/* * 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 */ #ifndef _PLAYER_H #define _PLAYER_H #include "Common.h" #include "ItemPrototype.h" #include "Unit.h" #include "Item.h" #include "Database/DatabaseEnv.h" #include "NPCHandler.h" #include "QuestDef.h" #include "Group.h" #include "Bag.h" #include "WorldSession.h" #include "Pet.h" #include "Util.h" // for Tokens typedef #include #include struct Mail; class Channel; class DynamicObject; class Creature; class Pet; class PlayerMenu; class Transport; class UpdateMask; class PlayerSocial; class OutdoorPvP; typedef std::deque PlayerMails; #define PLAYER_MAX_SKILLS 127 #define PLAYER_MAX_DAILY_QUESTS 25 // Note: SPELLMOD_* values is aura types in fact enum SpellModType { SPELLMOD_FLAT = 107, // SPELL_AURA_ADD_FLAT_MODIFIER SPELLMOD_PCT = 108 // SPELL_AURA_ADD_PCT_MODIFIER }; enum PlayerSpellState { PLAYERSPELL_UNCHANGED = 0, PLAYERSPELL_CHANGED = 1, PLAYERSPELL_NEW = 2, PLAYERSPELL_REMOVED = 3 }; struct PlayerSpell { uint16 slotId : 16; PlayerSpellState state : 8; bool active : 1; bool disabled : 1; }; #define SPELL_WITHOUT_SLOT_ID uint16(-1) struct SpellModifier { SpellModOp op : 8; SpellModType type : 8; int16 charges : 16; int32 value; uint64 mask; uint32 spellId; uint32 effectId; Spell const* lastAffected; }; typedef UNORDERED_MAP PlayerSpellMap; typedef std::list SpellModList; struct SpellCooldown { time_t end; uint16 itemid; }; typedef std::map SpellCooldowns; enum TrainerSpellState { TRAINER_SPELL_GREEN = 0, TRAINER_SPELL_RED = 1, TRAINER_SPELL_GRAY = 2 }; enum ActionButtonUpdateState { ACTIONBUTTON_UNCHANGED = 0, ACTIONBUTTON_CHANGED = 1, ACTIONBUTTON_NEW = 2, ACTIONBUTTON_DELETED = 3 }; struct ActionButton { ActionButton() : action(0), type(0), misc(0), uState( ACTIONBUTTON_NEW ) {} ActionButton(uint16 _action, uint8 _type, uint8 _misc) : action(_action), type(_type), misc(_misc), uState( ACTIONBUTTON_NEW ) {} uint16 action; uint8 type; uint8 misc; ActionButtonUpdateState uState; }; enum ActionButtonType { ACTION_BUTTON_SPELL = 0, ACTION_BUTTON_MACRO = 64, ACTION_BUTTON_CMACRO= 65, ACTION_BUTTON_ITEM = 128 }; #define MAX_ACTION_BUTTONS 132 //checked in 2.3.0 typedef std::map ActionButtonList; typedef std::pair CreateSpellPair; struct PlayerCreateInfoItem { PlayerCreateInfoItem(uint32 id, uint32 amount) : item_id(id), item_amount(amount) {} uint32 item_id; uint32 item_amount; }; typedef std::list PlayerCreateInfoItems; struct PlayerClassLevelInfo { PlayerClassLevelInfo() : basehealth(0), basemana(0) {} uint16 basehealth; uint16 basemana; }; struct PlayerClassInfo { PlayerClassInfo() : levelInfo(NULL) { } PlayerClassLevelInfo* levelInfo; //[level-1] 0..MaxPlayerLevel-1 }; struct PlayerLevelInfo { PlayerLevelInfo() { for(int i=0; i < MAX_STATS; ++i ) stats[i] = 0; } uint8 stats[MAX_STATS]; }; struct PlayerInfo { // existence checked by displayId != 0 // existence checked by displayId != 0 PlayerInfo() : displayId_m(0),displayId_f(0),levelInfo(NULL) { } uint32 mapId; uint32 zoneId; float positionX; float positionY; float positionZ; uint16 displayId_m; uint16 displayId_f; PlayerCreateInfoItems item; std::list spell; std::list action[4]; PlayerLevelInfo* levelInfo; //[level-1] 0..MaxPlayerLevel-1 }; struct PvPInfo { PvPInfo() : inHostileArea(false), endTimer(0) {} bool inHostileArea; time_t endTimer; }; struct DuelInfo { DuelInfo() : initiator(NULL), opponent(NULL), startTimer(0), startTime(0), outOfBound(0) {} Player *initiator; Player *opponent; time_t startTimer; time_t startTime; time_t outOfBound; }; struct Areas { uint32 areaID; uint32 areaFlag; float x1; float x2; float y1; float y2; }; enum FactionFlags { FACTION_FLAG_VISIBLE = 0x01, // makes visible in client (set or can be set at interaction with target of this faction) FACTION_FLAG_AT_WAR = 0x02, // enable AtWar-button in client. player controlled (except opposition team always war state), Flag only set on initial creation FACTION_FLAG_HIDDEN = 0x04, // hidden faction from reputation pane in client (player can gain reputation, but this update not sent to client) FACTION_FLAG_INVISIBLE_FORCED = 0x08, // always overwrite FACTION_FLAG_VISIBLE and hide faction in rep.list, used for hide opposite team factions FACTION_FLAG_PEACE_FORCED = 0x10, // always overwrite FACTION_FLAG_AT_WAR, used for prevent war with own team factions FACTION_FLAG_INACTIVE = 0x20, // player controlled, state stored in characters.data ( CMSG_SET_FACTION_INACTIVE ) FACTION_FLAG_RIVAL = 0x40 // flag for the two competing outland factions }; typedef uint32 RepListID; struct FactionState { uint32 ID; RepListID ReputationListID; uint32 Flags; int32 Standing; bool Changed; }; typedef std::map FactionStateList; typedef std::map ForcedReactions; typedef std::set GuardianPetList; struct EnchantDuration { EnchantDuration() : item(NULL), slot(MAX_ENCHANTMENT_SLOT), leftduration(0) {}; EnchantDuration(Item * _item, EnchantmentSlot _slot, uint32 _leftduration) : item(_item), slot(_slot), leftduration(_leftduration) { assert(item); }; Item * item; EnchantmentSlot slot; uint32 leftduration; }; typedef std::list EnchantDurationList; typedef std::list ItemDurationList; struct LookingForGroupSlot { LookingForGroupSlot() : entry(0), type(0) {} bool Empty() const { return !entry && !type; } void Clear() { entry = 0; type = 0; } void Set(uint32 _entry, uint32 _type ) { entry = _entry; type = _type; } bool Is(uint32 _entry, uint32 _type) const { return entry==_entry && type==_type; } bool canAutoJoin() const { return entry && (type == 1 || type == 5); } uint32 entry; uint32 type; }; #define MAX_LOOKING_FOR_GROUP_SLOT 3 struct LookingForGroup { LookingForGroup() {} bool HaveInSlot(LookingForGroupSlot const& slot) const { return HaveInSlot(slot.entry,slot.type); } bool HaveInSlot(uint32 _entry, uint32 _type) const { for(int i = 0; i < MAX_LOOKING_FOR_GROUP_SLOT; ++i) if(slots[i].Is(_entry,_type)) return true; return false; } bool canAutoJoin() const { for(int i = 0; i < MAX_LOOKING_FOR_GROUP_SLOT; ++i) if(slots[i].canAutoJoin()) return true; return false; } bool Empty() const { for(int i = 0; i < MAX_LOOKING_FOR_GROUP_SLOT; ++i) if(!slots[i].Empty()) return false; return more.Empty(); } LookingForGroupSlot slots[MAX_LOOKING_FOR_GROUP_SLOT]; LookingForGroupSlot more; std::string comment; }; enum PlayerMovementType { MOVE_ROOT = 1, MOVE_UNROOT = 2, MOVE_WATER_WALK = 3, MOVE_LAND_WALK = 4 }; enum DrunkenState { DRUNKEN_SOBER = 0, DRUNKEN_TIPSY = 1, DRUNKEN_DRUNK = 2, DRUNKEN_SMASHED = 3 }; enum PlayerStateType { /* PLAYER_STATE_DANCE PLAYER_STATE_SLEEP PLAYER_STATE_SIT PLAYER_STATE_STAND PLAYER_STATE_READYUNARMED PLAYER_STATE_WORK PLAYER_STATE_POINT(DNR) PLAYER_STATE_NONE // not used or just no state, just standing there? PLAYER_STATE_STUN PLAYER_STATE_DEAD PLAYER_STATE_KNEEL PLAYER_STATE_USESTANDING PLAYER_STATE_STUN_NOSHEATHE PLAYER_STATE_USESTANDING_NOSHEATHE PLAYER_STATE_WORK_NOSHEATHE PLAYER_STATE_SPELLPRECAST PLAYER_STATE_READYRIFLE PLAYER_STATE_WORK_NOSHEATHE_MINING PLAYER_STATE_WORK_NOSHEATHE_CHOPWOOD PLAYER_STATE_AT_EASE PLAYER_STATE_READY1H PLAYER_STATE_SPELLKNEELSTART PLAYER_STATE_SUBMERGED */ PLAYER_STATE_NONE = 0, PLAYER_STATE_SIT = 1, PLAYER_STATE_SIT_CHAIR = 2, PLAYER_STATE_SLEEP = 3, PLAYER_STATE_SIT_LOW_CHAIR = 4, PLAYER_STATE_SIT_MEDIUM_CHAIR = 5, PLAYER_STATE_SIT_HIGH_CHAIR = 6, PLAYER_STATE_DEAD = 7, PLAYER_STATE_KNEEL = 8, PLAYER_STATE_FORM_ALL = 0x00FF0000, PLAYER_STATE_FLAG_ALWAYS_STAND = 0x01, // byte 4 PLAYER_STATE_FLAG_CREEP = 0x02000000, PLAYER_STATE_FLAG_UNTRACKABLE = 0x04000000, PLAYER_STATE_FLAG_ALL = 0xFF000000, }; enum PlayerFlags { PLAYER_FLAGS_GROUP_LEADER = 0x00000001, PLAYER_FLAGS_AFK = 0x00000002, PLAYER_FLAGS_DND = 0x00000004, PLAYER_FLAGS_GM = 0x00000008, PLAYER_FLAGS_GHOST = 0x00000010, PLAYER_FLAGS_RESTING = 0x00000020, PLAYER_FLAGS_FFA_PVP = 0x00000080, PLAYER_FLAGS_CONTESTED_PVP = 0x00000100, // Player has been involved in a PvP combat and will be attacked by contested guards PLAYER_FLAGS_IN_PVP = 0x00000200, PLAYER_FLAGS_HIDE_HELM = 0x00000400, PLAYER_FLAGS_HIDE_CLOAK = 0x00000800, PLAYER_FLAGS_UNK1 = 0x00001000, // played long time PLAYER_FLAGS_UNK2 = 0x00002000, // played too long time PLAYER_FLAGS_UNK3 = 0x00008000, // strange visual effect (2.0.1), looks like PLAYER_FLAGS_GHOST flag PLAYER_FLAGS_SANCTUARY = 0x00010000, // player entered sanctuary PLAYER_FLAGS_UNK4 = 0x00020000, // taxi benchmark mode (on/off) (2.0.1) PLAYER_UNK = 0x00040000, // 2.0.8... }; // used for PLAYER__FIELD_KNOWN_TITLES field (uint64), (1< QuestStatusMap; enum QuestSlotOffsets { QUEST_ID_OFFSET = 0, QUEST_STATE_OFFSET = 1, QUEST_COUNTS_OFFSET = 2, QUEST_TIME_OFFSET = 3 }; #define MAX_QUEST_OFFSET 4 enum QuestSlotStateMask { QUEST_STATE_NONE = 0x0000, QUEST_STATE_COMPLETE = 0x0001, QUEST_STATE_FAIL = 0x0002 }; class Quest; class Spell; class Item; class WorldSession; enum PlayerSlots { // first slot for item stored (in any way in player m_items data) PLAYER_SLOT_START = 0, // last+1 slot for item stored (in any way in player m_items data) PLAYER_SLOT_END = 118, PLAYER_SLOTS_COUNT = (PLAYER_SLOT_END - PLAYER_SLOT_START) }; enum EquipmentSlots { EQUIPMENT_SLOT_START = 0, EQUIPMENT_SLOT_HEAD = 0, EQUIPMENT_SLOT_NECK = 1, EQUIPMENT_SLOT_SHOULDERS = 2, EQUIPMENT_SLOT_BODY = 3, EQUIPMENT_SLOT_CHEST = 4, EQUIPMENT_SLOT_WAIST = 5, EQUIPMENT_SLOT_LEGS = 6, EQUIPMENT_SLOT_FEET = 7, EQUIPMENT_SLOT_WRISTS = 8, EQUIPMENT_SLOT_HANDS = 9, EQUIPMENT_SLOT_FINGER1 = 10, EQUIPMENT_SLOT_FINGER2 = 11, EQUIPMENT_SLOT_TRINKET1 = 12, EQUIPMENT_SLOT_TRINKET2 = 13, EQUIPMENT_SLOT_BACK = 14, EQUIPMENT_SLOT_MAINHAND = 15, EQUIPMENT_SLOT_OFFHAND = 16, EQUIPMENT_SLOT_RANGED = 17, EQUIPMENT_SLOT_TABARD = 18, EQUIPMENT_SLOT_END = 19 }; enum InventorySlots { INVENTORY_SLOT_BAG_0 = 255, INVENTORY_SLOT_BAG_START = 19, INVENTORY_SLOT_BAG_1 = 19, INVENTORY_SLOT_BAG_2 = 20, INVENTORY_SLOT_BAG_3 = 21, INVENTORY_SLOT_BAG_4 = 22, INVENTORY_SLOT_BAG_END = 23, INVENTORY_SLOT_ITEM_START = 23, INVENTORY_SLOT_ITEM_1 = 23, INVENTORY_SLOT_ITEM_2 = 24, INVENTORY_SLOT_ITEM_3 = 25, INVENTORY_SLOT_ITEM_4 = 26, INVENTORY_SLOT_ITEM_5 = 27, INVENTORY_SLOT_ITEM_6 = 28, INVENTORY_SLOT_ITEM_7 = 29, INVENTORY_SLOT_ITEM_8 = 30, INVENTORY_SLOT_ITEM_9 = 31, INVENTORY_SLOT_ITEM_10 = 32, INVENTORY_SLOT_ITEM_11 = 33, INVENTORY_SLOT_ITEM_12 = 34, INVENTORY_SLOT_ITEM_13 = 35, INVENTORY_SLOT_ITEM_14 = 36, INVENTORY_SLOT_ITEM_15 = 37, INVENTORY_SLOT_ITEM_16 = 38, INVENTORY_SLOT_ITEM_END = 39 }; enum BankSlots { BANK_SLOT_ITEM_START = 39, BANK_SLOT_ITEM_1 = 39, BANK_SLOT_ITEM_2 = 40, BANK_SLOT_ITEM_3 = 41, BANK_SLOT_ITEM_4 = 42, BANK_SLOT_ITEM_5 = 43, BANK_SLOT_ITEM_6 = 44, BANK_SLOT_ITEM_7 = 45, BANK_SLOT_ITEM_8 = 46, BANK_SLOT_ITEM_9 = 47, BANK_SLOT_ITEM_10 = 48, BANK_SLOT_ITEM_11 = 49, BANK_SLOT_ITEM_12 = 50, BANK_SLOT_ITEM_13 = 51, BANK_SLOT_ITEM_14 = 52, BANK_SLOT_ITEM_15 = 53, BANK_SLOT_ITEM_16 = 54, BANK_SLOT_ITEM_17 = 55, BANK_SLOT_ITEM_18 = 56, BANK_SLOT_ITEM_19 = 57, BANK_SLOT_ITEM_20 = 58, BANK_SLOT_ITEM_21 = 59, BANK_SLOT_ITEM_22 = 60, BANK_SLOT_ITEM_23 = 61, BANK_SLOT_ITEM_24 = 62, BANK_SLOT_ITEM_25 = 63, BANK_SLOT_ITEM_26 = 64, BANK_SLOT_ITEM_27 = 65, BANK_SLOT_ITEM_28 = 66, BANK_SLOT_ITEM_END = 67, BANK_SLOT_BAG_START = 67, BANK_SLOT_BAG_1 = 67, BANK_SLOT_BAG_2 = 68, BANK_SLOT_BAG_3 = 69, BANK_SLOT_BAG_4 = 70, BANK_SLOT_BAG_5 = 71, BANK_SLOT_BAG_6 = 72, BANK_SLOT_BAG_7 = 73, BANK_SLOT_BAG_END = 74 }; enum BuyBackSlots { // stored in m_buybackitems BUYBACK_SLOT_START = 74, BUYBACK_SLOT_1 = 74, BUYBACK_SLOT_2 = 75, BUYBACK_SLOT_3 = 76, BUYBACK_SLOT_4 = 77, BUYBACK_SLOT_5 = 78, BUYBACK_SLOT_6 = 79, BUYBACK_SLOT_7 = 80, BUYBACK_SLOT_8 = 81, BUYBACK_SLOT_9 = 82, BUYBACK_SLOT_10 = 83, BUYBACK_SLOT_11 = 84, BUYBACK_SLOT_12 = 85, BUYBACK_SLOT_END = 86 }; enum KeyRingSlots { KEYRING_SLOT_START = 86, KEYRING_SLOT_END = 118 }; struct ItemPosCount { ItemPosCount(uint16 _pos, uint8 _count) : pos(_pos), count(_count) {} bool isContainedIn(std::vector const& vec) const; uint16 pos; uint8 count; }; typedef std::vector ItemPosCountVec; enum TradeSlots { TRADE_SLOT_COUNT = 7, TRADE_SLOT_TRADED_COUNT = 6, TRADE_SLOT_NONTRADED = 6 }; enum TransferAbortReason { TRANSFER_ABORT_MAX_PLAYERS = 0x0001, // Transfer Aborted: instance is full TRANSFER_ABORT_NOT_FOUND = 0x0002, // Transfer Aborted: instance not found TRANSFER_ABORT_TOO_MANY_INSTANCES = 0x0003, // You have entered too many instances recently. TRANSFER_ABORT_ZONE_IN_COMBAT = 0x0005, // Unable to zone in while an encounter is in progress. TRANSFER_ABORT_INSUF_EXPAN_LVL1 = 0x0106, // You must have TBC expansion installed to access this area. TRANSFER_ABORT_DIFFICULTY1 = 0x0007, // Normal difficulty mode is not available for %s. TRANSFER_ABORT_DIFFICULTY2 = 0x0107, // Heroic difficulty mode is not available for %s. TRANSFER_ABORT_DIFFICULTY3 = 0x0207 // Epic difficulty mode is not available for %s. }; enum InstanceResetWarningType { RAID_INSTANCE_WARNING_HOURS = 1, // WARNING! %s is scheduled to reset in %d hour(s). RAID_INSTANCE_WARNING_MIN = 2, // WARNING! %s is scheduled to reset in %d minute(s)! RAID_INSTANCE_WARNING_MIN_SOON = 3, // WARNING! %s is scheduled to reset in %d minute(s). Please exit the zone or you will be returned to your bind location! RAID_INSTANCE_WELCOME = 4 // Welcome to %s. This raid instance is scheduled to reset in %s. }; struct MovementInfo { // common //uint32 flags; uint8 unk1; uint32 time; float x, y, z, o; // transport uint64 t_guid; float t_x, t_y, t_z, t_o; uint32 t_time; // swimming and unk float s_pitch; // last fall time uint32 fallTime; // jumping float j_unk, j_sinAngle, j_cosAngle, j_xyspeed; // spline float u_unk1; MovementInfo() { //flags = time = t_time = fallTime = 0; unk1 = 0; x = y = z = o = t_x = t_y = t_z = t_o = s_pitch = j_unk = j_sinAngle = j_cosAngle = j_xyspeed = u_unk1 = 0.0f; t_guid = 0; } /*void SetMovementFlags(uint32 _flags) { flags = _flags; }*/ }; // flags that use in movement check for example at spell casting MovementFlags const movementFlagsMask = MovementFlags( MOVEMENTFLAG_FORWARD |MOVEMENTFLAG_BACKWARD |MOVEMENTFLAG_STRAFE_LEFT|MOVEMENTFLAG_STRAFE_RIGHT| MOVEMENTFLAG_PITCH_UP|MOVEMENTFLAG_PITCH_DOWN|MOVEMENTFLAG_FLY_UNK1 | MOVEMENTFLAG_JUMPING |MOVEMENTFLAG_FALLING |MOVEMENTFLAG_FLY_UP | MOVEMENTFLAG_FLYING |MOVEMENTFLAG_SPLINE ); MovementFlags const movementOrTurningFlagsMask = MovementFlags( movementFlagsMask | MOVEMENTFLAG_LEFT | MOVEMENTFLAG_RIGHT ); class InstanceSave; enum RestType { REST_TYPE_NO = 0, REST_TYPE_IN_TAVERN = 1, REST_TYPE_IN_CITY = 2 }; enum DuelCompleteType { DUEL_INTERUPTED = 0, DUEL_WON = 1, DUEL_FLED = 2 }; enum TeleportToOptions { TELE_TO_GM_MODE = 0x01, TELE_TO_NOT_LEAVE_TRANSPORT = 0x02, TELE_TO_NOT_LEAVE_COMBAT = 0x04, TELE_TO_NOT_UNSUMMON_PET = 0x08, TELE_TO_SPELL = 0x10, }; /// Type of environmental damages enum EnvironmentalDamageType { DAMAGE_EXHAUSTED = 0, DAMAGE_DROWNING = 1, DAMAGE_FALL = 2, DAMAGE_LAVA = 3, DAMAGE_SLIME = 4, DAMAGE_FIRE = 5, DAMAGE_FALL_TO_VOID = 6 // custom case for fall without durability loss }; // used at player loading query list preparing, and later result selection enum PlayerLoginQueryIndex { PLAYER_LOGIN_QUERY_LOADFROM = 0, PLAYER_LOGIN_QUERY_LOADGROUP = 1, PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES = 2, PLAYER_LOGIN_QUERY_LOADAURAS = 3, PLAYER_LOGIN_QUERY_LOADSPELLS = 4, PLAYER_LOGIN_QUERY_LOADQUESTSTATUS = 5, PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS = 6, PLAYER_LOGIN_QUERY_LOADTUTORIALS = 7, // common for all characters for some account at specific realm PLAYER_LOGIN_QUERY_LOADREPUTATION = 8, PLAYER_LOGIN_QUERY_LOADINVENTORY = 9, PLAYER_LOGIN_QUERY_LOADACTIONS = 10, PLAYER_LOGIN_QUERY_LOADMAILCOUNT = 11, PLAYER_LOGIN_QUERY_LOADMAILDATE = 12, PLAYER_LOGIN_QUERY_LOADSOCIALLIST = 13, PLAYER_LOGIN_QUERY_LOADHOMEBIND = 14, PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS = 15, PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES = 16, PLAYER_LOGIN_QUERY_LOADGUILD = 17, }; #define MAX_PLAYER_LOGIN_QUERY 18 // Player summoning auto-decline time (in secs) #define MAX_PLAYER_SUMMON_DELAY (2*MINUTE) #define MAX_MONEY_AMOUNT (0x7FFFFFFF-1) struct InstancePlayerBind { InstanceSave *save; bool perm; /* permanent PlayerInstanceBinds are created in Raid/Heroic instances for players that aren't already permanently bound when they are inside when a boss is killed or when they enter an instance that the group leader is permanently bound to. */ InstancePlayerBind() : save(NULL), perm(false) {} }; class TRINITY_DLL_SPEC PlayerTaxi { public: PlayerTaxi(); ~PlayerTaxi() {} // Nodes void InitTaxiNodesForLevel(uint32 race, uint32 level); void LoadTaxiMask(const char* data); void SaveTaxiMask(const char* data); uint32 GetTaximask( uint8 index ) const { return m_taximask[index]; } bool IsTaximaskNodeKnown(uint32 nodeidx) const { uint8 field = uint8((nodeidx - 1) / 32); uint32 submask = 1<<((nodeidx-1)%32); return (m_taximask[field] & submask) == submask; } bool SetTaximaskNode(uint32 nodeidx) { uint8 field = uint8((nodeidx - 1) / 32); uint32 submask = 1<<((nodeidx-1)%32); if ((m_taximask[field] & submask) != submask ) { m_taximask[field] |= submask; return true; } else return false; } void AppendTaximaskTo(ByteBuffer& data,bool all); // Destinations bool LoadTaxiDestinationsFromString(std::string values); std::string SaveTaxiDestinationsToString(); void ClearTaxiDestinations() { m_TaxiDestinations.clear(); } void AddTaxiDestination(uint32 dest) { m_TaxiDestinations.push_back(dest); } uint32 GetTaxiSource() const { return m_TaxiDestinations.empty() ? 0 : m_TaxiDestinations.front(); } uint32 GetTaxiDestination() const { return m_TaxiDestinations.size() < 2 ? 0 : m_TaxiDestinations[1]; } uint32 GetCurrentTaxiPath() const; uint32 NextTaxiDestination() { m_TaxiDestinations.pop_front(); return GetTaxiDestination(); } bool empty() const { return m_TaxiDestinations.empty(); } private: TaxiMask m_taximask; std::deque m_TaxiDestinations; }; class TRINITY_DLL_SPEC Player : public Unit { friend class WorldSession; friend void Item::AddToUpdateQueueOf(Player *player); friend void Item::RemoveFromUpdateQueueOf(Player *player); public: explicit Player (WorldSession *session); ~Player ( ); void CleanupsBeforeDelete(); static UpdateMask updateVisualBits; static void InitVisibleBits(); void AddToWorld(); void RemoveFromWorld(); // always active void setActive(bool) {} void SetViewport(uint64 guid, bool movable); void Possess(Unit *target); void RemovePossess(bool attack = true); WorldObject* GetFarsightTarget() const; void ClearFarsight(); void RemoveFarsightTarget(); void SetFarsightTarget(WorldObject* target); // Controls if vision is currently on farsight object, updated in FAR_SIGHT opcode void SetFarsightVision(bool apply) { m_farsightVision = apply; } bool HasFarsightVision() const { return m_farsightVision; } bool TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options = 0); bool TeleportTo(WorldLocation const &loc, uint32 options = 0) { return TeleportTo(loc.mapid, loc.x, loc.y, loc.z, options); } void SetSummonPoint(uint32 mapid, float x, float y, float z) { m_summon_expire = time(NULL) + MAX_PLAYER_SUMMON_DELAY; m_summon_mapid = mapid; m_summon_x = x; m_summon_y = y; m_summon_z = z; } void SummonIfPossible(bool agree); bool Create( uint32 guidlow, std::string name, uint8 race, uint8 class_, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair, uint8 outfitId ); void Update( uint32 time ); void BuildEnumData( QueryResult * result, WorldPacket * p_data ); void SetInWater(bool apply); bool IsInWater() const { return m_isInWater; } bool IsUnderWater() const; void SendInitialPacketsBeforeAddToMap(); void SendInitialPacketsAfterAddToMap(); void SendTransferAborted(uint32 mapid, uint16 reason); void SendInstanceResetWarning(uint32 mapid, uint32 time); bool CanInteractWithNPCs(bool alive = true) const; bool ToggleAFK(); bool ToggleDND(); bool isAFK() const { return HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_AFK); }; bool isDND() const { return HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_DND); }; uint8 chatTag() const; std::string afkMsg; std::string dndMsg; PlayerSocial *GetSocial() { return m_social; } PlayerTaxi m_taxi; void InitTaxiNodesForLevel() { m_taxi.InitTaxiNodesForLevel(getRace(),getLevel()); } bool ActivateTaxiPathTo(std::vector const& nodes, uint32 mount_id = 0 , Creature* npc = NULL); // mount_id can be used in scripting calls bool isAcceptTickets() const { return GetSession()->GetSecurity() >= SEC_GAMEMASTER && (m_ExtraFlags & PLAYER_EXTRA_GM_ACCEPT_TICKETS); } void SetAcceptTicket(bool on) { if(on) m_ExtraFlags |= PLAYER_EXTRA_GM_ACCEPT_TICKETS; else m_ExtraFlags &= ~PLAYER_EXTRA_GM_ACCEPT_TICKETS; } bool isAcceptWhispers() const { return m_ExtraFlags & PLAYER_EXTRA_ACCEPT_WHISPERS; } void SetAcceptWhispers(bool on) { if(on) m_ExtraFlags |= PLAYER_EXTRA_ACCEPT_WHISPERS; else m_ExtraFlags &= ~PLAYER_EXTRA_ACCEPT_WHISPERS; } bool isGameMaster() const { return m_ExtraFlags & PLAYER_EXTRA_GM_ON; } void SetGameMaster(bool on); bool isGMChat() const { return GetSession()->GetSecurity() >= SEC_MODERATOR && (m_ExtraFlags & PLAYER_EXTRA_GM_CHAT); } void SetGMChat(bool on) { if(on) m_ExtraFlags |= PLAYER_EXTRA_GM_CHAT; else m_ExtraFlags &= ~PLAYER_EXTRA_GM_CHAT; } bool isTaxiCheater() const { return m_ExtraFlags & PLAYER_EXTRA_TAXICHEAT; } void SetTaxiCheater(bool on) { if(on) m_ExtraFlags |= PLAYER_EXTRA_TAXICHEAT; else m_ExtraFlags &= ~PLAYER_EXTRA_TAXICHEAT; } bool isGMVisible() const { return !(m_ExtraFlags & PLAYER_EXTRA_GM_INVISIBLE); } void SetGMVisible(bool on); void SetPvPDeath(bool on) { if(on) m_ExtraFlags |= PLAYER_EXTRA_PVP_DEATH; else m_ExtraFlags &= ~PLAYER_EXTRA_PVP_DEATH; } void GiveXP(uint32 xp, Unit* victim); void GiveLevel(uint32 level); void InitStatsForLevel(bool reapplyMods = false); // Played Time Stuff time_t m_logintime; time_t m_Last_tick; uint32 m_Played_time[2]; uint32 GetTotalPlayedTime() { return m_Played_time[0]; }; uint32 GetLevelPlayedTime() { return m_Played_time[1]; }; void setDeathState(DeathState s); // overwrite Unit::setDeathState void InnEnter (int time,uint32 mapid, float x,float y,float z) { inn_pos_mapid = mapid; inn_pos_x = x; inn_pos_y = y; inn_pos_z = z; time_inn_enter = time; }; float GetRestBonus() const { return m_rest_bonus; }; void SetRestBonus(float rest_bonus_new); RestType GetRestType() const { return rest_type; }; void SetRestType(RestType n_r_type) { rest_type = n_r_type; }; uint32 GetInnPosMapId() const { return inn_pos_mapid; }; float GetInnPosX() const { return inn_pos_x; }; float GetInnPosY() const { return inn_pos_y; }; float GetInnPosZ() const { return inn_pos_z; }; int GetTimeInnEnter() const { return time_inn_enter; }; void UpdateInnerTime (int time) { time_inn_enter = time; }; void RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent = false); void RemoveMiniPet(); Pet* GetMiniPet(); void SetMiniPet(Pet* pet) { m_miniPet = pet->GetGUID(); } void RemoveGuardians(); bool HasGuardianWithEntry(uint32 entry); void AddGuardian(Pet* pet) { m_guardianPets.insert(pet->GetGUID()); } GuardianPetList const& GetGuardians() const { return m_guardianPets; } void Uncharm(); void Say(std::string text, const uint32 language); void Yell(std::string text, const uint32 language); void TextEmote(std::string text); void Whisper(std::string text, const uint32 language,uint64 receiver); void BuildPlayerChat(WorldPacket *data, uint8 msgtype, std::string text, uint32 language) const; /*********************************************************/ /*** STORAGE SYSTEM ***/ /*********************************************************/ void SetVirtualItemSlot( uint8 i, Item* item); void SetSheath( uint32 sheathed ); uint8 FindEquipSlot( ItemPrototype const* proto, uint32 slot, bool swap ) const; uint32 GetItemCount( uint32 item, bool inBankAlso = false, Item* skipItem = NULL ) const; Item* GetItemByGuid( uint64 guid ) const; Item* GetItemByPos( uint16 pos ) const; Item* GetItemByPos( uint8 bag, uint8 slot ) const; Item* GetWeaponForAttack(WeaponAttackType attackType, bool useable = false) const; Item* GetShield(bool useable = false) const; static uint32 GetAttackBySlot( uint8 slot ); // MAX_ATTACK if not weapon slot std::vector &GetItemUpdateQueue() { return m_itemUpdateQueue; } static bool IsInventoryPos( uint16 pos ) { return IsInventoryPos(pos >> 8,pos & 255); } static bool IsInventoryPos( uint8 bag, uint8 slot ); static bool IsEquipmentPos( uint16 pos ) { return IsEquipmentPos(pos >> 8,pos & 255); } static bool IsEquipmentPos( uint8 bag, uint8 slot ); static bool IsBagPos( uint16 pos ); static bool IsBankPos( uint16 pos ) { return IsBankPos(pos >> 8,pos & 255); } static bool IsBankPos( uint8 bag, uint8 slot ); bool IsValidPos( uint16 pos ) { return IsBankPos(pos >> 8,pos & 255); } bool IsValidPos( uint8 bag, uint8 slot ); bool HasBankBagSlot( uint8 slot ) const; bool HasItemCount( uint32 item, uint32 count, bool inBankAlso = false ) const; bool HasItemFitToSpellReqirements(SpellEntry const* spellInfo, Item const* ignoreItem = NULL); Item* GetItemOrItemWithGemEquipped( uint32 item ) const; uint8 CanTakeMoreSimilarItems(Item* pItem) const { return _CanTakeMoreSimilarItems(pItem->GetEntry(),pItem->GetCount(),pItem); } uint8 CanTakeMoreSimilarItems(uint32 entry, uint32 count) const { return _CanTakeMoreSimilarItems(entry,count,NULL); } uint8 CanStoreNewItem( uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 item, uint32 count, uint32* no_space_count = NULL ) const { return _CanStoreItem(bag, slot, dest, item, count, NULL, false, no_space_count ); } uint8 CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec& dest, Item *pItem, bool swap = false ) const { if(!pItem) return EQUIP_ERR_ITEM_NOT_FOUND; uint32 count = pItem->GetCount(); return _CanStoreItem( bag, slot, dest, pItem->GetEntry(), count, pItem, swap, NULL ); } uint8 CanStoreItems( Item **pItem,int count) const; uint8 CanEquipNewItem( uint8 slot, uint16 &dest, uint32 item, uint32 count, bool swap ) const; uint8 CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bool not_loading = true ) const; uint8 CanUnequipItems( uint32 item, uint32 count ) const; uint8 CanUnequipItem( uint16 src, bool swap ) const; uint8 CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec& dest, Item *pItem, bool swap, bool not_loading = true ) const; uint8 CanUseItem( Item *pItem, bool not_loading = true ) const; bool HasItemTotemCategory( uint32 TotemCategory ) const; bool CanUseItem( ItemPrototype const *pItem ); uint8 CanUseAmmo( uint32 item ) const; Item* StoreNewItem( ItemPosCountVec const& pos, uint32 item, bool update,int32 randomPropertyId = 0 ); Item* StoreItem( ItemPosCountVec const& pos, Item *pItem, bool update ); Item* EquipNewItem( uint16 pos, uint32 item, uint32 count, bool update ); Item* EquipItem( uint16 pos, Item *pItem, bool update ); void AutoUnequipOffhandIfNeed(); uint8 _CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count = NULL) const; uint8 _CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 entry, uint32 count, Item *pItem = NULL, bool swap = false, uint32* no_space_count = NULL ) const; void ApplyEquipCooldown( Item * pItem ); void SetAmmo( uint32 item ); void RemoveAmmo(); float GetAmmoDPS() const { return m_ammoDPS; } bool CheckAmmoCompatibility(const ItemPrototype *ammo_proto) const; void QuickEquipItem( uint16 pos, Item *pItem); void VisualizeItem( uint8 slot, Item *pItem); void SetVisibleItemSlot(uint8 slot, Item *pItem); Item* BankItem( ItemPosCountVec const& dest, Item *pItem, bool update ) { return StoreItem( dest, pItem, update); } Item* BankItem( uint16 pos, Item *pItem, bool update ); void RemoveItem( uint8 bag, uint8 slot, bool update ); void MoveItemFromInventory(uint8 bag, uint8 slot, bool update); // in trade, auction, guild bank, mail.... void MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB = false); // in trade, guild bank, mail.... void RemoveItemDependentAurasAndCasts( Item * pItem ); void DestroyItem( uint8 bag, uint8 slot, bool update ); void DestroyItemCount( uint32 item, uint32 count, bool update, bool unequip_check = false); void DestroyItemCount( Item* item, uint32& count, bool update ); void DestroyConjuredItems( bool update ); void DestroyZoneLimitedItem( bool update, uint32 new_zone ); void SplitItem( uint16 src, uint16 dst, uint32 count ); void SwapItem( uint16 src, uint16 dst ); void AddItemToBuyBackSlot( Item *pItem ); Item* GetItemFromBuyBackSlot( uint32 slot ); void RemoveItemFromBuyBackSlot( uint32 slot, bool del ); uint32 GetMaxKeyringSize() const { return KEYRING_SLOT_END-KEYRING_SLOT_START; } void SendEquipError( uint8 msg, Item* pItem, Item *pItem2 ); void SendBuyError( uint8 msg, Creature* pCreature, uint32 item, uint32 param ); void SendSellError( uint8 msg, Creature* pCreature, uint64 guid, uint32 param ); void AddWeaponProficiency(uint32 newflag) { m_WeaponProficiency |= newflag; } void AddArmorProficiency(uint32 newflag) { m_ArmorProficiency |= newflag; } uint32 GetWeaponProficiency() const { return m_WeaponProficiency; } uint32 GetArmorProficiency() const { return m_ArmorProficiency; } bool IsInFeralForm() const { return m_form == FORM_CAT || m_form == FORM_BEAR || m_form == FORM_DIREBEAR; } bool IsUseEquippedWeapon( bool mainhand ) const { // disarm applied only to mainhand weapon return !IsInFeralForm() && (!mainhand || !HasFlag(UNIT_FIELD_FLAGS,UNIT_FLAG_DISARMED) ); } void SendNewItem( Item *item, uint32 count, bool received, bool created, bool broadcast = false ); bool BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint64 bagguid, uint8 slot); float GetReputationPriceDiscount( Creature const* pCreature ) const; Player* GetTrader() const { return pTrader; } void ClearTrade(); void TradeCancel(bool sendback); uint16 GetItemPosByTradeSlot(uint32 slot) const { return tradeItems[slot]; } void UpdateEnchantTime(uint32 time); void UpdateItemDuration(uint32 time, bool realtimeonly=false); void AddEnchantmentDurations(Item *item); void RemoveEnchantmentDurations(Item *item); void RemoveAllEnchantments(EnchantmentSlot slot); void AddEnchantmentDuration(Item *item,EnchantmentSlot slot,uint32 duration); void ApplyEnchantment(Item *item,EnchantmentSlot slot,bool apply, bool apply_dur = true, bool ignore_condition = false); void ApplyEnchantment(Item *item,bool apply); void SendEnchantmentDurations(); void AddItemDurations(Item *item); void RemoveItemDurations(Item *item); void SendItemDurations(); void LoadCorpse(); void LoadPet(); uint32 m_stableSlots; /*********************************************************/ /*** QUEST SYSTEM ***/ /*********************************************************/ void PrepareQuestMenu( uint64 guid ); void SendPreparedQuest( uint64 guid ); bool IsActiveQuest( uint32 quest_id ) const; Quest const *GetNextQuest( uint64 guid, Quest const *pQuest ); bool CanSeeStartQuest( Quest const *pQuest ); bool CanTakeQuest( Quest const *pQuest, bool msg ); bool CanAddQuest( Quest const *pQuest, bool msg ); bool CanCompleteQuest( uint32 quest_id ); bool CanCompleteRepeatableQuest(Quest const *pQuest); bool CanRewardQuest( Quest const *pQuest, bool msg ); bool CanRewardQuest( Quest const *pQuest, uint32 reward, bool msg ); void AddQuest( Quest const *pQuest, Object *questGiver ); void CompleteQuest( uint32 quest_id ); void IncompleteQuest( uint32 quest_id ); void RewardQuest( Quest const *pQuest, uint32 reward, Object* questGiver, bool announce = true ); void FailQuest( uint32 quest_id ); void FailTimedQuest( uint32 quest_id ); bool SatisfyQuestSkillOrClass( Quest const* qInfo, bool msg ); bool SatisfyQuestLevel( Quest const* qInfo, bool msg ); bool SatisfyQuestLog( bool msg ); bool SatisfyQuestPreviousQuest( Quest const* qInfo, bool msg ); bool SatisfyQuestRace( Quest const* qInfo, bool msg ); bool SatisfyQuestReputation( Quest const* qInfo, bool msg ); bool SatisfyQuestStatus( Quest const* qInfo, bool msg ); bool SatisfyQuestTimed( Quest const* qInfo, bool msg ); bool SatisfyQuestExclusiveGroup( Quest const* qInfo, bool msg ); bool SatisfyQuestNextChain( Quest const* qInfo, bool msg ); bool SatisfyQuestPrevChain( Quest const* qInfo, bool msg ); bool SatisfyQuestDay( Quest const* qInfo, bool msg ); bool GiveQuestSourceItem( Quest const *pQuest ); bool TakeQuestSourceItem( uint32 quest_id, bool msg ); bool GetQuestRewardStatus( uint32 quest_id ) const; QuestStatus GetQuestStatus( uint32 quest_id ) const; void SetQuestStatus( uint32 quest_id, QuestStatus status ); void SetDailyQuestStatus( uint32 quest_id ); void ResetDailyQuestStatus(); uint16 FindQuestSlot( uint32 quest_id ) const; uint32 GetQuestSlotQuestId(uint16 slot) const { return GetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot*MAX_QUEST_OFFSET + QUEST_ID_OFFSET); } uint32 GetQuestSlotState(uint16 slot) const { return GetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot*MAX_QUEST_OFFSET + QUEST_STATE_OFFSET); } uint32 GetQuestSlotCounters(uint16 slot)const { return GetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot*MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET); } uint8 GetQuestSlotCounter(uint16 slot,uint8 counter) const { return GetByteValue(PLAYER_QUEST_LOG_1_1 + slot*MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET,counter); } uint32 GetQuestSlotTime(uint16 slot) const { return GetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot*MAX_QUEST_OFFSET + QUEST_TIME_OFFSET); } void SetQuestSlot(uint16 slot,uint32 quest_id, uint32 timer = 0) { SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot*MAX_QUEST_OFFSET + QUEST_ID_OFFSET,quest_id); SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot*MAX_QUEST_OFFSET + QUEST_STATE_OFFSET,0); SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot*MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET,0); SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot*MAX_QUEST_OFFSET + QUEST_TIME_OFFSET,timer); } void SetQuestSlotCounter(uint16 slot,uint8 counter,uint8 count) { SetByteValue(PLAYER_QUEST_LOG_1_1 + slot*MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET,counter,count); } void SetQuestSlotState(uint16 slot,uint32 state) { SetFlag(PLAYER_QUEST_LOG_1_1 + slot*MAX_QUEST_OFFSET + QUEST_STATE_OFFSET,state); } void RemoveQuestSlotState(uint16 slot,uint32 state) { RemoveFlag(PLAYER_QUEST_LOG_1_1 + slot*MAX_QUEST_OFFSET + QUEST_STATE_OFFSET,state); } void SetQuestSlotTimer(uint16 slot,uint32 timer) { SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot*MAX_QUEST_OFFSET + QUEST_TIME_OFFSET,timer); } void SwapQuestSlot(uint16 slot1,uint16 slot2) { for (int i = 0; i < MAX_QUEST_OFFSET ; ++i ) { uint32 temp1 = GetUInt32Value(PLAYER_QUEST_LOG_1_1 + MAX_QUEST_OFFSET *slot1 + i); uint32 temp2 = GetUInt32Value(PLAYER_QUEST_LOG_1_1 + MAX_QUEST_OFFSET *slot2 + i); SetUInt32Value(PLAYER_QUEST_LOG_1_1 + MAX_QUEST_OFFSET *slot1 + i, temp2); SetUInt32Value(PLAYER_QUEST_LOG_1_1 + MAX_QUEST_OFFSET *slot2 + i, temp1); } } uint32 GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry); void AdjustQuestReqItemCount( Quest const* pQuest ); void AreaExploredOrEventHappens( uint32 questId ); void GroupEventHappens( uint32 questId, WorldObject const* pEventObject ); void ItemAddedQuestCheck( uint32 entry, uint32 count ); void ItemRemovedQuestCheck( uint32 entry, uint32 count ); void KilledMonster( uint32 entry, uint64 guid ); void CastedCreatureOrGO( uint32 entry, uint64 guid, uint32 spell_id ); void TalkedToCreature( uint32 entry, uint64 guid ); void MoneyChanged( uint32 value ); bool HasQuestForItem( uint32 itemid ) const; bool HasQuestForGO(int32 GOId); void UpdateForQuestsGO(); bool CanShareQuest(uint32 quest_id) const; void SendQuestComplete( uint32 quest_id ); void SendQuestReward( Quest const *pQuest, uint32 XP, Object* questGiver ); void SendQuestFailed( uint32 quest_id ); void SendQuestTimerFailed( uint32 quest_id ); void SendCanTakeQuestResponse( uint32 msg ); void SendPushToPartyResponse( Player *pPlayer, uint32 msg ); void SendQuestUpdateAddItem( Quest const* pQuest, uint32 item_idx, uint32 count ); void SendQuestUpdateAddCreatureOrGo( Quest const* pQuest, uint64 guid, uint32 creatureOrGO_idx, uint32 old_count, uint32 add_count ); uint64 GetDivider() { return m_divider; }; void SetDivider( uint64 guid ) { m_divider = guid; }; uint32 GetInGameTime() { return m_ingametime; }; void SetInGameTime( uint32 time ) { m_ingametime = time; }; void AddTimedQuest( uint32 quest_id ) { m_timedquests.insert(quest_id); } /*********************************************************/ /*** LOAD SYSTEM ***/ /*********************************************************/ bool LoadFromDB(uint32 guid, SqlQueryHolder *holder); bool MinimalLoadFromDB(QueryResult *result, uint32 guid); static bool LoadValuesArrayFromDB(Tokens& data,uint64 guid); static uint32 GetUInt32ValueFromArray(Tokens const& data, uint16 index); static float GetFloatValueFromArray(Tokens const& data, uint16 index); static uint32 GetUInt32ValueFromDB(uint16 index, uint64 guid); static float GetFloatValueFromDB(uint16 index, uint64 guid); static uint32 GetZoneIdFromDB(uint64 guid); static bool LoadPositionFromDB(uint32& mapid, float& x,float& y,float& z,float& o, bool& in_flight, uint64 guid); /*********************************************************/ /*** SAVE SYSTEM ***/ /*********************************************************/ void SaveToDB(); void SaveInventoryAndGoldToDB(); // fast save function for item/money cheating preventing void SaveGoldToDB() { SetUInt32ValueInDB(PLAYER_FIELD_COINAGE,GetMoney(),GetGUID()); } static bool SaveValuesArrayInDB(Tokens const& data,uint64 guid); static void SetUInt32ValueInArray(Tokens& data,uint16 index, uint32 value); static void SetFloatValueInArray(Tokens& data,uint16 index, float value); static void SetUInt32ValueInDB(uint16 index, uint32 value, uint64 guid); static void SetFloatValueInDB(uint16 index, float value, uint64 guid); static void SavePositionInDB(uint32 mapid, float x,float y,float z,float o,uint32 zone,uint64 guid); bool m_mailsLoaded; bool m_mailsUpdated; void SetBindPoint(uint64 guid); void SendTalentWipeConfirm(uint64 guid); void RewardRage( uint32 damage, uint32 weaponSpeedHitFactor, bool attacker ); void SendPetSkillWipeConfirm(); void CalcRage( uint32 damage,bool attacker ); void RegenerateAll(); void Regenerate(Powers power); void RegenerateHealth(); void setRegenTimer(uint32 time) {m_regenTimer = time;} void setWeaponChangeTimer(uint32 time) {m_weaponChangeTimer = time;} uint32 GetMoney() { return GetUInt32Value (PLAYER_FIELD_COINAGE); } void ModifyMoney( int32 d ) { if(d < 0) SetMoney (GetMoney() > uint32(-d) ? GetMoney() + d : 0); else SetMoney (GetMoney() < MAX_MONEY_AMOUNT - d ? GetMoney() + d : MAX_MONEY_AMOUNT); // "At Gold Limit" if(GetMoney() >= MAX_MONEY_AMOUNT) SendEquipError(EQUIP_ERR_TOO_MUCH_GOLD,NULL,NULL); } void SetMoney( uint32 value ) { SetUInt32Value (PLAYER_FIELD_COINAGE, value); MoneyChanged( value ); } uint32 GetTutorialInt(uint32 intId ) { ASSERT( (intId < 8) ); return m_Tutorials[intId]; } void SetTutorialInt(uint32 intId, uint32 value) { ASSERT( (intId < 8) ); if(m_Tutorials[intId]!=value) { m_Tutorials[intId] = value; m_TutorialsChanged = true; } } QuestStatusMap& getQuestStatusMap() { return mQuestStatus; }; const uint64& GetSelection( ) const { return m_curSelection; } void SetSelection(const uint64 &guid) { m_curSelection = guid; SetUInt64Value(UNIT_FIELD_TARGET, guid); } uint8 GetComboPoints() { return m_comboPoints; } uint64 GetComboTarget() { return m_comboTarget; } void AddComboPoints(Unit* target, int8 count); void ClearComboPoints(); void SendComboPoints(); void SendMailResult(uint32 mailId, uint32 mailAction, uint32 mailError, uint32 equipError = 0, uint32 item_guid = 0, uint32 item_count = 0); void SendNewMail(); void UpdateNextMailTimeAndUnreads(); void AddNewMailDeliverTime(time_t deliver_time); bool IsMailsLoaded() const { return m_mailsLoaded; } //void SetMail(Mail *m); void RemoveMail(uint32 id); void AddMail(Mail* mail) { m_mail.push_front(mail);}// for call from WorldSession::SendMailTo uint32 GetMailSize() { return m_mail.size();}; Mail* GetMail(uint32 id); PlayerMails::iterator GetmailBegin() { return m_mail.begin();}; PlayerMails::iterator GetmailEnd() { return m_mail.end();}; /*********************************************************/ /*** MAILED ITEMS SYSTEM ***/ /*********************************************************/ uint8 unReadMails; time_t m_nextMailDelivereTime; typedef UNORDERED_MAP ItemMap; ItemMap mMitems; //template defined in objectmgr.cpp Item* GetMItem(uint32 id) { ItemMap::const_iterator itr = mMitems.find(id); if (itr != mMitems.end()) return itr->second; return NULL; } void AddMItem(Item* it) { ASSERT( it ); //assert deleted, because items can be added before loading mMitems[it->GetGUIDLow()] = it; } bool RemoveMItem(uint32 id) { ItemMap::iterator i = mMitems.find(id); if (i == mMitems.end()) return false; mMitems.erase(i); return true; } void PetSpellInitialize(); void CharmSpellInitialize(); void PossessSpellInitialize(); bool HasSpell(uint32 spell) const; TrainerSpellState GetTrainerSpellState(TrainerSpell const* trainer_spell) const; bool IsSpellFitByClassAndRace( uint32 spell_id ) const; void SendProficiency(uint8 pr1, uint32 pr2); void SendInitialSpells(); bool addSpell(uint32 spell_id, bool active, bool learning = true, bool loading = false, uint16 slot_id=SPELL_WITHOUT_SLOT_ID, bool disabled = false); void learnSpell(uint32 spell_id); void removeSpell(uint32 spell_id, bool disabled = false); void resetSpells(); void learnDefaultSpells(bool loading = false); void learnQuestRewardedSpells(); void learnQuestRewardedSpells(Quest const* quest); uint32 GetFreeTalentPoints() const { return GetUInt32Value(PLAYER_CHARACTER_POINTS1); } void SetFreeTalentPoints(uint32 points) { SetUInt32Value(PLAYER_CHARACTER_POINTS1,points); } bool resetTalents(bool no_cost = false); uint32 resetTalentsCost() const; void InitTalentForLevel(); uint32 GetFreePrimaryProffesionPoints() const { return GetUInt32Value(PLAYER_CHARACTER_POINTS2); } void SetFreePrimaryProffesions(uint16 profs) { SetUInt32Value(PLAYER_CHARACTER_POINTS2,profs); } void InitPrimaryProffesions(); PlayerSpellMap const& GetSpellMap() const { return m_spells; } PlayerSpellMap & GetSpellMap() { return m_spells; } ActionButtonList const& GetActionButtonList() const { return m_actionButtons; } void AddSpellMod(SpellModifier* mod, bool apply); int32 GetTotalFlatMods(uint32 spellId, SpellModOp op); int32 GetTotalPctMods(uint32 spellId, SpellModOp op); bool IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell const* spell = NULL); template T ApplySpellMod(uint32 spellId, SpellModOp op, T &basevalue, Spell const* spell = NULL); void RemoveSpellMods(Spell const* spell); bool HasSpellCooldown(uint32 spell_id) const { SpellCooldowns::const_iterator itr = m_spellCooldowns.find(spell_id); return itr != m_spellCooldowns.end() && itr->second.end > time(NULL); } uint32 GetSpellCooldownDelay(uint32 spell_id) const { SpellCooldowns::const_iterator itr = m_spellCooldowns.find(spell_id); time_t t = time(NULL); return itr != m_spellCooldowns.end() && itr->second.end > t ? itr->second.end - t : 0; } void AddSpellCooldown(uint32 spell_id, uint32 itemid, time_t end_time); void SendCooldownEvent(SpellEntry const *spellInfo); void ProhibitSpellScholl(SpellSchoolMask idSchoolMask, uint32 unTimeMs ); void RemoveSpellCooldown(uint32 spell_id) { m_spellCooldowns.erase(spell_id); } void RemoveArenaSpellCooldowns(); void RemoveAllSpellCooldown(); void _LoadSpellCooldowns(QueryResult *result); void _SaveSpellCooldowns(); void setResurrectRequestData(uint64 guid, uint32 mapId, float X, float Y, float Z, uint32 health, uint32 mana) { m_resurrectGUID = guid; m_resurrectMap = mapId; m_resurrectX = X; m_resurrectY = Y; m_resurrectZ = Z; m_resurrectHealth = health; m_resurrectMana = mana; }; void clearResurrectRequestData() { setResurrectRequestData(0,0,0.0f,0.0f,0.0f,0,0); } bool isRessurectRequestedBy(uint64 guid) const { return m_resurrectGUID == guid; } bool isRessurectRequested() const { return m_resurrectGUID != 0; } void ResurectUsingRequestData(); int getCinematic() { return m_cinematic; } void setCinematic(int cine) { m_cinematic = cine; } void addActionButton(uint8 button, uint16 action, uint8 type, uint8 misc); void removeActionButton(uint8 button); void SendInitialActionButtons(); PvPInfo pvpInfo; void UpdatePvP(bool state, bool ovrride=false); void UpdateZone(uint32 newZone); void UpdateArea(uint32 newArea); void UpdateZoneDependentAuras( uint32 zone_id ); // zones void UpdateAreaDependentAuras( uint32 area_id ); // subzones void UpdateAfkReport(time_t currTime); void UpdatePvPFlag(time_t currTime); void UpdateContestedPvP(uint32 currTime); void SetContestedPvPTimer(uint32 newTime) {m_contestedPvPTimer = newTime;} void ResetContestedPvP() { clearUnitState(UNIT_STAT_ATTACK_PLAYER); RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP); m_contestedPvPTimer = 0; } /** todo: -maybe move UpdateDuelFlag+DuelComplete to independent DuelHandler.. **/ DuelInfo *duel; void UpdateDuelFlag(time_t currTime); void CheckDuelDistance(time_t currTime); void DuelComplete(DuelCompleteType type); bool IsGroupVisibleFor(Player* p) const; bool IsInSameGroupWith(Player const* p) const; bool IsInSameRaidWith(Player const* p) const { return p==this || (GetGroup() != NULL && GetGroup() == p->GetGroup()); } void UninviteFromGroup(); static void RemoveFromGroup(Group* group, uint64 guid); void RemoveFromGroup() { RemoveFromGroup(GetGroup(),GetGUID()); } void SendUpdateToOutOfRangeGroupMembers(); void SetInGuild(uint32 GuildId) { SetUInt32Value(PLAYER_GUILDID, GuildId); Player::SetUInt32ValueInDB(PLAYER_GUILDID, GuildId, this->GetGUID()); } void SetRank(uint32 rankId){ SetUInt32Value(PLAYER_GUILDRANK, rankId); Player::SetUInt32ValueInDB(PLAYER_GUILDRANK, rankId, this->GetGUID()); } void SetGuildIdInvited(uint32 GuildId) { m_GuildIdInvited = GuildId; } uint32 GetGuildId() { return GetUInt32Value(PLAYER_GUILDID); } static uint32 GetGuildIdFromDB(uint64 guid); uint32 GetRank(){ return GetUInt32Value(PLAYER_GUILDRANK); } static uint32 GetRankFromDB(uint64 guid); int GetGuildIdInvited() { return m_GuildIdInvited; } static void RemovePetitionsAndSigns(uint64 guid, uint32 type); // Arena Team void SetInArenaTeam(uint32 ArenaTeamId, uint8 slot) { SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (slot * 6), ArenaTeamId); SetUInt32ValueInDB(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (slot * 6), ArenaTeamId, this->GetGUID()); } uint32 GetArenaTeamId(uint8 slot) { return GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (slot * 6)); } static uint32 GetArenaTeamIdFromDB(uint64 guid, uint8 slot); void SetArenaTeamIdInvited(uint32 ArenaTeamId) { m_ArenaTeamIdInvited = ArenaTeamId; } uint32 GetArenaTeamIdInvited() { return m_ArenaTeamIdInvited; } void SetDifficulty(uint32 dungeon_difficulty) { m_dungeonDifficulty = dungeon_difficulty; } uint8 GetDifficulty() { return m_dungeonDifficulty; } bool UpdateSkill(uint32 skill_id, uint32 step); bool UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step); bool UpdateCraftSkill(uint32 spellid); bool UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator = 1); bool UpdateFishingSkill(); uint32 GetBaseDefenseSkillValue() const { return GetBaseSkillValue(SKILL_DEFENSE); } uint32 GetBaseWeaponSkillValue(WeaponAttackType attType) const; uint32 GetSpellByProto(ItemPrototype *proto); float GetHealthBonusFromStamina(); float GetManaBonusFromIntellect(); bool UpdateStats(Stats stat); bool UpdateAllStats(); void UpdateResistances(uint32 school); void UpdateArmor(); void UpdateMaxHealth(); void UpdateMaxPower(Powers power); void UpdateAttackPowerAndDamage(bool ranged = false); void UpdateShieldBlockValue(); void UpdateDamagePhysical(WeaponAttackType attType); void UpdateSpellDamageAndHealingBonus(); void CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, float& min_damage, float& max_damage); void UpdateDefenseBonusesMod(); void ApplyRatingMod(CombatRating cr, int32 value, bool apply); float GetMeleeCritFromAgility(); float GetDodgeFromAgility(); float GetSpellCritFromIntellect(); float OCTRegenHPPerSpirit(); float OCTRegenMPPerSpirit(); float GetRatingCoefficient(CombatRating cr) const; float GetRatingBonusValue(CombatRating cr) const; uint32 GetMeleeCritDamageReduction(uint32 damage) const; uint32 GetRangedCritDamageReduction(uint32 damage) const; uint32 GetSpellCritDamageReduction(uint32 damage) const; uint32 GetDotDamageReduction(uint32 damage) const; float GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const; void UpdateBlockPercentage(); void UpdateCritPercentage(WeaponAttackType attType); void UpdateAllCritPercentages(); void UpdateParryPercentage(); void UpdateDodgePercentage(); void UpdateAllSpellCritChances(); void UpdateSpellCritChance(uint32 school); void UpdateExpertise(WeaponAttackType attType); void UpdateManaRegen(); const uint64& GetLootGUID() const { return m_lootGuid; } void SetLootGUID(const uint64 &guid) { m_lootGuid = guid; } void RemovedInsignia(Player* looterPlr); WorldSession* GetSession() const { return m_session; } void SetSession(WorldSession *s) { m_session = s; } void BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const; void DestroyForPlayer( Player *target ) const; void SendDelayResponse(const uint32); void SendLogXPGain(uint32 GivenXP,Unit* victim,uint32 RestXP); //Low Level Packets void PlaySound(uint32 Sound, bool OnlySelf); //notifiers void SendAttackSwingCantAttack(); void SendAttackSwingCancelAttack(); void SendAttackSwingDeadTarget(); void SendAttackSwingNotStanding(); void SendAttackSwingNotInRange(); void SendAttackSwingBadFacingAttack(); void SendAutoRepeatCancel(); void SendExplorationExperience(uint32 Area, uint32 Experience); void SendDungeonDifficulty(bool IsInGroup); void ResetInstances(uint8 method); void SendResetInstanceSuccess(uint32 MapId); void SendResetInstanceFailed(uint32 reason, uint32 MapId); void SendResetFailedNotify(uint32 mapid); bool SetPosition(float x, float y, float z, float orientation, bool teleport = false); void UpdateUnderwaterState( Map * m, float x, float y, float z ); void SendMessageToSet(WorldPacket *data, bool self, bool to_possessor = true);// overwrite Object::SendMessageToSet void SendMessageToSetInRange(WorldPacket *data, float fist, bool self, bool to_possessor = true);// overwrite Object::SendMessageToSetInRange void SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool to_possessor, bool own_team_only); static void DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmChars = true); Corpse *GetCorpse() const; void SpawnCorpseBones(); void CreateCorpse(); void KillPlayer(); uint32 GetResurrectionSpellId(); void ResurrectPlayer(float restore_percent, bool updateToWorld = true, bool applySickness = false); void BuildPlayerRepop(); void RepopAtGraveyard(); void DurabilityLossAll(double percent, bool inventory); void DurabilityLoss(Item* item, double percent); void DurabilityPointsLossAll(int32 points, bool inventory); void DurabilityPointsLoss(Item* item, int32 points); void DurabilityPointLossForEquipSlot(EquipmentSlots slot); uint32 DurabilityRepairAll(bool cost, float discountMod, bool guildBank); uint32 DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank); void StopMirrorTimers() { StopMirrorTimer(FATIGUE_TIMER); StopMirrorTimer(BREATH_TIMER); StopMirrorTimer(FIRE_TIMER); } void SetMovement(PlayerMovementType pType); void JoinedChannel(Channel *c); void LeftChannel(Channel *c); void CleanupChannels(); void UpdateLocalChannels( uint32 newZone ); void LeaveLFGChannel(); void UpdateDefense(); void UpdateWeaponSkill (WeaponAttackType attType); void UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, MeleeHitOutcome outcome, bool defence); void SetSkill(uint32 id, uint16 currVal, uint16 maxVal); uint16 GetMaxSkillValue(uint32 skill) const; // max + perm. bonus uint16 GetPureMaxSkillValue(uint32 skill) const; // max uint16 GetSkillValue(uint32 skill) const; // skill value + perm. bonus + temp bonus uint16 GetBaseSkillValue(uint32 skill) const; // skill value + perm. bonus uint16 GetPureSkillValue(uint32 skill) const; // skill value int16 GetSkillTempBonusValue(uint32 skill) const; bool HasSkill(uint32 skill) const; void learnSkillRewardedSpells( uint32 id ); void learnSkillRewardedSpells(); void SetDontMove(bool dontMove); bool GetDontMove() const { return m_dontMove; } void CheckExploreSystem(void); static uint32 TeamForRace(uint8 race); uint32 GetTeam() const { return m_team; } static uint32 getFactionForRace(uint8 race); void setFactionForRace(uint8 race); bool IsAtGroupRewardDistance(WorldObject const* pRewardSource) const; bool RewardPlayerAndGroupAtKill(Unit* pVictim); FactionStateList m_factions; ForcedReactions m_forcedReactions; uint32 GetDefaultReputationFlags(const FactionEntry *factionEntry) const; int32 GetBaseReputation(const FactionEntry *factionEntry) const; int32 GetReputation(uint32 faction_id) const; int32 GetReputation(const FactionEntry *factionEntry) const; ReputationRank GetReputationRank(uint32 faction) const; ReputationRank GetReputationRank(const FactionEntry *factionEntry) const; ReputationRank GetBaseReputationRank(const FactionEntry *factionEntry) const; ReputationRank ReputationToRank(int32 standing) const; const static int32 ReputationRank_Length[MAX_REPUTATION_RANK]; const static int32 Reputation_Cap = 42999; const static int32 Reputation_Bottom = -42000; bool ModifyFactionReputation(uint32 FactionTemplateId, int32 DeltaReputation); bool ModifyFactionReputation(FactionEntry const* factionEntry, int32 standing); bool ModifyOneFactionReputation(FactionEntry const* factionEntry, int32 standing); bool SetFactionReputation(uint32 FactionTemplateId, int32 standing); bool SetFactionReputation(FactionEntry const* factionEntry, int32 standing); bool SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing); int32 CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, bool for_quest); void RewardReputation(Unit *pVictim, float rate); void RewardReputation(Quest const *pQuest); void SetInitialFactions(); void UpdateReputation() const; void SendFactionState(FactionState const* faction) const; void SendInitialReputations(); FactionState const* GetFactionState( FactionEntry const* factionEntry) const; void SetFactionAtWar(FactionState* faction, bool atWar); void SetFactionInactive(FactionState* faction, bool inactive); void SetFactionVisible(FactionState* faction); void SetFactionVisibleForFactionTemplateId(uint32 FactionTemplateId); void SetFactionVisibleForFactionId(uint32 FactionId); void UpdateMaxSkills(); void UpdateSkillsToMaxSkillsForLevel(); // for .levelup void ModifySkillBonus(uint32 skillid,int32 val, bool talent); /*********************************************************/ /*** PVP SYSTEM ***/ /*********************************************************/ void UpdateArenaFields(); void UpdateHonorFields(); bool RewardHonor(Unit *pVictim, uint32 groupsize, float honor = -1, bool pvptoken = false); uint32 GetHonorPoints() { return GetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY); } uint32 GetArenaPoints() { return GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY); } void ModifyHonorPoints( int32 value ); void ModifyArenaPoints( int32 value ); uint32 GetMaxPersonalArenaRatingRequirement(); //End of PvP System void SetDrunkValue(uint16 newDrunkValue, uint32 itemid=0); uint16 GetDrunkValue() const { return m_drunk; } static DrunkenState GetDrunkenstateByValue(uint16 value); uint32 GetDeathTimer() const { return m_deathTimer; } uint32 GetCorpseReclaimDelay(bool pvp) const; void UpdateCorpseReclaimDelay(); void SendCorpseReclaimDelay(bool load = false); uint32 GetShieldBlockValue() const; // overwrite Unit version (virtual) bool CanParry() const { return m_canParry; } void SetCanParry(bool value); bool CanBlock() const { return m_canBlock; } void SetCanBlock(bool value); void SetRegularAttackTime(); void SetBaseModValue(BaseModGroup modGroup, BaseModType modType, float value) { m_auraBaseMod[modGroup][modType] = value; } void HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply, bool affectStats = true); float GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const; float GetTotalBaseModValue(BaseModGroup modGroup) const; float GetTotalPercentageModValue(BaseModGroup modGroup) const { return m_auraBaseMod[modGroup][FLAT_MOD] + m_auraBaseMod[modGroup][PCT_MOD]; } void _ApplyAllStatBonuses(); void _RemoveAllStatBonuses(); void _ApplyWeaponDependentAuraMods(Item *item,WeaponAttackType attackType,bool apply); void _ApplyWeaponDependentAuraCritMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply); void _ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply); void _ApplyItemMods(Item *item,uint8 slot,bool apply); void _RemoveAllItemMods(); void _ApplyAllItemMods(); void _ApplyItemBonuses(ItemPrototype const *proto,uint8 slot,bool apply); void _ApplyAmmoBonuses(); bool EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot); void ToggleMetaGemsActive(uint8 exceptslot, bool apply); void CorrectMetaGemEnchants(uint8 slot, bool apply); void InitDataForForm(bool reapplyMods = false); void ApplyItemEquipSpell(Item *item, bool apply, bool form_change = false); void ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply, bool form_change = false); void UpdateEquipSpellsAtFormChange(); void CastItemCombatSpell(Item *item,Unit* Target, WeaponAttackType attType); void SendInitWorldStates(bool force = false, uint32 forceZoneId = 0); void SendUpdateWorldState(uint32 Field, uint32 Value); void SendDirectMessage(WorldPacket *data); void SendAuraDurationsForTarget(Unit* target); PlayerMenu* PlayerTalkClass; std::vector ItemSetEff; void SendLoot(uint64 guid, LootType loot_type); void SendLootRelease( uint64 guid ); void SendNotifyLootItemRemoved(uint8 lootSlot); void SendNotifyLootMoneyRemoved(); /*********************************************************/ /*** BATTLEGROUND SYSTEM ***/ /*********************************************************/ bool InBattleGround() const { return m_bgBattleGroundID != 0; } uint32 GetBattleGroundId() const { return m_bgBattleGroundID; } BattleGround* GetBattleGround() const; bool InArena() const; static uint32 GetMinLevelForBattleGroundQueueId(uint32 queue_id); static uint32 GetMaxLevelForBattleGroundQueueId(uint32 queue_id); uint32 GetBattleGroundQueueIdFromLevel() const; bool InBattleGroundQueue() const { for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++) if (m_bgBattleGroundQueueID[i].bgQueueType != 0) return true; return false; } uint32 GetBattleGroundQueueId(uint32 index) const { return m_bgBattleGroundQueueID[index].bgQueueType; } uint32 GetBattleGroundQueueIndex(uint32 bgQueueType) const { for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++) if (m_bgBattleGroundQueueID[i].bgQueueType == bgQueueType) return i; return PLAYER_MAX_BATTLEGROUND_QUEUES; } bool IsInvitedForBattleGroundQueueType(uint32 bgQueueType) const { for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++) if (m_bgBattleGroundQueueID[i].bgQueueType == bgQueueType) return m_bgBattleGroundQueueID[i].invitedToInstance != 0; return PLAYER_MAX_BATTLEGROUND_QUEUES; } bool InBattleGroundQueueForBattleGroundQueueType(uint32 bgQueueType) const { return GetBattleGroundQueueIndex(bgQueueType) < PLAYER_MAX_BATTLEGROUND_QUEUES; } void SetBattleGroundId(uint32 val) { m_bgBattleGroundID = val; } uint32 AddBattleGroundQueueId(uint32 val) { for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++) { if (m_bgBattleGroundQueueID[i].bgQueueType == 0 || m_bgBattleGroundQueueID[i].bgQueueType == val) { m_bgBattleGroundQueueID[i].bgQueueType = val; m_bgBattleGroundQueueID[i].invitedToInstance = 0; return i; } } return PLAYER_MAX_BATTLEGROUND_QUEUES; } bool HasFreeBattleGroundQueueId() { for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++) if (m_bgBattleGroundQueueID[i].bgQueueType == 0) return true; return false; } void RemoveBattleGroundQueueId(uint32 val) { for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++) { if (m_bgBattleGroundQueueID[i].bgQueueType == val) { m_bgBattleGroundQueueID[i].bgQueueType = 0; m_bgBattleGroundQueueID[i].invitedToInstance = 0; return; } } } void SetInviteForBattleGroundQueueType(uint32 bgQueueType, uint32 instanceId) { for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++) if (m_bgBattleGroundQueueID[i].bgQueueType == bgQueueType) m_bgBattleGroundQueueID[i].invitedToInstance = instanceId; } bool IsInvitedForBattleGroundInstance(uint32 instanceId) const { for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++) if (m_bgBattleGroundQueueID[i].invitedToInstance == instanceId) return true; return false; } uint32 GetBattleGroundEntryPointMap() const { return m_bgEntryPointMap; } float GetBattleGroundEntryPointX() const { return m_bgEntryPointX; } float GetBattleGroundEntryPointY() const { return m_bgEntryPointY; } float GetBattleGroundEntryPointZ() const { return m_bgEntryPointZ; } float GetBattleGroundEntryPointO() const { return m_bgEntryPointO; } void SetBattleGroundEntryPoint(uint32 Map, float PosX, float PosY, float PosZ, float PosO ) { m_bgEntryPointMap = Map; m_bgEntryPointX = PosX; m_bgEntryPointY = PosY; m_bgEntryPointZ = PosZ; m_bgEntryPointO = PosO; } void SetBGTeam(uint32 team) { m_bgTeam = team; } uint32 GetBGTeam() const { return m_bgTeam ? m_bgTeam : GetTeam(); } void LeaveBattleground(bool teleportToEntryPoint = true); bool CanJoinToBattleground() const; bool CanReportAfkDueToLimit(); void ReportedAfkBy(Player* reporter); void ClearAfkReports() { m_bgAfkReporter.clear(); } bool GetBGAccessByLevel(uint32 bgTypeId) const; bool isAllowUseBattleGroundObject(); bool isTotalImmunity(); /*********************************************************/ /*** OUTDOOR PVP SYSTEM ***/ /*********************************************************/ OutdoorPvP * GetOutdoorPvP() const; // returns true if the player is in active state for outdoor pvp objective capturing, false otherwise bool IsOutdoorPvPActive(); /*********************************************************/ /*** REST SYSTEM ***/ /*********************************************************/ bool isRested() const { return GetRestTime() >= 10000; } uint32 GetXPRestBonus(uint32 xp); uint32 GetRestTime() const { return m_restTime;}; void SetRestTime(uint32 v) { m_restTime = v;}; /*********************************************************/ /*** ENVIRONMENTAL SYSTEM ***/ /*********************************************************/ void EnvironmentalDamage(uint64 guid, EnvironmentalDamageType type, uint32 damage); /*********************************************************/ /*** FLOOD FILTER SYSTEM ***/ /*********************************************************/ void UpdateSpeakTime(); bool CanSpeak() const; void ChangeSpeakTime(int utime); /*********************************************************/ /*** VARIOUS SYSTEMS ***/ /*********************************************************/ MovementInfo m_movementInfo; bool isMoving() const { return HasUnitMovementFlag(movementFlagsMask); } bool isMovingOrTurning() const { return HasUnitMovementFlag(movementOrTurningFlagsMask); } bool CanFly() const { return HasUnitMovementFlag(MOVEMENTFLAG_CAN_FLY); } bool IsFlying() const { return HasUnitMovementFlag(MOVEMENTFLAG_FLYING); } void HandleDrowning(); void HandleFallDamage(MovementInfo& movementInfo); void HandleFallUnderMap(); void SetClientControl(Unit* target, uint8 allowMove); // Transports Transport * GetTransport() const { return m_transport; } void SetTransport(Transport * t) { m_transport = t; } float GetTransOffsetX() const { return m_movementInfo.t_x; } float GetTransOffsetY() const { return m_movementInfo.t_y; } float GetTransOffsetZ() const { return m_movementInfo.t_z; } float GetTransOffsetO() const { return m_movementInfo.t_o; } uint32 GetTransTime() const { return m_movementInfo.t_time; } uint32 GetSaveTimer() const { return m_nextSave; } void SetSaveTimer(uint32 timer) { m_nextSave = timer; } // Recall position uint32 m_recallMap; float m_recallX; float m_recallY; float m_recallZ; float m_recallO; void SaveRecallPosition(); // Homebind coordinates uint32 m_homebindMapId; uint16 m_homebindZoneId; float m_homebindX; float m_homebindY; float m_homebindZ; // currently visible objects at player client typedef std::set ClientGUIDs; ClientGUIDs m_clientGUIDs; bool HaveAtClient(WorldObject const* u) const { return u==this || m_clientGUIDs.find(u->GetGUID())!=m_clientGUIDs.end(); } bool canSeeOrDetect(Unit const* u, bool detect, bool inVisibleList) const; bool IsVisibleInGridForPlayer(Player const* pl) const; bool IsVisibleGloballyFor(Player* pl) const; void UpdateVisibilityOf(WorldObject* target); template void UpdateVisibilityOf(T* target, UpdateData& data, UpdateDataMapType& data_updates, std::set& visibleNow); // Stealth detection system uint32 m_DetectInvTimer; void HandleStealthedUnitsDetection(); uint8 m_forced_speed_changes[MAX_MOVE_TYPE]; bool HasAtLoginFlag(AtLoginFlags f) const { return m_atLoginFlags & f; } void SetAtLoginFlag(AtLoginFlags f) { m_atLoginFlags |= f; } LookingForGroup m_lookingForGroup; // Temporarily removed pet cache uint32 GetTemporaryUnsummonedPetNumber() const { return m_temporaryUnsummonedPetNumber; } void SetTemporaryUnsummonedPetNumber(uint32 petnumber) { m_temporaryUnsummonedPetNumber = petnumber; } uint32 GetOldPetSpell() const { return m_oldpetspell; } void SetOldPetSpell(uint32 petspell) { m_oldpetspell = petspell; } /*********************************************************/ /*** INSTANCE SYSTEM ***/ /*********************************************************/ typedef UNORDERED_MAP< uint32 /*mapId*/, InstancePlayerBind > BoundInstancesMap; void UpdateHomebindTime(uint32 time); uint32 m_HomebindTimer; bool m_InstanceValid; // permanent binds and solo binds by difficulty BoundInstancesMap m_boundInstances[TOTAL_DIFFICULTIES]; InstancePlayerBind* GetBoundInstance(uint32 mapid, uint8 difficulty); BoundInstancesMap& GetBoundInstances(uint8 difficulty) { return m_boundInstances[difficulty]; } void UnbindInstance(uint32 mapid, uint8 difficulty, bool unload = false); void UnbindInstance(BoundInstancesMap::iterator &itr, uint8 difficulty, bool unload = false); InstancePlayerBind* BindToInstance(InstanceSave *save, bool permanent, bool load = false); void SendRaidInfo(); void SendSavedInstances(); static void ConvertInstancesToGroup(Player *player, Group *group = NULL, uint64 player_guid = 0); /*********************************************************/ /*** GROUP SYSTEM ***/ /*********************************************************/ Group * GetGroupInvite() { return m_groupInvite; } void SetGroupInvite(Group *group) { m_groupInvite = group; } Group * GetGroup() { return m_group.getTarget(); } const Group * GetGroup() const { return (const Group*)m_group.getTarget(); } GroupReference& GetGroupRef() { return m_group; } void SetGroup(Group *group, int8 subgroup = -1); uint8 GetSubGroup() const { return m_group.getSubGroup(); } uint32 GetGroupUpdateFlag() { return m_groupUpdateMask; } void SetGroupUpdateFlag(uint32 flag) { m_groupUpdateMask |= flag; } uint64 GetAuraUpdateMask() { return m_auraUpdateMask; } void SetAuraUpdateMask(uint8 slot) { m_auraUpdateMask |= (uint64(1) << slot); } Player* GetNextRandomRaidMember(float radius); GridReference &GetGridRef() { return m_gridRef; } bool isAllowedToLoot(Creature* creature); WorldLocation& GetTeleportDest() { return m_teleport_dest; } DeclinedName const* GetDeclinedNames() const { return m_declinedname; } protected: /*********************************************************/ /*** BATTLEGROUND SYSTEM ***/ /*********************************************************/ /* this variable is set to bg->m_InstanceID, when player is teleported to BG - (it is battleground's GUID)*/ uint32 m_bgBattleGroundID; /* this is an array of BG queues (BgTypeIDs) in which is player */ struct BgBattleGroundQueueID_Rec { uint32 bgQueueType; uint32 invitedToInstance; }; BgBattleGroundQueueID_Rec m_bgBattleGroundQueueID[PLAYER_MAX_BATTLEGROUND_QUEUES]; uint32 m_bgEntryPointMap; float m_bgEntryPointX; float m_bgEntryPointY; float m_bgEntryPointZ; float m_bgEntryPointO; std::set m_bgAfkReporter; uint8 m_bgAfkReportedCount; time_t m_bgAfkReportedTimer; uint32 m_contestedPvPTimer; uint32 m_bgTeam; // what side the player will be added to /*********************************************************/ /*** QUEST SYSTEM ***/ /*********************************************************/ std::set m_timedquests; uint64 m_divider; uint32 m_ingametime; /*********************************************************/ /*** LOAD SYSTEM ***/ /*********************************************************/ void _LoadActions(QueryResult *result); void _LoadAuras(QueryResult *result, uint32 timediff); void _LoadBoundInstances(QueryResult *result); void _LoadInventory(QueryResult *result, uint32 timediff); void _LoadMailInit(QueryResult *resultUnread, QueryResult *resultDelivery); void _LoadMail(); void _LoadMailedItems(Mail *mail); void _LoadQuestStatus(QueryResult *result); void _LoadDailyQuestStatus(QueryResult *result); void _LoadGroup(QueryResult *result); void _LoadReputation(QueryResult *result); void _LoadSpells(QueryResult *result); void _LoadTutorials(QueryResult *result); void _LoadFriendList(QueryResult *result); bool _LoadHomeBind(QueryResult *result); void _LoadDeclinedNames(QueryResult *result); /*********************************************************/ /*** SAVE SYSTEM ***/ /*********************************************************/ void _SaveActions(); void _SaveAuras(); void _SaveInventory(); void _SaveMail(); void _SaveQuestStatus(); void _SaveDailyQuestStatus(); void _SaveReputation(); void _SaveSpells(); void _SaveTutorials(); void _SetCreateBits(UpdateMask *updateMask, Player *target) const; void _SetUpdateBits(UpdateMask *updateMask, Player *target) const; /*********************************************************/ /*** ENVIRONMENTAL SYSTEM ***/ /*********************************************************/ void HandleLava(); void HandleSobering(); void StartMirrorTimer(MirrorTimerType Type, uint32 MaxValue); void ModifyMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, uint32 Regen); void StopMirrorTimer(MirrorTimerType Type); uint8 m_isunderwater; bool m_isInWater; /*********************************************************/ /*** HONOR SYSTEM ***/ /*********************************************************/ time_t m_lastHonorUpdateTime; void outDebugValues() const; bool _removeSpell(uint16 spell_id); uint64 m_lootGuid; uint32 m_race; uint32 m_class; uint32 m_team; uint32 m_nextSave; time_t m_speakTime; uint32 m_speakCount; uint32 m_dungeonDifficulty; uint32 m_atLoginFlags; Item* m_items[PLAYER_SLOTS_COUNT]; uint32 m_currentBuybackSlot; std::vector m_itemUpdateQueue; bool m_itemUpdateQueueBlocked; uint32 m_ExtraFlags; uint64 m_curSelection; uint64 m_comboTarget; int8 m_comboPoints; QuestStatusMap mQuestStatus; uint32 m_GuildIdInvited; uint32 m_ArenaTeamIdInvited; PlayerMails m_mail; PlayerSpellMap m_spells; SpellCooldowns m_spellCooldowns; ActionButtonList m_actionButtons; float m_auraBaseMod[BASEMOD_END][MOD_END]; SpellModList m_spellMods[MAX_SPELLMOD]; int32 m_SpellModRemoveCount; EnchantDurationList m_enchantDuration; ItemDurationList m_itemDuration; uint64 m_resurrectGUID; uint32 m_resurrectMap; float m_resurrectX, m_resurrectY, m_resurrectZ; uint32 m_resurrectHealth, m_resurrectMana; WorldSession *m_session; typedef std::list JoinedChannelsList; JoinedChannelsList m_channels; bool m_dontMove; int m_cinematic; Player *pTrader; bool acceptTrade; uint16 tradeItems[TRADE_SLOT_COUNT]; uint32 tradeGold; time_t m_nextThinkTime; uint32 m_Tutorials[8]; bool m_TutorialsChanged; bool m_DailyQuestChanged; time_t m_lastDailyQuestTime; uint32 m_regenTimer; uint32 m_breathTimer; uint32 m_drunkTimer; uint16 m_drunk; uint32 m_weaponChangeTimer; uint32 m_zoneUpdateId; uint32 m_zoneUpdateTimer; uint32 m_areaUpdateId; uint32 m_deathTimer; time_t m_deathExpireTime; uint32 m_restTime; uint32 m_WeaponProficiency; uint32 m_ArmorProficiency; bool m_canParry; bool m_canBlock; uint8 m_swingErrorMsg; float m_ammoDPS; ////////////////////Rest System///////////////////// int time_inn_enter; uint32 inn_pos_mapid; float inn_pos_x; float inn_pos_y; float inn_pos_z; float m_rest_bonus; RestType rest_type; ////////////////////Rest System///////////////////// // Transports Transport * m_transport; uint32 m_resetTalentsCost; time_t m_resetTalentsTime; uint32 m_usedTalentCount; // Social PlayerSocial *m_social; // Groups GroupReference m_group; Group *m_groupInvite; uint32 m_groupUpdateMask; uint64 m_auraUpdateMask; // Temporarily removed pet cache uint32 m_temporaryUnsummonedPetNumber; uint32 m_oldpetspell; uint64 m_miniPet; GuardianPetList m_guardianPets; // Player summoning time_t m_summon_expire; uint32 m_summon_mapid; float m_summon_x; float m_summon_y; float m_summon_z; // Far Teleport WorldLocation m_teleport_dest; bool m_farsightVision; DeclinedName *m_declinedname; private: // internal common parts for CanStore/StoreItem functions uint8 _CanStoreItem_InSpecificSlot( uint8 bag, uint8 slot, ItemPosCountVec& dest, ItemPrototype const *pProto, uint32& count, bool swap, Item *pSrcItem ) const; uint8 _CanStoreItem_InBag( uint8 bag, ItemPosCountVec& dest, ItemPrototype const *pProto, uint32& count, bool merge, bool non_specialized, Item *pSrcItem, uint8 skip_bag, uint8 skip_slot ) const; uint8 _CanStoreItem_InInventorySlots( uint8 slot_begin, uint8 slot_end, ItemPosCountVec& dest, ItemPrototype const *pProto, uint32& count, bool merge, Item *pSrcItem, uint8 skip_bag, uint8 skip_slot ) const; Item* _StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, bool update ); GridReference m_gridRef; }; void AddItemsSetItem(Player*player,Item *item); void RemoveItemsSetItem(Player*player,ItemPrototype const *proto); // "the bodies of template functions must be made available in a header file" template T Player::ApplySpellMod(uint32 spellId, SpellModOp op, T &basevalue, Spell const* spell) { SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId); if (!spellInfo) return 0; int32 totalpct = 0; int32 totalflat = 0; for (SpellModList::iterator itr = m_spellMods[op].begin(); itr != m_spellMods[op].end(); ++itr) { SpellModifier *mod = *itr; if(!IsAffectedBySpellmod(spellInfo,mod,spell)) continue; if (mod->type == SPELLMOD_FLAT) totalflat += mod->value; else if (mod->type == SPELLMOD_PCT) { // skip percent mods for null basevalue (most important for spell mods with charges ) if(basevalue == T(0)) continue; // special case (skip >10sec spell casts for instant cast setting) if( mod->op==SPELLMOD_CASTING_TIME && basevalue >= T(10000) && mod->value <= -100) continue; totalpct += mod->value; } if (mod->charges > 0 ) { --mod->charges; if (mod->charges == 0) { mod->charges = -1; mod->lastAffected = spell; if(!mod->lastAffected) mod->lastAffected = FindCurrentSpellBySpellId(spellId); ++m_SpellModRemoveCount; } } } float diff = (float)basevalue*(float)totalpct/100.0f + (float)totalflat; basevalue = T((float)basevalue + diff); return T(diff); } #endif