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Error 1 error C2027: use of undefined type 'WorldSession' D:\novoserver\src\server\game\Battlegrounds\SpectatorAddon.cpp 178 1 game
Error 2 error C2227: left of '->SendPacket' must point to class/struct/union/generic type D:\novoserver\src\server\game\Battlegrounds\SpectatorAddon.cpp 178 1 game
Error 3 error C2511: 'bool SpectatorAddonMsg::SendPacket(SpectatorAddonMsg,ObjectGuid)' : overloaded member function not found in 'SpectatorAddonMsg' D:\novoserver\src\server\game\Battlegrounds\SpectatorAddon.cpp 184 1 game
Error 4 error C2027: use of undefined type 'WorldSession' D:\novoserver\src\server\game\Battlegrounds\SpectatorAddon.cpp 202 1 game
Error 5 error C2227: left of '->SendPacket' must point to class/struct/union/generic type D:\novoserver\src\server\game\Battlegrounds\SpectatorAddon.cpp 202 1 game
Error 6 error LNK2019: unresolved external symbol "public: void __cdecl Battleground::SendSpectateAddonsMsg(class SpectatorAddonMsg)" (?SendSpectateAddonsMsg@Battleground@@QEAAXVSpectatorAddonMsg@@@Z) referenced in function "public: void __cdecl Player::SendSpectatorAddonMsgToBG(class SpectatorAddonMsg)" (?SendSpectatorAddonMsgToBG@Player@@QEAAXVSpectatorAddonMsg@@@Z) D:\novoserver\build\src\server\worldserver\game.lib(Player.obj) worldserver
Error 7 error LNK1120: 1 unresolved externals D:\novoserver\build\bin\Debug\worldserver.exe 1 1 worldserver
#include "Player.h"
#include "Item.h"
#include "SpellInfo.h"
//#include "SpectatorAddon.h"
SpectatorAddonMsg::SpectatorAddonMsg()
{
for (uint8 i = 0; i < SPECTATOR_PREFIX_COUNT; ++i)
prefixFlags[i] = false;
player = "";
target = "";
isAlive = false;
pClass = CLASS_WARRIOR;
maxHP = 0;
maxPower = 0;
currHP = 0;
currPower = 0;
powerType = POWER_MANA;
spellId = 0;
castTime = 0;
team = ALLIANCE;
}
bool SpectatorAddonMsg::CanSandAura(uint32 auraID)
{
const SpellInfo *spell = sSpellMgr->GetSpellInfo(auraID);
if (!spell)
return false;
if (spell->SpellIconID == 1)
return false;
return true;
}
void SpectatorAddonMsg::CreateAura(uint32 _caster, uint32 _spellId, bool _isDebuff, uint8 _type, int32 _duration, int32 _expire, uint16 _stack, bool _isRemove)
{
if (!CanSandAura(_spellId))
return;
aCaster = _caster;
aSpellId = _spellId;
aIsDebuff = _isDebuff;
aType = _type;
aDuration = _duration;
aExpire = _expire;
aStack = _stack;
aRemove = _isRemove;
EnableFlag(SPECTATOR_PREFIX_AURA);
}
std::string SpectatorAddonMsg::GetMsgData()
{
std::string addonData = "";
if (!isFilledIn(SPECTATOR_PREFIX_PLAYER))
{
TC_LOG_INFO("bg.battleground", "SPECTATOR ADDON: player is not filled in.");
return addonData;
}
std::string msg = "";
for (uint8 i = 0; i < SPECTATOR_PREFIX_COUNT; ++i)
if (isFilledIn(i))
{
switch (i)
{
case SPECTATOR_PREFIX_PLAYER:
msg += player + ";";
break;
case SPECTATOR_PREFIX_TARGET:
msg += "TRG=" + target + ";";
break;
case SPECTATOR_PREFIX_TEAM:
{
char buffer[20];
sprintf(buffer, "TEM=%i;", (uint16)team);
msg += buffer;
break;
}
case SPECTATOR_PREFIX_STATUS:
{
char buffer[20];
sprintf(buffer, "STA=%d;", isAlive);
msg += buffer;
break;
}
case SPECTATOR_PREFIX_CLASS:
{
char buffer[20];
sprintf(buffer, "CLA=%i;", (int)pClass);
msg += buffer;
break;
}
case SPECTATOR_PREFIX_MAXHP:
{
char buffer[30];
sprintf(buffer, "MHP=%i;", maxHP);
msg += buffer;
break;
}
case SPECTATOR_PREFIX_CURHP:
{
char buffer[30];
sprintf(buffer, "CHP=%i;", currHP);
msg += buffer;
break;
}
case SPECTATOR_PREFIX_MAXPOWER:
{
char buffer[30];
sprintf(buffer, "MPW=%i;", maxPower);
msg += buffer;
break;
}
case SPECTATOR_PREFIX_CURPOWER:
{
char buffer[30];
sprintf(buffer, "CPW=%i;", currPower);
msg += buffer;
break;
}
case SPECTATOR_PREFIX_POWERTYPE:
{
char buffer[20];
sprintf(buffer, "PWT=%i;", (uint8)powerType);
msg += buffer;
break;
}
case SPECTATOR_PREFIX_SPELL:
{
char buffer[80];
sprintf(buffer, "SPE=%i,%i;", spellId, castTime);
msg += buffer;
break;
}
case SPECTATOR_PREFIX_AURA:
{
char buffer[300];
sprintf(buffer, "AUR=%i,%i,%i,%i,%i,%i,%i,0x%X;", aRemove, aStack,
aExpire, aDuration,
aSpellId, aType,
aIsDebuff, aCaster);
msg += buffer;
break;
}
}
}
if (msg != "")
addonData = "ARENASPEC " + msg;
return addonData;
}
bool SpectatorAddonMsg::SendPacket(ObjectGuid receiver)
{
std::string addonData = GetMsgData();
if (addonData == "")
return false;
Player* rPlayer = ObjectAccessor::FindPlayer(receiver);
if (!rPlayer)
return false;
WorldPacket data(SMSG_MESSAGECHAT, 200);
data << uint8(CHAT_MSG_WHISPER);
data << uint32(LANG_ADDON);
data << uint64(0);
data << uint32(LANG_ADDON); //language 2.1.0 ?
data << uint64(0);
data << uint32(addonData.length() + 1);
data << addonData;
data << uint8(CHAT_TAG_NONE);
rPlayer->GetSession()->SendPacket(&data);
return true;
}
bool SpectatorAddonMsg::SendPacket(SpectatorAddonMsg msg , ObjectGuid receiver)
{
std::string addonData = msg.GetMsgData();
if (addonData == "")
return false;
Player* rPlayer = ObjectAccessor::FindPlayer(receiver);
if (!rPlayer)
return false;
WorldPacket data(SMSG_MESSAGECHAT, 200);
data << uint8(CHAT_MSG_WHISPER);
data << uint32(LANG_ADDON);
data << uint64(0);
data << uint32(LANG_ADDON); //language 2.1.0 ?
data << uint64(0);
data << uint32(addonData.length() + 1);
data << addonData;
data << uint8(CHAT_TAG_NONE);
rPlayer->GetSession()->SendPacket(&data);
return true;
}
This file has been truncated, but you can view the full file.
/*
* Copyright (C) 2008-2015 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "../../../scripts/Custom/Transmog/Transmogrification.h"
#include "Player.h"
#include "AccountMgr.h"
#include "AchievementMgr.h"
#include "ArenaTeam.h"
#include "ArenaTeamMgr.h"
#include "Battlefield.h"
#include "BattlefieldMgr.h"
#include "BattlefieldWG.h"
#include "Battleground.h"
#include "BattlegroundMgr.h"
#include "BattlegroundScore.h"
#include "CellImpl.h"
#include "Channel.h"
#include "ChannelMgr.h"
#include "CharacterDatabaseCleaner.h"
#include "Chat.h"
#include "Common.h"
#include "ConditionMgr.h"
#include "CreatureAI.h"
#include "DatabaseEnv.h"
#include "DisableMgr.h"
#include "Formulas.h"
#include "GameEventMgr.h"
#include "GossipDef.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "Group.h"
#include "GroupMgr.h"
#include "Guild.h"
#include "GuildMgr.h"
#include "InstanceSaveMgr.h"
#include "InstanceScript.h"
#include "LFGMgr.h"
#include "Language.h"
#include "Log.h"
#include "MapInstanced.h"
#include "MapManager.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "Opcodes.h"
#include "OutdoorPvP.h"
#include "OutdoorPvPMgr.h"
#include "Pet.h"
#include "QuestDef.h"
#include "ReputationMgr.h"
#include "revision.h"
#include "SkillDiscovery.h"
#include "SocialMgr.h"
#include "Spell.h"
#include "SpellAuraEffects.h"
#include "SpellAuras.h"
#include "SpellMgr.h"
#include "Transport.h"
#include "UpdateData.h"
#include "UpdateFieldFlags.h"
#include "UpdateMask.h"
#include "Util.h"
#include "Vehicle.h"
#include "Weather.h"
#include "WeatherMgr.h"
#include "World.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "GameObjectAI.h"
#ifdef ELUNA
#include "LuaEngine.h"
#endif
#define ZONE_UPDATE_INTERVAL (1*IN_MILLISECONDS)
#define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3))
#define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1)
#define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2)
#define SKILL_VALUE(x) PAIR32_LOPART(x)
#define SKILL_MAX(x) PAIR32_HIPART(x)
#define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v, m)
#define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x))
#define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x))
#define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t, p)
enum CharacterFlags
{
CHARACTER_FLAG_NONE = 0x00000000,
CHARACTER_FLAG_UNK1 = 0x00000001,
CHARACTER_FLAG_UNK2 = 0x00000002,
CHARACTER_LOCKED_FOR_TRANSFER = 0x00000004,
CHARACTER_FLAG_UNK4 = 0x00000008,
CHARACTER_FLAG_UNK5 = 0x00000010,
CHARACTER_FLAG_UNK6 = 0x00000020,
CHARACTER_FLAG_UNK7 = 0x00000040,
CHARACTER_FLAG_UNK8 = 0x00000080,
CHARACTER_FLAG_UNK9 = 0x00000100,
CHARACTER_FLAG_UNK10 = 0x00000200,
CHARACTER_FLAG_HIDE_HELM = 0x00000400,
CHARACTER_FLAG_HIDE_CLOAK = 0x00000800,
CHARACTER_FLAG_UNK13 = 0x00001000,
CHARACTER_FLAG_GHOST = 0x00002000,
CHARACTER_FLAG_RENAME = 0x00004000,
CHARACTER_FLAG_UNK16 = 0x00008000,
CHARACTER_FLAG_UNK17 = 0x00010000,
CHARACTER_FLAG_UNK18 = 0x00020000,
CHARACTER_FLAG_UNK19 = 0x00040000,
CHARACTER_FLAG_UNK20 = 0x00080000,
CHARACTER_FLAG_UNK21 = 0x00100000,
CHARACTER_FLAG_UNK22 = 0x00200000,
CHARACTER_FLAG_UNK23 = 0x00400000,
CHARACTER_FLAG_UNK24 = 0x00800000,
CHARACTER_FLAG_LOCKED_BY_BILLING = 0x01000000,
CHARACTER_FLAG_DECLINED = 0x02000000,
CHARACTER_FLAG_UNK27 = 0x04000000,
CHARACTER_FLAG_UNK28 = 0x08000000,
CHARACTER_FLAG_UNK29 = 0x10000000,
CHARACTER_FLAG_UNK30 = 0x20000000,
CHARACTER_FLAG_UNK31 = 0x40000000,
CHARACTER_FLAG_UNK32 = 0x80000000
};
enum CharacterCustomizeFlags
{
CHAR_CUSTOMIZE_FLAG_NONE = 0x00000000,
CHAR_CUSTOMIZE_FLAG_CUSTOMIZE = 0x00000001, // name, gender, etc...
CHAR_CUSTOMIZE_FLAG_FACTION = 0x00010000, // name, gender, faction, etc...
CHAR_CUSTOMIZE_FLAG_RACE = 0x00100000 // name, gender, race, etc...
};
// corpse reclaim times
#define DEATH_EXPIRE_STEP (5*MINUTE)
#define MAX_DEATH_COUNT 3
static uint32 copseReclaimDelay[MAX_DEATH_COUNT] = { 30, 60, 120 };
uint32 const MAX_MONEY_AMOUNT = static_cast<uint32>(std::numeric_limits<int32>::max());
// == PlayerTaxi ================================================
PlayerTaxi::PlayerTaxi()
{
memset(m_taximask, 0, sizeof(m_taximask));
}
void PlayerTaxi::InitTaxiNodesForLevel(uint32 race, uint32 chrClass, uint8 level)
{
// class specific initial known nodes
switch (chrClass)
{
case CLASS_DEATH_KNIGHT:
{
for (uint8 i = 0; i < TaxiMaskSize; ++i)
m_taximask[i] |= sOldContinentsNodesMask[i];
break;
}
}
// race specific initial known nodes: capital and taxi hub masks
switch (race)
{
case RACE_HUMAN: SetTaximaskNode(2); break; // Human
case RACE_ORC: SetTaximaskNode(23); break; // Orc
case RACE_DWARF: SetTaximaskNode(6); break; // Dwarf
case RACE_NIGHTELF: SetTaximaskNode(26);
SetTaximaskNode(27); break; // Night Elf
case RACE_UNDEAD_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(std::string const &data)
{
Tokenizer tokens(data, ' ');
uint8 index = 0;
for (Tokenizer::const_iterator iter = tokens.begin(); index < TaxiMaskSize && iter != tokens.end(); ++iter, ++index)
{
// load and set bits only for existing taxi nodes
m_taximask[index] = sTaxiNodesMask[index] & atoul(*iter);
}
}
void PlayerTaxi::AppendTaximaskTo(ByteBuffer& data, bool all)
{
if (all)
{
for (uint8 i = 0; i < TaxiMaskSize; ++i)
data << uint32(sTaxiNodesMask[i]); // all existed nodes
}
else
{
for (uint8 i = 0; i < TaxiMaskSize; ++i)
data << uint32(m_taximask[i]); // known nodes
}
}
bool PlayerTaxi::LoadTaxiDestinationsFromString(const std::string& values, uint32 team)
{
ClearTaxiDestinations();
Tokenizer Tokenizer(values, ' ');
for (Tokenizer::const_iterator iter = Tokenizer.begin(); iter != Tokenizer.end(); ++iter)
{
uint32 node = atoul(*iter);
AddTaxiDestination(node);
}
if (m_TaxiDestinations.empty())
return true;
// Check integrity
if (m_TaxiDestinations.size() < 2)
return false;
for (size_t i = 1; i < m_TaxiDestinations.size(); ++i)
{
uint32 cost;
uint32 path;
sObjectMgr->GetTaxiPath(m_TaxiDestinations[i-1], m_TaxiDestinations[i], path, cost);
if (!path)
return false;
}
// can't load taxi path without mount set (quest taxi path?)
if (!sObjectMgr->GetTaxiMountDisplayId(GetTaxiSource(), team, true))
return false;
return true;
}
std::string PlayerTaxi::SaveTaxiDestinationsToString()
{
if (m_TaxiDestinations.empty())
return "";
std::ostringstream ss;
for (size_t i=0; i < m_TaxiDestinations.size(); ++i)
ss << m_TaxiDestinations[i] << ' ';
return ss.str();
}
uint32 PlayerTaxi::GetCurrentTaxiPath() const
{
if (m_TaxiDestinations.size() < 2)
return 0;
uint32 path;
uint32 cost;
sObjectMgr->GetTaxiPath(m_TaxiDestinations[0], m_TaxiDestinations[1], path, cost);
return path;
}
std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi)
{
for (uint8 i = 0; i < TaxiMaskSize; ++i)
ss << taxi.m_taximask[i] << ' ';
return ss;
}
//== TradeData =================================================
TradeData* TradeData::GetTraderData() const
{
return m_trader->GetTradeData();
}
Item* TradeData::GetItem(TradeSlots slot) const
{
return m_items[slot] ? m_player->GetItemByGuid(m_items[slot]) : NULL;
}
bool TradeData::HasItem(ObjectGuid itemGuid) const
{
for (uint8 i = 0; i < TRADE_SLOT_COUNT; ++i)
if (m_items[i] == itemGuid)
return true;
return false;
}
TradeSlots TradeData::GetTradeSlotForItem(ObjectGuid itemGuid) const
{
for (uint8 i = 0; i < TRADE_SLOT_COUNT; ++i)
if (m_items[i] == itemGuid)
return TradeSlots(i);
return TRADE_SLOT_INVALID;
}
Item* TradeData::GetSpellCastItem() const
{
return m_spellCastItem ? m_player->GetItemByGuid(m_spellCastItem) : NULL;
}
void TradeData::SetItem(TradeSlots slot, Item* item)
{
ObjectGuid itemGuid;
if (item)
itemGuid = item->GetGUID();
if (m_items[slot] == itemGuid)
return;
m_items[slot] = itemGuid;
SetAccepted(false);
GetTraderData()->SetAccepted(false);
Update();
// need remove possible trader spell applied to changed item
if (slot == TRADE_SLOT_NONTRADED)
GetTraderData()->SetSpell(0);
// need remove possible player spell applied (possible move reagent)
SetSpell(0);
}
void TradeData::SetSpell(uint32 spell_id, Item* castItem /*= NULL*/)
{
ObjectGuid itemGuid = castItem ? castItem->GetGUID() : ObjectGuid::Empty;
if (m_spell == spell_id && m_spellCastItem == itemGuid)
return;
m_spell = spell_id;
m_spellCastItem = itemGuid;
SetAccepted(false);
GetTraderData()->SetAccepted(false);
Update(true); // send spell info to item owner
Update(false); // send spell info to caster self
}
void TradeData::SetMoney(uint32 money)
{
if (m_money == money)
return;
if (!m_player->HasEnoughMoney(money))
{
TradeStatusInfo info;
info.Status = TRADE_STATUS_CLOSE_WINDOW;
info.Result = EQUIP_ERR_NOT_ENOUGH_MONEY;
m_player->GetSession()->SendTradeStatus(info);
return;
}
m_money = money;
SetAccepted(false);
GetTraderData()->SetAccepted(false);
Update(true);
}
void TradeData::Update(bool forTarget /*= true*/)
{
if (forTarget)
m_trader->GetSession()->SendUpdateTrade(true); // player state for trader
else
m_player->GetSession()->SendUpdateTrade(false); // player state for player
}
void TradeData::SetAccepted(bool state, bool crosssend /*= false*/)
{
m_accepted = state;
if (!state)
{
TradeStatusInfo info;
info.Status = TRADE_STATUS_BACK_TO_TRADE;
if (crosssend)
m_trader->GetSession()->SendTradeStatus(info);
else
m_player->GetSession()->SendTradeStatus(info);
}
}
// == KillRewarder ====================================================
// KillRewarder incapsulates logic of rewarding player upon kill with:
// * XP;
// * honor;
// * reputation;
// * kill credit (for quest objectives).
// Rewarding is initiated in two cases: when player kills unit in Unit::Kill()
// and on battlegrounds in Battleground::RewardXPAtKill().
//
// Rewarding algorithm is:
// 1. Initialize internal variables to default values.
// 2. In case when player is in group, initialize variables necessary for group calculations:
// 2.1. _count - number of alive group members within reward distance;
// 2.2. _sumLevel - sum of levels of alive group members within reward distance;
// 2.3. _maxLevel - maximum level of alive group member within reward distance;
// 2.4. _maxNotGrayMember - maximum level of alive group member within reward distance,
// for whom victim is not gray;
// 2.5. _isFullXP - flag identifying that for all group members victim is not gray,
// so 100% XP will be rewarded (50% otherwise).
// 3. Reward killer (and group, if necessary).
// 3.1. If killer is in group, reward group.
// 3.1.1. Initialize initial XP amount based on maximum level of group member,
// for whom victim is not gray.
// 3.1.2. Alter group rate if group is in raid (not for battlegrounds).
// 3.1.3. Reward each group member (even dead) within reward distance (see 4. for more details).
// 3.2. Reward single killer (not group case).
// 3.2.1. Initialize initial XP amount based on killer's level.
// 3.2.2. Reward killer (see 4. for more details).
// 4. Reward player.
// 4.1. Give honor (player must be alive and not on BG).
// 4.2. Give XP.
// 4.2.1. If player is in group, adjust XP:
// * set to 0 if player's level is more than maximum level of not gray member;
// * cut XP in half if _isFullXP is false.
// 4.2.2. Apply auras modifying rewarded XP.
// 4.2.3. Give XP to player.
// 4.2.4. If player has pet, reward pet with XP (100% for single player, 50% for group case).
// 4.3. Give reputation (player must not be on BG).
// 4.4. Give kill credit (player must not be in group, or he must be alive or without corpse).
// 5. Credit instance encounter.
KillRewarder::KillRewarder(Player* killer, Unit* victim, bool isBattleGround) :
// 1. Initialize internal variables to default values.
_killer(killer), _victim(victim), _group(killer->GetGroup()),
_groupRate(1.0f), _maxNotGrayMember(NULL), _count(0), _sumLevel(0), _xp(0),
_isFullXP(false), _maxLevel(0), _isBattleGround(isBattleGround), _isPvP(false)
{
// mark the credit as pvp if victim is player
if (victim->GetTypeId() == TYPEID_PLAYER)
_isPvP = true;
// or if its owned by player and its not a vehicle
else if (victim->GetCharmerOrOwnerGUID().IsPlayer())
_isPvP = !victim->IsVehicle();
_InitGroupData();
}
inline void KillRewarder::_InitGroupData()
{
if (_group)
{
// 2. In case when player is in group, initialize variables necessary for group calculations:
for (GroupReference* itr = _group->GetFirstMember(); itr != NULL; itr = itr->next())
if (Player* member = itr->GetSource())
if (member->IsAlive() && member->IsAtGroupRewardDistance(_victim))
{
const uint8 lvl = member->getLevel();
// 2.1. _count - number of alive group members within reward distance;
++_count;
// 2.2. _sumLevel - sum of levels of alive group members within reward distance;
_sumLevel += lvl;
// 2.3. _maxLevel - maximum level of alive group member within reward distance;
if (_maxLevel < lvl)
_maxLevel = lvl;
// 2.4. _maxNotGrayMember - maximum level of alive group member within reward distance,
// for whom victim is not gray;
uint32 grayLevel = Trinity::XP::GetGrayLevel(lvl);
if (_victim->getLevel() > grayLevel && (!_maxNotGrayMember || _maxNotGrayMember->getLevel() < lvl))
_maxNotGrayMember = member;
}
// 2.5. _isFullXP - flag identifying that for all group members victim is not gray,
// so 100% XP will be rewarded (50% otherwise).
_isFullXP = _maxNotGrayMember && (_maxLevel == _maxNotGrayMember->getLevel());
}
else
_count = 1;
}
inline void KillRewarder::_InitXP(Player* player)
{
// Get initial value of XP for kill.
// XP is given:
// * on battlegrounds;
// * otherwise, not in PvP;
// * not if killer is on vehicle.
if (_isBattleGround || (!_isPvP && !_killer->GetVehicle()))
_xp = Trinity::XP::Gain(player, _victim);
}
inline void KillRewarder::_RewardHonor(Player* player)
{
// Rewarded player must be alive.
if (player->IsAlive())
player->RewardHonor(_victim, _count, -1, true);
}
inline void KillRewarder::_RewardXP(Player* player, float rate)
{
uint32 xp(_xp);
if (_group)
{
// 4.2.1. If player is in group, adjust XP:
// * set to 0 if player's level is more than maximum level of not gray member;
// * cut XP in half if _isFullXP is false.
if (_maxNotGrayMember && player->IsAlive() &&
_maxNotGrayMember->getLevel() >= player->getLevel())
xp = _isFullXP ?
uint32(xp * rate) : // Reward FULL XP if all group members are not gray.
uint32(xp * rate / 2) + 1; // Reward only HALF of XP if some of group members are gray.
else
xp = 0;
}
if (xp)
{
// 4.2.2. Apply auras modifying rewarded XP (SPELL_AURA_MOD_XP_PCT).
Unit::AuraEffectList const& auras = player->GetAuraEffectsByType(SPELL_AURA_MOD_XP_PCT);
for (Unit::AuraEffectList::const_iterator i = auras.begin(); i != auras.end(); ++i)
AddPct(xp, (*i)->GetAmount());
// 4.2.3. Give XP to player.
player->GiveXP(xp, _victim, _groupRate);
if (Pet* pet = player->GetPet())
// 4.2.4. If player has pet, reward pet with XP (100% for single player, 50% for group case).
pet->GivePetXP(_group ? xp / 2 : xp);
}
}
inline void KillRewarder::_RewardReputation(Player* player, float rate)
{
// 4.3. Give reputation (player must not be on BG).
// Even dead players and corpses are rewarded.
player->RewardReputation(_victim, rate);
}
inline void KillRewarder::_RewardKillCredit(Player* player)
{
// 4.4. Give kill credit (player must not be in group, or he must be alive or without corpse).
if (!_group || player->IsAlive() || !player->GetCorpse())
if (Creature* target = _victim->ToCreature())
{
player->KilledMonster(target->GetCreatureTemplate(), target->GetGUID());
player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE_TYPE, target->GetCreatureType(), 1, target);
}
}
void KillRewarder::_RewardPlayer(Player* player, bool isDungeon)
{
// 4. Reward player.
if (!_isBattleGround)
{
// 4.1. Give honor (player must be alive and not on BG).
_RewardHonor(player);
// 4.1.1 Send player killcredit for quests with PlayerSlain
if (_victim->GetTypeId() == TYPEID_PLAYER)
player->KilledPlayerCredit();
}
// Give XP only in PvE or in battlegrounds.
// Give reputation and kill credit only in PvE.
if (!_isPvP || _isBattleGround)
{
const float rate = _group ?
_groupRate * float(player->getLevel()) / _sumLevel : // Group rate depends on summary level.
1.0f; // Personal rate is 100%.
if (_xp)
// 4.2. Give XP.
_RewardXP(player, rate);
if (!_isBattleGround)
{
// If killer is in dungeon then all members receive full reputation at kill.
_RewardReputation(player, isDungeon ? 1.0f : rate);
_RewardKillCredit(player);
}
}
}
void KillRewarder::_RewardGroup()
{
if (_maxLevel)
{
if (_maxNotGrayMember)
// 3.1.1. Initialize initial XP amount based on maximum level of group member,
// for whom victim is not gray.
_InitXP(_maxNotGrayMember);
// To avoid unnecessary calculations and calls,
// proceed only if XP is not ZERO or player is not on battleground
// (battleground rewards only XP, that's why).
if (!_isBattleGround || _xp)
{
const bool isDungeon = !_isPvP && sMapStore.LookupEntry(_killer->GetMapId())->IsDungeon();
if (!_isBattleGround)
{
// 3.1.2. Alter group rate if group is in raid (not for battlegrounds).
const bool isRaid = !_isPvP && sMapStore.LookupEntry(_killer->GetMapId())->IsRaid() && _group->isRaidGroup();
_groupRate = Trinity::XP::xp_in_group_rate(_count, isRaid);
}
// 3.1.3. Reward each group member (even dead or corpse) within reward distance.
for (GroupReference* itr = _group->GetFirstMember(); itr != NULL; itr = itr->next())
{
if (Player* member = itr->GetSource())
{
if (member->IsAtGroupRewardDistance(_victim))
{
_RewardPlayer(member, isDungeon);
member->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_SPECIAL_PVP_KILL, 1, 0, _victim);
}
}
}
}
}
}
void KillRewarder::Reward()
{
// 3. Reward killer (and group, if necessary).
if (_group)
// 3.1. If killer is in group, reward group.
_RewardGroup();
else
{
// 3.2. Reward single killer (not group case).
// 3.2.1. Initialize initial XP amount based on killer's level.
_InitXP(_killer);
// To avoid unnecessary calculations and calls,
// proceed only if XP is not ZERO or player is not on battleground
// (battleground rewards only XP, that's why).
if (!_isBattleGround || _xp)
// 3.2.2. Reward killer.
_RewardPlayer(_killer, false);
}
// 5. Credit instance encounter.
if (Creature* victim = _victim->ToCreature())
if (victim->IsDungeonBoss())
if (InstanceScript* instance = _victim->GetInstanceScript())
instance->UpdateEncounterState(ENCOUNTER_CREDIT_KILL_CREATURE, _victim->GetEntry(), _victim);
}
Player::Player(WorldSession* session): Unit(true)
{
m_FakeRace = 0;
m_RealRace = 0;
m_FakeMorph = 0;
m_ForgetBGPlayers = false;
m_ForgetInListPlayers = false;
m_speakTime = 0;
m_speakCount = 0;
m_objectType |= TYPEMASK_PLAYER;
m_objectTypeId = TYPEID_PLAYER;
m_valuesCount = PLAYER_END;
m_session = session;
m_ingametime = 0;
m_ExtraFlags = 0;
m_spellModTakingSpell = NULL;
//m_pad = 0;
// players always accept
if (!GetSession()->HasPermission(rbac::RBAC_PERM_CAN_FILTER_WHISPERS))
SetAcceptWhispers(true);
m_comboPoints = 0;
m_usedTalentCount = 0;
m_questRewardTalentCount = 0;
m_regenTimer = 0;
m_regenTimerCount = 0;
m_weaponChangeTimer = 0;
m_zoneUpdateId = uint32(-1);
m_zoneUpdateTimer = 0;
m_areaUpdateId = 0;
m_team = 0;
m_needsZoneUpdate = false;
m_nextSave = sWorld->getIntConfig(CONFIG_INTERVAL_SAVE);
clearResurrectRequestData();
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_auraRaidUpdateMask = 0;
m_bPassOnGroupLoot = false;
duel = NULL;
m_GuildIdInvited = 0;
m_ArenaTeamIdInvited = 0;
m_atLoginFlags = AT_LOGIN_NONE;
mSemaphoreTeleport_Near = false;
mSemaphoreTeleport_Far = false;
m_DelayedOperations = 0;
m_bCanDelayTeleport = false;
m_bHasDelayedTeleport = false;
m_teleport_options = 0;
m_trade = NULL;
m_cinematic = 0;
PlayerTalkClass = new PlayerMenu(GetSession());
m_currentBuybackSlot = BUYBACK_SLOT_START;
m_DailyQuestChanged = false;
m_lastDailyQuestTime = 0;
// Init rune flags
for (uint8 i = 0; i < MAX_RUNES; ++i)
{
SetRuneTimer(i, 0xFFFFFFFF);
SetLastRuneGraceTimer(i, 0);
}
for (uint8 i=0; i < MAX_TIMERS; i++)
m_MirrorTimer[i] = DISABLED_MIRROR_TIMER;
m_MirrorTimerFlags = UNDERWATER_NONE;
m_MirrorTimerFlagsLast = UNDERWATER_NONE;
m_isInWater = false;
m_drunkTimer = 0;
m_restTime = 0;
m_deathTimer = 0;
m_deathExpireTime = 0;
m_swingErrorMsg = 0;
for (uint8 j = 0; j < PLAYER_MAX_BATTLEGROUND_QUEUES; ++j)
{
m_bgBattlegroundQueueID[j].bgQueueTypeId = BATTLEGROUND_QUEUE_NONE;
m_bgBattlegroundQueueID[j].invitedToInstance = 0;
}
m_logintime = time(NULL);
m_Last_tick = m_logintime;
m_Played_time[PLAYED_TIME_TOTAL] = 0;
m_Played_time[PLAYED_TIME_LEVEL] = 0;
m_WeaponProficiency = 0;
m_ArmorProficiency = 0;
m_canParry = false;
m_canBlock = false;
m_canTitanGrip = false;
m_ammoDPS = 0.0f;
m_temporaryUnsummonedPetNumber = 0;
//cache for UNIT_CREATED_BY_SPELL to allow
//returning reagents for temporarily removed pets
//when dying/logging out
m_oldpetspell = 0;
m_lastpetnumber = 0;
////////////////////Rest System/////////////////////
time_inn_enter = 0;
inn_pos_mapid = 0;
inn_pos_x = 0.0f;
inn_pos_y = 0.0f;
inn_pos_z = 0.0f;
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 (uint8 i = 0; i < MAX_MOVE_TYPE; ++i)
m_forced_speed_changes[i] = 0;
m_stableSlots = 0;
/////////////////// Instance System /////////////////////
m_HomebindTimer = 0;
m_InstanceValid = true;
m_dungeonDifficulty = DUNGEON_DIFFICULTY_NORMAL;
m_raidDifficulty = RAID_DIFFICULTY_10MAN_NORMAL;
m_raidMapDifficulty = RAID_DIFFICULTY_10MAN_NORMAL;
m_lastPotionId = 0;
m_activeSpec = 0;
m_specsCount = 1;
for (uint8 i = 0; i < MAX_TALENT_SPECS; ++i)
{
for (uint8 g = 0; g < MAX_GLYPH_SLOT_INDEX; ++g)
m_Glyphs[i][g] = 0;
m_talents[i] = new PlayerTalentMap();
}
for (uint8 i = 0; i < BASEMOD_END; ++i)
{
m_auraBaseMod[i][FLAT_MOD] = 0.0f;
m_auraBaseMod[i][PCT_MOD] = 1.0f;
}
for (uint8 i = 0; i < MAX_COMBAT_RATING; i++)
m_baseRatingValue[i] = 0;
m_baseSpellPower = 0;
m_baseFeralAP = 0;
m_baseManaRegen = 0;
m_baseHealthRegen = 0;
m_spellPenetrationItemMod = 0;
// Honor System
m_lastHonorUpdateTime = time(NULL);
m_IsBGRandomWinner = false;
// Player summoning
m_summon_expire = 0;
m_summon_mapid = 0;
m_summon_x = 0.0f;
m_summon_y = 0.0f;
m_summon_z = 0.0f;
m_mover = this;
m_movedPlayer = this;
m_seer = this;
m_recallMap = 0;
m_recallX = 0;
m_recallY = 0;
m_recallZ = 0;
m_recallO = 0;
m_homebindMapId = 0;
m_homebindAreaId = 0;
m_homebindX = 0;
m_homebindY = 0;
m_homebindZ = 0;
m_contestedPvPTimer = 0;
m_declinedname = NULL;
m_isActive = true;
m_runes = NULL;
m_lastFallTime = 0;
m_lastFallZ = 0;
m_grantableLevels = 0;
m_ControlledByPlayer = true;
sWorld->IncreasePlayerCount();
m_ChampioningFaction = 0;
m_timeSyncCounter = 0;
m_timeSyncTimer = 0;
m_timeSyncClient = 0;
m_timeSyncServer = 0;
for (uint8 i = 0; i < MAX_POWERS; ++i)
m_powerFraction[i] = 0;
isDebugAreaTriggers = false;
m_WeeklyQuestChanged = false;
m_MonthlyQuestChanged = false;
m_SeasonalQuestChanged = false;
spectatorFlag = false;
spectateCanceled = false;
spectateFrom = NULL;
SetPendingBind(0, 0);
_activeCheats = CHEAT_NONE;
m_achievementMgr = new AchievementMgr(this);
m_reputationMgr = new ReputationMgr(this);
}
Player::~Player()
{
// it must be unloaded already in PlayerLogout and accessed only for loggined player
//m_social = NULL;
// Note: buy back item already deleted from DB when player was saved
for (uint8 i = 0; i < PLAYER_SLOTS_COUNT; ++i)
delete m_items[i];
for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
delete itr->second;
for (uint8 i = 0; i < MAX_TALENT_SPECS; ++i)
{
for (PlayerTalentMap::const_iterator itr = m_talents[i]->begin(); itr != m_talents[i]->end(); ++itr)
delete itr->second;
delete m_talents[i];
}
//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;
for (size_t x = 0; x < ItemSetEff.size(); x++)
delete ItemSetEff[x];
delete m_declinedname;
delete m_runes;
delete m_achievementMgr;
delete m_reputationMgr;
sWorld->DecreasePlayerCount();
}
void Player::CleanupsBeforeDelete(bool finalCleanup)
{
TradeCancel(false);
DuelComplete(DUEL_INTERRUPTED);
Unit::CleanupsBeforeDelete(finalCleanup);
// clean up player-instance binds, may unload some instance saves
for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
itr->second.save->RemovePlayer(this);
}
bool Player::Create(uint32 guidlow, CharacterCreateInfo* createInfo)
{
//FIXME: outfitId not used in player creating
/// @todo need more checks against packet modifications
// should check that skin, face, hair* are valid via DBC per race/class
// also do it in Player::BuildEnumData, Player::LoadFromDB
Object::_Create(guidlow, 0, HIGHGUID_PLAYER);
m_name = createInfo->Name;
PlayerInfo const* info = sObjectMgr->GetPlayerInfo(createInfo->Race, createInfo->Class);
if (!info)
{
TC_LOG_ERROR("entities.player", "Player::Create: Possible hacking-attempt: Account %u tried creating a character named '%s' with an invalid race/class pair (%u/%u) - refusing to do so.",
GetSession()->GetAccountId(), m_name.c_str(), createInfo->Race, createInfo->Class);
return false;
}
for (uint8 i = 0; i < PLAYER_SLOTS_COUNT; i++)
m_items[i] = NULL;
Relocate(info->positionX, info->positionY, info->positionZ, info->orientation);
ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(createInfo->Class);
if (!cEntry)
{
TC_LOG_ERROR("entities.player", "Player::Create: Possible hacking-attempt: Account %u tried creating a character named '%s' with an invalid character class (%u) - refusing to do so (wrong DBC-files?)",
GetSession()->GetAccountId(), m_name.c_str(), createInfo->Class);
return false;
}
SetMap(sMapMgr->CreateMap(info->mapId, this));
uint8 powertype = cEntry->powerType;
SetObjectScale(1.0f);
setFactionForRace(createInfo->Race);
if (!IsValidGender(createInfo->Gender))
{
TC_LOG_ERROR("entities.player", "Player::Create: Possible hacking-attempt: Account %u tried creating a character named '%s' with an invalid gender (%u) - refusing to do so",
GetSession()->GetAccountId(), m_name.c_str(), createInfo->Gender);
return false;
}
uint32 RaceClassGender = (createInfo->Race) | (createInfo->Class << 8) | (createInfo->Gender << 16);
SetUInt32Value(UNIT_FIELD_BYTES_0, (RaceClassGender | (powertype << 24)));
SetORace();
m_team = TeamForRace(getORace());
SetFakeRaceAndMorph(); // m_team must be set before this can be used.
setFactionForRace(getORace());
InitDisplayIds();
if (sWorld->getIntConfig(CONFIG_GAME_TYPE) == REALM_TYPE_PVP || sWorld->getIntConfig(CONFIG_GAME_TYPE) == REALM_TYPE_RPPVP)
{
SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP);
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE);
}
SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER);
SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); // fix cast time showed in spell tooltip on client
SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f); // default for players in 3.0.3
SetInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, uint32(-1)); // -1 is default value
SetUInt32Value(PLAYER_BYTES, (createInfo->Skin | (createInfo->Face << 8) | (createInfo->HairStyle << 16) | (createInfo->HairColor << 24)));
SetUInt32Value(PLAYER_BYTES_2, (createInfo->FacialHair |
(0x00 << 8) |
(0x00 << 16) |
(((GetSession()->IsARecruiter() || GetSession()->GetRecruiterId() != 0) ? REST_STATE_RAF_LINKED : REST_STATE_NOT_RAF_LINKED) << 24)));
SetByteValue(PLAYER_BYTES_3, 0, createInfo->Gender);
SetByteValue(PLAYER_BYTES_3, 3, 0); // BattlefieldArenaFaction (0 or 1)
SetUInt32Value(PLAYER_GUILDID, 0);
SetUInt32Value(PLAYER_GUILDRANK, 0);
SetUInt32Value(PLAYER_GUILD_TIMESTAMP, 0);
for (int i = 0; i < KNOWN_TITLES_SIZE; ++i)
SetUInt64Value(PLAYER__FIELD_KNOWN_TITLES + i, 0); // 0=disabled
SetUInt32Value(PLAYER_CHOSEN_TITLE, 0);
SetUInt32Value(PLAYER_FIELD_KILLS, 0);
SetUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS, 0);
SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, 0);
SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0);
// set starting level
uint32 start_level = getClass() != CLASS_DEATH_KNIGHT
? sWorld->getIntConfig(CONFIG_START_PLAYER_LEVEL)
: sWorld->getIntConfig(CONFIG_START_HEROIC_PLAYER_LEVEL);
if (m_session->HasPermission(rbac::RBAC_PERM_USE_START_GM_LEVEL))
{
uint32 gm_level = sWorld->getIntConfig(CONFIG_START_GM_LEVEL);
if (gm_level > start_level)
start_level = gm_level;
}
SetUInt32Value(UNIT_FIELD_LEVEL, start_level);
InitRunes();
SetUInt32Value(PLAYER_FIELD_COINAGE, sWorld->getIntConfig(CONFIG_START_PLAYER_MONEY));
SetHonorPoints(sWorld->getIntConfig(CONFIG_START_HONOR_POINTS));
SetArenaPoints(sWorld->getIntConfig(CONFIG_START_ARENA_POINTS));
// start with every map explored
if (sWorld->getBoolConfig(CONFIG_START_ALL_EXPLORED))
{
for (uint8 i=0; i<PLAYER_EXPLORED_ZONES_SIZE; i++)
SetFlag(PLAYER_EXPLORED_ZONES_1+i, 0xFFFFFFFF);
}
//Reputations if "StartAllReputation" is enabled, -- @todo Fix this in a better way
if (sWorld->getBoolConfig(CONFIG_START_ALL_REP))
{
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(942), 42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(935), 42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(936), 42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(1011), 42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(970), 42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(967), 42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(989), 42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(932), 42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(934), 42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(1038), 42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(1077), 42999);
// Factions depending on team, like cities and some more stuff
switch (GetTeam())
{
case ALLIANCE:
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(72), 42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(47), 42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(69), 42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(930), 42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(730), 42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(978), 42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(54), 42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(946), 42999);
break;
case HORDE:
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(76), 42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(68), 42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(81), 42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(911), 42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(729), 42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(941), 42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(530), 42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(947), 42999);
break;
default:
break;
}
}
// Played time
m_Last_tick = time(NULL);
m_Played_time[PLAYED_TIME_TOTAL] = 0;
m_Played_time[PLAYED_TIME_LEVEL] = 0;
// base stats and related field values
InitStatsForLevel();
InitTaxiNodesForLevel();
InitGlyphsForLevel();
InitTalentForLevel();
InitPrimaryProfessions(); // to max set before any spell added
// apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
SetFullHealth();
if (getPowerType() == POWER_MANA)
{
UpdateMaxPower(POWER_MANA); // Update max Mana (for add bonus from intellect)
SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
}
if (getPowerType() == POWER_RUNIC_POWER)
{
SetPower(POWER_RUNE, 8);
SetMaxPower(POWER_RUNE, 8);
SetPower(POWER_RUNIC_POWER, 0);
SetMaxPower(POWER_RUNIC_POWER, 1000);
}
// original spells
LearnDefaultSkills();
LearnCustomSpells();
// original action bar
for (PlayerCreateInfoActions::const_iterator action_itr = info->action.begin(); action_itr != info->action.end(); ++action_itr)
addActionButton(action_itr->button, action_itr->action, action_itr->type);
// original items
if (CharStartOutfitEntry const* oEntry = GetCharStartOutfitEntry(createInfo->Race, createInfo->Class, createInfo->Gender))
{
for (int j = 0; j < MAX_OUTFIT_ITEMS; ++j)
{
if (oEntry->ItemId[j] <= 0)
continue;
uint32 itemId = oEntry->ItemId[j];
// just skip, reported in ObjectMgr::LoadItemTemplates
ItemTemplate const* iProto = sObjectMgr->GetItemTemplate(itemId);
if (!iProto)
continue;
// BuyCount by default
uint32 count = iProto->BuyCount;
// special amount for food/drink
if (iProto->Class == ITEM_CLASS_CONSUMABLE && iProto->SubClass == ITEM_SUBCLASS_FOOD)
{
switch (iProto->Spells[0].SpellCategory)
{
case SPELL_CATEGORY_FOOD: // food
count = getClass() == CLASS_DEATH_KNIGHT ? 10 : 4;
break;
case SPELL_CATEGORY_DRINK: // drink
count = 2;
break;
}
if (iProto->GetMaxStackSize() < count)
count = iProto->GetMaxStackSize();
}
StoreNewItemInBestSlots(itemId, count);
}
}
for (PlayerCreateInfoItems::const_iterator item_id_itr = info->item.begin(); item_id_itr != info->item.end(); ++item_id_itr)
StoreNewItemInBestSlots(item_id_itr->item_id, item_id_itr->item_amount);
// bags and main-hand weapon must equipped at this moment
// now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
// or ammo not equipped in special bag
for (uint8 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
InventoryResult msg = CanEquipItem(NULL_SLOT, eDest, pItem, false);
if (msg == EQUIP_ERR_OK)
{
RemoveItem(INVENTORY_SLOT_BAG_0, i, true);
EquipItem(eDest, pItem, true);
}
// move other items to more appropriate slots (ammo not equipped in special bag)
else
{
ItemPosCountVec sDest;
msg = CanStoreItem(NULL_BAG, NULL_SLOT, sDest, pItem, false);
if (msg == EQUIP_ERR_OK)
{
RemoveItem(INVENTORY_SLOT_BAG_0, i, true);
pItem = StoreItem(sDest, pItem, true);
}
// if this is ammo then use it
msg = CanUseAmmo(pItem->GetEntry());
if (msg == EQUIP_ERR_OK)
SetAmmo(pItem->GetEntry());
}
}
}
// all item positions resolved
return true;
}
bool Player::StoreNewItemInBestSlots(uint32 titem_id, uint32 titem_amount)
{
TC_LOG_DEBUG("entities.player.items", "STORAGE: Creating initial item, itemId = %u, count = %u", titem_id, titem_amount);
// attempt equip by one
while (titem_amount > 0)
{
uint16 eDest;
InventoryResult msg = CanEquipNewItem(NULL_SLOT, eDest, titem_id, false);
if (msg != EQUIP_ERR_OK)
break;
EquipNewItem(eDest, titem_id, true);
AutoUnequipOffhandIfNeed();
--titem_amount;
}
if (titem_amount == 0)
return true; // equipped
// attempt store
ItemPosCountVec sDest;
// store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
InventoryResult msg = CanStoreNewItem(INVENTORY_SLOT_BAG_0, NULL_SLOT, sDest, titem_id, titem_amount);
if (msg == EQUIP_ERR_OK)
{
StoreNewItem(sDest, titem_id, true, Item::GenerateItemRandomPropertyId(titem_id));
return true; // stored
}
// item can't be added
TC_LOG_ERROR("entities.player.items", "STORAGE: Can't equip or store initial item %u for race %u class %u, error msg = %u", titem_id, getRace(), getClass(), msg);
return false;
}
void Player::SendMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, int32 Regen)
{
if (int(MaxValue) == DISABLED_MIRROR_TIMER)
{
if (int(CurrentValue) != DISABLED_MIRROR_TIMER)
StopMirrorTimer(Type);
return;
}
WorldPacket data(SMSG_START_MIRROR_TIMER, (21));
data << (uint32)Type;
data << CurrentValue;
data << MaxValue;
data << Regen;
data << (uint8)0;
data << (uint32)0; // spell id
GetSession()->SendPacket(&data);
}
void Player::StopMirrorTimer(MirrorTimerType Type)
{
m_MirrorTimer[Type] = DISABLED_MIRROR_TIMER;
WorldPacket data(SMSG_STOP_MIRROR_TIMER, 4);
data << (uint32)Type;
GetSession()->SendPacket(&data);
}
bool Player::IsImmuneToEnvironmentalDamage()
{
// check for GM and death state included in isAttackableByAOE
return (!isTargetableForAttack(false));
}
uint32 Player::EnvironmentalDamage(EnviromentalDamage type, uint32 damage)
{
if (IsImmuneToEnvironmentalDamage())
return 0;
// Absorb, resist some environmental damage type
uint32 absorb = 0;
uint32 resist = 0;
if (type == DAMAGE_LAVA)
CalcAbsorbResist(this, SPELL_SCHOOL_MASK_FIRE, DIRECT_DAMAGE, damage, &absorb, &resist);
else if (type == DAMAGE_SLIME)
CalcAbsorbResist(this, SPELL_SCHOOL_MASK_NATURE, DIRECT_DAMAGE, damage, &absorb, &resist);
damage -= absorb + resist;
DealDamageMods(this, damage, &absorb);
WorldPacket data(SMSG_ENVIRONMENTALDAMAGELOG, (21));
data << uint64(GetGUID());
data << uint8(type != DAMAGE_FALL_TO_VOID ? type : DAMAGE_FALL);
data << uint32(damage);
data << uint32(absorb);
data << uint32(resist);
SendMessageToSet(&data, true);
uint32 final_damage = DealDamage(this, damage, NULL, SELF_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
if (!IsAlive())
{
if (type == DAMAGE_FALL) // DealDamage not apply item durability loss at self damage
{
TC_LOG_DEBUG("entities.player", "We are fall to death, loosing 10 percents durability");
DurabilityLossAll(0.10f, false);
// durability lost message
WorldPacket data2(SMSG_DURABILITY_DAMAGE_DEATH, 0);
GetSession()->SendPacket(&data2);
}
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM, 1, type);
}
return final_damage;
}
int32 Player::getMaxTimer(MirrorTimerType timer)
{
switch (timer)
{
case FATIGUE_TIMER:
return MINUTE * IN_MILLISECONDS;
case BREATH_TIMER:
{
if (!IsAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING) || GetSession()->GetSecurity() >= AccountTypes(sWorld->getIntConfig(CONFIG_DISABLE_BREATHING)))
return DISABLED_MIRROR_TIMER;
int32 UnderWaterTime = 3 * MINUTE * IN_MILLISECONDS;
AuraEffectList const& mModWaterBreathing = GetAuraEffectsByType(SPELL_AURA_MOD_WATER_BREATHING);
for (AuraEffectList::const_iterator i = mModWaterBreathing.begin(); i != mModWaterBreathing.end(); ++i)
AddPct(UnderWaterTime, (*i)->GetAmount());
return UnderWaterTime;
}
case FIRE_TIMER:
{
if (!IsAlive())
return DISABLED_MIRROR_TIMER;
return 1 * IN_MILLISECONDS;
}
default:
return 0;
}
}
void Player::UpdateMirrorTimers()
{
// Desync flags for update on next HandleDrowning
if (m_MirrorTimerFlags)
m_MirrorTimerFlagsLast = ~m_MirrorTimerFlags;
}
void Player::StopMirrorTimers()
{
StopMirrorTimer(FATIGUE_TIMER);
StopMirrorTimer(BREATH_TIMER);
StopMirrorTimer(FIRE_TIMER);
}
bool Player::IsMirrorTimerActive(MirrorTimerType type)
{
return m_MirrorTimer[type] == getMaxTimer(type);
}
void Player::HandleDrowning(uint32 time_diff)
{
if (!m_MirrorTimerFlags)
return;
// In water
if (m_MirrorTimerFlags & UNDERWATER_INWATER)
{
// Breath timer not activated - activate it
if (m_MirrorTimer[BREATH_TIMER] == DISABLED_MIRROR_TIMER)
{
m_MirrorTimer[BREATH_TIMER] = getMaxTimer(BREATH_TIMER);
SendMirrorTimer(BREATH_TIMER, m_MirrorTimer[BREATH_TIMER], m_MirrorTimer[BREATH_TIMER], -1);
}
else // If activated - do tick
{
m_MirrorTimer[BREATH_TIMER]-=time_diff;
// Timer limit - need deal damage
if (m_MirrorTimer[BREATH_TIMER] < 0)
{
m_MirrorTimer[BREATH_TIMER]+= 1*IN_MILLISECONDS;
// Calculate and deal damage
/// @todo Check this formula
uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
EnvironmentalDamage(DAMAGE_DROWNING, damage);
}
else if (!(m_MirrorTimerFlagsLast & UNDERWATER_INWATER)) // Update time in client if need
SendMirrorTimer(BREATH_TIMER, getMaxTimer(BREATH_TIMER), m_MirrorTimer[BREATH_TIMER], -1);
}
}
else if (m_MirrorTimer[BREATH_TIMER] != DISABLED_MIRROR_TIMER) // Regen timer
{
int32 UnderWaterTime = getMaxTimer(BREATH_TIMER);
// Need breath regen
m_MirrorTimer[BREATH_TIMER]+=10*time_diff;
if (m_MirrorTimer[BREATH_TIMER] >= UnderWaterTime || !IsAlive())
StopMirrorTimer(BREATH_TIMER);
else if (m_MirrorTimerFlagsLast & UNDERWATER_INWATER)
SendMirrorTimer(BREATH_TIMER, UnderWaterTime, m_MirrorTimer[BREATH_TIMER], 10);
}
// In dark water
if (m_MirrorTimerFlags & UNDERWARER_INDARKWATER)
{
// Fatigue timer not activated - activate it
if (m_MirrorTimer[FATIGUE_TIMER] == DISABLED_MIRROR_TIMER)
{
m_MirrorTimer[FATIGUE_TIMER] = getMaxTimer(FATIGUE_TIMER);
SendMirrorTimer(FATIGUE_TIMER, m_MirrorTimer[FATIGUE_TIMER], m_MirrorTimer[FATIGUE_TIMER], -1);
}
else
{
m_MirrorTimer[FATIGUE_TIMER]-=time_diff;
// Timer limit - need deal damage or teleport ghost to graveyard
if (m_MirrorTimer[FATIGUE_TIMER] < 0)
{
m_MirrorTimer[FATIGUE_TIMER]+= 1*IN_MILLISECONDS;
if (IsAlive()) // Calculate and deal damage
{
uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
EnvironmentalDamage(DAMAGE_EXHAUSTED, damage);
}
else if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) // Teleport ghost to graveyard
RepopAtGraveyard();
}
else if (!(m_MirrorTimerFlagsLast & UNDERWARER_INDARKWATER))
SendMirrorTimer(FATIGUE_TIMER, getMaxTimer(FATIGUE_TIMER), m_MirrorTimer[FATIGUE_TIMER], -1);
}
}
else if (m_MirrorTimer[FATIGUE_TIMER] != DISABLED_MIRROR_TIMER) // Regen timer
{
int32 DarkWaterTime = getMaxTimer(FATIGUE_TIMER);
m_MirrorTimer[FATIGUE_TIMER]+=10*time_diff;
if (m_MirrorTimer[FATIGUE_TIMER] >= DarkWaterTime || !IsAlive())
StopMirrorTimer(FATIGUE_TIMER);
else if (m_MirrorTimerFlagsLast & UNDERWARER_INDARKWATER)
SendMirrorTimer(FATIGUE_TIMER, DarkWaterTime, m_MirrorTimer[FATIGUE_TIMER], 10);
}
if (m_MirrorTimerFlags & (UNDERWATER_INLAVA /*| UNDERWATER_INSLIME*/) && !(_lastLiquid && _lastLiquid->SpellId))
{
// Breath timer not activated - activate it
if (m_MirrorTimer[FIRE_TIMER] == DISABLED_MIRROR_TIMER)
m_MirrorTimer[FIRE_TIMER] = getMaxTimer(FIRE_TIMER);
else
{
m_MirrorTimer[FIRE_TIMER] -= time_diff;
if (m_MirrorTimer[FIRE_TIMER] < 0)
{
m_MirrorTimer[FIRE_TIMER]+= 1*IN_MILLISECONDS;
// Calculate and deal damage
/// @todo Check this formula
uint32 damage = urand(600, 700);
if (m_MirrorTimerFlags & UNDERWATER_INLAVA)
EnvironmentalDamage(DAMAGE_LAVA, damage);
// need to skip Slime damage in Undercity,
// maybe someone can find better way to handle environmental damage
//else if (m_zoneUpdateId != 1497)
// EnvironmentalDamage(DAMAGE_SLIME, damage);
}
}
}
else
m_MirrorTimer[FIRE_TIMER] = DISABLED_MIRROR_TIMER;
// Recheck timers flag
m_MirrorTimerFlags&=~UNDERWATER_EXIST_TIMERS;
for (uint8 i = 0; i< MAX_TIMERS; ++i)
if (m_MirrorTimer[i] != DISABLED_MIRROR_TIMER)
{
m_MirrorTimerFlags|=UNDERWATER_EXIST_TIMERS;
break;
}
m_MirrorTimerFlagsLast = m_MirrorTimerFlags;
}
///The player sobers by 1% every 9 seconds
void Player::HandleSobering()
{
m_drunkTimer = 0;
uint8 currentDrunkValue = GetDrunkValue();
uint8 drunk = currentDrunkValue ? --currentDrunkValue : 0;
SetDrunkValue(drunk);
}
DrunkenState Player::GetDrunkenstateByValue(uint8 value)
{
if (value >= 90)
return DRUNKEN_SMASHED;
if (value >= 50)
return DRUNKEN_DRUNK;
if (value)
return DRUNKEN_TIPSY;
return DRUNKEN_SOBER;
}
void Player::SetDrunkValue(uint8 newDrunkValue, uint32 itemId /*= 0*/)
{
bool isSobering = newDrunkValue < GetDrunkValue();
uint32 oldDrunkenState = Player::GetDrunkenstateByValue(GetDrunkValue());
if (newDrunkValue > 100)
newDrunkValue = 100;
// select drunk percent or total SPELL_AURA_MOD_FAKE_INEBRIATE amount, whichever is higher for visibility updates
int32 drunkPercent = std::max<int32>(newDrunkValue, GetTotalAuraModifier(SPELL_AURA_MOD_FAKE_INEBRIATE));
if (drunkPercent)
{
m_invisibilityDetect.AddFlag(INVISIBILITY_DRUNK);
m_invisibilityDetect.SetValue(INVISIBILITY_DRUNK, drunkPercent);
}
else if (!HasAuraType(SPELL_AURA_MOD_FAKE_INEBRIATE) && !newDrunkValue)
m_invisibilityDetect.DelFlag(INVISIBILITY_DRUNK);
uint32 newDrunkenState = Player::GetDrunkenstateByValue(newDrunkValue);
SetByteValue(PLAYER_BYTES_3, 1, newDrunkValue);
UpdateObjectVisibility();
if (!isSobering)
m_drunkTimer = 0; // reset sobering timer
if (newDrunkenState == oldDrunkenState)
return;
WorldPacket data(SMSG_CROSSED_INEBRIATION_THRESHOLD, (8+4+4));
data << uint64(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;
}
// If this is set during update SetSpellModTakingSpell call is missing somewhere in the code
// Having this would prevent more aura charges to be dropped, so let's crash
//ASSERT (!m_spellModTakingSpell);
if (m_spellModTakingSpell)
{
//TC_LOG_FATAL("entities.player", "Player has m_pad %u during update!", m_pad);
//if (m_spellModTakingSpell)
TC_LOG_FATAL("spells", "Player has m_spellModTakingSpell %u during update!", m_spellModTakingSpell->m_spellInfo->Id);
m_spellModTakingSpell = NULL;
}
//used to implement delayed far teleports
SetCanDelayTeleport(true);
Unit::Update(p_time);
SetCanDelayTeleport(false);
time_t now = time(NULL);
UpdatePvPFlag(now);
UpdateContestedPvP(p_time);
UpdateDuelFlag(now);
CheckDuelDistance(now);
UpdateAfkReport(now);
if (IsCharmed())
if (Unit* charmer = GetCharmer())
if (charmer->GetTypeId() == TYPEID_UNIT && charmer->IsAlive())
UpdateCharmedAI();
// Update items that have just a limited lifetime
if (now > m_Last_tick)
UpdateItemDuration(uint32(now - m_Last_tick));
// check every second
if (now > m_Last_tick + 1)
UpdateSoulboundTradeItems();
// If mute expired, remove it from the DB
if (GetSession()->m_muteTime && GetSession()->m_muteTime < now)
{
GetSession()->m_muteTime = 0;
PreparedStatement* stmt = LoginDatabase.GetPreparedStatement(LOGIN_UPD_MUTE_TIME);
stmt->setInt64(0, 0); // Set the mute time to 0
stmt->setString(1, "");
stmt->setString(2, "");
stmt->setUInt32(3, GetSession()->GetAccountId());
LoginDatabase.Execute(stmt);
}
if (!m_timedquests.empty())
{
QuestSet::iterator iter = m_timedquests.begin();
while (iter != m_timedquests.end())
{
QuestStatusData& q_status = m_QuestStatus[*iter];
if (q_status.Timer <= p_time)
{
uint32 quest_id = *iter;
++iter; // current iter will be removed in FailQuest
FailQuest(quest_id);
}
else
{
q_status.Timer -= p_time;
m_QuestStatusSave[*iter] = QUEST_DEFAULT_SAVE_TYPE;
++iter;
}
}
}
m_achievementMgr->UpdateTimedAchievements(p_time);
if (HasUnitState(UNIT_STATE_MELEE_ATTACKING) && !HasUnitState(UNIT_STATE_CASTING))
{
if (Unit* victim = GetVictim())
{
// default combat reach 10
/// @todo add weapon, skill check
if (isAttackReady(BASE_ATTACK))
{
if (!IsWithinMeleeRange(victim))
{
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 * float(M_PI) / 3, victim))
{
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())
if (getAttackTimer(OFF_ATTACK) < ATTACK_DISPLAY_DELAY)
setAttackTimer(OFF_ATTACK, ATTACK_DISPLAY_DELAY);
// do attack
AttackerStateUpdate(victim, BASE_ATTACK);
resetAttackTimer(BASE_ATTACK);
}
}
if (haveOffhandWeapon() && isAttackReady(OFF_ATTACK))
{
if (!IsWithinMeleeRange(victim))
setAttackTimer(OFF_ATTACK, 100);
else if (!HasInArc(2 * float(M_PI) / 3, victim))
setAttackTimer(OFF_ATTACK, 100);
else
{
// prevent base and off attack in same time, delay attack at 0.2 sec
if (getAttackTimer(BASE_ATTACK) < ATTACK_DISPLAY_DELAY)
setAttackTimer(BASE_ATTACK, ATTACK_DISPLAY_DELAY);
// do attack
AttackerStateUpdate(victim, OFF_ATTACK);
resetAttackTimer(OFF_ATTACK);
}
}
/*Unit* owner = victim->GetOwner();
Unit* u = owner ? owner : victim;
if (u->IsPvP() && (!duel || duel->opponent != u))
{
UpdatePvP(true);
RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
}*/
}
}
if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING))
{
if (roll_chance_i(3) && GetTimeInnEnter() > 0) // freeze update
{
time_t time_inn = time(NULL)-GetTimeInnEnter();
if (time_inn >= 10) // freeze update
{
float bubble = 0.125f*sWorld->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_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, newarea;
GetZoneAndAreaId(newzone, newarea);
if (m_zoneUpdateId != newzone)
UpdateZone(newzone, newarea); // also update area
else
{
// use area updates as well
// needed for free far all arenas for example
if (m_areaUpdateId != newarea)
UpdateArea(newarea);
m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
}
}
else
m_zoneUpdateTimer -= p_time;
}
if (m_timeSyncTimer > 0)
{
if (p_time >= m_timeSyncTimer)
SendTimeSync();
else
m_timeSyncTimer -= p_time;
}
if (IsAlive())
{
m_regenTimer += p_time;
RegenerateAll();
}
if (m_deathState == JUST_DIED)
KillPlayer();
if (m_nextSave > 0)
{
if (p_time >= m_nextSave)
{
// m_nextSave reset in SaveToDB call
SaveToDB();
TC_LOG_DEBUG("entities.player", "Player '%s' (GUID: %u) saved", GetName().c_str(), GetGUIDLow());
}
else
m_nextSave -= p_time;
}
//Handle Water/drowning
HandleDrowning(p_time);
// Played time
if (now > m_Last_tick)
{
uint32 elapsed = uint32(now - m_Last_tick);
m_Played_time[PLAYED_TIME_TOTAL] += elapsed; // Total played time
m_Played_time[PLAYED_TIME_LEVEL] += elapsed; // Level played time
m_Last_tick = now;
}
if (GetDrunkValue())
{
m_drunkTimer += p_time;
if (m_drunkTimer > 9 * IN_MILLISECONDS)
HandleSobering();
}
if (HasPendingBind())
{
if (_pendingBindTimer <= p_time)
{
// Player left the instance
if (_pendingBindId == GetInstanceId())
BindToInstance();
SetPendingBind(0, 0);
}
else
_pendingBindTimer -= p_time;
}
// not auto-free ghost from body in instances
if (m_deathTimer > 0 && !GetBaseMap()->Instanceable() && !HasAuraType(SPELL_AURA_PREVENT_RESURRECTION))
{
if (p_time >= m_deathTimer)
{
m_deathTimer = 0;
BuildPlayerRepop();
RepopAtGraveyard();
}
else
m_deathTimer -= p_time;
}
UpdateEnchantTime(p_time);
UpdateHomebindTime(p_time);
if (!_instanceResetTimes.empty())
{
for (InstanceTimeMap::iterator itr = _instanceResetTimes.begin(); itr != _instanceResetTimes.end();)
{
if (itr->second < now)
_instanceResetTimes.erase(itr++);
else
++itr;
}
}
if (getClass() == CLASS_DEATH_KNIGHT)
{
// Update rune timers
for (uint8 i = 0; i < MAX_RUNES; ++i)
{
uint32 timer = GetRuneTimer(i);
// Don't update timer if rune is disabled
if (GetRuneCooldown(i))
continue;
// Timer has began
if (timer < 0xFFFFFFFF)
{
timer += p_time;
SetRuneTimer(i, std::min(uint32(2500), timer));
}
}
}
// group update
SendUpdateToOutOfRangeGroupMembers();
Pet* pet = GetPet();
if (pet && !pet->IsWithinDistInMap(this, GetMap()->GetVisibilityRange()) && !pet->isPossessed())
//if (pet && !pet->IsWithinDistInMap(this, GetMap()->GetVisibilityDistance()) && (GetCharmGUID() && (pet->GetGUID() != GetCharmGUID())))
RemovePet(pet, PET_SAVE_NOT_IN_SLOT, true);
//we should execute delayed teleports only for alive(!) players
//because we don't want player's ghost teleported from graveyard
if (IsHasDelayedTeleport() && IsAlive())
TeleportTo(m_teleport_dest, m_teleport_options);
}
void Player::setDeathState(DeathState s)
{
uint32 ressSpellId = 0;
bool cur = IsAlive();
if (s == JUST_DIED)
{
if (!cur)
{
TC_LOG_ERROR("entities.player", "setDeathState: attempt to kill a dead player %s(%d)", GetName().c_str(), GetGUIDLow());
return;
}
// send spectate addon message
if (HaveSpectators())
{
SpectatorAddonMsg msg;
msg.SetPlayer(GetName());
msg.SetStatus(false);
SendSpectatorAddonMsgToBG(msg);
}
// drunken state is cleared on death
SetDrunkValue(0);
// lost combo points at any target (targeted combo points clear in Unit::setDeathState)
ClearComboPoints();
clearResurrectRequestData();
//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);
// save value before aura remove in Unit::setDeathState
ressSpellId = GetUInt32Value(PLAYER_SELF_RES_SPELL);
// passive spell
if (!ressSpellId)
ressSpellId = GetResurrectionSpellId();
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP, 1);
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH, 1);
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON, 1);
ResetAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BG_OBJECTIVE_CAPTURE, ACHIEVEMENT_CRITERIA_CONDITION_NO_DEATH);
ResetAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL, ACHIEVEMENT_CRITERIA_CONDITION_NO_DEATH);
ResetAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GET_KILLING_BLOWS, ACHIEVEMENT_CRITERIA_CONDITION_NO_DEATH);
}
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);
}
void Player::InnEnter(time_t 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;
}
void Player::SetSelection(ObjectGuid guid)
{
//uint64 selectionGUID = guid;
SetUInt64Value(UNIT_FIELD_TARGET, guid);
if (Player *target = ObjectAccessor::FindPlayer(guid))
if (HaveSpectators())
{
SpectatorAddonMsg msg;
msg.SetPlayer(GetName());
msg.SetTarget(target->GetName());
SendSpectatorAddonMsgToBG(msg);
}
}
bool Player::BuildEnumData(PreparedQueryResult result, WorldPacket* data)
{
// 0 1 2 3 4 5 6 7
// "SELECT characters.guid, characters.name, characters.race, characters.class, characters.gender, characters.playerBytes, characters.playerBytes2, characters.level, "
// 8 9 10 11 12 13 14
// "characters.zone, characters.map, characters.position_x, characters.position_y, characters.position_z, guild_member.guildid, characters.playerFlags, "
// 15 16 17 18 19 20 21
// "characters.at_login, character_pet.entry, character_pet.modelid, character_pet.level, characters.data, character_banned.guid, character_declinedname.genitive "
Field* fields = result->Fetch();
uint32 guid = fields[0].GetUInt32();
uint8 plrRace = fields[2].GetUInt8();
uint8 plrClass = fields[3].GetUInt8();
uint8 gender = fields[4].GetUInt8();
PlayerInfo const* info = sObjectMgr->GetPlayerInfo(plrRace, plrClass);
if (!info)
{
TC_LOG_ERROR("entities.player.loading", "Player %u has incorrect race/class pair. Don't build enum.", guid);
return false;
}
else if (!IsValidGender(gender))
{
TC_LOG_ERROR("entities.player.loading", "Player (%u) has incorrect gender (%u), don't build enum.", guid, gender);
return false;
}
*data << ObjectGuid(HIGHGUID_PLAYER, guid);
*data << fields[1].GetString(); // name
*data << uint8(plrRace); // race
*data << uint8(plrClass); // class
*data << uint8(gender); // gender
uint32 playerBytes = fields[5].GetUInt32();
*data << uint8(playerBytes); // skin
*data << uint8(playerBytes >> 8); // face
*data << uint8(playerBytes >> 16); // hair style
*data << uint8(playerBytes >> 24); // hair color
uint32 playerBytes2 = fields[6].GetUInt32();
*data << uint8(playerBytes2 & 0xFF); // facial hair
*data << uint8(fields[7].GetUInt8()); // level
*data << uint32(fields[8].GetUInt16()); // zone
*data << uint32(fields[9].GetUInt16()); // map
*data << fields[10].GetFloat(); // x
*data << fields[11].GetFloat(); // y
*data << fields[12].GetFloat(); // z
*data << uint32(fields[13].GetUInt32()); // guild id
uint32 charFlags = 0;
uint32 playerFlags = fields[14].GetUInt32();
uint16 atLoginFlags = fields[15].GetUInt16();
if (playerFlags & PLAYER_FLAGS_HIDE_HELM)
charFlags |= CHARACTER_FLAG_HIDE_HELM;
if (playerFlags & PLAYER_FLAGS_HIDE_CLOAK)
charFlags |= CHARACTER_FLAG_HIDE_CLOAK;
if (playerFlags & PLAYER_FLAGS_GHOST)
charFlags |= CHARACTER_FLAG_GHOST;
if (atLoginFlags & AT_LOGIN_RENAME)
charFlags |= CHARACTER_FLAG_RENAME;
if (fields[20].GetUInt32())
charFlags |= CHARACTER_FLAG_LOCKED_BY_BILLING;
if (sWorld->getBoolConfig(CONFIG_DECLINED_NAMES_USED))
{
if (!fields[21].GetString().empty())
charFlags |= CHARACTER_FLAG_DECLINED;
}
else
charFlags |= CHARACTER_FLAG_DECLINED;
*data << uint32(charFlags); // character flags
// character customize flags
if (atLoginFlags & AT_LOGIN_CUSTOMIZE)
*data << uint32(CHAR_CUSTOMIZE_FLAG_CUSTOMIZE);
else if (atLoginFlags & AT_LOGIN_CHANGE_FACTION)
*data << uint32(CHAR_CUSTOMIZE_FLAG_FACTION);
else if (atLoginFlags & AT_LOGIN_CHANGE_RACE)
*data << uint32(CHAR_CUSTOMIZE_FLAG_RACE);
else
*data << uint32(CHAR_CUSTOMIZE_FLAG_NONE);
// First login
*data << uint8(atLoginFlags & AT_LOGIN_FIRST ? 1 : 0);
// Pets info
uint32 petDisplayId = 0;
uint32 petLevel = 0;
uint32 petFamily = 0;
// show pet at selection character in character list only for non-ghost character
if (result && !(playerFlags & PLAYER_FLAGS_GHOST) && (plrClass == CLASS_WARLOCK || plrClass == CLASS_HUNTER || plrClass == CLASS_DEATH_KNIGHT))
{
uint32 entry = fields[16].GetUInt32();
CreatureTemplate const* creatureInfo = sObjectMgr->GetCreatureTemplate(entry);
if (creatureInfo)
{
petDisplayId = fields[17].GetUInt32();
petLevel = fields[18].GetUInt16();
petFamily = creatureInfo->family;
}
}
*data << uint32(petDisplayId);
*data << uint32(petLevel);
*data << uint32(petFamily);
Tokenizer equipment(fields[19].GetString(), ' ');
for (uint8 slot = 0; slot < INVENTORY_SLOT_BAG_END; ++slot)
{
uint32 visualBase = slot * 2;
uint32 itemId = GetUInt32ValueFromArray(equipment, visualBase);
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
if (!proto)
{
*data << uint32(0);
*data << uint8(0);
*data << uint32(0);
continue;
}
SpellItemEnchantmentEntry const* enchant = NULL;
uint32 enchants = GetUInt32ValueFromArray(equipment, visualBase + 1);
for (uint8 enchantSlot = PERM_ENCHANTMENT_SLOT; enchantSlot <= TEMP_ENCHANTMENT_SLOT; ++enchantSlot)
{
// values stored in 2 uint16
uint32 enchantId = 0x0000FFFF & (enchants >> enchantSlot*16);
if (!enchantId)
continue;
enchant = sSpellItemEnchantmentStore.LookupEntry(enchantId);
if (enchant)
break;
}
*data << uint32(proto->DisplayInfoID);
*data << uint8(proto->InventoryType);
*data << uint32(enchant ? enchant->aura_id : 0);
}
return true;
}
void Player::ToggleAFK()
{
ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
// afk player not allowed in battleground
if (isAFK() && InBattleground() && !InArena())
LeaveBattleground();
}
void Player::ToggleDND()
{
ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
}
uint8 Player::GetChatTag() const
{
uint8 tag = CHAT_TAG_NONE;
if (isGMChat())
tag |= CHAT_TAG_GM;
if (isDND())
tag |= CHAT_TAG_DND;
if (isAFK())
tag |= CHAT_TAG_AFK;
if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DEVELOPER))
tag |= CHAT_TAG_DEV;
return tag;
}
void Player::SendTeleportAckPacket()
{
WorldPacket data(MSG_MOVE_TELEPORT_ACK, 41);
data << GetPackGUID();
data << uint32(0); // this value increments every time
BuildMovementPacket(&data);
GetSession()->SendPacket(&data);
}
bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options)
{
if (!MapManager::IsValidMapCoord(mapid, x, y, z, orientation))
{
TC_LOG_ERROR("maps", "TeleportTo: invalid map (%d) or invalid coordinates (X: %f, Y: %f, Z: %f, O: %f) given when teleporting player (GUID: %u, name: %s, map: %d, X: %f, Y: %f, Z: %f, O: %f).",
mapid, x, y, z, orientation, GetGUIDLow(), GetName().c_str(), GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
return false;
}
if (!GetSession()->HasPermission(rbac::RBAC_PERM_SKIP_CHECK_DISABLE_MAP) && DisableMgr::IsDisabledFor(DISABLE_TYPE_MAP, mapid, this))
{
TC_LOG_ERROR("maps", "Player (GUID: %u, name: %s) tried to enter a forbidden map %u", GetGUIDLow(), GetName().c_str(), mapid);
SendTransferAborted(mapid, TRANSFER_ABORT_MAP_NOT_ALLOWED);
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())
{
TC_LOG_DEBUG("maps", "Player %s using client without required expansion tried teleport to non accessible map %u", GetName().c_str(), mapid);
if (Transport* transport = GetTransport())
{
transport->RemovePassenger(this);
RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
}
SendTransferAborted(mapid, TRANSFER_ABORT_INSUF_EXPAN_LVL, mEntry->Expansion());
return false; // normal client can't teleport to this map...
}
else
TC_LOG_DEBUG("maps", "Player %s is being teleported to map %u", GetName().c_str(), mapid);
if (m_vehicle)
ExitVehicle();
// reset movement flags at teleport, because player will continue move with these flags after teleport
SetUnitMovementFlags(GetUnitMovementFlags() & MOVEMENTFLAG_MASK_HAS_PLAYER_STATUS_OPCODE);
DisableSpline();
if (Transport* transport = GetTransport())
{
if (options & TELE_TO_NOT_LEAVE_TRANSPORT)
AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
else
transport->RemovePassenger(this);
}
// The player was ported to another map and loses the duel immediately.
// We have to perform this check before the teleport, otherwise the
// ObjectAccessor won't find the flag.
if (duel && GetMapId() != mapid && GetMap()->GetGameObject(GetGuidValue(PLAYER_DUEL_ARBITER)))
DuelComplete(DUEL_FLED);
if (GetMapId() == mapid)
{
//lets reset far teleport flag if it wasn't reset during chained teleports
SetSemaphoreTeleportFar(false);
//setup delayed teleport flag
SetDelayedTeleportFlag(IsCanDelayTeleport());
//if teleport spell is cast in Unit::Update() func
//then we need to delay it until update process will be finished
if (IsHasDelayedTeleport())
{
SetSemaphoreTeleportNear(true);
//lets save teleport destination for player
m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
m_teleport_options = options;
return true;
}
if (!(options & TELE_TO_NOT_UNSUMMON_PET))
{
//same map, only remove pet if out of range for new position
if (pet && !pet->IsWithinDist3d(x, y, z, GetMap()->GetVisibilityRange()))
UnsummonPetTemporaryIfAny();
}
if (!(options & TELE_TO_NOT_LEAVE_COMBAT))
CombatStop();
// this will be used instead of the current location in SaveToDB
m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
SetFallInformation(0, z);
// code for finish transfer called in WorldSession::HandleMovementOpcodes()
// at client packet MSG_MOVE_TELEPORT_ACK
SetSemaphoreTeleportNear(true);
// near teleport, triggering send MSG_MOVE_TELEPORT_ACK from client at landing
if (!GetSession()->PlayerLogout())
{
Position oldPos = GetPosition();
if (HasUnitMovementFlag(MOVEMENTFLAG_HOVER))
z += GetFloatValue(UNIT_FIELD_HOVERHEIGHT);
Relocate(x, y, z, orientation);
SendTeleportAckPacket();
SendTeleportPacket(oldPos); // this automatically relocates to oldPos in order to broadcast the packet in the right place
}
}
else
{
if (getClass() == CLASS_DEATH_KNIGHT && GetMapId() == 609 && !IsGameMaster() && !HasSpell(50977))
return false;
// far teleport to another map
Map* oldmap = IsInWorld() ? GetMap() : NULL;
// check if we can enter before stopping combat / removing pet / totems / interrupting spells
// Check enter rights before map getting to avoid creating instance copy for player
// this check not dependent from map instance copy and same for all instance copies of selected map
if (!sMapMgr->CanPlayerEnter(mapid, this, false))
return false;
//I think this always returns true. Correct me if I am wrong.
// If the map is not created, assume it is possible to enter it.
// It will be created in the WorldPortAck.
//Map* map = sMapMgr->FindBaseNonInstanceMap(mapid);
//if (!map || map->CanEnter(this))
{
//lets reset near teleport flag if it wasn't reset during chained teleports
SetSemaphoreTeleportNear(false);
//setup delayed teleport flag
SetDelayedTeleportFlag(IsCanDelayTeleport());
//if teleport spell is cast in Unit::Update() func
//then we need to delay it until update process will be finished
if (IsHasDelayedTeleport())
{
SetSemaphoreTeleportFar(true);
//lets save teleport destination for player
m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
m_teleport_options = options;
return true;
}
SetSelection(ObjectGuid::Empty);
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 arena spell coldowns/buffs now to also remove pet's cooldowns before it's temporarily unsummoned
if (mEntry->IsBattleArena())
{
RemoveArenaSpellCooldowns(true);
RemoveArenaAuras();
if (pet)
pet->RemoveArenaAuras();
}
// remove pet on map change
if (pet)
UnsummonPetTemporaryIfAny();
// remove all dyn objects
RemoveAllDynObjects();
// stop spellcasting
// not attempt interrupt teleportation spell at caster teleport
if (!(options & TELE_TO_SPELL))
if (IsNonMeleeSpellCast(true))
InterruptNonMeleeSpells(true);
//remove auras before removing from map...
RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP | AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING);
if (!GetSession()->PlayerLogout())
{
// send transfer packets
WorldPacket data(SMSG_TRANSFER_PENDING, 4 + 4 + 4);
data << uint32(mapid);
if (Transport* transport = GetTransport())
data << transport->GetEntry() << GetMapId();
GetSession()->SendPacket(&data);
}
// remove from old map now
if (oldmap)
oldmap->RemovePlayerFromMap(this, false);
m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
SetFallInformation(0, z);
// if the player is saved before worldportack (at logout for example)
// this will be used instead of the current location in SaveToDB
if (!GetSession()->PlayerLogout())
{
WorldPacket data(SMSG_NEW_WORLD, 4 + 4 + 4 + 4 + 4);
data << uint32(mapid);
if (GetTransport())
data << m_movementInfo.transport.pos.PositionXYZOStream();
else
data << m_teleport_dest.PositionXYZOStream();
GetSession()->SendPacket(&data);
SendSavedInstances();
}
// move packet sent by client always after far teleport
// code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
SetSemaphoreTeleportFar(true);
}
//else
// return false;
}
return true;
}
bool Player::TeleportTo(WorldLocation const &loc, uint32 options /*= 0*/)
{
return TeleportTo(loc.GetMapId(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ(), loc.GetOrientation(), options);
}
bool Player::TeleportToBGEntryPoint()
{
if (m_bgData.joinPos.m_mapId == MAPID_INVALID)
return false;
ScheduleDelayedOperation(DELAYED_BG_MOUNT_RESTORE);
ScheduleDelayedOperation(DELAYED_BG_TAXI_RESTORE);
ScheduleDelayedOperation(DELAYED_BG_GROUP_RESTORE);
Battleground *oldBg = GetBattleground();
bool result = TeleportTo(m_bgData.joinPos);
if (IsSpectator() && result)
{
SetSpectate(false);
if (oldBg)
oldBg->RemoveSpectator(GetGUID());
}
return result;
}
void Player::ProcessDelayedOperations()
{
if (m_DelayedOperations == 0)
return;
if (m_DelayedOperations & DELAYED_RESURRECT_PLAYER)
{
ResurrectPlayer(0.0f, false);
if (GetMaxHealth() > m_resurrectHealth)
SetHealth(m_resurrectHealth);
else
SetFullHealth();
if (GetMaxPower(POWER_MANA) > m_resurrectMana)
SetPower(POWER_MANA, m_resurrectMana);
else
SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
SetPower(POWER_RAGE, 0);
SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
SpawnCorpseBones();
}
if (m_DelayedOperations & DELAYED_SAVE_PLAYER)
SaveToDB();
if (m_DelayedOperations & DELAYED_SPELL_CAST_DESERTER)
CastSpell(this, 26013, true); // Deserter
if (m_DelayedOperations & DELAYED_BG_MOUNT_RESTORE)
{
if (m_bgData.mountSpell)
{
CastSpell(this, m_bgData.mountSpell, true);
m_bgData.mountSpell = 0;
}
}
if (m_DelayedOperations & DELAYED_BG_TAXI_RESTORE)
{
if (m_bgData.HasTaxiPath())
{
m_taxi.AddTaxiDestination(m_bgData.taxiPath[0]);
m_taxi.AddTaxiDestination(m_bgData.taxiPath[1]);
m_bgData.ClearTaxiPath();
ContinueTaxiFlight();
}
}
if (m_DelayedOperations & DELAYED_BG_GROUP_RESTORE)
{
if (Group* g = GetGroup())
g->SendUpdateToPlayer(GetGUID());
}
//we have executed ALL delayed ops, so clear the flag
m_DelayedOperations = 0;
}
void Player::AddToWorld()
{
///- Do not add/remove the player from the object storage
///- It will crash when updating the ObjectAccessor
///- The player should only be added when logging in
Unit::AddToWorld();
for (uint8 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
StopCastingCharm();
StopCastingBindSight();
UnsummonPetTemporaryIfAny();
sOutdoorPvPMgr->HandlePlayerLeaveZone(this, m_zoneUpdateId);
sBattlefieldMgr->HandlePlayerLeaveZone(this, m_zoneUpdateId);
}
///- 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();
for (uint8 i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i)
{
if (m_items[i])
m_items[i]->RemoveFromWorld();
}
for (ItemMap::iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter)
iter->second->RemoveFromWorld();
if (m_uint32Values)
{
if (WorldObject* viewpoint = GetViewpoint())
{
TC_LOG_ERROR("entities.player", "Player %s has viewpoint %u %u when removed from world",
GetName().c_str(), viewpoint->GetEntry(), viewpoint->GetTypeId());
SetViewpoint(viewpoint, false);
}
}
}
void Player::RegenerateAll()
{
//if (m_regenTimer <= 500)
// return;
m_regenTimerCount += m_regenTimer;
Regenerate(POWER_ENERGY);
Regenerate(POWER_MANA);
// Runes act as cooldowns, and they don't need to send any data
if (getClass() == CLASS_DEATH_KNIGHT)
for (uint8 i = 0; i < MAX_RUNES; ++i)
if (uint32 cd = GetRuneCooldown(i))
SetRuneCooldown(i, (cd > m_regenTimer) ? cd - m_regenTimer : 0);
if (m_regenTimerCount >= 2000)
{
// Not in combat or they have regeneration
if (!IsInCombat() || IsPolymorphed() || m_baseHealthRegen ||
HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) ||
HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT))
{
RegenerateHealth();
}
Regenerate(POWER_RAGE);
if (getClass() == CLASS_DEATH_KNIGHT)
Regenerate(POWER_RUNIC_POWER);
m_regenTimerCount -= 2000;
}
m_regenTimer = 0;
}
void Player::Regenerate(Powers power)
{
uint32 maxValue = GetMaxPower(power);
if (!maxValue)
return;
uint32 curValue = GetPower(power);
/// @todo possible use of miscvalueb instead of amount
if (HasAuraTypeWithValue(SPELL_AURA_PREVENT_REGENERATE_POWER, power))
return;
float addvalue = 0.0f;
switch (power)
{
case POWER_MANA:
{
bool recentCast = IsUnderLastManaUseEffect();
float ManaIncreaseRate = sWorld->getRate(RATE_POWER_MANA);
if (getLevel() < 15)
ManaIncreaseRate = sWorld->getRate(RATE_POWER_MANA) * (2.066f - (getLevel() * 0.066f));
if (recentCast) // Trinity Updates Mana in intervals of 2s, which is correct
addvalue += GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER) * ManaIncreaseRate * 0.001f * m_regenTimer;
else
addvalue += GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER) * ManaIncreaseRate * 0.001f * m_regenTimer;
} break;
case POWER_RAGE: // Regenerate rage
{
if (!IsInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))
{
float RageDecreaseRate = sWorld->getRate(RATE_POWER_RAGE_LOSS);
addvalue += -20 * RageDecreaseRate; // 2 rage by tick (= 2 seconds => 1 rage/sec)
}
} break;
case POWER_ENERGY: // Regenerate energy (rogue)
addvalue += 0.01f * m_regenTimer * sWorld->getRate(RATE_POWER_ENERGY);
break;
case POWER_RUNIC_POWER:
{
if (!IsInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))
{
float RunicPowerDecreaseRate = sWorld->getRate(RATE_POWER_RUNICPOWER_LOSS);
addvalue += -30 * RunicPowerDecreaseRate; // 3 RunicPower by tick
}
} break;
case POWER_RUNE:
case POWER_FOCUS:
case POWER_HAPPINESS:
break;
case POWER_HEALTH:
return;
default:
break;
}
// Mana regen calculated in Player::UpdateManaRegen()
if (power != POWER_MANA)
{
AuraEffectList const& ModPowerRegenPCTAuras = GetAuraEffectsByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT);
for (AuraEffectList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i)
if (Powers((*i)->GetMiscValue()) == power)
AddPct(addvalue, (*i)->GetAmount());
// Butchery requires combat for this effect
if (power != POWER_RUNIC_POWER || IsInCombat())
addvalue += GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, power) * ((power != POWER_ENERGY) ? m_regenTimerCount : m_regenTimer) / (5 * IN_MILLISECONDS);
}
if (addvalue < 0.0f)
{
if (curValue == 0)
return;
}
else if (addvalue > 0.0f)
{
if (curValue == maxValue)
return;
}
else
return;
addvalue += m_powerFraction[power];
uint32 integerValue = uint32(std::fabs(addvalue));
if (addvalue < 0.0f)
{
if (curValue > integerValue)
{
curValue -= integerValue;
m_powerFraction[power] = addvalue + integerValue;
}
else
{
curValue = 0;
m_powerFraction[power] = 0;
}
}
else
{
curValue += integerValue;
if (curValue > maxValue)
{
curValue = maxValue;
m_powerFraction[power] = 0;
}
else
m_powerFraction[power] = addvalue - integerValue;
}
if (m_regenTimerCount >= 2000)
SetPower(power, curValue);
else
UpdateUInt32Value(UNIT_FIELD_POWER1 + power, curValue);
}
void Player::RegenerateHealth()
{
uint32 curValue = GetHealth();
uint32 maxValue = GetMaxHealth();
if (curValue >= maxValue)
return;
float HealthIncreaseRate = sWorld->getRate(RATE_HEALTH);
if (getLevel() < 15)
HealthIncreaseRate = sWorld->getRate(RATE_HEALTH) * (2.066f - (getLevel() * 0.066f));
float addValue = 0.0f;
// polymorphed case
if (IsPolymorphed())
addValue = float(GetMaxHealth()) / 3.0f;
// normal regen case (maybe partly in combat case)
else if (!IsInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
{
addValue = OCTRegenHPPerSpirit() * HealthIncreaseRate;
if (!IsInCombat())
{
AuraEffectList const& mModHealthRegenPct = GetAuraEffectsByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT);
for (AuraEffectList::const_iterator i = mModHealthRegenPct.begin(); i != mModHealthRegenPct.end(); ++i)
AddPct(addValue, (*i)->GetAmount());
addValue += GetTotalAuraModifier(SPELL_AURA_MOD_REGEN) * 0.4f;
}
else if (HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
ApplyPct(addValue, GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT));
if (!IsStandState())
addValue *= 1.5f;
}
// always regeneration bonus (including combat)
addValue += GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT);
addValue += m_baseHealthRegen / 2.5f;
if (addValue < 0.0f)
addValue = 0.0f;
ModifyHealth(int32(addValue));
}
void Player::ResetAllPowers()
{
SetHealth(GetMaxHealth());
switch (getPowerType())
{
case POWER_MANA:
SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
break;
case POWER_RAGE:
SetPower(POWER_RAGE, 0);
break;
case POWER_ENERGY:
SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
break;
case POWER_RUNIC_POWER:
SetPower(POWER_RUNIC_POWER, 0);
break;
default:
break;
}
}
bool Player::CanInteractWithQuestGiver(Object* questGiver)
{
switch (questGiver->GetTypeId())
{
case TYPEID_UNIT:
return GetNPCIfCanInteractWith(questGiver->GetGUID(), UNIT_NPC_FLAG_QUESTGIVER) != NULL;
case TYPEID_GAMEOBJECT:
return GetGameObjectIfCanInteractWith(questGiver->GetGUID(), GAMEOBJECT_TYPE_QUESTGIVER) != NULL;
case TYPEID_PLAYER:
return IsAlive() && questGiver->ToPlayer()->IsAlive();
case TYPEID_ITEM:
return IsAlive();
default:
break;
}
return false;
}
Creature* Player::GetNPCIfCanInteractWith(ObjectGuid guid, uint32 npcflagmask)
{
// unit checks
if (!guid)
return NULL;
if (!IsInWorld())
return NULL;
if (IsInFlight())
return NULL;
// exist (we need look pets also for some interaction (quest/etc)
Creature* creature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, guid);
if (!creature)
return NULL;
// Deathstate checks
if (!IsAlive() && !(creature->GetCreatureTemplate()->type_flags & CREATURE_TYPEFLAGS_GHOST))
return NULL;
// alive or spirit healer
if (!creature->IsAlive() && !(creature->GetCreatureTemplate()->type_flags & CREATURE_TYPEFLAGS_DEAD_INTERACT))
return NULL;
// appropriate npc type
if (npcflagmask && !creature->HasFlag(UNIT_NPC_FLAGS, npcflagmask))
return NULL;
// not allow interaction under control, but allow with own pets
if (creature->GetCharmerGUID())
return NULL;
// not unfriendly/hostile
if (creature->GetReactionTo(this) <= REP_UNFRIENDLY)
return NULL;
// not too far
if (!creature->IsWithinDistInMap(this, INTERACTION_DISTANCE))
return NULL;
return creature;
}
GameObject* Player::GetGameObjectIfCanInteractWith(ObjectGuid guid, GameobjectTypes type) const
{
if (GameObject* go = GetMap()->GetGameObject(guid))
{
if (go->GetGoType() == type)
{
if (go->IsWithinDistInMap(this, go->GetInteractionDistance()))
return go;
TC_LOG_DEBUG("maps", "GetGameObjectIfCanInteractWith: GameObject '%s' [GUID: %u] is too far away from player %s [GUID: %u] to be used by him (distance=%f, maximal 10 is allowed)", go->GetGOInfo()->name.c_str(),
go->GetGUIDLow(), GetName().c_str(), GetGUIDLow(), go->GetDistance(this));
}
}
return NULL;
}
bool Player::IsUnderWater() const
{
return IsInWater() &&
GetPositionZ() < (GetBaseMap()->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);
getHostileRefManager().updateThreatTables();
}
void Player::SetSpectate(bool on)
{
if (on)
{
SetSpeed(MOVE_RUN, 5.0);
spectatorFlag = true;
m_ExtraFlags |= PLAYER_EXTRA_GM_ON;
setFaction(35);
if (Pet* pet = GetPet())
{
RemovePet(pet, PET_SAVE_AS_CURRENT);
}
UnsummonPetTemporaryIfAny();
RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
ResetContestedPvP();
getHostileRefManager().setOnlineOfflineState(false);
CombatStopWithPets();
SetDisplayId(22235);
m_serverSideVisibility.SetValue(SERVERSIDE_VISIBILITY_GM, SEC_ADMINISTRATOR);
}
else
{
uint32 newPhase = 0;
AuraEffectList const& phases = GetAuraEffectsByType(SPELL_AURA_PHASE);
if (!phases.empty())
for (AuraEffectList::const_iterator itr = phases.begin(); itr != phases.end(); ++itr)
newPhase |= (*itr)->GetMiscValue();
if (!newPhase)
newPhase = PHASEMASK_NORMAL;
SetPhaseMask(newPhase, false);
m_ExtraFlags &= ~ PLAYER_EXTRA_GM_ON;
setFactionForRace(getRace());
RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
RemoveFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_ALLOW_CHEAT_SPELLS);
if (spectateFrom)
SetViewpoint(spectateFrom, false);
// restore FFA PvP Server state
if (sWorld->IsFFAPvPRealm())
SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
// restore FFA PvP area state, remove not allowed for GM mounts
UpdateArea(m_areaUpdateId);
getHostileRefManager().setOnlineOfflineState(true);
m_serverSideVisibility.SetValue(SERVERSIDE_VISIBILITY_GM, SEC_PLAYER);
spectateCanceled = false;
spectatorFlag = false;
RestoreDisplayId();
UpdateSpeed(MOVE_RUN, true);
}
UpdateObjectVisibility();
}
bool Player::HaveSpectators()
{
if (IsSpectator())
return false;
if (Battleground *bg = GetBattleground())
if (bg->isArena())
{
if (bg->GetStatus() != STATUS_IN_PROGRESS)
return false;
return bg->HaveSpectators();
}
return false;
}
void Player::SendSpectatorAddonMsgToBG(SpectatorAddonMsg msg)
{
if (!HaveSpectators())
return;
GetBattleground()->SendSpectateAddonsMsg(msg);
}
void Player::SetGameMaster(bool on)
{
if (on)
{
m_ExtraFlags |= PLAYER_EXTRA_GM_ON;
setFaction(35);
SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_ALLOW_CHEAT_SPELLS);
if (Pet* pet = GetPet())
{
pet->setFaction(35);
pet->getHostileRefManager().setOnlineOfflineState(false);
}
RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
ResetContestedPvP();
getHostileRefManager().setOnlineOfflineState(false);
CombatStopWithPets();
SetPhaseMask(uint32(PHASEMASK_ANYWHERE), false); // see and visible in all phases
m_serverSideVisibilityDetect.SetValue(SERVERSIDE_VISIBILITY_GM, GetSession()->GetSecurity());
}
else
{
// restore phase
uint32 newPhase = 0;
AuraEffectList const& phases = GetAuraEffectsByType(SPELL_AURA_PHASE);
if (!phases.empty())
for (AuraEffectList::const_iterator itr = phases.begin(); itr != phases.end(); ++itr)
newPhase |= (*itr)->GetMiscValue();
if (!newPhase)
newPhase = PHASEMASK_NORMAL;
SetPhaseMask(newPhase, false);
m_ExtraFlags &= ~ PLAYER_EXTRA_GM_ON;
setFactionForRace(getRace());
RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
RemoveFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_ALLOW_CHEAT_SPELLS);
if (Pet* pet = GetPet())
{
pet->setFaction(getFaction());
pet->getHostileRefManager().setOnlineOfflineState(true);
}
// restore FFA PvP Server state
if (sWorld->IsFFAPvPRealm())
SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
// restore FFA PvP area state, remove not allowed for GM mounts
UpdateArea(m_areaUpdateId);
getHostileRefManager().setOnlineOfflineState(true);
m_serverSideVisibilityDetect.SetValue(SERVERSIDE_VISIBILITY_GM, SEC_PLAYER);
}
UpdateObjectVisibility();
}
void Player::SetGMVisible(bool on)
{
if (on)
{
m_ExtraFlags &= ~PLAYER_EXTRA_GM_INVISIBLE; //remove flag
m_serverSideVisibility.SetValue(SERVERSIDE_VISIBILITY_GM, SEC_PLAYER);
}
else
{
m_ExtraFlags |= PLAYER_EXTRA_GM_INVISIBLE; //add flag
SetAcceptWhispers(false);
SetGameMaster(true);
m_serverSideVisibility.SetValue(SERVERSIDE_VISIBILITY_GM, GetSession()->GetSecurity());
}
}
bool Player::IsGroupVisibleFor(Player const* p) const
{
switch (sWorld->getIntConfig(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(this, p));
}
bool Player::IsInSameRaidWith(Player const* p) const
{
return p == this || (GetGroup() != NULL && GetGroup() == p->GetGroup());
}
///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
/// @todo Shouldn't we also check if there is no other invitees before disbanding the group?
void Player::UninviteFromGroup()
{
Group* group = GetGroupInvite();
if (!group)
return;
group->RemoveInvite(this);
if (group->GetMembersCount() <= 1) // group has just 1 member => disband
{
if (group->IsCreated())
{
group->Disband(true);
}
else
{
group->RemoveAllInvites();
delete group;
}
}
}
void Player::RemoveFromGroup(Group* group, ObjectGuid guid, RemoveMethod method /* = GROUP_REMOVEMETHOD_DEFAULT*/, ObjectGuid kicker /* = ObjectGuid::Empty */, const char* reason /* = NULL */)
{
if (!group)
return;
group->RemoveMember(guid, method, kicker, reason);
}
void Player::SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 BonusXP, bool recruitAFriend, float /*group_rate*/)
{
WorldPacket data(SMSG_LOG_XPGAIN, 21); // guess size?
data << uint64(victim ? victim->GetGUID() : ObjectGuid::Empty);
data << uint32(GivenXP + BonusXP); // given experience
data << uint8(victim ? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
if (victim)
{
data << uint32(GivenXP); // experience without bonus
// should use group_rate here but can't figure out how
data << float(1); // 1 - none 0 - 100% group bonus output
}
data << uint8(recruitAFriend ? 1 : 0); // does the GivenXP include a RaF bonus?
GetSession()->SendPacket(&data);
}
void Player::GiveXP(uint32 xp, Unit* victim, float group_rate)
{
if (xp < 1)
return;
if (!IsAlive() && !GetBattlegroundId())
return;
if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_NO_XP_GAIN))
return;
if (victim && victim->GetTypeId() == TYPEID_UNIT && !victim->ToCreature()->hasLootRecipient())
return;
uint8 level = getLevel();
sScriptMgr->OnGivePlayerXP(this, xp, victim);
// XP to money conversion processed in Player::RewardQuest
if (level >= sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
return;
uint32 bonus_xp = 0;
bool recruitAFriend = GetsRecruitAFriendBonus(true);
// RaF does NOT stack with rested experience
if (recruitAFriend)
bonus_xp = 2 * xp; // xp + bonus_xp must add up to 3 * xp for RaF; calculation for quests done client-side
else
bonus_xp = victim ? GetXPRestBonus(xp) : 0; // XP resting bonus
SendLogXPGain(xp, victim, bonus_xp, recruitAFriend, group_rate);
uint32 curXP = GetUInt32Value(PLAYER_XP);
uint32 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
uint32 newXP = curXP + xp + bonus_xp;
while (newXP >= nextLvlXP && level < sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
{
newXP -= nextLvlXP;
if (level < sWorld->getIntConfig(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(uint8 level)
{
uint8 oldLevel = getLevel();
if (level == oldLevel)
return;
if (Guild* guild = GetGuild())
guild->UpdateMemberData(this, GUILD_MEMBER_DATA_LEVEL, level);
PlayerLevelInfo info;
sObjectMgr->GetPlayerLevelInfo(getORace(), getClass(), level, &info);
PlayerClassLevelInfo classInfo;
sObjectMgr->GetPlayerClassLevelInfo(getClass(), level, &classInfo);
// send levelup info to client
WorldPacket data(SMSG_LEVELUP_INFO, (4+4+MAX_POWERS*4+MAX_STATS*4));
data << uint32(level);
data << uint32(int32(classInfo.basehealth) - int32(GetCreateHealth()));
// for (int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
data << uint32(int32(classInfo.basemana) - int32(GetCreateMana()));
data << uint32(0);
data << uint32(0);
data << uint32(0);
data << uint32(0);
data << uint32(0);
data << uint32(0);
// end for
for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i) // Stats loop (0-4)
data << uint32(int32(info.stats[i]) - GetCreateStat(Stats(i)));
GetSession()->SendPacket(&data);
SetUInt32Value(PLAYER_NEXT_LEVEL_XP, sObjectMgr->GetXPForLevel(level));
//update level, max level of skills
m_Played_time[PLAYED_TIME_LEVEL] = 0; // Level Played Time reset
_ApplyAllLevelScaleItemMods(false);
SetLevel(level);
UpdateSkillsForLevel();
// save base values (bonuses already included in stored stats
for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
SetCreateStat(Stats(i), info.stats[i]);
SetCreateHealth(classInfo.basehealth);
SetCreateMana(classInfo.basemana);
InitTalentForLevel();
InitTaxiNodesForLevel();
InitGlyphsForLevel();
UpdateAllStats();
if (sWorld->getBoolConfig(CONFIG_ALWAYS_MAXSKILL)) // Max weapon skill when leveling up
UpdateSkillsToMaxSkillsForLevel();
// set current level health and mana/energy to maximum after applying all mods.
SetFullHealth();
SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
if (GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
SetPower(POWER_FOCUS, 0);
SetPower(POWER_HAPPINESS, 0);
_ApplyAllLevelScaleItemMods(true);
// update level to hunter/summon pet
if (Pet* pet = GetPet())
pet->SynchronizeLevelWithOwner();
if (MailLevelReward const* mailReward = sObjectMgr->GetMailLevelReward(level, getRaceMask()))
{
/// @todo Poor design of mail system
SQLTransaction trans = CharacterDatabase.BeginTransaction();
MailDraft(mailReward->mailTemplateId).SendMailTo(trans, this, MailSender(MAIL_CREATURE, mailReward->senderEntry));
CharacterDatabase.CommitTransaction(trans);
}
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL);
// Refer-A-Friend
if (GetSession()->GetRecruiterId())
if (level < sWorld->getIntConfig(CONFIG_MAX_RECRUIT_A_FRIEND_BONUS_PLAYER_LEVEL))
if (level % 2 == 0)
{
++m_grantableLevels;
if (!HasByteFlag(PLAYER_FIELD_BYTES, 1, 0x01))
SetByteFlag(PLAYER_FIELD_BYTES, 1, 0x01);
}
sScriptMgr->OnPlayerLevelChanged(this, oldLevel);
}
void Player::InitTalentForLevel()
{
uint8 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); /// @todo: Has to (collectively) be renamed to ResetTalents
SetFreeTalentPoints(0);
}
}
else
{
if (level < sWorld->getIntConfig(CONFIG_MIN_DUALSPEC_LEVEL) || m_specsCount == 0)
{
m_specsCount = 1;
m_activeSpec = 0;
}
uint32 talentPointsForLevel = CalculateTalentsPoints();
// if used more that have then reset
if (m_usedTalentCount > talentPointsForLevel)
{
if (!GetSession()->HasPermission(rbac::RBAC_PERM_SKIP_CHECK_MORE_TALENTS_THAN_ALLOWED))
ResetTalents(true);
else
SetFreeTalentPoints(0);
}
// else update amount of free points
else
SetFreeTalentPoints(talentPointsForLevel - m_usedTalentCount);
}
if (!GetSession()->PlayerLoading())
SendTalentsInfoData(false); // update at client
}
void Player::InitStatsForLevel(bool reapplyMods)
{
if (reapplyMods) //reapply stats values only on .reset stats (level) command
_RemoveAllStatBonuses();
PlayerClassLevelInfo classInfo;
sObjectMgr->GetPlayerClassLevelInfo(getClass(), getLevel(), &classInfo);
PlayerLevelInfo info;
sObjectMgr->GetPlayerLevelInfo(getORace(), getClass(), getLevel(), &info);
SetUInt32Value(PLAYER_FIELD_MAX_LEVEL, sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL));
SetUInt32Value(PLAYER_NEXT_LEVEL_XP, sObjectMgr->GetXPForLevel(getLevel()));
// reset before any aura state sources (health set/aura apply)
SetUInt32Value(UNIT_FIELD_AURASTATE, 0);
UpdateSkillsForLevel();
// set default cast time multiplier
SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f);
// reset size before reapply auras
SetObjectScale(1.0f);
// save base values (bonuses already included in stored stats
for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
SetCreateStat(Stats(i), info.stats[i]);
for (uint8 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 (uint8 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);
SetInt32Value(UNIT_FIELD_ATTACK_POWER, 0);
SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, 0);
SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER, 0.0f);
SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER, 0);
SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS, 0);
SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER, 0.0f);
// Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
SetFloatValue(PLAYER_CRIT_PERCENTAGE, 0.0f);
SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE, 0.0f);
SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE, 0.0f);
// Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
for (uint8 i = 0; i < 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 (uint8 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 (uint8 i = 0; i < MAX_SPELL_SCHOOL; ++i)
{
SetUInt32Value(UNIT_FIELD_POWER_COST_MODIFIER+i, 0);
SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER+i, 0.0f);
}
// Reset no reagent cost field
for (uint8 i = 0; i < 3; ++i)
SetUInt32Value(PLAYER_NO_REAGENT_COST_1 + i, 0);
// Init data for form but skip reapply item mods for form
InitDataForForm(reapplyMods);
// save new stats
for (uint8 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_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC | UNIT_FLAG_LOOTING |
UNIT_FLAG_PET_IN_COMBAT | UNIT_FLAG_SILENCED | UNIT_FLAG_PACIFIED |
UNIT_FLAG_STUNNED | UNIT_FLAG_IN_COMBAT | UNIT_FLAG_DISARMED |
UNIT_FLAG_CONFUSED | UNIT_FLAG_FLEEING | UNIT_FLAG_NOT_SELECTABLE |
UNIT_FLAG_SKINNABLE | UNIT_FLAG_MOUNT | UNIT_FLAG_TAXI_FLIGHT );
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE); // must be set
SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER);// must be set
// cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK | PLAYER_FLAGS_DND | PLAYER_FLAGS_GM | PLAYER_FLAGS_GHOST | PLAYER_ALLOW_ONLY_ABILITY);
RemoveStandFlags(UNIT_STAND_FLAGS_ALL); // one form stealth modified bytes
RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP | UNIT_BYTE2_FLAG_SANCTUARY);
// restore if need some important flags
SetUInt32Value(PLAYER_FIELD_BYTES2, 0); // flags empty by default
if (reapplyMods) // reapply stats values only on .reset stats (level) command
_ApplyAllStatBonuses();
// set current level health and mana/energy to maximum after applying all mods.
SetFullHealth();
SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
if (GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
SetPower(POWER_FOCUS, 0);
SetPower(POWER_HAPPINESS, 0);
SetPower(POWER_RUNIC_POWER, 0);
// update level to hunter/summon pet
if (Pet* pet = GetPet())
pet->SynchronizeLevelWithOwner();
}
void Player::SendInitialSpells()
{
time_t curTime = time(NULL);
time_t infTime = curTime + infinityCooldownDelayCheck;
uint16 spellCount = 0;
WorldPacket data(SMSG_INITIAL_SPELLS, (1+2+4*m_spells.size()+2+m_spellCooldowns.size()*(2+2+2+4+4)));
data << uint8(0);
size_t countPos = data.wpos();
data << uint16(spellCount); // spell count placeholder
for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
{
if (itr->second->state == PLAYERSPELL_REMOVED)
continue;
if (!itr->second->active || itr->second->disabled)
continue;
data << uint32(itr->first);
data << uint16(0); // it's not slot id
spellCount +=1;
}
data.put<uint16>(countPos, spellCount); // write real count value
uint16 spellCooldowns = m_spellCooldowns.size();
data << uint16(spellCooldowns);
for (SpellCooldowns::const_iterator itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end(); ++itr)
{
SpellInfo const* sEntry = sSpellMgr->GetSpellInfo(itr->first);
if (!sEntry)
continue;
data << uint32(itr->first);
data << uint16(itr->second.itemid); // cast item id
data << uint16(sEntry->GetCategory()); // spell category
// send infinity cooldown in special format
if (itr->second.end >= infTime)
{
data << uint32(1); // cooldown
data << uint32(0x80000000); // category cooldown
continue;
}
time_t cooldown = itr->second.end > curTime ? (itr->second.end-curTime)*IN_MILLISECONDS : 0;
if (sEntry->GetCategory()) // may be wrong, but anyway better than nothing...
{
data << uint32(0); // cooldown
data << uint32(cooldown); // category cooldown
}
else
{
data << uint32(cooldown); // cooldown
data << uint32(0); // category cooldown
}
}
GetSession()->SendPacket(&data);
TC_LOG_DEBUG("network", "CHARACTER: Sent Initial Spells");
}
void Player::RemoveMail(uint32 id)
{
for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
{
if ((*itr)->messageID == id)
{
//do not delete item, because Player::removeMail() is called when returning mail to sender.
m_mail.erase(itr);
return;
}
}
}
void Player::SendMailResult(uint32 mailId, MailResponseType mailAction, MailResponseResult mailError, uint32 equipError, uint32 item_guid, uint32 item_count)
{
WorldPacket data(SMSG_SEND_MAIL_RESULT, (4+4+4+(mailError == MAIL_ERR_EQUIP_ERROR?4:(mailAction == MAIL_ITEM_TAKEN?4+4:0))));
data << (uint32) mailId;
data << (uint32) mailAction;
data << (uint32) mailError;
if (mailError == MAIL_ERR_EQUIP_ERROR)
data << (uint32) equipError;
else if (mailAction == MAIL_ITEM_TAKEN)
{
data << (uint32) item_guid; // item guid low?
data << (uint32) item_count; // item count?
}
GetSession()->SendPacket(&data);
}
void Player::SendNewMail()
{
// deliver undelivered mail
WorldPacket data(SMSG_RECEIVED_MAIL, 4);
data << (uint32) 0;
GetSession()->SendPacket(&data);
}
void Player::UpdateNextMailTimeAndUnreads()
{
// calculate next delivery time (min. from non-delivered mails
// and recalculate unReadMail
time_t cTime = time(NULL);
m_nextMailDelivereTime = 0;
unReadMails = 0;
for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
{
if ((*itr)->deliver_time > cTime)
{
if (!m_nextMailDelivereTime || m_nextMailDelivereTime > (*itr)->deliver_time)
m_nextMailDelivereTime = (*itr)->deliver_time;
}
else if (((*itr)->checked & MAIL_CHECK_MASK_READ) == 0)
++unReadMails;
}
}
void Player::AddNewMailDeliverTime(time_t deliver_time)
{
if (deliver_time <= time(NULL)) // ready now
{
++unReadMails;
SendNewMail();
}
else // not ready and no have ready mails
{
if (!m_nextMailDelivereTime || m_nextMailDelivereTime > deliver_time)
m_nextMailDelivereTime = deliver_time;
}
}
void DeleteSpellFromAllPlayers(uint32 spellId)
{
CharacterDatabaseStatements stmts[2] = {CHAR_DEL_INVALID_SPELL_SPELLS, CHAR_DEL_INVALID_SPELL_TALENTS};
for (uint8 i = 0; i < 2; i++)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(stmts[i]);
stmt->setUInt32(0, spellId);
CharacterDatabase.Execute(stmt);
}
}
bool Player::AddTalent(uint32 spellId, uint8 spec, bool learning)
{
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (!spellInfo)
{
// do character spell book cleanup (all characters)
if (!IsInWorld() && !learning) // spell load case
{
TC_LOG_ERROR("spells", "Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.", spellId);
DeleteSpellFromAllPlayers(spellId);
}
else
TC_LOG_ERROR("spells", "Player::addSpell: Non-existed in SpellStore spell #%u request.", spellId);
return false;
}
if (!SpellMgr::IsSpellValid(spellInfo, this, false))
{
// do character spell book cleanup (all characters)
if (!IsInWorld() && !learning) // spell load case
{
TC_LOG_ERROR("spells", "Player::addTalent: Broken spell #%u learning not allowed, deleting for all characters in `character_talent`.", spellId);
DeleteSpellFromAllPlayers(spellId);
}
else
TC_LOG_ERROR("spells", "Player::addTalent: Broken spell #%u learning not allowed.", spellId);
return false;
}
PlayerTalentMap::iterator itr = m_talents[spec]->find(spellId);
if (itr != m_talents[spec]->end())
itr->second->state = PLAYERSPELL_UNCHANGED;
else if (TalentSpellPos const* talentPos = GetTalentSpellPos(spellId))
{
if (TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentPos->talent_id))
{
for (uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank)
{
// skip learning spell and no rank spell case
uint32 rankSpellId = talentInfo->RankID[rank];
if (!rankSpellId || rankSpellId == spellId)
continue;
itr = m_talents[spec]->find(rankSpellId);
if (itr != m_talents[spec]->end())
itr->second->state = PLAYERSPELL_REMOVED;
}
}
PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED;
PlayerTalent* newtalent = new PlayerTalent();
newtalent->state = state;
newtalent->spec = spec;
(*m_talents[spec])[spellId] = newtalent;
return true;
}
return false;
}
bool Player::AddSpell(uint32 spellId, bool active, bool learning, bool dependent, bool disabled, bool loading /*= false*/, bool fromSkill /*= false*/)
{
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (!spellInfo)
{
// do character spell book cleanup (all characters)
if (!IsInWorld() && !learning) // spell load case
{
TC_LOG_ERROR("spells", "Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.", spellId);
DeleteSpellFromAllPlayers(spellId);
}
else
TC_LOG_ERROR("spells", "Player::addSpell: Non-existed in SpellStore spell #%u request.", spellId);
return false;
}
if (!SpellMgr::IsSpellValid(spellInfo, this, false))
{
// do character spell book cleanup (all characters)
if (!IsInWorld() && !learning) // spell load case
{
TC_LOG_ERROR("spells", "Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.", spellId);
DeleteSpellFromAllPlayers(spellId);
}
else
TC_LOG_ERROR("spells", "Player::addSpell: Broken spell #%u learning not allowed.", spellId);
return false;
}
PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED;
bool dependent_set = false;
bool disabled_case = false;
bool superceded_old = false;
PlayerSpellMap::iterator itr = m_spells.find(spellId);
// Remove temporary spell if found to prevent conflicts
if (itr != m_spells.end() && itr->second->state == PLAYERSPELL_TEMPORARY)
RemoveTemporarySpell(spellId);
else if (itr != m_spells.end())
{
uint32 next_active_spell_id = 0;
// fix activate state for non-stackable low rank (and find next spell for !active case)
if (!spellInfo->IsStackableWithRanks() && spellInfo->IsRanked())
{
if (uint32 next = sSpellMgr->GetNextSpellInChain(spellId))
{
if (HasSpell(next))
{
// high rank already known so this must !active
active = false;
next_active_spell_id = next;
}
}
}
// not do anything if already known in expected state
if (itr->second->state != PLAYERSPELL_REMOVED && itr->second->active == active &&
itr->second->dependent == dependent && itr->second->disabled == disabled)
{
if (!IsInWorld() && !learning) // explicitly load from DB and then exist in it already and set correctly
itr->second->state = PLAYERSPELL_UNCHANGED;
return false;
}
// dependent spell known as not dependent, overwrite state
if (itr->second->state != PLAYERSPELL_REMOVED && !itr->second->dependent && dependent)
{
itr->second->dependent = dependent;
if (itr->second->state != PLAYERSPELL_NEW)
itr->second->state = PLAYERSPELL_CHANGED;
dependent_set = true;
}
// update active state for known spell
if (itr->second->active != active && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled)
{
itr->second->active = active;
if (!IsInWorld() && !learning && !dependent_set) // explicitly load from DB and then exist in it already and set correctly
itr->second->state = PLAYERSPELL_UNCHANGED;
else if (itr->second->state != PLAYERSPELL_NEW)
itr->second->state = PLAYERSPELL_CHANGED;
if (active)
{
if (spellInfo->IsPassive() && IsNeedCastPassiveSpellAtLearn(spellInfo))
CastSpell (this, spellId, true);
}
else if (IsInWorld())
{
if (next_active_spell_id)
SendSupercededSpell(spellId, next_active_spell_id);
else
{
WorldPacket data(SMSG_REMOVED_SPELL, 4);
data << uint32(spellId);
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 (!IsInWorld() && !learning && !dependent_set)
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(spellId))
{
if (TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentPos->talent_id))
{
for (uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank)
{
// skip learning spell and no rank spell case
uint32 rankSpellId = talentInfo->RankID[rank];
if (!rankSpellId || rankSpellId == spellId)
continue;
RemoveSpell(rankSpellId, false, false);
}
}
}
// non talent spell: learn low ranks (recursive call)
else if (uint32 prev_spell = sSpellMgr->GetPrevSpellInChain(spellId))
{
if (!IsInWorld() || disabled) // at spells loading, no output, but allow save
AddSpell(prev_spell, active, true, true, disabled, false, fromSkill);
else // at normal learning
LearnSpell(prev_spell, true, fromSkill);
}
PlayerSpell* newspell = new PlayerSpell;
newspell->state = state;
newspell->active = active;
newspell->dependent = dependent;
newspell->disabled = disabled;
// replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
if (newspell->active && !newspell->disabled && !spellInfo->IsStackableWithRanks() && spellInfo->IsRanked() != 0)
{
for (PlayerSpellMap::iterator itr2 = m_spells.begin(); itr2 != m_spells.end(); ++itr2)
{
if (itr2->second->state == PLAYERSPELL_REMOVED)
continue;
SpellInfo const* i_spellInfo = sSpellMgr->GetSpellInfo(itr2->first);
if (!i_spellInfo)
continue;
if (spellInfo->IsDifferentRankOf(i_spellInfo))
{
if (itr2->second->active)
{
if (spellInfo->IsHighRankOf(i_spellInfo))
{
if (IsInWorld()) // not send spell (re-/over-)learn packets at loading
SendSupercededSpell(itr2->first, spellId);
// mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
itr2->second->active = false;
if (itr2->second->state != PLAYERSPELL_NEW)
itr2->second->state = PLAYERSPELL_CHANGED;
superceded_old = true; // new spell replace old in action bars and spell book.
}
else
{
if (IsInWorld()) // not send spell (re-/over-)learn packets at loading
SendSupercededSpell(spellId, itr2->first);
// mark new spell as disable (not learned yet for client and will not learned)
newspell->active = false;
if (newspell->state != PLAYERSPELL_NEW)
newspell->state = PLAYERSPELL_CHANGED;
}
}
}
}
}
m_spells[spellId] = newspell;
// return false if spell disabled
if (newspell->disabled)
return false;
}
uint32 talentCost = GetTalentSpellCost(spellId);
// 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 (!loading && talentCost > 0 && spellInfo->HasEffect(SPELL_EFFECT_LEARN_SPELL))
{
// ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
CastSpell(this, spellId, true);
}
// also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
else if (spellInfo->IsPassive())
{
if (IsNeedCastPassiveSpellAtLearn(spellInfo))
CastSpell(this, spellId, true);
}
else if (spellInfo->HasEffect(SPELL_EFFECT_SKILL_STEP))
{
CastSpell(this, spellId, 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 = GetFreePrimaryProfessionPoints())
{
if (spellInfo->IsPrimaryProfessionFirstRank())
SetFreePrimaryProfessions(freeProfs-1);
}
SkillLineAbilityMapBounds skill_bounds = sSpellMgr->GetSkillLineAbilityMapBounds(spellId);
// add dependent skills if this spell is not learned from adding skill already
if (!fromSkill)
{
if (SpellLearnSkillNode const* spellLearnSkill = sSpellMgr->GetSpellLearnSkill(spellId))
{
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 ? GetMaxSkillValueForLevel() : spellLearnSkill->maxvalue;
if (skill_max_value < new_skill_max_value)
skill_max_value = new_skill_max_value;
SetSkill(spellLearnSkill->skill, spellLearnSkill->step, skill_value, skill_max_value);
}
else
{
// not ranked skills
for (SkillLineAbilityMap::const_iterator _spell_idx = skill_bounds.first; _spell_idx != skill_bounds.second; ++_spell_idx)
{
SkillLineEntry const* pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
if (!pSkill)
continue;
///@todo: confirm if rogues start with lockpicking skill at level 1 but only receive the spell to use it at level 16
if ((_spell_idx->second->AutolearnType == SKILL_LINE_ABILITY_LEARNED_ON_SKILL_LEARN && !HasSkill(pSkill->id)) || (pSkill->id == SKILL_LOCKPICKING && _spell_idx->second->max_value == 0))
LearnDefaultSkill(pSkill->id, 0);
if (pSkill->id == SKILL_MOUNTS && !Has310Flyer(false))
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
if (spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED &&
spellInfo->Effects[i].CalcValue() == 310)
SetHas310Flyer(true);
}
}
}
// learn dependent spells
SpellLearnSpellMapBounds spell_bounds = sSpellMgr->GetSpellLearnSpellMapBounds(spellId);
for (SpellLearnSpellMap::const_iterator itr2 = spell_bounds.first; itr2 != spell_bounds.second; ++itr2)
{
if (!itr2->second.autoLearned)
{
if (!IsInWorld() || !itr2->second.active) // at spells loading, no output, but allow save
AddSpell(itr2->second.spell, itr2->second.active, true, true, false);
else // at normal learning
LearnSpell(itr2->second.spell, true);
}
}
if (!GetSession()->PlayerLoading())
{
// not ranked skills
for (SkillLineAbilityMap::const_iterator _spell_idx = skill_bounds.first; _spell_idx != skill_bounds.second; ++_spell_idx)
{
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE, _spell_idx->second->skillId);
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS, _spell_idx->second->skillId);
}
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL, spellId);
}
// 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::AddTemporarySpell(uint32 spellId)
{
PlayerSpellMap::iterator itr = m_spells.find(spellId);
// spell already added - do not do anything
if (itr != m_spells.end())
return;
PlayerSpell* newspell = new PlayerSpell;
newspell->state = PLAYERSPELL_TEMPORARY;
newspell->active = true;
newspell->dependent = false;
newspell->disabled = false;
m_spells[spellId] = newspell;
}
void Player::RemoveTemporarySpell(uint32 spellId)
{
PlayerSpellMap::iterator itr = m_spells.find(spellId);
// spell already not in list - do not do anything
if (itr == m_spells.end())
return;
// spell has other state than temporary - do not change it
if (itr->second->state != PLAYERSPELL_TEMPORARY)
return;
delete itr->second;
m_spells.erase(itr);
}
bool Player::IsNeedCastPassiveSpellAtLearn(SpellInfo const* spellInfo) const
{
// note: form passives activated with shapeshift spells be implemented by HandleShapeshiftBoosts instead of spell_learn_spell
// talent dependent passives activated at form apply have proper stance data
ShapeshiftForm form = GetShapeshiftForm();
bool need_cast = (!spellInfo->Stances || (form && (spellInfo->Stances & (1 << (form - 1)))) ||
(!form && (spellInfo->AttributesEx2 & SPELL_ATTR2_NOT_NEED_SHAPESHIFT)));
//Check CasterAuraStates
return need_cast && (!spellInfo->CasterAuraState || HasAuraState(AuraStateType(spellInfo->CasterAuraState)));
}
void Player::LearnSpell(uint32 spell_id, bool dependent, bool fromSkill /*= false*/)
{
PlayerSpellMap::iterator itr = m_spells.find(spell_id);
bool disabled = (itr != m_spells.end()) ? itr->second->disabled : false;
bool active = disabled ? itr->second->active : true;
bool learning = AddSpell(spell_id, active, true, dependent, false, false, fromSkill);
// prevent duplicated entires in spell book, also not send if not in world (loading)
if (learning && IsInWorld())
{
WorldPacket data(SMSG_LEARNED_SPELL, 6);
data << uint32(spell_id);
data << uint16(0);
GetSession()->SendPacket(&data);
}
// learn all disabled higher ranks and required spells (recursive)
if (disabled)
{
if (uint32 nextSpell = sSpellMgr->GetNextSpellInChain(spell_id))
{
PlayerSpellMap::iterator iter = m_spells.find(nextSpell);
if (iter != m_spells.end() && iter->second->disabled)
LearnSpell(nextSpell, false, fromSkill);
}
SpellsRequiringSpellMapBounds spellsRequiringSpell = sSpellMgr->GetSpellsRequiringSpellBounds(spell_id);
for (SpellsRequiringSpellMap::const_iterator itr2 = spellsRequiringSpell.first; itr2 != spellsRequiringSpell.second; ++itr2)
{
PlayerSpellMap::iterator iter2 = m_spells.find(itr2->second);
if (iter2 != m_spells.end() && iter2->second->disabled)
LearnSpell(itr2->second, false, fromSkill);
}
}
}
void Player::RemoveSpell(uint32 spell_id, bool disabled, bool learn_low_rank)
{
PlayerSpellMap::iterator itr = m_spells.find(spell_id);
if (itr == m_spells.end())
return;
if (itr->second->state == PLAYERSPELL_REMOVED || (disabled && itr->second->disabled) || itr->second->state == PLAYERSPELL_TEMPORARY)
return;
// unlearn non talent higher ranks (recursive)
if (uint32 nextSpell = sSpellMgr->GetNextSpellInChain(spell_id))
{
if (HasSpell(nextSpell) && !GetTalentSpellPos(nextSpell))
RemoveSpell(nextSpell, disabled, false);
}
//unlearn spells dependent from recently removed spells
SpellsRequiringSpellMapBounds spellsRequiringSpell = sSpellMgr->GetSpellsRequiringSpellBounds(spell_id);
for (SpellsRequiringSpellMap::const_iterator itr2 = spellsRequiringSpell.first; itr2 != spellsRequiringSpell.second; ++itr2)
RemoveSpell(itr2->second, disabled);
// re-search, it can be corrupted in prev loop
itr = m_spells.find(spell_id);
if (itr == m_spells.end())
return; // already unleared
bool giveTalentPoints = disabled || !itr->second->disabled;
bool cur_active = itr->second->active;
bool cur_dependent = itr->second->dependent;
if (disabled)
{
itr->second->disabled = disabled;
if (itr->second->state != PLAYERSPELL_NEW)
itr->second->state = PLAYERSPELL_CHANGED;
}
else
{
if (itr->second->state == PLAYERSPELL_NEW)
{
delete itr->second;
m_spells.erase(itr);
}
else
itr->second->state = PLAYERSPELL_REMOVED;
}
RemoveOwnedAura(spell_id, GetGUID());
// remove pet auras
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
if (PetAura const* petSpell = sSpellMgr->GetPetAura(spell_id, i))
RemovePetAura(petSpell);
// free talent points
uint32 talentCosts = GetTalentSpellCost(spell_id);
if (talentCosts > 0 && giveTalentPoints)
{
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)
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spell_id);
if (spellInfo && spellInfo->IsPrimaryProfessionFirstRank())
{
uint32 freeProfs = GetFreePrimaryProfessionPoints()+1;
if (freeProfs <= sWorld->getIntConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL))
SetFreePrimaryProfessions(freeProfs);
}
// remove dependent skill
SpellLearnSkillNode const* spellLearnSkill = sSpellMgr->GetSpellLearnSkill(spell_id);
if (spellLearnSkill)
{
uint32 prev_spell = sSpellMgr->GetPrevSpellInChain(spell_id);
if (!prev_spell) // first rank, remove skill
SetSkill(spellLearnSkill->skill, 0, 0, 0);
else
{
// search prev. skill setting by spell ranks chain
SpellLearnSkillNode const* prevSkill = sSpellMgr->GetSpellLearnSkill(prev_spell);
while (!prevSkill && prev_spell)
{
prev_spell = sSpellMgr->GetPrevSpellInChain(prev_spell);
prevSkill = sSpellMgr->GetSpellLearnSkill(sSpellMgr->GetFirstSpellInChain(prev_spell));
}
if (!prevSkill) // not found prev skill setting, remove skill
SetSkill(spellLearnSkill->skill, 0, 0, 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, prevSkill->step, skill_value, skill_max_value);
}
}
}
else
{
// not ranked skills
SkillLineAbilityMapBounds bounds = sSpellMgr->GetSkillLineAbilityMapBounds(spell_id);
// most likely will never be used, haven't heard of cases where players unlearn a mount
if (Has310Flyer(false) && spellInfo)
{
for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
{
SkillLineEntry const* pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
if (!pSkill)
continue;
if (_spell_idx->second->skillId == SKILL_MOUNTS)
{
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
{
if (spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED &&
spellInfo->Effects[i].CalcValue() == 310)
{
Has310Flyer(true, spell_id); // with true as first argument its also used to set/remove the flag
break;
}
}
}
}
}
}
// remove dependent spells
SpellLearnSpellMapBounds spell_bounds = sSpellMgr->GetSpellLearnSpellMapBounds(spell_id);
for (SpellLearnSpellMap::const_iterator itr2 = spell_bounds.first; itr2 != spell_bounds.second; ++itr2)
RemoveSpell(itr2->second.spell, disabled);
// activate lesser rank in spellbook/action bar, and cast it if need
bool prev_activate = false;
if (uint32 prev_id = sSpellMgr->GetPrevSpellInChain(spell_id))
{
// if talent then lesser rank also talent and need learn
if (talentCosts)
{
// I cannot see why mangos has these lines.
//if (learn_low_rank)
// learnSpell(prev_id, false);
}
// if ranked non-stackable spell: need activate lesser rank and update dendence state
/// No need to check for spellInfo != NULL here because if cur_active is true, then that means that the spell was already in m_spells, and only valid spells can be pushed there.
else if (cur_active && !spellInfo->IsStackableWithRanks() && spellInfo->IsRanked())
{
// need manually update dependence state (learn spell ignore like attempts)
PlayerSpellMap::iterator prev_itr = m_spells.find(prev_id);
if (prev_itr != m_spells.end())
{
if (prev_itr->second->dependent != cur_dependent)
{
prev_itr->second->dependent = cur_dependent;
if (prev_itr->second->state != PLAYERSPELL_NEW)
prev_itr->second->state = PLAYERSPELL_CHANGED;
}
// now re-learn if need re-activate
if (cur_active && !prev_itr->second->active && learn_low_rank)
{
if (AddSpell(prev_id, true, false, prev_itr->second->dependent, prev_itr->second->disabled))
{
// downgrade spell ranks in spellbook and action bar
SendSupercededSpell(spell_id, prev_id);
prev_activate = true;
}
}
}
}
}
if (spell_id == 46917 && m_canTitanGrip)
SetCanTitanGrip(false);
if (spell_id == 674 && m_canDualWield)
SetCanDualWield(false);
if (sWorld->getBoolConfig(CONFIG_OFFHAND_CHECK_AT_SPELL_UNLEARN))
AutoUnequipOffhandIfNeed();
// remove from spell book if not replaced by lesser rank
if (!prev_activate)
{
WorldPacket data(SMSG_REMOVED_SPELL, 4);
data << uint32(spell_id);
GetSession()->SendPacket(&data);
}
}
bool Player::Has310Flyer(bool checkAllSpells, uint32 excludeSpellId)
{
if (!checkAllSpells)
return (m_ExtraFlags & PLAYER_EXTRA_HAS_310_FLYER) != 0;
else
{
SetHas310Flyer(false);
SpellInfo const* spellInfo;
for (PlayerSpellMap::iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
{
if (itr->first == excludeSpellId)
continue;
SkillLineAbilityMapBounds bounds = sSpellMgr->GetSkillLineAbilityMapBounds(itr->first);
for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
{
if (_spell_idx->second->skillId != SKILL_MOUNTS)
break; // We can break because mount spells belong only to one skillline (at least 310 flyers do)
spellInfo = sSpellMgr->EnsureSpellInfo(itr->first);
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
if (spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED &&
spellInfo->Effects[i].CalcValue() == 310)
{
SetHas310Flyer(true);
return true;
}
}
}
}
return false;
}
void Player::RemoveSpellCooldown(uint32 spell_id, bool update /* = false */)
{
m_spellCooldowns.erase(spell_id);
if (update)
SendClearCooldown(spell_id, this);
}
// I am not sure which one is more efficient
void Player::RemoveCategoryCooldown(uint32 cat)
{
SpellCategoryStore::const_iterator i_scstore = sSpellsByCategoryStore.find(cat);
if (i_scstore != sSpellsByCategoryStore.end())
for (SpellCategorySet::const_iterator i_scset = i_scstore->second.begin(); i_scset != i_scstore->second.end(); ++i_scset)
RemoveSpellCooldown(*i_scset, true);
}
void Player::RemoveSpellCategoryCooldown(uint32 cat, bool update /* = false */)
{
SpellCategoryStore::const_iterator ct = sSpellsByCategoryStore.find(cat);
if (ct == sSpellsByCategoryStore.end())
return;
const SpellCategorySet& ct_set = ct->second;
for (SpellCooldowns::const_iterator i = m_spellCooldowns.begin(); i != m_spellCooldowns.end();)
{
if (ct_set.find(i->first) != ct_set.end())
RemoveSpellCooldown((i++)->first, update);
else
++i;
}
}
void Player::RemoveArenaSpellCooldowns(bool removeActivePetCooldowns)
{
// remove cooldowns on spells that have <= 10 min CD
SpellCooldowns::iterator itr, next;
for (itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end(); itr = next)
{
next = itr;
++next;
SpellInfo const* entry = sSpellMgr->GetSpellInfo(itr->first);
// check if spellentry is present and if the cooldown is less or equal to 10 min
if (entry &&
entry->RecoveryTime <= 10 * MINUTE * IN_MILLISECONDS &&
entry->CategoryRecoveryTime <= 10 * MINUTE * IN_MILLISECONDS)
{
// remove & notify
RemoveSpellCooldown(itr->first, true);
}
}
// pet cooldowns
if (removeActivePetCooldowns)
if (Pet* pet = GetPet())
{
// notify player
for (CreatureSpellCooldowns::const_iterator itr2 = pet->m_CreatureSpellCooldowns.begin(); itr2 != pet->m_CreatureSpellCooldowns.end(); ++itr2)
SendClearCooldown(itr2->first, pet);
// actually clear cooldowns
pet->m_CreatureSpellCooldowns.clear();
}
}
void Player::RemoveAllSpellCooldown()
{
if (!m_spellCooldowns.empty())
{
for (SpellCooldowns::const_iterator itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end(); ++itr)
SendClearCooldown(itr->first, this);
m_spellCooldowns.clear();
}
}
void Player::_LoadSpellCooldowns(PreparedQueryResult result)
{
// some cooldowns can be already set at aura loading...
//QueryResult* result = CharacterDatabase.PQuery("SELECT spell, item, time FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
if (result)
{
time_t curTime = time(NULL);
do
{
Field* fields = result->Fetch();
uint32 spell_id = fields[0].GetUInt32();
uint32 item_id = fields[1].GetUInt32();
time_t db_time = time_t(fields[2].GetUInt32());
if (!sSpellMgr->GetSpellInfo(spell_id))
{
TC_LOG_ERROR("entities.player.loading", "Player %u has unknown spell %u in `character_spell_cooldown`, skipping.", GetGUIDLow(), spell_id);
continue;
}
// skip outdated cooldown
if (db_time <= curTime)
continue;
AddSpellCooldown(spell_id, item_id, db_time);
TC_LOG_DEBUG("entities.player.loading", "Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id, item_id, uint32(db_time-curTime));
}
while (result->NextRow());
}
}
void Player::_SaveSpellCooldowns(SQLTransaction& trans)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SPELL_COOLDOWN);
stmt->setUInt32(0, GetGUIDLow());
trans->Append(stmt);
time_t curTime = time(NULL);
time_t infTime = curTime + infinityCooldownDelayCheck;
bool first_round = true;
std::ostringstream ss;
// remove outdated and save active
for (SpellCooldowns::iterator itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end();)
{
if (itr->second.end <= curTime)
m_spellCooldowns.erase(itr++);
else if (itr->second.end <= infTime) // not save locked cooldowns, it will be reset or set at reload
{
if (first_round)
{
ss << "INSERT INTO character_spell_cooldown (guid, spell, item, time) VALUES ";
first_round = false;
}
// next new/changed record prefix
else
ss << ',';
ss << '(' << GetGUIDLow() << ',' << itr->first << ',' << itr->second.itemid << ',' << uint64(itr->second.end) << ')';
++itr;
}
else
++itr;
}
// if something changed execute
if (!first_round)
trans->Append(ss.str().c_str());
}
uint32 Player::ResetTalentsCost() const
{
// The first time reset costs 1 gold
if (m_resetTalentsCost < 1*GOLD)
return 1*GOLD;
// then 5 gold
else if (m_resetTalentsCost < 5*GOLD)
return 5*GOLD;
// After that it increases in increments of 5 gold
else if (m_resetTalentsCost < 10*GOLD)
return 10*GOLD;
else
{
uint64 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)
{
sScriptMgr->OnPlayerTalentsReset(this, no_cost);
// not need after this call
if (HasAtLoginFlag(AT_LOGIN_RESET_TALENTS))
RemoveAtLoginFlag(AT_LOGIN_RESET_TALENTS, true);
uint32 talentPointsForLevel = CalculateTalentsPoints();
if (m_usedTalentCount == 0)
{
SetFreeTalentPoints(talentPointsForLevel);
return false;
}
uint32 cost = 0;
if (!no_cost && !sWorld->getBoolConfig(CONFIG_NO_RESET_TALENT_COST))
{
cost = ResetTalentsCost();
if (!HasEnoughMoney(cost))
{
SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0);
return false;
}
}
RemovePet(NULL, PET_SAVE_NOT_IN_SLOT, true);
for (uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId)
{
TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId);
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 (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
{
// skip non-existant talent ranks
if (talentInfo->RankID[rank] == 0)
continue;
const SpellInfo* _spellEntry = sSpellMgr->GetSpellInfo(talentInfo->RankID[rank]);
if (!_spellEntry)
continue;
RemoveSpell(talentInfo->RankID[rank], true);
// search for spells that the talent teaches and unlearn them
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
if (_spellEntry->Effects[i].TriggerSpell > 0 && _spellEntry->Effects[i].Effect == SPELL_EFFECT_LEARN_SPELL)
RemoveSpell(_spellEntry->Effects[i].TriggerSpell, true);
// if this talent rank can be found in the PlayerTalentMap, mark the talent as removed so it gets deleted
PlayerTalentMap::iterator plrTalent = m_talents[m_activeSpec]->find(talentInfo->RankID[rank]);
if (plrTalent != m_talents[m_activeSpec]->end())
plrTalent->second->state = PLAYERSPELL_REMOVED;
}
}
SQLTransaction trans = CharacterDatabase.BeginTransaction();
_SaveTalents(trans);
_SaveSpells(trans);
CharacterDatabase.CommitTransaction(trans);
SetFreeTalentPoints(talentPointsForLevel);
if (!no_cost)
{
ModifyMoney(-(int32)cost);
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS, cost);
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS, 1);
m_resetTalentsCost = cost;
m_resetTalentsTime = time(NULL);
}
/* when prev line will dropped use next line
if (Pet* pet = GetPet())
{
if (pet->getPetType() == HUNTER_PET && !pet->GetCreatureTemplate()->IsTameable(CanTameExoticPets()))
RemovePet(NULL, PET_SAVE_NOT_IN_SLOT, true);
}
*/
return true;
}
void Player::SetFreeTalentPoints(uint32 points)
{
sScriptMgr->OnPlayerFreeTalentPointsChanged(this, points);
SetUInt32Value(PLAYER_CHARACTER_POINTS1, points);
}
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::BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) const
{
if (target == this)
{
for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i)
{
if (m_items[i] == NULL)
continue;
m_items[i]->BuildCreateUpdateBlockForPlayer(data, target);
}
for (uint8 i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
{
if (m_items[i] == NULL)
continue;
m_items[i]->BuildCreateUpdateBlockForPlayer(data, target);
}
for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
{
if (m_items[i] == NULL)
continue;
m_items[i]->BuildCreateUpdateBlockForPlayer(data, target);
}
}
Unit::BuildCreateUpdateBlockForPlayer(data, target);
}
void Player::DestroyForPlayer(Player* target, bool onDeath) const
{
Unit::DestroyForPlayer(target, onDeath);
for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (m_items[i] == NULL)
continue;
m_items[i]->DestroyForPlayer(target);
}
if (target == this)
{
for (uint8 i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
{
if (m_items[i] == NULL)
continue;
m_items[i]->DestroyForPlayer(target);
}
for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
{
if (m_items[i] == NULL)
continue;
m_items[i]->DestroyForPlayer(target);
}
}
}
bool Player::HasSpell(uint32 spell) const
{
PlayerSpellMap::const_iterator itr = m_spells.find(spell);
return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED &&
!itr->second->disabled);
}
bool Player::HasTalent(uint32 spell, uint8 spec) const
{
PlayerTalentMap::const_iterator itr = m_talents[spec]->find(spell);
return (itr != m_talents[spec]->end() && itr->second->state != PLAYERSPELL_REMOVED);
}
bool Player::HasActiveSpell(uint32 spell) const
{
PlayerSpellMap::const_iterator itr = m_spells.find(spell);
return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED &&
itr->second->active && !itr->second->disabled);
}
TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell) const
{
if (!trainer_spell)
return TRAINER_SPELL_RED;
bool hasSpell = true;
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
{
if (!trainer_spell->learnedSpell[i])
continue;
if (!HasSpell(trainer_spell->learnedSpell[i]))
{
hasSpell = false;
break;
}
}
// known spell
if (hasSpell)
return TRAINER_SPELL_GRAY;
// check skill requirement
if (trainer_spell->reqSkill && GetBaseSkillValue(trainer_spell->reqSkill) < trainer_spell->reqSkillValue)
return TRAINER_SPELL_RED;
// check level requirement
if (getLevel() < trainer_spell->reqLevel)
return TRAINER_SPELL_RED;
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
{
if (!trainer_spell->learnedSpell[i])
continue;
// check race/class requirement
if (!IsSpellFitByClassAndRace(trainer_spell->learnedSpell[i]))
return TRAINER_SPELL_RED;
if (uint32 prevSpell = sSpellMgr->GetPrevSpellInChain(trainer_spell->learnedSpell[i]))
{
// check prev.rank requirement
if (prevSpell && !HasSpell(prevSpell))
return TRAINER_SPELL_RED;
}
SpellsRequiringSpellMapBounds spellsRequired = sSpellMgr->GetSpellsRequiredForSpellBounds(trainer_spell->learnedSpell[i]);
for (SpellsRequiringSpellMap::const_iterator itr = spellsRequired.first; itr != spellsRequired.second; ++itr)
{
// check additional spell requirement
if (!HasSpell(itr->second))
return TRAINER_SPELL_RED;
}
}
// check primary prof. limit
// first rank of primary profession spell when there are no proffesions avalible is disabled
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
{
if (!trainer_spell->learnedSpell[i])
continue;
SpellInfo const* learnedSpellInfo = sSpellMgr->GetSpellInfo(trainer_spell->learnedSpell[i]);
if (learnedSpellInfo && learnedSpellInfo->IsPrimaryProfessionFirstRank() && (GetFreePrimaryProfessionPoints() == 0))
return TRAINER_SPELL_GREEN_DISABLED;
}
return TRAINER_SPELL_GREEN;
}
/**
* Deletes a character from the database
*
* The way characters will be deleted is decided based on the config option.
*
* @see Player::DeleteOldCharacters
*
* @param playerguid the low-GUID from the player which should be deleted
* @param accountId the account id from the player
* @param updateRealmChars when this flag is set, the amount of characters on that realm will be updated in the realmlist
* @param deleteFinally if this flag is set, the config option will be ignored and the character will be permanently removed from the database
*/
void Player::DeleteFromDB(ObjectGuid playerguid, uint32 accountId, bool updateRealmChars, bool deleteFinally)
{
// Avoid realm-update for non-existing account
if (accountId == 0)
updateRealmChars = false;
// Convert guid to low GUID for CharacterNameData, but also other methods on success
uint32 guid = playerguid.GetCounter();
uint32 charDelete_method = sWorld->getIntConfig(CONFIG_CHARDELETE_METHOD);
if (deleteFinally)
charDelete_method = CHAR_DELETE_REMOVE;
else if (CharacterNameData const* nameData = sWorld->GetCharacterNameData(playerguid)) // To avoid a query, we select loaded data. If it doesn't exist, return.
{
// Define the required variables
uint32 charDelete_minLvl = sWorld->getIntConfig(nameData->m_class != CLASS_DEATH_KNIGHT ? CONFIG_CHARDELETE_MIN_LEVEL : CONFIG_CHARDELETE_HEROIC_MIN_LEVEL);
// if we want to finalize the character removal or the character does not meet the level requirement of either heroic or non-heroic settings,
// we set it to mode CHAR_DELETE_REMOVE
if (nameData->m_level < charDelete_minLvl)
charDelete_method = CHAR_DELETE_REMOVE;
}
// convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
// bones will be deleted by corpse/bones deleting thread shortly
sObjectAccessor->ConvertCorpseForPlayer(playerguid);
if (uint32 guildId = GetGuildIdFromDB(playerguid))
if (Guild* guild = sGuildMgr->GetGuildById(guildId))
guild->DeleteMember(playerguid, false, false, true);
// remove from arena teams
LeaveAllArenaTeams(playerguid);
// the player was uninvited already on logout so just remove from group
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_GROUP_MEMBER);
stmt->setUInt32(0, guid);
PreparedQueryResult resultGroup = CharacterDatabase.Query(stmt);
if (resultGroup)
if (Group* group = sGroupMgr->GetGroupByDbStoreId((*resultGroup)[0].GetUInt32()))
RemoveFromGroup(group, playerguid);
// Remove signs from petitions (also remove petitions if owner);
RemovePetitionsAndSigns(playerguid, 10);
switch (charDelete_method)
{
// Completely remove from the database
case CHAR_DELETE_REMOVE:
{
SQLTransaction trans = CharacterDatabase.BeginTransaction();
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_COD_ITEM_MAIL);
stmt->setUInt32(0, guid);
PreparedQueryResult resultMail = CharacterDatabase.Query(stmt);
if (resultMail)
{
do
{
Field* mailFields = resultMail->Fetch();
uint32 mail_id = mailFields[0].GetUInt32();
uint8 mailType = mailFields[1].GetUInt8();
uint16 mailTemplateId= mailFields[2].GetUInt16();
uint32 sender = mailFields[3].GetUInt32();
std::string subject = mailFields[4].GetString();
std::string body = mailFields[5].GetString();
uint32 money = mailFields[6].GetUInt32();
bool has_items = mailFields[7].GetBool();
// We can return mail now
// So firstly delete the old one
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_BY_ID);
stmt->setUInt32(0, mail_id);
trans->Append(stmt);
// Mail is not from player
if (mailType != MAIL_NORMAL)
{
if (has_items)
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_ITEM_BY_ID);
stmt->setUInt32(0, mail_id);
trans->Append(stmt);
}
continue;
}
MailDraft draft(subject, body);
if (mailTemplateId)
draft = MailDraft(mailTemplateId, false); // items are already included
if (has_items)
{
// Data needs to be at first place for Item::LoadFromDB
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_MAILITEMS);
stmt->setUInt32(0, mail_id);
PreparedQueryResult resultItems = CharacterDatabase.Query(stmt);
if (resultItems)
{
do
{
Field* itemFields = resultItems->Fetch();
uint32 item_guidlow = itemFields[11].GetUInt32();
uint32 item_template = itemFields[12].GetUInt32();
ItemTemplate const* itemProto = sObjectMgr->GetItemTemplate(item_template);
if (!itemProto)
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_INSTANCE);
stmt->setUInt32(0, item_guidlow);
trans->Append(stmt);
continue;
}
Item* pItem = NewItemOrBag(itemProto);
if (!pItem->LoadFromDB(item_guidlow, playerguid, itemFields, item_template))
{
pItem->FSetState(ITEM_REMOVED);
pItem->SaveToDB(trans); // it also deletes item object!
continue;
}
draft.AddItem(pItem);
}
while (resultItems->NextRow());
}
}
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_ITEM_BY_ID);
stmt->setUInt32(0, mail_id);
trans->Append(stmt);
uint32 pl_account = sObjectMgr->GetPlayerAccountIdByGUID(playerguid);
draft.AddMoney(money).SendReturnToSender(pl_account, guid, sender, trans);
}
while (resultMail->NextRow());
}
// Unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
// NOW we can finally clear other DB data related to character
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_PETS);
stmt->setUInt32(0, guid);
PreparedQueryResult resultPets = CharacterDatabase.Query(stmt);
if (resultPets)
{
do
{
uint32 petguidlow = (*resultPets)[0].GetUInt32();
Pet::DeleteFromDB(petguidlow);
} while (resultPets->NextRow());
}
// Delete char from social list of online chars
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_SOCIAL);
stmt->setUInt32(0, guid);
PreparedQueryResult resultFriends = CharacterDatabase.Query(stmt);
if (resultFriends)
{
do
{
if (Player* pFriend = ObjectAccessor::FindPlayer(ObjectGuid(HIGHGUID_PLAYER, 0, (*resultFriends)[0].GetUInt32())))
{
pFriend->GetSocial()->RemoveFromSocialList(guid, false);
sSocialMgr->SendFriendStatus(pFriend, FRIEND_REMOVED, guid, false);
}
} while (resultFriends->NextRow());
}
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHARACTER);
stmt->setUInt32(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PLAYER_ACCOUNT_DATA);
stmt->setUInt32(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_DECLINED_NAME);
stmt->setUInt32(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_ACTION);
stmt->setUInt32(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_AURA);
stmt->setUInt32(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_GIFT);
stmt->setUInt32(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PLAYER_HOMEBIND);
stmt->setUInt32(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INSTANCE);
stmt->setUInt32(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INVENTORY);
stmt->setUInt32(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_QUESTSTATUS);
stmt->setUInt32(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_QUESTSTATUS_REWARDED);
stmt->setUInt32(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_REPUTATION);
stmt->setUInt32(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SPELL);
stmt->setUInt32(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SPELL_COOLDOWN);
stmt->setUInt32(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PLAYER_GM_TICKETS);
stmt->setUInt32(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_INSTANCE_BY_OWNER);
stmt->setUInt32(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SOCIAL_BY_FRIEND);
stmt->setUInt32(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SOCIAL_BY_GUID);
stmt->setUInt32(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL);
stmt->setUInt32(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_ITEMS);
stmt->setUInt32(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_PET_BY_OWNER);
stmt->setUInt32(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_PET_DECLINEDNAME_BY_OWNER);
stmt->setUInt32(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_ACHIEVEMENTS);
stmt->setUInt32(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_ACHIEVEMENT_PROGRESS);
stmt->setUInt32(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_EQUIPMENTSETS);
stmt->setUInt32(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GUILD_EVENTLOG_BY_PLAYER);
stmt->setUInt32(0, guid);
stmt->setUInt32(1, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GUILD_BANK_EVENTLOG_BY_PLAYER);
stmt->setUInt32(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PLAYER_BGDATA);
stmt->setUInt32(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_GLYPHS);
stmt->setUInt32(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHARACTER_QUESTSTATUS_DAILY);
stmt->setUInt32(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHARACTER_QUESTSTATUS_WEEKLY);
stmt->setUInt32(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHARACTER_QUESTSTATUS_MONTHLY);
stmt->setUInt32(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHARACTER_QUESTSTATUS_SEASONAL);
stmt->setUInt32(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_TALENT);
stmt->setUInt32(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SKILLS);
stmt->setUInt32(0, guid);
trans->Append(stmt);
CharacterDatabase.CommitTransaction(trans);
break;
}
// The character gets unlinked from the account, the name gets freed up and appears as deleted ingame
case CHAR_DELETE_UNLINK:
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_DELETE_INFO);
stmt->setUInt32(0, guid);
CharacterDatabase.Execute(stmt);
break;
}
default:
TC_LOG_ERROR("entities.player", "Player::DeleteFromDB: Unsupported delete method: %u.", charDelete_method);
return;
}
if (updateRealmChars)
sWorld->UpdateRealmCharCount(accountId);
sWorld->DeleteCharacterNameData(playerguid);
}
/**
* Characters which were kept back in the database after being deleted and are now too old (see config option "CharDelete.KeepDays"), will be completely deleted.
*
* @see Player::DeleteFromDB
*/
void Player::DeleteOldCharacters()
{
uint32 keepDays = sWorld->getIntConfig(CONFIG_CHARDELETE_KEEP_DAYS);
if (!keepDays)
return;
Player::DeleteOldCharacters(keepDays);
}
/**
* Characters which were kept back in the database after being deleted and are older than the specified amount of days, will be completely deleted.
*
* @see Player::DeleteFromDB
*
* @param keepDays overrite the config option by another amount of days
*/
void Player::DeleteOldCharacters(uint32 keepDays)
{
TC_LOG_INFO("entities.player", "Player::DeleteOldChars: Deleting all characters which have been deleted %u days before...", keepDays);
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_OLD_CHARS);
stmt->setUInt32(0, uint32(time(NULL) - time_t(keepDays * DAY)));
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (result)
{
TC_LOG_DEBUG("entities.player", "Player::DeleteOldChars: Found " UI64FMTD " character(s) to delete", result->GetRowCount());
do
{
Field* fields = result->Fetch();
Player::DeleteFromDB(ObjectGuid(HIGHGUID_PLAYER, fields[0].GetUInt32()), fields[1].GetUInt32(), true, true);
}
while (result->NextRow());
}
}
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:
TC_LOG_ERROR("entities.player", "Player::SetMovement: Unsupported move type (%d), data not sent to client.", pType);
return;
}
data << GetPackGUID();
data << uint32(0);
GetSession()->SendPacket(&data);
}
/* Preconditions:
- a resurrectable corpse must not be loaded for the player (only bones)
- the player must be in world
*/
void Player::BuildPlayerRepop()
{
WorldPacket data(SMSG_PRE_RESURRECT, GetPackGUID().size());
data << GetPackGUID();
GetSession()->SendPacket(&data);
if (getRace() == RACE_NIGHTELF)
CastSpell(this, 20584, true);
CastSpell(this, 8326, true);
// 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())
{
TC_LOG_ERROR("entities.player", "BuildPlayerRepop: player %s(%d) already has a corpse", GetName().c_str(), GetGUIDLow());
return;
}
// create a corpse and place it at the player's location
CreateCorpse();
Corpse* corpse = GetCorpse();
if (!corpse)
{
TC_LOG_ERROR("entities.player", "Error creating corpse for Player %s [%u]", GetName().c_str(), GetGUIDLow());
return;
}
GetMap()->AddToMap(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);
int32 corpseReclaimDelay = CalculateCorpseReclaimDelay();
if (corpseReclaimDelay >= 0)
SendCorpseReclaimDelay(corpseReclaimDelay);
// to prevent cheating
corpse->ResetGhostTime();
StopMirrorTimers(); //disable timers(bars)
// set and clear other
SetByteValue(UNIT_FIELD_BYTES_1, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND);
}
void Player::ResurrectPlayer(float restore_percent, bool applySickness)
{
WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // remove spirit healer position
data << uint32(-1);
data << float(0);
data << float(0);
data << float(0);
GetSession()->SendPacket(&data);
// speed change, land walk
// remove death flag + set aura
SetByteValue(UNIT_FIELD_BYTES_1, 3, 0x00);
// This must be called always even on Players with race != RACE_NIGHTELF in case of faction change
RemoveAurasDueToSpell(20584); // RACE_NIGHTELF speed bonuses
RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
if (GetSession()->IsARecruiter() || (GetSession()->GetRecruiterId() != 0))
SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_REFER_A_FRIEND);
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));
}
// trigger update zone for alive state zone updates
uint32 newzone, newarea;
GetZoneAndAreaId(newzone, newarea);
UpdateZone(newzone, newarea);
sOutdoorPvPMgr->HandlePlayerResurrects(this, newzone);
if (InBattleground())
{
if (Battleground* bg = GetBattleground())
bg->HandlePlayerResurrect(this);
}
// update visibility
UpdateObjectVisibility();
#ifdef ELUNA
sEluna->OnResurrect(this);
#endif
if (!applySickness)
return;
//Characters from level 1-10 are not affected by resurrection sickness.
//Characters from level 11-19 will suffer from one minute of sickness
//for each level they are above 10.
//Characters level 20 and up suffer from ten minutes of sickness.
int32 startLevel = sWorld->getIntConfig(CONFIG_DEATH_SICKNESS_LEVEL);
if (int32(getLevel()) >= startLevel)
{
// set resurrection sickness
CastSpell(this, 15007, true);
// not full duration
if (int32(getLevel()) < startLevel+9)
{
int32 delta = (int32(getLevel()) - startLevel + 1)*MINUTE;
if (Aura* aur = GetAura(15007, GetGUID()))
{
aur->SetDuration(delta*IN_MILLISECONDS);
}
}
}
}
void Player::KillPlayer()
{
if (IsFlying() && !GetTransport())
GetMotionMaster()->MoveFall();
SetMovement(MOVE_ROOT);
StopMirrorTimers(); //disable timers(bars)
setDeathState(CORPSE);
//SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP);
SetUInt32Value(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_NONE);
ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, !sMapStore.LookupEntry(GetMapId())->Instanceable() && !HasAuraType(SPELL_AURA_PREVENT_RESURRECTION));
// 6 minutes until repop at graveyard
m_deathTimer = 6 * MINUTE * IN_MILLISECONDS;
UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
int32 corpseReclaimDelay = CalculateCorpseReclaimDelay();
if (corpseReclaimDelay >= 0)
SendCorpseReclaimDelay(corpseReclaimDelay);
// don't create corpse at this moment, player might be falling
// update visibility
UpdateObjectVisibility();
}
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(sObjectMgr->GenerateLowGuid(HIGHGUID_CORPSE), this))
{
delete corpse;
return;
}
_uf = getORace();
_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() && !InArena())
flags |= CORPSE_FLAG_LOOTABLE; // to be able to remove insignia
corpse->SetUInt32Value(CORPSE_FIELD_FLAGS, flags);
corpse->SetUInt32Value(CORPSE_FIELD_DISPLAY_ID, GetNativeDisplayId());
corpse->SetUInt32Value(CORPSE_FIELD_GUILD, GetGuildId());
uint32 iDisplayID;
uint32 iIventoryType;
uint32 _cfi;
for (uint8 i = 0; i < EQUIPMENT_SLOT_END; i++)
{
if (m_items[i])
{
iDisplayID = m_items[i]->GetTemplate()->DisplayInfoID;
iIventoryType = m_items[i]->GetTemplate()->InventoryType;
_cfi = iDisplayID | (iIventoryType << 24);
corpse->SetUInt32Value(CORPSE_FIELD_ITEM + i, _cfi);
}
}
// we do not need to save corpses for BG/arenas
if (!GetMap()->IsBattlegroundOrArena())
corpse->SaveToDB();
// register for player, but not show
sObjectAccessor->AddCorpse(corpse);
}
void Player::SpawnCorpseBones()
{
if (sObjectAccessor->ConvertCorpseForPlayer(GetGUID()))
if (!GetSession()->PlayerLogoutWithSave()) // at logout we will already store the player
SaveToDB(); // prevent loading as ghost without corpse
}
Corpse* Player::GetCorpse() const
{
return sObjectAccessor->GetCorpseForPlayerGUID(GetGUID());
}
void Player::DurabilityLossAll(double percent, bool inventory)
{
for (uint8 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 (uint8 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 (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
if (Bag* pBag = GetBagByPos(i))
for (uint32 j = 0; j < pBag->GetBagSize(); j++)
if (Item* pItem = GetItemByPos(i, j))
DurabilityLoss(pItem, percent);
}
}
void Player::DurabilityLoss(Item* item, double percent)
{
if (!item)
return;
uint32 pMaxDurability = item ->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
if (!pMaxDurability)
return;
uint32 pDurabilityLoss = uint32(pMaxDurability*percent);
if (pDurabilityLoss < 1)
pDurabilityLoss = 1;
DurabilityPointsLoss(item, pDurabilityLoss);
}
void Player::DurabilityPointsLossAll(int32 points, bool inventory)
{
for (uint8 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 (uint8 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 (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
for (uint32 j = 0; j < pBag->GetBagSize(); j++)
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 (uint8 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 (uint8 j = INVENTORY_SLOT_BAG_START; j < INVENTORY_SLOT_BAG_END; j++)
for (uint8 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)
{
ItemTemplate const* ditemProto = item->GetTemplate();
DurabilityCostsEntry const* dcost = sDurabilityCostsStore.LookupEntry(ditemProto->ItemLevel);
if (!dcost)
{
TC_LOG_ERROR("entities.player.items", "RepairDurability: Wrong item lvl %u", ditemProto->ItemLevel);
return TotalCost;
}
uint32 dQualitymodEntryId = (ditemProto->Quality+1)*2;
DurabilityQualityEntry const* dQualitymodEntry = sDurabilityQualityStore.LookupEntry(dQualitymodEntryId);
if (!dQualitymodEntry)
{
TC_LOG_ERROR("entities.player.items", "RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId);
return TotalCost;
}
uint32 dmultiplier = dcost->multiplier[ItemSubClassToDurabilityMultiplierId(ditemProto->Class, ditemProto->SubClass)];
uint32 costs = uint32(LostDurability*dmultiplier*double(dQualitymodEntry->quality_mod));
costs = uint32(costs * discountMod * sWorld->getRate(RATE_REPAIRCOST));
if (costs == 0) //fix for ITEM_QUALITY_ARTIFACT
costs = 1;
if (guildBank)
{
if (GetGuildId() == 0)
{
TC_LOG_DEBUG("entities.player.items", "You are not member of a guild");
return TotalCost;
}
Guild* guild = sGuildMgr->GetGuildById(GetGuildId());
if (!guild)
return TotalCost;
if (!guild->HandleMemberWithdrawMoney(GetSession(), costs, true))
return TotalCost;
TotalCost = costs;
}
else if (!HasEnoughMoney(costs))
{
TC_LOG_DEBUG("entities.player.items", "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() || GetPositionZ() < -500.0f)
{
ResurrectPlayer(0.5f);
SpawnCorpseBones();
}
WorldSafeLocsEntry const* ClosestGrave = NULL;
// Special handle for battleground maps
if (Battleground* bg = GetBattleground())
ClosestGrave = bg->GetClosestGraveYard(this);
else
{
if (Battlefield* bf = sBattlefieldMgr->GetBattlefieldToZoneId(GetZoneId()))
ClosestGrave = bf->GetClosestGraveYard(this);
else
ClosestGrave = sObjectMgr->GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam());
}
// stop countdown until repop
m_deathTimer = 0;
// if no grave found, stay at the current location
// and don't show spirit healer location
if (ClosestGrave)
{
TeleportTo(ClosestGrave->map_id, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, GetOrientation());
if (isDead()) // not send if alive, because it used in TeleportTo()
{
WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // show spirit healer position on minimap
data << ClosestGrave->map_id;
data << ClosestGrave->x;
data << ClosestGrave->y;
data << ClosestGrave->z;
GetSession()->SendPacket(&data);
}
}
else if (GetPositionZ() < -500.0f)
TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation());
}
bool Player::CanJoinConstantChannelInZone(ChatChannelsEntry const* channel, AreaTableEntry const* zone)
{
if (channel->flags & CHANNEL_DBC_FLAG_ZONE_DEP && zone->flags & AREA_FLAG_ARENA_INSTANCE)
return false;
if ((channel->flags & CHANNEL_DBC_FLAG_CITY_ONLY) && (!(zone->flags & AREA_FLAG_SLAVE_CAPITAL)))
return false;
if ((channel->flags & CHANNEL_DBC_FLAG_GUILD_REQ) && GetGuildId())
return false;
return true;
}
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->LeaveChannel(this, false); // not send to client, not remove from player's channel list
if (ChannelMgr* cMgr = ChannelMgr::forTeam(GetTeam()))
cMgr->LeftChannel(ch->GetName()); // deleted channel if empty
}
TC_LOG_DEBUG("chat.system", "Player %s: channels cleaned up!", GetName().c_str());
}
void Player::UpdateLocalChannels(uint32 newZone)
{
if (GetSession()->PlayerLoading() && !IsBeingTeleportedFar())
return; // The client handles it automatically after loading, but not after teleporting
AreaTableEntry const* current_zone = GetAreaEntryByAreaID(newZone);
if (!current_zone)
return;
ChannelMgr* cMgr = ChannelMgr::forTeam(GetTeam());
if (!cMgr)
return;
std::string current_zone_name = current_zone->area_name[GetSession()->GetSessionDbcLocale()];
for (uint32 i = 0; i < sChatChannelsStore.GetNumRows(); ++i)
{
if (ChatChannelsEntry const* channel = sChatChannelsStore.LookupEntry(i))
{
Channel* usedChannel = NULL;
for (JoinedChannelsList::iterator itr = m_channels.begin(); itr != m_channels.end(); ++itr)
{
if ((*itr)->GetChannelId() == i)
{
usedChannel = *itr;
break;
}
}
Channel* removeChannel = NULL;
Channel* joinChannel = NULL;
bool sendRemove = true;
if (CanJoinConstantChannelInZone(channel, current_zone))
{
if (!(channel->flags & CHANNEL_DBC_FLAG_GLOBAL))
{
if (channel->flags & CHANNEL_DBC_FLAG_CITY_ONLY && usedChannel)
continue; // Already on the channel, as city channel names are not changing
char new_channel_name_buf[100];
char const* currentNameExt;
if (channel->flags & CHANNEL_DBC_FLAG_CITY_ONLY)
currentNameExt = sObjectMgr->GetTrinityStringForDBCLocale(LANG_CHANNEL_CITY);
else
currentNameExt = current_zone_name.c_str();
snprintf(new_channel_name_buf, 100, channel->pattern[m_session->GetSessionDbcLocale()], currentNameExt);
joinChannel = cMgr->GetJoinChannel(new_channel_name_buf, channel->ChannelID);
if (usedChannel)
{
if (joinChannel != usedChannel)
{
removeChannel = usedChannel;
sendRemove = false; // Do not send leave channel, it already replaced at client
}
else
joinChannel = NULL;
}
}
else
joinChannel = cMgr->GetJoinChannel(channel->pattern[m_session->GetSessionDbcLocale()], channel->ChannelID);
}
else
removeChannel = usedChannel;
if (joinChannel)
joinChannel->JoinChannel(this, ""); // Changed Channel: ... or Joined Channel: ...
if (removeChannel)
{
removeChannel->LeaveChannel(this, sendRemove); // Leave old channel
std::string name = removeChannel->GetName(); // Store name, (*i)erase in LeftChannel
LeftChannel(removeChannel); // Remove from player's channel list
cMgr->LeftChannel(name); // Delete if empty
}
}
}
}
void Player::LeaveLFGChannel()
{
for (JoinedChannelsList::iterator i = m_channels.begin(); i != m_channels.end(); ++i)
{
if ((*i)->IsLFG())
{
(*i)->LeaveChannel(this);
break;
}
}
}
void Player::UpdateDefense()
{
if (UpdateSkill(SKILL_DEFENSE, sWorld->getIntConfig(CONFIG_SKILL_GAIN_DEFENSE)))
UpdateDefenseBonusesMod(); // update dependent from defense skill part
}
void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply)
{
if (modGroup >= BASEMOD_END || modType >= MOD_END)
{
TC_LOG_ERROR("spells", "ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
return;
}
if (modType == FLAT_MOD)
m_auraBaseMod[modGroup][modType] += apply ? amount : -amount;
else // PCT_MOD
ApplyPercentModFloatVar(m_auraBaseMod[modGroup][modType], amount, apply);
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)
{
TC_LOG_ERROR("spells", "trial to access non existed 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)
{
TC_LOG_ERROR("spells", "wrong BaseModGroup in GetTotalBaseModValue()!");
return 0.0f;
}
if (m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
return 0.0f;
return m_auraBaseMod[modGroup][FLAT_MOD] * m_auraBaseMod[modGroup][PCT_MOD];
}
uint32 Player::GetShieldBlockValue() const
{
float value = (m_auraBaseMod[SHIELD_BLOCK_VALUE][FLAT_MOD] + GetStat(STAT_STRENGTH) * 0.5f - 10)*m_auraBaseMod[SHIELD_BLOCK_VALUE][PCT_MOD];
value = (value < 0) ? 0 : value;
return uint32(value);
}
float Player::GetMeleeCritFromAgility()
{
uint8 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;
}
void Player::GetDodgeFromAgility(float &diminishing, float &nondiminishing)
{
// Table for base dodge values
const float dodge_base[MAX_CLASSES] =
{
0.036640f, // Warrior
0.034943f, // Paladin
-0.040873f, // Hunter
0.020957f, // Rogue
0.034178f, // Priest
0.036640f, // DK
0.021080f, // Shaman
0.036587f, // Mage
0.024211f, // Warlock
0.0f, // ??
0.056097f // Druid
};
// Crit/agility to dodge/agility coefficient multipliers; 3.2.0 increased required agility by 15%
const float crit_to_dodge[MAX_CLASSES] =
{
0.85f/1.15f, // Warrior
1.00f/1.15f, // Paladin
1.11f/1.15f, // Hunter
2.00f/1.15f, // Rogue
1.00f/1.15f, // Priest
0.85f/1.15f, // DK
1.60f/1.15f, // Shaman
1.00f/1.15f, // Mage
0.97f/1.15f, // Warlock (?)
0.0f, // ??
2.00f/1.15f // Druid
};
uint8 level = getLevel();
uint32 pclass = getClass();
if (level > GT_MAX_LEVEL)
level = GT_MAX_LEVEL;
// Dodge per agility is proportional to crit per agility, which is available from DBC files
GtChanceToMeleeCritEntry const* dodgeRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
if (dodgeRatio == NULL || pclass > MAX_CLASSES)
return;
/// @todo research if talents/effects that increase total agility by x% should increase non-diminishing part
float base_agility = GetCreateStat(STAT_AGILITY) * m_auraModifiersGroup[UNIT_MOD_STAT_START + STAT_AGILITY][BASE_PCT];
float bonus_agility = GetStat(STAT_AGILITY) - base_agility;
// calculate diminishing (green in char screen) and non-diminishing (white) contribution
diminishing = 100.0f * bonus_agility * dodgeRatio->ratio * crit_to_dodge[pclass-1];
nondiminishing = 100.0f * (dodge_base[pclass-1] + base_agility * dodgeRatio->ratio * crit_to_dodge[pclass-1]);
}
float Player::GetSpellCritFromIntellect()
{
uint8 level = getLevel();
uint32 pclass = getClass();
if (level > GT_MAX_LEVEL)
level = GT_MAX_LEVEL;
GtChanceToSpellCritBaseEntry const* critBase = sGtChanceToSpellCritBaseStore.LookupEntry(pclass-1);
GtChanceToSpellCritEntry const* critRatio = sGtChanceToSpellCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
if (critBase == NULL || critRatio == NULL)
return 0.0f;
float crit=critBase->base + GetStat(STAT_INTELLECT)*critRatio->ratio;
return crit*100.0f;
}
float Player::GetRatingMultiplier(CombatRating cr) const
{
uint8 level = getLevel();
if (level > GT_MAX_LEVEL)
level = GT_MAX_LEVEL;
GtCombatRatingsEntry const* Rating = sGtCombatRatingsStore.LookupEntry(cr*GT_MAX_LEVEL+level-1);
// gtOCTClassCombatRatingScalarStore.dbc starts with 1, CombatRating with zero, so cr+1
GtOCTClassCombatRatingScalarEntry const* classRating = sGtOCTClassCombatRatingScalarStore.LookupEntry((getClass()-1)*GT_MAX_RATING+cr+1);
if (!Rating || !classRating)
return 1.0f; // By default use minimum coefficient (not must be called)
return classRating->ratio / Rating->ratio;
}
float Player::GetRatingBonusValue(CombatRating cr) const
{
return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr)) * GetRatingMultiplier(cr);
}
float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const
{
switch (attType)
{
case BASE_ATTACK:
return GetUInt32Value(PLAYER_EXPERTISE) / 4.0f;
case OFF_ATTACK:
return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE) / 4.0f;
default:
break;
}
return 0.0f;
}
float Player::OCTRegenHPPerSpirit()
{
uint8 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()
{
uint8 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 combatRating, int32 value, bool apply)
{
float oldRating = m_baseRatingValue[combatRating];
m_baseRatingValue[combatRating] += (apply ? value : -value);
// explicit affected values
float const multiplier = GetRatingMultiplier(combatRating);
float const oldVal = oldRating * multiplier;
float const newVal = m_baseRatingValue[combatRating] * multiplier;
switch (combatRating)
{
case CR_HASTE_MELEE:
ApplyAttackTimePercentMod(BASE_ATTACK, oldVal, false);
ApplyAttackTimePercentMod(OFF_ATTACK, oldVal, false);
ApplyAttackTimePercentMod(BASE_ATTACK, newVal, true);
ApplyAttackTimePercentMod(OFF_ATTACK, newVal, true);
break;
case CR_HASTE_RANGED:
ApplyAttackTimePercentMod(RANGED_ATTACK, oldVal, false);
ApplyAttackTimePercentMod(RANGED_ATTACK, newVal, true);
break;
case CR_HASTE_SPELL:
ApplyCastTimePercentMod(oldVal, false);
ApplyCastTimePercentMod(newVal, true);
break;
default:
break;
}
UpdateRating(combatRating);
}
void Player::UpdateRating(CombatRating cr)
{
int32 amount = m_baseRatingValue[cr];
// Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
// stat used stored in miscValueB for this aura
AuraEffectList const& modRatingFromStat = GetAuraEffectsByType(SPELL_AURA_MOD_RATING_FROM_STAT);
for (AuraEffectList::const_iterator i = modRatingFromStat.begin(); i != modRatingFromStat.end(); ++i)
if ((*i)->GetMiscValue() & (1<<cr))
amount += int32(CalculatePct(GetStat(Stats((*i)->GetMiscValueB())), (*i)->GetAmount()));
if (amount < 0)
amount = 0;
SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr, uint32(amount));
bool affectStats = CanModifyStats();
switch (cr)
{
case CR_WEAPON_SKILL: // Implemented in Unit::RollMeleeOutcomeAgainst
case CR_DEFENSE_SKILL:
UpdateDefenseBonusesMod();
break;
case CR_DODGE:
UpdateDodgePercentage();
break;
case CR_PARRY:
UpdateParryPercentage();
break;
case CR_BLOCK:
UpdateBlockPercentage();
break;
case CR_HIT_MELEE:
UpdateMeleeHitChances();
break;
case CR_HIT_RANGED:
UpdateRangedHitChances();
break;
case CR_HIT_SPELL:
UpdateSpellHitChances();
break;
case CR_CRIT_MELEE:
if (affectStats)
{
UpdateCritPercentage(BASE_ATTACK);
UpdateCritPercentage(OFF_ATTACK);
}
break;
case CR_CRIT_RANGED:
if (affectStats)
UpdateCritPercentage(RANGED_ATTACK);
break;
case CR_CRIT_SPELL:
if (affectStats)
UpdateAllSpellCritChances();
break;
case CR_HIT_TAKEN_MELEE: // Implemented in Unit::MeleeMissChanceCalc
case CR_HIT_TAKEN_RANGED:
break;
case CR_HIT_TAKEN_SPELL: // Implemented in Unit::MagicSpellHitResult
break;
case CR_CRIT_TAKEN_MELEE: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
case CR_CRIT_TAKEN_RANGED:
break;
case CR_CRIT_TAKEN_SPELL: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
break;
case CR_HASTE_MELEE: // Implemented in Player::ApplyRatingMod
case CR_HASTE_RANGED:
case CR_HASTE_SPELL:
break;
case CR_WEAPON_SKILL_MAINHAND: // Implemented in Unit::RollMeleeOutcomeAgainst
case CR_WEAPON_SKILL_OFFHAND:
case CR_WEAPON_SKILL_RANGED:
break;
case CR_EXPERTISE:
if (affectStats)
{
UpdateExpertise(BASE_ATTACK);
UpdateExpertise(OFF_ATTACK);
}
break;
case CR_ARMOR_PENETRATION:
if (affectStats)
UpdateArmorPenetration(amount);
break;
}
}
void Player::UpdateAllRatings()
{
for (int cr = 0; cr < MAX_COMBAT_RATING; ++cr)
UpdateRating(CombatRating(cr));
}
void Player::SetRegularAttackTime()
{
for (uint8 i = 0; i < MAX_ATTACK; ++i)
{
Item* tmpitem = GetWeaponForAttack(WeaponAttackType(i), true);
if (tmpitem && !tmpitem->IsBroken())
{
ItemTemplate const* proto = tmpitem->GetTemplate();
if (proto->Delay)
SetAttackTime(WeaponAttackType(i), proto->Delay);
}
else
SetAttackTime(WeaponAttackType(i), BASE_ATTACK_TIME); // If there is no weapon reset attack time to base (might have been changed from forms)
}
}
//skill+step, checking for max value
bool Player::UpdateSkill(uint32 skill_id, uint32 step)
{
if (!skill_id)
return false;
SkillStatusMap::iterator itr = mSkillStatus.find(skill_id);
if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return false;
uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos);
uint32 data = GetUInt32Value(valueIndex);
uint32 value = SKILL_VALUE(data);
uint32 max = SKILL_MAX(data);
if ((!max) || (!value) || (value >= max))
return false;
if (value < max)
{
uint32 new_value = value + step;
if (new_value > max)
new_value = max;
SetUInt32Value(valueIndex, MAKE_SKILL_VALUE(new_value, max));
if (itr->second.uState != SKILL_NEW)
itr->second.uState = SKILL_CHANGED;
UpdateSkillEnchantments(skill_id, value, new_value);
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, skill_id);
return true;
}
return false;
}
inline int SkillGainChance(uint32 SkillValue, uint32 GrayLevel, uint32 GreenLevel, uint32 YellowLevel)
{
if (SkillValue >= GrayLevel)
return sWorld->getIntConfig(CONFIG_SKILL_CHANCE_GREY)*10;
if (SkillValue >= GreenLevel)
return sWorld->getIntConfig(CONFIG_SKILL_CHANCE_GREEN)*10;
if (SkillValue >= YellowLevel)
return sWorld->getIntConfig(CONFIG_SKILL_CHANCE_YELLOW)*10;
return sWorld->getIntConfig(CONFIG_SKILL_CHANCE_ORANGE)*10;
}
bool Player::UpdateCraftSkill(uint32 spellid)
{
TC_LOG_DEBUG("entities.player.skills", "UpdateCraftSkill spellid %d", spellid);
SkillLineAbilityMapBounds bounds = sSpellMgr->GetSkillLineAbilityMapBounds(spellid);
for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
{
if (_spell_idx->second->skillId)
{
uint32 SkillValue = GetPureSkillValue(_spell_idx->second->skillId);
// Alchemy Discoveries here
SpellInfo const* spellEntry = sSpellMgr->GetSpellInfo(spellid);
if (spellEntry && spellEntry->Mechanic == MECHANIC_DISCOVERY)
{
if (uint32 discoveredSpell = GetSkillDiscoverySpell(_spell_idx->second->skillId, spellid, this))
LearnSpell(discoveredSpell, false);
}
uint32 craft_skill_gain = sWorld->getIntConfig(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)
{
TC_LOG_DEBUG("entities.player.skills", "UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId, SkillValue, RedLevel);
uint32 gathering_skill_gain = sWorld->getIntConfig(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:
case SKILL_INSCRIPTION:
return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator, gathering_skill_gain);
case SKILL_SKINNING:
if (sWorld->getIntConfig(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->getIntConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)), gathering_skill_gain);
case SKILL_MINING:
if (sWorld->getIntConfig(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->getIntConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)), gathering_skill_gain);
}
return false;
}
bool Player::UpdateFishingSkill()
{
TC_LOG_DEBUG("entities.player.skills", "UpdateFishingSkill");
uint32 SkillValue = GetPureSkillValue(SKILL_FISHING);
int32 chance = SkillValue < 75 ? 100 : 2500/(SkillValue-50);
uint32 gathering_skill_gain = sWorld->getIntConfig(CONFIG_SKILL_GAIN_GATHERING);
return UpdateSkillPro(SKILL_FISHING, chance*10, gathering_skill_gain);
}
// levels sync. with spell requirement for skill levels to learn
// bonus abilities in sSkillLineAbilityStore
// Used only to avoid scan DBC at each skill grow
static uint32 bonusSkillLevels[ ] = {75, 150, 225, 300, 375, 450};
static const size_t bonusSkillLevelsSize = sizeof(bonusSkillLevels) / sizeof(uint32);
bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step)
{
TC_LOG_DEBUG("entities.player.skills", "UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId, Chance / 10.0f);
if (!SkillId)
return false;
if (Chance <= 0) // speedup in 0 chance case
{
TC_LOG_DEBUG("entities.player.skills", "Player::UpdateSkillPro Chance=%3.1f%% missed", Chance / 10.0f);
return false;
}
SkillStatusMap::iterator itr = mSkillStatus.find(SkillId);
if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return false;
uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos);
uint32 data = GetUInt32Value(valueIndex);
uint16 SkillValue = SKILL_VALUE(data);
uint16 MaxValue = SKILL_MAX(data);
if (!MaxValue || !SkillValue || SkillValue >= MaxValue)
return false;
int32 Roll = irand(1, 1000);
if (Roll <= Chance)
{
uint32 new_value = SkillValue+step;
if (new_value > MaxValue)
new_value = MaxValue;
SetUInt32Value(valueIndex, MAKE_SKILL_VALUE(new_value, MaxValue));
if (itr->second.uState != SKILL_NEW)
itr->second.uState = SKILL_CHANGED;
for (size_t i = 0; i < bonusSkillLevelsSize; ++i)
{
uint32 bsl = bonusSkillLevels[i];
if (SkillValue < bsl && new_value >= bsl)
{
LearnSkillRewardedSpells(SkillId, new_value);
break;
}
}
UpdateSkillEnchantments(SkillId, SkillValue, new_value);
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, SkillId);
TC_LOG_DEBUG("entities.player.skills", "Player::UpdateSkillPro Chance=%3.1f%% taken", Chance / 10.0f);
return true;
}
TC_LOG_DEBUG("entities.player.skills", "Player::UpdateSkillPro Chance=%3.1f%% missed", Chance / 10.0f);
return false;
}
void Player::UpdateWeaponSkill(WeaponAttackType attType)
{
// no skill gain in pvp
Unit* victim = GetVictim();
if (victim && victim->GetTypeId() == TYPEID_PLAYER)
return;
if (IsInFeralForm())
return; // always maximized SKILL_FERAL_COMBAT in fact
if (GetShapeshiftForm() == FORM_TREE)
return; // use weapon but not skill up
if (victim && victim->GetTypeId() == TYPEID_UNIT && (victim->ToCreature()->GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_NO_SKILLGAIN))
return;
uint32 weapon_skill_gain = sWorld->getIntConfig(CONFIG_SKILL_GAIN_WEAPON);
Item* tmpitem = GetWeaponForAttack(attType, true);
if (!tmpitem && attType == BASE_ATTACK)
{
// Keep unarmed & fist weapon skills in sync
UpdateSkill(SKILL_UNARMED, weapon_skill_gain);
UpdateSkill(SKILL_FIST_WEAPONS, weapon_skill_gain);
}
else if (tmpitem && tmpitem->GetTemplate()->SubClass != ITEM_SUBCLASS_WEAPON_FISHING_POLE)
{
switch (tmpitem->GetTemplate()->SubClass)
{
case ITEM_SUBCLASS_WEAPON_FISHING_POLE:
break;
case ITEM_SUBCLASS_WEAPON_FIST:
UpdateSkill(SKILL_UNARMED, weapon_skill_gain);
// no break intended
default:
UpdateSkill(tmpitem->GetSkill(), weapon_skill_gain);
break;
}
}
UpdateAllCritPercentages();
}
void Player::UpdateCombatSkills(Unit* victim, WeaponAttackType attType, bool defence)
{
uint8 plevel = getLevel(); // if defense than victim == attacker
uint8 greylevel = Trinity::XP::GetGrayLevel(plevel);
uint8 moblevel = victim->getLevelForTarget(this);
if (moblevel < greylevel)
return;
if (moblevel > plevel + 5)
moblevel = plevel + 5;
uint8 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 += chance * 0.02f * GetStat(STAT_INTELLECT);
chance = chance < 1.0f ? 1.0f : chance; //minimum chance to increase skill is 1%
if (roll_chance_f(chance))
{
if (defence)
UpdateDefense();
else
UpdateWeaponSkill(attType);
}
else
return;
}
void Player::ModifySkillBonus(uint32 skillid, int32 val, bool talent)
{
SkillStatusMap::const_iterator itr = mSkillStatus.find(skillid);
if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return;
uint32 bonusIndex = PLAYER_SKILL_BONUS_INDEX(itr->second.pos);
uint32 bonus_val = GetUInt32Value(bonusIndex);
int16 temp_bonus = SKILL_TEMP_BONUS(bonus_val);
int16 perm_bonus = SKILL_PERM_BONUS(bonus_val);
if (talent) // permanent bonus stored in high part
SetUInt32Value(bonusIndex, MAKE_SKILL_BONUS(temp_bonus, perm_bonus+val));
else // temporary/item bonus stored in low part
SetUInt32Value(bonusIndex, MAKE_SKILL_BONUS(temp_bonus+val, perm_bonus));
}
void Player::UpdateSkillsForLevel()
{
uint16 maxconfskill = sWorld->GetConfigMaxSkillValue();
uint32 maxSkill = GetMaxSkillValueForLevel();
bool alwaysMaxSkill = sWorld->getBoolConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL);
for (SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ++itr)
{
if (itr->second.uState == SKILL_DELETED)
continue;
uint32 pskill = itr->first;
SkillRaceClassInfoEntry const* rcEntry = GetSkillRaceClassInfo(pskill, getRace(), getClass());
if (!rcEntry)
continue;
if (GetSkillRangeType(rcEntry) != SKILL_RANGE_LEVEL)
continue;
uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos);
uint32 data = GetUInt32Value(valueIndex);
uint32 max = SKILL_MAX(data);
uint32 val = SKILL_VALUE(data);
/// update only level dependent max skill values
if (max != 1)
{
/// maximize skill always
if (alwaysMaxSkill)
{
SetUInt32Value(valueIndex, MAKE_SKILL_VALUE(maxSkill, maxSkill));
if (itr->second.uState != SKILL_NEW)
itr->second.uState = SKILL_CHANGED;
}
else if (max != maxconfskill) /// update max skill value if current max skill not maximized
{
SetUInt32Value(valueIndex, MAKE_SKILL_VALUE(val, maxSkill));
if (itr->second.uState != SKILL_NEW)
itr->second.uState = SKILL_CHANGED;
}
}
}
}
void Player::UpdateSkillsToMaxSkillsForLevel()
{
for (SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ++itr)
{
if (itr->second.uState == SKILL_DELETED)
continue;
uint32 pskill = itr->first;
if (IsProfessionOrRidingSkill(pskill))
continue;
uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos);
uint32 data = GetUInt32Value(valueIndex);
uint32 max = SKILL_MAX(data);
if (max > 1)
{
SetUInt32Value(valueIndex, MAKE_SKILL_VALUE(max, max));
if (itr->second.uState != SKILL_NEW)
itr->second.uState = SKILL_CHANGED;
}
if (pskill == SKILL_DEFENSE)
UpdateDefenseBonusesMod();
}
}
// This functions sets a skill line value (and adds if doesn't exist yet)
// To "remove" a skill line, set it's values to zero
void Player::SetSkill(uint16 id, uint16 step, uint16 newVal, uint16 maxVal)
{
if (!id)
return;
uint16 currVal;
SkillStatusMap::iterator itr = mSkillStatus.find(id);
//has skill
if (itr != mSkillStatus.end() && itr->second.uState != SKILL_DELETED)
{
currVal = SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos)));
if (newVal)
{
// if skill value is going down, update enchantments before setting the new value
if (newVal < currVal)
UpdateSkillEnchantments(id, currVal, newVal);
// update step
SetUInt32Value(PLAYER_SKILL_INDEX(itr->second.pos), MAKE_PAIR32(id, step));
// update value
SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos), MAKE_SKILL_VALUE(newVal, maxVal));
if (itr->second.uState != SKILL_NEW)
itr->second.uState = SKILL_CHANGED;
LearnSkillRewardedSpells(id, newVal);
// if skill value is going up, update enchantments after setting the new value
if (newVal > currVal)
UpdateSkillEnchantments(id, currVal, newVal);
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, id);
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL, id);
}
else //remove
{
//remove enchantments needing this skill
UpdateSkillEnchantments(id, currVal, 0);
// clear skill fields
SetUInt32Value(PLAYER_SKILL_INDEX(itr->second.pos), 0);
SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos), 0);
SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos), 0);
// mark as deleted or simply remove from map if not saved yet
if (itr->second.uState != SKILL_NEW)
itr->second.uState = SKILL_DELETED;
else
mSkillStatus.erase(itr);
// remove all spells that related to this skill
for (uint32 j = 0; j < sSkillLineAbilityStore.GetNumRows(); ++j)
if (SkillLineAbilityEntry const* pAbility = sSkillLineAbilityStore.LookupEntry(j))
if (pAbility->skillId == id)
RemoveSpell(sSpellMgr->GetFirstSpellInChain(pAbility->spellId));
}
}
else if (newVal) //add
{
currVal = 0;
for (int i=0; i < PLAYER_MAX_SKILLS; ++i)
{
if (!GetUInt32Value(PLAYER_SKILL_INDEX(i)))
{
SkillLineEntry const* pSkill = sSkillLineStore.LookupEntry(id);
if (!pSkill)
{
TC_LOG_ERROR("entities.player.skills", "Skill not found in SkillLineStore: skill #%u", id);
return;
}
SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id, step));
SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i), MAKE_SKILL_VALUE(newVal, maxVal));
UpdateSkillEnchantments(id, currVal, newVal);
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, id);
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL, id);
// insert new entry or update if not deleted old entry yet
if (itr != mSkillStatus.end())
{
itr->second.pos = i;
itr->second.uState = SKILL_CHANGED;
}
else
mSkillStatus.insert(SkillStatusMap::value_type(id, SkillStatusData(i, SKILL_NEW)));
// apply skill bonuses
SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i), 0);
// temporary bonuses
AuraEffectList const& mModSkill = GetAuraEffectsByType(SPELL_AURA_MOD_SKILL);
for (AuraEffectList::const_iterator j = mModSkill.begin(); j != mModSkill.end(); ++j)
if ((*j)->GetMiscValue() == int32(id))
(*j)->HandleEffect(this, AURA_EFFECT_HANDLE_SKILL, true);
// permanent bonuses
AuraEffectList const& mModSkillTalent = GetAuraEffectsByType(SPELL_AURA_MOD_SKILL_TALENT);
for (AuraEffectList::const_iterator j = mModSkillTalent.begin(); j != mModSkillTalent.end(); ++j)
if ((*j)->GetMiscValue() == int32(id))
(*j)->HandleEffect(this, AURA_EFFECT_HANDLE_SKILL, true);
// Learn all spells for skill
LearnSkillRewardedSpells(id, newVal);
return;
}
}
}
}
bool Player::HasSkill(uint32 skill) const
{
if (!skill)
return false;
SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
return (itr != mSkillStatus.end() && itr->second.uState != SKILL_DELETED);
}
uint16 Player::GetSkillStep(uint16 skill) const
{
if (!skill)
return 0;
SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return 0;
return PAIR32_HIPART(GetUInt32Value(PLAYER_SKILL_INDEX(itr->second.pos)));
}
uint16 Player::GetSkillValue(uint32 skill) const
{
if (!skill)
return 0;
SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return 0;
uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos));
int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))));
result += SKILL_TEMP_BONUS(bonus);
result += SKILL_PERM_BONUS(bonus);
return result < 0 ? 0 : result;
}
uint16 Player::GetMaxSkillValue(uint32 skill) const
{
if (!skill)
return 0;
SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return 0;
uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos));
int32 result = int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))));
result += SKILL_TEMP_BONUS(bonus);
result += SKILL_PERM_BONUS(bonus);
return result < 0 ? 0 : result;
}
uint16 Player::GetPureMaxSkillValue(uint32 skill) const
{
if (!skill)
return 0;
SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return 0;
return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos)));
}
uint16 Player::GetBaseSkillValue(uint32 skill) const
{
if (!skill)
return 0;
SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return 0;
int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))));
result += SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos)));
return result < 0 ? 0 : result;
}
uint16 Player::GetPureSkillValue(uint32 skill) const
{
if (!skill)
return 0;
SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return 0;
return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos)));
}
int16 Player::GetSkillPermBonusValue(uint32 skill) const
{
if (!skill)
return 0;
SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return 0;
return SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos)));
}
int16 Player::GetSkillTempBonusValue(uint32 skill) const
{
if (!skill)
return 0;
SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return 0;
return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos)));
}
void Player::SendActionButtons(uint32 state) const
{
WorldPacket data(SMSG_ACTION_BUTTONS, 1+(MAX_ACTION_BUTTONS*4));
data << uint8(state);
/*
state can be 0, 1, 2
0 - Looks to be sent when initial action buttons get sent, however on Trinity we use 1 since 0 had some difficulties
1 - Used in any SMSG_ACTION_BUTTONS packet with button data on Trinity. Only used after spec swaps on retail.
2 - Clears the action bars client sided. This is sent during spec swap before unlearning and before sending the new buttons
*/
if (state != 2)
{
for (uint8 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 << uint32(itr->second.packedData);
else
data << uint32(0);
}
}
GetSession()->SendPacket(&data);
TC_LOG_INFO("network", "SMSG_ACTION_BUTTONS sent '%u' spec '%u' Sent", GetGUIDLow(), m_activeSpec);
}
bool Player::IsActionButtonDataValid(uint8 button, uint32 action, uint8 type)
{
if (button >= MAX_ACTION_BUTTONS)
{
TC_LOG_ERROR("entities.player", "Action %u not added into button %u for player %s (GUID: %u): button must be < %u", action, button, GetName().c_str(), GetGUIDLow(), MAX_ACTION_BUTTONS );
return false;
}
if (action >= MAX_ACTION_BUTTON_ACTION_VALUE)
{
TC_LOG_ERROR("entities.player", "Action %u not added into button %u for player %s (GUID: %u): action must be < %u", action, button, GetName().c_str(), GetGUIDLow(), MAX_ACTION_BUTTON_ACTION_VALUE);
return false;
}
switch (type)
{
case ACTION_BUTTON_SPELL:
if (!sSpellMgr->GetSpellInfo(action))
{
TC_LOG_ERROR("entities.player", "Spell action %u not added into button %u for player %s (GUID: %u): spell not exist", action, button, GetName().c_str(), GetGUIDLow());
return false;
}
if (!HasSpell(action))
{
TC_LOG_ERROR("entities.player", "Spell action %u not added into button %u for player %s (GUID: %u): player don't known this spell", action, button, GetName().c_str(), GetGUIDLow());
return false;
}
break;
case ACTION_BUTTON_ITEM:
if (!sObjectMgr->GetItemTemplate(action))
{
TC_LOG_ERROR("entities.player", "Item action %u not added into button %u for player %s (GUID: %u): item not exist", action, button, GetName().c_str(), GetGUIDLow());
return false;
}
break;
case ACTION_BUTTON_C:
case ACTION_BUTTON_CMACRO:
case ACTION_BUTTON_MACRO:
case ACTION_BUTTON_EQSET:
break;
default:
TC_LOG_ERROR("entities.player", "Unknown action type %u", type);
return false; // other cases not checked at this moment
}
return true;
}
ActionButton* Player::addActionButton(uint8 button, uint32 action, uint8 type)
{
if (!IsActionButtonDataValid(button, action, type))
return NULL;
// it create new button (NEW state) if need or return existed
ActionButton& ab = m_actionButtons[button];
// set data and update to CHANGED if not NEW
ab.SetActionAndType(action, ActionButtonType(type));
TC_LOG_DEBUG("entities.player", "Player '%u' Added Action '%u' (type %u) to Button '%u'", GetGUIDLow(), action, type, button);
return &ab;
}
void Player::removeActionButton(uint8 button)
{
ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
if (buttonItr == m_actionButtons.end() || buttonItr->second.uState == ACTIONBUTTON_DELETED)
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
TC_LOG_DEBUG("entities.player", "Action Button '%u' Removed from Player '%u'", button, GetGUIDLow());
}
ActionButton const* Player::GetActionButton(uint8 button)
{
ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
if (buttonItr == m_actionButtons.end() || buttonItr->second.uState == ACTIONBUTTON_DELETED)
return NULL;
return &buttonItr->second;
}
bool Player::UpdatePosition(float x, float y, float z, float orientation, bool teleport)
{
if (!Unit::UpdatePosition(x, y, z, orientation, teleport))
return false;
//if (movementInfo.flags & MOVEMENTFLAG_MOVING)
// mover->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE);
//if (movementInfo.flags & MOVEMENTFLAG_TURNING)
// mover->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING);
//AURA_INTERRUPT_FLAG_JUMP not sure
// Update player zone if needed
if (m_needsZoneUpdate)
{
uint32 newZone, newArea;
GetZoneAndAreaId(newZone, newArea);
UpdateZone(newZone, newArea);
m_needsZoneUpdate = false;
}
// group update
if (GetGroup())
SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION);
CheckAreaExploreAndOutdoor();
return true;
}
void Player::SaveRecallPosition()
{
m_recallMap = GetMapId();
m_recallX = GetPositionX();
m_recallY = GetPositionY();
m_recallZ = GetPositionZ();
m_recallO = GetOrientation();
}
void Player::SendMessageToSetInRange(WorldPacket* data, float dist, bool self)
{
if (self)
GetSession()->SendPacket(data);
Trinity::MessageDistDeliverer notifier(this, data, dist);
VisitNearbyWorldObject(dist, notifier);
}
void Player::SendMessageToSetInRange(WorldPacket* data, float dist, bool self, bool own_team_only)
{
if (self)
GetSession()->SendPacket(data);
Trinity::MessageDistDeliverer notifier(this, data, dist, own_team_only);
VisitNearbyWorldObject(dist, notifier);
}
void Player::SendMessageToSet(WorldPacket* data, Player const* skipped_rcvr)
{
if (skipped_rcvr != this)
GetSession()->SendPacket(data);
// we use World::GetMaxVisibleDistance() because i cannot see why not use a distance
// update: replaced by GetMap()->GetVisibilityDistance()
Trinity::MessageDistDeliverer notifier(this, data, GetVisibilityRange(), false, skipped_rcvr);
VisitNearbyWorldObject(GetVisibilityRange(), notifier);
}
void Player::SendDirectMessage(WorldPacket* data)
{
m_session->SendPacket(data);
}
void Player::SendCinematicStart(uint32 CinematicSequenceId)
{
WorldPacket data(SMSG_TRIGGER_CINEMATIC, 4);
data << uint32(CinematicSequenceId);
SendDirectMessage(&data);
}
void Player::SendMovieStart(uint32 MovieId)
{
WorldPacket data(SMSG_TRIGGER_MOVIE, 4);
data << uint32(MovieId);
SendDirectMessage(&data);
}
void Player::CheckAreaExploreAndOutdoor()
{
if (!IsAlive())
return;
if (IsInFlight())
return;
bool isOutdoor;
uint16 areaFlag = GetBaseMap()->GetAreaFlag(GetPositionX(), GetPositionY(), GetPositionZ(), &isOutdoor);
if (sWorld->getBoolConfig(CONFIG_VMAP_INDOOR_CHECK) && !isOutdoor)
RemoveAurasWithAttribute(SPELL_ATTR0_OUTDOORS_ONLY);
if (areaFlag == 0xffff)
return;
int offset = areaFlag / 32;
if (offset >= PLAYER_EXPLORED_ZONES_SIZE)
{
TC_LOG_ERROR("entities.player", "Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < %u ).", areaFlag, GetPositionX(), GetPositionY(), offset, offset, PLAYER_EXPLORED_ZONES_SIZE);
return;
}
uint32 val = (uint32)(1 << (areaFlag % 32));
uint32 currFields = GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset);
if (!(currFields & val))
{
SetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset, (uint32)(currFields | val));
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA);
AreaTableEntry const* areaEntry = GetAreaEntryByAreaFlagAndMap(areaFlag, GetMapId());
if (!areaEntry)
{
TC_LOG_ERROR("entities.player", "Player %u discovered unknown area (x: %f y: %f z: %f map: %u", GetGUIDLow(), GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId());
return;
}
if (areaEntry->area_level > 0)
{
uint32 area = areaEntry->ID;
if (getLevel() >= sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
{
SendExplorationExperience(area, 0);
}
else
{
int32 diff = int32(getLevel()) - areaEntry->area_level;
uint32 XP = 0;
if (diff < -5)
{
XP = uint32(sObjectMgr->GetBaseXP(getLevel()+5)*sWorld->getRate(RATE_XP_EXPLORE));
}
else if (diff > 5)
{
int32 exploration_percent = 100 - ((diff - 5) * 5);
if (exploration_percent < 0)
exploration_percent = 0;
XP = uint32(sObjectMgr->GetBaseXP(areaEntry->area_level)*exploration_percent/100*sWorld->getRate(RATE_XP_EXPLORE));
}
else
{
XP = uint32(sObjectMgr->GetBaseXP(areaEntry->area_level)*sWorld->getRate(RATE_XP_EXPLORE));
}
GiveXP(XP, NULL);
SendExplorationExperience(area, XP);
}
TC_LOG_INFO("entities.player", "Player %u discovered a new area: %u", GetGUIDLow(), area);
}
}
}
uint32 Player::TeamForRace(uint8 race)
{
if (ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race))
{
switch (rEntry->TeamID)
{
case 1: return HORDE;
case 7: return ALLIANCE;
}
TC_LOG_ERROR("entities.player", "Race (%u) has wrong teamid (%u) in DBC: wrong DBC files?", uint32(race), rEntry->TeamID);
}
else
TC_LOG_ERROR("entities.player", "Race (%u) not found in DBC: wrong DBC files?", uint32(race));
return ALLIANCE;
}
void Player::setFactionForRace(uint8 race)
{
SetBGTeam(TeamForRace(race));
ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
setFaction(rEntry ? rEntry->FactionID : getFaction());
}
ReputationRank Player::GetReputationRank(uint32 faction) const
{
FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction);
return GetReputationMgr().GetRank(factionEntry);
}
// Calculate total reputation percent player gain with quest/creature level
int32 Player::CalculateReputationGain(ReputationSource source, uint32 creatureOrQuestLevel, int32 rep, int32 faction, bool noQuestBonus)
{
float percent = 100.0f;
float repMod = noQuestBonus ? 0.0f : float(GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN));
// faction specific auras only seem to apply to kills
if (source == REPUTATION_SOURCE_KILL)
repMod += GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_FACTION_REPUTATION_GAIN, faction);
percent += rep > 0 ? repMod : -repMod;
float rate;
switch (source)
{
case REPUTATION_SOURCE_KILL:
rate = sWorld->getRate(RATE_REPUTATION_LOWLEVEL_KILL);
break;
case REPUTATION_SOURCE_QUEST:
case REPUTATION_SOURCE_DAILY_QUEST:
case REPUTATION_SOURCE_WEEKLY_QUEST:
case REPUTATION_SOURCE_MONTHLY_QUEST:
case REPUTATION_SOURCE_REPEATABLE_QUEST:
rate = sWorld->getRate(RATE_REPUTATION_LOWLEVEL_QUEST);
break;
case REPUTATION_SOURCE_SPELL:
default:
rate = 1.0f;
break;
}
if (rate != 1.0f && creatureOrQuestLevel <= Trinity::XP::GetGrayLevel(getLevel()))
percent *= rate;
if (percent <= 0.0f)
return 0;
// Multiply result with the faction specific rate
if (RepRewardRate const* repData = sObjectMgr->GetRepRewardRate(faction))
{
float repRate = 0.0f;
switch (source)
{
case REPUTATION_SOURCE_KILL:
repRate = repData->creatureRate;
break;
case REPUTATION_SOURCE_QUEST:
repRate = repData->questRate;
break;
case REPUTATION_SOURCE_DAILY_QUEST:
repRate = repData->questDailyRate;
break;
case REPUTATION_SOURCE_WEEKLY_QUEST:
repRate = repData->questWeeklyRate;
break;
case REPUTATION_SOURCE_MONTHLY_QUEST:
repRate = repData->questMonthlyRate;
break;
case REPUTATION_SOURCE_REPEATABLE_QUEST:
repRate = repData->questRepeatableRate;
break;
case REPUTATION_SOURCE_SPELL:
repRate = repData->spellRate;
break;
}
// for custom, a rate of 0.0 will totally disable reputation gain for this faction/type
if (repRate <= 0.0f)
return 0;
percent *= repRate;
}
if (source != REPUTATION_SOURCE_SPELL && GetsRecruitAFriendBonus(false))
percent *= 1.0f + sWorld->getRate(RATE_REPUTATION_RECRUIT_A_FRIEND_BONUS);
return CalculatePct(rep, percent);
}
// Calculates how many reputation points player gains in victim's enemy factions
void Player::RewardReputation(Unit* victim, float rate)
{
if (!victim || victim->GetTypeId() == TYPEID_PLAYER)
return;
if (victim->ToCreature()->IsReputationGainDisabled())
return;
ReputationOnKillEntry const* Rep = sObjectMgr->GetReputationOnKilEntry(victim->ToCreature()->GetCreatureTemplate()->Entry);
if (!Rep)
return;
uint32 repfaction1 = Rep->RepFaction1;
uint32 repfaction2 = Rep->RepFaction2;
if (!IsPlayingNative())
{
if (GetOTeam() == ALLIANCE)
{
if (repfaction1 == 729)
repfaction1 = 730;
if (repfaction2 == 729)
repfaction2 = 730;
}
else
{
if (repfaction1 == 730)
repfaction1 = 729;
if (repfaction2 == 730)
repfaction2 = 729;
}
}
uint32 ChampioningFaction = 0;
if (GetChampioningFaction())
{
// support for: Championing - http://www.wowwiki.com/Championing
Map const* map = GetMap();
if (map && map->IsNonRaidDungeon())
if (LFGDungeonEntry const* dungeon = GetLFGDungeon(map->GetId(), map->GetDifficulty()))
if (dungeon->reclevel == 80)
ChampioningFaction = GetChampioningFaction();
}
uint32 team = GetTeam();
if (repfaction1 && (!Rep->TeamDependent || team == ALLIANCE))
{
int32 donerep1 = CalculateReputationGain(REPUTATION_SOURCE_KILL, victim->getLevel(), Rep->RepValue1, ChampioningFaction ? ChampioningFaction : repfaction1);
donerep1 = int32(donerep1 * rate);
FactionEntry const* factionEntry1 = sFactionStore.LookupEntry(ChampioningFaction ? ChampioningFaction : repfaction1);
uint32 current_reputation_rank1 = GetReputationMgr().GetRank(factionEntry1);
if (factionEntry1 && current_reputation_rank1 <= Rep->ReputationMaxCap1)
GetReputationMgr().ModifyReputation(factionEntry1, donerep1);
}
if (repfaction2 && (!Rep->TeamDependent || team == HORDE))
{
int32 donerep2 = CalculateReputationGain(REPUTATION_SOURCE_KILL, victim->getLevel(), Rep->RepValue2, ChampioningFaction ? ChampioningFaction : repfaction2);
donerep2 = int32(donerep2 * rate);
FactionEntry const* factionEntry2 = sFactionStore.LookupEntry(ChampioningFaction ? ChampioningFaction : repfaction2);
uint32 current_reputation_rank2 = GetReputationMgr().GetRank(factionEntry2);
if (factionEntry2 && current_reputation_rank2 <= Rep->ReputationMaxCap2)
GetReputationMgr().ModifyReputation(factionEntry2, donerep2);
}
}
// Calculate how many reputation points player gain with the quest
void Player::RewardReputation(Quest const* quest)
{
for (uint8 i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)
{
if (!quest->RewardFactionId[i])
continue;
int32 rep = 0;
bool noQuestBonus = false;
if (quest->RewardFactionValueIdOverride[i])
{
rep = quest->RewardFactionValueIdOverride[i] / 100;
noQuestBonus = true;
}
else
{
uint32 row = ((quest->RewardFactionValueId[i] < 0) ? 1 : 0) + 1;
if (QuestFactionRewEntry const* questFactionRewEntry = sQuestFactionRewardStore.LookupEntry(row))
{
uint32 field = abs(quest->RewardFactionValueId[i]);
rep = questFactionRewEntry->QuestRewFactionValue[field];
}
}
if (!rep)
continue;
if (quest->IsDaily())
rep = CalculateReputationGain(REPUTATION_SOURCE_DAILY_QUEST, GetQuestLevel(quest), rep, quest->RewardFactionId[i], noQuestBonus);
else if (quest->IsWeekly())
rep = CalculateReputationGain(REPUTATION_SOURCE_WEEKLY_QUEST, GetQuestLevel(quest), rep, quest->RewardFactionId[i], noQuestBonus);
else if (quest->IsMonthly())
rep = CalculateReputationGain(REPUTATION_SOURCE_MONTHLY_QUEST, GetQuestLevel(quest), rep, quest->RewardFactionId[i], noQuestBonus);
else if (quest->IsRepeatable())
rep = CalculateReputationGain(REPUTATION_SOURCE_REPEATABLE_QUEST, GetQuestLevel(quest), rep, quest->RewardFactionId[i], noQuestBonus);
else
rep = CalculateReputationGain(REPUTATION_SOURCE_QUEST, GetQuestLevel(quest), rep, quest->RewardFactionId[i], noQuestBonus);
if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(quest->RewardFactionId[i]))
GetReputationMgr().ModifyReputation(factionEntry, rep);
}
}
void Player::UpdateHonorFields()
{
/// called when rewarding honor and at each save
time_t now = time_t(time(NULL));
time_t today = time_t(time(NULL) / DAY) * DAY;
if (m_lastHonorUpdateTime < today)
{
time_t yesterday = today - DAY;
uint16 kills_today = PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS));
// update yesterday's contribution
if (m_lastHonorUpdateTime >= yesterday)
{
SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION));
// this is the first update today, reset today's contribution
SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, 0);
SetUInt32Value(PLAYER_FIELD_KILLS, MAKE_PAIR32(0, kills_today));
}
else
{
// no honor/kills yesterday or today, reset
SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0);
SetUInt32Value(PLAYER_FIELD_KILLS, 0);
}
}
m_lastHonorUpdateTime = now;
}
///Calculate the amount of honor gained based on the victim
///and the size of the group for which the honor is divided
///An exact honor value can also be given (overriding the calcs)
bool Player::RewardHonor(Unit* victim, uint32 groupsize, int32 honor, bool pvptoken)
{
// do not reward honor in arenas, but enable onkill spellproc
if (InArena())
{
if (!victim || victim == this || victim->GetTypeId() != TYPEID_PLAYER)
return false;
if (GetTeam() == victim->ToPlayer()->GetTeam())
return false;
return true;
}
// 'Inactive' this aura prevents the player from gaining honor points and battleground Tokenizer
if (HasAura(SPELL_AURA_PLAYER_INACTIVE))
return false;
ObjectGuid victim_guid;
uint32 victim_rank = 0;
// 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;
// Promote to float for calculations
float honor_f = (float)honor;
if (honor_f <= 0)
{
if (!victim || victim == this || victim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT))
return false;
victim_guid = victim->GetGUID();
if (Player* plrVictim = victim->ToPlayer())
{
if (GetTeam() == plrVictim->GetTeam() && !sWorld->IsFFAPvPRealm())
return false;
uint8 k_level = getLevel();
uint8 k_grey = Trinity::XP::GetGrayLevel(k_level);
uint8 v_level = victim->getLevel();
if (v_level <= k_grey)
return false;
// 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 = victim->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.Clear(); // Don't show HK: <rank> message, only log.
else if (victim_title < 15)
victim_rank = victim_title + 4;
else if (victim_title < 29)
victim_rank = victim_title - 14 + 4;
else
victim_guid.Clear(); // Don't show HK: <rank> message, only log.
honor_f = std::ceil(Trinity::Honor::hk_honor_at_level_f(k_level) * (v_level - k_grey) / (k_level - k_grey));
// count the number of playerkills in one day
ApplyModUInt32Value(PLAYER_FIELD_KILLS, 1, true);
// and those in a lifetime
ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS, 1, true);
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL);
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS, victim->getClass());
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_RACE, victim->getRace());
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL_AT_AREA, GetAreaId());
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL, 1, 0, victim);
}
else
{
if (!victim->ToCreature()->IsRacialLeader())
return false;
honor_f = 100.0f; // ??? need more info
victim_rank = 19; // HK: Leader
}
}
if (victim != NULL)
{
if (groupsize > 1)
honor_f /= groupsize;
// apply honor multiplier from aura (not stacking-get highest)
AddPct(honor_f, GetMaxPositiveAuraModifier(SPELL_AURA_MOD_HONOR_GAIN_PCT));
}
honor_f *= sWorld->getRate(RATE_HONOR);
// Back to int now
honor = int32(honor_f);
// honor - for show honor points in log
// victim_guid - for show victim name in log
// victim_rank [1..4] HK: <dishonored rank>
// victim_rank [5..19] HK: <alliance\horde rank>
// victim_rank [0, 20+] HK: <>
WorldPacket data(SMSG_PVP_CREDIT, 4+8+4);
data << uint32(honor);
data << uint64(victim_guid);
data << uint32(victim_rank);
GetSession()->SendPacket(&data);
// add honor points
ModifyHonorPoints(honor);
ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, honor, true);
if (InBattleground() && honor > 0)
{
if (Battleground* bg = GetBattleground())
{
bg->UpdatePlayerScore(this, SCORE_BONUS_HONOR, honor, false); //false: prevent looping
}
}
if (sWorld->getBoolConfig(CONFIG_PVP_TOKEN_ENABLE) && pvptoken)
{
if (!victim || victim == this || victim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT))
return true;
if (victim->GetTypeId() == TYPEID_PLAYER)
{
// Check if allowed to receive it in current map
uint8 MapType = sWorld->getIntConfig(CONFIG_PVP_TOKEN_MAP_TYPE);
if ((MapType == 1 && !InBattleground() && !IsFFAPvP())
|| (MapType == 2 && !IsFFAPvP())
|| (MapType == 3 && !InBattleground()))
return true;
uint32 itemId = sWorld->getIntConfig(CONFIG_PVP_TOKEN_ID);
int32 count = sWorld->getIntConfig(CONFIG_PVP_TOKEN_COUNT);
if (AddItem(itemId, count))
ChatHandler(GetSession()).PSendSysMessage("You have been awarded a token for slaying another player.");
}
}
return true;
}
void Player::SetHonorPoints(uint32 value)
{
if (value > sWorld->getIntConfig(CONFIG_MAX_HONOR_POINTS))
value = sWorld->getIntConfig(CONFIG_MAX_HONOR_POINTS);
SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, value);
if (value)
AddKnownCurrency(ITEM_HONOR_POINTS_ID);
}
void Player::SetArenaPoints(uint32 value)
{
if (value > sWorld->getIntConfig(CONFIG_MAX_ARENA_POINTS))
value = sWorld->getIntConfig(CONFIG_MAX_ARENA_POINTS);
SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, value);
if (value)
AddKnownCurrency(ITEM_ARENA_POINTS_ID);
}
void Player::ModifyHonorPoints(int32 value, SQLTransaction trans)
{
int32 newValue = int32(GetHonorPoints()) + value;
if (newValue < 0)
newValue = 0;
SetHonorPoints(uint32(newValue));
if (trans)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_HONOR_POINTS);
stmt->setUInt32(0, newValue);
stmt->setUInt32(1, GetGUIDLow());
trans->Append(stmt);
}
}
void Player::ModifyArenaPoints(int32 value, SQLTransaction trans)
{
int32 newValue = int32(GetArenaPoints()) + value;
if (newValue < 0)
newValue = 0;
SetArenaPoints(uint32(newValue));
if (trans)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_ARENA_POINTS);
stmt->setUInt32(0, newValue);
stmt->setUInt32(1, GetGUIDLow());
trans->Append(stmt);
}
}
uint32 Player::GetGuildIdFromDB(ObjectGuid guid)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_GUILD_MEMBER);
stmt->setUInt32(0, guid.GetCounter());
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (!result)
return 0;
uint32 id = result->Fetch()[0].GetUInt32();
return id;
}
uint8 Player::GetRankFromDB(ObjectGuid guid)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_GUILD_MEMBER);
stmt->setUInt32(0, guid.GetCounter());
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (result)
{
uint32 v = result->Fetch()[1].GetUInt8();
return v;
}
else
return 0;
}
void Player::SetInArenaTeam(uint32 ArenaTeamId, uint8 slot, uint8 type)
{
SetArenaTeamInfoField(slot, ARENA_TEAM_ID, ArenaTeamId);
SetArenaTeamInfoField(slot, ARENA_TEAM_TYPE, type);
}
void Player::SetArenaTeamInfoField(uint8 slot, ArenaTeamInfoType type, uint32 value)
{
SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (slot * ARENA_TEAM_END) + type, value);
}
uint32 Player::GetArenaTeamIdFromDB(ObjectGuid guid, uint8 type)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_ARENA_TEAM_ID_BY_PLAYER_GUID);
stmt->setUInt32(0, guid.GetCounter());
stmt->setUInt8(1, type);
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (!result)
return 0;
uint32 id = (*result)[0].GetUInt32();
return id;
}
uint32 Player::GetZoneIdFromDB(ObjectGuid guid)
{
uint32 guidLow = guid.GetCounter();
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_ZONE);
stmt->setUInt32(0, guidLow);
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (!result)
return 0;
Field* fields = result->Fetch();
uint32 zone = fields[0].GetUInt16();
if (!zone)
{
// stored zone is zero, use generic and slow zone detection
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_POSITION_XYZ);
stmt->setUInt32(0, guidLow);
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (!result)
return 0;
fields = result->Fetch();
uint32 map = fields[0].GetUInt16();
float posx = fields[1].GetFloat();
float posy = fields[2].GetFloat();
float posz = fields[3].GetFloat();
if (!sMapStore.LookupEntry(map))
return 0;
zone = sMapMgr->GetZoneId(map, posx, posy, posz);
if (zone > 0)
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ZONE);
stmt->setUInt16(0, uint16(zone));
stmt->setUInt32(1, guidLow);
CharacterDatabase.Execute(stmt);
}
}
return zone;
}
uint32 Player::GetLevelFromDB(ObjectGuid guid)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_LEVEL);
stmt->setUInt32(0, guid.GetCounter());
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (!result)
return 0;
Field* fields = result->Fetch();
uint8 level = fields[0].GetUInt8();
return level;
}
void Player::UpdateArea(uint32 newArea)
{
// FFA_PVP flags are area and not zone id dependent
// so apply them accordingly
m_areaUpdateId = newArea;
AreaTableEntry const* area = GetAreaEntryByAreaID(newArea);
pvpInfo.IsInFFAPvPArea = area && (area->flags & AREA_FLAG_ARENA);
UpdatePvPState(true);
UpdateAreaDependentAuras(newArea);
// previously this was in UpdateZone (but after UpdateArea) so nothing will break
pvpInfo.IsInNoPvPArea = false;
if(area && area->IsSanctuary() || GetAreaId() == 4413) // in sanctuary
{
SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY);
pvpInfo.IsInNoPvPArea = true;
if (!duel)
CombatStopWithPets();
}
else
RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY);
uint32 const areaRestFlag = (GetTeam() == ALLIANCE) ? AREA_FLAG_REST_ZONE_ALLIANCE : AREA_FLAG_REST_ZONE_HORDE;
if (area && area->flags & areaRestFlag)
{
SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
SetRestType(REST_TYPE_IN_FACTION_AREA);
InnEnter(time(0), GetMapId(), 0, 0, 0);
}
else if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) && GetRestType() == REST_TYPE_IN_FACTION_AREA)
{
RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
SetRestType(REST_TYPE_NO);
}
}
void Player::UpdateZone(uint32 newZone, uint32 newArea)
{
if (m_zoneUpdateId != newZone)
{
sOutdoorPvPMgr->HandlePlayerLeaveZone(this, m_zoneUpdateId);
sOutdoorPvPMgr->HandlePlayerEnterZone(this, newZone);
sBattlefieldMgr->HandlePlayerLeaveZone(this, m_zoneUpdateId);
sBattlefieldMgr->HandlePlayerEnterZone(this, newZone);
SendInitWorldStates(newZone, newArea); // only if really enters to new zone, not just area change, works strange...
if (Guild* guild = GetGuild())
guild->UpdateMemberData(this, GUILD_MEMBER_DATA_ZONEID, newZone);
}
// group update
if (GetGroup())
SetGroupUpdateFlag(GROUP_UPDATE_FULL);
m_zoneUpdateId = newZone;
m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
// zone changed, so area changed as well, update it
UpdateArea(newArea);
AreaTableEntry const* zone = GetAreaEntryByAreaID(newZone);
if (!zone)
return;
if (sWorld->getBoolConfig(CONFIG_WEATHER))
{
if (Weather* weather = WeatherMgr::FindWeather(zone->ID))
weather->SendWeatherUpdateToPlayer(this);
else if (!WeatherMgr::AddWeather(zone->ID))
// send fine weather packet to remove old zone's weather
WeatherMgr::SendFineWeatherUpdateToPlayer(this);
}
sScriptMgr->OnPlayerUpdateZone(this, newZone, newArea);
// in PvP, any not controlled zone (except zone->team == 6, default case)
// in PvE, only opposition team capital
switch (zone->team)
{
case AREATEAM_ALLY:
pvpInfo.IsInHostileArea = GetTeam() != ALLIANCE && (sWorld->IsPvPRealm() || zone->flags & AREA_FLAG_CAPITAL);
break;
case AREATEAM_HORDE:
pvpInfo.IsInHostileArea = GetTeam() != HORDE && (sWorld->IsPvPRealm() || zone->flags & AREA_FLAG_CAPITAL);
break;
case AREATEAM_NONE:
// overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
pvpInfo.IsInHostileArea = sWorld->IsPvPRealm() || InBattleground() || zone->flags & AREA_FLAG_WINTERGRASP;
break;
default: // 6 in fact
pvpInfo.IsInHostileArea = false;
break;
}
// Treat players having a quest flagging for PvP as always in hostile area
pvpInfo.IsHostile = pvpInfo.IsInHostileArea || HasPvPForcingQuest();
if (zone->flags & AREA_FLAG_CAPITAL) // Is in a capital city
{
if (!pvpInfo.IsHostile || zone->IsSanctuary())
{
SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
SetRestType(REST_TYPE_IN_CITY);
InnEnter(time(0), GetMapId(), 0, 0, 0);
}
pvpInfo.IsInNoPvPArea = true;
}
else
{
if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING))
{
if (GetRestType() == REST_TYPE_IN_TAVERN) // Still inside a tavern or has recently left
{
// Remove rest state if we have recently left a tavern.
if (GetMapId() != GetInnPosMapId() || GetExactDist(GetInnPosX(), GetInnPosY(), GetInnPosZ()) > 1.0f)
{
RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
SetRestType(REST_TYPE_NO);
}
}
else if (GetRestType() != REST_TYPE_IN_FACTION_AREA) // handled in UpdateArea
{
// Recently left a capital city
RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
SetRestType(REST_TYPE_NO);
}
}
}
UpdatePvPState();
// remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
// if player resurrected at teleport this will be applied in resurrect code
if (IsAlive())
DestroyZoneLimitedItem(true, newZone);
// check some item equip limitations (in result lost CanTitanGrip at talent reset, for example)
AutoUnequipOffhandIfNeed();
// recent client version not send leave/join channel packets for built-in local channels
UpdateLocalChannels(newZone);
UpdateZoneDependentAuras(newZone);
}
//If players are too far away from the duel flag... they lose the duel
void Player::CheckDuelDistance(time_t currTime)
{
if (!duel)
return;
ObjectGuid duelFlagGUID = GetGuidValue(PLAYER_DUEL_ARBITER);
GameObject* obj = GetMap()->GetGameObject(duelFlagGUID);
if (!obj)
return;
if (duel->outOfBound == 0)
{
if (!IsWithinDistInMap(obj, 50))
{
duel->outOfBound = currTime;
WorldPacket data(SMSG_DUEL_OUTOFBOUNDS, 0);
GetSession()->SendPacket(&data);
}
}
else
{
if (IsWithinDistInMap(obj, 40))
{
duel->outOfBound = 0;
WorldPacket data(SMSG_DUEL_INBOUNDS, 0);
GetSession()->SendPacket(&data);
}
else if (currTime >= (duel->outOfBound+10))
DuelComplete(DUEL_FLED);
}
}
bool Player::IsOutdoorPvPActive()
{
return IsAlive() && !HasInvisibilityAura() && !HasStealthAura() && IsPvP() && !HasUnitMovementFlag(MOVEMENTFLAG_FLYING) && !IsInFlight();
}
void Player::DuelComplete(DuelCompleteType type)
{
// duel not requested
if (!duel)
return;
TC_LOG_DEBUG("entities.unit", "Duel Complete %s %s", GetName().c_str(), duel->opponent->GetName().c_str());
WorldPacket data(SMSG_DUEL_COMPLETE, (1));
data << (uint8)((type != DUEL_INTERRUPTED) ? 1 : 0);
GetSession()->SendPacket(&data);
if (duel->opponent->GetSession())
duel->opponent->GetSession()->SendPacket(&data);
if (type != DUEL_INTERRUPTED)
{
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);
}
sScriptMgr->OnPlayerDuelEnd(duel->opponent, this, type);
switch (type)
{
case DUEL_FLED:
// if initiator and opponent are on the same team
// or initiator and opponent are not PvP enabled, forcibly stop attacking
if (duel->initiator->GetTeam() == duel->opponent->GetTeam())
{
duel->initiator->AttackStop();
duel->opponent->AttackStop();
}
else
{
if (!duel->initiator->IsPvP())
duel->initiator->AttackStop();
if (!duel->opponent->IsPvP())
duel->opponent->AttackStop();
}
break;
case DUEL_WON:
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL, 1);
duel->opponent->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL, 1);
// Credit for quest Death's Challenge
if (getClass() == CLASS_DEATH_KNIGHT && duel->opponent->GetQuestStatus(12733) == QUEST_STATUS_INCOMPLETE)
duel->opponent->CastSpell(duel->opponent, 52994, true);
// Honor points after duel (the winner) - ImpConfig
if (uint32 amount = sWorld->getIntConfig(CONFIG_HONOR_AFTER_DUEL))
duel->opponent->RewardHonor(NULL, 1, amount);
break;
default:
break;
}
// Victory emote spell
if (type != DUEL_INTERRUPTED)
duel->opponent->CastSpell(duel->opponent, 52852, true);
//Remove Duel Flag object
GameObject* obj = GetMap()->GetGameObject(GetGuidValue(PLAYER_DUEL_ARBITER));
if (obj)
duel->initiator->RemoveGameObject(obj, true);
/* remove auras */
AuraApplicationMap &itsAuras = duel->opponent->GetAppliedAuras();
for (AuraApplicationMap::iterator i = itsAuras.begin(); i != itsAuras.end();)
{
Aura const* aura = i->second->GetBase();
if (!i->second->IsPositive() && aura->GetCasterGUID() == GetGUID() && aura->GetApplyTime() >= duel->startTime)
duel->opponent->RemoveAura(i);
else
++i;
}
AuraApplicationMap &myAuras = GetAppliedAuras();
for (AuraApplicationMap::iterator i = myAuras.begin(); i != myAuras.end();)
{
Aura const* aura = i->second->GetBase();
if (!i->second->IsPositive() && aura->GetCasterGUID() == duel->opponent->GetGUID() && aura->GetApplyTime() >= duel->startTime)
RemoveAura(i);
else
++i;
}
// cleanup combo points
if (GetComboTarget() == duel->opponent->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();
//cleanups
SetGuidValue(PLAYER_DUEL_ARBITER, ObjectGuid::Empty);
SetUInt32Value(PLAYER_DUEL_TEAM, 0);
duel->opponent->SetGuidValue(PLAYER_DUEL_ARBITER, ObjectGuid::Empty);
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;
ItemTemplate const* proto = item->GetTemplate();
if (!proto)
return;
// not apply/remove mods for broken item
if (item->IsBroken())
return;
TC_LOG_INFO("entities.player.items", "applying mods for item %u ", item->GetGUIDLow());
uint8 attacktype = Player::GetAttackBySlot(slot);
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);
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);
TC_LOG_DEBUG("entities.player.items", "_ApplyItemMods complete.");
}
void Player::_ApplyItemBonuses(ItemTemplate const* proto, uint8 slot, bool apply, bool only_level_scale /*= false*/)
{
if (slot >= INVENTORY_SLOT_BAG_END || !proto)
return;
ScalingStatDistributionEntry const* ssd = proto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(proto->ScalingStatDistribution) : NULL;
if (only_level_scale && !ssd)
return;
// req. check at equip, but allow use for extended range if range limit max level, set proper level
uint32 ssd_level = getLevel();
if (ssd && ssd_level > ssd->MaxLevel)
ssd_level = ssd->MaxLevel;
ScalingStatValuesEntry const* ssv = proto->ScalingStatValue ? sScalingStatValuesStore.LookupEntry(ssd_level) : NULL;
if (only_level_scale && !ssv)
return;
uint32 statcount = proto->StatsCount;
uint32 lowGUID = 0;
bool decreased = false;
if (statcount < MAX_ITEM_PROTO_STATS)
{
if (Item* invItem = GetItemByPos(INVENTORY_SLOT_BAG_0, slot))
{
if (sObjectMgr->_itemFakeStatStore.find(invItem->GetGUIDLow()) != sObjectMgr->_itemFakeStatStore.end())
{
lowGUID = invItem->GetGUIDLow();
statcount++;
}
}
}
for (uint8 i = 0; i < MAX_ITEM_PROTO_STATS; ++i)
{
uint32 statType = 0;
int32 val = 0;
// If set ScalingStatDistribution need get stats and values from it
if (ssd && ssv)
{
if (ssd->StatMod[i] < 0)
continue;
statType = ssd->StatMod[i];
val = (ssv->getssdMultiplier(proto->ScalingStatValue) * ssd->Modifier[i]) / 10000;
}
else
{
if (i >= statcount)
continue;
statType = proto->ItemStat[i].ItemStatType;
val = proto->ItemStat[i].ItemStatValue;
if (lowGUID)
{
if(i == statcount-1)
{
statType = sObjectMgr->_itemFakeStatStore[lowGUID].increase;
val = sObjectMgr->_itemFakeStatStore[lowGUID].stat_value;
}
else if(!decreased && sObjectMgr->_itemFakeStatStore[lowGUID].decrease == statType)
{
val -= sObjectMgr->_itemFakeStatStore[lowGUID].stat_value;
decreased = true;
}
}
}
if (val == 0)
continue;
switch (statType)
{
case ITEM_MOD_MANA:
HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(val), apply);
break;
case ITEM_MOD_HEALTH: // modify HP
HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(val), apply);
break;
case ITEM_MOD_AGILITY: // modify agility
HandleStatModifier(UNIT_MOD_STAT_AGILITY, BASE_VALUE, float(val), apply);
ApplyStatBuffMod(STAT_AGILITY, float(val), apply);
break;
case ITEM_MOD_STRENGTH: //modify strength
HandleStatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(val), apply);
ApplyStatBuffMod(STAT_STRENGTH, float(val), apply);
break;
case ITEM_MOD_INTELLECT: //modify intellect
HandleStatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(val), apply);
ApplyStatBuffMod(STAT_INTELLECT, float(val), apply);
break;
case ITEM_MOD_SPIRIT: //modify spirit
HandleStatModifier(UNIT_MOD_STAT_SPIRIT, BASE_VALUE, float(val), apply);
ApplyStatBuffMod(STAT_SPIRIT, float(val), apply);
break;
case ITEM_MOD_STAMINA: //modify stamina
HandleStatModifier(UNIT_MOD_STAT_STAMINA, BASE_VALUE, float(val), apply);
ApplyStatBuffMod(STAT_STAMINA, float(val), apply);
break;
case ITEM_MOD_DEFENSE_SKILL_RATING:
ApplyRatingMod(CR_DEFENSE_SKILL, int32(val), apply);
break;
case ITEM_MOD_DODGE_RATING:
ApplyRatingMod(CR_DODGE, int32(val), apply);
break;
case ITEM_MOD_PARRY_RATING:
ApplyRatingMod(CR_PARRY, int32(val), apply);
break;
case ITEM_MOD_BLOCK_RATING:
ApplyRatingMod(CR_BLOCK, int32(val), apply);
break;
case ITEM_MOD_HIT_MELEE_RATING:
ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
break;
case ITEM_MOD_HIT_RANGED_RATING:
ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
break;
case ITEM_MOD_HIT_SPELL_RATING:
ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
break;
case ITEM_MOD_CRIT_MELEE_RATING:
ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
break;
case ITEM_MOD_CRIT_RANGED_RATING:
ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
break;
case ITEM_MOD_CRIT_SPELL_RATING:
ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
break;
case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
break;
case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
break;
case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
break;
case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
break;
case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
break;
case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
break;
case ITEM_MOD_HASTE_MELEE_RATING:
ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
break;
case ITEM_MOD_HASTE_RANGED_RATING:
ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
break;
case ITEM_MOD_HASTE_SPELL_RATING:
ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
break;
case ITEM_MOD_HIT_RATING:
ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
break;
case ITEM_MOD_CRIT_RATING:
ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
break;
case ITEM_MOD_HIT_TAKEN_RATING:
ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
break;
case ITEM_MOD_CRIT_TAKEN_RATING:
ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
break;
case ITEM_MOD_RESILIENCE_RATING:
ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
break;
case ITEM_MOD_HASTE_RATING:
ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
break;
case ITEM_MOD_EXPERTISE_RATING:
ApplyRatingMod(CR_EXPERTISE, int32(val), apply);
break;
case ITEM_MOD_ATTACK_POWER:
HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(val), apply);
HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
break;
case ITEM_MOD_RANGED_ATTACK_POWER:
HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
break;
// case ITEM_MOD_FERAL_ATTACK_POWER:
// ApplyFeralAPBonus(int32(val), apply);
// break;
case ITEM_MOD_MANA_REGENERATION:
ApplyManaRegenBonus(int32(val), apply);
break;
case ITEM_MOD_ARMOR_PENETRATION_RATING:
ApplyRatingMod(CR_ARMOR_PENETRATION, int32(val), apply);
break;
case ITEM_MOD_SPELL_POWER:
ApplySpellPowerBonus(int32(val), apply);
break;
case ITEM_MOD_HEALTH_REGEN:
ApplyHealthRegenBonus(int32(val), apply);
break;
case ITEM_MOD_SPELL_PENETRATION:
ApplySpellPenetrationBonus(val, apply);
break;
case ITEM_MOD_BLOCK_VALUE:
HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(val), apply);
break;
// deprecated item mods
case ITEM_MOD_SPELL_HEALING_DONE:
case ITEM_MOD_SPELL_DAMAGE_DONE:
break;
}
}
// Apply Spell Power from ScalingStatValue if set
if (ssv)
if (int32 spellbonus = ssv->getSpellBonus(proto->ScalingStatValue))
ApplySpellPowerBonus(spellbonus, apply);
// If set ScalingStatValue armor get it or use item armor
uint32 armor = proto->Armor;
if (ssv)
{
if (uint32 ssvarmor = ssv->getArmorMod(proto->ScalingStatValue))
armor = ssvarmor;
}
else if (armor && proto->ArmorDamageModifier)
armor -= uint32(proto->ArmorDamageModifier);
if (armor)
{
UnitModifierType modType = TOTAL_VALUE;
if (proto->Class == ITEM_CLASS_ARMOR)
{
switch (proto->SubClass)
{
case ITEM_SUBCLASS_ARMOR_CLOTH:
case ITEM_SUBCLASS_ARMOR_LEATHER:
case ITEM_SUBCLASS_ARMOR_MAIL:
case ITEM_SUBCLASS_ARMOR_PLATE:
case ITEM_SUBCLASS_ARMOR_SHIELD:
modType = BASE_VALUE;
break;
}
}
HandleStatModifier(UNIT_MOD_ARMOR, modType, float(armor), apply);
}
// Add armor bonus from ArmorDamageModifier if > 0
if (proto->ArmorDamageModifier > 0)
HandleStatModifier(UNIT_MOD_ARMOR, TOTAL_VALUE, float(proto->ArmorDamageModifier), 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;
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 (CanUseAttackType(attType))
_ApplyWeaponDamage(slot, proto, ssv, apply);
// Druids get feral AP bonus from weapon dps (also use DPS from ScalingStatValue)
if (getClass() == CLASS_DRUID)
{
int32 dpsMod = 0;
int32 feral_bonus = 0;
if (ssv)
{
dpsMod = ssv->getDPSMod(proto->ScalingStatValue);
feral_bonus += ssv->getFeralBonus(proto->ScalingStatValue);
}
feral_bonus += proto->getFeralBonus(dpsMod);
if (feral_bonus)
ApplyFeralAPBonus(feral_bonus, apply);
}
}
void Player::_ApplyWeaponDamage(uint8 slot, ItemTemplate const* proto, ScalingStatValuesEntry const* ssv, bool apply)
{
WeaponAttackType attType = BASE_ATTACK;
float damage = 0.0f;
if (slot == EQUIPMENT_SLOT_RANGED && (
proto->InventoryType == INVTYPE_RANGED || proto->InventoryType == INVTYPE_THROWN ||
proto->InventoryType == INVTYPE_RANGEDRIGHT))
{
attType = RANGED_ATTACK;
}
else if (slot == EQUIPMENT_SLOT_OFFHAND)
{
attType = OFF_ATTACK;
}
float minDamage = proto->Damage[0].DamageMin;
float maxDamage = proto->Damage[0].DamageMax;
// If set dpsMod in ScalingStatValue use it for min (70% from average), max (130% from average) damage
if (ssv)
{
int32 extraDPS = ssv->getDPSMod(proto->ScalingStatValue);
if (extraDPS)
{
float average = extraDPS * proto->Delay / 1000.0f;
minDamage = 0.7f * average;
maxDamage = 1.3f * average;
}
}
if (minDamage > 0)
{
damage = apply ? minDamage : BASE_MINDAMAGE;
SetBaseWeaponDamage(attType, MINDAMAGE, damage);
}
if (maxDamage > 0)
{
damage = apply ? maxDamage : BASE_MAXDAMAGE;
SetBaseWeaponDamage(attType, MAXDAMAGE, damage);
}
if (proto->Delay && !IsInFeralForm())
{
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);
}
// No need to modify any physical damage for ferals as it is calculated from stats only
if (IsInFeralForm())
return;
if (CanModifyStats() && (damage || proto->Delay))
UpdateDamagePhysical(attType);
}
void Player::_ApplyWeaponDependentAuraMods(Item* item, WeaponAttackType attackType, bool apply)
{
AuraEffectList const& auraCritList = GetAuraEffectsByType(SPELL_AURA_MOD_WEAPON_CRIT_PERCENT);
for (AuraEffectList::const_iterator itr = auraCritList.begin(); itr != auraCritList.end(); ++itr)
_ApplyWeaponDependentAuraCritMod(item, attackType, *itr, apply);
AuraEffectList const& auraDamageFlatList = GetAuraEffectsByType(SPELL_AURA_MOD_DAMAGE_DONE);
for (AuraEffectList::const_iterator itr = auraDamageFlatList.begin(); itr != auraDamageFlatList.end(); ++itr)
_ApplyWeaponDependentAuraDamageMod(item, attackType, *itr, apply);
AuraEffectList const& auraDamagePctList = GetAuraEffectsByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE);
for (AuraEffectList::const_iterator itr = auraDamagePctList.begin(); itr != auraDamagePctList.end(); ++itr)
_ApplyWeaponDependentAuraDamageMod(item, attackType, *itr, apply);
}
void Player::_ApplyWeaponDependentAuraCritMod(Item* item, WeaponAttackType attackType, AuraEffect const* aura, bool apply)
{
// don't apply mod if item is broken or cannot be used
if (item->IsBroken() || !CanUseAttackType(attackType))
return;
// generic not weapon specific case processes in aura code
if (aura->GetSpellInfo()->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->GetSpellInfo()))
HandleBaseModValue(mod, FLAT_MOD, float (aura->GetAmount()), apply);
}
void Player::_ApplyWeaponDependentAuraDamageMod(Item* item, WeaponAttackType attackType, AuraEffect const* aura, bool apply)
{
// don't apply mod if item is broken or cannot be used
if (item->IsBroken() || !CanUseAttackType(attackType))
return;
// ignore spell mods for not wands
if ((aura->GetMiscValue() & SPELL_SCHOOL_MASK_NORMAL) == 0 && (getClassMask() & CLASSMASK_WAND_USERS) == 0)
return;
// generic not weapon specific case processes in aura code
if (aura->GetSpellInfo()->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 (aura->GetAuraType())
{
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->GetSpellInfo()))
{
HandleStatModifier(unitMod, unitModType, float(aura->GetAmount()), apply);
if (unitModType == TOTAL_VALUE)
{
if (aura->GetAmount() > 0)
ApplyModUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS, aura->GetAmount(), apply);
else
ApplyModUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG, aura->GetAmount(), apply);
}
}
}
void Player::ApplyItemEquipSpell(Item* item, bool apply, bool form_change)
{
if (!item)
return;
ItemTemplate const* proto = item->GetTemplate();
if (!proto)
return;
for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
{
_Spell const& spellData = proto->Spells[i];
// no spell
if (!spellData.SpellId)
continue;
// wrong triggering type
if (apply && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_EQUIP)
continue;
// check if it is valid spell
SpellInfo const* spellproto = sSpellMgr->GetSpellInfo(spellData.SpellId);
if (!spellproto)
continue;
ApplyEquipSpell(spellproto, item, apply, form_change);
}
}
void Player::ApplyEquipSpell(SpellInfo const* spellInfo, Item* item, bool apply, bool form_change)
{
if (apply)
{
// Cannot be used in this stance/form
if (spellInfo->CheckShapeshift(GetShapeshiftForm()) != SPELL_CAST_OK)
return;
if (form_change) // check aura active state from other form
{
AuraApplicationMapBounds range = GetAppliedAuras().equal_range(spellInfo->Id);
for (AuraApplicationMap::const_iterator itr = range.first; itr != range.second; ++itr)
if (!item || itr->second->GetBase()->GetCastItemGUID() == item->GetGUID())
return;
}
TC_LOG_DEBUG("entities.player", "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 (spellInfo->CheckShapeshift(GetShapeshiftForm()) == SPELL_CAST_OK)
return; // and remove only not compatible at form change
}
if (item)
RemoveAurasDueToItemSpell(spellInfo->Id, item->GetGUID()); // un-apply all spells, not only at-equipped
else
RemoveAurasDueToSpell(spellInfo->Id); // un-apply spell (item set case)
}
}
void Player::UpdateEquipSpellsAtFormChange()
{
for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (m_items[i] && !m_items[i]->IsBroken() && CanUseAttackType(GetAttackBySlot(i)))
{
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 < MAX_ITEM_SET_SPELLS; ++y)
{
SpellInfo const* spellInfo = eff->spells[y];
if (!spellInfo)
continue;
ApplyEquipSpell(spellInfo, NULL, false, true); // remove spells that not fit to form
ApplyEquipSpell(spellInfo, NULL, true, true); // add spells that fit form but not active
}
}
}
void Player::CastItemCombatSpell(Unit* target, WeaponAttackType attType, uint32 procVictim, uint32 procEx)
{
if (!target || !target->IsAlive() || target == this)
return;
for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
{
// If usable, try to cast item spell
if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (!item->IsBroken() && CanUseAttackType(attType))
if (ItemTemplate const* proto = item->GetTemplate())
{
// Additional check for weapons
if (proto->Class == ITEM_CLASS_WEAPON)
{
// offhand item cannot proc from main hand hit etc
EquipmentSlots slot;
switch (attType)
{
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: slot = EQUIPMENT_SLOT_END; break;
}
if (slot != i)
continue;
// Check if item is useable (forms or disarm)
if (attType == BASE_ATTACK)
if (!IsUseEquipedWeapon(true) && !IsInFeralForm())
continue;
}
CastItemCombatSpell(target, attType, procVictim, procEx, item, proto);
}
}
}
void Player::CastItemCombatSpell(Unit* target, WeaponAttackType attType, uint32 procVictim, uint32 procEx, Item* item, ItemTemplate const* proto)
{
// Can do effect if any damage done to target
if (procVictim & PROC_FLAG_TAKEN_DAMAGE)
//if (damageInfo->procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE)
{
for (uint8 i = 0; i < MAX_ITEM_SPELLS; ++i)
{
_Spell const& spellData = proto->Spells[i];
// no spell
if (!spellData.SpellId)
continue;
// wrong triggering type
if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_CHANCE_ON_HIT)
continue;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellData.SpellId);
if (!spellInfo)
{
TC_LOG_ERROR("entities.player.items", "WORLD: unknown Item spellid %i", spellData.SpellId);
continue;
}
// not allow proc extra attack spell at extra attack
if (m_extraAttacks && spellInfo->HasEffect(SPELL_EFFECT_ADD_EXTRA_ATTACKS))
return;
float chance = (float)spellInfo->ProcChance;
if (spellData.SpellPPMRate)
{
uint32 WeaponSpeed = GetAttackTime(attType);
chance = GetPPMProcChance(WeaponSpeed, spellData.SpellPPMRate, spellInfo);
}
else if (chance > 100.0f)
chance = GetWeaponProcChance();
if (roll_chance_f(chance))
CastSpell(target, spellInfo->Id, true, item);
}
}
// item combat enchantments
for (uint8 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 (uint8 s = 0; s < MAX_ITEM_ENCHANTMENT_EFFECTS; ++s)
{
if (pEnchant->type[s] != ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL)
continue;
SpellEnchantProcEntry const* entry = sSpellMgr->GetSpellEnchantProcEvent(enchant_id);
if (entry && entry->procEx)
{
// Check hit/crit/dodge/parry requirement
if ((entry->procEx & procEx) == 0)
continue;
}
else
{
// Can do effect if any damage done to target
if (!(procVictim & PROC_FLAG_TAKEN_DAMAGE))
//if (!(damageInfo->procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE))
continue;
}
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(pEnchant->spellid[s]);
if (!spellInfo)
{
TC_LOG_ERROR("entities.player.items", "Player::CastItemCombatSpell(GUID: %u, name: %s, enchant: %i): unknown spell %i is cast, ignoring...",
GetGUIDLow(), GetName().c_str(), pEnchant->ID, pEnchant->spellid[s]);
continue;
}
float chance = pEnchant->amount[s] != 0 ? float(pEnchant->amount[s]) : GetWeaponProcChance();
if (entry)
{
if (entry->PPMChance)
chance = GetPPMProcChance(proto->Delay, entry->PPMChance, spellInfo);
else if (entry->customChance)
chance = (float)entry->customChance;
}
// Apply spell mods
ApplySpellMod(pEnchant->spellid[s], SPELLMOD_CHANCE_OF_SUCCESS, chance);
// Shiv has 100% chance to apply the poison
if (FindCurrentSpellBySpellId(5938) && e_slot == TEMP_ENCHANTMENT_SLOT)
chance = 100.0f;
if (roll_chance_f(chance))
{
if (spellInfo->IsPositive())
CastSpell(this, spellInfo, true, item);
else
CastSpell(target, spellInfo, true, item);
}
}
}
}
void Player::CastItemUseSpell(Item* item, SpellCastTargets const& targets, uint8 cast_count, uint32 glyphIndex)
{
ItemTemplate const* proto = item->GetTemplate();
// special learning case
if (proto->Spells[0].SpellId == 483 || proto->Spells[0].SpellId == 55884)
{
uint32 learn_spell_id = proto->Spells[0].SpellId;
uint32 learning_spell_id = proto->Spells[1].SpellId;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(learn_spell_id);
if (!spellInfo)
{
TC_LOG_ERROR("entities.player", "Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring ", proto->ItemId, learn_spell_id);
SendEquipError(EQUIP_ERR_NONE, item, NULL);
return;
}
Spell* spell = new Spell(this, spellInfo, TRIGGERED_NONE);
spell->m_CastItem = item;
spell->m_cast_count = cast_count; //set count of casts
spell->SetSpellValue(SPELLVALUE_BASE_POINT0, learning_spell_id);
spell->prepare(&targets);
return;
}
// use triggered flag only for items with many spell casts and for not first cast
uint8 count = 0;
// item spells cast at use
for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
{
_Spell const& spellData = proto->Spells[i];
// no spell
if (!spellData.SpellId)
continue;
// wrong triggering type
if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE)
continue;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellData.SpellId);
if (!spellInfo)
{
TC_LOG_ERROR("entities.player", "Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring", proto->ItemId, spellData.SpellId);
continue;
}
Spell* spell = new Spell(this, spellInfo, (count > 0) ? TRIGGERED_FULL_MASK : TRIGGERED_NONE);
spell->m_CastItem = item;
spell->m_cast_count = cast_count; // set count of casts
spell->m_glyphIndex = glyphIndex; // glyph index
spell->prepare(&targets);
++count;
}
// Item enchantments spells cast at use
for (uint8 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 (uint8 s = 0; s < MAX_ITEM_ENCHANTMENT_EFFECTS; ++s)
{
if (pEnchant->type[s] != ITEM_ENCHANTMENT_TYPE_USE_SPELL)
continue;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(pEnchant->spellid[s]);
if (!spellInfo)
{
TC_LOG_ERROR("entities.player", "Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
continue;
}
Spell* spell = new Spell(this, spellInfo, (count > 0) ? TRIGGERED_FULL_MASK : TRIGGERED_NONE);
spell->m_CastItem = item;
spell->m_cast_count = cast_count; // set count of casts
spell->m_glyphIndex = glyphIndex; // glyph index
spell->prepare(&targets);
++count;
}
}
}
void Player::_RemoveAllItemMods()
{
TC_LOG_DEBUG("entities.player.items", "_RemoveAllItemMods start.");
for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (m_items[i])
{
ItemTemplate const* proto = m_items[i]->GetTemplate();
if (!proto)
continue;
// item set bonuses not dependent from item broken state
if (proto->ItemSet)
RemoveItemsSetItem(this, proto);
if (m_items[i]->IsBroken() || !CanUseAttackType(GetAttackBySlot(i)))
continue;
ApplyItemEquipSpell(m_items[i], false);
ApplyEnchantment(m_items[i], false);
}
}
for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (m_items[i])
{
if (m_items[i]->IsBroken() || !CanUseAttackType(GetAttackBySlot(i)))
continue;
ItemTemplate const* proto = m_items[i]->GetTemplate();
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();
}
}
TC_LOG_DEBUG("entities.player.items", "_RemoveAllItemMods complete.");
}
void Player::_ApplyAllItemMods()
{
TC_LOG_DEBUG("entities.player.items", "_ApplyAllItemMods start.");
for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (m_items[i])
{
if (m_items[i]->IsBroken() || !CanUseAttackType(GetAttackBySlot(i)))
continue;
ItemTemplate const* proto = m_items[i]->GetTemplate();
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 (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (m_items[i])
{
ItemTemplate const* proto = m_items[i]->GetTemplate();
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() || !CanUseAttackType(GetAttackBySlot(i)))
continue;
ApplyItemEquipSpell(m_items[i], true);
ApplyEnchantment(m_items[i], true);
}
}
TC_LOG_DEBUG("entities.player.items", "_ApplyAllItemMods complete.");
}
void Player::_ApplyAllLevelScaleItemMods(bool apply)
{
for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (m_items[i])
{
if (m_items[i]->IsBroken() || !CanUseAttackType(GetAttackBySlot(i)))
continue;
ItemTemplate const* proto = m_items[i]->GetTemplate();
if (!proto)
continue;
_ApplyItemBonuses(proto, i, apply, true);
}
}
}
void Player::_ApplyAmmoBonuses()
{
// check ammo
uint32 ammo_id = GetUInt32Value(PLAYER_AMMO_ID);
if (!ammo_id)
return;
float currentAmmoDPS;
ItemTemplate const* ammo_proto = sObjectMgr->GetItemTemplate(ammo_id);
if (!ammo_proto || ammo_proto->Class != ITEM_CLASS_PROJECTILE || !CheckAmmoCompatibility(ammo_proto))
currentAmmoDPS = 0.0f;
else
currentAmmoDPS = (ammo_proto->Damage[0].DamageMin + ammo_proto->Damage[0].DamageMax) / 2;
if (currentAmmoDPS == GetAmmoDPS())
return;
m_ammoDPS = currentAmmoDPS;
if (CanModifyStats())
UpdateDamagePhysical(RANGED_ATTACK);
}
bool Player::CheckAmmoCompatibility(const ItemTemplate* ammo_proto) const
{
if (!ammo_proto)
return false;
// check ranged weapon
Item* weapon = GetWeaponForAttack(RANGED_ATTACK);
if (!weapon || weapon->IsBroken())
return false;
ItemTemplate const* weapon_proto = weapon->GetTemplate();
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();
}
// We have to convert player corpse to bones, not to be able to resurrect there
// SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
Corpse* bones = sObjectAccessor->ConvertCorpseForPlayer(GetGUID(), true);
if (!bones)
return;
// Now we must make bones lootable, and send player loot
bones->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
// We store the level of our player in the gold field
// We retrieve this information at Player::SendLoot()
bones->loot.gold = getLevel();
bones->lootRecipient = looterPlr;
looterPlr->SendLoot(bones->GetGUID(), LOOT_INSIGNIA);
}
void Player::SendLootRelease(ObjectGuid guid)
{
WorldPacket data(SMSG_LOOT_RELEASE_RESPONSE, (8+1));
data << uint64(guid) << uint8(1);
SendDirectMessage(&data);
}
void Player::SendLoot(ObjectGuid guid, LootType loot_type)
{
if (ObjectGuid lguid = GetLootGUID())
m_session->DoLootRelease(lguid);
Loot* loot = 0;
PermissionTypes permission = ALL_PERMISSION;
TC_LOG_DEBUG("loot", "Player::SendLoot");
if (guid.IsGameObject())
{
TC_LOG_DEBUG("loot", "IS_GAMEOBJECT_GUID(guid)");
GameObject* go = GetMap()->GetGameObject(guid);
// not check distance for GO in case owned GO (fishing bobber case, for example)
// And permit out of range GO with no owner in case fishing hole
if (!go || (loot_type != LOOT_FISHINGHOLE && ((loot_type != LOOT_FISHING && loot_type != LOOT_FISHING_JUNK) || go->GetOwnerGUID() != GetGUID()) && !go->IsWithinDistInMap(this, INTERACTION_DISTANCE)) || (loot_type == LOOT_CORPSE && go->GetRespawnTime() && go->isSpawnedByDefault()))
{
SendLootRelease(guid);
return;
}
loot = &go->loot;
if (go->getLootState() == GO_READY)
{
uint32 lootid = go->GetGOInfo()->GetLootId();
if (Battleground* bg = GetBattleground())
if (!bg->CanActivateGO(go->GetEntry(), GetTeam()))
{
SendLootRelease(guid);
return;
}
if (lootid)
{
loot->clear();
Group* group = GetGroup();
bool groupRules = (group && go->GetGOInfo()->type == GAMEOBJECT_TYPE_CHEST && go->GetGOInfo()->chest.groupLootRules);
// check current RR player and get next if necessary
if (groupRules)
group->UpdateLooterGuid(go, true);
loot->FillLoot(lootid, LootTemplates_Gameobject, this, !groupRules, false, go->GetLootMode());
// get next RR player (for next loot)
if (groupRules && !go->loot.empty())
group->UpdateLooterGuid(go);
}
if (loot_type == LOOT_FISHING)
go->getFishLoot(loot, this);
else if (loot_type == LOOT_FISHING_JUNK)
go->getFishLootJunk(loot, this);
if (go->GetGOInfo()->type == GAMEOBJECT_TYPE_CHEST && go->GetGOInfo()->chest.groupLootRules)
{
if (Group* group = GetGroup())
{
switch (group->GetLootMethod())
{
case GROUP_LOOT:
// GroupLoot: rolls items over threshold. Items with quality < threshold, round robin
group->GroupLoot(loot, go);
break;
case NEED_BEFORE_GREED:
group->NeedBeforeGreed(loot, go);
break;
case MASTER_LOOT:
group->MasterLoot(loot, go);
break;
default:
break;
}
}
}
go->SetLootState(GO_ACTIVATED, this);
}
if (go->getLootState() == GO_ACTIVATED)
{
if (Group* group = GetGroup())
{
switch (group->GetLootMethod())
{
case MASTER_LOOT:
permission = group->GetMasterLooterGuid() == GetGUID() ? MASTER_PERMISSION : RESTRICTED_PERMISSION;
break;
case FREE_FOR_ALL:
permission = ALL_PERMISSION;
break;
case ROUND_ROBIN:
permission = ROUND_ROBIN_PERMISSION;
break;
default:
permission = GROUP_PERMISSION;
break;
}
}
else
permission = ALL_PERMISSION;
}
}
else if (guid.IsItem())
{
Item* item = GetItemByGuid(guid);
if (!item)
{
SendLootRelease(guid);
return;
}
permission = OWNER_PERMISSION;
loot = &item->loot;
// If item doesn't already have loot, attempt to load it. If that
// fails then this is first time opening, generate loot
if (!item->m_lootGenerated && !item->ItemContainerLoadLootFromDB())
{
item->m_lootGenerated = true;
loot->clear();
switch (loot_type)
{
case LOOT_DISENCHANTING:
loot->FillLoot(item->GetTemplate()->DisenchantID, LootTemplates_Disenchant, this, true);
break;
case LOOT_PROSPECTING:
loot->FillLoot(item->GetEntry(), LootTemplates_Prospecting, this, true);
break;
case LOOT_MILLING:
loot->FillLoot(item->GetEntry(), LootTemplates_Milling, this, true);
break;
default:
loot->generateMoneyLoot(item->GetTemplate()->MinMoneyLoot, item->GetTemplate()->MaxMoneyLoot);
loot->FillLoot(item->GetEntry(), LootTemplates_Item, this, true, loot->gold != 0);
// Force save the loot and money items that were just rolled
// Also saves the container item ID in Loot struct (not to DB)
if (loot->gold > 0 || loot->unlootedCount > 0)
item->ItemContainerSaveLootToDB();
break;
}
}
}
else if (guid.IsCorpse()) // 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();
if (Battleground* bg = GetBattleground())
if (bg->GetTypeID(true) == BATTLEGROUND_AV)
loot->FillLoot(1, LootTemplates_Creature, this, true);
// It may need a better formula
// Now it works like this: lvl10: ~6copper, lvl70: ~9silver
bones->loot.gold = uint32(urand(50, 150) * 0.016f * std::pow(float(pLevel) / 5.76f, 2.5f) * sWorld->getRate(RATE_DROP_MONEY));
}
if (bones->lootRecipient != this)
permission = NONE_PERMISSION;
else
permission = OWNER_PERMISSION;
}
else
{
Creature* creature = GetMap()->GetCreature(guid);
// must be in range and creature must be alive for pickpocket and must be dead for another loot
if (!creature || creature->IsAlive() != (loot_type == LOOT_PICKPOCKETING) || !creature->IsWithinDistInMap(this, INTERACTION_DISTANCE))
{
SendLootRelease(guid);
return;
}
if (loot_type == LOOT_PICKPOCKETING && IsFriendlyTo(creature))
{
SendLootRelease(guid);
return;
}
loot = &creature->loot;
if (loot_type == LOOT_PICKPOCKETING)
{
if (loot->loot_type != LOOT_PICKPOCKETING)
{
if (creature->CanGeneratePickPocketLoot())
{
creature->StartPickPocketRefillTimer();
loot->clear();
if (uint32 lootid = creature->GetCreatureTemplate()->pickpocketLootId)
loot->FillLoot(lootid, LootTemplates_Pickpocketing, this, true);
// 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));
permission = OWNER_PERMISSION;
}
else
{
permission = NONE_PERMISSION;
SendLootError(guid, LOOT_ERROR_ALREADY_PICKPOCKETED);
return;
}
} // else - still has pickpocket loot generated & not fully taken
}
else
{
// the player whose group may loot the corpse
Player* recipient = creature->GetLootRecipient();
if (!recipient)
return;
if (loot->loot_type == LOOT_NONE)
{
// for creature, loot is filled when creature is killed.
if (Group* group = recipient->GetGroup())
{
switch (group->GetLootMethod())
{
case GROUP_LOOT:
// GroupLoot: rolls items over threshold. Items with quality < threshold, round robin
group->GroupLoot(loot, creature);
break;
case NEED_BEFORE_GREED:
group->NeedBeforeGreed(loot, creature);
break;
case MASTER_LOOT:
group->MasterLoot(loot, creature);
break;
default:
break;
}
}
}
// if loot is already skinning loot then don't do anything else
if (loot->loot_type == LOOT_SKINNING)
{
loot_type = LOOT_SKINNING;
permission = creature->GetSkinner() == GetGUID() ? OWNER_PERMISSION : NONE_PERMISSION;
}
else if (loot_type == LOOT_SKINNING)
{
loot->clear();
loot->FillLoot(creature->GetCreatureTemplate()->SkinLootId, LootTemplates_Skinning, this, true);
creature->SetSkinner(GetGUID());
permission = OWNER_PERMISSION;
}
// set group rights only for loot_type != LOOT_SKINNING
else
{
if (Group* group = GetGroup())
{
if (group == recipient->GetGroup())
{
switch (group->GetLootMethod())
{
case MASTER_LOOT:
permission = group->GetMasterLooterGuid() == GetGUID() ? MASTER_PERMISSION : RESTRICTED_PERMISSION;
break;
case FREE_FOR_ALL:
permission = ALL_PERMISSION;
break;
case ROUND_ROBIN:
permission = ROUND_ROBIN_PERMISSION;
break;
default:
permission = GROUP_PERMISSION;
break;
}
}
else
permission = NONE_PERMISSION;
}
else if (recipient == this)
permission = OWNER_PERMISSION;
else
permission = NONE_PERMISSION;
}
}
}
// LOOT_INSIGNIA and LOOT_FISHINGHOLE unsupported by client
switch (loot_type)
{
case LOOT_INSIGNIA: loot_type = LOOT_SKINNING; break;
case LOOT_FISHINGHOLE: loot_type = LOOT_FISHING; break;
case LOOT_FISHING_JUNK: loot_type = LOOT_FISHING; break;
default: break;
}
// need know merged fishing/corpse loot type for achievements
loot->loot_type = loot_type;
if (permission != NONE_PERMISSION)
{
SetLootGUID(guid);
WorldPacket data(SMSG_LOOT_RESPONSE, (9 + 50)); // we guess size
data << uint64(guid);
data << uint8(loot_type);
data << LootView(*loot, this, permission);
SendDirectMessage(&data);
// add 'this' player as one of the players that are looting 'loot'
loot->AddLooter(GetGUID());
}
else
SendLootError(GetLootGUID(), LOOT_ERROR_DIDNT_KILL);
if (loot_type == LOOT_CORPSE && !guid.IsItem())
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);
}
void Player::SendLootError(ObjectGuid guid, LootError error)
{
WorldPacket data(SMSG_LOOT_RESPONSE, 10);
data << uint64(guid);
data << uint8(LOOT_NONE);
data << uint8(error);
SendDirectMessage(&data);
}
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(uint32 zoneid, uint32 areaid)
{
// data depends on zoneid/mapid...
Battleground* bg = GetBattleground();
uint32 mapid = GetMapId();
OutdoorPvP* pvp = sOutdoorPvPMgr->GetOutdoorPvPToZoneId(zoneid);
InstanceScript* instance = GetInstanceScript();
Battlefield* bf = sBattlefieldMgr->GetBattlefieldToZoneId(zoneid);
TC_LOG_DEBUG("network", "Sending SMSG_INIT_WORLD_STATES to Map: %u, Zone: %u", mapid, zoneid);
WorldPacket data(SMSG_INIT_WORLD_STATES, (4+4+4+2+(12*8)));
data << uint32(mapid); // mapid
data << uint32(zoneid); // zone id
data << uint32(areaid); // area id, new 2.1.0
size_t countPos = data.wpos();
data << uint16(0); // 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
// 7 1 - Arena season in progress, 0 - end of season
data << uint32(0xC77) << uint32(sWorld->getBoolConfig(CONFIG_ARENA_SEASON_IN_PROGRESS));
// 8 Arena season id
data << uint32(0xF3D) << uint32(sWorld->getIntConfig(CONFIG_ARENA_SEASON_ID));
if (mapid == 530) // Outland
{
data << uint32(0x9bf) << uint32(0x0); // 7
data << uint32(0x9bd) << uint32(0xF); // 8
data << uint32(0x9bb) << uint32(0xF); // 9
}
// insert <field> <value>
switch (zoneid)
{
case 1: // Dun Morogh
case 11: // Wetlands
case 12: // Elwynn Forest
case 38: // Loch Modan
case 40: // Westfall
case 51: // Searing Gorge
case 1519: // Stormwind City
case 1537: // Ironforge
case 2257: // Deeprun Tram
case 3703: // Shattrath City
break;
case 139: // Eastern Plaguelands
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: // Alterac Valley
if (bg && bg->GetTypeID(true) == BATTLEGROUND_AV)
bg->FillInitialWorldStates(data);
else
{
data << uint32(0x7ae) << uint32(0x1); // 7 snowfall n
data << uint32(0x532) << uint32(0x1); // 8 frostwolfhut hc
data << uint32(0x531) << uint32(0x0); // 9 frostwolfhut ac
data << uint32(0x52e) << uint32(0x0); // 10 stormpike firstaid a_a
data << uint32(0x571) << uint32(0x0); // 11 east frostwolf tower horde assaulted -unused
data << uint32(0x570) << uint32(0x0); // 12 west frostwolf tower horde assaulted - unused
data << uint32(0x567) << uint32(0x1); // 13 frostwolfe c
data << uint32(0x566) << uint32(0x1); // 14 frostwolfw c
data << uint32(0x550) << uint32(0x1); // 15 irondeep (N) ally
data << uint32(0x544) << uint32(0x0); // 16 ice grave a_a
data << uint32(0x536) << uint32(0x0); // 17 stormpike grave h_c
data << uint32(0x535) << uint32(0x1); // 18 stormpike grave a_c
data << uint32(0x518) << uint32(0x0); // 19 stoneheart grave a_a
data << uint32(0x517) << uint32(0x0); // 20 stoneheart grave h_a
data << uint32(0x574) << uint32(0x0); // 21 1396 unk
data << uint32(0x573) << uint32(0x0); // 22 iceblood tower horde assaulted -unused
data << uint32(0x572) << uint32(0x0); // 23 towerpoint horde assaulted - unused
data << uint32(0x56f) << uint32(0x0); // 24 1391 unk
data << uint32(0x56e) << uint32(0x0); // 25 iceblood a
data << uint32(0x56d) << uint32(0x0); // 26 towerp a
data << uint32(0x56c) << uint32(0x0); // 27 frostwolfe a
data << uint32(0x56b) << uint32(0x0); // 28 froswolfw a
data << uint32(0x56a) << uint32(0x1); // 29 1386 unk
data << uint32(0x569) << uint32(0x1); // 30 iceblood c
data << uint32(0x568) << uint32(0x1); // 31 towerp c
data << uint32(0x565) << uint32(0x0); // 32 stoneh tower a
data << uint32(0x564) << uint32(0x0); // 33 icewing tower a
data << uint32(0x563) << uint32(0x0); // 34 dunn a
data << uint32(0x562) << uint32(0x0); // 35 duns a
data << uint32(0x561) << uint32(0x0); // 36 stoneheart bunker alliance assaulted - unused
data << uint32(0x560) << uint32(0x0); // 37 icewing bunker alliance assaulted - unused
data << uint32(0x55f) << uint32(0x0); // 38 dunbaldar south alliance assaulted - unused
data << uint32(0x55e) << uint32(0x0); // 39 dunbaldar north alliance assaulted - unused
data << uint32(0x55d) << uint32(0x0); // 40 stone tower d
data << uint32(0x3c6) << uint32(0x0); // 41 966 unk
data << uint32(0x3c4) << uint32(0x0); // 42 964 unk
data << uint32(0x3c2) << uint32(0x0); // 43 962 unk
data << uint32(0x516) << uint32(0x1); // 44 stoneheart grave a_c
data << uint32(0x515) << uint32(0x0); // 45 stonheart grave h_c
data << uint32(0x3b6) << uint32(0x0); // 46 950 unk
data << uint32(0x55c) << uint32(0x0); // 47 icewing tower d
data << uint32(0x55b) << uint32(0x0); // 48 dunn d
data << uint32(0x55a) << uint32(0x0); // 49 duns d
data << uint32(0x559) << uint32(0x0); // 50 1369 unk
data << uint32(0x558) << uint32(0x0); // 51 iceblood d
data << uint32(0x557) << uint32(0x0); // 52 towerp d
data << uint32(0x556) << uint32(0x0); // 53 frostwolfe d
data << uint32(0x555) << uint32(0x0); // 54 frostwolfw d
data << uint32(0x554) << uint32(0x1); // 55 stoneh tower c
data << uint32(0x553) << uint32(0x1); // 56 icewing tower c
data << uint32(0x552) << uint32(0x1); // 57 dunn c
data << uint32(0x551) << uint32(0x1); // 58 duns c
data << uint32(0x54f) << uint32(0x0); // 59 irondeep (N) horde
data << uint32(0x54e) << uint32(0x0); // 60 irondeep (N) ally
data << uint32(0x54d) << uint32(0x1); // 61 mine (S) neutral
data << uint32(0x54c) << uint32(0x0); // 62 mine (S) horde
data << uint32(0x54b) << uint32(0x0); // 63 mine (S) ally
data << uint32(0x545) << uint32(0x0); // 64 iceblood h_a
data << uint32(0x543) << uint32(0x1); // 65 iceblod h_c
data << uint32(0x542) << uint32(0x0); // 66 iceblood a_c
data << uint32(0x540) << uint32(0x0); // 67 snowfall h_a
data << uint32(0x53f) << uint32(0x0); // 68 snowfall a_a
data << uint32(0x53e) << uint32(0x0); // 69 snowfall h_c
data << uint32(0x53d) << uint32(0x0); // 70 snowfall a_c
data << uint32(0x53c) << uint32(0x0); // 71 frostwolf g h_a
data << uint32(0x53b) << uint32(0x0); // 72 frostwolf g a_a
data << uint32(0x53a) << uint32(0x1); // 73 frostwolf g h_c
data << uint32(0x539) << uint32(0x0); // 74 frostwolf g a_c
data << uint32(0x538) << uint32(0x0); // 75 stormpike grave h_a
data << uint32(0x537) << uint32(0x0); // 76 stormpike grave a_a
data << uint32(0x534) << uint32(0x0); // 77 frostwolf hut h_a
data << uint32(0x533) << uint32(0x0); // 78 frostwolf hut a_a
data << uint32(0x530) << uint32(0x0); // 79 stormpike first aid h_a
data << uint32(0x52f) << uint32(0x0); // 80 stormpike first aid h_c
data << uint32(0x52d) << uint32(0x1); // 81 stormpike first aid a_c
}
break;
case 3277: // Warsong Gulch
if (bg && bg->GetTypeID(true) == 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: // Arathi Basin
if (bg && bg->GetTypeID(true) == 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: // Eye of the Storm
if (bg && bg->GetTypeID(true) == 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 uncontrolled (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: // Nagrand
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(true) == 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(true) == 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(true) == 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 4378: // Dalaran Sewers
if (bg && bg->GetTypeID(true) == BATTLEGROUND_DS)
bg->FillInitialWorldStates(data);
else
{
data << uint32(3601) << uint32(0x0); // 7 gold
data << uint32(3600) << uint32(0x0); // 8 green
data << uint32(3610) << uint32(0x0); // 9 show
}
break;
case 4384: // Strand of the Ancients
if (bg && bg->GetTypeID(true) == BATTLEGROUND_SA)
bg->FillInitialWorldStates(data);
else
{
// 1-3 A defend, 4-6 H defend, 7-9 unk defend, 1 - ok, 2 - half destroyed, 3 - destroyed
data << uint32(0xf09) << uint32(0x0); // 7 3849 Gate of Temple
data << uint32(0xe36) << uint32(0x0); // 8 3638 Gate of Yellow Moon
data << uint32(0xe27) << uint32(0x0); // 9 3623 Gate of Green Emerald
data << uint32(0xe24) << uint32(0x0); // 10 3620 Gate of Blue Sapphire
data << uint32(0xe21) << uint32(0x0); // 11 3617 Gate of Red Sun
data << uint32(0xe1e) << uint32(0x0); // 12 3614 Gate of Purple Ametyst
data << uint32(0xdf3) << uint32(0x0); // 13 3571 bonus timer (1 - on, 0 - off)
data << uint32(0xded) << uint32(0x0); // 14 3565 Horde Attacker
data << uint32(0xdec) << uint32(0x0); // 15 3564 Alliance Attacker
// End Round (timer), better explain this by example, eg. ends in 19:59 -> A:BC
data << uint32(0xde9) << uint32(0x0); // 16 3561 C
data << uint32(0xde8) << uint32(0x0); // 17 3560 B
data << uint32(0xde7) << uint32(0x0); // 18 3559 A
data << uint32(0xe35) << uint32(0x0); // 19 3637 East g - Horde control
data << uint32(0xe34) << uint32(0x0); // 20 3636 West g - Horde control
data << uint32(0xe33) << uint32(0x0); // 21 3635 South g - Horde control
data << uint32(0xe32) << uint32(0x0); // 22 3634 East g - Alliance control
data << uint32(0xe31) << uint32(0x0); // 23 3633 West g - Alliance control
data << uint32(0xe30) << uint32(0x0); // 24 3632 South g - Alliance control
data << uint32(0xe2f) << uint32(0x0); // 25 3631 Chamber of Ancients - Horde control
data << uint32(0xe2e) << uint32(0x0); // 26 3630 Chamber of Ancients - Alliance control
data << uint32(0xe2d) << uint32(0x0); // 27 3629 Beach1 - Horde control
data << uint32(0xe2c) << uint32(0x0); // 28 3628 Beach2 - Horde control
data << uint32(0xe2b) << uint32(0x0); // 29 3627 Beach1 - Alliance control
data << uint32(0xe2a) << uint32(0x0); // 30 3626 Beach2 - Alliance control
// and many unks...
}
break;
case 4406: // Ring of Valor
if (bg && bg->GetTypeID(true) == BATTLEGROUND_RV)
bg->FillInitialWorldStates(data);
else
{
data << uint32(0xe10) << uint32(0x0); // 7 gold
data << uint32(0xe11) << uint32(0x0); // 8 green
data << uint32(0xe1a) << uint32(0x0); // 9 show
}
break;
case 4710:
if (bg && bg->GetTypeID(true) == BATTLEGROUND_IC)
bg->FillInitialWorldStates(data);
else
{
data << uint32(4221) << uint32(1); // 7 BG_IC_ALLIANCE_RENFORT_SET
data << uint32(4222) << uint32(1); // 8 BG_IC_HORDE_RENFORT_SET
data << uint32(4226) << uint32(300); // 9 BG_IC_ALLIANCE_RENFORT
data << uint32(4227) << uint32(300); // 10 BG_IC_HORDE_RENFORT
data << uint32(4322) << uint32(1); // 11 BG_IC_GATE_FRONT_H_WS_OPEN
data << uint32(4321) << uint32(1); // 12 BG_IC_GATE_WEST_H_WS_OPEN
data << uint32(4320) << uint32(1); // 13 BG_IC_GATE_EAST_H_WS_OPEN
data << uint32(4323) << uint32(1); // 14 BG_IC_GATE_FRONT_A_WS_OPEN
data << uint32(4324) << uint32(1); // 15 BG_IC_GATE_WEST_A_WS_OPEN
data << uint32(4325) << uint32(1); // 16 BG_IC_GATE_EAST_A_WS_OPEN
data << uint32(4317) << uint32(1); // 17 unknown
data << uint32(4301) << uint32(1); // 18 BG_IC_DOCKS_UNCONTROLLED
data << uint32(4296) << uint32(1); // 19 BG_IC_HANGAR_UNCONTROLLED
data << uint32(4306) << uint32(1); // 20 BG_IC_QUARRY_UNCONTROLLED
data << uint32(4311) << uint32(1); // 21 BG_IC_REFINERY_UNCONTROLLED
data << uint32(4294) << uint32(1); // 22 BG_IC_WORKSHOP_UNCONTROLLED
data << uint32(4243) << uint32(1); // 23 unknown
data << uint32(4345) << uint32(1); // 24 unknown
}
break;
// The Ruby Sanctum
case 4987:
if (instance && mapid == 724)
instance->FillInitialWorldStates(data);
else
{
data << uint32(5049) << uint32(50); // 9 WORLDSTATE_CORPOREALITY_MATERIAL
data << uint32(5050) << uint32(50); // 10 WORLDSTATE_CORPOREALITY_TWILIGHT
data << uint32(5051) << uint32(0); // 11 WORLDSTATE_CORPOREALITY_TOGGLE
}
break;
// Icecrown Citadel
case 4812:
if (instance && mapid == 631)
instance->FillInitialWorldStates(data);
else
{
data << uint32(4903) << uint32(0); // 9 WORLDSTATE_SHOW_TIMER (Blood Quickening weekly)
data << uint32(4904) << uint32(30); // 10 WORLDSTATE_EXECUTION_TIME
data << uint32(4940) << uint32(0); // 11 WORLDSTATE_SHOW_ATTEMPTS
data << uint32(4941) << uint32(50); // 12 WORLDSTATE_ATTEMPTS_REMAINING
data << uint32(4942) << uint32(50); // 13 WORLDSTATE_ATTEMPTS_MAX
}
break;
// The Culling of Stratholme
case 4100:
if (instance && mapid == 595)
instance->FillInitialWorldStates(data);
else
{
data << uint32(3479) << uint32(0); // 9 WORLDSTATE_SHOW_CRATES
data << uint32(3480) << uint32(0); // 10 WORLDSTATE_CRATES_REVEALED
data << uint32(3504) << uint32(0); // 11 WORLDSTATE_WAVE_COUNT
data << uint32(3931) << uint32(25); // 12 WORLDSTATE_TIME_GUARDIAN
data << uint32(3932) << uint32(0); // 13 WORLDSTATE_TIME_GUARDIAN_SHOW
}
break;
// The Oculus
case 4228:
if (instance && mapid == 578)
instance->FillInitialWorldStates(data);
else
{
data << uint32(3524) << uint32(0); // 9 WORLD_STATE_CENTRIFUGE_CONSTRUCT_SHOW
data << uint32(3486) << uint32(0); // 10 WORLD_STATE_CENTRIFUGE_CONSTRUCT_AMOUNT
}
break;
// Ulduar
case 4273:
if (instance && mapid == 603)
instance->FillInitialWorldStates(data);
else
{
data << uint32(4132) << uint32(0); // 9 WORLDSTATE_ALGALON_TIMER_ENABLED
data << uint32(4131) << uint32(0); // 10 WORLDSTATE_ALGALON_DESPAWN_TIMER
}
break;
// Halls of Refection
case 4820:
if (instance && mapid == 668)
instance->FillInitialWorldStates(data);
else
{
data << uint32(4884) << uint32(0); // 9 WORLD_STATE_HOR_WAVES_ENABLED
data << uint32(4882) << uint32(0); // 10 WORLD_STATE_HOR_WAVE_COUNT
}
break;
// Wintergrasp
case 4197:
if (bf && bf->GetTypeId() == BATTLEFIELD_WG)
{
bf->FillInitialWorldStates(data);
break;
}
// No break here, intended.
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;
}
uint16 length = (data.wpos() - countPos) / 8;
data.put<uint16>(countPos, length);
GetSession()->SendPacket(&data);
SendBGWeekendWorldStates();
SendBattlefieldWorldStates();
}
void Player::SendBGWeekendWorldStates()
{
for (uint32 i = 1; i < sBattlemasterListStore.GetNumRows(); ++i)
{
BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(i);
if (bl && bl->HolidayWorldStateId)
{
if (BattlegroundMgr::IsBGWeekend((BattlegroundTypeId)bl->id))
SendUpdateWorldState(bl->HolidayWorldStateId, 1);
else
SendUpdateWorldState(bl->HolidayWorldStateId, 0);
}
}
}
void Player::SendBattlefieldWorldStates()
{
/// Send misc stuff that needs to be sent on every login, like the battle timers.
if (sWorld->getBoolConfig(CONFIG_WINTERGRASP_ENABLE))
{
if (BattlefieldWG* wg = (BattlefieldWG*)sBattlefieldMgr->GetBattlefieldByBattleId(BATTLEFIELD_BATTLEID_WG))
{
if (wg->IsWarTime())
SendUpdateWorldState(ClockWorldState[1], uint32(time(NULL)));
else // Time to next battle
{
uint32 timer = wg->GetTimer() / 1000;
SendUpdateWorldState(ClockWorldState[1], time(NULL) + timer);
}
}
}
}
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);
TC_LOG_INFO("entities.player", "Player gain %u xp (+ %u Rested Bonus). Rested points=%f", xp+rested_bonus, rested_bonus, GetRestBonus());
return rested_bonus;
}
void Player::SetBindPoint(ObjectGuid guid)
{
WorldPacket data(SMSG_BINDER_CONFIRM, 8);
data << uint64(guid);
GetSession()->SendPacket(&data);
}
void Player::SendTalentWipeConfirm(ObjectGuid guid)
{
WorldPacket data(MSG_TALENT_WIPE_CONFIRM, (8+4));
data << uint64(guid);
uint32 cost = sWorld->getBoolConfig(CONFIG_NO_RESET_TALENT_COST) ? 0 : ResetTalentsCost();
data << cost;
GetSession()->SendPacket(&data);
}
void Player::ResetPetTalents()
{
// This needs another gossip option + NPC text as a confirmation.
// The confirmation gossip listid has the text: "Yes, please do."
Pet* pet = GetPet();
if (!pet || pet->getPetType() != HUNTER_PET || pet->m_usedTalentCount == 0)
return;
CharmInfo* charmInfo = pet->GetCharmInfo();
if (!charmInfo)
{
TC_LOG_ERROR("entities.player", "Object (GUID: %u TypeId: %u) is considered pet-like but doesn't have a charminfo!", pet->GetGUIDLow(), pet->GetTypeId());
return;
}
pet->resetTalents();
SendTalentsInfoData(true);
}
/*********************************************************/
/*** 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(SheathState sheathed)
{
switch (sheathed)
{
case SHEATH_STATE_UNARMED: // no prepared weapon
SetVirtualItemSlot(0, NULL);
SetVirtualItemSlot(1, NULL);
SetVirtualItemSlot(2, NULL);
break;
case SHEATH_STATE_MELEE: // prepared melee weapon
SetVirtualItemSlot(0, GetWeaponForAttack(BASE_ATTACK, true));
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;
}
Unit::SetSheath(sheathed); // this must visualize Sheath changing for other players...
}
uint8 Player::FindEquipSlot(ItemTemplate const* proto, uint32 slot, bool swap) const
{
uint8 playerClass = getClass();
uint8 slots[4];
slots[0] = NULL_SLOT;
slots[1] = NULL_SLOT;
slots[2] = NULL_SLOT;
slots[3] = NULL_SLOT;
switch (proto->InventoryType)
{
case INVTYPE_HEAD:
slots[0] = EQUIPMENT_SLOT_HEAD;
break;
case INVTYPE_NECK:
slots[0] = EQUIPMENT_SLOT_NECK;
break;
case INVTYPE_SHOULDERS:
slots[0] = EQUIPMENT_SLOT_SHOULDERS;
break;
case INVTYPE_BODY:
slots[0] = EQUIPMENT_SLOT_BODY;
break;
case INVTYPE_CHEST:
slots[0] = EQUIPMENT_SLOT_CHEST;
break;
case INVTYPE_ROBE:
slots[0] = EQUIPMENT_SLOT_CHEST;
break;
case INVTYPE_WAIST:
slots[0] = EQUIPMENT_SLOT_WAIST;
break;
case INVTYPE_LEGS:
slots[0] = EQUIPMENT_SLOT_LEGS;
break;
case INVTYPE_FEET:
slots[0] = EQUIPMENT_SLOT_FEET;
break;
case INVTYPE_WRISTS:
slots[0] = EQUIPMENT_SLOT_WRISTS;
break;
case INVTYPE_HANDS:
slots[0] = EQUIPMENT_SLOT_HANDS;
break;
case INVTYPE_FINGER:
slots[0] = EQUIPMENT_SLOT_FINGER1;
slots[1] = EQUIPMENT_SLOT_FINGER2;
break;
case INVTYPE_TRINKET:
slots[0] = EQUIPMENT_SLOT_TRINKET1;
slots[1] = EQUIPMENT_SLOT_TRINKET2;
break;
case INVTYPE_CLOAK:
slots[0] = EQUIPMENT_SLOT_BACK;
break;
case INVTYPE_WEAPON:
{
slots[0] = EQUIPMENT_SLOT_MAINHAND;
// suggest offhand slot only if know dual wielding
// (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
if (CanDualWield())
slots[1] = EQUIPMENT_SLOT_OFFHAND;
break;
}
case INVTYPE_SHIELD:
slots[0] = EQUIPMENT_SLOT_OFFHAND;
break;
case INVTYPE_RANGED:
slots[0] = EQUIPMENT_SLOT_RANGED;
break;
case INVTYPE_2HWEAPON:
slots[0] = EQUIPMENT_SLOT_MAINHAND;
if (Item* mhWeapon = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND))
{
if (ItemTemplate const* mhWeaponProto = mhWeapon->GetTemplate())
{
if (mhWeaponProto->SubClass == ITEM_SUBCLASS_WEAPON_POLEARM || mhWeaponProto->SubClass == ITEM_SUBCLASS_WEAPON_STAFF)
{
const_cast<Player*>(this)->AutoUnequipOffhandIfNeed(true);
break;
}
}
}
if (GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND))
{
if (proto->SubClass == ITEM_SUBCLASS_WEAPON_POLEARM || proto->SubClass == ITEM_SUBCLASS_WEAPON_STAFF)
{
const_cast<Player*>(this)->AutoUnequipOffhandIfNeed(true);
break;
}
}
if (CanDualWield() && CanTitanGrip() && proto->SubClass != ITEM_SUBCLASS_WEAPON_POLEARM && proto->SubClass != ITEM_SUBCLASS_WEAPON_STAFF)
slots[1] = EQUIPMENT_SLOT_OFFHAND;
break;
case INVTYPE_TABARD:
slots[0] = EQUIPMENT_SLOT_TABARD;
break;
case INVTYPE_WEAPONMAINHAND:
slots[0] = EQUIPMENT_SLOT_MAINHAND;
break;
case INVTYPE_WEAPONOFFHAND:
slots[0] = EQUIPMENT_SLOT_OFFHAND;
break;
case INVTYPE_HOLDABLE:
slots[0] = EQUIPMENT_SLOT_OFFHAND;
break;
case INVTYPE_THROWN:
slots[0] = EQUIPMENT_SLOT_RANGED;
break;
case INVTYPE_RANGEDRIGHT:
slots[0] = EQUIPMENT_SLOT_RANGED;
break;
case INVTYPE_BAG:
slots[0] = INVENTORY_SLOT_BAG_START + 0;
slots[1] = INVENTORY_SLOT_BAG_START + 1;
slots[2] = INVENTORY_SLOT_BAG_START + 2;
slots[3] = INVENTORY_SLOT_BAG_START + 3;
break;
case INVTYPE_RELIC:
{
switch (proto->SubClass)
{
case ITEM_SUBCLASS_ARMOR_LIBRAM:
if (playerClass == CLASS_PALADIN)
slots[0] = EQUIPMENT_SLOT_RANGED;
break;
case ITEM_SUBCLASS_ARMOR_IDOL:
if (playerClass == CLASS_DRUID)
slots[0] = EQUIPMENT_SLOT_RANGED;
break;
case ITEM_SUBCLASS_ARMOR_TOTEM:
if (playerClass == CLASS_SHAMAN)
slots[0] = EQUIPMENT_SLOT_RANGED;
break;
case ITEM_SUBCLASS_ARMOR_MISC:
if (playerClass == CLASS_WARLOCK)
slots[0] = EQUIPMENT_SLOT_RANGED;
break;
case ITEM_SUBCLASS_ARMOR_SIGIL:
if (playerClass == CLASS_DEATH_KNIGHT)
slots[0] = EQUIPMENT_SLOT_RANGED;
break;
}
break;
}
default:
return NULL_SLOT;
}
if (slot != NULL_SLOT)
{
if (swap || !GetItemByPos(INVENTORY_SLOT_BAG_0, slot))
for (uint8 i = 0; i < 4; ++i)
if (slots[i] == slot)
return slot;
}
else
{
// search free slot at first
for (uint8 i = 0; i < 4; ++i)
if (slots[i] != NULL_SLOT && !GetItemByPos(INVENTORY_SLOT_BAG_0, slots[i]))
// in case 2hand equipped weapon (without titan grip) offhand slot empty but not free
if (slots[i] != EQUIPMENT_SLOT_OFFHAND || !IsTwoHandUsed())
return slots[i];
// if not found free and can swap return first appropriate from used
for (uint8 i = 0; i < 4; ++i)
if (slots[i] != NULL_SLOT && swap)
return slots[i];
}
// no free position
return NULL_SLOT;
}
InventoryResult Player::CanUnequipItems(uint32 item, uint32 count) const
{
uint32 tempcount = 0;
InventoryResult res = EQUIP_ERR_OK;
for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetEntry() == item)
{
InventoryResult 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 (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetEntry() == item)
{
tempcount += pItem->GetCount();
if (tempcount >= count)
return EQUIP_ERR_OK;
}
for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetEntry() == item)
{
tempcount += pItem->GetCount();
if (tempcount >= count)
return EQUIP_ERR_OK;
}
for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Bag* pBag = GetBagByPos(i))
for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
if (Item* pItem = GetItemByPos(i, j))
if (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 (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem != skipItem && pItem->GetEntry() == item)
count += pItem->GetCount();
for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem != skipItem && pItem->GetEntry() == item)
count += pItem->GetCount();
for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Bag* pBag = GetBagByPos(i))
count += pBag->GetItemCount(item, skipItem);
if (skipItem && skipItem->GetTemplate()->GemProperties)
for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem != skipItem && pItem->GetTemplate()->Socket[0].Color)
count += pItem->GetGemCountWithID(item);
if (inBankAlso)
{
// checking every item from 39 to 74 (including bank bags)
for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_BAG_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem != skipItem && pItem->GetEntry() == item)
count += pItem->GetCount();
for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
if (Bag* pBag = GetBagByPos(i))
count += pBag->GetItemCount(item, skipItem);
if (skipItem && skipItem->GetTemplate()->GemProperties)
for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem != skipItem && pItem->GetTemplate()->Socket[0].Color)
count += pItem->GetGemCountWithID(item);
}
return count;
}
uint32 Player::GetItemCountWithLimitCategory(uint32 limitCategory, Item* skipItem) const
{
uint32 count = 0;
for (int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem != skipItem)
if (ItemTemplate const* pProto = pItem->GetTemplate())
if (pProto->ItemLimitCategory == limitCategory)
count += pItem->GetCount();
for (int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem != skipItem)
if (ItemTemplate const* pProto = pItem->GetTemplate())
if (pProto->ItemLimitCategory == limitCategory)
count += pItem->GetCount();
for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Bag* pBag = GetBagByPos(i))
count += pBag->GetItemCountWithLimitCategory(limitCategory, skipItem);
for (int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_BAG_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem != skipItem)
if (ItemTemplate const* pProto = pItem->GetTemplate())
if (pProto->ItemLimitCategory == limitCategory)
count += pItem->GetCount();
for (int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
if (Bag* pBag = GetBagByPos(i))
count += pBag->GetItemCountWithLimitCategory(limitCategory, skipItem);
return count;
}
Item* Player::GetItemByGuid(ObjectGuid guid) const
{
for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetGUID() == guid)
return pItem;
for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetGUID() == guid)
return pItem;
for (int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_BAG_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetGUID() == guid)
return pItem;
for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Bag* pBag = GetBagByPos(i))
for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
if (Item* pItem = pBag->GetItemByPos(j))
if (pItem->GetGUID() == guid)
return pItem;
for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
if (Bag* pBag = GetBagByPos(i))
for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
if (Item* pItem = pBag->GetItemByPos(j))
if (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 < CURRENCYTOKEN_SLOT_END)))
return m_items[slot];
else if (Bag* pBag = GetBagByPos(bag))
return pBag->GetItemByPos(slot);
return NULL;
}
//Does additional check for disarmed weapons
Item* Player::GetUseableItemByPos(uint8 bag, uint8 slot) const
{
if (!CanUseAttackType(GetAttackBySlot(slot)))
return NULL;
return GetItemByPos(bag, slot);
}
Bag* Player::GetBagByPos(uint8 bag) const
{
if ((bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)
|| (bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END))
if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, bag))
return item->ToBag();
return NULL;
}
Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool useable /*= false*/) const
{
uint8 slot;
switch (attackType)
{
case BASE_ATTACK: slot = EQUIPMENT_SLOT_MAINHAND; break;
case OFF_ATTACK: slot = EQUIPMENT_SLOT_OFFHAND; break;
case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED; break;
default: return NULL;
}
Item* item = NULL;
if (useable)
item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, slot);
else
item = GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
if (!item || item->GetTemplate()->Class != ITEM_CLASS_WEAPON)
return NULL;
if (!useable)
return item;
if (item->IsBroken() || IsInFeralForm())
return NULL;
return item;
}
Item* Player::GetShield(bool useable) const
{
Item* item = NULL;
if (useable)
item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
else
item = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
if (!item || item->GetTemplate()->Class != ITEM_CLASS_ARMOR)
return NULL;
if (!useable)
return item;
if (item->IsBroken())
return NULL;
return item;
}
uint8 Player::GetAttackBySlot(uint8 slot)
{
switch (slot)
{
case EQUIPMENT_SLOT_MAINHAND: return BASE_ATTACK;
case EQUIPMENT_SLOT_OFFHAND: return OFF_ATTACK;
case EQUIPMENT_SLOT_RANGED: return RANGED_ATTACK;
default: return MAX_ATTACK;
}
}
bool Player::IsInventoryPos(uint8 bag, uint8 slot)
{
if (bag == INVENTORY_SLOT_BAG_0 && slot == NULL_SLOT)
return true;
if (bag == INVENTORY_SLOT_BAG_0 && (slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END))
return true;
if (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)
return true;
if (bag == INVENTORY_SLOT_BAG_0 && (slot >= KEYRING_SLOT_START && slot < CURRENCYTOKEN_SLOT_END))
return true;
return false;
}
bool Player::IsEquipmentPos(uint8 bag, uint8 slot)
{
if (bag == INVENTORY_SLOT_BAG_0 && (slot < EQUIPMENT_SLOT_END))
return true;
if (bag == INVENTORY_SLOT_BAG_0 && (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END))
return true;
return false;
}
bool Player::IsBankPos(uint8 bag, uint8 slot)
{
if (bag == INVENTORY_SLOT_BAG_0 && (slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END))
return true;
if (bag == INVENTORY_SLOT_BAG_0 && (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END))
return true;
if (bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END)
return true;
return false;
}
bool Player::IsBagPos(uint16 pos)
{
uint8 bag = pos >> 8;
uint8 slot = pos & 255;
if (bag == INVENTORY_SLOT_BAG_0 && (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END))
return true;
if (bag == INVENTORY_SLOT_BAG_0 && (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END))
return true;
return false;
}
bool Player::IsValidPos(uint8 bag, uint8 slot, bool explicit_pos)
{
// post selected
if (bag == NULL_BAG && !explicit_pos)
return true;
if (bag == INVENTORY_SLOT_BAG_0)
{
// any post selected
if (slot == NULL_SLOT && !explicit_pos)
return true;
// equipment
if (slot < EQUIPMENT_SLOT_END)
return true;
// bag equip slots
if (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END)
return true;
// backpack slots
if (slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END)
return true;
// keyring slots
if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_END)
return true;
// bank main slots
if (slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END)
return true;
// bank bag slots
if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)
return true;
return false;
}
// bag content slots
// bank bag content slots
if (Bag* pBag = GetBagByPos(bag))
{
// any post selected
if (slot == NULL_SLOT && !explicit_pos)
return true;
return slot < pBag->GetBagSize();
}
// where this?
return false;
}
bool Player::HasItemCount(uint32 item, uint32 count, bool inBankAlso) const
{
uint32 tempcount = 0;
for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
{
Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade())
{
tempcount += pItem->GetCount();
if (tempcount >= count)
return true;
}
}
for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
{
Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade())
{
tempcount += pItem->GetCount();
if (tempcount >= count)
return true;
}
}
for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
{
if (Bag* pBag = GetBagByPos(i))
{
for (uint32 j = 0; j < pBag->GetBagSize(); j++)
{
Item* pItem = GetItemByPos(i, j);
if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade())
{
tempcount += pItem->GetCount();
if (tempcount >= count)
return true;
}
}
}
}
if (inBankAlso)
{
for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
{
Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade())
{
tempcount += pItem->GetCount();
if (tempcount >= count)
return true;
}
}
for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
{
if (Bag* pBag = GetBagByPos(i))
{
for (uint32 j = 0; j < pBag->GetBagSize(); j++)
{
Item* pItem = GetItemByPos(i, j);
if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade())
{
tempcount += pItem->GetCount();
if (tempcount >= count)
return true;
}
}
}
}
}
return false;
}
bool Player::HasItemOrGemWithIdEquipped(uint32 item, uint32 count, uint8 except_slot) const
{
uint32 tempcount = 0;
for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
{
if (i == except_slot)
continue;
Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (pItem && pItem->GetEntry() == item)
{
tempcount += pItem->GetCount();
if (tempcount >= count)
return true;
}
}
ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(item);
if (pProto && pProto->GemProperties)
{
for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
{
if (i == except_slot)
continue;
Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (pItem && pItem->GetTemplate()->Socket[0].Color)
{
tempcount += pItem->GetGemCountWithID(item);
if (tempcount >= count)
return true;
}
}
}
return false;
}
bool Player::HasItemOrGemWithLimitCategoryEquipped(uint32 limitCategory, uint32 count, uint8 except_slot) const
{
uint32 tempcount = 0;
for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
{
if (i == except_slot)
continue;
Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (!pItem)
continue;
ItemTemplate const* pProto = pItem->GetTemplate();
if (!pProto)
continue;
if (pProto->ItemLimitCategory == limitCategory)
{
tempcount += pItem->GetCount();
if (tempcount >= count)
return true;
}
if (pProto->Socket[0].Color || pItem->GetEnchantmentId(PRISMATIC_ENCHANTMENT_SLOT))
{
tempcount += pItem->GetGemCountWithLimitCategory(limitCategory);
if (tempcount >= count)
return true;
}
}
return false;
}
InventoryResult Player::CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count /*= NULL*/, uint32* itemLimitCategory /*= NULL*/) const
{
ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(entry);
if (!pProto)
{
if (no_space_count)
*no_space_count = count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
if (pItem && pItem->m_lootGenerated)
return EQUIP_ERR_ALREADY_LOOTED;
// no maximum
if ((pProto->MaxCount <= 0 && pProto->ItemLimitCategory == 0) || pProto->MaxCount == 2147483647)
return EQUIP_ERR_OK;
if (pProto->MaxCount > 0)
{
uint32 curcount = GetItemCount(pProto->ItemId, true, pItem);
if (curcount + count > uint32(pProto->MaxCount))
{
if (no_space_count)
*no_space_count = count + curcount - pProto->MaxCount;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
// check unique-equipped limit
if (pProto->ItemLimitCategory)
{
ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(pProto->ItemLimitCategory);
if (!limitEntry)
{
if (no_space_count)
*no_space_count = count;
return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
}
if (limitEntry->mode == ITEM_LIMIT_CATEGORY_MODE_HAVE)
{
uint32 curcount = GetItemCountWithLimitCategory(pProto->ItemLimitCategory, pItem);
if (curcount + count > uint32(limitEntry->maxCount))
{
if (no_space_count)
*no_space_count = count + curcount - limitEntry->maxCount;
if (itemLimitCategory)
*itemLimitCategory = pProto->ItemLimitCategory;
return EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_COUNT_EXCEEDED;
}
}
}
return EQUIP_ERR_OK;
}
InventoryResult Player::CanStoreNewItem(uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 item, uint32 count, uint32* no_space_count /*= NULL*/) const
{
return CanStoreItem(bag, slot, dest, item, count, NULL, false, no_space_count);
}
InventoryResult Player::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);
}
bool Player::HasItemTotemCategory(uint32 TotemCategory) const
{
Item* pItem;
for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
{
pItem = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, i);
if (pItem && IsTotemCategoryCompatiableWith(pItem->GetTemplate()->TotemCategory, TotemCategory))
return true;
}
for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
{
pItem = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, i);
if (pItem && IsTotemCategoryCompatiableWith(pItem->GetTemplate()->TotemCategory, TotemCategory))
return true;
}
for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (Bag* pBag = GetBagByPos(i))
{
for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
{
pItem = GetUseableItemByPos(i, j);
if (pItem && IsTotemCategoryCompatiableWith(pItem->GetTemplate()->TotemCategory, TotemCategory))
return true;
}
}
}
return false;
}
InventoryResult Player::CanStoreItem_InSpecificSlot(uint8 bag, uint8 slot, ItemPosCountVec &dest, ItemTemplate 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;
if (pSrcItem && pSrcItem->IsNotEmptyBag() && !IsBagPos(uint16(bag) << 8 | slot))
return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS;
// empty specific slot - check item fit to slot
if (!pItem2 || swap)
{
if (bag == INVENTORY_SLOT_BAG_0)
{
// keyring case
if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_START+GetMaxKeyringSize() && !(pProto->BagFamily & BAG_FAMILY_MASK_KEYS))
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
// currencytoken case
if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END && !(pProto->IsCurrencyToken()))
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 = GetBagByPos(bag);
if (!pBag)
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
ItemTemplate const* pBagProto = pBag->GetTemplate();
if (!pBagProto)
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
if (slot >= pBagProto->ContainerSlots)
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
if (!ItemCanGoIntoBag(pProto, pBagProto))
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
}
// non empty stack with space
need_space = pProto->GetMaxStackSize();
}
// non empty slot, check item type
else
{
// can be merged at least partly
InventoryResult res = pItem2->CanBeMergedPartlyWith(pProto);
if (res != EQUIP_ERR_OK)
return res;
// free stack space or infinity
need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
}
if (need_space > count)
need_space = count;
ItemPosCount newPosition = ItemPosCount((bag << 8) | slot, need_space);
if (!newPosition.isContainedIn(dest))
{
dest.push_back(newPosition);
count -= need_space;
}
return EQUIP_ERR_OK;
}
InventoryResult Player::CanStoreItem_InBag(uint8 bag, ItemPosCountVec &dest, ItemTemplate const* pProto, uint32& count, bool merge, bool non_specialized, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot) const
{
// skip specific bag already processed in first called CanStoreItem_InBag
if (bag == skip_bag)
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
// skip not existed bag or self targeted bag
Bag* pBag = GetBagByPos(bag);
if (!pBag || pBag == pSrcItem)
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
if (pSrcItem && pSrcItem->IsNotEmptyBag())
return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS;
ItemTemplate const* pBagProto = pBag->GetTemplate();
if (!pBagProto)
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
// specialized bag mode or non-specilized
if (non_specialized != (pBagProto->Class == ITEM_CLASS_CONTAINER && pBagProto->SubClass == ITEM_SUBCLASS_CONTAINER))
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
if (!ItemCanGoIntoBag(pProto, pBagProto))
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
for (uint32 j = 0; j < pBag->GetBagSize(); j++)
{
// skip specific slot already processed in first called CanStoreItem_InSpecificSlot
if (j == skip_slot)
continue;
Item* pItem2 = GetItemByPos(bag, j);
// ignore move item (this slot will be empty at move)
if (pItem2 == pSrcItem)
pItem2 = NULL;
// if merge skip empty, if !merge skip non-empty
if ((pItem2 != NULL) != merge)
continue;
uint32 need_space = pProto->GetMaxStackSize();
if (pItem2)
{
// can be merged at least partly
uint8 res = pItem2->CanBeMergedPartlyWith(pProto);
if (res != EQUIP_ERR_OK)
continue;
// descrease at current stacksize
need_space -= pItem2->GetCount();
}
if (need_space > count)
need_space = count;
ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
if (!newPosition.isContainedIn(dest))
{
dest.push_back(newPosition);
count -= need_space;
if (count==0)
return EQUIP_ERR_OK;
}
}
return EQUIP_ERR_OK;
}
InventoryResult Player::CanStoreItem_InInventorySlots(uint8 slot_begin, uint8 slot_end, ItemPosCountVec &dest, ItemTemplate const* pProto, uint32& count, bool merge, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot) const
{
//this is never called for non-bag slots so we can do this
if (pSrcItem && pSrcItem->IsNotEmptyBag())
return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS;
for (uint32 j = slot_begin; j < slot_end; j++)
{
// skip specific slot already processed in first called CanStoreItem_InSpecificSlot
if (INVENTORY_SLOT_BAG_0 == skip_bag && j == skip_slot)
continue;
Item* pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, j);
// ignore move item (this slot will be empty at move)
if (pItem2 == pSrcItem)
pItem2 = NULL;
// if merge skip empty, if !merge skip non-empty
if ((pItem2 != NULL) != merge)
continue;
uint32 need_space = pProto->GetMaxStackSize();
if (pItem2)
{
// can be merged at least partly
uint8 res = pItem2->CanBeMergedPartlyWith(pProto);
if (res != EQUIP_ERR_OK)
continue;
// descrease at current stacksize
need_space -= pItem2->GetCount();
}
if (need_space > count)
need_space = count;
ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
if (!newPosition.isContainedIn(dest))
{
dest.push_back(newPosition);
count -= need_space;
if (count==0)
return EQUIP_ERR_OK;
}
}
return EQUIP_ERR_OK;
}
InventoryResult Player::CanStoreItem(uint8 bag, uint8 slot, ItemPosCountVec &dest, uint32 entry, uint32 count, Item* pItem, bool swap, uint32* no_space_count) const
{
TC_LOG_DEBUG("entities.player.items", "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, entry, count);
ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(entry);
if (!pProto)
{
if (no_space_count)
*no_space_count = count;
return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
}
if (pItem)
{
// item used
if (pItem->m_lootGenerated)
{
if (no_space_count)
*no_space_count = count;
return EQUIP_ERR_ALREADY_LOOTED;
}
if (pItem->IsBindedNotWith(this))
{
if (no_space_count)
*no_space_count = count;
return EQUIP_ERR_DONT_OWN_THAT_ITEM;
}
}
// check count of items (skip for auto move for same player from bank)
uint32 no_similar_count = 0; // can't store this amount similar items
InventoryResult res = CanTakeMoreSimilarItems(entry, count, pItem, &no_similar_count);
if (res != EQUIP_ERR_OK)
{
if (count == no_similar_count)
{
if (no_space_count)
*no_space_count = no_similar_count;
return res;
}
count -= no_similar_count;
}
// in specific slot
if (bag != NULL_BAG && slot != NULL_SLOT)
{
res = CanStoreItem_InSpecificSlot(bag, slot, dest, pProto, count, swap, pItem);
if (res != EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
// not specific slot or have space for partly store only in specific slot
// in specific bag
if (bag != NULL_BAG)
{
// search stack in bag for merge to
if (pProto->Stackable != 1)
{
if (bag == INVENTORY_SLOT_BAG_0) // inventory
{
res = CanStoreItem_InInventorySlots(KEYRING_SLOT_START, CURRENCYTOKEN_SLOT_END, dest, pProto, count, true, pItem, bag, slot);
if (res != EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
res = CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START, INVENTORY_SLOT_ITEM_END, dest, pProto, count, true, pItem, bag, slot);
if (res != EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
else // equipped bag
{
// we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
res = CanStoreItem_InBag(bag, dest, pProto, count, true, false, pItem, NULL_BAG, slot);
if (res != EQUIP_ERR_OK)
res = CanStoreItem_InBag(bag, dest, pProto, count, true, true, pItem, NULL_BAG, slot);
if (res != EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
}
// search free slot in bag for place to
if (bag == INVENTORY_SLOT_BAG_0) // inventory
{
// search free slot - keyring case
if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
{
uint32 keyringSize = GetMaxKeyringSize();
res = CanStoreItem_InInventorySlots(KEYRING_SLOT_START, KEYRING_SLOT_START+keyringSize, dest, pProto, count, false, pItem, bag, slot);
if (res != EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
res = CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START, CURRENCYTOKEN_SLOT_END, dest, pProto, count, false, pItem, bag, slot);
if (res != EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
else if (pProto->IsCurrencyToken())
{
res = CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START, CURRENCYTOKEN_SLOT_END, dest, pProto, count, false, pItem, bag, slot);
if (res != EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
res = CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START, INVENTORY_SLOT_ITEM_END, dest, pProto, count, false, pItem, bag, slot);
if (res != EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
else // equipped bag
{
res = CanStoreItem_InBag(bag, dest, pProto, count, false, false, pItem, NULL_BAG, slot);
if (res != EQUIP_ERR_OK)
res = CanStoreItem_InBag(bag, dest, pProto, count, false, true, pItem, NULL_BAG, slot);
if (res != EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
}
// not specific bag or have space for partly store only in specific bag
// search stack for merge to
if (pProto->Stackable != 1)
{
res = CanStoreItem_InInventorySlots(KEYRING_SLOT_START, CURRENCYTOKEN_SLOT_END, dest, pProto, count, true, pItem, bag, slot);
if (res != EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
res = CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START, INVENTORY_SLOT_ITEM_END, dest, pProto, count, true, pItem, bag, slot);
if (res != EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
if (pProto->BagFamily)
{
for (uint32 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 (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
{
res = CanStoreItem_InBag(i, dest, pProto, count, true, true, pItem, bag, slot);
if (res != EQUIP_ERR_OK)
continue;
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
}
// search free slot - special bag case
if (pProto->BagFamily)
{
if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
{
uint32 keyringSize = GetMaxKeyringSize();
res = CanStoreItem_InInventorySlots(KEYRING_SLOT_START, KEYRING_SLOT_START+keyringSize, dest, pProto, count, false, pItem, bag, slot);
if (res != EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
else if (pProto->IsCurrencyToken())
{
res = CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START, CURRENCYTOKEN_SLOT_END, dest, pProto, count, false, pItem, bag, slot);
if (res != EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
for (uint32 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;
}
}
}
if (pItem && pItem->IsNotEmptyBag())
return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG;
// search free slot
res = CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START, INVENTORY_SLOT_ITEM_END, dest, pProto, count, false, pItem, bag, slot);
if (res != EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
for (uint8 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;
}
//////////////////////////////////////////////////////////////////////////
InventoryResult Player::CanStoreItems(Item** items, int count, uint32* itemLimitCategory) const
{
Item* item2;
// fill space table
uint32 inventoryCounts[INVENTORY_SLOT_ITEM_END - INVENTORY_SLOT_ITEM_START];
uint32 bagCounts[INVENTORY_SLOT_BAG_END - INVENTORY_SLOT_BAG_START][MAX_BAG_SIZE];
uint32 keyringCounts[KEYRING_SLOT_END - KEYRING_SLOT_START];
uint32 currencyCounts[CURRENCYTOKEN_SLOT_END - CURRENCYTOKEN_SLOT_START];
memset(inventoryCounts, 0, sizeof(uint32) * (INVENTORY_SLOT_ITEM_END - INVENTORY_SLOT_ITEM_START));
memset(bagCounts, 0, sizeof(uint32) * (INVENTORY_SLOT_BAG_END - INVENTORY_SLOT_BAG_START) * MAX_BAG_SIZE);
memset(keyringCounts, 0, sizeof(uint32) * (KEYRING_SLOT_END - KEYRING_SLOT_START));
memset(currencyCounts, 0, sizeof(uint32) * (CURRENCYTOKEN_SLOT_END - CURRENCYTOKEN_SLOT_START));
for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
{
item2 = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (item2 && !item2->IsInTrade())
inventoryCounts[i - INVENTORY_SLOT_ITEM_START] = item2->GetCount();
}
for (uint8 i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
{
item2 = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (item2 && !item2->IsInTrade())
keyringCounts[i - KEYRING_SLOT_START] = item2->GetCount();
}
for (uint8 i = CURRENCYTOKEN_SLOT_START; i < CURRENCYTOKEN_SLOT_END; i++)
{
item2 = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (item2 && !item2->IsInTrade())
currencyCounts[i - CURRENCYTOKEN_SLOT_START] = item2->GetCount();
}
for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
if (Bag* pBag = GetBagByPos(i))
for (uint32 j = 0; j < pBag->GetBagSize(); j++)
{
item2 = GetItemByPos(i, j);
if (item2 && !item2->IsInTrade())
bagCounts[i - INVENTORY_SLOT_BAG_START][j] = item2->GetCount();
}
// check free space for all items
for (int k = 0; k < count; ++k)
{
Item* item = items[k];
// no item
if (!item)
continue;
TC_LOG_DEBUG("entities.player.items", "STORAGE: CanStoreItems %i. item = %u, count = %u", k + 1, item->GetEntry(), item->GetCount());
ItemTemplate const* pProto = item->GetTemplate();
// strange item
if (!pProto)
return EQUIP_ERR_ITEM_NOT_FOUND;
// item used
if (item->m_lootGenerated)
return EQUIP_ERR_ALREADY_LOOTED;
// item it 'bind'
if (item->IsBindedNotWith(this))
return EQUIP_ERR_DONT_OWN_THAT_ITEM;
ItemTemplate const* pBagProto;
// item is 'one item only'
InventoryResult res = CanTakeMoreSimilarItems(item, itemLimitCategory);
if (res != EQUIP_ERR_OK)
return res;
// search stack for merge to
if (pProto->Stackable != 1)
{
bool b_found = false;
for (uint8 t = KEYRING_SLOT_START; t < KEYRING_SLOT_END; ++t)
{
item2 = GetItemByPos(INVENTORY_SLOT_BAG_0, t);
if (item2 && item2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && keyringCounts[t-KEYRING_SLOT_START] + item->GetCount() <= pProto->GetMaxStackSize())
{
keyringCounts[t-KEYRING_SLOT_START] += item->GetCount();
b_found = true;
break;
}
}
if (b_found)
continue;
for (int t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t)
{
item2 = GetItemByPos(INVENTORY_SLOT_BAG_0, t);
if (item2 && item2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && currencyCounts[t-CURRENCYTOKEN_SLOT_START] + item->GetCount() <= pProto->GetMaxStackSize())
{
currencyCounts[t-CURRENCYTOKEN_SLOT_START] += item->GetCount();
b_found = true;
break;
}
}
if (b_found)
continue;
for (int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; ++t)
{
item2 = GetItemByPos(INVENTORY_SLOT_BAG_0, t);
if (item2 && item2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && inventoryCounts[t-INVENTORY_SLOT_ITEM_START] + item->GetCount() <= pProto->GetMaxStackSize())
{
inventoryCounts[t-INVENTORY_SLOT_ITEM_START] += item->GetCount();
b_found = true;
break;
}
}
if (b_found)
continue;
for (int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t)
{
if (Bag* bag = GetBagByPos(t))
{
if (ItemCanGoIntoBag(item->GetTemplate(), bag->GetTemplate()))
{
for (uint32 j = 0; j < bag->GetBagSize(); j++)
{
item2 = GetItemByPos(t, j);
if (item2 && item2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && bagCounts[t-INVENTORY_SLOT_BAG_START][j] + item->GetCount() <= pProto->GetMaxStackSize())
{
bagCounts[t-INVENTORY_SLOT_BAG_START][j] += item->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 (keyringCounts[t-KEYRING_SLOT_START] == 0)
{
keyringCounts[t-KEYRING_SLOT_START] = 1;
b_found = true;
break;
}
}
}
if (b_found)
continue;
if (pProto->IsCurrencyToken())
{
for (uint32 t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t)
{
if (currencyCounts[t-CURRENCYTOKEN_SLOT_START] == 0)
{
currencyCounts[t-CURRENCYTOKEN_SLOT_START] = 1;
b_found = true;
break;
}
}
}
if (b_found)
continue;
for (int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t)
{
if (Bag* bag = GetBagByPos(t))
{
pBagProto = bag->GetTemplate();
// not plain container check
if (pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER) &&
ItemCanGoIntoBag(pProto, pBagProto))
{
for (uint32 j = 0; j < bag->GetBagSize(); j++)
{
if (bagCounts[t-INVENTORY_SLOT_BAG_START][j] == 0)
{
bagCounts[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 (inventoryCounts[t-INVENTORY_SLOT_ITEM_START] == 0)
{
inventoryCounts[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)
{
if (Bag* bag = GetBagByPos(t))
{
pBagProto = bag->GetTemplate();
// special bag already checked
if (pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER))
continue;
for (uint32 j = 0; j < bag->GetBagSize(); j++)
{
if (bagCounts[t-INVENTORY_SLOT_BAG_START][j] == 0)
{
bagCounts[t-INVENTORY_SLOT_BAG_START][j] = 1;
b_found = true;
break;
}
}
}
}
// no free slot found?
if (!b_found)
return EQUIP_ERR_BAG_FULL;
}
return EQUIP_ERR_OK;
}
//////////////////////////////////////////////////////////////////////////
InventoryResult Player::CanEquipNewItem(uint8 slot, uint16 &dest, uint32 item, bool swap) const
{
dest = 0;
Item* pItem = Item::CreateItem(item, 1, this);
if (pItem)
{
InventoryResult result = CanEquipItem(slot, dest, pItem, swap);
delete pItem;
return result;
}
return EQUIP_ERR_ITEM_NOT_FOUND;
}
InventoryResult Player::CanEquipItem(uint8 slot, uint16 &dest, Item* pItem, bool swap, bool not_loading) const
{
dest = 0;
if (pItem)
{
TC_LOG_DEBUG("entities.player.items", "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot, pItem->GetEntry(), pItem->GetCount());
ItemTemplate const* pProto = pItem->GetTemplate();
if (pProto)
{
// item used
if (pItem->m_lootGenerated)
return EQUIP_ERR_ALREADY_LOOTED;
if (pItem->IsBindedNotWith(this))
return EQUIP_ERR_DONT_OWN_THAT_ITEM;
// check count of items (skip for auto move for same player from bank)
InventoryResult res = CanTakeMoreSimilarItems(pItem);
if (res != EQUIP_ERR_OK)
return res;
// check this only in game
if (not_loading)
{
// May be here should be more stronger checks; STUNNED checked
// ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
if (HasUnitState(UNIT_STATE_STUNNED))
return EQUIP_ERR_YOU_ARE_STUNNED;
// do not allow equipping gear except weapons, offhands, projectiles, relics in
// - combat
// - in-progress arenas
if (!pProto->CanChangeEquipStateInCombat())
{
if (IsInCombat())
return EQUIP_ERR_NOT_IN_COMBAT;
if (Battleground* bg = GetBattleground())
if (bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS)
return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
}
if (IsInCombat()&& (pProto->Class == ITEM_CLASS_WEAPON || pProto->InventoryType == INVTYPE_RELIC) && m_weaponChangeTimer != 0)
return EQUIP_ERR_CANT_DO_RIGHT_NOW; // maybe exist better err
if (IsNonMeleeSpellCast(false))
return EQUIP_ERR_CANT_DO_RIGHT_NOW;
}
ScalingStatDistributionEntry const* ssd = pProto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(pProto->ScalingStatDistribution) : 0;
// check allowed level (extend range to upper values if MaxLevel more or equal max player level, this let GM set high level with 1...max range items)
if (ssd && ssd->MaxLevel < DEFAULT_MAX_LEVEL && ssd->MaxLevel < getLevel())
return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
uint8 eslot = FindEquipSlot(pProto, slot, swap);
if (eslot == NULL_SLOT)
return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
res = CanUseItem(pItem, not_loading);
if (res != EQUIP_ERR_OK)
return res;
if (!swap && GetItemByPos(INVENTORY_SLOT_BAG_0, eslot))
return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE;
// if we are swapping 2 equiped items, CanEquipUniqueItem check
// should ignore the item we are trying to swap, and not the
// destination item. CanEquipUniqueItem should ignore destination
// item only when we are swapping weapon from bag
uint8 ignore = uint8(NULL_SLOT);
switch (eslot)
{
case EQUIPMENT_SLOT_MAINHAND:
ignore = EQUIPMENT_SLOT_OFFHAND;
break;
case EQUIPMENT_SLOT_OFFHAND:
ignore = EQUIPMENT_SLOT_MAINHAND;
break;
case EQUIPMENT_SLOT_FINGER1:
ignore = EQUIPMENT_SLOT_FINGER2;
break;
case EQUIPMENT_SLOT_FINGER2:
ignore = EQUIPMENT_SLOT_FINGER1;
break;
case EQUIPMENT_SLOT_TRINKET1:
ignore = EQUIPMENT_SLOT_TRINKET2;
break;
case EQUIPMENT_SLOT_TRINKET2:
ignore = EQUIPMENT_SLOT_TRINKET1;
break;
}
if (ignore == uint8(NULL_SLOT) || pItem != GetItemByPos(INVENTORY_SLOT_BAG_0, ignore))
ignore = eslot;
InventoryResult res2 = CanEquipUniqueItem(pItem, swap ? ignore : uint8(NULL_SLOT));
if (res2 != EQUIP_ERR_OK)
return res2;
// check unique-equipped special item classes
if (pProto->Class == ITEM_CLASS_QUIVER)
for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Item* pBag = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pBag != pItem)
if (ItemTemplate const* pBagProto = pBag->GetTemplate())
if (pBagProto->Class == pProto->Class && (!swap || pBag->GetSlot() != eslot))
return (pBagProto->SubClass == ITEM_SUBCLASS_AMMO_POUCH)
? EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH
: EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER;
uint32 type = pProto->InventoryType;
if (eslot == EQUIPMENT_SLOT_OFFHAND)
{
// Do not allow polearm to be equipped in the offhand (rare case for the only 1h polearm 41750)
if (type == INVTYPE_WEAPON && pProto->SubClass == ITEM_SUBCLASS_WEAPON_POLEARM)
return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT;
else if (type == INVTYPE_WEAPON || type == INVTYPE_WEAPONOFFHAND)
{
if (!CanDualWield())
return EQUIP_ERR_CANT_DUAL_WIELD;
}
else if (type == INVTYPE_2HWEAPON)
{
if (!CanDualWield() || !CanTitanGrip())
return EQUIP_ERR_CANT_DUAL_WIELD;
}
if (IsTwoHandUsed())
return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED;
}
// equip two-hand weapon case (with possible unequip 2 items)
if (type == INVTYPE_2HWEAPON)
{
if (eslot == EQUIPMENT_SLOT_OFFHAND)
{
if (!CanTitanGrip())
return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
}
else if (eslot != EQUIPMENT_SLOT_MAINHAND)
return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
if (!CanTitanGrip())
{
// offhand item must can be stored in inventory for offhand item and it also must be unequipped
Item* offItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
ItemPosCountVec off_dest;
if (offItem && (!not_loading ||
CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0) << 8 | EQUIPMENT_SLOT_OFFHAND, false) != EQUIP_ERR_OK ||
CanStoreItem(NULL_BAG, NULL_SLOT, off_dest, offItem, false) != EQUIP_ERR_OK))
return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_INVENTORY_FULL;
}
}
dest = ((INVENTORY_SLOT_BAG_0 << 8) | eslot);
return EQUIP_ERR_OK;
}
}
return !swap ? EQUIP_ERR_ITEM_NOT_FOUND : EQUIP_ERR_ITEMS_CANT_BE_SWAPPED;
}
InventoryResult 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;
TC_LOG_DEBUG("entities.player.items", "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos, pItem->GetEntry(), pItem->GetCount());
ItemTemplate const* pProto = pItem->GetTemplate();
if (!pProto)
return EQUIP_ERR_ITEM_NOT_FOUND;
// item used
if (pItem->m_lootGenerated)
return EQUIP_ERR_ALREADY_LOOTED;
// do not allow unequipping gear except weapons, offhands, projectiles, relics in
// - combat
// - in-progress arenas
if (!pProto->CanChangeEquipStateInCombat())
{
if (IsInCombat())
return EQUIP_ERR_NOT_IN_COMBAT;
if (Battleground* bg = GetBattleground())
if (bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS)
return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
}
if (!swap && pItem->IsNotEmptyBag())
return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS;
return EQUIP_ERR_OK;
}
InventoryResult 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();
TC_LOG_DEBUG("entities.player.items", "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), pItem->GetCount());
ItemTemplate const* pProto = pItem->GetTemplate();
if (!pProto)
return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
// item used
if (pItem->m_lootGenerated)
return EQUIP_ERR_ALREADY_LOOTED;
if (pItem->IsBindedNotWith(this))
return EQUIP_ERR_DONT_OWN_THAT_ITEM;
// Currency tokens are not supposed to be swapped out of their hidden bag
uint8 pItemslot = pItem->GetSlot();
if (pItemslot >= CURRENCYTOKEN_SLOT_START && pItemslot < CURRENCYTOKEN_SLOT_END)
{
TC_LOG_ERROR("entities.player", "Possible hacking attempt: Player %s [guid: %u] tried to move token [guid: %u, entry: %u] out of the currency bag!",
GetName().c_str(), GetGUIDLow(), pItem->GetGUIDLow(), pProto->ItemId);
return EQUIP_ERR_ITEMS_CANT_BE_SWAPPED;
}
// check count of items (skip for auto move for same player from bank)
InventoryResult res = CanTakeMoreSimilarItems(pItem);
if (res != EQUIP_ERR_OK)
return res;
// in specific slot
if (bag != NULL_BAG && slot != NULL_SLOT)
{
if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)
{
if (!pItem->IsBag())
return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT;
if (slot - BANK_SLOT_BAG_START >= GetBankBagSlotCount())
return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT;
res = CanUseItem(pItem, not_loading);
if (res != EQUIP_ERR_OK)
return res;
}
res = CanStoreItem_InSpecificSlot(bag, slot, dest, pProto, count, swap, pItem);
if (res != EQUIP_ERR_OK)
return res;
if (count == 0)
return EQUIP_ERR_OK;
}
// not specific slot or have space for partly store only in specific slot
// in specific bag
if (bag != NULL_BAG)
{
if (pItem->IsNotEmptyBag())
return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG;
// search stack in bag for merge to
if (pProto->Stackable != 1)
{
if (bag == INVENTORY_SLOT_BAG_0)
{
res = CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START, BANK_SLOT_ITEM_END, dest, pProto, count, true, pItem, bag, slot);
if (res != EQUIP_ERR_OK)
return res;
if (count == 0)
return EQUIP_ERR_OK;
}
else
{
res = CanStoreItem_InBag(bag, dest, pProto, count, true, false, pItem, NULL_BAG, slot);
if (res != EQUIP_ERR_OK)
res = CanStoreItem_InBag(bag, dest, pProto, count, true, true, pItem, NULL_BAG, slot);
if (res != EQUIP_ERR_OK)
return res;
if (count == 0)
return EQUIP_ERR_OK;
}
}
// search free slot in bag
if (bag == INVENTORY_SLOT_BAG_0)
{
res = CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START, BANK_SLOT_ITEM_END, dest, pProto, count, false, pItem, bag, slot);
if (res != EQUIP_ERR_OK)
return res;
if (count == 0)
return EQUIP_ERR_OK;
}
else
{
res = CanStoreItem_InBag(bag, dest, pProto, count, false, false, pItem, NULL_BAG, slot);
if (res != EQUIP_ERR_OK)
res = CanStoreItem_InBag(bag, dest, pProto, count, false, true, pItem, NULL_BAG, slot);
if (res != EQUIP_ERR_OK)
return res;
if (count == 0)
return EQUIP_ERR_OK;
}
}
// not specific bag or have space for partly store only in specific bag
// search stack for merge to
if (pProto->Stackable != 1)
{
// in slots
res = CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START, BANK_SLOT_ITEM_END, dest, pProto, count, true, pItem, bag, slot);
if (res != EQUIP_ERR_OK)
return res;
if (count == 0)
return EQUIP_ERR_OK;
// in special bags
if (pProto->BagFamily)
{
for (uint8 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 (uint8 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 (uint8 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 (uint8 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;
}
InventoryResult Player::CanUseItem(Item* pItem, bool not_loading) const
{
if (pItem)
{
TC_LOG_DEBUG("entities.player.items", "STORAGE: CanUseItem item = %u", pItem->GetEntry());
if (!IsAlive() && not_loading)
return EQUIP_ERR_YOU_ARE_DEAD;
//if (isStunned())
// return EQUIP_ERR_YOU_ARE_STUNNED;
ItemTemplate const* pProto = pItem->GetTemplate();
if (pProto)
{
if (pItem->IsBindedNotWith(this))
return EQUIP_ERR_DONT_OWN_THAT_ITEM;
InventoryResult res = CanUseItem(pProto);
if (res != EQUIP_ERR_OK)
return res;
if (pItem->GetSkill() != 0)
{
bool allowEquip = false;
uint32 itemSkill = pItem->GetSkill();
// Armor that is binded to account can "morph" from plate to mail, etc. if skill is not learned yet.
if (pProto->Quality == ITEM_QUALITY_HEIRLOOM && pProto->Class == ITEM_CLASS_ARMOR && !HasSkill(itemSkill))
{
/// @todo when you right-click already equipped item it throws EQUIP_ERR_NO_REQUIRED_PROFICIENCY.
// In fact it's a visual bug, everything works properly... I need sniffs of operations with
// binded to account items from off server.
switch (getClass())
{
case CLASS_HUNTER:
case CLASS_SHAMAN:
allowEquip = (itemSkill == SKILL_MAIL);
break;
case CLASS_PALADIN:
case CLASS_WARRIOR:
allowEquip = (itemSkill == SKILL_PLATE_MAIL);
break;
}
}
if (!allowEquip && GetSkillValue(itemSkill) == 0)
return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
}
if (pProto->RequiredReputationFaction && uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank)
return EQUIP_ERR_CANT_EQUIP_REPUTATION;
return EQUIP_ERR_OK;
}
}
return EQUIP_ERR_ITEM_NOT_FOUND;
}
InventoryResult Player::CanUseItem(ItemTemplate const* proto) const
{
// Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
if (!proto)
return EQUIP_ERR_ITEM_NOT_FOUND;
if ((proto->Flags2 & ITEM_FLAGS_EXTRA_HORDE_ONLY) && GetOTeam() != HORDE)
return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
if ((proto->Flags2 & ITEM_FLAGS_EXTRA_ALLIANCE_ONLY) && GetOTeam() != ALLIANCE)
return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
if ((proto->AllowableClass & getClassMask()) == 0 || (proto->AllowableRace & getORaceMask()) == 0)
return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
if (proto->RequiredSkill != 0)
{
if (GetSkillValue(proto->RequiredSkill) == 0)
return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
else if (GetSkillValue(proto->RequiredSkill) < proto->RequiredSkillRank)
return EQUIP_ERR_CANT_EQUIP_SKILL;
}
if (proto->RequiredSpell != 0 && !HasSpell(proto->RequiredSpell))
return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
if (getLevel() < proto->RequiredLevel)
return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
// If World Event is not active, prevent using event dependant items
if (proto->HolidayId && !IsHolidayActive((HolidayIds)proto->HolidayId))
return EQUIP_ERR_CANT_DO_RIGHT_NOW;
// learning (recipes, mounts, pets, etc.)
if (proto->Spells[0].SpellId == 483 || proto->Spells[0].SpellId == 55884)
if (HasSpell(proto->Spells[1].SpellId))
return EQUIP_ERR_NONE;
#ifdef ELUNA
InventoryResult eres = sEluna->OnCanUseItem(this, proto->ItemId);
if (eres != EQUIP_ERR_OK)
return eres;
#endif
return EQUIP_ERR_OK;
}
InventoryResult Player::CanRollForItemInLFG(ItemTemplate const* proto, WorldObject const* lootedObject) const
{
if (!GetGroup() || !GetGroup()->isLFGGroup())
return EQUIP_ERR_OK; // not in LFG group
// check if looted object is inside the lfg dungeon
Map const* map = lootedObject->GetMap();
if (!sLFGMgr->inLfgDungeonMap(GetGroup()->GetGUID(), map->GetId(), map->GetDifficulty()))
return EQUIP_ERR_OK;
if (!proto)
return EQUIP_ERR_ITEM_NOT_FOUND;
// Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
const static uint32 item_weapon_skills[MAX_ITEM_SUBCLASS_WEAPON] =
{
SKILL_AXES, SKILL_2H_AXES, SKILL_BOWS, SKILL_GUNS, SKILL_MACES,
SKILL_2H_MACES, SKILL_POLEARMS, SKILL_SWORDS, SKILL_2H_SWORDS, 0,
SKILL_STAVES, 0, 0, SKILL_FIST_WEAPONS, 0,
SKILL_DAGGERS, SKILL_THROWN, SKILL_ASSASSINATION, SKILL_CROSSBOWS, SKILL_WANDS,
SKILL_FISHING
}; //Copy from function Item::GetSkill()
if ((proto->AllowableClass & getClassMask()) == 0 || (proto->AllowableRace & getRaceMask()) == 0)
return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
if (proto->RequiredSpell != 0 && !HasSpell(proto->RequiredSpell))
return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
if (proto->RequiredSkill != 0)
{
if (!GetSkillValue(proto->RequiredSkill))
return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
else if (GetSkillValue(proto->RequiredSkill) < proto->RequiredSkillRank)
return EQUIP_ERR_CANT_EQUIP_SKILL;
}
uint8 _class = getClass();
if (proto->Class == ITEM_CLASS_WEAPON && GetSkillValue(item_weapon_skills[proto->SubClass]) == 0)
return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
if (proto->Class == ITEM_CLASS_ARMOR && proto->SubClass > ITEM_SUBCLASS_ARMOR_MISC && proto->SubClass < ITEM_SUBCLASS_ARMOR_BUCKLER && proto->InventoryType != INVTYPE_CLOAK)
{
if (_class == CLASS_WARRIOR || _class == CLASS_PALADIN || _class == CLASS_DEATH_KNIGHT)
{
if (getLevel() < 40)
{
if (proto->SubClass != ITEM_SUBCLASS_ARMOR_MAIL)
return EQUIP_ERR_CANT_DO_RIGHT_NOW;
}
else if (proto->SubClass != ITEM_SUBCLASS_ARMOR_PLATE)
return EQUIP_ERR_CANT_DO_RIGHT_NOW;
}
else if (_class == CLASS_HUNTER || _class == CLASS_SHAMAN)
{
if (getLevel() < 40)
{
if (proto->SubClass != ITEM_SUBCLASS_ARMOR_LEATHER)
return EQUIP_ERR_CANT_DO_RIGHT_NOW;
}
else if (proto->SubClass != ITEM_SUBCLASS_ARMOR_MAIL)
return EQUIP_ERR_CANT_DO_RIGHT_NOW;
}
if (_class == CLASS_ROGUE || _class == CLASS_DRUID)
if (proto->SubClass != ITEM_SUBCLASS_ARMOR_LEATHER)
return EQUIP_ERR_CANT_DO_RIGHT_NOW;
if (_class == CLASS_MAGE || _class == CLASS_PRIEST || _class == CLASS_WARLOCK)
if (proto->SubClass != ITEM_SUBCLASS_ARMOR_CLOTH)
return EQUIP_ERR_CANT_DO_RIGHT_NOW;
}
return EQUIP_ERR_OK;
}
InventoryResult Player::CanUseAmmo(uint32 item) const
{
TC_LOG_DEBUG("entities.player.items", "STORAGE: CanUseAmmo item = %u", item);
if (!IsAlive())
return EQUIP_ERR_YOU_ARE_DEAD;
//if (isStunned())
// return EQUIP_ERR_YOU_ARE_STUNNED;
ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(item);
if (pProto)
{
if (pProto->InventoryType!= INVTYPE_AMMO)
return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE;
InventoryResult res = CanUseItem(pProto);
if (res != EQUIP_ERR_OK)
return res;
/*if (GetReputationMgr().GetReputation() < pProto->RequiredReputation)
return EQUIP_ERR_CANT_EQUIP_REPUTATION;
*/
// Requires No Ammo
if (HasAura(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)
{
InventoryResult msg = CanUseAmmo(item);
if (msg != EQUIP_ERR_OK)
{
SendEquipError(msg, NULL, NULL, item);
return;
}
}
SetUInt32Value(PLAYER_AMMO_ID, item);
_ApplyAmmoBonuses();
}
void Player::RemoveAmmo()
{
SetUInt32Value(PLAYER_AMMO_ID, 0);
m_ammoDPS = 0.0f;
if (CanModifyStats())
UpdateDamagePhysical(RANGED_ATTACK);
}
// Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
Item* Player::StoreNewItem(ItemPosCountVec const& dest, uint32 item, bool update, int32 randomPropertyId, AllowedLooterSet const& allowedLooters)
{
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);
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, item, count);
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM, item, 1);
if (randomPropertyId)
pItem->SetItemRandomProperties(randomPropertyId);
pItem = StoreItem(dest, pItem, update);
if (allowedLooters.size() > 1 && pItem->GetTemplate()->GetMaxStackSize() == 1 && pItem->IsSoulBound())
{
pItem->SetSoulboundTradeable(allowedLooters);
pItem->SetUInt32Value(ITEM_FIELD_CREATE_PLAYED_TIME, GetTotalPlayedTime());
AddTradeableItem(pItem);
// save data
std::ostringstream ss;
AllowedLooterSet::const_iterator itr = allowedLooters.begin();
ss << *itr;
for (++itr; itr != allowedLooters.end(); ++itr)
ss << ' ' << *itr;
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_ITEM_BOP_TRADE);
stmt->setUInt32(0, pItem->GetGUIDLow());
stmt->setString(1, ss.str());
CharacterDatabase.Execute(stmt);
}
}
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;
TC_LOG_DEBUG("entities.player.items", "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u, guid = %u", bag, slot, pItem->GetEntry(), count, pItem->GetGUIDLow());
Item* pItem2 = GetItemByPos(bag, slot);
if (!pItem2)
{
if (clone)
pItem = pItem->CloneItem(count, this);
else
pItem->SetCount(count);
if (!pItem)
return NULL;
if (pItem->GetTemplate()->Bonding == BIND_WHEN_PICKED_UP ||
pItem->GetTemplate()->Bonding == BIND_QUEST_ITEM ||
(pItem->GetTemplate()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos)))
pItem->SetBinding(true);
Bag* pBag = (bag == INVENTORY_SLOT_BAG_0) ? NULL : GetBagByPos(bag);
if (!pBag)
{
m_items[slot] = pItem;
SetGuidValue(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), pItem->GetGUID());
pItem->SetGuidValue(ITEM_FIELD_CONTAINED, GetGUID());
pItem->SetGuidValue(ITEM_FIELD_OWNER, GetGUID());
pItem->SetSlot(slot);
pItem->SetContainer(NULL);
// need update known currency
if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)
AddKnownCurrency(pItem->GetEntry());
}
else
pBag->StoreItem(slot, pItem, update);
if (IsInWorld() && update)
{
pItem->AddToWorld();
pItem->SendUpdateToPlayer(this);
}
pItem->SetState(ITEM_CHANGED, this);
if (pBag)
pBag->SetState(ITEM_CHANGED, this);
AddEnchantmentDurations(pItem);
AddItemDurations(pItem);
const ItemTemplate* proto = pItem->GetTemplate();
for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
if (proto->Spells[i].SpellTrigger == ITEM_SPELLTRIGGER_ON_NO_DELAY_USE && proto->Spells[i].SpellId > 0) // On obtain trigger
if (bag == INVENTORY_SLOT_BAG_0 || (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END))
if (!HasAura(proto->Spells[i].SpellId))
CastSpell(this, proto->Spells[i].SpellId, true, pItem);
return pItem;
}
else
{
if (pItem2->GetTemplate()->Bonding == BIND_WHEN_PICKED_UP ||
pItem2->GetTemplate()->Bonding == BIND_QUEST_ITEM ||
(pItem2->GetTemplate()->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->SetNotRefundable(this);
pItem->ClearSoulboundTradeable(this);
RemoveTradeableItem(pItem);
pItem->SetState(ITEM_REMOVED, this);
}
AddEnchantmentDurations(pItem2);
pItem2->SetState(ITEM_CHANGED, this);
const ItemTemplate* proto = pItem2->GetTemplate();
for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
if (proto->Spells[i].SpellTrigger == ITEM_SPELLTRIGGER_ON_NO_DELAY_USE && proto->Spells[i].SpellId > 0) // On obtain trigger
if (bag == INVENTORY_SLOT_BAG_0 || (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END))
if (!HasAura(proto->Spells[i].SpellId))
CastSpell(this, proto->Spells[i].SpellId, true, pItem2);
return pItem2;
}
}
Item* Player::EquipNewItem(uint16 pos, uint32 item, bool update)
{
if (Item* pItem = Item::CreateItem(item, 1, this))
{
ItemAddedQuestCheck(item, 1);
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, item, 1);
return EquipItem(pos, pItem, update);
}
return NULL;
}
Item* Player::EquipItem(uint16 pos, Item* pItem, bool update)
{
AddEnchantmentDurations(pItem);
AddItemDurations(pItem);
uint8 bag = pos >> 8;
uint8 slot = pos & 255;
Item* pItem2 = GetItemByPos(bag, slot);
if (!pItem2)
{
VisualizeItem(slot, pItem);
if (IsAlive())
{
ItemTemplate const* pProto = pItem->GetTemplate();
// 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 || pProto->InventoryType == INVTYPE_RELIC) && m_weaponChangeTimer == 0)
{
uint32 cooldownSpell = getClass() == CLASS_ROGUE ? 6123 : 6119;
SpellInfo const* spellProto = sSpellMgr->GetSpellInfo(cooldownSpell);
if (!spellProto)
TC_LOG_ERROR("entities.player", "Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell);
else
{
m_weaponChangeTimer = spellProto->StartRecoveryTime;
GetGlobalCooldownMgr().AddGlobalCooldown(spellProto, m_weaponChangeTimer);
WorldPacket data;
BuildCooldownPacket(data, SPELL_COOLDOWN_FLAG_INCLUDE_GCD, cooldownSpell, 0);
GetSession()->SendPacket(&data);
}
}
}
if (IsInWorld() && update)
{
pItem->AddToWorld();
pItem->SendUpdateToPlayer(this);
}
ApplyEquipCooldown(pItem);
// update expertise and armor penetration - passive auras may need it
if (slot == EQUIPMENT_SLOT_MAINHAND)
UpdateExpertise(BASE_ATTACK);
else if (slot == EQUIPMENT_SLOT_OFFHAND)
UpdateExpertise(OFF_ATTACK);
switch (slot)
{
case EQUIPMENT_SLOT_MAINHAND:
case EQUIPMENT_SLOT_OFFHAND:
case EQUIPMENT_SLOT_RANGED:
RecalculateRating(CR_ARMOR_PENETRATION);
default:
break;
}
}
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->SetNotRefundable(this);
pItem->ClearSoulboundTradeable(this);
RemoveTradeableItem(pItem);
pItem->SetState(ITEM_REMOVED, this);
pItem2->SetState(ITEM_CHANGED, this);
ApplyEquipCooldown(pItem2);
#ifdef ELUNA
sEluna->OnEquip(this, pItem2, bag, slot);
#endif
return pItem2;
}
// only for full equip instead adding to stack
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry());
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM, pItem->GetEntry(), slot);
#ifdef ELUNA
sEluna->OnEquip(this, pItem, bag, slot);
#endif
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);
}
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry());
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM, pItem->GetEntry(), slot);
#ifdef ELUNA
sEluna->OnEquip(this, pItem, (pos >> 8), slot);
#endif
}
}
void Player::SetVisibleItemSlot(uint8 slot, Item* pItem)
{
if (pItem)
{
if (uint32 entry = sTransmogrification->GetFakeEntry(pItem))
SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2), entry);
else
SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2), pItem->GetEntry());
SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 0, pItem->GetEnchantmentId(PERM_ENCHANTMENT_SLOT));
SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 1, pItem->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT));
}
else
{
SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2), 0);
SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 0);
}
}
void Player::VisualizeItem(uint8 slot, Item* pItem)
{
if (!pItem)
return;
// check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
if (pItem->GetTemplate()->Bonding == BIND_WHEN_EQUIPED || pItem->GetTemplate()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetTemplate()->Bonding == BIND_QUEST_ITEM)
pItem->SetBinding(true);
TC_LOG_DEBUG("entities.player.items", "STORAGE: EquipItem slot = %u, item = %u", slot, pItem->GetEntry());
m_items[slot] = pItem;
SetGuidValue(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), pItem->GetGUID());
pItem->SetGuidValue(ITEM_FIELD_CONTAINED, GetGUID());
pItem->SetGuidValue(ITEM_FIELD_OWNER, GetGUID());
pItem->SetSlot(slot);
pItem->SetContainer(NULL);
if (slot < EQUIPMENT_SLOT_END)
SetVisibleItemSlot(slot, pItem);
pItem->SetState(ITEM_CHANGED, this);
}
Item* Player::BankItem(ItemPosCountVec const& dest, Item* pItem, bool update)
{
return StoreItem(dest, pItem, update);
}
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)
{
TC_LOG_DEBUG("entities.player.items", "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
RemoveEnchantmentDurations(pItem);
RemoveItemDurations(pItem);
RemoveTradeableItem(pItem);
if (bag == INVENTORY_SLOT_BAG_0)
{
if (slot < INVENTORY_SLOT_BAG_END)
{
ItemTemplate const* pProto = pItem->GetTemplate();
// item set bonuses applied only at equip and removed at unequip, and still active for broken items
if (pProto && pProto->ItemSet)
RemoveItemsSetItem(this, pProto);
_ApplyItemMods(pItem, slot, false);
// remove item dependent auras and casts (only weapon and armor slots)
if (slot < EQUIPMENT_SLOT_END)
{
RemoveItemDependentAurasAndCasts(pItem);
// remove held enchantments, update expertise
if (slot == EQUIPMENT_SLOT_MAINHAND)
{
if (pItem->GetItemSuffixFactor())
{
pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3);
pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4);
}
else
{
pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0);
pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1);
}
UpdateExpertise(BASE_ATTACK);
}
else if (slot == EQUIPMENT_SLOT_OFFHAND)
UpdateExpertise(OFF_ATTACK);
// update armor penetration - passive auras may need it
switch (slot)
{
case EQUIPMENT_SLOT_MAINHAND:
case EQUIPMENT_SLOT_OFFHAND:
case EQUIPMENT_SLOT_RANGED:
RecalculateRating(CR_ARMOR_PENETRATION);
default:
break;
}
}
}
m_items[slot] = NULL;
SetGuidValue(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), ObjectGuid::Empty);
if (slot < EQUIPMENT_SLOT_END)
SetVisibleItemSlot(slot, NULL);
}
else if (Bag* pBag = GetBagByPos(bag))
pBag->RemoveItem(slot, update);
pItem->SetGuidValue(ITEM_FIELD_CONTAINED, ObjectGuid::Empty);
// 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);
}
}
// 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))
{
sTransmogrification->DeleteFakeEntry(this, it);
ItemRemovedQuestCheck(it->GetEntry(), it->GetCount());
RemoveItem(bag, slot, update);
it->SetNotRefundable(this, false);
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());
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, pItem->GetEntry(), pItem->GetCount());
// store item
Item* pLastItem = StoreItem(dest, pItem, update);
// only set if not merged to 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 already have item in other player inventory
pLastItem->SetState(in_characterInventoryDB ? ITEM_CHANGED : ITEM_NEW, this);
if (pLastItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_BOP_TRADEABLE))
AddTradeableItem(pLastItem);
}
}
void Player::DestroyItem(uint8 bag, uint8 slot, bool update)
{
Item* pItem = GetItemByPos(bag, slot);
if (pItem)
{
TC_LOG_DEBUG("entities.player.items", "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
// Also remove all contained items if the item is a bag.
// This if () prevents item saving crashes if the condition for a bag to be empty before being destroyed was bypassed somehow.
if (pItem->IsNotEmptyBag())
for (uint8 i = 0; i < MAX_BAG_SIZE; ++i)
DestroyItem(slot, i, update);
if (pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_WRAPPED))
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GIFT);
stmt->setUInt32(0, pItem->GetGUIDLow());
CharacterDatabase.Execute(stmt);
}
RemoveEnchantmentDurations(pItem);
RemoveItemDurations(pItem);
pItem->SetNotRefundable(this);
pItem->ClearSoulboundTradeable(this);
RemoveTradeableItem(pItem);
const ItemTemplate* proto = pItem->GetTemplate();
for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
if (proto->Spells[i].SpellTrigger == ITEM_SPELLTRIGGER_ON_NO_DELAY_USE && proto->Spells[i].SpellId > 0) // On obtain trigger
RemoveAurasDueToSpell(proto->Spells[i].SpellId);
ItemRemovedQuestCheck(pItem->GetEntry(), pItem->GetCount());
sScriptMgr->OnItemRemove(this, pItem);
if (bag == INVENTORY_SLOT_BAG_0)
{
SetGuidValue(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), ObjectGuid::Empty);
// equipment and equipped bags can have applied bonuses
if (slot < INVENTORY_SLOT_BAG_END)
{
ItemTemplate const* pProto = pItem->GetTemplate();
// item set bonuses applied only at equip and removed at unequip, and still active for broken items
if (pProto && pProto->ItemSet)
RemoveItemsSetItem(this, pProto);
_ApplyItemMods(pItem, slot, false);
}
if (slot < EQUIPMENT_SLOT_END)
{
// remove item dependent auras and casts (only weapon and armor slots)
RemoveItemDependentAurasAndCasts(pItem);
// update expertise and armor penetration - passive auras may need it
switch (slot)
{
case EQUIPMENT_SLOT_MAINHAND:
case EQUIPMENT_SLOT_OFFHAND:
case EQUIPMENT_SLOT_RANGED:
RecalculateRating(CR_ARMOR_PENETRATION);
default:
break;
}
if (slot == EQUIPMENT_SLOT_MAINHAND)
UpdateExpertise(BASE_ATTACK);
else if (slot == EQUIPMENT_SLOT_OFFHAND)
UpdateExpertise(OFF_ATTACK);
// equipment visual show
SetVisibleItemSlot(slot, NULL);
}
m_items[slot] = NULL;
}
else if (Bag* pBag = GetBagByPos(bag))
pBag->RemoveItem(slot, update);
// Delete rolled money / loot from db.
// MUST be done before RemoveFromWorld() or GetTemplate() fails
if (ItemTemplate const* pTmp = pItem->GetTemplate())
if (pTmp->Flags & ITEM_PROTO_FLAG_OPENABLE)
pItem->ItemContainerDeleteLootMoneyAndLootItemsFromDB();
if (IsInWorld() && update)
{
pItem->RemoveFromWorld();
pItem->DestroyForPlayer(this);
}
//pItem->SetOwnerGUID(0);
pItem->SetGuidValue(ITEM_FIELD_CONTAINED, ObjectGuid::Empty);
pItem->SetSlot(NULL_SLOT);
pItem->SetState(ITEM_REMOVED, this);
}
}
void Player::DestroyItemCount(uint32 itemEntry, uint32 count, bool update, bool unequip_check)
{
TC_LOG_DEBUG("entities.player.items", "STORAGE: DestroyItemCount item = %u, count = %u", itemEntry, count);
uint32 remcount = 0;
// in inventory
for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
{
if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
if (item->GetEntry() == itemEntry && !item->IsInTrade())
{
if (item->GetCount() + remcount <= count)
{
// all items in inventory can unequipped
remcount += item->GetCount();
DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
if (remcount >= count)
return;
}
else
{
ItemRemovedQuestCheck(item->GetEntry(), count - remcount);
item->SetCount(item->GetCount() - count + remcount);
if (IsInWorld() && update)
item->SendUpdateToPlayer(this);
item->SetState(ITEM_CHANGED, this);
return;
}
}
}
}
for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
{
if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
if (item->GetEntry() == itemEntry && !item->IsInTrade())
{
if (item->GetCount() + remcount <= count)
{
// all keys can be unequipped
remcount += item->GetCount();
DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
if (remcount >= count)
return;
}
else
{
ItemRemovedQuestCheck(item->GetEntry(), count - remcount);
item->SetCount(item->GetCount() - count + remcount);
if (IsInWorld() && update)
item->SendUpdateToPlayer(this);
item->SetState(ITEM_CHANGED, this);
return;
}
}
}
}
// in inventory bags
for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
{
if (Bag* bag = GetBagByPos(i))
{
for (uint32 j = 0; j < bag->GetBagSize(); j++)
{
if (Item* item = bag->GetItemByPos(j))
{
if (item->GetEntry() == itemEntry && !item->IsInTrade())
{
// all items in bags can be unequipped
if (item->GetCount() + remcount <= count)
{
remcount += item->GetCount();
DestroyItem(i, j, update);
if (remcount >= count)
return;
}
else
{
ItemRemovedQuestCheck(item->GetEntry(), count - remcount);
item->SetCount(item->GetCount() - count + remcount);
if (IsInWorld() && update)
item->SendUpdateToPlayer(this);
item->SetState(ITEM_CHANGED, this);
return;
}
}
}
}
}
}
// in equipment and bag list
for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
{
if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
if (item && item->GetEntry() == itemEntry && !item->IsInTrade())
{
if (item->GetCount() + remcount <= count)
{
if (!unequip_check || CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false) == EQUIP_ERR_OK)
{
remcount += item->GetCount();
DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
if (remcount >= count)
return;
}
}
else
{
ItemRemovedQuestCheck(item->GetEntry(), count - remcount);
item->SetCount(item->GetCount() - count + remcount);
if (IsInWorld() && update)
item->SendUpdateToPlayer(this);
item->SetState(ITEM_CHANGED, this);
return;
}
}
}
}
// in bank
for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
{
if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
if (item->GetEntry() == itemEntry && !item->IsInTrade())
{
if (item->GetCount() + remcount <= count)
{
remcount += item->GetCount();
DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
if (remcount >= count)
return;
}
else
{
ItemRemovedQuestCheck(item->GetEntry(), count - remcount);
item->SetCount(item->GetCount() - count + remcount);
if (IsInWorld() && update)
item->SendUpdateToPlayer(this);
item->SetState(ITEM_CHANGED, this);
return;
}
}
}
}
// in bank bags
for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
{
if (Bag* bag = GetBagByPos(i))
{
for (uint32 j = 0; j < bag->GetBagSize(); j++)
{
if (Item* item = bag->GetItemByPos(j))
{
if (item->GetEntry() == itemEntry && !item->IsInTrade())
{
// all items in bags can be unequipped
if (item->GetCount() + remcount <= count)
{
remcount += item->GetCount();
DestroyItem(i, j, update);
if (remcount >= count)
return;
}
else
{
ItemRemovedQuestCheck(item->GetEntry(), count - remcount);
item->SetCount(item->GetCount() - count + remcount);
if (IsInWorld() && update)
item->SendUpdateToPlayer(this);
item->SetState(ITEM_CHANGED, this);
return;
}
}
}
}
}
}
}
void Player::DestroyZoneLimitedItem(bool update, uint32 new_zone)
{
TC_LOG_DEBUG("entities.player.items", "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone);
// in inventory
for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
// in inventory bags
for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
if (Bag* pBag = GetBagByPos(i))
for (uint32 j = 0; j < pBag->GetBagSize(); j++)
if (Item* pItem = pBag->GetItemByPos(j))
if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
DestroyItem(i, j, update);
// in equipment and bag list
for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
}
void Player::DestroyConjuredItems(bool update)
{
// used when entering arena
// destroys all conjured items
TC_LOG_DEBUG("entities.player.items", "STORAGE: DestroyConjuredItems");
// in inventory
for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->IsConjuredConsumable())
DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
// in inventory bags
for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
if (Bag* pBag = GetBagByPos(i))
for (uint32 j = 0; j < pBag->GetBagSize(); j++)
if (Item* pItem = pBag->GetItemByPos(j))
if (pItem->IsConjuredConsumable())
DestroyItem(i, j, update);
// in equipment and bag list
for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->IsConjuredConsumable())
DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
}
Item* Player::GetItemByEntry(uint32 entry) const
{
// in inventory
for (int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetEntry() == entry)
return pItem;
for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetEntry() == entry)
return pItem;
for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Bag* pBag = GetBagByPos(i))
for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
if (Item* pItem = pBag->GetItemByPos(j))
if (pItem->GetEntry() == entry)
return pItem;
for (int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetEntry() == entry)
return pItem;
return NULL;
}
void Player::DestroyItemCount(Item* pItem, uint32 &count, bool update)
{
if (!pItem)
return;
TC_LOG_DEBUG("entities.player.items", "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;
}
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;
}
// 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 trading
if (TradeData* tradeData = GetTradeData())
{
//! If current item is in trade window (only possible with packet spoofing - silent return)
if (tradeData->GetTradeSlotForItem(pSrcItem->GetGUID()) != TRADE_SLOT_INVALID)
return;
}
TC_LOG_DEBUG("entities.player.items", "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;
InventoryResult 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;
InventoryResult 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;
InventoryResult 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;
TC_LOG_DEBUG("entities.player.items", "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag, dstslot, pSrcItem->GetEntry());
if (!IsAlive())
{
SendEquipError(EQUIP_ERR_YOU_ARE_DEAD, pSrcItem, pDstItem);
return;
}
// SRC checks
// check unequip potability for equipped items and bank bags
if (IsEquipmentPos(src) || IsBagPos(src))
{
// bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
InventoryResult msg = CanUnequipItem(src, !IsBagPos(src) || IsBagPos(dst) || (pDstItem && pDstItem->ToBag() && pDstItem->ToBag()->IsEmpty()));
if (msg != EQUIP_ERR_OK)
{
SendEquipError(msg, pSrcItem, pDstItem);
return;
}
}
// prevent put equipped/bank bag in self
if (IsBagPos(src) && srcslot == dstbag)
{
SendEquipError(EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem);
return;
}
// prevent equipping bag in the same slot from its inside
if (IsBagPos(dst) && srcbag == dstslot)
{
SendEquipError(EQUIP_ERR_ITEMS_CANT_BE_SWAPPED, pSrcItem, pDstItem);
return;
}
// DST checks
if (pDstItem)
{
// check unequip potability for equipped items and bank bags
if (IsEquipmentPos(dst) || IsBagPos(dst))
{
// bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
InventoryResult msg = CanUnequipItem(dst, !IsBagPos(dst) || IsBagPos(src) || (pSrcItem->ToBag() && pSrcItem->ToBag()->IsEmpty()));
if (msg != EQUIP_ERR_OK)
{
SendEquipError(msg, pSrcItem, pDstItem);
return;
}
}
}
// NOW this is or item move (swap with empty), or swap with another item (including bags in bag possitions)
// or swap empty bag with another empty or not empty bag (with items exchange)
// Move case
if (!pDstItem)
{
if (IsInventoryPos(dst))
{
ItemPosCountVec dest;
InventoryResult 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);
if (IsBankPos(src))
ItemAddedQuestCheck(pSrcItem->GetEntry(), pSrcItem->GetCount());
}
else if (IsBankPos(dst))
{
ItemPosCountVec dest;
InventoryResult 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);
ItemRemovedQuestCheck(pSrcItem->GetEntry(), pSrcItem->GetCount());
}
else if (IsEquipmentPos(dst))
{
uint16 dest;
InventoryResult msg = CanEquipItem(dstslot, dest, pSrcItem, false);
if (msg != EQUIP_ERR_OK)
{
SendEquipError(msg, pSrcItem, NULL);
return;
}
RemoveItem(srcbag, srcslot, true);
EquipItem(dest, pSrcItem, true);
AutoUnequipOffhandIfNeed();
}
return;
}
// attempt merge to / fill target item
if (!pSrcItem->IsBag() && !pDstItem->IsBag())
{
InventoryResult msg;
ItemPosCountVec sDest;
uint16 eDest = 0;
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->GetTemplate()->GetMaxStackSize())
{
RemoveItem(srcbag, srcslot, true);
if (IsInventoryPos(dst))
StoreItem(sDest, pSrcItem, true);
else if (IsBankPos(dst))
BankItem(sDest, pSrcItem, true);
else if (IsEquipmentPos(dst))
{
EquipItem(eDest, pSrcItem, true);
AutoUnequipOffhandIfNeed();
}
}
else
{
pSrcItem->SetCount(pSrcItem->GetCount() + pDstItem->GetCount() - pSrcItem->GetTemplate()->GetMaxStackSize());
pDstItem->SetCount(pSrcItem->GetTemplate()->GetMaxStackSize());
pSrcItem->SetState(ITEM_CHANGED, this);
pDstItem->SetState(ITEM_CHANGED, this);
if (IsInWorld())
{
pSrcItem->SendUpdateToPlayer(this);
pDstItem->SendUpdateToPlayer(this);
}
}
SendRefundInfo(pDstItem);
return;
}
}
// impossible merge/fill, do real swap
InventoryResult msg = EQUIP_ERR_OK;
// check src->dest move possibility
ItemPosCountVec sDest;
uint16 eDest = 0;
if (IsInventoryPos(dst))
msg = CanStoreItem(dstbag, dstslot, sDest, pSrcItem, true);
else if (IsBankPos(dst))
msg = CanBankItem(dstbag, dstslot, sDest, pSrcItem, true);
else if (IsEquipmentPos(dst))
{
msg = CanEquipItem(dstslot, eDest, pSrcItem, true);
if (msg == EQUIP_ERR_OK)
msg = CanUnequipItem(eDest, true);
}
if (msg != EQUIP_ERR_OK)
{
SendEquipError(msg, pSrcItem, pDstItem);
return;
}
// check dest->src move possibility
ItemPosCountVec sDest2;
uint16 eDest2 = 0;
if (IsInventoryPos(src))
msg = CanStoreItem(srcbag, srcslot, sDest2, pDstItem, true);
else if (IsBankPos(src))
msg = CanBankItem(srcbag, srcslot, sDest2, pDstItem, true);
else if (IsEquipmentPos(src))
{
msg = CanEquipItem(srcslot, eDest2, pDstItem, true);
if (msg == EQUIP_ERR_OK)
msg = CanUnequipItem(eDest2, true);
}
if (msg != EQUIP_ERR_OK)
{
SendEquipError(msg, pDstItem, pSrcItem);
return;
}
// Check bag swap with item exchange (one from empty in not bag possition (equipped (not possible in fact) or store)
if (Bag* srcBag = pSrcItem->ToBag())
{
if (Bag* dstBag = pDstItem->ToBag())
{
Bag* emptyBag = NULL;
Bag* fullBag = NULL;
if (srcBag->IsEmpty() && !IsBagPos(src))
{
emptyBag = srcBag;
fullBag = dstBag;
}
else if (dstBag->IsEmpty() && !IsBagPos(dst))
{
emptyBag = dstBag;
fullBag = srcBag;
}
// bag swap (with items exchange) case
if (emptyBag && fullBag)
{
ItemTemplate const* emptyProto = emptyBag->GetTemplate();
uint32 count = 0;
for (uint32 i=0; i < fullBag->GetBagSize(); ++i)
{
Item* bagItem = fullBag->GetItemByPos(i);
if (!bagItem)
continue;
ItemTemplate const* bagItemProto = bagItem->GetTemplate();
if (!bagItemProto || !ItemCanGoIntoBag(bagItemProto, emptyProto))
{
// one from items not go to empty target bag
SendEquipError(EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem);
return;
}
++count;
}
if (count > emptyBag->GetBagSize())
{
// too small targeted bag
SendEquipError(EQUIP_ERR_ITEMS_CANT_BE_SWAPPED, pSrcItem, pDstItem);
return;
}
// Items swap
count = 0; // will pos in new bag
for (uint32 i = 0; i< fullBag->GetBagSize(); ++i)
{
Item* bagItem = fullBag->GetItemByPos(i);
if (!bagItem)
continue;
fullBag->RemoveItem(i, true);
emptyBag->StoreItem(count, bagItem, true);
bagItem->SetState(ITEM_CHANGED, this);
++count;
}
}
}
}
// now do moves, remove...
RemoveItem(dstbag, dstslot, false);
RemoveItem(srcbag, srcslot, false);
// add to dest
if (IsInventoryPos(dst))
StoreItem(sDest, pSrcItem, true);
else if (IsBankPos(dst))
BankItem(sDest, pSrcItem, true);
else if (IsEquipmentPos(dst))
EquipItem(eDest, pSrcItem, true);
// add to src
if (IsInventoryPos(src))
StoreItem(sDest2, pDstItem, true);
else if (IsBankPos(src))
BankItem(sDest2, pDstItem, true);
else if (IsEquipmentPos(src))
EquipItem(eDest2, pDstItem, true);
// if player is moving bags and is looting an item inside this bag
// release the loot
if (GetLootGUID())
{
bool released = false;
if (IsBagPos(src))
{
Bag* bag = pSrcItem->ToBag();
for (uint32 i = 0; i < bag->GetBagSize(); ++i)
{
if (Item* bagItem = bag->GetItemByPos(i))
{
if (bagItem->m_lootGenerated)
{
m_session->DoLootRelease(GetLootGUID());
released = true; // so we don't need to look at dstBag
break;
}
}
}
}
if (!released && IsBagPos(dst) && pDstItem)
{
Bag* bag = pDstItem->ToBag();
for (uint32 i = 0; i < bag->GetBagSize(); ++i)
{
if (Item* bagItem = bag->GetItemByPos(i))
{
if (bagItem->m_lootGenerated)
{
m_session->DoLootRelease(GetLootGUID());
released = true; // not realy needed here
break;
}
}
}
}
}
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])
{
oldest_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);
TC_LOG_DEBUG("entities.player.items", "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;
SetGuidValue(PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), pItem->GetGUID());
if (ItemTemplate const* proto = pItem->GetTemplate())
SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, proto->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)
{
TC_LOG_DEBUG("entities.player.items", "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)
{
TC_LOG_DEBUG("entities.player.items", "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;
SetGuidValue(PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), ObjectGuid::Empty);
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(InventoryResult msg, Item* pItem, Item* pItem2, uint32 itemid)
{
TC_LOG_DEBUG("network", "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 != EQUIP_ERR_OK)
{
data << uint64(pItem ? pItem->GetGUID() : ObjectGuid::Empty);
data << uint64(pItem2 ? pItem2->GetGUID() : ObjectGuid::Empty);
data << uint8(0); // bag type subclass, used with EQUIP_ERR_EVENT_AUTOEQUIP_BIND_CONFIRM and EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG2
switch (msg)
{
case EQUIP_ERR_CANT_EQUIP_LEVEL_I:
case EQUIP_ERR_PURCHASE_LEVEL_TOO_LOW:
{
ItemTemplate const* proto = pItem ? pItem->GetTemplate() : sObjectMgr->GetItemTemplate(itemid);
data << uint32(proto ? proto->RequiredLevel : 0);
break;
}
case EQUIP_ERR_EVENT_AUTOEQUIP_BIND_CONFIRM: // no idea about this one...
{
data << uint64(0); // item guid
data << uint32(0); // slot
data << uint64(0); // container
break;
}
case EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_COUNT_EXCEEDED:
case EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_SOCKETED_EXCEEDED:
case EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_EQUIPPED_EXCEEDED:
{
ItemTemplate const* proto = pItem ? pItem->GetTemplate() : sObjectMgr->GetItemTemplate(itemid);
data << uint32(proto ? proto->ItemLimitCategory : 0);
break;
}
default:
break;
}
}
GetSession()->SendPacket(&data);
}
void Player::SendBuyError(BuyResult msg, Creature* creature, uint32 item, uint32 param)
{
TC_LOG_DEBUG("network", "WORLD: Sent SMSG_BUY_FAILED");
WorldPacket data(SMSG_BUY_FAILED, (8+4+4+1));
data << uint64(creature ? creature->GetGUID() : ObjectGuid::Empty);
data << uint32(item);
if (param > 0)
data << uint32(param);
data << uint8(msg);
GetSession()->SendPacket(&data);
}
void Player::SendSellError(SellResult msg, Creature* creature, ObjectGuid guid, uint32 param)
{
TC_LOG_DEBUG("network", "WORLD: Sent SMSG_SELL_ITEM");
WorldPacket data(SMSG_SELL_ITEM, (8+8+(param?4:0)+1)); // last check 2.0.10
data << uint64(creature ? creature->GetGUID() : ObjectGuid::Empty);
data << uint64(guid);
if (param > 0)
data << uint32(param);
data << uint8(msg);
GetSession()->SendPacket(&data);
}
bool Player::IsUseEquipedWeapon(bool mainhand) const
{
// disarm applied only to mainhand weapon
return !IsInFeralForm() && (!mainhand || !HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISARMED));
}
bool Player::IsTwoHandUsed() const
{
Item* mainItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
return mainItem && mainItem->GetTemplate()->InventoryType == INVTYPE_2HWEAPON && !CanTitanGrip();
}
void Player::TradeCancel(bool sendback)
{
if (m_trade)
{
Player* trader = m_trade->GetTrader();
// send yellow "Trade canceled" message to both traders
if (sendback)
GetSession()->SendCancelTrade();
trader->GetSession()->SendCancelTrade();
// cleanup
delete m_trade;
m_trade = NULL;
delete trader->m_trade;
trader->m_trade = NULL;
}
}
void Player::UpdateSoulboundTradeItems()
{
if (m_itemSoulboundTradeable.empty())
return;
// also checks for garbage data
for (ItemDurationList::iterator itr = m_itemSoulboundTradeable.begin(); itr != m_itemSoulboundTradeable.end();)
{
ASSERT(*itr);
if ((*itr)->GetOwnerGUID() != GetGUID())
{
m_itemSoulboundTradeable.erase(itr++);
continue;
}
if ((*itr)->CheckSoulboundTradeExpire())
{
m_itemSoulboundTradeable.erase(itr++);
continue;
}
++itr;
}
}
void Player::AddTradeableItem(Item* item)
{
m_itemSoulboundTradeable.push_back(item);
}
/// @todo should never allow an item to be added to m_itemSoulboundTradeable twice
void Player::RemoveTradeableItem(Item* item)
{
m_itemSoulboundTradeable.remove(item);
}
void Player::UpdateItemDuration(uint32 time, bool realtimeonly)
{
if (m_itemDuration.empty())
return;
TC_LOG_DEBUG("entities.player.items", "Player::UpdateItemDuration(%u, %u)", time, realtimeonly);
for (ItemDurationList::const_iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end();)
{
Item* item = *itr;
++itr; // current element can be erased in UpdateDuration
if (!realtimeonly || item->GetTemplate()->FlagsCu & ITEM_FLAGS_CU_DURATION_REAL_TIME)
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; x < MAX_ENCHANTMENT_SLOT; ++x)
{
if (!item->GetEnchantmentId(EnchantmentSlot(x)))
continue;
uint32 duration = item->GetEnchantmentDuration(EnchantmentSlot(x));
if (duration > 0)
AddEnchantmentDuration(item, EnchantmentSlot(x), duration);
}
}
void Player::RemoveEnchantmentDurations(Item* item)
{
for (EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end();)
{
if (itr->item == item)
{
// save duration in item
item->SetEnchantmentDuration(EnchantmentSlot(itr->slot), itr->leftduration, this);
itr = m_enchantDuration.erase(itr);
}
else
++itr;
}
}
void Player::RemoveArenaEnchantments(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))
{
// Poisons and DK runes are enchants which are allowed on arenas
if (sSpellMgr->IsArenaAllowedEnchancment(itr->item->GetEnchantmentId(slot)))
{
++next;
continue;
}
// 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 (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetEnchantmentId(slot))
pItem->ClearEnchantment(slot);
// in inventory bags
for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Bag* pBag = GetBagByPos(i))
for (uint32 j = 0; j < pBag->GetBagSize(); j++)
if (Item* pItem = pBag->GetItemByPos(j))
if (pItem->GetEnchantmentId(slot))
pItem->ClearEnchantment(slot);
}
// duration == 0 will remove item enchant
void Player::AddEnchantmentDuration(Item* item, EnchantmentSlot slot, uint32 duration)
{
if (!item)
return;
if (slot >= MAX_ENCHANTMENT_SLOT)
return;
for (EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr)
{
if (itr->item == item && itr->slot == slot)
{
itr->item->SetEnchantmentDuration(itr->slot, itr->leftduration, this);
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 || !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 && !EnchantmentFitsRequirements(pEnchant->EnchantmentCondition, -1))
return;
if (pEnchant->requiredLevel > getLevel())
return;
if (pEnchant->requiredSkill > 0 && pEnchant->requiredSkillValue > GetSkillValue(pEnchant->requiredSkill))
return;
// If we're dealing with a gem inside a prismatic socket we need to check the prismatic socket requirements
// rather than the gem requirements itself. If the socket has no color it is a prismatic socket.
if ((slot == SOCK_ENCHANTMENT_SLOT || slot == SOCK_ENCHANTMENT_SLOT_2 || slot == SOCK_ENCHANTMENT_SLOT_3)
&& !item->GetTemplate()->Socket[slot-SOCK_ENCHANTMENT_SLOT].Color)
{
// Check if the requirements for the prismatic socket are met before applying the gem stats
SpellItemEnchantmentEntry const* pPrismaticEnchant = sSpellItemEnchantmentStore.LookupEntry(item->GetEnchantmentId(PRISMATIC_ENCHANTMENT_SLOT));
if (!pPrismaticEnchant || (pPrismaticEnchant->requiredSkill > 0 && pPrismaticEnchant->requiredSkillValue > GetSkillValue(pPrismaticEnchant->requiredSkill)))
return;
}
if (!item->IsBroken())
{
for (int s = 0; s < MAX_ITEM_ENCHANTMENT_EFFECTS; ++s)
{
uint32 enchant_display_type = pEnchant->type[s];
uint32 enchant_amount = pEnchant->amount[s];
uint32 enchant_spell_id = pEnchant->spellid[s];
switch (enchant_display_type)
{
case ITEM_ENCHANTMENT_TYPE_NONE:
break;
case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL:
// processed in Player::CastItemCombatSpell
break;
case ITEM_ENCHANTMENT_TYPE_DAMAGE:
if (item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, float(enchant_amount), apply);
else if (item->GetSlot() == EQUIPMENT_SLOT_OFFHAND)
HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, float(enchant_amount), apply);
else if (item->GetSlot() == EQUIPMENT_SLOT_RANGED)
HandleStatModifier(UNIT_MOD_DAMAGE_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
break;
case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL:
if (enchant_spell_id)
{
if (apply)
{
int32 basepoints = 0;
// Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
if (item->GetItemRandomPropertyId())
{
ItemRandomSuffixEntry const* item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
if (item_rand)
{
// Search enchant_amount
for (int k = 0; k < MAX_ITEM_ENCHANTMENT_EFFECTS; ++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 got 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(enchant_spell_id, item->GetGUID());
}
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 < MAX_ITEM_ENCHANTMENT_EFFECTS; ++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 < MAX_ITEM_ENCHANTMENT_EFFECTS; ++k)
{
if (item_rand_suffix->enchant_id[k] == enchant_id)
{
enchant_amount = uint32((item_rand_suffix->prefix[k] * item->GetItemSuffixFactor()) / 10000);
break;
}
}
}
}
TC_LOG_DEBUG("entities.player.items", "Adding %u to stat nb %u", enchant_amount, enchant_spell_id);
switch (enchant_spell_id)
{
case ITEM_MOD_MANA:
TC_LOG_DEBUG("entities.player.items", "+ %u MANA", enchant_amount);
HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(enchant_amount), apply);
break;
case ITEM_MOD_HEALTH:
TC_LOG_DEBUG("entities.player.items", "+ %u HEALTH", enchant_amount);
HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(enchant_amount), apply);
break;
case ITEM_MOD_AGILITY:
TC_LOG_DEBUG("entities.player.items", "+ %u AGILITY", enchant_amount);
HandleStatModifier(UNIT_MOD_STAT_AGILITY, TOTAL_VALUE, float(enchant_amount), apply);
ApplyStatBuffMod(STAT_AGILITY, (float)enchant_amount, apply);
break;
case ITEM_MOD_STRENGTH:
TC_LOG_DEBUG("entities.player.items", "+ %u STRENGTH", enchant_amount);
HandleStatModifier(UNIT_MOD_STAT_STRENGTH, TOTAL_VALUE, float(enchant_amount), apply);
ApplyStatBuffMod(STAT_STRENGTH, (float)enchant_amount, apply);
break;
case ITEM_MOD_INTELLECT:
TC_LOG_DEBUG("entities.player.items", "+ %u INTELLECT", enchant_amount);
HandleStatModifier(UNIT_MOD_STAT_INTELLECT, TOTAL_VALUE, float(enchant_amount), apply);
ApplyStatBuffMod(STAT_INTELLECT, (float)enchant_amount, apply);
break;
case ITEM_MOD_SPIRIT:
TC_LOG_DEBUG("entities.player.items", "+ %u SPIRIT", enchant_amount);
HandleStatModifier(UNIT_MOD_STAT_SPIRIT, TOTAL_VALUE, float(enchant_amount), apply);
ApplyStatBuffMod(STAT_SPIRIT, (float)enchant_amount, apply);
break;
case ITEM_MOD_STAMINA:
TC_LOG_DEBUG("entities.player.items", "+ %u STAMINA", enchant_amount);
HandleStatModifier(UNIT_MOD_STAT_STAMINA, TOTAL_VALUE, float(enchant_amount), apply);
ApplyStatBuffMod(STAT_STAMINA, (float)enchant_amount, apply);
break;
case ITEM_MOD_DEFENSE_SKILL_RATING:
ApplyRatingMod(CR_DEFENSE_SKILL, enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %u DEFENCE", enchant_amount);
break;
case ITEM_MOD_DODGE_RATING:
ApplyRatingMod(CR_DODGE, enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %u DODGE", enchant_amount);
break;
case ITEM_MOD_PARRY_RATING:
ApplyRatingMod(CR_PARRY, enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %u PARRY", enchant_amount);
break;
case ITEM_MOD_BLOCK_RATING:
ApplyRatingMod(CR_BLOCK, enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %u SHIELD_BLOCK", enchant_amount);
break;
case ITEM_MOD_HIT_MELEE_RATING:
ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %u MELEE_HIT", enchant_amount);
break;
case ITEM_MOD_HIT_RANGED_RATING:
ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %u RANGED_HIT", enchant_amount);
break;
case ITEM_MOD_HIT_SPELL_RATING:
ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %u SPELL_HIT", enchant_amount);
break;
case ITEM_MOD_CRIT_MELEE_RATING:
ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %u MELEE_CRIT", enchant_amount);
break;
case ITEM_MOD_CRIT_RANGED_RATING:
ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %u RANGED_CRIT", enchant_amount);
break;
case ITEM_MOD_CRIT_SPELL_RATING:
ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %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:
// ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
// break;
// case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
// ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
// break;
// case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
// ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
// break;
// case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
// ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
// break;
// case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
// ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
// break;
// case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
// ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
// break;
// case ITEM_MOD_HASTE_MELEE_RATING:
// ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
// break;
// case ITEM_MOD_HASTE_RANGED_RATING:
// ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
// break;
case ITEM_MOD_HASTE_SPELL_RATING:
ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
break;
case ITEM_MOD_HIT_RATING:
ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %u HIT", enchant_amount);
break;
case ITEM_MOD_CRIT_RATING:
ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %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:
// ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
// ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
// ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
// break;
// case ITEM_MOD_CRIT_TAKEN_RATING:
// ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
// ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
// ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
// break;
case ITEM_MOD_RESILIENCE_RATING:
ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %u RESILIENCE", enchant_amount);
break;
case ITEM_MOD_HASTE_RATING:
ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %u HASTE", enchant_amount);
break;
case ITEM_MOD_EXPERTISE_RATING:
ApplyRatingMod(CR_EXPERTISE, enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %u EXPERTISE", enchant_amount);
break;
case ITEM_MOD_ATTACK_POWER:
HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(enchant_amount), apply);
HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
TC_LOG_DEBUG("entities.player.items", "+ %u ATTACK_POWER", enchant_amount);
break;
case ITEM_MOD_RANGED_ATTACK_POWER:
HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
TC_LOG_DEBUG("entities.player.items", "+ %u RANGED_ATTACK_POWER", enchant_amount);
break;
// case ITEM_MOD_FERAL_ATTACK_POWER:
// ApplyFeralAPBonus(enchant_amount, apply);
// TC_LOG_DEBUG("entities.player.items", "+ %u FERAL_ATTACK_POWER", enchant_amount);
// break;
case ITEM_MOD_MANA_REGENERATION:
ApplyManaRegenBonus(enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %u MANA_REGENERATION", enchant_amount);
break;
case ITEM_MOD_ARMOR_PENETRATION_RATING:
ApplyRatingMod(CR_ARMOR_PENETRATION, enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %u ARMOR PENETRATION", enchant_amount);
break;
case ITEM_MOD_SPELL_POWER:
ApplySpellPowerBonus(enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %u SPELL_POWER", enchant_amount);
break;
case ITEM_MOD_HEALTH_REGEN:
ApplyHealthRegenBonus(enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %u HEALTH_REGENERATION", enchant_amount);
break;
case ITEM_MOD_SPELL_PENETRATION:
ApplySpellPenetrationBonus(enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %u SPELL_PENETRATION", enchant_amount);
break;
case ITEM_MOD_BLOCK_VALUE:
HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(enchant_amount), apply);
TC_LOG_DEBUG("entities.player.items", "+ %u BLOCK_VALUE", enchant_amount);
break;
case ITEM_MOD_SPELL_HEALING_DONE: // deprecated
case ITEM_MOD_SPELL_DAMAGE_DONE: // deprecated
default:
break;
}
break;
}
case ITEM_ENCHANTMENT_TYPE_TOTEM: // Shaman Rockbiter Weapon
{
if (getClass() == CLASS_SHAMAN)
{
float addValue = 0.0f;
if (item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
{
addValue = float(enchant_amount * item->GetTemplate()->Delay / 1000.0f);
HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, addValue, apply);
}
else if (item->GetSlot() == EQUIPMENT_SLOT_OFFHAND)
{
addValue = float(enchant_amount * item->GetTemplate()->Delay / 1000.0f);
HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, addValue, apply);
}
}
break;
}
case ITEM_ENCHANTMENT_TYPE_USE_SPELL:
// processed in Player::CastItemUseSpell
break;
case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET:
// nothing do..
break;
default:
TC_LOG_ERROR("entities.player", "Unknown item enchantment (id = %d) display type: %d", enchant_id, enchant_display_type);
break;
} /*switch (enchant_display_type)*/
} /*for*/
}
// visualize enchantment at player and equipped items
if (slot == PERM_ENCHANTMENT_SLOT)
SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (item->GetSlot() * 2), 0, apply ? item->GetEnchantmentId(slot) : 0);
if (slot == TEMP_ENCHANTMENT_SLOT)
SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (item->GetSlot() * 2), 1, apply ? item->GetEnchantmentId(slot) : 0);
if (apply_dur)
{
if (apply)
{
// set duration
uint32 duration = item->GetEnchantmentDuration(slot);
if (duration > 0)
AddEnchantmentDuration(item, slot, duration);
}
else
{
// duration == 0 will remove EnchantDuration
AddEnchantmentDuration(item, slot, 0);
}
}
}
void Player::UpdateSkillEnchantments(uint16 skill_id, uint16 curr_value, uint16 new_value)
{
for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (m_items[i])
{
for (uint8 slot = 0; slot < MAX_ENCHANTMENT_SLOT; ++slot)
{
uint32 ench_id = m_items[i]->GetEnchantmentId(EnchantmentSlot(slot));
if (!ench_id)
continue;
SpellItemEnchantmentEntry const* Enchant = sSpellItemEnchantmentStore.LookupEntry(ench_id);
if (!Enchant)
return;
if (Enchant->requiredSkill == skill_id)
{
// Checks if the enchantment needs to be applied or removed
if (curr_value < Enchant->requiredSkillValue && new_value >= Enchant->requiredSkillValue)
ApplyEnchantment(m_items[i], EnchantmentSlot(slot), true);
else if (new_value < Enchant->requiredSkillValue && curr_value >= Enchant->requiredSkillValue)
ApplyEnchantment(m_items[i], EnchantmentSlot(slot), false);
}
// If we're dealing with a gem inside a prismatic socket we need to check the prismatic socket requirements
// rather than the gem requirements itself. If the socket has no color it is a prismatic socket.
if ((slot == SOCK_ENCHANTMENT_SLOT || slot == SOCK_ENCHANTMENT_SLOT_2 || slot == SOCK_ENCHANTMENT_SLOT_3)
&& !m_items[i]->GetTemplate()->Socket[slot-SOCK_ENCHANTMENT_SLOT].Color)
{
SpellItemEnchantmentEntry const* pPrismaticEnchant = sSpellItemEnchantmentStore.LookupEntry(m_items[i]->GetEnchantmentId(PRISMATIC_ENCHANTMENT_SLOT));
if (pPrismaticEnchant && pPrismaticEnchant->requiredSkill == skill_id)
{
if (curr_value < pPrismaticEnchant->requiredSkillValue && new_value >= pPrismaticEnchant->requiredSkillValue)
ApplyEnchantment(m_items[i], EnchantmentSlot(slot), true);
else if (new_value < pPrismaticEnchant->requiredSkillValue && curr_value >= pPrismaticEnchant->requiredSkillValue)
ApplyEnchantment(m_items[i], EnchantmentSlot(slot), false);
}
}
}
}
}
}
void Player::SendEnchantmentDurations()
{
for (EnchantDurationList::const_iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr)
{
GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr->item->GetGUID(), itr->slot, uint32(itr->leftduration) / 1000);
}
}
void Player::SendItemDurations()
{
for (ItemDurationList::const_iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end(); ++itr)
{
(*itr)->SendTimeUpdate(this);
}
}
void Player::SendNewItem(Item* item, uint32 count, bool received, bool created, bool broadcast)
{
if (!item) // prevent crash
return;
// last check 2.0.10
WorldPacket data(SMSG_ITEM_PUSH_RESULT, (8+4+4+4+1+4+4+4+4+4));
data << uint64(GetGUID()); // player GUID
data << uint32(received); // 0=looted, 1=from npc
data << uint32(created); // 0=received, 1=created
data << uint32(1); // bool print error to chat
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 << int32(item->GetItemRandomPropertyId()); // random item property id
data << uint32(count); // count of items
data << uint32(GetItemCount(item->GetEntry())); // count of items in inventory
if (broadcast && GetGroup())
GetGroup()->BroadcastPacket(&data, true);
else
GetSession()->SendPacket(&data);
}
/*********************************************************/
/*** GOSSIP SYSTEM ***/
/*********************************************************/
void Player::PrepareGossipMenu(WorldObject* source, uint32 menuId /*= 0*/, bool showQuests /*= false*/)
{
PlayerMenu* menu = PlayerTalkClass;
menu->ClearMenus();
menu->GetGossipMenu().SetMenuId(menuId);
GossipMenuItemsMapBounds menuItemBounds = sObjectMgr->GetGossipMenuItemsMapBounds(menuId);
// if default menuId and no menu options exist for this, use options from default options
if (menuItemBounds.first == menuItemBounds.second && menuId == GetDefaultGossipMenuForSource(source))
menuItemBounds = sObjectMgr->GetGossipMenuItemsMapBounds(0);
uint32 npcflags = 0;
if (source->GetTypeId() == TYPEID_UNIT)
{
npcflags = source->GetUInt32Value(UNIT_NPC_FLAGS);
if (showQuests && npcflags & UNIT_NPC_FLAG_QUESTGIVER)
PrepareQuestMenu(source->GetGUID());
}
else if (source->GetTypeId() == TYPEID_GAMEOBJECT)
if (showQuests && source->ToGameObject()->GetGoType() == GAMEOBJECT_TYPE_QUESTGIVER)
PrepareQuestMenu(source->GetGUID());
for (GossipMenuItemsContainer::const_iterator itr = menuItemBounds.first; itr != menuItemBounds.second; ++itr)
{
bool canTalk = true;
if (!sConditionMgr->IsObjectMeetToConditions(this, source, itr->second.Conditions))
continue;
if (Creature* creature = source->ToCreature())
{
if (!(itr->second.OptionNpcflag & npcflags))
continue;
switch (itr->second.OptionType)
{
case GOSSIP_OPTION_ARMORER:
canTalk = false; // added in special mode
break;
case GOSSIP_OPTION_SPIRITHEALER:
if (!isDead())
canTalk = false;
break;
case GOSSIP_OPTION_VENDOR:
{
VendorItemData const* vendorItems = creature->GetVendorItems();
if (!vendorItems || vendorItems->Empty())
{
TC_LOG_ERROR("sql.sql", "Creature %s (Entry: %u GUID: %u DB GUID: %u) has UNIT_NPC_FLAG_VENDOR set but has an empty trading item list.", creature->GetName().c_str(), creature->GetEntry(), creature->GetGUIDLow(), creature->GetDBTableGUIDLow());
canTalk = false;
}
break;
}
case GOSSIP_OPTION_LEARNDUALSPEC:
if (!(GetSpecsCount() == 1 && creature->isCanTrainingAndResetTalentsOf(this) && !(getLevel() < sWorld->getIntConfig(CONFIG_MIN_DUALSPEC_LEVEL))))
canTalk = false;
break;
case GOSSIP_OPTION_UNLEARNTALENTS:
if (!creature->isCanTrainingAndResetTalentsOf(this))
canTalk = false;
break;
case GOSSIP_OPTION_UNLEARNPETTALENTS:
if (!GetPet() || GetPet()->getPetType() != HUNTER_PET || GetPet()->m_spells.size() <= 1 || creature->GetCreatureTemplate()->trainer_type != TRAINER_TYPE_PETS || creature->GetCreatureTemplate()->trainer_class != CLASS_HUNTER)
canTalk = false;
break;
case GOSSIP_OPTION_TAXIVENDOR:
if (GetSession()->SendLearnNewTaxiNode(creature))
return;
break;
case GOSSIP_OPTION_BATTLEFIELD:
if (!creature->isCanInteractWithBattleMaster(this, false))
canTalk = false;
break;
case GOSSIP_OPTION_STABLEPET:
if (getClass() != CLASS_HUNTER)
canTalk = false;
break;
case GOSSIP_OPTION_QUESTGIVER:
canTalk = false;
break;
case GOSSIP_OPTION_TRAINER:
if (getClass() != creature->GetCreatureTemplate()->trainer_class && creature->GetCreatureTemplate()->trainer_type == TRAINER_TYPE_CLASS)
TC_LOG_ERROR("sql.sql", "GOSSIP_OPTION_TRAINER:: Player %s (GUID: %u) request wrong gossip menu: %u with wrong class: %u at Creature: %s (Entry: %u, Trainer Class: %u)",
GetName().c_str(), GetGUIDLow(), menu->GetGossipMenu().GetMenuId(), getClass(), creature->GetName().c_str(), creature->GetEntry(), creature->GetCreatureTemplate()->trainer_class);
// no break;
case GOSSIP_OPTION_GOSSIP:
case GOSSIP_OPTION_SPIRITGUIDE:
case GOSSIP_OPTION_INNKEEPER:
case GOSSIP_OPTION_BANKER:
case GOSSIP_OPTION_PETITIONER:
case GOSSIP_OPTION_TABARDDESIGNER:
case GOSSIP_OPTION_AUCTIONEER:
break; // no checks
case GOSSIP_OPTION_OUTDOORPVP:
if (!sOutdoorPvPMgr->CanTalkTo(this, creature, itr->second))
canTalk = false;
break;
default:
TC_LOG_ERROR("sql.sql", "Creature entry %u has unknown gossip option %u for menu %u", creature->GetEntry(), itr->second.OptionType, itr->second.MenuId);
canTalk = false;
break;
}
}
else if (GameObject* go = source->ToGameObject())
{
switch (itr->second.OptionType)
{
case GOSSIP_OPTION_GOSSIP:
if (go->GetGoType() != GAMEOBJECT_TYPE_QUESTGIVER && go->GetGoType() != GAMEOBJECT_TYPE_GOOBER)
canTalk = false;
break;
default:
canTalk = false;
break;
}
}
if (canTalk)
{
std::string strOptionText, strBoxText;
BroadcastText const* optionBroadcastText = sObjectMgr->GetBroadcastText(itr->second.OptionBroadcastTextId);
BroadcastText const* boxBroadcastText = sObjectMgr->GetBroadcastText(itr->second.BoxBroadcastTextId);
LocaleConstant locale = GetSession()->GetSessionDbLocaleIndex();
if (optionBroadcastText)
strOptionText = optionBroadcastText->GetText(locale, getGender());
else
strOptionText = itr->second.OptionText;
if (boxBroadcastText)
strBoxText = boxBroadcastText->GetText(locale, getGender());
else
strBoxText = itr->second.BoxText;
if (locale != DEFAULT_LOCALE)
{
if (!optionBroadcastText)
{
/// Find localizations from database.
if (GossipMenuItemsLocale const* gossipMenuLocale = sObjectMgr->GetGossipMenuItemsLocale(MAKE_PAIR32(menuId, menuId)))
ObjectMgr::GetLocaleString(gossipMenuLocale->OptionText, locale, strOptionText);
}
if (!boxBroadcastText)
{
/// Find localizations from database.
if (GossipMenuItemsLocale const* gossipMenuLocale = sObjectMgr->GetGossipMenuItemsLocale(MAKE_PAIR32(menuId, menuId)))
ObjectMgr::GetLocaleString(gossipMenuLocale->BoxText, locale, strBoxText);
}
}
menu->GetGossipMenu().AddMenuItem(itr->second.OptionIndex, itr->second.OptionIcon, strOptionText, 0, itr->second.OptionType, strBoxText, itr->second.BoxMoney, itr->second.BoxCoded);
menu->GetGossipMenu().AddGossipMenuItemData(itr->second.OptionIndex, itr->second.ActionMenuId, itr->second.ActionPoiId);
}
}
}
void Player::SendPreparedGossip(WorldObject* source)
{
if (!source)
return;
if (source->GetTypeId() == TYPEID_UNIT)
{
// in case no gossip flag and quest menu not empty, open quest menu (client expect gossip menu with this flag)
if (!source->ToCreature()->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP) && !PlayerTalkClass->GetQuestMenu().Empty())
{
SendPreparedQuest(source->GetGUID());
return;
}
}
else if (source->GetTypeId() == TYPEID_GAMEOBJECT)
{
// probably need to find a better way here
if (!PlayerTalkClass->GetGossipMenu().GetMenuId() && !PlayerTalkClass->GetQuestMenu().Empty())
{
SendPreparedQuest(source->GetGUID());
return;
}
}
// in case non empty gossip menu (that not included quests list size) show it
// (quest entries from quest menu will be included in list)
uint32 textId = GetGossipTextId(source);
if (uint32 menuId = PlayerTalkClass->GetGossipMenu().GetMenuId())
textId = GetGossipTextId(menuId, source);
PlayerTalkClass->SendGossipMenu(textId, source->GetGUID());
}
void Player::OnGossipSelect(WorldObject* source, uint32 gossipListId, uint32 menuId)
{
GossipMenu& gossipMenu = PlayerTalkClass->GetGossipMenu();
// if not same, then something funky is going on
if (menuId != gossipMenu.GetMenuId())
return;
GossipMenuItem const* item = gossipMenu.GetItem(gossipListId);
if (!item)
return;
uint32 gossipOptionId = item->OptionType;
ObjectGuid guid = source->GetGUID();
if (source->GetTypeId() == TYPEID_GAMEOBJECT)
{
if (gossipOptionId > GOSSIP_OPTION_QUESTGIVER)
{
TC_LOG_ERROR("entities.player", "Player guid %u request invalid gossip option for GameObject entry %u", GetGUIDLow(), source->GetEntry());
return;
}
}
GossipMenuItemData const* menuItemData = gossipMenu.GetItemData(gossipListId);
if (!menuItemData)
return;
int32 cost = int32(item->BoxMoney);
if (!HasEnoughMoney(cost))
{
SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0);
PlayerTalkClass->SendCloseGossip();
return;
}
switch (gossipOptionId)
{
case GOSSIP_OPTION_GOSSIP:
{
if (menuItemData->GossipActionPoi)
PlayerTalkClass->SendPointOfInterest(menuItemData->GossipActionPoi);
if (menuItemData->GossipActionMenuId)
{
PrepareGossipMenu(source, menuItemData->GossipActionMenuId);
SendPreparedGossip(source);
}
break;
}
case GOSSIP_OPTION_OUTDOORPVP:
sOutdoorPvPMgr->HandleGossipOption(this, source->GetGUID(), gossipListId);
break;
case GOSSIP_OPTION_SPIRITHEALER:
if (isDead())
source->ToCreature()->CastSpell(source->ToCreature(), 17251, true, NULL, NULL, GetGUID());
break;
case GOSSIP_OPTION_QUESTGIVER:
PrepareQuestMenu(guid);
SendPreparedQuest(guid);
break;
case GOSSIP_OPTION_VENDOR:
case GOSSIP_OPTION_ARMORER:
GetSession()->SendListInventory(guid);
break;
case GOSSIP_OPTION_STABLEPET:
GetSession()->SendStablePet(guid);
break;
case GOSSIP_OPTION_TRAINER:
GetSession()->SendTrainerList(guid);
break;
case GOSSIP_OPTION_LEARNDUALSPEC:
if (GetSpecsCount() == 1 && getLevel() >= sWorld->getIntConfig(CONFIG_MIN_DUALSPEC_LEVEL))
{
// Cast spells that teach dual spec
// Both are also ImplicitTarget self and must be cast by player
CastSpell(this, 63680, true, NULL, NULL, GetGUID());
CastSpell(this, 63624, true, NULL, NULL, GetGUID());
// Should show another Gossip text with "Congratulations..."
PlayerTalkClass->SendCloseGossip();
}
break;
case GOSSIP_OPTION_UNLEARNTALENTS:
PlayerTalkClass->SendCloseGossip();
SendTalentWipeConfirm(guid);
break;
case GOSSIP_OPTION_UNLEARNPETTALENTS:
PlayerTalkClass->SendCloseGossip();
ResetPetTalents();
break;
case GOSSIP_OPTION_TAXIVENDOR:
GetSession()->SendTaxiMenu(source->ToCreature());
break;
case GOSSIP_OPTION_INNKEEPER:
PlayerTalkClass->SendCloseGossip();
SetBindPoint(guid);
break;
case GOSSIP_OPTION_BANKER:
GetSession()->SendShowBank(guid);
break;
case GOSSIP_OPTION_PETITIONER:
PlayerTalkClass->SendCloseGossip();
GetSession()->SendPetitionShowList(guid);
break;
case GOSSIP_OPTION_TABARDDESIGNER:
PlayerTalkClass->SendCloseGossip();
GetSession()->SendTabardVendorActivate(guid);
break;
case GOSSIP_OPTION_AUCTIONEER:
GetSession()->SendAuctionHello(guid, source->ToCreature());
break;
case GOSSIP_OPTION_SPIRITGUIDE:
PrepareGossipMenu(source);
SendPreparedGossip(source);
break;
case GOSSIP_OPTION_BATTLEFIELD:
{
BattlegroundTypeId bgTypeId = sBattlegroundMgr->GetBattleMasterBG(source->GetEntry());
if (bgTypeId == BATTLEGROUND_TYPE_NONE)
{
TC_LOG_ERROR("entities.player", "a user (guid %u) requested battlegroundlist from a npc who is no battlemaster", GetGUIDLow());
return;
}
GetSession()->SendBattleGroundList(guid, bgTypeId);
break;
}
}
ModifyMoney(-cost);
}
uint32 Player::GetGossipTextId(WorldObject* source)
{
if (!source)
return DEFAULT_GOSSIP_MESSAGE;
return GetGossipTextId(GetDefaultGossipMenuForSource(source), source);
}
uint32 Player::GetGossipTextId(uint32 menuId, WorldObject* source)
{
uint32 textId = DEFAULT_GOSSIP_MESSAGE;
if (!menuId)
return textId;
GossipMenusMapBounds menuBounds = sObjectMgr->GetGossipMenusMapBounds(menuId);
for (GossipMenusContainer::const_iterator itr = menuBounds.first; itr != menuBounds.second; ++itr)
{
if (sConditionMgr->IsObjectMeetToConditions(this, source, itr->second.conditions))
textId = itr->second.text_id;
}
return textId;
}
uint32 Player::GetDefaultGossipMenuForSource(WorldObject* source)
{
switch (source->GetTypeId())
{
case TYPEID_UNIT:
return source->ToCreature()->GetCreatureTemplate()->GossipMenuId;
case TYPEID_GAMEOBJECT:
return source->ToGameObject()->GetGOInfo()->GetGossipMenuId();
default:
break;
}
return 0;
}
/*********************************************************/
/*** QUEST SYSTEM ***/
/*********************************************************/
void Player::PrepareQuestMenu(ObjectGuid guid)
{
QuestRelationBounds objectQR;
QuestRelationBounds objectQIR;
// pets also can have quests
Creature* creature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, guid);
if (creature)
{
objectQR = sObjectMgr->GetCreatureQuestRelationBounds(creature->GetEntry());
objectQIR = sObjectMgr->GetCreatureQuestInvolvedRelationBounds(creature->GetEntry());
}
else
{
//we should obtain map pointer from GetMap() in 99% of cases. Special case
//only for quests which cast teleport spells on player
Map* _map = IsInWorld() ? GetMap() : sMapMgr->FindMap(GetMapId(), GetInstanceId());
ASSERT(_map);
GameObject* pGameObject = _map->GetGameObject(guid);
if (pGameObject)
{
objectQR = sObjectMgr->GetGOQuestRelationBounds(pGameObject->GetEntry());
objectQIR = sObjectMgr->GetGOQuestInvolvedRelationBounds(pGameObject->GetEntry());
}
else
return;
}
QuestMenu &qm = PlayerTalkClass->GetQuestMenu();
qm.ClearMenu();
for (QuestRelations::const_iterator i = objectQIR.first; i != objectQIR.second; ++i)
{
uint32 quest_id = i->second;
QuestStatus status = GetQuestStatus(quest_id);
if (status == QUEST_STATUS_COMPLETE)
qm.AddMenuItem(quest_id, 4);
else if (status == QUEST_STATUS_INCOMPLETE)
qm.AddMenuItem(quest_id, 4);
//else if (status == QUEST_STATUS_AVAILABLE)
// qm.AddMenuItem(quest_id, 2);
}
for (QuestRelations::const_iterator i = objectQR.first; i != objectQR.second; ++i)
{
uint32 quest_id = i->second;
Quest const* quest = sObjectMgr->GetQuestTemplate(quest_id);
if (!quest)
continue;
if (!CanTakeQuest(quest, false))
continue;
if (quest->IsAutoComplete())
qm.AddMenuItem(quest_id, 4);
else if (GetQuestStatus(quest_id) == QUEST_STATUS_NONE)
qm.AddMenuItem(quest_id, 2);
}
}
void Player::SendPreparedQuest(ObjectGuid guid)
{
QuestMenu& questMenu = PlayerTalkClass->GetQuestMenu();
if (questMenu.Empty())
return;
// single element case
if (questMenu.GetMenuItemCount() == 1)
{
QuestMenuItem const& qmi0 = questMenu.GetItem(0);
uint32 questId = qmi0.QuestId;
// Auto open -- maybe also should verify there is no greeting
if (Quest const* quest = sObjectMgr->GetQuestTemplate(questId))
{
if (qmi0.QuestIcon == 4)
PlayerTalkClass->SendQuestGiverRequestItems(quest, guid, CanRewardQuest(quest, false), true);
// Send completable on repeatable and autoCompletable quest if player don't have quest
/// @todo verify if check for !quest->IsDaily() is really correct (possibly not)
else
{
Object* object = ObjectAccessor::GetObjectByTypeMask(*this, guid, TYPEMASK_UNIT | TYPEMASK_GAMEOBJECT | TYPEMASK_ITEM);
if (!object || (!object->hasQuest(questId) && !object->hasInvolvedQuest(questId)))
{
PlayerTalkClass->SendCloseGossip();
return;
}
if (quest->IsAutoAccept() && CanAddQuest(quest, true) && CanTakeQuest(quest, true))
AddQuestAndCheckCompletion(quest, object);
if ((quest->IsAutoComplete() && quest->IsRepeatable() && !quest->IsDailyOrWeekly()) || quest->HasFlag(QUEST_FLAGS_AUTOCOMPLETE))
PlayerTalkClass->SendQuestGiverRequestItems(quest, guid, CanCompleteRepeatableQuest(quest), true);
else
PlayerTalkClass->SendQuestGiverQuestDetails(quest, guid, true);
}
}
}
// multiple entries
else
{
QEmote qe;
qe._Delay = 0;
qe._Emote = 0;
std::string title = "";
// need pet case for some quests
Creature* creature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, guid);
if (creature)
{
uint32 textid = GetGossipTextId(creature);
GossipText const* gossiptext = sObjectMgr->GetGossipText(textid);
if (!gossiptext)
{
qe._Delay = 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
qe._Emote = 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
title.clear();
}
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)
if (NpcTextLocale const* nl = sObjectMgr->GetNpcTextLocale(textid))
ObjectMgr::GetLocaleString(nl->Text_0[0], loc_idx, title);
}
else
{
title = gossiptext->Options[0].Text_1;
int loc_idx = GetSession()->GetSessionDbLocaleIndex();
if (loc_idx >= 0)
if (NpcTextLocale const* nl = sObjectMgr->GetNpcTextLocale(textid))
ObjectMgr::GetLocaleString(nl->Text_1[0], loc_idx, title);
}
}
}
PlayerTalkClass->SendQuestGiverQuestList(qe, title, guid);
}
}
bool Player::IsActiveQuest(uint32 quest_id) const
{
return m_QuestStatus.find(quest_id) != m_QuestStatus.end();
}
Quest const* Player::GetNextQuest(ObjectGuid guid, Quest const* quest)
{
QuestRelationBounds objectQR;
Creature* creature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, guid);
if (creature)
objectQR = sObjectMgr->GetCreatureQuestRelationBounds(creature->GetEntry());
else
{
//we should obtain map pointer from GetMap() in 99% of cases. Special case
//only for quests which cast teleport spells on player
Map* _map = IsInWorld() ? GetMap() : sMapMgr->FindMap(GetMapId(), GetInstanceId());
ASSERT(_map);
GameObject* pGameObject = _map->GetGameObject(guid);
if (pGameObject)
objectQR = sObjectMgr->GetGOQuestRelationBounds(pGameObject->GetEntry());
else
return NULL;
}
uint32 nextQuestID = quest->GetNextQuestInChain();
for (QuestRelations::const_iterator itr = objectQR.first; itr != objectQR.second; ++itr)
{
if (itr->second == nextQuestID)
return sObjectMgr->GetQuestTemplate(nextQuestID);
}
return NULL;
}
bool Player::CanSeeStartQuest(Quest const* quest)
{
if (!DisableMgr::IsDisabledFor(DISABLE_TYPE_QUEST, quest->GetQuestId(), this) && SatisfyQuestClass(quest, false) && SatisfyQuestRace(quest, false) &&
SatisfyQuestSkill(quest, false) && SatisfyQuestExclusiveGroup(quest, false) && SatisfyQuestReputation(quest, false) &&
SatisfyQuestPreviousQuest(quest, false) && SatisfyQuestNextChain(quest, false) &&
SatisfyQuestPrevChain(quest, false) && SatisfyQuestDay(quest, false) && SatisfyQuestWeek(quest, false) &&
SatisfyQuestMonth(quest, false) && SatisfyQuestSeasonal(quest, false))
{
return getLevel() + sWorld->getIntConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF) >= quest->GetMinLevel();
}
return false;
}
bool Player::CanTakeQuest(Quest const* quest, bool msg)
{
return !DisableMgr::IsDisabledFor(DISABLE_TYPE_QUEST, quest->GetQuestId(), this)
&& SatisfyQuestStatus(quest, msg) && SatisfyQuestExclusiveGroup(quest, msg)
&& SatisfyQuestClass(quest, msg) && SatisfyQuestRace(quest, msg) && SatisfyQuestLevel(quest, msg)
&& SatisfyQuestSkill(quest, msg) && SatisfyQuestReputation(quest, msg)
&& SatisfyQuestPreviousQuest(quest, msg) && SatisfyQuestTimed(quest, msg)
&& SatisfyQuestNextChain(quest, msg) && SatisfyQuestPrevChain(quest, msg)
&& SatisfyQuestDay(quest, msg) && SatisfyQuestWeek(quest, msg)
&& SatisfyQuestMonth(quest, msg) && SatisfyQuestSeasonal(quest, msg)
&& SatisfyQuestConditions(quest, msg);
}
bool Player::CanAddQuest(Quest const* quest, bool msg)
{
if (!SatisfyQuestLog(msg))
return false;
uint32 srcitem = quest->GetSrcItemId();
if (srcitem > 0)
{
uint32 count = quest->GetSrcItemCount();
ItemPosCountVec dest;
InventoryResult msg2 = 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 (msg2 == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS)
return true;
else if (msg2 != EQUIP_ERR_OK)
{
SendEquipError(msg2, NULL, NULL, srcitem);
return false;
}
}
return true;
}
bool Player::CanCompleteQuest(uint32 quest_id)
{
if (quest_id)
{
Quest const* qInfo = sObjectMgr->GetQuestTemplate(quest_id);
if (!qInfo)
return false;
if (!qInfo->IsRepeatable() && m_RewardedQuests.find(quest_id) != m_RewardedQuests.end())
return false; // not allow re-complete quest
// auto complete quest
if ((qInfo->IsAutoComplete() || qInfo->GetFlags() & QUEST_FLAGS_AUTOCOMPLETE) && CanTakeQuest(qInfo, false))
return true;
QuestStatusMap::iterator itr = m_QuestStatus.find(quest_id);
if (itr == m_QuestStatus.end())
return false;
QuestStatusData &q_status = itr->second;
if (q_status.Status == QUEST_STATUS_INCOMPLETE)
{
if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_DELIVER))
{
for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++)
{
if (qInfo->RequiredItemCount[i]!= 0 && q_status.ItemCount[i] < qInfo->RequiredItemCount[i])
return false;
}
}
if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_KILL | QUEST_SPECIAL_FLAGS_CAST | QUEST_SPECIAL_FLAGS_SPEAKTO))
{
for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
{
if (qInfo->RequiredNpcOrGo[i] == 0)
continue;
if (qInfo->RequiredNpcOrGoCount[i] != 0 && q_status.CreatureOrGOCount[i] < qInfo->RequiredNpcOrGoCount[i])
return false;
}
}
if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_PLAYER_KILL))
if (qInfo->GetPlayersSlain() != 0 && q_status.PlayerCount < qInfo->GetPlayersSlain())
return false;
if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_EXPLORATION_OR_EVENT) && !q_status.Explored)
return false;
if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_TIMED) && q_status.Timer == 0)
return false;
if (qInfo->GetRewOrReqMoney() < 0)
{
if (!HasEnoughMoney(-qInfo->GetRewOrReqMoney()))
return false;
}
uint32 repFacId = qInfo->GetRepObjectiveFaction();
if (repFacId && GetReputationMgr().GetReputation(repFacId) < qInfo->GetRepObjectiveValue())
return false;
return true;
}
}
return false;
}
bool Player::CanCompleteRepeatableQuest(Quest const* quest)
{
// 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(quest, false))
return false;
if (quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_DELIVER))
for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++)
if (quest->RequiredItemId[i] && quest->RequiredItemCount[i] && !HasItemCount(quest->RequiredItemId[i], quest->RequiredItemCount[i]))
return false;
if (!CanRewardQuest(quest, false))
return false;
return true;
}
bool Player::CanRewardQuest(Quest const* quest, bool msg)
{
// not auto complete quest and not completed quest (only cheating case, then ignore without message)
if (!quest->IsDFQuest() && !quest->IsAutoComplete() && !(quest->GetFlags() & QUEST_FLAGS_AUTOCOMPLETE) && GetQuestStatus(quest->GetQuestId()) != QUEST_STATUS_COMPLETE)
return false;
// daily quest can't be rewarded (25 daily quest already completed)
if (!SatisfyQuestDay(quest, true) || !SatisfyQuestWeek(quest, true) || !SatisfyQuestMonth(quest, true) || !SatisfyQuestSeasonal(quest, true))
return false;
// rewarded and not repeatable quest (only cheating case, then ignore without message)
if (GetQuestRewardStatus(quest->GetQuestId()))
return false;
// prevent receive reward with quest items in bank
if (quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_DELIVER))
{
for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++)
{
if (quest->RequiredItemCount[i]!= 0 &&
GetItemCount(quest->RequiredItemId[i]) < quest->RequiredItemCount[i])
{
if (msg)
SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL, quest->RequiredItemId[i]);
return false;
}
}
}
// prevent receive reward with low money and GetRewOrReqMoney() < 0
if (quest->GetRewOrReqMoney() < 0 && !HasEnoughMoney(-quest->GetRewOrReqMoney()))
return false;
return true;
}
void Player::AddQuestAndCheckCompletion(Quest const* quest, Object* questGiver)
{
AddQuest(quest, questGiver);
if (CanCompleteQuest(quest->GetQuestId()))
CompleteQuest(quest->GetQuestId());
if (!questGiver)
return;
switch (questGiver->GetTypeId())
{
case TYPEID_UNIT:
sScriptMgr->OnQuestAccept(this, questGiver->ToCreature(), quest);
questGiver->ToCreature()->AI()->sQuestAccept(this, quest);
break;
case TYPEID_ITEM:
case TYPEID_CONTAINER:
{
Item* item = (Item*)questGiver;
sScriptMgr->OnQuestAccept(this, item, quest);
// destroy not required for quest finish quest starting item
bool destroyItem = true;
for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
{
if (quest->RequiredItemId[i] == item->GetEntry() && item->GetTemplate()->MaxCount > 0)
{
destroyItem = false;
break;
}
}
if (destroyItem)
DestroyItem(item->GetBagSlot(), item->GetSlot(), true);
break;
}
case TYPEID_GAMEOBJECT:
sScriptMgr->OnQuestAccept(this, questGiver->ToGameObject(), quest);
questGiver->ToGameObject()->AI()->QuestAccept(this, quest);
break;
default:
break;
}
}
bool Player::CanRewardQuest(Quest const* quest, uint32 reward, bool msg)
{
// prevent receive reward with quest items in bank or for not completed quest
if (!CanRewardQuest(quest, msg))
return false;
ItemPosCountVec dest;
if (quest->GetRewChoiceItemsCount() > 0)
{
if (quest->RewardChoiceItemId[reward])
{
InventoryResult res = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, quest->RewardChoiceItemId[reward], quest->RewardChoiceItemCount[reward]);
if (res != EQUIP_ERR_OK)
{
SendEquipError(res, NULL, NULL, quest->RewardChoiceItemId[reward]);
return false;
}
}
}
if (quest->GetRewItemsCount() > 0)
{
for (uint32 i = 0; i < quest->GetRewItemsCount(); ++i)
{
if (quest->RewardItemId[i])
{
InventoryResult res = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, quest->RewardItemId[i], quest->RewardItemIdCount[i]);
if (res != EQUIP_ERR_OK)
{
SendEquipError(res, NULL, NULL, quest->RewardItemId[i]);
return false;
}
}
}
}
return true;
}
void Player::AddQuest(Quest const* quest, Object* questGiver)
{
uint16 log_slot = FindQuestSlot(0);
if (log_slot >= MAX_QUEST_LOG_SIZE) // Player does not have any free slot in the quest log
return;
uint32 quest_id = quest->GetQuestId();
// if not exist then created with set uState == NEW and rewarded=false
QuestStatusData& questStatusData = m_QuestStatus[quest_id];
// check for repeatable quests status reset
questStatusData.Status = QUEST_STATUS_INCOMPLETE;
questStatusData.Explored = false;
if (quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_DELIVER))
{
for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
questStatusData.ItemCount[i] = 0;
}
if (quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_KILL | QUEST_SPECIAL_FLAGS_CAST | QUEST_SPECIAL_FLAGS_SPEAKTO))
{
for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
questStatusData.CreatureOrGOCount[i] = 0;
}
if (quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_PLAYER_KILL))
questStatusData.PlayerCount = 0;
GiveQuestSourceItem(quest);
AdjustQuestReqItemCount(quest, questStatusData);
if (quest->GetRepObjectiveFaction())
if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(quest->GetRepObjectiveFaction()))
GetReputationMgr().SetVisible(factionEntry);
if (quest->GetRepObjectiveFaction2())
if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(quest->GetRepObjectiveFaction2()))
GetReputationMgr().SetVisible(factionEntry);
uint32 qtime = 0;
if (quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_TIMED))
{
uint32 limittime = quest->GetLimitTime();
// shared timed quest
if (questGiver && questGiver->GetTypeId() == TYPEID_PLAYER)
limittime = questGiver->ToPlayer()->getQuestStatusMap()[quest_id].Timer / IN_MILLISECONDS;
AddTimedQuest(quest_id);
questStatusData.Timer = limittime * IN_MILLISECONDS;
qtime = static_cast<uint32>(time(NULL)) + limittime;
}
else
questStatusData.Timer = 0;
if (quest->HasFlag(QUEST_FLAGS_FLAGS_PVP))
{
pvpInfo.IsHostile = true;
UpdatePvPState();
}
SetQuestSlot(log_slot, quest_id, qtime);
m_QuestStatusSave[quest_id] = QUEST_DEFAULT_SAVE_TYPE;
StartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_QUEST, quest_id);
SendQuestUpdate(quest_id);
if (sWorld->getBoolConfig(CONFIG_QUEST_ENABLE_QUEST_TRACKER)) // check if Quest Tracker is enabled
{
// prepare Quest Tracker datas
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_QUEST_TRACK);
stmt->setUInt32(0, quest_id);
stmt->setUInt32(1, GetGUIDLow());
stmt->setString(2, _HASH);
stmt->setString(3, _DATE);
// add to Quest Tracker
CharacterDatabase.Execute(stmt);
}
}
void Player::CompleteQuest(uint32 quest_id)
{
if (quest_id)
{
SetQuestStatus(quest_id, QUEST_STATUS_COMPLETE);
uint16 log_slot = FindQuestSlot(quest_id);
if (log_slot < MAX_QUEST_LOG_SIZE)
SetQuestSlotState(log_slot, QUEST_STATE_COMPLETE);
if (Quest const* qInfo = sObjectMgr->GetQuestTemplate(quest_id))
{
if (qInfo->HasFlag(QUEST_FLAGS_TRACKING))
RewardQuest(qInfo, 0, this, false);
else
SendQuestComplete(quest_id);
}
}
if (sWorld->getBoolConfig(CONFIG_QUEST_ENABLE_QUEST_TRACKER)) // check if Quest Tracker is enabled
{
// prepare Quest Tracker datas
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_QUEST_TRACK_COMPLETE_TIME);
stmt->setUInt32(0, quest_id);
stmt->setUInt32(1, GetGUIDLow());
// add to Quest Tracker
CharacterDatabase.Execute(stmt);
}
}
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* quest, uint32 reward, Object* questGiver, bool announce)
{
//this THING should be here to protect code from quest, which cast on player far teleport as a reward
//should work fine, cause far teleport will be executed in Player::Update()
SetCanDelayTeleport(true);
uint32 quest_id = quest->GetQuestId();
for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
if (quest->RequiredItemId[i])
DestroyItemCount(quest->RequiredItemId[i], quest->RequiredItemCount[i], true);
for (uint8 i = 0; i < QUEST_SOURCE_ITEM_IDS_COUNT; ++i)
{
if (quest->RequiredSourceItemId[i])
{
uint32 count = quest->RequiredSourceItemCount[i];
DestroyItemCount(quest->RequiredSourceItemId[i], count ? count : 9999, true);
}
}
RemoveTimedQuest(quest_id);
if (quest->GetRewChoiceItemsCount() > 0)
{
if (uint32 itemId = quest->RewardChoiceItemId[reward])
{
ItemPosCountVec dest;
if (CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, itemId, quest->RewardChoiceItemCount[reward]) == EQUIP_ERR_OK)
{
Item* item = StoreNewItem(dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId));
SendNewItem(item, quest->RewardChoiceItemCount[reward], true, false);
}
}
}
if (quest->GetRewItemsCount() > 0)
{
for (uint32 i = 0; i < quest->GetRewItemsCount(); ++i)
{
if (uint32 itemId = quest->RewardItemId[i])
{
ItemPosCountVec dest;
if (CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, itemId, quest->RewardItemIdCount[i]) == EQUIP_ERR_OK)
{
Item* item = StoreNewItem(dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId));
SendNewItem(item, quest->RewardItemIdCount[i], true, false);
}
else if (quest->IsDFQuest())
SendItemRetrievalMail(quest->RewardItemId[i], quest->RewardItemIdCount[i]);
}
}
}
RewardReputation(quest);
uint16 log_slot = FindQuestSlot(quest_id);
if (log_slot < MAX_QUEST_LOG_SIZE)
SetQuestSlot(log_slot, 0);
bool rewarded = (m_RewardedQuests.find(quest_id) != m_RewardedQuests.end());
// Not give XP in case already completed once repeatable quest
uint32 XP = rewarded && !quest->IsDFQuest() ? 0 : uint32(quest->XPValue(this)*sWorld->getRate(RATE_XP_QUEST));
// handle SPELL_AURA_MOD_XP_QUEST_PCT auras
Unit::AuraEffectList const& ModXPPctAuras = GetAuraEffectsByType(SPELL_AURA_MOD_XP_QUEST_PCT);
for (Unit::AuraEffectList::const_iterator i = ModXPPctAuras.begin(); i != ModXPPctAuras.end(); ++i)
AddPct(XP, (*i)->GetAmount());
int32 moneyRew = 0;
if (getLevel() < sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
GiveXP(XP, NULL);
else
moneyRew = int32(quest->GetRewMoneyMaxLevel() * sWorld->getRate(RATE_DROP_MONEY));
// Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
if (quest->GetRewOrReqMoney())
moneyRew += quest->GetRewOrReqMoney();
if (moneyRew)
{
ModifyMoney(moneyRew);
if (moneyRew > 0)
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, uint32(moneyRew));
}
// honor reward
if (uint32 honor = quest->CalculateHonorGain(getLevel()))
RewardHonor(NULL, 0, honor);
// title reward
if (quest->GetCharTitleId())
{
if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(quest->GetCharTitleId()))
SetTitle(titleEntry);
}
if (quest->GetBonusTalents())
{
m_questRewardTalentCount+=quest->GetBonusTalents();
InitTalentForLevel();
}
if (quest->GetRewArenaPoints())
ModifyArenaPoints(quest->GetRewArenaPoints());
// Send reward mail
if (uint32 mail_template_id = quest->GetRewMailTemplateId())
{
/// @todo Poor design of mail system
SQLTransaction trans = CharacterDatabase.BeginTransaction();
MailDraft(mail_template_id).SendMailTo(trans, this, questGiver, MAIL_CHECK_MASK_HAS_BODY, quest->GetRewMailDelaySecs());
CharacterDatabase.CommitTransaction(trans);
}
if (quest->IsDaily() || quest->IsDFQuest())
{
SetDailyQuestStatus(quest_id);
if (quest->IsDaily())
{
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST, quest_id);
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST_DAILY, quest_id);
}
}
else if (quest->IsWeekly())
SetWeeklyQuestStatus(quest_id);
else if (quest->IsMonthly())
SetMonthlyQuestStatus(quest_id);
else if (quest->IsSeasonal())
SetSeasonalQuestStatus(quest_id);
RemoveActiveQuest(quest_id, false);
m_RewardedQuests.insert(quest_id);
m_RewardedQuestsSave[quest_id] = QUEST_DEFAULT_SAVE_TYPE;
// StoreNewItem, mail reward, etc. save data directly to the database
// to prevent exploitable data desynchronisation we save the quest status to the database too
// (to prevent rewarding this quest another time while rewards were already given out)
SQLTransaction trans = SQLTransaction(NULL);
_SaveQuestStatus(trans);
if (announce)
SendQuestReward(quest, XP);
// cast spells after mark quest complete (some spells have quest completed state requirements in spell_area data)
if (quest->GetRewSpellCast() > 0)
{
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(quest->GetRewSpellCast());
if (questGiver->isType(TYPEMASK_UNIT) && !spellInfo->HasEffect(SPELL_EFFECT_LEARN_SPELL) && !spellInfo->HasEffect(SPELL_EFFECT_CREATE_ITEM))
{
if (Creature* creature = GetMap()->GetCreature(questGiver->GetGUID()))
creature->CastSpell(this, quest->GetRewSpellCast(), true);
}
else
CastSpell(this, quest->GetRewSpellCast(), true);
}
else if (quest->GetRewSpell() > 0)
{
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(quest->GetRewSpell());
if (questGiver->isType(TYPEMASK_UNIT) && !spellInfo->HasEffect(SPELL_EFFECT_LEARN_SPELL) && !spellInfo->HasEffect(SPELL_EFFECT_CREATE_ITEM))
{
if (Creature* creature = GetMap()->GetCreature(questGiver->GetGUID()))
creature->CastSpell(this, quest->GetRewSpell(), true);
}
else
CastSpell(this, quest->GetRewSpell(), true);
}
if (quest->GetZoneOrSort() > 0)
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE, quest->GetZoneOrSort());
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT);
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST, quest->GetQuestId());
if (quest->HasFlag(QUEST_FLAGS_FLAGS_PVP))
{
pvpInfo.IsHostile = pvpInfo.IsInHostileArea || HasPvPForcingQuest();
UpdatePvPState();
}
SendQuestUpdate(quest_id);
//lets remove flag for delayed teleports
SetCanDelayTeleport(false);
}
void Player::FailQuest(uint32 questId)
{
if (Quest const* quest = sObjectMgr->GetQuestTemplate(questId))
{
// Already complete quests shouldn't turn failed.
if (GetQuestStatus(questId) == QUEST_STATUS_COMPLETE && !quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_TIMED))
return;
SetQuestStatus(questId, QUEST_STATUS_FAILED);
uint16 log_slot = FindQuestSlot(questId);
if (log_slot < MAX_QUEST_LOG_SIZE)
{
SetQuestSlotTimer(log_slot, 1);
SetQuestSlotState(log_slot, QUEST_STATE_FAIL);
}
if (quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_TIMED))
{
QuestStatusData& q_status = m_QuestStatus[questId];
RemoveTimedQuest(questId);
q_status.Timer = 0;
SendQuestTimerFailed(questId);
}
else
SendQuestFailed(questId);
// Destroy quest items on quest failure.
for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
if (quest->RequiredItemId[i] > 0 && quest->RequiredItemCount[i] > 0)
// Destroy items received on starting the quest.
DestroyItemCount(quest->RequiredItemId[i], quest->RequiredItemCount[i], true, true);
for (uint8 i = 0; i < QUEST_SOURCE_ITEM_IDS_COUNT; ++i)
if (quest->RequiredSourceItemId[i] > 0 && quest->RequiredSourceItemCount[i] > 0)
// Destroy items received during the quest.
DestroyItemCount(quest->RequiredSourceItemId[i], quest->RequiredSourceItemCount[i], true, true);
}
}
bool Player::SatisfyQuestSkill(Quest const* qInfo, bool msg) const
{
uint32 skill = qInfo->GetRequiredSkill();
// skip 0 case RequiredSkill
if (skill == 0)
return true;
// check skill value
if (GetSkillValue(skill) < qInfo->GetRequiredSkillValue())
{
if (msg)
{
SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
TC_LOG_DEBUG("misc", "SatisfyQuestSkill: Sent INVALIDREASON_DONT_HAVE_REQ (questId: %u) because player does not have required skill value.", qInfo->GetQuestId());
}
return false;
}
return true;
}
bool Player::SatisfyQuestLevel(Quest const* qInfo, bool msg)
{
if (getLevel() < qInfo->GetMinLevel())
{
if (msg)
{
SendCanTakeQuestResponse(INVALIDREASON_QUEST_FAILED_LOW_LEVEL);
TC_LOG_DEBUG("misc", "SatisfyQuestLevel: Sent INVALIDREASON_QUEST_FAILED_LOW_LEVEL (questId: %u) because player does not have required (min) level.", qInfo->GetQuestId());
}
return false;
}
else if (qInfo->GetMaxLevel() > 0 && getLevel() > qInfo->GetMaxLevel())
{
if (msg)
{
SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); // There doesn't seem to be a specific response for too high player level
TC_LOG_DEBUG("misc", "SatisfyQuestLevel: Sent INVALIDREASON_QUEST_FAILED_LOW_LEVEL (questId: %u) because player does not have required (max) level.", qInfo->GetQuestId());
}
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);
TC_LOG_DEBUG("network", "WORLD: Sent SMSG_QUESTLOG_FULL");
}
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);
Quest const* qPrevInfo = sObjectMgr->GetQuestTemplate(prevId);
if (qPrevInfo)
{
// If any of the positive previous quests completed, return true
if (*iter > 0 && m_RewardedQuests.find(prevId) != m_RewardedQuests.end())
{
// skip one-from-all exclusive group
if (qPrevInfo->GetExclusiveGroup() >= 0)
return true;
// each-from-all exclusive group (< 0)
// can be start if only all quests in prev quest exclusive group completed and rewarded
ObjectMgr::ExclusiveQuestGroupsBounds range(sObjectMgr->mExclusiveQuestGroups.equal_range(qPrevInfo->GetExclusiveGroup()));
for (; range.first != range.second; ++range.first)
{
uint32 exclude_Id = range.first->second;
// skip checked quest id, only state of other quests in group is interesting
if (exclude_Id == prevId)
continue;
// alternative quest from group also must be completed and rewarded (reported)
if (m_RewardedQuests.find(exclude_Id) == m_RewardedQuests.end())
{
if (msg)
{
SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
TC_LOG_DEBUG("misc", "SatisfyQuestPreviousQuest: Sent INVALIDREASON_DONT_HAVE_REQ (questId: %u) because player does not have required quest (1).", qInfo->GetQuestId());
}
return false;
}
}
return true;
}
// If any of the negative previous quests active, return true
if (*iter < 0 && GetQuestStatus(prevId) != QUEST_STATUS_NONE)
{
// 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::ExclusiveQuestGroupsBounds range(sObjectMgr->mExclusiveQuestGroups.equal_range(qPrevInfo->GetExclusiveGroup()));
for (; range.first != range.second; ++range.first)
{
uint32 exclude_Id = range.first->second;
// skip checked quest id, only state of other quests in group is interesting
if (exclude_Id == prevId)
continue;
// alternative quest from group also must be active
if (GetQuestStatus(exclude_Id) != QUEST_STATUS_NONE)
{
if (msg)
{
SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
TC_LOG_DEBUG("misc", "SatisfyQuestPreviousQuest: Sent INVALIDREASON_DONT_HAVE_REQ (questId: %u) because player does not have required quest (2).", qInfo->GetQuestId());
}
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);
TC_LOG_DEBUG("misc", "SatisfyQuestPreviousQuest: Sent INVALIDREASON_DONT_HAVE_REQ (questId: %u) because player does not have required quest (3).", qInfo->GetQuestId());
}
return false;
}
bool Player::SatisfyQuestClass(Quest const* qInfo, bool msg) const
{
uint32 reqClass = qInfo->GetRequiredClasses();
if (reqClass == 0)
return true;
if ((reqClass & getClassMask()) == 0)
{
if (msg)
{
SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
TC_LOG_DEBUG("misc", "SatisfyQuestClass: Sent INVALIDREASON_DONT_HAVE_REQ (questId: %u) because player does not have required class.", qInfo->GetQuestId());
}
return false;
}
return true;
}
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);
TC_LOG_DEBUG("misc", "SatisfyQuestRace: Sent INVALIDREASON_QUEST_FAILED_WRONG_RACE (questId: %u) because player does not have required race.", qInfo->GetQuestId());
}
return false;
}
return true;
}
bool Player::SatisfyQuestReputation(Quest const* qInfo, bool msg)
{
uint32 fIdMin = qInfo->GetRequiredMinRepFaction(); //Min required rep
if (fIdMin && GetReputationMgr().GetReputation(fIdMin) < qInfo->GetRequiredMinRepValue())
{
if (msg)
{
SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
TC_LOG_DEBUG("misc", "SatisfyQuestReputation: Sent INVALIDREASON_DONT_HAVE_REQ (questId: %u) because player does not have required reputation (min).", qInfo->GetQuestId());
}
return false;
}
uint32 fIdMax = qInfo->GetRequiredMaxRepFaction(); //Max required rep
if (fIdMax && GetReputationMgr().GetReputation(fIdMax) >= qInfo->GetRequiredMaxRepValue())
{
if (msg)
{
SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
TC_LOG_DEBUG("misc", "SatisfyQuestReputation: Sent INVALIDREASON_DONT_HAVE_REQ (questId: %u) because player does not have required reputation (max).", qInfo->GetQuestId());
}
return false;
}
// ReputationObjective2 does not seem to be an objective requirement but a requirement
// to be able to accept the quest
uint32 fIdObj = qInfo->GetRepObjectiveFaction2();
if (fIdObj && GetReputationMgr().GetReputation(fIdObj) >= qInfo->GetRepObjectiveValue2())
{
if (msg)
{
SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
TC_LOG_DEBUG("misc", "SatisfyQuestReputation: Sent INVALIDREASON_DONT_HAVE_REQ (questId: %u) because player does not have required reputation (ReputationObjective2).", qInfo->GetQuestId());
}
return false;
}
return true;
}
bool Player::SatisfyQuestStatus(Quest const* qInfo, bool msg)
{
if (GetQuestStatus(qInfo->GetQuestId()) != QUEST_STATUS_NONE)
{
if (msg)
{
SendCanTakeQuestResponse(INVALIDREASON_QUEST_ALREADY_ON);
TC_LOG_DEBUG("misc", "SatisfyQuestStatus: Sent INVALIDREASON_QUEST_ALREADY_ON (questId: %u) because player quest status is not NONE.", qInfo->GetQuestId());
}
return false;
}
return true;
}
bool Player::SatisfyQuestConditions(Quest const* qInfo, bool msg)
{
ConditionList conditions = sConditionMgr->GetConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_QUEST_ACCEPT, qInfo->GetQuestId());
if (!sConditionMgr->IsObjectMeetToConditions(this, conditions))
{
if (msg)
{
SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
TC_LOG_DEBUG("misc", "SatisfyQuestConditions: Sent INVALIDREASON_DONT_HAVE_REQ (questId: %u) because player does not meet conditions.", qInfo->GetQuestId());
}
TC_LOG_DEBUG("condition", "Player::SatisfyQuestConditions: conditions not met for quest %u", qInfo->GetQuestId());
return false;
}
return true;
}
bool Player::SatisfyQuestTimed(Quest const* qInfo, bool msg)
{
if (!m_timedquests.empty() && qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_TIMED))
{
if (msg)
{
SendCanTakeQuestResponse(INVALIDREASON_QUEST_ONLY_ONE_TIMED);
TC_LOG_DEBUG("misc", "SatisfyQuestTimed: Sent INVALIDREASON_QUEST_ONLY_ONE_TIMED (questId: %u) because player is already on a timed quest.", qInfo->GetQuestId());
}
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::ExclusiveQuestGroupsBounds range(sObjectMgr->mExclusiveQuestGroups.equal_range(qInfo->GetExclusiveGroup()));
for (; range.first != range.second; ++range.first)
{
uint32 exclude_Id = range.first->second;
// skip checked quest id, only state of other quests in group is interesting
if (exclude_Id == qInfo->GetQuestId())
continue;
// not allow have daily quest if daily quest from exclusive group already recently completed
Quest const* Nquest = sObjectMgr->GetQuestTemplate(exclude_Id);
ASSERT(Nquest);
if (!SatisfyQuestDay(Nquest, false) || !SatisfyQuestWeek(Nquest, false) || !SatisfyQuestSeasonal(Nquest, false))
{
if (msg)
{
SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
TC_LOG_DEBUG("misc", "SatisfyQuestExclusiveGroup: Sent INVALIDREASON_DONT_HAVE_REQ (questId: %u) because player already did daily quests in exclusive group.", qInfo->GetQuestId());
}
return false;
}
// alternative quest already started or completed - but don't check rewarded states if both are repeatable
if (GetQuestStatus(exclude_Id) != QUEST_STATUS_NONE || (!(qInfo->IsRepeatable() && Nquest->IsRepeatable()) && (m_RewardedQuests.find(exclude_Id) != m_RewardedQuests.end())))
{
if (msg)
{
SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
TC_LOG_DEBUG("misc", "SatisfyQuestExclusiveGroup: Sent INVALIDREASON_DONT_HAVE_REQ (questId: %u) because player already did quest in exclusive group.", qInfo->GetQuestId());
}
return false;
}
}
return true;
}
bool Player::SatisfyQuestNextChain(Quest const* qInfo, bool msg)
{
uint32 nextQuest = qInfo->GetNextQuestInChain();
if (!nextQuest)
return true;
// next quest in chain already started or completed
if (GetQuestStatus(nextQuest) != QUEST_STATUS_NONE) // GetQuestStatus returns QUEST_STATUS_COMPLETED for rewarded quests
{
if (msg)
{
SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
TC_LOG_DEBUG("misc", "SatisfyQuestNextChain: Sent INVALIDREASON_DONT_HAVE_REQ (questId: %u) because player already did or started next quest in chain.", qInfo->GetQuestId());
}
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)
{
QuestStatusMap::const_iterator itr = m_QuestStatus.find(*iter);
// If any of the previous quests in chain active, return false
if (itr != m_QuestStatus.end() && itr->second.Status != QUEST_STATUS_NONE)
{
if (msg)
{
SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
TC_LOG_DEBUG("misc", "SatisfyQuestNextChain: Sent INVALIDREASON_DONT_HAVE_REQ (questId: %u) because player already did or started next quest in chain.", qInfo->GetQuestId());
}
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() && !qInfo->IsDFQuest())
return true;
if (qInfo->IsDFQuest())
{
if (!m_DFQuests.empty())
return false;
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);
TC_LOG_DEBUG("misc", "SatisfyQuestDay: Sent INVALIDREASON_DAILY_QUESTS_REMAINING (questId: %u) because player already did all possible quests today.", qInfo->GetQuestId());
}
return false;
}
return true;
}
bool Player::SatisfyQuestWeek(Quest const* qInfo, bool /*msg*/)
{
if (!qInfo->IsWeekly() || m_weeklyquests.empty())
return true;
// if not found in cooldown list
return m_weeklyquests.find(qInfo->GetQuestId()) == m_weeklyquests.end();
}
bool Player::SatisfyQuestSeasonal(Quest const* qInfo, bool /*msg*/)
{
if (!qInfo->IsSeasonal() || m_seasonalquests.empty())
return true;
uint16 eventId = sGameEventMgr->GetEventIdForQuest(qInfo);
if (m_seasonalquests.find(eventId) == m_seasonalquests.end() || m_seasonalquests[eventId].empty())
return true;
// if not found in cooldown list
return m_seasonalquests[eventId].find(qInfo->GetQuestId()) == m_seasonalquests[eventId].end();
}
bool Player::SatisfyQuestMonth(Quest const* qInfo, bool /*msg*/)
{
if (!qInfo->IsMonthly() || m_monthlyquests.empty())
return true;
// if not found in cooldown list
return m_monthlyquests.find(qInfo->GetQuestId()) == m_monthlyquests.end();
}
bool Player::GiveQuestSourceItem(Quest const* quest)
{
uint32 srcitem = quest->GetSrcItemId();
if (srcitem > 0)
{
uint32 count = quest->GetSrcItemCount();
if (count <= 0)
count = 1;
ItemPosCountVec dest;
InventoryResult 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, srcitem);
return false;
}
return true;
}
bool Player::TakeQuestSourceItem(uint32 questId, bool msg)
{
Quest const* quest = sObjectMgr->GetQuestTemplate(questId);
if (quest)
{
uint32 srcItemId = quest->GetSrcItemId();
ItemTemplate const* item = sObjectMgr->GetItemTemplate(srcItemId);
if (srcItemId > 0)
{
uint32 count = quest->GetSrcItemCount();
if (count <= 0)
count = 1;
// exist two cases when destroy source quest item not possible:
// a) non un-equippable item (equipped non-empty bag, for example)
// b) when quest is started from an item and item also is needed in
// the end as RequiredItemId
InventoryResult res = CanUnequipItems(srcItemId, count);
if (res != EQUIP_ERR_OK)
{
if (msg)
SendEquipError(res, NULL, NULL, srcItemId);
return false;
}
ASSERT(item);
bool destroyItem = true;
for (uint8 n = 0; n < QUEST_ITEM_OBJECTIVES_COUNT; ++n)
if (item->StartQuest == questId && srcItemId == quest->RequiredItemId[n])
destroyItem = false;
if (destroyItem)
DestroyItemCount(srcItemId, count, true, true);
}
}
return true;
}
bool Player::GetQuestRewardStatus(uint32 quest_id) const
{
Quest const* qInfo = sObjectMgr->GetQuestTemplate(quest_id);
if (qInfo)
{
// for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
if (!qInfo->IsRepeatable())
return m_RewardedQuests.find(quest_id) != m_RewardedQuests.end();
return false;
}
return false;
}
QuestStatus Player::GetQuestStatus(uint32 quest_id) const
{
if (quest_id)
{
QuestStatusMap::const_iterator itr = m_QuestStatus.find(quest_id);
if (itr != m_QuestStatus.end())
return itr->second.Status;
if (Quest const* qInfo = sObjectMgr->GetQuestTemplate(quest_id))
if (!qInfo->IsRepeatable() && m_RewardedQuests.find(quest_id) != m_RewardedQuests.end())
return QUEST_STATUS_REWARDED;
}
return QUEST_STATUS_NONE;
}
bool Player::CanShareQuest(uint32 quest_id) const
{
Quest const* qInfo = sObjectMgr->GetQuestTemplate(quest_id);
if (qInfo && qInfo->HasFlag(QUEST_FLAGS_SHARABLE))
{
QuestStatusMap::const_iterator itr = m_QuestStatus.find(quest_id);
if (itr != m_QuestStatus.end())
return itr->second.Status == QUEST_STATUS_INCOMPLETE;
}
return false;
}
void Player::SetQuestStatus(uint32 questId, QuestStatus status, bool update /*= true*/)
{
if (sObjectMgr->GetQuestTemplate(questId))
{
m_QuestStatus[questId].Status = status;
m_QuestStatusSave[questId] = QUEST_DEFAULT_SAVE_TYPE;
}
if (update)
SendQuestUpdate(questId);
sScriptMgr->OnQuestStatusChange(this, questId, status);
}
void Player::RemoveActiveQuest(uint32 questId, bool update /*= true*/)
{
QuestStatusMap::iterator itr = m_QuestStatus.find(questId);
if (itr != m_QuestStatus.end())
{
m_QuestStatus.erase(itr);
m_QuestStatusSave[questId] = QUEST_DELETE_SAVE_TYPE;
}
if (update)
SendQuestUpdate(questId);
}
void Player::RemoveRewardedQuest(uint32 questId, bool update /*= true*/)
{
RewardedQuestSet::iterator rewItr = m_RewardedQuests.find(questId);
if (rewItr != m_RewardedQuests.end())
{
m_RewardedQuests.erase(rewItr);
m_RewardedQuestsSave[questId] = QUEST_FORCE_DELETE_SAVE_TYPE;
}
if (update)
SendQuestUpdate(questId);
}
void Player::SendQuestUpdate(uint32 questId)
{
uint32 zone = 0, area = 0;
SpellAreaForQuestMapBounds saBounds = sSpellMgr->GetSpellAreaForQuestMapBounds(questId);
if (saBounds.first != saBounds.second)
{
GetZoneAndAreaId(zone, area);
for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
if (itr->second->autocast && itr->second->IsFitToRequirements(this, zone, area))
if (!HasAura(itr->second->spellId))
CastSpell(this, itr->second->spellId, true);
}
saBounds = sSpellMgr->GetSpellAreaForQuestEndMapBounds(questId);
if (saBounds.first != saBounds.second)
{
if (!zone || !area)
GetZoneAndAreaId(zone, area);
for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
if (!itr->second->IsFitToRequirements(this, zone, area))
RemoveAurasDueToSpell(itr->second->spellId);
}
UpdateForQuestWorldObjects();
}
QuestGiverStatus Player::GetQuestDialogStatus(Object* questgiver)
{
QuestRelationBounds qr;
QuestRelationBounds qir;
switch (questgiver->GetTypeId())
{
case TYPEID_GAMEOBJECT:
{
QuestGiverStatus questStatus = QuestGiverStatus(sScriptMgr->GetDialogStatus(this, questgiver->ToGameObject()));
if (questStatus != DIALOG_STATUS_SCRIPTED_NO_STATUS)
return questStatus;
qr = sObjectMgr->GetGOQuestRelationBounds(questgiver->GetEntry());
qir = sObjectMgr->GetGOQuestInvolvedRelationBounds(questgiver->GetEntry());
break;
}
case TYPEID_UNIT:
{
QuestGiverStatus questStatus = QuestGiverStatus(sScriptMgr->GetDialogStatus(this, questgiver->ToCreature()));
if (questStatus != DIALOG_STATUS_SCRIPTED_NO_STATUS)
return questStatus;
qr = sObjectMgr->GetCreatureQuestRelationBounds(questgiver->GetEntry());
qir = sObjectMgr->GetCreatureQuestInvolvedRelationBounds(questgiver->GetEntry());
break;
}
default:
// it's impossible, but check
TC_LOG_ERROR("entities.player.quest", "GetQuestDialogStatus called for unexpected type %u", questgiver->GetTypeId());
return DIALOG_STATUS_NONE;
}
QuestGiverStatus result = DIALOG_STATUS_NONE;
for (QuestRelations::const_iterator i = qir.first; i != qir.second; ++i)
{
QuestGiverStatus result2 = DIALOG_STATUS_NONE;
uint32 questId = i->second;
Quest const* quest = sObjectMgr->GetQuestTemplate(questId);
if (!quest)
continue;
ConditionList conditions = sConditionMgr->GetConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_QUEST_SHOW_MARK, quest->GetQuestId());
if (!sConditionMgr->IsObjectMeetToConditions(this, conditions))
continue;
QuestStatus status = GetQuestStatus(questId);
if ((status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(questId)) ||
(quest->IsAutoComplete() && CanTakeQuest(quest, false)))
{
if (quest->IsAutoComplete() && quest->IsRepeatable() && !quest->IsDailyOrWeekly())
result2 = DIALOG_STATUS_REWARD_REP;
else
result2 = DIALOG_STATUS_REWARD;
}
else if (status == QUEST_STATUS_INCOMPLETE)
result2 = DIALOG_STATUS_INCOMPLETE;
if (result2 > result)
result = result2;
}
for (QuestRelations::const_iterator i = qr.first; i != qr.second; ++i)
{
QuestGiverStatus result2 = DIALOG_STATUS_NONE;
uint32 questId = i->second;
Quest const* quest = sObjectMgr->GetQuestTemplate(questId);
if (!quest)
continue;
ConditionList conditions = sConditionMgr->GetConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_QUEST_SHOW_MARK, quest->GetQuestId());
if (!sConditionMgr->IsObjectMeetToConditions(this, conditions))
continue;
QuestStatus status = GetQuestStatus(questId);
if (status == QUEST_STATUS_NONE)
{
if (CanSeeStartQuest(quest))
{
if (SatisfyQuestLevel(quest, false))
{
if (quest->IsAutoComplete())
result2 = DIALOG_STATUS_REWARD_REP;
else if (getLevel() <= (GetQuestLevel(quest) + sWorld->getIntConfig(CONFIG_QUEST_LOW_LEVEL_HIDE_DIFF)))
{
if (quest->IsDaily())
result2 = DIALOG_STATUS_AVAILABLE_REP;
else
result2 = DIALOG_STATUS_AVAILABLE;
}
else
result2 = DIALOG_STATUS_LOW_LEVEL_AVAILABLE;
}
else
result2 = DIALOG_STATUS_UNAVAILABLE;
}
}
if (result2 > result)
result = result2;
}
return result;
}
// not used in Trinity, but used in scripting code
uint16 Player::GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry)
{
Quest const* qInfo = sObjectMgr->GetQuestTemplate(quest_id);
if (!qInfo)
return 0;
for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
if (qInfo->RequiredNpcOrGo[j] == entry)
return m_QuestStatus[quest_id].CreatureOrGOCount[j];
return 0;
}
void Player::AdjustQuestReqItemCount(Quest const* quest, QuestStatusData& questStatusData)
{
if (quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_DELIVER))
{
for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
{
uint32 reqitemcount = quest->RequiredItemCount[i];
if (reqitemcount != 0)
{
uint32 curitemcount = GetItemCount(quest->RequiredItemId[i], true);
questStatusData.ItemCount[i] = std::min(curitemcount, reqitemcount);
m_QuestStatusSave[quest->GetQuestId()] = QUEST_DEFAULT_SAVE_TYPE;
}
}
}
}
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;
}
uint32 Player::GetQuestSlotQuestId(uint16 slot) const
{
return GetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_ID_OFFSET);
}
uint32 Player::GetQuestSlotState(uint16 slot) const
{
return GetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_STATE_OFFSET);
}
uint16 Player::GetQuestSlotCounter(uint16 slot, uint8 counter) const
{
return (uint16)(GetUInt64Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET) >> (counter * 16));
}
uint32 Player::GetQuestSlotTime(uint16 slot) const
{
return GetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_TIME_OFFSET);
}
void Player::SetQuestSlot(uint16 slot, uint32 quest_id, uint32 timer /*= 0*/)
{
SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_ID_OFFSET, quest_id);
SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_STATE_OFFSET, 0);
SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET, 0);
SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET + 1, 0);
SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_TIME_OFFSET, timer);
}
void Player::SetQuestSlotCounter(uint16 slot, uint8 counter, uint16 count)
{
uint64 val = GetUInt64Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET);
val &= ~((uint64)0xFFFF << (counter * 16));
val |= ((uint64)count << (counter * 16));
SetUInt64Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET, val);
}
void Player::SetQuestSlotState(uint16 slot, uint32 state)
{
SetFlag(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_STATE_OFFSET, state);
}
void Player::RemoveQuestSlotState(uint16 slot, uint32 state)
{
RemoveFlag(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_STATE_OFFSET, state);
}
void Player::SetQuestSlotTimer(uint16 slot, uint32 timer)
{
SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_TIME_OFFSET, timer);
}
void Player::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);
}
}
void Player::AreaExploredOrEventHappens(uint32 questId)
{
if (questId)
{
uint16 log_slot = FindQuestSlot(questId);
if (log_slot < MAX_QUEST_LOG_SIZE)
{
QuestStatusData& q_status = m_QuestStatus[questId];
if (!q_status.Explored)
{
q_status.Explored = true;
m_QuestStatusSave[questId] = QUEST_DEFAULT_SAVE_TYPE;
}
}
if (CanCompleteQuest(questId))
CompleteQuest(questId);
}
}
//not used in Trinityd, function for external script library
void Player::GroupEventHappens(uint32 questId, WorldObject const* pEventObject)
{
if (Group* group = GetGroup())
{
for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player* player = itr->GetSource();
// for any leave or dead (with not released body) group member at appropriate distance
if (player && player->IsAtGroupRewardDistance(pEventObject) && !player->GetCorpse())
player->AreaExploredOrEventHappens(questId);
}
}
else
AreaExploredOrEventHappens(questId);
}
void Player::ItemAddedQuestCheck(uint32 entry, uint32 count)
{
for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (questid == 0)
continue;
QuestStatusData& q_status = m_QuestStatus[questid];
if (q_status.Status != QUEST_STATUS_INCOMPLETE)
continue;
Quest const* qInfo = sObjectMgr->GetQuestTemplate(questid);
if (!qInfo || !qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_DELIVER))
continue;
for (uint8 j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j)
{
uint32 reqitem = qInfo->RequiredItemId[j];
if (reqitem == entry)
{
uint32 reqitemcount = qInfo->RequiredItemCount[j];
uint16 curitemcount = q_status.ItemCount[j];
if (curitemcount < reqitemcount)
{
q_status.ItemCount[j] = std::min<uint16>(q_status.ItemCount[j] + count, reqitemcount);
m_QuestStatusSave[questid] = QUEST_DEFAULT_SAVE_TYPE;
}
if (CanCompleteQuest(questid))
CompleteQuest(questid);
return;
}
}
}
UpdateForQuestWorldObjects();
}
void Player::ItemRemovedQuestCheck(uint32 entry, uint32 count)
{
for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (!questid)
continue;
Quest const* qInfo = sObjectMgr->GetQuestTemplate(questid);
if (!qInfo)
continue;
if (!qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_DELIVER))
continue;
for (uint8 j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j)
{
uint32 reqitem = qInfo->RequiredItemId[j];
if (reqitem == entry)
{
QuestStatusData& q_status = m_QuestStatus[questid];
uint32 reqitemcount = qInfo->RequiredItemCount[j];
uint16 curitemcount = q_status.ItemCount[j];
if (q_status.ItemCount[j] >= reqitemcount) // we may have more than what the status shows
curitemcount = GetItemCount(entry, false);
uint16 newItemCount = (count > curitemcount) ? 0 : curitemcount - count;
newItemCount = std::min<uint16>(newItemCount, reqitemcount);
if (newItemCount != q_status.ItemCount[j])
{
q_status.ItemCount[j] = newItemCount;
m_QuestStatusSave[questid] = QUEST_DEFAULT_SAVE_TYPE;
IncompleteQuest(questid);
}
return;
}
}
}
UpdateForQuestWorldObjects();
}
void Player::KilledMonster(CreatureTemplate const* cInfo, ObjectGuid guid)
{
ASSERT(cInfo);
if (cInfo->Entry)
KilledMonsterCredit(cInfo->Entry, guid);
for (uint8 i = 0; i < MAX_KILL_CREDIT; ++i)
if (cInfo->KillCredit[i])
KilledMonsterCredit(cInfo->KillCredit[i], ObjectGuid::Empty);
}
void Player::KilledMonsterCredit(uint32 entry, ObjectGuid guid /*= ObjectGuid::Empty*/)
{
uint16 addkillcount = 1;
uint32 real_entry = entry;
Creature* killed = NULL;
if (guid)
{
killed = GetMap()->GetCreature(guid);
if (killed && killed->GetEntry())
real_entry = killed->GetEntry();
}
StartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_CREATURE, real_entry); // MUST BE CALLED FIRST
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE, real_entry, addkillcount, killed);
for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (!questid)
continue;
Quest const* qInfo = sObjectMgr->GetQuestTemplate(questid);
if (!qInfo)
continue;
// just if !ingroup || !noraidgroup || raidgroup
QuestStatusData& q_status = m_QuestStatus[questid];
if (q_status.Status == QUEST_STATUS_INCOMPLETE && (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo->IsAllowedInRaid(GetMap()->GetDifficulty())))
{
if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_KILL) /*&& !qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_CAST)*/)
{
for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
{
// skip GO activate objective or none
if (qInfo->RequiredNpcOrGo[j] <= 0)
continue;
uint32 reqkill = qInfo->RequiredNpcOrGo[j];
if (reqkill == real_entry)
{
uint32 reqkillcount = qInfo->RequiredNpcOrGoCount[j];
uint16 curkillcount = q_status.CreatureOrGOCount[j];
if (curkillcount < reqkillcount)
{
q_status.CreatureOrGOCount[j] = curkillcount + addkillcount;
m_QuestStatusSave[questid] = QUEST_DEFAULT_SAVE_TYPE;
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).
break;
}
}
}
}
}
}
void Player::KilledPlayerCredit()
{
uint16 addkillcount = 1;
for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (!questid)
continue;
Quest const* qInfo = sObjectMgr->GetQuestTemplate(questid);
if (!qInfo)
continue;
// just if !ingroup || !noraidgroup || raidgroup
QuestStatusData& q_status = m_QuestStatus[questid];
if (q_status.Status == QUEST_STATUS_INCOMPLETE && (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo->IsAllowedInRaid(GetMap()->GetDifficulty())))
{
if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_PLAYER_KILL))
{
uint32 reqkill = qInfo->GetPlayersSlain();
uint16 curkill = q_status.PlayerCount;
if (curkill < reqkill)
{
q_status.PlayerCount = curkill + addkillcount;
m_QuestStatusSave[questid] = QUEST_DEFAULT_SAVE_TYPE;
SendQuestUpdateAddPlayer(qInfo, curkill, addkillcount);
}
if (CanCompleteQuest(questid))
CompleteQuest(questid);
break;
}
}
}
}
void Player::KillCreditGO(uint32 entry, ObjectGuid guid)
{
uint16 addCastCount = 1;
for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (!questid)
continue;
Quest const* qInfo = sObjectMgr->GetQuestTemplate(questid);
if (!qInfo)
continue;
QuestStatusData& q_status = m_QuestStatus[questid];
if (q_status.Status == QUEST_STATUS_INCOMPLETE)
{
if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_CAST) /*&& !qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_KILL)*/)
{
for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
{
uint32 reqTarget = 0;
// GO activate objective
if (qInfo->RequiredNpcOrGo[j] < 0)
// checked at quest_template loading
reqTarget = - qInfo->RequiredNpcOrGo[j];
// other not this creature/GO related objectives
if (reqTarget != entry)
continue;
uint32 reqCastCount = qInfo->RequiredNpcOrGoCount[j];
uint16 curCastCount = q_status.CreatureOrGOCount[j];
if (curCastCount < reqCastCount)
{
q_status.CreatureOrGOCount[j] = curCastCount + addCastCount;
m_QuestStatusSave[questid] = QUEST_DEFAULT_SAVE_TYPE;
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, ObjectGuid guid)
{
uint16 addTalkCount = 1;
for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (!questid)
continue;
Quest const* qInfo = sObjectMgr->GetQuestTemplate(questid);
if (!qInfo)
continue;
QuestStatusData& q_status = m_QuestStatus[questid];
if (q_status.Status == QUEST_STATUS_INCOMPLETE)
{
if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_KILL | QUEST_SPECIAL_FLAGS_CAST | QUEST_SPECIAL_FLAGS_SPEAKTO))
{
for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
{
// skip gameobject objectives
if (qInfo->RequiredNpcOrGo[j] < 0)
continue;
uint32 reqTarget = 0;
if (qInfo->RequiredNpcOrGo[j] > 0) // creature activate objectives
// checked at quest_template loading
reqTarget = qInfo->RequiredNpcOrGo[j];
else
continue;
if (reqTarget == entry)
{
uint32 reqTalkCount = qInfo->RequiredNpcOrGoCount[j];
uint16 curTalkCount = q_status.CreatureOrGOCount[j];
if (curTalkCount < reqTalkCount)
{
q_status.CreatureOrGOCount[j] = curTalkCount + addTalkCount;
m_QuestStatusSave[questid] = QUEST_DEFAULT_SAVE_TYPE;
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 (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (!questid)
continue;
Quest const* qInfo = sObjectMgr->GetQuestTemplate(questid);
if (qInfo && qInfo->GetRewOrReqMoney() < 0)
{
QuestStatusData& q_status = m_QuestStatus[questid];
if (q_status.Status == QUEST_STATUS_INCOMPLETE)
{
if (int32(count) >= -qInfo->GetRewOrReqMoney())
{
if (CanCompleteQuest(questid))
CompleteQuest(questid);
}
}
else if (q_status.Status == QUEST_STATUS_COMPLETE)
{
if (int32(count) < -qInfo->GetRewOrReqMoney())
IncompleteQuest(questid);
}
}
}
}
void Player::ReputationChanged(FactionEntry const* factionEntry)
{
for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
if (uint32 questid = GetQuestSlotQuestId(i))
{
if (Quest const* qInfo = sObjectMgr->GetQuestTemplate(questid))
{
if (qInfo->GetRepObjectiveFaction() == factionEntry->ID)
{
QuestStatusData& q_status = m_QuestStatus[questid];
if (q_status.Status == QUEST_STATUS_INCOMPLETE)
{
if (GetReputationMgr().GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue())
if (CanCompleteQuest(questid))
CompleteQuest(questid);
}
else if (q_status.Status == QUEST_STATUS_COMPLETE)
{
if (GetReputationMgr().GetReputation(factionEntry) < qInfo->GetRepObjectiveValue())
IncompleteQuest(questid);
}
}
}
}
}
}
void Player::ReputationChanged2(FactionEntry const* factionEntry)
{
for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
if (uint32 questid = GetQuestSlotQuestId(i))
{
if (Quest const* qInfo = sObjectMgr->GetQuestTemplate(questid))
{
if (qInfo->GetRepObjectiveFaction2() == factionEntry->ID)
{
QuestStatusData& q_status = m_QuestStatus[questid];
if (q_status.Status == QUEST_STATUS_INCOMPLETE)
{
if (GetReputationMgr().GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue2())
if (CanCompleteQuest(questid))
CompleteQuest(questid);
}
else if (q_status.Status == QUEST_STATUS_COMPLETE)
{
if (GetReputationMgr().GetReputation(factionEntry) < qInfo->GetRepObjectiveValue2())
IncompleteQuest(questid);
}
}
}
}
}
}
bool Player::HasQuestForItem(uint32 itemid) const
{
for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (questid == 0)
continue;
QuestStatusMap::const_iterator qs_itr = m_QuestStatus.find(questid);
if (qs_itr == m_QuestStatus.end())
continue;
QuestStatusData const& q_status = qs_itr->second;
if (q_status.Status == QUEST_STATUS_INCOMPLETE)
{
Quest const* qinfo = sObjectMgr->GetQuestTemplate(questid);
if (!qinfo)
continue;
// hide quest if player is in raid-group and quest is no raid quest
if (GetGroup() && GetGroup()->isRaidGroup() && !qinfo->IsAllowedInRaid(GetMap()->GetDifficulty()))
if (!InBattleground()) //there are two ways.. we can make every bg-quest a raidquest, or add this code here.. i don't know if this can be exploited by other quests, but i think all other quests depend on a specific area.. but keep this in mind, if something strange happens later
continue;
// There should be no mixed ReqItem/ReqSource drop
// This part for ReqItem drop
for (uint8 j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j)
{
if (itemid == qinfo->RequiredItemId[j] && q_status.ItemCount[j] < qinfo->RequiredItemCount[j])
return true;
}
// This part - for ReqSource
for (uint8 j = 0; j < QUEST_SOURCE_ITEM_IDS_COUNT; ++j)
{
// examined item is a source item
if (qinfo->RequiredSourceItemId[j] == itemid)
{
ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(itemid);
// 'unique' item
if (pProto->MaxCount && int32(GetItemCount(itemid, true)) < pProto->MaxCount)
return true;
// allows custom amount drop when not 0
if (qinfo->RequiredSourceItemCount[j])
{
if (GetItemCount(itemid, true) < qinfo->RequiredSourceItemCount[j])
return true;
} else if (GetItemCount(itemid, true) < pProto->GetMaxStackSize())
return true;
}
}
}
}
return false;
}
void Player::SendQuestComplete(uint32 quest_id)
{
if (quest_id)
{
WorldPacket data(SMSG_QUESTUPDATE_COMPLETE, 4);
data << uint32(quest_id);
GetSession()->SendPacket(&data);
TC_LOG_DEBUG("network", "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id);
}
}
void Player::SendQuestReward(Quest const* quest, uint32 XP)
{
uint32 questid = quest->GetQuestId();
TC_LOG_DEBUG("network", "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid);
sGameEventMgr->HandleQuestComplete(questid);
WorldPacket data(SMSG_QUESTGIVER_QUEST_COMPLETE, (4+4+4+4+4));
data << uint32(questid);
if (getLevel() < sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
{
data << uint32(XP);
data << uint32(quest->GetRewOrReqMoney());
}
else
{
data << uint32(0);
data << uint32(quest->GetRewOrReqMoney() + int32(quest->GetRewMoneyMaxLevel() * sWorld->getRate(RATE_DROP_MONEY)));
}
data << uint32(10 * quest->CalculateHonorGain(GetQuestLevel(quest)));
data << uint32(quest->GetBonusTalents()); // bonus talents
data << uint32(quest->GetRewArenaPoints());
GetSession()->SendPacket(&data);
}
void Player::SendQuestFailed(uint32 questId, InventoryResult reason)
{
if (questId)
{
WorldPacket data(SMSG_QUESTGIVER_QUEST_FAILED, 4 + 4);
data << uint32(questId);
data << uint32(reason); // failed reason (valid reasons: 4, 16, 50, 17, 74, other values show default message)
GetSession()->SendPacket(&data);
TC_LOG_DEBUG("network", "WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
}
}
void Player::SendQuestTimerFailed(uint32 quest_id)
{
if (quest_id)
{
WorldPacket data(SMSG_QUESTUPDATE_FAILEDTIMER, 4);
data << uint32(quest_id);
GetSession()->SendPacket(&data);
TC_LOG_DEBUG("network", "WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
}
}
void Player::SendCanTakeQuestResponse(QuestFailedReason msg) const
{
WorldPacket data(SMSG_QUESTGIVER_QUEST_INVALID, 4);
data << uint32(msg);
GetSession()->SendPacket(&data);
TC_LOG_DEBUG("network", "WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
}
void Player::SendQuestConfirmAccept(const Quest* quest, Player* pReceiver)
{
if (pReceiver)
{
std::string strTitle = quest->GetTitle();
int loc_idx = pReceiver->GetSession()->GetSessionDbLocaleIndex();
if (loc_idx >= 0)
if (const QuestLocale* pLocale = sObjectMgr->GetQuestLocale(quest->GetQuestId()))
ObjectMgr::GetLocaleString(pLocale->Title, loc_idx, strTitle);
WorldPacket data(SMSG_QUEST_CONFIRM_ACCEPT, (4 + strTitle.size() + 8));
data << uint32(quest->GetQuestId());
data << strTitle;
data << uint64(GetGUID());
pReceiver->GetSession()->SendPacket(&data);
TC_LOG_DEBUG("network", "WORLD: Sent SMSG_QUEST_CONFIRM_ACCEPT");
}
}
void Player::SendPushToPartyResponse(Player* player, uint8 msg)
{
if (player)
{
WorldPacket data(MSG_QUEST_PUSH_RESULT, 8 + 1);
data << uint64(player->GetGUID());
data << uint8(msg); // valid values: 0-8
GetSession()->SendPacket(&data);
TC_LOG_DEBUG("network", "WORLD: Sent MSG_QUEST_PUSH_RESULT");
}
}
void Player::SendQuestUpdateAddItem(Quest const* /*quest*/, uint32 /*item_idx*/, uint16 /*count*/)
{
WorldPacket data(SMSG_QUESTUPDATE_ADD_ITEM, 0);
TC_LOG_DEBUG("network", "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM");
//data << quest->RequiredItemId[item_idx];
//data << count;
GetSession()->SendPacket(&data);
}
void Player::SendQuestUpdateAddCreatureOrGo(Quest const* quest, ObjectGuid guid, uint32 creatureOrGO_idx, uint16 old_count, uint16 add_count)
{
ASSERT(old_count + add_count < 65536 && "mob/GO count store in 16 bits 2^16 = 65536 (0..65536)");
int32 entry = quest->RequiredNpcOrGo[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));
TC_LOG_DEBUG("network", "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL");
data << uint32(quest->GetQuestId());
data << uint32(entry);
data << uint32(old_count + add_count);
data << uint32(quest->RequiredNpcOrGoCount[ creatureOrGO_idx ]);
data << uint64(guid);
GetSession()->SendPacket(&data);
uint16 log_slot = FindQuestSlot(quest->GetQuestId());
if (log_slot < MAX_QUEST_LOG_SIZE)
SetQuestSlotCounter(log_slot, creatureOrGO_idx, GetQuestSlotCounter(log_slot, creatureOrGO_idx) + add_count);
}
void Player::SendQuestUpdateAddPlayer(Quest const* quest, uint16 old_count, uint16 add_count)
{
ASSERT(old_count + add_count < 65536 && "player count store in 16 bits");
WorldPacket data(SMSG_QUESTUPDATE_ADD_PVP_KILL, (3*4));
TC_LOG_DEBUG("network", "WORLD: Sent SMSG_QUESTUPDATE_ADD_PVP_KILL");
data << uint32(quest->GetQuestId());
data << uint32(old_count + add_count);
data << uint32(quest->GetPlayersSlain());
GetSession()->SendPacket(&data);
uint16 log_slot = FindQuestSlot(quest->GetQuestId());
if (log_slot < MAX_QUEST_LOG_SIZE)
SetQuestSlotCounter(log_slot, QUEST_PVP_KILL_SLOT, GetQuestSlotCounter(log_slot, QUEST_PVP_KILL_SLOT) + add_count);
}
bool Player::HasPvPForcingQuest() const
{
for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questId = GetQuestSlotQuestId(i);
if (questId == 0)
continue;
Quest const* quest = sObjectMgr->GetQuestTemplate(questId);
if (!quest)
continue;
if (quest->HasFlag(QUEST_FLAGS_FLAGS_PVP))
return true;
}
return false;
}
/*********************************************************/
/*** LOAD SYSTEM ***/
/*********************************************************/
void Player::Initialize(uint32 guid)
{
Object::_Create(guid, 0, HIGHGUID_PLAYER);
}
void Player::_LoadDeclinedNames(PreparedQueryResult result)
{
if (!result)
return;
delete m_declinedname;
m_declinedname = new DeclinedName;
for (uint8 i = 0; i < MAX_DECLINED_NAME_CASES; ++i)
m_declinedname->name[i] = (*result)[i].GetString();
}
void Player::_LoadArenaTeamInfo(PreparedQueryResult result)
{
// arenateamid, played_week, played_season, personal_rating
memset((void*)&m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1], 0, sizeof(uint32) * MAX_ARENA_SLOT * ARENA_TEAM_END);
uint16 personalRatingCache[] = {0, 0, 0};
if (result)
{
do
{
Field* fields = result->Fetch();
uint32 arenaTeamId = fields[0].GetUInt32();
ArenaTeam* arenaTeam = sArenaTeamMgr->GetArenaTeamById(arenaTeamId);
if (!arenaTeam)
{
TC_LOG_ERROR("entities.player", "Player::_LoadArenaTeamInfo: couldn't load arenateam %u", arenaTeamId);
continue;
}
uint8 arenaSlot = arenaTeam->GetSlot();
personalRatingCache[arenaSlot] = fields[4].GetUInt16();
SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_ID, arenaTeamId);
SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_TYPE, arenaTeam->GetType());
SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_MEMBER, (arenaTeam->GetCaptain() == GetGUID()) ? 0 : 1);
SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_GAMES_WEEK, uint32(fields[1].GetUInt16()));
SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_GAMES_SEASON, uint32(fields[2].GetUInt16()));
SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_WINS_SEASON, uint32(fields[3].GetUInt16()));
}
while (result->NextRow());
}
for (uint8 slot = 0; slot <= 2; ++slot)
{
SetArenaTeamInfoField(slot, ARENA_TEAM_PERSONAL_RATING, uint32(personalRatingCache[slot]));
}
}
void Player::_LoadEquipmentSets(PreparedQueryResult result)
{
// SetPQuery(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS, "SELECT setguid, setindex, name, iconname, item0, item1, item2, item3, item4, item5, item6, item7, item8, item9, item10, item11, item12, item13, item14, item15, item16, item17, item18 FROM character_equipmentsets WHERE guid = '%u' ORDER BY setindex", GUID_LOPART(m_guid));
if (!result)
return;
uint32 count = 0;
do
{
Field* fields = result->Fetch();
EquipmentSet eqSet;
eqSet.Guid = fields[0].GetUInt64();
uint8 index = fields[1].GetUInt8();
eqSet.Name = fields[2].GetString();
eqSet.IconName = fields[3].GetString();
eqSet.IgnoreMask = fields[4].GetUInt32();
eqSet.state = EQUIPMENT_SET_UNCHANGED;
for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
eqSet.Items[i] = fields[5+i].GetUInt32();
m_EquipmentSets[index] = eqSet;
++count;
if (count >= MAX_EQUIPMENT_SET_INDEX) // client limit
break;
}
while (result->NextRow());
}
void Player::_LoadBGData(PreparedQueryResult result)
{
if (!result)
return;
Field* fields = result->Fetch();
// Expecting only one row
// 0 1 2 3 4 5 6 7 8 9
// SELECT instanceId, team, joinX, joinY, joinZ, joinO, joinMapId, taxiStart, taxiEnd, mountSpell FROM character_battleground_data WHERE guid = ?
m_bgData.bgInstanceID = fields[0].GetUInt32();
m_bgData.bgTeam = fields[1].GetUInt16();
m_bgData.joinPos = WorldLocation(fields[6].GetUInt16(), // Map
fields[2].GetFloat(), // X
fields[3].GetFloat(), // Y
fields[4].GetFloat(), // Z
fields[5].GetFloat()); // Orientation
m_bgData.taxiPath[0] = fields[7].GetUInt32();
m_bgData.taxiPath[1] = fields[8].GetUInt32();
m_bgData.mountSpell = fields[9].GetUInt32();
}
bool Player::LoadPositionFromDB(uint32& mapid, float& x, float& y, float& z, float& o, bool& in_flight, ObjectGuid guid)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_POSITION);
stmt->setUInt32(0, guid.GetCounter());
PreparedQueryResult result = CharacterDatabase.Query(stmt);
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].GetUInt16();
in_flight = !fields[5].GetString().empty();
return true;
}
void Player::SetHomebind(WorldLocation const& loc, uint32 areaId)
{
loc.GetPosition(m_homebindX, m_homebindY, m_homebindZ);
m_homebindMapId = loc.GetMapId();
m_homebindAreaId = areaId;
// update sql homebind
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_PLAYER_HOMEBIND);
stmt->setUInt16(0, m_homebindMapId);
stmt->setUInt16(1, m_homebindAreaId);
stmt->setFloat (2, m_homebindX);
stmt->setFloat (3, m_homebindY);
stmt->setFloat (4, m_homebindZ);
stmt->setUInt32(5, GetGUIDLow());
CharacterDatabase.Execute(stmt);
}
uint32 Player::GetUInt32ValueFromArray(Tokenizer const& data, uint16 index)
{
if (index >= data.size())
return 0;
return (uint32)atoi(data[index]);
}
float Player::GetFloatValueFromArray(Tokenizer const& data, uint16 index)
{
float result;
uint32 temp = Player::GetUInt32ValueFromArray(data, index);
memcpy(&result, &temp, sizeof(result));
return result;
}
bool Player::IsLoading() const
{
return GetSession()->PlayerLoading();
}
bool Player::LoadFromDB(ObjectGuid guid, SQLQueryHolder *holder)
{
//// 0 1 2 3 4 5 6 7 8 9 10 11
//QueryResult* result = CharacterDatabase.PQuery("SELECT guid, account, name, race, class, gender, level, xp, money, playerBytes, playerBytes2, playerFlags, "
// 12 13 14 15 16 17 18 19 20 21 22 23 24
//"position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, "
// 25 26 27 28 29 30 31 32 33 34 35 36 37 38
//"resettalents_time, trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, online, death_expire_time, taxi_path, instance_mode_mask, "
// 39 40 41 42 43 44 45 46 47 48 49
//"arenaPoints, totalHonorPoints, todayHonorPoints, yesterdayHonorPoints, totalKills, todayKills, yesterdayKills, chosenTitle, knownCurrencies, watchedFaction, drunk, "
// 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66
//"health, power1, power2, power3, power4, power5, power6, power7, instance_id, speccount, activespec, exploredZones, equipmentCache, ammoId, knownTitles, actionBars, grantableLevels FROM characters WHERE guid = '%u'", guid);
PreparedQueryResult result = holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_FROM);
if (!result)
{
std::string name = "<unknown>";
sObjectMgr->GetPlayerNameByGUID(guid, name);
TC_LOG_ERROR("entities.player", "Player %s %s not found in table `characters`, can't load. ", name.c_str(), guid.ToString().c_str());
return false;
}
Field* fields = result->Fetch();
uint32 dbAccountId = fields[1].GetUInt32();
// check if the character's account in the db and the logged in account match.
// player should be able to load/delete character only with correct account!
if (dbAccountId != GetSession()->GetAccountId())
{
TC_LOG_ERROR("entities.player", "Player %s loading from wrong account (is: %u, should be: %u)", guid.ToString().c_str(), GetSession()->GetAccountId(), dbAccountId);
return false;
}
if (holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_BANNED))
{
TC_LOG_ERROR("entities.player", "%s is banned, can't load.", guid.ToString().c_str());
return false;
}
Object::_Create(guid.GetCounter(), 0, HIGHGUID_PLAYER);
m_name = fields[2].GetString();
// check name limitations
if (ObjectMgr::CheckPlayerName(m_name) != CHAR_NAME_SUCCESS ||
(!GetSession()->HasPermission(rbac::RBAC_PERM_SKIP_CHECK_CHARACTER_CREATION_RESERVEDNAME) &&
sObjectMgr->IsReservedName(m_name)))
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ADD_AT_LOGIN_FLAG);
stmt->setUInt16(0, uint16(AT_LOGIN_RENAME));
stmt->setUInt32(1, guid.GetCounter());
CharacterDatabase.Execute(stmt);
return false;
}
// overwrite possible wrong/corrupted guid
SetGuidValue(OBJECT_FIELD_GUID, guid);
uint8 gender = fields[5].GetUInt8();
if (!IsValidGender(gender))
{
TC_LOG_ERROR("entities.player", "Player %s has wrong gender (%u), can't be loaded.", guid.ToString().c_str(), gender);
return false;
}
// overwrite some data fields
uint32 bytes0 = 0;
bytes0 |= fields[3].GetUInt8(); // race
bytes0 |= fields[4].GetUInt8() << 8; // class
bytes0 |= gender << 16; // gender
SetUInt32Value(UNIT_FIELD_BYTES_0, bytes0);
// check if race/class combination is valid
PlayerInfo const* info = sObjectMgr->GetPlayerInfo(getRace(), getClass());
if (!info)
{
TC_LOG_ERROR("entities.player", "Player %s has wrong race/class (%u/%u), can't be loaded.", guid.ToString().c_str(), getRace(), getClass());
return false;
}
SetORace();
m_team = TeamForRace(getORace());
SetFakeRaceAndMorph(); // m_team must be set before this can be used.
setFactionForRace(getORace());//Need to call it to initialize m_team (m_team can be calculated from race)
SetUInt32Value(UNIT_FIELD_LEVEL, fields[6].GetUInt8());
SetUInt32Value(PLAYER_XP, fields[7].GetUInt32());
_LoadIntoDataField(fields[61].GetCString(), PLAYER_EXPLORED_ZONES_1, PLAYER_EXPLORED_ZONES_SIZE);
_LoadIntoDataField(fields[64].GetCString(), PLAYER__FIELD_KNOWN_TITLES, KNOWN_TITLES_SIZE*2);
SetObjectScale(1.0f);
SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f);
// load achievements before anything else to prevent multiple gains for the same achievement/criteria on every loading (as loading does call UpdateAchievementCriteria)
m_achievementMgr->LoadFromDB(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_ACHIEVEMENTS), holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_CRITERIA_PROGRESS));
uint32 money = fields[8].GetUInt32();
if (money > MAX_MONEY_AMOUNT)
money = MAX_MONEY_AMOUNT;
SetMoney(money);
SetUInt32Value(PLAYER_BYTES, fields[9].GetUInt32());
SetUInt32Value(PLAYER_BYTES_2, fields[10].GetUInt32());
SetByteValue(PLAYER_BYTES_3, 0, fields[5].GetUInt8());
SetByteValue(PLAYER_BYTES_3, 1, fields[49].GetUInt8());
SetUInt32Value(PLAYER_FLAGS, fields[11].GetUInt32());
SetInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, fields[48].GetUInt32());
SetUInt64Value(PLAYER_FIELD_KNOWN_CURRENCIES, fields[47].GetUInt64());
SetUInt32Value(PLAYER_AMMO_ID, fields[63].GetUInt32());
// set which actionbars the client has active - DO NOT REMOVE EVER AGAIN (can be changed though, if it does change fieldwise)
SetByteValue(PLAYER_FIELD_BYTES, 2, fields[65].GetUInt8());
InitDisplayIds();
// cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
for (uint8 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
{
SetGuidValue(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), ObjectGuid::Empty);
SetVisibleItemSlot(slot, NULL);
delete m_items[slot];
m_items[slot] = NULL;
}
TC_LOG_DEBUG("entities.player.loading", "Load Basic value of player %s is: ", m_name.c_str());
outDebugValues();
// load home bind and check in same time class/race pair, it used later for restore broken positions
if (!_LoadHomeBind(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_HOME_BIND)))
return false;
InitPrimaryProfessions(); // to max set before any spell loaded
// init saved position, and fix it later if problematic
uint32 transLowGUID = fields[30].GetUInt32();
Relocate(fields[12].GetFloat(), fields[13].GetFloat(), fields[14].GetFloat(), fields[16].GetFloat());
uint32 mapId = fields[15].GetUInt16();
uint32 instanceId = fields[58].GetUInt32();
uint32 dungeonDiff = fields[38].GetUInt8() & 0x0F;
if (dungeonDiff >= MAX_DUNGEON_DIFFICULTY)
dungeonDiff = DUNGEON_DIFFICULTY_NORMAL;
uint32 raidDiff = (fields[38].GetUInt8() >> 4) & 0x0F;
if (raidDiff >= MAX_RAID_DIFFICULTY)
raidDiff = RAID_DIFFICULTY_10MAN_NORMAL;
SetDungeonDifficulty(Difficulty(dungeonDiff)); // may be changed in _LoadGroup
SetRaidDifficulty(Difficulty(raidDiff)); // may be changed in _LoadGroup
std::string taxi_nodes = fields[37].GetString();
#define RelocateToHomebind(){ mapId = m_homebindMapId; instanceId = 0; Relocate(m_homebindX, m_homebindY, m_homebindZ); }
_LoadGroup(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_GROUP));
_LoadArenaTeamInfo(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_ARENA_INFO));
SetArenaPoints(fields[39].GetUInt32());
// 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 = sArenaTeamMgr->GetArenaTeamById(arena_team_id))
if (at->IsMember(GetGUID()))
continue;
// arena team not exist or not member, cleanup fields
for (int j = 0; j < 6; ++j)
SetArenaTeamInfoField(arena_slot, ArenaTeamInfoType(j), 0);
}
SetHonorPoints(fields[40].GetUInt32());
SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, fields[41].GetUInt32());
SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, fields[42].GetUInt32());
SetUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS, fields[43].GetUInt32());
SetUInt16Value(PLAYER_FIELD_KILLS, 0, fields[44].GetUInt16());
SetUInt16Value(PLAYER_FIELD_KILLS, 1, fields[45].GetUInt16());
_LoadBoundInstances(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_BOUND_INSTANCES));
_LoadInstanceTimeRestrictions(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_INSTANCE_LOCK_TIMES));
_LoadBGData(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_BG_DATA));
GetSession()->SetPlayer(this);
MapEntry const* mapEntry = sMapStore.LookupEntry(mapId);
if (!mapEntry || !IsPositionValid())
{
TC_LOG_ERROR("entities.player", "Player %s have invalid coordinates (MapId: %u X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
guid.ToString().c_str(), mapId, GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
RelocateToHomebind();
}
// Player was saved in Arena or Bg
else if (mapEntry && mapEntry->IsBattlegroundOrArena())
{
Battleground* currentBg = NULL;
if (m_bgData.bgInstanceID) //saved in Battleground
currentBg = sBattlegroundMgr->GetBattleground(m_bgData.bgInstanceID, BATTLEGROUND_TYPE_NONE);
bool player_at_bg = currentBg && currentBg->IsPlayerInBattleground(GetGUID());
if (player_at_bg && currentBg->GetStatus() != STATUS_WAIT_LEAVE)
{
BattlegroundQueueTypeId bgQueueTypeId = sBattlegroundMgr->BGQueueTypeId(currentBg->GetTypeID(), currentBg->GetArenaType());
AddBattlegroundQueueId(bgQueueTypeId);
m_bgData.bgTypeID = currentBg->GetTypeID();
//join player to battleground group
currentBg->EventPlayerLoggedIn(this);
currentBg->AddOrSetPlayerToCorrectBgGroup(this, m_bgData.bgTeam);
SetInviteForBattlegroundQueueType(bgQueueTypeId, currentBg->GetInstanceID());
}
// Bg was not found - go to Entry Point
else
{
// leave bg
if (player_at_bg)
currentBg->RemovePlayerAtLeave(GetGUID(), false, true);
// Do not look for instance if bg not found
const WorldLocation& _loc = GetBattlegroundEntryPoint();
mapId = _loc.GetMapId(); instanceId = 0;
// Db field type is type int16, so it can never be MAPID_INVALID
//if (mapId == MAPID_INVALID) -- code kept for reference
if (int16(mapId) == int16(-1)) // Battleground Entry Point not found (???)
{
TC_LOG_ERROR("entities.player", "Player %s was in BG in database, but BG was not found, and entry point was invalid! Teleport to default race/class locations.",
guid.ToString().c_str());
RelocateToHomebind();
}
else
Relocate(&_loc);
// We are not in BG anymore
m_bgData.bgInstanceID = 0;
}
}
// currently we do not support transport in bg
else if (transLowGUID)
{
ObjectGuid transGUID(HIGHGUID_MO_TRANSPORT, transLowGUID);
Transport* transport = NULL;
if (GameObject* go = HashMapHolder<GameObject>::Find(transGUID))
transport = go->ToTransport();
if (transport)
{
float x = fields[26].GetFloat(), y = fields[27].GetFloat(), z = fields[28].GetFloat(), o = fields[29].GetFloat();
m_movementInfo.transport.pos.Relocate(x, y, z, o);
transport->CalculatePassengerPosition(x, y, z, &o);
if (!Trinity::IsValidMapCoord(x, y, z, o) ||
// transport size limited
std::fabs(m_movementInfo.transport.pos.GetPositionX()) > 250.0f ||
std::fabs(m_movementInfo.transport.pos.GetPositionY()) > 250.0f ||
std::fabs(m_movementInfo.transport.pos.GetPositionZ()) > 250.0f)
{
TC_LOG_ERROR("entities.player", "Player %s have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to bind location.",
guid.ToString().c_str(), x, y, z, o);
m_movementInfo.transport.Reset();
RelocateToHomebind();
}
else
{
Relocate(x, y, z, o);
mapId = transport->GetMapId();
transport->AddPassenger(this);
}
}
else
{
TC_LOG_ERROR("entities.player", "Player %s have problems with transport guid (%u). Teleport to bind location.",
guid.ToString().c_str(), transLowGUID);
RelocateToHomebind();
}
}
// currently we do not support taxi in instance
else if (!taxi_nodes.empty())
{
instanceId = 0;
// Not finish taxi flight path
if (m_bgData.HasTaxiPath())
{
for (int i = 0; i < 2; ++i)
m_taxi.AddTaxiDestination(m_bgData.taxiPath[i]);
}
else if (!m_taxi.LoadTaxiDestinationsFromString(taxi_nodes, GetTeam()))
{
// problems with taxi path loading
TaxiNodesEntry const* nodeEntry = NULL;
if (uint32 node_id = m_taxi.GetTaxiSource())
nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
if (!nodeEntry) // don't know taxi start node, to homebind
{
TC_LOG_ERROR("entities.player", "Character %u have wrong data in taxi destination list, teleport to homebind.", GetGUIDLow());
RelocateToHomebind();
}
else // have start node, to it
{
TC_LOG_ERROR("entities.player", "Character %u have too short taxi destination list, teleport to original node.", GetGUIDLow());
mapId = nodeEntry->map_id;
Relocate(nodeEntry->x, nodeEntry->y, nodeEntry->z, 0.0f);
}
m_taxi.ClearTaxiDestinations();
}
if (uint32 node_id = m_taxi.GetTaxiSource())
{
// save source node as recall coord to prevent recall and fall from sky
TaxiNodesEntry const* nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
if (nodeEntry && nodeEntry->map_id == GetMapId())
{
ASSERT(nodeEntry); // checked in m_taxi.LoadTaxiDestinationsFromString
mapId = nodeEntry->map_id;
Relocate(nodeEntry->x, nodeEntry->y, nodeEntry->z, 0.0f);
}
// flight will started later
}
}
// Map could be changed before
mapEntry = sMapStore.LookupEntry(mapId);
// client without expansion support
if (mapEntry)
{
if (GetSession()->Expansion() < mapEntry->Expansion())
{
TC_LOG_DEBUG("entities.player.loading", "Player %s using client without required expansion tried login at non accessible map %u", GetName().c_str(), mapId);
RelocateToHomebind();
}
// fix crash (because of if (Map* map = _FindMap(instanceId)) in MapInstanced::CreateInstance)
if (instanceId)
if (InstanceSave* save = GetInstanceSave(mapId, mapEntry->IsRaid()))
if (save->GetInstanceId() != instanceId)
instanceId = 0;
}
// NOW player must have valid map
// load the player's map here if it's not already loaded
Map* map = sMapMgr->CreateMap(mapId, this);
AreaTrigger const* areaTrigger = NULL;
bool check = false;
if (!map)
{
areaTrigger = sObjectMgr->GetGoBackTrigger(mapId);
check = true;
}
else if (map->IsDungeon()) // if map is dungeon...
{
if (!((InstanceMap*)map)->CanEnter(this)) // ... and can't enter map, then look for entry point.
{
areaTrigger = sObjectMgr->GetGoBackTrigger(mapId);
check = true;
}
else if (instanceId && !sInstanceSaveMgr->GetInstanceSave(instanceId)) // ... and instance is reseted then look for entrance.
{
areaTrigger = sObjectMgr->GetMapEntranceTrigger(mapId);
check = true;
}
}
if (check) // in case of special event when creating map...
{
if (areaTrigger) // ... if we have an areatrigger, then relocate to new map/coordinates.
{
Relocate(areaTrigger->target_X, areaTrigger->target_Y, areaTrigger->target_Z, GetOrientation());
if (mapId != areaTrigger->target_mapId)
{
mapId = areaTrigger->target_mapId;
map = sMapMgr->CreateMap(mapId, this);
}
}
else
{
TC_LOG_ERROR("entities.player", "Player %s %s Map: %u, X: %f, Y: %f, Z: %f, O: %f. Areatrigger not found.",
m_name.c_str(), guid.ToString().c_str(), mapId, GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
map = NULL;
}
}
if (!map)
{
mapId = info->mapId;
Relocate(info->positionX, info->positionY, info->positionZ, 0.0f);
map = sMapMgr->CreateMap(mapId, this);
if (!map)
{
TC_LOG_ERROR("entities.player", "Player %s %s Map: %u, X: %f, Y: %f, Z: %f, O: %f. Invalid default map coordinates or instance couldn't be created.",
m_name.c_str(), guid.ToString().c_str(), mapId, GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
return false;
}
}
SetMap(map);
StoreRaidMapDifficulty();
// 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);
SaveRecallPosition();
time_t now = time(NULL);
time_t logoutTime = time_t(fields[22].GetUInt32());
// since last logout (in seconds)
uint32 time_diff = uint32(now - logoutTime); //uint64 is excessive for a time_diff in seconds.. uint32 allows for 136~ year difference.
// set value, including drunk invisibility detection
// calculate sobering. after 15 minutes logged out, the player will be sober again
uint8 newDrunkValue = 0;
if (time_diff < uint32(GetDrunkValue()) * 9)
newDrunkValue = GetDrunkValue() - time_diff / 9;
SetDrunkValue(newDrunkValue);
m_cinematic = fields[18].GetUInt8();
m_Played_time[PLAYED_TIME_TOTAL]= fields[19].GetUInt32();
m_Played_time[PLAYED_TIME_LEVEL]= fields[20].GetUInt32();
m_resetTalentsCost = fields[24].GetUInt32();
m_resetTalentsTime = time_t(fields[25].GetUInt32());
m_taxi.LoadTaxiMask(fields[17].GetString()); // must be before InitTaxiNodesForLevel
uint32 extraflags = fields[31].GetUInt16();
m_stableSlots = fields[32].GetUInt8();
if (m_stableSlots > MAX_PET_STABLES)
{
TC_LOG_ERROR("entities.player", "Player can have not more %u stable slots, but have in DB %u", MAX_PET_STABLES, uint32(m_stableSlots));
m_stableSlots = MAX_PET_STABLES;
}
m_atLoginFlags = fields[33].GetUInt16();
if (HasAtLoginFlag(AT_LOGIN_RENAME))
{
TC_LOG_ERROR("entities.player", "Player (GUID: %u) tried to login while forced to rename, can't load.'", GetGUIDLow());
return false;
}
// Honor system
// Update Honor kills data
m_lastHonorUpdateTime = logoutTime;
UpdateHonorFields();
m_deathExpireTime = time_t(fields[36].GetUInt32());
if (m_deathExpireTime > now + MAX_DEATH_COUNT * DEATH_EXPIRE_STEP)
m_deathExpireTime = now + MAX_DEATH_COUNT * DEATH_EXPIRE_STEP - 1;
// clear channel spell data (if saved at channel spell casting)
SetChannelObjectGuid(ObjectGuid::Empty);
SetUInt32Value(UNIT_CHANNEL_SPELL, 0);
// clear charm/summon related fields
SetOwnerGUID(ObjectGuid::Empty);
SetGuidValue(UNIT_FIELD_CHARMEDBY, ObjectGuid::Empty);
SetGuidValue(UNIT_FIELD_CHARM, ObjectGuid::Empty);
SetGuidValue(UNIT_FIELD_SUMMON, ObjectGuid::Empty);
SetGuidValue(PLAYER_FARSIGHT, ObjectGuid::Empty);
SetCreatorGUID(ObjectGuid::Empty);
RemoveFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_FORCE_MOVEMENT);
// reset some aura modifiers before aura apply
SetUInt32Value(PLAYER_TRACK_CREATURES, 0);
SetUInt32Value(PLAYER_TRACK_RESOURCES, 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
SetGuidValue(PLAYER_DUEL_ARBITER, ObjectGuid::Empty);
SetUInt32Value(PLAYER_DUEL_TEAM, 0);
// reset stats before loading any modifiers
InitStatsForLevel();
InitGlyphsForLevel();
InitTaxiNodesForLevel();
InitRunes();
// rest bonus can only be calculated after InitStatsForLevel()
m_rest_bonus = fields[21].GetFloat();
if (time_diff > 0)
{
//speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
float bubble0 = 0.031f;
//speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
float bubble1 = 0.125f;
float bubble = fields[23].GetUInt8() > 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);
}
// load skills after InitStatsForLevel because it triggering aura apply also
_LoadSkills(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_SKILLS));
UpdateSkillsForLevel(); //update skills after load, to make sure they are correctly update at player load
// 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();
m_specsCount = fields[59].GetUInt8();
m_activeSpec = fields[60].GetUInt8();
// sanity check
if (m_specsCount > MAX_TALENT_SPECS || m_activeSpec > MAX_TALENT_SPEC || m_specsCount < MIN_TALENT_SPECS)
{
m_activeSpec = 0;
TC_LOG_ERROR("entities.player", "Player %s(GUID: %u) has SpecCount = %u and ActiveSpec = %u.", GetName().c_str(), GetGUIDLow(), m_specsCount, m_activeSpec);
}
_LoadTalents(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_TALENTS));
_LoadSpells(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_SPELLS));
_LoadGlyphs(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_GLYPHS));
_LoadAuras(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_AURAS), time_diff);
_LoadGlyphAuras();
// add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
m_deathState = DEAD;
// after spell load, learn rewarded spell if need also
_LoadQuestStatus(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_QUEST_STATUS));
_LoadQuestStatusRewarded(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_QUEST_STATUS_REW));
_LoadDailyQuestStatus(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_DAILY_QUEST_STATUS));
_LoadWeeklyQuestStatus(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_WEEKLY_QUEST_STATUS));
_LoadSeasonalQuestStatus(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_SEASONAL_QUEST_STATUS));
_LoadMonthlyQuestStatus(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_MONTHLY_QUEST_STATUS));
_LoadRandomBGStatus(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_RANDOM_BG));
// after spell and quest load
InitTalentForLevel();
LearnDefaultSkills();
LearnCustomSpells();
// must be before inventory (some items required reputation check)
m_reputationMgr->LoadFromDB(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_REPUTATION));
_LoadInventory(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_INVENTORY), time_diff);
// update items with duration and realtime
UpdateItemDuration(time_diff, true);
_LoadActions(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_ACTIONS));
// unread mails and next delivery time, actual mails not loaded
_LoadMailInit(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_MAIL_COUNT), holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_MAIL_DATE));
m_social = sSocialMgr->LoadFromDB(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_SOCIAL_LIST), GetGUIDLow());
// check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
// note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
uint32 curTitle = fields[46].GetUInt32();
if (curTitle && !HasTitle(curTitle))
curTitle = 0;
SetUInt32Value(PLAYER_CHOSEN_TITLE, curTitle);
// has to be called after last Relocate() in Player::LoadFromDB
SetFallInformation(0, GetPositionZ());
_LoadSpellCooldowns(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_SPELL_COOLDOWNS));
// 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();
else
RemoveAllAurasRequiringDeadTarget();
//apply all stat bonuses from items and auras
SetCanModifyStats(true);
UpdateAllStats();
// restore remembered power/health values (but not more max values)
uint32 savedHealth = fields[50].GetUInt32();
SetHealth(savedHealth > GetMaxHealth() ? GetMaxHealth() : savedHealth);
for (uint8 i = 0; i < MAX_POWERS; ++i)
{
uint32 savedPower = fields[51+i].GetUInt32();
SetPower(Powers(i), savedPower > GetMaxPower(Powers(i)) ? GetMaxPower(Powers(i)) : savedPower);
}
TC_LOG_DEBUG("entities.player.loading", "The value of player %s after load item and aura is: ", m_name.c_str());
outDebugValues();
// GM state
if (GetSession()->HasPermission(rbac::RBAC_PERM_RESTORE_SAVED_GM_STATE))
{
switch (sWorld->getIntConfig(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->getIntConfig(CONFIG_GM_VISIBLE_STATE))
{
default:
case 0: SetGMVisible(false); break; // invisible
case 1: break; // visible
case 2: // save state
if (extraflags & PLAYER_EXTRA_GM_INVISIBLE)
SetGMVisible(false);
break;
}
switch (sWorld->getIntConfig(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->getIntConfig(CONFIG_GM_WHISPERING_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;
}
}
// RaF stuff.
m_grantableLevels = fields[66].GetUInt8();
if (GetSession()->IsARecruiter() || (GetSession()->GetRecruiterId() != 0))
SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_REFER_A_FRIEND);
if (m_grantableLevels > 0)
SetByteValue(PLAYER_FIELD_BYTES, 1, 0x01);
_LoadDeclinedNames(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_DECLINED_NAMES));
m_achievementMgr->CheckAllAchievementCriteria();
_LoadEquipmentSets(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_EQUIPMENT_SETS));
return true;
}
bool Player::isAllowedToLoot(const Creature* creature)
{
if (!creature->isDead() || !creature->IsDamageEnoughForLootingAndReward())
return false;
if (HasPendingBind())
return false;
const Loot* loot = &creature->loot;
if (loot->isLooted()) // nothing to loot or everything looted.
return false;
if (loot->loot_type == LOOT_SKINNING)
return creature->GetSkinner() == GetGUID();
Group* thisGroup = GetGroup();
if (!thisGroup)
return this == creature->GetLootRecipient();
else if (thisGroup != creature->GetLootRecipientGroup())
return false;
switch (thisGroup->GetLootMethod())
{
case MASTER_LOOT:
case FREE_FOR_ALL:
return true;
case ROUND_ROBIN:
// may only loot if the player is the loot roundrobin player
// or if there are free/quest/conditional item for the player
if (loot->roundRobinPlayer.IsEmpty() || loot->roundRobinPlayer == GetGUID())
return true;
return loot->hasItemFor(this);
case GROUP_LOOT:
case NEED_BEFORE_GREED:
// may only loot if the player is the loot roundrobin player
// or item over threshold (so roll(s) can be launched)
// or if there are free/quest/conditional item for the player
if (loot->roundRobinPlayer.IsEmpty() || loot->roundRobinPlayer == GetGUID())
return true;
if (loot->hasOverThresholdItem())
return true;
return loot->hasItemFor(this);
}
return false;
}
void Player::_LoadActions(PreparedQueryResult result)
{
m_actionButtons.clear();
if (result)
{
do
{
Field* fields = result->Fetch();
uint8 button = fields[0].GetUInt8();
uint32 action = fields[1].GetUInt32();
uint8 type = fields[2].GetUInt8();
if (ActionButton* ab = addActionButton(button, action, type))
ab->uState = ACTIONBUTTON_UNCHANGED;
else
{
TC_LOG_ERROR("entities.player", " ...at loading, and will deleted in DB also");
// Will deleted in DB at next save (it can create data until save but marked as deleted)
m_actionButtons[button].uState = ACTIONBUTTON_DELETED;
}
} while (result->NextRow());
}
}
void Player::_LoadAuras(PreparedQueryResult result, uint32 timediff)
{
TC_LOG_DEBUG("entities.player.loading", "Loading auras for player %u", GetGUIDLow());
/* 0 1 2 3 4 5 6 7 8 9 10
QueryResult* result = CharacterDatabase.PQuery("SELECT caster_guid, spell, effect_mask, recalculate_mask, stackcount, amount0, amount1, amount2, base_amount0, base_amount1, base_amount2,
11 12 13
maxduration, remaintime, remaincharges FROM character_aura WHERE guid = '%u'", GetGUIDLow());
*/
if (result)
{
do
{
Field* fields = result->Fetch();
int32 damage[3];
int32 baseDamage[3];
ObjectGuid caster_guid(fields[0].GetUInt64());
uint32 spellid = fields[1].GetUInt32();
uint8 effmask = fields[2].GetUInt8();
uint8 recalculatemask = fields[3].GetUInt8();
uint8 stackcount = fields[4].GetUInt8();
damage[0] = fields[5].GetInt32();
damage[1] = fields[6].GetInt32();
damage[2] = fields[7].GetInt32();
baseDamage[0] = fields[8].GetInt32();
baseDamage[1] = fields[9].GetInt32();
baseDamage[2] = fields[10].GetInt32();
int32 maxduration = fields[11].GetInt32();
int32 remaintime = fields[12].GetInt32();
uint8 remaincharges = fields[13].GetUInt8();
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellid);
if (!spellInfo)
{
TC_LOG_ERROR("entities.player", "Unknown aura (spellid %u), ignore.", spellid);
continue;
}
// negative effects should continue counting down after logout
if (remaintime != -1 && !spellInfo->IsPositive())
{
if (remaintime/IN_MILLISECONDS <= int32(timediff))
continue;
remaintime -= timediff*IN_MILLISECONDS;
}
// prevent wrong values of remaincharges
if (spellInfo->ProcCharges)
{
// we have no control over the order of applying auras and modifiers allow auras
// to have more charges than value in SpellInfo
if (remaincharges <= 0/* || remaincharges > spellproto->procCharges*/)
remaincharges = spellInfo->ProcCharges;
}
else
remaincharges = 0;
if (Aura* aura = Aura::TryCreate(spellInfo, effmask, this, NULL, &baseDamage[0], NULL, caster_guid))
{
if (!aura->CanBeSaved())
{
aura->Remove();
continue;
}
aura->SetLoadedState(maxduration, remaintime, remaincharges, stackcount, recalculatemask, &damage[0]);
aura->ApplyForTargets();
TC_LOG_INFO("entities.player", "Added aura spellid %u, effectmask %u", spellInfo->Id, effmask);
}
}
while (result->NextRow());
}
}
void Player::_LoadGlyphAuras()
{
for (uint8 i = 0; i < MAX_GLYPH_SLOT_INDEX; ++i)
{
if (uint32 glyph = GetGlyph(i))
{
if (GlyphPropertiesEntry const* gp = sGlyphPropertiesStore.LookupEntry(glyph))
{
if (GlyphSlotEntry const* gs = sGlyphSlotStore.LookupEntry(GetGlyphSlot(i)))
{
if (gp->TypeFlags == gs->TypeFlags)
{
CastSpell(this, gp->SpellId, true);
continue;
}
else
TC_LOG_ERROR("entities.player", "Player %s has glyph with typeflags %u in slot with typeflags %u, removing.", m_name.c_str(), gp->TypeFlags, gs->TypeFlags);
}
else
TC_LOG_ERROR("entities.player", "Player %s has not existing glyph slot entry %u on index %u", m_name.c_str(), GetGlyphSlot(i), i);
}
else
TC_LOG_ERROR("entities.player", "Player %s has not existing glyph entry %u on index %u", m_name.c_str(), glyph, i);
// On any error remove glyph
SetGlyph(i, 0);
}
}
}
void Player::LoadCorpse()
{
if (IsAlive())
sObjectAccessor->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(PreparedQueryResult result, uint32 timeDiff)
{
//QueryResult* result = CharacterDatabase.PQuery("SELECT data, text, bag, slot, item, item_template FROM character_inventory JOIN item_instance ON character_inventory.item = item_instance.guid WHERE character_inventory.guid = '%u' ORDER BY bag, slot", GetGUIDLow());
//NOTE: the "order by `bag`" is important because it makes sure
//the bagMap is filled before items in the bags are loaded
//NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
//expected to be equipped before offhand items (@todo fixme)
if (result)
{
uint32 zoneId = GetZoneId();
std::map<uint32, Bag*> bagMap; // fast guid lookup for bags
std::map<uint32, Item*> invalidBagMap; // fast guid lookup for bags
std::list<Item*> problematicItems;
SQLTransaction trans = CharacterDatabase.BeginTransaction();
// Prevent items from being added to the queue while loading
m_itemUpdateQueueBlocked = true;
do
{
Field* fields = result->Fetch();
if (Item* item = _LoadItem(trans, zoneId, timeDiff, fields))
{
uint32 bagGuid = fields[11].GetUInt32();
uint8 slot = fields[12].GetUInt8();
uint8 err = EQUIP_ERR_OK;
// Item is not in bag
if (!bagGuid)
{
item->SetContainer(NULL);
item->SetSlot(slot);
if (IsInventoryPos(INVENTORY_SLOT_BAG_0, slot))
{
ItemPosCountVec dest;
err = CanStoreItem(INVENTORY_SLOT_BAG_0, slot, dest, item, false);
if (err == EQUIP_ERR_OK)
item = StoreItem(dest, item, true);
}
else if (IsEquipmentPos(INVENTORY_SLOT_BAG_0, slot))
{
uint16 dest;
err = CanEquipItem(slot, dest, item, false, false);
if (err == EQUIP_ERR_OK)
QuickEquipItem(dest, item);
}
else if (IsBankPos(INVENTORY_SLOT_BAG_0, slot))
{
ItemPosCountVec dest;
err = CanBankItem(INVENTORY_SLOT_BAG_0, slot, dest, item, false, false);
if (err == EQUIP_ERR_OK)
item = BankItem(dest, item, true);
}
// Remember bags that may contain items in them
if (err == EQUIP_ERR_OK)
{
if (IsBagPos(item->GetPos()))
if (Bag* pBag = item->ToBag())
bagMap[item->GetGUIDLow()] = pBag;
}
else
if (IsBagPos(item->GetPos()))
if (item->IsBag())
invalidBagMap[item->GetGUIDLow()] = item;
}
else
{
item->SetSlot(NULL_SLOT);
// Item is in the bag, find the bag
std::map<uint32, Bag*>::iterator itr = bagMap.find(bagGuid);
if (itr != bagMap.end())
{
ItemPosCountVec dest;
err = CanStoreItem(itr->second->GetSlot(), slot, dest, item);
if (err == EQUIP_ERR_OK)
item = StoreItem(dest, item, true);
}
else if (invalidBagMap.find(bagGuid) != invalidBagMap.end())
{
std::map<uint32, Item*>::iterator itr = invalidBagMap.find(bagGuid);
if (std::find(problematicItems.begin(), problematicItems.end(), itr->second) != problematicItems.end())
err = EQUIP_ERR_INT_BAG_ERROR;
}
else
{
TC_LOG_ERROR("entities.player", "Player::_LoadInventory: player (GUID: %u, name: '%s') has item (GUID: %u, entry: %u) which doesnt have a valid bag (Bag GUID: %u, slot: %u). Possible cheat?",
GetGUIDLow(), GetName().c_str(), item->GetGUIDLow(), item->GetEntry(), bagGuid, slot);
item->DeleteFromInventoryDB(trans);
delete item;
continue;
}
}
// Item's state may have changed after storing
if (err == EQUIP_ERR_OK)
item->SetState(ITEM_UNCHANGED, this);
else
{
TC_LOG_ERROR("entities.player", "Player::_LoadInventory: player (GUID: %u, name: '%s') has item (GUID: %u, entry: %u) which can't be loaded into inventory (Bag GUID: %u, slot: %u) by reason %u. Item will be sent by mail.",
GetGUIDLow(), GetName().c_str(), item->GetGUIDLow(), item->GetEntry(), bagGuid, slot, err);
item->DeleteFromInventoryDB(trans);
problematicItems.push_back(item);
}
}
} while (result->NextRow());
m_itemUpdateQueueBlocked = false;
// Send problematic items by mail
while (!problematicItems.empty())
{
std::string subject = GetSession()->GetTrinityString(LANG_NOT_EQUIPPED_ITEM);
MailDraft draft(subject, "There were problems with equipping item(s).");
for (uint8 i = 0; !problematicItems.empty() && i < MAX_MAIL_ITEMS; ++i)
{
draft.AddItem(problematicItems.front());
problematicItems.pop_front();
}
draft.SendMailTo(trans, this, MailSender(this, MAIL_STATIONERY_GM), MAIL_CHECK_MASK_COPIED);
}
CharacterDatabase.CommitTransaction(trans);
}
//if (IsAlive())
_ApplyAllItemMods();
}
Item* Player::_LoadItem(SQLTransaction& trans, uint32 zoneId, uint32 timeDiff, Field* fields)
{
Item* item = NULL;
uint32 itemGuid = fields[13].GetUInt32();
uint32 itemEntry = fields[14].GetUInt32();
if (ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemEntry))
{
bool remove = false;
item = NewItemOrBag(proto);
if (item->LoadFromDB(itemGuid, GetGUID(), fields, itemEntry))
{
PreparedStatement* stmt = NULL;
// Do not allow to have item limited to another map/zone in alive state
if (IsAlive() && item->IsLimitedToAnotherMapOrZone(GetMapId(), zoneId))
{
TC_LOG_DEBUG("entities.player.loading", "Player::_LoadInventory: player (GUID: %u, name: '%s', map: %u) has item (GUID: %u, entry: %u) limited to another map (%u). Deleting item.",
GetGUIDLow(), GetName().c_str(), GetMapId(), item->GetGUIDLow(), item->GetEntry(), zoneId);
remove = true;
}
// "Conjured items disappear if you are logged out for more than 15 minutes"
else if (timeDiff > 15 * MINUTE && proto->Flags & ITEM_PROTO_FLAG_CONJURED)
{
TC_LOG_DEBUG("entities.player.loading", "Player::_LoadInventory: player (GUID: %u, name: '%s', diff: %u) has conjured item (GUID: %u, entry: %u) with expired lifetime (15 minutes). Deleting item.",
GetGUIDLow(), GetName().c_str(), timeDiff, item->GetGUIDLow(), item->GetEntry());
remove = true;
}
else if (item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_REFUNDABLE))
{
if (item->GetPlayedTime() > (2 * HOUR))
{
TC_LOG_DEBUG("entities.player.loading", "Player::_LoadInventory: player (GUID: %u, name: '%s') has item (GUID: %u, entry: %u) with expired refund time (%u). Deleting refund data and removing refundable flag.",
GetGUIDLow(), GetName().c_str(), item->GetGUIDLow(), item->GetEntry(), item->GetPlayedTime());
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_REFUND_INSTANCE);
stmt->setUInt32(0, item->GetGUIDLow());
trans->Append(stmt);
item->RemoveFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_REFUNDABLE);
}
else
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_ITEM_REFUNDS);
stmt->setUInt32(0, item->GetGUIDLow());
stmt->setUInt32(1, GetGUIDLow());
if (PreparedQueryResult result = CharacterDatabase.Query(stmt))
{
item->SetRefundRecipient((*result)[0].GetUInt32());
item->SetPaidMoney((*result)[1].GetUInt32());
item->SetPaidExtendedCost((*result)[2].GetUInt16());
AddRefundReference(item->GetGUID());
}
else
{
TC_LOG_DEBUG("entities.player.loading", "Player::_LoadInventory: player (GUID: %u, name: '%s') has item (GUID: %u, entry: %u) with refundable flags, but without data in item_refund_instance. Removing flag.",
GetGUIDLow(), GetName().c_str(), item->GetGUIDLow(), item->GetEntry());
item->RemoveFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_REFUNDABLE);
}
}
}
else if (item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_BOP_TRADEABLE))
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_ITEM_BOP_TRADE);
stmt->setUInt32(0, item->GetGUIDLow());
if (PreparedQueryResult result = CharacterDatabase.Query(stmt))
{
std::string strGUID = (*result)[0].GetString();
Tokenizer GUIDlist(strGUID, ' ');
AllowedLooterSet looters;
for (Tokenizer::const_iterator itr = GUIDlist.begin(); itr != GUIDlist.end(); ++itr)
looters.insert(atol(*itr));
if (looters.size() > 1 && item->GetTemplate()->GetMaxStackSize() == 1 && item->IsSoulBound())
{
item->SetSoulboundTradeable(looters);
AddTradeableItem(item);
}
else
item->ClearSoulboundTradeable(this);
}
else
{
TC_LOG_DEBUG("entities.player.loading", "Player::_LoadInventory: player (GUID: %u, name: '%s') has item (GUID: %u, entry: %u) with ITEM_FLAG_BOP_TRADEABLE flag, but without data in item_soulbound_trade_data. Removing flag.",
GetGUIDLow(), GetName().c_str(), item->GetGUIDLow(), item->GetEntry());
item->RemoveFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_BOP_TRADEABLE);
}
}
else if (proto->HolidayId)
{
remove = true;
GameEventMgr::GameEventDataMap const& events = sGameEventMgr->GetEventMap();
GameEventMgr::ActiveEvents const& activeEventsList = sGameEventMgr->GetActiveEventList();
for (GameEventMgr::ActiveEvents::const_iterator itr = activeEventsList.begin(); itr != activeEventsList.end(); ++itr)
{
if (uint32(events[*itr].holiday_id) == proto->HolidayId)
{
remove = false;
break;
}
}
}
}
else
{
TC_LOG_ERROR("entities.player", "Player::_LoadInventory: player (GUID: %u, name: '%s') has broken item (GUID: %u, entry: %u) in inventory. Deleting item.",
GetGUIDLow(), GetName().c_str(), itemGuid, itemEntry);
remove = true;
}
// Remove item from inventory if necessary
if (remove)
{
Item::DeleteFromInventoryDB(trans, itemGuid);
item->FSetState(ITEM_REMOVED);
item->SaveToDB(trans); // it also deletes item object!
item = NULL;
}
}
else
{
TC_LOG_ERROR("entities.player", "Player::_LoadInventory: player (GUID: %u, name: '%s') has unknown item (entry: %u) in inventory. Deleting item.",
GetGUIDLow(), GetName().c_str(), itemEntry);
Item::DeleteFromInventoryDB(trans, itemGuid);
Item::DeleteFromDB(trans, itemGuid);
}
return item;
}
// load mailed item which should receive current player
void Player::_LoadMailedItems(Mail* mail)
{
// data needs to be at first place for Item::LoadFromDB
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_MAILITEMS);
stmt->setUInt32(0, mail->messageID);
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (!result)
return;
do
{
Field* fields = result->Fetch();
uint32 itemGuid = fields[11].GetUInt32();
uint32 itemTemplate = fields[12].GetUInt32();
mail->AddItem(itemGuid, itemTemplate);
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemTemplate);
if (!proto)
{
TC_LOG_ERROR("entities.player", "Player %u has unknown item_template (ProtoType) in mailed items(GUID: %u template: %u) in mail (%u), deleted.", GetGUIDLow(), itemGuid, itemTemplate, mail->messageID);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_INVALID_MAIL_ITEM);
stmt->setUInt32(0, itemGuid);
CharacterDatabase.Execute(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_INSTANCE);
stmt->setUInt32(0, itemGuid);
CharacterDatabase.Execute(stmt);
continue;
}
Item* item = NewItemOrBag(proto);
if (!item->LoadFromDB(itemGuid, ObjectGuid(HIGHGUID_PLAYER, fields[13].GetUInt32()), fields, itemTemplate))
{
TC_LOG_ERROR("entities.player", "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail->messageID, itemGuid);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_ITEM);
stmt->setUInt32(0, itemGuid);
CharacterDatabase.Execute(stmt);
item->FSetState(ITEM_REMOVED);
SQLTransaction temp = SQLTransaction(NULL);
item->SaveToDB(temp); // it also deletes item object !
continue;
}
AddMItem(item);
}
while (result->NextRow());
}
void Player::_LoadMailInit(PreparedQueryResult resultUnread, PreparedQueryResult 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 <= '" UI64FMTD "'", GUID_LOPART(playerGuid), (uint64)cTime);
if (resultUnread)
unReadMails = uint8((*resultUnread)[0].GetUInt64());
// 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)
m_nextMailDelivereTime = time_t((*resultDelivery)[0].GetUInt32());
}
void Player::_LoadMail()
{
m_mail.clear();
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_MAIL);
stmt->setUInt32(0, GetGUIDLow());
PreparedQueryResult result = CharacterDatabase.Query(stmt);
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].GetString();
m->body = fields[5].GetString();
bool has_items = fields[6].GetBool();
m->expire_time = time_t(fields[7].GetUInt32());
m->deliver_time = time_t(fields[8].GetUInt32());
m->money = fields[9].GetUInt32();
m->COD = fields[10].GetUInt32();
m->checked = fields[11].GetUInt8();
m->stationery = fields[12].GetUInt8();
m->mailTemplateId = fields[13].GetInt16();
if (m->mailTemplateId && !sMailTemplateStore.LookupEntry(m->mailTemplateId))
{
TC_LOG_ERROR("entities.player", "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());
}
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(this);
if (!pet->LoadPetFromDB(this, 0, 0, true))
delete pet;
}
}
void Player::_LoadQuestStatus(PreparedQueryResult result)
{
uint16 slot = 0;
//// 0 1 2 3 4 5 6 7 8 9 10
//QueryResult* result = CharacterDatabase.PQuery("SELECT quest, status, explored, timer, mobcount1, mobcount2, mobcount3, mobcount4, itemcount1, itemcount2, itemcount3,
// 11 12
// itemcount4, playercount 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* quest = sObjectMgr->GetQuestTemplate(quest_id);
if (quest)
{
// find or create
QuestStatusData& questStatusData = m_QuestStatus[quest_id];
uint8 qstatus = fields[1].GetUInt8();
if (qstatus < MAX_QUEST_STATUS)
questStatusData.Status = QuestStatus(qstatus);
else
{
questStatusData.Status = QUEST_STATUS_INCOMPLETE;
TC_LOG_ERROR("entities.player", "Player %s (GUID: %u) has invalid quest %d status (%u), replaced by QUEST_STATUS_INCOMPLETE(3).",
GetName().c_str(), GetGUIDLow(), quest_id, qstatus);
}
questStatusData.Explored = (fields[2].GetUInt8() > 0);
time_t quest_time = time_t(fields[3].GetUInt32());
if (quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_TIMED) && !GetQuestRewardStatus(quest_id))
{
AddTimedQuest(quest_id);
if (quest_time <= sWorld->GetGameTime())
questStatusData.Timer = 1;
else
questStatusData.Timer = uint32((quest_time - sWorld->GetGameTime()) * IN_MILLISECONDS);
}
else
quest_time = 0;
questStatusData.CreatureOrGOCount[0] = fields[4].GetUInt16();
questStatusData.CreatureOrGOCount[1] = fields[5].GetUInt16();
questStatusData.CreatureOrGOCount[2] = fields[6].GetUInt16();
questStatusData.CreatureOrGOCount[3] = fields[7].GetUInt16();
questStatusData.ItemCount[0] = fields[8].GetUInt16();
questStatusData.ItemCount[1] = fields[9].GetUInt16();
questStatusData.ItemCount[2] = fields[10].GetUInt16();
questStatusData.ItemCount[3] = fields[11].GetUInt16();
questStatusData.PlayerCount = fields[12].GetUInt16();
// add to quest log
if (slot < MAX_QUEST_LOG_SIZE && questStatusData.Status != QUEST_STATUS_NONE)
{
SetQuestSlot(slot, quest_id, uint32(quest_time)); // cast can't be helped
if (questStatusData.Status == QUEST_STATUS_COMPLETE)
SetQuestSlotState(slot, QUEST_STATE_COMPLETE);
else if (questStatusData.Status == QUEST_STATUS_FAILED)
SetQuestSlotState(slot, QUEST_STATE_FAIL);
for (uint8 idx = 0; idx < QUEST_OBJECTIVES_COUNT; ++idx)
if (questStatusData.CreatureOrGOCount[idx])
SetQuestSlotCounter(slot, idx, questStatusData.CreatureOrGOCount[idx]);
if (questStatusData.PlayerCount)
SetQuestSlotCounter(slot, QUEST_PVP_KILL_SLOT, questStatusData.PlayerCount);
++slot;
}
TC_LOG_DEBUG("entities.player.loading", "Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData.Status, quest_id, GetGUIDLow());
}
}
while (result->NextRow());
}
// clear quest log tail
for (uint16 i = slot; i < MAX_QUEST_LOG_SIZE; ++i)
SetQuestSlot(i, 0);
}
void Player::_LoadQuestStatusRewarded(PreparedQueryResult result)
{
// SELECT quest FROM character_queststatus_rewarded WHERE guid = ?
if (result)
{
do
{
Field* fields = result->Fetch();
uint32 quest_id = fields[0].GetUInt32();
// used to be new, no delete?
Quest const* quest = sObjectMgr->GetQuestTemplate(quest_id);
if (quest)
{
// learn rewarded spell if unknown
LearnQuestRewardedSpells(quest);
// set rewarded title if any
if (quest->GetCharTitleId())
{
if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(quest->GetCharTitleId()))
SetTitle(titleEntry);
}
if (quest->GetBonusTalents())
m_questRewardTalentCount += quest->GetBonusTalents();
}
m_RewardedQuests.insert(quest_id);
}
while (result->NextRow());
}
}
void Player::_LoadDailyQuestStatus(PreparedQueryResult 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);
m_DFQuests.clear();
//QueryResult* result = CharacterDatabase.PQuery("SELECT quest, time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
if (result)
{
uint32 quest_daily_idx = 0;
do
{
Field* fields = result->Fetch();
if (Quest const* qQuest = sObjectMgr->GetQuestTemplate(fields[0].GetUInt32()))
{
if (qQuest->IsDFQuest())
{
m_DFQuests.insert(qQuest->GetQuestId());
m_lastDailyQuestTime = time_t(fields[1].GetUInt32());
continue;
}
}
if (quest_daily_idx >= PLAYER_MAX_DAILY_QUESTS) // max amount with exist data in query
{
TC_LOG_ERROR("entities.player", "Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`", GetGUIDLow());
break;
}
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].GetUInt32());
Quest const* quest = sObjectMgr->GetQuestTemplate(quest_id);
if (!quest)
continue;
SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx, quest_id);
++quest_daily_idx;
TC_LOG_DEBUG("entities.player.loading", "Daily quest (%u) cooldown for player (GUID: %u)", quest_id, GetGUIDLow());
}
while (result->NextRow());
}
m_DailyQuestChanged = false;
}
void Player::_LoadWeeklyQuestStatus(PreparedQueryResult result)
{
m_weeklyquests.clear();
if (result)
{
do
{
Field* fields = result->Fetch();
uint32 quest_id = fields[0].GetUInt32();
Quest const* quest = sObjectMgr->GetQuestTemplate(quest_id);
if (!quest)
continue;
m_weeklyquests.insert(quest_id);
TC_LOG_DEBUG("entities.player.loading", "Weekly quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow());
}
while (result->NextRow());
}
m_WeeklyQuestChanged = false;
}
void Player::_LoadSeasonalQuestStatus(PreparedQueryResult result)
{
m_seasonalquests.clear();
if (result)
{
do
{
Field* fields = result->Fetch();
uint32 quest_id = fields[0].GetUInt32();
uint32 event_id = fields[1].GetUInt32();
Quest const* quest = sObjectMgr->GetQuestTemplate(quest_id);
if (!quest)
continue;
m_seasonalquests[event_id].insert(quest_id);
TC_LOG_DEBUG("entities.player.loading", "Seasonal quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow());
}
while (result->NextRow());
}
m_SeasonalQuestChanged = false;
}
void Player::_LoadMonthlyQuestStatus(PreparedQueryResult result)
{
m_monthlyquests.clear();
if (result)
{
do
{
Field* fields = result->Fetch();
uint32 quest_id = fields[0].GetUInt32();
Quest const* quest = sObjectMgr->GetQuestTemplate(quest_id);
if (!quest)
continue;
m_monthlyquests.insert(quest_id);
TC_LOG_DEBUG("entities.player.loading", "Monthly quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow());
}
while (result->NextRow());
}
m_MonthlyQuestChanged = false;
}
void Player::_LoadSpells(PreparedQueryResult result)
{
//QueryResult* result = CharacterDatabase.PQuery("SELECT spell, active, disabled FROM character_spell WHERE guid = '%u'", GetGUIDLow());
if (result)
{
do
AddSpell((*result)[0].GetUInt32(), (*result)[1].GetBool(), false, false, (*result)[2].GetBool(), true);
while (result->NextRow());
}
}
void Player::_LoadGroup(PreparedQueryResult result)
{
//QueryResult* result = CharacterDatabase.PQuery("SELECT guid FROM group_member WHERE memberGuid=%u", GetGUIDLow());
if (result)
{
if (Group* group = sGroupMgr->GetGroupByDbStoreId((*result)[0].GetUInt32()))
{
if (group->IsLeader(GetGUID()))
SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_GROUP_LEADER);
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
SetDungeonDifficulty(group->GetDungeonDifficulty());
SetRaidDifficulty(group->GetRaidDifficulty());
}
}
}
if (!GetGroup() || !GetGroup()->IsLeader(GetGUID()))
RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GROUP_LEADER);
}
void Player::_LoadBoundInstances(PreparedQueryResult result)
{
for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
m_boundInstances[i].clear();
Group* group = GetGroup();
//QueryResult* result = CharacterDatabase.PQuery("SELECT id, permanent, map, difficulty, resettime FROM character_instance LEFT JOIN instance ON instance = id WHERE guid = '%u'", GUID_LOPART(m_guid));
if (result)
{
do
{
Field* fields = result->Fetch();
bool perm = fields[1].GetBool();
uint32 mapId = fields[2].GetUInt16();
uint32 instanceId = fields[0].GetUInt32();
uint8 difficulty = fields[3].GetUInt8();
time_t resetTime = time_t(fields[4].GetUInt32());
// 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
bool deleteInstance = false;
MapEntry const* mapEntry = sMapStore.LookupEntry(mapId);
std::string mapname = mapEntry ? mapEntry->name[sWorld->GetDefaultDbcLocale()] : "Unknown";
if (!mapEntry || !mapEntry->IsDungeon())
{
TC_LOG_ERROR("entities.player", "_LoadBoundInstances: player %s(%d) has bind to not existed or not dungeon map %d (%s)", GetName().c_str(), GetGUIDLow(), mapId, mapname.c_str());
deleteInstance = true;
}
else if (difficulty >= MAX_DIFFICULTY)
{
TC_LOG_ERROR("entities.player", "_LoadBoundInstances: player %s(%d) has bind to not existed difficulty %d instance for map %u (%s)", GetName().c_str(), GetGUIDLow(), difficulty, mapId, mapname.c_str());
deleteInstance = true;
}
else
{
MapDifficulty const* mapDiff = GetMapDifficultyData(mapId, Difficulty(difficulty));
if (!mapDiff)
{
TC_LOG_ERROR("entities.player", "_LoadBoundInstances: player %s(%d) has bind to not existed difficulty %d instance for map %u (%s)", GetName().c_str(), GetGUIDLow(), difficulty, mapId, mapname.c_str());
deleteInstance = true;
}
else if (!perm && group)
{
TC_LOG_ERROR("entities.player", "_LoadBoundInstances: player %s(%d) is in group %d but has a non-permanent character bind to map %d (%s), %d, %d", GetName().c_str(), GetGUIDLow(), group->GetLowGUID(), mapId, mapname.c_str(), instanceId, difficulty);
deleteInstance = true;
}
}
if (deleteInstance)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INSTANCE_BY_INSTANCE_GUID);
stmt->setUInt32(0, GetGUIDLow());
stmt->setUInt32(1, instanceId);
CharacterDatabase.Execute(stmt);
continue;
}
// since non permanent binds are always solo bind, they can always be reset
if (InstanceSave* save = sInstanceSaveMgr->AddInstanceSave(mapId, instanceId, Difficulty(difficulty), resetTime, !perm, true))
BindToInstance(save, perm, true);
}
while (result->NextRow());
}
}
InstancePlayerBind* Player::GetBoundInstance(uint32 mapid, Difficulty difficulty)
{
// some instances only have one difficulty
MapDifficulty const* mapDiff = GetDownscaledMapDifficultyData(mapid, difficulty);
if (!mapDiff)
return NULL;
BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
if (itr != m_boundInstances[difficulty].end())
return &itr->second;
else
return NULL;
}
InstanceSave* Player::GetInstanceSave(uint32 mapid, bool raid)
{
InstancePlayerBind* pBind = GetBoundInstance(mapid, GetDifficulty(raid));
InstanceSave* pSave = pBind ? pBind->save : NULL;
if (!pBind || !pBind->perm)
if (Group* group = GetGroup())
if (InstanceGroupBind* groupBind = group->GetBoundInstance(this))
pSave = groupBind->save;
return pSave;
}
void Player::UnbindInstance(uint32 mapid, Difficulty difficulty, bool unload)
{
BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
UnbindInstance(itr, difficulty, unload);
}
void Player::UnbindInstance(BoundInstancesMap::iterator &itr, Difficulty difficulty, bool unload)
{
if (itr != m_boundInstances[difficulty].end())
{
if (!unload)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INSTANCE_BY_INSTANCE_GUID);
stmt->setUInt32(0, GetGUIDLow());
stmt->setUInt32(1, itr->second.save->GetInstanceId());
CharacterDatabase.Execute(stmt);
}
if (itr->second.perm)
GetSession()->SendCalendarRaidLockout(itr->second.save, false);
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 (!load)
{
if (bind.save)
{
// update the save when the group kills a boss
if (permanent != bind.perm || save != bind.save)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_INSTANCE);
stmt->setUInt32(0, save->GetInstanceId());
stmt->setBool(1, permanent);
stmt->setUInt32(2, GetGUIDLow());
stmt->setUInt32(3, bind.save->GetInstanceId());
CharacterDatabase.Execute(stmt);
}
}
else
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_INSTANCE);
stmt->setUInt32(0, GetGUIDLow());
stmt->setUInt32(1, save->GetInstanceId());
stmt->setBool(2, permanent);
CharacterDatabase.Execute(stmt);
}
}
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)
TC_LOG_DEBUG("maps", "Player::BindToInstance: %s(%d) is now bound to map %d, instance %d, difficulty %d", GetName().c_str(), GetGUIDLow(), save->GetMapId(), save->GetInstanceId(), save->GetDifficulty());
sScriptMgr->OnPlayerBindToInstance(this, save->GetDifficulty(), save->GetMapId(), permanent);
return &bind;
}
return NULL;
}
void Player::BindToInstance()
{
InstanceSave* mapSave = sInstanceSaveMgr->GetInstanceSave(_pendingBindId);
if (!mapSave) //it seems sometimes mapSave is NULL, but I did not check why
return;
WorldPacket data(SMSG_INSTANCE_SAVE_CREATED, 4);
data << uint32(0);
GetSession()->SendPacket(&data);
BindToInstance(mapSave, true);
GetSession()->SendCalendarRaidLockout(mapSave, true);
}
void Player::SetPendingBind(uint32 instanceId, uint32 bindTimer)
{
_pendingBindId = instanceId;
_pendingBindTimer = bindTimer;
}
void Player::SendRaidInfo()
{
uint32 counter = 0;
WorldPacket data(SMSG_RAID_INSTANCE_INFO, 4);
size_t p_counter = data.wpos();
data << uint32(counter); // placeholder
time_t now = time(NULL);
for (uint8 i = 0; i < MAX_DIFFICULTY; ++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 << uint32(save->GetMapId()); // map id
data << uint32(save->GetDifficulty()); // difficulty
data << uint64(save->GetInstanceId()); // instance id
data << uint8(1); // expired = 0
data << uint8(0); // extended = 1
data << uint32(save->GetResetTime() - now); // reset time
++counter;
}
}
}
data.put<uint32>(p_counter, counter);
GetSession()->SendPacket(&data);
}
/*
- called on every successful teleportation to a map
*/
void Player::SendSavedInstances()
{
bool hasBeenSaved = false;
WorldPacket data;
for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
{
for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
{
if (itr->second.perm) // only permanent binds are sent
{
hasBeenSaved = true;
break;
}
}
}
//Send opcode 811. true or false means, whether you have current raid/heroic instances
data.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP);
data << uint32(hasBeenSaved);
GetSession()->SendPacket(&data);
if (!hasBeenSaved)
return;
for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
{
for (BoundInstancesMap::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, bool switchLeader)
{
// copy all binds to the group, when changing leader it's assumed the character
// will not have any solo binds
for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
{
for (BoundInstancesMap::iterator itr = player->m_boundInstances[i].begin(); itr != player->m_boundInstances[i].end();)
{
if (!switchLeader || !group->GetBoundInstance(itr->second.save->GetDifficulty(), itr->first))
group->BindToInstance(itr->second.save, itr->second.perm, false);
// permanent binds are not removed
if (switchLeader && !itr->second.perm)
{
// increments itr in call
player->UnbindInstance(itr, Difficulty(i), false);
}
else
++itr;
}
}
}
bool Player::Satisfy(AccessRequirement const* ar, uint32 target_map, bool report)
{
if (!IsGameMaster() && ar)
{
uint8 LevelMin = 0;
uint8 LevelMax = 0;
MapEntry const* mapEntry = sMapStore.LookupEntry(target_map);
if (!mapEntry)
return false;
if (!sWorld->getBoolConfig(CONFIG_INSTANCE_IGNORE_LEVEL))
{
if (ar->levelMin && getLevel() < ar->levelMin)
LevelMin = ar->levelMin;
if (ar->levelMax && getLevel() > ar->levelMax)
LevelMax = ar->levelMax;
}
uint32 missingItem = 0;
if (ar->item)
{
if (!HasItemCount(ar->item) &&
(!ar->item2 || !HasItemCount(ar->item2)))
missingItem = ar->item;
}
else if (ar->item2 && !HasItemCount(ar->item2))
missingItem = ar->item2;
if (DisableMgr::IsDisabledFor(DISABLE_TYPE_MAP, target_map, this))
{
GetSession()->SendAreaTriggerMessage("%s", GetSession()->GetTrinityString(LANG_INSTANCE_CLOSED));
return false;
}
uint32 missingQuest = 0;
if (GetTeam() == ALLIANCE && ar->quest_A && !GetQuestRewardStatus(ar->quest_A))
missingQuest = ar->quest_A;
else if (GetTeam() == HORDE && ar->quest_H && !GetQuestRewardStatus(ar->quest_H))
missingQuest = ar->quest_H;
uint32 missingAchievement = 0;
Player* leader = this;
ObjectGuid leaderGuid = GetGroup() ? GetGroup()->GetLeaderGUID() : GetGUID();
if (leaderGuid != GetGUID())
leader = ObjectAccessor::FindPlayer(leaderGuid);
if (ar->achievement)
if (!leader || !leader->HasAchieved(ar->achievement))
missingAchievement = ar->achievement;
Difficulty target_difficulty = GetDifficulty(mapEntry->IsRaid());
MapDifficulty const* mapDiff = GetDownscaledMapDifficultyData(target_map, target_difficulty);
if (LevelMin || LevelMax || missingItem || missingQuest || missingAchievement)
{
if (report)
{
if (missingQuest && !ar->questFailedText.empty())
ChatHandler(GetSession()).PSendSysMessage("%s", ar->questFailedText.c_str());
else if (mapDiff->hasErrorMessage) // if (missingAchievement) covered by this case
SendTransferAborted(target_map, TRANSFER_ABORT_DIFFICULTY, target_difficulty);
else if (missingItem)
GetSession()->SendAreaTriggerMessage(GetSession()->GetTrinityString(LANG_LEVEL_MINREQUIRED_AND_ITEM), LevelMin, sObjectMgr->GetItemTemplate(missingItem)->Name1.c_str());
else if (LevelMin)
GetSession()->SendAreaTriggerMessage(GetSession()->GetTrinityString(LANG_LEVEL_MINREQUIRED), LevelMin);
}
return false;
}
}
return true;
}
bool Player::CheckInstanceLoginValid()
{
if (!FindMap())
return false;
if (!GetMap()->IsDungeon() || IsGameMaster())
return true;
if (GetMap()->IsRaid())
{
// cannot be in raid instance without a group
if (!GetGroup())
return false;
}
else
{
// cannot be in normal instance without a group and more players than 1 in instance
if (!GetGroup() && GetMap()->GetPlayersCountExceptGMs() > 1)
return false;
}
// do checks for satisfy accessreqs, instance full, encounter in progress (raid), perm bind group != perm bind player
return sMapMgr->CanPlayerEnter(GetMap()->GetId(), this, true);
}
bool Player::CheckInstanceCount(uint32 instanceId) const
{
if (_instanceResetTimes.size() < sWorld->getIntConfig(CONFIG_MAX_INSTANCES_PER_HOUR))
return true;
return _instanceResetTimes.find(instanceId) != _instanceResetTimes.end();
}
void Player::AddInstanceEnterTime(uint32 instanceId, time_t enterTime)
{
if (_instanceResetTimes.find(instanceId) == _instanceResetTimes.end())
_instanceResetTimes.insert(InstanceTimeMap::value_type(instanceId, enterTime + HOUR));
}
bool Player::_LoadHomeBind(PreparedQueryResult result)
{
PlayerInfo const* info = sObjectMgr->GetPlayerInfo(getRace(), getClass());
if (!info)
{
TC_LOG_ERROR("entities.player", "Player (Name %s) has incorrect race/class pair. Can't be loaded.", GetName().c_str());
return false;
}
bool ok = false;
// SELECT mapId, zoneId, posX, posY, posZ FROM character_homebind WHERE guid = ?
if (result)
{
Field* fields = result->Fetch();
m_homebindMapId = fields[0].GetUInt16();
m_homebindAreaId = fields[1].GetUInt16();
m_homebindX = fields[2].GetFloat();
m_homebindY = fields[3].GetFloat();
m_homebindZ = fields[4].GetFloat();
MapEntry const* bindMapEntry = sMapStore.LookupEntry(m_homebindMapId);
// accept saved data only for valid position (and non instanceable), and accessable
if (MapManager::IsValidMapCoord(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ) &&
!bindMapEntry->Instanceable() && GetSession()->Expansion() >= bindMapEntry->Expansion())
ok = true;
else
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PLAYER_HOMEBIND);
stmt->setUInt32(0, GetGUIDLow());
CharacterDatabase.Execute(stmt);
}
}
if (!ok)
{
m_homebindMapId = info->mapId;
m_homebindAreaId = info->areaId;
m_homebindX = info->positionX;
m_homebindY = info->positionY;
m_homebindZ = info->positionZ;
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_PLAYER_HOMEBIND);
stmt->setUInt32(0, GetGUIDLow());
stmt->setUInt16(1, m_homebindMapId);
stmt->setUInt16(2, m_homebindAreaId);
stmt->setFloat (3, m_homebindX);
stmt->setFloat (4, m_homebindY);
stmt->setFloat (5, m_homebindZ);
CharacterDatabase.Execute(stmt);
}
TC_LOG_DEBUG("entities.player", "Setting player home position - mapid: %u, areaid: %u, X: %f, Y: %f, Z: %f",
m_homebindMapId, m_homebindAreaId, m_homebindX, m_homebindY, m_homebindZ);
return true;
}
/*********************************************************/
/*** SAVE SYSTEM ***/
/*********************************************************/
void Player::SaveToDB(bool create /*=false*/)
{
// delay auto save at any saves (manual, in code, or autosave)
m_nextSave = sWorld->getIntConfig(CONFIG_INTERVAL_SAVE);
//lets allow only players in world to be saved
if (IsBeingTeleportedFar())
{
ScheduleDelayedOperation(DELAYED_SAVE_PLAYER);
return;
}
// first save/honor gain after midnight will also update the player's honor fields
UpdateHonorFields();
TC_LOG_DEBUG("entities.unit", "The value of player %s at save: ", m_name.c_str());
outDebugValues();
if (!create)
sScriptMgr->OnPlayerSave(this);
PreparedStatement* stmt = NULL;
uint8 index = 0;
if (create)
{
//! Insert query
/// @todo: Filter out more redundant fields that can take their default value at player create
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHARACTER);
stmt->setUInt32(index++, GetGUIDLow());
stmt->setUInt32(index++, GetSession()->GetAccountId());
stmt->setString(index++, GetName());
stmt->setUInt8(index++, getORace());
stmt->setUInt8(index++, getClass());
stmt->setUInt8(index++, getGender());
stmt->setUInt8(index++, getLevel());
stmt->setUInt32(index++, GetUInt32Value(PLAYER_XP));
stmt->setUInt32(index++, GetMoney());
stmt->setUInt32(index++, GetUInt32Value(PLAYER_BYTES));
stmt->setUInt32(index++, GetUInt32Value(PLAYER_BYTES_2));
stmt->setUInt32(index++, GetUInt32Value(PLAYER_FLAGS));
stmt->setUInt16(index++, (uint16)GetMapId());
stmt->setUInt32(index++, (uint32)GetInstanceId());
stmt->setUInt8(index++, (uint8(GetDungeonDifficulty()) | uint8(GetRaidDifficulty()) << 4));
stmt->setFloat(index++, finiteAlways(GetPositionX()));
stmt->setFloat(index++, finiteAlways(GetPositionY()));
stmt->setFloat(index++, finiteAlways(GetPositionZ()));
stmt->setFloat(index++, finiteAlways(GetOrientation()));
stmt->setFloat(index++, finiteAlways(GetTransOffsetX()));
stmt->setFloat(index++, finiteAlways(GetTransOffsetY()));
stmt->setFloat(index++, finiteAlways(GetTransOffsetZ()));
stmt->setFloat(index++, finiteAlways(GetTransOffsetO()));
uint32 transLowGUID = 0;
if (GetTransport())
transLowGUID = GetTransport()->GetGUIDLow();
stmt->setUInt32(index++, transLowGUID);
std::ostringstream ss;
ss << m_taxi;
stmt->setString(index++, ss.str());
stmt->setUInt8(index++, m_cinematic);
stmt->setUInt32(index++, m_Played_time[PLAYED_TIME_TOTAL]);
stmt->setUInt32(index++, m_Played_time[PLAYED_TIME_LEVEL]);
stmt->setFloat(index++, finiteAlways(m_rest_bonus));
stmt->setUInt32(index++, uint32(time(NULL)));
stmt->setUInt8(index++, (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ? 1 : 0));
//save, far from tavern/city
//save, but in tavern/city
stmt->setUInt32(index++, m_resetTalentsCost);
stmt->setUInt32(index++, uint32(m_resetTalentsTime));
stmt->setUInt16(index++, (uint16)m_ExtraFlags);
stmt->setUInt8(index++, m_stableSlots);
stmt->setUInt16(index++, (uint16)m_atLoginFlags);
stmt->setUInt16(index++, GetZoneId());
stmt->setUInt32(index++, uint32(m_deathExpireTime));
ss.str("");
ss << m_taxi.SaveTaxiDestinationsToString();
stmt->setString(index++, ss.str());
stmt->setUInt32(index++, GetArenaPoints());
stmt->setUInt32(index++, GetHonorPoints());
stmt->setUInt32(index++, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION));
stmt->setUInt32(index++, GetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION));
stmt->setUInt32(index++, GetUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS));
stmt->setUInt16(index++, GetUInt16Value(PLAYER_FIELD_KILLS, 0));
stmt->setUInt16(index++, GetUInt16Value(PLAYER_FIELD_KILLS, 1));
stmt->setUInt32(index++, GetUInt32Value(PLAYER_CHOSEN_TITLE));
stmt->setUInt64(index++, GetUInt64Value(PLAYER_FIELD_KNOWN_CURRENCIES));
stmt->setUInt32(index++, GetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX));
stmt->setUInt8(index++, GetDrunkValue());
stmt->setUInt32(index++, GetHealth());
for (uint32 i = 0; i < MAX_POWERS; ++i)
stmt->setUInt32(index++, GetPower(Powers(i)));
stmt->setUInt32(index++, GetSession()->GetLatency());
stmt->setUInt8(index++, m_specsCount);
stmt->setUInt8(index++, m_activeSpec);
ss.str("");
for (uint32 i = 0; i < PLAYER_EXPLORED_ZONES_SIZE; ++i)
ss << GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + i) << ' ';
stmt->setString(index++, ss.str());
ss.str("");
// cache equipment...
for (uint32 i = 0; i < EQUIPMENT_SLOT_END * 2; ++i)
ss << GetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + i) << ' ';
// ...and bags for enum opcode
for (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
ss << item->GetEntry();
else
ss << '0';
ss << " 0 ";
}
stmt->setString(index++, ss.str());
stmt->setUInt32(index++, GetUInt32Value(PLAYER_AMMO_ID));
ss.str("");
for (uint32 i = 0; i < KNOWN_TITLES_SIZE*2; ++i)
ss << GetUInt32Value(PLAYER__FIELD_KNOWN_TITLES + i) << ' ';
stmt->setString(index++, ss.str());
stmt->setUInt8(index++, GetByteValue(PLAYER_FIELD_BYTES, 2));
stmt->setUInt32(index++, m_grantableLevels);
}
else
{
// Update query
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHARACTER);
stmt->setString(index++, GetName());
stmt->setUInt8(index++, getORace());
stmt->setUInt8(index++, getClass());
stmt->setUInt8(index++, getGender());
stmt->setUInt8(index++, getLevel());
stmt->setUInt32(index++, GetUInt32Value(PLAYER_XP));
stmt->setUInt32(index++, GetMoney());
stmt->setUInt32(index++, GetUInt32Value(PLAYER_BYTES));
stmt->setUInt32(index++, GetUInt32Value(PLAYER_BYTES_2));
stmt->setUInt32(index++, GetUInt32Value(PLAYER_FLAGS));
if (!IsBeingTeleported())
{
stmt->setUInt16(index++, (uint16)GetMapId());
stmt->setUInt32(index++, (uint32)GetInstanceId());
stmt->setUInt8(index++, (uint8(GetDungeonDifficulty()) | uint8(GetRaidDifficulty()) << 4));
stmt->setFloat(index++, finiteAlways(GetPositionX()));
stmt->setFloat(index++, finiteAlways(GetPositionY()));
stmt->setFloat(index++, finiteAlways(GetPositionZ()));
stmt->setFloat(index++, finiteAlways(GetOrientation()));
}
else
{
stmt->setUInt16(index++, (uint16)GetTeleportDest().GetMapId());
stmt->setUInt32(index++, (uint32)0);
stmt->setUInt8(index++, (uint8(GetDungeonDifficulty()) | uint8(GetRaidDifficulty()) << 4));
stmt->setFloat(index++, finiteAlways(GetTeleportDest().GetPositionX()));
stmt->setFloat(index++, finiteAlways(GetTeleportDest().GetPositionY()));
stmt->setFloat(index++, finiteAlways(GetTeleportDest().GetPositionZ()));
stmt->setFloat(index++, finiteAlways(GetTeleportDest().GetOrientation()));
}
stmt->setFloat(index++, finiteAlways(GetTransOffsetX()));
stmt->setFloat(index++, finiteAlways(GetTransOffsetY()));
stmt->setFloat(index++, finiteAlways(GetTransOffsetZ()));
stmt->setFloat(index++, finiteAlways(GetTransOffsetO()));
uint32 transLowGUID = 0;
if (GetTransport())
transLowGUID = GetTransport()->GetGUIDLow();
stmt->setUInt32(index++, transLowGUID);
std::ostringstream ss;
ss << m_taxi;
stmt->setString(index++, ss.str());
stmt->setUInt8(index++, m_cinematic);
stmt->setUInt32(index++, m_Played_time[PLAYED_TIME_TOTAL]);
stmt->setUInt32(index++, m_Played_time[PLAYED_TIME_LEVEL]);
stmt->setFloat(index++, finiteAlways(m_rest_bonus));
stmt->setUInt32(index++, uint32(time(NULL)));
stmt->setUInt8(index++, (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ? 1 : 0));
//save, far from tavern/city
//save, but in tavern/city
stmt->setUInt32(index++, m_resetTalentsCost);
stmt->setUInt32(index++, uint32(m_resetTalentsTime));
stmt->setUInt16(index++, (uint16)m_ExtraFlags);
stmt->setUInt8(index++, m_stableSlots);
stmt->setUInt16(index++, (uint16)m_atLoginFlags);
stmt->setUInt16(index++, GetZoneId());
stmt->setUInt32(index++, uint32(m_deathExpireTime));
ss.str("");
ss << m_taxi.SaveTaxiDestinationsToString();
stmt->setString(index++, ss.str());
stmt->setUInt32(index++, GetArenaPoints());
stmt->setUInt32(index++, GetHonorPoints());
stmt->setUInt32(index++, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION));
stmt->setUInt32(index++, GetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION));
stmt->setUInt32(index++, GetUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS));
stmt->setUInt16(index++, GetUInt16Value(PLAYER_FIELD_KILLS, 0));
stmt->setUInt16(index++, GetUInt16Value(PLAYER_FIELD_KILLS, 1));
stmt->setUInt32(index++, GetUInt32Value(PLAYER_CHOSEN_TITLE));
stmt->setUInt64(index++, GetUInt64Value(PLAYER_FIELD_KNOWN_CURRENCIES));
stmt->setUInt32(index++, GetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX));
stmt->setUInt8(index++, GetDrunkValue());
stmt->setUInt32(index++, GetHealth());
for (uint32 i = 0; i < MAX_POWERS; ++i)
stmt->setUInt32(index++, GetPower(Powers(i)));
stmt->setUInt32(index++, GetSession()->GetLatency());
stmt->setUInt8(index++, m_specsCount);
stmt->setUInt8(index++, m_activeSpec);
ss.str("");
for (uint32 i = 0; i < PLAYER_EXPLORED_ZONES_SIZE; ++i)
ss << GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + i) << ' ';
stmt->setString(index++, ss.str());
ss.str("");
// cache equipment...
for (uint32 i = 0; i < EQUIPMENT_SLOT_END * 2; ++i)
ss << GetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + i) << ' ';
// ...and bags for enum opcode
for (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
ss << item->GetEntry();
else
ss << '0';
ss << " 0 ";
}
stmt->setString(index++, ss.str());
stmt->setUInt32(index++, GetUInt32Value(PLAYER_AMMO_ID));
ss.str("");
for (uint32 i = 0; i < KNOWN_TITLES_SIZE*2; ++i)
ss << GetUInt32Value(PLAYER__FIELD_KNOWN_TITLES + i) << ' ';
stmt->setString(index++, ss.str());
stmt->setUInt8(index++, GetByteValue(PLAYER_FIELD_BYTES, 2));
stmt->setUInt32(index++, m_grantableLevels);
stmt->setUInt8(index++, IsInWorld() && !GetSession()->PlayerLogout() ? 1 : 0);
// Index
stmt->setUInt32(index++, GetGUIDLow());
}
SQLTransaction trans = CharacterDatabase.BeginTransaction();
trans->Append(stmt);
if (m_mailsUpdated) //save mails only when needed
_SaveMail(trans);
_SaveBGData(trans);
_SaveInventory(trans);
_SaveQuestStatus(trans);
_SaveDailyQuestStatus(trans);
_SaveWeeklyQuestStatus(trans);
_SaveSeasonalQuestStatus(trans);
_SaveMonthlyQuestStatus(trans);
_SaveTalents(trans);
_SaveSpells(trans);
_SaveSpellCooldowns(trans);
_SaveActions(trans);
_SaveAuras(trans);
_SaveSkills(trans);
m_achievementMgr->SaveToDB(trans);
m_reputationMgr->SaveToDB(trans);
_SaveEquipmentSets(trans);
GetSession()->SaveTutorialsData(trans); // changed only while character in game
_SaveGlyphs(trans);
_SaveInstanceTimeRestrictions(trans);
// check if stats should only be saved on logout
// save stats can be out of transaction
if (m_session->isLogingOut() || !sWorld->getBoolConfig(CONFIG_STATS_SAVE_ONLY_ON_LOGOUT))
_SaveStats(trans);
CharacterDatabase.CommitTransaction(trans);
// save pet (hunter pet level and experience and all type pets health/mana).
if (Pet* pet = GetPet())
pet->SavePetToDB(PET_SAVE_AS_CURRENT);
}
// fast save function for item/money cheating preventing - save only inventory and money state
void Player::SaveInventoryAndGoldToDB(SQLTransaction& trans)
{
_SaveInventory(trans);
SaveGoldToDB(trans);
}
void Player::SaveGoldToDB(SQLTransaction& trans)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_MONEY);
stmt->setUInt32(0, GetMoney());
stmt->setUInt32(1, GetGUIDLow());
trans->Append(stmt);
}
void Player::_SaveActions(SQLTransaction& trans)
{
PreparedStatement* stmt = NULL;
for (ActionButtonList::iterator itr = m_actionButtons.begin(); itr != m_actionButtons.end();)
{
switch (itr->second.uState)
{
case ACTIONBUTTON_NEW:
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_ACTION);
stmt->setUInt32(0, GetGUIDLow());
stmt->setUInt8(1, m_activeSpec);
stmt->setUInt8(2, itr->first);
stmt->setUInt32(3, itr->second.GetAction());
stmt->setUInt8(4, uint8(itr->second.GetType()));
trans->Append(stmt);
itr->second.uState = ACTIONBUTTON_UNCHANGED;
++itr;
break;
case ACTIONBUTTON_CHANGED:
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_ACTION);
stmt->setUInt32(0, itr->second.GetAction());
stmt->setUInt8(1, uint8(itr->second.GetType()));
stmt->setUInt32(2, GetGUIDLow());
stmt->setUInt8(3, itr->first);
stmt->setUInt8(4, m_activeSpec);
trans->Append(stmt);
itr->second.uState = ACTIONBUTTON_UNCHANGED;
++itr;
break;
case ACTIONBUTTON_DELETED:
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_ACTION_BY_BUTTON_SPEC);
stmt->setUInt32(0, GetGUIDLow());
stmt->setUInt8(1, itr->first);
stmt->setUInt8(2, m_activeSpec);
trans->Append(stmt);
m_actionButtons.erase(itr++);
break;
default:
++itr;
break;
}
}
}
void Player::_SaveAuras(SQLTransaction& trans)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_AURA);
stmt->setUInt32(0, GetGUIDLow());
trans->Append(stmt);
for (AuraMap::const_iterator itr = m_ownedAuras.begin(); itr != m_ownedAuras.end(); ++itr)
{
if (!itr->second->CanBeSaved())
continue;
Aura* aura = itr->second;
int32 damage[MAX_SPELL_EFFECTS];
int32 baseDamage[MAX_SPELL_EFFECTS];
uint8 effMask = 0;
uint8 recalculateMask = 0;
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
{
if (AuraEffect const* effect = aura->GetEffect(i))
{
baseDamage[i] = effect->GetBaseAmount();
damage[i] = effect->GetAmount();
effMask |= 1 << i;
if (effect->CanBeRecalculated())
recalculateMask |= 1 << i;
}
else
{
baseDamage[i] = 0;
damage[i] = 0;
}
}
uint8 index = 0;
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_AURA);
stmt->setUInt32(index++, GetGUIDLow());
stmt->setUInt64(index++, itr->second->GetCasterGUID().GetRawValue());
stmt->setUInt64(index++, itr->second->GetCastItemGUID().GetRawValue());
stmt->setUInt32(index++, itr->second->GetId());
stmt->setUInt8(index++, effMask);
stmt->setUInt8(index++, recalculateMask);
stmt->setUInt8(index++, itr->second->GetStackAmount());
stmt->setInt32(index++, damage[0]);
stmt->setInt32(index++, damage[1]);
stmt->setInt32(index++, damage[2]);
stmt->setInt32(index++, baseDamage[0]);
stmt->setInt32(index++, baseDamage[1]);
stmt->setInt32(index++, baseDamage[2]);
stmt->setInt32(index++, itr->second->GetMaxDuration());
stmt->setInt32(index++, itr->second->GetDuration());
stmt->setUInt8(index, itr->second->GetCharges());
trans->Append(stmt);
}
}
void Player::_SaveInventory(SQLTransaction& trans)
{
PreparedStatement* stmt = NULL;
// 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;
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INVENTORY_BY_ITEM);
stmt->setUInt32(0, item->GetGUIDLow());
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_INSTANCE);
stmt->setUInt32(0, item->GetGUIDLow());
trans->Append(stmt);
m_items[i]->FSetState(ITEM_NEW);
}
// Updated played time for refundable items. We don't do this in Player::Update because there's simply no need for it,
// the client auto counts down in real time after having received the initial played time on the first
// SMSG_ITEM_REFUND_INFO_RESPONSE packet.
// Item::UpdatePlayedTime is only called when needed, which is in DB saves, and item refund info requests.
GuidSet::iterator i_next;
for (GuidSet::iterator itr = m_refundableItems.begin(); itr!= m_refundableItems.end(); itr = i_next)
{
// use copy iterator because itr may be invalid after operations in this loop
i_next = itr;
++i_next;
Item* iPtr = GetItemByGuid(*itr);
if (iPtr)
{
iPtr->UpdatePlayedTime(this);
continue;
}
else
{
TC_LOG_ERROR("entities.player", "Can't find %s but is in refundable storage for player %u ! Removing.", itr->ToString().c_str(), GetGUIDLow());
m_refundableItems.erase(itr);
}
}
// update enchantment durations
for (EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr)
itr->item->SetEnchantmentDuration(itr->slot, itr->leftduration, this);
// if no changes
if (m_itemUpdateQueue.empty())
return;
uint32 lowGuid = GetGUIDLow();
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;
if (item->GetState() != ITEM_REMOVED)
{
Item* test = GetItemByPos(item->GetBagSlot(), item->GetSlot());
if (test == NULL)
{
uint32 bagTestGUID = 0;
if (Item* test2 = GetItemByPos(INVENTORY_SLOT_BAG_0, item->GetBagSlot()))
bagTestGUID = test2->GetGUIDLow();
TC_LOG_ERROR("entities.player", "Player(GUID: %u Name: %s)::_SaveInventory - the bag(%u) and slot(%u) values for the item with guid %u (state %d) are incorrect, the player doesn't have an item at that position!", lowGuid, GetName().c_str(), item->GetBagSlot(), item->GetSlot(), item->GetGUIDLow(), (int32)item->GetState());
// according to the test that was just performed nothing should be in this slot, delete
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INVENTORY_BY_BAG_SLOT);
stmt->setUInt32(0, bagTestGUID);
stmt->setUInt8(1, item->GetSlot());
stmt->setUInt32(2, lowGuid);
trans->Append(stmt);
// also THIS item should be somewhere else, cheat attempt
item->FSetState(ITEM_REMOVED); // we are IN updateQueue right now, can't use SetState which modifies the queue
DeleteRefundReference(item->GetGUID());
// don't skip, let the switch delete it
//continue;
}
else if (test != item)
{
TC_LOG_ERROR("entities.player", "Player(GUID: %u Name: %s)::_SaveInventory - the bag(%u) and slot(%u) values for the item with guid %u are incorrect, the item with guid %u is there instead!", lowGuid, GetName().c_str(), item->GetBagSlot(), item->GetSlot(), item->GetGUIDLow(), test->GetGUIDLow());
// save all changes to the item...
if (item->GetState() != ITEM_NEW) // only for existing items, no dupes
item->SaveToDB(trans);
// ...but do not save position in invntory
continue;
}
}
switch (item->GetState())
{
case ITEM_NEW:
case ITEM_CHANGED:
stmt = CharacterDatabase.GetPreparedStatement(CHAR_REP_INVENTORY_ITEM);
stmt->setUInt32(0, lowGuid);
stmt->setUInt32(1, bag_guid);
stmt->setUInt8 (2, item->GetSlot());
stmt->setUInt32(3, item->GetGUIDLow());
trans->Append(stmt);
break;
case ITEM_REMOVED:
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INVENTORY_BY_ITEM);
stmt->setUInt32(0, item->GetGUIDLow());
trans->Append(stmt);
case ITEM_UNCHANGED:
break;
}
item->SaveToDB(trans); // item have unchanged inventory record and can be save standalone
}
m_itemUpdateQueue.clear();
}
void Player::_SaveMail(SQLTransaction& trans)
{
if (!m_mailsLoaded)
return;
PreparedStatement* stmt = NULL;
for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
{
Mail* m = (*itr);
if (m->state == MAIL_STATE_CHANGED)
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_MAIL);
stmt->setUInt8(0, uint8(m->HasItems() ? 1 : 0));
stmt->setUInt32(1, uint32(m->expire_time));
stmt->setUInt32(2, uint32(m->deliver_time));
stmt->setUInt32(3, m->money);
stmt->setUInt32(4, m->COD);
stmt->setUInt8(5, uint8(m->checked));
stmt->setUInt32(6, m->messageID);
trans->Append(stmt);
if (!m->removedItems.empty())
{
for (std::vector<uint32>::iterator itr2 = m->removedItems.begin(); itr2 != m->removedItems.end(); ++itr2)
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_ITEM);
stmt->setUInt32(0, *itr2);
trans->Append(stmt);
}
m->removedItems.clear();
}
m->state = MAIL_STATE_UNCHANGED;
}
else if (m->state == MAIL_STATE_DELETED)
{
if (m->HasItems())
{
for (MailItemInfoVec::iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2)
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_INSTANCE);
stmt->setUInt32(0, itr2->item_guid);
trans->Append(stmt);
}
}
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_BY_ID);
stmt->setUInt32(0, m->messageID);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_ITEM_BY_ID);
stmt->setUInt32(0, m->messageID);
trans->Append(stmt);
}
}
//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(SQLTransaction& trans)
{
bool isTransaction = bool(trans);
if (!isTransaction)
trans = CharacterDatabase.BeginTransaction();
QuestStatusSaveMap::iterator saveItr;
QuestStatusMap::iterator statusItr;
PreparedStatement* stmt = NULL;
bool keepAbandoned = !(sWorld->GetCleaningFlags() & CharacterDatabaseCleaner::CLEANING_FLAG_QUESTSTATUS);
for (saveItr = m_QuestStatusSave.begin(); saveItr != m_QuestStatusSave.end(); ++saveItr)
{
if (saveItr->second == QUEST_DEFAULT_SAVE_TYPE)
{
statusItr = m_QuestStatus.find(saveItr->first);
if (statusItr != m_QuestStatus.end() && (keepAbandoned || statusItr->second.Status != QUEST_STATUS_NONE))
{
uint8 index = 0;
stmt = CharacterDatabase.GetPreparedStatement(CHAR_REP_CHAR_QUESTSTATUS);
stmt->setUInt32(index++, GetGUIDLow());
stmt->setUInt32(index++, statusItr->first);
stmt->setUInt8(index++, uint8(statusItr->second.Status));
stmt->setBool(index++, statusItr->second.Explored);
stmt->setUInt32(index++, uint32(statusItr->second.Timer / IN_MILLISECONDS+ sWorld->GetGameTime()));
for (uint8 i = 0; i < 4; i++)
stmt->setUInt16(index++, statusItr->second.CreatureOrGOCount[i]);
for (uint8 i = 0; i < 4; i++)
stmt->setUInt16(index++, statusItr->second.ItemCount[i]);
stmt->setUInt16(index, statusItr->second.PlayerCount);
trans->Append(stmt);
}
}
else
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_QUESTSTATUS_BY_QUEST);
stmt->setUInt32(0, GetGUIDLow());
stmt->setUInt32(1, saveItr->first);
trans->Append(stmt);
}
}
m_QuestStatusSave.clear();
for (saveItr = m_RewardedQuestsSave.begin(); saveItr != m_RewardedQuestsSave.end(); ++saveItr)
{
if (saveItr->second == QUEST_DEFAULT_SAVE_TYPE)
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_QUESTSTATUS_REWARDED);
stmt->setUInt32(0, GetGUIDLow());
stmt->setUInt32(1, saveItr->first);
trans->Append(stmt);
}
else if (saveItr->second == QUEST_FORCE_DELETE_SAVE_TYPE || !keepAbandoned)
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_QUESTSTATUS_REWARDED_BY_QUEST);
stmt->setUInt32(0, GetGUIDLow());
stmt->setUInt32(1, saveItr->first);
trans->Append(stmt);
}
}
m_RewardedQuestsSave.clear();
if (!isTransaction)
CharacterDatabase.CommitTransaction(trans);
}
void Player::_SaveDailyQuestStatus(SQLTransaction& trans)
{
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.
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHARACTER_QUESTSTATUS_DAILY);
stmt->setUInt32(0, GetGUIDLow());
trans->Append(stmt);
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))
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHARACTER_QUESTSTATUS_DAILY);
stmt->setUInt32(0, GetGUIDLow());
stmt->setUInt32(1, GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx));
stmt->setUInt64(2, uint64(m_lastDailyQuestTime));
trans->Append(stmt);
}
}
if (!m_DFQuests.empty())
{
for (DFQuestsDoneList::iterator itr = m_DFQuests.begin(); itr != m_DFQuests.end(); ++itr)
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHARACTER_QUESTSTATUS_DAILY);
stmt->setUInt32(0, GetGUIDLow());
stmt->setUInt32(1, (*itr));
stmt->setUInt64(2, uint64(m_lastDailyQuestTime));
trans->Append(stmt);
}
}
}
void Player::_SaveWeeklyQuestStatus(SQLTransaction& trans)
{
if (!m_WeeklyQuestChanged || m_weeklyquests.empty())
return;
// we don't need transactions here.
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHARACTER_QUESTSTATUS_WEEKLY);
stmt->setUInt32(0, GetGUIDLow());
trans->Append(stmt);
for (QuestSet::const_iterator iter = m_weeklyquests.begin(); iter != m_weeklyquests.end(); ++iter)
{
uint32 questId = *iter;
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHARACTER_QUESTSTATUS_WEEKLY);
stmt->setUInt32(0, GetGUIDLow());
stmt->setUInt32(1, questId);
trans->Append(stmt);
}
m_WeeklyQuestChanged = false;
}
void Player::_SaveSeasonalQuestStatus(SQLTransaction& trans)
{
if (!m_SeasonalQuestChanged || m_seasonalquests.empty())
return;
// we don't need transactions here.
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHARACTER_QUESTSTATUS_SEASONAL);
stmt->setUInt32(0, GetGUIDLow());
trans->Append(stmt);
for (SeasonalEventQuestMap::const_iterator iter = m_seasonalquests.begin(); iter != m_seasonalquests.end(); ++iter)
{
uint16 eventId = iter->first;
for (SeasonalQuestSet::const_iterator itr = iter->second.begin(); itr != iter->second.end(); ++itr)
{
uint32 questId = *itr;
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHARACTER_QUESTSTATUS_SEASONAL);
stmt->setUInt32(0, GetGUIDLow());
stmt->setUInt32(1, questId);
stmt->setUInt32(2, eventId);
trans->Append(stmt);
}
}
m_SeasonalQuestChanged = false;
}
void Player::_SaveMonthlyQuestStatus(SQLTransaction& trans)
{
if (!m_MonthlyQuestChanged || m_monthlyquests.empty())
return;
// we don't need transactions here.
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHARACTER_QUESTSTATUS_MONTHLY);
stmt->setUInt32(0, GetGUIDLow());
trans->Append(stmt);
for (QuestSet::const_iterator iter = m_monthlyquests.begin(); iter != m_monthlyquests.end(); ++iter)
{
uint32 questId = *iter;
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHARACTER_QUESTSTATUS_MONTHLY);
stmt->setUInt32(0, GetGUIDLow());
stmt->setUInt32(1, questId);
trans->Append(stmt);
}
m_MonthlyQuestChanged = false;
}
void Player::_SaveSkills(SQLTransaction& trans)
{
PreparedStatement* stmt = NULL;
// we don't need transactions here.
for (SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end();)
{
if (itr->second.uState == SKILL_UNCHANGED)
{
++itr;
continue;
}
if (itr->second.uState == SKILL_DELETED)
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SKILL_BY_SKILL);
stmt->setUInt32(0, GetGUIDLow());
stmt->setUInt32(1, itr->first);
trans->Append(stmt);
mSkillStatus.erase(itr++);
continue;
}
uint32 valueData = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos));
uint16 value = SKILL_VALUE(valueData);
uint16 max = SKILL_MAX(valueData);
switch (itr->second.uState)
{
case SKILL_NEW:
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_SKILLS);
stmt->setUInt32(0, GetGUIDLow());
stmt->setUInt16(1, uint16(itr->first));
stmt->setUInt16(2, value);
stmt->setUInt16(3, max);
trans->Append(stmt);
break;
case SKILL_CHANGED:
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_SKILLS);
stmt->setUInt16(0, value);
stmt->setUInt16(1, max);
stmt->setUInt32(2, GetGUIDLow());
stmt->setUInt16(3, uint16(itr->first));
trans->Append(stmt);
break;
default:
break;
}
itr->second.uState = SKILL_UNCHANGED;
++itr;
}
}
void Player::_SaveSpells(SQLTransaction& trans)
{
PreparedStatement* stmt = NULL;
for (PlayerSpellMap::iterator itr = m_spells.begin(); itr != m_spells.end();)
{
if (itr->second->state == PLAYERSPELL_REMOVED || itr->second->state == PLAYERSPELL_CHANGED)
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SPELL_BY_SPELL);
stmt->setUInt32(0, itr->first);
stmt->setUInt32(1, GetGUIDLow());
trans->Append(stmt);
}
// add only changed/new not dependent spells
if (!itr->second->dependent && (itr->second->state == PLAYERSPELL_NEW || itr->second->state == PLAYERSPELL_CHANGED))
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_SPELL);
stmt->setUInt32(0, GetGUIDLow());
stmt->setUInt32(1, itr->first);
stmt->setBool(2, itr->second->active);
stmt->setBool(3, itr->second->disabled);
trans->Append(stmt);
}
if (itr->second->state == PLAYERSPELL_REMOVED)
{
delete itr->second;
m_spells.erase(itr++);
}
else
{
itr->second->state = PLAYERSPELL_UNCHANGED;
++itr;
}
}
}
// save player stats -- only for external usage
// real stats will be recalculated on player login
void Player::_SaveStats(SQLTransaction& trans)
{
// check if stat saving is enabled and if char level is high enough
if (!sWorld->getIntConfig(CONFIG_MIN_LEVEL_STAT_SAVE) || getLevel() < sWorld->getIntConfig(CONFIG_MIN_LEVEL_STAT_SAVE))
return;
PreparedStatement* stmt = NULL;
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_STATS);
stmt->setUInt32(0, GetGUIDLow());
trans->Append(stmt);
uint8 index = 0;
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_STATS);
stmt->setUInt32(index++, GetGUIDLow());
stmt->setUInt32(index++, GetMaxHealth());
for (uint8 i = 0; i < MAX_POWERS; ++i)
stmt->setUInt32(index++, GetMaxPower(Powers(i)));
for (uint8 i = 0; i < MAX_STATS; ++i)
stmt->setUInt32(index++, GetStat(Stats(i)));
for (int i = 0; i < MAX_SPELL_SCHOOL; ++i)
stmt->setUInt32(index++, GetResistance(SpellSchools(i)));
stmt->setFloat(index++, GetFloatValue(PLAYER_BLOCK_PERCENTAGE));
stmt->setFloat(index++, GetFloatValue(PLAYER_DODGE_PERCENTAGE));
stmt->setFloat(index++, GetFloatValue(PLAYER_PARRY_PERCENTAGE));
stmt->setFloat(index++, GetFloatValue(PLAYER_CRIT_PERCENTAGE));
stmt->setFloat(index++, GetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE));
stmt->setFloat(index++, GetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1));
stmt->setUInt32(index++, GetUInt32Value(UNIT_FIELD_ATTACK_POWER));
stmt->setUInt32(index++, GetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER));
stmt->setUInt32(index++, GetBaseSpellPowerBonus());
stmt->setUInt32(index++, GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + CR_CRIT_TAKEN_SPELL));
trans->Append(stmt);
}
void Player::outDebugValues() const
{
if (!sLog->ShouldLog("entities.unit", LOG_LEVEL_DEBUG))
return;
TC_LOG_DEBUG("entities.unit", "HP is: \t\t\t%u\t\tMP is: \t\t\t%u", GetMaxHealth(), GetMaxPower(POWER_MANA));
TC_LOG_DEBUG("entities.unit", "AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f", GetStat(STAT_AGILITY), GetStat(STAT_STRENGTH));
TC_LOG_DEBUG("entities.unit", "INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f", GetStat(STAT_INTELLECT), GetStat(STAT_SPIRIT));
TC_LOG_DEBUG("entities.unit", "STAMINA is: \t\t%f", GetStat(STAT_STAMINA));
TC_LOG_DEBUG("entities.unit", "Armor is: \t\t%u\t\tBlock is: \t\t%f", GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE));
TC_LOG_DEBUG("entities.unit", "HolyRes is: \t\t%u\t\tFireRes is: \t\t%u", GetResistance(SPELL_SCHOOL_HOLY), GetResistance(SPELL_SCHOOL_FIRE));
TC_LOG_DEBUG("entities.unit", "NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u", GetResistance(SPELL_SCHOOL_NATURE), GetResistance(SPELL_SCHOOL_FROST));
TC_LOG_DEBUG("entities.unit", "ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u", GetResistance(SPELL_SCHOOL_SHADOW), GetResistance(SPELL_SCHOOL_ARCANE));
TC_LOG_DEBUG("entities.unit", "MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f", GetFloatValue(UNIT_FIELD_MINDAMAGE), GetFloatValue(UNIT_FIELD_MAXDAMAGE));
TC_LOG_DEBUG("entities.unit", "MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f", GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE));
TC_LOG_DEBUG("entities.unit", "MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f", GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE));
TC_LOG_DEBUG("entities.unit", "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()->HasPermission(rbac::RBAC_PERM_SKIP_CHECK_CHAT_SPAM))
return;
time_t current = time (NULL);
if (m_speakTime > current)
{
uint32 max_count = sWorld->getIntConfig(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->getIntConfig(CONFIG_CHATFLOOD_MUTE_TIME);
if (GetSession()->m_muteTime < new_mute)
GetSession()->m_muteTime = new_mute;
m_speakCount = 0;
}
}
else
m_speakCount = 1;
m_speakTime = current + sWorld->getIntConfig(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(WorldLocation const& loc, uint16 zoneId, ObjectGuid guid, SQLTransaction& trans)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHARACTER_POSITION);
stmt->setFloat(0, loc.GetPositionX());
stmt->setFloat(1, loc.GetPositionY());
stmt->setFloat(2, loc.GetPositionZ());
stmt->setFloat(3, loc.GetOrientation());
stmt->setUInt16(4, uint16(loc.GetMapId()));
stmt->setUInt16(5, zoneId);
stmt->setUInt32(6, guid.GetCounter());
CharacterDatabase.ExecuteOrAppend(trans, stmt);
}
void Player::SetUInt32ValueInArray(Tokenizer& tokens, uint16 index, uint32 value)
{
char buf[11];
snprintf(buf, 11, "%u", value);
if (index >= tokens.size())
return;
tokens[index] = buf;
}
void Player::Customize(CharacterCustomizeInfo const* customizeInfo, SQLTransaction& trans)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_PLAYERBYTES2);
stmt->setUInt32(0, customizeInfo->Guid.GetCounter());
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (!result)
return;
Field* fields = result->Fetch();
uint32 playerBytes2 = fields[0].GetUInt32();
playerBytes2 &= ~0xFF;
playerBytes2 |= customizeInfo->FacialHair;
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GENDER_PLAYERBYTES);
stmt->setUInt8(0, customizeInfo->Gender);
stmt->setUInt32(1, customizeInfo->Skin | (customizeInfo->Face << 8) | (customizeInfo->HairStyle << 16) | (customizeInfo->HairColor << 24));
stmt->setUInt32(2, playerBytes2);
stmt->setUInt32(3, customizeInfo->Guid.GetCounter());
CharacterDatabase.ExecuteOrAppend(trans, stmt);
}
void Player::SendAttackSwingDeadTarget()
{
WorldPacket data(SMSG_ATTACKSWING_DEADTARGET, 0);
GetSession()->SendPacket(&data);
}
void Player::SendAttackSwingCantAttack()
{
WorldPacket data(SMSG_ATTACKSWING_CANT_ATTACK, 0);
GetSession()->SendPacket(&data);
}
void Player::SendAttackSwingCancelAttack()
{
WorldPacket data(SMSG_CANCEL_COMBAT, 0);
GetSession()->SendPacket(&data);
}
void Player::SendAttackSwingBadFacingAttack()
{
WorldPacket data(SMSG_ATTACKSWING_BADFACING, 0);
GetSession()->SendPacket(&data);
}
void Player::SendAutoRepeatCancel(Unit* target)
{
WorldPacket data(SMSG_CANCEL_AUTO_REPEAT, target->GetPackGUID().size());
data << target->GetPackGUID(); // may be it's target guid
SendMessageToSet(&data, false);
}
void Player::SendExplorationExperience(uint32 Area, uint32 Experience)
{
WorldPacket data(SMSG_EXPLORATION_EXPERIENCE, 8);
data << uint32(Area);
data << uint32(Experience);
GetSession()->SendPacket(&data);
}
void Player::SendDungeonDifficulty(bool IsInGroup)
{
uint8 val = 0x00000001;
WorldPacket data(MSG_SET_DUNGEON_DIFFICULTY, 12);
data << (uint32)GetDungeonDifficulty();
data << uint32(val);
data << uint32(IsInGroup);
GetSession()->SendPacket(&data);
}
void Player::SendRaidDifficulty(bool IsInGroup, int32 forcedDifficulty)
{
uint8 val = 0x00000001;
WorldPacket data(MSG_SET_RAID_DIFFICULTY, 12);
data << uint32(forcedDifficulty == -1 ? GetRaidDifficulty() : forcedDifficulty);
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, bool isRaid)
{
// method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
// we assume that when the difficulty changes, all instances that can be reset will be
Difficulty diff = GetDifficulty(isRaid);
for (BoundInstancesMap::iterator itr = m_boundInstances[diff].begin(); itr != m_boundInstances[diff].end();)
{
InstanceSave* p = itr->second.save;
const MapEntry* entry = sMapStore.LookupEntry(itr->first);
if (!entry || entry->IsRaid() != isRaid || !p->CanReset())
{
++itr;
continue;
}
if (method == INSTANCE_RESET_ALL)
{
// the "reset all instances" method can only reset normal maps
if (entry->map_type == MAP_RAID || diff == DUNGEON_DIFFICULTY_HEROIC)
{
++itr;
continue;
}
}
// if the map is loaded, reset it
Map* map = sMapMgr->FindMap(p->GetMapId(), p->GetInstanceId());
if (map && map->IsDungeon())
if (!((InstanceMap*)map)->Reset(method))
{
++itr;
continue;
}
// 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[diff].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 << uint32(MapId);
GetSession()->SendPacket(&data);
}
void Player::SendResetInstanceFailed(uint32 reason, uint32 MapId)
{
/*reasons for instance reset failure:
// 0: There are players inside the instance.
// 1: There are players offline in your party.
// 2>: There are players in your party attempting to zone into an instance.
*/
WorldPacket data(SMSG_INSTANCE_RESET_FAILED, 4);
data << uint32(reason);
data << uint32(MapId);
GetSession()->SendPacket(&data);
}
/*********************************************************/
/*** Update timers ***/
/*********************************************************/
///checks the 15 afk reports per 5 minutes limit
void Player::UpdateAfkReport(time_t currTime)
{
if (m_bgData.bgAfkReportedTimer <= currTime)
{
m_bgData.bgAfkReportedCount = 0;
m_bgData.bgAfkReportedTimer = currTime+5*MINUTE;
}
}
void Player::UpdateContestedPvP(uint32 diff)
{
if (!m_contestedPvPTimer||IsInCombat())
return;
if (m_contestedPvPTimer <= diff)
{
ResetContestedPvP();
}
else
m_contestedPvPTimer -= diff;
}
void Player::ResetContestedPvP()
{
ClearUnitState(UNIT_STATE_ATTACK_PLAYER);
RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP);
m_contestedPvPTimer = 0;
}
void Player::UpdatePvPFlag(time_t currTime)
{
if (!IsPvP())
return;
if (!pvpInfo.EndTimer || currTime < (pvpInfo.EndTimer + 300) || pvpInfo.IsHostile)
return;
UpdatePvP(false);
}
void Player::UpdateDuelFlag(time_t currTime)
{
if (!duel || duel->startTimer == 0 ||currTime < duel->startTimer + 3)
return;
sScriptMgr->OnPlayerDuelStart(this, duel->opponent);
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;
}
Pet* Player::GetPet() const
{
if (ObjectGuid pet_guid = GetPetGUID())
{
if (!pet_guid.IsPet())
return NULL;
Pet* pet = ObjectAccessor::GetPet(*this, pet_guid);
if (!pet)
return NULL;
if (IsInWorld() && pet)
return pet;
//there may be a guardian in slot
//TC_LOG_ERROR("entities.player", "Player::GetPet: Pet %u not exist.", GUID_LOPART(pet_guid));
//const_cast<Player*>(this)->SetPetGUID(0);
}
return NULL;
}
void Player::RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent)
{
if (!pet)
pet = GetPet();
if (pet)
{
TC_LOG_DEBUG("entities.pet", "RemovePet %u, %u, %u", pet->GetEntry(), mode, returnreagent);
if (pet->m_removed)
return;
}
if (returnreagent && (pet || m_temporaryUnsummonedPetNumber) && !InBattleground())
{
//returning of reagents only for players, so best done here
uint32 spellId = pet ? pet->GetUInt32Value(UNIT_CREATED_BY_SPELL) : m_oldpetspell;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (spellInfo)
{
for (uint32 i = 0; i < MAX_SPELL_REAGENTS; ++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)
InventoryResult 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;
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;
}
}
// only if current pet in slot
pet->SavePetToDB(mode);
SetMinion(pet, false);
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::StopCastingCharm()
{
Unit* charm = GetCharm();
if (!charm)
return;
if (charm->GetTypeId() == TYPEID_UNIT)
{
if (charm->ToCreature()->HasUnitTypeMask(UNIT_MASK_PUPPET))
((Puppet*)charm)->UnSummon();
else if (charm->IsVehicle())
ExitVehicle();
}
if (GetCharmGUID())
charm->RemoveCharmAuras();
if (GetCharmGUID())
{
TC_LOG_FATAL("entities.player", "Player %s (%s) is not able to uncharm unit (%s)", GetName().c_str(), GetGUID().ToString().c_str(), GetCharmGUID().ToString().c_str());
if (charm->GetCharmerGUID())
{
TC_LOG_FATAL("entities.player", "Charmed unit has charmer %s", charm->GetCharmerGUID().ToString().c_str());
ASSERT(false);
}
else
SetCharm(charm, false);
}
}
void Player::BuildPlayerChat(WorldPacket* data, uint8 msgtype, const std::string& text, uint32 language) const
{
*data << uint8(msgtype);
*data << uint32(language);
*data << uint64(GetGUID());
*data << uint32(0); // constant unknown time
*data << uint64(GetGUID());
*data << uint32(text.length() + 1);
*data << text;
*data << uint8(GetChatTag());
}
void Player::Say(std::string const& text, Language language, WorldObject const* /*= nullptr*/)
{
std::string _text(text);
sScriptMgr->OnPlayerChat(this, CHAT_MSG_SAY, language, _text);
WorldPacket data;
ChatHandler::BuildChatPacket(data, CHAT_MSG_SAY, language, this, this, _text);
SendMessageToSetInRange(&data, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_SAY), true);
}
void Player::Yell(std::string const& text, Language language, WorldObject const* /*= nullptr*/)
{
std::string _text(text);
sScriptMgr->OnPlayerChat(this, CHAT_MSG_YELL, language, _text);
WorldPacket data;
ChatHandler::BuildChatPacket(data, CHAT_MSG_YELL, language, this, this, _text);
SendMessageToSetInRange(&data, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_YELL), true);
}
void Player::TextEmote(std::string const& text, WorldObject const* /*= nullptr*/, bool /*= false*/)
{
std::string _text(text);
sScriptMgr->OnPlayerChat(this, CHAT_MSG_EMOTE, LANG_UNIVERSAL, _text);
WorldPacket data;
ChatHandler::BuildChatPacket(data, CHAT_MSG_EMOTE, LANG_UNIVERSAL, this, this, _text);
SendMessageToSetInRange(&data, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE), true, !GetSession()->HasPermission(rbac::RBAC_PERM_TWO_SIDE_INTERACTION_CHAT));
}
void Player::Whisper(std::string const& text, Language language, Player* target, bool /*= false*/)
{
ASSERT(target);
bool isAddonMessage = language == LANG_ADDON;
if (!isAddonMessage) // if not addon data
language = LANG_UNIVERSAL; // whispers should always be readable
std::string _text(text);
sScriptMgr->OnPlayerChat(this, CHAT_MSG_WHISPER, language, _text, target);
WorldPacket data;
ChatHandler::BuildChatPacket(data, CHAT_MSG_WHISPER, Language(language), this, this, _text);
target->GetSession()->SendPacket(&data);
// rest stuff shouldn't happen in case of addon message
if (isAddonMessage)
return;
ChatHandler::BuildChatPacket(data, CHAT_MSG_WHISPER_INFORM, Language(language), target, target, _text);
GetSession()->SendPacket(&data);
if (!isAcceptWhispers() && !IsGameMaster() && !target->IsGameMaster())
{
SetAcceptWhispers(true);
ChatHandler(GetSession()).SendSysMessage(LANG_COMMAND_WHISPERON);
}
// announce afk or dnd message
if (target->isAFK())
ChatHandler(GetSession()).PSendSysMessage(LANG_PLAYER_AFK, target->GetName().c_str(), target->autoReplyMsg.c_str());
else if (target->isDND())
ChatHandler(GetSession()).PSendSysMessage(LANG_PLAYER_DND, target->GetName().c_str(), target->autoReplyMsg.c_str());
}
Item* Player::GetMItem(uint32 id)
{
ItemMap::const_iterator itr = mMitems.find(id);
return itr != mMitems.end() ? itr->second : NULL;
}
void Player::AddMItem(Item* it)
{
ASSERT(it);
//ASSERT deleted, because items can be added before loading
mMitems[it->GetGUIDLow()] = it;
}
bool Player::RemoveMItem(uint32 id)
{
return mMitems.erase(id) ? true : false;
}
void Player::SendOnCancelExpectedVehicleRideAura()
{
WorldPacket data(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA, 0);
GetSession()->SendPacket(&data);
}
void Player::PetSpellInitialize()
{
Pet* pet = GetPet();
if (!pet)
return;
TC_LOG_DEBUG("entities.pet", "Pet Spells Groups");
CharmInfo* charmInfo = pet->GetCharmInfo();
WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+1);
data << uint64(pet->GetGUID());
data << uint16(pet->GetCreatureTemplate()->family); // creature family (required for pet talents)
data << uint32(pet->GetDuration());
data << uint8(pet->GetReactState());
data << uint8(charmInfo->GetCommandState());
data << uint16(0); // Flags, mostly unknown
// action bar loop
charmInfo->BuildActionBar(&data);
size_t spellsCountPos = data.wpos();
// spells count
uint8 addlist = 0;
data << uint8(addlist); // placeholder
if (pet->IsPermanentPetFor(this))
{
// spells loop
for (PetSpellMap::iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr)
{
if (itr->second.state == PETSPELL_REMOVED)
continue;
data << uint32(MAKE_UNIT_ACTION_BUTTON(itr->first, itr->second.active));
++addlist;
}
}
data.put<uint8>(spellsCountPos, addlist);
uint8 cooldownsCount = pet->m_CreatureSpellCooldowns.size() + pet->m_CreatureCategoryCooldowns.size();
data << uint8(cooldownsCount);
time_t curTime = time(NULL);
for (CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureSpellCooldowns.begin(); itr != pet->m_CreatureSpellCooldowns.end(); ++itr)
{
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(itr->first);
if (!spellInfo)
{
data << uint32(0);
data << uint16(0);
data << uint32(0);
data << uint32(0);
continue;
}
time_t cooldown = (itr->second > curTime) ? (itr->second - curTime) * IN_MILLISECONDS : 0;
data << uint32(itr->first); // spell ID
CreatureSpellCooldowns::const_iterator categoryitr = pet->m_CreatureCategoryCooldowns.find(spellInfo->GetCategory());
if (categoryitr != pet->m_CreatureCategoryCooldowns.end())
{
time_t categoryCooldown = (categoryitr->second > curTime) ? (categoryitr->second - curTime) * IN_MILLISECONDS : 0;
data << uint16(spellInfo->GetCategory()); // spell category
data << uint32(cooldown); // spell cooldown
data << uint32(categoryCooldown); // category cooldown
}
else
{
data << uint16(0);
data << uint32(cooldown);
data << uint32(0);
}
}
GetSession()->SendPacket(&data);
}
void Player::PossessSpellInitialize()
{
Unit* charm = GetCharm();
if (!charm)
return;
CharmInfo* charmInfo = charm->GetCharmInfo();
if (!charmInfo)
{
TC_LOG_ERROR("entities.player", "Player::PossessSpellInitialize(): charm (%s) has no charminfo!", charm->GetGUID().ToString().c_str());
return;
}
WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+1);
data << uint64(charm->GetGUID());
data << uint16(0);
data << uint32(0);
data << uint32(0);
charmInfo->BuildActionBar(&data);
data << uint8(0); // spells count
data << uint8(0); // cooldowns count
GetSession()->SendPacket(&data);
}
void Player::VehicleSpellInitialize()
{
Creature* vehicle = GetVehicleCreatureBase();
if (!vehicle)
return;
uint8 cooldownCount = vehicle->m_CreatureSpellCooldowns.size();
WorldPacket data(SMSG_PET_SPELLS, 8 + 2 + 4 + 4 + 4 * 10 + 1 + 1 + cooldownCount * (4 + 2 + 4 + 4));
data << uint64(vehicle->GetGUID()); // Guid
data << uint16(0); // Pet Family (0 for all vehicles)
data << uint32(vehicle->IsSummon() ? vehicle->ToTempSummon()->GetTimer() : 0); // Duration
// The following three segments are read by the client as one uint32
data << uint8(vehicle->GetReactState()); // React State
data << uint8(0); // Command State
data << uint16(0x800); // DisableActions (set for all vehicles)
for (uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
{
uint32 spellId = vehicle->m_spells[i];
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (!spellInfo)
{
data << uint16(0) << uint8(0) << uint8(i+8);
continue;
}
ConditionList conditions = sConditionMgr->GetConditionsForVehicleSpell(vehicle->GetEntry(), spellId);
if (!sConditionMgr->IsObjectMeetToConditions(this, vehicle, conditions))
{
TC_LOG_DEBUG("condition", "VehicleSpellInitialize: conditions not met for Vehicle entry %u spell %u", vehicle->ToCreature()->GetEntry(), spellId);
data << uint16(0) << uint8(0) << uint8(i+8);
continue;
}
if (spellInfo->IsPassive())
vehicle->CastSpell(vehicle, spellId, true);
data << uint32(MAKE_UNIT_ACTION_BUTTON(spellId, i+8));
}
for (uint32 i = CREATURE_MAX_SPELLS; i < MAX_SPELL_CONTROL_BAR; ++i)
data << uint32(0);
data << uint8(0); // Auras?
// Cooldowns
data << uint8(cooldownCount);
time_t now = sWorld->GetGameTime();
for (CreatureSpellCooldowns::const_iterator itr = vehicle->m_CreatureSpellCooldowns.begin(); itr != vehicle->m_CreatureSpellCooldowns.end(); ++itr)
{
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(itr->first);
if (!spellInfo)
{
data << uint32(0);
data << uint16(0);
data << uint32(0);
data << uint32(0);
continue;
}
time_t cooldown = (itr->second > now) ? (itr->second - now) * IN_MILLISECONDS : 0;
data << uint32(itr->first); // spell ID
CreatureSpellCooldowns::const_iterator categoryitr = vehicle->m_CreatureCategoryCooldowns.find(spellInfo->GetCategory());
if (categoryitr != vehicle->m_CreatureCategoryCooldowns.end())
{
time_t categoryCooldown = (categoryitr->second > now) ? (categoryitr->second - now) * IN_MILLISECONDS : 0;
data << uint16(spellInfo->GetCategory()); // spell category
data << uint32(cooldown); // spell cooldown
data << uint32(categoryCooldown); // category cooldown
}
else
{
data << uint16(0);
data << uint32(cooldown);
data << uint32(0);
}
}
GetSession()->SendPacket(&data);
}
void Player::CharmSpellInitialize()
{
Unit* charm = GetFirstControlled();
if (!charm)
return;
CharmInfo* charmInfo = charm->GetCharmInfo();
if (!charmInfo)
{
TC_LOG_ERROR("entities.player", "Player::CharmSpellInitialize(): the player's charm (%s) has no charminfo!", charm->GetGUID().ToString().c_str());
return;
}
uint8 addlist = 0;
if (charm->GetTypeId() != TYPEID_PLAYER)
{
//CreatureInfo const* cinfo = charm->ToCreature()->GetCreatureTemplate();
//if (cinfo && cinfo->type == CREATURE_TYPE_DEMON && getClass() == CLASS_WARLOCK)
{
for (uint32 i = 0; i < MAX_SPELL_CHARM; ++i)
if (charmInfo->GetCharmSpell(i)->GetAction())
++addlist;
}
}
WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+4*addlist+1);
data << uint64(charm->GetGUID());
data << uint16(0);
data << uint32(0);
if (charm->GetTypeId() != TYPEID_PLAYER)
data << uint8(charm->ToCreature()->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0);
else
data << uint32(0);
charmInfo->BuildActionBar(&data);
data << uint8(addlist);
if (addlist)
{
for (uint32 i = 0; i < MAX_SPELL_CHARM; ++i)
{
CharmSpellInfo* cspell = charmInfo->GetCharmSpell(i);
if (cspell->GetAction())
data << uint32(cspell->packedData);
}
}
data << uint8(0); // cooldowns count
GetSession()->SendPacket(&data);
}
void Player::SendRemoveControlBar()
{
WorldPacket data(SMSG_PET_SPELLS, 8);
data << uint64(0);
GetSession()->SendPacket(&data);
}
bool Player::IsAffectedBySpellmod(SpellInfo const* spellInfo, SpellModifier* mod, Spell* spell)
{
if (!mod || !spellInfo)
return false;
// Mod out of charges
if (spell && mod->charges == -1 && spell->m_appliedMods.find(mod->ownerAura) == spell->m_appliedMods.end())
return false;
// +duration to infinite duration spells making them limited
if (mod->op == SPELLMOD_DURATION && spellInfo->GetDuration() == -1)
return false;
return spellInfo->IsAffectedBySpellMod(mod);
}
void Player::AddSpellMod(SpellModifier* mod, bool apply)
{
TC_LOG_DEBUG("spells", "Player::AddSpellMod %d", mod->spellId);
uint16 Opcode = (mod->type == SPELLMOD_FLAT) ? SMSG_SET_FLAT_SPELL_MODIFIER : SMSG_SET_PCT_SPELL_MODIFIER;
int i = 0;
flag96 _mask = 0;
for (int eff = 0; eff < 96; ++eff)
{
if (eff != 0 && eff%32 == 0)
_mask[i++] = 0;
_mask[i] = uint32(1) << (eff-(32*i));
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
{
m_spellMods[mod->op].remove(mod);
// mods bound to aura will be removed in AuraEffect::~AuraEffect
if (!mod->ownerAura)
delete mod;
}
}
// Restore spellmods in case of failed cast
void Player::RestoreSpellMods(Spell* spell, uint32 ownerAuraId, Aura* aura)
{
if (!spell || spell->m_appliedMods.empty())
return;
std::list<Aura*> aurasQueue;
for (uint8 i=0; i<MAX_SPELLMOD; ++i)
{
for (SpellModList::iterator itr = m_spellMods[i].begin(); itr != m_spellMods[i].end(); ++itr)
{
SpellModifier* mod = *itr;
// Spellmods without aura set cannot be charged
if (!mod->ownerAura || !mod->ownerAura->IsUsingCharges())
continue;
// Restore only specific owner aura mods
if (ownerAuraId && (ownerAuraId != mod->ownerAura->GetSpellInfo()->Id))
continue;
if (aura && mod->ownerAura != aura)
continue;
// Check if mod affected this spell
// First, check if the mod aura applied at least one spellmod to this spell
Spell::UsedSpellMods::iterator iterMod = spell->m_appliedMods.find(mod->ownerAura);
if (iterMod == spell->m_appliedMods.end())
continue;
// Second, check if the current mod is one of those applied by the mod aura
if (!(mod->mask & spell->m_spellInfo->SpellFamilyFlags))
continue;
// remove from list - This will be done after all mods have been gone through
// to ensure we iterate over all mods of an aura before removing said aura
// from applied mods (Else, an aura with two mods on the current spell would
// only see the first of its modifier restored)
aurasQueue.push_back(mod->ownerAura);
// add mod charges back to mod
if (mod->charges == -1)
mod->charges = 1;
else
mod->charges++;
// Do not set more spellmods than available
if (mod->ownerAura->GetCharges() < mod->charges)
mod->charges = mod->ownerAura->GetCharges();
// Skip this check for now - aura charges may change due to various reason
/// @todo track these changes correctly
//ASSERT (mod->ownerAura->GetCharges() <= mod->charges);
}
}
for (std::list<Aura*>::iterator itr = aurasQueue.begin(); itr != aurasQueue.end(); ++itr)
{
Spell::UsedSpellMods::iterator iterMod = spell->m_appliedMods.find(*itr);
if (iterMod != spell->m_appliedMods.end())
spell->m_appliedMods.erase(iterMod);
}
}
void Player::RestoreAllSpellMods(uint32 ownerAuraId, Aura* aura)
{
for (uint32 i = 0; i < CURRENT_MAX_SPELL; ++i)
if (m_currentSpells[i])
RestoreSpellMods(m_currentSpells[i], ownerAuraId, aura);
}
void Player::RemoveSpellMods(Spell* spell)
{
if (!spell)
return;
if (spell->m_appliedMods.empty())
return;
for (uint8 i=0; i<MAX_SPELLMOD; ++i)
{
for (SpellModList::const_iterator itr = m_spellMods[i].begin(); itr != m_spellMods[i].end();)
{
SpellModifier* mod = *itr;
++itr;
// spellmods without aura set cannot be charged
if (!mod->ownerAura || !mod->ownerAura->IsUsingCharges())
continue;
// check if mod affected this spell
Spell::UsedSpellMods::iterator iterMod = spell->m_appliedMods.find(mod->ownerAura);
if (iterMod == spell->m_appliedMods.end())
continue;
// remove from list
spell->m_appliedMods.erase(iterMod);
if (mod->ownerAura->DropCharge(AURA_REMOVE_BY_EXPIRE))
itr = m_spellMods[i].begin();
}
}
}
void Player::DropModCharge(SpellModifier* mod, Spell* spell)
{
// don't handle spells with proc_event entry defined
// this is a temporary workaround, because all spellmods should be handled like that
if (sSpellMgr->GetSpellProcEvent(mod->spellId))
return;
if (spell && mod->ownerAura && mod->charges > 0)
{
if (--mod->charges == 0)
mod->charges = -1;
spell->m_appliedMods.insert(mod->ownerAura);
}
}
void Player::SetSpellModTakingSpell(Spell* spell, bool apply)
{
if (!spell || (m_spellModTakingSpell && m_spellModTakingSpell != spell))
return;
if (apply && spell->getState() == SPELL_STATE_FINISHED)
return;
m_spellModTakingSpell = apply ? spell : NULL;
}
// send Proficiency
void Player::SendProficiency(ItemClass itemClass, uint32 itemSubclassMask)
{
WorldPacket data(SMSG_SET_PROFICIENCY, 1 + 4);
data << uint8(itemClass) << uint32(itemSubclassMask);
GetSession()->SendPacket(&data);
}
void Player::RemovePetitionsAndSigns(ObjectGuid guid, uint32 type)
{
PreparedStatement* stmt;
if (type == 10)
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_PETITION_SIG_BY_GUID);
else
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_PETITION_SIG_BY_GUID_TYPE);
stmt->setUInt8(1, uint8(type));
}
stmt->setUInt32(0, guid.GetCounter());
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (result)
{
do // this part effectively does nothing, since the deletion / modification only takes place _after_ the PetitionQuery. Though I don't know if the result remains intact if I execute the delete query beforehand.
{ // and SendPetitionQueryOpcode reads data from the DB
Field* fields = result->Fetch();
ObjectGuid ownerguid = ObjectGuid(HIGHGUID_PLAYER, fields[0].GetUInt32());
ObjectGuid petitionguid = ObjectGuid(HIGHGUID_ITEM, fields[1].GetUInt32());
// send update if charter owner in game
Player* owner = ObjectAccessor::FindConnectedPlayer(ownerguid);
if (owner)
owner->GetSession()->SendPetitionQueryOpcode(petitionguid);
} while (result->NextRow());
if (type == 10)
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ALL_PETITION_SIGNATURES);
stmt->setUInt32(0, guid.GetCounter());
CharacterDatabase.Execute(stmt);
}
else
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PETITION_SIGNATURE);
stmt->setUInt32(0, guid.GetCounter());
stmt->setUInt8(1, uint8(type));
CharacterDatabase.Execute(stmt);
}
}
SQLTransaction trans = CharacterDatabase.BeginTransaction();
if (type == 10)
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PETITION_BY_OWNER);
stmt->setUInt32(0, guid.GetCounter());
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PETITION_SIGNATURE_BY_OWNER);
stmt->setUInt32(0, guid.GetCounter());
trans->Append(stmt);
}
else
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PETITION_BY_OWNER_AND_TYPE);
stmt->setUInt32(0, guid.GetCounter());
stmt->setUInt8(1, uint8(type));
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PETITION_SIGNATURE_BY_OWNER_AND_TYPE);
stmt->setUInt32(0, guid.GetCounter());
stmt->setUInt8(1, uint8(type));
trans->Append(stmt);
}
CharacterDatabase.CommitTransaction(trans);
}
void Player::LeaveAllArenaTeams(ObjectGuid guid)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_PLAYER_ARENA_TEAMS);
stmt->setUInt32(0, guid.GetCounter());
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (!result)
return;
do
{
Field* fields = result->Fetch();
uint32 arenaTeamId = fields[0].GetUInt32();
if (arenaTeamId != 0)
{
ArenaTeam* arenaTeam = sArenaTeamMgr->GetArenaTeamById(arenaTeamId);
if (arenaTeam)
arenaTeam->DelMember(guid, true);
}
}
while (result->NextRow());
}
void Player::SetRestBonus(float rest_bonus_new)
{
// Prevent resting on max level
if (getLevel() >= sWorld->getIntConfig(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)*1.5f/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 ((GetsRecruitAFriendBonus(true) && (GetSession()->IsARecruiter() || GetSession()->GetRecruiterId() != 0)))
SetByteValue(PLAYER_BYTES_2, 3, REST_STATE_RAF_LINKED);
else
{
if (m_rest_bonus > 10)
SetByteValue(PLAYER_BYTES_2, 3, REST_STATE_RESTED);
else if (m_rest_bonus <= 1)
SetByteValue(PLAYER_BYTES_2, 3, REST_STATE_NOT_RAF_LINKED);
}
//RestTickUpdate
SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE, uint32(m_rest_bonus));
}
bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc /*= NULL*/, uint32 spellid /*= 0*/)
{
if (nodes.size() < 2)
return false;
// not let cheating with start flight in time of logout process || while in combat || has type state: stunned || has type state: root
if (GetSession()->isLogingOut() || IsInCombat() || HasUnitState(UNIT_STATE_STUNNED) || HasUnitState(UNIT_STATE_ROOT))
{
GetSession()->SendActivateTaxiReply(ERR_TAXIPLAYERBUSY);
return false;
}
if (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
return false;
// taximaster case
if (npc)
{
// not let cheating with start flight mounted
if (IsMounted())
{
GetSession()->SendActivateTaxiReply(ERR_TAXIPLAYERALREADYMOUNTED);
return false;
}
if (IsInDisallowedMountForm())
{
GetSession()->SendActivateTaxiReply(ERR_TAXIPLAYERSHAPESHIFTED);
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 (IsNonMeleeSpellCast(false))
{
GetSession()->SendActivateTaxiReply(ERR_TAXIPLAYERBUSY);
return false;
}
}
// cast case or scripted call case
else
{
RemoveAurasByType(SPELL_AURA_MOUNTED);
if (IsInDisallowedMountForm())
RemoveAurasByType(SPELL_AURA_MOD_SHAPESHIFT);
if (Spell* spell = GetCurrentSpell(CURRENT_GENERIC_SPELL))
if (spell->m_spellInfo->Id != spellid)
InterruptSpell(CURRENT_GENERIC_SPELL, false);
InterruptSpell(CURRENT_AUTOREPEAT_SPELL, false);
if (Spell* spell = GetCurrentSpell(CURRENT_CHANNELED_SPELL))
if (spell->m_spellInfo->Id != spellid)
InterruptSpell(CURRENT_CHANNELED_SPELL, true);
}
uint32 sourcenode = nodes[0];
// starting node too far away (cheat?)
TaxiNodesEntry const* node = sTaxiNodesStore.LookupEntry(sourcenode);
if (!node)
{
GetSession()->SendActivateTaxiReply(ERR_TAXINOSUCHPATH);
return false;
}
// check node starting pos data set case if provided
if (node->x != 0.0f || node->y != 0.0f || node->z != 0.0f)
{
if (node->map_id != GetMapId() ||
(node->x - GetPositionX())*(node->x - GetPositionX())+
(node->y - GetPositionY())*(node->y - GetPositionY())+
(node->z - GetPositionZ())*(node->z - GetPositionZ()) >
(2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE))
{
GetSession()->SendActivateTaxiReply(ERR_TAXITOOFARAWAY);
return false;
}
}
// node must have pos if taxi master case (npc != NULL)
else if (npc)
{
GetSession()->SendActivateTaxiReply(ERR_TAXIUNSPECIFIEDSERVERERROR);
return false;
}
// Prepare to flight start now
// stop combat at start taxi flight if any
CombatStop();
StopCastingCharm();
StopCastingBindSight();
ExitVehicle();
// stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
TradeCancel(true);
// clean not finished taxi path if any
m_taxi.ClearTaxiDestinations();
// 0 element current node
m_taxi.AddTaxiDestination(sourcenode);
// fill destinations path tail
uint32 sourcepath = 0;
uint32 totalcost = 0;
uint32 prevnode = sourcenode;
uint32 lastnode = 0;
for (uint32 i = 1; i < nodes.size(); ++i)
{
uint32 path, cost;
lastnode = nodes[i];
sObjectMgr->GetTaxiPath(prevnode, lastnode, path, cost);
if (!path)
{
m_taxi.ClearTaxiDestinations();
return false;
}
totalcost += cost;
if (prevnode == sourcenode)
sourcepath = path;
m_taxi.AddTaxiDestination(lastnode);
prevnode = lastnode;
}
// get mount model (in case non taximaster (npc == NULL) allow more wide lookup)
//
// Hack-Fix for Alliance not being able to use Acherus taxi. There is
// only one mount ID for both sides. Probably not good to use 315 in case DBC nodes
// change but I couldn't find a suitable alternative. OK to use class because only DK
// can use this taxi.
uint32 mount_display_id = sObjectMgr->GetTaxiMountDisplayId(sourcenode, GetTeam(), npc == NULL || (sourcenode == 315 && getClass() == CLASS_DEATH_KNIGHT));
// in spell case allow 0 model
if ((mount_display_id == 0 && spellid == 0) || sourcepath == 0)
{
GetSession()->SendActivateTaxiReply(ERR_TAXIUNSPECIFIEDSERVERERROR);
m_taxi.ClearTaxiDestinations();
return false;
}
uint32 money = GetMoney();
if (npc)
totalcost = (uint32)ceil(totalcost*GetReputationPriceDiscount(npc));
if (money < totalcost)
{
GetSession()->SendActivateTaxiReply(ERR_TAXINOTENOUGHMONEY);
m_taxi.ClearTaxiDestinations();
return false;
}
//Checks and preparations done, DO FLIGHT
ModifyMoney(-(int32)totalcost);
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING, totalcost);
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN, 1);
// prevent stealth flight
//RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TALK);
if (sWorld->getBoolConfig(CONFIG_INSTANT_TAXI))
{
TaxiNodesEntry const* lastPathNode = sTaxiNodesStore.LookupEntry(nodes[nodes.size()-1]);
ASSERT(lastPathNode);
m_taxi.ClearTaxiDestinations();
TeleportTo(lastPathNode->map_id, lastPathNode->x, lastPathNode->y, lastPathNode->z, GetOrientation());
return false;
}
else
{
GetSession()->SendActivateTaxiReply(ERR_TAXIOK);
GetSession()->SendDoFlight(mount_display_id, sourcepath);
}
return true;
}
bool Player::ActivateTaxiPathTo(uint32 taxi_path_id, uint32 spellid /*= 0*/)
{
TaxiPathEntry const* entry = sTaxiPathStore.LookupEntry(taxi_path_id);
if (!entry)
return false;
std::vector<uint32> nodes;
nodes.resize(2);
nodes[0] = entry->from;
nodes[1] = entry->to;
return ActivateTaxiPathTo(nodes, NULL, spellid);
}
void Player::CleanupAfterTaxiFlight()
{
m_taxi.ClearTaxiDestinations(); // not destinations, clear source node
Dismount();
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT);
getHostileRefManager().setOnlineOfflineState(true);
}
void Player::ContinueTaxiFlight()
{
uint32 sourceNode = m_taxi.GetTaxiSource();
if (!sourceNode)
return;
TC_LOG_DEBUG("entities.unit", "WORLD: Restart character %u taxi flight", GetGUIDLow());
uint32 mountDisplayId = sObjectMgr->GetTaxiMountDisplayId(sourceNode, GetTeam(), true);
if (!mountDisplayId)
return;
uint32 path = m_taxi.GetCurrentTaxiPath();
// search appropriate start path node
uint32 startNode = 0;
TaxiPathNodeList const& nodeList = sTaxiPathNodesByPath[path];
float distPrev = MAP_SIZE*MAP_SIZE;
float distNext =
(nodeList[0].x-GetPositionX())*(nodeList[0].x-GetPositionX())+
(nodeList[0].y-GetPositionY())*(nodeList[0].y-GetPositionY())+
(nodeList[0].z-GetPositionZ())*(nodeList[0].z-GetPositionZ());
for (uint32 i = 1; i < nodeList.size(); ++i)
{
TaxiPathNodeEntry const& node = nodeList[i];
TaxiPathNodeEntry const& prevNode = nodeList[i-1];
// skip nodes at another map
if (node.mapid != GetMapId())
continue;
distPrev = distNext;
distNext =
(node.x-GetPositionX())*(node.x-GetPositionX())+
(node.y-GetPositionY())*(node.y-GetPositionY())+
(node.z-GetPositionZ())*(node.z-GetPositionZ());
float distNodes =
(node.x-prevNode.x)*(node.x-prevNode.x)+
(node.y-prevNode.y)*(node.y-prevNode.y)+
(node.z-prevNode.z)*(node.z-prevNode.z);
if (distNext + distPrev < distNodes)
{
startNode = i;
break;
}
}
GetSession()->SendDoFlight(mountDisplayId, path, startNode);
}
void Player::ProhibitSpellSchool(SpellSchoolMask idSchoolMask, uint32 unTimeMs)
{
PacketCooldowns cooldowns;
WorldPacket data;
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;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(unSpellId);
if (!spellInfo)
{
ASSERT(spellInfo);
continue;
}
// Not send cooldown for this spells
if (spellInfo->IsCooldownStartedOnEvent())
continue;
if (spellInfo->PreventionType != SPELL_PREVENTION_TYPE_SILENCE)
continue;
if ((idSchoolMask & spellInfo->GetSchoolMask()) && GetSpellCooldownDelay(unSpellId) < unTimeMs)
{
cooldowns[unSpellId] = unTimeMs;
AddSpellCooldown(unSpellId, 0, curTime + unTimeMs/IN_MILLISECONDS);
}
}
if (!cooldowns.empty())
{
BuildCooldownPacket(data, SPELL_COOLDOWN_FLAG_NONE, cooldowns);
GetSession()->SendPacket(&data);
}
}
void Player::InitDataForForm(bool reapplyMods)
{
ShapeshiftForm form = GetShapeshiftForm();
SpellShapeshiftEntry const* ssEntry = sSpellShapeshiftStore.LookupEntry(form);
if (ssEntry && ssEntry->attackSpeed)
{
SetAttackTime(BASE_ATTACK, ssEntry->attackSpeed);
SetAttackTime(OFF_ATTACK, ssEntry->attackSpeed);
SetAttackTime(RANGED_ATTACK, BASE_ATTACK_TIME);
}
else
SetRegularAttackTime();
switch (form)
{
case FORM_GHOUL:
case FORM_CAT:
{
if (getPowerType() != POWER_ENERGY)
setPowerType(POWER_ENERGY);
break;
}
case FORM_BEAR:
case FORM_DIREBEAR:
{
if (getPowerType() != POWER_RAGE)
setPowerType(POWER_RAGE);
break;
}
default: // 0, for example
{
ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(getClass());
if (cEntry && cEntry->powerType < MAX_POWERS && uint32(getPowerType()) != cEntry->powerType)
setPowerType(Powers(cEntry->powerType));
break;
}
}
// update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
if (!reapplyMods)
UpdateEquipSpellsAtFormChange();
UpdateAttackPowerAndDamage();
UpdateAttackPowerAndDamage(true);
}
void Player::InitDisplayIds()
{
PlayerInfo const* info = sObjectMgr->GetPlayerInfo(getRace(), getClass());
if (!info)
{
TC_LOG_ERROR("entities.player", "Player %u has incorrect race/class pair. Can't init display ids.", GetGUIDLow());
return;
}
uint8 gender = getGender();
switch (gender)
{
case GENDER_FEMALE:
SetDisplayId(info->displayId_f);
SetNativeDisplayId(info->displayId_f);
break;
case GENDER_MALE:
SetDisplayId(info->displayId_m);
SetNativeDisplayId(info->displayId_m);
break;
default:
TC_LOG_ERROR("entities.player", "Invalid gender %u for player", gender);
return;
}
}
inline bool Player::_StoreOrEquipNewItem(uint32 vendorslot, uint32 item, uint8 count, uint8 bag, uint8 slot, int32 price, ItemTemplate const* pProto, Creature* pVendor, VendorItem const* crItem, bool bStore)
{
ItemPosCountVec vDest;
uint16 uiDest = 0;
InventoryResult msg = bStore ?
CanStoreNewItem(bag, slot, vDest, item, pProto->BuyCount * count) :
CanEquipNewItem(slot, uiDest, item, false);
if (msg != EQUIP_ERR_OK)
{
SendEquipError(msg, NULL, NULL, item);
return false;
}
ModifyMoney(-price);
if (crItem->ExtendedCost) // case for new honor system
{
ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
ASSERT(iece);
if (iece->reqhonorpoints)
ModifyHonorPoints(-int32(iece->reqhonorpoints * count));
if (iece->reqarenapoints)
ModifyArenaPoints(-int32(iece->reqarenapoints * count));
for (uint8 i = 0; i < MAX_ITEM_EXTENDED_COST_REQUIREMENTS; ++i)
{
if (iece->reqitem[i])
DestroyItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count), true);
}
}
Item* it = bStore ?
StoreNewItem(vDest, item, true) :
EquipNewItem(uiDest, item, true);
if (it)
{
uint32 new_count = pVendor->UpdateVendorItemCurrentCount(crItem, pProto->BuyCount * count);
WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
data << uint64(pVendor->GetGUID());
data << uint32(vendorslot + 1); // numbered from 1 at client
data << int32(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
data << uint32(count);
GetSession()->SendPacket(&data);
SendNewItem(it, pProto->BuyCount * count, true, false, false);
if (!bStore)
AutoUnequipOffhandIfNeed();
if (pProto->Flags & ITEM_PROTO_FLAG_REFUNDABLE && crItem->ExtendedCost && pProto->GetMaxStackSize() == 1)
{
it->SetFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_REFUNDABLE);
it->SetRefundRecipient(GetGUIDLow());
it->SetPaidMoney(price);
it->SetPaidExtendedCost(crItem->ExtendedCost);
it->SaveRefundDataToDB();
AddRefundReference(it->GetGUID());
}
}
return true;
}
// Return true is the bought item has a max count to force refresh of window by caller
bool Player::BuyItemFromVendorSlot(ObjectGuid vendorguid, uint32 vendorslot, uint32 item, uint8 count, uint8 bag, uint8 slot)
{
// cheating attempt
if (count < 1) count = 1;
// cheating attempt
if (slot > MAX_BAG_SIZE && slot != NULL_SLOT)
return false;
if (!IsAlive())
return false;
ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(item);
if (!pProto)
{
SendBuyError(BUY_ERR_CANT_FIND_ITEM, NULL, item, 0);
return false;
}
if (!(pProto->AllowableClass & getClassMask()) && pProto->Bonding == BIND_WHEN_PICKED_UP && !IsGameMaster())
{
SendBuyError(BUY_ERR_CANT_FIND_ITEM, NULL, item, 0);
return false;
}
if (!IsGameMaster() && ((pProto->Flags2 & ITEM_FLAGS_EXTRA_HORDE_ONLY && GetTeam() == ALLIANCE) || (pProto->Flags2 == ITEM_FLAGS_EXTRA_ALLIANCE_ONLY && GetTeam() == HORDE)))
return false;
Creature* creature = GetNPCIfCanInteractWith(vendorguid, UNIT_NPC_FLAG_VENDOR);
if (!creature)
{
TC_LOG_DEBUG("network", "WORLD: BuyItemFromVendor - %s not found or you can't interact with him.", vendorguid.ToString().c_str());
SendBuyError(BUY_ERR_DISTANCE_TOO_FAR, NULL, item, 0);
return false;
}
ConditionList conditions = sConditionMgr->GetConditionsForNpcVendorEvent(creature->GetEntry(), item);
if (!sConditionMgr->IsObjectMeetToConditions(this, creature, conditions))
{
TC_LOG_DEBUG("condition", "BuyItemFromVendor: conditions not met for creature entry %u item %u", creature->GetEntry(), item);
SendBuyError(BUY_ERR_CANT_FIND_ITEM, creature, item, 0);
return false;
}
VendorItemData const* vItems = creature->GetVendorItems();
if (!vItems || vItems->Empty())
{
SendBuyError(BUY_ERR_CANT_FIND_ITEM, creature, item, 0);
return false;
}
if (vendorslot >= vItems->GetItemCount())
{
SendBuyError(BUY_ERR_CANT_FIND_ITEM, creature, item, 0);
return false;
}
VendorItem const* crItem = vItems->GetItem(vendorslot);
// store diff item (cheating)
if (!crItem || crItem->item != item)
{
SendBuyError(BUY_ERR_CANT_FIND_ITEM, creature, item, 0);
return false;
}
// check current item amount if it limited
if (crItem->maxcount != 0)
{
if (creature->GetVendorItemCurrentCount(crItem) < pProto->BuyCount * count)
{
SendBuyError(BUY_ERR_ITEM_ALREADY_SOLD, creature, item, 0);
return false;
}
}
if (pProto->RequiredReputationFaction && (uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank))
{
SendBuyError(BUY_ERR_REPUTATION_REQUIRE, creature, item, 0);
return false;
}
if (crItem->ExtendedCost)
{
ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
if (!iece)
{
TC_LOG_ERROR("entities.player", "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 < MAX_ITEM_EXTENDED_COST_REQUIREMENTS; ++i)
{
if (iece->reqitem[i] && !HasItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count)))
{
SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, NULL, NULL);
return false;
}
}
// check for personal arena rating requirement
if (GetMaxPersonalArenaRatingRequirement(iece->reqarenaslot) < iece->reqpersonalarenarating)
{
// probably not the proper equip err
SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK, NULL, NULL);
return false;
}
}
uint32 price = 0;
if (crItem->IsGoldRequired(pProto) && pProto->BuyPrice > 0) //Assume price cannot be negative (do not know why it is int32)
{
uint32 maxCount = MAX_MONEY_AMOUNT / pProto->BuyPrice;
if ((uint32)count > maxCount)
{
TC_LOG_ERROR("entities.player", "Player %s tried to buy %u item id %u, causing overflow", GetName().c_str(), (uint32)count, pProto->ItemId);
count = (uint8)maxCount;
}
price = pProto->BuyPrice * count; //it should not exceed MAX_MONEY_AMOUNT
// reputation discount
price = uint32(floor(price * GetReputationPriceDiscount(creature)));
if (!HasEnoughMoney(price))
{
SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, creature, item, 0);
return false;
}
}
if ((bag == NULL_BAG && slot == NULL_SLOT) || IsInventoryPos(bag, slot))
{
if (!_StoreOrEquipNewItem(vendorslot, item, count, bag, slot, price, pProto, creature, crItem, true))
return false;
}
else if (IsEquipmentPos(bag, slot))
{
if (pProto->BuyCount * count != 1)
{
SendEquipError(EQUIP_ERR_ITEM_CANT_BE_EQUIPPED, NULL, NULL);
return false;
}
if (!_StoreOrEquipNewItem(vendorslot, item, count, bag, slot, price, pProto, creature, crItem, false))
return false;
}
else
{
SendEquipError(EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL);
return false;
}
return crItem->maxcount != 0;
}
uint32 Player::GetMaxPersonalArenaRatingRequirement(uint32 minarenaslot) const
{
// 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 (uint8 i = minarenaslot; i < MAX_ARENA_SLOT; ++i)
{
if(i == 2 && sWorld->getBoolConfig(CONFIG_ARENA_1V1_VENDOR_RATING) == false) continue;
if (ArenaTeam* at = sArenaTeamMgr->GetArenaTeamById(GetArenaTeamId(i)))
{
uint32 p_rating = GetArenaPersonalRating(i);
uint32 t_rating = at->GetRating();
p_rating = p_rating < t_rating ? p_rating : t_rating;
if (max_personal_rating < p_rating)
max_personal_rating = p_rating;
}
}
return max_personal_rating;
}
void Player::UpdateHomebindTime(uint32 time)
{
// GMs never get homebind timer online
if (m_InstanceValid || IsGameMaster())
{
if (m_HomebindTimer) // instance valid, but timer not reset
{
// hide reminder
WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
data << uint32(0);
data << uint32(0);
GetSession()->SendPacket(&data);
}
// instance is valid, reset homebind timer
m_HomebindTimer = 0;
}
else if (m_HomebindTimer > 0)
{
if (time >= m_HomebindTimer)
{
// teleport to nearest graveyard
RepopAtGraveyard();
}
else
m_HomebindTimer -= time;
}
else
{
// instance is invalid, start homebind timer
m_HomebindTimer = 60000;
// send message to player
WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
data << uint32(m_HomebindTimer);
data << uint32(1);
GetSession()->SendPacket(&data);
TC_LOG_DEBUG("maps", "PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName().c_str(), GetGUIDLow());
}
}
void Player::UpdatePvPState(bool onlyFFA)
{
/// @todo should we always synchronize UNIT_FIELD_BYTES_2, 1 of controller and controlled?
// no, we shouldn't, those are checked for affecting player by client
if (!pvpInfo.IsInNoPvPArea && !IsGameMaster()
&& (pvpInfo.IsInFFAPvPArea || sWorld->IsFFAPvPRealm()))
{
if (!IsFFAPvP())
{
SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
for (ControlList::iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr)
(*itr)->SetByteValue(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
}
}
else if (IsFFAPvP())
{
RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
for (ControlList::iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr)
(*itr)->RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
}
if (onlyFFA)
return;
if (pvpInfo.IsHostile) // in hostile area
{
if (!IsPvP() || pvpInfo.EndTimer)
UpdatePvP(true, true);
}
else // in friendly area
{
if (IsPvP() && !HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_IN_PVP) && !pvpInfo.EndTimer)
pvpInfo.EndTimer = time(NULL); // start toggle-off
}
}
void Player::SetPvP(bool state)
{
Unit::SetPvP(state);
for (ControlList::iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr)
(*itr)->SetPvP(state);
}
void Player::UpdatePvP(bool state, bool override)
{
if (!state || override)
{
SetPvP(state);
pvpInfo.EndTimer = 0;
}
else
{
pvpInfo.EndTimer = time(NULL);
SetPvP(state);
}
}
bool Player::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 Player::GetSpellCooldownDelay(uint32 spell_id) const
{
SpellCooldowns::const_iterator itr = m_spellCooldowns.find(spell_id);
time_t t = time(NULL);
return uint32(itr != m_spellCooldowns.end() && itr->second.end > t ? itr->second.end - t : 0);
}
void Player::AddSpellAndCategoryCooldowns(SpellInfo const* spellInfo, uint32 itemId, Spell* spell, bool infinityCooldown)
{
// init cooldown values
uint32 cat = 0;
int32 rec = -1;
int32 catrec = -1;
// some special item spells without correct cooldown in SpellInfo
// cooldown information stored in item prototype
// This used in same way in WorldSession::HandleItemQuerySingleOpcode data sending to client.
if (itemId)
{
if (ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId))
{
for (uint8 idx = 0; idx < MAX_ITEM_SPELLS; ++idx)
{
if (uint32(proto->Spells[idx].SpellId) == spellInfo->Id)
{
cat = proto->Spells[idx].SpellCategory;
rec = proto->Spells[idx].SpellCooldown;
catrec = proto->Spells[idx].SpellCategoryCooldown;
break;
}
}
}
}
// if no cooldown found above then base at DBC data
if (rec < 0 && catrec < 0)
{
cat = spellInfo->GetCategory();
rec = spellInfo->RecoveryTime;
catrec = spellInfo->CategoryRecoveryTime;
}
time_t curTime = time(NULL);
time_t catrecTime;
time_t recTime;
bool needsCooldownPacket = false;
// overwrite time for selected category
if (infinityCooldown)
{
// use +MONTH as infinity mark for spell cooldown (will checked as MONTH/2 at save ans skipped)
// but not allow ignore until reset or re-login
catrecTime = catrec > 0 ? curTime+infinityCooldownDelay : 0;
recTime = rec > 0 ? curTime+infinityCooldownDelay : catrecTime;
}
else
{
// shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK)
// prevent 0 cooldowns set by another way
if (rec <= 0 && catrec <= 0 && (cat == 76 || (spellInfo->IsAutoRepeatRangedSpell() && spellInfo->Id != 75)))
rec = GetAttackTime(RANGED_ATTACK);
// Now we have cooldown data (if found any), time to apply mods
if (rec > 0)
ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, rec, spell);
if (catrec > 0 && !(spellInfo->AttributesEx6 & SPELL_ATTR6_IGNORE_CATEGORY_COOLDOWN_MODS))
ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, catrec, spell);
if (int32 cooldownMod = GetTotalAuraModifier(SPELL_AURA_MOD_COOLDOWN))
{
// Apply SPELL_AURA_MOD_COOLDOWN only to own spells
if (HasSpell(spellInfo->Id))
{
needsCooldownPacket = true;
rec += cooldownMod * IN_MILLISECONDS; // SPELL_AURA_MOD_COOLDOWN does not affect category cooldows, verified with shaman shocks
}
}
// replace negative cooldowns by 0
if (rec < 0) rec = 0;
if (catrec < 0) catrec = 0;
// no cooldown after applying spell mods
if (rec == 0 && catrec == 0)
return;
catrecTime = catrec ? curTime+catrec/IN_MILLISECONDS : 0;
recTime = rec ? curTime+rec/IN_MILLISECONDS : catrecTime;
}
// self spell cooldown
if (recTime > 0)
{
AddSpellCooldown(spellInfo->Id, itemId, recTime);
if (needsCooldownPacket)
{
WorldPacket data;
BuildCooldownPacket(data, SPELL_COOLDOWN_FLAG_NONE, spellInfo->Id, rec);
SendDirectMessage(&data);
}
}
// category spells
if (cat && catrec > 0)
{
SpellCategoryStore::const_iterator i_scstore = sSpellsByCategoryStore.find(cat);
if (i_scstore != sSpellsByCategoryStore.end())
{
for (SpellCategorySet::const_iterator i_scset = i_scstore->second.begin(); i_scset != i_scstore->second.end(); ++i_scset)
{
if (*i_scset == spellInfo->Id) // skip main spell, already handled above
continue;
AddSpellCooldown(*i_scset, itemId, catrecTime);
}
}
}
}
void Player::AddSpellCooldown(uint32 spellid, uint32 itemid, time_t end_time)
{
SpellCooldown sc;
sc.end = end_time;
sc.itemid = itemid;
m_spellCooldowns[spellid] = sc;
}
void Player::ModifySpellCooldown(uint32 spellId, int32 cooldown)
{
SpellCooldowns::iterator itr = m_spellCooldowns.find(spellId);
if (itr == m_spellCooldowns.end())
return;
time_t now = time(NULL);
if (itr->second.end + (cooldown / IN_MILLISECONDS) > now)
itr->second.end += (cooldown / IN_MILLISECONDS);
else
m_spellCooldowns.erase(itr);
WorldPacket data(SMSG_MODIFY_COOLDOWN, 4 + 8 + 4);
data << uint32(spellId); // Spell ID
data << uint64(GetGUID()); // Player GUID
data << int32(cooldown); // Cooldown mod in milliseconds
GetSession()->SendPacket(&data);
TC_LOG_DEBUG("misc", "ModifySpellCooldown:: Player: %s (GUID: %u) Spell: %u cooldown: %u", GetName().c_str(), GetGUIDLow(), spellId, GetSpellCooldownDelay(spellId));
}
void Player::SendCooldownEvent(SpellInfo const* spellInfo, uint32 itemId /*= 0*/, Spell* spell /*= NULL*/, bool setCooldown /*= true*/)
{
// start cooldowns at server side, if any
if (setCooldown)
AddSpellAndCategoryCooldowns(spellInfo, itemId, spell);
// Send activate cooldown timer (possible 0) at client side
WorldPacket data(SMSG_COOLDOWN_EVENT, 4 + 8);
data << uint32(spellInfo->Id);
data << uint64(GetGUID());
SendDirectMessage(&data);
uint32 cat = spellInfo->GetCategory();
if (cat && spellInfo->CategoryRecoveryTime)
{
SpellCategoryStore::const_iterator ct = sSpellsByCategoryStore.find(cat);
if (ct != sSpellsByCategoryStore.end())
{
SpellCategorySet const& catSet = ct->second;
for (SpellCooldowns::const_iterator i = m_spellCooldowns.begin(); i != m_spellCooldowns.end(); ++i)
{
if (i->first == spellInfo->Id) // skip main spell, already handled above
continue;
SpellInfo const* spellInfo2 = sSpellMgr->GetSpellInfo(i->first);
if (!spellInfo2 || !spellInfo2->IsCooldownStartedOnEvent())
continue;
if (catSet.find(i->first) != catSet.end())
{
// Send activate cooldown timer (possible 0) at client side
WorldPacket data(SMSG_COOLDOWN_EVENT, 4 + 8);
data << uint32(i->first);
data << uint64(GetGUID());
SendDirectMessage(&data);
}
}
}
}
}
void Player::UpdatePotionCooldown(Spell* spell)
{
// no potion used i combat or still in combat
if (!m_lastPotionId || IsInCombat())
return;
// Call not from spell cast, send cooldown event for item spells if no in combat
if (!spell)
{
// spell/item pair let set proper cooldown (except not existed charged spell cooldown spellmods for potions)
if (ItemTemplate const* proto = sObjectMgr->GetItemTemplate(m_lastPotionId))
for (uint8 idx = 0; idx < MAX_ITEM_SPELLS; ++idx)
if (proto->Spells[idx].SpellId && proto->Spells[idx].SpellTrigger == ITEM_SPELLTRIGGER_ON_USE)
if (SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(proto->Spells[idx].SpellId))
SendCooldownEvent(spellInfo, m_lastPotionId);
}
// from spell cases (m_lastPotionId set in Spell::SendSpellCooldown)
else
SendCooldownEvent(spell->m_spellInfo, m_lastPotionId, spell);
m_lastPotionId = 0;
}
void Player::setResurrectRequestData(ObjectGuid guid, uint32 mapId, float X, float Y, float Z, uint32 health, uint32 mana)
{
m_resurrectGUID = guid;
m_resurrectMap = mapId;
m_resurrectX = X;
m_resurrectY = Y;
m_resurrectZ = Z;
m_resurrectHealth = health;
m_resurrectMana = mana;
}
//slot to be excluded while counting
bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot)
{
if (!enchantmentcondition)
return true;
SpellItemEnchantmentConditionEntry const* Condition = sSpellItemEnchantmentConditionStore.LookupEntry(enchantmentcondition);
if (!Condition)
return true;
uint8 curcount[4] = {0, 0, 0, 0};
//counting current equipped gem colors
for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
{
if (i == slot)
continue;
Item* pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (pItem2 && !pItem2->IsBroken() && pItem2->GetTemplate()->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;
ItemTemplate const* gemProto = sObjectMgr->GetItemTemplate(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 (uint8 i = 0; i < 5; i++)
{
if (!Condition->Color[i])
continue;
uint32 _cur_gem = curcount[Condition->Color[i] - 1];
// if have <CompareColor> use them as count, else use <value> from Condition
uint32 _cmp_gem = Condition->CompareColor[i] ? curcount[Condition->CompareColor[i] - 1]: Condition->Value[i];
switch (Condition->Comparator[i])
{
case 2: // requires less <color> than (<value> || <comparecolor>) gems
activate &= (_cur_gem < _cmp_gem) ? true : false;
break;
case 3: // requires more <color> than (<value> || <comparecolor>) gems
activate &= (_cur_gem > _cmp_gem) ? true : false;
break;
case 5: // requires at least <color> than (<value> || <comparecolor>) gems
activate &= (_cur_gem >= _cmp_gem) ? true : false;
break;
}
}
TC_LOG_DEBUG("entities.player.items", "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->GetTemplate()->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& recvData)
if (slot == exceptslot)
continue;
Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
if (!pItem || !pItem->GetTemplate()->Socket[0].Color) //if item has no sockets or no item is equipped go to next item
continue;
//cycle all (gem)enchants
for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
{
uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
if (!enchant_id) //if no enchant go to next enchant(slot)
continue;
SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if (!enchantEntry)
continue;
//only metagems to be (de)activated, so only enchants with condition
uint32 condition = enchantEntry->EnchantmentCondition;
if (condition)
ApplyEnchantment(pItem, EnchantmentSlot(enchant_slot), apply);
}
}
}
void Player::SetBattlegroundEntryPoint()
{
// Taxi path store
if (!m_taxi.empty())
{
m_bgData.mountSpell = 0;
m_bgData.taxiPath[0] = m_taxi.GetTaxiSource();
m_bgData.taxiPath[1] = m_taxi.GetTaxiDestination();
// On taxi we don't need check for dungeon
m_bgData.joinPos = WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
}
else
{
m_bgData.ClearTaxiPath();
// Mount spell id storing
if (IsMounted())
{
AuraEffectList const& auras = GetAuraEffectsByType(SPELL_AURA_MOUNTED);
if (!auras.empty())
m_bgData.mountSpell = (*auras.begin())->GetId();
}
else
m_bgData.mountSpell = 0;
// If map is dungeon find linked graveyard
if (GetMap()->IsDungeon())
{
if (const WorldSafeLocsEntry* entry = sObjectMgr->GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam()))
m_bgData.joinPos = WorldLocation(entry->map_id, entry->x, entry->y, entry->z, 0.0f);
else
TC_LOG_ERROR("entities.player", "SetBattlegroundEntryPoint: Dungeon map %u has no linked graveyard, setting home location as entry point.", GetMapId());
}
// If new entry point is not BG or arena set it
else if (!GetMap()->IsBattlegroundOrArena())
m_bgData.joinPos = WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
}
if (m_bgData.joinPos.m_mapId == MAPID_INVALID) // In error cases use homebind position
m_bgData.joinPos = WorldLocation(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, 0.0f);
}
void Player::SetBGTeam(uint32 team)
{
m_bgData.bgTeam = team;
SetByteValue(PLAYER_BYTES_3, 3, uint8(team == ALLIANCE ? 1 : 0));
}
void Player::LeaveBattleground(bool teleportToEntryPoint)
{
if (Battleground* bg = GetBattleground())
{
bg->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint, true);
// call after remove to be sure that player resurrected for correct cast
if (bg->isBattleground() && !IsGameMaster() && sWorld->getBoolConfig(CONFIG_BATTLEGROUND_CAST_DESERTER))
{
if (bg->GetStatus() == STATUS_IN_PROGRESS || bg->GetStatus() == STATUS_WAIT_JOIN)
{
//lets check if player was teleported from BG and schedule delayed Deserter spell cast
if (IsBeingTeleportedFar())
{
ScheduleDelayedOperation(DELAYED_SPELL_CAST_DESERTER);
return;
}
CastSpell(this, 26013, true); // Deserter
}
}
}
}
bool Player::CanJoinToBattleground(Battleground const* bg) const
{
// check Deserter debuff
if (HasAura(26013))
return false;
if (bg->isArena() && !GetSession()->HasPermission(rbac::RBAC_PERM_JOIN_ARENAS))
return false;
if (bg->IsRandom() && !GetSession()->HasPermission(rbac::RBAC_PERM_JOIN_RANDOM_BG))
return false;
if (!GetSession()->HasPermission(rbac::RBAC_PERM_JOIN_NORMAL_BG))
return false;
return true;
}
bool Player::CanReportAfkDueToLimit()
{
// a player can complain about 15 people per 5 minutes
if (m_bgData.bgAfkReportedCount++ >= 15)
return false;
return true;
}
///This player has been blamed to be inactive in a battleground
void Player::ReportedAfkBy(Player* reporter)
{
Battleground* bg = GetBattleground();
// Battleground also must be in progress!
if (!bg || bg != reporter->GetBattleground() || GetTeam() != reporter->GetTeam() || bg->GetStatus() != STATUS_IN_PROGRESS)
return;
// check if player has 'Idle' or 'Inactive' debuff
if (m_bgData.bgAfkReporter.find(reporter->GetGUIDLow()) == m_bgData.bgAfkReporter.end() && !HasAura(43680) && !HasAura(43681) && reporter->CanReportAfkDueToLimit())
{
m_bgData.bgAfkReporter.insert(reporter->GetGUIDLow());
// 3 players have to complain to apply debuff
if (m_bgData.bgAfkReporter.size() >= 3)
{
// cast 'Idle' spell
CastSpell(this, 43680, true);
m_bgData.bgAfkReporter.clear();
}
}
}
WorldLocation Player::GetStartPosition() const
{
PlayerInfo const* info = sObjectMgr->GetPlayerInfo(getORace(), getClass());
uint32 mapId = info->mapId;
if (getClass() == CLASS_DEATH_KNIGHT && HasSpell(50977))
mapId = 0;
return WorldLocation(mapId, info->positionX, info->positionY, info->positionZ, 0);
}
bool Player::HaveAtClient(WorldObject const* u) const
{
return u == this || m_clientGUIDs.find(u->GetGUID()) != m_clientGUIDs.end();
}
bool Player::IsNeverVisible() const
{
if (Unit::IsNeverVisible())
return true;
if (GetSession()->PlayerLogout() || GetSession()->PlayerLoading())
return true;
return false;
}
bool Player::CanAlwaysSee(WorldObject const* obj) const
{
// Always can see self
if (m_mover == obj)
return true;
if (ObjectGuid guid = GetGuidValue(PLAYER_FARSIGHT))
if (obj->GetGUID() == guid)
return true;
return false;
}
bool Player::IsAlwaysDetectableFor(WorldObject const* seer) const
{
if (Unit::IsAlwaysDetectableFor(seer))
return true;
if (const Player* seerPlayer = seer->ToPlayer())
if (IsGroupVisibleFor(seerPlayer))
return !(seerPlayer->duel && seerPlayer->duel->startTime != 0 && seerPlayer->duel->opponent == this);
return false;
}
bool Player::IsVisibleGloballyFor(Player const* u) const
{
if (!u)
return false;
// Always can see self
if (u == this)
return true;
// Visible units, always are visible for all players
if (IsVisible())
return true;
// GMs are visible for higher gms (or players are visible for gms)
if (!AccountMgr::IsPlayerAccount(u->GetSession()->GetSecurity()))
return GetSession()->GetSecurity() <= u->GetSession()->GetSecurity();
// non faction visibility non-breakable for non-GMs
return false;
}
template<class T>
inline void UpdateVisibilityOf_helper(GuidSet& s64, T* target, std::set<Unit*>& /*v*/)
{
s64.insert(target->GetGUID());
}
template<>
inline void UpdateVisibilityOf_helper(GuidSet& s64, GameObject* target, std::set<Unit*>& /*v*/)
{
// @HACK: This is to prevent objects like deeprun tram from disappearing when player moves far from its spawn point while riding it
if ((target->GetGOInfo()->type != GAMEOBJECT_TYPE_TRANSPORT))
s64.insert(target->GetGUID());
}
template<>
inline void UpdateVisibilityOf_helper(GuidSet& s64, Creature* target, std::set<Unit*>& v)
{
s64.insert(target->GetGUID());
v.insert(target);
}
template<>
inline void UpdateVisibilityOf_helper(GuidSet& s64, Player* target, std::set<Unit*>& v)
{
s64.insert(target->GetGUID());
v.insert(target);
}
template<class T>
inline void BeforeVisibilityDestroy(T* /*t*/, Player* /*p*/) { }
template<>
inline void BeforeVisibilityDestroy<Creature>(Creature* t, Player* p)
{
if (p->GetPetGUID() == t->GetGUID() && t->ToCreature()->IsPet())
((Pet*)t)->Remove(PET_SAVE_NOT_IN_SLOT, true);
}
void Player::UpdateVisibilityOf(WorldObject* target)
{
if (HaveAtClient(target))
{
if (!CanSeeOrDetect(target, false, true))
{
if (target->GetTypeId() == TYPEID_UNIT)
BeforeVisibilityDestroy<Creature>(target->ToCreature(), this);
target->DestroyForPlayer(this);
m_clientGUIDs.erase(target->GetGUID());
#ifdef TRINITY_DEBUG
TC_LOG_DEBUG("maps", "Object %u (Type: %u) out of range for player %u. Distance = %f", target->GetGUIDLow(), target->GetTypeId(), GetGUIDLow(), GetDistance(target));
#endif
}
}
else
{
if (CanSeeOrDetect(target, false, true))
{
target->SendUpdateToPlayer(this);
m_clientGUIDs.insert(target->GetGUID());
#ifdef TRINITY_DEBUG
TC_LOG_DEBUG("maps", "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->isType(TYPEMASK_UNIT))
SendInitialVisiblePackets((Unit*)target);
}
}
}
void Player::UpdateTriggerVisibility()
{
if (m_clientGUIDs.empty())
return;
if (!IsInWorld())
return;
UpdateData udata;
WorldPacket packet;
for (GuidSet::iterator itr = m_clientGUIDs.begin(); itr != m_clientGUIDs.end(); ++itr)
{
if (itr->IsCreature())
{
Creature* creature = GetMap()->GetCreature(*itr);
// Update fields of triggers, transformed units or unselectable units (values dependent on GM state)
if (!creature || (!creature->IsTrigger() && !creature->HasAuraType(SPELL_AURA_TRANSFORM) && !creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE)))
continue;
creature->SetFieldNotifyFlag(UF_FLAG_PUBLIC);
creature->BuildValuesUpdateBlockForPlayer(&udata, this);
creature->RemoveFieldNotifyFlag(UF_FLAG_PUBLIC);
}
else if (itr->IsGameObject())
{
GameObject* go = GetMap()->GetGameObject(*itr);
if (!go)
continue;
go->SetFieldNotifyFlag(UF_FLAG_PUBLIC);
go->BuildValuesUpdateBlockForPlayer(&udata, this);
go->RemoveFieldNotifyFlag(UF_FLAG_PUBLIC);
}
}
if (!udata.HasData())
return;
udata.BuildPacket(&packet);
GetSession()->SendPacket(&packet);
}
void Player::SendInitialVisiblePackets(Unit* target)
{
SendAurasForTarget(target);
if (target->IsAlive())
{
if (target->HasUnitState(UNIT_STATE_MELEE_ATTACKING) && target->GetVictim())
target->SendMeleeAttackStart(target->GetVictim());
}
}
template<class T>
void Player::UpdateVisibilityOf(T* target, UpdateData& data, std::set<Unit*>& visibleNow)
{
if (HaveAtClient(target))
{
if (!CanSeeOrDetect(target, false, true))
{
BeforeVisibilityDestroy<T>(target, this);
target->BuildOutOfRangeUpdateBlock(&data);
m_clientGUIDs.erase(target->GetGUID());
#ifdef TRINITY_DEBUG
TC_LOG_DEBUG("maps", "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 (visibleNow.size() < 30 || target->GetTypeId() == TYPEID_UNIT && target->ToCreature()->IsVehicle())
{
if (CanSeeOrDetect(target, false, true))
{
target->BuildCreateUpdateBlockForPlayer(&data, this);
UpdateVisibilityOf_helper(m_clientGUIDs, target, visibleNow);
#ifdef TRINITY_DEBUG
TC_LOG_DEBUG("maps", "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, std::set<Unit*>& visibleNow);
template void Player::UpdateVisibilityOf(Creature* target, UpdateData& data, std::set<Unit*>& visibleNow);
template void Player::UpdateVisibilityOf(Corpse* target, UpdateData& data, std::set<Unit*>& visibleNow);
template void Player::UpdateVisibilityOf(GameObject* target, UpdateData& data, std::set<Unit*>& visibleNow);
template void Player::UpdateVisibilityOf(DynamicObject* target, UpdateData& data, std::set<Unit*>& visibleNow);
void Player::UpdateObjectVisibility(bool forced)
{
if (!forced)
AddToNotify(NOTIFY_VISIBILITY_CHANGED);
else
{
Unit::UpdateObjectVisibility(true);
UpdateVisibilityForPlayer();
}
}
void Player::UpdateVisibilityForPlayer()
{
// updates visibility of all objects around point of view for current player
Trinity::VisibleNotifier notifier(*this);
m_seer->VisitNearbyObject(GetSightRange(), notifier);
notifier.SendToSelf(); // send gathered data
}
void Player::InitPrimaryProfessions()
{
SetFreePrimaryProfessions(sWorld->getIntConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL));
}
bool Player::ModifyMoney(int32 amount, bool sendError /*= true*/)
{
if (!amount)
return true;
sScriptMgr->OnPlayerMoneyChanged(this, amount);
if (amount < 0)
SetMoney (GetMoney() > uint32(-amount) ? GetMoney() + amount : 0);
else
{
if (GetMoney() < MAX_MONEY_AMOUNT - static_cast<uint32>(amount))
SetMoney(GetMoney() + amount);
else
{
sScriptMgr->OnPlayerMoneyLimit(this, amount);
if (sendError)
SendEquipError(EQUIP_ERR_TOO_MUCH_GOLD, NULL, NULL);
return false;
}
}
return true;
}
bool Player::HasEnoughMoney(int32 amount) const
{
if (amount > 0)
return (GetMoney() >= (uint32) amount);
return true;
}
void Player::SetMoney(uint32 value)
{
SetUInt32Value(PLAYER_FIELD_COINAGE, value);
MoneyChanged(value);
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_GOLD_VALUE_OWNED);
}
bool Player::IsQuestRewarded(uint32 quest_id) const
{
return m_RewardedQuests.find(quest_id) != m_RewardedQuests.end();
}
Unit* Player::GetSelectedUnit() const
{
if (ObjectGuid selectionGUID = GetTarget())
return ObjectAccessor::GetUnit(*this, selectionGUID);
return NULL;
}
Player* Player::GetSelectedPlayer() const
{
if (ObjectGuid selectionGUID = GetTarget())
return ObjectAccessor::GetPlayer(*this, selectionGUID);
return NULL;
}
void Player::SendComboPoints()
{
Unit* combotarget = ObjectAccessor::GetUnit(*this, m_comboTarget);
if (combotarget)
{
WorldPacket data;
if (m_mover != this)
{
data.Initialize(SMSG_PET_UPDATE_COMBO_POINTS, m_mover->GetPackGUID().size()+combotarget->GetPackGUID().size()+1);
data << m_mover->GetPackGUID();
}
else
data.Initialize(SMSG_UPDATE_COMBO_POINTS, combotarget->GetPackGUID().size()+1);
data << combotarget->GetPackGUID();
data << uint8(m_comboPoints);
GetSession()->SendPacket(&data);
}
}
void Player::AddComboPoints(Unit* target, int8 count, Spell* spell)
{
if (!count)
return;
int8 * comboPoints = spell ? &spell->m_comboPointGain : &m_comboPoints;
// without combo points lost (duration checked in aura)
RemoveAurasByType(SPELL_AURA_RETAIN_COMBO_POINTS);
if (target->GetGUID() == m_comboTarget)
*comboPoints += count;
else
{
if (m_comboTarget)
if (Unit* target2 = ObjectAccessor::GetUnit(*this, m_comboTarget))
target2->RemoveComboPointHolder(GetGUID());
// Spells will always add value to m_comboPoints eventualy, so it must be cleared first
if (spell)
m_comboPoints = 0;
m_comboTarget = target->GetGUID();
*comboPoints = count;
target->AddComboPointHolder(GetGUID());
}
if (*comboPoints > 5)
*comboPoints = 5;
else if (*comboPoints < 0)
*comboPoints = 0;
if (!spell)
SendComboPoints();
}
void Player::GainSpellComboPoints(int8 count)
{
if (!count)
return;
m_comboPoints += count;
if (m_comboPoints > 5) m_comboPoints = 5;
else if (m_comboPoints < 0) m_comboPoints = 0;
SendComboPoints();
}
void Player::ClearComboPoints()
{
if (!m_comboTarget)
return;
// without combopoints lost (duration checked in aura)
RemoveAurasByType(SPELL_AURA_RETAIN_COMBO_POINTS);
m_comboPoints = 0;
SendComboPoints();
if (Unit* target = ObjectAccessor::GetUnit(*this, m_comboTarget))
target->RemoveComboPointHolder(GetGUID());
m_comboTarget.Clear();
}
void Player::SetGroup(Group* group, int8 subgroup)
{
if (group == NULL)
m_group.unlink();
else
{
// never use SetGroup without a subgroup unless you specify NULL for group
ASSERT(subgroup >= 0);
m_group.link(group, this);
m_group.setSubGroup((uint8)subgroup);
}
UpdateObjectVisibility(false);
}
void Player::SendInitialPacketsBeforeAddToMap()
{
/// Pass 'this' as argument because we're not stored in ObjectAccessor yet
GetSocial()->SendSocialList(this);
// guild bank list wtf?
// Homebind
WorldPacket data(SMSG_BINDPOINTUPDATE, 5*4);
data << m_homebindX << m_homebindY << m_homebindZ;
data << (uint32) m_homebindMapId;
data << (uint32) m_homebindAreaId;
GetSession()->SendPacket(&data);
// SMSG_SET_PROFICIENCY
// SMSG_SET_PCT_SPELL_MODIFIER
// SMSG_SET_FLAT_SPELL_MODIFIER
// SMSG_UPDATE_AURA_DURATION
SendTalentsInfoData(false);
// SMSG_INSTANCE_DIFFICULTY
data.Initialize(SMSG_INSTANCE_DIFFICULTY, 4+4);
data << uint32(GetMap()->GetDifficulty());
data << uint32(GetMap()->GetEntry()->IsDynamicDifficultyMap() && GetMap()->IsHeroic()); // Raid dynamic difficulty
GetSession()->SendPacket(&data);
SendInitialSpells();
data.Initialize(SMSG_SEND_UNLEARN_SPELLS, 4);
data << uint32(0); // count, for (count) uint32;
GetSession()->SendPacket(&data);
SendInitialActionButtons();
m_reputationMgr->SendInitialReputations();
m_achievementMgr->SendAllAchievementData();
SendEquipmentSetList();
data.Initialize(SMSG_LOGIN_SETTIMESPEED, 4 + 4 + 4);
data.AppendPackedTime(sWorld->GetGameTime());
data << float(0.01666667f); // game speed
data << uint32(0); // added in 3.1.2
GetSession()->SendPacket(&data);
GetReputationMgr().SendForceReactions(); // SMSG_SET_FORCED_REACTIONS
// SMSG_TALENTS_INFO x 2 for pet (unspent points and talents in separate packets...)
// SMSG_PET_GUIDS
// SMSG_UPDATE_WORLD_STATE
// SMSG_POWER_UPDATE
SetMover(this);
}
void Player::SendInitialPacketsAfterAddToMap()
{
UpdateVisibilityForPlayer();
// update zone
uint32 newzone, newarea;
GetZoneAndAreaId(newzone, newarea);
UpdateZone(newzone, newarea); // also call SendInitWorldStates();
ResetTimeSync();
SendTimeSync();
CastSpell(this, 836, true); // LOGINEFFECT
// set some aura effects that send packet to player client after add player to map
// SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
// same auras state lost at far teleport, send it one more time in this case also
static const AuraType auratypes[] =
{
SPELL_AURA_MOD_FEAR, SPELL_AURA_TRANSFORM, SPELL_AURA_WATER_WALK,
SPELL_AURA_FEATHER_FALL, SPELL_AURA_HOVER, SPELL_AURA_SAFE_FALL,
SPELL_AURA_FLY, SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED, SPELL_AURA_NONE
};
for (AuraType const* itr = &auratypes[0]; itr && itr[0] != SPELL_AURA_NONE; ++itr)
{
Unit::AuraEffectList const& auraList = GetAuraEffectsByType(*itr);
if (!auraList.empty())
auraList.front()->HandleEffect(this, AURA_EFFECT_HANDLE_SEND_FOR_CLIENT, true);
}
if (HasAuraType(SPELL_AURA_MOD_STUN))
SetMovement(MOVE_ROOT);
// manual send package (have code in HandleEffect(this, AURA_EFFECT_HANDLE_SEND_FOR_CLIENT, true); that must not be re-applied.
if (HasAuraType(SPELL_AURA_MOD_ROOT))
{
WorldPacket data2(SMSG_FORCE_MOVE_ROOT, 10);
data2 << GetPackGUID();
data2 << (uint32)2;
SendMessageToSet(&data2, true);
}
SendAurasForTarget(this);
SendEnchantmentDurations(); // must be after add to map
SendItemDurations(); // must be after add to map
// raid downscaling - send difficulty to player
if (GetMap()->IsRaid())
{
if (GetMap()->GetDifficulty() != GetRaidDifficulty())
{
StoreRaidMapDifficulty();
SendRaidDifficulty(GetGroup() != NULL, GetStoredRaidDifficulty());
}
}
else if (GetRaidDifficulty() != GetStoredRaidDifficulty())
SendRaidDifficulty(GetGroup() != NULL);
}
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_auraRaidUpdateMask = 0;
if (Pet* pet = GetPet())
pet->ResetAuraUpdateMaskForRaid();
}
void Player::SendTransferAborted(uint32 mapid, TransferAbortReason reason, uint8 arg)
{
WorldPacket data(SMSG_TRANSFER_ABORTED, 4+2);
data << uint32(mapid);
data << uint8(reason); // transfer abort reason
switch (reason)
{
case TRANSFER_ABORT_INSUF_EXPAN_LVL:
case TRANSFER_ABORT_DIFFICULTY:
case TRANSFER_ABORT_UNIQUE_MESSAGE:
// these are the ONLY cases that have an extra argument in the packet!!!
data << uint8(arg);
break;
default:
break;
}
GetSession()->SendPacket(&data);
}
void Player::SendInstanceResetWarning(uint32 mapid, Difficulty difficulty, uint32 time)
{
// type of warning, based on the time remaining until reset
uint32 type;
if (time > 3600)
type = RAID_INSTANCE_WELCOME;
else if (time > 900 && time <= 3600)
type = RAID_INSTANCE_WARNING_HOURS;
else if (time > 300 && time <= 900)
type = RAID_INSTANCE_WARNING_MIN;
else
type = RAID_INSTANCE_WARNING_MIN_SOON;
WorldPacket data(SMSG_RAID_INSTANCE_MESSAGE, 4+4+4+4);
data << uint32(type);
data << uint32(mapid);
data << uint32(difficulty); // difficulty
data << uint32(time);
if (type == RAID_INSTANCE_WELCOME)
{
data << uint8(0); // is locked
data << uint8(0); // is extended, ignored if prev field is 0
}
GetSession()->SendPacket(&data);
}
void Player::ApplyEquipCooldown(Item* pItem)
{
if (pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_PROTO_FLAG_NO_EQUIP_COOLDOWN))
return;
for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
{
_Spell const& spellData = pItem->GetTemplate()->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;
// Don't replace longer cooldowns by equip cooldown if we have any.
SpellCooldowns::iterator itr = m_spellCooldowns.find(spellData.SpellId);
if (itr != m_spellCooldowns.end() && itr->second.itemid == pItem->GetEntry() && itr->second.end > time(NULL) + 30)
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(bool myClassOnly)
{
// not need after this call
if (HasAtLoginFlag(AT_LOGIN_RESET_SPELLS))
RemoveAtLoginFlag(AT_LOGIN_RESET_SPELLS, true);
// make full copy of map (spells removed and marked as deleted at another spell remove
// and we can't use original map for safe iterative with visit each spell at loop end
PlayerSpellMap smap = GetSpellMap();
uint32 family;
if (myClassOnly)
{
ChrClassesEntry const* clsEntry = sChrClassesStore.LookupEntry(getClass());
if (!clsEntry)
return;
family = clsEntry->spellfamily;
for (PlayerSpellMap::const_iterator iter = smap.begin(); iter != smap.end(); ++iter)
{
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(iter->first);
if (!spellInfo)
continue;
// skip server-side/triggered spells
if (spellInfo->SpellLevel == 0)
continue;
// skip wrong class/race skills
if (!IsSpellFitByClassAndRace(spellInfo->Id))
continue;
// skip other spell families
if (spellInfo->SpellFamilyName != family)
continue;
// skip spells with first rank learned as talent (and all talents then also)
uint32 firstRank = spellInfo->GetFirstRankSpell()->Id;
if (GetTalentSpellCost(firstRank) > 0)
continue;
// skip broken spells
if (!SpellMgr::IsSpellValid(spellInfo, this, false))
continue;
}
}
else
for (PlayerSpellMap::const_iterator iter = smap.begin(); iter != smap.end(); ++iter)
RemoveSpell(iter->first, false, false); // only iter->first can be accessed, object by iter->second can be deleted already
LearnDefaultSkills();
LearnCustomSpells();
LearnQuestRewardedSpells();
}
void Player::LearnCustomSpells()
{
if (!sWorld->getBoolConfig(CONFIG_START_ALL_SPELLS))
return;
// learn default race/class spells
PlayerInfo const* info = sObjectMgr->GetPlayerInfo(getRace(), getClass());
for (PlayerCreateInfoSpells::const_iterator itr = info->customSpells.begin(); itr != info->customSpells.end(); ++itr)
{
uint32 tspell = *itr;
TC_LOG_DEBUG("entities.player.loading", "PLAYER (Class: %u Race: %u): Adding initial spell, id = %u", uint32(getClass()), uint32(getRace()), tspell);
if (!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add
AddSpell(tspell, true, true, true, false);
else // but send in normal spell in game learn case
LearnSpell(tspell, true);
}
}
void Player::LearnDefaultSkills()
{
// learn default race/class skills
PlayerInfo const* info = sObjectMgr->GetPlayerInfo(getRace(true), getClass());
for (PlayerCreateInfoSkills::const_iterator itr = info->skills.begin(); itr != info->skills.end(); ++itr)
{
uint32 skillId = itr->SkillId;
if (HasSkill(skillId))
continue;
LearnDefaultSkill(skillId, itr->Rank);
}
}
void Player::LearnDefaultSkill(uint32 skillId, uint16 rank)
{
SkillRaceClassInfoEntry const* rcInfo = GetSkillRaceClassInfo(skillId, getRace(), getClass());
if (!rcInfo)
return;
TC_LOG_DEBUG("entities.player.loading", "PLAYER (Class: %u Race: %u): Adding initial skill, id = %u", uint32(getClass()), uint32(getRace()), skillId);
switch (GetSkillRangeType(rcInfo))
{
case SKILL_RANGE_LANGUAGE:
SetSkill(skillId, 0, 300, 300);
break;
case SKILL_RANGE_LEVEL:
{
uint16 skillValue = 1;
uint16 maxValue = GetMaxSkillValueForLevel();
if (rcInfo->Flags & SKILL_FLAG_ALWAYS_MAX_VALUE)
skillValue = maxValue;
else if (getClass() == CLASS_DEATH_KNIGHT)
skillValue = std::min(std::max<uint16>({ 1, uint16((getLevel() - 1) * 5) }), maxValue);
else if (skillId == SKILL_FIST_WEAPONS)
skillValue = std::max<uint16>(1, GetSkillValue(SKILL_UNARMED));
else if (skillId == SKILL_LOCKPICKING)
skillValue = std::max<uint16>(1, GetSkillValue(SKILL_LOCKPICKING));
SetSkill(skillId, 0, skillValue, maxValue);
break;
}
case SKILL_RANGE_MONO:
SetSkill(skillId, 0, 1, 1);
break;
case SKILL_RANGE_RANK:
{
if (!rank)
break;
SkillTiersEntry const* tier = sSkillTiersStore.LookupEntry(rcInfo->SkillTier);
uint16 maxValue = tier->MaxSkill[std::max<int32>(rank - 1, 0)];
uint16 skillValue = 1;
if (rcInfo->Flags & SKILL_FLAG_ALWAYS_MAX_VALUE)
skillValue = maxValue;
else if (getClass() == CLASS_DEATH_KNIGHT)
skillValue = std::min(std::max<uint16>({ uint16(1), uint16((getLevel() - 1) * 5) }), maxValue);
SetSkill(skillId, rank, skillValue, maxValue);
break;
}
default:
break;
}
}
void Player::LearnQuestRewardedSpells(Quest const* quest)
{
int32 spell_id = quest->GetRewSpellCast();
uint32 src_spell_id = quest->GetSrcSpell();
// skip quests without rewarded spell
if (!spell_id)
return;
// if RewSpellCast = -1 we remove aura do to SrcSpell from player.
if (spell_id == -1 && src_spell_id)
{
RemoveAurasDueToSpell(src_spell_id);
return;
}
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spell_id);
if (!spellInfo)
return;
// check learned spells state
bool found = false;
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
{
if (spellInfo->Effects[i].Effect == SPELL_EFFECT_LEARN_SPELL && !HasSpell(spellInfo->Effects[i].TriggerSpell))
{
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->Effects[0].TriggerSpell;
if (sSpellMgr->GetSpellRank(learned_0) > 1 && !HasSpell(learned_0))
{
SpellInfo const* learnedInfo = sSpellMgr->GetSpellInfo(learned_0);
if (!learnedInfo)
return;
// not have first rank learned (unlearned prof?)
if (!HasSpell(learnedInfo->GetFirstRankSpell()->Id))
return;
SpellsRequiringSpellMapBounds spellsRequired = sSpellMgr->GetSpellsRequiredForSpellBounds(learned_0);
for (SpellsRequiringSpellMap::const_iterator itr2 = spellsRequired.first; itr2 != spellsRequired.second; ++itr2)
{
uint32 profSpell = itr2->second;
// specialization
if (learnedInfo->Effects[0].Effect == SPELL_EFFECT_TRADE_SKILL && learnedInfo->Effects[1].Effect == 0 && profSpell)
{
// 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;
SpellInfo const* itrInfo = sSpellMgr->GetSpellInfo(itr->first);
if (!itrInfo)
return;
// compare only specializations
if (itrInfo->Effects[0].Effect != SPELL_EFFECT_TRADE_SKILL || itrInfo->Effects[1].Effect != 0)
continue;
// compare same chain spells
if (sSpellMgr->IsSpellRequiringSpell(itr->first, profSpell))
return;
}
}
}
}
CastSpell(this, spell_id, true);
}
void Player::LearnQuestRewardedSpells()
{
// learn spells received from quest completing
for (RewardedQuestSet::const_iterator itr = m_RewardedQuests.begin(); itr != m_RewardedQuests.end(); ++itr)
{
Quest const* quest = sObjectMgr->GetQuestTemplate(*itr);
if (!quest)
continue;
LearnQuestRewardedSpells(quest);
}
}
void Player::LearnSkillRewardedSpells(uint32 skillId, uint32 skillValue)
{
uint32 raceMask = getRaceMask();
uint32 classMask = getClassMask();
for (uint32 j = 0; j < sSkillLineAbilityStore.GetNumRows(); ++j)
{
SkillLineAbilityEntry const* ability = sSkillLineAbilityStore.LookupEntry(j);
if (!ability || ability->skillId != skillId)
continue;
if (!sSpellMgr->GetSpellInfo(ability->spellId))
continue;
if (ability->AutolearnType != SKILL_LINE_ABILITY_LEARNED_ON_SKILL_VALUE && ability->AutolearnType != SKILL_LINE_ABILITY_LEARNED_ON_SKILL_LEARN)
continue;
// Check race if set
if (ability->racemask && !(ability->racemask & raceMask))
continue;
// Check class if set
if (ability->classmask && !(ability->classmask & classMask))
continue;
// need unlearn spell
if (skillValue < ability->req_skill_value && ability->AutolearnType == SKILL_LINE_ABILITY_LEARNED_ON_SKILL_VALUE)
RemoveSpell(ability->spellId);
// need learn
else if (!IsInWorld())
AddSpell(ability->spellId, true, true, true, false, false, true);
else
LearnSpell(ability->spellId, true, true);
}
}
void Player::SendAurasForTarget(Unit* target)
{
if (!target || target->GetVisibleAuras()->empty()) // speedup things
return;
/*! Blizz sends certain movement packets sometimes even before CreateObject
These movement packets are usually found in SMSG_COMPRESSED_MOVES
*/
if (target->HasAuraType(SPELL_AURA_FEATHER_FALL))
target->SetFeatherFall(true, true);
if (target->HasAuraType(SPELL_AURA_WATER_WALK))
target->SetWaterWalking(true, true);
if (target->HasAuraType(SPELL_AURA_HOVER))
target->SetHover(true, true);
WorldPacket data(SMSG_AURA_UPDATE_ALL);
data << target->GetPackGUID();
Unit::VisibleAuraMap const* visibleAuras = target->GetVisibleAuras();
for (Unit::VisibleAuraMap::const_iterator itr = visibleAuras->begin(); itr != visibleAuras->end(); ++itr)
{
AuraApplication * auraApp = itr->second;
auraApp->BuildUpdatePacket(data, false);
}
if (Player *stream = target->ToPlayer())
if (stream->HaveSpectators() && IsSpectator())
{
for (Unit::VisibleAuraMap::const_iterator itr = visibleAuras->begin(); itr != visibleAuras->end(); ++itr)
{
AuraApplication * auraApp = itr->second;
auraApp->BuildUpdatePacket(data, false);
if (Aura* aura = auraApp->GetBase())
{
SpectatorAddonMsg msg;
uint64 casterID = 0;
if (aura->GetCaster())
casterID = (aura->GetCaster()->ToPlayer()) ? aura->GetCaster()->GetGUID() : 0;
msg.SetPlayer(stream->GetName());
msg.CreateAura(casterID, aura->GetSpellInfo()->Id,
aura->GetSpellInfo()->IsPositive(), aura->GetSpellInfo()->Dispel,
aura->GetDuration(), aura->GetMaxDuration(),
aura->GetStackAmount(), false);
msg.SendPacket(GetGUID());
}
}
}
GetSession()->SendPacket(&data);
}
void Player::SetDailyQuestStatus(uint32 quest_id)
{
if (Quest const* qQuest = sObjectMgr->GetQuestTemplate(quest_id))
{
if (!qQuest->IsDFQuest())
{
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;
}
}
} else
{
m_DFQuests.insert(quest_id);
m_lastDailyQuestTime = time(NULL);
m_DailyQuestChanged = true;
}
}
}
void Player::SetWeeklyQuestStatus(uint32 quest_id)
{
m_weeklyquests.insert(quest_id);
m_WeeklyQuestChanged = true;
}
void Player::SetSeasonalQuestStatus(uint32 quest_id)
{
Quest const* quest = sObjectMgr->GetQuestTemplate(quest_id);
if (!quest)
return;
m_seasonalquests[sGameEventMgr->GetEventIdForQuest(quest)].insert(quest_id);
m_SeasonalQuestChanged = true;
}
void Player::SetMonthlyQuestStatus(uint32 quest_id)
{
m_monthlyquests.insert(quest_id);
m_MonthlyQuestChanged = true;
}
void Player::ResetDailyQuestStatus()
{
for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx, 0);
m_DFQuests.clear(); // Dungeon Finder Quests.
// DB data deleted in caller
m_DailyQuestChanged = false;
m_lastDailyQuestTime = 0;
}
void Player::ResetWeeklyQuestStatus()
{
if (m_weeklyquests.empty())
return;
m_weeklyquests.clear();
// DB data deleted in caller
m_WeeklyQuestChanged = false;
}
void Player::ResetSeasonalQuestStatus(uint16 event_id)
{
if (m_seasonalquests.empty() || m_seasonalquests[event_id].empty())
return;
m_seasonalquests.erase(event_id);
// DB data deleted in caller
m_SeasonalQuestChanged = false;
}
void Player::ResetMonthlyQuestStatus()
{
if (m_monthlyquests.empty())
return;
m_monthlyquests.clear();
// DB data deleted in caller
m_MonthlyQuestChanged = false;
}
Battleground* Player::GetBattleground() const
{
if (GetBattlegroundId() == 0)
return NULL;
return sBattlegroundMgr->GetBattleground(GetBattlegroundId(), m_bgData.bgTypeID);
}
bool Player::InBattlegroundQueue() const
{
for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
if (m_bgBattlegroundQueueID[i].bgQueueTypeId != BATTLEGROUND_QUEUE_NONE)
return true;
return false;
}
BattlegroundQueueTypeId Player::GetBattlegroundQueueTypeId(uint32 index) const
{
return m_bgBattlegroundQueueID[index].bgQueueTypeId;
}
uint32 Player::GetBattlegroundQueueIndex(BattlegroundQueueTypeId bgQueueTypeId) const
{
for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
if (m_bgBattlegroundQueueID[i].bgQueueTypeId == bgQueueTypeId)
return i;
return PLAYER_MAX_BATTLEGROUND_QUEUES;
}
bool Player::IsInvitedForBattlegroundQueueType(BattlegroundQueueTypeId bgQueueTypeId) const
{
for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
if (m_bgBattlegroundQueueID[i].bgQueueTypeId == bgQueueTypeId)
return m_bgBattlegroundQueueID[i].invitedToInstance != 0;
return false;
}
bool Player::InBattlegroundQueueForBattlegroundQueueType(BattlegroundQueueTypeId bgQueueTypeId) const
{
return GetBattlegroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES;
}
void Player::SetBattlegroundId(uint32 val, BattlegroundTypeId bgTypeId)
{
m_bgData.bgInstanceID = val;
m_bgData.bgTypeID = bgTypeId;
}
uint32 Player::AddBattlegroundQueueId(BattlegroundQueueTypeId val)
{
for (uint8 i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
{
if (m_bgBattlegroundQueueID[i].bgQueueTypeId == BATTLEGROUND_QUEUE_NONE || m_bgBattlegroundQueueID[i].bgQueueTypeId == val)
{
m_bgBattlegroundQueueID[i].bgQueueTypeId = val;
m_bgBattlegroundQueueID[i].invitedToInstance = 0;
return i;
}
}
return PLAYER_MAX_BATTLEGROUND_QUEUES;
}
bool Player::HasFreeBattlegroundQueueId()
{
for (uint8 i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
if (m_bgBattlegroundQueueID[i].bgQueueTypeId == BATTLEGROUND_QUEUE_NONE)
return true;
return false;
}
void Player::RemoveBattlegroundQueueId(BattlegroundQueueTypeId val)
{
for (uint8 i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
{
if (m_bgBattlegroundQueueID[i].bgQueueTypeId == val)
{
m_bgBattlegroundQueueID[i].bgQueueTypeId = BATTLEGROUND_QUEUE_NONE;
m_bgBattlegroundQueueID[i].invitedToInstance = 0;
return;
}
}
}
void Player::SetInviteForBattlegroundQueueType(BattlegroundQueueTypeId bgQueueTypeId, uint32 instanceId)
{
for (uint8 i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
if (m_bgBattlegroundQueueID[i].bgQueueTypeId == bgQueueTypeId)
m_bgBattlegroundQueueID[i].invitedToInstance = instanceId;
}
bool Player::IsInvitedForBattlegroundInstance(uint32 instanceId) const
{
for (uint8 i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
if (m_bgBattlegroundQueueID[i].invitedToInstance == instanceId)
return true;
return false;
}
bool Player::InArena() const
{
Battleground* bg = GetBattleground();
if (!bg || !bg->isArena())
return false;
return true;
}
bool Player::GetBGAccessByLevel(BattlegroundTypeId bgTypeId) const
{
// get a template bg instead of running one
Battleground* bg = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId);
if (!bg)
return false;
// limit check leel to dbc compatible level range
uint32 level = getLevel();
if (level > DEFAULT_MAX_LEVEL)
level = DEFAULT_MAX_LEVEL;
if (level < bg->GetMinLevel() || level > bg->GetMaxLevel())
return false;
return true;
}
float Player::GetReputationPriceDiscount(Creature const* creature) const
{
FactionTemplateEntry const* vendor_faction = creature->GetFactionTemplateEntry();
if (!vendor_faction || !vendor_faction->faction)
return 1.0f;
ReputationRank rank = GetReputationRank(vendor_faction->faction);
if (rank <= REP_NEUTRAL)
return 1.0f;
return 1.0f - 0.05f* (rank - REP_NEUTRAL);
}
bool Player::IsSpellFitByClassAndRace(uint32 spell_id) const
{
uint32 racemask = getRaceMask();
uint32 classmask = getClassMask();
SkillLineAbilityMapBounds bounds = sSpellMgr->GetSkillLineAbilityMapBounds(spell_id);
if (bounds.first == bounds.second)
return true;
for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
{
// skip wrong race skills
if (_spell_idx->second->racemask && (_spell_idx->second->racemask & racemask) == 0)
continue;
// skip wrong class skills
if (_spell_idx->second->classmask && (_spell_idx->second->classmask & classmask) == 0)
continue;
return true;
}
return false;
}
bool Player::HasQuestForGO(int32 GOId) const
{
for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (questid == 0)
continue;
QuestStatusMap::const_iterator qs_itr = m_QuestStatus.find(questid);
if (qs_itr == m_QuestStatus.end())
continue;
QuestStatusData const& qs = qs_itr->second;
if (qs.Status == QUEST_STATUS_INCOMPLETE)
{
Quest const* qinfo = sObjectMgr->GetQuestTemplate(questid);
if (!qinfo)
continue;
if (GetGroup() && GetGroup()->isRaidGroup() && !qinfo->IsAllowedInRaid(GetMap()->GetDifficulty()))
continue;
for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
{
if (qinfo->RequiredNpcOrGo[j] >= 0) //skip non GO case
continue;
if ((-1)*GOId == qinfo->RequiredNpcOrGo[j] && qs.CreatureOrGOCount[j] < qinfo->RequiredNpcOrGoCount[j])
return true;
}
}
}
return false;
}
void Player::UpdateForQuestWorldObjects()
{
if (m_clientGUIDs.empty())
return;
UpdateData udata;
WorldPacket packet;
for (GuidSet::iterator itr = m_clientGUIDs.begin(); itr != m_clientGUIDs.end(); ++itr)
{
if (itr->IsGameObject())
{
if (GameObject* obj = HashMapHolder<GameObject>::Find(*itr))
obj->BuildValuesUpdateBlockForPlayer(&udata, this);
}
else if (itr->IsCreatureOrVehicle())
{
Creature* obj = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, *itr);
if (!obj)
continue;
// check if this unit requires quest specific flags
if (!obj->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK))
continue;
SpellClickInfoMapBounds clickPair = sObjectMgr->GetSpellClickInfoMapBounds(obj->GetEntry());
for (SpellClickInfoContainer::const_iterator _itr = clickPair.first; _itr != clickPair.second; ++_itr)
{
//! This code doesn't look right, but it was logically converted to condition system to do the exact
//! same thing it did before. It definitely needs to be overlooked for intended functionality.
ConditionList conds = sConditionMgr->GetConditionsForSpellClickEvent(obj->GetEntry(), _itr->second.spellId);
bool buildUpdateBlock = false;
for (ConditionList::const_iterator jtr = conds.begin(); jtr != conds.end() && !buildUpdateBlock; ++jtr)
if ((*jtr)->ConditionType == CONDITION_QUESTREWARDED || (*jtr)->ConditionType == CONDITION_QUESTTAKEN)
buildUpdateBlock = true;
if (buildUpdateBlock)
{
obj->BuildValuesUpdateBlockForPlayer(&udata, this);
break;
}
}
}
}
udata.BuildPacket(&packet);
GetSession()->SendPacket(&packet);
}
void Player::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 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();
CleanupAfterTaxiFlight();
}
// drop flag at summon
// this code can be reached only when GM is summoning player who carries flag, because player should be immune to summoning spells when he carries flag
if (Battleground* bg = GetBattleground())
bg->EventPlayerDroppedFlag(this);
m_summon_expire = 0;
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS, 1);
TeleportTo(m_summon_mapid, m_summon_x, m_summon_y, m_summon_z, GetOrientation());
}
void Player::RemoveItemDurations(Item* item)
{
for (ItemDurationList::iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end(); ++itr)
{
if (*itr == item)
{
m_itemDuration.erase(itr);
break;
}
}
}
void Player::AddItemDurations(Item* item)
{
if (item->GetUInt32Value(ITEM_FIELD_DURATION))
{
m_itemDuration.push_back(item);
item->SendTimeUpdate(this);
}
}
void Player::AutoUnequipOffhandIfNeed(bool force /*= false*/)
{
Item* offItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
if (!offItem)
return;
// unequip offhand weapon if player doesn't have dual wield anymore
if (!CanDualWield() && (offItem->GetTemplate()->InventoryType == INVTYPE_WEAPONOFFHAND || offItem->GetTemplate()->InventoryType == INVTYPE_WEAPON))
force = true;
// need unequip offhand for 2h-weapon without TitanGrip (in any from hands)
if (!force && (CanTitanGrip() || (offItem->GetTemplate()->InventoryType != INVTYPE_2HWEAPON && !IsTwoHandUsed())))
return;
ItemPosCountVec off_dest;
uint8 off_msg = CanStoreItem(NULL_BAG, NULL_SLOT, off_dest, offItem, false);
if (off_msg == EQUIP_ERR_OK)
{
RemoveItem(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true);
StoreItem(off_dest, offItem, true);
}
else
{
MoveItemFromInventory(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true);
SQLTransaction trans = CharacterDatabase.BeginTransaction();
offItem->DeleteFromInventoryDB(trans); // deletes item from character's inventory
offItem->SaveToDB(trans); // recursive and not have transaction guard into self, item not in inventory and can be save standalone
std::string subject = GetSession()->GetTrinityString(LANG_NOT_EQUIPPED_ITEM);
MailDraft(subject, "There were problems with equipping one or several items").AddItem(offItem).SendMailTo(trans, this, MailSender(this, MAIL_STATIONERY_GM), MAIL_CHECK_MASK_COPIED);
CharacterDatabase.CommitTransaction(trans);
}
}
OutdoorPvP* Player::GetOutdoorPvP() const
{
return sOutdoorPvPMgr->GetOutdoorPvPToZoneId(GetZoneId());
}
bool Player::HasItemFitToSpellRequirements(SpellInfo const* spellInfo, Item const* ignoreItem) const
{
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 (uint8 i = EQUIPMENT_SLOT_MAINHAND; i < EQUIPMENT_SLOT_TABARD; ++i)
if (Item* item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, i))
if (item != ignoreItem && item->IsFitToSpellRequirements(spellInfo))
return true;
break;
}
case ITEM_CLASS_ARMOR:
{
// tabard not have dependent spells
for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_MAINHAND; ++i)
if (Item* item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, i))
if (item != ignoreItem && item->IsFitToSpellRequirements(spellInfo))
return true;
// shields can be equipped to offhand slot
if (Item* item = GetUseableItemByPos(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 = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED))
if (item != ignoreItem && item->IsFitToSpellRequirements(spellInfo))
return true;
break;
}
default:
TC_LOG_ERROR("entities.player", "HasItemFitToSpellRequirements: Not handled spell requirement for item class %u", spellInfo->EquippedItemClass);
break;
}
return false;
}
bool Player::CanNoReagentCast(SpellInfo const* spellInfo) const
{
// don't take reagents for spells with SPELL_ATTR5_NO_REAGENT_WHILE_PREP
if (spellInfo->AttributesEx5 & SPELL_ATTR5_NO_REAGENT_WHILE_PREP &&
HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PREPARATION))
return true;
// Check no reagent use mask
flag96 noReagentMask;
noReagentMask[0] = GetUInt32Value(PLAYER_NO_REAGENT_COST_1);
noReagentMask[1] = GetUInt32Value(PLAYER_NO_REAGENT_COST_1+1);
noReagentMask[2] = GetUInt32Value(PLAYER_NO_REAGENT_COST_1+2);
if (spellInfo->SpellFamilyFlags & noReagentMask)
return true;
return false;
}
void Player::RemoveItemDependentAurasAndCasts(Item* pItem)
{
for (AuraMap::iterator itr = m_ownedAuras.begin(); itr != m_ownedAuras.end();)
{
Aura* aura = itr->second;
// skip passive (passive item dependent spells work in another way) and not self applied auras
SpellInfo const* spellInfo = aura->GetSpellInfo();
if (aura->IsPassive() || aura->GetCasterGUID() != GetGUID())
{
++itr;
continue;
}
// skip if not item dependent or have alternative item
if (HasItemFitToSpellRequirements(spellInfo, pItem))
{
++itr;
continue;
}
// no alt item, remove aura, restart check
RemoveOwnedAura(itr);
}
// currently cast spells can be dependent from item
for (uint32 i = 0; i < CURRENT_MAX_SPELL; ++i)
if (Spell* spell = GetCurrentSpell(CurrentSpellTypes(i)))
if (spell->getState() != SPELL_STATE_DELAYED && !HasItemFitToSpellRequirements(spell->m_spellInfo, pItem))
InterruptSpell(CurrentSpellTypes(i));
}
uint32 Player::GetResurrectionSpellId()
{
// search priceless resurrection possibilities
uint32 prio = 0;
uint32 spell_id = 0;
AuraEffectList const& dummyAuras = GetAuraEffectsByType(SPELL_AURA_DUMMY);
for (AuraEffectList::const_iterator itr = dummyAuras.begin(); itr != dummyAuras.end(); ++itr)
{
// Soulstone Resurrection // prio: 3 (max, non death persistent)
if (prio < 2 && (*itr)->GetSpellInfo()->SpellVisual[0] == 99 && (*itr)->GetSpellInfo()->SpellIconID == 92)
{
switch ((*itr)->GetId())
{
case 20707: spell_id = 3026; break; // rank 1
case 20762: spell_id = 20758; break; // rank 2
case 20763: spell_id = 20759; break; // rank 3
case 20764: spell_id = 20760; break; // rank 4
case 20765: spell_id = 20761; break; // rank 5
case 27239: spell_id = 27240; break; // rank 6
case 47883: spell_id = 47882; break; // rank 7
default:
TC_LOG_ERROR("entities.player", "Unhandled spell %u: S.Resurrection", (*itr)->GetId());
continue;
}
prio = 3;
}
// Twisting Nether // prio: 2 (max)
else if ((*itr)->GetId() == 23701 && roll_chance_i(10))
{
prio = 2;
spell_id = 23700;
}
}
// Reincarnation (passive spell) // prio: 1 // Glyph of Renewed Life
if (prio < 1 && HasSpell(20608) && !HasSpellCooldown(21169) && (HasAura(58059) || HasItemCount(17030)))
spell_id = 21169;
return spell_id;
}
// Used in triggers for check "Only to targets that grant experience or honor" req
bool Player::isHonorOrXPTarget(Unit* victim) const
{
uint8 v_level = victim->getLevel();
uint8 k_grey = Trinity::XP::GetGrayLevel(getLevel());
// Victim level less gray level
if (v_level <= k_grey)
return false;
if (victim->GetTypeId() == TYPEID_UNIT)
{
if (victim->ToCreature()->IsTotem() ||
victim->ToCreature()->IsPet() ||
victim->ToCreature()->GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_NO_XP_AT_KILL)
return false;
}
return true;
}
bool Player::GetsRecruitAFriendBonus(bool forXP)
{
bool recruitAFriend = false;
if (getLevel() <= sWorld->getIntConfig(CONFIG_MAX_RECRUIT_A_FRIEND_BONUS_PLAYER_LEVEL) || !forXP)
{
if (Group* group = this->GetGroup())
{
for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player* player = itr->GetSource();
if (!player)
continue;
if (!player->IsAtRecruitAFriendDistance(this))
continue; // member (alive or dead) or his corpse at req. distance
if (forXP)
{
// level must be allowed to get RaF bonus
if (player->getLevel() > sWorld->getIntConfig(CONFIG_MAX_RECRUIT_A_FRIEND_BONUS_PLAYER_LEVEL))
continue;
// level difference must be small enough to get RaF bonus, UNLESS we are lower level
if (player->getLevel() < getLevel())
if (uint8(getLevel() - player->getLevel()) > sWorld->getIntConfig(CONFIG_MAX_RECRUIT_A_FRIEND_BONUS_PLAYER_LEVEL_DIFFERENCE))
continue;
}
bool ARecruitedB = (player->GetSession()->GetRecruiterId() == GetSession()->GetAccountId());
bool BRecruitedA = (GetSession()->GetRecruiterId() == player->GetSession()->GetAccountId());
if (ARecruitedB || BRecruitedA)
{
recruitAFriend = true;
break;
}
}
}
}
return recruitAFriend;
}
void Player::RewardPlayerAndGroupAtKill(Unit* victim, bool isBattleGround)
{
KillRewarder(this, victim, isBattleGround).Reward();
}
void Player::RewardPlayerAndGroupAtEvent(uint32 creature_id, WorldObject* pRewardSource)
{
if (!pRewardSource)
return;
ObjectGuid creature_guid = (pRewardSource->GetTypeId() == TYPEID_UNIT) ? pRewardSource->GetGUID() : ObjectGuid::Empty;
// prepare data for near group iteration
if (Group* group = GetGroup())
{
for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player* player = itr->GetSource();
if (!player)
continue;
if (!player->IsAtGroupRewardDistance(pRewardSource))
continue; // member (alive or dead) or his corpse at req. distance
// quest objectives updated only for alive group member or dead but with not released body
if (player->IsAlive()|| !player->GetCorpse())
player->KilledMonsterCredit(creature_id, creature_guid);
}
}
else // if (!group)
KilledMonsterCredit(creature_id, creature_guid);
}
bool Player::IsAtGroupRewardDistance(WorldObject const* pRewardSource) const
{
if (!pRewardSource)
return false;
const WorldObject* player = GetCorpse();
if (!player || IsAlive())
player = this;
if (player->GetMapId() != pRewardSource->GetMapId() || player->GetInstanceId() != pRewardSource->GetInstanceId())
return false;
return pRewardSource->GetDistance(player) <= sWorld->getFloatConfig(CONFIG_GROUP_XP_DISTANCE);
}
bool Player::IsAtRecruitAFriendDistance(WorldObject const* pOther) const
{
if (!pOther)
return false;
const WorldObject* player = GetCorpse();
if (!player || IsAlive())
player = this;
if (player->GetMapId() != pOther->GetMapId() || player->GetInstanceId() != pOther->GetInstanceId())
return false;
return pOther->GetDistance(player) <= sWorld->getFloatConfig(CONFIG_MAX_RECRUIT_A_FRIEND_DISTANCE);
}
uint32 Player::GetBaseWeaponSkillValue(WeaponAttackType attType) const
{
Item* item = GetWeaponForAttack(attType, true);
// unarmed only with base attack
if (attType != BASE_ATTACK && !item)
return 0;
// weapon skill or (unarmed for base attack)
uint32 skill = item ? item->GetSkill() : uint32(SKILL_UNARMED);
return GetBaseSkillValue(skill);
}
void Player::ResurrectUsingRequestData()
{
/// Teleport before resurrecting by player, otherwise the player might get attacked from creatures near his corpse
TeleportTo(m_resurrectMap, m_resurrectX, m_resurrectY, m_resurrectZ, GetOrientation());
if (IsBeingTeleported())
{
ScheduleDelayedOperation(DELAYED_RESURRECT_PLAYER);
return;
}
ResurrectPlayer(0.0f, false);
if (GetMaxHealth() > m_resurrectHealth)
SetHealth(m_resurrectHealth);
else
SetFullHealth();
if (GetMaxPower(POWER_MANA) > m_resurrectMana)
SetPower(POWER_MANA, m_resurrectMana);
else
SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
SetPower(POWER_RAGE, 0);
SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
SpawnCorpseBones();
}
void Player::SetClientControl(Unit* target, bool allowMove)
{
WorldPacket data(SMSG_CLIENT_CONTROL_UPDATE, target->GetPackGUID().size()+1);
data << target->GetPackGUID();
data << uint8(allowMove ? 1 : 0);
GetSession()->SendPacket(&data);
if (this != target)
SetViewpoint(target, allowMove);
if (allowMove)
SetMover(target);
}
void Player::SetMover(Unit* target)
{
m_mover->m_movedPlayer = NULL;
m_mover = target;
m_mover->m_movedPlayer = this;
}
void Player::UpdateZoneDependentAuras(uint32 newZone)
{
// Some spells applied at enter into zone (with subzones), aura removed in UpdateAreaDependentAuras that called always at zone->area update
SpellAreaForAreaMapBounds saBounds = sSpellMgr->GetSpellAreaForAreaMapBounds(newZone);
for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
if (itr->second->autocast && itr->second->IsFitToRequirements(this, newZone, 0))
if (!HasAura(itr->second->spellId))
CastSpell(this, itr->second->spellId, true);
}
void Player::UpdateAreaDependentAuras(uint32 newArea)
{
// remove auras from spells with area limitations
for (AuraMap::iterator iter = m_ownedAuras.begin(); iter != m_ownedAuras.end();)
{
// use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
if (iter->second->GetSpellInfo()->CheckLocation(GetMapId(), m_zoneUpdateId, newArea, this) != SPELL_CAST_OK)
RemoveOwnedAura(iter);
else
++iter;
}
// some auras applied at subzone enter
SpellAreaForAreaMapBounds saBounds = sSpellMgr->GetSpellAreaForAreaMapBounds(newArea);
for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
if (itr->second->autocast && itr->second->IsFitToRequirements(this, m_zoneUpdateId, newArea))
if (!HasAura(itr->second->spellId))
CastSpell(this, itr->second->spellId, true);
if (newArea == 4273 && GetVehicleCreatureBase() && GetPositionX() > 400) // Ulduar
{
switch (GetVehicleBase()->GetEntry())
{
case 33062:
case 33109:
case 33060:
GetVehicleCreatureBase()->DespawnOrUnsummon();
break;
}
}
}
uint32 Player::GetCorpseReclaimDelay(bool pvp) const
{
if (pvp)
{
if (!sWorld->getBoolConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP))
return copseReclaimDelay[0];
}
else if (!sWorld->getBoolConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE))
return 0;
time_t now = time(NULL);
// 0..2 full period
// should be ceil(x)-1 but not floor(x)
uint64 count = (now < m_deathExpireTime - 1) ? (m_deathExpireTime - 1 - now) / DEATH_EXPIRE_STEP : 0;
return copseReclaimDelay[count];
}
void Player::UpdateCorpseReclaimDelay()
{
bool pvp = (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH) != 0;
if ((pvp && !sWorld->getBoolConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP)) ||
(!pvp && !sWorld->getBoolConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE)))
return;
time_t now = time(NULL);
if (now < m_deathExpireTime)
{
// full and partly periods 1..3
uint64 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;
}
int32 Player::CalculateCorpseReclaimDelay(bool load)
{
Corpse* corpse = GetCorpse();
if (load && !corpse)
return -1;
bool pvp = corpse ? corpse->GetType() == CORPSE_RESURRECTABLE_PVP : (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH) != 0;
uint32 delay;
if (load)
{
if (corpse->GetGhostTime() > m_deathExpireTime)
return -1;
uint64 count = 0;
if ((pvp && sWorld->getBoolConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP)) ||
(!pvp && sWorld->getBoolConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE)))
{
count = (m_deathExpireTime - corpse->GetGhostTime()) / DEATH_EXPIRE_STEP;
if (count >= MAX_DEATH_COUNT)
count = MAX_DEATH_COUNT - 1;
}
time_t expected_time = corpse->GetGhostTime() + copseReclaimDelay[count];
time_t now = time(NULL);
if (now >= expected_time)
return -1;
delay = expected_time - now;
}
else
delay = GetCorpseReclaimDelay(pvp);
return delay * IN_MILLISECONDS;
}
void Player::SendCorpseReclaimDelay(uint32 delay)
{
WorldPacket data(SMSG_CORPSE_RECLAIM_DELAY, 4);
data << uint32(delay);
GetSession()->SendPacket(&data);
}
Player* Player::GetNextRandomRaidMember(float radius)
{
Group* group = GetGroup();
if (!group)
return NULL;
std::vector<Player*> nearMembers;
nearMembers.reserve(group->GetMembersCount());
for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player* Target = itr->GetSource();
// IsHostileTo check duel and controlled by enemy
if (Target && Target != this && IsWithinDistInMap(Target, radius) &&
!Target->HasInvisibilityAura() && !IsHostileTo(Target))
nearMembers.push_back(Target);
}
if (nearMembers.empty())
return NULL;
uint32 randTarget = urand(0, nearMembers.size()-1);
return nearMembers[randTarget];
}
PartyResult Player::CanUninviteFromGroup(ObjectGuid guidMember) const
{
Group const* grp = GetGroup();
if (!grp)
return ERR_NOT_IN_GROUP;
if (grp->isLFGGroup())
{
ObjectGuid gguid = grp->GetGUID();
if (!sLFGMgr->GetKicksLeft(gguid))
return ERR_PARTY_LFG_BOOT_LIMIT;
lfg::LfgState state = sLFGMgr->GetState(gguid);
if (state == lfg::LFG_STATE_BOOT)
return ERR_PARTY_LFG_BOOT_IN_PROGRESS;
if (grp->GetMembersCount() <= lfg::LFG_GROUP_KICK_VOTES_NEEDED)
return ERR_PARTY_LFG_BOOT_TOO_FEW_PLAYERS;
if (state == lfg::LFG_STATE_FINISHED_DUNGEON)
return ERR_PARTY_LFG_BOOT_DUNGEON_COMPLETE;
if (grp->isRollLootActive())
return ERR_PARTY_LFG_BOOT_LOOT_ROLLS;
/// @todo Should also be sent when anyone has recently left combat, with an aprox ~5 seconds timer.
for (GroupReference const* itr = grp->GetFirstMember(); itr != NULL; itr = itr->next())
if (itr->GetSource() && itr->GetSource()->IsInCombat())
return ERR_PARTY_LFG_BOOT_IN_COMBAT;
/* Missing support for these types
return ERR_PARTY_LFG_BOOT_COOLDOWN_S;
return ERR_PARTY_LFG_BOOT_NOT_ELIGIBLE_S;
*/
}
else
{
if (!grp->IsLeader(GetGUID()) && !grp->IsAssistant(GetGUID()))
return ERR_NOT_LEADER;
if (InBattleground())
return ERR_INVITE_RESTRICTED;
if (grp->IsLeader(guidMember))
return ERR_NOT_LEADER;
}
return ERR_PARTY_RESULT_OK;
}
bool Player::isUsingLfg()
{
return sLFGMgr->GetState(GetGUID()) != lfg::LFG_STATE_NONE;
}
bool Player::inRandomLfgDungeon()
{
if (sLFGMgr->selectedRandomLfgDungeon(GetGUID()))
{
Map const* map = GetMap();
return sLFGMgr->inLfgDungeonMap(GetGUID(), map->GetId(), map->GetDifficulty());
}
return false;
}
void Player::SetBattlegroundOrBattlefieldRaid(Group* group, int8 subgroup)
{
//we must move references from m_group to m_originalGroup
SetOriginalGroup(GetGroup(), GetSubGroup());
m_group.unlink();
m_group.link(group, this);
m_group.setSubGroup((uint8)subgroup);
}
void Player::RemoveFromBattlegroundOrBattlefieldRaid()
{
//remove existing reference
m_group.unlink();
if (Group* group = GetOriginalGroup())
{
m_group.link(group, this);
m_group.setSubGroup(GetOriginalSubGroup());
}
SetOriginalGroup(NULL);
}
void Player::SetOriginalGroup(Group* group, int8 subgroup)
{
if (group == NULL)
m_originalGroup.unlink();
else
{
// never use SetOriginalGroup without a subgroup unless you specify NULL for group
ASSERT(subgroup >= 0);
m_originalGroup.link(group, this);
m_originalGroup.setSubGroup((uint8)subgroup);
}
}
void Player::UpdateUnderwaterState(Map* m, float x, float y, floa
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