLECT: //modify intellect
HandleStatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(val), apply);
ApplyStatBuffMod(STAT_INTELLECT, float(val), apply);
break;
case ITEM_MOD_SPIRIT: //modify spirit
HandleStatModifier(UNIT_MOD_STAT_SPIRIT, BASE_VALUE, float(val), apply);
ApplyStatBuffMod(STAT_SPIRIT, float(val), apply);
break;
case ITEM_MOD_STAMINA: //modify stamina
HandleStatModifier(UNIT_MOD_STAT_STAMINA, BASE_VALUE, float(val), apply);
ApplyStatBuffMod(STAT_STAMINA, float(val), apply);
break;
case ITEM_MOD_DEFENSE_SKILL_RATING:
ApplyRatingMod(CR_DEFENSE_SKILL, int32(val), apply);
break;
case ITEM_MOD_DODGE_RATING:
ApplyRatingMod(CR_DODGE, int32(val), apply);
break;
case ITEM_MOD_PARRY_RATING:
ApplyRatingMod(CR_PARRY, int32(val), apply);
break;
case ITEM_MOD_BLOCK_RATING:
ApplyRatingMod(CR_BLOCK, int32(val), apply);
break;
case ITEM_MOD_HIT_MELEE_RATING:
ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
break;
case ITEM_MOD_HIT_RANGED_RATING:
ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
break;
case ITEM_MOD_HIT_SPELL_RATING:
ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
break;
case ITEM_MOD_CRIT_MELEE_RATING:
ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
break;
case ITEM_MOD_CRIT_RANGED_RATING:
ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
break;
case ITEM_MOD_CRIT_SPELL_RATING:
ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
break;
case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
break;
case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
break;
case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
break;
case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
break;
case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
break;
case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
break;
case ITEM_MOD_HASTE_MELEE_RATING:
ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
break;
case ITEM_MOD_HASTE_RANGED_RATING:
ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
break;
case ITEM_MOD_HASTE_SPELL_RATING:
ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
break;
case ITEM_MOD_HIT_RATING:
ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
break;
case ITEM_MOD_CRIT_RATING:
ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
break;
case ITEM_MOD_HIT_TAKEN_RATING:
ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
break;
case ITEM_MOD_CRIT_TAKEN_RATING:
ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
break;
case ITEM_MOD_RESILIENCE_RATING:
ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
break;
case ITEM_MOD_HASTE_RATING:
ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
break;
case ITEM_MOD_EXPERTISE_RATING:
ApplyRatingMod(CR_EXPERTISE, int32(val), apply);
break;
case ITEM_MOD_ATTACK_POWER:
HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(val), apply);
HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
break;
case ITEM_MOD_RANGED_ATTACK_POWER:
HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
break;
case ITEM_MOD_MANA_REGENERATION:
ApplyManaRegenBonus(int32(val), apply);
break;
case ITEM_MOD_ARMOR_PENETRATION_RATING:
ApplyRatingMod(CR_ARMOR_PENETRATION, int32(val), apply);
break;
case ITEM_MOD_SPELL_POWER:
ApplySpellPowerBonus(int32(val), apply);
break;
case ITEM_MOD_SPELL_PENETRATION:
ApplyModInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE, -int32(val), apply);
m_spellPenetrationItemMod += apply ? val : -val;
break;
case ITEM_MOD_BLOCK_VALUE:
HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(val), apply);
break;
// deprecated item mods
case ITEM_MOD_FERAL_ATTACK_POWER:
case ITEM_MOD_SPELL_HEALING_DONE:
case ITEM_MOD_SPELL_DAMAGE_DONE:
break;
}
}
// Apply Spell Power from ScalingStatValue if set
if(ssv)
{
if (int32 spellbonus = ssv->getSpellBonus(proto->ScalingStatValue))
ApplySpellPowerBonus(spellbonus, apply);
}
// If set ScalingStatValue armor get it or use item armor
uint32 armor = proto->Armor;
if (ssv)
{
if (uint32 ssvarmor = ssv->getArmorMod(proto->ScalingStatValue))
armor = ssvarmor;
}
// Add armor bonus from ArmorDamageModifier if > 0
if (proto->ArmorDamageModifier > 0)
armor += uint32(proto->ArmorDamageModifier);
if (armor)
HandleStatModifier(UNIT_MOD_ARMOR, BASE_VALUE, float(armor), apply);
if (proto->Block)
HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(proto->Block), apply);
if (proto->HolyRes)
HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(proto->HolyRes), apply);
if (proto->FireRes)
HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(proto->FireRes), apply);
if (proto->NatureRes)
HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE, BASE_VALUE, float(proto->NatureRes), apply);
if (proto->FrostRes)
HandleStatModifier(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, float(proto->FrostRes), apply);
if (proto->ShadowRes)
HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW, BASE_VALUE, float(proto->ShadowRes), apply);
if (proto->ArcaneRes)
HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE, BASE_VALUE, float(proto->ArcaneRes), apply);
WeaponAttackType attType = BASE_ATTACK;
float damage = 0.0f;
if( slot == EQUIPMENT_SLOT_RANGED && (
proto->InventoryType == INVTYPE_RANGED || proto->InventoryType == INVTYPE_THROWN ||
proto->InventoryType == INVTYPE_RANGEDRIGHT ))
{
attType = RANGED_ATTACK;
}
else if(slot==EQUIPMENT_SLOT_OFFHAND)
{
attType = OFF_ATTACK;
}
float minDamage = proto->Damage[0].DamageMin;
float maxDamage = proto->Damage[0].DamageMax;
int32 extraDPS = 0;
// If set dpsMod in ScalingStatValue use it for min (70% from average), max (130% from average) damage
if (ssv)
{
if ((extraDPS = ssv->getDPSMod(proto->ScalingStatValue)))
{
float average = extraDPS * proto->Delay / 1000.0f;
minDamage = 0.7f * average;
maxDamage = 1.3f * average;
}
}
if (minDamage > 0 )
{
damage = apply ? minDamage : BASE_MINDAMAGE;
SetBaseWeaponDamage(attType, MINDAMAGE, damage);
//sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
}
if (maxDamage > 0 )
{
damage = apply ? maxDamage : BASE_MAXDAMAGE;
SetBaseWeaponDamage(attType, MAXDAMAGE, damage);
}
// Apply feral bonus from ScalingStatValue if set
if (ssv)
{
if (int32 feral_bonus = ssv->getFeralBonus(proto->ScalingStatValue))
ApplyFeralAPBonus(feral_bonus, apply);
}
// Druids get feral AP bonus from weapon dps (also use DPS from ScalingStatValue)
if (getClass() == CLASS_DRUID)
{
int32 feral_bonus = proto->getFeralBonus(extraDPS);
if (feral_bonus > 0)
ApplyFeralAPBonus(feral_bonus, apply);
}
if (!CanUseEquippedWeapon(attType))
return;
if (proto->Delay)
{
if(slot == EQUIPMENT_SLOT_RANGED)
SetAttackTime(RANGED_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
else if(slot==EQUIPMENT_SLOT_MAINHAND)
SetAttackTime(BASE_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
else if(slot==EQUIPMENT_SLOT_OFFHAND)
SetAttackTime(OFF_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
}
if(CanModifyStats() && (damage || proto->Delay))
UpdateDamagePhysical(attType);
}
void Player::_ApplyWeaponDependentAuraMods(Item *item,WeaponAttackType attackType,bool apply)
{
AuraList const& auraCritList = GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT);
for(AuraList::const_iterator itr = auraCritList.begin(); itr!=auraCritList.end();++itr)
_ApplyWeaponDependentAuraCritMod(item,attackType,*itr,apply);
AuraList const& auraDamageFlatList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE);
for(AuraList::const_iterator itr = auraDamageFlatList.begin(); itr!=auraDamageFlatList.end();++itr)
_ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
AuraList const& auraDamagePCTList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE);
for(AuraList::const_iterator itr = auraDamagePCTList.begin(); itr!=auraDamagePCTList.end();++itr)
_ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
}
void Player::_ApplyWeaponDependentAuraCritMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply)
{
// generic not weapon specific case processes in aura code
if(aura->GetSpellProto()->EquippedItemClass == -1)
return;
BaseModGroup mod = BASEMOD_END;
switch(attackType)
{
case BASE_ATTACK: mod = CRIT_PERCENTAGE; break;
case OFF_ATTACK: mod = OFFHAND_CRIT_PERCENTAGE;break;
case RANGED_ATTACK: mod = RANGED_CRIT_PERCENTAGE; break;
default: return;
}
if (item->IsFitToSpellRequirements(aura->GetSpellProto()))
{
HandleBaseModValue(mod, FLAT_MOD, float (aura->GetModifier()->m_amount), apply);
}
}
void Player::_ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply)
{
// ignore spell mods for not wands
Modifier const* modifier = aura->GetModifier();
if((modifier->m_miscvalue & SPELL_SCHOOL_MASK_NORMAL)==0 && (getClassMask() & CLASSMASK_WAND_USERS)==0)
return;
// generic not weapon specific case processes in aura code
if(aura->GetSpellProto()->EquippedItemClass == -1)
return;
UnitMods unitMod = UNIT_MOD_END;
switch(attackType)
{
case BASE_ATTACK: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break;
case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break;
case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break;
default: return;
}
UnitModifierType unitModType = TOTAL_VALUE;
switch(modifier->m_auraname)
{
case SPELL_AURA_MOD_DAMAGE_DONE: unitModType = TOTAL_VALUE; break;
case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE: unitModType = TOTAL_PCT; break;
default: return;
}
if (item->IsFitToSpellRequirements(aura->GetSpellProto()))
{
HandleStatModifier(unitMod, unitModType, float(modifier->m_amount),apply);
}
}
void Player::ApplyItemEquipSpell(Item *item, bool apply, bool form_change)
{
if(!item)
return;
ItemPrototype const *proto = item->GetProto();
if(!proto)
return;
for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
{
_Spell const& spellData = proto->Spells[i];
// no spell
if(!spellData.SpellId )
continue;
// wrong triggering type
if(apply && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_EQUIP)
continue;
// check if it is valid spell
SpellEntry const* spellproto = sSpellStore.LookupEntry(spellData.SpellId);
if(!spellproto)
continue;
ApplyEquipSpell(spellproto,item,apply,form_change);
}
}
void Player::ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply, bool form_change)
{
if(apply)
{
// Cannot be used in this stance/form
if (GetErrorAtShapeshiftedCast(spellInfo, GetShapeshiftForm()) != SPELL_CAST_OK)
return;
if (form_change) // check aura active state from other form
{
bool found = false;
for (int k=0; k < MAX_EFFECT_INDEX; ++k)
{
SpellAuraHolderBounds spair = GetSpellAuraHolderBounds(spellInfo->Id);
for (SpellAuraHolderMap::const_iterator iter = spair.first; iter != spair.second; ++iter)
{
if(!item || iter->second->GetCastItemGuid() == item->GetObjectGuid())
{
found = true;
break;
}
}
if(found)
break;
}
if(found) // and skip re-cast already active aura at form change
return;
}
DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item ? "item" : "itemset"), spellInfo->Id);
CastSpell(this,spellInfo,true,item);
}
else
{
if (form_change) // check aura compatibility
{
// Cannot be used in this stance/form
if (GetErrorAtShapeshiftedCast(spellInfo, GetShapeshiftForm()) == SPELL_CAST_OK)
return; // and remove only not compatible at form change
}
if (item)
RemoveAurasDueToItemSpell(item,spellInfo->Id); // un-apply all spells , not only at-equipped
else
RemoveAurasDueToSpell(spellInfo->Id); // un-apply spell (item set case)
}
}
void Player::UpdateEquipSpellsAtFormChange()
{
for (int i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
{
if(m_items[i] && !m_items[i]->IsBroken())
{
ApplyItemEquipSpell(m_items[i],false,true); // remove spells that not fit to form
ApplyItemEquipSpell(m_items[i],true,true); // add spells that fit form but not active
}
}
// item set bonuses not dependent from item broken state
for(size_t setindex = 0; setindex < ItemSetEff.size(); ++setindex)
{
ItemSetEffect* eff = ItemSetEff[setindex];
if(!eff)
continue;
for(uint32 y=0;y<8; ++y)
{
SpellEntry const* spellInfo = eff->spells[y];
if(!spellInfo)
continue;
ApplyEquipSpell(spellInfo,NULL,false,true); // remove spells that not fit to form
ApplyEquipSpell(spellInfo,NULL,true,true); // add spells that fit form but not active
}
}
}
void Player::CastItemCombatSpell(Unit* Target, WeaponAttackType attType)
{
Item *item = GetWeaponForAttack(attType, true, false);
if(!item)
return;
ItemPrototype const *proto = item->GetProto();
if(!proto)
return;
if (!Target || Target == this )
return;
for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
{
_Spell const& spellData = proto->Spells[i];
// no spell
if(!spellData.SpellId )
continue;
// wrong triggering type
if(spellData.SpellTrigger != ITEM_SPELLTRIGGER_CHANCE_ON_HIT)
continue;
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
if(!spellInfo)
{
sLog.outError("WORLD: unknown Item spellid %i", spellData.SpellId);
continue;
}
// not allow proc extra attack spell at extra attack
if( m_extraAttacks && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_ADD_EXTRA_ATTACKS) )
return;
float chance = (float)spellInfo->procChance;
if(spellData.SpellPPMRate)
{
uint32 WeaponSpeed = proto->Delay;
chance = GetPPMProcChance(WeaponSpeed, spellData.SpellPPMRate);
}
else if(chance > 100.0f)
{
chance = GetWeaponProcChance();
}
if (roll_chance_f(chance))
CastSpell(Target, spellInfo->Id, true, item);
}
// item combat enchantments
for(int e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
{
uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if(!pEnchant) continue;
for (int s = 0; s < 3; ++s)
{
if (pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL)
continue;
SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]);
if (!spellInfo)
{
sLog.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
continue;
}
// Use first rank to access spell item enchant procs
float ppmRate = sSpellMgr.GetItemEnchantProcChance(spellInfo->Id);
float chance = ppmRate
? GetPPMProcChance(proto->Delay, ppmRate)
: pEnchant->amount[s] != 0 ? float(pEnchant->amount[s]) : GetWeaponProcChance();
ApplySpellMod(spellInfo->Id,SPELLMOD_CHANCE_OF_SUCCESS,chance);
ApplySpellMod(spellInfo->Id,SPELLMOD_FREQUENCY_OF_SUCCESS,chance);
if (roll_chance_f(chance))
{
if(IsPositiveSpell(pEnchant->spellid[s]))
CastSpell(this, pEnchant->spellid[s], true, item);
else
CastSpell(Target, pEnchant->spellid[s], true, item);
}
}
}
}
void Player::CastItemUseSpell(Item *item,SpellCastTargets const& targets,uint8 cast_count, uint32 glyphIndex)
{
ItemPrototype const* proto = item->GetProto();
// special learning case
if(proto->Spells[0].SpellId==SPELL_ID_GENERIC_LEARN || proto->Spells[0].SpellId==SPELL_ID_GENERIC_LEARN_PET)
{
uint32 learn_spell_id = proto->Spells[0].SpellId;
uint32 learning_spell_id = proto->Spells[1].SpellId;
SpellEntry const *spellInfo = sSpellStore.LookupEntry(learn_spell_id);
if (!spellInfo)
{
sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring ",proto->ItemId, learn_spell_id);
SendEquipError(EQUIP_ERR_NONE, item);
return;
}
Spell *spell = new Spell(this, spellInfo, false);
spell->m_CastItem = item;
spell->m_cast_count = cast_count; //set count of casts
spell->m_currentBasePoints[EFFECT_INDEX_0] = learning_spell_id;
spell->prepare(&targets);
return;
}
// use triggered flag only for items with many spell casts and for not first cast
int count = 0;
// item spells casted at use
for(int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
{
_Spell const& spellData = proto->Spells[i];
// no spell
if(!spellData.SpellId)
continue;
// wrong triggering type
if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_NO_DELAY_USE)
continue;
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
if(!spellInfo)
{
sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring",proto->ItemId, spellData.SpellId);
continue;
}
Spell *spell = new Spell(this, spellInfo, (count > 0));
spell->m_CastItem = item;
spell->m_cast_count = cast_count; // set count of casts
spell->m_glyphIndex = glyphIndex; // glyph index
spell->prepare(&targets);
++count;
}
// Item enchantments spells casted at use
for(int e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
{
uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if(!pEnchant) continue;
for (int s = 0; s < 3; ++s)
{
if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_USE_SPELL)
continue;
SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]);
if (!spellInfo)
{
sLog.outError("Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
continue;
}
Spell *spell = new Spell(this, spellInfo, (count > 0));
spell->m_CastItem = item;
spell->m_cast_count = cast_count; // set count of casts
spell->m_glyphIndex = glyphIndex; // glyph index
spell->prepare(&targets);
++count;
}
}
}
void Player::_RemoveAllItemMods()
{
DEBUG_LOG("_RemoveAllItemMods start.");
for (int i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
{
if(m_items[i])
{
ItemPrototype const *proto = m_items[i]->GetProto();
if(!proto)
continue;
// item set bonuses not dependent from item broken state
if(proto->ItemSet)
RemoveItemsSetItem(this,proto);
if(m_items[i]->IsBroken())
continue;
ApplyItemEquipSpell(m_items[i],false);
ApplyEnchantment(m_items[i], false);
}
}
for (int i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
{
if(m_items[i])
{
if(m_items[i]->IsBroken())
continue;
ItemPrototype const *proto = m_items[i]->GetProto();
if(!proto)
continue;
uint32 attacktype = Player::GetAttackBySlot(i);
if(attacktype < MAX_ATTACK)
_ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),false);
_ApplyItemBonuses(proto,i, false);
if( i == EQUIPMENT_SLOT_RANGED )
_ApplyAmmoBonuses();
}
}
DEBUG_LOG("_RemoveAllItemMods complete.");
}
void Player::_ApplyAllItemMods()
{
DEBUG_LOG("_ApplyAllItemMods start.");
for (int i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
{
if(m_items[i])
{
if(m_items[i]->IsBroken())
continue;
ItemPrototype const *proto = m_items[i]->GetProto();
if(!proto)
continue;
uint32 attacktype = Player::GetAttackBySlot(i);
if(attacktype < MAX_ATTACK)
_ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),true);
_ApplyItemBonuses(proto,i, true);
if( i == EQUIPMENT_SLOT_RANGED )
_ApplyAmmoBonuses();
}
}
for (int i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
{
if(m_items[i])
{
ItemPrototype const *proto = m_items[i]->GetProto();
if(!proto)
continue;
// item set bonuses not dependent from item broken state
if(proto->ItemSet)
AddItemsSetItem(this,m_items[i]);
if(m_items[i]->IsBroken())
continue;
ApplyItemEquipSpell(m_items[i],true);
ApplyEnchantment(m_items[i], true);
}
}
DEBUG_LOG("_ApplyAllItemMods complete.");
}
void Player::_ApplyAllLevelScaleItemMods(bool apply)
{
for (int i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
{
if(m_items[i])
{
if(m_items[i]->IsBroken())
continue;
ItemPrototype const *proto = m_items[i]->GetProto();
if(!proto)
continue;
_ApplyItemBonuses(proto,i, apply, true);
}
}
}
void Player::_ApplyAmmoBonuses()
{
// check ammo
uint32 ammo_id = GetUInt32Value(PLAYER_AMMO_ID);
if(!ammo_id)
return;
float currentAmmoDPS;
ItemPrototype const *ammo_proto = ObjectMgr::GetItemPrototype( ammo_id );
if( !ammo_proto || ammo_proto->Class!=ITEM_CLASS_PROJECTILE || !CheckAmmoCompatibility(ammo_proto))
currentAmmoDPS = 0.0f;
else
currentAmmoDPS = ammo_proto->Damage[0].DamageMin;
if(currentAmmoDPS == GetAmmoDPS())
return;
m_ammoDPS = currentAmmoDPS;
if(CanModifyStats())
UpdateDamagePhysical(RANGED_ATTACK);
}
bool Player::CheckAmmoCompatibility(const ItemPrototype *ammo_proto) const
{
if(!ammo_proto)
return false;
// check ranged weapon
Item *weapon = GetWeaponForAttack( RANGED_ATTACK, true, false );
if (!weapon)
return false;
ItemPrototype const* weapon_proto = weapon->GetProto();
if(!weapon_proto || weapon_proto->Class!=ITEM_CLASS_WEAPON )
return false;
// check ammo ws. weapon compatibility
switch(weapon_proto->SubClass)
{
case ITEM_SUBCLASS_WEAPON_BOW:
case ITEM_SUBCLASS_WEAPON_CROSSBOW:
if(ammo_proto->SubClass!=ITEM_SUBCLASS_ARROW)
return false;
break;
case ITEM_SUBCLASS_WEAPON_GUN:
if(ammo_proto->SubClass!=ITEM_SUBCLASS_BULLET)
return false;
break;
default:
return false;
}
return true;
}
/* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
Called by remove insignia spell effect */
void Player::RemovedInsignia(Player* looterPlr)
{
if (!GetBattleGroundId())
return;
// If not released spirit, do it !
if(m_deathTimer > 0)
{
m_deathTimer = 0;
BuildPlayerRepop();
RepopAtGraveyard();
}
Corpse *corpse = GetCorpse();
if (!corpse)
return;
// We have to convert player corpse to bones, not to be able to resurrect there
// SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
Corpse *bones = sObjectAccessor.ConvertCorpseForPlayer(GetObjectGuid(), true);
if (!bones)
return;
// Now we must make bones lootable, and send player loot
bones->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
// We store the level of our player in the gold field
// We retrieve this information at Player::SendLoot()
bones->loot.gold = getLevel();
bones->lootRecipient = looterPlr;
looterPlr->SendLoot(bones->GetObjectGuid(), LOOT_INSIGNIA);
}
void Player::SendLootRelease(ObjectGuid guid)
{
WorldPacket data( SMSG_LOOT_RELEASE_RESPONSE, (8+1) );
data << guid;
data << uint8(1);
SendDirectMessage( &data );
}
void Player::SendLoot(ObjectGuid guid, LootType loot_type)
{
if (uint64 lguid = GetLootGUID())
m_session->DoLootRelease(lguid);
Loot *loot = 0;
PermissionTypes permission = ALL_PERMISSION;
DEBUG_LOG("Player::SendLoot");
switch(guid.GetHigh())
{
case HIGHGUID_GAMEOBJECT:
{
DEBUG_LOG(" IS_GAMEOBJECT_GUID(guid)");
GameObject *go = GetMap()->GetGameObject(guid);
// not check distance for GO in case owned GO (fishing bobber case, for example)
// And permit out of range GO with no owner in case fishing hole
if (!go || (loot_type != LOOT_FISHINGHOLE && (loot_type != LOOT_FISHING && loot_type != LOOT_FISHING_FAIL || go->GetOwnerGuid() != GetObjectGuid()) && !go->IsWithinDistInMap(this,INTERACTION_DISTANCE)))
{
SendLootRelease(guid);
return;
}
loot = &go->loot;
// generate loot only if ready for open and spawned in world
if (go->getLootState() == GO_READY && go->isSpawned())
{
uint32 lootid = go->GetGOInfo()->GetLootId();
if ((go->GetEntry() == BG_AV_OBJECTID_MINE_N || go->GetEntry() == BG_AV_OBJECTID_MINE_S))
if (BattleGround *bg = GetBattleGround())
if (bg->GetTypeID() == BATTLEGROUND_AV)
if (!(((BattleGroundAV*)bg)->PlayerCanDoMineQuest(go->GetEntry(), GetTeam())))
{
SendLootRelease(guid);
return;
}
// Entry 0 in fishing loot template used for store junk fish loot at fishing fail it junk allowed by config option
// this is overwrite fishinghole loot for example
if (loot_type == LOOT_FISHING_FAIL)
loot->FillLoot(0, LootTemplates_Fishing, this, true);
else if (lootid)
{
DEBUG_LOG(" if(lootid)");
loot->clear();
loot->FillLoot(lootid, LootTemplates_Gameobject, this, false);
loot->generateMoneyLoot(go->GetGOInfo()->MinMoneyLoot, go->GetGOInfo()->MaxMoneyLoot);
}
else if (loot_type == LOOT_FISHING)
go->getFishLoot(loot,this);
go->SetLootState(GO_ACTIVATED);
}
break;
}
case HIGHGUID_ITEM:
{
Item *item = GetItemByGuid( guid );
if (!item)
{
SendLootRelease(guid);
return;
}
permission = OWNER_PERMISSION;
loot = &item->loot;
if (!item->HasGeneratedLoot())
{
item->loot.clear();
switch(loot_type)
{
case LOOT_DISENCHANTING:
loot->FillLoot(item->GetProto()->DisenchantID, LootTemplates_Disenchant, this, true);
item->SetLootState(ITEM_LOOT_TEMPORARY);
break;
case LOOT_PROSPECTING:
loot->FillLoot(item->GetEntry(), LootTemplates_Prospecting, this, true);
item->SetLootState(ITEM_LOOT_TEMPORARY);
break;
case LOOT_MILLING:
loot->FillLoot(item->GetEntry(), LootTemplates_Milling, this, true);
item->SetLootState(ITEM_LOOT_TEMPORARY);
break;
default:
loot->FillLoot(item->GetEntry(), LootTemplates_Item, this, item->GetProto()->MaxMoneyLoot == 0);
loot->generateMoneyLoot(item->GetProto()->MinMoneyLoot, item->GetProto()->MaxMoneyLoot);
item->SetLootState(ITEM_LOOT_CHANGED);
break;
}
}
break;
}
case HIGHGUID_CORPSE: // remove insignia
{
Corpse *bones = GetMap()->GetCorpse(guid);
if (!bones || !((loot_type == LOOT_CORPSE) || (loot_type == LOOT_INSIGNIA)) || (bones->GetType() != CORPSE_BONES) )
{
SendLootRelease(guid);
return;
}
loot = &bones->loot;
if (!bones->lootForBody)
{
bones->lootForBody = true;
uint32 pLevel = bones->loot.gold;
bones->loot.clear();
if (GetBattleGround()->GetTypeID() == BATTLEGROUND_AV)
loot->FillLoot(0, LootTemplates_Creature, this, false);
// It may need a better formula
// Now it works like this: lvl10: ~6copper, lvl70: ~9silver
bones->loot.gold = (uint32)( urand(50, 150) * 0.016f * pow( ((float)pLevel)/5.76f, 2.5f) * sWorld.getConfig(CONFIG_FLOAT_RATE_DROP_MONEY) );
}
if (bones->lootRecipient != this)
permission = NONE_PERMISSION;
else
permission = OWNER_PERMISSION;
break;
}
case HIGHGUID_UNIT:
{
Creature *creature = GetMap()->GetCreature(guid);
// must be in range and creature must be alive for pickpocket and must be dead for another loot
if (!creature || creature->isAlive()!=(loot_type == LOOT_PICKPOCKETING) || !creature->IsWithinDistInMap(this,INTERACTION_DISTANCE))
{
SendLootRelease(guid);
return;
}
if (loot_type == LOOT_PICKPOCKETING && IsFriendlyTo(creature))
{
SendLootRelease(guid);
return;
}
loot = &creature->loot;
if (loot_type == LOOT_PICKPOCKETING)
{
if (!creature->lootForPickPocketed)
{
creature->lootForPickPocketed = true;
loot->clear();
if (uint32 lootid = creature->GetCreatureInfo()->pickpocketLootId)
loot->FillLoot(lootid, LootTemplates_Pickpocketing, this, false);
// Generate extra money for pick pocket loot
const uint32 a = urand(0, creature->getLevel()/2);
const uint32 b = urand(0, getLevel()/2);
loot->gold = uint32(10 * (a + b) * sWorld.getConfig(CONFIG_FLOAT_RATE_DROP_MONEY));
permission = OWNER_PERMISSION;
}
}
else
{
// the player whose group may loot the corpse
Player *recipient = creature->GetLootRecipient();
if (!recipient)
{
creature->SetLootRecipient(this);
recipient = this;
}
if (creature->lootForPickPocketed)
{
creature->lootForPickPocketed = false;
loot->clear();
}
if (!creature->lootForBody)
{
creature->lootForBody = true;
loot->clear();
if (uint32 lootid = creature->GetCreatureInfo()->lootid)
loot->FillLoot(lootid, LootTemplates_Creature, recipient, false);
loot->generateMoneyLoot(creature->GetCreatureInfo()->mingold,creature->GetCreatureInfo()->maxgold);
if (Group* group = creature->GetGroupLootRecipient())
{
group->UpdateLooterGuid(creature,true);
switch (group->GetLootMethod())
{
case GROUP_LOOT:
// GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
group->GroupLoot(creature, loot);
break;
case NEED_BEFORE_GREED:
group->NeedBeforeGreed(creature, loot);
break;
case MASTER_LOOT:
group->MasterLoot(creature, loot);
break;
default:
break;
}
}
}
// possible only if creature->lootForBody && loot->empty() at spell cast check
if (loot_type == LOOT_SKINNING)
{
if (!creature->lootForSkin)
{
creature->lootForSkin = true;
loot->clear();
loot->FillLoot(creature->GetCreatureInfo()->SkinLootId, LootTemplates_Skinning, this, false);
// let reopen skinning loot if will closed.
if (!loot->empty())
creature->SetUInt32Value(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
permission = OWNER_PERMISSION;
}
}
// set group rights only for loot_type != LOOT_SKINNING
else
{
if(Group* group = creature->GetGroupLootRecipient())
{
if (group == GetGroup())
{
if (group->GetLootMethod() == FREE_FOR_ALL)
permission = ALL_PERMISSION;
else if (group->GetLooterGuid() == GetObjectGuid())
{
if (group->GetLootMethod() == MASTER_LOOT)
permission = MASTER_PERMISSION;
else
permission = ALL_PERMISSION;
}
else
permission = GROUP_PERMISSION;
}
else
permission = NONE_PERMISSION;
}
else if (recipient == this)
permission = OWNER_PERMISSION;
else
permission = NONE_PERMISSION;
}
}
break;
}
default:
{
sLog.outError("%s is unsupported for looting.", guid.GetString().c_str());
return;
}
}
SetLootGUID(guid);
// LOOT_INSIGNIA and LOOT_FISHINGHOLE unsupported by client
switch(loot_type)
{
case LOOT_INSIGNIA: loot_type = LOOT_SKINNING; break;
case LOOT_FISHING_FAIL: loot_type = LOOT_FISHING; break;
case LOOT_FISHINGHOLE: loot_type = LOOT_FISHING; break;
default: break;
}
// need know merged fishing/corpse loot type for achievements
loot->loot_type = loot_type;
WorldPacket data(SMSG_LOOT_RESPONSE, (9+50)); // we guess size
data << ObjectGuid(guid);
data << uint8(loot_type);
data << LootView(*loot, this, permission);
SendDirectMessage(&data);
// add 'this' player as one of the players that are looting 'loot'
if (permission != NONE_PERMISSION)
loot->AddLooter(GetGUID());
if (loot_type == LOOT_CORPSE && !guid.IsItem())
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);
}
void Player::SendNotifyLootMoneyRemoved()
{
WorldPacket data(SMSG_LOOT_CLEAR_MONEY, 0);
GetSession()->SendPacket( &data );
}
void Player::SendNotifyLootItemRemoved(uint8 lootSlot)
{
WorldPacket data(SMSG_LOOT_REMOVED, 1);
data << uint8(lootSlot);
GetSession()->SendPacket( &data );
}
void Player::SendUpdateWorldState(uint32 Field, uint32 Value)
{
WorldPacket data(SMSG_UPDATE_WORLD_STATE, 8);
data << Field;
data << Value;
GetSession()->SendPacket(&data);
}
static WorldStatePair AV_world_states[] =
{
{ 0x7ae, 0x1 }, // 1966 7 snowfall n
{ 0x532, 0x1 }, // 1330 8 frostwolfhut hc
{ 0x531, 0x0 }, // 1329 9 frostwolfhut ac
{ 0x52e, 0x0 }, // 1326 10 stormpike firstaid a_a
{ 0x571, 0x0 }, // 1393 11 east frostwolf tower horde assaulted -unused
{ 0x570, 0x0 }, // 1392 12 west frostwolf tower horde assaulted - unused
{ 0x567, 0x1 }, // 1383 13 frostwolfe c
{ 0x566, 0x1 }, // 1382 14 frostwolfw c
{ 0x550, 0x1 }, // 1360 15 irondeep (N) ally
{ 0x544, 0x0 }, // 1348 16 ice grave a_a
{ 0x536, 0x0 }, // 1334 17 stormpike grave h_c
{ 0x535, 0x1 }, // 1333 18 stormpike grave a_c
{ 0x518, 0x0 }, // 1304 19 stoneheart grave a_a
{ 0x517, 0x0 }, // 1303 20 stoneheart grave h_a
{ 0x574, 0x0 }, // 1396 21 unk
{ 0x573, 0x0 }, // 1395 22 iceblood tower horde assaulted -unused
{ 0x572, 0x0 }, // 1394 23 towerpoint horde assaulted - unused
{ 0x56f, 0x0 }, // 1391 24 unk
{ 0x56e, 0x0 }, // 1390 25 iceblood a
{ 0x56d, 0x0 }, // 1389 26 towerp a
{ 0x56c, 0x0 }, // 1388 27 frostwolfe a
{ 0x56b, 0x0 }, // 1387 28 froswolfw a
{ 0x56a, 0x1 }, // 1386 29 unk
{ 0x569, 0x1 }, // 1385 30 iceblood c
{ 0x568, 0x1 }, // 1384 31 towerp c
{ 0x565, 0x0 }, // 1381 32 stoneh tower a
{ 0x564, 0x0 }, // 1380 33 icewing tower a
{ 0x563, 0x0 }, // 1379 34 dunn a
{ 0x562, 0x0 }, // 1378 35 duns a
{ 0x561, 0x0 }, // 1377 36 stoneheart bunker alliance assaulted - unused
{ 0x560, 0x0 }, // 1376 37 icewing bunker alliance assaulted - unused
{ 0x55f, 0x0 }, // 1375 38 dunbaldar south alliance assaulted - unused
{ 0x55e, 0x0 }, // 1374 39 dunbaldar north alliance assaulted - unused
{ 0x55d, 0x0 }, // 1373 40 stone tower d
{ 0x3c6, 0x0 }, // 966 41 unk
{ 0x3c4, 0x0 }, // 964 42 unk
{ 0x3c2, 0x0 }, // 962 43 unk
{ 0x516, 0x1 }, // 1302 44 stoneheart grave a_c
{ 0x515, 0x0 }, // 1301 45 stonheart grave h_c
{ 0x3b6, 0x0 }, // 950 46 unk
{ 0x55c, 0x0 }, // 1372 47 icewing tower d
{ 0x55b, 0x0 }, // 1371 48 dunn d
{ 0x55a, 0x0 }, // 1370 49 duns d
{ 0x559, 0x0 }, // 1369 50 unk
{ 0x558, 0x0 }, // 1368 51 iceblood d
{ 0x557, 0x0 }, // 1367 52 towerp d
{ 0x556, 0x0 }, // 1366 53 frostwolfe d
{ 0x555, 0x0 }, // 1365 54 frostwolfw d
{ 0x554, 0x1 }, // 1364 55 stoneh tower c
{ 0x553, 0x1 }, // 1363 56 icewing tower c
{ 0x552, 0x1 }, // 1362 57 dunn c
{ 0x551, 0x1 }, // 1361 58 duns c
{ 0x54f, 0x0 }, // 1359 59 irondeep (N) horde
{ 0x54e, 0x0 }, // 1358 60 irondeep (N) ally
{ 0x54d, 0x1 }, // 1357 61 mine (S) neutral
{ 0x54c, 0x0 }, // 1356 62 mine (S) horde
{ 0x54b, 0x0 }, // 1355 63 mine (S) ally
{ 0x545, 0x0 }, // 1349 64 iceblood h_a
{ 0x543, 0x1 }, // 1347 65 iceblod h_c
{ 0x542, 0x0 }, // 1346 66 iceblood a_c
{ 0x540, 0x0 }, // 1344 67 snowfall h_a
{ 0x53f, 0x0 }, // 1343 68 snowfall a_a
{ 0x53e, 0x0 }, // 1342 69 snowfall h_c
{ 0x53d, 0x0 }, // 1341 70 snowfall a_c
{ 0x53c, 0x0 }, // 1340 71 frostwolf g h_a
{ 0x53b, 0x0 }, // 1339 72 frostwolf g a_a
{ 0x53a, 0x1 }, // 1338 73 frostwolf g h_c
{ 0x539, 0x0 }, // l33t 74 frostwolf g a_c
{ 0x538, 0x0 }, // 1336 75 stormpike grave h_a
{ 0x537, 0x0 }, // 1335 76 stormpike grave a_a
{ 0x534, 0x0 }, // 1332 77 frostwolf hut h_a
{ 0x533, 0x0 }, // 1331 78 frostwolf hut a_a
{ 0x530, 0x0 }, // 1328 79 stormpike first aid h_a
{ 0x52f, 0x0 }, // 1327 80 stormpike first aid h_c
{ 0x52d, 0x1 }, // 1325 81 stormpike first aid a_c
{ 0x0, 0x0 }
};
static WorldStatePair WS_world_states[] =
{
{ 0x62d, 0x0 }, // 1581 7 alliance flag captures
{ 0x62e, 0x0 }, // 1582 8 horde flag captures
{ 0x609, 0x0 }, // 1545 9 unk, set to 1 on alliance flag pickup...
{ 0x60a, 0x0 }, // 1546 10 unk, set to 1 on horde flag pickup, after drop it's -1
{ 0x60b, 0x2 }, // 1547 11 unk
{ 0x641, 0x3 }, // 1601 12 unk (max flag captures?)
{ 0x922, 0x1 }, // 2338 13 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
{ 0x923, 0x1 }, // 2339 14 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
{ 0x1097,0x1 }, // 4247 15 show time limit?
{ 0x1098,0x19 }, // 4248 16 time remaining in minutes
{ 0x0, 0x0 }
};
static WorldStatePair AB_world_states[] =
{
{ 0x6e7, 0x0 }, // 1767 7 stables alliance
{ 0x6e8, 0x0 }, // 1768 8 stables horde
{ 0x6e9, 0x0 }, // 1769 9 unk, ST?
{ 0x6ea, 0x0 }, // 1770 10 stables (show/hide)
{ 0x6ec, 0x0 }, // 1772 11 farm (0 - horde controlled, 1 - alliance controlled)
{ 0x6ed, 0x0 }, // 1773 12 farm (show/hide)
{ 0x6ee, 0x0 }, // 1774 13 farm color
{ 0x6ef, 0x0 }, // 1775 14 gold mine color, may be FM?
{ 0x6f0, 0x0 }, // 1776 15 alliance resources
{ 0x6f1, 0x0 }, // 1777 16 horde resources
{ 0x6f2, 0x0 }, // 1778 17 horde bases
{ 0x6f3, 0x0 }, // 1779 18 alliance bases
{ 0x6f4, 0x7d0 }, // 1780 19 max resources (2000)
{ 0x6f6, 0x0 }, // 1782 20 blacksmith color
{ 0x6f7, 0x0 }, // 1783 21 blacksmith (show/hide)
{ 0x6f8, 0x0 }, // 1784 22 unk, bs?
{ 0x6f9, 0x0 }, // 1785 23 unk, bs?
{ 0x6fb, 0x0 }, // 1787 24 gold mine (0 - horde contr, 1 - alliance contr)
{ 0x6fc, 0x0 }, // 1788 25 gold mine (0 - conflict, 1 - horde)
{ 0x6fd, 0x0 }, // 1789 26 gold mine (1 - show/0 - hide)
{ 0x6fe, 0x0 }, // 1790 27 gold mine color
{ 0x700, 0x0 }, // 1792 28 gold mine color, wtf?, may be LM?
{ 0x701, 0x0 }, // 1793 29 lumber mill color (0 - conflict, 1 - horde contr)
{ 0x702, 0x0 }, // 1794 30 lumber mill (show/hide)
{ 0x703, 0x0 }, // 1795 31 lumber mill color color
{ 0x732, 0x1 }, // 1842 32 stables (1 - uncontrolled)
{ 0x733, 0x1 }, // 1843 33 gold mine (1 - uncontrolled)
{ 0x734, 0x1 }, // 1844 34 lumber mill (1 - uncontrolled)
{ 0x735, 0x1 }, // 1845 35 farm (1 - uncontrolled)
{ 0x736, 0x1 }, // 1846 36 blacksmith (1 - uncontrolled)
{ 0x745, 0x2 }, // 1861 37 unk
{ 0x7a3, 0x708 }, // 1955 38 warning limit (1800)
{ 0x0, 0x0 }
};
static WorldStatePair EY_world_states[] =
{
{ 0xac1, 0x0 }, // 2753 7 Horde Bases
{ 0xac0, 0x0 }, // 2752 8 Alliance Bases
{ 0xab6, 0x0 }, // 2742 9 Mage Tower - Horde conflict
{ 0xab5, 0x0 }, // 2741 10 Mage Tower - Alliance conflict
{ 0xab4, 0x0 }, // 2740 11 Fel Reaver - Horde conflict
{ 0xab3, 0x0 }, // 2739 12 Fel Reaver - Alliance conflict
{ 0xab2, 0x0 }, // 2738 13 Draenei - Alliance conflict
{ 0xab1, 0x0 }, // 2737 14 Draenei - Horde conflict
{ 0xab0, 0x0 }, // 2736 15 unk // 0 at start
{ 0xaaf, 0x0 }, // 2735 16 unk // 0 at start
{ 0xaad, 0x0 }, // 2733 17 Draenei - Horde control
{ 0xaac, 0x0 }, // 2732 18 Draenei - Alliance control
{ 0xaab, 0x1 }, // 2731 19 Draenei uncontrolled (1 - yes, 0 - no)
{ 0xaaa, 0x0 }, // 2730 20 Mage Tower - Alliance control
{ 0xaa9, 0x0 }, // 2729 21 Mage Tower - Horde control
{ 0xaa8, 0x1 }, // 2728 22 Mage Tower uncontrolled (1 - yes, 0 - no)
{ 0xaa7, 0x0 }, // 2727 23 Fel Reaver - Horde control
{ 0xaa6, 0x0 }, // 2726 24 Fel Reaver - Alliance control
{ 0xaa5, 0x1 }, // 2725 25 Fel Reaver uncontrolled (1 - yes, 0 - no)
{ 0xaa4, 0x0 }, // 2724 26 Boold Elf - Horde control
{ 0xaa3, 0x0 }, // 2723 27 Boold Elf - Alliance control
{ 0xaa2, 0x1 }, // 2722 28 Boold Elf uncontrolled (1 - yes, 0 - no)
{ 0xac5, 0x1 }, // 2757 29 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
{ 0xad2, 0x1 }, // 2770 30 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
{ 0xad1, 0x1 }, // 2769 31 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
{ 0xabe, 0x0 }, // 2750 32 Horde resources
{ 0xabd, 0x0 }, // 2749 33 Alliance resources
{ 0xa05, 0x8e }, // 2565 34 unk, constant?
{ 0xaa0, 0x0 }, // 2720 35 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
{ 0xa9f, 0x0 }, // 2719 36 Capturing progress-bar (0 - left, 100 - right)
{ 0xa9e, 0x0 }, // 2718 37 Capturing progress-bar (1 - show, 0 - hide)
{ 0xc0d, 0x17b }, // 3085 38 unk
// and some more ... unknown
{ 0x0, 0x0 }
};
static WorldStatePair HP_world_states[] = // Hellfire Peninsula
{
{ 0x9ba, 0x1 }, // 2490 10
{ 0x9b9, 0x1 }, // 2489 11
{ 0x9b5, 0x0 }, // 2485 12
{ 0x9b4, 0x1 }, // 2484 13
{ 0x9b3, 0x0 }, // 2483 14
{ 0x9b2, 0x0 }, // 2482 15
{ 0x9b1, 0x1 }, // 2481 16
{ 0x9b0, 0x0 }, // 2480 17
{ 0x9ae, 0x0 }, // 2478 18 horde pvp objectives captured
{ 0x9ac, 0x0 }, // 2476 19
{ 0x9a8, 0x0 }, // 2472 20
{ 0x9a7, 0x0 }, // 2471 21
{ 0x9a6, 0x1 }, // 2470 22
{ 0x0, 0x0 }
};
static WorldStatePair TF_world_states[] = // Terokkar Forest
{
{ 0xa41, 0x0 }, // 2625 10
{ 0xa40, 0x14 }, // 2624 11
{ 0xa3f, 0x0 }, // 2623 12
{ 0xa3e, 0x0 }, // 2622 13
{ 0xa3d, 0x5 }, // 2621 14
{ 0xa3c, 0x0 }, // 2620 15
{ 0xa87, 0x0 }, // 2695 16
{ 0xa86, 0x0 }, // 2694 17
{ 0xa85, 0x0 }, // 2693 18
{ 0xa84, 0x0 }, // 2692 19
{ 0xa83, 0x0 }, // 2691 20
{ 0xa82, 0x0 }, // 2690 21
{ 0xa81, 0x0 }, // 2689 22
{ 0xa80, 0x0 }, // 2688 23
{ 0xa7e, 0x0 }, // 2686 24
{ 0xa7d, 0x0 }, // 2685 25
{ 0xa7c, 0x0 }, // 2684 26
{ 0xa7b, 0x0 }, // 2683 27
{ 0xa7a, 0x0 }, // 2682 28
{ 0xa79, 0x0 }, // 2681 29
{ 0x9d0, 0x5 }, // 2512 30
{ 0x9ce, 0x0 }, // 2510 31
{ 0x9cd, 0x0 }, // 2509 32
{ 0x9cc, 0x0 }, // 2508 33
{ 0xa88, 0x0 }, // 2696 34
{ 0xad0, 0x0 }, // 2768 35
{ 0xacf, 0x1 }, // 2767 36
{ 0x0, 0x0 }
};
static WorldStatePair ZM_world_states[] = // Zangarmarsh
{
{ 0x9e1, 0x0 }, // 2529 10
{ 0x9e0, 0x0 }, // 2528 11
{ 0x9df, 0x0 }, // 2527 12
{ 0xa5d, 0x1 }, // 2526 13
{ 0xa5c, 0x0 }, // 2525 14
{ 0xa5b, 0x1 }, // 2524 15
{ 0xa5a, 0x0 }, // 2523 16
{ 0xa59, 0x1 }, // 2649 17
{ 0xa58, 0x0 }, // 2648 18
{ 0xa57, 0x0 }, // 2647 19
{ 0xa56, 0x0 }, // 2646 20
{ 0xa55, 0x1 }, // 2645 21
{ 0xa54, 0x0 }, // 2644 22
{ 0x9e7, 0x0 }, // 2535 23
{ 0x9e6, 0x0 }, // 2534 24
{ 0x9e5, 0x0 }, // 2533 25
{ 0xa00, 0x0 }, // 2560 26
{ 0x9ff, 0x1 }, // 2559 27
{ 0x9fe, 0x0 }, // 2558 28
{ 0x9fd, 0x0 }, // 2557 29
{ 0x9fc, 0x1 }, // 2556 30
{ 0x9fb, 0x0 }, // 2555 31
{ 0xa62, 0x0 }, // 2658 32
{ 0xa61, 0x1 }, // 2657 33
{ 0xa60, 0x1 }, // 2656 34
{ 0xa5f, 0x0 }, // 2655 35
{ 0x0, 0x0 }
};
void Player::SendInitWorldStates(uint32 zoneid, uint32 areaid)
{
// data depends on zoneid/mapid...
BattleGround* bg = GetBattleGround();
uint32 mapid = GetMapId();
DEBUG_LOG("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid, zoneid);
uint32 count = 0; // count of world states in packet
WorldPacket data(SMSG_INIT_WORLD_STATES, (4+4+4+2+8*8));// guess
data << uint32(mapid); // mapid
data << uint32(zoneid); // zone id
data << uint32(areaid); // area id, new 2.1.0
size_t count_pos = data.wpos();
data << uint16(0); // count of uint64 blocks, placeholder
// common fields
FillInitialWorldState(data, count, 0x8d8, 0x0); // 2264 1
FillInitialWorldState(data, count, 0x8d7, 0x0); // 2263 2
FillInitialWorldState(data, count, 0x8d6, 0x0); // 2262 3
FillInitialWorldState(data, count, 0x8d5, 0x0); // 2261 4
FillInitialWorldState(data, count, 0x8d4, 0x0); // 2260 5
FillInitialWorldState(data, count, 0x8d3, 0x0); // 2259 6
// 3191 7 Current arena season
FillInitialWorldState(data, count, 0xC77, sWorld.getConfig(CONFIG_UINT32_ARENA_SEASON_ID));
// 3901 8 Previous arena season
FillInitialWorldState(data, count, 0xF3D, sWorld.getConfig(CONFIG_UINT32_ARENA_SEASON_PREVIOUS_ID));
if(mapid == 530) // Outland
{
FillInitialWorldState(data, count, 0x9bf, 0x0); // 2495
FillInitialWorldState(data, count, 0x9bd, 0xF); // 2493
FillInitialWorldState(data, count, 0x9bb, 0xF); // 2491
}
switch(zoneid)
{
case 1:
case 11:
case 12:
case 38:
case 40:
case 51:
case 1519:
case 1537:
case 2257:
break;
case 2597: // AV
if (bg && bg->GetTypeID() == BATTLEGROUND_AV)
bg->FillInitialWorldStates(data, count);
else
FillInitialWorldState(data,count, AV_world_states);
break;
case 3277: // WS
if (bg && bg->GetTypeID() == BATTLEGROUND_WS)
bg->FillInitialWorldStates(data, count);
else
FillInitialWorldState(data,count, WS_world_states);
break;
case 3358: // AB
if (bg && bg->GetTypeID() == BATTLEGROUND_AB)
bg->FillInitialWorldStates(data, count);
else
FillInitialWorldState(data,count, AB_world_states);
break;
case 3820: // EY
if (bg && bg->GetTypeID() == BATTLEGROUND_EY)
bg->FillInitialWorldStates(data, count);
else
FillInitialWorldState(data,count, EY_world_states);
break;
case 3483: // Hellfire Peninsula
FillInitialWorldState(data,count, HP_world_states);
break;
case 3519: // Terokkar Forest
FillInitialWorldState(data,count, TF_world_states);
break;
case 3521: // Zangarmarsh
FillInitialWorldState(data,count, ZM_world_states);
break;
case 3698: // Nagrand Arena
if (bg && bg->GetTypeID() == BATTLEGROUND_NA)
bg->FillInitialWorldStates(data, count);
else
{
FillInitialWorldState(data,count,0xa0f,0x0);// 2575 7
FillInitialWorldState(data,count,0xa10,0x0);// 2576 8
FillInitialWorldState(data,count,0xa11,0x0);// 2577 9 show
}
break;
case 3702: // Blade's Edge Arena
if (bg && bg->GetTypeID() == BATTLEGROUND_BE)
bg->FillInitialWorldStates(data, count);
else
{
FillInitialWorldState(data,count,0x9f0,0x0);// 2544 7 gold
FillInitialWorldState(data,count,0x9f1,0x0);// 2545 8 green
FillInitialWorldState(data,count,0x9f3,0x0);// 2547 9 show
}
break;
case 3968: // Ruins of Lordaeron
if (bg && bg->GetTypeID() == BATTLEGROUND_RL)
bg->FillInitialWorldStates(data, count);
else
{
FillInitialWorldState(data,count,0xbb8,0x0);// 3000 7 gold
FillInitialWorldState(data,count,0xbb9,0x0);// 3001 8 green
FillInitialWorldState(data,count,0xbba,0x0);// 3002 9 show
}
break;
case 3703: // Shattrath City
break;
default:
FillInitialWorldState(data,count, 0x914, 0x0); // 2324 7
FillInitialWorldState(data,count, 0x913, 0x0); // 2323 8
FillInitialWorldState(data,count, 0x912, 0x0); // 2322 9
FillInitialWorldState(data,count, 0x915, 0x0); // 2325 10
break;
}
FillBGWeekendWorldStates(data,count);
data.put<uint16>(count_pos,count); // set actual world state amount
GetSession()->SendPacket(&data);
}
void Player::FillBGWeekendWorldStates(WorldPacket& data, uint32& count)
{
for(uint32 i = 1; i < sBattlemasterListStore.GetNumRows(); ++i)
{
BattlemasterListEntry const * bl = sBattlemasterListStore.LookupEntry(i);
if (bl && bl->HolidayWorldStateId)
{
if (BattleGroundMgr::IsBGWeekend(BattleGroundTypeId(bl->id)))
FillInitialWorldState(data, count, bl->HolidayWorldStateId, 1);
else
FillInitialWorldState(data, count, bl->HolidayWorldStateId, 0);
}
}
}
uint32 Player::GetXPRestBonus(uint32 xp)
{
uint32 rested_bonus = (uint32)GetRestBonus(); // xp for each rested bonus
if(rested_bonus > xp) // max rested_bonus == xp or (r+x) = 200% xp
rested_bonus = xp;
SetRestBonus( GetRestBonus() - rested_bonus);
DETAIL_LOG("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp+rested_bonus,rested_bonus,GetRestBonus());
return rested_bonus;
}
void Player::SetBindPoint(ObjectGuid guid)
{
WorldPacket data(SMSG_BINDER_CONFIRM, 8);
data << ObjectGuid(guid);
GetSession()->SendPacket( &data );
}
void Player::SendTalentWipeConfirm(ObjectGuid guid)
{
WorldPacket data(MSG_TALENT_WIPE_CONFIRM, (8+4));
data << ObjectGuid(guid);
data << uint32(resetTalentsCost());
GetSession()->SendPacket( &data );
}
void Player::SendPetSkillWipeConfirm()
{
Pet* pet = GetPet();
if(!pet)
return;
WorldPacket data(SMSG_PET_UNLEARN_CONFIRM, (8+4));
data << pet->GetGUID();
data << uint32(pet->resetTalentsCost());
GetSession()->SendPacket( &data );
}
/*********************************************************/
/*** STORAGE SYSTEM ***/
/*********************************************************/
void Player::SetVirtualItemSlot( uint8 i, Item* item)
{
MANGOS_ASSERT(i < 3);
if(i < 2 && item)
{
if(!item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT))
return;
uint32 charges = item->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT);
if(charges == 0)
return;
if(charges > 1)
item->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT,charges-1);
else if(charges <= 1)
{
ApplyEnchantment(item,TEMP_ENCHANTMENT_SLOT,false);
item->ClearEnchantment(TEMP_ENCHANTMENT_SLOT);
}
}
}
void Player::SetSheath( SheathState sheathed )
{
switch (sheathed)
{
case SHEATH_STATE_UNARMED: // no prepared weapon
SetVirtualItemSlot(0,NULL);
SetVirtualItemSlot(1,NULL);
SetVirtualItemSlot(2,NULL);
break;
case SHEATH_STATE_MELEE: // prepared melee weapon
{
SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK,true,true));
SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK,true,true));
SetVirtualItemSlot(2,NULL);
}; break;
case SHEATH_STATE_RANGED: // prepared ranged weapon
SetVirtualItemSlot(0,NULL);
SetVirtualItemSlot(1,NULL);
SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK,true,true));
break;
default:
SetVirtualItemSlot(0,NULL);
SetVirtualItemSlot(1,NULL);
SetVirtualItemSlot(2,NULL);
break;
}
Unit::SetSheath(sheathed); // this must visualize Sheath changing for other players...
}
uint8 Player::FindEquipSlot( ItemPrototype const* proto, uint32 slot, bool swap ) const
{
uint8 pClass = getClass();
uint8 slots[4];
slots[0] = NULL_SLOT;
slots[1] = NULL_SLOT;
slots[2] = NULL_SLOT;
slots[3] = NULL_SLOT;
switch( proto->InventoryType )
{
case INVTYPE_HEAD:
slots[0] = EQUIPMENT_SLOT_HEAD;
break;
case INVTYPE_NECK:
slots[0] = EQUIPMENT_SLOT_NECK;
break;
case INVTYPE_SHOULDERS:
slots[0] = EQUIPMENT_SLOT_SHOULDERS;
break;
case INVTYPE_BODY:
slots[0] = EQUIPMENT_SLOT_BODY;
break;
case INVTYPE_CHEST:
slots[0] = EQUIPMENT_SLOT_CHEST;
break;
case INVTYPE_ROBE:
slots[0] = EQUIPMENT_SLOT_CHEST;
break;
case INVTYPE_WAIST:
slots[0] = EQUIPMENT_SLOT_WAIST;
break;
case INVTYPE_LEGS:
slots[0] = EQUIPMENT_SLOT_LEGS;
break;
case INVTYPE_FEET:
slots[0] = EQUIPMENT_SLOT_FEET;
break;
case INVTYPE_WRISTS:
slots[0] = EQUIPMENT_SLOT_WRISTS;
break;
case INVTYPE_HANDS:
slots[0] = EQUIPMENT_SLOT_HANDS;
break;
case INVTYPE_FINGER:
slots[0] = EQUIPMENT_SLOT_FINGER1;
slots[1] = EQUIPMENT_SLOT_FINGER2;
break;
case INVTYPE_TRINKET:
slots[0] = EQUIPMENT_SLOT_TRINKET1;
slots[1] = EQUIPMENT_SLOT_TRINKET2;
break;
case INVTYPE_CLOAK:
slots[0] = EQUIPMENT_SLOT_BACK;
break;
case INVTYPE_WEAPON:
{
slots[0] = EQUIPMENT_SLOT_MAINHAND;
// suggest offhand slot only if know dual wielding
// (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
if(CanDualWield())
slots[1] = EQUIPMENT_SLOT_OFFHAND;
break;
};
case INVTYPE_SHIELD:
slots[0] = EQUIPMENT_SLOT_OFFHAND;
break;
case INVTYPE_RANGED:
slots[0] = EQUIPMENT_SLOT_RANGED;
break;
case INVTYPE_2HWEAPON:
slots[0] = EQUIPMENT_SLOT_MAINHAND;
if (CanDualWield() && CanTitanGrip())
slots[1] = EQUIPMENT_SLOT_OFFHAND;
break;
case INVTYPE_TABARD:
slots[0] = EQUIPMENT_SLOT_TABARD;
break;
case INVTYPE_WEAPONMAINHAND:
slots[0] = EQUIPMENT_SLOT_MAINHAND;
break;
case INVTYPE_WEAPONOFFHAND:
slots[0] = EQUIPMENT_SLOT_OFFHAND;
break;
case INVTYPE_HOLDABLE:
slots[0] = EQUIPMENT_SLOT_OFFHAND;
break;
case INVTYPE_THROWN:
slots[0] = EQUIPMENT_SLOT_RANGED;
break;
case INVTYPE_RANGEDRIGHT:
slots[0] = EQUIPMENT_SLOT_RANGED;
break;
case INVTYPE_BAG:
slots[0] = INVENTORY_SLOT_BAG_START + 0;
slots[1] = INVENTORY_SLOT_BAG_START + 1;
slots[2] = INVENTORY_SLOT_BAG_START + 2;
slots[3] = INVENTORY_SLOT_BAG_START + 3;
break;
case INVTYPE_RELIC:
{
switch(proto->SubClass)
{
case ITEM_SUBCLASS_ARMOR_LIBRAM:
if (pClass == CLASS_PALADIN)
slots[0] = EQUIPMENT_SLOT_RANGED;
break;
case ITEM_SUBCLASS_ARMOR_IDOL:
if (pClass == CLASS_DRUID)
slots[0] = EQUIPMENT_SLOT_RANGED;
break;
case ITEM_SUBCLASS_ARMOR_TOTEM:
if (pClass == CLASS_SHAMAN)
slots[0] = EQUIPMENT_SLOT_RANGED;
break;
case ITEM_SUBCLASS_ARMOR_MISC:
if (pClass == CLASS_WARLOCK)
slots[0] = EQUIPMENT_SLOT_RANGED;
break;
case ITEM_SUBCLASS_ARMOR_SIGIL:
if (pClass == CLASS_DEATH_KNIGHT)
slots[0] = EQUIPMENT_SLOT_RANGED;
break;
}
break;
}
default :
return NULL_SLOT;
}
if( slot != NULL_SLOT )
{
if( swap || !GetItemByPos( INVENTORY_SLOT_BAG_0, slot ) )
{
for (int i = 0; i < 4; ++i)
{
if ( slots[i] == slot )
return slot;
}
}
}
else
{
// search free slot at first
for (int i = 0; i < 4; ++i)
{
if ( slots[i] != NULL_SLOT && !GetItemByPos( INVENTORY_SLOT_BAG_0, slots[i] ) )
{
// in case 2hand equipped weapon (without titan grip) offhand slot empty but not free
if(slots[i]!=EQUIPMENT_SLOT_OFFHAND || !IsTwoHandUsed())
return slots[i];
}
}
// if not found free and can swap return first appropriate from used
for (int i = 0; i < 4; ++i)
{
if ( slots[i] != NULL_SLOT && swap )
return slots[i];
}
}
// no free position
return NULL_SLOT;
}
uint8 Player::CanUnequipItems( uint32 item, uint32 count ) const
{
Item *pItem;
uint32 tempcount = 0;
uint8 res = EQUIP_ERR_OK;
for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i)
{
pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pItem && pItem->GetEntry() == item )
{
uint8 ires = CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false);
if(ires==EQUIP_ERR_OK)
{
tempcount += pItem->GetCount();
if( tempcount >= count )
return EQUIP_ERR_OK;
}
else
res = ires;
}
}
for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
{
pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pItem && pItem->GetEntry() == item )
{
tempcount += pItem->GetCount();
if( tempcount >= count )
return EQUIP_ERR_OK;
}
}
for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
{
pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pItem && pItem->GetEntry() == item )
{
tempcount += pItem->GetCount();
if( tempcount >= count )
return EQUIP_ERR_OK;
}
}
Bag *pBag;
for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
{
pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pBag )
{
for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
{
pItem = GetItemByPos( i, j );
if( pItem && pItem->GetEntry() == item )
{
tempcount += pItem->GetCount();
if( tempcount >= count )
return EQUIP_ERR_OK;
}
}
}
}
// not found req. item count and have unequippable items
return res;
}
uint32 Player::GetItemCount(uint32 item, bool inBankAlso, Item* skipItem) const
{
uint32 count = 0;
for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
{
Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pItem && pItem != skipItem && pItem->GetEntry() == item )
count += pItem->GetCount();
}
for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
{
Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pItem && pItem != skipItem && pItem->GetEntry() == item )
count += pItem->GetCount();
}
for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
{
Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pBag )
count += pBag->GetItemCount(item,skipItem);
}
if(skipItem && skipItem->GetProto()->GemProperties)
{
for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
{
Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color )
count += pItem->GetGemCountWithID(item);
}
}
if(inBankAlso)
{
for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i)
{
Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pItem && pItem != skipItem && pItem->GetEntry() == item )
count += pItem->GetCount();
}
for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
{
Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pBag )
count += pBag->GetItemCount(item,skipItem);
}
if(skipItem && skipItem->GetProto()->GemProperties)
{
for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i)
{
Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color )
count += pItem->GetGemCountWithID(item);
}
}
}
return count;
}
uint32 Player::GetItemCountWithLimitCategory( uint32 limitCategory, Item* skipItem) const
{
uint32 count = 0;
for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetProto()->ItemLimitCategory == limitCategory && pItem != skipItem)
count += pItem->GetCount();
for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetProto()->ItemLimitCategory == limitCategory && pItem != skipItem)
count += pItem->GetCount();
for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
count += pBag->GetItemCountWithLimitCategory(limitCategory, skipItem);
for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i)
if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetProto()->ItemLimitCategory == limitCategory && pItem != skipItem)
count += pItem->GetCount();
for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
count += pBag->GetItemCountWithLimitCategory(limitCategory, skipItem);
return count;
}
Item* Player::GetItemByEntry( uint32 item ) const
{
for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetEntry() == item)
return pItem;
for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetEntry() == item)
return pItem;
for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i))
if (Item* itemPtr = pBag->GetItemByEntry(item))
return itemPtr;
return NULL;
}
Item* Player::GetItemByLimitedCategory(uint32 limitedCategory) const
{
for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetProto()->ItemLimitCategory == limitedCategory)
return pItem;
for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetProto()->ItemLimitCategory == limitedCategory)
return pItem;
for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i))
if (Item* itemPtr = pBag->GetItemByLimitedCategory(limitedCategory))
return itemPtr;
return NULL;
}
Item* Player::GetItemByGuid(ObjectGuid guid) const
{
for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetObjectGuid() == guid)
return pItem;
for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetObjectGuid() == guid)
return pItem;
for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
if (Item* pItem = pBag->GetItemByPos(j))
if (pItem->GetObjectGuid() == guid)
return pItem;
for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
if (Item* pItem = pBag->GetItemByPos(j))
if (pItem->GetObjectGuid() == guid)
return pItem;
return NULL;
}
Item* Player::GetItemByPos( uint16 pos ) const
{
uint8 bag = pos >> 8;
uint8 slot = pos & 255;
return GetItemByPos( bag, slot );
}
Item* Player::GetItemByPos( uint8 bag, uint8 slot ) const
{
if( bag == INVENTORY_SLOT_BAG_0 && ( slot < BANK_SLOT_BAG_END || (slot >= KEYRING_SLOT_START && slot < CURRENCYTOKEN_SLOT_END )) )
return m_items[slot];
else if ((bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)
|| (bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END) )
{
Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
if ( pBag )
return pBag->GetItemByPos(slot);
}
return NULL;
}
Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool nonbroken, bool useable) const
{
uint8 slot;
switch (attackType)
{
case BASE_ATTACK: slot = EQUIPMENT_SLOT_MAINHAND; break;
case OFF_ATTACK: slot = EQUIPMENT_SLOT_OFFHAND; break;
case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED; break;
default: return NULL;
}
Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
if (!item || item->GetProto()->Class != ITEM_CLASS_WEAPON)
return NULL;
if (useable && !CanUseEquippedWeapon(attackType))
return NULL;
if (nonbroken && item->IsBroken())
return NULL;
return item;
}
Item* Player::GetShield(bool useable) const
{
Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
if (!item || item->GetProto()->Class != ITEM_CLASS_ARMOR)
return NULL;
if (!useable)
return item;
if (item->IsBroken() || !CanUseEquippedWeapon(OFF_ATTACK))
return NULL;
return item;
}
uint32 Player::GetAttackBySlot( uint8 slot )
{
switch(slot)
{
case EQUIPMENT_SLOT_MAINHAND: return BASE_ATTACK;
case EQUIPMENT_SLOT_OFFHAND: return OFF_ATTACK;
case EQUIPMENT_SLOT_RANGED: return RANGED_ATTACK;
default: return MAX_ATTACK;
}
}
bool Player::IsInventoryPos( uint8 bag, uint8 slot )
{
if( bag == INVENTORY_SLOT_BAG_0 && slot == NULL_SLOT )
return true;
if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END ) )
return true;
if( bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END )
return true;
if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= KEYRING_SLOT_START && slot < CURRENCYTOKEN_SLOT_END ) )
return true;
return false;
}
bool Player::IsEquipmentPos( uint8 bag, uint8 slot )
{
if( bag == INVENTORY_SLOT_BAG_0 && ( slot < EQUIPMENT_SLOT_END ) )
return true;
if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) )
return true;
return false;
}
bool Player::IsBankPos( uint8 bag, uint8 slot )
{
if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END ) )
return true;
if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) )
return true;
if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
return true;
return false;
}
bool Player::IsBagPos( uint16 pos )
{
uint8 bag = pos >> 8;
uint8 slot = pos & 255;
if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) )
return true;
if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) )
return true;
return false;
}
bool Player::IsValidPos( uint8 bag, uint8 slot, bool explicit_pos ) const
{
// post selected
if(bag == NULL_BAG && !explicit_pos)
return true;
if (bag == INVENTORY_SLOT_BAG_0)
{
// any post selected
if (slot == NULL_SLOT && !explicit_pos)
return true;
// equipment
if (slot < EQUIPMENT_SLOT_END)
return true;
// bag equip slots
if (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END)
return true;
// backpack slots
if (slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END)
return true;
// keyring slots
if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_END)
return true;
// bank main slots
if (slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END)
return true;
// bank bag slots
if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)
return true;
return false;
}
// bag content slots
if (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)
{
Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag);
if(!pBag)
return false;
// any post selected
if (slot == NULL_SLOT && !explicit_pos)
return true;
return slot < pBag->GetBagSize();
}
// bank bag content slots
if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
{
Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag);
if(!pBag)
return false;
// any post selected
if (slot == NULL_SLOT && !explicit_pos)
return true;
return slot < pBag->GetBagSize();
}
// where this?
return false;
}
bool Player::HasItemCount( uint32 item, uint32 count, bool inBankAlso ) const
{
uint32 tempcount = 0;
for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
{
Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade())
{
tempcount += pItem->GetCount();
if (tempcount >= count)
return true;
}
}
for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
{
Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade())
{
tempcount += pItem->GetCount();
if (tempcount >= count)
return true;
}
}
for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
{
for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
{
Item* pItem = GetItemByPos( i, j );
if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade())
{
tempcount += pItem->GetCount();
if (tempcount >= count)
return true;
}
}
}
}
if(inBankAlso)
{
for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i)
{
Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade())
{
tempcount += pItem->GetCount();
if (tempcount >= count)
return true;
}
}
for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
{
if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
{
for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
{
Item* pItem = GetItemByPos( i, j );
if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade())
{
tempcount += pItem->GetCount();
if (tempcount >= count)
return true;
}
}
}
}
}
return false;
}
bool Player::HasItemOrGemWithIdEquipped( uint32 item, uint32 count, uint8 except_slot ) const
{
uint32 tempcount = 0;
for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
{
if(i==int(except_slot))
continue;
Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pItem && pItem->GetEntry() == item)
{
tempcount += pItem->GetCount();
if( tempcount >= count )
return true;
}
}
ItemPrototype const *pProto = ObjectMgr::GetItemPrototype(item);
if (pProto && pProto->GemProperties)
{
for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
{
if(i==int(except_slot))
continue;
Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pItem && pItem->GetProto()->Socket[0].Color)
{
tempcount += pItem->GetGemCountWithID(item);
if( tempcount >= count )
return true;
}
}
}
return false;
}
bool Player::HasItemOrGemWithLimitCategoryEquipped( uint32 limitCategory, uint32 count, uint8 except_slot ) const
{
uint32 tempcount = 0;
for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
{
if(i==int(except_slot))
continue;
Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if (!pItem)
continue;
ItemPrototype const *pProto = pItem->GetProto();
if (!pProto)
continue;
if (pProto->ItemLimitCategory == limitCategory)
{
tempcount += pItem->GetCount();
if( tempcount >= count )
return true;
}
if( pProto->Socket[0].Color)
{
tempcount += pItem->GetGemCountWithLimitCategory(limitCategory);
if( tempcount >= count )
return true;
}
}
return false;
}
uint8 Player::_CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count) const
{
ItemPrototype const *pProto = ObjectMgr::GetItemPrototype(entry);
if (!pProto)
{
if (no_space_count)
*no_space_count = count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
// no maximum
if (pProto->MaxCount > 0)
{
uint32 curcount = GetItemCount(pProto->ItemId, true, pItem);
if (curcount + count > uint32(pProto->MaxCount))
{
if (no_space_count)
*no_space_count = count +curcount - pProto->MaxCount;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
// check unique-equipped limit
if (pProto->ItemLimitCategory)
{
ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(pProto->ItemLimitCategory);
if (!limitEntry)
{
if(no_space_count)
*no_space_count = count;
return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
}
if (limitEntry->mode == ITEM_LIMIT_CATEGORY_MODE_HAVE)
{
uint32 curcount = GetItemCountWithLimitCategory(pProto->ItemLimitCategory, pItem);
if (curcount + count > uint32(limitEntry->maxCount))
{
if (no_space_count)
*no_space_count = count + curcount - limitEntry->maxCount;
return EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_COUNT_EXCEEDED_IS;
}
}
}
return EQUIP_ERR_OK;
}
bool Player::HasItemTotemCategory( uint32 TotemCategory ) const
{
Item *pItem;
for(uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
{
pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
return true;
}
for(uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
{
pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
return true;
}
for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
{
if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
{
for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
{
pItem = GetItemByPos( i, j );
if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
return true;
}
}
}
return false;
}
uint8 Player::_CanStoreItem_InSpecificSlot( uint8 bag, uint8 slot, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool swap, Item* pSrcItem ) const
{
Item* pItem2 = GetItemByPos( bag, slot );
// ignore move item (this slot will be empty at move)
if (pItem2==pSrcItem)
pItem2 = NULL;
uint32 need_space;
// empty specific slot - check item fit to slot
if (!pItem2 || swap)
{
if (bag == INVENTORY_SLOT_BAG_0)
{
// keyring case
if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_START+GetMaxKeyringSize() && !(pProto->BagFamily & BAG_FAMILY_MASK_KEYS))
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
// currencytoken case
if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END && !(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS))
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
// prevent cheating
if ((slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END) || slot >= PLAYER_SLOT_END)
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
}
else
{
Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
if (!pBag)
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
ItemPrototype const* pBagProto = pBag->GetProto();
if (!pBagProto)
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
if (slot >= pBagProto->ContainerSlots)
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
if (!ItemCanGoIntoBag(pProto,pBagProto))
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
}
// non empty stack with space
need_space = pProto->GetMaxStackSize();
}
// non empty slot, check item type
else
{
// can be merged at least partly
uint8 res = pItem2->CanBeMergedPartlyWith(pProto);
if (res != EQUIP_ERR_OK)
return res;
// free stack space or infinity
need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
}
if (need_space > count)
need_space = count;
ItemPosCount newPosition = ItemPosCount((bag << 8) | slot, need_space);
if (!newPosition.isContainedIn(dest))
{
dest.push_back(newPosition);
count -= need_space;
}
return EQUIP_ERR_OK;
}
uint8 Player::_CanStoreItem_InBag( uint8 bag, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool merge, bool non_specialized, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot ) const
{
// skip specific bag already processed in first called _CanStoreItem_InBag
if (bag==skip_bag)
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
// skip nonexistent bag or self targeted bag
Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
if (!pBag || pBag==pSrcItem)
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
ItemPrototype const* pBagProto = pBag->GetProto();
if (!pBagProto)
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
// specialized bag mode or non-specilized
if (non_specialized != (pBagProto->Class == ITEM_CLASS_CONTAINER && pBagProto->SubClass == ITEM_SUBCLASS_CONTAINER))
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
if (!ItemCanGoIntoBag(pProto,pBagProto))
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
{
// skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
if (j==skip_slot)
continue;
Item* pItem2 = GetItemByPos( bag, j );
// ignore move item (this slot will be empty at move)
if (pItem2 == pSrcItem)
pItem2 = NULL;
// if merge skip empty, if !merge skip non-empty
if ((pItem2 != NULL) != merge)
continue;
uint32 need_space = pProto->GetMaxStackSize();
if (pItem2)
{
// can be merged at least partly
uint8 res = pItem2->CanBeMergedPartlyWith(pProto);
if (res != EQUIP_ERR_OK)
continue;
// descrease at current stacksize
need_space -= pItem2->GetCount();
}
if (need_space > count)
need_space = count;
ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
if (!newPosition.isContainedIn(dest))
{
dest.push_back(newPosition);
count -= need_space;
if (count==0)
return EQUIP_ERR_OK;
}
}
return EQUIP_ERR_OK;
}
uint8 Player::_CanStoreItem_InInventorySlots( uint8 slot_begin, uint8 slot_end, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool merge, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot ) const
{
for(uint32 j = slot_begin; j < slot_end; ++j)
{
// skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
if (INVENTORY_SLOT_BAG_0==skip_bag && j==skip_slot)
continue;
Item* pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, j );
// ignore move item (this slot will be empty at move)
if (pItem2==pSrcItem)
pItem2 = NULL;
// if merge skip empty, if !merge skip non-empty
if ((pItem2 != NULL) != merge)
continue;
uint32 need_space = pProto->GetMaxStackSize();
if (pItem2)
{
// can be merged at least partly
uint8 res = pItem2->CanBeMergedPartlyWith(pProto);
if (res != EQUIP_ERR_OK)
continue;
// descrease at current stacksize
need_space -= pItem2->GetCount();
}
if (need_space > count)
need_space = count;
ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
if (!newPosition.isContainedIn(dest))
{
dest.push_back(newPosition);
count -= need_space;
if (count==0)
return EQUIP_ERR_OK;
}
}
return EQUIP_ERR_OK;
}
uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint32 entry, uint32 count, Item *pItem, bool swap, uint32* no_space_count ) const
{
DEBUG_LOG( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, entry, count);
ItemPrototype const *pProto = ObjectMgr::GetItemPrototype(entry);
if (!pProto)
{
if (no_space_count)
*no_space_count = count;
return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED :EQUIP_ERR_ITEM_NOT_FOUND;
}
if (pItem)
{
// item used
if (pItem->HasTemporaryLoot())
{
if (no_space_count)
*no_space_count = count;
return EQUIP_ERR_ALREADY_LOOTED;
}
if (pItem->IsBindedNotWith(this))
{
if (no_space_count)
*no_space_count = count;
return EQUIP_ERR_DONT_OWN_THAT_ITEM;
}
}
// check count of items (skip for auto move for same player from bank)
uint32 no_similar_count = 0; // can't store this amount similar items
uint8 res = _CanTakeMoreSimilarItems(entry,count,pItem,&no_similar_count);
if (res!=EQUIP_ERR_OK)
{
if (count==no_similar_count)
{
if (no_space_count)
*no_space_count = no_similar_count;
return res;
}
count -= no_similar_count;
}
// in specific slot
if (bag != NULL_BAG && slot != NULL_SLOT)
{
res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
if (res!=EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count==0)
{
if (no_similar_count==0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
// not specific slot or have space for partly store only in specific slot
// in specific bag
if (bag != NULL_BAG)
{
// search stack in bag for merge to
if (pProto->Stackable != 1)
{
if (bag == INVENTORY_SLOT_BAG_0) // inventory
{
res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,true,pItem,bag,slot);
if (res!=EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count==0)
{
if (no_similar_count==0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
if (res!=EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count==0)
{
if (no_similar_count==0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
else // equipped bag
{
// we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
if (res!=EQUIP_ERR_OK)
res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
if (res!=EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count==0)
{
if (no_similar_count==0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
}
// search free slot in bag for place to
if(bag == INVENTORY_SLOT_BAG_0) // inventory
{
// search free slot - keyring case
if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
{
uint32 keyringSize = GetMaxKeyringSize();
res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot);
if (res!=EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count==0)
{
if (no_similar_count==0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
if (res!=EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count==0)
{
if (no_similar_count==0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
else if (pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
{
res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
if (res!=EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count==0)
{
if (no_similar_count==0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
if (res!=EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count==0)
{
if (no_similar_count==0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
else // equipped bag
{
res = _CanStoreItem_InBag(bag,dest,pProto,count,false,false,pItem,NULL_BAG,slot);
if (res!=EQUIP_ERR_OK)
res = _CanStoreItem_InBag(bag,dest,pProto,count,false,true,pItem,NULL_BAG,slot);
if (res!=EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count==0)
{
if (no_similar_count==0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
}
// not specific bag or have space for partly store only in specific bag
// search stack for merge to
if (pProto->Stackable != 1)
{
res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,true,pItem,bag,slot);
if (res!=EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count==0)
{
if (no_similar_count==0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
if (res!=EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count==0)
{
if (no_similar_count==0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
if (pProto->BagFamily)
{
for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
{
res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
if (res!=EQUIP_ERR_OK)
continue;
if (count==0)
{
if (no_similar_count==0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
}
for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
{
res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
if (res!=EQUIP_ERR_OK)
continue;
if (count==0)
{
if (no_similar_count==0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
}
// search free slot - special bag case
if (pProto->BagFamily)
{
if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
{
uint32 keyringSize = GetMaxKeyringSize();
res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot);
if (res!=EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count==0)
{
if (no_similar_count==0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
else if (pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
{
res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
if (res!=EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count==0)
{
if (no_similar_count==0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
{
res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
if (res!=EQUIP_ERR_OK)
continue;
if (count==0)
{
if (no_similar_count==0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
}
// Normally it would be impossible to autostore not empty bags
if (pItem && pItem->IsBag() && !((Bag*)pItem)->IsEmpty())
return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG;
// search free slot
res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
if (res!=EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count==0)
{
if (no_similar_count==0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
{
res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
if (res!=EQUIP_ERR_OK)
continue;
if (count==0)
{
if (no_similar_count==0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_INVENTORY_FULL;
}
//////////////////////////////////////////////////////////////////////////
uint8 Player::CanStoreItems( Item **pItems,int count) const
{
Item *pItem2;
// fill space table
int inv_slot_items[INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START];
int inv_bags[INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START][MAX_BAG_SIZE];
int inv_keys[KEYRING_SLOT_END-KEYRING_SLOT_START];
int inv_tokens[CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START];
memset(inv_slot_items,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START));
memset(inv_bags,0,sizeof(int)*(INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START)*MAX_BAG_SIZE);
memset(inv_keys,0,sizeof(int)*(KEYRING_SLOT_END-KEYRING_SLOT_START));
memset(inv_tokens,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START));
for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
{
pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if (pItem2 && !pItem2->IsInTrade())
{
inv_slot_items[i-INVENTORY_SLOT_ITEM_START] = pItem2->GetCount();
}
}
for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
{
pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if (pItem2 && !pItem2->IsInTrade())
{
inv_keys[i-KEYRING_SLOT_START] = pItem2->GetCount();
}
}
for(int i = CURRENCYTOKEN_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
{
pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if (pItem2 && !pItem2->IsInTrade())
{
inv_tokens[i-CURRENCYTOKEN_SLOT_START] = pItem2->GetCount();
}
}
for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
{
if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
{
for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
{
pItem2 = GetItemByPos( i, j );
if (pItem2 && !pItem2->IsInTrade())
{
inv_bags[i-INVENTORY_SLOT_BAG_START][j] = pItem2->GetCount();
}
}
}
}
// check free space for all items
for (int k = 0; k < count; ++k)
{
Item *pItem = pItems[k];
// no item
if (!pItem) continue;
DEBUG_LOG( "STORAGE: CanStoreItems %i. item = %u, count = %u", k+1, pItem->GetEntry(), pItem->GetCount());
ItemPrototype const *pProto = pItem->GetProto();
// strange item
if (!pProto)
return EQUIP_ERR_ITEM_NOT_FOUND;
// item used
if (pItem->HasTemporaryLoot())
return EQUIP_ERR_ALREADY_LOOTED;
// item it 'bind'
if (pItem->IsBindedNotWith(this))
return EQUIP_ERR_DONT_OWN_THAT_ITEM;
Bag *pBag;
ItemPrototype const *pBagProto;
// item is 'one item only'
uint8 res = CanTakeMoreSimilarItems(pItem);
if (res != EQUIP_ERR_OK)
return res;
// search stack for merge to
if (pProto->Stackable != 1)
{
bool b_found = false;
for(int t = KEYRING_SLOT_START; t < KEYRING_SLOT_END; ++t)
{
pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
if (pItem2 && pItem2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && inv_keys[t-KEYRING_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
{
inv_keys[t-KEYRING_SLOT_START] += pItem->GetCount();
b_found = true;
break;
}
}
if (b_found) continue;
for(int t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t)
{
pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
if (pItem2 && pItem2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && inv_tokens[t-CURRENCYTOKEN_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
{
inv_tokens[t-CURRENCYTOKEN_SLOT_START] += pItem->GetCount();
b_found = true;
break;
}
}
if (b_found) continue;
for(int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; ++t)
{
pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
if (pItem2 && pItem2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && inv_slot_items[t-INVENTORY_SLOT_ITEM_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
{
inv_slot_items[t-INVENTORY_SLOT_ITEM_START] += pItem->GetCount();
b_found = true;
break;
}
}
if (b_found) continue;
for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t)
{
pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
if (pBag)
{
for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
{
pItem2 = GetItemByPos( t, j );
if (pItem2 && pItem2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && inv_bags[t-INVENTORY_SLOT_BAG_START][j] + pItem->GetCount() <= pProto->GetMaxStackSize())
{
inv_bags[t-INVENTORY_SLOT_BAG_START][j] += pItem->GetCount();
b_found = true;
break;
}
}
}
}
if (b_found) continue;
}
// special bag case
if (pProto->BagFamily)
{
bool b_found = false;
if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
{
uint32 keyringSize = GetMaxKeyringSize();
for(uint32 t = KEYRING_SLOT_START; t < KEYRING_SLOT_START+keyringSize; ++t)
{
if (inv_keys[t-KEYRING_SLOT_START] == 0)
{
inv_keys[t-KEYRING_SLOT_START] = 1;
b_found = true;
break;
}
}
}
if (b_found) continue;
if (pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
{
for(uint32 t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t)
{
if (inv_tokens[t-CURRENCYTOKEN_SLOT_START] == 0)
{
inv_tokens[t-CURRENCYTOKEN_SLOT_START] = 1;
b_found = true;
break;
}
}
}
if (b_found) continue;
for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t)
{
pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
if (pBag)
{
pBagProto = pBag->GetProto();
// not plain container check
if (pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER) &&
ItemCanGoIntoBag(pProto,pBagProto) )
{
for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
{
if (inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0)
{
inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
b_found = true;
break;
}
}
}
}
}
if (b_found) continue;
}
// search free slot
bool b_found = false;
for(int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; ++t)
{
if (inv_slot_items[t-INVENTORY_SLOT_ITEM_START] == 0)
{
inv_slot_items[t-INVENTORY_SLOT_ITEM_START] = 1;
b_found = true;
break;
}
}
if (b_found) continue;
// search free slot in bags
for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t)
{
pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
if (pBag)
{
pBagProto = pBag->GetProto();
// special bag already checked
if (pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER))
continue;
for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
{
if (inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0)
{
inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
b_found = true;
break;
}
}
}
}
// no free slot found?
if (!b_found)
return EQUIP_ERR_INVENTORY_FULL;
}
return EQUIP_ERR_OK;
}
//////////////////////////////////////////////////////////////////////////
uint8 Player::CanEquipNewItem( uint8 slot, uint16 &dest, uint32 item, bool swap ) const
{
dest = 0;
Item *pItem = Item::CreateItem( item, 1, this );
if (pItem)
{
uint8 result = CanEquipItem(slot, dest, pItem, swap );
delete pItem;
return result;
}
return EQUIP_ERR_ITEM_NOT_FOUND;
}
uint8 Player::CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bool not_loading ) const
{
dest = 0;
if (pItem)
{
DEBUG_LOG( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot, pItem->GetEntry(), pItem->GetCount());
ItemPrototype const *pProto = pItem->GetProto();
if (pProto)
{
// item used
if (pItem->HasTemporaryLoot())
return EQUIP_ERR_ALREADY_LOOTED;
if (pItem->IsBindedNotWith(this))
return EQUIP_ERR_DONT_OWN_THAT_ITEM;
// check count of items (skip for auto move for same player from bank)
uint8 res = CanTakeMoreSimilarItems(pItem);
if (res != EQUIP_ERR_OK)
return res;
// check this only in game
if (not_loading)
{
// May be here should be more stronger checks; STUNNED checked
// ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
if (hasUnitState(UNIT_STAT_STUNNED))
return EQUIP_ERR_YOU_ARE_STUNNED;
// do not allow equipping gear except weapons, offhands, projectiles, relics in
// - combat
// - in-progress arenas
if (!pProto->CanChangeEquipStateInCombat())
{
if( isInCombat() )
return EQUIP_ERR_NOT_IN_COMBAT;
if (BattleGround* bg = GetBattleGround())
if (bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS)
return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
}
// prevent equip item in process logout
if (GetSession()->isLogingOut())
return EQUIP_ERR_YOU_ARE_STUNNED;
if (isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer != 0)
return EQUIP_ERR_CANT_DO_RIGHT_NOW; // maybe exist better err
if (IsNonMeleeSpellCasted(false))
return EQUIP_ERR_CANT_DO_RIGHT_NOW;
}
ScalingStatDistributionEntry const *ssd = pProto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(pProto->ScalingStatDistribution) : 0;
// check allowed level (extend range to upper values if MaxLevel more or equal max player level, this let GM set high level with 1...max range items)
if (ssd && ssd->MaxLevel < DEFAULT_MAX_LEVEL && ssd->MaxLevel < getLevel())
return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
uint8 eslot = FindEquipSlot( pProto, slot, swap );
if (eslot == NULL_SLOT)
return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
uint8 msg = CanUseItem(pItem , not_loading);
if (msg != EQUIP_ERR_OK)
return msg;
if (!swap && GetItemByPos(INVENTORY_SLOT_BAG_0, eslot))
return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE;
// if swap ignore item (equipped also)
if (uint8 res2 = CanEquipUniqueItem(pItem, swap ? eslot : NULL_SLOT))
return res2;
// check unique-equipped special item classes
if (pProto->Class == ITEM_CLASS_QUIVER)
{
for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (Item* pBag = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
if (pBag != pItem)
{
if (ItemPrototype const* pBagProto = pBag->GetProto())
{
if (pBagProto->Class==pProto->Class && (!swap || pBag->GetSlot() != eslot))
return (pBagProto->SubClass == ITEM_SUBCLASS_AMMO_POUCH)
? EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH
: EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER;
}
}
}
}
}
uint32 type = pProto->InventoryType;
if (eslot == EQUIPMENT_SLOT_OFFHAND)
{
if (type == INVTYPE_WEAPON || type == INVTYPE_WEAPONOFFHAND)
{
if (!CanDualWield())
return EQUIP_ERR_CANT_DUAL_WIELD;
}
else if (type == INVTYPE_2HWEAPON)
{
if (!CanDualWield() || !CanTitanGrip())
return EQUIP_ERR_CANT_DUAL_WIELD;
}
if (IsTwoHandUsed())
return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED;
}
// equip two-hand weapon case (with possible unequip 2 items)
if (type == INVTYPE_2HWEAPON)
{
if (eslot == EQUIPMENT_SLOT_OFFHAND)
{
if (!CanTitanGrip())
return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
}
else if (eslot != EQUIPMENT_SLOT_MAINHAND)
return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
if (!CanTitanGrip())
{
// offhand item must can be stored in inventory for offhand item and it also must be unequipped
Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND );
ItemPosCountVec off_dest;
if (offItem && (!not_loading ||
CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0) << 8 | EQUIPMENT_SLOT_OFFHAND,false) != EQUIP_ERR_OK ||
CanStoreItem( NULL_BAG, NULL_SLOT, off_dest, offItem, false ) != EQUIP_ERR_OK ))
return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_INVENTORY_FULL;
}
}
dest = ((INVENTORY_SLOT_BAG_0 << 8) | eslot);
return EQUIP_ERR_OK;
}
}
return !swap ? EQUIP_ERR_ITEM_NOT_FOUND : EQUIP_ERR_ITEMS_CANT_BE_SWAPPED;
}
uint8 Player::CanUnequipItem( uint16 pos, bool swap ) const
{
// Applied only to equipped items and bank bags
if (!IsEquipmentPos(pos) && !IsBagPos(pos))
return EQUIP_ERR_OK;
Item* pItem = GetItemByPos(pos);
// Applied only to existing equipped item
if (!pItem)
return EQUIP_ERR_OK;
DEBUG_LOG( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos, pItem->GetEntry(), pItem->GetCount());
ItemPrototype const *pProto = pItem->GetProto();
if (!pProto)
return EQUIP_ERR_ITEM_NOT_FOUND;
// item used
if (pItem->HasTemporaryLoot())
return EQUIP_ERR_ALREADY_LOOTED;
// do not allow unequipping gear except weapons, offhands, projectiles, relics in
// - combat
// - in-progress arenas
if( !pProto->CanChangeEquipStateInCombat() )
{
if( isInCombat() )
return EQUIP_ERR_NOT_IN_COMBAT;
if(BattleGround* bg = GetBattleGround())
if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS )
return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
}
// prevent unequip item in process logout
if (GetSession()->isLogingOut())
return EQUIP_ERR_YOU_ARE_STUNNED;
if(!swap && pItem->IsBag() && !((Bag*)pItem)->IsEmpty())
return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS;
return EQUIP_ERR_OK;
}
uint8 Player::CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, Item *pItem, bool swap, bool not_loading ) const
{
if (!pItem)
return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
uint32 count = pItem->GetCount();
DEBUG_LOG( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), pItem->GetCount());
ItemPrototype const *pProto = pItem->GetProto();
if (!pProto)
return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
// item used
if (pItem->HasTemporaryLoot())
return EQUIP_ERR_ALREADY_LOOTED;
if (pItem->IsBindedNotWith(this))
return EQUIP_ERR_DONT_OWN_THAT_ITEM;
// check count of items (skip for auto move for same player from bank)
uint8 res = CanTakeMoreSimilarItems(pItem);
if (res != EQUIP_ERR_OK)
return res;
// in specific slot
if (bag != NULL_BAG && slot != NULL_SLOT)
{
if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)
{
if (!pItem->IsBag())
return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT;
if (slot - BANK_SLOT_BAG_START >= GetBankBagSlotCount())
return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT;
res = CanUseItem( pItem, not_loading );
if (res != EQUIP_ERR_OK)
return res;
}
res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
if (res!=EQUIP_ERR_OK)
return res;
if (count==0)
return EQUIP_ERR_OK;
}
// not specific slot or have space for partly store only in specific slot
// in specific bag
if( bag != NULL_BAG )
{
if( pProto->InventoryType == INVTYPE_BAG )
{
Bag *pBag = (Bag*)pItem;
if( pBag && !pBag->IsEmpty() )
return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG;
}
// search stack in bag for merge to
if( pProto->Stackable != 1 )
{
if( bag == INVENTORY_SLOT_BAG_0 )
{
res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
if(res!=EQUIP_ERR_OK)
return res;
if(count==0)
return EQUIP_ERR_OK;
}
else
{
res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
if(res!=EQUIP_ERR_OK)
res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
if(res!=EQUIP_ERR_OK)
return res;
if(count==0)
return EQUIP_ERR_OK;
}
}
// search free slot in bag
if( bag == INVENTORY_SLOT_BAG_0 )
{
res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
if(res!=EQUIP_ERR_OK)
return res;
if(count==0)
return EQUIP_ERR_OK;
}
else
{
res = _CanStoreItem_InBag(bag, dest, pProto, count, false, false, pItem, NULL_BAG, slot);
if(res != EQUIP_ERR_OK)
res = _CanStoreItem_InBag(bag, dest, pProto, count, false, true, pItem, NULL_BAG, slot);
if(res != EQUIP_ERR_OK)
return res;
if(count == 0)
return EQUIP_ERR_OK;
}
}
// not specific bag or have space for partly store only in specific bag
// search stack for merge to
if( pProto->Stackable != 1 )
{
// in slots
res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
if(res != EQUIP_ERR_OK)
return res;
if(count == 0)
return EQUIP_ERR_OK;
// in special bags
if( pProto->BagFamily )
{
for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
{
res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
if(res!=EQUIP_ERR_OK)
continue;
if(count==0)
return EQUIP_ERR_OK;
}
}
for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
{
res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
if(res!=EQUIP_ERR_OK)
continue;
if(count==0)
return EQUIP_ERR_OK;
}
}
// search free place in special bag
if( pProto->BagFamily )
{
for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
{
res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
if(res!=EQUIP_ERR_OK)
continue;
if(count==0)
return EQUIP_ERR_OK;
}
}
// search free space
res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
if(res!=EQUIP_ERR_OK)
return res;
if(count==0)
return EQUIP_ERR_OK;
for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
{
res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
if(res!=EQUIP_ERR_OK)
continue;
if(count==0)
return EQUIP_ERR_OK;
}
return EQUIP_ERR_BANK_FULL;
}
uint8 Player::CanUseItem( Item *pItem, bool not_loading ) const
{
if (pItem)
{
DEBUG_LOG( "STORAGE: CanUseItem item = %u", pItem->GetEntry());
if (!isAlive() && not_loading)
return EQUIP_ERR_YOU_ARE_DEAD;
//if (isStunned())
// return EQUIP_ERR_YOU_ARE_STUNNED;
ItemPrototype const *pProto = pItem->GetProto();
if (pProto)
{
if (pItem->IsBindedNotWith(this))
return EQUIP_ERR_DONT_OWN_THAT_ITEM;
uint8 msg = CanUseItem(pProto);
if (msg != EQUIP_ERR_OK)
return msg;
if (uint32 item_use_skill = pItem->GetSkill())
{
if (GetSkillValue(item_use_skill) == 0)
{
// armor items with scaling stats can downgrade armor skill reqs if related class can learn armor use at some level
if (pProto->Class != ITEM_CLASS_ARMOR)
return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
ScalingStatDistributionEntry const *ssd = pProto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(pProto->ScalingStatDistribution) : NULL;
if (!ssd)
return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
bool allowScaleSkill = false;
for (uint32 i = 0; i < sSkillLineAbilityStore.GetNumRows(); ++i)
{
SkillLineAbilityEntry const *skillInfo = sSkillLineAbilityStore.LookupEntry(i);
if (!skillInfo)
continue;
if (skillInfo->skillId != item_use_skill)
continue;
// can't learn
if (skillInfo->classmask && (skillInfo->classmask & getClassMask()) == 0)
continue;
if (skillInfo->racemask && (skillInfo->racemask & getRaceMask()) == 0)
continue;
allowScaleSkill = true;
break;
}
if (!allowScaleSkill)
return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
}
}
if (pProto->RequiredReputationFaction && uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank)
return EQUIP_ERR_CANT_EQUIP_REPUTATION;
return EQUIP_ERR_OK;
}
}
return EQUIP_ERR_ITEM_NOT_FOUND;
}
uint8 Player::CanUseItem( ItemPrototype const *pProto ) const
{
// Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
if( pProto )
{
if ((pProto->Flags2 & ITEM_FLAG2_HORDE_ONLY) && GetTeam() != HORDE)
return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
if ((pProto->Flags2 & ITEM_FLAG2_ALLIANCE_ONLY) && GetTeam() != ALLIANCE)
return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
if ((pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0)
return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
if( pProto->RequiredSkill != 0 )
{
if( GetSkillValue( pProto->RequiredSkill ) == 0 )
return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
return EQUIP_ERR_CANT_EQUIP_SKILL;
}
if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
if( getLevel() < pProto->RequiredLevel )
return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
return EQUIP_ERR_OK;
}
return EQUIP_ERR_ITEM_NOT_FOUND;
}
uint8 Player::CanUseAmmo( uint32 item ) const
{
DEBUG_LOG( "STORAGE: CanUseAmmo item = %u", item);
if( !isAlive() )
return EQUIP_ERR_YOU_ARE_DEAD;
//if( isStunned() )
// return EQUIP_ERR_YOU_ARE_STUNNED;
ItemPrototype const *pProto = ObjectMgr::GetItemPrototype( item );
if( pProto )
{
if( pProto->InventoryType!= INVTYPE_AMMO )
return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE;
uint8 msg = CanUseItem(pProto);
if (msg != EQUIP_ERR_OK)
return msg;
/*if ( GetReputationMgr().GetReputation() < pProto->RequiredReputation )
return EQUIP_ERR_CANT_EQUIP_REPUTATION;
*/
// Requires No Ammo
if(GetDummyAura(46699))
return EQUIP_ERR_BAG_FULL6;
return EQUIP_ERR_OK;
}
return EQUIP_ERR_ITEM_NOT_FOUND;
}
void Player::SetAmmo( uint32 item )
{
if(!item)
return;
// already set
if( GetUInt32Value(PLAYER_AMMO_ID) == item )
return;
// check ammo
if (item)
{
uint8 msg = CanUseAmmo( item );
if (msg != EQUIP_ERR_OK)
{
SendEquipError(msg, NULL, NULL, item);
return;
}
}
SetUInt32Value(PLAYER_AMMO_ID, item);
_ApplyAmmoBonuses();
}
void Player::RemoveAmmo()
{
SetUInt32Value(PLAYER_AMMO_ID, 0);
m_ammoDPS = 0.0f;
if (CanModifyStats())
UpdateDamagePhysical(RANGED_ATTACK);
}
// Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
Item* Player::StoreNewItem( ItemPosCountVec const& dest, uint32 item, bool update,int32 randomPropertyId )
{
uint32 count = 0;
for(ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); ++itr)
count += itr->count;
Item *pItem = Item::CreateItem( item, count, this );
if( pItem )
{
ItemAddedQuestCheck( item, count );
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, item, count);
if(randomPropertyId)
pItem->SetItemRandomProperties(randomPropertyId);
pItem = StoreItem( dest, pItem, update );
}
return pItem;
}
Item* Player::StoreItem( ItemPosCountVec const& dest, Item* pItem, bool update )
{
if( !pItem )
return NULL;
Item* lastItem = pItem;
uint32 entry = pItem->GetEntry();
for(ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); )
{
uint16 pos = itr->pos;
uint32 count = itr->count;
++itr;
if(itr == dest.end())
{
lastItem = _StoreItem(pos,pItem,count,false,update);
break;
}
lastItem = _StoreItem(pos,pItem,count,true,update);
}
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM, entry);
return lastItem;
}
// Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
Item* Player::_StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, bool update )
{
if( !pItem )
return NULL;
uint8 bag = pos >> 8;
uint8 slot = pos & 255;
DEBUG_LOG( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), count);
Item *pItem2 = GetItemByPos( bag, slot );
if (!pItem2)
{
if (clone)
pItem = pItem->CloneItem(count, this);
else
pItem->SetCount(count);
if (!pItem)
return NULL;
if (pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
pItem->GetProto()->Bonding == BIND_QUEST_ITEM ||
(pItem->GetProto()->Bonding == BIND_WHEN_EQUIPPED && IsBagPos(pos)))
pItem->SetBinding( true );
if (bag == INVENTORY_SLOT_BAG_0)
{
m_items[slot] = pItem;
SetGuidValue(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), pItem->GetObjectGuid());
pItem->SetGuidValue(ITEM_FIELD_CONTAINED, GetObjectGuid());
pItem->SetGuidValue(ITEM_FIELD_OWNER, GetObjectGuid());
pItem->SetSlot( slot );
pItem->SetContainer( NULL );
// need update known currency
if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)
UpdateKnownCurrencies(pItem->GetEntry(), true);
if (IsInWorld() && update)
{
pItem->AddToWorld();
pItem->SendCreateUpdateToPlayer( this );
}
pItem->SetState(ITEM_CHANGED, this);
}
else if (Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ))
{
pBag->StoreItem( slot, pItem, update );
if( IsInWorld() && update )
{
pItem->AddToWorld();
pItem->SendCreateUpdateToPlayer( this );
}
pItem->SetState(ITEM_CHANGED, this);
pBag->SetState(ITEM_CHANGED, this);
}
AddEnchantmentDurations(pItem);
AddItemDurations(pItem);
return pItem;
}
else
{
if (pItem2->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
pItem2->GetProto()->Bonding == BIND_QUEST_ITEM ||
(pItem2->GetProto()->Bonding == BIND_WHEN_EQUIPPED && IsBagPos(pos)))
pItem2->SetBinding( true );
pItem2->SetCount( pItem2->GetCount() + count );
if (IsInWorld() && update)
pItem2->SendCreateUpdateToPlayer( this );
if (!clone)
{
// delete item (it not in any slot currently)
if (IsInWorld() && update)
{
pItem->RemoveFromWorld();
pItem->DestroyForPlayer( this );
}
RemoveEnchantmentDurations(pItem);
RemoveItemDurations(pItem);
pItem->SetOwnerGuid(GetObjectGuid()); // prevent error at next SetState in case trade/mail/buy from vendor
pItem->SetState(ITEM_REMOVED, this);
}
// AddItemDurations(pItem2); - pItem2 already have duration listed for player
AddEnchantmentDurations(pItem2);
pItem2->SetState(ITEM_CHANGED, this);
return pItem2;
}
}
Item* Player::EquipNewItem( uint16 pos, uint32 item, bool update )
{
if (Item *pItem = Item::CreateItem( item, 1, this ))
{
ItemAddedQuestCheck( item, 1 );
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, item, 1);
return EquipItem( pos, pItem, update );
}
return NULL;
}
Item* Player::EquipItem( uint16 pos, Item *pItem, bool update )
{
AddEnchantmentDurations(pItem);
AddItemDurations(pItem);
uint8 bag = pos >> 8;
uint8 slot = pos & 255;
Item *pItem2 = GetItemByPos( bag, slot );
if( !pItem2 )
{
VisualizeItem( slot, pItem);
if(isAlive())
{
ItemPrototype const *pProto = pItem->GetProto();
// item set bonuses applied only at equip and removed at unequip, and still active for broken items
if(pProto && pProto->ItemSet)
AddItemsSetItem(this, pItem);
_ApplyItemMods(pItem, slot, true);
if(pProto && isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer == 0)
{
uint32 cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s;
if (getClass() == CLASS_ROGUE)
cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s;
SpellEntry const* spellProto = sSpellStore.LookupEntry(cooldownSpell);
if (!spellProto)
sLog.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell);
else
{
m_weaponChangeTimer = spellProto->StartRecoveryTime;
WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+4);
data << GetObjectGuid();
data << uint8(1);
data << uint32(cooldownSpell);
data << uint32(0);
GetSession()->SendPacket(&data);
}
}
}
if( IsInWorld() && update )
{
pItem->AddToWorld();
pItem->SendCreateUpdateToPlayer( this );
}
ApplyEquipCooldown(pItem);
if( slot == EQUIPMENT_SLOT_MAINHAND )
{
UpdateExpertise(BASE_ATTACK);
UpdateArmorPenetration();
}
else if( slot == EQUIPMENT_SLOT_OFFHAND )
{
UpdateExpertise(OFF_ATTACK);
UpdateArmorPenetration();
}
}
else
{
pItem2->SetCount( pItem2->GetCount() + pItem->GetCount() );
if( IsInWorld() && update )
pItem2->SendCreateUpdateToPlayer( this );
// delete item (it not in any slot currently)
//pItem->DeleteFromDB();
if( IsInWorld() && update )
{
pItem->RemoveFromWorld();
pItem->DestroyForPlayer( this );
}
RemoveEnchantmentDurations(pItem);
RemoveItemDurations(pItem);
pItem->SetOwnerGuid(GetObjectGuid()); // prevent error at next SetState in case trade/mail/buy from vendor
pItem->SetState(ITEM_REMOVED, this);
pItem2->SetState(ITEM_CHANGED, this);
ApplyEquipCooldown(pItem2);
return pItem2;
}
// Apply Titan's Grip damage penalty if necessary
if ((slot == EQUIPMENT_SLOT_MAINHAND || slot == EQUIPMENT_SLOT_OFFHAND) && CanTitanGrip() && HasTwoHandWeaponInOneHand() && !HasAura(49152))
CastSpell(this, 49152, true);
// only for full equip instead adding to stack
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry());
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM, slot+1);
return pItem;
}
void Player::QuickEquipItem( uint16 pos, Item *pItem)
{
if( pItem )
{
AddEnchantmentDurations(pItem);
AddItemDurations(pItem);
uint8 slot = pos & 255;
VisualizeItem( slot, pItem);
if( IsInWorld() )
{
pItem->AddToWorld();
pItem->SendCreateUpdateToPlayer( this );
}
// Apply Titan's Grip damage penalty if necessary
if ((slot == EQUIPMENT_SLOT_MAINHAND || slot == EQUIPMENT_SLOT_OFFHAND) && CanTitanGrip() && HasTwoHandWeaponInOneHand() && !HasAura(49152))
CastSpell(this, 49152, true);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry());
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM, slot+1);
}
}
void Player::SetVisibleItemSlot(uint8 slot, Item *pItem)
{
if(pItem)
{
SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2), pItem->GetEntry());
SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 0, pItem->GetEnchantmentId(PERM_ENCHANTMENT_SLOT));
SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 1, pItem->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT));
}
else
{
SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2), 0);
SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 0);
}
}
void Player::VisualizeItem( uint8 slot, Item *pItem)
{
if(!pItem)
return;
// check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
if( pItem->GetProto()->Bonding == BIND_WHEN_EQUIPPED || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM )
pItem->SetBinding( true );
DEBUG_LOG( "STORAGE: EquipItem slot = %u, item = %u", slot, pItem->GetEntry());
m_items[slot] = pItem;
SetGuidValue(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), pItem->GetObjectGuid());
pItem->SetGuidValue(ITEM_FIELD_CONTAINED, GetObjectGuid());
pItem->SetGuidValue(ITEM_FIELD_OWNER, GetObjectGuid());
pItem->SetSlot( slot );
pItem->SetContainer( NULL );
if( slot < EQUIPMENT_SLOT_END )
SetVisibleItemSlot(slot, pItem);
pItem->SetState(ITEM_CHANGED, this);
}
void Player::RemoveItem( uint8 bag, uint8 slot, bool update )
{
// note: removeitem does not actually change the item
// it only takes the item out of storage temporarily
// note2: if removeitem is to be used for delinking
// the item must be removed from the player's updatequeue
Item *pItem = GetItemByPos( bag, slot );
if( pItem )
{
DEBUG_LOG( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
RemoveEnchantmentDurations(pItem);
RemoveItemDurations(pItem);
if( bag == INVENTORY_SLOT_BAG_0 )
{
if ( slot < INVENTORY_SLOT_BAG_END )
{
ItemPrototype const *pProto = pItem->GetProto();
// item set bonuses applied only at equip and removed at unequip, and still active for broken items
if(pProto && pProto->ItemSet)
RemoveItemsSetItem(this, pProto);
_ApplyItemMods(pItem, slot, false);
// remove item dependent auras and casts (only weapon and armor slots)
if(slot < EQUIPMENT_SLOT_END)
{
RemoveItemDependentAurasAndCasts(pItem);
// remove held enchantments, update expertise
if ( slot == EQUIPMENT_SLOT_MAINHAND )
{
if (pItem->GetItemSuffixFactor())
{
pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3);
pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4);
}
else
{
pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0);
pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1);
}
UpdateExpertise(BASE_ATTACK);
UpdateArmorPenetration();
}
else if( slot == EQUIPMENT_SLOT_OFFHAND )
{
UpdateExpertise(OFF_ATTACK);
UpdateArmorPenetration();
}
}
}
// need update known currency
else if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)
UpdateKnownCurrencies(pItem->GetEntry(), false);
m_items[slot] = NULL;
SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0);
if ( slot < EQUIPMENT_SLOT_END )
{
SetVisibleItemSlot(slot, NULL);
// Remove Titan's Grip damage penalty if necessary
if ((slot == EQUIPMENT_SLOT_MAINHAND || slot == EQUIPMENT_SLOT_OFFHAND) && CanTitanGrip() && !HasTwoHandWeaponInOneHand())
RemoveAurasDueToSpell(49152);
}
}
else
{
Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
if( pBag )
pBag->RemoveItem(slot, update);
}
pItem->SetGuidValue(ITEM_FIELD_CONTAINED, ObjectGuid());
// pItem->SetGuidValue(ITEM_FIELD_OWNER, ObjectGuid()); not clear owner at remove (it will be set at store). This used in mail and auction code
pItem->SetSlot( NULL_SLOT );
if( IsInWorld() && update )
pItem->SendCreateUpdateToPlayer( this );
}
}
// Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
void Player::MoveItemFromInventory(uint8 bag, uint8 slot, bool update)
{
if(Item* it = GetItemByPos(bag,slot))
{
ItemRemovedQuestCheck(it->GetEntry(), it->GetCount());
RemoveItem(bag, slot, update);
it->RemoveFromUpdateQueueOf(this);
if(it->IsInWorld())
{
it->RemoveFromWorld();
it->DestroyForPlayer( this );
}
}
}
// Common operation need to add item from inventory without delete in trade, guild bank, mail....
void Player::MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB)
{
// update quest counters
ItemAddedQuestCheck(pItem->GetEntry(), pItem->GetCount());
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, pItem->GetEntry(), pItem->GetCount());
// store item
Item* pLastItem = StoreItem(dest, pItem, update);
// only set if not merged to existing stack (pItem can be deleted already but we can compare pointers any way)
if(pLastItem == pItem)
{
// update owner for last item (this can be original item with wrong owner
if(pLastItem->GetOwnerGuid() != GetObjectGuid())
pLastItem->SetOwnerGuid(GetObjectGuid());
// if this original item then it need create record in inventory
// in case trade we already have item in other player inventory
pLastItem->SetState(in_characterInventoryDB ? ITEM_CHANGED : ITEM_NEW, this);
}
}
void Player::DestroyItem( uint8 bag, uint8 slot, bool update )
{
Item *pItem = GetItemByPos( bag, slot );
if( pItem )
{
DEBUG_LOG( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
// start from destroy contained items (only equipped bag can have its)
if (pItem->IsBag() && pItem->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
{
for (int i = 0; i < MAX_BAG_SIZE; ++i)
DestroyItem(slot, i, update);
}
if (pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED))
CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem->GetGUIDLow());
RemoveEnchantmentDurations(pItem);
RemoveItemDurations(pItem);
ItemRemovedQuestCheck( pItem->GetEntry(), pItem->GetCount() );
if( bag == INVENTORY_SLOT_BAG_0 )
{
SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0);
// equipment and equipped bags can have applied bonuses
if ( slot < INVENTORY_SLOT_BAG_END )
{
ItemPrototype const *pProto = pItem->GetProto();
// item set bonuses applied only at equip and removed at unequip, and still active for broken items
if(pProto && pProto->ItemSet)
RemoveItemsSetItem(this, pProto);
_ApplyItemMods(pItem, slot, false);
}
if ( slot < EQUIPMENT_SLOT_END )
{
// remove item dependent auras and casts (only weapon and armor slots)
RemoveItemDependentAurasAndCasts(pItem);
// update expertise
if( slot == EQUIPMENT_SLOT_MAINHAND )
{
UpdateExpertise(BASE_ATTACK);
UpdateArmorPenetration();
}
else if( slot == EQUIPMENT_SLOT_OFFHAND )
{
UpdateExpertise(OFF_ATTACK);
UpdateArmorPenetration();
}
// equipment visual show
SetVisibleItemSlot(slot, NULL);
}
// need update known currency
else if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)
UpdateKnownCurrencies(pItem->GetEntry(), false);
m_items[slot] = NULL;
}
else if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ))
pBag->RemoveItem(slot, update);
if( IsInWorld() && update )
{
pItem->RemoveFromWorld();
pItem->DestroyForPlayer(this);
}
//pItem->SetOwnerGUID(0);
pItem->SetGuidValue(ITEM_FIELD_CONTAINED, ObjectGuid());
pItem->SetSlot( NULL_SLOT );
pItem->SetState(ITEM_REMOVED, this);
}
}
void Player::DestroyItemCount( uint32 item, uint32 count, bool update, bool unequip_check)
{
DEBUG_LOG( "STORAGE: DestroyItemCount item = %u, count = %u", item, count);
uint32 remcount = 0;
// in inventory
for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
{
if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
{
if (pItem->GetEntry() == item && !pItem->IsInTrade())
{
if (pItem->GetCount() + remcount <= count)
{
// all items in inventory can unequipped
remcount += pItem->GetCount();
DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
if (remcount >= count)
return;
}
else
{
ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
pItem->SetCount( pItem->GetCount() - count + remcount );
if (IsInWorld() & update)
pItem->SendCreateUpdateToPlayer( this );
pItem->SetState(ITEM_CHANGED, this);
return;
}
}
}
}
for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
{
if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
{
if (pItem->GetEntry() == item && !pItem->IsInTrade())
{
if (pItem->GetCount() + remcount <= count)
{
// all keys can be unequipped
remcount += pItem->GetCount();
DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
if (remcount >= count)
return;
}
else
{
ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
pItem->SetCount( pItem->GetCount() - count + remcount );
if (IsInWorld() & update)
pItem->SendCreateUpdateToPlayer( this );
pItem->SetState(ITEM_CHANGED, this);
return;
}
}
}
}
// in inventory bags
for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
{
if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
{
for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
{
if(Item* pItem = pBag->GetItemByPos(j))
{
if (pItem->GetEntry() == item && !pItem->IsInTrade())
{
// all items in bags can be unequipped
if (pItem->GetCount() + remcount <= count)
{
remcount += pItem->GetCount();
DestroyItem( i, j, update );
if (remcount >= count)
return;
}
else
{
ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
pItem->SetCount( pItem->GetCount() - count + remcount );
if (IsInWorld() && update)
pItem->SendCreateUpdateToPlayer( this );
pItem->SetState(ITEM_CHANGED, this);
return;
}
}
}
}
}
}
// in equipment and bag list
for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
{
if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade())
{
if (pItem->GetCount() + remcount <= count)
{
if (!unequip_check || CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false) == EQUIP_ERR_OK )
{
remcount += pItem->GetCount();
DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
if (remcount >= count)
return;
}
}
else
{
ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
pItem->SetCount( pItem->GetCount() - count + remcount );
if (IsInWorld() & update)
pItem->SendCreateUpdateToPlayer( this );
pItem->SetState(ITEM_CHANGED, this);
return;
}
}
}
}
}
void Player::DestroyZoneLimitedItem( bool update, uint32 new_zone )
{
DEBUG_LOG( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone );
// in inventory
for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
// in inventory bags
for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
if (Item* pItem = pBag->GetItemByPos(j))
if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
DestroyItem(i, j, update);
// in equipment and bag list
for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
}
void Player::DestroyConjuredItems( bool update )
{
// used when entering arena
// destroys all conjured items
DEBUG_LOG( "STORAGE: DestroyConjuredItems" );
// in inventory
for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
if (pItem->IsConjuredConsumable())
DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
// in inventory bags
for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
if (Item* pItem = pBag->GetItemByPos(j))
if (pItem->IsConjuredConsumable())
DestroyItem( i, j, update);
// in equipment and bag list
for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
if (pItem->IsConjuredConsumable())
DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
}
void Player::DestroyItemCount( Item* pItem, uint32 &count, bool update )
{
if(!pItem)
return;
DEBUG_LOG( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem->GetGUIDLow(),pItem->GetEntry(), count);
if( pItem->GetCount() <= count )
{
count -= pItem->GetCount();
DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), update);
}
else
{
ItemRemovedQuestCheck( pItem->GetEntry(), count);
pItem->SetCount( pItem->GetCount() - count );
count = 0;
if( IsInWorld() & update )
pItem->SendCreateUpdateToPlayer( this );
pItem->SetState(ITEM_CHANGED, this);
}
}
void Player::SplitItem( uint16 src, uint16 dst, uint32 count )
{
uint8 srcbag = src >> 8;
uint8 srcslot = src & 255;
uint8 dstbag = dst >> 8;
uint8 dstslot = dst & 255;
Item *pSrcItem = GetItemByPos( srcbag, srcslot );
if (!pSrcItem)
{
SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL );
return;
}
if (pSrcItem->HasGeneratedLoot()) // prevent split looting item (stackable items can has only temporary loot and this meaning that loot window open)
{
//best error message found for attempting to split while looting
SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL );
return;
}
// not let split all items (can be only at cheating)
if (pSrcItem->GetCount() == count)
{
SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL );
return;
}
// not let split more existing items (can be only at cheating)
if (pSrcItem->GetCount() < count)
{
SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT, pSrcItem, NULL );
return;
}
DEBUG_LOG( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag, dstslot, pSrcItem->GetEntry(), count);
Item *pNewItem = pSrcItem->CloneItem( count, this );
if (!pNewItem)
{
SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL );
return;
}
if (IsInventoryPos(dst))
{
// change item amount before check (for unique max count check)
pSrcItem->SetCount( pSrcItem->GetCount() - count );
ItemPosCountVec dest;
uint8 msg = CanStoreItem( dstbag, dstslot, dest, pNewItem, false );
if (msg != EQUIP_ERR_OK)
{
delete pNewItem;
pSrcItem->SetCount( pSrcItem->GetCount() + count );
SendEquipError( msg, pSrcItem, NULL );
return;
}
if (IsInWorld())
pSrcItem->SendCreateUpdateToPlayer( this );
pSrcItem->SetState(ITEM_CHANGED, this);
StoreItem( dest, pNewItem, true);
}
else if (IsBankPos (dst))
{
// change item amount before check (for unique max count check)
pSrcItem->SetCount( pSrcItem->GetCount() - count );
ItemPosCountVec dest;
uint8 msg = CanBankItem( dstbag, dstslot, dest, pNewItem, false );
if( msg != EQUIP_ERR_OK )
{
delete pNewItem;
pSrcItem->SetCount( pSrcItem->GetCount() + count );
SendEquipError( msg, pSrcItem, NULL );
return;
}
if (IsInWorld())
pSrcItem->SendCreateUpdateToPlayer( this );
pSrcItem->SetState(ITEM_CHANGED, this);
BankItem( dest, pNewItem, true);
}
else if (IsEquipmentPos (dst))
{
// change item amount before check (for unique max count check), provide space for splitted items
pSrcItem->SetCount( pSrcItem->GetCount() - count );
uint16 dest;
uint8 msg = CanEquipItem( dstslot, dest, pNewItem, false );
if (msg != EQUIP_ERR_OK)
{
delete pNewItem;
pSrcItem->SetCount( pSrcItem->GetCount() + count );
SendEquipError( msg, pSrcItem, NULL );
return;
}
if (IsInWorld())
pSrcItem->SendCreateUpdateToPlayer( this );
pSrcItem->SetState(ITEM_CHANGED, this);
EquipItem( dest, pNewItem, true);
AutoUnequipOffhandIfNeed();
}
}
void Player::SwapItem( uint16 src, uint16 dst )
{
uint8 srcbag = src >> 8;
uint8 srcslot = src & 255;
uint8 dstbag = dst >> 8;
uint8 dstslot = dst & 255;
Item *pSrcItem = GetItemByPos( srcbag, srcslot );
Item *pDstItem = GetItemByPos( dstbag, dstslot );
if (!pSrcItem)
return;
DEBUG_LOG( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag, dstslot, pSrcItem->GetEntry());
if (!isAlive())
{
SendEquipError( EQUIP_ERR_YOU_ARE_DEAD, pSrcItem, pDstItem );
return;
}
// SRC checks
// check unequip potability for equipped items and bank bags
if (IsEquipmentPos(src) || IsBagPos(src))
{
// bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
uint8 msg = CanUnequipItem( src, !IsBagPos ( src ) || IsBagPos ( dst ) || (pDstItem && pDstItem->IsBag() && ((Bag*)pDstItem)->IsEmpty()));
if (msg != EQUIP_ERR_OK)
{
SendEquipError( msg, pSrcItem, pDstItem );
return;
}
}
// prevent put equipped/bank bag in self
if (IsBagPos(src) && srcslot == dstbag)
{
SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem );
return;
}
// prevent put equipped/bank bag in self
if (IsBagPos(dst) && dstslot == srcbag)
{
SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pDstItem, pSrcItem );
return;
}
// DST checks
if (pDstItem)
{
// check unequip potability for equipped items and bank bags
if(IsEquipmentPos ( dst ) || IsBagPos ( dst ))
{
// bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
uint8 msg = CanUnequipItem( dst, !IsBagPos ( dst ) || IsBagPos ( src ) || (pSrcItem->IsBag() && ((Bag*)pSrcItem)->IsEmpty()));
if(msg != EQUIP_ERR_OK)
{
SendEquipError( msg, pSrcItem, pDstItem );
return;
}
}
}
// NOW this is or item move (swap with empty), or swap with another item (including bags in bag possitions)
// or swap empty bag with another empty or not empty bag (with items exchange)
// Move case
if( !pDstItem )
{
if( IsInventoryPos( dst ) )
{
ItemPosCountVec dest;
uint8 msg = CanStoreItem( dstbag, dstslot, dest, pSrcItem, false );
if( msg != EQUIP_ERR_OK )
{
SendEquipError( msg, pSrcItem, NULL );
return;
}
RemoveItem(srcbag, srcslot, true);
StoreItem( dest, pSrcItem, true);
}
else if( IsBankPos ( dst ) )
{
ItemPosCountVec dest;
uint8 msg = CanBankItem( dstbag, dstslot, dest, pSrcItem, false);
if( msg != EQUIP_ERR_OK )
{
SendEquipError( msg, pSrcItem, NULL );
return;
}
RemoveItem(srcbag, srcslot, true);
BankItem( dest, pSrcItem, true);
}
else if( IsEquipmentPos ( dst ) )
{
uint16 dest;
uint8 msg = CanEquipItem( dstslot, dest, pSrcItem, false );
if( msg != EQUIP_ERR_OK )
{
SendEquipError( msg, pSrcItem, NULL );
return;
}
RemoveItem(srcbag, srcslot, true);
EquipItem(dest, pSrcItem, true);
AutoUnequipOffhandIfNeed();
}
return;
}
// attempt merge to / fill target item
if(!pSrcItem->IsBag() && !pDstItem->IsBag())
{
uint8 msg;
ItemPosCountVec sDest;
uint16 eDest;
if( IsInventoryPos( dst ) )
msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, false );
else if( IsBankPos ( dst ) )
msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, false );
else if( IsEquipmentPos ( dst ) )
msg = CanEquipItem( dstslot, eDest, pSrcItem, false );
else
return;
// can be merge/fill
if(msg == EQUIP_ERR_OK)
{
if( pSrcItem->GetCount() + pDstItem->GetCount() <= pSrcItem->GetProto()->GetMaxStackSize())
{
RemoveItem(srcbag, srcslot, true);
if( IsInventoryPos( dst ) )
StoreItem( sDest, pSrcItem, true);
else if( IsBankPos ( dst ) )
BankItem( sDest, pSrcItem, true);
else if( IsEquipmentPos ( dst ) )
{
EquipItem( eDest, pSrcItem, true);
AutoUnequipOffhandIfNeed();
}
}
else
{
pSrcItem->SetCount( pSrcItem->GetCount() + pDstItem->GetCount() - pSrcItem->GetProto()->GetMaxStackSize());
pDstItem->SetCount( pSrcItem->GetProto()->GetMaxStackSize());
pSrcItem->SetState(ITEM_CHANGED, this);
pDstItem->SetState(ITEM_CHANGED, this);
if( IsInWorld() )
{
pSrcItem->SendCreateUpdateToPlayer( this );
pDstItem->SendCreateUpdateToPlayer( this );
}
}
return;
}
}
// impossible merge/fill, do real swap
uint8 msg;
// check src->dest move possibility
ItemPosCountVec sDest;
uint16 eDest = 0;
if( IsInventoryPos( dst ) )
msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, true );
else if( IsBankPos( dst ) )
msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, true );
else if( IsEquipmentPos( dst ) )
{
msg = CanEquipItem( dstslot, eDest, pSrcItem, true );
if( msg == EQUIP_ERR_OK )
msg = CanUnequipItem( eDest, true );
}
if( msg != EQUIP_ERR_OK )
{
SendEquipError( msg, pSrcItem, pDstItem );
return;
}
// check dest->src move possibility
ItemPosCountVec sDest2;
uint16 eDest2 = 0;
if( IsInventoryPos( src ) )
msg = CanStoreItem( srcbag, srcslot, sDest2, pDstItem, true );
else if( IsBankPos( src ) )
msg = CanBankItem( srcbag, srcslot, sDest2, pDstItem, true );
else if( IsEquipmentPos( src ) )
{
msg = CanEquipItem( srcslot, eDest2, pDstItem, true);
if( msg == EQUIP_ERR_OK )
msg = CanUnequipItem( eDest2, true);
}
if( msg != EQUIP_ERR_OK )
{
SendEquipError( msg, pDstItem, pSrcItem );
return;
}
// Check bag swap with item exchange (one from empty in not bag possition (equipped (not possible in fact) or store)
if(pSrcItem->IsBag() && pDstItem->IsBag())
{
Bag* emptyBag = NULL;
Bag* fullBag = NULL;
if(((Bag*)pSrcItem)->IsEmpty() && !IsBagPos(src))
{
emptyBag = (Bag*)pSrcItem;
fullBag = (Bag*)pDstItem;
}
else if(((Bag*)pDstItem)->IsEmpty() && !IsBagPos(dst))
{
emptyBag = (Bag*)pDstItem;
fullBag = (Bag*)pSrcItem;
}
// bag swap (with items exchange) case
if(emptyBag && fullBag)
{
ItemPrototype const* emotyProto = emptyBag->GetProto();
uint32 count = 0;
for(uint32 i=0; i < fullBag->GetBagSize(); ++i)
{
Item *bagItem = fullBag->GetItemByPos(i);
if (!bagItem)
continue;
ItemPrototype const* bagItemProto = bagItem->GetProto();
if (!bagItemProto || !ItemCanGoIntoBag(bagItemProto, emotyProto))
{
// one from items not go to empty target bag
SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem );
return;
}
++count;
}
if (count > emptyBag->GetBagSize())
{
// too small targeted bag
SendEquipError( EQUIP_ERR_ITEMS_CANT_BE_SWAPPED, pSrcItem, pDstItem );
return;
}
// Items swap
count = 0; // will pos in new bag
for(uint32 i = 0; i< fullBag->GetBagSize(); ++i)
{
Item *bagItem = fullBag->GetItemByPos(i);
if (!bagItem)
continue;
fullBag->RemoveItem(i, true);
emptyBag->StoreItem(count, bagItem, true);
bagItem->SetState(ITEM_CHANGED, this);
++count;
}
}
}
// now do moves, remove...
RemoveItem(dstbag, dstslot, false);
RemoveItem(srcbag, srcslot, false);
// add to dest
if (IsInventoryPos(dst))
StoreItem(sDest, pSrcItem, true);
else if (IsBankPos(dst))
BankItem(sDest, pSrcItem, true);
else if (IsEquipmentPos(dst))
EquipItem(eDest, pSrcItem, true);
// add to src
if (IsInventoryPos(src))
StoreItem(sDest2, pDstItem, true);
else if (IsBankPos(src))
BankItem(sDest2, pDstItem, true);
else if (IsEquipmentPos(src))
EquipItem(eDest2, pDstItem, true);
AutoUnequipOffhandIfNeed();
}
void Player::AddItemToBuyBackSlot( Item *pItem )
{
if (pItem)
{
uint32 slot = m_currentBuybackSlot;
// if current back slot non-empty search oldest or free
if (m_items[slot])
{
uint32 oldest_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 );
uint32 oldest_slot = BUYBACK_SLOT_START;
for(uint32 i = BUYBACK_SLOT_START+1; i < BUYBACK_SLOT_END; ++i )
{
// found empty
if (!m_items[i])
{
slot = i;
break;
}
uint32 i_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + i - BUYBACK_SLOT_START);
if (oldest_time > i_time)
{
oldest_time = i_time;
oldest_slot = i;
}
}
// find oldest
slot = oldest_slot;
}
RemoveItemFromBuyBackSlot( slot, true );
DEBUG_LOG( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem->GetEntry(), slot);
m_items[slot] = pItem;
time_t base = time(NULL);
uint32 etime = uint32(base - m_logintime + (30 * 3600));
uint32 eslot = slot - BUYBACK_SLOT_START;
SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), pItem->GetGUID() );
if (ItemPrototype const *pProto = pItem->GetProto())
SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, pProto->SellPrice * pItem->GetCount() );
else
SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 );
SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, (uint32)etime );
// move to next (for non filled list is move most optimized choice)
if (m_currentBuybackSlot < BUYBACK_SLOT_END - 1)
++m_currentBuybackSlot;
}
}
Item* Player::GetItemFromBuyBackSlot( uint32 slot )
{
DEBUG_LOG( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot);
if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END)
return m_items[slot];
return NULL;
}
void Player::RemoveItemFromBuyBackSlot( uint32 slot, bool del )
{
DEBUG_LOG( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot);
if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END)
{
Item *pItem = m_items[slot];
if (pItem)
{
pItem->RemoveFromWorld();
if(del) pItem->SetState(ITEM_REMOVED, this);
}
m_items[slot] = NULL;
uint32 eslot = slot - BUYBACK_SLOT_START;
SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), 0 );
SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 );
SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0 );
// if current backslot is filled set to now free slot
if (m_items[m_currentBuybackSlot])
m_currentBuybackSlot = slot;
}
}
void Player::SendEquipError( uint8 msg, Item* pItem, Item *pItem2, uint32 itemid /*= 0*/ ) const
{
DEBUG_LOG( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)", msg);
WorldPacket data(SMSG_INVENTORY_CHANGE_FAILURE, 1+8+8+1);
data << uint8(msg);
if (msg != EQUIP_ERR_OK)
{
data << (pItem ? pItem->GetObjectGuid() : ObjectGuid());
data << (pItem2 ? pItem2->GetObjectGuid() : ObjectGuid());
data << uint8(0); // bag type subclass, used with EQUIP_ERR_EVENT_AUTOEQUIP_BIND_CONFIRM and EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG2
switch(msg)
{
case EQUIP_ERR_CANT_EQUIP_LEVEL_I:
case EQUIP_ERR_PURCHASE_LEVEL_TOO_LOW:
{
ItemPrototype const* proto = pItem ? pItem->GetProto() : ObjectMgr::GetItemPrototype(itemid);
data << uint32(proto ? proto->RequiredLevel : 0);
break;
}
case EQUIP_ERR_EVENT_AUTOEQUIP_BIND_CONFIRM: // no idea about this one...
{
data << uint64(0);
data << uint32(0);
data << uint64(0);
break;
}
case EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_COUNT_EXCEEDED_IS:
case EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_SOCKETED_EXCEEDED_IS:
case EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_EQUIPPED_EXCEEDED_IS:
{
ItemPrototype const* proto = pItem ? pItem->GetProto() : ObjectMgr::GetItemPrototype(itemid);
data << uint32(proto ? proto->ItemLimitCategory : 0);
break;
}
default:
break;
}
}
GetSession()->SendPacket(&data);
}
void Player::SendBuyError( uint8 msg, Creature* pCreature, uint32 item, uint32 param )
{
DEBUG_LOG( "WORLD: Sent SMSG_BUY_FAILED" );
WorldPacket data( SMSG_BUY_FAILED, (8+4+4+1) );
data << (pCreature ? pCreature->GetObjectGuid() : ObjectGuid());
data << uint32(item);
if (param > 0)
data << uint32(param);
data << uint8(msg);
GetSession()->SendPacket(&data);
}
void Player::SendSellError( uint8 msg, Creature* pCreature, uint64 guid, uint32 param )
{
DEBUG_LOG( "WORLD: Sent SMSG_SELL_ITEM" );
WorldPacket data( SMSG_SELL_ITEM,(8+8+(param?4:0)+1)); // last check 2.0.10
data << (pCreature ? pCreature->GetObjectGuid() : ObjectGuid());
data << uint64(guid);
if (param > 0)
data << uint32(param);
data << uint8(msg);
GetSession()->SendPacket(&data);
}
void Player::TradeCancel(bool sendback)
{
if (m_trade)
{
Player* trader = m_trade->GetTrader();
// send yellow "Trade canceled" message to both traders
if (sendback)
GetSession()->SendCancelTrade();
trader->GetSession()->SendCancelTrade();
// cleanup
delete m_trade;
m_trade = NULL;
delete trader->m_trade;
trader->m_trade = NULL;
}
}
void Player::UpdateItemDuration(uint32 time, bool realtimeonly)
{
if (m_itemDuration.empty())
return;
DEBUG_LOG("Player::UpdateItemDuration(%u,%u)", time, realtimeonly);
for(ItemDurationList::const_iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end(); )
{
Item* item = *itr;
++itr; // current element can be erased in UpdateDuration
if ((realtimeonly && (item->GetProto()->ExtraFlags & ITEM_EXTRA_REAL_TIME_DURATION)) || !realtimeonly)
item->UpdateDuration(this,time);
}
}
void Player::UpdateEnchantTime(uint32 time)
{
for(EnchantDurationList::iterator itr = m_enchantDuration.begin(),next;itr != m_enchantDuration.end();itr=next)
{
MANGOS_ASSERT(itr->item);
next = itr;
if (!itr->item->GetEnchantmentId(itr->slot))
{
next = m_enchantDuration.erase(itr);
}
else if (itr->leftduration <= time)
{
ApplyEnchantment(itr->item, itr->slot, false, false);
itr->item->ClearEnchantment(itr->slot);
next = m_enchantDuration.erase(itr);
}
else if (itr->leftduration > time)
{
itr->leftduration -= time;
++next;
}
}
}
void Player::AddEnchantmentDurations(Item *item)
{
for(int x = 0; x < MAX_ENCHANTMENT_SLOT; ++x)
{
if (!item->GetEnchantmentId(EnchantmentSlot(x)))
continue;
uint32 duration = item->GetEnchantmentDuration(EnchantmentSlot(x));
if (duration > 0)
AddEnchantmentDuration(item, EnchantmentSlot(x), duration);
}
}
void Player::RemoveEnchantmentDurations(Item *item)
{
for(EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end();)
{
if (itr->item == item)
{
// save duration in item
item->SetEnchantmentDuration(EnchantmentSlot(itr->slot), itr->leftduration);
itr = m_enchantDuration.erase(itr);
}
else
++itr;
}
}
void Player::RemoveAllEnchantments(EnchantmentSlot slot)
{
// remove enchantments from equipped items first to clean up the m_enchantDuration list
for(EnchantDurationList::iterator itr = m_enchantDuration.begin(), next; itr != m_enchantDuration.end(); itr = next)
{
next = itr;
if (itr->slot == slot)
{
if (itr->item && itr->item->GetEnchantmentId(slot))
{
// remove from stats
ApplyEnchantment(itr->item, slot, false, false);
// remove visual
itr->item->ClearEnchantment(slot);
}
// remove from update list
next = m_enchantDuration.erase(itr);
}
else
++next;
}
// remove enchants from inventory items
// NOTE: no need to remove these from stats, since these aren't equipped
// in inventory
for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetEnchantmentId(slot))
pItem->ClearEnchantment(slot);
// in inventory bags
for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
if (Item* pItem = pBag->GetItemByPos(j))
if (pItem->GetEnchantmentId(slot))
pItem->ClearEnchantment(slot);
}
// duration == 0 will remove item enchant
void Player::AddEnchantmentDuration(Item *item,EnchantmentSlot slot,uint32 duration)
{
if (!item)
return;
if (slot >= MAX_ENCHANTMENT_SLOT)
return;
for(EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr)
{
if (itr->item == item && itr->slot == slot)
{
itr->item->SetEnchantmentDuration(itr->slot, itr->leftduration);
m_enchantDuration.erase(itr);
break;
}
}
if (item && duration > 0 )
{
GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item->GetGUID(), slot, uint32(duration/1000));
m_enchantDuration.push_back(EnchantDuration(item, slot, duration));
}
}
void Player::ApplyEnchantment(Item *item,bool apply)
{
for(uint32 slot = 0; slot < MAX_ENCHANTMENT_SLOT; ++slot)
ApplyEnchantment(item, EnchantmentSlot(slot), apply);
}
void Player::ApplyEnchantment(Item *item, EnchantmentSlot slot, bool apply, bool apply_dur, bool ignore_condition)
{
if (!item)
return;
if (!item->IsEquipped())
return;
if (slot >= MAX_ENCHANTMENT_SLOT)
return;
uint32 enchant_id = item->GetEnchantmentId(slot);
if (!enchant_id)
return;
SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if (!pEnchant)
return;
if (!ignore_condition && pEnchant->EnchantmentCondition && !((Player*)this)->EnchantmentFitsRequirements(pEnchant->EnchantmentCondition, -1))
return;
if (!item->IsBroken())
{
for (int s = 0; s < 3; ++s)
{
uint32 enchant_display_type = pEnchant->type[s];
uint32 enchant_amount = pEnchant->amount[s];
uint32 enchant_spell_id = pEnchant->spellid[s];
switch(enchant_display_type)
{
case ITEM_ENCHANTMENT_TYPE_NONE:
break;
case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL:
// processed in Player::CastItemCombatSpell
break;
case ITEM_ENCHANTMENT_TYPE_DAMAGE:
if (item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, float(enchant_amount), apply);
else if (item->GetSlot() == EQUIPMENT_SLOT_OFFHAND)
HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, float(enchant_amount), apply);
else if (item->GetSlot() == EQUIPMENT_SLOT_RANGED)
HandleStatModifier(UNIT_MOD_DAMAGE_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
break;
case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL:
if (enchant_spell_id)
{
if (apply)
{
int32 basepoints = 0;
// Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
if (item->GetItemRandomPropertyId())
{
ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
if (item_rand)
{
// Search enchant_amount
for (int k = 0; k < 3; ++k)
{
if(item_rand->enchant_id[k] == enchant_id)
{
basepoints = int32((item_rand->prefix[k] * item->GetItemSuffixFactor()) / 10000 );
break;
}
}
}
}
// Cast custom spell vs all equal basepoints getted from enchant_amount
if (basepoints)
CastCustomSpell(this, enchant_spell_id, &basepoints, &basepoints, &basepoints, true, item);
else
CastSpell(this, enchant_spell_id, true, item);
}
else
RemoveAurasDueToItemSpell(item, enchant_spell_id);
}
break;
case ITEM_ENCHANTMENT_TYPE_RESISTANCE:
if (!enchant_amount)
{
ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
if(item_rand)
{
for (int k = 0; k < 3; ++k)
{
if(item_rand->enchant_id[k] == enchant_id)
{
enchant_amount = uint32((item_rand->prefix[k] * item->GetItemSuffixFactor()) / 10000 );
break;
}
}
}
}
HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START + enchant_spell_id), TOTAL_VALUE, float(enchant_amount), apply);
break;
case ITEM_ENCHANTMENT_TYPE_STAT:
{
if (!enchant_amount)
{
ItemRandomSuffixEntry const *item_rand_suffix = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
if(item_rand_suffix)
{
for (int k = 0; k < 3; ++k)
{
if(item_rand_suffix->enchant_id[k] == enchant_id)
{
enchant_amount = uint32((item_rand_suffix->prefix[k] * item->GetItemSuffixFactor()) / 10000 );
break;
}
}
}
}
DEBUG_LOG("Adding %u to stat nb %u",enchant_amount,enchant_spell_id);
switch (enchant_spell_id)
{
case ITEM_MOD_MANA:
DEBUG_LOG("+ %u MANA",enchant_amount);
HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(enchant_amount), apply);
break;
case ITEM_MOD_HEALTH:
DEBUG_LOG("+ %u HEALTH",enchant_amount);
HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(enchant_amount), apply);
break;
case ITEM_MOD_AGILITY:
DEBUG_LOG("+ %u AGILITY",enchant_amount);
HandleStatModifier(UNIT_MOD_STAT_AGILITY, TOTAL_VALUE, float(enchant_amount), apply);
ApplyStatBuffMod(STAT_AGILITY, float(enchant_amount), apply);
break;
case ITEM_MOD_STRENGTH:
DEBUG_LOG("+ %u STRENGTH",enchant_amount);
HandleStatModifier(UNIT_MOD_STAT_STRENGTH, TOTAL_VALUE, float(enchant_amount), apply);
ApplyStatBuffMod(STAT_STRENGTH, float(enchant_amount), apply);
break;
case ITEM_MOD_INTELLECT:
DEBUG_LOG("+ %u INTELLECT",enchant_amount);
HandleStatModifier(UNIT_MOD_STAT_INTELLECT, TOTAL_VALUE, float(enchant_amount), apply);
ApplyStatBuffMod(STAT_INTELLECT, float(enchant_amount), apply);
break;
case ITEM_MOD_SPIRIT:
DEBUG_LOG("+ %u SPIRIT",enchant_amount);
HandleStatModifier(UNIT_MOD_STAT_SPIRIT, TOTAL_VALUE, float(enchant_amount), apply);
ApplyStatBuffMod(STAT_SPIRIT, float(enchant_amount), apply);
break;
case ITEM_MOD_STAMINA:
DEBUG_LOG("+ %u STAMINA",enchant_amount);
HandleStatModifier(UNIT_MOD_STAT_STAMINA, TOTAL_VALUE, float(enchant_amount), apply);
ApplyStatBuffMod(STAT_STAMINA, float(enchant_amount), apply);
break;
case ITEM_MOD_DEFENSE_SKILL_RATING:
((Player*)this)->ApplyRatingMod(CR_DEFENSE_SKILL, enchant_amount, apply);
DEBUG_LOG("+ %u DEFENCE", enchant_amount);
break;
case ITEM_MOD_DODGE_RATING:
((Player*)this)->ApplyRatingMod(CR_DODGE, enchant_amount, apply);
DEBUG_LOG("+ %u DODGE", enchant_amount);
break;
case ITEM_MOD_PARRY_RATING:
((Player*)this)->ApplyRatingMod(CR_PARRY, enchant_amount, apply);
DEBUG_LOG("+ %u PARRY", enchant_amount);
break;
case ITEM_MOD_BLOCK_RATING:
((Player*)this)->ApplyRatingMod(CR_BLOCK, enchant_amount, apply);
DEBUG_LOG("+ %u SHIELD_BLOCK", enchant_amount);
break;
case ITEM_MOD_HIT_MELEE_RATING:
((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
DEBUG_LOG("+ %u MELEE_HIT", enchant_amount);
break;
case ITEM_MOD_HIT_RANGED_RATING:
((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
DEBUG_LOG("+ %u RANGED_HIT", enchant_amount);
break;
case ITEM_MOD_HIT_SPELL_RATING:
((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
DEBUG_LOG("+ %u SPELL_HIT", enchant_amount);
break;
case ITEM_MOD_CRIT_MELEE_RATING:
((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
DEBUG_LOG("+ %u MELEE_CRIT", enchant_amount);
break;
case ITEM_MOD_CRIT_RANGED_RATING:
((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
DEBUG_LOG("+ %u RANGED_CRIT", enchant_amount);
break;
case ITEM_MOD_CRIT_SPELL_RATING:
((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
DEBUG_LOG("+ %u SPELL_CRIT", enchant_amount);
break;
// Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
// in Enchantments
// case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
// break;
// case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
// break;
// case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
// break;
// case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
// break;
// case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
// break;
// case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
// break;
// case ITEM_MOD_HASTE_MELEE_RATING:
// ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
// break;
// case ITEM_MOD_HASTE_RANGED_RATING:
// ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
// break;
case ITEM_MOD_HASTE_SPELL_RATING:
((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
break;
case ITEM_MOD_HIT_RATING:
((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
DEBUG_LOG("+ %u HIT", enchant_amount);
break;
case ITEM_MOD_CRIT_RATING:
((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
DEBUG_LOG("+ %u CRITICAL", enchant_amount);
break;
// Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
// case ITEM_MOD_HIT_TAKEN_RATING:
// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
// break;
// case ITEM_MOD_CRIT_TAKEN_RATING:
// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
// break;
case ITEM_MOD_RESILIENCE_RATING:
((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
DEBUG_LOG("+ %u RESILIENCE", enchant_amount);
break;
case ITEM_MOD_HASTE_RATING:
((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
DEBUG_LOG("+ %u HASTE", enchant_amount);
break;
case ITEM_MOD_EXPERTISE_RATING:
((Player*)this)->ApplyRatingMod(CR_EXPERTISE, enchant_amount, apply);
DEBUG_LOG("+ %u EXPERTISE", enchant_amount);
break;
case ITEM_MOD_ATTACK_POWER:
HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(enchant_amount), apply);
HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
DEBUG_LOG("+ %u ATTACK_POWER", enchant_amount);
break;
case ITEM_MOD_RANGED_ATTACK_POWER:
HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
DEBUG_LOG("+ %u RANGED_ATTACK_POWER", enchant_amount);
break;
case ITEM_MOD_MANA_REGENERATION:
((Player*)this)->ApplyManaRegenBonus(enchant_amount, apply);
DEBUG_LOG("+ %u MANA_REGENERATION", enchant_amount);
break;
case ITEM_MOD_ARMOR_PENETRATION_RATING:
((Player*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION, enchant_amount, apply);
DEBUG_LOG("+ %u ARMOR PENETRATION", enchant_amount);
break;
case ITEM_MOD_SPELL_POWER:
((Player*)this)->ApplySpellPowerBonus(enchant_amount, apply);
DEBUG_LOG("+ %u SPELL_POWER", enchant_amount);
break;
case ITEM_MOD_BLOCK_VALUE:
HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(enchant_amount), apply);
break;
case ITEM_MOD_FERAL_ATTACK_POWER:
case ITEM_MOD_SPELL_HEALING_DONE: // deprecated
case ITEM_MOD_SPELL_DAMAGE_DONE: // deprecated
default:
break;
}
break;
}
case ITEM_ENCHANTMENT_TYPE_TOTEM: // Shaman Rockbiter Weapon
{
if(getClass() == CLASS_SHAMAN)
{
float addValue = 0.0f;
if(item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
{
addValue = float(enchant_amount * item->GetProto()->Delay / 1000.0f);
HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, addValue, apply);
}
else if(item->GetSlot() == EQUIPMENT_SLOT_OFFHAND )
{
addValue = float(enchant_amount * item->GetProto()->Delay / 1000.0f);
HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, addValue, apply);
}
}
break;
}
case ITEM_ENCHANTMENT_TYPE_USE_SPELL:
// processed in Player::CastItemUseSpell
break;
case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET:
// nothing do..
break;
default:
sLog.outError("Unknown item enchantment (id = %d) display type: %d", enchant_id, enchant_display_type);
break;
} /*switch(enchant_display_type)*/
} /*for*/
}
// visualize enchantment at player and equipped items
if(slot == PERM_ENCHANTMENT_SLOT)
SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (item->GetSlot() * 2), 0, apply ? item->GetEnchantmentId(slot) : 0);
if(slot == TEMP_ENCHANTMENT_SLOT)
SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (item->GetSlot() * 2), 1, apply ? item->GetEnchantmentId(slot) : 0);
if(apply_dur)
{
if(apply)
{
// set duration
uint32 duration = item->GetEnchantmentDuration(slot);
if(duration > 0)
AddEnchantmentDuration(item, slot, duration);
}
else
{
// duration == 0 will remove EnchantDuration
AddEnchantmentDuration(item, slot, 0);
}
}
}
void Player::SendEnchantmentDurations()
{
for(EnchantDurationList::const_iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr)
{
GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr->item->GetGUID(), itr->slot, uint32(itr->leftduration) / 1000);
}
}
void Player::SendItemDurations()
{
for(ItemDurationList::const_iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end(); ++itr)
{
(*itr)->SendTimeUpdate(this);
}
}
void Player::SendNewItem(Item *item, uint32 count, bool received, bool created, bool broadcast)
{
if(!item) // prevent crash
return;
// last check 2.0.10
WorldPacket data( SMSG_ITEM_PUSH_RESULT, (8+4+4+4+1+4+4+4+4+4) );
data << GetObjectGuid(); // player GUID
data << uint32(received); // 0=looted, 1=from npc
data << uint32(created); // 0=received, 1=created
data << uint32(1); // IsShowChatMessage
data << uint8(item->GetBagSlot()); // bagslot
// item slot, but when added to stack: 0xFFFFFFFF
data << uint32((item->GetCount() == count) ? item->GetSlot() : -1);
data << uint32(item->GetEntry()); // item id
data << uint32(item->GetItemSuffixFactor()); // SuffixFactor
data << uint32(item->GetItemRandomPropertyId()); // random item property id
data << uint32(count); // count of items
data << uint32(GetItemCount(item->GetEntry())); // count of items in inventory
if (broadcast && GetGroup())
GetGroup()->BroadcastPacket(&data, true);
else
GetSession()->SendPacket(&data);
}
/*********************************************************/
/*** GOSSIP SYSTEM ***/
/*********************************************************/
void Player::PrepareGossipMenu(WorldObject *pSource, uint32 menuId)
{
PlayerMenu* pMenu = PlayerTalkClass;
pMenu->ClearMenus();
pMenu->GetGossipMenu().SetMenuId(menuId);
GossipMenuItemsMapBounds pMenuItemBounds = sObjectMgr.GetGossipMenuItemsMapBounds(menuId);
// if default menuId and no menu options exist for this, use options from default options
if (pMenuItemBounds.first == pMenuItemBounds.second && menuId == GetDefaultGossipMenuForSource(pSource))
pMenuItemBounds = sObjectMgr.GetGossipMenuItemsMapBounds(0);
bool canTalkToCredit = pSource->GetTypeId() == TYPEID_UNIT;
for(GossipMenuItemsMap::const_iterator itr = pMenuItemBounds.first; itr != pMenuItemBounds.second; ++itr)
{
bool hasMenuItem = true;
if (itr->second.cond_1 && !sObjectMgr.IsPlayerMeetToCondition(this, itr->second.cond_1))
continue;
if (itr->second.cond_2 && !sObjectMgr.IsPlayerMeetToCondition(this, itr->second.cond_2))
continue;
if (itr->second.cond_3 && !sObjectMgr.IsPlayerMeetToCondition(this, itr->second.cond_3))
continue;
if (pSource->GetTypeId() == TYPEID_UNIT)
{
Creature *pCreature = (Creature*)pSource;
uint32 npcflags = pCreature->GetUInt32Value(UNIT_NPC_FLAGS);
if (!(itr->second.npc_option_npcflag & npcflags))
continue;
switch(itr->second.option_id)
{
case GOSSIP_OPTION_GOSSIP:
if (itr->second.action_menu_id != 0) // has sub menu (or close gossip), so do not "talk" with this NPC yet
canTalkToCredit = false;
break;
case GOSSIP_OPTION_QUESTGIVER:
PrepareQuestMenu(pSource->GetObjectGuid());
hasMenuItem = false;
break;
case GOSSIP_OPTION_ARMORER:
hasMenuItem = false; // added in special mode
break;
case GOSSIP_OPTION_SPIRITHEALER:
if (!isDead())
hasMenuItem = false;
break;
case GOSSIP_OPTION_VENDOR:
{
VendorItemData const* vItems = pCreature->GetVendorItems();
VendorItemData const* tItems = pCreature->GetVendorTemplateItems();
if ((!vItems || vItems->Empty()) && (!tItems || tItems->Empty()))
{
sLog.outErrorDb("Creature %u (Entry: %u) have UNIT_NPC_FLAG_VENDOR but have empty trading item list.", pCreature->GetGUIDLow(), pCreature->GetEntry());
hasMenuItem = false;
}
break;
}
case GOSSIP_OPTION_TRAINER:
// pet trainers not have spells in fact now
/* FIXME: gossip menu with single unlearn pet talents option not show by some reason
if (pCreature->GetCreatureInfo()->trainer_type == TRAINER_TYPE_PETS)
hasMenuItem = false;
else */
if (!pCreature->IsTrainerOf(this, false))
hasMenuItem = false;
break;
case GOSSIP_OPTION_UNLEARNTALENTS:
if (!pCreature->CanTrainAndResetTalentsOf(this))
hasMenuItem = false;
break;
case GOSSIP_OPTION_UNLEARNPETSKILLS:
if (pCreature->GetCreatureInfo()->trainer_type != TRAINER_TYPE_PETS || pCreature->GetCreatureInfo()->trainer_class != CLASS_HUNTER)
hasMenuItem = false;
else if (Pet * pet = GetPet())
{
if (pet->getPetType() != HUNTER_PET || pet->m_spells.size() <= 1)
hasMenuItem = false;
}
else
hasMenuItem = false;
break;
case GOSSIP_OPTION_TAXIVENDOR:
if (GetSession()->SendLearnNewTaxiNode(pCreature))
return;
break;
case GOSSIP_OPTION_BATTLEFIELD:
if (!pCreature->CanInteractWithBattleMaster(this, false))
hasMenuItem = false;
break;
case GOSSIP_OPTION_STABLEPET:
if (getClass() != CLASS_HUNTER)
hasMenuItem = false;
break;
case GOSSIP_OPTION_SPIRITGUIDE:
case GOSSIP_OPTION_INNKEEPER:
case GOSSIP_OPTION_BANKER:
case GOSSIP_OPTION_PETITIONER:
case GOSSIP_OPTION_TABARDDESIGNER:
case GOSSIP_OPTION_AUCTIONEER:
break; // no checks
default:
sLog.outErrorDb("Creature entry %u have unknown gossip option %u for menu %u", pCreature->GetEntry(), itr->second.option_id, itr->second.menu_id);
hasMenuItem = false;
break;
}
}
else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT)
{
GameObject *pGo = (GameObject*)pSource;
switch(itr->second.option_id)
{
case GOSSIP_OPTION_QUESTGIVER:
if (pGo->GetGoType() == GAMEOBJECT_TYPE_QUESTGIVER)
PrepareQuestMenu(pSource->GetObjectGuid());
hasMenuItem = false;
break;
case GOSSIP_OPTION_GOSSIP:
if (pGo->GetGoType() != GAMEOBJECT_TYPE_QUESTGIVER && pGo->GetGoType() != GAMEOBJECT_TYPE_GOOBER)
hasMenuItem = false;
break;
default:
hasMenuItem = false;
break;
}
}
if (hasMenuItem)
{
std::string strOptionText = itr->second.option_text;
std::string strBoxText = itr->second.box_text;
int loc_idx = GetSession()->GetSessionDbLocaleIndex();
if (loc_idx >= 0)
{
uint32 idxEntry = MAKE_PAIR32(menuId, itr->second.id);
if (GossipMenuItemsLocale const *no = sObjectMgr.GetGossipMenuItemsLocale(idxEntry))
{
if (no->OptionText.size() > (size_t)loc_idx && !no->OptionText[loc_idx].empty())
strOptionText = no->OptionText[loc_idx];
if (no->BoxText.size() > (size_t)loc_idx && !no->BoxText[loc_idx].empty())
strBoxText = no->BoxText[loc_idx];
}
}
pMenu->GetGossipMenu().AddMenuItem(itr->second.option_icon, strOptionText, 0, itr->second.option_id, strBoxText, itr->second.box_money, itr->second.box_coded);
pMenu->GetGossipMenu().AddGossipMenuItemData(itr->second.action_menu_id, itr->second.action_poi_id, itr->second.action_script_id);
}
}
if (canTalkToCredit)
{
if (pSource->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP))
TalkedToCreature(pSource->GetEntry(), pSource->GetGUID());
}
// some gossips aren't handled in normal way ... so we need to do it this way .. TODO: handle it in normal way ;-)
/*if (pMenu->Empty())
{
if (pCreature->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_TRAINER))
{
// output error message if need
pCreature->IsTrainerOf(this, true);
}
if (pCreature->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_BATTLEMASTER))
{
// output error message if need
pCreature->CanInteractWithBattleMaster(this, true);
}
}*/
}
void Player::SendPreparedGossip(WorldObject *pSource)
{
if (!pSource)
return;
if (pSource->GetTypeId() == TYPEID_UNIT)
{
// in case no gossip flag and quest menu not empty, open quest menu (client expect gossip menu with this flag)
if (!((Creature*)pSource)->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_GOSSIP) && !PlayerTalkClass->GetQuestMenu().Empty())
{
SendPreparedQuest(pSource->GetObjectGuid());
return;
}
}
else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT)
{
// probably need to find a better way here
if (!PlayerTalkClass->GetGossipMenu().GetMenuId() && !PlayerTalkClass->GetQuestMenu().Empty())
{
SendPreparedQuest(pSource->GetObjectGuid());
return;
}
}
// in case non empty gossip menu (that not included quests list size) show it
// (quest entries from quest menu will be included in list)
uint32 textId = GetGossipTextId(pSource);
if (uint32 menuId = PlayerTalkClass->GetGossipMenu().GetMenuId())
textId = GetGossipTextId(menuId);
PlayerTalkClass->SendGossipMenu(textId, pSource->GetGUID());
}
void Player::OnGossipSelect(WorldObject* pSource, uint32 gossipListId, uint32 menuId)
{
GossipMenu& gossipmenu = PlayerTalkClass->GetGossipMenu();
if (gossipListId >= gossipmenu.MenuItemCount())
return;
// if not same, then something funky is going on
if (menuId != gossipmenu.GetMenuId())
return;
GossipMenuItem const& menu_item = gossipmenu.GetItem(gossipListId);
uint32 gossipOptionId = menu_item.m_gOptionId;
ObjectGuid guid = pSource->GetObjectGuid();
uint32 moneyTake = menu_item.m_gBoxMoney;
// if this function called and player have money for pay MoneyTake or cheating, proccess both cases
if (moneyTake > 0)
{
if (GetMoney() >= moneyTake)
ModifyMoney(-int32(moneyTake));
else
return; // cheating
}
if (pSource->GetTypeId() == TYPEID_GAMEOBJECT)
{
if (gossipOptionId > GOSSIP_OPTION_QUESTGIVER)
{
sLog.outError("Player guid %u request invalid gossip option for GameObject entry %u", GetGUIDLow(), pSource->GetEntry());
return;
}
}
GossipMenuItemData pMenuData = gossipmenu.GetItemData(gossipListId);
switch(gossipOptionId)
{
case GOSSIP_OPTION_GOSSIP:
{
if (pMenuData.m_gAction_poi)
PlayerTalkClass->SendPointOfInterest(pMenuData.m_gAction_poi);
// send new menu || close gossip || stay at current menu
if (pMenuData.m_gAction_menu > 0)
{
PrepareGossipMenu(pSource, uint32(pMenuData.m_gAction_menu));
SendPreparedGossip(pSource);
}
else if (pMenuData.m_gAction_menu < 0)
{
PlayerTalkClass->CloseGossip();
TalkedToCreature(pSource->GetEntry(), pSource->GetGUID());
}
if (pMenuData.m_gAction_script)
{
if (pSource->GetTypeId() == TYPEID_GAMEOBJECT)
GetMap()->ScriptsStart(sGossipScripts, pMenuData.m_gAction_script, this, pSource);
else if (pSource->GetTypeId() == TYPEID_UNIT)
GetMap()->ScriptsStart(sGossipScripts, pMenuData.m_gAction_script, pSource, this);
}
break;
}
case GOSSIP_OPTION_SPIRITHEALER:
if (isDead())
((Creature*)pSource)->CastSpell(((Creature*)pSource),17251,true,NULL,NULL,GetGUID());
break;
case GOSSIP_OPTION_QUESTGIVER:
PrepareQuestMenu(guid);
SendPreparedQuest(guid);
break;
case GOSSIP_OPTION_VENDOR:
case GOSSIP_OPTION_ARMORER:
GetSession()->SendListInventory(guid);
break;
case GOSSIP_OPTION_STABLEPET:
GetSession()->SendStablePet(guid);
break;
case GOSSIP_OPTION_TRAINER:
GetSession()->SendTrainerList(guid);
break;
case GOSSIP_OPTION_UNLEARNTALENTS:
PlayerTalkClass->CloseGossip();
SendTalentWipeConfirm(guid);
break;
case GOSSIP_OPTION_UNLEARNPETSKILLS:
PlayerTalkClass->CloseGossip();
SendPetSkillWipeConfirm();
break;
case GOSSIP_OPTION_TAXIVENDOR:
GetSession()->SendTaxiMenu(((Creature*)pSource));
break;
case GOSSIP_OPTION_INNKEEPER:
PlayerTalkClass->CloseGossip();
SetBindPoint(guid);
break;
case GOSSIP_OPTION_BANKER:
GetSession()->SendShowBank(guid);
break;
case GOSSIP_OPTION_PETITIONER:
PlayerTalkClass->CloseGossip();
GetSession()->SendPetitionShowList(guid);
break;
case GOSSIP_OPTION_TABARDDESIGNER:
PlayerTalkClass->CloseGossip();
GetSession()->SendTabardVendorActivate(guid);
break;
case GOSSIP_OPTION_AUCTIONEER:
GetSession()->SendAuctionHello(((Creature*)pSource));
break;
case GOSSIP_OPTION_SPIRITGUIDE:
PrepareGossipMenu(pSource);
SendPreparedGossip(pSource);
break;
case GOSSIP_OPTION_BATTLEFIELD:
{
BattleGroundTypeId bgTypeId = sBattleGroundMgr.GetBattleMasterBG(pSource->GetEntry());
if (bgTypeId == BATTLEGROUND_TYPE_NONE)
{
sLog.outError("a user (guid %u) requested battlegroundlist from a npc who is no battlemaster", GetGUIDLow());
return;
}
GetSession()->SendBattlegGroundList(guid, bgTypeId);
break;
}
}
}
uint32 Player::GetGossipTextId(WorldObject *pSource)
{
if (!pSource || pSource->GetTypeId() != TYPEID_UNIT || !((Creature*)pSource)->GetDBTableGUIDLow())
return DEFAULT_GOSSIP_MESSAGE;
if (uint32 pos = sObjectMgr.GetNpcGossip(((Creature*)pSource)->GetDBTableGUIDLow()))
return pos;
return DEFAULT_GOSSIP_MESSAGE;
}
uint32 Player::GetGossipTextId(uint32 menuId)
{
uint32 textId = DEFAULT_GOSSIP_MESSAGE;
if (!menuId)
return textId;
GossipMenusMapBounds pMenuBounds = sObjectMgr.GetGossipMenusMapBounds(menuId);
for(GossipMenusMap::const_iterator itr = pMenuBounds.first; itr != pMenuBounds.second; ++itr)
{
if (sObjectMgr.IsPlayerMeetToCondition(this, itr->second.cond_1) && sObjectMgr.IsPlayerMeetToCondition(this, itr->second.cond_2))
{
textId = itr->second.text_id;
break;
}
}
return textId;
}
uint32 Player::GetDefaultGossipMenuForSource(WorldObject *pSource)
{
if (pSource->GetTypeId() == TYPEID_UNIT)
return ((Creature*)pSource)->GetCreatureInfo()->GossipMenuId;
else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT)
return((GameObject*)pSource)->GetGOInfo()->GetGossipMenuId();
return 0;
}
/*********************************************************/
/*** QUEST SYSTEM ***/
/*********************************************************/
void Player::PrepareQuestMenu(ObjectGuid guid)
{
QuestRelationsMapBounds rbounds;
QuestRelationsMapBounds irbounds;
// pets also can have quests
if (Creature *pCreature = GetMap()->GetAnyTypeCreature(guid))
{
rbounds = sObjectMgr.GetCreatureQuestRelationsMapBounds(pCreature->GetEntry());
irbounds = sObjectMgr.GetCreatureQuestInvolvedRelationsMapBounds(pCreature->GetEntry());
}
else
{
//we should obtain map pointer from GetMap() in 99% of cases. Special case
//only for quests which cast teleport spells on player
Map * _map = IsInWorld() ? GetMap() : sMapMgr.FindMap(GetMapId(), GetInstanceId());
MANGOS_ASSERT(_map);
if (GameObject *pGameObject = _map->GetGameObject(guid))
{
rbounds = sObjectMgr.GetGOQuestRelationsMapBounds(pGameObject->GetEntry());
irbounds = sObjectMgr.GetGOQuestInvolvedRelationsMapBounds(pGameObject->GetEntry());
}
else
return;
}
QuestMenu &qm = PlayerTalkClass->GetQuestMenu();
qm.ClearMenu();
for(QuestRelationsMap::const_iterator itr = irbounds.first; itr != irbounds.second; ++itr)
{
uint32 quest_id = itr->second;
Quest const* pQuest = sObjectMgr.GetQuestTemplate(quest_id);
if (!pQuest || !pQuest->IsActive())
continue;
QuestStatus status = GetQuestStatus(quest_id);
if (status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(quest_id))
qm.AddMenuItem(quest_id, 4);
else if (status == QUEST_STATUS_INCOMPLETE)
qm.AddMenuItem(quest_id, 4);
else if (status == QUEST_STATUS_AVAILABLE)
qm.AddMenuItem(quest_id, 2);
}
for(QuestRelationsMap::const_iterator itr = rbounds.first; itr != rbounds.second; ++itr)
{
uint32 quest_id = itr->second;
Quest const* pQuest = sObjectMgr.GetQuestTemplate(quest_id);
if (!pQuest || !pQuest->IsActive())
continue;
QuestStatus status = GetQuestStatus(quest_id);
if (pQuest->IsAutoComplete() && CanTakeQuest(pQuest, false))
qm.AddMenuItem(quest_id, 4);
else if (status == QUEST_STATUS_NONE && CanTakeQuest(pQuest, false))
qm.AddMenuItem(quest_id, 2);
}
}
void Player::SendPreparedQuest(ObjectGuid guid)
{
QuestMenu& questMenu = PlayerTalkClass->GetQuestMenu();
if (questMenu.Empty())
return;
QuestMenuItem const& qmi0 = questMenu.GetItem(0);
uint32 icon = qmi0.m_qIcon;
// single element case
if (questMenu.MenuItemCount() == 1)
{
// Auto open -- maybe also should verify there is no greeting
uint32 quest_id = qmi0.m_qId;
Quest const* pQuest = sObjectMgr.GetQuestTemplate(quest_id);
if (pQuest)
{
if (icon == 4 && !GetQuestRewardStatus(quest_id))
PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanRewardQuest(pQuest, false), true);
else if (icon == 4)
PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanRewardQuest(pQuest, false), true);
// Send completable on repeatable and autoCompletable quest if player don't have quest
// TODO: verify if check for !pQuest->IsDaily() is really correct (possibly not)
else if (pQuest->IsAutoComplete() && pQuest->IsRepeatable() && !pQuest->IsDailyOrWeekly())
PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanCompleteRepeatableQuest(pQuest), true);
else
PlayerTalkClass->SendQuestGiverQuestDetails(pQuest, guid, true);
}
}
// multiply entries
else
{
QEmote qe;
qe._Delay = 0;
qe._Emote = 0;
std::string title = "";
// need pet case for some quests
if (Creature *pCreature = GetMap()->GetAnyTypeCreature(guid))
{
uint32 textid = GetGossipTextId(pCreature);
GossipText const* gossiptext = sObjectMgr.GetGossipText(textid);
if (!gossiptext)
{
qe._Delay = 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
qe._Emote = 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
title = "";
}
else
{
qe = gossiptext->Options[0].Emotes[0];
if(!gossiptext->Options[0].Text_0.empty())
{
title = gossiptext->Options[0].Text_0;
int loc_idx = GetSession()->GetSessionDbLocaleIndex();
if (loc_idx >= 0)
{
NpcTextLocale const *nl = sObjectMgr.GetNpcTextLocale(textid);
if (nl)
{
if ((int32)nl->Text_0[0].size() > loc_idx && !nl->Text_0[0][loc_idx].empty())
title = nl->Text_0[0][loc_idx];
}
}
}
else
{
title = gossiptext->Options[0].Text_1;
int loc_idx = GetSession()->GetSessionDbLocaleIndex();
if (loc_idx >= 0)
{
NpcTextLocale const *nl = sObjectMgr.GetNpcTextLocale(textid);
if (nl)
{
if ((int32)nl->Text_1[0].size() > loc_idx && !nl->Text_1[0][loc_idx].empty())
title = nl->Text_1[0][loc_idx];
}
}
}
}
}
PlayerTalkClass->SendQuestGiverQuestList(qe, title, guid);
}
}
bool Player::IsActiveQuest( uint32 quest_id ) const
{
QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id);
return itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE;
}
bool Player::IsCurrentQuest( uint32 quest_id ) const
{
QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id);
if (itr == mQuestStatus.end())
return false;
return itr->second.m_status == QUEST_STATUS_INCOMPLETE || (itr->second.m_status == QUEST_STATUS_COMPLETE && !itr->second.m_rewarded);
}
Quest const* Player::GetNextQuest(ObjectGuid guid, Quest const *pQuest)
{
QuestRelationsMapBounds rbounds;
if (Creature *pCreature = GetMap()->GetAnyTypeCreature(guid))
{
rbounds = sObjectMgr.GetCreatureQuestRelationsMapBounds(pCreature->GetEntry());
}
else
{
//we should obtain map pointer from GetMap() in 99% of cases. Special case
//only for quests which cast teleport spells on player
Map * _map = IsInWorld() ? GetMap() : sMapMgr.FindMap(GetMapId(), GetInstanceId());
MANGOS_ASSERT(_map);
if (GameObject *pGameObject = _map->GetGameObject(guid))
{
rbounds = sObjectMgr.GetGOQuestRelationsMapBounds(pGameObject->GetEntry());
}
else
return NULL;
}
uint32 nextQuestID = pQuest->GetNextQuestInChain();
for(QuestRelationsMap::const_iterator itr = rbounds.first; itr != rbounds.second; ++itr)
{
if (itr->second == nextQuestID)
return sObjectMgr.GetQuestTemplate(nextQuestID);
}
return NULL;
}
bool Player::CanSeeStartQuest(Quest const *pQuest) const
{
if (SatisfyQuestClass(pQuest, false) && SatisfyQuestRace(pQuest, false) && SatisfyQuestSkill(pQuest, false) &&
SatisfyQuestExclusiveGroup(pQuest, false) && SatisfyQuestReputation(pQuest, false) &&
SatisfyQuestPreviousQuest(pQuest, false) && SatisfyQuestNextChain(pQuest, false) &&
SatisfyQuestPrevChain(pQuest, false) && SatisfyQuestDay(pQuest, false) && SatisfyQuestWeek(pQuest, false) &&
SatisfyQuestMonth(pQuest, false) &&
pQuest->IsActive())
{
return getLevel() + sWorld.getConfig(CONFIG_UINT32_QUEST_HIGH_LEVEL_HIDE_DIFF) >= pQuest->GetMinLevel();
}
return false;
}
bool Player::CanTakeQuest(Quest const *pQuest, bool msg) const
{
return SatisfyQuestStatus(pQuest, msg) && SatisfyQuestExclusiveGroup(pQuest, msg) &&
SatisfyQuestClass(pQuest, msg) && SatisfyQuestRace(pQuest, msg) && SatisfyQuestLevel(pQuest, msg) &&
SatisfyQuestSkill(pQuest, msg) && SatisfyQuestReputation(pQuest, msg) &&
SatisfyQuestPreviousQuest(pQuest, msg) && SatisfyQuestTimed(pQuest, msg) &&
SatisfyQuestNextChain(pQuest, msg) && SatisfyQuestPrevChain(pQuest, msg) &&
SatisfyQuestDay(pQuest, msg) && SatisfyQuestWeek(pQuest, msg) && SatisfyQuestMonth(pQuest, msg) &&
pQuest->IsActive();
}
bool Player::CanAddQuest(Quest const *pQuest, bool msg) const
{
if (!SatisfyQuestLog(msg))
return false;
if (!CanGiveQuestSourceItem(pQuest))
return false;
return true;
}
bool Player::CanCompleteQuest(uint32 quest_id) const
{
if (!quest_id)
return false;
QuestStatusMap::const_iterator q_itr = mQuestStatus.find(quest_id);
// some quests can be auto taken and auto completed in one step
QuestStatus status = q_itr != mQuestStatus.end() ? q_itr->second.m_status : QUEST_STATUS_NONE;
if (status == QUEST_STATUS_COMPLETE)
return false; // not allow re-complete quest
Quest const* qInfo = sObjectMgr.GetQuestTemplate(quest_id);
if (!qInfo)
return false;
// only used for "flag" quests and not real in-game quests
if (qInfo->HasQuestFlag(QUEST_FLAGS_AUTO_REWARDED))
{
// a few checks, not all "satisfy" is needed
if (SatisfyQuestPreviousQuest(qInfo, false) && SatisfyQuestLevel(qInfo, false) &&
SatisfyQuestSkill(qInfo, false) && SatisfyQuestRace(qInfo, false) && SatisfyQuestClass(qInfo, false))
return true;
return false;
}
// auto complete quest
if (qInfo->IsAutoComplete() && CanTakeQuest(qInfo, false))
return true;
if (status != QUEST_STATUS_INCOMPLETE)
return false;
// incomplete quest have status data
QuestStatusData const& q_status = q_itr->second;
if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAG_DELIVER))
{
for(int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
{
if (qInfo->ReqItemCount[i] != 0 && q_status.m_itemcount[i] < qInfo->ReqItemCount[i])
return false;
}
}
if (qInfo->HasSpecialFlag(QuestSpecialFlags(QUEST_SPECIAL_FLAG_KILL_OR_CAST | QUEST_SPECIAL_FLAG_SPEAKTO)))
{
for(int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
{
if (qInfo->ReqCreatureOrGOId[i] == 0)
continue;
if (qInfo->ReqCreatureOrGOCount[i] != 0 && q_status.m_creatureOrGOcount[i] < qInfo->ReqCreatureOrGOCount[i])
return false;
}
}
if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAG_EXPLORATION_OR_EVENT) && !q_status.m_explored)
return false;
if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAG_TIMED) && q_status.m_timer == 0)
return false;
if (qInfo->GetRewOrReqMoney() < 0)
{
if (GetMoney() < uint32(-qInfo->GetRewOrReqMoney()))
return false;
}
uint32 repFacId = qInfo->GetRepObjectiveFaction();
if (repFacId && GetReputationMgr().GetReputation(repFacId) < qInfo->GetRepObjectiveValue())
return false;
return true;
}
bool Player::CanCompleteRepeatableQuest(Quest const *pQuest) const
{
// Solve problem that player don't have the quest and try complete it.
// if repeatable she must be able to complete event if player don't have it.
// Seem that all repeatable quest are DELIVER Flag so, no need to add more.
if (!CanTakeQuest(pQuest, false))
return false;
if (pQuest->HasSpecialFlag(QUEST_SPECIAL_FLAG_DELIVER))
for(int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
if (pQuest->ReqItemId[i] && pQuest->ReqItemCount[i] && !HasItemCount(pQuest->ReqItemId[i], pQuest->ReqItemCount[i]))
return false;
if (!CanRewardQuest(pQuest, false))
return false;
return true;
}
bool Player::CanRewardQuest(Quest const *pQuest, bool msg) const
{
// not auto complete quest and not completed quest (only cheating case, then ignore without message)
if (!pQuest->IsAutoComplete() && GetQuestStatus(pQuest->GetQuestId()) != QUEST_STATUS_COMPLETE)
return false;
// daily quest can't be rewarded (25 daily quest already completed)
if (!SatisfyQuestDay(pQuest, true) || !SatisfyQuestWeek(pQuest, true) || !SatisfyQuestMonth(pQuest, true))
return false;
// rewarded and not repeatable quest (only cheating case, then ignore without message)
if (GetQuestRewardStatus(pQuest->GetQuestId()))
return false;
// prevent receive reward with quest items in bank
if (pQuest->HasSpecialFlag(QUEST_SPECIAL_FLAG_DELIVER))
{
for(int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
{
if (pQuest->ReqItemCount[i] != 0 &&
GetItemCount(pQuest->ReqItemId[i]) < pQuest->ReqItemCount[i])
{
if (msg)
SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL, pQuest->ReqItemId[i]);
return false;
}
}
}
// prevent receive reward with low money and GetRewOrReqMoney() < 0
if (pQuest->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest->GetRewOrReqMoney()))
return false;
return true;
}
bool Player::CanRewardQuest(Quest const *pQuest, uint32 reward, bool msg) const
{
// prevent receive reward with quest items in bank or for not completed quest
if (!CanRewardQuest(pQuest,msg))
return false;
if (pQuest->GetRewChoiceItemsCount() > 0)
{
if (pQuest->RewChoiceItemId[reward])
{
ItemPosCountVec dest;
uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward] );
if (res != EQUIP_ERR_OK)
{
SendEquipError(res, NULL, NULL, pQuest->RewChoiceItemId[reward]);
return false;
}
}
}
if (pQuest->GetRewItemsCount() > 0)
{
for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i)
{
if (pQuest->RewItemId[i])
{
ItemPosCountVec dest;
uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i] );
if (res != EQUIP_ERR_OK)
{
SendEquipError(res, NULL, NULL);
return false;
}
}
}
}
return true;
}
void Player::SendPetTameFailure(PetTameFailureReason reason)
{
WorldPacket data(SMSG_PET_TAME_FAILURE, 1);
data << uint8(reason);
GetSession()->SendPacket(&data);
}
void Player::AddQuest( Quest const *pQuest, Object *questGiver )
{
uint16 log_slot = FindQuestSlot( 0 );
MANGOS_ASSERT(log_slot < MAX_QUEST_LOG_SIZE);
uint32 quest_id = pQuest->GetQuestId();
// if not exist then created with set uState==NEW and rewarded=false
QuestStatusData& questStatusData = mQuestStatus[quest_id];
// check for repeatable quests status reset
questStatusData.m_status = QUEST_STATUS_INCOMPLETE;
questStatusData.m_explored = false;
if (pQuest->HasSpecialFlag(QUEST_SPECIAL_FLAG_DELIVER))
{
for(int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
questStatusData.m_itemcount[i] = 0;
}
if (pQuest->HasSpecialFlag(QuestSpecialFlags(QUEST_SPECIAL_FLAG_KILL_OR_CAST | QUEST_SPECIAL_FLAG_SPEAKTO)))
{
for(int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
questStatusData.m_creatureOrGOcount[i] = 0;
}
GiveQuestSourceItem(pQuest);
AdjustQuestReqItemCount( pQuest, questStatusData );
if( pQuest->GetRepObjectiveFaction() )
if(FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->GetRepObjectiveFaction()))
GetReputationMgr().SetVisible(factionEntry);
uint32 qtime = 0;
if (pQuest->HasSpecialFlag(QUEST_SPECIAL_FLAG_TIMED))
{
uint32 limittime = pQuest->GetLimitTime();
// shared timed quest
if(questGiver && questGiver->GetTypeId()==TYPEID_PLAYER)
limittime = ((Player*)questGiver)->getQuestStatusMap()[quest_id].m_timer / IN_MILLISECONDS;
AddTimedQuest( quest_id );
questStatusData.m_timer = limittime * IN_MILLISECONDS;
qtime = static_cast<uint32>(time(NULL)) + limittime;
}
else
questStatusData.m_timer = 0;
SetQuestSlot(log_slot, quest_id, qtime);
if (questStatusData.uState != QUEST_NEW)
questStatusData.uState = QUEST_CHANGED;
//starting initial quest script
if(questGiver && pQuest->GetQuestStartScript()!=0)
GetMap()->ScriptsStart(sQuestStartScripts, pQuest->GetQuestStartScript(), questGiver, this);
// Some spells applied at quest activation
SpellAreaForQuestMapBounds saBounds = sSpellMgr.GetSpellAreaForQuestMapBounds(quest_id,true);
if(saBounds.first != saBounds.second)
{
uint32 zone, area;
GetZoneAndAreaId(zone,area);
for(SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
if(itr->second->autocast && itr->second->IsFitToRequirements(this,zone,area))
if (!HasAura(itr->second->spellId, EFFECT_INDEX_0) )
CastSpell(this,itr->second->spellId,true);
}
UpdateForQuestWorldObjects();
}
void Player::CompleteQuest(uint32 quest_id)
{
if (quest_id)
{
SetQuestStatus(quest_id, QUEST_STATUS_COMPLETE);
uint16 log_slot = FindQuestSlot(quest_id);
if (log_slot < MAX_QUEST_LOG_SIZE)
SetQuestSlotState(log_slot, QUEST_STATE_COMPLETE);
if (Quest const* qInfo = sObjectMgr.GetQuestTemplate(quest_id))
{
if (qInfo->HasQuestFlag(QUEST_FLAGS_AUTO_REWARDED))
RewardQuest(qInfo, 0, this, false);
}
}
}
void Player::IncompleteQuest(uint32 quest_id)
{
if (quest_id)
{
SetQuestStatus(quest_id, QUEST_STATUS_INCOMPLETE);
uint16 log_slot = FindQuestSlot( quest_id );
if (log_slot < MAX_QUEST_LOG_SIZE)
RemoveQuestSlotState(log_slot, QUEST_STATE_COMPLETE);
}
}
void Player::RewardQuest(Quest const *pQuest, uint32 reward, Object* questGiver, bool announce)
{
uint32 quest_id = pQuest->GetQuestId();
for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i )
{
if (pQuest->ReqItemId[i])
DestroyItemCount(pQuest->ReqItemId[i], pQuest->ReqItemCount[i], true);
}
RemoveTimedQuest(quest_id);
if (BattleGround* bg = GetBattleGround())
if (bg->GetTypeID() == BATTLEGROUND_AV)
((BattleGroundAV*)bg)->HandleQuestComplete(pQuest->GetQuestId(), this);
if (pQuest->GetRewChoiceItemsCount() > 0)
{
if (uint32 itemId = pQuest->RewChoiceItemId[reward])
{
ItemPosCountVec dest;
if (CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, itemId, pQuest->RewChoiceItemCount[reward]) == EQUIP_ERR_OK)
{
Item* item = StoreNewItem( dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId));
SendNewItem(item, pQuest->RewChoiceItemCount[reward], true, false);
}
}
}
if (pQuest->GetRewItemsCount() > 0)
{
for (uint32 i=0; i < pQuest->GetRewItemsCount(); ++i)
{
if (uint32 itemId = pQuest->RewItemId[i])
{
ItemPosCountVec dest;
if (CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, itemId, pQuest->RewItemCount[i]) == EQUIP_ERR_OK)
{
Item* item = StoreNewItem( dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId));
SendNewItem(item, pQuest->RewItemCount[i], true, false);
}
}
}
}
RewardReputation(pQuest);
uint16 log_slot = FindQuestSlot(quest_id);
if (log_slot < MAX_QUEST_LOG_SIZE)
SetQuestSlot(log_slot,0);
QuestStatusData& q_status = mQuestStatus[quest_id];
// Not give XP in case already completed once repeatable quest
uint32 XP = q_status.m_rewarded ? 0 : uint32(pQuest->XPValue(this)*sWorld.getConfig(CONFIG_FLOAT_RATE_XP_QUEST));
if (getLevel() < sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL))
GiveXP(XP , NULL);
else
{
uint32 money = uint32(pQuest->GetRewMoneyMaxLevel() * sWorld.getConfig(CONFIG_FLOAT_RATE_DROP_MONEY));
ModifyMoney( money );
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, money);
}
// Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
if (pQuest->GetRewOrReqMoney())
{
ModifyMoney(pQuest->GetRewOrReqMoney());
if (pQuest->GetRewOrReqMoney() > 0)
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, pQuest->GetRewOrReqMoney());
}
// honor reward
if (uint32 honor = pQuest->CalculateRewardHonor(getLevel()))
RewardHonor(NULL, 0, honor);
// title reward
if (pQuest->GetCharTitleId())
{
if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
SetTitle(titleEntry);
}
if (pQuest->GetBonusTalents())
{
m_questRewardTalentCount += pQuest->GetBonusTalents();
InitTalentForLevel();
}
// Send reward mail
if (uint32 mail_template_id = pQuest->GetRewMailTemplateId())
MailDraft(mail_template_id).SendMailTo(this, questGiver, MAIL_CHECK_MASK_HAS_BODY, pQuest->GetRewMailDelaySecs());
if (pQuest->IsDaily())
{
SetDailyQuestStatus(quest_id);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST, 1);
}
if (pQuest->IsWeekly())
SetWeeklyQuestStatus(quest_id);
if (pQuest->IsMonthly())
SetMonthlyQuestStatus(quest_id);
if (!pQuest->IsRepeatable())
SetQuestStatus(quest_id, QUEST_STATUS_COMPLETE);
else
SetQuestStatus(quest_id, QUEST_STATUS_NONE);
q_status.m_rewarded = true;
if (q_status.uState != QUEST_NEW)
q_status.uState = QUEST_CHANGED;
if (announce)
SendQuestReward(pQuest, XP, questGiver);
bool handled = false;
switch(questGiver->GetTypeId())
{
case TYPEID_UNIT:
handled = sScriptMgr.OnQuestRewarded(this, (Creature*)questGiver, pQuest);
break;
case TYPEID_GAMEOBJECT:
handled = sScriptMgr.OnQuestRewarded(this, (GameObject*)questGiver, pQuest);
break;
}
if (!handled && pQuest->GetQuestCompleteScript() != 0)
GetMap()->ScriptsStart(sQuestEndScripts, pQuest->GetQuestCompleteScript(), questGiver, this);
// cast spells after mark quest complete (some spells have quest completed state reqyurements in spell_area data)
if (pQuest->GetRewSpellCast() > 0)
CastSpell(this, pQuest->GetRewSpellCast(), true);
else if (pQuest->GetRewSpell() > 0)
CastSpell(this, pQuest->GetRewSpell(), true);
if (pQuest->GetZoneOrSort() > 0)
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE, pQuest->GetZoneOrSort());
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST, pQuest->GetQuestId());
uint32 zone = 0;
uint32 area = 0;
// remove auras from spells with quest reward state limitations
SpellAreaForQuestMapBounds saEndBounds = sSpellMgr.GetSpellAreaForQuestEndMapBounds(quest_id);
if (saEndBounds.first != saEndBounds.second)
{
GetZoneAndAreaId(zone,area);
for(SpellAreaForAreaMap::const_iterator itr = saEndBounds.first; itr != saEndBounds.second; ++itr)
if (!itr->second->IsFitToRequirements(this, zone, area))
RemoveAurasDueToSpell(itr->second->spellId);
}
// Some spells applied at quest reward
SpellAreaForQuestMapBounds saBounds = sSpellMgr.GetSpellAreaForQuestMapBounds(quest_id, false);
if (saBounds.first != saBounds.second)
{
if (!zone || !area)
GetZoneAndAreaId(zone, area);
for(SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
if (itr->second->autocast && itr->second->IsFitToRequirements(this, zone, area))
if (!HasAura(itr->second->spellId, EFFECT_INDEX_0))
CastSpell(this, itr->second->spellId, true);
}
}
void Player::FailQuest(uint32 questId)
{
if (Quest const* pQuest = sObjectMgr.GetQuestTemplate(questId))
{
SetQuestStatus(questId, QUEST_STATUS_FAILED);
uint16 log_slot = FindQuestSlot(questId);
if (log_slot < MAX_QUEST_LOG_SIZE)
{
SetQuestSlotTimer(log_slot, 1);
SetQuestSlotState(log_slot, QUEST_STATE_FAIL);
}
if (pQuest->HasSpecialFlag(QUEST_SPECIAL_FLAG_TIMED))
{
QuestStatusData& q_status = mQuestStatus[questId];
RemoveTimedQuest(questId);
q_status.m_timer = 0;
SendQuestTimerFailed(questId);
}
else
SendQuestFailed(questId);
}
}
bool Player::SatisfyQuestSkill(Quest const* qInfo, bool msg) const
{
uint32 skill = qInfo->GetRequiredSkill();
// skip 0 case RequiredSkill
if (skill == 0)
return true;
// check skill value
if (GetSkillValue(skill) < qInfo->GetRequiredSkillValue())
{
if (msg)
SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
return false;
}
return true;
}
bool Player::SatisfyQuestLevel(Quest const* qInfo, bool msg) const
{
if (getLevel() < qInfo->GetMinLevel())
{
if (msg)
SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
return false;
}
return true;
}
bool Player::SatisfyQuestLog(bool msg) const
{
// exist free slot
if (FindQuestSlot(0) < MAX_QUEST_LOG_SIZE)
return true;
if (msg)
{
WorldPacket data(SMSG_QUESTLOG_FULL, 0);
GetSession()->SendPacket(&data);
DEBUG_LOG("WORLD: Sent SMSG_QUESTLOG_FULL");
}
return false;
}
bool Player::SatisfyQuestPreviousQuest(Quest const* qInfo, bool msg) const
{
// No previous quest (might be first quest in a series)
if (qInfo->prevQuests.empty())
return true;
for(Quest::PrevQuests::const_iterator iter = qInfo->prevQuests.begin(); iter != qInfo->prevQuests.end(); ++iter)
{
uint32 prevId = abs(*iter);
QuestStatusMap::const_iterator i_prevstatus = mQuestStatus.find(prevId);
Quest const* qPrevInfo = sObjectMgr.GetQuestTemplate(prevId);
if (qPrevInfo && i_prevstatus != mQuestStatus.end())
{
// If any of the positive previous quests completed, return true
if (*iter > 0 && i_prevstatus->second.m_rewarded)
{
// skip one-from-all exclusive group
if (qPrevInfo->GetExclusiveGroup() >= 0)
return true;
// each-from-all exclusive group ( < 0)
// can be start if only all quests in prev quest exclusive group completed and rewarded
ExclusiveQuestGroupsMapBounds bounds = sObjectMgr.GetExclusiveQuestGroupsMapBounds(qPrevInfo->GetExclusiveGroup());
MANGOS_ASSERT(bounds.first != bounds.second); // always must be found if qPrevInfo->ExclusiveGroup != 0
for(ExclusiveQuestGroupsMap::const_iterator iter2 = bounds.first; iter2 != bounds.second; ++iter2)
{
uint32 exclude_Id = iter2->second;
// skip checked quest id, only state of other quests in group is interesting
if (exclude_Id == prevId)
continue;
QuestStatusMap::const_iterator i_exstatus = mQuestStatus.find(exclude_Id);
// alternative quest from group also must be completed and rewarded(reported)
if (i_exstatus == mQuestStatus.end() || !i_exstatus->second.m_rewarded)
{
if (msg)
SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
return false;
}
}
return true;
}
// If any of the negative previous quests active, return true
if (*iter < 0 && IsCurrentQuest(prevId))
{
// skip one-from-all exclusive group
if (qPrevInfo->GetExclusiveGroup() >= 0)
return true;
// each-from-all exclusive group ( < 0)
// can be start if only all quests in prev quest exclusive group active
ExclusiveQuestGroupsMapBounds bounds = sObjectMgr.GetExclusiveQuestGroupsMapBounds(qPrevInfo->GetExclusiveGroup());
MANGOS_ASSERT(bounds.first != bounds.second); // always must be found if qPrevInfo->ExclusiveGroup != 0
for(ExclusiveQuestGroupsMap::const_iterator iter2 = bounds.first; iter2 != bounds.second; ++iter2)
{
uint32 exclude_Id = iter2->second;
// skip checked quest id, only state of other quests in group is interesting
if (exclude_Id == prevId)
continue;
// alternative quest from group also must be active
if (!IsCurrentQuest(exclude_Id))
{
if (msg)
SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
return false;
}
}
return true;
}
}
}
// Has only positive prev. quests in non-rewarded state
// and negative prev. quests in non-active state
if (msg)
SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
return false;
}
bool Player::SatisfyQuestClass(Quest const* qInfo, bool msg) const
{
uint32 reqClass = qInfo->GetRequiredClasses();
if (reqClass == 0)
return true;
if ((reqClass & getClassMask()) == 0)
{
if (msg)
SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
return false;
}
return true;
}
bool Player::SatisfyQuestRace(Quest const* qInfo, bool msg) const
{
uint32 reqraces = qInfo->GetRequiredRaces();
if (reqraces == 0)
return true;
if ((reqraces & getRaceMask()) == 0)
{
if (msg)
SendCanTakeQuestResponse(INVALIDREASON_QUEST_FAILED_WRONG_RACE);
return false;
}
return true;
}
bool Player::SatisfyQuestReputation(Quest const* qInfo, bool msg) const
{
uint32 fIdMin = qInfo->GetRequiredMinRepFaction(); //Min required rep
if (fIdMin && GetReputationMgr().GetReputation(fIdMin) < qInfo->GetRequiredMinRepValue())
{
if (msg)
SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
return false;
}
uint32 fIdMax = qInfo->GetRequiredMaxRepFaction(); //Max required rep
if (fIdMax && GetReputationMgr().GetReputation(fIdMax) >= qInfo->GetRequiredMaxRepValue())
{
if (msg)
SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
return false;
}
return true;
}
bool Player::SatisfyQuestStatus(Quest const* qInfo, bool msg) const
{
QuestStatusMap::const_iterator itr = mQuestStatus.find(qInfo->GetQuestId());
if (itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE)
{
if (msg)
SendCanTakeQuestResponse(INVALIDREASON_QUEST_ALREADY_ON);
return false;
}
return true;
}
bool Player::SatisfyQuestTimed(Quest const* qInfo, bool msg) const
{
if (!m_timedquests.empty() && qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAG_TIMED))
{
if (msg)
SendCanTakeQuestResponse(INVALIDREASON_QUEST_ONLY_ONE_TIMED);
return false;
}
return true;
}
bool Player::SatisfyQuestExclusiveGroup(Quest const* qInfo, bool msg) const
{
// non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
if (qInfo->GetExclusiveGroup() <= 0)
return true;
ExclusiveQuestGroupsMapBounds bounds = sObjectMgr.GetExclusiveQuestGroupsMapBounds(qInfo->GetExclusiveGroup());
MANGOS_ASSERT(bounds.first != bounds.second); // must always be found if qInfo->ExclusiveGroup != 0
for(ExclusiveQuestGroupsMap::const_iterator iter = bounds.first; iter != bounds.second; ++iter)
{
uint32 exclude_Id = iter->second;
// skip checked quest id, only state of other quests in group is interesting
if (exclude_Id == qInfo->GetQuestId())
continue;
// not allow have daily quest if daily quest from exclusive group already recently completed
Quest const* Nquest = sObjectMgr.GetQuestTemplate(exclude_Id);
if (!SatisfyQuestDay(Nquest, false) || !SatisfyQuestWeek(Nquest, false))
{
if (msg)
SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
return false;
}
QuestStatusMap::const_iterator i_exstatus = mQuestStatus.find(exclude_Id);
// alternative quest already started or completed
if (i_exstatus != mQuestStatus.end() &&
(i_exstatus->second.m_status == QUEST_STATUS_COMPLETE || i_exstatus->second.m_status == QUEST_STATUS_INCOMPLETE))
{
if (msg)
SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
return false;
}
}
return true;
}
bool Player::SatisfyQuestNextChain(Quest const* qInfo, bool msg) const
{
if (!qInfo->GetNextQuestInChain())
return true;
// next quest in chain already started or completed
QuestStatusMap::const_iterator itr = mQuestStatus.find(qInfo->GetNextQuestInChain());
if (itr != mQuestStatus.end() &&
(itr->second.m_status == QUEST_STATUS_COMPLETE || itr->second.m_status == QUEST_STATUS_INCOMPLETE))
{
if (msg)
SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
return false;
}
// check for all quests further up the chain
// only necessary if there are quest chains with more than one quest that can be skipped
//return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
return true;
}
bool Player::SatisfyQuestPrevChain(Quest const* qInfo, bool msg) const
{
// No previous quest in chain
if (qInfo->prevChainQuests.empty())
return true;
for(Quest::PrevChainQuests::const_iterator iter = qInfo->prevChainQuests.begin(); iter != qInfo->prevChainQuests.end(); ++iter)
{
uint32 prevId = *iter;
// If any of the previous quests in chain active, return false
if (IsCurrentQuest(prevId))
{
if (msg)
SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
return false;
}
// check for all quests further down the chain
// only necessary if there are quest chains with more than one quest that can be skipped
//if( !SatisfyQuestPrevChain( prevId, msg ) )
// return false;
}
// No previous quest in chain active
return true;
}
bool Player::SatisfyQuestDay(Quest const* qInfo, bool msg) const
{
if (!qInfo->IsDaily())
return true;
bool have_slot = false;
for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
{
uint32 id = GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx);
if (qInfo->GetQuestId()==id)
return false;
if (!id)
have_slot = true;
}
if (!have_slot)
{
if (msg)
SendCanTakeQuestResponse(INVALIDREASON_QUEST_FAILED_TOO_MANY_DAILY_QUESTS);
return false;
}
return true;
}
bool Player::SatisfyQuestWeek(Quest const* qInfo, bool msg) const
{
if (!qInfo->IsWeekly() || m_weeklyquests.empty())
return true;
// if not found in cooldown list
return m_weeklyquests.find(qInfo->GetQuestId()) == m_weeklyquests.end();
}
bool Player::SatisfyQuestMonth(Quest const* qInfo, bool msg) const
{
if (!qInfo->IsMonthly() || m_monthlyquests.empty())
return true;
// if not found in cooldown list
return m_monthlyquests.find(qInfo->GetQuestId()) == m_monthlyquests.end();
}
bool Player::CanGiveQuestSourceItem( Quest const *pQuest, ItemPosCountVec* dest ) const
{
uint32 srcitem = pQuest->GetSrcItemId();
if (srcitem > 0)
{
uint32 count = pQuest->GetSrcItemCount();
if( count <= 0 )
count = 1;
uint8 msg;
if (!dest)
{
ItemPosCountVec destTemp;
msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, destTemp, srcitem, count );
}
else
msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, *dest, srcitem, count );
if (msg == EQUIP_ERR_OK)
return true;
// player already have max amount required item, just report success
else if (msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS)
return true;
else
SendEquipError( msg, NULL, NULL, srcitem );
return false;
}
return true;
}
void Player::GiveQuestSourceItem( Quest const *pQuest )
{
ItemPosCountVec dest;
if (CanGiveQuestSourceItem(pQuest, &dest) && !dest.empty())
{
uint32 count = 0;
for(ItemPosCountVec::const_iterator c_itr = dest.begin(); c_itr != dest.end(); ++c_itr)
count += c_itr->count;
Item * item = StoreNewItem(dest, pQuest->GetSrcItemId(), true);
SendNewItem(item, count, true, false);
}
}
bool Player::TakeQuestSourceItem( uint32 quest_id, bool msg )
{
Quest const* qInfo = sObjectMgr.GetQuestTemplate(quest_id);
if( qInfo )
{
uint32 srcitem = qInfo->GetSrcItemId();
if( srcitem > 0 )
{
uint32 count = qInfo->GetSrcItemCount();
if( count <= 0 )
count = 1;
// exist one case when destroy source quest item not possible:
// non un-equippable item (equipped non-empty bag, for example)
uint8 res = CanUnequipItems(srcitem,count);
if(res != EQUIP_ERR_OK)
{
if(msg)
SendEquipError( res, NULL, NULL, srcitem );
return false;
}
DestroyItemCount(srcitem, count, true, true);
}
}
return true;
}
bool Player::GetQuestRewardStatus( uint32 quest_id ) const
{
Quest const* qInfo = sObjectMgr.GetQuestTemplate(quest_id);
if( qInfo )
{
// for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
if( itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE
&& !qInfo->IsRepeatable() )
return itr->second.m_rewarded;
return false;
}
return false;
}
QuestStatus Player::GetQuestStatus( uint32 quest_id ) const
{
if( quest_id )
{
QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
if( itr != mQuestStatus.end() )
return itr->second.m_status;
}
return QUEST_STATUS_NONE;
}
bool Player::CanShareQuest(uint32 quest_id) const
{
if (Quest const* qInfo = sObjectMgr.GetQuestTemplate(quest_id))
if (qInfo->HasQuestFlag(QUEST_FLAGS_SHARABLE))
return IsCurrentQuest(quest_id);
return false;
}
void Player::SetQuestStatus(uint32 quest_id, QuestStatus status)
{
if (sObjectMgr.GetQuestTemplate(quest_id))
{
QuestStatusData& q_status = mQuestStatus[quest_id];
q_status.m_status = status;
if (q_status.uState != QUEST_NEW)
q_status.uState = QUEST_CHANGED;
}
UpdateForQuestWorldObjects();
}
// not used in MaNGOS, but used in scripting code
uint32 Player::GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry)
{
Quest const* qInfo = sObjectMgr.GetQuestTemplate(quest_id);
if( !qInfo )
return 0;
for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
if ( qInfo->ReqCreatureOrGOId[j] == entry )
return mQuestStatus[quest_id].m_creatureOrGOcount[j];
return 0;
}
void Player::AdjustQuestReqItemCount( Quest const* pQuest, QuestStatusData& questStatusData )
{
if (pQuest->HasSpecialFlag(QUEST_SPECIAL_FLAG_DELIVER))
{
for(int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
{
uint32 reqitemcount = pQuest->ReqItemCount[i];
if( reqitemcount != 0 )
{
uint32 curitemcount = GetItemCount(pQuest->ReqItemId[i], true);
questStatusData.m_itemcount[i] = std::min(curitemcount, reqitemcount);
if (questStatusData.uState != QUEST_NEW) questStatusData.uState = QUEST_CHANGED;
}
}
}
}
uint16 Player::FindQuestSlot( uint32 quest_id ) const
{
for ( uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
if ( GetQuestSlotQuestId(i) == quest_id )
return i;
return MAX_QUEST_LOG_SIZE;
}
void Player::AreaExploredOrEventHappens( uint32 questId )
{
if( questId )
{
uint16 log_slot = FindQuestSlot( questId );
if( log_slot < MAX_QUEST_LOG_SIZE)
{
QuestStatusData& q_status = mQuestStatus[questId];
if(!q_status.m_explored)
{
SetQuestSlotState(log_slot, QUEST_STATE_COMPLETE);
SendQuestCompleteEvent(questId);
q_status.m_explored = true;
if (q_status.uState != QUEST_NEW)
q_status.uState = QUEST_CHANGED;
}
}
if( CanCompleteQuest( questId ) )
CompleteQuest( questId );
}
}
//not used in mangosd, function for external script library
void Player::GroupEventHappens( uint32 questId, WorldObject const* pEventObject )
{
if( Group *pGroup = GetGroup() )
{
for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player *pGroupGuy = itr->getSource();
// for any leave or dead (with not released body) group member at appropriate distance
if( pGroupGuy && pGroupGuy->IsAtGroupRewardDistance(pEventObject) && !pGroupGuy->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST) )
pGroupGuy->AreaExploredOrEventHappens(questId);
}
}
else
AreaExploredOrEventHappens(questId);
}
void Player::ItemAddedQuestCheck( uint32 entry, uint32 count )
{
for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
{
uint32 questid = GetQuestSlotQuestId(i);
if ( questid == 0 )
continue;
QuestStatusData& q_status = mQuestStatus[questid];
if ( q_status.m_status != QUEST_STATUS_INCOMPLETE )
continue;
Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid);
if (!qInfo || !qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAG_DELIVER))
continue;
for (int j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j)
{
uint32 reqitem = qInfo->ReqItemId[j];
if ( reqitem == entry )
{
uint32 reqitemcount = qInfo->ReqItemCount[j];
uint32 curitemcount = q_status.m_itemcount[j];
if ( curitemcount < reqitemcount )
{
uint32 additemcount = ( curitemcount + count <= reqitemcount ? count : reqitemcount - curitemcount);
q_status.m_itemcount[j] += additemcount;
if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
SendQuestUpdateAddItem( qInfo, j, additemcount );
}
if ( CanCompleteQuest( questid ) )
CompleteQuest( questid );
return;
}
}
}
UpdateForQuestWorldObjects();
}
void Player::ItemRemovedQuestCheck( uint32 entry, uint32 count )
{
for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
{
uint32 questid = GetQuestSlotQuestId(i);
if(!questid)
continue;
Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid);
if ( !qInfo )
continue;
if (!qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAG_DELIVER))
continue;
for (int j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j)
{
uint32 reqitem = qInfo->ReqItemId[j];
if ( reqitem == entry )
{
QuestStatusData& q_status = mQuestStatus[questid];
uint32 reqitemcount = qInfo->ReqItemCount[j];
uint32 curitemcount;
if( q_status.m_status != QUEST_STATUS_COMPLETE )
curitemcount = q_status.m_itemcount[j];
else
curitemcount = GetItemCount(entry, true);
if ( curitemcount < reqitemcount + count )
{
uint32 remitemcount = ( curitemcount <= reqitemcount ? count : count + reqitemcount - curitemcount);
q_status.m_itemcount[j] = curitemcount - remitemcount;
if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
IncompleteQuest( questid );
}
return;
}
}
}
UpdateForQuestWorldObjects();
}
void Player::KilledMonster( CreatureInfo const* cInfo, ObjectGuid guid )
{
if(cInfo->Entry)
KilledMonsterCredit(cInfo->Entry, guid);
for(int i = 0; i < MAX_KILL_CREDIT; ++i)
if(cInfo->KillCredit[i])
KilledMonsterCredit(cInfo->KillCredit[i], guid);
}
void Player::KilledMonsterCredit( uint32 entry, ObjectGuid guid )
{
uint32 addkillcount = 1;
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE, entry, addkillcount);
for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
{
uint32 questid = GetQuestSlotQuestId(i);
if(!questid)
continue;
Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid);
if (!qInfo)
continue;
// just if !ingroup || !noraidgroup || raidgroup
QuestStatusData& q_status = mQuestStatus[questid];
if (q_status.m_status == QUEST_STATUS_INCOMPLETE && (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo->IsAllowedInRaid()))
{
if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAG_KILL_OR_CAST))
{
for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
{
// skip GO activate objective or none
if (qInfo->ReqCreatureOrGOId[j] <=0)
continue;
// skip Cast at creature objective
if (qInfo->ReqSpell[j] !=0 )
continue;
uint32 reqkill = qInfo->ReqCreatureOrGOId[j];
if (reqkill == entry)
{
uint32 reqkillcount = qInfo->ReqCreatureOrGOCount[j];
uint32 curkillcount = q_status.m_creatureOrGOcount[j];
if (curkillcount < reqkillcount)
{
q_status.m_creatureOrGOcount[j] = curkillcount + addkillcount;
if (q_status.uState != QUEST_NEW)
q_status.uState = QUEST_CHANGED;
SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, q_status.m_creatureOrGOcount[j]);
}
if (CanCompleteQuest( questid ))
CompleteQuest( questid );
// same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
continue;
}
}
}
}
}
}
void Player::CastedCreatureOrGO( uint32 entry, ObjectGuid guid, uint32 spell_id, bool original_caster )
{
bool isCreature = guid.IsCreature();
uint32 addCastCount = 1;
for(int i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (!questid)
continue;
Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid);
if (!qInfo)
continue;
if (!original_caster && !qInfo->HasQuestFlag(QUEST_FLAGS_SHARABLE))
continue;
if (!qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAG_KILL_OR_CAST))
continue;
QuestStatusData& q_status = mQuestStatus[questid];
if (q_status.m_status != QUEST_STATUS_INCOMPLETE)
continue;
for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
{
// skip kill creature objective (0) or wrong spell casts
if (qInfo->ReqSpell[j] != spell_id)
continue;
uint32 reqTarget = 0;
if (isCreature)
{
// creature activate objectives
if (qInfo->ReqCreatureOrGOId[j] > 0)
// checked at quest_template loading
reqTarget = qInfo->ReqCreatureOrGOId[j];
}
else
{
// GO activate objective
if (qInfo->ReqCreatureOrGOId[j] < 0)
// checked at quest_template loading
reqTarget = - qInfo->ReqCreatureOrGOId[j];
}
// other not this creature/GO related objectives
if (reqTarget != entry)
continue;
uint32 reqCastCount = qInfo->ReqCreatureOrGOCount[j];
uint32 curCastCount = q_status.m_creatureOrGOcount[j];
if (curCastCount < reqCastCount)
{
q_status.m_creatureOrGOcount[j] = curCastCount + addCastCount;
if (q_status.uState != QUEST_NEW)
q_status.uState = QUEST_CHANGED;
SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, q_status.m_creatureOrGOcount[j]);
}
if (CanCompleteQuest(questid))
CompleteQuest(questid);
// same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
break;
}
}
}
void Player::TalkedToCreature( uint32 entry, ObjectGuid guid )
{
uint32 addTalkCount = 1;
for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
{
uint32 questid = GetQuestSlotQuestId(i);
if(!questid)
continue;
Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid);
if ( !qInfo )
continue;
QuestStatusData& q_status = mQuestStatus[questid];
if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
{
if (qInfo->HasSpecialFlag(QuestSpecialFlags(QUEST_SPECIAL_FLAG_KILL_OR_CAST | QUEST_SPECIAL_FLAG_SPEAKTO)))
{
for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
{
// skip spell casts and Gameobject objectives
if(qInfo->ReqSpell[j] > 0 || qInfo->ReqCreatureOrGOId[j] < 0)
continue;
uint32 reqTarget = 0;
if(qInfo->ReqCreatureOrGOId[j] > 0) // creature activate objectives
// checked at quest_template loading
reqTarget = qInfo->ReqCreatureOrGOId[j];
else
continue;
if ( reqTarget == entry )
{
uint32 reqTalkCount = qInfo->ReqCreatureOrGOCount[j];
uint32 curTalkCount = q_status.m_creatureOrGOcount[j];
if ( curTalkCount < reqTalkCount )
{
q_status.m_creatureOrGOcount[j] = curTalkCount + addTalkCount;
if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, q_status.m_creatureOrGOcount[j]);
}
if ( CanCompleteQuest( questid ) )
CompleteQuest( questid );
// same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
continue;
}
}
}
}
}
}
void Player::MoneyChanged( uint32 count )
{
for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
{
uint32 questid = GetQuestSlotQuestId(i);
if (!questid)
continue;
Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid);
if( qInfo && qInfo->GetRewOrReqMoney() < 0 )
{
QuestStatusData& q_status = mQuestStatus[questid];
if( q_status.m_status == QUEST_STATUS_INCOMPLETE )
{
if(int32(count) >= -qInfo->GetRewOrReqMoney())
{
if ( CanCompleteQuest( questid ) )
CompleteQuest( questid );
}
}
else if( q_status.m_status == QUEST_STATUS_COMPLETE )
{
if(int32(count) < -qInfo->GetRewOrReqMoney())
IncompleteQuest( questid );
}
}
}
}
void Player::ReputationChanged(FactionEntry const* factionEntry )
{
for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
{
if(uint32 questid = GetQuestSlotQuestId(i))
{
if(Quest const* qInfo = sObjectMgr.GetQuestTemplate(questid))
{
if(qInfo->GetRepObjectiveFaction() == factionEntry->ID )
{
QuestStatusData& q_status = mQuestStatus[questid];
if( q_status.m_status == QUEST_STATUS_INCOMPLETE )
{
if(GetReputationMgr().GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue())
if ( CanCompleteQuest( questid ) )
CompleteQuest( questid );
}
else if( q_status.m_status == QUEST_STATUS_COMPLETE )
{
if(GetReputationMgr().GetReputation(factionEntry) < qInfo->GetRepObjectiveValue())
IncompleteQuest( questid );
}
}
}
}
}
}
bool Player::HasQuestForItem( uint32 itemid ) const
{
for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
{
uint32 questid = GetQuestSlotQuestId(i);
if ( questid == 0 )
continue;
QuestStatusMap::const_iterator qs_itr = mQuestStatus.find(questid);
if(qs_itr == mQuestStatus.end())
continue;
QuestStatusData const& q_status = qs_itr->second;
if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
{
Quest const* qinfo = sObjectMgr.GetQuestTemplate(questid);
if(!qinfo)
continue;
// hide quest if player is in raid-group and quest is no raid quest
if (GetGroup() && GetGroup()->isRaidGroup() && !qinfo->IsAllowedInRaid() && !InBattleGround())
continue;
// There should be no mixed ReqItem/ReqSource drop
// This part for ReqItem drop
for (int j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j)
{
if(itemid == qinfo->ReqItemId[j] && q_status.m_itemcount[j] < qinfo->ReqItemCount[j] )
return true;
}
// This part - for ReqSource
for (int j = 0; j < QUEST_SOURCE_ITEM_IDS_COUNT; ++j)
{
// examined item is a source item
if (qinfo->ReqSourceId[j] == itemid)
{
ItemPrototype const *pProto = ObjectMgr::GetItemPrototype(itemid);
// 'unique' item
if (pProto->MaxCount && (int32)GetItemCount(itemid,true) < pProto->MaxCount)
return true;
// allows custom amount drop when not 0
if (qinfo->ReqSourceCount[j])
{
if (GetItemCount(itemid,true) < qinfo->ReqSourceCount[j])
return true;
} else if ((int32)GetItemCount(itemid,true) < pProto->Stackable)
return true;
}
}
}
}
return false;
}
// Used for quests having some event (explore, escort, "external event") as quest objective.
void Player::SendQuestCompleteEvent(uint32 quest_id)
{
if (quest_id)
{
WorldPacket data(SMSG_QUESTUPDATE_COMPLETE, 4);
data << uint32(quest_id);
GetSession()->SendPacket(&data);
DEBUG_LOG("WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id);
}
}
void Player::SendQuestReward( Quest const *pQuest, uint32 XP, Object * questGiver )
{
uint32 questid = pQuest->GetQuestId();
DEBUG_LOG( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid );
WorldPacket data( SMSG_QUESTGIVER_QUEST_COMPLETE, (4+4+4+4+4) );
data << uint32(questid);
if ( getLevel() < sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL) )
{
data << uint32(XP);
data << uint32(pQuest->GetRewOrReqMoney());
}
else
{
data << uint32(0);
data << uint32(pQuest->GetRewOrReqMoney() + int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getConfig(CONFIG_FLOAT_RATE_DROP_MONEY)));
}
data << uint32(10*MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorAddition()));
data << uint32(pQuest->GetBonusTalents()); // bonus talents
data << uint32(0); // arena points
GetSession()->SendPacket( &data );
}
void Player::SendQuestFailed( uint32 quest_id, InventoryChangeFailure reason)
{
if( quest_id )
{
WorldPacket data( SMSG_QUESTGIVER_QUEST_FAILED, 4+4 );
data << uint32(quest_id);
data << uint32(reason); // failed reason (valid reasons: 4, 16, 50, 17, 74, other values show default message)
GetSession()->SendPacket( &data );
DEBUG_LOG("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
}
}
void Player::SendQuestTimerFailed( uint32 quest_id )
{
if( quest_id )
{
WorldPacket data( SMSG_QUESTUPDATE_FAILEDTIMER, 4 );
data << uint32(quest_id);
GetSession()->SendPacket( &data );
DEBUG_LOG("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
}
}
void Player::SendCanTakeQuestResponse( uint32 msg ) const
{
WorldPacket data( SMSG_QUESTGIVER_QUEST_INVALID, 4 );
data << uint32(msg);
GetSession()->SendPacket( &data );
DEBUG_LOG("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
}
void Player::SendQuestConfirmAccept(const Quest* pQuest, Player* pReceiver)
{
if (pReceiver)
{
std::string strTitle = pQuest->GetTitle();
int loc_idx = pReceiver->GetSession()->GetSessionDbLocaleIndex();
if (loc_idx >= 0)
{
if (const QuestLocale* pLocale = sObjectMgr.GetQuestLocale(pQuest->GetQuestId()))
{
if ((int32)pLocale->Title.size() > loc_idx && !pLocale->Title[loc_idx].empty())
strTitle = pLocale->Title[loc_idx];
}
}
WorldPacket data(SMSG_QUEST_CONFIRM_ACCEPT, (4 + strTitle.size() + 8));
data << uint32(pQuest->GetQuestId());
data << strTitle;
data << GetObjectGuid();
pReceiver->GetSession()->SendPacket(&data);
DEBUG_LOG("WORLD: Sent SMSG_QUEST_CONFIRM_ACCEPT");
}
}
void Player::SendPushToPartyResponse( Player *pPlayer, uint32 msg )
{
if( pPlayer )
{
WorldPacket data( MSG_QUEST_PUSH_RESULT, (8+1) );
data << pPlayer->GetObjectGuid();
data << uint8(msg); // valid values: 0-8
GetSession()->SendPacket( &data );
DEBUG_LOG("WORLD: Sent MSG_QUEST_PUSH_RESULT");
}
}
void Player::SendQuestUpdateAddItem( Quest const* /*pQuest*/, uint32 /*item_idx*/, uint32 /*count*/ )
{
WorldPacket data( SMSG_QUESTUPDATE_ADD_ITEM, 0 );
DEBUG_LOG( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
//data << pQuest->ReqItemId[item_idx];
//data << count;
GetSession()->SendPacket( &data );
}
void Player::SendQuestUpdateAddCreatureOrGo( Quest const* pQuest, ObjectGuid guid, uint32 creatureOrGO_idx, uint32 count)
{
MANGOS_ASSERT(count < 65536 && "mob/GO count store in 16 bits 2^16 = 65536 (0..65536)");
int32 entry = pQuest->ReqCreatureOrGOId[ creatureOrGO_idx ];
if (entry < 0)
// client expected gameobject template id in form (id|0x80000000)
entry = (-entry) | 0x80000000;
WorldPacket data( SMSG_QUESTUPDATE_ADD_KILL, (4*4+8) );
DEBUG_LOG( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
data << uint32(pQuest->GetQuestId());
data << uint32(entry);
data << uint32(count);
data << uint32(pQuest->ReqCreatureOrGOCount[ creatureOrGO_idx ]);
data << guid;
GetSession()->SendPacket(&data);
uint16 log_slot = FindQuestSlot( pQuest->GetQuestId() );
if (log_slot < MAX_QUEST_LOG_SIZE)
SetQuestSlotCounter(log_slot, creatureOrGO_idx, count);
}
/*********************************************************/
/*** LOAD SYSTEM ***/
/*********************************************************/
void Player::_LoadDeclinedNames(QueryResult* result)
{
if(!result)
return;
if(m_declinedname)
delete m_declinedname;
m_declinedname = new DeclinedName;
Field *fields = result->Fetch();
for(int i = 0; i < MAX_DECLINED_NAME_CASES; ++i)
m_declinedname->name[i] = fields[i].GetCppString();
delete result;
}
void Player::_LoadArenaTeamInfo(QueryResult *result)
{
// arenateamid, played_week, played_season, personal_rating
memset((void*)&m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1], 0, sizeof(uint32) * MAX_ARENA_SLOT * ARENA_TEAM_END);
if (!result)
return;
do
{
Field *fields = result->Fetch();
uint32 arenateamid = fields[0].GetUInt32();
uint32 played_week = fields[1].GetUInt32();
uint32 played_season = fields[2].GetUInt32();
uint32 wons_season = fields[3].GetUInt32();
uint32 personal_rating = fields[4].GetUInt32();
ArenaTeam* aTeam = sObjectMgr.GetArenaTeamById(arenateamid);
if(!aTeam)
{
sLog.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u", arenateamid);
continue;
}
uint8 arenaSlot = aTeam->GetSlot();
SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_ID, arenateamid);
SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_TYPE, aTeam->GetType());
SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_MEMBER, (aTeam->GetCaptainGuid() == GetObjectGuid()) ? 0 : 1);
SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_GAMES_WEEK, played_week);
SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_GAMES_SEASON, played_season);
SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_WINS_SEASON, wons_season);
SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_PERSONAL_RATING, personal_rating);
} while (result->NextRow());
delete result;
}
void Player::_LoadEquipmentSets(QueryResult *result)
{
// SetPQuery(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS, "SELECT setguid, setindex, name, iconname, item0, item1, item2, item3, item4, item5, item6, item7, item8, item9, item10, item11, item12, item13, item14, item15, item16, item17, item18 FROM character_equipmentsets WHERE guid = '%u' ORDER BY setindex", GUID_LOPART(m_guid));
if (!result)
return;
uint32 count = 0;
do
{
Field *fields = result->Fetch();
EquipmentSet eqSet;
eqSet.Guid = fields[0].GetUInt64();
uint32 index = fields[1].GetUInt32();
eqSet.Name = fields[2].GetCppString();
eqSet.IconName = fields[3].GetCppString();
eqSet.state = EQUIPMENT_SET_UNCHANGED;
for(uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
eqSet.Items[i] = fields[4+i].GetUInt32();
m_EquipmentSets[index] = eqSet;
++count;
if(count >= MAX_EQUIPMENT_SET_INDEX) // client limit
break;
} while (result->NextRow());
delete result;
}
void Player::_LoadBGData(QueryResult* result)
{
if (!result)
return;
// Expecting only one row
Field *fields = result->Fetch();
/* bgInstanceID, bgTeam, x, y, z, o, map, taxi[0], taxi[1], mountSpell */
m_bgData.bgInstanceID = fields[0].GetUInt32();
m_bgData.bgTeam = Team(fields[1].GetUInt32());
m_bgData.joinPos = WorldLocation(fields[6].GetUInt32(), // Map
fields[2].GetFloat(), // X
fields[3].GetFloat(), // Y
fields[4].GetFloat(), // Z
fields[5].GetFloat()); // Orientation
m_bgData.taxiPath[0] = fields[7].GetUInt32();
m_bgData.taxiPath[1] = fields[8].GetUInt32();
m_bgData.mountSpell = fields[9].GetUInt32();
delete result;
}
bool Player::LoadPositionFromDB(ObjectGuid guid, uint32& mapid, float& x, float& y, float& z, float& o, bool& in_flight)
{
QueryResult *result = CharacterDatabase.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'", guid.GetCounter());
if(!result)
return false;
Field *fields = result->Fetch();
x = fields[0].GetFloat();
y = fields[1].GetFloat();
z = fields[2].GetFloat();
o = fields[3].GetFloat();
mapid = fields[4].GetUInt32();
in_flight = !fields[5].GetCppString().empty();
delete result;
return true;
}
void Player::_LoadIntoDataField(const char* data, uint32 startOffset, uint32 count)
{
if(!data)
return;
Tokens tokens = StrSplit(data, " ");
if(tokens.size() != count)
return;
Tokens::iterator iter;
uint32 index;
for (iter = tokens.begin(), index = 0; index < count; ++iter, ++index)
{
m_uint32Values[startOffset + index] = atol((*iter).c_str());
}
}
bool Player::LoadFromDB(ObjectGuid guid, SqlQueryHolder *holder )
{
// 0 1 2 3 4 5 6 7 8 9 10 11
//SELECT guid, account, name, race, class, gender, level, xp, money, playerBytes, playerBytes2, playerFlags,"
// 12 13 14 15 16 17 18 19 20 21 22 23 24
//"position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost,"
// 25 26 27 28 29 30 31 32 33 34 35 36 37 38
//"resettalents_time, trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, online, death_expire_time, taxi_path, dungeon_difficulty,"
// 39 40 41 42 43 44 45 46 47 48 49
//"arenaPoints, totalHonorPoints, todayHonorPoints, yesterdayHonorPoints, totalKills, todayKills, yesterdayKills, chosenTitle, knownCurrencies, watchedFaction, drunk,"
// 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64
//"health, power1, power2, power3, power4, power5, power6, power7, specCount, activeSpec, exploredZones, equipmentCache, ammoId, knownTitles, actionBars FROM characters WHERE guid = '%u'", GUID_LOPART(m_guid));
QueryResult *result = holder->GetResult(PLAYER_LOGIN_QUERY_LOADFROM);
if(!result)
{
sLog.outError("%s not found in table `characters`, can't load. ", guid.GetString().c_str());
return false;
}
Field *fields = result->Fetch();
uint32 dbAccountId = fields[1].GetUInt32();
// check if the character's account in the db and the logged in account match.
// player should be able to load/delete character only with correct account!
if( dbAccountId != GetSession()->GetAccountId() )
{
sLog.outError("%s loading from wrong account (is: %u, should be: %u)",
guid.GetString().c_str(), GetSession()->GetAccountId(), dbAccountId);
delete result;
return false;
}
Object::_Create(guid.GetCounter(), 0, HIGHGUID_PLAYER );
m_name = fields[2].GetCppString();
// check name limitations
if (ObjectMgr::CheckPlayerName(m_name) != CHAR_NAME_SUCCESS ||
(GetSession()->GetSecurity() == SEC_PLAYER && sObjectMgr.IsReservedName(m_name)))
{
delete result;
CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'",
uint32(AT_LOGIN_RENAME), guid.GetCounter());
return false;
}
// overwrite possible wrong/corrupted guid
SetGuidValue(OBJECT_FIELD_GUID, guid);
// overwrite some data fields
SetByteValue(UNIT_FIELD_BYTES_0,0,fields[3].GetUInt8());// race
SetByteValue(UNIT_FIELD_BYTES_0,1,fields[4].GetUInt8());// class
uint8 gender = fields[5].GetUInt8() & 0x01; // allowed only 1 bit values male/female cases (for fit drunk gender part)
SetByteValue(UNIT_FIELD_BYTES_0,2,gender); // gender
SetUInt32Value(UNIT_FIELD_LEVEL, fields[6].GetUInt8());
SetUInt32Value(PLAYER_XP, fields[7].GetUInt32());
_LoadIntoDataField(fields[60].GetString(), PLAYER_EXPLORED_ZONES_1, PLAYER_EXPLORED_ZONES_SIZE);
_LoadIntoDataField(fields[63].GetString(), PLAYER__FIELD_KNOWN_TITLES, KNOWN_TITLES_SIZE*2);
InitDisplayIds(); // model, scale and model data
SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f);
uint32 money = fields[8].GetUInt32();
if(money > MAX_MONEY_AMOUNT)
money = MAX_MONEY_AMOUNT;
SetMoney(money);
SetUInt32Value(PLAYER_BYTES, fields[9].GetUInt32());
SetUInt32Value(PLAYER_BYTES_2, fields[10].GetUInt32());
m_drunk = fields[49].GetUInt16();
SetUInt16Value(PLAYER_BYTES_3, 0, (m_drunk & 0xFFFE) | gender);
SetUInt32Value(PLAYER_FLAGS, fields[11].GetUInt32());
SetInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, fields[48].GetInt32());
SetUInt64Value(PLAYER_FIELD_KNOWN_CURRENCIES, fields[47].GetUInt64());
SetUInt32Value(PLAYER_AMMO_ID, fields[62].GetUInt32());
// Action bars state
SetByteValue(PLAYER_FIELD_BYTES, 2, fields[64].GetUInt8());
// cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
for(uint8 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
{
SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0 );
SetVisibleItemSlot(slot, NULL);
if (m_items[slot])
{
delete m_items[slot];
m_items[slot] = NULL;
}
}
DEBUG_FILTER_LOG(LOG_FILTER_PLAYER_STATS, "Load Basic value of player %s is: ", m_name.c_str());
outDebugStatsValues();
//Need to call it to initialize m_team (m_team can be calculated from race)
//Other way is to saves m_team into characters table.
setFactionForRace(getRace());
SetCharm(NULL);
// load home bind and check in same time class/race pair, it used later for restore broken positions
if(!_LoadHomeBind(holder->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND)))
{
delete result;
return false;
}
InitPrimaryProfessions(); // to max set before any spell loaded
// init saved position, and fix it later if problematic
uint32 transGUID = fields[30].GetUInt32();
Relocate(fields[12].GetFloat(),fields[13].GetFloat(),fields[14].GetFloat(),fields[16].GetFloat());
SetLocationMapId(fields[15].GetUInt32());
uint32 difficulty = fields[38].GetUInt32();
if(difficulty >= MAX_DUNGEON_DIFFICULTY)
difficulty = DUNGEON_DIFFICULTY_NORMAL;
SetDungeonDifficulty(Difficulty(difficulty)); // may be changed in _LoadGroup
_LoadGroup(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP));
_LoadArenaTeamInfo(holder->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO));
uint32 arena_currency = fields[39].GetUInt32();
if (arena_currency > sWorld.getConfig(CONFIG_UINT32_MAX_ARENA_POINTS))
arena_currency = sWorld.getConfig(CONFIG_UINT32_MAX_ARENA_POINTS);
SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, arena_currency);
// check arena teams integrity
for(uint32 arena_slot = 0; arena_slot < MAX_ARENA_SLOT; ++arena_slot)
{
uint32 arena_team_id = GetArenaTeamId(arena_slot);
if (!arena_team_id)
continue;
if (ArenaTeam * at = sObjectMgr.GetArenaTeamById(arena_team_id))
if (at->HaveMember(GetObjectGuid()))
continue;
// arena team not exist or not member, cleanup fields
for(int j = 0; j < ARENA_TEAM_END; ++j)
SetArenaTeamInfoField(arena_slot, ArenaTeamInfoType(j), 0);
}
uint32 honor_currency = fields[40].GetUInt32();
if (honor_currency > sWorld.getConfig(CONFIG_UINT32_MAX_HONOR_POINTS))
honor_currency = sWorld.getConfig(CONFIG_UINT32_MAX_HONOR_POINTS);
SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, honor_currency);
SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, fields[41].GetUInt32());
SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, fields[42].GetUInt32());
SetUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, fields[43].GetUInt32());
SetUInt16Value(PLAYER_FIELD_KILLS, 0, fields[44].GetUInt16());
SetUInt16Value(PLAYER_FIELD_KILLS, 1, fields[45].GetUInt16());
_LoadBoundInstances(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES));
if(!IsPositionValid())
{
sLog.outError("%s have invalid coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
guid.GetString().c_str(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
RelocateToHomebind();
transGUID = 0;
m_movementInfo.ClearTransportData();
}
_LoadBGData(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBGDATA));
if(m_bgData.bgInstanceID) //saved in BattleGround
{
BattleGround *currentBg = sBattleGroundMgr.GetBattleGround(m_bgData.bgInstanceID, BATTLEGROUND_TYPE_NONE);
bool player_at_bg = currentBg && currentBg->IsPlayerInBattleGround(GetObjectGuid());
if(player_at_bg && currentBg->GetStatus() != STATUS_WAIT_LEAVE)
{
BattleGroundQueueTypeId bgQueueTypeId = BattleGroundMgr::BGQueueTypeId(currentBg->GetTypeID(), currentBg->GetArenaType());
AddBattleGroundQueueId(bgQueueTypeId);
m_bgData.bgTypeID = currentBg->GetTypeID(); // bg data not marked as modified
//join player to battleground group
currentBg->EventPlayerLoggedIn(this, GetObjectGuid());
currentBg->AddOrSetPlayerToCorrectBgGroup(this, GetObjectGuid(), m_bgData.bgTeam);
SetInviteForBattleGroundQueueType(bgQueueTypeId,currentBg->GetInstanceID());
}
else
{
// leave bg
if (player_at_bg)
currentBg->RemovePlayerAtLeave(GetObjectGuid(), false, true);
// move to bg enter point
const WorldLocation& _loc = GetBattleGroundEntryPoint();
SetLocationMapId(_loc.mapid);
Relocate(_loc.coord_x, _loc.coord_y, _loc.coord_z, _loc.orientation);
// We are not in BG anymore
SetBattleGroundId(0, BATTLEGROUND_TYPE_NONE);
}
}
else
{
MapEntry const* mapEntry = sMapStore.LookupEntry(GetMapId());
// if server restart after player save in BG or area
// player can have current coordinates in to BG/Arena map, fix this
if(!mapEntry || mapEntry->IsBattleGroundOrArena())
{
const WorldLocation& _loc = GetBattleGroundEntryPoint();
SetLocationMapId(_loc.mapid);
Relocate(_loc.coord_x, _loc.coord_y, _loc.coord_z, _loc.orientation);
}
}
if (transGUID != 0)
{
m_movementInfo.SetTransportData(ObjectGuid(HIGHGUID_MO_TRANSPORT,transGUID), fields[26].GetFloat(), fields[27].GetFloat(), fields[28].GetFloat(), fields[29].GetFloat(), 0, -1);
if( !MaNGOS::IsValidMapCoord(
GetPositionX() + m_movementInfo.GetTransportPos()->x, GetPositionY() + m_movementInfo.GetTransportPos()->y,
GetPositionZ() + m_movementInfo.GetTransportPos()->z, GetOrientation() + m_movementInfo.GetTransportPos()->o) ||
// transport size limited
m_movementInfo.GetTransportPos()->x > 50 || m_movementInfo.GetTransportPos()->y > 50 || m_movementInfo.GetTransportPos()->z > 50 )
{
sLog.outError("%s have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
guid.GetString().c_str(), GetPositionX() + m_movementInfo.GetTransportPos()->x, GetPositionY() + m_movementInfo.GetTransportPos()->y,
GetPositionZ() + m_movementInfo.GetTransportPos()->z, GetOrientation() + m_movementInfo.GetTransportPos()->o);
RelocateToHomebind();
m_movementInfo.ClearTransportData();
transGUID = 0;
}
}
if (transGUID != 0)
{
for (MapManager::TransportSet::const_iterator iter = sMapMgr.m_Transports.begin(); iter != sMapMgr.m_Transports.end(); ++iter)
{
if( (*iter)->GetGUIDLow() == transGUID)
{
MapEntry const* transMapEntry = sMapStore.LookupEntry((*iter)->GetMapId());
// client without expansion support
if(GetSession()->Expansion() < transMapEntry->Expansion())
{
DEBUG_LOG("Player %s using client without required expansion tried login at transport at non accessible map %u", GetName(), (*iter)->GetMapId());
break;
}
m_transport = *iter;
m_transport->AddPassenger(this);
SetLocationMapId(m_transport->GetMapId());
break;
}
}
if(!m_transport)
{
sLog.outError("%s have problems with transport guid (%u). Teleport to default race/class locations.",
guid.GetString().c_str(), transGUID);
RelocateToHomebind();
m_movementInfo.ClearTransportData();
transGUID = 0;
}
}
else // not transport case
{
MapEntry const* mapEntry = sMapStore.LookupEntry(GetMapId());
// client without expansion support
if(GetSession()->Expansion() < mapEntry->Expansion())
{
DEBUG_LOG("Player %s using client without required expansion tried login at non accessible map %u", GetName(), GetMapId());
RelocateToHomebind();
}
}
// player bounded instance saves loaded in _LoadBoundInstances, group versions at group loading
DungeonPersistentState* state = GetBoundInstanceSaveForSelfOrGroup(GetMapId());
// load the player's map here if it's not already loaded
SetMap(sMapMgr.CreateMap(GetMapId(), this));
// if the player is in an instance and it has been reset in the meantime teleport him to the entrance
if(GetInstanceId() && !state)
{
AreaTrigger const* at = sObjectMgr.GetMapEntranceTrigger(GetMapId());
if(at)
Relocate(at->target_X, at->target_Y, at->target_Z, at->target_Orientation);
else
sLog.outError("Player %s(GUID: %u) logged in to a reset instance (map: %u) and there is no area-trigger leading to this map. Thus he can't be ported back to the entrance. This _might_ be an exploit attempt.", GetName(), GetGUIDLow(), GetMapId());
}
SaveRecallPosition();
time_t now = time(NULL);
time_t logoutTime = time_t(fields[22].GetUInt64());
// since last logout (in seconds)
uint32 time_diff = uint32(now - logoutTime);
// set value, including drunk invisibility detection
// calculate sobering. after 15 minutes logged out, the player will be sober again
float soberFactor;
if(time_diff > 15*MINUTE)
soberFactor = 0;
else
soberFactor = 1-time_diff/(15.0f*MINUTE);
uint16 newDrunkenValue = uint16(soberFactor* m_drunk);
SetDrunkValue(newDrunkenValue);
m_cinematic = fields[18].GetUInt32();
m_Played_time[PLAYED_TIME_TOTAL]= fields[19].GetUInt32();
m_Played_time[PLAYED_TIME_LEVEL]= fields[20].GetUInt32();
m_resetTalentsCost = fields[24].GetUInt32();
m_resetTalentsTime = time_t(fields[25].GetUInt64());
// reserve some flags
uint32 old_safe_flags = GetUInt32Value(PLAYER_FLAGS) & ( PLAYER_FLAGS_HIDE_CLOAK | PLAYER_FLAGS_HIDE_HELM );
if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM) )
SetUInt32Value(PLAYER_FLAGS, 0 | old_safe_flags);
m_taxi.LoadTaxiMask( fields[17].GetString() ); // must be before InitTaxiNodesForLevel
uint32 extraflags = fields[31].GetUInt32();
m_stableSlots = fields[32].GetUInt32();
if(m_stableSlots > MAX_PET_STABLES)
{
sLog.outError("Player can have not more %u stable slots, but have in DB %u",MAX_PET_STABLES,uint32(m_stableSlots));
m_stableSlots = MAX_PET_STABLES;
}
m_atLoginFlags = fields[33].GetUInt32();
// Honor system
// Update Honor kills data
m_lastHonorUpdateTime = logoutTime;
UpdateHonorFields();
m_deathExpireTime = (time_t)fields[36].GetUInt64();
if(m_deathExpireTime > now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP)
m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP-1;
std::string taxi_nodes = fields[37].GetCppString();
// clear channel spell data (if saved at channel spell casting)
SetChannelObjectGuid(ObjectGuid());
SetUInt32Value(UNIT_CHANNEL_SPELL,0);
// clear charm/summon related fields
SetCharm(NULL);
SetPet(NULL);
SetTargetGuid(ObjectGuid());
SetCharmerGuid(ObjectGuid());
SetOwnerGuid(ObjectGuid());
SetCreatorGuid(ObjectGuid());
// reset some aura modifiers before aura apply
SetUInt64Value(PLAYER_FARSIGHT, 0);
SetUInt32Value(PLAYER_TRACK_CREATURES, 0 );
SetUInt32Value(PLAYER_TRACK_RESOURCES, 0 );
// cleanup aura list explicitly before skill load where some spells can be applied
RemoveAllAuras();
// make sure the unit is considered out of combat for proper loading
ClearInCombat();
// make sure the unit is considered not in duel for proper loading
SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
SetUInt32Value(PLAYER_DUEL_TEAM, 0);
// reset stats before loading any modifiers
InitStatsForLevel();
InitGlyphsForLevel();
InitTaxiNodesForLevel();
InitRunes();
// rest bonus can only be calculated after InitStatsForLevel()
m_rest_bonus = fields[21].GetFloat();
if(time_diff > 0)
{
//speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
float bubble0 = 0.031f;
//speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
float bubble1 = 0.125f;
float bubble = fields[23].GetUInt32() > 0
? bubble1*sWorld.getConfig(CONFIG_FLOAT_RATE_REST_OFFLINE_IN_TAVERN_OR_CITY)
: bubble0*sWorld.getConfig(CONFIG_FLOAT_RATE_REST_OFFLINE_IN_WILDERNESS);
SetRestBonus(GetRestBonus()+ time_diff*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble);
}
// load skills after InitStatsForLevel because it triggering aura apply also
_LoadSkills(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSKILLS));
// apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
// Mail
_LoadMails(holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILS));
_LoadMailedItems(holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILEDITEMS));
UpdateNextMailTimeAndUnreads();
m_specsCount = fields[58].GetUInt8();
m_activeSpec = fields[59].GetUInt8();
_LoadGlyphs(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGLYPHS));
_LoadAuras(holder->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS), time_diff);
ApplyGlyphs(true);
// add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST) )
m_deathState = DEAD;
_LoadSpells(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS));
// after spell load, learn rewarded spell if need also
_LoadQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS));
_LoadDailyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS));
_LoadWeeklyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADWEEKLYQUESTSTATUS));
_LoadMonthlyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADMONTHLYQUESTSTATUS));
_LoadTalents(holder->GetResult(PLAYER_LOGIN_QUERY_LOADTALENTS));
// after spell and quest load
InitTalentForLevel();
learnDefaultSpells();
// must be before inventory (some items required reputation check)
m_reputationMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION));
_LoadInventory(holder->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY), time_diff);
_LoadItemLoot(holder->GetResult(PLAYER_LOGIN_QUERY_LOADITEMLOOT));
// update items with duration and realtime
UpdateItemDuration(time_diff, true);
_LoadActions(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS));
m_social = sSocialMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST), GetObjectGuid());
// check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
// note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
uint32 curTitle = fields[46].GetUInt32();
if (curTitle && !HasTitle(curTitle))
curTitle = 0;
SetUInt32Value(PLAYER_CHOSEN_TITLE, curTitle);
// Not finish taxi flight path
if (m_bgData.HasTaxiPath())
{
m_taxi.ClearTaxiDestinations();
for (int i = 0; i < 2; ++i)
m_taxi.AddTaxiDestination(m_bgData.taxiPath[i]);
}
else if (!m_taxi.LoadTaxiDestinationsFromString(taxi_nodes, GetTeam()))
{
// problems with taxi path loading
TaxiNodesEntry const* nodeEntry = NULL;
if (uint32 node_id = m_taxi.GetTaxiSource())
nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
if (!nodeEntry) // don't know taxi start node, to homebind
{
sLog.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
RelocateToHomebind();
}
else // have start node, to it
{
sLog.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
SetLocationMapId(nodeEntry->map_id);
Relocate(nodeEntry->x, nodeEntry->y, nodeEntry->z,0.0f);
}
//we can be relocated from taxi and still have an outdated Map pointer!
//so we need to get a new Map pointer!
SetMap(sMapMgr.CreateMap(GetMapId(), this));
SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
m_taxi.ClearTaxiDestinations();
}
if(uint32 node_id = m_taxi.GetTaxiSource())
{
// save source node as recall coord to prevent recall and fall from sky
TaxiNodesEntry const* nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
MANGOS_ASSERT(nodeEntry); // checked in m_taxi.LoadTaxiDestinationsFromString
m_recallMap = nodeEntry->map_id;
m_recallX = nodeEntry->x;
m_recallY = nodeEntry->y;
m_recallZ = nodeEntry->z;
// flight will started later
}
// has to be called after last Relocate() in Player::LoadFromDB
SetFallInformation(0, GetPositionZ());
_LoadSpellCooldowns(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS));
// Spell code allow apply any auras to dead character in load time in aura/spell/item loading
// Do now before stats re-calculation cleanup for ghost state unexpected auras
if(!isAlive())
RemoveAllAurasOnDeath();
//apply all stat bonuses from items and auras
SetCanModifyStats(true);
UpdateAllStats();
// restore remembered power/health values (but not more max values)
uint32 savedhealth = fields[50].GetUInt32();
SetHealth(savedhealth > GetMaxHealth() ? GetMaxHealth() : savedhealth);
for(uint32 i = 0; i < MAX_POWERS; ++i)
{
uint32 savedpower = fields[51+i].GetUInt32();
SetPower(Powers(i),savedpower > GetMaxPower(Powers(i)) ? GetMaxPower(Powers(i)) : savedpower);
}
DEBUG_FILTER_LOG(LOG_FILTER_PLAYER_STATS, "The value of player %s after load item and aura is: ", m_name.c_str());
outDebugStatsValues();
// all fields read
delete result;
// GM state
if(GetSession()->GetSecurity() > SEC_PLAYER)
{
switch(sWorld.getConfig(CONFIG_UINT32_GM_LOGIN_STATE))
{
default:
case 0: break; // disable
case 1: SetGameMaster(true); break; // enable
case 2: // save state
if(extraflags & PLAYER_EXTRA_GM_ON)
SetGameMaster(true);
break;
}
switch(sWorld.getConfig(CONFIG_UINT32_GM_VISIBLE_STATE))
{
default:
case 0: SetGMVisible(false); break; // invisible
case 1: break; // visible
case 2: // save state
if(extraflags & PLAYER_EXTRA_GM_INVISIBLE)
SetGMVisible(false);
break;
}
switch(sWorld.getConfig(CONFIG_UINT32_GM_ACCEPT_TICKETS))
{
default:
case 0: break; // disable
case 1: SetAcceptTicket(true); break; // enable
case 2: // save state
if(extraflags & PLAYER_EXTRA_GM_ACCEPT_TICKETS)
SetAcceptTicket(true);
break;
}
switch(sWorld.getConfig(CONFIG_UINT32_GM_CHAT))
{
default:
case 0: break; // disable
case 1: SetGMChat(true); break; // enable
case 2: // save state
if(extraflags & PLAYER_EXTRA_GM_CHAT)
SetGMChat(true);
break;
}
switch(sWorld.getConfig(CONFIG_UINT32_GM_WISPERING_TO))
{
default:
case 0: break; // disable
case 1: SetAcceptWhispers(true); break; // enable
case 2: // save state
if(extraflags & PLAYER_EXTRA_ACCEPT_WHISPERS)
SetAcceptWhispers(true);
break;
}
}
_LoadDeclinedNames(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES));
m_achievementMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS), holder->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS));
m_achievementMgr.CheckAllAchievementCriteria();
_LoadEquipmentSets(holder->GetResult(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS));
return true;
}
bool Player::isAllowedToLoot(Creature* creature)
{
// never tapped by any (mob solo kill)
if (!creature->HasFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_TAPPED))
return false;
if (Player* recipient = creature->GetLootRecipient())
{
if (recipient == this)
return true;
if (Group* otherGroup = recipient->GetGroup())
{
Group* thisGroup = GetGroup();
if (!thisGroup)
return false;
return thisGroup == otherGroup;
}
return false;
}
else
// prevent other players from looting if the recipient got disconnected
return !creature->HasLootRecipient();
}
void Player::_LoadActions(QueryResult *result)
{
for(int i = 0; i < MAX_TALENT_SPEC_COUNT; ++i)
m_actionButtons[i].clear();
//QueryResult *result = CharacterDatabase.PQuery("SELECT spec, button,action,type FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
if(result)
{
do
{
Field *fields = result->Fetch();
uint8 spec = fields[0].GetUInt8();
uint8 button = fields[1].GetUInt8();
uint32 action = fields[2].GetUInt32();
uint8 type = fields[3].GetUInt8();
if(ActionButton* ab = addActionButton(spec, button, action, type))
ab->uState = ACTIONBUTTON_UNCHANGED;
else
{
sLog.outError( " ...at loading, and will deleted in DB also");
// Will deleted in DB at next save (it can create data until save but marked as deleted)
m_actionButtons[spec][button].uState = ACTIONBUTTON_DELETED;
}
}
while( result->NextRow() );
delete result;
}
}
void Player::_LoadAuras(QueryResult *result, uint32 timediff)
{
//RemoveAllAuras(); -- some spells casted before aura load, for example in LoadSkills, aura list explicitly cleaned early
//QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,item_guid,spell,stackcount,remaincharges,basepoints0,basepoints1,basepoints2,maxduration0,maxduration1,maxduration2,remaintime0,remaintime1,remaintime2,effIndexMask FROM character_aura WHERE guid = '%u'",GetGUIDLow());
if(result)
{
do
{
Field *fields = result->Fetch();
ObjectGuid caster_guid = fields[0].GetUInt64();
uint32 item_lowguid = fields[1].GetUInt64();
uint32 spellid = fields[2].GetUInt32();
uint32 stackcount = fields[3].GetUInt32();
int32 remaincharges = (int32)fields[4].GetUInt32();
int32 damage[MAX_EFFECT_INDEX];
int32 maxduration[MAX_EFFECT_INDEX];
int32 remaintime[MAX_EFFECT_INDEX];
for (int32 i = 0; i < MAX_EFFECT_INDEX; ++i)
{
damage[i] = (int32)fields[i+5].GetUInt32();
maxduration[i] = (int32)fields[i+8].GetUInt32();
remaintime[i] = (int32)fields[i+11].GetUInt32();
}
uint32 effIndexMask = (int32)fields[14].GetUInt32();
SpellEntry const* spellproto = sSpellStore.LookupEntry(spellid);
if(!spellproto)
{
sLog.outError("Unknown spell (spellid %u), ignore.",spellid);
continue;
}
// prevent wrong values of remaincharges
if(spellproto->procCharges)
{
if(remaincharges <= 0 || remaincharges > (int32)spellproto->procCharges)
remaincharges = spellproto->procCharges;
}
else
remaincharges = 0;
if (spellproto->StackAmount < stackcount)
stackcount = spellproto->StackAmount;
SpellAuraHolder *holder = CreateSpellAuraHolder(spellproto, this, NULL);
for (int32 i = 0; i < MAX_EFFECT_INDEX; ++i)
{
if ((effIndexMask & (1 << i)) == 0)
continue;
if (remaintime[i] != -1 && !IsPositiveEffect(spellid, SpellEffectIndex(i)))
{
if (remaintime[i]/IN_MILLISECONDS <= int32(timediff))
continue;
remaintime[i] -= timediff*IN_MILLISECONDS;
}
Aura* aura = CreateAura(spellproto, SpellEffectIndex(i), NULL, holder, this);
if (!damage[i])
damage[i] = aura->GetModifier()->m_amount;
aura->SetLoadedState(damage[i], maxduration[i], remaintime[i]);
holder->AddAura(aura, SpellEffectIndex(i));
}
if (!holder->IsEmptyHolder())
{
// reset stolen single target auras
if (caster_guid != GetObjectGuid() && holder->IsSingleTarget())
holder->SetIsSingleTarget(false);
holder->SetLoadedState(caster_guid, ObjectGuid(HIGHGUID_ITEM, item_lowguid), stackcount, remaincharges);
AddSpellAuraHolder(holder);
DETAIL_LOG("Added auras from spellid %u", spellproto->Id);
}
else
delete holder;
}
while( result->NextRow() );
delete result;
}
if(getClass() == CLASS_WARRIOR && !HasAuraType(SPELL_AURA_MOD_SHAPESHIFT))
CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE,true);
}
void Player::_LoadGlyphs(QueryResult *result)
{
if(!result)
return;
// 0 1 2
// "SELECT spec, slot, glyph FROM character_glyphs WHERE guid='%u'"
do
{
Field *fields = result->Fetch();
uint8 spec = fields[0].GetUInt8();
uint8 slot = fields[1].GetUInt8();
uint32 glyph = fields[2].GetUInt32();
GlyphPropertiesEntry const *gp = sGlyphPropertiesStore.LookupEntry(glyph);
if(!gp)
{
sLog.outError("Player %s has not existing glyph entry %u on index %u, spec %u", m_name.c_str(), glyph, slot, spec);
continue;
}
GlyphSlotEntry const *gs = sGlyphSlotStore.LookupEntry(GetGlyphSlot(slot));
if (!gs)
{
sLog.outError("Player %s has not existing glyph slot entry %u on index %u, spec %u", m_name.c_str(), GetGlyphSlot(slot), slot, spec);
continue;
}
if(gp->TypeFlags != gs->TypeFlags)
{
sLog.outError("Player %s has glyph with typeflags %u in slot with typeflags %u, removing.", m_name.c_str(), gp->TypeFlags, gs->TypeFlags);
continue;
}
m_glyphs[spec][slot].id = glyph;
} while( result->NextRow() );
delete result;
}
void Player::LoadCorpse()
{
if( isAlive() )
{
sObjectAccessor.ConvertCorpseForPlayer(GetObjectGuid());
}
else
{
if(Corpse *corpse = GetCorpse())
{
ApplyModByteFlag(PLAYER_FIELD_BYTES, 0, PLAYER_FIELD_BYTE_RELEASE_TIMER, corpse && !sMapStore.LookupEntry(corpse->GetMapId())->Instanceable() );
}
else
{
//Prevent Dead Player login without corpse
ResurrectPlayer(0.5f);
}
}
}
void Player::_LoadInventory(QueryResult *result, uint32 timediff)
{
//QueryResult *result = CharacterDatabase.PQuery("SELECT data,text,bag,slot,item,item_template FROM character_inventory JOIN item_instance ON character_inventory.item = item_instance.guid WHERE character_inventory.guid = '%u' ORDER BY bag,slot", GetGUIDLow());
std::map<uint64, Bag*> bagMap; // fast guid lookup for bags
//NOTE: the "order by `bag`" is important because it makes sure
//the bagMap is filled before items in the bags are loaded
//NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
//expected to be equipped before offhand items (TODO: fixme)
uint32 zone = GetZoneId();
if (result)
{
std::list<Item*> problematicItems;
// prevent items from being added to the queue when stored
m_itemUpdateQueueBlocked = true;
do
{
Field *fields = result->Fetch();
uint32 bag_guid = fields[2].GetUInt32();
uint8 slot = fields[3].GetUInt8();
uint32 item_guid = fields[4].GetUInt32();
uint32 item_id = fields[5].GetUInt32();
ItemPrototype const * proto = ObjectMgr::GetItemPrototype(item_id);
if(!proto)
{
CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid);
sLog.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id );
continue;
}
Item *item = NewItemOrBag(proto);
if(!item->LoadFromDB(item_guid, fields, GetObjectGuid()))
{
sLog.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id );
CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
item->FSetState(ITEM_REMOVED);
item->SaveToDB(); // it also deletes item object !
continue;
}
// not allow have in alive state item limited to another map/zone
if(isAlive() && item->IsLimitedToAnotherMapOrZone(GetMapId(),zone) )
{
CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
item->FSetState(ITEM_REMOVED);
item->SaveToDB(); // it also deletes item object !
continue;
}
// "Conjured items disappear if you are logged out for more than 15 minutes"
if (timediff > 15*MINUTE && (item->GetProto()->Flags & ITEM_FLAG_CONJURED))
{
CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
item->FSetState(ITEM_REMOVED);
item->SaveToDB(); // it also deletes item object !
continue;
}
bool success = true;
// the item/bag is not in a bag
if (!bag_guid)
{
item->SetContainer( NULL );
item->SetSlot(slot);
if( IsInventoryPos( INVENTORY_SLOT_BAG_0, slot ) )
{
ItemPosCountVec dest;
if( CanStoreItem( INVENTORY_SLOT_BAG_0, slot, dest, item, false ) == EQUIP_ERR_OK )
item = StoreItem(dest, item, true);
else
success = false;
}
else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0, slot ) )
{
uint16 dest;
if( CanEquipItem( slot, dest, item, false, false ) == EQUIP_ERR_OK )
QuickEquipItem(dest, item);
else
success = false;
}
else if( IsBankPos( INVENTORY_SLOT_BAG_0, slot ) )
{
ItemPosCountVec dest;
if( CanBankItem( INVENTORY_SLOT_BAG_0, slot, dest, item, false, false ) == EQUIP_ERR_OK )
item = BankItem(dest, item, true);
else
success = false;
}
if(success)
{
// store bags that may contain items in them
if(item->IsBag() && IsBagPos(item->GetPos()))
bagMap[item_guid] = (Bag*)item;
}
}
// the item/bag in a bag
else
{
item->SetSlot(NULL_SLOT);
// the item is in a bag, find the bag
std::map<uint64, Bag*>::const_iterator itr = bagMap.find(bag_guid);
if(itr != bagMap.end() && slot < itr->second->GetBagSize())
{
ItemPosCountVec dest;
if( CanStoreItem( itr->second->GetSlot(), slot, dest, item, false ) == EQUIP_ERR_OK )
item = StoreItem(dest, item, true);
else
success = false;
}
else
success = false;
}
// item's state may have changed after stored
if (success)
{
item->SetState(ITEM_UNCHANGED, this);
// restore container unchanged state also
if (item->GetContainer())
item->GetContainer()->SetState(ITEM_UNCHANGED, this);
// recharged mana gem
if (timediff > 15*MINUTE && proto->ItemLimitCategory ==ITEM_LIMIT_CATEGORY_MANA_GEM)
item->RestoreCharges();
}
else
{
sLog.outError("Player::_LoadInventory: Player %s has item (GUID: %u Entry: %u) can't be loaded to inventory (Bag GUID: %u Slot: %u) by some reason, will send by mail.", GetName(),item_guid, item_id, bag_guid, slot);
CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
problematicItems.push_back(item);
}
} while (result->NextRow());
delete result;
m_itemUpdateQueueBlocked = false;
// send by mail problematic items
while(!problematicItems.empty())
{
std::string subject = GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM);
// fill mail
MailDraft draft(subject, "There's were problems with equipping item(s).");
for(int i = 0; !problematicItems.empty() && i < MAX_MAIL_ITEMS; ++i)
{
Item* item = problematicItems.front();
problematicItems.pop_front();
draft.AddItem(item);
}
draft.SendMailTo(this, MailSender(this, MAIL_STATIONERY_GM), MAIL_CHECK_MASK_COPIED);
}
}
//if(isAlive())
_ApplyAllItemMods();
}
void Player::_LoadItemLoot(QueryResult *result)
{
//QueryResult *result = CharacterDatabase.PQuery("SELECT guid,itemid,amount,suffix,property FROM item_loot WHERE guid = '%u'", GetGUIDLow());
if (result)
{
do
{
Field *fields = result->Fetch();
uint32 item_guid = fields[0].GetUInt32();
Item* item = GetItemByGuid(ObjectGuid(HIGHGUID_ITEM, item_guid));
if (!item)
{
CharacterDatabase.PExecute("DELETE FROM item_loot WHERE guid = '%u'", item_guid);
sLog.outError("Player::_LoadItemLoot: Player %s has loot for nonexistent item (GUID: %u) in `item_loot`, deleted.", GetName(), item_guid );
continue;
}
item->LoadLootFromDB(fields);
} while (result->NextRow());
delete result;
}
}
// load mailed item which should receive current player
void Player::_LoadMailedItems(QueryResult *result)
{
// data needs to be at first place for Item::LoadFromDB
// 0 1 2 3 4
// "SELECT data, text, mail_id, item_guid, item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE receiver = '%u'", GUID_LOPART(m_guid)
if(!result)
return;
do
{
Field *fields = result->Fetch();
uint32 mail_id = fields[2].GetUInt32();
uint32 item_guid_low = fields[3].GetUInt32();
uint32 item_template = fields[4].GetUInt32();
Mail* mail = GetMail(mail_id);
if(!mail)
continue;
mail->AddItem(item_guid_low, item_template);
ItemPrototype const *proto = ObjectMgr::GetItemPrototype(item_template);
if(!proto)
{
sLog.outError( "Player %u has unknown item_template (ProtoType) in mailed items(GUID: %u template: %u) in mail (%u), deleted.", GetGUIDLow(), item_guid_low, item_template,mail->messageID);
CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low);
continue;
}
Item *item = NewItemOrBag(proto);
if(!item->LoadFromDB(item_guid_low, fields))
{
sLog.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail->messageID, item_guid_low);
CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
item->FSetState(ITEM_REMOVED);
item->SaveToDB(); // it also deletes item object !
continue;
}
AddMItem(item);
} while (result->NextRow());
delete result;
}
void Player::_LoadMails(QueryResult *result)
{
m_mail.clear();
// 0 1 2 3 4 5 6 7 8 9 10 11 12
//"SELECT id,messageType,sender,receiver,subject,body,expire_time,deliver_time,money,cod,checked,stationery,mailTemplateId FROM mail WHERE receiver = '%u' ORDER BY id DESC", GetGUIDLow()
if(!result)
return;
do
{
Field *fields = result->Fetch();
Mail *m = new Mail;
m->messageID = fields[0].GetUInt32();
m->messageType = fields[1].GetUInt8();
m->sender = fields[2].GetUInt32();
m->receiverGuid = ObjectGuid(HIGHGUID_PLAYER, fields[3].GetUInt32());
m->subject = fields[4].GetCppString();
m->body = fields[5].GetCppString();
m->expire_time = (time_t)fields[6].GetUInt64();
m->deliver_time = (time_t)fields[7].GetUInt64();
m->money = fields[8].GetUInt32();
m->COD = fields[9].GetUInt32();
m->checked = fields[10].GetUInt32();
m->stationery = fields[11].GetUInt8();
m->mailTemplateId = fields[12].GetInt16();
if(m->mailTemplateId && !sMailTemplateStore.LookupEntry(m->mailTemplateId))
{
sLog.outError( "Player::_LoadMail - Mail (%u) have nonexistent MailTemplateId (%u), remove at load", m->messageID, m->mailTemplateId);
m->mailTemplateId = 0;
}
m->state = MAIL_STATE_UNCHANGED;
m_mail.push_back(m);
} while( result->NextRow() );
delete result;
}
void Player::LoadPet()
{
// fixme: the pet should still be loaded if the player is not in world
// just not added to the map
if(IsInWorld())
{
Pet *pet = new Pet;
if(!pet->LoadPetFromDB(this, 0, 0, true))
delete pet;
}
}
void Player::_LoadQuestStatus(QueryResult *result)
{
mQuestStatus.clear();
uint32 slot = 0;
//// 0 1 2 3 4 5 6 7 8 9 10 11 12
//QueryResult *result = CharacterDatabase.PQuery("SELECT quest, status, rewarded, explored, timer, mobcount1, mobcount2, mobcount3, mobcount4, itemcount1, itemcount2, itemcount3, itemcount4 FROM character_queststatus WHERE guid = '%u'", GetGUIDLow());
if(result)
{
do
{
Field *fields = result->Fetch();
uint32 quest_id = fields[0].GetUInt32();
// used to be new, no delete?
Quest const* pQuest = sObjectMgr.GetQuestTemplate(quest_id);
if( pQuest )
{
// find or create
QuestStatusData& questStatusData = mQuestStatus[quest_id];
uint32 qstatus = fields[1].GetUInt32();
if(qstatus < MAX_QUEST_STATUS)
questStatusData.m_status = QuestStatus(qstatus);
else
{
questStatusData.m_status = QUEST_STATUS_NONE;
sLog.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id,qstatus);
}
questStatusData.m_rewarded = ( fields[2].GetUInt8() > 0 );
questStatusData.m_explored = ( fields[3].GetUInt8() > 0 );
time_t quest_time = time_t(fields[4].GetUInt64());
if (pQuest->HasSpecialFlag(QUEST_SPECIAL_FLAG_TIMED) && !GetQuestRewardStatus(quest_id) && questStatusData.m_status != QUEST_STATUS_NONE)
{
AddTimedQuest( quest_id );
if (quest_time <= sWorld.GetGameTime())
questStatusData.m_timer = 1;
else
questStatusData.m_timer = uint32(quest_time - sWorld.GetGameTime()) * IN_MILLISECONDS;
}
else
quest_time = 0;
questStatusData.m_creatureOrGOcount[0] = fields[5].GetUInt32();
questStatusData.m_creatureOrGOcount[1] = fields[6].GetUInt32();
questStatusData.m_creatureOrGOcount[2] = fields[7].GetUInt32();
questStatusData.m_creatureOrGOcount[3] = fields[8].GetUInt32();
questStatusData.m_itemcount[0] = fields[9].GetUInt32();
questStatusData.m_itemcount[1] = fields[10].GetUInt32();
questStatusData.m_itemcount[2] = fields[11].GetUInt32();
questStatusData.m_itemcount[3] = fields[12].GetUInt32();
questStatusData.uState = QUEST_UNCHANGED;
// add to quest log
if (slot < MAX_QUEST_LOG_SIZE &&
((questStatusData.m_status == QUEST_STATUS_INCOMPLETE ||
questStatusData.m_status == QUEST_STATUS_COMPLETE ||
questStatusData.m_status == QUEST_STATUS_FAILED) &&
(!questStatusData.m_rewarded || pQuest->IsRepeatable())))
{
SetQuestSlot(slot, quest_id, uint32(quest_time));
if (questStatusData.m_explored)
SetQuestSlotState(slot, QUEST_STATE_COMPLETE);
if (questStatusData.m_status == QUEST_STATUS_COMPLETE)
SetQuestSlotState(slot, QUEST_STATE_COMPLETE);
if (questStatusData.m_status == QUEST_STATUS_FAILED)
SetQuestSlotState(slot, QUEST_STATE_FAIL);
for(uint8 idx = 0; idx < QUEST_OBJECTIVES_COUNT; ++idx)
if(questStatusData.m_creatureOrGOcount[idx])
SetQuestSlotCounter(slot, idx, questStatusData.m_creatureOrGOcount[idx]);
++slot;
}
if(questStatusData.m_rewarded)
{
// learn rewarded spell if unknown
learnQuestRewardedSpells(pQuest);
// set rewarded title if any
if(pQuest->GetCharTitleId())
{
if(CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
SetTitle(titleEntry);
}
if(pQuest->GetBonusTalents())
m_questRewardTalentCount += pQuest->GetBonusTalents();
}
DEBUG_LOG("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData.m_status, quest_id, GetGUIDLow());
}
}
while( result->NextRow() );
delete result;
}
// clear quest log tail
for ( uint16 i = slot; i < MAX_QUEST_LOG_SIZE; ++i )
SetQuestSlot(i, 0);
}
void Player::_LoadDailyQuestStatus(QueryResult *result)
{
for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
//QueryResult *result = CharacterDatabase.PQuery("SELECT quest FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
if(result)
{
uint32 quest_daily_idx = 0;
do
{
if(quest_daily_idx >= PLAYER_MAX_DAILY_QUESTS) // max amount with exist data in query
{
sLog.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
break;
}
Field *fields = result->Fetch();
uint32 quest_id = fields[0].GetUInt32();
Quest const* pQuest = sObjectMgr.GetQuestTemplate(quest_id);
if( !pQuest )
continue;
SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
++quest_daily_idx;
DEBUG_LOG("Daily quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow());
}
while( result->NextRow() );
delete result;
}
m_DailyQuestChanged = false;
}
void Player::_LoadWeeklyQuestStatus(QueryResult *result)
{
m_weeklyquests.clear();
//QueryResult *result = CharacterDatabase.PQuery("SELECT quest FROM character_queststatus_weekly WHERE guid = '%u'", GetGUIDLow());
if (result)
{
do
{
Field *fields = result->Fetch();
uint32 quest_id = fields[0].GetUInt32();
Quest const* pQuest = sObjectMgr.GetQuestTemplate(quest_id);
if (!pQuest)
continue;
m_weeklyquests.insert(quest_id);
DEBUG_LOG("Weekly quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow());
}
while( result->NextRow() );
delete result;
}
m_WeeklyQuestChanged = false;
}
void Player::_LoadMonthlyQuestStatus(QueryResult *result)
{
m_monthlyquests.clear();
//QueryResult *result = CharacterDatabase.PQuery("SELECT quest FROM character_queststatus_weekly WHERE guid = '%u'", GetGUIDLow());
if (result)
{
do
{
Field *fields = result->Fetch();
uint32 quest_id = fields[0].GetUInt32();
Quest const* pQuest = sObjectMgr.GetQuestTemplate(quest_id);
if (!pQuest)
continue;
m_monthlyquests.insert(quest_id);
DEBUG_LOG("Monthly quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow());
}
while( result->NextRow() );
delete result;
}
m_MonthlyQuestChanged = false;
}
void Player::_LoadSpells(QueryResult *result)
{
//QueryResult *result = CharacterDatabase.PQuery("SELECT spell,active,disabled FROM character_spell WHERE guid = '%u'",GetGUIDLow());
if(result)
{
do
{
Field *fields = result->Fetch();
uint32 spell_id = fields[0].GetUInt32();
// skip talents & drop unneeded data
if(GetTalentSpellPos(spell_id))
{
sLog.outError("Player::_LoadSpells: %s has talent spell %u in character_spell, removing it.",
GetGuidStr().c_str(), spell_id);
CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'", spell_id);
continue;
}
addSpell(spell_id, fields[1].GetBool(), false, false, fields[2].GetBool());
}
while( result->NextRow() );
delete result;
}
}
void Player::_LoadTalents(QueryResult *result)
{
//QueryResult *result = CharacterDatabase.PQuery("SELECT talent_id, current_rank, spec FROM character_talent WHERE guid = '%u'",GetGUIDLow());
if (result)
{
do
{
Field *fields = result->Fetch();
uint32 talent_id = fields[0].GetUInt32();
TalentEntry const *talentInfo = sTalentStore.LookupEntry( talent_id );
if (!talentInfo)
{
sLog.outError("Player::_LoadTalents:Player (GUID: %u) has invalid talent_id: %u , this talent will be deleted from character_talent",GetGUIDLow(), talent_id );
CharacterDatabase.PExecute("DELETE FROM character_talent WHERE talent_id = '%u'", talent_id);
continue;
}
TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab );
if (!talentTabInfo)
{
sLog.outError("Player::_LoadTalents:Player (GUID: %u) has invalid talentTabInfo: %u for talentID: %u , this talent will be deleted from character_talent",GetGUIDLow(), talentInfo->TalentTab, talentInfo->TalentID );
CharacterDatabase.PExecute("DELETE FROM character_talent WHERE talent_id = '%u'", talent_id);
continue;
}
// prevent load talent for different class (cheating)
if ((getClassMask() & talentTabInfo->ClassMask) == 0)
{
sLog.outError("Player::_LoadTalents:Player (GUID: %u) has talent with ClassMask: %u , but Player's ClassMask is: %u , talentID: %u , this talent will be deleted from character_talent",GetGUIDLow(), talentTabInfo->ClassMask, getClassMask() ,talentInfo->TalentID );
CharacterDatabase.PExecute("DELETE FROM character_talent WHERE guid = '%u' AND talent_id = '%u'", GetGUIDLow(), talent_id);
continue;
}
uint32 currentRank = fields[1].GetUInt32();
if (currentRank > MAX_TALENT_RANK || talentInfo->RankID[currentRank] == 0)
{
sLog.outError("Player::_LoadTalents:Player (GUID: %u) has invalid talent rank: %u , talentID: %u , this talent will be deleted from character_talent",GetGUIDLow(), currentRank, talentInfo->TalentID );
CharacterDatabase.PExecute("DELETE FROM character_talent WHERE guid = '%u' AND talent_id = '%u'", GetGUIDLow(), talent_id);
continue;
}
uint32 spec = fields[2].GetUInt32();
if (spec > MAX_TALENT_SPEC_COUNT)
{
sLog.outError("Player::_LoadTalents:Player (GUID: %u) has invalid talent spec: %u, spec will be deleted from character_talent", GetGUIDLow(), spec);
CharacterDatabase.PExecute("DELETE FROM character_talent WHERE spec = '%u' ", spec);
continue;
}
if (spec >= m_specsCount)
{
sLog.outError("Player::_LoadTalents:Player (GUID: %u) has invalid talent spec: %u , this spec will be deleted from character_talent.", GetGUIDLow(), spec);
CharacterDatabase.PExecute("DELETE FROM character_talent WHERE guid = '%u' AND spec = '%u' ", GetGUIDLow(), spec);
continue;
}
if (m_activeSpec == spec)
addSpell(talentInfo->RankID[currentRank], true,false,false,false);
else
{
PlayerTalent talent;
talent.currentRank = currentRank;
talent.m_talentEntry = talentInfo;
talent.state = PLAYERSPELL_UNCHANGED;
m_talents[spec][talentInfo->TalentID] = talent;
}
}
while (result->NextRow());
delete result;
}
}
void Player::_LoadGroup(QueryResult *result)
{
//QueryResult *result = CharacterDatabase.PQuery("SELECT groupId FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
if (result)
{
uint32 groupId = (*result)[0].GetUInt32();
delete result;
if (Group* group = sObjectMgr.GetGroupById(groupId))
{
uint8 subgroup = group->GetMemberGroup(GetObjectGuid());
SetGroup(group, subgroup);
if (getLevel() >= LEVELREQUIREMENT_HEROIC)
{
// the group leader may change the instance difficulty while the player is offline
SetDungeonDifficulty(group->GetDungeonDifficulty());
SetRaidDifficulty(group->GetRaidDifficulty());
}
}
}
}
void Player::_LoadBoundInstances(QueryResult *result)
{
for(uint8 i = 0; i < MAX_DIFFICULTY; ++i)
m_boundInstances[i].clear();
Group *group = GetGroup();
//QueryResult *result = CharacterDatabase.PQuery("SELECT id, permanent, map, difficulty, resettime FROM character_instance LEFT JOIN instance ON instance = id WHERE guid = '%u'", GUID_LOPART(m_guid));
if(result)
{
do
{
Field *fields = result->Fetch();
bool perm = fields[1].GetBool();
uint32 mapId = fields[2].GetUInt32();
uint32 instanceId = fields[0].GetUInt32();
uint8 difficulty = fields[3].GetUInt8();
time_t resetTime = (time_t)fields[4].GetUInt64();
// the resettime for normal instances is only saved when the InstanceSave is unloaded
// so the value read from the DB may be wrong here but only if the InstanceSave is loaded
// and in that case it is not used
MapEntry const* mapEntry = sMapStore.LookupEntry(mapId);
if(!mapEntry || !mapEntry->IsDungeon())
{
sLog.outError("_LoadBoundInstances: player %s(%d) has bind to nonexistent or not dungeon map %d", GetName(), GetGUIDLow(), mapId);
CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), instanceId);
continue;
}
if(difficulty >= MAX_DIFFICULTY)
{
sLog.outError("_LoadBoundInstances: player %s(%d) has bind to nonexistent difficulty %d instance for map %u", GetName(), GetGUIDLow(), difficulty, mapId);
CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), instanceId);
continue;
}
MapDifficulty const* mapDiff = GetMapDifficultyData(mapId,Difficulty(difficulty));
if(!mapDiff)
{
sLog.outError("_LoadBoundInstances: player %s(%d) has bind to nonexistent difficulty %d instance for map %u", GetName(), GetGUIDLow(), difficulty, mapId);
CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), instanceId);
continue;
}
if(!perm && group)
{
sLog.outError("_LoadBoundInstances: %s is in group (Id: %d) but has a non-permanent character bind to map %d,%d,%d",
GetGuidStr().c_str(), group->GetId(), mapId, instanceId, difficulty);
CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'",
GetGUIDLow(), instanceId);
continue;
}
// since non permanent binds are always solo bind, they can always be reset
DungeonPersistentState *state = (DungeonPersistentState*)sMapPersistentStateMgr.AddPersistentState(mapEntry, instanceId, Difficulty(difficulty), resetTime, !perm, true);
if(state) BindToInstance(state, perm, true);
} while(result->NextRow());
delete result;
}
}
InstancePlayerBind* Player::GetBoundInstance(uint32 mapid, Difficulty difficulty)
{
// some instances only have one difficulty
MapDifficulty const* mapDiff = GetMapDifficultyData(mapid,difficulty);
if(!mapDiff)
return NULL;
BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
if(itr != m_boundInstances[difficulty].end())
return &itr->second;
else
return NULL;
}
void Player::UnbindInstance(uint32 mapid, Difficulty difficulty, bool unload)
{
BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
UnbindInstance(itr, difficulty, unload);
}
void Player::UnbindInstance(BoundInstancesMap::iterator &itr, Difficulty difficulty, bool unload)
{
if(itr != m_boundInstances[difficulty].end())
{
if (!unload)
CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'",
GetGUIDLow(), itr->second.state->GetInstanceId());
itr->second.state->RemovePlayer(this); // state can become invalid
m_boundInstances[difficulty].erase(itr++);
}
}
InstancePlayerBind* Player::BindToInstance(DungeonPersistentState *state, bool permanent, bool load)
{
if (state)
{
InstancePlayerBind& bind = m_boundInstances[state->GetDifficulty()][state->GetMapId()];
if (bind.state)
{
// update the state when the group kills a boss
if(permanent != bind.perm || state != bind.state)
if (!load)
CharacterDatabase.PExecute("UPDATE character_instance SET instance = '%u', permanent = '%u' WHERE guid = '%u' AND instance = '%u'",
state->GetInstanceId(), permanent, GetGUIDLow(), bind.state->GetInstanceId());
}
else
{
if (!load)
CharacterDatabase.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')",
GetGUIDLow(), state->GetInstanceId(), permanent);
}
if (bind.state != state)
{
if (bind.state)
bind.state->RemovePlayer(this);
state->AddPlayer(this);
}
if (permanent)
state->SetCanReset(false);
bind.state = state;
bind.perm = permanent;
if (!load)
DEBUG_LOG("Player::BindToInstance: %s(%d) is now bound to map %d, instance %d, difficulty %d",
GetName(), GetGUIDLow(), state->GetMapId(), state->GetInstanceId(), state->GetDifficulty());
return &bind;
}
else
return NULL;
}
DungeonPersistentState* Player::GetBoundInstanceSaveForSelfOrGroup(uint32 mapid)
{
MapEntry const* mapEntry = sMapStore.LookupEntry(mapid);
if (!mapEntry)
return NULL;
InstancePlayerBind *pBind = GetBoundInstance(mapid, GetDifficulty(mapEntry->IsRaid()));
DungeonPersistentState *state = pBind ? pBind->state : NULL;
// the player's permanent player bind is taken into consideration first
// then the player's group bind and finally the solo bind.
if (!pBind || !pBind->perm)
{
InstanceGroupBind *groupBind = NULL;
// use the player's difficulty setting (it may not be the same as the group's)
if (Group *group = GetGroup())
if (groupBind = group->GetBoundInstance(mapid, this))
state = groupBind->state;
}
return state;
}
void Player::SendRaidInfo()
{
uint32 counter = 0;
WorldPacket data(SMSG_RAID_INSTANCE_INFO, 4);
size_t p_counter = data.wpos();
data << uint32(counter); // placeholder
time_t now = time(NULL);
for(int i = 0; i < MAX_DIFFICULTY; ++i)
{
for (BoundInstancesMap::const_iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
{
if (itr->second.perm)
{
DungeonPersistentState *state = itr->second.state;
data << uint32(state->GetMapId()); // map id
data << uint32(state->GetDifficulty()); // difficulty
data << ObjectGuid(state->GetInstanceGuid());// instance guid
data << uint8(1); // expired = 0
data << uint8(0); // extended = 1
data << uint32(state->GetResetTime() - now);// reset time
++counter;
}
}
}
data.put<uint32>(p_counter, counter);
GetSession()->SendPacket(&data);
}
/*
- called on every successful teleportation to a map
*/
void Player::SendSavedInstances()
{
bool hasBeenSaved = false;
WorldPacket data;
for(uint8 i = 0; i < MAX_DIFFICULTY; ++i)
{
for (BoundInstancesMap::const_iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
{
if(itr->second.perm) // only permanent binds are sent
{
hasBeenSaved = true;
break;
}
}
}
//Send opcode 811. true or false means, whether you have current raid/heroic instances
data.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP);
data << uint32(hasBeenSaved);
GetSession()->SendPacket(&data);
if(!hasBeenSaved)
return;
for(uint8 i = 0; i < MAX_DIFFICULTY; ++i)
{
for (BoundInstancesMap::const_iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
{
if(itr->second.perm)
{
data.Initialize(SMSG_UPDATE_LAST_INSTANCE);
data << uint32(itr->second.state->GetMapId());
GetSession()->SendPacket(&data);
}
}
}
}
/// convert the player's binds to the group
void Player::ConvertInstancesToGroup(Player *player, Group *group, ObjectGuid player_guid)
{
bool has_binds = false;
bool has_solo = false;
if (player)
{
player_guid = player->GetGUID();
if (!group)
group = player->GetGroup();
}
MANGOS_ASSERT(!player_guid.IsEmpty());
// copy all binds to the group, when changing leader it's assumed the character
// will not have any solo binds
if (player)
{
for(uint8 i = 0; i < MAX_DIFFICULTY; ++i)
{
for (BoundInstancesMap::iterator itr = player->m_boundInstances[i].begin(); itr != player->m_boundInstances[i].end();)
{
has_binds = true;
if (group)
group->BindToInstance(itr->second.state, itr->second.perm, true);
// permanent binds are not removed
if (!itr->second.perm)
{
// increments itr in call
player->UnbindInstance(itr, Difficulty(i), true);
has_solo = true;
}
else
++itr;
}
}
}
uint32 player_lowguid = player_guid.GetCounter();
// if the player's not online we don't know what binds it has
if (!player || !group || has_binds)
CharacterDatabase.PExecute("INSERT INTO group_instance SELECT guid, instance, permanent FROM character_instance WHERE guid = '%u'", player_lowguid);
// the following should not get executed when changing leaders
if (!player || has_solo)
CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND permanent = 0", player_lowguid);
}
bool Player::_LoadHomeBind(QueryResult *result)
{
PlayerInfo const *info = sObjectMgr.GetPlayerInfo(getRace(), getClass());
if(!info)
{
sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
return false;
}
bool ok = false;
//QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
if (result)
{
Field *fields = result->Fetch();
m_homebindMapId = fields[0].GetUInt32();
m_homebindAreaId = fields[1].GetUInt16();
m_homebindX = fields[2].GetFloat();
m_homebindY = fields[3].GetFloat();
m_homebindZ = fields[4].GetFloat();
delete result;
MapEntry const* bindMapEntry = sMapStore.LookupEntry(m_homebindMapId);
// accept saved data only for valid position (and non instanceable), and accessable
if( MapManager::IsValidMapCoord(m_homebindMapId,m_homebindX,m_homebindY,m_homebindZ) &&
!bindMapEntry->Instanceable() && GetSession()->Expansion() >= bindMapEntry->Expansion())
{
ok = true;
}
else
CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
}
if(!ok)
{
m_homebindMapId = info->mapId;
m_homebindAreaId = info->areaId;
m_homebindX = info->positionX;
m_homebindY = info->positionY;
m_homebindZ = info->positionZ;
CharacterDatabase.PExecute("INSERT INTO character_homebind (guid,map,zone,position_x,position_y,position_z) VALUES ('%u', '%u', '%u', '%f', '%f', '%f')", GetGUIDLow(), m_homebindMapId, (uint32)m_homebindAreaId, m_homebindX, m_homebindY, m_homebindZ);
}
DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f",
m_homebindMapId, m_homebindAreaId, m_homebindX, m_homebindY, m_homebindZ);
return true;
}
/*********************************************************/
/*** SAVE SYSTEM ***/
/*********************************************************/
void Player::SaveToDB()
{
// we should assure this: ASSERT((m_nextSave != sWorld.getConfig(CONFIG_UINT32_INTERVAL_SAVE)));
// delay auto save at any saves (manual, in code, or autosave)
m_nextSave = sWorld.getConfig(CONFIG_UINT32_INTERVAL_SAVE);
//lets allow only players in world to be saved
if(IsBeingTeleportedFar())
{
ScheduleDelayedOperation(DELAYED_SAVE_PLAYER);
return;
}
// first save/honor gain after midnight will also update the player's honor fields
UpdateHonorFields();
DEBUG_FILTER_LOG(LOG_FILTER_PLAYER_STATS, "The value of player %s at save: ", m_name.c_str());
outDebugStatsValues();
CharacterDatabase.BeginTransaction();
CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
std::string sql_name = m_name;
CharacterDatabase.escape_string(sql_name);
std::ostringstream ss;
ss << "INSERT INTO characters (guid,account,name,race,class,gender,level,xp,money,playerBytes,playerBytes2,playerFlags,"
"map, dungeon_difficulty, position_x, position_y, position_z, orientation, "
"taximask, online, cinematic, "
"totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
"trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
"death_expire_time, taxi_path, arenaPoints, totalHonorPoints, todayHonorPoints, yesterdayHonorPoints, totalKills, "
"todayKills, yesterdayKills, chosenTitle, knownCurrencies, watchedFaction, drunk, health, power1, power2, power3, "
"power4, power5, power6, power7, specCount, activeSpec, exploredZones, equipmentCache, ammoId, knownTitles, actionBars) VALUES ("
<< GetGUIDLow() << ", "
<< GetSession()->GetAccountId() << ", '"
<< sql_name << "', "
<< (uint32)getRace() << ", "
<< (uint32)getClass() << ", "
<< (uint32)getGender() << ", "
<< getLevel() << ", "
<< GetUInt32Value(PLAYER_XP) << ", "
<< GetMoney() << ", "
<< GetUInt32Value(PLAYER_BYTES) << ", "
<< GetUInt32Value(PLAYER_BYTES_2) << ", "
<< GetUInt32Value(PLAYER_FLAGS) << ", ";
if(!IsBeingTeleported())
{
ss << GetMapId() << ", "
<< (uint32)GetDungeonDifficulty() << ", "
<< finiteAlways(GetPositionX()) << ", "
<< finiteAlways(GetPositionY()) << ", "
<< finiteAlways(GetPositionZ()) << ", "
<< finiteAlways(GetOrientation()) << ", ";
}
else
{
ss << GetTeleportDest().mapid << ", "
<< (uint32)GetDungeonDifficulty() << ", "
<< finiteAlways(GetTeleportDest().coord_x) << ", "
<< finiteAlways(GetTeleportDest().coord_y) << ", "
<< finiteAlways(GetTeleportDest().coord_z) << ", "
<< finiteAlways(GetTeleportDest().orientation) << ", ";
}
ss << m_taxi << ", "; // string with TaxiMaskSize numbers
ss << (IsInWorld() ? 1 : 0) << ", ";
ss << m_cinematic << ", ";
ss << m_Played_time[PLAYED_TIME_TOTAL] << ", ";
ss << m_Played_time[PLAYED_TIME_LEVEL] << ", ";
ss << finiteAlways(m_rest_bonus) << ", ";
ss << (uint64)time(NULL) << ", ";
ss << (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ? 1 : 0) << ", ";
//save, far from tavern/city
//save, but in tavern/city
ss << m_resetTalentsCost << ", ";
ss << (uint64)m_resetTalentsTime << ", ";
ss << finiteAlways(m_movementInfo.GetTransportPos()->x) << ", ";
ss << finiteAlways(m_movementInfo.GetTransportPos()->y) << ", ";
ss << finiteAlways(m_movementInfo.GetTransportPos()->z) << ", ";
ss << finiteAlways(m_movementInfo.GetTransportPos()->o) << ", ";
if (m_transport)
ss << m_transport->GetGUIDLow();
else
ss << "0";
ss << ", ";
ss << m_ExtraFlags << ", ";
ss << uint32(m_stableSlots) << ", "; // to prevent save uint8 as char
ss << uint32(m_atLoginFlags) << ", ";
ss << (IsInWorld() ? GetZoneId() : GetCachedZoneId()) << ", ";
ss << (uint64)m_deathExpireTime << ", '";
ss << m_taxi.SaveTaxiDestinationsToString() << "', ";
ss << GetArenaPoints() << ", ";
ss << GetHonorPoints() << ", ";
ss << GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION) << ", ";
ss << GetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION) << ", ";
ss << GetUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS) << ", ";
ss << GetUInt16Value(PLAYER_FIELD_KILLS, 0) << ", ";
ss << GetUInt16Value(PLAYER_FIELD_KILLS, 1) << ", ";
ss << GetUInt32Value(PLAYER_CHOSEN_TITLE) << ", ";
ss << GetUInt64Value(PLAYER_FIELD_KNOWN_CURRENCIES) << ", ";
// FIXME: at this moment send to DB as unsigned, including unit32(-1)
ss << GetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX) << ", ";
ss << (uint16)(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFE) << ", ";
ss << GetHealth();
for(uint32 i = 0; i < MAX_POWERS; ++i)
ss << "," << GetPower(Powers(i));
ss << ", ";
ss << uint32(m_specsCount) << ", ";
ss << uint32(m_activeSpec) << ", '";
for(uint32 i = 0; i < PLAYER_EXPLORED_ZONES_SIZE; ++i )
{
ss << GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + i) << " ";
}
ss << "', '";
for(uint32 i = 0; i < EQUIPMENT_SLOT_END * 2; ++i )
{
ss << GetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + i) << " ";
}
ss << "',";
ss << GetUInt32Value(PLAYER_AMMO_ID) << ", '";
for(uint32 i = 0; i < KNOWN_TITLES_SIZE*2; ++i )
{
ss << GetUInt32Value(PLAYER__FIELD_KNOWN_TITLES + i) << " ";
}
ss << "',";
ss << uint32(GetByteValue(PLAYER_FIELD_BYTES, 2));
ss << ")";
CharacterDatabase.Execute( ss.str().c_str() );
if (m_mailsUpdated) //save mails only when needed
_SaveMail();
_SaveBGData();
_SaveInventory();
_SaveQuestStatus();
_SaveDailyQuestStatus();
_SaveWeeklyQuestStatus();
_SaveMonthlyQuestStatus();
_SaveSpells();
_SaveSpellCooldowns();
_SaveActions();
_SaveAuras();
_SaveSkills();
m_achievementMgr.SaveToDB();
m_reputationMgr.SaveToDB();
_SaveEquipmentSets();
GetSession()->SaveTutorialsData(); // changed only while character in game
_SaveGlyphs();
_SaveTalents();
CharacterDatabase.CommitTransaction();
// check if stats should only be saved on logout
// save stats can be out of transaction
if (m_session->isLogingOut() || !sWorld.getConfig(CONFIG_BOOL_STATS_SAVE_ONLY_ON_LOGOUT))
_SaveStats();
// save pet (hunter pet level and experience and all type pets health/mana).
if (Pet* pet = GetPet())
pet->SavePetToDB(PET_SAVE_AS_CURRENT);
}
// fast save function for item/money cheating preventing - save only inventory and money state
void Player::SaveInventoryAndGoldToDB()
{
_SaveInventory();
SaveGoldToDB();
}
void Player::SaveGoldToDB()
{
CharacterDatabase.PExecute("UPDATE characters SET money = '%u' WHERE guid = '%u'", GetMoney(), GetGUIDLow());
}
void Player::_SaveActions()
{
for(int i = 0; i < MAX_TALENT_SPEC_COUNT; ++i)
{
for(ActionButtonList::iterator itr = m_actionButtons[i].begin(); itr != m_actionButtons[i].end(); )
{
switch (itr->second.uState)
{
case ACTIONBUTTON_NEW:
CharacterDatabase.PExecute("INSERT INTO character_action (guid,spec, button,action,type) VALUES ('%u', '%u', '%u', '%u', '%u')",
GetGUIDLow(), i, (uint32)itr->first, (uint32)itr->second.GetAction(), (uint32)itr->second.GetType() );
itr->second.uState = ACTIONBUTTON_UNCHANGED;
++itr;
break;
case ACTIONBUTTON_CHANGED:
CharacterDatabase.PExecute("UPDATE character_action SET action = '%u', type = '%u' WHERE guid= '%u' AND button= '%u' AND spec = '%u'",
(uint32)itr->second.GetAction(), (uint32)itr->second.GetType(), GetGUIDLow(), (uint32)itr->first, i );
itr->second.uState = ACTIONBUTTON_UNCHANGED;
++itr;
break;
case ACTIONBUTTON_DELETED:
CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u' AND button = '%u' AND spec = '%u'", GetGUIDLow(), (uint32)itr->first, i);
m_actionButtons[i].erase(itr++);
break;
default:
++itr;
break;
}
}
}
}
void Player::_SaveAuras()
{
CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
SpellAuraHolderMap const& auraHolders = GetSpellAuraHolderMap();
if (auraHolders.empty())
return;
for(SpellAuraHolderMap::const_iterator itr = auraHolders.begin(); itr != auraHolders.end(); ++itr)
{
SpellAuraHolder *holder = itr->second;
//skip all holders from spells that are passive or channeled
//do not save single target holders (unless they were cast by the player)
if (!holder->IsPassive() && !IsChanneledSpell(holder->GetSpellProto()) && (holder->GetCasterGUID() == GetGUID() || !holder->IsSingleTarget()))
{
int32 damage[MAX_EFFECT_INDEX];
int32 remaintime[MAX_EFFECT_INDEX];
int32 maxduration[MAX_EFFECT_INDEX];
uint32 effIndexMask = 0;
for (int32 i = 0; i < MAX_EFFECT_INDEX; ++i)
{
damage[i] = 0;
remaintime[i] = 0;
maxduration[i] = 0;
if (Aura *aur = holder->GetAuraByEffectIndex(SpellEffectIndex(i)))
{
// don't save not own area auras
if (aur->IsAreaAura() && holder->GetCasterGUID() != GetGUID())
continue;
damage[i] = aur->GetModifier()->m_amount;
remaintime[i] = aur->GetAuraDuration();
maxduration[i] = aur->GetAuraMaxDuration();
effIndexMask |= (1 << i);
}
}
if (!effIndexMask)
continue;
CharacterDatabase.PExecute("INSERT INTO character_aura (guid, caster_guid, item_guid, spell, stackcount, remaincharges, basepoints0, basepoints1, basepoints2, maxduration0, maxduration1, maxduration2, remaintime0, remaintime1, remaintime2, effIndexMask) VALUES "
"('%u', '" UI64FMTD "', '%u', '%u', '%u', '%u', '%i', '%i', '%i', '%i', '%i', '%i', '%i', '%i', '%i', '%u')",
GetGUIDLow(), holder->GetCasterGuid().GetRawValue(), holder->GetCastItemGuid().GetCounter(), holder->GetId(), holder->GetStackAmount(), holder->GetAuraCharges(),
damage[EFFECT_INDEX_0], damage[EFFECT_INDEX_1], damage[EFFECT_INDEX_2],
maxduration[EFFECT_INDEX_0], maxduration[EFFECT_INDEX_1], maxduration[EFFECT_INDEX_2],
remaintime[EFFECT_INDEX_0], remaintime[EFFECT_INDEX_1], remaintime[EFFECT_INDEX_2],
effIndexMask);
}
}
}
void Player::_SaveGlyphs()
{
for (uint8 spec = 0; spec < m_specsCount; ++spec)
{
for (uint8 slot = 0; slot < MAX_GLYPH_SLOT_INDEX; ++slot)
{
switch(m_glyphs[spec][slot].uState)
{
case GLYPH_NEW:
CharacterDatabase.PExecute("INSERT INTO character_glyphs (guid, spec, slot, glyph) VALUES ('%u', '%u', '%u', '%u')", GetGUIDLow(), spec, slot, m_glyphs[spec][slot].GetId());
break;
case GLYPH_CHANGED:
CharacterDatabase.PExecute("UPDATE character_glyphs SET glyph = '%u' WHERE guid='%u' AND spec = '%u' AND slot = '%u'", m_glyphs[spec][slot].GetId(), GetGUIDLow(), spec, slot);
break;
case GLYPH_DELETED:
CharacterDatabase.PExecute("DELETE FROM character_glyphs WHERE guid='%u' AND spec = '%u' AND slot = '%u'",GetGUIDLow(), spec, slot);
break;
case GLYPH_UNCHANGED:
break;
}
m_glyphs[spec][slot].uState = GLYPH_UNCHANGED;
}
}
}
void Player::_SaveInventory()
{
// force items in buyback slots to new state
// and remove those that aren't already
for (uint8 i = BUYBACK_SLOT_START; i < BUYBACK_SLOT_END; ++i)
{
Item *item = m_items[i];
if (!item || item->GetState() == ITEM_NEW) continue;
CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow());
CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item->GetGUIDLow());
m_items[i]->FSetState(ITEM_NEW);
}
// update enchantment durations
for(EnchantDurationList::const_iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr)
{
itr->item->SetEnchantmentDuration(itr->slot,itr->leftduration);
}
// if no changes
if (m_itemUpdateQueue.empty()) return;
// do not save if the update queue is corrupt
bool error = false;
for(size_t i = 0; i < m_itemUpdateQueue.size(); ++i)
{
Item *item = m_itemUpdateQueue[i];
if(!item || item->GetState() == ITEM_REMOVED) continue;
Item *test = GetItemByPos( item->GetBagSlot(), item->GetSlot());
if (test == NULL)
{
sLog.outError("Player(GUID: %u Name: %s)::_SaveInventory - the bag(%d) and slot(%d) values for the item with guid %d are incorrect, the player doesn't have an item at that position!", GetGUIDLow(), GetName(), item->GetBagSlot(), item->GetSlot(), item->GetGUIDLow());
error = true;
}
else if (test != item)
{
sLog.outError("Player(GUID: %u Name: %s)::_SaveInventory - the bag(%d) and slot(%d) values for the item with guid %d are incorrect, the item with guid %d is there instead!", GetGUIDLow(), GetName(), item->GetBagSlot(), item->GetSlot(), item->GetGUIDLow(), test->GetGUIDLow());
error = true;
}
}
if (error)
{
sLog.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED);
return;
}
for(size_t i = 0; i < m_itemUpdateQueue.size(); ++i)
{
Item *item = m_itemUpdateQueue[i];
if(!item) continue;
Bag *container = item->GetContainer();
uint32 bag_guid = container ? container->GetGUIDLow() : 0;
switch(item->GetState())
{
case ITEM_NEW:
CharacterDatabase.PExecute("INSERT INTO character_inventory (guid,bag,slot,item,item_template) VALUES ('%u', '%u', '%u', '%u', '%u')", GetGUIDLow(), bag_guid, item->GetSlot(), item->GetGUIDLow(), item->GetEntry());
break;
case ITEM_CHANGED:
CharacterDatabase.PExecute("UPDATE character_inventory SET guid='%u', bag='%u', slot='%u', item_template='%u' WHERE item='%u'", GetGUIDLow(), bag_guid, item->GetSlot(), item->GetEntry(), item->GetGUIDLow());
break;
case ITEM_REMOVED:
CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow());
break;
case ITEM_UNCHANGED:
break;
}
item->SaveToDB(); // item have unchanged inventory record and can be save standalone
}
m_itemUpdateQueue.clear();
}
void Player::_SaveMail()
{
for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
{
Mail *m = (*itr);
if (m->state == MAIL_STATE_CHANGED)
{
CharacterDatabase.PExecute("UPDATE mail SET has_items = '%u',expire_time = '" UI64FMTD "', deliver_time = '" UI64FMTD "',money = '%u',cod = '%u',checked = '%u' WHERE id = '%u'",
m->HasItems() ? 1 : 0, (uint64)m->expire_time, (uint64)m->deliver_time, m->money, m->COD, m->checked, m->messageID);
if(m->removedItems.size())
{
for(std::vector<uint32>::const_iterator itr2 = m->removedItems.begin(); itr2 != m->removedItems.end(); ++itr2)
CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2);
m->removedItems.clear();
}
m->state = MAIL_STATE_UNCHANGED;
}
else if (m->state == MAIL_STATE_DELETED)
{
if (m->HasItems())
for(MailItemInfoVec::const_iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2)
CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2->item_guid);
CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", m->messageID);
CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m->messageID);
}
}
//deallocate deleted mails...
for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); )
{
if ((*itr)->state == MAIL_STATE_DELETED)
{
Mail* m = *itr;
m_mail.erase(itr);
delete m;
itr = m_mail.begin();
}
else
++itr;
}
m_mailsUpdated = false;
}
void Player::_SaveQuestStatus()
{
// we don't need transactions here.
for( QuestStatusMap::iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i )
{
switch (i->second.uState)
{
case QUEST_NEW :
CharacterDatabase.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
"VALUES ('%u', '%u', '%u', '%u', '%u', '" UI64FMTD "', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
GetGUIDLow(), i->first, i->second.m_status, i->second.m_rewarded, i->second.m_explored, uint64(i->second.m_timer / IN_MILLISECONDS+ sWorld.GetGameTime()), i->second.m_creatureOrGOcount[0], i->second.m_creatureOrGOcount[1], i->second.m_creatureOrGOcount[2], i->second.m_creatureOrGOcount[3], i->second.m_itemcount[0], i->second.m_itemcount[1], i->second.m_itemcount[2], i->second.m_itemcount[3]);
break;
case QUEST_CHANGED :
CharacterDatabase.PExecute("UPDATE character_queststatus SET status = '%u',rewarded = '%u',explored = '%u',timer = '" UI64FMTD "',mobcount1 = '%u',mobcount2 = '%u',mobcount3 = '%u',mobcount4 = '%u',itemcount1 = '%u',itemcount2 = '%u',itemcount3 = '%u',itemcount4 = '%u' WHERE guid = '%u' AND quest = '%u' ",
i->second.m_status, i->second.m_rewarded, i->second.m_explored, uint64(i->second.m_timer / IN_MILLISECONDS + sWorld.GetGameTime()), i->second.m_creatureOrGOcount[0], i->second.m_creatureOrGOcount[1], i->second.m_creatureOrGOcount[2], i->second.m_creatureOrGOcount[3], i->second.m_itemcount[0], i->second.m_itemcount[1], i->second.m_itemcount[2], i->second.m_itemcount[3], GetGUIDLow(), i->first );
break;
case QUEST_UNCHANGED:
break;
};
i->second.uState = QUEST_UNCHANGED;
}
}
void Player::_SaveDailyQuestStatus()
{
if (!m_DailyQuestChanged)
return;
// we don't need transactions here.
CharacterDatabase.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
if (GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
CharacterDatabase.PExecute("INSERT INTO character_queststatus_daily (guid,quest) VALUES ('%u', '%u')",
GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx));
m_DailyQuestChanged = false;
}
void Player::_SaveWeeklyQuestStatus()
{
if (!m_WeeklyQuestChanged || m_weeklyquests.empty())
return;
// we don't need transactions here.
CharacterDatabase.PExecute("DELETE FROM character_queststatus_weekly WHERE guid = '%u'",GetGUIDLow());
for (QuestSet::const_iterator iter = m_weeklyquests.begin(); iter != m_weeklyquests.end(); ++iter)
{
uint32 quest_id = *iter;
CharacterDatabase.PExecute("INSERT INTO character_queststatus_weekly (guid,quest) VALUES ('%u', '%u')", GetGUIDLow(), quest_id);
}
m_WeeklyQuestChanged = false;
}
void Player::_SaveMonthlyQuestStatus()
{
if (!m_MonthlyQuestChanged || m_monthlyquests.empty())
return;
// we don't need transactions here.
CharacterDatabase.PExecute("DELETE FROM character_queststatus_monthly WHERE guid = '%u'", GetGUIDLow());
for (QuestSet::const_iterator iter = m_monthlyquests.begin(); iter != m_monthlyquests.end(); ++iter)
{
uint32 quest_id = *iter;
CharacterDatabase.PExecute("INSERT INTO character_queststatus_monthly (guid, quest) VALUES ('%u', '%u')", GetGUIDLow(), quest_id);
}
m_MonthlyQuestChanged = false;
}
void Player::_SaveSkills()
{
// we don't need transactions here.
for( SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); )
{
if(itr->second.uState == SKILL_UNCHANGED)
{
++itr;
continue;
}
if(itr->second.uState == SKILL_DELETED)
{
CharacterDatabase.PExecute("DELETE FROM character_skills WHERE guid = '%u' AND skill = '%u' ", GetGUIDLow(), itr->first );
mSkillStatus.erase(itr++);
continue;
}
uint32 valueData = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos));
uint16 value = SKILL_VALUE(valueData);
uint16 max = SKILL_MAX(valueData);
switch (itr->second.uState)
{
case SKILL_NEW:
CharacterDatabase.PExecute("INSERT INTO character_skills (guid, skill, value, max) VALUES ('%u', '%u', '%u', '%u')",
GetGUIDLow(), itr->first, value, max);
break;
case SKILL_CHANGED:
CharacterDatabase.PExecute("UPDATE character_skills SET value = '%u',max = '%u'WHERE guid = '%u' AND skill = '%u' ",
value, max, GetGUIDLow(), itr->first );
break;
case SKILL_UNCHANGED:
case SKILL_DELETED:
MANGOS_ASSERT(false);
break;
};
itr->second.uState = SKILL_UNCHANGED;
++itr;
}
}
void Player::_SaveSpells()
{
for (PlayerSpellMap::iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end();)
{
uint32 talentCosts = GetTalentSpellCost(itr->first);
if (!talentCosts)
{
if (itr->second.state == PLAYERSPELL_REMOVED || itr->second.state == PLAYERSPELL_CHANGED)
CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr->first);
// add only changed/new not dependent spells
if (!itr->second.dependent && (itr->second.state == PLAYERSPELL_NEW || itr->second.state == PLAYERSPELL_CHANGED))
CharacterDatabase.PExecute("INSERT INTO character_spell (guid,spell,active,disabled) VALUES ('%u', '%u', '%u', '%u')", GetGUIDLow(), itr->first, itr->second.active ? 1 : 0,itr->second.disabled ? 1 : 0);
}
if (itr->second.state == PLAYERSPELL_REMOVED)
m_spells.erase(itr++);
else
{
itr->second.state = PLAYERSPELL_UNCHANGED;
++itr;
}
}
}
void Player::_SaveTalents()
{
for (int32 i = 0; i < MAX_TALENT_SPEC_COUNT; ++i)
{
for (PlayerTalentMap::iterator itr = m_talents[i].begin(); itr != m_talents[i].end();)
{
if (itr->second.state == PLAYERSPELL_REMOVED || itr->second.state == PLAYERSPELL_CHANGED)
CharacterDatabase.PExecute("DELETE FROM character_talent WHERE guid = '%u' and talent_id = '%u' and spec = '%u'", GetGUIDLow(),itr->first, i);
// add only changed/new talents
if (itr->second.state == PLAYERSPELL_NEW || itr->second.state == PLAYERSPELL_CHANGED)
CharacterDatabase.PExecute("INSERT INTO character_talent (guid, talent_id, current_rank , spec) VALUES ('%u', '%u', '%u', '%u')", GetGUIDLow(), itr->first, itr->second.currentRank, i);
if (itr->second.state == PLAYERSPELL_REMOVED)
m_talents[i].erase(itr++);
else
{
itr->second.state = PLAYERSPELL_UNCHANGED;
++itr;
}
}
}
}
// save player stats -- only for external usage
// real stats will be recalculated on player login
void Player::_SaveStats()
{
// check if stat saving is enabled and if char level is high enough
if(!sWorld.getConfig(CONFIG_UINT32_MIN_LEVEL_STAT_SAVE) || getLevel() < sWorld.getConfig(CONFIG_UINT32_MIN_LEVEL_STAT_SAVE))
return;
CharacterDatabase.PExecute("DELETE FROM character_stats WHERE guid = '%u'", GetGUIDLow());
std::ostringstream ss;
ss << "INSERT INTO character_stats (guid, maxhealth, maxpower1, maxpower2, maxpower3, maxpower4, maxpower5, maxpower6, maxpower7, "
"strength, agility, stamina, intellect, spirit, armor, resHoly, resFire, resNature, resFrost, resShadow, resArcane, "
"blockPct, dodgePct, parryPct, critPct, rangedCritPct, spellCritPct, attackPower, rangedAttackPower, spellPower) VALUES ("
<< GetGUIDLow() << ", "
<< GetMaxHealth() << ", ";
for(int i = 0; i < MAX_POWERS; ++i)
ss << GetMaxPower(Powers(i)) << ", ";
for(int i = 0; i < MAX_STATS; ++i)
ss << GetStat(Stats(i)) << ", ";
// armor + school resistances
for(int i = 0; i < MAX_SPELL_SCHOOL; ++i)
ss << GetResistance(SpellSchools(i)) << ",";
ss << GetFloatValue(PLAYER_BLOCK_PERCENTAGE) << ", "
<< GetFloatValue(PLAYER_DODGE_PERCENTAGE) << ", "
<< GetFloatValue(PLAYER_PARRY_PERCENTAGE) << ", "
<< GetFloatValue(PLAYER_CRIT_PERCENTAGE) << ", "
<< GetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE) << ", "
<< GetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1) << ", "
<< GetUInt32Value(UNIT_FIELD_ATTACK_POWER) << ", "
<< GetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER) << ", "
<< GetBaseSpellPowerBonus() << ")";
CharacterDatabase.Execute( ss.str().c_str() );
}
void Player::outDebugStatsValues() const
{
// optimize disabled debug output
if(!sLog.HasLogLevelOrHigher(LOG_LVL_DEBUG) || sLog.HasLogFilter(LOG_FILTER_PLAYER_STATS))
return;
sLog.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA));
sLog.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY), GetStat(STAT_STRENGTH));
sLog.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT), GetStat(STAT_SPIRIT));
sLog.outDebug("STAMINA is: \t\t%f",GetStat(STAT_STAMINA));
sLog.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE));
sLog.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY), GetResistance(SPELL_SCHOOL_FIRE));
sLog.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE), GetResistance(SPELL_SCHOOL_FROST));
sLog.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW), GetResistance(SPELL_SCHOOL_ARCANE));
sLog.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE), GetFloatValue(UNIT_FIELD_MAXDAMAGE));
sLog.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE));
sLog.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE));
sLog.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK), GetAttackTime(RANGED_ATTACK));
}
/*********************************************************/
/*** FLOOD FILTER SYSTEM ***/
/*********************************************************/
void Player::UpdateSpeakTime()
{
// ignore chat spam protection for GMs in any mode
if(GetSession()->GetSecurity() > SEC_PLAYER)
return;
time_t current = time (NULL);
if(m_speakTime > current)
{
uint32 max_count = sWorld.getConfig(CONFIG_UINT32_CHATFLOOD_MESSAGE_COUNT);
if(!max_count)
return;
++m_speakCount;
if(m_speakCount >= max_count)
{
// prevent overwrite mute time, if message send just before mutes set, for example.
time_t new_mute = current + sWorld.getConfig(CONFIG_UINT32_CHATFLOOD_MUTE_TIME);
if(GetSession()->m_muteTime < new_mute)
GetSession()->m_muteTime = new_mute;
m_speakCount = 0;
}
}
else
m_speakCount = 0;
m_speakTime = current + sWorld.getConfig(CONFIG_UINT32_CHATFLOOD_MESSAGE_DELAY);
}
bool Player::CanSpeak() const
{
return GetSession()->m_muteTime <= time (NULL);
}
/*********************************************************/
/*** LOW LEVEL FUNCTIONS:Notifiers ***/
/*********************************************************/
void Player::SendAttackSwingNotInRange()
{
WorldPacket data(SMSG_ATTACKSWING_NOTINRANGE, 0);
GetSession()->SendPacket( &data );
}
void Player::SavePositionInDB(ObjectGuid guid, uint32 mapid, float x, float y, float z, float o, uint32 zone)
{
std::ostringstream ss;
ss << "UPDATE characters SET position_x='"<<x<<"',position_y='"<<y
<< "',position_z='"<<z<<"',orientation='"<<o<<"',map='"<<mapid
<< "',zone='"<<zone<<"',trans_x='0',trans_y='0',trans_z='0',"
<< "transguid='0',taxi_path='' WHERE guid='"<< guid.GetCounter() <<"'";
DEBUG_LOG("%s", ss.str().c_str());
CharacterDatabase.Execute(ss.str().c_str());
}
void Player::SetUInt32ValueInArray(Tokens& tokens,uint16 index, uint32 value)
{
char buf[11];
snprintf(buf,11,"%u",value);
if(index >= tokens.size())
return;
tokens[index] = buf;
}
void Player::Customize(ObjectGuid guid, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair)
{
// 0
QueryResult* result = CharacterDatabase.PQuery("SELECT playerBytes2 FROM characters WHERE guid = '%u'", guid.GetCounter());
if (!result)
return;
Field* fields = result->Fetch();
uint32 player_bytes2 = fields[0].GetUInt32();
player_bytes2 &= ~0xFF;
player_bytes2 |= facialHair;
CharacterDatabase.PExecute("UPDATE characters SET gender = '%u', playerBytes = '%u', playerBytes2 = '%u' WHERE guid = '%u'", gender, skin | (face << 8) | (hairStyle << 16) | (hairColor << 24), player_bytes2, guid.GetCounter());
delete result;
}
void Player::SendAttackSwingDeadTarget()
{
WorldPacket data(SMSG_ATTACKSWING_DEADTARGET, 0);
GetSession()->SendPacket( &data );
}
void Player::SendAttackSwingCantAttack()
{
WorldPacket data(SMSG_ATTACKSWING_CANT_ATTACK, 0);
GetSession()->SendPacket( &data );
}
void Player::SendAttackSwingCancelAttack()
{
WorldPacket data(SMSG_CANCEL_COMBAT, 0);
GetSession()->SendPacket( &data );
}
void Player::SendAttackSwingBadFacingAttack()
{
WorldPacket data(SMSG_ATTACKSWING_BADFACING, 0);
GetSession()->SendPacket( &data );
}
void Player::SendAutoRepeatCancel(Unit *target)
{
WorldPacket data(SMSG_CANCEL_AUTO_REPEAT, target->GetPackGUID().size());
data << target->GetPackGUID(); // may be it's target guid
GetSession()->SendPacket( &data );
}
void Player::SendExplorationExperience(uint32 Area, uint32 Experience)
{
WorldPacket data( SMSG_EXPLORATION_EXPERIENCE, 8 );
data << uint32(Area);
data << uint32(Experience);
GetSession()->SendPacket(&data);
}
void Player::SendDungeonDifficulty(bool IsInGroup)
{
uint8 val = 0x00000001;
WorldPacket data(MSG_SET_DUNGEON_DIFFICULTY, 12);
data << uint32(GetDungeonDifficulty());
data << uint32(val);
data << uint32(IsInGroup);
GetSession()->SendPacket(&data);
}
void Player::SendRaidDifficulty(bool IsInGroup)
{
uint8 val = 0x00000001;
WorldPacket data(MSG_SET_RAID_DIFFICULTY, 12);
data << uint32(GetRaidDifficulty());
data << uint32(val);
data << uint32(IsInGroup);
GetSession()->SendPacket(&data);
}
void Player::SendResetFailedNotify(uint32 mapid)
{
WorldPacket data(SMSG_RESET_FAILED_NOTIFY, 4);
data << uint32(mapid);
GetSession()->SendPacket(&data);
}
/// Reset all solo instances and optionally send a message on success for each
void Player::ResetInstances(InstanceResetMethod method, bool isRaid)
{
// method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
// we assume that when the difficulty changes, all instances that can be reset will be
Difficulty diff = GetDifficulty(isRaid);
for (BoundInstancesMap::iterator itr = m_boundInstances[diff].begin(); itr != m_boundInstances[diff].end();)
{
DungeonPersistentState *state = itr->second.state;
const MapEntry *entry = sMapStore.LookupEntry(itr->first);
if (!entry || entry->IsRaid() != isRaid || !state->CanReset())
{
++itr;
continue;
}
if (method == INSTANCE_RESET_ALL)
{
// the "reset all instances" method can only reset normal maps
if (entry->map_type == MAP_RAID || diff == DUNGEON_DIFFICULTY_HEROIC)
{
++itr;
continue;
}
}
// if the map is loaded, reset it
if (Map *map = sMapMgr.FindMap(state->GetMapId(), state->GetInstanceId()))
if (map->IsDungeon())
((DungeonMap*)map)->Reset(method);
// since this is a solo instance there should not be any players inside
if (method == INSTANCE_RESET_ALL || method == INSTANCE_RESET_CHANGE_DIFFICULTY)
SendResetInstanceSuccess(state->GetMapId());
state->DeleteFromDB();
m_boundInstances[diff].erase(itr++);
// the following should remove the instance save from the manager and delete it as well
state->RemovePlayer(this);
}
}
void Player::SendResetInstanceSuccess(uint32 MapId)
{
WorldPacket data(SMSG_INSTANCE_RESET, 4);
data << uint32(MapId);
GetSession()->SendPacket(&data);
}
void Player::SendResetInstanceFailed(uint32 reason, uint32 MapId)
{
// TODO: find what other fail reasons there are besides players in the instance
WorldPacket data(SMSG_INSTANCE_RESET_FAILED, 4);
data << uint32(reason);
data << uint32(MapId);
GetSession()->SendPacket(&data);
}
/*********************************************************/
/*** Update timers ***/
/*********************************************************/
///checks the 15 afk reports per 5 minutes limit
void Player::UpdateAfkReport(time_t currTime)
{
if(m_bgData.bgAfkReportedTimer <= currTime)
{
m_bgData.bgAfkReportedCount = 0;
m_bgData.bgAfkReportedTimer = currTime+5*MINUTE;
}
}
void Player::UpdateContestedPvP(uint32 diff)
{
if(!m_contestedPvPTimer||isInCombat())
return;
if(m_contestedPvPTimer <= diff)
{
ResetContestedPvP();
}
else
m_contestedPvPTimer -= diff;
}
void Player::UpdatePvPFlag(time_t currTime)
{
if(!IsPvP())
return;
if(pvpInfo.endTimer == 0 || currTime < (pvpInfo.endTimer + 300))
return;
UpdatePvP(false);
}
void Player::UpdateDuelFlag(time_t currTime)
{
if(!duel || duel->startTimer == 0 ||currTime < duel->startTimer + 3)
return;
SetUInt32Value(PLAYER_DUEL_TEAM, 1);
duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 2);
duel->startTimer = 0;
duel->startTime = currTime;
duel->opponent->duel->startTimer = 0;
duel->opponent->duel->startTime = currTime;
}
void Player::RemovePet(PetSaveMode mode)
{
if (Pet* pet = GetPet())
pet->Unsummon(mode, this);
}
void Player::BuildPlayerChat(WorldPacket *data, uint8 msgtype, const std::string& text, uint32 language) const
{
*data << (uint8)msgtype;
*data << (uint32)language;
*data << (uint64)GetGUID();
*data << (uint32)language; //language 2.1.0 ?
*data << (uint64)GetGUID();
*data << (uint32)(text.length()+1);
*data << text;
*data << (uint8)chatTag();
}
void Player::Say(const std::string& text, const uint32 language)
{
WorldPacket data(SMSG_MESSAGECHAT, 200);
BuildPlayerChat(&data, CHAT_MSG_SAY, text, language);
SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_FLOAT_LISTEN_RANGE_SAY),true);
}
void Player::Yell(const std::string& text, const uint32 language)
{
WorldPacket data(SMSG_MESSAGECHAT, 200);
BuildPlayerChat(&data, CHAT_MSG_YELL, text, language);
SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_FLOAT_LISTEN_RANGE_YELL),true);
}
void Player::TextEmote(const std::string& text)
{
WorldPacket data(SMSG_MESSAGECHAT, 200);
BuildPlayerChat(&data, CHAT_MSG_EMOTE, text, LANG_UNIVERSAL);
SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_FLOAT_LISTEN_RANGE_TEXTEMOTE),true, !sWorld.getConfig(CONFIG_BOOL_ALLOW_TWO_SIDE_INTERACTION_CHAT) );
}
void Player::Whisper(const std::string& text, uint32 language,uint64 receiver)
{
if (language != LANG_ADDON) // if not addon data
language = LANG_UNIVERSAL; // whispers should always be readable
Player *rPlayer = sObjectMgr.GetPlayer(receiver);
// when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
if(!rPlayer->isDND() || isGameMaster())
{
WorldPacket data(SMSG_MESSAGECHAT, 200);
BuildPlayerChat(&data, CHAT_MSG_WHISPER, text, language);
rPlayer->GetSession()->SendPacket(&data);
// not send confirmation for addon messages
if (language != LANG_ADDON)
{
data.Initialize(SMSG_MESSAGECHAT, 200);
rPlayer->BuildPlayerChat(&data, CHAT_MSG_WHISPER_INFORM, text, language);
GetSession()->SendPacket(&data);
}
}
else
{
// announce to player that player he is whispering to is dnd and cannot receive his message
ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND, rPlayer->GetName(), rPlayer->dndMsg.c_str());
}
if(!isAcceptWhispers())
{
SetAcceptWhispers(true);
ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON);
}
// announce to player that player he is whispering to is afk
if(rPlayer->isAFK())
ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK, rPlayer->GetName(), rPlayer->afkMsg.c_str());
// if player whisper someone, auto turn of dnd to be able to receive an answer
if(isDND() && !rPlayer->isGameMaster())
ToggleDND();
}
void Player::PetSpellInitialize()
{
Pet* pet = GetPet();
if(!pet)
return;
DEBUG_LOG("Pet Spells Groups");
CharmInfo *charmInfo = pet->GetCharmInfo();
WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+1);
data << pet->GetObjectGuid();
data << uint16(pet->GetCreatureInfo()->family); // creature family (required for pet talents)
data << uint32(0);
data << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0);
// action bar loop
charmInfo->BuildActionBar(&data);
size_t spellsCountPos = data.wpos();
// spells count
uint8 addlist = 0;
data << uint8(addlist); // placeholder
if (pet->IsPermanentPetFor(this))
{
// spells loop
for (PetSpellMap::const_iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr)
{
if(itr->second.state == PETSPELL_REMOVED)
continue;
data << uint32(MAKE_UNIT_ACTION_BUTTON(itr->first,itr->second.active));
++addlist;
}
}
data.put<uint8>(spellsCountPos, addlist);
uint8 cooldownsCount = pet->m_CreatureSpellCooldowns.size() + pet->m_CreatureCategoryCooldowns.size();
data << uint8(cooldownsCount);
time_t curTime = time(NULL);
for(CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureSpellCooldowns.begin(); itr != pet->m_CreatureSpellCooldowns.end(); ++itr)
{
time_t cooldown = (itr->second > curTime) ? (itr->second - curTime) * IN_MILLISECONDS : 0;
data << uint32(itr->first); // spellid
data << uint16(0); // spell category?
data << uint32(cooldown); // cooldown
data << uint32(0); // category cooldown
}
for(CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureCategoryCooldowns.begin(); itr != pet->m_CreatureCategoryCooldowns.end(); ++itr)
{
time_t cooldown = (itr->second > curTime) ? (itr->second - curTime) * IN_MILLISECONDS : 0;
data << uint32(itr->first); // spellid
data << uint16(0); // spell category?
data << uint32(0); // cooldown
data << uint32(cooldown); // category cooldown
}
GetSession()->SendPacket(&data);
}
void Player::SendPetGUIDs()
{
if (GetPetGuid().IsEmpty())
return;
// Later this function might get modified for multiple guids
WorldPacket data(SMSG_PET_GUIDS, 12);
data << uint32(1); // count
data << ObjectGuid(GetPetGuid());
GetSession()->SendPacket(&data);
}
void Player::PossessSpellInitialize()
{
Unit* charm = GetCharm();
if(!charm)
return;
CharmInfo *charmInfo = charm->GetCharmInfo();
if(!charmInfo)
{
sLog.outError("Player::PossessSpellInitialize(): charm (GUID: %u TypeId: %u) has no charminfo!", charm->GetGUIDLow(),charm->GetTypeId());
return;
}
WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+1);
data << charm->GetObjectGuid();
data << uint16(0);
data << uint32(0);
data << uint32(0);
charmInfo->BuildActionBar(&data);
data << uint8(0); // spells count
data << uint8(0); // cooldowns count
GetSession()->SendPacket(&data);
}
void Player::CharmSpellInitialize()
{
Unit* charm = GetCharm();
if(!charm)
return;
CharmInfo *charmInfo = charm->GetCharmInfo();
if(!charmInfo)
{
sLog.outError("Player::CharmSpellInitialize(): the player's charm (GUID: %u TypeId: %u) has no charminfo!", charm->GetGUIDLow(),charm->GetTypeId());
return;
}
uint8 addlist = 0;
if(charm->GetTypeId() != TYPEID_PLAYER)
{
CreatureInfo const *cinfo = ((Creature*)charm)->GetCreatureInfo();
if(cinfo && cinfo->type == CREATURE_TYPE_DEMON && getClass() == CLASS_WARLOCK)
{
for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
{
if(charmInfo->GetCharmSpell(i)->GetAction())
++addlist;
}
}
}
WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+4*addlist+1);
data << charm->GetObjectGuid();
data << uint16(0);
data << uint32(0);
if(charm->GetTypeId() != TYPEID_PLAYER)
data << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0);
else
data << uint8(0) << uint8(0) << uint16(0);
charmInfo->BuildActionBar(&data);
data << uint8(addlist);
if(addlist)
{
for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
{
CharmSpellEntry *cspell = charmInfo->GetCharmSpell(i);
if(cspell->GetAction())
data << uint32(cspell->packedData);
}
}
data << uint8(0); // cooldowns count
GetSession()->SendPacket(&data);
}
void Player::RemovePetActionBar()
{
WorldPacket data(SMSG_PET_SPELLS, 8);
data << ObjectGuid();
SendDirectMessage(&data);
}
bool Player::IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell const* spell)
{
if (!mod || !spellInfo)
return false;
if(mod->charges == -1 && mod->lastAffected ) // marked as expired but locked until spell casting finish
{
// prevent apply to any spell except spell that trigger expire
if(spell)
{
if(mod->lastAffected != spell)
return false;
}
else if(mod->lastAffected != FindCurrentSpellBySpellId(spellInfo->Id))
return false;
}
return mod->isAffectedOnSpell(spellInfo);
}
void Player::AddSpellMod(SpellModifier* mod, bool apply)
{
uint16 Opcode= (mod->type == SPELLMOD_FLAT) ? SMSG_SET_FLAT_SPELL_MODIFIER : SMSG_SET_PCT_SPELL_MODIFIER;
for(int eff = 0; eff < 96; ++eff)
{
uint64 _mask = 0;
uint32 _mask2= 0;
if (eff < 64)
_mask = uint64(1) << (eff - 0);
else
_mask2= uint32(1) << (eff - 64);
if ( mod->mask & _mask || mod->mask2 & _mask2)
{
int32 val = 0;
for (SpellModList::const_iterator itr = m_spellMods[mod->op].begin(); itr != m_spellMods[mod->op].end(); ++itr)
{
if ((*itr)->type == mod->type && ((*itr)->mask & _mask || (*itr)->mask2 & _mask2))
val += (*itr)->value;
}
val += apply ? mod->value : -(mod->value);
WorldPacket data(Opcode, (1+1+4));
data << uint8(eff);
data << uint8(mod->op);
data << int32(val);
SendDirectMessage(&data);
}
}
if (apply)
m_spellMods[mod->op].push_back(mod);
else
{
if (mod->charges == -1)
--m_SpellModRemoveCount;
m_spellMods[mod->op].remove(mod);
delete mod;
}
}
void Player::RemoveSpellMods(Spell const* spell)
{
if(!spell || (m_SpellModRemoveCount == 0))
return;
for(int i=0;i<MAX_SPELLMOD;++i)
{
for (SpellModList::const_iterator itr = m_spellMods[i].begin(); itr != m_spellMods[i].end();)
{
SpellModifier *mod = *itr;
++itr;
if (mod && mod->charges == -1 && (mod->lastAffected == spell || mod->lastAffected==NULL))
{
RemoveAurasDueToSpell(mod->spellId);
if (m_spellMods[i].empty())
break;
else
itr = m_spellMods[i].begin();
}
}
}
}
// send Proficiency
void Player::SendProficiency(ItemClass itemClass, uint32 itemSubclassMask)
{
WorldPacket data(SMSG_SET_PROFICIENCY, 1 + 4);
data << uint8(itemClass) << uint32(itemSubclassMask);
GetSession()->SendPacket (&data);
}
void Player::RemovePetitionsAndSigns(ObjectGuid guid, uint32 type)
{
uint32 lowguid = guid.GetCounter();
QueryResult *result = NULL;
if(type == 10)
result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", lowguid);
else
result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", lowguid, type);
if(result)
{
do // this part effectively does nothing, since the deletion / modification only takes place _after_ the PetitionQuery. Though I don't know if the result remains intact if I execute the delete query beforehand.
{ // and SendPetitionQueryOpcode reads data from the DB
Field *fields = result->Fetch();
ObjectGuid ownerguid = ObjectGuid(HIGHGUID_PLAYER, fields[0].GetUInt32());
ObjectGuid petitionguid = ObjectGuid(HIGHGUID_ITEM, fields[1].GetUInt32());
// send update if charter owner in game
Player* owner = sObjectMgr.GetPlayer(ownerguid);
if(owner)
owner->GetSession()->SendPetitionQueryOpcode(petitionguid);
} while ( result->NextRow() );
delete result;
if(type==10)
CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", lowguid);
else
CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", lowguid, type);
}
CharacterDatabase.BeginTransaction();
if(type == 10)
{
CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", lowguid);
CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", lowguid);
}
else
{
CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", lowguid, type);
CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", lowguid, type);
}
CharacterDatabase.CommitTransaction();
}
void Player::LeaveAllArenaTeams(ObjectGuid guid)
{
uint32 lowguid = guid.GetCounter();
QueryResult *result = CharacterDatabase.PQuery("SELECT arena_team_member.arenateamid FROM arena_team_member JOIN arena_team ON arena_team_member.arenateamid = arena_team.arenateamid WHERE guid='%u'", lowguid);
if (!result)
return;
do
{
Field *fields = result->Fetch();
if (uint32 at_id = fields[0].GetUInt32())
if (ArenaTeam * at = sObjectMgr.GetArenaTeamById(at_id))
at->DelMember(guid);
} while (result->NextRow());
delete result;
}
void Player::SetRestBonus (float rest_bonus_new)
{
// Prevent resting on max level
if(getLevel() >= sWorld.getConfig(CONFIG_UINT32_MAX_PLAYER_LEVEL))
rest_bonus_new = 0;
if(rest_bonus_new < 0)
rest_bonus_new = 0;
float rest_bonus_max = (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)*1.5f/2.0f;
if(rest_bonus_new > rest_bonus_max)
m_rest_bonus = rest_bonus_max;
else
m_rest_bonus = rest_bonus_new;
// update data for client
if(m_rest_bonus>10)
SetByteValue(PLAYER_BYTES_2, 3, 0x01); // Set Reststate = Rested
else if(m_rest_bonus<=1)
SetByteValue(PLAYER_BYTES_2, 3, 0x02); // Set Reststate = Normal
//RestTickUpdate
SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE, uint32(m_rest_bonus));
}
void Player::HandleStealthedUnitsDetection()
{
std::list<Unit*> stealthedUnits;
MaNGOS::AnyStealthedCheck u_check(this);
MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck > searcher(stealthedUnits, u_check);
Cell::VisitAllObjects(this, searcher, MAX_PLAYER_STEALTH_DETECT_RANGE);
WorldObject const* viewPoint = GetCamera().GetBody();
for (std::list<Unit*>::const_iterator i = stealthedUnits.begin(); i != stealthedUnits.end(); ++i)
{
if((*i)==this)
continue;
bool hasAtClient = HaveAtClient((*i));
bool hasDetected = (*i)->isVisibleForOrDetect(this, viewPoint, true);
if (hasDetected)
{
if(!hasAtClient)
{
ObjectGuid i_guid = (*i)->GetGUID();
(*i)->SendCreateUpdateToPlayer(this);
m_clientGUIDs.insert(i_guid);
DEBUG_FILTER_LOG(LOG_FILTER_VISIBILITY_CHANGES, "%s is detected in stealth by player %u. Distance = %f",i_guid.GetString().c_str(),GetGUIDLow(),GetDistance(*i));
// target aura duration for caster show only if target exist at caster client
// send data at target visibility change (adding to client)
if((*i)!=this && (*i)->isType(TYPEMASK_UNIT))
SendAurasForTarget(*i);
}
}
else
{
if(hasAtClient)
{
(*i)->DestroyForPlayer(this);
m_clientGUIDs.erase((*i)->GetGUID());
}
}
}
}
bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc /*= NULL*/, uint32 spellid /*= 0*/)
{
if(nodes.size() < 2)
return false;
// not let cheating with start flight in time of logout process || if casting not finished || while in combat || if not use Spell's with EffectSendTaxi
if(GetSession()->isLogingOut() || isInCombat())
{
WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
data << uint32(ERR_TAXIPLAYERBUSY);
GetSession()->SendPacket(&data);
return false;
}
if(HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
return false;
// taximaster case
if (npc)
{
// not let cheating with start flight mounted
if (IsMounted())
{
WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
data << uint32(ERR_TAXIPLAYERALREADYMOUNTED);
GetSession()->SendPacket(&data);
return false;
}
if (IsInDisallowedMountForm())
{
WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
data << uint32(ERR_TAXIPLAYERSHAPESHIFTED);
GetSession()->SendPacket(&data);
return false;
}
// not let cheating with start flight in time of logout process || if casting not finished || while in combat || if not use Spell's with EffectSendTaxi
if(IsNonMeleeSpellCasted(false))
{
WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
data << uint32(ERR_TAXIPLAYERBUSY);
GetSession()->SendPacket(&data);
return false;
}
}
// cast case or scripted call case
else
{
RemoveSpellsCausingAura(SPELL_AURA_MOUNTED);
if (IsInDisallowedMountForm())
RemoveSpellsCausingAura(SPELL_AURA_MOD_SHAPESHIFT);
if (Spell* spell = GetCurrentSpell(CURRENT_GENERIC_SPELL))
if (spell->m_spellInfo->Id != spellid)
InterruptSpell(CURRENT_GENERIC_SPELL,false);
InterruptSpell(CURRENT_AUTOREPEAT_SPELL,false);
if (Spell* spell = GetCurrentSpell(CURRENT_CHANNELED_SPELL))
if (spell->m_spellInfo->Id != spellid)
InterruptSpell(CURRENT_CHANNELED_SPELL,true);
}
uint32 sourcenode = nodes[0];
// starting node too far away (cheat?)
TaxiNodesEntry const* node = sTaxiNodesStore.LookupEntry(sourcenode);
if (!node)
{
WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
data << uint32(ERR_TAXINOSUCHPATH);
GetSession()->SendPacket(&data);
return false;
}
// check node starting pos data set case if provided
if (node->x != 0.0f || node->y != 0.0f || node->z != 0.0f)
{
if (node->map_id != GetMapId() ||
(node->x - GetPositionX())*(node->x - GetPositionX())+
(node->y - GetPositionY())*(node->y - GetPositionY())+
(node->z - GetPositionZ())*(node->z - GetPositionZ()) >
(2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE))
{
WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
data << uint32(ERR_TAXITOOFARAWAY);
GetSession()->SendPacket(&data);
return false;
}
}
// node must have pos if taxi master case (npc != NULL)
else if (npc)
{
WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR);
GetSession()->SendPacket(&data);
return false;
}
// Prepare to flight start now
// stop combat at start taxi flight if any
CombatStop();
// stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
TradeCancel(true);
// clean not finished taxi path if any
m_taxi.ClearTaxiDestinations();
// 0 element current node
m_taxi.AddTaxiDestination(sourcenode);
// fill destinations path tail
uint32 sourcepath = 0;
uint32 totalcost = 0;
uint32 prevnode = sourcenode;
uint32 lastnode = 0;
for(uint32 i = 1; i < nodes.size(); ++i)
{
uint32 path, cost;
lastnode = nodes[i];
sObjectMgr.GetTaxiPath(prevnode, lastnode, path, cost);
if(!path)
{
m_taxi.ClearTaxiDestinations();
return false;
}
totalcost += cost;
if(prevnode == sourcenode)
sourcepath = path;
m_taxi.AddTaxiDestination(lastnode);
prevnode = lastnode;
}
// get mount model (in case non taximaster (npc==NULL) allow more wide lookup)
uint32 mount_display_id = sObjectMgr.GetTaxiMountDisplayId(sourcenode, GetTeam(), npc == NULL);
// in spell case allow 0 model
if ((mount_display_id == 0 && spellid == 0) || sourcepath == 0)
{
WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR);
GetSession()->SendPacket(&data);
m_taxi.ClearTaxiDestinations();
return false;
}
uint32 money = GetMoney();
if (npc)
totalcost = (uint32)ceil(totalcost*GetReputationPriceDiscount(npc));
if(money < totalcost)
{
WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
data << uint32(ERR_TAXINOTENOUGHMONEY);
GetSession()->SendPacket(&data);
m_taxi.ClearTaxiDestinations();
return false;
}
//Checks and preparations done, DO FLIGHT
ModifyMoney(-(int32)totalcost);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING, totalcost);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN, 1);
// prevent stealth flight
RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
data << uint32(ERR_TAXIOK);
GetSession()->SendPacket(&data);
DEBUG_LOG("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
GetSession()->SendDoFlight(mount_display_id, sourcepath);
return true;
}
bool Player::ActivateTaxiPathTo( uint32 taxi_path_id, uint32 spellid /*= 0*/ )
{
TaxiPathEntry const* entry = sTaxiPathStore.LookupEntry(taxi_path_id);
if(!entry)
return false;
std::vector<uint32> nodes;
nodes.resize(2);
nodes[0] = entry->from;
nodes[1] = entry->to;
return ActivateTaxiPathTo(nodes,NULL,spellid);
}
void Player::ContinueTaxiFlight()
{
uint32 sourceNode = m_taxi.GetTaxiSource();
if (!sourceNode)
return;
DEBUG_LOG( "WORLD: Restart character %u taxi flight", GetGUIDLow() );
uint32 mountDisplayId = sObjectMgr.GetTaxiMountDisplayId(sourceNode, GetTeam(), true);
uint32 path = m_taxi.GetCurrentTaxiPath();
// search appropriate start path node
uint32 startNode = 0;
TaxiPathNodeList const& nodeList = sTaxiPathNodesByPath[path];
float distPrev = MAP_SIZE*MAP_SIZE;
float distNext =
(nodeList[0].x-GetPositionX())*(nodeList[0].x-GetPositionX())+
(nodeList[0].y-GetPositionY())*(nodeList[0].y-GetPositionY())+
(nodeList[0].z-GetPositionZ())*(nodeList[0].z-GetPositionZ());
for(uint32 i = 1; i < nodeList.size(); ++i)
{
TaxiPathNodeEntry const& node = nodeList[i];
TaxiPathNodeEntry const& prevNode = nodeList[i-1];
// skip nodes at another map
if (node.mapid != GetMapId())
continue;
distPrev = distNext;
distNext =
(node.x-GetPositionX())*(node.x-GetPositionX())+
(node.y-GetPositionY())*(node.y-GetPositionY())+
(node.z-GetPositionZ())*(node.z-GetPositionZ());
float distNodes =
(node.x-prevNode.x)*(node.x-prevNode.x)+
(node.y-prevNode.y)*(node.y-prevNode.y)+
(node.z-prevNode.z)*(node.z-prevNode.z);
if (distNext + distPrev < distNodes)
{
startNode = i;
break;
}
}
GetSession()->SendDoFlight(mountDisplayId, path, startNode);
}
void Player::ProhibitSpellSchool(SpellSchoolMask idSchoolMask, uint32 unTimeMs )
{
// last check 2.0.10
WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+m_spells.size()*8);
data << GetObjectGuid();
data << uint8(0x0); // flags (0x1, 0x2)
time_t curTime = time(NULL);
for(PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
{
if (itr->second.state == PLAYERSPELL_REMOVED)
continue;
uint32 unSpellId = itr->first;
SpellEntry const *spellInfo = sSpellStore.LookupEntry(unSpellId);
if (!spellInfo)
{
MANGOS_ASSERT(spellInfo);
continue;
}
// Not send cooldown for this spells
if (spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE)
continue;
if((idSchoolMask & GetSpellSchoolMask(spellInfo)) && GetSpellCooldownDelay(unSpellId) < unTimeMs )
{
data << uint32(unSpellId);
data << uint32(unTimeMs); // in m.secs
AddSpellCooldown(unSpellId, 0, curTime + unTimeMs/IN_MILLISECONDS);
}
}
GetSession()->SendPacket(&data);
}
void Player::InitDataForForm(bool reapplyMods)
{
ShapeshiftForm form = GetShapeshiftForm();
SpellShapeshiftFormEntry const* ssEntry = sSpellShapeshiftFormStore.LookupEntry(form);
if(ssEntry && ssEntry->attackSpeed)
{
SetAttackTime(BASE_ATTACK,ssEntry->attackSpeed);
SetAttackTime(OFF_ATTACK,ssEntry->attackSpeed);
SetAttackTime(RANGED_ATTACK, BASE_ATTACK_TIME);
}
else
SetRegularAttackTime();
switch(form)
{
case FORM_CAT:
{
if(getPowerType()!=POWER_ENERGY)
setPowerType(POWER_ENERGY);
break;
}
case FORM_BEAR:
case FORM_DIREBEAR:
{
if(getPowerType()!=POWER_RAGE)
setPowerType(POWER_RAGE);
break;
}
default: // 0, for example
{
ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(getClass());
if(cEntry && cEntry->powerType < MAX_POWERS && uint32(getPowerType()) != cEntry->powerType)
setPowerType(Powers(cEntry->powerType));
break;
}
}
// update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
if (!reapplyMods)
UpdateEquipSpellsAtFormChange();
UpdateAttackPowerAndDamage();
UpdateAttackPowerAndDamage(true);
}
void Player::InitDisplayIds()
{
PlayerInfo const *info = sObjectMgr.GetPlayerInfo(getRace(), getClass());
if(!info)
{
sLog.outError("Player %u has incorrect race/class pair. Can't init display ids.", GetGUIDLow());
return;
}
// reset scale before reapply auras
SetObjectScale(DEFAULT_OBJECT_SCALE);
uint8 gender = getGender();
switch(gender)
{
case GENDER_FEMALE:
SetDisplayId(info->displayId_f );
SetNativeDisplayId(info->displayId_f );
break;
case GENDER_MALE:
SetDisplayId(info->displayId_m );
SetNativeDisplayId(info->displayId_m );
break;
default:
sLog.outError("Invalid gender %u for player",gender);
return;
}
}
// Return true is the bought item has a max count to force refresh of window by caller
bool Player::BuyItemFromVendorSlot(ObjectGuid vendorGuid, uint32 vendorslot, uint32 item, uint8 count, uint8 bag, uint8 slot)
{
// cheating attempt
if (count < 1) count = 1;
if (!isAlive())
return false;
ItemPrototype const *pProto = ObjectMgr::GetItemPrototype( item );
if (!pProto)
{
SendBuyError( BUY_ERR_CANT_FIND_ITEM, NULL, item, 0);
return false;
}
Creature *pCreature = GetNPCIfCanInteractWith(vendorGuid, UNIT_NPC_FLAG_VENDOR);
if (!pCreature)
{
DEBUG_LOG("WORLD: BuyItemFromVendor - %s not found or you can't interact with him.", vendorGuid.GetString().c_str());
SendBuyError(BUY_ERR_DISTANCE_TOO_FAR, NULL, item, 0);
return false;
}
VendorItemData const* vItems = pCreature->GetVendorItems();
VendorItemData const* tItems = pCreature->GetVendorTemplateItems();
if ((!vItems || vItems->Empty()) && (!tItems || tItems->Empty()))
{
SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
return false;
}
uint32 vCount = vItems ? vItems->GetItemCount() : 0;
uint32 tCount = tItems ? tItems->GetItemCount() : 0;
if (vendorslot >= vCount+tCount)
{
SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
return false;
}
VendorItem const* crItem = vendorslot < vCount ? vItems->GetItem(vendorslot) : tItems->GetItem(vendorslot - vCount);
if (!crItem) // store diff item (cheating)
{
SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
return false;
}
if (crItem->item != item) // store diff item (cheating or special convert)
{
bool converted = false;
// possible item converted for BoA case
ItemPrototype const* crProto = ObjectMgr::GetItemPrototype(crItem->item);
if (crProto->Flags & ITEM_FLAG_BOA && crProto->RequiredReputationFaction &&
uint32(GetReputationRank(crProto->RequiredReputationFaction)) >= crProto->RequiredReputationRank)
converted = item == sObjectMgr.GetItemConvert(crItem->item, getRaceMask());;
if(!converted)
{
SendBuyError(BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
return false;
}
}
// check current item amount if it limited
if (crItem->maxcount != 0)
{
if (pCreature->GetVendorItemCurrentCount(crItem) < pProto->BuyCount * count )
{
SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD, pCreature, item, 0);
return false;
}
}
if (uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank)
{
SendBuyError( BUY_ERR_REPUTATION_REQUIRE, pCreature, item, 0);
return false;
}
if (uint32 extendedCostId = crItem->ExtendedCost)
{
ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(extendedCostId);
if (!iece)
{
sLog.outError("Item %u have wrong ExtendedCost field value %u", pProto->ItemId, extendedCostId);
return false;
}
// honor points price
if (GetHonorPoints() < (iece->reqhonorpoints * count))
{
SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS, NULL, NULL);
return false;
}
// arena points price
if (GetArenaPoints() < (iece->reqarenapoints * count))
{
SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS, NULL, NULL);
return false;
}
// item base price
for (uint8 i = 0; i < 5; ++i)
{
if(iece->reqitem[i] && !HasItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count)))
{
SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, NULL, NULL);
return false;
}
}
// check for personal arena rating requirement
if( GetMaxPersonalArenaRatingRequirement(iece->reqarenaslot) < iece->reqpersonalarenarating )
{
// probably not the proper equip err
SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK,NULL,NULL);
return false;
}
}
uint32 price = (crItem->ExtendedCost == 0 || pProto->Flags2 & ITEM_FLAG2_EXT_COST_REQUIRES_GOLD) ? pProto->BuyPrice * count : 0;
// reputation discount
if (price)
price = uint32(floor(price * GetReputationPriceDiscount(pCreature)));
if (GetMoney() < price)
{
SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, pCreature, item, 0);
return false;
}
if ((bag == NULL_BAG && slot == NULL_SLOT) || IsInventoryPos(bag, slot))
{
ItemPosCountVec dest;
uint8 msg = CanStoreNewItem( bag, slot, dest, item, pProto->BuyCount * count );
if (msg != EQUIP_ERR_OK)
{
SendEquipError( msg, NULL, NULL, item );
return false;
}
ModifyMoney( -(int32)price );
if (uint32 extendedCostId = crItem->ExtendedCost)
{
ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(extendedCostId);
if (iece->reqhonorpoints)
ModifyHonorPoints( - int32(iece->reqhonorpoints * count));
if (iece->reqarenapoints)
ModifyArenaPoints( - int32(iece->reqarenapoints * count));
for (uint8 i = 0; i < 5; ++i)
{
if (iece->reqitem[i])
DestroyItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count), true);
}
}
if (Item *it = StoreNewItem( dest, item, true ))
{
uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
data << pCreature->GetObjectGuid();
data << uint32(vendorslot+1); // numbered from 1 at client
data << uint32(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
data << uint32(count);
GetSession()->SendPacket(&data);
SendNewItem(it, pProto->BuyCount*count, true, false, false);
}
}
else if (IsEquipmentPos(bag, slot))
{
if (pProto->BuyCount * count != 1)
{
SendEquipError( EQUIP_ERR_ITEM_CANT_BE_EQUIPPED, NULL, NULL );
return false;
}
uint16 dest;
uint8 msg = CanEquipNewItem( slot, dest, item, false );
if (msg != EQUIP_ERR_OK)
{
SendEquipError( msg, NULL, NULL, item );
return false;
}
ModifyMoney( -(int32)price );
if (uint32 extendedCostId = crItem->ExtendedCost)
{
ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(extendedCostId);
if (iece->reqhonorpoints)
ModifyHonorPoints( - int32(iece->reqhonorpoints));
if (iece->reqarenapoints)
ModifyArenaPoints( - int32(iece->reqarenapoints));
for (uint8 i = 0; i < 5; ++i)
{
if(iece->reqitem[i])
DestroyItemCount(iece->reqitem[i], iece->reqitemcount[i], true);
}
}
if (Item *it = EquipNewItem( dest, item, true ))
{
uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
data << pCreature->GetObjectGuid();
data << uint32(vendorslot + 1); // numbered from 1 at client
data << uint32(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
data << uint32(count);
GetSession()->SendPacket(&data);
SendNewItem(it, pProto->BuyCount*count, true, false, false);
AutoUnequipOffhandIfNeed();
}
}
else
{
SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL );
return false;
}
return crItem->maxcount != 0;
}
uint32 Player::GetMaxPersonalArenaRatingRequirement(uint32 minarenaslot)
{
// returns the maximal personal arena rating that can be used to purchase items requiring this condition
// the personal rating of the arena team must match the required limit as well
// so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
uint32 max_personal_rating = 0;
for(int i = minarenaslot; i < MAX_ARENA_SLOT; ++i)
{
if(ArenaTeam * at = sObjectMgr.GetArenaTeamById(GetArenaTeamId(i)))
{
uint32 p_rating = GetArenaPersonalRating(i);
uint32 t_rating = at->GetRating();
p_rating = p_rating < t_rating ? p_rating : t_rating;
if(max_personal_rating < p_rating)
max_personal_rating = p_rating;
}
}
return max_personal_rating;
}
void Player::UpdateHomebindTime(uint32 time)
{
// GMs never get homebind timer online
if (m_InstanceValid || isGameMaster())
{
if(m_HomebindTimer) // instance valid, but timer not reset
{
// hide reminder
WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
data << uint32(0);
data << uint32(ERR_RAID_GROUP_NONE); // error used only when timer = 0
GetSession()->SendPacket(&data);
}
// instance is valid, reset homebind timer
m_HomebindTimer = 0;
}
else if (m_HomebindTimer > 0)
{
if (time >= m_HomebindTimer)
{
// teleport to nearest graveyard
RepopAtGraveyard();
}
else
m_HomebindTimer -= time;
}
else
{
// instance is invalid, start homebind timer
m_HomebindTimer = 60000;
// send message to player
WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
data << uint32(m_HomebindTimer);
data << uint32(ERR_RAID_GROUP_NONE); // error used only when timer = 0
GetSession()->SendPacket(&data);
DEBUG_LOG("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
}
}
void Player::UpdatePvP(bool state, bool ovrride)
{
if(!state || ovrride)
{
SetPvP(state);
pvpInfo.endTimer = 0;
}
else
{
if(pvpInfo.endTimer != 0)
pvpInfo.endTimer = time(NULL);
else
SetPvP(state);
}
}
void Player::AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 itemId, Spell* spell, bool infinityCooldown)
{
// init cooldown values
uint32 cat = 0;
int32 rec = -1;
int32 catrec = -1;
// some special item spells without correct cooldown in SpellInfo
// cooldown information stored in item prototype
// This used in same way in WorldSession::HandleItemQuerySingleOpcode data sending to client.
if (itemId)
{
if (ItemPrototype const* proto = ObjectMgr::GetItemPrototype(itemId))
{
for(int idx = 0; idx < 5; ++idx)
{
if (proto->Spells[idx].SpellId == spellInfo->Id)
{
cat = proto->Spells[idx].SpellCategory;
rec = proto->Spells[idx].SpellCooldown;
catrec = proto->Spells[idx].SpellCategoryCooldown;
break;
}
}
}
}
// if no cooldown found above then base at DBC data
if (rec < 0 && catrec < 0)
{
cat = spellInfo->Category;
rec = spellInfo->RecoveryTime;
catrec = spellInfo->CategoryRecoveryTime;
}
time_t curTime = time(NULL);
time_t catrecTime;
time_t recTime;
// overwrite time for selected category
if (infinityCooldown)
{
// use +MONTH as infinity mark for spell cooldown (will checked as MONTH/2 at save ans skipped)
// but not allow ignore until reset or re-login
catrecTime = catrec > 0 ? curTime+infinityCooldownDelay : 0;
recTime = rec > 0 ? curTime+infinityCooldownDelay : catrecTime;
}
else
{
// shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK)
// prevent 0 cooldowns set by another way
if (rec <= 0 && catrec <= 0 && (cat == 76 || (IsAutoRepeatRangedSpell(spellInfo) && spellInfo->Id != SPELL_ID_AUTOSHOT)))
rec = GetAttackTime(RANGED_ATTACK);
// Now we have cooldown data (if found any), time to apply mods
if (rec > 0)
ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, rec, spell);
if (catrec > 0)
ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, catrec, spell);
// replace negative cooldowns by 0
if (rec < 0) rec = 0;
if (catrec < 0) catrec = 0;
// no cooldown after applying spell mods
if (rec == 0 && catrec == 0)
return;
catrecTime = catrec ? curTime+catrec/IN_MILLISECONDS : 0;
recTime = rec ? curTime+rec/IN_MILLISECONDS : catrecTime;
}
// self spell cooldown
if (recTime > 0)
AddSpellCooldown(spellInfo->Id, itemId, recTime);
// category spells
if (cat && catrec > 0)
{
SpellCategoryStore::const_iterator i_scstore = sSpellCategoryStore.find(cat);
if (i_scstore != sSpellCategoryStore.end())
{
for(SpellCategorySet::const_iterator i_scset = i_scstore->second.begin(); i_scset != i_scstore->second.end(); ++i_scset)
{
if (*i_scset == spellInfo->Id) // skip main spell, already handled above
continue;
AddSpellCooldown(*i_scset, itemId, catrecTime);
}
}
}
}
void Player::AddSpellCooldown(uint32 spellid, uint32 itemid, time_t end_time)
{
SpellCooldown sc;
sc.end = end_time;
sc.itemid = itemid;
m_spellCooldowns[spellid] = sc;
}
void Player::SendCooldownEvent(SpellEntry const *spellInfo, uint32 itemId, Spell* spell)
{
// start cooldowns at server side, if any
AddSpellAndCategoryCooldowns(spellInfo, itemId, spell);
// Send activate cooldown timer (possible 0) at client side
WorldPacket data(SMSG_COOLDOWN_EVENT, (4+8));
data << uint32(spellInfo->Id);
data << GetObjectGuid();
SendDirectMessage(&data);
}
void Player::UpdatePotionCooldown(Spell* spell)
{
// no potion used in combat or still in combat
if(!m_lastPotionId || isInCombat())
return;
// Call not from spell cast, send cooldown event for item spells if no in combat
if(!spell)
{
// spell/item pair let set proper cooldown (except nonexistent charged spell cooldown spellmods for potions)
if(ItemPrototype const* proto = ObjectMgr::GetItemPrototype(m_lastPotionId))
for(int idx = 0; idx < 5; ++idx)
if(proto->Spells[idx].SpellId && proto->Spells[idx].SpellTrigger == ITEM_SPELLTRIGGER_ON_USE)
if(SpellEntry const* spellInfo = sSpellStore.LookupEntry(proto->Spells[idx].SpellId))
SendCooldownEvent(spellInfo,m_lastPotionId);
}
// from spell cases (m_lastPotionId set in Spell::SendSpellCooldown)
else
SendCooldownEvent(spell->m_spellInfo,m_lastPotionId,spell);
m_lastPotionId = 0;
}
//slot to be excluded while counting
bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot)
{
if(!enchantmentcondition)
return true;
SpellItemEnchantmentConditionEntry const *Condition = sSpellItemEnchantmentConditionStore.LookupEntry(enchantmentcondition);
if(!Condition)
return true;
uint8 curcount[4] = {0, 0, 0, 0};
//counting current equipped gem colors
for(uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
{
if(i == slot)
continue;
Item *pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if(pItem2 && !pItem2->IsBroken() && pItem2->GetProto()->Socket[0].Color)
{
for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
{
uint32 enchant_id = pItem2->GetEnchantmentId(EnchantmentSlot(enchant_slot));
if(!enchant_id)
continue;
SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if(!enchantEntry)
continue;
uint32 gemid = enchantEntry->GemID;
if(!gemid)
continue;
ItemPrototype const* gemProto = sItemStorage.LookupEntry<ItemPrototype>(gemid);
if(!gemProto)
continue;
GemPropertiesEntry const* gemProperty = sGemPropertiesStore.LookupEntry(gemProto->GemProperties);
if(!gemProperty)
continue;
uint8 GemColor = gemProperty->color;
for(uint8 b = 0, tmpcolormask = 1; b < 4; b++, tmpcolormask <<= 1)
{
if(tmpcolormask & GemColor)
++curcount[b];
}
}
}
}
bool activate = true;
for(int i = 0; i < 5; ++i)
{
if(!Condition->Color[i])
continue;
uint32 _cur_gem = curcount[Condition->Color[i] - 1];
// if have <CompareColor> use them as count, else use <value> from Condition
uint32 _cmp_gem = Condition->CompareColor[i] ? curcount[Condition->CompareColor[i] - 1]: Condition->Value[i];
switch(Condition->Comparator[i])
{
case 2: // requires less <color> than (<value> || <comparecolor>) gems
activate &= (_cur_gem < _cmp_gem) ? true : false;
break;
case 3: // requires more <color> than (<value> || <comparecolor>) gems
activate &= (_cur_gem > _cmp_gem) ? true : false;
break;
case 5: // requires at least <color> than (<value> || <comparecolor>) gems
activate &= (_cur_gem >= _cmp_gem) ? true : false;
break;
}
}
DEBUG_LOG("Checking Condition %u, there are %u Meta Gems, %u Red Gems, %u Yellow Gems and %u Blue Gems, Activate:%s", enchantmentcondition, curcount[0], curcount[1], curcount[2], curcount[3], activate ? "yes" : "no");
return activate;
}
void Player::CorrectMetaGemEnchants(uint8 exceptslot, bool apply)
{
//cycle all equipped items
for(uint32 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
{
//enchants for the slot being socketed are handled by Player::ApplyItemMods
if(slot == exceptslot)
continue;
Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot );
if(!pItem || !pItem->GetProto()->Socket[0].Color)
continue;
for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
{
uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
if(!enchant_id)
continue;
SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if(!enchantEntry)
continue;
uint32 condition = enchantEntry->EnchantmentCondition;
if(condition)
{
//was enchant active with/without item?
bool wasactive = EnchantmentFitsRequirements(condition, apply ? exceptslot : -1);
//should it now be?
if(wasactive != EnchantmentFitsRequirements(condition, apply ? -1 : exceptslot))
{
// ignore item gem conditions
//if state changed, (dis)apply enchant
ApplyEnchantment(pItem, EnchantmentSlot(enchant_slot), !wasactive, true, true);
}
}
}
}
}
//if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
void Player::ToggleMetaGemsActive(uint8 exceptslot, bool apply)
{
//cycle all equipped items
for(int slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
{
//enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
if(slot == exceptslot)
continue;
Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot );
if(!pItem || !pItem->GetProto()->Socket[0].Color) //if item has no sockets or no item is equipped go to next item
continue;
//cycle all (gem)enchants
for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
{
uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
if(!enchant_id) //if no enchant go to next enchant(slot)
continue;
SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if(!enchantEntry)
continue;
//only metagems to be (de)activated, so only enchants with condition
uint32 condition = enchantEntry->EnchantmentCondition;
if(condition)
ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot), apply);
}
}
}
void Player::SetBattleGroundEntryPoint()
{
// Taxi path store
if (!m_taxi.empty())
{
m_bgData.mountSpell = 0;
m_bgData.taxiPath[0] = m_taxi.GetTaxiSource();
m_bgData.taxiPath[1] = m_taxi.GetTaxiDestination();
// On taxi we don't need check for dungeon
m_bgData.joinPos = WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
m_bgData.m_needSave = true;
return;
}
else
{
m_bgData.ClearTaxiPath();
// Mount spell id storing
if (IsMounted())
{
AuraList const& auras = GetAurasByType(SPELL_AURA_MOUNTED);
if (!auras.empty())
m_bgData.mountSpell = (*auras.begin())->GetId();
}
else
m_bgData.mountSpell = 0;
// If map is dungeon find linked graveyard
if(GetMap()->IsDungeon())
{
if (const WorldSafeLocsEntry* entry = sObjectMgr.GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam()))
{
m_bgData.joinPos = WorldLocation(entry->map_id, entry->x, entry->y, entry->z, 0.0f);
m_bgData.m_needSave = true;
return;
}
else
sLog.outError("SetBattleGroundEntryPoint: Dungeon map %u has no linked graveyard, setting home location as entry point.", GetMapId());
}
// If new entry point is not BG or arena set it
else if (!GetMap()->IsBattleGroundOrArena())
{
m_bgData.joinPos = WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
m_bgData.m_needSave = true;
return;
}
}
// In error cases use homebind position
m_bgData.joinPos = WorldLocation(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, 0.0f);
m_bgData.m_needSave = true;
}
void Player::LeaveBattleground(bool teleportToEntryPoint)
{
if(BattleGround *bg = GetBattleGround())
{
bg->RemovePlayerAtLeave(GetObjectGuid(), teleportToEntryPoint, true);
// call after remove to be sure that player resurrected for correct cast
if( bg->isBattleGround() && !isGameMaster() && sWorld.getConfig(CONFIG_BOOL_BATTLEGROUND_CAST_DESERTER) )
{
if( bg->GetStatus() == STATUS_IN_PROGRESS || bg->GetStatus() == STATUS_WAIT_JOIN )
{
//lets check if player was teleported from BG and schedule delayed Deserter spell cast
if(IsBeingTeleportedFar())
{
ScheduleDelayedOperation(DELAYED_SPELL_CAST_DESERTER);
return;
}
CastSpell(this, 26013, true); // Deserter
}
}
}
}
bool Player::CanJoinToBattleground() const
{
// check Deserter debuff
if(GetDummyAura(26013))
return false;
return true;
}
bool Player::CanReportAfkDueToLimit()
{
// a player can complain about 15 people per 5 minutes
if(m_bgData.bgAfkReportedCount++ >= 15)
return false;
return true;
}
///This player has been blamed to be inactive in a battleground
void Player::ReportedAfkBy(Player* reporter)
{
BattleGround *bg = GetBattleGround();
if(!bg || bg != reporter->GetBattleGround() || GetTeam() != reporter->GetTeam())
return;
// check if player has 'Idle' or 'Inactive' debuff
if(m_bgData.bgAfkReporter.find(reporter->GetGUIDLow()) == m_bgData.bgAfkReporter.end() && !HasAura(43680, EFFECT_INDEX_0) && !HasAura(43681, EFFECT_INDEX_0) && reporter->CanReportAfkDueToLimit())
{
m_bgData.bgAfkReporter.insert(reporter->GetGUIDLow());
// 3 players have to complain to apply debuff
if(m_bgData.bgAfkReporter.size() >= 3)
{
// cast 'Idle' spell
CastSpell(this, 43680, true);
m_bgData.bgAfkReporter.clear();
}
}
}
bool Player::IsVisibleInGridForPlayer( Player* pl ) const
{
// gamemaster in GM mode see all, including ghosts
if(pl->isGameMaster() && GetSession()->GetSecurity() <= pl->GetSession()->GetSecurity())
return true;
// It seems in battleground everyone sees everyone, except the enemy-faction ghosts
if (InBattleGround())
{
if (!(isAlive() || m_deathTimer > 0) && !IsFriendlyTo(pl) )
return false;
return true;
}
// Live player see live player or dead player with not realized corpse
if(pl->isAlive() || pl->m_deathTimer > 0)
{
return isAlive() || m_deathTimer > 0;
}
// Ghost see other friendly ghosts, that's for sure
if(!(isAlive() || m_deathTimer > 0) && IsFriendlyTo(pl))
return true;
// Dead player see live players near own corpse
if(isAlive())
{
Corpse *corpse = pl->GetCorpse();
if(corpse)
{
// 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
if(corpse->IsWithinDistInMap(this,(20+25)*sWorld.getConfig(CONFIG_FLOAT_RATE_CREATURE_AGGRO)))
return true;
}
}
// and not see any other
return false;
}
bool Player::IsVisibleGloballyFor( Player* u ) const
{
if(!u)
return false;
// Always can see self
if (u==this)
return true;
// Visible units, always are visible for all players
if (GetVisibility() == VISIBILITY_ON)
return true;
// GMs are visible for higher gms (or players are visible for gms)
if (u->GetSession()->GetSecurity() > SEC_PLAYER)
return GetSession()->GetSecurity() <= u->GetSession()->GetSecurity();
// non faction visibility non-breakable for non-GMs
if (GetVisibility() == VISIBILITY_OFF)
return false;
// non-gm stealth/invisibility not hide from global player lists
return true;
}
template<class T>
inline void BeforeVisibilityDestroy(T* /*t*/, Player* /*p*/)
{
}
template<>
inline void BeforeVisibilityDestroy<Creature>(Creature* t, Player* p)
{
if (p->GetPetGuid() == t->GetObjectGuid() && ((Creature*)t)->IsPet())
((Pet*)t)->Unsummon(PET_SAVE_REAGENTS);
}
void Player::UpdateVisibilityOf(WorldObject const* viewPoint, WorldObject* target)
{
if(HaveAtClient(target))
{
if(!target->isVisibleForInState(this, viewPoint, true))
{
ObjectGuid t_guid = target->GetObjectGuid();
if (target->GetTypeId()==TYPEID_UNIT)
{
BeforeVisibilityDestroy<Creature>((Creature*)target,this);
// at remove from map (destroy) show kill animation (in different out of range/stealth case)
target->DestroyForPlayer(this, !target->IsInWorld() && ((Creature*)target)->isDead());
}
else
target->DestroyForPlayer(this);
m_clientGUIDs.erase(t_guid);
DEBUG_FILTER_LOG(LOG_FILTER_VISIBILITY_CHANGES, "%s out of range for player %u. Distance = %f",t_guid.GetString().c_str(),GetGUIDLow(),GetDistance(target));
}
}
else
{
if(target->isVisibleForInState(this, viewPoint, false))
{
target->SendCreateUpdateToPlayer(this);
if(target->GetTypeId()!=TYPEID_GAMEOBJECT||!((GameObject*)target)->IsTransport())
m_clientGUIDs.insert(target->GetObjectGuid());
DEBUG_FILTER_LOG(LOG_FILTER_VISIBILITY_CHANGES, "Object %u (Type: %u) is visible now for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
// target aura duration for caster show only if target exist at caster client
// send data at target visibility change (adding to client)
if(target!=this && target->isType(TYPEMASK_UNIT))
SendAurasForTarget((Unit*)target);
if(target->GetTypeId()==TYPEID_UNIT && ((Creature*)target)->isAlive())
((Creature*)target)->SendMonsterMoveWithSpeedToCurrentDestination(this);
}
}
}
template<class T>
inline void UpdateVisibilityOf_helper(ObjectGuidSet& s64, T* target)
{
s64.insert(target->GetGUID());
}
template<>
inline void UpdateVisibilityOf_helper(ObjectGuidSet& s64, GameObject* target)
{
if(!target->IsTransport())
s64.insert(target->GetGUID());
}
template<class T>
void Player::UpdateVisibilityOf(WorldObject const* viewPoint, T* target, UpdateData& data, std::set<WorldObject*>& visibleNow)
{
if(HaveAtClient(target))
{
if(!target->isVisibleForInState(this,viewPoint,true))
{
BeforeVisibilityDestroy<T>(target,this);
ObjectGuid t_guid = target->GetObjectGuid();
target->BuildOutOfRangeUpdateBlock(&data);
m_clientGUIDs.erase(t_guid);
DEBUG_FILTER_LOG(LOG_FILTER_VISIBILITY_CHANGES, "%s is out of range for %s. Distance = %f", t_guid.GetString().c_str(), GetGuidStr().c_str(), GetDistance(target));
}
}
else
{
if(target->isVisibleForInState(this,viewPoint,false))
{
visibleNow.insert(target);
target->BuildCreateUpdateBlockForPlayer(&data, this);
UpdateVisibilityOf_helper(m_clientGUIDs,target);
DEBUG_FILTER_LOG(LOG_FILTER_VISIBILITY_CHANGES, "%s is visible now for %s. Distance = %f", target->GetGuidStr().c_str(), GetGuidStr().c_str(), GetDistance(target));
}
}
}
template void Player::UpdateVisibilityOf(WorldObject const* viewPoint, Player* target, UpdateData& data, std::set<WorldObject*>& visibleNow);
template void Player::UpdateVisibilityOf(WorldObject const* viewPoint, Creature* target, UpdateData& data, std::set<WorldObject*>& visibleNow);
template void Player::UpdateVisibilityOf(WorldObject const* viewPoint, Corpse* target, UpdateData& data, std::set<WorldObject*>& visibleNow);
template void Player::UpdateVisibilityOf(WorldObject const* viewPoint, GameObject* target, UpdateData& data, std::set<WorldObject*>& visibleNow);
template void Player::UpdateVisibilityOf(WorldObject const* viewPoint, DynamicObject* target, UpdateData& data, std::set<WorldObject*>& visibleNow);
void Player::InitPrimaryProfessions()
{
SetFreePrimaryProfessions(sWorld.getConfig(CONFIG_UINT32_MAX_PRIMARY_TRADE_SKILL));
}
void Player::SendComboPoints()
{
Unit *combotarget = ObjectAccessor::GetUnit(*this, m_comboTargetGuid);
if (combotarget)
{
WorldPacket data(SMSG_UPDATE_COMBO_POINTS, combotarget->GetPackGUID().size()+1);
data << combotarget->GetPackGUID();
data << uint8(m_comboPoints);
GetSession()->SendPacket(&data);
}
}
void Player::AddComboPoints(Unit* target, int8 count)
{
if(!count)
return;
// without combo points lost (duration checked in aura)
RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS);
if(target->GetObjectGuid() == m_comboTargetGuid)
{
m_comboPoints += count;
}
else
{
if (!m_comboTargetGuid.IsEmpty())
if(Unit* target2 = ObjectAccessor::GetUnit(*this, m_comboTargetGuid))
target2->RemoveComboPointHolder(GetGUIDLow());
m_comboTargetGuid = target->GetObjectGuid();
m_comboPoints = count;
target->AddComboPointHolder(GetGUIDLow());
}
if (m_comboPoints > 5) m_comboPoints = 5;
if (m_comboPoints < 0) m_comboPoints = 0;
SendComboPoints();
}
void Player::ClearComboPoints()
{
if (m_comboTargetGuid.IsEmpty())
return;
// without combopoints lost (duration checked in aura)
RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS);
m_comboPoints = 0;
SendComboPoints();
if(Unit* target = ObjectAccessor::GetUnit(*this,m_comboTargetGuid))
target->RemoveComboPointHolder(GetGUIDLow());
m_comboTargetGuid.Clear();
}
void Player::SetGroup(Group *group, int8 subgroup)
{
if(group == NULL)
m_group.unlink();
else
{
// never use SetGroup without a subgroup unless you specify NULL for group
MANGOS_ASSERT(subgroup >= 0);
m_group.link(group, this);
m_group.setSubGroup((uint8)subgroup);
}
}
void Player::SendInitialPacketsBeforeAddToMap()
{
GetSocial()->SendSocialList();
// Homebind
WorldPacket data(SMSG_BINDPOINTUPDATE, 5*4);
data << m_homebindX << m_homebindY << m_homebindZ;
data << (uint32) m_homebindMapId;
data << (uint32) m_homebindAreaId;
GetSession()->SendPacket(&data);
// SMSG_SET_PROFICIENCY
// SMSG_SET_PCT_SPELL_MODIFIER
// SMSG_SET_FLAT_SPELL_MODIFIER
SendTalentsInfoData(false);
data.Initialize(SMSG_INSTANCE_DIFFICULTY, 4+4);
data << uint32(GetMap()->GetDifficulty());
data << uint32(0);
GetSession()->SendPacket(&data);
SendInitialSpells();
data.Initialize(SMSG_SEND_UNLEARN_SPELLS, 4);
data << uint32(0); // count, for(count) uint32;
GetSession()->SendPacket(&data);
SendInitialActionButtons();
m_reputationMgr.SendInitialReputations();
if(!isAlive())
SendCorpseReclaimDelay(true);
SendInitWorldStates(GetZoneId(), GetAreaId());
SendEquipmentSetList();
m_achievementMgr.SendAllAchievementData();
data.Initialize(SMSG_LOGIN_SETTIMESPEED, 4 + 4 + 4);
data << uint32(secsToTimeBitFields(sWorld.GetGameTime()));
data << (float)0.01666667f; // game speed
data << uint32(0); // added in 3.1.2
GetSession()->SendPacket( &data );
// SMSG_TALENTS_INFO x 2 for pet (unspent points and talents in separate packets...)
// SMSG_PET_GUIDS
// SMSG_POWER_UPDATE
// set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
if (IsFreeFlying() || IsTaxiFlying())
m_movementInfo.AddMovementFlag(MOVEFLAG_FLYING);
SetMover(this);
}
void Player::SendInitialPacketsAfterAddToMap()
{
// update zone
uint32 newzone, newarea;
GetZoneAndAreaId(newzone,newarea);
UpdateZone(newzone,newarea); // also call SendInitWorldStates();
ResetTimeSync();
SendTimeSync();
CastSpell(this, 836, true); // LOGINEFFECT
// set some aura effects that send packet to player client after add player to map
// SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
// same auras state lost at far teleport, send it one more time in this case also
static const AuraType auratypes[] =
{
SPELL_AURA_MOD_FEAR, SPELL_AURA_TRANSFORM, SPELL_AURA_WATER_WALK,
SPELL_AURA_FEATHER_FALL, SPELL_AURA_HOVER, SPELL_AURA_SAFE_FALL,
SPELL_AURA_FLY, SPELL_AURA_MOD_FLIGHT_SPEED_MOUNTED, SPELL_AURA_NONE
};
for(AuraType const* itr = &auratypes[0]; itr && itr[0] != SPELL_AURA_NONE; ++itr)
{
Unit::AuraList const& auraList = GetAurasByType(*itr);
if(!auraList.empty())
auraList.front()->ApplyModifier(true,true);
}
if(HasAuraType(SPELL_AURA_MOD_STUN))
SetMovement(MOVE_ROOT);
// manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
if(HasAuraType(SPELL_AURA_MOD_ROOT))
{
WorldPacket data2(SMSG_FORCE_MOVE_ROOT, 10);
data2 << GetPackGUID();
data2 << (uint32)2;
SendMessageToSet(&data2,true);
}
SendAurasForTarget(this);
SendEnchantmentDurations(); // must be after add to map
SendItemDurations(); // must be after add to map
}
void Player::SendUpdateToOutOfRangeGroupMembers()
{
if (m_groupUpdateMask == GROUP_UPDATE_FLAG_NONE)
return;
if(Group* group = GetGroup())
group->UpdatePlayerOutOfRange(this);
m_groupUpdateMask = GROUP_UPDATE_FLAG_NONE;
m_auraUpdateMask = 0;
if(Pet *pet = GetPet())
pet->ResetAuraUpdateMask();
}
void Player::SendTransferAborted(uint32 mapid, uint8 reason, uint8 arg)
{
WorldPacket data(SMSG_TRANSFER_ABORTED, 4+2);
data << uint32(mapid);
data << uint8(reason); // transfer abort reason
switch(reason)
{
case TRANSFER_ABORT_INSUF_EXPAN_LVL:
case TRANSFER_ABORT_DIFFICULTY:
case TRANSFER_ABORT_UNIQUE_MESSAGE:
data << uint8(arg);
break;
}
GetSession()->SendPacket(&data);
}
void Player::SendInstanceResetWarning( uint32 mapid, Difficulty difficulty, uint32 time )
{
// type of warning, based on the time remaining until reset
uint32 type;
if(time > 3600)
type = RAID_INSTANCE_WELCOME;
else if(time > 900 && time <= 3600)
type = RAID_INSTANCE_WARNING_HOURS;
else if(time > 300 && time <= 900)
type = RAID_INSTANCE_WARNING_MIN;
else
type = RAID_INSTANCE_WARNING_MIN_SOON;
WorldPacket data(SMSG_RAID_INSTANCE_MESSAGE, 4+4+4+4);
data << uint32(type);
data << uint32(mapid);
data << uint32(difficulty); // difficulty
data << uint32(time);
if(type == RAID_INSTANCE_WELCOME)
{
data << uint8(0); // is your (1)
data << uint8(0); // is extended (1), ignored if prev field is 0
}
GetSession()->SendPacket(&data);
}
void Player::ApplyEquipCooldown( Item * pItem )
{
if (pItem->GetProto()->Flags & ITEM_FLAG_NO_EQUIP_COOLDOWN)
return;
for(int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
{
_Spell const& spellData = pItem->GetProto()->Spells[i];
// no spell
if( !spellData.SpellId )
continue;
// wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE )
continue;
AddSpellCooldown(spellData.SpellId, pItem->GetEntry(), time(NULL) + 30);
WorldPacket data(SMSG_ITEM_COOLDOWN, 12);
data << pItem->GetGUID();
data << uint32(spellData.SpellId);
GetSession()->SendPacket(&data);
}
}
void Player::resetSpells()
{
// not need after this call
if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS))
RemoveAtLoginFlag(AT_LOGIN_RESET_SPELLS,true);
// make full copy of map (spells removed and marked as deleted at another spell remove
// and we can't use original map for safe iterative with visit each spell at loop end
PlayerSpellMap smap = GetSpellMap();
for(PlayerSpellMap::const_iterator iter = smap.begin();iter != smap.end(); ++iter)
removeSpell(iter->first,false,false); // only iter->first can be accessed, object by iter->second can be deleted already
learnDefaultSpells();
learnQuestRewardedSpells();
}
void Player::learnDefaultSpells()
{
// learn default race/class spells
PlayerInfo const *info = sObjectMgr.GetPlayerInfo(getRace(),getClass());
for (PlayerCreateInfoSpells::const_iterator itr = info->spell.begin(); itr!=info->spell.end(); ++itr)
{
uint32 tspell = *itr;
DEBUG_LOG("PLAYER (Class: %u Race: %u): Adding initial spell, id = %u",uint32(getClass()),uint32(getRace()), tspell);
if(!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add
addSpell(tspell, true, true, true, false);
else // but send in normal spell in game learn case
learnSpell(tspell, true);
}
}
void Player::learnQuestRewardedSpells(Quest const* quest)
{
uint32 spell_id = quest->GetRewSpellCast();
// skip quests without rewarded spell
if( !spell_id )
return;
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
if(!spellInfo)
return;
// check learned spells state
bool found = false;
for(int i=0; i < MAX_EFFECT_INDEX; ++i)
{
if(spellInfo->Effect[i] == SPELL_EFFECT_LEARN_SPELL && !HasSpell(spellInfo->EffectTriggerSpell[i]))
{
found = true;
break;
}
}
// skip quests with not teaching spell or already known spell
if(!found)
return;
// prevent learn non first rank unknown profession and second specialization for same profession)
uint32 learned_0 = spellInfo->EffectTriggerSpell[EFFECT_INDEX_0];
if( sSpellMgr.GetSpellRank(learned_0) > 1 && !HasSpell(learned_0) )
{
// not have first rank learned (unlearned prof?)
uint32 first_spell = sSpellMgr.GetFirstSpellInChain(learned_0);
if( !HasSpell(first_spell) )
return;
SpellEntry const *learnedInfo = sSpellStore.LookupEntry(learned_0);
if(!learnedInfo)
return;
// specialization
if (learnedInfo->Effect[EFFECT_INDEX_0] == SPELL_EFFECT_TRADE_SKILL && learnedInfo->Effect[EFFECT_INDEX_1] == 0)
{
// search other specialization for same prof
for(PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
{
if(itr->second.state == PLAYERSPELL_REMOVED || itr->first==learned_0)
continue;
SpellEntry const *itrInfo = sSpellStore.LookupEntry(itr->first);
if(!itrInfo)
return;
// compare only specializations
if (itrInfo->Effect[EFFECT_INDEX_0] != SPELL_EFFECT_TRADE_SKILL || itrInfo->Effect[EFFECT_INDEX_1] != 0)
continue;
// compare same chain spells
if(sSpellMgr.GetFirstSpellInChain(itr->first) != first_spell)
continue;
// now we have 2 specialization, learn possible only if found is lesser specialization rank
if(!sSpellMgr.IsHighRankOfSpell(learned_0,itr->first))
return;
}
}
}
CastSpell( this, spell_id, true);
}
void Player::learnQuestRewardedSpells()
{
// learn spells received from quest completing
for(QuestStatusMap::const_iterator itr = mQuestStatus.begin(); itr != mQuestStatus.end(); ++itr)
{
// skip no rewarded quests
if(!itr->second.m_rewarded)
continue;
Quest const* quest = sObjectMgr.GetQuestTemplate(itr->first);
if( !quest )
continue;
learnQuestRewardedSpells(quest);
}
}
void Player::learnSkillRewardedSpells(uint32 skill_id, uint32 skill_value )
{
uint32 raceMask = getRaceMask();
uint32 classMask = getClassMask();
for (uint32 j = 0; j<sSkillLineAbilityStore.GetNumRows(); ++j)
{
SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(j);
if (!pAbility || pAbility->skillId!=skill_id || pAbility->learnOnGetSkill != ABILITY_LEARNED_ON_GET_PROFESSION_SKILL)
continue;
// Check race if set
if (pAbility->racemask && !(pAbility->racemask & raceMask))
continue;
// Check class if set
if (pAbility->classmask && !(pAbility->classmask & classMask))
continue;
if (sSpellStore.LookupEntry(pAbility->spellId))
{
// need unlearn spell
if (skill_value < pAbility->req_skill_value)
removeSpell(pAbility->spellId);
// need learn
else if (!IsInWorld())
addSpell(pAbility->spellId, true, true, true, false);
else
learnSpell(pAbility->spellId, true);
}
}
}
void Player::SendAurasForTarget(Unit *target)
{
WorldPacket data(SMSG_AURA_UPDATE_ALL);
data << target->GetPackGUID();
if(!target->GetVisibleAuras()->empty()) // speedup things
{
Unit::VisibleAuraMap const *visibleAuras = target->GetVisibleAuras();
for(Unit::VisibleAuraMap::const_iterator itr = visibleAuras->begin(); itr != visibleAuras->end(); ++itr)
{
SpellAuraHolderBounds bounds = target->GetSpellAuraHolderBounds(itr->second);
for (SpellAuraHolderMap::const_iterator iter = bounds.first; iter != bounds.second; ++iter)
{
SpellAuraHolder *holder = iter->second;
data << uint8(holder->GetAuraSlot());
data << uint32(holder->GetId());
if(holder->GetId())
{
uint8 auraFlags = holder->GetAuraFlags();
// flags
data << uint8(auraFlags);
// level
data << uint8(holder->GetAuraLevel());
// charges
if (holder->GetAuraCharges())
data << uint8(holder->GetAuraCharges() * holder->GetStackAmount());
else
data << uint8(holder->GetStackAmount());
if(!(auraFlags & AFLAG_NOT_CASTER)) // packed GUID of caster
{
data.appendPackGUID(holder->GetCasterGUID());
}
if(auraFlags & AFLAG_DURATION) // include aura duration
{
// take highest - to display icon even if stun fades
uint32 max_duration = 0;
uint32 duration = 0;
for (int32 i = 0; i < MAX_EFFECT_INDEX; ++i)
{
if (Aura *aura = holder->GetAuraByEffectIndex(SpellEffectIndex(i)))
{
if (uint32(aura->GetAuraMaxDuration()) > max_duration)
{
max_duration = aura->GetAuraMaxDuration();
duration = aura->GetAuraDuration();
}
}
}
data << uint32(max_duration);
data << uint32(duration);
}
}
}
}
}
GetSession()->SendPacket(&data);
}
void Player::SetDailyQuestStatus( uint32 quest_id )
{
for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
{
if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
{
SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
m_DailyQuestChanged = true;
break;
}
}
}
void Player::SetWeeklyQuestStatus( uint32 quest_id )
{
m_weeklyquests.insert(quest_id);
m_WeeklyQuestChanged = true;
}
void Player::SetMonthlyQuestStatus(uint32 quest_id)
{
m_monthlyquests.insert(quest_id);
m_MonthlyQuestChanged = true;
}
void Player::ResetDailyQuestStatus()
{
for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
// DB data deleted in caller
m_DailyQuestChanged = false;
}
void Player::ResetWeeklyQuestStatus()
{
if (m_weeklyquests.empty())
return;
m_weeklyquests.clear();
// DB data deleted in caller
m_WeeklyQuestChanged = false;
}
void Player::ResetMonthlyQuestStatus()
{
if (m_monthlyquests.empty())
return;
m_monthlyquests.clear();
// DB data deleted in caller
m_MonthlyQuestChanged = false;
}
BattleGround* Player::GetBattleGround() const
{
if(GetBattleGroundId()==0)
return NULL;
return sBattleGroundMgr.GetBattleGround(GetBattleGroundId(), m_bgData.bgTypeID);
}
bool Player::InArena() const
{
BattleGround *bg = GetBattleGround();
if(!bg || !bg->isArena())
return false;
return true;
}
bool Player::GetBGAccessByLevel(BattleGroundTypeId bgTypeId) const
{
// get a template bg instead of running one
BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
if(!bg)
return false;
// limit check leel to dbc compatible level range
uint32 level = getLevel();
if (level > DEFAULT_MAX_LEVEL)
level = DEFAULT_MAX_LEVEL;
if(level < bg->GetMinLevel() || level > bg->GetMaxLevel())
return false;
return true;
}
float Player::GetReputationPriceDiscount( Creature const* pCreature ) const
{
FactionTemplateEntry const* vendor_faction = pCreature->getFactionTemplateEntry();
if(!vendor_faction || !vendor_faction->faction)
return 1.0f;
ReputationRank rank = GetReputationRank(vendor_faction->faction);
if(rank <= REP_NEUTRAL)
return 1.0f;
return 1.0f - 0.05f* (rank - REP_NEUTRAL);
}
bool Player::IsSpellFitByClassAndRace( uint32 spell_id ) const
{
uint32 racemask = getRaceMask();
uint32 classmask = getClassMask();
SkillLineAbilityMapBounds bounds = sSpellMgr.GetSkillLineAbilityMapBounds(spell_id);
if (bounds.first==bounds.second)
return true;
for(SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
{
// skip wrong race skills
if (_spell_idx->second->racemask && (_spell_idx->second->racemask & racemask) == 0)
continue;
// skip wrong class skills
if (_spell_idx->second->classmask && (_spell_idx->second->classmask & classmask) == 0)
continue;
return true;
}
return false;
}
bool Player::HasQuestForGO(int32 GOId) const
{
for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
{
uint32 questid = GetQuestSlotQuestId(i);
if ( questid == 0 )
continue;
QuestStatusMap::const_iterator qs_itr = mQuestStatus.find(questid);
if(qs_itr == mQuestStatus.end())
continue;
QuestStatusData const& qs = qs_itr->second;
if (qs.m_status == QUEST_STATUS_INCOMPLETE)
{
Quest const* qinfo = sObjectMgr.GetQuestTemplate(questid);
if(!qinfo)
continue;
if(GetGroup() && GetGroup()->isRaidGroup() && !qinfo->IsAllowedInRaid())
continue;
for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
{
if (qinfo->ReqCreatureOrGOId[j]>=0) //skip non GO case
continue;
if((-1)*GOId == qinfo->ReqCreatureOrGOId[j] && qs.m_creatureOrGOcount[j] < qinfo->ReqCreatureOrGOCount[j])
return true;
}
}
}
return false;
}
void Player::UpdateForQuestWorldObjects()
{
if(m_clientGUIDs.empty())
return;
UpdateData udata;
WorldPacket packet;
for(ObjectGuidSet::const_iterator itr=m_clientGUIDs.begin(); itr!=m_clientGUIDs.end(); ++itr)
{
if (itr->IsGameObject())
{
if (GameObject *obj = GetMap()->GetGameObject(*itr))
obj->BuildValuesUpdateBlockForPlayer(&udata,this);
}
else if (itr->IsCreatureOrVehicle())
{
Creature *obj = GetMap()->GetAnyTypeCreature(*itr);
if(!obj)
continue;
// check if this unit requires quest specific flags
if(!obj->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_SPELLCLICK))
continue;
SpellClickInfoMapBounds clickPair = sObjectMgr.GetSpellClickInfoMapBounds(obj->GetEntry());
for(SpellClickInfoMap::const_iterator _itr = clickPair.first; _itr != clickPair.second; ++_itr)
{
if(_itr->second.questStart || _itr->second.questEnd)
{
obj->BuildCreateUpdateBlockForPlayer(&udata,this);
break;
}
}
}
}
udata.BuildPacket(&packet);
GetSession()->SendPacket(&packet);
}
void Player::SummonIfPossible(bool agree)
{
if(!agree)
{
m_summon_expire = 0;
return;
}
// expire and auto declined
if(m_summon_expire < time(NULL))
return;
// stop taxi flight at summon
if(IsTaxiFlying())
{
GetMotionMaster()->MovementExpired();
m_taxi.ClearTaxiDestinations();
}
// drop flag at summon
// this code can be reached only when GM is summoning player who carries flag, because player should be immune to summoning spells when he carries flag
if(BattleGround *bg = GetBattleGround())
bg->EventPlayerDroppedFlag(this);
m_summon_expire = 0;
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS, 1);
TeleportTo(m_summon_mapid, m_summon_x, m_summon_y, m_summon_z,GetOrientation());
}
void Player::RemoveItemDurations( Item *item )
{
for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end(); ++itr)
{
if(*itr==item)
{
m_itemDuration.erase(itr);
break;
}
}
}
void Player::AddItemDurations( Item *item )
{
if(item->GetUInt32Value(ITEM_FIELD_DURATION))
{
m_itemDuration.push_back(item);
item->SendTimeUpdate(this);
}
}
void Player::AutoUnequipOffhandIfNeed()
{
Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND );
if(!offItem)
return;
// need unequip offhand for 2h-weapon without TitanGrip (in any from hands)
if ((CanDualWield() || offItem->GetProto()->InventoryType == INVTYPE_SHIELD || offItem->GetProto()->InventoryType == INVTYPE_HOLDABLE) &&
(CanTitanGrip() || (offItem->GetProto()->InventoryType != INVTYPE_2HWEAPON && !IsTwoHandUsed())))
return;
ItemPosCountVec off_dest;
uint8 off_msg = CanStoreItem( NULL_BAG, NULL_SLOT, off_dest, offItem, false );
if( off_msg == EQUIP_ERR_OK )
{
RemoveItem(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true);
StoreItem( off_dest, offItem, true );
}
else
{
MoveItemFromInventory(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true);
CharacterDatabase.BeginTransaction();
offItem->DeleteFromInventoryDB(); // deletes item from character's inventory
offItem->SaveToDB(); // recursive and not have transaction guard into self, item not in inventory and can be save standalone
CharacterDatabase.CommitTransaction();
std::string subject = GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM);
MailDraft(subject, "There's were problems with equipping this item.").AddItem(offItem).SendMailTo(this, MailSender(this, MAIL_STATIONERY_GM), MAIL_CHECK_MASK_COPIED);
}
}
bool Player::HasItemFitToSpellReqirements(SpellEntry const* spellInfo, Item const* ignoreItem)
{
if(spellInfo->EquippedItemClass < 0)
return true;
// scan other equipped items for same requirements (mostly 2 daggers/etc)
// for optimize check 2 used cases only
switch(spellInfo->EquippedItemClass)
{
case ITEM_CLASS_WEAPON:
{
for(int i= EQUIPMENT_SLOT_MAINHAND; i < EQUIPMENT_SLOT_TABARD; ++i)
if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
return true;
break;
}
case ITEM_CLASS_ARMOR:
{
// tabard not have dependent spells
for(int i= EQUIPMENT_SLOT_START; i< EQUIPMENT_SLOT_MAINHAND; ++i)
if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
return true;
// shields can be equipped to offhand slot
if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND))
if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
return true;
// ranged slot can have some armor subclasses
if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED))
if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
return true;
break;
}
default:
sLog.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo->EquippedItemClass);
break;
}
return false;
}
bool Player::CanNoReagentCast(SpellEntry const* spellInfo) const
{
// don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
if (spellInfo->AttributesEx5 & SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP &&
HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PREPARATION))
return true;
// Check no reagent use mask
uint64 noReagentMask_0_1 = GetUInt64Value(PLAYER_NO_REAGENT_COST_1);
uint32 noReagentMask_2 = GetUInt32Value(PLAYER_NO_REAGENT_COST_1+2);
if (spellInfo->SpellFamilyFlags & noReagentMask_0_1 ||
spellInfo->SpellFamilyFlags2 & noReagentMask_2)
return true;
return false;
}
void Player::RemoveItemDependentAurasAndCasts( Item * pItem )
{
SpellAuraHolderMap& auras = GetSpellAuraHolderMap();
for(SpellAuraHolderMap::const_iterator itr = auras.begin(); itr != auras.end(); )
{
SpellAuraHolder* holder = itr->second;
// skip passive (passive item dependent spells work in another way) and not self applied auras
SpellEntry const* spellInfo = holder->GetSpellProto();
if(holder->IsPassive() || holder->GetCasterGUID()!=GetGUID())
{
++itr;
continue;
}
// skip if not item dependent or have alternative item
if(HasItemFitToSpellReqirements(spellInfo,pItem))
{
++itr;
continue;
}
// no alt item, remove aura, restart check
RemoveAurasDueToSpell(holder->GetId());
itr = auras.begin();
}
// currently casted spells can be dependent from item
for (uint32 i = 0; i < CURRENT_MAX_SPELL; ++i)
if (Spell* spell = GetCurrentSpell(CurrentSpellTypes(i)))
if (spell->getState()!=SPELL_STATE_DELAYED && !HasItemFitToSpellReqirements(spell->m_spellInfo,pItem) )
InterruptSpell(CurrentSpellTypes(i));
}
uint32 Player::GetResurrectionSpellId()
{
// search priceless resurrection possibilities
uint32 prio = 0;
uint32 spell_id = 0;
AuraList const& dummyAuras = GetAurasByType(SPELL_AURA_DUMMY);
for(AuraList::const_iterator itr = dummyAuras.begin(); itr != dummyAuras.end(); ++itr)
{
// Soulstone Resurrection // prio: 3 (max, non death persistent)
if( prio < 2 && (*itr)->GetSpellProto()->SpellVisual[0] == 99 && (*itr)->GetSpellProto()->SpellIconID == 92 )
{
switch((*itr)->GetId())
{
case 20707: spell_id = 3026; break; // rank 1
case 20762: spell_id = 20758; break; // rank 2
case 20763: spell_id = 20759; break; // rank 3
case 20764: spell_id = 20760; break; // rank 4
case 20765: spell_id = 20761; break; // rank 5
case 27239: spell_id = 27240; break; // rank 6
case 47883: spell_id = 47882; break; // rank 7
default:
sLog.outError("Unhandled spell %u: S.Resurrection",(*itr)->GetId());
continue;
}
prio = 3;
}
// Twisting Nether // prio: 2 (max)
else if((*itr)->GetId()==23701 && roll_chance_i(10))
{
prio = 2;
spell_id = 23700;
}
}
// Reincarnation (passive spell) // prio: 1
// Glyph of Renewed Life remove reagent requiremnnt
if (prio < 1 && HasSpell(20608) && !HasSpellCooldown(21169) && (HasItemCount(17030,1) || HasAura(58059, EFFECT_INDEX_0)))
spell_id = 21169;
return spell_id;
}
// Used in triggers for check "Only to targets that grant experience or honor" req
bool Player::isHonorOrXPTarget(Unit* pVictim) const
{
uint32 v_level = pVictim->getLevel();
uint32 k_grey = MaNGOS::XP::GetGrayLevel(getLevel());
// Victim level less gray level
if(v_level<=k_grey)
return false;
if(pVictim->GetTypeId() == TYPEID_UNIT)
{
if (((Creature*)pVictim)->IsTotem() ||
((Creature*)pVictim)->IsPet() ||
((Creature*)pVictim)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_XP_AT_KILL)
return false;
}
return true;
}
void Player::RewardSinglePlayerAtKill(Unit* pVictim)
{
bool PvP = pVictim->isCharmedOwnedByPlayerOrPlayer();
uint32 xp = PvP ? 0 : MaNGOS::XP::Gain(this, pVictim);
// honor can be in PvP and !PvP (racial leader) cases
RewardHonor(pVictim,1);
// xp and reputation only in !PvP case
if(!PvP)
{
RewardReputation(pVictim,1);
GiveXP(xp, pVictim);
if(Pet* pet = GetPet())
pet->GivePetXP(xp);
// normal creature (not pet/etc) can be only in !PvP case
if(pVictim->GetTypeId()==TYPEID_UNIT)
if(CreatureInfo const* normalInfo = ObjectMgr::GetCreatureTemplate(pVictim->GetEntry()))
KilledMonster(normalInfo, pVictim->GetObjectGuid());
}
}
void Player::RewardPlayerAndGroupAtEvent(uint32 creature_id, WorldObject* pRewardSource)
{
uint64 creature_guid = pRewardSource->GetTypeId()==TYPEID_UNIT ? pRewardSource->GetGUID() : uint64(0);
// prepare data for near group iteration
if(Group *pGroup = GetGroup())
{
for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player* pGroupGuy = itr->getSource();
if(!pGroupGuy)
continue;
if(!pGroupGuy->IsAtGroupRewardDistance(pRewardSource))
continue; // member (alive or dead) or his corpse at req. distance
// quest objectives updated only for alive group member or dead but with not released body
if(pGroupGuy->isAlive()|| !pGroupGuy->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
pGroupGuy->KilledMonsterCredit(creature_id, creature_guid);
}
}
else // if (!pGroup)
KilledMonsterCredit(creature_id, creature_guid);
}
void Player::RewardPlayerAndGroupAtCast(WorldObject* pRewardSource, uint32 spellid)
{
// prepare data for near group iteration
if(Group *pGroup = GetGroup())
{
for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player* pGroupGuy = itr->getSource();
if(!pGroupGuy)
continue;
if(!pGroupGuy->IsAtGroupRewardDistance(pRewardSource))
continue; // member (alive or dead) or his corpse at req. distance
// quest objectives updated only for alive group member or dead but with not released body
if(pGroupGuy->isAlive()|| !pGroupGuy->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
pGroupGuy->CastedCreatureOrGO(pRewardSource->GetEntry(), pRewardSource->GetObjectGuid(), spellid, pGroupGuy == this);
}
}
else // if (!pGroup)
CastedCreatureOrGO(pRewardSource->GetEntry(), pRewardSource->GetObjectGuid(), spellid);
}
bool Player::IsAtGroupRewardDistance(WorldObject const* pRewardSource) const
{
if (pRewardSource->IsWithinDistInMap(this,sWorld.getConfig(CONFIG_FLOAT_GROUP_XP_DISTANCE)))
return true;
if (isAlive())
return false;
Corpse* corpse = GetCorpse();
if (!corpse)
return false;
return pRewardSource->IsWithinDistInMap(corpse,sWorld.getConfig(CONFIG_FLOAT_GROUP_XP_DISTANCE));
}
uint32 Player::GetBaseWeaponSkillValue (WeaponAttackType attType) const
{
Item* item = GetWeaponForAttack(attType,true,true);
// unarmed only with base attack
if(attType != BASE_ATTACK && !item)
return 0;
// weapon skill or (unarmed for base attack)
uint32 skill = item ? item->GetSkill() : uint32(SKILL_UNARMED);
return GetBaseSkillValue(skill);
}
void Player::ResurectUsingRequestData()
{
/// Teleport before resurrecting by player, otherwise the player might get attacked from creatures near his corpse
if (m_resurrectGuid.IsPlayer())
TeleportTo(m_resurrectMap, m_resurrectX, m_resurrectY, m_resurrectZ, GetOrientation());
//we cannot resurrect player when we triggered far teleport
//player will be resurrected upon teleportation
if(IsBeingTeleportedFar())
{
ScheduleDelayedOperation(DELAYED_RESURRECT_PLAYER);
return;
}
ResurrectPlayer(0.0f,false);
if(GetMaxHealth() > m_resurrectHealth)
SetHealth( m_resurrectHealth );
else
SetHealth( GetMaxHealth() );
if(GetMaxPower(POWER_MANA) > m_resurrectMana)
SetPower(POWER_MANA, m_resurrectMana );
else
SetPower(POWER_MANA, GetMaxPower(POWER_MANA) );
SetPower(POWER_RAGE, 0 );
SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY) );
SpawnCorpseBones();
}
void Player::SetClientControl(Unit* target, uint8 allowMove)
{
WorldPacket data(SMSG_CLIENT_CONTROL_UPDATE, target->GetPackGUID().size()+1);
data << target->GetPackGUID();
data << uint8(allowMove);
GetSession()->SendPacket(&data);
}
void Player::UpdateZoneDependentAuras()
{
// Some spells applied at enter into zone (with subzones), aura removed in UpdateAreaDependentAuras that called always at zone->area update
SpellAreaForAreaMapBounds saBounds = sSpellMgr.GetSpellAreaForAreaMapBounds(m_zoneUpdateId);
for(SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
if(itr->second->autocast && itr->second->IsFitToRequirements(this, m_zoneUpdateId, 0))
if (!HasAura(itr->second->spellId, EFFECT_INDEX_0))
CastSpell(this,itr->second->spellId,true);
}
void Player::UpdateAreaDependentAuras()
{
// remove auras from spells with area limitations
for(SpellAuraHolderMap::iterator iter = m_spellAuraHolders.begin(); iter != m_spellAuraHolders.end();)
{
// use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
if(sSpellMgr.GetSpellAllowedInLocationError(iter->second->GetSpellProto(), GetMapId(), m_zoneUpdateId, m_areaUpdateId, this) != SPELL_CAST_OK)
{
RemoveSpellAuraHolder(iter->second);
iter = m_spellAuraHolders.begin();
}
else
++iter;
}
// some auras applied at subzone enter
SpellAreaForAreaMapBounds saBounds = sSpellMgr.GetSpellAreaForAreaMapBounds(m_areaUpdateId);
for(SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
if(itr->second->autocast && itr->second->IsFitToRequirements(this, m_zoneUpdateId, m_areaUpdateId))
if (!HasAura(itr->second->spellId, EFFECT_INDEX_0))
CastSpell(this,itr->second->spellId,true);
}
struct UpdateZoneDependentPetsHelper
{
explicit UpdateZoneDependentPetsHelper(Player* _owner, uint32 zone, uint32 area) : owner(_owner), zone_id(zone), area_id(area) {}
void operator()(Unit* unit) const
{
if (unit->GetTypeId() == TYPEID_UNIT && ((Creature*)unit)->IsPet() && !((Pet*)unit)->IsPermanentPetFor(owner))
if (uint32 spell_id = unit->GetUInt32Value(UNIT_CREATED_BY_SPELL))
if (SpellEntry const* spellEntry = sSpellStore.LookupEntry(spell_id))
if (sSpellMgr.GetSpellAllowedInLocationError(spellEntry, owner->GetMapId(), zone_id, area_id, owner) != SPELL_CAST_OK)
((Pet*)unit)->Unsummon(PET_SAVE_AS_DELETED, owner);
}
Player* owner;
uint32 zone_id;
uint32 area_id;
};
void Player::UpdateZoneDependentPets()
{
// check pet (permanent pets ignored), minipet, guardians (including protector)
CallForAllControlledUnits(UpdateZoneDependentPetsHelper(this, m_zoneUpdateId, m_areaUpdateId), CONTROLLED_PET|CONTROLLED_GUARDIANS|CONTROLLED_MINIPET);
}
uint32 Player::GetCorpseReclaimDelay(bool pvp) const
{
if ((pvp && !sWorld.getConfig(CONFIG_BOOL_DEATH_CORPSE_RECLAIM_DELAY_PVP)) ||
(!pvp && !sWorld.getConfig(CONFIG_BOOL_DEATH_CORPSE_RECLAIM_DELAY_PVE) ))
{
return copseReclaimDelay[0];
}
time_t now = time(NULL);
// 0..2 full period
uint32 count = (now < m_deathExpireTime) ? uint32((m_deathExpireTime - now)/DEATH_EXPIRE_STEP) : 0;
return copseReclaimDelay[count];
}
void Player::UpdateCorpseReclaimDelay()
{
bool pvp = m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH;
if ((pvp && !sWorld.getConfig(CONFIG_BOOL_DEATH_CORPSE_RECLAIM_DELAY_PVP)) ||
(!pvp && !sWorld.getConfig(CONFIG_BOOL_DEATH_CORPSE_RECLAIM_DELAY_PVE) ))
return;
time_t now = time(NULL);
if(now < m_deathExpireTime)
{
// full and partly periods 1..3
uint32 count = uint32((m_deathExpireTime - now)/DEATH_EXPIRE_STEP +1);
if(count < MAX_DEATH_COUNT)
m_deathExpireTime = now+(count+1)*DEATH_EXPIRE_STEP;
else
m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP;
}
else
m_deathExpireTime = now+DEATH_EXPIRE_STEP;
}
void Player::SendCorpseReclaimDelay(bool load)
{
Corpse* corpse = GetCorpse();
if (!corpse)
return;
uint32 delay;
if (load)
{
if (corpse->GetGhostTime() > m_deathExpireTime)
return;
bool pvp = corpse->GetType()==CORPSE_RESURRECTABLE_PVP;
uint32 count;
if ((pvp && sWorld.getConfig(CONFIG_BOOL_DEATH_CORPSE_RECLAIM_DELAY_PVP)) ||
(!pvp && sWorld.getConfig(CONFIG_BOOL_DEATH_CORPSE_RECLAIM_DELAY_PVE)))
{
count = uint32(m_deathExpireTime-corpse->GetGhostTime())/DEATH_EXPIRE_STEP;
if (count>=MAX_DEATH_COUNT)
count = MAX_DEATH_COUNT-1;
}
else
count=0;
time_t expected_time = corpse->GetGhostTime()+copseReclaimDelay[count];
time_t now = time(NULL);
if (now >= expected_time)
return;
delay = uint32(expected_time-now);
}
else
delay = GetCorpseReclaimDelay(corpse->GetType()==CORPSE_RESURRECTABLE_PVP);
//! corpse reclaim delay 30 * 1000ms or longer at often deaths
WorldPacket data(SMSG_CORPSE_RECLAIM_DELAY, 4);
data << uint32(delay*IN_MILLISECONDS);
GetSession()->SendPacket( &data );
}
Player* Player::GetNextRandomRaidMember(float radius)
{
Group *pGroup = GetGroup();
if(!pGroup)
return NULL;
std::vector<Player*> nearMembers;
nearMembers.reserve(pGroup->GetMembersCount());
for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player* Target = itr->getSource();
// IsHostileTo check duel and controlled by enemy
if( Target && Target != this && IsWithinDistInMap(Target, radius) &&
!Target->HasInvisibilityAura() && !IsHostileTo(Target) )
nearMembers.push_back(Target);
}
if (nearMembers.empty())
return NULL;
uint32 randTarget = urand(0,nearMembers.size()-1);
return nearMembers[randTarget];
}
PartyResult Player::CanUninviteFromGroup() const
{
const Group* grp = GetGroup();
if (!grp)
return ERR_NOT_IN_GROUP;
if (!grp->IsLeader(GetObjectGuid()) && !grp->IsAssistant(GetObjectGuid()))
return ERR_NOT_LEADER;
if (InBattleGround())
return ERR_INVITE_RESTRICTED;
return ERR_PARTY_RESULT_OK;
}
void Player::SetBattleGroundRaid(Group* group, int8 subgroup)
{
//we must move references from m_group to m_originalGroup
SetOriginalGroup(GetGroup(), GetSubGroup());
m_group.unlink();
m_group.link(group, this);
m_group.setSubGroup((uint8)subgroup);
}
void Player::RemoveFromBattleGroundRaid()
{
//remove existing reference
m_group.unlink();
if( Group* group = GetOriginalGroup() )
{
m_group.link(group, this);
m_group.setSubGroup(GetOriginalSubGroup());
}
SetOriginalGroup(NULL);
}
void Player::SetOriginalGroup(Group *group, int8 subgroup)
{
if( group == NULL )
m_originalGroup.unlink();
else
{
// never use SetOriginalGroup without a subgroup unless you specify NULL for group
MANGOS_ASSERT(subgroup >= 0);
m_originalGroup.link(group, this);
m_originalGroup.setSubGroup((uint8)subgroup);
}
}
void Player::UpdateUnderwaterState( Map* m, float x, float y, float z )
{
GridMapLiquidData liquid_status;
GridMapLiquidStatus res = m->GetTerrain()->getLiquidStatus(x, y, z, MAP_ALL_LIQUIDS, &liquid_status);
if (!res)
{
m_MirrorTimerFlags &= ~(UNDERWATER_INWATER|UNDERWATER_INLAVA|UNDERWATER_INSLIME|UNDERWATER_INDARKWATER);
// Small hack for enable breath in WMO
/* if (IsInWater())
m_MirrorTimerFlags|=UNDERWATER_INWATER; */
return;
}
// All liquids type - check under water position
if (liquid_status.type&(MAP_LIQUID_TYPE_WATER|MAP_LIQUID_TYPE_OCEAN|MAP_LIQUID_TYPE_MAGMA|MAP_LIQUID_TYPE_SLIME))
{
if ( res & LIQUID_MAP_UNDER_WATER)
m_MirrorTimerFlags |= UNDERWATER_INWATER;
else
m_MirrorTimerFlags &= ~UNDERWATER_INWATER;
}
// Allow travel in dark water on taxi or transport
if ((liquid_status.type & MAP_LIQUID_TYPE_DARK_WATER) && !IsTaxiFlying() && !GetTransport())
m_MirrorTimerFlags |= UNDERWATER_INDARKWATER;
else
m_MirrorTimerFlags &= ~UNDERWATER_INDARKWATER;
// in lava check, anywhere in lava level
if (liquid_status.type&MAP_LIQUID_TYPE_MAGMA)
{
if (res & (LIQUID_MAP_UNDER_WATER|LIQUID_MAP_IN_WATER|LIQUID_MAP_WATER_WALK))
m_MirrorTimerFlags |= UNDERWATER_INLAVA;
else
m_MirrorTimerFlags &= ~UNDERWATER_INLAVA;
}
// in slime check, anywhere in slime level
if (liquid_status.type&MAP_LIQUID_TYPE_SLIME)
{
if (res & (LIQUID_MAP_UNDER_WATER|LIQUID_MAP_IN_WATER|LIQUID_MAP_WATER_WALK))
m_MirrorTimerFlags |= UNDERWATER_INSLIME;
else
m_MirrorTimerFlags &= ~UNDERWATER_INSLIME;
}
}
void Player::SetCanParry( bool value )
{
if(m_canParry==value)
return;
m_canParry = value;
UpdateParryPercentage();
}
void Player::SetCanBlock( bool value )
{
if(m_canBlock==value)
return;
m_canBlock = value;
UpdateBlockPercentage();
}
bool ItemPosCount::isContainedIn(ItemPosCountVec const& vec) const
{
for(ItemPosCountVec::const_iterator itr = vec.begin(); itr != vec.end();++itr)
if(itr->pos == pos)
return true;
return false;
}
bool Player::CanUseBattleGroundObject()
{
// TODO : some spells gives player ForceReaction to one faction (ReputationMgr::ApplyForceReaction)
// maybe gameobject code should handle that ForceReaction usage
// BUG: sometimes when player clicks on flag in AB - client won't send gameobject_use, only gameobject_report_use packet
return ( //InBattleGround() && // in battleground - not need, check in other cases
//!IsMounted() && - not correct, player is dismounted when he clicks on flag
//player cannot use object when he is invulnerable (immune)
!isTotalImmune() && // not totally immune
//i'm not sure if these two are correct, because invisible players should get visible when they click on flag
!HasStealthAura() && // not stealthed
!HasInvisibilityAura() && // not invisible
!HasAura(SPELL_RECENTLY_DROPPED_FLAG, EFFECT_INDEX_0) &&// can't pickup
isAlive() // live player
);
}
bool Player::CanCaptureTowerPoint()
{
return ( !HasStealthAura() && // not stealthed
!HasInvisibilityAura() && // not invisible
isAlive() // live player
);
}
uint32 Player::GetBarberShopCost(uint8 newhairstyle, uint8 newhaircolor, uint8 newfacialhair)
{
uint32 level = getLevel();
if(level > GT_MAX_LEVEL)
level = GT_MAX_LEVEL; // max level in this dbc
uint8 hairstyle = GetByteValue(PLAYER_BYTES, 2);
uint8 haircolor = GetByteValue(PLAYER_BYTES, 3);
uint8 facialhair = GetByteValue(PLAYER_BYTES_2, 0);
if((hairstyle == newhairstyle) && (haircolor == newhaircolor) && (facialhair == newfacialhair))
return 0;
GtBarberShopCostBaseEntry const *bsc = sGtBarberShopCostBaseStore.LookupEntry(level - 1);
if(!bsc) // shouldn't happen
return 0xFFFFFFFF;
float cost = 0;
if(hairstyle != newhairstyle)
cost += bsc->cost; // full price
if((haircolor != newhaircolor) && (hairstyle == newhairstyle))
cost += bsc->cost * 0.5f; // +1/2 of price
if(facialhair != newfacialhair)
cost += bsc->cost * 0.75f; // +3/4 of price
return uint32(cost);
}
void Player::InitGlyphsForLevel()
{
for(uint32 i = 0; i < sGlyphSlotStore.GetNumRows(); ++i)
if(GlyphSlotEntry const * gs = sGlyphSlotStore.LookupEntry(i))
if(gs->Order)
SetGlyphSlot(gs->Order - 1, gs->Id);
uint32 level = getLevel();
uint32 value = 0;
// 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
if(level >= 15)
value |= (0x01 | 0x02);
if(level >= 30)
value |= 0x08;
if(level >= 50)
value |= 0x04;
if(level >= 70)
value |= 0x10;
if(level >= 80)
value |= 0x20;
SetUInt32Value(PLAYER_GLYPHS_ENABLED, value);
}
void Player::ApplyGlyph(uint8 slot, bool apply)
{
if (uint32 glyph = GetGlyph(slot))
{
if(GlyphPropertiesEntry const *gp = sGlyphPropertiesStore.LookupEntry(glyph))
{
if(apply)
{
CastSpell(this, gp->SpellId, true);
SetUInt32Value(PLAYER_FIELD_GLYPHS_1 + slot, glyph);
}
else
{
RemoveAurasDueToSpell(gp->SpellId);
SetUInt32Value(PLAYER_FIELD_GLYPHS_1 + slot, 0);
}
}
}
}
void Player::ApplyGlyphs(bool apply)
{
for (uint8 i = 0; i < MAX_GLYPH_SLOT_INDEX; ++i)
ApplyGlyph(i,apply);
}
void Player::EnterVehicle(Vehicle *vehicle)
{
VehicleEntry const *ve = sVehicleStore.LookupEntry(vehicle->GetVehicleId());
if(!ve)
return;
VehicleSeatEntry const *veSeat = sVehicleSeatStore.LookupEntry(ve->m_seatID[0]);
if(!veSeat)
return;
vehicle->SetCharmerGuid(GetObjectGuid());
vehicle->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
vehicle->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED);
vehicle->setFaction(getFaction());
SetCharm(vehicle); // charm
m_camera.SetView(vehicle); // set view
SetClientControl(vehicle, 1); // redirect controls to vehicle
SetMover(vehicle);
WorldPacket data(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA, 0);
GetSession()->SendPacket(&data);
data.Initialize(MSG_MOVE_TELEPORT_ACK, 30);
data << GetPackGUID();
data << uint32(0); // counter?
data << uint32(MOVEFLAG_ONTRANSPORT); // transport
data << uint16(0); // special flags
data << uint32(WorldTimer::getMSTime()); // time
data << vehicle->GetPositionX(); // x
data << vehicle->GetPositionY(); // y
data << vehicle->GetPositionZ(); // z
data << vehicle->GetOrientation(); // o
// transport part, TODO: load/calculate seat offsets
data << vehicle->GetObjectGuid(); // transport guid
data << float(veSeat->m_attachmentOffsetX); // transport offsetX
data << float(veSeat->m_attachmentOffsetY); // transport offsetY
data << float(veSeat->m_attachmentOffsetZ); // transport offsetZ
data << float(0); // transport orientation
data << uint32(WorldTimer::getMSTime()); // transport time
data << uint8(0); // seat
// end of transport part
data << uint32(0); // fall time
GetSession()->SendPacket(&data);
data.Initialize(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+1);
data << vehicle->GetObjectGuid();
data << uint16(0);
data << uint32(0);
data << uint32(0x00000101);
for(uint32 i = 0; i < 10; ++i)
data << uint16(0) << uint8(0) << uint8(i+8);
data << uint8(0);
data << uint8(0);
GetSession()->SendPacket(&data);
}
void Player::ExitVehicle(Vehicle *vehicle)
{
vehicle->SetCharmerGuid(ObjectGuid());
vehicle->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
vehicle->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED);
vehicle->setFaction((GetTeam() == ALLIANCE) ? vehicle->GetCreatureInfo()->faction_A : vehicle->GetCreatureInfo()->faction_H);
SetCharm(NULL);
m_camera.ResetView();
SetClientControl(vehicle, 0);
SetMover(NULL);
WorldPacket data(MSG_MOVE_TELEPORT_ACK, 30);
data << GetPackGUID();
data << uint32(0); // counter?
data << uint32(MOVEFLAG_ROOT); // fly unk
data << uint16(MOVEFLAG2_UNK4); // special flags
data << uint32(WorldTimer::getMSTime()); // time
data << vehicle->GetPositionX(); // x
data << vehicle->GetPositionY(); // y
data << vehicle->GetPositionZ(); // z
data << vehicle->GetOrientation(); // o
data << uint32(0); // fall time
GetSession()->SendPacket(&data);
RemovePetActionBar();
// maybe called at dummy aura remove?
// CastSpell(this, 45472, true); // Parachute
}
bool Player::isTotalImmune()
{
AuraList const& immune = GetAurasByType(SPELL_AURA_SCHOOL_IMMUNITY);
uint32 immuneMask = 0;
for(AuraList::const_iterator itr = immune.begin(); itr != immune.end(); ++itr)
{
immuneMask |= (*itr)->GetModifier()->m_miscvalue;
if( immuneMask & SPELL_SCHOOL_MASK_ALL ) // total immunity
return true;
}
return false;
}
bool Player::HasTitle(uint32 bitIndex)
{
if (bitIndex > MAX_TITLE_INDEX)
return false;
uint32 fieldIndexOffset = bitIndex / 32;
uint32 flag = 1 << (bitIndex % 32);
return HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag);
}
void Player::SetTitle(CharTitlesEntry const* title, bool lost)
{
uint32 fieldIndexOffset = title->bit_index / 32;
uint32 flag = 1 << (title->bit_index % 32);
if(lost)
{
if(!HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag))
return;
RemoveFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag);
}
else
{
if(HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag))
return;
SetFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag);
}
WorldPacket data(SMSG_TITLE_EARNED, 4 + 4);
data << uint32(title->bit_index);
data << uint32(lost ? 0 : 1); // 1 - earned, 0 - lost
GetSession()->SendPacket(&data);
}
void Player::ConvertRune(uint8 index, RuneType newType)
{
SetCurrentRune(index, newType);
WorldPacket data(SMSG_CONVERT_RUNE, 2);
data << uint8(index);
data << uint8(newType);
GetSession()->SendPacket(&data);
}
bool Player::ActivateRunes(RuneType type, uint32 count)
{
bool modify = false;
for(uint32 j = 0; count > 0 && j < MAX_RUNES; ++j)
{
if (GetRuneCooldown(j) && GetCurrentRune(j) == type)
{
SetRuneCooldown(j, 0);
--count;
modify = true;
}
}
return modify;
}
void Player::ResyncRunes()
{
WorldPacket data(SMSG_RESYNC_RUNES, 4 + MAX_RUNES * 2);
data << uint32(MAX_RUNES);
for(uint32 i = 0; i < MAX_RUNES; ++i)
{
data << uint8(GetCurrentRune(i)); // rune type
data << uint8(255 - ((GetRuneCooldown(i) / REGEN_TIME_FULL) * 51)); // passed cooldown time (0-255)
}
GetSession()->SendPacket(&data);
}
void Player::AddRunePower(uint8 index)
{
WorldPacket data(SMSG_ADD_RUNE_POWER, 4);
data << uint32(1 << index); // mask (0x00-0x3F probably)
GetSession()->SendPacket(&data);
}
static RuneType runeSlotTypes[MAX_RUNES] = {
/*0*/ RUNE_BLOOD,
/*1*/ RUNE_BLOOD,
/*2*/ RUNE_UNHOLY,
/*3*/ RUNE_UNHOLY,
/*4*/ RUNE_FROST,
/*5*/ RUNE_FROST
};
void Player::InitRunes()
{
if(getClass() != CLASS_DEATH_KNIGHT)
return;
m_runes = new Runes;
m_runes->runeState = 0;
for(uint32 i = 0; i < MAX_RUNES; ++i)
{
SetBaseRune(i, runeSlotTypes[i]); // init base types
SetCurrentRune(i, runeSlotTypes[i]); // init current types
SetRuneCooldown(i, 0); // reset cooldowns
m_runes->SetRuneState(i);
}
for(uint32 i = 0; i < NUM_RUNE_TYPES; ++i)
SetFloatValue(PLAYER_RUNE_REGEN_1 + i, 0.1f);
}
bool Player::IsBaseRuneSlotsOnCooldown( RuneType runeType ) const
{
for(uint32 i = 0; i < MAX_RUNES; ++i)
if (GetBaseRune(i) == runeType && GetRuneCooldown(i) == 0)
return false;
return true;
}
void Player::AutoStoreLoot(uint32 loot_id, LootStore const& store, bool broadcast, uint8 bag, uint8 slot)
{
Loot loot;
loot.FillLoot (loot_id, store, this, true);
AutoStoreLoot(loot, broadcast, bag, slot);
}
void Player::AutoStoreLoot(Loot& loot, bool broadcast, uint8 bag, uint8 slot)
{
uint32 max_slot = loot.GetMaxSlotInLootFor(this);
for(uint32 i = 0; i < max_slot; ++i)
{
LootItem* lootItem = loot.LootItemInSlot(i,this);
ItemPosCountVec dest;
uint8 msg = CanStoreNewItem (bag,slot,dest,lootItem->itemid,lootItem->count);
if(msg != EQUIP_ERR_OK && slot != NULL_SLOT)
msg = CanStoreNewItem( bag, NULL_SLOT,dest,lootItem->itemid,lootItem->count);
if( msg != EQUIP_ERR_OK && bag != NULL_BAG)
msg = CanStoreNewItem( NULL_BAG, NULL_SLOT,dest,lootItem->itemid,lootItem->count);
if(msg != EQUIP_ERR_OK)
{
SendEquipError( msg, NULL, NULL, lootItem->itemid );
continue;
}
Item* pItem = StoreNewItem (dest,lootItem->itemid,true,lootItem->randomPropertyId);
SendNewItem(pItem, lootItem->count, false, false, broadcast);
}
}
uint32 Player::CalculateTalentsPoints() const
{
uint32 base_talent = getLevel() < 10 ? 0 : getLevel()-9;
if(getClass() != CLASS_DEATH_KNIGHT)
return uint32(base_talent * sWorld.getConfig(CONFIG_FLOAT_RATE_TALENT));
uint32 talentPointsForLevel = getLevel() < 56 ? 0 : getLevel() - 55;
talentPointsForLevel += m_questRewardTalentCount;
if(talentPointsForLevel > base_talent)
talentPointsForLevel = base_talent;
return uint32(talentPointsForLevel * sWorld.getConfig(CONFIG_FLOAT_RATE_TALENT));
}
bool Player::CanStartFlyInArea(uint32 mapid, uint32 zone, uint32 area) const
{
if (isGameMaster())
return true;
// continent checked in SpellMgr::GetSpellAllowedInLocationError at cast and area update
uint32 v_map = GetVirtualMapForMapAndZone(mapid, zone);
if (v_map == 571 && !HasSpell(54197)) // Cold Weather Flying
return false;
// don't allow flying in Dalaran restricted areas
// (no other zones currently has areas with AREA_FLAG_CANNOT_FLY)
if (AreaTableEntry const* atEntry = GetAreaEntryByAreaID(area))
return (!(atEntry->flags & AREA_FLAG_CANNOT_FLY));
// TODO: disallow mounting in wintergrasp too when battle is in progress
// forced dismount part in Player::UpdateArea()
return true;
}
struct DoPlayerLearnSpell
{
DoPlayerLearnSpell(Player& _player) : player(_player) {}
void operator() (uint32 spell_id) { player.learnSpell(spell_id, false); }
Player& player;
};
void Player::learnSpellHighRank(uint32 spellid)
{
learnSpell(spellid, false);
DoPlayerLearnSpell worker(*this);
sSpellMgr.doForHighRanks(spellid, worker);
}
void Player::_LoadSkills(QueryResult *result)
{
// 0 1 2
// SetPQuery(PLAYER_LOGIN_QUERY_LOADSKILLS, "SELECT skill, value, max FROM character_skills WHERE guid = '%u'", GUID_LOPART(m_guid));
uint32 count = 0;
if (result)
{
do
{
Field *fields = result->Fetch();
uint16 skill = fields[0].GetUInt16();
uint16 value = fields[1].GetUInt16();
uint16 max = fields[2].GetUInt16();
SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(skill);
if(!pSkill)
{
sLog.outError("Character %u has skill %u that does not exist.", GetGUIDLow(), skill);
continue;
}
// set fixed skill ranges
switch(GetSkillRangeType(pSkill,false))
{
case SKILL_RANGE_LANGUAGE: // 300..300
value = max = 300;
break;
case SKILL_RANGE_MONO: // 1..1, grey monolite bar
value = max = 1;
break;
default:
break;
}
if(value == 0)
{
sLog.outError("Character %u has skill %u with value 0. Will be deleted.", GetGUIDLow(), skill);
CharacterDatabase.PExecute("DELETE FROM character_skills WHERE guid = '%u' AND skill = '%u' ", GetGUIDLow(), skill );
continue;
}
SetUInt32Value(PLAYER_SKILL_INDEX(count), MAKE_PAIR32(skill,0));
SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(count),MAKE_SKILL_VALUE(value, max));
SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(count),0);
mSkillStatus.insert(SkillStatusMap::value_type(skill, SkillStatusData(count, SKILL_UNCHANGED)));
learnSkillRewardedSpells(skill, value);
++count;
if(count >= PLAYER_MAX_SKILLS) // client limit
{
sLog.outError("Character %u has more than %u skills.", GetGUIDLow(), PLAYER_MAX_SKILLS);
break;
}
} while (result->NextRow());
delete result;
}
for (; count < PLAYER_MAX_SKILLS; ++count)
{
SetUInt32Value(PLAYER_SKILL_INDEX(count), 0);
SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(count),0);
SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(count),0);
}
// special settings
if(getClass()==CLASS_DEATH_KNIGHT)
{
uint32 base_level = std::min(getLevel(),sWorld.getConfig (CONFIG_UINT32_START_HEROIC_PLAYER_LEVEL));
if(base_level < 1)
base_level = 1;
uint32 base_skill = (base_level-1)*5; // 270 at starting level 55
if(base_skill < 1)
base_skill = 1; // skill mast be known and then > 0 in any case
if(GetPureSkillValue (SKILL_FIRST_AID) < base_skill)
SetSkill(SKILL_FIRST_AID, base_skill, base_skill);
if(GetPureSkillValue (SKILL_AXES) < base_skill)
SetSkill(SKILL_AXES, base_skill, base_skill);
if(GetPureSkillValue (SKILL_DEFENSE) < base_skill)
SetSkill(SKILL_DEFENSE, base_skill, base_skill);
if(GetPureSkillValue (SKILL_POLEARMS) < base_skill)
SetSkill(SKILL_POLEARMS, base_skill, base_skill);
if(GetPureSkillValue (SKILL_SWORDS) < base_skill)
SetSkill(SKILL_SWORDS, base_skill, base_skill);
if(GetPureSkillValue (SKILL_2H_AXES) < base_skill)
SetSkill(SKILL_2H_AXES, base_skill, base_skill);
if(GetPureSkillValue (SKILL_2H_SWORDS) < base_skill)
SetSkill(SKILL_2H_SWORDS, base_skill, base_skill);
if(GetPureSkillValue (SKILL_UNARMED) < base_skill)
SetSkill(SKILL_UNARMED, base_skill, base_skill);
}
}
uint32 Player::GetPhaseMaskForSpawn() const
{
uint32 phase = PHASEMASK_NORMAL;
if(!isGameMaster())
phase = GetPhaseMask();
else
{
AuraList const& phases = GetAurasByType(SPELL_AURA_PHASE);
if(!phases.empty())
phase = phases.front()->GetMiscValue();
}
// some aura phases include 1 normal map in addition to phase itself
if(uint32 n_phase = phase & ~PHASEMASK_NORMAL)
return n_phase;
return PHASEMASK_NORMAL;
}
uint8 Player::CanEquipUniqueItem(Item* pItem, uint8 eslot, uint32 limit_count) const
{
ItemPrototype const* pProto = pItem->GetProto();
// proto based limitations
if(uint8 res = CanEquipUniqueItem(pProto,eslot,limit_count))
return res;
// check unique-equipped on gems
for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
{
uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
if(!enchant_id)
continue;
SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if(!enchantEntry)
continue;
ItemPrototype const* pGem = ObjectMgr::GetItemPrototype(enchantEntry->GemID);
if(!pGem)
continue;
// include for check equip another gems with same limit category for not equipped item (and then not counted)
uint32 gem_limit_count = !pItem->IsEquipped() && pGem->ItemLimitCategory
? pItem->GetGemCountWithLimitCategory(pGem->ItemLimitCategory) : 1;
if(uint8 res = CanEquipUniqueItem(pGem, eslot,gem_limit_count))
return res;
}
return EQUIP_ERR_OK;
}
uint8 Player::CanEquipUniqueItem( ItemPrototype const* itemProto, uint8 except_slot, uint32 limit_count) const
{
// check unique-equipped on item
if (itemProto->Flags & ITEM_FLAG_UNIQUE_EQUIPPED)
{
// there is an equip limit on this item
if(HasItemOrGemWithIdEquipped(itemProto->ItemId,1,except_slot))
return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
}
// check unique-equipped limit
if (itemProto->ItemLimitCategory)
{
ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(itemProto->ItemLimitCategory);
if(!limitEntry)
return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
// NOTE: limitEntry->mode not checked because if item have have-limit then it applied and to equip case
if(limit_count > limitEntry->maxCount)
return EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_EQUIPPED_EXCEEDED_IS;
// there is an equip limit on this item
if(HasItemOrGemWithLimitCategoryEquipped(itemProto->ItemLimitCategory,limitEntry->maxCount-limit_count+1,except_slot))
return EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_EQUIPPED_EXCEEDED_IS;
}
return EQUIP_ERR_OK;
}
void Player::HandleFall(MovementInfo const& movementInfo)
{
// calculate total z distance of the fall
float z_diff = m_lastFallZ - movementInfo.GetPos()->z;
DEBUG_LOG("zDiff = %f", z_diff);
//Players with low fall distance, Feather Fall or physical immunity (charges used) are ignored
// 14.57 can be calculated by resolving damageperc formula below to 0
if (z_diff >= 14.57f && !isDead() && !isGameMaster() &&
!HasAuraType(SPELL_AURA_HOVER) && !HasAuraType(SPELL_AURA_FEATHER_FALL) &&
!HasAuraType(SPELL_AURA_FLY) && !IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL) )
{
//Safe fall, fall height reduction
int32 safe_fall = GetTotalAuraModifier(SPELL_AURA_SAFE_FALL);
float damageperc = 0.018f*(z_diff-safe_fall)-0.2426f;
if(damageperc >0 )
{
uint32 damage = (uint32)(damageperc * GetMaxHealth()*sWorld.getConfig(CONFIG_FLOAT_RATE_DAMAGE_FALL));
float height = movementInfo.GetPos()->z;
UpdateAllowedPositionZ(movementInfo.GetPos()->x, movementInfo.GetPos()->y, height);
if (damage > 0)
{
//Prevent fall damage from being more than the player maximum health
if (damage > GetMaxHealth())
damage = GetMaxHealth();
// Gust of Wind
if (GetDummyAura(43621))
damage = GetMaxHealth()/2;
uint32 original_health = GetHealth();
uint32 final_damage = EnvironmentalDamage(DAMAGE_FALL, damage);
// recheck alive, might have died of EnvironmentalDamage, avoid cases when player die in fact like Spirit of Redemption case
if (isAlive() && final_damage < original_health)
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING, uint32(z_diff*100));
}
//Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction
DEBUG_LOG("FALLDAMAGE z=%f sz=%f pZ=%f FallTime=%d mZ=%f damage=%d SF=%d" , movementInfo.GetPos()->z, height, GetPositionZ(), movementInfo.GetFallTime(), height, damage, safe_fall);
}
}
}
void Player::UpdateAchievementCriteria( AchievementCriteriaTypes type, uint32 miscvalue1/*=0*/, uint32 miscvalue2/*=0*/, Unit *unit/*=NULL*/, uint32 time/*=0*/ )
{
GetAchievementMgr().UpdateAchievementCriteria(type, miscvalue1,miscvalue2,unit,time);
}
void Player::StartTimedAchievementCriteria(AchievementCriteriaTypes type, uint32 timedRequirementId, time_t startTime /*= 0*/)
{
GetAchievementMgr().StartTimedAchievementCriteria(type, timedRequirementId, startTime);
}
PlayerTalent const* Player::GetKnownTalentById(int32 talentId) const
{
PlayerTalentMap::const_iterator itr = m_talents[m_activeSpec].find(talentId);
if (itr != m_talents[m_activeSpec].end() && itr->second.state != PLAYERSPELL_REMOVED)
return &itr->second;
else
return NULL;
}
SpellEntry const* Player::GetKnownTalentRankById(int32 talentId) const
{
if (PlayerTalent const* talent = GetKnownTalentById(talentId))
return sSpellStore.LookupEntry(talent->m_talentEntry->RankID[talent->currentRank]);
else
return NULL;
}
void Player::LearnTalent(uint32 talentId, uint32 talentRank)
{
uint32 CurTalentPoints = GetFreeTalentPoints();
if(CurTalentPoints == 0)
return;
if (talentRank >= MAX_TALENT_RANK)
return;
TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentId );
if(!talentInfo)
return;
TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab );
if(!talentTabInfo)
return;
// prevent learn talent for different class (cheating)
if( (getClassMask() & talentTabInfo->ClassMask) == 0 )
return;
// find current max talent rank
uint32 curtalent_maxrank = 0;
if (PlayerTalent const* talent = GetKnownTalentById(talentId))
curtalent_maxrank = talent->currentRank + 1;
// we already have same or higher talent rank learned
if(curtalent_maxrank >= (talentRank + 1))
return;
// check if we have enough talent points
if(CurTalentPoints < (talentRank - curtalent_maxrank + 1))
return;
// Check if it requires another talent
if (talentInfo->DependsOn > 0)
{
if(TalentEntry const *depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn))
{
bool hasEnoughRank = false;
PlayerTalentMap::iterator dependsOnTalent = m_talents[m_activeSpec].find(depTalentInfo->TalentID);
if (dependsOnTalent != m_talents[m_activeSpec].end() && dependsOnTalent->second.state != PLAYERSPELL_REMOVED)
{
PlayerTalent depTalent = (*dependsOnTalent).second;
if (depTalent.currentRank >= talentInfo->DependsOnRank)
hasEnoughRank = true;
}
if (!hasEnoughRank)
return;
}
}
// Find out how many points we have in this field
uint32 spentPoints = 0;
uint32 tTab = talentInfo->TalentTab;
if (talentInfo->Row > 0)
{
for (PlayerTalentMap::const_iterator iter = m_talents[m_activeSpec].begin(); iter != m_talents[m_activeSpec].end(); ++iter)
if (iter->second.state != PLAYERSPELL_REMOVED && iter->second.m_talentEntry->TalentTab == tTab)
spentPoints += iter->second.currentRank + 1;
}
// not have required min points spent in talent tree
if(spentPoints < (talentInfo->Row * MAX_TALENT_RANK))
return;
// spell not set in talent.dbc
uint32 spellid = talentInfo->RankID[talentRank];
if( spellid == 0 )
{
sLog.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId, talentRank);
return;
}
// already known
if(HasSpell(spellid))
return;
// learn! (other talent ranks will unlearned at learning)
learnSpell(spellid, false);
DETAIL_LOG("TalentID: %u Rank: %u Spell: %u\n", talentId, talentRank, spellid);
}
void Player::LearnPetTalent(ObjectGuid petGuid, uint32 talentId, uint32 talentRank)
{
Pet *pet = GetPet();
if (!pet)
return;
if (petGuid != pet->GetObjectGuid())
return;
uint32 CurTalentPoints = pet->GetFreeTalentPoints();
if(CurTalentPoints == 0)
return;
if (talentRank >= MAX_PET_TALENT_RANK)
return;
TalentEntry const *talentInfo = sTalentStore.LookupEntry(talentId);
if(!talentInfo)
return;
TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
if(!talentTabInfo)
return;
CreatureInfo const *ci = pet->GetCreatureInfo();
if(!ci)
return;
CreatureFamilyEntry const *pet_family = sCreatureFamilyStore.LookupEntry(ci->family);
if(!pet_family)
return;
if(pet_family->petTalentType < 0) // not hunter pet
return;
// prevent learn talent for different family (cheating)
if(!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask))
return;
// find current max talent rank
int32 curtalent_maxrank = 0;
for(int32 k = MAX_TALENT_RANK-1; k > -1; --k)
{
if(talentInfo->RankID[k] && pet->HasSpell(talentInfo->RankID[k]))
{
curtalent_maxrank = k + 1;
break;
}
}
// we already have same or higher talent rank learned
if(curtalent_maxrank >= int32(talentRank + 1))
return;
// check if we have enough talent points
if(CurTalentPoints < (talentRank - curtalent_maxrank + 1))
return;
// Check if it requires another talent
if (talentInfo->DependsOn > 0)
{
if(TalentEntry const *depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn))
{
bool hasEnoughRank = false;
for (int i = talentInfo->DependsOnRank; i < MAX_TALENT_RANK; ++i)
{
if (depTalentInfo->RankID[i] != 0)
if (pet->HasSpell(depTalentInfo->RankID[i]))
hasEnoughRank = true;
}
if (!hasEnoughRank)
return;
}
}
// Find out how many points we have in this field
uint32 spentPoints = 0;
uint32 tTab = talentInfo->TalentTab;
if (talentInfo->Row > 0)
{
unsigned int numRows = sTalentStore.GetNumRows();
for (unsigned int i = 0; i < numRows; ++i) // Loop through all talents.
{
// Someday, someone needs to revamp
const TalentEntry *tmpTalent = sTalentStore.LookupEntry(i);
if (tmpTalent) // the way talents are tracked
{
if (tmpTalent->TalentTab == tTab)
{
for (int j = 0; j < MAX_TALENT_RANK; ++j)
{
if (tmpTalent->RankID[j] != 0)
{
if (pet->HasSpell(tmpTalent->RankID[j]))
{
spentPoints += j + 1;
}
}
}
}
}
}
}
// not have required min points spent in talent tree
if(spentPoints < (talentInfo->Row * MAX_PET_TALENT_RANK))
return;
// spell not set in talent.dbc
uint32 spellid = talentInfo->RankID[talentRank];
if( spellid == 0 )
{
sLog.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId, talentRank);
return;
}
// already known
if(pet->HasSpell(spellid))
return;
// learn! (other talent ranks will unlearned at learning)
pet->learnSpell(spellid);
DETAIL_LOG("PetTalentID: %u Rank: %u Spell: %u\n", talentId, talentRank, spellid);
}
void Player::UpdateKnownCurrencies(uint32 itemId, bool apply)
{
if(CurrencyTypesEntry const* ctEntry = sCurrencyTypesStore.LookupEntry(itemId))
{
if(apply)
SetFlag64(PLAYER_FIELD_KNOWN_CURRENCIES, (UI64LIT(1) << (ctEntry->BitIndex - 1)));
else
RemoveFlag64(PLAYER_FIELD_KNOWN_CURRENCIES, (UI64LIT(1) << (ctEntry->BitIndex - 1)));
}
}
void Player::UpdateFallInformationIfNeed( MovementInfo const& minfo,uint16 opcode )
{
if (m_lastFallTime >= minfo.GetFallTime() || m_lastFallZ <= minfo.GetPos()->z || opcode == MSG_MOVE_FALL_LAND)
SetFallInformation(minfo.GetFallTime(), minfo.GetPos()->z);
}
void Player::UnsummonPetTemporaryIfAny()
{
Pet* pet = GetPet();
if(!pet)
return;
if(!m_temporaryUnsummonedPetNumber && pet->isControlled() && !pet->isTemporarySummoned() )
m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber();
pet->Unsummon(PET_SAVE_AS_CURRENT, this);
}
void Player::ResummonPetTemporaryUnSummonedIfAny()
{
if (!m_temporaryUnsummonedPetNumber)
return;
// not resummon in not appropriate state
if (IsPetNeedBeTemporaryUnsummoned())
return;
if (!GetPetGuid().IsEmpty())
return;
Pet* NewPet = new Pet;
if(!NewPet->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber, true))
delete NewPet;
m_temporaryUnsummonedPetNumber = 0;
}
bool Player::canSeeSpellClickOn(Creature const *c) const
{
if(!c->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_SPELLCLICK))
return false;
SpellClickInfoMapBounds clickPair = sObjectMgr.GetSpellClickInfoMapBounds(c->GetEntry());
for(SpellClickInfoMap::const_iterator itr = clickPair.first; itr != clickPair.second; ++itr)
if(itr->second.IsFitToRequirements(this))
return true;
return false;
}
void Player::BuildPlayerTalentsInfoData(WorldPacket *data)
{
*data << uint32(GetFreeTalentPoints()); // unspentTalentPoints
*data << uint8(m_specsCount); // talent group count (0, 1 or 2)
*data << uint8(m_activeSpec); // talent group index (0 or 1)
if(m_specsCount)
{
// loop through all specs (only 1 for now)
for(uint32 specIdx = 0; specIdx < m_specsCount; ++specIdx)
{
uint8 talentIdCount = 0;
size_t pos = data->wpos();
*data << uint8(talentIdCount); // [PH], talentIdCount
// find class talent tabs (all players have 3 talent tabs)
uint32 const* talentTabIds = GetTalentTabPages(getClass());
for(uint32 i = 0; i < 3; ++i)
{
uint32 talentTabId = talentTabIds[i];
for(PlayerTalentMap::iterator iter = m_talents[specIdx].begin(); iter != m_talents[specIdx].end(); ++iter)
{
PlayerTalent talent = (*iter).second;
if (talent.state == PLAYERSPELL_REMOVED)
continue;
// skip another tab talents
if(talent.m_talentEntry->TalentTab != talentTabId)
continue;
*data << uint32(talent.m_talentEntry->TalentID); // Talent.dbc
*data << uint8(talent.currentRank); // talentMaxRank (0-4)
++talentIdCount;
}
}
data->put<uint8>(pos, talentIdCount); // put real count
*data << uint8(MAX_GLYPH_SLOT_INDEX); // glyphs count
// GlyphProperties.dbc
for(uint8 i = 0; i < MAX_GLYPH_SLOT_INDEX; ++i)
*data << uint16(m_glyphs[specIdx][i].GetId());
}
}
}
void Player::BuildPetTalentsInfoData(WorldPacket *data)
{
uint32 unspentTalentPoints = 0;
size_t pointsPos = data->wpos();
*data << uint32(unspentTalentPoints); // [PH], unspentTalentPoints
uint8 talentIdCount = 0;
size_t countPos = data->wpos();
*data << uint8(talentIdCount); // [PH], talentIdCount
Pet *pet = GetPet();
if(!pet)
return;
unspentTalentPoints = pet->GetFreeTalentPoints();
data->put<uint32>(pointsPos, unspentTalentPoints); // put real points
CreatureInfo const *ci = pet->GetCreatureInfo();
if(!ci)
return;
CreatureFamilyEntry const *pet_family = sCreatureFamilyStore.LookupEntry(ci->family);
if(!pet_family || pet_family->petTalentType < 0)
return;
for(uint32 talentTabId = 1; talentTabId < sTalentTabStore.GetNumRows(); ++talentTabId)
{
TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentTabId );
if(!talentTabInfo)
continue;
if(!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask))
continue;
for(uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId)
{
TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId);
if(!talentInfo)
continue;
// skip another tab talents
if(talentInfo->TalentTab != talentTabId)
continue;
// find max talent rank
int32 curtalent_maxrank = -1;
for(int32 k = 4; k > -1; --k)
{
if(talentInfo->RankID[k] && pet->HasSpell(talentInfo->RankID[k]))
{
curtalent_maxrank = k;
break;
}
}
// not learned talent
if(curtalent_maxrank < 0)
continue;
*data << uint32(talentInfo->TalentID); // Talent.dbc
*data << uint8(curtalent_maxrank); // talentMaxRank (0-4)
++talentIdCount;
}
data->put<uint8>(countPos, talentIdCount); // put real count
break;
}
}
void Player::SendTalentsInfoData(bool pet)
{
WorldPacket data(SMSG_TALENTS_INFO, 50);
data << uint8(pet ? 1 : 0);
if(pet)
BuildPetTalentsInfoData(&data);
else
BuildPlayerTalentsInfoData(&data);
GetSession()->SendPacket(&data);
}
void Player::BuildEnchantmentsInfoData(WorldPacket *data)
{
uint32 slotUsedMask = 0;
size_t slotUsedMaskPos = data->wpos();
*data << uint32(slotUsedMask); // slotUsedMask < 0x80000
for(uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
{
Item *item = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if(!item)
continue;
slotUsedMask |= (1 << i);
*data << uint32(item->GetEntry()); // item entry
uint16 enchantmentMask = 0;
size_t enchantmentMaskPos = data->wpos();
*data << uint16(enchantmentMask); // enchantmentMask < 0x1000
for(uint32 j = 0; j < MAX_ENCHANTMENT_SLOT; ++j)
{
uint32 enchId = item->GetEnchantmentId(EnchantmentSlot(j));
if(!enchId)
continue;
enchantmentMask |= (1 << j);
*data << uint16(enchId); // enchantmentId?
}
data->put<uint16>(enchantmentMaskPos, enchantmentMask);
*data << uint16(item->GetItemRandomPropertyId());
*data << item->GetGuidValue(ITEM_FIELD_CREATOR).WriteAsPacked();
*data << uint32(item->GetItemSuffixFactor());
}
data->put<uint32>(slotUsedMaskPos, slotUsedMask);
}
void Player::SendEquipmentSetList()
{
uint32 count = 0;
WorldPacket data(SMSG_EQUIPMENT_SET_LIST, 4);
size_t count_pos = data.wpos();
data << uint32(count); // count placeholder
for(EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr)
{
if(itr->second.state==EQUIPMENT_SET_DELETED)
continue;
data.appendPackGUID(itr->second.Guid);
data << uint32(itr->first);
data << itr->second.Name;
data << itr->second.IconName;
for(uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
data << ObjectGuid(HIGHGUID_ITEM, itr->second.Items[i]).WriteAsPacked();
++count; // client have limit but it checked at loading and set
}
data.put<uint32>(count_pos, count);
GetSession()->SendPacket(&data);
}
void Player::SetEquipmentSet(uint32 index, EquipmentSet eqset)
{
if(eqset.Guid != 0)
{
bool found = false;
for(EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr)
{
if((itr->second.Guid == eqset.Guid) && (itr->first == index))
{
found = true;
break;
}
}
if(!found) // something wrong...
{
sLog.outError("Player %s tried to save equipment set "UI64FMTD" (index %u), but that equipment set not found!", GetName(), eqset.Guid, index);
return;
}
}
EquipmentSet& eqslot = m_EquipmentSets[index];
EquipmentSetUpdateState old_state = eqslot.state;
eqslot = eqset;
if(eqset.Guid == 0)
{
eqslot.Guid = sObjectMgr.GenerateEquipmentSetGuid();
WorldPacket data(SMSG_EQUIPMENT_SET_SAVED, 4 + 1);
data << uint32(index);
data.appendPackGUID(eqslot.Guid);
GetSession()->SendPacket(&data);
}
eqslot.state = old_state == EQUIPMENT_SET_NEW ? EQUIPMENT_SET_NEW : EQUIPMENT_SET_CHANGED;
}
void Player::_SaveEquipmentSets()
{
for(EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end();)
{
uint32 index = itr->first;
EquipmentSet& eqset = itr->second;
switch(eqset.state)
{
case EQUIPMENT_SET_UNCHANGED:
++itr;
break; // nothing do
case EQUIPMENT_SET_CHANGED:
{
// prevent SQL injection
std::string db_IconName = eqset.IconName;
std::string db_Name = eqset.Name;
CharacterDatabase.escape_string(db_IconName);
CharacterDatabase.escape_string(db_Name);
CharacterDatabase.PExecute("UPDATE character_equipmentsets SET name='%s', iconname='%s', item0='%u', item1='%u', item2='%u', item3='%u', item4='%u', item5='%u', item6='%u', item7='%u', item8='%u', item9='%u', item10='%u', item11='%u', item12='%u', item13='%u', item14='%u', item15='%u', item16='%u', item17='%u', item18='%u' WHERE guid='%u' AND setguid='"UI64FMTD"' AND setindex='%u'",
db_Name.c_str(), db_IconName.c_str(), eqset.Items[0], eqset.Items[1], eqset.Items[2], eqset.Items[3], eqset.Items[4], eqset.Items[5], eqset.Items[6], eqset.Items[7],
eqset.Items[8], eqset.Items[9], eqset.Items[10], eqset.Items[11], eqset.Items[12], eqset.Items[13], eqset.Items[14], eqset.Items[15], eqset.Items[16], eqset.Items[17], eqset.Items[18], GetGUIDLow(), eqset.Guid, index);
eqset.state = EQUIPMENT_SET_UNCHANGED;
++itr;
break;
}
case EQUIPMENT_SET_NEW:
{
// prevent SQL injection
std::string db_IconName = eqset.IconName;
std::string db_Name = eqset.Name;
CharacterDatabase.escape_string(db_IconName);
CharacterDatabase.escape_string(db_Name);
CharacterDatabase.PExecute("INSERT INTO character_equipmentsets VALUES ('%u', '"UI64FMTD"', '%u', '%s', '%s', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
GetGUIDLow(), eqset.Guid, index, db_Name.c_str(), db_IconName.c_str(), eqset.Items[0], eqset.Items[1], eqset.Items[2], eqset.Items[3], eqset.Items[4], eqset.Items[5], eqset.Items[6], eqset.Items[7],
eqset.Items[8], eqset.Items[9], eqset.Items[10], eqset.Items[11], eqset.Items[12], eqset.Items[13], eqset.Items[14], eqset.Items[15], eqset.Items[16], eqset.Items[17], eqset.Items[18]);
eqset.state = EQUIPMENT_SET_UNCHANGED;
++itr;
break;
}
case EQUIPMENT_SET_DELETED:
CharacterDatabase.PExecute("DELETE FROM character_equipmentsets WHERE setguid="UI64FMTD, eqset.Guid);
m_EquipmentSets.erase(itr++);
break;
}
}
}
void Player::_SaveBGData()
{
// nothing save
if (!m_bgData.m_needSave)
return;
CharacterDatabase.PExecute("DELETE FROM character_battleground_data WHERE guid='%u'", GetGUIDLow());
if (m_bgData.bgInstanceID)
{
/* guid, bgInstanceID, bgTeam, x, y, z, o, map, taxi[0], taxi[1], mountSpell */
CharacterDatabase.PExecute("INSERT INTO character_battleground_data VALUES ('%u', '%u', '%u', '%f', '%f', '%f', '%f', '%u', '%u', '%u', '%u')",
GetGUIDLow(), m_bgData.bgInstanceID, uint32(m_bgData.bgTeam), m_bgData.joinPos.coord_x, m_bgData.joinPos.coord_y, m_bgData.joinPos.coord_z,
m_bgData.joinPos.orientation, m_bgData.joinPos.mapid, m_bgData.taxiPath[0], m_bgData.taxiPath[1], m_bgData.mountSpell);
}
m_bgData.m_needSave = false;
}
void Player::DeleteEquipmentSet(uint64 setGuid)
{
for(EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr)
{
if(itr->second.Guid == setGuid)
{
if(itr->second.state == EQUIPMENT_SET_NEW)
m_EquipmentSets.erase(itr);
else
itr->second.state = EQUIPMENT_SET_DELETED;
break;
}
}
}
void Player::ActivateSpec(uint8 specNum)
{
if(GetActiveSpec() == specNum)
return;
if(specNum >= GetSpecsCount())
return;
UnsummonPetTemporaryIfAny();
// prevent deletion of action buttons by client at spell unlearn or by player while spec change in progress
SendLockActionButtons();
ApplyGlyphs(false);
// copy of new talent spec (we will use it as model for converting current tlanet state to new)
PlayerTalentMap tempSpec = m_talents[specNum];
// copy old spec talents to new one, must be before spec switch to have previous spec num(as m_activeSpec)
m_talents[specNum] = m_talents[m_activeSpec];
SetActiveSpec(specNum);
// remove all talent spells that don't exist in next spec but exist in old
for (PlayerTalentMap::iterator specIter = m_talents[m_activeSpec].begin(); specIter != m_talents[m_activeSpec].end();)
{
PlayerTalent& talent = (*specIter).second;
if (talent.state == PLAYERSPELL_REMOVED)
{
++specIter;
continue;
}
PlayerTalentMap::iterator iterTempSpec = tempSpec.find(specIter->first);
// remove any talent rank if talent not listed in temp spec
if (iterTempSpec == tempSpec.end() || iterTempSpec->second.state == PLAYERSPELL_REMOVED)
{
TalentEntry const *talentInfo = talent.m_talentEntry;
for(int r = 0; r < MAX_TALENT_RANK; ++r)
if (talentInfo->RankID[r])
removeSpell(talentInfo->RankID[r],!IsPassiveSpell(talentInfo->RankID[r]),false);
specIter = m_talents[m_activeSpec].begin();
}
else
++specIter;
}
// now new spec data have only talents (maybe different rank) as in temp spec data, sync ranks then.
for (PlayerTalentMap::const_iterator tempIter = tempSpec.begin(); tempIter != tempSpec.end(); ++tempIter)
{
PlayerTalent const& talent = (*tempIter).second;
// removed state talent already unlearned in prev. loop
// but we need restore it if it deleted for finish removed-marked data in DB
if (talent.state == PLAYERSPELL_REMOVED)
{
m_talents[m_activeSpec][tempIter->first] = talent;
continue;
}
uint32 talentSpellId = talent.m_talentEntry->RankID[talent.currentRank];
// learn talent spells if they not in new spec (old spec copy)
// and if they have different rank
if (PlayerTalent const* cur_talent = GetKnownTalentById(tempIter->first))
{
if (cur_talent->currentRank != talent.currentRank)
learnSpell(talentSpellId, false);
}
else
learnSpell(talentSpellId, false);
// sync states - original state is changed in addSpell that learnSpell calls
PlayerTalentMap::iterator specIter = m_talents[m_activeSpec].find(tempIter->first);
if (specIter != m_talents[m_activeSpec].end())
(*specIter).second.state = talent.state;
else
{
sLog.outError("ActivateSpec: Talent spell %u expected to learned at spec switch but not listed in talents at final check!", talentSpellId);
// attempt resync DB state (deleted lost spell from DB)
if (talent.state != PLAYERSPELL_NEW)
{
PlayerTalent& talentNew = m_talents[m_activeSpec][tempIter->first];
talentNew = talent;
talentNew.state = PLAYERSPELL_REMOVED;
}
}
}
InitTalentForLevel();
// recheck action buttons (not checked at loading/spec copy)
ActionButtonList const& currentActionButtonList = m_actionButtons[m_activeSpec];
for(ActionButtonList::const_iterator itr = currentActionButtonList.begin(); itr != currentActionButtonList.end(); )
{
if (itr->second.uState != ACTIONBUTTON_DELETED)
{
// remove broken without any output (it can be not correct because talents not copied at spec creating)
if (!IsActionButtonDataValid(itr->first,itr->second.GetAction(),itr->second.GetType(), this, false))
{
removeActionButton(m_activeSpec,itr->first);
itr = currentActionButtonList.begin();
continue;
}
}
++itr;
}
ResummonPetTemporaryUnSummonedIfAny();
ApplyGlyphs(true);
SendInitialActionButtons();
Powers pw = getPowerType();
if(pw != POWER_MANA)
SetPower(POWER_MANA, 0);
SetPower(pw, 0);
}
void Player::UpdateSpecCount(uint8 count)
{
uint8 curCount = GetSpecsCount();
if (curCount == count)
return;
// maybe current spec data must be copied to 0 spec?
if (m_activeSpec >= count)
ActivateSpec(0);
// copy spec data from new specs
if (count > curCount)
{
// copy action buttons from active spec (more easy in this case iterate first by button)
ActionButtonList const& currentActionButtonList = m_actionButtons[m_activeSpec];
for(ActionButtonList::const_iterator itr = currentActionButtonList.begin(); itr != currentActionButtonList.end(); ++itr)
{
if (itr->second.uState != ACTIONBUTTON_DELETED)
{
for(uint8 spec = curCount; spec < count; ++spec)
addActionButton(spec,itr->first,itr->second.GetAction(),itr->second.GetType());
}
}
}
// delete spec data for removed specs
else if (count < curCount)
{
// delete action buttons for removed spec
for(uint8 spec = count; spec < curCount; ++spec)
{
// delete action buttons for removed spec
for(uint8 button = 0; button < MAX_ACTION_BUTTONS; ++button)
removeActionButton(spec,button);
}
}
SetSpecsCount(count);
SendTalentsInfoData(false);
}
void Player::RemoveAtLoginFlag( AtLoginFlags f, bool in_db_also /*= false*/ )
{
m_atLoginFlags &= ~f;
if(in_db_also)
CharacterDatabase.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(f), GetGUIDLow());
}
void Player::SendClearCooldown( uint32 spell_id, Unit* target )
{
WorldPacket data(SMSG_CLEAR_COOLDOWN, 4+8);
data << uint32(spell_id);
data << target->GetObjectGuid();
SendDirectMessage(&data);
}
void Player::BuildTeleportAckMsg(WorldPacket& data, float x, float y, float z, float ang) const
{
MovementInfo mi = m_movementInfo;
mi.ChangePosition(x, y, z, ang);
data.Initialize(MSG_MOVE_TELEPORT_ACK, 64);
data << GetPackGUID();
data << uint32(0); // this value increments every time
data << mi;
}
bool Player::HasMovementFlag( MovementFlags f ) const
{
return m_movementInfo.HasMovementFlag(f);
}
void Player::ResetTimeSync()
{
m_timeSyncCounter = 0;
m_timeSyncTimer = 0;
m_timeSyncClient = 0;
m_timeSyncServer = WorldTimer::getMSTime();
}
void Player::SendTimeSync()
{
WorldPacket data(SMSG_TIME_SYNC_REQ, 4);
data << uint32(m_timeSyncCounter++);
GetSession()->SendPacket(&data);
// Schedule next sync in 10 sec
m_timeSyncTimer = 10000;
m_timeSyncServer = WorldTimer::getMSTime();
}
void Player::SendDuelCountdown(uint32 counter)
{
WorldPacket data(SMSG_DUEL_COUNTDOWN, 4);
data << uint32(counter); // seconds
GetSession()->SendPacket(&data);
}
bool Player::IsImmuneToSpellEffect(SpellEntry const* spellInfo, SpellEffectIndex index) const
{
switch(spellInfo->Effect[index])
{
case SPELL_EFFECT_ATTACK_ME:
return true;
default:
break;
}
switch(spellInfo->EffectApplyAuraName[index])
{
case SPELL_AURA_MOD_TAUNT:
return true;
default:
break;
}
return Unit::IsImmuneToSpellEffect(spellInfo, index);
}
void Player::SetHomebindToLocation(WorldLocation const& loc, uint32 area_id)
{
m_homebindMapId = loc.mapid;
m_homebindAreaId = area_id;
m_homebindX = loc.coord_x;
m_homebindY = loc.coord_y;
m_homebindZ = loc.coord_z;
// update sql homebind
CharacterDatabase.PExecute("UPDATE character_homebind SET map = '%u', zone = '%u', position_x = '%f', position_y = '%f', position_z = '%f' WHERE guid = '%u'",
m_homebindMapId, m_homebindAreaId, m_homebindX, m_homebindY, m_homebindZ, GetGUIDLow());
}
Object* Player::GetObjectByTypeMask(ObjectGuid guid, TypeMask typemask)
{
switch(guid.GetHigh())
{
case HIGHGUID_ITEM:
if (typemask & TYPEMASK_ITEM)
return GetItemByGuid(guid);
break;
case HIGHGUID_PLAYER:
if (GetObjectGuid()==guid)
return this;
if ((typemask & TYPEMASK_PLAYER) && IsInWorld())
return ObjectAccessor::FindPlayer(guid);
break;
case HIGHGUID_GAMEOBJECT:
if ((typemask & TYPEMASK_GAMEOBJECT) && IsInWorld())
return GetMap()->GetGameObject(guid);
break;
case HIGHGUID_UNIT:
if ((typemask & TYPEMASK_UNIT) && IsInWorld())
return GetMap()->GetCreature(guid);
break;
case HIGHGUID_PET:
if ((typemask & TYPEMASK_UNIT) && IsInWorld())
return GetMap()->GetPet(guid);
break;
case HIGHGUID_VEHICLE:
if ((typemask & TYPEMASK_UNIT) && IsInWorld())
return GetMap()->GetVehicle(guid);
break;
case HIGHGUID_DYNAMICOBJECT:
if ((typemask & TYPEMASK_DYNAMICOBJECT) && IsInWorld())
return GetMap()->GetDynamicObject(guid);
break;
case HIGHGUID_TRANSPORT:
case HIGHGUID_CORPSE:
case HIGHGUID_MO_TRANSPORT:
case HIGHGUID_INSTANCE:
break;
}
return NULL;
}
void Player::SetRestType( RestType n_r_type, uint32 areaTriggerId /*= 0*/)
{
rest_type = n_r_type;
if (rest_type == REST_TYPE_NO)
{
RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
// Set player to FFA PVP when not in rested environment.
if(sWorld.IsFFAPvPRealm())
SetFFAPvP(true);
}
else
{
SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
inn_trigger_id = areaTriggerId;
time_inn_enter = time(NULL);
if(sWorld.IsFFAPvPRealm())
SetFFAPvP(false);
}
}