/* * Copyright (C) 2005-2008 MaNGOS * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "Common.h" #include "Language.h" #include "Database/DatabaseEnv.h" #include "Log.h" #include "Opcodes.h" #include "ObjectMgr.h" #include "SpellMgr.h" #include "World.h" #include "WorldPacket.h" #include "WorldSession.h" #include "UpdateMask.h" #include "Player.h" #include "SkillDiscovery.h" #include "QuestDef.h" #include "GossipDef.h" #include "UpdateData.h" #include "Channel.h" #include "ChannelMgr.h" #include "MapManager.h" #include "MapInstanced.h" #include "GridNotifiers.h" #include "GridNotifiersImpl.h" #include "CellImpl.h" #include "ObjectMgr.h" #include "ObjectAccessor.h" #include "CreatureAI.h" #include "Formulas.h" #include "Group.h" #include "Guild.h" #include "Pet.h" #include "SpellAuras.h" #include "Util.h" #include "Transports.h" #include "Weather.h" #include "BattleGround.h" #include "BattleGroundMgr.h" #include "BattleGroundAB.h" #include "ArenaTeam.h" #include "Chat.h" #include "Database/DatabaseImpl.h" #include "Spell.h" #include #define ZONE_UPDATE_INTERVAL 1000 #define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3)) #define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1) #define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2) #define SKILL_VALUE(x) (uint16(x)) #define SKILL_MAX(x) (uint16(uint32(x) >> 16)) #define MAKE_SKILL_VALUE(v, m) (uint32(uint32(uint16(v)) | (uint32(uint16(m)) << 16))) #define SKILL_TEMP_BONUS(x) (uint16(x)) #define SKILL_PERM_BONUS(x) (uint16(uint32(x) >> 16)) #define MAKE_SKILL_BONUS(t, p) (uint32(uint32(uint16(t)) | (uint32(uint16(p)) << 16))) const int32 Player::ReputationRank_Length[MAX_REPUTATION_RANK] = {36000, 3000, 3000, 3000, 6000, 12000, 21000, 1000}; UpdateMask Player::updateVisualBits; Player::Player (WorldSession *session): Unit( 0 ) { m_transport = 0; m_speakTime = 0; m_speakCount = 0; m_objectType |= TYPE_PLAYER; m_objectTypeId = TYPEID_PLAYER; m_valuesCount = PLAYER_END; m_session = session; m_divider = 0; m_GMFlags = 0; if(GetSession()->GetSecurity() >= SEC_GAMEMASTER) SetAcceptTicket(true); // players always and GM if set in config accept whispers by default if(GetSession()->GetSecurity() == SEC_PLAYER || sWorld.getConfig(CONFIG_GM_WISPERING_TO)) SetAcceptWhispers(true); m_curSelection = 0; m_lootGuid = 0; m_comboTarget = 0; m_comboPoints = 0; m_usedTalentCount = 0; m_regenTimer = 0; m_weaponChangeTimer = 0; m_zoneUpdateId = 0; m_zoneUpdateTimer = 0; m_areaUpdateId = 0; m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE); // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE] // this must help in case next save after mass player load after server startup m_nextSave = rand32(m_nextSave/2,m_nextSave*3/2); m_resurrectGUID = 0; m_resurrectX = m_resurrectY = m_resurrectZ = 0; m_resurrectHealth = m_resurrectMana = 0; m_SpellModRemoveCount = 0; memset(m_items, 0, sizeof(Item*)*PLAYER_SLOTS_COUNT); // group is initialized in the reference constructor SetGroupInvite(NULL); m_groupUpdateMask = 0; duel = 0; m_GuildIdInvited = 0; m_ArenaTeamIdInvited = 0; m_dungeonDifficulty = DUNGEONDIFFICULTY_NORMAL; m_atLoginFlags = AT_LOGIN_NONE; m_dontMove = false; pTrader = 0; ClearTrade(); m_cinematic = 0; PlayerTalkClass = new PlayerMenu( GetSession() ); m_currentBuybackSlot = BUYBACK_SLOT_START; for ( int aX = 0 ; aX < 8 ; aX++ ) m_Tutorials[ aX ] = 0x00; m_TutorialsChanged = false; m_DailyQuestChanged = false; m_lastDailyQuestTime = 0; m_regenTimer = 0; m_weaponChangeTimer = 0; m_breathTimer = 0; m_isunderwater = 0; m_isInWater = false; m_drunkTimer = 0; m_drunk = 0; m_restTime = 0; m_lastManaUse = 0; m_deathTimer = 0; m_resurrectingSicknessExpire = 0; m_DetectInvTimer = 1000; m_bgBattleGroundID = 0; for (int j=0; j < PLAYER_MAX_BATTLEGROUND_QUEUES; j++) { m_bgBattleGroundQueueID[j].bgQueueType = 0; m_bgBattleGroundQueueID[j].invited = false; } m_logintime = time(NULL); m_Last_tick = m_logintime; m_WeaponProficiency = 0; m_ArmorProficiency = 0; m_canParry = false; m_canDualWield = false; m_ammoDPS = 0.0f; m_extraAttacks = 0; m_oldpetnumber = 0; //cache for UNIT_CREATED_BY_SPELL to allow //returning reagests for temporarily removed pets //when dying/logging out m_oldpetspell = 0; ////////////////////Rest System///////////////////// time_inn_enter=0; inn_pos_mapid=0; inn_pos_x=0; inn_pos_y=0; inn_pos_z=0; m_rest_bonus=0; rest_type=REST_TYPE_NO; ////////////////////Rest System///////////////////// m_mailsLoaded = false; m_mailsUpdated = false; unReadMails = 0; m_nextMailDelivereTime = 0; m_resetTalentsCost = 0; m_resetTalentsTime = 0; m_itemUpdateQueueBlocked = false; for (int i = 0; i < MAX_MOVE_TYPE; ++i) m_forced_speed_changes[i] = 0; m_stableSlots = 0; /////////////////// Instance System ///////////////////// m_Loaded = false; m_HomebindTimer = 0; m_InstanceValid = true; memset(m_totalSpellMod, 0, sizeof(m_totalSpellMod)); for (int i = 0; i < BASEMOD_END; i++) { m_auraBaseMod[i][FLAT_MOD] = 0.0f; m_auraBaseMod[i][PCT_MOD] = 1.0f; } // Honor System m_honorPending = 0; m_lastHonorDate = 0; m_lastKillDate = 0; m_flushKills = false; m_saveKills = 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; } Player::~Player () { if(m_uint32Values) // only for fully created Object DuelComplete(DUEL_INTERUPTED); CleanupsBeforeDelete(); TradeCancel(false); // Note: buy back item already deleted from DB when player was saved for(int i = 0; i < PLAYER_SLOTS_COUNT; ++i) { if(m_items[i]) delete m_items[i]; } CleanupChannels(); for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr) delete itr->second; //all mailed items should be deleted, also all mail should be deallocated for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();++itr) delete *itr; for (ItemMap::iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter) delete iter->second; //if item is duplicated... then server may crash ... but that item should be deallocated delete PlayerTalkClass; if (m_transport) { m_transport->RemovePassenger(this); } for(size_t x = 0; x < ItemSetEff.size(); x++) if(ItemSetEff[x]) delete ItemSetEff[x]; } bool Player::Create( uint32 guidlow, WorldPacket& data ) { int i; uint8 race,class_,gender,skin,face,hairStyle,hairColor,facialHair,outfitId; Object::_Create(guidlow, HIGHGUID_PLAYER); data >> m_name; //if(m_name.size() == 0) //not need double check // return false; normalizePlayerName(m_name); data >> race >> class_ >> gender >> skin >> face; data >> hairStyle >> hairColor >> facialHair >> outfitId; PlayerInfo const* info = objmgr.GetPlayerInfo(race, class_); if(!info) { sLog.outError("Player have incorrect race/class pair. Can't be loaded."); return false; } for (i = 0; i < PLAYER_SLOTS_COUNT; i++) m_items[i] = NULL; //for(int j = BUYBACK_SLOT_START; j < BUYBACK_SLOT_END; j++) //{ // SetUInt64Value(PLAYER_FIELD_VENDORBUYBACK_SLOT_1+j*2,0); // SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1+j,0); // SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1+j,0); //} m_race = race; m_class = class_; SetMapId(info->mapId); Relocate(info->positionX,info->positionY,info->positionZ); // Taxi nodes setup memset(m_taximask, 0, sizeof(m_taximask)); /* // Automatically add the race's taxi hub to the character's taximask at creation time ( 1 << (taxi_node_id-1) ) ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race); if(!rEntry) { sLog.outError("Race %u not found in DBŃ (Wrong DBC files?)",race); return false; } m_taximask[0] = rEntry->startingTaxiMask; */ // capital and taxi hub masks switch(race) { case 1: m_taximask[0]= 1 << ( 2-1); break; // Human case 2: m_taximask[0]= 1 << (23-1); break; // Orc case 3: m_taximask[0]= 1 << ( 6-1); break; // Dwarf // Night Elf case 4: m_taximask[0]= (1 << (26-1)) | (1 << (27-1)); break; case 5: m_taximask[0]= 1 << (11-1); break; // Undead case 6: m_taximask[0]= 1 << (22-1); break; // Tauren case 7: m_taximask[0]= 1 << ( 6-1); break; // Gnome case 8: m_taximask[0]= 1 << (23-1); break; // Troll //case 10: m_taximask[0]= 1 << (1-1); break; // Blood Elf case 11: m_taximask[0+94/32]= 1 << (94%32-1); break;// Draenei } // new continent starting masks (It will be accessible only at new map switch(TeamForRace(race)) { case ALLIANCE: m_taximask[3]= 1 << (4-1); break; case HORDE: m_taximask[3]= 1 << (3-1); break; } ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(class_); if(!cEntry) { sLog.outError("Class %u not found in DBC (Wrong DBC files?)",class_); return false; } uint8 powertype = cEntry->powerType; uint32 unitfield; switch(powertype) { case POWER_ENERGY: case POWER_MANA: unitfield = 0x00000000; break; case POWER_RAGE: unitfield = 0x00110000; break; default: sLog.outError("Invalid default powertype %u for player (class %u)",powertype,class_); return false; } SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, 0.388999998569489f ); SetFloatValue(UNIT_FIELD_COMBATREACH, 1.5f ); switch(gender) { case GENDER_FEMALE: SetUInt32Value(UNIT_FIELD_DISPLAYID, info->displayId_f ); SetUInt32Value(UNIT_FIELD_NATIVEDISPLAYID, info->displayId_f ); break; case GENDER_MALE: SetUInt32Value(UNIT_FIELD_DISPLAYID, info->displayId_m ); SetUInt32Value(UNIT_FIELD_NATIVEDISPLAYID, info->displayId_m ); break; default: sLog.outError("Invalid gender %u for player",gender); return false; break; } setFactionForRace(m_race); SetUInt32Value(UNIT_FIELD_BYTES_0, ( ( race ) | ( class_ << 8 ) | ( gender << 16 ) | ( powertype << 24 ) ) ); SetUInt32Value(UNIT_FIELD_BYTES_1, unitfield ); SetUInt32Value(UNIT_FIELD_BYTES_2, ( 0x28 << 8 ) ); // players - 0x2800, 0x2801, units - 0x1001 SetUInt32Value(UNIT_FIELD_FLAGS, UNIT_FLAG_UNKNOWN1 ); SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); // fix cast time showed in spell tooltip on client //-1 is default value SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, uint32(-1)); SetUInt32Value(PLAYER_BYTES, (skin | (face << 8) | (hairStyle << 16) | (hairColor << 24))); SetUInt32Value(PLAYER_BYTES_2, (facialHair | (0x00 << 8) | (0x00 << 16) | (0x02 << 24))); SetUInt32Value(PLAYER_BYTES_3, gender); //SetUInt32Value(PLAYER_FIELD_BYTES, 0xEEE00000 ); SetUInt32Value( PLAYER_GUILDID, 0 ); SetUInt32Value( PLAYER_GUILDRANK, 0 ); SetUInt32Value( PLAYER_GUILD_TIMESTAMP, 0 ); SetUInt32Value( PLAYER__FIELD_KNOWN_TITLES, 0 ); // 0=disabled SetUInt32Value( PLAYER_CHOSEN_TITLE, 0 ); SetUInt32Value( PLAYER_FIELD_KILLS, 0 ); SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, 0 ); SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION, 0 ); SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0 ); // set starting level SetUInt32Value( UNIT_FIELD_LEVEL, sWorld.getConfig(CONFIG_START_PLAYER_LEVEL) ); // Played time m_Last_tick = time(NULL); m_Played_time[0] = 0; m_Played_time[1] = 0; // base stats and related field values InitStatsForLevel(); InitTalentForLevel(); InitPrimaryProffesions(); // to max set before any spell added // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods() UpdateMaxHealth(); // Update max Health (for add bonus from stamina) SetHealth(GetMaxHealth()); if (getPowerType()==POWER_MANA) { UpdateMaxPower(POWER_MANA); // Update max Mana (for add bonus from intelect) SetPower(POWER_MANA,GetMaxPower(POWER_MANA)); } uint32 titem_id; uint32 titem_amount; uint16 tspell, tskill, taction[4]; std::list::const_iterator skill_itr, action_itr[4]; std::list::const_iterator spell_itr; spell_itr = info->spell.begin(); for (; spell_itr!=info->spell.end(); spell_itr++) { tspell = spell_itr->first; if (tspell) { sLog.outDebug("PLAYER: Adding initial spell, id = %u",tspell); addSpell(tspell,spell_itr->second); } } skill_itr = info->skill.begin(); for (; skill_itr!=info->skill.end(); ) { tskill = (*skill_itr); if (tskill) { sLog.outDebug("PLAYER: Adding initial skill line, skillId = %u, value = 5, max = 5", tskill); SetSkill(tskill, 5, 5); // (5,5) is default values for skill pages } ++skill_itr; } for(i=0; i<4; i++) action_itr[i] = info->action[i].begin(); for (; action_itr[0]!=info->action[0].end() && action_itr[1]!=info->action[1].end();) { for( i=0; i<4 ;i++) taction[i] = (*action_itr[i]); addActionButton((uint8)taction[0], taction[1], (uint8)taction[2], (uint8)taction[3]); for( i=0; i<4 ;i++) ++action_itr[i]; } UpdateBlockPercentage(); uint16 dest; uint8 msg; Item *pItem; for (PlayerCreateInfoItems::const_iterator item_id_itr = info->item.begin(); item_id_itr!=info->item.end(); ++item_id_itr++) { titem_id = item_id_itr->item_id; titem_amount = item_id_itr->item_amount; if (titem_id) { sLog.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id, titem_amount); pItem = CreateItem( titem_id, titem_amount); if( pItem ) { msg = CanEquipItem( NULL_SLOT, dest, pItem, false ); if( msg == EQUIP_ERR_OK ) EquipItem( dest, pItem, true); else { // store in main bag to simplify second pass msg = CanStoreItem( INVENTORY_SLOT_BAG_0, NULL_SLOT, dest, pItem, false ); if( msg == EQUIP_ERR_OK ) StoreItem( dest, pItem, true); else { sLog.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id,race,class_,msg); delete pItem; } } } else sLog.outError("STORAGE: Can't create initial item %u (not existed item id) for race %u class %u , error msg = %u",titem_id,race,class_,msg); } } // bags and main-hand weapon must equipped at this moment // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon) // or ammo not equipped in special bag for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++) { pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if(pItem) { // equip offhand weapon/shield if it attempt equipped before main-hand weapon msg = CanEquipItem( NULL_SLOT, dest, pItem, false ); if( msg == EQUIP_ERR_OK ) { RemoveItem(INVENTORY_SLOT_BAG_0, i,true); EquipItem( dest, pItem, true); }else // move other items to more appropriate slots (ammo not equipped in special bag) { msg = CanStoreItem( NULL_BAG, NULL_SLOT, dest, pItem, false ); if( msg == EQUIP_ERR_OK ) { RemoveItem(INVENTORY_SLOT_BAG_0, i,true); pItem = StoreItem( dest, pItem, true); } // if this is ammo then use it uint8 msg = CanUseAmmo( pItem->GetProto()->ItemId ); if( msg == EQUIP_ERR_OK ) SetAmmo( pItem->GetProto()->ItemId ); } } } // all item positions resolved return true; } void Player::StartMirrorTimer(MirrorTimerType Type, uint32 MaxValue) { uint32 BreathRegen = (uint32)-1; WorldPacket data(SMSG_START_MIRROR_TIMER, (21)); data << (uint32)Type; data << MaxValue; data << MaxValue; data << BreathRegen; data << (uint8)0; data << (uint32)0; // spell id GetSession()->SendPacket(&data); } void Player::ModifyMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, uint32 Regen) { if(Type==BREATH_TIMER) m_breathTimer = ((MaxValue + 1000) - CurrentValue) / Regen; WorldPacket data(SMSG_START_MIRROR_TIMER, (21)); data << (uint32)Type; data << CurrentValue; data << MaxValue; data << Regen; data << (uint8)0; data << (uint32)0; // spell id GetSession()->SendPacket( &data ); } void Player::StopMirrorTimer(MirrorTimerType Type) { if(Type==BREATH_TIMER) m_breathTimer = 0; WorldPacket data(SMSG_STOP_MIRROR_TIMER, 4); data << (uint32)Type; GetSession()->SendPacket( &data ); } void Player::EnvironmentalDamage(uint64 guid, EnviromentalDamage type, uint32 damage) { WorldPacket data(SMSG_ENVIRONMENTALDAMAGELOG, (21)); data << (uint64)guid; data << (uint8)(type!=DAMAGE_FALL_TO_VOID ? type : DAMAGE_FALL); data << (uint32)damage; data << (uint32)0; data << (uint32)0; //m_session->SendPacket(&data); //Let other players see that you get damage SendMessageToSet(&data, true); DealDamage(this, damage, NULL, SELF_DAMAGE, SPELL_SCHOOL_NORMAL, NULL, false); if(type==DAMAGE_FALL && !isAlive()) // DealDamage not apply item durability loss at self damage { DEBUG_LOG("We are fall to death, loosing 10 percents durability"); DurabilityLossAll(0.10); // durability lost message WorldPacket data(SMSG_DURABILITY_DAMAGE_DEATH, 0); GetSession()->SendPacket(&data); } } void Player::HandleDrowning(uint32 UnderWaterTime) { if(!m_isunderwater) return; AuraList const& mModWaterBreathing = GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING); for(AuraList::const_iterator i = mModWaterBreathing.begin(); i != mModWaterBreathing.end(); ++i) UnderWaterTime = uint32(UnderWaterTime * (100.0f + (*i)->GetModifier()->m_amount) / 100.0f); //if have water breath , then remove bar if(waterbreath || isGameMaster() || !isAlive()) { StopMirrorTimer(BREATH_TIMER); m_isunderwater = 0; return; } if ((m_isunderwater & 0x01) && !(m_isunderwater & 0x80) && isAlive()) { //single trigger timer if (!(m_isunderwater & 0x02)) { m_isunderwater|= 0x02; m_breathTimer = UnderWaterTime + 1000; } //single trigger "Breathbar" if ( m_breathTimer <= UnderWaterTime && !(m_isunderwater & 0x04)) { m_isunderwater|= 0x04; StartMirrorTimer(BREATH_TIMER, UnderWaterTime); } //continius trigger drowning "Damage" if ((m_breathTimer == 0) && (m_isunderwater & 0x01)) { //TODO: Check this formula uint64 guid = GetGUID(); uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1); EnvironmentalDamage(guid, DAMAGE_DROWNING,damage); m_breathTimer = 2000; } } //single trigger retract bar else if (!(m_isunderwater & 0x01) && !(m_isunderwater & 0x08) && (m_isunderwater & 0x02) && (m_breathTimer > 0) && isAlive()) { m_isunderwater = 0x08; uint32 BreathRegen = 10; ModifyMirrorTimer(BREATH_TIMER, UnderWaterTime, m_breathTimer,BreathRegen); m_isunderwater = 0x10; } //remove bar else if ((m_breathTimer < 50) && !(m_isunderwater & 0x01) && (m_isunderwater == 0x10)) { StopMirrorTimer(BREATH_TIMER); m_isunderwater = 0; } } void Player::HandleLava() { bool ValidArea = false; if ((m_isunderwater & 0x80) && isAlive()) { //Single trigger Set BreathTimer if (!(m_isunderwater & 0x80)) { m_isunderwater|= 0x04; m_breathTimer = 1000; } //Reset BreathTimer and still in the lava if (!m_breathTimer) { uint64 guid = GetGUID(); uint32 damage = GetMaxHealth() / 3 + urand(0, getLevel()-1); uint32 dmgZone = GetZoneId(); // Deal lava damage only in lava zones. switch(dmgZone) { case 0x8D: ValidArea = false; break; case 0x94: ValidArea = false; break; case 0x2CE: ValidArea = false; break; case 0x2CF: ValidArea = false; break; default: if (dmgZone / 5 & 0x408) ValidArea = true; } // if is valid area and is not gamemaster then deal damage if ( ValidArea && !isGameMaster() ) EnvironmentalDamage(guid, DAMAGE_LAVA, damage); m_breathTimer = 1000; } } //Death timer disabled and WaterFlags reset else if (m_deathState == DEAD) { m_breathTimer = 0; m_isunderwater = 0; } } void Player::HandleSobering() { m_drunkTimer = 0; uint32 drunk = (m_drunk <= (0xFFFF / 30)) ? 0 : (m_drunk - (0xFFFF / 30)); SetDrunkValue(drunk); } void Player::SetDrunkValue(uint16 newDrunkValue) { m_drunk = newDrunkValue; SetUInt32Value(PLAYER_BYTES_3,(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFF0001) | (m_drunk & 0xFFFE)); // special drunk invisibility detection if(m_drunk) m_detectInvisibilityMask |= (1<<6); else m_detectInvisibilityMask &= ~(1<<6); } void Player::Update( uint32 p_time ) { if(!IsInWorld()) return; // undelivered mail if(m_nextMailDelivereTime && m_nextMailDelivereTime <= time(NULL)) { SendNewMail(); ++unReadMails; // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated) m_nextMailDelivereTime = 0; } Unit::Update( p_time ); // update player only attacks if(uint32 ranged_att = getAttackTimer(RANGED_ATTACK)) { setAttackTimer(RANGED_ATTACK, (p_time >= ranged_att ? 0 : ranged_att - p_time) ); } if(uint32 off_att = getAttackTimer(OFF_ATTACK)) { setAttackTimer(OFF_ATTACK, (p_time >= off_att ? 0 : off_att - p_time) ); } time_t now = time (NULL); UpdatePvPFlag(time(NULL)); UpdateDuelFlag(time(NULL)); CheckDuelDistance(time(NULL)); CheckExploreSystem(); // Update items that have just a limited lifetime if (now>m_Last_tick) UpdateItemDuration(uint32(now- m_Last_tick)); if (!m_timedquests.empty()) { std::set::iterator iter = m_timedquests.begin(); while (iter != m_timedquests.end()) { //if( mQuestStatus[*iter].m_timer > 0 ) //{ if( mQuestStatus[*iter].m_timer <= p_time ) { uint32 quest_id = *iter; ++iter; // current iter will be removed in FailTimedQuest FailTimedQuest( quest_id ); } else { mQuestStatus[*iter].m_timer -= p_time; if (mQuestStatus[*iter].uState != QUEST_NEW) mQuestStatus[*iter].uState = QUEST_CHANGED; ++iter; } //} } } if (isAttacking()) { Unit *pVictim = getVictim(); if( !IsNonMeleeSpellCasted(false) && pVictim) { // default combat reach 10 // TODO add weapon,skill check float pldistance = ATTACK_DISTANCE; if (m_extraAttacks) { AttackerStateUpdate(pVictim, BASE_ATTACK); --m_extraAttacks; } if (isAttackReady(BASE_ATTACK)) { if(!IsWithinDistInMap(pVictim, pldistance)) { setAttackTimer(BASE_ATTACK,1000); SendAttackSwingNotInRange(); } //120 degrees of radiant range else if( !HasInArc( 2*M_PI/3, pVictim )) { setAttackTimer(BASE_ATTACK,1000); SendAttackSwingBadFacingAttack(); } else { // prevent base and off attack in same time, delay attack at 0.2 sec if(haveOffhandWeapon()) { uint32 off_att = getAttackTimer(OFF_ATTACK); if(off_att < ATTACK_DISPLAY_DELAY) setAttackTimer(OFF_ATTACK,ATTACK_DISPLAY_DELAY); } AttackerStateUpdate(pVictim, BASE_ATTACK); resetAttackTimer(BASE_ATTACK); } } if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK)) { if(!IsWithinDistInMap(pVictim, pldistance)) { setAttackTimer(OFF_ATTACK,1000); } else if( !HasInArc( 2*M_PI/3, pVictim )) { setAttackTimer(OFF_ATTACK,1000); } else { // prevent base and off attack in same time, delay attack at 0.2 sec uint32 base_att = getAttackTimer(BASE_ATTACK); if(base_att < ATTACK_DISPLAY_DELAY) setAttackTimer(BASE_ATTACK,ATTACK_DISPLAY_DELAY); // do attack AttackerStateUpdate(pVictim, OFF_ATTACK); resetAttackTimer(OFF_ATTACK); } } Unit *owner = pVictim->GetOwner(); Unit *u = owner ? owner : pVictim; if(u->IsPvP() && (!duel || duel->opponent != u)) UpdatePvP(true); } } else if (isAttacked()) { // Leave here so we don't forget this case // Attacked, but not necessarily attacking } else { // Leave here so we don't forget this case // Not attacking or attacked } if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING)) { if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update { int time_inn = time(NULL)-GetTimeInnEnter(); if (time_inn >= 10) //freeze update { float bubble = 0.125*sWorld.getRate(RATE_REST_INGAME); //speed collect rest bonus (section/in hour) SetRestBonus( GetRestBonus()+ time_inn*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble ); UpdateInnerTime(time(NULL)); } } } if(m_regenTimer > 0) { if(p_time >= m_regenTimer) m_regenTimer = 0; else m_regenTimer -= p_time; } if (m_weaponChangeTimer > 0) { if(p_time >= m_weaponChangeTimer) m_weaponChangeTimer = 0; else m_weaponChangeTimer -= p_time; } if (m_zoneUpdateTimer > 0) { if(p_time >= m_zoneUpdateTimer) { uint32 newzone = GetZoneId(); if( m_zoneUpdateId != newzone ) UpdateZone(newzone); // also update area else { // use area updates as well // needed for free far all arenas for example uint32 newarea = GetAreaId(); if( m_areaUpdateId != newarea ) UpdateArea(newarea); m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL; } } else m_zoneUpdateTimer -= p_time; } if (isAlive()) { RegenerateAll(); } if (m_deathState == JUST_DIED) { KillPlayer(); } if(m_nextSave > 0) { if(p_time >= m_nextSave) { // m_nextSave reseted in SaveToDB call SaveToDB(); sLog.outDetail("Player '%u' '%s' Saved", GetGUIDLow(), GetName()); } else { m_nextSave -= p_time; } } //Breathtimer if(m_breathTimer > 0) { if(p_time >= m_breathTimer) m_breathTimer = 0; else m_breathTimer -= p_time; } //Handle Water/drowning HandleDrowning(60000); //Handle lava HandleLava(); //Handle detect stealth players if (m_DetectInvTimer > 0) { if (p_time >= m_DetectInvTimer) { m_DetectInvTimer = 3000; HandleStealthedUnitsDetection(); } else m_DetectInvTimer -= p_time; } // Played time if (now > m_Last_tick) { uint32 elapsed = uint32(now - m_Last_tick); m_Played_time[0] += elapsed; // Total played time m_Played_time[1] += elapsed; // Level played time m_Last_tick = now; } if (m_drunk) { m_drunkTimer += p_time; if (m_drunkTimer > 30000) HandleSobering(); } // not auto-free ghost from body in instances if(m_deathTimer > 0 && !GetBaseMap()->Instanceable()) { if(p_time >= m_deathTimer) { m_deathTimer = 0; BuildPlayerRepop(); RepopAtGraveyard(); } else m_deathTimer -= p_time; } UpdateEnchantTime(p_time); UpdateHomebindTime(p_time); UpdateManaRegen(); // group update SendUpdateToOutOfRangeGroupMembers(); Pet* pet = GetPet(); if(pet && !IsWithinDistInMap(pet, OWNER_MAX_DISTANCE)) { RemovePet(pet, PET_SAVE_NOT_IN_SLOT, true); return; } } void Player::setDeathState(DeathState s) { uint32 ressSpellId = 0; bool cur = isAlive(); if(s == JUST_DIED && cur) { // lost combo points at any target (targeted combo points clear in Unit::setDeathState) ClearComboPoints(); // remove resurrection sickness before other mods to prevent incorrect stats calculation RemoveAurasDueToSpell(SPELL_PASSIVE_RESURRECTION_SICKNESS); // remove form before other mods to prevent incorrect stats calculation RemoveAurasDueToSpell(m_ShapeShiftForm); //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(); } Unit::setDeathState(s); // restore resurrection spell id for player after aura remove if(s == JUST_DIED && cur && ressSpellId) SetUInt32Value(PLAYER_SELF_RES_SPELL, ressSpellId); if(isAlive() && !cur) { //clear aura case after resurrection by another way (spells will be applied before next death) SetUInt32Value(PLAYER_SELF_RES_SPELL, 0); // restore default warrior stance if(getClass()== CLASS_WARRIOR) CastSpell(this,SPELL_PASSIVE_BATTLE_STANCE,true); } } void Player::BuildEnumData( QueryResult * result, WorldPacket * p_data ) { *p_data << GetGUID(); *p_data << m_name; *p_data << getRace(); uint8 pClass = getClass(); *p_data << pClass; *p_data << getGender(); uint32 bytes = GetUInt32Value(PLAYER_BYTES); *p_data << uint8(bytes); *p_data << uint8(bytes >> 8); *p_data << uint8(bytes >> 16); *p_data << uint8(bytes >> 24); bytes = GetUInt32Value(PLAYER_BYTES_2); *p_data << uint8(bytes); *p_data << uint8(getLevel()); // player level // do not use GetMap! it will spawn a new instance since the bound instances are not loaded uint32 zoneId = MapManager::Instance().GetZoneId(GetMapId(), GetPositionX(),GetPositionY()); *p_data << zoneId; *p_data << GetMapId(); *p_data << GetPositionX(); *p_data << GetPositionY(); *p_data << GetPositionZ(); *p_data << GetUInt32Value(PLAYER_GUILDID); // guild id *p_data << uint8(0x0); // different values on off, looks like flags // 0x01 // 0x02 // 0x04 - CHAR_LOGIN_LOCKED_FOR_TRANSFER // 0x08 // 0x10 // 0x20 // 0x40 uint8 flags = 0; if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM)) flags |= 0x04; if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK)) flags |= 0x08; if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) flags |= 0x20; if(HasAtLoginFlag(AT_LOGIN_RENAME)) flags |= 0x40; *p_data << uint8(flags); // flags description below // 0x01 - unknown // 0x02 - unknown // 0x04 - hide helm // 0x08 - hide cloak // 0x10 - unknown // 0x20 - dead(ghost) // 0x40 - need rename *p_data << uint8(0xa0); // unknown *p_data << uint8(0x0); // ? // 0x01 - CHAR_LOGIN_LOCKED_BY_BILLING *p_data << (uint8)1; // unknown // Pets info { uint32 petDisplayId = 0; uint32 petLevel = 0; uint32 petFamily = 0; // show pet at selection character in character list only for non-ghost character if(result && isAlive() && (pClass == CLASS_WARLOCK || pClass == CLASS_HUNTER)) { Field* fields = result->Fetch(); uint32 entry = fields[9].GetUInt32(); CreatureInfo const* cInfo = sCreatureStorage.LookupEntry(entry); if(cInfo) { petDisplayId = fields[10].GetUInt32(); petLevel = fields[11].GetUInt32(); petFamily = cInfo->family; } } *p_data << (uint32)petDisplayId; *p_data << (uint32)petLevel; *p_data << (uint32)petFamily; } /*ItemPrototype const *items[EQUIPMENT_SLOT_END]; for (int i = 0; i < EQUIPMENT_SLOT_END; i++) items[i] = NULL; QueryResult *result = CharacterDatabase.PQuery("SELECT slot,item_template FROM character_inventory WHERE guid = '%u' AND bag = 0",GetGUIDLow()); if (result) { do { Field *fields = result->Fetch(); uint8 slot = fields[0].GetUInt8() & 255; uint32 item_id = fields[1].GetUInt32(); if( slot >= EQUIPMENT_SLOT_END ) continue; items[slot] = objmgr.GetItemPrototype(item_id); if(!items[slot]) { sLog.outError( "Player::BuildEnumData: Player %s have unknown item (id: #%u) in inventory, skipped.", GetName(),item_id ); continue; } } while (result->NextRow()); delete result; }*/ for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; slot++) { int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (slot * 16); uint32 item_id = GetUInt32Value(VisibleBase); const ItemPrototype * proto = objmgr.GetItemPrototype(item_id); if (proto != NULL) { *p_data << (uint32)proto->DisplayInfoID; *p_data << (uint8)proto->InventoryType; } else { *p_data << (uint32)0; *p_data << (uint8)0; } } *p_data << (uint32)0; // first bag display id *p_data << (uint8)0; // first bag inventory type } bool Player::ToggleAFK() { ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK); bool state = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK); // afk player not allowed in battleground ( do net check this in arena ) if(state && InBattleGround() && GetBattleGround() && GetBattleGround()->isBattleGround()) LeaveBattleground(); return state; } bool Player::ToggleDND() { ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND); return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND); } uint8 Player::chatTag() { if(isGameMaster()) return 4; else if(isDND()) return 3; if(isAFK()) return 1; else return 0; } void Player::GetFriendInfo(uint64 friendGUID, FriendInfo &friendInfo) { Player *pFriend = ObjectAccessor::FindPlayer(friendGUID); uint32 team = GetTeam(); uint32 security = GetSession()->GetSecurity(); bool allowTwoSideWhoList = sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_WHO_LIST); bool gmInWhoList = sWorld.getConfig(CONFIG_GM_IN_WHO_LIST) || security > SEC_PLAYER; // PLAYER see his team only and PLAYER can't see MODERATOR, GAME MASTER, ADMINISTRATOR characters // MODERATOR, GAME MASTER, ADMINISTRATOR can see all if( pFriend && pFriend->GetName() && ( security > SEC_PLAYER || ( pFriend->GetTeam() == team || allowTwoSideWhoList ) && ( pFriend->GetSession()->GetSecurity() == SEC_PLAYER || gmInWhoList && pFriend->IsVisibleGloballyFor(this) ))) { if(pFriend->isAFK()) friendInfo.Status = FRIEND_STATUS_AFK; else if(pFriend->isDND()) friendInfo.Status = FRIEND_STATUS_DND; else friendInfo.Status = FRIEND_STATUS_ONLINE; friendInfo.Area = pFriend->GetZoneId(); friendInfo.Level = pFriend->getLevel(); friendInfo.Class = pFriend->getClass(); } else { friendInfo.Status = FRIEND_STATUS_OFFLINE; friendInfo.Area = 0; friendInfo.Level = 0; friendInfo.Class = 0; } } bool Player::AddToFriendList(uint64 guid, std::string name) { // prevent list (client-side) overflow if(m_friendlist.size() >= (255-1)) return false; CharacterDatabase.PExecute("INSERT INTO character_social (guid,name,friend,flags) " "VALUES ('%u', '%s', '%u', 0)", GetGUIDLow(), name.c_str(), GUID_LOPART(guid)); m_friendlist.insert(GUID_LOPART(guid)); return true; } void Player::RemoveFromFriendList(uint64 guid) { CharacterDatabase.PExecute("DELETE FROM character_social WHERE guid = '%u' AND friend = '%u' AND flags = 0", GetGUIDLow(), GUID_LOPART(guid)); m_friendlist.erase(GUID_LOPART(guid)); } void Player::_LoadFriendList(QueryResult *result) { //QueryResult *result = CharacterDatabase.PQuery("SELECT friend FROM character_social WHERE guid = '%u' AND flags = 0 LIMIT 255",GetGUIDLow()); if(!result) return; do { Field *fields = result->Fetch(); m_friendlist.insert(fields[0].GetUInt64()); // prevent list (client-side) overflow if(m_ignorelist.size() >= 255) break; } while( result->NextRow() ); delete result; } void Player::SendFriendlist() { FriendInfo info; uint8 size = (uint8)m_friendlist.size(); WorldPacket data(SMSG_FRIEND_LIST, (1+size*15)); // just can guess size data << size; for (FriendList::iterator itr = m_friendlist.begin(); itr != m_friendlist.end(); ++itr) { GetFriendInfo(*itr, info); sLog.outDetail( "WORLD: Adding Friend Guid: %u, Status:%u, Area:%u, Level:%u Class:%u", GUID_LOPART(*itr), info.Status, info.Area, info.Level, info.Class); data << *itr << info.Status; if (info.Status != 0) data << info.Area << info.Level << info.Class; } GetSession()->SendPacket( &data ); sLog.outDebug( "WORLD: Sent (SMSG_FRIEND_LIST)" ); } bool Player::AddToIgnoreList(uint64 guid, std::string name) { // prevent list (client-side) overflow if(m_ignorelist.size() >= (255-1)) return false; CharacterDatabase.PExecute("INSERT INTO character_social (guid,name,friend,flags) " "VALUES ('%u', '%s', '%u', 1)", GetGUIDLow(), name.c_str(), GUID_LOPART(guid)); m_ignorelist.insert(GUID_LOPART(guid)); return true; } void Player::RemoveFromIgnoreList(uint64 guid) { CharacterDatabase.PExecute("DELETE FROM character_social WHERE guid = '%u' AND friend = '%u' AND flags = 1",GetGUIDLow(), GUID_LOPART(guid)); m_ignorelist.erase(GUID_LOPART(guid)); } void Player::_LoadIgnoreList(QueryResult *result) { //QueryResult *result = CharacterDatabase.PQuery("SELECT friend FROM character_social WHERE guid = '%u' AND flags = 1", GetGUIDLow()); if(!result) return; do { Field *fields = result->Fetch(); m_ignorelist.insert(fields[0].GetUInt32()); // prevent list (client-side) overflow if(m_ignorelist.size() >= 255) break; } while( result->NextRow() ); delete result; } void Player::SendIgnorelist() { if(m_ignorelist.empty() && m_mutelist.empty()) return; WorldPacket data(SMSG_IGNORE_LIST, (1+m_ignorelist.size()*8+1+m_mutelist.size()*8)); data << uint8(m_ignorelist.size()); for(IgnoreList::iterator iter = m_ignorelist.begin(); iter != m_ignorelist.end(); ++iter) { data << uint64(MAKE_GUID(*iter,HIGHGUID_PLAYER)); } data << uint8(0); // 0 muted players for now /*data << uint8(m_mutelist.size()); for(MuteList::iterator iter = m_mutelist.begin(); iter != m_mutelist.end(); ++iter) { data << uint64(MAKE_GUID(*iter,HIGHGUID_PLAYER)); }*/ GetSession()->SendPacket( &data ); sLog.outDebug( "WORLD: Sent (SMSG_IGNORE_LIST)" ); } void Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientation, bool outofrange, bool ignore_transport, bool is_gm_command, bool battleground_port) { // 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); // this map not exist in client if(!mEntry) return; // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)... if(!InBattleGround() && mEntry->map_type == MAP_BATTLEGROUND && !GetSession()->GetSecurity()) return; bool tbc = GetSession()->IsTBC() && sWorld.getConfig(CONFIG_EXPANSION) > 0; // normal client and TBC map if(!tbc && IsExpansionMap(mEntry)) { sLog.outDebug("Player %s using Normal client and tried teleport to non existing map %u", GetName(), mapid); if(GetTransport()) RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :) SendTransferAborted(mapid, TRANSFER_ABORT_INSUF_EXPAN_LVL1); return; // normal client can't teleport to this map... } else if(tbc) // can teleport to any existing map { sLog.outDebug("Player %s have TBC client and will teleported to map %u", GetName(), mapid); } else { sLog.outDebug("Player %s have normal client and will teleported to standard map %u", GetName(), mapid); } /* only TBC (no 0x80000 and 0x10 flags...) 3604590=0x37006E=0x200000 + 0x100000 + 0x40000 + 0x20000 + 0x10000 + 0x40 + 0x20 + 0x8 + 0x4 + 0x2 Kharazan (normal/TBC??), but not have 0x10 flag (accessible by normal client?) 4128878=0x3F006E=0x200000 + 0x100000 + 0x80000 + 0x40000 + 0x20000 + 0x10000 + 0x40 + 0x20 + 0x8 + 0x4 + 0x2 normal+TBC maps 4128894=0x3F007E=0x200000 + 0x100000 + 0x80000 + 0x40000 + 0x20000 + 0x10000 + 0x40 + 0x20 + 0x10 + 0x8 + 0x4 + 0x2 normal+TBC maps 8323198=0x7F007E=0x400000 + 0x200000 + 0x100000 + 0x80000 + 0x40000 + 0x20000 + 0x10000 + 0x40 + 0x20 + 0x10 + 0x8 + 0x4 + 0x2 */ // if we were on a transport, leave if (ignore_transport && m_transport) { m_transport->RemovePassenger(this); m_transport = NULL; m_movementInfo.t_x = 0.0f; m_movementInfo.t_y = 0.0f; m_movementInfo.t_z = 0.0f; m_movementInfo.t_o = 0.0f; m_movementInfo.t_time = 0; } SetSemaphoreTeleport(true); // The player was ported to another map and looses the duel immediatly. // We have to perform this check before the teleport, otherwise the // ObjectAccessor won't find the flag. if (duel && this->GetMapId()!=mapid) { GameObject* obj = ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER)); if (obj) DuelComplete(DUEL_FLED); } // reset movement flags at teleport, because player will continue move with these flags after teleport m_movementInfo.SetMovementFlags(0); if ((this->GetMapId() == mapid) && (!m_transport)) { // prepare zone change detect uint32 old_zone = GetZoneId(); // near teleport WorldPacket data; BuildTeleportAckMsg(&data, x, y, z, orientation); GetSession()->SendPacket(&data); SetPosition( x, y, z, orientation, true); //BuildHeartBeatMsg(&data); //SendMessageToSet(&data, true); if (outofrange) { //same map, only remove pet if out of range if(pet && !IsWithinDistInMap(pet, OWNER_MAX_DISTANCE)) { if(pet->isControlled() && !pet->isTemporarySummoned() ) m_oldpetnumber = pet->GetCharmInfo()->GetPetNumber(); else m_oldpetnumber = 0; RemovePet(pet, PET_SAVE_NOT_IN_SLOT); } } if (outofrange) { CombatStop(); // resummon pet if(pet && m_oldpetnumber) { Pet* NewPet = new Pet(this); if(!NewPet->LoadPetFromDB(this, 0, m_oldpetnumber, true)) delete NewPet; m_oldpetnumber = 0; } } SetSemaphoreTeleport(false); UpdateZone(GetZoneId()); // new zone if(old_zone != GetZoneId()) { // honorless target if(pvpInfo.inHostileArea) CastSpell(this, 2479, true); } } else { CombatStop(); // far teleport to another map Map* oldmap = MapManager::Instance().GetMap(GetMapId(), this); if(outofrange && pet) { //leaving map -> delete pet right away (doing this later will cause problems) if(pet->isControlled() && !pet->isTemporarySummoned()) m_oldpetnumber = pet->GetCharmInfo()->GetPetNumber(); else m_oldpetnumber = 0; RemovePet(pet, PET_SAVE_NOT_IN_SLOT); } // Check enter rights before map getting to avoid creating instance copy for player // this check not dependent from map instance copy and same for all instance copies of selected map if (!MapManager::Instance().CanPlayerEnter(mapid, this)) return; // now we must check if we are going to be homebind after teleport, if it is so, // we must re-instantiate again (entering instance to be homebind is not very good idea) // this only affects entering instances, not re-logging in (teleport is not used on login) Map* map = MapManager::Instance().GetMap(mapid, this); // verify, if it does want to homebind us (but only if we are not in GM state, // GMs are allowed to teleport everywhere they want to be) // battlegrounds do NOT homebind if (!m_InstanceValid && (!isGameMaster() || !is_gm_command) && !battleground_port) { // yes, we are going to be homebind, avoid this action :) SetInstanceId(0); // reset instance id m_BoundInstances.erase(mapid); // unbind our instance binding // obtain new map map = MapManager::Instance().GetMap(mapid, this); } if (map && map->AddInstanced(this)) { // send transfer packets WorldPacket data(SMSG_TRANSFER_PENDING, (4+4+4)); data << uint32(mapid); if (m_transport) { data << m_transport->GetEntry() << GetMapId(); } GetSession()->SendPacket(&data); data.Initialize(SMSG_NEW_WORLD, (20)); if (m_transport) { data << (uint32)mapid << m_movementInfo.t_x << m_movementInfo.t_y << m_movementInfo.t_z << m_movementInfo.t_o; } else { data << (uint32)mapid << (float)x << (float)y << (float)z << (float)orientation; } GetSession()->SendPacket( &data ); data.Initialize(SMSG_UNKNOWN_811, 4); data << uint32(0); GetSession()->SendPacket( &data ); // remove from old map now if (oldmap) oldmap->Remove(this, false); // new final coordinates float final_x = x; float final_y = y; float final_z = z; float final_o = orientation; if(m_transport) { final_x += m_movementInfo.t_x; final_y += m_movementInfo.t_y; final_z += m_movementInfo.t_z; final_o += m_movementInfo.t_o; } // set position SetMapId(mapid); Relocate(final_x, final_y, final_z, final_o); // move packet sent by client always after far teleport // SetPosition(final_x, final_y, final_z, final_o, true); SetDontMove(true); // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet } } } 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 Object::AddToWorld(); for(int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; i++) { if(m_items[i]) m_items[i]->AddToWorld(); } } void Player::RemoveFromWorld() { for(int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; i++) { if(m_items[i]) m_items[i]->RemoveFromWorld(); } ///- Do not add/remove the player from the object storage ///- It will crash when updating the ObjectAccessor ///- The player should only be removed when logging out Object::RemoveFromWorld(); } void Player::RewardRage( uint32 damage, uint32 weaponSpeedHitFactor, bool attacker ) { float addRage; float rageconversion = ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911; if(attacker) { addRage = ((damage/rageconversion*7.5 + weaponSpeedHitFactor)/2); // talent who gave more rage on attack addRage *= 1.0f + GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT) / 100.0f; // Berserker Rage effect if(GetAura(18499,0)) addRage *= 1.3; } else addRage = damage/rageconversion*2.5; addRage *= sWorld.getRate(RATE_POWER_RAGE_INCOME); ModifyPower(POWER_RAGE, uint32(addRage*10)); } void Player::RegenerateAll() { if (m_regenTimer != 0) return; uint32 regenDelay = 2000; // Not in combat or they have regeneration if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) || HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT) || IsPolymorphed() ) { RegenerateHealth(); if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN)) Regenerate(POWER_RAGE); } Regenerate( POWER_ENERGY ); Regenerate( POWER_MANA ); m_regenTimer = regenDelay; } void Player::Regenerate(Powers power) { uint32 curValue = GetPower(power); uint32 maxValue = GetMaxPower(power); float addvalue = 0.0f; uint32 msecSinceLastCast = (uint32)getMSTime() - m_lastManaUse; switch (power) { case POWER_MANA: { float ManaIncreaseRate = sWorld.getRate(RATE_POWER_MANA); if (msecSinceLastCast < 5000) // Mangos Updates Mana in intervals of 2s, which is correct addvalue = GetFloatValue(PLAYER_FIELD_MOD_MANA_REGEN_INTERRUPT) * ManaIncreaseRate * 2.00f; else { addvalue = GetFloatValue(PLAYER_FIELD_MOD_MANA_REGEN)* ManaIncreaseRate * 2.00f; } } break; case POWER_RAGE: // Regenerate rage { float RageDecreaseRate = sWorld.getRate(RATE_POWER_RAGE_LOSS); addvalue = 30 * RageDecreaseRate; // 3 rage by tick } break; case POWER_ENERGY: // Regenerate energy (rogue) addvalue = 20; break; case POWER_FOCUS: case POWER_HAPPINESS: break; } if(!(msecSinceLastCast < 5000 && power == POWER_MANA)) { AuraList const& ModPowerRegenPCTAuras = GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT); for(AuraList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i) if ((*i)->GetModifier()->m_miscvalue == power) addvalue *= ((*i)->GetModifier()->m_amount + 100) / 100.0; } if (power != POWER_RAGE) { curValue += uint32(addvalue); if (curValue > maxValue) curValue = maxValue; } else { if(curValue <= uint32(addvalue)) curValue = 0; else curValue -= uint32(addvalue); } SetPower(power, curValue); } void Player::RegenerateHealth() { uint32 curValue = GetHealth(); uint32 maxValue = GetMaxHealth(); if (curValue >= maxValue) return; float HealthIncreaseRate = sWorld.getRate(RATE_HEALTH); float addvalue = 0.0f; // polymorphed case if ( IsPolymorphed() ) addvalue = GetMaxHealth()/3; // normal regen case (maybe partly in combat case) else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) ) { addvalue = OCTRegenHPPerSpirit()* HealthIncreaseRate; if (!isInCombat()) { AuraList const& mModHealthRegenPct = GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT); for(AuraList::const_iterator i = mModHealthRegenPct.begin(); i != mModHealthRegenPct.end(); ++i) addvalue *= (100.0f + (*i)->GetModifier()->m_amount) / 100.0f; } else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT)) addvalue *= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT) / 100.0f; if(!IsStandState()) addvalue *= 1.5; } // always regeneration bonus (including combat) addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT); if(addvalue < 0) addvalue = 0; ModifyHealth(int32(addvalue)); } bool Player::isAcceptTickets() const { return GetSession()->GetSecurity() >= SEC_GAMEMASTER && (m_GMFlags & GM_ACCEPT_TICKETS); } bool Player::CanInteractWithNPCs(bool alive) const { if(alive && !isAlive()) return false; if(isInFlight()) return false; if(isInCombat()) return false; return true; } bool Player::IsUnderWater() const { return IsInWater() && GetPositionZ() < (MapManager::Instance().GetBaseMap(GetMapId())->GetWaterLevel(GetPositionX(),GetPositionY())-2); } void Player::SetInWater(bool apply) { if(m_isInWater==apply) return; //define player in water by opcodes //move player's guid into HateOfflineList of those mobs //which can't swim and move guid back into ThreatList when //on surface. //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water m_isInWater = apply; // form update if(apply) { // remove travel forms if(m_form == FORM_TRAVEL || m_form == FORM_GHOSTWOLF) RemoveAurasDueToSpell(m_ShapeShiftForm); // remove mounts, check flight mounts also (flying=swimming in air :D) if(IsMounted() && !IsFlying()) RemoveSpellsCausingAura(SPELL_AURA_MOUNTED); } else { // remove aqua form if(m_form == FORM_AQUA) RemoveAurasDueToSpell(m_ShapeShiftForm); } getHostilRefManager().updateThreatTables(); } void Player::SetGameMaster(bool on) { if(on) { m_GMFlags |= GM_ON; setFaction(35); SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM); RemoveFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP); getHostilRefManager().setOnlineOfflineState(false); CombatStop(); } else { m_GMFlags &= ~GM_ON; setFactionForRace(getRace()); RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM); // restore FFA PvP Server state if(sWorld.IsFFAPvPRealm()) SetFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP); // restore FFA PvP area state UpdateArea(m_areaUpdateId); getHostilRefManager().setOnlineOfflineState(true); } ObjectAccessor::UpdateVisibilityForPlayer(this); } void Player::SetGMVisible(bool on) { if(on) { m_GMFlags &= ~GM_INVISIBLE; //remove flag // Reapply stealth/invisibility if active or show if not any if(HasAuraType(SPELL_AURA_MOD_STEALTH)) SetVisibility(VISIBILITY_GROUP_STEALTH); else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY)) SetVisibility(VISIBILITY_GROUP_INVISIBILITY); else SetVisibility(VISIBILITY_ON); } else { m_GMFlags |= GM_INVISIBLE; //add flag SetAcceptWhispers(false); SetGameMaster(true); SetVisibility(VISIBILITY_OFF); } } bool Player::IsGroupVisibleFor(Player* p) const { switch(sWorld.getConfig(CONFIG_GROUP_VISIBILITY)) { default: return IsInSameGroupWith(p); case 1: return IsInSameRaidWith(p); case 2: return GetTeam()==p->GetTeam(); } } bool Player::IsInSameGroupWith(Player const* p) const { return GetGroup() != NULL && GetGroup() == p->GetGroup() && GetGroup()->SameSubGroup((Player*)this, (Player*)p); } ///- If the player is invited, remove him. If the group if then only 1 person, disband the group. /// \todo Shouldn't we also check if there is no other invitees before disbanding the group? void Player::UninviteFromGroup() { if(GetGroupInvite()) // uninvited invitee { Group* group = GetGroupInvite(); group->RemoveInvite(this); if(group->GetMembersCount() <= 1) // group has just 1 member => disband { group->Disband(true); objmgr.RemoveGroup(group); delete group; } } } void Player::RemoveFromGroup(Group* group, uint64 guid) { if(group) { if (group->RemoveMember(guid, 0) <= 1) { // group->Disband(); already disbanded in RemoveMember objmgr.RemoveGroup(group); delete group; // removemember sets the player's group pointer to NULL } } } void Player::SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 RestXP) { WorldPacket data(SMSG_LOG_XPGAIN, (21)); data << ( victim ? victim->GetGUID() : uint64(0) ); data << uint32(GivenXP+RestXP); // given experience data << ( victim ? (uint8)0 : (uint8)1 ); // 00-kill_xp type, 01-non_kill_xp type data << uint32(GivenXP); // experience without rested bonus data << float(1); // 1 - none 0 - 100% group bonus output GetSession()->SendPacket(&data); } void Player::GiveXP(uint32 xp, Unit* victim) { if ( xp < 1 ) return; if(!isAlive()) return; uint32 level = getLevel(); // XP to money conversion processed in Player::RewardQuest if(level >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL)) return; // handle SPELL_AURA_MOD_XP_PCT auras Unit::AuraList const& ModXPPctAuras = GetAurasByType(SPELL_AURA_MOD_XP_PCT); for(Unit::AuraList::const_iterator i = ModXPPctAuras.begin();i != ModXPPctAuras.end(); ++i) xp = uint32(xp*(1.0f + (*i)->GetModifier()->m_amount / 100.0f)); // XP resting bonus for kill uint32 rested_bonus_xp = victim ? GetXPRestBonus(xp) : 0; SendLogXPGain(xp,victim,rested_bonus_xp); uint32 curXP = GetUInt32Value(PLAYER_XP); uint32 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP); uint32 newXP = curXP + xp + rested_bonus_xp; while( newXP >= nextLvlXP && level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) ) { newXP -= nextLvlXP; if ( level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) ) GiveLevel(level + 1); level = getLevel(); nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP); } SetUInt32Value(PLAYER_XP, newXP); } // Update player to next level // Current player experience not update (must be update by caller) void Player::GiveLevel(uint32 level) { if ( level == getLevel() ) return; PlayerLevelInfo info; objmgr.GetPlayerLevelInfo(getRace(),getClass(),level,&info); // send levelup info to client WorldPacket data(SMSG_LEVELUP_INFO, (7*4+(MAX_STATS-STAT_STRENGTH)+4)); data << uint32(level); data << uint32(int32(info.basehealth) - int32(GetCreateHealth())); data << uint32(int32(info.basemana) - int32(GetCreateMana())); data << uint32(0); data << uint32(0); data << uint32(0); data << uint32(0); for(int i = STAT_STRENGTH; i < MAX_STATS; ++i) data << uint32(int32(info.stats[i]) - GetCreateStat(Stats(i))); GetSession()->SendPacket(&data); SetUInt32Value(PLAYER_NEXT_LEVEL_XP, MaNGOS::XP::xp_to_level(level)); //update level, max level of skills if(getLevel()!= level) m_Played_time[1] = 0; // Level Played Time reset SetLevel( level); UpdateMaxSkills (); // save base values (bonuses already included in stored stats for(int i = STAT_STRENGTH; i < MAX_STATS; ++i) SetCreateStat(Stats(i), info.stats[i]); SetCreateHealth(info.basehealth); SetCreateMana(info.basemana); InitTalentForLevel(); UpdateAllStats(); // set current level health and mana/energy to maximum after applying all mods. SetHealth(GetMaxHealth()); SetPower(POWER_MANA, GetMaxPower(POWER_MANA)); SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY)); if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE)) SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE)); SetPower(POWER_FOCUS, 0); SetPower(POWER_HAPPINESS, 0); // give level to summoned pet Pet* pet = GetPet(); if(pet && pet->getPetType()==SUMMON_PET) pet->GivePetLevel(level); } void Player::InitTalentForLevel() { uint32 level = getLevel(); // talents base at level diff ( talents = level - 9 but some can be used already) if(level < 10) { // Remove all talent points if(m_usedTalentCount > 0) // Free any used talents { resetTalents(true); SetFreeTalentPoints(0); } } else { uint32 talentPointsForLevel = uint32((level-9)*sWorld.getRate(RATE_TALENT)); // if used more that have then reset if(m_usedTalentCount > talentPointsForLevel) { if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR) resetTalents(true); else SetFreeTalentPoints(0); } // else update amount of free points else SetFreeTalentPoints(talentPointsForLevel-m_usedTalentCount); } } void Player::InitStatsForLevel(bool reapplyMods) { if(reapplyMods) //reapply stats values only on .reset stats (level) command _RemoveAllStatBonuses(); PlayerLevelInfo info; objmgr.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info); SetUInt32Value(PLAYER_FIELD_MAX_LEVEL, sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) ); SetUInt32Value(PLAYER_NEXT_LEVEL_XP, MaNGOS::XP::xp_to_level(getLevel())); UpdateMaxSkills (); // set default cast time multiplier SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); // reset size before reapply auras if (getRace() == RACE_TAUREN) SetFloatValue(OBJECT_FIELD_SCALE_X,1.35f); else SetFloatValue(OBJECT_FIELD_SCALE_X,1.0f); // save base values (bonuses already included in stored stats for(int i = STAT_STRENGTH; i < MAX_STATS; ++i) SetCreateStat(Stats(i), info.stats[i]); for(int i = STAT_STRENGTH; i < MAX_STATS; ++i) SetStat(Stats(i), info.stats[i]); SetCreateHealth(info.basehealth); //set create powers SetCreateMana(info.basemana); // restore if need some important flags SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNKNOWN1 ); SetArmor(int32(m_createStats[STAT_AGILITY]*2)); for(int i = STAT_STRENGTH; i < MAX_STATS; ++i) SetPosStat(Stats(i), 0); for(int i = STAT_STRENGTH; i < MAX_STATS; ++i) SetNegStat(Stats(i), 0); //reset rating fields values for(uint16 index = PLAYER_FIELD_COMBAT_RATING_1; index < PLAYER_FIELD_ARENA_TEAM_INFO_1_1; ++index) SetUInt32Value(index, 0); SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS,0); for (int i = 0; i < 7; i++) { SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG+i, 0); SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+i, 0); SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT+i, 1.00); } //reset attack power, damage and attack speed fields SetFloatValue(UNIT_FIELD_BASEATTACKTIME, 2000.0f ); SetFloatValue(UNIT_FIELD_OFFHANDATTACKTIME, 2000.0f ); SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME, 2000.0f ); SetFloatValue(UNIT_FIELD_MINDAMAGE, 0.0f ); SetFloatValue(UNIT_FIELD_MAXDAMAGE, 0.0f ); SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, 0.0f ); SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, 0.0f ); SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, 0.0f ); SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, 0.0f ); SetUInt32Value(UNIT_FIELD_ATTACK_POWER, 0 ); SetUInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, 0 ); SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER,0.0f); SetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER, 0 ); SetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS,0 ); SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER,0.0f); // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset SetFloatValue(PLAYER_CRIT_PERCENTAGE,0.0f); SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE,0.0f); SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE,0.0f); // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset for (uint8 i = 0; i < 7; ++i) SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1+i, 0.0f); // Base parry percents SetFloatValue(PLAYER_PARRY_PERCENTAGE, 5.0f); //Base block percentage SetFloatValue(PLAYER_BLOCK_PERCENTAGE, 5.0f); // Base dodge values switch(getClass()) { case CLASS_PALADIN: SetFloatValue(PLAYER_DODGE_PERCENTAGE, 0.75f); break; case CLASS_HUNTER: SetFloatValue(PLAYER_DODGE_PERCENTAGE, 0.64f); break; case CLASS_PRIEST: SetFloatValue(PLAYER_DODGE_PERCENTAGE, 3.0f ); break; case CLASS_SHAMAN: SetFloatValue(PLAYER_DODGE_PERCENTAGE, 1.75f); break; case CLASS_MAGE: SetFloatValue(PLAYER_DODGE_PERCENTAGE, 3.25f); break; case CLASS_WARLOCK: SetFloatValue(PLAYER_DODGE_PERCENTAGE, 2.0f ); break; case CLASS_DRUID: SetFloatValue(PLAYER_DODGE_PERCENTAGE, 0.75f); break; case CLASS_ROGUE: case CLASS_WARRIOR: default: SetFloatValue(PLAYER_DODGE_PERCENTAGE, 0.0f ); break; } // set armor (resistance 0) to original value (create_agility*2) SetArmor(int32(m_createStats[STAT_AGILITY]*2)); SetResistanceBuffMods(SpellSchools(0), true, 0.0f); SetResistanceBuffMods(SpellSchools(0), false, 0.0f); // set other resistance to original value (0) for (int i = 1; i < MAX_SPELL_SCHOOL; i++) { SetResistance(SpellSchools(i), 0); SetResistanceBuffMods(SpellSchools(i), true, 0.0f); SetResistanceBuffMods(SpellSchools(i), false, 0.0f); } SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE,0); for(int i = 0; i < MAX_SPELL_SCHOOL; ++i) { SetFloatValue(UNIT_FIELD_POWER_COST_MODIFIER+i,0.0f); SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER+i,0.0f); } InitDataForForm(); // save new stats for (int i = POWER_MANA; i < MAX_POWERS; i++) SetMaxPower(Powers(i), uint32(GetCreatePowers(Powers(i)))); SetMaxHealth(info.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_PET_IN_COMBAT | UNIT_FLAG_SILENCED | UNIT_FLAG_PACIFIED | UNIT_FLAG_DISABLE_ROTATE | UNIT_FLAG_IN_COMBAT | UNIT_FLAG_DISARMED | UNIT_FLAG_CONFUSED | UNIT_FLAG_FLEEING | UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_MOUNT ); // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example. RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK | PLAYER_FLAGS_DND | PLAYER_FLAGS_GM | PLAYER_FLAGS_GHOST | PLAYER_FLAGS_FFA_PVP); if(reapplyMods) //reapply stats values only on .reset stats (level) command _ApplyAllStatBonuses(); // set current level health and mana/energy to maximum after applying all mods. SetHealth(GetMaxHealth()); SetPower(POWER_MANA, GetMaxPower(POWER_MANA)); SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY)); if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE)) SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE)); SetPower(POWER_FOCUS, 0); SetPower(POWER_HAPPINESS, 0); } void Player::SendInitialSpells() { uint16 spellCount = 0; PlayerSpellMap::const_iterator itr; for (itr = m_spells.begin(); itr != m_spells.end(); ++itr) { if(itr->second->state == PLAYERSPELL_REMOVED) continue; if(itr->second->active) spellCount +=1; } WorldPacket data(SMSG_INITIAL_SPELLS, (1+2+2+4*m_spells.size())); data << uint8(0); data << uint16(spellCount); for (itr = m_spells.begin(); itr != m_spells.end(); ++itr) { if(itr->second->state == PLAYERSPELL_REMOVED) continue; if(!itr->second->active) continue; data << uint16(itr->first); //data << uint16(itr->second->slotId); data << uint16(0); // it's not slot id } uint16 spellCooldowns = m_spellCooldowns.size(); data << spellCooldowns; for(SpellCooldowns::const_iterator itr=m_spellCooldowns.begin(); itr!=m_spellCooldowns.end(); itr++) { SpellEntry const *sEntry = sSpellStore.LookupEntry(itr->first); if(!sEntry) continue; data << uint16(itr->first); time_t cooldown = 0; time_t curTime = time(NULL); if(itr->second.end > curTime) cooldown = (itr->second.end-curTime)*1000; data << uint16(itr->second.itemid); // cast item id data << uint16(sEntry->Category); // spell category if(sEntry->Category) // may be wrong, but anyway better than nothing... { data << uint32(0); data << uint32(cooldown); } else { data << uint32(cooldown); data << uint32(0); } } GetSession()->SendPacket(&data); sLog.outDetail( "CHARACTER: Sent Initial Spells" ); } void Player::RemoveMail(uint32 id) { for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();++itr) { if ((*itr)->messageID == id) { //do not delete item, because Player::removeMail() is called when returning mail to sender. m_mail.erase(itr); return; } } } void Player::SendMailResult(uint32 mailId, uint32 mailAction, uint32 mailError, uint32 equipError, uint32 item_guid, uint32 item_count) { WorldPacket data(SMSG_SEND_MAIL_RESULT, (12)); data << (uint32) mailId; data << (uint32) mailAction; data << (uint32) mailError; if(mailAction == MAIL_ITEM_TAKEN) { data << (uint32) item_guid; // item guid low? data << (uint32) item_count; // item count? } if (equipError) data << (uint32) equipError; 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; } if(((*itr)->state & READ) == 0) ++unReadMails; } } void Player::AddNewMailDeliverTime(time_t deliver_time) { if(deliver_time <= time(NULL)) // ready now { ++unReadMails; SendNewMail(); } else // not ready and no have ready mails { if(!m_nextMailDelivereTime || m_nextMailDelivereTime > deliver_time) m_nextMailDelivereTime = deliver_time; } } bool Player::addSpell(uint16 spell_id, uint8 active, PlayerSpellState state, uint16 slot_id) { SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id); if (!spellInfo) { // do character spell book cleanup (all characters) if(state == PLAYERSPELL_UNCHANGED) // spell load case { sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id); CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id); } else sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id); return false; } if(!SpellMgr::IsSpellValid(spellInfo,this,false)) { // do character spell book cleanup (all characters) if(state == PLAYERSPELL_UNCHANGED) // spell load case { sLog.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id); CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id); } else sLog.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id); return false; } PlayerSpellMap::iterator itr = m_spells.find(spell_id); if (itr != m_spells.end()) { if (itr->second->state == PLAYERSPELL_REMOVED) { delete itr->second; m_spells.erase(itr); state = PLAYERSPELL_CHANGED; } else if (state == PLAYERSPELL_UNCHANGED && itr->second->state != PLAYERSPELL_UNCHANGED) { // can be in case spell loading but learned at some previous spell loading itr->second->state = PLAYERSPELL_UNCHANGED; return false; } else return false; } PlayerSpell *newspell = new PlayerSpell; newspell->active = active; newspell->state = state; bool superceded_old = false; // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible if(newspell->active && spellmgr.GetSpellRank(spellInfo->Id) != 0) { for( PlayerSpellMap::iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr ) { if(itr->second->state == PLAYERSPELL_REMOVED) continue; SpellEntry const *i_spellInfo = sSpellStore.LookupEntry(itr->first); if(!i_spellInfo) continue; if( spellmgr.IsRankSpellDueToSpell(spellInfo,itr->first) && !SpellMgr::canStackSpellRanks(spellInfo,i_spellInfo) ) { if(itr->second->active) { uint8 spell_id_rank = spellmgr.GetSpellRank(spell_id); uint8 itr_rank = spellmgr.GetSpellRank(itr->first); if(spell_id_rank > itr_rank) { WorldPacket data(SMSG_SUPERCEDED_SPELL, (4)); data << uint16(itr->first); data << uint16(spell_id); GetSession()->SendPacket( &data ); // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new) itr->second->active = 0; itr->second->state = PLAYERSPELL_CHANGED; superceded_old = true; // new spell replace old in action bars and spell book. } else if(spell_id_rank < itr_rank) { WorldPacket data(SMSG_SUPERCEDED_SPELL, (4)); data << uint16(spell_id); data << uint16(itr->first); GetSession()->SendPacket( &data ); // mark new spell as disable (not learned yet for client and will not learned) newspell->active = 0; if(newspell->state != PLAYERSPELL_NEW) newspell->state = PLAYERSPELL_CHANGED; } } } } } uint16 tmpslot=slot_id; if (tmpslot == 0xffff) { uint16 maxid = 0; PlayerSpellMap::iterator itr; for (itr = m_spells.begin(); itr != m_spells.end(); ++itr) { if(itr->second->state == PLAYERSPELL_REMOVED) continue; if (itr->second->slotId > maxid) maxid = itr->second->slotId; } tmpslot = maxid + 1; } newspell->slotId = tmpslot; m_spells[spell_id] = newspell; uint32 talentCost = GetTalentSpellCost(spell_id); // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned) // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive if( talentCost > 0 && (spellInfo->Effect[0]==SPELL_EFFECT_LEARN_SPELL || spellInfo->Effect[1]==SPELL_EFFECT_LEARN_SPELL || spellInfo->Effect[2]==SPELL_EFFECT_LEARN_SPELL) ) { // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show) CastSpell(this, spell_id, true); } // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks else if (IsPassiveSpell(spell_id)) { // if spell doesn't require a stance or the player is in the required stance if( ( !spellInfo->Stances && spell_id != 5420 && spell_id != 5419 && spell_id != 7376 && spell_id != 7381 && spell_id != 21156 && spell_id != 21009 && spell_id != 21178 && spell_id != 33948 && spell_id != 40121 ) || m_form != 0 && (spellInfo->Stances & (1<<(m_form-1))) || (spell_id == 5420 && m_form == FORM_TREE) || (spell_id == 5419 && m_form == FORM_TRAVEL) || (spell_id == 7376 && m_form == FORM_DEFENSIVESTANCE) || (spell_id == 7381 && m_form == FORM_BERSERKERSTANCE) || (spell_id == 21156 && m_form == FORM_BATTLESTANCE)|| (spell_id == 21178 && (m_form == FORM_BEAR || m_form == FORM_DIREBEAR) ) || (spell_id == 33948 && m_form == FORM_FLIGHT) || (spell_id == 40121 && m_form == FORM_SWIFT_FLIGHT) ) //Check CasterAuraStates if (!spellInfo->CasterAuraState || HasAuraState(AuraState(spellInfo->CasterAuraState))) CastSpell(this, spell_id, true); } // update used talent points count m_usedTalentCount += talentCost; // update free primary prof.points (if any, can be none in case GM .learn prof. learning) if(uint32 freeProfs = GetFreePrimaryProffesionPoints()) { if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id)) SetFreePrimaryProffesions(freeProfs-1); } // add dependent skills uint16 maxskill = GetMaxSkillValueForLevel(); SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id); if(spellLearnSkill) { uint32 skill_value = GetPureSkillValue(spellLearnSkill->skill); uint32 skill_max_value = GetPureMaxSkillValue(spellLearnSkill->skill); if(skill_value < spellLearnSkill->value) skill_value = spellLearnSkill->value; uint32 new_skill_max_value = spellLearnSkill->maxvalue == 0 ? maxskill : spellLearnSkill->maxvalue; if(skill_max_value < new_skill_max_value) skill_max_value = new_skill_max_value; SetSkill(spellLearnSkill->skill,skill_value,skill_max_value); } // learn dependent spells SpellLearnSpellMap::const_iterator spell_begin = spellmgr.GetBeginSpellLearnSpell(spell_id); SpellLearnSpellMap::const_iterator spell_end = spellmgr.GetEndSpellLearnSpell(spell_id); for(SpellLearnSpellMap::const_iterator itr = spell_begin; itr != spell_end; ++itr) { if(!itr->second.autoLearned && (!itr->second.ifNoSpell || !HasSpell(itr->second.ifNoSpell))) learnSpell(itr->second.spell); } // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell return newspell->active && !superceded_old; } void Player::learnSpell(uint16 spell_id) { // prevent duplicated entires in spell book if (!addSpell(spell_id,1)) return; WorldPacket data(SMSG_LEARNED_SPELL, 4); data <SendPacket(&data); } void Player::removeSpell(uint16 spell_id) { PlayerSpellMap::iterator itr = m_spells.find(spell_id); if (itr == m_spells.end()) return; if(itr->second->state == PLAYERSPELL_REMOVED) return; // removing WorldPacket data(SMSG_REMOVED_SPELL, 4); data << spell_id; GetSession()->SendPacket(&data); if(itr->second->state == PLAYERSPELL_NEW) { delete itr->second; m_spells.erase(itr); } else itr->second->state = PLAYERSPELL_REMOVED; RemoveAurasDueToSpell(spell_id); // free talent points uint32 talentCosts = GetTalentSpellCost(spell_id); if(talentCosts > 0) { if(talentCosts < m_usedTalentCount) m_usedTalentCount -= talentCosts; else m_usedTalentCount = 0; } // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning) if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id)) { uint32 freeProfs = GetFreePrimaryProffesionPoints()+1; if(freeProfs <= sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL)) SetFreePrimaryProffesions(freeProfs); } // remove dependent skill SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id); if(spellLearnSkill) { uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id); if(!prev_spell) // first rank, remove skill SetSkill(spellLearnSkill->skill,0,0); else { // search prev. skill setting by spell ranks chain SpellLearnSkillNode const* prevSkill = spellmgr.GetSpellLearnSkill(prev_spell); while(!prevSkill && prev_spell) { prev_spell = spellmgr.GetPrevSpellInChain(prev_spell); prevSkill = spellmgr.GetSpellLearnSkill(spellmgr.GetFirstSpellInChain(prev_spell)); } if(!prevSkill) // not found prev skill setting, remove skill SetSkill(spellLearnSkill->skill,0,0); else // set to prev. skill setting values { uint32 skill_value = GetPureSkillValue(prevSkill->skill); uint32 skill_max_value = GetPureMaxSkillValue(prevSkill->skill); if(skill_value > prevSkill->value) skill_value = prevSkill->value; uint32 new_skill_max_value = prevSkill->maxvalue == 0 ? GetMaxSkillValueForLevel() : prevSkill->maxvalue; if(skill_max_value > new_skill_max_value) skill_max_value = new_skill_max_value; SetSkill(prevSkill->skill,skill_value,skill_max_value); } } } // remove dependent spells SpellLearnSpellMap::const_iterator spell_begin = spellmgr.GetBeginSpellLearnSpell(spell_id); SpellLearnSpellMap::const_iterator spell_end = spellmgr.GetEndSpellLearnSpell(spell_id); for(SpellLearnSpellMap::const_iterator itr = spell_begin; itr != spell_end; ++itr) removeSpell(itr->second.spell); } void Player::RemoveArenaSpellCooldowns() { // remove cooldowns on spells that has < 15 min CD SpellCooldowns::iterator itr, next; // iterate spell cooldowns for(itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end(); itr = next) { next = itr; ++next; SpellEntry const * entry = sSpellStore.LookupEntry(itr->first); // check if spellentry is present and if the cooldown is less than 15 mins if( entry && (entry->RecoveryTime <= 15 * 60000) && (entry->CategoryRecoveryTime <= 15 * 60000)) { // notify player WorldPacket data(SMSG_CLEAR_COOLDOWN, (4+8+4)); data << uint32(itr->first); data << GetGUID(); GetSession()->SendPacket(&data); // remove cooldown m_spellCooldowns.erase(itr); } } } void Player::RemoveAllSpellCooldown() { if(!m_spellCooldowns.empty()) { for(SpellCooldowns::const_iterator itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end(); ++itr) { WorldPacket data(SMSG_CLEAR_COOLDOWN, (4+8+4)); data << uint32(itr->first); data << GetGUID(); GetSession()->SendPacket(&data); } m_spellCooldowns.clear(); } } void Player::_LoadSpellCooldowns(QueryResult *result) { m_spellCooldowns.clear(); //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow()); if(result) { time_t curTime = time(NULL); do { Field *fields = result->Fetch(); uint32 spell_id = fields[0].GetUInt32(); uint32 item_id = fields[1].GetUInt32(); time_t db_time = (time_t)fields[2].GetUInt64(); if(!sSpellStore.LookupEntry(spell_id)) { sLog.outError("Player %u have unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id); continue; } // skip outdated cooldown if(db_time <= curTime) continue; AddSpellCooldown(spell_id, item_id, db_time); sLog.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id, item_id, uint32(db_time-curTime)); } while( result->NextRow() ); delete result; } } void Player::_SaveSpellCooldowns() { CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow()); time_t curTime = time(NULL); // remove outdated and save active for(SpellCooldowns::iterator itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end();) { if(itr->second.end <= curTime) m_spellCooldowns.erase(itr++); else { CharacterDatabase.PExecute("INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES ('%u', '%u', '%u', '" I64FMTD "')", GetGUIDLow(), itr->first, itr->second.itemid, uint64(itr->second.end)); ++itr; } } } void Player::ResetComboPointsIfNeed(const SpellEntry *spellInfo) { bool needClearCombo = false; // Check use combo points in damage calculations bool comboDamageUsed = spellInfo->EffectPointsPerComboPoint[0] != 0 || spellInfo->EffectPointsPerComboPoint[1] != 0 || spellInfo->EffectPointsPerComboPoint[2] != 0; if(comboDamageUsed && m_attacking && (m_attacking->GetGUID() == GetComboTarget())) needClearCombo = true; // Check in duration calculations int32 minduration = GetSpellDuration(spellInfo); if(minduration != 1 && minduration != GetSpellMaxDuration(spellInfo)) needClearCombo = true; // overpower - need reset combopoints else if(spellInfo->SpellFamilyName == SPELLFAMILY_WARRIOR && (spellInfo->SpellFamilyFlags & 0x4)) needClearCombo = true; // Reset if need if (needClearCombo) ClearComboPoints(); } uint32 Player::resetTalentsCost() const { // The first time reset costs 1 gold if(m_resetTalentsCost < 1*GOLD) return 1*GOLD; // then 5 gold else if(m_resetTalentsCost < 5*GOLD) return 5*GOLD; // After that it increases in increments of 5 gold else if(m_resetTalentsCost < 10*GOLD) return 10*GOLD; else { uint32 months = (sWorld.GetGameTime() - m_resetTalentsTime)/MONTH; if(months > 0) { // This cost will be reduced by a rate of 5 gold per month int32 new_cost = int32(m_resetTalentsCost) - 5*GOLD*months; // to a minimum of 10 gold. return (new_cost < 10*GOLD ? 10*GOLD : new_cost); } else { // After that it increases in increments of 5 gold int32 new_cost = m_resetTalentsCost + 5*GOLD; // until it hits a cap of 50 gold. if(new_cost > 50*GOLD) new_cost = 50*GOLD; return new_cost; } } } bool Player::resetTalents(bool no_cost) { // not need after this call if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS)) { m_atLoginFlags = m_atLoginFlags & ~AT_LOGIN_RESET_TALENTS; CharacterDatabase.PExecute("UPDATE characters set at_login = at_login & ~ '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RESET_TALENTS), GetGUIDLow()); } uint32 level = getLevel(); uint32 talentPointsForLevel = level < 10 ? 0 : uint32((level-9)*sWorld.getRate(RATE_TALENT)); if (m_usedTalentCount == 0) { SetFreeTalentPoints(talentPointsForLevel); return false; } uint32 cost = 0; if(!no_cost) { cost = resetTalentsCost(); if (GetMoney() < cost) { SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0); return false; } } for (unsigned int i = 0; i < sTalentStore.GetNumRows(); i++) { TalentEntry const *talentInfo = sTalentStore.LookupEntry(i); if (!talentInfo) continue; TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab ); if(!talentTabInfo) continue; // unlearn only talents for character class // some spell learned by one class as normal spells or know at creation but another class learn it as talent, // to prevent unexpected lost normal learned spell skip another class talents if( (getClassMask() & talentTabInfo->ClassMask) == 0 ) continue; for (int j = 0; j < 5; j++) { for(PlayerSpellMap::iterator itr = GetSpellMap().begin(); itr != GetSpellMap().end();) { if(itr->second->state == PLAYERSPELL_REMOVED) { ++itr; continue; } // remove learned spells (all ranks) uint32 itrFirstId = spellmgr.GetFirstSpellInChain(itr->first); // unlearn if first rank is talent or learned by talent if (itrFirstId == talentInfo->RankID[j] || spellmgr.IsSpellLearnToSpell(talentInfo->RankID[j],itrFirstId)) { RemoveAurasDueToSpell(itr->first); removeSpell(itr->first); itr = GetSpellMap().begin(); continue; } else ++itr; } } } SetFreeTalentPoints(talentPointsForLevel); if(!no_cost) { ModifyMoney(-(int32)cost); m_resetTalentsCost = cost; m_resetTalentsTime = time(NULL); } //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true); return true; } bool Player::_removeSpell(uint16 spell_id) { PlayerSpellMap::iterator itr = m_spells.find(spell_id); if (itr != m_spells.end()) { delete itr->second; m_spells.erase(itr); return true; } return false; } Mail* Player::GetMail(uint32 id) { for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); itr++) { if ((*itr)->messageID == id) { return (*itr); } } return NULL; } void Player::_SetCreateBits(UpdateMask *updateMask, Player *target) const { if(target == this) { Object::_SetCreateBits(updateMask, target); } else { for(uint16 index = 0; index < m_valuesCount; index++) { if(GetUInt32Value(index) != 0 && updateVisualBits.GetBit(index)) updateMask->SetBit(index); } } } void Player::_SetUpdateBits(UpdateMask *updateMask, Player *target) const { if(target == this) { Object::_SetUpdateBits(updateMask, target); } else { Object::_SetUpdateBits(updateMask, target); *updateMask &= updateVisualBits; } } void Player::InitVisibleBits() { updateVisualBits.SetCount(PLAYER_END); updateVisualBits.SetBit(OBJECT_FIELD_GUID); updateVisualBits.SetBit(OBJECT_FIELD_TYPE); updateVisualBits.SetBit(OBJECT_FIELD_SCALE_X); updateVisualBits.SetBit(UNIT_FIELD_CHARM); updateVisualBits.SetBit(UNIT_FIELD_CHARM+1); updateVisualBits.SetBit(UNIT_FIELD_SUMMON); updateVisualBits.SetBit(UNIT_FIELD_SUMMON+1); updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY); updateVisualBits.SetBit(UNIT_FIELD_TARGET); updateVisualBits.SetBit(UNIT_FIELD_TARGET+1); updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT); updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT+1); updateVisualBits.SetBit(UNIT_FIELD_HEALTH); updateVisualBits.SetBit(UNIT_FIELD_POWER1); updateVisualBits.SetBit(UNIT_FIELD_POWER2); updateVisualBits.SetBit(UNIT_FIELD_POWER3); updateVisualBits.SetBit(UNIT_FIELD_POWER4); updateVisualBits.SetBit(UNIT_FIELD_POWER5); updateVisualBits.SetBit(UNIT_FIELD_MAXHEALTH); updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER1); updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER2); updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER3); updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER4); updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER5); updateVisualBits.SetBit(UNIT_FIELD_LEVEL); updateVisualBits.SetBit(UNIT_FIELD_FACTIONTEMPLATE); updateVisualBits.SetBit(UNIT_FIELD_BYTES_0); updateVisualBits.SetBit(UNIT_FIELD_FLAGS); updateVisualBits.SetBit(UNIT_FIELD_FLAGS_2); for(uint16 i = UNIT_FIELD_AURA; i < UNIT_FIELD_AURASTATE; ++i) updateVisualBits.SetBit(i); updateVisualBits.SetBit(UNIT_FIELD_AURASTATE); updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME); updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 1); updateVisualBits.SetBit(UNIT_FIELD_RANGEDATTACKTIME); updateVisualBits.SetBit(UNIT_FIELD_BOUNDINGRADIUS); updateVisualBits.SetBit(UNIT_FIELD_COMBATREACH); updateVisualBits.SetBit(UNIT_FIELD_DISPLAYID); updateVisualBits.SetBit(UNIT_FIELD_NATIVEDISPLAYID); updateVisualBits.SetBit(UNIT_FIELD_MOUNTDISPLAYID); updateVisualBits.SetBit(UNIT_FIELD_BYTES_1); updateVisualBits.SetBit(UNIT_FIELD_MOUNTDISPLAYID); updateVisualBits.SetBit(UNIT_FIELD_PETNUMBER); updateVisualBits.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP); updateVisualBits.SetBit(UNIT_DYNAMIC_FLAGS); updateVisualBits.SetBit(UNIT_CHANNEL_SPELL); updateVisualBits.SetBit(UNIT_MOD_CAST_SPEED); updateVisualBits.SetBit(UNIT_FIELD_BYTES_2); updateVisualBits.SetBit(PLAYER_FLAGS); updateVisualBits.SetBit(PLAYER_BYTES); updateVisualBits.SetBit(PLAYER_BYTES_2); updateVisualBits.SetBit(PLAYER_BYTES_3); updateVisualBits.SetBit(PLAYER_GUILDID); updateVisualBits.SetBit(PLAYER_GUILDRANK); updateVisualBits.SetBit(PLAYER_GUILD_TIMESTAMP); updateVisualBits.SetBit(PLAYER_DUEL_TEAM); updateVisualBits.SetBit(PLAYER_DUEL_ARBITER); updateVisualBits.SetBit(PLAYER_DUEL_ARBITER+1); // PLAYER_QUEST_LOG_x also visible bit on official... for(uint16 i = PLAYER_QUEST_LOG_1_1; i < PLAYER_QUEST_LOG_25_2; i+=3) updateVisualBits.SetBit(i); for(uint16 i = 0; i < INVENTORY_SLOT_BAG_END; i++) { updateVisualBits.SetBit((uint16)(PLAYER_FIELD_INV_SLOT_HEAD + i*2)); updateVisualBits.SetBit((uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (i*2) + 1)); } //Players visible items are not inventory stuff //431) = 884 (0x374) = main weapon for(uint16 i = 0; i < EQUIPMENT_SLOT_END; i++) { uint16 visual_base = PLAYER_VISIBLE_ITEM_1_0 + (i*16); // item entry updateVisualBits.SetBit(visual_base + 0); // item enchantment IDs for(uint8 j = 0; j < 11; ++j) updateVisualBits.SetBit(visual_base +1 + j); // random properties updateVisualBits.SetBit((uint16)(PLAYER_VISIBLE_ITEM_1_PROPERTIES + (i*16))); } updateVisualBits.SetBit(PLAYER_CHOSEN_TITLE); updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY); updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY + 1); updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY + 2); updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_INFO); updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_INFO + 1); updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_INFO + 2); updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_INFO + 3); updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_INFO + 4); updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_INFO + 5); } void Player::BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const { for(int i = 0; i < EQUIPMENT_SLOT_END; i++) { if(m_items[i] == NULL) continue; m_items[i]->BuildCreateUpdateBlockForPlayer( data, target ); } if(target == this) { for(int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++) { if(m_items[i] == NULL) continue; m_items[i]->BuildCreateUpdateBlockForPlayer( data, target ); } for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++) { if(m_items[i] == NULL) continue; m_items[i]->BuildCreateUpdateBlockForPlayer( data, target ); } } Unit::BuildCreateUpdateBlockForPlayer( data, target ); } void Player::DestroyForPlayer( Player *target ) const { Unit::DestroyForPlayer( target ); for(int i = 0; i < INVENTORY_SLOT_BAG_END; i++) { if(m_items[i] == NULL) continue; m_items[i]->DestroyForPlayer( target ); } if(target == this) { for(int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++) { if(m_items[i] == NULL) continue; m_items[i]->DestroyForPlayer( target ); } for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++) { if(m_items[i] == NULL) continue; m_items[i]->DestroyForPlayer( target ); } } } bool Player::HasSpell(uint32 spell) const { PlayerSpellMap::const_iterator itr = m_spells.find((uint16)spell); return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED); } TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell) const { if (!trainer_spell) return TRAINER_SPELL_RED; uint32 learned_spell_id = trainer_spell->spell->EffectTriggerSpell[0]; // get learned spell info SpellEntry const *spellInfo = sSpellStore.LookupEntry(learned_spell_id); if (!spellInfo) return TRAINER_SPELL_RED; // known spell if(HasSpell(learned_spell_id)) return TRAINER_SPELL_GRAY; // check race/class requirement if(!IsSpellFitByClassAndRace(spellInfo->Id)) return TRAINER_SPELL_RED; // check level requirement if(getLevel() < ( trainer_spell->reqlevel ? trainer_spell->reqlevel : spellInfo->spellLevel)) return TRAINER_SPELL_RED; // check prev.rank requirement uint32 prev_id = spellmgr.GetPrevSpellInChain(learned_spell_id); if(prev_id && !HasSpell(prev_id)) return TRAINER_SPELL_RED; // check skill requirement if(trainer_spell->reqskill && GetBaseSkillValue(trainer_spell->reqskill) < trainer_spell->reqskillvalue) return TRAINER_SPELL_RED; // secondary prof. or not prof. spell uint32 skill = spellInfo->EffectMiscValue[1]; if(spellInfo->Effect[1] != SPELL_EFFECT_SKILL || !IsPrimaryProfessionSkill(skill)) return TRAINER_SPELL_GREEN; // check primary prof. limit if(spellmgr.IsPrimaryProfessionFirstRankSpell(learned_spell_id) && GetFreePrimaryProffesionPoints() == 0) return TRAINER_SPELL_RED; return TRAINER_SPELL_GREEN; } void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmChars) { uint32 guid = GUID_LOPART(playerguid); // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry) // bones will be deleted by corpse/bones deleting thread shortly ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid); // remove from guild uint32 guildId = GetGuildIdFromDB(playerguid); if(guildId != 0) { Guild* guild = objmgr.GetGuildById(guildId); if(guild) guild->DelMember(guid); } // the player was uninvited already on logout so just remove from group QueryResult *resultGroup = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid); if(resultGroup) { uint64 leaderGuid = MAKE_GUID((*resultGroup)[0].GetUInt32(),HIGHGUID_PLAYER); delete resultGroup; Group* group = objmgr.GetGroupByLeader(leaderGuid); if(group) { RemoveFromGroup(group, playerguid); } } // remove signs from petitions (also remove petitions if owner); RemovePetitionsAndSigns(playerguid, 10); // return back all mails with COD and Item QueryResult *resultMail = CharacterDatabase.PQuery("SELECT id,sender,subject,itemTextId,money,has_items FROM mail WHERE receiver='%u' AND has_items<>0 AND cod<>0", guid); if(resultMail) { do { Field *fields = resultMail->Fetch(); uint32 mail_id = fields[0].GetUInt32(); uint32 sender = fields[1].GetUInt32(); std::string subject = fields[2].GetCppString(); uint32 itemTextId = fields[3].GetUInt32(); uint32 money = fields[4].GetUInt32(); bool has_items = fields[5].GetBool(); //we can return mail now //so firstly delete the old one CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id); MailItemsInfo mi; if(has_items) { QueryResult *resultItems = CharacterDatabase.PQuery("SELECT item_guid,item_template FROM mail_items WHERE mail_id='%u'", mail_id); if(resultItems) { do { Field *fields2 = resultItems->Fetch(); uint32 item_guidlow = fields2[0].GetUInt32(); uint32 item_template = fields2[1].GetUInt32(); ItemPrototype const* itemProto = objmgr.GetItemPrototype(item_template); if(!itemProto) continue; Item* pItem = NewItemOrBag(itemProto); if(!pItem->LoadFromDB(item_guidlow,MAKE_GUID(guid, HIGHGUID_PLAYER))) { delete pItem; continue; } mi.AddItem(item_guidlow, item_template, pItem); } while (resultItems->NextRow()); delete resultItems; } } CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id); uint32 pl_account = objmgr.GetPlayerAccountIdByGUID(MAKE_GUID(guid, HIGHGUID_PLAYER)); WorldSession::SendReturnToSender(MAIL_NORMAL, pl_account, guid, sender, subject, itemTextId, &mi, money, 0); } while (resultMail->NextRow()); delete resultMail; } // unsummon and delete for pets 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 CharacterDatabase.BeginTransaction(); CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",guid); CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid); CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid); CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid); CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid); CharacterDatabase.PExecute("DELETE FROM character_instance WHERE leader = '%u'",guid); CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid); CharacterDatabase.PExecute("DELETE FROM character_kill WHERE guid = '%u'",guid); CharacterDatabase.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid); CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid); CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid); CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid); CharacterDatabase.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid); CharacterDatabase.PExecute("DELETE FROM character_tutorial WHERE guid = '%u'",guid); CharacterDatabase.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid); CharacterDatabase.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid,guid); CharacterDatabase.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid); CharacterDatabase.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid); CharacterDatabase.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid); CharacterDatabase.CommitTransaction(); //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID); if(updateRealmChars) sWorld.UpdateRealmCharCount(accountId); } void Player::SetMovement(PlayerMovementType pType) { WorldPacket data; switch(pType) { case MOVE_ROOT: data.Initialize(SMSG_FORCE_MOVE_ROOT, GetPackGUID().size()+4); break; case MOVE_UNROOT: data.Initialize(SMSG_FORCE_MOVE_UNROOT, GetPackGUID().size()+4); break; case MOVE_WATER_WALK: data.Initialize(SMSG_MOVE_WATER_WALK, GetPackGUID().size()+4); break; case MOVE_LAND_WALK: data.Initialize(SMSG_MOVE_LAND_WALK, GetPackGUID().size()+4); break; default: sLog.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType); return; } data.append(GetPackGUID()); data << uint32(0); GetSession()->SendPacket( &data ); } void Player::BuildPlayerRepop() { if(getRace() == RACE_NIGHTELF) CastSpell(this, 20584, true); // auras SPELL_AURA_INCREASE_SPEED(+speed in wisp form), SPELL_AURA_INCREASE_SWIM_SPEED(+swim speed in wisp form), SPELL_AURA_TRANSFORM (to wisp form) CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?) // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK // there must be SMSG.STOP_MIRROR_TIMER // there we must send 888 opcode // place corpse instead player body if(!GetCorpse()) CreateCorpse(); Corpse *corpse = GetCorpse(); if (!corpse) { sLog.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow()); return; } // now show corpse for all if(corpse) { corpse->SetInstanceId(this->GetInstanceId()); MapManager::Instance().GetMap(corpse->GetMapId(), this)->Add(corpse); } // convert player body to ghost SetHealth( 1 ); SetMovement(MOVE_WATER_WALK); SetMovement(MOVE_UNROOT); // BG - remove insignia related RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE); // setting new speed /*if (getRace() == RACE_NIGHTELF) { SetSpeed(MOVE_RUN, 1.5f*1.2f, true); SetSpeed(MOVE_SWIM, 1.5f*1.2f, true); } else { SetSpeed(MOVE_RUN, 1.5f, true); SetSpeed(MOVE_SWIM, 1.5f, true); }*/ //! corpse reclaim delay 30 * 1000ms WorldPacket data(SMSG_CORPSE_RECLAIM_DELAY, 4); data << (uint32)(CORPSE_RECLAIM_DELAY*1000); GetSession()->SendPacket( &data ); // to prevent cheating if(corpse) corpse->ResetGhostTime(); data.Initialize(SMSG_UPDATE_AURA_DURATION, 5); // last check 2.0.10 data << uint8(0x28) << uint32(0); GetSession()->SendPacket( &data ); StopMirrorTimers(); //disable timers(bars) //SetUInt32Value(UNIT_FIELD_AURA + 32, 8326); // set ghost form //SetUInt32Value(UNIT_FIELD_AURA + 33, 20584); //!dono //SetUInt32Value(UNIT_FIELD_AURAFLAGS + 4, 0xEE); //SetUInt32Value(UNIT_FIELD_AURASTATE, 0x02); SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS,(float)1.0); //see radius of death player? SetUInt32Value(UNIT_FIELD_BYTES_1, PLAYER_STATE_FLAG_ALWAYS_STAND); //if (getRace() == RACE_NIGHTELF) // SetUInt32Value(UNIT_FIELD_DISPLAYID, 1825); // set initial flags + set ghost + restore pvp //SetUInt32Value(UNIT_FIELD_FLAGS, UNIT_FLAG_NONE | UNIT_FLAG_UNKNOWN1 | (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP)?UNIT_FLAG_PVP:0) ); // reserve some flags + ad ghost flag //uint32 old_safe_flags = GetUInt32Value(PLAYER_FLAGS) & ( PLAYER_FLAGS_IN_PVP | PLAYER_FLAGS_HIDE_CLOAK | PLAYER_FLAGS_HIDE_HELM ); //SetUInt32Value(PLAYER_FLAGS, old_safe_flags | PLAYER_FLAGS_GHOST ); } void Player::SendDelayResponse(const uint32 ml_seconds) { WorldPacket data( SMSG_QUERY_TIME_RESPONSE, 4+4 ); data << (uint32)time(NULL); data << (uint32)0; GetSession()->SendPacket( &data ); } void Player::ResurrectPlayer(float restore_percent, bool updateToWorld) { WorldPacket data(SMSG_SH_POSITION, 4*4); // remove spirit healer position data << uint32(-1); data << uint32(0); data << uint32(0); data << uint32(0); GetSession()->SendPacket(&data); // speed change, land walk // remove death flag + set aura //RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST); RemoveFlag(UNIT_FIELD_BYTES_1, PLAYER_STATE_FLAG_ALL); if(getRace() == RACE_NIGHTELF) RemoveAurasDueToSpell(20584); // speed bonuses RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST setDeathState(ALIVE); SetMovement(MOVE_LAND_WALK); SetMovement(MOVE_UNROOT); //SetSpeed(MOVE_RUN, 1.0f, true); //SetSpeed(MOVE_SWIM, 1.0f, true); //SetUInt32Value(CONTAINER_FIELD_SLOT_1+29, 0); //SetUInt32Value(UNIT_FIELD_AURA+32, 0); //SetUInt32Value(UNIT_FIELD_AURALEVELS+8, 0xeeeeeeee); //SetUInt32Value(UNIT_FIELD_AURAAPPLICATIONS+8, 0xeeeeeeee); //SetUInt32Value(UNIT_FIELD_AURAFLAGS+4, 0); //SetUInt32Value(UNIT_FIELD_AURASTATE, 0); //if(getRace() == RACE_NIGHTELF) //{ // DeMorph(); //} m_deathTimer = 0; // set health/powers (0- will be set in caller) if(restore_percent>0.0f) { SetHealth(uint32(GetMaxHealth()*restore_percent)); SetPower(POWER_MANA, uint32(GetMaxPower(POWER_MANA)*restore_percent)); SetPower(POWER_RAGE, 0); SetPower(POWER_ENERGY, uint32(GetMaxPower(POWER_ENERGY)*restore_percent)); } // update world right away if(updateToWorld) MapManager::Instance().GetMap(GetMapId(), this)->Add(this); // some items limited to specific map DestroyZoneLimitedItem( true, GetZoneId()); // set resurrection sickness if not expired if(!m_resurrectingSicknessExpire) return; // check expire time_t curTime = time(NULL); if(m_resurrectingSicknessExpire <= curTime) { m_resurrectingSicknessExpire = 0; return; } // set resurrection sickness! uint32 delta = m_resurrectingSicknessExpire-time(NULL); CastSpell(this,SPELL_PASSIVE_RESURRECTION_SICKNESS,true); for(int i =0; i < 3; ++i) { Aura* Aur = GetAura(SPELL_PASSIVE_RESURRECTION_SICKNESS,i); if(Aur) { Aur->SetAuraDuration(delta*1000); Aur->UpdateAuraDuration(); } } } void Player::KillPlayer() { SetMovement(MOVE_ROOT); StopMirrorTimers(); //disable timers(bars) setDeathState(CORPSE); //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP ); SetFlag(UNIT_DYNAMIC_FLAGS, 0x00); // 6 minutes until repop at graveyard m_deathTimer = 360000; // dead player body showed at this moment, corpse will be show at Player ghost repop CreateCorpse(); // update visibility ObjectAccessor::UpdateObjectVisibility(this); } void Player::CreateCorpse() { // prevent existence 2 corpse for player SpawnCorpseBones(); uint32 _uf, _pb, _pb2, _cfb1, _cfb2; Corpse *corpse = new Corpse(this, CORPSE_RESURRECTABLE); if(!corpse->Create(objmgr.GenerateLowGuid(HIGHGUID_CORPSE), this, GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation())) { delete corpse; return; } _uf = GetUInt32Value(UNIT_FIELD_BYTES_0); _pb = GetUInt32Value(PLAYER_BYTES); _pb2 = GetUInt32Value(PLAYER_BYTES_2); uint8 race = (uint8)(_uf); uint8 skin = (uint8)(_pb); uint8 face = (uint8)(_pb >> 8); uint8 hairstyle = (uint8)(_pb >> 16); uint8 haircolor = (uint8)(_pb >> 24); uint8 facialhair = (uint8)(_pb2); _cfb1 = ((0x00) | (race << 8) | (getGender() << 16) | (skin << 24)); _cfb2 = ((face) | (hairstyle << 8) | (haircolor << 16) | (facialhair << 24)); corpse->SetUInt32Value( CORPSE_FIELD_BYTES_1, _cfb1 ); corpse->SetUInt32Value( CORPSE_FIELD_BYTES_2, _cfb2 ); uint32 flags = 0x04; if(InBattleGround()) flags |= 0x20; // to be able to remove insignia corpse->SetUInt32Value( CORPSE_FIELD_FLAGS, flags ); corpse->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID, GetUInt32Value(UNIT_FIELD_DISPLAYID) ); uint32 iDisplayID; uint16 iIventoryType; uint32 _cfi; for (int i = 0; i < EQUIPMENT_SLOT_END; i++) { if(m_items[i]) { iDisplayID = m_items[i]->GetProto()->DisplayInfoID; iIventoryType = (uint16)m_items[i]->GetProto()->InventoryType; _cfi = (uint16(iDisplayID)) | (iIventoryType)<< 24; corpse->SetUInt32Value(CORPSE_FIELD_ITEM + i,_cfi); } } corpse->SaveToDB(); // register for player, but not show ObjectAccessor::Instance().AddCorpse(corpse); } void Player::SpawnCorpseBones() { if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID())) SaveToDB(); // prevent loading as ghost without corpse } Corpse* Player::GetCorpse() const { return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID()); } void Player::DurabilityLossAll(double percent) { for (uint16 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++) DurabilityLoss(i,percent); } void Player::DurabilityLoss(uint8 equip_pos, double percent) { if(!m_items[equip_pos]) return; uint32 pDurability = m_items[equip_pos]->GetUInt32Value(ITEM_FIELD_DURABILITY); if(!pDurability) return; uint32 pDurabilityLoss = (uint32)(pDurability*percent); if(pDurabilityLoss < 1 ) pDurabilityLoss = 1; DurabilityPointsLoss(equip_pos,pDurabilityLoss); } void Player::DurabilityPointsLoss(uint8 equip_pos, uint32 points) { if(!m_items[equip_pos]) return; uint32 pDurability = m_items[equip_pos]->GetUInt32Value(ITEM_FIELD_DURABILITY); if(!pDurability) return; uint32 pNewDurability = pDurability >= points ? pDurability - points : 0; // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check if ( pNewDurability == 0 ) _ApplyItemMods(m_items[equip_pos],equip_pos, false); m_items[equip_pos]->SetUInt32Value(ITEM_FIELD_DURABILITY, pNewDurability); m_items[equip_pos]->SetState(ITEM_CHANGED, this); } uint32 Player::DurabilityRepairAll(bool cost, float discountMod, bool guildBank) { uint32 TotalCost = 0; // equipped, backpack, bags itself for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++) TotalCost += DurabilityRepair(( (INVENTORY_SLOT_BAG_0 << 8) | i ),cost,discountMod, guildBank); // bank, buyback and keys not repaired // items in inventory bags for(int j = INVENTORY_SLOT_BAG_START; j < INVENTORY_SLOT_BAG_END; j++) for(int i = 0; i < MAX_BAG_SIZE; i++) TotalCost += DurabilityRepair(( (j << 8) | i ),cost,discountMod, guildBank); return TotalCost; } uint32 Player::DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank) { Item* item = GetItemByPos(pos); uint32 TotalCost = 0; if(!item) return TotalCost; uint32 maxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY); if(!maxDurability) return TotalCost; uint32 curDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY); if(cost) { uint32 LostDurability = maxDurability - curDurability; if(LostDurability>0) { ItemPrototype const *ditemProto = sItemStorage.LookupEntry(item->GetEntry()); if(!ditemProto) { sLog.outError("ERROR: RepairDurability: Unknown item id %u", ditemProto); return TotalCost; } DurabilityCostsEntry const *dcost = sDurabilityCostsStore.LookupEntry(ditemProto->ItemLevel); if(!dcost) { sLog.outError("ERROR: RepairDurability: Wrong item lvl %u", dcost); return TotalCost; } DurabilityQualityEntry const *dQualitymodEntry = sDurabilityQualityStore.LookupEntry((ditemProto->Quality+1)*2); if(!dQualitymodEntry) { sLog.outError("ERROR: RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntry); return TotalCost; } uint32 dmultiplier = dcost->multiplier[ItemSubClassToDurabilityMultiplierId(ditemProto->Class,ditemProto->SubClass)]; uint32 costs = uint32(LostDurability*dmultiplier*double(dQualitymodEntry->quality_mod)); costs = uint32(costs * discountMod); if (costs==0) //fix for ITEM_QUALITY_ARTIFACT costs= 1; if (guildBank) { if (GetGuildId()==0) { DEBUG_LOG("You are not member of a guild"); return TotalCost; } Guild *pGuild = objmgr.GetGuildById(GetGuildId()); if (!pGuild) return TotalCost; if (pGuild->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs) { DEBUG_LOG("You do not have enough money withdraw rights"); return TotalCost; } if (pGuild->GetGuildBankMoney() < costs) { DEBUG_LOG("There is not enough money in bank"); return TotalCost; } pGuild->MemberMoneyWithdraw(costs, GetGUIDLow()); TotalCost = costs; } else if (GetMoney() < costs) { DEBUG_LOG("You do not have enough money"); return TotalCost; } else ModifyMoney( -int32(costs) ); } } item->SetUInt32Value(ITEM_FIELD_DURABILITY, maxDurability); item->SetState(ITEM_CHANGED, this); // reapply mods for total broken and repaired item if equipped if(IsEquipmentPos(pos) && !curDurability) _ApplyItemMods(item,pos & 255, true); return TotalCost; } void Player::RepopAtGraveyard() { AreaTableEntry const *zone = GetAreaEntryByAreaID(GetAreaId()); if(zone && zone->flags & 0x1000) //Such zones are considered unreachable without flying and the player must be automatically revived { ResurrectPlayer(0.5f); SpawnCorpseBones(); } WorldSafeLocsEntry const *ClosestGrave = NULL; // Special handle for battleground maps BattleGround *bg = sBattleGroundMgr.GetBattleGround(GetBattleGroundId()); if(bg && bg->GetTypeID() == BATTLEGROUND_AB) ClosestGrave = ((BattleGroundAB*)bg)->SelectGraveYard(this); else ClosestGrave = objmgr.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() ); if(ClosestGrave) { // stop countdown until repop m_deathTimer = 0; 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_SH_POSITION, 4*4); // show spirit healer position on minimap data << ClosestGrave->map_id; data << ClosestGrave->x; data << ClosestGrave->y; data << ClosestGrave->z; GetSession()->SendPacket(&data); } } } void Player::JoinedChannel(Channel *c) { m_channels.push_back(c); } void Player::LeftChannel(Channel *c) { m_channels.remove(c); } void Player::CleanupChannels() { while(!m_channels.empty()) { Channel* ch = *m_channels.begin(); m_channels.erase(m_channels.begin()); // remove from player's channel list ch->Leave(GetGUID(), false); // not send to client, not remove from player's channel list if (ChannelMgr* cMgr = channelMgr(GetTeam())) cMgr->LeftChannel(ch->GetName()); // deleted channel if empty } sLog.outDebug("Player: channels cleaned up!"); } void Player::UpdateLocalChannels(uint32 newZone ) { if(m_channels.empty()) return; AreaTableEntry const* current_zone = GetAreaEntryByAreaID(newZone); if(!current_zone) return; ChannelMgr* cMgr = channelMgr(GetTeam()); if(!cMgr) return; std::string current_zone_name = current_zone->area_name[sWorld.GetDBClang()]; for(JoinedChannelsList::iterator i = m_channels.begin(), next; i != m_channels.end(); i = next) { next = i; ++next; // skip non built-in channels if(!(*i)->IsConstant()) continue; ChatChannelsEntry const* ch = GetChannelEntryFor((*i)->GetChannelId()); if(!ch) continue; if((ch->flags & 4) == 4) // global channel without zone name in pattern continue; // new channel char new_channel_name_buf[100]; snprintf(new_channel_name_buf,100,ch->pattern[sWorld.GetDBClang()],current_zone_name.c_str()); Channel* new_channel = cMgr->GetJoinChannel(new_channel_name_buf,ch->ChannelID); if((*i)!=new_channel) { new_channel->Join(GetGUID(),""); // will output Changed Channel: N. Name // leave old channel (*i)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client std::string name = (*i)->GetName(); // stroe name, (*i)erase in LeftChannel LeftChannel(*i); // remove from player's channel list cMgr->LeftChannel(name); // delete if empty } } sLog.outDebug("Player: channels cleaned up!"); } void Player::LeaveLFGChannel() { for(JoinedChannelsList::iterator i = m_channels.begin(); i != m_channels.end(); ++i ) { if((*i)->IsLFG()) { (*i)->Leave(GetGUID()); break; } } } void Player::BroadcastPacketToFriendListers(WorldPacket *packet, bool extern_result, QueryResult *result) { /// this is sent out to those that have the player in their friendlist /// (not necessarily those that are in the player's friendlist) if(!extern_result) result = CharacterDatabase.PQuery("SELECT guid FROM character_social WHERE friend = '%u' AND flags = 0", GetGUIDLow()); if(!result) return; uint32 team = GetTeam(); uint32 security = GetSession()->GetSecurity(); bool gmInWhoList = sWorld.getConfig(CONFIG_GM_IN_WHO_LIST); bool allowTwoSideWhoList = sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_WHO_LIST); do { Field *fields = result->Fetch(); Player *pFriend = ObjectAccessor::FindPlayer(fields[0].GetUInt64()); // PLAYER see his team only and PLAYER can't see MODERATOR, GAME MASTER, ADMINISTRATOR characters // MODERATOR, GAME MASTER, ADMINISTRATOR can see all if( pFriend && pFriend->IsInWorld() && ( pFriend->GetSession()->GetSecurity() > SEC_PLAYER || ( pFriend->GetTeam() == team || allowTwoSideWhoList ) && (security == SEC_PLAYER || gmInWhoList && IsVisibleGloballyFor(pFriend) ))) { pFriend->GetSession()->SendPacket(packet); } }while( result->NextRow() ); // note: always deletes the result, even if it was external, use accordingly delete result; } void Player::UpdateDefense() { if(UpdateSkill(SKILL_DEFENSE)) { // update dependent from defense skill part BlockChanceWithoutMods = 5 + (GetDefenseSkillValue() - getLevel()*5)*0.04); UpdateBlockPercentage(); } } uint16 Player::GetDefenseSkillTempBonusValue() const { return GetSkillTempBonusValue(SKILL_DEFENSE) + uint32(GetRatingBonusValue(PLAYER_FIELD_DEFENCE_RATING)); } void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply, bool affectStats) { if(modGroup >= BASEMOD_END || modType >= MOD_END) { sLog.outError("ERROR in HandleBaseModValue(): nonexisted BaseModGroup of wrong BaseModType!"); return; } float val = 1.0f; switch(modType) { case FLAT_MOD: m_auraBaseMod[modGroup][modType] += apply ? amount : -amount; break; case PCT_MOD: if(amount <= -100.0f) amount = -200.0f; val = (100.0f + amount) / 100.0f; m_auraBaseMod[modGroup][modType] *= apply ? val : (1.0f/val); break; } if(!CanModifyStats()) return; switch(modGroup) { case CRIT_PERCENTAGE: UpdateCritPercentage(BASE_ATTACK); break; case BLOCK_PERCENTAGE: UpdateBlockPercentage(); break; case DODGE_PERCENTAGE: UpdateDodgePercentage(); break; case PARRY_PERCENTAGE: UpdateParryPercentage(); break; case RANGED_CRIT_PERCENTAGE: UpdateCritPercentage(RANGED_ATTACK); break; case OFFHAND_CRIT_PERCENTAGE: UpdateCritPercentage(OFF_ATTACK); break; case SPELL_CRIT_PERCENTAGE: UpdateAllSpellCritChances(); break; case HOLY_SPELL_CRIT_PERCENTAGE: case FIRE_SPELL_CRIT_PERCENTAGE: case NATURE_SPELL_CRIT_PERCENTAGE: case FROST_SPELL_CRIT_PERCENTAGE: case SHADOW_SPELL_CRIT_PERCENTAGE: case ARCANE_SPELL_CRIT_PERCENTAGE: UpdateSpellCritChance(GetSpellSchoolByBaseGroup(modGroup)); break; case SHIELD_BLOCK_VALUE: default: break; } } float Player::GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const { if(modGroup >= BASEMOD_END || modType > MOD_END) { sLog.outError("ERROR: trial to access nonexisted BaseModGroup or wrong BaseModType!"); return 0.0f; } if(modType == PCT_MOD && m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f) return 0.0f; return m_auraBaseMod[modGroup][modType]; } float Player::GetTotalBaseModValue(BaseModGroup modGroup) const { if(modGroup >= BASEMOD_END) { sLog.outError("ERROR: wrong BaseModGroup in GetTotalBaseModValue()!"); return 0.0f; } if(m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f) return 0.0f; return m_auraBaseMod[modGroup][FLAT_MOD] * m_auraBaseMod[modGroup][PCT_MOD]; } uint32 Player::GetShieldBlockValue() const { BaseModGroup modGroup = SHIELD_BLOCK_VALUE; float value = GetTotalBaseModValue(modGroup) + GetStat(STAT_STRENGTH)/20 - 1; value = (value < 0) ? 0 : value; return uint32(value); } uint32 Player::GetSpellSchoolByBaseGroup(BaseModGroup baseGroup) const { if(baseGroup >= BASEMOD_END) return MAX_SPELL_SCHOOL; uint32 school = MAX_SPELL_SCHOOL; switch(baseGroup) { case SPELL_CRIT_PERCENTAGE: school = SPELL_SCHOOL_NORMAL; break; case HOLY_SPELL_CRIT_PERCENTAGE: school = SPELL_SCHOOL_HOLY; break; case FIRE_SPELL_CRIT_PERCENTAGE: school = SPELL_SCHOOL_FIRE; break; case NATURE_SPELL_CRIT_PERCENTAGE: school = SPELL_SCHOOL_NATURE; break; case FROST_SPELL_CRIT_PERCENTAGE: school = SPELL_SCHOOL_FROST; break; case SHADOW_SPELL_CRIT_PERCENTAGE: school = SPELL_SCHOOL_SHADOW; break; case ARCANE_SPELL_CRIT_PERCENTAGE: school = SPELL_SCHOOL_ARCANE; break; default: break; } return school; } float Player::GetMeleeCritFromAgility() { uint32 level = getLevel(); uint32 pclass = getClass(); if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL; GtChanceToMeleeCritBaseEntry const *critBase = sGtChanceToMeleeCritBaseStore.LookupEntry(pclass-1); GtChanceToMeleeCritEntry const *critRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); if (critBase==NULL || critRatio==NULL) return 0.0f; float crit=critBase->base + GetStat(STAT_AGILITY)*critRatio->ratio; return crit*100.0f; } float Player::GetSpellCritFromIntellect() { uint32 level = getLevel(); uint32 pclass = getClass(); if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL; GtChanceToSpellCritBaseEntry const *critBase = sGtChanceToSpellCritBaseStore.LookupEntry(pclass-1); GtChanceToSpellCritEntry const *critRatio = sGtChanceToSpellCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); if (critBase==NULL || critRatio==NULL) return 0.0f; float crit=critBase->base + GetStat(STAT_INTELLECT)*critRatio->ratio; return crit*100.0f; } float Player::GetRatingCoefficient(uint16 index) const { uint32 level = getLevel(); uint32 rating_id = index - PLAYER_FIELD_COMBAT_RATING_1; if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL; GtCombatRatingsEntry const *Rating = sGtCombatRatingsStore.LookupEntry(rating_id*GT_MAX_LEVEL+level-1); if (Rating == NULL) return 1.0f; // By default use minimum coefficient (not must be called) return Rating->ratio; } float Player::GetRatingBonusValue(uint16 index) const { float value = float(GetUInt32Value(index)) / GetRatingCoefficient(index); return value; } uint32 Player::GetMeleeCritDamageReduction(uint32 damage) const { float melee = GetRatingBonusValue(PLAYER_FIELD_CRIT_TAKEN_MELEE_RATING)*2.0f; if (melee>25.0f) melee = 25.0f; return uint32 (melee * damage /100.0f); } uint32 Player::GetRangedCritDamageReduction(uint32 damage) const { float ranged = GetRatingBonusValue(PLAYER_FIELD_CRIT_TAKEN_RANGED_RATING)*2.0f; if (ranged>25.0f) ranged=25.0f; return uint32 (ranged * damage /100.0f); } uint32 Player::GetSpellCritDamageReduction(uint32 damage) const { float spell = GetRatingBonusValue(PLAYER_FIELD_CRIT_TAKEN_SPELL_RATING)*2.0f; // In wow script recilience limited to 25% if (spell>25.0f) spell = 25.0f; return uint32 (spell * damage / 100.0f); } uint32 Player::GetDotDamageReduction(uint32 damage) const { float spellDot = GetRatingBonusValue(PLAYER_FIELD_CRIT_TAKEN_SPELL_RATING); // Dot recilience not limited (limit it by 100%) if (spellDot > 100.0f) spellDot = 100.0f; return uint32 (spellDot * damage / 100.0f); } float Player::GetExpertiseDodgeOrParryReduction() const { return GetUInt32Value(PLAYER_EXPERTISE) / 4.0f; } float Player::OCTRegenHPPerSpirit() { uint32 level = getLevel(); uint32 pclass = getClass(); if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL; GtOCTRegenHPEntry const *baseRatio = sGtOCTRegenHPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); GtRegenHPPerSptEntry const *moreRatio = sGtRegenHPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); if (baseRatio==NULL || moreRatio==NULL) return 0.0f; // Formula from PaperDollFrame script float spirit = GetStat(STAT_SPIRIT); float baseSpirit = spirit; if (baseSpirit>50) baseSpirit = 50; float moreSpirit = spirit - baseSpirit; float regen = baseSpirit * baseRatio->ratio + moreSpirit * moreRatio->ratio; return regen; } float Player::OCTRegenMPPerSpirit() { uint32 level = getLevel(); uint32 pclass = getClass(); if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL; GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); GtRegenMPPerSptEntry const *moreRatio = sGtRegenMPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); if (baseRatio==NULL || moreRatio==NULL) return 0.0f; // Formula get 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; } void Player::ApplyRatingMod(uint16 index, int32 value, bool apply) { ApplyModUInt32Value(index, value, apply); float RatingCoeffecient = GetRatingCoefficient(index); float RatingChange = 0.0f; bool affectStats = CanModifyStats(); switch (index) { case PLAYER_FIELD_ALL_WEAPONS_SKILL_RATING: // Implemended in Unit::RollMeleeOutcomeAgainst case PLAYER_FIELD_DEFENCE_RATING: UpdateDefenseBonusesMod(); break; case PLAYER_FIELD_DODGE_RATING: UpdateDodgePercentage(); break; case PLAYER_FIELD_PARRY_RATING: UpdateParryPercentage(); break; case PLAYER_FIELD_BLOCK_RATING: UpdateBlockPercentage(); break; case PLAYER_FIELD_MELEE_HIT_RATING: RatingChange = value / RatingCoeffecient; m_modMeleeHitChance += apply ? RatingChange : -RatingChange; break; case PLAYER_FIELD_RANGED_HIT_RATING: RatingChange = value / RatingCoeffecient; m_modRangedHitChance += apply ? RatingChange : -RatingChange; break; case PLAYER_FIELD_SPELL_HIT_RATING: RatingChange = value / RatingCoeffecient; m_modSpellHitChance += apply ? RatingChange : -RatingChange; break; case PLAYER_FIELD_MELEE_CRIT_RATING: if(affectStats) { UpdateCritPercentage(BASE_ATTACK); UpdateCritPercentage(OFF_ATTACK); } break; case PLAYER_FIELD_RANGED_CRIT_RATING: if(affectStats) UpdateCritPercentage(RANGED_ATTACK); break; case PLAYER_FIELD_SPELL_CRIT_RATING: if(affectStats) UpdateAllSpellCritChances(); break; case PLAYER_FIELD_HIT_TAKEN_MELEE_RATING: // Implemended in Unit::MeleeMissChanceCalc case PLAYER_FIELD_HIT_TAKEN_RANGED_RATING: break; case PLAYER_FIELD_HIT_TAKEN_SPELL_RATING: // Implemended in Unit::SpellMissChanceCalc break; case PLAYER_FIELD_CRIT_TAKEN_MELEE_RATING: // Implemended in Unit::RollMeleeOutcomeAgainst (only for chance to crit) case PLAYER_FIELD_CRIT_TAKEN_RANGED_RATING: break; case PLAYER_FIELD_CRIT_TAKEN_SPELL_RATING: // Implemented in Unit::SpellCriticalBonus (only for chance to crit) break; case PLAYER_FIELD_MELEE_HASTE_RATING: RatingChange = value / RatingCoeffecient; ApplyAttackTimePercentMod(BASE_ATTACK,RatingChange,apply); ApplyAttackTimePercentMod(OFF_ATTACK,RatingChange,apply); break; case PLAYER_FIELD_RANGED_HASTE_RATING: RatingChange = value / RatingCoeffecient; ApplyAttackTimePercentMod(RANGED_ATTACK, RatingChange, apply); break; case PLAYER_FIELD_SPELL_HASTE_RATING: RatingChange = value / RatingCoeffecient; ApplyCastTimePercentMod(RatingChange,apply); break; case PLAYER_FIELD_MELEE_WEAPON_SKILL_RATING: // Implemended in Unit::RollMeleeOutcomeAgainst case PLAYER_FIELD_OFFHAND_WEAPON_SKILL_RATING: case PLAYER_FIELD_RANGED_WEAPON_SKILL_RATING: break; case PLAYER_FIELD_EXPERTISE_RATING: if(affectStats) UpdateExpertise(); break; } } void Player::SetRegularAttackTime() { ItemPrototype const *proto = 0; uint32 InvType = 0; //check for mainhand weapon Item *tmpitem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND); if(tmpitem && !tmpitem->IsBroken()) { proto = tmpitem->GetProto(); InvType = proto->InventoryType; if((InvType == INVTYPE_WEAPON || InvType == INVTYPE_2HWEAPON || InvType == INVTYPE_WEAPONMAINHAND )&& proto->Delay) SetAttackTime(BASE_ATTACK, proto->Delay); else SetAttackTime(BASE_ATTACK, BASE_ATTACK_TIME); } //check for offhand weapon tmpitem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if(tmpitem && !tmpitem->IsBroken()) { proto = tmpitem->GetProto(); InvType = proto->InventoryType; if((InvType == INVTYPE_WEAPON || InvType == INVTYPE_WEAPONOFFHAND) && proto->Delay) SetAttackTime(OFF_ATTACK, proto->Delay); else SetAttackTime(OFF_ATTACK, BASE_ATTACK_TIME); } //check for ranged weapons tmpitem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED); if(tmpitem && !tmpitem->IsBroken()) { proto = tmpitem->GetProto(); InvType = proto->InventoryType; if((InvType == INVTYPE_THROWN || InvType == INVTYPE_RANGED) && proto->Delay ) SetAttackTime(RANGED_ATTACK, proto->Delay); else SetAttackTime(RANGED_ATTACK, BASE_ATTACK_TIME); } } //skill+1, checking for max value bool Player::UpdateSkill(uint32 skill_id) { if(!skill_id) return false; uint16 i=0; for (; i < PLAYER_MAX_SKILLS; i++) if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill_id) break; if(i>=PLAYER_MAX_SKILLS) return false; uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)); uint32 value = SKILL_VALUE(data); uint32 max = SKILL_MAX(data); if ((!max) || (!value) || (value >= max)) return false; if (value*512 < max*urand(0,512)) { SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),data+MAKE_SKILL_VALUE(1,0)); return true; } return false; } inline int SkillGainChance(uint32 SkillValue, uint32 GrayLevel, uint32 GreenLevel, uint32 YellowLevel) { if ( SkillValue >= GrayLevel ) return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREY)*10; if ( SkillValue >= GreenLevel ) return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREEN)*10; if ( SkillValue >= YellowLevel ) return sWorld.getConfig(CONFIG_SKILL_CHANCE_YELLOW)*10; return sWorld.getConfig(CONFIG_SKILL_CHANCE_ORANGE)*10; } bool Player::UpdateCraftSkill(uint32 spellid) { sLog.outDebug("UpdateCraftSkill spellid %d", spellid); SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(spellid); if ( !pAbility ) return false; uint32 SkillId = pAbility->skillId; if ( !SkillId ) return false; uint32 SkillValue = GetBaseSkillValue(SkillId); // Alchemy Discoveries here SpellEntry const* spellEntry = sSpellStore.LookupEntry(spellid); if(spellEntry && spellEntry->Mechanic==MECHANIC_DISCOVERY) { if(uint32 discoveredSpell = GetSkillDiscoverySpell(pAbility->skillId, spellid, this)) learnSpell(discoveredSpell); } return UpdateSkillPro(pAbility->skillId, SkillGainChance(SkillValue, pAbility->max_value, (pAbility->max_value + pAbility->min_value)/2, pAbility->min_value)); } bool Player::UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator ) { sLog.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId, SkillValue, RedLevel); // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times switch (SkillId) { case SKILL_HERBALISM: case SKILL_LOCKPICKING: case SKILL_JEWELCRAFTING: return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator); case SKILL_SKINNING: if( sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)==0) return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator); else return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)) ); case SKILL_MINING: if (sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)==0) return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator); else return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)) ); } return false; } bool Player::UpdateFishingSkill() { sLog.outDebug("UpdateFishingSkill"); uint32 SkillValue = GetBaseSkillValue(SKILL_FISHING); int32 chance = SkillValue < 75 ? 100 : 2500/(SkillValue-50); return UpdateSkillPro(SKILL_FISHING,chance*10); } bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance) { sLog.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId, Chance/10.0); if ( !SkillId ) return false; if(Chance <= 0) // speedup in 0 chance case { sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0); return false; } uint16 i=0; for (; i < PLAYER_MAX_SKILLS; i++) if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i))) == SkillId ) break; if ( i >= PLAYER_MAX_SKILLS ) return false; uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)); uint16 SkillValue = SKILL_VALUE(data); uint16 MaxValue = SKILL_MAX(data); if ( !MaxValue || !SkillValue || SkillValue >= MaxValue ) return false; int32 Roll = irand(1,1000); if ( Roll <= Chance ) { SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),data + MAKE_SKILL_VALUE(1,0)); sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance/10.0); return true; } sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0); return false; } void Player::UpdateWeaponSkill (WeaponAttackType attType) { // no skill gain in pvp Unit *pVictim = getVictim(); if(pVictim && pVictim->GetTypeId() == TYPEID_PLAYER) return; if(IsInFeralForm()) return; // always maximized SKILL_FERAL_COMBAT in fact if(m_form == FORM_TREE) return; // use weapon but not skill up switch(attType) { case BASE_ATTACK: { Item *tmpitem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND); if (!tmpitem || tmpitem->IsBroken() || !IsUseEquipedWeapon(true)) UpdateSkill(SKILL_UNARMED); else if(tmpitem->GetProto()->SubClass != ITEM_SUBCLASS_WEAPON_FISHING_POLE) UpdateSkill(tmpitem->GetSkill()); };break; case OFF_ATTACK: { Item *tmpitem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (tmpitem && tmpitem->GetProto()->Class == ITEM_CLASS_WEAPON && !tmpitem->IsBroken() && IsUseEquipedWeapon(false)) UpdateSkill(tmpitem->GetSkill()); };break; case RANGED_ATTACK: { Item* tmpitem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED); if (tmpitem && tmpitem->GetProto()->Class == ITEM_CLASS_WEAPON && !tmpitem->IsBroken() && IsUseEquipedWeapon(false)) UpdateSkill(tmpitem->GetSkill()); };break; } } void Player::UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, MeleeHitOutcome outcome, bool defence) { switch(outcome) { case MELEE_HIT_CRIT: case MELEE_HIT_DODGE: case MELEE_HIT_PARRY: case MELEE_HIT_BLOCK: case MELEE_HIT_BLOCK_CRIT: return; default: break; } uint32 plevel = getLevel(); // if defense than pVictim == attacker uint32 greylevel = MaNGOS::XP::GetGrayLevel(plevel); uint32 moblevel = pVictim->getLevel(); if(moblevel < greylevel) return; if (moblevel > plevel + 5) moblevel = plevel + 5; uint32 lvldif = moblevel - greylevel; if(lvldif < 3) lvldif = 3; uint32 skilldif = 5 * plevel - (defence ? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType)); if(skilldif <= 0) return; float chance = float(3 * lvldif * skilldif) / plevel; if(!defence) { if(getClass() == CLASS_WARRIOR || getClass() == CLASS_ROGUE) chance *= 0.1 * GetStat(STAT_INTELLECT); } chance = chance < 1.0 ? 1.0 : chance; //minimum chance to increase skill is 1% if(roll_chance_f(chance)) { if(defence) UpdateDefense(); else UpdateWeaponSkill(attType); } else return; } void Player::ModifySkillBonus(uint32 skillid,int32 val, bool talent) { for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++) if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skillid) { uint32 bonus_val = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)); uint16 temp_bonus = SKILL_TEMP_BONUS(bonus_val); uint16 perm_bonus = SKILL_PERM_BONUS(bonus_val); if(talent) // permanent bonus stored in high part SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),MAKE_SKILL_BONUS(temp_bonus,perm_bonus+val)); else // temporary/item bonus stored in low part SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),MAKE_SKILL_BONUS(temp_bonus+val,perm_bonus)); return; } } void Player::UpdateMaxSkills() { uint16 maxconfskill = sWorld.GetConfigMaxSkillValue(); for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++) if (GetUInt32Value(PLAYER_SKILL_INDEX(i))) { uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF; if( IsProfessionSkill(pskill) || pskill == SKILL_RIDING ) continue; uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)); uint32 max = SKILL_MAX(data); uint32 val = SKILL_VALUE(data); // update only level dependent max skill values if(max!=1 && max != maxconfskill) { uint32 max_Skill = GetMaxSkillValueForLevel(); SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(val,max_Skill)); } } } void Player::UpdateSkillsToMaxSkillsForLevel() { for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++) if (GetUInt32Value(PLAYER_SKILL_INDEX(i))) { uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF; if( IsProfessionSkill(pskill) || pskill == SKILL_RIDING ) continue; uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)); uint32 max = SKILL_MAX(data); if(max > 1) SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(max,max)); if(pskill == SKILL_DEFENSE) { UpdateBlockPercentage(); } } } // This functions sets a skill line value (and adds if doesn't exist yet) // To "remove" a skill line, set it's values to zero void Player::SetSkill(uint32 id, uint16 currVal, uint16 maxVal) { if(!id) return; uint16 i=0; for (; i < PLAYER_MAX_SKILLS; i++) if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == id) break; if(isecond->state == PLAYERSPELL_REMOVED) continue; SkillLineAbilityEntry const *ability = sSkillLineAbilityStore.LookupEntry(itr->first); if (ability && ability->skillId == id) { // this may remove more than one spell (dependants) removeSpell(itr->first); next = m_spells.begin(); } } } } else if(currVal) //add { for (i=0; i < PLAYER_MAX_SKILLS; i++) if (!GetUInt32Value(PLAYER_SKILL_INDEX(i))) { SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id); if(!pSkill) { sLog.outError("Skill not found in SkillLineStore: skill #%u", id); return; } // enable unlearn button for primary professions only if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION) SetUInt32Value(PLAYER_SKILL_INDEX(i), id | (1 << 16)); else SetUInt32Value(PLAYER_SKILL_INDEX(i), id); SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal,maxVal)); // apply skill bonuses SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0); // temporary bonuses AuraList const& mModSkill = GetAurasByType(SPELL_AURA_MOD_SKILL); for(AuraList::const_iterator i = mModSkill.begin(); i != mModSkill.end(); ++i) if ((*i)->GetModifier()->m_miscvalue == int32(id)) (*i)->ApplyModifier(true); // permanent bonuses AuraList const& mModSkillTalent = GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT); for(AuraList::const_iterator i = mModSkillTalent.begin(); i != mModSkillTalent.end(); ++i) if ((*i)->GetModifier()->m_miscvalue == int32(id)) (*i)->ApplyModifier(true); return; } } } bool Player::HasSkill(uint32 skill) const { if(!skill)return false; for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++) { if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill) { return true; } } return false; } uint16 Player::GetSkillValue(uint32 skill) const { if(!skill) return 0; for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++) { if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill) { uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)); int16 result = int16(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))) + SKILL_TEMP_BONUS(bonus) + SKILL_PERM_BONUS(bonus)); return result < 0 ? 0 : result; } } return 0; } uint16 Player::GetMaxSkillValue(uint32 skill) const { if(!skill)return 0; for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++) { if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill) { return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))) +SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i))); } } return 0; } uint16 Player::GetPureMaxSkillValue(uint32 skill) const { if(!skill)return 0; for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++) { if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill) { return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))); } } return 0; } uint16 Player::GetBaseSkillValue(uint32 skill) const { if(!skill)return 0; for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++) { if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill) { return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))) +SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i))); } } return 0; } uint16 Player::GetPureSkillValue(uint32 skill) const { if(!skill)return 0; for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++) { if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill) { return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))); } } return 0; } uint16 Player::GetSkillTempBonusValue(uint32 skill) const { if(!skill) return 0; for (int i = 0; i < PLAYER_MAX_SKILLS; i++) { if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill) { int16 result = SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i))); return result < 0 ? 0 : result; } } return 0; } void Player::SendInitialActionButtons() { sLog.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() ); WorldPacket data(SMSG_ACTION_BUTTONS, (MAX_ACTION_BUTTONS*4)); for(int button = 0; button < MAX_ACTION_BUTTONS; ++button) { ActionButtonList::const_iterator itr = m_actionButtons.find(button); if(itr != m_actionButtons.end() && itr->second.uState != ACTIONBUTTON_DELETED) { data << uint16(itr->second.action); data << uint8(itr->second.misc); data << uint8(itr->second.type); } else { data << uint32(0); } } GetSession()->SendPacket( &data ); sLog.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() ); } void Player::addActionButton(const uint8 button, const uint16 action, const uint8 type, const uint8 misc) { if(button >= MAX_ACTION_BUTTONS) { sLog.outError( "Action %u not added into button %u for player %s: button must be < 120", action, button, GetName() ); return; } // check cheating with adding non-known spells to action bar if(type==ACTION_BUTTON_SPELL) { if(!sSpellStore.LookupEntry(action)) { sLog.outError( "Action %u not added into button %u for player %s: spell not exist", action, button, GetName() ); return; } if(!HasSpell(action)) { sLog.outError( "Action %u not added into button %u for player %s: player don't known this spell", action, button, GetName() ); return; } } if (m_actionButtons.find(button)==m_actionButtons.end()) { // just add new button m_actionButtons[button] = ActionButton(action,type,misc); } else { // change state of current button ActionButtonUpdateState uState = m_actionButtons[button].uState; m_actionButtons[button] = ActionButton(action,type,misc); if (uState != ACTIONBUTTON_NEW) m_actionButtons[button].uState = ACTIONBUTTON_CHANGED; }; sLog.outDetail( "Player '%u' Added Action '%u' to Button '%u'", GetGUIDLow(), action, button ); } void Player::removeActionButton(uint8 button) { m_actionButtons[button].uState = ACTIONBUTTON_DELETED; sLog.outDetail( "Action Button '%u' Removed from Player '%u'", button, GetGUIDLow() ); } void Player::SetDontMove(bool dontMove) { m_dontMove = dontMove; } bool Player::SetPosition(float x, float y, float z, float orientation, bool teleport) { // prevent crash when a bad coord is sent by the client if(!MaNGOS::IsValidMapCoord(x,y)) { sLog.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x,y,z,orientation,teleport,GetGUIDLow()); return false; } Map *m = MapManager::Instance().GetMap(GetMapId(), this); const float old_x = GetPositionX(); const float old_y = GetPositionY(); const float old_r = GetOrientation(); if( teleport || old_x != x || old_y != y || old_r != orientation ) { // remove at movement non-move stealth aura if(GetVisibility()==VISIBILITY_GROUP_STEALTH) RemoveAurasDueToSpell(20580); // remove death simulation at move if(hasUnitState(UNIT_STAT_DIED)) RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH); // move and update visible state if need m->PlayerRelocation(this, x, y, z, orientation); // reread after Map::Relocation m = MapManager::Instance().GetMap(GetMapId(), this); x = GetPositionX(); y = GetPositionY(); z = GetPositionZ(); } // code block for underwater state update { float water_z = m->GetWaterLevel(x,y); float height_z = m->GetHeight(x,y,z, false); // use .map base surface height uint8 flag1 = m->GetTerrainType(x,y); //!Underwater check, not in water if underground or above water level if (height_z <= INVALID_HEIGHT || z < (height_z-2) || z > (water_z - 2) ) m_isunderwater &= 0x7A; else if ((z < (water_z - 2)) && (flag1 & 0x01)) m_isunderwater |= 0x01; //!in lava check, anywhere under lava level if ((height_z <= INVALID_HEIGHT || z < (height_z - 0)) && (flag1 == 0x00) && IsInWater()) m_isunderwater |= 0x80; } CheckExploreSystem(); // group update SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION); return true; } void Player::SaveRecallPosition() { m_recallMap = GetMapId(); m_recallX = GetPositionX(); m_recallY = GetPositionY(); m_recallZ = GetPositionZ(); m_recallO = GetOrientation(); } void Player::SendMessageToSet(WorldPacket *data, bool self) { MapManager::Instance().GetMap(GetMapId(), this)->MessageBroadcast(this, data, self); } void Player::SendMessageToOwnTeamSet(WorldPacket *data, bool self) { MapManager::Instance().GetMap(GetMapId(), this)->MessageBroadcast(this, data, self,true); } void Player::SendDirectMessage(WorldPacket *data) { GetSession()->SendPacket(data); } void Player::CheckExploreSystem() { if (!isAlive()) return; if (isInFlight()) return; uint16 areaFlag=MapManager::Instance().GetBaseMap(GetMapId())->GetAreaFlag(GetPositionX(),GetPositionY()); if(areaFlag==0xffff)return; int offset = areaFlag / 32; if(offset >= 64) { sLog.outError("ERROR: Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < 64 ).",areaFlag,GetPositionX(),GetPositionY(),offset,offset); return; } uint32 val = (uint32)(1 << (areaFlag % 32)); uint32 currFields = GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset); if( !(currFields & val) ) { SetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset, (uint32)(currFields | val)); AreaTableEntry const *p = GetAreaEntryByAreaFlagAndMap(areaFlag,GetMapId()); if(!p) { sLog.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId()); } else if(p->area_level > 0) { uint32 area = p->ID; if (getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL)) { SendExplorationExperience(area,0); } else { int32 diff = int32(getLevel()) - p->area_level; uint32 XP = 0; if (diff < -5) { XP = uint32(objmgr.GetBaseXP(getLevel()+5)*sWorld.getRate(RATE_XP_EXPLORE)); } else if (diff > 5) { int32 exploration_percent = (100-((diff-5)*5)); if (exploration_percent > 100) exploration_percent = 100; else if (exploration_percent < 0) exploration_percent = 0; XP = uint32(objmgr.GetBaseXP(p->area_level)*exploration_percent/100*sWorld.getRate(RATE_XP_EXPLORE)); } else { XP = uint32(objmgr.GetBaseXP(p->area_level)*sWorld.getRate(RATE_XP_EXPLORE)); } GiveXP( XP, NULL ); SendExplorationExperience(area,XP); } sLog.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area); } } } uint32 Player::TeamForRace(uint8 race) { ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race); if(!rEntry) { sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race)); return ALLIANCE; } switch(rEntry->TeamID) { case 7: return ALLIANCE; case 1: return HORDE; } sLog.outError("Race %u have wrong team id in DBC: wrong DBC files?",uint32(race),rEntry->TeamID); return ALLIANCE; } uint32 Player::getFactionForRace(uint8 race) { ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race); if(!rEntry) { sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race)); return 0; } return rEntry->FactionID; } void Player::setFactionForRace(uint8 race) { m_team = TeamForRace(race); setFaction( getFactionForRace(race) ); } void Player::UpdateReputation() const { sLog.outDetail( "WORLD: Player::UpdateReputation" ); for(FactionsList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr) { SendSetFactionStanding(&(itr->second)); } } void Player::SendSetFactionStanding(const Faction* faction) const { if(faction->Flags & FACTION_FLAG_VISIBLE) //If faction is visible then update it { WorldPacket data(SMSG_SET_FACTION_STANDING, (12)); // last check 2.0.10 data << (uint32) 1; data << (uint32) faction->ReputationListID; data << (uint32) faction->Standing; GetSession()->SendPacket(&data); } /* Packet SMSG.SET_FACTION_STANDING (292), len: 54 0000: 24 01 06 00 00 00 13 00 00 00 8f 21 00 00 0b 00 : $..........!.... 0010: 00 00 91 0c 00 00 31 00 00 00 91 0c 00 00 14 00 : ......1......... 0020: 00 00 22 12 00 00 15 00 00 00 67 45 00 00 12 00 : ..".......gE.... 0030: 00 00 a4 0c 00 00 -- -- -- -- -- -- -- -- -- -- : ...... */ //changed in 2.0.x: /*uint32 count; for (uint32 i = 0; i < count; i++) { uint32 ReputationListID; uint32 Standing; }*/ } void Player::SendInitialReputations() { WorldPacket data(SMSG_INITIALIZE_FACTIONS, (4+128*5)); data << uint32 (0x00000080); RepListID a = 0; for (FactionsList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); itr++) { // fill in absent fields for (; a != itr->first; a++) { data << uint8 (0x00); data << uint32 (0x00000000); } // fill in encountered data data << uint8 (itr->second.Flags); data << uint32 (itr->second.Standing); ++a; } // fill in absent fields for (; a != 128; a++) { data << uint8 (0x00); data << uint32 (0x00000000); } GetSession()->SendPacket(&data); } bool Player::IsFactionAtWar(const FactionEntry *factionEntry) const { FactionsList::const_iterator itr = m_factions.find(factionEntry->reputationListID); if (itr != m_factions.end()) { if((itr->second.Flags & FACTION_FLAG_AT_WAR) != 0) return true; } return false; } void Player::SetFactionAtWar(uint32 repListID, bool atWar) { FactionsList::iterator itr = m_factions.find(repListID); if (itr != m_factions.end()) SetFactionAtWar(&itr->second,atWar); } void Player::SetFactionAtWar(Faction* faction, bool atWar) { // not allow declare war to own faction if(atWar && ((faction->Flags & FACTION_FLAG_OWN_TEAM) != 0)) return; // already set if(((faction->Flags & FACTION_FLAG_AT_WAR) != 0) == atWar) return; if( atWar ) faction->Flags |= FACTION_FLAG_AT_WAR; else faction->Flags &= ~FACTION_FLAG_AT_WAR; faction->Changed = true; } void Player::SetFactionInactive(uint32 repListID, bool inactive) { FactionsList::iterator itr = m_factions.find(repListID); if (itr != m_factions.end()) { // already set if(((itr->second.Flags & FACTION_FLAG_INACTIVE) != 0) == inactive) return; if(inactive) itr->second.Flags |= FACTION_FLAG_INACTIVE; else itr->second.Flags &= ~FACTION_FLAG_INACTIVE; itr->second.Changed = true; } } void Player::SetFactionVisibleForFactionTemplateId(uint32 FactionTemplateId) { FactionTemplateEntry const*factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId); if(!factionTemplateEntry) return; FactionEntry const *factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction); if(!factionEntry) return; if(factionEntry->reputationListID >= 0) SetFactionVisible(factionEntry->reputationListID); } void Player::SetFactionVisible(uint32 repListID) { FactionsList::iterator itr = m_factions.find(repListID); if (itr != m_factions.end()) { // already set if(((itr->second.Flags & FACTION_FLAG_VISIBLE) != 0)) return; itr->second.Flags |= FACTION_FLAG_VISIBLE; itr->second.Changed = true; // make faction visible in reputation list at client WorldPacket data(SMSG_SET_FACTION_VISIBLE, 4); data << repListID; GetSession()->SendPacket(&data); } } void Player::SetInitialFactions() { Faction newFaction; FactionEntry const *factionEntry = NULL; for(unsigned int i = 1; i < sFactionStore.GetNumRows(); i++) { factionEntry = sFactionStore.LookupEntry(i); if( factionEntry && (factionEntry->reputationListID >= 0)) { newFaction.ID = factionEntry->ID; newFaction.ReputationListID = factionEntry->reputationListID; newFaction.Standing = 0; newFaction.Flags = 0x0; newFaction.Changed = true; // show(1) and disable AtWar button(16) of own team factions if( GetTeam() == factionEntry->team ) newFaction.Flags = FACTION_FLAG_OWN_TEAM | FACTION_FLAG_VISIBLE; //If the faction is Hostile or Hated of my one we are at war! if(GetBaseReputationRank(factionEntry) <= REP_HOSTILE) newFaction.Flags |= FACTION_FLAG_AT_WAR; m_factions[newFaction.ReputationListID] = newFaction; } } } int32 Player::GetBaseReputation(const FactionEntry *factionEntry) const { if (!factionEntry) return 0; uint32 Race = getRace(); for (int i=0; i < 4; i++) { if ( factionEntry->BaseRepMask[i] & (1 << (Race-1))) return factionEntry->BaseRepValue[i]; } // in faction.dbc exist factions with (RepListId >=0, listed in character reputation list) with all BaseRepMask[i]==0 return 0; } int32 Player::GetReputation(uint32 faction_id) const { FactionEntry const *factionEntry = sFactionStore.LookupEntry(faction_id); if (!factionEntry) { sLog.outError("Player::GetReputation: Can't get reputation of %s for unknown faction (faction template id) #%u.",GetName(), faction_id); return 0; } return GetReputation(factionEntry); } int32 Player::GetReputation(const FactionEntry *factionEntry) const { // Faction without recorded reputation. Just ignore. if(!factionEntry) return 0; FactionsList::const_iterator itr = m_factions.find(factionEntry->reputationListID); if (itr != m_factions.end()) return GetBaseReputation(factionEntry) + itr->second.Standing; return 0; } ReputationRank Player::GetReputationRank(uint32 faction) const { FactionEntry const*factionEntry = sFactionStore.LookupEntry(faction); if(!factionEntry) return MIN_REPUTATION_RANK; return GetReputationRank(factionEntry); } ReputationRank Player::ReputationToRank(int32 standing) const { int32 Limit = Reputation_Cap + 1; for (int i = MAX_REPUTATION_RANK-1; i >= MIN_REPUTATION_RANK; --i) { Limit -= ReputationRank_Length[i]; if (standing >= Limit ) return ReputationRank(i); } return MIN_REPUTATION_RANK; } ReputationRank Player::GetReputationRank(const FactionEntry *factionEntry) const { int32 Reputation = GetReputation(factionEntry); return ReputationToRank(Reputation); } ReputationRank Player::GetBaseReputationRank(const FactionEntry *factionEntry) const { int32 Reputation = GetBaseReputation(factionEntry); return ReputationToRank(Reputation); } bool Player::ModifyFactionReputation(uint32 FactionTemplateId, int32 DeltaReputation) { FactionTemplateEntry const* factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId); if(!factionTemplateEntry) { sLog.outError("Player::ModifyFactionReputation: Can't update reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId); return false; } FactionEntry const *factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction); // Faction without recorded reputation. Just ignore. if(!factionEntry) return false; return ModifyFactionReputation(factionEntry, DeltaReputation); } bool Player::ModifyFactionReputation(FactionEntry const* factionEntry, int32 standing) { SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID); if (flist) { bool res = false; for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr) { FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr); if(factionEntryCalc) res = ModifyOneFactionReputation(factionEntryCalc, standing); } return res; } else return ModifyOneFactionReputation(factionEntry, standing); } bool Player::ModifyOneFactionReputation(FactionEntry const* factionEntry, int32 standing) { FactionsList::iterator itr = m_factions.find(factionEntry->reputationListID); if (itr != m_factions.end()) { int32 BaseRep = GetBaseReputation(factionEntry); int32 new_rep = BaseRep + itr->second.Standing + standing; if (new_rep > Reputation_Cap) new_rep = Reputation_Cap; else if (new_rep < Reputation_Bottom) new_rep = Reputation_Bottom; if(ReputationToRank(new_rep) <= REP_HOSTILE) SetFactionAtWar(&itr->second,true); itr->second.Standing = new_rep - BaseRep; itr->second.Flags |= FACTION_FLAG_VISIBLE; itr->second.Changed = true; SendSetFactionStanding(&(itr->second)); return true; } return false; } //Calculate total reputation percent player gain with quest/creature level int32 Player::CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, bool for_quest) { // for grey creature kill received 20%, in other case 100. int32 percent = (!for_quest && (creatureOrQuestLevel <= MaNGOS::XP::GetGrayLevel(getLevel()))) ? 20 : 100; int32 repMod = GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN); percent += rep > 0 ? repMod : -repMod; if(percent <=0) return 0; return int32(sWorld.getRate(RATE_REPUTATION_GAIN)*rep*percent/100); } //Calculates how many reputation points player gains in victim's enemy factions void Player::RewardReputation(Unit *pVictim, float rate) { if(!pVictim || pVictim->GetTypeId() == TYPEID_PLAYER) return; ReputationOnKillEntry const* Rep = objmgr.GetReputationOnKilEntry(pVictim->GetEntry()); if(!Rep) return; if(Rep->repfaction1 && (!Rep->team_dependent || GetTeam()==ALLIANCE)) { int32 donerep1 = CalculateReputationGain(pVictim->getLevel(),Rep->repvalue1,false); donerep1 = int32(donerep1*rate); FactionEntry const *factionEntry1 = sFactionStore.LookupEntry(Rep->repfaction1); uint32 current_reputation_rank1 = GetReputationRank(factionEntry1); if(factionEntry1 && current_reputation_rank1 <= Rep->reputration_max_cap1) ModifyFactionReputation(factionEntry1, donerep1); // Wiki: Team factions value divided by 2 if(Rep->is_teamaward1) { FactionEntry const *team1_factionEntry = sFactionStore.LookupEntry(factionEntry1->team); if(team1_factionEntry) ModifyFactionReputation(team1_factionEntry, donerep1 / 2); } } if(Rep->repfaction2 && (!Rep->team_dependent || GetTeam()==HORDE)) { int32 donerep2 = CalculateReputationGain(pVictim->getLevel(),Rep->repvalue2,false); donerep2 = int32(donerep2*rate); FactionEntry const *factionEntry2 = sFactionStore.LookupEntry(Rep->repfaction2); uint32 current_reputation_rank2 = GetReputationRank(factionEntry2); if(factionEntry2 && current_reputation_rank2 <= Rep->reputration_max_cap2) ModifyFactionReputation(factionEntry2, donerep2); // Wiki: Team factions value divided by 2 if(Rep->is_teamaward2) { FactionEntry const *team2_factionEntry = sFactionStore.LookupEntry(factionEntry2->team); if(team2_factionEntry) ModifyFactionReputation(team2_factionEntry, donerep2 / 2); } } } //Calculate how many reputation points player gain with the quest void Player::RewardReputation(Quest const *pQuest) { // quest reputation reward/loss for(int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i) { if(pQuest->RewRepFaction[i] && pQuest->RewRepValue[i] ) { int32 rep = CalculateReputationGain(pQuest->GetQuestLevel(),pQuest->RewRepValue[i],true); FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i]); if(factionEntry) ModifyFactionReputation(factionEntry, rep); } } // TODO: implement reputation spillover } void Player::UpdateArenaFields(void) { /* arena calcs go here */ } void Player::UpdateHonorFields(bool force) { /// called when rewarding honor and at each save uint32 today = uint32(time(NULL) / DAY) * DAY; if ((m_honorPending && m_lastHonorDate < today) || force) { // if we have pending honor it either got added today or yesterday // if the last was added yesterday then this is the first update after midnight // update yesterday's contribution SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, (uint32)(m_honorPending*10)); // add the pending honor points, a day has passed SetHonorPoints(GetHonorPoints()+uint32(m_honorPending)); // this is the first update today, reset today's contribution and pending honor SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, 0); m_honorPending = 0; } uint16 kills_today = GetUInt32Value(PLAYER_FIELD_KILLS) & 0xFFFF; if ((kills_today && m_lastKillDate < today) || force) { // if we have pending kills they were done today or yesterday // if the last was done yesterday then this is the first update after midnight if(sWorld.getConfig(CONFIG_HONOR_KILL_LIMIT)) { // clear all of today's kills, they will be flushed from the DB on next save m_killsPerPlayer.clear(); m_flushKills = true; } // this is the first update today, kills_today become yeseterday's kills SetUInt32Value(PLAYER_FIELD_KILLS, kills_today << 16); } } ///Calculate the amount of honor gained based on the victim ///and the size of the group for which the honor is divided ///An exact honor value can also be given (overriding the calcs) bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor) { uint64 victim_guid = 0; uint32 now = time(NULL); UpdateHonorFields(); // do not reward honor in arenas if(InBattleGround() && GetBattleGround() && GetBattleGround()->isArena()) return false; if(honor <= 0) { if(!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT)) return false; victim_guid = uVictim->GetGUID(); if( uVictim->GetTypeId() == TYPEID_PLAYER ) { Player *pVictim = (Player *)uVictim; if( GetTeam() == pVictim->GetTeam() && !sWorld.IsFFAPvPRealm() ) return false; float f = 1; //need for total kills (?? need more info) uint32 k_grey = 0; uint32 k_level = getLevel(); uint32 v_level = pVictim->getLevel(); if(k_level <= 5) k_grey = 0; else if( k_level <= 39 ) k_grey = k_level - 5 - k_level/10; else k_grey = k_level - 1 - k_level/5; if(v_level<=k_grey) return false; float diff_level = (k_level == k_grey) ? 1 : ((float(v_level) - float(k_grey)) / (float(k_level) - float(k_grey))); int32 v_rank =1; //need more info honor = ((f * diff_level * (190 + v_rank*10))/6); honor *= ((float)k_level) / 70.0f; //factor of dependence on levels of the killer uint8 limit = sWorld.getConfig(CONFIG_HONOR_KILL_LIMIT); if(limit) { KillInfo &info = m_killsPerPlayer[uVictim->GetGUIDLow()]; // gradually decrease the honor for subsequent kills // no honor reward for killing a player more than 'limit' times per day honor *= (float)(limit - info.count) / (float)limit; // if the kill is not present in the DB keep in new state so it will be insterted // otherwise adding a kill means it will need to be updated if(info.state != KILL_NEW) info.state = KILL_CHANGED; // count the number of times a certain player was killed in one day if(info.count < limit) ++info.count; } // count the number of playerkills in one day ApplyModUInt32Value(PLAYER_FIELD_KILLS, 1, true); // and those in a lifetime ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, 1, true); m_lastKillDate = now; m_saveKills = true; } else { Creature *cVictim = (Creature *)uVictim; if (!cVictim->isRacialLeader()) return false; honor = 100; // ??? need more info } } if (uVictim != NULL) honor *= sWorld.getRate(RATE_HONOR); if(groupsize > 1) honor /= groupsize; float approx_honor = honor * (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor WorldPacket data(SMSG_PVP_CREDIT,4+8); data << (uint32) approx_honor*10; data << (uint64) victim_guid; GetSession()->SendPacket(&data); m_lastHonorDate = now; m_honorPending += honor; ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, (uint32)(approx_honor*10), true); return true; } uint32 Player::GetGuildIdFromDB(uint64 guid) { std::ostringstream ss; ss<<"SELECT guildid FROM guild_member WHERE guid='"<Fetch()[0].GetUInt32(); delete result; return v; } else return 0; } uint32 Player::GetRankFromDB(uint64 guid) { std::ostringstream ss; ss<<"SELECT rank FROM guild_member WHERE guid='"<Fetch()[0].GetUInt32(); delete result; return v; } else return 0; } uint32 Player::GetArenaTeamIdFromDB(uint64 guid, uint8 type) { // need fix it! QueryResult *result = CharacterDatabase.PQuery("SELECT arenateamid FROM arena_team_member WHERE guid='%u'", GUID_LOPART(guid)); if(result) { // init id to 0, check the arena type before assigning a value to id uint32 id = 0; do { QueryResult *result2 = CharacterDatabase.PQuery("SELECT type FROM arena_team WHERE arenateamid='%u'", id); if(result2) { uint8 dbtype = (*result2)[0].GetUInt32(); delete result2; if(dbtype == type) { // if the type matches, we've found the id id = (*result)[0].GetUInt32(); break; } } } while(result->NextRow()); delete result; return id; } // no arenateam for the specified guid, return 0 return 0; } uint32 Player::GetZoneIdFromDB(uint64 guid) { std::ostringstream ss; ss<<"SELECT zone FROM characters WHERE guid='"<Fetch(); uint32 zone = fields[0].GetUInt32(); delete result; if (!zone) { // stored zone is zero, use generic and slow zone detection ss.str(""); ss<<"SELECT map,position_x,position_y FROM characters WHERE guid='"<Fetch(); uint32 map = fields[0].GetUInt32(); float posx = fields[1].GetFloat(); float posy = fields[2].GetFloat(); delete result; zone = MapManager::Instance().GetZoneId(map,posx,posy); ss.str(""); ss << "UPDATE characters SET zone='"<flags & 0x80)) { if(!isGameMaster()) SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP); } else { // remove ffa flag only if not ffapvp realm // removal in sanctuaries and capitals is handled in zone update if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP) && !sWorld.IsFFAPvPRealm()) RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP); } // unmount if enter in this subzone if( newArea == 35) RemoveSpellsCausingAura(SPELL_AURA_MOUNTED); } void Player::UpdateZone(uint32 newZone) { m_zoneUpdateId = newZone; m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL; // zone changed, so area changed as well, update it UpdateArea(GetAreaId()); AreaTableEntry const* zone = GetAreaEntryByAreaID(newZone); if(!zone) return; if (sWorld.getConfig(CONFIG_WEATHER)) { Weather *wth = sWorld.FindWeather(zone->ID); if(wth) { wth->SendWeatherUpdateToPlayer(this); } else { if(!sWorld.AddWeather(zone->ID)) { // send fine weather packet to remove old zone's weather Weather::SendFineWeatherUpdateToPlayer(this); } } } pvpInfo.inHostileArea = GetTeam() == ALLIANCE && zone->team == AREATEAM_HORDE || GetTeam() == HORDE && zone->team == AREATEAM_ALLY || sWorld.IsPvPRealm() && zone->team == AREATEAM_NONE; if(pvpInfo.inHostileArea) // in hostile area { if(!IsPvP() || pvpInfo.endTimer != 0) UpdatePvP(true, true); } else // in friendly area { if(IsPvP() && !HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_IN_PVP) && pvpInfo.endTimer == 0) pvpInfo.endTimer = time(0); // start toggle-off } // zonetype is flags // flags & 0x00000001 (1) - snow (only Dun Morogh, Naxxramas, Razorfen Downs and Winterspring) // flags & 0x00000002 (2) - unknown, (only Naxxramas and Razorfen Downs) // flags & 0x00000004 (4) - On Map Dungeon // flags & 0x00000008 (8) - slave capital city flag? // flags & 0x00000010 (16) - unknown // flags & 0x00000020 (32) - slave capital city flag? // flags & 0x00000040 (64) - many zones have this flag // flags & 0x00000080 (128) - arena // flags & 0x00000100 (256) - main capital city flag // flags & 0x00000200 (512) - only for one zone named "City" (where it located?) // flags & 0x00000400 (1024) - outland zones? (only Eye of the Storm not have this flag, but have 0x00004000 flag) // flags & 0x00000800 (2048) - sanctuary area (PvP disabled) // flags & 0x00001000 (4096) - only Netherwing Ledge, Socrethar's Seat, Tempest Keep, The Arcatraz, The Botanica, The Mechanar // flags & 0x00002000 (8192) - not used now (no area/zones with this flag set) ... // flags & 0x00004000 (16384) - outland zones? (only Circle of Blood Arena not have this flag, but have 0x00000400 flag) // flags & 0x00008000 (32768) - pvp objective area? if((zone->flags & 0x800) != 0 || (GetAreaId() == 976) || (GetAreaId() == 35) || (GetAreaId() == 392) || (GetAreaId() == 2255)) // in sanctuary { UpdatePvP(false, true); // i'm right? need disable PvP in this area... if(sWorld.IsFFAPvPRealm()) RemoveFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP); } if((zone->flags & 0x100) != 0) // in capital city { SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING); SetRestType(REST_TYPE_IN_CITY); InnEnter(time(0),GetMapId(),0,0,0); if(sWorld.IsFFAPvPRealm()) RemoveFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP); } else // anywhere else { if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING)) // but resting (walk from city or maybe in tavern or leave tavern recently) { if(GetRestType()==REST_TYPE_IN_TAVERN) // has been in tavern. Is still in? { if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40) { RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING); SetRestType(REST_TYPE_NO); if(sWorld.IsFFAPvPRealm()) SetFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP); } } else // not in tavern (leave city then) { RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING); SetRestType(REST_TYPE_NO); // Set player to FFA PVP when not in rested enviroment. if(sWorld.IsFFAPvPRealm()) SetFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP); } } } // remove auras from spells with area limitations for(AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end();) { if(iter->second->GetSpellProto()->AreaId && iter->second->GetSpellProto()->AreaId != newZone) { RemoveAura(iter); } else ++iter; } // remove new continent flight forms if( !isGameMaster() && GetVirtualMapForMapAndZone(GetMapId(),newZone) != 530) { RemoveSpellsCausingAura(SPELL_AURA_MOD_SPEED_MOUNTED_FLIGHT); RemoveSpellsCausingAura(SPELL_AURA_FLY); } // remove items with area/map limitations (delete only for alive player to allow back in ghost mode) // if player resurrected at teleport this will be applied in resurrect code if(isAlive()) DestroyZoneLimitedItem( true, newZone ); // recent client version not send leave/join channel packets for built-in local channels UpdateLocalChannels( newZone ); // group update SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE); } //If players are too far way of duel flag... then player loose the duel void Player::CheckDuelDistance(time_t currTime) { if(!duel) return; uint64 duelFlagGUID = GetUInt64Value(PLAYER_DUEL_ARBITER); GameObject* obj = ObjectAccessor::GetGameObject(*this, duelFlagGUID); if(!obj) return; if(duel->outOfBound == 0) { if(!IsWithinDistInMap(obj, 50)) { duel->outOfBound = currTime; WorldPacket data(SMSG_DUEL_OUTOFBOUNDS, 0); GetSession()->SendPacket(&data); } } else { if(IsWithinDistInMap(obj, 40)) { duel->outOfBound = 0; WorldPacket data(SMSG_DUEL_INBOUNDS, 0); GetSession()->SendPacket(&data); } else if(currTime >= (duel->outOfBound+10)) { DuelComplete(DUEL_FLED); } } } void Player::DuelComplete(DuelCompleteType type) { // duel not requested if(!duel) return; WorldPacket data(SMSG_DUEL_COMPLETE, (1)); data << (uint8)((type != DUEL_INTERUPTED) ? 1 : 0); GetSession()->SendPacket(&data); duel->opponent->GetSession()->SendPacket(&data); if(type != DUEL_INTERUPTED) { data.Initialize(SMSG_DUEL_WINNER, (1+20)); // we guess size data << (uint8)((type==DUEL_WON) ? 0 : 1); // 0 = just won; 1 = fled data << duel->opponent->GetName(); data << GetName(); SendMessageToSet(&data,true); } // cool-down duel spell /*data.Initialize(SMSG_SPELL_COOLDOWN, 17); data<SendPacket(&data); data.Initialize(SMSG_SPELL_COOLDOWN, 17); data<opponent->GetGUID(); data<opponent->GetSession()->SendPacket(&data);*/ //Remove Duel Flag object GameObject* obj = ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER)); if(obj) duel->initiator->RemoveGameObject(obj,true); /* remove auras */ std::vector auras2remove; AuraMap& vAuras = duel->opponent->GetAuras(); for (AuraMap::iterator i = vAuras.begin(); i != vAuras.end(); i++) { if (!i->second->IsPositive() && i->second->GetCasterGUID() == GetGUID() && i->second->GetAuraApplyTime() >= duel->startTime) auras2remove.push_back(i->second->GetId()); } for(size_t i=0; iopponent->RemoveAurasDueToSpell(auras2remove[i]); auras2remove.clear(); AuraMap& Auras = GetAuras(); for (AuraMap::iterator i = Auras.begin(); i != Auras.end(); i++) { if (!i->second->IsPositive() && i->second->GetCasterGUID() == duel->opponent->GetGUID() && i->second->GetAuraApplyTime() >= duel->startTime) auras2remove.push_back(i->second->GetId()); } for(size_t i=0; iopponent->GetGUID()) ClearComboPoints(); else if(GetComboTarget()==duel->opponent->GetPetGUID()) ClearComboPoints(); if(duel->opponent->GetComboTarget()==GetGUID()) duel->opponent->ClearComboPoints(); else if(duel->opponent->GetComboTarget()==GetPetGUID()) duel->opponent->ClearComboPoints(); //cleanups SetUInt64Value(PLAYER_DUEL_ARBITER, 0); SetUInt32Value(PLAYER_DUEL_TEAM, 0); duel->opponent->SetUInt64Value(PLAYER_DUEL_ARBITER, 0); duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 0); delete duel->opponent->duel; duel->opponent->duel = 0; delete duel; duel = 0; } //---------------------------------------------------------// // Flight callback void Player::FlightComplete() { clearUnitState(UNIT_STAT_IN_FLIGHT); Unmount(); RemoveFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT ); getHostilRefManager().setOnlineOfflineState(true); if(pvpInfo.inHostileArea) CastSpell(this, 2479, true); } void Player::_ApplyItemMods(Item *item, uint8 slot,bool apply) { if(slot >= INVENTORY_SLOT_BAG_END || !item) return; // not apply/remove mods for broken item if(item->IsBroken()) return; ItemPrototype const *proto = item->GetProto(); if(!proto) return; sLog.outDetail("applying mods for item %u ",item->GetGUIDLow()); if(proto->ItemSet) { if (apply) AddItemsSetItem(this,item); else RemoveItemsSetItem(this,proto); } if(IsWeaponSlot(slot)) _ApplyWeaponDependentAuraMods(item,slot,apply); _ApplyItemBonuses(proto,slot,apply); if( slot==EQUIPMENT_SLOT_RANGED ) _ApplyAmmoBonuses(); if(apply) CastItemEquipSpell(item); else for (int i = 0; i < 5; i++) if(proto->Spells[i].SpellId) RemoveAurasDueToSpell(proto->Spells[i].SpellId ); ApplyEnchantment(item, apply); if(proto->Socket[0].Color) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items CorrectMetaGemEnchants(slot, apply); sLog.outDebug("_ApplyItemMods complete."); } void Player::_ApplyItemBonuses(ItemPrototype const *proto,uint8 slot,bool apply) { if(slot >= INVENTORY_SLOT_BAG_END || !proto) return; float val; std::string typestr; std::string applystr = apply ? "Add" : "Remove"; for (int i = 0; i < 10; i++) { val = float (proto->ItemStat[i].ItemStatValue); if(val==0) continue; switch (proto->ItemStat[i].ItemStatType) { case ITEM_MOD_MANA: HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(val), apply); //typestr = "Mana"; break; case ITEM_MOD_HEALTH: // modify HP HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(val), apply); //typestr = "Health"; break; case ITEM_MOD_AGILITY: // modify agility HandleStatModifier(UNIT_MOD_STAT_AGILITY, BASE_VALUE, float(val), apply); if(val > 0) ApplyPosStatMod(STAT_AGILITY, val, apply); else ApplyNegStatMod(STAT_AGILITY, -val, apply); //typestr = "AGILITY"; break; case ITEM_MOD_STRENGTH: //modify strength HandleStatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(val), apply); if(val > 0) ApplyPosStatMod(STAT_STRENGTH, val, apply); else ApplyNegStatMod(STAT_STRENGTH, -val, apply); //typestr = "STRENGHT"; break; case ITEM_MOD_INTELLECT: //modify intellect HandleStatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(val), apply); if(val > 0) ApplyPosStatMod(STAT_INTELLECT, val, apply); else ApplyNegStatMod(STAT_INTELLECT, -val, apply); //ApplyMaxPowerMod(POWER_MANA, val*15, apply); //typestr = "INTELLECT"; break; case ITEM_MOD_SPIRIT: //modify spirit HandleStatModifier(UNIT_MOD_STAT_SPIRIT, BASE_VALUE, float(val), apply); if(val > 0) ApplyPosStatMod(STAT_SPIRIT, val, apply); else ApplyNegStatMod(STAT_SPIRIT, -val, apply); //typestr = "SPIRIT"; break; case ITEM_MOD_STAMINA: //modify stamina HandleStatModifier(UNIT_MOD_STAT_STAMINA, BASE_VALUE, float(val), apply); if(val > 0) ApplyPosStatMod(STAT_STAMINA, val, apply); else ApplyNegStatMod(STAT_STAMINA, -val, apply); //typestr = "STAMINA"; break; case ITEM_MOD_DEFENSE_SKILL_RATING: ApplyRatingMod(PLAYER_FIELD_DEFENCE_RATING, int32(val), apply); break; case ITEM_MOD_DODGE_RATING: ApplyRatingMod(PLAYER_FIELD_DODGE_RATING, int32(val), apply); break; case ITEM_MOD_PARRY_RATING: ApplyRatingMod(PLAYER_FIELD_PARRY_RATING, int32(val), apply); break; case ITEM_MOD_BLOCK_RATING: ApplyRatingMod(PLAYER_FIELD_BLOCK_RATING, int32(val), apply); break; case ITEM_MOD_HIT_MELEE_RATING: ApplyRatingMod(PLAYER_FIELD_MELEE_HIT_RATING, int32(val), apply); break; case ITEM_MOD_HIT_RANGED_RATING: ApplyRatingMod(PLAYER_FIELD_RANGED_HIT_RATING, int32(val), apply); break; case ITEM_MOD_HIT_SPELL_RATING: ApplyRatingMod(PLAYER_FIELD_SPELL_HIT_RATING, int32(val), apply); break; case ITEM_MOD_CRIT_MELEE_RATING: ApplyRatingMod(PLAYER_FIELD_MELEE_CRIT_RATING, int32(val), apply); break; case ITEM_MOD_CRIT_RANGED_RATING: ApplyRatingMod(PLAYER_FIELD_RANGED_CRIT_RATING, int32(val), apply); break; case ITEM_MOD_CRIT_SPELL_RATING: ApplyRatingMod(PLAYER_FIELD_SPELL_CRIT_RATING, int32(val), apply); break; case ITEM_MOD_HIT_TAKEN_MELEE_RATING: ApplyRatingMod(PLAYER_FIELD_HIT_TAKEN_MELEE_RATING, int32(val), apply); break; case ITEM_MOD_HIT_TAKEN_RANGED_RATING: ApplyRatingMod(PLAYER_FIELD_HIT_TAKEN_RANGED_RATING, int32(val), apply); break; case ITEM_MOD_HIT_TAKEN_SPELL_RATING: ApplyRatingMod(PLAYER_FIELD_HIT_TAKEN_SPELL_RATING, int32(val), apply); break; case ITEM_MOD_CRIT_TAKEN_MELEE_RATING: ApplyRatingMod(PLAYER_FIELD_CRIT_TAKEN_MELEE_RATING, int32(val), apply); break; case ITEM_MOD_CRIT_TAKEN_RANGED_RATING: ApplyRatingMod(PLAYER_FIELD_CRIT_TAKEN_RANGED_RATING, int32(val), apply); break; case ITEM_MOD_CRIT_TAKEN_SPELL_RATING: ApplyRatingMod(PLAYER_FIELD_CRIT_TAKEN_SPELL_RATING, int32(val), apply); break; case ITEM_MOD_HASTE_MELEE_RATING: ApplyRatingMod(PLAYER_FIELD_MELEE_HASTE_RATING, int32(val), apply); break; case ITEM_MOD_HASTE_RANGED_RATING: ApplyRatingMod(PLAYER_FIELD_RANGED_HASTE_RATING, int32(val), apply); break; case ITEM_MOD_HASTE_SPELL_RATING: ApplyRatingMod(PLAYER_FIELD_SPELL_HASTE_RATING, int32(val), apply); break; case ITEM_MOD_HIT_RATING: ApplyRatingMod(PLAYER_FIELD_MELEE_HIT_RATING, int32(val), apply); ApplyRatingMod(PLAYER_FIELD_RANGED_HIT_RATING, int32(val), apply); ApplyRatingMod(PLAYER_FIELD_SPELL_HIT_RATING, int32(val), apply); break; case ITEM_MOD_CRIT_RATING: ApplyRatingMod(PLAYER_FIELD_MELEE_CRIT_RATING, int32(val), apply); ApplyRatingMod(PLAYER_FIELD_RANGED_CRIT_RATING, int32(val), apply); ApplyRatingMod(PLAYER_FIELD_SPELL_CRIT_RATING, int32(val), apply); break; case ITEM_MOD_HIT_TAKEN_RATING: ApplyRatingMod(PLAYER_FIELD_HIT_TAKEN_MELEE_RATING, int32(val), apply); ApplyRatingMod(PLAYER_FIELD_HIT_TAKEN_RANGED_RATING, int32(val), apply); ApplyRatingMod(PLAYER_FIELD_HIT_TAKEN_SPELL_RATING, int32(val), apply); break; case ITEM_MOD_CRIT_TAKEN_RATING: ApplyRatingMod(PLAYER_FIELD_CRIT_TAKEN_MELEE_RATING, int32(val), apply); ApplyRatingMod(PLAYER_FIELD_CRIT_TAKEN_RANGED_RATING, int32(val), apply); ApplyRatingMod(PLAYER_FIELD_CRIT_TAKEN_SPELL_RATING, int32(val), apply); break; case ITEM_MOD_RESILIENCE_RATING: ApplyRatingMod(PLAYER_FIELD_CRIT_TAKEN_MELEE_RATING, int32(val), apply); ApplyRatingMod(PLAYER_FIELD_CRIT_TAKEN_RANGED_RATING, int32(val), apply); ApplyRatingMod(PLAYER_FIELD_CRIT_TAKEN_SPELL_RATING, int32(val), apply); break; case ITEM_MOD_HASTE_RATING: ApplyRatingMod(PLAYER_FIELD_MELEE_HASTE_RATING, int32(val), apply); ApplyRatingMod(PLAYER_FIELD_RANGED_HASTE_RATING, int32(val), apply); ApplyRatingMod(PLAYER_FIELD_SPELL_HASTE_RATING, int32(val), apply); break; case ITEM_MOD_EXPERTISE_RATING: ApplyRatingMod(PLAYER_FIELD_EXPERTISE_RATING, int32(val), apply); break; } //sLog.outDebug("%s %s: \t\t%u", applystr.c_str(), typestr.c_str(), val); } if (proto->Armor) { HandleStatModifier(UNIT_MOD_ARMOR, BASE_VALUE, float(proto->Armor), apply); //sLog.outDebug("%s Armor: \t\t%u", applystr.c_str(), proto->Armor); } if (proto->Block) { HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(proto->Block), apply); //sLog.outDebug("%s Block: \t\t%u", applystr.c_str(), proto->Block); } if (proto->HolyRes) { HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(proto->HolyRes), apply); //sLog.outDebug("%s HolyRes: \t\t%u", applystr.c_str(), proto->HolyRes); } if (proto->FireRes) { HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(proto->FireRes), apply); //sLog.outDebug("%s FireRes: \t\t%u", applystr.c_str(), proto->FireRes); } if (proto->NatureRes) { HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE, BASE_VALUE, float(proto->NatureRes), apply); //sLog.outDebug("%s NatureRes: \t\t%u", applystr.c_str(), proto->NatureRes); } if (proto->FrostRes) { HandleStatModifier(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, float(proto->FrostRes), apply); //sLog.outDebug("%s FrostRes: \t\t%u", applystr.c_str(), proto->FrostRes); } if (proto->ShadowRes) { HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW, BASE_VALUE, float(proto->ShadowRes), apply); //sLog.outDebug("%s ShadowRes: \t\t%u", applystr.c_str(), proto->ShadowRes); } if (proto->ArcaneRes) { HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE, BASE_VALUE, float(proto->ArcaneRes), apply); //sLog.outDebug("%s ArcaneRes: \t\t%u", applystr.c_str(), proto->ArcaneRes); } 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; //typestr = "Ranged"; } else if(slot==EQUIPMENT_SLOT_MAINHAND) { //typestr = "Mainhand"; } else if(slot==EQUIPMENT_SLOT_OFFHAND) { attType = OFF_ATTACK; //typestr = "Offhand"; } if (proto->Damage[0].DamageMin > 0 ) { damage = apply ? proto->Damage[0].DamageMin : BASE_MINDAMAGE; SetBaseWeaponDamage(attType, MINDAMAGE, damage); //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE)); } if (proto->Damage[0].DamageMax > 0 ) { damage = apply ? proto->Damage[0].DamageMax : BASE_MAXDAMAGE; SetBaseWeaponDamage(attType, MAXDAMAGE, damage); //sLog.outError("applying maxdam: assigning %f to weapon maxdamage, now is: %f", damage, GetWeaponDamageRange(attType, MAXDAMAGE)); } if(!IsUseEquipedWeapon(slot==EQUIPMENT_SLOT_MAINHAND)) return; if (proto->Delay) { if(slot == EQUIPMENT_SLOT_RANGED) { SetAttackTime(RANGED_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME); //typestr = "Range"; //sLog.outDebug("%s %s Delay: \t\t%u", applystr.c_str(), typestr.c_str(), proto->Delay); } else if(slot==EQUIPMENT_SLOT_MAINHAND) { SetAttackTime(BASE_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME); //typestr = "Mainhand"; //sLog.outDebug("%s %s Delay: \t\t%u", applystr.c_str(), typestr.c_str(), proto->Delay); } else if(slot==EQUIPMENT_SLOT_OFFHAND) { SetAttackTime(OFF_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME); //typestr = "Offhand"; //sLog.outDebug("%s %s Delay: \t\t%u", applystr.c_str(), typestr.c_str(), proto->Delay); } } if(CanModifyStats() && (damage || proto->Delay)) UpdateDamagePhysical(attType); } void Player::_ApplyWeaponDependentAuraMods(Item *item,uint8 slot,bool apply) { AuraList const& auraCritList = GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT); for(AuraList::const_iterator itr = auraCritList.begin(); itr!=auraCritList.end();++itr) _ApplyWeaponDependentAuraCritMod(item,slot,*itr,apply); AuraList const& auraDamageFlatList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE); for(AuraList::const_iterator itr = auraDamageFlatList.begin(); itr!=auraDamageFlatList.end();++itr) _ApplyWeaponDependentAuraDamageMod(item,slot,*itr,apply); AuraList const& auraDamagePCTList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE); for(AuraList::const_iterator itr = auraDamagePCTList.begin(); itr!=auraDamagePCTList.end();++itr) _ApplyWeaponDependentAuraDamageMod(item,slot,*itr,apply); } void Player::_ApplyWeaponDependentAuraCritMod(Item *item, uint8 slot, Aura* aura, bool apply) { // generic not weapon specific case processes in aura code if(aura->GetSpellProto()->EquippedItemClass == -1) return; BaseModGroup mod = BASEMOD_END; switch(slot) { case EQUIPMENT_SLOT_MAINHAND: mod = CRIT_PERCENTAGE; break; case EQUIPMENT_SLOT_OFFHAND: mod = OFFHAND_CRIT_PERCENTAGE;break; case EQUIPMENT_SLOT_RANGED: mod = RANGED_CRIT_PERCENTAGE; break; default: return; } if (item->IsFitToSpellRequirements(aura->GetSpellProto())) { HandleBaseModValue(mod, FLAT_MOD, float (aura->GetModifier()->m_amount), apply); } } void Player::_ApplyWeaponDependentAuraDamageMod(Item *item, uint8 slot, Aura* aura, bool apply) { // ignore spell mods Modifier const* modifier = aura->GetModifier(); if((modifier->m_miscvalue & IMMUNE_SCHOOL_PHYSICAL) == 0 && (getClassMask() & CLASSMASK_WAND_USERS)==0) return; // generic not weapon specific case processes in aura code if(aura->GetSpellProto()->EquippedItemClass == -1) return; UnitMods unitMod = UNIT_MOD_END; switch(slot) { case EQUIPMENT_SLOT_MAINHAND: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break; case EQUIPMENT_SLOT_OFFHAND: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break; case EQUIPMENT_SLOT_RANGED: unitMod = UNIT_MOD_DAMAGE_RANGED; break; default: return; } UnitModifierType unitModType = TOTAL_VALUE; switch(modifier->m_auraname) { case SPELL_AURA_MOD_DAMAGE_DONE: unitModType = TOTAL_VALUE; break; case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE: unitModType = TOTAL_PCT; break; default: return; } if (item->IsFitToSpellRequirements(aura->GetSpellProto())) { HandleStatModifier(unitMod, unitModType, float(modifier->m_amount),apply); } } void Player::CastItemEquipSpell(Item *item) { if(!item) return; ItemPrototype const *proto = item->GetProto(); if(!proto) return; for (int i = 0; i < 5; i++) { _Spell const& spellData = proto->Spells[i]; // no spell if(!spellData.SpellId ) continue; // wrong triggering type if(spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_EQUIP) continue; DEBUG_LOG("WORLD: cast Item spellId - %i", spellData.SpellId); CastSpell(this,spellData.SpellId,true,item); } } void Player::CastItemCombatSpell(Item *item,Unit* Target, WeaponAttackType attType) { if(!item || item->IsBroken()) return; ItemPrototype const *proto = item->GetProto(); if(!proto) return; if (!Target || Target == this ) return; for (int i = 0; i < 5; i++) { _Spell const& spellData = proto->Spells[i]; // no spell if(!spellData.SpellId ) continue; // wrong triggering type if(spellData.SpellTrigger != ITEM_SPELLTRIGGER_CHANCE_ON_HIT) continue; SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId); if(!spellInfo) { sLog.outError("WORLD: unknown Item spellid %i", spellData.SpellId); continue; } float chance = spellInfo->procChance; if(spellData.SpellPPMRate) { uint32 WeaponSpeed = GetAttackTime(attType); chance = GetPPMProcChance(WeaponSpeed, spellData.SpellPPMRate); } else if(chance > 100) { chance = GetWeaponProcChance(); } if (roll_chance_f(chance)) this->CastSpell(Target, spellInfo->Id, true, item); } // item combat enchantments for(int e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot) { uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot)); SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id); if(!pEnchant) continue; for (int s=0;s<3;s++) { if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL) continue; SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]); if (!spellInfo) { sLog.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]); continue; } float chance = pEnchant->amount[s] != 0 ? float(pEnchant->amount[s]) : GetWeaponProcChance(); if (roll_chance_f(chance)) { if(IsPositiveSpell(pEnchant->spellid[s])) CastSpell(this, pEnchant->spellid[s], true, item); else CastSpell(Target, pEnchant->spellid[s], true, item); } } } } void Player::_RemoveAllItemMods() { sLog.outDebug("_RemoveAllItemMods start."); for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++) { if(m_items[i]) { if(m_items[i]->IsBroken()) continue; ItemPrototype const *proto = m_items[i]->GetProto(); if(!proto) continue; if(proto->ItemSet) RemoveItemsSetItem(this,proto); for (int m = 0; m < 5; m++) { if(proto->Spells[m].SpellId) RemoveAurasDueToSpell(proto->Spells[m].SpellId ); } ApplyEnchantment(m_items[i], false); } } for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++) { if(m_items[i]) { if(m_items[i]->IsBroken()) continue; ItemPrototype const *proto = m_items[i]->GetProto(); if(!proto) continue; if(IsWeaponSlot(i)) _ApplyWeaponDependentAuraMods(m_items[i],i,false); _ApplyItemBonuses(proto,i, false); if( i == EQUIPMENT_SLOT_RANGED ) _ApplyAmmoBonuses(); } } sLog.outDebug("_RemoveAllItemMods complete."); } void Player::_ApplyAllItemMods() { sLog.outDebug("_ApplyAllItemMods start."); for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++) { if(m_items[i]) { if(m_items[i]->IsBroken()) continue; ItemPrototype const *proto = m_items[i]->GetProto(); if(!proto) continue; if(IsWeaponSlot(i)) _ApplyWeaponDependentAuraMods(m_items[i],i,true); _ApplyItemBonuses(proto,i, true); if( i == EQUIPMENT_SLOT_RANGED ) _ApplyAmmoBonuses(); } } for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++) { if(m_items[i]) { if(m_items[i]->IsBroken()) continue; ItemPrototype const *proto = m_items[i]->GetProto(); if(!proto) continue; if(proto->ItemSet) AddItemsSetItem(this,m_items[i]); CastItemEquipSpell(m_items[i]); ApplyEnchantment(m_items[i], true); } } sLog.outDebug("_ApplyAllItemMods complete."); } void Player::_ApplyAmmoBonuses() { // check ammo uint32 ammo_id = GetUInt32Value(PLAYER_AMMO_ID); if(!ammo_id) return; float currentAmmoDPS; ItemPrototype const *ammo_proto = objmgr.GetItemPrototype( ammo_id ); if( !ammo_proto || ammo_proto->Class!=ITEM_CLASS_PROJECTILE || !CheckAmmoCompatibility(ammo_proto)) currentAmmoDPS = 0.0f; else currentAmmoDPS = ammo_proto->Damage[0].DamageMin; if(currentAmmoDPS == GetAmmoDPS()) return; m_ammoDPS = currentAmmoDPS; if(CanModifyStats()) UpdateDamagePhysical(RANGED_ATTACK); } bool Player::CheckAmmoCompatibility(const ItemPrototype *ammo_proto) const { if(!ammo_proto) return false; // check ranged weapon Item *weapon = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED ); if(!weapon || weapon->IsBroken() ) return false; ItemPrototype const* weapon_proto = weapon->GetProto(); if(!weapon_proto || weapon_proto->Class!=ITEM_CLASS_WEAPON ) return false; // check ammo ws. weapon compatibility switch(weapon_proto->SubClass) { case ITEM_SUBCLASS_WEAPON_BOW: case ITEM_SUBCLASS_WEAPON_CROSSBOW: if(ammo_proto->SubClass!=ITEM_SUBCLASS_ARROW) return false; break; case ITEM_SUBCLASS_WEAPON_GUN: if(ammo_proto->SubClass!=ITEM_SUBCLASS_BULLET) return false; break; default: return false; } return true; } /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable Called by remove insignia spell effect */ void Player::RemovedInsignia(Player* looterPlr) { if (!GetBattleGroundId()) return; // If not released spirit, do it ! if(m_deathTimer > 0) { m_deathTimer = 0; RepopAtGraveyard(); BuildPlayerRepop(); } Corpse *corpse = GetCorpse(); if (!corpse) return; corpse->loot.gold = getLevel(); // We have to convert player corpse to bones, not to be able to resurrect there // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG Corpse *bones = ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()); if (!bones) return; // Now we must make bones lootable, and send player loot bones->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE); // We store the level of our player in the gold field // We retrieve this information at Player::SendLoot() bones->loot.gold = getLevel(); bones->lootRecipient = looterPlr; looterPlr->SendLoot(bones->GetGUID(), LOOT_INSIGNIA); } /*Loot type MUST be 1-corpse, go 2-skinning 3-Fishing */ void Player::SendLootRelease( uint64 guid ) { WorldPacket data( SMSG_LOOT_RELEASE_RESPONSE, (8+1) ); data << guid << uint8(1); SendDirectMessage( &data ); } void Player::SendLoot(uint64 guid, LootType loot_type) { Loot *loot = 0; PermissionTypes permission = ALL_PERMISSION; sLog.outDebug("Player::SendLoot"); if (IS_GAMEOBJECT_GUID(guid)) { sLog.outDebug(" IS_GAMEOBJECT_GUID(guid)"); GameObject *go = ObjectAccessor::GetGameObject(*this, guid); // not check distance for GO in case owned GO (fishing bobber case, for example) if (!go || (loot_type != LOOT_FISHING || go->GetOwnerGUID() != GetGUID()) && !go->IsWithinDistInMap(this,INTERACTION_DISTANCE)) { SendLootRelease(guid); return; } loot = &go->loot; if(go->getLootState() == GO_CLOSED) { uint32 lootid = go->GetLootId(); if(lootid) { sLog.outDebug(" if(lootid)"); loot->clear(); FillLoot(loot, lootid, LootTemplates_Gameobject, this); } if(loot_type == LOOT_FISHING) go->getFishLoot(loot); go->SetLootState(GO_OPEN); } } else if (IS_ITEM_GUID(guid)) { Item *item = GetItemByGuid( guid ); if (!item) { SendLootRelease(guid); return; } if(loot_type == LOOT_DISENCHANTING) { loot = &item->loot; if(!item->m_lootGenerated) { item->m_lootGenerated = true; loot->clear(); FillLoot(loot, item->GetProto()->DisenchantID, LootTemplates_Disenchant, this); } } else if(loot_type == LOOT_PROSPECTING) { loot = &item->loot; if(!item->m_lootGenerated) { item->m_lootGenerated = true; loot->clear(); FillLoot(loot, item->GetEntry(), LootTemplates_Prospecting, this); } } else { loot = &item->loot; if(!item->m_lootGenerated) { item->m_lootGenerated = true; loot->clear(); FillLoot(loot, item->GetEntry(), LootTemplates_Item, this); loot->generateMoneyLoot(item->GetProto()->MinMoneyLoot,item->GetProto()->MaxMoneyLoot); } } } else if (IS_CORPSE_GUID(guid)) // remove insignia { Corpse *bones = ObjectAccessor::GetCorpse(*this, guid); if (!bones || !((loot_type == LOOT_CORPSE) || (loot_type == LOOT_INSIGNIA)) || (bones->GetType() != CORPSE_BONES) ) { SendLootRelease(guid); return; } loot = &bones->loot; if (!bones->lootForBody) { bones->lootForBody = true; uint32 pLevel = bones->loot.gold; bones->loot.clear(); // It may need a better formula // Now it works like this: lvl10: ~6copper, lvl70: ~9silver bones->loot.gold = (uint32)( urand(50, 150) * 0.016f * pow( ((float)pLevel)/5.76f, 2.5f) * sWorld.getRate(RATE_DROP_MONEY) ); } if (bones->lootRecipient != this) permission = NONE_PERMISSION; } else { Creature *creature = ObjectAccessor::GetCreature(*this, guid); // must be in range and creature must be alive for pickpocket and must be dead for another loot if (!creature || creature->isAlive()!=(loot_type == LOOT_PICKPOCKETING) || !creature->IsWithinDistInMap(this,INTERACTION_DISTANCE)) { SendLootRelease(guid); return; } if(loot_type == LOOT_PICKPOCKETING && IsFriendlyTo(creature)) { SendLootRelease(guid); return; } loot = &creature->loot; if(loot_type == LOOT_PICKPOCKETING) { uint32 lootid = creature->GetCreatureInfo()->pickpocketLootId; if ( !creature->lootForPickPocketed ) { creature->lootForPickPocketed = true; loot->clear(); if (!creature->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_VENDOR) && lootid) { loot->clear(); FillLoot(loot, lootid, LootTemplates_Pickpocketing, this); } // Generate extra money for pick pocket loot const uint32 a = urand(0, creature->getLevel()/2); const uint32 b = urand(0, getLevel()/2); loot->gold = uint32(10 * (a + b) * sWorld.getRate(RATE_DROP_MONEY)); } } else { uint32 lootid = creature->GetCreatureInfo()->lootid; // the player whose group may loot the corpse Player *recipient = creature->GetLootRecipient(); if (!recipient) { creature->SetLootRecipient(this); recipient = this; } if (creature->lootForPickPocketed) { creature->lootForPickPocketed = false; loot->clear(); } if(!creature->lootForBody) { creature->lootForBody = true; if (!creature->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_VENDOR) && lootid) { loot->clear(); FillLoot(loot, lootid, LootTemplates_Creature, recipient); } loot->generateMoneyLoot(creature->GetCreatureInfo()->mingold,creature->GetCreatureInfo()->maxgold); if (recipient->GetGroup()) { // round robin style looting applies for all low // quality items in each loot method except free for all GroupReference &group = recipient->GetGroupRef(); // next by circle uint64 next_guid = 0; if (group.next()) next_guid = group.next()->getSource()->GetGUID(); else if(group->GetFirstMember() && group->GetFirstMember()->isValid()) next_guid = group->GetFirstMember()->getSource()->GetGUID(); group->SetLooterGuid(next_guid); switch (group->GetLootMethod()) { case GROUP_LOOT: // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with qualityGroupLoot(recipient->GetGUID(), loot, creature); break; case NEED_BEFORE_GREED: group->NeedBeforeGreed(recipient->GetGUID(), loot, creature); break; default: break; } } } if (loot_type == LOOT_SKINNING) { loot->clear(); FillLoot(loot, creature->GetCreatureInfo()->SkinLootId, LootTemplates_Skinning, this); } if (!GetGroup() && recipient == this) permission = ALL_PERMISSION; else { if (GetGroup()) { Group *group = GetGroup(); if ((group == recipient->GetGroup()) && (group->GetLooterGuid() == GetGUID() || loot->released || group->GetLootMethod() == FREE_FOR_ALL)) permission = ALL_PERMISSION; else if (group == recipient->GetGroup()) permission = GROUP_PERMISSION; else permission = NONE_PERMISSION; } else permission = NONE_PERMISSION; } } } m_lootGuid = guid; QuestItemList *q_list = 0; if (permission != NONE_PERMISSION) { QuestItemMap::iterator itr = loot->PlayerQuestItems.find(GetGUIDLow()); if (itr == loot->PlayerQuestItems.end()) q_list = FillQuestLoot(this, loot); else q_list = itr->second; } QuestItemList *ffa_list = 0; if (permission != NONE_PERMISSION) { QuestItemMap::iterator itr = loot->PlayerFFAItems.find(GetGUIDLow()); if (itr == loot->PlayerFFAItems.end()) ffa_list = FillFFALoot(this, loot); else ffa_list = itr->second; } QuestItemList *conditional_list = 0; if (permission != NONE_PERMISSION) { QuestItemMap::iterator itr = loot->PlayerNonQuestNonFFAConditionalItems.find(GetGUIDLow()); if (itr == loot->PlayerNonQuestNonFFAConditionalItems.end()) conditional_list = FillNonQuestNonFFAConditionalLoot(this, loot); else conditional_list = itr->second; } // LOOT_PICKPOCKETING, LOOT_PROSPECTING, LOOT_DISENCHANTING and LOOT_INSIGNIA unsupported by client, sending LOOT_SKINNING instead if(loot_type == LOOT_PICKPOCKETING || loot_type == LOOT_DISENCHANTING || loot_type == LOOT_PROSPECTING || loot_type == LOOT_INSIGNIA) loot_type = LOOT_SKINNING; WorldPacket data(SMSG_LOOT_RESPONSE, (9+50)); // we guess size data << guid; data << uint8(loot_type); data << LootView(*loot, q_list, ffa_list, conditional_list, this, permission); SendDirectMessage(&data); // add 'this' player as one of the players that are looting 'loot' if (permission != NONE_PERMISSION) loot->AddLooter(GetGUID()); if ( loot_type == LOOT_CORPSE && !IS_ITEM_GUID(guid) ) SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING); } void Player::SendNotifyLootMoneyRemoved() { WorldPacket data(SMSG_LOOT_CLEAR_MONEY, 0); GetSession()->SendPacket( &data ); } void Player::SendNotifyLootItemRemoved(uint8 lootSlot) { WorldPacket data(SMSG_LOOT_REMOVED, 1); data << uint8(lootSlot); GetSession()->SendPacket( &data ); } void Player::SendUpdateWorldState(uint32 Field, uint32 Value) { WorldPacket data(SMSG_UPDATE_WORLD_STATE, 8); data << Field; data << Value; SendMessageToSet(&data, true); //GetSession()->SendPacket(&data); } void Player::SendInitWorldStates() { // data depends on zoneid/mapid... BattleGround* bg = GetBattleGround(); uint16 NumberOfFields = 0; uint32 mapid = GetMapId(); uint32 zoneid = GetZoneId(); uint32 areaid = GetAreaId(); sLog.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid, zoneid); // may be exist better way to do this... switch(zoneid) { case 0: case 1: case 4: case 8: case 10: case 11: case 12: case 36: case 38: case 40: case 41: case 51: case 267: case 1519: case 1537: case 2257: case 2918: NumberOfFields = 6; break; case 2597: NumberOfFields = 81; break; case 3277: NumberOfFields = 14; break; case 3358: NumberOfFields = 38; break; case 3483: NumberOfFields = 22; break; case 3519: NumberOfFields = 36; break; case 3521: NumberOfFields = 35; break; case 3698: case 3702: case 3968: NumberOfFields = 9; break; case 3703: NumberOfFields = 9; break; default: NumberOfFields = 10; break; } WorldPacket data(SMSG_INIT_WORLD_STATES, (4+4+4+2+(NumberOfFields*8))); data << mapid; // mapid data << zoneid; // zone id data << areaid; // area id, new 2.1.0 data << NumberOfFields; // count of uint64 blocks data << uint32(0x8d8) << uint32(0x0); // 1 data << uint32(0x8d7) << uint32(0x0); // 2 data << uint32(0x8d6) << uint32(0x0); // 3 data << uint32(0x8d5) << uint32(0x0); // 4 data << uint32(0x8d4) << uint32(0x0); // 5 data << uint32(0x8d3) << uint32(0x0); // 6 if(mapid == 530) // Outland { data << uint32(0x9bf) << uint32(0x0); // 7 data << uint32(0x9bd) << uint32(0xF); // 8 data << uint32(0x9bb) << uint32(0xF); // 9 } switch(zoneid) { case 1: case 11: case 12: case 38: case 40: case 51: case 1519: case 1537: case 2257: break; case 2597: // AV data << uint32(0x7ae) << uint32(0x1); // 7 data << uint32(0x532) << uint32(0x1); // 8 data << uint32(0x531) << uint32(0x0); // 9 data << uint32(0x52e) << uint32(0x0); // 10 data << uint32(0x571) << uint32(0x0); // 11 data << uint32(0x570) << uint32(0x0); // 12 data << uint32(0x567) << uint32(0x1); // 13 data << uint32(0x566) << uint32(0x1); // 14 data << uint32(0x550) << uint32(0x1); // 15 data << uint32(0x544) << uint32(0x0); // 16 data << uint32(0x536) << uint32(0x0); // 17 data << uint32(0x535) << uint32(0x1); // 18 data << uint32(0x518) << uint32(0x0); // 19 data << uint32(0x517) << uint32(0x0); // 20 data << uint32(0x574) << uint32(0x0); // 21 data << uint32(0x573) << uint32(0x0); // 22 data << uint32(0x572) << uint32(0x0); // 23 data << uint32(0x56f) << uint32(0x0); // 24 data << uint32(0x56e) << uint32(0x0); // 25 data << uint32(0x56d) << uint32(0x0); // 26 data << uint32(0x56c) << uint32(0x0); // 27 data << uint32(0x56b) << uint32(0x0); // 28 data << uint32(0x56a) << uint32(0x1); // 29 data << uint32(0x569) << uint32(0x1); // 30 data << uint32(0x568) << uint32(0x1); // 13 data << uint32(0x565) << uint32(0x0); // 32 data << uint32(0x564) << uint32(0x0); // 33 data << uint32(0x563) << uint32(0x0); // 34 data << uint32(0x562) << uint32(0x0); // 35 data << uint32(0x561) << uint32(0x0); // 36 data << uint32(0x560) << uint32(0x0); // 37 data << uint32(0x55f) << uint32(0x0); // 38 data << uint32(0x55e) << uint32(0x0); // 39 data << uint32(0x55d) << uint32(0x0); // 40 data << uint32(0x3c6) << uint32(0x4); // 41 data << uint32(0x3c4) << uint32(0x6); // 42 data << uint32(0x3c2) << uint32(0x4); // 43 data << uint32(0x516) << uint32(0x1); // 44 data << uint32(0x515) << uint32(0x0); // 45 data << uint32(0x3b6) << uint32(0x6); // 46 data << uint32(0x55c) << uint32(0x0); // 47 data << uint32(0x55b) << uint32(0x0); // 48 data << uint32(0x55a) << uint32(0x0); // 49 data << uint32(0x559) << uint32(0x0); // 50 data << uint32(0x558) << uint32(0x0); // 51 data << uint32(0x557) << uint32(0x0); // 52 data << uint32(0x556) << uint32(0x0); // 53 data << uint32(0x555) << uint32(0x0); // 54 data << uint32(0x554) << uint32(0x1); // 55 data << uint32(0x553) << uint32(0x1); // 56 data << uint32(0x552) << uint32(0x1); // 57 data << uint32(0x551) << uint32(0x1); // 58 data << uint32(0x54f) << uint32(0x0); // 59 data << uint32(0x54e) << uint32(0x0); // 60 data << uint32(0x54d) << uint32(0x1); // 61 data << uint32(0x54c) << uint32(0x0); // 62 data << uint32(0x54b) << uint32(0x0); // 63 data << uint32(0x545) << uint32(0x0); // 64 data << uint32(0x543) << uint32(0x1); // 65 data << uint32(0x542) << uint32(0x0); // 66 data << uint32(0x540) << uint32(0x0); // 67 data << uint32(0x53f) << uint32(0x0); // 68 data << uint32(0x53e) << uint32(0x0); // 69 data << uint32(0x53d) << uint32(0x0); // 70 data << uint32(0x53c) << uint32(0x0); // 71 data << uint32(0x53b) << uint32(0x0); // 72 data << uint32(0x53a) << uint32(0x1); // 73 data << uint32(0x539) << uint32(0x0); // 74 data << uint32(0x538) << uint32(0x0); // 75 data << uint32(0x537) << uint32(0x0); // 76 data << uint32(0x534) << uint32(0x0); // 77 data << uint32(0x533) << uint32(0x0); // 78 data << uint32(0x530) << uint32(0x0); // 79 data << uint32(0x52f) << uint32(0x0); // 80 data << uint32(0x52d) << uint32(0x1); // 81 break; case 3277: // WS if (bg && bg->GetTypeID() == BATTLEGROUND_WS) bg->FillInitialWorldStates(data); else { data << uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures data << uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures data << uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup... data << uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1 data << uint32(0x60b) << uint32(0x2); // 11 1547 unk data << uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?) data << uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing) data << uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing) } break; case 3358: // AB if (bg && bg->GetTypeID() == BATTLEGROUND_AB) bg->FillInitialWorldStates(data); else { data << uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance data << uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde data << uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST? data << uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide) data << uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled) data << uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide) data << uint32(0x6ee) << uint32(0x0); // 13 1774 farm color data << uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM? data << uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources data << uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources data << uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases data << uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases data << uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000) data << uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color data << uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide) data << uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs? data << uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs? data << uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr) data << uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde) data << uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide) data << uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color data << uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM? data << uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr) data << uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide) data << uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color data << uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled) data << uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled) data << uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled) data << uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled) data << uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled) data << uint32(0x745) << uint32(0x2); // 37 1861 unk data << uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800) } break; case 3483: // Hellfire Peninsula data << uint32(0x9ba) << uint32(0x1); // 10 data << uint32(0x9b9) << uint32(0x1); // 11 data << uint32(0x9b5) << uint32(0x0); // 12 data << uint32(0x9b4) << uint32(0x1); // 13 data << uint32(0x9b3) << uint32(0x0); // 14 data << uint32(0x9b2) << uint32(0x0); // 15 data << uint32(0x9b1) << uint32(0x1); // 16 data << uint32(0x9b0) << uint32(0x0); // 17 data << uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured data << uint32(0x9ac) << uint32(0x0); // 19 data << uint32(0x9a8) << uint32(0x0); // 20 data << uint32(0x9a7) << uint32(0x0); // 21 data << uint32(0x9a6) << uint32(0x1); // 22 break; case 3519: // Terokkar Forest data << uint32(0xa41) << uint32(0x0); // 10 data << uint32(0xa40) << uint32(0x14); // 11 data << uint32(0xa3f) << uint32(0x0); // 12 data << uint32(0xa3e) << uint32(0x0); // 13 data << uint32(0xa3d) << uint32(0x5); // 14 data << uint32(0xa3c) << uint32(0x0); // 15 data << uint32(0xa87) << uint32(0x0); // 16 data << uint32(0xa86) << uint32(0x0); // 17 data << uint32(0xa85) << uint32(0x0); // 18 data << uint32(0xa84) << uint32(0x0); // 19 data << uint32(0xa83) << uint32(0x0); // 20 data << uint32(0xa82) << uint32(0x0); // 21 data << uint32(0xa81) << uint32(0x0); // 22 data << uint32(0xa80) << uint32(0x0); // 23 data << uint32(0xa7e) << uint32(0x0); // 24 data << uint32(0xa7d) << uint32(0x0); // 25 data << uint32(0xa7c) << uint32(0x0); // 26 data << uint32(0xa7b) << uint32(0x0); // 27 data << uint32(0xa7a) << uint32(0x0); // 28 data << uint32(0xa79) << uint32(0x0); // 29 data << uint32(0x9d0) << uint32(0x5); // 30 data << uint32(0x9ce) << uint32(0x0); // 31 data << uint32(0x9cd) << uint32(0x0); // 32 data << uint32(0x9cc) << uint32(0x0); // 33 data << uint32(0xa88) << uint32(0x0); // 34 data << uint32(0xad0) << uint32(0x0); // 35 data << uint32(0xacf) << uint32(0x1); // 36 break; case 3521: // Zangarmarsh data << uint32(0x9e1) << uint32(0x0); // 10 data << uint32(0x9e0) << uint32(0x0); // 11 data << uint32(0x9df) << uint32(0x0); // 12 data << uint32(0xa5d) << uint32(0x1); // 13 data << uint32(0xa5c) << uint32(0x0); // 14 data << uint32(0xa5b) << uint32(0x1); // 15 data << uint32(0xa5a) << uint32(0x0); // 16 data << uint32(0xa59) << uint32(0x1); // 17 data << uint32(0xa58) << uint32(0x0); // 18 data << uint32(0xa57) << uint32(0x0); // 19 data << uint32(0xa56) << uint32(0x0); // 20 data << uint32(0xa55) << uint32(0x1); // 21 data << uint32(0xa54) << uint32(0x0); // 22 data << uint32(0x9e7) << uint32(0x0); // 23 data << uint32(0x9e6) << uint32(0x0); // 24 data << uint32(0x9e5) << uint32(0x0); // 25 data << uint32(0xa00) << uint32(0x0); // 26 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 data << uint32(0xa61) << uint32(0x1); // 33 data << uint32(0xa60) << uint32(0x1); // 34 data << uint32(0xa5f) << uint32(0x0); // 35 break; case 3698: // Nagrand Arena data << uint32(0xa0f) << uint32(0x0); // 7 data << uint32(0xa10) << uint32(0x0); // 8 data << uint32(0xa11) << uint32(0x0); // 9 break; case 3702: // Blade's Edge Arena data << uint32(0x9f0) << uint32(0x0); // 7 data << uint32(0x9f1) << uint32(0x0); // 8 data << uint32(0x9f3) << uint32(0x0); // 9 break; case 3968: // Ruins of Lordaeron data << uint32(0xbb8) << uint32(0x0); // 7 data << uint32(0xbb9) << uint32(0x0); // 8 data << uint32(0xbba) << uint32(0x0); // 9 break; case 3703: // Shattrath City break; default: data << uint32(0x914) << uint32(0x0); // 7 data << uint32(0x913) << uint32(0x0); // 8 data << uint32(0x912) << uint32(0x0); // 9 data << uint32(0x915) << uint32(0x0); // 10 break; } GetSession()->SendPacket(&data); } uint32 Player::GetXPRestBonus(uint32 xp) { uint32 rested_bonus = (uint32)GetRestBonus(); // xp for each rested bonus if(rested_bonus > xp) // max rested_bonus == xp or (r+x) = 200% xp rested_bonus = xp; SetRestBonus( GetRestBonus() - rested_bonus); sLog.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp+rested_bonus,rested_bonus,GetRestBonus()); return rested_bonus; } int32 Player::FishingMinSkillForCurrentZone() const { // special areas (subzones) switch(GetAreaId()) { case 297: return 205; case 3655: case 3659: return 305; case 1112: case 1222: case 1227: case 3140: return 330; case 3653: case 3656: case 3658: case 3859: return 355; case 3621: case 3690: case 3691: case 3692: return 430; } // zones switch(GetZoneId()) { case 1: case 12: case 14: case 85: case 141: case 215: case 3524: case 3430: return -70; case 17: case 38: case 40: case 130: case 148: case 206: case 718: case 719: case 1519: case 1581: case 1637: case 1638: case 1657: case 3525: case 3433: return -20; case 10: case 11: case 44: case 367: case 331: case 406: return 55; case 8: case 15: case 33: case 36: case 45: case 400: case 405: case 796: return 130; case 16: case 28: case 47: case 268: case 357: case 361: case 440: case 490: case 493: case 1477: case 2100: return 205; case 41: case 46: case 139: case 618: case 1377: case 1977: case 2017: case 2057: return 330; case 3519: return 355; case 3518: case 3523: return 380; } // impossible or unknown return 9999; } void Player::SetBindPoint(uint64 guid) { WorldPacket data(SMSG_BINDER_CONFIRM, 8); data << guid; GetSession()->SendPacket( &data ); } void Player::SendTalentWipeConfirm(uint64 guid) { WorldPacket data(MSG_TALENT_WIPE_CONFIRM, (8+4)); data << guid; data << (uint32)resetTalentsCost(); GetSession()->SendPacket( &data ); } void Player::SendPetSkillWipeConfirm() { Pet* pet = GetPet(); if(!pet) return; WorldPacket data(SMSG_PET_UNLEARN_CONFIRM, (8+4)); data << pet->GetGUID(); data << uint32(pet->resetTalentsCost()); GetSession()->SendPacket( &data ); } /*********************************************************/ /*** STORAGE SYSTEM ***/ /*********************************************************/ void Player::SetVirtualItemSlot( uint8 i, Item* item) { assert(i < 3); SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO + 2*i, item ? item->GetGUIDLow() : 0); SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO + 2*i +1, item ? item->GetProto()->Sheath : 0); SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY+i,item ? item->GetProto()->DisplayInfoID : 0); if(i < 2 && item) { if(!item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT)) return; uint32 charges = item->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT); if(charges == 0) return; if(charges > 1) item->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT,charges-1); else if(charges <= 1) { ApplyEnchantment(item,TEMP_ENCHANTMENT_SLOT,false); item->ClearEnchantment(TEMP_ENCHANTMENT_SLOT); } } } void Player::SetSheath( uint32 sheathed ) { Item* item; switch (sheathed) { case 0: // no prepeared weapon SetVirtualItemSlot(0,NULL); SetVirtualItemSlot(1,NULL); SetVirtualItemSlot(2,NULL); break; case 1: // prepeared melee weapon { item = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND); SetVirtualItemSlot(0,item && !item->IsBroken() && IsUseEquipedWeapon(true) ? item : NULL); item = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); SetVirtualItemSlot(1,item && !item->IsBroken() && IsUseEquipedWeapon(false) ? item : NULL); SetVirtualItemSlot(2,NULL); }; break; case 2: // prepeared ranged weapon SetVirtualItemSlot(0,NULL); SetVirtualItemSlot(1,NULL); item = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED); SetVirtualItemSlot(2,item && !item->IsBroken() && IsUseEquipedWeapon(false) ? item : NULL); break; default: SetVirtualItemSlot(0,NULL); SetVirtualItemSlot(1,NULL); SetVirtualItemSlot(2,NULL); break; } SetUInt32Value(UNIT_FIELD_BYTES_2, 0x2800+sheathed); // this must visualize Sheath changing for other players... } uint8 Player::FindEquipSlot( ItemPrototype const* proto, uint32 slot, bool swap ) const { uint8 pClass = getClass(); uint8 slots[4]; slots[0] = NULL_SLOT; slots[1] = NULL_SLOT; slots[2] = NULL_SLOT; slots[3] = NULL_SLOT; switch( proto->InventoryType ) { case INVTYPE_HEAD: slots[0] = EQUIPMENT_SLOT_HEAD; break; case INVTYPE_NECK: slots[0] = EQUIPMENT_SLOT_NECK; break; case INVTYPE_SHOULDERS: slots[0] = EQUIPMENT_SLOT_SHOULDERS; break; case INVTYPE_BODY: slots[0] = EQUIPMENT_SLOT_BODY; break; case INVTYPE_CHEST: slots[0] = EQUIPMENT_SLOT_CHEST; break; case INVTYPE_ROBE: slots[0] = EQUIPMENT_SLOT_CHEST; break; case INVTYPE_WAIST: slots[0] = EQUIPMENT_SLOT_WAIST; break; case INVTYPE_LEGS: slots[0] = EQUIPMENT_SLOT_LEGS; break; case INVTYPE_FEET: slots[0] = EQUIPMENT_SLOT_FEET; break; case INVTYPE_WRISTS: slots[0] = EQUIPMENT_SLOT_WRISTS; break; case INVTYPE_HANDS: slots[0] = EQUIPMENT_SLOT_HANDS; break; case INVTYPE_FINGER: slots[0] = EQUIPMENT_SLOT_FINGER1; slots[1] = EQUIPMENT_SLOT_FINGER2; break; case INVTYPE_TRINKET: slots[0] = EQUIPMENT_SLOT_TRINKET1; slots[1] = EQUIPMENT_SLOT_TRINKET2; break; case INVTYPE_CLOAK: slots[0] = EQUIPMENT_SLOT_BACK; break; case INVTYPE_WEAPON: { slots[0] = EQUIPMENT_SLOT_MAINHAND; // suggest offhand slot only if know dual wielding // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ... if(CanDualWield()) slots[1] = EQUIPMENT_SLOT_OFFHAND; };break; case INVTYPE_SHIELD: slots[0] = EQUIPMENT_SLOT_OFFHAND; break; case INVTYPE_RANGED: slots[0] = EQUIPMENT_SLOT_RANGED; break; case INVTYPE_2HWEAPON: slots[0] = EQUIPMENT_SLOT_MAINHAND; break; case INVTYPE_TABARD: slots[0] = EQUIPMENT_SLOT_TABARD; break; case INVTYPE_WEAPONMAINHAND: slots[0] = EQUIPMENT_SLOT_MAINHAND; break; case INVTYPE_WEAPONOFFHAND: slots[0] = EQUIPMENT_SLOT_OFFHAND; break; case INVTYPE_HOLDABLE: slots[0] = EQUIPMENT_SLOT_OFFHAND; break; case INVTYPE_THROWN: slots[0] = EQUIPMENT_SLOT_RANGED; break; case INVTYPE_RANGEDRIGHT: slots[0] = EQUIPMENT_SLOT_RANGED; break; case INVTYPE_BAG: slots[0] = INVENTORY_SLOT_BAG_1; slots[1] = INVENTORY_SLOT_BAG_2; slots[2] = INVENTORY_SLOT_BAG_3; slots[3] = INVENTORY_SLOT_BAG_4; break; case INVTYPE_RELIC: { switch(proto->SubClass) { case ITEM_SUBCLASS_ARMOR_LIBRAM: if (pClass == CLASS_PALADIN) slots[0] = EQUIPMENT_SLOT_RANGED; break; case ITEM_SUBCLASS_ARMOR_IDOL: if (pClass == CLASS_DRUID) slots[0] = EQUIPMENT_SLOT_RANGED; break; case ITEM_SUBCLASS_ARMOR_TOTEM: if (pClass == CLASS_SHAMAN) slots[0] = EQUIPMENT_SLOT_RANGED; break; case ITEM_SUBCLASS_ARMOR_MISC: if (pClass == CLASS_WARLOCK) slots[0] = EQUIPMENT_SLOT_RANGED; break; } break; } default : return NULL_SLOT; } if( slot != NULL_SLOT ) { if( swap || !GetItemByPos( INVENTORY_SLOT_BAG_0, slot ) ) { for (int i = 0; i < 4; i++) { if ( slots[i] == slot ) return slot; } } } else { // search free slot at first for (int i = 0; i < 4; i++) { if ( slots[i] != NULL_SLOT && !GetItemByPos( INVENTORY_SLOT_BAG_0, slots[i] ) ) { // in case 2hand equipped weapon offhand slot empty but not free if(slots[i]==EQUIPMENT_SLOT_OFFHAND) { Item* mainItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND ); if(!mainItem || mainItem->GetProto()->InventoryType != INVTYPE_2HWEAPON) return slots[i]; } else return slots[i]; } } // if not found free and can swap return first appropriate from used for (int i = 0; i < 4; i++) { if ( slots[i] != NULL_SLOT && swap ) return slots[i]; } } // no free position return NULL_SLOT; } Item* Player::CreateItem( uint32 item, uint32 count ) const { ItemPrototype const *pProto = objmgr.GetItemPrototype( item ); if( pProto ) { Item *pItem = NewItemOrBag( pProto ); if ( count > pProto->Stackable ) count = pProto->Stackable; if ( count < 1 ) return NULL; //don'n create item at zero count if( pItem->Create(objmgr.GenerateLowGuid(HIGHGUID_ITEM), item, const_cast(this)) ) { pItem->SetCount( count ); return pItem; } else delete pItem; } return NULL; } uint8 Player::CanUnequipItems( uint32 item, uint32 count ) const { Item *pItem; uint32 tempcount = 0; uint8 res = EQUIP_ERR_OK; for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++) { pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem->GetEntry() == item ) { uint8 ires = CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false); if(ires==EQUIP_ERR_OK) { tempcount += pItem->GetCount(); if( tempcount >= count ) return EQUIP_ERR_OK; } else res = ires; } } for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++) { pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem->GetEntry() == item ) { tempcount += pItem->GetCount(); if( tempcount >= count ) return EQUIP_ERR_OK; } } for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++) { pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem->GetEntry() == item ) { tempcount += pItem->GetCount(); if( tempcount >= count ) return EQUIP_ERR_OK; } } Bag *pBag; ItemPrototype const *pBagProto; for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) { pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pBag ) { pBagProto = pBag->GetProto(); if( pBagProto ) { for(uint32 j = 0; j < pBagProto->ContainerSlots; j++) { pItem = GetItemByPos( i, j ); if( pItem && pItem->GetEntry() == item ) { tempcount += pItem->GetCount(); if( tempcount >= count ) return EQUIP_ERR_OK; } } } } } // not found req. item count and have unequippable items return res; } uint32 Player::GetItemCount( uint32 item, Item* eItem ) const { Item *pItem; uint32 count = 0; for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++) { pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem != eItem && pItem->GetEntry() == item ) count += pItem->GetCount(); } for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++) { pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem != eItem && pItem->GetEntry() == item ) count += pItem->GetCount(); } Bag *pBag; for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) { pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pBag ) count += pBag->GetItemCount(item,eItem); } if(eItem && eItem->GetProto()->GemProperties) { for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++) { pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem != eItem && pItem->GetProto()->Socket[0].Color ) count += pItem->GetGemCountWithID(item); } } return count; } uint32 Player::GetBankItemCount( uint32 item, Item* eItem ) const { Item *pItem; uint32 count = 0; for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++) { pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem != eItem && pItem->GetEntry() == item ) count += pItem->GetCount(); } Bag *pBag; for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++) { pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pBag ) count += pBag->GetItemCount(item,eItem); } if(eItem && eItem->GetProto()->GemProperties) { for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++) { pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem != eItem && pItem->GetProto()->Socket[0].Color ) count += pItem->GetGemCountWithID(item); } } return count; } Item* Player::GetItemByGuid( uint64 guid ) const { for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++) { Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem->GetGUID() == guid ) return pItem; } for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++) { Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem->GetGUID() == guid ) return pItem; } for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) { Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pBag ) { ItemPrototype const *pBagProto = pBag->GetProto(); if( pBagProto ) { for(uint32 j = 0; j < pBagProto->ContainerSlots; j++) { Item* pItem = pBag->GetItemByPos( j ); if( pItem && pItem->GetGUID() == guid ) return pItem; } } } } for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++) { Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pBag ) { ItemPrototype const *pBagProto = pBag->GetProto(); if( pBagProto ) { for(uint32 j = 0; j < pBagProto->ContainerSlots; j++) { Item* pItem = pBag->GetItemByPos( j ); if( pItem && pItem->GetGUID() == guid ) return pItem; } } } } return NULL; } Item* Player::GetItemByPos( uint16 pos ) const { uint8 bag = pos >> 8; uint8 slot = pos & 255; return GetItemByPos( bag, slot ); } Item* Player::GetItemByPos( uint8 bag, uint8 slot ) const { if( bag == INVENTORY_SLOT_BAG_0 && ( slot < BANK_SLOT_BAG_END || slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_END ) ) return m_items[slot]; else if(bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END || bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END ) { Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ); if ( pBag ) return pBag->GetItemByPos(slot); } return NULL; } bool Player::HasBankBagSlot( uint8 slot ) const { uint32 maxslot = ((GetUInt32Value(PLAYER_BYTES_2) & 0x70000) >> 16) + BANK_SLOT_BAG_START; if( slot < maxslot ) return true; return false; } bool Player::IsInventoryPos( uint8 bag, uint8 slot ) { if( bag == INVENTORY_SLOT_BAG_0 && slot == NULL_SLOT ) return true; if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END ) ) return true; if( bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END ) return true; if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_END ) ) return true; return false; } bool Player::IsEquipmentPos( uint8 bag, uint8 slot ) { if( bag == INVENTORY_SLOT_BAG_0 && ( slot < EQUIPMENT_SLOT_END ) ) return true; if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) ) return true; return false; } bool Player::IsBankBagPos( uint8 bag, uint8 slot ) { if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) ) return true; return false; } bool Player::IsBankPos( uint8 bag, uint8 slot ) { if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END ) ) return true; if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) ) return true; if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END ) return true; return false; } bool Player::IsBagPos( uint16 pos ) { uint8 bag = pos >> 8; uint8 slot = pos & 255; if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) ) return true; if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) ) return true; return false; } bool Player::HasItemCount( uint32 item, uint32 count ) const { Item *pItem; uint32 tempcount = 0; for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++) { pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem->GetEntry() == item ) { tempcount += pItem->GetCount(); if( tempcount >= count ) return true; } } for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++) { pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem->GetEntry() == item ) { tempcount += pItem->GetCount(); if( tempcount >= count ) return true; } } Bag *pBag; ItemPrototype const *pBagProto; for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) { pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pBag ) { pBagProto = pBag->GetProto(); if( pBagProto ) { for(uint32 j = 0; j < pBagProto->ContainerSlots; j++) { pItem = GetItemByPos( i, j ); if( pItem && pItem->GetEntry() == item ) { tempcount += pItem->GetCount(); if( tempcount >= count ) return true; } } } } } return false; } Item* Player::GetItemOrItemWithGemEquipped( uint32 item ) const { Item *pItem; for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++) { pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem->GetEntry() == item ) return pItem; } ItemPrototype const *pProto = objmgr.GetItemPrototype(item); if (pProto && pProto->GemProperties) { for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++) { pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem->GetProto()->Socket[0].Color ) { if (pItem->GetGemCountWithID(item) > 0 ) return pItem; } } } return NULL; } uint8 Player::CanStoreNewItem( uint8 bag, uint8 slot, uint16 &dest, uint32 item, uint32 count, bool swap ) const { dest = 0; Item *pItem = CreateItem( item, count ); if( pItem ) { uint8 result = CanStoreItem( bag, slot, dest, pItem, swap ); delete pItem; return result; } if( !swap ) return EQUIP_ERR_ITEM_NOT_FOUND; else return EQUIP_ERR_ITEMS_CANT_BE_SWAPPED; } uint8 Player::CanTakeMoreSimilarItems(Item* pItem) const { ItemPrototype const *pProto = pItem->GetProto(); if( !pProto ) return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; // no maximum if(pProto->MaxCount == 0) return EQUIP_ERR_OK; uint32 curcount = GetItemCount(pProto->ItemId,pItem) + GetBankItemCount(pProto->ItemId,pItem); if( curcount + pItem->GetCount() > pProto->MaxCount ) return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; return EQUIP_ERR_OK; } bool Player::HasItemTotemCategory( uint32 TotemCategory ) const { Item *pItem; for(uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i) { pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory )) return true; } for(uint8 i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i) { pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory )) return true; } Bag *pBag; ItemPrototype const *pBagProto; for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) { pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pBag ) { pBagProto = pBag->GetProto(); if( pBagProto ) { for(uint32 j = 0; j < pBagProto->ContainerSlots; ++j) { pItem = GetItemByPos( i, j ); if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory )) return true; } } } } return false; } uint8 Player::CanStoreItem( uint8 bag, uint8 slot, uint16 &dest, Item *pItem, bool swap ) const { dest = 0; if( pItem ) { sLog.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), pItem->GetCount()); ItemPrototype const *pProto = pItem->GetProto(); if( pProto ) { Item *pItem2; Bag *pBag; ItemPrototype const *pBagProto; uint16 pos; if(pItem->IsBindedNotWith(GetGUID())) return EQUIP_ERR_DONT_OWN_THAT_ITEM; // check count of items (skip for auto move for same player from bank) uint8 res = CanTakeMoreSimilarItems(pItem); if(res != EQUIP_ERR_OK) return res; if( bag == NULL_BAG ) { // search stack for merge to if( pProto->Stackable > 1 ) { for(uint32 i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++) { pos = ( (INVENTORY_SLOT_BAG_0 << 8) | i ); pItem2 = GetItemByPos( pos ); if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && pItem2->GetCount() + pItem->GetCount() <= pProto->Stackable ) { dest = pos; return EQUIP_ERR_OK; } } for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++) { pos = ( (INVENTORY_SLOT_BAG_0 << 8) | i ); pItem2 = GetItemByPos( pos ); if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && pItem2->GetCount() + pItem->GetCount() <= pProto->Stackable ) { dest = pos; return EQUIP_ERR_OK; } } for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) { pos = ( (INVENTORY_SLOT_BAG_0 << 8) | i ); pBag = (Bag*)GetItemByPos( pos ); if( pBag ) { pBagProto = pBag->GetProto(); if( pBagProto ) { for(uint32 j = 0; j < pBagProto->ContainerSlots; j++) { pos = ( (i << 8) | j ); pItem2 = GetItemByPos( pos ); if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && pItem2->GetCount() + pItem->GetCount() <= pProto->Stackable ) { dest = pos; return EQUIP_ERR_OK; } } } } } } // search free slot - special bag case if( pProto->BagFamily ) { if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS) { uint32 keyringSize = GetMaxKeyringSize(); for(uint32 j = KEYRING_SLOT_START; j < KEYRING_SLOT_START+keyringSize; j++) { pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, j ); if( !pItem2 ) { dest = ( (INVENTORY_SLOT_BAG_0 << 8) | j ); return EQUIP_ERR_OK; } } } for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) { pos = ( (INVENTORY_SLOT_BAG_0 << 8) | i ); pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pBag ) { pBagProto = pBag->GetProto(); // not plain container check if( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER) && pItem->CanGoIntoBag(pBagProto) ) { for(uint32 j = 0; j < pBagProto->ContainerSlots; j++) { pos = ( (INVENTORY_SLOT_BAG_0 << 8) | i ); pItem2 = GetItemByPos( i, j ); if( !pItem2 ) { dest = ( (i << 8) | j ); return EQUIP_ERR_OK; } } } } } } // search free slot for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++) { pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( !pItem2 ) { dest = ( (INVENTORY_SLOT_BAG_0 << 8) | i ); return EQUIP_ERR_OK; } } for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) { pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pBag ) { pBagProto = pBag->GetProto(); if( pBagProto && pItem->CanGoIntoBag(pBagProto)) { for(uint32 j = 0; j < pBagProto->ContainerSlots; j++) { pItem2 = GetItemByPos( i, j ); if( !pItem2 ) { dest = ( (i << 8) | j ); return EQUIP_ERR_OK; } } } } } return EQUIP_ERR_INVENTORY_FULL; } else // in specific bag { if( slot == NULL_SLOT ) { if( pProto->InventoryType == INVTYPE_BAG ) { Bag *pBag = (Bag*)pItem; if( pBag && !pBag->IsEmpty() ) return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG; } // search stack in bag for merge to if( pProto->Stackable > 1 ) { if( bag == INVENTORY_SLOT_BAG_0 ) { for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++) { pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && pItem2->GetCount() + pItem->GetCount() <= pProto->Stackable ) { dest = ( (INVENTORY_SLOT_BAG_0 << 8) | i ); return EQUIP_ERR_OK; } } for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++) { pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && pItem2->GetCount() + pItem->GetCount() <= pProto->Stackable ) { dest = ( (INVENTORY_SLOT_BAG_0 << 8) | i ); return EQUIP_ERR_OK; } } } else { pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ); if( pBag ) { pBagProto = pBag->GetProto(); if( pBagProto ) { for(uint32 j = 0; j < pBagProto->ContainerSlots; j++) { pItem2 = GetItemByPos( bag, j ); if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && pItem2->GetCount() + pItem->GetCount() <= pProto->Stackable ) { dest = ( (bag << 8) | j ); return EQUIP_ERR_OK; } } } } } } if( bag == INVENTORY_SLOT_BAG_0 ) { // search free slot - keyring case if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS) { uint32 keyringSize = GetMaxKeyringSize(); for(uint32 j = KEYRING_SLOT_START; j < KEYRING_SLOT_START+keyringSize; j++) { pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, j ); if( !pItem2 ) { dest = ( (INVENTORY_SLOT_BAG_0 << 8) | j ); return EQUIP_ERR_OK; } } } for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++) { pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( !pItem2 ) { dest = ( (INVENTORY_SLOT_BAG_0 << 8) | i ); return EQUIP_ERR_OK; } } } else { pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ); if( pBag ) { pBagProto = pBag->GetProto(); if( pBagProto ) { if( pBagProto->Class == ITEM_CLASS_QUIVER && pBagProto->SubClass != pProto->SubClass ) return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE; if( !pItem->CanGoIntoBag(pBagProto) ) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; for(uint32 j = 0; j < pBagProto->ContainerSlots; j++) { pItem2 = GetItemByPos( bag, j ); if( !pItem2 ) { dest = ( (bag << 8) | j ); return EQUIP_ERR_OK; } } } } } return EQUIP_ERR_BAG_FULL; } else // specific bag and slot { if( pProto->InventoryType == INVTYPE_BAG ) { Bag *pBag = (Bag*)pItem; if( pBag && !pBag->IsEmpty() ) return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG; } pItem2 = GetItemByPos( bag, slot ); if( pItem2 && !swap ) { if( pProto->Stackable > 1 && pItem2->GetEntry() == pItem->GetEntry() && pItem2->GetCount() < pProto->Stackable ) { dest = ( (bag << 8) | slot ); return EQUIP_ERR_OK; } else return EQUIP_ERR_COULDNT_SPLIT_ITEMS; } else { if( bag == INVENTORY_SLOT_BAG_0 ) { // keyring case if(slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_START+GetMaxKeyringSize() && !(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; // prevent cheating if(slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END || slot >= PLAYER_SLOT_END) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; dest = ( (bag << 8) | slot ); return EQUIP_ERR_OK; } else { pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ); if( pBag ) { pBagProto = pBag->GetProto(); if( pBagProto ) { if( pBagProto->Class == ITEM_CLASS_QUIVER && pBagProto->SubClass != pProto->SubClass ) return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE; if( !pItem->CanGoIntoBag(pBagProto) ) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; dest = ( (bag << 8) | slot ); return EQUIP_ERR_OK; } } } } } } } } if( !swap ) return EQUIP_ERR_ITEM_NOT_FOUND; else return EQUIP_ERR_ITEMS_CANT_BE_SWAPPED; } ////////////////////////////////////////////////////////////////////////// uint8 Player::CanStoreItems( Item **pItems,int count) const { Item *pItem2; // fill space table int inv_slot_items[INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START]; int inv_bags[INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START][MAX_BAG_SIZE]; int inv_keys[KEYRING_SLOT_END-KEYRING_SLOT_START]; memset(inv_slot_items,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START)); memset(inv_bags,0,sizeof(int)*(INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START)*MAX_BAG_SIZE); memset(inv_keys,0,sizeof(int)*(KEYRING_SLOT_END-KEYRING_SLOT_START)); for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++) { pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if (pItem2 && !pItem2->IsInTrade()) { inv_slot_items[i-INVENTORY_SLOT_ITEM_START] = pItem2->GetCount(); } } for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++) { pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if (pItem2 && !pItem2->IsInTrade()) { inv_keys[i-KEYRING_SLOT_START] = pItem2->GetCount(); } } for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) { Bag *pBag; ItemPrototype const *pBagProto; pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pBag ) { pBagProto = pBag->GetProto(); if( pBagProto ) { for(uint32 j = 0; j < pBagProto->ContainerSlots; j++) { pItem2 = GetItemByPos( i, j ); if (pItem2 && !pItem2->IsInTrade()) { inv_bags[i-INVENTORY_SLOT_BAG_START][j] = pItem2->GetCount(); } } } } } // check free space for all items for (int k=0;kGetEntry(), pItem->GetCount()); ItemPrototype const *pProto = pItem->GetProto(); // strange item if( !pProto ) return EQUIP_ERR_ITEM_NOT_FOUND; // item it 'bind' if(pItem->IsBindedNotWith(GetGUID())) return EQUIP_ERR_DONT_OWN_THAT_ITEM; Bag *pBag; ItemPrototype const *pBagProto; // item is 'one item only' uint8 res = CanTakeMoreSimilarItems(pItem); if(res != EQUIP_ERR_OK) return res; // search stack for merge to if( pProto->Stackable > 1 ) { bool b_found = false; for(int t = KEYRING_SLOT_START; t < KEYRING_SLOT_END; t++) { pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t ); if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_keys[t-KEYRING_SLOT_START] + pItem->GetCount() <= pProto->Stackable ) { inv_keys[t-KEYRING_SLOT_START] += pItem->GetCount(); b_found = true; break; } } if (b_found) continue; for(int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; t++) { pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t ); if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_slot_items[t-INVENTORY_SLOT_ITEM_START] + pItem->GetCount() <= pProto->Stackable ) { inv_slot_items[t-INVENTORY_SLOT_ITEM_START] += pItem->GetCount(); b_found = true; break; } } if (b_found) continue; for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; t++) { pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t ); if( pBag ) { pBagProto = pBag->GetProto(); if( pBagProto ) { for(uint32 j = 0; j < pBagProto->ContainerSlots; j++) { pItem2 = GetItemByPos( t, j ); if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_bags[t-INVENTORY_SLOT_BAG_START][j] + pItem->GetCount() <= pProto->Stackable ) { inv_bags[t-INVENTORY_SLOT_BAG_START][j] += pItem->GetCount(); b_found = true; break; } } } } } if (b_found) continue; } // special bag case if( pProto->BagFamily ) { bool b_found = false; if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS) { uint32 keyringSize = GetMaxKeyringSize(); for(uint32 t = KEYRING_SLOT_START; t < KEYRING_SLOT_START+keyringSize; ++t) { if( inv_keys[t-KEYRING_SLOT_START] == 0 ) { inv_keys[t-KEYRING_SLOT_START] = 1; b_found = true; break; } } } if (b_found) continue; for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; t++) { pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t ); if( pBag ) { pBagProto = pBag->GetProto(); // not plain container check if( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER) && pItem->CanGoIntoBag(pBagProto) ) { for(uint32 j = 0; j < pBagProto->ContainerSlots; j++) { if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 ) { inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1; b_found = true; break; } } } } } if (b_found) continue; } // search free slot bool b_found = false; for(int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; t++) { if( inv_slot_items[t-INVENTORY_SLOT_ITEM_START] == 0 ) { inv_slot_items[t-INVENTORY_SLOT_ITEM_START] = 1; b_found = true; break; } } if (b_found) continue; // search free slot in bags for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; t++) { pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t ); if( pBag ) { pBagProto = pBag->GetProto(); if( pBagProto && pItem->CanGoIntoBag(pBagProto)) { for(uint32 j = 0; j < pBagProto->ContainerSlots; j++) { if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 ) { inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1; b_found = true; break; } } } } } // no free slot found? if (!b_found) return EQUIP_ERR_INVENTORY_FULL; } return EQUIP_ERR_OK; } ////////////////////////////////////////////////////////////////////////// uint8 Player::CanEquipNewItem( uint8 slot, uint16 &dest, uint32 item, uint32 count, bool swap ) const { dest = 0; Item *pItem = CreateItem( item, count ); if( pItem ) { uint8 result = CanEquipItem(slot, dest, pItem, swap ); delete pItem; return result; } return EQUIP_ERR_ITEM_NOT_FOUND; } uint8 Player::CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bool not_loading ) const { dest = 0; if( pItem ) { sLog.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot, pItem->GetEntry(), pItem->GetCount()); ItemPrototype const *pProto = pItem->GetProto(); if( pProto ) { if(pItem->IsBindedNotWith(GetGUID())) return EQUIP_ERR_DONT_OWN_THAT_ITEM; // check count of items (skip for auto move for same player from bank) uint8 res = CanTakeMoreSimilarItems(pItem); if(res != EQUIP_ERR_OK) return res; if( isInCombat()&& pProto->Class != ITEM_CLASS_WEAPON && pProto->Class != ITEM_CLASS_PROJECTILE && pProto->SubClass != ITEM_SUBCLASS_ARMOR_SHIELD && pProto->InventoryType != INVTYPE_RELIC) return EQUIP_ERR_NOT_IN_COMBAT; // do not allow gear change during in-progress arena matches, only weapons / offhands / relics / ammo if( InBattleGround() && GetBattleGround() && GetBattleGround()->isArena() && (GetBattleGround()->GetStatus() == STATUS_IN_PROGRESS) && (pProto->Class != ITEM_CLASS_WEAPON) && (pProto->Class != ITEM_CLASS_PROJECTILE) && (pProto->SubClass != ITEM_SUBCLASS_ARMOR_SHIELD) && (pProto->InventoryType != INVTYPE_RELIC)) return EQUIP_ERR_NOT_DURING_ARENA_MATCH; if(isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer != 0) return EQUIP_ERR_CANT_DO_RIGHT_NOW; // maybe exist better err uint8 eslot = FindEquipSlot( pProto, slot, swap ); if( eslot == NULL_SLOT ) return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED; uint8 msg = CanUseItem( pItem , not_loading ); if( msg != EQUIP_ERR_OK ) return msg; if( !swap && GetItemByPos( INVENTORY_SLOT_BAG_0, eslot ) ) return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE; // check unique-equipped on item if (pProto->Flags & ITEM_FLAGS_UNIQUE_EQUIPPED) { // there is an equip limit on this item Item* tItem = GetItemOrItemWithGemEquipped(pProto->ItemId); if (tItem && (!swap || tItem->GetSlot() != eslot ) ) return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE; } // check unique-equipped on gems for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot) { uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot)); if(!enchant_id) continue; SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id); if(!enchantEntry) continue; ItemPrototype const* pGem = objmgr.GetItemPrototype(enchantEntry->GemID); if(pGem && (pGem->Flags & ITEM_FLAGS_UNIQUE_EQUIPPED)) { Item* tItem = GetItemOrItemWithGemEquipped(enchantEntry->GemID); if(tItem && (!swap || tItem->GetSlot() != eslot )) return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE; } } // check unique-equipped special item classes if (pProto->Class == ITEM_CLASS_QUIVER) { for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) { if( Item* pBag = GetItemByPos( INVENTORY_SLOT_BAG_0, i ) ) { if( ItemPrototype const* pBagProto = pBag->GetProto() ) { if( pBagProto->Class==pProto->Class && pBagProto->SubClass==pProto->SubClass && (!swap || pBag->GetSlot() != eslot ) ) { if(pBagProto->SubClass == ITEM_SUBCLASS_AMMO_POUCH) return EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH; else return EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER; } } } } } uint32 type = pProto->InventoryType; if(eslot == EQUIPMENT_SLOT_OFFHAND) { if( type == INVTYPE_WEAPON || type == INVTYPE_WEAPONOFFHAND ) { if(!CanDualWield()) return EQUIP_ERR_CANT_DUAL_WIELD; } Item *mainItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND ); if(mainItem) { if(mainItem->GetProto()->InventoryType == INVTYPE_2HWEAPON) return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED; } } // equip two-hand weapon case (with possible unequip 2 items) if( type == INVTYPE_2HWEAPON ) { if(eslot != EQUIPMENT_SLOT_MAINHAND) return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED; // offhand item must can be stored in inventitory for offhand item and it also must be unequipped Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND ); uint16 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 EQUIP_ERR_ITEMS_CANT_BE_SWAPPED; } dest = ((INVENTORY_SLOT_BAG_0 << 8) | eslot); return EQUIP_ERR_OK; } } if( !swap ) return EQUIP_ERR_ITEM_NOT_FOUND; else return EQUIP_ERR_ITEMS_CANT_BE_SWAPPED; } uint8 Player::CanUnequipItem( uint16 pos, bool swap ) const { // Applied only to equipped items and bank bags if(!IsEquipmentPos(pos) && !IsBagPos(pos)) return EQUIP_ERR_OK; Item* pItem = GetItemByPos(pos); // Applied only to existed equipped item if( !pItem ) return EQUIP_ERR_OK; sLog.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos, pItem->GetEntry(), pItem->GetCount()); ItemPrototype const *pProto = pItem->GetProto(); if( !pProto ) return EQUIP_ERR_ITEM_NOT_FOUND; if( isInCombat()&& pProto->Class != ITEM_CLASS_WEAPON && pProto->Class != ITEM_CLASS_PROJECTILE && pProto->SubClass != ITEM_SUBCLASS_ARMOR_SHIELD && pProto->InventoryType != INVTYPE_RELIC ) return EQUIP_ERR_NOT_IN_COMBAT; // do not allow unequipping gear in in-progress arenas, except weapons, offhands, projectiles, relics if( InBattleGround() && GetBattleGround() && GetBattleGround()->isArena() && (GetBattleGround()->GetStatus() == STATUS_IN_PROGRESS) && (pProto->Class != ITEM_CLASS_WEAPON) && (pProto->Class != ITEM_CLASS_PROJECTILE) && (pProto->SubClass != ITEM_SUBCLASS_ARMOR_SHIELD) && (pProto->InventoryType != INVTYPE_RELIC)) return EQUIP_ERR_NOT_DURING_ARENA_MATCH; if(!swap && pItem->IsBag() && !((Bag*)pItem)->IsEmpty()) return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS; return EQUIP_ERR_OK; } uint8 Player::CanBankItem( uint8 bag, uint8 slot, uint16 &dest, Item *pItem, bool swap, bool not_loading ) const { dest = 0; if( pItem ) { sLog.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), pItem->GetCount()); ItemPrototype const *pProto = pItem->GetProto(); if( pProto ) { Item *pItem2; Bag *pBag; ItemPrototype const *pBagProto; uint16 pos; if( pItem->IsBindedNotWith(GetGUID()) ) return EQUIP_ERR_DONT_OWN_THAT_ITEM; // check count of items (skip for auto move for same player from bank) uint8 res = CanTakeMoreSimilarItems(pItem); if(res != EQUIP_ERR_OK) return res; if( bag == NULL_BAG ) { if( pProto->Stackable > 1 ) { for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++) { pos = ( (INVENTORY_SLOT_BAG_0 << 8) | i ); pItem2 = GetItemByPos( pos ); if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && pItem2->GetCount() + pItem->GetCount() <= pProto->Stackable ) { dest = pos; return EQUIP_ERR_OK; } } for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++) { pos = ( (INVENTORY_SLOT_BAG_0 << 8) | i ); pBag = (Bag*)GetItemByPos( pos ); if( pBag ) { pBagProto = pBag->GetProto(); if( pBagProto ) { for(uint32 j = 0; j < pBagProto->ContainerSlots; j++) { pos = ( (i << 8) | j ); pItem2 = GetItemByPos( pos ); if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && pItem2->GetCount() + pItem->GetCount() <= pProto->Stackable ) { dest = pos; return EQUIP_ERR_OK; } } } } } } // search place in special bag if( pProto->BagFamily ) { for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++) { pos = ( (INVENTORY_SLOT_BAG_0 << 8) | i ); pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pBag ) { pBagProto = pBag->GetProto(); // not plain container check if( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER) && pItem->CanGoIntoBag(pBagProto) ) { for(uint32 j = 0; j < pBagProto->ContainerSlots; j++) { pos = ( (INVENTORY_SLOT_BAG_0 << 8) | i ); pItem2 = GetItemByPos( i, j ); if( !pItem2 ) { dest = ( (i << 8) | j ); return EQUIP_ERR_OK; } } } } } } // search free space for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++) { pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( !pItem2 ) { dest = ( (INVENTORY_SLOT_BAG_0 << 8) | i ); return EQUIP_ERR_OK; } } for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++) { pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pBag ) { pBagProto = pBag->GetProto(); if( pBagProto && pItem->CanGoIntoBag(pBagProto) ) { for(uint32 j = 0; j < pBagProto->ContainerSlots; j++) { pItem2 = GetItemByPos( i, j ); if( !pItem2 ) { dest = ( (i << 8) | j ); return EQUIP_ERR_OK; } } } } } return EQUIP_ERR_BANK_FULL; } else { if( slot == NULL_SLOT ) { if( pProto->InventoryType == INVTYPE_BAG ) { Bag *pBag = (Bag*)pItem; if( pBag && !pBag->IsEmpty() ) return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG; } if( pProto->Stackable > 1 ) { if( bag == INVENTORY_SLOT_BAG_0 ) { for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++) { pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && pItem2->GetCount() + pItem->GetCount() <= pProto->Stackable ) { dest = ( (INVENTORY_SLOT_BAG_0 << 8) | i ); return EQUIP_ERR_OK; } } } else { pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ); if( pBag ) { pBagProto = pBag->GetProto(); if( pBagProto ) { for(uint32 j = 0; j < pBagProto->ContainerSlots; j++) { pItem2 = GetItemByPos( bag, j ); if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && pItem2->GetCount() + pItem->GetCount() <= pProto->Stackable ) { dest = ( (bag << 8) | j ); return EQUIP_ERR_OK; } } } } } } if( bag == INVENTORY_SLOT_BAG_0 ) { for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++) { pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( !pItem2 ) { dest = ( (INVENTORY_SLOT_BAG_0 << 8) | i ); return EQUIP_ERR_OK; } } } else { pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ); if( pBag ) { pBagProto = pBag->GetProto(); if( pBagProto ) { if( pBagProto->Class == ITEM_CLASS_QUIVER && pBagProto->SubClass != pProto->SubClass ) return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE; if( !pItem->CanGoIntoBag(pBagProto) ) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; for(uint32 j = 0; j < pBagProto->ContainerSlots; j++) { pItem2 = GetItemByPos( bag, j ); if( !pItem2 ) { dest = ( (bag << 8) | j ); return EQUIP_ERR_OK; } } } } } return EQUIP_ERR_BAG_FULL; } else { if( pProto->InventoryType == INVTYPE_BAG ) { Bag *pBag = (Bag*)pItem; if( pBag ) { if( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) { if( !HasBankBagSlot( slot ) ) return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT; if( uint8 cantuse = CanUseItem( pItem, not_loading ) != EQUIP_ERR_OK ) return cantuse; } else { if( !pBag->IsEmpty() ) return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG; } } } else { if( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT; } pItem2 = GetItemByPos( bag, slot ); if( pItem2 && !swap ) { if( pProto->Stackable > 1 && pItem2->GetEntry() == pItem->GetEntry() && pItem2->GetCount() < pProto->Stackable ) { dest = ( (bag << 8) | slot ); return EQUIP_ERR_OK; } else return EQUIP_ERR_COULDNT_SPLIT_ITEMS; } else { if( bag == INVENTORY_SLOT_BAG_0 ) { dest = ( (bag << 8) | slot ); return EQUIP_ERR_OK; } else { pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ); if( pBag ) { pBagProto = pBag->GetProto(); if( pBagProto ) { if( pBagProto->Class == ITEM_CLASS_QUIVER && pBagProto->SubClass != pProto->SubClass ) return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE; if( !pItem->CanGoIntoBag(pBagProto) ) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; dest = ( (bag << 8) | slot ); return EQUIP_ERR_OK; } } } } } } } } if( !swap ) return EQUIP_ERR_ITEM_NOT_FOUND; else return EQUIP_ERR_ITEMS_CANT_BE_SWAPPED; } uint8 Player::CanUseItem( Item *pItem, bool not_loading ) const { if( pItem ) { sLog.outDebug( "STORAGE: CanUseItem item = %u", pItem->GetEntry()); if( !isAlive() && not_loading ) return EQUIP_ERR_YOU_ARE_DEAD; //if( isStunned() ) // return EQUIP_ERR_YOU_ARE_STUNNED; ItemPrototype const *pProto = pItem->GetProto(); if( pProto ) { if( pItem->IsBindedNotWith(GetGUID()) ) return EQUIP_ERR_DONT_OWN_THAT_ITEM; if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 ) return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM; if( pItem->GetSkill() != 0 ) { if( GetSkillValue( pItem->GetSkill() ) == 0 ) return EQUIP_ERR_NO_REQUIRED_PROFICIENCY; } if( pProto->RequiredSkill != 0 ) { if( GetSkillValue( pProto->RequiredSkill ) == 0 ) return EQUIP_ERR_NO_REQUIRED_PROFICIENCY; else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank ) return EQUIP_ERR_ERR_CANT_EQUIP_SKILL; } if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) ) return EQUIP_ERR_NO_REQUIRED_PROFICIENCY; if( pProto->RequiredReputationFaction && uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank ) return EQUIP_ERR_CANT_EQUIP_REPUTATION; if( getLevel() < pProto->RequiredLevel ) return EQUIP_ERR_CANT_EQUIP_LEVEL_I; return EQUIP_ERR_OK; } } return EQUIP_ERR_ITEM_NOT_FOUND; } bool Player::CanUseItem( ItemPrototype const *pProto ) { // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player if( pProto ) { if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 ) return false; if( pProto->RequiredSkill != 0 ) { if( GetSkillValue( pProto->RequiredSkill ) == 0 ) return false; else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank ) return false; } if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) ) return false; if( getLevel() < pProto->RequiredLevel ) return false; return true; } return false; } uint8 Player::CanUseAmmo( uint32 item ) const { sLog.outDebug( "STORAGE: CanUseAmmo item = %u", item); if( !isAlive() ) return EQUIP_ERR_YOU_ARE_DEAD; //if( isStunned() ) // return EQUIP_ERR_YOU_ARE_STUNNED; ItemPrototype const *pProto = objmgr.GetItemPrototype( item ); if( pProto ) { if( pProto->InventoryType!= INVTYPE_AMMO ) return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE; if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 ) return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM; if( pProto->RequiredSkill != 0 ) { if( GetSkillValue( pProto->RequiredSkill ) == 0 ) return EQUIP_ERR_NO_REQUIRED_PROFICIENCY; else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank ) return EQUIP_ERR_ERR_CANT_EQUIP_SKILL; } if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) ) return EQUIP_ERR_NO_REQUIRED_PROFICIENCY; /*if( GetReputation() < pProto->RequiredReputation ) return EQUIP_ERR_CANT_EQUIP_REPUTATION; */ if( getLevel() < pProto->RequiredLevel ) return EQUIP_ERR_CANT_EQUIP_LEVEL_I; return EQUIP_ERR_OK; } return EQUIP_ERR_ITEM_NOT_FOUND; } void Player::SetAmmo( uint32 item ) { if(!item) return; // already set if( GetUInt32Value(PLAYER_AMMO_ID) == item ) return; // check ammo if(item) { uint8 msg = CanUseAmmo( item ); if( msg != EQUIP_ERR_OK ) { SendEquipError( msg, NULL, NULL ); return; } } SetUInt32Value(PLAYER_AMMO_ID, item); _ApplyAmmoBonuses(); } void Player::RemoveAmmo() { SetUInt32Value(PLAYER_AMMO_ID, 0); m_ammoDPS = 0.0f; if(CanModifyStats()) UpdateDamagePhysical(RANGED_ATTACK); } // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case. Item* Player::StoreNewItem( uint16 pos, uint32 item, uint32 count, bool update ,int32 randomPropertyId ) { Item *pItem = CreateItem( item, count ); if( pItem ) { ItemAddedQuestCheck( item, count ); if(randomPropertyId) pItem->SetItemRandomProperties(randomPropertyId); Item * retItem = StoreItem( pos, pItem, update ); return retItem; } return NULL; } // 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, bool update ) { if( pItem ) { uint8 bag = pos >> 8; uint8 slot = pos & 255; if( pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM || pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBankBagPos(bag,slot) ) pItem->SetBinding( true ); sLog.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), pItem->GetCount()); Item *pItem2 = GetItemByPos( bag, slot ); if( !pItem2 ) { if( bag == INVENTORY_SLOT_BAG_0 ) { m_items[slot] = pItem; SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), pItem->GetGUID() ); pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() ); pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() ); pItem->SetSlot( slot ); pItem->SetContainer( NULL ); if( IsInWorld() && update ) { pItem->AddToWorld(); pItem->SendUpdateToPlayer( this ); } pItem->SetState(ITEM_CHANGED, this); } else { Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ); if( pBag ) { pBag->StoreItem( slot, pItem, update ); if( IsInWorld() && update ) { pItem->AddToWorld(); pItem->SendUpdateToPlayer( this ); } pItem->SetState(ITEM_CHANGED, this); pBag->SetState(ITEM_CHANGED, this); } } AddEnchantmentDurations(pItem); AddItemDurations(pItem); } 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); // AddItemDurations(pItem2); - pItem2 already have duration listed for player AddEnchantmentDurations(pItem2); pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor pItem->SetState(ITEM_REMOVED, this); pItem2->SetState(ITEM_CHANGED, this); return pItem2; } } return pItem; } Item* Player::EquipNewItem( uint16 pos, uint32 item, uint32 count, bool update ) { Item *pItem = CreateItem( item, count ); if( pItem ) { ItemAddedQuestCheck( item, count ); Item * retItem = EquipItem( pos, pItem, update ); return retItem; } return NULL; } Item* Player::EquipItem( uint16 pos, Item *pItem, bool update ) { if( pItem ) { AddEnchantmentDurations(pItem); uint8 bag = pos >> 8; uint8 slot = pos & 255; Item *pItem2 = GetItemByPos( bag, slot ); if( !pItem2 ) { VisualizeItem( pos, pItem); uint8 slot = pos & 255; if(isAlive()) { _ApplyItemMods(pItem, slot, true); ItemPrototype const *pProto = pItem->GetProto(); if(pProto && isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer == 0) { m_weaponChangeTimer = DEFAULT_SWITCH_WEAPON; if (getClass() == CLASS_ROGUE) m_weaponChangeTimer = ROGUE_SWITCH_WEAPON; } } if( IsInWorld() && update ) { pItem->AddToWorld(); pItem->SendUpdateToPlayer( this ); } ApplyEquipCooldown(pItem); } 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); // AddItemDurations(pItem2); - pItem2 already have duration listed for player pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor pItem->SetState(ITEM_REMOVED, this); pItem2->SetState(ITEM_CHANGED, this); ApplyEquipCooldown(pItem2); return pItem2; } } return pItem; } void Player::QuickEquipItem( uint16 pos, Item *pItem) { if( pItem ) { VisualizeItem( pos, pItem); if( IsInWorld() ) { pItem->AddToWorld(); pItem->SendUpdateToPlayer( this ); } } } void Player::VisualizeItem( uint16 pos, Item *pItem) { if(!pItem) return; // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory) if( pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM ) pItem->SetBinding( true ); uint8 bag = pos >> 8; uint8 slot = pos & 255; sLog.outDebug( "STORAGE: EquipItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry()); m_items[slot] = pItem; SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), pItem->GetGUID() ); pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() ); pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() ); pItem->SetSlot( slot ); pItem->SetContainer( NULL ); if( slot < EQUIPMENT_SLOT_END ) { int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (slot * 16); SetUInt32Value(VisibleBase, pItem->GetEntry()); for(int i = 0; i < MAX_ENCHANTMENT_SLOT; ++i) SetUInt32Value(VisibleBase + 1 + i, pItem->GetEnchantmentId(EnchantmentSlot(i))); SetUInt32Value(VisibleBase + 8, uint32(pItem->GetItemRandomPropertyId())); } pItem->SetState(ITEM_CHANGED, this); } // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case. Item* Player::BankItem( uint16 pos, Item *pItem, bool update ) { return StoreItem( pos, 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 ) { sLog.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry()); RemoveEnchantmentDurations(pItem); RemoveItemDurations(pItem); if( bag == INVENTORY_SLOT_BAG_0 ) { if ( slot < INVENTORY_SLOT_BAG_END ) { _ApplyItemMods(pItem, slot, false); // remove item dependent auras and casts (only weapon and armor slots) if(slot < EQUIPMENT_SLOT_END) RemoveItemDependentAurasAndCasts(pItem); // remove held enchantments if ( slot == EQUIPMENT_SLOT_MAINHAND ) { if (pItem->GetItemSuffixFactor()) { pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3); pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4); } else { pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0); pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1); } } } m_items[slot] = NULL; SetUInt64Value((uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot*2)), 0); if ( slot < EQUIPMENT_SLOT_END ) { int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (slot * 16); for (int i = VisibleBase; i < VisibleBase + 12; ++i) SetUInt32Value(i, 0); } } else { Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ); if( pBag ) pBag->RemoveItem(slot, update); } pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, 0 ); // pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); not clear owner at remove (it will be set at store). This used in mail and auction code pItem->SetSlot( NULL_SLOT ); if( IsInWorld() && update ) pItem->SendUpdateToPlayer( this ); } } void Player::RemoveItemCount( uint32 item, uint32 count, bool update ) { sLog.outDebug( "STORAGE: RemoveItemCount item = %u, count = %u", item, count); Item *pItem; uint32 remcount = 0; for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++) { pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem->GetEntry() == item ) { if( pItem->GetCount() + remcount <= count ) { remcount += pItem->GetCount(); RemoveItem( INVENTORY_SLOT_BAG_0, i, update ); if(remcount >=count) return; } else { pItem->SetCount( pItem->GetCount() - count + remcount ); if( IsInWorld() && update ) pItem->SendUpdateToPlayer( this ); pItem->SetState(ITEM_CHANGED, this); return; } } } for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++) { pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem->GetEntry() == item ) { if( pItem->GetCount() + remcount <= count ) { remcount += pItem->GetCount(); RemoveItem( INVENTORY_SLOT_BAG_0, i, update ); if(remcount >=count) return; } else { pItem->SetCount( pItem->GetCount() - count + remcount ); if( IsInWorld() && update ) pItem->SendUpdateToPlayer( this ); pItem->SetState(ITEM_CHANGED, this); return; } } } Bag *pBag; ItemPrototype const *pBagProto; for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) { pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pBag ) { pBagProto = pBag->GetProto(); if( pBagProto ) { for(uint32 j = 0; j < pBagProto->ContainerSlots; j++) { pItem = GetItemByPos( i, j ); if( pItem && pItem->GetEntry() == item ) { if( pItem->GetCount() + remcount <= count ) { remcount += pItem->GetCount(); RemoveItem( i, j, update ); if(remcount >=count) return; } else { pItem->SetCount( pItem->GetCount() - count + remcount ); if( IsInWorld() && update ) pItem->SendUpdateToPlayer( this ); pItem->SetState(ITEM_CHANGED, this); return; } } } } } } } void Player::DestroyItem( uint8 bag, uint8 slot, bool update ) { Item *pItem = GetItemByPos( bag, slot ); if( pItem ) { sLog.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry()); // start from destroy contained items (only equipped bag can have its) if (pItem->IsBag() && pItem->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot { for (int i = 0; i < MAX_BAG_SIZE; i++) DestroyItem(slot,i,update); } if(pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED)) CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem->GetGUIDLow()); ItemPrototype const *pProto = pItem->GetProto(); RemoveEnchantmentDurations(pItem); RemoveItemDurations(pItem); ItemRemovedQuestCheck( pItem->GetEntry(), pItem->GetCount() ); if( bag == INVENTORY_SLOT_BAG_0 ) { SetUInt64Value((uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot*2)), 0); // equipment and equipped bags can have applied bonuses if ( slot < INVENTORY_SLOT_BAG_END ) _ApplyItemMods(pItem, slot, false); if ( slot < EQUIPMENT_SLOT_END ) { // remove item dependent auras and casts (only weapon and armor slots) RemoveItemDependentAurasAndCasts(pItem); // equipment visual show int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (slot * 16); for (int i = VisibleBase; i < VisibleBase + 12; ++i) SetUInt32Value(i, 0); } m_items[slot] = NULL; } else if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag )) pBag->RemoveItem(slot, update); if( IsInWorld() && update ) { pItem->RemoveFromWorld(); pItem->DestroyForPlayer(this); } //pItem->SetOwnerGUID(0); pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, 0 ); pItem->SetSlot( NULL_SLOT ); pItem->SetState(ITEM_REMOVED, this); } } void Player::DestroyItemCount( uint32 item, uint32 count, bool update, bool unequip_check) { sLog.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item, count); Item *pItem; ItemPrototype const *pProto; uint32 remcount = 0; // in inventory for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++) { pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem->GetEntry() == item ) { if( pItem->GetCount() + remcount <= count ) { // all items in inventory can unequipped remcount += pItem->GetCount(); DestroyItem( INVENTORY_SLOT_BAG_0, i, update); if(remcount >=count) return; } else { pProto = pItem->GetProto(); ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount ); pItem->SetCount( pItem->GetCount() - count + remcount ); if( IsInWorld() & update ) pItem->SendUpdateToPlayer( this ); pItem->SetState(ITEM_CHANGED, this); return; } } } for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++) { pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem->GetEntry() == item ) { if( pItem->GetCount() + remcount <= count ) { // all keys can be unequipped remcount += pItem->GetCount(); DestroyItem( INVENTORY_SLOT_BAG_0, i, update); if(remcount >=count) return; } else { pProto = pItem->GetProto(); ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount ); pItem->SetCount( pItem->GetCount() - count + remcount ); if( IsInWorld() & update ) pItem->SendUpdateToPlayer( this ); pItem->SetState(ITEM_CHANGED, this); return; } } } // in inventory bags Bag *pBag; ItemPrototype const *pBagProto; for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) { pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pBag ) { pBagProto = pBag->GetProto(); if( pBagProto ) { for(uint32 j = 0; j < pBagProto->ContainerSlots; j++) { pItem = pBag->GetItemByPos(j); if( pItem && pItem->GetEntry() == item ) { // all items in bags can be unequipped if( pItem->GetCount() + remcount <= count ) { remcount += pItem->GetCount(); DestroyItem( i, j, update ); if(remcount >=count) return; } else { pProto = pItem->GetProto(); ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount ); pItem->SetCount( pItem->GetCount() - count + remcount ); if( IsInWorld() && update ) pItem->SendUpdateToPlayer( this ); pItem->SetState(ITEM_CHANGED, this); return; } } } } } } // in equipment and bag list for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++) { pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem->GetEntry() == item ) { if( pItem->GetCount() + remcount <= count ) { if(!unequip_check || CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i,false) == EQUIP_ERR_OK ) { remcount += pItem->GetCount(); DestroyItem( INVENTORY_SLOT_BAG_0, i, update); if(remcount >=count) return; } } else { pProto = pItem->GetProto(); ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount ); pItem->SetCount( pItem->GetCount() - count + remcount ); if( IsInWorld() & update ) pItem->SendUpdateToPlayer( this ); pItem->SetState(ITEM_CHANGED, this); return; } } } } void Player::DestroyZoneLimitedItem( bool update, uint32 new_zone ) { sLog.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone ); // in inventory for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++) { Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) ) DestroyItem( INVENTORY_SLOT_BAG_0, i, update); } for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++) { Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) ) DestroyItem( INVENTORY_SLOT_BAG_0, i, update); } // in inventory bags for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) { Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pBag ) { ItemPrototype const *pBagProto = pBag->GetProto(); if( pBagProto ) { for(uint32 j = 0; j < pBagProto->ContainerSlots; j++) { Item* pItem = pBag->GetItemByPos(j); if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) ) DestroyItem( i, j, update); } } } } // in equipment and bag list for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++) { Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) ) DestroyItem( INVENTORY_SLOT_BAG_0, i, update); } } void Player::DestroyConjuredItems( bool update ) { // used when entering arena // distroys all conjured items sLog.outDebug( "STORAGE: DestroyConjuredItems" ); // in inventory for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++) { Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem->GetProto() && (pItem->GetProto()->Class == ITEM_CLASS_CONSUMABLE) && (pItem->GetProto()->Flags & ITEM_FLAGS_CONJURED) ) DestroyItem( INVENTORY_SLOT_BAG_0, i, update); } // in inventory bags for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) { Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pBag ) { ItemPrototype const *pBagProto = pBag->GetProto(); if( pBagProto ) { for(uint32 j = 0; j < pBagProto->ContainerSlots; j++) { Item* pItem = pBag->GetItemByPos(j); if( pItem && pItem->GetProto() && (pItem->GetProto()->Class == ITEM_CLASS_CONSUMABLE) && (pItem->GetProto()->Flags & ITEM_FLAGS_CONJURED) ) DestroyItem( i, j, update); } } } } // in equipment and bag list for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++) { Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem->GetProto() && (pItem->GetProto()->Class == ITEM_CLASS_CONSUMABLE) && (pItem->GetProto()->Flags & ITEM_FLAGS_CONJURED) ) DestroyItem( INVENTORY_SLOT_BAG_0, i, update); } } void Player::DestroyItemCount( Item* pItem, uint32 &count, bool update ) { if(!pItem) return; sLog.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem->GetGUIDLow(),pItem->GetEntry(), count); if( pItem->GetCount() <= count ) { count-= pItem->GetCount(); DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), update); } else { ItemRemovedQuestCheck( pItem->GetEntry(), count); pItem->SetCount( pItem->GetCount() - count ); count = 0; if( IsInWorld() & update ) pItem->SendUpdateToPlayer( this ); pItem->SetState(ITEM_CHANGED, this); } } void Player::SplitItem( uint16 src, uint16 dst, uint32 count ) { uint8 srcbag = src >> 8; uint8 srcslot = src & 255; uint8 dstbag = dst >> 8; uint8 dstslot = dst & 255; Item *pSrcItem = GetItemByPos( srcbag, srcslot ); if( pSrcItem ) { // not let split all items (can be only at cheating) if(pSrcItem->GetCount() == count) { SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL ); return; } // not let split more existed items (can be only at cheating) if(pSrcItem->GetCount() < count) { SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT, pSrcItem, NULL ); return; } if(pSrcItem->m_lootGenerated) // prevent split looting item (item { //best error message found for attempting to split while looting SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL ); return; } sLog.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag, dstslot, pSrcItem->GetEntry(), count); Item *pNewItem = CreateItem( pSrcItem->GetEntry(), count ); if( pNewItem ) { uint16 dest; uint8 msg; if( IsInventoryPos( dst ) ) { // change item amount before check (for unique max count check) pSrcItem->SetCount( pSrcItem->GetCount() - count ); msg = CanStoreItem( dstbag, dstslot, dest, pNewItem, false ); if( msg == EQUIP_ERR_OK ) { Item *pDstItem = GetItemByPos(dstbag, dstslot); if (!pDstItem || pDstItem && pDstItem->GetCount() + count <= pDstItem->GetProto()->Stackable) { if( IsInWorld() ) pSrcItem->SendUpdateToPlayer( this ); pSrcItem->SetState(ITEM_CHANGED, this); StoreItem( dest, pNewItem, true); } else { delete pNewItem; pSrcItem->SetCount( pSrcItem->GetCount() + count ); SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL ); } } else { delete pNewItem; pSrcItem->SetCount( pSrcItem->GetCount() + count ); SendEquipError( msg, pSrcItem, NULL ); } } else if( IsBankPos ( dst ) ) { // change item amount before check (for unique max count check) pSrcItem->SetCount( pSrcItem->GetCount() - count ); msg = CanBankItem( dstbag, dstslot, dest, pNewItem, false ); if( msg == EQUIP_ERR_OK ) { Item *pDstItem = GetItemByPos(dstbag, dstslot); if (!pDstItem || pDstItem && pDstItem->GetCount() + count <= pDstItem->GetProto()->Stackable) { if( IsInWorld() ) pSrcItem->SendUpdateToPlayer( this ); pSrcItem->SetState(ITEM_CHANGED, this); BankItem( dest, pNewItem, true); } else { delete pNewItem; pSrcItem->SetCount( pSrcItem->GetCount() + count ); SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL ); } } else { delete pNewItem; pSrcItem->SetCount( pSrcItem->GetCount() + count ); SendEquipError( msg, pSrcItem, NULL ); } } else if( IsEquipmentPos ( dst ) ) { // change item amount before check (for unique max count check) pSrcItem->SetCount( pSrcItem->GetCount() + count ); msg = CanEquipItem( dstslot, dest, pNewItem, false ); if( msg == EQUIP_ERR_OK ) { Item *pDstItem = GetItemByPos(dstbag, dstslot); if (!pDstItem || pDstItem && pDstItem->GetCount() + count <= pDstItem->GetProto()->Stackable) { if( IsInWorld() ) pSrcItem->SendUpdateToPlayer( this ); pSrcItem->SetState(ITEM_CHANGED, this); EquipItem( dest, pNewItem, true); AutoUnequipOffhandIfNeed(); } else { delete pNewItem; pSrcItem->SetCount( pSrcItem->GetCount() + count ); SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL ); } } else { delete pNewItem; pSrcItem->SetCount( pSrcItem->GetCount() + count ); SendEquipError( msg, pSrcItem, NULL ); } } return; } } SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL ); } 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 ) { sLog.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag, dstslot, pSrcItem->GetEntry()); if(!isAlive() ) { SendEquipError( EQUIP_ERR_YOU_ARE_DEAD, pSrcItem, pDstItem ); return; } if(pSrcItem->m_lootGenerated) // prevent swap looting item { //best error message found for attempting to swap while looting SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pSrcItem, NULL ); return; } // check unequip potability for equipped items and bank bags if(IsEquipmentPos ( src ) || IsBagPos ( src )) { // bags can be swapped with empty bag slots uint8 msg = CanUnequipItem( src, pDstItem != NULL || IsBagPos ( src ) && IsBagPos ( dst )); if(msg != EQUIP_ERR_OK) { SendEquipError( msg, pSrcItem, pDstItem ); return; } } // prevent put equipped/bank bag in self if( IsBagPos ( src ) && srcslot == dstbag) { SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem ); return; } uint16 dest; uint8 msg; if( !pDstItem ) { if( IsInventoryPos( dst ) ) { msg = CanStoreItem( dstbag, dstslot, dest, pSrcItem, false ); if( msg == EQUIP_ERR_OK ) { RemoveItem(srcbag, srcslot, true); StoreItem( dest, pSrcItem, true); return; } else SendEquipError( msg, pSrcItem, NULL ); } else if( IsBankPos ( dst ) ) { msg = CanBankItem( dstbag, dstslot, dest, pSrcItem, false); if( msg == EQUIP_ERR_OK ) { RemoveItem(srcbag, srcslot, true); BankItem( dest, pSrcItem, true); return; } else SendEquipError( msg, pSrcItem, NULL ); } else if( IsEquipmentPos ( dst ) ) { msg = CanEquipItem( dstslot, dest, pSrcItem, false ); if( msg == EQUIP_ERR_OK ) { RemoveItem(srcbag, srcslot, true); EquipItem( dest, pSrcItem, true); AutoUnequipOffhandIfNeed(); return; } else SendEquipError( msg, pSrcItem, NULL ); } } else { if(pDstItem->m_lootGenerated) // prevent swap looting item { //best error message found for attempting to swap while looting SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pDstItem, NULL ); return; } if( IsInventoryPos( dst ) ) { if( CanStoreItem( dstbag, dstslot, dest, pSrcItem, false ) == EQUIP_ERR_OK ) { if( pSrcItem->GetCount() + pDstItem->GetCount() <= pSrcItem->GetProto()->Stackable ) { RemoveItem(srcbag, srcslot, true); StoreItem( dest, pSrcItem, true); } else { pSrcItem->SetCount( pSrcItem->GetCount() + pDstItem->GetCount() - pSrcItem->GetProto()->Stackable ); pDstItem->SetCount( pSrcItem->GetProto()->Stackable ); pSrcItem->SetState(ITEM_CHANGED, this); pDstItem->SetState(ITEM_CHANGED, this); if( IsInWorld() ) { pSrcItem->SendUpdateToPlayer( this ); pDstItem->SendUpdateToPlayer( this ); } } return; } } else if( IsBankPos ( dst ) ) { if( CanBankItem( dstbag, dstslot, dest, pSrcItem, false ) == EQUIP_ERR_OK ) { if( pSrcItem->GetCount() + pDstItem->GetCount() <= pSrcItem->GetProto()->Stackable ) { RemoveItem(srcbag, srcslot, true); BankItem( dest, pSrcItem, true); } else { pSrcItem->SetCount( pSrcItem->GetCount() + pDstItem->GetCount() - pSrcItem->GetProto()->Stackable ); pDstItem->SetCount( pSrcItem->GetProto()->Stackable ); pSrcItem->SetState(ITEM_CHANGED, this); pDstItem->SetState(ITEM_CHANGED, this); if( IsInWorld() ) { pSrcItem->SendUpdateToPlayer( this ); pDstItem->SendUpdateToPlayer( this ); } } return; } } else if( IsEquipmentPos ( dst ) ) { if( CanEquipItem( dstslot, dest, pSrcItem, false ) == EQUIP_ERR_OK ) { if( pSrcItem->GetCount() + pDstItem->GetCount() <= pSrcItem->GetProto()->Stackable ) { RemoveItem(srcbag, srcslot, true); EquipItem( dest, pSrcItem, true); AutoUnequipOffhandIfNeed(); } else { pSrcItem->SetCount( pSrcItem->GetCount() + pDstItem->GetCount() - pSrcItem->GetProto()->Stackable ); pDstItem->SetCount( pSrcItem->GetProto()->Stackable ); pSrcItem->SetState(ITEM_CHANGED, this); pDstItem->SetState(ITEM_CHANGED, this); if( IsInWorld() ) { pSrcItem->SendUpdateToPlayer( this ); pDstItem->SendUpdateToPlayer( this ); } } return; } } if( IsInventoryPos( dst ) ) msg = CanStoreItem( dstbag, dstslot, dest, pSrcItem, true ); else if( IsBankPos( dst ) ) msg = CanBankItem( dstbag, dstslot, dest, pSrcItem, true ); else if( IsEquipmentPos( dst ) ) { msg = CanEquipItem( dstslot, dest, pSrcItem, true ); if( msg == EQUIP_ERR_OK ) msg = CanUnequipItem( dest, true ); } if( msg == EQUIP_ERR_OK ) { uint16 dest2; if( IsInventoryPos( src ) ) { msg = CanStoreItem( srcbag, srcslot, dest2, pDstItem, true ); if( msg != EQUIP_ERR_OK ) { SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG, pSrcItem, pDstItem ); return; } } else if( IsBankPos( src ) ) { msg = CanBankItem( srcbag, srcslot, dest2, pDstItem, true ); if( msg != EQUIP_ERR_OK ) { SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG, pSrcItem, pDstItem ); return; } } else if( IsEquipmentPos( src ) ) { msg = CanEquipItem( srcslot, dest2, pDstItem, true); if( msg == EQUIP_ERR_OK ) msg = CanUnequipItem( dest2, true); if( msg != EQUIP_ERR_OK ) { SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, pSrcItem, pDstItem ); return; } } RemoveItem(dstbag, dstslot, false); RemoveItem(srcbag, srcslot, false); if( IsInventoryPos( dst ) ) StoreItem(dest, pSrcItem, true); else if( IsBankPos( dst ) ) BankItem(dest, pSrcItem, true); else if( IsEquipmentPos( dst ) ) EquipItem(dest, pSrcItem, true); if( IsInventoryPos( src ) ) StoreItem(dest2, pDstItem, true); else if( IsBankPos( src ) ) BankItem(dest2, pDstItem, true); else if( IsEquipmentPos( src ) ) EquipItem(dest2, pDstItem, true); AutoUnequipOffhandIfNeed(); return; } else SendEquipError( msg, pSrcItem, pDstItem ); return; } } } void Player::AddItemToBuyBackSlot( Item *pItem ) { if( pItem ) { uint32 slot = m_currentBuybackSlot; // if current back slot non-empty search oldest or free if(m_items[slot]) { uint32 oldest_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 ); uint32 oldest_slot = BUYBACK_SLOT_START; for(uint32 i = BUYBACK_SLOT_START+1; i < BUYBACK_SLOT_END; ++i ) { // found empty if(!m_items[i]) { slot = i; break; } uint32 i_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + i - BUYBACK_SLOT_START); if(oldest_time > i_time) { oldest_time = i_time; oldest_slot = i; } } // find oldest slot = oldest_slot; } RemoveItemFromBuyBackSlot( slot, true ); sLog.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem->GetEntry(), slot); m_items[slot] = pItem; time_t base = time(NULL); uint32 etime = uint32(base - m_logintime + (30 * 3600)); uint32 eslot = slot - BUYBACK_SLOT_START; SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + eslot * 2, pItem->GetGUID() ); ItemPrototype const *pProto = pItem->GetProto(); if( pProto ) SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, pProto->SellPrice * pItem->GetCount() ); else SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 ); SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, (uint32)etime ); // move to next (for non filled list is move most optimized choice) if(m_currentBuybackSlot < BUYBACK_SLOT_END-1) ++m_currentBuybackSlot; } } Item* Player::GetItemFromBuyBackSlot( uint32 slot ) { sLog.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot); if( slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END ) return m_items[slot]; return NULL; } void Player::RemoveItemFromBuyBackSlot( uint32 slot, bool del ) { sLog.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot); if( slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END ) { Item *pItem = m_items[slot]; if( pItem ) { pItem->RemoveFromWorld(); if(del) pItem->SetState(ITEM_REMOVED, this); } m_items[slot] = NULL; uint32 eslot = slot - BUYBACK_SLOT_START; SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + eslot * 2, 0 ); SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 ); SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0 ); // if current backslot is filled set to now free slot if(m_items[m_currentBuybackSlot]) m_currentBuybackSlot = slot; } } void Player::SendEquipError( uint8 msg, Item* pItem, Item *pItem2 ) { sLog.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE" ); WorldPacket data( SMSG_INVENTORY_CHANGE_FAILURE, ((msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I)?22:18) ); data << msg; if( msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I ) data << (pItem && pItem->GetProto() ? pItem->GetProto()->RequiredLevel : uint32(0)); data << (pItem ? pItem->GetGUID() : uint64(0)); data << (pItem2 ? pItem2->GetGUID() : uint64(0)); data << uint8(0); // not 0 there... GetSession()->SendPacket(&data); } void Player::SendBuyError( uint8 msg, Creature* pCreature, uint32 item, uint32 param ) { sLog.outDebug( "WORLD: Sent SMSG_BUY_FAILED" ); WorldPacket data( SMSG_BUY_FAILED, (8+4+4+1) ); data << (pCreature ? pCreature->GetGUID() : uint64(0)); data << item; if( param > 0 ) data << param; data << msg; GetSession()->SendPacket(&data); } void Player::SendSellError( uint8 msg, Creature* pCreature, uint64 guid, uint32 param ) { sLog.outDebug( "WORLD: Sent SMSG_SELL_ITEM" ); WorldPacket data( SMSG_SELL_ITEM, (8+4+4+1) ); // last check 2.0.10 data << (pCreature ? pCreature->GetGUID() : uint64(0)); data << guid; if( param > 0 ) data << param; data << msg; GetSession()->SendPacket(&data); } void Player::ClearTrade() { tradeGold = 0; acceptTrade = false; for(int i = 0; i < TRADE_SLOT_COUNT; i++) tradeItems[i] = NULL_SLOT; } void Player::TradeCancel(bool sendback) { if(pTrader) { // send yellow "Trade cancelled" message to both traders WorldSession* ws; ws = GetSession(); if(sendback) ws->SendCancelTrade(); ws = pTrader->GetSession(); if(!ws->PlayerLogout()) ws->SendCancelTrade(); // cleanup ClearTrade(); pTrader->ClearTrade(); // prevent loss of reference pTrader->pTrader = NULL; pTrader = NULL; } } void Player::UpdateItemDuration(uint32 time, bool realtimeonly) { if(m_itemDuration.empty()) return; sLog.outDebug("Player::UpdateItemDuration(%u,%u)", time,realtimeonly); for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end(); ) { Item* item = *itr; ++itr; // current element can be erased in UpdateDuration if (realtimeonly && item->GetProto()->Duration < 0 || !realtimeonly) item->UpdateDuration(this,time); } } void Player::UpdateEnchantTime(uint32 time) { for(EnchantDurationList::iterator itr = m_enchantDuration.begin(),next;itr != m_enchantDuration.end();itr=next) { assert(itr->item); next=itr; if(!itr->item->GetEnchantmentId(itr->slot)) { next = m_enchantDuration.erase(itr); } else if(itr->leftduration <= time) { ApplyEnchantment(itr->item,itr->slot,false,false); itr->item->ClearEnchantment(itr->slot); next = m_enchantDuration.erase(itr); } else if(itr->leftduration > time) { itr->leftduration -= time; ++next; } } } void Player::AddEnchantmentDurations(Item *item) { for(int x=0;xGetEnchantmentId(EnchantmentSlot(x))) continue; uint32 duration = item->GetEnchantmentDuration(EnchantmentSlot(x)); if( duration > 0 ) AddEnchantmentDuration(item,EnchantmentSlot(x),duration); } } void Player::RemoveEnchantmentDurations(Item *item) { for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();) { if(itr->item == item) { // save duration in item item->SetEnchantmentDuration(EnchantmentSlot(itr->slot),itr->leftduration); itr = m_enchantDuration.erase(itr); } else ++itr; } } // duration == 0 will remove item enchant void Player::AddEnchantmentDuration(Item *item,EnchantmentSlot slot,uint32 duration) { if(!item) return; if(slot >= MAX_ENCHANTMENT_SLOT) return; for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr) { if(itr->item == item && itr->slot == slot) { itr->item->SetEnchantmentDuration(itr->slot,itr->leftduration); m_enchantDuration.erase(itr); break; } } if(item && duration > 0 ) { GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item->GetGUID(),slot,uint32(duration/1000)); m_enchantDuration.push_back(EnchantDuration(item,slot,duration)); } } void Player::ApplyEnchantment(Item *item,bool apply) { for(uint32 slot = 0; slot < MAX_ENCHANTMENT_SLOT; ++slot) ApplyEnchantment(item, EnchantmentSlot(slot), apply); } void Player::ApplyEnchantment(Item *item,EnchantmentSlot slot,bool apply, bool apply_dur, bool ignore_condition) { if(!item) return; if(!item->IsEquipped()) return; if(slot > MAX_ENCHANTMENT_SLOT) return; uint32 enchant_id = item->GetEnchantmentId(slot); if(!enchant_id) return; SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id); if(!pEnchant) return; if(!ignore_condition && pEnchant->EnchantmentCondition && !((Player*)this)->EnchantmentFitsRequirements(pEnchant->EnchantmentCondition, -1)) return; for (int s=0; s<3; s++) { uint32 enchant_display_type = pEnchant->type[s]; uint32 enchant_amount = pEnchant->amount[s]; uint32 enchant_spell_id = pEnchant->spellid[s]; switch(enchant_display_type) { case ITEM_ENCHANTMENT_TYPE_NONE: break; case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL: // processed in Player::CastItemCombatSpell break; case ITEM_ENCHANTMENT_TYPE_DAMAGE: if (item->GetSlot() == EQUIPMENT_SLOT_MAINHAND) HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, float(enchant_amount), apply); else if (item->GetSlot() == EQUIPMENT_SLOT_OFFHAND) HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, float(enchant_amount), apply); else if (item->GetSlot() == EQUIPMENT_SLOT_RANGED) HandleStatModifier(UNIT_MOD_DAMAGE_RANGED, TOTAL_VALUE, float(enchant_amount), apply); break; case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL: if(enchant_spell_id) { if(apply) { ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId())); if (item_rand) { // Search enchant_amount if (!enchant_amount) { for (int k=0; k<3; k++) { if(item_rand->enchant_id[k] == enchant_id) { enchant_amount = uint32((item_rand->prefix[k]*item->GetItemSuffixFactor()) / 10000 ); break; } } } // Cast custom spell vs all equal basepoints getted from enchant_amount int32 basepoints = int32(enchant_amount); CastCustomSpell(this,enchant_spell_id,&basepoints,&basepoints,&basepoints,true,item); } else CastSpell(this,enchant_spell_id,true,item); } else RemoveAurasDueToItem(item); } break; case ITEM_ENCHANTMENT_TYPE_RESISTANCE: if (!enchant_amount) { ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId())); if(item_rand) { for (int k=0; k<3; k++) { if(item_rand->enchant_id[k] == enchant_id) { enchant_amount = uint32((item_rand->prefix[k]*item->GetItemSuffixFactor()) / 10000 ); break; } } } } HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START + enchant_spell_id), TOTAL_VALUE, float(enchant_amount), apply); break; case ITEM_ENCHANTMENT_TYPE_STAT: { if (!enchant_amount) { ItemRandomSuffixEntry const *item_rand_suffix = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId())); if(item_rand_suffix) { for (int k=0; k<3; k++) { if(item_rand_suffix->enchant_id[k] == enchant_id) { enchant_amount = uint32((item_rand_suffix->prefix[k]*item->GetItemSuffixFactor()) / 10000 ); break; } } } } sLog.outDebug("Adding %u to stat nb %u",enchant_amount,enchant_spell_id); switch (enchant_spell_id) { case ITEM_MOD_AGILITY: sLog.outDebug("+ %u AGILITY",enchant_amount); HandleStatModifier(UNIT_MOD_STAT_AGILITY, TOTAL_VALUE, float(enchant_amount), apply); ApplyPosStatMod(STAT_AGILITY, enchant_amount, apply); break; case ITEM_MOD_STRENGTH: sLog.outDebug("+ %u STRENGTH",enchant_amount); HandleStatModifier(UNIT_MOD_STAT_STRENGTH, TOTAL_VALUE, float(enchant_amount), apply); ApplyPosStatMod(STAT_STRENGTH, enchant_amount, apply); break; case ITEM_MOD_INTELLECT: sLog.outDebug("+ %u INTELLECT",enchant_amount); HandleStatModifier(UNIT_MOD_STAT_INTELLECT, TOTAL_VALUE, float(enchant_amount), apply); ApplyPosStatMod(STAT_INTELLECT, enchant_amount, apply); break; case ITEM_MOD_SPIRIT: sLog.outDebug("+ %u SPIRIT",enchant_amount); HandleStatModifier(UNIT_MOD_STAT_SPIRIT, TOTAL_VALUE, float(enchant_amount), apply); ApplyPosStatMod(STAT_SPIRIT, enchant_amount, apply); break; case ITEM_MOD_STAMINA: sLog.outDebug("+ %u STAMINA",enchant_amount); HandleStatModifier(UNIT_MOD_STAT_STAMINA, TOTAL_VALUE, float(enchant_amount), apply); ApplyPosStatMod(STAT_STAMINA, enchant_amount, apply); break; case ITEM_MOD_DEFENSE_SKILL_RATING: ((Player*)this)->ApplyRatingMod(PLAYER_FIELD_DEFENCE_RATING, enchant_amount, apply); sLog.outDebug("+ %u DEFENCE", enchant_amount); break; case ITEM_MOD_DODGE_RATING: ((Player*)this)->ApplyRatingMod(PLAYER_FIELD_DODGE_RATING, enchant_amount, apply); sLog.outDebug("+ %u DODGE", enchant_amount); break; case ITEM_MOD_PARRY_RATING: ((Player*)this)->ApplyRatingMod(PLAYER_FIELD_PARRY_RATING, enchant_amount, apply); sLog.outDebug("+ %u PARRY", enchant_amount); break; case ITEM_MOD_BLOCK_RATING: ((Player*)this)->ApplyRatingMod(PLAYER_FIELD_BLOCK_RATING, enchant_amount, apply); sLog.outDebug("+ %u SHIELD_BLOCK", enchant_amount); break; case ITEM_MOD_HIT_MELEE_RATING: ((Player*)this)->ApplyRatingMod(PLAYER_FIELD_MELEE_HIT_RATING, enchant_amount, apply); sLog.outDebug("+ %u MELEE_HIT", enchant_amount); break; case ITEM_MOD_HIT_RANGED_RATING: ((Player*)this)->ApplyRatingMod(PLAYER_FIELD_RANGED_HIT_RATING, enchant_amount, apply); sLog.outDebug("+ %u RANGED_HIT", enchant_amount); break; case ITEM_MOD_HIT_SPELL_RATING: ((Player*)this)->ApplyRatingMod(PLAYER_FIELD_SPELL_HIT_RATING, enchant_amount, apply); sLog.outDebug("+ %u SPELL_HIT", enchant_amount); break; case ITEM_MOD_CRIT_MELEE_RATING: // CS = Critical Strike ((Player*)this)->ApplyRatingMod(PLAYER_FIELD_MELEE_CRIT_RATING, enchant_amount, apply); sLog.outDebug("+ %u MELEE_CRIT", enchant_amount); break; case ITEM_MOD_CRIT_RANGED_RATING: ((Player*)this)->ApplyRatingMod(PLAYER_FIELD_RANGED_CRIT_RATING, enchant_amount, apply); sLog.outDebug("+ %u RANGED_CRIT", enchant_amount); break; case ITEM_MOD_CRIT_SPELL_RATING: ((Player*)this)->ApplyRatingMod(PLAYER_FIELD_SPELL_CRIT_RATING, enchant_amount, apply); sLog.outDebug("+ %u SPELL_CRIT", enchant_amount); break; // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_STAT_SPELL_HASTE_RATING are never used // in Enchantments // case ITEM_MOD_HIT_TAKEN_MELEE_RATING: // ((Player*)this)->ApplyRatingMod(PLAYER_FIELD_HIT_TAKEN_MELEE_RATING, enchant_amount, apply); // break; // case ITEM_MOD_HIT_TAKEN_RANGED_RATING: // ((Player*)this)->ApplyRatingMod(PLAYER_FIELD_HIT_TAKEN_RANGED_RATING, enchant_amount, apply); // break; // case ITEM_MOD_HIT_TAKEN_SPELL_RATING: // ((Player*)this)->ApplyRatingMod(PLAYER_FIELD_HIT_TAKEN_SPELL_RATING, enchant_amount, apply); // break; // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING: // ((Player*)this)->ApplyRatingMod(PLAYER_FIELD_CRIT_TAKEN_MELEE_RATING, enchant_amount, apply); // break; // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING: // ((Player*)this)->ApplyRatingMod(PLAYER_FIELD_CRIT_TAKEN_RANGED_RATING, enchant_amount, apply); // break; // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING: // ((Player*)this)->ApplyRatingMod(PLAYER_FIELD_CRIT_TAKEN_SPELL_RATING, enchant_amount, apply); // break; // case ITEM_MOD_HASTE_MELEE_RATING: // ((Player*)this)->ApplyRatingMod(PLAYER_FIELD_MELEE_HASTE_RATING, enchant_amount, apply); // break; // case ITEM_MOD_HASTE_RANGED_RATING: // ((Player*)this)->ApplyRatingMod(PLAYER_FIELD_RANGED_HIT_RATING, enchant_amount, apply); // break; // case ITEM_MOD_HASTE_SPELL_RATING: // ((Player*)this)->ApplyRatingMod(PLAYER_FIELD_SPELL_HIT_RATING, enchant_amount, apply); // break; case ITEM_MOD_HIT_RATING: ((Player*)this)->ApplyRatingMod(PLAYER_FIELD_MELEE_HIT_RATING, enchant_amount, apply); ((Player*)this)->ApplyRatingMod(PLAYER_FIELD_RANGED_HIT_RATING, enchant_amount, apply); ((Player*)this)->ApplyRatingMod(PLAYER_FIELD_SPELL_HIT_RATING, enchant_amount, apply); sLog.outDebug("+ %u HIT", enchant_amount); break; case ITEM_MOD_CRIT_RATING: ((Player*)this)->ApplyRatingMod(PLAYER_FIELD_MELEE_CRIT_RATING, enchant_amount, apply); ((Player*)this)->ApplyRatingMod(PLAYER_FIELD_RANGED_CRIT_RATING, enchant_amount, apply); ((Player*)this)->ApplyRatingMod(PLAYER_FIELD_SPELL_CRIT_RATING, enchant_amount, apply); sLog.outDebug("+ %u CRITICAL", enchant_amount); break; // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment // case ITEM_MOD_HIT_TAKEN_RATING: // ((Player*)this)->ApplyRatingMod(PLAYER_FIELD_HIT_TAKEN_MELEE_RATING, enchant_amount, apply); // ((Player*)this)->ApplyRatingMod(PLAYER_FIELD_HIT_TAKEN_RANGED_RATING, enchant_amount, apply); // ((Player*)this)->ApplyRatingMod(PLAYER_FIELD_HIT_TAKEN_SPELL_RATING, enchant_amount, apply); // break; // case ITEM_MOD_CRIT_TAKEN_RATING: // ((Player*)this)->ApplyRatingMod(PLAYER_FIELD_CRIT_TAKEN_MELEE_RATING, enchant_amount, apply); // ((Player*)this)->ApplyRatingMod(PLAYER_FIELD_CRIT_TAKEN_RANGED_RATING, enchant_amount, apply); // ((Player*)this)->ApplyRatingMod(PLAYER_FIELD_CRIT_TAKEN_SPELL_RATING, enchant_amount, apply); // break; case ITEM_MOD_RESILIENCE_RATING: ((Player*)this)->ApplyRatingMod(PLAYER_FIELD_CRIT_TAKEN_MELEE_RATING, enchant_amount, apply); ((Player*)this)->ApplyRatingMod(PLAYER_FIELD_CRIT_TAKEN_RANGED_RATING, enchant_amount, apply); ((Player*)this)->ApplyRatingMod(PLAYER_FIELD_CRIT_TAKEN_SPELL_RATING, enchant_amount, apply); sLog.outDebug("+ %u RESILIENCE", enchant_amount); break; // Value ITEM_STAT_HASTE_RATING is never used in Enchantment default: break; } break; } case ITEM_ENCHANTMENT_TYPE_TOTEM: // Shaman Rockbiter Weapon { if(getClass() == CLASS_SHAMAN) { float addValue = 0.0f; if(item->GetSlot() == EQUIPMENT_SLOT_MAINHAND) { addValue = float(enchant_amount * item->GetProto()->Delay/1000.0f); HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, addValue, apply); } else if(item->GetSlot() == EQUIPMENT_SLOT_OFFHAND ) { addValue = float(enchant_amount * item->GetProto()->Delay/1000.0f); HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, addValue, apply); } } break; } default: sLog.outError("Unknown item enchantment display type: %d",enchant_display_type); break; } /*switch(enchant_display_type)*/ } /*for*/ // visualize enchantment at player and equipped items int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (item->GetSlot() * 16); SetUInt32Value(VisibleBase+1 + slot +1, apply? item->GetEnchantmentId(slot) : 0); if(apply_dur) { if(apply) { // set duration uint32 duration = item->GetEnchantmentDuration(slot); if(duration > 0) AddEnchantmentDuration(item,slot,duration); } else { // duration == 0 will remove EnchantDuration AddEnchantmentDuration(item,slot,0); } } } void Player::SendEnchantmentDurations() { for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr) { GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr->item->GetGUID(),itr->slot,uint32(itr->leftduration)/1000); } } void Player::SendItemDurations() { for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end();++itr) { (*itr)->SendTimeUpdate(this); } } void Player::ReducePoisonCharges(uint32 enchantId) { if(!enchantId) return; uint32 charges = 0; Item *pItem; for(int i = EQUIPMENT_SLOT_MAINHAND; i < EQUIPMENT_SLOT_RANGED; i++) { pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if(!pItem) continue; for(int x=0;xGetEnchantmentCharges(EnchantmentSlot(x)); if(charges == 0) continue; if(charges <= 1) { ApplyEnchantment(pItem,EnchantmentSlot(x),false); pItem->ClearEnchantment(EnchantmentSlot(x)); break; } else { pItem->SetEnchantmentCharges(EnchantmentSlot(x),charges-1); break; } } } } void Player::SendNewItem(Item *item, uint32 count, bool received, bool created, bool broadcast) { if(!item) // prevent crash return; // last check 2.0.10 WorldPacket data( SMSG_ITEM_PUSH_RESULT, (8+4+4+4+1+4+4+4+4+4) ); data << GetGUID(); // player GUID data << uint32(received); // 0=looted, 1=from npc data << uint32(created); // 0=received, 1=created data << uint32(1); // always 0x01 (probably meant to be count of listed items) data << (uint8)item->GetBagSlot(); // bagslot // item slot, but when added to stack: 0xFFFFFFFF data << (uint32) ((item->GetCount()==count) ? item->GetSlot() : -1); data << uint32(item->GetEntry()); // item id data << uint32(item->GetItemSuffixFactor()); // SuffixFactor data << uint32(item->GetItemRandomPropertyId()); // random item property id data << uint32(count); // count of items data << GetItemCount(item->GetEntry()); // count of items in inventory if (broadcast && GetGroup()) GetGroup()->BroadcastPacket(&data); else GetSession()->SendPacket(&data); } /*********************************************************/ /*** QUEST SYSTEM ***/ /*********************************************************/ void Player::PrepareQuestMenu( uint64 guid ) { Object *pObject; QuestRelations* pObjectQR; QuestRelations* pObjectQIR; Creature *pCreature = ObjectAccessor::GetCreature(*this, guid); if( pCreature ) { pObject = (Object*)pCreature; pObjectQR = &objmgr.mCreatureQuestRelations; pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations; } else { GameObject *pGameObject = ObjectAccessor::GetGameObject(*this, guid); if( pGameObject ) { pObject = (Object*)pGameObject; pObjectQR = &objmgr.mGOQuestRelations; pObjectQIR = &objmgr.mGOQuestInvolvedRelations; } else return; } QuestMenu *qm = PlayerTalkClass->GetQuestMenu(); qm->ClearMenu(); for(QuestRelations::const_iterator i = pObjectQIR->lower_bound(pObject->GetEntry()); i != pObjectQIR->upper_bound(pObject->GetEntry()); ++i) { uint32 quest_id = i->second; QuestStatus status = GetQuestStatus( quest_id ); if ( status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus( quest_id ) ) qm->AddMenuItem(quest_id, DIALOG_STATUS_REWARD_REP); else if ( status == QUEST_STATUS_INCOMPLETE ) qm->AddMenuItem(quest_id, DIALOG_STATUS_INCOMPLETE); else if (status == QUEST_STATUS_AVAILABLE ) qm->AddMenuItem(quest_id, DIALOG_STATUS_CHAT); } for(QuestRelations::const_iterator i = pObjectQR->lower_bound(pObject->GetEntry()); i != pObjectQR->upper_bound(pObject->GetEntry()); ++i) { uint32 quest_id = i->second; Quest const* pQuest = objmgr.GetQuestTemplate(quest_id); if(!pQuest) continue; QuestStatus status = GetQuestStatus( quest_id ); if (pQuest->IsAutoComplete() && CanTakeQuest(pQuest, false)) qm->AddMenuItem(quest_id, DIALOG_STATUS_REWARD_REP); else if ( status == QUEST_STATUS_NONE && CanTakeQuest( pQuest, false ) ) qm->AddMenuItem(quest_id, DIALOG_STATUS_AVAILABLE); } } void Player::SendPreparedQuest( uint64 guid ) { QuestMenu* pQuestMenu = PlayerTalkClass->GetQuestMenu(); if( !pQuestMenu || pQuestMenu->MenuItemCount() < 1 ) return; uint32 status = pQuestMenu->GetItem(0).m_qIcon; if ( pQuestMenu->MenuItemCount() == 1 ) { // Auto open -- maybe also should verify there is no greeting uint32 quest_id = pQuestMenu->GetItem(0).m_qId; Quest const* pQuest = objmgr.GetQuestTemplate(quest_id); if ( pQuest ) { if( status == DIALOG_STATUS_REWARD_REP && !GetQuestRewardStatus( quest_id ) ) PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, CanRewardQuest(pQuest,false), true ); else if( status == DIALOG_STATUS_INCOMPLETE ) PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, false, true ); // Send completable on repeatable quest if player don't have quest else if( pQuest->IsRepeatable() ) PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, CanCompleteRepeatableQuest(pQuest), true ); else PlayerTalkClass->SendQuestGiverQuestDetails( pQuest, guid, true ); } } else { QEmote qe; qe._Delay = 0; qe._Emote = 0; std::string title = ""; Creature *pCreature = ObjectAccessor::GetCreature(*this, guid); if( pCreature ) { uint32 textid = pCreature->GetNpcTextId(); GossipText * gossiptext = objmgr.GetGossipText(textid); if( !gossiptext ) { qe._Delay = 0; //TEXTEMOTE_MESSAGE; //zyg: player emote qe._Emote = 0; //TEXTEMOTE_HELLO; //zyg: NPC emote title = ""; } else { qe = gossiptext->Options[0].Emotes[0]; if(!gossiptext->Options[0].Text_0.empty()) { title = gossiptext->Options[0].Text_0; int loc_idx = GetSession()->GetSessionLocaleIndex(); if (loc_idx >= 0) { NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid); if (nl) { if (nl->Text_0[0].size() > loc_idx && !nl->Text_0[0][loc_idx].empty()) title = nl->Text_0[0][loc_idx]; } } } else { title = gossiptext->Options[0].Text_1; int loc_idx = GetSession()->GetSessionLocaleIndex(); if (loc_idx >= 0) { NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid); if (nl) { if (nl->Text_1[0].size() > loc_idx && !nl->Text_1[0][loc_idx].empty()) title = nl->Text_1[0][loc_idx]; } } } } } PlayerTalkClass->SendQuestGiverQuestList( qe, title, guid ); } } bool Player::IsActiveQuest( uint32 quest_id ) const { QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id); return itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE; } Quest const * Player::GetNextQuest( uint64 guid, Quest const *pQuest ) { Object *pObject; QuestRelations* pObjectQR; QuestRelations* pObjectQIR; Creature *pCreature = ObjectAccessor::GetCreature(*this, guid); if( pCreature ) { pObject = (Object*)pCreature; pObjectQR = &objmgr.mCreatureQuestRelations; pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations; } else { GameObject *pGameObject = ObjectAccessor::GetGameObject(*this, guid); if( pGameObject ) { pObject = (Object*)pGameObject; pObjectQR = &objmgr.mGOQuestRelations; pObjectQIR = &objmgr.mGOQuestInvolvedRelations; } else return NULL; } uint32 nextQuestID = pQuest->GetNextQuestInChain(); for(QuestRelations::const_iterator itr = pObjectQR->lower_bound(pObject->GetEntry()); itr != pObjectQR->upper_bound(pObject->GetEntry()); ++itr) { if (itr->second == nextQuestID) return objmgr.GetQuestTemplate(nextQuestID); } return NULL; } bool Player::CanSeeStartQuest( Quest const *pQuest ) { if( SatisfyQuestRace( pQuest, false ) && SatisfyQuestClass( pQuest, false ) && SatisfyQuestExclusiveGroup( pQuest, false ) && SatisfyQuestSkill( pQuest, false ) && SatisfyQuestReputation( pQuest, false ) && SatisfyQuestPreviousQuest( pQuest, false ) && SatisfyQuestNextChain( pQuest, false ) && SatisfyQuestPrevChain( pQuest, false ) && SatisfyQuestDay( pQuest, false ) ) { return getLevel() + sWorld.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF) >= pQuest->GetMinLevel(); } return false; } bool Player::CanTakeQuest( Quest const *pQuest, bool msg ) { return SatisfyQuestStatus( pQuest, msg ) && SatisfyQuestExclusiveGroup( pQuest, msg ) && SatisfyQuestRace( pQuest, msg ) && SatisfyQuestLevel( pQuest, msg ) && SatisfyQuestClass( pQuest, msg ) && SatisfyQuestSkill( pQuest, msg ) && SatisfyQuestReputation( pQuest, msg ) && SatisfyQuestPreviousQuest( pQuest, msg ) && SatisfyQuestTimed( pQuest, msg ) && SatisfyQuestNextChain( pQuest, msg ) && SatisfyQuestPrevChain( pQuest, msg ) && SatisfyQuestDay( pQuest, msg ); } bool Player::CanAddQuest( Quest const *pQuest, bool msg ) { if( !SatisfyQuestLog( msg ) ) return false; uint32 srcitem = pQuest->GetSrcItemId(); if( srcitem > 0 ) { uint32 count = pQuest->GetSrcItemCount(); uint16 dest; uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count, false ); // player already have max number (in most case 1) source item, no additional item needed and quest can be added. if( msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS ) return true; else if( msg != EQUIP_ERR_OK ) { SendEquipError( msg, NULL, NULL ); return false; } } return true; } bool Player::CanCompleteQuest( uint32 quest_id ) { if( quest_id ) { QuestStatus qStatus = mQuestStatus[quest_id].m_status; if( qStatus == QUEST_STATUS_COMPLETE ) return true; Quest const* qInfo = objmgr.GetQuestTemplate(quest_id); if(!qInfo) return false; // auto complete quest if (qInfo->IsAutoComplete() && CanTakeQuest(qInfo, false)) return true; if ( mQuestStatus[quest_id].m_status == QUEST_STATUS_INCOMPLETE ) { if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) ) { for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++) { if( qInfo->ReqItemCount[i]!= 0 && mQuestStatus[quest_id].m_itemcount[i] < qInfo->ReqItemCount[i] ) return false; } } if ( qInfo->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO) ) { for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++) { if( qInfo->ReqCreatureOrGOId[i] == 0 ) continue; if( qInfo->ReqCreatureOrGOCount[i] != 0 && mQuestStatus[quest_id].m_creatureOrGOcount[i] < qInfo->ReqCreatureOrGOCount[i] ) return false; } } if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT ) && !mQuestStatus[quest_id].m_explored ) return false; if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) && mQuestStatus[quest_id].m_timer == 0 ) return false; if ( qInfo->GetRewOrReqMoney() < 0 ) { if ( GetMoney() < uint32(-qInfo->GetRewOrReqMoney()) ) return false; } uint32 repFacId = qInfo->GetRepObjectiveFaction(); if ( repFacId && GetReputation(repFacId) < qInfo->GetRepObjectiveValue() ) return false; return true; } } return false; } bool Player::CanCompleteRepeatableQuest( Quest const *pQuest ) { // Solve problem that player don't have the quest and try complete it. // if repeatable she must be able to complete event if player don't have it. // Seem that all repeatable quest are DELIVER Flag so, no need to add more. if( !CanTakeQuest(pQuest, false) ) return false; if (pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER) ) for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++) if( pQuest->ReqItemId[i] && pQuest->ReqItemCount[i] && !HasItemCount(pQuest->ReqItemId[i],pQuest->ReqItemCount[i]) ) return false; if( !CanRewardQuest(pQuest, false) ) return false; return true; } bool Player::CanRewardQuest( Quest const *pQuest, bool msg ) { // not auto complete quest and not completed quest (only cheating case, then ignore without message) if(!pQuest->IsAutoComplete() && GetQuestStatus(pQuest->GetQuestId()) != QUEST_STATUS_COMPLETE) return false; // daily quest can't be rewarded (10 daily quest already completed) if(!SatisfyQuestDay(pQuest,true)) return false; // rewarded and not repeatable quest (only cheating case, then ignore without message) if(GetQuestRewardStatus(pQuest->GetQuestId())) return false; // prevent receive reward with quest items in bank if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) ) { for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++) { if( pQuest->ReqItemCount[i]!= 0 && GetItemCount(pQuest->ReqItemId[i]) < pQuest->ReqItemCount[i] ) { if(msg) SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL ); return false; } } } // prevent receive reward with low money and GetRewOrReqMoney() < 0 if(pQuest->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest->GetRewOrReqMoney()) ) return false; return true; } bool Player::CanRewardQuest( Quest const *pQuest, uint32 reward, bool msg ) { // prevent receive reward with quest items in bank or for not completed quest if(!CanRewardQuest(pQuest,msg)) return false; uint16 dest; if ( pQuest->GetRewChoiceItemsCount() > 0 ) { if( pQuest->RewChoiceItemId[reward] ) { uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward], false ); if( res != EQUIP_ERR_OK ) { SendEquipError( res, NULL, NULL ); return false; } } } if ( pQuest->GetRewItemsCount() > 0 ) { for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i) { if( pQuest->RewItemId[i] ) { uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i], false ); if( res != EQUIP_ERR_OK ) { SendEquipError( res, NULL, NULL ); return false; } } } } return true; } void Player::AddQuest( Quest const *pQuest, Object *questGiver ) { uint16 log_slot = GetQuestSlot( 0 ); assert(log_slot); uint32 quest_id = pQuest->GetQuestId(); // check for repeatable quests status QuestUpdateState uState; if (mQuestStatus.find(quest_id)==mQuestStatus.end()) { uState = QUEST_NEW; mQuestStatus[quest_id].m_rewarded = false; } else { if (mQuestStatus[quest_id].uState != QUEST_NEW) uState = QUEST_CHANGED; else uState = QUEST_NEW; } QuestStatusData& questStatusData = mQuestStatus[quest_id]; questStatusData.m_status = QUEST_STATUS_INCOMPLETE; questStatusData.m_explored = false; questStatusData.uState = uState; // mark quest as new or changed if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) ) { for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++) questStatusData.m_itemcount[i] = 0; } if ( pQuest->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO) ) { for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++) questStatusData.m_creatureOrGOcount[i] = 0; } GiveQuestSourceItem( pQuest ); AdjustQuestReqItemCount( pQuest ); SetUInt32Value(log_slot + 0, quest_id); SetUInt32Value(log_slot + 1, 0); if( pQuest->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) ) { uint32 limittime = pQuest->GetLimitTime(); AddTimedQuest( quest_id ); mQuestStatus[quest_id].m_timer = limittime * 1000; uint32 qtime = static_cast(time(NULL)) + limittime; SetUInt32Value( log_slot + 2, qtime ); } else { questStatusData.m_timer = 0; SetUInt32Value( log_slot + 2, 0 ); } //starting initial quest script if(questGiver && pQuest->GetQuestStartScript()!=0) sWorld.ScriptsStart(sQuestStartScripts, pQuest->GetQuestStartScript(), questGiver, this); UpdateForQuestsGO(); } void Player::CompleteQuest( uint32 quest_id ) { if( quest_id ) { SetQuestStatus( quest_id, QUEST_STATUS_COMPLETE ); uint16 log_slot = GetQuestSlot( quest_id ); if( log_slot ) { uint32 state = GetUInt32Value( log_slot + 1 ); state |= 1 << 24; SetUInt32Value( log_slot + 1, state ); } SendQuestComplete( quest_id ); } } void Player::IncompleteQuest( uint32 quest_id ) { if( quest_id ) { SetQuestStatus( quest_id, QUEST_STATUS_INCOMPLETE ); uint16 log_slot = GetQuestSlot( quest_id ); if( log_slot ) { uint32 state = GetUInt32Value( log_slot + 1 ); state &= ~(1 << 24); SetUInt32Value( log_slot + 1, state ); } } } void Player::RewardQuest( Quest const *pQuest, uint32 reward, Object* questGiver ) { uint32 quest_id = pQuest->GetQuestId(); uint16 dest; for (int i = 0; i < QUEST_OBJECTIVES_COUNT; i++ ) { if ( pQuest->ReqItemId[i] ) DestroyItemCount( pQuest->ReqItemId[i], pQuest->ReqItemCount[i], true); } //if( qInfo->HasSpecialFlag( QUEST_FLAGS_TIMED ) ) // SetTimedQuest( 0 ); m_timedquests.erase(pQuest->GetQuestId()); Item * item; if ( pQuest->GetRewChoiceItemsCount() > 0 ) { if( pQuest->RewChoiceItemId[reward] ) { if( CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward], false ) == EQUIP_ERR_OK ) { item = StoreNewItem( dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward], true); SendNewItem(item, pQuest->RewChoiceItemCount[reward], true, false); } } } if ( pQuest->GetRewItemsCount() > 0 ) { for (uint32 i=0; i < pQuest->GetRewItemsCount(); ++i) { if( pQuest->RewItemId[i] ) { if( CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i], false ) == EQUIP_ERR_OK ) { item = StoreNewItem( dest, pQuest->RewItemId[i], pQuest->RewItemCount[i], true); SendNewItem(item, pQuest->RewItemCount[i], true, false); } } } } RewardReputation( pQuest ); if( pQuest->GetRewSpell() > 0 ) CastSpell( this, pQuest->GetRewSpell(), true); uint16 log_slot = GetQuestSlot( quest_id ); if( log_slot ) { SetUInt32Value(log_slot + 0, 0); SetUInt32Value(log_slot + 1, 0); SetUInt32Value(log_slot + 2, 0); } // Not give XP in case already completed once repeatable quest uint32 XP = mQuestStatus[quest_id].m_rewarded ? 0 : uint32(pQuest->XPValue( this )*sWorld.getRate(RATE_XP_QUEST)); if ( getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) ) GiveXP( XP , NULL ); else ModifyMoney( int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY)) ); // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative ModifyMoney( pQuest->GetRewOrReqMoney() ); if(pQuest->IsDaily()) SetDailyQuestStatus(quest_id); if ( !pQuest->IsRepeatable() ) SetQuestStatus(quest_id, QUEST_STATUS_COMPLETE); else SetQuestStatus(quest_id, QUEST_STATUS_NONE); mQuestStatus[quest_id].m_rewarded = true; SendQuestReward( pQuest, XP, questGiver ); if (mQuestStatus[quest_id].uState != QUEST_NEW) mQuestStatus[quest_id].uState = QUEST_CHANGED; } void Player::FailQuest( uint32 quest_id ) { if( quest_id ) { IncompleteQuest( quest_id ); uint16 log_slot = GetQuestSlot( quest_id ); if( log_slot ) { SetUInt32Value( log_slot + 2, 1 ); uint32 state = GetUInt32Value( log_slot + 1 ); state |= 1 << 25; SetUInt32Value( log_slot + 1, state ); } SendQuestFailed( quest_id ); } } void Player::FailTimedQuest( uint32 quest_id ) { if( quest_id ) { if (mQuestStatus[quest_id].uState != QUEST_NEW) mQuestStatus[quest_id].uState = QUEST_CHANGED; mQuestStatus[quest_id].m_timer = 0; IncompleteQuest( quest_id ); uint16 log_slot = GetQuestSlot( quest_id ); if( log_slot ) { SetUInt32Value( log_slot + 2, 1 ); uint32 state = GetUInt32Value( log_slot + 1 ); state |= 1 << 25; SetUInt32Value( log_slot + 1, state ); } SendQuestTimerFailed( quest_id ); } } bool Player::SatisfyQuestClass( Quest const* qInfo, bool msg ) { int32 zoneOrSort = qInfo->GetZoneOrSort(); // skip zone case if ( zoneOrSort >= 0 ) return true; int32 questSort = -zoneOrSort; uint8 reqClass = ClassByQuestSort(questSort); if(reqClass != 0 && getClass() != reqClass) { if( msg ) SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); return false; } return true; } bool Player::SatisfyQuestLevel( Quest const* qInfo, bool msg ) { if( getLevel() < qInfo->GetMinLevel() ) { if( msg ) SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); return false; } return true; } bool Player::SatisfyQuestLog( bool msg ) { if( GetQuestSlot(0) ) return true; else { if( msg ) { WorldPacket data( SMSG_QUESTLOG_FULL, 0 ); GetSession()->SendPacket( &data ); sLog.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" ); } return false; } } bool Player::SatisfyQuestPreviousQuest( Quest const* qInfo, bool msg ) { // No previous quest (might be first quest in a series) if( qInfo->prevQuests.empty()) return true; for(Quest::PrevQuests::const_iterator iter = qInfo->prevQuests.begin(); iter != qInfo->prevQuests.end(); ++iter ) { uint32 prevId = abs(*iter); QuestStatusMap::iterator i_prevstatus = mQuestStatus.find( prevId ); Quest const* qPrevInfo = objmgr.GetQuestTemplate(prevId); if( qPrevInfo && i_prevstatus != mQuestStatus.end() ) { // If any of the positive previous quests completed, return true if( *iter > 0 && i_prevstatus->second.m_rewarded ) { // skip one-from-all exclusive group if(qPrevInfo->GetExclusiveGroup() >= 0) return true; // each-from-all exclusive group ( < 0) // can be start if only all quests in prev quest exclusive group complited and rewarded ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup()); ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup()); assert(iter!=end); // always must be found if qPrevInfo->ExclusiveGroup != 0 for(; iter != end; ++iter) { uint32 exclude_Id = iter->second; // skip checked quest id, only state of other quests in group is interesting if(exclude_Id == prevId) continue; QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id ); // alternative quest from group also must be completed and rewarded(reported) if( i_exstatus == mQuestStatus.end() || !i_exstatus->second.m_rewarded ) { if( msg ) SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); return false; } } return true; } // If any of the negative previous quests active, return true if( *iter < 0 && (i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId)))) { // skip one-from-all exclusive group if(qPrevInfo->GetExclusiveGroup() >= 0) return true; // each-from-all exclusive group ( < 0) // can be start if only all quests in prev quest exclusive group active ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup()); ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup()); assert(iter!=end); // always must be found if qPrevInfo->ExclusiveGroup != 0 for(; iter != end; ++iter) { uint32 exclude_Id = iter->second; // skip checked quest id, only state of other quests in group is interesting if(exclude_Id == prevId) continue; QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id ); // alternative quest from group also must be active if( i_exstatus == mQuestStatus.end() || i_exstatus->second.m_status != QUEST_STATUS_INCOMPLETE && (i_prevstatus->second.m_status != QUEST_STATUS_COMPLETE || GetQuestRewardStatus(prevId)) ) { if( msg ) SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); return false; } } return true; } } } // Has only positive prev. quests in non-rewarded state // and negative prev. quests in non-active state if( msg ) SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); return false; } bool Player::SatisfyQuestRace( Quest const* qInfo, bool msg ) { uint32 reqraces = qInfo->GetRequiredRaces(); if ( reqraces == 0 ) return true; if( (reqraces & getRaceMask()) == 0 ) { if( msg ) SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE ); return false; } return true; } bool Player::SatisfyQuestReputation( Quest const* qInfo, bool msg ) { uint32 fIdMin = qInfo->GetRequiredMinRepFaction(); //Min required rep if(fIdMin && GetReputation(fIdMin) < qInfo->GetRequiredMinRepValue()) { if( msg ) SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); return false; } uint32 fIdMax = qInfo->GetRequiredMaxRepFaction(); //Max required rep if(fIdMax && GetReputation(fIdMax) >= qInfo->GetRequiredMaxRepValue()) { if( msg ) SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); return false; } return true; } bool Player::SatisfyQuestSkill( Quest const* qInfo, bool msg ) { int32 zoneOrSort = qInfo->GetZoneOrSort(); // skip zone case if ( zoneOrSort >= 0 ) return true; int32 questSort = -zoneOrSort; uint32 reqskill = SkillByQuestSort(questSort); if( reqskill != 0 && GetSkillValue( reqskill ) < qInfo->GetRequiredSkillValue() ) { if( msg ) SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); return false; } return true; } bool Player::SatisfyQuestStatus( Quest const* qInfo, bool msg ) { QuestStatusMap::iterator itr = mQuestStatus.find( qInfo->GetQuestId() ); if ( itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE ) { if( msg ) SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON ); return false; } return true; } bool Player::SatisfyQuestTimed( Quest const* qInfo, bool msg ) { if ( (find(m_timedquests.begin(), m_timedquests.end(), qInfo->GetQuestId()) != m_timedquests.end()) && qInfo->HasFlag(QUEST_MANGOS_FLAGS_TIMED) ) { if( msg ) SendCanTakeQuestResponse( INVALIDREASON_QUEST_ONLY_ONE_TIMED ); return false; } return true; } bool Player::SatisfyQuestExclusiveGroup( Quest const* qInfo, bool msg ) { // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed if(qInfo->GetExclusiveGroup() <= 0) return true; ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qInfo->GetExclusiveGroup()); ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qInfo->GetExclusiveGroup()); assert(iter!=end); // always must be found if qInfo->ExclusiveGroup != 0 for(; iter != end; ++iter) { uint32 exclude_Id = iter->second; // skip checked quest id, only state of other quests in group is interesting if(exclude_Id == qInfo->GetQuestId()) continue; QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id ); // alternative quest already started or completed if( i_exstatus != mQuestStatus.end() && (i_exstatus->second.m_status == QUEST_STATUS_COMPLETE || i_exstatus->second.m_status == QUEST_STATUS_INCOMPLETE) ) { if( msg ) SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); return false; } } return true; } bool Player::SatisfyQuestNextChain( Quest const* qInfo, bool msg ) { if(!qInfo->GetNextQuestInChain()) return true; // next quest in chain already started or completed QuestStatusMap::iterator itr = mQuestStatus.find( qInfo->GetNextQuestInChain() ); if( itr != mQuestStatus.end() && (itr->second.m_status == QUEST_STATUS_COMPLETE || itr->second.m_status == QUEST_STATUS_INCOMPLETE) ) { if( msg ) SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); return false; } // check for all quests further up the chain // only necessary if there are quest chains with more than one quest that can be skipped //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg ); return true; } bool Player::SatisfyQuestPrevChain( Quest const* qInfo, bool msg ) { // No previous quest in chain if( qInfo->prevChainQuests.empty()) return true; for(Quest::PrevChainQuests::const_iterator iter = qInfo->prevChainQuests.begin(); iter != qInfo->prevChainQuests.end(); ++iter ) { uint32 prevId = *iter; QuestStatusMap::iterator i_prevstatus = mQuestStatus.find( prevId ); if( i_prevstatus != mQuestStatus.end() ) { // If any of the previous quests in chain active, return false if( i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId))) { if( msg ) SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); return false; } } // check for all quests further down the chain // only necessary if there are quest chains with more than one quest that can be skipped //if( !SatisfyQuestPrevChain( prevId, msg ) ) // return false; } // No previous quest in chain active return true; } bool Player::SatisfyQuestDay( Quest const* qInfo, bool msg ) { if(!qInfo->IsDaily()) return true; bool have_slot = false; for(uint32 quest_daily_idx = 0; quest_daily_idx < 10; ++quest_daily_idx) { uint32 id = GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx); if(qInfo->GetQuestId()==id) return false; if(!id) have_slot = true; } if(!have_slot) { if( msg ) SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING ); return false; } return true; } bool Player::GiveQuestSourceItem( Quest const *pQuest ) { uint32 srcitem = pQuest->GetSrcItemId(); if( srcitem > 0 ) { uint16 dest; uint32 count = pQuest->GetSrcItemCount(); if( count <= 0 ) count = 1; uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count, false ); if( msg == EQUIP_ERR_OK ) { Item * item = StoreNewItem(dest, srcitem, count, true); SendNewItem(item, count, true, false); return true; } // player already have max amount required item, just report success else if( msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS ) return true; else SendEquipError( msg, NULL, NULL ); return false; } return true; } bool Player::TakeQuestSourceItem( uint32 quest_id, bool msg ) { Quest const* qInfo = objmgr.GetQuestTemplate(quest_id); if( qInfo ) { uint32 srcitem = qInfo->GetSrcItemId(); if( srcitem > 0 ) { uint32 count = qInfo->GetSrcItemCount(); if( count <= 0 ) count = 1; // exist one case when destroy source quest item not possible: // non un-equippable item (equipped non-empty bag, for example) uint8 res = CanUnequipItems(srcitem,count); if(res != EQUIP_ERR_OK) { if(msg) SendEquipError( res, NULL, NULL ); return false; } DestroyItemCount(srcitem, count, true, true); } } return true; } bool Player::GetQuestRewardStatus( uint32 quest_id ) { Quest const* qInfo = objmgr.GetQuestTemplate(quest_id); if( qInfo ) { // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once QuestStatusMap::iterator itr = mQuestStatus.find( quest_id ); if( itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE && !qInfo->IsRepeatable() ) return itr->second.m_rewarded; return false; } return false; } QuestStatus Player::GetQuestStatus( uint32 quest_id ) { if( quest_id ) { QuestStatusMap::iterator itr = mQuestStatus.find( quest_id ); if( itr != mQuestStatus.end() ) return itr->second.m_status; } return QUEST_STATUS_NONE; } bool Player::CanShareQuest(uint32 quest_id) { if( quest_id ) { QuestStatusMap::iterator itr = mQuestStatus.find( quest_id ); if( itr != mQuestStatus.end() ) return itr->second.m_status == QUEST_STATUS_NONE || itr->second.m_status == QUEST_STATUS_INCOMPLETE; } return false; } void Player::SetQuestStatus( uint32 quest_id, QuestStatus status ) { Quest const* qInfo = objmgr.GetQuestTemplate(quest_id); if( qInfo ) { if( status == QUEST_STATUS_NONE || status == QUEST_STATUS_INCOMPLETE || status == QUEST_STATUS_COMPLETE ) { if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) ) m_timedquests.erase(qInfo->GetQuestId()); } mQuestStatus[quest_id].m_status = status; if (mQuestStatus[quest_id].uState != QUEST_NEW) mQuestStatus[quest_id].uState = QUEST_CHANGED; } UpdateForQuestsGO(); } // not used in MaNGOS, but used in scripting code uint32 Player::GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry) { Quest const* qInfo = objmgr.GetQuestTemplate(quest_id); if( !qInfo ) return 0; uint32 curkillcount; int32 reqkill; for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++) { reqkill = qInfo->ReqCreatureOrGOId[j]; if ( reqkill == entry ) { curkillcount = mQuestStatus[quest_id].m_creatureOrGOcount[j]; return curkillcount; } } return 0; } void Player::AdjustQuestReqItemCount( Quest const* pQuest ) { if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) ) { for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++) { uint32 reqitemcount = pQuest->ReqItemCount[i]; if( reqitemcount != 0 ) { uint32 quest_id = pQuest->GetQuestId(); uint32 curitemcount = GetItemCount(pQuest->ReqItemId[i]) + GetBankItemCount(pQuest->ReqItemId[i]); mQuestStatus[quest_id].m_itemcount[i] = std::min(curitemcount, reqitemcount); if (mQuestStatus[quest_id].uState != QUEST_NEW) mQuestStatus[quest_id].uState = QUEST_CHANGED; } } } } uint16 Player::GetQuestSlot( uint32 quest_id ) { for ( uint16 i = 0; i < MAX_QUEST_LOG_SIZE; i++ ) { if ( GetUInt32Value(PLAYER_QUEST_LOG_1_1 + 3*i) == quest_id ) return PLAYER_QUEST_LOG_1_1 + 3*i; } return 0; } void Player::AreaExploredOrEventHappens( uint32 questId ) { if( questId ) { uint16 log_slot = GetQuestSlot( questId ); if( log_slot ) { mQuestStatus[questId].m_explored = true; if (mQuestStatus[questId].uState != QUEST_NEW) mQuestStatus[questId].uState = QUEST_CHANGED; } if( CanCompleteQuest( questId ) ) CompleteQuest( questId ); } } void Player::ItemAddedQuestCheck( uint32 entry, uint32 count ) { uint32 questid; uint32 reqitem; uint32 reqitemcount; uint32 curitemcount; uint32 additemcount; for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ ) { questid = GetUInt32Value(PLAYER_QUEST_LOG_1_1 + 3*i); if ( questid != 0 && mQuestStatus[questid].m_status == QUEST_STATUS_INCOMPLETE ) { Quest const* qInfo = objmgr.GetQuestTemplate(questid); if( qInfo && qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) ) { for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++) { reqitem = qInfo->ReqItemId[j]; if ( reqitem == entry ) { reqitemcount = qInfo->ReqItemCount[j]; curitemcount = mQuestStatus[questid].m_itemcount[j]; if ( curitemcount < reqitemcount ) { additemcount = ( curitemcount + count <= reqitemcount ? count : reqitemcount - curitemcount); mQuestStatus[questid].m_itemcount[j] += additemcount; if (mQuestStatus[questid].uState != QUEST_NEW) mQuestStatus[questid].uState = QUEST_CHANGED; SendQuestUpdateAddItem( qInfo, j, additemcount ); } if ( CanCompleteQuest( questid ) ) CompleteQuest( questid ); return; } } } } } UpdateForQuestsGO(); } void Player::ItemRemovedQuestCheck( uint32 entry, uint32 count ) { uint32 questid; uint32 reqitem; uint32 reqitemcount; uint32 curitemcount; uint32 remitemcount; for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ ) { questid = GetUInt32Value(PLAYER_QUEST_LOG_1_1 + 3*i); Quest const* qInfo = objmgr.GetQuestTemplate(questid); if ( qInfo ) { if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) ) { for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++) { reqitem = qInfo->ReqItemId[j]; if ( reqitem == entry ) { reqitemcount = qInfo->ReqItemCount[j]; if( mQuestStatus[questid].m_status != QUEST_STATUS_COMPLETE ) curitemcount = mQuestStatus[questid].m_itemcount[j]; else curitemcount = GetItemCount(entry) + GetBankItemCount(entry); if ( curitemcount < reqitemcount + count ) { remitemcount = ( curitemcount <= reqitemcount ? count : count + reqitemcount - curitemcount); mQuestStatus[questid].m_itemcount[j] = curitemcount - remitemcount; if (mQuestStatus[questid].uState != QUEST_NEW) mQuestStatus[questid].uState = QUEST_CHANGED; IncompleteQuest( questid ); } return; } } } } } UpdateForQuestsGO(); } void Player::KilledMonster( uint32 entry, uint64 guid ) { uint32 questid; uint32 reqkill; uint32 reqkillcount; uint32 curkillcount; uint32 addkillcount = 1; for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ ) { questid = GetUInt32Value(PLAYER_QUEST_LOG_1_1 + 3*i); if(!questid) continue; Quest const* qInfo = objmgr.GetQuestTemplate(questid); // just if !ingroup || !noraidgroup || raidgroup if ( qInfo && mQuestStatus[questid].m_status == QUEST_STATUS_INCOMPLETE && (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo->GetType() == QUEST_TYPE_RAID)) { if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST) ) { for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++) { // skip GO activate objective or none if(qInfo->ReqCreatureOrGOId[j] <=0) continue; // skip Cast at creature objective if(qInfo->ReqSpell[j] !=0 ) continue; reqkill = qInfo->ReqCreatureOrGOId[j]; if ( reqkill == entry ) { reqkillcount = qInfo->ReqCreatureOrGOCount[j]; curkillcount = mQuestStatus[questid].m_creatureOrGOcount[j]; if ( curkillcount < reqkillcount ) { mQuestStatus[questid].m_creatureOrGOcount[j] = curkillcount + addkillcount; if (mQuestStatus[questid].uState != QUEST_NEW) mQuestStatus[questid].uState = QUEST_CHANGED; SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curkillcount, addkillcount); } if ( CanCompleteQuest( questid ) ) CompleteQuest( questid ); // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization). continue; } } } } } } void Player::CastedCreatureOrGO( uint32 entry, uint64 guid, uint32 spell_id ) { uint32 questid; uint32 reqCastCount; uint32 curCastCount; uint32 addCastCount = 1; for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ ) { questid = GetUInt32Value(PLAYER_QUEST_LOG_1_1 + 3*i); if(!questid) continue; Quest const* qInfo = objmgr.GetQuestTemplate(questid); if ( qInfo && mQuestStatus[questid].m_status == QUEST_STATUS_INCOMPLETE ) { if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST ) ) { for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++) { // skip kill creature objective (0) or wrong spell casts if(qInfo->ReqSpell[j] != spell_id ) continue; uint32 reqTarget = 0; // GO activate objective if(qInfo->ReqCreatureOrGOId[j] < 0) { // checked at quest_template loading reqTarget = - qInfo->ReqCreatureOrGOId[j]; } // creature activate objectives else if(qInfo->ReqCreatureOrGOId[j] > 0) { // checked at quest_template loading reqTarget = qInfo->ReqCreatureOrGOId[j]; } // other not creature/GO related objectives else continue; if ( reqTarget == entry ) { reqCastCount = qInfo->ReqCreatureOrGOCount[j]; curCastCount = mQuestStatus[questid].m_creatureOrGOcount[j]; if ( curCastCount < reqCastCount ) { mQuestStatus[questid].m_creatureOrGOcount[j] = curCastCount + addCastCount; if (mQuestStatus[questid].uState != QUEST_NEW) mQuestStatus[questid].uState = QUEST_CHANGED; SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curCastCount, addCastCount); } if ( CanCompleteQuest( questid ) ) CompleteQuest( questid ); // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization). continue; } } } } } } void Player::TalkedToCreature( uint32 entry, uint64 guid ) { uint32 questid; uint32 reqTalkCount; uint32 curTalkCount; uint32 addTalkCount = 1; for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ ) { questid = GetUInt32Value(PLAYER_QUEST_LOG_1_1 + 3*i); if(!questid) continue; Quest const* qInfo = objmgr.GetQuestTemplate(questid); if ( qInfo && mQuestStatus[questid].m_status == QUEST_STATUS_INCOMPLETE ) { if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO ) ) { for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++) { // skip spell casts and Gameobject objectives if(qInfo->ReqSpell[j] > 0 || qInfo->ReqCreatureOrGOId[j] < 0) continue; uint32 reqTarget = 0; if(qInfo->ReqCreatureOrGOId[j] > 0) // creature activate objectives // checked at quest_template loading reqTarget = qInfo->ReqCreatureOrGOId[j]; else continue; if ( reqTarget == entry ) { reqTalkCount = qInfo->ReqCreatureOrGOCount[j]; curTalkCount = mQuestStatus[questid].m_creatureOrGOcount[j]; if ( curTalkCount < reqTalkCount ) { mQuestStatus[questid].m_creatureOrGOcount[j] = curTalkCount + addTalkCount; if (mQuestStatus[questid].uState != QUEST_NEW) mQuestStatus[questid].uState = QUEST_CHANGED; SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curTalkCount, addTalkCount); } if ( CanCompleteQuest( questid ) ) CompleteQuest( questid ); // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization). continue; } } } } } } void Player::MoneyChanged( uint32 count ) { uint32 questid; for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ ) { questid = GetUInt32Value(PLAYER_QUEST_LOG_1_1 + 3*i); if ( questid != 0 ) { Quest const* qInfo = objmgr.GetQuestTemplate(questid); if( qInfo && qInfo->GetRewOrReqMoney() < 0 ) { if( mQuestStatus[questid].m_status == QUEST_STATUS_INCOMPLETE ) { if(int32(count) >= -qInfo->GetRewOrReqMoney()) { if ( CanCompleteQuest( questid ) ) CompleteQuest( questid ); } } else if( mQuestStatus[questid].m_status == QUEST_STATUS_COMPLETE ) { if(int32(count) < -qInfo->GetRewOrReqMoney()) IncompleteQuest( questid ); } } } } } bool Player::HasQuestForItem( uint32 itemid ) { for( QuestStatusMap::iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i ) { QuestStatusData qs=i->second; if (qs.m_status == QUEST_STATUS_INCOMPLETE) { Quest const* qinfo = objmgr.GetQuestTemplate(i->first); if(!qinfo) continue; // hide quest if player is in raid-group and quest is no raid quest if(GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID) continue; // There should be no mixed ReqItem/ReqSource drop // This part for ReqItem drop for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++) { if(itemid == qinfo->ReqItemId[j] && qs.m_itemcount[j] < qinfo->ReqItemCount[j] ) return true; } // This part - for ReqSource for (int j = 0; j < QUEST_SOURCE_ITEM_IDS_COUNT; j++) { // examined item is a source item if (qinfo->ReqSourceId[j] == itemid && qinfo->ReqSourceRef[j] > 0 && qinfo->ReqSourceRef[j] <= QUEST_OBJECTIVES_COUNT) { uint32 idx = qinfo->ReqSourceRef[j]-1; // total count of created ReqItems and SourceItems is less than ReqItemCount if(qinfo->ReqItemId[idx] != 0 && qs.m_itemcount[idx] * qinfo->ReqSourceCount[j] + GetItemCount(itemid) + GetBankItemCount(itemid) < qinfo->ReqItemCount[idx] * qinfo->ReqSourceCount[j]) return true; // total count of casted ReqCreatureOrGOs and SourceItems is less than ReqCreatureOrGOCount if (qinfo->ReqCreatureOrGOId[idx] != 0) { if(qs.m_creatureOrGOcount[idx] * qinfo->ReqSourceCount[j] + GetItemCount(itemid) + GetBankItemCount(itemid) < qinfo->ReqCreatureOrGOCount[idx] * qinfo->ReqSourceCount[j]) return true; } // spell with SPELL_EFFECT_QUEST_COMPLETE or SPELL_EFFECT_SEND_EVENT (with script) case else if(qinfo->ReqSpell[idx] != 0) { // not casted and need more reagents/item for use. if(!qs.m_explored && GetItemCount(itemid) + GetBankItemCount(itemid) < qinfo->ReqSourceCount[j]) return true; } } } } } return false; } void Player::SendQuestComplete( uint32 quest_id ) { if( quest_id ) { WorldPacket data( SMSG_QUESTUPDATE_COMPLETE, 4 ); data << quest_id; GetSession()->SendPacket( &data ); sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id ); } } void Player::SendQuestReward( Quest const *pQuest, uint32 XP, Object * questGiver ) { uint32 questid = pQuest->GetQuestId(); sLog.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid ); WorldPacket data( SMSG_QUESTGIVER_QUEST_COMPLETE, (8+8+4+pQuest->GetRewItemsCount()*8) ); data << questid; data << uint32(0x03); if ( getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) ) { data << XP; data << uint32(pQuest->GetRewOrReqMoney()); } else { data << uint32(0); data << uint32(pQuest->GetRewOrReqMoney() + int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY))); } data << uint32(0); // new 2.3.0, HonorPoints? data << uint32( pQuest->GetRewItemsCount() ); for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i) { if ( pQuest->RewItemId[i] > 0 ) data << pQuest->RewItemId[i] << pQuest->RewItemCount[i]; } data << uint32(0); GetSession()->SendPacket( &data ); if (pQuest->GetQuestCompleteScript() != 0) sWorld.ScriptsStart(sQuestEndScripts, pQuest->GetQuestCompleteScript(), questGiver, this); } void Player::SendQuestFailed( uint32 quest_id ) { if( quest_id ) { WorldPacket data( SMSG_QUESTGIVER_QUEST_FAILED, 4 ); data << quest_id; GetSession()->SendPacket( &data ); sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED"); } } void Player::SendQuestTimerFailed( uint32 quest_id ) { if( quest_id ) { WorldPacket data( SMSG_QUESTUPDATE_FAILEDTIMER, 4 ); data << quest_id; GetSession()->SendPacket( &data ); sLog.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER"); } } void Player::SendCanTakeQuestResponse( uint32 msg ) { WorldPacket data( SMSG_QUESTGIVER_QUEST_INVALID, 4 ); data << msg; GetSession()->SendPacket( &data ); sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID"); } void Player::SendPushToPartyResponse( Player *pPlayer, uint32 msg ) { if( pPlayer ) { WorldPacket data( MSG_QUEST_PUSH_RESULT, (8+4+1) ); data << pPlayer->GetGUID(); data << msg; data << uint8(0); GetSession()->SendPacket( &data ); sLog.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT"); } } void Player::SendQuestUpdateAddItem( Quest const* pQuest, uint32 item_idx, uint32 count ) { WorldPacket data( SMSG_QUESTUPDATE_ADD_ITEM, (4+4) ); sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" ); data << pQuest->ReqItemId[item_idx]; data << count; GetSession()->SendPacket( &data ); } void Player::SendQuestUpdateAddCreatureOrGo( Quest const* pQuest, uint64 guid, uint32 creatureOrGO_idx, uint32 old_count, uint32 add_count ) { assert(old_count + add_count < 64 && "mob/GO count store in 6 bits 2^6 = 64 (0..63)"); int32 entry = pQuest->ReqCreatureOrGOId[ creatureOrGO_idx ]; if (entry < 0) // client expected gameobject template id in form (id|0x80000000) entry = (-entry) | 0x80000000; WorldPacket data( SMSG_QUESTUPDATE_ADD_KILL, (4*4+8) ); sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" ); data << uint32(pQuest->GetQuestId()); data << uint32(entry); data << uint32(old_count + add_count); data << uint32(pQuest->ReqCreatureOrGOCount[ creatureOrGO_idx ]); data << uint64(guid); GetSession()->SendPacket(&data); uint16 log_slot = GetQuestSlot( pQuest->GetQuestId() ); uint32 kills = GetUInt32Value( log_slot + 1 ); kills = kills + (add_count << ( 6 * creatureOrGO_idx )); SetUInt32Value( log_slot + 1, kills ); } /*********************************************************/ /*** LOAD SYSTEM ***/ /*********************************************************/ bool Player::MinimalLoadFromDB( QueryResult *result, uint32 guid ) { bool delete_result = true; if(!result) { // 0 1 2 3 4 5 6 7 8 result = CharacterDatabase.PQuery("SELECT data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login FROM characters WHERE guid = '%u'",guid); if(!result) return false; } else delete_result = false; Field *fields = result->Fetch(); if(!LoadValues( fields[0].GetString())) { sLog.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid)); if(delete_result) delete result; return false; } // overwrite possible wrong/corrupted guid SetUInt64Value(OBJECT_FIELD_GUID,MAKE_GUID(guid,HIGHGUID_PLAYER)); m_name = fields[1].GetCppString(); Relocate(fields[2].GetFloat(),fields[3].GetFloat(),fields[4].GetFloat()); SetMapId(fields[5].GetUInt32()); m_Played_time[0] = fields[6].GetUInt32(); m_Played_time[1] = fields[7].GetUInt32(); m_atLoginFlags = fields[8].GetUInt32(); // I don't see these used anywhere .. /*_LoadGroup(); _LoadBoundInstances();*/ if (delete_result) delete result; for (int i = 0; i < PLAYER_SLOTS_COUNT; i++) m_items[i] = NULL; if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST) ) m_deathState = DEAD; return true; } bool Player::LoadPositionFromDB(uint32& mapid, float& x,float& y,float& z,float& o, bool& in_flight, uint64 guid) { QueryResult *result = CharacterDatabase.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid)); if(!result) return false; Field *fields = result->Fetch(); x = fields[0].GetFloat(); y = fields[1].GetFloat(); z = fields[2].GetFloat(); o = fields[3].GetFloat(); mapid = fields[4].GetUInt32(); in_flight = !fields[5].GetCppString().empty(); delete result; return true; } bool Player::LoadValuesArrayFromDB(Tokens& data, uint64 guid) { QueryResult *result = CharacterDatabase.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid)); if( !result ) return false; Field *fields = result->Fetch(); data = StrSplit(fields[0].GetCppString(), " "); delete result; return true; } uint32 Player::GetUInt32ValueFromArray(Tokens const& data, uint16 index) { if(index >= data.size()) return 0; return (uint32)atoi(data[index].c_str()); } float Player::GetFloatValueFromArray(Tokens const& data, uint16 index) { float result; uint32 temp = Player::GetUInt32ValueFromArray(data,index); memcpy(&result, &temp, sizeof(result)); return result; } uint32 Player::GetUInt32ValueFromDB(uint16 index, uint64 guid) { Tokens data; if(!LoadValuesArrayFromDB(data,guid)) return 0; return GetUInt32ValueFromArray(data,index); } float Player::GetFloatValueFromDB(uint16 index, uint64 guid) { float result; uint32 temp = Player::GetUInt32ValueFromDB(index, guid); memcpy(&result, &temp, sizeof(result)); return result; } bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder ) { //// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 [28] [29] 30 31 32 33 //QueryResult *result = CharacterDatabase.PQuery("SELECT guid, account, data, name, race, class, position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, trans_x, trans_y, trans_z, trans_o, transguid, gmstate, stable_slots, at_login, zone, online, pending_honor, last_honor_date, last_kill_date, taxi_path FROM characters WHERE guid = '%u'", guid); QueryResult *result = holder->GetResult(PLAYER_LOGIN_QUERY_LOADFROM); if(!result) { sLog.outError("ERROR: Player (GUID: %u) not found in table `characters`, can't load. ",guid); return false; } Field *fields = result->Fetch(); uint32 dbAccountId = fields[1].GetUInt32(); // check if the character's account in the db and the logged in account match. // player should be able to load/delete character only with correct account! if( dbAccountId != GetSession()->GetAccountId() ) { sLog.outError("ERROR: Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid,GetSession()->GetAccountId(),dbAccountId); delete result; return false; } Object::_Create( guid, HIGHGUID_PLAYER ); if(!LoadValues( fields[2].GetString())) { sLog.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid)); delete result; return false; } // overwrite possible wrong/corrupted guid SetUInt64Value(OBJECT_FIELD_GUID,MAKE_GUID(guid,HIGHGUID_PLAYER)); // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory) for(uint8 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot) { SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), 0 ); int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (slot * 16); for(int i = 0; i < 11; ++i ) SetUInt32Value(VisibleBase + i, 0); if (m_items[slot]) { delete m_items[slot]; m_items[slot] = NULL; } } // update money limits if(GetMoney() > MAX_MONEY_AMOUNT) SetMoney(MAX_MONEY_AMOUNT); // set value, including drunk invisibility detection SetDrunkValue(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFE); m_name = fields[3].GetCppString(); sLog.outDebug("Load Basic value of player %s is: ", m_name.c_str()); outDebugValues(); m_race = fields[4].GetUInt8(); //Need to call it to initialize m_team (m_team can be calculated from m_race) //Other way is to saves m_team into characters table. setFactionForRace(m_race); SetCharm(0); m_class = fields[5].GetUInt8(); PlayerInfo const *info = objmgr.GetPlayerInfo(m_race, m_class); if(!info) { sLog.outError("Player have incorrect race/class pair. Can't be loaded."); delete result; return false; } InitPrimaryProffesions(); // to max set before any spell loaded uint32 transGUID = fields[24].GetUInt32(); Relocate(fields[6].GetFloat(),fields[7].GetFloat(),fields[8].GetFloat(),fields[10].GetFloat()); SetMapId(fields[9].GetUInt32()); _LoadGroup(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP)); _LoadBoundInstances(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES)); SaveRecallPosition(); if (transGUID != 0) { m_movementInfo.t_x = fields[20].GetFloat(); m_movementInfo.t_y = fields[21].GetFloat(); m_movementInfo.t_z = fields[22].GetFloat(); m_movementInfo.t_o = fields[23].GetFloat(); for (MapManager::TransportSet::iterator iter = MapManager::Instance().m_Transports.begin(); iter != MapManager::Instance().m_Transports.end(); ++iter) { if( (*iter)->GetGUIDLow() == transGUID) { m_transport = *iter; m_transport->AddPassenger(this); SetMapId(m_transport->GetMapId()); } } } // since last logout (in seconds) uint32 time_diff = (time(NULL) - fields[16].GetUInt32()); m_rest_bonus = fields[15].GetFloat(); //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour) float bubble0 = 0.031; //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour) float bubble1 = 0.125; if((int32)fields[16].GetUInt32() > 0) { float bubble = fields[17].GetUInt32() > 0 ? bubble1*sWorld.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY) : bubble0*sWorld.getRate(RATE_REST_OFFLINE_IN_WILDERNESS); SetRestBonus(GetRestBonus()+ time_diff*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble); } if(!IsPositionValid()) { sLog.outError("ERROR: Player (guidlow %d) have invalid coordinates (X: %f Y: %f). Teleport to default race/class locations.",guid,GetPositionX(),GetPositionY()); SetMapId(info->mapId); Relocate(info->positionX,info->positionY,info->positionZ); } m_cinematic = fields[12].GetUInt32(); m_Played_time[0]= fields[13].GetUInt32(); m_Played_time[1]= fields[14].GetUInt32(); m_resetTalentsCost = fields[18].GetUInt32(); m_resetTalentsTime = fields[19].GetUInt64(); // reserve some flags uint32 old_safe_flags = GetUInt32Value(PLAYER_FLAGS) & ( PLAYER_FLAGS_HIDE_CLOAK | PLAYER_FLAGS_HIDE_HELM ); if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM) ) SetUInt32Value(PLAYER_FLAGS, 0 | old_safe_flags); _LoadTaxiMask( fields[11].GetString() ); uint32 gmstate = fields[25].GetUInt32(); m_stableSlots = fields[26].GetUInt32(); if(m_stableSlots > 2) { sLog.outError("Player can have not more 2 stable slots, but have in DB %u",uint32(m_stableSlots)); m_stableSlots = 2; } m_atLoginFlags = fields[27].GetUInt32(); // Honor system m_honorPending = fields[30].GetFloat(); m_lastHonorDate = fields[31].GetUInt32(); m_lastKillDate = fields[32].GetUInt32(); std::string taxi_nodes = fields[33].GetCppString(); delete result; // clear channel spell data (if saved at channel spell casting) SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT, 0); SetUInt32Value(UNIT_CHANNEL_SPELL,0); // clear charm/summon related fields SetUInt64Value(UNIT_FIELD_CHARM,0); SetUInt64Value(UNIT_FIELD_SUMMON,0); SetUInt64Value(UNIT_FIELD_CHARMEDBY,0); SetUInt64Value(UNIT_FIELD_SUMMONEDBY,0); SetUInt64Value(UNIT_FIELD_CREATEDBY,0); // reset some aura modifiers before aura apply SetUInt64Value(PLAYER_FARSIGHT, 0); SetUInt32Value(PLAYER_TRACK_CREATURES, 0 ); SetUInt32Value(PLAYER_TRACK_RESOURCES, 0 ); // reset skill modifiers and set correct unlearn flags for (uint32 i = 0; i < PLAYER_MAX_SKILLS; i++) { SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0); // set correct unlearn bit uint32 id = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF; if(!id) continue; SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id); if(!pSkill) continue; // enable unlearn button for primary professions only if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION) SetUInt32Value(PLAYER_SKILL_INDEX(i), id | (1 << 16)); else SetUInt32Value(PLAYER_SKILL_INDEX(i), id); } // make sure the unit is considered out of combat for proper loading ClearInCombat(); // make sure the unit is considered not in duel for proper loading SetUInt64Value(PLAYER_DUEL_ARBITER, 0); SetUInt32Value(PLAYER_DUEL_TEAM, 0); // remember loaded power/health values to restore after stats initialization and modifier applying uint32 savedHealth = GetHealth(); uint32 savedPower[MAX_POWERS]; for(uint32 i = 0; i < MAX_POWERS; ++i) savedPower[i] = GetPower(Powers(i)); // reset stats before loading any modifiers InitStatsForLevel(); // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods() //mails are loaded only when needed ;-) - when player in game click on mailbox. //_LoadMail(); _LoadAuras(holder->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS), time_diff); // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura) if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST) ) m_deathState = DEAD; _LoadSpells(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS)); // after spell load InitTalentForLevel(); _LoadQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS)); _LoadDailyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS)); _LoadTutorials(holder->GetResult(PLAYER_LOGIN_QUERY_LOADTUTORIALS)); // must be before inventory (some items required reputation check) _LoadReputation(holder->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION)); _LoadInventory(holder->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY), time_diff); // update items with duration and realtime UpdateItemDuration(time_diff, true); _LoadActions(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS)); // unread mails and next delivery time, actual mails not loaded _LoadMailInit(holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT), holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE)); _LoadIgnoreList(holder->GetResult(PLAYER_LOGIN_QUERY_LOADIGNORELIST)); _LoadFriendList(holder->GetResult(PLAYER_LOGIN_QUERY_LOADFRIENDLIST)); if(!_LoadHomeBind(holder->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND))) return false; // Not finish taxi flight path if(!LoadTaxiDestinationsFromString(taxi_nodes)) { // problems with taxi path loading TaxiNodesEntry const* nodeEntry = NULL; if(!m_TaxiDestinations.empty()) { uint32 node_id = m_TaxiDestinations[0]; nodeEntry = sTaxiNodesStore.LookupEntry(node_id); } if(!nodeEntry) // don't know taxi start node, to homebind { sLog.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow()); SetMapId(m_homebindMapId); Relocate( m_homebindX, m_homebindY, m_homebindZ); SaveRecallPosition(); // save as recall also to prevent recall and fall from sky } else // have start node, to it { sLog.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow()); SetMapId(nodeEntry->map_id); Relocate(nodeEntry->x, nodeEntry->y, nodeEntry->z); SaveRecallPosition(); // save as recall also to prevent recall and fall from sky } ClearTaxiDestinations(); } else if(!m_TaxiDestinations.empty()) { // save source node as recall coord to prevent recall and fall from sky uint32 node_id = m_TaxiDestinations[0]; TaxiNodesEntry const* nodeEntry = sTaxiNodesStore.LookupEntry(node_id); m_recallMap = nodeEntry->map_id; m_recallX = nodeEntry->x; m_recallY = nodeEntry->y; m_recallZ = nodeEntry->z; // flight will started later } _LoadSpellCooldowns(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS)); _LoadHonor(holder->GetResult(PLAYER_LOGIN_QUERY_LOADHONOR)); // Spell code allow apply any auras to dead character in load time in aura/spell/item loading // Do now before stats re-calculation cleanup for ghost state unexpected auras if(!isAlive()) RemoveAllAurasOnDeath(); //apply all stat bonuses from items and auras SetCanModifyStats(true); UpdateAllStats(); // restore remembered power/health values (but not more max values) SetHealth(savedHealth > GetMaxHealth() ? GetMaxHealth() : savedHealth); for(uint32 i = 0; i < MAX_POWERS; ++i) SetPower(Powers(i),savedPower[i] > GetMaxPower(Powers(i)) ? GetMaxPower(Powers(i)) : savedPower[i]); sLog.outDebug("The value of player %s after load item and aura is: ", m_name.c_str()); outDebugValues(); // GM state if(GetSession()->GetSecurity() > SEC_PLAYER) { switch(sWorld.getConfig(CONFIG_GM_LOGIN_STATE)) { case 0: // disable break; case 1: // enable SetGameMaster(true); break; case 2: // save state if(gmstate) SetGameMaster(true); break; default: break; } } //Unmount Player from previous mount, so speed bug with mount is no more... if(IsMounted()) { Unmount(); RemoveSpellsCausingAura(SPELL_AURA_MOUNTED); } UpdateManaRegen(); m_Loaded = true; return true; } void Player::_LoadActions(QueryResult *result) { m_actionButtons.clear(); //QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type,misc FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow()); if(result) { do { Field *fields = result->Fetch(); uint8 button = fields[0].GetUInt8(); addActionButton(button, fields[1].GetUInt16(), fields[2].GetUInt8(), fields[3].GetUInt8()); m_actionButtons[button].uState = ACTIONBUTTON_UNCHANGED; } while( result->NextRow() ); delete result; } } void Player::_LoadAuras(QueryResult *result, uint32 timediff) { m_Auras.clear(); for (int i = 0; i < TOTAL_AURAS; i++) m_modAuras[i].clear(); // all aura related fields for(int i = UNIT_FIELD_AURA; i <= UNIT_FIELD_AURASTATE; ++i) SetUInt32Value(i, 0); //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow()); if(result) { do { Field *fields = result->Fetch(); uint64 caster_guid = fields[0].GetUInt64(); uint32 spellid = fields[1].GetUInt32(); uint32 effindex = fields[2].GetUInt32(); int32 damage = (int32)fields[3].GetUInt32(); int32 maxduration = (int32)fields[4].GetUInt32(); int32 remaintime = (int32)fields[5].GetUInt32(); int32 remaincharges = (int32)fields[6].GetUInt32(); SpellEntry const* spellproto = sSpellStore.LookupEntry(spellid); if(!spellproto) { sLog.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid,effindex); continue; } if(effindex >= 3) { sLog.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid,effindex); continue; } // negative effects should continue counting down after logout if (remaintime != -1 && !IsPositiveEffect(spellid, effindex)) { if(remaintime <= int32(timediff)) continue; remaintime -= timediff; } // prevent wrong values of remaincharges if(spellproto->procCharges) { if(remaincharges <= 0 || remaincharges > spellproto->procCharges) remaincharges = spellproto->procCharges; } else remaincharges = -1; Aura* aura = CreateAura(spellproto, effindex, NULL, this, NULL); if(!damage) damage = aura->GetModifier()->m_amount; aura->SetLoadedState(caster_guid,damage,maxduration,remaintime,remaincharges); AddAura(aura); } while( result->NextRow() ); delete result; } if(m_class == CLASS_WARRIOR) CastSpell(this,SPELL_PASSIVE_BATTLE_STANCE,true); } void Player::LoadCorpse() { if( isAlive() ) { ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()); } else { if(Corpse *corpse = GetCorpse()) { if( corpse->GetType() == CORPSE_RESURRECTABLE && IsWithinDistInMap(corpse,0.0)) RepopAtGraveyard(); } else { //Prevent Dead Player login without corpse ResurrectPlayer(0.5f); } } } void Player::_LoadHonor(QueryResult *result) { uint32 today = uint32(time(NULL) / DAY) * DAY; uint32 yesterday = today - DAY; if (m_honorPending && m_lastHonorDate < today) { if(m_lastHonorDate >= yesterday) { // the honorPending is always for one day // if honor was last gained yesterday then // honorPending is the total honor yesterday SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, (uint32)(m_honorPending*10)); } else { // no honor yesterday, reset yesterday's contribution SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0); } // add the pending honor points, a day has passed SetHonorPoints(GetHonorPoints()+uint32(m_honorPending)); // this is the first login today, reset today's contribution and pending honor SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, 0); m_honorPending = 0; } // load kills today uint32 kills = GetUInt32Value(PLAYER_FIELD_KILLS); // today + yesterday << 16 uint16 kills_today = kills & 0xFFFF; if(kills_today) { if (m_lastKillDate >= today) { // kills in the DB are for one day always // so if the last was today then they all were // QueryResult *result = CharacterDatabase.PQuery("SELECT victim_guid,count FROM character_kill WHERE guid='%u'", GetGUIDLow()); if (result && sWorld.getConfig(CONFIG_HONOR_KILL_LIMIT)) { do { Field *fields = result->Fetch(); uint32 victim_guid = fields[0].GetUInt32(); uint8 count = fields[1].GetUInt8(); KillInfo &info = m_killsPerPlayer[victim_guid]; info.state = KILL_UNCHANGED; info.count = count; } while( result->NextRow() ); } } else { if(m_lastKillDate >= yesterday) { // if the last victim was killed yesterday then // kills_today is actually the total kills yesterday SetUInt32Value(PLAYER_FIELD_KILLS, kills_today << 16); } else { // no kills yesterday or today, reset SetUInt32Value(PLAYER_FIELD_KILLS, 0); } } } if(result) delete result; } void Player::_LoadInventory(QueryResult *result, uint32 timediff) { //QueryResult *result = CharacterDatabase.PQuery("SELECT data,bag,slot,item,item_template FROM character_inventory JOIN item_instance ON character_inventory.item = item_instance.guid WHERE character_inventory.guid = '%u' ORDER BY bag,slot", GetGUIDLow()); std::map bagMap; // fast guid lookup for bags //NOTE: the "order by `bag`" is important because it makes sure //the bagMap is filled before items in the bags are loaded //NOTE2: the "order by `slot`" is needed becaue mainhand weapons are (wrongly?) //expected to be equipped before offhand items (TODO: fixme) uint32 zone = GetZoneId(); if (result) { std::list problematicItems; // prevent items from being added to the queue when stored m_itemUpdateQueueBlocked = true; do { Field *fields = result->Fetch(); uint32 bag_guid = fields[1].GetUInt32(); uint8 slot = fields[2].GetUInt8(); uint32 item_guid = fields[3].GetUInt32(); uint32 item_id = fields[4].GetUInt32(); ItemPrototype const * proto = objmgr.GetItemPrototype(item_id); if(!proto) { CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid); CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid); sLog.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id ); continue; } Item *item = NewItemOrBag(proto); if(!item->LoadFromDB(item_guid, GetGUID(), result)) { sLog.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id ); CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid); item->FSetState(ITEM_REMOVED); item->SaveToDB(); // it also deletes item object ! continue; } // not allow have in alive state item limited to another map/zone if(isAlive() && item->IsLimitedToAnotherMapOrZone(GetMapId(),zone) ) { CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid); item->FSetState(ITEM_REMOVED); item->SaveToDB(); // it also deletes item object ! continue; } // "Conjured items disappear if you are logged out for more than 15 minutes" if ((timediff > 15*60) && (item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_CONJURED))) { CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid); item->FSetState(ITEM_REMOVED); item->SaveToDB(); // it also deletes item object ! continue; } bool success = true; if (!bag_guid) { // the item is not in a bag item->SetContainer( NULL ); item->SetSlot(slot); // destinated position uint16 dest = ((INVENTORY_SLOT_BAG_0 << 8) | slot); if( IsInventoryPos( dest ) ) { if( CanStoreItem( INVENTORY_SLOT_BAG_0, slot, dest, item, false ) == EQUIP_ERR_OK ) item = StoreItem(dest, item, true); else success = false; } else if( IsEquipmentPos( dest ) ) { if( CanEquipItem( slot, dest, item, false, false ) == EQUIP_ERR_OK ) QuickEquipItem(dest, item); else success = false; } else if( IsBankPos( dest ) ) { if( CanBankItem( INVENTORY_SLOT_BAG_0, slot, dest, item, false, false ) == EQUIP_ERR_OK ) item = BankItem(dest, item, true); else success = false; } if(success) { // store bags that may contain items in them if(item->IsBag() && IsBagPos(dest)) bagMap[item_guid] = (Bag*)item; } } else { item->SetSlot(NULL_SLOT); // the item is in a bag, find the bag std::map::iterator itr = bagMap.find(bag_guid); if(itr != bagMap.end()) itr->second->StoreItem(slot, item, true ); else success = false; } // item's state may have changed after stored if (success) item->SetState(ITEM_UNCHANGED, this); else { sLog.outError("Player::_LoadInventory: Player %s has item (GUID: %u Entry: %u) can't be loaded to inventory (Bag GUID: %u Slot: %u) by some reason, will send by mail.", GetName(),item_guid, item_id, bag_guid, slot); CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid); problematicItems.push_back(item); } } while (result->NextRow()); delete result; m_itemUpdateQueueBlocked = false; // send by mail problematic items while(!problematicItems.empty()) { // fill mail MailItemsInfo mi; // item list prepering for(int i = 0; !problematicItems.empty() && i < MAX_MAIL_ITEMS; ++i) { Item* item = problematicItems.front(); problematicItems.pop_front(); mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item); } std::string subject = objmgr.GetMangosString(LANG_NOT_EQUIPPED_ITEM, GetSession()->GetSessionLocaleIndex()); WorldSession::SendMailTo(this, MAIL_NORMAL, MAIL_STATIONERY_GM, GetGUIDLow(), GetGUIDLow(), subject, 0, &mi, 0, 0, NOT_READ); } } //if(isAlive()) _ApplyAllItemMods(); } // load mailed item which should receive current player void Player::_LoadMailedItems(Mail *mail) { QueryResult* result = CharacterDatabase.PQuery("SELECT item_guid, item_template FROM mail_items WHERE mail_id='%u'", mail->messageID); if(!result) return; do { Field *fields = result->Fetch(); uint32 item_guid_low = fields[0].GetUInt32(); uint32 item_template = fields[1].GetUInt32(); mail->AddItem(item_guid_low, item_template); ItemPrototype const *proto = objmgr.GetItemPrototype(item_template); if(!proto) { sLog.outError( "Player %u have unknown item_template (ProtoType) in mailed items(GUID: %u template: %u) in mail, skipped.", GetGUIDLow(), item_guid_low, item_template); continue; } Item *item = NewItemOrBag(proto); if(!item->LoadFromDB(item_guid_low, 0)) { sLog.outError( "Player::_LoadMailedItems - Mailed Item doesn't exist!!!! - item guid: %u", item_guid_low); delete item; continue; } AddMItem(item); } while (result->NextRow()); delete result; } void Player::_LoadMailInit(QueryResult *resultUnread, QueryResult *resultDelivery) { //set a count of unread mails //QueryResult *resultMails = CharacterDatabase.PQuery("SELECT COUNT(id) FROM mail WHERE receiver = '%u' AND checked = 0 AND deliver_time <= '" I64FMTD "'", GUID_LOPART(playerGuid),(uint64)cTime); if (resultUnread) { Field *fieldMail = resultUnread->Fetch(); unReadMails = fieldMail[0].GetUInt8(); delete resultUnread; } // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called) //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND checked = 0", GUID_LOPART(playerGuid)); if (resultDelivery) { Field *fieldMail = resultDelivery->Fetch(); m_nextMailDelivereTime = (time_t)fieldMail[0].GetUInt64(); delete resultDelivery; } } void Player::_LoadMail() { m_mail.clear(); //mails are in right order QueryResult *result = CharacterDatabase.PQuery("SELECT id,messageType,sender,receiver,subject,itemTextId,has_items,expire_time,deliver_time,money,cod,checked,stationery FROM mail WHERE receiver = '%u' ORDER BY id DESC",GetGUIDLow()); if(result) { do { Field *fields = result->Fetch(); Mail *m = new Mail; m->messageID = fields[0].GetUInt32(); m->messageType = fields[1].GetUInt8(); m->sender = fields[2].GetUInt32(); m->receiver = fields[3].GetUInt32(); m->subject = fields[4].GetCppString(); m->itemTextId = fields[5].GetUInt32(); bool has_items = fields[6].GetBool(); m->expire_time = (time_t)fields[7].GetUInt64(); m->deliver_time = (time_t)fields[8].GetUInt64(); m->money = fields[9].GetUInt32(); m->COD = fields[10].GetUInt32(); m->checked = fields[11].GetUInt32(); m->stationery = fields[12].GetUInt8(); m->state = MAIL_STATE_UNCHANGED; if (has_items) _LoadMailedItems(m); m_mail.push_back(m); } while( result->NextRow() ); delete result; } m_mailsLoaded = true; } void Player::LoadPet() { Pet *pet = new Pet(this); if(!pet->LoadPetFromDB(this,0,0,true)) delete pet; } void Player::_LoadQuestStatus(QueryResult *result) { mQuestStatus.clear(); uint32 slot = 0; //// 0 1 2 3 4 5 6 7 8 9 10 11 12 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest, status, rewarded, explored, timer, mobcount1, mobcount2, mobcount3, mobcount4, itemcount1, itemcount2, itemcount3, itemcount4 FROM character_queststatus WHERE guid = '%u'", GetGUIDLow()); if(result) { do { Field *fields = result->Fetch(); uint32 quest_id = fields[0].GetUInt32(); // used to be new, no delete? Quest const* pQuest = objmgr.GetQuestTemplate(quest_id); if( pQuest ) { // find or create QuestStatusData& questStatusData = mQuestStatus[quest_id]; uint32 qstatus = fields[1].GetUInt32(); if(qstatus < MAX_QUEST_STATUS) questStatusData.m_status = QuestStatus(qstatus); else { questStatusData.m_status = QUEST_STATUS_NONE; sLog.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id,qstatus); } questStatusData.m_rewarded = ( fields[2].GetUInt8() > 0 ); questStatusData.m_explored = ( fields[3].GetUInt8() > 0 ); time_t quest_time = time_t(fields[4].GetUInt64()); if( pQuest->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) && !GetQuestRewardStatus(quest_id) && questStatusData.m_status != QUEST_STATUS_NONE ) { AddTimedQuest( quest_id ); if (quest_time <= sWorld.GetGameTime()) questStatusData.m_timer = 1; else questStatusData.m_timer = (quest_time - sWorld.GetGameTime()) * 1000; } else quest_time = 0; questStatusData.m_creatureOrGOcount[0] = fields[5].GetUInt32(); questStatusData.m_creatureOrGOcount[1] = fields[6].GetUInt32(); questStatusData.m_creatureOrGOcount[2] = fields[7].GetUInt32(); questStatusData.m_creatureOrGOcount[3] = fields[8].GetUInt32(); questStatusData.m_itemcount[0] = fields[9].GetUInt32(); questStatusData.m_itemcount[1] = fields[10].GetUInt32(); questStatusData.m_itemcount[2] = fields[11].GetUInt32(); questStatusData.m_itemcount[3] = fields[12].GetUInt32(); questStatusData.uState = QUEST_UNCHANGED; // add to quest log if( slot < MAX_QUEST_LOG_SIZE && ( questStatusData.m_status==QUEST_STATUS_INCOMPLETE || questStatusData.m_status==QUEST_STATUS_COMPLETE && !questStatusData.m_rewarded ) ) { uint32 state = 0; if(questStatusData.m_status == QUEST_STATUS_COMPLETE) state |= 1 << 24; for(uint8 idx = 0; idx < QUEST_OBJECTIVES_COUNT; ++idx) { if(questStatusData.m_creatureOrGOcount[idx]) state += (questStatusData.m_creatureOrGOcount[idx] << ( 6 * idx )); } SetUInt32Value(PLAYER_QUEST_LOG_1_1 + 3*slot+0,quest_id); SetUInt32Value(PLAYER_QUEST_LOG_1_1 + 3*slot+1,state); SetUInt32Value(PLAYER_QUEST_LOG_1_1 + 3*slot+2,quest_time); ++slot; } sLog.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", mQuestStatus[quest_id].m_status, quest_id, GetGUIDLow()); } } while( result->NextRow() ); delete result; } // clear quest log tail for ( uint16 i = slot; i < MAX_QUEST_LOG_SIZE; ++i ) { SetUInt32Value(PLAYER_QUEST_LOG_1_1 + 3*i+0,0); SetUInt32Value(PLAYER_QUEST_LOG_1_1 + 3*i+1,0); SetUInt32Value(PLAYER_QUEST_LOG_1_1 + 3*i+2,0); } } void Player::_LoadDailyQuestStatus(QueryResult *result) { for(uint32 quest_daily_idx = 0; quest_daily_idx < 10; ++quest_daily_idx) SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0); //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow()); if(result) { uint32 quest_daily_idx = 0; do { if(quest_daily_idx >= 10) // max amount with exist data in query { sLog.outError("Player (GUID: %u) have more 10 daily quest records in charcter_queststatus_daily",GetGUIDLow()); break; } Field *fields = result->Fetch(); uint32 quest_id = fields[0].GetUInt32(); // save _any_ from daily quest times (it must be after last reset anyway) m_lastDailyQuestTime = (time_t)fields[1].GetUInt64(); Quest const* pQuest = objmgr.GetQuestTemplate(quest_id); if( !pQuest ) continue; SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id); ++quest_daily_idx; sLog.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow()); } while( result->NextRow() ); delete result; } m_DailyQuestChanged = false; } void Player::_LoadReputation(QueryResult *result) { m_factions.clear(); // Set initial reputations (so everything is nifty before DB data load) SetInitialFactions(); //QueryResult *result = CharacterDatabase.PQuery("SELECT faction,standing,flags FROM character_reputation WHERE guid = '%u'",GetGUIDLow()); if(result) { do { Field *fields = result->Fetch(); FactionEntry const *factionEntry = sFactionStore.LookupEntry(fields[0].GetUInt32()); if( factionEntry && (factionEntry->reputationListID >= 0)) { Faction* oldFaction = &m_factions[factionEntry->reputationListID]; uint32 oldFlags = oldFaction ? oldFaction->Flags : 0; Faction newFaction; newFaction.ID = factionEntry->ID; newFaction.ReputationListID = factionEntry->reputationListID; newFaction.Standing = int32(fields[1].GetUInt32()); newFaction.Flags = fields[2].GetUInt32(); newFaction.Changed = false; // fix flags base at initial values if((oldFlags & FACTION_FLAG_OWN_TEAM) != 0) { newFaction.Flags |= (FACTION_FLAG_OWN_TEAM | FACTION_FLAG_VISIBLE); newFaction.Flags &= ~FACTION_FLAG_AT_WAR; } m_factions[newFaction.ReputationListID] = newFaction; // set atWar for hostile if(GetReputationRank(factionEntry) <= REP_HOSTILE) SetFactionAtWar(factionEntry->reputationListID,true); } } while( result->NextRow() ); delete result; } } void Player::_LoadSpells(QueryResult *result) { for (PlayerSpellMap::iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr) delete itr->second; m_spells.clear(); //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,slot,active FROM character_spell WHERE guid = '%u'",GetGUIDLow()); if(result) { do { Field *fields = result->Fetch(); addSpell(fields[0].GetUInt16(), fields[2].GetUInt8(), PLAYERSPELL_UNCHANGED, fields[1].GetUInt16()); } while( result->NextRow() ); delete result; } } void Player::_LoadTaxiMask(const char* data) { Tokens tokens = StrSplit(data, " "); int index; Tokens::iterator iter; for (iter = tokens.begin(), index = 0; (index < TaxiMaskSize) && (iter != tokens.end()); ++iter, ++index) { // load and set bits only for existed taxi nodes m_taximask[index] = sTaxiNodesMask[index] & uint32(atol((*iter).c_str())); } } void Player::_LoadTutorials(QueryResult *result) { //QueryResult *result = CharacterDatabase.PQuery("SELECT tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7 FROM character_tutorial WHERE guid = '%u'",GetGUIDLow()); if(result) { do { Field *fields = result->Fetch(); for (int iI=0; iI<8; iI++) m_Tutorials[iI] = fields[iI].GetUInt32(); } while( result->NextRow() ); delete result; } m_TutorialsChanged = false; } void Player::_LoadGroup(QueryResult *result) { //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow()); if(result) { uint64 leaderGuid = MAKE_GUID((*result)[0].GetUInt32(),HIGHGUID_PLAYER); delete result; Group* group = objmgr.GetGroupByLeader(leaderGuid); if(group) { uint8 subgroup = group->GetMemberGroup(GetGUID()); SetGroup(group, subgroup); } } } void Player::_LoadBoundInstances(QueryResult *result) { m_BoundInstances.clear(); //QueryResult *result = CharacterDatabase.PQuery("SELECT map,instance,leader FROM character_instance WHERE guid = '%u'", GetGUIDLow()); if(result) { do { Field *fields = result->Fetch(); m_BoundInstances[fields[0].GetUInt32()] = std::pair< uint32, uint32 >(fields[1].GetUInt32(), fields[2].GetUInt32()); } while(result->NextRow()); delete result; } // correctly set current instance (if needed) BoundInstancesMap::iterator i = m_BoundInstances.find(GetMapId()); if (i != m_BoundInstances.end()) SetInstanceId(i->second.first); else SetInstanceId(0); } bool Player::_LoadHomeBind(QueryResult *result) { //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid)); if (result) { Field *fields = result->Fetch(); m_homebindMapId = fields[0].GetUInt32(); m_homebindZoneId = fields[1].GetUInt16(); m_homebindX = fields[2].GetFloat(); m_homebindY = fields[3].GetFloat(); m_homebindZ = fields[4].GetFloat(); delete result; } else { uint32 plrace = getRace(); uint32 plclass = getClass(); QueryResult *result1 = WorldDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM playercreateinfo WHERE race = '%u' AND class = '%u'", plrace, plclass); if(!result1) { sLog.outErrorDb("Table playercreateinfo not have data for race %u class %u , character can't be loaded.",plrace, plclass); return false; } Field *fields = result1->Fetch(); m_homebindMapId = fields[0].GetUInt32(); m_homebindZoneId = fields[1].GetUInt16(); m_homebindX = fields[2].GetFloat(); m_homebindY = fields[3].GetFloat(); m_homebindZ = fields[4].GetFloat(); CharacterDatabase.PExecute("INSERT INTO character_homebind (guid,map,zone,position_x,position_y,position_z) VALUES ('%u', '%u', '%u', '%f', '%f', '%f')", GetGUIDLow(), m_homebindMapId, (uint32)m_homebindZoneId, m_homebindX, m_homebindY, m_homebindZ); delete result1; } DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f\n", m_homebindMapId, m_homebindZoneId, m_homebindX, m_homebindY, m_homebindZ); return true; } /*********************************************************/ /*** SAVE SYSTEM ***/ /*********************************************************/ void Player::SaveToDB() { // delay auto save at any saves (manual, in code, or autosave) m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE); // Must saved before enter into BattleGround if(InBattleGround()) return; int is_save_resting = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ? 1 : 0; //save, far from tavern/city //save, but in tavern/city sLog.outDebug("The value of player %s at save: ", m_name.c_str()); outDebugValues(); // save state (after auras removing), if aura remove some flags then it must set it back by self) uint32 tmp_bytes = GetUInt32Value(UNIT_FIELD_BYTES_1); uint32 tmp_flags = GetUInt32Value(UNIT_FIELD_FLAGS); uint32 tmp_pflags = GetUInt32Value(PLAYER_FLAGS); uint32 tmp_displayid = GetUInt32Value(UNIT_FIELD_DISPLAYID); // Set player sit state to standing on save, also stealth and shifted form RemoveFlag(UNIT_FIELD_BYTES_1,PLAYER_STATE_SIT | PLAYER_STATE_FORM_ALL | PLAYER_STATE_FLAG_CREEP); RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_ROTATE); SetUInt32Value(UNIT_FIELD_DISPLAYID,GetUInt32Value(UNIT_FIELD_NATIVEDISPLAYID)); bool inworld = IsInWorld(); CharacterDatabase.BeginTransaction(); CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow()); std::ostringstream ss; ss << "INSERT INTO characters (guid,account,name,race,class," "map,position_x,position_y,position_z,orientation,data," "taximask,online,cinematic," "totaltime,leveltime,rest_bonus,logout_time,is_logout_resting,resettalents_cost,resettalents_time," "trans_x, trans_y, trans_z, trans_o, transguid, gmstate, stable_slots,at_login,zone," "pending_honor, last_honor_date, last_kill_date,taxi_path) VALUES (" << GetGUIDLow() << ", " << GetSession()->GetAccountId() << ", '" << m_name << "', " << m_race << ", " << m_class << ", " << GetMapId() << ", " << GetPositionX() << ", " << GetPositionY() << ", " << GetPositionZ() << ", " << GetOrientation() << ", '"; uint16 i; for( i = 0; i < m_valuesCount; i++ ) { ss << GetUInt32Value(i) << " "; } ss << "', '"; for( i = 0; i < 8; i++ ) ss << m_taximask[i] << " "; ss << "', "; ss << (inworld ? 1 : 0); ss << ", "; ss << m_cinematic; ss << ", "; ss << m_Played_time[0]; ss << ", "; ss << m_Played_time[1]; ss << ", "; ss << m_rest_bonus; ss << ", "; ss << time(NULL); ss << ", "; ss << is_save_resting; ss << ", "; ss << m_resetTalentsCost; ss << ", "; ss << (uint64)m_resetTalentsTime; ss << ", "; ss << m_movementInfo.t_x; ss << ", "; ss << m_movementInfo.t_y; ss << ", "; ss << m_movementInfo.t_z; ss << ", "; ss << m_movementInfo.t_o; ss << ", "; if (m_transport) ss << m_transport->GetGUIDLow(); else ss << "0"; ss << ", "; ss << (isGameMaster()? 1 : 0); ss << ", "; ss << uint32(m_stableSlots); // to prevent save uint8 as char ss << ", "; ss << uint32(m_atLoginFlags); ss << ", "; ss << GetZoneId(); ss << ", "; ss << m_honorPending; ss << ", "; ss << m_lastHonorDate; ss << ", "; ss << m_lastKillDate; ss << ", '"; ss << SaveTaxiDestinationsToString(); ss << "' )"; CharacterDatabase.Execute( ss.str().c_str() ); if(m_mailsUpdated) //save mails only when needed _SaveMail(); _SaveInventory(); _SaveQuestStatus(); _SaveDailyQuestStatus(); _SaveTutorials(); _SaveSpells(); _SaveSpellCooldowns(); _SaveActions(); _SaveAuras(); _SaveReputation(); _SaveBoundInstances(); _SaveHonor(); CharacterDatabase.CommitTransaction(); // restore state (before aura apply, if aura remove flag then aura must set it ack by self) SetUInt32Value(UNIT_FIELD_DISPLAYID, tmp_displayid); SetUInt32Value(UNIT_FIELD_BYTES_1, tmp_bytes); SetUInt32Value(UNIT_FIELD_FLAGS, tmp_flags); SetUInt32Value(PLAYER_FLAGS, tmp_pflags); // save pet (hunter pet level and experience and all type pets health/mana). if(Pet* pet = GetPet()) pet->SavePetToDB(PET_SAVE_AS_CURRENT); } // fast save function for item/money cheating preventing - save only inventory and money state void Player::SaveInventoryAndGoldToDB() { _SaveInventory(); SetUInt32ValueInDB(PLAYER_FIELD_COINAGE,GetMoney(),GetGUID()); } void Player::_SaveActions() { for(ActionButtonList::iterator itr = m_actionButtons.begin(); itr != m_actionButtons.end(); ) { switch (itr->second.uState) { case ACTIONBUTTON_NEW: CharacterDatabase.PExecute("INSERT INTO character_action (guid,button,action,type,misc) VALUES ('%u', '%u', '%u', '%u', '%u')", GetGUIDLow(), (uint32)itr->first, (uint32)itr->second.action, (uint32)itr->second.type, (uint32)itr->second.misc ); itr->second.uState = ACTIONBUTTON_UNCHANGED; ++itr; break; case ACTIONBUTTON_CHANGED: CharacterDatabase.PExecute("UPDATE character_action SET action = '%u', type = '%u', misc= '%u' WHERE guid= '%u' AND button= '%u' ", (uint32)itr->second.action, (uint32)itr->second.type, (uint32)itr->second.misc, GetGUIDLow(), (uint32)itr->first ); itr->second.uState = ACTIONBUTTON_UNCHANGED; ++itr; break; case ACTIONBUTTON_DELETED: CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32)itr->first ); m_actionButtons.erase(itr++); break; default: ++itr; break; }; } } void Player::_SaveAuras() { CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow()); AuraMap const& auras = GetAuras(); for(AuraMap::const_iterator itr = auras.begin(); itr != auras.end(); ++itr) { SpellEntry const *spellInfo = itr->second->GetSpellProto(); //skip all auras from spells that are passive or need a shapeshift if (itr->second->IsPassive() || itr->second->IsRemovedOnShapeLost()) continue; uint8 i; // or apply at cast SPELL_AURA_MOD_SHAPESHIFT or SPELL_AURA_MOD_STEALTH auras for (i = 0; i < 3; i++) if (spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_SHAPESHIFT || spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_STEALTH) break; if (i == 3) { CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u' and spell = '%u' and effect_index= '%u'",GetGUIDLow(),(uint32)(*itr).second->GetId(), (uint32)(*itr).second->GetEffIndex()); CharacterDatabase.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,amount,maxduration,remaintime,remaincharges) " "VALUES ('%u', '" I64FMTD "' ,'%u', '%u', '%d', '%d', '%d', '%d')", GetGUIDLow(), itr->second->GetCasterGUID(), (uint32)(*itr).second->GetId(), (uint32)(*itr).second->GetEffIndex(), (*itr).second->GetModifier()->m_amount,int((*itr).second->GetAuraMaxDuration()),int((*itr).second->GetAuraDuration()),int((*itr).second->m_procCharges)); } } } void Player::_SaveInventory() { // force items in buyback slots to new state // and remove those that aren't already for (uint8 i = BUYBACK_SLOT_START; i < BUYBACK_SLOT_END; i++) { Item *item = m_items[i]; if (!item || item->GetState() == ITEM_NEW) continue; CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow()); CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item->GetGUIDLow()); m_items[i]->FSetState(ITEM_NEW); } // update enchantment durations for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr) { itr->item->SetEnchantmentDuration(itr->slot,itr->leftduration); } // if no changes if (m_itemUpdateQueue.empty()) return; // do not save if the update queue is corrupt bool error = false; for(size_t i = 0; i < m_itemUpdateQueue.size(); i++) { Item *item = m_itemUpdateQueue[i]; if(!item || item->GetState() == ITEM_REMOVED) continue; Item *test = GetItemByPos( item->GetBagSlot(), item->GetSlot()); if (test == NULL) { sLog.outError("Player::_SaveInventory - the bag(%d) and slot(%d) values for the item with guid %d are incorrect, the player doesn't have an item at that position!", item->GetBagSlot(), item->GetSlot(), item->GetGUIDLow()); error = true; } else if (test != item) { sLog.outError("Player::_SaveInventory - the bag(%d) and slot(%d) values for the item with guid %d are incorrect, the item with guid %d is there instead!", item->GetBagSlot(), item->GetSlot(), item->GetGUIDLow(), test->GetGUIDLow()); error = true; } } if (error) { sLog.outError("Player::_SaveInventory - one or more errors occurred save aborted!"); ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED); return; } for(size_t i = 0; i < m_itemUpdateQueue.size(); i++) { Item *item = m_itemUpdateQueue[i]; if(!item) continue; Bag *container = item->GetContainer(); uint32 bag_guid = container ? container->GetGUIDLow() : 0; switch(item->GetState()) { case ITEM_NEW: CharacterDatabase.PExecute("INSERT INTO character_inventory (guid,bag,slot,item,item_template) VALUES ('%u', '%u', '%u', '%u', '%u')", GetGUIDLow(), bag_guid, item->GetSlot(), item->GetGUIDLow(), item->GetEntry()); break; case ITEM_CHANGED: CharacterDatabase.PExecute("UPDATE character_inventory SET guid='%u', bag='%u', slot='%u', item_template='%u' WHERE item='%u'", GetGUIDLow(), bag_guid, item->GetSlot(), item->GetEntry(), item->GetGUIDLow()); break; case ITEM_REMOVED: CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow()); break; case ITEM_UNCHANGED: break; } item->SaveToDB(); } m_itemUpdateQueue.clear(); } void Player::_SaveMail() { if (!m_mailsLoaded) return; for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); itr++) { Mail *m = (*itr); if (m->state == MAIL_STATE_CHANGED) { CharacterDatabase.PExecute("UPDATE mail SET itemTextId = '%u',has_items = '%u',expire_time = '" I64FMTD "', deliver_time = '" I64FMTD "',money = '%u',cod = '%u',checked = '%u' WHERE id = '%u'", m->itemTextId, m->HasItems() ? 1 : 0, (uint64)m->expire_time, (uint64)m->deliver_time, m->money, m->COD, m->checked, m->messageID); if(m->removedItems.size()) { for(std::vector::iterator itr2 = m->removedItems.begin(); itr2 != m->removedItems.end(); ++itr2) CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2); m->removedItems.clear(); } m->state = MAIL_STATE_UNCHANGED; } else if (m->state == MAIL_STATE_DELETED) { if (m->HasItems()) for(std::vector::iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2) CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2->item_guid); if (m->itemTextId) CharacterDatabase.PExecute("DELETE FROM item_text WHERE id = '%u'", m->itemTextId); CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", m->messageID); CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m->messageID); } } //deallocate deleted mails... for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ) { if ((*itr)->state == MAIL_STATE_DELETED) { Mail* m = *itr; m_mail.erase(itr); delete m; itr = m_mail.begin(); } else ++itr; } m_mailsUpdated = false; } void Player::_SaveQuestStatus() { // we don't need transactions here. for( QuestStatusMap::iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i ) { switch (i->second.uState) { case QUEST_NEW : CharacterDatabase.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) " "VALUES ('%u', '%u', '%u', '%u', '%u', '" I64FMTD "', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')", GetGUIDLow(), i->first, i->second.m_status, i->second.m_rewarded, i->second.m_explored, uint64(i->second.m_timer / 1000 + sWorld.GetGameTime()), i->second.m_creatureOrGOcount[0], i->second.m_creatureOrGOcount[1], i->second.m_creatureOrGOcount[2], i->second.m_creatureOrGOcount[3], i->second.m_itemcount[0], i->second.m_itemcount[1], i->second.m_itemcount[2], i->second.m_itemcount[3]); break; case QUEST_CHANGED : CharacterDatabase.PExecute("UPDATE character_queststatus SET status = '%u',rewarded = '%u',explored = '%u',timer = '" I64FMTD "',mobcount1 = '%u',mobcount2 = '%u',mobcount3 = '%u',mobcount4 = '%u',itemcount1 = '%u',itemcount2 = '%u',itemcount3 = '%u',itemcount4 = '%u' WHERE guid = '%u' AND quest = '%u' ", i->second.m_status, i->second.m_rewarded, i->second.m_explored, uint64(i->second.m_timer / 1000 + sWorld.GetGameTime()), i->second.m_creatureOrGOcount[0], i->second.m_creatureOrGOcount[1], i->second.m_creatureOrGOcount[2], i->second.m_creatureOrGOcount[3], i->second.m_itemcount[0], i->second.m_itemcount[1], i->second.m_itemcount[2], i->second.m_itemcount[3], GetGUIDLow(), i->first ); break; case QUEST_UNCHANGED: break; }; i->second.uState = QUEST_UNCHANGED; } } void Player::_SaveDailyQuestStatus() { if(!m_DailyQuestChanged) return; m_DailyQuestChanged = false; // save last daily quest time for all quests: we need only mostly reset time for reset check anyway // we don't need transactions here. CharacterDatabase.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow()); for(uint32 quest_daily_idx = 0; quest_daily_idx < 10; ++quest_daily_idx) if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx)) CharacterDatabase.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" I64FMTD "')", GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx),uint64(m_lastDailyQuestTime)); } void Player::_SaveReputation() { for(FactionsList::iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr) { if (itr->second.Changed) { CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u' AND faction='%u'", GetGUIDLow(), itr->second.ID); CharacterDatabase.PExecute("INSERT INTO character_reputation (guid,faction,standing,flags) VALUES ('%u', '%u', '%i', '%u')", GetGUIDLow(), itr->second.ID, itr->second.Standing, itr->second.Flags); itr->second.Changed = false; } } } void Player::_SaveSpells() { for (PlayerSpellMap::const_iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end(); itr = next) { ++next; if (itr->second->state == PLAYERSPELL_REMOVED || itr->second->state == PLAYERSPELL_CHANGED) CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr->first); if (itr->second->state == PLAYERSPELL_NEW || itr->second->state == PLAYERSPELL_CHANGED) CharacterDatabase.PExecute("INSERT INTO character_spell (guid,spell,slot,active) VALUES ('%u', '%u', '%u','%u')", GetGUIDLow(), itr->first, itr->second->slotId,itr->second->active); if (itr->second->state == PLAYERSPELL_REMOVED) _removeSpell(itr->first); else itr->second->state = PLAYERSPELL_UNCHANGED; } } void Player::_SaveTutorials() { if(!m_TutorialsChanged) return; uint32 Rows=0; // it's better than rebuilding indexes multiple times QueryResult *result = CharacterDatabase.PQuery("SELECT count(*) AS r FROM character_tutorial WHERE guid = '%u'", GetGUIDLow() ); if(result) { Rows = result->Fetch()[0].GetUInt32(); delete result; } if (Rows) { CharacterDatabase.PExecute("UPDATE character_tutorial SET tut0='%u', tut1='%u', tut2='%u', tut3='%u', tut4='%u', tut5='%u', tut6='%u', tut7='%u' WHERE guid = '%u'", m_Tutorials[0], m_Tutorials[1], m_Tutorials[2], m_Tutorials[3], m_Tutorials[4], m_Tutorials[5], m_Tutorials[6], m_Tutorials[7], GetGUIDLow() ); } else { CharacterDatabase.PExecute("INSERT INTO character_tutorial (guid,tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7) VALUES ('%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')", GetGUIDLow(), m_Tutorials[0], m_Tutorials[1], m_Tutorials[2], m_Tutorials[3], m_Tutorials[4], m_Tutorials[5], m_Tutorials[6], m_Tutorials[7]); }; m_TutorialsChanged = false; } void Player::_SaveHonor() { // first save/honor gain after midnight will also update the player's honor fields UpdateHonorFields(); // the character_kill tables are not used if the config is set to 0 if(!sWorld.getConfig(CONFIG_HONOR_KILL_LIMIT)) return; // flush all kills from the DB at midnight if(m_flushKills) { CharacterDatabase.PExecute("DELETE FROM character_kill WHERE guid = '%u'", GetGUIDLow()); m_flushKills = false; } // only if there's something to save if(m_saveKills) { for(KillInfoMap::iterator itr = m_killsPerPlayer.begin(); itr != m_killsPerPlayer.end(); ++itr) { switch(itr->second.state) { case KILL_NEW: CharacterDatabase.PExecute("DELETE FROM character_kill WHERE guid = '%u' AND victim_guid = '%u'", GetGUIDLow(), itr->first); CharacterDatabase.PExecute("INSERT INTO character_kill VALUES ('%u','%u','%u')", GetGUIDLow(), itr->first, itr->second.count); break; case KILL_CHANGED: CharacterDatabase.PExecute("UPDATE character_kill SET count='%u' WHERE guid = '%u' AND victim_guid = '%u'", itr->second.count, GetGUIDLow(), itr->first); break; } itr->second.state = KILL_UNCHANGED; } m_saveKills = false; } } void Player::outDebugValues() const { if(!sLog.IsOutDebug()) // optimize disabled debug output return; sLog.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA)); sLog.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY), GetStat(STAT_STRENGTH)); sLog.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT), GetStat(STAT_SPIRIT)); sLog.outDebug("STAMINA is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_STAMINA), GetStat(STAT_SPIRIT)); sLog.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE)); sLog.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY), GetResistance(SPELL_SCHOOL_FIRE)); sLog.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE), GetResistance(SPELL_SCHOOL_FROST)); sLog.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW), GetResistance(SPELL_SCHOOL_ARCANE)); sLog.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE), GetFloatValue(UNIT_FIELD_MAXDAMAGE)); sLog.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE)); sLog.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE)); sLog.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK), GetAttackTime(RANGED_ATTACK)); } /*********************************************************/ /*** FLOOD FILTER SYSTEM ***/ /*********************************************************/ void Player::UpdateSpeakTime() { time_t current = time (NULL); if(m_speakTime > current) { uint32 max_count = sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT); if(!max_count) return; ++m_speakCount; if(m_speakCount >= max_count) { // prevent overwrite mute time, if message send just before mutes set, for example. time_t new_mute = current + sWorld.getConfig(CONFIG_CHATFLOOD_MUTE_TIME); if(GetSession()->m_muteTime < new_mute) GetSession()->m_muteTime = new_mute; m_speakCount = 0; } } else m_speakCount = 0; m_speakTime = current + sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY); } bool Player::CanSpeak() const { return GetSession()->m_muteTime <= time (NULL); } /*********************************************************/ /*** LOW LEVEL FUNCTIONS:Notifiers ***/ /*********************************************************/ void Player::SendAttackSwingNotInRange() { WorldPacket data(SMSG_ATTACKSWING_NOTINRANGE, 0); GetSession()->SendPacket( &data ); } void Player::SavePositionInDB(uint32 mapid, float x,float y,float z,float o,uint32 zone,uint64 guid) { std::ostringstream ss; ss << "UPDATE characters SET position_x='"<= tokens.size()) return; tokens[index] = buf; } void Player::SetUInt32ValueInDB(uint16 index, uint32 value, uint64 guid) { Tokens tokens; if(!LoadValuesArrayFromDB(tokens,guid)) return; if(index >= tokens.size()) return; char buf[11]; snprintf(buf,11,"%u",value); tokens[index] = buf; SaveValuesArrayInDB(tokens,guid); } void Player::SetFloatValueInDB(uint16 index, float value, uint64 guid) { uint32 temp; memcpy(&temp, &value, sizeof(value)); Player::SetUInt32ValueInDB(index, temp, guid); } void Player::SendAttackSwingNotStanding() { WorldPacket data(SMSG_ATTACKSWING_NOTSTANDING, 0); GetSession()->SendPacket( &data ); } void Player::SendAttackSwingDeadTarget() { WorldPacket data(SMSG_ATTACKSWING_DEADTARGET, 0); GetSession()->SendPacket( &data ); } void Player::SendAttackSwingCantAttack() { WorldPacket data(SMSG_ATTACKSWING_CANT_ATTACK, 0); GetSession()->SendPacket( &data ); } void Player::SendAttackSwingCancelAttack() { WorldPacket data(SMSG_CANCEL_COMBAT, 0); GetSession()->SendPacket( &data ); } void Player::SendAttackSwingBadFacingAttack() { WorldPacket data(SMSG_ATTACKSWING_BADFACING, 0); GetSession()->SendPacket( &data ); } void Player::SendAutoRepeatCancel() { WorldPacket data(SMSG_CANCEL_AUTO_REPEAT, 0); GetSession()->SendPacket( &data ); } void Player::PlaySound(uint32 Sound, bool OnlySelf) { WorldPacket data(SMSG_PLAY_SOUND, 4); data << Sound; if (OnlySelf) GetSession()->SendPacket( &data ); else SendMessageToSet( &data, true ); } void Player::SendExplorationExperience(uint32 Area, uint32 Experience) { WorldPacket data( SMSG_EXPLORATION_EXPERIENCE, 8 ); data << Area; data << Experience; GetSession()->SendPacket(&data); } void Player::SendDungeonDifficulty() { WorldPacket data(MSG_SET_DUNGEON_DIFFICULTY, 12); data << m_dungeonDifficulty; data << uint32(0x00000001); data << uint32(0x00000000); GetSession()->SendPacket(&data); } /*********************************************************/ /*** Update timers ***/ /*********************************************************/ void Player::UpdatePvPFlag(time_t currTime) { if(!IsPvP() || pvpInfo.endTimer == 0) return; if(currTime < (pvpInfo.endTimer + 300)) return; UpdatePvP(false); } void Player::UpdateDuelFlag(time_t currTime) { if(!duel || duel->startTimer == 0) return; if(currTime < duel->startTimer + 3) return; SetUInt32Value(PLAYER_DUEL_TEAM, 1); duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 2); duel->startTimer = 0; duel->startTime = currTime; duel->opponent->duel->startTimer = 0; duel->opponent->duel->startTime = currTime; } void Player::RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent) { if(!pet) pet = GetPet(); if(returnreagent && (pet || m_oldpetnumber)) { //returning of reagents only for players, so best done here uint32 spellId = pet ? pet->GetUInt32Value(UNIT_CREATED_BY_SPELL) : m_oldpetspell; SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId); if(spellInfo) { for(uint32 i = 0; i < 7; ++i) { if(spellInfo->Reagent[i] > 0) { uint16 dest; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout) uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, spellInfo->Reagent[i], spellInfo->ReagentCount[i], false ); if( msg == EQUIP_ERR_OK ) { Item* item = StoreNewItem( dest, spellInfo->Reagent[i], spellInfo->ReagentCount[i], true); if(IsInWorld()) SendNewItem(item,spellInfo->ReagentCount[i],true,false); } } } } m_oldpetnumber = 0; } if(!pet || pet->GetOwnerGUID()!=GetGUID()) return; // only if current pet in slot if(GetPetGUID()==pet->GetGUID()) SetPet(0); pet->CombatStop(); if(returnreagent) { switch(pet->GetEntry()) { //warlock pets except imp are removed(?) when logging out case 1860: case 1863: case 417: case 17252: mode = PET_SAVE_NOT_IN_SLOT; break; } } pet->SavePetToDB(mode); pet->CleanupsBeforeDelete(); ObjectAccessor::Instance().AddObjectToRemoveList(pet); pet->m_removed = true; if(pet->isControlled()) { WorldPacket data(SMSG_PET_SPELLS, 8); data << uint64(0); GetSession()->SendPacket(&data); } } void Player::Uncharm() { Unit* charm = GetCharm(); if(!charm) return; charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM); charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS); } void Player::Say(const std::string text, const uint32 language) { WorldPacket data(SMSG_MESSAGECHAT, 200); data << (uint8)CHAT_MSG_SAY; data << (uint32)language; data << (uint64)GetGUID(); data << (uint32)language; //language 2.1.0 ? data << (uint64)GetGUID(); data << (uint32)(text.length()+1); data << text; data << (uint8)chatTag(); SendMessageToSet(&data, true); } void Player::Yell(const std::string text, const uint32 language) { WorldPacket data(SMSG_MESSAGECHAT, 200); data << (uint8)CHAT_MSG_YELL; data << (uint32)language; data << (uint64)GetGUID(); data << (uint32)language; //language 2.1.0 ? data << (uint64)GetGUID(); data << (uint32)(text.length()+1); data << text; data << (uint8)chatTag(); SendMessageToSet(&data, true); } void Player::TextEmote(const std::string text) { WorldPacket data(SMSG_MESSAGECHAT, 200); data << (uint8)CHAT_MSG_EMOTE; data << (uint32)LANG_UNIVERSAL; data << (uint64)GetGUID(); data << (uint32)0; data << (uint64)GetGUID(); data << (uint32)(text.length()+1); data << text; data << (uint8)chatTag(); if(sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT)) SendMessageToSet(&data, true); else SendMessageToOwnTeamSet(&data,true); } void Player::Whisper(const uint64 receiver, const std::string text, uint32 language) { if (language != LANG_ADDON) // if not addon data language = LANG_UNIVERSAL; // whispers should always be readable Player *rPlayer = objmgr.GetPlayer(receiver); // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode if(!rPlayer->isDND() || isGameMaster()) { WorldPacket data(SMSG_MESSAGECHAT, 200); data << (uint8)CHAT_MSG_WHISPER; data << (uint32)language; data << (uint64)GetGUID(); data << (uint32)0; data << (uint64)GetGUID(); data << (uint32)(text.length()+1); data << text; data << (uint8)chatTag(); rPlayer->GetSession()->SendPacket(&data); data.Initialize(SMSG_MESSAGECHAT, 200); data << (uint8)CHAT_MSG_WHISPER_INFORM; data << (uint32)language; data << (uint64)rPlayer->GetGUID(); data << (uint32)0; data << (uint64)rPlayer->GetGUID(); data << (uint32)(text.length()+1); data << text; data << (uint8)rPlayer->chatTag(); GetSession()->SendPacket(&data); } else { // announce to player that player he is whispering to is dnd and cannot receive his message ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND, rPlayer->GetName(), rPlayer->dndMsg.c_str()); } if(!isAcceptWhispers()) { SetAcceptWhispers(true); ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON); } // announce to player that player he is whispering to is afk if(rPlayer->isAFK()) ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK, rPlayer->GetName(), rPlayer->afkMsg.c_str()); // if player whisper someone, auto turn of dnd to be able to receive an answer if(isDND() && !rPlayer->isGameMaster()) ToggleDND(); } void Player::PetSpellInitialize() { Pet* pet = GetPet(); if(pet) { uint8 addlist = 0; sLog.outDebug("Pet Spells Groups"); CreatureInfo const *cinfo = pet->GetCreatureInfo(); if(pet->isControlled() && (pet->getPetType() == HUNTER_PET || cinfo && cinfo->type == CREATURE_TYPE_DEMON && getClass() == CLASS_WARLOCK)) { for(PetSpellMap::iterator itr = pet->m_spells.begin();itr != pet->m_spells.end();itr++) { if(itr->second->state == PETSPELL_REMOVED) continue; ++addlist; } } // first line + actionbar + spellcount + spells + last adds WorldPacket data(SMSG_PET_SPELLS, 16+40+1+4*addlist+25); CharmInfo *charmInfo = pet->GetCharmInfo(); //16 data << (uint64)pet->GetGUID() << uint32(0x00000000) << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0); for(uint32 i = 0; i < 10; i++) //40 { data << uint16(charmInfo->GetActionBarEntry(i)->SpellOrAction) << uint16(charmInfo->GetActionBarEntry(i)->Type); } data << uint8(addlist); //1 if(addlist && pet->isControlled()) { for (PetSpellMap::iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr) { if(itr->second->state == PETSPELL_REMOVED) continue; data << uint16(itr->first); data << uint16(itr->second->active); } } //data << uint8(0x01) << uint32(0x6010) << uint32(0x01) << uint32(0x05) << uint16(0x00); //15 uint8 count = 3; //1+8+8+8=25 // if count = 0, then end of packet... data << count; // uint32 value is spell id... // uint64 value is constant 0, unknown... data << uint32(0x6010) << uint64(0); // if count = 1, 2 or 3 //data << uint32(0x5fd1) << uint64(0); // if count = 2 data << uint32(0x8e8c) << uint64(0); // if count = 3 data << uint32(0x8e8b) << uint64(0); // if count = 3 GetSession()->SendPacket(&data); } } void Player::PossessSpellInitialize() { Unit* charm = GetCharm(); if(!charm) return; CharmInfo *charmInfo = charm->GetCharmInfo(); if(!charmInfo) { sLog.outError("Player::PossessSpellInitialize(): charm ("I64FMTD") has no charminfo!", charm->GetGUID()); return; } uint8 addlist = 0; WorldPacket data(SMSG_PET_SPELLS, 16+40+1+4*addlist+25);// first line + actionbar + spellcount + spells + last adds //16 data << (uint64)charm->GetGUID() << uint32(0x00000000) << uint8(0) << uint8(0) << uint16(0); for(uint32 i = 0; i < 10; i++) //40 { data << uint16(charmInfo->GetActionBarEntry(i)->SpellOrAction) << uint16(charmInfo->GetActionBarEntry(i)->Type); } data << uint8(addlist); //1 uint8 count = 3; data << count; data << uint32(0x6010) << uint64(0); // if count = 1, 2 or 3 data << uint32(0x8e8c) << uint64(0); // if count = 3 data << uint32(0x8e8b) << uint64(0); // if count = 3 GetSession()->SendPacket(&data); } void Player::CharmSpellInitialize() { Unit* charm = GetCharm(); if(!charm) return; CharmInfo *charmInfo = charm->GetCharmInfo(); if(!charmInfo) { sLog.outError("Player::CharmSpellInitialize(): the player's charm ("I64FMTD") has no charminfo!", charm->GetGUID()); return; } uint8 addlist = 0; if(charm->GetTypeId() != TYPEID_PLAYER) { CreatureInfo const *cinfo = ((Creature*)charm)->GetCreatureInfo(); if(cinfo && cinfo->type == CREATURE_TYPE_DEMON && getClass() == CLASS_WARLOCK) { for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i) { if(charmInfo->GetCharmSpell(i)->spellId) ++addlist; } } } WorldPacket data(SMSG_PET_SPELLS, 16+40+1+4*addlist+25);// first line + actionbar + spellcount + spells + last adds data << (uint64)charm->GetGUID() << uint32(0x00000000); if(charm->GetTypeId() != TYPEID_PLAYER) data << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState()); else data << uint8(0) << uint8(0); data << uint16(0); for(uint32 i = 0; i < 10; i++) //40 { data << uint16(charmInfo->GetActionBarEntry(i)->SpellOrAction) << uint16(charmInfo->GetActionBarEntry(i)->Type); } data << uint8(addlist); //1 if(addlist) { for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i) { CharmSpellEntry *cspell = charmInfo->GetCharmSpell(i); if(cspell->spellId) { data << uint16(cspell->spellId); data << uint16(cspell->active); } } } uint8 count = 3; data << count; data << uint32(0x6010) << uint64(0); // if count = 1, 2 or 3 data << uint32(0x8e8c) << uint64(0); // if count = 3 data << uint32(0x8e8b) << uint64(0); // if count = 3 GetSession()->SendPacket(&data); } int32 Player::GetTotalFlatMods(uint32 spellId, uint8 op) { SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId); if (!spellInfo) return 0; int32 total = 0; for (SpellModList::iterator itr = m_spellMods[op].begin(); itr != m_spellMods[op].end(); ++itr) { SpellModifier *mod = *itr; if(!IsAffectedBySpellmod(spellInfo,mod)) continue; if (mod->type == SPELLMOD_FLAT) total += mod->value; } return total; } int32 Player::GetTotalPctMods(uint32 spellId, uint8 op) { SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId); if (!spellInfo) return 0; int32 total = 0; for (SpellModList::iterator itr = m_spellMods[op].begin(); itr != m_spellMods[op].end(); ++itr) { SpellModifier *mod = *itr; if(!IsAffectedBySpellmod(spellInfo,mod)) continue; if (mod->type == SPELLMOD_PCT) total += mod->value; } return total; } bool Player::IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell const* spell) { if (!mod || !spellInfo) return false; if(mod->charges == -1 && mod->lastAffected ) // marked as expired but locked until spell casting finish { // prevent apply to any spell except spell that trigger expire if(spell) { if(mod->lastAffected != spell) return false; } else if(mod->lastAffected != FindCurrentSpellBySpellId(spellInfo->Id)) return false; } return spellmgr.IsAffectedBySpell(spellInfo,mod->spellId,mod->effectId,mod->mask); } void Player::AddSpellMod(SpellModifier* mod, bool apply) { uint64 Opcode= (mod->type == SPELLMOD_FLAT) ? SMSG_SET_FLAT_SPELL_MODIFIER : SMSG_SET_PCT_SPELL_MODIFIER; for(int eff=0;eff<64;++eff) { if ( mod->mask & (uint64(1) << eff) ) { m_totalSpellMod[mod->op][eff] += apply ? mod->value : -(mod->value); WorldPacket data(Opcode, (1+1+4)); data << uint8(eff); data << uint8(mod->op); data << int32(m_totalSpellMod[mod->op][eff]); SendDirectMessage(&data); } } if (apply) m_spellMods[mod->op].push_back(mod); else { if (mod->charges == -1) --m_SpellModRemoveCount; m_spellMods[mod->op].remove(mod); delete mod; } } void Player::RemoveSpellMods(Spell const* spell) { if(!spell || (m_SpellModRemoveCount == 0)) return; for(int i=0;icharges == -1 && (mod->lastAffected == spell || mod->lastAffected==NULL)) { RemoveAurasDueToSpell(mod->spellId); if (m_spellMods[i].empty()) break; else itr = m_spellMods[i].begin(); } } } } void Player::RemoveAreaAurasFromGroup() { Group* pGroup = GetGroup(); if(!pGroup) return; for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* Member = itr->getSource(); if(!Member || !pGroup->SameSubGroup(this, Member)) continue; Member->RemoveAreaAurasByOthers(GetGUID()); for (uint8 i = 0; i < 4; i++) if (m_TotemSlot[i]) Member->RemoveAreaAurasByOthers(m_TotemSlot[i]); } } // send Proficiency void Player::SendProficiency(uint8 pr1, uint32 pr2) { WorldPacket data(SMSG_SET_PROFICIENCY, 8); data << pr1 << pr2; GetSession()->SendPacket (&data); } void Player::RemovePetitionsAndSigns(uint64 guid, uint32 type) { QueryResult *result = NULL; if(type==10) result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid)); else result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type); if(result) { do // this part effectively does nothing, since the deletion / modification only takes place _after_ the PetitionQuery. Though I don't know if the result remains intact if I execute the delete query beforehand. { // and SendPetitionQueryOpcode reads data from the DB Field *fields = result->Fetch(); uint64 ownerguid = MAKE_GUID(fields[0].GetUInt32(), HIGHGUID_PLAYER); uint64 petitionguid = MAKE_GUID(fields[1].GetUInt32(), HIGHGUID_ITEM); // send update if charter owner in game Player* owner = objmgr.GetPlayer(ownerguid); if(owner) owner->GetSession()->SendPetitionQueryOpcode(petitionguid); } while ( result->NextRow() ); delete result; if(type==10) CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid)); else CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type); } CharacterDatabase.BeginTransaction(); if(type == 10) { CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid)); CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid)); } else { CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type); CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type); } CharacterDatabase.CommitTransaction(); } void Player::SetRestBonus (float rest_bonus_new) { // Prevent resting on max level if(getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL)) rest_bonus_new = 0; if(rest_bonus_new < 0) rest_bonus_new = 0; float rest_bonus_max = (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)*1.5/2; if(rest_bonus_new > rest_bonus_max) m_rest_bonus = rest_bonus_max; else m_rest_bonus = rest_bonus_new; // update data for client if(m_rest_bonus>10) { SetFlag(PLAYER_BYTES_2, 0x1000000); // Set Reststate = Rested RemoveFlag(PLAYER_BYTES_2, 0x2000000); // Remove Reststate = Normal } else if(m_rest_bonus<=1) { SetFlag(PLAYER_BYTES_2, 0x2000000); // Set Reststate = Normal RemoveFlag(PLAYER_BYTES_2, 0x1000000); // Remove Reststate = Rested } //RestTickUpdate SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE, uint32(m_rest_bonus)); } void Player::HandleStealthedUnitsDetection() { std::list stealthedUnits; CellPair p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY())); Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; cell.SetNoCreate(); MaNGOS::AnyStealthedCheck u_check; MaNGOS::UnitListSearcher searcher(stealthedUnits, u_check); TypeContainerVisitor, WorldTypeMapContainer > world_unit_searcher(searcher); TypeContainerVisitor, GridTypeMapContainer > grid_unit_searcher(searcher); CellLock cell_lock(cell, p); cell_lock->Visit(cell_lock, world_unit_searcher, *MapManager::Instance().GetMap(GetMapId(), this)); cell_lock->Visit(cell_lock, grid_unit_searcher, *MapManager::Instance().GetMap(GetMapId(), this)); for (std::list::iterator i = stealthedUnits.begin(); i != stealthedUnits.end();) { if((*i)==this) { i = stealthedUnits.erase(i); continue; } if ((*i)->isVisibleForOrDetect(this,true)) { (*i)->SendUpdateToPlayer(this); m_clientGUIDs.insert((*i)->GetGUID()); #ifdef MANGOS_DEBUG if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0) sLog.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i)->GetGUIDLow(),(*i)->GetTypeId(),GetGUIDLow(),GetDistance(*i)); #endif // target aura duration for caster show only if target exist at caster client // send data at target visibility change (adding to client) if((*i)!=this && (*i)->isType(TYPE_UNIT)) SendAuraDurationsForTarget(*i); i = stealthedUnits.erase(i); continue; } ++i; } } bool Player::ActivateTaxiPathTo(std::vector const& nodes) { if(nodes.size() < 2) return false; // not let cheating with start flight mounted if(IsMounted()) { WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); data << uint32(ERR_TAXIPLAYERALREADYMOUNTED); GetSession()->SendPacket(&data); return false; } if( m_ShapeShiftForm && m_form != FORM_BATTLESTANCE && m_form != FORM_BERSERKERSTANCE && m_form != FORM_DEFENSIVESTANCE && m_form != FORM_SHADOW ) { WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); data << uint32(ERR_TAXIPLAYERSHAPESHIFTED); GetSession()->SendPacket(&data); return false; } // not let cheating with start flight in time of logout process if(GetSession()->isLogingOut()) { WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); data << uint32(ERR_TAXIPLAYERBUSY); GetSession()->SendPacket(&data); return false; } if(HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE)) return false; // not let flight if casting not finished if(IsNonMeleeSpellCasted(false)) { WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); data << uint32(ERR_TAXIPLAYERBUSY); GetSession()->SendPacket(&data); return false; } uint32 sourcenode = nodes[0]; // starting node too far away (cheat?) TaxiNodesEntry const* node = sTaxiNodesStore.LookupEntry(sourcenode); if( !node || node->map_id != GetMapId() || (node->x - GetPositionX())*(node->x - GetPositionX())+ (node->y - GetPositionY())*(node->y - GetPositionY())+ (node->z - GetPositionZ())*(node->z - GetPositionZ()) > (2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE) ) { WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR); GetSession()->SendPacket(&data); return false; } // Prepare to flight start now // stop combat at start taxi flight if any CombatStop(); // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it) TradeCancel(true); // clean not finished taxi path if any ClearTaxiDestinations(); // 0 element current node AddTaxiDestination(sourcenode); // fill destinations path tail uint32 sourcepath = 0; uint32 totalcost = 0; uint32 prevnode = sourcenode; uint32 lastnode = 0; for(uint32 i = 1; i < nodes.size(); ++i) { uint32 path, cost; lastnode = nodes[i]; objmgr.GetTaxiPath(prevnode, lastnode, path, cost); if(!path) { ClearTaxiDestinations(); return false; } totalcost += cost; if(prevnode == sourcenode) sourcepath = path; AddTaxiDestination(lastnode); prevnode = lastnode; } uint16 MountId = objmgr.GetTaxiMount(sourcenode, GetTeam()); if (MountId == 0 || sourcepath == 0) { WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR); GetSession()->SendPacket(&data); ClearTaxiDestinations(); return false; } uint32 money = GetMoney(); if(money < totalcost) { WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); data << uint32(ERR_TAXINOTENOUGHMONEY); GetSession()->SendPacket(&data); ClearTaxiDestinations(); return false; } //Checks and preparations done, DO FLIGHT ModifyMoney(-(int32)totalcost); // prevent stealth flight RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH); WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); data << uint32(ERR_TAXIOK); GetSession()->SendPacket(&data); sLog.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY"); GetSession()->SendDoFlight(MountId, sourcepath); return true; } void Player::ProhibitSpellScholl(SpellSchools idSchool, uint32 unTimeMs ) { // last check 2.0.10 WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+m_spells.size()*8); data << GetGUID(); data << uint8(0x0); time_t curTime = time(NULL); for(PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr) { if (itr->second->state == PLAYERSPELL_REMOVED) continue; uint32 unSpellId = itr->first; SpellEntry const *spellInfo = sSpellStore.LookupEntry(unSpellId); if (!spellInfo) { ASSERT(spellInfo); continue; } if(idSchool == SpellSchools(spellInfo->School) && GetSpellCooldownDelay(unSpellId) < unTimeMs ) { data << unSpellId; data << unTimeMs; // in m.secs AddSpellCooldown(unSpellId, 0, curTime + unTimeMs/1000); } } GetSession()->SendPacket(&data); } void Player::InitDataForForm() { SpellShapeshiftEntry const* ssEntry = sSpellShapeshiftStore.LookupEntry(m_form); if(ssEntry && ssEntry->attackSpeed) { SetAttackTime(BASE_ATTACK,ssEntry->attackSpeed); SetAttackTime(OFF_ATTACK,ssEntry->attackSpeed); SetAttackTime(RANGED_ATTACK, BASE_ATTACK_TIME); } else SetRegularAttackTime(); switch(m_form) { case FORM_CAT: { if(getPowerType()!=POWER_ENERGY) setPowerType(POWER_ENERGY); break; } case FORM_BEAR: case FORM_DIREBEAR: { if(getPowerType()!=POWER_RAGE) setPowerType(POWER_RAGE); break; } default: // 0, for example { ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(getClass()); if(cEntry && cEntry->powerType < MAX_POWERS && uint32(getPowerType()) != cEntry->powerType) setPowerType(Powers(cEntry->powerType)); break; } } UpdateAttackPowerAndDamage(); UpdateAttackPowerAndDamage(true); } void Player::ApplySpeedMod(UnitMoveType mtype, float rate, bool forced, bool apply) { // register forced speed changes for WorldSession::HandleForceSpeedChangeAck // and do it only for real sent packets and use run for run/mounted as client expected if( forced ) { if( mtype == MOVE_MOUNTED && ((Player*)this)->IsMounted() || mtype == MOVE_RUN && !((Player*)this)->IsMounted() ) ++m_forced_speed_changes[MOVE_RUN]; else if(mtype != MOVE_RUN && mtype != MOVE_MOUNTED ) ++m_forced_speed_changes[mtype]; } Unit::ApplySpeedMod(mtype,rate,forced,apply); } // Return true is the bought item has a max count to force refresh of window by caller bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint64 bagguid, uint8 slot) { // cheating attempt if(count < 1) count = 1; if(!isAlive()) return false; ItemPrototype const *pProto = objmgr.GetItemPrototype( item ); if( pProto ) { Creature *pCreature = ObjectAccessor::GetNPCIfCanInteractWith(*this, vendorguid,UNIT_NPC_FLAG_VENDOR); if (!pCreature) { sLog.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid)) ); SendBuyError( BUY_ERR_DISTANCE_TOO_FAR, NULL, item, 0); return false; } // load vendor items if not yet pCreature->LoadGoods(); CreatureItem* crItem = pCreature->FindItem(item); if(!crItem) { SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0); return false; } if( crItem->maxcount != 0 && crItem->count < count ) { SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD, pCreature, item, 0); return false; } if( getLevel() < pProto->RequiredLevel ) { SendBuyError( BUY_ERR_LEVEL_REQUIRE, pCreature, item, 0); return false; } if( uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank) { SendBuyError( BUY_ERR_REPUTATION_REQUIRE, pCreature, item, 0); return false; } if(pProto->ExtendedCost) { ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(pProto->ExtendedCost); uint32 mask = 0; if(pProto->CondExtendedCost) mask = GetItemCondExtCostsMask(pProto->CondExtendedCost, pProto->ExtendedCost); if(iece) { if(GetHonorPoints() < (iece->reqhonorpoints * count)) { SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS, NULL, NULL); return false; } if(GetArenaPoints() < (iece->reqarenapoints * count)) { SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS, NULL, NULL); return false; } if( (iece->reqitem1 && !HasItemCount(iece->reqitem1, (iece->reqitemcount1 * count))) || (iece->reqitem2 && !HasItemCount(iece->reqitem2, (iece->reqitemcount2 * count))) || (iece->reqitem3 && !HasItemCount(iece->reqitem3, (iece->reqitemcount3 * count))) ) { SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, NULL, NULL); return false; } // check for personal arena rating requirement if( (mask & (1<<3)) && (GetMaxPersonalArenaRatingRequirement() < iece->reqpersonalarenarating) ) { // probably not the proper equip err SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK,NULL,NULL); return false; } } else { sLog.outError("Item %u have wrong ExtendedCost field value %u", pProto->ItemId, pProto->ExtendedCost); return false; } } // reputation discount uint32 price = pProto->BuyPrice * count; price = uint32(floor(price * GetReputationPriceDiscount(pCreature))); if( GetMoney() < price ) { SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, pCreature, item, 0); return false; } uint8 bag = 0; // init for case invalid bagGUID uint16 dest = 0; if (bagguid != NULL_BAG && slot != NULL_SLOT) { Bag *pBag; if( bagguid == GetGUID() ) { bag = INVENTORY_SLOT_BAG_0; } else { for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END;i++) { pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0,i); if( pBag ) { if( bagguid == pBag->GetGUID() ) { bag = i; break; } } } } dest = ((bag << 8) | slot); } uint8 msg; if( IsInventoryPos( dest ) || (bagguid == NULL_BAG && slot == NULL_SLOT) ) { msg = CanStoreNewItem( bag, slot, dest, item, pProto->BuyCount * count, false ); if( msg == EQUIP_ERR_OK ) { ModifyMoney( -(int32)price ); if(pProto->ExtendedCost) // case for new honor system { ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(pProto->ExtendedCost); if(iece->reqhonorpoints) SetHonorPoints(GetHonorPoints() - (iece->reqhonorpoints * count)); if(iece->reqarenapoints) SetArenaPoints(GetArenaPoints() - (iece->reqarenapoints * count)); if(iece->reqitem1) DestroyItemCount(iece->reqitem1, (iece->reqitemcount1 * count), true); if(iece->reqitem2) DestroyItemCount(iece->reqitem2, (iece->reqitemcount2 * count), true); if(iece->reqitem3) DestroyItemCount(iece->reqitem3, (iece->reqitemcount3 * count), true); } Item *it = StoreNewItem( dest, item, pProto->BuyCount * count, true ); if( crItem->maxcount != 0 ) crItem->count -= pProto->BuyCount * count; WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4)); data << pCreature->GetGUID(); data << (uint32)crItem->id; // entry data << (uint32)crItem->count; data << (uint32)count; GetSession()->SendPacket(&data); SendNewItem(it, count, true, false, false); } else SendEquipError( msg, NULL, NULL ); } else if( IsEquipmentPos( dest ) ) { msg = CanEquipNewItem( slot, dest, item, pProto->BuyCount * count, false ); if( msg == EQUIP_ERR_OK ) { ModifyMoney( -(int32)price ); if(pProto->ExtendedCost) // case for new honor system { ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(pProto->ExtendedCost); if(iece->reqhonorpoints) SetHonorPoints(GetHonorPoints() - iece->reqhonorpoints); if(iece->reqarenapoints) SetArenaPoints(GetArenaPoints() - iece->reqarenapoints); if(iece->reqitem1) DestroyItemCount(iece->reqitem1, iece->reqitemcount1, true); if(iece->reqitem2) DestroyItemCount(iece->reqitem2, iece->reqitemcount2, true); if(iece->reqitem3) DestroyItemCount(iece->reqitem3, iece->reqitemcount3, true); } Item *it = EquipNewItem( dest, item, pProto->BuyCount * count, true ); if( crItem->maxcount != 0 ) crItem->count -= pProto->BuyCount * count; WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4)); data << pCreature->GetGUID(); data << (uint32)crItem->id; // entry data << (uint32)crItem->count; data << (uint32)count; GetSession()->SendPacket(&data); SendNewItem(it, count, true, false, false); } else { SendEquipError( msg, NULL, NULL ); return false; } } else { SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL ); return false; } return crItem->maxcount!=0?true:false; } else SendBuyError( BUY_ERR_CANT_FIND_ITEM, NULL, item, 0); return false; } uint32 Player::GetMaxPersonalArenaRatingRequirement() { // returns the maximal personal arena rating that can be used to purchase items requiring this condition // the personal rating of the arena team must match the required limit as well // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype])) uint32 max_personal_rating = 0; for(int i = 0; i < 3; ++i) { if(ArenaTeam * at = objmgr.GetArenaTeamById(GetArenaTeamId(i))) { uint32 p_rating = GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (i * 6) + 5); uint32 t_rating = at->GetRating(); p_rating = p_ratingfirst, i->second.first, i->second.second); } } 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 homebind location TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation()); } else m_HomebindTimer -= time; } else { // instance is invalid, start homebind timer m_HomebindTimer = 60000; // send message to player WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4); data << m_HomebindTimer; data << uint32(1); GetSession()->SendPacket(&data); sLog.outDebug("PLAYER: Player '%s' will be teleported to homebind in 60 seconds", GetName()); } } void Player::UpdatePvP(bool state, bool ovrride) { if(!state || ovrride) { SetPvP(state); if(Pet* pet = GetPet()) pet->SetPvP(state); if(Unit* charmed = GetCharm()) charmed->SetPvP(state); pvpInfo.endTimer = 0; } else { if(pvpInfo.endTimer != 0) pvpInfo.endTimer = time(NULL); else { SetPvP(state); if(Pet* pet = GetPet()) pet->SetPvP(state); if(Unit* charmed = GetCharm()) charmed->SetPvP(state); } } } void Player::AddSpellCooldown(uint32 spellid, uint32 itemid, time_t end_time) { SpellCooldown sc; sc.end = end_time; sc.itemid = itemid; m_spellCooldowns[spellid] = sc; } //slot to be excluded while counting bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot) { if(!enchantmentcondition) return true; SpellItemEnchantmentConditionEntry const *Condition = sSpellItemEnchantmentConditionStore.LookupEntry(enchantmentcondition); if(!Condition) return true; uint8 curcount[4] = {0, 0, 0, 0}; //counting current equipped gem colors for(uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i) { if(i == slot) continue; Item *pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if(pItem2 && pItem2->GetProto()->Socket[0].Color) { for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot) { uint32 enchant_id = pItem2->GetEnchantmentId(EnchantmentSlot(enchant_slot)); if(!enchant_id) continue; SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id); if(!enchantEntry) continue; uint32 gemid = enchantEntry->GemID; if(!gemid) continue; ItemPrototype const* gemProto = sItemStorage.LookupEntry(gemid); if(!gemProto) continue; GemPropertiesEntry const* gemProperty = sGemPropertiesStore.LookupEntry(gemProto->GemProperties); if(!gemProperty) continue; uint8 GemColor = gemProperty->color; for(uint8 b = 0, tmpcolormask = 1; b < 4; b++, tmpcolormask <<= 1) { if(tmpcolormask & GemColor) ++curcount[b]; } } } } bool activate = true; for(int i = 0; i < 5; i++) { if(!Condition->Color[i]) continue; uint32 _cur_gem = curcount[Condition->Color[i] - 1]; // if have use them as count, else use from Condition uint32 _cmp_gem = Condition->CompareColor[i] ? curcount[Condition->CompareColor[i] - 1]: Condition->Value[i]; switch(Condition->Comparator[i]) { case 2: // requires less than ( || ) gems activate &= (_cur_gem < _cmp_gem) ? true : false; break; case 3: // requires more than ( || ) gems activate &= (_cur_gem > _cmp_gem) ? true : false; break; case 5: // requires at least than ( || ) gems activate &= (_cur_gem >= _cmp_gem) ? true : false; break; } } sLog.outDebug("Checking Condition %u, there are %u Meta Gems, %u Red Gems, %u Yellow Gems and %u Blue Gems, Activate:%s", enchantmentcondition, curcount[0], curcount[1], curcount[2], curcount[3], activate ? "yes" : "no"); return activate; } void Player::CorrectMetaGemEnchants(uint8 exceptslot, bool apply) { //cycle all equipped items for(uint32 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot) { //enchants for the slot being socketed are handled by Player::ApplyItemMods if(slot == exceptslot) continue; Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot ); if(!pItem || !pItem->GetProto()->Socket[0].Color) continue; for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot) { uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot)); if(!enchant_id) continue; SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id); if(!enchantEntry) continue; uint32 condition = enchantEntry->EnchantmentCondition; if(condition) { //was enchant active with/without item? bool wasactive = EnchantmentFitsRequirements(condition, apply ? exceptslot : -1); //should it now be? if(wasactive ^ EnchantmentFitsRequirements(condition, apply ? -1 : exceptslot)) { // ignore item gem conditions //if state changed, (dis)apply enchant ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot),!wasactive,true,true); } } } } } //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements void Player::ToggleMetaGemsActive(uint8 exceptslot, bool apply) { //cycle all equipped items for(int slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot) { //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data) if(slot == exceptslot) continue; Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot ); if(!pItem || !pItem->GetProto()->Socket[0].Color) //if item has no sockets or no item is equipped go to next item continue; //cycle all (gem)enchants for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot) { uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot)); if(!enchant_id) //if no enchant go to next enchant(slot) continue; SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id); if(!enchantEntry) continue; //only metagems to be (de)activated, so only enchants with condition uint32 condition = enchantEntry->EnchantmentCondition; if(condition) ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot), apply); } } } void Player::LeaveBattleground() { if(BattleGround *bg = GetBattleGround()) { bg->RemovePlayerAtLeave(GetGUID(), true, true); if(bg->isBattleGround() && (bg->GetStatus() == STATUS_IN_PROGRESS) && sWorld.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER)) CastSpell(this, 26013, true); // Deserter } } bool Player::CanJoinToBattleground() const { // check Deserter debuff AuraList const& mDummyAuras = GetAurasByType(SPELL_AURA_DUMMY); for(AuraList::const_iterator i = mDummyAuras.begin();i != mDummyAuras.end(); ++i) if((*i)->GetId() == 26013) return false; return true; } bool Player::IsVisibleInGridForPlayer( Player* pl ) const { // gamemaster in GM mode see all, including ghosts if(pl->isGameMaster() && GetSession()->GetSecurity() <= pl->GetSession()->GetSecurity()) return true; // It seems in battleground everyone sees everyone, except the enemy-faction ghosts if (InBattleGround()) { if (!(isAlive() || m_deathTimer > 0) && !IsFriendlyTo(pl) ) return false; return true; } // Live player see live player or dead player with not realized corpse if(pl->isAlive() || pl->m_deathTimer > 0) { return isAlive() || m_deathTimer > 0; } // Ghost see other friendly ghosts, that's for sure if(!(isAlive() || m_deathTimer > 0) && IsFriendlyTo(pl)) return true; // Dead player see live players near own corpse if(isAlive()) { Corpse *corpse = pl->GetCorpse(); if(corpse) { // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level if(corpse->IsWithinDistInMap(this,(20+25)*sWorld.getRate(RATE_CREATURE_AGGRO))) return true; } } // and not see any other return false; } bool Player::IsVisibleGloballyFor( Player* u ) const { if(!u) return false; // Always can see self if (u==this) return true; // Visible units, always are visible for all players if (GetVisibility() == VISIBILITY_ON) return true; // GMs are visible for higher gms (or players are visible for gms) if (u->GetSession()->GetSecurity() > SEC_PLAYER) return GetSession()->GetSecurity() <= u->GetSession()->GetSecurity(); // non faction visibility non-breakable for non-GMs if (GetVisibility() == VISIBILITY_OFF) return false; // non-gm stealth/invisibility not hide from global player lists return true; } void Player::UpdateVisibilityOf(WorldObject* target) { if(HaveAtClient(target)) { if(!target->isVisibleForInState(this,true)) { target->DestroyForPlayer(this); m_clientGUIDs.erase(target->GetGUID()); #ifdef MANGOS_DEBUG if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0) sLog.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target)); #endif } } else { if(target->isVisibleForInState(this,false)) { target->SendUpdateToPlayer(this); if(target->GetTypeId()!=TYPEID_GAMEOBJECT||!((GameObject*)target)->IsTransport()) m_clientGUIDs.insert(target->GetGUID()); #ifdef MANGOS_DEBUG if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0) sLog.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target)); #endif // target aura duration for caster show only if target exist at caster client // send data at target visibility change (adding to client) if(target!=this && target->isType(TYPE_UNIT)) SendAuraDurationsForTarget((Unit*)target); } } } template inline void UpdateVisibilityOf_helper(std::set& s64, T* target) { s64.insert(target->GetGUID()); } template<> inline void UpdateVisibilityOf_helper(std::set& s64, GameObject* target) { if(!target->IsTransport()) s64.insert(target->GetGUID()); } template void Player::UpdateVisibilityOf(T* target, UpdateData& data, UpdateDataMapType& data_updates, std::set& visibleNow) { if(HaveAtClient(target)) { if(!target->isVisibleForInState(this,true)) { target->BuildOutOfRangeUpdateBlock(&data); m_clientGUIDs.erase(target->GetGUID()); #ifdef MANGOS_DEBUG if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0) sLog.outDebug("Object %u (Type: %u) is out of range for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target)); #endif } } else { if(target->isVisibleForInState(this,false)) { visibleNow.insert(target); target->BuildUpdate(data_updates); target->BuildCreateUpdateBlockForPlayer(&data, this); UpdateVisibilityOf_helper(m_clientGUIDs,target); #ifdef MANGOS_DEBUG if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0) sLog.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target)); #endif } } } template void Player::UpdateVisibilityOf(Player* target, UpdateData& data, UpdateDataMapType& data_updates, std::set& visibleNow); template void Player::UpdateVisibilityOf(Creature* target, UpdateData& data, UpdateDataMapType& data_updates, std::set& visibleNow); template void Player::UpdateVisibilityOf(Corpse* target, UpdateData& data, UpdateDataMapType& data_updates, std::set& visibleNow); template void Player::UpdateVisibilityOf(GameObject* target, UpdateData& data, UpdateDataMapType& data_updates, std::set& visibleNow); template void Player::UpdateVisibilityOf(DynamicObject* target, UpdateData& data, UpdateDataMapType& data_updates, std::set& visibleNow); void Player::InitPrimaryProffesions() { SetFreePrimaryProffesions(sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL)); } void Player::SendComboPoints() { Unit *combotarget = ObjectAccessor::GetUnit(*this, m_comboTarget); if (combotarget) { WorldPacket data(SMSG_SET_COMBO_POINTS, combotarget->GetPackGUID().size()+1); data.append(combotarget->GetPackGUID()); data << uint8(m_comboPoints); GetSession()->SendPacket(&data); } } void Player::AddComboPoints(Unit* target, int8 count) { if(!count) return; // without combo points lost (duration checked in aura) RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS); if(target->GetGUID() == m_comboTarget) { m_comboPoints += count; } else { if(m_comboTarget) if(Unit* target = ObjectAccessor::GetUnit(*this,m_comboTarget)) target->RemoveComboPointHolder(GetGUIDLow()); m_comboTarget = target->GetGUID(); m_comboPoints = count; target->AddComboPointHolder(GetGUIDLow()); } if (m_comboPoints > 5) m_comboPoints = 5; if (m_comboPoints < 0) m_comboPoints = 0; SendComboPoints(); } void Player::ClearComboPoints() { if(!m_comboTarget) return; // without combopoints lost (duration checked in aura) RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS); m_comboPoints = 0; SendComboPoints(); if(Unit* target = ObjectAccessor::GetUnit(*this,m_comboTarget)) target->RemoveComboPointHolder(GetGUIDLow()); m_comboTarget = 0; } void Player::SetStandState(uint8 state) { WorldPacket data(SMSG_STANDSTATE_CHANGE_ACK, 1); data << (uint8)state; GetSession()->SendPacket(&data); } void Player::SetGroup(Group *group, int8 subgroup) { if(group == NULL) m_group.unlink(); else { // never use SetGroup without a subgroup unless you specify NULL for group assert(subgroup >= 0); m_group.link(group, this); m_group.setSubGroup((uint8)subgroup); } } void Player::SendInitialPacketsBeforeAddToMap() { WorldPacket data(SMSG_SET_REST_START, 4); data << uint32(0); // unknown, may be rest state time or expirience GetSession()->SendPacket(&data); // Homebind data.Initialize(SMSG_BINDPOINTUPDATE, 5*4); data << m_homebindX << m_homebindY << m_homebindZ; data << (uint32) m_homebindMapId; data << (uint32) m_homebindZoneId; GetSession()->SendPacket(&data); // SMSG_SET_PROFICIENCY // SMSG_UPDATE_AURA_DURATION // tutorial stuff data.Initialize(SMSG_TUTORIAL_FLAGS, 8*4); for (int i = 0; i < 8; ++i) data << uint32( GetTutorialInt(i) ); GetSession()->SendPacket(&data); SendInitialSpells(); SendInitialActionButtons(); SendInitialReputations(); UpdateZone(GetZoneId()); SendInitWorldStates(); // SMSG_SET_AURA_SINGLE data.Initialize(SMSG_LOGIN_SETTIMESPEED, 8); time_t gameTime = sWorld.GetGameTime(); struct tm *lt = localtime(&gameTime); uint32 xmitTime = (lt->tm_year - 100) << 24 | lt->tm_mon << 20 | (lt->tm_mday - 1) << 14 | lt->tm_wday << 11 | lt->tm_hour << 6 | lt->tm_min; data << xmitTime; data << (float)0.01666667f; // game speed GetSession()->SendPacket( &data ); CastSpell(this, 836, true); // LOGINEFFECT } void Player::SendInitialPacketsAfterAddToMap() { // 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_NONE }; for(AuraType const* itr = &auratypes[0]; itr && itr[0] != SPELL_AURA_NONE; ++itr) { Unit::AuraList const& auraList = GetAurasByType(*itr); if(!auraList.empty()) auraList.front()->ApplyModifier(true,true); } if(HasAuraType(SPELL_AURA_MOD_STUN)) SetMovement(MOVE_ROOT); // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied. if(HasAuraType(SPELL_AURA_MOD_ROOT)) { WorldPacket data(SMSG_FORCE_MOVE_ROOT, 10); data.append(GetPackGUID()); data << (uint32)2; SendMessageToSet(&data,true); } SendEnchantmentDurations(); // must be after add to map SendItemDurations(); // must be after add to map } void Player::SendUpdateToOutOfRangeGroupMembers() { if (m_groupUpdateMask == GROUP_UPDATE_FLAG_NONE) return; if(Group* group = GetGroup()) group->UpdatePlayerOutOfRange(this, m_groupUpdateMask); m_groupUpdateMask = GROUP_UPDATE_FLAG_NONE; } void Player::SendTransferAborted(uint32 mapid, uint16 reason) { WorldPacket data(SMSG_TRANSFER_ABORTED, 4+2); data << uint32(mapid); data << uint16(reason); // transfer abort reason GetSession()->SendPacket(&data); } void Player::SendRaidInstanceResetWarning(uint32 type, uint32 mapid, uint32 time) { WorldPacket data(SMSG_INSTANCE_RESET_SCHEDULED, 4+4+4); data << uint32(type); data << uint32(mapid); data << uint32(time); GetSession()->SendPacket(&data); } void Player::ApplyEquipCooldown( Item * pItem ) { for(int i = 0; i <5; ++i) { _Spell const& spellData = pItem->GetProto()->Spells[i]; // no spell if( !spellData.SpellId ) continue; // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown) if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE ) continue; AddSpellCooldown(spellData.SpellId, pItem->GetEntry(), time(NULL) + 30); WorldPacket data(SMSG_ITEM_COOLDOWN, 12); data << pItem->GetGUID(); data << uint32(spellData.SpellId); GetSession()->SendPacket(&data); } } void Player::resetSpells() { // not need after this call if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS)) { m_atLoginFlags = m_atLoginFlags & ~AT_LOGIN_RESET_SPELLS; CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login & ~ '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RESET_SPELLS), GetGUIDLow()); } // make full copy of map (spells removed and marked as deleted at another spell remove // and we can't use original map for safe iterative with visit each spell at loop end PlayerSpellMap smap = GetSpellMap(); for(PlayerSpellMap::const_iterator iter = smap.begin();iter != smap.end(); ++iter) removeSpell(iter->first); // only iter->first can be accessed, object by iter->second can be deleted already // learn default race/class spells PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(),getClass()); std::list::const_iterator spell_itr; for (spell_itr = info->spell.begin(); spell_itr!=info->spell.end(); spell_itr++) { uint16 tspell = spell_itr->first; if (tspell) { sLog.outDebug("PLAYER: Adding initial spell, id = %u",tspell); learnSpell(tspell); } } // learn spells received from quest completing for(QuestStatusMap::const_iterator itr = mQuestStatus.begin(); itr != mQuestStatus.end(); ++itr) { // skip no rewarded quests if(!itr->second.m_rewarded) continue; Quest const* quest = objmgr.GetQuestTemplate(itr->first); // skip quests without rewarded spell if( !quest || !quest->GetRewSpell() ) continue; uint32 spell_id = quest->GetRewSpell(); // skip quests with not teaching spell SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id); if(spellInfo->Effect[0] != SPELL_EFFECT_LEARN_SPELL) continue; CastSpell( this, spell_id, true); } } void Player::SendAuraDurationsForTarget(Unit* target) { for(Unit::AuraMap::const_iterator itr = target->GetAuras().begin(); itr != target->GetAuras().end(); ++itr) { Aura* aura = itr->second; if(aura->GetAuraSlot() >= MAX_AURAS || aura->IsPassive() || aura->GetCasterGUID()!=GetGUID()) continue; aura->SendAuraDurationForCaster(this); } } void Player::SetDailyQuestStatus( uint32 quest_id ) { for(uint32 quest_daily_idx = 0; quest_daily_idx < 10; ++quest_daily_idx) { if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx)) { SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id); m_lastDailyQuestTime = time(NULL); // last daily quest time m_DailyQuestChanged = true; break; } } } void Player::ResetDailyQuestStatus() { for(uint32 quest_daily_idx = 0; quest_daily_idx < 10; ++quest_daily_idx) SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0); // DB data deleted in caller m_DailyQuestChanged = false; m_lastDailyQuestTime = 0; } BattleGround* Player::GetBattleGround() const { if(GetBattleGroundId()==0) return NULL; return sBattleGroundMgr.GetBattleGround(GetBattleGroundId()); } bool Player::GetBGAccessByLevel(uint32 bgTypeId) const { // get a template bg instead of running one BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); if(!bg) return false; if(getLevel() < bg->GetMinLevel() || getLevel() > bg->GetMaxLevel()) return false; return true; } uint32 Player::GetBattleGroundQueueIdFromLevel() const { uint32 level = getLevel(); if(level <= 19) return 0; else if (level > 69) return 6; else return level/10 - 1; // 20..29 -> 1, 30-39 -> 2, ... } float Player::GetReputationPriceDiscount( Creature const* pCreature ) const { FactionTemplateEntry const* vendor_faction = pCreature->getFactionTemplateEntry(); if(!vendor_faction) return 1.0f; ReputationRank rank = GetReputationRank(vendor_faction->faction); if(rank <= REP_NEUTRAL) return 1.0f; return 1.0f - 0.05f* (rank - REP_NEUTRAL); } bool Player::IsSpellFitByClassAndRace( uint32 spell_id ) const { uint32 racemask = getRaceMask(); uint32 classmask = getClassMask(); SkillLineAbilityEntry const *skillLine = sSkillLineAbilityStore.LookupEntry(spell_id); if(!skillLine) return false; // skip wrong race skills if( skillLine->racemask && (skillLine->racemask & racemask) == 0) return false; // skip wrong class skills if( skillLine->classmask && (skillLine->classmask & classmask) == 0) return false; return true; } bool Player::HasQuestForGO(int32 GOId) { for( QuestStatusMap::iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i ) { QuestStatusData qs=i->second; if (qs.m_status == QUEST_STATUS_INCOMPLETE) { Quest const* qinfo = objmgr.GetQuestTemplate(i->first); if(!qinfo) continue; if(GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID) continue; for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++) { if (qinfo->ReqCreatureOrGOId[j]>=0) //skip non GO case continue; if((-1)*GOId == qinfo->ReqCreatureOrGOId[j] && qs.m_creatureOrGOcount[j] < qinfo->ReqCreatureOrGOCount[j]) return true; } } } return false; } void Player::UpdateForQuestsGO() { if(m_clientGUIDs.size() == 0) return; UpdateData udata; WorldPacket packet; for(ClientGUIDs::iterator itr=m_clientGUIDs.begin(); itr!=m_clientGUIDs.end(); ++itr) { if(GUID_HIPART(*itr)==HIGHGUID_GAMEOBJECT) { GameObject *obj = HashMapHolder::Find(*itr); if(obj) obj->BuildValuesUpdateBlockForPlayer(&udata,this); } } udata.BuildPacket(&packet); GetSession()->SendPacket(&packet); } void Player::SummonIfPossible() { // expire and auto declined if(m_summon_expire < time(NULL)) return; // stop taxi flight at summon if(isInFlight()) { GetMotionMaster()->MovementExpired(); FlightComplete(); ClearTaxiDestinations(); StopMoving(); } // drop flag at summon if(BattleGround *bg = GetBattleGround()) bg->HandleDropFlag(this); m_summon_expire = 0; TeleportTo(m_summon_mapid, m_summon_x, m_summon_y, m_summon_z,GetOrientation()); } void Player::RemoveItemDurations( Item *item ) { for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end(); ++itr) { if(*itr==item) { m_itemDuration.erase(itr); break; } } } void Player::AddItemDurations( Item *item ) { if(item->GetUInt32Value(ITEM_FIELD_DURATION)) { m_itemDuration.push_back(item); item->SendTimeUpdate(this); } } void Player::AutoUnequipOffhandIfNeed() { Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND ); if(!offItem) return; Item *mainItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND ); if(!mainItem || mainItem->GetProto()->InventoryType != INVTYPE_2HWEAPON) return; uint16 off_dest; uint8 off_msg = CanStoreItem( NULL_BAG, NULL_SLOT, off_dest, offItem, false ); if( off_msg == EQUIP_ERR_OK ) { RemoveItem(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true); StoreItem( off_dest, offItem, true ); } else { sLog.outError("Player::EquipItem: Can's store offhand item at 2hand item equip for player (GUID: %u).",GetGUIDLow()); } } bool Player::LoadTaxiDestinationsFromString( std::string values ) { ClearTaxiDestinations(); Tokens tokens = StrSplit(values," "); for(Tokens::iterator iter = tokens.begin(); iter != tokens.end(); ++iter) { uint32 node = uint32(atol(iter->c_str())); AddTaxiDestination(node); } if(m_TaxiDestinations.empty()) return true; // Check integrity if(m_TaxiDestinations.size() < 2) return false; for(size_t i = 1; i < m_TaxiDestinations.size(); ++i) { uint32 cost; uint32 path; objmgr.GetTaxiPath(m_TaxiDestinations[i-1],m_TaxiDestinations[i],path,cost); if(!path) return false; } return true; } std::string Player::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 Player::GetCurrentTaxiPath() const { if(m_TaxiDestinations.size() < 2) return 0; uint32 path; uint32 cost; objmgr.GetTaxiPath(m_TaxiDestinations[0],m_TaxiDestinations[1],path,cost); return path; } bool Player::HasItemFitToSpellReqirements(SpellEntry const* spellInfo, Item const* ignoreItem) { if(spellInfo->EquippedItemClass < 0) return true; // scan other equipped items for same requirements (mostly 2 daggers/etc) // for optimize check 2 used cases only switch(spellInfo->EquippedItemClass) { case ITEM_CLASS_WEAPON: { for(int i= EQUIPMENT_SLOT_MAINHAND; i < EQUIPMENT_SLOT_TABARD; ++i) if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo)) return true; break; } case ITEM_CLASS_ARMOR: { // tabard not have dependent spells for(int i= EQUIPMENT_SLOT_START; i< EQUIPMENT_SLOT_MAINHAND; ++i) if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo)) return true; // shields can be equipped to offhand slot if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND)) if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo)) return true; // ranged slot can have some armor subclasses if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED)) if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo)) return true; break; } default: sLog.outError("HasItemFitToSpellReqirements: Not handeled spell reqirement for item class %u",spellInfo->EquippedItemClass); break; } return false; } void Player::RemoveItemDependentAurasAndCasts( Item * pItem ) { AuraMap& auras = GetAuras(); for(AuraMap::iterator itr = auras.begin(); itr != auras.end(); ) { Aura* aura = itr->second; // skip persistent and not item class dependent and not self applied auras SpellEntry const* spellInfo = aura->GetSpellProto(); if(aura->IsPermanent() || aura->GetCasterGUID()!=GetGUID()) { ++itr; continue; } // skip if have alternative item if(HasItemFitToSpellReqirements(spellInfo,pItem)) { ++itr; continue; } // no alt item, remove aura, restart check RemoveAurasDueToSpell(aura->GetId()); itr = auras.begin(); } // currently casted spells can be dependent from item for (uint32 i = 0; i < CURRENT_MAX_SPELL; i++) { if( m_currentSpells[i] && m_currentSpells[i]->getState()!=SPELL_STATE_DELAYED && !HasItemFitToSpellReqirements(m_currentSpells[i]->m_spellInfo,pItem) ) InterruptSpell(i); } } uint32 Player::GetResurrectionSpellId() { // search priceless resurrection possabilities uint32 prio = 0; uint32 spell_id = 0; AuraList const& dummyAuras = GetAurasByType(SPELL_AURA_DUMMY); for(AuraList::const_iterator itr = dummyAuras.begin(); itr != dummyAuras.end(); ++itr) { // Soulstone Resurrection // prio: 3 (max, non death persistent) if( prio < 2 && (*itr)->GetSpellProto()->SpellVisual == 99 && (*itr)->GetSpellProto()->SpellIconID == 92 ) { switch((*itr)->GetId()) { case 20707: spell_id = 3026; break; // rank 1 case 20762: spell_id = 20758; break; // rank 2 case 20763: spell_id = 20759; break; // rank 3 case 20764: spell_id = 20760; break; // rank 4 case 20765: spell_id = 20761; break; // rank 5 case 27239: spell_id = 27240; break; // rank 6 default: sLog.outError("Unhandled spell %%u: S.Resurrection",(*itr)->GetId()); continue; } prio = 3; } // Twisting Nether // prio: 2 (max) else if((*itr)->GetId()==23701 && roll_chance_i(10)) { prio = 2; spell_id = 23700; } } // Reincarnation (passive spell) // prio: 1 if(prio < 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1)) spell_id = 21169; return spell_id; }