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- /*
- * Copyright (C) 2008-2012 TrinityCore <http://www.trinitycore.org/>
- * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
- *
- * This program is free software; you can redistribute it and/or modify it
- * under the terms of the GNU General Public License as published by the
- * Free Software Foundation; either version 2 of the License, or (at your
- * option) any later version.
- *
- * This program is distributed in the hope that it will be useful, but WITHOUT
- * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
- * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
- * more details.
- *
- * You should have received a copy of the GNU General Public License along
- * with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- #include "Common.h"
- #include "Language.h"
- #include "DatabaseEnv.h"
- #include "Log.h"
- #include "Opcodes.h"
- #include "SpellMgr.h"
- #include "World.h"
- #include "WorldPacket.h"
- #include "WorldSession.h"
- #include "UpdateMask.h"
- #include "Player.h"
- #include "Vehicle.h"
- #include "SkillDiscovery.h"
- #include "QuestDef.h"
- #include "GossipDef.h"
- #include "UpdateData.h"
- #include "Channel.h"
- #include "ChannelMgr.h"
- #include "MapManager.h"
- #include "MapInstanced.h"
- #include "InstanceSaveMgr.h"
- #include "GridNotifiers.h"
- #include "GridNotifiersImpl.h"
- #include "CellImpl.h"
- #include "ObjectMgr.h"
- #include "ArenaTeamMgr.h"
- #include "GuildMgr.h"
- #include "GroupMgr.h"
- #include "ObjectAccessor.h"
- #include "CreatureAI.h"
- #include "Formulas.h"
- #include "Group.h"
- #include "Guild.h"
- #include "Pet.h"
- #include "Util.h"
- #include "Transport.h"
- #include "Weather.h"
- #include "Battleground.h"
- #include "BattlegroundAV.h"
- #include "BattlegroundMgr.h"
- #include "OutdoorPvP.h"
- #include "OutdoorPvPMgr.h"
- #include "ArenaTeam.h"
- #include "Chat.h"
- #include "Spell.h"
- #include "SocialMgr.h"
- #include "GameEventMgr.h"
- #include "AchievementMgr.h"
- #include "SpellAuras.h"
- #include "SpellAuraEffects.h"
- #include "ConditionMgr.h"
- #include "DisableMgr.h"
- #include "WeatherMgr.h"
- #include "LFGMgr.h"
- #include "CharacterDatabaseCleaner.h"
- #include "InstanceScript.h"
- #include <cmath>
- #include "AccountMgr.h"
- #include "TransmogEngine.h"
- #define ZONE_UPDATE_INTERVAL (1*IN_MILLISECONDS)
- #define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3))
- #define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1)
- #define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2)
- #define SKILL_VALUE(x) PAIR32_LOPART(x)
- #define SKILL_MAX(x) PAIR32_HIPART(x)
- #define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v, m)
- #define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x))
- #define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x))
- #define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t, p)
- enum CharacterFlags
- {
- CHARACTER_FLAG_NONE = 0x00000000,
- CHARACTER_FLAG_UNK1 = 0x00000001,
- CHARACTER_FLAG_UNK2 = 0x00000002,
- CHARACTER_LOCKED_FOR_TRANSFER = 0x00000004,
- CHARACTER_FLAG_UNK4 = 0x00000008,
- CHARACTER_FLAG_UNK5 = 0x00000010,
- CHARACTER_FLAG_UNK6 = 0x00000020,
- CHARACTER_FLAG_UNK7 = 0x00000040,
- CHARACTER_FLAG_UNK8 = 0x00000080,
- CHARACTER_FLAG_UNK9 = 0x00000100,
- CHARACTER_FLAG_UNK10 = 0x00000200,
- CHARACTER_FLAG_HIDE_HELM = 0x00000400,
- CHARACTER_FLAG_HIDE_CLOAK = 0x00000800,
- CHARACTER_FLAG_UNK13 = 0x00001000,
- CHARACTER_FLAG_GHOST = 0x00002000,
- CHARACTER_FLAG_RENAME = 0x00004000,
- CHARACTER_FLAG_UNK16 = 0x00008000,
- CHARACTER_FLAG_UNK17 = 0x00010000,
- CHARACTER_FLAG_UNK18 = 0x00020000,
- CHARACTER_FLAG_UNK19 = 0x00040000,
- CHARACTER_FLAG_UNK20 = 0x00080000,
- CHARACTER_FLAG_UNK21 = 0x00100000,
- CHARACTER_FLAG_UNK22 = 0x00200000,
- CHARACTER_FLAG_UNK23 = 0x00400000,
- CHARACTER_FLAG_UNK24 = 0x00800000,
- CHARACTER_FLAG_LOCKED_BY_BILLING = 0x01000000,
- CHARACTER_FLAG_DECLINED = 0x02000000,
- CHARACTER_FLAG_UNK27 = 0x04000000,
- CHARACTER_FLAG_UNK28 = 0x08000000,
- CHARACTER_FLAG_UNK29 = 0x10000000,
- CHARACTER_FLAG_UNK30 = 0x20000000,
- CHARACTER_FLAG_UNK31 = 0x40000000,
- CHARACTER_FLAG_UNK32 = 0x80000000
- };
- enum CharacterCustomizeFlags
- {
- CHAR_CUSTOMIZE_FLAG_NONE = 0x00000000,
- CHAR_CUSTOMIZE_FLAG_CUSTOMIZE = 0x00000001, // name, gender, etc...
- CHAR_CUSTOMIZE_FLAG_FACTION = 0x00010000, // name, gender, faction, etc...
- CHAR_CUSTOMIZE_FLAG_RACE = 0x00100000 // name, gender, race, etc...
- };
- // corpse reclaim times
- #define DEATH_EXPIRE_STEP (5*MINUTE)
- #define MAX_DEATH_COUNT 3
- static uint32 copseReclaimDelay[MAX_DEATH_COUNT] = { 30, 60, 120 };
- // == PlayerTaxi ================================================
- PlayerTaxi::PlayerTaxi()
- {
- memset(m_taximask, 0, sizeof(m_taximask));
- }
- void PlayerTaxi::InitTaxiNodesForLevel(uint32 race, uint32 chrClass, uint8 level)
- {
- // class specific initial known nodes
- switch (chrClass)
- {
- case CLASS_DEATH_KNIGHT:
- {
- for (uint8 i = 0; i < TaxiMaskSize; ++i)
- m_taximask[i] |= sOldContinentsNodesMask[i];
- break;
- }
- }
- // race specific initial known nodes: capital and taxi hub masks
- switch (race)
- {
- case RACE_HUMAN: SetTaximaskNode(2); break; // Human
- case RACE_ORC: SetTaximaskNode(23); break; // Orc
- case RACE_DWARF: SetTaximaskNode(6); break; // Dwarf
- case RACE_NIGHTELF: SetTaximaskNode(26);
- SetTaximaskNode(27); break; // Night Elf
- case RACE_UNDEAD_PLAYER: SetTaximaskNode(11); break;// Undead
- case RACE_TAUREN: SetTaximaskNode(22); break; // Tauren
- case RACE_GNOME: SetTaximaskNode(6); break; // Gnome
- case RACE_TROLL: SetTaximaskNode(23); break; // Troll
- case RACE_BLOODELF: SetTaximaskNode(82); break; // Blood Elf
- case RACE_DRAENEI: SetTaximaskNode(94); break; // Draenei
- }
- // new continent starting masks (It will be accessible only at new map)
- switch (Player::TeamForRace(race))
- {
- case ALLIANCE: SetTaximaskNode(100); break;
- case HORDE: SetTaximaskNode(99); break;
- }
- // level dependent taxi hubs
- if (level >= 68)
- SetTaximaskNode(213); //Shattered Sun Staging Area
- }
- void PlayerTaxi::LoadTaxiMask(const char* data)
- {
- Tokens tokens(data, ' ');
- uint8 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));
- }
- }
- void PlayerTaxi::AppendTaximaskTo(ByteBuffer& data, bool all)
- {
- if (all)
- {
- for (uint8 i=0; i<TaxiMaskSize; i++)
- data << uint32(sTaxiNodesMask[i]); // all existed nodes
- }
- else
- {
- for (uint8 i=0; i<TaxiMaskSize; i++)
- data << uint32(m_taximask[i]); // known nodes
- }
- }
- bool PlayerTaxi::LoadTaxiDestinationsFromString(const std::string& values, uint32 team)
- {
- ClearTaxiDestinations();
- Tokens tokens(values, ' ');
- for (Tokens::iterator iter = tokens.begin(); iter != tokens.end(); ++iter)
- {
- uint32 node = uint32(atol(*iter));
- AddTaxiDestination(node);
- }
- if (m_TaxiDestinations.empty())
- return true;
- // Check integrity
- if (m_TaxiDestinations.size() < 2)
- return false;
- for (size_t i = 1; i < m_TaxiDestinations.size(); ++i)
- {
- uint32 cost;
- uint32 path;
- sObjectMgr->GetTaxiPath(m_TaxiDestinations[i-1], m_TaxiDestinations[i], path, cost);
- if (!path)
- return false;
- }
- // can't load taxi path without mount set (quest taxi path?)
- if (!sObjectMgr->GetTaxiMountDisplayId(GetTaxiSource(), team, true))
- return false;
- return true;
- }
- std::string PlayerTaxi::SaveTaxiDestinationsToString()
- {
- if (m_TaxiDestinations.empty())
- return "";
- std::ostringstream ss;
- for (size_t i=0; i < m_TaxiDestinations.size(); ++i)
- ss << m_TaxiDestinations[i] << ' ';
- return ss.str();
- }
- uint32 PlayerTaxi::GetCurrentTaxiPath() const
- {
- if (m_TaxiDestinations.size() < 2)
- return 0;
- uint32 path;
- uint32 cost;
- sObjectMgr->GetTaxiPath(m_TaxiDestinations[0], m_TaxiDestinations[1], path, cost);
- return path;
- }
- std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi)
- {
- for (uint8 i = 0; i < TaxiMaskSize; ++i)
- ss << taxi.m_taximask[i] << ' ';
- return ss;
- }
- //== TradeData =================================================
- TradeData* TradeData::GetTraderData() const
- {
- return m_trader->GetTradeData();
- }
- Item* TradeData::GetItem(TradeSlots slot) const
- {
- return m_items[slot] ? m_player->GetItemByGuid(m_items[slot]) : NULL;
- }
- bool TradeData::HasItem(uint64 itemGuid) const
- {
- for (uint8 i = 0; i < TRADE_SLOT_COUNT; ++i)
- if (m_items[i] == itemGuid)
- return true;
- return false;
- }
- TradeSlots TradeData::GetTradeSlotForItem(uint64 itemGuid) const
- {
- for (uint8 i = 0; i < TRADE_SLOT_COUNT; ++i)
- if (m_items[i] == itemGuid)
- return TradeSlots(i);
- return TRADE_SLOT_INVALID;
- }
- Item* TradeData::GetSpellCastItem() const
- {
- return m_spellCastItem ? m_player->GetItemByGuid(m_spellCastItem) : NULL;
- }
- void TradeData::SetItem(TradeSlots slot, Item* item)
- {
- uint64 itemGuid = item ? item->GetGUID() : 0;
- if (m_items[slot] == itemGuid)
- return;
- m_items[slot] = itemGuid;
- SetAccepted(false);
- GetTraderData()->SetAccepted(false);
- Update();
- // need remove possible trader spell applied to changed item
- if (slot == TRADE_SLOT_NONTRADED)
- GetTraderData()->SetSpell(0);
- // need remove possible player spell applied (possible move reagent)
- SetSpell(0);
- }
- void TradeData::SetSpell(uint32 spell_id, Item* castItem /*= NULL*/)
- {
- uint64 itemGuid = castItem ? castItem->GetGUID() : 0;
- if (m_spell == spell_id && m_spellCastItem == itemGuid)
- return;
- m_spell = spell_id;
- m_spellCastItem = itemGuid;
- SetAccepted(false);
- GetTraderData()->SetAccepted(false);
- Update(true); // send spell info to item owner
- Update(false); // send spell info to caster self
- }
- void TradeData::SetMoney(uint32 money)
- {
- if (m_money == money)
- return;
- m_money = money;
- SetAccepted(false);
- GetTraderData()->SetAccepted(false);
- Update(true);
- }
- void TradeData::Update(bool forTarget /*= true*/)
- {
- if (forTarget)
- m_trader->GetSession()->SendUpdateTrade(true); // player state for trader
- else
- m_player->GetSession()->SendUpdateTrade(false); // player state for player
- }
- void TradeData::SetAccepted(bool state, bool crosssend /*= false*/)
- {
- m_accepted = state;
- if (!state)
- {
- if (crosssend)
- m_trader->GetSession()->SendTradeStatus(TRADE_STATUS_BACK_TO_TRADE);
- else
- m_player->GetSession()->SendTradeStatus(TRADE_STATUS_BACK_TO_TRADE);
- }
- }
- // == KillRewarder ====================================================
- // KillRewarder incapsulates logic of rewarding player upon kill with:
- // * XP;
- // * honor;
- // * reputation;
- // * kill credit (for quest objectives).
- // Rewarding is initiated in two cases: when player kills unit in Unit::Kill()
- // and on battlegrounds in Battleground::RewardXPAtKill().
- //
- // Rewarding algorithm is:
- // 1. Initialize internal variables to default values.
- // 2. In case when player is in group, initialize variables necessary for group calculations:
- // 2.1. _count - number of alive group members within reward distance;
- // 2.2. _sumLevel - sum of levels of alive group members within reward distance;
- // 2.3. _maxLevel - maximum level of alive group member within reward distance;
- // 2.4. _maxNotGrayMember - maximum level of alive group member within reward distance,
- // for whom victim is not gray;
- // 2.5. _isFullXP - flag identifying that for all group members victim is not gray,
- // so 100% XP will be rewarded (50% otherwise).
- // 3. Reward killer (and group, if necessary).
- // 3.1. If killer is in group, reward group.
- // 3.1.1. Initialize initial XP amount based on maximum level of group member,
- // for whom victim is not gray.
- // 3.1.2. Alter group rate if group is in raid (not for battlegrounds).
- // 3.1.3. Reward each group member (even dead) within reward distance (see 4. for more details).
- // 3.2. Reward single killer (not group case).
- // 3.2.1. Initialize initial XP amount based on killer's level.
- // 3.2.2. Reward killer (see 4. for more details).
- // 4. Reward player.
- // 4.1. Give honor (player must be alive and not on BG).
- // 4.2. Give XP.
- // 4.2.1. If player is in group, adjust XP:
- // * set to 0 if player's level is more than maximum level of not gray member;
- // * cut XP in half if _isFullXP is false.
- // 4.2.2. Apply auras modifying rewarded XP.
- // 4.2.3. Give XP to player.
- // 4.2.4. If player has pet, reward pet with XP (100% for single player, 50% for group case).
- // 4.3. Give reputation (player must not be on BG).
- // 4.4. Give kill credit (player must not be in group, or he must be alive or without corpse).
- // 5. Credit instance encounter.
- KillRewarder::KillRewarder(Player* killer, Unit* victim, bool isBattleGround) :
- // 1. Initialize internal variables to default values.
- _killer(killer), _victim(victim), _group(killer->GetGroup()),
- _groupRate(1.0f), _maxNotGrayMember(NULL), _count(0), _sumLevel(0), _xp(0),
- _isFullXP(false), _maxLevel(0), _isBattleGround(isBattleGround), _isPvP(false)
- {
- // mark the credit as pvp if victim is player
- if (victim->GetTypeId() == TYPEID_PLAYER)
- _isPvP = true;
- // or if its owned by player and its not a vehicle
- else if (IS_PLAYER_GUID(victim->GetCharmerOrOwnerGUID()))
- _isPvP = !victim->IsVehicle();
- _InitGroupData();
- }
- inline void KillRewarder::_InitGroupData()
- {
- if (_group)
- {
- // 2. In case when player is in group, initialize variables necessary for group calculations:
- for (GroupReference* itr = _group->GetFirstMember(); itr != NULL; itr = itr->next())
- if (Player* member = itr->getSource())
- if (member->isAlive() && member->IsAtGroupRewardDistance(_victim))
- {
- const uint8 lvl = member->getLevel();
- // 2.1. _count - number of alive group members within reward distance;
- ++_count;
- // 2.2. _sumLevel - sum of levels of alive group members within reward distance;
- _sumLevel += lvl;
- // 2.3. _maxLevel - maximum level of alive group member within reward distance;
- if (_maxLevel < lvl)
- _maxLevel = lvl;
- // 2.4. _maxNotGrayMember - maximum level of alive group member within reward distance,
- // for whom victim is not gray;
- uint32 grayLevel = Trinity::XP::GetGrayLevel(lvl);
- if (_victim->getLevel() > grayLevel && (!_maxNotGrayMember || _maxNotGrayMember->getLevel() < lvl))
- _maxNotGrayMember = member;
- }
- // 2.5. _isFullXP - flag identifying that for all group members victim is not gray,
- // so 100% XP will be rewarded (50% otherwise).
- _isFullXP = _maxNotGrayMember && (_maxLevel == _maxNotGrayMember->getLevel());
- }
- else
- _count = 1;
- }
- inline void KillRewarder::_InitXP(Player* player)
- {
- // Get initial value of XP for kill.
- // XP is given:
- // * on battlegrounds;
- // * otherwise, not in PvP;
- // * not if killer is on vehicle.
- if (_isBattleGround || (!_isPvP && !_killer->GetVehicle()))
- _xp = Trinity::XP::Gain(player, _victim);
- }
- inline void KillRewarder::_RewardHonor(Player* player)
- {
- // Rewarded player must be alive.
- if (player->isAlive())
- player->RewardHonor(_victim, _count, -1, true);
- }
- inline void KillRewarder::_RewardXP(Player* player, float rate)
- {
- uint32 xp(_xp);
- if (_group)
- {
- // 4.2.1. If player is in group, adjust XP:
- // * set to 0 if player's level is more than maximum level of not gray member;
- // * cut XP in half if _isFullXP is false.
- if (_maxNotGrayMember && player->isAlive() &&
- _maxNotGrayMember->getLevel() >= player->getLevel())
- xp = _isFullXP ?
- uint32(xp * rate) : // Reward FULL XP if all group members are not gray.
- uint32(xp * rate / 2) + 1; // Reward only HALF of XP if some of group members are gray.
- else
- xp = 0;
- }
- if (xp)
- {
- // 4.2.2. Apply auras modifying rewarded XP (SPELL_AURA_MOD_XP_PCT).
- Unit::AuraEffectList const& auras = player->GetAuraEffectsByType(SPELL_AURA_MOD_XP_PCT);
- for (Unit::AuraEffectList::const_iterator i = auras.begin(); i != auras.end(); ++i)
- AddPctN(xp, (*i)->GetAmount());
- // 4.2.3. Give XP to player.
- player->GiveXP(xp, _victim, _groupRate);
- if (Pet* pet = player->GetPet())
- // 4.2.4. If player has pet, reward pet with XP (100% for single player, 50% for group case).
- pet->GivePetXP(_group ? xp / 2 : xp);
- }
- }
- inline void KillRewarder::_RewardReputation(Player* player, float rate)
- {
- // 4.3. Give reputation (player must not be on BG).
- // Even dead players and corpses are rewarded.
- player->RewardReputation(_victim, rate);
- }
- inline void KillRewarder::_RewardKillCredit(Player* player)
- {
- // 4.4. Give kill credit (player must not be in group, or he must be alive or without corpse).
- if (!_group || player->isAlive() || !player->GetCorpse())
- if (_victim->GetTypeId() == TYPEID_UNIT)
- player->KilledMonster(_victim->ToCreature()->GetCreatureTemplate(), _victim->GetGUID());
- }
- void KillRewarder::_RewardPlayer(Player* player, bool isDungeon)
- {
- // 4. Reward player.
- if (!_isBattleGround)
- {
- // 4.1. Give honor (player must be alive and not on BG).
- _RewardHonor(player);
- // 4.1.1 Send player killcredit for quests with PlayerSlain
- if (_victim->GetTypeId() == TYPEID_PLAYER)
- player->KilledPlayerCredit();
- }
- // Give XP only in PvE or in battlegrounds.
- // Give reputation and kill credit only in PvE.
- if (!_isPvP || _isBattleGround)
- {
- const float rate = _group ?
- _groupRate * float(player->getLevel()) / _sumLevel : // Group rate depends on summary level.
- 1.0f; // Personal rate is 100%.
- if (_xp)
- // 4.2. Give XP.
- _RewardXP(player, rate);
- if (!_isBattleGround)
- {
- // If killer is in dungeon then all members receive full reputation at kill.
- _RewardReputation(player, isDungeon ? 1.0f : rate);
- _RewardKillCredit(player);
- }
- }
- }
- void KillRewarder::_RewardGroup()
- {
- if (_maxLevel)
- {
- if (_maxNotGrayMember)
- // 3.1.1. Initialize initial XP amount based on maximum level of group member,
- // for whom victim is not gray.
- _InitXP(_maxNotGrayMember);
- // To avoid unnecessary calculations and calls,
- // proceed only if XP is not ZERO or player is not on battleground
- // (battleground rewards only XP, that's why).
- if (!_isBattleGround || _xp)
- {
- const bool isDungeon = !_isPvP && sMapStore.LookupEntry(_killer->GetMapId())->IsDungeon();
- if (!_isBattleGround)
- {
- // 3.1.2. Alter group rate if group is in raid (not for battlegrounds).
- const bool isRaid = !_isPvP && sMapStore.LookupEntry(_killer->GetMapId())->IsRaid() && _group->isRaidGroup();
- _groupRate = Trinity::XP::xp_in_group_rate(_count, isRaid);
- }
- // 3.1.3. Reward each group member (even dead or corpse) within reward distance.
- for (GroupReference* itr = _group->GetFirstMember(); itr != NULL; itr = itr->next())
- if (Player* member = itr->getSource())
- if (member->IsAtGroupRewardDistance(_victim))
- _RewardPlayer(member, isDungeon);
- }
- }
- }
- void KillRewarder::Reward()
- {
- // 3. Reward killer (and group, if necessary).
- if (_group)
- // 3.1. If killer is in group, reward group.
- _RewardGroup();
- else
- {
- // 3.2. Reward single killer (not group case).
- // 3.2.1. Initialize initial XP amount based on killer's level.
- _InitXP(_killer);
- // To avoid unnecessary calculations and calls,
- // proceed only if XP is not ZERO or player is not on battleground
- // (battleground rewards only XP, that's why).
- if (!_isBattleGround || _xp)
- // 3.2.2. Reward killer.
- _RewardPlayer(_killer, false);
- }
- // 5. Credit instance encounter.
- if (Creature* victim = _victim->ToCreature())
- if (victim->IsDungeonBoss())
- if (InstanceScript* instance = _victim->GetInstanceScript())
- instance->UpdateEncounterState(ENCOUNTER_CREDIT_KILL_CREATURE, _victim->GetEntry(), _victim);
- }
- // == Player ====================================================
- // we can disable this warning for this since it only
- // causes undefined behavior when passed to the base class constructor
- #ifdef _MSC_VER
- #pragma warning(disable:4355)
- #endif
- Player::Player(WorldSession* session): Unit(true), m_achievementMgr(this), m_reputationMgr(this)
- {
- #ifdef _MSC_VER
- #pragma warning(default:4355)
- #endif
- m_speakTime = 0;
- m_speakCount = 0;
- m_objectType |= TYPEMASK_PLAYER;
- m_objectTypeId = TYPEID_PLAYER;
- m_valuesCount = PLAYER_END;
- m_session = session;
- m_divider = 0;
- m_ExtraFlags = 0;
- m_spellModTakingSpell = NULL;
- //m_pad = 0;
- // players always accept
- if (AccountMgr::IsPlayerAccount(GetSession()->GetSecurity()))
- SetAcceptWhispers(true);
- m_curSelection = 0;
- m_lootGuid = 0;
- m_comboTarget = 0;
- m_comboPoints = 0;
- m_usedTalentCount = 0;
- m_questRewardTalentCount = 0;
- m_regenTimer = 0;
- m_regenTimerCount = 0;
- m_weaponChangeTimer = 0;
- m_zoneUpdateId = 0;
- m_zoneUpdateTimer = 0;
- m_areaUpdateId = 0;
- m_nextSave = sWorld->getIntConfig(CONFIG_INTERVAL_SAVE);
- clearResurrectRequestData();
- memset(m_items, 0, sizeof(Item*)*PLAYER_SLOTS_COUNT);
- m_social = NULL;
- // group is initialized in the reference constructor
- SetGroupInvite(NULL);
- m_groupUpdateMask = 0;
- m_auraRaidUpdateMask = 0;
- m_bPassOnGroupLoot = false;
- duel = NULL;
- m_GuildIdInvited = 0;
- m_ArenaTeamIdInvited = 0;
- m_atLoginFlags = AT_LOGIN_NONE;
- mSemaphoreTeleport_Near = false;
- mSemaphoreTeleport_Far = false;
- m_DelayedOperations = 0;
- m_bCanDelayTeleport = false;
- m_bHasDelayedTeleport = false;
- m_teleport_options = 0;
- m_trade = NULL;
- m_cinematic = 0;
- PlayerTalkClass = new PlayerMenu(GetSession());
- m_currentBuybackSlot = BUYBACK_SLOT_START;
- m_DailyQuestChanged = false;
- m_lastDailyQuestTime = 0;
- for (uint8 i=0; i<MAX_TIMERS; i++)
- m_MirrorTimer[i] = DISABLED_MIRROR_TIMER;
- m_MirrorTimerFlags = UNDERWATER_NONE;
- m_MirrorTimerFlagsLast = UNDERWATER_NONE;
- m_isInWater = false;
- m_drunkTimer = 0;
- m_restTime = 0;
- m_deathTimer = 0;
- m_deathExpireTime = 0;
- m_swingErrorMsg = 0;
- for (uint8 j = 0; j < PLAYER_MAX_BATTLEGROUND_QUEUES; ++j)
- {
- m_bgBattlegroundQueueID[j].bgQueueTypeId = BATTLEGROUND_QUEUE_NONE;
- m_bgBattlegroundQueueID[j].invitedToInstance = 0;
- }
- m_logintime = time(NULL);
- m_Last_tick = m_logintime;
- m_WeaponProficiency = 0;
- m_ArmorProficiency = 0;
- m_canParry = false;
- m_canBlock = false;
- m_canDualWield = false;
- m_canTitanGrip = false;
- m_ammoDPS = 0.0f;
- m_temporaryUnsummonedPetNumber = 0;
- //cache for UNIT_CREATED_BY_SPELL to allow
- //returning reagents for temporarily removed pets
- //when dying/logging out
- m_oldpetspell = 0;
- m_lastpetnumber = 0;
- ////////////////////Rest System/////////////////////
- time_inn_enter=0;
- inn_pos_mapid=0;
- inn_pos_x=0;
- 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 (uint8 i = 0; i < MAX_MOVE_TYPE; ++i)
- m_forced_speed_changes[i] = 0;
- m_stableSlots = 0;
- /////////////////// Instance System /////////////////////
- m_HomebindTimer = 0;
- m_InstanceValid = true;
- m_dungeonDifficulty = DUNGEON_DIFFICULTY_NORMAL;
- m_raidDifficulty = RAID_DIFFICULTY_10MAN_NORMAL;
- m_lastPotionId = 0;
- m_activeSpec = 0;
- m_specsCount = 1;
- for (uint8 i = 0; i < MAX_TALENT_SPECS; ++i)
- {
- for (uint8 g = 0; g < MAX_GLYPH_SLOT_INDEX; ++g)
- m_Glyphs[i][g] = 0;
- m_talents[i] = new PlayerTalentMap();
- }
- for (uint8 i = 0; i < BASEMOD_END; ++i)
- {
- m_auraBaseMod[i][FLAT_MOD] = 0.0f;
- m_auraBaseMod[i][PCT_MOD] = 1.0f;
- }
- for (uint8 i = 0; i < MAX_COMBAT_RATING; i++)
- m_baseRatingValue[i] = 0;
- m_baseSpellPower = 0;
- m_baseFeralAP = 0;
- m_baseManaRegen = 0;
- m_baseHealthRegen = 0;
- m_spellPenetrationItemMod = 0;
- // Honor System
- m_lastHonorUpdateTime = time(NULL);
- m_IsBGRandomWinner = false;
- // Player summoning
- m_summon_expire = 0;
- m_summon_mapid = 0;
- m_summon_x = 0.0f;
- m_summon_y = 0.0f;
- m_summon_z = 0.0f;
- m_mover = this;
- m_movedPlayer = this;
- m_seer = this;
- m_contestedPvPTimer = 0;
- m_declinedname = NULL;
- m_isActive = true;
- m_runes = NULL;
- m_lastFallTime = 0;
- m_lastFallZ = 0;
- m_grantableLevels = 0;
- m_ControlledByPlayer = true;
- sWorld->IncreasePlayerCount();
- m_ChampioningFaction = 0;
- for (uint8 i = 0; i < MAX_POWERS; ++i)
- m_powerFraction[i] = 0;
- isDebugAreaTriggers = false;
- m_WeeklyQuestChanged = false;
- m_SeasonalQuestChanged = false;
- SetPendingBind(0, 0);
- }
- Player::~Player()
- {
- // it must be unloaded already in PlayerLogout and accessed only for loggined player
- //m_social = NULL;
- // Note: buy back item already deleted from DB when player was saved
- for (uint8 i = 0; i < PLAYER_SLOTS_COUNT; ++i)
- delete m_items[i];
- for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
- delete itr->second;
- for (uint8 i = 0; i < MAX_TALENT_SPECS; ++i)
- {
- for (PlayerTalentMap::const_iterator itr = m_talents[i]->begin(); itr != m_talents[i]->end(); ++itr)
- delete itr->second;
- delete m_talents[i];
- }
- //all mailed items should be deleted, also all mail should be deallocated
- for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
- delete *itr;
- for (ItemMap::iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter)
- delete iter->second; //if item is duplicated... then server may crash ... but that item should be deallocated
- delete PlayerTalkClass;
- for (size_t x = 0; x < ItemSetEff.size(); x++)
- delete ItemSetEff[x];
- delete m_declinedname;
- delete m_runes;
- sWorld->DecreasePlayerCount();
- }
- void Player::CleanupsBeforeDelete(bool finalCleanup)
- {
- TradeCancel(false);
- DuelComplete(DUEL_INTERRUPTED);
- Unit::CleanupsBeforeDelete(finalCleanup);
- if (m_transport)
- m_transport->RemovePassenger(this);
- // clean up player-instance binds, may unload some instance saves
- for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
- for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
- itr->second.save->RemovePlayer(this);
- }
- bool Player::Create(uint32 guidlow, CharacterCreateInfo* createInfo)
- {
- //FIXME: outfitId not used in player creating
- // TODO: need more checks against packet modifications
- // should check that skin, face, hair* are valid via DBC per race/class
- // also do it in Player::BuildEnumData, Player::LoadFromDB
- Object::_Create(guidlow, 0, HIGHGUID_PLAYER);
- m_name = createInfo->Name;
- PlayerInfo const* info = sObjectMgr->GetPlayerInfo(createInfo->Race, createInfo->Class);
- if (!info)
- {
- sLog->outError(LOG_FILTER_PLAYER, "Player::Create: Possible hacking-attempt: Account %u tried creating a character named '%s' with an invalid race/class pair (%u/%u) - refusing to do so.",
- GetSession()->GetAccountId(), m_name.c_str(), createInfo->Race, createInfo->Class);
- return false;
- }
- for (uint8 i = 0; i < PLAYER_SLOTS_COUNT; i++)
- m_items[i] = NULL;
- Relocate(info->positionX, info->positionY, info->positionZ, info->orientation);
- ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(createInfo->Class);
- if (!cEntry)
- {
- sLog->outError(LOG_FILTER_PLAYER, "Player::Create: Possible hacking-attempt: Account %u tried creating a character named '%s' with an invalid character class (%u) - refusing to do so (wrong DBC-files?)",
- GetSession()->GetAccountId(), m_name.c_str(), createInfo->Class);
- return false;
- }
- SetMap(sMapMgr->CreateMap(info->mapId, this));
- uint8 powertype = cEntry->powerType;
- SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, DEFAULT_WORLD_OBJECT_SIZE);
- SetFloatValue(UNIT_FIELD_COMBATREACH, 1.5f);
- setFactionForRace(createInfo->Race);
- if (!IsValidGender(createInfo->Gender))
- {
- sLog->outError(LOG_FILTER_PLAYER, "Player::Create: Possible hacking-attempt: Account %u tried creating a character named '%s' with an invalid gender (%hu) - refusing to do so",
- GetSession()->GetAccountId(), m_name.c_str(), createInfo->Gender);
- return false;
- }
- uint32 RaceClassGender = (createInfo->Race) | (createInfo->Class << 8) | (createInfo->Gender << 16);
- SetUInt32Value(UNIT_FIELD_BYTES_0, (RaceClassGender | (powertype << 24)));
- InitDisplayIds();
- if (sWorld->getIntConfig(CONFIG_GAME_TYPE) == REALM_TYPE_PVP || sWorld->getIntConfig(CONFIG_GAME_TYPE) == REALM_TYPE_RPPVP)
- {
- SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP);
- SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE);
- }
- SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER);
- SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); // fix cast time showed in spell tooltip on client
- SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f); // default for players in 3.0.3
- // -1 is default value
- SetInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, uint32(-1));
- SetUInt32Value(PLAYER_BYTES, (createInfo->Skin | (createInfo->Face << 8) | (createInfo->HairStyle << 16) | (createInfo->HairColor << 24)));
- SetUInt32Value(PLAYER_BYTES_2, (createInfo->FacialHair |
- (0x00 << 8) |
- (0x00 << 16) |
- (((GetSession()->IsARecruiter() || GetSession()->GetRecruiterId() != 0) ? REST_STATE_RAF_LINKED : REST_STATE_NOT_RAF_LINKED) << 24)));
- SetByteValue(PLAYER_BYTES_3, 0, createInfo->Gender);
- SetByteValue(PLAYER_BYTES_3, 3, 0); // BattlefieldArenaFaction (0 or 1)
- SetUInt32Value(PLAYER_GUILDID, 0);
- SetUInt32Value(PLAYER_GUILDRANK, 0);
- SetUInt32Value(PLAYER_GUILD_TIMESTAMP, 0);
- for (int i = 0; i < KNOWN_TITLES_SIZE; ++i)
- SetUInt64Value(PLAYER__FIELD_KNOWN_TITLES + i, 0); // 0=disabled
- SetUInt32Value(PLAYER_CHOSEN_TITLE, 0);
- SetUInt32Value(PLAYER_FIELD_KILLS, 0);
- SetUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS, 0);
- SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, 0);
- SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0);
- // set starting level
- uint32 start_level = getClass() != CLASS_DEATH_KNIGHT
- ? sWorld->getIntConfig(CONFIG_START_PLAYER_LEVEL)
- : sWorld->getIntConfig(CONFIG_START_HEROIC_PLAYER_LEVEL);
- if (!AccountMgr::IsPlayerAccount(GetSession()->GetSecurity()))
- {
- uint32 gm_level = sWorld->getIntConfig(CONFIG_START_GM_LEVEL);
- if (gm_level > start_level)
- start_level = gm_level;
- }
- SetUInt32Value(UNIT_FIELD_LEVEL, start_level);
- InitRunes();
- SetUInt32Value(PLAYER_FIELD_COINAGE, sWorld->getIntConfig(CONFIG_START_PLAYER_MONEY));
- SetHonorPoints(sWorld->getIntConfig(CONFIG_START_HONOR_POINTS));
- SetArenaPoints(sWorld->getIntConfig(CONFIG_START_ARENA_POINTS));
- // start with every map explored
- if (sWorld->getBoolConfig(CONFIG_START_ALL_EXPLORED))
- {
- for (uint8 i=0; i<PLAYER_EXPLORED_ZONES_SIZE; i++)
- SetFlag(PLAYER_EXPLORED_ZONES_1+i, 0xFFFFFFFF);
- }
- //Reputations if "StartAllReputation" is enabled, -- TODO: Fix this in a better way
- if (sWorld->getBoolConfig(CONFIG_START_ALL_REP))
- {
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(942), 42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(935), 42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(936), 42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(1011), 42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(970), 42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(967), 42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(989), 42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(932), 42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(934), 42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(1038), 42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(1077), 42999);
- // Factions depending on team, like cities and some more stuff
- switch (GetTeam())
- {
- case ALLIANCE:
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(72), 42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(47), 42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(69), 42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(930), 42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(730), 42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(978), 42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(54), 42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(946), 42999);
- break;
- case HORDE:
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(76), 42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(68), 42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(81), 42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(911), 42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(729), 42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(941), 42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(530), 42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(947), 42999);
- break;
- default:
- break;
- }
- }
- // Played time
- m_Last_tick = time(NULL);
- m_Played_time[PLAYED_TIME_TOTAL] = 0;
- m_Played_time[PLAYED_TIME_LEVEL] = 0;
- // base stats and related field values
- InitStatsForLevel();
- InitTaxiNodesForLevel();
- InitGlyphsForLevel();
- InitTalentForLevel();
- InitPrimaryProfessions(); // to max set before any spell added
- // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
- UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
- SetFullHealth();
- if (getPowerType() == POWER_MANA)
- {
- UpdateMaxPower(POWER_MANA); // Update max Mana (for add bonus from intellect)
- SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
- }
- if (getPowerType() == POWER_RUNIC_POWER)
- {
- SetPower(POWER_RUNE, 8);
- SetMaxPower(POWER_RUNE, 8);
- SetPower(POWER_RUNIC_POWER, 0);
- SetMaxPower(POWER_RUNIC_POWER, 1000);
- }
- // original spells
- learnDefaultSpells();
- // original action bar
- for (PlayerCreateInfoActions::const_iterator action_itr = info->action.begin(); action_itr != info->action.end(); ++action_itr)
- addActionButton(action_itr->button, action_itr->action, action_itr->type);
- // original items
- CharStartOutfitEntry const* oEntry = NULL;
- for (uint32 i = 1; i < sCharStartOutfitStore.GetNumRows(); ++i)
- {
- if (CharStartOutfitEntry const* entry = sCharStartOutfitStore.LookupEntry(i))
- {
- if (entry->RaceClassGender == RaceClassGender)
- {
- oEntry = entry;
- break;
- }
- }
- }
- if (oEntry)
- {
- for (int j = 0; j < MAX_OUTFIT_ITEMS; ++j)
- {
- if (oEntry->ItemId[j] <= 0)
- continue;
- uint32 itemId = oEntry->ItemId[j];
- // just skip, reported in ObjectMgr::LoadItemTemplates
- ItemTemplate const* iProto = sObjectMgr->GetItemTemplate(itemId);
- if (!iProto)
- continue;
- // BuyCount by default
- uint32 count = iProto->BuyCount;
- // special amount for food/drink
- if (iProto->Class == ITEM_CLASS_CONSUMABLE && iProto->SubClass == ITEM_SUBCLASS_FOOD)
- {
- switch (iProto->Spells[0].SpellCategory)
- {
- case SPELL_CATEGORY_FOOD: // food
- count = getClass() == CLASS_DEATH_KNIGHT ? 10 : 4;
- break;
- case SPELL_CATEGORY_DRINK: // drink
- count = 2;
- break;
- }
- if (iProto->GetMaxStackSize() < count)
- count = iProto->GetMaxStackSize();
- }
- StoreNewItemInBestSlots(itemId, count);
- }
- }
- for (PlayerCreateInfoItems::const_iterator item_id_itr = info->item.begin(); item_id_itr != info->item.end(); ++item_id_itr)
- StoreNewItemInBestSlots(item_id_itr->item_id, item_id_itr->item_amount);
- // bags and main-hand weapon must equipped at this moment
- // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
- // or ammo not equipped in special bag
- for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
- {
- if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
- {
- uint16 eDest;
- // equip offhand weapon/shield if it attempt equipped before main-hand weapon
- InventoryResult msg = CanEquipItem(NULL_SLOT, eDest, pItem, false);
- if (msg == EQUIP_ERR_OK)
- {
- RemoveItem(INVENTORY_SLOT_BAG_0, i, true);
- EquipItem(eDest, pItem, true);
- }
- // move other items to more appropriate slots (ammo not equipped in special bag)
- else
- {
- ItemPosCountVec sDest;
- msg = CanStoreItem(NULL_BAG, NULL_SLOT, sDest, pItem, false);
- if (msg == EQUIP_ERR_OK)
- {
- RemoveItem(INVENTORY_SLOT_BAG_0, i, true);
- pItem = StoreItem(sDest, pItem, true);
- }
- // if this is ammo then use it
- msg = CanUseAmmo(pItem->GetEntry());
- if (msg == EQUIP_ERR_OK)
- SetAmmo(pItem->GetEntry());
- }
- }
- }
- // all item positions resolved
- return true;
- }
- bool Player::StoreNewItemInBestSlots(uint32 titem_id, uint32 titem_amount)
- {
- sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "STORAGE: Creating initial item, itemId = %u, count = %u", titem_id, titem_amount);
- // attempt equip by one
- while (titem_amount > 0)
- {
- uint16 eDest;
- InventoryResult msg = CanEquipNewItem(NULL_SLOT, eDest, titem_id, false);
- if (msg != EQUIP_ERR_OK)
- break;
- EquipNewItem(eDest, titem_id, true);
- AutoUnequipOffhandIfNeed();
- --titem_amount;
- }
- if (titem_amount == 0)
- return true; // equipped
- // attempt store
- ItemPosCountVec sDest;
- // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
- InventoryResult msg = CanStoreNewItem(INVENTORY_SLOT_BAG_0, NULL_SLOT, sDest, titem_id, titem_amount);
- if (msg == EQUIP_ERR_OK)
- {
- StoreNewItem(sDest, titem_id, true, Item::GenerateItemRandomPropertyId(titem_id));
- return true; // stored
- }
- // item can't be added
- sLog->outError(LOG_FILTER_PLAYER_ITEMS, "STORAGE: Can't equip or store initial item %u for race %u class %u, error msg = %u", titem_id, getRace(), getClass(), msg);
- return false;
- }
- void Player::SendMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, int32 Regen)
- {
- if (int(MaxValue) == DISABLED_MIRROR_TIMER)
- {
- if (int(CurrentValue) != DISABLED_MIRROR_TIMER)
- StopMirrorTimer(Type);
- return;
- }
- WorldPacket data(SMSG_START_MIRROR_TIMER, (21));
- data << (uint32)Type;
- data << CurrentValue;
- data << MaxValue;
- data << Regen;
- data << (uint8)0;
- data << (uint32)0; // spell id
- GetSession()->SendPacket(&data);
- }
- void Player::StopMirrorTimer(MirrorTimerType Type)
- {
- m_MirrorTimer[Type] = DISABLED_MIRROR_TIMER;
- WorldPacket data(SMSG_STOP_MIRROR_TIMER, 4);
- data << (uint32)Type;
- GetSession()->SendPacket(&data);
- }
- bool Player::IsImmuneToEnvironmentalDamage()
- {
- // check for GM and death state included in isAttackableByAOE
- return (!isTargetableForAttack(false));
- }
- uint32 Player::EnvironmentalDamage(EnviromentalDamage type, uint32 damage)
- {
- if (IsImmuneToEnvironmentalDamage())
- return 0;
- // Absorb, resist some environmental damage type
- uint32 absorb = 0;
- uint32 resist = 0;
- if (type == DAMAGE_LAVA)
- CalcAbsorbResist(this, SPELL_SCHOOL_MASK_FIRE, DIRECT_DAMAGE, damage, &absorb, &resist);
- else if (type == DAMAGE_SLIME)
- CalcAbsorbResist(this, SPELL_SCHOOL_MASK_NATURE, DIRECT_DAMAGE, damage, &absorb, &resist);
- damage -= absorb + resist;
- DealDamageMods(this, damage, &absorb);
- WorldPacket data(SMSG_ENVIRONMENTALDAMAGELOG, (21));
- data << uint64(GetGUID());
- data << uint8(type != DAMAGE_FALL_TO_VOID ? type : DAMAGE_FALL);
- data << uint32(damage);
- data << uint32(absorb);
- data << uint32(resist);
- SendMessageToSet(&data, true);
- uint32 final_damage = DealDamage(this, damage, NULL, SELF_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
- if (!isAlive())
- {
- if (type == DAMAGE_FALL) // DealDamage not apply item durability loss at self damage
- {
- sLog->outDebug(LOG_FILTER_PLAYER, "We are fall to death, loosing 10 percents durability");
- DurabilityLossAll(0.10f, false);
- // durability lost message
- WorldPacket data2(SMSG_DURABILITY_DAMAGE_DEATH, 0);
- GetSession()->SendPacket(&data2);
- }
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM, 1, type);
- }
- return final_damage;
- }
- int32 Player::getMaxTimer(MirrorTimerType timer)
- {
- switch (timer)
- {
- case FATIGUE_TIMER:
- return MINUTE * IN_MILLISECONDS;
- case BREATH_TIMER:
- {
- if (!isAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING) || GetSession()->GetSecurity() >= AccountTypes(sWorld->getIntConfig(CONFIG_DISABLE_BREATHING)))
- return DISABLED_MIRROR_TIMER;
- int32 UnderWaterTime = 3 * MINUTE * IN_MILLISECONDS;
- AuraEffectList const& mModWaterBreathing = GetAuraEffectsByType(SPELL_AURA_MOD_WATER_BREATHING);
- for (AuraEffectList::const_iterator i = mModWaterBreathing.begin(); i != mModWaterBreathing.end(); ++i)
- AddPctN(UnderWaterTime, (*i)->GetAmount());
- return UnderWaterTime;
- }
- case FIRE_TIMER:
- {
- if (!isAlive())
- return DISABLED_MIRROR_TIMER;
- return 1 * IN_MILLISECONDS;
- }
- default:
- return 0;
- }
- }
- void Player::UpdateMirrorTimers()
- {
- // Desync flags for update on next HandleDrowning
- if (m_MirrorTimerFlags)
- m_MirrorTimerFlagsLast = ~m_MirrorTimerFlags;
- }
- void Player::HandleDrowning(uint32 time_diff)
- {
- if (!m_MirrorTimerFlags)
- return;
- // In water
- if (m_MirrorTimerFlags & UNDERWATER_INWATER)
- {
- // Breath timer not activated - activate it
- if (m_MirrorTimer[BREATH_TIMER] == DISABLED_MIRROR_TIMER)
- {
- m_MirrorTimer[BREATH_TIMER] = getMaxTimer(BREATH_TIMER);
- SendMirrorTimer(BREATH_TIMER, m_MirrorTimer[BREATH_TIMER], m_MirrorTimer[BREATH_TIMER], -1);
- }
- else // If activated - do tick
- {
- m_MirrorTimer[BREATH_TIMER]-=time_diff;
- // Timer limit - need deal damage
- if (m_MirrorTimer[BREATH_TIMER] < 0)
- {
- m_MirrorTimer[BREATH_TIMER]+= 1*IN_MILLISECONDS;
- // Calculate and deal damage
- // TODO: Check this formula
- uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
- EnvironmentalDamage(DAMAGE_DROWNING, damage);
- }
- else if (!(m_MirrorTimerFlagsLast & UNDERWATER_INWATER)) // Update time in client if need
- SendMirrorTimer(BREATH_TIMER, getMaxTimer(BREATH_TIMER), m_MirrorTimer[BREATH_TIMER], -1);
- }
- }
- else if (m_MirrorTimer[BREATH_TIMER] != DISABLED_MIRROR_TIMER) // Regen timer
- {
- int32 UnderWaterTime = getMaxTimer(BREATH_TIMER);
- // Need breath regen
- m_MirrorTimer[BREATH_TIMER]+=10*time_diff;
- if (m_MirrorTimer[BREATH_TIMER] >= UnderWaterTime || !isAlive())
- StopMirrorTimer(BREATH_TIMER);
- else if (m_MirrorTimerFlagsLast & UNDERWATER_INWATER)
- SendMirrorTimer(BREATH_TIMER, UnderWaterTime, m_MirrorTimer[BREATH_TIMER], 10);
- }
- // In dark water
- if (m_MirrorTimerFlags & UNDERWARER_INDARKWATER)
- {
- // Fatigue timer not activated - activate it
- if (m_MirrorTimer[FATIGUE_TIMER] == DISABLED_MIRROR_TIMER)
- {
- m_MirrorTimer[FATIGUE_TIMER] = getMaxTimer(FATIGUE_TIMER);
- SendMirrorTimer(FATIGUE_TIMER, m_MirrorTimer[FATIGUE_TIMER], m_MirrorTimer[FATIGUE_TIMER], -1);
- }
- else
- {
- m_MirrorTimer[FATIGUE_TIMER]-=time_diff;
- // Timer limit - need deal damage or teleport ghost to graveyard
- if (m_MirrorTimer[FATIGUE_TIMER] < 0)
- {
- m_MirrorTimer[FATIGUE_TIMER]+= 1*IN_MILLISECONDS;
- if (isAlive()) // Calculate and deal damage
- {
- uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
- EnvironmentalDamage(DAMAGE_EXHAUSTED, damage);
- }
- else if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) // Teleport ghost to graveyard
- RepopAtGraveyard();
- }
- else if (!(m_MirrorTimerFlagsLast & UNDERWARER_INDARKWATER))
- SendMirrorTimer(FATIGUE_TIMER, getMaxTimer(FATIGUE_TIMER), m_MirrorTimer[FATIGUE_TIMER], -1);
- }
- }
- else if (m_MirrorTimer[FATIGUE_TIMER] != DISABLED_MIRROR_TIMER) // Regen timer
- {
- int32 DarkWaterTime = getMaxTimer(FATIGUE_TIMER);
- m_MirrorTimer[FATIGUE_TIMER]+=10*time_diff;
- if (m_MirrorTimer[FATIGUE_TIMER] >= DarkWaterTime || !isAlive())
- StopMirrorTimer(FATIGUE_TIMER);
- else if (m_MirrorTimerFlagsLast & UNDERWARER_INDARKWATER)
- SendMirrorTimer(FATIGUE_TIMER, DarkWaterTime, m_MirrorTimer[FATIGUE_TIMER], 10);
- }
- if (m_MirrorTimerFlags & (UNDERWATER_INLAVA /*| UNDERWATER_INSLIME*/) && !(_lastLiquid && _lastLiquid->SpellId))
- {
- // Breath timer not activated - activate it
- if (m_MirrorTimer[FIRE_TIMER] == DISABLED_MIRROR_TIMER)
- m_MirrorTimer[FIRE_TIMER] = getMaxTimer(FIRE_TIMER);
- else
- {
- m_MirrorTimer[FIRE_TIMER] -= time_diff;
- if (m_MirrorTimer[FIRE_TIMER] < 0)
- {
- m_MirrorTimer[FIRE_TIMER]+= 1*IN_MILLISECONDS;
- // Calculate and deal damage
- // TODO: Check this formula
- uint32 damage = urand(600, 700);
- if (m_MirrorTimerFlags & UNDERWATER_INLAVA)
- EnvironmentalDamage(DAMAGE_LAVA, damage);
- // need to skip Slime damage in Undercity,
- // maybe someone can find better way to handle environmental damage
- //else if (m_zoneUpdateId != 1497)
- // EnvironmentalDamage(DAMAGE_SLIME, damage);
- }
- }
- }
- else
- m_MirrorTimer[FIRE_TIMER] = DISABLED_MIRROR_TIMER;
- // Recheck timers flag
- m_MirrorTimerFlags&=~UNDERWATER_EXIST_TIMERS;
- for (uint8 i = 0; i< MAX_TIMERS; ++i)
- if (m_MirrorTimer[i] != DISABLED_MIRROR_TIMER)
- {
- m_MirrorTimerFlags|=UNDERWATER_EXIST_TIMERS;
- break;
- }
- m_MirrorTimerFlagsLast = m_MirrorTimerFlags;
- }
- ///The player sobers by 1% every 9 seconds
- void Player::HandleSobering()
- {
- m_drunkTimer = 0;
- uint8 currentDrunkValue = GetDrunkValue();
- uint8 drunk = currentDrunkValue ? --currentDrunkValue : 0;
- SetDrunkValue(drunk);
- }
- DrunkenState Player::GetDrunkenstateByValue(uint8 value)
- {
- if (value >= 90)
- return DRUNKEN_SMASHED;
- if (value >= 50)
- return DRUNKEN_DRUNK;
- if (value)
- return DRUNKEN_TIPSY;
- return DRUNKEN_SOBER;
- }
- void Player::SetDrunkValue(uint8 newDrunkValue, uint32 itemId /*= 0*/)
- {
- bool isSobering = newDrunkValue < GetDrunkValue();
- uint32 oldDrunkenState = Player::GetDrunkenstateByValue(GetDrunkValue());
- if (newDrunkValue > 100)
- newDrunkValue = 100;
- // select drunk percent or total SPELL_AURA_MOD_FAKE_INEBRIATE amount, whichever is higher for visibility updates
- int32 drunkPercent = std::max<int32>(newDrunkValue, GetTotalAuraModifier(SPELL_AURA_MOD_FAKE_INEBRIATE));
- if (drunkPercent)
- {
- m_invisibilityDetect.AddFlag(INVISIBILITY_DRUNK);
- m_invisibilityDetect.SetValue(INVISIBILITY_DRUNK, drunkPercent);
- }
- else if (!HasAuraType(SPELL_AURA_MOD_FAKE_INEBRIATE) && !newDrunkValue)
- m_invisibilityDetect.DelFlag(INVISIBILITY_DRUNK);
- uint32 newDrunkenState = Player::GetDrunkenstateByValue(newDrunkValue);
- SetByteValue(PLAYER_BYTES_3, 1, newDrunkValue);
- UpdateObjectVisibility();
- if (!isSobering)
- m_drunkTimer = 0; // reset sobering timer
- if (newDrunkenState == oldDrunkenState)
- return;
- WorldPacket data(SMSG_CROSSED_INEBRIATION_THRESHOLD, (8+4+4));
- data << uint64(GetGUID());
- data << uint32(newDrunkenState);
- data << uint32(itemId);
- SendMessageToSet(&data, true);
- }
- void Player::Update(uint32 p_time)
- {
- if (!IsInWorld())
- return;
- // undelivered mail
- if (m_nextMailDelivereTime && m_nextMailDelivereTime <= time(NULL))
- {
- SendNewMail();
- ++unReadMails;
- // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
- m_nextMailDelivereTime = 0;
- }
- // If this is set during update SetSpellModTakingSpell call is missing somewhere in the code
- // Having this would prevent more aura charges to be dropped, so let's crash
- //ASSERT (!m_spellModTakingSpell);
- if (m_spellModTakingSpell)
- {
- //sLog->outFatal(LOG_FILTER_PLAYER, "Player has m_pad %u during update!", m_pad);
- //if (m_spellModTakingSpell)
- sLog->outFatal(LOG_FILTER_SPELLS_AURAS, "Player has m_spellModTakingSpell %u during update!", m_spellModTakingSpell->m_spellInfo->Id);
- m_spellModTakingSpell = NULL;
- }
- //used to implement delayed far teleports
- SetCanDelayTeleport(true);
- Unit::Update(p_time);
- SetCanDelayTeleport(false);
- time_t now = time(NULL);
- UpdatePvPFlag(now);
- UpdateContestedPvP(p_time);
- UpdateDuelFlag(now);
- CheckDuelDistance(now);
- UpdateAfkReport(now);
- if (isCharmed())
- if (Unit* charmer = GetCharmer())
- if (charmer->GetTypeId() == TYPEID_UNIT && charmer->isAlive())
- UpdateCharmedAI();
- // Update items that have just a limited lifetime
- if (now > m_Last_tick)
- UpdateItemDuration(uint32(now - m_Last_tick));
- // check every second
- if (now > m_Last_tick + 1)
- UpdateSoulboundTradeItems();
- if (!m_timedquests.empty())
- {
- QuestSet::iterator iter = m_timedquests.begin();
- while (iter != m_timedquests.end())
- {
- QuestStatusData& q_status = m_QuestStatus[*iter];
- if (q_status.Timer <= p_time)
- {
- uint32 quest_id = *iter;
- ++iter; // current iter will be removed in FailQuest
- FailQuest(quest_id);
- }
- else
- {
- q_status.Timer -= p_time;
- m_QuestStatusSave[*iter] = true;
- ++iter;
- }
- }
- }
- GetAchievementMgr().UpdateTimedAchievements(p_time);
- if (HasUnitState(UNIT_STATE_MELEE_ATTACKING) && !HasUnitState(UNIT_STATE_CASTING))
- {
- if (Unit* victim = getVictim())
- {
- // default combat reach 10
- // TODO add weapon, skill check
- if (isAttackReady(BASE_ATTACK))
- {
- if (!IsWithinMeleeRange(victim))
- {
- setAttackTimer(BASE_ATTACK, 100);
- if (m_swingErrorMsg != 1) // send single time (client auto repeat)
- {
- SendAttackSwingNotInRange();
- m_swingErrorMsg = 1;
- }
- }
- //120 degrees of radiant range
- else if (!HasInArc(2*M_PI/3, victim))
- {
- setAttackTimer(BASE_ATTACK, 100);
- if (m_swingErrorMsg != 2) // send single time (client auto repeat)
- {
- SendAttackSwingBadFacingAttack();
- m_swingErrorMsg = 2;
- }
- }
- else
- {
- m_swingErrorMsg = 0; // reset swing error state
- // prevent base and off attack in same time, delay attack at 0.2 sec
- if (haveOffhandWeapon())
- if (getAttackTimer(OFF_ATTACK) < ATTACK_DISPLAY_DELAY)
- setAttackTimer(OFF_ATTACK, ATTACK_DISPLAY_DELAY);
- // do attack
- AttackerStateUpdate(victim, BASE_ATTACK);
- resetAttackTimer(BASE_ATTACK);
- }
- }
- if (haveOffhandWeapon() && isAttackReady(OFF_ATTACK))
- {
- if (!IsWithinMeleeRange(victim))
- setAttackTimer(OFF_ATTACK, 100);
- else if (!HasInArc(2*M_PI/3, victim))
- setAttackTimer(OFF_ATTACK, 100);
- else
- {
- // prevent base and off attack in same time, delay attack at 0.2 sec
- if (getAttackTimer(BASE_ATTACK) < ATTACK_DISPLAY_DELAY)
- setAttackTimer(BASE_ATTACK, ATTACK_DISPLAY_DELAY);
- // do attack
- AttackerStateUpdate(victim, OFF_ATTACK);
- resetAttackTimer(OFF_ATTACK);
- }
- }
- /*Unit* owner = victim->GetOwner();
- Unit* u = owner ? owner : victim;
- if (u->IsPvP() && (!duel || duel->opponent != u))
- {
- UpdatePvP(true);
- RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
- }*/
- }
- }
- if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING))
- {
- if (roll_chance_i(3) && GetTimeInnEnter() > 0) // freeze update
- {
- time_t time_inn = time(NULL)-GetTimeInnEnter();
- if (time_inn >= 10) // freeze update
- {
- float bubble = 0.125f*sWorld->getRate(RATE_REST_INGAME);
- // speed collect rest bonus (section/in hour)
- SetRestBonus(GetRestBonus()+ time_inn*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble);
- UpdateInnerTime(time(NULL));
- }
- }
- }
- if (m_weaponChangeTimer > 0)
- {
- if (p_time >= m_weaponChangeTimer)
- m_weaponChangeTimer = 0;
- else
- m_weaponChangeTimer -= p_time;
- }
- if (m_zoneUpdateTimer > 0)
- {
- if (p_time >= m_zoneUpdateTimer)
- {
- uint32 newzone, newarea;
- GetZoneAndAreaId(newzone, newarea);
- if (m_zoneUpdateId != newzone)
- UpdateZone(newzone, newarea); // also update area
- else
- {
- // use area updates as well
- // needed for free far all arenas for example
- if (m_areaUpdateId != newarea)
- UpdateArea(newarea);
- m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
- }
- }
- else
- m_zoneUpdateTimer -= p_time;
- }
- if (m_timeSyncTimer > 0)
- {
- if (p_time >= m_timeSyncTimer)
- SendTimeSync();
- else
- m_timeSyncTimer -= p_time;
- }
- if (isAlive())
- {
- m_regenTimer += p_time;
- RegenerateAll();
- }
- if (m_deathState == JUST_DIED)
- KillPlayer();
- if (m_nextSave > 0)
- {
- if (p_time >= m_nextSave)
- {
- // m_nextSave reseted in SaveToDB call
- SaveToDB();
- sLog->outDebug(LOG_FILTER_PLAYER, "Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
- }
- else
- m_nextSave -= p_time;
- }
- //Handle Water/drowning
- HandleDrowning(p_time);
- // Played time
- if (now > m_Last_tick)
- {
- uint32 elapsed = uint32(now - m_Last_tick);
- m_Played_time[PLAYED_TIME_TOTAL] += elapsed; // Total played time
- m_Played_time[PLAYED_TIME_LEVEL] += elapsed; // Level played time
- m_Last_tick = now;
- }
- if (GetDrunkValue())
- {
- m_drunkTimer += p_time;
- if (m_drunkTimer > 9 * IN_MILLISECONDS)
- HandleSobering();
- }
- if (HasPendingBind())
- {
- if (_pendingBindTimer <= p_time)
- {
- // Player left the instance
- if (_pendingBindId == GetInstanceId())
- BindToInstance();
- SetPendingBind(0, 0);
- }
- else
- _pendingBindTimer -= p_time;
- }
- // not auto-free ghost from body in instances
- if (m_deathTimer > 0 && !GetBaseMap()->Instanceable() && !HasAuraType(SPELL_AURA_PREVENT_RESURRECTION))
- {
- if (p_time >= m_deathTimer)
- {
- m_deathTimer = 0;
- BuildPlayerRepop();
- RepopAtGraveyard();
- }
- else
- m_deathTimer -= p_time;
- }
- UpdateEnchantTime(p_time);
- UpdateHomebindTime(p_time);
- if (!_instanceResetTimes.empty())
- {
- for (InstanceTimeMap::iterator itr = _instanceResetTimes.begin(); itr != _instanceResetTimes.end();)
- {
- if (itr->second < now)
- _instanceResetTimes.erase(itr++);
- else
- ++itr;
- }
- }
- // group update
- SendUpdateToOutOfRangeGroupMembers();
- Pet* pet = GetPet();
- if (pet && !pet->IsWithinDistInMap(this, GetMap()->GetVisibilityRange()) && !pet->isPossessed())
- //if (pet && !pet->IsWithinDistInMap(this, GetMap()->GetVisibilityDistance()) && (GetCharmGUID() && (pet->GetGUID() != GetCharmGUID())))
- RemovePet(pet, PET_SAVE_NOT_IN_SLOT, true);
- //we should execute delayed teleports only for alive(!) players
- //because we don't want player's ghost teleported from graveyard
- if (IsHasDelayedTeleport() && isAlive())
- TeleportTo(m_teleport_dest, m_teleport_options);
- }
- void Player::setDeathState(DeathState s)
- {
- uint32 ressSpellId = 0;
- bool cur = isAlive();
- if (s == JUST_DIED)
- {
- if (!cur)
- {
- sLog->outError(LOG_FILTER_PLAYER, "setDeathState: attempt to kill a dead player %s(%d)", GetName(), GetGUIDLow());
- return;
- }
- // drunken state is cleared on death
- SetDrunkValue(0);
- // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
- ClearComboPoints();
- clearResurrectRequestData();
- //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
- RemovePet(NULL, PET_SAVE_NOT_IN_SLOT, true);
- // save value before aura remove in Unit::setDeathState
- ressSpellId = GetUInt32Value(PLAYER_SELF_RES_SPELL);
- // passive spell
- if (!ressSpellId)
- ressSpellId = GetResurrectionSpellId();
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP, 1);
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH, 1);
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON, 1);
- GetAchievementMgr().ResetAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_BG_OBJECTIVE_CAPTURE, ACHIEVEMENT_CRITERIA_CONDITION_NO_DEATH);
- GetAchievementMgr().ResetAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL, ACHIEVEMENT_CRITERIA_CONDITION_NO_DEATH);
- GetAchievementMgr().ResetAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GET_KILLING_BLOWS, ACHIEVEMENT_CRITERIA_CONDITION_NO_DEATH);
- }
- Unit::setDeathState(s);
- // restore resurrection spell id for player after aura remove
- if (s == JUST_DIED && cur && ressSpellId)
- SetUInt32Value(PLAYER_SELF_RES_SPELL, ressSpellId);
- if (isAlive() && !cur)
- //clear aura case after resurrection by another way (spells will be applied before next death)
- SetUInt32Value(PLAYER_SELF_RES_SPELL, 0);
- }
- bool Player::BuildEnumData(PreparedQueryResult result, WorldPacket* data)
- {
- // 0 1 2 3 4 5 6 7
- // "SELECT characters.guid, characters.name, characters.race, characters.class, characters.gender, characters.playerBytes, characters.playerBytes2, characters.level, "
- // 8 9 10 11 12 13 14
- // "characters.zone, characters.map, characters.position_x, characters.position_y, characters.position_z, guild_member.guildid, characters.playerFlags, "
- // 15 16 17 18 19 20 21
- // "characters.at_login, character_pet.entry, character_pet.modelid, character_pet.level, characters.data, character_banned.guid, character_declinedname.genitive "
- Field* fields = result->Fetch();
- uint32 guid = fields[0].GetUInt32();
- uint8 plrRace = fields[2].GetUInt8();
- uint8 plrClass = fields[3].GetUInt8();
- uint8 gender = fields[4].GetUInt8();
- PlayerInfo const* info = sObjectMgr->GetPlayerInfo(plrRace, plrClass);
- if (!info)
- {
- sLog->outError(LOG_FILTER_PLAYER_LOADING, "Player %u has incorrect race/class pair. Don't build enum.", guid);
- return false;
- }
- else if (!IsValidGender(gender))
- {
- sLog->outError(LOG_FILTER_PLAYER_LOADING, "Player (%u) has incorrect gender (%hu), don't build enum.", guid, gender);
- return false;
- }
- *data << uint64(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
- *data << fields[1].GetString(); // name
- *data << uint8(plrRace); // race
- *data << uint8(plrClass); // class
- *data << uint8(gender); // gender
- uint32 playerBytes = fields[5].GetUInt32();
- *data << uint8(playerBytes); // skin
- *data << uint8(playerBytes >> 8); // face
- *data << uint8(playerBytes >> 16); // hair style
- *data << uint8(playerBytes >> 24); // hair color
- uint32 playerBytes2 = fields[6].GetUInt32();
- *data << uint8(playerBytes2 & 0xFF); // facial hair
- *data << uint8(fields[7].GetUInt8()); // level
- *data << uint32(fields[8].GetUInt16()); // zone
- *data << uint32(fields[9].GetUInt16()); // map
- *data << fields[10].GetFloat(); // x
- *data << fields[11].GetFloat(); // y
- *data << fields[12].GetFloat(); // z
- *data << uint32(fields[13].GetUInt32()); // guild id
- uint32 charFlags = 0;
- uint32 playerFlags = fields[14].GetUInt32();
- uint16 atLoginFlags = fields[15].GetUInt16();
- if (playerFlags & PLAYER_FLAGS_HIDE_HELM)
- charFlags |= CHARACTER_FLAG_HIDE_HELM;
- if (playerFlags & PLAYER_FLAGS_HIDE_CLOAK)
- charFlags |= CHARACTER_FLAG_HIDE_CLOAK;
- if (playerFlags & PLAYER_FLAGS_GHOST)
- charFlags |= CHARACTER_FLAG_GHOST;
- if (atLoginFlags & AT_LOGIN_RENAME)
- charFlags |= CHARACTER_FLAG_RENAME;
- if (fields[20].GetUInt32())
- charFlags |= CHARACTER_FLAG_LOCKED_BY_BILLING;
- if (sWorld->getBoolConfig(CONFIG_DECLINED_NAMES_USED))
- {
- if (!fields[21].GetString().empty())
- charFlags |= CHARACTER_FLAG_DECLINED;
- }
- else
- charFlags |= CHARACTER_FLAG_DECLINED;
- *data << uint32(charFlags); // character flags
- // character customize flags
- if (atLoginFlags & AT_LOGIN_CUSTOMIZE)
- *data << uint32(CHAR_CUSTOMIZE_FLAG_CUSTOMIZE);
- else if (atLoginFlags & AT_LOGIN_CHANGE_FACTION)
- *data << uint32(CHAR_CUSTOMIZE_FLAG_FACTION);
- else if (atLoginFlags & AT_LOGIN_CHANGE_RACE)
- *data << uint32(CHAR_CUSTOMIZE_FLAG_RACE);
- else
- *data << uint32(CHAR_CUSTOMIZE_FLAG_NONE);
- // First login
- *data << uint8(atLoginFlags & AT_LOGIN_FIRST ? 1 : 0);
- // Pets info
- uint32 petDisplayId = 0;
- uint32 petLevel = 0;
- uint32 petFamily = 0;
- // show pet at selection character in character list only for non-ghost character
- if (result && !(playerFlags & PLAYER_FLAGS_GHOST) && (plrClass == CLASS_WARLOCK || plrClass == CLASS_HUNTER || plrClass == CLASS_DEATH_KNIGHT))
- {
- uint32 entry = fields[16].GetUInt32();
- CreatureTemplate const* creatureInfo = sObjectMgr->GetCreatureTemplate(entry);
- if (creatureInfo)
- {
- petDisplayId = fields[17].GetUInt32();
- petLevel = fields[18].GetUInt16();
- petFamily = creatureInfo->family;
- }
- }
- *data << uint32(petDisplayId);
- *data << uint32(petLevel);
- *data << uint32(petFamily);
- Tokens equipment(fields[19].GetString(), ' ');
- for (uint8 slot = 0; slot < INVENTORY_SLOT_BAG_END; ++slot)
- {
- uint32 visualBase = slot * 2;
- uint32 itemId = GetUInt32ValueFromArray(equipment, visualBase);
- ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId);
- if (!proto)
- {
- *data << uint32(0);
- *data << uint8(0);
- *data << uint32(0);
- continue;
- }
- SpellItemEnchantmentEntry const* enchant = NULL;
- uint32 enchants = GetUInt32ValueFromArray(equipment, visualBase + 1);
- for (uint8 enchantSlot = PERM_ENCHANTMENT_SLOT; enchantSlot <= TEMP_ENCHANTMENT_SLOT; ++enchantSlot)
- {
- // values stored in 2 uint16
- uint32 enchantId = 0x0000FFFF & (enchants >> enchantSlot*16);
- if (!enchantId)
- continue;
- enchant = sSpellItemEnchantmentStore.LookupEntry(enchantId);
- if (enchant)
- break;
- }
- *data << uint32(proto->DisplayInfoID);
- *data << uint8(proto->InventoryType);
- *data << uint32(enchant ? enchant->aura_id : 0);
- }
- return true;
- }
- bool Player::ToggleAFK()
- {
- ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
- bool state = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
- // afk player not allowed in battleground
- if (state && InBattleground() && !InArena())
- LeaveBattleground();
- return state;
- }
- bool Player::ToggleDND()
- {
- ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
- return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
- }
- uint8 Player::GetChatTag() const
- {
- uint8 tag = CHAT_TAG_NONE;
- if (isGMChat())
- tag |= CHAT_TAG_GM;
- if (isDND())
- tag |= CHAT_TAG_DND;
- if (isAFK())
- tag |= CHAT_TAG_AFK;
- if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DEVELOPER))
- tag |= CHAT_TAG_DEV;
- return tag;
- }
- void Player::SendTeleportPacket(Position &oldPos)
- {
- WorldPacket data2(MSG_MOVE_TELEPORT, 38);
- data2.append(GetPackGUID());
- BuildMovementPacket(&data2);
- Relocate(&oldPos);
- SendMessageToSet(&data2, false);
- }
- void Player::SendTeleportAckPacket()
- {
- WorldPacket data(MSG_MOVE_TELEPORT_ACK, 41);
- data.append(GetPackGUID());
- data << uint32(0); // this value increments every time
- BuildMovementPacket(&data);
- GetSession()->SendPacket(&data);
- }
- bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options)
- {
- if (!MapManager::IsValidMapCoord(mapid, x, y, z, orientation))
- {
- sLog->outError(LOG_FILTER_MAPS, "TeleportTo: invalid map (%d) or invalid coordinates (X: %f, Y: %f, Z: %f, O: %f) given when teleporting player (GUID: %u, name: %s, map: %d, X: %f, Y: %f, Z: %f, O: %f).",
- mapid, x, y, z, orientation, GetGUIDLow(), GetName(), GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
- return false;
- }
- if (AccountMgr::IsPlayerAccount(GetSession()->GetSecurity()) && DisableMgr::IsDisabledFor(DISABLE_TYPE_MAP, mapid, this))
- {
- sLog->outError(LOG_FILTER_MAPS, "Player (GUID: %u, name: %s) tried to enter a forbidden map %u", GetGUIDLow(), GetName(), mapid);
- SendTransferAborted(mapid, TRANSFER_ABORT_MAP_NOT_ALLOWED);
- return false;
- }
- // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
- Pet* pet = GetPet();
- MapEntry const* mEntry = sMapStore.LookupEntry(mapid);
- // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
- // don't let gm level > 1 either
- if (!InBattleground() && mEntry->IsBattlegroundOrArena())
- return false;
- // client without expansion support
- if (GetSession()->Expansion() < mEntry->Expansion())
- {
- sLog->outDebug(LOG_FILTER_MAPS, "Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid);
- if (GetTransport())
- {
- m_transport->RemovePassenger(this);
- m_transport = NULL;
- m_movementInfo.t_pos.Relocate(0.0f, 0.0f, 0.0f, 0.0f);
- m_movementInfo.t_time = 0;
- m_movementInfo.t_seat = -1;
- RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
- }
- SendTransferAborted(mapid, TRANSFER_ABORT_INSUF_EXPAN_LVL, mEntry->Expansion());
- return false; // normal client can't teleport to this map...
- }
- else
- sLog->outDebug(LOG_FILTER_MAPS, "Player %s is being teleported to map %u", GetName(), mapid);
- // reset movement flags at teleport, because player will continue move with these flags after teleport
- SetUnitMovementFlags(0);
- DisableSpline();
- if (m_transport)
- {
- if (options & TELE_TO_NOT_LEAVE_TRANSPORT)
- AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
- else
- {
- m_transport->RemovePassenger(this);
- m_transport = NULL;
- m_movementInfo.t_pos.Relocate(0.0f, 0.0f, 0.0f, 0.0f);
- m_movementInfo.t_time = 0;
- m_movementInfo.t_seat = -1;
- }
- }
- // The player was ported to another map and loses the duel immediately.
- // We have to perform this check before the teleport, otherwise the
- // ObjectAccessor won't find the flag.
- if (duel && GetMapId() != mapid && GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER)))
- DuelComplete(DUEL_FLED);
- if (GetMapId() == mapid)
- {
- //lets reset far teleport flag if it wasn't reset during chained teleports
- SetSemaphoreTeleportFar(false);
- //setup delayed teleport flag
- SetDelayedTeleportFlag(IsCanDelayTeleport());
- //if teleport spell is casted in Unit::Update() func
- //then we need to delay it until update process will be finished
- if (IsHasDelayedTeleport())
- {
- SetSemaphoreTeleportNear(true);
- //lets save teleport destination for player
- m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
- m_teleport_options = options;
- return true;
- }
- if (!(options & TELE_TO_NOT_UNSUMMON_PET))
- {
- //same map, only remove pet if out of range for new position
- if (pet && !pet->IsWithinDist3d(x, y, z, GetMap()->GetVisibilityRange()))
- UnsummonPetTemporaryIfAny();
- }
- if (!(options & TELE_TO_NOT_LEAVE_COMBAT))
- CombatStop();
- // this will be used instead of the current location in SaveToDB
- m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
- SetFallInformation(0, z);
- // code for finish transfer called in WorldSession::HandleMovementOpcodes()
- // at client packet MSG_MOVE_TELEPORT_ACK
- SetSemaphoreTeleportNear(true);
- // near teleport, triggering send MSG_MOVE_TELEPORT_ACK from client at landing
- if (!GetSession()->PlayerLogout())
- {
- Position oldPos;
- GetPosition(&oldPos);
- Relocate(x, y, z, orientation);
- SendTeleportAckPacket();
- SendTeleportPacket(oldPos); // this automatically relocates to oldPos in order to broadcast the packet in the right place
- }
- }
- else
- {
- if (getClass() == CLASS_DEATH_KNIGHT && GetMapId() == 609 && !isGameMaster() && !HasSpell(50977))
- return false;
- // far teleport to another map
- Map* oldmap = IsInWorld() ? GetMap() : NULL;
- // check if we can enter before stopping combat / removing pet / totems / interrupting spells
- // Check enter rights before map getting to avoid creating instance copy for player
- // this check not dependent from map instance copy and same for all instance copies of selected map
- if (!sMapMgr->CanPlayerEnter(mapid, this, false))
- return false;
- //I think this always returns true. Correct me if I am wrong.
- // If the map is not created, assume it is possible to enter it.
- // It will be created in the WorldPortAck.
- //Map* map = sMapMgr->FindBaseNonInstanceMap(mapid);
- //if (!map || map->CanEnter(this))
- {
- //lets reset near teleport flag if it wasn't reset during chained teleports
- SetSemaphoreTeleportNear(false);
- //setup delayed teleport flag
- SetDelayedTeleportFlag(IsCanDelayTeleport());
- //if teleport spell is casted in Unit::Update() func
- //then we need to delay it until update process will be finished
- if (IsHasDelayedTeleport())
- {
- SetSemaphoreTeleportFar(true);
- //lets save teleport destination for player
- m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
- m_teleport_options = options;
- return true;
- }
- SetSelection(0);
- CombatStop();
- ResetContestedPvP();
- // remove player from battleground on far teleport (when changing maps)
- if (Battleground const* bg = GetBattleground())
- {
- // Note: at battleground join battleground id set before teleport
- // and we already will found "current" battleground
- // just need check that this is targeted map or leave
- if (bg->GetMapId() != mapid)
- LeaveBattleground(false); // don't teleport to entry point
- }
- // remove arena spell coldowns/buffs now to also remove pet's cooldowns before it's temporarily unsummoned
- if (mEntry->IsBattleArena())
- {
- RemoveArenaSpellCooldowns(true);
- RemoveArenaAuras();
- if (pet)
- pet->RemoveArenaAuras();
- }
- // remove pet on map change
- if (pet)
- UnsummonPetTemporaryIfAny();
- // remove all dyn objects
- RemoveAllDynObjects();
- // stop spellcasting
- // not attempt interrupt teleportation spell at caster teleport
- if (!(options & TELE_TO_SPELL))
- if (IsNonMeleeSpellCasted(true))
- InterruptNonMeleeSpells(true);
- //remove auras before removing from map...
- RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP | AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING);
- if (!GetSession()->PlayerLogout())
- {
- // send transfer packets
- WorldPacket data(SMSG_TRANSFER_PENDING, 4 + 4 + 4);
- data << uint32(mapid);
- if (m_transport)
- data << m_transport->GetEntry() << GetMapId();
- GetSession()->SendPacket(&data);
- }
- // remove from old map now
- if (oldmap)
- oldmap->RemovePlayerFromMap(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_pos.GetPositionX();
- final_y += m_movementInfo.t_pos.GetPositionY();
- final_z += m_movementInfo.t_pos.GetPositionZ();
- final_o += m_movementInfo.t_pos.GetOrientation();
- }
- m_teleport_dest = WorldLocation(mapid, final_x, final_y, final_z, final_o);
- SetFallInformation(0, final_z);
- // if the player is saved before worldportack (at logout for example)
- // this will be used instead of the current location in SaveToDB
- if (!GetSession()->PlayerLogout())
- {
- WorldPacket data(SMSG_NEW_WORLD, 4 + 4 + 4 + 4 + 4);
- data << uint32(mapid);
- if (m_transport)
- data << m_movementInfo.t_pos.PositionXYZOStream();
- else
- data << m_teleport_dest.PositionXYZOStream();
- GetSession()->SendPacket(&data);
- SendSavedInstances();
- }
- // move packet sent by client always after far teleport
- // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
- SetSemaphoreTeleportFar(true);
- }
- //else
- // return false;
- }
- return true;
- }
- bool Player::TeleportToBGEntryPoint()
- {
- if (m_bgData.joinPos.m_mapId == MAPID_INVALID)
- return false;
- ScheduleDelayedOperation(DELAYED_BG_MOUNT_RESTORE);
- ScheduleDelayedOperation(DELAYED_BG_TAXI_RESTORE);
- ScheduleDelayedOperation(DELAYED_BG_GROUP_RESTORE);
- return TeleportTo(m_bgData.joinPos);
- }
- void Player::ProcessDelayedOperations()
- {
- if (m_DelayedOperations == 0)
- return;
- if (m_DelayedOperations & DELAYED_RESURRECT_PLAYER)
- {
- ResurrectPlayer(0.0f, false);
- if (GetMaxHealth() > m_resurrectHealth)
- SetHealth(m_resurrectHealth);
- else
- SetFullHealth();
- if (GetMaxPower(POWER_MANA) > m_resurrectMana)
- SetPower(POWER_MANA, m_resurrectMana);
- else
- SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
- SetPower(POWER_RAGE, 0);
- SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
- SpawnCorpseBones();
- }
- if (m_DelayedOperations & DELAYED_SAVE_PLAYER)
- SaveToDB();
- if (m_DelayedOperations & DELAYED_SPELL_CAST_DESERTER)
- CastSpell(this, 26013, true); // Deserter
- if (m_DelayedOperations & DELAYED_BG_MOUNT_RESTORE)
- {
- if (m_bgData.mountSpell)
- {
- CastSpell(this, m_bgData.mountSpell, true);
- m_bgData.mountSpell = 0;
- }
- }
- if (m_DelayedOperations & DELAYED_BG_TAXI_RESTORE)
- {
- if (m_bgData.HasTaxiPath())
- {
- m_taxi.AddTaxiDestination(m_bgData.taxiPath[0]);
- m_taxi.AddTaxiDestination(m_bgData.taxiPath[1]);
- m_bgData.ClearTaxiPath();
- ContinueTaxiFlight();
- }
- }
- if (m_DelayedOperations & DELAYED_BG_GROUP_RESTORE)
- {
- if (Group *g = GetGroup())
- g->SendUpdateToPlayer(GetGUID());
- }
- //we have executed ALL delayed ops, so clear the flag
- m_DelayedOperations = 0;
- }
- void Player::AddToWorld()
- {
- ///- Do not add/remove the player from the object storage
- ///- It will crash when updating the ObjectAccessor
- ///- The player should only be added when logging in
- Unit::AddToWorld();
- for (uint8 i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i)
- if (m_items[i])
- m_items[i]->AddToWorld();
- }
- void Player::RemoveFromWorld()
- {
- // cleanup
- if (IsInWorld())
- {
- ///- Release charmed creatures, unsummon totems and remove pets/guardians
- StopCastingCharm();
- StopCastingBindSight();
- UnsummonPetTemporaryIfAny();
- sOutdoorPvPMgr->HandlePlayerLeaveZone(this, m_zoneUpdateId);
- }
- ///- Do not add/remove the player from the object storage
- ///- It will crash when updating the ObjectAccessor
- ///- The player should only be removed when logging out
- Unit::RemoveFromWorld();
- for (uint8 i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i)
- {
- if (m_items[i])
- m_items[i]->RemoveFromWorld();
- }
- for (ItemMap::iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter)
- iter->second->RemoveFromWorld();
- if (m_uint32Values)
- {
- if (WorldObject* viewpoint = GetViewpoint())
- {
- sLog->outError(LOG_FILTER_PLAYER, "Player %s has viewpoint %u %u when removed from world", GetName(), viewpoint->GetEntry(), viewpoint->GetTypeId());
- SetViewpoint(viewpoint, false);
- }
- }
- }
- void Player::RegenerateAll()
- {
- //if (m_regenTimer <= 500)
- // return;
- m_regenTimerCount += m_regenTimer;
- Regenerate(POWER_ENERGY);
- Regenerate(POWER_MANA);
- // Runes act as cooldowns, and they don't need to send any data
- if (getClass() == CLASS_DEATH_KNIGHT)
- for (uint8 i = 0; i < MAX_RUNES; ++i)
- if (uint32 cd = GetRuneCooldown(i))
- SetRuneCooldown(i, (cd > m_regenTimer) ? cd - m_regenTimer : 0);
- if (m_regenTimerCount >= 2000)
- {
- // Not in combat or they have regeneration
- if (!isInCombat() || IsPolymorphed() || m_baseHealthRegen ||
- HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) ||
- HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT))
- {
- RegenerateHealth();
- }
- Regenerate(POWER_RAGE);
- if (getClass() == CLASS_DEATH_KNIGHT)
- Regenerate(POWER_RUNIC_POWER);
- m_regenTimerCount -= 2000;
- }
- m_regenTimer = 0;
- }
- void Player::Regenerate(Powers power)
- {
- uint32 maxValue = GetMaxPower(power);
- if (!maxValue)
- return;
- uint32 curValue = GetPower(power);
- // TODO: possible use of miscvalueb instead of amount
- if (HasAuraTypeWithValue(SPELL_AURA_PREVENT_REGENERATE_POWER, power))
- return;
- float addvalue = 0.0f;
- switch (power)
- {
- case POWER_MANA:
- {
- bool recentCast = IsUnderLastManaUseEffect();
- float ManaIncreaseRate = sWorld->getRate(RATE_POWER_MANA);
- if (getLevel() < 15)
- ManaIncreaseRate = sWorld->getRate(RATE_POWER_MANA) * (2.066f - (getLevel() * 0.066f));
- if (recentCast) // Trinity Updates Mana in intervals of 2s, which is correct
- addvalue += GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER) * ManaIncreaseRate * 0.001f * m_regenTimer;
- else
- addvalue += GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER) * ManaIncreaseRate * 0.001f * m_regenTimer;
- } break;
- case POWER_RAGE: // Regenerate rage
- {
- if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))
- {
- float RageDecreaseRate = sWorld->getRate(RATE_POWER_RAGE_LOSS);
- addvalue += -20 * RageDecreaseRate; // 2 rage by tick (= 2 seconds => 1 rage/sec)
- }
- } break;
- case POWER_ENERGY: // Regenerate energy (rogue)
- addvalue += 0.01f * m_regenTimer * sWorld->getRate(RATE_POWER_ENERGY);
- break;
- case POWER_RUNIC_POWER:
- {
- if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))
- {
- float RunicPowerDecreaseRate = sWorld->getRate(RATE_POWER_RUNICPOWER_LOSS);
- addvalue += -30 * RunicPowerDecreaseRate; // 3 RunicPower by tick
- }
- } break;
- case POWER_RUNE:
- case POWER_FOCUS:
- case POWER_HAPPINESS:
- case POWER_HEALTH:
- break;
- default:
- break;
- }
- // Mana regen calculated in Player::UpdateManaRegen()
- if (power != POWER_MANA)
- {
- AuraEffectList const& ModPowerRegenPCTAuras = GetAuraEffectsByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT);
- for (AuraEffectList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i)
- if (Powers((*i)->GetMiscValue()) == power)
- AddPctN(addvalue, (*i)->GetAmount());
- // Butchery requires combat for this effect
- if (power != POWER_RUNIC_POWER || isInCombat())
- addvalue += GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, power) * ((power != POWER_ENERGY) ? m_regenTimerCount : m_regenTimer) / (5 * IN_MILLISECONDS);
- }
- if (addvalue < 0.0f)
- {
- if (curValue == 0)
- return;
- }
- else if (addvalue > 0.0f)
- {
- if (curValue == maxValue)
- return;
- }
- else
- return;
- addvalue += m_powerFraction[power];
- uint32 integerValue = uint32(fabs(addvalue));
- if (addvalue < 0.0f)
- {
- if (curValue > integerValue)
- {
- curValue -= integerValue;
- m_powerFraction[power] = addvalue + integerValue;
- }
- else
- {
- curValue = 0;
- m_powerFraction[power] = 0;
- }
- }
- else
- {
- curValue += integerValue;
- if (curValue > maxValue)
- {
- curValue = maxValue;
- m_powerFraction[power] = 0;
- }
- else
- m_powerFraction[power] = addvalue - integerValue;
- }
- if (m_regenTimerCount >= 2000)
- SetPower(power, curValue);
- else
- UpdateUInt32Value(UNIT_FIELD_POWER1 + power, curValue);
- }
- void Player::RegenerateHealth()
- {
- uint32 curValue = GetHealth();
- uint32 maxValue = GetMaxHealth();
- if (curValue >= maxValue)
- return;
- float HealthIncreaseRate = sWorld->getRate(RATE_HEALTH);
- if (getLevel() < 15)
- HealthIncreaseRate = sWorld->getRate(RATE_HEALTH) * (2.066f - (getLevel() * 0.066f));
- float addvalue = 0.0f;
- // polymorphed case
- if (IsPolymorphed())
- addvalue = (float)GetMaxHealth()/3;
- // normal regen case (maybe partly in combat case)
- else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
- {
- addvalue = OCTRegenHPPerSpirit() * HealthIncreaseRate;
- if (!isInCombat())
- {
- AuraEffectList const& mModHealthRegenPct = GetAuraEffectsByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT);
- for (AuraEffectList::const_iterator i = mModHealthRegenPct.begin(); i != mModHealthRegenPct.end(); ++i)
- AddPctN(addvalue, (*i)->GetAmount());
- addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_REGEN) * 2 * IN_MILLISECONDS / (5 * IN_MILLISECONDS);
- }
- else if (HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
- ApplyPctN(addvalue, GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT));
- if (!IsStandState())
- addvalue *= 1.5f;
- }
- // always regeneration bonus (including combat)
- addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT);
- addvalue += m_baseHealthRegen / 2.5f;
- if (addvalue < 0)
- addvalue = 0;
- ModifyHealth(int32(addvalue));
- }
- void Player::ResetAllPowers()
- {
- SetHealth(GetMaxHealth());
- switch (getPowerType())
- {
- case POWER_MANA:
- SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
- break;
- case POWER_RAGE:
- SetPower(POWER_RAGE, 0);
- break;
- case POWER_ENERGY:
- SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
- break;
- case POWER_RUNIC_POWER:
- SetPower(POWER_RUNIC_POWER, 0);
- break;
- default:
- break;
- }
- }
- bool Player::CanInteractWithQuestGiver(Object* questGiver)
- {
- switch (questGiver->GetTypeId())
- {
- case TYPEID_UNIT:
- return GetNPCIfCanInteractWith(questGiver->GetGUID(), UNIT_NPC_FLAG_QUESTGIVER) != NULL;
- case TYPEID_GAMEOBJECT:
- return GetGameObjectIfCanInteractWith(questGiver->GetGUID(), GAMEOBJECT_TYPE_QUESTGIVER) != NULL;
- case TYPEID_PLAYER:
- return isAlive() && questGiver->ToPlayer()->isAlive();
- case TYPEID_ITEM:
- return isAlive();
- default:
- break;
- }
- return false;
- }
- Creature* Player::GetNPCIfCanInteractWith(uint64 guid, uint32 npcflagmask)
- {
- // unit checks
- if (!guid)
- return NULL;
- if (!IsInWorld())
- return NULL;
- if (isInFlight())
- return NULL;
- // exist (we need look pets also for some interaction (quest/etc)
- Creature* creature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, guid);
- if (!creature)
- return NULL;
- // Deathstate checks
- if (!isAlive() && !(creature->GetCreatureTemplate()->type_flags & CREATURE_TYPEFLAGS_GHOST))
- return NULL;
- // alive or spirit healer
- if (!creature->isAlive() && !(creature->GetCreatureTemplate()->type_flags & CREATURE_TYPEFLAGS_DEAD_INTERACT))
- return NULL;
- // appropriate npc type
- if (npcflagmask && !creature->HasFlag(UNIT_NPC_FLAGS, npcflagmask))
- return NULL;
- // not allow interaction under control, but allow with own pets
- if (creature->GetCharmerGUID())
- return NULL;
- // not enemy
- if (creature->IsHostileTo(this))
- return NULL;
- // not unfriendly
- if (FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(creature->getFaction()))
- if (factionTemplate->faction)
- if (FactionEntry const* faction = sFactionStore.LookupEntry(factionTemplate->faction))
- if (faction->reputationListID >= 0 && GetReputationMgr().GetRank(faction) <= REP_UNFRIENDLY)
- return NULL;
- // not too far
- if (!creature->IsWithinDistInMap(this, INTERACTION_DISTANCE))
- return NULL;
- return creature;
- }
- GameObject* Player::GetGameObjectIfCanInteractWith(uint64 guid, GameobjectTypes type) const
- {
- if (GameObject* go = GetMap()->GetGameObject(guid))
- {
- if (go->GetGoType() == type)
- {
- float maxdist;
- switch (type)
- {
- // TODO: find out how the client calculates the maximal usage distance to spellless working
- // gameobjects like guildbanks and mailboxes - 10.0 is a just an abitrary choosen number
- case GAMEOBJECT_TYPE_GUILD_BANK:
- case GAMEOBJECT_TYPE_MAILBOX:
- maxdist = 10.0f;
- break;
- case GAMEOBJECT_TYPE_FISHINGHOLE:
- maxdist = 20.0f+CONTACT_DISTANCE; // max spell range
- break;
- default:
- maxdist = INTERACTION_DISTANCE;
- break;
- }
- if (go->IsWithinDistInMap(this, maxdist))
- return go;
- sLog->outDebug(LOG_FILTER_MAPS, "IsGameObjectOfTypeInRange: GameObject '%s' [GUID: %u] is too far away from player %s [GUID: %u] to be used by him (distance=%f, maximal 10 is allowed)", go->GetGOInfo()->name.c_str(),
- go->GetGUIDLow(), GetName(), GetGUIDLow(), go->GetDistance(this));
- }
- }
- return NULL;
- }
- bool Player::IsUnderWater() const
- {
- return IsInWater() &&
- GetPositionZ() < (GetBaseMap()->GetWaterLevel(GetPositionX(), GetPositionY())-2);
- }
- void Player::SetInWater(bool apply)
- {
- if (m_isInWater == apply)
- return;
- //define player in water by opcodes
- //move player's guid into HateOfflineList of those mobs
- //which can't swim and move guid back into ThreatList when
- //on surface.
- //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
- m_isInWater = apply;
- // remove auras that need water/land
- RemoveAurasWithInterruptFlags(apply ? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER : AURA_INTERRUPT_FLAG_NOT_UNDERWATER);
- getHostileRefManager().updateThreatTables();
- }
- void Player::SetGameMaster(bool on)
- {
- if (on)
- {
- m_ExtraFlags |= PLAYER_EXTRA_GM_ON;
- setFaction(35);
- SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
- SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_ALLOW_CHEAT_SPELLS);
- if (Pet* pet = GetPet())
- {
- pet->setFaction(35);
- pet->getHostileRefManager().setOnlineOfflineState(false);
- }
- RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
- ResetContestedPvP();
- getHostileRefManager().setOnlineOfflineState(false);
- CombatStopWithPets();
- SetPhaseMask(uint32(PHASEMASK_ANYWHERE), false); // see and visible in all phases
- m_serverSideVisibilityDetect.SetValue(SERVERSIDE_VISIBILITY_GM, GetSession()->GetSecurity());
- }
- else
- {
- // restore phase
- uint32 newPhase = 0;
- AuraEffectList const& phases = GetAuraEffectsByType(SPELL_AURA_PHASE);
- if (!phases.empty())
- for (AuraEffectList::const_iterator itr = phases.begin(); itr != phases.end(); ++itr)
- newPhase |= (*itr)->GetMiscValue();
- if (!newPhase)
- newPhase = PHASEMASK_NORMAL;
- SetPhaseMask(newPhase, false);
- m_ExtraFlags &= ~ PLAYER_EXTRA_GM_ON;
- setFactionForRace(getRace());
- RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
- RemoveFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_ALLOW_CHEAT_SPELLS);
- if (Pet* pet = GetPet())
- {
- pet->setFaction(getFaction());
- pet->getHostileRefManager().setOnlineOfflineState(true);
- }
- // restore FFA PvP Server state
- if (sWorld->IsFFAPvPRealm())
- SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
- // restore FFA PvP area state, remove not allowed for GM mounts
- UpdateArea(m_areaUpdateId);
- getHostileRefManager().setOnlineOfflineState(true);
- m_serverSideVisibilityDetect.SetValue(SERVERSIDE_VISIBILITY_GM, SEC_PLAYER);
- }
- UpdateObjectVisibility();
- }
- void Player::SetGMVisible(bool on)
- {
- if (on)
- {
- m_ExtraFlags &= ~PLAYER_EXTRA_GM_INVISIBLE; //remove flag
- m_serverSideVisibility.SetValue(SERVERSIDE_VISIBILITY_GM, SEC_PLAYER);
- }
- else
- {
- m_ExtraFlags |= PLAYER_EXTRA_GM_INVISIBLE; //add flag
- SetAcceptWhispers(false);
- SetGameMaster(true);
- m_serverSideVisibility.SetValue(SERVERSIDE_VISIBILITY_GM, GetSession()->GetSecurity());
- }
- }
- bool Player::IsGroupVisibleFor(Player const* p) const
- {
- switch (sWorld->getIntConfig(CONFIG_GROUP_VISIBILITY))
- {
- default: return IsInSameGroupWith(p);
- case 1: return IsInSameRaidWith(p);
- case 2: return GetTeam() == p->GetTeam();
- }
- }
- bool Player::IsInSameGroupWith(Player const* p) const
- {
- return p == this || (GetGroup() != NULL &&
- GetGroup() == p->GetGroup() &&
- GetGroup()->SameSubGroup(this, p));
- }
- ///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
- /// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
- void Player::UninviteFromGroup()
- {
- Group* group = GetGroupInvite();
- if (!group)
- return;
- group->RemoveInvite(this);
- if (group->GetMembersCount() <= 1) // group has just 1 member => disband
- {
- if (group->IsCreated())
- {
- group->Disband(true);
- }
- else
- {
- group->RemoveAllInvites();
- delete group;
- }
- }
- }
- void Player::RemoveFromGroup(Group* group, uint64 guid, RemoveMethod method /* = GROUP_REMOVEMETHOD_DEFAULT*/, uint64 kicker /* = 0 */, const char* reason /* = NULL */)
- {
- if (group)
- {
- group->RemoveMember(guid, method, kicker, reason);
- group = NULL;
- }
- }
- void Player::SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 BonusXP, bool recruitAFriend, float /*group_rate*/)
- {
- WorldPacket data(SMSG_LOG_XPGAIN, 21); // guess size?
- data << uint64(victim ? victim->GetGUID() : 0); // guid
- data << uint32(GivenXP + BonusXP); // given experience
- data << uint8(victim ? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
- if (victim)
- {
- data << uint32(GivenXP); // experience without bonus
- // should use group_rate here but can't figure out how
- data << float(1); // 1 - none 0 - 100% group bonus output
- }
- data << uint8(recruitAFriend ? 1 : 0); // does the GivenXP include a RaF bonus?
- GetSession()->SendPacket(&data);
- }
- void Player::GiveXP(uint32 xp, Unit* victim, float group_rate)
- {
- if (xp < 1)
- return;
- if (!isAlive() && !GetBattlegroundId())
- return;
- if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_NO_XP_GAIN))
- return;
- if (victim && victim->GetTypeId() == TYPEID_UNIT && !victim->ToCreature()->hasLootRecipient())
- return;
- uint8 level = getLevel();
- sScriptMgr->OnGivePlayerXP(this, xp, victim);
- // Favored experience increase START
- uint32 zone = GetZoneId();
- float favored_exp_mult = 0;
- if ((HasAura(32096) || HasAura(32098)) && (zone == 3483 || zone == 3562 || zone == 3836 || zone == 3713 || zone == 3714))
- favored_exp_mult = 0.05f; // Thrallmar's Favor and Honor Hold's Favor
- xp = uint32(xp * (1 + favored_exp_mult));
- // Favored experience increase END
- // XP to money conversion processed in Player::RewardQuest
- if (level >= sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
- return;
- uint32 bonus_xp = 0;
- bool recruitAFriend = GetsRecruitAFriendBonus(true);
- // RaF does NOT stack with rested experience
- if (recruitAFriend)
- bonus_xp = 2 * xp; // xp + bonus_xp must add up to 3 * xp for RaF; calculation for quests done client-side
- else
- bonus_xp = victim ? GetXPRestBonus(xp) : 0; // XP resting bonus
- SendLogXPGain(xp, victim, bonus_xp, recruitAFriend, group_rate);
- uint32 curXP = GetUInt32Value(PLAYER_XP);
- uint32 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
- uint32 newXP = curXP + xp + bonus_xp;
- while (newXP >= nextLvlXP && level < sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
- {
- newXP -= nextLvlXP;
- if (level < sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
- GiveLevel(level + 1);
- level = getLevel();
- nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
- }
- SetUInt32Value(PLAYER_XP, newXP);
- }
- // Update player to next level
- // Current player experience not update (must be update by caller)
- void Player::GiveLevel(uint8 level)
- {
- uint8 oldLevel = getLevel();
- if (level == oldLevel)
- return;
- PlayerLevelInfo info;
- sObjectMgr->GetPlayerLevelInfo(getRace(), getClass(), level, &info);
- PlayerClassLevelInfo classInfo;
- sObjectMgr->GetPlayerClassLevelInfo(getClass(), level, &classInfo);
- // send levelup info to client
- WorldPacket data(SMSG_LEVELUP_INFO, (4+4+MAX_POWERS*4+MAX_STATS*4));
- data << uint32(level);
- data << uint32(int32(classInfo.basehealth) - int32(GetCreateHealth()));
- // for (int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
- data << uint32(int32(classInfo.basemana) - int32(GetCreateMana()));
- data << uint32(0);
- data << uint32(0);
- data << uint32(0);
- data << uint32(0);
- data << uint32(0);
- data << uint32(0);
- // end for
- for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i) // Stats loop (0-4)
- data << uint32(int32(info.stats[i]) - GetCreateStat(Stats(i)));
- GetSession()->SendPacket(&data);
- SetUInt32Value(PLAYER_NEXT_LEVEL_XP, sObjectMgr->GetXPForLevel(level));
- //update level, max level of skills
- m_Played_time[PLAYED_TIME_LEVEL] = 0; // Level Played Time reset
- _ApplyAllLevelScaleItemMods(false);
- SetLevel(level);
- UpdateSkillsForLevel();
- // save base values (bonuses already included in stored stats
- for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
- SetCreateStat(Stats(i), info.stats[i]);
- SetCreateHealth(classInfo.basehealth);
- SetCreateMana(classInfo.basemana);
- InitTalentForLevel();
- InitTaxiNodesForLevel();
- InitGlyphsForLevel();
- UpdateAllStats();
- if (sWorld->getBoolConfig(CONFIG_ALWAYS_MAXSKILL)) // Max weapon skill when leveling up
- UpdateSkillsToMaxSkillsForLevel();
- // set current level health and mana/energy to maximum after applying all mods.
- SetFullHealth();
- SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
- SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
- if (GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
- SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
- SetPower(POWER_FOCUS, 0);
- SetPower(POWER_HAPPINESS, 0);
- _ApplyAllLevelScaleItemMods(true);
- // update level to hunter/summon pet
- if (Pet* pet = GetPet())
- pet->SynchronizeLevelWithOwner();
- if (MailLevelReward const* mailReward = sObjectMgr->GetMailLevelReward(level, getRaceMask()))
- {
- //- TODO: Poor design of mail system
- SQLTransaction trans = CharacterDatabase.BeginTransaction();
- MailDraft(mailReward->mailTemplateId).SendMailTo(trans, this, MailSender(MAIL_CREATURE, mailReward->senderEntry));
- CharacterDatabase.CommitTransaction(trans);
- }
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL);
- // Refer-A-Friend
- if (GetSession()->GetRecruiterId())
- if (level < sWorld->getIntConfig(CONFIG_MAX_RECRUIT_A_FRIEND_BONUS_PLAYER_LEVEL))
- if (level % 2 == 0)
- {
- ++m_grantableLevels;
- if (!HasByteFlag(PLAYER_FIELD_BYTES, 1, 0x01))
- SetByteFlag(PLAYER_FIELD_BYTES, 1, 0x01);
- }
- sScriptMgr->OnPlayerLevelChanged(this, oldLevel);
- }
- void Player::InitTalentForLevel()
- {
- uint8 level = getLevel();
- // talents base at level diff (talents = level - 9 but some can be used already)
- if (level < 10)
- {
- // Remove all talent points
- if (m_usedTalentCount > 0) // Free any used talents
- {
- resetTalents(true);
- SetFreeTalentPoints(0);
- }
- }
- else
- {
- if (level < sWorld->getIntConfig(CONFIG_MIN_DUALSPEC_LEVEL) || m_specsCount == 0)
- {
- m_specsCount = 1;
- m_activeSpec = 0;
- }
- uint32 talentPointsForLevel = CalculateTalentsPoints();
- // if used more that have then reset
- if (m_usedTalentCount > talentPointsForLevel)
- {
- if (!AccountMgr::IsAdminAccount(GetSession()->GetSecurity()))
- resetTalents(true);
- else
- SetFreeTalentPoints(0);
- }
- // else update amount of free points
- else
- SetFreeTalentPoints(talentPointsForLevel - m_usedTalentCount);
- }
- if (!GetSession()->PlayerLoading())
- SendTalentsInfoData(false); // update at client
- }
- void Player::InitStatsForLevel(bool reapplyMods)
- {
- if (reapplyMods) //reapply stats values only on .reset stats (level) command
- _RemoveAllStatBonuses();
- PlayerClassLevelInfo classInfo;
- sObjectMgr->GetPlayerClassLevelInfo(getClass(), getLevel(), &classInfo);
- PlayerLevelInfo info;
- sObjectMgr->GetPlayerLevelInfo(getRace(), getClass(), getLevel(), &info);
- SetUInt32Value(PLAYER_FIELD_MAX_LEVEL, sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL));
- SetUInt32Value(PLAYER_NEXT_LEVEL_XP, sObjectMgr->GetXPForLevel(getLevel()));
- // reset before any aura state sources (health set/aura apply)
- SetUInt32Value(UNIT_FIELD_AURASTATE, 0);
- UpdateSkillsForLevel();
- // set default cast time multiplier
- SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f);
- // reset size before reapply auras
- SetObjectScale(1.0f);
- // save base values (bonuses already included in stored stats
- for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
- SetCreateStat(Stats(i), info.stats[i]);
- for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
- SetStat(Stats(i), info.stats[i]);
- SetCreateHealth(classInfo.basehealth);
- //set create powers
- SetCreateMana(classInfo.basemana);
- SetArmor(int32(m_createStats[STAT_AGILITY]*2));
- InitStatBuffMods();
- //reset rating fields values
- for (uint16 index = PLAYER_FIELD_COMBAT_RATING_1; index < PLAYER_FIELD_COMBAT_RATING_1 + MAX_COMBAT_RATING; ++index)
- SetUInt32Value(index, 0);
- SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS, 0);
- for (uint8 i = 0; i < 7; ++i)
- {
- SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG+i, 0);
- SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+i, 0);
- SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT+i, 1.00f);
- }
- //reset attack power, damage and attack speed fields
- SetFloatValue(UNIT_FIELD_BASEATTACKTIME, 2000.0f);
- SetFloatValue(UNIT_FIELD_BASEATTACKTIME + 1, 2000.0f); // offhand attack time
- SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME, 2000.0f);
- SetFloatValue(UNIT_FIELD_MINDAMAGE, 0.0f);
- SetFloatValue(UNIT_FIELD_MAXDAMAGE, 0.0f);
- SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, 0.0f);
- SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, 0.0f);
- SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, 0.0f);
- SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, 0.0f);
- SetInt32Value(UNIT_FIELD_ATTACK_POWER, 0);
- SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, 0);
- SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER, 0.0f);
- SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER, 0);
- SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS, 0);
- SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER, 0.0f);
- // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
- SetFloatValue(PLAYER_CRIT_PERCENTAGE, 0.0f);
- SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE, 0.0f);
- SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE, 0.0f);
- // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
- for (uint8 i = 0; i < 7; ++i)
- SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1+i, 0.0f);
- SetFloatValue(PLAYER_PARRY_PERCENTAGE, 0.0f);
- SetFloatValue(PLAYER_BLOCK_PERCENTAGE, 0.0f);
- SetUInt32Value(PLAYER_SHIELD_BLOCK, 0);
- // Dodge percentage
- SetFloatValue(PLAYER_DODGE_PERCENTAGE, 0.0f);
- // set armor (resistance 0) to original value (create_agility*2)
- SetArmor(int32(m_createStats[STAT_AGILITY]*2));
- SetResistanceBuffMods(SpellSchools(0), true, 0.0f);
- SetResistanceBuffMods(SpellSchools(0), false, 0.0f);
- // set other resistance to original value (0)
- for (uint8 i = 1; i < MAX_SPELL_SCHOOL; ++i)
- {
- SetResistance(SpellSchools(i), 0);
- SetResistanceBuffMods(SpellSchools(i), true, 0.0f);
- SetResistanceBuffMods(SpellSchools(i), false, 0.0f);
- }
- SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE, 0);
- SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE, 0);
- for (uint8 i = 0; i < MAX_SPELL_SCHOOL; ++i)
- {
- SetUInt32Value(UNIT_FIELD_POWER_COST_MODIFIER+i, 0);
- SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER+i, 0.0f);
- }
- // Reset no reagent cost field
- for (uint8 i = 0; i < 3; ++i)
- SetUInt32Value(PLAYER_NO_REAGENT_COST_1 + i, 0);
- // Init data for form but skip reapply item mods for form
- InitDataForForm(reapplyMods);
- // save new stats
- for (uint8 i = POWER_MANA; i < MAX_POWERS; ++i)
- SetMaxPower(Powers(i), uint32(GetCreatePowers(Powers(i))));
- SetMaxHealth(classInfo.basehealth); // stamina bonus will applied later
- // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
- SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, 0);
- // cleanup unit flags (will be re-applied if need at aura load).
- RemoveFlag(UNIT_FIELD_FLAGS,
- UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_NOT_ATTACKABLE_1 |
- UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC | UNIT_FLAG_LOOTING |
- UNIT_FLAG_PET_IN_COMBAT | UNIT_FLAG_SILENCED | UNIT_FLAG_PACIFIED |
- UNIT_FLAG_STUNNED | UNIT_FLAG_IN_COMBAT | UNIT_FLAG_DISARMED |
- UNIT_FLAG_CONFUSED | UNIT_FLAG_FLEEING | UNIT_FLAG_NOT_SELECTABLE |
- UNIT_FLAG_SKINNABLE | UNIT_FLAG_MOUNT | UNIT_FLAG_TAXI_FLIGHT );
- SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE); // must be set
- SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER);// must be set
- // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
- RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK | PLAYER_FLAGS_DND | PLAYER_FLAGS_GM | PLAYER_FLAGS_GHOST | PLAYER_ALLOW_ONLY_ABILITY);
- RemoveStandFlags(UNIT_STAND_FLAGS_ALL); // one form stealth modified bytes
- RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP | UNIT_BYTE2_FLAG_SANCTUARY);
- // restore if need some important flags
- SetUInt32Value(PLAYER_FIELD_BYTES2, 0); // flags empty by default
- if (reapplyMods) // reapply stats values only on .reset stats (level) command
- _ApplyAllStatBonuses();
- // set current level health and mana/energy to maximum after applying all mods.
- SetFullHealth();
- SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
- SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
- if (GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
- SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
- SetPower(POWER_FOCUS, 0);
- SetPower(POWER_HAPPINESS, 0);
- SetPower(POWER_RUNIC_POWER, 0);
- // update level to hunter/summon pet
- if (Pet* pet = GetPet())
- pet->SynchronizeLevelWithOwner();
- }
- void Player::SendInitialSpells()
- {
- time_t curTime = time(NULL);
- time_t infTime = curTime + infinityCooldownDelayCheck;
- uint16 spellCount = 0;
- WorldPacket data(SMSG_INITIAL_SPELLS, (1+2+4*m_spells.size()+2+m_spellCooldowns.size()*(2+2+2+4+4)));
- data << uint8(0);
- size_t countPos = data.wpos();
- data << uint16(spellCount); // spell count placeholder
- for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
- {
- if (itr->second->state == PLAYERSPELL_REMOVED)
- continue;
- if (!itr->second->active || itr->second->disabled)
- continue;
- data << uint32(itr->first);
- data << uint16(0); // it's not slot id
- spellCount +=1;
- }
- data.put<uint16>(countPos, spellCount); // write real count value
- uint16 spellCooldowns = m_spellCooldowns.size();
- data << uint16(spellCooldowns);
- for (SpellCooldowns::const_iterator itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end(); ++itr)
- {
- SpellInfo const* sEntry = sSpellMgr->GetSpellInfo(itr->first);
- if (!sEntry)
- continue;
- data << uint32(itr->first);
- data << uint16(itr->second.itemid); // cast item id
- data << uint16(sEntry->Category); // spell category
- // send infinity cooldown in special format
- if (itr->second.end >= infTime)
- {
- data << uint32(1); // cooldown
- data << uint32(0x80000000); // category cooldown
- continue;
- }
- time_t cooldown = itr->second.end > curTime ? (itr->second.end-curTime)*IN_MILLISECONDS : 0;
- if (sEntry->Category) // may be wrong, but anyway better than nothing...
- {
- data << uint32(0); // cooldown
- data << uint32(cooldown); // category cooldown
- }
- else
- {
- data << uint32(cooldown); // cooldown
- data << uint32(0); // category cooldown
- }
- }
- GetSession()->SendPacket(&data);
- sLog->outDebug(LOG_FILTER_NETWORKIO, "CHARACTER: Sent Initial Spells");
- }
- void Player::RemoveMail(uint32 id)
- {
- for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
- {
- if ((*itr)->messageID == id)
- {
- //do not delete item, because Player::removeMail() is called when returning mail to sender.
- m_mail.erase(itr);
- return;
- }
- }
- }
- void Player::SendMailResult(uint32 mailId, MailResponseType mailAction, MailResponseResult mailError, uint32 equipError, uint32 item_guid, uint32 item_count)
- {
- WorldPacket data(SMSG_SEND_MAIL_RESULT, (4+4+4+(mailError == MAIL_ERR_EQUIP_ERROR?4:(mailAction == MAIL_ITEM_TAKEN?4+4:0))));
- data << (uint32) mailId;
- data << (uint32) mailAction;
- data << (uint32) mailError;
- if (mailError == MAIL_ERR_EQUIP_ERROR)
- data << (uint32) equipError;
- else if (mailAction == MAIL_ITEM_TAKEN)
- {
- data << (uint32) item_guid; // item guid low?
- data << (uint32) item_count; // item count?
- }
- GetSession()->SendPacket(&data);
- }
- void Player::SendNewMail()
- {
- // deliver undelivered mail
- WorldPacket data(SMSG_RECEIVED_MAIL, 4);
- data << (uint32) 0;
- GetSession()->SendPacket(&data);
- }
- void Player::UpdateNextMailTimeAndUnreads()
- {
- // calculate next delivery time (min. from non-delivered mails
- // and recalculate unReadMail
- time_t cTime = time(NULL);
- m_nextMailDelivereTime = 0;
- unReadMails = 0;
- for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
- {
- if ((*itr)->deliver_time > cTime)
- {
- if (!m_nextMailDelivereTime || m_nextMailDelivereTime > (*itr)->deliver_time)
- m_nextMailDelivereTime = (*itr)->deliver_time;
- }
- else if (((*itr)->checked & MAIL_CHECK_MASK_READ) == 0)
- ++unReadMails;
- }
- }
- void Player::AddNewMailDeliverTime(time_t deliver_time)
- {
- if (deliver_time <= time(NULL)) // ready now
- {
- ++unReadMails;
- SendNewMail();
- }
- else // not ready and no have ready mails
- {
- if (!m_nextMailDelivereTime || m_nextMailDelivereTime > deliver_time)
- m_nextMailDelivereTime = deliver_time;
- }
- }
- bool Player::AddTalent(uint32 spellId, uint8 spec, bool learning)
- {
- SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
- if (!spellInfo)
- {
- // do character spell book cleanup (all characters)
- if (!IsInWorld() && !learning) // spell load case
- {
- sLog->outError(LOG_FILTER_SPELLS_AURAS, "Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.", spellId);
- PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_INVALID_SPELL);
- stmt->setUInt32(0, spellId);
- CharacterDatabase.Execute(stmt);
- }
- else
- sLog->outError(LOG_FILTER_SPELLS_AURAS, "Player::addSpell: Non-existed in SpellStore spell #%u request.", spellId);
- return false;
- }
- if (!SpellMgr::IsSpellValid(spellInfo, this, false))
- {
- // do character spell book cleanup (all characters)
- if (!IsInWorld() && !learning) // spell load case
- {
- sLog->outError(LOG_FILTER_SPELLS_AURAS, "Player::addTalent: Broken spell #%u learning not allowed, deleting for all characters in `character_talent`.", spellId);
- PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_INVALID_SPELL);
- stmt->setUInt32(0, spellId);
- CharacterDatabase.Execute(stmt);
- }
- else
- sLog->outError(LOG_FILTER_SPELLS_AURAS, "Player::addTalent: Broken spell #%u learning not allowed.", spellId);
- return false;
- }
- PlayerTalentMap::iterator itr = m_talents[spec]->find(spellId);
- if (itr != m_talents[spec]->end())
- itr->second->state = PLAYERSPELL_UNCHANGED;
- else if (TalentSpellPos const* talentPos = GetTalentSpellPos(spellId))
- {
- if (TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentPos->talent_id))
- {
- for (uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank)
- {
- // skip learning spell and no rank spell case
- uint32 rankSpellId = talentInfo->RankID[rank];
- if (!rankSpellId || rankSpellId == spellId)
- continue;
- itr = m_talents[spec]->find(rankSpellId);
- if (itr != m_talents[spec]->end())
- itr->second->state = PLAYERSPELL_REMOVED;
- }
- }
- PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED;
- PlayerTalent* newtalent = new PlayerTalent();
- newtalent->state = state;
- newtalent->spec = spec;
- (*m_talents[spec])[spellId] = newtalent;
- return true;
- }
- return false;
- }
- bool Player::addSpell(uint32 spellId, bool active, bool learning, bool dependent, bool disabled, bool loading /*= false*/)
- {
- SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
- if (!spellInfo)
- {
- // do character spell book cleanup (all characters)
- if (!IsInWorld() && !learning) // spell load case
- {
- sLog->outError(LOG_FILTER_SPELLS_AURAS, "Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.", spellId);
- PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_INVALID_SPELL);
- stmt->setUInt32(0, spellId);
- CharacterDatabase.Execute(stmt);
- }
- else
- sLog->outError(LOG_FILTER_SPELLS_AURAS, "Player::addSpell: Non-existed in SpellStore spell #%u request.", spellId);
- return false;
- }
- if (!SpellMgr::IsSpellValid(spellInfo, this, false))
- {
- // do character spell book cleanup (all characters)
- if (!IsInWorld() && !learning) // spell load case
- {
- sLog->outError(LOG_FILTER_SPELLS_AURAS, "Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.", spellId);
- PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_INVALID_SPELL);
- stmt->setUInt32(0, spellId);
- CharacterDatabase.Execute(stmt);
- }
- else
- sLog->outError(LOG_FILTER_SPELLS_AURAS, "Player::addSpell: Broken spell #%u learning not allowed.", spellId);
- return false;
- }
- PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED;
- bool dependent_set = false;
- bool disabled_case = false;
- bool superceded_old = false;
- PlayerSpellMap::iterator itr = m_spells.find(spellId);
- // Remove temporary spell if found to prevent conflicts
- if (itr != m_spells.end() && itr->second->state == PLAYERSPELL_TEMPORARY)
- RemoveTemporarySpell(spellId);
- else if (itr != m_spells.end())
- {
- uint32 next_active_spell_id = 0;
- // fix activate state for non-stackable low rank (and find next spell for !active case)
- if (!spellInfo->IsStackableWithRanks() && spellInfo->IsRanked())
- {
- if (uint32 next = sSpellMgr->GetNextSpellInChain(spellId))
- {
- if (HasSpell(next))
- {
- // high rank already known so this must !active
- active = false;
- next_active_spell_id = next;
- }
- }
- }
- // not do anything if already known in expected state
- if (itr->second->state != PLAYERSPELL_REMOVED && itr->second->active == active &&
- itr->second->dependent == dependent && itr->second->disabled == disabled)
- {
- if (!IsInWorld() && !learning) // explicitly load from DB and then exist in it already and set correctly
- itr->second->state = PLAYERSPELL_UNCHANGED;
- return false;
- }
- // dependent spell known as not dependent, overwrite state
- if (itr->second->state != PLAYERSPELL_REMOVED && !itr->second->dependent && dependent)
- {
- itr->second->dependent = dependent;
- if (itr->second->state != PLAYERSPELL_NEW)
- itr->second->state = PLAYERSPELL_CHANGED;
- dependent_set = true;
- }
- // update active state for known spell
- if (itr->second->active != active && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled)
- {
- itr->second->active = active;
- if (!IsInWorld() && !learning && !dependent_set) // explicitly load from DB and then exist in it already and set correctly
- itr->second->state = PLAYERSPELL_UNCHANGED;
- else if (itr->second->state != PLAYERSPELL_NEW)
- itr->second->state = PLAYERSPELL_CHANGED;
- if (active)
- {
- if (spellInfo->IsPassive() && IsNeedCastPassiveSpellAtLearn(spellInfo))
- CastSpell (this, spellId, true);
- }
- else if (IsInWorld())
- {
- if (next_active_spell_id)
- {
- // update spell ranks in spellbook and action bar
- WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4);
- data << uint32(spellId);
- data << uint32(next_active_spell_id);
- GetSession()->SendPacket(&data);
- }
- else
- {
- WorldPacket data(SMSG_REMOVED_SPELL, 4);
- data << uint32(spellId);
- GetSession()->SendPacket(&data);
- }
- }
- return active; // learn (show in spell book if active now)
- }
- if (itr->second->disabled != disabled && itr->second->state != PLAYERSPELL_REMOVED)
- {
- if (itr->second->state != PLAYERSPELL_NEW)
- itr->second->state = PLAYERSPELL_CHANGED;
- itr->second->disabled = disabled;
- if (disabled)
- return false;
- disabled_case = true;
- }
- else switch (itr->second->state)
- {
- case PLAYERSPELL_UNCHANGED: // known saved spell
- return false;
- case PLAYERSPELL_REMOVED: // re-learning removed not saved spell
- {
- delete itr->second;
- m_spells.erase(itr);
- state = PLAYERSPELL_CHANGED;
- break; // need re-add
- }
- default: // known not saved yet spell (new or modified)
- {
- // can be in case spell loading but learned at some previous spell loading
- if (!IsInWorld() && !learning && !dependent_set)
- itr->second->state = PLAYERSPELL_UNCHANGED;
- return false;
- }
- }
- }
- if (!disabled_case) // skip new spell adding if spell already known (disabled spells case)
- {
- // talent: unlearn all other talent ranks (high and low)
- if (TalentSpellPos const* talentPos = GetTalentSpellPos(spellId))
- {
- if (TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentPos->talent_id))
- {
- for (uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank)
- {
- // skip learning spell and no rank spell case
- uint32 rankSpellId = talentInfo->RankID[rank];
- if (!rankSpellId || rankSpellId == spellId)
- continue;
- removeSpell(rankSpellId, false, false);
- }
- }
- }
- // non talent spell: learn low ranks (recursive call)
- else if (uint32 prev_spell = sSpellMgr->GetPrevSpellInChain(spellId))
- {
- if (!IsInWorld() || disabled) // at spells loading, no output, but allow save
- addSpell(prev_spell, active, true, true, disabled);
- else // at normal learning
- learnSpell(prev_spell, true);
- }
- PlayerSpell* newspell = new PlayerSpell;
- newspell->state = state;
- newspell->active = active;
- newspell->dependent = dependent;
- newspell->disabled = disabled;
- // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
- if (newspell->active && !newspell->disabled && !spellInfo->IsStackableWithRanks() && spellInfo->IsRanked() != 0)
- {
- for (PlayerSpellMap::iterator itr2 = m_spells.begin(); itr2 != m_spells.end(); ++itr2)
- {
- if (itr2->second->state == PLAYERSPELL_REMOVED)
- continue;
- SpellInfo const* i_spellInfo = sSpellMgr->GetSpellInfo(itr2->first);
- if (!i_spellInfo)
- continue;
- if (spellInfo->IsDifferentRankOf(i_spellInfo))
- {
- if (itr2->second->active)
- {
- if (spellInfo->IsHighRankOf(i_spellInfo))
- {
- if (IsInWorld()) // not send spell (re-/over-)learn packets at loading
- {
- WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4);
- data << uint32(itr2->first);
- data << uint32(spellId);
- GetSession()->SendPacket(&data);
- }
- // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
- itr2->second->active = false;
- if (itr2->second->state != PLAYERSPELL_NEW)
- itr2->second->state = PLAYERSPELL_CHANGED;
- superceded_old = true; // new spell replace old in action bars and spell book.
- }
- else
- {
- if (IsInWorld()) // not send spell (re-/over-)learn packets at loading
- {
- WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4);
- data << uint32(spellId);
- data << uint32(itr2->first);
- GetSession()->SendPacket(&data);
- }
- // mark new spell as disable (not learned yet for client and will not learned)
- newspell->active = false;
- if (newspell->state != PLAYERSPELL_NEW)
- newspell->state = PLAYERSPELL_CHANGED;
- }
- }
- }
- }
- }
- m_spells[spellId] = newspell;
- // return false if spell disabled
- if (newspell->disabled)
- return false;
- }
- uint32 talentCost = GetTalentSpellCost(spellId);
- // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
- // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
- if (!loading && talentCost > 0 && spellInfo->HasEffect(SPELL_EFFECT_LEARN_SPELL))
- {
- // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
- CastSpell(this, spellId, true);
- }
- // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
- else if (spellInfo->IsPassive())
- {
- if (IsNeedCastPassiveSpellAtLearn(spellInfo))
- CastSpell(this, spellId, true);
- }
- else if (spellInfo->HasEffect(SPELL_EFFECT_SKILL_STEP))
- {
- CastSpell(this, spellId, true);
- return false;
- }
- // update used talent points count
- m_usedTalentCount += talentCost;
- // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
- if (uint32 freeProfs = GetFreePrimaryProfessionPoints())
- {
- if (spellInfo->IsPrimaryProfessionFirstRank())
- SetFreePrimaryProfessions(freeProfs-1);
- }
- // add dependent skills
- uint16 maxskill = GetMaxSkillValueForLevel();
- SpellLearnSkillNode const* spellLearnSkill = sSpellMgr->GetSpellLearnSkill(spellId);
- SkillLineAbilityMapBounds skill_bounds = sSpellMgr->GetSkillLineAbilityMapBounds(spellId);
- 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, spellLearnSkill->step, skill_value, skill_max_value);
- }
- else
- {
- // not ranked skills
- for (SkillLineAbilityMap::const_iterator _spell_idx = skill_bounds.first; _spell_idx != skill_bounds.second; ++_spell_idx)
- {
- SkillLineEntry const* pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
- if (!pSkill)
- continue;
- if (!Has310Flyer(false) && pSkill->id == SKILL_MOUNTS)
- for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
- if (spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED &&
- spellInfo->Effects[i].CalcValue() == 310)
- SetHas310Flyer(true);
- if (HasSkill(pSkill->id))
- continue;
- if (_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL ||
- // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
- ((pSkill->id == SKILL_LOCKPICKING || pSkill->id == SKILL_RUNEFORGING) && _spell_idx->second->max_value == 0))
- {
- switch (GetSkillRangeType(pSkill, _spell_idx->second->racemask != 0))
- {
- case SKILL_RANGE_LANGUAGE:
- SetSkill(pSkill->id, GetSkillStep(pSkill->id), 300, 300);
- break;
- case SKILL_RANGE_LEVEL:
- SetSkill(pSkill->id, GetSkillStep(pSkill->id), 1, GetMaxSkillValueForLevel());
- break;
- case SKILL_RANGE_MONO:
- SetSkill(pSkill->id, GetSkillStep(pSkill->id), 1, 1);
- break;
- default:
- break;
- }
- }
- }
- }
- // learn dependent spells
- SpellLearnSpellMapBounds spell_bounds = sSpellMgr->GetSpellLearnSpellMapBounds(spellId);
- for (SpellLearnSpellMap::const_iterator itr2 = spell_bounds.first; itr2 != spell_bounds.second; ++itr2)
- {
- if (!itr2->second.autoLearned)
- {
- if (!IsInWorld() || !itr2->second.active) // at spells loading, no output, but allow save
- addSpell(itr2->second.spell, itr2->second.active, true, true, false);
- else // at normal learning
- learnSpell(itr2->second.spell, true);
- }
- }
- if (!GetSession()->PlayerLoading())
- {
- // not ranked skills
- for (SkillLineAbilityMap::const_iterator _spell_idx = skill_bounds.first; _spell_idx != skill_bounds.second; ++_spell_idx)
- {
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE, _spell_idx->second->skillId);
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS, _spell_idx->second->skillId);
- }
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL, spellId);
- }
- // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
- return active && !disabled && !superceded_old;
- }
- void Player::AddTemporarySpell(uint32 spellId)
- {
- PlayerSpellMap::iterator itr = m_spells.find(spellId);
- // spell already added - do not do anything
- if (itr != m_spells.end())
- return;
- PlayerSpell* newspell = new PlayerSpell;
- newspell->state = PLAYERSPELL_TEMPORARY;
- newspell->active = true;
- newspell->dependent = false;
- newspell->disabled = false;
- m_spells[spellId] = newspell;
- }
- void Player::RemoveTemporarySpell(uint32 spellId)
- {
- PlayerSpellMap::iterator itr = m_spells.find(spellId);
- // spell already not in list - do not do anything
- if (itr == m_spells.end())
- return;
- // spell has other state than temporary - do not change it
- if (itr->second->state != PLAYERSPELL_TEMPORARY)
- return;
- delete itr->second;
- m_spells.erase(itr);
- }
- bool Player::IsNeedCastPassiveSpellAtLearn(SpellInfo const* spellInfo) const
- {
- // note: form passives activated with shapeshift spells be implemented by HandleShapeshiftBoosts instead of spell_learn_spell
- // talent dependent passives activated at form apply have proper stance data
- ShapeshiftForm form = GetShapeshiftForm();
- bool need_cast = (!spellInfo->Stances || (form && (spellInfo->Stances & (1 << (form - 1)))) ||
- (!form && (spellInfo->AttributesEx2 & SPELL_ATTR2_NOT_NEED_SHAPESHIFT)));
- //Check CasterAuraStates
- return need_cast && (!spellInfo->CasterAuraState || HasAuraState(AuraStateType(spellInfo->CasterAuraState)));
- }
- void Player::learnSpell(uint32 spell_id, bool dependent)
- {
- PlayerSpellMap::iterator itr = m_spells.find(spell_id);
- bool disabled = (itr != m_spells.end()) ? itr->second->disabled : false;
- bool active = disabled ? itr->second->active : true;
- bool learning = addSpell(spell_id, active, true, dependent, false);
- // prevent duplicated entires in spell book, also not send if not in world (loading)
- if (learning && IsInWorld())
- {
- WorldPacket data(SMSG_LEARNED_SPELL, 6);
- data << uint32(spell_id);
- data << uint16(0);
- GetSession()->SendPacket(&data);
- }
- // learn all disabled higher ranks and required spells (recursive)
- if (disabled)
- {
- if (uint32 nextSpell = sSpellMgr->GetNextSpellInChain(spell_id))
- {
- PlayerSpellMap::iterator iter = m_spells.find(nextSpell);
- if (iter != m_spells.end() && iter->second->disabled)
- learnSpell(nextSpell, false);
- }
- SpellsRequiringSpellMapBounds spellsRequiringSpell = sSpellMgr->GetSpellsRequiringSpellBounds(spell_id);
- for (SpellsRequiringSpellMap::const_iterator itr2 = spellsRequiringSpell.first; itr2 != spellsRequiringSpell.second; ++itr2)
- {
- PlayerSpellMap::iterator iter2 = m_spells.find(itr2->second);
- if (iter2 != m_spells.end() && iter2->second->disabled)
- learnSpell(itr2->second, false);
- }
- }
- }
- void Player::removeSpell(uint32 spell_id, bool disabled, bool learn_low_rank)
- {
- PlayerSpellMap::iterator itr = m_spells.find(spell_id);
- if (itr == m_spells.end())
- return;
- if (itr->second->state == PLAYERSPELL_REMOVED || (disabled && itr->second->disabled) || itr->second->state == PLAYERSPELL_TEMPORARY)
- return;
- // unlearn non talent higher ranks (recursive)
- if (uint32 nextSpell = sSpellMgr->GetNextSpellInChain(spell_id))
- {
- if (HasSpell(nextSpell) && !GetTalentSpellPos(nextSpell))
- removeSpell(nextSpell, disabled, false);
- }
- //unlearn spells dependent from recently removed spells
- SpellsRequiringSpellMapBounds spellsRequiringSpell = sSpellMgr->GetSpellsRequiringSpellBounds(spell_id);
- for (SpellsRequiringSpellMap::const_iterator itr2 = spellsRequiringSpell.first; itr2 != spellsRequiringSpell.second; ++itr2)
- removeSpell(itr2->second, disabled);
- // re-search, it can be corrupted in prev loop
- itr = m_spells.find(spell_id);
- if (itr == m_spells.end())
- return; // already unleared
- bool giveTalentPoints = disabled || !itr->second->disabled;
- bool cur_active = itr->second->active;
- bool cur_dependent = itr->second->dependent;
- if (disabled)
- {
- itr->second->disabled = disabled;
- if (itr->second->state != PLAYERSPELL_NEW)
- itr->second->state = PLAYERSPELL_CHANGED;
- }
- else
- {
- if (itr->second->state == PLAYERSPELL_NEW)
- {
- delete itr->second;
- m_spells.erase(itr);
- }
- else
- itr->second->state = PLAYERSPELL_REMOVED;
- }
- RemoveAurasDueToSpell(spell_id);
- // remove pet auras
- for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
- if (PetAura const* petSpell = sSpellMgr->GetPetAura(spell_id, i))
- RemovePetAura(petSpell);
- // free talent points
- uint32 talentCosts = GetTalentSpellCost(spell_id);
- if (talentCosts > 0 && giveTalentPoints)
- {
- if (talentCosts < m_usedTalentCount)
- m_usedTalentCount -= talentCosts;
- else
- m_usedTalentCount = 0;
- }
- // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
- SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spell_id);
- if (spellInfo && spellInfo->IsPrimaryProfessionFirstRank())
- {
- uint32 freeProfs = GetFreePrimaryProfessionPoints()+1;
- if (freeProfs <= sWorld->getIntConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL))
- SetFreePrimaryProfessions(freeProfs);
- }
- // remove dependent skill
- SpellLearnSkillNode const* spellLearnSkill = sSpellMgr->GetSpellLearnSkill(spell_id);
- if (spellLearnSkill)
- {
- uint32 prev_spell = sSpellMgr->GetPrevSpellInChain(spell_id);
- if (!prev_spell) // first rank, remove skill
- SetSkill(spellLearnSkill->skill, 0, 0, 0);
- else
- {
- // search prev. skill setting by spell ranks chain
- SpellLearnSkillNode const* prevSkill = sSpellMgr->GetSpellLearnSkill(prev_spell);
- while (!prevSkill && prev_spell)
- {
- prev_spell = sSpellMgr->GetPrevSpellInChain(prev_spell);
- prevSkill = sSpellMgr->GetSpellLearnSkill(sSpellMgr->GetFirstSpellInChain(prev_spell));
- }
- if (!prevSkill) // not found prev skill setting, remove skill
- SetSkill(spellLearnSkill->skill, 0, 0, 0);
- else // set to prev. skill setting values
- {
- uint32 skill_value = GetPureSkillValue(prevSkill->skill);
- uint32 skill_max_value = GetPureMaxSkillValue(prevSkill->skill);
- if (skill_value > prevSkill->value)
- skill_value = prevSkill->value;
- uint32 new_skill_max_value = prevSkill->maxvalue == 0 ? GetMaxSkillValueForLevel() : prevSkill->maxvalue;
- if (skill_max_value > new_skill_max_value)
- skill_max_value = new_skill_max_value;
- SetSkill(prevSkill->skill, prevSkill->step, skill_value, skill_max_value);
- }
- }
- }
- else
- {
- // not ranked skills
- SkillLineAbilityMapBounds bounds = sSpellMgr->GetSkillLineAbilityMapBounds(spell_id);
- for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
- {
- SkillLineEntry const* pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
- if (!pSkill)
- continue;
- if ((_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL &&
- pSkill->categoryId != SKILL_CATEGORY_CLASS) ||// not unlearn class skills (spellbook/talent pages)
- // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
- ((pSkill->id == SKILL_LOCKPICKING || pSkill->id == SKILL_RUNEFORGING) && _spell_idx->second->max_value == 0))
- {
- // not reset skills for professions and racial abilities
- if ((pSkill->categoryId == SKILL_CATEGORY_SECONDARY || pSkill->categoryId == SKILL_CATEGORY_PROFESSION) &&
- (IsProfessionSkill(pSkill->id) || _spell_idx->second->racemask != 0))
- continue;
- SetSkill(pSkill->id, GetSkillStep(pSkill->id), 0, 0);
- }
- // most likely will never be used, haven't heard of cases where players unlearn a mount
- if (Has310Flyer(false) && _spell_idx->second->skillId == SKILL_MOUNTS)
- {
- if (spellInfo)
- for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
- if (spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED &&
- spellInfo->Effects[i].CalcValue() == 310)
- Has310Flyer(true, spell_id); // with true as first argument its also used to set/remove the flag
- }
- }
- }
- // remove dependent spells
- SpellLearnSpellMapBounds spell_bounds = sSpellMgr->GetSpellLearnSpellMapBounds(spell_id);
- for (SpellLearnSpellMap::const_iterator itr2 = spell_bounds.first; itr2 != spell_bounds.second; ++itr2)
- removeSpell(itr2->second.spell, disabled);
- // activate lesser rank in spellbook/action bar, and cast it if need
- bool prev_activate = false;
- if (uint32 prev_id = sSpellMgr->GetPrevSpellInChain(spell_id))
- {
- // if talent then lesser rank also talent and need learn
- if (talentCosts)
- {
- // I cannot see why mangos has these lines.
- //if (learn_low_rank)
- // learnSpell(prev_id, false);
- }
- // if ranked non-stackable spell: need activate lesser rank and update dendence state
- else if (cur_active && !spellInfo->IsStackableWithRanks() && spellInfo->IsRanked())
- {
- // need manually update dependence state (learn spell ignore like attempts)
- PlayerSpellMap::iterator prev_itr = m_spells.find(prev_id);
- if (prev_itr != m_spells.end())
- {
- if (prev_itr->second->dependent != cur_dependent)
- {
- prev_itr->second->dependent = cur_dependent;
- if (prev_itr->second->state != PLAYERSPELL_NEW)
- prev_itr->second->state = PLAYERSPELL_CHANGED;
- }
- // now re-learn if need re-activate
- if (cur_active && !prev_itr->second->active && learn_low_rank)
- {
- if (addSpell(prev_id, true, false, prev_itr->second->dependent, prev_itr->second->disabled))
- {
- // downgrade spell ranks in spellbook and action bar
- WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4);
- data << uint32(spell_id);
- data << uint32(prev_id);
- GetSession()->SendPacket(&data);
- prev_activate = true;
- }
- }
- }
- }
- }
- if (spell_id == 46917 && m_canTitanGrip)
- SetCanTitanGrip(false);
- if (spell_id == 674 && m_canDualWield)
- SetCanDualWield(false);
- if (sWorld->getBoolConfig(CONFIG_OFFHAND_CHECK_AT_SPELL_UNLEARN))
- AutoUnequipOffhandIfNeed();
- // remove from spell book if not replaced by lesser rank
- if (!prev_activate)
- {
- WorldPacket data(SMSG_REMOVED_SPELL, 4);
- data << uint32(spell_id);
- GetSession()->SendPacket(&data);
- }
- }
- bool Player::Has310Flyer(bool checkAllSpells, uint32 excludeSpellId)
- {
- if (!checkAllSpells)
- return m_ExtraFlags & PLAYER_EXTRA_HAS_310_FLYER;
- else
- {
- SetHas310Flyer(false);
- SpellInfo const* spellInfo;
- for (PlayerSpellMap::iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
- {
- if (itr->first == excludeSpellId)
- continue;
- SkillLineAbilityMapBounds bounds = sSpellMgr->GetSkillLineAbilityMapBounds(itr->first);
- for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
- {
- if (_spell_idx->second->skillId != SKILL_MOUNTS)
- break; // We can break because mount spells belong only to one skillline (at least 310 flyers do)
- spellInfo = sSpellMgr->GetSpellInfo(itr->first);
- for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
- if (spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED &&
- spellInfo->Effects[i].CalcValue() == 310)
- {
- SetHas310Flyer(true);
- return true;
- }
- }
- }
- }
- return false;
- }
- void Player::RemoveSpellCooldown(uint32 spell_id, bool update /* = false */)
- {
- m_spellCooldowns.erase(spell_id);
- if (update)
- SendClearCooldown(spell_id, this);
- }
- // I am not sure which one is more efficient
- void Player::RemoveCategoryCooldown(uint32 cat)
- {
- SpellCategoryStore::const_iterator i_scstore = sSpellCategoryStore.find(cat);
- if (i_scstore != sSpellCategoryStore.end())
- for (SpellCategorySet::const_iterator i_scset = i_scstore->second.begin(); i_scset != i_scstore->second.end(); ++i_scset)
- RemoveSpellCooldown(*i_scset, true);
- }
- void Player::RemoveSpellCategoryCooldown(uint32 cat, bool update /* = false */)
- {
- SpellCategoryStore::const_iterator ct = sSpellCategoryStore.find(cat);
- if (ct == sSpellCategoryStore.end())
- return;
- const SpellCategorySet& ct_set = ct->second;
- for (SpellCooldowns::const_iterator i = m_spellCooldowns.begin(); i != m_spellCooldowns.end();)
- {
- if (ct_set.find(i->first) != ct_set.end())
- RemoveSpellCooldown((i++)->first, update);
- else
- ++i;
- }
- }
- void Player::RemoveArenaSpellCooldowns(bool removeActivePetCooldowns)
- {
- // remove cooldowns on spells that have <= 10 min CD
- SpellCooldowns::iterator itr, next;
- for (itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end(); itr = next)
- {
- next = itr;
- ++next;
- SpellInfo const* entry = sSpellMgr->GetSpellInfo(itr->first);
- // check if spellentry is present and if the cooldown is less or equal to 10 min
- if (entry &&
- entry->RecoveryTime <= 10 * MINUTE * IN_MILLISECONDS &&
- entry->CategoryRecoveryTime <= 10 * MINUTE * IN_MILLISECONDS)
- {
- // remove & notify
- RemoveSpellCooldown(itr->first, true);
- }
- }
- // pet cooldowns
- if (removeActivePetCooldowns)
- if (Pet* pet = GetPet())
- {
- // notify player
- for (CreatureSpellCooldowns::const_iterator itr2 = pet->m_CreatureSpellCooldowns.begin(); itr2 != pet->m_CreatureSpellCooldowns.end(); ++itr2)
- SendClearCooldown(itr2->first, pet);
- // actually clear cooldowns
- pet->m_CreatureSpellCooldowns.clear();
- }
- }
- void Player::RemoveAllSpellCooldown()
- {
- if (!m_spellCooldowns.empty())
- {
- for (SpellCooldowns::const_iterator itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end(); ++itr)
- SendClearCooldown(itr->first, this);
- m_spellCooldowns.clear();
- }
- }
- void Player::_LoadSpellCooldowns(PreparedQueryResult result)
- {
- // some cooldowns can be already set at aura loading...
- //QueryResult* result = CharacterDatabase.PQuery("SELECT spell, item, time FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
- if (result)
- {
- time_t curTime = time(NULL);
- do
- {
- Field* fields = result->Fetch();
- uint32 spell_id = fields[0].GetUInt32();
- uint32 item_id = fields[1].GetUInt32();
- time_t db_time = time_t(fields[2].GetUInt32());
- if (!sSpellMgr->GetSpellInfo(spell_id))
- {
- sLog->outError(LOG_FILTER_PLAYER_LOADING, "Player %u has unknown spell %u in `character_spell_cooldown`, skipping.", GetGUIDLow(), spell_id);
- continue;
- }
- // skip outdated cooldown
- if (db_time <= curTime)
- continue;
- AddSpellCooldown(spell_id, item_id, db_time);
- sLog->outDebug(LOG_FILTER_PLAYER_LOADING, "Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id, item_id, uint32(db_time-curTime));
- }
- while (result->NextRow());
- }
- }
- void Player::_SaveSpellCooldowns(SQLTransaction& trans)
- {
- PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SPELL_COOLDOWN);
- stmt->setUInt32(0, GetGUIDLow());
- trans->Append(stmt);
- time_t curTime = time(NULL);
- time_t infTime = curTime + infinityCooldownDelayCheck;
- bool first_round = true;
- std::ostringstream ss;
- // remove outdated and save active
- for (SpellCooldowns::iterator itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end();)
- {
- if (itr->second.end <= curTime)
- m_spellCooldowns.erase(itr++);
- else if (itr->second.end <= infTime) // not save locked cooldowns, it will be reset or set at reload
- {
- if (first_round)
- {
- ss << "INSERT INTO character_spell_cooldown (guid, spell, item, time) VALUES ";
- first_round = false;
- }
- // next new/changed record prefix
- else
- ss << ',';
- ss << '(' << GetGUIDLow() << ',' << itr->first << ',' << itr->second.itemid << ',' << uint64(itr->second.end) << ')';
- ++itr;
- }
- else
- ++itr;
- }
- // if something changed execute
- if (!first_round)
- trans->Append(ss.str().c_str());
- }
- uint32 Player::resetTalentsCost() const
- {
- // The first time reset costs 1 gold
- if (m_resetTalentsCost < 1*GOLD)
- return 1*GOLD;
- // then 5 gold
- else if (m_resetTalentsCost < 5*GOLD)
- return 5*GOLD;
- // After that it increases in increments of 5 gold
- else if (m_resetTalentsCost < 10*GOLD)
- return 10*GOLD;
- else
- {
- uint64 months = (sWorld->GetGameTime() - m_resetTalentsTime)/MONTH;
- if (months > 0)
- {
- // This cost will be reduced by a rate of 5 gold per month
- int32 new_cost = int32(m_resetTalentsCost - 5*GOLD*months);
- // to a minimum of 10 gold.
- return (new_cost < 10*GOLD ? 10*GOLD : new_cost);
- }
- else
- {
- // After that it increases in increments of 5 gold
- int32 new_cost = m_resetTalentsCost + 5*GOLD;
- // until it hits a cap of 50 gold.
- if (new_cost > 50*GOLD)
- new_cost = 50*GOLD;
- return new_cost;
- }
- }
- }
- bool Player::resetTalents(bool no_cost)
- {
- sScriptMgr->OnPlayerTalentsReset(this, no_cost);
- // not need after this call
- if (HasAtLoginFlag(AT_LOGIN_RESET_TALENTS))
- RemoveAtLoginFlag(AT_LOGIN_RESET_TALENTS, true);
- uint32 talentPointsForLevel = CalculateTalentsPoints();
- if (m_usedTalentCount == 0)
- {
- SetFreeTalentPoints(talentPointsForLevel);
- return false;
- }
- uint32 cost = 0;
- if (!no_cost && !sWorld->getBoolConfig(CONFIG_NO_RESET_TALENT_COST))
- {
- cost = resetTalentsCost();
- if (!HasEnoughMoney(cost))
- {
- SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0);
- return false;
- }
- }
- RemovePet(NULL, PET_SAVE_NOT_IN_SLOT, true);
- for (uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId)
- {
- TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId);
- if (!talentInfo)
- continue;
- TalentTabEntry const* talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
- if (!talentTabInfo)
- continue;
- // unlearn only talents for character class
- // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
- // to prevent unexpected lost normal learned spell skip another class talents
- if ((getClassMask() & talentTabInfo->ClassMask) == 0)
- continue;
- for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
- {
- // skip non-existant talent ranks
- if (talentInfo->RankID[rank] == 0)
- continue;
- const SpellInfo* _spellEntry = sSpellMgr->GetSpellInfo(talentInfo->RankID[rank]);
- if (!_spellEntry)
- continue;
- removeSpell(talentInfo->RankID[rank], true);
- // search for spells that the talent teaches and unlearn them
- for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
- if (_spellEntry->Effects[i].TriggerSpell > 0 && _spellEntry->Effects[i].Effect == SPELL_EFFECT_LEARN_SPELL)
- removeSpell(_spellEntry->Effects[i].TriggerSpell, true);
- // if this talent rank can be found in the PlayerTalentMap, mark the talent as removed so it gets deleted
- PlayerTalentMap::iterator plrTalent = m_talents[m_activeSpec]->find(talentInfo->RankID[rank]);
- if (plrTalent != m_talents[m_activeSpec]->end())
- plrTalent->second->state = PLAYERSPELL_REMOVED;
- }
- }
- SQLTransaction trans = CharacterDatabase.BeginTransaction();
- _SaveTalents(trans);
- _SaveSpells(trans);
- CharacterDatabase.CommitTransaction(trans);
- SetFreeTalentPoints(talentPointsForLevel);
- if (!no_cost)
- {
- ModifyMoney(-(int32)cost);
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS, cost);
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS, 1);
- m_resetTalentsCost = cost;
- m_resetTalentsTime = time(NULL);
- }
- /* when prev line will dropped use next line
- if (Pet* pet = GetPet())
- {
- if (pet->getPetType() == HUNTER_PET && !pet->GetCreatureTemplate()->isTameable(CanTameExoticPets()))
- RemovePet(NULL, PET_SAVE_NOT_IN_SLOT, true);
- }
- */
- return true;
- }
- void Player::SetFreeTalentPoints(uint32 points)
- {
- sScriptMgr->OnPlayerFreeTalentPointsChanged(this, points);
- SetUInt32Value(PLAYER_CHARACTER_POINTS1, points);
- }
- Mail* Player::GetMail(uint32 id)
- {
- for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
- if ((*itr)->messageID == id)
- return (*itr);
- return NULL;
- }
- void Player::BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) const
- {
- for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i)
- {
- if (m_items[i] == NULL)
- continue;
- m_items[i]->BuildCreateUpdateBlockForPlayer(data, target);
- }
- if (target == this)
- {
- for (uint8 i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
- {
- if (m_items[i] == NULL)
- continue;
- m_items[i]->BuildCreateUpdateBlockForPlayer(data, target);
- }
- for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
- {
- if (m_items[i] == NULL)
- continue;
- m_items[i]->BuildCreateUpdateBlockForPlayer(data, target);
- }
- }
- Unit::BuildCreateUpdateBlockForPlayer(data, target);
- }
- void Player::DestroyForPlayer(Player* target, bool onDeath) const
- {
- Unit::DestroyForPlayer(target, onDeath);
- for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
- {
- if (m_items[i] == NULL)
- continue;
- m_items[i]->DestroyForPlayer(target);
- }
- if (target == this)
- {
- for (uint8 i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
- {
- if (m_items[i] == NULL)
- continue;
- m_items[i]->DestroyForPlayer(target);
- }
- for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
- {
- if (m_items[i] == NULL)
- continue;
- m_items[i]->DestroyForPlayer(target);
- }
- }
- }
- bool Player::HasSpell(uint32 spell) const
- {
- PlayerSpellMap::const_iterator itr = m_spells.find(spell);
- return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED &&
- !itr->second->disabled);
- }
- bool Player::HasTalent(uint32 spell, uint8 spec) const
- {
- PlayerTalentMap::const_iterator itr = m_talents[spec]->find(spell);
- return (itr != m_talents[spec]->end() && itr->second->state != PLAYERSPELL_REMOVED);
- }
- bool Player::HasActiveSpell(uint32 spell) const
- {
- PlayerSpellMap::const_iterator itr = m_spells.find(spell);
- return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED &&
- itr->second->active && !itr->second->disabled);
- }
- TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell) const
- {
- if (!trainer_spell)
- return TRAINER_SPELL_RED;
- bool hasSpell = true;
- for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
- {
- if (!trainer_spell->learnedSpell[i])
- continue;
- if (!HasSpell(trainer_spell->learnedSpell[i]))
- {
- hasSpell = false;
- break;
- }
- }
- // known spell
- if (hasSpell)
- return TRAINER_SPELL_GRAY;
- // check skill requirement
- if (trainer_spell->reqSkill && GetBaseSkillValue(trainer_spell->reqSkill) < trainer_spell->reqSkillValue)
- return TRAINER_SPELL_RED;
- // check level requirement
- if (getLevel() < trainer_spell->reqLevel)
- return TRAINER_SPELL_RED;
- for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
- {
- if (!trainer_spell->learnedSpell[i])
- continue;
- // check race/class requirement
- if (!IsSpellFitByClassAndRace(trainer_spell->learnedSpell[i]))
- return TRAINER_SPELL_RED;
- if (uint32 prevSpell = sSpellMgr->GetPrevSpellInChain(trainer_spell->learnedSpell[i]))
- {
- // check prev.rank requirement
- if (prevSpell && !HasSpell(prevSpell))
- return TRAINER_SPELL_RED;
- }
- SpellsRequiringSpellMapBounds spellsRequired = sSpellMgr->GetSpellsRequiredForSpellBounds(trainer_spell->learnedSpell[i]);
- for (SpellsRequiringSpellMap::const_iterator itr = spellsRequired.first; itr != spellsRequired.second; ++itr)
- {
- // check additional spell requirement
- if (!HasSpell(itr->second))
- return TRAINER_SPELL_RED;
- }
- }
- // check primary prof. limit
- // first rank of primary profession spell when there are no proffesions avalible is disabled
- for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
- {
- if (!trainer_spell->learnedSpell[i])
- continue;
- SpellInfo const* learnedSpellInfo = sSpellMgr->GetSpellInfo(trainer_spell->learnedSpell[i]);
- if (learnedSpellInfo && learnedSpellInfo->IsPrimaryProfessionFirstRank() && (GetFreePrimaryProfessionPoints() == 0))
- return TRAINER_SPELL_GREEN_DISABLED;
- }
- return TRAINER_SPELL_GREEN;
- }
- /**
- * Deletes a character from the database
- *
- * The way, how the characters will be deleted is decided based on the config option.
- *
- * @see Player::DeleteOldCharacters
- *
- * @param playerguid the low-GUID from the player which should be deleted
- * @param accountId the account id from the player
- * @param updateRealmChars when this flag is set, the amount of characters on that realm will be updated in the realmlist
- * @param deleteFinally if this flag is set, the config option will be ignored and the character will be permanently removed from the database
- */
- void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmChars, bool deleteFinally)
- {
- // for not existed account avoid update realm
- if (accountId == 0)
- updateRealmChars = false;
- uint32 charDelete_method = sWorld->getIntConfig(CONFIG_CHARDELETE_METHOD);
- uint32 charDelete_minLvl = sWorld->getIntConfig(CONFIG_CHARDELETE_MIN_LEVEL);
- // if we want to finally delete the character or the character does not meet the level requirement,
- // we set it to mode CHAR_DELETE_REMOVE
- if (deleteFinally || Player::GetLevelFromDB(playerguid) < charDelete_minLvl)
- charDelete_method = CHAR_DELETE_REMOVE;
- 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
- sObjectAccessor->ConvertCorpseForPlayer(playerguid);
- if (uint32 guildId = GetGuildIdFromDB(playerguid))
- if (Guild* guild = sGuildMgr->GetGuildById(guildId))
- guild->DeleteMember(guid);
- // remove from arena teams
- LeaveAllArenaTeams(playerguid);
- // the player was uninvited already on logout so just remove from group
- PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_GROUP_MEMBER);
- stmt->setUInt32(0, guid);
- PreparedQueryResult resultGroup = CharacterDatabase.Query(stmt);
- if (resultGroup)
- if (Group* group = sGroupMgr->GetGroupByDbStoreId((*resultGroup)[0].GetUInt32()))
- RemoveFromGroup(group, playerguid);
- // Remove signs from petitions (also remove petitions if owner);
- RemovePetitionsAndSigns(playerguid, 10);
- switch (charDelete_method)
- {
- // Completely remove from the database
- case CHAR_DELETE_REMOVE:
- {
- SQLTransaction trans = CharacterDatabase.BeginTransaction();
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_COD_ITEM_MAIL);
- stmt->setUInt32(0, guid);
- PreparedQueryResult resultMail = CharacterDatabase.Query(stmt);
- if (resultMail)
- {
- do
- {
- Field* mailFields = resultMail->Fetch();
- uint32 mail_id = mailFields[0].GetUInt32();
- uint8 mailType = mailFields[1].GetUInt8();
- uint16 mailTemplateId= mailFields[2].GetUInt16();
- uint32 sender = mailFields[3].GetUInt32();
- std::string subject = mailFields[4].GetString();
- std::string body = mailFields[5].GetString();
- uint32 money = mailFields[6].GetUInt32();
- bool has_items = mailFields[7].GetBool();
- // We can return mail now
- // So firstly delete the old one
- PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_BY_ID);
- stmt->setUInt32(0, mail_id);
- trans->Append(stmt);
- // Mail is not from player
- if (mailType != MAIL_NORMAL)
- {
- if (has_items)
- {
- PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_ITEM_BY_ID);
- stmt->setUInt32(0, mail_id);
- trans->Append(stmt);
- }
- continue;
- }
- MailDraft draft(subject, body);
- if (mailTemplateId)
- draft = MailDraft(mailTemplateId, false); // items are already included
- if (has_items)
- {
- // Data needs to be at first place for Item::LoadFromDB
- PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_MAILITEMS);
- stmt->setUInt32(0, mail_id);
- PreparedQueryResult resultItems = CharacterDatabase.Query(stmt);
- if (resultItems)
- {
- do
- {
- Field* itemFields = resultItems->Fetch();
- uint32 item_guidlow = itemFields[11].GetUInt32();
- uint32 item_template = itemFields[12].GetUInt32();
- ItemTemplate const* itemProto = sObjectMgr->GetItemTemplate(item_template);
- if (!itemProto)
- {
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_INSTANCE);
- stmt->setUInt32(0, item_guidlow);
- trans->Append(stmt);
- continue;
- }
- Item* pItem = NewItemOrBag(itemProto);
- if (!pItem->LoadFromDB(item_guidlow, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER), itemFields, item_template))
- {
- pItem->FSetState(ITEM_REMOVED);
- pItem->SaveToDB(trans); // it also deletes item object!
- continue;
- }
- draft.AddItem(pItem);
- }
- while (resultItems->NextRow());
- }
- }
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_ITEM_BY_ID);
- stmt->setUInt32(0, mail_id);
- trans->Append(stmt);
- uint32 pl_account = sObjectMgr->GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
- draft.AddMoney(money).SendReturnToSender(pl_account, guid, sender, trans);
- }
- while (resultMail->NextRow());
- }
- // Unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
- // NOW we can finally clear other DB data related to character
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_PETS);
- stmt->setUInt32(0, guid);
- PreparedQueryResult resultPets = CharacterDatabase.Query(stmt);
- if (resultPets)
- {
- do
- {
- uint32 petguidlow = (*resultPets)[0].GetUInt32();
- Pet::DeleteFromDB(petguidlow);
- } while (resultPets->NextRow());
- }
- // Delete char from social list of online chars
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_SOCIAL);
- stmt->setUInt32(0, guid);
- PreparedQueryResult resultFriends = CharacterDatabase.Query(stmt);
- if (resultFriends)
- {
- do
- {
- if (Player* pFriend = ObjectAccessor::FindPlayer(MAKE_NEW_GUID((*resultFriends)[0].GetUInt32(), 0, HIGHGUID_PLAYER)))
- {
- if (pFriend->IsInWorld())
- {
- pFriend->GetSocial()->RemoveFromSocialList(guid, false);
- sSocialMgr->SendFriendStatus(pFriend, FRIEND_REMOVED, guid, false);
- }
- }
- } while (resultFriends->NextRow());
- }
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHARACTER);
- stmt->setUInt32(0, guid);
- trans->Append(stmt);
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PLAYER_ACCOUNT_DATA);
- stmt->setUInt32(0, guid);
- trans->Append(stmt);
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_DECLINED_NAME);
- stmt->setUInt32(0, guid);
- trans->Append(stmt);
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_ACTION);
- stmt->setUInt32(0, guid);
- trans->Append(stmt);
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_AURA);
- stmt->setUInt32(0, guid);
- trans->Append(stmt);
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_GIFT);
- stmt->setUInt32(0, guid);
- trans->Append(stmt);
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PLAYER_HOMEBIND);
- stmt->setUInt32(0, guid);
- trans->Append(stmt);
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INSTANCE);
- stmt->setUInt32(0, guid);
- trans->Append(stmt);
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INVENTORY);
- stmt->setUInt32(0, guid);
- trans->Append(stmt);
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_QUESTSTATUS);
- stmt->setUInt32(0, guid);
- trans->Append(stmt);
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_QUESTSTATUS_REWARDED);
- stmt->setUInt32(0, guid);
- trans->Append(stmt);
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_REPUTATION);
- stmt->setUInt32(0, guid);
- trans->Append(stmt);
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SPELL);
- stmt->setUInt32(0, guid);
- trans->Append(stmt);
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SPELL_COOLDOWN);
- stmt->setUInt32(0, guid);
- trans->Append(stmt);
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PLAYER_GM_TICKETS);
- stmt->setUInt32(0, guid);
- trans->Append(stmt);
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_INSTANCE);
- stmt->setUInt32(0, guid);
- trans->Append(stmt);
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SOCIAL_BY_FRIEND);
- stmt->setUInt32(0, guid);
- trans->Append(stmt);
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SOCIAL_BY_GUID);
- stmt->setUInt32(0, guid);
- trans->Append(stmt);
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL);
- stmt->setUInt32(0, guid);
- trans->Append(stmt);
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_ITEMS);
- stmt->setUInt32(0, guid);
- trans->Append(stmt);
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_PET_BY_OWNER);
- stmt->setUInt32(0, guid);
- trans->Append(stmt);
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_PET_DECLINEDNAME_BY_OWNER);
- stmt->setUInt32(0, guid);
- trans->Append(stmt);
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_ACHIEVEMENTS);
- stmt->setUInt32(0, guid);
- trans->Append(stmt);
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_ACHIEVEMENT_PROGRESS);
- stmt->setUInt32(0, guid);
- trans->Append(stmt);
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_EQUIPMENTSETS);
- stmt->setUInt32(0, guid);
- trans->Append(stmt);
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GUILD_EVENTLOG_BY_PLAYER);
- stmt->setUInt32(0, guid);
- stmt->setUInt32(1, guid);
- trans->Append(stmt);
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GUILD_BANK_EVENTLOG_BY_PLAYER);
- stmt->setUInt32(0, guid);
- trans->Append(stmt);
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PLAYER_BGDATA);
- stmt->setUInt32(0, guid);
- trans->Append(stmt);
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_GLYPHS);
- stmt->setUInt32(0, guid);
- trans->Append(stmt);
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_QUESTSTATUS_DAILY);
- stmt->setUInt32(0, guid);
- trans->Append(stmt);
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_TALENT);
- stmt->setUInt32(0, guid);
- trans->Append(stmt);
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SKILLS);
- stmt->setUInt32(0, guid);
- trans->Append(stmt);
- /* World of Warcraft Armory */
- trans->PAppend("DELETE FROM armory_character_stats WHERE guid = '%u'",guid);
- trans->PAppend("DELETE FROM character_feed_log WHERE guid = '%u'",guid);
- /* World of Warcraft Armory */
- CharacterDatabase.CommitTransaction(trans);
- break;
- }
- // The character gets unlinked from the account, the name gets freed up and appears as deleted ingame
- case CHAR_DELETE_UNLINK:
- {
- PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_DELETE_INFO);
- stmt->setUInt32(0, guid);
- CharacterDatabase.Execute(stmt);
- break;
- }
- default:
- sLog->outError(LOG_FILTER_PLAYER, "Player::DeleteFromDB: Unsupported delete method: %u.", charDelete_method);
- }
- if (updateRealmChars)
- sWorld->UpdateRealmCharCount(accountId);
- }
- /**
- * Characters which were kept back in the database after being deleted and are now too old (see config option "CharDelete.KeepDays"), will be completely deleted.
- *
- * @see Player::DeleteFromDB
- */
- void Player::DeleteOldCharacters()
- {
- uint32 keepDays = sWorld->getIntConfig(CONFIG_CHARDELETE_KEEP_DAYS);
- if (!keepDays)
- return;
- Player::DeleteOldCharacters(keepDays);
- }
- /**
- * Characters which were kept back in the database after being deleted and are older than the specified amount of days, will be completely deleted.
- *
- * @see Player::DeleteFromDB
- *
- * @param keepDays overrite the config option by another amount of days
- */
- void Player::DeleteOldCharacters(uint32 keepDays)
- {
- sLog->outInfo(LOG_FILTER_PLAYER, "Player::DeleteOldChars: Deleting all characters which have been deleted %u days before...", keepDays);
- PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_OLD_CHARS);
- stmt->setUInt32(0, uint32(time(NULL) - time_t(keepDays * DAY)));
- PreparedQueryResult result = CharacterDatabase.Query(stmt);
- if (result)
- {
- sLog->outDebug(LOG_FILTER_PLAYER, "Player::DeleteOldChars: Found " UI64FMTD " character(s) to delete", result->GetRowCount());
- do
- {
- Field* fields = result->Fetch();
- Player::DeleteFromDB(fields[0].GetUInt32(), fields[1].GetUInt32(), true, true);
- }
- while (result->NextRow());
- }
- }
- void Player::SetMovement(PlayerMovementType pType)
- {
- WorldPacket data;
- switch (pType)
- {
- case MOVE_ROOT: data.Initialize(SMSG_FORCE_MOVE_ROOT, GetPackGUID().size()+4); break;
- case MOVE_UNROOT: data.Initialize(SMSG_FORCE_MOVE_UNROOT, GetPackGUID().size()+4); break;
- case MOVE_WATER_WALK: data.Initialize(SMSG_MOVE_WATER_WALK, GetPackGUID().size()+4); break;
- case MOVE_LAND_WALK: data.Initialize(SMSG_MOVE_LAND_WALK, GetPackGUID().size()+4); break;
- default:
- sLog->outError(LOG_FILTER_PLAYER, "Player::SetMovement: Unsupported move type (%d), data not sent to client.", pType);
- return;
- }
- data.append(GetPackGUID());
- data << uint32(0);
- GetSession()->SendPacket(&data);
- }
- /* Preconditions:
- - a resurrectable corpse must not be loaded for the player (only bones)
- - the player must be in world
- */
- void Player::BuildPlayerRepop()
- {
- WorldPacket data(SMSG_PRE_RESURRECT, GetPackGUID().size());
- data.append(GetPackGUID());
- GetSession()->SendPacket(&data);
- if (getRace() == RACE_NIGHTELF)
- CastSpell(this, 20584, true);
- CastSpell(this, 8326, true);
- // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
- // there must be SMSG.STOP_MIRROR_TIMER
- // there we must send 888 opcode
- // the player cannot have a corpse already, only bones which are not returned by GetCorpse
- if (GetCorpse())
- {
- sLog->outError(LOG_FILTER_PLAYER, "BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
- return;
- }
- // create a corpse and place it at the player's location
- CreateCorpse();
- Corpse* corpse = GetCorpse();
- if (!corpse)
- {
- sLog->outError(LOG_FILTER_PLAYER, "Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
- return;
- }
- GetMap()->AddToMap(corpse);
- // convert player body to ghost
- SetHealth(1);
- SetMovement(MOVE_WATER_WALK);
- if (!GetSession()->isLogingOut())
- SetMovement(MOVE_UNROOT);
- // BG - remove insignia related
- RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
- // SendCorpseReclaimDelay();
- // to prevent cheating
- corpse->ResetGhostTime();
- StopMirrorTimers(); //disable timers(bars)
- SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, float(1.0f)); //see radius of death player?
- // set and clear other
- SetByteValue(UNIT_FIELD_BYTES_1, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND);
- }
- void Player::ResurrectPlayer(float restore_percent, bool applySickness)
- {
- WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // remove spirit healer position
- data << uint32(-1);
- data << float(0);
- data << float(0);
- data << float(0);
- GetSession()->SendPacket(&data);
- // speed change, land walk
- // remove death flag + set aura
- SetByteValue(UNIT_FIELD_BYTES_1, 3, 0x00);
- if (getRace() == RACE_NIGHTELF)
- RemoveAurasDueToSpell(20584); // speed bonuses
- RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
- if (GetSession()->IsARecruiter() || (GetSession()->GetRecruiterId() != 0))
- SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_REFER_A_FRIEND);
- setDeathState(ALIVE);
- SetMovement(MOVE_LAND_WALK);
- SetMovement(MOVE_UNROOT);
- m_deathTimer = 0;
- // set health/powers (0- will be set in caller)
- if (restore_percent > 0.0f)
- {
- SetHealth(uint32(GetMaxHealth()*restore_percent));
- SetPower(POWER_MANA, uint32(GetMaxPower(POWER_MANA)*restore_percent));
- SetPower(POWER_RAGE, 0);
- SetPower(POWER_ENERGY, uint32(GetMaxPower(POWER_ENERGY)*restore_percent));
- }
- // trigger update zone for alive state zone updates
- uint32 newzone, newarea;
- GetZoneAndAreaId(newzone, newarea);
- UpdateZone(newzone, newarea);
- sOutdoorPvPMgr->HandlePlayerResurrects(this, newzone);
- if (InBattleground())
- {
- if (Battleground* bg = GetBattleground())
- bg->HandlePlayerResurrect(this);
- }
- // update visibility
- UpdateObjectVisibility();
- if (!applySickness)
- return;
- //Characters from level 1-10 are not affected by resurrection sickness.
- //Characters from level 11-19 will suffer from one minute of sickness
- //for each level they are above 10.
- //Characters level 20 and up suffer from ten minutes of sickness.
- int32 startLevel = sWorld->getIntConfig(CONFIG_DEATH_SICKNESS_LEVEL);
- if (int32(getLevel()) >= startLevel)
- {
- // set resurrection sickness
- CastSpell(this, 15007, true);
- // not full duration
- if (int32(getLevel()) < startLevel+9)
- {
- int32 delta = (int32(getLevel()) - startLevel + 1)*MINUTE;
- if (Aura* aur = GetAura(15007, GetGUID()))
- {
- aur->SetDuration(delta*IN_MILLISECONDS);
- }
- }
- }
- }
- void Player::KillPlayer()
- {
- if (IsFlying() && !GetTransport())
- i_motionMaster.MoveFall();
- SetMovement(MOVE_ROOT);
- StopMirrorTimers(); //disable timers(bars)
- setDeathState(CORPSE);
- //SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP);
- SetUInt32Value(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_NONE);
- ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, !sMapStore.LookupEntry(GetMapId())->Instanceable() && !HasAuraType(SPELL_AURA_PREVENT_RESURRECTION));
- // 6 minutes until repop at graveyard
- m_deathTimer = 6 * MINUTE * IN_MILLISECONDS;
- UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
- SendCorpseReclaimDelay();
- // don't create corpse at this moment, player might be falling
- // update visibility
- UpdateObjectVisibility();
- }
- void Player::CreateCorpse()
- {
- // prevent existence 2 corpse for player
- SpawnCorpseBones();
- uint32 _uf, _pb, _pb2, _cfb1, _cfb2;
- Corpse* corpse = new Corpse((m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH) ? CORPSE_RESURRECTABLE_PVP : CORPSE_RESURRECTABLE_PVE);
- SetPvPDeath(false);
- if (!corpse->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_CORPSE), this))
- {
- delete corpse;
- return;
- }
- _uf = GetUInt32Value(UNIT_FIELD_BYTES_0);
- _pb = GetUInt32Value(PLAYER_BYTES);
- _pb2 = GetUInt32Value(PLAYER_BYTES_2);
- uint8 race = (uint8)(_uf);
- uint8 skin = (uint8)(_pb);
- uint8 face = (uint8)(_pb >> 8);
- uint8 hairstyle = (uint8)(_pb >> 16);
- uint8 haircolor = (uint8)(_pb >> 24);
- uint8 facialhair = (uint8)(_pb2);
- _cfb1 = ((0x00) | (race << 8) | (getGender() << 16) | (skin << 24));
- _cfb2 = ((face) | (hairstyle << 8) | (haircolor << 16) | (facialhair << 24));
- corpse->SetUInt32Value(CORPSE_FIELD_BYTES_1, _cfb1);
- corpse->SetUInt32Value(CORPSE_FIELD_BYTES_2, _cfb2);
- uint32 flags = CORPSE_FLAG_UNK2;
- if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
- flags |= CORPSE_FLAG_HIDE_HELM;
- if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK))
- flags |= CORPSE_FLAG_HIDE_CLOAK;
- if (InBattleground() && !InArena())
- flags |= CORPSE_FLAG_LOOTABLE; // to be able to remove insignia
- corpse->SetUInt32Value(CORPSE_FIELD_FLAGS, flags);
- corpse->SetUInt32Value(CORPSE_FIELD_DISPLAY_ID, GetNativeDisplayId());
- corpse->SetUInt32Value(CORPSE_FIELD_GUILD, GetGuildId());
- uint32 iDisplayID;
- uint32 iIventoryType;
- uint32 _cfi;
- for (uint8 i = 0; i < EQUIPMENT_SLOT_END; i++)
- {
- if (m_items[i])
- {
- iDisplayID = m_items[i]->GetTemplate()->DisplayInfoID;
- iIventoryType = m_items[i]->GetTemplate()->InventoryType;
- _cfi = iDisplayID | (iIventoryType << 24);
- corpse->SetUInt32Value(CORPSE_FIELD_ITEM + i, _cfi);
- }
- }
- // we do not need to save corpses for BG/arenas
- if (!GetMap()->IsBattlegroundOrArena())
- corpse->SaveToDB();
- // register for player, but not show
- sObjectAccessor->AddCorpse(corpse);
- }
- void Player::SpawnCorpseBones()
- {
- if (sObjectAccessor->ConvertCorpseForPlayer(GetGUID()))
- if (!GetSession()->PlayerLogoutWithSave()) // at logout we will already store the player
- SaveToDB(); // prevent loading as ghost without corpse
- }
- Corpse* Player::GetCorpse() const
- {
- return sObjectAccessor->GetCorpseForPlayerGUID(GetGUID());
- }
- void Player::DurabilityLossAll(double percent, bool inventory)
- {
- for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
- if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
- DurabilityLoss(pItem, percent);
- if (inventory)
- {
- // bags not have durability
- // for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
- for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
- if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
- DurabilityLoss(pItem, percent);
- // keys not have durability
- //for (int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
- for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
- if (Bag* pBag = GetBagByPos(i))
- for (uint32 j = 0; j < pBag->GetBagSize(); j++)
- if (Item* pItem = GetItemByPos(i, j))
- DurabilityLoss(pItem, percent);
- }
- }
- void Player::DurabilityLoss(Item* item, double percent)
- {
- if (!item)
- return;
- uint32 pMaxDurability = item ->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
- if (!pMaxDurability)
- return;
- uint32 pDurabilityLoss = uint32(pMaxDurability*percent);
- if (pDurabilityLoss < 1)
- pDurabilityLoss = 1;
- DurabilityPointsLoss(item, pDurabilityLoss);
- }
- void Player::DurabilityPointsLossAll(int32 points, bool inventory)
- {
- for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
- if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
- DurabilityPointsLoss(pItem, points);
- if (inventory)
- {
- // bags not have durability
- // for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
- for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
- if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
- DurabilityPointsLoss(pItem, points);
- // keys not have durability
- //for (int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
- for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
- if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
- for (uint32 j = 0; j < pBag->GetBagSize(); j++)
- if (Item* pItem = GetItemByPos(i, j))
- DurabilityPointsLoss(pItem, points);
- }
- }
- void Player::DurabilityPointsLoss(Item* item, int32 points)
- {
- int32 pMaxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
- int32 pOldDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
- int32 pNewDurability = pOldDurability - points;
- if (pNewDurability < 0)
- pNewDurability = 0;
- else if (pNewDurability > pMaxDurability)
- pNewDurability = pMaxDurability;
- if (pOldDurability != pNewDurability)
- {
- // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
- if (pNewDurability == 0 && pOldDurability > 0 && item->IsEquipped())
- _ApplyItemMods(item, item->GetSlot(), false);
- item->SetUInt32Value(ITEM_FIELD_DURABILITY, pNewDurability);
- // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
- if (pNewDurability > 0 && pOldDurability == 0 && item->IsEquipped())
- _ApplyItemMods(item, item->GetSlot(), true);
- item->SetState(ITEM_CHANGED, this);
- }
- }
- void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot)
- {
- if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, slot))
- DurabilityPointsLoss(pItem, 1);
- }
- uint32 Player::DurabilityRepairAll(bool cost, float discountMod, bool guildBank)
- {
- uint32 TotalCost = 0;
- // equipped, backpack, bags itself
- for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
- TotalCost += DurabilityRepair(((INVENTORY_SLOT_BAG_0 << 8) | i), cost, discountMod, guildBank);
- // bank, buyback and keys not repaired
- // items in inventory bags
- for (uint8 j = INVENTORY_SLOT_BAG_START; j < INVENTORY_SLOT_BAG_END; j++)
- for (uint8 i = 0; i < MAX_BAG_SIZE; i++)
- TotalCost += DurabilityRepair(((j << 8) | i), cost, discountMod, guildBank);
- return TotalCost;
- }
- uint32 Player::DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank)
- {
- Item* item = GetItemByPos(pos);
- uint32 TotalCost = 0;
- if (!item)
- return TotalCost;
- uint32 maxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
- if (!maxDurability)
- return TotalCost;
- uint32 curDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
- if (cost)
- {
- uint32 LostDurability = maxDurability - curDurability;
- if (LostDurability>0)
- {
- ItemTemplate const* ditemProto = item->GetTemplate();
- DurabilityCostsEntry const* dcost = sDurabilityCostsStore.LookupEntry(ditemProto->ItemLevel);
- if (!dcost)
- {
- sLog->outError(LOG_FILTER_PLAYER_ITEMS, "RepairDurability: Wrong item lvl %u", ditemProto->ItemLevel);
- return TotalCost;
- }
- uint32 dQualitymodEntryId = (ditemProto->Quality+1)*2;
- DurabilityQualityEntry const* dQualitymodEntry = sDurabilityQualityStore.LookupEntry(dQualitymodEntryId);
- if (!dQualitymodEntry)
- {
- sLog->outError(LOG_FILTER_PLAYER_ITEMS, "RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId);
- return TotalCost;
- }
- uint32 dmultiplier = dcost->multiplier[ItemSubClassToDurabilityMultiplierId(ditemProto->Class, ditemProto->SubClass)];
- uint32 costs = uint32(LostDurability*dmultiplier*double(dQualitymodEntry->quality_mod));
- costs = uint32(costs * discountMod * sWorld->getRate(RATE_REPAIRCOST));
- if (costs == 0) //fix for ITEM_QUALITY_ARTIFACT
- costs = 1;
- if (guildBank)
- {
- if (GetGuildId() == 0)
- {
- sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "You are not member of a guild");
- return TotalCost;
- }
- Guild* guild = sGuildMgr->GetGuildById(GetGuildId());
- if (!guild)
- return TotalCost;
- if (!guild->HandleMemberWithdrawMoney(GetSession(), costs, true))
- return TotalCost;
- TotalCost = costs;
- }
- else if (!HasEnoughMoney(costs))
- {
- sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "You do not have enough money");
- return TotalCost;
- }
- else
- ModifyMoney(-int32(costs));
- }
- }
- item->SetUInt32Value(ITEM_FIELD_DURABILITY, maxDurability);
- item->SetState(ITEM_CHANGED, this);
- // reapply mods for total broken and repaired item if equipped
- if (IsEquipmentPos(pos) && !curDurability)
- _ApplyItemMods(item, pos & 255, true);
- return TotalCost;
- }
- void Player::RepopAtGraveyard()
- {
- // note: this can be called also when the player is alive
- // for example from WorldSession::HandleMovementOpcodes
- AreaTableEntry const* zone = GetAreaEntryByAreaID(GetAreaId());
- // Such zones are considered unreachable as a ghost and the player must be automatically revived
- if ((!isAlive() && zone && zone->flags & AREA_FLAG_NEED_FLY) || GetTransport() || GetPositionZ() < -500.0f)
- {
- ResurrectPlayer(0.5f);
- SpawnCorpseBones();
- }
- WorldSafeLocsEntry const* ClosestGrave = NULL;
- // Special handle for battleground maps
- if (Battleground* bg = GetBattleground())
- ClosestGrave = bg->GetClosestGraveYard(this);
- else
- ClosestGrave = sObjectMgr->GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam());
- // stop countdown until repop
- m_deathTimer = 0;
- // if no grave found, stay at the current location
- // and don't show spirit healer location
- if (ClosestGrave)
- {
- TeleportTo(ClosestGrave->map_id, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, GetOrientation());
- if (isDead()) // not send if alive, because it used in TeleportTo()
- {
- WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // show spirit healer position on minimap
- data << ClosestGrave->map_id;
- data << ClosestGrave->x;
- data << ClosestGrave->y;
- data << ClosestGrave->z;
- GetSession()->SendPacket(&data);
- }
- }
- else if (GetPositionZ() < -500.0f)
- TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation());
- }
- bool Player::CanJoinConstantChannelInZone(ChatChannelsEntry const* channel, AreaTableEntry const* zone)
- {
- if (channel->flags & CHANNEL_DBC_FLAG_ZONE_DEP && zone->flags & AREA_FLAG_ARENA_INSTANCE)
- return false;
- if ((channel->flags & CHANNEL_DBC_FLAG_CITY_ONLY) && (!(zone->flags & AREA_FLAG_SLAVE_CAPITAL)))
- return false;
- if ((channel->flags & CHANNEL_DBC_FLAG_GUILD_REQ) && GetGuildId())
- return false;
- return true;
- }
- void Player::JoinedChannel(Channel* c)
- {
- m_channels.push_back(c);
- }
- void Player::LeftChannel(Channel* c)
- {
- m_channels.remove(c);
- }
- void Player::CleanupChannels()
- {
- while (!m_channels.empty())
- {
- Channel* ch = *m_channels.begin();
- m_channels.erase(m_channels.begin()); // remove from player's channel list
- ch->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(LOG_FILTER_CHATSYS, "Player: channels cleaned up!");
- }
- void Player::UpdateLocalChannels(uint32 newZone)
- {
- if (GetSession()->PlayerLoading() && !IsBeingTeleportedFar())
- return; // The client handles it automatically after loading, but not after teleporting
- AreaTableEntry const* current_zone = GetAreaEntryByAreaID(newZone);
- if (!current_zone)
- return;
- ChannelMgr* cMgr = channelMgr(GetTeam());
- if (!cMgr)
- return;
- std::string current_zone_name = current_zone->area_name[GetSession()->GetSessionDbcLocale()];
- for (uint32 i = 0; i < sChatChannelsStore.GetNumRows(); ++i)
- {
- if (ChatChannelsEntry const* channel = sChatChannelsStore.LookupEntry(i))
- {
- Channel* usedChannel = NULL;
- for (JoinedChannelsList::iterator itr = m_channels.begin(); itr != m_channels.end(); ++itr)
- {
- if ((*itr)->GetChannelId() == i)
- {
- usedChannel = *itr;
- break;
- }
- }
- Channel* removeChannel = NULL;
- Channel* joinChannel = NULL;
- bool sendRemove = true;
- if (CanJoinConstantChannelInZone(channel, current_zone))
- {
- if (!(channel->flags & CHANNEL_DBC_FLAG_GLOBAL))
- {
- if (channel->flags & CHANNEL_DBC_FLAG_CITY_ONLY && usedChannel)
- continue; // Already on the channel, as city channel names are not changing
- char new_channel_name_buf[100];
- char const* currentNameExt;
- if (channel->flags & CHANNEL_DBC_FLAG_CITY_ONLY)
- currentNameExt = sObjectMgr->GetTrinityStringForDBCLocale(LANG_CHANNEL_CITY);
- else
- currentNameExt = current_zone_name.c_str();
- snprintf(new_channel_name_buf, 100, channel->pattern[m_session->GetSessionDbcLocale()], currentNameExt);
- joinChannel = cMgr->GetJoinChannel(new_channel_name_buf, channel->ChannelID);
- if (usedChannel)
- {
- if (joinChannel != usedChannel)
- {
- removeChannel = usedChannel;
- sendRemove = false; // Do not send leave channel, it already replaced at client
- }
- else
- joinChannel = NULL;
- }
- }
- else
- joinChannel = cMgr->GetJoinChannel(channel->pattern[m_session->GetSessionDbcLocale()], channel->ChannelID);
- }
- else
- removeChannel = usedChannel;
- if (joinChannel)
- joinChannel->Join(GetGUID(), ""); // Changed Channel: ... or Joined Channel: ...
- if (removeChannel)
- {
- removeChannel->Leave(GetGUID(), sendRemove); // Leave old channel
- std::string name = removeChannel->GetName(); // Store name, (*i)erase in LeftChannel
- LeftChannel(removeChannel); // Remove from player's channel list
- cMgr->LeftChannel(name); // Delete if empty
- }
- }
- }
- }
- void Player::LeaveLFGChannel()
- {
- for (JoinedChannelsList::iterator i = m_channels.begin(); i != m_channels.end(); ++i)
- {
- if ((*i)->IsLFG())
- {
- (*i)->Leave(GetGUID());
- break;
- }
- }
- }
- void Player::UpdateDefense()
- {
- uint32 defense_skill_gain = sWorld->getIntConfig(CONFIG_SKILL_GAIN_DEFENSE);
- if (UpdateSkill(SKILL_DEFENSE, defense_skill_gain))
- {
- // update dependent from defense skill part
- UpdateDefenseBonusesMod();
- }
- }
- void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply)
- {
- if (modGroup >= BASEMOD_END || modType >= MOD_END)
- {
- sLog->outError(LOG_FILTER_SPELLS_AURAS, "ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
- return;
- }
- switch (modType)
- {
- case FLAT_MOD:
- m_auraBaseMod[modGroup][modType] += apply ? amount : -amount;
- break;
- case PCT_MOD:
- ApplyPercentModFloatVar(m_auraBaseMod[modGroup][modType], amount, apply);
- break;
- }
- if (!CanModifyStats())
- return;
- switch (modGroup)
- {
- case CRIT_PERCENTAGE: UpdateCritPercentage(BASE_ATTACK); break;
- case RANGED_CRIT_PERCENTAGE: UpdateCritPercentage(RANGED_ATTACK); break;
- case OFFHAND_CRIT_PERCENTAGE: UpdateCritPercentage(OFF_ATTACK); break;
- case SHIELD_BLOCK_VALUE: UpdateShieldBlockValue(); break;
- default: break;
- }
- }
- float Player::GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const
- {
- if (modGroup >= BASEMOD_END || modType > MOD_END)
- {
- sLog->outError(LOG_FILTER_SPELLS_AURAS, "trial to access non existed BaseModGroup or wrong BaseModType!");
- return 0.0f;
- }
- if (modType == PCT_MOD && m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
- return 0.0f;
- return m_auraBaseMod[modGroup][modType];
- }
- float Player::GetTotalBaseModValue(BaseModGroup modGroup) const
- {
- if (modGroup >= BASEMOD_END)
- {
- sLog->outError(LOG_FILTER_SPELLS_AURAS, "wrong BaseModGroup in GetTotalBaseModValue()!");
- return 0.0f;
- }
- if (m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
- return 0.0f;
- return m_auraBaseMod[modGroup][FLAT_MOD] * m_auraBaseMod[modGroup][PCT_MOD];
- }
- uint32 Player::GetShieldBlockValue() const
- {
- float value = (m_auraBaseMod[SHIELD_BLOCK_VALUE][FLAT_MOD] + GetStat(STAT_STRENGTH) * 0.5f - 10)*m_auraBaseMod[SHIELD_BLOCK_VALUE][PCT_MOD];
- value = (value < 0) ? 0 : value;
- return uint32(value);
- }
- float Player::GetMeleeCritFromAgility()
- {
- uint8 level = getLevel();
- uint32 pclass = getClass();
- if (level > GT_MAX_LEVEL)
- level = GT_MAX_LEVEL;
- GtChanceToMeleeCritBaseEntry const* critBase = sGtChanceToMeleeCritBaseStore.LookupEntry(pclass-1);
- GtChanceToMeleeCritEntry const* critRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
- if (critBase == NULL || critRatio == NULL)
- return 0.0f;
- float crit = critBase->base + GetStat(STAT_AGILITY)*critRatio->ratio;
- return crit*100.0f;
- }
- void Player::GetDodgeFromAgility(float &diminishing, float &nondiminishing)
- {
- // Table for base dodge values
- const float dodge_base[MAX_CLASSES] =
- {
- 0.036640f, // Warrior
- 0.034943f, // Paladi
- -0.040873f, // Hunter
- 0.020957f, // Rogue
- 0.034178f, // Priest
- 0.036640f, // DK
- 0.021080f, // Shaman
- 0.036587f, // Mage
- 0.024211f, // Warlock
- 0.0f, // ??
- 0.056097f // Druid
- };
- // Crit/agility to dodge/agility coefficient multipliers; 3.2.0 increased required agility by 15%
- const float crit_to_dodge[MAX_CLASSES] =
- {
- 0.85f/1.15f, // Warrior
- 1.00f/1.15f, // Paladin
- 1.11f/1.15f, // Hunter
- 2.00f/1.15f, // Rogue
- 1.00f/1.15f, // Priest
- 0.85f/1.15f, // DK
- 1.60f/1.15f, // Shaman
- 1.00f/1.15f, // Mage
- 0.97f/1.15f, // Warlock (?)
- 0.0f, // ??
- 2.00f/1.15f // Druid
- };
- uint8 level = getLevel();
- uint32 pclass = getClass();
- if (level > GT_MAX_LEVEL)
- level = GT_MAX_LEVEL;
- // Dodge per agility is proportional to crit per agility, which is available from DBC files
- GtChanceToMeleeCritEntry const* dodgeRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
- if (dodgeRatio == NULL || pclass > MAX_CLASSES)
- return;
- // TODO: research if talents/effects that increase total agility by x% should increase non-diminishing part
- float base_agility = GetCreateStat(STAT_AGILITY) * m_auraModifiersGroup[UNIT_MOD_STAT_START + STAT_AGILITY][BASE_PCT];
- float bonus_agility = GetStat(STAT_AGILITY) - base_agility;
- // calculate diminishing (green in char screen) and non-diminishing (white) contribution
- diminishing = 100.0f * bonus_agility * dodgeRatio->ratio * crit_to_dodge[pclass-1];
- nondiminishing = 100.0f * (dodge_base[pclass-1] + base_agility * dodgeRatio->ratio * crit_to_dodge[pclass-1]);
- }
- float Player::GetSpellCritFromIntellect()
- {
- uint8 level = getLevel();
- uint32 pclass = getClass();
- if (level > GT_MAX_LEVEL)
- level = GT_MAX_LEVEL;
- GtChanceToSpellCritBaseEntry const* critBase = sGtChanceToSpellCritBaseStore.LookupEntry(pclass-1);
- GtChanceToSpellCritEntry const* critRatio = sGtChanceToSpellCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
- if (critBase == NULL || critRatio == NULL)
- return 0.0f;
- float crit=critBase->base + GetStat(STAT_INTELLECT)*critRatio->ratio;
- return crit*100.0f;
- }
- float Player::GetRatingMultiplier(CombatRating cr) const
- {
- uint8 level = getLevel();
- if (level > GT_MAX_LEVEL)
- level = GT_MAX_LEVEL;
- GtCombatRatingsEntry const* Rating = sGtCombatRatingsStore.LookupEntry(cr*GT_MAX_LEVEL+level-1);
- // gtOCTClassCombatRatingScalarStore.dbc starts with 1, CombatRating with zero, so cr+1
- GtOCTClassCombatRatingScalarEntry const* classRating = sGtOCTClassCombatRatingScalarStore.LookupEntry((getClass()-1)*GT_MAX_RATING+cr+1);
- if (!Rating || !classRating)
- return 1.0f; // By default use minimum coefficient (not must be called)
- return classRating->ratio / Rating->ratio;
- }
- float Player::GetRatingBonusValue(CombatRating cr) const
- {
- return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr)) * GetRatingMultiplier(cr);
- }
- float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const
- {
- switch (attType)
- {
- case BASE_ATTACK:
- return GetUInt32Value(PLAYER_EXPERTISE) / 4.0f;
- case OFF_ATTACK:
- return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE) / 4.0f;
- default:
- break;
- }
- return 0.0f;
- }
- float Player::OCTRegenHPPerSpirit()
- {
- uint8 level = getLevel();
- uint32 pclass = getClass();
- if (level > GT_MAX_LEVEL)
- level = GT_MAX_LEVEL;
- GtOCTRegenHPEntry const* baseRatio = sGtOCTRegenHPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
- GtRegenHPPerSptEntry const* moreRatio = sGtRegenHPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
- if (baseRatio == NULL || moreRatio == NULL)
- return 0.0f;
- // Formula from PaperDollFrame script
- float spirit = GetStat(STAT_SPIRIT);
- float baseSpirit = spirit;
- if (baseSpirit > 50)
- baseSpirit = 50;
- float moreSpirit = spirit - baseSpirit;
- float regen = baseSpirit * baseRatio->ratio + moreSpirit * moreRatio->ratio;
- return regen;
- }
- float Player::OCTRegenMPPerSpirit()
- {
- uint8 level = getLevel();
- uint32 pclass = getClass();
- if (level > GT_MAX_LEVEL)
- level = GT_MAX_LEVEL;
- // GtOCTRegenMPEntry const* baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
- GtRegenMPPerSptEntry const* moreRatio = sGtRegenMPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
- if (moreRatio == NULL)
- return 0.0f;
- // Formula get from PaperDollFrame script
- float spirit = GetStat(STAT_SPIRIT);
- float regen = spirit * moreRatio->ratio;
- return regen;
- }
- void Player::ApplyRatingMod(CombatRating cr, int32 value, bool apply)
- {
- m_baseRatingValue[cr]+=(apply ? value : -value);
- // explicit affected values
- switch (cr)
- {
- case CR_HASTE_MELEE:
- {
- float RatingChange = value * GetRatingMultiplier(cr);
- ApplyAttackTimePercentMod(BASE_ATTACK, RatingChange, apply);
- ApplyAttackTimePercentMod(OFF_ATTACK, RatingChange, apply);
- break;
- }
- case CR_HASTE_RANGED:
- {
- float RatingChange = value * GetRatingMultiplier(cr);
- ApplyAttackTimePercentMod(RANGED_ATTACK, RatingChange, apply);
- break;
- }
- case CR_HASTE_SPELL:
- {
- float RatingChange = value * GetRatingMultiplier(cr);
- ApplyCastTimePercentMod(RatingChange, apply);
- break;
- }
- default:
- break;
- }
- UpdateRating(cr);
- }
- void Player::UpdateRating(CombatRating cr)
- {
- int32 amount = m_baseRatingValue[cr];
- // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
- // stat used stored in miscValueB for this aura
- AuraEffectList const& modRatingFromStat = GetAuraEffectsByType(SPELL_AURA_MOD_RATING_FROM_STAT);
- for (AuraEffectList::const_iterator i = modRatingFromStat.begin(); i != modRatingFromStat.end(); ++i)
- if ((*i)->GetMiscValue() & (1<<cr))
- amount += int32(CalculatePctN(GetStat(Stats((*i)->GetMiscValueB())), (*i)->GetAmount()));
- if (amount < 0)
- amount = 0;
- SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr, uint32(amount));
- bool affectStats = CanModifyStats();
- switch (cr)
- {
- case CR_WEAPON_SKILL: // Implemented in Unit::RollMeleeOutcomeAgainst
- case CR_DEFENSE_SKILL:
- UpdateDefenseBonusesMod();
- break;
- case CR_DODGE:
- UpdateDodgePercentage();
- break;
- case CR_PARRY:
- UpdateParryPercentage();
- break;
- case CR_BLOCK:
- UpdateBlockPercentage();
- break;
- case CR_HIT_MELEE:
- UpdateMeleeHitChances();
- break;
- case CR_HIT_RANGED:
- UpdateRangedHitChances();
- break;
- case CR_HIT_SPELL:
- UpdateSpellHitChances();
- break;
- case CR_CRIT_MELEE:
- if (affectStats)
- {
- UpdateCritPercentage(BASE_ATTACK);
- UpdateCritPercentage(OFF_ATTACK);
- }
- break;
- case CR_CRIT_RANGED:
- if (affectStats)
- UpdateCritPercentage(RANGED_ATTACK);
- break;
- case CR_CRIT_SPELL:
- if (affectStats)
- UpdateAllSpellCritChances();
- break;
- case CR_HIT_TAKEN_MELEE: // Implemented in Unit::MeleeMissChanceCalc
- case CR_HIT_TAKEN_RANGED:
- break;
- case CR_HIT_TAKEN_SPELL: // Implemented in Unit::MagicSpellHitResult
- break;
- case CR_CRIT_TAKEN_MELEE: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
- case CR_CRIT_TAKEN_RANGED:
- break;
- case CR_CRIT_TAKEN_SPELL: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
- break;
- case CR_HASTE_MELEE: // Implemented in Player::ApplyRatingMod
- case CR_HASTE_RANGED:
- case CR_HASTE_SPELL:
- break;
- case CR_WEAPON_SKILL_MAINHAND: // Implemented in Unit::RollMeleeOutcomeAgainst
- case CR_WEAPON_SKILL_OFFHAND:
- case CR_WEAPON_SKILL_RANGED:
- break;
- case CR_EXPERTISE:
- if (affectStats)
- {
- UpdateExpertise(BASE_ATTACK);
- UpdateExpertise(OFF_ATTACK);
- }
- break;
- case CR_ARMOR_PENETRATION:
- if (affectStats)
- UpdateArmorPenetration(amount);
- break;
- }
- }
- void Player::UpdateAllRatings()
- {
- for (int cr = 0; cr < MAX_COMBAT_RATING; ++cr)
- UpdateRating(CombatRating(cr));
- }
- void Player::SetRegularAttackTime()
- {
- for (uint8 i = 0; i < MAX_ATTACK; ++i)
- {
- Item* tmpitem = GetWeaponForAttack(WeaponAttackType(i), true);
- if (tmpitem && !tmpitem->IsBroken())
- {
- ItemTemplate const* proto = tmpitem->GetTemplate();
- if (proto->Delay)
- SetAttackTime(WeaponAttackType(i), proto->Delay);
- }
- else
- SetAttackTime(WeaponAttackType(i), BASE_ATTACK_TIME); // If there is no weapon reset attack time to base (might have been changed from forms)
- }
- }
- //skill+step, checking for max value
- bool Player::UpdateSkill(uint32 skill_id, uint32 step)
- {
- if (!skill_id)
- return false;
- if (skill_id == SKILL_FIST_WEAPONS)
- skill_id = SKILL_UNARMED;
- SkillStatusMap::iterator itr = mSkillStatus.find(skill_id);
- if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
- return false;
- uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos);
- uint32 data = GetUInt32Value(valueIndex);
- uint32 value = SKILL_VALUE(data);
- uint32 max = SKILL_MAX(data);
- if ((!max) || (!value) || (value >= max))
- return false;
- if (value < max)
- {
- uint32 new_value = value+step;
- if (new_value > max)
- new_value = max;
- SetUInt32Value(valueIndex, MAKE_SKILL_VALUE(new_value, max));
- if (itr->second.uState != SKILL_NEW)
- itr->second.uState = SKILL_CHANGED;
- UpdateSkillEnchantments(skill_id, value, new_value);
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, skill_id);
- return true;
- }
- return false;
- }
- inline int SkillGainChance(uint32 SkillValue, uint32 GrayLevel, uint32 GreenLevel, uint32 YellowLevel)
- {
- if (SkillValue >= GrayLevel)
- return sWorld->getIntConfig(CONFIG_SKILL_CHANCE_GREY)*10;
- if (SkillValue >= GreenLevel)
- return sWorld->getIntConfig(CONFIG_SKILL_CHANCE_GREEN)*10;
- if (SkillValue >= YellowLevel)
- return sWorld->getIntConfig(CONFIG_SKILL_CHANCE_YELLOW)*10;
- return sWorld->getIntConfig(CONFIG_SKILL_CHANCE_ORANGE)*10;
- }
- bool Player::UpdateCraftSkill(uint32 spellid)
- {
- sLog->outDebug(LOG_FILTER_PLAYER_SKILLS, "UpdateCraftSkill spellid %d", spellid);
- SkillLineAbilityMapBounds bounds = sSpellMgr->GetSkillLineAbilityMapBounds(spellid);
- for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
- {
- if (_spell_idx->second->skillId)
- {
- uint32 SkillValue = GetPureSkillValue(_spell_idx->second->skillId);
- // Alchemy Discoveries here
- SpellInfo const* spellEntry = sSpellMgr->GetSpellInfo(spellid);
- if (spellEntry && spellEntry->Mechanic == MECHANIC_DISCOVERY)
- {
- if (uint32 discoveredSpell = GetSkillDiscoverySpell(_spell_idx->second->skillId, spellid, this))
- learnSpell(discoveredSpell, false);
- }
- uint32 craft_skill_gain = sWorld->getIntConfig(CONFIG_SKILL_GAIN_CRAFTING);
- return UpdateSkillPro(_spell_idx->second->skillId, SkillGainChance(SkillValue,
- _spell_idx->second->max_value,
- (_spell_idx->second->max_value + _spell_idx->second->min_value)/2,
- _spell_idx->second->min_value),
- craft_skill_gain);
- }
- }
- return false;
- }
- bool Player::UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator)
- {
- sLog->outDebug(LOG_FILTER_PLAYER_SKILLS, "UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId, SkillValue, RedLevel);
- uint32 gathering_skill_gain = sWorld->getIntConfig(CONFIG_SKILL_GAIN_GATHERING);
- // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
- switch (SkillId)
- {
- case SKILL_HERBALISM:
- case SKILL_LOCKPICKING:
- case SKILL_JEWELCRAFTING:
- case SKILL_INSCRIPTION:
- return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator, gathering_skill_gain);
- case SKILL_SKINNING:
- if (sWorld->getIntConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS) == 0)
- return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator, gathering_skill_gain);
- else
- return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld->getIntConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)), gathering_skill_gain);
- case SKILL_MINING:
- if (sWorld->getIntConfig(CONFIG_SKILL_CHANCE_MINING_STEPS) == 0)
- return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator, gathering_skill_gain);
- else
- return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld->getIntConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)), gathering_skill_gain);
- }
- return false;
- }
- bool Player::UpdateFishingSkill()
- {
- sLog->outDebug(LOG_FILTER_PLAYER_SKILLS, "UpdateFishingSkill");
- uint32 SkillValue = GetPureSkillValue(SKILL_FISHING);
- int32 chance = SkillValue < 75 ? 100 : 2500/(SkillValue-50);
- uint32 gathering_skill_gain = sWorld->getIntConfig(CONFIG_SKILL_GAIN_GATHERING);
- return UpdateSkillPro(SKILL_FISHING, chance*10, gathering_skill_gain);
- }
- // levels sync. with spell requirement for skill levels to learn
- // bonus abilities in sSkillLineAbilityStore
- // Used only to avoid scan DBC at each skill grow
- static uint32 bonusSkillLevels[] = {75, 150, 225, 300, 375, 450};
- static const size_t bonusSkillLevelsSize = sizeof(bonusSkillLevels) / sizeof(uint32);
- bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step)
- {
- sLog->outDebug(LOG_FILTER_PLAYER_SKILLS, "UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId, Chance / 10.0f);
- if (!SkillId)
- return false;
- if (Chance <= 0) // speedup in 0 chance case
- {
- sLog->outDebug(LOG_FILTER_PLAYER_SKILLS, "Player::UpdateSkillPro Chance=%3.1f%% missed", Chance / 10.0f);
- return false;
- }
- SkillStatusMap::iterator itr = mSkillStatus.find(SkillId);
- if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
- return false;
- uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos);
- uint32 data = GetUInt32Value(valueIndex);
- uint16 SkillValue = SKILL_VALUE(data);
- uint16 MaxValue = SKILL_MAX(data);
- if (!MaxValue || !SkillValue || SkillValue >= MaxValue)
- return false;
- int32 Roll = irand(1, 1000);
- if (Roll <= Chance)
- {
- uint32 new_value = SkillValue+step;
- if (new_value > MaxValue)
- new_value = MaxValue;
- SetUInt32Value(valueIndex, MAKE_SKILL_VALUE(new_value, MaxValue));
- if (itr->second.uState != SKILL_NEW)
- itr->second.uState = SKILL_CHANGED;
- for (size_t i = 0; i < bonusSkillLevelsSize; ++i)
- {
- uint32 bsl = bonusSkillLevels[i];
- if (SkillValue < bsl && new_value >= bsl)
- {
- learnSkillRewardedSpells(SkillId, new_value);
- break;
- }
- }
- UpdateSkillEnchantments(SkillId, SkillValue, new_value);
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, SkillId);
- sLog->outDebug(LOG_FILTER_PLAYER_SKILLS, "Player::UpdateSkillPro Chance=%3.1f%% taken", Chance / 10.0f);
- return true;
- }
- sLog->outDebug(LOG_FILTER_PLAYER_SKILLS, "Player::UpdateSkillPro Chance=%3.1f%% missed", Chance / 10.0f);
- return false;
- }
- void Player::UpdateWeaponSkill(WeaponAttackType attType)
- {
- // no skill gain in pvp
- Unit* victim = getVictim();
- if (victim && victim->GetTypeId() == TYPEID_PLAYER)
- return;
- if (IsInFeralForm())
- return; // always maximized SKILL_FERAL_COMBAT in fact
- if (GetShapeshiftForm() == FORM_TREE)
- return; // use weapon but not skill up
- if (victim && victim->GetTypeId() == TYPEID_UNIT && (victim->ToCreature()->GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_NO_SKILLGAIN))
- return;
- uint32 weapon_skill_gain = sWorld->getIntConfig(CONFIG_SKILL_GAIN_WEAPON);
- Item* tmpitem = GetWeaponForAttack(attType, true);
- if (!tmpitem && attType == BASE_ATTACK)
- UpdateSkill(SKILL_UNARMED, weapon_skill_gain);
- else if (tmpitem && tmpitem->GetTemplate()->SubClass != ITEM_SUBCLASS_WEAPON_FISHING_POLE)
- UpdateSkill(tmpitem->GetSkill(), weapon_skill_gain);
- UpdateAllCritPercentages();
- }
- void Player::UpdateCombatSkills(Unit* victim, WeaponAttackType attType, bool defence)
- {
- uint8 plevel = getLevel(); // if defense than victim == attacker
- uint8 greylevel = Trinity::XP::GetGrayLevel(plevel);
- uint8 moblevel = victim->getLevelForTarget(this);
- if (moblevel < greylevel)
- return;
- if (moblevel > plevel + 5)
- moblevel = plevel + 5;
- uint8 lvldif = moblevel - greylevel;
- if (lvldif < 3)
- lvldif = 3;
- uint32 skilldif = 5 * plevel - (defence ? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType));
- if (skilldif <= 0)
- return;
- float chance = float(3 * lvldif * skilldif) / plevel;
- if (!defence)
- if (getClass() == CLASS_WARRIOR || getClass() == CLASS_ROGUE)
- chance += chance * 0.02f * GetStat(STAT_INTELLECT);
- chance = chance < 1.0f ? 1.0f : chance; //minimum chance to increase skill is 1%
- if (roll_chance_f(chance))
- {
- if (defence)
- UpdateDefense();
- else
- UpdateWeaponSkill(attType);
- }
- else
- return;
- }
- void Player::ModifySkillBonus(uint32 skillid, int32 val, bool talent)
- {
- SkillStatusMap::const_iterator itr = mSkillStatus.find(skillid);
- if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
- return;
- uint32 bonusIndex = PLAYER_SKILL_BONUS_INDEX(itr->second.pos);
- uint32 bonus_val = GetUInt32Value(bonusIndex);
- int16 temp_bonus = SKILL_TEMP_BONUS(bonus_val);
- int16 perm_bonus = SKILL_PERM_BONUS(bonus_val);
- if (talent) // permanent bonus stored in high part
- SetUInt32Value(bonusIndex, MAKE_SKILL_BONUS(temp_bonus, perm_bonus+val));
- else // temporary/item bonus stored in low part
- SetUInt32Value(bonusIndex, MAKE_SKILL_BONUS(temp_bonus+val, perm_bonus));
- }
- void Player::UpdateSkillsForLevel()
- {
- uint16 maxconfskill = sWorld->GetConfigMaxSkillValue();
- uint32 maxSkill = GetMaxSkillValueForLevel();
- bool alwaysMaxSkill = sWorld->getBoolConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL);
- for (SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ++itr)
- {
- if (itr->second.uState == SKILL_DELETED)
- continue;
- uint32 pskill = itr->first;
- SkillLineEntry const* pSkill = sSkillLineStore.LookupEntry(pskill);
- if (!pSkill)
- continue;
- if (GetSkillRangeType(pSkill, false) != SKILL_RANGE_LEVEL)
- continue;
- uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos);
- uint32 data = GetUInt32Value(valueIndex);
- uint32 max = SKILL_MAX(data);
- uint32 val = SKILL_VALUE(data);
- /// update only level dependent max skill values
- if (max != 1)
- {
- /// maximize skill always
- if (alwaysMaxSkill)
- {
- SetUInt32Value(valueIndex, MAKE_SKILL_VALUE(maxSkill, maxSkill));
- if (itr->second.uState != SKILL_NEW)
- itr->second.uState = SKILL_CHANGED;
- }
- else if (max != maxconfskill) /// update max skill value if current max skill not maximized
- {
- SetUInt32Value(valueIndex, MAKE_SKILL_VALUE(val, maxSkill));
- if (itr->second.uState != SKILL_NEW)
- itr->second.uState = SKILL_CHANGED;
- }
- }
- }
- }
- void Player::UpdateSkillsToMaxSkillsForLevel()
- {
- for (SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ++itr)
- {
- if (itr->second.uState == SKILL_DELETED)
- continue;
- uint32 pskill = itr->first;
- if (IsProfessionOrRidingSkill(pskill))
- continue;
- uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos);
- uint32 data = GetUInt32Value(valueIndex);
- uint32 max = SKILL_MAX(data);
- if (max > 1)
- {
- SetUInt32Value(valueIndex, MAKE_SKILL_VALUE(max, max));
- if (itr->second.uState != SKILL_NEW)
- itr->second.uState = SKILL_CHANGED;
- }
- if (pskill == SKILL_DEFENSE)
- UpdateDefenseBonusesMod();
- }
- }
- // This functions sets a skill line value (and adds if doesn't exist yet)
- // To "remove" a skill line, set it's values to zero
- void Player::SetSkill(uint16 id, uint16 step, uint16 newVal, uint16 maxVal)
- {
- if (!id)
- return;
- uint16 currVal;
- SkillStatusMap::iterator itr = mSkillStatus.find(id);
- //has skill
- if (itr != mSkillStatus.end() && itr->second.uState != SKILL_DELETED)
- {
- currVal = SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos)));
- if (newVal)
- {
- // if skill value is going down, update enchantments before setting the new value
- if (newVal < currVal)
- UpdateSkillEnchantments(id, currVal, newVal);
- // update step
- SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos), MAKE_PAIR32(id, step));
- // update value
- SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos), MAKE_SKILL_VALUE(newVal, maxVal));
- if (itr->second.uState != SKILL_NEW)
- itr->second.uState = SKILL_CHANGED;
- learnSkillRewardedSpells(id, newVal);
- // if skill value is going up, update enchantments after setting the new value
- if (newVal > currVal)
- UpdateSkillEnchantments(id, currVal, newVal);
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, id);
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL, id);
- }
- else //remove
- {
- //remove enchantments needing this skill
- UpdateSkillEnchantments(id, currVal, 0);
- // clear skill fields
- SetUInt32Value(PLAYER_SKILL_INDEX(itr->second.pos), 0);
- SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos), 0);
- SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos), 0);
- // mark as deleted or simply remove from map if not saved yet
- if (itr->second.uState != SKILL_NEW)
- itr->second.uState = SKILL_DELETED;
- else
- mSkillStatus.erase(itr);
- // remove all spells that related to this skill
- for (uint32 j = 0; j < sSkillLineAbilityStore.GetNumRows(); ++j)
- if (SkillLineAbilityEntry const* pAbility = sSkillLineAbilityStore.LookupEntry(j))
- if (pAbility->skillId == id)
- removeSpell(sSpellMgr->GetFirstSpellInChain(pAbility->spellId));
- }
- }
- else if (newVal) //add
- {
- currVal = 0;
- for (int i=0; i < PLAYER_MAX_SKILLS; ++i)
- if (!GetUInt32Value(PLAYER_SKILL_INDEX(i)))
- {
- SkillLineEntry const* pSkill = sSkillLineStore.LookupEntry(id);
- if (!pSkill)
- {
- sLog->outError(LOG_FILTER_PLAYER_SKILLS, "Skill not found in SkillLineStore: skill #%u", id);
- return;
- }
- SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id, step));
- SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i), MAKE_SKILL_VALUE(newVal, maxVal));
- UpdateSkillEnchantments(id, currVal, newVal);
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, id);
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL, id);
- // insert new entry or update if not deleted old entry yet
- if (itr != mSkillStatus.end())
- {
- itr->second.pos = i;
- itr->second.uState = SKILL_CHANGED;
- }
- else
- mSkillStatus.insert(SkillStatusMap::value_type(id, SkillStatusData(i, SKILL_NEW)));
- // apply skill bonuses
- SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i), 0);
- // temporary bonuses
- AuraEffectList const& mModSkill = GetAuraEffectsByType(SPELL_AURA_MOD_SKILL);
- for (AuraEffectList::const_iterator j = mModSkill.begin(); j != mModSkill.end(); ++j)
- if ((*j)->GetMiscValue() == int32(id))
- (*j)->HandleEffect(this, AURA_EFFECT_HANDLE_SKILL, true);
- // permanent bonuses
- AuraEffectList const& mModSkillTalent = GetAuraEffectsByType(SPELL_AURA_MOD_SKILL_TALENT);
- for (AuraEffectList::const_iterator j = mModSkillTalent.begin(); j != mModSkillTalent.end(); ++j)
- if ((*j)->GetMiscValue() == int32(id))
- (*j)->HandleEffect(this, AURA_EFFECT_HANDLE_SKILL, true);
- // Learn all spells for skill
- learnSkillRewardedSpells(id, newVal);
- return;
- }
- }
- }
- bool Player::HasSkill(uint32 skill) const
- {
- if (!skill)
- return false;
- SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
- return (itr != mSkillStatus.end() && itr->second.uState != SKILL_DELETED);
- }
- uint16 Player::GetSkillStep(uint16 skill) const
- {
- if (!skill)
- return 0;
- SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
- if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
- return 0;
- return PAIR32_HIPART(GetUInt32Value(PLAYER_SKILL_INDEX(itr->second.pos)));
- }
- uint16 Player::GetSkillValue(uint32 skill) const
- {
- if (!skill)
- return 0;
- SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
- if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
- return 0;
- uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos));
- int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))));
- result += SKILL_TEMP_BONUS(bonus);
- result += SKILL_PERM_BONUS(bonus);
- return result < 0 ? 0 : result;
- }
- uint16 Player::GetMaxSkillValue(uint32 skill) const
- {
- if (!skill)
- return 0;
- SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
- if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
- return 0;
- uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos));
- int32 result = int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))));
- result += SKILL_TEMP_BONUS(bonus);
- result += SKILL_PERM_BONUS(bonus);
- return result < 0 ? 0 : result;
- }
- uint16 Player::GetPureMaxSkillValue(uint32 skill) const
- {
- if (!skill)
- return 0;
- SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
- if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
- return 0;
- return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos)));
- }
- uint16 Player::GetBaseSkillValue(uint32 skill) const
- {
- if (!skill)
- return 0;
- SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
- if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
- return 0;
- int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))));
- result += SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos)));
- return result < 0 ? 0 : result;
- }
- uint16 Player::GetPureSkillValue(uint32 skill) const
- {
- if (!skill)
- return 0;
- SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
- if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
- return 0;
- return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos)));
- }
- int16 Player::GetSkillPermBonusValue(uint32 skill) const
- {
- if (!skill)
- return 0;
- SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
- if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
- return 0;
- return SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos)));
- }
- int16 Player::GetSkillTempBonusValue(uint32 skill) const
- {
- if (!skill)
- return 0;
- SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
- if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
- return 0;
- return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos)));
- }
- void Player::SendActionButtons(uint32 state) const
- {
- WorldPacket data(SMSG_ACTION_BUTTONS, 1+(MAX_ACTION_BUTTONS*4));
- data << uint8(state);
- /*
- state can be 0, 1, 2
- 0 - Looks to be sent when initial action buttons get sent, however on Trinity we use 1 since 0 had some difficulties
- 1 - Used in any SMSG_ACTION_BUTTONS packet with button data on Trinity. Only used after spec swaps on retail.
- 2 - Clears the action bars client sided. This is sent during spec swap before unlearning and before sending the new buttons
- */
- if (state != 2)
- {
- for (uint8 button = 0; button < MAX_ACTION_BUTTONS; ++button)
- {
- ActionButtonList::const_iterator itr = m_actionButtons.find(button);
- if (itr != m_actionButtons.end() && itr->second.uState != ACTIONBUTTON_DELETED)
- data << uint32(itr->second.packedData);
- else
- data << uint32(0);
- }
- }
- GetSession()->SendPacket(&data);
- sLog->outInfo(LOG_FILTER_NETWORKIO, "SMSG_ACTION_BUTTONS sent '%u' spec '%u' Sent", GetGUIDLow(), m_activeSpec);
- }
- bool Player::IsActionButtonDataValid(uint8 button, uint32 action, uint8 type)
- {
- if (button >= MAX_ACTION_BUTTONS)
- {
- sLog->outError(LOG_FILTER_PLAYER_LOADING, "Action %u not added into button %u for player %s: button must be < %u", action, button, GetName(), MAX_ACTION_BUTTONS);
- return false;
- }
- if (action >= MAX_ACTION_BUTTON_ACTION_VALUE)
- {
- sLog->outError(LOG_FILTER_PLAYER_LOADING, "Action %u not added into button %u for player %s: action must be < %u", action, button, GetName(), MAX_ACTION_BUTTON_ACTION_VALUE);
- return false;
- }
- switch (type)
- {
- case ACTION_BUTTON_SPELL:
- if (!sSpellMgr->GetSpellInfo(action))
- {
- sLog->outError(LOG_FILTER_PLAYER_LOADING, "Spell action %u not added into button %u for player %s: spell not exist", action, button, GetName());
- return false;
- }
- if (!HasSpell(action))
- {
- sLog->outDebug(LOG_FILTER_PLAYER_LOADING, "Player::IsActionButtonDataValid Spell action %u not added into button %u for player %s: player don't known this spell", action, button, GetName());
- return false;
- }
- break;
- case ACTION_BUTTON_ITEM:
- if (!sObjectMgr->GetItemTemplate(action))
- {
- sLog->outError(LOG_FILTER_PLAYER_LOADING, "Item action %u not added into button %u for player %s: item not exist", action, button, GetName());
- return false;
- }
- break;
- default:
- break; // other cases not checked at this moment
- }
- return true;
- }
- ActionButton* Player::addActionButton(uint8 button, uint32 action, uint8 type)
- {
- if (!IsActionButtonDataValid(button, action, type))
- return NULL;
- // it create new button (NEW state) if need or return existed
- ActionButton& ab = m_actionButtons[button];
- // set data and update to CHANGED if not NEW
- ab.SetActionAndType(action, ActionButtonType(type));
- sLog->outInfo(LOG_FILTER_PLAYER_LOADING, "Player '%u' Added Action '%u' (type %u) to Button '%u'", GetGUIDLow(), action, type, button);
- return &ab;
- }
- void Player::removeActionButton(uint8 button)
- {
- ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
- if (buttonItr == m_actionButtons.end() || buttonItr->second.uState == ACTIONBUTTON_DELETED)
- return;
- if (buttonItr->second.uState == ACTIONBUTTON_NEW)
- m_actionButtons.erase(buttonItr); // new and not saved
- else
- buttonItr->second.uState = ACTIONBUTTON_DELETED; // saved, will deleted at next save
- sLog->outInfo(LOG_FILTER_PLAYER_LOADING, "Action Button '%u' Removed from Player '%u'", button, GetGUIDLow());
- }
- ActionButton const* Player::GetActionButton(uint8 button)
- {
- ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
- if (buttonItr == m_actionButtons.end() || buttonItr->second.uState == ACTIONBUTTON_DELETED)
- return NULL;
- return &buttonItr->second;
- }
- bool Player::UpdatePosition(float x, float y, float z, float orientation, bool teleport)
- {
- if (!Unit::UpdatePosition(x, y, z, orientation, teleport))
- return false;
- //if (movementInfo.flags & MOVEMENTFLAG_MOVING)
- // mover->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE);
- //if (movementInfo.flags & MOVEMENTFLAG_TURNING)
- // mover->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING);
- //AURA_INTERRUPT_FLAG_JUMP not sure
- // group update
- if (GetGroup())
- SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION);
- if (GetTrader() && !IsWithinDistInMap(GetTrader(), INTERACTION_DISTANCE))
- GetSession()->SendCancelTrade();
- CheckAreaExploreAndOutdoor();
- return true;
- }
- void Player::SaveRecallPosition()
- {
- m_recallMap = GetMapId();
- m_recallX = GetPositionX();
- m_recallY = GetPositionY();
- m_recallZ = GetPositionZ();
- m_recallO = GetOrientation();
- }
- void Player::SendMessageToSetInRange(WorldPacket* data, float dist, bool self)
- {
- if (self)
- GetSession()->SendPacket(data);
- Trinity::MessageDistDeliverer notifier(this, data, dist);
- VisitNearbyWorldObject(dist, notifier);
- }
- void Player::SendMessageToSetInRange(WorldPacket* data, float dist, bool self, bool own_team_only)
- {
- if (self)
- GetSession()->SendPacket(data);
- Trinity::MessageDistDeliverer notifier(this, data, dist, own_team_only);
- VisitNearbyWorldObject(dist, notifier);
- }
- void Player::SendMessageToSet(WorldPacket* data, Player const* skipped_rcvr)
- {
- if (skipped_rcvr != this)
- GetSession()->SendPacket(data);
- // we use World::GetMaxVisibleDistance() because i cannot see why not use a distance
- // update: replaced by GetMap()->GetVisibilityDistance()
- Trinity::MessageDistDeliverer notifier(this, data, GetVisibilityRange(), false, skipped_rcvr);
- VisitNearbyWorldObject(GetVisibilityRange(), notifier);
- }
- void Player::SendDirectMessage(WorldPacket* data)
- {
- m_session->SendPacket(data);
- }
- void Player::SendCinematicStart(uint32 CinematicSequenceId)
- {
- WorldPacket data(SMSG_TRIGGER_CINEMATIC, 4);
- data << uint32(CinematicSequenceId);
- SendDirectMessage(&data);
- }
- void Player::SendMovieStart(uint32 MovieId)
- {
- WorldPacket data(SMSG_TRIGGER_MOVIE, 4);
- data << uint32(MovieId);
- SendDirectMessage(&data);
- }
- void Player::CheckAreaExploreAndOutdoor()
- {
- if (!isAlive())
- return;
- if (isInFlight())
- return;
- bool isOutdoor;
- uint16 areaFlag = GetBaseMap()->GetAreaFlag(GetPositionX(), GetPositionY(), GetPositionZ(), &isOutdoor);
- if (sWorld->getBoolConfig(CONFIG_VMAP_INDOOR_CHECK) && !isOutdoor)
- RemoveAurasWithAttribute(SPELL_ATTR0_OUTDOORS_ONLY);
- if (areaFlag == 0xffff)
- return;
- int offset = areaFlag / 32;
- if (offset >= PLAYER_EXPLORED_ZONES_SIZE)
- {
- sLog->outError(LOG_FILTER_PLAYER, "Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < %u ).", areaFlag, GetPositionX(), GetPositionY(), offset, offset, PLAYER_EXPLORED_ZONES_SIZE);
- return;
- }
- uint32 val = (uint32)(1 << (areaFlag % 32));
- uint32 currFields = GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset);
- if (!(currFields & val))
- {
- SetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset, (uint32)(currFields | val));
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA);
- AreaTableEntry const* areaEntry = GetAreaEntryByAreaFlagAndMap(areaFlag, GetMapId());
- if (!areaEntry)
- {
- sLog->outError(LOG_FILTER_PLAYER, "Player %u discovered unknown area (x: %f y: %f z: %f map: %u", GetGUIDLow(), GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId());
- return;
- }
- if (areaEntry->area_level > 0)
- {
- uint32 area = areaEntry->ID;
- if (getLevel() >= sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
- {
- SendExplorationExperience(area, 0);
- }
- else
- {
- int32 diff = int32(getLevel()) - areaEntry->area_level;
- uint32 XP = 0;
- if (diff < -5)
- {
- XP = uint32(sObjectMgr->GetBaseXP(getLevel()+5)*sWorld->getRate(RATE_XP_EXPLORE));
- }
- else if (diff > 5)
- {
- int32 exploration_percent = (100-((diff-5)*5));
- if (exploration_percent > 100)
- exploration_percent = 100;
- else if (exploration_percent < 0)
- exploration_percent = 0;
- XP = uint32(sObjectMgr->GetBaseXP(areaEntry->area_level)*exploration_percent/100*sWorld->getRate(RATE_XP_EXPLORE));
- }
- else
- {
- XP = uint32(sObjectMgr->GetBaseXP(areaEntry->area_level)*sWorld->getRate(RATE_XP_EXPLORE));
- }
- GiveXP(XP, NULL);
- SendExplorationExperience(area, XP);
- }
- sLog->outInfo(LOG_FILTER_PLAYER, "Player %u discovered a new area: %u", GetGUIDLow(), area);
- }
- }
- }
- uint32 Player::TeamForRace(uint8 race)
- {
- if (ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race))
- {
- switch (rEntry->TeamID)
- {
- case 1: return HORDE;
- case 7: return ALLIANCE;
- }
- sLog->outError(LOG_FILTER_PLAYER, "Race (%u) has wrong teamid (%u) in DBC: wrong DBC files?", uint32(race), rEntry->TeamID);
- }
- else
- sLog->outError(LOG_FILTER_PLAYER, "Race (%u) not found in DBC: wrong DBC files?", uint32(race));
- return ALLIANCE;
- }
- void Player::setFactionForRace(uint8 race)
- {
- m_team = TeamForRace(race);
- ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
- setFaction(rEntry ? rEntry->FactionID : 0);
- }
- ReputationRank Player::GetReputationRank(uint32 faction) const
- {
- FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction);
- return GetReputationMgr().GetRank(factionEntry);
- }
- //Calculate total reputation percent player gain with quest/creature level
- int32 Player::CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, int32 faction, bool for_quest, bool noQuestBonus)
- {
- float percent = 100.0f;
- // Get the generic rate first
- if (RepRewardRate const* repData = sObjectMgr->GetRepRewardRate(faction))
- {
- float repRate = for_quest ? repData->quest_rate : repData->creature_rate;
- percent *= repRate;
- }
- float rate = for_quest ? sWorld->getRate(RATE_REPUTATION_LOWLEVEL_QUEST) : sWorld->getRate(RATE_REPUTATION_LOWLEVEL_KILL);
- if (rate != 1.0f && creatureOrQuestLevel <= Trinity::XP::GetGrayLevel(getLevel()))
- percent *= rate;
- float repMod = noQuestBonus ? 0.0f : (float)GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN);
- if (!for_quest)
- repMod += GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_FACTION_REPUTATION_GAIN, faction);
- percent += rep > 0 ? repMod : -repMod;
- if (percent <= 0.0f)
- return 0;
- return int32(rep*percent/100);
- }
- //Calculates how many reputation points player gains in victim's enemy factions
- void Player::RewardReputation(Unit* victim, float rate)
- {
- if (!victim || victim->GetTypeId() == TYPEID_PLAYER)
- return;
- if (victim->ToCreature()->IsReputationGainDisabled())
- return;
- ReputationOnKillEntry const* Rep = sObjectMgr->GetReputationOnKilEntry(victim->ToCreature()->GetCreatureTemplate()->Entry);
- if (!Rep)
- return;
- uint32 ChampioningFaction = 0;
- if (GetChampioningFaction())
- {
- // support for: Championing - http://www.wowwiki.com/Championing
- Map const* map = GetMap();
- if (map && map->IsDungeon())
- {
- InstanceTemplate const* instance = sObjectMgr->GetInstanceTemplate(map->GetId());
- if (instance)
- {
- AccessRequirement const* pAccessRequirement = sObjectMgr->GetAccessRequirement(map->GetId(), ((InstanceMap*)map)->GetDifficulty());
- if (pAccessRequirement)
- {
- if (!map->IsRaid() && pAccessRequirement->levelMin == 80)
- ChampioningFaction = GetChampioningFaction();
- }
- }
- }
- }
- // Favored reputation increase START
- uint32 zone = GetZoneId();
- uint32 team = GetTeam();
- float favored_rep_mult = 0;
- if ((HasAura(32096) || HasAura(32098)) && (zone == 3483 || zone == 3562 || zone == 3836 || zone == 3713 || zone == 3714)) favored_rep_mult = 0.25; // Thrallmar's Favor and Honor Hold's Favor
- else if (HasAura(30754) && (Rep->RepFaction1 == 609 || Rep->RepFaction2 == 609) && !ChampioningFaction) favored_rep_mult = 0.25; // Cenarion Favor
- if (favored_rep_mult > 0) favored_rep_mult *= 2; // Multiplied by 2 because the reputation is divided by 2 for some reason (See "donerep1 / 2" and "donerep2 / 2") -- if you know why this is done, please update/explain :)
- // Favored reputation increase END
- bool recruitAFriend = GetsRecruitAFriendBonus(false);
- if (Rep->RepFaction1 && (!Rep->TeamDependent || team == ALLIANCE))
- {
- int32 donerep1 = CalculateReputationGain(victim->getLevel(), Rep->RepValue1, ChampioningFaction ? ChampioningFaction : Rep->RepFaction1, false);
- donerep1 = int32(donerep1*(rate + favored_rep_mult));
- if (recruitAFriend)
- donerep1 = int32(donerep1 * (1 + sWorld->getRate(RATE_REPUTATION_RECRUIT_A_FRIEND_BONUS)));
- FactionEntry const* factionEntry1 = sFactionStore.LookupEntry(ChampioningFaction ? ChampioningFaction : Rep->RepFaction1);
- uint32 current_reputation_rank1 = GetReputationMgr().GetRank(factionEntry1);
- if (factionEntry1 && current_reputation_rank1 <= Rep->ReputationMaxCap1)
- GetReputationMgr().ModifyReputation(factionEntry1, donerep1);
- }
- if (Rep->RepFaction2 && (!Rep->TeamDependent || team == HORDE))
- {
- int32 donerep2 = CalculateReputationGain(victim->getLevel(), Rep->RepValue2, ChampioningFaction ? ChampioningFaction : Rep->RepFaction2, false);
- donerep2 = int32(donerep2*(rate + favored_rep_mult));
- if (recruitAFriend)
- donerep2 = int32(donerep2 * (1 + sWorld->getRate(RATE_REPUTATION_RECRUIT_A_FRIEND_BONUS)));
- FactionEntry const* factionEntry2 = sFactionStore.LookupEntry(ChampioningFaction ? ChampioningFaction : Rep->RepFaction2);
- uint32 current_reputation_rank2 = GetReputationMgr().GetRank(factionEntry2);
- if (factionEntry2 && current_reputation_rank2 <= Rep->ReputationMaxCap2)
- GetReputationMgr().ModifyReputation(factionEntry2, donerep2);
- }
- }
- //Calculate how many reputation points player gain with the quest
- void Player::RewardReputation(Quest const* quest)
- {
- bool recruitAFriend = GetsRecruitAFriendBonus(false);
- // quest reputation reward/loss
- for (uint8 i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)
- {
- if (!quest->RewardFactionId[i])
- continue;
- if (quest->RewardFactionValueIdOverride[i])
- {
- int32 rep = CalculateReputationGain(GetQuestLevel(quest), quest->RewardFactionValueIdOverride[i]/100, quest->RewardFactionId[i], true, true);
- if (recruitAFriend)
- rep = int32(rep * (1 + sWorld->getRate(RATE_REPUTATION_RECRUIT_A_FRIEND_BONUS)));
- if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(quest->RewardFactionId[i]))
- GetReputationMgr().ModifyReputation(factionEntry, rep);
- }
- else
- {
- uint32 row = ((quest->RewardFactionValueId[i] < 0) ? 1 : 0) + 1;
- uint32 field = abs(quest->RewardFactionValueId[i]);
- if (const QuestFactionRewEntry* pRow = sQuestFactionRewardStore.LookupEntry(row))
- {
- int32 repPoints = pRow->QuestRewFactionValue[field];
- if (!repPoints)
- continue;
- repPoints = CalculateReputationGain(GetQuestLevel(quest), repPoints, quest->RewardFactionId[i], true);
- if (recruitAFriend)
- repPoints = int32(repPoints * (1 + sWorld->getRate(RATE_REPUTATION_RECRUIT_A_FRIEND_BONUS)));
- if (const FactionEntry* factionEntry = sFactionStore.LookupEntry(quest->RewardFactionId[i]))
- GetReputationMgr().ModifyReputation(factionEntry, repPoints);
- }
- }
- }
- }
- void Player::UpdateHonorFields()
- {
- /// called when rewarding honor and at each save
- time_t now = time_t(time(NULL));
- time_t today = time_t(time(NULL) / DAY) * DAY;
- if (m_lastHonorUpdateTime < today)
- {
- time_t yesterday = today - DAY;
- uint16 kills_today = PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS));
- // update yesterday's contribution
- if (m_lastHonorUpdateTime >= yesterday)
- {
- SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION));
- // this is the first update today, reset today's contribution
- SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, 0);
- SetUInt32Value(PLAYER_FIELD_KILLS, MAKE_PAIR32(0, kills_today));
- }
- else
- {
- // no honor/kills yesterday or today, reset
- SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0);
- SetUInt32Value(PLAYER_FIELD_KILLS, 0);
- }
- }
- m_lastHonorUpdateTime = now;
- }
- ///Calculate the amount of honor gained based on the victim
- ///and the size of the group for which the honor is divided
- ///An exact honor value can also be given (overriding the calcs)
- bool Player::RewardHonor(Unit* uVictim, uint32 groupsize, int32 honor, bool pvptoken)
- {
- // do not reward honor in arenas, but enable onkill spellproc
- if (InArena())
- {
- if (!uVictim || uVictim == this || uVictim->GetTypeId() != TYPEID_PLAYER)
- return false;
- if (GetBGTeam() == uVictim->ToPlayer()->GetBGTeam())
- return false;
- return true;
- }
- // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
- if (HasAura(SPELL_AURA_PLAYER_INACTIVE))
- return false;
- uint64 victim_guid = 0;
- uint32 victim_rank = 0;
- // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
- UpdateHonorFields();
- // do not reward honor in arenas, but return true to enable onkill spellproc
- if (InBattleground() && GetBattleground() && GetBattleground()->isArena())
- return true;
- // Promote to float for calculations
- float honor_f = (float)honor;
- if (honor_f <= 0)
- {
- if (!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT))
- return false;
- victim_guid = uVictim->GetGUID();
- if (uVictim->GetTypeId() == TYPEID_PLAYER)
- {
- Player* victim = uVictim->ToPlayer();
- if (GetTeam() == victim->GetTeam() && !sWorld->IsFFAPvPRealm())
- return false;
- uint8 k_level = getLevel();
- uint8 k_grey = Trinity::XP::GetGrayLevel(k_level);
- uint8 v_level = victim->getLevel();
- if (v_level <= k_grey)
- return false;
- // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
- // [0] Just name
- // [1..14] Alliance honor titles and player name
- // [15..28] Horde honor titles and player name
- // [29..38] Other title and player name
- // [39+] Nothing
- uint32 victim_title = victim->GetUInt32Value(PLAYER_CHOSEN_TITLE);
- // Get Killer titles, CharTitlesEntry::bit_index
- // Ranks:
- // title[1..14] -> rank[5..18]
- // title[15..28] -> rank[5..18]
- // title[other] -> 0
- if (victim_title == 0)
- victim_guid = 0; // Don't show HK: <rank> message, only log.
- else if (victim_title < 15)
- victim_rank = victim_title + 4;
- else if (victim_title < 29)
- victim_rank = victim_title - 14 + 4;
- else
- victim_guid = 0; // Don't show HK: <rank> message, only log.
- honor_f = ceil(Trinity::Honor::hk_honor_at_level_f(k_level) * (v_level - k_grey) / (k_level - k_grey));
- // count the number of playerkills in one day
- ApplyModUInt32Value(PLAYER_FIELD_KILLS, 1, true);
- // and those in a lifetime
- ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS, 1, true);
- UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL);
- UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS, victim->getClass());
- UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_RACE, victim->getRace());
- UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL_AT_AREA, GetAreaId());
- UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL, 1, 0, victim);
- }
- else
- {
- if (!uVictim->ToCreature()->isRacialLeader())
- return false;
- honor_f = 100.0f; // ??? need more info
- victim_rank = 19; // HK: Leader
- }
- }
- if (uVictim != NULL)
- {
- if (groupsize > 1)
- honor_f /= groupsize;
- // apply honor multiplier from aura (not stacking-get highest)
- AddPctN(honor_f, GetMaxPositiveAuraModifier(SPELL_AURA_MOD_HONOR_GAIN_PCT));
- }
- honor_f *= sWorld->getRate(RATE_HONOR);
- // Back to int now
- honor = int32(honor_f);
- // honor - for show honor points in log
- // victim_guid - for show victim name in log
- // victim_rank [1..4] HK: <dishonored rank>
- // victim_rank [5..19] HK: <alliance\horde rank>
- // victim_rank [0, 20+] HK: <>
- WorldPacket data(SMSG_PVP_CREDIT, 4+8+4);
- data << honor;
- data << victim_guid;
- data << victim_rank;
- GetSession()->SendPacket(&data);
- // add honor points
- ModifyHonorPoints(honor);
- ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, honor, true);
- if (InBattleground() && honor > 0)
- {
- if (Battleground* bg = GetBattleground())
- {
- bg->UpdatePlayerScore(this, SCORE_BONUS_HONOR, honor, false); //false: prevent looping
- }
- }
- if (sWorld->getBoolConfig(CONFIG_PVP_TOKEN_ENABLE) && pvptoken)
- {
- if (!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT))
- return true;
- if (uVictim->GetTypeId() == TYPEID_PLAYER)
- {
- // Check if allowed to receive it in current map
- uint8 MapType = sWorld->getIntConfig(CONFIG_PVP_TOKEN_MAP_TYPE);
- if ((MapType == 1 && !InBattleground() && !HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP))
- || (MapType == 2 && !HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP))
- || (MapType == 3 && !InBattleground()))
- return true;
- uint32 itemId = sWorld->getIntConfig(CONFIG_PVP_TOKEN_ID);
- int32 count = sWorld->getIntConfig(CONFIG_PVP_TOKEN_COUNT);
- if (AddItem(itemId, count))
- ChatHandler(this).PSendSysMessage("You have been awarded a token for slaying another player.");
- }
- }
- return true;
- }
- void Player::SetHonorPoints(uint32 value)
- {
- if (value > sWorld->getIntConfig(CONFIG_MAX_HONOR_POINTS))
- value = sWorld->getIntConfig(CONFIG_MAX_HONOR_POINTS);
- SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, value);
- if (value)
- AddKnownCurrency(ITEM_HONOR_POINTS_ID);
- }
- void Player::SetArenaPoints(uint32 value)
- {
- if (value > sWorld->getIntConfig(CONFIG_MAX_ARENA_POINTS))
- value = sWorld->getIntConfig(CONFIG_MAX_ARENA_POINTS);
- SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, value);
- if (value)
- AddKnownCurrency(ITEM_ARENA_POINTS_ID);
- }
- void Player::ModifyHonorPoints(int32 value, SQLTransaction* trans /*=NULL*/)
- {
- PreparedStatement* stmt = NULL;
- int32 newValue = int32(GetHonorPoints()) + value;
- if (newValue < 0)
- newValue = 0;
- SetHonorPoints(uint32(newValue));
- if (trans && !trans->null())
- {
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_UDP_CHAR_HONOR_POINTS);
- stmt->setUInt32(0, newValue);
- stmt->setUInt32(1, GetGUIDLow());
- (*trans)->Append(stmt);
- }
- }
- void Player::ModifyArenaPoints(int32 value, SQLTransaction* trans /*=NULL*/)
- {
- PreparedStatement* stmt = NULL;
- int32 newValue = int32(GetArenaPoints()) + value;
- if (newValue < 0)
- newValue = 0;
- SetArenaPoints(uint32(newValue));
- if (trans && !trans->null())
- {
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_UDP_CHAR_ARENA_POINTS);
- stmt->setUInt32(0, newValue);
- stmt->setUInt32(1, GetGUIDLow());
- (*trans)->Append(stmt);
- }
- }
- uint32 Player::GetGuildIdFromDB(uint64 guid)
- {
- PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_GUILD_MEMBER);
- stmt->setUInt32(0, GUID_LOPART(guid));
- PreparedQueryResult result = CharacterDatabase.Query(stmt);
- if (!result)
- return 0;
- uint32 id = result->Fetch()[0].GetUInt32();
- return id;
- }
- uint8 Player::GetRankFromDB(uint64 guid)
- {
- PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_GUILD_MEMBER);
- stmt->setUInt32(0, GUID_LOPART(guid));
- PreparedQueryResult result = CharacterDatabase.Query(stmt);
- if (result)
- {
- uint32 v = result->Fetch()[1].GetUInt8();
- return v;
- }
- else
- return 0;
- }
- uint32 Player::GetArenaTeamIdFromDB(uint64 guid, uint8 type)
- {
- PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_ARENA_TEAM_ID_BY_PLAYER_GUID);
- stmt->setUInt32(0, GUID_LOPART(guid));
- stmt->setUInt8(1, type);
- PreparedQueryResult result = CharacterDatabase.Query(stmt);
- if (!result)
- return 0;
- uint32 id = (*result)[0].GetUInt32();
- return id;
- }
- uint32 Player::GetZoneIdFromDB(uint64 guid)
- {
- uint32 guidLow = GUID_LOPART(guid);
- PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_ZONE);
- stmt->setUInt32(0, guidLow);
- PreparedQueryResult result = CharacterDatabase.Query(stmt);
- if (!result)
- return 0;
- Field* fields = result->Fetch();
- uint32 zone = fields[0].GetUInt16();
- if (!zone)
- {
- // stored zone is zero, use generic and slow zone detection
- PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_POSITION_XYZ);
- stmt->setUInt32(0, guidLow);
- PreparedQueryResult result = CharacterDatabase.Query(stmt);
- if (!result)
- return 0;
- fields = result->Fetch();
- uint32 map = fields[0].GetUInt16();
- float posx = fields[1].GetFloat();
- float posy = fields[2].GetFloat();
- float posz = fields[3].GetFloat();
- zone = sMapMgr->GetZoneId(map, posx, posy, posz);
- if (zone > 0)
- {
- PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ZONE);
- stmt->setUInt16(0, uint16(zone));
- stmt->setUInt32(1, guidLow);
- CharacterDatabase.Execute(stmt);
- }
- }
- return zone;
- }
- uint32 Player::GetLevelFromDB(uint64 guid)
- {
- PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_LEVEL);
- stmt->setUInt32(0, GUID_LOPART(guid));
- PreparedQueryResult result = CharacterDatabase.Query(stmt);
- if (!result)
- return 0;
- Field* fields = result->Fetch();
- uint8 level = fields[0].GetUInt8();
- return level;
- }
- void Player::UpdateArea(uint32 newArea)
- {
- // FFA_PVP flags are area and not zone id dependent
- // so apply them accordingly
- m_areaUpdateId = newArea;
- AreaTableEntry const* area = GetAreaEntryByAreaID(newArea);
- pvpInfo.inFFAPvPArea = area && (area->flags & AREA_FLAG_ARENA);
- UpdatePvPState(true);
- UpdateAreaDependentAuras(newArea);
- // previously this was in UpdateZone (but after UpdateArea) so nothing will break
- pvpInfo.inNoPvPArea = false;
- if (area && area->IsSanctuary()) // in sanctuary
- {
- SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY);
- pvpInfo.inNoPvPArea = true;
- CombatStopWithPets();
- }
- else
- RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY);
- }
- void Player::UpdateZone(uint32 newZone, uint32 newArea)
- {
- if (m_zoneUpdateId != newZone)
- {
- sOutdoorPvPMgr->HandlePlayerLeaveZone(this, m_zoneUpdateId);
- sOutdoorPvPMgr->HandlePlayerEnterZone(this, newZone);
- SendInitWorldStates(newZone, newArea); // only if really enters to new zone, not just area change, works strange...
- }
- // group update
- if (Group* group = GetGroup())
- {
- SetGroupUpdateFlag(GROUP_UPDATE_FULL);
- if (GetSession() && group->isLFGGroup() && sLFGMgr->IsTeleported(GetGUID()))
- {
- for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next())
- {
- if (Player* member = itr->getSource())
- GetSession()->SendNameQueryOpcode(member->GetGUID());
- }
- }
- }
- m_zoneUpdateId = newZone;
- m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
- // zone changed, so area changed as well, update it
- UpdateArea(newArea);
- AreaTableEntry const* zone = GetAreaEntryByAreaID(newZone);
- if (!zone)
- return;
- if (sWorld->getBoolConfig(CONFIG_WEATHER))
- {
- if (Weather* weather = WeatherMgr::FindWeather(zone->ID))
- weather->SendWeatherUpdateToPlayer(this);
- else
- {
- if (!WeatherMgr::AddWeather(zone->ID))
- {
- // send fine weather packet to remove old zone's weather
- WeatherMgr::SendFineWeatherUpdateToPlayer(this);
- }
- }
- }
- sScriptMgr->OnPlayerUpdateZone(this, newZone, newArea);
- // in PvP, any not controlled zone (except zone->team == 6, default case)
- // in PvE, only opposition team capital
- switch (zone->team)
- {
- case AREATEAM_ALLY:
- pvpInfo.inHostileArea = GetTeam() != ALLIANCE && (sWorld->IsPvPRealm() || zone->flags & AREA_FLAG_CAPITAL);
- break;
- case AREATEAM_HORDE:
- pvpInfo.inHostileArea = GetTeam() != HORDE && (sWorld->IsPvPRealm() || zone->flags & AREA_FLAG_CAPITAL);
- break;
- case AREATEAM_NONE:
- // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
- pvpInfo.inHostileArea = sWorld->IsPvPRealm() || InBattleground() || zone->flags & AREA_FLAG_WINTERGRASP;
- break;
- default: // 6 in fact
- pvpInfo.inHostileArea = false;
- break;
- }
- if (zone->flags & AREA_FLAG_CAPITAL) // Is in a capital city
- {
- if (!pvpInfo.inHostileArea || zone->IsSanctuary())
- {
- SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
- SetRestType(REST_TYPE_IN_CITY);
- InnEnter(time(0), GetMapId(), 0, 0, 0);
- }
- pvpInfo.inNoPvPArea = true;
- }
- else
- {
- if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING))
- {
- if (GetRestType() == REST_TYPE_IN_TAVERN) // Still inside a tavern or has recently left
- {
- // Remove rest state if we have recently left a tavern.
- // Why is 40 yd hardcoded?
- if (GetMapId() != GetInnPosMapId() || GetExactDist(GetInnPosX(), GetInnPosY(), GetInnPosZ()) > 40.0f)
- {
- RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
- SetRestType(REST_TYPE_NO);
- }
- }
- else // Recently left a capital city
- {
- RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
- SetRestType(REST_TYPE_NO);
- }
- }
- }
- UpdatePvPState();
- // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
- // if player resurrected at teleport this will be applied in resurrect code
- if (isAlive())
- DestroyZoneLimitedItem(true, newZone);
- // check some item equip limitations (in result lost CanTitanGrip at talent reset, for example)
- AutoUnequipOffhandIfNeed();
- // recent client version not send leave/join channel packets for built-in local channels
- UpdateLocalChannels(newZone);
- UpdateZoneDependentAuras(newZone);
- }
- //If players are too far away from the duel flag... they lose the duel
- void Player::CheckDuelDistance(time_t currTime)
- {
- if (!duel)
- return;
- uint64 duelFlagGUID = GetUInt64Value(PLAYER_DUEL_ARBITER);
- GameObject* obj = GetMap()->GetGameObject(duelFlagGUID);
- if (!obj)
- return;
- if (duel->outOfBound == 0)
- {
- if (!IsWithinDistInMap(obj, 50))
- {
- duel->outOfBound = currTime;
- WorldPacket data(SMSG_DUEL_OUTOFBOUNDS, 0);
- GetSession()->SendPacket(&data);
- }
- }
- else
- {
- if (IsWithinDistInMap(obj, 40))
- {
- duel->outOfBound = 0;
- WorldPacket data(SMSG_DUEL_INBOUNDS, 0);
- GetSession()->SendPacket(&data);
- }
- else if (currTime >= (duel->outOfBound+10))
- DuelComplete(DUEL_FLED);
- }
- }
- bool Player::IsOutdoorPvPActive()
- {
- return isAlive() && !HasInvisibilityAura() && !HasStealthAura() && (IsPvP() || sWorld->IsPvPRealm()) && !HasUnitMovementFlag(MOVEMENTFLAG_FLYING) && !isInFlight();
- }
- void Player::DuelComplete(DuelCompleteType type)
- {
- // duel not requested
- if (!duel)
- return;
- sLog->outDebug(LOG_FILTER_UNITS, "Duel Complete %s %s", GetName(), duel->opponent->GetName());
- WorldPacket data(SMSG_DUEL_COMPLETE, (1));
- data << (uint8)((type != DUEL_INTERRUPTED) ? 1 : 0);
- GetSession()->SendPacket(&data);
- if (duel->opponent->GetSession())
- duel->opponent->GetSession()->SendPacket(&data);
- if (type != DUEL_INTERRUPTED)
- {
- data.Initialize(SMSG_DUEL_WINNER, (1+20)); // we guess size
- data << uint8(type == DUEL_WON ? 0 : 1); // 0 = just won; 1 = fled
- data << duel->opponent->GetName();
- data << GetName();
- SendMessageToSet(&data, true);
- }
- sScriptMgr->OnPlayerDuelEnd(duel->opponent, this, type);
- switch (type)
- {
- case DUEL_FLED:
- // if initiator and opponent are on the same team
- // or initiator and opponent are not PvP enabled, forcibly stop attacking
- if (duel->initiator->GetTeam() == duel->opponent->GetTeam())
- {
- duel->initiator->AttackStop();
- duel->opponent->AttackStop();
- }
- else
- {
- if (!duel->initiator->IsPvP())
- duel->initiator->AttackStop();
- if (!duel->opponent->IsPvP())
- duel->opponent->AttackStop();
- }
- break;
- case DUEL_WON:
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL, 1);
- if (duel->opponent)
- {
- duel->opponent->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL, 1);
- //Credit for quest Death's Challenge
- if (getClass() == CLASS_DEATH_KNIGHT && duel->opponent->GetQuestStatus(12733) == QUEST_STATUS_INCOMPLETE)
- duel->opponent->CastSpell(duel->opponent, 52994, true);
- }
- break;
- default:
- break;
- }
- // Victory emote spell
- if (type != DUEL_INTERRUPTED && duel->opponent)
- duel->opponent->CastSpell(duel->opponent, 52852, true);
- //Remove Duel Flag object
- GameObject* obj = GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER));
- if (obj)
- duel->initiator->RemoveGameObject(obj, true);
- /* remove auras */
- AuraApplicationMap &itsAuras = duel->opponent->GetAppliedAuras();
- for (AuraApplicationMap::iterator i = itsAuras.begin(); i != itsAuras.end();)
- {
- Aura const* aura = i->second->GetBase();
- if (!i->second->IsPositive() && aura->GetCasterGUID() == GetGUID() && aura->GetApplyTime() >= duel->startTime)
- duel->opponent->RemoveAura(i);
- else
- ++i;
- }
- AuraApplicationMap &myAuras = GetAppliedAuras();
- for (AuraApplicationMap::iterator i = myAuras.begin(); i != myAuras.end();)
- {
- Aura const* aura = i->second->GetBase();
- if (!i->second->IsPositive() && aura->GetCasterGUID() == duel->opponent->GetGUID() && aura->GetApplyTime() >= duel->startTime)
- RemoveAura(i);
- else
- ++i;
- }
- // cleanup combo points
- if (GetComboTarget() == duel->opponent->GetGUID())
- ClearComboPoints();
- else if (GetComboTarget() == duel->opponent->GetPetGUID())
- ClearComboPoints();
- if (duel->opponent->GetComboTarget() == GetGUID())
- duel->opponent->ClearComboPoints();
- else if (duel->opponent->GetComboTarget() == GetPetGUID())
- duel->opponent->ClearComboPoints();
- // Honor points after duel (the winner) - ImpConfig
- if (uint32 amount = sWorld->getIntConfig(CONFIG_HONOR_AFTER_DUEL))
- duel->opponent->RewardHonor(NULL, 1, amount);
- //cleanups
- SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
- SetUInt32Value(PLAYER_DUEL_TEAM, 0);
- duel->opponent->SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
- duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 0);
- delete duel->opponent->duel;
- duel->opponent->duel = NULL;
- delete duel;
- duel = NULL;
- }
- //---------------------------------------------------------//
- void Player::_ApplyItemMods(Item* item, uint8 slot, bool apply)
- {
- if (slot >= INVENTORY_SLOT_BAG_END || !item)
- return;
- ItemTemplate const* proto = item->GetTemplate();
- if (!proto)
- return;
- // not apply/remove mods for broken item
- if (item->IsBroken())
- return;
- sLog->outInfo(LOG_FILTER_PLAYER_ITEMS, "applying mods for item %u ", item->GetGUIDLow());
- uint8 attacktype = Player::GetAttackBySlot(slot);
- if (proto->Socket[0].Color) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
- CorrectMetaGemEnchants(slot, apply);
- if (attacktype < MAX_ATTACK)
- _ApplyWeaponDependentAuraMods(item, WeaponAttackType(attacktype), apply);
- _ApplyItemBonuses(proto, slot, apply);
- if (slot == EQUIPMENT_SLOT_RANGED)
- _ApplyAmmoBonuses();
- ApplyItemEquipSpell(item, apply);
- ApplyEnchantment(item, apply);
- sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "_ApplyItemMods complete.");
- }
- void Player::_ApplyItemBonuses(ItemTemplate const* proto, uint8 slot, bool apply, bool only_level_scale /*= false*/)
- {
- if (slot >= INVENTORY_SLOT_BAG_END || !proto)
- return;
- ScalingStatDistributionEntry const* ssd = proto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(proto->ScalingStatDistribution) : NULL;
- if (only_level_scale && !ssd)
- return;
- // req. check at equip, but allow use for extended range if range limit max level, set proper level
- uint32 ssd_level = getLevel();
- if (ssd && ssd_level > ssd->MaxLevel)
- ssd_level = ssd->MaxLevel;
- ScalingStatValuesEntry const* ssv = proto->ScalingStatValue ? sScalingStatValuesStore.LookupEntry(ssd_level) : NULL;
- if (only_level_scale && !ssv)
- return;
- for (uint8 i = 0; i < MAX_ITEM_PROTO_STATS; ++i)
- {
- uint32 statType = 0;
- int32 val = 0;
- // If set ScalingStatDistribution need get stats and values from it
- if (ssd && ssv)
- {
- if (ssd->StatMod[i] < 0)
- continue;
- statType = ssd->StatMod[i];
- val = (ssv->getssdMultiplier(proto->ScalingStatValue) * ssd->Modifier[i]) / 10000;
- }
- else
- {
- if (i >= proto->StatsCount)
- continue;
- statType = proto->ItemStat[i].ItemStatType;
- val = proto->ItemStat[i].ItemStatValue;
- }
- if (val == 0)
- continue;
- switch (statType)
- {
- case ITEM_MOD_MANA:
- HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(val), apply);
- break;
- case ITEM_MOD_HEALTH: // modify HP
- HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(val), apply);
- break;
- case ITEM_MOD_AGILITY: // modify agility
- HandleStatModifier(UNIT_MOD_STAT_AGILITY, BASE_VALUE, float(val), apply);
- ApplyStatBuffMod(STAT_AGILITY, float(val), apply);
- break;
- case ITEM_MOD_STRENGTH: //modify strength
- HandleStatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(val), apply);
- ApplyStatBuffMod(STAT_STRENGTH, float(val), apply);
- break;
- case ITEM_MOD_INTELLECT: //modify intellect
- HandleStatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(val), apply);
- ApplyStatBuffMod(STAT_INTELLECT, float(val), apply);
- break;
- case ITEM_MOD_SPIRIT: //modify spirit
- HandleStatModifier(UNIT_MOD_STAT_SPIRIT, BASE_VALUE, float(val), apply);
- ApplyStatBuffMod(STAT_SPIRIT, float(val), apply);
- break;
- case ITEM_MOD_STAMINA: //modify stamina
- HandleStatModifier(UNIT_MOD_STAT_STAMINA, BASE_VALUE, float(val), apply);
- ApplyStatBuffMod(STAT_STAMINA, float(val), apply);
- break;
- case ITEM_MOD_DEFENSE_SKILL_RATING:
- ApplyRatingMod(CR_DEFENSE_SKILL, int32(val), apply);
- break;
- case ITEM_MOD_DODGE_RATING:
- ApplyRatingMod(CR_DODGE, int32(val), apply);
- break;
- case ITEM_MOD_PARRY_RATING:
- ApplyRatingMod(CR_PARRY, int32(val), apply);
- break;
- case ITEM_MOD_BLOCK_RATING:
- ApplyRatingMod(CR_BLOCK, int32(val), apply);
- break;
- case ITEM_MOD_HIT_MELEE_RATING:
- ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
- break;
- case ITEM_MOD_HIT_RANGED_RATING:
- ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
- break;
- case ITEM_MOD_HIT_SPELL_RATING:
- ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
- break;
- case ITEM_MOD_CRIT_MELEE_RATING:
- ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
- break;
- case ITEM_MOD_CRIT_RANGED_RATING:
- ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
- break;
- case ITEM_MOD_CRIT_SPELL_RATING:
- ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
- break;
- case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
- ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
- break;
- case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
- ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
- break;
- case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
- ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
- break;
- case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
- ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
- break;
- case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
- ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
- break;
- case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
- ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
- break;
- case ITEM_MOD_HASTE_MELEE_RATING:
- ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
- break;
- case ITEM_MOD_HASTE_RANGED_RATING:
- ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
- break;
- case ITEM_MOD_HASTE_SPELL_RATING:
- ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
- break;
- case ITEM_MOD_HIT_RATING:
- ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
- ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
- ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
- break;
- case ITEM_MOD_CRIT_RATING:
- ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
- ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
- ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
- break;
- case ITEM_MOD_HIT_TAKEN_RATING:
- ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
- ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
- ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
- break;
- case ITEM_MOD_CRIT_TAKEN_RATING:
- ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
- ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
- ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
- break;
- case ITEM_MOD_RESILIENCE_RATING:
- ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
- ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
- ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
- break;
- case ITEM_MOD_HASTE_RATING:
- ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
- ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
- ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
- break;
- case ITEM_MOD_EXPERTISE_RATING:
- ApplyRatingMod(CR_EXPERTISE, int32(val), apply);
- break;
- case ITEM_MOD_ATTACK_POWER:
- HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(val), apply);
- HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
- break;
- case ITEM_MOD_RANGED_ATTACK_POWER:
- HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
- break;
- // case ITEM_MOD_FERAL_ATTACK_POWER:
- // ApplyFeralAPBonus(int32(val), apply);
- // break;
- case ITEM_MOD_MANA_REGENERATION:
- ApplyManaRegenBonus(int32(val), apply);
- break;
- case ITEM_MOD_ARMOR_PENETRATION_RATING:
- ApplyRatingMod(CR_ARMOR_PENETRATION, int32(val), apply);
- break;
- case ITEM_MOD_SPELL_POWER:
- ApplySpellPowerBonus(int32(val), apply);
- break;
- case ITEM_MOD_HEALTH_REGEN:
- ApplyHealthRegenBonus(int32(val), apply);
- break;
- case ITEM_MOD_SPELL_PENETRATION:
- ApplyModInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE, -val, apply);
- m_spellPenetrationItemMod += apply ? val : -val;
- break;
- // deprecated item mods
- case ITEM_MOD_SPELL_HEALING_DONE:
- case ITEM_MOD_SPELL_DAMAGE_DONE:
- break;
- }
- }
- // Apply Spell Power from ScalingStatValue if set
- if (ssv)
- if (int32 spellbonus = ssv->getSpellBonus(proto->ScalingStatValue))
- ApplySpellPowerBonus(spellbonus, apply);
- // If set ScalingStatValue armor get it or use item armor
- uint32 armor = proto->Armor;
- if (ssv)
- if (uint32 ssvarmor = ssv->getArmorMod(proto->ScalingStatValue))
- armor = ssvarmor;
- if (armor)
- {
- UnitModifierType modType = TOTAL_VALUE;
- if (proto->Class == ITEM_CLASS_ARMOR)
- {
- switch (proto->SubClass)
- {
- case ITEM_SUBCLASS_ARMOR_CLOTH:
- case ITEM_SUBCLASS_ARMOR_LEATHER:
- case ITEM_SUBCLASS_ARMOR_MAIL:
- case ITEM_SUBCLASS_ARMOR_PLATE:
- case ITEM_SUBCLASS_ARMOR_SHIELD:
- modType = BASE_VALUE;
- break;
- }
- }
- HandleStatModifier(UNIT_MOD_ARMOR, modType, float(armor), apply);
- }
- // Add armor bonus from ArmorDamageModifier if > 0
- if (proto->ArmorDamageModifier > 0)
- HandleStatModifier(UNIT_MOD_ARMOR, TOTAL_VALUE, float(proto->ArmorDamageModifier), apply);
- if (proto->Block)
- HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(proto->Block), apply);
- if (proto->HolyRes)
- HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(proto->HolyRes), apply);
- if (proto->FireRes)
- HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(proto->FireRes), apply);
- if (proto->NatureRes)
- HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE, BASE_VALUE, float(proto->NatureRes), apply);
- if (proto->FrostRes)
- HandleStatModifier(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, float(proto->FrostRes), apply);
- if (proto->ShadowRes)
- HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW, BASE_VALUE, float(proto->ShadowRes), apply);
- if (proto->ArcaneRes)
- HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE, BASE_VALUE, float(proto->ArcaneRes), apply);
- WeaponAttackType attType = BASE_ATTACK;
- if (slot == EQUIPMENT_SLOT_RANGED && (
- proto->InventoryType == INVTYPE_RANGED || proto->InventoryType == INVTYPE_THROWN ||
- proto->InventoryType == INVTYPE_RANGEDRIGHT))
- {
- attType = RANGED_ATTACK;
- }
- else if (slot == EQUIPMENT_SLOT_OFFHAND)
- {
- attType = OFF_ATTACK;
- }
- if (CanUseAttackType(attType))
- _ApplyWeaponDamage(slot, proto, ssv, apply);
- // Druids get feral AP bonus from weapon dps (also use DPS from ScalingStatValue)
- if (getClass() == CLASS_DRUID)
- {
- int32 dpsMod = 0;
- int32 feral_bonus = 0;
- if (ssv)
- {
- dpsMod = ssv->getDPSMod(proto->ScalingStatValue);
- feral_bonus += ssv->getFeralBonus(proto->ScalingStatValue);
- }
- feral_bonus += proto->getFeralBonus(dpsMod);
- if (feral_bonus)
- ApplyFeralAPBonus(feral_bonus, apply);
- }
- }
- void Player::_ApplyWeaponDamage(uint8 slot, ItemTemplate const* proto, ScalingStatValuesEntry const* ssv, bool apply)
- {
- WeaponAttackType attType = BASE_ATTACK;
- float damage = 0.0f;
- if (slot == EQUIPMENT_SLOT_RANGED && (
- proto->InventoryType == INVTYPE_RANGED || proto->InventoryType == INVTYPE_THROWN ||
- proto->InventoryType == INVTYPE_RANGEDRIGHT))
- {
- attType = RANGED_ATTACK;
- }
- else if (slot == EQUIPMENT_SLOT_OFFHAND)
- {
- attType = OFF_ATTACK;
- }
- float minDamage = proto->Damage[0].DamageMin;
- float maxDamage = proto->Damage[0].DamageMax;
- // If set dpsMod in ScalingStatValue use it for min (70% from average), max (130% from average) damage
- if (ssv)
- {
- int32 extraDPS = ssv->getDPSMod(proto->ScalingStatValue);
- if (extraDPS)
- {
- float average = extraDPS * proto->Delay / 1000.0f;
- minDamage = 0.7f * average;
- maxDamage = 1.3f * average;
- }
- }
- if (minDamage > 0)
- {
- damage = apply ? minDamage : BASE_MINDAMAGE;
- SetBaseWeaponDamage(attType, MINDAMAGE, damage);
- }
- if (maxDamage > 0)
- {
- damage = apply ? maxDamage : BASE_MAXDAMAGE;
- SetBaseWeaponDamage(attType, MAXDAMAGE, damage);
- }
- if (proto->Delay && !IsInFeralForm())
- {
- if (slot == EQUIPMENT_SLOT_RANGED)
- SetAttackTime(RANGED_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
- else if (slot == EQUIPMENT_SLOT_MAINHAND)
- SetAttackTime(BASE_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
- else if (slot == EQUIPMENT_SLOT_OFFHAND)
- SetAttackTime(OFF_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
- }
- // No need to modify any physical damage for ferals as it is calculated from stats only
- if (IsInFeralForm())
- return;
- if (CanModifyStats() && (damage || proto->Delay))
- UpdateDamagePhysical(attType);
- }
- void Player::_ApplyWeaponDependentAuraMods(Item* item, WeaponAttackType attackType, bool apply)
- {
- AuraEffectList const& auraCritList = GetAuraEffectsByType(SPELL_AURA_MOD_WEAPON_CRIT_PERCENT);
- for (AuraEffectList::const_iterator itr = auraCritList.begin(); itr != auraCritList.end(); ++itr)
- _ApplyWeaponDependentAuraCritMod(item, attackType, *itr, apply);
- AuraEffectList const& auraDamageFlatList = GetAuraEffectsByType(SPELL_AURA_MOD_DAMAGE_DONE);
- for (AuraEffectList::const_iterator itr = auraDamageFlatList.begin(); itr != auraDamageFlatList.end(); ++itr)
- _ApplyWeaponDependentAuraDamageMod(item, attackType, *itr, apply);
- AuraEffectList const& auraDamagePctList = GetAuraEffectsByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE);
- for (AuraEffectList::const_iterator itr = auraDamagePctList.begin(); itr != auraDamagePctList.end(); ++itr)
- _ApplyWeaponDependentAuraDamageMod(item, attackType, *itr, apply);
- }
- void Player::_ApplyWeaponDependentAuraCritMod(Item* item, WeaponAttackType attackType, AuraEffect const* aura, bool apply)
- {
- // don't apply mod if item is broken or cannot be used
- if (item->IsBroken() || !CanUseAttackType(attackType))
- return;
- // generic not weapon specific case processes in aura code
- if (aura->GetSpellInfo()->EquippedItemClass == -1)
- return;
- BaseModGroup mod = BASEMOD_END;
- switch (attackType)
- {
- case BASE_ATTACK: mod = CRIT_PERCENTAGE; break;
- case OFF_ATTACK: mod = OFFHAND_CRIT_PERCENTAGE;break;
- case RANGED_ATTACK: mod = RANGED_CRIT_PERCENTAGE; break;
- default: return;
- }
- if (item->IsFitToSpellRequirements(aura->GetSpellInfo()))
- HandleBaseModValue(mod, FLAT_MOD, float (aura->GetAmount()), apply);
- }
- void Player::_ApplyWeaponDependentAuraDamageMod(Item* item, WeaponAttackType attackType, AuraEffect const* aura, bool apply)
- {
- // don't apply mod if item is broken or cannot be used
- if (item->IsBroken() || !CanUseAttackType(attackType))
- return;
- // ignore spell mods for not wands
- if ((aura->GetMiscValue() & SPELL_SCHOOL_MASK_NORMAL) == 0 && (getClassMask() & CLASSMASK_WAND_USERS) == 0)
- return;
- // generic not weapon specific case processes in aura code
- if (aura->GetSpellInfo()->EquippedItemClass == -1)
- return;
- UnitMods unitMod = UNIT_MOD_END;
- switch (attackType)
- {
- case BASE_ATTACK: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break;
- case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break;
- case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break;
- default: return;
- }
- UnitModifierType unitModType = TOTAL_VALUE;
- switch (aura->GetAuraType())
- {
- case SPELL_AURA_MOD_DAMAGE_DONE: unitModType = TOTAL_VALUE; break;
- case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE: unitModType = TOTAL_PCT; break;
- default: return;
- }
- if (item->IsFitToSpellRequirements(aura->GetSpellInfo()))
- {
- HandleStatModifier(unitMod, unitModType, float(aura->GetAmount()), apply);
- if (unitModType == TOTAL_VALUE)
- ApplyModUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS, aura->GetAmount(), apply);
- }
- }
- void Player::ApplyItemEquipSpell(Item* item, bool apply, bool form_change)
- {
- if (!item)
- return;
- ItemTemplate const* proto = item->GetTemplate();
- if (!proto)
- return;
- for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
- {
- _Spell const& spellData = proto->Spells[i];
- // no spell
- if (!spellData.SpellId)
- continue;
- // wrong triggering type
- if (apply && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_EQUIP)
- continue;
- // check if it is valid spell
- SpellInfo const* spellproto = sSpellMgr->GetSpellInfo(spellData.SpellId);
- if (!spellproto)
- continue;
- ApplyEquipSpell(spellproto, item, apply, form_change);
- }
- }
- void Player::ApplyEquipSpell(SpellInfo const* spellInfo, Item* item, bool apply, bool form_change)
- {
- if (apply)
- {
- // Cannot be used in this stance/form
- if (spellInfo->CheckShapeshift(GetShapeshiftForm()) != SPELL_CAST_OK)
- return;
- if (form_change) // check aura active state from other form
- {
- AuraApplicationMap const& auras = GetAppliedAuras();
- for (AuraApplicationMap::const_iterator itr = auras.lower_bound(spellInfo->Id); itr != auras.upper_bound(spellInfo->Id); ++itr)
- if (!item || itr->second->GetBase()->GetCastItemGUID() == item->GetGUID())
- return;
- }
- sLog->outDebug(LOG_FILTER_PLAYER, "WORLD: cast %s Equip spellId - %i", (item ? "item" : "itemset"), spellInfo->Id);
- CastSpell(this, spellInfo, true, item);
- }
- else
- {
- if (form_change) // check aura compatibility
- {
- // Cannot be used in this stance/form
- if (spellInfo->CheckShapeshift(GetShapeshiftForm()) == SPELL_CAST_OK)
- return; // and remove only not compatible at form change
- }
- if (item)
- RemoveAurasDueToItemSpell(item, spellInfo->Id); // un-apply all spells, not only at-equipped
- else
- RemoveAurasDueToSpell(spellInfo->Id); // un-apply spell (item set case)
- }
- }
- void Player::UpdateEquipSpellsAtFormChange()
- {
- for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
- {
- if (m_items[i] && !m_items[i]->IsBroken() && CanUseAttackType(GetAttackBySlot(i)))
- {
- ApplyItemEquipSpell(m_items[i], false, true); // remove spells that not fit to form
- ApplyItemEquipSpell(m_items[i], true, true); // add spells that fit form but not active
- }
- }
- // item set bonuses not dependent from item broken state
- for (size_t setindex = 0; setindex < ItemSetEff.size(); ++setindex)
- {
- ItemSetEffect* eff = ItemSetEff[setindex];
- if (!eff)
- continue;
- for (uint32 y = 0; y < MAX_ITEM_SET_SPELLS; ++y)
- {
- SpellInfo const* spellInfo = eff->spells[y];
- if (!spellInfo)
- continue;
- ApplyEquipSpell(spellInfo, NULL, false, true); // remove spells that not fit to form
- ApplyEquipSpell(spellInfo, NULL, true, true); // add spells that fit form but not active
- }
- }
- }
- void Player::CastItemCombatSpell(Unit* target, WeaponAttackType attType, uint32 procVictim, uint32 procEx)
- {
- if (!target || !target->isAlive() || target == this)
- return;
- for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
- {
- // If usable, try to cast item spell
- if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
- if (!item->IsBroken() && CanUseAttackType(attType))
- if (ItemTemplate const* proto = item->GetTemplate())
- {
- // Additional check for weapons
- if (proto->Class == ITEM_CLASS_WEAPON)
- {
- // offhand item cannot proc from main hand hit etc
- EquipmentSlots slot;
- switch (attType)
- {
- case BASE_ATTACK: slot = EQUIPMENT_SLOT_MAINHAND; break;
- case OFF_ATTACK: slot = EQUIPMENT_SLOT_OFFHAND; break;
- case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED; break;
- default: slot = EQUIPMENT_SLOT_END; break;
- }
- if (slot != i)
- continue;
- // Check if item is useable (forms or disarm)
- if (attType == BASE_ATTACK)
- if (!IsUseEquipedWeapon(true) && !IsInFeralForm())
- continue;
- }
- CastItemCombatSpell(target, attType, procVictim, procEx, item, proto);
- }
- }
- }
- void Player::CastItemCombatSpell(Unit* target, WeaponAttackType attType, uint32 procVictim, uint32 procEx, Item* item, ItemTemplate const* proto)
- {
- // Can do effect if any damage done to target
- if (procVictim & PROC_FLAG_TAKEN_DAMAGE)
- //if (damageInfo->procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE)
- {
- for (uint8 i = 0; i < MAX_ITEM_SPELLS; ++i)
- {
- _Spell const& spellData = proto->Spells[i];
- // no spell
- if (!spellData.SpellId)
- continue;
- // wrong triggering type
- if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_CHANCE_ON_HIT)
- continue;
- SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellData.SpellId);
- if (!spellInfo)
- {
- sLog->outError(LOG_FILTER_PLAYER_ITEMS, "WORLD: unknown Item spellid %i", spellData.SpellId);
- continue;
- }
- // not allow proc extra attack spell at extra attack
- if (m_extraAttacks && spellInfo->HasEffect(SPELL_EFFECT_ADD_EXTRA_ATTACKS))
- return;
- float chance = (float)spellInfo->ProcChance;
- if (spellData.SpellPPMRate)
- {
- if (spellData.SpellId == 52781) // Persuasive Strike
- {
- switch (target->GetEntry())
- {
- default:
- return;
- case 28939:
- case 28940:
- case 28610:
- break;
- }
- }
- uint32 WeaponSpeed = GetAttackTime(attType);
- chance = GetPPMProcChance(WeaponSpeed, spellData.SpellPPMRate, spellInfo);
- }
- else if (chance > 100.0f)
- {
- chance = GetWeaponProcChance();
- }
- if (roll_chance_f(chance))
- CastSpell(target, spellInfo->Id, true, item);
- }
- }
- // item combat enchantments
- for (uint8 e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
- {
- uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
- SpellItemEnchantmentEntry const* pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
- if (!pEnchant)
- continue;
- for (uint8 s = 0; s < MAX_ITEM_ENCHANTMENT_EFFECTS; ++s)
- {
- if (pEnchant->type[s] != ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL)
- continue;
- SpellEnchantProcEntry const* entry = sSpellMgr->GetSpellEnchantProcEvent(enchant_id);
- if (entry && entry->procEx)
- {
- // Check hit/crit/dodge/parry requirement
- if ((entry->procEx & procEx) == 0)
- continue;
- }
- else
- {
- // Can do effect if any damage done to target
- if (!(procVictim & PROC_FLAG_TAKEN_DAMAGE))
- //if (!(damageInfo->procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE))
- continue;
- }
- SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(pEnchant->spellid[s]);
- if (!spellInfo)
- {
- sLog->outError(LOG_FILTER_PLAYER_ITEMS, "Player::CastItemCombatSpell(GUID: %u, name: %s, enchant: %i): unknown spell %i is casted, ignoring...",
- GetGUIDLow(), GetName(), pEnchant->ID, pEnchant->spellid[s]);
- continue;
- }
- float chance = pEnchant->amount[s] != 0 ? float(pEnchant->amount[s]) : GetWeaponProcChance();
- if (entry)
- {
- if (entry->PPMChance)
- chance = GetPPMProcChance(proto->Delay, entry->PPMChance, spellInfo);
- else if (entry->customChance)
- chance = (float)entry->customChance;
- }
- // Apply spell mods
- ApplySpellMod(pEnchant->spellid[s], SPELLMOD_CHANCE_OF_SUCCESS, chance);
- // Shiv has 100% chance to apply the poison
- if (FindCurrentSpellBySpellId(5938) && e_slot == TEMP_ENCHANTMENT_SLOT)
- chance = 100.0f;
- if (roll_chance_f(chance))
- {
- if (spellInfo->IsPositive())
- CastSpell(this, spellInfo, true, item);
- else
- CastSpell(target, spellInfo, true, item);
- }
- }
- }
- }
- void Player::CastItemUseSpell(Item* item, SpellCastTargets const& targets, uint8 cast_count, uint32 glyphIndex)
- {
- ItemTemplate const* proto = item->GetTemplate();
- // special learning case
- if (proto->Spells[0].SpellId == 483 || proto->Spells[0].SpellId == 55884)
- {
- uint32 learn_spell_id = proto->Spells[0].SpellId;
- uint32 learning_spell_id = proto->Spells[1].SpellId;
- SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(learn_spell_id);
- if (!spellInfo)
- {
- sLog->outError(LOG_FILTER_PLAYER, "Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring ", proto->ItemId, learn_spell_id);
- SendEquipError(EQUIP_ERR_NONE, item, NULL);
- return;
- }
- Spell* spell = new Spell(this, spellInfo, TRIGGERED_NONE);
- spell->m_CastItem = item;
- spell->m_cast_count = cast_count; //set count of casts
- spell->SetSpellValue(SPELLVALUE_BASE_POINT0, learning_spell_id);
- spell->prepare(&targets);
- return;
- }
- // use triggered flag only for items with many spell casts and for not first cast
- uint8 count = 0;
- // item spells casted at use
- for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
- {
- _Spell const& spellData = proto->Spells[i];
- // no spell
- if (!spellData.SpellId)
- continue;
- // wrong triggering type
- if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE)
- continue;
- SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellData.SpellId);
- if (!spellInfo)
- {
- sLog->outError(LOG_FILTER_PLAYER, "Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring", proto->ItemId, spellData.SpellId);
- continue;
- }
- Spell* spell = new Spell(this, spellInfo, (count > 0) ? TRIGGERED_FULL_MASK : TRIGGERED_NONE);
- spell->m_CastItem = item;
- spell->m_cast_count = cast_count; // set count of casts
- spell->m_glyphIndex = glyphIndex; // glyph index
- spell->prepare(&targets);
- ++count;
- }
- // Item enchantments spells casted at use
- for (uint8 e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
- {
- uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
- SpellItemEnchantmentEntry const* pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
- if (!pEnchant)
- continue;
- for (uint8 s = 0; s < MAX_ITEM_ENCHANTMENT_EFFECTS; ++s)
- {
- if (pEnchant->type[s] != ITEM_ENCHANTMENT_TYPE_USE_SPELL)
- continue;
- SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(pEnchant->spellid[s]);
- if (!spellInfo)
- {
- sLog->outError(LOG_FILTER_PLAYER, "Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
- continue;
- }
- Spell* spell = new Spell(this, spellInfo, (count > 0) ? TRIGGERED_FULL_MASK : TRIGGERED_NONE);
- spell->m_CastItem = item;
- spell->m_cast_count = cast_count; // set count of casts
- spell->m_glyphIndex = glyphIndex; // glyph index
- spell->prepare(&targets);
- ++count;
- }
- }
- }
- void Player::_RemoveAllItemMods()
- {
- sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "_RemoveAllItemMods start.");
- for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
- {
- if (m_items[i])
- {
- ItemTemplate const* proto = m_items[i]->GetTemplate();
- if (!proto)
- continue;
- // item set bonuses not dependent from item broken state
- if (proto->ItemSet)
- RemoveItemsSetItem(this, proto);
- if (m_items[i]->IsBroken() || !CanUseAttackType(GetAttackBySlot(i)))
- continue;
- ApplyItemEquipSpell(m_items[i], false);
- ApplyEnchantment(m_items[i], false);
- }
- }
- for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
- {
- if (m_items[i])
- {
- if (m_items[i]->IsBroken() || !CanUseAttackType(GetAttackBySlot(i)))
- continue;
- ItemTemplate const* proto = m_items[i]->GetTemplate();
- if (!proto)
- continue;
- uint32 attacktype = Player::GetAttackBySlot(i);
- if (attacktype < MAX_ATTACK)
- _ApplyWeaponDependentAuraMods(m_items[i], WeaponAttackType(attacktype), false);
- _ApplyItemBonuses(proto, i, false);
- if (i == EQUIPMENT_SLOT_RANGED)
- _ApplyAmmoBonuses();
- }
- }
- sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "_RemoveAllItemMods complete.");
- }
- void Player::_ApplyAllItemMods()
- {
- sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "_ApplyAllItemMods start.");
- for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
- {
- if (m_items[i])
- {
- if (m_items[i]->IsBroken() || !CanUseAttackType(GetAttackBySlot(i)))
- continue;
- ItemTemplate const* proto = m_items[i]->GetTemplate();
- if (!proto)
- continue;
- uint32 attacktype = Player::GetAttackBySlot(i);
- if (attacktype < MAX_ATTACK)
- _ApplyWeaponDependentAuraMods(m_items[i], WeaponAttackType(attacktype), true);
- _ApplyItemBonuses(proto, i, true);
- if (i == EQUIPMENT_SLOT_RANGED)
- _ApplyAmmoBonuses();
- }
- }
- for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
- {
- if (m_items[i])
- {
- ItemTemplate const* proto = m_items[i]->GetTemplate();
- if (!proto)
- continue;
- // item set bonuses not dependent from item broken state
- if (proto->ItemSet)
- AddItemsSetItem(this, m_items[i]);
- if (m_items[i]->IsBroken() || !CanUseAttackType(GetAttackBySlot(i)))
- continue;
- ApplyItemEquipSpell(m_items[i], true);
- ApplyEnchantment(m_items[i], true);
- }
- }
- sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "_ApplyAllItemMods complete.");
- }
- void Player::_ApplyAllLevelScaleItemMods(bool apply)
- {
- for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
- {
- if (m_items[i])
- {
- if (m_items[i]->IsBroken() || !CanUseAttackType(GetAttackBySlot(i)))
- continue;
- ItemTemplate const* proto = m_items[i]->GetTemplate();
- if (!proto)
- continue;
- _ApplyItemBonuses(proto, i, apply, true);
- }
- }
- }
- void Player::_ApplyAmmoBonuses()
- {
- // check ammo
- uint32 ammo_id = GetUInt32Value(PLAYER_AMMO_ID);
- if (!ammo_id)
- return;
- float currentAmmoDPS;
- ItemTemplate const* ammo_proto = sObjectMgr->GetItemTemplate(ammo_id);
- if (!ammo_proto || ammo_proto->Class != ITEM_CLASS_PROJECTILE || !CheckAmmoCompatibility(ammo_proto))
- currentAmmoDPS = 0.0f;
- else
- currentAmmoDPS = (ammo_proto->Damage[0].DamageMin + ammo_proto->Damage[0].DamageMax) / 2;
- if (currentAmmoDPS == GetAmmoDPS())
- return;
- m_ammoDPS = currentAmmoDPS;
- if (CanModifyStats())
- UpdateDamagePhysical(RANGED_ATTACK);
- }
- bool Player::CheckAmmoCompatibility(const ItemTemplate* ammo_proto) const
- {
- if (!ammo_proto)
- return false;
- // check ranged weapon
- Item* weapon = GetWeaponForAttack(RANGED_ATTACK);
- if (!weapon || weapon->IsBroken())
- return false;
- ItemTemplate const* weapon_proto = weapon->GetTemplate();
- if (!weapon_proto || weapon_proto->Class != ITEM_CLASS_WEAPON)
- return false;
- // check ammo ws. weapon compatibility
- switch (weapon_proto->SubClass)
- {
- case ITEM_SUBCLASS_WEAPON_BOW:
- case ITEM_SUBCLASS_WEAPON_CROSSBOW:
- if (ammo_proto->SubClass != ITEM_SUBCLASS_ARROW)
- return false;
- break;
- case ITEM_SUBCLASS_WEAPON_GUN:
- if (ammo_proto->SubClass != ITEM_SUBCLASS_BULLET)
- return false;
- break;
- default:
- return false;
- }
- return true;
- }
- /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
- Called by remove insignia spell effect */
- void Player::RemovedInsignia(Player* looterPlr)
- {
- if (!GetBattlegroundId())
- return;
- // If not released spirit, do it !
- if (m_deathTimer > 0)
- {
- m_deathTimer = 0;
- BuildPlayerRepop();
- RepopAtGraveyard();
- }
- // We have to convert player corpse to bones, not to be able to resurrect there
- // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
- Corpse* bones = sObjectAccessor->ConvertCorpseForPlayer(GetGUID(), true);
- if (!bones)
- return;
- // Now we must make bones lootable, and send player loot
- bones->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
- // We store the level of our player in the gold field
- // We retrieve this information at Player::SendLoot()
- bones->loot.gold = getLevel();
- bones->lootRecipient = looterPlr;
- looterPlr->SendLoot(bones->GetGUID(), LOOT_INSIGNIA);
- }
- void Player::SendLootRelease(uint64 guid)
- {
- WorldPacket data(SMSG_LOOT_RELEASE_RESPONSE, (8+1));
- data << uint64(guid) << uint8(1);
- SendDirectMessage(&data);
- }
- void Player::SendLoot(uint64 guid, LootType loot_type)
- {
- if (uint64 lguid = GetLootGUID())
- m_session->DoLootRelease(lguid);
- Loot* loot = 0;
- PermissionTypes permission = ALL_PERMISSION;
- sLog->outDebug(LOG_FILTER_LOOT, "Player::SendLoot");
- if (IS_GAMEOBJECT_GUID(guid))
- {
- sLog->outDebug(LOG_FILTER_LOOT, "IS_GAMEOBJECT_GUID(guid)");
- GameObject* go = GetMap()->GetGameObject(guid);
- // not check distance for GO in case owned GO (fishing bobber case, for example)
- // And permit out of range GO with no owner in case fishing hole
- if (!go || (loot_type != LOOT_FISHINGHOLE && (loot_type != LOOT_FISHING || go->GetOwnerGUID() != GetGUID()) && !go->IsWithinDistInMap(this, INTERACTION_DISTANCE)) || (loot_type == LOOT_CORPSE && go->GetRespawnTime() && go->isSpawnedByDefault()))
- {
- SendLootRelease(guid);
- return;
- }
- loot = &go->loot;
- if (go->getLootState() == GO_READY)
- {
- uint32 lootid = go->GetGOInfo()->GetLootId();
- //TODO: fix this big hack
- if ((go->GetEntry() == BG_AV_OBJECTID_MINE_N || go->GetEntry() == BG_AV_OBJECTID_MINE_S))
- if (Battleground* bg = GetBattleground())
- if (bg->GetTypeID(true) == BATTLEGROUND_AV)
- if (!(((BattlegroundAV*)bg)->PlayerCanDoMineQuest(go->GetEntry(), GetTeam())))
- {
- SendLootRelease(guid);
- return;
- }
- if (lootid)
- {
- loot->clear();
- Group* group = GetGroup();
- bool groupRules = (group && go->GetGOInfo()->type == GAMEOBJECT_TYPE_CHEST && go->GetGOInfo()->chest.groupLootRules);
- // check current RR player and get next if necessary
- if (groupRules)
- group->UpdateLooterGuid(go, true);
- loot->FillLoot(lootid, LootTemplates_Gameobject, this, !groupRules, false, go->GetLootMode());
- // get next RR player (for next loot)
- if (groupRules)
- group->UpdateLooterGuid(go);
- }
- if (loot_type == LOOT_FISHING)
- go->getFishLoot(loot, this);
- if (go->GetGOInfo()->type == GAMEOBJECT_TYPE_CHEST && go->GetGOInfo()->chest.groupLootRules)
- {
- if (Group* group = GetGroup())
- {
- switch (group->GetLootMethod())
- {
- case GROUP_LOOT:
- // GroupLoot: rolls items over threshold. Items with quality < threshold, round robin
- group->GroupLoot(loot, go);
- break;
- case NEED_BEFORE_GREED:
- group->NeedBeforeGreed(loot, go);
- break;
- case MASTER_LOOT:
- group->MasterLoot(loot, go);
- break;
- default:
- break;
- }
- }
- }
- go->SetLootState(GO_ACTIVATED, this);
- }
- if (go->getLootState() == GO_ACTIVATED)
- {
- if (Group* group = GetGroup())
- {
- switch (group->GetLootMethod())
- {
- case MASTER_LOOT:
- permission = MASTER_PERMISSION;
- break;
- case FREE_FOR_ALL:
- permission = ALL_PERMISSION;
- break;
- case ROUND_ROBIN:
- permission = ROUND_ROBIN_PERMISSION;
- break;
- default:
- permission = GROUP_PERMISSION;
- break;
- }
- }
- else
- permission = ALL_PERMISSION;
- }
- }
- else if (IS_ITEM_GUID(guid))
- {
- Item* item = GetItemByGuid(guid);
- if (!item)
- {
- SendLootRelease(guid);
- return;
- }
- permission = OWNER_PERMISSION;
- loot = &item->loot;
- if (!item->m_lootGenerated)
- {
- item->m_lootGenerated = true;
- loot->clear();
- switch (loot_type)
- {
- case LOOT_DISENCHANTING:
- loot->FillLoot(item->GetTemplate()->DisenchantID, LootTemplates_Disenchant, this, true);
- break;
- case LOOT_PROSPECTING:
- loot->FillLoot(item->GetEntry(), LootTemplates_Prospecting, this, true);
- break;
- case LOOT_MILLING:
- loot->FillLoot(item->GetEntry(), LootTemplates_Milling, this, true);
- break;
- default:
- loot->generateMoneyLoot(item->GetTemplate()->MinMoneyLoot, item->GetTemplate()->MaxMoneyLoot);
- loot->FillLoot(item->GetEntry(), LootTemplates_Item, this, true, loot->gold != 0);
- break;
- }
- }
- }
- 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();
- if (Battleground* bg = GetBattleground())
- if (bg->GetTypeID(true) == BATTLEGROUND_AV)
- loot->FillLoot(1, LootTemplates_Creature, this, true);
- // It may need a better formula
- // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
- bones->loot.gold = uint32(urand(50, 150) * 0.016f * pow(float(pLevel)/5.76f, 2.5f) * sWorld->getRate(RATE_DROP_MONEY));
- }
- if (bones->lootRecipient != this)
- permission = NONE_PERMISSION;
- else
- permission = OWNER_PERMISSION;
- }
- else
- {
- Creature* creature = GetMap()->GetCreature(guid);
- // must be in range and creature must be alive for pickpocket and must be dead for another loot
- if (!creature || creature->isAlive() != (loot_type == LOOT_PICKPOCKETING) || !creature->IsWithinDistInMap(this, INTERACTION_DISTANCE))
- {
- SendLootRelease(guid);
- return;
- }
- if (loot_type == LOOT_PICKPOCKETING && IsFriendlyTo(creature))
- {
- SendLootRelease(guid);
- return;
- }
- loot = &creature->loot;
- if (loot_type == LOOT_PICKPOCKETING)
- {
- if (!creature->lootForPickPocketed)
- {
- creature->lootForPickPocketed = true;
- loot->clear();
- if (uint32 lootid = creature->GetCreatureTemplate()->pickpocketLootId)
- loot->FillLoot(lootid, LootTemplates_Pickpocketing, this, true);
- // Generate extra money for pick pocket loot
- const uint32 a = urand(0, creature->getLevel()/2);
- const uint32 b = urand(0, getLevel()/2);
- loot->gold = uint32(10 * (a + b) * sWorld->getRate(RATE_DROP_MONEY));
- permission = OWNER_PERMISSION;
- }
- }
- else
- {
- // the player whose group may loot the corpse
- Player* recipient = creature->GetLootRecipient();
- if (!recipient)
- return;
- if (!creature->lootForBody)
- {
- creature->lootForBody = true;
- // for creature, loot is filled when creature is killed.
- if (Group* group = recipient->GetGroup())
- {
- switch (group->GetLootMethod())
- {
- case GROUP_LOOT:
- // GroupLoot: rolls items over threshold. Items with quality < threshold, round robin
- group->GroupLoot(loot, creature);
- break;
- case NEED_BEFORE_GREED:
- group->NeedBeforeGreed(loot, creature);
- break;
- case MASTER_LOOT:
- group->MasterLoot(loot, creature);
- break;
- default:
- break;
- }
- }
- }
- // possible only if creature->lootForBody && loot->empty() at spell cast check
- if (loot_type == LOOT_SKINNING)
- {
- loot->clear();
- loot->FillLoot(creature->GetCreatureTemplate()->SkinLootId, LootTemplates_Skinning, this, true);
- permission = OWNER_PERMISSION;
- }
- // set group rights only for loot_type != LOOT_SKINNING
- else
- {
- if (Group* group = GetGroup())
- {
- if (group == recipient->GetGroup())
- {
- switch (group->GetLootMethod())
- {
- case MASTER_LOOT:
- permission = MASTER_PERMISSION;
- break;
- case FREE_FOR_ALL:
- permission = ALL_PERMISSION;
- break;
- case ROUND_ROBIN:
- permission = ROUND_ROBIN_PERMISSION;
- break;
- default:
- permission = GROUP_PERMISSION;
- break;
- }
- }
- else
- permission = NONE_PERMISSION;
- }
- else if (recipient == this)
- permission = OWNER_PERMISSION;
- else
- permission = NONE_PERMISSION;
- }
- }
- }
- SetLootGUID(guid);
- // LOOT_INSIGNIA and LOOT_FISHINGHOLE unsupported by client
- switch (loot_type)
- {
- case LOOT_INSIGNIA: loot_type = LOOT_SKINNING; break;
- case LOOT_FISHINGHOLE: loot_type = LOOT_FISHING; break;
- default: break;
- }
- // need know merged fishing/corpse loot type for achievements
- loot->loot_type = loot_type;
- WorldPacket data(SMSG_LOOT_RESPONSE, (9+50)); // we guess size
- data << uint64(guid);
- data << uint8(loot_type);
- data << LootView(*loot, this, permission);
- SendDirectMessage(&data);
- // add 'this' player as one of the players that are looting 'loot'
- if (permission != NONE_PERMISSION)
- loot->AddLooter(GetGUID());
- if (loot_type == LOOT_CORPSE && !IS_ITEM_GUID(guid))
- SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);
- }
- void Player::SendNotifyLootMoneyRemoved()
- {
- WorldPacket data(SMSG_LOOT_CLEAR_MONEY, 0);
- GetSession()->SendPacket(&data);
- }
- void Player::SendNotifyLootItemRemoved(uint8 lootSlot)
- {
- WorldPacket data(SMSG_LOOT_REMOVED, 1);
- data << uint8(lootSlot);
- GetSession()->SendPacket(&data);
- }
- void Player::SendUpdateWorldState(uint32 Field, uint32 Value)
- {
- WorldPacket data(SMSG_UPDATE_WORLD_STATE, 8);
- data << Field;
- data << Value;
- GetSession()->SendPacket(&data);
- }
- void Player::SendInitWorldStates(uint32 zoneid, uint32 areaid)
- {
- // data depends on zoneid/mapid...
- Battleground* bg = GetBattleground();
- uint16 NumberOfFields = 0;
- uint32 mapid = GetMapId();
- OutdoorPvP* pvp = sOutdoorPvPMgr->GetOutdoorPvPToZoneId(zoneid);
- InstanceScript* instance = GetInstanceScript();
- sLog->outDebug(LOG_FILTER_NETWORKIO, "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 = 8;
- break;
- case 139:
- NumberOfFields = 41;
- break;
- case 1377:
- NumberOfFields = 15;
- break;
- case 2597:
- NumberOfFields = 83;
- break;
- case 3277:
- NumberOfFields = 16;
- break;
- case 3358:
- case 3820:
- NumberOfFields = 40;
- break;
- case 3483:
- NumberOfFields = 27;
- break;
- case 3518:
- NumberOfFields = 39;
- break;
- case 3519:
- NumberOfFields = 38;
- break;
- case 3521:
- NumberOfFields = 37;
- break;
- case 3698:
- case 3702:
- case 3968:
- case 4378:
- case 3703:
- NumberOfFields = 11;
- break;
- case 4384:
- NumberOfFields = 30;
- break;
- case 4710:
- NumberOfFields = 28;
- break;
- case 4812: // Icecrown Citadel
- case 4100: // The Culling of Stratholme
- NumberOfFields = 13;
- break;
- case 4273: // Ulduar
- NumberOfFields = 10;
- break;
- default:
- NumberOfFields = 12;
- break;
- }
- WorldPacket data(SMSG_INIT_WORLD_STATES, (4+4+4+2+(NumberOfFields*8)));
- data << uint32(mapid); // mapid
- data << uint32(zoneid); // zone id
- data << uint32(areaid); // area id, new 2.1.0
- data << uint16(NumberOfFields); // count of uint64 blocks
- data << uint32(0x8d8) << uint32(0x0); // 1
- data << uint32(0x8d7) << uint32(0x0); // 2
- data << uint32(0x8d6) << uint32(0x0); // 3
- data << uint32(0x8d5) << uint32(0x0); // 4
- data << uint32(0x8d4) << uint32(0x0); // 5
- data << uint32(0x8d3) << uint32(0x0); // 6
- // 7 1 - Arena season in progress, 0 - end of season
- data << uint32(0xC77) << uint32(sWorld->getBoolConfig(CONFIG_ARENA_SEASON_IN_PROGRESS));
- // 8 Arena season id
- data << uint32(0xF3D) << uint32(sWorld->getIntConfig(CONFIG_ARENA_SEASON_ID));
- if (mapid == 530) // Outland
- {
- data << uint32(0x9bf) << uint32(0x0); // 7
- data << uint32(0x9bd) << uint32(0xF); // 8
- data << uint32(0x9bb) << uint32(0xF); // 9
- }
- // insert <field> <value>
- switch (zoneid)
- {
- case 1: // Dun Morogh
- case 11: // Wetlands
- case 12: // Elwynn Forest
- case 38: // Loch Modan
- case 40: // Westfall
- case 51: // Searing Gorge
- case 1519: // Stormwind City
- case 1537: // Ironforge
- case 2257: // Deeprun Tram
- case 3703: // Shattrath City
- break;
- case 139: // Eastern Plaguelands
- if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_EP)
- pvp->FillInitialWorldStates(data);
- else
- {
- data << uint32(0x97a) << uint32(0x0); // 10 2426
- data << uint32(0x917) << uint32(0x0); // 11 2327
- data << uint32(0x918) << uint32(0x0); // 12 2328
- data << uint32(0x97b) << uint32(0x32); // 13 2427
- data << uint32(0x97c) << uint32(0x32); // 14 2428
- data << uint32(0x933) << uint32(0x1); // 15 2355
- data << uint32(0x946) << uint32(0x0); // 16 2374
- data << uint32(0x947) << uint32(0x0); // 17 2375
- data << uint32(0x948) << uint32(0x0); // 18 2376
- data << uint32(0x949) << uint32(0x0); // 19 2377
- data << uint32(0x94a) << uint32(0x0); // 20 2378
- data << uint32(0x94b) << uint32(0x0); // 21 2379
- data << uint32(0x932) << uint32(0x0); // 22 2354
- data << uint32(0x934) << uint32(0x0); // 23 2356
- data << uint32(0x935) << uint32(0x0); // 24 2357
- data << uint32(0x936) << uint32(0x0); // 25 2358
- data << uint32(0x937) << uint32(0x0); // 26 2359
- data << uint32(0x938) << uint32(0x0); // 27 2360
- data << uint32(0x939) << uint32(0x1); // 28 2361
- data << uint32(0x930) << uint32(0x1); // 29 2352
- data << uint32(0x93a) << uint32(0x0); // 30 2362
- data << uint32(0x93b) << uint32(0x0); // 31 2363
- data << uint32(0x93c) << uint32(0x0); // 32 2364
- data << uint32(0x93d) << uint32(0x0); // 33 2365
- data << uint32(0x944) << uint32(0x0); // 34 2372
- data << uint32(0x945) << uint32(0x0); // 35 2373
- data << uint32(0x931) << uint32(0x1); // 36 2353
- data << uint32(0x93e) << uint32(0x0); // 37 2366
- data << uint32(0x931) << uint32(0x1); // 38 2367 ?? grey horde not in dbc! send for consistency's sake, and to match field count
- data << uint32(0x940) << uint32(0x0); // 39 2368
- data << uint32(0x941) << uint32(0x0); // 7 2369
- data << uint32(0x942) << uint32(0x0); // 8 2370
- data << uint32(0x943) << uint32(0x0); // 9 2371
- }
- break;
- case 1377: // Silithus
- if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_SI)
- pvp->FillInitialWorldStates(data);
- else
- {
- // states are always shown
- data << uint32(2313) << uint32(0x0); // 7 ally silityst gathered
- data << uint32(2314) << uint32(0x0); // 8 horde silityst gathered
- data << uint32(2317) << uint32(0x0); // 9 max silithyst
- }
- // dunno about these... aq opening event maybe?
- data << uint32(2322) << uint32(0x0); // 10 sandworm N
- data << uint32(2323) << uint32(0x0); // 11 sandworm S
- data << uint32(2324) << uint32(0x0); // 12 sandworm SW
- data << uint32(2325) << uint32(0x0); // 13 sandworm E
- break;
- case 2597: // Alterac Valley
- if (bg && bg->GetTypeID(true) == BATTLEGROUND_AV)
- bg->FillInitialWorldStates(data);
- else
- {
- data << uint32(0x7ae) << uint32(0x1); // 7 snowfall n
- data << uint32(0x532) << uint32(0x1); // 8 frostwolfhut hc
- data << uint32(0x531) << uint32(0x0); // 9 frostwolfhut ac
- data << uint32(0x52e) << uint32(0x0); // 10 stormpike firstaid a_a
- data << uint32(0x571) << uint32(0x0); // 11 east frostwolf tower horde assaulted -unused
- data << uint32(0x570) << uint32(0x0); // 12 west frostwolf tower horde assaulted - unused
- data << uint32(0x567) << uint32(0x1); // 13 frostwolfe c
- data << uint32(0x566) << uint32(0x1); // 14 frostwolfw c
- data << uint32(0x550) << uint32(0x1); // 15 irondeep (N) ally
- data << uint32(0x544) << uint32(0x0); // 16 ice grave a_a
- data << uint32(0x536) << uint32(0x0); // 17 stormpike grave h_c
- data << uint32(0x535) << uint32(0x1); // 18 stormpike grave a_c
- data << uint32(0x518) << uint32(0x0); // 19 stoneheart grave a_a
- data << uint32(0x517) << uint32(0x0); // 20 stoneheart grave h_a
- data << uint32(0x574) << uint32(0x0); // 21 1396 unk
- data << uint32(0x573) << uint32(0x0); // 22 iceblood tower horde assaulted -unused
- data << uint32(0x572) << uint32(0x0); // 23 towerpoint horde assaulted - unused
- data << uint32(0x56f) << uint32(0x0); // 24 1391 unk
- data << uint32(0x56e) << uint32(0x0); // 25 iceblood a
- data << uint32(0x56d) << uint32(0x0); // 26 towerp a
- data << uint32(0x56c) << uint32(0x0); // 27 frostwolfe a
- data << uint32(0x56b) << uint32(0x0); // 28 froswolfw a
- data << uint32(0x56a) << uint32(0x1); // 29 1386 unk
- data << uint32(0x569) << uint32(0x1); // 30 iceblood c
- data << uint32(0x568) << uint32(0x1); // 31 towerp c
- data << uint32(0x565) << uint32(0x0); // 32 stoneh tower a
- data << uint32(0x564) << uint32(0x0); // 33 icewing tower a
- data << uint32(0x563) << uint32(0x0); // 34 dunn a
- data << uint32(0x562) << uint32(0x0); // 35 duns a
- data << uint32(0x561) << uint32(0x0); // 36 stoneheart bunker alliance assaulted - unused
- data << uint32(0x560) << uint32(0x0); // 37 icewing bunker alliance assaulted - unused
- data << uint32(0x55f) << uint32(0x0); // 38 dunbaldar south alliance assaulted - unused
- data << uint32(0x55e) << uint32(0x0); // 39 dunbaldar north alliance assaulted - unused
- data << uint32(0x55d) << uint32(0x0); // 40 stone tower d
- data << uint32(0x3c6) << uint32(0x0); // 41 966 unk
- data << uint32(0x3c4) << uint32(0x0); // 42 964 unk
- data << uint32(0x3c2) << uint32(0x0); // 43 962 unk
- data << uint32(0x516) << uint32(0x1); // 44 stoneheart grave a_c
- data << uint32(0x515) << uint32(0x0); // 45 stonheart grave h_c
- data << uint32(0x3b6) << uint32(0x0); // 46 950 unk
- data << uint32(0x55c) << uint32(0x0); // 47 icewing tower d
- data << uint32(0x55b) << uint32(0x0); // 48 dunn d
- data << uint32(0x55a) << uint32(0x0); // 49 duns d
- data << uint32(0x559) << uint32(0x0); // 50 1369 unk
- data << uint32(0x558) << uint32(0x0); // 51 iceblood d
- data << uint32(0x557) << uint32(0x0); // 52 towerp d
- data << uint32(0x556) << uint32(0x0); // 53 frostwolfe d
- data << uint32(0x555) << uint32(0x0); // 54 frostwolfw d
- data << uint32(0x554) << uint32(0x1); // 55 stoneh tower c
- data << uint32(0x553) << uint32(0x1); // 56 icewing tower c
- data << uint32(0x552) << uint32(0x1); // 57 dunn c
- data << uint32(0x551) << uint32(0x1); // 58 duns c
- data << uint32(0x54f) << uint32(0x0); // 59 irondeep (N) horde
- data << uint32(0x54e) << uint32(0x0); // 60 irondeep (N) ally
- data << uint32(0x54d) << uint32(0x1); // 61 mine (S) neutral
- data << uint32(0x54c) << uint32(0x0); // 62 mine (S) horde
- data << uint32(0x54b) << uint32(0x0); // 63 mine (S) ally
- data << uint32(0x545) << uint32(0x0); // 64 iceblood h_a
- data << uint32(0x543) << uint32(0x1); // 65 iceblod h_c
- data << uint32(0x542) << uint32(0x0); // 66 iceblood a_c
- data << uint32(0x540) << uint32(0x0); // 67 snowfall h_a
- data << uint32(0x53f) << uint32(0x0); // 68 snowfall a_a
- data << uint32(0x53e) << uint32(0x0); // 69 snowfall h_c
- data << uint32(0x53d) << uint32(0x0); // 70 snowfall a_c
- data << uint32(0x53c) << uint32(0x0); // 71 frostwolf g h_a
- data << uint32(0x53b) << uint32(0x0); // 72 frostwolf g a_a
- data << uint32(0x53a) << uint32(0x1); // 73 frostwolf g h_c
- data << uint32(0x539) << uint32(0x0); // 74 frostwolf g a_c
- data << uint32(0x538) << uint32(0x0); // 75 stormpike grave h_a
- data << uint32(0x537) << uint32(0x0); // 76 stormpike grave a_a
- data << uint32(0x534) << uint32(0x0); // 77 frostwolf hut h_a
- data << uint32(0x533) << uint32(0x0); // 78 frostwolf hut a_a
- data << uint32(0x530) << uint32(0x0); // 79 stormpike first aid h_a
- data << uint32(0x52f) << uint32(0x0); // 80 stormpike first aid h_c
- data << uint32(0x52d) << uint32(0x1); // 81 stormpike first aid a_c
- }
- break;
- case 3277: // Warsong Gulch
- if (bg && bg->GetTypeID(true) == BATTLEGROUND_WS)
- bg->FillInitialWorldStates(data);
- else
- {
- data << uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
- data << uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
- data << uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
- data << uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
- data << uint32(0x60b) << uint32(0x2); // 11 1547 unk
- data << uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
- data << uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
- data << uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
- }
- break;
- case 3358: // Arathi Basin
- if (bg && bg->GetTypeID(true) == BATTLEGROUND_AB)
- bg->FillInitialWorldStates(data);
- else
- {
- data << uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
- data << uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
- data << uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
- data << uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
- data << uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
- data << uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
- data << uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
- data << uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
- data << uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
- data << uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
- data << uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
- data << uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
- data << uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
- data << uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
- data << uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
- data << uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
- data << uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
- data << uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
- data << uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
- data << uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
- data << uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
- data << uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
- data << uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
- data << uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
- data << uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
- data << uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
- data << uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
- data << uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
- data << uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
- data << uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
- data << uint32(0x745) << uint32(0x2); // 37 1861 unk
- data << uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
- }
- break;
- case 3820: // Eye of the Storm
- if (bg && bg->GetTypeID(true) == BATTLEGROUND_EY)
- bg->FillInitialWorldStates(data);
- else
- {
- data << uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
- data << uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
- data << uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
- data << uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
- data << uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
- data << uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
- data << uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
- data << uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
- data << uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
- data << uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
- data << uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
- data << uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
- data << uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
- data << uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
- data << uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
- data << uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
- data << uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
- data << uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
- data << uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
- data << uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
- data << uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
- data << uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
- data << uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
- data << uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
- data << uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
- data << uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
- data << uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
- data << uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
- data << uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
- data << uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
- data << uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
- data << uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
- // and some more ... unknown
- }
- break;
- // any of these needs change! the client remembers the prev setting!
- // ON EVERY ZONE LEAVE, RESET THE OLD ZONE'S WORLD STATE, BUT AT LEAST THE UI STUFF!
- case 3483: // Hellfire Peninsula
- if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_HP)
- pvp->FillInitialWorldStates(data);
- else
- {
- data << uint32(0x9ba) << uint32(0x1); // 10 // add ally tower main gui icon // maybe should be sent only on login?
- data << uint32(0x9b9) << uint32(0x1); // 11 // add horde tower main gui icon // maybe should be sent only on login?
- data << uint32(0x9b5) << uint32(0x0); // 12 // show neutral broken hill icon // 2485
- data << uint32(0x9b4) << uint32(0x1); // 13 // show icon above broken hill // 2484
- data << uint32(0x9b3) << uint32(0x0); // 14 // show ally broken hill icon // 2483
- data << uint32(0x9b2) << uint32(0x0); // 15 // show neutral overlook icon // 2482
- data << uint32(0x9b1) << uint32(0x1); // 16 // show the overlook arrow // 2481
- data << uint32(0x9b0) << uint32(0x0); // 17 // show ally overlook icon // 2480
- data << uint32(0x9ae) << uint32(0x0); // 18 // horde pvp objectives captured // 2478
- data << uint32(0x9ac) << uint32(0x0); // 19 // ally pvp objectives captured // 2476
- data << uint32(2475) << uint32(100); //: ally / horde slider grey area // show only in direct vicinity!
- data << uint32(2474) << uint32(50); //: ally / horde slider percentage, 100 for ally, 0 for horde // show only in direct vicinity!
- data << uint32(2473) << uint32(0); //: ally / horde slider display // show only in direct vicinity!
- data << uint32(0x9a8) << uint32(0x0); // 20 // show the neutral stadium icon // 2472
- data << uint32(0x9a7) << uint32(0x0); // 21 // show the ally stadium icon // 2471
- data << uint32(0x9a6) << uint32(0x1); // 22 // show the horde stadium icon // 2470
- }
- break;
- case 3518: // Nagrand
- if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_NA)
- pvp->FillInitialWorldStates(data);
- else
- {
- data << uint32(2503) << uint32(0x0); // 10
- data << uint32(2502) << uint32(0x0); // 11
- data << uint32(2493) << uint32(0x0); // 12
- data << uint32(2491) << uint32(0x0); // 13
- data << uint32(2495) << uint32(0x0); // 14
- data << uint32(2494) << uint32(0x0); // 15
- data << uint32(2497) << uint32(0x0); // 16
- data << uint32(2762) << uint32(0x0); // 17
- data << uint32(2662) << uint32(0x0); // 18
- data << uint32(2663) << uint32(0x0); // 19
- data << uint32(2664) << uint32(0x0); // 20
- data << uint32(2760) << uint32(0x0); // 21
- data << uint32(2670) << uint32(0x0); // 22
- data << uint32(2668) << uint32(0x0); // 23
- data << uint32(2669) << uint32(0x0); // 24
- data << uint32(2761) << uint32(0x0); // 25
- data << uint32(2667) << uint32(0x0); // 26
- data << uint32(2665) << uint32(0x0); // 27
- data << uint32(2666) << uint32(0x0); // 28
- data << uint32(2763) << uint32(0x0); // 29
- data << uint32(2659) << uint32(0x0); // 30
- data << uint32(2660) << uint32(0x0); // 31
- data << uint32(2661) << uint32(0x0); // 32
- data << uint32(2671) << uint32(0x0); // 33
- data << uint32(2676) << uint32(0x0); // 34
- data << uint32(2677) << uint32(0x0); // 35
- data << uint32(2672) << uint32(0x0); // 36
- data << uint32(2673) << uint32(0x0); // 37
- }
- break;
- case 3519: // Terokkar Forest
- if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_TF)
- pvp->FillInitialWorldStates(data);
- else
- {
- data << uint32(0xa41) << uint32(0x0); // 10 // 2625 capture bar pos
- data << uint32(0xa40) << uint32(0x14); // 11 // 2624 capture bar neutral
- data << uint32(0xa3f) << uint32(0x0); // 12 // 2623 show capture bar
- data << uint32(0xa3e) << uint32(0x0); // 13 // 2622 horde towers controlled
- data << uint32(0xa3d) << uint32(0x5); // 14 // 2621 ally towers controlled
- data << uint32(0xa3c) << uint32(0x0); // 15 // 2620 show towers controlled
- data << uint32(0xa88) << uint32(0x0); // 16 // 2696 SE Neu
- data << uint32(0xa87) << uint32(0x0); // 17 // SE Horde
- data << uint32(0xa86) << uint32(0x0); // 18 // SE Ally
- data << uint32(0xa85) << uint32(0x0); // 19 //S Neu
- data << uint32(0xa84) << uint32(0x0); // 20 S Horde
- data << uint32(0xa83) << uint32(0x0); // 21 S Ally
- data << uint32(0xa82) << uint32(0x0); // 22 NE Neu
- data << uint32(0xa81) << uint32(0x0); // 23 NE Horde
- data << uint32(0xa80) << uint32(0x0); // 24 NE Ally
- data << uint32(0xa7e) << uint32(0x0); // 25 // 2686 N Neu
- data << uint32(0xa7d) << uint32(0x0); // 26 N Horde
- data << uint32(0xa7c) << uint32(0x0); // 27 N Ally
- data << uint32(0xa7b) << uint32(0x0); // 28 NW Ally
- data << uint32(0xa7a) << uint32(0x0); // 29 NW Horde
- data << uint32(0xa79) << uint32(0x0); // 30 NW Neutral
- data << uint32(0x9d0) << uint32(0x5); // 31 // 2512 locked time remaining seconds first digit
- data << uint32(0x9ce) << uint32(0x0); // 32 // 2510 locked time remaining seconds second digit
- data << uint32(0x9cd) << uint32(0x0); // 33 // 2509 locked time remaining minutes
- data << uint32(0x9cc) << uint32(0x0); // 34 // 2508 neutral locked time show
- data << uint32(0xad0) << uint32(0x0); // 35 // 2768 horde locked time show
- data << uint32(0xacf) << uint32(0x1); // 36 // 2767 ally locked time show
- }
- break;
- case 3521: // Zangarmarsh
- if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_ZM)
- pvp->FillInitialWorldStates(data);
- else
- {
- data << uint32(0x9e1) << uint32(0x0); // 10 //2529
- data << uint32(0x9e0) << uint32(0x0); // 11
- data << uint32(0x9df) << uint32(0x0); // 12
- data << uint32(0xa5d) << uint32(0x1); // 13 //2653
- data << uint32(0xa5c) << uint32(0x0); // 14 //2652 east beacon neutral
- data << uint32(0xa5b) << uint32(0x1); // 15 horde
- data << uint32(0xa5a) << uint32(0x0); // 16 ally
- data << uint32(0xa59) << uint32(0x1); // 17 // 2649 Twin spire graveyard horde 12???
- data << uint32(0xa58) << uint32(0x0); // 18 ally 14 ???
- data << uint32(0xa57) << uint32(0x0); // 19 neutral 7???
- data << uint32(0xa56) << uint32(0x0); // 20 // 2646 west beacon neutral
- data << uint32(0xa55) << uint32(0x1); // 21 horde
- data << uint32(0xa54) << uint32(0x0); // 22 ally
- data << uint32(0x9e7) << uint32(0x0); // 23 // 2535
- data << uint32(0x9e6) << uint32(0x0); // 24
- data << uint32(0x9e5) << uint32(0x0); // 25
- data << uint32(0xa00) << uint32(0x0); // 26 // 2560
- data << uint32(0x9ff) << uint32(0x1); // 27
- data << uint32(0x9fe) << uint32(0x0); // 28
- data << uint32(0x9fd) << uint32(0x0); // 29
- data << uint32(0x9fc) << uint32(0x1); // 30
- data << uint32(0x9fb) << uint32(0x0); // 31
- data << uint32(0xa62) << uint32(0x0); // 32 // 2658
- data << uint32(0xa61) << uint32(0x1); // 33
- data << uint32(0xa60) << uint32(0x1); // 34
- data << uint32(0xa5f) << uint32(0x0); // 35
- }
- break;
- case 3698: // Nagrand Arena
- if (bg && bg->GetTypeID(true) == BATTLEGROUND_NA)
- bg->FillInitialWorldStates(data);
- else
- {
- data << uint32(0xa0f) << uint32(0x0); // 7
- data << uint32(0xa10) << uint32(0x0); // 8
- data << uint32(0xa11) << uint32(0x0); // 9 show
- }
- break;
- case 3702: // Blade's Edge Arena
- if (bg && bg->GetTypeID(true) == BATTLEGROUND_BE)
- bg->FillInitialWorldStates(data);
- else
- {
- data << uint32(0x9f0) << uint32(0x0); // 7 gold
- data << uint32(0x9f1) << uint32(0x0); // 8 green
- data << uint32(0x9f3) << uint32(0x0); // 9 show
- }
- break;
- case 3968: // Ruins of Lordaeron
- if (bg && bg->GetTypeID(true) == BATTLEGROUND_RL)
- bg->FillInitialWorldStates(data);
- else
- {
- data << uint32(0xbb8) << uint32(0x0); // 7 gold
- data << uint32(0xbb9) << uint32(0x0); // 8 green
- data << uint32(0xbba) << uint32(0x0); // 9 show
- }
- break;
- case 4378: // Dalaran Sewers
- if (bg && bg->GetTypeID(true) == BATTLEGROUND_DS)
- bg->FillInitialWorldStates(data);
- else
- {
- data << uint32(3601) << uint32(0x0); // 7 gold
- data << uint32(3600) << uint32(0x0); // 8 green
- data << uint32(3610) << uint32(0x0); // 9 show
- }
- break;
- case 4384: // Strand of the Ancients
- if (bg && bg->GetTypeID(true) == BATTLEGROUND_SA)
- bg->FillInitialWorldStates(data);
- else
- {
- // 1-3 A defend, 4-6 H defend, 7-9 unk defend, 1 - ok, 2 - half destroyed, 3 - destroyed
- data << uint32(0xf09) << uint32(0x0); // 7 3849 Gate of Temple
- data << uint32(0xe36) << uint32(0x0); // 8 3638 Gate of Yellow Moon
- data << uint32(0xe27) << uint32(0x0); // 9 3623 Gate of Green Emerald
- data << uint32(0xe24) << uint32(0x0); // 10 3620 Gate of Blue Sapphire
- data << uint32(0xe21) << uint32(0x0); // 11 3617 Gate of Red Sun
- data << uint32(0xe1e) << uint32(0x0); // 12 3614 Gate of Purple Ametyst
- data << uint32(0xdf3) << uint32(0x0); // 13 3571 bonus timer (1 - on, 0 - off)
- data << uint32(0xded) << uint32(0x0); // 14 3565 Horde Attacker
- data << uint32(0xdec) << uint32(0x0); // 15 3564 Alliance Attacker
- // End Round (timer), better explain this by example, eg. ends in 19:59 -> A:BC
- data << uint32(0xde9) << uint32(0x0); // 16 3561 C
- data << uint32(0xde8) << uint32(0x0); // 17 3560 B
- data << uint32(0xde7) << uint32(0x0); // 18 3559 A
- data << uint32(0xe35) << uint32(0x0); // 19 3637 East g - Horde control
- data << uint32(0xe34) << uint32(0x0); // 20 3636 West g - Horde control
- data << uint32(0xe33) << uint32(0x0); // 21 3635 South g - Horde control
- data << uint32(0xe32) << uint32(0x0); // 22 3634 East g - Alliance control
- data << uint32(0xe31) << uint32(0x0); // 23 3633 West g - Alliance control
- data << uint32(0xe30) << uint32(0x0); // 24 3632 South g - Alliance control
- data << uint32(0xe2f) << uint32(0x0); // 25 3631 Chamber of Ancients - Horde control
- data << uint32(0xe2e) << uint32(0x0); // 26 3630 Chamber of Ancients - Alliance control
- data << uint32(0xe2d) << uint32(0x0); // 27 3629 Beach1 - Horde control
- data << uint32(0xe2c) << uint32(0x0); // 28 3628 Beach2 - Horde control
- data << uint32(0xe2b) << uint32(0x0); // 29 3627 Beach1 - Alliance control
- data << uint32(0xe2a) << uint32(0x0); // 30 3626 Beach2 - Alliance control
- // and many unks...
- }
- break;
- case 4406: // Ring of Valor
- if (bg && bg->GetTypeID(true) == BATTLEGROUND_RV)
- bg->FillInitialWorldStates(data);
- else
- {
- data << uint32(0xe10) << uint32(0x0); // 7 gold
- data << uint32(0xe11) << uint32(0x0); // 8 green
- data << uint32(0xe1a) << uint32(0x0); // 9 show
- }
- break;
- case 4710:
- if (bg && bg->GetTypeID(true) == BATTLEGROUND_IC)
- bg->FillInitialWorldStates(data);
- else
- {
- data << uint32(4221) << uint32(1); // 7 BG_IC_ALLIANCE_RENFORT_SET
- data << uint32(4222) << uint32(1); // 8 BG_IC_HORDE_RENFORT_SET
- data << uint32(4226) << uint32(300); // 9 BG_IC_ALLIANCE_RENFORT
- data << uint32(4227) << uint32(300); // 10 BG_IC_HORDE_RENFORT
- data << uint32(4322) << uint32(1); // 11 BG_IC_GATE_FRONT_H_WS_OPEN
- data << uint32(4321) << uint32(1); // 12 BG_IC_GATE_WEST_H_WS_OPEN
- data << uint32(4320) << uint32(1); // 13 BG_IC_GATE_EAST_H_WS_OPEN
- data << uint32(4323) << uint32(1); // 14 BG_IC_GATE_FRONT_A_WS_OPEN
- data << uint32(4324) << uint32(1); // 15 BG_IC_GATE_WEST_A_WS_OPEN
- data << uint32(4325) << uint32(1); // 16 BG_IC_GATE_EAST_A_WS_OPEN
- data << uint32(4317) << uint32(1); // 17 unknown
- data << uint32(4301) << uint32(1); // 18 BG_IC_DOCKS_UNCONTROLLED
- data << uint32(4296) << uint32(1); // 19 BG_IC_HANGAR_UNCONTROLLED
- data << uint32(4306) << uint32(1); // 20 BG_IC_QUARRY_UNCONTROLLED
- data << uint32(4311) << uint32(1); // 21 BG_IC_REFINERY_UNCONTROLLED
- data << uint32(4294) << uint32(1); // 22 BG_IC_WORKSHOP_UNCONTROLLED
- data << uint32(4243) << uint32(1); // 23 unknown
- data << uint32(4345) << uint32(1); // 24 unknown
- }
- break;
- // Icecrown Citadel
- case 4812:
- if (instance && mapid == 631)
- instance->FillInitialWorldStates(data);
- else
- {
- data << uint32(4903) << uint32(0); // 9 WORLDSTATE_SHOW_TIMER (Blood Quickening weekly)
- data << uint32(4904) << uint32(30); // 10 WORLDSTATE_EXECUTION_TIME
- data << uint32(4940) << uint32(0); // 11 WORLDSTATE_SHOW_ATTEMPTS
- data << uint32(4941) << uint32(50); // 12 WORLDSTATE_ATTEMPTS_REMAINING
- data << uint32(4942) << uint32(50); // 13 WORLDSTATE_ATTEMPTS_MAX
- }
- break;
- // The Culling of Stratholme
- case 4100:
- if (instance && mapid == 595)
- instance->FillInitialWorldStates(data);
- else
- {
- data << uint32(3479) << uint32(0); // 9 WORLDSTATE_SHOW_CRATES
- data << uint32(3480) << uint32(0); // 10 WORLDSTATE_CRATES_REVEALED
- data << uint32(3504) << uint32(0); // 11 WORLDSTATE_WAVE_COUNT
- data << uint32(3931) << uint32(25); // 12 WORLDSTATE_TIME_GUARDIAN
- data << uint32(3932) << uint32(0); // 13 WORLDSTATE_TIME_GUARDIAN_SHOW
- }
- break;
- // Ulduar
- case 4273:
- if (instance && mapid == 603)
- instance->FillInitialWorldStates(data);
- else
- {
- data << uint32(4132) << uint32(0); // 9 WORLDSTATE_SHOW_CRATES
- data << uint32(4131) << uint32(0); // 10 WORLDSTATE_CRATES_REVEALED
- }
- 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);
- SendBGWeekendWorldStates();
- }
- void Player::SendBGWeekendWorldStates()
- {
- for (uint32 i = 1; i < sBattlemasterListStore.GetNumRows(); ++i)
- {
- BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(i);
- if (bl && bl->HolidayWorldStateId)
- {
- if (BattlegroundMgr::IsBGWeekend((BattlegroundTypeId)bl->id))
- SendUpdateWorldState(bl->HolidayWorldStateId, 1);
- else
- SendUpdateWorldState(bl->HolidayWorldStateId, 0);
- }
- }
- }
- 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->outInfo(LOG_FILTER_PLAYER, "Player gain %u xp (+ %u Rested Bonus). Rested points=%f", xp+rested_bonus, rested_bonus, GetRestBonus());
- return rested_bonus;
- }
- void Player::SetBindPoint(uint64 guid)
- {
- WorldPacket data(SMSG_BINDER_CONFIRM, 8);
- data << uint64(guid);
- GetSession()->SendPacket(&data);
- }
- void Player::SendTalentWipeConfirm(uint64 guid)
- {
- WorldPacket data(MSG_TALENT_WIPE_CONFIRM, (8+4));
- data << uint64(guid);
- uint32 cost = sWorld->getBoolConfig(CONFIG_NO_RESET_TALENT_COST) ? 0 : resetTalentsCost();
- data << cost;
- GetSession()->SendPacket(&data);
- }
- void Player::ResetPetTalents()
- {
- // This needs another gossip option + NPC text as a confirmation.
- // The confirmation gossip listid has the text: "Yes, please do."
- Pet* pet = GetPet();
- if (!pet || pet->getPetType() != HUNTER_PET || pet->m_usedTalentCount == 0)
- return;
- CharmInfo* charmInfo = pet->GetCharmInfo();
- if (!charmInfo)
- {
- sLog->outError(LOG_FILTER_PLAYER, "Object (GUID: %u TypeId: %u) is considered pet-like but doesn't have a charminfo!", pet->GetGUIDLow(), pet->GetTypeId());
- return;
- }
- pet->resetTalents();
- SendTalentsInfoData(true);
- }
- /*********************************************************/
- /*** STORAGE SYSTEM ***/
- /*********************************************************/
- void Player::SetVirtualItemSlot(uint8 i, Item* item)
- {
- ASSERT(i < 3);
- if (i < 2 && item)
- {
- if (!item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT))
- return;
- uint32 charges = item->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT);
- if (charges == 0)
- return;
- if (charges > 1)
- item->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT, charges-1);
- else if (charges <= 1)
- {
- ApplyEnchantment(item, TEMP_ENCHANTMENT_SLOT, false);
- item->ClearEnchantment(TEMP_ENCHANTMENT_SLOT);
- }
- }
- }
- void Player::SetSheath(SheathState sheathed)
- {
- switch (sheathed)
- {
- case SHEATH_STATE_UNARMED: // no prepared weapon
- SetVirtualItemSlot(0, NULL);
- SetVirtualItemSlot(1, NULL);
- SetVirtualItemSlot(2, NULL);
- break;
- case SHEATH_STATE_MELEE: // prepared melee weapon
- {
- SetVirtualItemSlot(0, GetWeaponForAttack(BASE_ATTACK, true));
- SetVirtualItemSlot(1, GetWeaponForAttack(OFF_ATTACK, true));
- SetVirtualItemSlot(2, NULL);
- }; break;
- case SHEATH_STATE_RANGED: // prepared ranged weapon
- SetVirtualItemSlot(0, NULL);
- SetVirtualItemSlot(1, NULL);
- SetVirtualItemSlot(2, GetWeaponForAttack(RANGED_ATTACK, true));
- break;
- default:
- SetVirtualItemSlot(0, NULL);
- SetVirtualItemSlot(1, NULL);
- SetVirtualItemSlot(2, NULL);
- break;
- }
- Unit::SetSheath(sheathed); // this must visualize Sheath changing for other players...
- }
- uint8 Player::FindEquipSlot(ItemTemplate const* proto, uint32 slot, bool swap) const
- {
- uint8 playerClass = getClass();
- uint8 slots[4];
- slots[0] = NULL_SLOT;
- slots[1] = NULL_SLOT;
- slots[2] = NULL_SLOT;
- slots[3] = NULL_SLOT;
- switch (proto->InventoryType)
- {
- case INVTYPE_HEAD:
- slots[0] = EQUIPMENT_SLOT_HEAD;
- break;
- case INVTYPE_NECK:
- slots[0] = EQUIPMENT_SLOT_NECK;
- break;
- case INVTYPE_SHOULDERS:
- slots[0] = EQUIPMENT_SLOT_SHOULDERS;
- break;
- case INVTYPE_BODY:
- slots[0] = EQUIPMENT_SLOT_BODY;
- break;
- case INVTYPE_CHEST:
- slots[0] = EQUIPMENT_SLOT_CHEST;
- break;
- case INVTYPE_ROBE:
- slots[0] = EQUIPMENT_SLOT_CHEST;
- break;
- case INVTYPE_WAIST:
- slots[0] = EQUIPMENT_SLOT_WAIST;
- break;
- case INVTYPE_LEGS:
- slots[0] = EQUIPMENT_SLOT_LEGS;
- break;
- case INVTYPE_FEET:
- slots[0] = EQUIPMENT_SLOT_FEET;
- break;
- case INVTYPE_WRISTS:
- slots[0] = EQUIPMENT_SLOT_WRISTS;
- break;
- case INVTYPE_HANDS:
- slots[0] = EQUIPMENT_SLOT_HANDS;
- break;
- case INVTYPE_FINGER:
- slots[0] = EQUIPMENT_SLOT_FINGER1;
- slots[1] = EQUIPMENT_SLOT_FINGER2;
- break;
- case INVTYPE_TRINKET:
- slots[0] = EQUIPMENT_SLOT_TRINKET1;
- slots[1] = EQUIPMENT_SLOT_TRINKET2;
- break;
- case INVTYPE_CLOAK:
- slots[0] = EQUIPMENT_SLOT_BACK;
- break;
- case INVTYPE_WEAPON:
- {
- slots[0] = EQUIPMENT_SLOT_MAINHAND;
- // suggest offhand slot only if know dual wielding
- // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
- if (CanDualWield())
- slots[1] = EQUIPMENT_SLOT_OFFHAND;
- break;
- }
- case INVTYPE_SHIELD:
- slots[0] = EQUIPMENT_SLOT_OFFHAND;
- break;
- case INVTYPE_RANGED:
- slots[0] = EQUIPMENT_SLOT_RANGED;
- break;
- case INVTYPE_2HWEAPON:
- slots[0] = EQUIPMENT_SLOT_MAINHAND;
- if (Item* mhWeapon = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND))
- {
- if (ItemTemplate const* mhWeaponProto = mhWeapon->GetTemplate())
- {
- if (mhWeaponProto->SubClass == ITEM_SUBCLASS_WEAPON_POLEARM || mhWeaponProto->SubClass == ITEM_SUBCLASS_WEAPON_STAFF)
- {
- const_cast<Player*>(this)->AutoUnequipOffhandIfNeed(true);
- break;
- }
- }
- }
- if (GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND))
- {
- if (proto->SubClass == ITEM_SUBCLASS_WEAPON_POLEARM || proto->SubClass == ITEM_SUBCLASS_WEAPON_STAFF)
- {
- const_cast<Player*>(this)->AutoUnequipOffhandIfNeed(true);
- break;
- }
- }
- if (CanDualWield() && CanTitanGrip() && proto->SubClass != ITEM_SUBCLASS_WEAPON_POLEARM && proto->SubClass != ITEM_SUBCLASS_WEAPON_STAFF)
- slots[1] = EQUIPMENT_SLOT_OFFHAND;
- break;
- case INVTYPE_TABARD:
- slots[0] = EQUIPMENT_SLOT_TABARD;
- break;
- case INVTYPE_WEAPONMAINHAND:
- slots[0] = EQUIPMENT_SLOT_MAINHAND;
- break;
- case INVTYPE_WEAPONOFFHAND:
- slots[0] = EQUIPMENT_SLOT_OFFHAND;
- break;
- case INVTYPE_HOLDABLE:
- slots[0] = EQUIPMENT_SLOT_OFFHAND;
- break;
- case INVTYPE_THROWN:
- slots[0] = EQUIPMENT_SLOT_RANGED;
- break;
- case INVTYPE_RANGEDRIGHT:
- slots[0] = EQUIPMENT_SLOT_RANGED;
- break;
- case INVTYPE_BAG:
- slots[0] = INVENTORY_SLOT_BAG_START + 0;
- slots[1] = INVENTORY_SLOT_BAG_START + 1;
- slots[2] = INVENTORY_SLOT_BAG_START + 2;
- slots[3] = INVENTORY_SLOT_BAG_START + 3;
- break;
- case INVTYPE_RELIC:
- {
- switch (proto->SubClass)
- {
- case ITEM_SUBCLASS_ARMOR_LIBRAM:
- if (playerClass == CLASS_PALADIN)
- slots[0] = EQUIPMENT_SLOT_RANGED;
- break;
- case ITEM_SUBCLASS_ARMOR_IDOL:
- if (playerClass == CLASS_DRUID)
- slots[0] = EQUIPMENT_SLOT_RANGED;
- break;
- case ITEM_SUBCLASS_ARMOR_TOTEM:
- if (playerClass == CLASS_SHAMAN)
- slots[0] = EQUIPMENT_SLOT_RANGED;
- break;
- case ITEM_SUBCLASS_ARMOR_MISC:
- if (playerClass == CLASS_WARLOCK)
- slots[0] = EQUIPMENT_SLOT_RANGED;
- break;
- case ITEM_SUBCLASS_ARMOR_SIGIL:
- if (playerClass == CLASS_DEATH_KNIGHT)
- slots[0] = EQUIPMENT_SLOT_RANGED;
- break;
- }
- break;
- }
- default:
- return NULL_SLOT;
- }
- if (slot != NULL_SLOT)
- {
- if (swap || !GetItemByPos(INVENTORY_SLOT_BAG_0, slot))
- for (uint8 i = 0; i < 4; ++i)
- if (slots[i] == slot)
- return slot;
- }
- else
- {
- // search free slot at first
- for (uint8 i = 0; i < 4; ++i)
- if (slots[i] != NULL_SLOT && !GetItemByPos(INVENTORY_SLOT_BAG_0, slots[i]))
- // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free
- if (slots[i] != EQUIPMENT_SLOT_OFFHAND || !IsTwoHandUsed())
- return slots[i];
- // if not found free and can swap return first appropriate from used
- for (uint8 i = 0; i < 4; ++i)
- if (slots[i] != NULL_SLOT && swap)
- return slots[i];
- }
- // no free position
- return NULL_SLOT;
- }
- InventoryResult Player::CanUnequipItems(uint32 item, uint32 count) const
- {
- uint32 tempcount = 0;
- InventoryResult res = EQUIP_ERR_OK;
- for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i)
- if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
- if (pItem->GetEntry() == item)
- {
- InventoryResult ires = CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false);
- if (ires == EQUIP_ERR_OK)
- {
- tempcount += pItem->GetCount();
- if (tempcount >= count)
- return EQUIP_ERR_OK;
- }
- else
- res = ires;
- }
- for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
- if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
- if (pItem->GetEntry() == item)
- {
- tempcount += pItem->GetCount();
- if (tempcount >= count)
- return EQUIP_ERR_OK;
- }
- for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
- if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
- if (pItem->GetEntry() == item)
- {
- tempcount += pItem->GetCount();
- if (tempcount >= count)
- return EQUIP_ERR_OK;
- }
- for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
- if (Bag* pBag = GetBagByPos(i))
- for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
- if (Item* pItem = GetItemByPos(i, j))
- if (pItem->GetEntry() == item)
- {
- tempcount += pItem->GetCount();
- if (tempcount >= count)
- return EQUIP_ERR_OK;
- }
- // not found req. item count and have unequippable items
- return res;
- }
- uint32 Player::GetItemCount(uint32 item, bool inBankAlso, Item* skipItem) const
- {
- uint32 count = 0;
- for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
- if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
- if (pItem != skipItem && pItem->GetEntry() == item)
- count += pItem->GetCount();
- for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
- if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
- if (pItem != skipItem && pItem->GetEntry() == item)
- count += pItem->GetCount();
- for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
- if (Bag* pBag = GetBagByPos(i))
- count += pBag->GetItemCount(item, skipItem);
- if (skipItem && skipItem->GetTemplate()->GemProperties)
- for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
- if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
- if (pItem != skipItem && pItem->GetTemplate()->Socket[0].Color)
- count += pItem->GetGemCountWithID(item);
- if (inBankAlso)
- {
- // checking every item from 39 to 74 (including bank bags)
- for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_BAG_END; ++i)
- if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
- if (pItem != skipItem && pItem->GetEntry() == item)
- count += pItem->GetCount();
- for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
- if (Bag* pBag = GetBagByPos(i))
- count += pBag->GetItemCount(item, skipItem);
- if (skipItem && skipItem->GetTemplate()->GemProperties)
- for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i)
- if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
- if (pItem != skipItem && pItem->GetTemplate()->Socket[0].Color)
- count += pItem->GetGemCountWithID(item);
- }
- return count;
- }
- uint32 Player::GetItemCountWithLimitCategory(uint32 limitCategory, Item* skipItem) const
- {
- uint32 count = 0;
- for (int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
- if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
- if (pItem != skipItem)
- if (ItemTemplate const* pProto = pItem->GetTemplate())
- if (pProto->ItemLimitCategory == limitCategory)
- count += pItem->GetCount();
- for (int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
- if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
- if (pItem != skipItem)
- if (ItemTemplate const* pProto = pItem->GetTemplate())
- if (pProto->ItemLimitCategory == limitCategory)
- count += pItem->GetCount();
- for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
- if (Bag* pBag = GetBagByPos(i))
- count += pBag->GetItemCountWithLimitCategory(limitCategory, skipItem);
- for (int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_BAG_END; ++i)
- if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
- if (pItem != skipItem)
- if (ItemTemplate const* pProto = pItem->GetTemplate())
- if (pProto->ItemLimitCategory == limitCategory)
- count += pItem->GetCount();
- for (int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
- if (Bag* pBag = GetBagByPos(i))
- count += pBag->GetItemCountWithLimitCategory(limitCategory, skipItem);
- return count;
- }
- Item* Player::GetItemByGuid(uint64 guid) const
- {
- for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
- if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
- if (pItem->GetGUID() == guid)
- return pItem;
- for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
- if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
- if (pItem->GetGUID() == guid)
- return pItem;
- for (int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_BAG_END; ++i)
- if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
- if (pItem->GetGUID() == guid)
- return pItem;
- for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
- if (Bag* pBag = GetBagByPos(i))
- for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
- if (Item* pItem = pBag->GetItemByPos(j))
- if (pItem->GetGUID() == guid)
- return pItem;
- for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
- if (Bag* pBag = GetBagByPos(i))
- for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
- if (Item* pItem = pBag->GetItemByPos(j))
- if (pItem->GetGUID() == guid)
- return pItem;
- return NULL;
- }
- Item* Player::GetItemByPos(uint16 pos) const
- {
- uint8 bag = pos >> 8;
- uint8 slot = pos & 255;
- return GetItemByPos(bag, slot);
- }
- Item* Player::GetItemByPos(uint8 bag, uint8 slot) const
- {
- if (bag == INVENTORY_SLOT_BAG_0 && (slot < BANK_SLOT_BAG_END || (slot >= KEYRING_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)))
- return m_items[slot];
- else if (Bag* pBag = GetBagByPos(bag))
- return pBag->GetItemByPos(slot);
- return NULL;
- }
- Bag* Player::GetBagByPos(uint8 bag) const
- {
- if ((bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)
- || (bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END))
- if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, bag))
- return item->ToBag();
- return NULL;
- }
- Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool useable /*= false*/) const
- {
- uint8 slot;
- switch (attackType)
- {
- case BASE_ATTACK: slot = EQUIPMENT_SLOT_MAINHAND; break;
- case OFF_ATTACK: slot = EQUIPMENT_SLOT_OFFHAND; break;
- case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED; break;
- default: return NULL;
- }
- Item* item = NULL;
- if (useable)
- item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, slot);
- else
- item = GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
- if (!item || item->GetTemplate()->Class != ITEM_CLASS_WEAPON)
- return NULL;
- if (!useable)
- return item;
- if (item->IsBroken() || IsInFeralForm())
- return NULL;
- return item;
- }
- Item* Player::GetShield(bool useable) const
- {
- Item* item = NULL;
- if (useable)
- item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
- else
- item = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
- if (!item || item->GetTemplate()->Class != ITEM_CLASS_ARMOR)
- return NULL;
- if (!useable)
- return item;
- if (item->IsBroken())
- return NULL;
- return item;
- }
- uint8 Player::GetAttackBySlot(uint8 slot)
- {
- switch (slot)
- {
- case EQUIPMENT_SLOT_MAINHAND: return BASE_ATTACK;
- case EQUIPMENT_SLOT_OFFHAND: return OFF_ATTACK;
- case EQUIPMENT_SLOT_RANGED: return RANGED_ATTACK;
- default: return MAX_ATTACK;
- }
- }
- bool Player::IsInventoryPos(uint8 bag, uint8 slot)
- {
- if (bag == INVENTORY_SLOT_BAG_0 && slot == NULL_SLOT)
- return true;
- if (bag == INVENTORY_SLOT_BAG_0 && (slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END))
- return true;
- if (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)
- return true;
- if (bag == INVENTORY_SLOT_BAG_0 && (slot >= KEYRING_SLOT_START && slot < CURRENCYTOKEN_SLOT_END))
- return true;
- return false;
- }
- bool Player::IsEquipmentPos(uint8 bag, uint8 slot)
- {
- if (bag == INVENTORY_SLOT_BAG_0 && (slot < EQUIPMENT_SLOT_END))
- return true;
- if (bag == INVENTORY_SLOT_BAG_0 && (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END))
- return true;
- return false;
- }
- bool Player::IsBankPos(uint8 bag, uint8 slot)
- {
- if (bag == INVENTORY_SLOT_BAG_0 && (slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END))
- return true;
- if (bag == INVENTORY_SLOT_BAG_0 && (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END))
- return true;
- if (bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END)
- return true;
- return false;
- }
- bool Player::IsBagPos(uint16 pos)
- {
- uint8 bag = pos >> 8;
- uint8 slot = pos & 255;
- if (bag == INVENTORY_SLOT_BAG_0 && (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END))
- return true;
- if (bag == INVENTORY_SLOT_BAG_0 && (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END))
- return true;
- return false;
- }
- bool Player::IsValidPos(uint8 bag, uint8 slot, bool explicit_pos)
- {
- // post selected
- if (bag == NULL_BAG && !explicit_pos)
- return true;
- if (bag == INVENTORY_SLOT_BAG_0)
- {
- // any post selected
- if (slot == NULL_SLOT && !explicit_pos)
- return true;
- // equipment
- if (slot < EQUIPMENT_SLOT_END)
- return true;
- // bag equip slots
- if (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END)
- return true;
- // backpack slots
- if (slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END)
- return true;
- // keyring slots
- if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_END)
- return true;
- // bank main slots
- if (slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END)
- return true;
- // bank bag slots
- if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)
- return true;
- return false;
- }
- // bag content slots
- // bank bag content slots
- if (Bag* pBag = GetBagByPos(bag))
- {
- // any post selected
- if (slot == NULL_SLOT && !explicit_pos)
- return true;
- return slot < pBag->GetBagSize();
- }
- // where this?
- return false;
- }
- bool Player::HasItemCount(uint32 item, uint32 count, bool inBankAlso) const
- {
- uint32 tempcount = 0;
- for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
- {
- Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
- if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade())
- {
- tempcount += pItem->GetCount();
- if (tempcount >= count)
- return true;
- }
- }
- for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
- {
- Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
- if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade())
- {
- tempcount += pItem->GetCount();
- if (tempcount >= count)
- return true;
- }
- }
- for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
- {
- if (Bag* pBag = GetBagByPos(i))
- {
- for (uint32 j = 0; j < pBag->GetBagSize(); j++)
- {
- Item* pItem = GetItemByPos(i, j);
- if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade())
- {
- tempcount += pItem->GetCount();
- if (tempcount >= count)
- return true;
- }
- }
- }
- }
- if (inBankAlso)
- {
- for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
- {
- Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
- if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade())
- {
- tempcount += pItem->GetCount();
- if (tempcount >= count)
- return true;
- }
- }
- for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
- {
- if (Bag* pBag = GetBagByPos(i))
- {
- for (uint32 j = 0; j < pBag->GetBagSize(); j++)
- {
- Item* pItem = GetItemByPos(i, j);
- if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade())
- {
- tempcount += pItem->GetCount();
- if (tempcount >= count)
- return true;
- }
- }
- }
- }
- }
- return false;
- }
- bool Player::HasItemOrGemWithIdEquipped(uint32 item, uint32 count, uint8 except_slot) const
- {
- uint32 tempcount = 0;
- for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
- {
- if (i == except_slot)
- continue;
- Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
- if (pItem && pItem->GetEntry() == item)
- {
- tempcount += pItem->GetCount();
- if (tempcount >= count)
- return true;
- }
- }
- ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(item);
- if (pProto && pProto->GemProperties)
- {
- for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
- {
- if (i == except_slot)
- continue;
- Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
- if (pItem && pItem->GetTemplate()->Socket[0].Color)
- {
- tempcount += pItem->GetGemCountWithID(item);
- if (tempcount >= count)
- return true;
- }
- }
- }
- return false;
- }
- bool Player::HasItemOrGemWithLimitCategoryEquipped(uint32 limitCategory, uint32 count, uint8 except_slot) const
- {
- uint32 tempcount = 0;
- for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
- {
- if (i == except_slot)
- continue;
- Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
- if (!pItem)
- continue;
- ItemTemplate const* pProto = pItem->GetTemplate();
- if (!pProto)
- continue;
- if (pProto->ItemLimitCategory == limitCategory)
- {
- tempcount += pItem->GetCount();
- if (tempcount >= count)
- return true;
- }
- if (pProto->Socket[0].Color || pItem->GetEnchantmentId(PRISMATIC_ENCHANTMENT_SLOT))
- {
- tempcount += pItem->GetGemCountWithLimitCategory(limitCategory);
- if (tempcount >= count)
- return true;
- }
- }
- return false;
- }
- InventoryResult Player::CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count) const
- {
- ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(entry);
- if (!pProto)
- {
- if (no_space_count)
- *no_space_count = count;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
- }
- if (pItem && pItem->m_lootGenerated)
- return EQUIP_ERR_ALREADY_LOOTED;
- // no maximum
- if ((pProto->MaxCount <= 0 && pProto->ItemLimitCategory == 0) || pProto->MaxCount == 2147483647)
- return EQUIP_ERR_OK;
- if (pProto->MaxCount > 0)
- {
- uint32 curcount = GetItemCount(pProto->ItemId, true, pItem);
- if (curcount + count > uint32(pProto->MaxCount))
- {
- if (no_space_count)
- *no_space_count = count + curcount - pProto->MaxCount;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
- }
- }
- // check unique-equipped limit
- if (pProto->ItemLimitCategory)
- {
- ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(pProto->ItemLimitCategory);
- if (!limitEntry)
- {
- if (no_space_count)
- *no_space_count = count;
- return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
- }
- if (limitEntry->mode == ITEM_LIMIT_CATEGORY_MODE_HAVE)
- {
- uint32 curcount = GetItemCountWithLimitCategory(pProto->ItemLimitCategory, pItem);
- if (curcount + count > uint32(limitEntry->maxCount))
- {
- if (no_space_count)
- *no_space_count = count + curcount - limitEntry->maxCount;
- return EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_COUNT_EXCEEDED;
- }
- }
- }
- 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 = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, i);
- if (pItem && IsTotemCategoryCompatiableWith(pItem->GetTemplate()->TotemCategory, TotemCategory))
- return true;
- }
- for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
- {
- pItem = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, i);
- if (pItem && IsTotemCategoryCompatiableWith(pItem->GetTemplate()->TotemCategory, TotemCategory))
- return true;
- }
- for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
- {
- if (Bag* pBag = GetBagByPos(i))
- {
- for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
- {
- pItem = GetUseableItemByPos(i, j);
- if (pItem && IsTotemCategoryCompatiableWith(pItem->GetTemplate()->TotemCategory, TotemCategory))
- return true;
- }
- }
- }
- return false;
- }
- InventoryResult Player::CanStoreItem_InSpecificSlot(uint8 bag, uint8 slot, ItemPosCountVec &dest, ItemTemplate const* pProto, uint32& count, bool swap, Item* pSrcItem) const
- {
- Item* pItem2 = GetItemByPos(bag, slot);
- // ignore move item (this slot will be empty at move)
- if (pItem2 == pSrcItem)
- pItem2 = NULL;
- uint32 need_space;
- if (pSrcItem && pSrcItem->IsNotEmptyBag() && !IsBagPos(uint16(bag) << 8 | slot))
- return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS;
- // empty specific slot - check item fit to slot
- if (!pItem2 || swap)
- {
- if (bag == INVENTORY_SLOT_BAG_0)
- {
- // keyring case
- if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_START+GetMaxKeyringSize() && !(pProto->BagFamily & BAG_FAMILY_MASK_KEYS))
- return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
- // currencytoken case
- if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END && !(pProto->IsCurrencyToken()))
- return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
- // prevent cheating
- if ((slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END) || slot >= PLAYER_SLOT_END)
- return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
- }
- else
- {
- Bag* pBag = GetBagByPos(bag);
- if (!pBag)
- return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
- ItemTemplate const* pBagProto = pBag->GetTemplate();
- if (!pBagProto)
- return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
- if (slot >= pBagProto->ContainerSlots)
- return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
- if (!ItemCanGoIntoBag(pProto, pBagProto))
- return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
- }
- // non empty stack with space
- need_space = pProto->GetMaxStackSize();
- }
- // non empty slot, check item type
- else
- {
- // can be merged at least partly
- InventoryResult res = pItem2->CanBeMergedPartlyWith(pProto);
- if (res != EQUIP_ERR_OK)
- return res;
- // free stack space or infinity
- need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
- }
- if (need_space > count)
- need_space = count;
- ItemPosCount newPosition = ItemPosCount((bag << 8) | slot, need_space);
- if (!newPosition.isContainedIn(dest))
- {
- dest.push_back(newPosition);
- count -= need_space;
- }
- return EQUIP_ERR_OK;
- }
- InventoryResult Player::CanStoreItem_InBag(uint8 bag, ItemPosCountVec &dest, ItemTemplate const* pProto, uint32& count, bool merge, bool non_specialized, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot) const
- {
- // skip specific bag already processed in first called CanStoreItem_InBag
- if (bag == skip_bag)
- return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
- // skip not existed bag or self targeted bag
- Bag* pBag = GetBagByPos(bag);
- if (!pBag || pBag == pSrcItem)
- return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
- if (pSrcItem && pSrcItem->IsNotEmptyBag())
- return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS;
- ItemTemplate const* pBagProto = pBag->GetTemplate();
- if (!pBagProto)
- return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
- // specialized bag mode or non-specilized
- if (non_specialized != (pBagProto->Class == ITEM_CLASS_CONTAINER && pBagProto->SubClass == ITEM_SUBCLASS_CONTAINER))
- return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
- if (!ItemCanGoIntoBag(pProto, pBagProto))
- return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
- for (uint32 j = 0; j < pBag->GetBagSize(); j++)
- {
- // skip specific slot already processed in first called CanStoreItem_InSpecificSlot
- if (j == skip_slot)
- continue;
- Item* pItem2 = GetItemByPos(bag, j);
- // ignore move item (this slot will be empty at move)
- if (pItem2 == pSrcItem)
- pItem2 = NULL;
- // if merge skip empty, if !merge skip non-empty
- if ((pItem2 != NULL) != merge)
- continue;
- uint32 need_space = pProto->GetMaxStackSize();
- if (pItem2)
- {
- // can be merged at least partly
- uint8 res = pItem2->CanBeMergedPartlyWith(pProto);
- if (res != EQUIP_ERR_OK)
- continue;
- // descrease at current stacksize
- need_space -= pItem2->GetCount();
- }
- if (need_space > count)
- need_space = count;
- ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
- if (!newPosition.isContainedIn(dest))
- {
- dest.push_back(newPosition);
- count -= need_space;
- if (count==0)
- return EQUIP_ERR_OK;
- }
- }
- return EQUIP_ERR_OK;
- }
- InventoryResult Player::CanStoreItem_InInventorySlots(uint8 slot_begin, uint8 slot_end, ItemPosCountVec &dest, ItemTemplate const* pProto, uint32& count, bool merge, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot) const
- {
- //this is never called for non-bag slots so we can do this
- if (pSrcItem && pSrcItem->IsNotEmptyBag())
- return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS;
- for (uint32 j = slot_begin; j < slot_end; j++)
- {
- // skip specific slot already processed in first called CanStoreItem_InSpecificSlot
- if (INVENTORY_SLOT_BAG_0 == skip_bag && j == skip_slot)
- continue;
- Item* pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, j);
- // ignore move item (this slot will be empty at move)
- if (pItem2 == pSrcItem)
- pItem2 = NULL;
- // if merge skip empty, if !merge skip non-empty
- if ((pItem2 != NULL) != merge)
- continue;
- uint32 need_space = pProto->GetMaxStackSize();
- if (pItem2)
- {
- // can be merged at least partly
- uint8 res = pItem2->CanBeMergedPartlyWith(pProto);
- if (res != EQUIP_ERR_OK)
- continue;
- // descrease at current stacksize
- need_space -= pItem2->GetCount();
- }
- if (need_space > count)
- need_space = count;
- ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
- if (!newPosition.isContainedIn(dest))
- {
- dest.push_back(newPosition);
- count -= need_space;
- if (count==0)
- return EQUIP_ERR_OK;
- }
- }
- return EQUIP_ERR_OK;
- }
- InventoryResult Player::CanStoreItem(uint8 bag, uint8 slot, ItemPosCountVec &dest, uint32 entry, uint32 count, Item* pItem, bool swap, uint32* no_space_count) const
- {
- sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, entry, count);
- ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(entry);
- if (!pProto)
- {
- if (no_space_count)
- *no_space_count = count;
- return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED :EQUIP_ERR_ITEM_NOT_FOUND;
- }
- if (pItem)
- {
- // item used
- if (pItem->m_lootGenerated)
- {
- if (no_space_count)
- *no_space_count = count;
- return EQUIP_ERR_ALREADY_LOOTED;
- }
- if (pItem->IsBindedNotWith(this))
- {
- if (no_space_count)
- *no_space_count = count;
- return EQUIP_ERR_DONT_OWN_THAT_ITEM;
- }
- }
- // check count of items (skip for auto move for same player from bank)
- uint32 no_similar_count = 0; // can't store this amount similar items
- InventoryResult res = CanTakeMoreSimilarItems(entry, count, pItem, &no_similar_count);
- if (res != EQUIP_ERR_OK)
- {
- if (count == no_similar_count)
- {
- if (no_space_count)
- *no_space_count = no_similar_count;
- return res;
- }
- count -= no_similar_count;
- }
- // in specific slot
- if (bag != NULL_BAG && slot != NULL_SLOT)
- {
- res = CanStoreItem_InSpecificSlot(bag, slot, dest, pProto, count, swap, pItem);
- if (res != EQUIP_ERR_OK)
- {
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return res;
- }
- if (count == 0)
- {
- if (no_similar_count == 0)
- return EQUIP_ERR_OK;
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
- }
- }
- // not specific slot or have space for partly store only in specific slot
- // in specific bag
- if (bag != NULL_BAG)
- {
- // search stack in bag for merge to
- if (pProto->Stackable != 1)
- {
- if (bag == INVENTORY_SLOT_BAG_0) // inventory
- {
- res = CanStoreItem_InInventorySlots(KEYRING_SLOT_START, CURRENCYTOKEN_SLOT_END, dest, pProto, count, true, pItem, bag, slot);
- if (res != EQUIP_ERR_OK)
- {
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return res;
- }
- if (count == 0)
- {
- if (no_similar_count == 0)
- return EQUIP_ERR_OK;
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
- }
- res = CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START, INVENTORY_SLOT_ITEM_END, dest, pProto, count, true, pItem, bag, slot);
- if (res != EQUIP_ERR_OK)
- {
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return res;
- }
- if (count == 0)
- {
- if (no_similar_count == 0)
- return EQUIP_ERR_OK;
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
- }
- }
- else // equipped bag
- {
- // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
- res = CanStoreItem_InBag(bag, dest, pProto, count, true, false, pItem, NULL_BAG, slot);
- if (res != EQUIP_ERR_OK)
- res = CanStoreItem_InBag(bag, dest, pProto, count, true, true, pItem, NULL_BAG, slot);
- if (res != EQUIP_ERR_OK)
- {
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return res;
- }
- if (count == 0)
- {
- if (no_similar_count == 0)
- return EQUIP_ERR_OK;
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
- }
- }
- }
- // search free slot in bag for place to
- if (bag == INVENTORY_SLOT_BAG_0) // inventory
- {
- // search free slot - keyring case
- if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
- {
- uint32 keyringSize = GetMaxKeyringSize();
- res = CanStoreItem_InInventorySlots(KEYRING_SLOT_START, KEYRING_SLOT_START+keyringSize, dest, pProto, count, false, pItem, bag, slot);
- if (res != EQUIP_ERR_OK)
- {
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return res;
- }
- if (count == 0)
- {
- if (no_similar_count == 0)
- return EQUIP_ERR_OK;
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
- }
- res = CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START, CURRENCYTOKEN_SLOT_END, dest, pProto, count, false, pItem, bag, slot);
- if (res != EQUIP_ERR_OK)
- {
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return res;
- }
- if (count == 0)
- {
- if (no_similar_count == 0)
- return EQUIP_ERR_OK;
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
- }
- }
- else if (pProto->IsCurrencyToken())
- {
- res = CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START, CURRENCYTOKEN_SLOT_END, dest, pProto, count, false, pItem, bag, slot);
- if (res != EQUIP_ERR_OK)
- {
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return res;
- }
- if (count == 0)
- {
- if (no_similar_count == 0)
- return EQUIP_ERR_OK;
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
- }
- }
- res = CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START, INVENTORY_SLOT_ITEM_END, dest, pProto, count, false, pItem, bag, slot);
- if (res != EQUIP_ERR_OK)
- {
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return res;
- }
- if (count == 0)
- {
- if (no_similar_count == 0)
- return EQUIP_ERR_OK;
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
- }
- }
- else // equipped bag
- {
- res = CanStoreItem_InBag(bag, dest, pProto, count, false, false, pItem, NULL_BAG, slot);
- if (res != EQUIP_ERR_OK)
- res = CanStoreItem_InBag(bag, dest, pProto, count, false, true, pItem, NULL_BAG, slot);
- if (res != EQUIP_ERR_OK)
- {
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return res;
- }
- if (count == 0)
- {
- if (no_similar_count == 0)
- return EQUIP_ERR_OK;
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
- }
- }
- }
- // not specific bag or have space for partly store only in specific bag
- // search stack for merge to
- if (pProto->Stackable != 1)
- {
- res = CanStoreItem_InInventorySlots(KEYRING_SLOT_START, CURRENCYTOKEN_SLOT_END, dest, pProto, count, true, pItem, bag, slot);
- if (res != EQUIP_ERR_OK)
- {
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return res;
- }
- if (count == 0)
- {
- if (no_similar_count == 0)
- return EQUIP_ERR_OK;
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
- }
- res = CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START, INVENTORY_SLOT_ITEM_END, dest, pProto, count, true, pItem, bag, slot);
- if (res != EQUIP_ERR_OK)
- {
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return res;
- }
- if (count == 0)
- {
- if (no_similar_count == 0)
- return EQUIP_ERR_OK;
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
- }
- if (pProto->BagFamily)
- {
- for (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
- {
- res = CanStoreItem_InBag(i, dest, pProto, count, true, false, pItem, bag, slot);
- if (res != EQUIP_ERR_OK)
- continue;
- if (count == 0)
- {
- if (no_similar_count == 0)
- return EQUIP_ERR_OK;
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
- }
- }
- }
- for (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
- {
- res = CanStoreItem_InBag(i, dest, pProto, count, true, true, pItem, bag, slot);
- if (res != EQUIP_ERR_OK)
- continue;
- if (count == 0)
- {
- if (no_similar_count == 0)
- return EQUIP_ERR_OK;
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
- }
- }
- }
- // search free slot - special bag case
- if (pProto->BagFamily)
- {
- if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
- {
- uint32 keyringSize = GetMaxKeyringSize();
- res = CanStoreItem_InInventorySlots(KEYRING_SLOT_START, KEYRING_SLOT_START+keyringSize, dest, pProto, count, false, pItem, bag, slot);
- if (res != EQUIP_ERR_OK)
- {
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return res;
- }
- if (count == 0)
- {
- if (no_similar_count == 0)
- return EQUIP_ERR_OK;
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
- }
- }
- else if (pProto->IsCurrencyToken())
- {
- res = CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START, CURRENCYTOKEN_SLOT_END, dest, pProto, count, false, pItem, bag, slot);
- if (res != EQUIP_ERR_OK)
- {
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return res;
- }
- if (count == 0)
- {
- if (no_similar_count == 0)
- return EQUIP_ERR_OK;
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
- }
- }
- for (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
- {
- res = CanStoreItem_InBag(i, dest, pProto, count, false, false, pItem, bag, slot);
- if (res != EQUIP_ERR_OK)
- continue;
- if (count == 0)
- {
- if (no_similar_count == 0)
- return EQUIP_ERR_OK;
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
- }
- }
- }
- if (pItem && pItem->IsNotEmptyBag())
- return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG;
- // search free slot
- res = CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START, INVENTORY_SLOT_ITEM_END, dest, pProto, count, false, pItem, bag, slot);
- if (res != EQUIP_ERR_OK)
- {
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return res;
- }
- if (count == 0)
- {
- if (no_similar_count == 0)
- return EQUIP_ERR_OK;
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
- }
- for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
- {
- res = CanStoreItem_InBag(i, dest, pProto, count, false, true, pItem, bag, slot);
- if (res != EQUIP_ERR_OK)
- continue;
- if (count == 0)
- {
- if (no_similar_count == 0)
- return EQUIP_ERR_OK;
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
- }
- }
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return EQUIP_ERR_INVENTORY_FULL;
- }
- //////////////////////////////////////////////////////////////////////////
- InventoryResult Player::CanStoreItems(Item** pItems, int count) const
- {
- Item* pItem2;
- // fill space table
- int inv_slot_items[INVENTORY_SLOT_ITEM_END - INVENTORY_SLOT_ITEM_START];
- int inv_bags[INVENTORY_SLOT_BAG_END - INVENTORY_SLOT_BAG_START][MAX_BAG_SIZE];
- int inv_keys[KEYRING_SLOT_END - KEYRING_SLOT_START];
- int inv_tokens[CURRENCYTOKEN_SLOT_END - CURRENCYTOKEN_SLOT_START];
- memset(inv_slot_items, 0, sizeof(int) * (INVENTORY_SLOT_ITEM_END - INVENTORY_SLOT_ITEM_START));
- memset(inv_bags, 0, sizeof(int) * (INVENTORY_SLOT_BAG_END - INVENTORY_SLOT_BAG_START) * MAX_BAG_SIZE);
- memset(inv_keys, 0, sizeof(int) * (KEYRING_SLOT_END - KEYRING_SLOT_START));
- memset(inv_tokens, 0, sizeof(int) * (CURRENCYTOKEN_SLOT_END - CURRENCYTOKEN_SLOT_START));
- for (uint8 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 (uint8 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 (uint8 i = CURRENCYTOKEN_SLOT_START; i < CURRENCYTOKEN_SLOT_END; i++)
- {
- pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
- if (pItem2 && !pItem2->IsInTrade())
- inv_tokens[i - CURRENCYTOKEN_SLOT_START] = pItem2->GetCount();
- }
- for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
- if (Bag* pBag = GetBagByPos(i))
- for (uint32 j = 0; j < pBag->GetBagSize(); j++)
- {
- pItem2 = GetItemByPos(i, j);
- if (pItem2 && !pItem2->IsInTrade())
- inv_bags[i - INVENTORY_SLOT_BAG_START][j] = pItem2->GetCount();
- }
- // check free space for all items
- for (int k = 0; k < count; ++k)
- {
- Item* pItem = pItems[k];
- // no item
- if (!pItem)
- continue;
- sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "STORAGE: CanStoreItems %i. item = %u, count = %u", k + 1, pItem->GetEntry(), pItem->GetCount());
- ItemTemplate const* pProto = pItem->GetTemplate();
- // strange item
- if (!pProto)
- return EQUIP_ERR_ITEM_NOT_FOUND;
- // item used
- if (pItem->m_lootGenerated)
- return EQUIP_ERR_ALREADY_LOOTED;
- // item it 'bind'
- if (pItem->IsBindedNotWith(this))
- return EQUIP_ERR_DONT_OWN_THAT_ITEM;
- ItemTemplate const* pBagProto;
- // item is 'one item only'
- InventoryResult res = CanTakeMoreSimilarItems(pItem);
- if (res != EQUIP_ERR_OK)
- return res;
- // search stack for merge to
- if (pProto->Stackable != 1)
- {
- bool b_found = false;
- for (uint8 t = KEYRING_SLOT_START; t < KEYRING_SLOT_END; ++t)
- {
- pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, t);
- if (pItem2 && pItem2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && inv_keys[t-KEYRING_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
- {
- inv_keys[t-KEYRING_SLOT_START] += pItem->GetCount();
- b_found = true;
- break;
- }
- }
- if (b_found)
- continue;
- for (int t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t)
- {
- pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, t);
- if (pItem2 && pItem2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && inv_tokens[t-CURRENCYTOKEN_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
- {
- inv_tokens[t-CURRENCYTOKEN_SLOT_START] += pItem->GetCount();
- b_found = true;
- break;
- }
- }
- if (b_found)
- continue;
- for (int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; ++t)
- {
- pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, t);
- if (pItem2 && pItem2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && inv_slot_items[t-INVENTORY_SLOT_ITEM_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
- {
- inv_slot_items[t-INVENTORY_SLOT_ITEM_START] += pItem->GetCount();
- b_found = true;
- break;
- }
- }
- if (b_found)
- continue;
- for (int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t)
- {
- if (Bag* bag = GetBagByPos(t))
- {
- if (ItemCanGoIntoBag(pItem->GetTemplate(), bag->GetTemplate()))
- {
- for (uint32 j = 0; j < bag->GetBagSize(); j++)
- {
- pItem2 = GetItemByPos(t, j);
- if (pItem2 && pItem2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && inv_bags[t-INVENTORY_SLOT_BAG_START][j] + pItem->GetCount() <= pProto->GetMaxStackSize())
- {
- inv_bags[t-INVENTORY_SLOT_BAG_START][j] += pItem->GetCount();
- b_found = true;
- break;
- }
- }
- }
- }
- }
- if (b_found)
- continue;
- }
- // special bag case
- if (pProto->BagFamily)
- {
- bool b_found = false;
- if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
- {
- uint32 keyringSize = GetMaxKeyringSize();
- for (uint32 t = KEYRING_SLOT_START; t < KEYRING_SLOT_START+keyringSize; ++t)
- {
- if (inv_keys[t-KEYRING_SLOT_START] == 0)
- {
- inv_keys[t-KEYRING_SLOT_START] = 1;
- b_found = true;
- break;
- }
- }
- }
- if (b_found)
- continue;
- if (pProto->IsCurrencyToken())
- {
- for (uint32 t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t)
- {
- if (inv_tokens[t-CURRENCYTOKEN_SLOT_START] == 0)
- {
- inv_tokens[t-CURRENCYTOKEN_SLOT_START] = 1;
- b_found = true;
- break;
- }
- }
- }
- if (b_found)
- continue;
- for (int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t)
- {
- if (Bag* bag = GetBagByPos(t))
- {
- pBagProto = bag->GetTemplate();
- // not plain container check
- if (pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER) &&
- ItemCanGoIntoBag(pProto, pBagProto))
- {
- for (uint32 j = 0; j < bag->GetBagSize(); j++)
- {
- if (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)
- {
- if (Bag* bag = GetBagByPos(t))
- {
- pBagProto = bag->GetTemplate();
- // special bag already checked
- if (pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER))
- continue;
- for (uint32 j = 0; j < bag->GetBagSize(); j++)
- {
- if (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;
- }
- //////////////////////////////////////////////////////////////////////////
- InventoryResult Player::CanEquipNewItem(uint8 slot, uint16 &dest, uint32 item, bool swap) const
- {
- dest = 0;
- Item* pItem = Item::CreateItem(item, 1, this);
- if (pItem)
- {
- InventoryResult result = CanEquipItem(slot, dest, pItem, swap);
- delete pItem;
- return result;
- }
- return EQUIP_ERR_ITEM_NOT_FOUND;
- }
- InventoryResult Player::CanEquipItem(uint8 slot, uint16 &dest, Item* pItem, bool swap, bool not_loading) const
- {
- dest = 0;
- if (pItem)
- {
- sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot, pItem->GetEntry(), pItem->GetCount());
- ItemTemplate const* pProto = pItem->GetTemplate();
- if (pProto)
- {
- // item used
- if (pItem->m_lootGenerated)
- return EQUIP_ERR_ALREADY_LOOTED;
- if (pItem->IsBindedNotWith(this))
- return EQUIP_ERR_DONT_OWN_THAT_ITEM;
- // check count of items (skip for auto move for same player from bank)
- InventoryResult res = CanTakeMoreSimilarItems(pItem);
- if (res != EQUIP_ERR_OK)
- return res;
- // check this only in game
- if (not_loading)
- {
- // May be here should be more stronger checks; STUNNED checked
- // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
- if (HasUnitState(UNIT_STATE_STUNNED))
- return EQUIP_ERR_YOU_ARE_STUNNED;
- // do not allow equipping gear except weapons, offhands, projectiles, relics in
- // - combat
- // - in-progress arenas
- if (!pProto->CanChangeEquipStateInCombat())
- {
- if (isInCombat())
- return EQUIP_ERR_NOT_IN_COMBAT;
- if (Battleground* bg = GetBattleground())
- if (bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS)
- return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
- }
- if (isInCombat()&& (pProto->Class == ITEM_CLASS_WEAPON || pProto->InventoryType == INVTYPE_RELIC) && m_weaponChangeTimer != 0)
- return EQUIP_ERR_CANT_DO_RIGHT_NOW; // maybe exist better err
- if (IsNonMeleeSpellCasted(false))
- return EQUIP_ERR_CANT_DO_RIGHT_NOW;
- }
- ScalingStatDistributionEntry const* ssd = pProto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(pProto->ScalingStatDistribution) : 0;
- // check allowed level (extend range to upper values if MaxLevel more or equal max player level, this let GM set high level with 1...max range items)
- if (ssd && ssd->MaxLevel < DEFAULT_MAX_LEVEL && ssd->MaxLevel < getLevel())
- return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
- uint8 eslot = FindEquipSlot(pProto, slot, swap);
- if (eslot == NULL_SLOT)
- return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
- res = CanUseItem(pItem, not_loading);
- if (res != EQUIP_ERR_OK)
- return res;
- if (!swap && GetItemByPos(INVENTORY_SLOT_BAG_0, eslot))
- return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE;
- // if swap ignore item (equipped also)
- InventoryResult res2 = CanEquipUniqueItem(pItem, swap ? eslot : uint8(NULL_SLOT));
- if (res2 != EQUIP_ERR_OK)
- return res2;
- // check unique-equipped special item classes
- if (pProto->Class == ITEM_CLASS_QUIVER)
- for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
- if (Item* pBag = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
- if (pBag != pItem)
- if (ItemTemplate const* pBagProto = pBag->GetTemplate())
- if (pBagProto->Class == pProto->Class && (!swap || pBag->GetSlot() != eslot))
- return (pBagProto->SubClass == ITEM_SUBCLASS_AMMO_POUCH)
- ? EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH
- : EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER;
- uint32 type = pProto->InventoryType;
- if (eslot == EQUIPMENT_SLOT_OFFHAND)
- {
- if (type == INVTYPE_WEAPON || type == INVTYPE_WEAPONOFFHAND)
- {
- if (!CanDualWield())
- return EQUIP_ERR_CANT_DUAL_WIELD;
- }
- else if (type == INVTYPE_2HWEAPON)
- {
- if (!CanDualWield() || !CanTitanGrip())
- return EQUIP_ERR_CANT_DUAL_WIELD;
- }
- if (IsTwoHandUsed())
- return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED;
- }
- // equip two-hand weapon case (with possible unequip 2 items)
- if (type == INVTYPE_2HWEAPON)
- {
- if (eslot == EQUIPMENT_SLOT_OFFHAND)
- {
- if (!CanTitanGrip())
- return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
- }
- else if (eslot != EQUIPMENT_SLOT_MAINHAND)
- return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
- if (!CanTitanGrip())
- {
- // offhand item must can be stored in inventory for offhand item and it also must be unequipped
- Item* offItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
- ItemPosCountVec off_dest;
- if (offItem && (!not_loading ||
- CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0) << 8 | EQUIPMENT_SLOT_OFFHAND, false) != EQUIP_ERR_OK ||
- CanStoreItem(NULL_BAG, NULL_SLOT, off_dest, offItem, false) != EQUIP_ERR_OK))
- return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_INVENTORY_FULL;
- }
- }
- dest = ((INVENTORY_SLOT_BAG_0 << 8) | eslot);
- return EQUIP_ERR_OK;
- }
- }
- return !swap ? EQUIP_ERR_ITEM_NOT_FOUND : EQUIP_ERR_ITEMS_CANT_BE_SWAPPED;
- }
- InventoryResult Player::CanUnequipItem(uint16 pos, bool swap) const
- {
- // Applied only to equipped items and bank bags
- if (!IsEquipmentPos(pos) && !IsBagPos(pos))
- return EQUIP_ERR_OK;
- Item* pItem = GetItemByPos(pos);
- // Applied only to existed equipped item
- if (!pItem)
- return EQUIP_ERR_OK;
- sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos, pItem->GetEntry(), pItem->GetCount());
- ItemTemplate const* pProto = pItem->GetTemplate();
- if (!pProto)
- return EQUIP_ERR_ITEM_NOT_FOUND;
- // item used
- if (pItem->m_lootGenerated)
- return EQUIP_ERR_ALREADY_LOOTED;
- // do not allow unequipping gear except weapons, offhands, projectiles, relics in
- // - combat
- // - in-progress arenas
- if (!pProto->CanChangeEquipStateInCombat())
- {
- if (isInCombat())
- return EQUIP_ERR_NOT_IN_COMBAT;
- if (Battleground* bg = GetBattleground())
- if (bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS)
- return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
- }
- if (!swap && pItem->IsNotEmptyBag())
- return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS;
- return EQUIP_ERR_OK;
- }
- InventoryResult Player::CanBankItem(uint8 bag, uint8 slot, ItemPosCountVec &dest, Item* pItem, bool swap, bool not_loading) const
- {
- if (!pItem)
- return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
- uint32 count = pItem->GetCount();
- sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), pItem->GetCount());
- ItemTemplate const* pProto = pItem->GetTemplate();
- if (!pProto)
- return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
- // item used
- if (pItem->m_lootGenerated)
- return EQUIP_ERR_ALREADY_LOOTED;
- if (pItem->IsBindedNotWith(this))
- return EQUIP_ERR_DONT_OWN_THAT_ITEM;
- // Currency tokens are not supposed to be swapped out of their hidden bag
- uint8 pItemslot = pItem->GetSlot();
- if (pItemslot >= CURRENCYTOKEN_SLOT_START && pItemslot < CURRENCYTOKEN_SLOT_END)
- {
- sLog->outError(LOG_FILTER_PLAYER, "Possible hacking attempt: Player %s [guid: %u] tried to move token [guid: %u, entry: %u] out of the currency bag!",
- GetName(), GetGUIDLow(), pItem->GetGUIDLow(), pProto->ItemId);
- return EQUIP_ERR_ITEMS_CANT_BE_SWAPPED;
- }
- // check count of items (skip for auto move for same player from bank)
- InventoryResult res = CanTakeMoreSimilarItems(pItem);
- if (res != EQUIP_ERR_OK)
- return res;
- // in specific slot
- if (bag != NULL_BAG && slot != NULL_SLOT)
- {
- if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)
- {
- if (!pItem->IsBag())
- return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT;
- if (slot - BANK_SLOT_BAG_START >= GetBankBagSlotCount())
- return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT;
- res = CanUseItem(pItem, not_loading);
- if (res != EQUIP_ERR_OK)
- return res;
- }
- res = CanStoreItem_InSpecificSlot(bag, slot, dest, pProto, count, swap, pItem);
- if (res != EQUIP_ERR_OK)
- return res;
- if (count == 0)
- return EQUIP_ERR_OK;
- }
- // not specific slot or have space for partly store only in specific slot
- // in specific bag
- if (bag != NULL_BAG)
- {
- if (pItem->IsNotEmptyBag())
- return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG;
- // search stack in bag for merge to
- if (pProto->Stackable != 1)
- {
- if (bag == INVENTORY_SLOT_BAG_0)
- {
- res = CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START, BANK_SLOT_ITEM_END, dest, pProto, count, true, pItem, bag, slot);
- if (res != EQUIP_ERR_OK)
- return res;
- if (count == 0)
- return EQUIP_ERR_OK;
- }
- else
- {
- res = CanStoreItem_InBag(bag, dest, pProto, count, true, false, pItem, NULL_BAG, slot);
- if (res != EQUIP_ERR_OK)
- res = CanStoreItem_InBag(bag, dest, pProto, count, true, true, pItem, NULL_BAG, slot);
- if (res != EQUIP_ERR_OK)
- return res;
- if (count == 0)
- return EQUIP_ERR_OK;
- }
- }
- // search free slot in bag
- if (bag == INVENTORY_SLOT_BAG_0)
- {
- res = CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START, BANK_SLOT_ITEM_END, dest, pProto, count, false, pItem, bag, slot);
- if (res != EQUIP_ERR_OK)
- return res;
- if (count == 0)
- return EQUIP_ERR_OK;
- }
- else
- {
- res = CanStoreItem_InBag(bag, dest, pProto, count, false, false, pItem, NULL_BAG, slot);
- if (res != EQUIP_ERR_OK)
- res = CanStoreItem_InBag(bag, dest, pProto, count, false, true, pItem, NULL_BAG, slot);
- if (res != EQUIP_ERR_OK)
- return res;
- if (count == 0)
- return EQUIP_ERR_OK;
- }
- }
- // not specific bag or have space for partly store only in specific bag
- // search stack for merge to
- if (pProto->Stackable != 1)
- {
- // in slots
- res = CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START, BANK_SLOT_ITEM_END, dest, pProto, count, true, pItem, bag, slot);
- if (res != EQUIP_ERR_OK)
- return res;
- if (count == 0)
- return EQUIP_ERR_OK;
- // in special bags
- if (pProto->BagFamily)
- {
- for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
- {
- res = CanStoreItem_InBag(i, dest, pProto, count, true, false, pItem, bag, slot);
- if (res != EQUIP_ERR_OK)
- continue;
- if (count == 0)
- return EQUIP_ERR_OK;
- }
- }
- for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
- {
- res = CanStoreItem_InBag(i, dest, pProto, count, true, true, pItem, bag, slot);
- if (res != EQUIP_ERR_OK)
- continue;
- if (count == 0)
- return EQUIP_ERR_OK;
- }
- }
- // search free place in special bag
- if (pProto->BagFamily)
- {
- for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
- {
- res = CanStoreItem_InBag(i, dest, pProto, count, false, false, pItem, bag, slot);
- if (res != EQUIP_ERR_OK)
- continue;
- if (count == 0)
- return EQUIP_ERR_OK;
- }
- }
- // search free space
- res = CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START, BANK_SLOT_ITEM_END, dest, pProto, count, false, pItem, bag, slot);
- if (res != EQUIP_ERR_OK)
- return res;
- if (count == 0)
- return EQUIP_ERR_OK;
- for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
- {
- res = CanStoreItem_InBag(i, dest, pProto, count, false, true, pItem, bag, slot);
- if (res != EQUIP_ERR_OK)
- continue;
- if (count == 0)
- return EQUIP_ERR_OK;
- }
- return EQUIP_ERR_BANK_FULL;
- }
- InventoryResult Player::CanUseItem(Item* pItem, bool not_loading) const
- {
- if (pItem)
- {
- sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "STORAGE: CanUseItem item = %u", pItem->GetEntry());
- if (!isAlive() && not_loading)
- return EQUIP_ERR_YOU_ARE_DEAD;
- //if (isStunned())
- // return EQUIP_ERR_YOU_ARE_STUNNED;
- ItemTemplate const* pProto = pItem->GetTemplate();
- if (pProto)
- {
- if (pItem->IsBindedNotWith(this))
- return EQUIP_ERR_DONT_OWN_THAT_ITEM;
- InventoryResult res = CanUseItem(pProto);
- if (res != EQUIP_ERR_OK)
- return res;
- if (pItem->GetSkill() != 0)
- {
- bool allowEquip = false;
- uint32 itemSkill = pItem->GetSkill();
- // Armor that is binded to account can "morph" from plate to mail, etc. if skill is not learned yet.
- if (pProto->Quality == ITEM_QUALITY_HEIRLOOM && pProto->Class == ITEM_CLASS_ARMOR && !HasSkill(itemSkill))
- {
- // TODO: when you right-click already equipped item it throws EQUIP_ERR_NO_REQUIRED_PROFICIENCY.
- // In fact it's a visual bug, everything works properly... I need sniffs of operations with
- // binded to account items from off server.
- switch (getClass())
- {
- case CLASS_HUNTER:
- case CLASS_SHAMAN:
- allowEquip = (itemSkill == SKILL_MAIL);
- break;
- case CLASS_PALADIN:
- case CLASS_WARRIOR:
- allowEquip = (itemSkill == SKILL_PLATE_MAIL);
- break;
- }
- }
- if (!allowEquip && GetSkillValue(itemSkill) == 0)
- return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
- }
- if (pProto->RequiredReputationFaction && uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank)
- return EQUIP_ERR_CANT_EQUIP_REPUTATION;
- return EQUIP_ERR_OK;
- }
- }
- return EQUIP_ERR_ITEM_NOT_FOUND;
- }
- InventoryResult Player::CanUseItem(ItemTemplate const* proto) const
- {
- // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
- if (proto)
- {
- if ((proto->Flags2 & ITEM_FLAGS_EXTRA_HORDE_ONLY) && GetTeam() != HORDE)
- return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
- if ((proto->Flags2 & ITEM_FLAGS_EXTRA_ALLIANCE_ONLY) && GetTeam() != ALLIANCE)
- return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
- if ((proto->AllowableClass & getClassMask()) == 0 || (proto->AllowableRace & getRaceMask()) == 0)
- return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
- if (proto->RequiredSkill != 0)
- {
- if (GetSkillValue(proto->RequiredSkill) == 0)
- return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
- else if (GetSkillValue(proto->RequiredSkill) < proto->RequiredSkillRank)
- return EQUIP_ERR_CANT_EQUIP_SKILL;
- }
- if (proto->RequiredSpell != 0 && !HasSpell(proto->RequiredSpell))
- return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
- if (getLevel() < proto->RequiredLevel)
- return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
- // If World Event is not active, prevent using event dependant items
- if (proto->HolidayId && !IsHolidayActive((HolidayIds)proto->HolidayId))
- return EQUIP_ERR_CANT_DO_RIGHT_NOW;
- return EQUIP_ERR_OK;
- }
- return EQUIP_ERR_ITEM_NOT_FOUND;
- }
- InventoryResult Player::CanRollForItemInLFG(ItemTemplate const* proto, WorldObject const* lootedObject) const
- {
- LfgDungeonSet const& dungeons = sLFGMgr->GetSelectedDungeons(GetGUID());
- if (dungeons.empty())
- return EQUIP_ERR_OK; // not using LFG
- if (!GetGroup() || !GetGroup()->isLFGGroup())
- return EQUIP_ERR_OK; // not in LFG group
- // check if looted object is inside the lfg dungeon
- bool lootedObjectInDungeon = false;
- Map const* map = lootedObject->GetMap();
- if (uint32 dungeonId = sLFGMgr->GetDungeon(GetGroup()->GetGUID(), true))
- if (LFGDungeonEntry const* dungeon = sLFGDungeonStore.LookupEntry(dungeonId))
- if (uint32(dungeon->map) == map->GetId() && dungeon->difficulty == uint32(map->GetDifficulty()))
- lootedObjectInDungeon = true;
- if (!lootedObjectInDungeon)
- return EQUIP_ERR_OK;
- if (!proto)
- return EQUIP_ERR_ITEM_NOT_FOUND;
- // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
- const static uint32 item_weapon_skills[MAX_ITEM_SUBCLASS_WEAPON] =
- {
- SKILL_AXES, SKILL_2H_AXES, SKILL_BOWS, SKILL_GUNS, SKILL_MACES,
- SKILL_2H_MACES, SKILL_POLEARMS, SKILL_SWORDS, SKILL_2H_SWORDS, 0,
- SKILL_STAVES, 0, 0, SKILL_FIST_WEAPONS, 0,
- SKILL_DAGGERS, SKILL_THROWN, SKILL_ASSASSINATION, SKILL_CROSSBOWS, SKILL_WANDS,
- SKILL_FISHING
- }; //Copy from function Item::GetSkill()
- if ((proto->AllowableClass & getClassMask()) == 0 || (proto->AllowableRace & getRaceMask()) == 0)
- return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
- if (proto->RequiredSpell != 0 && !HasSpell(proto->RequiredSpell))
- return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
- if (proto->RequiredSkill != 0)
- {
- if (!GetSkillValue(proto->RequiredSkill))
- return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
- else if (GetSkillValue(proto->RequiredSkill) < proto->RequiredSkillRank)
- return EQUIP_ERR_CANT_EQUIP_SKILL;
- }
- uint8 _class = getClass();
- if (proto->Class == ITEM_CLASS_WEAPON && GetSkillValue(item_weapon_skills[proto->SubClass]) == 0)
- return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
- if (proto->Class == ITEM_CLASS_ARMOR && proto->SubClass > ITEM_SUBCLASS_ARMOR_MISC && proto->SubClass < ITEM_SUBCLASS_ARMOR_BUCKLER && proto->InventoryType != INVTYPE_CLOAK)
- {
- if (_class == CLASS_WARRIOR || _class == CLASS_PALADIN || _class == CLASS_DEATH_KNIGHT)
- {
- if (getLevel() < 40)
- {
- if (proto->SubClass != ITEM_SUBCLASS_ARMOR_MAIL)
- return EQUIP_ERR_CANT_DO_RIGHT_NOW;
- }
- else if (proto->SubClass != ITEM_SUBCLASS_ARMOR_PLATE)
- return EQUIP_ERR_CANT_DO_RIGHT_NOW;
- }
- else if (_class == CLASS_HUNTER || _class == CLASS_SHAMAN)
- {
- if (getLevel() < 40)
- {
- if (proto->SubClass != ITEM_SUBCLASS_ARMOR_LEATHER)
- return EQUIP_ERR_CANT_DO_RIGHT_NOW;
- }
- else if (proto->SubClass != ITEM_SUBCLASS_ARMOR_MAIL)
- return EQUIP_ERR_CANT_DO_RIGHT_NOW;
- }
- if (_class == CLASS_ROGUE || _class == CLASS_DRUID)
- if (proto->SubClass != ITEM_SUBCLASS_ARMOR_LEATHER)
- return EQUIP_ERR_CANT_DO_RIGHT_NOW;
- if (_class == CLASS_MAGE || _class == CLASS_PRIEST || _class == CLASS_WARLOCK)
- if (proto->SubClass != ITEM_SUBCLASS_ARMOR_CLOTH)
- return EQUIP_ERR_CANT_DO_RIGHT_NOW;
- }
- return EQUIP_ERR_OK;
- }
- InventoryResult Player::CanUseAmmo(uint32 item) const
- {
- sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "STORAGE: CanUseAmmo item = %u", item);
- if (!isAlive())
- return EQUIP_ERR_YOU_ARE_DEAD;
- //if (isStunned())
- // return EQUIP_ERR_YOU_ARE_STUNNED;
- ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(item);
- if (pProto)
- {
- if (pProto->InventoryType!= INVTYPE_AMMO)
- return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE;
- InventoryResult res = CanUseItem(pProto);
- if (res != EQUIP_ERR_OK)
- return res;
- /*if (GetReputationMgr().GetReputation() < pProto->RequiredReputation)
- return EQUIP_ERR_CANT_EQUIP_REPUTATION;
- */
- // Requires No Ammo
- if (HasAura(46699))
- return EQUIP_ERR_BAG_FULL6;
- return EQUIP_ERR_OK;
- }
- return EQUIP_ERR_ITEM_NOT_FOUND;
- }
- void Player::SetAmmo(uint32 item)
- {
- if (!item)
- return;
- // already set
- if (GetUInt32Value(PLAYER_AMMO_ID) == item)
- return;
- // check ammo
- if (item)
- {
- InventoryResult msg = CanUseAmmo(item);
- if (msg != EQUIP_ERR_OK)
- {
- SendEquipError(msg, NULL, NULL, item);
- return;
- }
- }
- SetUInt32Value(PLAYER_AMMO_ID, item);
- _ApplyAmmoBonuses();
- }
- void Player::RemoveAmmo()
- {
- SetUInt32Value(PLAYER_AMMO_ID, 0);
- m_ammoDPS = 0.0f;
- if (CanModifyStats())
- UpdateDamagePhysical(RANGED_ATTACK);
- }
- Item* Player::StoreNewItem(ItemPosCountVec const& dest, uint32 item, bool update, int32 randomPropertyId)
- {
- AllowedLooterSet allowedLooters;
- return StoreNewItem(dest, item, update, randomPropertyId, allowedLooters);
- }
- // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
- Item* Player::StoreNewItem(ItemPosCountVec const& dest, uint32 item, bool update, int32 randomPropertyId, AllowedLooterSet& allowedLooters)
- {
- uint32 count = 0;
- for (ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); ++itr)
- count += itr->count;
- Item* pItem = Item::CreateItem(item, count, this);
- if (pItem)
- {
- ItemAddedQuestCheck(item, count);
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, item, count);
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM, item, 1);
- if (randomPropertyId)
- pItem->SetItemRandomProperties(randomPropertyId);
- pItem = StoreItem(dest, pItem, update);
- if (allowedLooters.size() > 1 && pItem->GetTemplate()->GetMaxStackSize() == 1 && pItem->IsSoulBound())
- {
- pItem->SetSoulboundTradeable(allowedLooters);
- pItem->SetUInt32Value(ITEM_FIELD_CREATE_PLAYED_TIME, GetTotalPlayedTime());
- AddTradeableItem(pItem);
- // save data
- std::ostringstream ss;
- AllowedLooterSet::const_iterator itr = allowedLooters.begin();
- ss << *itr;
- for (++itr; itr != allowedLooters.end(); ++itr)
- ss << ' ' << *itr;
- PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_ITEM_BOP_TRADE);
- stmt->setUInt32(0, pItem->GetGUIDLow());
- stmt->setString(1, ss.str());
- CharacterDatabase.Execute(stmt);
- }
- }
- return pItem;
- }
- Item* Player::StoreItem(ItemPosCountVec const& dest, Item* pItem, bool update)
- {
- if (!pItem)
- return NULL;
- Item* lastItem = pItem;
- for (ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end();)
- {
- uint16 pos = itr->pos;
- uint32 count = itr->count;
- ++itr;
- if (itr == dest.end())
- {
- lastItem = _StoreItem(pos, pItem, count, false, update);
- break;
- }
- lastItem = _StoreItem(pos, pItem, count, true, update);
- }
- return lastItem;
- }
- // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
- Item* Player::_StoreItem(uint16 pos, Item* pItem, uint32 count, bool clone, bool update)
- {
- if (!pItem)
- return NULL;
- uint8 bag = pos >> 8;
- uint8 slot = pos & 255;
- sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u, guid = %u", bag, slot, pItem->GetEntry(), count, pItem->GetGUIDLow());
- Item* pItem2 = GetItemByPos(bag, slot);
- if (!pItem2)
- {
- if (clone)
- pItem = pItem->CloneItem(count, this);
- else
- pItem->SetCount(count);
- if (!pItem)
- return NULL;
- if (pItem->GetTemplate()->Bonding == BIND_WHEN_PICKED_UP ||
- pItem->GetTemplate()->Bonding == BIND_QUEST_ITEM ||
- (pItem->GetTemplate()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos)))
- pItem->SetBinding(true);
- Bag* pBag = (bag == INVENTORY_SLOT_BAG_0) ? NULL : GetBagByPos(bag);
- if (!pBag)
- {
- m_items[slot] = pItem;
- SetUInt64Value(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);
- // need update known currency
- if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)
- AddKnownCurrency(pItem->GetEntry());
- }
- else
- pBag->StoreItem(slot, pItem, update);
- if (IsInWorld() && update)
- {
- pItem->AddToWorld();
- pItem->SendUpdateToPlayer(this);
- }
- pItem->SetState(ITEM_CHANGED, this);
- if (pBag)
- pBag->SetState(ITEM_CHANGED, this);
- AddEnchantmentDurations(pItem);
- AddItemDurations(pItem);
- const ItemTemplate* proto = pItem->GetTemplate();
- for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
- if (proto->Spells[i].SpellTrigger == ITEM_SPELLTRIGGER_ON_NO_DELAY_USE && proto->Spells[i].SpellId > 0) // On obtain trigger
- if (bag == INVENTORY_SLOT_BAG_0 || (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END))
- if (!HasAura(proto->Spells[i].SpellId))
- CastSpell(this, proto->Spells[i].SpellId, true, pItem);
- return pItem;
- }
- else
- {
- if (pItem2->GetTemplate()->Bonding == BIND_WHEN_PICKED_UP ||
- pItem2->GetTemplate()->Bonding == BIND_QUEST_ITEM ||
- (pItem2->GetTemplate()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos)))
- pItem2->SetBinding(true);
- pItem2->SetCount(pItem2->GetCount() + count);
- if (IsInWorld() && update)
- pItem2->SendUpdateToPlayer(this);
- if (!clone)
- {
- // delete item (it not in any slot currently)
- if (IsInWorld() && update)
- {
- pItem->RemoveFromWorld();
- pItem->DestroyForPlayer(this);
- }
- RemoveEnchantmentDurations(pItem);
- RemoveItemDurations(pItem);
- pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
- pItem->SetNotRefundable(this);
- pItem->ClearSoulboundTradeable(this);
- RemoveTradeableItem(pItem);
- pItem->SetState(ITEM_REMOVED, this);
- }
- AddEnchantmentDurations(pItem2);
- pItem2->SetState(ITEM_CHANGED, this);
- const ItemTemplate* proto = pItem2->GetTemplate();
- for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
- if (proto->Spells[i].SpellTrigger == ITEM_SPELLTRIGGER_ON_NO_DELAY_USE && proto->Spells[i].SpellId > 0) // On obtain trigger
- if (bag == INVENTORY_SLOT_BAG_0 || (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END))
- if (!HasAura(proto->Spells[i].SpellId))
- CastSpell(this, proto->Spells[i].SpellId, true, pItem2);
- return pItem2;
- }
- }
- Item* Player::EquipNewItem(uint16 pos, uint32 item, bool update)
- {
- if (Item* pItem = Item::CreateItem(item, 1, this))
- {
- ItemAddedQuestCheck(item, 1);
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, item, 1);
- return EquipItem(pos, pItem, update);
- }
- return NULL;
- }
- Item* Player::EquipItem(uint16 pos, Item* pItem, bool update)
- {
- AddEnchantmentDurations(pItem);
- AddItemDurations(pItem);
- uint8 bag = pos >> 8;
- uint8 slot = pos & 255;
- Item* pItem2 = GetItemByPos(bag, slot);
- if (!pItem2)
- {
- VisualizeItem(slot, pItem);
- if (isAlive())
- {
- ItemTemplate const* pProto = pItem->GetTemplate();
- // item set bonuses applied only at equip and removed at unequip, and still active for broken items
- if (pProto && pProto->ItemSet)
- AddItemsSetItem(this, pItem);
- _ApplyItemMods(pItem, slot, true);
- if (pProto && isInCombat() && (pProto->Class == ITEM_CLASS_WEAPON || pProto->InventoryType == INVTYPE_RELIC) && m_weaponChangeTimer == 0)
- {
- uint32 cooldownSpell = getClass() == CLASS_ROGUE ? 6123 : 6119;
- SpellInfo const* spellProto = sSpellMgr->GetSpellInfo(cooldownSpell);
- if (!spellProto)
- sLog->outError(LOG_FILTER_PLAYER, "Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell);
- else
- {
- m_weaponChangeTimer = spellProto->StartRecoveryTime;
- GetGlobalCooldownMgr().AddGlobalCooldown(spellProto, m_weaponChangeTimer);
- WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+4);
- data << uint64(GetGUID());
- data << uint8(1);
- data << uint32(cooldownSpell);
- data << uint32(0);
- GetSession()->SendPacket(&data);
- }
- }
- }
- if (IsInWorld() && update)
- {
- pItem->AddToWorld();
- pItem->SendUpdateToPlayer(this);
- }
- ApplyEquipCooldown(pItem);
- // update expertise and armor penetration - passive auras may need it
- if (slot == EQUIPMENT_SLOT_MAINHAND)
- UpdateExpertise(BASE_ATTACK);
- else if (slot == EQUIPMENT_SLOT_OFFHAND)
- UpdateExpertise(OFF_ATTACK);
- switch (slot)
- {
- case EQUIPMENT_SLOT_MAINHAND:
- case EQUIPMENT_SLOT_OFFHAND:
- case EQUIPMENT_SLOT_RANGED:
- RecalculateRating(CR_ARMOR_PENETRATION);
- default:
- break;
- }
- }
- else
- {
- pItem2->SetCount(pItem2->GetCount() + pItem->GetCount());
- if (IsInWorld() && update)
- pItem2->SendUpdateToPlayer(this);
- // delete item (it not in any slot currently)
- //pItem->DeleteFromDB();
- if (IsInWorld() && update)
- {
- pItem->RemoveFromWorld();
- pItem->DestroyForPlayer(this);
- }
- RemoveEnchantmentDurations(pItem);
- RemoveItemDurations(pItem);
- pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
- pItem->SetNotRefundable(this);
- pItem->ClearSoulboundTradeable(this);
- RemoveTradeableItem(pItem);
- pItem->SetState(ITEM_REMOVED, this);
- pItem2->SetState(ITEM_CHANGED, this);
- ApplyEquipCooldown(pItem2);
- return pItem2;
- }
- // only for full equip instead adding to stack
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry());
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM, pItem->GetEntry(), slot);
- TransmogEngine::SetTransmogDisplay(this, slot);
- return pItem;
- }
- void Player::QuickEquipItem(uint16 pos, Item* pItem)
- {
- if (pItem)
- {
- AddEnchantmentDurations(pItem);
- AddItemDurations(pItem);
- uint8 slot = pos & 255;
- VisualizeItem(slot, pItem);
- if (IsInWorld())
- {
- pItem->AddToWorld();
- pItem->SendUpdateToPlayer(this);
- }
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry());
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM, pItem->GetEntry(), slot);
- }
- }
- void Player::SetVisibleItemSlot(uint8 slot, Item* pItem)
- {
- if (pItem)
- {
- SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2), pItem->GetEntry());
- SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 0, pItem->GetEnchantmentId(PERM_ENCHANTMENT_SLOT));
- SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 1, pItem->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT));
- }
- else
- {
- SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2), 0);
- SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 0);
- }
- }
- void Player::VisualizeItem(uint8 slot, Item* pItem)
- {
- if (!pItem)
- return;
- // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
- if (pItem->GetTemplate()->Bonding == BIND_WHEN_EQUIPED || pItem->GetTemplate()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetTemplate()->Bonding == BIND_QUEST_ITEM)
- pItem->SetBinding(true);
- sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "STORAGE: EquipItem slot = %u, item = %u", slot, pItem->GetEntry());
- m_items[slot] = pItem;
- SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), pItem->GetGUID());
- pItem->SetUInt64Value(ITEM_FIELD_CONTAINED, GetGUID());
- pItem->SetUInt64Value(ITEM_FIELD_OWNER, GetGUID());
- pItem->SetSlot(slot);
- pItem->SetContainer(NULL);
- if (slot < EQUIPMENT_SLOT_END)
- SetVisibleItemSlot(slot, pItem);
- pItem->SetState(ITEM_CHANGED, this);
- }
- void Player::RemoveItem(uint8 bag, uint8 slot, bool update)
- {
- // note: removeitem does not actually change the item
- // it only takes the item out of storage temporarily
- // note2: if removeitem is to be used for delinking
- // the item must be removed from the player's updatequeue
- Item* pItem = GetItemByPos(bag, slot);
- if (pItem)
- {
- TransmogEngine::RemoveTransmogDB(slot);
- sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
- RemoveEnchantmentDurations(pItem);
- RemoveItemDurations(pItem);
- RemoveTradeableItem(pItem);
- if (bag == INVENTORY_SLOT_BAG_0)
- {
- if (slot < INVENTORY_SLOT_BAG_END)
- {
- ItemTemplate const* pProto = pItem->GetTemplate();
- // item set bonuses applied only at equip and removed at unequip, and still active for broken items
- if (pProto && pProto->ItemSet)
- RemoveItemsSetItem(this, pProto);
- _ApplyItemMods(pItem, slot, false);
- // remove item dependent auras and casts (only weapon and armor slots)
- if (slot < EQUIPMENT_SLOT_END)
- {
- RemoveItemDependentAurasAndCasts(pItem);
- // remove held enchantments, update expertise
- if (slot == EQUIPMENT_SLOT_MAINHAND)
- {
- if (pItem->GetItemSuffixFactor())
- {
- pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3);
- pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4);
- }
- else
- {
- pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0);
- pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1);
- }
- UpdateExpertise(BASE_ATTACK);
- }
- else if (slot == EQUIPMENT_SLOT_OFFHAND)
- UpdateExpertise(OFF_ATTACK);
- // update armor penetration - passive auras may need it
- switch (slot)
- {
- case EQUIPMENT_SLOT_MAINHAND:
- case EQUIPMENT_SLOT_OFFHAND:
- case EQUIPMENT_SLOT_RANGED:
- RecalculateRating(CR_ARMOR_PENETRATION);
- default:
- break;
- }
- }
- }
- m_items[slot] = NULL;
- SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0);
- if (slot < EQUIPMENT_SLOT_END)
- SetVisibleItemSlot(slot, NULL);
- }
- else if (Bag* pBag = GetBagByPos(bag))
- 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);
- }
- }
- // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
- void Player::MoveItemFromInventory(uint8 bag, uint8 slot, bool update)
- {
- if (Item* it = GetItemByPos(bag, slot))
- {
- ItemRemovedQuestCheck(it->GetEntry(), it->GetCount());
- RemoveItem(bag, slot, update);
- it->SetNotRefundable(this, false);
- it->RemoveFromUpdateQueueOf(this);
- if (it->IsInWorld())
- {
- it->RemoveFromWorld();
- it->DestroyForPlayer(this);
- }
- }
- }
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