/*
* Copyright (C) 2005-2008 MaNGOS
*
* Copyright (C) 2008 Trinity
*
* 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 "Common.h"
#include "Language.h"
#include "Database/DatabaseEnv.h"
#include "Log.h"
#include "Opcodes.h"
#include "ObjectMgr.h"
#include "SpellMgr.h"
#include "World.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "UpdateMask.h"
#include "Player.h"
#include "SkillDiscovery.h"
#include "QuestDef.h"
#include "GossipDef.h"
#include "UpdateData.h"
#include "Channel.h"
#include "ChannelMgr.h"
#include "MapManager.h"
#include "MapInstanced.h"
#include "InstanceSaveMgr.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 "SpellAuras.h"
#include "Util.h"
#include "Transports.h"
#include "Weather.h"
#include "BattleGround.h"
#include "BattleGroundMgr.h"
#include "OutdoorPvP.h"
#include "OutdoorPvPMgr.h"
#include "ArenaTeam.h"
#include "Chat.h"
#include "Database/DatabaseImpl.h"
#include "Spell.h"
#include "SocialMgr.h"
#include "GameEvent.h"
#include
#define ZONE_UPDATE_INTERVAL 1000
#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
};
// 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 level)
{
// 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_PLAYER: 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 existed taxi nodes
m_taximask[index] = sTaxiNodesMask[index] & uint32(atol((*iter).c_str()));
}
}
void PlayerTaxi::AppendTaximaskTo( ByteBuffer& data, bool all )
{
if(all)
{
for (uint8 i=0; ic_str()));
AddTaxiDestination(node);
}
if(m_TaxiDestinations.empty())
return true;
// Check integrity
if(m_TaxiDestinations.size() < 2)
return false;
for(size_t i = 1; i < m_TaxiDestinations.size(); ++i)
{
uint32 cost;
uint32 path;
objmgr.GetTaxiPath(m_TaxiDestinations[i-1],m_TaxiDestinations[i],path,cost);
if(!path)
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;
objmgr.GetTaxiPath(m_TaxiDestinations[0],m_TaxiDestinations[1],path,cost);
return path;
}
//== Player ====================================================
const int32 Player::ReputationRank_Length[MAX_REPUTATION_RANK] = {36000, 3000, 3000, 3000, 6000, 12000, 21000, 1000};
UpdateMask Player::updateVisualBits;
Player::Player (WorldSession *session): Unit()
{
m_transport = 0;
m_speakTime = 0;
m_speakCount = 0;
m_objectType |= TYPEMASK_PLAYER;
m_objectTypeId = TYPEID_PLAYER;
m_valuesCount = PLAYER_END;
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_curSelection = 0;
m_lootGuid = 0;
m_comboTarget = 0;
m_comboPoints = 0;
m_usedTalentCount = 0;
m_regenTimer = 0;
m_weaponChangeTimer = 0;
m_zoneUpdateId = 0;
m_zoneUpdateTimer = 0;
m_areaUpdateId = 0;
m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE);
// randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_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;
m_dontMove = false;
pTrader = 0;
ClearTrade();
m_cinematic = 0;
PlayerTalkClass = new PlayerMenu( GetSession() );
m_currentBuybackSlot = BUYBACK_SLOT_START;
for ( int aX = 0 ; aX < 8 ; aX++ )
m_Tutorials[ aX ] = 0x00;
m_TutorialsChanged = false;
m_DailyQuestChanged = false;
m_lastDailyQuestTime = 0;
m_regenTimer = 0;
m_weaponChangeTimer = 0;
m_breathTimer = 0;
m_isunderwater = 0;
m_isInWater = false;
m_drunkTimer = 0;
m_drunk = 0;
m_restTime = 0;
m_deathTimer = 0;
m_deathExpireTime = 0;
m_swingErrorMsg = 0;
m_DetectInvTimer = 1000;
m_bgBattleGroundID = 0;
for (int j=0; j < PLAYER_MAX_BATTLEGROUND_QUEUES; j++)
{
m_bgBattleGroundQueueID[j].bgQueueType = 0;
m_bgBattleGroundQueueID[j].invitedToInstance = 0;
}
m_bgTeam = 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_ammoDPS = 0.0f;
m_temporaryUnsummonedPetNumber = 0;
//cache for UNIT_CREATED_BY_SPELL to allow
//returning reagests for temporarily removed pets
//when dying/logging out
m_oldpetspell = 0;
////////////////////Rest System/////////////////////
time_inn_enter=0;
inn_pos_mapid=0;
inn_pos_x=0;
inn_pos_y=0;
inn_pos_z=0;
m_rest_bonus=0;
rest_type=REST_TYPE_NO;
////////////////////Rest System/////////////////////
m_mailsLoaded = false;
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 = DIFFICULTY_NORMAL;
for (int i = 0; i < BASEMOD_END; i++)
{
m_auraBaseMod[i][FLAT_MOD] = 0.0f;
m_auraBaseMod[i][PCT_MOD] = 1.0f;
}
// 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;
//Default movement to run mode
m_unit_movement_flags = 0;
m_miniPet = 0;
m_bgAfkReportedTimer = 0;
m_contestedPvPTimer = 0;
m_declinedname = NULL;
m_isActive = true;
}
Player::~Player ()
{
CleanupsBeforeDelete();
//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();
for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
delete itr->second;
//all mailed items should be deleted, also all mail should be deallocated
for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();++itr)
delete *itr;
for (ItemMap::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 < TOTAL_DIFFICULTIES; i++)
for(BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
itr->second.save->RemovePlayer(this);
delete m_declinedname;
}
void Player::CleanupsBeforeDelete()
{
if(m_uint32Values) // only for fully created Object
{
TradeCancel(false);
DuelComplete(DUEL_INTERUPTED);
}
Unit::CleanupsBeforeDelete();
}
bool Player::Create( uint32 guidlow, std::string name, uint8 race, uint8 class_, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair, uint8 outfitId )
{
Object::_Create(guidlow, 0, HIGHGUID_PLAYER);
m_name = name;
PlayerInfo const* info = objmgr.GetPlayerInfo(race, class_);
if(!info)
{
sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
return false;
}
for (int i = 0; i < PLAYER_SLOTS_COUNT; i++)
m_items[i] = NULL;
//for(int j = BUYBACK_SLOT_START; j < BUYBACK_SLOT_END; j++)
//{
// SetUInt64Value(PLAYER_FIELD_VENDORBUYBACK_SLOT_1+j*2,0);
// SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1+j,0);
// SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1+j,0);
//}
m_race = race;
m_class = class_;
SetMapId(info->mapId);
Relocate(info->positionX,info->positionY,info->positionZ);
ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(class_);
if(!cEntry)
{
sLog.outError("Class %u not found in DBC (Wrong DBC files?)",class_);
return false;
}
uint8 powertype = cEntry->powerType;
uint32 unitfield;
switch(powertype)
{
case POWER_ENERGY:
case POWER_MANA:
unitfield = 0x00000000;
break;
case POWER_RAGE:
unitfield = 0x00110000;
break;
default:
sLog.outError("Invalid default powertype %u for player (class %u)",powertype,class_);
return false;
}
SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, DEFAULT_WORLD_OBJECT_SIZE );
SetFloatValue(UNIT_FIELD_COMBATREACH, 1.5f );
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 false;
break;
}
setFactionForRace(m_race);
SetUInt32Value(UNIT_FIELD_BYTES_0, ( ( race ) | ( class_ << 8 ) | ( gender << 16 ) | ( powertype << 24 ) ) );
SetUInt32Value(UNIT_FIELD_BYTES_1, unitfield);
SetByteValue(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_UNK3 | UNIT_BYTE2_FLAG_UNK5 );
SetUInt32Value(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE );
SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); // fix cast time showed in spell tooltip on client
//-1 is default value
SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, uint32(-1));
SetUInt32Value(PLAYER_BYTES, (skin | (face << 8) | (hairStyle << 16) | (hairColor << 24)));
SetUInt32Value(PLAYER_BYTES_2, (facialHair | (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
SetByteValue(PLAYER_BYTES_3, 0, gender);
SetUInt32Value( PLAYER_GUILDID, 0 );
SetUInt32Value( PLAYER_GUILDRANK, 0 );
SetUInt32Value( PLAYER_GUILD_TIMESTAMP, 0 );
SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES, 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
if(GetSession()->GetSecurity() >= SEC_MODERATOR)
SetUInt32Value( UNIT_FIELD_LEVEL, sWorld.getConfig(CONFIG_GM_START_LEVEL) );
else
SetUInt32Value( UNIT_FIELD_LEVEL, sWorld.getConfig(CONFIG_START_PLAYER_LEVEL) );
// set starting gold
SetUInt32Value( PLAYER_FIELD_COINAGE, sWorld.getConfig(CONFIG_PLAYER_START_GOLD) );
// set starting honor
SetUInt32Value( PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_PLAYER_START_HONOR) );
// set starting arena pts
SetUInt32Value( PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_PLAYER_START_ARENAPTS) );
// start with every map explored
if(sWorld.getConfig(CONFIG_START_ALL_EXPLORED))
{
for (uint8 i=0; i<64; i++)
SetFlag(PLAYER_EXPLORED_ZONES_1+i,0xFFFFFFFF);
}
//Reputations if "StartAllReputation" is enabled, -- TODO: Fix this in a better way
if(sWorld.getConfig(CONFIG_START_ALL_REP))
{
SetFactionReputation(sFactionStore.LookupEntry(942),42999);
SetFactionReputation(sFactionStore.LookupEntry(935),42999);
SetFactionReputation(sFactionStore.LookupEntry(936),42999);
SetFactionReputation(sFactionStore.LookupEntry(1011),42999);
SetFactionReputation(sFactionStore.LookupEntry(970),42999);
SetFactionReputation(sFactionStore.LookupEntry(967),42999);
SetFactionReputation(sFactionStore.LookupEntry(989),42999);
SetFactionReputation(sFactionStore.LookupEntry(932),42999);
SetFactionReputation(sFactionStore.LookupEntry(934),42999);
SetFactionReputation(sFactionStore.LookupEntry(1038),42999);
SetFactionReputation(sFactionStore.LookupEntry(1077),42999);
// Factions depending on team, like cities and some more stuff
switch(GetTeam())
{
case ALLIANCE:
SetFactionReputation(sFactionStore.LookupEntry(72),42999);
SetFactionReputation(sFactionStore.LookupEntry(47),42999);
SetFactionReputation(sFactionStore.LookupEntry(69),42999);
SetFactionReputation(sFactionStore.LookupEntry(930),42999);
SetFactionReputation(sFactionStore.LookupEntry(730),42999);
SetFactionReputation(sFactionStore.LookupEntry(978),42999);
SetFactionReputation(sFactionStore.LookupEntry(54),42999);
SetFactionReputation(sFactionStore.LookupEntry(946),42999);
break;
case HORDE:
SetFactionReputation(sFactionStore.LookupEntry(76),42999);
SetFactionReputation(sFactionStore.LookupEntry(68),42999);
SetFactionReputation(sFactionStore.LookupEntry(81),42999);
SetFactionReputation(sFactionStore.LookupEntry(911),42999);
SetFactionReputation(sFactionStore.LookupEntry(729),42999);
SetFactionReputation(sFactionStore.LookupEntry(941),42999);
SetFactionReputation(sFactionStore.LookupEntry(530),42999);
SetFactionReputation(sFactionStore.LookupEntry(947),42999);
break;
default:
break;
}
}
// Played time
m_Last_tick = time(NULL);
m_Played_time[0] = 0;
m_Played_time[1] = 0;
// base stats and related field values
InitStatsForLevel();
InitTaxiNodesForLevel();
InitTalentForLevel();
InitPrimaryProffesions(); // 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 intelect)
SetPower(POWER_MANA,GetMaxPower(POWER_MANA));
}
learnDefaultSpells(true);
std::list::const_iterator action_itr[4];
for(int i=0; i<4; i++)
action_itr[i] = info->action[i].begin();
for (; action_itr[0]!=info->action[0].end() && action_itr[1]!=info->action[1].end();)
{
uint16 taction[4];
for(int i=0; i<4 ;i++)
taction[i] = (*action_itr[i]);
addActionButton((uint8)taction[0], taction[1], (uint8)taction[2], (uint8)taction[3]);
for(int i=0; i<4 ;i++)
++action_itr[i];
}
for (PlayerCreateInfoItems::const_iterator item_id_itr = info->item.begin(); item_id_itr!=info->item.end(); ++item_id_itr++)
{
uint32 titem_id = item_id_itr->item_id;
uint32 titem_amount = item_id_itr->item_amount;
sLog.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id, titem_amount);
// attempt equip
uint16 eDest;
uint8 msg = CanEquipNewItem( NULL_SLOT, eDest, titem_id, titem_amount, false );
if( msg == EQUIP_ERR_OK )
{
EquipNewItem( eDest, titem_id, titem_amount, true);
AutoUnequipOffhandIfNeed();
continue; // equipped, to next
}
// attempt store
ItemPosCountVec sDest;
// store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
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) );
continue; // stored, to next
}
// 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,race,class_,msg);
}
// 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
uint8 msg = CanUseAmmo( pItem->GetProto()->ItemId );
if( msg == EQUIP_ERR_OK )
SetAmmo( pItem->GetProto()->ItemId );
}
}
}
// all item positions resolved
return true;
}
void Player::StartMirrorTimer(MirrorTimerType Type, uint32 MaxValue)
{
uint32 BreathRegen = (uint32)-1;
WorldPacket data(SMSG_START_MIRROR_TIMER, (21));
data << (uint32)Type;
data << MaxValue;
data << MaxValue;
data << BreathRegen;
data << (uint8)0;
data << (uint32)0; // spell id
GetSession()->SendPacket(&data);
}
void Player::ModifyMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, uint32 Regen)
{
if(Type==BREATH_TIMER)
m_breathTimer = ((MaxValue + 1000) - CurrentValue) / Regen;
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)
{
if(Type==BREATH_TIMER)
m_breathTimer = 0;
WorldPacket data(SMSG_STOP_MIRROR_TIMER, 4);
data << (uint32)Type;
GetSession()->SendPacket( &data );
}
void Player::EnvironmentalDamage(uint64 guid, EnviromentalDamage type, uint32 damage)
{
WorldPacket data(SMSG_ENVIRONMENTALDAMAGELOG, (21));
data << (uint64)guid;
data << (uint8)(type!=DAMAGE_FALL_TO_VOID ? type : DAMAGE_FALL);
data << (uint32)damage;
data << (uint32)0;
data << (uint32)0;
//m_session->SendPacket(&data);
//Let other players see that you get damage
SendMessageToSet(&data, true);
DealDamage(this, damage, NULL, SELF_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
if(type==DAMAGE_FALL && !isAlive()) // 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 data(SMSG_DURABILITY_DAMAGE_DEATH, 0);
GetSession()->SendPacket(&data);
}
}
void Player::HandleDrowning()
{
if(!m_isunderwater)
return;
//if players is GM, have waterbreath, dead or breathing is disabled
if(sWorld.getConfig(CONFIG_DISABLE_BREATHING) || waterbreath || isGameMaster() || !isAlive())
{
StopMirrorTimer(BREATH_TIMER);
m_isunderwater = 0;
return;
}
uint32 UnderWaterTime = 1*MINUTE*1000; // default leangthL 1 min
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);
if ((m_isunderwater & 0x01) && !(m_isunderwater & 0x80) && isAlive())
{
//single trigger timer
if (!(m_isunderwater & 0x02))
{
m_isunderwater|= 0x02;
m_breathTimer = UnderWaterTime + 1000;
}
//single trigger "Breathbar"
if ( m_breathTimer <= UnderWaterTime && !(m_isunderwater & 0x04))
{
m_isunderwater|= 0x04;
StartMirrorTimer(BREATH_TIMER, UnderWaterTime);
}
//continius trigger drowning "Damage"
if ((m_breathTimer == 0) && (m_isunderwater & 0x01))
{
//TODO: Check this formula
uint64 guid = GetGUID();
uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
EnvironmentalDamage(guid, DAMAGE_DROWNING,damage);
m_breathTimer = 2000;
}
}
//single trigger retract bar
else if (!(m_isunderwater & 0x01) && !(m_isunderwater & 0x08) && (m_isunderwater & 0x02) && (m_breathTimer > 0) && isAlive())
{
m_isunderwater = 0x08;
uint32 BreathRegen = 10;
ModifyMirrorTimer(BREATH_TIMER, UnderWaterTime, m_breathTimer,BreathRegen);
m_isunderwater = 0x10;
}
//remove bar
else if ((m_breathTimer < 50) && !(m_isunderwater & 0x01) && (m_isunderwater == 0x10))
{
StopMirrorTimer(BREATH_TIMER);
m_isunderwater = 0;
}
}
void Player::HandleLava()
{
bool ValidArea = false;
if ((m_isunderwater & 0x80) && isAlive())
{
//Single trigger Set BreathTimer
if (!(m_isunderwater & 0x80))
{
m_isunderwater|= 0x04;
m_breathTimer = 1000;
}
//Reset BreathTimer and still in the lava
if (!m_breathTimer)
{
uint64 guid = GetGUID();
uint32 damage = urand(600, 700); // TODO: Get more detailed information about lava damage
uint32 dmgZone = GetZoneId(); // TODO: Find correct "lava dealing zone" flag in Area Table
// Deal lava damage only in lava zones.
switch(dmgZone)
{
case 0x8D:
ValidArea = false;
break;
case 0x94:
ValidArea = false;
break;
case 0x2CE:
ValidArea = false;
break;
case 0x2CF:
ValidArea = false;
break;
default:
if (dmgZone / 5 & 0x408)
ValidArea = true;
}
// if is valid area and is not gamemaster then deal damage
if ( ValidArea && !isGameMaster() )
EnvironmentalDamage(guid, DAMAGE_LAVA, damage);
m_breathTimer = 1000;
}
}
//Death timer disabled and WaterFlags reset
else if (m_deathState == DEAD)
{
m_breathTimer = 0;
m_isunderwater = 0;
}
}
///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;
SetUInt32Value(PLAYER_BYTES_3,(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFF0001) | (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 << GetGUID();
data << uint32(newDrunkenState);
data << uint32(itemId);
SendMessageToSet(&data, true);
}
void Player::Update( uint32 p_time )
{
if(!IsInWorld())
return;
// 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;
}
Unit::Update( p_time );
// update player only attacks
if(uint32 ranged_att = getAttackTimer(RANGED_ATTACK))
{
setAttackTimer(RANGED_ATTACK, (p_time >= ranged_att ? 0 : ranged_att - p_time) );
}
if(uint32 off_att = getAttackTimer(OFF_ATTACK))
{
setAttackTimer(OFF_ATTACK, (p_time >= off_att ? 0 : off_att - p_time) );
}
time_t now = time (NULL);
UpdatePvPFlag(now);
UpdateContestedPvP(p_time);
UpdateDuelFlag(now);
CheckDuelDistance(now);
UpdateAfkReport(now);
CheckExploreSystem();
// Update items that have just a limited lifetime
if (now>m_Last_tick)
UpdateItemDuration(uint32(now- m_Last_tick));
if (!m_timedquests.empty())
{
std::set::iterator iter = m_timedquests.begin();
while (iter != m_timedquests.end())
{
QuestStatusData& q_status = mQuestStatus[*iter];
if( q_status.m_timer <= p_time )
{
uint32 quest_id = *iter;
++iter; // current iter will be removed in FailTimedQuest
FailTimedQuest( quest_id );
}
else
{
q_status.m_timer -= p_time;
if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
++iter;
}
}
}
if (hasUnitState(UNIT_STAT_MELEE_ATTACKING))
{
Unit *pVictim = getVictim();
if( !IsNonMeleeSpellCasted(false) && pVictim)
{
// default combat reach 10
// TODO add weapon,skill check
float pldistance = ATTACK_DISTANCE;
if (isAttackReady(BASE_ATTACK))
{
if(!IsWithinCombatDist(pVictim, pldistance))
{
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/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(!IsWithinCombatDist(pVictim, pldistance))
{
setAttackTimer(OFF_ATTACK,100);
}
else if( !HasInArc( 2*M_PI/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
{
int time_inn = time(NULL)-GetTimeInnEnter();
if (time_inn >= 10) //freeze update
{
float bubble = 0.125*sWorld.getRate(RATE_REST_INGAME);
//speed collect rest bonus (section/in hour)
SetRestBonus( GetRestBonus()+ time_inn*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble );
UpdateInnerTime(time(NULL));
}
}
}
if(m_regenTimer > 0)
{
if(p_time >= m_regenTimer)
m_regenTimer = 0;
else
m_regenTimer -= p_time;
}
if (m_weaponChangeTimer > 0)
{
if(p_time >= m_weaponChangeTimer)
m_weaponChangeTimer = 0;
else
m_weaponChangeTimer -= p_time;
}
if (m_zoneUpdateTimer > 0)
{
if(p_time >= m_zoneUpdateTimer)
{
uint32 newzone = GetZoneId();
if( m_zoneUpdateId != newzone )
UpdateZone(newzone); // also update area
else
{
// use area updates as well
// needed for free far all arenas for example
uint32 newarea = GetAreaId();
if( m_areaUpdateId != newarea )
UpdateArea(newarea);
m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
}
}
else
m_zoneUpdateTimer -= p_time;
}
if (isAlive())
{
RegenerateAll();
}
if (m_deathState == JUST_DIED)
{
KillPlayer();
}
if(m_nextSave > 0)
{
if(p_time >= m_nextSave)
{
// m_nextSave reseted in SaveToDB call
SaveToDB();
sLog.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
}
else
{
m_nextSave -= p_time;
}
}
//Breathtimer
if(m_breathTimer > 0)
{
if(p_time >= m_breathTimer)
m_breathTimer = 0;
else
m_breathTimer -= p_time;
}
//Handle Water/drowning
HandleDrowning();
//Handle lava
HandleLava();
//Handle detect stealth players
if (m_DetectInvTimer > 0)
{
if (p_time >= m_DetectInvTimer)
{
m_DetectInvTimer = 3000;
HandleStealthedUnitsDetection();
}
else
m_DetectInvTimer -= p_time;
}
// Played time
if (now > m_Last_tick)
{
uint32 elapsed = uint32(now - m_Last_tick);
m_Played_time[0] += elapsed; // Total played time
m_Played_time[1] += elapsed; // Level played time
m_Last_tick = now;
}
if (m_drunk)
{
m_drunkTimer += p_time;
if (m_drunkTimer > 10000)
HandleSobering();
}
// not auto-free ghost from body in instances
if(m_deathTimer > 0 && !GetBaseMap()->Instanceable())
{
if(p_time >= m_deathTimer)
{
m_deathTimer = 0;
BuildPlayerRepop();
RepopAtGraveyard();
}
else
m_deathTimer -= p_time;
}
UpdateEnchantTime(p_time);
UpdateHomebindTime(p_time);
// group update
SendUpdateToOutOfRangeGroupMembers();
Pet* pet = GetPet();
if(pet && !IsWithinDistInMap(pet, OWNER_MAX_DISTANCE))
{
RemovePet(pet, PET_SAVE_NOT_IN_SLOT, true);
return;
}
}
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
RemoveAurasDueToSpell(m_ShapeShiftFormSpellId);
//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(NULL, PET_SAVE_NOT_IN_SLOT, true);
// remove uncontrolled pets
RemoveMiniPet();
RemoveGuardians();
// save value before aura remove in Unit::setDeathState
ressSpellId = GetUInt32Value(PLAYER_SELF_RES_SPELL);
// passive spell
if(!ressSpellId)
ressSpellId = GetResurrectionSpellId();
}
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);
}
}
void Player::BuildEnumData( QueryResult * result, WorldPacket * p_data )
{
*p_data << GetGUID();
*p_data << m_name;
*p_data << getRace();
uint8 pClass = getClass();
*p_data << pClass;
*p_data << getGender();
uint32 bytes = GetUInt32Value(PLAYER_BYTES);
*p_data << uint8(bytes);
*p_data << uint8(bytes >> 8);
*p_data << uint8(bytes >> 16);
*p_data << uint8(bytes >> 24);
bytes = GetUInt32Value(PLAYER_BYTES_2);
*p_data << uint8(bytes);
*p_data << uint8(getLevel()); // player level
// do not use GetMap! it will spawn a new instance since the bound instances are not loaded
uint32 zoneId = MapManager::Instance().GetZoneId(GetMapId(), GetPositionX(),GetPositionY());
*p_data << zoneId;
*p_data << GetMapId();
*p_data << GetPositionX();
*p_data << GetPositionY();
*p_data << GetPositionZ();
*p_data << GetUInt32Value(PLAYER_GUILDID); // guild id
uint32 char_flags = 0;
if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
char_flags |= CHARACTER_FLAG_HIDE_HELM;
if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK))
char_flags |= CHARACTER_FLAG_HIDE_CLOAK;
if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
char_flags |= CHARACTER_FLAG_GHOST;
if(HasAtLoginFlag(AT_LOGIN_RENAME))
char_flags |= CHARACTER_FLAG_RENAME;
// always send the flag if declined names aren't used
// to let the client select a default method of declining the name
if(!sWorld.getConfig(CONFIG_DECLINED_NAMES_USED) || (result && result->Fetch()[12].GetCppString() != ""))
char_flags |= CHARACTER_FLAG_DECLINED;
*p_data << (uint32)char_flags; // character flags
*p_data << (uint8)1; // unknown
// 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 && isAlive() && (pClass == CLASS_WARLOCK || pClass == CLASS_HUNTER))
{
Field* fields = result->Fetch();
uint32 entry = fields[9].GetUInt32();
CreatureInfo const* cInfo = sCreatureStorage.LookupEntry(entry);
if(cInfo)
{
petDisplayId = fields[10].GetUInt32();
petLevel = fields[11].GetUInt32();
petFamily = cInfo->family;
}
}
*p_data << (uint32)petDisplayId;
*p_data << (uint32)petLevel;
*p_data << (uint32)petFamily;
}
/*ItemPrototype const *items[EQUIPMENT_SLOT_END];
for (int i = 0; i < EQUIPMENT_SLOT_END; i++)
items[i] = NULL;
QueryResult *result = CharacterDatabase.PQuery("SELECT slot,item_template FROM character_inventory WHERE guid = '%u' AND bag = 0",GetGUIDLow());
if (result)
{
do
{
Field *fields = result->Fetch();
uint8 slot = fields[0].GetUInt8() & 255;
uint32 item_id = fields[1].GetUInt32();
if( slot >= EQUIPMENT_SLOT_END )
continue;
items[slot] = objmgr.GetItemPrototype(item_id);
if(!items[slot])
{
sLog.outError( "Player::BuildEnumData: Player %s have unknown item (id: #%u) in inventory, skipped.", GetName(),item_id );
continue;
}
} while (result->NextRow());
delete result;
}*/
for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; slot++)
{
uint32 visualbase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
uint32 item_id = GetUInt32Value(visualbase);
const ItemPrototype * proto = objmgr.GetItemPrototype(item_id);
SpellItemEnchantmentEntry const *enchant = NULL;
for(uint8 enchantSlot = PERM_ENCHANTMENT_SLOT; enchantSlot<=TEMP_ENCHANTMENT_SLOT; enchantSlot++)
{
uint32 enchantId = GetUInt32Value(visualbase+1+enchantSlot);
if(enchant = sSpellItemEnchantmentStore.LookupEntry(enchantId))
break;
}
if (proto != NULL)
{
*p_data << (uint32)proto->DisplayInfoID;
*p_data << (uint8)proto->InventoryType;
*p_data << (uint32)(enchant?enchant->aura_id:0);
}
else
{
*p_data << (uint32)0;
*p_data << (uint8)0;
*p_data << (uint32)0; // enchant?
}
}
*p_data << (uint32)0; // first bag display id
*p_data << (uint8)0; // first bag inventory type
*p_data << (uint32)0; // enchant?
}
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())
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;
}
if((GetSession()->GetSecurity() < SEC_GAMEMASTER) && !sWorld.IsAllowedMap(mapid))
{
sLog.outError("Player %s tried to enter a forbidden map", GetName());
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())
{
sLog.outDebug("Player %s using client without required expansion tried teleport to non accessable map %u", GetName(), mapid);
if(GetTransport())
RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
SendTransferAborted(mapid, TRANSFER_ABORT_INSUF_EXPAN_LVL1);
return false; // normal client can't teleport to this map...
}
else
{
sLog.outDebug("Player %s will 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.t_x = 0.0f;
m_movementInfo.t_y = 0.0f;
m_movementInfo.t_z = 0.0f;
m_movementInfo.t_o = 0.0f;
m_movementInfo.t_time = 0;
}
SetSemaphoreTeleport(true);
// The player was ported to another map and looses the duel immediatly.
// We have to perform this check before the teleport, otherwise the
// ObjectAccessor won't find the flag.
if (duel && this->GetMapId()!=mapid)
{
GameObject* obj = ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER));
if (obj)
DuelComplete(DUEL_FLED);
}
// reset movement flags at teleport, because player will continue move with these flags after teleport
SetUnitMovementFlags(0);
if ((this->GetMapId() == mapid) && (!m_transport))
{
// prepare zone change detect
uint32 old_zone = GetZoneId();
// near teleport
if(!GetSession()->PlayerLogout())
{
WorldPacket data;
BuildTeleportAckMsg(&data, x, y, z, orientation);
GetSession()->SendPacket(&data);
SetPosition( x, y, z, orientation, true);
}
else
// this will be used instead of the current location in SaveToDB
m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
//BuildHeartBeatMsg(&data);
//SendMessageToSet(&data, true);
if (!(options & TELE_TO_NOT_UNSUMMON_PET))
{
//same map, only remove pet if out of range
if(pet && !IsWithinDistInMap(pet, OWNER_MAX_DISTANCE))
{
if(pet->isControlled() && !pet->isTemporarySummoned() )
m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber();
else
m_temporaryUnsummonedPetNumber = 0;
RemovePet(pet, PET_SAVE_NOT_IN_SLOT);
}
}
if(!(options & TELE_TO_NOT_LEAVE_COMBAT))
CombatStop();
if (!(options & TELE_TO_NOT_UNSUMMON_PET))
{
// resummon pet
if(pet && m_temporaryUnsummonedPetNumber)
{
Pet* NewPet = new Pet;
if(!NewPet->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber, true))
delete NewPet;
m_temporaryUnsummonedPetNumber = 0;
}
}
if(!GetSession()->PlayerLogout())
{
// don't reset teleport semaphore while logging out, otherwise m_teleport_dest won't be used in Player::SaveToDB
SetSemaphoreTeleport(false);
UpdateZone(GetZoneId());
}
// new zone
if(old_zone != GetZoneId())
{
// honorless target
if(pvpInfo.inHostileArea)
CastSpell(this, 2479, true);
}
}
else
{
// far teleport to another map
Map* oldmap = IsInWorld() ? MapManager::Instance().GetMap(GetMapId(), this) : 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 (!MapManager::Instance().CanPlayerEnter(mapid, this))
{
SetSemaphoreTeleport(false);
return false;
}
// If the map is not created, assume it is possible to enter it.
// It will be created in the WorldPortAck.
Map *map = MapManager::Instance().FindMap(mapid);
if (!map || map->CanEnter(this))
{
SetSelection(0);
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)
{
//leaving map -> delete pet right away (doing this later will cause problems)
if(pet->isControlled() && !pet->isTemporarySummoned())
m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber();
else
m_temporaryUnsummonedPetNumber = 0;
RemovePet(pet, PET_SAVE_NOT_IN_SLOT);
}
// 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);
if(!GetSession()->PlayerLogout())
{
// send transfer packets
WorldPacket data(SMSG_TRANSFER_PENDING, (4+4+4));
data << uint32(mapid);
if (m_transport)
{
data << m_transport->GetEntry() << GetMapId();
}
GetSession()->SendPacket(&data);
data.Initialize(SMSG_NEW_WORLD, (20));
if (m_transport)
{
data << (uint32)mapid << m_movementInfo.t_x << m_movementInfo.t_y << m_movementInfo.t_z << m_movementInfo.t_o;
}
else
{
data << (uint32)mapid << (float)x << (float)y << (float)z << (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.t_x;
final_y += m_movementInfo.t_y;
final_z += m_movementInfo.t_z;
final_o += m_movementInfo.t_o;
}
m_teleport_dest = WorldLocation(mapid, final_x, final_y, final_z, final_o);
// if the player is saved before worldportack (at logout for example)
// this will be used instead of the current location in SaveToDB
RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP);
// move packet sent by client always after far teleport
// SetPosition(final_x, final_y, final_z, final_o, true);
SetDontMove(true);
// code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
}
else
return false;
}
return true;
}
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()
{
// cleanup
if(IsInWorld())
{
///- Release charmed creatures, unsummon totems and remove pets/guardians
Uncharm();
UnsummonAllTotems();
RemoveMiniPet();
RemoveGuardians();
}
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
Unit::RemoveFromWorld();
}
void Player::RewardRage( uint32 damage, uint32 weaponSpeedHitFactor, bool attacker )
{
float addRage;
float rageconversion = ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
if(attacker)
{
addRage = ((damage/rageconversion*7.5 + weaponSpeedHitFactor)/2);
// talent who gave more rage on attack
addRage *= 1.0f + GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT) / 100.0f;
}
else
{
addRage = damage/rageconversion*2.5;
// Berserker Rage effect
if(HasAura(18499,0))
addRage *= 1.3;
}
addRage *= sWorld.getRate(RATE_POWER_RAGE_INCOME);
ModifyPower(POWER_RAGE, uint32(addRage*10));
}
void Player::RegenerateAll()
{
if (m_regenTimer != 0)
return;
uint32 regenDelay = 2000;
// 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();
if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))
Regenerate(POWER_RAGE);
}
Regenerate( POWER_ENERGY );
Regenerate( POWER_MANA );
m_regenTimer = regenDelay;
}
void Player::Regenerate(Powers power)
{
uint32 curValue = GetPower(power);
uint32 maxValue = GetMaxPower(power);
float addvalue = 0.0f;
switch (power)
{
case POWER_MANA:
{
bool recentCast = IsUnderLastManaUseEffect();
float ManaIncreaseRate = sWorld.getRate(RATE_POWER_MANA);
if (recentCast)
{
// Trinity Updates Mana in intervals of 2s, which is correct
addvalue = GetFloatValue(PLAYER_FIELD_MOD_MANA_REGEN_INTERRUPT) * ManaIncreaseRate * 2.00f;
}
else
{
addvalue = GetFloatValue(PLAYER_FIELD_MOD_MANA_REGEN) * ManaIncreaseRate * 2.00f;
}
} break;
case POWER_RAGE: // Regenerate rage
{
float RageDecreaseRate = sWorld.getRate(RATE_POWER_RAGE_LOSS);
addvalue = 30 * RageDecreaseRate; // 3 rage by tick
} break;
case POWER_ENERGY: // Regenerate energy (rogue)
addvalue = 20;
break;
case POWER_FOCUS:
case POWER_HAPPINESS:
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 == power)
addvalue *= ((*i)->GetModifier()->m_amount + 100) / 100.0f;
}
if (power != POWER_RAGE)
{
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 curValue = GetHealth();
uint32 maxValue = GetMaxHealth();
if (curValue >= maxValue) return;
float HealthIncreaseRate = sWorld.getRate(RATE_HEALTH);
float addvalue = 0.0f;
// polymorphed case
if ( IsPolymorphed() )
addvalue = 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;
ModifyHealth(int32(addvalue));
}
bool Player::CanInteractWithNPCs(bool alive) const
{
if(alive && !isAlive())
return false;
if(isInFlight())
return false;
return true;
}
bool Player::IsUnderWater() const
{
return IsInWater() &&
GetPositionZ() < (MapManager::Instance().GetBaseMap(GetMapId())->GetWaterLevel(GetPositionX(),GetPositionY())-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);
getHostilRefManager().updateThreatTables();
}
void Player::SetGameMaster(bool on)
{
if(on)
{
m_ExtraFlags |= PLAYER_EXTRA_GM_ON;
setFaction(35);
SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP);
ResetContestedPvP();
getHostilRefManager().setOnlineOfflineState(false);
CombatStop();
}
else
{
m_ExtraFlags &= ~ PLAYER_EXTRA_GM_ON;
setFactionForRace(getRace());
RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
// restore FFA PvP Server state
if(sWorld.IsFFAPvPRealm())
SetFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP);
// restore FFA PvP area state, remove not allowed for GM mounts
UpdateArea(m_areaUpdateId);
getHostilRefManager().setOnlineOfflineState(true);
}
ObjectAccessor::UpdateVisibilityForPlayer(this);
}
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_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() == p->GetGroup() &&
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()
{
if(GetGroupInvite()) // uninvited invitee
{
Group* group = GetGroupInvite();
group->RemoveInvite(this);
if(group->GetMembersCount() <= 1) // group has just 1 member => disband
{
if(group->IsCreated())
{
group->Disband(true);
objmgr.RemoveGroup(group);
}
else
group->RemoveAllInvites();
delete group;
}
}
}
void Player::RemoveFromGroup(Group* group, uint64 guid)
{
if(group)
{
if (group->RemoveMember(guid, 0) <= 1)
{
// group->Disband(); already disbanded in RemoveMember
objmgr.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 << uint64(victim ? victim->GetGUID() : 0); // 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_MAX_PLAYER_LEVEL))
return;
// handle SPELL_AURA_MOD_XP_PCT auras
Unit::AuraList const& ModXPPctAuras = GetAurasByType(SPELL_AURA_MOD_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_MAX_PLAYER_LEVEL) )
{
newXP -= nextLvlXP;
if ( level < sWorld.getConfig(CONFIG_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;
objmgr.GetPlayerLevelInfo(getRace(),getClass(),level,&info);
PlayerClassLevelInfo classInfo;
objmgr.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);
// 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, Trinity::XP::xp_to_level(level));
//update level, max level of skills
if(getLevel()!= level)
m_Played_time[1] = 0; // Level Played Time reset
SetLevel(level);
UpdateMaxSkills();
// 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();
UpdateAllStats();
if(sWorld.getConfig(CONFIG_ALWAYS_MAXSKILL)) // Max weapon skill when leveling up
UpdateSkillsToMaxSkillsForLevel();
// 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);
// give level to summoned pet
Pet* pet = GetPet();
if(pet && pet->getPetType()==SUMMON_PET)
pet->GivePetLevel(level);
}
void Player::InitTalentForLevel()
{
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
{
resetTalents(true);
SetFreeTalentPoints(0);
}
}
else
{
uint32 talentPointsForLevel = uint32((level-9)*sWorld.getRate(RATE_TALENT));
// if used more that have then reset
if(m_usedTalentCount > talentPointsForLevel)
{
if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR)
resetTalents(true);
else
SetFreeTalentPoints(0);
}
// else update amount of free points
else
SetFreeTalentPoints(talentPointsForLevel-m_usedTalentCount);
}
}
void Player::InitStatsForLevel(bool reapplyMods)
{
if(reapplyMods) //reapply stats values only on .reset stats (level) command
_RemoveAllStatBonuses();
PlayerClassLevelInfo classInfo;
objmgr.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo);
PlayerLevelInfo info;
objmgr.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info);
SetUInt32Value(PLAYER_FIELD_MAX_LEVEL, sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) );
SetUInt32Value(PLAYER_NEXT_LEVEL_XP, Trinity::XP::xp_to_level(getLevel()));
UpdateMaxSkills ();
// set default cast time multiplier
SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f);
// reset size before reapply auras
SetFloatValue(OBJECT_FIELD_SCALE_X,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 < 7; 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 );
SetUInt32Value(UNIT_FIELD_ATTACK_POWER, 0 );
SetUInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, 0 );
SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER,0.0f);
SetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER, 0 );
SetUInt32Value(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 < 7; ++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)
{
SetFloatValue(UNIT_FIELD_POWER_COST_MODIFIER+i,0.0f);
SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER+i,0.0f);
}
// 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), uint32(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_PET_IN_COMBAT | UNIT_FLAG_SILENCED | UNIT_FLAG_PACIFIED |
UNIT_FLAG_DISABLE_ROTATE | 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
// 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 | PLAYER_FLAGS_FFA_PVP);
SetByteValue(UNIT_FIELD_BYTES_1, 2, 0x00); // one form stealth modified bytes
// 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);
}
void Player::SendInitialSpells()
{
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 << uint16(itr->first);
//data << uint16(itr->second->slotId);
data << uint16(0); // it's not slot id
spellCount +=1;
}
data.put(countPos,spellCount); // write real count value
uint16 spellCooldowns = m_spellCooldowns.size();
data << uint16(spellCooldowns);
for(SpellCooldowns::const_iterator itr=m_spellCooldowns.begin(); itr!=m_spellCooldowns.end(); itr++)
{
SpellEntry const *sEntry = sSpellStore.LookupEntry(itr->first);
if(!sEntry)
continue;
data << uint16(itr->first);
time_t cooldown = 0;
time_t curTime = time(NULL);
if(itr->second.end > curTime)
cooldown = (itr->second.end-curTime)*1000;
data << uint16(itr->second.itemid); // cast item id
data << uint16(sEntry->Category); // spell category
if(sEntry->Category) // may be wrong, but anyway better than nothing...
{
data << uint32(0);
data << uint32(cooldown);
}
else
{
data << uint32(cooldown);
data << uint32(0);
}
}
GetSession()->SendPacket(&data);
sLog.outDetail( "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, uint32 mailAction, uint32 mailError, uint32 equipError, uint32 item_guid, uint32 item_count)
{
WorldPacket data(SMSG_SEND_MAIL_RESULT, (4+4+4+(mailError == MAIL_ERR_BAG_FULL?4:(mailAction == MAIL_ITEM_TAKEN?4+4:0))));
data << (uint32) mailId;
data << (uint32) mailAction;
data << (uint32) mailError;
if ( mailError == MAIL_ERR_BAG_FULL )
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 loading, uint16 slot_id, bool disabled)
{
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
if (!spellInfo)
{
// do character spell book cleanup (all characters)
if(loading && !learning) // spell load case
{
sLog.outError("Player::addSpell: Non-existed 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: Non-existed in SpellStore spell #%u request.",spell_id);
return false;
}
if(!SpellMgr::IsSpellValid(spellInfo,this,false))
{
// do character spell book cleanup (all characters)
if(loading && !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 disabled_case = false;
bool superceded_old = false;
PlayerSpellMap::iterator itr = m_spells.find(spell_id);
if (itr != m_spells.end())
{
// update active state for known spell
if(itr->second->active != active && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled)
{
itr->second->active = active;
// loading && !learning == explicitly load from DB and then exist in it already and set correctly
if(loading && !learning)
itr->second->state = PLAYERSPELL_UNCHANGED;
else if(itr->second->state != PLAYERSPELL_NEW)
itr->second->state = PLAYERSPELL_CHANGED;
if(!active)
{
WorldPacket data(SMSG_REMOVED_SPELL, 4);
data << uint16(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
{
delete itr->second;
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(loading && !learning)
itr->second->state = PLAYERSPELL_UNCHANGED;
return false;
}
}
}
if(!disabled_case) // skip new spell adding if spell already known (disabled spells case)
{
// talent: unlearn all other talent ranks (high and low)
if(TalentSpellPos const* talentPos = GetTalentSpellPos(spell_id))
{
if(TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentPos->talent_id ))
{
for(int i=0; i <5; ++i)
{
// skip learning spell and no rank spell case
uint32 rankSpellId = talentInfo->RankID[i];
if(!rankSpellId || rankSpellId==spell_id)
continue;
// skip unknown ranks
if(!HasSpell(rankSpellId))
continue;
removeSpell(rankSpellId);
}
}
}
// non talent spell: learn low ranks (recursive call)
else if(uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id))
{
if(loading) // at spells loading, no output, but allow save
addSpell(prev_spell,active,true,loading,SPELL_WITHOUT_SLOT_ID,disabled);
else // at normal learning
learnSpell(prev_spell);
}
PlayerSpell *newspell = new PlayerSpell;
newspell->active = active;
newspell->state = state;
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 && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
{
for( PlayerSpellMap::iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr )
{
if(itr->second->state == PLAYERSPELL_REMOVED) continue;
SpellEntry const *i_spellInfo = sSpellStore.LookupEntry(itr->first);
if(!i_spellInfo) continue;
if( spellmgr.IsRankSpellDueToSpell(spellInfo,itr->first) )
{
if(itr->second->active)
{
if(spellmgr.IsHighRankOfSpell(spell_id,itr->first))
{
if(!loading) // not send spell (re-/over-)learn packets at loading
{
WorldPacket data(SMSG_SUPERCEDED_SPELL, (4));
data << uint16(itr->first);
data << uint16(spell_id);
GetSession()->SendPacket( &data );
}
// mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
itr->second->active = false;
itr->second->state = PLAYERSPELL_CHANGED;
superceded_old = true; // new spell replace old in action bars and spell book.
}
else if(spellmgr.IsHighRankOfSpell(itr->first,spell_id))
{
if(!loading) // not send spell (re-/over-)learn packets at loading
{
WorldPacket data(SMSG_SUPERCEDED_SPELL, (4));
data << uint16(spell_id);
data << uint16(itr->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;
}
}
}
}
}
uint16 tmpslot=slot_id;
if (tmpslot == SPELL_WITHOUT_SLOT_ID)
{
uint16 maxid = 0;
PlayerSpellMap::iterator itr;
for (itr = m_spells.begin(); itr != m_spells.end(); ++itr)
{
if(itr->second->state == PLAYERSPELL_REMOVED)
continue;
if (itr->second->slotId > maxid)
maxid = itr->second->slotId;
}
tmpslot = maxid + 1;
}
newspell->slotId = tmpslot;
m_spells[spell_id] = newspell;
// return false if spell disabled
if (newspell->disabled)
return false;
}
uint32 talentCost = GetTalentSpellCost(spell_id);
// 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( talentCost > 0 && 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 spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
else if (IsPassiveSpell(spell_id))
{
// if spell doesn't require a stance or the player is in the required stance
if( ( !spellInfo->Stances &&
spell_id != 5420 && spell_id != 5419 && spell_id != 7376 &&
spell_id != 7381 && spell_id != 21156 && spell_id != 21009 &&
spell_id != 21178 && spell_id != 33948 && spell_id != 40121 ) ||
m_form != 0 && (spellInfo->Stances & (1<<(m_form-1))) ||
(spell_id == 5420 && m_form == FORM_TREE) ||
(spell_id == 5419 && m_form == FORM_TRAVEL) ||
(spell_id == 7376 && m_form == FORM_DEFENSIVESTANCE) ||
(spell_id == 7381 && m_form == FORM_BERSERKERSTANCE) ||
(spell_id == 21156 && m_form == FORM_BATTLESTANCE)||
(spell_id == 21178 && (m_form == FORM_BEAR || m_form == FORM_DIREBEAR) ) ||
(spell_id == 33948 && m_form == FORM_FLIGHT) ||
(spell_id == 40121 && m_form == FORM_FLIGHT_EPIC) )
//Check CasterAuraStates
if (!spellInfo->CasterAuraState || HasAuraState(AuraState(spellInfo->CasterAuraState)))
CastSpell(this, spell_id, true);
}
else if( IsSpellHaveEffect(spellInfo,SPELL_EFFECT_SKILL_STEP) )
{
CastSpell(this, spell_id, true);
return false;
}
// update used talent points count
m_usedTalentCount += talentCost;
// update free primary prof.points (if any, can be none in case GM .learn prof. learning)
if(uint32 freeProfs = GetFreePrimaryProffesionPoints())
{
if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
SetFreePrimaryProffesions(freeProfs-1);
}
// add dependent skills
uint16 maxskill = GetMaxSkillValueForLevel();
SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(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);
}
else
{
// not ranked skills
SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_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 ||
// poison special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
pSkill->id==SKILL_POISONS && _spell_idx->second->max_value==0 ||
// lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
pSkill->id==SKILL_LOCKPICKING && _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
SpellLearnSpellMap::const_iterator spell_begin = spellmgr.GetBeginSpellLearnSpell(spell_id);
SpellLearnSpellMap::const_iterator spell_end = spellmgr.GetEndSpellLearnSpell(spell_id);
for(SpellLearnSpellMap::const_iterator itr = spell_begin; itr != spell_end; ++itr)
{
if(!itr->second.autoLearned)
{
if(loading) // at spells loading, no output, but allow save
addSpell(itr->second.spell,true,true,loading);
else // at normal learning
learnSpell(itr->second.spell);
}
}
// return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
return active && !disabled && !superceded_old;
}
void Player::learnSpell(uint32 spell_id)
{
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);
// learn all disabled higher ranks (recursive)
SpellChainMapNext const& nextMap = spellmgr.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 (disabled && iter != m_spells.end() && iter->second->disabled)
learnSpell(i->second);
}
// prevent duplicated entires in spell book
if(!learning)
return;
WorldPacket data(SMSG_LEARNED_SPELL, 4);
data << uint32(spell_id);
GetSession()->SendPacket(&data);
}
void Player::removeSpell(uint32 spell_id, bool disabled)
{
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 = spellmgr.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);
// removing
WorldPacket data(SMSG_REMOVED_SPELL, 4);
data << uint16(spell_id);
GetSession()->SendPacket(&data);
if (disabled)
{
itr->second->disabled = disabled;
if(itr->second->state != PLAYERSPELL_NEW)
itr->second->state = PLAYERSPELL_CHANGED;
}
else
{
if(itr->second->state == PLAYERSPELL_NEW)
{
delete itr->second;
m_spells.erase(itr);
}
else
itr->second->state = PLAYERSPELL_REMOVED;
}
RemoveAurasDueToSpell(spell_id);
// remove pet auras
if(PetAura const* petSpell = spellmgr.GetPetAura(spell_id))
RemovePetAura(petSpell);
// free talent points
uint32 talentCosts = GetTalentSpellCost(spell_id);
if(talentCosts > 0)
{
if(talentCosts < m_usedTalentCount)
m_usedTalentCount -= talentCosts;
else
m_usedTalentCount = 0;
}
// update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
{
uint32 freeProfs = GetFreePrimaryProffesionPoints()+1;
if(freeProfs <= sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL))
SetFreePrimaryProffesions(freeProfs);
}
// remove dependent skill
SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id);
if(spellLearnSkill)
{
uint32 prev_spell = spellmgr.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 = spellmgr.GetSpellLearnSkill(prev_spell);
while(!prevSkill && prev_spell)
{
prev_spell = spellmgr.GetPrevSpellInChain(prev_spell);
prevSkill = spellmgr.GetSpellLearnSkill(spellmgr.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);
}
}
}
else
{
// not ranked skills
SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_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 ||
// poison special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
pSkill->id==SKILL_POISONS && _spell_idx->second->max_value==0 ||
// lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
pSkill->id==SKILL_LOCKPICKING && _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
SpellLearnSpellMap::const_iterator spell_begin = spellmgr.GetBeginSpellLearnSpell(spell_id);
SpellLearnSpellMap::const_iterator spell_end = spellmgr.GetEndSpellLearnSpell(spell_id);
for(SpellLearnSpellMap::const_iterator itr2 = spell_begin; itr2 != spell_end; ++itr2)
removeSpell(itr2->second.spell, disabled);
}
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 * 1000 &&
entry->CategoryRecoveryTime <= 15 * MINUTE * 1000 )
{
// notify player
WorldPacket data(SMSG_CLEAR_COOLDOWN, (4+8));
data << uint32(itr->first);
data << GetGUID();
GetSession()->SendPacket(&data);
// remove cooldown
m_spellCooldowns.erase(itr);
}
}
}
void Player::RemoveAllSpellCooldown()
{
if(!m_spellCooldowns.empty())
{
for(SpellCooldowns::const_iterator itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end(); ++itr)
{
WorldPacket data(SMSG_CLEAR_COOLDOWN, (4+8));
data << uint32(itr->first);
data << uint64(GetGUID());
GetSession()->SendPacket(&data);
}
m_spellCooldowns.clear();
}
}
void Player::_LoadSpellCooldowns(QueryResult *result)
{
m_spellCooldowns.clear();
//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 have 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);
sLog.outDebug("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);
// 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
{
CharacterDatabase.PExecute("INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES ('%u', '%u', '%u', '" I64FMTD "')", GetGUIDLow(), itr->first, itr->second.itemid, uint64(itr->second.end));
++itr;
}
}
}
uint32 Player::resetTalentsCost() const
{
// The first time reset costs 1 gold
if(m_resetTalentsCost < 1*GOLD)
return 1*GOLD;
// then 5 gold
else if(m_resetTalentsCost < 5*GOLD)
return 5*GOLD;
// After that it increases in increments of 5 gold
else if(m_resetTalentsCost < 10*GOLD)
return 10*GOLD;
else
{
uint32 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 (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)
{
// not need after this call
if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS))
{
m_atLoginFlags = m_atLoginFlags & ~AT_LOGIN_RESET_TALENTS;
CharacterDatabase.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_TALENTS), GetGUIDLow());
}
uint32 level = getLevel();
uint32 talentPointsForLevel = level < 10 ? 0 : uint32((level-9)*sWorld.getRate(RATE_TALENT));
if (m_usedTalentCount == 0)
{
SetFreeTalentPoints(talentPointsForLevel);
return false;
}
uint32 cost = 0;
if(!no_cost && !sWorld.getConfig(CONFIG_NO_RESET_TALENT_COST))
{
cost = resetTalentsCost();
if (GetMoney() < cost)
{
SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0);
return false;
}
}
for (unsigned int i = 0; i < sTalentStore.GetNumRows(); i++)
{
TalentEntry const *talentInfo = sTalentStore.LookupEntry(i);
if (!talentInfo) continue;
TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab );
if(!talentTabInfo)
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 )
continue;
for (int j = 0; j < 5; j++)
{
for(PlayerSpellMap::iterator itr = GetSpellMap().begin(); itr != GetSpellMap().end();)
{
if(itr->second->state == PLAYERSPELL_REMOVED || itr->second->disabled)
{
++itr;
continue;
}
// remove learned spells (all ranks)
uint32 itrFirstId = spellmgr.GetFirstSpellInChain(itr->first);
// unlearn if first rank is talent or learned by talent
if (itrFirstId == talentInfo->RankID[j] || spellmgr.IsSpellLearnToSpell(talentInfo->RankID[j],itrFirstId))
{
removeSpell(itr->first,!IsPassiveSpell(itr->first));
itr = GetSpellMap().begin();
continue;
}
else
++itr;
}
}
}
SetFreeTalentPoints(talentPointsForLevel);
if(!no_cost)
{
ModifyMoney(-(int32)cost);
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(NULL,PET_SAVE_NOT_IN_SLOT, true);
return true;
}
bool Player::_removeSpell(uint16 spell_id)
{
PlayerSpellMap::iterator itr = m_spells.find(spell_id);
if (itr != m_spells.end())
{
delete itr->second;
m_spells.erase(itr);
return true;
}
return false;
}
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_SCALE_X);
updateVisualBits.SetBit(UNIT_FIELD_CHARM);
updateVisualBits.SetBit(UNIT_FIELD_CHARM+1);
updateVisualBits.SetBit(UNIT_FIELD_SUMMON);
updateVisualBits.SetBit(UNIT_FIELD_SUMMON+1);
updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY);
updateVisualBits.SetBit(UNIT_FIELD_TARGET);
updateVisualBits.SetBit(UNIT_FIELD_TARGET+1);
updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT);
updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT+1);
updateVisualBits.SetBit(UNIT_FIELD_HEALTH);
updateVisualBits.SetBit(UNIT_FIELD_POWER1);
updateVisualBits.SetBit(UNIT_FIELD_POWER2);
updateVisualBits.SetBit(UNIT_FIELD_POWER3);
updateVisualBits.SetBit(UNIT_FIELD_POWER4);
updateVisualBits.SetBit(UNIT_FIELD_POWER5);
updateVisualBits.SetBit(UNIT_FIELD_MAXHEALTH);
updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER1);
updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER2);
updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER3);
updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER4);
updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER5);
updateVisualBits.SetBit(UNIT_FIELD_LEVEL);
updateVisualBits.SetBit(UNIT_FIELD_FACTIONTEMPLATE);
updateVisualBits.SetBit(UNIT_FIELD_BYTES_0);
updateVisualBits.SetBit(UNIT_FIELD_FLAGS);
updateVisualBits.SetBit(UNIT_FIELD_FLAGS_2);
for(uint16 i = UNIT_FIELD_AURA; i < UNIT_FIELD_AURASTATE; ++i)
updateVisualBits.SetBit(i);
updateVisualBits.SetBit(UNIT_FIELD_AURASTATE);
updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME);
updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 1);
updateVisualBits.SetBit(UNIT_FIELD_RANGEDATTACKTIME);
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_MOUNTDISPLAYID);
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_BYTES_2);
updateVisualBits.SetBit(PLAYER_FLAGS);
updateVisualBits.SetBit(PLAYER_BYTES);
updateVisualBits.SetBit(PLAYER_BYTES_2);
updateVisualBits.SetBit(PLAYER_BYTES_3);
updateVisualBits.SetBit(PLAYER_GUILDID);
updateVisualBits.SetBit(PLAYER_GUILDRANK);
updateVisualBits.SetBit(PLAYER_GUILD_TIMESTAMP);
updateVisualBits.SetBit(PLAYER_DUEL_TEAM);
updateVisualBits.SetBit(PLAYER_DUEL_ARBITER);
updateVisualBits.SetBit(PLAYER_DUEL_ARBITER+1);
// 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+=4)
updateVisualBits.SetBit(i);
//Players visible items are not inventory stuff
//431) = 884 (0x374) = main weapon
for(uint16 i = 0; i < EQUIPMENT_SLOT_END; i++)
{
// item creator
updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR + (i*MAX_VISIBLE_ITEM_OFFSET) + 0);
updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR + (i*MAX_VISIBLE_ITEM_OFFSET) + 1);
uint16 visual_base = PLAYER_VISIBLE_ITEM_1_0 + (i*MAX_VISIBLE_ITEM_OFFSET);
// item entry
updateVisualBits.SetBit(visual_base + 0);
// item enchantment IDs
for(uint8 j = 0; j < MAX_INSPECTED_ENCHANTMENT_SLOT; ++j)
updateVisualBits.SetBit(visual_base + 1 + j);
// random properties
updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 0 + (i*MAX_VISIBLE_ITEM_OFFSET));
updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 1 + (i*MAX_VISIBLE_ITEM_OFFSET));
}
updateVisualBits.SetBit(PLAYER_CHOSEN_TITLE);
updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY);
updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY + 1);
updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY + 2);
updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_INFO);
updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_INFO + 1);
updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_INFO + 2);
updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_INFO + 3);
updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_INFO + 4);
updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_INFO + 5);
}
void Player::BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const
{
for(int i = 0; i < EQUIPMENT_SLOT_END; i++)
{
if(m_items[i] == NULL)
continue;
m_items[i]->BuildCreateUpdateBlockForPlayer( data, 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]->BuildCreateUpdateBlockForPlayer( data, target );
}
for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
{
if(m_items[i] == NULL)
continue;
m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
}
}
Unit::BuildCreateUpdateBlockForPlayer( data, target );
}
void Player::DestroyForPlayer( Player *target ) const
{
Unit::DestroyForPlayer( target );
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 < KEYRING_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((uint16)spell);
return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled);
}
TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell) const
{
if (!trainer_spell)
return TRAINER_SPELL_RED;
if (!trainer_spell->spell)
return TRAINER_SPELL_RED;
// known spell
if(HasSpell(trainer_spell->spell))
return TRAINER_SPELL_GRAY;
// check race/class requirement
if(!IsSpellFitByClassAndRace(trainer_spell->spell))
return TRAINER_SPELL_RED;
// check level requirement
if(getLevel() < trainer_spell->reqlevel)
return TRAINER_SPELL_RED;
if(SpellChainNode const* spell_chain = spellmgr.GetSpellChainNode(trainer_spell->spell))
{
// 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->spell);
// 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(spellmgr.IsPrimaryProfessionFirstRankSpell(spell->Id) && GetFreePrimaryProffesionPoints() == 0)
return TRAINER_SPELL_RED;
return TRAINER_SPELL_GREEN;
}
void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmChars)
{
uint32 guid = GUID_LOPART(playerguid);
// 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
ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid);
// remove from guild
uint32 guildId = GetGuildIdFromDB(playerguid);
if(guildId != 0)
{
Guild* guild = objmgr.GetGuildById(guildId);
if(guild)
guild->DelMember(guid);
}
// remove from arena teams
uint32 at_id = GetArenaTeamIdFromDB(playerguid,ARENA_TEAM_2v2);
if(at_id != 0)
{
ArenaTeam * at = objmgr.GetArenaTeamById(at_id);
if(at)
at->DelMember(playerguid);
}
at_id = GetArenaTeamIdFromDB(playerguid,ARENA_TEAM_3v3);
if(at_id != 0)
{
ArenaTeam * at = objmgr.GetArenaTeamById(at_id);
if(at)
at->DelMember(playerguid);
}
at_id = GetArenaTeamIdFromDB(playerguid,ARENA_TEAM_5v5);
if(at_id != 0)
{
ArenaTeam * at = objmgr.GetArenaTeamById(at_id);
if(at)
at->DelMember(playerguid);
}
// the player was uninvited already on logout so just remove from group
QueryResult *resultGroup = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid);
if(resultGroup)
{
uint64 leaderGuid = MAKE_NEW_GUID((*resultGroup)[0].GetUInt32(), 0, HIGHGUID_PLAYER);
delete resultGroup;
Group* group = objmgr.GetGroupByLeader(leaderGuid);
if(group)
{
RemoveFromGroup(group, playerguid);
}
}
// remove signs from petitions (also remove petitions if owner);
RemovePetitionsAndSigns(playerguid, 10);
// return back all mails with COD and Item 0 1 2 3 4 5 6
QueryResult *resultMail = CharacterDatabase.PQuery("SELECT id,mailTemplateId,sender,subject,itemTextId,money,has_items FROM mail WHERE receiver='%u' AND has_items<>0 AND cod<>0", guid);
if(resultMail)
{
do
{
Field *fields = resultMail->Fetch();
uint32 mail_id = fields[0].GetUInt32();
uint16 mailTemplateId= fields[1].GetUInt16();
uint32 sender = fields[2].GetUInt32();
std::string subject = fields[3].GetCppString();
uint32 itemTextId = fields[4].GetUInt32();
uint32 money = fields[5].GetUInt32();
bool has_items = fields[6].GetBool();
//we can return mail now
//so firstly delete the old one
CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id);
MailItemsInfo mi;
if(has_items)
{
QueryResult *resultItems = CharacterDatabase.PQuery("SELECT item_guid,item_template FROM mail_items WHERE mail_id='%u'", mail_id);
if(resultItems)
{
do
{
Field *fields2 = resultItems->Fetch();
uint32 item_guidlow = fields2[0].GetUInt32();
uint32 item_template = fields2[1].GetUInt32();
ItemPrototype const* itemProto = objmgr.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, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER)))
{
pItem->FSetState(ITEM_REMOVED);
pItem->SaveToDB(); // it also deletes item object !
continue;
}
mi.AddItem(item_guidlow, item_template, pItem);
}
while (resultItems->NextRow());
delete resultItems;
}
}
CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id);
uint32 pl_account = objmgr.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
WorldSession::SendReturnToSender(MAIL_NORMAL, pl_account, guid, sender, subject, itemTextId, &mi, money, 0, mailTemplateId);
}
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'",guid);
// 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();
Pet::DeleteFromDB(petguidlow);
} while (resultPets->NextRow());
delete resultPets;
}
CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid,guid);
CharacterDatabase.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid);
CharacterDatabase.CommitTransaction();
//loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
if(updateRealmChars) sWorld.UpdateRealmCharCount(accountId);
}
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.append(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()
{
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());
assert(false);
}
// create a corpse and place it at the player's location
CreateCorpse();
Corpse *corpse = GetCorpse();
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)
SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, (float)1.0); //see radius of death player?
SetByteValue(UNIT_FIELD_BYTES_1, 3, PLAYER_STATE_FLAG_ALWAYS_STAND);
}
void Player::SendDelayResponse(const uint32 ml_seconds)
{
WorldPacket data( SMSG_QUERY_TIME_RESPONSE, 4+4 );
data << (uint32)time(NULL);
data << (uint32)0;
GetSession()->SendPacket( &data );
}
void Player::ResurrectPlayer(float restore_percent, bool updateToWorld, bool applySickness)
{
WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // remove spirit healer position
data << uint32(-1);
data << float(0);
data << float(0);
data << float(0);
GetSession()->SendPacket(&data);
// speed change, land walk
// remove death flag + set aura
SetByteValue(UNIT_FIELD_BYTES_1, 3, 0x00);
if(getRace() == RACE_NIGHTELF)
RemoveAurasDueToSpell(20584); // speed bonuses
RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
setDeathState(ALIVE);
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));
}
// update visbility
ObjectAccessor::UpdateVisibilityForPlayer(this);
// some items limited to specific map
DestroyZoneLimitedItem( true, GetZoneId());
if(!applySickness || getLevel() <= 10)
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_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;
for(int i =0; i < 3; ++i)
{
if(Aura* Aur = GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS,i))
{
Aur->SetAuraDuration(delta*1000);
Aur->UpdateAuraDuration();
}
}
}
}
}
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);
ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, !sMapStore.LookupEntry(GetMapId())->Instanceable());
// 6 minutes until repop at graveyard
m_deathTimer = 6*MINUTE*1000;
UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
// don't create corpse at this moment, player might be falling
// update visibility
ObjectAccessor::UpdateObjectVisibility(this);
}
void Player::CreateCorpse()
{
// prevent existence 2 corpse for player
SpawnCorpseBones();
uint32 _uf, _pb, _pb2, _cfb1, _cfb2;
Corpse *corpse = new Corpse( (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH) ? CORPSE_RESURRECTABLE_PVP : CORPSE_RESURRECTABLE_PVE );
SetPvPDeath(false);
if(!corpse->Create(objmgr.GenerateLowGuid(HIGHGUID_CORPSE), this, GetMapId(), GetPositionX(),
GetPositionY(), GetPositionZ(), GetOrientation()))
{
delete corpse;
return;
}
_uf = GetUInt32Value(UNIT_FIELD_BYTES_0);
_pb = GetUInt32Value(PLAYER_BYTES);
_pb2 = GetUInt32Value(PLAYER_BYTES_2);
uint8 race = (uint8)(_uf);
uint8 skin = (uint8)(_pb);
uint8 face = (uint8)(_pb >> 8);
uint8 hairstyle = (uint8)(_pb >> 16);
uint8 haircolor = (uint8)(_pb >> 24);
uint8 facialhair = (uint8)(_pb2);
_cfb1 = ((0x00) | (race << 8) | (getGender() << 16) | (skin << 24));
_cfb2 = ((face) | (hairstyle << 8) | (haircolor << 16) | (facialhair << 24));
corpse->SetUInt32Value( CORPSE_FIELD_BYTES_1, _cfb1 );
corpse->SetUInt32Value( CORPSE_FIELD_BYTES_2, _cfb2 );
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())
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;
uint16 iIventoryType;
uint32 _cfi;
for (int i = 0; i < EQUIPMENT_SLOT_END; i++)
{
if(m_items[i])
{
iDisplayID = m_items[i]->GetProto()->DisplayInfoID;
iIventoryType = (uint16)m_items[i]->GetProto()->InventoryType;
_cfi = (uint16(iDisplayID)) | (iIventoryType)<< 24;
corpse->SetUInt32Value(CORPSE_FIELD_ITEM + i,_cfi);
}
}
// we don't SaveToDB for players in battlegrounds so don't do it for corpses either
const MapEntry *entry = sMapStore.LookupEntry(corpse->GetMapId());
assert(entry);
if(entry->map_type != MAP_BATTLEGROUND)
corpse->SaveToDB();
// register for player, but not show
ObjectAccessor::Instance().AddCorpse(corpse);
}
void Player::SpawnCorpseBones()
{
if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
SaveToDB(); // prevent loading as ghost without corpse
}
Corpse* Player::GetCorpse() const
{
return ObjectAccessor::Instance().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 ))
if(ItemPrototype const *pBagProto = pBag->GetProto())
for(uint32 j = 0; j < pBagProto->ContainerSlots; 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 ))
if(ItemPrototype const *pBagProto = pBag->GetProto())
for(uint32 j = 0; j < pBagProto->ContainerSlots; 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 = sItemStorage.LookupEntry(item->GetEntry());
if(!ditemProto)
{
sLog.outError("ERROR: RepairDurability: Unknown item id %u", ditemProto);
return TotalCost;
}
DurabilityCostsEntry const *dcost = sDurabilityCostsStore.LookupEntry(ditemProto->ItemLevel);
if(!dcost)
{
sLog.outError("ERROR: RepairDurability: Wrong item lvl %u", dcost);
return TotalCost;
}
DurabilityQualityEntry const *dQualitymodEntry = sDurabilityQualityStore.LookupEntry((ditemProto->Quality+1)*2);
if(!dQualitymodEntry)
{
sLog.outError("ERROR: RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntry);
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 = objmgr.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
BattleGround *bg = sBattleGroundMgr.GetBattleGround(GetBattleGroundId());
if(bg && (bg->GetTypeID() == BATTLEGROUND_AB || bg->GetTypeID() == BATTLEGROUND_EY))
ClosestGrave = bg->GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetTeam());
else
ClosestGrave = objmgr.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
}
sLog.outDebug("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(); // stroe name, (*i)erase in LeftChannel
LeftChannel(*i); // remove from player's channel list
cMgr->LeftChannel(name); // delete if empty
}
}
sLog.outDebug("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_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, bool affectStats)
{
if(modGroup >= BASEMOD_END || modType >= MOD_END)
{
sLog.outError("ERROR in HandleBaseModValue(): nonexisted 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("ERROR: trial to access nonexisted 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("ERROR: 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
{
BaseModGroup modGroup = SHIELD_BLOCK_VALUE;
float value = GetTotalBaseModValue(modGroup) + GetStat(STAT_STRENGTH)/20 - 1;
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::GetRatingCoefficient(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);
if (Rating == NULL)
return 1.0f; // By default use minimum coefficient (not must be called)
return Rating->ratio;
}
float Player::GetRatingBonusValue(CombatRating cr) const
{
return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr)) / GetRatingCoefficient(cr);
}
uint32 Player::GetMeleeCritDamageReduction(uint32 damage) const
{
float melee = GetRatingBonusValue(CR_CRIT_TAKEN_MELEE)*2.0f;
if (melee>25.0f) melee = 25.0f;
return uint32 (melee * damage /100.0f);
}
uint32 Player::GetRangedCritDamageReduction(uint32 damage) const
{
float ranged = GetRatingBonusValue(CR_CRIT_TAKEN_RANGED)*2.0f;
if (ranged>25.0f) ranged=25.0f;
return uint32 (ranged * damage /100.0f);
}
uint32 Player::GetSpellCritDamageReduction(uint32 damage) const
{
float spell = GetRatingBonusValue(CR_CRIT_TAKEN_SPELL)*2.0f;
// In wow script resilience limited to 25%
if (spell>25.0f)
spell = 25.0f;
return uint32 (spell * damage / 100.0f);
}
uint32 Player::GetDotDamageReduction(uint32 damage) const
{
float spellDot = GetRatingBonusValue(CR_CRIT_TAKEN_SPELL);
// Dot resilience not limited (limit it by 100%)
if (spellDot > 100.0f)
spellDot = 100.0f;
return uint32 (spellDot * damage / 100.0f);
}
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)
{
ApplyModUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr, value, apply);
float RatingCoeffecient = GetRatingCoefficient(cr);
float RatingChange = 0.0f;
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:
RatingChange = value / RatingCoeffecient;
m_modMeleeHitChance += apply ? RatingChange : -RatingChange;
break;
case CR_HIT_RANGED:
RatingChange = value / RatingCoeffecient;
m_modRangedHitChance += apply ? RatingChange : -RatingChange;
break;
case CR_HIT_SPELL:
RatingChange = value / RatingCoeffecient;
m_modSpellHitChance += apply ? RatingChange : -RatingChange;
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:
RatingChange = value / RatingCoeffecient;
ApplyAttackTimePercentMod(BASE_ATTACK,RatingChange,apply);
ApplyAttackTimePercentMod(OFF_ATTACK,RatingChange,apply);
break;
case CR_HASTE_RANGED:
RatingChange = value / RatingCoeffecient;
ApplyAttackTimePercentMod(RANGED_ATTACK, RatingChange, apply);
break;
case CR_HASTE_SPELL:
RatingChange = value / RatingCoeffecient;
ApplyCastTimePercentMod(RatingChange,apply);
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;
}
}
void Player::SetRegularAttackTime()
{
for(int i = 0; i < MAX_ATTACK; ++i)
{
Item *tmpitem = GetWeaponForAttack(WeaponAttackType(i));
if(tmpitem && !tmpitem->IsBroken())
{
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;
uint16 i=0;
for (; i < PLAYER_MAX_SKILLS; i++)
if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill_id)
break;
if(i>=PLAYER_MAX_SKILLS)
return false;
uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
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(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(new_value,max));
return true;
}
return false;
}
inline int SkillGainChance(uint32 SkillValue, uint32 GrayLevel, uint32 GreenLevel, uint32 YellowLevel)
{
if ( SkillValue >= GrayLevel )
return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREY)*10;
if ( SkillValue >= GreenLevel )
return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREEN)*10;
if ( SkillValue >= YellowLevel )
return sWorld.getConfig(CONFIG_SKILL_CHANCE_YELLOW)*10;
return sWorld.getConfig(CONFIG_SKILL_CHANCE_ORANGE)*10;
}
bool Player::UpdateCraftSkill(uint32 spellid)
{
sLog.outDebug("UpdateCraftSkill spellid %d", spellid);
SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spellid);
SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spellid);
for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_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);
}
uint32 craft_skill_gain = sWorld.getConfig(CONFIG_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 )
{
sLog.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId, SkillValue, RedLevel);
uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_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:
return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
case SKILL_SKINNING:
if( sWorld.getConfig(CONFIG_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_SKILL_CHANCE_SKINNING_STEPS)), gathering_skill_gain);
case SKILL_MINING:
if (sWorld.getConfig(CONFIG_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_SKILL_CHANCE_MINING_STEPS)),gathering_skill_gain);
}
return false;
}
bool Player::UpdateFishingSkill()
{
sLog.outDebug("UpdateFishingSkill");
uint32 SkillValue = GetPureSkillValue(SKILL_FISHING);
int32 chance = SkillValue < 75 ? 100 : 2500/(SkillValue-50);
uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING);
return UpdateSkillPro(SKILL_FISHING,chance*10,gathering_skill_gain);
}
bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step)
{
sLog.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId, Chance/10.0);
if ( !SkillId )
return false;
if(Chance <= 0) // speedup in 0 chance case
{
sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
return false;
}
uint16 i=0;
for (; i < PLAYER_MAX_SKILLS; i++)
if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i))) == SkillId ) break;
if ( i >= PLAYER_MAX_SKILLS )
return false;
uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
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(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(new_value,MaxValue));
sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance/10.0);
return true;
}
sLog.outDebug("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->GetTypeId() == TYPEID_PLAYER)
return;
if(IsInFeralForm())
return; // always maximized SKILL_FERAL_COMBAT in fact
if(m_form == FORM_TREE)
return; // use weapon but not skill up
uint32 weapon_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_WEAPON);
switch(attType)
{
case BASE_ATTACK:
{
Item *tmpitem = GetWeaponForAttack(attType,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);
if (tmpitem)
UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain);
break;
}
}
UpdateAllCritPercentages();
}
void Player::UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, MeleeHitOutcome outcome, bool defence)
{
switch(outcome)
{
case MELEE_HIT_CRIT:
case MELEE_HIT_DODGE:
case MELEE_HIT_PARRY:
case MELEE_HIT_BLOCK:
case MELEE_HIT_BLOCK_CRIT:
return;
default:
break;
}
uint32 plevel = getLevel(); // if defense than pVictim == attacker
uint32 greylevel = Trinity::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)
{
if(getClass() == CLASS_WARRIOR || getClass() == CLASS_ROGUE)
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)
{
for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skillid)
{
uint32 bonus_val = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
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(PLAYER_SKILL_BONUS_INDEX(i),MAKE_SKILL_BONUS(temp_bonus,perm_bonus+val));
else // temporary/item bonus stored in low part
SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),MAKE_SKILL_BONUS(temp_bonus+val,perm_bonus));
return;
}
}
void Player::UpdateMaxSkills()
{
uint16 maxconfskill = sWorld.GetConfigMaxSkillValue();
for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
if (GetUInt32Value(PLAYER_SKILL_INDEX(i)))
{
uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(pskill);
if(!pSkill)
continue;
if(GetSkillRangeType(pSkill,false) != SKILL_RANGE_LEVEL)
continue;
uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
uint32 max = SKILL_MAX(data);
uint32 val = SKILL_VALUE(data);
// update only level dependent max skill values
if(max!=1 && max != maxconfskill)
{
uint32 max_Skill = GetMaxSkillValueForLevel();
SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(val,max_Skill));
}
}
}
void Player::UpdateSkillsToMaxSkillsForLevel()
{
for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
if (GetUInt32Value(PLAYER_SKILL_INDEX(i)))
{
uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
if( IsProfessionSkill(pskill) || pskill == SKILL_RIDING )
continue;
uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
uint32 max = SKILL_MAX(data);
if(max > 1)
SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(max,max));
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(uint32 id, uint16 currVal, uint16 maxVal)
{
if(!id)
return;
uint16 i=0;
for (; i < PLAYER_MAX_SKILLS; i++)
if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == id) break;
if(isecond->state == PLAYERSPELL_REMOVED)
continue;
SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(itr->first);
SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(itr->first);
for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
{
if (_spell_idx->second->skillId == id)
{
// this may remove more than one spell (dependants)
removeSpell(itr->first);
next = m_spells.begin();
break;
}
}
}
}
}
else if(currVal) //add
{
for (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;
}
// enable unlearn button for primary professions only
if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,1));
else
SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,0));
SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal,maxVal));
// apply skill bonuses
SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
// temporary bonuses
AuraList const& mModSkill = GetAurasByType(SPELL_AURA_MOD_SKILL);
for(AuraList::const_iterator i = mModSkill.begin(); i != mModSkill.end(); ++i)
if ((*i)->GetModifier()->m_miscvalue == int32(id))
(*i)->ApplyModifier(true);
// permanent bonuses
AuraList const& mModSkillTalent = GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT);
for(AuraList::const_iterator i = mModSkillTalent.begin(); i != mModSkillTalent.end(); ++i)
if ((*i)->GetModifier()->m_miscvalue == int32(id))
(*i)->ApplyModifier(true);
// Learn all spells for skill
learnSkillRewardedSpells(id);
return;
}
}
}
bool Player::HasSkill(uint32 skill) const
{
if(!skill)return false;
for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
{
if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
{
return true;
}
}
return false;
}
uint16 Player::GetSkillValue(uint32 skill) const
{
if(!skill)
return 0;
for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
{
if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
{
uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
result += SKILL_TEMP_BONUS(bonus);
result += SKILL_PERM_BONUS(bonus);
return result < 0 ? 0 : result;
}
}
return 0;
}
uint16 Player::GetMaxSkillValue(uint32 skill) const
{
if(!skill)return 0;
for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
{
if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
{
uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
int32 result = int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
result += SKILL_TEMP_BONUS(bonus);
result += SKILL_PERM_BONUS(bonus);
return result < 0 ? 0 : result;
}
}
return 0;
}
uint16 Player::GetPureMaxSkillValue(uint32 skill) const
{
if(!skill)return 0;
for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
{
if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
{
return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)));
}
}
return 0;
}
uint16 Player::GetBaseSkillValue(uint32 skill) const
{
if(!skill)return 0;
for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
{
if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
{
int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
result += SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
return result < 0 ? 0 : result;
}
}
return 0;
}
uint16 Player::GetPureSkillValue(uint32 skill) const
{
if(!skill)return 0;
for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
{
if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
{
return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)));
}
}
return 0;
}
int16 Player::GetSkillTempBonusValue(uint32 skill) const
{
if(!skill)
return 0;
for (int i = 0; i < PLAYER_MAX_SKILLS; i++)
{
if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
{
return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
}
}
return 0;
}
void Player::SendInitialActionButtons()
{
sLog.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
WorldPacket data(SMSG_ACTION_BUTTONS, (MAX_ACTION_BUTTONS*4));
for(int button = 0; button < MAX_ACTION_BUTTONS; ++button)
{
ActionButtonList::const_iterator itr = m_actionButtons.find(button);
if(itr != m_actionButtons.end() && itr->second.uState != ACTIONBUTTON_DELETED)
{
data << uint16(itr->second.action);
data << uint8(itr->second.misc);
data << uint8(itr->second.type);
}
else
{
data << uint32(0);
}
}
GetSession()->SendPacket( &data );
sLog.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() );
}
void Player::addActionButton(const uint8 button, const uint16 action, const uint8 type, const uint8 misc)
{
if(button >= MAX_ACTION_BUTTONS)
{
sLog.outError( "Action %u not added into button %u for player %s: button must be < 132", action, button, GetName() );
return;
}
// check cheating with adding non-known spells to action bar
if(type==ACTION_BUTTON_SPELL)
{
if(!sSpellStore.LookupEntry(action))
{
sLog.outError( "Action %u not added into button %u for player %s: spell not exist", action, button, GetName() );
return;
}
if(!HasSpell(action))
{
sLog.outError( "Action %u not added into button %u for player %s: player don't known this spell", action, button, GetName() );
return;
}
}
ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
if (buttonItr==m_actionButtons.end())
{ // just add new button
m_actionButtons[button] = ActionButton(action,type,misc);
}
else
{ // change state of current button
ActionButtonUpdateState uState = buttonItr->second.uState;
buttonItr->second = ActionButton(action,type,misc);
if (uState != ACTIONBUTTON_NEW) buttonItr->second.uState = ACTIONBUTTON_CHANGED;
};
sLog.outDetail( "Player '%u' Added Action '%u' to Button '%u'", GetGUIDLow(), action, button );
}
void Player::removeActionButton(uint8 button)
{
ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
if (buttonItr==m_actionButtons.end())
return;
if(buttonItr->second.uState==ACTIONBUTTON_NEW)
m_actionButtons.erase(buttonItr); // new and not saved
else
buttonItr->second.uState = ACTIONBUTTON_DELETED; // saved, will deleted at next save
sLog.outDetail( "Action Button '%u' Removed from Player '%u'", button, GetGUIDLow() );
}
void Player::SetDontMove(bool dontMove)
{
m_dontMove = dontMove;
}
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(!Trinity::IsValidMapCoord(x,y,z,orientation))
{
sLog.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x,y,z,orientation,teleport,GetGUIDLow());
return false;
}
Map *m = MapManager::Instance().GetMap(GetMapId(), this);
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);
// move and update visible state if need
m->PlayerRelocation(this, x, y, z, orientation);
// reread after Map::Relocation
m = MapManager::Instance().GetMap(GetMapId(), this);
x = GetPositionX();
y = GetPositionY();
z = GetPositionZ();
}
// code block for underwater state update
UpdateUnderwaterState(m, x, y, z);
CheckExploreSystem();
// group update
if(GetGroup())
SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION);
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)
{
MapManager::Instance().GetMap(GetMapId(), this)->MessageBroadcast(this, data, self);
}
void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self)
{
MapManager::Instance().GetMap(GetMapId(), this)->MessageDistBroadcast(this, data, dist, self);
}
void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool own_team_only)
{
MapManager::Instance().GetMap(GetMapId(), this)->MessageDistBroadcast(this, data, dist, self,own_team_only);
}
void Player::SendDirectMessage(WorldPacket *data)
{
GetSession()->SendPacket(data);
}
void Player::CheckExploreSystem()
{
if (!isAlive())
return;
if (isInFlight())
return;
uint16 areaFlag=MapManager::Instance().GetBaseMap(GetMapId())->GetAreaFlag(GetPositionX(),GetPositionY());
if(areaFlag==0xffff)
return;
int offset = areaFlag / 32;
if(offset >= 128)
{
sLog.outError("ERROR: Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < 64 ).",areaFlag,GetPositionX(),GetPositionY(),offset,offset);
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));
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_MAX_PLAYER_LEVEL))
{
SendExplorationExperience(area,0);
}
else
{
int32 diff = int32(getLevel()) - p->area_level;
uint32 XP = 0;
if (diff < -5)
{
XP = uint32(objmgr.GetBaseXP(getLevel()+5)*sWorld.getRate(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(objmgr.GetBaseXP(p->area_level)*exploration_percent/100*sWorld.getRate(RATE_XP_EXPLORE));
}
else
{
XP = uint32(objmgr.GetBaseXP(p->area_level)*sWorld.getRate(RATE_XP_EXPLORE));
}
GiveXP( XP, NULL );
SendExplorationExperience(area,XP);
}
sLog.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area);
}
}
}
uint32 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 team id in DBC: wrong DBC files?",uint32(race),rEntry->TeamID);
return ALLIANCE;
}
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) );
}
void Player::UpdateReputation() const
{
sLog.outDetail( "WORLD: Player::UpdateReputation" );
for(FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
{
SendFactionState(&(itr->second));
}
}
void Player::SendFactionState(FactionState const* faction) const
{
if(faction->Flags & FACTION_FLAG_VISIBLE) //If faction is visible then update it
{
WorldPacket data(SMSG_SET_FACTION_STANDING, (16)); // last check 2.4.0
data << (float) 0; // unk 2.4.0
data << (uint32) 1; // count
// for
data << (uint32) faction->ReputationListID;
data << (uint32) faction->Standing;
// end for
GetSession()->SendPacket(&data);
}
}
void Player::SendInitialReputations()
{
WorldPacket data(SMSG_INITIALIZE_FACTIONS, (4+128*5));
data << uint32 (0x00000080);
RepListID a = 0;
for (FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); itr++)
{
// fill in absent fields
for (; a != itr->first; a++)
{
data << uint8 (0x00);
data << uint32 (0x00000000);
}
// fill in encountered data
data << uint8 (itr->second.Flags);
data << uint32 (itr->second.Standing);
++a;
}
// fill in absent fields
for (; a != 128; a++)
{
data << uint8 (0x00);
data << uint32 (0x00000000);
}
GetSession()->SendPacket(&data);
}
FactionState const* Player::GetFactionState( FactionEntry const* factionEntry) const
{
FactionStateList::const_iterator itr = m_factions.find(factionEntry->reputationListID);
if (itr != m_factions.end())
return &itr->second;
return NULL;
}
void Player::SetFactionAtWar(FactionState* faction, bool atWar)
{
// not allow declare war to own faction
if(atWar && (faction->Flags & FACTION_FLAG_PEACE_FORCED) )
return;
// already set
if(((faction->Flags & FACTION_FLAG_AT_WAR) != 0) == atWar)
return;
if( atWar )
faction->Flags |= FACTION_FLAG_AT_WAR;
else
faction->Flags &= ~FACTION_FLAG_AT_WAR;
faction->Changed = true;
}
void Player::SetFactionInactive(FactionState* faction, bool inactive)
{
// always invisible or hidden faction can't be inactive
if(inactive && ((faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN)) || !(faction->Flags & FACTION_FLAG_VISIBLE) ) )
return;
// already set
if(((faction->Flags & FACTION_FLAG_INACTIVE) != 0) == inactive)
return;
if(inactive)
faction->Flags |= FACTION_FLAG_INACTIVE;
else
faction->Flags &= ~FACTION_FLAG_INACTIVE;
faction->Changed = true;
}
void Player::SetFactionVisibleForFactionTemplateId(uint32 FactionTemplateId)
{
FactionTemplateEntry const*factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId);
if(!factionTemplateEntry)
return;
SetFactionVisibleForFactionId(factionTemplateEntry->faction);
}
void Player::SetFactionVisibleForFactionId(uint32 FactionId)
{
FactionEntry const *factionEntry = sFactionStore.LookupEntry(FactionId);
if(!factionEntry)
return;
if(factionEntry->reputationListID < 0)
return;
FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
if (itr == m_factions.end())
return;
SetFactionVisible(&itr->second);
}
void Player::SetFactionVisible(FactionState* faction)
{
// always invisible or hidden faction can't be make visible
if(faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN))
return;
// already set
if(faction->Flags & FACTION_FLAG_VISIBLE)
return;
faction->Flags |= FACTION_FLAG_VISIBLE;
faction->Changed = true;
if(!m_session->PlayerLoading())
{
// make faction visible in reputation list at client
WorldPacket data(SMSG_SET_FACTION_VISIBLE, 4);
data << faction->ReputationListID;
GetSession()->SendPacket(&data);
}
}
void Player::SetInitialFactions()
{
for(unsigned int i = 1; i < sFactionStore.GetNumRows(); i++)
{
FactionEntry const *factionEntry = sFactionStore.LookupEntry(i);
if( factionEntry && (factionEntry->reputationListID >= 0))
{
FactionState newFaction;
newFaction.ID = factionEntry->ID;
newFaction.ReputationListID = factionEntry->reputationListID;
newFaction.Standing = 0;
newFaction.Flags = GetDefaultReputationFlags(factionEntry);
newFaction.Changed = true;
m_factions[newFaction.ReputationListID] = newFaction;
}
}
}
uint32 Player::GetDefaultReputationFlags(const FactionEntry *factionEntry) const
{
if (!factionEntry)
return 0;
uint32 raceMask = getRaceMask();
uint32 classMask = getClassMask();
for (int i=0; i < 4; i++)
{
if( (factionEntry->BaseRepRaceMask[i] & raceMask) &&
(factionEntry->BaseRepClassMask[i]==0 ||
(factionEntry->BaseRepClassMask[i] & classMask) ) )
return factionEntry->ReputationFlags[i];
}
return 0;
}
int32 Player::GetBaseReputation(const FactionEntry *factionEntry) const
{
if (!factionEntry)
return 0;
uint32 raceMask = getRaceMask();
uint32 classMask = getClassMask();
for (int i=0; i < 4; i++)
{
if( (factionEntry->BaseRepRaceMask[i] & raceMask) &&
(factionEntry->BaseRepClassMask[i]==0 ||
(factionEntry->BaseRepClassMask[i] & classMask) ) )
return factionEntry->BaseRepValue[i];
}
// in faction.dbc exist factions with (RepListId >=0, listed in character reputation list) with all BaseRepRaceMask[i]==0
return 0;
}
int32 Player::GetReputation(uint32 faction_id) const
{
FactionEntry const *factionEntry = sFactionStore.LookupEntry(faction_id);
if (!factionEntry)
{
sLog.outError("Player::GetReputation: Can't get reputation of %s for unknown faction (faction template id) #%u.",GetName(), faction_id);
return 0;
}
return GetReputation(factionEntry);
}
int32 Player::GetReputation(const FactionEntry *factionEntry) const
{
// Faction without recorded reputation. Just ignore.
if(!factionEntry)
return 0;
FactionStateList::const_iterator itr = m_factions.find(factionEntry->reputationListID);
if (itr != m_factions.end())
return GetBaseReputation(factionEntry) + itr->second.Standing;
return 0;
}
ReputationRank Player::GetReputationRank(uint32 faction) const
{
FactionEntry const*factionEntry = sFactionStore.LookupEntry(faction);
if(!factionEntry)
return MIN_REPUTATION_RANK;
return GetReputationRank(factionEntry);
}
ReputationRank Player::ReputationToRank(int32 standing) const
{
int32 Limit = Reputation_Cap + 1;
for (int i = MAX_REPUTATION_RANK-1; i >= MIN_REPUTATION_RANK; --i)
{
Limit -= ReputationRank_Length[i];
if (standing >= Limit )
return ReputationRank(i);
}
return MIN_REPUTATION_RANK;
}
ReputationRank Player::GetReputationRank(const FactionEntry *factionEntry) const
{
int32 Reputation = GetReputation(factionEntry);
return ReputationToRank(Reputation);
}
ReputationRank Player::GetBaseReputationRank(const FactionEntry *factionEntry) const
{
int32 Reputation = GetBaseReputation(factionEntry);
return ReputationToRank(Reputation);
}
bool Player::ModifyFactionReputation(uint32 FactionTemplateId, int32 DeltaReputation)
{
FactionTemplateEntry const* factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId);
if(!factionTemplateEntry)
{
sLog.outError("Player::ModifyFactionReputation: Can't update reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId);
return false;
}
FactionEntry const *factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction);
// Faction without recorded reputation. Just ignore.
if(!factionEntry)
return false;
return ModifyFactionReputation(factionEntry, DeltaReputation);
}
bool Player::ModifyFactionReputation(FactionEntry const* factionEntry, int32 standing)
{
SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID);
if (flist)
{
bool res = false;
for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr)
{
FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr);
if(factionEntryCalc)
res = ModifyOneFactionReputation(factionEntryCalc, standing);
}
return res;
}
else
return ModifyOneFactionReputation(factionEntry, standing);
}
bool Player::ModifyOneFactionReputation(FactionEntry const* factionEntry, int32 standing)
{
FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
if (itr != m_factions.end())
{
int32 BaseRep = GetBaseReputation(factionEntry);
int32 new_rep = BaseRep + itr->second.Standing + standing;
if (new_rep > Reputation_Cap)
new_rep = Reputation_Cap;
else
if (new_rep < Reputation_Bottom)
new_rep = Reputation_Bottom;
if(ReputationToRank(new_rep) <= REP_HOSTILE)
SetFactionAtWar(&itr->second,true);
itr->second.Standing = new_rep - BaseRep;
itr->second.Changed = true;
SetFactionVisible(&itr->second);
for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
{
if(uint32 questid = GetQuestSlotQuestId(i))
{
Quest const* qInfo = objmgr.GetQuestTemplate(questid);
if( qInfo && qInfo->GetRepObjectiveFaction() == factionEntry->ID )
{
QuestStatusData& q_status = mQuestStatus[questid];
if( q_status.m_status == QUEST_STATUS_INCOMPLETE )
{
if(GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue())
if ( CanCompleteQuest( questid ) )
CompleteQuest( questid );
}
else if( q_status.m_status == QUEST_STATUS_COMPLETE )
{
if(GetReputation(factionEntry) < qInfo->GetRepObjectiveValue())
IncompleteQuest( questid );
}
}
}
}
SendFactionState(&(itr->second));
return true;
}
return false;
}
bool Player::SetFactionReputation(uint32 FactionTemplateId, int32 standing)
{
FactionTemplateEntry const* factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId);
if(!factionTemplateEntry)
{
sLog.outError("Player::SetFactionReputation: Can't set reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId);
return false;
}
FactionEntry const *factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction);
// Faction without recorded reputation. Just ignore.
if(!factionEntry)
return false;
return SetFactionReputation(factionEntry, standing);
}
bool Player::SetFactionReputation(FactionEntry const* factionEntry, int32 standing)
{
SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID);
if (flist)
{
bool res = false;
for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr)
{
FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr);
if(factionEntryCalc)
res = SetOneFactionReputation(factionEntryCalc, standing);
}
return res;
}
else
return SetOneFactionReputation(factionEntry, standing);
}
bool Player::SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing)
{
FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
if (itr != m_factions.end())
{
if (standing > Reputation_Cap)
standing = Reputation_Cap;
else
if (standing < Reputation_Bottom)
standing = Reputation_Bottom;
int32 BaseRep = GetBaseReputation(factionEntry);
itr->second.Standing = standing - BaseRep;
itr->second.Changed = true;
SetFactionVisible(&itr->second);
if(ReputationToRank(standing) <= REP_HOSTILE)
SetFactionAtWar(&itr->second,true);
SendFactionState(&(itr->second));
return true;
}
return false;
}
//Calculate total reputation percent player gain with quest/creature level
int32 Player::CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, bool for_quest)
{
// for grey creature kill received 20%, in other case 100.
int32 percent = (!for_quest && (creatureOrQuestLevel <= Trinity::XP::GetGrayLevel(getLevel()))) ? 20 : 100;
int32 repMod = GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN);
percent += rep > 0 ? repMod : -repMod;
if(percent <=0)
return 0;
return int32(sWorld.getRate(RATE_REPUTATION_GAIN)*rep*percent/100);
}
//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;
ReputationOnKillEntry const* Rep = objmgr.GetReputationOnKilEntry(((Creature*)pVictim)->GetCreatureInfo()->Entry);
if(!Rep)
return;
if(Rep->repfaction1 && (!Rep->team_dependent || GetTeam()==ALLIANCE))
{
int32 donerep1 = CalculateReputationGain(pVictim->getLevel(),Rep->repvalue1,false);
donerep1 = int32(donerep1*rate);
FactionEntry const *factionEntry1 = sFactionStore.LookupEntry(Rep->repfaction1);
uint32 current_reputation_rank1 = GetReputationRank(factionEntry1);
if(factionEntry1 && current_reputation_rank1 <= Rep->reputation_max_cap1)
ModifyFactionReputation(factionEntry1, donerep1);
// Wiki: Team factions value divided by 2
if(Rep->is_teamaward1)
{
FactionEntry const *team1_factionEntry = sFactionStore.LookupEntry(factionEntry1->team);
if(team1_factionEntry)
ModifyFactionReputation(team1_factionEntry, donerep1 / 2);
}
}
if(Rep->repfaction2 && (!Rep->team_dependent || GetTeam()==HORDE))
{
int32 donerep2 = CalculateReputationGain(pVictim->getLevel(),Rep->repvalue2,false);
donerep2 = int32(donerep2*rate);
FactionEntry const *factionEntry2 = sFactionStore.LookupEntry(Rep->repfaction2);
uint32 current_reputation_rank2 = GetReputationRank(factionEntry2);
if(factionEntry2 && current_reputation_rank2 <= Rep->reputation_max_cap2)
ModifyFactionReputation(factionEntry2, donerep2);
// Wiki: Team factions value divided by 2
if(Rep->is_teamaward2)
{
FactionEntry const *team2_factionEntry = sFactionStore.LookupEntry(factionEntry2->team);
if(team2_factionEntry)
ModifyFactionReputation(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] && pQuest->RewRepValue[i] )
{
int32 rep = CalculateReputationGain(pQuest->GetQuestLevel(),pQuest->RewRepValue[i],true);
FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i]);
if(factionEntry)
ModifyFactionReputation(factionEntry, rep);
}
}
// TODO: implement reputation spillover
}
void Player::UpdateArenaFields(void)
{
/* arena calcs go here */
}
void Player::UpdateHonorFields()
{
/// called when rewarding honor and at each save
uint64 now = time(NULL);
uint64 today = uint64(time(NULL) / DAY) * DAY;
if(m_lastHonorUpdateTime < today)
{
uint64 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, bool pvptoken)
{
// '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;
time_t now = time(NULL);
// need call before fields update to have chance move yesterday data to appropriate fields before today data change.
UpdateHonorFields();
// do not reward honor in arenas, but return true to enable onkill spellproc
if(InBattleGround() && GetBattleGround() && GetBattleGround()->isArena())
return true;
if(honor <= 0)
{
if(!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT))
return false;
victim_guid = uVictim->GetGUID();
if( uVictim->GetTypeId() == TYPEID_PLAYER )
{
Player *pVictim = (Player *)uVictim;
if( GetTeam() == pVictim->GetTeam() && !sWorld.IsFFAPvPRealm() )
return false;
float f = 1; //need for total kills (?? need more info)
uint32 k_grey = 0;
uint32 k_level = getLevel();
uint32 v_level = pVictim->getLevel();
{
// PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
// [0] Just name
// [1..14] Alliance honor titles and player name
// [15..28] Horde honor titles and player name
// [29..38] Other title and player name
// [39+] Nothing
uint32 victim_title = pVictim->GetUInt32Value(PLAYER_CHOSEN_TITLE);
// Get Killer titles, CharTitlesEntry::bit_index
// Ranks:
// title[1..14] -> rank[5..18]
// title[15..28] -> rank[5..18]
// title[other] -> 0
if (victim_title == 0)
victim_guid = 0; // Don't show HK: message, only log.
else if (victim_title < 15)
victim_rank = victim_title + 4;
else if (victim_title < 29)
victim_rank = victim_title - 14 + 4;
else
victim_guid = 0; // Don't show HK: message, only log.
}
if(k_level <= 5)
k_grey = 0;
else if( k_level <= 39 )
k_grey = k_level - 5 - k_level/10;
else
k_grey = k_level - 1 - k_level/5;
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);
}
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.getRate(RATE_HONOR);
if(groupsize > 1)
honor /= groupsize;
honor *= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
}
// honor - for show honor points in log
// victim_guid - for show victim name in log
// victim_rank [1..4] HK:
// victim_rank [5..19] HK:
// victim_rank [0,20+] HK: <>
WorldPacket data(SMSG_PVP_CREDIT,4+8+4);
data << (uint32) honor;
data << (uint64) victim_guid;
data << (uint32) victim_rank;
GetSession()->SendPacket(&data);
// add honor points
ModifyHonorPoints(int32(honor));
ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, uint32(honor), true);
if( sWorld.getConfig(CONFIG_PVP_TOKEN_ENABLE) && pvptoken )
{
if(!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT))
return true;
if(uVictim->GetTypeId() == TYPEID_PLAYER)
{
// Check if allowed to receive it in current map
uint8 MapType = sWorld.getConfig(CONFIG_PVP_TOKEN_MAP_TYPE);
if( (MapType == 1 && !InBattleGround() && !HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP))
|| (MapType == 2 && !HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP))
|| (MapType == 3 && !InBattleGround()) )
return true;
uint32 noSpaceForCount = 0;
uint32 itemId = sWorld.getConfig(CONFIG_PVP_TOKEN_ID);
int32 count = sWorld.getConfig(CONFIG_PVP_TOKEN_COUNT);
// check space and find places
ItemPosCountVec dest;
uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, itemId, count, &noSpaceForCount );
if( msg != EQUIP_ERR_OK ) // convert to possible store amount
count = noSpaceForCount;
if( count == 0 || dest.empty()) // can't add any
{
// -- TODO: Send to mailbox if no space
ChatHandler(this).PSendSysMessage("You don't have any space in your bags for a token.");
return true;
}
Item* item = StoreNewItem( dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId));
SendNewItem(item,count,true,false);
ChatHandler(this).PSendSysMessage("You have been awarded a token for slaying another player.");
}
}
return true;
}
void Player::ModifyHonorPoints( int32 value )
{
if(value < 0)
{
if (GetHonorPoints() > sWorld.getConfig(CONFIG_MAX_HONOR_POINTS))
SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_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_MAX_HONOR_POINTS) - value ? GetHonorPoints() + value : sWorld.getConfig(CONFIG_MAX_HONOR_POINTS));
}
void Player::ModifyArenaPoints( int32 value )
{
if(value < 0)
{
if (GetArenaPoints() > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS))
SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_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_MAX_ARENA_POINTS) - value ? GetArenaPoints() + value : sWorld.getConfig(CONFIG_MAX_ARENA_POINTS));
}
uint32 Player::GetGuildIdFromDB(uint64 guid)
{
std::ostringstream ss;
ss<<"SELECT guildid FROM guild_member WHERE guid='"<Fetch()[0].GetUInt32();
delete result;
return v;
}
else
return 0;
}
uint32 Player::GetRankFromDB(uint64 guid)
{
std::ostringstream ss;
ss<<"SELECT rank FROM guild_member WHERE guid='"<Fetch()[0].GetUInt32();
delete result;
return v;
}
else
return 0;
}
uint32 Player::GetArenaTeamIdFromDB(uint64 guid, uint8 type)
{
QueryResult *result = CharacterDatabase.PQuery("SELECT arenateamid FROM arena_team_member WHERE guid='%u'", GUID_LOPART(guid));
if(result)
{
bool found = false;
// init id to find the type of the arenateam
uint32 id = (*result)[0].GetUInt32();
do
{
QueryResult *result2 = CharacterDatabase.PQuery("SELECT type FROM arena_team WHERE arenateamid='%u'", id);
if(result2)
{
uint8 dbtype = (*result2)[0].GetUInt32();
delete result2;
if(dbtype == type)
{
// if the type matches, we've found the id
found = true;
break;
}
}
} while(result->NextRow());
delete result;
if(found) return id;
}
// no arenateam for the specified guid, return 0
return 0;
}
uint32 Player::GetZoneIdFromDB(uint64 guid)
{
std::ostringstream ss;
ss<<"SELECT zone FROM characters WHERE guid='"<Fetch();
uint32 zone = fields[0].GetUInt32();
delete result;
if (!zone)
{
// stored zone is zero, use generic and slow zone detection
ss.str("");
ss<<"SELECT map,position_x,position_y FROM characters WHERE guid='"<Fetch();
uint32 map = fields[0].GetUInt32();
float posx = fields[1].GetFloat();
float posy = fields[2].GetFloat();
delete result;
zone = MapManager::Instance().GetZoneId(map,posx,posy);
ss.str("");
ss << "UPDATE characters SET zone='"<flags & AREA_FLAG_ARENA))
{
if(!isGameMaster())
SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP);
}
else
{
// remove ffa flag only if not ffapvp realm
// removal in sanctuaries and capitals is handled in zone update
if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP) && !sWorld.IsFFAPvPRealm())
RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP);
}
UpdateAreaDependentAuras(newArea);
}
void Player::UpdateZone(uint32 newZone)
{
uint32 oldZoneId = m_zoneUpdateId;
m_zoneUpdateId = newZone;
m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
// zone changed, so area changed as well, update it
UpdateArea(GetAreaId());
AreaTableEntry const* zone = GetAreaEntryByAreaID(newZone);
if(!zone)
return;
// inform outdoor pvp
if(oldZoneId != m_zoneUpdateId)
{
sOutdoorPvPMgr.HandlePlayerLeaveZone(this, oldZoneId);
sOutdoorPvPMgr.HandlePlayerEnterZone(this, m_zoneUpdateId);
}
if (sWorld.getConfig(CONFIG_WEATHER))
{
Weather *wth = sWorld.FindWeather(zone->ID);
if(wth)
{
wth->SendWeatherUpdateToPlayer(this);
}
else
{
if(!sWorld.AddWeather(zone->ID))
{
// send fine weather packet to remove old zone's weather
Weather::SendFineWeatherUpdateToPlayer(this);
}
}
}
pvpInfo.inHostileArea =
GetTeam() == ALLIANCE && zone->team == AREATEAM_HORDE ||
GetTeam() == HORDE && zone->team == AREATEAM_ALLY ||
sWorld.IsPvPRealm() && zone->team == AREATEAM_NONE ||
InBattleGround(); // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
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
{
SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_SANCTUARY);
if(sWorld.IsFFAPvPRealm())
RemoveFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP);
}
else
{
RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_SANCTUARY);
}
if(zone->flags & AREA_FLAG_CAPITAL) // in capital city
{
SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
SetRestType(REST_TYPE_IN_CITY);
InnEnter(time(0),GetMapId(),0,0,0);
if(sWorld.IsFFAPvPRealm())
RemoveFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP);
}
else // anywhere else
{
if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING)) // but resting (walk from city or maybe in tavern or leave tavern recently)
{
if(GetRestType()==REST_TYPE_IN_TAVERN) // has been in tavern. Is still in?
{
if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
{
RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
SetRestType(REST_TYPE_NO);
if(sWorld.IsFFAPvPRealm())
SetFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP);
}
}
else // not in tavern (leave city then)
{
RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
SetRestType(REST_TYPE_NO);
// Set player to FFA PVP when not in rested enviroment.
if(sWorld.IsFFAPvPRealm())
SetFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP);
}
}
}
// 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 );
// 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(newZone);
}
//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 = ObjectAccessor::GetGameObject(*this, 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);
}
}
}
bool Player::IsOutdoorPvPActive()
{
return (isAlive() && !HasInvisibilityAura() && !HasStealthAura() && (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_IN_PVP) || sWorld.IsPvPRealm()) && !HasUnitMovementFlag(MOVEMENTFLAG_FLYING2) && !isInFlight());
}
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);
}
// cool-down duel spell
/*data.Initialize(SMSG_SPELL_COOLDOWN, 17);
data<SendPacket(&data);
data.Initialize(SMSG_SPELL_COOLDOWN, 17);
data<opponent->GetGUID();
data<opponent->GetSession()->SendPacket(&data);*/
//Remove Duel Flag object
GameObject* obj = ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER));
if(obj)
duel->initiator->RemoveGameObject(obj,true);
/* remove auras */
std::vector auras2remove;
AuraMap const& vAuras = duel->opponent->GetAuras();
for (AuraMap::const_iterator i = vAuras.begin(); i != vAuras.end(); i++)
{
if (!i->second->IsPositive() && i->second->GetCasterGUID() == GetGUID() && i->second->GetAuraApplyTime() >= duel->startTime)
auras2remove.push_back(i->second->GetId());
}
for(size_t i=0; iopponent->RemoveAurasDueToSpell(auras2remove[i]);
auras2remove.clear();
AuraMap const& auras = GetAuras();
for (AuraMap::const_iterator i = auras.begin(); i != auras.end(); i++)
{
if (!i->second->IsPositive() && i->second->GetCasterGUID() == duel->opponent->GetGUID() && i->second->GetAuraApplyTime() >= duel->startTime)
auras2remove.push_back(i->second->GetId());
}
for(size_t i=0; iopponent->GetGUID())
ClearComboPoints();
else if(GetComboTarget()==duel->opponent->GetPetGUID())
ClearComboPoints();
if(duel->opponent->GetComboTarget()==GetGUID())
duel->opponent->ClearComboPoints();
else if(duel->opponent->GetComboTarget()==GetPetGUID())
duel->opponent->ClearComboPoints();
// Honor points after duel (the winner) - ImpConfig
if(uint32 amount = sWorld.getConfig(CONFIG_HONOR_AFTER_DUEL))
duel->opponent->RewardHonor(NULL,1,amount);
//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;
sLog.outDetail("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);
sLog.outDebug("_ApplyItemMods complete.");
}
void Player::_ApplyItemBonuses(ItemPrototype const *proto,uint8 slot,bool apply)
{
if(slot >= INVENTORY_SLOT_BAG_END || !proto)
return;
for (int i = 0; i < 10; i++)
{
float val = float (proto->ItemStat[i].ItemStatValue);
if(val==0)
continue;
switch (proto->ItemStat[i].ItemStatType)
{
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, val, apply);
break;
case ITEM_MOD_STRENGTH: //modify strength
HandleStatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(val), apply);
ApplyStatBuffMod(STAT_STRENGTH, val, apply);
break;
case ITEM_MOD_INTELLECT: //modify intellect
HandleStatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(val), apply);
ApplyStatBuffMod(STAT_INTELLECT, val, apply);
break;
case ITEM_MOD_SPIRIT: //modify spirit
HandleStatModifier(UNIT_MOD_STAT_SPIRIT, BASE_VALUE, float(val), apply);
ApplyStatBuffMod(STAT_SPIRIT, val, apply);
break;
case ITEM_MOD_STAMINA: //modify stamina
HandleStatModifier(UNIT_MOD_STAT_STAMINA, BASE_VALUE, float(val), apply);
ApplyStatBuffMod(STAT_STAMINA, 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;
}
}
if (proto->Armor)
HandleStatModifier(UNIT_MOD_ARMOR, BASE_VALUE, float(proto->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;
}
if (proto->Damage[0].DamageMin > 0 )
{
damage = apply ? proto->Damage[0].DamageMin : BASE_MINDAMAGE;
SetBaseWeaponDamage(attType, MINDAMAGE, damage);
//sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
}
if (proto->Damage[0].DamageMax > 0 )
{
damage = apply ? proto->Damage[0].DamageMax : BASE_MAXDAMAGE;
SetBaseWeaponDamage(attType, MAXDAMAGE, damage);
}
if(!IsUseEquipedWeapon(slot==EQUIPMENT_SLOT_MAINHAND))
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 < 5; 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, m_form)!=0)
return;
if(form_change) // check aura active state from other form
{
bool found = false;
for (int k=0; k < 3; ++k)
{
spellEffectPair spair = spellEffectPair(spellInfo->Id, k);
for (AuraMap::iterator iter = m_Auras.lower_bound(spair); iter != m_Auras.upper_bound(spair); ++iter)
{
if(!item || iter->second->GetCastItemGUID() == item->GetGUID())
{
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, m_form)==0)
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(Item *item,Unit* Target, WeaponAttackType attType)
{
if(!item || item->IsBroken())
return;
ItemPrototype const *proto = item->GetProto();
if(!proto)
return;
if (!Target || Target == this )
return;
for (int i = 0; i < 5; 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 = spellInfo->procChance;
if(spellData.SpellPPMRate)
{
uint32 WeaponSpeed = GetAttackTime(attType);
chance = GetPPMProcChance(WeaponSpeed, spellData.SpellPPMRate);
}
else if(chance > 100.0f)
{
chance = GetWeaponProcChance();
}
if (roll_chance_f(chance))
this->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;
}
float chance = pEnchant->amount[s] != 0 ? float(pEnchant->amount[s]) : GetWeaponProcChance();
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::_RemoveAllItemMods()
{
sLog.outDebug("_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();
}
}
sLog.outDebug("_RemoveAllItemMods complete.");
}
void Player::_ApplyAllItemMods()
{
sLog.outDebug("_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);
}
}
sLog.outDebug("_ApplyAllItemMods complete.");
}
void Player::_ApplyAmmoBonuses()
{
// check ammo
uint32 ammo_id = GetUInt32Value(PLAYER_AMMO_ID);
if(!ammo_id)
return;
float currentAmmoDPS;
ItemPrototype const *ammo_proto = objmgr.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 );
if(!weapon || weapon->IsBroken() )
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 = ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
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->GetGUID(), LOOT_INSIGNIA);
}
/*Loot type MUST be
1-corpse, go
2-skinning
3-Fishing
*/
void Player::SendLootRelease( uint64 guid )
{
WorldPacket data( SMSG_LOOT_RELEASE_RESPONSE, (8+1) );
data << uint64(guid) << uint8(1);
SendDirectMessage( &data );
}
void Player::SendLoot(uint64 guid, LootType loot_type)
{
Loot *loot = 0;
PermissionTypes permission = ALL_PERMISSION;
sLog.outDebug("Player::SendLoot");
if (IS_GAMEOBJECT_GUID(guid))
{
sLog.outDebug(" IS_GAMEOBJECT_GUID(guid)");
GameObject *go =
ObjectAccessor::GetGameObject(*this, 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 || go->GetOwnerGUID() != GetGUID()) && !go->IsWithinDistInMap(this,INTERACTION_DISTANCE)))
{
SendLootRelease(guid);
return;
}
loot = &go->loot;
if(go->getLootState() == GO_READY)
{
uint32 lootid = go->GetLootId();
if(lootid)
{
sLog.outDebug(" if(lootid)");
loot->clear();
loot->FillLoot(lootid, LootTemplates_Gameobject, this);
}
if(loot_type == LOOT_FISHING)
go->getFishLoot(loot);
go->SetLootState(GO_ACTIVATED);
}
}
else if (IS_ITEM_GUID(guid))
{
Item *item = GetItemByGuid( guid );
if (!item)
{
SendLootRelease(guid);
return;
}
if(loot_type == LOOT_DISENCHANTING)
{
loot = &item->loot;
if(!item->m_lootGenerated)
{
item->m_lootGenerated = true;
loot->clear();
loot->FillLoot(item->GetProto()->DisenchantID, LootTemplates_Disenchant, this);
}
}
else if(loot_type == LOOT_PROSPECTING)
{
loot = &item->loot;
if(!item->m_lootGenerated)
{
item->m_lootGenerated = true;
loot->clear();
loot->FillLoot(item->GetEntry(), LootTemplates_Prospecting, this);
}
}
else
{
loot = &item->loot;
if(!item->m_lootGenerated)
{
item->m_lootGenerated = true;
loot->clear();
loot->FillLoot(item->GetEntry(), LootTemplates_Item, this);
loot->generateMoneyLoot(item->GetProto()->MinMoneyLoot,item->GetProto()->MaxMoneyLoot);
}
}
}
else if (IS_CORPSE_GUID(guid)) // remove insignia
{
Corpse *bones = ObjectAccessor::GetCorpse(*this, 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();
// 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.getRate(RATE_DROP_MONEY) );
}
if (bones->lootRecipient != this)
permission = NONE_PERMISSION;
}
else
{
Creature *creature = ObjectAccessor::GetCreature(*this, 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);
// 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.getRate(RATE_DROP_MONEY));
}
}
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);
loot->generateMoneyLoot(creature->GetCreatureInfo()->mingold,creature->GetCreatureInfo()->maxgold);
if(Group* group = recipient->GetGroup())
{
group->UpdateLooterGuid(creature,true);
switch (group->GetLootMethod())
{
case GROUP_LOOT:
// GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with qualityGroupLoot(recipient->GetGUID(), loot, creature);
break;
case NEED_BEFORE_GREED:
group->NeedBeforeGreed(recipient->GetGUID(), loot, creature);
break;
case MASTER_LOOT:
group->MasterLoot(recipient->GetGUID(), loot, creature);
break;
default:
break;
}
}
}
// possible only if creature->lootForBody && loot->empty() at spell cast check
if (loot_type == LOOT_SKINNING)
{
loot->clear();
loot->FillLoot(creature->GetCreatureInfo()->SkinLootId, LootTemplates_Skinning, this);
}
// set group rights only for loot_type != LOOT_SKINNING
else
{
if(Group* group = GetGroup())
{
if( group == recipient->GetGroup() )
{
if(group->GetLootMethod() == FREE_FOR_ALL)
permission = ALL_PERMISSION;
else if(group->GetLooterGuid() == GetGUID())
{
if(group->GetLootMethod() == MASTER_LOOT)
permission = MASTER_PERMISSION;
else
permission = ALL_PERMISSION;
}
else
permission = GROUP_PERMISSION;
}
else
permission = NONE_PERMISSION;
}
else if(recipient == this)
permission = ALL_PERMISSION;
else
permission = NONE_PERMISSION;
}
}
}
SetLootGUID(guid);
QuestItemList *q_list = 0;
if (permission != NONE_PERMISSION)
{
QuestItemMap const& lootPlayerQuestItems = loot->GetPlayerQuestItems();
QuestItemMap::const_iterator itr = lootPlayerQuestItems.find(GetGUIDLow());
if (itr == lootPlayerQuestItems.end())
q_list = loot->FillQuestLoot(this);
else
q_list = itr->second;
}
QuestItemList *ffa_list = 0;
if (permission != NONE_PERMISSION)
{
QuestItemMap const& lootPlayerFFAItems = loot->GetPlayerFFAItems();
QuestItemMap::const_iterator itr = lootPlayerFFAItems.find(GetGUIDLow());
if (itr == lootPlayerFFAItems.end())
ffa_list = loot->FillFFALoot(this);
else
ffa_list = itr->second;
}
QuestItemList *conditional_list = 0;
if (permission != NONE_PERMISSION)
{
QuestItemMap const& lootPlayerNonQuestNonFFAConditionalItems = loot->GetPlayerNonQuestNonFFAConditionalItems();
QuestItemMap::const_iterator itr = lootPlayerNonQuestNonFFAConditionalItems.find(GetGUIDLow());
if (itr == lootPlayerNonQuestNonFFAConditionalItems.end())
conditional_list = loot->FillNonQuestNonFFAConditionalLoot(this);
else
conditional_list = itr->second;
}
// LOOT_PICKPOCKETING, LOOT_PROSPECTING, LOOT_DISENCHANTING and LOOT_INSIGNIA unsupported by client, sending LOOT_SKINNING instead
if(loot_type == LOOT_PICKPOCKETING || loot_type == LOOT_DISENCHANTING || loot_type == LOOT_PROSPECTING || loot_type == LOOT_INSIGNIA)
loot_type = LOOT_SKINNING;
if(loot_type == LOOT_FISHINGHOLE)
loot_type = LOOT_FISHING;
WorldPacket data(SMSG_LOOT_RESPONSE, (9+50)); // we guess size
data << uint64(guid);
data << uint8(loot_type);
data << LootView(*loot, q_list, ffa_list, conditional_list, 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 && !IS_ITEM_GUID(guid) )
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);
}
void Player::SendInitWorldStates(bool forceZone, uint32 forceZoneId)
{
// data depends on zoneid/mapid...
BattleGround* bg = GetBattleGround();
uint16 NumberOfFields = 0;
uint32 mapid = GetMapId();
uint32 zoneid;
if(forceZone)
zoneid = forceZoneId;
else
zoneid = GetZoneId();
OutdoorPvP * pvp = sOutdoorPvPMgr.GetOutdoorPvPToZoneId(zoneid);
uint32 areaid = GetAreaId();
sLog.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid, zoneid);
// may be exist better way to do this...
switch(zoneid)
{
case 0:
case 1:
case 4:
case 8:
case 10:
case 11:
case 12:
case 36:
case 38:
case 40:
case 41:
case 51:
case 267:
case 1519:
case 1537:
case 2257:
case 2918:
NumberOfFields = 6;
break;
case 139:
NumberOfFields = 39;
break;
case 1377:
NumberOfFields = 13;
break;
case 2597:
NumberOfFields = 81;
break;
case 3277:
NumberOfFields = 14;
break;
case 3358:
case 3820:
NumberOfFields = 38;
break;
case 3483:
NumberOfFields = 25;
break;
case 3518:
NumberOfFields = 37;
break;
case 3519:
NumberOfFields = 36;
break;
case 3521:
NumberOfFields = 35;
break;
case 3698:
case 3702:
case 3968:
NumberOfFields = 9;
break;
case 3703:
NumberOfFields = 9;
break;
default:
NumberOfFields = 10;
break;
}
WorldPacket data(SMSG_INIT_WORLD_STATES, (4+4+4+2+(NumberOfFields*8)));
data << uint32(mapid); // mapid
data << uint32(zoneid); // zone id
data << uint32(areaid); // area id, new 2.1.0
data << uint16(NumberOfFields); // count of uint64 blocks
data << uint32(0x8d8) << uint32(0x0); // 1
data << uint32(0x8d7) << uint32(0x0); // 2
data << uint32(0x8d6) << uint32(0x0); // 3
data << uint32(0x8d5) << uint32(0x0); // 4
data << uint32(0x8d4) << uint32(0x0); // 5
data << uint32(0x8d3) << uint32(0x0); // 6
if(mapid == 530) // Outland
{
data << uint32(0x9bf) << uint32(0x0); // 7
data << uint32(0x9bd) << uint32(0xF); // 8
data << uint32(0x9bb) << uint32(0xF); // 9
}
switch(zoneid)
{
case 1:
case 11:
case 12:
case 38:
case 40:
case 51:
case 1519:
case 1537:
case 2257:
break;
case 139: // EPL
{
if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_EP)
pvp->FillInitialWorldStates(data);
else
{
data << uint32(0x97a) << uint32(0x0); // 10 2426
data << uint32(0x917) << uint32(0x0); // 11 2327
data << uint32(0x918) << uint32(0x0); // 12 2328
data << uint32(0x97b) << uint32(0x32); // 13 2427
data << uint32(0x97c) << uint32(0x32); // 14 2428
data << uint32(0x933) << uint32(0x1); // 15 2355
data << uint32(0x946) << uint32(0x0); // 16 2374
data << uint32(0x947) << uint32(0x0); // 17 2375
data << uint32(0x948) << uint32(0x0); // 18 2376
data << uint32(0x949) << uint32(0x0); // 19 2377
data << uint32(0x94a) << uint32(0x0); // 20 2378
data << uint32(0x94b) << uint32(0x0); // 21 2379
data << uint32(0x932) << uint32(0x0); // 22 2354
data << uint32(0x934) << uint32(0x0); // 23 2356
data << uint32(0x935) << uint32(0x0); // 24 2357
data << uint32(0x936) << uint32(0x0); // 25 2358
data << uint32(0x937) << uint32(0x0); // 26 2359
data << uint32(0x938) << uint32(0x0); // 27 2360
data << uint32(0x939) << uint32(0x1); // 28 2361
data << uint32(0x930) << uint32(0x1); // 29 2352
data << uint32(0x93a) << uint32(0x0); // 30 2362
data << uint32(0x93b) << uint32(0x0); // 31 2363
data << uint32(0x93c) << uint32(0x0); // 32 2364
data << uint32(0x93d) << uint32(0x0); // 33 2365
data << uint32(0x944) << uint32(0x0); // 34 2372
data << uint32(0x945) << uint32(0x0); // 35 2373
data << uint32(0x931) << uint32(0x1); // 36 2353
data << uint32(0x93e) << uint32(0x0); // 37 2366
data << uint32(0x931) << uint32(0x1); // 38 2367 ?? grey horde not in dbc! send for consistency's sake, and to match field count
data << uint32(0x940) << uint32(0x0); // 39 2368
data << uint32(0x941) << uint32(0x0); // 7 2369
data << uint32(0x942) << uint32(0x0); // 8 2370
data << uint32(0x943) << uint32(0x0); // 9 2371
}
}
break;
case 1377: // Silithus
{
if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_SI)
pvp->FillInitialWorldStates(data);
else
{
// states are always shown
data << uint32(2313) << uint32(0x0); // 7 ally silityst gathered
data << uint32(2314) << uint32(0x0); // 8 horde silityst gathered
data << uint32(2317) << uint32(0x0); // 9 max silithyst
}
// dunno about these... aq opening event maybe?
data << uint32(2322) << uint32(0x0); // 10 sandworm N
data << uint32(2323) << uint32(0x0); // 11 sandworm S
data << uint32(2324) << uint32(0x0); // 12 sandworm SW
data << uint32(2325) << uint32(0x0); // 13 sandworm E
}
break;
case 2597: // AV
data << uint32(0x7ae) << uint32(0x1); // 7
data << uint32(0x532) << uint32(0x1); // 8
data << uint32(0x531) << uint32(0x0); // 9
data << uint32(0x52e) << uint32(0x0); // 10
data << uint32(0x571) << uint32(0x0); // 11
data << uint32(0x570) << uint32(0x0); // 12
data << uint32(0x567) << uint32(0x1); // 13
data << uint32(0x566) << uint32(0x1); // 14
data << uint32(0x550) << uint32(0x1); // 15
data << uint32(0x544) << uint32(0x0); // 16
data << uint32(0x536) << uint32(0x0); // 17
data << uint32(0x535) << uint32(0x1); // 18
data << uint32(0x518) << uint32(0x0); // 19
data << uint32(0x517) << uint32(0x0); // 20
data << uint32(0x574) << uint32(0x0); // 21
data << uint32(0x573) << uint32(0x0); // 22
data << uint32(0x572) << uint32(0x0); // 23
data << uint32(0x56f) << uint32(0x0); // 24
data << uint32(0x56e) << uint32(0x0); // 25
data << uint32(0x56d) << uint32(0x0); // 26
data << uint32(0x56c) << uint32(0x0); // 27
data << uint32(0x56b) << uint32(0x0); // 28
data << uint32(0x56a) << uint32(0x1); // 29
data << uint32(0x569) << uint32(0x1); // 30
data << uint32(0x568) << uint32(0x1); // 13
data << uint32(0x565) << uint32(0x0); // 32
data << uint32(0x564) << uint32(0x0); // 33
data << uint32(0x563) << uint32(0x0); // 34
data << uint32(0x562) << uint32(0x0); // 35
data << uint32(0x561) << uint32(0x0); // 36
data << uint32(0x560) << uint32(0x0); // 37
data << uint32(0x55f) << uint32(0x0); // 38
data << uint32(0x55e) << uint32(0x0); // 39
data << uint32(0x55d) << uint32(0x0); // 40
data << uint32(0x3c6) << uint32(0x4); // 41
data << uint32(0x3c4) << uint32(0x6); // 42
data << uint32(0x3c2) << uint32(0x4); // 43
data << uint32(0x516) << uint32(0x1); // 44
data << uint32(0x515) << uint32(0x0); // 45
data << uint32(0x3b6) << uint32(0x6); // 46
data << uint32(0x55c) << uint32(0x0); // 47
data << uint32(0x55b) << uint32(0x0); // 48
data << uint32(0x55a) << uint32(0x0); // 49
data << uint32(0x559) << uint32(0x0); // 50
data << uint32(0x558) << uint32(0x0); // 51
data << uint32(0x557) << uint32(0x0); // 52
data << uint32(0x556) << uint32(0x0); // 53
data << uint32(0x555) << uint32(0x0); // 54
data << uint32(0x554) << uint32(0x1); // 55
data << uint32(0x553) << uint32(0x1); // 56
data << uint32(0x552) << uint32(0x1); // 57
data << uint32(0x551) << uint32(0x1); // 58
data << uint32(0x54f) << uint32(0x0); // 59
data << uint32(0x54e) << uint32(0x0); // 60
data << uint32(0x54d) << uint32(0x1); // 61
data << uint32(0x54c) << uint32(0x0); // 62
data << uint32(0x54b) << uint32(0x0); // 63
data << uint32(0x545) << uint32(0x0); // 64
data << uint32(0x543) << uint32(0x1); // 65
data << uint32(0x542) << uint32(0x0); // 66
data << uint32(0x540) << uint32(0x0); // 67
data << uint32(0x53f) << uint32(0x0); // 68
data << uint32(0x53e) << uint32(0x0); // 69
data << uint32(0x53d) << uint32(0x0); // 70
data << uint32(0x53c) << uint32(0x0); // 71
data << uint32(0x53b) << uint32(0x0); // 72
data << uint32(0x53a) << uint32(0x1); // 73
data << uint32(0x539) << uint32(0x0); // 74
data << uint32(0x538) << uint32(0x0); // 75
data << uint32(0x537) << uint32(0x0); // 76
data << uint32(0x534) << uint32(0x0); // 77
data << uint32(0x533) << uint32(0x0); // 78
data << uint32(0x530) << uint32(0x0); // 79
data << uint32(0x52f) << uint32(0x0); // 80
data << uint32(0x52d) << uint32(0x1); // 81
break;
case 3277: // WS
if (bg && bg->GetTypeID() == BATTLEGROUND_WS)
bg->FillInitialWorldStates(data);
else
{
data << uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
data << uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
data << uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
data << uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
data << uint32(0x60b) << uint32(0x2); // 11 1547 unk
data << uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
data << uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
data << uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
}
break;
case 3358: // AB
if (bg && bg->GetTypeID() == BATTLEGROUND_AB)
bg->FillInitialWorldStates(data);
else
{
data << uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
data << uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
data << uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
data << uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
data << uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
data << uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
data << uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
data << uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
data << uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
data << uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
data << uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
data << uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
data << uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
data << uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
data << uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
data << uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
data << uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
data << uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
data << uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
data << uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
data << uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
data << uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
data << uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
data << uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
data << uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
data << uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
data << uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
data << uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
data << uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
data << uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
data << uint32(0x745) << uint32(0x2); // 37 1861 unk
data << uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
}
break;
case 3820: // EY
if (bg && bg->GetTypeID() == BATTLEGROUND_EY)
bg->FillInitialWorldStates(data);
else
{
data << uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
data << uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
data << uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
data << uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
data << uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
data << uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
data << uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
data << uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
data << uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
data << uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
data << uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
data << uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
data << uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
data << uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
data << uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
data << uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
data << uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
data << uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
data << uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontroled (1 - yes, 0 - no)
data << uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
data << uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
data << uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
data << uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
data << uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
data << uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
data << uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
data << uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
data << uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
data << uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
data << uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
data << uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
data << uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
// and some more ... unknown
}
break;
// any of these needs change! the client remembers the prev setting!
// ON EVERY ZONE LEAVE, RESET THE OLD ZONE'S WORLD STATE, BUT AT LEAST THE UI STUFF!
case 3483: // Hellfire Peninsula
{
if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_HP)
pvp->FillInitialWorldStates(data);
else
{
data << uint32(0x9ba) << uint32(0x1); // 10 // add ally tower main gui icon // maybe should be sent only on login?
data << uint32(0x9b9) << uint32(0x1); // 11 // add horde tower main gui icon // maybe should be sent only on login?
data << uint32(0x9b5) << uint32(0x0); // 12 // show neutral broken hill icon // 2485
data << uint32(0x9b4) << uint32(0x1); // 13 // show icon above broken hill // 2484
data << uint32(0x9b3) << uint32(0x0); // 14 // show ally broken hill icon // 2483
data << uint32(0x9b2) << uint32(0x0); // 15 // show neutral overlook icon // 2482
data << uint32(0x9b1) << uint32(0x1); // 16 // show the overlook arrow // 2481
data << uint32(0x9b0) << uint32(0x0); // 17 // show ally overlook icon // 2480
data << uint32(0x9ae) << uint32(0x0); // 18 // horde pvp objectives captured // 2478
data << uint32(0x9ac) << uint32(0x0); // 19 // ally pvp objectives captured // 2476
data << uint32(2475) << uint32(100); //: ally / horde slider grey area // show only in direct vicinity!
data << uint32(2474) << uint32(50); //: ally / horde slider percentage, 100 for ally, 0 for horde // show only in direct vicinity!
data << uint32(2473) << uint32(0); //: ally / horde slider display // show only in direct vicinity!
data << uint32(0x9a8) << uint32(0x0); // 20 // show the neutral stadium icon // 2472
data << uint32(0x9a7) << uint32(0x0); // 21 // show the ally stadium icon // 2471
data << uint32(0x9a6) << uint32(0x1); // 22 // show the horde stadium icon // 2470
}
}
break;
case 3518:
{
if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_NA)
pvp->FillInitialWorldStates(data);
else
{
data << uint32(2503) << uint32(0x0); // 10
data << uint32(2502) << uint32(0x0); // 11
data << uint32(2493) << uint32(0x0); // 12
data << uint32(2491) << uint32(0x0); // 13
data << uint32(2495) << uint32(0x0); // 14
data << uint32(2494) << uint32(0x0); // 15
data << uint32(2497) << uint32(0x0); // 16
data << uint32(2762) << uint32(0x0); // 17
data << uint32(2662) << uint32(0x0); // 18
data << uint32(2663) << uint32(0x0); // 19
data << uint32(2664) << uint32(0x0); // 20
data << uint32(2760) << uint32(0x0); // 21
data << uint32(2670) << uint32(0x0); // 22
data << uint32(2668) << uint32(0x0); // 23
data << uint32(2669) << uint32(0x0); // 24
data << uint32(2761) << uint32(0x0); // 25
data << uint32(2667) << uint32(0x0); // 26
data << uint32(2665) << uint32(0x0); // 27
data << uint32(2666) << uint32(0x0); // 28
data << uint32(2763) << uint32(0x0); // 29
data << uint32(2659) << uint32(0x0); // 30
data << uint32(2660) << uint32(0x0); // 31
data << uint32(2661) << uint32(0x0); // 32
data << uint32(2671) << uint32(0x0); // 33
data << uint32(2676) << uint32(0x0); // 34
data << uint32(2677) << uint32(0x0); // 35
data << uint32(2672) << uint32(0x0); // 36
data << uint32(2673) << uint32(0x0); // 37
}
}
break;
case 3519: // Terokkar Forest
{
if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_TF)
pvp->FillInitialWorldStates(data);
else
{
data << uint32(0xa41) << uint32(0x0); // 10 // 2625 capture bar pos
data << uint32(0xa40) << uint32(0x14); // 11 // 2624 capture bar neutral
data << uint32(0xa3f) << uint32(0x0); // 12 // 2623 show capture bar
data << uint32(0xa3e) << uint32(0x0); // 13 // 2622 horde towers controlled
data << uint32(0xa3d) << uint32(0x5); // 14 // 2621 ally towers controlled
data << uint32(0xa3c) << uint32(0x0); // 15 // 2620 show towers controlled
data << uint32(0xa88) << uint32(0x0); // 16 // 2696 SE Neu
data << uint32(0xa87) << uint32(0x0); // 17 // SE Horde
data << uint32(0xa86) << uint32(0x0); // 18 // SE Ally
data << uint32(0xa85) << uint32(0x0); // 19 //S Neu
data << uint32(0xa84) << uint32(0x0); // 20 S Horde
data << uint32(0xa83) << uint32(0x0); // 21 S Ally
data << uint32(0xa82) << uint32(0x0); // 22 NE Neu
data << uint32(0xa81) << uint32(0x0); // 23 NE Horde
data << uint32(0xa80) << uint32(0x0); // 24 NE Ally
data << uint32(0xa7e) << uint32(0x0); // 25 // 2686 N Neu
data << uint32(0xa7d) << uint32(0x0); // 26 N Horde
data << uint32(0xa7c) << uint32(0x0); // 27 N Ally
data << uint32(0xa7b) << uint32(0x0); // 28 NW Ally
data << uint32(0xa7a) << uint32(0x0); // 29 NW Horde
data << uint32(0xa79) << uint32(0x0); // 30 NW Neutral
data << uint32(0x9d0) << uint32(0x5); // 31 // 2512 locked time remaining seconds first digit
data << uint32(0x9ce) << uint32(0x0); // 32 // 2510 locked time remaining seconds second digit
data << uint32(0x9cd) << uint32(0x0); // 33 // 2509 locked time remaining minutes
data << uint32(0x9cc) << uint32(0x0); // 34 // 2508 neutral locked time show
data << uint32(0xad0) << uint32(0x0); // 35 // 2768 horde locked time show
data << uint32(0xacf) << uint32(0x1); // 36 // 2767 ally locked time show
}
}
break;
case 3521: // Zangarmarsh
{
if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_ZM)
pvp->FillInitialWorldStates(data);
else
{
data << uint32(0x9e1) << uint32(0x0); // 10 //2529
data << uint32(0x9e0) << uint32(0x0); // 11
data << uint32(0x9df) << uint32(0x0); // 12
data << uint32(0xa5d) << uint32(0x1); // 13 //2653
data << uint32(0xa5c) << uint32(0x0); // 14 //2652 east beacon neutral
data << uint32(0xa5b) << uint32(0x1); // 15 horde
data << uint32(0xa5a) << uint32(0x0); // 16 ally
data << uint32(0xa59) << uint32(0x1); // 17 // 2649 Twin spire graveyard horde 12???
data << uint32(0xa58) << uint32(0x0); // 18 ally 14 ???
data << uint32(0xa57) << uint32(0x0); // 19 neutral 7???
data << uint32(0xa56) << uint32(0x0); // 20 // 2646 west beacon neutral
data << uint32(0xa55) << uint32(0x1); // 21 horde
data << uint32(0xa54) << uint32(0x0); // 22 ally
data << uint32(0x9e7) << uint32(0x0); // 23 // 2535
data << uint32(0x9e6) << uint32(0x0); // 24
data << uint32(0x9e5) << uint32(0x0); // 25
data << uint32(0xa00) << uint32(0x0); // 26 // 2560
data << uint32(0x9ff) << uint32(0x1); // 27
data << uint32(0x9fe) << uint32(0x0); // 28
data << uint32(0x9fd) << uint32(0x0); // 29
data << uint32(0x9fc) << uint32(0x1); // 30
data << uint32(0x9fb) << uint32(0x0); // 31
data << uint32(0xa62) << uint32(0x0); // 32 // 2658
data << uint32(0xa61) << uint32(0x1); // 33
data << uint32(0xa60) << uint32(0x1); // 34
data << uint32(0xa5f) << uint32(0x0); // 35
}
}
break;
case 3698: // Nagrand Arena
if (bg && bg->GetTypeID() == BATTLEGROUND_NA)
bg->FillInitialWorldStates(data);
else
{
data << uint32(0xa0f) << uint32(0x0); // 7
data << uint32(0xa10) << uint32(0x0); // 8
data << uint32(0xa11) << uint32(0x0); // 9 show
}
break;
case 3702: // Blade's Edge Arena
if (bg && bg->GetTypeID() == BATTLEGROUND_BE)
bg->FillInitialWorldStates(data);
else
{
data << uint32(0x9f0) << uint32(0x0); // 7 gold
data << uint32(0x9f1) << uint32(0x0); // 8 green
data << uint32(0x9f3) << uint32(0x0); // 9 show
}
break;
case 3968: // Ruins of Lordaeron
if (bg && bg->GetTypeID() == BATTLEGROUND_RL)
bg->FillInitialWorldStates(data);
else
{
data << uint32(0xbb8) << uint32(0x0); // 7 gold
data << uint32(0xbb9) << uint32(0x0); // 8 green
data << uint32(0xbba) << uint32(0x0); // 9 show
}
break;
case 3703: // Shattrath City
break;
default:
data << uint32(0x914) << uint32(0x0); // 7
data << uint32(0x913) << uint32(0x0); // 8
data << uint32(0x912) << uint32(0x0); // 9
data << uint32(0x915) << uint32(0x0); // 10
break;
}
GetSession()->SendPacket(&data);
}
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);
sLog.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp+rested_bonus,rested_bonus,GetRestBonus());
return rested_bonus;
}
void Player::SetBindPoint(uint64 guid)
{
WorldPacket data(SMSG_BINDER_CONFIRM, 8);
data << uint64(guid);
GetSession()->SendPacket( &data );
}
void Player::SendTalentWipeConfirm(uint64 guid)
{
WorldPacket data(MSG_TALENT_WIPE_CONFIRM, (8+4));
data << uint64(guid);
uint32 cost = sWorld.getConfig(CONFIG_NO_RESET_TALENT_COST) ? 0 : resetTalentsCost();
data << cost;
data << cost;
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)
{
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( uint32 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));
SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK,true));
SetVirtualItemSlot(2,NULL);
}; break;
case SHEATH_STATE_RANGED: // prepared ranged weapon
SetVirtualItemSlot(0,NULL);
SetVirtualItemSlot(1,NULL);
SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK,true));
break;
default:
SetVirtualItemSlot(0,NULL);
SetVirtualItemSlot(1,NULL);
SetVirtualItemSlot(2,NULL);
break;
}
SetByteValue(UNIT_FIELD_BYTES_2, 0, 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;
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_1;
slots[1] = INVENTORY_SLOT_BAG_2;
slots[2] = INVENTORY_SLOT_BAG_3;
slots[3] = INVENTORY_SLOT_BAG_4;
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;
}
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 offhand slot empty but not free
if(slots[i]==EQUIPMENT_SLOT_OFFHAND)
{
Item* mainItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND );
if(!mainItem || mainItem->GetProto()->InventoryType != INVTYPE_2HWEAPON)
return slots[i];
}
else
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 < KEYRING_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;
ItemPrototype const *pBagProto;
for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
{
pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pBag )
{
pBagProto = pBag->GetProto();
if( pBagProto )
{
for(uint32 j = 0; j < pBagProto->ContainerSlots; 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 < KEYRING_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;
}
Item* Player::GetItemByGuid( uint64 guid ) const
{
for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
{
Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pItem && pItem->GetGUID() == guid )
return pItem;
}
for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
{
Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pItem && pItem->GetGUID() == guid )
return pItem;
}
for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
{
Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pBag )
{
ItemPrototype const *pBagProto = pBag->GetProto();
if( pBagProto )
{
for(uint32 j = 0; j < pBagProto->ContainerSlots; j++)
{
Item* pItem = pBag->GetItemByPos( j );
if( pItem && pItem->GetGUID() == guid )
return pItem;
}
}
}
}
for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
{
Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pBag )
{
ItemPrototype const *pBagProto = pBag->GetProto();
if( pBagProto )
{
for(uint32 j = 0; j < pBagProto->ContainerSlots; j++)
{
Item* pItem = pBag->GetItemByPos( j );
if( pItem && pItem->GetGUID() == 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 < KEYRING_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 useable) const
{
uint16 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)
return item;
if( item->IsBroken() || !IsUseEquipedWeapon(attackType==BASE_ATTACK) )
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())
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::HasBankBagSlot( uint8 slot ) const
{
uint32 maxslot = GetByteValue(PLAYER_BYTES_2, 2) + BANK_SLOT_BAG_START;
if( slot < maxslot )
return true;
return false;
}
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 < KEYRING_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::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 )
{
tempcount += pItem->GetCount();
if( tempcount >= count )
return true;
}
}
for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
{
Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pItem && pItem->GetEntry() == item )
{
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 ))
{
if(ItemPrototype const *pBagProto = pBag->GetProto())
{
for(uint32 j = 0; j < pBagProto->ContainerSlots; j++)
{
Item* pItem = GetItemByPos( i, j );
if( pItem && pItem->GetEntry() == item )
{
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 )
{
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 ))
{
if(ItemPrototype const *pBagProto = pBag->GetProto())
{
for(uint32 j = 0; j < pBagProto->ContainerSlots; j++)
{
Item* pItem = GetItemByPos( i, j );
if( pItem && pItem->GetEntry() == item )
{
tempcount += pItem->GetCount();
if( tempcount >= count )
return true;
}
}
}
}
}
}
return false;
}
Item* Player::GetItemOrItemWithGemEquipped( uint32 item ) const
{
Item *pItem;
for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
{
pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pItem && pItem->GetEntry() == item )
return pItem;
}
ItemPrototype const *pProto = objmgr.GetItemPrototype(item);
if (pProto && pProto->GemProperties)
{
for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
{
pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pItem && pItem->GetProto()->Socket[0].Color )
{
if (pItem->GetGemCountWithID(item) > 0 )
return pItem;
}
}
}
return NULL;
}
uint8 Player::_CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count ) const
{
ItemPrototype const *pProto = objmgr.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)
return EQUIP_ERR_OK;
uint32 curcount = GetItemCount(pProto->ItemId,true,pItem);
if( curcount + count > pProto->MaxCount )
{
if(no_space_count)
*no_space_count = count +curcount - pProto->MaxCount;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
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 < KEYRING_SLOT_END; ++i)
{
pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
return true;
}
Bag *pBag;
ItemPrototype const *pBagProto;
for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
{
pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pBag )
{
pBagProto = pBag->GetProto();
if( pBagProto )
{
for(uint32 j = 0; j < pBagProto->ContainerSlots; ++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;
// 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( !ItemCanGoIntoBag(pProto,pBagProto) )
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
}
// non empty stack with space
need_space = pProto->Stackable;
}
// non empty slot, check item type
else
{
// check item type
if(pItem2->GetEntry() != pProto->ItemId)
return EQUIP_ERR_ITEM_CANT_STACK;
// check free space
if(pItem2->GetCount() >= pProto->Stackable)
return EQUIP_ERR_ITEM_CANT_STACK;
need_space = pProto->Stackable - 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;
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;
// 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 < pBagProto->ContainerSlots; 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;
if( pItem2 )
{
if(pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->Stackable )
{
uint32 need_space = pProto->Stackable - 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;
}
}
}
else
{
uint32 need_space = pProto->Stackable;
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;
if( pItem2 )
{
if(pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->Stackable )
{
uint32 need_space = pProto->Stackable - 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;
}
}
}
else
{
uint32 need_space = pProto->Stackable;
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
{
sLog.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, entry, count);
ItemPrototype const *pProto = objmgr.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 && pItem->IsBindedNotWith(GetGUID()))
{
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 spece 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,KEYRING_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 (specilized/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(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,KEYRING_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;
}
}
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;
}
}
}
// 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];
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));
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 = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
{
Bag *pBag;
ItemPrototype const *pBagProto;
pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pBag )
{
pBagProto = pBag->GetProto();
if( pBagProto )
{
for(uint32 j = 0; j < pBagProto->ContainerSlots; 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;kGetEntry(), pItem->GetCount());
ItemPrototype const *pProto = pItem->GetProto();
// strange item
if( !pProto )
return EQUIP_ERR_ITEM_NOT_FOUND;
// item it 'bind'
if(pItem->IsBindedNotWith(GetGUID()))
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->GetEntry() == pItem->GetEntry() && inv_keys[t-KEYRING_SLOT_START] + pItem->GetCount() <= pProto->Stackable )
{
inv_keys[t-KEYRING_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->GetEntry() == pItem->GetEntry() && inv_slot_items[t-INVENTORY_SLOT_ITEM_START] + pItem->GetCount() <= pProto->Stackable )
{
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 )
{
pBagProto = pBag->GetProto();
if( pBagProto )
{
for(uint32 j = 0; j < pBagProto->ContainerSlots; j++)
{
pItem2 = GetItemByPos( t, j );
if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_bags[t-INVENTORY_SLOT_BAG_START][j] + pItem->GetCount() <= pProto->Stackable )
{
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;
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 < pBagProto->ContainerSlots; 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();
if( pBagProto && ItemCanGoIntoBag(pProto,pBagProto))
{
for(uint32 j = 0; j < pBagProto->ContainerSlots; 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, uint32 count, bool swap ) const
{
dest = 0;
Item *pItem = Item::CreateItem( item, count, 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 )
{
sLog.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot, pItem->GetEntry(), pItem->GetCount());
ItemPrototype const *pProto = pItem->GetProto();
if( pProto )
{
// May be here should be more stronger checks; STUNNED checked
// ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
if (not_loading && hasUnitState(UNIT_STAT_STUNNED))
return EQUIP_ERR_YOU_ARE_STUNNED;
if(pItem->IsBindedNotWith(GetGUID()))
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;
// 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;
}
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;
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;
// check unique-equipped on item
if (pProto->Flags & ITEM_FLAGS_UNIQUE_EQUIPPED)
{
// there is an equip limit on this item
Item* tItem = GetItemOrItemWithGemEquipped(pProto->ItemId);
if (tItem && (!swap || tItem->GetSlot() != eslot ) )
return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
}
// 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 = objmgr.GetItemPrototype(enchantEntry->GemID);
if(pGem && (pGem->Flags & ITEM_FLAGS_UNIQUE_EQUIPPED))
{
Item* tItem = GetItemOrItemWithGemEquipped(enchantEntry->GemID);
if(tItem && (!swap || tItem->GetSlot() != eslot ))
return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
}
}
// 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( ItemPrototype const* pBagProto = pBag->GetProto() )
{
if( pBagProto->Class==pProto->Class && pBagProto->SubClass==pProto->SubClass &&
(!swap || pBag->GetSlot() != eslot ) )
{
if(pBagProto->SubClass == ITEM_SUBCLASS_AMMO_POUCH)
return EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH;
else
return 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;
}
Item *mainItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND );
if(mainItem)
{
if(mainItem->GetProto()->InventoryType == INVTYPE_2HWEAPON)
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_MAINHAND)
return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
// offhand item must can be stored in inventitory 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;
}
}
if( !swap )
return EQUIP_ERR_ITEM_NOT_FOUND;
else
return 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 existed equipped item
if( !pItem )
return EQUIP_ERR_OK;
sLog.outDebug( "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;
// 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;
}
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();
sLog.outDebug( "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;
if( pItem->IsBindedNotWith(GetGUID()) )
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( pProto->InventoryType == INVTYPE_BAG )
{
Bag *pBag = (Bag*)pItem;
if( pBag )
{
if( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END )
{
if( !HasBankBagSlot( slot ) )
return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT;
if( uint8 cantuse = CanUseItem( pItem, not_loading ) != EQUIP_ERR_OK )
return cantuse;
}
else
{
if( !pBag->IsEmpty() )
return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG;
}
}
}
else
{
if( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END )
return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT;
}
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 spece 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 spece 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 )
{
sLog.outDebug( "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(GetGUID()) )
return EQUIP_ERR_DONT_OWN_THAT_ITEM;
if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
if( pItem->GetSkill() != 0 )
{
if( GetSkillValue( pItem->GetSkill() ) == 0 )
return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
}
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_ERR_CANT_EQUIP_SKILL;
}
if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
if( pProto->RequiredReputationFaction && uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank )
return EQUIP_ERR_CANT_EQUIP_REPUTATION;
if( getLevel() < pProto->RequiredLevel )
return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
return EQUIP_ERR_OK;
}
}
return EQUIP_ERR_ITEM_NOT_FOUND;
}
bool Player::CanUseItem( ItemPrototype const *pProto )
{
// Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
if( pProto )
{
if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
return false;
if( pProto->RequiredSkill != 0 )
{
if( GetSkillValue( pProto->RequiredSkill ) == 0 )
return false;
else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
return false;
}
if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
return false;
if( getLevel() < pProto->RequiredLevel )
return false;
return true;
}
return false;
}
uint8 Player::CanUseAmmo( uint32 item ) const
{
sLog.outDebug( "STORAGE: CanUseAmmo item = %u", item);
if( !isAlive() )
return EQUIP_ERR_YOU_ARE_DEAD;
//if( isStunned() )
// return EQUIP_ERR_YOU_ARE_STUNNED;
ItemPrototype const *pProto = objmgr.GetItemPrototype( item );
if( pProto )
{
if( pProto->InventoryType!= INVTYPE_AMMO )
return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE;
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_ERR_CANT_EQUIP_SKILL;
}
if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
/*if( GetReputation() < pProto->RequiredReputation )
return EQUIP_ERR_CANT_EQUIP_REPUTATION;
*/
if( getLevel() < pProto->RequiredLevel )
return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
// 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 );
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 );
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;
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);
}
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;
sLog.outDebug( "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_EQUIPED && IsBagPos(pos) )
pItem->SetBinding( true );
if( bag == INVENTORY_SLOT_BAG_0 )
{
m_items[slot] = pItem;
SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), pItem->GetGUID() );
pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() );
pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() );
pItem->SetSlot( slot );
pItem->SetContainer( NULL );
if( IsInWorld() && update )
{
pItem->AddToWorld();
pItem->SendUpdateToPlayer( this );
}
pItem->SetState(ITEM_CHANGED, this);
}
else
{
Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
if( pBag )
{
pBag->StoreItem( slot, pItem, update );
if( IsInWorld() && update )
{
pItem->AddToWorld();
pItem->SendUpdateToPlayer( 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_EQUIPED && IsBagPos(pos) )
pItem2->SetBinding( true );
pItem2->SetCount( pItem2->GetCount() + count );
if( IsInWorld() && update )
pItem2->SendUpdateToPlayer( 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(GetGUID()); // 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, uint32 count, bool update )
{
Item *pItem = Item::CreateItem( item, count, this );
if( pItem )
{
ItemAddedQuestCheck( item, count );
Item * retItem = EquipItem( pos, pItem, update );
return retItem;
}
return NULL;
}
Item* Player::EquipItem( uint16 pos, Item *pItem, bool update )
{
if( pItem )
{
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)
{
m_weaponChangeTimer = DEFAULT_SWITCH_WEAPON;
if (getClass() == CLASS_ROGUE)
m_weaponChangeTimer = ROGUE_SWITCH_WEAPON;
}
}
if( IsInWorld() && update )
{
pItem->AddToWorld();
pItem->SendUpdateToPlayer( this );
}
ApplyEquipCooldown(pItem);
if( slot == EQUIPMENT_SLOT_MAINHAND )
UpdateExpertise(BASE_ATTACK);
else if( slot == EQUIPMENT_SLOT_OFFHAND )
UpdateExpertise(OFF_ATTACK);
}
else
{
pItem2->SetCount( pItem2->GetCount() + pItem->GetCount() );
if( IsInWorld() && update )
pItem2->SendUpdateToPlayer( 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(GetGUID()); // 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;
}
}
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->SendUpdateToPlayer( this );
}
}
}
void Player::SetVisibleItemSlot(uint8 slot, Item *pItem)
{
// PLAYER_VISIBLE_ITEM_i_CREATOR // Size: 2
// PLAYER_VISIBLE_ITEM_i_0 // Size: 12
// entry // Size: 1
// inspected enchantments // Size: 6
// ? // Size: 5
// PLAYER_VISIBLE_ITEM_i_PROPERTIES // Size: 1 (property,suffix factor)
// PLAYER_VISIBLE_ITEM_i_PAD // Size: 1
// // = 16
if(pItem)
{
SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR + (slot * MAX_VISIBLE_ITEM_OFFSET), pItem->GetUInt64Value(ITEM_FIELD_CREATOR));
int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
SetUInt32Value(VisibleBase + 0, pItem->GetEntry());
for(int i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; ++i)
SetUInt32Value(VisibleBase + 1 + i, pItem->GetEnchantmentId(EnchantmentSlot(i)));
// Use SetInt16Value to prevent set high part to FFFF for negative value
SetInt16Value( PLAYER_VISIBLE_ITEM_1_PROPERTIES + (slot * MAX_VISIBLE_ITEM_OFFSET), 0, pItem->GetItemRandomPropertyId());
SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 1 + (slot * MAX_VISIBLE_ITEM_OFFSET), pItem->GetItemSuffixFactor());
}
else
{
SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR + (slot * MAX_VISIBLE_ITEM_OFFSET), 0);
int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
SetUInt32Value(VisibleBase + 0, 0);
for(int i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; ++i)
SetUInt32Value(VisibleBase + 1 + i, 0);
SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 0 + (slot * MAX_VISIBLE_ITEM_OFFSET), 0);
SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 1 + (slot * MAX_VISIBLE_ITEM_OFFSET), 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_EQUIPED || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM )
pItem->SetBinding( true );
sLog.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot, pItem->GetEntry());
m_items[slot] = pItem;
SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), pItem->GetGUID() );
pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() );
pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() );
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 )
{
sLog.outDebug( "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
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);
}
}
}
m_items[slot] = NULL;
SetUInt64Value((uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot*2)), 0);
if ( slot < EQUIPMENT_SLOT_END )
SetVisibleItemSlot(slot,NULL);
}
else
{
Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
if( pBag )
pBag->RemoveItem(slot, update);
}
pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, 0 );
// pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); 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->SendUpdateToPlayer( this );
if( slot == EQUIPMENT_SLOT_MAINHAND )
UpdateExpertise(BASE_ATTACK);
else if( slot == EQUIPMENT_SLOT_OFFHAND )
UpdateExpertise(OFF_ATTACK);
}
}
// 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());
// store item
Item* pLastItem = StoreItem( dest, pItem, update);
// only set if not merged to existed 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() != GetGUID())
pLastItem->SetOwnerGUID(GetGUID());
// if this original item then it need create record in inventory
// in case trade we laready 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 )
{
sLog.outDebug( "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_FLAGS_WRAPPED))
CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem->GetGUIDLow());
ItemPrototype const *pProto = pItem->GetProto();
RemoveEnchantmentDurations(pItem);
RemoveItemDurations(pItem);
ItemRemovedQuestCheck( pItem->GetEntry(), pItem->GetCount() );
if( bag == INVENTORY_SLOT_BAG_0 )
{
SetUInt64Value((uint16)(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);
// equipment visual show
SetVisibleItemSlot(slot,NULL);
}
m_items[slot] = NULL;
}
else if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ))
pBag->RemoveItem(slot, update);
if( IsInWorld() && update )
{
pItem->RemoveFromWorld();
pItem->DestroyForPlayer(this);
}
//pItem->SetOwnerGUID(0);
pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, 0 );
pItem->SetSlot( NULL_SLOT );
pItem->SetState(ITEM_REMOVED, this);
}
}
void Player::DestroyItemCount( uint32 item, uint32 count, bool update, bool unequip_check)
{
sLog.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item, count);
Item *pItem;
ItemPrototype const *pProto;
uint32 remcount = 0;
// in inventory
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 )
{
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
{
pProto = pItem->GetProto();
ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
pItem->SetCount( pItem->GetCount() - count + remcount );
if( IsInWorld() & update )
pItem->SendUpdateToPlayer( this );
pItem->SetState(ITEM_CHANGED, this);
return;
}
}
}
for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
{
pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pItem && pItem->GetEntry() == item )
{
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
{
pProto = pItem->GetProto();
ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
pItem->SetCount( pItem->GetCount() - count + remcount );
if( IsInWorld() & update )
pItem->SendUpdateToPlayer( this );
pItem->SetState(ITEM_CHANGED, this);
return;
}
}
}
// in inventory bags
Bag *pBag;
ItemPrototype const *pBagProto;
for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
{
pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pBag )
{
pBagProto = pBag->GetProto();
if( pBagProto )
{
for(uint32 j = 0; j < pBagProto->ContainerSlots; j++)
{
pItem = pBag->GetItemByPos(j);
if( pItem && pItem->GetEntry() == item )
{
// all items in bags can be unequipped
if( pItem->GetCount() + remcount <= count )
{
remcount += pItem->GetCount();
DestroyItem( i, j, update );
if(remcount >=count)
return;
}
else
{
pProto = pItem->GetProto();
ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
pItem->SetCount( pItem->GetCount() - count + remcount );
if( IsInWorld() && update )
pItem->SendUpdateToPlayer( this );
pItem->SetState(ITEM_CHANGED, this);
return;
}
}
}
}
}
}
// in equipment and bag list
for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
{
pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pItem && pItem->GetEntry() == item )
{
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
{
pProto = pItem->GetProto();
ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
pItem->SetCount( pItem->GetCount() - count + remcount );
if( IsInWorld() & update )
pItem->SendUpdateToPlayer( this );
pItem->SetState(ITEM_CHANGED, this);
return;
}
}
}
}
void Player::DestroyZoneLimitedItem( bool update, uint32 new_zone )
{
sLog.outDebug( "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++)
{
Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) )
DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
}
for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
{
Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pItem && 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++)
{
Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pBag )
{
ItemPrototype const *pBagProto = pBag->GetProto();
if( pBagProto )
{
for(uint32 j = 0; j < pBagProto->ContainerSlots; j++)
{
Item* pItem = pBag->GetItemByPos(j);
if( pItem && 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++)
{
Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) )
DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
}
}
void Player::DestroyConjuredItems( bool update )
{
// used when entering arena
// distroys all conjured items
sLog.outDebug( "STORAGE: DestroyConjuredItems" );
// in inventory
for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
{
Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pItem && pItem->GetProto() &&
(pItem->GetProto()->Class == ITEM_CLASS_CONSUMABLE) &&
(pItem->GetProto()->Flags & ITEM_FLAGS_CONJURED) )
DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
}
// in inventory bags
for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
{
Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pBag )
{
ItemPrototype const *pBagProto = pBag->GetProto();
if( pBagProto )
{
for(uint32 j = 0; j < pBagProto->ContainerSlots; j++)
{
Item* pItem = pBag->GetItemByPos(j);
if( pItem && pItem->GetProto() &&
(pItem->GetProto()->Class == ITEM_CLASS_CONSUMABLE) &&
(pItem->GetProto()->Flags & ITEM_FLAGS_CONJURED) )
DestroyItem( i, j, update);
}
}
}
}
// in equipment and bag list
for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
{
Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pItem && pItem->GetProto() &&
(pItem->GetProto()->Class == ITEM_CLASS_CONSUMABLE) &&
(pItem->GetProto()->Flags & ITEM_FLAGS_CONJURED) )
DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
}
}
void Player::DestroyItemCount( Item* pItem, uint32 &count, bool update )
{
if(!pItem)
return;
sLog.outDebug( "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->SendUpdateToPlayer( 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;
}
// 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 existed items (can be only at cheating)
if(pSrcItem->GetCount() < count)
{
SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT, pSrcItem, NULL );
return;
}
if(pSrcItem->m_lootGenerated) // prevent split looting item (item
{
//best error message found for attempting to split while looting
SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL );
return;
}
sLog.outDebug( "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->SendUpdateToPlayer( 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->SendUpdateToPlayer( 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->SendUpdateToPlayer( 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;
sLog.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag, dstslot, pSrcItem->GetEntry());
if(!isAlive() )
{
SendEquipError( EQUIP_ERR_YOU_ARE_DEAD, pSrcItem, pDstItem );
return;
}
if(pSrcItem->m_lootGenerated) // prevent swap looting item
{
//best error message found for attempting to swap while looting
SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pSrcItem, NULL );
return;
}
// check unequip potability for equipped items and bank bags
if(IsEquipmentPos ( src ) || IsBagPos ( src ))
{
// bags can be swapped with empty bag slots
uint8 msg = CanUnequipItem( src, !IsBagPos ( src ) || IsBagPos ( dst ));
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;
}
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();
}
}
else // if (!pDstItem)
{
if(pDstItem->m_lootGenerated) // prevent swap looting item
{
//best error message found for attempting to swap while looting
SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pDstItem, NULL );
return;
}
// check unequip potability for equipped items and bank bags
if(IsEquipmentPos ( dst ) || IsBagPos ( dst ))
{
// bags can be swapped with empty bag slots
uint8 msg = CanUnequipItem( dst, !IsBagPos ( dst ) || IsBagPos ( src ) );
if(msg != EQUIP_ERR_OK)
{
SendEquipError( msg, pSrcItem, pDstItem );
return;
}
}
// attempt merge to / fill target item
{
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()->Stackable )
{
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()->Stackable );
pDstItem->SetCount( pSrcItem->GetProto()->Stackable );
pSrcItem->SetState(ITEM_CHANGED, this);
pDstItem->SetState(ITEM_CHANGED, this);
if( IsInWorld() )
{
pSrcItem->SendUpdateToPlayer( this );
pDstItem->SendUpdateToPlayer( this );
}
}
return;
}
}
// impossible merge/fill, do real swap
uint8 msg;
// check src->dest move possibility
ItemPosCountVec sDest;
uint16 eDest;
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;
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;
}
// 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 );
sLog.outDebug( "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() );
ItemPrototype const *pProto = pItem->GetProto();
if( pProto )
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 )
{
sLog.outDebug( "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 )
{
sLog.outDebug( "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 )
{
sLog.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)",msg);
WorldPacket data( SMSG_INVENTORY_CHANGE_FAILURE, (msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I ? 22 : 18) );
data << uint8(msg);
if(msg)
{
data << uint64(pItem ? pItem->GetGUID() : 0);
data << uint64(pItem2 ? pItem2->GetGUID() : 0);
data << uint8(0); // not 0 there...
if(msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I)
{
uint32 level = 0;
if(pItem)
if(ItemPrototype const* proto = pItem->GetProto())
level = proto->RequiredLevel;
data << uint32(level); // new 2.4.0
}
}
GetSession()->SendPacket(&data);
}
void Player::SendBuyError( uint8 msg, Creature* pCreature, uint32 item, uint32 param )
{
sLog.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
WorldPacket data( SMSG_BUY_FAILED, (8+4+4+1) );
data << uint64(pCreature ? pCreature->GetGUID() : 0);
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 )
{
sLog.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
WorldPacket data( SMSG_SELL_ITEM,(8+8+(param?4:0)+1)); // last check 2.0.10
data << uint64(pCreature ? pCreature->GetGUID() : 0);
data << uint64(guid);
if( param > 0 )
data << uint32(param);
data << uint8(msg);
GetSession()->SendPacket(&data);
}
void Player::ClearTrade()
{
tradeGold = 0;
acceptTrade = false;
for(int i = 0; i < TRADE_SLOT_COUNT; i++)
tradeItems[i] = NULL_SLOT;
}
void Player::TradeCancel(bool sendback)
{
if(pTrader)
{
// send yellow "Trade cancelled" message to both traders
WorldSession* ws;
ws = GetSession();
if(sendback)
ws->SendCancelTrade();
ws = pTrader->GetSession();
if(!ws->PlayerLogout())
ws->SendCancelTrade();
// cleanup
ClearTrade();
pTrader->ClearTrade();
// prevent loss of reference
pTrader->pTrader = NULL;
pTrader = NULL;
}
}
void Player::UpdateItemDuration(uint32 time, bool realtimeonly)
{
if(m_itemDuration.empty())
return;
sLog.outDebug("Player::UpdateItemDuration(%u,%u)", time,realtimeonly);
for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end(); )
{
Item* item = *itr;
++itr; // current element can be erased in UpdateDuration
if (realtimeonly && item->GetProto()->Duration < 0 || !realtimeonly)
item->UpdateDuration(this,time);
}
}
void Player::UpdateEnchantTime(uint32 time)
{
for(EnchantDurationList::iterator itr = m_enchantDuration.begin(),next;itr != m_enchantDuration.end();itr=next)
{
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;xGetEnchantmentId(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++)
{
Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pItem && pItem->GetEnchantmentId(slot) )
pItem->ClearEnchantment(slot);
}
// in inventory bags
for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
{
Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
if( pBag )
{
ItemPrototype const *pBagProto = pBag->GetProto();
if( pBagProto )
{
for(uint32 j = 0; j < pBagProto->ContainerSlots; j++)
{
Item* pItem = pBag->GetItemByPos(j);
if( pItem && 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;
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 = int32(enchant_amount);
// Random Property Exist - try found basepoints for spell (basepoints depencs from item suffix factor)
if (item->GetItemRandomPropertyId() !=0 && !enchant_amount)
{
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;
}
}
}
}
sLog.outDebug("Adding %u to stat nb %u",enchant_amount,enchant_spell_id);
switch (enchant_spell_id)
{
case ITEM_MOD_AGILITY:
sLog.outDebug("+ %u AGILITY",enchant_amount);
HandleStatModifier(UNIT_MOD_STAT_AGILITY, TOTAL_VALUE, float(enchant_amount), apply);
ApplyStatBuffMod(STAT_AGILITY, enchant_amount, apply);
break;
case ITEM_MOD_STRENGTH:
sLog.outDebug("+ %u STRENGTH",enchant_amount);
HandleStatModifier(UNIT_MOD_STAT_STRENGTH, TOTAL_VALUE, float(enchant_amount), apply);
ApplyStatBuffMod(STAT_STRENGTH, enchant_amount, apply);
break;
case ITEM_MOD_INTELLECT:
sLog.outDebug("+ %u INTELLECT",enchant_amount);
HandleStatModifier(UNIT_MOD_STAT_INTELLECT, TOTAL_VALUE, float(enchant_amount), apply);
ApplyStatBuffMod(STAT_INTELLECT, enchant_amount, apply);
break;
case ITEM_MOD_SPIRIT:
sLog.outDebug("+ %u SPIRIT",enchant_amount);
HandleStatModifier(UNIT_MOD_STAT_SPIRIT, TOTAL_VALUE, float(enchant_amount), apply);
ApplyStatBuffMod(STAT_SPIRIT, enchant_amount, apply);
break;
case ITEM_MOD_STAMINA:
sLog.outDebug("+ %u STAMINA",enchant_amount);
HandleStatModifier(UNIT_MOD_STAT_STAMINA, TOTAL_VALUE, float(enchant_amount), apply);
ApplyStatBuffMod(STAT_STAMINA, enchant_amount, apply);
break;
case ITEM_MOD_DEFENSE_SKILL_RATING:
((Player*)this)->ApplyRatingMod(CR_DEFENSE_SKILL, enchant_amount, apply);
sLog.outDebug("+ %u DEFENCE", enchant_amount);
break;
case ITEM_MOD_DODGE_RATING:
((Player*)this)->ApplyRatingMod(CR_DODGE, enchant_amount, apply);
sLog.outDebug("+ %u DODGE", enchant_amount);
break;
case ITEM_MOD_PARRY_RATING:
((Player*)this)->ApplyRatingMod(CR_PARRY, enchant_amount, apply);
sLog.outDebug("+ %u PARRY", enchant_amount);
break;
case ITEM_MOD_BLOCK_RATING:
((Player*)this)->ApplyRatingMod(CR_BLOCK, enchant_amount, apply);
sLog.outDebug("+ %u SHIELD_BLOCK", enchant_amount);
break;
case ITEM_MOD_HIT_MELEE_RATING:
((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
sLog.outDebug("+ %u MELEE_HIT", enchant_amount);
break;
case ITEM_MOD_HIT_RANGED_RATING:
((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
sLog.outDebug("+ %u RANGED_HIT", enchant_amount);
break;
case ITEM_MOD_HIT_SPELL_RATING:
((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
sLog.outDebug("+ %u SPELL_HIT", enchant_amount);
break;
case ITEM_MOD_CRIT_MELEE_RATING:
((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
sLog.outDebug("+ %u MELEE_CRIT", enchant_amount);
break;
case ITEM_MOD_CRIT_RANGED_RATING:
((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
sLog.outDebug("+ %u RANGED_CRIT", enchant_amount);
break;
case ITEM_MOD_CRIT_SPELL_RATING:
((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
sLog.outDebug("+ %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);
sLog.outDebug("+ %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);
sLog.outDebug("+ %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);
sLog.outDebug("+ %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);
sLog.outDebug("+ %u HASTE", enchant_amount);
break;
case ITEM_MOD_EXPERTISE_RATING:
((Player*)this)->ApplyRatingMod(CR_EXPERTISE, enchant_amount, apply);
sLog.outDebug("+ %u EXPERTISE", enchant_amount);
break;
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;
}
default:
sLog.outError("Unknown item enchantment display type: %d",enchant_display_type);
break;
} /*switch(enchant_display_type)*/
} /*for*/
// visualize enchantment at player and equipped items
if(slot < MAX_INSPECTED_ENCHANTMENT_SLOT)
{
int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (item->GetSlot() * MAX_VISIBLE_ITEM_OFFSET);
SetUInt32Value(VisibleBase + 1 + slot, 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::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::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 << GetGUID(); // player GUID
data << uint32(received); // 0=looted, 1=from npc
data << uint32(created); // 0=received, 1=created
data << uint32(1); // always 0x01 (probably meant to be count of listed items)
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 << GetItemCount(item->GetEntry()); // count of items in inventory
if (broadcast && GetGroup())
GetGroup()->BroadcastPacket(&data);
else
GetSession()->SendPacket(&data);
}
/*********************************************************/
/*** QUEST SYSTEM ***/
/*********************************************************/
void Player::PrepareQuestMenu( uint64 guid )
{
Object *pObject;
QuestRelations* pObjectQR;
QuestRelations* pObjectQIR;
Creature *pCreature = ObjectAccessor::GetCreature(*this, guid);
if( pCreature )
{
pObject = (Object*)pCreature;
pObjectQR = &objmgr.mCreatureQuestRelations;
pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations;
}
else
{
GameObject *pGameObject = ObjectAccessor::GetGameObject(*this, guid);
if( pGameObject )
{
pObject = (Object*)pGameObject;
pObjectQR = &objmgr.mGOQuestRelations;
pObjectQIR = &objmgr.mGOQuestInvolvedRelations;
}
else
return;
}
QuestMenu &qm = PlayerTalkClass->GetQuestMenu();
qm.ClearMenu();
for(QuestRelations::const_iterator i = pObjectQIR->lower_bound(pObject->GetEntry()); i != pObjectQIR->upper_bound(pObject->GetEntry()); ++i)
{
uint32 quest_id = i->second;
QuestStatus status = GetQuestStatus( quest_id );
if ( status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus( quest_id ) )
qm.AddMenuItem(quest_id, DIALOG_STATUS_REWARD_REP);
else if ( status == QUEST_STATUS_INCOMPLETE )
qm.AddMenuItem(quest_id, DIALOG_STATUS_INCOMPLETE);
else if (status == QUEST_STATUS_AVAILABLE )
qm.AddMenuItem(quest_id, DIALOG_STATUS_CHAT);
}
for(QuestRelations::const_iterator i = pObjectQR->lower_bound(pObject->GetEntry()); i != pObjectQR->upper_bound(pObject->GetEntry()); ++i)
{
uint32 quest_id = i->second;
Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
if(!pQuest) continue;
QuestStatus status = GetQuestStatus( quest_id );
if (pQuest->IsAutoComplete() && CanTakeQuest(pQuest, false))
qm.AddMenuItem(quest_id, DIALOG_STATUS_REWARD_REP);
else if ( status == QUEST_STATUS_NONE && CanTakeQuest( pQuest, false ) )
qm.AddMenuItem(quest_id, DIALOG_STATUS_AVAILABLE);
}
}
void Player::SendPreparedQuest( uint64 guid )
{
QuestMenu& questMenu = PlayerTalkClass->GetQuestMenu();
if( questMenu.Empty() )
return;
QuestMenuItem const& qmi0 = questMenu.GetItem( 0 );
uint32 status = 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 = objmgr.GetQuestTemplate(quest_id);
if ( pQuest )
{
if( status == DIALOG_STATUS_REWARD_REP && !GetQuestRewardStatus( quest_id ) )
PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, CanRewardQuest(pQuest,false), true );
else if( status == DIALOG_STATUS_INCOMPLETE )
PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, false, true );
// Send completable on repeatable quest if player don't have quest
else if( pQuest->IsRepeatable() )
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 = "";
Creature *pCreature = ObjectAccessor::GetCreature(*this, guid);
if( pCreature )
{
uint32 textid = pCreature->GetNpcTextId();
GossipText * gossiptext = objmgr.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 = objmgr.GetNpcTextLocale(textid);
if (nl)
{
if (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 = objmgr.GetNpcTextLocale(textid);
if (nl)
{
if (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;
}
Quest const * Player::GetNextQuest( uint64 guid, Quest const *pQuest )
{
Object *pObject;
QuestRelations* pObjectQR;
QuestRelations* pObjectQIR;
Creature *pCreature = ObjectAccessor::GetCreature(*this, guid);
if( pCreature )
{
pObject = (Object*)pCreature;
pObjectQR = &objmgr.mCreatureQuestRelations;
pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations;
}
else
{
GameObject *pGameObject = ObjectAccessor::GetGameObject(*this, guid);
if( pGameObject )
{
pObject = (Object*)pGameObject;
pObjectQR = &objmgr.mGOQuestRelations;
pObjectQIR = &objmgr.mGOQuestInvolvedRelations;
}
else
return NULL;
}
uint32 nextQuestID = pQuest->GetNextQuestInChain();
for(QuestRelations::const_iterator itr = pObjectQR->lower_bound(pObject->GetEntry()); itr != pObjectQR->upper_bound(pObject->GetEntry()); ++itr)
{
if (itr->second == nextQuestID)
return objmgr.GetQuestTemplate(nextQuestID);
}
return NULL;
}
bool Player::CanSeeStartQuest( Quest const *pQuest )
{
if( SatisfyQuestRace( pQuest, false ) && SatisfyQuestSkillOrClass( pQuest, false ) &&
SatisfyQuestExclusiveGroup( pQuest, false ) && SatisfyQuestReputation( pQuest, false ) &&
SatisfyQuestPreviousQuest( pQuest, false ) && SatisfyQuestNextChain( pQuest, false ) &&
SatisfyQuestPrevChain( pQuest, false ) && SatisfyQuestDay( pQuest, false ) )
{
return getLevel() + sWorld.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF) >= pQuest->GetMinLevel();
}
return false;
}
bool Player::CanTakeQuest( Quest const *pQuest, bool msg )
{
return SatisfyQuestStatus( pQuest, msg ) && SatisfyQuestExclusiveGroup( pQuest, msg )
&& SatisfyQuestRace( pQuest, msg ) && SatisfyQuestLevel( pQuest, msg )
&& SatisfyQuestSkillOrClass( pQuest, msg ) && SatisfyQuestReputation( pQuest, msg )
&& SatisfyQuestPreviousQuest( pQuest, msg ) && SatisfyQuestTimed( pQuest, msg )
&& SatisfyQuestNextChain( pQuest, msg ) && SatisfyQuestPrevChain( pQuest, msg )
&& SatisfyQuestDay( pQuest, msg );
}
bool Player::CanAddQuest( Quest const *pQuest, bool msg )
{
if( !SatisfyQuestLog( msg ) )
return false;
uint32 srcitem = pQuest->GetSrcItemId();
if( srcitem > 0 )
{
uint32 count = pQuest->GetSrcItemCount();
ItemPosCountVec dest;
uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count );
// player already have max number (in most case 1) source item, no additional item needed and quest can be added.
if( msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS )
return true;
else if( msg != EQUIP_ERR_OK )
{
SendEquipError( msg, NULL, NULL );
return false;
}
}
return true;
}
bool Player::CanCompleteQuest( uint32 quest_id )
{
if( quest_id )
{
QuestStatusData& q_status = mQuestStatus[quest_id];
if( q_status.m_status == QUEST_STATUS_COMPLETE )
return false; // not allow re-complete quest
Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
if(!qInfo)
return false;
// auto complete quest
if (qInfo->IsAutoComplete() && CanTakeQuest(qInfo, false))
return true;
if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
{
if ( qInfo->HasFlag( QUEST_TRINITY_FLAGS_DELIVER ) )
{
for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
{
if( qInfo->ReqItemCount[i]!= 0 && q_status.m_itemcount[i] < qInfo->ReqItemCount[i] )
return false;
}
}
if ( qInfo->HasFlag(QUEST_TRINITY_FLAGS_KILL_OR_CAST | QUEST_TRINITY_FLAGS_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->HasFlag( QUEST_TRINITY_FLAGS_EXPLORATION_OR_EVENT ) && !q_status.m_explored )
return false;
if ( qInfo->HasFlag( QUEST_TRINITY_FLAGS_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 && GetReputation(repFacId) < qInfo->GetRepObjectiveValue() )
return false;
return true;
}
}
return false;
}
bool Player::CanCompleteRepeatableQuest( Quest const *pQuest )
{
// 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->HasFlag( QUEST_TRINITY_FLAGS_DELIVER) )
for(int i = 0; i < QUEST_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 )
{
// 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 (10 daily quest already completed)
if(!SatisfyQuestDay(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->HasFlag( QUEST_TRINITY_FLAGS_DELIVER ) )
{
for(int i = 0; i < QUEST_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 );
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 )
{
// 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 );
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::AddQuest( Quest const *pQuest, Object *questGiver )
{
uint16 log_slot = FindQuestSlot( 0 );
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];
if (questStatusData.uState != QUEST_NEW)
questStatusData.uState = QUEST_CHANGED;
// check for repeatable quests status reset
questStatusData.m_status = QUEST_STATUS_INCOMPLETE;
questStatusData.m_explored = false;
if ( pQuest->HasFlag( QUEST_TRINITY_FLAGS_DELIVER ) )
{
for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
questStatusData.m_itemcount[i] = 0;
}
if ( pQuest->HasFlag(QUEST_TRINITY_FLAGS_KILL_OR_CAST | QUEST_TRINITY_FLAGS_SPEAKTO) )
{
for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
questStatusData.m_creatureOrGOcount[i] = 0;
}
GiveQuestSourceItem( pQuest );
AdjustQuestReqItemCount( pQuest );
if( pQuest->GetRepObjectiveFaction() )
SetFactionVisibleForFactionId(pQuest->GetRepObjectiveFaction());
uint32 qtime = 0;
if( pQuest->HasFlag( QUEST_TRINITY_FLAGS_TIMED ) )
{
uint32 limittime = pQuest->GetLimitTime();
// shared timed quest
if(questGiver && questGiver->GetTypeId()==TYPEID_PLAYER)
limittime = ((Player*)questGiver)->getQuestStatusMap()[quest_id].m_timer / 1000;
AddTimedQuest( quest_id );
questStatusData.m_timer = limittime * 1000;
qtime = static_cast(time(NULL)) + limittime;
}
else
questStatusData.m_timer = 0;
SetQuestSlot(log_slot, quest_id, qtime);
//starting initial quest script
if(questGiver && pQuest->GetQuestStartScript()!=0)
sWorld.ScriptsStart(sQuestStartScripts, pQuest->GetQuestStartScript(), questGiver, this);
UpdateForQuestsGO();
}
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 = objmgr.GetQuestTemplate(quest_id))
{
if( qInfo->HasFlag(QUEST_FLAGS_AUTO_REWARDED) )
RewardQuest(qInfo,0,this,false);
else
SendQuestComplete( quest_id );
}
}
}
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_OBJECTIVES_COUNT; i++ )
{
if ( pQuest->ReqItemId[i] )
DestroyItemCount( pQuest->ReqItemId[i], pQuest->ReqItemCount[i], true);
}
//if( qInfo->HasSpecialFlag( QUEST_FLAGS_TIMED ) )
// SetTimedQuest( 0 );
m_timedquests.erase(pQuest->GetQuestId());
if ( pQuest->GetRewChoiceItemsCount() > 0 )
{
if( pQuest->RewChoiceItemId[reward] )
{
ItemPosCountVec dest;
if( CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward] ) == EQUIP_ERR_OK )
{
Item* item = StoreNewItem( dest, pQuest->RewChoiceItemId[reward], true);
SendNewItem(item, pQuest->RewChoiceItemCount[reward], true, false);
}
}
}
if ( pQuest->GetRewItemsCount() > 0 )
{
for (uint32 i=0; i < pQuest->GetRewItemsCount(); ++i)
{
if( pQuest->RewItemId[i] )
{
ItemPosCountVec dest;
if( CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i] ) == EQUIP_ERR_OK )
{
Item* item = StoreNewItem( dest, pQuest->RewItemId[i], true);
SendNewItem(item, pQuest->RewItemCount[i], true, false);
}
}
}
}
RewardReputation( pQuest );
if( pQuest->GetRewSpellCast() > 0 )
CastSpell( this, pQuest->GetRewSpellCast(), true);
else if( pQuest->GetRewSpell() > 0)
CastSpell( this, pQuest->GetRewSpell(), true);
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.getRate(RATE_XP_QUEST));
if ( getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
GiveXP( XP , NULL );
else
ModifyMoney( int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY)) );
// Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
ModifyMoney( pQuest->GetRewOrReqMoney() );
// honor reward
if(pQuest->GetRewHonorableKills())
RewardHonor(NULL, 0, Trinity::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills()));
// title reward
if(pQuest->GetCharTitleId())
{
if(CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
SetFlag64(PLAYER__FIELD_KNOWN_TITLES, (uint64(1) << titleEntry->bit_index));
}
// Send reward mail
if(pQuest->GetRewMailTemplateId())
{
MailMessageType mailType;
uint32 senderGuidOrEntry;
switch(questGiver->GetTypeId())
{
case TYPEID_UNIT:
mailType = MAIL_CREATURE;
senderGuidOrEntry = questGiver->GetEntry();
break;
case TYPEID_GAMEOBJECT:
mailType = MAIL_GAMEOBJECT;
senderGuidOrEntry = questGiver->GetEntry();
break;
case TYPEID_ITEM:
mailType = MAIL_ITEM;
senderGuidOrEntry = questGiver->GetEntry();
break;
case TYPEID_PLAYER:
mailType = MAIL_NORMAL;
senderGuidOrEntry = questGiver->GetGUIDLow();
break;
default:
mailType = MAIL_NORMAL;
senderGuidOrEntry = GetGUIDLow();
break;
}
Loot questMailLoot;
questMailLoot.FillLoot(pQuest->GetQuestId(), LootTemplates_QuestMail, this);
// fill mail
MailItemsInfo mi; // item list preparing
for(size_t i = 0; mi.size() < MAX_MAIL_ITEMS && i < questMailLoot.items.size(); ++i)
{
if(LootItem* lootitem = questMailLoot.LootItemInSlot(i,this))
{
if(Item* item = Item::CreateItem(lootitem->itemid,lootitem->count,this))
{
item->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
}
}
}
for(size_t i = 0; mi.size() < MAX_MAIL_ITEMS && i < questMailLoot.quest_items.size(); ++i)
{
if(LootItem* lootitem = questMailLoot.LootItemInSlot(i+questMailLoot.items.size(),this))
{
if(Item* item = Item::CreateItem(lootitem->itemid,lootitem->count,this))
{
item->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
}
}
}
WorldSession::SendMailTo(this, mailType, MAIL_STATIONERY_NORMAL, senderGuidOrEntry, GetGUIDLow(), "", 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE,pQuest->GetRewMailDelaySecs(),pQuest->GetRewMailTemplateId());
}
if(pQuest->IsDaily())
SetDailyQuestStatus(quest_id);
if ( !pQuest->IsRepeatable() )
SetQuestStatus(quest_id, QUEST_STATUS_COMPLETE);
else
SetQuestStatus(quest_id, QUEST_STATUS_NONE);
q_status.m_rewarded = true;
if(announce)
SendQuestReward( pQuest, XP, questGiver );
if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
}
void Player::FailQuest( uint32 quest_id )
{
if( quest_id )
{
IncompleteQuest( quest_id );
uint16 log_slot = FindQuestSlot( quest_id );
if( log_slot < MAX_QUEST_LOG_SIZE)
{
SetQuestSlotTimer(log_slot, 1 );
SetQuestSlotState(log_slot,QUEST_STATE_FAIL);
}
SendQuestFailed( quest_id );
}
}
void Player::FailTimedQuest( uint32 quest_id )
{
if( quest_id )
{
QuestStatusData& q_status = mQuestStatus[quest_id];
if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
q_status.m_timer = 0;
IncompleteQuest( quest_id );
uint16 log_slot = FindQuestSlot( quest_id );
if( log_slot < MAX_QUEST_LOG_SIZE)
{
SetQuestSlotTimer(log_slot, 1 );
SetQuestSlotState(log_slot,QUEST_STATE_FAIL);
}
SendQuestTimerFailed( quest_id );
}
}
bool Player::SatisfyQuestSkillOrClass( Quest const* qInfo, bool msg )
{
int32 zoneOrSort = qInfo->GetZoneOrSort();
int32 skillOrClass = qInfo->GetSkillOrClass();
// skip zone zoneOrSort and 0 case skillOrClass
if( zoneOrSort >= 0 && skillOrClass == 0 )
return true;
int32 questSort = -zoneOrSort;
uint8 reqSortClass = ClassByQuestSort(questSort);
// check class sort cases in zoneOrSort
if( reqSortClass != 0 && getClass() != reqSortClass)
{
if( msg )
SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
return false;
}
// check class
if( skillOrClass < 0 )
{
uint8 reqClass = -int32(skillOrClass);
if(getClass() != reqClass)
{
if( msg )
SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
return false;
}
}
// check skill
else if( skillOrClass > 0 )
{
uint32 reqSkill = skillOrClass;
if( GetSkillValue( reqSkill ) < qInfo->GetRequiredSkillValue() )
{
if( msg )
SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
return false;
}
}
return true;
}
bool Player::SatisfyQuestLevel( Quest const* qInfo, bool msg )
{
if( getLevel() < qInfo->GetMinLevel() )
{
if( msg )
SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
return false;
}
return true;
}
bool Player::SatisfyQuestLog( bool msg )
{
// exist free slot
if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE )
return true;
if( msg )
{
WorldPacket data( SMSG_QUESTLOG_FULL, 0 );
GetSession()->SendPacket( &data );
sLog.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
}
return false;
}
bool Player::SatisfyQuestPreviousQuest( Quest const* qInfo, bool msg )
{
// 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::iterator i_prevstatus = mQuestStatus.find( prevId );
Quest const* qPrevInfo = objmgr.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 complited and rewarded
ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
assert(iter!=end); // always must be found if qPrevInfo->ExclusiveGroup != 0
for(; iter != end; ++iter)
{
uint32 exclude_Id = iter->second;
// skip checked quest id, only state of other quests in group is interesting
if(exclude_Id == prevId)
continue;
QuestStatusMap::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 && (i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE
|| (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(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
ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
assert(iter!=end); // always must be found if qPrevInfo->ExclusiveGroup != 0
for(; iter != end; ++iter)
{
uint32 exclude_Id = iter->second;
// skip checked quest id, only state of other quests in group is interesting
if(exclude_Id == prevId)
continue;
QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
// alternative quest from group also must be active
if( i_exstatus == mQuestStatus.end() ||
i_exstatus->second.m_status != QUEST_STATUS_INCOMPLETE &&
(i_prevstatus->second.m_status != QUEST_STATUS_COMPLETE || GetQuestRewardStatus(prevId)) )
{
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::SatisfyQuestRace( Quest const* qInfo, bool msg )
{
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 )
{
uint32 fIdMin = qInfo->GetRequiredMinRepFaction(); //Min required rep
if(fIdMin && GetReputation(fIdMin) < qInfo->GetRequiredMinRepValue())
{
if( msg )
SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
return false;
}
uint32 fIdMax = qInfo->GetRequiredMaxRepFaction(); //Max required rep
if(fIdMax && GetReputation(fIdMax) >= qInfo->GetRequiredMaxRepValue())
{
if( msg )
SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
return false;
}
return true;
}
bool Player::SatisfyQuestStatus( Quest const* qInfo, bool msg )
{
QuestStatusMap::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 )
{
if ( (find(m_timedquests.begin(), m_timedquests.end(), qInfo->GetQuestId()) != m_timedquests.end()) && qInfo->HasFlag(QUEST_TRINITY_FLAGS_TIMED) )
{
if( msg )
SendCanTakeQuestResponse( INVALIDREASON_QUEST_ONLY_ONE_TIMED );
return false;
}
return true;
}
bool Player::SatisfyQuestExclusiveGroup( Quest const* qInfo, bool msg )
{
// 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;
ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qInfo->GetExclusiveGroup());
ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qInfo->GetExclusiveGroup());
assert(iter!=end); // always must be found if qInfo->ExclusiveGroup != 0
for(; iter != end; ++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;
QuestStatusMap::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 )
{
if(!qInfo->GetNextQuestInChain())
return true;
// next quest in chain already started or completed
QuestStatusMap::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 )
{
// 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;
QuestStatusMap::iterator i_prevstatus = mQuestStatus.find( prevId );
if( i_prevstatus != mQuestStatus.end() )
{
// If any of the previous quests in chain active, return false
if( i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE
|| (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(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 )
{
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_DAILY_QUESTS_REMAINING );
return false;
}
return true;
}
bool Player::GiveQuestSourceItem( Quest const *pQuest )
{
uint32 srcitem = pQuest->GetSrcItemId();
if( srcitem > 0 )
{
uint32 count = pQuest->GetSrcItemCount();
if( count <= 0 )
count = 1;
ItemPosCountVec dest;
uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count );
if( msg == EQUIP_ERR_OK )
{
Item * item = StoreNewItem(dest, srcitem, true);
SendNewItem(item, count, true, false);
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 );
return false;
}
return true;
}
bool Player::TakeQuestSourceItem( uint32 quest_id, bool msg )
{
Quest const* qInfo = objmgr.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 );
return false;
}
DestroyItemCount(srcitem, count, true, true);
}
}
return true;
}
bool Player::GetQuestRewardStatus( uint32 quest_id ) const
{
Quest const* qInfo = objmgr.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
{
Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
if( qInfo && qInfo->HasFlag(QUEST_FLAGS_SHARABLE) )
{
QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
if( itr != mQuestStatus.end() )
return itr->second.m_status == QUEST_STATUS_NONE || itr->second.m_status == QUEST_STATUS_INCOMPLETE;
}
return false;
}
void Player::SetQuestStatus( uint32 quest_id, QuestStatus status )
{
Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
if( qInfo )
{
if( status == QUEST_STATUS_NONE || status == QUEST_STATUS_INCOMPLETE || status == QUEST_STATUS_COMPLETE )
{
if( qInfo->HasFlag( QUEST_TRINITY_FLAGS_TIMED ) )
m_timedquests.erase(qInfo->GetQuestId());
}
QuestStatusData& q_status = mQuestStatus[quest_id];
q_status.m_status = status;
if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
}
UpdateForQuestsGO();
}
// not used in TrinIty, but used in scripting code
uint32 Player::GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry)
{
Quest const* qInfo = objmgr.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 )
{
if ( pQuest->HasFlag( QUEST_TRINITY_FLAGS_DELIVER ) )
{
for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
{
uint32 reqitemcount = pQuest->ReqItemCount[i];
if( reqitemcount != 0 )
{
uint32 quest_id = pQuest->GetQuestId();
uint32 curitemcount = GetItemCount(pQuest->ReqItemId[i],true);
QuestStatusData& q_status = mQuestStatus[quest_id];
q_status.m_itemcount[i] = std::min(curitemcount, reqitemcount);
if (q_status.uState != QUEST_NEW) q_status.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)
{
q_status.m_explored = true;
if (q_status.uState != QUEST_NEW)
q_status.uState = QUEST_CHANGED;
}
}
if( CanCompleteQuest( questId ) )
CompleteQuest( questId );
}
}
//not used in Trinityd, 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->GetCorpse() )
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 = objmgr.GetQuestTemplate(questid);
if( !qInfo || !qInfo->HasFlag( QUEST_TRINITY_FLAGS_DELIVER ) )
continue;
for (int j = 0; j < QUEST_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;
}
}
}
UpdateForQuestsGO();
}
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 = objmgr.GetQuestTemplate(questid);
if ( !qInfo )
continue;
if( !qInfo->HasFlag( QUEST_TRINITY_FLAGS_DELIVER ) )
continue;
for (int j = 0; j < QUEST_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;
}
}
}
UpdateForQuestsGO();
}
void Player::KilledMonster( uint32 entry, uint64 guid )
{
uint32 addkillcount = 1;
for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
{
uint32 questid = GetQuestSlotQuestId(i);
if(!questid)
continue;
Quest const* qInfo = objmgr.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->GetType() == QUEST_TYPE_RAID))
{
if( qInfo->HasFlag( QUEST_TRINITY_FLAGS_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, curkillcount, addkillcount);
}
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, uint64 guid, uint32 spell_id )
{
bool isCreature = IS_CREATURE_GUID(guid);
uint32 addCastCount = 1;
for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
{
uint32 questid = GetQuestSlotQuestId(i);
if(!questid)
continue;
Quest const* qInfo = objmgr.GetQuestTemplate(questid);
if ( !qInfo )
continue;
QuestStatusData& q_status = mQuestStatus[questid];
if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
{
if( qInfo->HasFlag( QUEST_TRINITY_FLAGS_KILL_OR_CAST ) )
{
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, curCastCount, addCastCount);
}
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, uint64 guid )
{
uint32 addTalkCount = 1;
for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
{
uint32 questid = GetQuestSlotQuestId(i);
if(!questid)
continue;
Quest const* qInfo = objmgr.GetQuestTemplate(questid);
if ( !qInfo )
continue;
QuestStatusData& q_status = mQuestStatus[questid];
if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
{
if( qInfo->HasFlag( QUEST_TRINITY_FLAGS_KILL_OR_CAST | QUEST_TRINITY_FLAGS_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, curTalkCount, addTalkCount);
}
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 = objmgr.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 );
}
}
}
}
bool Player::HasQuestForItem( uint32 itemid ) const
{
for( QuestStatusMap::const_iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i )
{
QuestStatusData const& q_status = i->second;
if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
{
Quest const* qinfo = objmgr.GetQuestTemplate(i->first);
if(!qinfo)
continue;
// hide quest if player is in raid-group and quest is no raid quest
if(GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
continue;
// There should be no mixed ReqItem/ReqSource drop
// This part for ReqItem drop
for (int j = 0; j < QUEST_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 && qinfo->ReqSourceRef[j] > 0 && qinfo->ReqSourceRef[j] <= QUEST_OBJECTIVES_COUNT)
{
uint32 idx = qinfo->ReqSourceRef[j]-1;
// total count of created ReqItems and SourceItems is less than ReqItemCount
if(qinfo->ReqItemId[idx] != 0 &&
q_status.m_itemcount[idx] * qinfo->ReqSourceCount[j] + GetItemCount(itemid,true) < qinfo->ReqItemCount[idx] * qinfo->ReqSourceCount[j])
return true;
// total count of casted ReqCreatureOrGOs and SourceItems is less than ReqCreatureOrGOCount
if (qinfo->ReqCreatureOrGOId[idx] != 0)
{
if(q_status.m_creatureOrGOcount[idx] * qinfo->ReqSourceCount[j] + GetItemCount(itemid,true) < qinfo->ReqCreatureOrGOCount[idx] * qinfo->ReqSourceCount[j])
return true;
}
// spell with SPELL_EFFECT_QUEST_COMPLETE or SPELL_EFFECT_SEND_EVENT (with script) case
else if(qinfo->ReqSpell[idx] != 0)
{
// not casted and need more reagents/item for use.
if(!q_status.m_explored && GetItemCount(itemid,true) < qinfo->ReqSourceCount[j])
return true;
}
}
}
}
}
return false;
}
void Player::SendQuestComplete( uint32 quest_id )
{
if( quest_id )
{
WorldPacket data( SMSG_QUESTUPDATE_COMPLETE, 4 );
data << quest_id;
GetSession()->SendPacket( &data );
sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id );
}
}
void Player::SendQuestReward( Quest const *pQuest, uint32 XP, Object * questGiver )
{
uint32 questid = pQuest->GetQuestId();
sLog.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid );
gameeventmgr.HandleQuestComplete(questid);
WorldPacket data( SMSG_QUESTGIVER_QUEST_COMPLETE, (4+4+4+4+4+4+pQuest->GetRewItemsCount()*8) );
data << questid;
data << uint32(0x03);
if ( getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
{
data << XP;
data << uint32(pQuest->GetRewOrReqMoney());
}
else
{
data << uint32(0);
data << uint32(pQuest->GetRewOrReqMoney() + int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY)));
}
data << uint32(0); // new 2.3.0, HonorPoints?
data << uint32( pQuest->GetRewItemsCount() ); // max is 5
for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i)
{
if ( pQuest->RewItemId[i] > 0 )
data << pQuest->RewItemId[i] << pQuest->RewItemCount[i];
else
data << uint32(0) << uint32(0);
}
GetSession()->SendPacket( &data );
if (pQuest->GetQuestCompleteScript() != 0)
sWorld.ScriptsStart(sQuestEndScripts, pQuest->GetQuestCompleteScript(), questGiver, this);
}
void Player::SendQuestFailed( uint32 quest_id )
{
if( quest_id )
{
WorldPacket data( SMSG_QUESTGIVER_QUEST_FAILED, 4 );
data << quest_id;
GetSession()->SendPacket( &data );
sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
}
}
void Player::SendQuestTimerFailed( uint32 quest_id )
{
if( quest_id )
{
WorldPacket data( SMSG_QUESTUPDATE_FAILEDTIMER, 4 );
data << quest_id;
GetSession()->SendPacket( &data );
sLog.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
}
}
void Player::SendCanTakeQuestResponse( uint32 msg )
{
WorldPacket data( SMSG_QUESTGIVER_QUEST_INVALID, 4 );
data << uint32(msg);
GetSession()->SendPacket( &data );
sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
}
void Player::SendPushToPartyResponse( Player *pPlayer, uint32 msg )
{
if( pPlayer )
{
WorldPacket data( MSG_QUEST_PUSH_RESULT, (8+1) );
data << uint64(pPlayer->GetGUID());
data << uint8(msg); // valid values: 0-8
GetSession()->SendPacket( &data );
sLog.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
}
}
void Player::SendQuestUpdateAddItem( Quest const* pQuest, uint32 item_idx, uint32 count )
{
WorldPacket data( SMSG_QUESTUPDATE_ADD_ITEM, (4+4) );
sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
data << pQuest->ReqItemId[item_idx];
data << count;
GetSession()->SendPacket( &data );
}
void Player::SendQuestUpdateAddCreatureOrGo( Quest const* pQuest, uint64 guid, uint32 creatureOrGO_idx, uint32 old_count, uint32 add_count )
{
assert(old_count + add_count < 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)");
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) );
sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
data << uint32(pQuest->GetQuestId());
data << uint32(entry);
data << uint32(old_count + add_count);
data << uint32(pQuest->ReqCreatureOrGOCount[ creatureOrGO_idx ]);
data << uint64(guid);
GetSession()->SendPacket(&data);
uint16 log_slot = FindQuestSlot( pQuest->GetQuestId() );
if( log_slot < MAX_QUEST_LOG_SIZE)
SetQuestSlotCounter(log_slot,creatureOrGO_idx,GetQuestSlotCounter(log_slot,creatureOrGO_idx)+add_count);
}
/*********************************************************/
/*** LOAD SYSTEM ***/
/*********************************************************/
bool Player::MinimalLoadFromDB( QueryResult *result, uint32 guid )
{
bool delete_result = true;
if(!result)
{
// 0 1 2 3 4 5 6 7 8
result = CharacterDatabase.PQuery("SELECT data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login FROM characters WHERE guid = '%u'",guid);
if(!result) return false;
}
else delete_result = false;
Field *fields = result->Fetch();
if(!LoadValues( fields[0].GetString()))
{
sLog.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid));
if(delete_result) delete result;
return false;
}
// overwrite possible wrong/corrupted guid
SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
m_name = fields[1].GetCppString();
Relocate(fields[2].GetFloat(),fields[3].GetFloat(),fields[4].GetFloat());
SetMapId(fields[5].GetUInt32());
// the instance id is not needed at character enum
m_Played_time[0] = fields[6].GetUInt32();
m_Played_time[1] = fields[7].GetUInt32();
m_atLoginFlags = fields[8].GetUInt32();
// I don't see these used anywhere ..
/*_LoadGroup();
_LoadBoundInstances();*/
if (delete_result) delete result;
for (int i = 0; i < PLAYER_SLOTS_COUNT; i++)
m_items[i] = NULL;
if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST) )
m_deathState = DEAD;
return true;
}
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;
}
bool Player::LoadPositionFromDB(uint32& mapid, float& x,float& y,float& z,float& o, bool& in_flight, uint64 guid)
{
QueryResult *result = CharacterDatabase.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid));
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;
}
bool Player::LoadValuesArrayFromDB(Tokens& data, uint64 guid)
{
QueryResult *result = CharacterDatabase.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid));
if( !result )
return false;
Field *fields = result->Fetch();
data = StrSplit(fields[0].GetCppString(), " ");
delete result;
return true;
}
uint32 Player::GetUInt32ValueFromArray(Tokens const& data, uint16 index)
{
if(index >= data.size())
return 0;
return (uint32)atoi(data[index].c_str());
}
float Player::GetFloatValueFromArray(Tokens const& data, uint16 index)
{
float result;
uint32 temp = Player::GetUInt32ValueFromArray(data,index);
memcpy(&result, &temp, sizeof(result));
return result;
}
uint32 Player::GetUInt32ValueFromDB(uint16 index, uint64 guid)
{
// todo: cleanup in this, move to a separate function.
if( index == PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + 0 * 6 + 5
|| index == PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + 1 * 6 + 5
|| index == PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + 2 * 6 + 5
|| index == PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (0 * 6)
|| index == PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (1 * 6)
|| index == PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (2 * 6)
|| index == UNIT_FIELD_LEVEL)
{
CachePlayerInfoMap::iterator _iter = objmgr.m_mPlayerInfoMap.find(GUID_LOPART(guid));
if(_iter != objmgr.m_mPlayerInfoMap.end())
{
switch(index)
{
case (PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + 0 * 6 + 5):
return _iter->second->unArenaInfoSlot0;
case (PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + 1 * 6 + 5):
return _iter->second->unArenaInfoSlot1;
case (PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + 2 * 6 + 5):
return _iter->second->unArenaInfoSlot2;
case (PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (0 * 6)):
return _iter->second->unArenaInfoId0;
case (PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (1 * 6)):
return _iter->second->unArenaInfoId1;
case (PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (2 * 6)):
return _iter->second->unArenaInfoId2;
case (UNIT_FIELD_LEVEL):
return _iter->second->unLevel;
}
}
}
Tokens data;
if(!LoadValuesArrayFromDB(data,guid))
return 0;
return GetUInt32ValueFromArray(data,index);
}
float Player::GetFloatValueFromDB(uint16 index, uint64 guid)
{
float result;
uint32 temp = Player::GetUInt32ValueFromDB(index, guid);
memcpy(&result, &temp, sizeof(result));
return result;
}
bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
{
//// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 [28] [29] 30 31 32
//QueryResult *result = CharacterDatabase.PQuery("SELECT guid, account, data, name, race, class, position_x, position_y, position_z, map, orientation, taximask, 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, online, death_expire_time, taxi_path, dungeon_difficulty FROM characters WHERE guid = '%u'", guid);
QueryResult *result = holder->GetResult(PLAYER_LOGIN_QUERY_LOADFROM);
if(!result)
{
sLog.outError("ERROR: Player (GUID: %u) not found in table `characters`, can't load. ",guid);
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("ERROR: Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid,GetSession()->GetAccountId(),dbAccountId);
delete result;
return false;
}
Object::_Create( guid, 0, HIGHGUID_PLAYER );
m_name = fields[3].GetCppString();
// check name limitations
if(!ObjectMgr::IsValidName(m_name) || GetSession()->GetSecurity() == SEC_PLAYER && objmgr.IsReservedName(m_name))
{
delete result;
CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME),guid);
return false;
}
if(!LoadValues( fields[2].GetString()))
{
sLog.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid));
delete result;
return false;
}
// overwrite possible wrong/corrupted guid
SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
// 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( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), 0 );
SetVisibleItemSlot(slot,NULL);
if (m_items[slot])
{
delete m_items[slot];
m_items[slot] = NULL;
}
}
// update money limits
if(GetMoney() > MAX_MONEY_AMOUNT)
SetMoney(MAX_MONEY_AMOUNT);
sLog.outDebug("Load Basic value of player %s is: ", m_name.c_str());
outDebugValues();
m_race = fields[4].GetUInt8();
//Need to call it to initialize m_team (m_team can be calculated from m_race)
//Other way is to saves m_team into characters table.
setFactionForRace(m_race);
SetCharm(0);
m_class = fields[5].GetUInt8();
PlayerInfo const *info = objmgr.GetPlayerInfo(m_race, m_class);
if(!info)
{
sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
delete result;
return false;
}
InitPrimaryProffesions(); // to max set before any spell loaded
uint32 transGUID = fields[24].GetUInt32();
Relocate(fields[6].GetFloat(),fields[7].GetFloat(),fields[8].GetFloat(),fields[10].GetFloat());
SetMapId(fields[9].GetUInt32());
SetDifficulty(fields[32].GetUInt32()); // may be changed in _LoadGroup
_LoadGroup(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP));
// 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 = objmgr.GetArenaTeamById(arena_team_id))
if(at->HaveMember(GetGUID()))
continue;
// arena team not exist or not member, cleanup fields
for(int j =0; j < 6; ++j)
SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arena_slot * 6 + j, 0);
}
_LoadBoundInstances(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES));
if(!IsPositionValid())
{
sLog.outError("ERROR: Player (guidlow %d) have invalid coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
SetMapId(info->mapId);
Relocate(info->positionX,info->positionY,info->positionZ,0.0f);
transGUID = 0;
m_movementInfo.t_x = 0.0f;
m_movementInfo.t_y = 0.0f;
m_movementInfo.t_z = 0.0f;
m_movementInfo.t_o = 0.0f;
}
// load the player's map here if it's not already loaded
Map *map = GetMap();
// since the player may not be bound to the map yet, make sure subsequent
// getmap calls won't create new maps
SetInstanceId(map->GetInstanceId());
SaveRecallPosition();
if (transGUID != 0)
{
m_movementInfo.t_x = fields[20].GetFloat();
m_movementInfo.t_y = fields[21].GetFloat();
m_movementInfo.t_z = fields[22].GetFloat();
m_movementInfo.t_o = fields[23].GetFloat();
if( !Trinity::IsValidMapCoord(
GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y,
GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o) ||
// transport size limited
m_movementInfo.t_x > 50 || m_movementInfo.t_y > 50 || m_movementInfo.t_z > 50 )
{
sLog.outError("ERROR: Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
guid,GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y,
GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o);
SetMapId(info->mapId);
Relocate(info->positionX,info->positionY,info->positionZ,0.0f);
m_movementInfo.t_x = 0.0f;
m_movementInfo.t_y = 0.0f;
m_movementInfo.t_z = 0.0f;
m_movementInfo.t_o = 0.0f;
transGUID = 0;
}
}
if (transGUID != 0)
{
for (MapManager::TransportSet::iterator iter = MapManager::Instance().m_Transports.begin(); iter != MapManager::Instance().m_Transports.end(); ++iter)
{
if( (*iter)->GetGUIDLow() == transGUID)
{
m_transport = *iter;
m_transport->AddPassenger(this);
SetMapId(m_transport->GetMapId());
break;
}
}
if(!m_transport)
{
sLog.outError("ERROR: Player (guidlow %d) have invalid transport guid (%u). Teleport to default race/class locations.",
guid,transGUID);
SetMapId(info->mapId);
Relocate(info->positionX,info->positionY,info->positionZ,0.0f);
m_movementInfo.t_x = 0.0f;
m_movementInfo.t_y = 0.0f;
m_movementInfo.t_z = 0.0f;
m_movementInfo.t_o = 0.0f;
transGUID = 0;
}
}
time_t now = time(NULL);
time_t logoutTime = time_t(fields[16].GetUInt64());
// since last logout (in seconds)
uint64 time_diff = uint64(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*(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFE));
SetDrunkValue(newDrunkenValue);
m_rest_bonus = fields[15].GetFloat();
//speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
float bubble0 = 0.031;
//speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
float bubble1 = 0.125;
if((int32)fields[16].GetUInt32() > 0)
{
float bubble = fields[17].GetUInt32() > 0
? bubble1*sWorld.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY)
: bubble0*sWorld.getRate(RATE_REST_OFFLINE_IN_WILDERNESS);
SetRestBonus(GetRestBonus()+ time_diff*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble);
}
m_cinematic = fields[12].GetUInt32();
m_Played_time[0]= fields[13].GetUInt32();
m_Played_time[1]= fields[14].GetUInt32();
m_resetTalentsCost = fields[18].GetUInt32();
m_resetTalentsTime = time_t(fields[19].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[11].GetString() ); // must be before InitTaxiNodesForLevel
uint32 extraflags = fields[25].GetUInt32();
m_stableSlots = fields[26].GetUInt32();
if(m_stableSlots > 2)
{
sLog.outError("Player can have not more 2 stable slots, but have in DB %u",uint32(m_stableSlots));
m_stableSlots = 2;
}
m_atLoginFlags = fields[27].GetUInt32();
// Honor system
// Update Honor kills data
m_lastHonorUpdateTime = logoutTime;
UpdateHonorFields();
m_deathExpireTime = (time_t)fields[30].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[31].GetCppString();
delete result;
// clear channel spell data (if saved at channel spell casting)
SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT, 0);
SetUInt32Value(UNIT_CHANNEL_SPELL,0);
// clear charm/summon related fields
SetUInt64Value(UNIT_FIELD_CHARM,0);
SetUInt64Value(UNIT_FIELD_SUMMON,0);
SetUInt64Value(UNIT_FIELD_CHARMEDBY,0);
SetUInt64Value(UNIT_FIELD_SUMMONEDBY,0);
SetUInt64Value(UNIT_FIELD_CREATEDBY,0);
// reset some aura modifiers before aura apply
SetUInt64Value(PLAYER_FARSIGHT, 0);
SetUInt32Value(PLAYER_TRACK_CREATURES, 0 );
SetUInt32Value(PLAYER_TRACK_RESOURCES, 0 );
// reset skill modifiers and set correct unlearn flags
for (uint32 i = 0; i < PLAYER_MAX_SKILLS; i++)
{
SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
// set correct unlearn bit
uint32 id = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
if(!id) continue;
SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id);
if(!pSkill) continue;
// enable unlearn button for primary professions only
if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,1));
else
SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,0));
}
// 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);
// remember loaded power/health values to restore after stats initialization and modifier applying
uint32 savedHealth = GetHealth();
uint32 savedPower[MAX_POWERS];
for(uint32 i = 0; i < MAX_POWERS; ++i)
savedPower[i] = GetPower(Powers(i));
// reset stats before loading any modifiers
InitStatsForLevel();
InitTaxiNodesForLevel();
// apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
//mails are loaded only when needed ;-) - when player in game click on mailbox.
//_LoadMail();
_LoadAuras(holder->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS), time_diff);
// 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
InitTalentForLevel();
learnSkillRewardedSpells();
// after spell load, learn rewarded spell if need also
_LoadQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS));
_LoadDailyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS));
_LoadTutorials(holder->GetResult(PLAYER_LOGIN_QUERY_LOADTUTORIALS));
// must be before inventory (some items required reputation check)
_LoadReputation(holder->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION));
_LoadInventory(holder->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY), time_diff);
// update items with duration and realtime
UpdateItemDuration(time_diff, true);
_LoadActions(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS));
// unread mails and next delivery time, actual mails not loaded
_LoadMailInit(holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT), holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE));
m_social = sSocialMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST), GetGUIDLow());
if(!_LoadHomeBind(holder->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND)))
return false;
// check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
// note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
if(uint32 curTitle = GetUInt32Value(PLAYER_CHOSEN_TITLE))
{
if(!HasFlag64(PLAYER__FIELD_KNOWN_TITLES,uint64(1) << curTitle))
SetUInt32Value(PLAYER_CHOSEN_TITLE,0);
}
// Not finish taxi flight path
if(!m_taxi.LoadTaxiDestinationsFromString(taxi_nodes))
{
// 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());
SetMapId(m_homebindMapId);
Relocate( m_homebindX, m_homebindY, m_homebindZ,0.0f);
SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
}
else // have start node, to it
{
sLog.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
SetMapId(nodeEntry->map_id);
Relocate(nodeEntry->x, nodeEntry->y, nodeEntry->z,0.0f);
SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
}
m_taxi.ClearTaxiDestinations();
}
else 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);
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
}
_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)
SetHealth(savedHealth > GetMaxHealth() ? GetMaxHealth() : savedHealth);
for(uint32 i = 0; i < MAX_POWERS; ++i)
SetPower(Powers(i),savedPower[i] > GetMaxPower(Powers(i)) ? GetMaxPower(Powers(i)) : savedPower[i]);
sLog.outDebug("The value of player %s after load item and aura is: ", m_name.c_str());
outDebugValues();
// GM state
if(GetSession()->GetSecurity() > SEC_PLAYER)
{
switch(sWorld.getConfig(CONFIG_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_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_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_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));
return true;
}
bool Player::isAllowedToLoot(Creature* creature)
{
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)
{
m_actionButtons.clear();
//QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type,misc FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
if(result)
{
do
{
Field *fields = result->Fetch();
uint8 button = fields[0].GetUInt8();
addActionButton(button, fields[1].GetUInt16(), fields[2].GetUInt8(), fields[3].GetUInt8());
m_actionButtons[button].uState = ACTIONBUTTON_UNCHANGED;
}
while( result->NextRow() );
delete result;
}
}
void Player::_LoadAuras(QueryResult *result, uint32 timediff)
{
m_Auras.clear();
for (int i = 0; i < TOTAL_AURAS; i++)
m_modAuras[i].clear();
// all aura related fields
for(int i = UNIT_FIELD_AURA; i <= UNIT_FIELD_AURASTATE; ++i)
SetUInt32Value(i, 0);
//QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
if(result)
{
do
{
Field *fields = result->Fetch();
uint64 caster_guid = fields[0].GetUInt64();
uint32 spellid = fields[1].GetUInt32();
uint32 effindex = fields[2].GetUInt32();
int32 damage = (int32)fields[3].GetUInt32();
int32 maxduration = (int32)fields[4].GetUInt32();
int32 remaintime = (int32)fields[5].GetUInt32();
int32 remaincharges = (int32)fields[6].GetUInt32();
SpellEntry const* spellproto = sSpellStore.LookupEntry(spellid);
if(!spellproto)
{
sLog.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid,effindex);
continue;
}
if(effindex >= 3)
{
sLog.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid,effindex);
continue;
}
// negative effects should continue counting down after logout
if (remaintime != -1 && !IsPositiveEffect(spellid, effindex))
{
if(remaintime <= int32(timediff))
continue;
remaintime -= timediff;
}
// prevent wrong values of remaincharges
if(spellproto->procCharges)
{
if(remaincharges <= 0 || remaincharges > spellproto->procCharges)
remaincharges = spellproto->procCharges;
}
else
remaincharges = -1;
//do not load single target auras (unless they were cast by the player)
if (caster_guid != GetGUID() && IsSingleTargetSpell(spellproto))
continue;
Aura* aura = CreateAura(spellproto, effindex, NULL, this, NULL);
if(!damage)
damage = aura->GetModifier()->m_amount;
aura->SetLoadedState(caster_guid,damage,maxduration,remaintime,remaincharges);
AddAura(aura);
}
while( result->NextRow() );
delete result;
}
if(m_class == CLASS_WARRIOR)
CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE,true);
}
void Player::LoadCorpse()
{
if( isAlive() )
{
ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
}
else
{
if(Corpse *corpse = GetCorpse())
{
ApplyModFlag(PLAYER_FIELD_BYTES, 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,bag,slot,item,item_template FROM character_inventory JOIN item_instance ON character_inventory.item = item_instance.guid WHERE character_inventory.guid = '%u' ORDER BY bag,slot", GetGUIDLow());
std::map bagMap; // fast guid lookup for bags
//NOTE: the "order by `bag`" is important because it makes sure
//the bagMap is filled before items in the bags are loaded
//NOTE2: the "order by `slot`" is needed becaue mainhand weapons are (wrongly?)
//expected to be equipped before offhand items (TODO: fixme)
uint32 zone = GetZoneId();
if (result)
{
std::list- problematicItems;
// prevent items from being added to the queue when stored
m_itemUpdateQueueBlocked = true;
do
{
Field *fields = result->Fetch();
uint32 bag_guid = fields[1].GetUInt32();
uint8 slot = fields[2].GetUInt8();
uint32 item_guid = fields[3].GetUInt32();
uint32 item_id = fields[4].GetUInt32();
ItemPrototype const * proto = objmgr.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, GetGUID(), result))
{
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*60) && (item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_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;
if (!bag_guid)
{
// the item is not in a bag
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;
}
}
else
{
item->SetSlot(NULL_SLOT);
// the item is in a bag, find the bag
std::map::iterator itr = bagMap.find(bag_guid);
if(itr != bagMap.end())
itr->second->StoreItem(slot, item, true );
else
success = false;
}
// item's state may have changed after stored
if (success)
item->SetState(ITEM_UNCHANGED, this);
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())
{
// fill mail
MailItemsInfo mi; // item list prepering
for(int i = 0; !problematicItems.empty() && i < MAX_MAIL_ITEMS; ++i)
{
Item* item = problematicItems.front();
problematicItems.pop_front();
mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
}
std::string subject = GetSession()->GetTrinityString(LANG_NOT_EQUIPPED_ITEM);
WorldSession::SendMailTo(this, MAIL_NORMAL, MAIL_STATIONERY_GM, GetGUIDLow(), GetGUIDLow(), subject, 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE);
}
}
//if(isAlive())
_ApplyAllItemMods();
}
// load mailed item which should receive current player
void Player::_LoadMailedItems(Mail *mail)
{
QueryResult* result = CharacterDatabase.PQuery("SELECT item_guid, item_template FROM mail_items WHERE mail_id='%u'", mail->messageID);
if(!result)
return;
do
{
Field *fields = result->Fetch();
uint32 item_guid_low = fields[0].GetUInt32();
uint32 item_template = fields[1].GetUInt32();
mail->AddItem(item_guid_low, item_template);
ItemPrototype const *proto = objmgr.GetItemPrototype(item_template);
if(!proto)
{
sLog.outError( "Player %u have 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, 0))
{
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::_LoadMailInit(QueryResult *resultUnread, QueryResult *resultDelivery)
{
//set a count of unread mails
//QueryResult *resultMails = CharacterDatabase.PQuery("SELECT COUNT(id) FROM mail WHERE receiver = '%u' AND (checked & 1)=0 AND deliver_time <= '" I64FMTD "'", GUID_LOPART(playerGuid),(uint64)cTime);
if (resultUnread)
{
Field *fieldMail = resultUnread->Fetch();
unReadMails = fieldMail[0].GetUInt8();
delete resultUnread;
}
// store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
//resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
if (resultDelivery)
{
Field *fieldMail = resultDelivery->Fetch();
m_nextMailDelivereTime = (time_t)fieldMail[0].GetUInt64();
delete resultDelivery;
}
}
void Player::_LoadMail()
{
m_mail.clear();
//mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
QueryResult *result = CharacterDatabase.PQuery("SELECT id,messageType,sender,receiver,subject,itemTextId,has_items,expire_time,deliver_time,money,cod,checked,stationery,mailTemplateId FROM mail WHERE receiver = '%u' ORDER BY id DESC",GetGUIDLow());
if(result)
{
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->receiver = fields[3].GetUInt32();
m->subject = fields[4].GetCppString();
m->itemTextId = fields[5].GetUInt32();
bool has_items = fields[6].GetBool();
m->expire_time = (time_t)fields[7].GetUInt64();
m->deliver_time = (time_t)fields[8].GetUInt64();
m->money = fields[9].GetUInt32();
m->COD = fields[10].GetUInt32();
m->checked = fields[11].GetUInt32();
m->stationery = fields[12].GetUInt8();
m->mailTemplateId = fields[13].GetInt16();
if(m->mailTemplateId && !sMailTemplateStore.LookupEntry(m->mailTemplateId))
{
sLog.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m->messageID, m->mailTemplateId);
m->mailTemplateId = 0;
}
m->state = MAIL_STATE_UNCHANGED;
if (has_items)
_LoadMailedItems(m);
m_mail.push_back(m);
} while( result->NextRow() );
delete result;
}
m_mailsLoaded = true;
}
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 = objmgr.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->HasFlag( QUEST_TRINITY_FLAGS_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 = (quest_time - sWorld.GetGameTime()) * 1000;
}
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_rewarded ) )
{
SetQuestSlot(slot,quest_id,quest_time);
if(questStatusData.m_status == QUEST_STATUS_COMPLETE)
SetQuestSlotState(slot,QUEST_STATE_COMPLETE);
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()))
SetFlag64(PLAYER__FIELD_KNOWN_TITLES, (uint64(1) << titleEntry->bit_index));
}
}
sLog.outDebug("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,time 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();
// save _any_ from daily quest times (it must be after last reset anyway)
m_lastDailyQuestTime = (time_t)fields[1].GetUInt64();
Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
if( !pQuest )
continue;
SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
++quest_daily_idx;
sLog.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow());
}
while( result->NextRow() );
delete result;
}
m_DailyQuestChanged = false;
}
void Player::_LoadReputation(QueryResult *result)
{
m_factions.clear();
// Set initial reputations (so everything is nifty before DB data load)
SetInitialFactions();
//QueryResult *result = CharacterDatabase.PQuery("SELECT faction,standing,flags FROM character_reputation WHERE guid = '%u'",GetGUIDLow());
if(result)
{
do
{
Field *fields = result->Fetch();
FactionEntry const *factionEntry = sFactionStore.LookupEntry(fields[0].GetUInt32());
if( factionEntry && (factionEntry->reputationListID >= 0))
{
FactionState* faction = &m_factions[factionEntry->reputationListID];
// update standing to current
faction->Standing = int32(fields[1].GetUInt32());
uint32 dbFactionFlags = fields[2].GetUInt32();
if( dbFactionFlags & FACTION_FLAG_VISIBLE )
SetFactionVisible(faction); // have internal checks for forced invisibility
if( dbFactionFlags & FACTION_FLAG_INACTIVE)
SetFactionInactive(faction,true); // have internal checks for visibility requirement
if( dbFactionFlags & FACTION_FLAG_AT_WAR ) // DB at war
SetFactionAtWar(faction,true); // have internal checks for FACTION_FLAG_PEACE_FORCED
else // DB not at war
{
// allow remove if visible (and then not FACTION_FLAG_INVISIBLE_FORCED or FACTION_FLAG_HIDDEN)
if( faction->Flags & FACTION_FLAG_VISIBLE )
SetFactionAtWar(faction,false); // have internal checks for FACTION_FLAG_PEACE_FORCED
}
// set atWar for hostile
if(GetReputationRank(factionEntry) <= REP_HOSTILE)
SetFactionAtWar(faction,true);
// reset changed flag if values similar to saved in DB
if(faction->Flags==dbFactionFlags)
faction->Changed = false;
}
}
while( result->NextRow() );
delete result;
}
}
void Player::_LoadSpells(QueryResult *result)
{
for (PlayerSpellMap::iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
delete itr->second;
m_spells.clear();
//QueryResult *result = CharacterDatabase.PQuery("SELECT spell,slot,active FROM character_spell WHERE guid = '%u'",GetGUIDLow());
if(result)
{
do
{
Field *fields = result->Fetch();
addSpell(fields[0].GetUInt16(), fields[2].GetBool(), false, true, fields[1].GetUInt16(), fields[3].GetBool());
}
while( result->NextRow() );
delete result;
}
}
void Player::_LoadTutorials(QueryResult *result)
{
//QueryResult *result = CharacterDatabase.PQuery("SELECT tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7 FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetAccountId(), realmid);
if(result)
{
do
{
Field *fields = result->Fetch();
for (int iI=0; iI<8; iI++)
m_Tutorials[iI] = fields[iI].GetUInt32();
}
while( result->NextRow() );
delete result;
}
m_TutorialsChanged = false;
}
void Player::_LoadGroup(QueryResult *result)
{
//QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
if(result)
{
uint64 leaderGuid = MAKE_NEW_GUID((*result)[0].GetUInt32(), 0, HIGHGUID_PLAYER);
delete result;
Group* group = objmgr.GetGroupByLeader(leaderGuid);
if(group)
{
uint8 subgroup = group->GetMemberGroup(GetGUID());
SetGroup(group, subgroup);
if(getLevel() >= LEVELREQUIREMENT_HEROIC)
{
// the group leader may change the instance difficulty while the player is offline
SetDifficulty(group->GetDifficulty());
}
}
}
}
void Player::_LoadBoundInstances(QueryResult *result)
{
for(uint8 i = 0; i < TOTAL_DIFFICULTIES; 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
if(!perm && group)
{
sLog.outError("_LoadBoundInstances: player %s(%d) is in group %d but has a non-permanent character bind to map %d,%d,%d", GetName(), GetGUIDLow(), GUID_LOPART(group->GetLeaderGUID()), mapId, instanceId, difficulty);
CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
continue;
}
// since non permanent binds are always solo bind, they can always be reset
InstanceSave *save = sInstanceSaveManager.AddInstanceSave(mapId, instanceId, difficulty, resetTime, !perm, true);
if(save) BindToInstance(save, perm, true);
} while(result->NextRow());
delete result;
}
}
InstancePlayerBind* Player::GetBoundInstance(uint32 mapid, uint8 difficulty)
{
// some instances only have one difficulty
const MapEntry* entry = sMapStore.LookupEntry(mapid);
if(!entry || !entry->SupportsHeroicMode()) difficulty = DIFFICULTY_NORMAL;
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, uint8 difficulty, bool unload)
{
BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
UnbindInstance(itr, difficulty, unload);
}
void Player::UnbindInstance(BoundInstancesMap::iterator &itr, uint8 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.save->GetInstanceId());
itr->second.save->RemovePlayer(this); // save can become invalid
m_boundInstances[difficulty].erase(itr++);
}
}
InstancePlayerBind* Player::BindToInstance(InstanceSave *save, bool permanent, bool load)
{
if(save)
{
InstancePlayerBind& bind = m_boundInstances[save->GetDifficulty()][save->GetMapId()];
if(bind.save)
{
// update the save when the group kills a boss
if(permanent != bind.perm || save != bind.save)
if(!load) CharacterDatabase.PExecute("UPDATE character_instance SET instance = '%u', permanent = '%u' WHERE guid = '%u' AND instance = '%u'", save->GetInstanceId(), permanent, GetGUIDLow(), bind.save->GetInstanceId());
}
else
if(!load) CharacterDatabase.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save->GetInstanceId(), permanent);
if(bind.save != save)
{
if(bind.save) bind.save->RemovePlayer(this);
save->AddPlayer(this);
}
if(permanent) save->SetCanReset(false);
bind.save = save;
bind.perm = permanent;
if(!load) sLog.outDebug("Player::BindToInstance: %s(%d) is now bound to map %d, instance %d, difficulty %d", GetName(), GetGUIDLow(), save->GetMapId(), save->GetInstanceId(), save->GetDifficulty());
return &bind;
}
else
return NULL;
}
void Player::SendRaidInfo()
{
WorldPacket data(SMSG_RAID_INSTANCE_INFO, 4);
uint32 counter = 0, i;
for(i = 0; i < TOTAL_DIFFICULTIES; i++)
for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); itr++)
if(itr->second.perm) counter++;
data << counter;
for(i = 0; i < TOTAL_DIFFICULTIES; i++)
{
for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); itr++)
{
if(itr->second.perm)
{
InstanceSave *save = itr->second.save;
data << (save->GetMapId());
data << (uint32)(save->GetResetTime() - time(NULL));
data << save->GetInstanceId();
data << uint32(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 < TOTAL_DIFFICULTIES; i++)
{
for (BoundInstancesMap::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 flase 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 < TOTAL_DIFFICULTIES; i++)
{
for (BoundInstancesMap::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.save->GetMapId());
GetSession()->SendPacket(&data);
}
}
}
}
/// convert the player's binds to the group
void Player::ConvertInstancesToGroup(Player *player, Group *group, uint64 player_guid)
{
bool has_binds = false;
bool has_solo = false;
if(player) { player_guid = player->GetGUID(); if(!group) group = player->GetGroup(); }
assert(player_guid);
// copy all binds to the group, when changing leader it's assumed the character
// will not have any solo binds
if(player)
{
for(uint8 i = 0; i < TOTAL_DIFFICULTIES; 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.save, itr->second.perm, true);
// permanent binds are not removed
if(!itr->second.perm)
{
player->UnbindInstance(itr, i, true); // increments itr
has_solo = true;
}
else
++itr;
}
}
}
// 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'", GUID_LOPART(player_guid));
// the following should not get executed when changing leaders
if(!player || has_solo) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid));
}
bool Player::_LoadHomeBind(QueryResult *result)
{
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_homebindZoneId = fields[1].GetUInt16();
m_homebindX = fields[2].GetFloat();
m_homebindY = fields[3].GetFloat();
m_homebindZ = fields[4].GetFloat();
delete result;
// accept saved data only for valid position (and non instanceable)
if( MapManager::IsValidMapCoord(m_homebindMapId,m_homebindX,m_homebindY,m_homebindZ) &&
!sMapStore.LookupEntry(m_homebindMapId)->Instanceable() )
{
ok = true;
}
else
CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
}
if(!ok)
{
PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass());
if(!info) return false;
m_homebindMapId = info->mapId;
m_homebindZoneId = info->zoneId;
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_homebindZoneId, 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\n",
m_homebindMapId, m_homebindZoneId, m_homebindX, m_homebindY, m_homebindZ);
return true;
}
/*********************************************************/
/*** SAVE SYSTEM ***/
/*********************************************************/
void Player::SaveToDB()
{
// delay auto save at any saves (manual, in code, or autosave)
m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE);
// first save/honor gain after midnight will also update the player's honor fields
UpdateHonorFields();
// players aren't saved on battleground maps
uint32 mapid = IsBeingTeleported() ? GetTeleportDest().mapid : GetMapId();
const MapEntry * me = sMapStore.LookupEntry(mapid);
if(!me || me->IsBattleGroundOrArena())
return;
int is_save_resting = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ? 1 : 0;
//save, far from tavern/city
//save, but in tavern/city
sLog.outDebug("The value of player %s at save: ", m_name.c_str());
outDebugValues();
// save state (after auras removing), if aura remove some flags then it must set it back by self)
uint32 tmp_bytes = GetUInt32Value(UNIT_FIELD_BYTES_1);
uint32 tmp_bytes2 = GetUInt32Value(UNIT_FIELD_BYTES_2);
uint32 tmp_flags = GetUInt32Value(UNIT_FIELD_FLAGS);
uint32 tmp_pflags = GetUInt32Value(PLAYER_FLAGS);
uint32 tmp_displayid = GetDisplayId();
// Set player sit state to standing on save, also stealth and shifted form
SetByteValue(UNIT_FIELD_BYTES_1, 0, 0); // stand state
SetByteValue(UNIT_FIELD_BYTES_2, 3, 0); // shapeshift
SetByteValue(UNIT_FIELD_BYTES_1, 3, 0); // stand flags?
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_ROTATE);
SetDisplayId(GetNativeDisplayId());
bool inworld = IsInWorld();
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,"
"map, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
"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) VALUES ("
<< GetGUIDLow() << ", "
<< GetSession()->GetAccountId() << ", '"
<< sql_name << "', "
<< m_race << ", "
<< m_class << ", ";
bool save_to_dest = false;
if(IsBeingTeleported())
{
// don't save to battlegrounds or arenas
const MapEntry *entry = sMapStore.LookupEntry(GetTeleportDest().mapid);
if(entry && entry->map_type != MAP_BATTLEGROUND && entry->map_type != MAP_ARENA)
save_to_dest = true;
}
if(!save_to_dest)
{
ss << GetMapId() << ", "
<< (uint32)GetDifficulty() << ", "
<< finiteAlways(GetPositionX()) << ", "
<< finiteAlways(GetPositionY()) << ", "
<< finiteAlways(GetPositionZ()) << ", "
<< finiteAlways(GetOrientation()) << ", '";
}
else
{
ss << GetTeleportDest().mapid << ", "
<< (uint32)GetDifficulty() << ", "
<< finiteAlways(GetTeleportDest().x) << ", "
<< finiteAlways(GetTeleportDest().y) << ", "
<< finiteAlways(GetTeleportDest().z) << ", "
<< finiteAlways(GetTeleportDest().o) << ", '";
}
uint16 i;
for( i = 0; i < m_valuesCount; i++ )
{
ss << GetUInt32Value(i) << " ";
}
ss << "', '";
for( i = 0; i < 8; i++ )
ss << m_taxi.GetTaximask(i) << " ";
ss << "', ";
ss << (inworld ? 1 : 0);
ss << ", ";
ss << m_cinematic;
ss << ", ";
ss << m_Played_time[0];
ss << ", ";
ss << m_Played_time[1];
ss << ", ";
ss << finiteAlways(m_rest_bonus);
ss << ", ";
ss << (uint64)time(NULL);
ss << ", ";
ss << is_save_resting;
ss << ", ";
ss << m_resetTalentsCost;
ss << ", ";
ss << (uint64)m_resetTalentsTime;
ss << ", ";
ss << finiteAlways(m_movementInfo.t_x);
ss << ", ";
ss << finiteAlways(m_movementInfo.t_y);
ss << ", ";
ss << finiteAlways(m_movementInfo.t_z);
ss << ", ";
ss << finiteAlways(m_movementInfo.t_o);
ss << ", ";
if (m_transport)
ss << m_transport->GetGUIDLow();
else
ss << "0";
ss << ", ";
ss << m_ExtraFlags;
ss << ", ";
ss << uint32(m_stableSlots); // to prevent save uint8 as char
ss << ", ";
ss << uint32(m_atLoginFlags);
ss << ", ";
ss << GetZoneId();
ss << ", ";
ss << (uint64)m_deathExpireTime;
ss << ", '";
ss << m_taxi.SaveTaxiDestinationsToString();
ss << "' )";
CharacterDatabase.Execute( ss.str().c_str() );
if(m_mailsUpdated) //save mails only when needed
_SaveMail();
_SaveInventory();
_SaveQuestStatus();
_SaveDailyQuestStatus();
_SaveTutorials();
_SaveSpells();
_SaveSpellCooldowns();
_SaveActions();
_SaveAuras();
_SaveReputation();
CharacterDatabase.CommitTransaction();
// restore state (before aura apply, if aura remove flag then aura must set it ack by self)
SetDisplayId(tmp_displayid);
SetUInt32Value(UNIT_FIELD_BYTES_1, tmp_bytes);
SetUInt32Value(UNIT_FIELD_BYTES_2, tmp_bytes2);
SetUInt32Value(UNIT_FIELD_FLAGS, tmp_flags);
SetUInt32Value(PLAYER_FLAGS, tmp_pflags);
// save pet (hunter pet level and experience and all type pets health/mana).
if(Pet* pet = GetPet())
pet->SavePetToDB(PET_SAVE_AS_CURRENT);
//to prevent access to DB we should cache some data, which is used very often
CachePlayerInfoMap::iterator _iter = objmgr.m_mPlayerInfoMap.find(GetGUIDLow());
if(_iter != objmgr.m_mPlayerInfoMap.end())//skip new players
{
_iter->second->unLevel = getLevel();
_iter->second->unArenaInfoSlot0 = GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + 0 * 6 + 5);
_iter->second->unArenaInfoSlot1 = GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + 1 * 6 + 5);
_iter->second->unArenaInfoSlot2 = GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + 2 * 6 + 5);
_iter->second->unfield = GetUInt32Value(UNIT_FIELD_BYTES_0);
_iter->second->unArenaInfoId0 = GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (0 * 6));
_iter->second->unArenaInfoId1 = GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (1 * 6));
_iter->second->unArenaInfoId2 = GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (2 * 6));
}
}
// fast save function for item/money cheating preventing - save only inventory and money state
void Player::SaveInventoryAndGoldToDB()
{
_SaveInventory();
SetUInt32ValueInDB(PLAYER_FIELD_COINAGE,GetMoney(),GetGUID());
}
void Player::_SaveActions()
{
for(ActionButtonList::iterator itr = m_actionButtons.begin(); itr != m_actionButtons.end(); )
{
switch (itr->second.uState)
{
case ACTIONBUTTON_NEW:
CharacterDatabase.PExecute("INSERT INTO character_action (guid,button,action,type,misc) VALUES ('%u', '%u', '%u', '%u', '%u')",
GetGUIDLow(), (uint32)itr->first, (uint32)itr->second.action, (uint32)itr->second.type, (uint32)itr->second.misc );
itr->second.uState = ACTIONBUTTON_UNCHANGED;
++itr;
break;
case ACTIONBUTTON_CHANGED:
CharacterDatabase.PExecute("UPDATE character_action SET action = '%u', type = '%u', misc= '%u' WHERE guid= '%u' AND button= '%u' ",
(uint32)itr->second.action, (uint32)itr->second.type, (uint32)itr->second.misc, GetGUIDLow(), (uint32)itr->first );
itr->second.uState = ACTIONBUTTON_UNCHANGED;
++itr;
break;
case ACTIONBUTTON_DELETED:
CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32)itr->first );
m_actionButtons.erase(itr++);
break;
default:
++itr;
break;
};
}
}
void Player::_SaveAuras()
{
CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
AuraMap const& auras = GetAuras();
for(AuraMap::const_iterator itr = auras.begin(); itr != auras.end(); ++itr)
{
SpellEntry const *spellInfo = itr->second->GetSpellProto();
//skip all auras from spells that are passive or need a shapeshift
if (itr->second->IsPassive() || itr->second->IsRemovedOnShapeLost())
continue;
//do not save single target auras (unless they were cast by the player)
if (itr->second->GetCasterGUID() != GetGUID() && IsSingleTargetSpell(spellInfo))
continue;
uint8 i;
// or apply at cast SPELL_AURA_MOD_SHAPESHIFT or SPELL_AURA_MOD_STEALTH auras
for (i = 0; i < 3; i++)
if (spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_SHAPESHIFT ||
spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_STEALTH)
break;
if (i == 3)
{
CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u' and spell = '%u' and effect_index= '%u'",GetGUIDLow(),(uint32)(*itr).second->GetId(), (uint32)(*itr).second->GetEffIndex());
CharacterDatabase.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,amount,maxduration,remaintime,remaincharges) "
"VALUES ('%u', '" I64FMTD "' ,'%u', '%u', '%d', '%d', '%d', '%d')",
GetGUIDLow(), itr->second->GetCasterGUID(), (uint32)(*itr).second->GetId(), (uint32)(*itr).second->GetEffIndex(), (*itr).second->GetModifier()->m_amount,int((*itr).second->GetAuraMaxDuration()),int((*itr).second->GetAuraDuration()),int((*itr).second->m_procCharges));
}
}
}
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::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()
{
if (!m_mailsLoaded)
return;
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 itemTextId = '%u',has_items = '%u',expire_time = '" I64FMTD "', deliver_time = '" I64FMTD "',money = '%u',cod = '%u',checked = '%u' WHERE id = '%u'",
m->itemTextId, 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::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(std::vector::iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2)
CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2->item_guid);
if (m->itemTextId)
CharacterDatabase.PExecute("DELETE FROM item_text WHERE id = '%u'", m->itemTextId);
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', '" I64FMTD "', '%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 / 1000 + 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 = '" I64FMTD "',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 / 1000 + 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;
m_DailyQuestChanged = false;
// save last daily quest time for all quests: we need only mostly reset time for reset check anyway
// 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,time) VALUES ('%u', '%u','" I64FMTD "')",
GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx),uint64(m_lastDailyQuestTime));
}
void Player::_SaveReputation()
{
for(FactionStateList::iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
{
if (itr->second.Changed)
{
CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u' AND faction='%u'", GetGUIDLow(), itr->second.ID);
CharacterDatabase.PExecute("INSERT INTO character_reputation (guid,faction,standing,flags) VALUES ('%u', '%u', '%i', '%u')", GetGUIDLow(), itr->second.ID, itr->second.Standing, itr->second.Flags);
itr->second.Changed = false;
}
}
}
void Player::_SaveSpells()
{
for (PlayerSpellMap::const_iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end(); itr = next)
{
++next;
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);
if (itr->second->state == PLAYERSPELL_NEW || itr->second->state == PLAYERSPELL_CHANGED)
CharacterDatabase.PExecute("INSERT INTO character_spell (guid,spell,slot,active,disabled) VALUES ('%u', '%u', '%u','%u','%u')", GetGUIDLow(), itr->first, itr->second->slotId,itr->second->active ? 1 : 0,itr->second->disabled ? 1 : 0);
if (itr->second->state == PLAYERSPELL_REMOVED)
_removeSpell(itr->first);
else
itr->second->state = PLAYERSPELL_UNCHANGED;
}
}
void Player::_SaveTutorials()
{
if(!m_TutorialsChanged)
return;
uint32 Rows=0;
// it's better than rebuilding indexes multiple times
QueryResult *result = CharacterDatabase.PQuery("SELECT count(*) AS r FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetSession()->GetAccountId(), realmID );
if(result)
{
Rows = result->Fetch()[0].GetUInt32();
delete result;
}
if (Rows)
{
CharacterDatabase.PExecute("UPDATE character_tutorial SET tut0='%u', tut1='%u', tut2='%u', tut3='%u', tut4='%u', tut5='%u', tut6='%u', tut7='%u' WHERE account = '%u' AND realmid = '%u'",
m_Tutorials[0], m_Tutorials[1], m_Tutorials[2], m_Tutorials[3], m_Tutorials[4], m_Tutorials[5], m_Tutorials[6], m_Tutorials[7], GetSession()->GetAccountId(), realmID );
}
else
{
CharacterDatabase.PExecute("INSERT INTO character_tutorial (account,realmid,tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7) VALUES ('%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')", GetSession()->GetAccountId(), realmID, m_Tutorials[0], m_Tutorials[1], m_Tutorials[2], m_Tutorials[3], m_Tutorials[4], m_Tutorials[5], m_Tutorials[6], m_Tutorials[7]);
};
m_TutorialsChanged = false;
}
void Player::outDebugValues() const
{
if(!sLog.IsOutDebug()) // optimize disabled debug output
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\t\tSPIRIT is: \t\t%f",GetStat(STAT_STAMINA), GetStat(STAT_SPIRIT));
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_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_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_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(uint32 mapid, float x,float y,float z,float o,uint32 zone,uint64 guid)
{
std::ostringstream ss;
ss << "UPDATE characters SET position_x='"<= tokens.size())
return;
tokens[index] = buf;
}
void Player::SetUInt32ValueInDB(uint16 index, uint32 value, uint64 guid)
{
Tokens tokens;
if(!LoadValuesArrayFromDB(tokens,guid))
return;
if(index >= tokens.size())
return;
char buf[11];
snprintf(buf,11,"%u",value);
tokens[index] = buf;
SaveValuesArrayInDB(tokens,guid);
}
void Player::SetFloatValueInDB(uint16 index, float value, uint64 guid)
{
uint32 temp;
memcpy(&temp, &value, sizeof(value));
Player::SetUInt32ValueInDB(index, temp, guid);
}
void Player::SendAttackSwingNotStanding()
{
WorldPacket data(SMSG_ATTACKSWING_NOTSTANDING, 0);
GetSession()->SendPacket( &data );
}
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()
{
WorldPacket data(SMSG_CANCEL_AUTO_REPEAT, 0);
GetSession()->SendPacket( &data );
}
void Player::SendExplorationExperience(uint32 Area, uint32 Experience)
{
WorldPacket data( SMSG_EXPLORATION_EXPERIENCE, 8 );
data << Area;
data << Experience;
GetSession()->SendPacket(&data);
}
void Player::SendDungeonDifficulty(bool IsInGroup)
{
uint8 val = 0x00000001;
WorldPacket data(MSG_SET_DUNGEON_DIFFICULTY, 12);
data << (uint32)GetDifficulty();
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(uint8 method)
{
// 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
uint8 dif = GetDifficulty();
for (BoundInstancesMap::iterator itr = m_boundInstances[dif].begin(); itr != m_boundInstances[dif].end();)
{
InstanceSave *p = itr->second.save;
const MapEntry *entry = sMapStore.LookupEntry(itr->first);
if(!entry || !p->CanReset())
{
++itr;
continue;
}
if(method == INSTANCE_RESET_ALL)
{
// the "reset all instances" method can only reset normal maps
if(dif == DIFFICULTY_HEROIC || entry->map_type == MAP_RAID)
{
++itr;
continue;
}
}
// if the map is loaded, reset it
Map *map = MapManager::Instance().FindMap(p->GetMapId(), p->GetInstanceId());
if(map && map->IsDungeon())
((InstanceMap*)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(p->GetMapId());
p->DeleteFromDB();
m_boundInstances[dif].erase(itr++);
// the following should remove the instance save from the manager and delete it as well
p->RemovePlayer(this);
}
}
void Player::SendResetInstanceSuccess(uint32 MapId)
{
WorldPacket data(SMSG_INSTANCE_RESET, 4);
data << 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 << reason;
data << MapId;
GetSession()->SendPacket(&data);
}
/*********************************************************/
/*** Update timers ***/
/*********************************************************/
///checks the 15 afk reports per 5 minutes limit
void Player::UpdateAfkReport(time_t currTime)
{
if(m_bgAfkReportedTimer <= currTime)
{
m_bgAfkReportedCount = 0;
m_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(Pet* pet, PetSaveMode mode, bool returnreagent)
{
if(!pet)
pet = GetPet();
if(returnreagent && (pet || m_temporaryUnsummonedPetNumber))
{
//returning of reagents only for players, so best done here
uint32 spellId = pet ? pet->GetUInt32Value(UNIT_CREATED_BY_SPELL) : m_oldpetspell;
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
if(spellInfo)
{
for(uint32 i = 0; i < 7; ++i)
{
if(spellInfo->Reagent[i] > 0)
{
ItemPosCountVec dest; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, spellInfo->Reagent[i], spellInfo->ReagentCount[i] );
if( msg == EQUIP_ERR_OK )
{
Item* item = StoreNewItem( dest, spellInfo->Reagent[i], true);
if(IsInWorld())
SendNewItem(item,spellInfo->ReagentCount[i],true,false);
}
}
}
}
m_temporaryUnsummonedPetNumber = 0;
}
if(!pet || pet->GetOwnerGUID()!=GetGUID())
return;
// only if current pet in slot
switch(pet->getPetType())
{
case MINI_PET:
m_miniPet = 0;
break;
case GUARDIAN_PET:
m_guardianPets.erase(pet->GetGUID());
break;
default:
if(GetPetGUID()==pet->GetGUID())
SetPet(0);
break;
}
pet->CombatStop();
if(returnreagent)
{
switch(pet->GetEntry())
{
//warlock pets except imp are removed(?) when logging out
case 1860:
case 1863:
case 417:
case 17252:
mode = PET_SAVE_NOT_IN_SLOT;
break;
}
}
pet->SavePetToDB(mode);
pet->CleanupsBeforeDelete();
pet->AddObjectToRemoveList();
pet->m_removed = true;
if(pet->isControlled())
{
WorldPacket data(SMSG_PET_SPELLS, 8);
data << uint64(0);
GetSession()->SendPacket(&data);
if(GetGroup())
SetGroupUpdateFlag(GROUP_UPDATE_PET);
}
}
void Player::RemoveMiniPet()
{
if(Pet* pet = GetMiniPet())
{
pet->Remove(PET_SAVE_AS_DELETED);
m_miniPet = 0;
}
}
Pet* Player::GetMiniPet()
{
if(!m_miniPet)
return NULL;
return ObjectAccessor::GetPet(m_miniPet);
}
void Player::RemoveGuardians()
{
while(!m_guardianPets.empty())
{
uint64 guid = *m_guardianPets.begin();
if(Pet* pet = ObjectAccessor::GetPet(guid))
pet->Remove(PET_SAVE_AS_DELETED);
m_guardianPets.erase(guid);
}
}
bool Player::HasGuardianWithEntry(uint32 entry)
{
// pet guid middle part is entry (and creature also)
// and in guardian list must be guardians with same entry _always_
for(GuardianPetList::const_iterator itr = m_guardianPets.begin(); itr != m_guardianPets.end(); ++itr)
if(GUID_ENPART(*itr)==entry)
return true;
return false;
}
void Player::Uncharm()
{
Unit* charm = GetCharm();
if(!charm)
return;
charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM);
charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS);
}
void Player::BuildPlayerChat(WorldPacket *data, uint8 msgtype, 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_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_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_LISTEN_RANGE_TEXTEMOTE),true, !sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT) );
}
void Player::Whisper(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 = objmgr.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);
data.Initialize(SMSG_MESSAGECHAT, 200);
rPlayer->BuildPlayerChat(&data, CHAT_MSG_REPLY, 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)
{
uint8 addlist = 0;
sLog.outDebug("Pet Spells Groups");
CreatureInfo const *cinfo = pet->GetCreatureInfo();
if(pet->isControlled() && (pet->getPetType() == HUNTER_PET || cinfo && cinfo->type == CREATURE_TYPE_DEMON && getClass() == CLASS_WARLOCK))
{
for(PetSpellMap::iterator itr = pet->m_spells.begin();itr != pet->m_spells.end();itr++)
{
if(itr->second->state == PETSPELL_REMOVED)
continue;
++addlist;
}
}
// first line + actionbar + spellcount + spells + last adds
WorldPacket data(SMSG_PET_SPELLS, 16+40+1+4*addlist+25);
CharmInfo *charmInfo = pet->GetCharmInfo();
//16
data << (uint64)pet->GetGUID() << uint32(0x00000000) << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0);
for(uint32 i = 0; i < 10; i++) //40
{
data << uint16(charmInfo->GetActionBarEntry(i)->SpellOrAction) << uint16(charmInfo->GetActionBarEntry(i)->Type);
}
data << uint8(addlist); //1
if(addlist && pet->isControlled())
{
for (PetSpellMap::iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr)
{
if(itr->second->state == PETSPELL_REMOVED)
continue;
data << uint16(itr->first);
data << uint16(itr->second->active); // pet spell active state isn't boolean
}
}
//data << uint8(0x01) << uint32(0x6010) << uint32(0x01) << uint32(0x05) << uint16(0x00); //15
uint8 count = 3; //1+8+8+8=25
// if count = 0, then end of packet...
data << count;
// uint32 value is spell id...
// uint64 value is constant 0, unknown...
data << uint32(0x6010) << uint64(0); // if count = 1, 2 or 3
//data << uint32(0x5fd1) << uint64(0); // if count = 2
data << uint32(0x8e8c) << uint64(0); // if count = 3
data << uint32(0x8e8b) << uint64(0); // if count = 3
GetSession()->SendPacket(&data);
}
}
void Player::PossessSpellInitialize()
{
Unit* charm = GetCharm();
if(!charm)
return;
CharmInfo *charmInfo = charm->GetCharmInfo();
if(!charmInfo)
{
sLog.outError("Player::PossessSpellInitialize(): charm ("I64FMTD") has no charminfo!", charm->GetGUID());
return;
}
uint8 addlist = 0;
WorldPacket data(SMSG_PET_SPELLS, 16+40+1+4*addlist+25);// first line + actionbar + spellcount + spells + last adds
//16
data << (uint64)charm->GetGUID() << uint32(0x00000000) << uint8(0) << uint8(0) << uint16(0);
for(uint32 i = 0; i < 10; i++) //40
{
data << uint16(charmInfo->GetActionBarEntry(i)->SpellOrAction) << uint16(charmInfo->GetActionBarEntry(i)->Type);
}
data << uint8(addlist); //1
uint8 count = 3;
data << count;
data << uint32(0x6010) << uint64(0); // if count = 1, 2 or 3
data << uint32(0x8e8c) << uint64(0); // if count = 3
data << uint32(0x8e8b) << uint64(0); // if count = 3
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 ("I64FMTD") has no charminfo!", charm->GetGUID());
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)->spellId)
++addlist;
}
}
}
WorldPacket data(SMSG_PET_SPELLS, 16+40+1+4*addlist+25);// first line + actionbar + spellcount + spells + last adds
data << (uint64)charm->GetGUID() << uint32(0x00000000);
if(charm->GetTypeId() != TYPEID_PLAYER)
data << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState());
else
data << uint8(0) << uint8(0);
data << uint16(0);
for(uint32 i = 0; i < 10; i++) //40
{
data << uint16(charmInfo->GetActionBarEntry(i)->SpellOrAction) << uint16(charmInfo->GetActionBarEntry(i)->Type);
}
data << uint8(addlist); //1
if(addlist)
{
for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
{
CharmSpellEntry *cspell = charmInfo->GetCharmSpell(i);
if(cspell->spellId)
{
data << uint16(cspell->spellId);
data << uint16(cspell->active);
}
}
}
uint8 count = 3;
data << count;
data << uint32(0x6010) << uint64(0); // if count = 1, 2 or 3
data << uint32(0x8e8c) << uint64(0); // if count = 3
data << uint32(0x8e8b) << uint64(0); // if count = 3
GetSession()->SendPacket(&data);
}
int32 Player::GetTotalFlatMods(uint32 spellId, SpellModOp op)
{
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
if (!spellInfo) return 0;
int32 total = 0;
for (SpellModList::iterator itr = m_spellMods[op].begin(); itr != m_spellMods[op].end(); ++itr)
{
SpellModifier *mod = *itr;
if(!IsAffectedBySpellmod(spellInfo,mod))
continue;
if (mod->type == SPELLMOD_FLAT)
total += mod->value;
}
return total;
}
int32 Player::GetTotalPctMods(uint32 spellId, SpellModOp op)
{
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
if (!spellInfo) return 0;
int32 total = 0;
for (SpellModList::iterator itr = m_spellMods[op].begin(); itr != m_spellMods[op].end(); ++itr)
{
SpellModifier *mod = *itr;
if(!IsAffectedBySpellmod(spellInfo,mod))
continue;
if (mod->type == SPELLMOD_PCT)
total += mod->value;
}
return total;
}
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 spellmgr.IsAffectedBySpell(spellInfo,mod->spellId,mod->effectId,mod->mask);
}
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<64;++eff)
{
uint64 _mask = uint64(1) << eff;
if ( mod->mask & _mask)
{
int32 val = 0;
for (SpellModList::iterator itr = m_spellMods[mod->op].begin(); itr != m_spellMods[mod->op].end(); ++itr)
{
if ((*itr)->type == mod->type && (*itr)->mask & _mask)
val += (*itr)->value;
}
val += apply ? mod->value : -(mod->value);
WorldPacket data(Opcode, (1+1+4));
data << uint8(eff);
data << uint8(mod->op);
data << int32(val);
SendDirectMessage(&data);
}
}
if (apply)
m_spellMods[mod->op].push_back(mod);
else
{
if (mod->charges == -1)
--m_SpellModRemoveCount;
m_spellMods[mod->op].remove(mod);
delete mod;
}
}
void Player::RemoveSpellMods(Spell const* spell)
{
if(!spell || (m_SpellModRemoveCount == 0))
return;
for(int i=0;icharges == -1 && (mod->lastAffected == spell || mod->lastAffected==NULL))
{
RemoveAurasDueToSpell(mod->spellId);
if (m_spellMods[i].empty())
break;
else
itr = m_spellMods[i].begin();
}
}
}
}
// send Proficiency
void Player::SendProficiency(uint8 pr1, uint32 pr2)
{
WorldPacket data(SMSG_SET_PROFICIENCY, 8);
data << pr1 << pr2;
GetSession()->SendPacket (&data);
}
void Player::RemovePetitionsAndSigns(uint64 guid, uint32 type)
{
QueryResult *result = NULL;
if(type==10)
result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid));
else
result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), 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();
uint64 ownerguid = MAKE_NEW_GUID(fields[0].GetUInt32(), 0, HIGHGUID_PLAYER);
uint64 petitionguid = MAKE_NEW_GUID(fields[1].GetUInt32(), 0, HIGHGUID_ITEM);
// send update if charter owner in game
Player* owner = objmgr.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'", GUID_LOPART(guid));
else
CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
}
CharacterDatabase.BeginTransaction();
if(type == 10)
{
CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid));
CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid));
}
else
{
CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
}
CharacterDatabase.CommitTransaction();
}
void Player::SetRestBonus (float rest_bonus_new)
{
// Prevent resting on max level
if(getLevel() >= sWorld.getConfig(CONFIG_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)*1.5/2;
if(rest_bonus_new > rest_bonus_max)
m_rest_bonus = rest_bonus_max;
else
m_rest_bonus = rest_bonus_new;
// update data for client
if(m_rest_bonus>10)
SetByteValue(PLAYER_BYTES_2, 3, 0x01); // Set Reststate = Rested
else if(m_rest_bonus<=1)
SetByteValue(PLAYER_BYTES_2, 3, 0x02); // Set Reststate = Normal
//RestTickUpdate
SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE, uint32(m_rest_bonus));
}
void Player::HandleStealthedUnitsDetection()
{
std::list stealthedUnits;
CellPair p(Trinity::ComputeCellPair(GetPositionX(),GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
Trinity::AnyStealthedCheck u_check;
Trinity::UnitListSearcher searcher(stealthedUnits, u_check);
TypeContainerVisitor, WorldTypeMapContainer > world_unit_searcher(searcher);
TypeContainerVisitor, GridTypeMapContainer > grid_unit_searcher(searcher);
CellLock cell_lock(cell, p);
cell_lock->Visit(cell_lock, world_unit_searcher, *MapManager::Instance().GetMap(GetMapId(), this));
cell_lock->Visit(cell_lock, grid_unit_searcher, *MapManager::Instance().GetMap(GetMapId(), this));
for (std::list::iterator i = stealthedUnits.begin(); i != stealthedUnits.end();)
{
if((*i)==this)
{
i = stealthedUnits.erase(i);
continue;
}
if ((*i)->isVisibleForOrDetect(this,true))
{
(*i)->SendUpdateToPlayer(this);
m_clientGUIDs.insert((*i)->GetGUID());
#ifdef TRINITY_DEBUG
if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
sLog.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i)->GetGUIDLow(),(*i)->GetTypeId(),GetGUIDLow(),GetDistance(*i));
#endif
// 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))
SendAuraDurationsForTarget(*i);
i = stealthedUnits.erase(i);
continue;
}
++i;
}
}
bool Player::ActivateTaxiPathTo(std::vector const& nodes, uint32 mount_id, Creature* npc)
{
if(nodes.size() < 2)
return false;
// not let cheating with start flight mounted
if(IsMounted())
{
WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
data << uint32(ERR_TAXIPLAYERALREADYMOUNTED);
GetSession()->SendPacket(&data);
return false;
}
if( m_ShapeShiftFormSpellId && m_form != FORM_BATTLESTANCE && m_form != FORM_BERSERKERSTANCE && m_form != FORM_DEFENSIVESTANCE && m_form != FORM_SHADOW )
{
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(GetSession()->isLogingOut() ||
(!m_currentSpells[CURRENT_GENERIC_SPELL] ||
m_currentSpells[CURRENT_GENERIC_SPELL]->m_spellInfo->Effect[0] != SPELL_EFFECT_SEND_TAXI)&&
IsNonMeleeSpellCasted(false) ||
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;
uint32 sourcenode = nodes[0];
// starting node too far away (cheat?)
TaxiNodesEntry const* node = sTaxiNodesStore.LookupEntry(sourcenode);
if( !node || 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_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];
objmgr.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;
}
if(!mount_id) // if not provide then attempt use default.
mount_id = objmgr.GetTaxiMount(sourcenode, GetTeam());
if (mount_id == 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);
// prevent stealth flight
RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
data << uint32(ERR_TAXIOK);
GetSession()->SendPacket(&data);
sLog.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
GetSession()->SendDoFlight(mount_id, sourcepath);
return true;
}
void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask, uint32 unTimeMs )
{
// last check 2.0.10
WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+m_spells.size()*8);
data << GetGUID();
data << uint8(0x0);
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)
{
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 << unSpellId;
data << unTimeMs; // in m.secs
AddSpellCooldown(unSpellId, 0, curTime + unTimeMs/1000);
}
}
GetSession()->SendPacket(&data);
}
void Player::InitDataForForm(bool reapplyMods)
{
SpellShapeshiftEntry const* ssEntry = sSpellShapeshiftStore.LookupEntry(m_form);
if(ssEntry && ssEntry->attackSpeed)
{
SetAttackTime(BASE_ATTACK,ssEntry->attackSpeed);
SetAttackTime(OFF_ATTACK,ssEntry->attackSpeed);
SetAttackTime(RANGED_ATTACK, BASE_ATTACK_TIME);
}
else
SetRegularAttackTime();
switch(m_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);
}
// Return true is the bought item has a max count to force refresh of window by caller
bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint64 bagguid, uint8 slot)
{
// cheating attempt
if(count < 1) count = 1;
if(!isAlive())
return false;
ItemPrototype const *pProto = objmgr.GetItemPrototype( item );
if( !pProto )
{
SendBuyError( BUY_ERR_CANT_FIND_ITEM, NULL, item, 0);
return false;
}
Creature *pCreature = ObjectAccessor::GetNPCIfCanInteractWith(*this, vendorguid,UNIT_NPC_FLAG_VENDOR);
if (!pCreature)
{
sLog.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid)) );
SendBuyError( BUY_ERR_DISTANCE_TOO_FAR, NULL, item, 0);
return false;
}
VendorItemData const* vItems = pCreature->GetVendorItems();
if(!vItems || vItems->Empty())
{
SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
return false;
}
size_t vendor_slot = vItems->FindItemSlot(item);
if(vendor_slot >= vItems->GetItemCount())
{
SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
return false;
}
VendorItem const* crItem = vItems->m_items[vendor_slot];
// 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(crItem->ExtendedCost)
{
ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
if(!iece)
{
sLog.outError("Item %u have wrong ExtendedCost field value %u", pProto->ItemId, crItem->ExtendedCost);
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->reqpersonalarenarating )
{
// probably not the proper equip err
SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK,NULL,NULL);
return false;
}
}
uint32 price = pProto->BuyPrice * count;
// reputation discount
price = uint32(floor(price * GetReputationPriceDiscount(pCreature)));
if( GetMoney() < price )
{
SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, pCreature, item, 0);
return false;
}
uint8 bag = 0; // init for case invalid bagGUID
if (bagguid != NULL_BAG && slot != NULL_SLOT)
{
Bag *pBag;
if( bagguid == GetGUID() )
{
bag = INVENTORY_SLOT_BAG_0;
}
else
{
for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END;i++)
{
pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0,i);
if( pBag )
{
if( bagguid == pBag->GetGUID() )
{
bag = i;
break;
}
}
}
}
}
if( IsInventoryPos( bag, slot ) || (bagguid == NULL_BAG && slot == NULL_SLOT) )
{
ItemPosCountVec dest;
uint8 msg = CanStoreNewItem( bag, slot, dest, item, pProto->BuyCount * count );
if( msg != EQUIP_ERR_OK )
{
SendEquipError( msg, NULL, NULL );
return false;
}
ModifyMoney( -(int32)price );
if(crItem->ExtendedCost) // case for new honor system
{
ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
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->GetGUID();
data << (uint32)(vendor_slot+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 ) )
{
uint16 dest;
uint8 msg = CanEquipNewItem( slot, dest, item, pProto->BuyCount * count, false );
if( msg != EQUIP_ERR_OK )
{
SendEquipError( msg, NULL, NULL );
return false;
}
ModifyMoney( -(int32)price );
if(crItem->ExtendedCost) // case for new honor system
{
ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
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, pProto->BuyCount * count, true ))
{
uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
data << pCreature->GetGUID();
data << (uint32)(vendor_slot+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()
{
// 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 = 0; i < MAX_ARENA_SLOT; ++i)
{
if(ArenaTeam * at = objmgr.GetArenaTeamById(GetArenaTeamId(i)))
{
uint32 p_rating = GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (i * 6) + 5);
uint32 t_rating = at->GetRating();
p_rating = p_ratingSendPacket(&data);
}
// instance is valid, reset homebind timer
m_HomebindTimer = 0;
}
else if (m_HomebindTimer > 0)
{
if (time >= m_HomebindTimer)
{
// teleport to homebind location
TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation());
}
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 << m_HomebindTimer;
data << uint32(1);
GetSession()->SendPacket(&data);
sLog.outDebug("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);
if(Pet* pet = GetPet())
pet->SetPvP(state);
if(Unit* charmed = GetCharm())
charmed->SetPvP(state);
pvpInfo.endTimer = 0;
}
else
{
if(pvpInfo.endTimer != 0)
pvpInfo.endTimer = time(NULL);
else
{
SetPvP(state);
if(Pet* pet = GetPet())
pet->SetPvP(state);
if(Unit* charmed = GetCharm())
charmed->SetPvP(state);
}
}
}
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)
{
if ( !(spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE) )
return;
// Get spell cooldwn
int32 cooldown = GetSpellRecoveryTime(spellInfo);
// Apply spellmods
ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, cooldown);
if (cooldown < 0)
cooldown = 0;
// Add cooldown
AddSpellCooldown(spellInfo->Id, 0, time(NULL) + cooldown / 1000);
// Send activate
WorldPacket data(SMSG_COOLDOWN_EVENT, (4+8));
data << spellInfo->Id;
data << GetGUID();
SendDirectMessage(&data);
}
//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->GetProto()->Socket[0].Color)
{
for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
{
uint32 enchant_id = pItem2->GetEnchantmentId(EnchantmentSlot(enchant_slot));
if(!enchant_id)
continue;
SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if(!enchantEntry)
continue;
uint32 gemid = enchantEntry->GemID;
if(!gemid)
continue;
ItemPrototype const* gemProto = sItemStorage.LookupEntry(gemid);
if(!gemProto)
continue;
GemPropertiesEntry const* gemProperty = sGemPropertiesStore.LookupEntry(gemProto->GemProperties);
if(!gemProperty)
continue;
uint8 GemColor = gemProperty->color;
for(uint8 b = 0, tmpcolormask = 1; b < 4; b++, tmpcolormask <<= 1)
{
if(tmpcolormask & GemColor)
++curcount[b];
}
}
}
}
bool activate = true;
for(int i = 0; i < 5; i++)
{
if(!Condition->Color[i])
continue;
uint32 _cur_gem = curcount[Condition->Color[i] - 1];
// if have use them as count, else use from Condition
uint32 _cmp_gem = Condition->CompareColor[i] ? curcount[Condition->CompareColor[i] - 1]: Condition->Value[i];
switch(Condition->Comparator[i])
{
case 2: // requires less than ( || ) gems
activate &= (_cur_gem < _cmp_gem) ? true : false;
break;
case 3: // requires more than ( || ) gems
activate &= (_cur_gem > _cmp_gem) ? true : false;
break;
case 5: // requires at least than ( || ) gems
activate &= (_cur_gem >= _cmp_gem) ? true : false;
break;
}
}
sLog.outDebug("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::LeaveBattleground(bool teleportToEntryPoint)
{
if(BattleGround *bg = GetBattleGround())
{
bool need_debuf = bg->isBattleGround() && (bg->GetStatus() == STATUS_IN_PROGRESS) && sWorld.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER);
bg->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint, true);
// call after remove to be sure that player resurrected for correct cast
if(need_debuf)
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_bgAfkReportedCount >= 15)
return false;
++m_bgAfkReportedCount;
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_bgAfkReporter.find(reporter->GetGUIDLow())==m_bgAfkReporter.end() && !HasAura(43680,0) && !HasAura(43681,0) && reporter->CanReportAfkDueToLimit())
{
m_bgAfkReporter.insert(reporter->GetGUIDLow());
// 3 players have to complain to apply debuff
if(m_bgAfkReporter.size() >= 3)
{
// cast 'Idle' spell
CastSpell(this, 43680, true);
m_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.getRate(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;
}
void Player::UpdateVisibilityOf(WorldObject* target)
{
if(HaveAtClient(target))
{
if(!target->isVisibleForInState(this,true))
{
target->DestroyForPlayer(this);
m_clientGUIDs.erase(target->GetGUID());
#ifdef TRINITY_DEBUG
if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
sLog.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
#endif
}
}
else
{
if(target->isVisibleForInState(this,false))
{
target->SendUpdateToPlayer(this);
if(target->GetTypeId()!=TYPEID_GAMEOBJECT||!((GameObject*)target)->IsTransport())
m_clientGUIDs.insert(target->GetGUID());
#ifdef TRINITY_DEBUG
if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
sLog.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
#endif
// 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))
SendAuraDurationsForTarget((Unit*)target);
if(target->GetTypeId()==TYPEID_UNIT && ((Creature*)target)->isAlive())
((Creature*)target)->SendMonsterMoveWithSpeedToCurrentDestination(this);
}
}
}
template
inline void UpdateVisibilityOf_helper(std::set& s64, T* target)
{
s64.insert(target->GetGUID());
}
template<>
inline void UpdateVisibilityOf_helper(std::set& s64, GameObject* target)
{
if(!target->IsTransport())
s64.insert(target->GetGUID());
}
template
void Player::UpdateVisibilityOf(T* target, UpdateData& data, UpdateDataMapType& data_updates, std::set& visibleNow)
{
if(HaveAtClient(target))
{
if(!target->isVisibleForInState(this,true))
{
target->BuildOutOfRangeUpdateBlock(&data);
m_clientGUIDs.erase(target->GetGUID());
#ifdef TRINITY_DEBUG
if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
sLog.outDebug("Object %u (Type: %u, Entry: %u) is out of range for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),target->GetEntry(),GetGUIDLow(),GetDistance(target));
#endif
}
}
else
{
if(target->isVisibleForInState(this,false))
{
visibleNow.insert(target);
target->BuildUpdate(data_updates);
target->BuildCreateUpdateBlockForPlayer(&data, this);
UpdateVisibilityOf_helper(m_clientGUIDs,target);
#ifdef TRINITY_DEBUG
if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
sLog.outDebug("Object %u (Type: %u, Entry: %u) is visible now for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),target->GetEntry(),GetGUIDLow(),GetDistance(target));
#endif
}
}
}
template void Player::UpdateVisibilityOf(Player* target, UpdateData& data, UpdateDataMapType& data_updates, std::set& visibleNow);
template void Player::UpdateVisibilityOf(Creature* target, UpdateData& data, UpdateDataMapType& data_updates, std::set& visibleNow);
template void Player::UpdateVisibilityOf(Corpse* target, UpdateData& data, UpdateDataMapType& data_updates, std::set& visibleNow);
template void Player::UpdateVisibilityOf(GameObject* target, UpdateData& data, UpdateDataMapType& data_updates, std::set& visibleNow);
template void Player::UpdateVisibilityOf(DynamicObject* target, UpdateData& data, UpdateDataMapType& data_updates, std::set& visibleNow);
void Player::InitPrimaryProffesions()
{
SetFreePrimaryProffesions(sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL));
}
void Player::SendComboPoints()
{
Unit *combotarget = ObjectAccessor::GetUnit(*this, m_comboTarget);
if (combotarget)
{
WorldPacket data(SMSG_UPDATE_COMBO_POINTS, combotarget->GetPackGUID().size()+1);
data.append(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->GetGUID() == m_comboTarget)
{
m_comboPoints += count;
}
else
{
if(m_comboTarget)
if(Unit* target = ObjectAccessor::GetUnit(*this,m_comboTarget))
target->RemoveComboPointHolder(GetGUIDLow());
m_comboTarget = target->GetGUID();
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_comboTarget)
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_comboTarget))
target->RemoveComboPointHolder(GetGUIDLow());
m_comboTarget = 0;
}
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
assert(subgroup >= 0);
m_group.link(group, this);
m_group.setSubGroup((uint8)subgroup);
}
}
void Player::SendInitialPacketsBeforeAddToMap()
{
WorldPacket data(SMSG_SET_REST_START, 4);
data << uint32(0); // unknown, may be rest state time or expirience
GetSession()->SendPacket(&data);
// Homebind
data.Initialize(SMSG_BINDPOINTUPDATE, 5*4);
data << m_homebindX << m_homebindY << m_homebindZ;
data << (uint32) m_homebindMapId;
data << (uint32) m_homebindZoneId;
GetSession()->SendPacket(&data);
// SMSG_SET_PROFICIENCY
// SMSG_UPDATE_AURA_DURATION
// tutorial stuff
data.Initialize(SMSG_TUTORIAL_FLAGS, 8*4);
for (int i = 0; i < 8; ++i)
data << uint32( GetTutorialInt(i) );
GetSession()->SendPacket(&data);
SendInitialSpells();
data.Initialize(SMSG_SEND_UNLEARN_SPELLS, 4);
data << uint32(0); // count, for(count) uint32;
GetSession()->SendPacket(&data);
SendInitialActionButtons();
SendInitialReputations();
UpdateZone(GetZoneId());
SendInitWorldStates();
// SMSG_SET_AURA_SINGLE
data.Initialize(SMSG_LOGIN_SETTIMESPEED, 8);
data << uint32(secsToTimeBitFields(sWorld.GetGameTime()));
data << (float)0.01666667f; // game speed
GetSession()->SendPacket( &data );
// set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED) || isInFlight())
AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
}
void Player::SendInitialPacketsAfterAddToMap()
{
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_INCREASE_FLIGHT_SPEED, 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 data(SMSG_FORCE_MOVE_ROOT, 10);
data.append(GetPackGUID());
data << (uint32)2;
SendMessageToSet(&data,true);
}
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, uint16 reason)
{
WorldPacket data(SMSG_TRANSFER_ABORTED, 4+2);
data << uint32(mapid);
data << uint16(reason); // transfer abort reason
GetSession()->SendPacket(&data);
}
void Player::SendInstanceResetWarning(uint32 mapid, 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);
data << uint32(type);
data << uint32(mapid);
data << uint32(time);
GetSession()->SendPacket(&data);
}
void Player::ApplyEquipCooldown( Item * pItem )
{
for(int i = 0; i <5; ++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))
{
m_atLoginFlags = m_atLoginFlags & ~AT_LOGIN_RESET_SPELLS;
CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_SPELLS), GetGUIDLow());
}
// 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); // only iter->first can be accessed, object by iter->second can be deleted already
learnDefaultSpells();
learnQuestRewardedSpells();
}
void Player::learnDefaultSpells(bool loading)
{
// learn default race/class spells
PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(),getClass());
std::list::const_iterator spell_itr;
for (spell_itr = info->spell.begin(); spell_itr!=info->spell.end(); ++spell_itr)
{
uint16 tspell = spell_itr->first;
if (tspell)
{
sLog.outDebug("PLAYER: Adding initial spell, id = %u",tspell);
if(loading || !spell_itr->second) // not care about passive spells or loading case
addSpell(tspell,spell_itr->second);
else // but send in normal spell in game learn case
learnSpell(tspell);
}
}
}
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 < 3; ++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[0];
if( spellmgr.GetSpellRank(learned_0) > 1 && !HasSpell(learned_0) )
{
// not have first rank learned (unlearned prof?)
uint32 first_spell = spellmgr.GetFirstSpellInChain(learned_0);
if( !HasSpell(first_spell) )
return;
SpellEntry const *learnedInfo = sSpellStore.LookupEntry(learned_0);
if(!learnedInfo)
return;
// specialization
if(learnedInfo->Effect[0]==SPELL_EFFECT_TRADE_SKILL && learnedInfo->Effect[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[0]!=SPELL_EFFECT_TRADE_SKILL || itrInfo->Effect[1]!=0)
continue;
// compare same chain spells
if(spellmgr.GetFirstSpellInChain(itr->first) != first_spell)
continue;
// now we have 2 specialization, learn possible only if found is lesser specialization rank
if(!spellmgr.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 = objmgr.GetQuestTemplate(itr->first);
if( !quest )
continue;
learnQuestRewardedSpells(quest);
}
}
void Player::learnSkillRewardedSpells(uint32 skill_id )
{
uint32 raceMask = getRaceMask();
uint32 classMask = getClassMask();
for (uint32 j=0; jskillId!=skill_id || pAbility->learnOnGetSkill != ABILITY_LEARNED_ON_GET_PROFESSION_SKILL)
continue;
// Check race if set
if (pAbility->racemask && !(pAbility->racemask & raceMask))
continue;
// Check class if set
if (pAbility->classmask && !(pAbility->classmask & classMask))
continue;
if (SpellEntry const* spellentry = sSpellStore.LookupEntry(pAbility->spellId))
{
// Ok need learn spell
learnSpell(pAbility->spellId);
}
}
}
void Player::learnSkillRewardedSpells()
{
for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
{
if(!GetUInt32Value(PLAYER_SKILL_INDEX(i)))
continue;
uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
learnSkillRewardedSpells(pskill);
}
}
void Player::SendAuraDurationsForTarget(Unit* target)
{
for(Unit::AuraMap::const_iterator itr = target->GetAuras().begin(); itr != target->GetAuras().end(); ++itr)
{
Aura* aura = itr->second;
if(aura->GetAuraSlot() >= MAX_AURAS || aura->IsPassive() || aura->GetCasterGUID()!=GetGUID())
continue;
aura->SendAuraDurationForCaster(this);
}
}
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_lastDailyQuestTime = time(NULL); // last daily quest time
m_DailyQuestChanged = true;
break;
}
}
}
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;
m_lastDailyQuestTime = 0;
}
BattleGround* Player::GetBattleGround() const
{
if(GetBattleGroundId()==0)
return NULL;
return sBattleGroundMgr.GetBattleGround(GetBattleGroundId());
}
bool Player::InArena() const
{
BattleGround *bg = GetBattleGround();
if(!bg || !bg->isArena())
return false;
return true;
}
bool Player::GetBGAccessByLevel(uint32 bgTypeId) const
{
// get a template bg instead of running one
BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
if(!bg)
return false;
if(getLevel() < bg->GetMinLevel() || getLevel() > bg->GetMaxLevel())
return false;
return true;
}
uint32 Player::GetMinLevelForBattleGroundQueueId(uint32 queue_id)
{
if(queue_id < 1)
return 0;
if(queue_id >=6)
queue_id = 6;
return 10*(queue_id+1);
}
uint32 Player::GetMaxLevelForBattleGroundQueueId(uint32 queue_id)
{
if(queue_id >=6)
return 255; // hardcoded max level
return 10*(queue_id+2)-1;
}
uint32 Player::GetBattleGroundQueueIdFromLevel() const
{
uint32 level = getLevel();
if(level <= 19)
return 0;
else if (level > 69)
return 6;
else
return level/10 - 1; // 20..29 -> 1, 30-39 -> 2, ...
}
float Player::GetReputationPriceDiscount( Creature const* pCreature ) const
{
FactionTemplateEntry const* vendor_faction = pCreature->getFactionTemplateEntry();
if(!vendor_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();
SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
{
// skip wrong race skills
if( _spell_idx->second->racemask && (_spell_idx->second->racemask & racemask) == 0)
return false;
// skip wrong class skills
if( _spell_idx->second->classmask && (_spell_idx->second->classmask & classmask) == 0)
return false;
}
return true;
}
bool Player::HasQuestForGO(int32 GOId)
{
for( QuestStatusMap::iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i )
{
QuestStatusData qs=i->second;
if (qs.m_status == QUEST_STATUS_INCOMPLETE)
{
Quest const* qinfo = objmgr.GetQuestTemplate(i->first);
if(!qinfo)
continue;
if(GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
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::UpdateForQuestsGO()
{
if(m_clientGUIDs.empty())
return;
UpdateData udata;
WorldPacket packet;
for(ClientGUIDs::iterator itr=m_clientGUIDs.begin(); itr!=m_clientGUIDs.end(); ++itr)
{
if(IS_GAMEOBJECT_GUID(*itr))
{
GameObject *obj = HashMapHolder::Find(*itr);
if(obj)
obj->BuildValuesUpdateBlockForPlayer(&udata,this);
}
}
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(isInFlight())
{
GetMotionMaster()->MovementExpired();
m_taxi.ClearTaxiDestinations();
}
// drop flag at summon
if(BattleGround *bg = GetBattleGround())
bg->EventPlayerDroppedFlag(this);
m_summon_expire = 0;
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;
Item *mainItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND );
if(!mainItem || mainItem->GetProto()->InventoryType != INVTYPE_2HWEAPON)
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
{
sLog.outError("Player::EquipItem: Can's store offhand item at 2hand item equip for player (GUID: %u).",GetGUIDLow());
}
}
OutdoorPvP * Player::GetOutdoorPvP() const
{
return sOutdoorPvPMgr.GetOutdoorPvPToZoneId(GetZoneId());
}
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 handeled spell reqirement for item class %u",spellInfo->EquippedItemClass);
break;
}
return false;
}
void Player::RemoveItemDependentAurasAndCasts( Item * pItem )
{
AuraMap& auras = GetAuras();
for(AuraMap::iterator itr = auras.begin(); itr != auras.end(); )
{
Aura* aura = itr->second;
// skip passive (passive item dependent spells work in another way) and not self applied auras
SpellEntry const* spellInfo = aura->GetSpellProto();
if(aura->IsPassive() || aura->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(aura->GetId());
itr = auras.begin();
}
// currently casted spells can be dependent from item
for (uint32 i = 0; i < CURRENT_MAX_SPELL; i++)
{
if( m_currentSpells[i] && m_currentSpells[i]->getState()!=SPELL_STATE_DELAYED &&
!HasItemFitToSpellReqirements(m_currentSpells[i]->m_spellInfo,pItem) )
InterruptSpell(i);
}
}
uint32 Player::GetResurrectionSpellId()
{
// search priceless resurrection possabilities
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 == 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
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
if(prio < 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1))
spell_id = 21169;
return spell_id;
}
bool Player::RewardPlayerAndGroupAtKill(Unit* pVictim)
{
bool PvP = pVictim->isCharmedOwnedByPlayerOrPlayer();
// prepare data for near group iteration (PvP and !PvP cases)
uint32 xp = 0;
bool honored_kill = false;
if(Group *pGroup = GetGroup())
{
uint32 count = 0;
uint32 sum_level = 0;
Player* member_with_max_level = NULL;
Player* not_gray_member_with_max_level = NULL;
// gets the max member level of the group, and the max member level that still gets XP
pGroup->GetDataForXPAtKill(pVictim,count,sum_level,member_with_max_level,not_gray_member_with_max_level);
if(member_with_max_level)
{
// PvP kills doesn't yield experience
// also no XP gained if there is no member below gray level
xp = (PvP || !not_gray_member_with_max_level) ? 0 : Trinity::XP::Gain(not_gray_member_with_max_level, pVictim);
// skip in check PvP case (for speed, not used)
bool is_raid = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsRaid() && pGroup->isRaidGroup();
bool is_dungeon = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsDungeon();
float group_rate = Trinity::XP::xp_in_group_rate(count,is_raid);
for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player* pGroupGuy = itr->getSource();
if(!pGroupGuy)
continue;
if(!pGroupGuy->IsAtGroupRewardDistance(pVictim))
continue; // member (alive or dead) or his corpse at req. distance
// honor can be in PvP and !PvP (racial leader) cases (for alive)
if(pGroupGuy->isAlive() && pGroupGuy->RewardHonor(pVictim,count, -1, true) && pGroupGuy==this)
honored_kill = true;
// xp and reputation only in !PvP case
if(!PvP)
{
float rate = group_rate * float(pGroupGuy->getLevel()) / sum_level;
// if is in dungeon then all receive full reputation at kill
// rewarded any alive/dead/near_corpse group member
pGroupGuy->RewardReputation(pVictim,is_dungeon ? 1.0f : rate);
// XP updated only for alive group member
if(pGroupGuy->isAlive() && not_gray_member_with_max_level &&
pGroupGuy->getLevel() <= not_gray_member_with_max_level->getLevel())
{
uint32 itr_xp = (member_with_max_level == not_gray_member_with_max_level) ? uint32(xp*rate) : uint32((xp*rate/2)+1);
pGroupGuy->GiveXP(itr_xp, pVictim);
if(Pet* pet = pGroupGuy->GetPet())
pet->GivePetXP(itr_xp/2);
}
// quest objectives updated only for alive group member or dead but with not released body
if(pGroupGuy->isAlive()|| !pGroupGuy->GetCorpse())
{
// normal creature (not pet/etc) can be only in !PvP case
if(pVictim->GetTypeId()==TYPEID_UNIT)
pGroupGuy->KilledMonster(pVictim->GetEntry(), pVictim->GetGUID());
}
}
}
}
}
else // if (!pGroup)
{
xp = PvP ? 0 : Trinity::XP::Gain(this, pVictim);
// honor can be in PvP and !PvP (racial leader) cases
if(RewardHonor(pVictim,1, -1, true))
honored_kill = true;
// 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)
KilledMonster(pVictim->GetEntry(),pVictim->GetGUID());
}
}
return xp || honored_kill;
}
bool Player::IsAtGroupRewardDistance(WorldObject const* pRewardSource) const
{
if(pRewardSource->GetDistance(this) <= sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE))
return true;
if(isAlive())
return false;
Corpse* corpse = GetCorpse();
if(!corpse)
return false;
return pRewardSource->GetDistance(corpse) <= sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE);
}
uint32 Player::GetBaseWeaponSkillValue (WeaponAttackType attType) const
{
Item* item = GetWeaponForAttack(attType,true);
// unarmmed only with base attack
if(attType != BASE_ATTACK && !item)
return 0;
// weapon skill or (unarmed for base attack)
uint32 skill = item ? item->GetSkill() : SKILL_UNARMED;
return GetBaseSkillValue(skill);
}
void Player::ResurectUsingRequestData()
{
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();
TeleportTo(m_resurrectMap, m_resurrectX, m_resurrectY, m_resurrectZ, GetOrientation());
}
void Player::SetClientControl(Unit* target, uint8 allowMove)
{
WorldPacket data(SMSG_CLIENT_CONTROL_UPDATE, target->GetPackGUID().size()+1);
data.append(target->GetPackGUID());
data << uint8(allowMove);
GetSession()->SendPacket(&data);
}
void Player::UpdateZoneDependentAuras( uint32 newZone )
{
// remove new continent flight forms
if( !isGameMaster() &&
GetVirtualMapForMapAndZone(GetMapId(),newZone) != 530)
{
RemoveSpellsCausingAura(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED);
RemoveSpellsCausingAura(SPELL_AURA_FLY);
}
// Some spells applied at enter into zone (with subzones)
// Human Illusion
// NOTE: these are removed by RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP);
if ( newZone == 2367 ) // Old Hillsbrad Foothills
{
uint32 spellid = 0;
// all horde races
if( GetTeam() == HORDE )
spellid = getGender() == GENDER_FEMALE ? 35481 : 35480;
// and some alliance races
else if( getRace() == RACE_NIGHTELF || getRace() == RACE_DRAENEI )
spellid = getGender() == GENDER_FEMALE ? 35483 : 35482;
if(spellid && !HasAura(spellid,0) )
CastSpell(this,spellid,true);
}
}
void Player::UpdateAreaDependentAuras( uint32 newArea )
{
// remove auras from spells with area limitations
for(AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end();)
{
// use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
if(!IsSpellAllowedInLocation(iter->second->GetSpellProto(),GetMapId(),m_zoneUpdateId,newArea))
RemoveAura(iter);
else
++iter;
}
// unmount if enter in this subzone
if( newArea == 35)
RemoveSpellsCausingAura(SPELL_AURA_MOUNTED);
// Dragonmaw Illusion
else if( newArea == 3759 || newArea == 3966 || newArea == 3939 )
{
if( GetDummyAura(40214) )
{
if( !HasAura(40216,0) )
CastSpell(this,40216,true);
if( !HasAura(42016,0) )
CastSpell(this,42016,true);
}
}
}
uint32 Player::GetCorpseReclaimDelay(bool pvp) const
{
if( pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
!pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
{
return copseReclaimDelay[0];
}
time_t now = time(NULL);
// 0..2 full period
uint32 count = (now < m_deathExpireTime) ? (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_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
!pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
return;
time_t now = time(NULL);
if(now < m_deathExpireTime)
{
// full and partly periods 1..3
uint32 count = (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_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
!pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
{
count = (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 = 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*1000);
GetSession()->SendPacket( &data );
}
Player* Player::GetNextRandomRaidMember(float radius)
{
Group *pGroup = GetGroup();
if(!pGroup)
return NULL;
std::vector nearMembers;
nearMembers.reserve(pGroup->GetMembersCount());
for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player* Target = itr->getSource();
// IsHostileTo check duel and controlled by enemy
if( Target && Target != this && IsWithinDistInMap(Target, radius) &&
!Target->HasInvisibilityAura() && !IsHostileTo(Target) )
nearMembers.push_back(Target);
}
if (nearMembers.empty())
return NULL;
uint32 randTarget = urand(0,nearMembers.size()-1);
return nearMembers[randTarget];
}
void Player::UpdateUnderwaterState( Map* m, float x, float y, float z )
{
float water_z = m->GetWaterLevel(x,y);
float height_z = m->GetHeight(x,y,z, false); // use .map base surface height
uint8 flag1 = m->GetTerrainType(x,y);
//!Underwater check, not in water if underground or above water level
if (height_z <= INVALID_HEIGHT || z < (height_z-2) || z > (water_z - 2) )
m_isunderwater &= 0x7A;
else if ((z < (water_z - 2)) && (flag1 & 0x01))
m_isunderwater |= 0x01;
//!in lava check, anywhere under lava level
if ((height_z <= INVALID_HEIGHT || z < (height_z - 0)) && (flag1 == 0x00) && IsInWater())
m_isunderwater |= 0x80;
}
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 == this->pos)
return true;
return false;
}
bool Player::isAllowUseBattleGroundObject()
{
return ( //InBattleGround() && // in battleground - not need, check in other cases
!IsMounted() && // not mounted
!HasStealthAura() && // not stealthed
!HasInvisibilityAura() && // not invisible
!HasAura(SPELL_RECENTLY_DROPPED_FLAG, 0) && // can't pickup
isAlive() // live player
);
}