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Created November 16, 2016 13:41
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/*
* Copyright (C) 2008-2016 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 "Player.h"
#include "AccountMgr.h"
#include "AchievementMgr.h"
#include "ArenaTeam.h"
#include "ArenaTeamMgr.h"
#include "Battlefield.h"
#include "BattlefieldMgr.h"
#include "BattlefieldTB.h"
#include "BattlefieldWG.h"
#include "Battleground.h"
#include "BattlegroundMgr.h"
#include "BattlegroundScore.h"
#include "BattlePetMgr.h"
#include "CellImpl.h"
#include "Channel.h"
#include "ChannelMgr.h"
#include "CharacterDatabaseCleaner.h"
#include "CharacterPackets.h"
#include "Chat.h"
#include "ChatPackets.h"
#include "CombatLogPackets.h"
#include "CombatPackets.h"
#include "Common.h"
#include "ConditionMgr.h"
#include "CreatureAI.h"
#include "DB2Stores.h"
#include "DatabaseEnv.h"
#include "DisableMgr.h"
#include "DuelPackets.h"
#include "EquipmentSetPackets.h"
#include "Formulas.h"
#include "GameEventMgr.h"
#include "GameObjectAI.h"
#include "Garrison.h"
#include "GitRevision.h"
#include "GossipDef.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "Group.h"
#include "GroupMgr.h"
#include "Guild.h"
#include "GuildMgr.h"
#include "InstancePackets.h"
#include "InstanceSaveMgr.h"
#include "InstanceScript.h"
#include "ItemPackets.h"
#include "KillRewarder.h"
#include "LFGMgr.h"
#include "Language.h"
#include "Log.h"
#include "LootPackets.h"
#include "MailPackets.h"
#include "MapManager.h"
#include "MiscPackets.h"
#include "MovementPackets.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "Opcodes.h"
#include "OutdoorPvP.h"
#include "OutdoorPvPMgr.h"
#include "Pet.h"
#include "PetPackets.h"
#include "QuestDef.h"
#include "QuestPackets.h"
#include "ReputationMgr.h"
#include "Scenario.h"
#include "SkillDiscovery.h"
#include "SocialMgr.h"
#include "Spell.h"
#include "SpellAuraEffects.h"
#include "SpellAuras.h"
#include "SpellHistory.h"
#include "SpellMgr.h"
#include "SpellPackets.h"
#include "TalentPackets.h"
#include "ToyPackets.h"
#include "TransmogrificationPackets.h"
#include "Transport.h"
#include "UpdateData.h"
#include "UpdateFieldFlags.h"
#include "Util.h"
#include "VehiclePackets.h"
#include "Weather.h"
#include "WeatherMgr.h"
#include "World.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "WorldStatePackets.h"
#define ZONE_UPDATE_INTERVAL (1*IN_MILLISECONDS)
// corpse reclaim times
#define DEATH_EXPIRE_STEP (5*MINUTE)
#define MAX_DEATH_COUNT 3
static uint32 copseReclaimDelay[MAX_DEATH_COUNT] = { 30, 60, 120 };
uint64 const MAX_MONEY_AMOUNT = 9999999999ULL;
Player::Player(WorldSession* session) : Unit(true), m_sceneMgr(this)
{
m_speakTime = 0;
m_speakCount = 0;
m_objectType |= TYPEMASK_PLAYER;
m_objectTypeId = TYPEID_PLAYER;
m_valuesCount = PLAYER_END;
_dynamicValuesCount = PLAYER_DYNAMIC_END;
m_session = session;
m_ingametime = 0;
m_ExtraFlags = 0;
m_spellModTakingSpell = nullptr;
// players always accept
if (!GetSession()->HasPermission(rbac::RBAC_PERM_CAN_FILTER_WHISPERS))
SetAcceptWhispers(true);
m_combatExitTime = 0;
m_regenTimer = 0;
m_regenTimerCount = 0;
m_weaponChangeTimer = 0;
m_zoneUpdateId = uint32(-1);
m_zoneUpdateTimer = 0;
m_areaUpdateId = 0;
m_team = 0;
m_nextSave = sWorld->getIntConfig(CONFIG_INTERVAL_SAVE);
memset(m_items, 0, sizeof(Item*)*PLAYER_SLOTS_COUNT);
m_social = nullptr;
// group is initialized in the reference constructor
SetGroupInvite(nullptr);
m_groupUpdateMask = 0;
m_bPassOnGroupLoot = false;
duel = nullptr;
m_GuildIdInvited = UI64LIT(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 = nullptr;
m_cinematic = 0;
PlayerTalkClass = new PlayerMenu(GetSession());
m_currentBuybackSlot = BUYBACK_SLOT_START;
m_DailyQuestChanged = false;
m_lastDailyQuestTime = 0;
// Init rune flags
for (uint8 i = 0; i < MAX_RUNES; ++i)
{
SetRuneTimer(i, 0xFFFFFFFF);
SetLastRuneGraceTimer(i, 0);
}
for (uint8 i=0; i < MAX_TIMERS; i++)
m_MirrorTimer[i] = DISABLED_MIRROR_TIMER;
m_MirrorTimerFlags = UNDERWATER_NONE;
m_MirrorTimerFlagsLast = UNDERWATER_NONE;
m_isInWater = false;
m_drunkTimer = 0;
m_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_bgBattlegroundQueueID[j].joinTime = 0;
}
m_logintime = time(nullptr);
m_Last_tick = m_logintime;
m_Played_time[PLAYED_TIME_TOTAL] = 0;
m_Played_time[PLAYED_TIME_LEVEL] = 0;
m_WeaponProficiency = 0;
m_ArmorProficiency = 0;
m_canParry = false;
m_canBlock = false;
m_canTitanGrip = false;
m_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/////////////////////
_restTime = 0;
inn_triggerId = 0;
m_rest_bonus = 0;
_restFlagMask = 0;
////////////////////Rest System/////////////////////
m_mailsLoaded = false;
m_mailsUpdated = false;
unReadMails = 0;
m_nextMailDelivereTime = 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 = DIFFICULTY_NORMAL;
m_raidDifficulty = DIFFICULTY_NORMAL_RAID;
m_legacyRaidDifficulty = DIFFICULTY_10_N;
m_prevMapDifficulty = DIFFICULTY_NORMAL_RAID;
m_lastPotionId = 0;
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_baseManaRegen = 0;
m_baseHealthRegen = 0;
m_spellPenetrationItemMod = 0;
// Honor System
m_lastHonorUpdateTime = time(nullptr);
m_IsBGRandomWinner = false;
// Player summoning
m_summon_expire = 0;
m_mover = this;
m_movedPlayer = this;
m_seer = this;
m_homebindMapId = 0;
m_homebindAreaId = 0;
m_homebindX = 0;
m_homebindY = 0;
m_homebindZ = 0;
m_contestedPvPTimer = 0;
m_declinedname = nullptr;
m_isActive = true;
m_runes = nullptr;
m_lastFallTime = 0;
m_lastFallZ = 0;
m_grantableLevels = 0;
m_ControlledByPlayer = true;
sWorld->IncreasePlayerCount();
m_ChampioningFaction = 0;
m_timeSyncTimer = 0;
m_timeSyncClient = 0;
m_timeSyncServer = 0;
for (uint8 i = 0; i < MAX_POWERS_PER_CLASS; ++i)
m_powerFraction[i] = 0;
isDebugAreaTriggers = false;
m_WeeklyQuestChanged = false;
m_MonthlyQuestChanged = false;
m_SeasonalQuestChanged = false;
SetPendingBind(0, 0);
_activeCheats = CHEAT_NONE;
healthBeforeDuel = 0;
manaBeforeDuel = 0;
memset(_voidStorageItems, 0, VOID_STORAGE_MAX_SLOT * sizeof(VoidStorageItem*));
m_achievementMgr = new PlayerAchievementMgr(this);
m_reputationMgr = new ReputationMgr(this);
for (uint8 i = 0; i < MAX_CUF_PROFILES; ++i)
_CUFProfiles[i] = nullptr;
_advancedCombatLoggingEnabled = false;
}
Player::~Player()
{
// it must be unloaded already in PlayerLogout and accessed only for logged in 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;
//all mailed items should be deleted, also all mail should be deallocated
for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
delete *itr;
for (ItemMap::iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter)
delete iter->second; //if item is duplicated... then server may crash ... but that item should be deallocated
delete PlayerTalkClass;
for (size_t x = 0; x < ItemSetEff.size(); x++)
delete ItemSetEff[x];
delete m_declinedname;
delete m_runes;
delete m_achievementMgr;
delete m_reputationMgr;
for (uint8 i = 0; i < VOID_STORAGE_MAX_SLOT; ++i)
delete _voidStorageItems[i];
sWorld->DecreasePlayerCount();
}
void Player::CleanupsBeforeDelete(bool finalCleanup)
{
TradeCancel(false);
DuelComplete(DUEL_INTERRUPTED);
Unit::CleanupsBeforeDelete(finalCleanup);
// clean up player-instance binds, may unload some instance saves
for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
itr->second.save->RemovePlayer(this);
}
bool Player::Create(ObjectGuid::LowType guidlow, WorldPackets::Character::CharacterCreateInfo const* createInfo)
{
//FIXME: outfitId not used in player creating
/// @todo need more checks against packet modifications
Object::_Create(ObjectGuid::Create<HighGuid::Player>(guidlow));
m_name = createInfo->Name;
PlayerInfo const* info = sObjectMgr->GetPlayerInfo(createInfo->Race, createInfo->Class);
if (!info)
{
TC_LOG_ERROR("entities.player", "Player::Create: Possible hacking attempt: Account %u tried to create 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] = nullptr;
Relocate(info->positionX, info->positionY, info->positionZ, info->orientation);
ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(createInfo->Class);
if (!cEntry)
{
TC_LOG_ERROR("entities.player", "Player::Create: Possible hacking attempt: Account %u tried to create 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;
}
if (!ValidateAppearance(createInfo->Race, createInfo->Class, createInfo->Sex, createInfo->HairStyle, createInfo->HairColor, createInfo->Face, createInfo->FacialHairStyle, createInfo->Skin, createInfo->CustomDisplay, true))
{
TC_LOG_ERROR("entities.player", "Player::Create: Possible hacking-attempt: Account %u tried creating a character named '%s' with invalid appearance attributes - refusing to do so",
GetSession()->GetAccountId(), m_name.c_str());
return false;
}
SetMap(sMapMgr->CreateMap(info->mapId, this));
uint8 powertype = cEntry->PowerType;
SetObjectScale(1.0f);
setFactionForRace(createInfo->Race);
if (!IsValidGender(createInfo->Sex))
{
TC_LOG_ERROR("entities.player", "Player::Create: Possible hacking attempt: Account %u tried to create a character named '%s' with an invalid gender (%u) - refusing to do so",
GetSession()->GetAccountId(), m_name.c_str(), createInfo->Sex);
return false;
}
SetByteValue(UNIT_FIELD_BYTES_0, UNIT_BYTES_0_OFFSET_RACE, createInfo->Race);
SetByteValue(UNIT_FIELD_BYTES_0, UNIT_BYTES_0_OFFSET_CLASS, createInfo->Class);
SetByteValue(UNIT_FIELD_BYTES_0, UNIT_BYTES_0_OFFSET_GENDER, createInfo->Sex);
SetUInt32Value(UNIT_FIELD_DISPLAY_POWER, powertype);
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_FIELD_HOVERHEIGHT, 1.0f); // default for players in 3.0.3
SetInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, uint32(-1)); // -1 is default value
SetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_SKIN_ID, createInfo->Skin);
SetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_FACE_ID, createInfo->Face);
SetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_HAIR_STYLE_ID, createInfo->HairStyle);
SetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_HAIR_COLOR_ID, createInfo->HairColor);
SetByteValue(PLAYER_BYTES_2, PLAYER_BYTES_2_OFFSET_FACIAL_STYLE, createInfo->FacialHairStyle);
for (uint32 i = 0; i < PLAYER_CUSTOM_DISPLAY_SIZE; ++i)
SetByteValue(PLAYER_BYTES_2, PLAYER_BYTES_2_OFFSET_CUSTOM_DISPLAY_OPTION + i, createInfo->CustomDisplay[i]);
SetUInt32Value(PLAYER_FIELD_REST_INFO + REST_STATE_XP, (GetSession()->IsARecruiter() || GetSession()->GetRecruiterId() != 0) ? REST_STATE_RAF_LINKED : REST_STATE_NOT_RAF_LINKED);
SetByteValue(PLAYER_BYTES_3, PLAYER_BYTES_3_OFFSET_GENDER, createInfo->Sex);
SetByteValue(PLAYER_BYTES_4, PLAYER_BYTES_4_OFFSET_ARENA_FACTION, 0);
SetGuidValue(OBJECT_FIELD_DATA, ObjectGuid::Empty);
SetUInt32Value(PLAYER_GUILDRANK, 0);
SetGuildLevel(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);
// set starting level
uint32 start_level = sWorld->getIntConfig(CONFIG_START_PLAYER_LEVEL);
if (getClass() == CLASS_DEATH_KNIGHT)
start_level = sWorld->getIntConfig(CONFIG_START_HEROIC_PLAYER_LEVEL);
else if (getClass() == CLASS_DEMON_HUNTER)
start_level = sWorld->getIntConfig(CONFIG_START_DEMON_HUNTER_PLAYER_LEVEL);
if (m_session->HasPermission(rbac::RBAC_PERM_USE_START_GM_LEVEL))
{
uint32 gm_level = sWorld->getIntConfig(CONFIG_START_GM_LEVEL);
if (gm_level > start_level)
start_level = gm_level;
}
SetUInt32Value(UNIT_FIELD_LEVEL, start_level);
InitRunes();
SetUInt32Value(PLAYER_FIELD_COINAGE, sWorld->getIntConfig(CONFIG_START_PLAYER_MONEY));
SetCurrency(CURRENCY_TYPE_APEXIS_CRYSTALS, sWorld->getIntConfig(CONFIG_CURRENCY_START_APEXIS_CRYSTALS));
SetCurrency(CURRENCY_TYPE_JUSTICE_POINTS, sWorld->getIntConfig(CONFIG_CURRENCY_START_JUSTICE_POINTS));
// start with every map explored
if (sWorld->getBoolConfig(CONFIG_START_ALL_EXPLORED))
{
for (uint16 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(nullptr);
m_Played_time[PLAYED_TIME_TOTAL] = 0;
m_Played_time[PLAYED_TIME_LEVEL] = 0;
// base stats and related field values
InitStatsForLevel();
InitTaxiNodesForLevel();
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)
SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
if (getPowerType() == POWER_RUNIC_POWER)
{
SetPower(POWER_RUNES, 8);
SetMaxPower(POWER_RUNES, 8);
SetPower(POWER_RUNIC_POWER, 0);
SetMaxPower(POWER_RUNIC_POWER, 1000);
}
// original spells
LearnDefaultSkills();
LearnCustomSpells();
// Original action bar. Do not use Player::AddActionButton because we do not have skill spells loaded at this time
// but checks will still be performed later when loading character from db in Player::_LoadActions
for (PlayerCreateInfoActions::const_iterator action_itr = info->action.begin(); action_itr != info->action.end(); ++action_itr)
{
// create new button
ActionButton& ab = m_actionButtons[action_itr->button];
// set data
ab.SetActionAndType(action_itr->action, ActionButtonType(action_itr->type));
}
// original items
if (CharStartOutfitEntry const* oEntry = sDB2Manager.GetCharStartOutfitEntry(createInfo->Race, createInfo->Class, createInfo->Sex))
{
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->GetBuyCount();
// special amount for food/drink
if (iProto->GetClass() == ITEM_CLASS_CONSUMABLE && iProto->GetSubClass() == ITEM_SUBCLASS_FOOD_DRINK)
{
if (iProto->Effects.size() >= 1)
{
switch (iProto->Effects[0]->Category)
{
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
else
{
ItemPosCountVec sDest;
msg = CanStoreItem(NULL_BAG, NULL_SLOT, sDest, pItem, false);
if (msg == EQUIP_ERR_OK)
{
RemoveItem(INVENTORY_SLOT_BAG_0, i, true);
StoreItem(sDest, pItem, true);
}
}
}
}
// all item positions resolved
if (ChrSpecializationEntry const* defaultSpec = sDB2Manager.GetDefaultChrSpecializationForClass(getClass()))
{
SetActiveTalentGroup(defaultSpec->OrderIndex);
SetPrimarySpecialization(defaultSpec->ID);
}
return true;
}
bool Player::StoreNewItemInBestSlots(uint32 titem_id, uint32 titem_amount)
{
TC_LOG_DEBUG("entities.player.items", "Player::StoreNewItemInBestSlots: Player '%s' (%s) creates initial item (ItemID: %u, Count: %u)",
GetName().c_str(), GetGUID().ToString().c_str(), titem_id, titem_amount);
// attempt equip by one
while (titem_amount > 0)
{
uint16 eDest;
InventoryResult msg = CanEquipNewItem(NULL_SLOT, eDest, titem_id, false);
if (msg != EQUIP_ERR_OK)
break;
EquipNewItem(eDest, titem_id, true);
AutoUnequipOffhandIfNeed();
--titem_amount;
}
if (titem_amount == 0)
return true; // equipped
// attempt store
ItemPosCountVec sDest;
// store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
InventoryResult msg = CanStoreNewItem(INVENTORY_SLOT_BAG_0, NULL_SLOT, sDest, titem_id, titem_amount);
if (msg == EQUIP_ERR_OK)
{
StoreNewItem(sDest, titem_id, true, Item::GenerateItemRandomPropertyId(titem_id));
return true; // stored
}
// item can't be added
TC_LOG_ERROR("entities.player.items", "Player::StoreNewItemInBestSlots: Player '%s' (%s) can't equip or store initial item (ItemID: %u, Race: %u, Class: %u, InventoryResult: %u)",
GetName().c_str(), GetGUID().ToString().c_str(), 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;
}
GetSession()->SendPacket(WorldPackets::Misc::StartMirrorTimer(Type, CurrentValue, MaxValue, Regen, 0, 0).Write());
}
void Player::StopMirrorTimer(MirrorTimerType Type)
{
m_MirrorTimer[Type] = DISABLED_MIRROR_TIMER;
GetSession()->SendPacket(WorldPackets::Misc::StopMirrorTimer(Type).Write());
}
bool Player::IsImmuneToEnvironmentalDamage() const
{
// 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);
WorldPackets::CombatLog::EnvironmentalDamageLog packet;
packet.Victim = GetGUID();
packet.Type = type != DAMAGE_FALL_TO_VOID ? type : DAMAGE_FALL;
packet.Amount = damage;
packet.Absorbed = absorb;
packet.Resisted = resist;
uint32 final_damage = DealDamage(this, damage, nullptr, SELF_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, nullptr, false);
packet.LogData.Initialize(this);
SendCombatLogMessage(&packet);
if (!IsAlive())
{
if (type == DAMAGE_FALL) // DealDamage does not apply item durability loss from self-induced damage.
{
TC_LOG_DEBUG("entities.player", "Player::EnvironmentalDamage: Player '%s' (%s) fall to death, loosing 10%% durability",
GetName().c_str(), GetGUID().ToString().c_str());
DurabilityLossAll(0.10f, false);
// durability lost message
SendDurabilityLoss(this, 10);
}
UpdateCriteria(CRITERIA_TYPE_DEATHS_FROM, 1, type);
}
return final_damage;
}
int32 Player::getMaxTimer(MirrorTimerType timer) const
{
switch (timer)
{
case FATIGUE_TIMER:
return MINUTE * IN_MILLISECONDS;
case BREATH_TIMER:
{
if (!IsAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING) || GetSession()->GetSecurity() >= AccountTypes(sWorld->getIntConfig(CONFIG_DISABLE_BREATHING)))
return DISABLED_MIRROR_TIMER;
int32 UnderWaterTime = 3 * MINUTE * IN_MILLISECONDS;
AuraEffectList const& mModWaterBreathing = GetAuraEffectsByType(SPELL_AURA_MOD_WATER_BREATHING);
for (AuraEffectList::const_iterator i = mModWaterBreathing.begin(); i != mModWaterBreathing.end(); ++i)
AddPct(UnderWaterTime, (*i)->GetAmount());
return UnderWaterTime;
}
case FIRE_TIMER:
{
if (!IsAlive())
return DISABLED_MIRROR_TIMER;
return 1 * IN_MILLISECONDS;
}
default:
return 0;
}
}
void Player::UpdateMirrorTimers()
{
// Desync flags for update on next HandleDrowning
if (m_MirrorTimerFlags)
m_MirrorTimerFlagsLast = ~m_MirrorTimerFlags;
}
void Player::StopMirrorTimers()
{
StopMirrorTimer(FATIGUE_TIMER);
StopMirrorTimer(BREATH_TIMER);
StopMirrorTimer(FIRE_TIMER);
}
bool Player::IsMirrorTimerActive(MirrorTimerType type) const
{
return m_MirrorTimer[type] == getMaxTimer(type);
}
void Player::HandleDrowning(uint32 time_diff)
{
if (!m_MirrorTimerFlags)
return;
// In water
if (m_MirrorTimerFlags & UNDERWATER_INWATER)
{
// Breath timer not activated - activate it
if (m_MirrorTimer[BREATH_TIMER] == DISABLED_MIRROR_TIMER)
{
m_MirrorTimer[BREATH_TIMER] = getMaxTimer(BREATH_TIMER);
SendMirrorTimer(BREATH_TIMER, m_MirrorTimer[BREATH_TIMER], m_MirrorTimer[BREATH_TIMER], -1);
}
else // If activated - do tick
{
m_MirrorTimer[BREATH_TIMER]-=time_diff;
// Timer limit - need deal damage
if (m_MirrorTimer[BREATH_TIMER] < 0)
{
m_MirrorTimer[BREATH_TIMER]+= 1*IN_MILLISECONDS;
// Calculate and deal damage
/// @todo Check this formula
uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
EnvironmentalDamage(DAMAGE_DROWNING, damage);
}
else if (!(m_MirrorTimerFlagsLast & UNDERWATER_INWATER)) // Update time in client if need
SendMirrorTimer(BREATH_TIMER, getMaxTimer(BREATH_TIMER), m_MirrorTimer[BREATH_TIMER], -1);
}
}
else if (m_MirrorTimer[BREATH_TIMER] != DISABLED_MIRROR_TIMER) // Regen timer
{
int32 UnderWaterTime = getMaxTimer(BREATH_TIMER);
// Need breath regen
m_MirrorTimer[BREATH_TIMER]+=10*time_diff;
if (m_MirrorTimer[BREATH_TIMER] >= UnderWaterTime || !IsAlive())
StopMirrorTimer(BREATH_TIMER);
else if (m_MirrorTimerFlagsLast & UNDERWATER_INWATER)
SendMirrorTimer(BREATH_TIMER, UnderWaterTime, m_MirrorTimer[BREATH_TIMER], 10);
}
// In dark water
if (m_MirrorTimerFlags & UNDERWARER_INDARKWATER)
{
// Fatigue timer not activated - activate it
if (m_MirrorTimer[FATIGUE_TIMER] == DISABLED_MIRROR_TIMER)
{
m_MirrorTimer[FATIGUE_TIMER] = getMaxTimer(FATIGUE_TIMER);
SendMirrorTimer(FATIGUE_TIMER, m_MirrorTimer[FATIGUE_TIMER], m_MirrorTimer[FATIGUE_TIMER], -1);
}
else
{
m_MirrorTimer[FATIGUE_TIMER]-=time_diff;
// Timer limit - need deal damage or teleport ghost to graveyard
if (m_MirrorTimer[FATIGUE_TIMER] < 0)
{
m_MirrorTimer[FATIGUE_TIMER]+= 1*IN_MILLISECONDS;
if (IsAlive()) // Calculate and deal damage
{
uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
EnvironmentalDamage(DAMAGE_EXHAUSTED, damage);
}
else if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) // Teleport ghost to graveyard
RepopAtGraveyard();
}
else if (!(m_MirrorTimerFlagsLast & UNDERWARER_INDARKWATER))
SendMirrorTimer(FATIGUE_TIMER, getMaxTimer(FATIGUE_TIMER), m_MirrorTimer[FATIGUE_TIMER], -1);
}
}
else if (m_MirrorTimer[FATIGUE_TIMER] != DISABLED_MIRROR_TIMER) // Regen timer
{
int32 DarkWaterTime = getMaxTimer(FATIGUE_TIMER);
m_MirrorTimer[FATIGUE_TIMER]+=10*time_diff;
if (m_MirrorTimer[FATIGUE_TIMER] >= DarkWaterTime || !IsAlive())
StopMirrorTimer(FATIGUE_TIMER);
else if (m_MirrorTimerFlagsLast & UNDERWARER_INDARKWATER)
SendMirrorTimer(FATIGUE_TIMER, DarkWaterTime, m_MirrorTimer[FATIGUE_TIMER], 10);
}
if (m_MirrorTimerFlags & (UNDERWATER_INLAVA /*| UNDERWATER_INSLIME*/) && !(_lastLiquid && _lastLiquid->SpellID))
{
// Breath timer not activated - activate it
if (m_MirrorTimer[FIRE_TIMER] == DISABLED_MIRROR_TIMER)
m_MirrorTimer[FIRE_TIMER] = getMaxTimer(FIRE_TIMER);
else
{
m_MirrorTimer[FIRE_TIMER] -= time_diff;
if (m_MirrorTimer[FIRE_TIMER] < 0)
{
m_MirrorTimer[FIRE_TIMER]+= 1*IN_MILLISECONDS;
// Calculate and deal damage
/// @todo Check this formula
uint32 damage = urand(600, 700);
if (m_MirrorTimerFlags & UNDERWATER_INLAVA)
EnvironmentalDamage(DAMAGE_LAVA, damage);
// need to skip Slime damage in Undercity,
// maybe someone can find better way to handle environmental damage
//else if (m_zoneUpdateId != 1497)
// EnvironmentalDamage(DAMAGE_SLIME, damage);
}
}
}
else
m_MirrorTimer[FIRE_TIMER] = DISABLED_MIRROR_TIMER;
// Recheck timers flag
m_MirrorTimerFlags&=~UNDERWATER_EXIST_TIMERS;
for (uint8 i = 0; i< MAX_TIMERS; ++i)
if (m_MirrorTimer[i] != DISABLED_MIRROR_TIMER)
{
m_MirrorTimerFlags|=UNDERWATER_EXIST_TIMERS;
break;
}
m_MirrorTimerFlagsLast = m_MirrorTimerFlags;
}
///The player sobers by 1% every 9 seconds
void Player::HandleSobering()
{
m_drunkTimer = 0;
uint8 currentDrunkValue = GetDrunkValue();
uint8 drunk = currentDrunkValue ? --currentDrunkValue : 0;
SetDrunkValue(drunk);
}
DrunkenState Player::GetDrunkenstateByValue(uint8 value)
{
if (value >= 90)
return DRUNKEN_SMASHED;
if (value >= 50)
return DRUNKEN_DRUNK;
if (value)
return DRUNKEN_TIPSY;
return DRUNKEN_SOBER;
}
void Player::SetDrunkValue(uint8 newDrunkValue, uint32 itemId /*= 0*/)
{
bool isSobering = newDrunkValue < GetDrunkValue();
uint32 oldDrunkenState = Player::GetDrunkenstateByValue(GetDrunkValue());
if (newDrunkValue > 100)
newDrunkValue = 100;
// select drunk percent or total SPELL_AURA_MOD_FAKE_INEBRIATE amount, whichever is higher for visibility updates
int32 drunkPercent = std::max<int32>(newDrunkValue, GetTotalAuraModifier(SPELL_AURA_MOD_FAKE_INEBRIATE));
if (drunkPercent)
{
m_invisibilityDetect.AddFlag(INVISIBILITY_DRUNK);
m_invisibilityDetect.SetValue(INVISIBILITY_DRUNK, drunkPercent);
}
else if (!HasAuraType(SPELL_AURA_MOD_FAKE_INEBRIATE) && !newDrunkValue)
m_invisibilityDetect.DelFlag(INVISIBILITY_DRUNK);
uint32 newDrunkenState = Player::GetDrunkenstateByValue(newDrunkValue);
SetByteValue(PLAYER_BYTES_3, PLAYER_BYTES_3_OFFSET_INEBRIATION, newDrunkValue);
UpdateObjectVisibility();
if (!isSobering)
m_drunkTimer = 0; // reset sobering timer
if (newDrunkenState == oldDrunkenState)
return;
WorldPackets::Misc::CrossedInebriationThreshold data;
data.Guid = GetGUID();
data.Threshold = newDrunkenState;
data.ItemID = itemId;
SendMessageToSet(data.Write(), true);
}
void Player::Update(uint32 p_time)
{
if (!IsInWorld())
return;
// undelivered mail
if (m_nextMailDelivereTime && m_nextMailDelivereTime <= time(nullptr))
{
SendNewMail();
++unReadMails;
// It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
m_nextMailDelivereTime = 0;
}
// If this is set during update SetSpellModTakingSpell call is missing somewhere in the code
// Having this would prevent more aura charges to be dropped, so let's crash
//ASSERT (!m_spellModTakingSpell);
if (m_spellModTakingSpell)
{
//TC_LOG_FATAL("entities.player", "Player has m_pad %u during update!", m_pad);
//if (m_spellModTakingSpell)
TC_LOG_FATAL("spells", "Player::Update: Player '%s' (%s) has m_spellModTakingSpell (SpellID: %u) during update!",
GetName().c_str(), GetGUID().ToString().c_str(), m_spellModTakingSpell->m_spellInfo->Id);
m_spellModTakingSpell = nullptr;
}
//used to implement delayed far teleport
SetCanDelayTeleport(true);
Unit::Update(p_time);
SetCanDelayTeleport(false);
time_t now = time(nullptr);
UpdatePvPFlag(now);
UpdateContestedPvP(p_time);
UpdateDuelFlag(now);
CheckDuelDistance(now);
UpdateAfkReport(now);
if (IsAIEnabled && GetAI())
GetAI()->UpdateAI(p_time);
else if (NeedChangeAI)
{
UpdateCharmAI();
NeedChangeAI = false;
IsAIEnabled = (GetAI() != nullptr);
}
// Update items that have just a limited lifetime
if (now > m_Last_tick)
UpdateItemDuration(uint32(now - m_Last_tick));
// check every second
if (now > m_Last_tick + 1)
UpdateSoulboundTradeItems();
// If mute expired, remove it from the DB
if (GetSession()->m_muteTime && GetSession()->m_muteTime < now)
{
GetSession()->m_muteTime = 0;
PreparedStatement* stmt = LoginDatabase.GetPreparedStatement(LOGIN_UPD_MUTE_TIME);
stmt->setInt64(0, 0); // Set the mute time to 0
stmt->setString(1, "");
stmt->setString(2, "");
stmt->setUInt32(3, GetSession()->GetAccountId());
LoginDatabase.Execute(stmt);
}
if (!m_timedquests.empty())
{
QuestSet::iterator iter = m_timedquests.begin();
while (iter != m_timedquests.end())
{
QuestStatusData& q_status = m_QuestStatus[*iter];
if (q_status.Timer <= p_time)
{
uint32 quest_id = *iter;
++iter; // current iter will be removed in FailQuest
FailQuest(quest_id);
}
else
{
q_status.Timer -= p_time;
m_QuestStatusSave[*iter] = QUEST_DEFAULT_SAVE_TYPE;
++iter;
}
}
}
m_achievementMgr->UpdateTimedCriteria(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, if player is not in boundary radius
else if (!IsWithinBoundaryRadius(victim) && !HasInArc(2 * float(M_PI) / 3, victim))
{
setAttackTimer(BASE_ATTACK, 100);
if (m_swingErrorMsg != 2) // send single time (client auto repeat)
{
SendAttackSwingBadFacingAttack();
m_swingErrorMsg = 2;
}
}
else
{
m_swingErrorMsg = 0; // reset swing error state
// prevent base and off attack in same time, delay attack at 0.2 sec
if (haveOffhandWeapon())
if (getAttackTimer(OFF_ATTACK) < ATTACK_DISPLAY_DELAY)
setAttackTimer(OFF_ATTACK, ATTACK_DISPLAY_DELAY);
// do attack
AttackerStateUpdate(victim, BASE_ATTACK);
resetAttackTimer(BASE_ATTACK);
}
}
if (!IsInFeralForm() && haveOffhandWeapon() && isAttackReady(OFF_ATTACK))
{
if (!IsWithinMeleeRange(victim))
setAttackTimer(OFF_ATTACK, 100);
else if (!IsWithinBoundaryRadius(victim) && !HasInArc(2 * float(M_PI) / 3, victim))
{
setAttackTimer(BASE_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) && _restTime > 0) // freeze update
{
time_t currTime = time(nullptr);
time_t timeDiff = currTime - _restTime;
if (timeDiff >= 10) // freeze update
{
_restTime = currTime;
float bubble = 0.125f * sWorld->getRate(RATE_REST_INGAME);
float extraPerSec = ((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP) / 72000.0f) * bubble;
// speed collect rest bonus (section/in hour)
float currRestBonus = GetRestBonus();
SetRestBonus(currRestBonus + timeDiff * extraPerSec);
}
}
}
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)
{
// On zone update tick check if we are still in an inn if we are supposed to be in one
if (HasRestFlag(REST_FLAG_IN_TAVERN))
{
AreaTriggerEntry const* atEntry = sAreaTriggerStore.LookupEntry(GetInnTriggerId());
if (!atEntry || !IsInAreaTriggerRadius(atEntry))
RemoveRestFlag(REST_FLAG_IN_TAVERN);
}
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 && !IsBeingTeleportedFar())
{
if (p_time >= m_timeSyncTimer)
SendTimeSync();
else
m_timeSyncTimer -= p_time;
}
if (IsAlive())
{
m_regenTimer += p_time;
RegenerateAll();
}
if (m_deathState == JUST_DIED)
KillPlayer();
if (m_nextSave > 0)
{
if (p_time >= m_nextSave)
{
// m_nextSave reset in SaveToDB call
SaveToDB();
TC_LOG_DEBUG("entities.player", "Player::Update: Player '%s' (%s) saved", GetName().c_str(), GetGUID().ToString().c_str());
}
else
m_nextSave -= p_time;
}
//Handle Water/drowning
HandleDrowning(p_time);
// Played time
if (now > m_Last_tick)
{
uint32 elapsed = uint32(now - m_Last_tick);
m_Played_time[PLAYED_TIME_TOTAL] += elapsed; // Total played time
m_Played_time[PLAYED_TIME_LEVEL] += elapsed; // Level played time
m_Last_tick = now;
}
if (GetDrunkValue())
{
m_drunkTimer += p_time;
if (m_drunkTimer > 9 * IN_MILLISECONDS)
HandleSobering();
}
if (HasPendingBind())
{
if (_pendingBindTimer <= p_time)
{
// Player left the instance
if (_pendingBindId == GetInstanceId())
BindToInstance();
SetPendingBind(0, 0);
}
else
_pendingBindTimer -= p_time;
}
// not auto-free ghost from body in instances
if (m_deathTimer > 0 && !GetBaseMap()->Instanceable() && !HasAuraType(SPELL_AURA_PREVENT_RESURRECTION))
{
if (p_time >= m_deathTimer)
{
m_deathTimer = 0;
BuildPlayerRepop();
RepopAtGraveyard();
}
else
m_deathTimer -= p_time;
}
UpdateEnchantTime(p_time);
UpdateHomebindTime(p_time);
if (!_instanceResetTimes.empty())
{
for (InstanceTimeMap::iterator itr = _instanceResetTimes.begin(); itr != _instanceResetTimes.end();)
{
if (itr->second < now)
_instanceResetTimes.erase(itr++);
else
++itr;
}
}
if (getClass() == CLASS_DEATH_KNIGHT)
{
// Update rune timers
for (uint8 i = 0; i < MAX_RUNES; ++i)
{
uint32 timer = GetRuneTimer(i);
// Don't update timer if rune is disabled
if (GetRuneCooldown(i))
continue;
// Timer has began
if (timer < 0xFFFFFFFF)
{
timer += p_time;
SetRuneTimer(i, std::min(uint32(2500), timer));
}
}
}
// group update
SendUpdateToOutOfRangeGroupMembers();
Pet* pet = GetPet();
if (pet && !pet->IsWithinDistInMap(this, GetMap()->GetVisibilityRange()) && !pet->isPossessed())
//if (pet && !pet->IsWithinDistInMap(this, GetMap()->GetVisibilityDistance()) && (GetCharmGUID() && (pet->GetGUID() != GetCharmGUID())))
RemovePet(pet, PET_SAVE_NOT_IN_SLOT, true);
//we should execute delayed teleports only for alive(!) players
//because we don't want player's ghost teleported from graveyard
if (IsHasDelayedTeleport() && IsAlive())
TeleportTo(m_teleport_dest, m_teleport_options);
}
void Player::setDeathState(DeathState s)
{
uint32 ressSpellId = 0;
bool cur = IsAlive();
if (s == JUST_DIED)
{
if (!cur)
{
TC_LOG_ERROR("entities.player", "Player::setDeathState: Attempted to kill a dead player '%s' (%s)", GetName().c_str(), GetGUID().ToString().c_str());
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(nullptr, 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();
UpdateCriteria(CRITERIA_TYPE_DEATH_AT_MAP, 1);
UpdateCriteria(CRITERIA_TYPE_DEATH, 1);
UpdateCriteria(CRITERIA_TYPE_DEATH_IN_DUNGEON, 1);
ResetCriteria(CRITERIA_TYPE_BG_OBJECTIVE_CAPTURE, CRITERIA_CONDITION_NO_DEATH);
ResetCriteria(CRITERIA_TYPE_HONORABLE_KILL, CRITERIA_CONDITION_NO_DEATH);
ResetCriteria(CRITERIA_TYPE_GET_KILLING_BLOWS, CRITERIA_CONDITION_NO_DEATH);
}
Unit::setDeathState(s);
// restore resurrection spell id for player after aura remove
if (s == JUST_DIED && cur && ressSpellId)
SetUInt32Value(PLAYER_SELF_RES_SPELL, ressSpellId);
if (IsAlive() && !cur)
//clear aura case after resurrection by another way (spells will be applied before next death)
SetUInt32Value(PLAYER_SELF_RES_SPELL, 0);
}
void Player::ToggleAFK()
{
ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
// afk player not allowed in battleground
if (isAFK() && InBattleground() && !InArena())
LeaveBattleground();
}
void Player::ToggleDND()
{
ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
}
uint8 Player::GetChatFlags() const
{
uint8 tag = CHAT_FLAG_NONE;
if (isGMChat())
tag |= CHAT_FLAG_GM;
if (isDND())
tag |= CHAT_FLAG_DND;
if (isAFK())
tag |= CHAT_FLAG_AFK;
if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DEVELOPER))
tag |= CHAT_FLAG_DEV;
return tag;
}
bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options)
{
if (!MapManager::IsValidMapCoord(mapid, x, y, z, orientation))
{
TC_LOG_ERROR("maps", "Player::TeleportTo: Invalid map (%d) or invalid coordinates (X: %f, Y: %f, Z: %f, O: %f) given when teleporting player '%s' (%s, MapID: %d, X: %f, Y: %f, Z: %f, O: %f).",
mapid, x, y, z, orientation, GetGUID().ToString().c_str(), GetName().c_str(), GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
return false;
}
if (!GetSession()->HasPermission(rbac::RBAC_PERM_SKIP_CHECK_DISABLE_MAP) && DisableMgr::IsDisabledFor(DISABLE_TYPE_MAP, mapid, this))
{
TC_LOG_ERROR("maps", "Player::TeleportTo: Player '%s' (%s) tried to enter a forbidden map (MapID: %u)", GetGUID().ToString().c_str(), GetName().c_str(), mapid);
SendTransferAborted(mapid, TRANSFER_ABORT_MAP_NOT_ALLOWED);
return false;
}
// preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
Pet* pet = GetPet();
MapEntry const* mEntry = sMapStore.LookupEntry(mapid);
// don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
// don't let gm level > 1 either
if (!InBattleground() && mEntry->IsBattlegroundOrArena())
return false;
// client without expansion support
if (GetSession()->GetExpansion() < mEntry->Expansion())
{
TC_LOG_DEBUG("maps", "Player '%s' (%s) using client without required expansion tried teleporting to non accessible map (MapID: %u)",
GetName().c_str(), GetGUID().ToString().c_str(), mapid);
if (Transport* transport = GetTransport())
{
transport->RemovePassenger(this);
RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
}
SendTransferAborted(mapid, TRANSFER_ABORT_INSUF_EXPAN_LVL, mEntry->Expansion());
return false; // normal client can't teleport to this map...
}
else
TC_LOG_DEBUG("maps", "Player %s (%s) is being teleported to map (MapID: %u)", GetName().c_str(), GetGUID().ToString().c_str(), mapid);
if (m_vehicle)
ExitVehicle();
// reset movement flags at teleport, because player will continue move with these flags after teleport
SetUnitMovementFlags(GetUnitMovementFlags() & MOVEMENTFLAG_MASK_HAS_PLAYER_STATUS_OPCODE);
m_movementInfo.ResetJump();
DisableSpline();
if (Transport* transport = GetTransport())
{
if (!(options & TELE_TO_NOT_LEAVE_TRANSPORT))
transport->RemovePassenger(this);
}
// The player was ported to another map and loses the duel immediately.
// We have to perform this check before the teleport, otherwise the
// ObjectAccessor won't find the flag.
if (duel && GetMapId() != mapid && GetMap()->GetGameObject(GetGuidValue(PLAYER_DUEL_ARBITER)))
DuelComplete(DUEL_FLED);
if (GetMapId() == mapid)
{
//lets reset far teleport flag if it wasn't reset during chained teleport
SetSemaphoreTeleportFar(false);
//setup delayed teleport flag
SetDelayedTeleportFlag(IsCanDelayTeleport());
//if teleport spell is cast in Unit::Update() func
//then we need to delay it until update process will be finished
if (IsHasDelayedTeleport())
{
SetSemaphoreTeleportNear(true);
//lets save teleport destination for player
m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
m_teleport_options = options;
return true;
}
if (!(options & TELE_TO_NOT_UNSUMMON_PET))
{
//same map, only remove pet if out of range for new position
if (pet && !pet->IsWithinDist3d(x, y, z, GetMap()->GetVisibilityRange()))
UnsummonPetTemporaryIfAny();
}
if (!(options & TELE_TO_NOT_LEAVE_COMBAT))
CombatStop();
// this will be used instead of the current location in SaveToDB
m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
m_teleport_options = options;
SetFallInformation(0, z);
// code for finish transfer called in WorldSession::HandleMovementOpcodes()
// at client packet CMSG_MOVE_TELEPORT_ACK
SetSemaphoreTeleportNear(true);
// near teleport, triggering send CMSG_MOVE_TELEPORT_ACK from client at landing
if (!GetSession()->PlayerLogout())
SendTeleportPacket(m_teleport_dest);
}
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->PlayerCannotEnter(mapid, this, false))
return false;
// Seamless teleport can happen only if cosmetic maps match
if (!oldmap ||
(oldmap->GetEntry()->CosmeticParentMapID != int32(mapid) && int32(GetMapId()) != mEntry->CosmeticParentMapID &&
!((oldmap->GetEntry()->CosmeticParentMapID != -1) ^ (oldmap->GetEntry()->CosmeticParentMapID != mEntry->CosmeticParentMapID))))
options &= ~TELE_TO_SEAMLESS;
//I think this always returns true. Correct me if I am wrong.
// If the map is not created, assume it is possible to enter it.
// It will be created in the WorldPortAck.
//Map* map = sMapMgr->FindBaseNonInstanceMap(mapid);
//if (!map || map->CanEnter(this))
{
//lets reset near teleport flag if it wasn't reset during chained teleports
SetSemaphoreTeleportNear(false);
//setup delayed teleport flag
SetDelayedTeleportFlag(IsCanDelayTeleport());
//if teleport spell is cast in Unit::Update() func
//then we need to delay it until update process will be finished
if (IsHasDelayedTeleport())
{
SetSemaphoreTeleportFar(true);
//lets save teleport destination for player
m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
m_teleport_options = options;
return true;
}
SetSelection(ObjectGuid::Empty);
CombatStop();
ResetContestedPvP();
// remove player from battleground on far teleport (when changing maps)
if (Battleground const* bg = GetBattleground())
{
// Note: at battleground join battleground id set before teleport
// and we already will found "current" battleground
// just need check that this is targeted map or leave
if (bg->GetMapId() != mapid)
LeaveBattleground(false); // don't teleport to entry point
}
// remove arena spell coldowns/buffs now to also remove pet's cooldowns before it's temporarily unsummoned
if (mEntry->IsBattleArena())
{
RemoveArenaSpellCooldowns(true);
RemoveArenaAuras();
if (pet)
pet->RemoveArenaAuras();
}
// remove pet on map change
if (pet)
UnsummonPetTemporaryIfAny();
// remove all dyn objects
RemoveAllDynObjects();
// stop spellcasting
// not attempt interrupt teleportation spell at caster teleport
if (!(options & TELE_TO_SPELL))
if (IsNonMeleeSpellCast(true))
InterruptNonMeleeSpells(true);
//remove auras before removing from map...
RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP | AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING);
if (!GetSession()->PlayerLogout() && !(options & TELE_TO_SEAMLESS))
{
// send transfer packets
WorldPackets::Movement::TransferPending transferPending;
transferPending.MapID = mapid;
if (Transport* transport = GetTransport())
{
transferPending.Ship = boost::in_place();
transferPending.Ship->ID = transport->GetEntry();
transferPending.Ship->OriginMapID = GetMapId();
}
GetSession()->SendPacket(transferPending.Write());
}
// remove from old map now
if (oldmap)
oldmap->RemovePlayerFromMap(this, false);
m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
m_teleport_options = options;
SetFallInformation(0, z);
// if the player is saved before worldportack (at logout for example)
// this will be used instead of the current location in SaveToDB
if (!GetSession()->PlayerLogout())
{
WorldPackets::Movement::SuspendToken suspendToken;
suspendToken.SequenceIndex = m_movementCounter; // not incrementing
suspendToken.Reason = options & TELE_TO_SEAMLESS ? 2 : 1;
SendDirectMessage(suspendToken.Write());
}
// move packet sent by client always after far teleport
// code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
SetSemaphoreTeleportFar(true);
}
//else
// return false;
}
return true;
}
bool Player::TeleportTo(WorldLocation const &loc, uint32 options /*= 0*/)
{
return TeleportTo(loc.GetMapId(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ(), loc.GetOrientation(), options);
}
bool Player::TeleportToBGEntryPoint()
{
if (m_bgData.joinPos.m_mapId == MAPID_INVALID)
return false;
ScheduleDelayedOperation(DELAYED_BG_MOUNT_RESTORE);
ScheduleDelayedOperation(DELAYED_BG_TAXI_RESTORE);
ScheduleDelayedOperation(DELAYED_BG_GROUP_RESTORE);
return TeleportTo(m_bgData.joinPos);
}
void Player::ProcessDelayedOperations()
{
if (m_DelayedOperations == 0)
return;
if (m_DelayedOperations & DELAYED_RESURRECT_PLAYER)
ResurrectUsingRequestDataImpl();
if (m_DelayedOperations & DELAYED_SAVE_PLAYER)
SaveToDB();
if (m_DelayedOperations & DELAYED_SPELL_CAST_DESERTER)
CastSpell(this, 26013, true); // Deserter
if (m_DelayedOperations & DELAYED_BG_MOUNT_RESTORE)
{
if (m_bgData.mountSpell)
{
CastSpell(this, m_bgData.mountSpell, true);
m_bgData.mountSpell = 0;
}
}
if (m_DelayedOperations & DELAYED_BG_TAXI_RESTORE)
{
if (m_bgData.HasTaxiPath())
{
m_taxi.AddTaxiDestination(m_bgData.taxiPath[0]);
m_taxi.AddTaxiDestination(m_bgData.taxiPath[1]);
m_bgData.ClearTaxiPath();
ContinueTaxiFlight();
}
}
if (m_DelayedOperations & DELAYED_BG_GROUP_RESTORE)
{
if (Group* g = GetGroup())
g->SendUpdateToPlayer(GetGUID());
}
//we have executed ALL delayed ops, so clear the flag
m_DelayedOperations = 0;
}
void Player::AddToWorld()
{
///- Do not add/remove the player from the object storage
///- It will crash when updating the ObjectAccessor
///- The player should only be added when logging in
Unit::AddToWorld();
for (uint8 i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i)
if (m_items[i])
m_items[i]->AddToWorld();
}
void Player::RemoveFromWorld()
{
// cleanup
if (IsInWorld())
{
///- Release charmed creatures, unsummon totems and remove pets/guardians
StopCastingCharm();
StopCastingBindSight();
UnsummonPetTemporaryIfAny();
sOutdoorPvPMgr->HandlePlayerLeaveZone(this, m_zoneUpdateId);
sBattlefieldMgr->HandlePlayerLeaveZone(this, m_zoneUpdateId);
}
// Remove items from world before self - player must be found in Item::RemoveFromObjectUpdate
for (uint8 i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i)
if (m_items[i])
m_items[i]->RemoveFromWorld();
///- Do not add/remove the player from the object storage
///- It will crash when updating the ObjectAccessor
///- The player should only be removed when logging out
Unit::RemoveFromWorld();
for (ItemMap::iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter)
iter->second->RemoveFromWorld();
if (m_uint32Values)
{
if (WorldObject* viewpoint = GetViewpoint())
{
TC_LOG_ERROR("entities.player", "Player::RemoveFromWorld: Player '%s' (%s) has viewpoint (Entry:%u, Type: %u) when removed from world",
GetName().c_str(), GetGUID().ToString().c_str(), viewpoint->GetEntry(), viewpoint->GetTypeId());
SetViewpoint(viewpoint, false);
}
}
}
void Player::SetObjectScale(float scale)
{
Unit::SetObjectScale(scale);
SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, scale * DEFAULT_WORLD_OBJECT_SIZE);
SetFloatValue(UNIT_FIELD_COMBATREACH, scale * DEFAULT_COMBAT_REACH);
if (IsInWorld())
SendMovementSetCollisionHeight(scale * GetCollisionHeight(IsMounted()));
}
bool Player::IsImmunedToSpellEffect(SpellInfo const* spellInfo, uint32 index) const
{
SpellEffectInfo const* effect = spellInfo->GetEffect(GetMap()->GetDifficultyID(), index);
if (!effect || !effect->IsEffect())
return false;
// players are immune to taunt (the aura and the spell effect).
if (effect->IsAura(SPELL_AURA_MOD_TAUNT))
return true;
if (effect->IsEffect(SPELL_EFFECT_ATTACK_ME))
return true;
return Unit::IsImmunedToSpellEffect(spellInfo, index);
}
void Player::RegenerateAll()
{
m_regenTimerCount += m_regenTimer;
for (Powers power = POWER_MANA; power < MAX_POWERS; power = Powers(power + 1))
if (power != POWER_RUNES)
Regenerate(power);
// Runes act as cooldowns, and they don't need to send any data
if (getClass() == CLASS_DEATH_KNIGHT)
{
uint32 regeneratedRunes = 0;
uint32 regenIndex = 0;
while (regeneratedRunes < MAX_RECHARGING_RUNES && !m_runes->CooldownOrder.empty())
{
uint8 runeToRegen = m_runes->CooldownOrder[regenIndex++];
uint32 runeCooldown = GetRuneCooldown(runeToRegen);
if (runeCooldown > m_regenTimer)
{
SetRuneCooldown(runeToRegen, runeCooldown - m_regenTimer);
++regenIndex;
}
else
SetRuneCooldown(runeCooldown, 0);
++regeneratedRunes;
}
}
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();
m_regenTimerCount -= 2000;
}
m_regenTimer = 0;
}
void Player::Regenerate(Powers power)
{
// Skip regeneration for power type we cannot have
uint32 powerIndex = GetPowerIndex(power);
if (powerIndex == MAX_POWERS || powerIndex >= MAX_POWERS_PER_CLASS)
return;
/// @todo possible use of miscvalueb instead of amount
if (HasAuraTypeWithValue(SPELL_AURA_PREVENT_REGENERATE_POWER, power))
return;
int32 curValue = GetPower(power);
// TODO: updating haste should update UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER for certain power types
PowerTypeEntry const* powerType = sDB2Manager.GetPowerTypeEntry(power);
if (!powerType)
return;
float addvalue = 0.0f;
if (!IsInCombat())
{
if (powerType->RegenerationDelay && GetMSTimeDiffToNow(m_combatExitTime) < powerType->RegenerationDelay)
return;
addvalue = (powerType->RegenerationPeace + GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER + powerIndex)) * 0.001f * m_regenTimer;
}
else
addvalue = (powerType->RegenerationCombat + GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER + powerIndex)) * 0.001f * m_regenTimer;
static Rates const RatesForPower[MAX_POWERS] =
{
RATE_POWER_MANA,
RATE_POWER_RAGE_LOSS,
RATE_POWER_FOCUS,
RATE_POWER_ENERGY,
RATE_POWER_COMBO_POINTS_LOSS,
MAX_RATES, // runes
RATE_POWER_RUNIC_POWER_LOSS,
RATE_POWER_SOUL_SHARDS,
RATE_POWER_LUNAR_POWER,
RATE_POWER_HOLY_POWER,
MAX_RATES, // alternate
RATE_POWER_MAELSTROM,
RATE_POWER_CHI,
RATE_POWER_INSANITY,
MAX_RATES, // burning embers, unused
MAX_RATES, // demonic fury, unused
RATE_POWER_ARCANE_CHARGES,
RATE_POWER_FURY,
RATE_POWER_PAIN,
};
if (RatesForPower[power] != MAX_RATES)
addvalue *= sWorld->getRate(RatesForPower[power]);
// Mana regen calculated in Player::UpdateManaRegen()
if (power != POWER_MANA)
{
AuraEffectList const& ModPowerRegenPCTAuras = GetAuraEffectsByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT);
for (AuraEffectList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i)
if (Powers((*i)->GetMiscValue()) == power)
AddPct(addvalue, (*i)->GetAmount());
addvalue += GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, power) * ((power != POWER_ENERGY) ? m_regenTimerCount : m_regenTimer) / (5 * IN_MILLISECONDS);
}
int32 minPower = powerType->RegenerationMin;
int32 maxPower = GetMaxPower(power);
if (addvalue < 0.0f)
{
if (curValue <= minPower)
return;
}
else if (addvalue > 0.0f)
{
if (curValue >= maxPower)
return;
}
else
return;
addvalue += m_powerFraction[powerIndex];
int32 integerValue = int32(std::fabs(addvalue));
if (powerType->RegenerationCenter)
{
if (curValue > powerType->RegenerationCenter)
{
addvalue = -std::abs(addvalue);
minPower = powerType->RegenerationCenter;
}
else if (curValue < powerType->RegenerationCenter)
{
addvalue = std::abs(addvalue);
maxPower = powerType->RegenerationCenter;
}
else
return;
}
if (addvalue < 0.0f)
{
if (curValue > minPower + integerValue)
{
curValue -= integerValue;
m_powerFraction[powerIndex] = addvalue + integerValue;
}
else
{
curValue = minPower;
m_powerFraction[powerIndex] = 0;
}
}
else
{
if (curValue + integerValue <= maxPower)
{
curValue += integerValue;
m_powerFraction[powerIndex] = addvalue - integerValue;
}
else
{
curValue = maxPower;
m_powerFraction[powerIndex] = 0;
}
}
if (m_regenTimerCount >= 2000)
SetPower(power, curValue);
else
UpdateUInt32Value(UNIT_FIELD_POWER + powerIndex, curValue);
}
void Player::RegenerateHealth()
{
uint32 curValue = GetHealth();
uint32 maxValue = GetMaxHealth();
if (curValue >= maxValue)
return;
float HealthIncreaseRate = sWorld->getRate(RATE_HEALTH);
float addValue = 0.0f;
// polymorphed case
if (IsPolymorphed())
addValue = float(GetMaxHealth()) / 3.0f;
// normal regen case (maybe partly in combat case)
else if (!IsInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
{
addValue = HealthIncreaseRate;
if (!IsInCombat())
{
if (getLevel() < 15)
addValue = (0.20f * ((float)GetMaxHealth()) / getLevel() * HealthIncreaseRate);
else
addValue = 0.015f * ((float)GetMaxHealth()) * HealthIncreaseRate;
AuraEffectList const& mModHealthRegenPct = GetAuraEffectsByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT);
for (AuraEffectList::const_iterator i = mModHealthRegenPct.begin(); i != mModHealthRegenPct.end(); ++i)
AddPct(addValue, (*i)->GetAmount());
addValue += GetTotalAuraModifier(SPELL_AURA_MOD_REGEN) * 0.4f;
}
else if (HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
ApplyPct(addValue, GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT));
if (!IsStandState())
addValue *= 1.5f;
}
// always regeneration bonus (including combat)
addValue += GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT);
addValue += m_baseHealthRegen / 2.5f;
if (addValue < 0.0f)
addValue = 0.0f;
ModifyHealth(int32(addValue));
}
void Player::ResetAllPowers()
{
SetHealth(GetMaxHealth());
switch (getPowerType())
{
case POWER_MANA:
SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
break;
case POWER_RAGE:
SetPower(POWER_RAGE, 0);
break;
case POWER_ENERGY:
SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
break;
case POWER_RUNIC_POWER:
SetPower(POWER_RUNIC_POWER, 0);
break;
case POWER_LUNAR_POWER:
SetPower(POWER_LUNAR_POWER, 0);
break;
default:
break;
}
}
bool Player::CanInteractWithQuestGiver(Object* questGiver) const
{
switch (questGiver->GetTypeId())
{
case TYPEID_UNIT:
return GetNPCIfCanInteractWith(questGiver->GetGUID(), UNIT_NPC_FLAG_QUESTGIVER) != nullptr;
case TYPEID_GAMEOBJECT:
return GetGameObjectIfCanInteractWith(questGiver->GetGUID(), GAMEOBJECT_TYPE_QUESTGIVER) != nullptr;
case TYPEID_PLAYER:
return IsAlive() && questGiver->ToPlayer()->IsAlive();
case TYPEID_ITEM:
return IsAlive();
default:
break;
}
return false;
}
Creature* Player::GetNPCIfCanInteractWith(ObjectGuid const& guid, uint64 npcflagmask) const
{
// unit checks
if (!guid)
return nullptr;
if (!IsInWorld())
return nullptr;
if (IsInFlight())
return nullptr;
// exist (we need look pets also for some interaction (quest/etc)
Creature* creature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, guid);
if (!creature)
return nullptr;
// Deathstate checks
if (!IsAlive() && !(creature->GetCreatureTemplate()->type_flags & CREATURE_TYPEFLAGS_GHOST))
return nullptr;
// alive or spirit healer
if (!creature->IsAlive() && !(creature->GetCreatureTemplate()->type_flags & CREATURE_TYPEFLAGS_DEAD_INTERACT))
return nullptr;
// appropriate npc type
if (npcflagmask && !creature->HasFlag64(UNIT_NPC_FLAGS, npcflagmask))
return nullptr;
// not allow interaction under control, but allow with own pets
if (!creature->GetCharmerGUID().IsEmpty())
return nullptr;
// not unfriendly/hostile
if (creature->GetReactionTo(this) <= REP_UNFRIENDLY)
return nullptr;
// not too far
if (!creature->IsWithinDistInMap(this, INTERACTION_DISTANCE))
return nullptr;
return creature;
}
GameObject* Player::GetGameObjectIfCanInteractWith(ObjectGuid const& guid) const
{
if (GameObject* go = GetMap()->GetGameObject(guid))
{
if (go->IsWithinDistInMap(this, go->GetInteractionDistance()))
return go;
TC_LOG_DEBUG("maps", "Player::GetGameObjectIfCanInteractWith: GameObject '%s' (%s) is too far away from player '%s' (%s) to be used by him (Distance: %f, maximal %f is allowed)",
go->GetGOInfo()->name.c_str(), go->GetGUID().ToString().c_str(), GetName().c_str(), GetGUID().ToString().c_str(), go->GetDistance(this), go->GetInteractionDistance());
}
return nullptr;
}
GameObject* Player::GetGameObjectIfCanInteractWith(ObjectGuid const& guid, GameobjectTypes type) const
{
if (GameObject* go = GetMap()->GetGameObject(guid))
{
if (go->GetGoType() == type)
{
if (go->IsWithinDistInMap(this, go->GetInteractionDistance()))
return go;
TC_LOG_DEBUG("maps", "Player::GetGameObjectIfCanInteractWith: GameObject '%s' (%s) is too far away from player '%s' (%s) to be used by him (Distance: %f, maximal %f is allowed)",
go->GetGOInfo()->name.c_str(), go->GetGUID().ToString().c_str(), GetName().c_str(), GetGUID().ToString().c_str(), go->GetDistance(this), go->GetInteractionDistance());
}
}
return nullptr;
}
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();
}
bool Player::IsInAreaTriggerRadius(const AreaTriggerEntry* trigger) const
{
if (!trigger || GetMapId() != trigger->MapID)
return false;
if (trigger->Radius > 0.f)
{
// if we have radius check it
float dist = GetDistance(trigger->Pos.X, trigger->Pos.Y, trigger->Pos.Z);
if (dist > trigger->Radius)
return false;
}
else
{
Position center(trigger->Pos.X, trigger->Pos.Y, trigger->Pos.Z, trigger->BoxYaw);
if (!IsWithinBox(center, trigger->BoxLength / 2.f, trigger->BoxWidth / 2.f, trigger->BoxHeight / 2.f))
return false;
}
return true;
}
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();
m_serverSideVisibilityDetect.SetValue(SERVERSIDE_VISIBILITY_GM, GetSession()->GetSecurity());
}
else
{
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();
}
bool Player::CanBeGameMaster() const
{
return GetSession()->HasPermission(rbac::RBAC_PERM_COMMAND_GM);
}
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());
}
for (Channel* channel : m_channels)
channel->SetInvisible(this, !on);
}
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() != nullptr &&
GetGroup() == p->GetGroup() &&
GetGroup()->SameSubGroup(this, p));
}
bool Player::IsInSameRaidWith(Player const* p) const
{
return p == this || (GetGroup() != nullptr && GetGroup() == p->GetGroup());
}
///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
/// @todo Shouldn't we also check if there is no other invitees before disbanding the group?
void Player::UninviteFromGroup()
{
Group* group = GetGroupInvite();
if (!group)
return;
group->RemoveInvite(this);
if (group->GetMembersCount() <= 1) // group has just 1 member => disband
{
if (group->IsCreated())
{
group->Disband(true);
}
else
{
group->RemoveAllInvites();
delete group;
}
}
}
void Player::RemoveFromGroup(Group* group, ObjectGuid guid, RemoveMethod method /* = GROUP_REMOVEMETHOD_DEFAULT*/, ObjectGuid kicker /* = ObjectGuid::Empty */, const char* reason /* = NULL */)
{
if (!group)
return;
group->RemoveMember(guid, method, kicker, reason);
}
void Player::GiveXP(uint32 xp, Unit* victim, float group_rate)
{
if (xp < 1)
return;
if (!IsAlive() && !GetBattlegroundId())
return;
if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_NO_XP_GAIN))
return;
if (victim && victim->GetTypeId() == TYPEID_UNIT && !victim->ToCreature()->hasLootRecipient())
return;
uint8 level = getLevel();
sScriptMgr->OnGivePlayerXP(this, xp, victim);
// XP to money conversion processed in Player::RewardQuest
if (level >= sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
return;
uint32 bonus_xp;
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
WorldPackets::Character::LogXPGain packet;
packet.Victim = victim ? victim->GetGUID() : ObjectGuid::Empty;
packet.Original = xp + bonus_xp;
packet.Reason = victim ? LOG_XP_REASON_KILL : LOG_XP_REASON_NO_KILL;
packet.Amount = xp;
packet.GroupBonus = group_rate;
packet.ReferAFriend = recruitAFriend;
GetSession()->SendPacket(packet.Write());
uint32 curXP = GetUInt32Value(PLAYER_XP);
uint32 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
uint32 newXP = curXP + xp + bonus_xp;
while (newXP >= nextLvlXP && level < sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
{
newXP -= nextLvlXP;
if (level < sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
GiveLevel(level + 1);
level = getLevel();
nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
}
SetUInt32Value(PLAYER_XP, newXP);
}
// Update player to next level
// Current player experience not update (must be update by caller)
void Player::GiveLevel(uint8 level)
{
uint8 oldLevel = getLevel();
if (level == oldLevel)
return;
if (Guild* guild = GetGuild())
guild->UpdateMemberData(this, GUILD_MEMBER_DATA_LEVEL, level);
PlayerLevelInfo info;
sObjectMgr->GetPlayerLevelInfo(getRace(), getClass(), level, &info);
uint32 basemana = 0;
sObjectMgr->GetPlayerClassLevelInfo(getClass(), level, basemana);
WorldPackets::Misc::LevelUpInfo packet;
packet.Level = level;
packet.HealthDelta = 0;
/// @todo find some better solution
// for (int i = 0; i < MAX_STORED_POWERS; ++i)
packet.PowerDelta[0] = int32(basemana) - int32(GetCreateMana());
packet.PowerDelta[1] = 0;
packet.PowerDelta[2] = 0;
packet.PowerDelta[3] = 0;
packet.PowerDelta[4] = 0;
packet.PowerDelta[5] = 0;
for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
packet.StatDelta[i] = int32(info.stats[i]) - GetCreateStat(Stats(i));
uint32 const* rowLevels = (getClass() != CLASS_DEATH_KNIGHT) ? DefaultTalentRowLevels : DKTalentRowLevels;
packet.Cp = std::find(rowLevels, rowLevels + MAX_TALENT_TIERS, level) != (rowLevels + MAX_TALENT_TIERS);
GetSession()->SendPacket(packet.Write());
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();
LearnDefaultSkills();
LearnSpecializationSpells();
// 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(0);
SetCreateMana(basemana);
InitTalentForLevel();
InitTaxiNodesForLevel();
UpdateAllStats();
if (sWorld->getBoolConfig(CONFIG_ALWAYS_MAXSKILL)) // Max weapon skill when leveling up
UpdateSkillsToMaxSkillsForLevel();
_ApplyAllLevelScaleItemMods(true); // Moved to above SetFullHealth so player will have full health from Heirlooms
// 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);
// 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, uint64(mailReward->senderEntry)));
CharacterDatabase.CommitTransaction(trans);
}
UpdateCriteria(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, PLAYER_FIELD_BYTES_OFFSET_RAF_GRANTABLE_LEVEL, 0x01))
SetByteFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTES_OFFSET_RAF_GRANTABLE_LEVEL, 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 < MIN_SPECIALIZATION_LEVEL)
ResetTalentSpecialization();
uint32 talentTiers = CalculateTalentsTiers();
if (level < 15)
{
// Remove all talent points
ResetTalents(true);
}
else
{
if (!GetSession()->HasPermission(rbac::RBAC_PERM_SKIP_CHECK_MORE_TALENTS_THAN_ALLOWED))
for (uint32 t = talentTiers; t < MAX_TALENT_TIERS; ++t)
for (uint32 c = 0; c < MAX_TALENT_COLUMNS; ++c)
for (TalentEntry const* talent : sDB2Manager.GetTalentsByPosition(getClass(), t, c))
RemoveTalent(talent);
}
SetUInt32Value(PLAYER_FIELD_MAX_TALENT_TIERS, talentTiers);
if (!GetSession()->PlayerLoading())
SendTalentsInfoData(); // update at client
}
void Player::InitStatsForLevel(bool reapplyMods)
{
if (reapplyMods) //reapply stats values only on .reset stats (level) command
_RemoveAllStatBonuses();
uint32 basemana = 0;
sObjectMgr->GetPlayerClassLevelInfo(getClass(), getLevel(), basemana);
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);
SetFloatValue(UNIT_MOD_CAST_HASTE, 1.0f);
SetFloatValue(UNIT_FIELD_MOD_HASTE, 1.0f);
SetFloatValue(UNIT_FIELD_MOD_RANGED_HASTE, 1.0f);
SetFloatValue(UNIT_FIELD_MOD_HASTE_REGEN, 1.0f);
SetFloatValue(UNIT_FIELD_MOD_TIME_RATE, 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(0);
//set create powers
SetCreateMana(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);
SetFloatValue(PLAYER_FIELD_MOD_HEALING_PCT, 1.0f);
SetFloatValue(PLAYER_FIELD_MOD_HEALING_DONE_PCT, 1.0f);
SetFloatValue(PLAYER_FIELD_MOD_PERIODIC_HEALING_DONE_PERCENT, 1.0f);
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, 1.0f);
}
SetFloatValue(PLAYER_FIELD_MOD_SPELL_POWER_PCT, 1.0f);
//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);
for (uint16 i = 0; i < 3; ++i)
{
SetFloatValue(PLAYER_FIELD_WEAPON_DMG_MULTIPLIERS + i, 1.0f);
SetFloatValue(PLAYER_FIELD_WEAPON_ATK_SPEED_MULTIPLIERS + i, 1.0f);
}
SetInt32Value(UNIT_FIELD_ATTACK_POWER, 0);
SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER, 0.0f);
SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER, 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
SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1, 0.0f);
SetFloatValue(PLAYER_PARRY_PERCENTAGE, 0.0f);
SetFloatValue(PLAYER_BLOCK_PERCENTAGE, 0.0f);
// Static 30% damage blocked
SetUInt32Value(PLAYER_SHIELD_BLOCK, 30);
// 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), GetCreatePowers(Powers(i)));
SetMaxHealth(0); // 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, GetMaxPower(POWER_FOCUS));
SetPower(POWER_RUNIC_POWER, 0);
// update level to hunter/summon pet
if (Pet* pet = GetPet())
pet->SynchronizeLevelWithOwner();
}
void Player::SendKnownSpells()
{
WorldPackets::Spells::SendKnownSpells knownSpells;
knownSpells.InitialLogin = false; /// @todo
knownSpells.KnownSpells.reserve(m_spells.size());
for (PlayerSpellMap::value_type const& spell : m_spells)
{
if (spell.second->state == PLAYERSPELL_REMOVED)
continue;
if (!spell.second->active || spell.second->disabled)
continue;
knownSpells.KnownSpells.push_back(spell.first);
}
SendDirectMessage(knownSpells.Write());
}
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, ObjectGuid::LowType item_guid, uint32 item_count) const
{
WorldPackets::Mail::MailCommandResult result;
result.MailID = mailId;
result.Command = mailAction;
result.ErrorCode = mailError;
if (mailError == MAIL_ERR_EQUIP_ERROR)
result.BagResult = equipError;
else if (mailAction == MAIL_ITEM_TAKEN)
{
result.AttachID = item_guid;
result.QtyInInventory = item_count;
}
GetSession()->SendPacket(result.Write());
}
void Player::SendNewMail() const
{
// deliver undelivered mail
WorldPackets::Mail::NotifyRecievedMail notify;
notify.Delay = 0.0f;
GetSession()->SendPacket(notify.Write());
}
void Player::UpdateNextMailTimeAndUnreads()
{
// calculate next delivery time (min. from non-delivered mails
// and recalculate unReadMail
time_t cTime = time(nullptr);
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(nullptr)) // ready now
{
++unReadMails;
SendNewMail();
}
else // not ready and no have ready mails
{
if (!m_nextMailDelivereTime || m_nextMailDelivereTime > deliver_time)
m_nextMailDelivereTime = deliver_time;
}
}
void DeleteSpellFromAllPlayers(uint32 spellId)
{
CharacterDatabaseStatements stmts[2] = {CHAR_DEL_INVALID_SPELL_SPELLS, CHAR_DEL_INVALID_SPELL_TALENTS};
for (uint8 i = 0; i < 2; i++)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(stmts[i]);
stmt->setUInt32(0, spellId);
CharacterDatabase.Execute(stmt);
}
}
bool Player::AddTalent(TalentEntry const* talent, uint8 spec, bool learning)
{
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(talent->SpellID);
if (!spellInfo)
{
// do character spell book cleanup (all characters)
if (!IsInWorld() && !learning) // spell load case
{
TC_LOG_ERROR("spells", "Player::AddTalent: Spell (ID: %u) does not exist. Deleting for all characters in `character_spell` and `character_talent`.", talent->SpellID);
DeleteSpellFromAllPlayers(talent->SpellID);
}
else
TC_LOG_ERROR("spells", "Player::AddTalent: Spell (ID: %u) does not exist", talent->SpellID);
return false;
}
if (!SpellMgr::IsSpellValid(spellInfo, this, false))
{
// do character spell book cleanup (all characters)
if (!IsInWorld() && !learning) // spell load case
{
TC_LOG_ERROR("spells", "Player::AddTalent: Spell (ID: %u) is invalid. Deleting for all characters in `character_spell` and `character_talent`.", talent->SpellID);
DeleteSpellFromAllPlayers(talent->SpellID);
}
else
TC_LOG_ERROR("spells", "Player::AddTalent: Spell (ID: %u) is invalid", talent->SpellID);
return false;
}
if (talent->OverridesSpellID)
AddOverrideSpell(talent->OverridesSpellID, talent->SpellID);
PlayerTalentMap::iterator itr = GetTalentMap(spec)->find(talent->ID);
if (itr != GetTalentMap(spec)->end())
itr->second = PLAYERSPELL_UNCHANGED;
else
(*GetTalentMap(spec))[talent->ID] = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED;
return true;
}
void Player::RemoveTalent(TalentEntry const* talent)
{
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(talent->SpellID);
if (!spellInfo)
return;
RemoveSpell(talent->SpellID, true);
// search for spells that the talent teaches and unlearn them
for (SpellEffectInfo const* effect : spellInfo->GetEffectsForDifficulty(DIFFICULTY_NONE))
if (effect && effect->TriggerSpell > 0 && effect->Effect == SPELL_EFFECT_LEARN_SPELL)
RemoveSpell(effect->TriggerSpell, true);
if (talent->OverridesSpellID)
RemoveOverrideSpell(talent->OverridesSpellID, talent->SpellID);
// if this talent rank can be found in the PlayerTalentMap, mark the talent as removed so it gets deleted
PlayerTalentMap::iterator plrTalent = GetTalentMap(GetActiveTalentGroup())->find(talent->ID);
if (plrTalent != GetTalentMap(GetActiveTalentGroup())->end())
plrTalent->second = PLAYERSPELL_REMOVED;
}
bool Player::AddSpell(uint32 spellId, bool active, bool learning, bool dependent, bool disabled, bool loading /*= false*/, uint32 fromSkill /*= 0*/)
{
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (!spellInfo)
{
// do character spell book cleanup (all characters)
if (!IsInWorld() && !learning) // spell load case
{
TC_LOG_ERROR("spells", "Player::AddSpell: Spell (ID: %u) does not exist. deleting for all characters in `character_spell` and `character_talent`.", spellId);
DeleteSpellFromAllPlayers(spellId);
}
else
TC_LOG_ERROR("spells", "Player::AddSpell: Spell (ID: %u) does not exist", spellId);
return false;
}
if (!SpellMgr::IsSpellValid(spellInfo, this, false))
{
// do character spell book cleanup (all characters)
if (!IsInWorld() && !learning) // spell load case
{
TC_LOG_ERROR("spells", "Player::AddSpell: Spell (ID: %u) is invalid. deleting for all characters in `character_spell` and `character_talent`.", spellId);
DeleteSpellFromAllPlayers(spellId);
}
else
TC_LOG_ERROR("spells", "Player::AddSpell: Spell (ID: %u) is invalid", 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->IsRanked())
{
if (uint32 next = sSpellMgr->GetNextSpellInChain(spellId))
{
if (HasSpell(next))
{
// high rank already known so this must !active
active = false;
next_active_spell_id = next;
}
}
}
// not do anything if already known in expected state
if (itr->second->state != PLAYERSPELL_REMOVED && itr->second->active == active &&
itr->second->dependent == dependent && itr->second->disabled == disabled)
{
if (!IsInWorld() && !learning) // explicitly load from DB and then exist in it already and set correctly
itr->second->state = PLAYERSPELL_UNCHANGED;
return false;
}
// dependent spell known as not dependent, overwrite state
if (itr->second->state != PLAYERSPELL_REMOVED && !itr->second->dependent && dependent)
{
itr->second->dependent = dependent;
if (itr->second->state != PLAYERSPELL_NEW)
itr->second->state = PLAYERSPELL_CHANGED;
dependent_set = true;
}
// update active state for known spell
if (itr->second->active != active && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled)
{
itr->second->active = active;
if (!IsInWorld() && !learning && !dependent_set) // explicitly load from DB and then exist in it already and set correctly
itr->second->state = PLAYERSPELL_UNCHANGED;
else if (itr->second->state != PLAYERSPELL_NEW)
itr->second->state = PLAYERSPELL_CHANGED;
if (active)
{
if (spellInfo->IsPassive() && IsNeedCastPassiveSpellAtLearn(spellInfo))
CastSpell(this, spellId, true);
}
else if (IsInWorld())
{
if (next_active_spell_id)
SendSupercededSpell(spellId, next_active_spell_id);
else
{
WorldPackets::Spells::UnlearnedSpells unlearnedSpells;
unlearnedSpells.SpellID.push_back(spellId);
SendDirectMessage(unlearnedSpells.Write());
}
}
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)
{
// non talent spell: learn low ranks (recursive call)
if (uint32 prev_spell = sSpellMgr->GetPrevSpellInChain(spellId))
{
if (!IsInWorld() || disabled) // at spells loading, no output, but allow save
AddSpell(prev_spell, active, true, true, disabled, false, fromSkill);
else // at normal learning
LearnSpell(prev_spell, true, fromSkill);
}
PlayerSpell* newspell = new PlayerSpell;
newspell->state = state;
newspell->active = active;
newspell->dependent = dependent;
newspell->disabled = disabled;
// replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
if (newspell->active && !newspell->disabled && spellInfo->IsRanked())
{
for (PlayerSpellMap::iterator itr2 = m_spells.begin(); itr2 != m_spells.end(); ++itr2)
{
if (itr2->second->state == PLAYERSPELL_REMOVED)
continue;
SpellInfo const* i_spellInfo = sSpellMgr->GetSpellInfo(itr2->first);
if (!i_spellInfo)
continue;
if (spellInfo->IsDifferentRankOf(i_spellInfo))
{
if (itr2->second->active)
{
if (spellInfo->IsHighRankOf(i_spellInfo))
{
if (IsInWorld()) // not send spell (re-/over-)learn packets at loading
SendSupercededSpell(itr2->first, spellId);
// mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
itr2->second->active = false;
if (itr2->second->state != PLAYERSPELL_NEW)
itr2->second->state = PLAYERSPELL_CHANGED;
superceded_old = true; // new spell replace old in action bars and spell book.
}
else
{
if (IsInWorld()) // not send spell (re-/over-)learn packets at loading
SendSupercededSpell(spellId, itr2->first);
// mark new spell as disable (not learned yet for client and will not learned)
newspell->active = false;
if (newspell->state != PLAYERSPELL_NEW)
newspell->state = PLAYERSPELL_CHANGED;
}
}
}
}
}
m_spells[spellId] = newspell;
// return false if spell disabled
if (newspell->disabled)
return false;
}
// 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 && spellInfo->HasAttribute(SPELL_ATTR0_CU_IS_TALENT) && 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 free primary prof.points (if any, can be none in case GM .learn prof. learning)
if (uint32 freeProfs = GetFreePrimaryProfessionPoints())
{
if (spellInfo->IsPrimaryProfessionFirstRank())
SetFreePrimaryProfessions(freeProfs - 1);
}
SkillLineAbilityMapBounds skill_bounds = sSpellMgr->GetSkillLineAbilityMapBounds(spellId);
if (SpellLearnSkillNode const* spellLearnSkill = sSpellMgr->GetSpellLearnSkill(spellId))
{
// add dependent skills if this spell is not learned from adding skill already
if (spellLearnSkill->skill != fromSkill)
{
uint32 skill_value = GetPureSkillValue(spellLearnSkill->skill);
uint32 skill_max_value = GetPureMaxSkillValue(spellLearnSkill->skill);
if (skill_value < spellLearnSkill->value)
skill_value = spellLearnSkill->value;
uint32 new_skill_max_value = spellLearnSkill->maxvalue == 0 ? GetMaxSkillValueForLevel() : spellLearnSkill->maxvalue;
if (skill_max_value < new_skill_max_value)
skill_max_value = new_skill_max_value;
SetSkill(spellLearnSkill->skill, spellLearnSkill->step, skill_value, skill_max_value);
}
}
else
{
// not ranked skills
for (SkillLineAbilityMap::const_iterator _spell_idx = skill_bounds.first; _spell_idx != skill_bounds.second; ++_spell_idx)
{
SkillLineEntry const* pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->SkillLine);
if (!pSkill)
continue;
if (_spell_idx->second->SkillLine == fromSkill)
continue;
// Runeforging special case
if ((_spell_idx->second->AcquireMethod == SKILL_LINE_ABILITY_LEARNED_ON_SKILL_LEARN && !HasSkill(_spell_idx->second->SkillLine)) || ((_spell_idx->second->SkillLine == SKILL_RUNEFORGING) && _spell_idx->second->TrivialSkillLineRankHigh == 0))
if (SkillRaceClassInfoEntry const* rcInfo = sDB2Manager.GetSkillRaceClassInfo(_spell_idx->second->SkillLine, getRace(), getClass()))
LearnDefaultSkill(rcInfo);
}
}
// 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 (itr2->second.OverridesSpell && itr2->second.Active)
AddOverrideSpell(itr2->second.OverridesSpell, itr2->second.Spell);
}
if (!GetSession()->PlayerLoading())
{
// not ranked skills
for (SkillLineAbilityMap::const_iterator _spell_idx = skill_bounds.first; _spell_idx != skill_bounds.second; ++_spell_idx)
{
UpdateCriteria(CRITERIA_TYPE_LEARN_SKILL_LINE, _spell_idx->second->SkillLine);
UpdateCriteria(CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS, _spell_idx->second->SkillLine);
}
UpdateCriteria(CRITERIA_TYPE_LEARN_SPELL, spellId);
}
// needs to be when spell is already learned, to prevent infinite recursion crashes
if (sDB2Manager.GetMount(spellId))
GetSession()->GetCollectionMgr()->AddMount(spellId, MOUNT_STATUS_NONE, false, IsInWorld() ? false : true);
// 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 & (UI64LIT(1) << (form - 1)))) ||
(!form && (spellInfo->HasAttribute(SPELL_ATTR2_NOT_NEED_SHAPESHIFT))));
if (spellInfo->HasAttribute(SPELL_ATTR8_MASTERY_SPECIALIZATION))
need_cast &= IsCurrentSpecMasterySpell(spellInfo);
//Check CasterAuraStates
return need_cast && (!spellInfo->CasterAuraState || HasAuraState(AuraStateType(spellInfo->CasterAuraState)));
}
bool Player::IsCurrentSpecMasterySpell(SpellInfo const* spellInfo) const
{
if (ChrSpecializationEntry const* chrSpec = sChrSpecializationStore.LookupEntry(GetUInt32Value(PLAYER_FIELD_CURRENT_SPEC_ID)))
return spellInfo->Id == chrSpec->MasterySpellID[0] || spellInfo->Id == chrSpec->MasterySpellID[1];
return false;
}
void Player::LearnSpell(uint32 spell_id, bool dependent, uint32 fromSkill /*= 0*/)
{
PlayerSpellMap::iterator itr = m_spells.find(spell_id);
bool disabled = (itr != m_spells.end()) ? itr->second->disabled : false;
bool active = disabled ? itr->second->active : true;
bool learning = AddSpell(spell_id, active, true, dependent, false, false, fromSkill);
// prevent duplicated entires in spell book, also not send if not in world (loading)
if (learning && IsInWorld())
{
WorldPackets::Spells::LearnedSpells packet;
packet.SpellID.push_back(spell_id);
GetSession()->SendPacket(packet.Write());
}
// learn all disabled higher ranks and required spells (recursive)
if (disabled)
{
if (uint32 nextSpell = sSpellMgr->GetNextSpellInChain(spell_id))
{
PlayerSpellMap::iterator iter = m_spells.find(nextSpell);
if (iter != m_spells.end() && iter->second->disabled)
LearnSpell(nextSpell, false, fromSkill);
}
SpellsRequiringSpellMapBounds spellsRequiringSpell = sSpellMgr->GetSpellsRequiringSpellBounds(spell_id);
for (SpellsRequiringSpellMap::const_iterator itr2 = spellsRequiringSpell.first; itr2 != spellsRequiringSpell.second; ++itr2)
{
PlayerSpellMap::iterator iter2 = m_spells.find(itr2->second);
if (iter2 != m_spells.end() && iter2->second->disabled)
LearnSpell(itr2->second, false, fromSkill);
}
}
}
void Player::RemoveSpell(uint32 spell_id, bool disabled, bool learn_low_rank)
{
PlayerSpellMap::iterator itr = m_spells.find(spell_id);
if (itr == m_spells.end())
return;
if (itr->second->state == PLAYERSPELL_REMOVED || (disabled && itr->second->disabled) || itr->second->state == PLAYERSPELL_TEMPORARY)
return;
// unlearn non talent higher ranks (recursive)
if (uint32 nextSpell = sSpellMgr->GetNextSpellInChain(spell_id))
{
SpellInfo const* spellInfo = sSpellMgr->AssertSpellInfo(nextSpell);
if (HasSpell(nextSpell) && !spellInfo->HasAttribute(SPELL_ATTR0_CU_IS_TALENT))
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 cur_active = itr->second->active;
bool cur_dependent = itr->second->dependent;
if (disabled)
{
itr->second->disabled = disabled;
if (itr->second->state != PLAYERSPELL_NEW)
itr->second->state = PLAYERSPELL_CHANGED;
}
else
{
if (itr->second->state == PLAYERSPELL_NEW)
{
delete itr->second;
m_spells.erase(itr);
}
else
itr->second->state = PLAYERSPELL_REMOVED;
}
RemoveOwnedAura(spell_id, GetGUID());
// remove pet auras
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
if (PetAura const* petSpell = sSpellMgr->GetPetAura(spell_id, i))
RemovePetAura(petSpell);
// 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);
}
}
}
// 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);
if (itr2->second.OverridesSpell)
RemoveOverrideSpell(itr2->second.OverridesSpell, itr2->second.Spell);
}
// 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 ranked non-stackable spell: need activate lesser rank and update dendence state
/// No need to check for spellInfo != NULL here because if cur_active is true, then that means that the spell was already in m_spells, and only valid spells can be pushed there.
if (cur_active && spellInfo->IsRanked())
{
// need manually update dependence state (learn spell ignore like attempts)
PlayerSpellMap::iterator prev_itr = m_spells.find(prev_id);
if (prev_itr != m_spells.end())
{
if (prev_itr->second->dependent != cur_dependent)
{
prev_itr->second->dependent = cur_dependent;
if (prev_itr->second->state != PLAYERSPELL_NEW)
prev_itr->second->state = PLAYERSPELL_CHANGED;
}
// now re-learn if need re-activate
if (cur_active && !prev_itr->second->active && learn_low_rank)
{
if (AddSpell(prev_id, true, false, prev_itr->second->dependent, prev_itr->second->disabled))
{
// downgrade spell ranks in spellbook and action bar
SendSupercededSpell(spell_id, prev_id);
prev_activate = true;
}
}
}
}
}
m_overrideSpells.erase(spell_id);
if (spell_id == 46917 && m_canTitanGrip)
SetCanTitanGrip(false);
if (m_canDualWield)
{
if (spellInfo && spellInfo->IsPassive() && spellInfo->HasEffect(SPELL_EFFECT_DUAL_WIELD))
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)
{
WorldPackets::Spells::UnlearnedSpells unlearnedSpells;
unlearnedSpells.SpellID.push_back(spell_id);
SendDirectMessage(unlearnedSpells.Write());
}
}
void Player::RemoveArenaSpellCooldowns(bool removeActivePetCooldowns)
{
// remove cooldowns on spells that have < 10 min CD
GetSpellHistory()->ResetCooldowns([](SpellHistory::CooldownStorageType::iterator itr)
{
SpellInfo const* spellInfo = sSpellMgr->AssertSpellInfo(itr->first);
return spellInfo->RecoveryTime < 10 * MINUTE * IN_MILLISECONDS && spellInfo->CategoryRecoveryTime < 10 * MINUTE * IN_MILLISECONDS;
}, true);
// pet cooldowns
if (removeActivePetCooldowns)
if (Pet* pet = GetPet())
pet->GetSpellHistory()->ResetAllCooldowns();
}
uint32 Player::GetNextResetTalentsCost() const
{
// The first time reset costs 1 gold
if (GetTalentResetCost() < 1*GOLD)
return 1*GOLD;
// then 5 gold
else if (GetTalentResetCost() < 5*GOLD)
return 5*GOLD;
// After that it increases in increments of 5 gold
else if (GetTalentResetCost() < 10*GOLD)
return 10*GOLD;
else
{
uint64 months = (sWorld->GetGameTime() - GetTalentResetTime())/MONTH;
if (months > 0)
{
// This cost will be reduced by a rate of 5 gold per month
int32 new_cost = int32(GetTalentResetCost() - 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 = GetTalentResetCost() + 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 noCost)
{
sScriptMgr->OnPlayerTalentsReset(this, noCost);
// not need after this call
if (HasAtLoginFlag(AT_LOGIN_RESET_TALENTS))
RemoveAtLoginFlag(AT_LOGIN_RESET_TALENTS, true);
uint32 cost = 0;
if (!noCost && !sWorld->getBoolConfig(CONFIG_NO_RESET_TALENT_COST))
{
cost = GetNextResetTalentsCost();
if (!HasEnoughMoney(uint64(cost)))
{
SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, nullptr, 0, 0);
return false;
}
}
RemovePet(nullptr, PET_SAVE_NOT_IN_SLOT, true);
for (uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId)
{
TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId);
if (!talentInfo)
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 (talentInfo->ClassID != getClass())
continue;
// skip non-existent talent ranks
if (talentInfo->SpellID == 0)
continue;
RemoveTalent(talentInfo);
}
SQLTransaction trans = CharacterDatabase.BeginTransaction();
_SaveTalents(trans);
_SaveSpells(trans);
CharacterDatabase.CommitTransaction(trans);
if (!noCost)
{
ModifyMoney(-(int64)cost);
UpdateCriteria(CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS, cost);
UpdateCriteria(CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS, 1);
SetTalentResetCost(cost);
SetTalentResetTime(time(nullptr));
}
/* 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;
}
Mail* Player::GetMail(uint32 id)
{
for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
if ((*itr)->messageID == id)
return (*itr);
return nullptr;
}
void Player::BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) const
{
if (target == this)
{
for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i)
{
if (m_items[i] == nullptr)
continue;
m_items[i]->BuildCreateUpdateBlockForPlayer(data, target);
}
for (uint8 i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
{
if (m_items[i] == nullptr)
continue;
m_items[i]->BuildCreateUpdateBlockForPlayer(data, target);
}
for (uint8 i = REAGENT_SLOT_START; i < REAGENT_SLOT_END; ++i)
{
if (m_items[i] == nullptr)
continue;
m_items[i]->BuildCreateUpdateBlockForPlayer(data, target);
}
for (uint8 i = CHILD_EQUIPMENT_SLOT_START; i < CHILD_EQUIPMENT_SLOT_END; ++i)
{
if (m_items[i] == nullptr)
continue;
m_items[i]->BuildCreateUpdateBlockForPlayer(data, target);
}
}
Unit::BuildCreateUpdateBlockForPlayer(data, target);
}
void Player::DestroyForPlayer(Player* target) const
{
Unit::DestroyForPlayer(target);
for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (m_items[i] == nullptr)
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] == nullptr)
continue;
m_items[i]->DestroyForPlayer(target);
}
for (uint8 i = REAGENT_SLOT_START; i < REAGENT_SLOT_END; ++i)
{
if (m_items[i] == nullptr)
continue;
m_items[i]->DestroyForPlayer(target);
}
for (uint8 i = CHILD_EQUIPMENT_SLOT_START; i < CHILD_EQUIPMENT_SLOT_END; ++i)
{
if (m_items[i] == nullptr)
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 talentId, uint8 group) const
{
PlayerTalentMap::const_iterator itr = GetTalentMap(group)->find(talentId);
return (itr != GetTalentMap(group)->end() && itr->second != 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_TRAINERSPELL_ABILITY_REQS; ++i)
{
if (!trainer_spell->ReqAbility[i])
continue;
if (!HasSpell(trainer_spell->ReqAbility[i]))
{
hasSpell = false;
break;
}
}
// known spell
if (hasSpell)
return TRAINER_SPELL_GRAY;
// check skill requirement
if (trainer_spell->ReqSkillLine && GetBaseSkillValue(trainer_spell->ReqSkillLine) < trainer_spell->ReqSkillRank)
return TRAINER_SPELL_RED;
// check level requirement
if (getLevel() < trainer_spell->ReqLevel)
return TRAINER_SPELL_RED;
for (uint8 i = 0; i < MAX_TRAINERSPELL_ABILITY_REQS; ++i)
{
if (!trainer_spell->ReqAbility[i])
continue;
// check race/class requirement
if (!IsSpellFitByClassAndRace(trainer_spell->ReqAbility[i]))
return TRAINER_SPELL_RED;
if (uint32 prevSpell = sSpellMgr->GetPrevSpellInChain(trainer_spell->ReqAbility[i]))
{
// check prev.rank requirement
if (prevSpell && !HasSpell(prevSpell))
return TRAINER_SPELL_RED;
}
SpellsRequiringSpellMapBounds spellsRequired = sSpellMgr->GetSpellsRequiredForSpellBounds(trainer_spell->ReqAbility[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 professions available is disabled
for (uint8 i = 0; i < MAX_TRAINERSPELL_ABILITY_REQS; ++i)
{
if (!trainer_spell->ReqAbility[i])
continue;
SpellInfo const* learnedSpellInfo = sSpellMgr->GetSpellInfo(trainer_spell->ReqAbility[i]);
if (learnedSpellInfo && learnedSpellInfo->IsPrimaryProfessionFirstRank() && (GetFreePrimaryProfessionPoints() == 0))
return TRAINER_SPELL_GREEN_DISABLED;
}
return TRAINER_SPELL_GREEN;
}
/**
* Deletes a character from the database
*
* The way characters will be deleted is decided based on the config option.
*
* @see Player::DeleteOldCharacters
*
* @param playerguid the low-GUID from the player which should be deleted
* @param accountId the account id from the player
* @param updateRealmChars when this flag is set, the amount of characters on that realm will be updated in the realmlist
* @param deleteFinally if this flag is set, the config option will be ignored and the character will be permanently removed from the database
*/
void Player::DeleteFromDB(ObjectGuid playerguid, uint32 accountId, bool updateRealmChars, bool deleteFinally)
{
// Avoid realm-update for non-existing account
if (accountId == 0)
updateRealmChars = false;
// Convert guid to low GUID for CharacterNameData, but also other methods on success
ObjectGuid::LowType guid = playerguid.GetCounter();
uint32 charDeleteMethod = sWorld->getIntConfig(CONFIG_CHARDELETE_METHOD);
if (deleteFinally)
charDeleteMethod = CHAR_DELETE_REMOVE;
else if (CharacterInfo const* characterInfo = sWorld->GetCharacterInfo(playerguid)) // To avoid a query, we select loaded data. If it doesn't exist, return.
{
// Define the required variables
uint32 charDeleteMinLvl = sWorld->getIntConfig(characterInfo->Class != CLASS_DEATH_KNIGHT ? CONFIG_CHARDELETE_MIN_LEVEL : CONFIG_CHARDELETE_HEROIC_MIN_LEVEL);
// if we want to finalize the character removal or the character does not meet the level requirement of either heroic or non-heroic settings,
// we set it to mode CHAR_DELETE_REMOVE
if (characterInfo->Level < charDeleteMinLvl)
charDeleteMethod = CHAR_DELETE_REMOVE;
}
if (ObjectGuid::LowType guildId = GetGuildIdFromDB(playerguid))
if (Guild* guild = sGuildMgr->GetGuildById(guildId))
guild->DeleteMember(playerguid, false, false, true);
// remove from arena teams
LeaveAllArenaTeams(playerguid);
// the player was uninvited already on logout so just remove from group
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_GROUP_MEMBER);
stmt->setUInt64(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);
switch (charDeleteMethod)
{
// Completely remove from the database
case CHAR_DELETE_REMOVE:
{
SQLTransaction trans = CharacterDatabase.BeginTransaction();
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_COD_ITEM_MAIL);
stmt->setUInt64(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();
ObjectGuid::LowType sender = mailFields[3].GetUInt64();
std::string subject = mailFields[4].GetString();
std::string body = mailFields[5].GetString();
uint64 money = mailFields[6].GetUInt64();
bool has_items = mailFields[7].GetBool();
// We can return mail now
// So firstly delete the old one
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_BY_ID);
stmt->setUInt32(0, mail_id);
trans->Append(stmt);
// Mail is not from player
if (mailType != MAIL_NORMAL)
{
if (has_items)
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_ITEM_BY_ID);
stmt->setUInt32(0, mail_id);
trans->Append(stmt);
}
continue;
}
MailDraft draft(subject, body);
if (mailTemplateId)
draft = MailDraft(mailTemplateId, false); // items are already included
if (has_items)
{
// Data needs to be at first place for Item::LoadFromDB
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_MAILITEMS);
stmt->setUInt32(0, mail_id);
PreparedQueryResult resultItems = CharacterDatabase.Query(stmt);
if (resultItems)
{
do
{
Field* itemFields = resultItems->Fetch();
ObjectGuid::LowType itemGuidLow = itemFields[0].GetUInt64();
uint32 itemEntry = itemFields[1].GetUInt32();
ItemTemplate const* itemProto = sObjectMgr->GetItemTemplate(itemEntry);
if (!itemProto)
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_INSTANCE);
stmt->setUInt64(0, itemGuidLow);
trans->Append(stmt);
continue;
}
Item* item = NewItemOrBag(itemProto);
if (!item->LoadFromDB(itemGuidLow, playerguid, itemFields, itemEntry))
{
item->FSetState(ITEM_REMOVED);
item->SaveToDB(trans); // it also deletes item object!
continue;
}
draft.AddItem(item);
}
while (resultItems->NextRow());
}
}
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_ITEM_BY_ID);
stmt->setUInt32(0, mail_id);
trans->Append(stmt);
uint32 pl_account = ObjectMgr::GetPlayerAccountIdByGUID(playerguid);
draft.AddMoney(money).SendReturnToSender(pl_account, guid, sender, trans);
}
while (resultMail->NextRow());
}
// Unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
// NOW we can finally clear other DB data related to character
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_PETS);
stmt->setUInt64(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->setUInt64(0, guid);
if (PreparedQueryResult resultFriends = CharacterDatabase.Query(stmt))
{
do
{
if (Player* playerFriend = ObjectAccessor::FindPlayer(ObjectGuid::Create<HighGuid::Player>((*resultFriends)[0].GetUInt64())))
{
playerFriend->GetSocial()->RemoveFromSocialList(playerguid, SOCIAL_FLAG_ALL);
sSocialMgr->SendFriendStatus(playerFriend, FRIEND_REMOVED, playerguid);
}
} while (resultFriends->NextRow());
}
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHARACTER);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PLAYER_ACCOUNT_DATA);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_DECLINED_NAME);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_ACTION);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHARACTER_ARENA_STATS);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_AURA_EFFECT);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_AURA);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PLAYER_BGDATA);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_BATTLEGROUND_RANDOM);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_CUF_PROFILES);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PLAYER_CURRENCY);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_GIFT);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PLAYER_HOMEBIND);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INSTANCE);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INVENTORY);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_QUESTSTATUS);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_QUESTSTATUS_OBJECTIVES);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_QUESTSTATUS_REWARDED);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_REPUTATION);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SPELL);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SPELL_COOLDOWNS);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SPELL_CHARGES);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_INSTANCE_GEMS_BY_OWNER);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_INSTANCE_TRANSMOG_BY_OWNER);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_INSTANCE_ARTIFACT_BY_OWNER);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_INSTANCE_ARTIFACT_POWERS_BY_OWNER);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_INSTANCE_MODIFIERS_BY_OWNER);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_INSTANCE_BY_OWNER);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SOCIAL_BY_FRIEND);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SOCIAL_BY_GUID);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_ITEMS);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_PET_BY_OWNER);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_PET_DECLINEDNAME_BY_OWNER);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_ACHIEVEMENTS);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_ACHIEVEMENT_PROGRESS);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_EQUIPMENTSETS);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_TRANSMOG_OUTFITS);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GUILD_EVENTLOG_BY_PLAYER);
stmt->setUInt64(0, guid);
stmt->setUInt64(1, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GUILD_BANK_EVENTLOG_BY_PLAYER);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_GLYPHS);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHARACTER_QUESTSTATUS_DAILY);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHARACTER_QUESTSTATUS_WEEKLY);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHARACTER_QUESTSTATUS_MONTHLY);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHARACTER_QUESTSTATUS_SEASONAL);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_TALENT);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SKILLS);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_STATS);
stmt->setUInt64(0, guid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_VOID_STORAGE_ITEM_BY_CHAR_GUID);
stmt->setUInt64(0, guid);
trans->Append(stmt);
Corpse::DeleteFromDB(playerguid, trans);
Garrison::DeleteFromDB(guid, trans);
CharacterDatabase.CommitTransaction(trans);
sWorld->DeleteCharacterInfo(playerguid);
break;
}
// The character gets unlinked from the account, the name gets freed up and appears as deleted ingame
case CHAR_DELETE_UNLINK:
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_DELETE_INFO);
stmt->setUInt64(0, guid);
CharacterDatabase.Execute(stmt);
sWorld->UpdateCharacterInfoDeleted(playerguid, true);
break;
}
default:
TC_LOG_ERROR("entities.player", "Player::DeleteFromDB: Tried to delete player (%s) with unsupported delete method (%u).",
playerguid.ToString().c_str(), charDeleteMethod);
return;
}
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 overwrite the config option by another amount of days
*/
void Player::DeleteOldCharacters(uint32 keepDays)
{
TC_LOG_INFO("entities.player", "Player::DeleteOldCharacters: 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(nullptr) - time_t(keepDays * DAY)));
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (result)
{
TC_LOG_DEBUG("entities.player", "Player::DeleteOldCharacters: Found " UI64FMTD " character(s) to delete", result->GetRowCount());
do
{
Field* fields = result->Fetch();
Player::DeleteFromDB(ObjectGuid::Create<HighGuid::Player>(fields[0].GetUInt64()), fields[1].GetUInt32(), true, true);
}
while (result->NextRow());
}
}
/* Preconditions:
- a resurrectable corpse must not be loaded for the player (only bones)
- the player must be in world
*/
void Player::BuildPlayerRepop()
{
WorldPackets::Misc::PreRessurect packet;
packet.PlayerGUID = GetGUID();
GetSession()->SendPacket(packet.Write());
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_SET_WATER_WALK
// there must be SMSG.STOP_MIRROR_TIMER
// the player cannot have a corpse already on current map, only bones which are not returned by GetCorpse
WorldLocation corpseLocation = GetCorpseLocation();
if (corpseLocation.GetMapId() == GetMapId())
{
TC_LOG_ERROR("entities.player", "Player::BuildPlayerRepop: Player '%s' (%s) already has a corpse", GetName().c_str(), GetGUID().ToString().c_str());
return;
}
// create a corpse and place it at the player's location
Corpse* corpse = CreateCorpse();
if (!corpse)
{
TC_LOG_ERROR("entities.player", "Player::BuildPlayerRepop: Error creating corpse for player '%s' (%s)", GetName().c_str(), GetGUID().ToString().c_str());
return;
}
GetMap()->AddToMap(corpse);
// convert player body to ghost
SetHealth(1);
SetWaterWalking(true);
if (!GetSession()->isLogingOut() && !HasUnitState(UNIT_STATE_STUNNED))
SetRooted(false);
// BG - remove insignia related
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
int32 corpseReclaimDelay = CalculateCorpseReclaimDelay();
if (corpseReclaimDelay >= 0)
SendCorpseReclaimDelay(corpseReclaimDelay);
// to prevent cheating
corpse->ResetGhostTime();
StopMirrorTimers(); //disable timers(bars)
// set and clear other
SetByteValue(UNIT_FIELD_BYTES_1, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND);
}
void Player::ResurrectPlayer(float restore_percent, bool applySickness)
{
WorldPackets::Misc::DeathReleaseLoc packet;
packet.MapID = -1;
GetSession()->SendPacket(packet.Write());
// speed change, land walk
// remove death flag + set aura
SetByteValue(UNIT_FIELD_BYTES_1, 3, 0x00);
RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_IS_OUT_OF_BOUNDS);
// This must be called always even on Players with race != RACE_NIGHTELF in case of faction change
RemoveAurasDueToSpell(20584); // RACE_NIGHTELF speed bonuses
RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
if (GetSession()->IsARecruiter() || (GetSession()->GetRecruiterId() != 0))
SetFlag(OBJECT_DYNAMIC_FLAGS, UNIT_DYNFLAG_REFER_A_FRIEND);
setDeathState(ALIVE);
// add the flag to make sure opcode is always sent
AddUnitMovementFlag(MOVEMENTFLAG_WATERWALKING);
SetWaterWalking(false);
if (!HasUnitState(UNIT_STATE_STUNNED))
SetRooted(false);
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));
SetPower(POWER_FOCUS, uint32(GetMaxPower(POWER_FOCUS)*restore_percent));
SetPower(POWER_LUNAR_POWER, 0);
}
// 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())
GetMotionMaster()->MoveFall();
SetRooted(true);
StopMirrorTimers(); //disable timers(bars)
setDeathState(CORPSE);
//SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP);
SetUInt32Value(OBJECT_DYNAMIC_FLAGS, UNIT_DYNFLAG_NONE);
ApplyModFlag(PLAYER_FIELD_LOCAL_FLAGS, PLAYER_LOCAL_FLAG_RELEASE_TIMER, !sMapStore.LookupEntry(GetMapId())->Instanceable() && !HasAuraType(SPELL_AURA_PREVENT_RESURRECTION));
// 6 minutes until repop at graveyard
m_deathTimer = 6 * MINUTE * IN_MILLISECONDS;
UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
int32 corpseReclaimDelay = CalculateCorpseReclaimDelay();
if (corpseReclaimDelay >= 0)
SendCorpseReclaimDelay(corpseReclaimDelay);
// don't create corpse at this moment, player might be falling
// update visibility
UpdateObjectVisibility();
}
void Player::OfflineResurrect(ObjectGuid const& guid, SQLTransaction& trans)
{
Corpse::DeleteFromDB(guid, trans);
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ADD_AT_LOGIN_FLAG);
stmt->setUInt16(0, uint16(AT_LOGIN_RESURRECT));
stmt->setUInt64(1, guid.GetCounter());
CharacterDatabase.ExecuteOrAppend(trans, stmt);
}
Corpse* Player::CreateCorpse()
{
// prevent the existence of 2 corpses for one player
SpawnCorpseBones();
uint32 _cfb1, _cfb2;
Corpse* corpse = new Corpse((m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH) ? CORPSE_RESURRECTABLE_PVP : CORPSE_RESURRECTABLE_PVE);
SetPvPDeath(false);
if (!corpse->Create(GetMap()->GenerateLowGuid<HighGuid::Corpse>(), this))
{
delete corpse;
return nullptr;
}
_corpseLocation.WorldRelocate(*this);
uint8 skin = GetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_SKIN_ID);
uint8 face = GetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_FACE_ID);
uint8 hairstyle = GetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_HAIR_STYLE_ID);
uint8 haircolor = GetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_HAIR_COLOR_ID);
uint8 facialhair = GetByteValue(PLAYER_BYTES_2, PLAYER_BYTES_2_OFFSET_FACIAL_STYLE);
_cfb1 = ((0x00) | (getRace() << 8) | (GetByteValue(PLAYER_BYTES_3, PLAYER_BYTES_3_OFFSET_GENDER) << 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());
uint32 iDisplayID;
uint32 iIventoryType;
uint32 _cfi;
for (uint8 i = 0; i < EQUIPMENT_SLOT_END; i++)
{
if (m_items[i])
{
iDisplayID = m_items[i]->GetDisplayId(this);
iIventoryType = m_items[i]->GetTemplate()->GetInventoryType();
_cfi = iDisplayID | (iIventoryType << 24);
corpse->SetUInt32Value(CORPSE_FIELD_ITEM + i, _cfi);
}
}
// register for player, but not show
GetMap()->AddCorpse(corpse);
// we do not need to save corpses for BG/arenas
if (!GetMap()->IsBattlegroundOrArena())
corpse->SaveToDB();
return corpse;
}
void Player::SpawnCorpseBones(bool triggerSave /*= true*/)
{
_corpseLocation.WorldRelocate();
if (GetMap()->ConvertCorpseToBones(GetGUID()))
if (triggerSave && !GetSession()->PlayerLogoutWithSave()) // at logout we will already store the player
SaveToDB(); // prevent loading as ghost without corpse
}
Corpse* Player::GetCorpse() const
{
return GetMap()->GetCorpseByPlayer(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);
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;
percent /= GetTotalAuraMultiplier(SPELL_AURA_MOD_DURABILITY_LOSS);
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);
for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
if (Bag* pBag = static_cast<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)
{
if (HasAuraType(SPELL_AURA_PREVENT_DURABILITY_LOSS))
return;
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 (HasAuraType(SPELL_AURA_PREVENT_DURABILITY_LOSS_FROM_COMBAT))
return;
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->GetBaseItemLevel());
if (!dcost)
{
TC_LOG_ERROR("entities.player.items", "Player::DurabilityRepair: Player '%s' (%s) tried to repair an item (ItemID: %u) with invalid item level %u",
GetName().c_str(), GetGUID().ToString().c_str(), ditemProto->GetId(), ditemProto->GetBaseItemLevel());
return TotalCost;
}
uint32 dQualitymodEntryId = (ditemProto->GetQuality() + 1) * 2;
DurabilityQualityEntry const* dQualitymodEntry = sDurabilityQualityStore.LookupEntry(dQualitymodEntryId);
if (!dQualitymodEntry)
{
TC_LOG_ERROR("entities.player.items", "Player::DurabilityRepair: Player '%s' (%s) tried to repair an item (ItemID: %u) with invalid QualitymodEntry %u",
GetName().c_str(), GetGUID().ToString().c_str(), ditemProto->GetId(), dQualitymodEntryId);
return TotalCost;
}
uint32 dmultiplier = 0;
if (ditemProto->GetClass() == ITEM_CLASS_WEAPON)
dmultiplier = dcost->WeaponSubClassCost[ditemProto->GetSubClass()];
else if (ditemProto->GetClass() == ITEM_CLASS_ARMOR)
dmultiplier = dcost->ArmorSubClassCost[ditemProto->GetSubClass()];
uint32 costs = uint32(LostDurability * dmultiplier * double(dQualitymodEntry->QualityMod) * item->GetRepairCostMultiplier());
costs = uint32(costs * discountMod * sWorld->getRate(RATE_REPAIRCOST));
if (costs == 0) //fix for ITEM_QUALITY_ARTIFACT
costs = 1;
if (guildBank)
{
if (!GetGuildId())
{
TC_LOG_DEBUG("entities.player.items", "Player::DurabilityRepair: Player '%s' (%s) tried to repair item in a guild bank but is not member of a guild",
GetName().c_str(), GetGUID().ToString().c_str());
return TotalCost;
}
Guild* guild = sGuildMgr->GetGuildById(GetGuildId());
if (!guild)
return TotalCost;
if (!guild->HandleMemberWithdrawMoney(GetSession(), costs, true))
return TotalCost;
TotalCost = costs;
}
else if (!HasEnoughMoney(uint64(costs)))
{
TC_LOG_DEBUG("entities.player.items", "Player::DurabilityRepair: Player '%s' (%s) has not enough money to repair item",
GetName().c_str(), GetGUID().ToString().c_str());
return TotalCost;
}
else
ModifyMoney(-int64(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 = sAreaTableStore.LookupEntry(GetAreaId());
// Such zones are considered unreachable as a ghost and the player must be automatically revived
if ((!IsAlive() && zone && zone->Flags[0] & AREA_FLAG_NEED_FLY) || GetTransport() || GetPositionZ() < GetMap()->GetMinHeight(GetPositionX(), GetPositionY()))
{
ResurrectPlayer(0.5f);
SpawnCorpseBones();
}
WorldSafeLocsEntry const* ClosestGrave;
// Special handle for battleground maps
if (Battleground* bg = GetBattleground())
ClosestGrave = bg->GetClosestGraveYard(this);
else
{
if (Battlefield* bf = sBattlefieldMgr->GetBattlefieldToZoneId(GetZoneId()))
ClosestGrave = bf->GetClosestGraveYard(this);
else
ClosestGrave = sObjectMgr->GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam());
}
// stop countdown until repop
m_deathTimer = 0;
// if no grave found, stay at the current location
// and don't show spirit healer location
if (ClosestGrave)
{
TeleportTo(ClosestGrave->MapID, ClosestGrave->Loc.X, ClosestGrave->Loc.Y, ClosestGrave->Loc.Z, (ClosestGrave->Facing * M_PI) / 180); // Orientation is initially in degrees
if (isDead()) // not send if alive, because it used in TeleportTo()
{
WorldPackets::Misc::DeathReleaseLoc packet;
packet.MapID = ClosestGrave->MapID;
packet.Loc = G3D::Vector3(ClosestGrave->Loc.X, ClosestGrave->Loc.Y, ClosestGrave->Loc.Z);
GetSession()->SendPacket(packet.Write());
}
}
else if (GetPositionZ() < GetMap()->GetMinHeight(GetPositionX(), GetPositionY()))
TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation());
RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_IS_OUT_OF_BOUNDS);
}
bool Player::CanJoinConstantChannelInZone(ChatChannelsEntry const* channel, AreaTableEntry const* zone) const
{
if (channel->Flags & CHANNEL_DBC_FLAG_ZONE_DEP && zone->Flags[0] & AREA_FLAG_ARENA_INSTANCE)
return false;
if ((channel->Flags & CHANNEL_DBC_FLAG_CITY_ONLY) && (!(zone->Flags[0] & AREA_FLAG_SLAVE_CAPITAL)))
return false;
if ((channel->Flags & CHANNEL_DBC_FLAG_GUILD_REQ) && GetGuildId())
return false;
return true;
}
void Player::JoinedChannel(Channel* c)
{
m_channels.push_back(c);
}
void Player::LeftChannel(Channel* c)
{
m_channels.remove(c);
}
void Player::CleanupChannels()
{
while (!m_channels.empty())
{
Channel* ch = *m_channels.begin();
m_channels.erase(m_channels.begin()); // remove from player's channel list
ch->LeaveChannel(this, false); // not send to client, not remove from player's channel list
// delete channel if empty
if (ChannelMgr* cMgr = ChannelMgr::ForTeam(GetTeam()))
{
if (ch->IsConstant())
cMgr->LeftChannel(ch->GetChannelId(), ch->GetZoneEntry());
else
cMgr->LeftChannel(ch->GetName());
}
}
TC_LOG_DEBUG("chat.system", "Player::CleanupChannels: Channels of player '%s' (%s) cleaned up.", GetName().c_str(), GetGUID().ToString().c_str());
}
void Player::UpdateLocalChannels(uint32 newZone)
{
if (GetSession()->PlayerLoading() && !IsBeingTeleportedFar())
return; // The client handles it automatically after loading, but not after teleporting
AreaTableEntry const* current_zone = sAreaTableStore.LookupEntry(newZone);
if (!current_zone)
return;
ChannelMgr* cMgr = ChannelMgr::ForTeam(GetTeam());
if (!cMgr)
return;
for (uint32 i = 0; i < sChatChannelsStore.GetNumRows(); ++i)
{
ChatChannelsEntry const* channelEntry = sChatChannelsStore.LookupEntry(i);
if (!channelEntry)
continue;
Channel* usedChannel = nullptr;
for (Channel* channel : m_channels)
{
if (channel->GetChannelId() == i)
{
usedChannel = channel;
break;
}
}
Channel* removeChannel = nullptr;
Channel* joinChannel = nullptr;
bool sendRemove = true;
if (CanJoinConstantChannelInZone(channelEntry, current_zone))
{
if (!(channelEntry->Flags & CHANNEL_DBC_FLAG_GLOBAL))
{
if (channelEntry->Flags & CHANNEL_DBC_FLAG_CITY_ONLY && usedChannel)
continue; // Already on the channel, as city channel names are not changing
joinChannel = cMgr->GetJoinChannel(channelEntry->ID, std::string(), current_zone);
if (usedChannel)
{
if (joinChannel != usedChannel)
{
removeChannel = usedChannel;
sendRemove = false; // Do not send leave channel, it already replaced at client
}
else
joinChannel = nullptr;
}
}
else
joinChannel = cMgr->GetJoinChannel(channelEntry->ID, std::string());
}
else
removeChannel = usedChannel;
if (joinChannel)
joinChannel->JoinChannel(this, ""); // Changed Channel: ... or Joined Channel: ...
if (removeChannel)
{
removeChannel->LeaveChannel(this, sendRemove); // Leave old channel
LeftChannel(removeChannel); // Remove from player's channel list
cMgr->LeftChannel(removeChannel->GetChannelId(), removeChannel->GetZoneEntry()); // Delete if empty
}
}
}
void Player::LeaveLFGChannel()
{
for (JoinedChannelsList::iterator i = m_channels.begin(); i != m_channels.end(); ++i)
{
if ((*i)->IsLFG())
{
(*i)->LeaveChannel(this);
break;
}
}
}
void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply)
{
if (modGroup >= BASEMOD_END || modType >= MOD_END)
{
TC_LOG_ERROR("spells", "Player::HandleBaseModValue: Invalid BaseModGroup/BaseModType (%u/%u) for player '%s' (%s)",
modGroup, modType, GetName().c_str(), GetGUID().ToString().c_str());
return;
}
if (modType == FLAT_MOD)
m_auraBaseMod[modGroup][modType] += apply ? amount : -amount;
else // PCT_MOD
ApplyPercentModFloatVar(m_auraBaseMod[modGroup][modType], amount, apply);
if (!CanModifyStats())
return;
switch (modGroup)
{
case CRIT_PERCENTAGE: UpdateCritPercentage(BASE_ATTACK); break;
case RANGED_CRIT_PERCENTAGE: UpdateCritPercentage(RANGED_ATTACK); break;
case OFFHAND_CRIT_PERCENTAGE: UpdateCritPercentage(OFF_ATTACK); break;
default: break;
}
}
float Player::GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const
{
if (modGroup >= BASEMOD_END || modType >= MOD_END)
{
TC_LOG_ERROR("spells", "Player::GetBaseModValue: Invalid BaseModGroup/BaseModType (%u/%u) for player '%s' (%s)",
modGroup, modType, GetName().c_str(), GetGUID().ToString().c_str());
return 0.0f;
}
if (modType == PCT_MOD && m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
return 0.0f;
return m_auraBaseMod[modGroup][modType];
}
float Player::GetTotalBaseModValue(BaseModGroup modGroup) const
{
if (modGroup >= BASEMOD_END)
{
TC_LOG_ERROR("spells", "Player::GetTotalBaseModValue: Invalid BaseModGroup (%u) for player '%s' (%s)",
modGroup, GetName().c_str(), GetGUID().ToString().c_str());
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];
}
void Player::GetDodgeFromAgility(float &/*diminishing*/, float &/*nondiminishing*/) const
{
//// Table for base dodge values
//const float dodge_base[MAX_CLASSES] =
//{
// 0.037580f, // Warrior
// 0.036520f, // Paladin
// -0.054500f, // Hunter
// -0.005900f, // Rogue
// 0.031830f, // Priest
// 0.036640f, // DK
// 0.016750f, // Shaman
// 0.034575f, // Mage
// 0.020350f, // Warlock
// 0.0f, // ??
// 0.049510f // 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 >= sGtChanceToMeleeCritStore.GetTableRowCount())
// level = sGtChanceToMeleeCritStore.GetTableRowCount() - 1;
//// Dodge per agility is proportional to crit per agility, which is available from DBC files
//GtChanceToMeleeCritEntry const* dodgeRatio = sGtChanceToMeleeCritStore.EvaluateTable(level - 1, pclass - 1);
//if (dodgeRatio == nullptr || 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]);
}
inline float GetGameTableColumnForCombatRating(GtCombatRatingsEntry const* row, uint32 rating)
{
switch (rating)
{
case CR_AMPLIFY:
return row->Amplify;
case CR_DEFENSE_SKILL:
return row->DefenseSkill;
case CR_DODGE:
return row->Dodge;
case CR_PARRY:
return row->Parry;
case CR_BLOCK:
return row->Block;
case CR_HIT_MELEE:
return row->HitMelee;
case CR_HIT_RANGED:
return row->HitRanged;
case CR_HIT_SPELL:
return row->HitSpell;
case CR_CRIT_MELEE:
return row->CritMelee;
case CR_CRIT_RANGED:
return row->CritRanged;
case CR_CRIT_SPELL:
return row->CritSpell;
case CR_MULTISTRIKE:
return row->MultiStrike;
case CR_READINESS:
return row->Readiness;
case CR_SPEED:
return row->Speed;
case CR_RESILIENCE_CRIT_TAKEN:
return row->ResilienceCritTaken;
case CR_RESILIENCE_PLAYER_DAMAGE:
return row->ResiliencePlayerDamage;
case CR_LIFESTEAL:
return row->Lifesteal;
case CR_HASTE_MELEE:
return row->HasteMelee;
case CR_HASTE_RANGED:
return row->HasteRanged;
case CR_HASTE_SPELL:
return row->HasteSpell;
case CR_AVOIDANCE:
return row->Avoidance;
case CR_STURDINESS:
return row->Sturdiness;
case CR_UNUSED_7:
return row->Unused7;
case CR_EXPERTISE:
return row->Expertise;
case CR_ARMOR_PENETRATION:
return row->ArmorPenetration;
case CR_MASTERY:
return row->Mastery;
case CR_PVP_POWER:
return row->PvPPower;
case CR_CLEAVE:
return row->Cleave;
case CR_VERSATILITY_DAMAGE_DONE:
return row->VersatilityDamageDone;
case CR_VERSATILITY_HEALING_DONE:
return row->VersatilityHealingDone;
case CR_VERSATILITY_DAMAGE_TAKEN:
return row->VersatilityDamageTaken;
case CR_UNUSED_12:
return row->Unused12;
default:
break;
}
return 1.0f;
}
float Player::GetRatingMultiplier(CombatRating cr) const
{
GtCombatRatingsEntry const* Rating = sCombatRatingsGameTable.GetRow(getLevel());
if (!Rating)
return 1.0f;
float value = GetGameTableColumnForCombatRating(Rating, cr);
if (!value)
return 1.0f; // By default use minimum coefficient (not must be called)
return 1.0f / value;
}
float Player::GetRatingBonusValue(CombatRating cr) const
{
float baseResult = float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr)) * GetRatingMultiplier(cr);
if (cr != CR_RESILIENCE_PLAYER_DAMAGE)
return baseResult;
return float(1.0f - pow(0.99f, baseResult)) * 100.0f;
}
float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const
{
float baseExpertise = 7.5f;
switch (attType)
{
case BASE_ATTACK:
return baseExpertise + GetUInt32Value(PLAYER_EXPERTISE) / 4.0f;
case OFF_ATTACK:
return baseExpertise + GetUInt32Value(PLAYER_OFFHAND_EXPERTISE) / 4.0f;
default:
break;
}
return 0.0f;
}
void Player::ApplyRatingMod(CombatRating combatRating, int32 value, bool apply)
{
m_baseRatingValue[combatRating] += (apply ? value : -value);
UpdateRating(combatRating);
}
void Player::UpdateRating(CombatRating cr)
{
int32 amount = m_baseRatingValue[cr];
// Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
// stat used stored in miscValueB for this aura
AuraEffectList const& modRatingFromStat = GetAuraEffectsByType(SPELL_AURA_MOD_RATING_FROM_STAT);
for (AuraEffectList::const_iterator i = modRatingFromStat.begin(); i != modRatingFromStat.end(); ++i)
if ((*i)->GetMiscValue() & (1 << cr))
amount += int32(CalculatePct(GetStat(Stats((*i)->GetMiscValueB())), (*i)->GetAmount()));
AuraEffectList const& modRatingPct = GetAuraEffectsByType(SPELL_AURA_MOD_RATING_PCT);
for (AuraEffectList::const_iterator i = modRatingPct.begin(); i != modRatingPct.end(); ++i)
if ((*i)->GetMiscValue() & (1 << cr))
amount += int32(CalculatePct(amount, (*i)->GetAmount()));
if (amount < 0)
amount = 0;
uint32 oldRating = GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr);
SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr, uint32(amount));
bool affectStats = CanModifyStats();
switch (cr)
{
case CR_AMPLIFY:
case CR_DEFENSE_SKILL:
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)
UpdateSpellCritChance();
break;
case CR_MULTISTRIKE:
case CR_READINESS:
case CR_SPEED:
case CR_RESILIENCE_PLAYER_DAMAGE:
case CR_RESILIENCE_CRIT_TAKEN:
case CR_LIFESTEAL:
break;
case CR_HASTE_MELEE:
case CR_HASTE_RANGED:
case CR_HASTE_SPELL:
{
// explicit affected values
float const multiplier = GetRatingMultiplier(cr);
float const oldVal = oldRating * multiplier;
float const newVal = amount * multiplier;
switch (cr)
{
case CR_HASTE_MELEE:
ApplyAttackTimePercentMod(BASE_ATTACK, oldVal, false);
ApplyAttackTimePercentMod(OFF_ATTACK, oldVal, false);
ApplyAttackTimePercentMod(BASE_ATTACK, newVal, true);
ApplyAttackTimePercentMod(OFF_ATTACK, newVal, true);
if (getClass() == CLASS_DEATH_KNIGHT)
UpdateAllRunesRegen();
break;
case CR_HASTE_RANGED:
ApplyAttackTimePercentMod(RANGED_ATTACK, oldVal, false);
ApplyAttackTimePercentMod(RANGED_ATTACK, newVal, true);
break;
case CR_HASTE_SPELL:
ApplyCastTimePercentMod(oldVal, false);
ApplyCastTimePercentMod(newVal, true);
break;
default:
break;
}
break;
}
case CR_AVOIDANCE:
case CR_STURDINESS:
case CR_UNUSED_7:
break;
case CR_EXPERTISE:
if (affectStats)
{
UpdateExpertise(BASE_ATTACK);
UpdateExpertise(OFF_ATTACK);
}
break;
case CR_ARMOR_PENETRATION:
if (affectStats)
UpdateArmorPenetration(amount);
break;
case CR_MASTERY:
UpdateMastery();
break;
case CR_PVP_POWER:
case CR_CLEAVE:
case CR_VERSATILITY_DAMAGE_DONE:
case CR_VERSATILITY_HEALING_DONE:
case CR_VERSATILITY_DAMAGE_TAKEN:
case CR_UNUSED_12:
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->GetDelay())
SetAttackTime(WeaponAttackType(i), proto->GetDelay());
}
else
SetAttackTime(WeaponAttackType(i), BASE_ATTACK_TIME); // If there is no weapon reset attack time to base (might have been changed from forms)
}
}
//skill+step, checking for max value
bool Player::UpdateSkill(uint32 skill_id, uint32 step)
{
if (!skill_id)
return false;
SkillStatusMap::iterator itr = mSkillStatus.find(skill_id);
if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return false;
uint16 field = itr->second.pos / 2;
uint8 offset = itr->second.pos & 1; // itr->second.pos % 2
uint16 value = GetUInt16Value(PLAYER_SKILL_LINEID + SKILL_RANK_OFFSET + field, offset);
uint16 max = GetUInt16Value(PLAYER_SKILL_LINEID + SKILL_MAX_RANK_OFFSET + field, offset);
if (!max || !value || value >= max)
return false;
if (value < max)
{
uint32 new_value = value + step;
if (new_value > max)
new_value = max;
SetUInt16Value(PLAYER_SKILL_LINEID + SKILL_RANK_OFFSET + field, offset, new_value);
if (itr->second.uState != SKILL_NEW)
itr->second.uState = SKILL_CHANGED;
UpdateSkillEnchantments(skill_id, value, new_value);
UpdateCriteria(CRITERIA_TYPE_REACH_SKILL_LEVEL, skill_id);
return true;
}
return false;
}
inline int SkillGainChance(uint32 SkillValue, uint32 GrayLevel, uint32 GreenLevel, uint32 YellowLevel)
{
if (SkillValue >= GrayLevel)
return sWorld->getIntConfig(CONFIG_SKILL_CHANCE_GREY)*10;
if (SkillValue >= GreenLevel)
return sWorld->getIntConfig(CONFIG_SKILL_CHANCE_GREEN)*10;
if (SkillValue >= YellowLevel)
return sWorld->getIntConfig(CONFIG_SKILL_CHANCE_YELLOW)*10;
return sWorld->getIntConfig(CONFIG_SKILL_CHANCE_ORANGE)*10;
}
bool Player::UpdateCraftSkill(uint32 spellid)
{
TC_LOG_DEBUG("entities.player.skills", "Player::UpdateCraftSkill: Player '%s' (%s), SpellID: %d",
GetName().c_str(), GetGUID().ToString().c_str(), spellid);
SkillLineAbilityMapBounds bounds = sSpellMgr->GetSkillLineAbilityMapBounds(spellid);
for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
{
if (_spell_idx->second->SkillLine)
{
uint32 SkillValue = GetPureSkillValue(_spell_idx->second->SkillLine);
// Alchemy Discoveries here
SpellInfo const* spellEntry = sSpellMgr->GetSpellInfo(spellid);
if (spellEntry && spellEntry->Mechanic == MECHANIC_DISCOVERY)
{
if (uint32 discoveredSpell = GetSkillDiscoverySpell(_spell_idx->second->SkillLine, spellid, this))
LearnSpell(discoveredSpell, false);
}
uint32 craft_skill_gain = sWorld->getIntConfig(CONFIG_SKILL_GAIN_CRAFTING);
return UpdateSkillPro(_spell_idx->second->SkillLine, SkillGainChance(SkillValue,
_spell_idx->second->TrivialSkillLineRankHigh,
(_spell_idx->second->TrivialSkillLineRankHigh + _spell_idx->second->TrivialSkillLineRankLow)/2,
_spell_idx->second->TrivialSkillLineRankLow),
craft_skill_gain);
}
}
return false;
}
bool Player::UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator)
{
TC_LOG_DEBUG("entities.player.skills", "Player::UpdateGatherSkill: Player '%s' (%s), SkillID: %u, SkillLevel: %u, RedLevel: %u)",
GetName().c_str(), GetGUID().ToString().c_str(), 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_JEWELCRAFTING:
case SKILL_INSCRIPTION:
return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator, gathering_skill_gain);
case SKILL_SKINNING:
if (sWorld->getIntConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS) == 0)
return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator, gathering_skill_gain);
else
return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld->getIntConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)), gathering_skill_gain);
case SKILL_MINING:
if (sWorld->getIntConfig(CONFIG_SKILL_CHANCE_MINING_STEPS) == 0)
return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator, gathering_skill_gain);
else
return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld->getIntConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)), gathering_skill_gain);
}
return false;
}
bool Player::UpdateFishingSkill()
{
TC_LOG_DEBUG("entities.player.skills", "Player::UpdateFishingSkill: Player '%s' (%s)", GetName().c_str(), GetGUID().ToString().c_str());
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);
}
bool Player::UpdateSkillPro(uint16 skillId, int32 chance, uint32 step)
{
// 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, 525 };
static const size_t bonusSkillLevelsSize = sizeof(bonusSkillLevels) / sizeof(uint32);
TC_LOG_DEBUG("entities.player.skills", "Player::UpdateSkillPro: Player '%s' (%s), SkillID: %u, Chance: %3.1f%%)",
GetName().c_str(), GetGUID().ToString().c_str(), skillId, chance / 10.0f);
if (!skillId)
return false;
if (chance <= 0) // speedup in 0 chance case
{
TC_LOG_DEBUG("entities.player.skills", "Player::UpdateSkillPro: Player '%s' (%s), SkillID: %u, Chance: %3.1f%% missed",
GetName().c_str(), GetGUID().ToString().c_str(), skillId, chance / 10.0f);
return false;
}
SkillStatusMap::iterator itr = mSkillStatus.find(skillId);
if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return false;
uint16 field = itr->second.pos / 2;
uint8 offset = itr->second.pos & 1; // itr->second.pos % 2
uint16 value = GetUInt16Value(PLAYER_SKILL_LINEID + SKILL_RANK_OFFSET + field, offset);
uint16 max = GetUInt16Value(PLAYER_SKILL_LINEID + SKILL_MAX_RANK_OFFSET + field, offset);
if (!max || !value || value >= max)
return false;
if (irand(1, 1000) > chance)
{
TC_LOG_DEBUG("entities.player.skills", "Player::UpdateSkillPro: Player '%s' (%s), SkillID: %u, Chance: %3.1f%% missed",
GetName().c_str(), GetGUID().ToString().c_str(), skillId, chance / 10.0f);
return false;
}
uint16 new_value = value + step;
if (new_value > max)
new_value = max;
SetUInt16Value(PLAYER_SKILL_LINEID + SKILL_RANK_OFFSET + field, offset, new_value);
if (itr->second.uState != SKILL_NEW)
itr->second.uState = SKILL_CHANGED;
for (size_t i = 0; i < bonusSkillLevelsSize; ++i)
{
uint32 bsl = bonusSkillLevels[i];
if (value < bsl && new_value >= bsl)
{
LearnSkillRewardedSpells(skillId, new_value);
break;
}
}
UpdateSkillEnchantments(skillId, value, new_value);
UpdateCriteria(CRITERIA_TYPE_REACH_SKILL_LEVEL, skillId);
TC_LOG_DEBUG("entities.player.skills", "Player::UpdateSkillPro: Player '%s' (%s), SkillID: %u, Chance: %3.1f%% taken",
GetName().c_str(), GetGUID().ToString().c_str(), skillId, chance / 10.0f);
return true;
}
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;
uint16 field = itr->second.pos / 2 + (talent ? PLAYER_SKILL_LINEID + SKILL_PERM_BONUS_OFFSET : PLAYER_SKILL_LINEID + SKILL_TEMP_BONUS_OFFSET);
uint8 offset = itr->second.pos & 1; // itr->second.pos % 2
uint16 bonus = GetUInt16Value(field, offset);
SetUInt16Value(field, offset, bonus + val);
}
void Player::UpdateSkillsForLevel()
{
uint32 maxSkill = GetMaxSkillValueForLevel();
for (SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ++itr)
{
if (itr->second.uState == SKILL_DELETED)
continue;
uint32 pskill = itr->first;
SkillRaceClassInfoEntry const* rcEntry = sDB2Manager.GetSkillRaceClassInfo(pskill, getRace(), getClass());
if (!rcEntry)
continue;
uint16 field = itr->second.pos / 2;
uint8 offset = itr->second.pos & 1; // itr->second.pos % 2
if (GetSkillRangeType(rcEntry) == SKILL_RANGE_LEVEL)
{
if (!IsWeaponSkill(rcEntry->SkillID))
{
uint16 max = GetUInt16Value(PLAYER_SKILL_LINEID + SKILL_MAX_RANK_OFFSET + field, offset);
/// update only level dependent max skill values
if (max != 1)
{
SetUInt16Value(PLAYER_SKILL_LINEID + SKILL_RANK_OFFSET + field, offset, maxSkill);
SetUInt16Value(PLAYER_SKILL_LINEID + SKILL_MAX_RANK_OFFSET + field, offset, maxSkill);
if (itr->second.uState != SKILL_NEW)
itr->second.uState = SKILL_CHANGED;
}
}
}
// Update level dependent skillline spells
LearnSkillRewardedSpells(rcEntry->SkillID, GetUInt16Value(PLAYER_SKILL_LINEID + SKILL_RANK_OFFSET + field, offset));
}
}
void Player::UpdateSkillsToMaxSkillsForLevel()
{
for (SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ++itr)
{
if (itr->second.uState == SKILL_DELETED)
continue;
uint32 pskill = itr->first;
SkillRaceClassInfoEntry const* rcEntry = sDB2Manager.GetSkillRaceClassInfo(pskill, getRace(), getClass());
if (!rcEntry)
continue;
if (IsProfessionOrRidingSkill(rcEntry->SkillID))
continue;
if (IsWeaponSkill(rcEntry->SkillID))
continue;
uint16 field = itr->second.pos / 2;
uint8 offset = itr->second.pos & 1; // itr->second.pos % 2
uint16 max = GetUInt16Value(PLAYER_SKILL_LINEID + SKILL_MAX_RANK_OFFSET + field, offset);
if (max > 1)
{
SetUInt16Value(PLAYER_SKILL_LINEID + SKILL_RANK_OFFSET + field, offset, max);
if (itr->second.uState != SKILL_NEW)
itr->second.uState = SKILL_CHANGED;
}
}
}
// 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)
{
uint16 field = itr->second.pos / 2;
uint8 offset = itr->second.pos & 1; // itr->second.pos % 2
currVal = GetUInt16Value(PLAYER_SKILL_LINEID + SKILL_RANK_OFFSET + field, offset);
if (newVal)
{
// if skill value is going down, update enchantments before setting the new value
if (newVal < currVal)
UpdateSkillEnchantments(id, currVal, newVal);
// update step
SetUInt16Value(PLAYER_SKILL_LINEID + SKILL_STEP_OFFSET + field, offset, step);
// update value
SetUInt16Value(PLAYER_SKILL_LINEID + SKILL_RANK_OFFSET + field, offset, newVal);
SetUInt16Value(PLAYER_SKILL_LINEID + SKILL_MAX_RANK_OFFSET + field, offset, 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);
UpdateCriteria(CRITERIA_TYPE_REACH_SKILL_LEVEL, id);
UpdateCriteria(CRITERIA_TYPE_LEARN_SKILL_LEVEL, id);
}
else //remove
{
//remove enchantments needing this skill
UpdateSkillEnchantments(id, currVal, 0);
// clear skill fields
SetUInt16Value(PLAYER_SKILL_LINEID + SKILL_ID_OFFSET + field, offset, 0);
SetUInt16Value(PLAYER_SKILL_LINEID + SKILL_STEP_OFFSET + field, offset, 0);
SetUInt16Value(PLAYER_SKILL_LINEID + SKILL_RANK_OFFSET + field, offset, 0);
SetUInt16Value(PLAYER_SKILL_LINEID + SKILL_MAX_RANK_OFFSET + field, offset, 0);
SetUInt16Value(PLAYER_SKILL_LINEID + SKILL_TEMP_BONUS_OFFSET + field, offset, 0);
SetUInt16Value(PLAYER_SKILL_LINEID + SKILL_PERM_BONUS_OFFSET + field, offset, 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->SkillLine == id)
RemoveSpell(sSpellMgr->GetFirstSpellInChain(pAbility->SpellID));
// Clear profession lines
if (GetUInt32Value(PLAYER_PROFESSION_SKILL_LINE_1) == id)
SetUInt32Value(PLAYER_PROFESSION_SKILL_LINE_1, 0);
else if (GetUInt32Value(PLAYER_PROFESSION_SKILL_LINE_1 + 1) == id)
SetUInt32Value(PLAYER_PROFESSION_SKILL_LINE_1 + 1, 0);
}
}
else if (newVal) //add
{
currVal = 0;
for (uint32 i = 0; i < PLAYER_MAX_SKILLS; ++i)
{
uint16 field = i / 2;
uint8 offset = i & 1; // i % 2
if (!GetUInt16Value(PLAYER_SKILL_LINEID + SKILL_ID_OFFSET + field, offset))
{
SkillLineEntry const* skillEntry = sSkillLineStore.LookupEntry(id);
if (!skillEntry)
{
TC_LOG_ERROR("misc", "Player::SetSkill: Skill (SkillID: %u) not found in SkillLineStore for player '%s' (%s)",
id, GetName().c_str(), GetGUID().ToString().c_str());
return;
}
SetUInt16Value(PLAYER_SKILL_LINEID + SKILL_ID_OFFSET + field, offset, id);
if (skillEntry->CategoryID == SKILL_CATEGORY_PROFESSION)
{
if (!GetUInt32Value(PLAYER_PROFESSION_SKILL_LINE_1))
SetUInt32Value(PLAYER_PROFESSION_SKILL_LINE_1, id);
else if (!GetUInt32Value(PLAYER_PROFESSION_SKILL_LINE_1 + 1))
SetUInt32Value(PLAYER_PROFESSION_SKILL_LINE_1 + 1, id);
}
SetUInt16Value(PLAYER_SKILL_LINEID + SKILL_STEP_OFFSET + field, offset, step);
SetUInt16Value(PLAYER_SKILL_LINEID + SKILL_RANK_OFFSET + field, offset, newVal);
SetUInt16Value(PLAYER_SKILL_LINEID + SKILL_MAX_RANK_OFFSET + field, offset, maxVal);
UpdateSkillEnchantments(id, currVal, newVal);
UpdateCriteria(CRITERIA_TYPE_REACH_SKILL_LEVEL, id);
UpdateCriteria(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
SetUInt16Value(PLAYER_SKILL_LINEID + SKILL_TEMP_BONUS_OFFSET + field, offset, 0);
SetUInt16Value(PLAYER_SKILL_LINEID + SKILL_PERM_BONUS_OFFSET + field, offset, 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);
AuraEffectList const& mModSkill2 = GetAuraEffectsByType(SPELL_AURA_MOD_SKILL_2);
for (AuraEffectList::const_iterator j = mModSkill2.begin(); j != mModSkill2.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 GetUInt16Value(PLAYER_SKILL_LINEID + SKILL_STEP_OFFSET + itr->second.pos / 2, itr->second.pos & 1);
}
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;
uint16 field = itr->second.pos / 2;
uint8 offset = itr->second.pos & 1;
int32 result = int32(GetUInt16Value(PLAYER_SKILL_LINEID + SKILL_RANK_OFFSET + field, offset));
result += int32(GetUInt16Value(PLAYER_SKILL_LINEID + SKILL_TEMP_BONUS_OFFSET + field, offset));
result += int32(GetUInt16Value(PLAYER_SKILL_LINEID + SKILL_PERM_BONUS_OFFSET + field, offset));
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;
uint16 field = itr->second.pos / 2;
uint8 offset = itr->second.pos & 1;
int32 result = int32(GetUInt16Value(PLAYER_SKILL_LINEID + SKILL_MAX_RANK_OFFSET + field, offset));
result += int32(GetUInt16Value(PLAYER_SKILL_LINEID + SKILL_TEMP_BONUS_OFFSET + field, offset));
result += int32(GetUInt16Value(PLAYER_SKILL_LINEID + SKILL_PERM_BONUS_OFFSET + field, offset));
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;
uint16 field = itr->second.pos / 2;
uint8 offset = itr->second.pos & 1;
return GetUInt16Value(PLAYER_SKILL_LINEID + SKILL_MAX_RANK_OFFSET + field, offset);
}
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;
uint16 field = itr->second.pos / 2;
uint8 offset = itr->second.pos & 1;
int32 result = int32(GetUInt16Value(PLAYER_SKILL_LINEID + SKILL_RANK_OFFSET + field, offset));
result += int32(GetUInt16Value(PLAYER_SKILL_LINEID + SKILL_PERM_BONUS_OFFSET + field, offset));
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;
uint16 field = itr->second.pos / 2;
uint8 offset = itr->second.pos & 1;
return GetUInt16Value(PLAYER_SKILL_LINEID + SKILL_RANK_OFFSET + field, offset);
}
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;
uint16 field = itr->second.pos / 2;
uint8 offset = itr->second.pos & 1;
return GetUInt16Value(PLAYER_SKILL_LINEID + SKILL_PERM_BONUS_OFFSET + field, offset);
}
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;
uint16 field = itr->second.pos / 2;
uint8 offset = itr->second.pos & 1;
return GetUInt16Value(PLAYER_SKILL_LINEID + SKILL_TEMP_BONUS_OFFSET + field, offset);
}
void Player::SendActionButtons(uint32 state) const
{
WorldPackets::Spells::UpdateActionButtons packet;
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)
packet.ActionButtons[button] = uint64(itr->second.packedData);
else
packet.ActionButtons[button] = 0;
}
packet.Reason = state;
SendDirectMessage(packet.Write());
}
bool Player::IsActionButtonDataValid(uint8 button, uint32 action, uint8 type) const
{
if (button >= MAX_ACTION_BUTTONS)
{
TC_LOG_ERROR("entities.player", "Player::IsActionButtonDataValid: Action %u not added into button %u for player %s (%s): button must be < %u",
action, button, GetName().c_str(), GetGUID().ToString().c_str(), MAX_ACTION_BUTTONS);
return false;
}
if (action >= MAX_ACTION_BUTTON_ACTION_VALUE)
{
TC_LOG_ERROR("entities.player", "Player::IsActionButtonDataValid: Action %u not added into button %u for player %s (%s): action must be < %u",
action, button, GetName().c_str(), GetGUID().ToString().c_str(), MAX_ACTION_BUTTON_ACTION_VALUE);
return false;
}
switch (type)
{
case ACTION_BUTTON_SPELL:
if (!sSpellMgr->GetSpellInfo(action))
{
TC_LOG_ERROR("entities.player", "Player::IsActionButtonDataValid: Spell action %u not added into button %u for player %s (%s): spell not exist",
action, button, GetName().c_str(), GetGUID().ToString().c_str());
return false;
}
if (!HasSpell(action))
{
TC_LOG_ERROR("entities.player", "Player::IsActionButtonDataValid: Spell action %u not added into button %u for player %s (%s): player don't known this spell",
action, button, GetName().c_str(), GetGUID().ToString().c_str());
return false;
}
break;
case ACTION_BUTTON_ITEM:
if (!sObjectMgr->GetItemTemplate(action))
{
TC_LOG_ERROR("entities.player", "Player::IsActionButtonDataValid: Item action %u not added into button %u for player %s (%s): item not exist",
action, button, GetName().c_str(), GetGUID().ToString().c_str());
return false;
}
break;
case ACTION_BUTTON_MOUNT:
{
auto mount = sDB2Manager.GetMountById(action);
if (!mount)
{
TC_LOG_ERROR("entities.player", "Player::IsActionButtonDataValid: Mount action %u not added into button %u for player %s (%s): mount does not exist",
action, button, GetName().c_str(), GetGUID().ToString().c_str());
return false;
}
if (!HasSpell(mount->SpellId))
{
TC_LOG_ERROR("entities.player", "Player::IsActionButtonDataValid: Mount action %u not added into button %u for player %s (%s): Player does not know this mount",
action, button, GetName().c_str(), GetGUID().ToString().c_str());
return false;
}
break;
}
case ACTION_BUTTON_C:
case ACTION_BUTTON_CMACRO:
case ACTION_BUTTON_MACRO:
case ACTION_BUTTON_EQSET:
case ACTION_BUTTON_DROPDOWN:
break;
default:
TC_LOG_ERROR("entities.player", "Player::IsActionButtonDataValid: Unknown action type %u", type);
return false; // other cases not checked at this moment
}
return true;
}
ActionButton* Player::AddActionButton(uint8 button, uint32 action, uint8 type)
{
if (!IsActionButtonDataValid(button, action, type))
return nullptr;
// it create new button (NEW state) if need or return existing
ActionButton& ab = m_actionButtons[button];
// set data and update to CHANGED if not NEW
ab.SetActionAndType(action, ActionButtonType(type));
TC_LOG_DEBUG("entities.player", "Player::AddActionButton: Player '%s' (%s) added action '%u' (type %u) to button '%u'",
GetName().c_str(), GetGUID().ToString().c_str(), action, type, button);
return &ab;
}
void Player::RemoveActionButton(uint8 button)
{
ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
if (buttonItr == m_actionButtons.end() || buttonItr->second.uState == ACTIONBUTTON_DELETED)
return;
if (buttonItr->second.uState == ACTIONBUTTON_NEW)
m_actionButtons.erase(buttonItr); // new and not saved
else
buttonItr->second.uState = ACTIONBUTTON_DELETED; // saved, will deleted at next save
TC_LOG_DEBUG("entities.player", "Player::RemoveActionButton: Player '%s' (%s) removed action button '%u'",
GetName().c_str(), GetGUID().ToString().c_str(), button);
}
ActionButton const* Player::GetActionButton(uint8 button)
{
ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
if (buttonItr == m_actionButtons.end() || buttonItr->second.uState == ACTIONBUTTON_DELETED)
return nullptr;
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);
CheckAreaExploreAndOutdoor();
return true;
}
void Player::SendMessageToSetInRange(WorldPacket const* data, float dist, bool self)
{
if (self)
GetSession()->SendPacket(data);
Trinity::MessageDistDeliverer notifier(this, data, dist);
VisitNearbyWorldObject(dist, notifier);
}
void Player::SendMessageToSetInRange(WorldPacket const* 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 const* 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 const* data) const
{
m_session->SendPacket(data);
}
void Player::SendCinematicStart(uint32 CinematicSequenceId) const
{
WorldPackets::Misc::TriggerCinematic packet;
packet.CinematicID = CinematicSequenceId;
SendDirectMessage(packet.Write());
}
void Player::SendMovieStart(uint32 MovieId) const
{
WorldPackets::Misc::TriggerMovie packet;
packet.MovieID = MovieId;
SendDirectMessage(packet.Write());
}
void Player::CheckAreaExploreAndOutdoor()
{
if (!IsAlive())
return;
if (IsInFlight())
return;
bool isOutdoor;
uint32 areaId = GetBaseMap()->GetAreaId(GetPositionX(), GetPositionY(), GetPositionZ(), &isOutdoor);
AreaTableEntry const* areaEntry = sAreaTableStore.LookupEntry(areaId);
if (sWorld->getBoolConfig(CONFIG_VMAP_INDOOR_CHECK) && !isOutdoor)
RemoveAurasWithAttribute(SPELL_ATTR0_OUTDOORS_ONLY);
if (!areaId)
return;
if (!areaEntry)
{
TC_LOG_ERROR("entities.player", "Player '%s' (%s) discovered unknown area (x: %f y: %f z: %f map: %u)",
GetName().c_str(), GetGUID().ToString().c_str(), GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId());
return;
}
uint32 offset = areaEntry->AreaBit / 32;
if (offset >= PLAYER_EXPLORED_ZONES_SIZE)
{
TC_LOG_ERROR("entities.player", "Player::CheckAreaExploreAndOutdoor: Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < %u ).",
areaId, GetPositionX(), GetPositionY(), offset, offset, PLAYER_EXPLORED_ZONES_SIZE);
return;
}
uint32 val = (uint32)(1 << (areaEntry->AreaBit % 32));
uint32 currFields = GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset);
if (!(currFields & val))
{
SetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset, (uint32)(currFields | val));
UpdateCriteria(CRITERIA_TYPE_EXPLORE_AREA);
if (areaEntry->ExplorationLevel > 0)
{
if (getLevel() >= sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
{
SendExplorationExperience(areaId, 0);
}
else
{
int32 diff = int32(getLevel()) - areaEntry->ExplorationLevel;
uint32 XP;
if (diff < -5)
{
XP = uint32(sObjectMgr->GetBaseXP(getLevel()+5)*sWorld->getRate(RATE_XP_EXPLORE));
}
else if (diff > 5)
{
int32 exploration_percent = 100 - ((diff - 5) * 5);
if (exploration_percent < 0)
exploration_percent = 0;
XP = uint32(sObjectMgr->GetBaseXP(areaEntry->ExplorationLevel)*exploration_percent/100*sWorld->getRate(RATE_XP_EXPLORE));
}
else
{
XP = uint32(sObjectMgr->GetBaseXP(areaEntry->ExplorationLevel)*sWorld->getRate(RATE_XP_EXPLORE));
}
GiveXP(XP, nullptr);
SendExplorationExperience(areaId, XP);
}
TC_LOG_DEBUG("entities.player", "Player '%s' (%s) discovered a new area: %u", GetName().c_str(),GetGUID().ToString().c_str(), areaId);
}
}
}
uint32 Player::TeamForRace(uint8 race)
{
if (ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race))
{
switch (rEntry->TeamID)
{
case 0: return ALLIANCE;
case 1: return HORDE;
}
TC_LOG_ERROR("entities.player", "Race (%u) has wrong teamid (%u) in DBC: wrong DBC files?", uint32(race), rEntry->TeamID);
}
else
TC_LOG_ERROR("entities.player", "Race (%u) not found in DBC: wrong DBC files?", uint32(race));
return ALLIANCE;
}
TeamId Player::TeamIdForRace(uint8 race)
{
if (ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race))
return TeamId(rEntry->TeamID);
TC_LOG_ERROR("entities.player", "Race (%u) not found in DBC: wrong DBC files?", race);
return TEAM_NEUTRAL;
}
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(ReputationSource source, uint32 creatureOrQuestLevel, int32 rep, int32 faction, bool noQuestBonus)
{
float percent = 100.0f;
float repMod = noQuestBonus ? 0.0f : float(GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN));
// faction specific auras only seem to apply to kills
if (source == REPUTATION_SOURCE_KILL)
repMod += GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_FACTION_REPUTATION_GAIN, faction);
percent += rep > 0 ? repMod : -repMod;
float rate;
switch (source)
{
case REPUTATION_SOURCE_KILL:
rate = sWorld->getRate(RATE_REPUTATION_LOWLEVEL_KILL);
break;
case REPUTATION_SOURCE_QUEST:
case REPUTATION_SOURCE_DAILY_QUEST:
case REPUTATION_SOURCE_WEEKLY_QUEST:
case REPUTATION_SOURCE_MONTHLY_QUEST:
case REPUTATION_SOURCE_REPEATABLE_QUEST:
rate = sWorld->getRate(RATE_REPUTATION_LOWLEVEL_QUEST);
break;
case REPUTATION_SOURCE_SPELL:
default:
rate = 1.0f;
break;
}
if (rate != 1.0f && creatureOrQuestLevel < Trinity::XP::GetGrayLevel(getLevel()))
percent *= rate;
if (percent <= 0.0f)
return 0;
// Multiply result with the faction specific rate
if (RepRewardRate const* repData = sObjectMgr->GetRepRewardRate(faction))
{
float repRate = 0.0f;
switch (source)
{
case REPUTATION_SOURCE_KILL:
repRate = repData->creatureRate;
break;
case REPUTATION_SOURCE_QUEST:
repRate = repData->questRate;
break;
case REPUTATION_SOURCE_DAILY_QUEST:
repRate = repData->questDailyRate;
break;
case REPUTATION_SOURCE_WEEKLY_QUEST:
repRate = repData->questWeeklyRate;
break;
case REPUTATION_SOURCE_MONTHLY_QUEST:
repRate = repData->questMonthlyRate;
break;
case REPUTATION_SOURCE_REPEATABLE_QUEST:
repRate = repData->questRepeatableRate;
break;
case REPUTATION_SOURCE_SPELL:
repRate = repData->spellRate;
break;
}
// for custom, a rate of 0.0 will totally disable reputation gain for this faction/type
if (repRate <= 0.0f)
return 0;
percent *= repRate;
}
if (source != REPUTATION_SOURCE_SPELL && GetsRecruitAFriendBonus(false))
percent *= 1.0f + sWorld->getRate(RATE_REPUTATION_RECRUIT_A_FRIEND_BONUS);
return CalculatePct(rep, percent);
}
// Calculates how many reputation points player gains in victim's enemy factions
void Player::RewardReputation(Unit* victim, float rate)
{
if (!victim || victim->GetTypeId() == TYPEID_PLAYER)
return;
if (victim->ToCreature()->IsReputationGainDisabled())
return;
ReputationOnKillEntry const* Rep = sObjectMgr->GetReputationOnKilEntry(victim->ToCreature()->GetCreatureTemplate()->Entry);
if (!Rep)
return;
uint32 ChampioningFaction = 0;
if (GetChampioningFaction())
{
// support for: Championing - http://www.wowwiki.com/Championing
Map const* map = GetMap();
if (map->IsNonRaidDungeon())
if (LfgDungeonsEntry const* dungeon = DB2Manager::GetLfgDungeon(map->GetId(), map->GetDifficultyID()))
if (dungeon->TargetLevel == 80)
ChampioningFaction = GetChampioningFaction();
}
uint32 team = GetTeam();
if (Rep->RepFaction1 && (!Rep->TeamDependent || team == ALLIANCE))
{
int32 donerep1 = CalculateReputationGain(REPUTATION_SOURCE_KILL, victim->getLevel(), Rep->RepValue1, ChampioningFaction ? ChampioningFaction : Rep->RepFaction1);
donerep1 = int32(donerep1 * rate);
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(REPUTATION_SOURCE_KILL, victim->getLevel(), Rep->RepValue2, ChampioningFaction ? ChampioningFaction : Rep->RepFaction2);
donerep2 = int32(donerep2 * rate);
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)
{
for (uint8 i = 0; i < QUEST_REWARD_REPUTATIONS_COUNT; ++i)
{
if (!quest->RewardFactionId[i])
continue;
FactionEntry const* factionEntry = sFactionStore.LookupEntry(quest->RewardFactionId[i]);
if (!factionEntry)
continue;
int32 rep = 0;
bool noQuestBonus = false;
if (quest->RewardFactionOverride[i])
{
rep = quest->RewardFactionOverride[i] / 100;
noQuestBonus = true;
}
else
{
uint32 row = ((quest->RewardFactionValue[i] < 0) ? 1 : 0) + 1;
if (QuestFactionRewardEntry const* questFactionRewEntry = sQuestFactionRewardStore.LookupEntry(row))
{
uint32 field = abs(quest->RewardFactionValue[i]);
rep = questFactionRewEntry->QuestRewFactionValue[field];
}
}
if (!rep)
continue;
if (quest->RewardFactionCapIn[i] && rep > 0 && uint32(GetReputationMgr().GetRank(factionEntry)) >= quest->RewardFactionCapIn[i])
continue;
if (quest->IsDaily())
rep = CalculateReputationGain(REPUTATION_SOURCE_DAILY_QUEST, GetQuestLevel(quest), rep, quest->RewardFactionId[i], noQuestBonus);
else if (quest->IsWeekly())
rep = CalculateReputationGain(REPUTATION_SOURCE_WEEKLY_QUEST, GetQuestLevel(quest), rep, quest->RewardFactionId[i], noQuestBonus);
else if (quest->IsMonthly())
rep = CalculateReputationGain(REPUTATION_SOURCE_MONTHLY_QUEST, GetQuestLevel(quest), rep, quest->RewardFactionId[i], noQuestBonus);
else if (quest->IsRepeatable())
rep = CalculateReputationGain(REPUTATION_SOURCE_REPEATABLE_QUEST, GetQuestLevel(quest), rep, quest->RewardFactionId[i], noQuestBonus);
else
rep = CalculateReputationGain(REPUTATION_SOURCE_QUEST, GetQuestLevel(quest), rep, quest->RewardFactionId[i], noQuestBonus);
bool noSpillover = (quest->GetRewardReputationMask() & (1 << i)) != 0;
GetReputationMgr().ModifyReputation(factionEntry, rep, noSpillover);
}
}
void Player::UpdateHonorFields()
{
/// called when rewarding honor and at each save
time_t now = time_t(time(nullptr));
time_t today = time_t(time(nullptr) / DAY) * DAY;
if (m_lastHonorUpdateTime < today)
{
time_t yesterday = today - DAY;
// update yesterday's contribution
if (m_lastHonorUpdateTime >= yesterday)
{
// this is the first update today, reset today's contribution
uint16 killsToday = GetUInt16Value(PLAYER_FIELD_KILLS, PLAYER_FIELD_KILLS_OFFSET_TODAY_KILLS);
SetUInt16Value(PLAYER_FIELD_KILLS, PLAYER_FIELD_KILLS_OFFSET_TODAY_KILLS, 0);
SetUInt16Value(PLAYER_FIELD_KILLS, PLAYER_FIELD_KILLS_OFFSET_YESTERDAY_KILLS, killsToday);
}
else
{
// no honor/kills yesterday or today, reset
SetUInt32Value(PLAYER_FIELD_KILLS, 0);
}
}
m_lastHonorUpdateTime = now;
}
///Calculate the amount of honor gained based on the victim
///and the size of the group for which the honor is divided
///An exact honor value can also be given (overriding the calcs)
bool Player::RewardHonor(Unit* victim, uint32 groupsize, int32 honor, bool pvptoken)
{
// do not reward honor in arenas, but enable onkill spellproc
if (InArena())
{
if (!victim || victim == this || victim->GetTypeId() != TYPEID_PLAYER)
return false;
if (GetBGTeam() == victim->ToPlayer()->GetBGTeam())
return false;
return true;
}
// 'Inactive' this aura prevents the player from gaining honor points and battleground Tokenizer
if (HasAura(SPELL_AURA_PLAYER_INACTIVE))
return false;
ObjectGuid victim_guid;
uint32 victim_rank = 0;
// need call before fields update to have chance move yesterday data to appropriate fields before today data change.
UpdateHonorFields();
// do not reward honor in arenas, but return true to enable onkill spellproc
if (InBattleground() && GetBattleground() && GetBattleground()->isArena())
return true;
// Promote to float for calculations
float honor_f = (float)honor;
if (honor_f <= 0)
{
if (!victim || victim == this || victim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT))
return false;
victim_guid = victim->GetGUID();
if (Player* plrVictim = victim->ToPlayer())
{
if (GetTeam() == plrVictim->GetTeam() && !sWorld->IsFFAPvPRealm())
return false;
uint8 k_level = getLevel();
uint8 k_grey = Trinity::XP::GetGrayLevel(k_level);
uint8 v_level = victim->getLevel();
if (v_level <= k_grey)
return false;
// PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
// [0] Just name
// [1..14] Alliance honor titles and player name
// [15..28] Horde honor titles and player name
// [29..38] Other title and player name
// [39+] Nothing
uint32 victim_title = victim->GetUInt32Value(PLAYER_CHOSEN_TITLE);
// Get Killer titles, CharTitlesEntry::bit_index
// Ranks:
// title[1..14] -> rank[5..18]
// title[15..28] -> rank[5..18]
// title[other] -> 0
if (victim_title == 0)
victim_guid.Clear(); // Don't show HK: <rank> message, only log.
else if (victim_title < 15)
victim_rank = victim_title + 4;
else if (victim_title < 29)
victim_rank = victim_title - 14 + 4;
else
victim_guid.Clear(); // Don't show HK: <rank> message, only log.
honor_f = std::ceil(Trinity::Honor::hk_honor_at_level_f(k_level) * (v_level - k_grey) / (k_level - k_grey));
// count the number of playerkills in one day
ApplyModUInt16Value(PLAYER_FIELD_KILLS, PLAYER_FIELD_KILLS_OFFSET_TODAY_KILLS, 1, true);
// and those in a lifetime
ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS, 1, true);
UpdateCriteria(CRITERIA_TYPE_EARN_HONORABLE_KILL);
UpdateCriteria(CRITERIA_TYPE_HK_CLASS, victim->getClass());
UpdateCriteria(CRITERIA_TYPE_HK_RACE, victim->getRace());
UpdateCriteria(CRITERIA_TYPE_HONORABLE_KILL_AT_AREA, GetAreaId());
UpdateCriteria(CRITERIA_TYPE_HONORABLE_KILL, 1, 0, 0, victim);
}
else
{
if (!victim->ToCreature()->IsRacialLeader())
return false;
honor_f = 100.0f; // ??? need more info
victim_rank = 19; // HK: Leader
}
}
if (victim != nullptr)
{
if (groupsize > 1)
honor_f /= groupsize;
// apply honor multiplier from aura (not stacking-get highest)
AddPct(honor_f, GetMaxPositiveAuraModifier(SPELL_AURA_MOD_HONOR_GAIN_PCT));
}
honor_f *= sWorld->getRate(RATE_HONOR);
// Back to int now
honor = int32(honor_f);
// honor - for show honor points in log
// victim_guid - for show victim name in log
// victim_rank [1..4] HK: <dishonored rank>
// victim_rank [5..19] HK: <alliance\horde rank>
// victim_rank [0, 20+] HK: <>
WorldPackets::Combat::PvPCredit data;
data.Honor = honor;
data.OriginalHonor = honor;
data.Target = victim_guid;
data.Rank = victim_rank;
GetSession()->SendPacket(data.Write());
// TODO: add honor xp
if (InBattleground() && honor > 0)
{
if (Battleground* bg = GetBattleground())
{
bg->UpdatePlayerScore(this, SCORE_BONUS_HONOR, honor, false); //false: prevent looping
}
}
if (sWorld->getBoolConfig(CONFIG_PVP_TOKEN_ENABLE) && pvptoken)
{
if (!victim || victim == this || victim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT))
return true;
if (victim->GetTypeId() == TYPEID_PLAYER)
{
// Check if allowed to receive it in current map
uint8 MapType = sWorld->getIntConfig(CONFIG_PVP_TOKEN_MAP_TYPE);
if ((MapType == 1 && !InBattleground() && !IsFFAPvP())
|| (MapType == 2 && !IsFFAPvP())
|| (MapType == 3 && !InBattleground()))
return true;
uint32 itemId = sWorld->getIntConfig(CONFIG_PVP_TOKEN_ID);
int32 count = sWorld->getIntConfig(CONFIG_PVP_TOKEN_COUNT);
if (AddItem(itemId, count))
ChatHandler(GetSession()).PSendSysMessage("You have been awarded a token for slaying another player.");
}
}
return true;
}
void Player::_LoadCurrency(PreparedQueryResult result)
{
if (!result)
return;
do
{
Field* fields = result->Fetch();
uint16 currencyID = fields[0].GetUInt16();
CurrencyTypesEntry const* currency = sCurrencyTypesStore.LookupEntry(currencyID);
if (!currency)
continue;
PlayerCurrency cur;
cur.state = PLAYERCURRENCY_UNCHANGED;
cur.Quantity = fields[1].GetUInt32();
cur.WeeklyQuantity = fields[2].GetUInt32();
cur.TrackedQuantity = fields[3].GetUInt32();
cur.Flags = fields[4].GetUInt8();
_currencyStorage.insert(PlayerCurrenciesMap::value_type(currencyID, cur));
} while (result->NextRow());
}
void Player::_SaveCurrency(SQLTransaction& trans)
{
PreparedStatement* stmt;
for (PlayerCurrenciesMap::iterator itr = _currencyStorage.begin(); itr != _currencyStorage.end(); ++itr)
{
CurrencyTypesEntry const* entry = sCurrencyTypesStore.LookupEntry(itr->first);
if (!entry) // should never happen
continue;
switch (itr->second.state)
{
case PLAYERCURRENCY_NEW:
stmt = CharacterDatabase.GetPreparedStatement(CHAR_REP_PLAYER_CURRENCY);
stmt->setUInt64(0, GetGUID().GetCounter());
stmt->setUInt16(1, itr->first);
stmt->setUInt32(2, itr->second.Quantity);
stmt->setUInt32(3, itr->second.WeeklyQuantity);
stmt->setUInt32(4, itr->second.TrackedQuantity);
stmt->setUInt8(5, itr->second.Flags);
trans->Append(stmt);
break;
case PLAYERCURRENCY_CHANGED:
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_PLAYER_CURRENCY);
stmt->setUInt32(0, itr->second.Quantity);
stmt->setUInt32(1, itr->second.WeeklyQuantity);
stmt->setUInt32(2, itr->second.TrackedQuantity);
stmt->setUInt8(3, itr->second.Flags);
stmt->setUInt64(4, GetGUID().GetCounter());
stmt->setUInt16(5, itr->first);
trans->Append(stmt);
break;
default:
break;
}
itr->second.state = PLAYERCURRENCY_UNCHANGED;
}
}
void Player::SendNewCurrency(uint32 id) const
{
PlayerCurrenciesMap::const_iterator itr = _currencyStorage.find(id);
if (itr == _currencyStorage.end())
return;
CurrencyTypesEntry const* entry = sCurrencyTypesStore.LookupEntry(id);
if (!entry) // should never happen
return;
WorldPackets::Misc::SetupCurrency packet;
WorldPackets::Misc::SetupCurrency::Record record;
record.Type = entry->ID;
record.Quantity = itr->second.Quantity;
record.WeeklyQuantity = itr->second.WeeklyQuantity;
record.MaxWeeklyQuantity = GetCurrencyWeekCap(entry);
record.TrackedQuantity = itr->second.TrackedQuantity;
record.Flags = itr->second.Flags;
packet.Data.push_back(record);
GetSession()->SendPacket(packet.Write());
}
void Player::SendCurrencies() const
{
WorldPackets::Misc::SetupCurrency packet;
packet.Data.reserve(_currencyStorage.size());
for (PlayerCurrenciesMap::const_iterator itr = _currencyStorage.begin(); itr != _currencyStorage.end(); ++itr)
{
CurrencyTypesEntry const* entry = sCurrencyTypesStore.LookupEntry(itr->first);
// not send init meta currencies.
if (!entry || entry->CategoryID == CURRENCY_CATEGORY_META_CONQUEST)
continue;
WorldPackets::Misc::SetupCurrency::Record record;
record.Type = entry->ID;
record.Quantity = itr->second.Quantity;
record.WeeklyQuantity = itr->second.WeeklyQuantity;
record.MaxWeeklyQuantity = GetCurrencyWeekCap(entry);
record.TrackedQuantity = itr->second.TrackedQuantity;
record.Flags = itr->second.Flags;
packet.Data.push_back(record);
}
GetSession()->SendPacket(packet.Write());
}
void Player::SendPvpRewards() const
{
//WorldPacket packet(SMSG_REQUEST_PVP_REWARDS_RESPONSE, 24);
//GetSession()->SendPacket(&packet);
}
uint32 Player::GetCurrency(uint32 id) const
{
PlayerCurrenciesMap::const_iterator itr = _currencyStorage.find(id);
if (itr == _currencyStorage.end())
return 0;
return itr->second.Quantity;
}
uint32 Player::GetCurrencyOnWeek(uint32 id) const
{
PlayerCurrenciesMap::const_iterator itr = _currencyStorage.find(id);
if (itr == _currencyStorage.end())
return 0;
return itr->second.WeeklyQuantity;
}
bool Player::HasCurrency(uint32 id, uint32 count) const
{
PlayerCurrenciesMap::const_iterator itr = _currencyStorage.find(id);
return itr != _currencyStorage.end() && itr->second.Quantity >= count;
}
void Player::ModifyCurrency(uint32 id, int32 count, bool printLog/* = true*/, bool ignoreMultipliers/* = false*/)
{
if (!count)
return;
CurrencyTypesEntry const* currency = sCurrencyTypesStore.LookupEntry(id);
ASSERT(currency);
if (!ignoreMultipliers)
count *= GetTotalAuraMultiplierByMiscValue(SPELL_AURA_MOD_CURRENCY_GAIN, id);
uint32 oldTotalCount = 0;
uint32 oldWeekCount = 0;
uint32 oldTrackedCount = 0;
PlayerCurrenciesMap::iterator itr = _currencyStorage.find(id);
if (itr == _currencyStorage.end())
{
PlayerCurrency cur;
cur.state = PLAYERCURRENCY_NEW;
cur.Quantity = 0;
cur.WeeklyQuantity = 0;
cur.TrackedQuantity = 0;
cur.Flags = 0;
_currencyStorage[id] = cur;
itr = _currencyStorage.find(id);
}
else
{
oldTotalCount = itr->second.Quantity;
oldWeekCount = itr->second.WeeklyQuantity;
oldTrackedCount = itr->second.TrackedQuantity;
}
// count can't be more then weekCap if used (weekCap > 0)
uint32 weekCap = GetCurrencyWeekCap(currency);
if (weekCap && count > int32(weekCap))
count = weekCap;
// count can't be more then totalCap if used (totalCap > 0)
uint32 totalCap = GetCurrencyTotalCap(currency);
if (totalCap && count > int32(totalCap))
count = totalCap;
int32 newTrackedCount = int32(oldTrackedCount) + (count > 0 ? count : 0);
if (newTrackedCount < 0)
newTrackedCount = 0;
int32 newTotalCount = int32(oldTotalCount) + count;
if (newTotalCount < 0)
newTotalCount = 0;
int32 newWeekCount = int32(oldWeekCount) + (count > 0 ? count : 0);
if (newWeekCount < 0)
newWeekCount = 0;
// if we get more then weekCap just set to limit
if (weekCap && int32(weekCap) < newWeekCount)
{
newWeekCount = int32(weekCap);
// weekCap - oldWeekCount always >= 0 as we set limit before!
newTotalCount = oldTotalCount + (weekCap - oldWeekCount);
}
// if we get more then totalCap set to maximum;
if (totalCap && int32(totalCap) < newTotalCount)
{
newTotalCount = int32(totalCap);
newWeekCount = weekCap;
}
if (uint32(newTotalCount) != oldTotalCount)
{
if (itr->second.state != PLAYERCURRENCY_NEW)
itr->second.state = PLAYERCURRENCY_CHANGED;
itr->second.Quantity = newTotalCount;
itr->second.WeeklyQuantity = newWeekCount;
itr->second.TrackedQuantity = newTrackedCount;
if (count > 0)
UpdateCriteria(CRITERIA_TYPE_CURRENCY, id, count);
CurrencyChanged(id, count);
WorldPackets::Misc::SetCurrency packet;
packet.Type = id;
packet.Quantity = newTotalCount;
packet.SuppressChatLog = !printLog;
packet.WeeklyQuantity = newWeekCount;
packet.TrackedQuantity = newTrackedCount;
packet.Flags = itr->second.Flags;
GetSession()->SendPacket(packet.Write());
}
}
void Player::SetCurrency(uint32 id, uint32 count, bool /*printLog*/ /*= true*/)
{
PlayerCurrenciesMap::iterator itr = _currencyStorage.find(id);
if (itr == _currencyStorage.end())
{
PlayerCurrency cur;
cur.state = PLAYERCURRENCY_NEW;
cur.Quantity = count;
cur.WeeklyQuantity = 0;
cur.TrackedQuantity = 0;
cur.Flags = 0;
_currencyStorage[id] = cur;
}
}
uint32 Player::GetCurrencyWeekCap(uint32 id) const
{
CurrencyTypesEntry const* entry = sCurrencyTypesStore.LookupEntry(id);
if (!entry)
return 0;
return GetCurrencyWeekCap(entry);
}
void Player::ResetCurrencyWeekCap()
{
for (uint32 arenaSlot = 0; arenaSlot < MAX_ARENA_SLOT; arenaSlot++)
{
if (uint32 arenaTeamId = GetArenaTeamId(arenaSlot))
{
ArenaTeam* arenaTeam = sArenaTeamMgr->GetArenaTeamById(arenaTeamId);
ASSERT(arenaTeam);
arenaTeam->FinishWeek(); // set played this week etc values to 0 in memory, too
arenaTeam->SaveToDB(); // save changes
arenaTeam->NotifyStatsChanged(); // notify the players of the changes
}
}
for (PlayerCurrenciesMap::iterator itr = _currencyStorage.begin(); itr != _currencyStorage.end(); ++itr)
{
itr->second.WeeklyQuantity = 0;
itr->second.state = PLAYERCURRENCY_CHANGED;
}
WorldPacket data(SMSG_RESET_WEEKLY_CURRENCY, 0);
SendDirectMessage(&data);
}
uint32 Player::GetCurrencyWeekCap(CurrencyTypesEntry const* currency) const
{
return currency->MaxEarnablePerWeek;
}
uint32 Player::GetCurrencyTotalCap(CurrencyTypesEntry const* currency) const
{
uint32 cap = currency->MaxQty;
switch (currency->ID)
{
case CURRENCY_TYPE_APEXIS_CRYSTALS:
{
uint32 apexiscap = sWorld->getIntConfig(CONFIG_CURRENCY_MAX_APEXIS_CRYSTALS);
if (apexiscap > 0)
cap = apexiscap;
break;
}
case CURRENCY_TYPE_JUSTICE_POINTS:
{
uint32 justicecap = sWorld->getIntConfig(CONFIG_CURRENCY_MAX_JUSTICE_POINTS);
if (justicecap > 0)
cap = justicecap;
break;
}
}
return cap;
}
void Player::SetInGuild(ObjectGuid::LowType guildId)
{
if (guildId)
SetGuidValue(OBJECT_FIELD_DATA, ObjectGuid::Create<HighGuid::Guild>(guildId));
else
SetGuidValue(OBJECT_FIELD_DATA, ObjectGuid::Empty);
ApplyModFlag(PLAYER_FLAGS, PLAYER_FLAGS_GUILD_LEVEL_ENABLED, guildId != 0);
SetUInt16Value(OBJECT_FIELD_TYPE, 1, guildId != 0);
}
ObjectGuid::LowType Player::GetGuildIdFromDB(ObjectGuid guid)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_GUILD_MEMBER);
stmt->setUInt64(0, guid.GetCounter());
if (PreparedQueryResult result = CharacterDatabase.Query(stmt))
return result->Fetch()[0].GetUInt64();
return UI64LIT(0);
}
uint8 Player::GetRankFromDB(ObjectGuid guid)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_GUILD_MEMBER);
stmt->setUInt64(0, guid.GetCounter());
if (PreparedQueryResult result = CharacterDatabase.Query(stmt))
return result->Fetch()[1].GetUInt8();
return 0;
}
void Player::SetArenaTeamInfoField(uint8 slot, ArenaTeamInfoType type, uint32 value)
{
SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (slot * ARENA_TEAM_END) + type, value);
}
void Player::SetInArenaTeam(uint32 ArenaTeamId, uint8 slot, uint8 type)
{
SetArenaTeamInfoField(slot, ARENA_TEAM_ID, ArenaTeamId);
SetArenaTeamInfoField(slot, ARENA_TEAM_TYPE, type);
}
uint32 Player::GetArenaTeamIdFromDB(ObjectGuid guid, uint8 type)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_ARENA_TEAM_ID_BY_PLAYER_GUID);
stmt->setUInt64(0, guid.GetCounter());
stmt->setUInt8(1, type);
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (!result)
return 0;
uint32 id = (*result)[0].GetUInt32();
return id;
}
uint32 Player::GetZoneIdFromDB(ObjectGuid guid)
{
ObjectGuid::LowType guidLow = guid.GetCounter();
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_ZONE);
stmt->setUInt64(0, guidLow);
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (!result)
return 0;
Field* fields = result->Fetch();
uint32 zone = fields[0].GetUInt16();
if (!zone)
{
// stored zone is zero, use generic and slow zone detection
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_POSITION_XYZ);
stmt->setUInt64(0, guidLow);
result = CharacterDatabase.Query(stmt);
if (!result)
return 0;
fields = result->Fetch();
uint32 map = fields[0].GetUInt16();
float posx = fields[1].GetFloat();
float posy = fields[2].GetFloat();
float posz = fields[3].GetFloat();
if (!sMapStore.LookupEntry(map))
return 0;
zone = sMapMgr->GetZoneId(map, posx, posy, posz);
if (zone > 0)
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ZONE);
stmt->setUInt16(0, uint16(zone));
stmt->setUInt64(1, guidLow);
CharacterDatabase.Execute(stmt);
}
}
return zone;
}
uint32 Player::GetLevelFromDB(ObjectGuid guid)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_LEVEL);
stmt->setUInt64(0, guid.GetCounter());
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (!result)
return 0;
Field* fields = result->Fetch();
uint8 level = fields[0].GetUInt8();
return level;
}
void Player::UpdateArea(uint32 newArea)
{
// FFA_PVP flags are area and not zone id dependent
// so apply them accordingly
m_areaUpdateId = newArea;
AreaTableEntry const* area = sAreaTableStore.LookupEntry(newArea);
pvpInfo.IsInFFAPvPArea = area && (area->Flags[0] & AREA_FLAG_ARENA);
UpdatePvPState(true);
UpdateAreaDependentAuras(newArea);
UpdateAreaAndZonePhase();
// previously this was in UpdateZone (but after UpdateArea) so nothing will break
pvpInfo.IsInNoPvPArea = false;
if (area && area->IsSanctuary()) // in sanctuary
{
SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY);
pvpInfo.IsInNoPvPArea = true;
if (!duel)
CombatStopWithPets();
}
else
RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY);
uint32 const areaRestFlag = (GetTeam() == ALLIANCE) ? AREA_FLAG_REST_ZONE_ALLIANCE : AREA_FLAG_REST_ZONE_HORDE;
if (area && area->Flags[0] & areaRestFlag)
SetRestFlag(REST_FLAG_IN_FACTION_AREA);
else
RemoveRestFlag(REST_FLAG_IN_FACTION_AREA);
}
void Player::UpdateZone(uint32 newZone, uint32 newArea)
{
if (m_zoneUpdateId != newZone)
{
sOutdoorPvPMgr->HandlePlayerLeaveZone(this, m_zoneUpdateId);
sOutdoorPvPMgr->HandlePlayerEnterZone(this, newZone);
sBattlefieldMgr->HandlePlayerLeaveZone(this, m_zoneUpdateId);
sBattlefieldMgr->HandlePlayerEnterZone(this, newZone);
SendInitWorldStates(newZone, newArea); // only if really enters to new zone, not just area change, works strange...
if (Guild* guild = GetGuild())
guild->UpdateMemberData(this, GUILD_MEMBER_DATA_ZONEID, newZone);
}
// group update
if (GetGroup())
{
SetGroupUpdateFlag(GROUP_UPDATE_FULL);
if (Pet* pet = GetPet())
pet->SetGroupUpdateFlag(GROUP_UPDATE_PET_FULL);
}
m_zoneUpdateId = newZone;
m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
// zone changed, so area changed as well, update it
UpdateArea(newArea);
AreaTableEntry const* zone = sAreaTableStore.LookupEntry(newZone);
if (!zone)
return;
if (sWorld->getBoolConfig(CONFIG_WEATHER) && !HasAuraType(SPELL_AURA_FORCE_WEATHER))
{
if (Weather* weather = WeatherMgr::FindWeather(newZone))
weather->SendWeatherUpdateToPlayer(this);
else if (!WeatherMgr::AddWeather(newZone))
// 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->FactionGroupMask)
{
case AREATEAM_ALLY:
pvpInfo.IsInHostileArea = GetTeam() != ALLIANCE && (sWorld->IsPvPRealm() || zone->Flags[0] & AREA_FLAG_CAPITAL);
break;
case AREATEAM_HORDE:
pvpInfo.IsInHostileArea = GetTeam() != HORDE && (sWorld->IsPvPRealm() || zone->Flags[0] & AREA_FLAG_CAPITAL);
break;
case AREATEAM_NONE:
// overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
pvpInfo.IsInHostileArea = sWorld->IsPvPRealm() || InBattleground() || zone->Flags[0] & AREA_FLAG_WINTERGRASP;
break;
default: // 6 in fact
pvpInfo.IsInHostileArea = false;
break;
}
// Treat players having a quest flagging for PvP as always in hostile area
pvpInfo.IsHostile = pvpInfo.IsInHostileArea || HasPvPForcingQuest();
if (zone->Flags[0] & AREA_FLAG_CAPITAL) // Is in a capital city
{
if (!pvpInfo.IsHostile || zone->IsSanctuary())
SetRestFlag(REST_FLAG_IN_CITY);
pvpInfo.IsInNoPvPArea = true;
}
else
RemoveRestFlag(REST_FLAG_IN_CITY);
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);
UpdateAreaAndZonePhase();
}
//If players are too far away from the duel flag... they lose the duel
void Player::CheckDuelDistance(time_t currTime)
{
if (!duel)
return;
ObjectGuid duelFlagGUID = GetGuidValue(PLAYER_DUEL_ARBITER);
GameObject* obj = GetMap()->GetGameObject(duelFlagGUID);
if (!obj)
return;
if (duel->outOfBound == 0)
{
if (!IsWithinDistInMap(obj, 50))
{
duel->outOfBound = currTime;
GetSession()->SendPacket(WorldPackets::Duel::DuelOutOfBounds().Write());
}
}
else
{
if (IsWithinDistInMap(obj, 40))
{
duel->outOfBound = 0;
GetSession()->SendPacket(WorldPackets::Duel::DuelInBounds().Write());
}
else if (currTime >= (duel->outOfBound+10))
DuelComplete(DUEL_FLED);
}
}
bool Player::IsOutdoorPvPActive() const
{
return IsAlive() && !HasInvisibilityAura() && !HasStealthAura() && IsPvP() && !HasUnitMovementFlag(MOVEMENTFLAG_FLYING) && !IsInFlight();
}
void Player::DuelComplete(DuelCompleteType type)
{
// duel not requested
if (!duel)
return;
TC_LOG_DEBUG("entities.unit", "Player::DuelComplete: Player '%s' (%s), Opponent: '%s' (%s)",
GetName().c_str(), GetGUID().ToString().c_str(), duel->opponent->GetName().c_str(), duel->opponent->GetGUID().ToString().c_str());
WorldPackets::Duel::DuelComplete duelCompleted;
duelCompleted.Started = type != DUEL_INTERRUPTED;
WorldPacket const* duelCompletedPacket = duelCompleted.Write();
GetSession()->SendPacket(duelCompletedPacket);
if (duel->opponent->GetSession())
duel->opponent->GetSession()->SendPacket(duelCompletedPacket);
if (type != DUEL_INTERRUPTED)
{
WorldPackets::Duel::DuelWinner duelWinner;
duelWinner.BeatenName = (type == DUEL_WON ? duel->opponent->GetName() : GetName());
duelWinner.WinnerName = (type == DUEL_WON ? GetName() : duel->opponent->GetName());
duelWinner.BeatenVirtualRealmAddress = GetVirtualRealmAddress();
duelWinner.WinnerVirtualRealmAddress = GetVirtualRealmAddress();
duelWinner.Fled = type != DUEL_WON;
SendMessageToSet(duelWinner.Write(), 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:
UpdateCriteria(CRITERIA_TYPE_LOSE_DUEL, 1);
duel->opponent->UpdateCriteria(CRITERIA_TYPE_WIN_DUEL, 1);
// Credit for quest Death's Challenge
if (getClass() == CLASS_DEATH_KNIGHT && duel->opponent->GetQuestStatus(12733) == QUEST_STATUS_INCOMPLETE)
duel->opponent->CastSpell(duel->opponent, 52994, true);
// Honor points after duel (the winner) - ImpConfig
if (uint32 amount = sWorld->getIntConfig(CONFIG_HONOR_AFTER_DUEL))
duel->opponent->RewardHonor(nullptr, 1, amount);
break;
default:
break;
}
// Victory emote spell
if (type != DUEL_INTERRUPTED)
duel->opponent->CastSpell(duel->opponent, 52852, true);
//Remove Duel Flag object
GameObject* obj = GetMap()->GetGameObject(GetGuidValue(PLAYER_DUEL_ARBITER));
if (obj)
duel->initiator->RemoveGameObject(obj, true);
/* remove auras */
AuraApplicationMap &itsAuras = duel->opponent->GetAppliedAuras();
for (AuraApplicationMap::iterator i = itsAuras.begin(); i != itsAuras.end();)
{
Aura const* aura = i->second->GetBase();
if (!i->second->IsPositive() && aura->GetCasterGUID() == GetGUID() && aura->GetApplyTime() >= duel->startTime)
duel->opponent->RemoveAura(i);
else
++i;
}
AuraApplicationMap &myAuras = GetAppliedAuras();
for (AuraApplicationMap::iterator i = myAuras.begin(); i != myAuras.end();)
{
Aura const* aura = i->second->GetBase();
if (!i->second->IsPositive() && aura->GetCasterGUID() == duel->opponent->GetGUID() && aura->GetApplyTime() >= duel->startTime)
RemoveAura(i);
else
++i;
}
// cleanup combo points
ClearComboPoints();
duel->opponent->ClearComboPoints();
//cleanups
SetGuidValue(PLAYER_DUEL_ARBITER, ObjectGuid::Empty);
SetUInt32Value(PLAYER_DUEL_TEAM, 0);
duel->opponent->SetGuidValue(PLAYER_DUEL_ARBITER, ObjectGuid::Empty);
duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 0);
delete duel->opponent->duel;
duel->opponent->duel = nullptr;
delete duel;
duel = nullptr;
}
//---------------------------------------------------------//
void Player::_ApplyItemMods(Item* item, uint8 slot, bool apply)
{
if (slot >= INVENTORY_SLOT_BAG_END || !item)
return;
ItemTemplate const* proto = item->GetTemplate();
if (!proto)
return;
// not apply/remove mods for broken item
if (item->IsBroken())
return;
TC_LOG_DEBUG("entities.player.items", "Player::_ApplyItemMods: Applying mods for item %s", item->GetGUID().ToString().c_str());
uint8 attacktype = Player::GetAttackBySlot(slot, item->GetTemplate()->GetInventoryType());
if (item->GetSocketColor(0)) //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(item, slot, apply);
ApplyItemEquipSpell(item, apply);
ApplyArtifactPowers(item, apply);
ApplyEnchantment(item, apply);
TC_LOG_DEBUG("entities.player.items", "Player::_ApplyItemMods: completed");
}
void Player::_ApplyItemBonuses(Item* item, uint8 slot, bool apply)
{
ItemTemplate const* proto = item->GetTemplate();
if (slot >= INVENTORY_SLOT_BAG_END || !proto)
return;
// req. check at equip, but allow use for extended range if range limit max level, set proper level
for (uint8 i = 0; i < MAX_ITEM_PROTO_STATS; ++i)
{
int32 statType = item->GetItemStatType(i);
if (statType == -1)
continue;
int32 val = item->GetItemStatValue(i, this);
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, CalculatePct(val, GetModifierValue(UNIT_MOD_STAT_AGILITY, BASE_PCT_EXCLUDE_CREATE)), apply);
break;
case ITEM_MOD_STRENGTH: //modify strength
HandleStatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(val), apply);
ApplyStatBuffMod(STAT_STRENGTH, CalculatePct(val, GetModifierValue(UNIT_MOD_STAT_STRENGTH, BASE_PCT_EXCLUDE_CREATE)), apply);
break;
case ITEM_MOD_INTELLECT: //modify intellect
HandleStatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(val), apply);
ApplyStatBuffMod(STAT_INTELLECT, CalculatePct(val, GetModifierValue(UNIT_MOD_STAT_INTELLECT, BASE_PCT_EXCLUDE_CREATE)), apply);
break;
// case ITEM_MOD_SPIRIT: //modify spirit
// HandleStatModifier(UNIT_MOD_STAT_SPIRIT, BASE_VALUE, float(val), apply);
// ApplyStatBuffMod(STAT_SPIRIT, CalculatePct(val, GetModifierValue(UNIT_MOD_STAT_SPIRIT, BASE_PCT_EXCLUDE_CREATE)), apply);
// break;
case ITEM_MOD_STAMINA: //modify stamina
HandleStatModifier(UNIT_MOD_STAT_STAMINA, BASE_VALUE, float(val), apply);
ApplyStatBuffMod(STAT_STAMINA, CalculatePct(val, GetModifierValue(UNIT_MOD_STAT_STAMINA, BASE_PCT_EXCLUDE_CREATE)), 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_RESILIENCE_PLAYER_DAMAGE, 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: // Unused since 3.3.5
// 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: // Unused since 3.3.5
// 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_RESILIENCE_PLAYER_DAMAGE, 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_MANA_REGENERATION:
ApplyManaRegenBonus(int32(val), apply);
break;
case ITEM_MOD_ARMOR_PENETRATION_RATING:
ApplyRatingMod(CR_ARMOR_PENETRATION, int32(val), apply);
break;
case ITEM_MOD_SPELL_POWER:
ApplySpellPowerBonus(int32(val), apply);
break;
case ITEM_MOD_HEALTH_REGEN:
ApplyHealthRegenBonus(int32(val), apply);
break;
case ITEM_MOD_SPELL_PENETRATION:
ApplySpellPenetrationBonus(val, apply);
break;
case ITEM_MOD_MASTERY_RATING:
ApplyRatingMod(CR_MASTERY, int32(val), apply);
break;
case ITEM_MOD_FIRE_RESISTANCE:
HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(val), apply);
break;
case ITEM_MOD_FROST_RESISTANCE:
HandleStatModifier(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, float(val), apply);
break;
case ITEM_MOD_HOLY_RESISTANCE:
HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(val), apply);
break;
case ITEM_MOD_SHADOW_RESISTANCE:
HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW, BASE_VALUE, float(val), apply);
break;
case ITEM_MOD_NATURE_RESISTANCE:
HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE, BASE_VALUE, float(val), apply);
break;
case ITEM_MOD_ARCANE_RESISTANCE:
HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE, BASE_VALUE, float(val), apply);
break;
case ITEM_MOD_AGI_STR_INT:
HandleStatModifier(UNIT_MOD_STAT_AGILITY, BASE_VALUE, float(val), apply);
HandleStatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(val), apply);
HandleStatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(val), apply);
ApplyStatBuffMod(STAT_AGILITY, CalculatePct(val, GetModifierValue(UNIT_MOD_STAT_AGILITY, BASE_PCT_EXCLUDE_CREATE)), apply);
ApplyStatBuffMod(STAT_STRENGTH, CalculatePct(val, GetModifierValue(UNIT_MOD_STAT_STRENGTH, BASE_PCT_EXCLUDE_CREATE)), apply);
ApplyStatBuffMod(STAT_INTELLECT, CalculatePct(val, GetModifierValue(UNIT_MOD_STAT_INTELLECT, BASE_PCT_EXCLUDE_CREATE)), apply);
break;
case ITEM_MOD_AGI_STR:
HandleStatModifier(UNIT_MOD_STAT_AGILITY, BASE_VALUE, float(val), apply);
HandleStatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(val), apply);
ApplyStatBuffMod(STAT_AGILITY, CalculatePct(val, GetModifierValue(UNIT_MOD_STAT_AGILITY, BASE_PCT_EXCLUDE_CREATE)), apply);
ApplyStatBuffMod(STAT_STRENGTH, CalculatePct(val, GetModifierValue(UNIT_MOD_STAT_STRENGTH, BASE_PCT_EXCLUDE_CREATE)), apply);
break;
case ITEM_MOD_AGI_INT:
HandleStatModifier(UNIT_MOD_STAT_AGILITY, BASE_VALUE, float(val), apply);
HandleStatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(val), apply);
ApplyStatBuffMod(STAT_AGILITY, CalculatePct(val, GetModifierValue(UNIT_MOD_STAT_AGILITY, BASE_PCT_EXCLUDE_CREATE)), apply);
ApplyStatBuffMod(STAT_INTELLECT, CalculatePct(val, GetModifierValue(UNIT_MOD_STAT_INTELLECT, BASE_PCT_EXCLUDE_CREATE)), apply);
break;
case ITEM_MOD_STR_INT:
HandleStatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(val), apply);
HandleStatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(val), apply);
ApplyStatBuffMod(STAT_STRENGTH, CalculatePct(val, GetModifierValue(UNIT_MOD_STAT_STRENGTH, BASE_PCT_EXCLUDE_CREATE)), apply);
ApplyStatBuffMod(STAT_INTELLECT, CalculatePct(val, GetModifierValue(UNIT_MOD_STAT_INTELLECT, BASE_PCT_EXCLUDE_CREATE)), apply);
break;
}
}
if (uint32 armor = item->GetArmor(this))
{
UnitModifierType modType = TOTAL_VALUE;
if (proto->GetClass() == ITEM_CLASS_ARMOR)
{
switch (proto->GetSubClass())
{
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);
}
/*
if (proto->GetArmorDamageModifier() > 0)
HandleStatModifier(UNIT_MOD_ARMOR, TOTAL_VALUE, float(proto->GetArmorDamageModifier()), apply);
*/
WeaponAttackType attType = BASE_ATTACK;
if (slot == EQUIPMENT_SLOT_MAINHAND && (proto->GetInventoryType() == INVTYPE_RANGED || proto->GetInventoryType() == INVTYPE_RANGEDRIGHT))
{
attType = RANGED_ATTACK;
}
else if (slot == EQUIPMENT_SLOT_OFFHAND)
{
attType = OFF_ATTACK;
}
if (CanUseAttackType(attType))
_ApplyWeaponDamage(slot, item, apply);
}
void Player::_ApplyWeaponDamage(uint8 slot, Item* item, bool apply)
{
ItemTemplate const* proto = item->GetTemplate();
WeaponAttackType attType = BASE_ATTACK;
float damage = 0.0f;
if (slot == EQUIPMENT_SLOT_MAINHAND && (proto->GetInventoryType() == INVTYPE_RANGED || proto->GetInventoryType() == INVTYPE_RANGEDRIGHT))
attType = RANGED_ATTACK;
else if (slot == EQUIPMENT_SLOT_OFFHAND)
attType = OFF_ATTACK;
float minDamage, maxDamage;
item->GetDamage(this, minDamage, maxDamage);
if (minDamage > 0)
{
damage = apply ? minDamage : BASE_MINDAMAGE;
SetBaseWeaponDamage(attType, MINDAMAGE, damage);
}
if (maxDamage > 0)
{
damage = apply ? maxDamage : BASE_MAXDAMAGE;
SetBaseWeaponDamage(attType, MAXDAMAGE, damage);
}
SpellShapeshiftFormEntry const* shapeshift = sSpellShapeshiftFormStore.LookupEntry(GetShapeshiftForm());
if (proto->GetDelay() && !(shapeshift && shapeshift->CombatRoundTime))
SetAttackTime(attType, apply ? proto->GetDelay() : BASE_ATTACK_TIME);
if (CanModifyStats() && (damage || proto->GetDelay()))
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;
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;
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;
switch (aura->GetAuraType())
{
case SPELL_AURA_MOD_DAMAGE_DONE: unitModType = TOTAL_VALUE; break;
case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE: unitModType = TOTAL_PCT; break;
default: return;
}
if (item->IsFitToSpellRequirements(aura->GetSpellInfo()))
{
HandleStatModifier(unitMod, unitModType, float(aura->GetAmount()), apply);
if (unitModType == TOTAL_VALUE)
{
if (aura->GetAmount() > 0)
ApplyModUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS, aura->GetAmount(), apply);
else
ApplyModUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG, aura->GetAmount(), apply);
}
}
}
void Player::ApplyItemEquipSpell(Item* item, bool apply, bool formChange /*= false*/)
{
if (!item)
return;
ItemTemplate const* proto = item->GetTemplate();
if (!proto)
return;
for (uint8 i = 0; i < proto->Effects.size(); ++i)
{
ItemEffectEntry const* effectData = proto->Effects[i];
// wrong triggering type
if (apply && effectData->Trigger != ITEM_SPELLTRIGGER_ON_EQUIP)
continue;
// check if it is valid spell
SpellInfo const* spellproto = sSpellMgr->GetSpellInfo(effectData->SpellID);
if (!spellproto)
continue;
if (spellproto->HasAura(GetMap()->GetDifficultyID(), SPELL_AURA_MOD_XP_PCT)
&& !GetSession()->GetCollectionMgr()->CanApplyHeirloomXpBonus(item->GetEntry(), getLevel())
&& sDB2Manager.GetHeirloomByItemId(item->GetEntry()))
continue;
if (effectData->ChrSpecializationID && effectData->ChrSpecializationID != GetUInt32Value(PLAYER_FIELD_CURRENT_SPEC_ID))
continue;
ApplyEquipSpell(spellproto, item, apply, formChange);
}
}
void Player::ApplyEquipSpell(SpellInfo const* spellInfo, Item* item, bool apply, bool formChange /*= false*/)
{
if (apply)
{
// Cannot be used in this stance/form
if (spellInfo->CheckShapeshift(GetShapeshiftForm()) != SPELL_CAST_OK)
return;
if (formChange) // check aura active state from other form
{
AuraApplicationMapBounds range = GetAppliedAuras().equal_range(spellInfo->Id);
for (AuraApplicationMap::const_iterator itr = range.first; itr != range.second; ++itr)
if (!item || itr->second->GetBase()->GetCastItemGUID() == item->GetGUID())
return;
}
TC_LOG_DEBUG("entities.player", "Player::ApplyEquipSpell: Player '%s' (%s) cast %s equip spell (ID: %i)",
GetName().c_str(), GetGUID().ToString().c_str(), (item ? "item" : "itemset"), spellInfo->Id);
CastSpell(this, spellInfo, true, item);
}
else
{
if (formChange) // check aura compatibility
{
// Cannot be used in this stance/form
if (spellInfo->CheckShapeshift(GetShapeshiftForm()) == SPELL_CAST_OK)
return; // and remove only not compatible at form change
}
if (item)
RemoveAurasDueToItemSpell(spellInfo->Id, item->GetGUID()); // un-apply all spells, not only at-equipped
else
RemoveAurasDueToSpell(spellInfo->Id); // un-apply spell (item set case)
}
}
void Player::UpdateEquipSpellsAtFormChange()
{
for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (m_items[i] && !m_items[i]->IsBroken() && CanUseAttackType(Player::GetAttackBySlot(i, m_items[i]->GetTemplate()->GetInventoryType())))
{
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
}
}
UpdateItemSetAuras(true);
}
void Player::UpdateItemSetAuras(bool formChange /*= false*/)
{
// 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 (ItemSetSpellEntry const* itemSetSpell : eff->SetBonuses)
{
SpellInfo const* spellInfo = sSpellMgr->AssertSpellInfo(itemSetSpell->SpellID);
if (itemSetSpell->ChrSpecID && itemSetSpell->ChrSpecID != GetUInt32Value(PLAYER_FIELD_CURRENT_SPEC_ID))
ApplyEquipSpell(spellInfo, nullptr, false, false); // item set aura is not for current spec
else
{
ApplyEquipSpell(spellInfo, nullptr, false, formChange); // remove spells that not fit to form - removal is skipped if shapeshift condition is satisfied
ApplyEquipSpell(spellInfo, nullptr, true, formChange); // add spells that fit form but not active
}
}
}
}
void Player::ApplyArtifactPowers(Item* item, bool apply)
{
for (ItemDynamicFieldArtifactPowers const& artifactPower : item->GetArtifactPowers())
{
uint8 rank = artifactPower.CurrentRankWithBonus;
if (!rank)
continue;
ArtifactPowerRankEntry const* artifactPowerRank = sDB2Manager.GetArtifactPowerRank(artifactPower.ArtifactPowerId, rank - 1);
if (!artifactPowerRank)
continue;
ApplyArtifactPowerRank(item, artifactPowerRank, apply);
}
if (ArtifactAppearanceEntry const* artifactAppearance = sArtifactAppearanceStore.LookupEntry(item->GetModifier(ITEM_MODIFIER_ARTIFACT_APPEARANCE_ID)))
if (artifactAppearance->ShapeshiftDisplayID && GetShapeshiftForm() == ShapeshiftForm(artifactAppearance->ModifiesShapeshiftFormDisplay))
RestoreDisplayId();
}
void Player::ApplyArtifactPowerRank(Item* artifact, ArtifactPowerRankEntry const* artifactPowerRank, bool apply)
{
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(artifactPowerRank->SpellID);
if (!spellInfo)
return;
if (spellInfo->IsPassive())
{
AuraApplication* powerAura = GetAuraApplication(artifactPowerRank->SpellID, ObjectGuid::Empty, artifact->GetGUID());
if (powerAura)
{
if (apply)
{
for (AuraEffect* auraEffect : powerAura->GetBase()->GetAuraEffects())
{
if (!auraEffect)
continue;
if (powerAura->HasEffect(auraEffect->GetEffIndex()))
auraEffect->ChangeAmount(artifactPowerRank->Value ? artifactPowerRank->Value : auraEffect->GetSpellEffectInfo()->CalcValue());
}
}
else
RemoveAura(powerAura);
}
else if (apply)
{
CustomSpellValues csv;
if (artifactPowerRank->Value)
for (uint32 i = 0; i < MAX_SPELL_EFFECTS; ++i)
if (spellInfo->GetEffect(i))
csv.AddSpellMod(SpellValueMod(SPELLVALUE_BASE_POINT0 + i), artifactPowerRank->Value);
CastCustomSpell(artifactPowerRank->SpellID, csv, this, TRIGGERED_FULL_MASK, artifact);
}
}
else
{
if (apply && !HasSpell(artifactPowerRank->SpellID))
{
AddTemporarySpell(artifactPowerRank->SpellID);
WorldPackets::Spells::LearnedSpells learnedSpells;
learnedSpells.SuppressMessaging = true;
learnedSpells.SpellID.push_back(artifactPowerRank->SpellID);
SendDirectMessage(learnedSpells.Write());
}
else if (!apply)
{
RemoveTemporarySpell(artifactPowerRank->SpellID);
WorldPackets::Spells::UnlearnedSpells unlearnedSpells;
unlearnedSpells.SuppressMessaging = true;
unlearnedSpells.SpellID.push_back(artifactPowerRank->SpellID);
SendDirectMessage(unlearnedSpells.Write());
}
}
}
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->GetClass() == 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_MAINHAND; 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 < proto->Effects.size(); ++i)
{
ItemEffectEntry const* effectData = proto->Effects[i];
// wrong triggering type
if (effectData->Trigger != ITEM_SPELLTRIGGER_CHANCE_ON_HIT)
continue;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(effectData->SpellID);
if (!spellInfo)
{
TC_LOG_ERROR("entities.player.items", "Player::CastItemCombatSpell: Player '%s' (%s) cast unknown item spell (ID: %i)",
GetName().c_str(), GetGUID().ToString().c_str(), effectData->SpellID);
continue;
}
// not allow proc extra attack spell at extra attack
if (m_extraAttacks && spellInfo->HasEffect(DIFFICULTY_NONE, SPELL_EFFECT_ADD_EXTRA_ATTACKS))
return;
float chance = (float)spellInfo->ProcChance;
if (proto->SpellPPMRate)
{
uint32 WeaponSpeed = GetAttackTime(attType);
chance = GetPPMProcChance(WeaponSpeed, proto->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->Effect[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->EffectSpellID[s]);
if (!spellInfo)
{
TC_LOG_ERROR("entities.player.items", "Player::CastItemCombatSpell: Player '%s' (%s) cast unknown spell (EnchantID: %u, SpellID: %i), ignoring",
GetName().c_str(), GetGUID().ToString().c_str(), enchant_id, pEnchant->EffectSpellID[s]);
continue;
}
float chance = pEnchant->EffectPointsMin[s] != 0 ? float(pEnchant->EffectPointsMin[s]) : GetWeaponProcChance();
if (entry)
{
if (entry->PPMChance)
chance = GetPPMProcChance(proto->GetDelay(), entry->PPMChance, spellInfo);
else if (entry->customChance)
chance = (float)entry->customChance;
}
// Apply spell mods
ApplySpellMod(pEnchant->EffectSpellID[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, ObjectGuid castCount, int32* misc)
{
ItemTemplate const* proto = item->GetTemplate();
// special learning case
if (proto->Effects.size() >= 2)
{
if (proto->Effects[0]->SpellID == 483 || proto->Effects[0]->SpellID == 55884)
{
uint32 learn_spell_id = proto->Effects[0]->SpellID;
uint32 learning_spell_id = proto->Effects[1]->SpellID;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(learn_spell_id);
if (!spellInfo)
{
TC_LOG_ERROR("entities.player", "Player::CastItemUseSpell: Item (Entry: %u) has wrong spell id %u, ignoring", proto->GetId(), learn_spell_id);
SendEquipError(EQUIP_ERR_INTERNAL_BAG_ERROR, item, nullptr);
return;
}
Spell* spell = new Spell(this, spellInfo, TRIGGERED_NONE);
WorldPackets::Spells::SpellPrepare spellPrepare;
spellPrepare.ClientCastID = castCount;
spellPrepare.ServerCastID = spell->m_castId;
SendDirectMessage(spellPrepare.Write());
spell->m_CastItem = item;
spell->SetSpellValue(SPELLVALUE_BASE_POINT0, learning_spell_id);
spell->prepare(&targets);
return;
}
}
// item spells cast at use
for (uint8 i = 0; i < proto->Effects.size(); ++i)
{
ItemEffectEntry const* effectData = proto->Effects[i];
// wrong triggering type
if (effectData->Trigger != ITEM_SPELLTRIGGER_ON_USE)
continue;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(effectData->SpellID);
if (!spellInfo)
{
TC_LOG_ERROR("entities.player", "Player::CastItemUseSpell: Item (Entry: %u) has wrong spell id %u, ignoring", proto->GetId(), effectData->SpellID);
continue;
}
Spell* spell = new Spell(this, spellInfo, TRIGGERED_NONE);
WorldPackets::Spells::SpellPrepare spellPrepare;
spellPrepare.ClientCastID = castCount;
spellPrepare.ServerCastID = spell->m_castId;
SendDirectMessage(spellPrepare.Write());
spell->m_CastItem = item;
spell->m_misc.Raw.Data[0] = misc[0];
spell->m_misc.Raw.Data[1] = misc[1];
spell->prepare(&targets);
return;
}
// Item enchantments spells cast at use
for (uint8 e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
{
uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
SpellItemEnchantmentEntry const* pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if (!pEnchant)
continue;
for (uint8 s = 0; s < MAX_ITEM_ENCHANTMENT_EFFECTS; ++s)
{
if (pEnchant->Effect[s] != ITEM_ENCHANTMENT_TYPE_USE_SPELL)
continue;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(pEnchant->EffectSpellID[s]);
if (!spellInfo)
{
TC_LOG_ERROR("entities.player", "Player::CastItemUseSpell: Enchant %i, cast unknown spell %i", enchant_id, pEnchant->EffectSpellID[s]);
continue;
}
Spell* spell = new Spell(this, spellInfo, TRIGGERED_NONE);
WorldPackets::Spells::SpellPrepare spellPrepare;
spellPrepare.ClientCastID = castCount;
spellPrepare.ServerCastID = spell->m_castId;
SendDirectMessage(spellPrepare.Write());
spell->m_CastItem = item;
spell->m_misc.Raw.Data[0] = misc[0];
spell->m_misc.Raw.Data[1] = misc[1];
spell->prepare(&targets);
return;
}
}
}
void Player::_RemoveAllItemMods()
{
TC_LOG_DEBUG("entities.player.items", "_RemoveAllItemMods start.");
for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (m_items[i])
{
ItemTemplate const* proto = m_items[i]->GetTemplate();
if (!proto)
continue;
// item set bonuses not dependent from item broken state
if (proto->GetItemSet())
RemoveItemsSetItem(this, proto);
if (m_items[i]->IsBroken() || !CanUseAttackType(Player::GetAttackBySlot(i, m_items[i]->GetTemplate()->GetInventoryType())))
continue;
ApplyItemEquipSpell(m_items[i], false);
ApplyEnchantment(m_items[i], false);
ApplyArtifactPowers(m_items[i], false);
}
}
for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (m_items[i])
{
if (m_items[i]->IsBroken() || !CanUseAttackType(Player::GetAttackBySlot(i, m_items[i]->GetTemplate()->GetInventoryType())))
continue;
uint32 attacktype = Player::GetAttackBySlot(i, m_items[i]->GetTemplate()->GetInventoryType());
if (attacktype < MAX_ATTACK)
_ApplyWeaponDependentAuraMods(m_items[i], WeaponAttackType(attacktype), false);
_ApplyItemBonuses(m_items[i], i, false);
}
}
TC_LOG_DEBUG("entities.player.items", "_RemoveAllItemMods complete.");
}
void Player::_ApplyAllItemMods()
{
TC_LOG_DEBUG("entities.player.items", "_ApplyAllItemMods start.");
for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (m_items[i])
{
if (m_items[i]->IsBroken() || !CanUseAttackType(Player::GetAttackBySlot(i, m_items[i]->GetTemplate()->GetInventoryType())))
continue;
uint32 attacktype = Player::GetAttackBySlot(i, m_items[i]->GetTemplate()->GetInventoryType());
if (attacktype < MAX_ATTACK)
_ApplyWeaponDependentAuraMods(m_items[i], WeaponAttackType(attacktype), true);
_ApplyItemBonuses(m_items[i], i, true);
}
}
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->GetItemSet())
AddItemsSetItem(this, m_items[i]);
if (m_items[i]->IsBroken() || !CanUseAttackType(Player::GetAttackBySlot(i, m_items[i]->GetTemplate()->GetInventoryType())))
continue;
ApplyItemEquipSpell(m_items[i], true);
ApplyArtifactPowers(m_items[i], true);
ApplyEnchantment(m_items[i], true);
}
}
TC_LOG_DEBUG("entities.player.items", "_ApplyAllItemMods complete.");
}
void Player::_ApplyAllLevelScaleItemMods(bool apply)
{
for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (m_items[i])
{
if (!CanUseAttackType(Player::GetAttackBySlot(i, m_items[i]->GetTemplate()->GetInventoryType())))
continue;
_ApplyItemMods(m_items[i], i, apply);
}
}
}
/* 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();
}
_corpseLocation.WorldRelocate();
// 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 = GetMap()->ConvertCorpseToBones(GetGUID(), true);
if (!bones)
return;
// Now we must make bones lootable, and send player loot
bones->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
// We store the level of our player in the gold field
// We retrieve this information at Player::SendLoot()
bones->loot.gold = getLevel();
bones->lootRecipient = looterPlr;
looterPlr->SendLoot(bones->GetGUID(), LOOT_INSIGNIA);
}
void Player::SendLootRelease(ObjectGuid guid) const
{
WorldPackets::Loot::LootReleaseResponse packet;
packet.LootObj = guid;
packet.Owner = GetGUID();
SendDirectMessage(packet.Write());
}
void Player::SendLoot(ObjectGuid guid, LootType loot_type)
{
ObjectGuid currentLootGuid = GetLootGUID();
if (!currentLootGuid.IsEmpty())
m_session->DoLootRelease(currentLootGuid);
Loot* loot;
PermissionTypes permission = ALL_PERMISSION;
TC_LOG_DEBUG("loot", "Player::SendLoot: Player: '%s' (%s), Loot: %s",
GetName().c_str(), GetGUID().ToString().c_str(), guid.ToString().c_str());
if (guid.IsGameObject())
{
GameObject* go = GetMap()->GetGameObject(guid);
// not check distance for GO in case owned GO (fishing bobber case, for example)
// And permit out of range GO with no owner in case fishing hole
if (!go || (loot_type != LOOT_FISHINGHOLE && ((loot_type != LOOT_FISHING && loot_type != LOOT_FISHING_JUNK) || go->GetOwnerGUID() != GetGUID()) && !go->IsWithinDistInMap(this, INTERACTION_DISTANCE)) || (loot_type == LOOT_CORPSE && go->GetRespawnTime() && go->isSpawnedByDefault()))
{
SendLootRelease(guid);
return;
}
loot = &go->loot;
if (go->getLootState() == GO_READY)
{
uint32 lootid = go->GetGOInfo()->GetLootId();
if (Battleground* bg = GetBattleground())
if (!bg->CanActivateGO(go->GetEntry(), GetTeam()))
{
SendLootRelease(guid);
return;
}
if (lootid)
{
loot->clear();
Group* group = GetGroup();
bool groupRules = (group && go->GetGOInfo()->type == GAMEOBJECT_TYPE_CHEST && go->GetGOInfo()->chest.usegrouplootrules);
// check current RR player and get next if necessary
if (groupRules)
group->UpdateLooterGuid(go, true);
loot->FillLoot(lootid, LootTemplates_Gameobject, this, !groupRules, false, go->GetLootMode());
// get next RR player (for next loot)
if (groupRules && !go->loot.empty())
group->UpdateLooterGuid(go);
}
if (GameObjectTemplateAddon const* addon = go->GetTemplateAddon())
loot->generateMoneyLoot(addon->mingold, addon->maxgold);
if (loot_type == LOOT_FISHING)
go->getFishLoot(loot, this);
else if (loot_type == LOOT_FISHING_JUNK)
go->getFishLootJunk(loot, this);
if (go->GetGOInfo()->type == GAMEOBJECT_TYPE_CHEST && go->GetGOInfo()->chest.usegrouplootrules)
{
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 MASTER_LOOT:
group->MasterLoot(loot, go);
break;
default:
break;
}
}
}
go->SetLootState(GO_ACTIVATED, this);
}
if (go->getLootState() == GO_ACTIVATED)
{
if (Group* group = GetGroup())
{
switch (group->GetLootMethod())
{
case MASTER_LOOT:
permission = group->GetMasterLooterGuid() == GetGUID() ? MASTER_PERMISSION : RESTRICTED_PERMISSION;
break;
case FREE_FOR_ALL:
permission = ALL_PERMISSION;
break;
default:
permission = GROUP_PERMISSION;
break;
}
}
else
permission = ALL_PERMISSION;
}
}
else if (guid.IsItem())
{
Item* item = GetItemByGuid(guid);
if (!item)
{
SendLootRelease(guid);
return;
}
permission = OWNER_PERMISSION;
loot = &item->loot;
// If item doesn't already have loot, attempt to load it. If that
// fails then this is first time opening, generate loot
if (!item->m_lootGenerated && !item->ItemContainerLoadLootFromDB())
{
item->m_lootGenerated = true;
loot->clear();
switch (loot_type)
{
case LOOT_DISENCHANTING:
loot->FillLoot(item->GetTemplate()->DisenchantID, LootTemplates_Disenchant, this, true);
break;
case LOOT_PROSPECTING:
loot->FillLoot(item->GetEntry(), LootTemplates_Prospecting, this, true);
break;
case LOOT_MILLING:
loot->FillLoot(item->GetEntry(), LootTemplates_Milling, this, true);
break;
default:
loot->generateMoneyLoot(item->GetTemplate()->MinMoneyLoot, item->GetTemplate()->MaxMoneyLoot);
loot->FillLoot(item->GetEntry(), LootTemplates_Item, this, true, loot->gold != 0);
// Force save the loot and money items that were just rolled
// Also saves the container item ID in Loot struct (not to DB)
if (loot->gold > 0 || loot->unlootedCount > 0)
item->ItemContainerSaveLootToDB();
break;
}
}
}
else if (guid.IsCorpse()) // remove insignia
{
Corpse* bones = ObjectAccessor::GetCorpse(*this, guid);
if (!bones || !(loot_type == LOOT_CORPSE || loot_type == LOOT_INSIGNIA) || bones->GetType() != CORPSE_BONES)
{
SendLootRelease(guid);
return;
}
loot = &bones->loot;
if (!bones->lootForBody)
{
bones->lootForBody = true;
uint32 pLevel = bones->loot.gold;
bones->loot.clear();
if (Battleground* bg = GetBattleground())
if (bg->GetTypeID(true) == BATTLEGROUND_AV)
loot->FillLoot(1, LootTemplates_Creature, this, true);
// It may need a better formula
// Now it works like this: lvl10: ~6copper, lvl70: ~9silver
bones->loot.gold = uint32(urand(50, 150) * 0.016f * std::pow(float(pLevel) / 5.76f, 2.5f) * sWorld->getRate(RATE_DROP_MONEY));
}
if (bones->lootRecipient != this)
permission = NONE_PERMISSION;
else
permission = OWNER_PERMISSION;
}
else
{
Creature* creature = GetMap()->GetCreature(guid);
// must be in range and creature must be alive for pickpocket and must be dead for another loot
if (!creature || creature->IsAlive() != (loot_type == LOOT_PICKPOCKETING) || !creature->IsWithinDistInMap(this, INTERACTION_DISTANCE))
{
SendLootRelease(guid);
return;
}
if (loot_type == LOOT_PICKPOCKETING && IsFriendlyTo(creature))
{
SendLootRelease(guid);
return;
}
loot = &creature->loot;
if (loot_type == LOOT_PICKPOCKETING)
{
if (loot->loot_type != LOOT_PICKPOCKETING)
{
if (creature->CanGeneratePickPocketLoot())
{
creature->StartPickPocketRefillTimer();
loot->clear();
if (uint32 lootid = creature->GetCreatureTemplate()->pickpocketLootId)
loot->FillLoot(lootid, LootTemplates_Pickpocketing, this, true);
// Generate extra money for pick pocket loot
const uint32 a = urand(0, creature->getLevel() / 2);
const uint32 b = urand(0, getLevel() / 2);
loot->gold = uint32(10 * (a + b) * sWorld->getRate(RATE_DROP_MONEY));
permission = OWNER_PERMISSION;
}
else
{
SendLootError(guid, LOOT_ERROR_ALREADY_PICKPOCKETED);
return;
}
} // else - still has pickpocket loot generated & not fully taken
}
else
{
// the player whose group may loot the corpse
Player* recipient = creature->GetLootRecipient();
if (!recipient)
return;
if (loot->loot_type == LOOT_NONE)
{
// for creature, loot is filled when creature is killed.
if (Group* group = recipient->GetGroup())
{
switch (group->GetLootMethod())
{
case GROUP_LOOT:
// GroupLoot: rolls items over threshold. Items with quality < threshold, round robin
group->GroupLoot(loot, creature);
break;
case MASTER_LOOT:
group->MasterLoot(loot, creature);
break;
default:
break;
}
}
}
// if loot is already skinning loot then don't do anything else
if (loot->loot_type == LOOT_SKINNING)
{
loot_type = LOOT_SKINNING;
permission = creature->GetSkinner() == GetGUID() ? OWNER_PERMISSION : NONE_PERMISSION;
}
else if (loot_type == LOOT_SKINNING)
{
loot->clear();
loot->FillLoot(creature->GetCreatureTemplate()->SkinLootId, LootTemplates_Skinning, this, true);
creature->SetSkinner(GetGUID());
permission = OWNER_PERMISSION;
}
// set group rights only for loot_type != LOOT_SKINNING
else
{
if (Group* group = GetGroup())
{
if (group == recipient->GetGroup())
{
switch (group->GetLootMethod())
{
case MASTER_LOOT:
permission = group->GetMasterLooterGuid() == GetGUID() ? MASTER_PERMISSION : RESTRICTED_PERMISSION;
break;
case FREE_FOR_ALL:
permission = ALL_PERMISSION;
break;
default:
permission = GROUP_PERMISSION;
break;
}
}
else
permission = NONE_PERMISSION;
}
else if (recipient == this)
permission = OWNER_PERMISSION;
else
permission = NONE_PERMISSION;
}
}
}
// LOOT_INSIGNIA and LOOT_FISHINGHOLE unsupported by client
switch (loot_type)
{
case LOOT_INSIGNIA: loot_type = LOOT_SKINNING; break;
case LOOT_FISHINGHOLE: loot_type = LOOT_FISHING; break;
case LOOT_FISHING_JUNK: loot_type = LOOT_FISHING; break;
default: break;
}
// need know merged fishing/corpse loot type for achievements
loot->loot_type = loot_type;
if (permission != NONE_PERMISSION)
{
LootMethod _lootMethod = FREE_FOR_ALL;
if (Group* group = GetGroup())
{
if (Creature* creature = GetMap()->GetCreature(guid))
{
if (Player* recipient = creature->GetLootRecipient())
{
if (group == recipient->GetGroup())
_lootMethod = group->GetLootMethod();
}
}
}
SetLootGUID(guid);
WorldPackets::Loot::LootResponse packet;
packet.LootObj = guid;
packet.Owner = loot->GetGUID();
packet._LootMethod = _lootMethod;
packet.AcquireReason = loot_type;
packet.Acquired = true; // false == No Loot (this too^^)
loot->BuildLootResponse(packet, this, permission);
SendDirectMessage(packet.Write());
// add 'this' player as one of the players that are looting 'loot'
loot->AddLooter(GetGUID());
}
else
SendLootError(GetLootGUID(), LOOT_ERROR_DIDNT_KILL);
if (loot_type == LOOT_CORPSE && !guid.IsItem())
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);
}
void Player::SendLootError(ObjectGuid guid, LootError error) const
{
WorldPacket data(SMSG_LOOT_RESPONSE, 10);
data << guid;
data << uint8(LOOT_NONE);
data << uint8(error);
SendDirectMessage(&data);
}
void Player::SendNotifyLootMoneyRemoved(ObjectGuid lootObj) const
{
WorldPackets::Loot::CoinRemoved packet;
packet.LootObj = lootObj;
SendDirectMessage(packet.Write());
}
void Player::SendNotifyLootItemRemoved(ObjectGuid owner, ObjectGuid lootObj, uint8 lootSlot) const
{
WorldPackets::Loot::LootRemoved packet;
packet.Owner = owner;
packet.LootObj = lootObj;
// Since 6.x client expects loot to be starting from 1 hence the +1
packet.LootListID = lootSlot+1;
GetSession()->SendPacket(packet.Write());
}
void Player::SendUpdateWorldState(uint32 variable, uint32 value, bool hidden /*= false*/) const
{
WorldPackets::WorldState::UpdateWorldState worldstate;
worldstate.VariableID = variable;
worldstate.Value = value;
worldstate.Hidden = hidden;
SendDirectMessage(worldstate.Write());
}
void Player::SendInitWorldStates(uint32 zoneid, uint32 areaid)
{
// data depends on zoneid/mapid...
Battleground* bg = GetBattleground();
uint32 mapid = GetMapId();
OutdoorPvP* pvp = sOutdoorPvPMgr->GetOutdoorPvPToZoneId(zoneid);
InstanceScript* instance = GetInstanceScript();
Battlefield* bf = sBattlefieldMgr->GetBattlefieldToZoneId(zoneid);
WorldPackets::WorldState::InitWorldStates packet;
packet.MapID = mapid;
packet.AreaID = zoneid;
packet.SubareaID = areaid;
packet.Worldstates.emplace_back(2264, 0); // 1
packet.Worldstates.emplace_back(2263, 0); // 2
packet.Worldstates.emplace_back(2262, 0); // 3
packet.Worldstates.emplace_back(2261, 0); // 4
packet.Worldstates.emplace_back(2260, 0); // 5
packet.Worldstates.emplace_back(2259, 0); // 6
packet.Worldstates.emplace_back(3191, int32(sWorld->getBoolConfig(CONFIG_ARENA_SEASON_IN_PROGRESS) ? sWorld->getIntConfig(CONFIG_ARENA_SEASON_ID) : 0)); // 7 Current Season - Arena season in progress
// 0 - End of season
packet.Worldstates.emplace_back(3901, int32(sWorld->getIntConfig(CONFIG_ARENA_SEASON_ID) - sWorld->getBoolConfig(CONFIG_ARENA_SEASON_IN_PROGRESS))); // 8 PreviousSeason
if (mapid == 530) // Outland
{
packet.Worldstates.emplace_back(2495, 0); // 7
packet.Worldstates.emplace_back(2493, 0xF); // 8
packet.Worldstates.emplace_back(2491, 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 1377: // Silithus
if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_SI)
pvp->FillInitialWorldStates(packet);
else
{
// states are always shown
packet.Worldstates.emplace_back(2313, 0x0); // 7 ally silityst gathered
packet.Worldstates.emplace_back(2314, 0x0); // 8 horde silityst gathered
packet.Worldstates.emplace_back(2317, 0x0); // 9 max silithyst
}
// dunno about these... aq opening event maybe?
packet.Worldstates.emplace_back(2322, 0x0); // 10 sandworm N
packet.Worldstates.emplace_back(2323, 0x0); // 11 sandworm S
packet.Worldstates.emplace_back(2324, 0x0); // 12 sandworm SW
packet.Worldstates.emplace_back(2325, 0x0); // 13 sandworm E
break;
case 2597: // Alterac Valley
if (bg && bg->GetTypeID(true) == BATTLEGROUND_AV)
bg->FillInitialWorldStates(packet);
else
{
packet.Worldstates.emplace_back(0x7ae, 0x1); // 7 snowfall n
packet.Worldstates.emplace_back(0x532, 0x1); // 8 frostwolfhut hc
packet.Worldstates.emplace_back(0x531, 0x0); // 9 frostwolfhut ac
packet.Worldstates.emplace_back(0x52e, 0x0); // 10 stormpike firstaid a_a
packet.Worldstates.emplace_back(0x571, 0x0); // 11 east frostwolf tower horde assaulted -unused
packet.Worldstates.emplace_back(0x570, 0x0); // 12 west frostwolf tower horde assaulted - unused
packet.Worldstates.emplace_back(0x567, 0x1); // 13 frostwolfe c
packet.Worldstates.emplace_back(0x566, 0x1); // 14 frostwolfw c
packet.Worldstates.emplace_back(0x550, 0x1); // 15 irondeep (N) ally
packet.Worldstates.emplace_back(0x544, 0x0); // 16 ice grave a_a
packet.Worldstates.emplace_back(0x536, 0x0); // 17 stormpike grave h_c
packet.Worldstates.emplace_back(0x535, 0x1); // 18 stormpike grave a_c
packet.Worldstates.emplace_back(0x518, 0x0); // 19 stoneheart grave a_a
packet.Worldstates.emplace_back(0x517, 0x0); // 20 stoneheart grave h_a
packet.Worldstates.emplace_back(0x574, 0x0); // 21 1396 unk
packet.Worldstates.emplace_back(0x573, 0x0); // 22 iceblood tower horde assaulted -unused
packet.Worldstates.emplace_back(0x572, 0x0); // 23 towerpoint horde assaulted - unused
packet.Worldstates.emplace_back(0x56f, 0x0); // 24 1391 unk
packet.Worldstates.emplace_back(0x56e, 0x0); // 25 iceblood a
packet.Worldstates.emplace_back(0x56d, 0x0); // 26 towerp a
packet.Worldstates.emplace_back(0x56c, 0x0); // 27 frostwolfe a
packet.Worldstates.emplace_back(0x56b, 0x0); // 28 froswolfw a
packet.Worldstates.emplace_back(0x56a, 0x1); // 29 1386 unk
packet.Worldstates.emplace_back(0x569, 0x1); // 30 iceblood c
packet.Worldstates.emplace_back(0x568, 0x1); // 31 towerp c
packet.Worldstates.emplace_back(0x565, 0x0); // 32 stoneh tower a
packet.Worldstates.emplace_back(0x564, 0x0); // 33 icewing tower a
packet.Worldstates.emplace_back(0x563, 0x0); // 34 dunn a
packet.Worldstates.emplace_back(0x562, 0x0); // 35 duns a
packet.Worldstates.emplace_back(0x561, 0x0); // 36 stoneheart bunker alliance assaulted - unused
packet.Worldstates.emplace_back(0x560, 0x0); // 37 icewing bunker alliance assaulted - unused
packet.Worldstates.emplace_back(0x55f, 0x0); // 38 dunbaldar south alliance assaulted - unused
packet.Worldstates.emplace_back(0x55e, 0x0); // 39 dunbaldar north alliance assaulted - unused
packet.Worldstates.emplace_back(0x55d, 0x0); // 40 stone tower d
packet.Worldstates.emplace_back(0x3c6, 0x0); // 41 966 unk
packet.Worldstates.emplace_back(0x3c4, 0x0); // 42 964 unk
packet.Worldstates.emplace_back(0x3c2, 0x0); // 43 962 unk
packet.Worldstates.emplace_back(0x516, 0x1); // 44 stoneheart grave a_c
packet.Worldstates.emplace_back(0x515, 0x0); // 45 stonheart grave h_c
packet.Worldstates.emplace_back(0x3b6, 0x0); // 46 950 unk
packet.Worldstates.emplace_back(0x55c, 0x0); // 47 icewing tower d
packet.Worldstates.emplace_back(0x55b, 0x0); // 48 dunn d
packet.Worldstates.emplace_back(0x55a, 0x0); // 49 duns d
packet.Worldstates.emplace_back(0x559, 0x0); // 50 1369 unk
packet.Worldstates.emplace_back(0x558, 0x0); // 51 iceblood d
packet.Worldstates.emplace_back(0x557, 0x0); // 52 towerp d
packet.Worldstates.emplace_back(0x556, 0x0); // 53 frostwolfe d
packet.Worldstates.emplace_back(0x555, 0x0); // 54 frostwolfw d
packet.Worldstates.emplace_back(0x554, 0x1); // 55 stoneh tower c
packet.Worldstates.emplace_back(0x553, 0x1); // 56 icewing tower c
packet.Worldstates.emplace_back(0x552, 0x1); // 57 dunn c
packet.Worldstates.emplace_back(0x551, 0x1); // 58 duns c
packet.Worldstates.emplace_back(0x54f, 0x0); // 59 irondeep (N) horde
packet.Worldstates.emplace_back(0x54e, 0x0); // 60 irondeep (N) ally
packet.Worldstates.emplace_back(0x54d, 0x1); // 61 mine (S) neutral
packet.Worldstates.emplace_back(0x54c, 0x0); // 62 mine (S) horde
packet.Worldstates.emplace_back(0x54b, 0x0); // 63 mine (S) ally
packet.Worldstates.emplace_back(0x545, 0x0); // 64 iceblood h_a
packet.Worldstates.emplace_back(0x543, 0x1); // 65 iceblod h_c
packet.Worldstates.emplace_back(0x542, 0x0); // 66 iceblood a_c
packet.Worldstates.emplace_back(0x540, 0x0); // 67 snowfall h_a
packet.Worldstates.emplace_back(0x53f, 0x0); // 68 snowfall a_a
packet.Worldstates.emplace_back(0x53e, 0x0); // 69 snowfall h_c
packet.Worldstates.emplace_back(0x53d, 0x0); // 70 snowfall a_c
packet.Worldstates.emplace_back(0x53c, 0x0); // 71 frostwolf g h_a
packet.Worldstates.emplace_back(0x53b, 0x0); // 72 frostwolf g a_a
packet.Worldstates.emplace_back(0x53a, 0x1); // 73 frostwolf g h_c
packet.Worldstates.emplace_back(0x539, 0x0); // 74 frostwolf g a_c
packet.Worldstates.emplace_back(0x538, 0x0); // 75 stormpike grave h_a
packet.Worldstates.emplace_back(0x537, 0x0); // 76 stormpike grave a_a
packet.Worldstates.emplace_back(0x534, 0x0); // 77 frostwolf hut h_a
packet.Worldstates.emplace_back(0x533, 0x0); // 78 frostwolf hut a_a
packet.Worldstates.emplace_back(0x530, 0x0); // 79 stormpike first aid h_a
packet.Worldstates.emplace_back(0x52f, 0x0); // 80 stormpike first aid h_c
packet.Worldstates.emplace_back(0x52d, 0x1); // 81 stormpike first aid a_c
}
break;
case 3277: // Warsong Gulch
if (bg && bg->GetTypeID(true) == BATTLEGROUND_WS)
bg->FillInitialWorldStates(packet);
else
{
packet.Worldstates.emplace_back(0x62d, 0x0); // 7 1581 alliance flag captures
packet.Worldstates.emplace_back(0x62e, 0x0); // 8 1582 horde flag captures
packet.Worldstates.emplace_back(0x609, 0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
packet.Worldstates.emplace_back(0x60a, 0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
packet.Worldstates.emplace_back(0x60b, 0x2); // 11 1547 unk
packet.Worldstates.emplace_back(0x641, 0x3); // 12 1601 unk (max flag captures?)
packet.Worldstates.emplace_back(0x922, 0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
packet.Worldstates.emplace_back(0x923, 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(packet);
else
{
packet.Worldstates.emplace_back(0x6e7, 0x0); // 7 1767 stables alliance
packet.Worldstates.emplace_back(0x6e8, 0x0); // 8 1768 stables horde
packet.Worldstates.emplace_back(0x6e9, 0x0); // 9 1769 unk, ST?
packet.Worldstates.emplace_back(0x6ea, 0x0); // 10 1770 stables (show/hide)
packet.Worldstates.emplace_back(0x6ec, 0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
packet.Worldstates.emplace_back(0x6ed, 0x0); // 12 1773 farm (show/hide)
packet.Worldstates.emplace_back(0x6ee, 0x0); // 13 1774 farm color
packet.Worldstates.emplace_back(0x6ef, 0x0); // 14 1775 gold mine color, may be FM?
packet.Worldstates.emplace_back(0x6f0, 0x0); // 15 1776 alliance resources
packet.Worldstates.emplace_back(0x6f1, 0x0); // 16 1777 horde resources
packet.Worldstates.emplace_back(0x6f2, 0x0); // 17 1778 horde bases
packet.Worldstates.emplace_back(0x6f3, 0x0); // 18 1779 alliance bases
packet.Worldstates.emplace_back(0x6f4, 0x7d0); // 19 1780 max resources (2000)
packet.Worldstates.emplace_back(0x6f6, 0x0); // 20 1782 blacksmith color
packet.Worldstates.emplace_back(0x6f7, 0x0); // 21 1783 blacksmith (show/hide)
packet.Worldstates.emplace_back(0x6f8, 0x0); // 22 1784 unk, bs?
packet.Worldstates.emplace_back(0x6f9, 0x0); // 23 1785 unk, bs?
packet.Worldstates.emplace_back(0x6fb, 0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
packet.Worldstates.emplace_back(0x6fc, 0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
packet.Worldstates.emplace_back(0x6fd, 0x0); // 26 1789 gold mine (1 - show/0 - hide)
packet.Worldstates.emplace_back(0x6fe, 0x0); // 27 1790 gold mine color
packet.Worldstates.emplace_back(0x700, 0x0); // 28 1792 gold mine color, wtf?, may be LM?
packet.Worldstates.emplace_back(0x701, 0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
packet.Worldstates.emplace_back(0x702, 0x0); // 30 1794 lumber mill (show/hide)
packet.Worldstates.emplace_back(0x703, 0x0); // 31 1795 lumber mill color color
packet.Worldstates.emplace_back(0x732, 0x1); // 32 1842 stables (1 - uncontrolled)
packet.Worldstates.emplace_back(0x733, 0x1); // 33 1843 gold mine (1 - uncontrolled)
packet.Worldstates.emplace_back(0x734, 0x1); // 34 1844 lumber mill (1 - uncontrolled)
packet.Worldstates.emplace_back(0x735, 0x1); // 35 1845 farm (1 - uncontrolled)
packet.Worldstates.emplace_back(0x736, 0x1); // 36 1846 blacksmith (1 - uncontrolled)
packet.Worldstates.emplace_back(0x745, 0x2); // 37 1861 unk
packet.Worldstates.emplace_back(0x7a3, 0x708); // 38 1955 warning limit (1800)
}
break;
case 3820: // Eye of the Storm
if (bg && bg->GetTypeID(true) == BATTLEGROUND_EY)
bg->FillInitialWorldStates(packet);
else
{
packet.Worldstates.emplace_back(0xac1, 0x0); // 7 2753 Horde Bases
packet.Worldstates.emplace_back(0xac0, 0x0); // 8 2752 Alliance Bases
packet.Worldstates.emplace_back(0xab6, 0x0); // 9 2742 Mage Tower - Horde conflict
packet.Worldstates.emplace_back(0xab5, 0x0); // 10 2741 Mage Tower - Alliance conflict
packet.Worldstates.emplace_back(0xab4, 0x0); // 11 2740 Fel Reaver - Horde conflict
packet.Worldstates.emplace_back(0xab3, 0x0); // 12 2739 Fel Reaver - Alliance conflict
packet.Worldstates.emplace_back(0xab2, 0x0); // 13 2738 Draenei - Alliance conflict
packet.Worldstates.emplace_back(0xab1, 0x0); // 14 2737 Draenei - Horde conflict
packet.Worldstates.emplace_back(0xab0, 0x0); // 15 2736 unk // 0 at start
packet.Worldstates.emplace_back(0xaaf, 0x0); // 16 2735 unk // 0 at start
packet.Worldstates.emplace_back(0xaad, 0x0); // 17 2733 Draenei - Horde control
packet.Worldstates.emplace_back(0xaac, 0x0); // 18 2732 Draenei - Alliance control
packet.Worldstates.emplace_back(0xaab, 0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
packet.Worldstates.emplace_back(0xaaa, 0x0); // 20 2730 Mage Tower - Alliance control
packet.Worldstates.emplace_back(0xaa9, 0x0); // 21 2729 Mage Tower - Horde control
packet.Worldstates.emplace_back(0xaa8, 0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
packet.Worldstates.emplace_back(0xaa7, 0x0); // 23 2727 Fel Reaver - Horde control
packet.Worldstates.emplace_back(0xaa6, 0x0); // 24 2726 Fel Reaver - Alliance control
packet.Worldstates.emplace_back(0xaa5, 0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
packet.Worldstates.emplace_back(0xaa4, 0x0); // 26 2724 Boold Elf - Horde control
packet.Worldstates.emplace_back(0xaa3, 0x0); // 27 2723 Boold Elf - Alliance control
packet.Worldstates.emplace_back(0xaa2, 0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
packet.Worldstates.emplace_back(0xac5, 0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
packet.Worldstates.emplace_back(0xad2, 0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
packet.Worldstates.emplace_back(0xad1, 0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
packet.Worldstates.emplace_back(0xabe, 0x0); // 32 2750 Horde resources
packet.Worldstates.emplace_back(0xabd, 0x0); // 33 2749 Alliance resources
packet.Worldstates.emplace_back(0xa05, 0x8e); // 34 2565 unk, constant?
packet.Worldstates.emplace_back(0xaa0, 0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
packet.Worldstates.emplace_back(0xa9f, 0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
packet.Worldstates.emplace_back(0xa9e, 0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
packet.Worldstates.emplace_back(0xc0d, 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(packet);
else
{
packet.Worldstates.emplace_back(0x9ba, 0x1); // 10 // add ally tower main gui icon // maybe should be sent only on login?
packet.Worldstates.emplace_back(0x9b9, 0x1); // 11 // add horde tower main gui icon // maybe should be sent only on login?
packet.Worldstates.emplace_back(0x9b5, 0x0); // 12 // show neutral broken hill icon // 2485
packet.Worldstates.emplace_back(0x9b4, 0x1); // 13 // show icon above broken hill // 2484
packet.Worldstates.emplace_back(0x9b3, 0x0); // 14 // show ally broken hill icon // 2483
packet.Worldstates.emplace_back(0x9b2, 0x0); // 15 // show neutral overlook icon // 2482
packet.Worldstates.emplace_back(0x9b1, 0x1); // 16 // show the overlook arrow // 2481
packet.Worldstates.emplace_back(0x9b0, 0x0); // 17 // show ally overlook icon // 2480
packet.Worldstates.emplace_back(0x9ae, 0x0); // 18 // horde pvp objectives captured // 2478
packet.Worldstates.emplace_back(0x9ac, 0x0); // 19 // ally pvp objectives captured // 2476
packet.Worldstates.emplace_back(2475, 100); //: ally / horde slider grey area // show only in direct vicinity!
packet.Worldstates.emplace_back(2474, 50); //: ally / horde slider percentage, 100 for ally, 0 for horde // show only in direct vicinity!
packet.Worldstates.emplace_back(2473, 0); //: ally / horde slider display // show only in direct vicinity!
packet.Worldstates.emplace_back(0x9a8, 0x0); // 20 // show the neutral stadium icon // 2472
packet.Worldstates.emplace_back(0x9a7, 0x0); // 21 // show the ally stadium icon // 2471
packet.Worldstates.emplace_back(0x9a6, 0x1); // 22 // show the horde stadium icon // 2470
}
break;
case 3518: // Nagrand
if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_NA)
pvp->FillInitialWorldStates(packet);
else
{
packet.Worldstates.emplace_back(2503, 0x0); // 10
packet.Worldstates.emplace_back(2502, 0x0); // 11
packet.Worldstates.emplace_back(2493, 0x0); // 12
packet.Worldstates.emplace_back(2491, 0x0); // 13
packet.Worldstates.emplace_back(2495, 0x0); // 14
packet.Worldstates.emplace_back(2494, 0x0); // 15
packet.Worldstates.emplace_back(2497, 0x0); // 16
packet.Worldstates.emplace_back(2762, 0x0); // 17
packet.Worldstates.emplace_back(2662, 0x0); // 18
packet.Worldstates.emplace_back(2663, 0x0); // 19
packet.Worldstates.emplace_back(2664, 0x0); // 20
packet.Worldstates.emplace_back(2760, 0x0); // 21
packet.Worldstates.emplace_back(2670, 0x0); // 22
packet.Worldstates.emplace_back(2668, 0x0); // 23
packet.Worldstates.emplace_back(2669, 0x0); // 24
packet.Worldstates.emplace_back(2761, 0x0); // 25
packet.Worldstates.emplace_back(2667, 0x0); // 26
packet.Worldstates.emplace_back(2665, 0x0); // 27
packet.Worldstates.emplace_back(2666, 0x0); // 28
packet.Worldstates.emplace_back(2763, 0x0); // 29
packet.Worldstates.emplace_back(2659, 0x0); // 30
packet.Worldstates.emplace_back(2660, 0x0); // 31
packet.Worldstates.emplace_back(2661, 0x0); // 32
packet.Worldstates.emplace_back(2671, 0x0); // 33
packet.Worldstates.emplace_back(2676, 0x0); // 34
packet.Worldstates.emplace_back(2677, 0x0); // 35
packet.Worldstates.emplace_back(2672, 0x0); // 36
packet.Worldstates.emplace_back(2673, 0x0); // 37
}
break;
case 3519: // Terokkar Forest
if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_TF)
pvp->FillInitialWorldStates(packet);
else
{
packet.Worldstates.emplace_back(0xa41, 0x0); // 10 // 2625 capture bar pos
packet.Worldstates.emplace_back(0xa40, 0x14); // 11 // 2624 capture bar neutral
packet.Worldstates.emplace_back(0xa3f, 0x0); // 12 // 2623 show capture bar
packet.Worldstates.emplace_back(0xa3e, 0x0); // 13 // 2622 horde towers controlled
packet.Worldstates.emplace_back(0xa3d, 0x5); // 14 // 2621 ally towers controlled
packet.Worldstates.emplace_back(0xa3c, 0x0); // 15 // 2620 show towers controlled
packet.Worldstates.emplace_back(0xa88, 0x0); // 16 // 2696 SE Neu
packet.Worldstates.emplace_back(0xa87, 0x0); // 17 // SE Horde
packet.Worldstates.emplace_back(0xa86, 0x0); // 18 // SE Ally
packet.Worldstates.emplace_back(0xa85, 0x0); // 19 //S Neu
packet.Worldstates.emplace_back(0xa84, 0x0); // 20 S Horde
packet.Worldstates.emplace_back(0xa83, 0x0); // 21 S Ally
packet.Worldstates.emplace_back(0xa82, 0x0); // 22 NE Neu
packet.Worldstates.emplace_back(0xa81, 0x0); // 23 NE Horde
packet.Worldstates.emplace_back(0xa80, 0x0); // 24 NE Ally
packet.Worldstates.emplace_back(0xa7e, 0x0); // 25 // 2686 N Neu
packet.Worldstates.emplace_back(0xa7d, 0x0); // 26 N Horde
packet.Worldstates.emplace_back(0xa7c, 0x0); // 27 N Ally
packet.Worldstates.emplace_back(0xa7b, 0x0); // 28 NW Ally
packet.Worldstates.emplace_back(0xa7a, 0x0); // 29 NW Horde
packet.Worldstates.emplace_back(0xa79, 0x0); // 30 NW Neutral
packet.Worldstates.emplace_back(0x9d0, 0x5); // 31 // 2512 locked time remaining seconds first digit
packet.Worldstates.emplace_back(0x9ce, 0x0); // 32 // 2510 locked time remaining seconds second digit
packet.Worldstates.emplace_back(0x9cd, 0x0); // 33 // 2509 locked time remaining minutes
packet.Worldstates.emplace_back(0x9cc, 0x0); // 34 // 2508 neutral locked time show
packet.Worldstates.emplace_back(0xad0, 0x0); // 35 // 2768 horde locked time show
packet.Worldstates.emplace_back(0xacf, 0x1); // 36 // 2767 ally locked time show
}
break;
case 3521: // Zangarmarsh
if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_ZM)
pvp->FillInitialWorldStates(packet);
else
{
packet.Worldstates.emplace_back(0x9e1, 0x0); // 10 //2529
packet.Worldstates.emplace_back(0x9e0, 0x0); // 11
packet.Worldstates.emplace_back(0x9df, 0x0); // 12
packet.Worldstates.emplace_back(0xa5d, 0x1); // 13 //2653
packet.Worldstates.emplace_back(0xa5c, 0x0); // 14 //2652 east beacon neutral
packet.Worldstates.emplace_back(0xa5b, 0x1); // 15 horde
packet.Worldstates.emplace_back(0xa5a, 0x0); // 16 ally
packet.Worldstates.emplace_back(0xa59, 0x1); // 17 // 2649 Twin spire graveyard horde 12???
packet.Worldstates.emplace_back(0xa58, 0x0); // 18 ally 14 ???
packet.Worldstates.emplace_back(0xa57, 0x0); // 19 neutral 7???
packet.Worldstates.emplace_back(0xa56, 0x0); // 20 // 2646 west beacon neutral
packet.Worldstates.emplace_back(0xa55, 0x1); // 21 horde
packet.Worldstates.emplace_back(0xa54, 0x0); // 22 ally
packet.Worldstates.emplace_back(0x9e7, 0x0); // 23 // 2535
packet.Worldstates.emplace_back(0x9e6, 0x0); // 24
packet.Worldstates.emplace_back(0x9e5, 0x0); // 25
packet.Worldstates.emplace_back(0xa00, 0x0); // 26 // 2560
packet.Worldstates.emplace_back(0x9ff, 0x1); // 27
packet.Worldstates.emplace_back(0x9fe, 0x0); // 28
packet.Worldstates.emplace_back(0x9fd, 0x0); // 29
packet.Worldstates.emplace_back(0x9fc, 0x1); // 30
packet.Worldstates.emplace_back(0x9fb, 0x0); // 31
packet.Worldstates.emplace_back(0xa62, 0x0); // 32 // 2658
packet.Worldstates.emplace_back(0xa61, 0x1); // 33
packet.Worldstates.emplace_back(0xa60, 0x1); // 34
packet.Worldstates.emplace_back(0xa5f, 0x0); // 35
}
break;
case 3698: // Nagrand Arena
if (bg && bg->GetTypeID(true) == BATTLEGROUND_NA)
bg->FillInitialWorldStates(packet);
else
{
packet.Worldstates.emplace_back(0xa0f, 0x0); // 7
packet.Worldstates.emplace_back(0xa10, 0x0); // 8
packet.Worldstates.emplace_back(0xa11, 0x0); // 9 show
}
break;
case 3702: // Blade's Edge Arena
if (bg && bg->GetTypeID(true) == BATTLEGROUND_BE)
bg->FillInitialWorldStates(packet);
else
{
packet.Worldstates.emplace_back(0x9f0, 0x0); // 7 gold
packet.Worldstates.emplace_back(0x9f1, 0x0); // 8 green
packet.Worldstates.emplace_back(0x9f3, 0x0); // 9 show
}
break;
case 3968: // Ruins of Lordaeron
if (bg && bg->GetTypeID(true) == BATTLEGROUND_RL)
bg->FillInitialWorldStates(packet);
else
{
packet.Worldstates.emplace_back(0xbb8, 0x0); // 7 gold
packet.Worldstates.emplace_back(0xbb9, 0x0); // 8 green
packet.Worldstates.emplace_back(0xbba, 0x0); // 9 show
}
break;
case 4378: // Dalaran Sewers
if (bg && bg->GetTypeID(true) == BATTLEGROUND_DS)
bg->FillInitialWorldStates(packet);
else
{
packet.Worldstates.emplace_back(3601, 0x0); // 7 gold
packet.Worldstates.emplace_back(3600, 0x0); // 8 green
packet.Worldstates.emplace_back(3610, 0x0); // 9 show
}
break;
case 4384: // Strand of the Ancients
if (bg && bg->GetTypeID(true) == BATTLEGROUND_SA)
bg->FillInitialWorldStates(packet);
else
{
// 1-3 A defend, 4-6 H defend, 7-9 unk defend, 1 - ok, 2 - half destroyed, 3 - destroyed
packet.Worldstates.emplace_back(0xf09, 0x0); // 7 3849 Gate of Temple
packet.Worldstates.emplace_back(0xe36, 0x0); // 8 3638 Gate of Yellow Moon
packet.Worldstates.emplace_back(0xe27, 0x0); // 9 3623 Gate of Green Emerald
packet.Worldstates.emplace_back(0xe24, 0x0); // 10 3620 Gate of Blue Sapphire
packet.Worldstates.emplace_back(0xe21, 0x0); // 11 3617 Gate of Red Sun
packet.Worldstates.emplace_back(0xe1e, 0x0); // 12 3614 Gate of Purple Ametyst
packet.Worldstates.emplace_back(0xdf3, 0x0); // 13 3571 bonus timer (1 - on, 0 - off)
packet.Worldstates.emplace_back(0xded, 0x0); // 14 3565 Horde Attacker
packet.Worldstates.emplace_back(0xdec, 0x0); // 15 3564 Alliance Attacker
// End Round (timer), better explain this by example, eg. ends in 19:59 -> A:BC
packet.Worldstates.emplace_back(0xde9, 0x0); // 16 3561 C
packet.Worldstates.emplace_back(0xde8, 0x0); // 17 3560 B
packet.Worldstates.emplace_back(0xde7, 0x0); // 18 3559 A
packet.Worldstates.emplace_back(0xe35, 0x0); // 19 3637 East g - Horde control
packet.Worldstates.emplace_back(0xe34, 0x0); // 20 3636 West g - Horde control
packet.Worldstates.emplace_back(0xe33, 0x0); // 21 3635 South g - Horde control
packet.Worldstates.emplace_back(0xe32, 0x0); // 22 3634 East g - Alliance control
packet.Worldstates.emplace_back(0xe31, 0x0); // 23 3633 West g - Alliance control
packet.Worldstates.emplace_back(0xe30, 0x0); // 24 3632 South g - Alliance control
packet.Worldstates.emplace_back(0xe2f, 0x0); // 25 3631 Chamber of Ancients - Horde control
packet.Worldstates.emplace_back(0xe2e, 0x0); // 26 3630 Chamber of Ancients - Alliance control
packet.Worldstates.emplace_back(0xe2d, 0x0); // 27 3629 Beach1 - Horde control
packet.Worldstates.emplace_back(0xe2c, 0x0); // 28 3628 Beach2 - Horde control
packet.Worldstates.emplace_back(0xe2b, 0x0); // 29 3627 Beach1 - Alliance control
packet.Worldstates.emplace_back(0xe2a, 0x0); // 30 3626 Beach2 - Alliance control
// and many unks...
}
break;
case 4406: // Ring of Valor
if (bg && bg->GetTypeID(true) == BATTLEGROUND_RV)
bg->FillInitialWorldStates(packet);
else
{
packet.Worldstates.emplace_back(0xe10, 0x0); // 7 gold
packet.Worldstates.emplace_back(0xe11, 0x0); // 8 green
packet.Worldstates.emplace_back(0xe1a, 0x0); // 9 show
}
break;
case 4710:
if (bg && bg->GetTypeID(true) == BATTLEGROUND_IC)
bg->FillInitialWorldStates(packet);
else
{
packet.Worldstates.emplace_back(4221, 1); // 7 BG_IC_ALLIANCE_RENFORT_SET
packet.Worldstates.emplace_back(4222, 1); // 8 BG_IC_HORDE_RENFORT_SET
packet.Worldstates.emplace_back(4226, 300); // 9 BG_IC_ALLIANCE_RENFORT
packet.Worldstates.emplace_back(4227, 300); // 10 BG_IC_HORDE_RENFORT
packet.Worldstates.emplace_back(4322, 1); // 11 BG_IC_GATE_FRONT_H_WS_OPEN
packet.Worldstates.emplace_back(4321, 1); // 12 BG_IC_GATE_WEST_H_WS_OPEN
packet.Worldstates.emplace_back(4320, 1); // 13 BG_IC_GATE_EAST_H_WS_OPEN
packet.Worldstates.emplace_back(4323, 1); // 14 BG_IC_GATE_FRONT_A_WS_OPEN
packet.Worldstates.emplace_back(4324, 1); // 15 BG_IC_GATE_WEST_A_WS_OPEN
packet.Worldstates.emplace_back(4325, 1); // 16 BG_IC_GATE_EAST_A_WS_OPEN
packet.Worldstates.emplace_back(4317, 1); // 17 unknown
packet.Worldstates.emplace_back(4301, 1); // 18 BG_IC_DOCKS_UNCONTROLLED
packet.Worldstates.emplace_back(4296, 1); // 19 BG_IC_HANGAR_UNCONTROLLED
packet.Worldstates.emplace_back(4306, 1); // 20 BG_IC_QUARRY_UNCONTROLLED
packet.Worldstates.emplace_back(4311, 1); // 21 BG_IC_REFINERY_UNCONTROLLED
packet.Worldstates.emplace_back(4294, 1); // 22 BG_IC_WORKSHOP_UNCONTROLLED
packet.Worldstates.emplace_back(4243, 1); // 23 unknown
packet.Worldstates.emplace_back(4345, 1); // 24 unknown
}
break;
// The Ruby Sanctum
case 4987:
if (instance && mapid == 724)
instance->FillInitialWorldStates(packet);
else
{
packet.Worldstates.emplace_back(5049, 50); // 9 WORLDSTATE_CORPOREALITY_MATERIAL
packet.Worldstates.emplace_back(5050, 50); // 10 WORLDSTATE_CORPOREALITY_TWILIGHT
packet.Worldstates.emplace_back(5051, 0); // 11 WORLDSTATE_CORPOREALITY_TOGGLE
}
break;
// Icecrown Citadel
case 4812:
if (instance && mapid == 631)
instance->FillInitialWorldStates(packet);
else
{
packet.Worldstates.emplace_back(4903, 0); // 9 WORLDSTATE_SHOW_TIMER (Blood Quickening weekly)
packet.Worldstates.emplace_back(4904, 30); // 10 WORLDSTATE_EXECUTION_TIME
packet.Worldstates.emplace_back(4940, 0); // 11 WORLDSTATE_SHOW_ATTEMPTS
packet.Worldstates.emplace_back(4941, 50); // 12 WORLDSTATE_ATTEMPTS_REMAINING
packet.Worldstates.emplace_back(4942, 50); // 13 WORLDSTATE_ATTEMPTS_MAX
}
break;
// The Culling of Stratholme
case 4100:
if (instance && mapid == 595)
instance->FillInitialWorldStates(packet);
else
{
packet.Worldstates.emplace_back(3479, 0); // 9 WORLDSTATE_SHOW_CRATES
packet.Worldstates.emplace_back(3480, 0); // 10 WORLDSTATE_CRATES_REVEALED
packet.Worldstates.emplace_back(3504, 0); // 11 WORLDSTATE_WAVE_COUNT
packet.Worldstates.emplace_back(3931, 25); // 12 WORLDSTATE_TIME_GUARDIAN
packet.Worldstates.emplace_back(3932, 0); // 13 WORLDSTATE_TIME_GUARDIAN_SHOW
}
break;
// The Oculus
case 4228:
if (instance && mapid == 578)
instance->FillInitialWorldStates(packet);
else
{
packet.Worldstates.emplace_back(3524, 0); // 9 WORLD_STATE_CENTRIFUGE_CONSTRUCT_SHOW
packet.Worldstates.emplace_back(3486, 0); // 10 WORLD_STATE_CENTRIFUGE_CONSTRUCT_AMOUNT
}
break;
// Ulduar
case 4273:
if (instance && mapid == 603)
instance->FillInitialWorldStates(packet);
else
{
packet.Worldstates.emplace_back(4132, 0); // 9 WORLDSTATE_ALGALON_TIMER_ENABLED
packet.Worldstates.emplace_back(4131, 0); // 10 WORLDSTATE_ALGALON_DESPAWN_TIMER
}
break;
// Violet Hold
case 4415:
if (instance && mapid == 608)
instance->FillInitialWorldStates(packet);
else
{
packet.Worldstates.emplace_back(3816, 0); // 9 WORLD_STATE_VH_SHOW
packet.Worldstates.emplace_back(3815, 100); // 10 WORLD_STATE_VH_PRISON_STATE
packet.Worldstates.emplace_back(3810, 0); // 11 WORLD_STATE_VH_WAVE_COUNT
}
break;
// Halls of Refection
case 4820:
if (instance && mapid == 668)
instance->FillInitialWorldStates(packet);
else
{
packet.Worldstates.emplace_back(4884, 0); // 9 WORLD_STATE_HOR_WAVES_ENABLED
packet.Worldstates.emplace_back(4882, 0); // 10 WORLD_STATE_HOR_WAVE_COUNT
}
break;
// Zul Aman
case 3805:
if (instance && mapid == 568)
instance->FillInitialWorldStates(packet);
else
{
packet.Worldstates.emplace_back(3104, 0); // 9 WORLD_STATE_ZULAMAN_TIMER_ENABLED
packet.Worldstates.emplace_back(3106, 0); // 10 WORLD_STATE_ZULAMAN_TIMER
}
break;
// Twin Peaks
case 5031:
if (bg && bg->GetTypeID(true) == BATTLEGROUND_TP)
bg->FillInitialWorldStates(packet);
else
{
packet.Worldstates.emplace_back(0x62d, 0x0); // 7 1581 alliance flag captures
packet.Worldstates.emplace_back(0x62e, 0x0); // 8 1582 horde flag captures
packet.Worldstates.emplace_back(0x609, 0x0); // 9 1545 unk
packet.Worldstates.emplace_back(0x60a, 0x0); // 10 1546 unk
packet.Worldstates.emplace_back(0x60b, 0x2); // 11 1547 unk
packet.Worldstates.emplace_back(0x641, 0x3); // 12 1601 unk
packet.Worldstates.emplace_back(0x922, 0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
packet.Worldstates.emplace_back(0x923, 0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
}
break;
// Battle for Gilneas
case 5449:
if (bg && bg->GetTypeID(true) == BATTLEGROUND_BFG)
bg->FillInitialWorldStates(packet);
break;
// Tol Barad Peninsula
case 5389:
if (sWorld->getBoolConfig(CONFIG_TOLBARAD_ENABLE))
{
packet.Worldstates.emplace_back(5385u, sWorld->getWorldState(5385)); // TB_WS_ALLIANCE_CONTROLS_SHOW
packet.Worldstates.emplace_back(5384u, sWorld->getWorldState(5384)); // TB_WS_HORDE_CONTROLS_SHOW
packet.Worldstates.emplace_back(5387u, sWorld->getWorldState(5387)); // TB_WS_TIME_NEXT_BATTLE_SHOW
packet.Worldstates.emplace_back(5546u, sWorld->getWorldState(5546)); // TB_WS_ALLIANCE_ATTACKING_SHOW
packet.Worldstates.emplace_back(5547u, sWorld->getWorldState(5547)); // TB_WS_HORDE_ATTACKING_SHOW
}
break;
// Tol Barad
case 5095:
if (bf && bf->GetTypeId() == BATTLEFIELD_TB)
bf->FillInitialWorldStates(packet);
break;
// Wintergrasp
case 4197:
if (bf && bf->GetTypeId() == BATTLEFIELD_WG)
bf->FillInitialWorldStates(packet);
// No break here, intended.
default:
packet.Worldstates.emplace_back(0x914, 0x0); // 7
packet.Worldstates.emplace_back(0x913, 0x0); // 8
packet.Worldstates.emplace_back(0x912, 0x0); // 9
packet.Worldstates.emplace_back(0x915, 0x0); // 10
break;
}
GetSession()->SendPacket(packet.Write());
SendBGWeekendWorldStates();
SendBattlefieldWorldStates();
}
void Player::SendBGWeekendWorldStates() const
{
for (uint32 i = 1; i < sBattlemasterListStore.GetNumRows(); ++i)
{
BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(i);
if (bl && bl->HolidayWorldState)
{
if (BattlegroundMgr::IsBGWeekend((BattlegroundTypeId)bl->ID))
SendUpdateWorldState(bl->HolidayWorldState, 1);
else
SendUpdateWorldState(bl->HolidayWorldState, 0);
}
}
}
void Player::SendBattlefieldWorldStates() const
{
/// Send misc stuff that needs to be sent on every login, like the battle timers.
if (sWorld->getBoolConfig(CONFIG_WINTERGRASP_ENABLE))
{
if (Battlefield* wg = sBattlefieldMgr->GetBattlefieldByBattleId(BATTLEFIELD_BATTLEID_WG))
{
SendUpdateWorldState(BATTLEFIELD_WG_WORLD_STATE_ACTIVE, wg->IsWarTime() ? 0 : 1);
uint32 timer = wg->IsWarTime() ? 0 : (wg->GetTimer() / 1000); // 0 - Time to next battle
SendUpdateWorldState(ClockWorldState[1], uint32(time(nullptr) + timer));
}
}
if (sWorld->getBoolConfig(CONFIG_TOLBARAD_ENABLE))
{
if (Battlefield* tb = sBattlefieldMgr->GetBattlefieldByBattleId(BATTLEFIELD_BATTLEID_TB))
{
SendUpdateWorldState(TB_WS_FACTION_CONTROLLING, uint32(tb->GetDefenderTeam() + 1));
uint32 timer = tb->GetTimer() / 1000;
SendUpdateWorldState(TB_WS_TIME_BATTLE_END, uint32(tb->IsWarTime() ? uint32(time(nullptr) + timer) : 0));
SendUpdateWorldState(TB_WS_TIME_NEXT_BATTLE, uint32(!tb->IsWarTime() ? uint32(time(nullptr) + timer) : 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);
TC_LOG_DEBUG("entities.player", "Player::GetXPRestBonus: Player '%s' (%s) gain %u xp (+%u Rested Bonus). Rested points=%f", GetGUID().ToString().c_str(), GetName().c_str(), xp + rested_bonus, rested_bonus, GetRestBonus());
return rested_bonus;
}
void Player::SetBindPoint(ObjectGuid guid) const
{
WorldPackets::Misc::BinderConfirm packet(guid);
GetSession()->SendPacket(packet.Write());
}
void Player::SendRespecWipeConfirm(ObjectGuid const& guid, uint32 cost) const
{
WorldPackets::Talent::RespecWipeConfirm respecWipeConfirm;
respecWipeConfirm.RespecMaster = guid;
respecWipeConfirm.Cost = cost;
respecWipeConfirm.RespecType = SPEC_RESET_TALENTS;
GetSession()->SendPacket(respecWipeConfirm.Write());
}
void Player::ResetPetTalents()
{
/* TODO: 6.x remove/update pet talents
// This needs another gossip option + NPC text as a confirmation.
// The confirmation gossip listid has the text: "Yes, please do."
Pet* pet = GetPet();
if (!pet || pet->getPetType() != HUNTER_PET || pet->m_usedTalentCount == 0)
return;
CharmInfo* charmInfo = pet->GetCharmInfo();
if (!charmInfo)
{
TC_LOG_ERROR("entities.player", "Object (%s) is considered pet-like but doesn't have a charminfo!", pet->GetGUID().ToString().c_str());
return;
}
pet->resetTalents();
SendTalentsInfoData(true);
*/
}
/*********************************************************/
/*** STORAGE SYSTEM ***/
/*********************************************************/
uint8 Player::FindEquipSlot(ItemTemplate const* proto, uint32 slot, bool swap) const
{
uint8 slots[4];
slots[0] = NULL_SLOT;
slots[1] = NULL_SLOT;
slots[2] = NULL_SLOT;
slots[3] = NULL_SLOT;
switch (proto->GetInventoryType())
{
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_MAINHAND;
break;
case INVTYPE_2HWEAPON:
slots[0] = EQUIPMENT_SLOT_MAINHAND;
if (CanDualWield() && CanTitanGrip())
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_RANGEDRIGHT:
slots[0] = EQUIPMENT_SLOT_MAINHAND;
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;
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 = REAGENT_SLOT_START; i < REAGENT_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 = CHILD_EQUIPMENT_SLOT_START; i < CHILD_EQUIPMENT_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 = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Bag* pBag = GetBagByPos(i))
count += pBag->GetItemCount(item, skipItem);
if (skipItem && skipItem->GetTemplate()->GetGemProperties())
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->GetSocketColor(0))
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()->GetGemProperties())
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->GetSocketColor(0))
count += pItem->GetGemCountWithID(item);
}
for (uint8 i = REAGENT_SLOT_START; i < REAGENT_SLOT_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem != skipItem && pItem->GetEntry() == item)
count += pItem->GetCount();
if (skipItem && skipItem->GetTemplate()->GetGemProperties())
for (uint8 i = REAGENT_SLOT_START; i < REAGENT_SLOT_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem != skipItem && pItem->GetSocketColor(0))
count += pItem->GetGemCountWithID(item);
for (uint8 i = CHILD_EQUIPMENT_SLOT_START; i < CHILD_EQUIPMENT_SLOT_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem != skipItem && pItem->GetEntry() == item)
count += pItem->GetCount();
if (skipItem && skipItem->GetTemplate()->GetGemProperties())
for (uint8 i = CHILD_EQUIPMENT_SLOT_START; i < CHILD_EQUIPMENT_SLOT_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem != skipItem && pItem->GetSocketColor(0))
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->GetItemLimitCategory() == 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->GetItemLimitCategory() == 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);
for (uint8 i = REAGENT_SLOT_START; i < REAGENT_SLOT_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem != skipItem)
if (ItemTemplate const* pProto = pItem->GetTemplate())
if (pProto->GetItemLimitCategory() == limitCategory)
count += pItem->GetCount();
for (uint8 i = CHILD_EQUIPMENT_SLOT_START; i < CHILD_EQUIPMENT_SLOT_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem != skipItem)
if (ItemTemplate const* pProto = pItem->GetTemplate())
if (pProto->GetItemLimitCategory() == limitCategory)
count += pItem->GetCount();
return count;
}
Item* Player::GetItemByGuid(ObjectGuid guid) const
{
for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetGUID() == guid)
return pItem;
for (uint8 i = 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 = REAGENT_SLOT_START; i < REAGENT_SLOT_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetGUID() == guid)
return pItem;
for (uint8 i = CHILD_EQUIPMENT_SLOT_START; i < CHILD_EQUIPMENT_SLOT_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 nullptr;
}
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 < PLAYER_SLOT_END && (slot < BUYBACK_SLOT_START || slot >= BUYBACK_SLOT_END))
return m_items[slot];
if (Bag* pBag = GetBagByPos(bag))
return pBag->GetItemByPos(slot);
return nullptr;
}
//Does additional check for disarmed weapons
Item* Player::GetUseableItemByPos(uint8 bag, uint8 slot) const
{
Item* item = GetItemByPos(bag, slot);
if (!item)
return nullptr;
if (!CanUseAttackType(GetAttackBySlot(slot, item->GetTemplate()->GetInventoryType())))
return nullptr;
return item;
}
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 nullptr;
}
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_MAINHAND; break;
default: return nullptr;
}
Item* item;
if (useable)
item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, slot);
else
item = GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
if (!item || item->GetTemplate()->GetClass() != ITEM_CLASS_WEAPON)
return nullptr;
if (!useable)
return item;
if (item->IsBroken())
return nullptr;
return item;
}
Item* Player::GetShield(bool useable) const
{
Item* item;
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()->GetClass() != ITEM_CLASS_ARMOR)
return nullptr;
if (!useable)
return item;
if (item->IsBroken())
return nullptr;
return item;
}
Item* Player::GetChildItemByGuid(ObjectGuid guid) const
{
for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetGUID() == guid)
return pItem;
for (uint8 i = CHILD_EQUIPMENT_SLOT_START; i < CHILD_EQUIPMENT_SLOT_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetGUID() == guid)
return pItem;
return nullptr;
}
uint8 Player::GetAttackBySlot(uint8 slot, InventoryType inventoryType)
{
switch (slot)
{
case EQUIPMENT_SLOT_MAINHAND: return inventoryType != INVTYPE_RANGED && inventoryType != INVTYPE_RANGEDRIGHT ? BASE_ATTACK : RANGED_ATTACK;
case EQUIPMENT_SLOT_OFFHAND: return OFF_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 >= REAGENT_SLOT_START && slot < REAGENT_SLOT_END))
return true;
if (bag == INVENTORY_SLOT_BAG_0 && (slot >= CHILD_EQUIPMENT_SLOT_START && slot < CHILD_EQUIPMENT_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::IsChildEquipmentPos(uint8 bag, uint8 slot)
{
return bag == INVENTORY_SLOT_BAG_0 && (slot >= CHILD_EQUIPMENT_SLOT_START && slot < CHILD_EQUIPMENT_SLOT_END);
}
bool Player::IsValidPos(uint8 bag, uint8 slot, bool explicit_pos) const
{
// 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;
// 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 = 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;
}
}
}
}
}
for (uint8 i = REAGENT_SLOT_START; i < REAGENT_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 = CHILD_EQUIPMENT_SLOT_START; i < CHILD_EQUIPMENT_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;
}
}
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->GetGemProperties())
{
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->GetSocketColor(0))
{
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->GetItemLimitCategory() == limitCategory)
{
tempcount += pItem->GetCount();
if (tempcount >= count)
return true;
}
if (pItem->GetSocketColor(0) || 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 /*= nullptr*/, uint32* offendingItemId /*= nullptr*/) const
{
ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(entry);
if (!pProto)
{
if (no_space_count)
*no_space_count = count;
return EQUIP_ERR_ITEM_MAX_COUNT;
}
if (pItem && pItem->m_lootGenerated)
return EQUIP_ERR_LOOT_GONE;
// no maximum
if ((pProto->GetMaxCount() <= 0 && pProto->GetItemLimitCategory() == 0) || pProto->GetMaxCount() == 2147483647)
return EQUIP_ERR_OK;
if (pProto->GetMaxCount() > 0)
{
uint32 curcount = GetItemCount(pProto->GetId(), true, pItem);
if (curcount + count > uint32(pProto->GetMaxCount()))
{
if (no_space_count)
*no_space_count = count + curcount - pProto->GetMaxCount();
return EQUIP_ERR_ITEM_MAX_COUNT;
}
}
// check unique-equipped limit
if (pProto->GetItemLimitCategory())
{
ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(pProto->GetItemLimitCategory());
if (!limitEntry)
{
if (no_space_count)
*no_space_count = count;
return EQUIP_ERR_NOT_EQUIPPABLE;
}
if (limitEntry->Flags == ITEM_LIMIT_CATEGORY_MODE_HAVE)
{
uint32 curcount = GetItemCountWithLimitCategory(pProto->GetItemLimitCategory(), pItem);
if (curcount + count > uint32(limitEntry->Quantity))
{
if (no_space_count)
*no_space_count = count + curcount - limitEntry->Quantity;
if (offendingItemId)
*offendingItemId = pProto->GetId();
return EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_COUNT_EXCEEDED_IS;
}
}
}
return EQUIP_ERR_OK;
}
InventoryResult Player::CanStoreNewItem(uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 item, uint32 count, uint32* no_space_count /*= NULL*/) const
{
return CanStoreItem(bag, slot, dest, item, count, nullptr, false, no_space_count);
}
InventoryResult Player::CanStoreItem(uint8 bag, uint8 slot, ItemPosCountVec& dest, Item* pItem, bool swap /*= false*/) const
{
if (!pItem)
return EQUIP_ERR_ITEM_NOT_FOUND;
uint32 count = pItem->GetCount();
return CanStoreItem(bag, slot, dest, pItem->GetEntry(), count, pItem, swap, nullptr);
}
bool Player::HasItemTotemCategory(uint32 TotemCategory) const
{
Item* item;
for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
{
item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, i);
if (item && DB2Manager::IsTotemCategoryCompatibleWith(item->GetTemplate()->GetTotemCategory(), TotemCategory))
return true;
}
Bag* bag;
for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
{
bag = GetBagByPos(i);
if (bag)
{
for (uint32 j = 0; j < bag->GetBagSize(); ++j)
{
item = GetUseableItemByPos(i, j);
if (item && DB2Manager::IsTotemCategoryCompatibleWith(item->GetTemplate()->GetTotemCategory(), TotemCategory))
return true;
}
}
}
for (uint8 i = REAGENT_SLOT_START; i < REAGENT_SLOT_END; ++i)
{
item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, i);
if (item && DB2Manager::IsTotemCategoryCompatibleWith(item->GetTemplate()->GetTotemCategory(), TotemCategory))
return true;
}
for (uint8 i = CHILD_EQUIPMENT_SLOT_START; i < CHILD_EQUIPMENT_SLOT_END; ++i)
{
item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, i);
if (item && DB2Manager::IsTotemCategoryCompatibleWith(item->GetTemplate()->GetTotemCategory(), 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 = nullptr;
uint32 need_space;
if (pSrcItem)
{
if (pSrcItem->IsNotEmptyBag() && !IsBagPos(uint16(bag) << 8 | slot))
return EQUIP_ERR_DESTROY_NONEMPTY_BAG;
if (pSrcItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_CHILD) && !IsEquipmentPos(bag, slot) && !IsChildEquipmentPos(bag, slot))
return EQUIP_ERR_WRONG_BAG_TYPE_3;
if (!pSrcItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_CHILD) && IsChildEquipmentPos(bag, slot))
return EQUIP_ERR_WRONG_BAG_TYPE_3;
}
// empty specific slot - check item fit to slot
if (!pItem2 || swap)
{
if (bag == INVENTORY_SLOT_BAG_0)
{
// prevent cheating
if ((slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END) || slot >= PLAYER_SLOT_END)
return EQUIP_ERR_WRONG_BAG_TYPE;
}
else
{
Bag* pBag = GetBagByPos(bag);
if (!pBag)
return EQUIP_ERR_WRONG_BAG_TYPE;
ItemTemplate const* pBagProto = pBag->GetTemplate();
if (!pBagProto)
return EQUIP_ERR_WRONG_BAG_TYPE;
if (slot >= pBagProto->GetContainerSlots())
return EQUIP_ERR_WRONG_BAG_TYPE;
if (!ItemCanGoIntoBag(pProto, pBagProto))
return EQUIP_ERR_WRONG_BAG_TYPE;
}
// 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_WRONG_BAG_TYPE;
// skip non-existing bag or self targeted bag
Bag* pBag = GetBagByPos(bag);
if (!pBag || pBag == pSrcItem)
return EQUIP_ERR_WRONG_BAG_TYPE;
if (pSrcItem)
{
if (pSrcItem->IsNotEmptyBag())
return EQUIP_ERR_DESTROY_NONEMPTY_BAG;
if (pSrcItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_CHILD))
return EQUIP_ERR_WRONG_BAG_TYPE_3;
}
ItemTemplate const* pBagProto = pBag->GetTemplate();
if (!pBagProto)
return EQUIP_ERR_WRONG_BAG_TYPE;
// specialized bag mode or non-specialized
if (non_specialized != (pBagProto->GetClass() == ITEM_CLASS_CONTAINER && pBagProto->GetSubClass() == ITEM_SUBCLASS_CONTAINER))
return EQUIP_ERR_WRONG_BAG_TYPE;
if (!ItemCanGoIntoBag(pProto, pBagProto))
return EQUIP_ERR_WRONG_BAG_TYPE;
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 = nullptr;
// if merge skip empty, if !merge skip non-empty
if ((pItem2 != nullptr) != merge)
continue;
uint32 need_space = pProto->GetMaxStackSize();
if (pItem2)
{
// can be merged at least partly
if (pItem2->CanBeMergedPartlyWith(pProto) != 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_DESTROY_NONEMPTY_BAG;
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 = nullptr;
// if merge skip empty, if !merge skip non-empty
if ((pItem2 != nullptr) != merge)
continue;
uint32 need_space = pProto->GetMaxStackSize();
if (pItem2)
{
// can be merged at least partly
if (pItem2->CanBeMergedPartlyWith(pProto) != EQUIP_ERR_OK)
continue;
// descrease at current stacksize
need_space -= pItem2->GetCount();
}
if (need_space > count)
need_space = count;
ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
if (!newPosition.isContainedIn(dest))
{
dest.push_back(newPosition);
count -= need_space;
if (count==0)
return EQUIP_ERR_OK;
}
}
return EQUIP_ERR_OK;
}
InventoryResult Player::CanStoreItem(uint8 bag, uint8 slot, ItemPosCountVec &dest, uint32 entry, uint32 count, Item* pItem, bool swap, uint32* no_space_count) const
{
TC_LOG_DEBUG("entities.player.items", "Player::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_CANT_SWAP : EQUIP_ERR_ITEM_NOT_FOUND;
}
if (pItem)
{
// item used
if (pItem->m_lootGenerated)
{
if (no_space_count)
*no_space_count = count;
return EQUIP_ERR_LOOT_GONE;
}
if (pItem->IsBindedNotWith(this))
{
if (no_space_count)
*no_space_count = count;
return EQUIP_ERR_NOT_OWNER;
}
}
// 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_ITEM_MAX_COUNT;
}
}
// 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->GetMaxStackSize() != 1)
{
if (bag == INVENTORY_SLOT_BAG_0) // inventory
{
res = CanStoreItem_InInventorySlots(CHILD_EQUIPMENT_SLOT_START, CHILD_EQUIPMENT_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_ITEM_MAX_COUNT;
}
res = CanStoreItem_InInventorySlots(REAGENT_SLOT_START, REAGENT_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_ITEM_MAX_COUNT;
}
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_ITEM_MAX_COUNT;
}
}
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_ITEM_MAX_COUNT;
}
}
}
// search free slot in bag for place to
if (bag == INVENTORY_SLOT_BAG_0) // inventory
{
if (pItem && pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_CHILD))
{
res = CanStoreItem_InInventorySlots(CHILD_EQUIPMENT_SLOT_START, CHILD_EQUIPMENT_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_ITEM_MAX_COUNT;
}
}
else if (pProto->IsCraftingReagent() && HasFlag(PLAYER_FLAGS_EX, PLAYER_FLAGS_EX_REAGENT_BANK_UNLOCKED))
{
res = CanStoreItem_InInventorySlots(REAGENT_SLOT_START, REAGENT_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_ITEM_MAX_COUNT;
}
}
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_ITEM_MAX_COUNT;
}
}
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_ITEM_MAX_COUNT;
}
}
}
// not specific bag or have space for partly store only in specific bag
// search stack for merge to
if (pProto->GetMaxStackSize() != 1)
{
res = CanStoreItem_InInventorySlots(CHILD_EQUIPMENT_SLOT_START, CHILD_EQUIPMENT_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_ITEM_MAX_COUNT;
}
res = CanStoreItem_InInventorySlots(REAGENT_SLOT_START, REAGENT_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_ITEM_MAX_COUNT;
}
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_ITEM_MAX_COUNT;
}
if (pProto->GetBagFamily())
{
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_ITEM_MAX_COUNT;
}
}
}
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_ITEM_MAX_COUNT;
}
}
}
// search free slot - special bag case
if (pProto->GetBagFamily())
{
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_ITEM_MAX_COUNT;
}
}
}
if (pItem && pItem->IsNotEmptyBag())
return EQUIP_ERR_BAG_IN_BAG;
if (pItem && pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_CHILD))
{
res = CanStoreItem_InInventorySlots(CHILD_EQUIPMENT_SLOT_START, CHILD_EQUIPMENT_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_ITEM_MAX_COUNT;
}
}
else if (pProto->IsCraftingReagent() && HasFlag(PLAYER_FLAGS_EX, PLAYER_FLAGS_EX_REAGENT_BANK_UNLOCKED))
{
res = CanStoreItem_InInventorySlots(REAGENT_SLOT_START, REAGENT_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_ITEM_MAX_COUNT;
}
}
// 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_ITEM_MAX_COUNT;
}
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_ITEM_MAX_COUNT;
}
}
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_INV_FULL;
}
//////////////////////////////////////////////////////////////////////////
InventoryResult Player::CanStoreItems(Item** items, int count, uint32* offendingItemId) const
{
Item* item2;
// fill space table
uint32 inventoryCounts[INVENTORY_SLOT_ITEM_END - INVENTORY_SLOT_ITEM_START];
uint32 bagCounts[INVENTORY_SLOT_BAG_END - INVENTORY_SLOT_BAG_START][MAX_BAG_SIZE];
memset(inventoryCounts, 0, sizeof(uint32) * (INVENTORY_SLOT_ITEM_END - INVENTORY_SLOT_ITEM_START));
memset(bagCounts, 0, sizeof(uint32) * (INVENTORY_SLOT_BAG_END - INVENTORY_SLOT_BAG_START) * MAX_BAG_SIZE);
for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
{
item2 = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (item2 && !item2->IsInTrade())
inventoryCounts[i - INVENTORY_SLOT_ITEM_START] = item2->GetCount();
}
for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
if (Bag* pBag = GetBagByPos(i))
for (uint32 j = 0; j < pBag->GetBagSize(); j++)
{
item2 = GetItemByPos(i, j);
if (item2 && !item2->IsInTrade())
bagCounts[i - INVENTORY_SLOT_BAG_START][j] = item2->GetCount();
}
// check free space for all items
for (int k = 0; k < count; ++k)
{
Item* item = items[k];
// no item
if (!item)
continue;
TC_LOG_DEBUG("entities.player.items", "Player::CanStoreItems: Player '%s' (%s), Index: %i ItemID: %u, Count: %u",
GetName().c_str(), GetGUID().ToString().c_str(), k + 1, item->GetEntry(), item->GetCount());
ItemTemplate const* pProto = item->GetTemplate();
// strange item
if (!pProto)
return EQUIP_ERR_ITEM_NOT_FOUND;
// item used
if (item->m_lootGenerated)
return EQUIP_ERR_LOOT_GONE;
// item it 'bind'
if (item->IsBindedNotWith(this))
return EQUIP_ERR_NOT_OWNER;
ItemTemplate const* pBagProto;
// item is 'one item only'
InventoryResult res = CanTakeMoreSimilarItems(item, offendingItemId);
if (res != EQUIP_ERR_OK)
return res;
// search stack for merge to
if (pProto->GetMaxStackSize() != 1)
{
bool b_found = false;
for (int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; ++t)
{
item2 = GetItemByPos(INVENTORY_SLOT_BAG_0, t);
if (item2 && item2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && inventoryCounts[t-INVENTORY_SLOT_ITEM_START] + item->GetCount() <= pProto->GetMaxStackSize())
{
inventoryCounts[t-INVENTORY_SLOT_ITEM_START] += item->GetCount();
b_found = true;
break;
}
}
if (b_found)
continue;
for (int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t)
{
if (Bag* bag = GetBagByPos(t))
{
if (ItemCanGoIntoBag(item->GetTemplate(), bag->GetTemplate()))
{
for (uint32 j = 0; j < bag->GetBagSize(); j++)
{
item2 = GetItemByPos(t, j);
if (item2 && item2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && bagCounts[t-INVENTORY_SLOT_BAG_START][j] + item->GetCount() <= pProto->GetMaxStackSize())
{
bagCounts[t-INVENTORY_SLOT_BAG_START][j] += item->GetCount();
b_found = true;
break;
}
}
}
}
}
if (b_found)
continue;
}
// special bag case
if (pProto->GetBagFamily())
{
bool b_found = false;
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->GetClass() != ITEM_CLASS_CONTAINER || pBagProto->GetSubClass() != ITEM_SUBCLASS_CONTAINER) &&
ItemCanGoIntoBag(pProto, pBagProto))
{
for (uint32 j = 0; j < bag->GetBagSize(); j++)
{
if (bagCounts[t-INVENTORY_SLOT_BAG_START][j] == 0)
{
bagCounts[t-INVENTORY_SLOT_BAG_START][j] = 1;
b_found = true;
break;
}
}
}
}
}
if (b_found)
continue;
}
// search free slot
bool b_found = false;
for (int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; ++t)
{
if (inventoryCounts[t-INVENTORY_SLOT_ITEM_START] == 0)
{
inventoryCounts[t-INVENTORY_SLOT_ITEM_START] = 1;
b_found = true;
break;
}
}
if (b_found)
continue;
// search free slot in bags
for (uint8 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->GetClass() != ITEM_CLASS_CONTAINER || pBagProto->GetSubClass() != ITEM_SUBCLASS_CONTAINER))
continue;
for (uint32 j = 0; j < bag->GetBagSize(); j++)
{
if (bagCounts[t - INVENTORY_SLOT_BAG_START][j] == 0)
{
bagCounts[t - INVENTORY_SLOT_BAG_START][j] = 1;
b_found = true;
break;
}
}
}
}
// no free slot found?
if (!b_found)
return EQUIP_ERR_BAG_FULL;
}
return EQUIP_ERR_OK;
}
//////////////////////////////////////////////////////////////////////////
InventoryResult Player::CanEquipNewItem(uint8 slot, uint16 &dest, uint32 item, bool swap) const
{
dest = 0;
Item* pItem = Item::CreateItem(item, 1, this);
if (pItem)
{
InventoryResult result = CanEquipItem(slot, dest, pItem, swap);
delete pItem;
return result;
}
return EQUIP_ERR_ITEM_NOT_FOUND;
}
InventoryResult Player::CanEquipItem(uint8 slot, uint16 &dest, Item* pItem, bool swap, bool not_loading) const
{
dest = 0;
if (pItem)
{
TC_LOG_DEBUG("entities.player.items", "Player::CanEquipItem: Player '%s' (%s), Slot: %u, Item: %u, Count: %u",
GetName().c_str(), GetGUID().ToString().c_str(), slot, pItem->GetEntry(), pItem->GetCount());
ItemTemplate const* pProto = pItem->GetTemplate();
if (pProto)
{
// item used
if (pItem->m_lootGenerated)
return EQUIP_ERR_LOOT_GONE;
if (pItem->IsBindedNotWith(this))
return EQUIP_ERR_NOT_OWNER;
// 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_GENERIC_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->GetClass() == ITEM_CLASS_WEAPON || pProto->GetInventoryType() == INVTYPE_RELIC) && m_weaponChangeTimer != 0)
return EQUIP_ERR_CLIENT_LOCKED_OUT; // maybe exist better err
if (IsNonMeleeSpellCast(false))
return EQUIP_ERR_CLIENT_LOCKED_OUT;
}
ScalingStatDistributionEntry const* ssd = pItem->GetScalingStatDistribution() ? sScalingStatDistributionStore.LookupEntry(pItem->GetScalingStatDistribution()) : 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() && !sDB2Manager.GetHeirloomByItemId(pProto->GetId()))
return EQUIP_ERR_NOT_EQUIPPABLE;
uint8 eslot = FindEquipSlot(pProto, slot, swap);
if (eslot == NULL_SLOT)
return EQUIP_ERR_NOT_EQUIPPABLE;
res = CanUseItem(pItem, not_loading);
if (res != EQUIP_ERR_OK)
return res;
if (!swap && GetItemByPos(INVENTORY_SLOT_BAG_0, eslot))
return EQUIP_ERR_NO_SLOT_AVAILABLE;
// if we are swapping 2 equiped items, CanEquipUniqueItem check
// should ignore the item we are trying to swap, and not the
// destination item. CanEquipUniqueItem should ignore destination
// item only when we are swapping weapon from bag
uint8 ignore = uint8(NULL_SLOT);
switch (eslot)
{
case EQUIPMENT_SLOT_MAINHAND:
ignore = EQUIPMENT_SLOT_OFFHAND;
break;
case EQUIPMENT_SLOT_OFFHAND:
ignore = EQUIPMENT_SLOT_MAINHAND;
break;
case EQUIPMENT_SLOT_FINGER1:
ignore = EQUIPMENT_SLOT_FINGER2;
break;
case EQUIPMENT_SLOT_FINGER2:
ignore = EQUIPMENT_SLOT_FINGER1;
break;
case EQUIPMENT_SLOT_TRINKET1:
ignore = EQUIPMENT_SLOT_TRINKET2;
break;
case EQUIPMENT_SLOT_TRINKET2:
ignore = EQUIPMENT_SLOT_TRINKET1;
break;
}
if (ignore == uint8(NULL_SLOT) || pItem != GetItemByPos(INVENTORY_SLOT_BAG_0, ignore))
ignore = eslot;
InventoryResult res2 = CanEquipUniqueItem(pItem, swap ? ignore : uint8(NULL_SLOT));
if (res2 != EQUIP_ERR_OK)
return res2;
// check unique-equipped special item classes
if (pProto->GetClass() == 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->GetClass() == pProto->GetClass() && (!swap || pBag->GetSlot() != eslot))
return (pBagProto->GetSubClass() == ITEM_SUBCLASS_AMMO_POUCH)
? EQUIP_ERR_ONLY_ONE_AMMO
: EQUIP_ERR_ONLY_ONE_QUIVER;
uint32 type = pProto->GetInventoryType();
if (eslot == EQUIPMENT_SLOT_OFFHAND)
{
// Do not allow polearm to be equipped in the offhand (rare case for the only 1h polearm 41750)
if (type == INVTYPE_WEAPON && pProto->GetSubClass() == ITEM_SUBCLASS_WEAPON_POLEARM)
return EQUIP_ERR_2HSKILLNOTFOUND;
else if (type == INVTYPE_WEAPON)
{
if (!CanDualWield())
return EQUIP_ERR_2HSKILLNOTFOUND;
}
else if (type == INVTYPE_WEAPONOFFHAND)
{
if (!CanDualWield() && !(pProto->GetFlags3() & ITEM_FLAG3_ALWAYS_ALLOW_DUAL_WIELD))
return EQUIP_ERR_2HSKILLNOTFOUND;
}
else if (type == INVTYPE_2HWEAPON)
{
if (!CanDualWield() || !CanTitanGrip())
return EQUIP_ERR_2HSKILLNOTFOUND;
}
if (IsTwoHandUsed())
return EQUIP_ERR_2HANDED_EQUIPPED;
}
// equip two-hand weapon case (with possible unequip 2 items)
if (type == INVTYPE_2HWEAPON)
{
if (eslot == EQUIPMENT_SLOT_OFFHAND)
{
if (!CanTitanGrip())
return EQUIP_ERR_NOT_EQUIPPABLE;
}
else if (eslot != EQUIPMENT_SLOT_MAINHAND)
return EQUIP_ERR_NOT_EQUIPPABLE;
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_CANT_SWAP : EQUIP_ERR_INV_FULL;
}
}
dest = ((INVENTORY_SLOT_BAG_0 << 8) | eslot);
return EQUIP_ERR_OK;
}
}
return !swap ? EQUIP_ERR_ITEM_NOT_FOUND : EQUIP_ERR_CANT_SWAP;
}
InventoryResult Player::CanEquipChildItem(Item* parentItem) const
{
Item* childItem = GetChildItemByGuid(parentItem->GetChildItem());
if (!childItem)
return EQUIP_ERR_OK;
ItemChildEquipmentEntry const* childEquipement = sDB2Manager.GetItemChildEquipment(parentItem->GetEntry());
if (!childEquipement)
return EQUIP_ERR_OK;
Item* dstItem = GetItemByPos(INVENTORY_SLOT_BAG_0, childEquipement->AltEquipmentSlot);
if (!dstItem)
return EQUIP_ERR_OK;
uint16 childDest = (INVENTORY_SLOT_BAG_0 << 8) | childEquipement->AltEquipmentSlot;
InventoryResult msg = CanUnequipItem(childDest, !childItem->IsBag());
if (msg != EQUIP_ERR_OK)
return msg;
// check dest->src move possibility
uint16 src = parentItem->GetPos();
ItemPosCountVec dest;
if (IsInventoryPos(src))
{
msg = CanStoreItem(parentItem->GetBagSlot(), NULL_SLOT, dest, dstItem, true);
if (msg != EQUIP_ERR_OK)
msg = CanStoreItem(NULL_BAG, NULL_SLOT, dest, dstItem, true);
}
else if (IsBankPos(src))
{
msg = CanBankItem(parentItem->GetBagSlot(), NULL_SLOT, dest, dstItem, true);
if (msg != EQUIP_ERR_OK)
msg = CanBankItem(NULL_BAG, NULL_SLOT, dest, dstItem, true);
}
else if (IsEquipmentPos(src))
return EQUIP_ERR_CANT_SWAP;
return msg;
}
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 existing equipped item
if (!pItem)
return EQUIP_ERR_OK;
TC_LOG_DEBUG("entities.player.items", "Player::CanUnequipItem: Player '%s' (%s), Slot: %u, Item: %u, Count: %u",
GetName().c_str(), GetGUID().ToString().c_str(), 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_LOOT_GONE;
// 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_DESTROY_NONEMPTY_BAG;
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_CANT_SWAP : EQUIP_ERR_ITEM_NOT_FOUND;
uint32 count = pItem->GetCount();
TC_LOG_DEBUG("entities.player.items", "Player::CanBankItem: Player '%s' (%s), Bag: %u, Slot: %u, Item: %u, Count: %u",
GetName().c_str(), GetGUID().ToString().c_str(), bag, slot, pItem->GetEntry(), pItem->GetCount());
ItemTemplate const* pProto = pItem->GetTemplate();
if (!pProto)
return swap ? EQUIP_ERR_CANT_SWAP : EQUIP_ERR_ITEM_NOT_FOUND;
// item used
if (pItem->m_lootGenerated)
return EQUIP_ERR_LOOT_GONE;
if (pItem->IsBindedNotWith(this))
return EQUIP_ERR_NOT_OWNER;
// Currency Tokenizer are not supposed to be swapped out of their hidden bag
if (pItem->IsCurrencyToken())
{
TC_LOG_ERROR("entities.player", "Possible hacking attempt: Player %s (%s) tried to move token [%s entry: %u] out of the currency bag!",
GetName().c_str(), GetGUID().ToString().c_str(), pItem->GetGUID().ToString().c_str(), pProto->GetId());
return EQUIP_ERR_CANT_SWAP;
}
// 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_WRONG_SLOT;
if (slot - BANK_SLOT_BAG_START >= GetBankBagSlotCount())
return EQUIP_ERR_NO_BANK_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_BAG_IN_BAG;
// search stack in bag for merge to
if (pProto->GetMaxStackSize() != 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->GetMaxStackSize() != 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->GetBagFamily())
{
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->GetBagFamily())
{
for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
{
res = CanStoreItem_InBag(i, dest, pProto, count, false, false, pItem, bag, slot);
if (res != EQUIP_ERR_OK)
continue;
if (count == 0)
return EQUIP_ERR_OK;
}
}
// search free space
res = CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START, BANK_SLOT_ITEM_END, dest, pProto, count, false, pItem, bag, slot);
if (res != EQUIP_ERR_OK)
return res;
if (count == 0)
return EQUIP_ERR_OK;
for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
{
res = CanStoreItem_InBag(i, dest, pProto, count, false, true, pItem, bag, slot);
if (res != EQUIP_ERR_OK)
continue;
if (count == 0)
return EQUIP_ERR_OK;
}
return EQUIP_ERR_BANK_FULL;
}
InventoryResult Player::CanUseItem(Item* pItem, bool not_loading) const
{
if (pItem)
{
TC_LOG_DEBUG("entities.player.items", "Player::CanUseItem: Player '%s' (%s), Item: %u",
GetName().c_str(), GetGUID().ToString().c_str(), pItem->GetEntry());
if (!IsAlive() && not_loading)
return EQUIP_ERR_PLAYER_DEAD;
//if (isStunned())
// return EQUIP_ERR_GENERIC_STUNNED;
ItemTemplate const* pProto = pItem->GetTemplate();
if (pProto)
{
if (pItem->IsBindedNotWith(this))
return EQUIP_ERR_NOT_OWNER;
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->GetQuality() == ITEM_QUALITY_HEIRLOOM && pProto->GetClass() == ITEM_CLASS_ARMOR && !HasSkill(itemSkill))
{
/// @todo when you right-click already equipped item it throws EQUIP_ERR_PROFICIENCY_NEEDED.
// 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_PROFICIENCY_NEEDED;
}
return EQUIP_ERR_OK;
}
}
return EQUIP_ERR_ITEM_NOT_FOUND;
}
InventoryResult Player::CanUseItem(ItemTemplate const* proto) const
{
// Used by group, function GroupLoot, to know if a prototype can be used by a player
if (!proto)
return EQUIP_ERR_ITEM_NOT_FOUND;
if (proto->GetFlags2() & ITEM_FLAG2_INTERNAL_ITEM)
return EQUIP_ERR_CANT_EQUIP_EVER;
if ((proto->GetFlags2() & ITEM_FLAG2_FACTION_HORDE) && GetTeam() != HORDE)
return EQUIP_ERR_CANT_EQUIP_EVER;
if ((proto->GetFlags2() & ITEM_FLAG2_FACTION_ALLIANCE) && GetTeam() != ALLIANCE)
return EQUIP_ERR_CANT_EQUIP_EVER;
if ((proto->GetAllowableClass() & getClassMask()) == 0 || (proto->GetAllowableRace() & getRaceMask()) == 0)
return EQUIP_ERR_CANT_EQUIP_EVER;
if (proto->GetRequiredSkill() != 0)
{
if (GetSkillValue(proto->GetRequiredSkill()) == 0)
return EQUIP_ERR_PROFICIENCY_NEEDED;
else if (GetSkillValue(proto->GetRequiredSkill()) < proto->GetRequiredSkillRank())
return EQUIP_ERR_CANT_EQUIP_SKILL;
}
if (proto->GetRequiredSpell() != 0 && !HasSpell(proto->GetRequiredSpell()))
return EQUIP_ERR_PROFICIENCY_NEEDED;
if (getLevel() < proto->GetBaseRequiredLevel())
return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
// If World Event is not active, prevent using event dependant items
if (proto->GetHolidayID() && !IsHolidayActive(proto->GetHolidayID()))
return EQUIP_ERR_CLIENT_LOCKED_OUT;
if (proto->GetRequiredReputationFaction() && uint32(GetReputationRank(proto->GetRequiredReputationFaction())) < proto->GetRequiredReputationRank())
return EQUIP_ERR_CANT_EQUIP_REPUTATION;
// learning (recipes, mounts, pets, etc.)
if (proto->Effects.size() >= 2)
if (proto->Effects[0]->SpellID == 483 || proto->Effects[0]->SpellID == 55884)
if (HasSpell(proto->Effects[1]->SpellID))
return EQUIP_ERR_INTERNAL_BAG_ERROR;
if (ArtifactEntry const* artifact = sArtifactStore.LookupEntry(proto->GetArtifactID()))
if (artifact->SpecID != GetUInt32Value(PLAYER_FIELD_CURRENT_SPEC_ID))
return EQUIP_ERR_CANT_USE_ITEM;
return EQUIP_ERR_OK;
}
InventoryResult Player::CanRollForItemInLFG(ItemTemplate const* proto, WorldObject const* lootedObject) const
{
if (!GetGroup() || !GetGroup()->isLFGGroup())
return EQUIP_ERR_OK; // not in LFG group
// check if looted object is inside the lfg dungeon
Map const* map = lootedObject->GetMap();
if (!sLFGMgr->inLfgDungeonMap(GetGroup()->GetGUID(), map->GetId(), map->GetDifficultyID()))
return EQUIP_ERR_OK;
if (!proto)
return EQUIP_ERR_ITEM_NOT_FOUND;
// Used by group, function GroupLoot, to know if a prototype can be used by a player
if ((proto->GetAllowableClass() & getClassMask()) == 0 || (proto->GetAllowableRace() & getRaceMask()) == 0)
return EQUIP_ERR_CANT_EQUIP_EVER;
if (proto->GetRequiredSpell() != 0 && !HasSpell(proto->GetRequiredSpell()))
return EQUIP_ERR_PROFICIENCY_NEEDED;
if (proto->GetRequiredSkill() != 0)
{
if (!GetSkillValue(proto->GetRequiredSkill()))
return EQUIP_ERR_PROFICIENCY_NEEDED;
else if (GetSkillValue(proto->GetRequiredSkill()) < proto->GetRequiredSkillRank())
return EQUIP_ERR_CANT_EQUIP_SKILL;
}
uint8 _class = getClass();
if (proto->GetClass() == ITEM_CLASS_WEAPON && GetSkillValue(proto->GetSkill()) == 0)
return EQUIP_ERR_PROFICIENCY_NEEDED;
if (proto->GetClass() == ITEM_CLASS_ARMOR && proto->GetSubClass() > ITEM_SUBCLASS_ARMOR_MISCELLANEOUS && proto->GetSubClass() < ITEM_SUBCLASS_ARMOR_COSMETIC && proto->GetInventoryType() != INVTYPE_CLOAK)
{
if (_class == CLASS_WARRIOR || _class == CLASS_PALADIN || _class == CLASS_DEATH_KNIGHT)
{
if (getLevel() < 40)
{
if (proto->GetSubClass() != ITEM_SUBCLASS_ARMOR_MAIL)
return EQUIP_ERR_CLIENT_LOCKED_OUT;
}
else if (proto->GetSubClass() != ITEM_SUBCLASS_ARMOR_PLATE)
return EQUIP_ERR_CLIENT_LOCKED_OUT;
}
else if (_class == CLASS_HUNTER || _class == CLASS_SHAMAN)
{
if (getLevel() < 40)
{
if (proto->GetSubClass() != ITEM_SUBCLASS_ARMOR_LEATHER)
return EQUIP_ERR_CLIENT_LOCKED_OUT;
}
else if (proto->GetSubClass() != ITEM_SUBCLASS_ARMOR_MAIL)
return EQUIP_ERR_CLIENT_LOCKED_OUT;
}
if (_class == CLASS_ROGUE || _class == CLASS_DRUID)
if (proto->GetSubClass() != ITEM_SUBCLASS_ARMOR_LEATHER)
return EQUIP_ERR_CLIENT_LOCKED_OUT;
if (_class == CLASS_MAGE || _class == CLASS_PRIEST || _class == CLASS_WARLOCK)
if (proto->GetSubClass() != ITEM_SUBCLASS_ARMOR_CLOTH)
return EQUIP_ERR_CLIENT_LOCKED_OUT;
}
return EQUIP_ERR_OK;
}
// 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& pos, uint32 itemId, bool update, int32 randomPropertyId /*= 0*/, GuidSet const& allowedLooters /*= GuidSet()*/, std::vector<int32> const& bonusListIDs /*= std::vector<int32>()*/, bool addToCollection /*= true*/)
{
uint32 count = 0;
for (ItemPosCountVec::const_iterator itr = pos.begin(); itr != pos.end(); ++itr)
count += itr->count;
Item* item = Item::CreateItem(itemId, count, this);
if (item)
{
ItemAddedQuestCheck(itemId, count);
UpdateCriteria(CRITERIA_TYPE_RECEIVE_EPIC_ITEM, itemId, count);
UpdateCriteria(CRITERIA_TYPE_OWN_ITEM, itemId, 1);
if (randomPropertyId)
item->SetItemRandomProperties(randomPropertyId);
if (uint32 upgradeID = sDB2Manager.GetRulesetItemUpgrade(itemId))
item->SetModifier(ITEM_MODIFIER_UPGRADE_ID, upgradeID);
for (int32 bonusListID : bonusListIDs)
item->AddBonuses(bonusListID);
item = StoreItem(pos, item, update);
if (allowedLooters.size() > 1 && item->GetTemplate()->GetMaxStackSize() == 1 && item->IsSoulBound())
{
item->SetSoulboundTradeable(allowedLooters);
item->SetUInt32Value(ITEM_FIELD_CREATE_PLAYED_TIME, GetTotalPlayedTime());
AddTradeableItem(item);
// save data
std::ostringstream ss;
GuidSet::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->setUInt64(0, item->GetGUID().GetCounter());
stmt->setString(1, ss.str());
CharacterDatabase.Execute(stmt);
}
if (addToCollection)
GetSession()->GetCollectionMgr()->OnItemAdded(item);
if (ItemChildEquipmentEntry const* childItemEntry = sDB2Manager.GetItemChildEquipment(itemId))
{
if (ItemTemplate const* childTemplate = sObjectMgr->GetItemTemplate(childItemEntry->AltItemID))
{
ItemPosCountVec childDest;
CanStoreItem_InInventorySlots(CHILD_EQUIPMENT_SLOT_START, CHILD_EQUIPMENT_SLOT_END, childDest, childTemplate, count, false, nullptr, NULL_BAG, NULL_SLOT);
if (Item* childItem = StoreNewItem(childDest, childTemplate->GetId(), update, 0, {}, {}, addToCollection))
{
childItem->SetGuidValue(ITEM_FIELD_CREATOR, item->GetGUID());
childItem->SetFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_CHILD);
item->SetChildItem(childItem->GetGUID());
}
}
}
}
return item;
}
Item* Player::StoreItem(ItemPosCountVec const& dest, Item* pItem, bool update)
{
if (!pItem)
return nullptr;
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);
}
AutoUnequipChildItem(lastItem);
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 nullptr;
uint8 bag = pos >> 8;
uint8 slot = pos & 255;
TC_LOG_DEBUG("entities.player.items", "Player::_StoreItem: Player '%s' (%s), Bag: %u, Slot: %u, Item: %u (%s), Count: %u",
GetName().c_str(), GetGUID().ToString().c_str(), bag, slot, pItem->GetEntry(), pItem->GetGUID().ToString().c_str(), count);
Item* pItem2 = GetItemByPos(bag, slot);
if (!pItem2)
{
if (clone)
pItem = pItem->CloneItem(count, this);
else
pItem->SetCount(count);
if (!pItem)
return nullptr;
if (pItem->GetTemplate()->GetBonding() == BIND_ON_ACQUIRE ||
pItem->GetTemplate()->GetBonding() == BIND_QUEST ||
(pItem->GetTemplate()->GetBonding() == BIND_ON_EQUIP && IsBagPos(pos)))
pItem->SetBinding(true);
Bag* pBag = (bag == INVENTORY_SLOT_BAG_0) ? NULL : GetBagByPos(bag);
if (!pBag)
{
m_items[slot] = pItem;
SetGuidValue(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 4), pItem->GetGUID());
pItem->SetGuidValue(ITEM_FIELD_CONTAINED, GetGUID());
pItem->SetOwnerGUID(GetGUID());
pItem->SetSlot(slot);
pItem->SetContainer(nullptr);
}
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 < proto->Effects.size(); ++i)
if (proto->Effects[i]->Trigger == ITEM_SPELLTRIGGER_ON_OBTAIN) // On obtain trigger
if (bag == INVENTORY_SLOT_BAG_0 || (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END))
if (!HasAura(proto->Effects[i]->SpellID))
CastSpell(this, proto->Effects[i]->SpellID, true, pItem);
return pItem;
}
else
{
if (pItem2->GetTemplate()->GetBonding() == BIND_ON_ACQUIRE ||
pItem2->GetTemplate()->GetBonding() == BIND_QUEST ||
(pItem2->GetTemplate()->GetBonding() == BIND_ON_EQUIP && 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 < proto->Effects.size(); ++i)
if (proto->Effects[i]->Trigger == ITEM_SPELLTRIGGER_ON_OBTAIN) // On obtain trigger
if (bag == INVENTORY_SLOT_BAG_0 || (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END))
if (!HasAura(proto->Effects[i]->SpellID))
CastSpell(this, proto->Effects[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);
UpdateCriteria(CRITERIA_TYPE_RECEIVE_EPIC_ITEM, item, 1);
return EquipItem(pos, pItem, update);
}
return nullptr;
}
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->GetItemSet())
AddItemsSetItem(this, pItem);
_ApplyItemMods(pItem, slot, true);
if (pProto && IsInCombat() && (pProto->GetClass() == ITEM_CLASS_WEAPON || pProto->GetInventoryType() == INVTYPE_RELIC) && m_weaponChangeTimer == 0)
{
uint32 cooldownSpell = getClass() == CLASS_ROGUE ? 6123 : 6119;
SpellInfo const* spellProto = sSpellMgr->GetSpellInfo(cooldownSpell);
if (!spellProto)
TC_LOG_ERROR("entities.player", "Player::EquipItem: Weapon switch cooldown spell %u for player '%s' (%s) couldn't be found in Spell.dbc",
cooldownSpell, GetName().c_str(), GetGUID().ToString().c_str());
else
{
m_weaponChangeTimer = spellProto->StartRecoveryTime;
GetSpellHistory()->AddGlobalCooldown(spellProto, m_weaponChangeTimer);
WorldPackets::Spells::SpellCooldown spellCooldown;
spellCooldown.Caster = GetGUID();
spellCooldown.Flags = SPELL_COOLDOWN_FLAG_INCLUDE_GCD;
spellCooldown.SpellCooldowns.emplace_back(cooldownSpell, 0);
GetSession()->SendPacket(spellCooldown.Write());
}
}
}
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:
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
UpdateCriteria(CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry());
UpdateCriteria(CRITERIA_TYPE_EQUIP_EPIC_ITEM, pItem->GetEntry(), slot);
return pItem;
}
void Player::EquipChildItem(uint8 parentBag, uint8 parentSlot, Item* parentItem)
{
if (ItemChildEquipmentEntry const* itemChildEquipment = sDB2Manager.GetItemChildEquipment(parentItem->GetEntry()))
{
if (Item* childItem = GetChildItemByGuid(parentItem->GetChildItem()))
{
uint16 childDest = (INVENTORY_SLOT_BAG_0 << 8) | itemChildEquipment->AltEquipmentSlot;
if (childItem->GetPos() != childDest)
{
Item* dstItem = GetItemByPos(childDest);
if (!dstItem) // empty slot, simple case
{
RemoveItem(childItem->GetBagSlot(), childItem->GetSlot(), true);
EquipItem(childDest, childItem, true);
AutoUnequipOffhandIfNeed();
}
else // have currently equipped item, not simple case
{
uint8 dstbag = dstItem->GetBagSlot();
uint8 dstslot = dstItem->GetSlot();
InventoryResult msg = CanUnequipItem(childDest, !childItem->IsBag());
if (msg != EQUIP_ERR_OK)
{
SendEquipError(msg, dstItem);
return;
}
// check dest->src move possibility but try to store currently equipped item in the bag where the parent item is
ItemPosCountVec sSrc;
uint16 eSrc = 0;
if (IsInventoryPos(parentBag, parentSlot))
{
msg = CanStoreItem(parentBag, NULL_SLOT, sSrc, dstItem, true);
if (msg != EQUIP_ERR_OK)
msg = CanStoreItem(NULL_BAG, NULL_SLOT, sSrc, dstItem, true);
}
else if (IsBankPos(parentBag, parentSlot))
{
msg = CanBankItem(parentBag, NULL_SLOT, sSrc, dstItem, true);
if (msg != EQUIP_ERR_OK)
msg = CanBankItem(NULL_BAG, NULL_SLOT, sSrc, dstItem, true);
}
else if (IsEquipmentPos(parentBag, parentSlot))
{
msg = CanEquipItem(parentSlot, eSrc, dstItem, true);
if (msg == EQUIP_ERR_OK)
msg = CanUnequipItem(eSrc, true);
}
if (msg != EQUIP_ERR_OK)
{
SendEquipError(msg, dstItem, childItem);
return;
}
// now do moves, remove...
RemoveItem(dstbag, dstslot, false);
RemoveItem(childItem->GetBagSlot(), childItem->GetSlot(), false);
// add to dest
EquipItem(childDest, childItem, true);
// add to src
if (IsInventoryPos(parentBag, parentSlot))
StoreItem(sSrc, dstItem, true);
else if (IsBankPos(parentBag, parentSlot))
BankItem(sSrc, dstItem, true);
else if (IsEquipmentPos(parentBag, parentSlot))
EquipItem(eSrc, dstItem, true);
AutoUnequipOffhandIfNeed();
}
}
}
}
}
void Player::AutoUnequipChildItem(Item* parentItem)
{
if (sDB2Manager.GetItemChildEquipment(parentItem->GetEntry()))
{
if (Item* childItem = GetChildItemByGuid(parentItem->GetChildItem()))
{
if (IsChildEquipmentPos(childItem->GetPos()))
return;
ItemPosCountVec dest;
uint32 count = childItem->GetCount();
InventoryResult result = CanStoreItem_InInventorySlots(CHILD_EQUIPMENT_SLOT_START, CHILD_EQUIPMENT_SLOT_END, dest, childItem->GetTemplate(), count, false, childItem, NULL_BAG, NULL_SLOT);
if (result != EQUIP_ERR_OK)
return;
RemoveItem(childItem->GetBagSlot(), childItem->GetSlot(), true);
StoreItem(dest, childItem, true);
}
}
}
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);
}
UpdateCriteria(CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry());
UpdateCriteria(CRITERIA_TYPE_EQUIP_EPIC_ITEM, pItem->GetEntry(), slot);
}
}
void Player::SetVisibleItemSlot(uint8 slot, Item* pItem)
{
if (pItem)
{
SetUInt32Value(PLAYER_VISIBLE_ITEM + VISIBLE_ITEM_ENTRY_OFFSET + (slot * 2), pItem->GetVisibleEntry(this));
SetUInt16Value(PLAYER_VISIBLE_ITEM + VISIBLE_ITEM_ENCHANTMENT_OFFSET + (slot * 2), 0, pItem->GetVisibleAppearanceModId(this));
SetUInt16Value(PLAYER_VISIBLE_ITEM + VISIBLE_ITEM_ENCHANTMENT_OFFSET + (slot * 2), 1, pItem->GetVisibleItemVisual(this));
}
else
{
SetUInt32Value(PLAYER_VISIBLE_ITEM + VISIBLE_ITEM_ENTRY_OFFSET + (slot * 2), 0);
SetUInt32Value(PLAYER_VISIBLE_ITEM + VISIBLE_ITEM_ENCHANTMENT_OFFSET + (slot * 2), 0);
}
}
void Player::VisualizeItem(uint8 slot, Item* pItem)
{
if (!pItem)
return;
// check also BIND_ON_ACQUIRE and BIND_QUEST for .additem or .additemset case by GM (not binded at adding to inventory)
if (pItem->GetTemplate()->GetBonding() == BIND_ON_EQUIP || pItem->GetTemplate()->GetBonding() == BIND_ON_ACQUIRE || pItem->GetTemplate()->GetBonding() == BIND_QUEST)
{
pItem->SetBinding(true);
if (IsInWorld())
GetSession()->GetCollectionMgr()->AddItemAppearance(pItem);
}
TC_LOG_DEBUG("entities.player.items", "Player::SetVisibleItemSlot: Player '%s' (%s), Slot: %u, Item: %u",
GetName().c_str(), GetGUID().ToString().c_str(), slot, pItem->GetEntry());
m_items[slot] = pItem;
SetGuidValue(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 4), pItem->GetGUID());
pItem->SetGuidValue(ITEM_FIELD_CONTAINED, GetGUID());
pItem->SetOwnerGUID(GetGUID());
pItem->SetSlot(slot);
pItem->SetContainer(nullptr);
if (slot < EQUIPMENT_SLOT_END)
SetVisibleItemSlot(slot, pItem);
pItem->SetState(ITEM_CHANGED, this);
}
Item* Player::BankItem(ItemPosCountVec const& dest, Item* pItem, bool update)
{
return StoreItem(dest, pItem, update);
}
void Player::RemoveItem(uint8 bag, uint8 slot, bool update)
{
// note: removeitem does not actually change the item
// it only takes the item out of storage temporarily
// note2: if removeitem is to be used for delinking
// the item must be removed from the player's updatequeue
Item* pItem = GetItemByPos(bag, slot);
if (pItem)
{
TC_LOG_DEBUG("entities.player.items", "Player::RemoveItem: Player '%s' (%s), Bag: %u, Slot: %u, Item: %u",
GetName().c_str(), GetGUID().ToString().c_str(), 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->GetItemSet())
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:
RecalculateRating(CR_ARMOR_PENETRATION);
default:
break;
}
}
}
m_items[slot] = nullptr;
SetGuidValue(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 4), ObjectGuid::Empty);
if (slot < EQUIPMENT_SLOT_END)
SetVisibleItemSlot(slot, nullptr);
}
else if (Bag* pBag = GetBagByPos(bag))
pBag->RemoveItem(slot, update);
pItem->SetGuidValue(ITEM_FIELD_CONTAINED, ObjectGuid::Empty);
// pItem->SetUInt64Value(ITEM_FIELD_OWNER, 0); not clear owner at remove (it will be set at store). This used in mail and auction code
pItem->SetSlot(NULL_SLOT);
if (IsInWorld() && update)
pItem->SendUpdateToPlayer(this);
AutoUnequipChildItem(pItem);
}
}
// 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, nullptr, false);
it->RemoveFromUpdateQueueOf(this);
GetSession()->GetCollectionMgr()->RemoveTemporaryAppearance(it);
if (it->IsInWorld())
{
it->RemoveFromWorld();
it->DestroyForPlayer(this);
}
}
}
// Common operation need to add item from inventory without delete in trade, guild bank, mail....
void Player::MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB)
{
// update quest counters
ItemAddedQuestCheck(pItem->GetEntry(), pItem->GetCount());
UpdateCriteria(CRITERIA_TYPE_RECEIVE_EPIC_ITEM, pItem->GetEntry(), pItem->GetCount());
// store item
Item* pLastItem = StoreItem(dest, pItem, update);
// only set if not merged to existing stack (pItem can be deleted already but we can compare pointers any way)
if (pLastItem == pItem)
{
// update owner for last item (this can be original item with wrong owner
if (pLastItem->GetOwnerGUID() != GetGUID())
pLastItem->SetOwnerGUID(GetGUID());
// if this original item then it need create record in inventory
// in case trade we already have item in other player inventory
pLastItem->SetState(in_characterInventoryDB ? ITEM_CHANGED : ITEM_NEW, this);
if (pLastItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_BOP_TRADEABLE))
AddTradeableItem(pLastItem);
}
}
void Player::DestroyItem(uint8 bag, uint8 slot, bool update)
{
Item* pItem = GetItemByPos(bag, slot);
if (pItem)
{
TC_LOG_DEBUG("entities.player.items", "Player::DestroyItem: Player '%s' (%s), Bag: %u, Slot: %u, Item: %u",
GetName().c_str(), GetGUID().ToString().c_str(), bag, slot, pItem->GetEntry());
// Also remove all contained items if the item is a bag.
// This if () prevents item saving crashes if the condition for a bag to be empty before being destroyed was bypassed somehow.
if (pItem->IsNotEmptyBag())
for (uint8 i = 0; i < MAX_BAG_SIZE; ++i)
DestroyItem(slot, i, update);
if (pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_WRAPPED))
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GIFT);
stmt->setUInt64(0, pItem->GetGUID().GetCounter());
CharacterDatabase.Execute(stmt);
}
RemoveEnchantmentDurations(pItem);
RemoveItemDurations(pItem);
pItem->SetNotRefundable(this);
pItem->ClearSoulboundTradeable(this);
RemoveTradeableItem(pItem);
const ItemTemplate* proto = pItem->GetTemplate();
for (uint8 i = 0; i < proto->Effects.size(); ++i)
if (proto->Effects[i]->Trigger == ITEM_SPELLTRIGGER_ON_OBTAIN) // On obtain trigger
RemoveAurasDueToSpell(proto->Effects[i]->SpellID);
ItemRemovedQuestCheck(pItem->GetEntry(), pItem->GetCount());
sScriptMgr->OnItemRemove(this, pItem);
if (bag == INVENTORY_SLOT_BAG_0)
{
SetGuidValue(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 4), ObjectGuid::Empty);
// equipment and equipped bags can have applied bonuses
if (slot < INVENTORY_SLOT_BAG_END)
{
ItemTemplate const* pProto = pItem->GetTemplate();
// item set bonuses applied only at equip and removed at unequip, and still active for broken items
if (pProto && pProto->GetItemSet())
RemoveItemsSetItem(this, pProto);
_ApplyItemMods(pItem, slot, false);
}
if (slot < EQUIPMENT_SLOT_END)
{
// remove item dependent auras and casts (only weapon and armor slots)
RemoveItemDependentAurasAndCasts(pItem);
// update expertise and armor penetration - passive auras may need it
switch (slot)
{
case EQUIPMENT_SLOT_MAINHAND:
case EQUIPMENT_SLOT_OFFHAND:
RecalculateRating(CR_ARMOR_PENETRATION);
default:
break;
}
if (slot == EQUIPMENT_SLOT_MAINHAND)
UpdateExpertise(BASE_ATTACK);
else if (slot == EQUIPMENT_SLOT_OFFHAND)
UpdateExpertise(OFF_ATTACK);
// equipment visual show
SetVisibleItemSlot(slot, nullptr);
}
m_items[slot] = nullptr;
}
else if (Bag* pBag = GetBagByPos(bag))
pBag->RemoveItem(slot, update);
// Delete rolled money / loot from db.
// MUST be done before RemoveFromWorld() or GetTemplate() fails
if (ItemTemplate const* pTmp = pItem->GetTemplate())
if (pTmp->GetFlags() & ITEM_FLAG_HAS_LOOT)
pItem->ItemContainerDeleteLootMoneyAndLootItemsFromDB();
if (IsInWorld() && update)
{
pItem->RemoveFromWorld();
pItem->DestroyForPlayer(this);
}
//pItem->SetOwnerGUID(0);
pItem->SetGuidValue(ITEM_FIELD_CONTAINED, ObjectGuid::Empty);
pItem->SetSlot(NULL_SLOT);
pItem->SetState(ITEM_REMOVED, this);
}
}
void Player::DestroyItemCount(uint32 itemEntry, uint32 count, bool update, bool unequip_check)
{
TC_LOG_DEBUG("entities.player.items", "Player::DestroyItemCount: Player '%s' (%s), Item: %u, Count: %u",
GetName().c_str(), GetGUID().ToString().c_str(), itemEntry, count);
uint32 remcount = 0;
// in inventory
for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
{
if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
if (item->GetEntry() == itemEntry && !item->IsInTrade())
{
if (item->GetCount() + remcount <= count)
{
// all items in inventory can unequipped
remcount += item->GetCount();
DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
if (remcount >= count)
return;
}
else
{
ItemRemovedQuestCheck(item->GetEntry(), count - remcount);
item->SetCount(item->GetCount() - count + remcount);
if (IsInWorld() && update)
item->SendUpdateToPlayer(this);
item->SetState(ITEM_CHANGED, this);
return;
}
}
}
}
// in inventory bags
for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
{
if (Bag* bag = GetBagByPos(i))
{
for (uint32 j = 0; j < bag->GetBagSize(); j++)
{
if (Item* item = bag->GetItemByPos(j))
{
if (item->GetEntry() == itemEntry && !item->IsInTrade())
{
// all items in bags can be unequipped
if (item->GetCount() + remcount <= count)
{
remcount += item->GetCount();
DestroyItem(i, j, update);
if (remcount >= count)
return;
}
else
{
ItemRemovedQuestCheck(item->GetEntry(), count - remcount);
item->SetCount(item->GetCount() - count + remcount);
if (IsInWorld() && update)
item->SendUpdateToPlayer(this);
item->SetState(ITEM_CHANGED, this);
return;
}
}
}
}
}
}
// in equipment and bag list
for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
{
if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
if (item && item->GetEntry() == itemEntry && !item->IsInTrade())
{
if (item->GetCount() + remcount <= count)
{
if (!unequip_check || CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false) == EQUIP_ERR_OK)
{
remcount += item->GetCount();
DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
if (remcount >= count)
return;
}
}
else
{
ItemRemovedQuestCheck(item->GetEntry(), count - remcount);
item->SetCount(item->GetCount() - count + remcount);
if (IsInWorld() && update)
item->SendUpdateToPlayer(this);
item->SetState(ITEM_CHANGED, this);
return;
}
}
}
}
// in bank
for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
{
if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
if (item->GetEntry() == itemEntry && !item->IsInTrade())
{
if (item->GetCount() + remcount <= count)
{
remcount += item->GetCount();
DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
if (remcount >= count)
return;
}
else
{
ItemRemovedQuestCheck(item->GetEntry(), count - remcount);
item->SetCount(item->GetCount() - count + remcount);
if (IsInWorld() && update)
item->SendUpdateToPlayer(this);
item->SetState(ITEM_CHANGED, this);
return;
}
}
}
}
// in bank bags
for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
{
if (Bag* bag = GetBagByPos(i))
{
for (uint32 j = 0; j < bag->GetBagSize(); j++)
{
if (Item* item = bag->GetItemByPos(j))
{
if (item->GetEntry() == itemEntry && !item->IsInTrade())
{
// all items in bags can be unequipped
if (item->GetCount() + remcount <= count)
{
remcount += item->GetCount();
DestroyItem(i, j, update);
if (remcount >= count)
return;
}
else
{
ItemRemovedQuestCheck(item->GetEntry(), count - remcount);
item->SetCount(item->GetCount() - count + remcount);
if (IsInWorld() && update)
item->SendUpdateToPlayer(this);
item->SetState(ITEM_CHANGED, this);
return;
}
}
}
}
}
}
for (uint8 i = REAGENT_SLOT_START; i < REAGENT_SLOT_END; ++i)
{
if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
if (item->GetEntry() == itemEntry && !item->IsInTrade())
{
if (item->GetCount() + remcount <= count)
{
// all keys can be unequipped
remcount += item->GetCount();
DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
if (remcount >= count)
return;
}
else
{
ItemRemovedQuestCheck(item->GetEntry(), count - remcount);
item->SetCount(item->GetCount() - count + remcount);
if (IsInWorld() && update)
item->SendUpdateToPlayer(this);
item->SetState(ITEM_CHANGED, this);
return;
}
}
}
}
for (uint8 i = CHILD_EQUIPMENT_SLOT_START; i < CHILD_EQUIPMENT_SLOT_END; ++i)
{
if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
if (item->GetEntry() == itemEntry && !item->IsInTrade())
{
if (item->GetCount() + remcount <= count)
{
// all keys can be unequipped
remcount += item->GetCount();
DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
if (remcount >= count)
return;
}
else
{
ItemRemovedQuestCheck(item->GetEntry(), count - remcount);
item->SetCount(item->GetCount() - count + remcount);
if (IsInWorld() && update)
item->SendUpdateToPlayer(this);
item->SetState(ITEM_CHANGED, this);
return;
}
}
}
}
}
void Player::DestroyZoneLimitedItem(bool update, uint32 new_zone)
{
TC_LOG_DEBUG("entities.player.items", "Player::DestroyZoneLimitedItem: In map %u and area %u for player '%s' (%s)",
GetMapId(), new_zone, GetName().c_str(), GetGUID().ToString().c_str());
// in inventory
for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
// in inventory bags
for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
if (Bag* pBag = GetBagByPos(i))
for (uint32 j = 0; j < pBag->GetBagSize(); j++)
if (Item* pItem = pBag->GetItemByPos(j))
if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
DestroyItem(i, j, update);
// in equipment and bag list
for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
}
void Player::DestroyConjuredItems(bool update)
{
// used when entering arena
// destroys all conjured items
TC_LOG_DEBUG("entities.player.items", "Player::DestroyConjuredItems: Player '%s' (%s)",
GetName().c_str(), GetGUID().ToString().c_str());
// in inventory
for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->IsConjuredConsumable())
DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
// in inventory bags
for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
if (Bag* pBag = GetBagByPos(i))
for (uint32 j = 0; j < pBag->GetBagSize(); j++)
if (Item* pItem = pBag->GetItemByPos(j))
if (pItem->IsConjuredConsumable())
DestroyItem(i, j, update);
// in equipment and bag list
for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->IsConjuredConsumable())
DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
}
Item* Player::GetItemByEntry(uint32 entry) const
{
// in inventory
for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetEntry() == entry)
return pItem;
for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Bag* pBag = GetBagByPos(i))
for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
if (Item* pItem = pBag->GetItemByPos(j))
if (pItem->GetEntry() == entry)
return pItem;
for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetEntry() == entry)
return pItem;
for (uint8 i = CHILD_EQUIPMENT_SLOT_START; i < CHILD_EQUIPMENT_SLOT_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetEntry() == entry)
return pItem;
return nullptr;
}
std::vector<Item*> Player::GetItemListByEntry(uint32 entry, bool inBankAlso) const
{
std::vector<Item*> itemList = std::vector<Item*>();
for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (item->GetEntry() == entry)
itemList.push_back(item);
for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Bag* bag = GetBagByPos(i))
for (uint32 j = 0; j < bag->GetBagSize(); ++j)
if (Item* item = bag->GetItemByPos(j))
if (item->GetEntry() == entry)
itemList.push_back(item);
for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (item->GetEntry() == entry)
itemList.push_back(item);
if (inBankAlso)
{
for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_BAG_END; ++i)
if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (item->GetEntry() == entry)
itemList.push_back(item);
}
for (uint8 i = CHILD_EQUIPMENT_SLOT_START; i < CHILD_EQUIPMENT_SLOT_END; ++i)
if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (item->GetEntry() == entry)
itemList.push_back(item);
return itemList;
}
void Player::DestroyItemCount(Item* pItem, uint32 &count, bool update)
{
if (!pItem)
return;
TC_LOG_DEBUG("entities.player.items", "Player::DestroyItemCount: Player '%s' (%s), Item (%s, Entry: %u), Count: %u",
GetName().c_str(), GetGUID().ToString().c_str(), pItem->GetGUID().ToString().c_str(), pItem->GetEntry(), count);
if (pItem->GetCount() <= count)
{
count -= pItem->GetCount();
DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), update);
}
else
{
ItemRemovedQuestCheck(pItem->GetEntry(), count);
pItem->SetCount(pItem->GetCount() - count);
count = 0;
if (IsInWorld() && update)
pItem->SendUpdateToPlayer(this);
pItem->SetState(ITEM_CHANGED, this);
}
}
void Player::SplitItem(uint16 src, uint16 dst, uint32 count)
{
uint8 srcbag = src >> 8;
uint8 srcslot = src & 255;
uint8 dstbag = dst >> 8;
uint8 dstslot = dst & 255;
Item* pSrcItem = GetItemByPos(srcbag, srcslot);
if (!pSrcItem)
{
SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, nullptr);
return;
}
if (pSrcItem->m_lootGenerated) // prevent split looting item (item
{
//best error message found for attempting to split while looting
SendEquipError(EQUIP_ERR_SPLIT_FAILED, pSrcItem, nullptr);
return;
}
// not let split all items (can be only at cheating)
if (pSrcItem->GetCount() == count)
{
SendEquipError(EQUIP_ERR_SPLIT_FAILED, pSrcItem, nullptr);
return;
}
// not let split more existing items (can be only at cheating)
if (pSrcItem->GetCount() < count)
{
SendEquipError(EQUIP_ERR_TOO_FEW_TO_SPLIT, pSrcItem, nullptr);
return;
}
//! If trading
if (TradeData* tradeData = GetTradeData())
{
//! If current item is in trade window (only possible with packet spoofing - silent return)
if (tradeData->GetTradeSlotForItem(pSrcItem->GetGUID()) != TRADE_SLOT_INVALID)
return;
}
TC_LOG_DEBUG("entities.player.items", "Player::SplitItem: Player '%s' (%s), Bag: %u, Slot: %u, Item: %u, Count: %u",
GetName().c_str(), GetGUID().ToString().c_str(), dstbag, dstslot, pSrcItem->GetEntry(), count);
Item* pNewItem = pSrcItem->CloneItem(count, this);
if (!pNewItem)
{
SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, nullptr);
return;
}
if (IsInventoryPos(dst))
{
// change item amount before check (for unique max count check)
pSrcItem->SetCount(pSrcItem->GetCount() - count);
ItemPosCountVec dest;
InventoryResult msg = CanStoreItem(dstbag, dstslot, dest, pNewItem, false);
if (msg != EQUIP_ERR_OK)
{
delete pNewItem;
pSrcItem->SetCount(pSrcItem->GetCount() + count);
SendEquipError(msg, pSrcItem, nullptr);
return;
}
if (IsInWorld())
pSrcItem->SendUpdateToPlayer(this);
pSrcItem->SetState(ITEM_CHANGED, this);
StoreItem(dest, pNewItem, true);
}
else if (IsBankPos(dst))
{
// change item amount before check (for unique max count check)
pSrcItem->SetCount(pSrcItem->GetCount() - count);
ItemPosCountVec dest;
InventoryResult msg = CanBankItem(dstbag, dstslot, dest, pNewItem, false);
if (msg != EQUIP_ERR_OK)
{
delete pNewItem;
pSrcItem->SetCount(pSrcItem->GetCount() + count);
SendEquipError(msg, pSrcItem, nullptr);
return;
}
if (IsInWorld())
pSrcItem->SendUpdateToPlayer(this);
pSrcItem->SetState(ITEM_CHANGED, this);
BankItem(dest, pNewItem, true);
}
else if (IsEquipmentPos(dst))
{
// change item amount before check (for unique max count check), provide space for splitted items
pSrcItem->SetCount(pSrcItem->GetCount() - count);
uint16 dest;
InventoryResult msg = CanEquipItem(dstslot, dest, pNewItem, false);
if (msg != EQUIP_ERR_OK)
{
delete pNewItem;
pSrcItem->SetCount(pSrcItem->GetCount() + count);
SendEquipError(msg, pSrcItem, nullptr);
return;
}
if (IsInWorld())
pSrcItem->SendUpdateToPlayer(this);
pSrcItem->SetState(ITEM_CHANGED, this);
EquipItem(dest, pNewItem, true);
AutoUnequipOffhandIfNeed();
}
}
void Player::SwapItem(uint16 src, uint16 dst)
{
uint8 srcbag = src >> 8;
uint8 srcslot = src & 255;
uint8 dstbag = dst >> 8;
uint8 dstslot = dst & 255;
Item* pSrcItem = GetItemByPos(srcbag, srcslot);
Item* pDstItem = GetItemByPos(dstbag, dstslot);
if (!pSrcItem)
return;
if (pSrcItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_CHILD))
{
if (Item* parentItem = GetItemByGuid(pSrcItem->GetGuidValue(ITEM_FIELD_CREATOR)))
{
if (IsEquipmentPos(src))
{
AutoUnequipChildItem(parentItem); // we need to unequip child first since it cannot go into whatever is going to happen next
SwapItem(dst, src); // src is now empty
SwapItem(parentItem->GetPos(), dst);// dst is now empty
return;
}
}
}
else if (pDstItem && pDstItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_CHILD))
{
if (Item* parentItem = GetItemByGuid(pDstItem->GetGuidValue(ITEM_FIELD_CREATOR)))
{
if (IsEquipmentPos(dst))
{
AutoUnequipChildItem(parentItem); // we need to unequip child first since it cannot go into whatever is going to happen next
SwapItem(src, dst); // dst is now empty
SwapItem(parentItem->GetPos(), src);// src is now empty
return;
}
}
}
TC_LOG_DEBUG("entities.player.items", "Player::SwapItem: Player '%s' (%s), Bag: %u, Slot: %u, Item: %u",
GetName().c_str(), GetGUID().ToString().c_str(), dstbag, dstslot, pSrcItem->GetEntry());
if (!IsAlive())
{
SendEquipError(EQUIP_ERR_PLAYER_DEAD, pSrcItem, pDstItem);
return;
}
// SRC checks
// check unequip potability for equipped items and bank bags
if (IsEquipmentPos(src) || IsBagPos(src))
{
// bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
InventoryResult msg = CanUnequipItem(src, !IsBagPos(src) || IsBagPos(dst) || (pDstItem && pDstItem->ToBag() && pDstItem->ToBag()->IsEmpty()));
if (msg != EQUIP_ERR_OK)
{
SendEquipError(msg, pSrcItem, pDstItem);
return;
}
}
// prevent put equipped/bank bag in self
if (IsBagPos(src) && srcslot == dstbag)
{
SendEquipError(EQUIP_ERR_BAG_IN_BAG, pSrcItem, pDstItem);
return;
}
// prevent equipping bag in the same slot from its inside
if (IsBagPos(dst) && srcbag == dstslot)
{
SendEquipError(EQUIP_ERR_CANT_SWAP, pSrcItem, pDstItem);
return;
}
// DST checks
if (pDstItem)
{
// check unequip potability for equipped items and bank bags
if (IsEquipmentPos(dst) || IsBagPos(dst))
{
// bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
InventoryResult msg = CanUnequipItem(dst, !IsBagPos(dst) || IsBagPos(src) || (pSrcItem->ToBag() && pSrcItem->ToBag()->IsEmpty()));
if (msg != EQUIP_ERR_OK)
{
SendEquipError(msg, pSrcItem, pDstItem);
return;
}
}
}
// NOW this is or item move (swap with empty), or swap with another item (including bags in bag possitions)
// or swap empty bag with another empty or not empty bag (with items exchange)
// Move case
if (!pDstItem)
{
if (IsInventoryPos(dst))
{
ItemPosCountVec dest;
InventoryResult msg = CanStoreItem(dstbag, dstslot, dest, pSrcItem, false);
if (msg != EQUIP_ERR_OK)
{
SendEquipError(msg, pSrcItem, nullptr);
return;
}
RemoveItem(srcbag, srcslot, true);
StoreItem(dest, pSrcItem, true);
if (IsBankPos(src))
ItemAddedQuestCheck(pSrcItem->GetEntry(), pSrcItem->GetCount());
}
else if (IsBankPos(dst))
{
ItemPosCountVec dest;
InventoryResult msg = CanBankItem(dstbag, dstslot, dest, pSrcItem, false);
if (msg != EQUIP_ERR_OK)
{
SendEquipError(msg, pSrcItem, nullptr);
return;
}
RemoveItem(srcbag, srcslot, true);
BankItem(dest, pSrcItem, true);
ItemRemovedQuestCheck(pSrcItem->GetEntry(), pSrcItem->GetCount());
}
else if (IsEquipmentPos(dst))
{
uint16 dest;
InventoryResult msg = CanEquipItem(dstslot, dest, pSrcItem, false);
if (msg != EQUIP_ERR_OK)
{
SendEquipError(msg, pSrcItem, nullptr);
return;
}
RemoveItem(srcbag, srcslot, true);
EquipItem(dest, pSrcItem, true);
AutoUnequipOffhandIfNeed();
}
return;
}
// attempt merge to / fill target item
if (!pSrcItem->IsBag() && !pDstItem->IsBag())
{
InventoryResult msg;
ItemPosCountVec sDest;
uint16 eDest = 0;
if (IsInventoryPos(dst))
msg = CanStoreItem(dstbag, dstslot, sDest, pSrcItem, false);
else if (IsBankPos(dst))
msg = CanBankItem(dstbag, dstslot, sDest, pSrcItem, false);
else if (IsEquipmentPos(dst))
msg = CanEquipItem(dstslot, eDest, pSrcItem, false);
else
return;
if (msg == EQUIP_ERR_OK && IsEquipmentPos(dst) && !pSrcItem->GetChildItem().IsEmpty())
msg = CanEquipChildItem(pSrcItem);
// can be merge/fill
if (msg == EQUIP_ERR_OK)
{
if (pSrcItem->GetCount() + pDstItem->GetCount() <= pSrcItem->GetTemplate()->GetMaxStackSize())
{
RemoveItem(srcbag, srcslot, true);
if (IsInventoryPos(dst))
StoreItem(sDest, pSrcItem, true);
else if (IsBankPos(dst))
BankItem(sDest, pSrcItem, true);
else if (IsEquipmentPos(dst))
{
EquipItem(eDest, pSrcItem, true);
if (!pSrcItem->GetChildItem().IsEmpty())
EquipChildItem(srcbag, srcslot, pSrcItem);
AutoUnequipOffhandIfNeed();
}
}
else
{
pSrcItem->SetCount(pSrcItem->GetCount() + pDstItem->GetCount() - pSrcItem->GetTemplate()->GetMaxStackSize());
pDstItem->SetCount(pSrcItem->GetTemplate()->GetMaxStackSize());
pSrcItem->SetState(ITEM_CHANGED, this);
pDstItem->SetState(ITEM_CHANGED, this);
if (IsInWorld())
{
pSrcItem->SendUpdateToPlayer(this);
pDstItem->SendUpdateToPlayer(this);
}
}
SendRefundInfo(pDstItem);
return;
}
}
// impossible merge/fill, do real swap
InventoryResult msg = EQUIP_ERR_OK;
// check src->dest move possibility
ItemPosCountVec sDest;
uint16 eDest = 0;
if (IsInventoryPos(dst))
msg = CanStoreItem(dstbag, dstslot, sDest, pSrcItem, true);
else if (IsBankPos(dst))
msg = CanBankItem(dstbag, dstslot, sDest, pSrcItem, true);
else if (IsEquipmentPos(dst))
{
msg = CanEquipItem(dstslot, eDest, pSrcItem, true);
if (msg == EQUIP_ERR_OK)
msg = CanUnequipItem(eDest, true);
}
if (msg != EQUIP_ERR_OK)
{
SendEquipError(msg, pSrcItem, pDstItem);
return;
}
// check dest->src move possibility
ItemPosCountVec sDest2;
uint16 eDest2 = 0;
if (IsInventoryPos(src))
msg = CanStoreItem(srcbag, srcslot, sDest2, pDstItem, true);
else if (IsBankPos(src))
msg = CanBankItem(srcbag, srcslot, sDest2, pDstItem, true);
else if (IsEquipmentPos(src))
{
msg = CanEquipItem(srcslot, eDest2, pDstItem, true);
if (msg == EQUIP_ERR_OK)
msg = CanUnequipItem(eDest2, true);
}
if (msg == EQUIP_ERR_OK && IsEquipmentPos(dst) && !pSrcItem->GetChildItem().IsEmpty())
msg = CanEquipChildItem(pSrcItem);
if (msg != EQUIP_ERR_OK)
{
SendEquipError(msg, pDstItem, pSrcItem);
return;
}
// Check bag swap with item exchange (one from empty in not bag possition (equipped (not possible in fact) or store)
if (Bag* srcBag = pSrcItem->ToBag())
{
if (Bag* dstBag = pDstItem->ToBag())
{
Bag* emptyBag = nullptr;
Bag* fullBag = nullptr;
if (srcBag->IsEmpty() && !IsBagPos(src))
{
emptyBag = srcBag;
fullBag = dstBag;
}
else if (dstBag->IsEmpty() && !IsBagPos(dst))
{
emptyBag = dstBag;
fullBag = srcBag;
}
// bag swap (with items exchange) case
if (emptyBag && fullBag)
{
ItemTemplate const* emptyProto = emptyBag->GetTemplate();
uint32 count = 0;
for (uint32 i=0; i < fullBag->GetBagSize(); ++i)
{
Item* bagItem = fullBag->GetItemByPos(i);
if (!bagItem)
continue;
ItemTemplate const* bagItemProto = bagItem->GetTemplate();
if (!bagItemProto || !ItemCanGoIntoBag(bagItemProto, emptyProto))
{
// one from items not go to empty target bag
SendEquipError(EQUIP_ERR_BAG_IN_BAG, pSrcItem, pDstItem);
return;
}
++count;
}
if (count > emptyBag->GetBagSize())
{
// too small targeted bag
SendEquipError(EQUIP_ERR_CANT_SWAP, pSrcItem, pDstItem);
return;
}
// Items swap
count = 0; // will pos in new bag
for (uint32 i = 0; i< fullBag->GetBagSize(); ++i)
{
Item* bagItem = fullBag->GetItemByPos(i);
if (!bagItem)
continue;
fullBag->RemoveItem(i, true);
emptyBag->StoreItem(count, bagItem, true);
bagItem->SetState(ITEM_CHANGED, this);
++count;
}
}
}
}
// now do moves, remove...
RemoveItem(dstbag, dstslot, false);
RemoveItem(srcbag, srcslot, false);
// add to dest
if (IsInventoryPos(dst))
StoreItem(sDest, pSrcItem, true);
else if (IsBankPos(dst))
BankItem(sDest, pSrcItem, true);
else if (IsEquipmentPos(dst))
{
EquipItem(eDest, pSrcItem, true);
if (!pSrcItem->GetChildItem().IsEmpty())
EquipChildItem(srcbag, srcslot, pSrcItem);
}
// add to src
if (IsInventoryPos(src))
StoreItem(sDest2, pDstItem, true);
else if (IsBankPos(src))
BankItem(sDest2, pDstItem, true);
else if (IsEquipmentPos(src))
EquipItem(eDest2, pDstItem, true);
// if player is moving bags and is looting an item inside this bag
// release the loot
if (!GetLootGUID().IsEmpty())
{
bool released = false;
if (IsBagPos(src))
{
Bag* bag = pSrcItem->ToBag();
for (uint32 i = 0; i < bag->GetBagSize(); ++i)
{
if (Item* bagItem = bag->GetItemByPos(i))
{
if (bagItem->m_lootGenerated)
{
m_session->DoLootRelease(GetLootGUID());
released = true; // so we don't need to look at dstBag
break;
}
}
}
}
if (!released && IsBagPos(dst) && pDstItem)
{
Bag* bag = pDstItem->ToBag();
for (uint32 i = 0; i < bag->GetBagSize(); ++i)
{
if (Item* bagItem = bag->GetItemByPos(i))
{
if (bagItem->m_lootGenerated)
{
m_session->DoLootRelease(GetLootGUID());
break;
}
}
}
}
}
AutoUnequipOffhandIfNeed();
}
void Player::AddItemToBuyBackSlot(Item* pItem)
{
if (pItem)
{
uint32 slot = m_currentBuybackSlot;
// if current back slot non-empty search oldest or free
if (m_items[slot])
{
uint32 oldest_time = GetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1);
uint32 oldest_slot = BUYBACK_SLOT_START;
for (uint32 i = BUYBACK_SLOT_START+1; i < BUYBACK_SLOT_END; ++i)
{
// found empty
if (!m_items[i])
{
oldest_slot = i;
break;
}
uint32 i_time = GetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + i - BUYBACK_SLOT_START);
if (oldest_time > i_time)
{
oldest_time = i_time;
oldest_slot = i;
}
}
// find oldest
slot = oldest_slot;
}
RemoveItemFromBuyBackSlot(slot, true);
TC_LOG_DEBUG("entities.player.items", "Player::AddItemToBuyBackSlot: Player '%s' (%s), Item: %u, Slot: %u",
GetName().c_str(), GetGUID().ToString().c_str(), pItem->GetEntry(), slot);
m_items[slot] = pItem;
time_t base = time(nullptr);
uint32 etime = uint32(base - m_logintime + (30 * 3600));
uint32 eslot = slot - BUYBACK_SLOT_START;
SetGuidValue(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 4), pItem->GetGUID());
if (ItemTemplate const* proto = pItem->GetTemplate())
SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, proto->GetSellPrice() * pItem->GetCount());
else
SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0);
SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, (uint32)etime);
// move to next (for non filled list is move most optimized choice)
if (m_currentBuybackSlot < BUYBACK_SLOT_END - 1)
++m_currentBuybackSlot;
}
}
Item* Player::GetItemFromBuyBackSlot(uint32 slot)
{
TC_LOG_DEBUG("entities.player.items", "Player::GetItemFromBuyBackSlot: Player '%s' (%s), Slot: %u",
GetName().c_str(), GetGUID().ToString().c_str(), slot);
if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END)
return m_items[slot];
return nullptr;
}
void Player::RemoveItemFromBuyBackSlot(uint32 slot, bool del)
{
TC_LOG_DEBUG("entities.player.items", "Player::RemoveItemFromBuyBackSlot: Player '%s' (%s), Slot: %u",
GetName().c_str(), GetGUID().ToString().c_str(), slot);
if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END)
{
Item* pItem = m_items[slot];
if (pItem)
{
pItem->RemoveFromWorld();
if (del)
pItem->SetState(ITEM_REMOVED, this);
}
m_items[slot] = nullptr;
uint32 eslot = slot - BUYBACK_SLOT_START;
SetGuidValue(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 4), ObjectGuid::Empty);
SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0);
SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0);
// if current backslot is filled set to now free slot
if (m_items[m_currentBuybackSlot])
m_currentBuybackSlot = slot;
}
}
void Player::SendEquipError(InventoryResult msg, Item* item1 /*= nullptr*/, Item* item2 /*= nullptr*/, uint32 itemId /*= 0*/) const
{
WorldPackets::Item::InventoryChangeFailure failure;
failure.BagResult = msg;
if (msg != EQUIP_ERR_OK)
{
if (item1)
failure.Item[0] = item1->GetGUID();
if (item2)
failure.Item[1] = item2->GetGUID();
failure.ContainerBSlot = 0; // bag equip slot, used with EQUIP_ERR_EVENT_AUTOEQUIP_BIND_CONFIRM and EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG2
switch (msg)
{
case EQUIP_ERR_CANT_EQUIP_LEVEL_I:
case EQUIP_ERR_PURCHASE_LEVEL_TOO_LOW:
{
failure.Level = uint32(item1 ? item1->GetRequiredLevel() : 0);
break;
}
case EQUIP_ERR_EVENT_AUTOEQUIP_BIND_CONFIRM: // no idea about this one...
{
//failure.SrcContainer
//failure.SrcSlot
//failure.DstContainer
break;
}
case EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_COUNT_EXCEEDED_IS:
case EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_SOCKETED_EXCEEDED_IS:
case EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_EQUIPPED_EXCEEDED_IS:
{
ItemTemplate const* proto = item1 ? item1->GetTemplate() : sObjectMgr->GetItemTemplate(itemId);
failure.LimitCategory = proto ? proto->GetItemLimitCategory() : 0;
break;
}
default:
break;
}
}
SendDirectMessage(failure.Write());
}
void Player::SendBuyError(BuyResult msg, Creature* creature, uint32 item, uint32 /*param*/) const
{
WorldPackets::Item::BuyFailed packet;
packet.VendorGUID = creature ? creature->GetGUID() : ObjectGuid::Empty;
packet.Muid = item;
packet.Reason = msg;
GetSession()->SendPacket(packet.Write());
}
void Player::SendSellError(SellResult msg, Creature* creature, ObjectGuid guid) const
{
WorldPackets::Item::SellResponse sellResponse;
sellResponse.VendorGUID = (creature ? creature->GetGUID() : ObjectGuid::Empty);
sellResponse.ItemGUID = guid;
sellResponse.Reason = msg;
GetSession()->SendPacket(sellResponse.Write());
}
bool Player::IsUseEquipedWeapon(bool mainhand) const
{
// disarm applied only to mainhand weapon
return !IsInFeralForm() && (!mainhand || !HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISARMED));
}
bool Player::IsTwoHandUsed() const
{
Item* mainItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
if (!mainItem)
return false;
ItemTemplate const* itemTemplate = mainItem->GetTemplate();
return (itemTemplate->GetInventoryType() == INVTYPE_2HWEAPON && !CanTitanGrip()) ||
itemTemplate->GetInventoryType() == INVTYPE_RANGED ||
(itemTemplate->GetInventoryType() == INVTYPE_RANGEDRIGHT && itemTemplate->GetClass() == ITEM_CLASS_WEAPON && itemTemplate->GetSubClass() != ITEM_SUBCLASS_WEAPON_WAND);
}
void Player::TradeCancel(bool sendback)
{
if (m_trade)
{
Player* trader = m_trade->GetTrader();
// send yellow "Trade canceled" message to both traders
if (sendback)
GetSession()->SendCancelTrade();
trader->GetSession()->SendCancelTrade();
// cleanup
delete m_trade;
m_trade = nullptr;
delete trader->m_trade;
trader->m_trade = nullptr;
}
}
void Player::UpdateSoulboundTradeItems()
{
// also checks for garbage data
for (GuidUnorderedSet::iterator itr = m_itemSoulboundTradeable.begin(); itr != m_itemSoulboundTradeable.end();)
{
Item* item = GetItemByGuid(*itr);
if (!item || item->GetOwnerGUID() != GetGUID() || item->CheckSoulboundTradeExpire())
itr = m_itemSoulboundTradeable.erase(itr);
else
++itr;
}
}
void Player::AddTradeableItem(Item* item)
{
m_itemSoulboundTradeable.insert(item->GetGUID());
}
void Player::RemoveTradeableItem(Item* item)
{
m_itemSoulboundTradeable.erase(item->GetGUID());
}
void Player::UpdateItemDuration(uint32 time, bool realtimeonly)
{
if (m_itemDuration.empty())
return;
TC_LOG_DEBUG("entities.player.items", "Player::UpdateItemDuration: Player '%s' (%s), Time: %u, RealTimeOnly: %u",
GetName().c_str(), GetGUID().ToString().c_str(), time, realtimeonly);
for (ItemDurationList::const_iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end();)
{
Item* item = *itr;
++itr; // current element can be erased in UpdateDuration
if (!realtimeonly || item->GetTemplate()->GetFlags() & ITEM_FLAG_REAL_DURATION)
item->UpdateDuration(this, time);
}
}
void Player::UpdateEnchantTime(uint32 time)
{
for (EnchantDurationList::iterator itr = m_enchantDuration.begin(), next; itr != m_enchantDuration.end(); itr=next)
{
ASSERT(itr->item);
next = itr;
if (!itr->item->GetEnchantmentId(itr->slot))
{
next = m_enchantDuration.erase(itr);
}
else if (itr->leftduration <= time)
{
ApplyEnchantment(itr->item, itr->slot, false, false);
itr->item->ClearEnchantment(itr->slot);
next = m_enchantDuration.erase(itr);
}
else if (itr->leftduration > time)
{
itr->leftduration -= time;
++next;
}
}
}
void Player::AddEnchantmentDurations(Item* item)
{
for (int x = 0; x < MAX_ENCHANTMENT_SLOT; ++x)
{
if (!item->GetEnchantmentId(EnchantmentSlot(x)))
continue;
uint32 duration = item->GetEnchantmentDuration(EnchantmentSlot(x));
if (duration > 0)
AddEnchantmentDuration(item, EnchantmentSlot(x), duration);
}
}
void Player::RemoveEnchantmentDurations(Item* item)
{
for (EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end();)
{
if (itr->item == item)
{
// save duration in item
item->SetEnchantmentDuration(EnchantmentSlot(itr->slot), itr->leftduration, this);
itr = m_enchantDuration.erase(itr);
}
else
++itr;
}
}
void Player::RemoveArenaEnchantments(EnchantmentSlot slot)
{
// remove enchantments from equipped items first to clean up the m_enchantDuration list
for (EnchantDurationList::iterator itr = m_enchantDuration.begin(), next; itr != m_enchantDuration.end(); itr = next)
{
next = itr;
if (itr->slot == slot)
{
if (itr->item && itr->item->GetEnchantmentId(slot))
{
// Poisons and DK runes are enchants which are allowed on arenas
if (sSpellMgr->IsArenaAllowedEnchancment(itr->item->GetEnchantmentId(slot)))
{
++next;
continue;
}
// remove from stats
ApplyEnchantment(itr->item, slot, false, false);
// remove visual
itr->item->ClearEnchantment(slot);
}
// remove from update list
next = m_enchantDuration.erase(itr);
}
else
++next;
}
// remove enchants from inventory items
// NOTE: no need to remove these from stats, since these aren't equipped
// in inventory
for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetEnchantmentId(slot))
pItem->ClearEnchantment(slot);
// in inventory bags
for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Bag* pBag = GetBagByPos(i))
for (uint32 j = 0; j < pBag->GetBagSize(); j++)
if (Item* pItem = pBag->GetItemByPos(j))
if (pItem->GetEnchantmentId(slot))
pItem->ClearEnchantment(slot);
}
// duration == 0 will remove item enchant
void Player::AddEnchantmentDuration(Item* item, EnchantmentSlot slot, uint32 duration)
{
if (!item)
return;
if (slot >= MAX_ENCHANTMENT_SLOT)
return;
for (EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr)
{
if (itr->item == item && itr->slot == slot)
{
itr->item->SetEnchantmentDuration(itr->slot, itr->leftduration, this);
m_enchantDuration.erase(itr);
break;
}
}
if (item && duration > 0)
{
GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item->GetGUID(), slot, uint32(duration/1000));
m_enchantDuration.push_back(EnchantDuration(item, slot, duration));
}
}
void Player::ApplyEnchantment(Item* item, bool apply)
{
for (uint32 slot = 0; slot < MAX_ENCHANTMENT_SLOT; ++slot)
ApplyEnchantment(item, EnchantmentSlot(slot), apply);
}
void Player::ApplyEnchantment(Item* item, EnchantmentSlot slot, bool apply, bool apply_dur, bool ignore_condition)
{
if (!item || !item->IsEquipped())
return;
if (slot >= MAX_ENCHANTMENT_SLOT)
return;
uint32 enchant_id = item->GetEnchantmentId(slot);
if (!enchant_id)
return;
SpellItemEnchantmentEntry const* pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if (!pEnchant)
return;
if (!ignore_condition && pEnchant->ConditionID && !EnchantmentFitsRequirements(pEnchant->ConditionID, -1))
return;
if (pEnchant->MinLevel > getLevel())
return;
if (pEnchant->RequiredSkillID > 0 && pEnchant->RequiredSkillRank > GetSkillValue(pEnchant->RequiredSkillID))
return;
// If we're dealing with a gem inside a prismatic socket we need to check the prismatic socket requirements
// rather than the gem requirements itself. If the socket has no color it is a prismatic socket.
if ((slot == SOCK_ENCHANTMENT_SLOT || slot == SOCK_ENCHANTMENT_SLOT_2 || slot == SOCK_ENCHANTMENT_SLOT_3))
{
if (!item->GetSocketColor(slot - SOCK_ENCHANTMENT_SLOT))
{
// Check if the requirements for the prismatic socket are met before applying the gem stats
SpellItemEnchantmentEntry const* pPrismaticEnchant = sSpellItemEnchantmentStore.LookupEntry(item->GetEnchantmentId(PRISMATIC_ENCHANTMENT_SLOT));
if (!pPrismaticEnchant || (pPrismaticEnchant->RequiredSkillID > 0 && pPrismaticEnchant->RequiredSkillRank > GetSkillValue(pPrismaticEnchant->RequiredSkillID)))
return;
}
// Cogwheel gems dont have requirement data set in SpellItemEnchantment.dbc, but they do have it in Item-sparse.db2
if (ItemDynamicFieldGems const* gem = item->GetGem(uint16(slot - SOCK_ENCHANTMENT_SLOT)))
if (ItemTemplate const* gemTemplate = sObjectMgr->GetItemTemplate(gem->ItemId))
if (gemTemplate->GetRequiredSkill() && GetSkillValue(gemTemplate->GetRequiredSkill()) < gemTemplate->GetRequiredSkillRank())
return;
}
if (!item->IsBroken())
{
for (int s = 0; s < MAX_ITEM_ENCHANTMENT_EFFECTS; ++s)
{
uint32 enchant_display_type = pEnchant->Effect[s];
uint32 enchant_amount = pEnchant->EffectPointsMin[s];
uint32 enchant_spell_id = pEnchant->EffectSpellID[s];
switch (enchant_display_type)
{
case ITEM_ENCHANTMENT_TYPE_NONE:
break;
case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL:
// processed in Player::CastItemCombatSpell
break;
case ITEM_ENCHANTMENT_TYPE_DAMAGE:
if (item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
{
if (item->GetTemplate()->GetInventoryType() != INVTYPE_RANGED && item->GetTemplate()->GetInventoryType() != INVTYPE_RANGEDRIGHT)
HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, float(enchant_amount), apply);
else
HandleStatModifier(UNIT_MOD_DAMAGE_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
}
else if (item->GetSlot() == EQUIPMENT_SLOT_OFFHAND)
HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, float(enchant_amount), apply);
break;
case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL:
if (enchant_spell_id)
{
if (apply)
{
int32 basepoints = 0;
// Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
if (item->GetItemRandomPropertyId() < 0)
{
ItemRandomSuffixEntry const* item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
if (item_rand)
{
// Search enchant_amount
for (int k = 0; k < MAX_ITEM_RANDOM_PROPERTIES; ++k)
{
if (item_rand->Enchantment[k] == enchant_id)
{
basepoints = int32((item_rand->AllocationPct[k] * item->GetItemSuffixFactor()) / 10000);
break;
}
}
}
}
// Cast custom spell vs all equal basepoints got from enchant_amount
if (basepoints)
CastCustomSpell(this, enchant_spell_id, &basepoints, &basepoints, &basepoints, true, item);
else
CastSpell(this, enchant_spell_id, true, item);
}
else
RemoveAurasDueToItemSpell(enchant_spell_id, item->GetGUID());
}
break;
case ITEM_ENCHANTMENT_TYPE_RESISTANCE:
if (pEnchant->ScalingClass)
{
int32 scalingClass = pEnchant->ScalingClass;
if ((GetUInt32Value(UNIT_FIELD_MIN_ITEM_LEVEL) || GetUInt32Value(UNIT_FIELD_MAXITEMLEVEL)) && pEnchant->ScalingClassRestricted)
scalingClass = pEnchant->ScalingClassRestricted;
uint8 minLevel = pEnchant->Flags & 0x20 ? 1 : 60;
uint8 scalingLevel = getLevel();
uint8 maxLevel = uint8(pEnchant->MaxLevel ? pEnchant->MaxLevel : sSpellScalingGameTable.GetTableRowCount() - 1);
if (minLevel > getLevel())
scalingLevel = minLevel;
else if (maxLevel < getLevel())
scalingLevel = maxLevel;
if (GtSpellScalingEntry const* spellScaling = sSpellScalingGameTable.GetRow(scalingLevel))
enchant_amount = uint32(pEnchant->EffectScalingPoints[s] * GetSpellScalingColumnForClass(spellScaling, scalingClass));
}
if (!enchant_amount)
{
ItemRandomSuffixEntry const* item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
if (item_rand)
{
for (int k = 0; k < MAX_ITEM_RANDOM_PROPERTIES; ++k)
{
if (item_rand->Enchantment[k] == enchant_id)
{
enchant_amount = uint32((item_rand->AllocationPct[k] * item->GetItemSuffixFactor()) / 10000);
break;
}
}
}
}
HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START + enchant_spell_id), TOTAL_VALUE, float(enchant_amount), apply);
break;
case ITEM_ENCHANTMENT_TYPE_STAT:
{
if (pEnchant->ScalingClass)
{
int32 scalingClass = pEnchant->ScalingClass;
if ((GetUInt32Value(UNIT_FIELD_MIN_ITEM_LEVEL) || GetUInt32Value(UNIT_FIELD_MAXITEMLEVEL)) && pEnchant->ScalingClassRestricted)
scalingClass = pEnchant->ScalingClassRestricted;
uint8 minLevel = pEnchant->Flags & 0x20 ? 1 : 60;
uint8 scalingLevel = getLevel();
uint8 maxLevel = uint8(pEnchant->MaxLevel ? pEnchant->MaxLevel : sSpellScalingGameTable.GetTableRowCount() - 1);
if (minLevel > getLevel())
scalingLevel = minLevel;
else if (maxLevel < getLevel())
scalingLevel = maxLevel;
if (GtSpellScalingEntry const* spellScaling = sSpellScalingGameTable.GetRow(scalingLevel))
enchant_amount = uint32(pEnchant->EffectScalingPoints[s] * GetSpellScalingColumnForClass(spellScaling, scalingClass));
}
if (!enchant_amount)
{
ItemRandomSuffixEntry const* item_rand_suffix = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
if (item_rand_suffix)
{
for (int k = 0; k < MAX_ITEM_RANDOM_PROPERTIES; ++k)
{
if (item_rand_suffix->Enchantment[k] == enchant_id)
{
enchant_amount = uint32((item_rand_suffix->AllocationPct[k] * item->GetItemSuffixFactor()) / 10000);
break;
}
}
}
}
TC_LOG_DEBUG("entities.player.items", "Adding %u to stat nb %u", enchant_amount, enchant_spell_id);
switch (enchant_spell_id)
{
case ITEM_MOD_MANA:
TC_LOG_DEBUG("entities.player.items", "+ %u MANA", enchant_amount);
HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(enchant_amount), apply);
break;
case ITEM_MOD_HEALTH:
TC_LOG_DEBUG("entities.player.items", "+ %u HEALTH", enchant_amount);
HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(enchant_amount), apply);
break;
case ITEM_MOD_AGILITY:
TC_LOG_DEBUG("entities.player.items", "+ %u AGILITY", enchant_amount);
HandleStatModifier(UNIT_MOD_STAT_AGILITY, TOTAL_VALUE, float(enchant_amount), apply);
ApplyStatBuffMod(STAT_AGILITY, (float)enchant_amount, apply);
break;
case ITEM_MOD_STRENGTH:
TC_LOG_DEBUG("entities.player.items", "+ %u STRENGTH", enchant_amount);
HandleStatModifier(UNIT_MOD_STAT_STRENGTH, TOTAL_VALUE, float(enchant_amount), apply);
ApplyStatBuffMod(STAT_STRENGTH, (float)enchant_amount, apply);
break;
case ITEM_MOD_INTELLECT:
TC_LOG_DEBUG("entities.player.items", "+ %u INTELLECT", enchant_amount);
HandleStatModifier(UNIT_MOD_STAT_INTELLECT, TOTAL_VALUE, float(enchant_amount), apply);
ApplyStatBuffMod(STAT_INTELLECT, (float)enchant_amount, apply);
break;
// case ITEM_MOD_SPIRIT:
// TC_LOG_DEBUG("entities.player.items", "+ %u SPIRIT", enchant_amount);
// HandleStatModifier(UNIT_MOD_STAT_SPIRIT, TOTAL_VALUE, float(enchant_amount), apply);
// ApplyStatBuffMod(STAT_SPIRIT, (float)enchant_amount, apply);
// break;
case ITEM_MOD_STAMINA:
TC_LOG_DEBUG("entities.player.items", "+ %u STAMINA", enchant_amount);
HandleStatModifier(UNIT_MOD_STAT_STAMINA, TOTAL_VALUE, float(enchant_amount), apply);
ApplyStatBuffMod(STAT_STAMINA, (float)enchant_amount, apply);
break;
case ITEM_MOD_DEFENSE_SKILL_RATING:
ApplyRatingMod(CR_DEFENSE_SKILL, enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %u DEFENCE", enchant_amount);
break;
case ITEM_MOD_DODGE_RATING:
ApplyRatingMod(CR_DODGE, enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %u DODGE", enchant_amount);
break;
case ITEM_MOD_PARRY_RATING:
ApplyRatingMod(CR_PARRY, enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %u PARRY", enchant_amount);
break;
case ITEM_MOD_BLOCK_RATING:
ApplyRatingMod(CR_BLOCK, enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %u SHIELD_BLOCK", enchant_amount);
break;
case ITEM_MOD_HIT_MELEE_RATING:
ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %u MELEE_HIT", enchant_amount);
break;
case ITEM_MOD_HIT_RANGED_RATING:
ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %u RANGED_HIT", enchant_amount);
break;
case ITEM_MOD_HIT_SPELL_RATING:
ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %u SPELL_HIT", enchant_amount);
break;
case ITEM_MOD_CRIT_MELEE_RATING:
ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %u MELEE_CRIT", enchant_amount);
break;
case ITEM_MOD_CRIT_RANGED_RATING:
ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %u RANGED_CRIT", enchant_amount);
break;
case ITEM_MOD_CRIT_SPELL_RATING:
ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %u SPELL_CRIT", enchant_amount);
break;
// Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
// in Enchantments
// case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
// ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
// break;
// case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
// ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
// break;
// case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
// ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
// break;
// case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
// ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
// break;
// case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
// ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
// break;
// case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
// ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
// break;
// case ITEM_MOD_HASTE_MELEE_RATING:
// ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
// break;
// case ITEM_MOD_HASTE_RANGED_RATING:
// ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
// break;
case ITEM_MOD_HASTE_SPELL_RATING:
ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
break;
case ITEM_MOD_HIT_RATING:
ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %u HIT", enchant_amount);
break;
case ITEM_MOD_CRIT_RATING:
ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %u CRITICAL", enchant_amount);
break;
// case ITEM_MOD_HIT_TAKEN_RATING: // Unused since 3.3.5
// ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
// ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
// ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
// break;
// case ITEM_MOD_CRIT_TAKEN_RATING: // Unused since 3.3.5
// ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
// ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
// ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
// break;
case ITEM_MOD_RESILIENCE_RATING:
ApplyRatingMod(CR_RESILIENCE_PLAYER_DAMAGE, enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %u RESILIENCE", enchant_amount);
break;
case ITEM_MOD_HASTE_RATING:
ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %u HASTE", enchant_amount);
break;
case ITEM_MOD_EXPERTISE_RATING:
ApplyRatingMod(CR_EXPERTISE, enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %u EXPERTISE", enchant_amount);
break;
case ITEM_MOD_ATTACK_POWER:
HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(enchant_amount), apply);
HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
TC_LOG_DEBUG("entities.player.items", "+ %u ATTACK_POWER", enchant_amount);
break;
case ITEM_MOD_RANGED_ATTACK_POWER:
HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
TC_LOG_DEBUG("entities.player.items", "+ %u RANGED_ATTACK_POWER", enchant_amount);
break;
case ITEM_MOD_MANA_REGENERATION:
ApplyManaRegenBonus(enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %u MANA_REGENERATION", enchant_amount);
break;
case ITEM_MOD_ARMOR_PENETRATION_RATING:
ApplyRatingMod(CR_ARMOR_PENETRATION, enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %u ARMOR PENETRATION", enchant_amount);
break;
case ITEM_MOD_SPELL_POWER:
ApplySpellPowerBonus(enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %u SPELL_POWER", enchant_amount);
break;
case ITEM_MOD_HEALTH_REGEN:
ApplyHealthRegenBonus(enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %u HEALTH_REGENERATION", enchant_amount);
break;
case ITEM_MOD_SPELL_PENETRATION:
ApplySpellPenetrationBonus(enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %u SPELL_PENETRATION", enchant_amount);
break;
case ITEM_MOD_BLOCK_VALUE:
HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(enchant_amount), apply);
TC_LOG_DEBUG("entities.player.items", "+ %u BLOCK_VALUE", enchant_amount);
break;
case ITEM_MOD_MASTERY_RATING:
ApplyRatingMod(CR_MASTERY, enchant_amount, apply);
TC_LOG_DEBUG("entities.player.items", "+ %u MASTERY", enchant_amount);
break;
default:
break;
}
break;
}
case ITEM_ENCHANTMENT_TYPE_TOTEM: // Shaman Rockbiter Weapon
{
if (getClass() == CLASS_SHAMAN)
{
float addValue;
if (item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
{
addValue = float(enchant_amount * item->GetTemplate()->GetDelay() / 1000.0f);
HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, addValue, apply);
}
else if (item->GetSlot() == EQUIPMENT_SLOT_OFFHAND)
{
addValue = float(enchant_amount * item->GetTemplate()->GetDelay() / 1000.0f);
HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, addValue, apply);
}
}
break;
}
case ITEM_ENCHANTMENT_TYPE_USE_SPELL:
// processed in Player::CastItemUseSpell
break;
case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET:
// nothing do..
break;
default:
TC_LOG_ERROR("entities.player", "Player::ApplyEnchantment: Unknown item enchantment (ID: %u, DisplayType: %u) for player '%s' (%s)",
enchant_id, enchant_display_type, GetName().c_str(), GetGUID().ToString().c_str());
break;
}
}
}
// visualize enchantment at player and equipped items
if (slot == PERM_ENCHANTMENT_SLOT)
SetUInt16Value(PLAYER_VISIBLE_ITEM + VISIBLE_ITEM_ENCHANTMENT_OFFSET + (item->GetSlot() * 2), 1, item->GetVisibleItemVisual(this));
if (apply_dur)
{
if (apply)
{
// set duration
uint32 duration = item->GetEnchantmentDuration(slot);
if (duration > 0)
AddEnchantmentDuration(item, slot, duration);
}
else
{
// duration == 0 will remove EnchantDuration
AddEnchantmentDuration(item, slot, 0);
}
}
}
void Player::UpdateSkillEnchantments(uint16 skill_id, uint16 curr_value, uint16 new_value)
{
for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (m_items[i])
{
for (uint8 slot = 0; slot < MAX_ENCHANTMENT_SLOT; ++slot)
{
uint32 ench_id = m_items[i]->GetEnchantmentId(EnchantmentSlot(slot));
if (!ench_id)
continue;
SpellItemEnchantmentEntry const* Enchant = sSpellItemEnchantmentStore.LookupEntry(ench_id);
if (!Enchant)
return;
if (Enchant->RequiredSkillID == skill_id)
{
// Checks if the enchantment needs to be applied or removed
if (curr_value < Enchant->RequiredSkillRank && new_value >= Enchant->RequiredSkillRank)
ApplyEnchantment(m_items[i], EnchantmentSlot(slot), true);
else if (new_value < Enchant->RequiredSkillRank && curr_value >= Enchant->RequiredSkillRank)
ApplyEnchantment(m_items[i], EnchantmentSlot(slot), false);
}
// If we're dealing with a gem inside a prismatic socket we need to check the prismatic socket requirements
// rather than the gem requirements itself. If the socket has no color it is a prismatic socket.
if ((slot == SOCK_ENCHANTMENT_SLOT || slot == SOCK_ENCHANTMENT_SLOT_2 || slot == SOCK_ENCHANTMENT_SLOT_3)
&& !m_items[i]->GetSocketColor(slot - SOCK_ENCHANTMENT_SLOT))
{
SpellItemEnchantmentEntry const* pPrismaticEnchant = sSpellItemEnchantmentStore.LookupEntry(m_items[i]->GetEnchantmentId(PRISMATIC_ENCHANTMENT_SLOT));
if (pPrismaticEnchant && pPrismaticEnchant->RequiredSkillID == skill_id)
{
if (curr_value < pPrismaticEnchant->RequiredSkillRank && new_value >= pPrismaticEnchant->RequiredSkillRank)
ApplyEnchantment(m_items[i], EnchantmentSlot(slot), true);
else if (new_value < pPrismaticEnchant->RequiredSkillRank && curr_value >= pPrismaticEnchant->RequiredSkillRank)
ApplyEnchantment(m_items[i], EnchantmentSlot(slot), false);
}
}
}
}
}
}
void Player::SendEnchantmentDurations()
{
for (EnchantDurationList::const_iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr)
GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr->item->GetGUID(), itr->slot, uint32(itr->leftduration) / 1000);
}
void Player::SendItemDurations()
{
for (ItemDurationList::const_iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end(); ++itr)
(*itr)->SendTimeUpdate(this);
}
void Player::SendNewItem(Item* item, uint32 quantity, bool pushed, bool created, bool broadcast)
{
if (!item) // prevent crash
return;
WorldPackets::Item::ItemPushResult packet;
packet.PlayerGUID = GetGUID();
packet.Slot = item->GetBagSlot();
packet.SlotInBag = item->GetCount() == quantity ? item->GetSlot() : -1;
packet.Item.Initialize(item);
//packet.QuestLogItemID;
packet.Quantity = quantity;
packet.QuantityInInventory = GetItemCount(item->GetEntry());
//packet.DungeonEncounterID;
packet.BattlePetBreedID = item->GetModifier(ITEM_MODIFIER_BATTLE_PET_BREED_DATA) & 0xFFFFFF;
packet.BattlePetBreedQuality = (item->GetModifier(ITEM_MODIFIER_BATTLE_PET_BREED_DATA) >> 24) & 0xFF;
packet.BattlePetSpeciesID = item->GetModifier(ITEM_MODIFIER_BATTLE_PET_SPECIES_ID);
packet.BattlePetLevel = item->GetModifier(ITEM_MODIFIER_BATTLE_PET_LEVEL);
packet.ItemGUID = item->GetGUID();
packet.Pushed = pushed;
packet.DisplayText = WorldPackets::Item::ItemPushResult::DISPLAY_TYPE_NORMAL;
packet.Created = created;
//packet.IsBonusRoll;
//packet.IsEncounterLoot;
if (broadcast && GetGroup())
GetGroup()->BroadcastPacket(packet.Write(), true);
else
GetSession()->SendPacket(packet.Write());
}
/*********************************************************/
/*** GOSSIP SYSTEM ***/
/*********************************************************/
void Player::PrepareGossipMenu(WorldObject* source, uint32 menuId /*= 0*/, bool showQuests /*= false*/)
{
PlayerMenu* menu = PlayerTalkClass;
menu->ClearMenus();
menu->GetGossipMenu().SetMenuId(menuId);
GossipMenuItemsMapBounds menuItemBounds = sObjectMgr->GetGossipMenuItemsMapBounds(menuId);
// if default menuId and no menu options exist for this, use options from default options
if (menuItemBounds.first == menuItemBounds.second && menuId == GetDefaultGossipMenuForSource(source))
menuItemBounds = sObjectMgr->GetGossipMenuItemsMapBounds(0);
uint64 npcflags = 0;
if (source->GetTypeId() == TYPEID_UNIT)
{
npcflags = source->GetUInt64Value(UNIT_NPC_FLAGS);
if (showQuests && npcflags & UNIT_NPC_FLAG_QUESTGIVER)
PrepareQuestMenu(source->GetGUID());
}
else if (source->GetTypeId() == TYPEID_GAMEOBJECT)
if (showQuests && source->ToGameObject()->GetGoType() == GAMEOBJECT_TYPE_QUESTGIVER)
PrepareQuestMenu(source->GetGUID());
for (GossipMenuItemsContainer::const_iterator itr = menuItemBounds.first; itr != menuItemBounds.second; ++itr)
{
bool canTalk = true;
if (!sConditionMgr->IsObjectMeetToConditions(this, source, itr->second.Conditions))
continue;
if (Creature* creature = source->ToCreature())
{
if (!(itr->second.OptionNpcflag & npcflags))
continue;
switch (itr->second.OptionType)
{
case GOSSIP_OPTION_ARMORER:
canTalk = false; // added in special mode
break;
case GOSSIP_OPTION_SPIRITHEALER:
if (!isDead())
canTalk = false;
break;
case GOSSIP_OPTION_VENDOR:
{
VendorItemData const* vendorItems = creature->GetVendorItems();
if (!vendorItems || vendorItems->Empty())
{
TC_LOG_ERROR("sql.sql", "Creature %s (%s DB GUID: " UI64FMTD ") has UNIT_NPC_FLAG_VENDOR set but has an empty trading item list.", creature->GetName().c_str(), creature->GetGUID().ToString().c_str(), creature->GetSpawnId());
canTalk = false;
}
break;
}
case GOSSIP_OPTION_LEARNDUALSPEC:
canTalk = false;
break;
case GOSSIP_OPTION_UNLEARNTALENTS:
if (!creature->isCanTrainingAndResetTalentsOf(this))
canTalk = false;
break;
case GOSSIP_OPTION_UNLEARNPETTALENTS:
if (!GetPet() || GetPet()->getPetType() != HUNTER_PET || GetPet()->m_spells.size() <= 1 || creature->GetCreatureTemplate()->trainer_type != TRAINER_TYPE_PETS || creature->GetCreatureTemplate()->trainer_class != CLASS_HUNTER)
canTalk = false;
break;
case GOSSIP_OPTION_TAXIVENDOR:
if (GetSession()->SendLearnNewTaxiNode(creature))
return;
break;
case GOSSIP_OPTION_BATTLEFIELD:
if (!creature->isCanInteractWithBattleMaster(this, false))
canTalk = false;
break;
case GOSSIP_OPTION_STABLEPET:
if (getClass() != CLASS_HUNTER)
canTalk = false;
break;
case GOSSIP_OPTION_QUESTGIVER:
canTalk = false;
break;
case GOSSIP_OPTION_TRAINER:
if (getClass() != creature->GetCreatureTemplate()->trainer_class && creature->GetCreatureTemplate()->trainer_type == TRAINER_TYPE_CLASS)
{
TC_LOG_ERROR("sql.sql", "GOSSIP_OPTION_TRAINER:: Player %s (%s) request wrong gossip menu: %u with wrong class: %u at Creature: %s (Entry: %u, Trainer Class: %u)",
GetName().c_str(), GetGUID().ToString().c_str(), menu->GetGossipMenu().GetMenuId(), getClass(),
creature->GetName().c_str(), creature->GetEntry(), creature->GetCreatureTemplate()->trainer_class);
}
// no break;
case GOSSIP_OPTION_GOSSIP:
case GOSSIP_OPTION_SPIRITGUIDE:
case GOSSIP_OPTION_INNKEEPER:
case GOSSIP_OPTION_BANKER:
case GOSSIP_OPTION_PETITIONER:
case GOSSIP_OPTION_TABARDDESIGNER:
case GOSSIP_OPTION_AUCTIONEER:
break; // no checks
case GOSSIP_OPTION_OUTDOORPVP:
if (!sOutdoorPvPMgr->CanTalkTo(this, creature, itr->second))
canTalk = false;
break;
default:
TC_LOG_ERROR("sql.sql", "Creature entry %u has unknown gossip option %u for menu %u.", creature->GetEntry(), itr->second.OptionType, itr->second.MenuId);
canTalk = false;
break;
}
}
else if (GameObject* go = source->ToGameObject())
{
switch (itr->second.OptionType)
{
case GOSSIP_OPTION_GOSSIP:
if (go->GetGoType() != GAMEOBJECT_TYPE_QUESTGIVER && go->GetGoType() != GAMEOBJECT_TYPE_GOOBER)
canTalk = false;
break;
default:
canTalk = false;
break;
}
}
if (canTalk)
{
std::string strOptionText, strBoxText;
BroadcastTextEntry const* optionBroadcastText = sBroadcastTextStore.LookupEntry(itr->second.OptionBroadcastTextId);
BroadcastTextEntry const* boxBroadcastText = sBroadcastTextStore.LookupEntry(itr->second.BoxBroadcastTextId);
LocaleConstant locale = GetSession()->GetSessionDbLocaleIndex();
if (optionBroadcastText)
strOptionText = DB2Manager::GetBroadcastTextValue(optionBroadcastText, locale, getGender());
else
strOptionText = itr->second.OptionText;
if (boxBroadcastText)
strBoxText = DB2Manager::GetBroadcastTextValue(boxBroadcastText, locale, getGender());
else
strBoxText = itr->second.BoxText;
if (locale != DEFAULT_LOCALE)
{
if (!optionBroadcastText)
{
/// Find localizations from database.
if (GossipMenuItemsLocale const* gossipMenuLocale = sObjectMgr->GetGossipMenuItemsLocale(MAKE_PAIR32(menuId, itr->second.OptionIndex)))
ObjectMgr::GetLocaleString(gossipMenuLocale->OptionText, locale, strOptionText);
}
if (!boxBroadcastText)
{
/// Find localizations from database.
if (GossipMenuItemsLocale const* gossipMenuLocale = sObjectMgr->GetGossipMenuItemsLocale(MAKE_PAIR32(menuId, itr->second.OptionIndex)))
ObjectMgr::GetLocaleString(gossipMenuLocale->BoxText, locale, strBoxText);
}
}
menu->GetGossipMenu().AddMenuItem(itr->second.OptionIndex, itr->second.OptionIcon, strOptionText, 0, itr->second.OptionType, strBoxText, itr->second.BoxMoney, itr->second.BoxCoded);
menu->GetGossipMenu().AddGossipMenuItemData(itr->second.OptionIndex, itr->second.ActionMenuId, itr->second.ActionPoiId);
}
}
}
void Player::SendPreparedGossip(WorldObject* source)
{
if (!source)
return;
if (source->GetTypeId() == TYPEID_UNIT || source->GetTypeId() == TYPEID_GAMEOBJECT)
{
if (PlayerTalkClass->GetGossipMenu().Empty() && !PlayerTalkClass->GetQuestMenu().Empty())
{
SendPreparedQuest(source->GetGUID());
return;
}
}
// in case non empty gossip menu (that not included quests list size) show it
// (quest entries from quest menu will be included in list)
uint32 textId = GetGossipTextId(source);
if (uint32 menuId = PlayerTalkClass->GetGossipMenu().GetMenuId())
textId = GetGossipTextId(menuId, source);
PlayerTalkClass->SendGossipMenu(textId, source->GetGUID());
}
void Player::OnGossipSelect(WorldObject* source, uint32 gossipListId, uint32 menuId)
{
GossipMenu& gossipMenu = PlayerTalkClass->GetGossipMenu();
// if not same, then something funky is going on
if (menuId != gossipMenu.GetMenuId())
return;
GossipMenuItem const* item = gossipMenu.GetItem(gossipListId);
if (!item)
return;
uint32 gossipOptionId = item->OptionType;
ObjectGuid guid = source->GetGUID();
if (source->GetTypeId() == TYPEID_GAMEOBJECT)
{
if (gossipOptionId > GOSSIP_OPTION_QUESTGIVER)
{
TC_LOG_ERROR("entities.player", "Player '%s' (%s) requests invalid gossip option for GameObject (Entry: %u)",
GetName().c_str(), GetGUID().ToString().c_str(), source->GetEntry());
return;
}
}
GossipMenuItemData const* menuItemData = gossipMenu.GetItemData(gossipListId);
if (!menuItemData)
return;
int32 cost = int32(item->BoxMoney);
if (!HasEnoughMoney(int64(cost)))
{
SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, nullptr, 0, 0);
PlayerTalkClass->SendCloseGossip();
return;
}
switch (gossipOptionId)
{
case GOSSIP_OPTION_GOSSIP:
{
if (menuItemData->GossipActionPoi)
PlayerTalkClass->SendPointOfInterest(menuItemData->GossipActionPoi);
if (menuItemData->GossipActionMenuId)
{
PrepareGossipMenu(source, menuItemData->GossipActionMenuId);
SendPreparedGossip(source);
}
break;
}
case GOSSIP_OPTION_OUTDOORPVP:
sOutdoorPvPMgr->HandleGossipOption(this, source->ToCreature(), gossipListId);
break;
case GOSSIP_OPTION_SPIRITHEALER:
if (isDead())
source->ToCreature()->CastSpell(source->ToCreature(), 17251, true, nullptr, nullptr, GetGUID());
break;
case GOSSIP_OPTION_QUESTGIVER:
PrepareQuestMenu(guid);
SendPreparedQuest(guid);
break;
case GOSSIP_OPTION_VENDOR:
case GOSSIP_OPTION_ARMORER:
GetSession()->SendListInventory(guid);
break;
case GOSSIP_OPTION_STABLEPET:
GetSession()->SendStablePet(guid);
break;
case GOSSIP_OPTION_TRAINER:
GetSession()->SendTrainerList(guid);
break;
case GOSSIP_OPTION_LEARNDUALSPEC:
break;
case GOSSIP_OPTION_UNLEARNTALENTS:
PlayerTalkClass->SendCloseGossip();
SendRespecWipeConfirm(guid, sWorld->getBoolConfig(CONFIG_NO_RESET_TALENT_COST) ? 0 : GetNextResetTalentsCost());
break;
case GOSSIP_OPTION_UNLEARNPETTALENTS:
PlayerTalkClass->SendCloseGossip();
ResetPetTalents();
break;
case GOSSIP_OPTION_TAXIVENDOR:
GetSession()->SendTaxiMenu(source->ToCreature());
break;
case GOSSIP_OPTION_INNKEEPER:
PlayerTalkClass->SendCloseGossip();
SetBindPoint(guid);
break;
case GOSSIP_OPTION_BANKER:
GetSession()->SendShowBank(guid);
break;
case GOSSIP_OPTION_PETITIONER:
PlayerTalkClass->SendCloseGossip();
GetSession()->SendPetitionShowList(guid);
break;
case GOSSIP_OPTION_TABARDDESIGNER:
PlayerTalkClass->SendCloseGossip();
GetSession()->SendTabardVendorActivate(guid);
break;
case GOSSIP_OPTION_AUCTIONEER:
GetSession()->SendAuctionHello(guid, source->ToCreature());
break;
case GOSSIP_OPTION_SPIRITGUIDE:
PrepareGossipMenu(source);
SendPreparedGossip(source);
break;
case GOSSIP_OPTION_BATTLEFIELD:
{
BattlegroundTypeId bgTypeId = sBattlegroundMgr->GetBattleMasterBG(source->GetEntry());
if (bgTypeId == BATTLEGROUND_TYPE_NONE)
{
TC_LOG_ERROR("entities.player", "Player '%s' (%s) requested battlegroundlist from an invalid creature (%s)",
GetName().c_str(), GetGUID().ToString().c_str(), source->GetGUID().ToString().c_str());
return;
}
sBattlegroundMgr->SendBattlegroundList(this, guid, bgTypeId);
break;
}
}
ModifyMoney(-cost);
}
uint32 Player::GetGossipTextId(WorldObject* source)
{
if (!source)
return DEFAULT_GOSSIP_MESSAGE;
return GetGossipTextId(GetDefaultGossipMenuForSource(source), source);
}
uint32 Player::GetGossipTextId(uint32 menuId, WorldObject* source)
{
uint32 textId = DEFAULT_GOSSIP_MESSAGE;
if (!menuId)
return textId;
GossipMenusMapBounds menuBounds = sObjectMgr->GetGossipMenusMapBounds(menuId);
for (GossipMenusContainer::const_iterator itr = menuBounds.first; itr != menuBounds.second; ++itr)
{
if (sConditionMgr->IsObjectMeetToConditions(this, source, itr->second.conditions))
textId = itr->second.text_id;
}
return textId;
}
uint32 Player::GetDefaultGossipMenuForSource(WorldObject* source)
{
switch (source->GetTypeId())
{
case TYPEID_UNIT:
return source->ToCreature()->GetCreatureTemplate()->GossipMenuId;
case TYPEID_GAMEOBJECT:
return source->ToGameObject()->GetGOInfo()->GetGossipMenuId();
default:
break;
}
return 0;
}
/*********************************************************/
/*** QUEST SYSTEM ***/
/*********************************************************/
void Player::PrepareQuestMenu(ObjectGuid guid)
{
QuestRelationBounds objectQR;
QuestRelationBounds objectQIR;
// pets also can have quests
Creature* creature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, guid);
if (creature)
{
objectQR = sObjectMgr->GetCreatureQuestRelationBounds(creature->GetEntry());
objectQIR = sObjectMgr->GetCreatureQuestInvolvedRelationBounds(creature->GetEntry());
}
else
{
//we should obtain map pointer from GetMap() in 99% of cases. Special case
//only for quests which cast teleport spells on player
Map* _map = IsInWorld() ? GetMap() : sMapMgr->FindMap(GetMapId(), GetInstanceId());
ASSERT(_map);
GameObject* gameObject = _map->GetGameObject(guid);
if (gameObject)
{
objectQR = sObjectMgr->GetGOQuestRelationBounds(gameObject->GetEntry());
objectQIR = sObjectMgr->GetGOQuestInvolvedRelationBounds(gameObject->GetEntry());
}
else
return;
}
QuestMenu &qm = PlayerTalkClass->GetQuestMenu();
qm.ClearMenu();
for (QuestRelations::const_iterator i = objectQIR.first; i != objectQIR.second; ++i)
{
uint32 quest_id = i->second;
QuestStatus status = GetQuestStatus(quest_id);
if (status == QUEST_STATUS_COMPLETE)
qm.AddMenuItem(quest_id, 4);
else if (status == QUEST_STATUS_INCOMPLETE)
qm.AddMenuItem(quest_id, 4);
//else if (status == QUEST_STATUS_AVAILABLE)
// qm.AddMenuItem(quest_id, 2);
}
for (QuestRelations::const_iterator i = objectQR.first; i != objectQR.second; ++i)
{
uint32 quest_id = i->second;
Quest const* quest = sObjectMgr->GetQuestTemplate(quest_id);
if (!quest)
continue;
if (!CanTakeQuest(quest, false))
continue;
if (quest->IsAutoComplete())
qm.AddMenuItem(quest_id, 4);
else if (GetQuestStatus(quest_id) == QUEST_STATUS_NONE)
qm.AddMenuItem(quest_id, 2);
}
}
void Player::SendPreparedQuest(ObjectGuid guid)
{
QuestMenu& questMenu = PlayerTalkClass->GetQuestMenu();
if (questMenu.Empty())
return;
// single element case
if (questMenu.GetMenuItemCount() == 1)
{
QuestMenuItem const& qmi0 = questMenu.GetItem(0);
uint32 questId = qmi0.QuestId;
// Auto open
if (Quest const* quest = sObjectMgr->GetQuestTemplate(questId))
{
if (qmi0.QuestIcon == 4)
{
PlayerTalkClass->SendQuestGiverRequestItems(quest, guid, CanRewardQuest(quest, false), true);
return;
}
// Send completable on repeatable and autoCompletable quest if player don't have quest
/// @todo verify if check for !quest->IsDaily() is really correct (possibly not)
else
{
Object* object = ObjectAccessor::GetObjectByTypeMask(*this, guid, TYPEMASK_UNIT | TYPEMASK_GAMEOBJECT | TYPEMASK_ITEM);
if (!object || (!object->hasQuest(questId) && !object->hasInvolvedQuest(questId)))
{
PlayerTalkClass->SendCloseGossip();
return;
}
if (object->GetTypeId() != TYPEID_UNIT || object->GetUInt64Value(UNIT_NPC_FLAGS) & UNIT_NPC_FLAG_GOSSIP)
{
if (quest->IsAutoAccept() && CanAddQuest(quest, true) && CanTakeQuest(quest, true))
AddQuestAndCheckCompletion(quest, object);
if (quest->IsAutoComplete() && quest->IsRepeatable() && !quest->IsDailyOrWeekly())
PlayerTalkClass->SendQuestGiverRequestItems(quest, guid, CanCompleteRepeatableQuest(quest), true);
else
PlayerTalkClass->SendQuestGiverQuestDetails(quest, guid, true);
return;
}
}
}
}
PlayerTalkClass->SendQuestGiverQuestList(guid);
}
bool Player::IsActiveQuest(uint32 quest_id) const
{
return m_QuestStatus.find(quest_id) != m_QuestStatus.end();
}
Quest const* Player::GetNextQuest(ObjectGuid guid, Quest const* quest) const
{
QuestRelationBounds objectQR;
uint32 nextQuestID = quest->GetNextQuestInChain();
switch (guid.GetHigh())
{
case HighGuid::Player:
ASSERT(quest->HasFlag(QUEST_FLAGS_AUTOCOMPLETE));
return sObjectMgr->GetQuestTemplate(nextQuestID);
case HighGuid::Creature:
case HighGuid::Pet:
case HighGuid::Vehicle:
{
if (Creature* creature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, guid))
objectQR = sObjectMgr->GetCreatureQuestRelationBounds(creature->GetEntry());
else
return nullptr;
break;
}
case HighGuid::GameObject:
{
//we should obtain map pointer from GetMap() in 99% of cases. Special case
//only for quests which cast teleport spells on player
Map* _map = IsInWorld() ? GetMap() : sMapMgr->FindMap(GetMapId(), GetInstanceId());
ASSERT(_map);
if (GameObject* gameObject = _map->GetGameObject(guid))
objectQR = sObjectMgr->GetGOQuestRelationBounds(gameObject->GetEntry());
else
return nullptr;
break;
}
default:
return nullptr;
}
// for unit and go state
for (QuestRelations::const_iterator itr = objectQR.first; itr != objectQR.second; ++itr)
{
if (itr->second == nextQuestID)
return sObjectMgr->GetQuestTemplate(nextQuestID);
}
return nullptr;
}
bool Player::CanSeeStartQuest(Quest const* quest)
{
if (!DisableMgr::IsDisabledFor(DISABLE_TYPE_QUEST, quest->GetQuestId(), this) && SatisfyQuestClass(quest, false) && SatisfyQuestRace(quest, false) &&
SatisfyQuestSkill(quest, false) && SatisfyQuestExclusiveGroup(quest, false) && SatisfyQuestReputation(quest, false) &&
SatisfyQuestPreviousQuest(quest, false) && SatisfyQuestNextChain(quest, false) &&
SatisfyQuestPrevChain(quest, false) && SatisfyQuestDay(quest, false) && SatisfyQuestWeek(quest, false) &&
SatisfyQuestMonth(quest, false) && SatisfyQuestSeasonal(quest, false))
{
return int32(getLevel() + sWorld->getIntConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF)) >= quest->GetMinLevel();
}
return false;
}
bool Player::CanTakeQuest(Quest const* quest, bool msg)
{
return !DisableMgr::IsDisabledFor(DISABLE_TYPE_QUEST, quest->GetQuestId(), this)
&& SatisfyQuestStatus(quest, msg) && SatisfyQuestExclusiveGroup(quest, msg)
&& SatisfyQuestClass(quest, msg) && SatisfyQuestRace(quest, msg) && SatisfyQuestLevel(quest, msg)
&& SatisfyQuestSkill(quest, msg) && SatisfyQuestReputation(quest, msg)
&& SatisfyQuestPreviousQuest(quest, msg) && SatisfyQuestTimed(quest, msg)
&& SatisfyQuestNextChain(quest, msg) && SatisfyQuestPrevChain(quest, msg)
&& SatisfyQuestDay(quest, msg) && SatisfyQuestWeek(quest, msg)
&& SatisfyQuestMonth(quest, msg) && SatisfyQuestSeasonal(quest, msg)
&& SatisfyQuestConditions(quest, msg);
}
bool Player::CanAddQuest(Quest const* quest, bool msg) const
{
if (!SatisfyQuestLog(msg))
return false;
uint32 srcitem = quest->GetSrcItemId();
if (srcitem > 0)
{
uint32 count = quest->GetSrcItemCount();
ItemPosCountVec dest;
InventoryResult msg2 = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, srcitem, count);
// player already have max number (in most case 1) source item, no additional item needed and quest can be added.
if (msg2 == EQUIP_ERR_ITEM_MAX_COUNT)
return true;
if (msg2 != EQUIP_ERR_OK)
{
SendEquipError(msg2, nullptr, nullptr, srcitem);
return false;
}
}
return true;
}
bool Player::CanCompleteQuest(uint32 quest_id)
{
if (quest_id)
{
Quest const* qInfo = sObjectMgr->GetQuestTemplate(quest_id);
if (!qInfo)
return false;
if (!qInfo->IsRepeatable() && m_RewardedQuests.find(quest_id) != m_RewardedQuests.end())
return false; // not allow re-complete quest
// auto complete quest
if (qInfo->IsAutoComplete() && CanTakeQuest(qInfo, false))
return true;
QuestStatusMap::iterator itr = m_QuestStatus.find(quest_id);
if (itr == m_QuestStatus.end())
return false;
QuestStatusData &q_status = itr->second;
if (q_status.Status == QUEST_STATUS_INCOMPLETE)
{
for (QuestObjective const& obj : qInfo->GetObjectives())
{
switch (obj.Type)
{
case QUEST_OBJECTIVE_MONSTER:
case QUEST_OBJECTIVE_ITEM:
case QUEST_OBJECTIVE_GAMEOBJECT:
case QUEST_OBJECTIVE_PLAYERKILLS:
case QUEST_OBJECTIVE_TALKTO:
case QUEST_OBJECTIVE_WINPVPPETBATTLES:
case QUEST_OBJECTIVE_HAVE_CURRENCY:
case QUEST_OBJECTIVE_OBTAIN_CURRENCY:
if (GetQuestObjectiveData(qInfo, obj.StorageIndex) < obj.Amount)
return false;
break;
case QUEST_OBJECTIVE_MIN_REPUTATION:
if (GetReputationMgr().GetReputation(obj.ObjectID) < obj.Amount)
return false;
break;
case QUEST_OBJECTIVE_MAX_REPUTATION:
if (GetReputationMgr().GetReputation(obj.ObjectID) > obj.Amount)
return false;
break;
case QUEST_OBJECTIVE_MONEY:
if (!HasEnoughMoney(uint64(obj.Amount)))
return false;
break;
case QUEST_OBJECTIVE_AREATRIGGER:
if (!GetQuestObjectiveData(qInfo, obj.StorageIndex))
return false;
break;
case QUEST_OBJECTIVE_LEARNSPELL:
if (!HasSpell(obj.ObjectID))
return false;
break;
case QUEST_OBJECTIVE_CURRENCY:
if (!HasCurrency(obj.ObjectID, obj.Amount))
return false;
break;
default:
TC_LOG_ERROR("entities.player.quest", "Player::CanCompleteQuest: Player '%s' (%s) tried to complete a quest (ID: %u) with an unknown objective type %u",
GetName().c_str(), GetGUID().ToString().c_str(), quest_id, obj.Type);
return false;
}
}
if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_TIMED) && q_status.Timer == 0)
return false;
return true;
}
}
return false;
}
bool Player::CanCompleteRepeatableQuest(Quest const* quest)
{
// Solve problem that player don't have the quest and try complete it.
// if repeatable she must be able to complete event if player don't have it.
// Seem that all repeatable quest are DELIVER Flag so, no need to add more.
if (!CanTakeQuest(quest, false))
return false;
if (quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_DELIVER))
for (QuestObjective const& obj : quest->GetObjectives())
if (obj.Type == QUEST_OBJECTIVE_ITEM && !HasItemCount(obj.ObjectID, obj.Amount))
return false;
if (!CanRewardQuest(quest, false))
return false;
return true;
}
bool Player::CanRewardQuest(Quest const* quest, bool msg)
{
// not auto complete quest and not completed quest (only cheating case, then ignore without message)
if (!quest->IsDFQuest() && !quest->IsAutoComplete() && GetQuestStatus(quest->GetQuestId()) != QUEST_STATUS_COMPLETE)
return false;
// daily quest can't be rewarded (25 daily quest already completed)
if (!SatisfyQuestDay(quest, true) || !SatisfyQuestWeek(quest, true) || !SatisfyQuestMonth(quest, true) || !SatisfyQuestSeasonal(quest, true))
return false;
// rewarded and not repeatable quest (only cheating case, then ignore without message)
if (GetQuestRewardStatus(quest->GetQuestId()))
return false;
// prevent receive reward with quest items in bank
if (quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_DELIVER))
{
for (QuestObjective const& obj : quest->GetObjectives())
{
if (obj.Type != QUEST_OBJECTIVE_ITEM)
continue;
if (GetItemCount(obj.ObjectID) < uint32(obj.Amount))
{
if (msg)
SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, nullptr, nullptr, obj.ObjectID);
return false;
}
}
}
for (QuestObjective const& obj : quest->GetObjectives())
{
switch (obj.Type)
{
case QUEST_OBJECTIVE_CURRENCY:
if (!HasCurrency(obj.ObjectID, obj.Amount))
return false;
break;
case QUEST_OBJECTIVE_MONEY:
if (!HasEnoughMoney(uint64(obj.Amount)))
return false;
break;
}
}
return true;
}
void Player::AddQuestAndCheckCompletion(Quest const* quest, Object* questGiver)
{
AddQuest(quest, questGiver);
if (CanCompleteQuest(quest->GetQuestId()))
CompleteQuest(quest->GetQuestId());
if (!questGiver)
return;
switch (questGiver->GetTypeId())
{
case TYPEID_UNIT:
sScriptMgr->OnQuestAccept(this, questGiver->ToCreature(), quest);
questGiver->ToCreature()->AI()->sQuestAccept(this, quest);
break;
case TYPEID_ITEM:
case TYPEID_CONTAINER:
{
Item* item = static_cast<Item*>(questGiver);
sScriptMgr->OnQuestAccept(this, item, quest);
// destroy not required for quest finish quest starting item
bool destroyItem = true;
for (QuestObjective const& obj : quest->GetObjectives())
{
if (obj.Type == QUEST_OBJECTIVE_ITEM && uint32(obj.ObjectID) == item->GetEntry() && item->GetTemplate()->GetMaxCount() > 0)
{
destroyItem = false;
break;
}
}
if (destroyItem)
DestroyItem(item->GetBagSlot(), item->GetSlot(), true);
break;
}
case TYPEID_GAMEOBJECT:
sScriptMgr->OnQuestAccept(this, questGiver->ToGameObject(), quest);
questGiver->ToGameObject()->AI()->QuestAccept(this, quest);
break;
default:
break;
}
}
bool Player::CanRewardQuest(Quest const* quest, uint32 reward, bool msg)
{
// prevent receive reward with quest items in bank or for not completed quest
if (!CanRewardQuest(quest, msg))
return false;
ItemPosCountVec dest;
if (quest->GetRewChoiceItemsCount() > 0)
{
for (uint32 i = 0; i < quest->GetRewChoiceItemsCount(); ++i)
{
if (quest->RewardChoiceItemId[i] && quest->RewardChoiceItemId[i] == reward)
{
InventoryResult res = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, quest->RewardChoiceItemId[i], quest->RewardChoiceItemCount[i]);
if (res != EQUIP_ERR_OK)
{
SendEquipError(res, nullptr, nullptr, quest->RewardChoiceItemId[i]);
return false;
}
}
}
}
if (quest->GetRewItemsCount() > 0)
{
for (uint32 i = 0; i < quest->GetRewItemsCount(); ++i)
{
if (quest->RewardItemId[i])
{
InventoryResult res = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, quest->RewardItemId[i], quest->RewardItemCount[i]);
if (res != EQUIP_ERR_OK)
{
SendEquipError(res, nullptr, nullptr, quest->RewardItemId[i]);
return false;
}
}
}
}
// QuestPackageItem.db2
if (quest->GetQuestPackageID())
{
bool hasFilteredQuestPackageReward = false;
if (std::vector<QuestPackageItemEntry const*> const* questPackageItems = sDB2Manager.GetQuestPackageItems(quest->GetQuestPackageID()))
{
for (QuestPackageItemEntry const* questPackageItem : *questPackageItems)
{
if (questPackageItem->ItemID != reward)
continue;
if (CanSelectQuestPackageItem(questPackageItem))
{
hasFilteredQuestPackageReward = true;
InventoryResult res = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, questPackageItem->ItemID, questPackageItem->ItemCount);
if (res != EQUIP_ERR_OK)
{
SendEquipError(res, nullptr, nullptr, questPackageItem->ItemID);
return false;
}
}
}
}
if (!hasFilteredQuestPackageReward)
{
if (std::vector<QuestPackageItemEntry const*> const* questPackageItems = sDB2Manager.GetQuestPackageItemsFallback(quest->GetQuestPackageID()))
{
for (QuestPackageItemEntry const* questPackageItem : *questPackageItems)
{
if (questPackageItem->ItemID != reward)
continue;
InventoryResult res = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, questPackageItem->ItemID, questPackageItem->ItemCount);
if (res != EQUIP_ERR_OK)
{
SendEquipError(res, nullptr, nullptr, questPackageItem->ItemID);
return false;
}
}
}
}
}
return true;
}
void Player::AddQuest(Quest const* quest, Object* questGiver)
{
uint16 log_slot = FindQuestSlot(0);
if (log_slot >= MAX_QUEST_LOG_SIZE) // Player does not have any free slot in the quest log
return;
uint32 quest_id = quest->GetQuestId();
// if not exist then created with set uState == NEW and rewarded=false
QuestStatusData& questStatusData = m_QuestStatus[quest_id];
// check for repeatable quests status reset
questStatusData.Status = QUEST_STATUS_INCOMPLETE;
int32 maxStorageIndex = 0;
for (QuestObjective const& obj : quest->GetObjectives())
if (obj.StorageIndex > maxStorageIndex)
maxStorageIndex = obj.StorageIndex;
questStatusData.ObjectiveData.resize(maxStorageIndex+1, 0);
GiveQuestSourceItem(quest);
AdjustQuestReqItemCount(quest);
for (QuestObjective const& obj : quest->GetObjectives())
if (obj.Type == QUEST_OBJECTIVE_MIN_REPUTATION || obj.Type == QUEST_OBJECTIVE_MAX_REPUTATION)
if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(obj.ObjectID))
GetReputationMgr().SetVisible(factionEntry);
uint32 qtime = 0;
if (quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_TIMED))
{
uint32 limittime = quest->GetLimitTime();
// shared timed quest
if (questGiver && questGiver->GetTypeId() == TYPEID_PLAYER)
limittime = questGiver->ToPlayer()->getQuestStatusMap()[quest_id].Timer / IN_MILLISECONDS;
AddTimedQuest(quest_id);
questStatusData.Timer = limittime * IN_MILLISECONDS;
qtime = static_cast<uint32>(time(nullptr)) + limittime;
}
else
questStatusData.Timer = 0;
if (quest->HasFlag(QUEST_FLAGS_FLAGS_PVP))
{
pvpInfo.IsHostile = true;
UpdatePvPState();
}
SetQuestSlot(log_slot, quest_id, qtime);
m_QuestStatusSave[quest_id] = QUEST_DEFAULT_SAVE_TYPE;
StartCriteriaTimer(CRITERIA_TIMED_TYPE_QUEST, quest_id);
SendQuestUpdate(quest_id);
if (sWorld->getBoolConfig(CONFIG_QUEST_ENABLE_QUEST_TRACKER)) // check if Quest Tracker is enabled
{
// prepare Quest Tracker datas
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_QUEST_TRACK);
stmt->setUInt32(0, quest_id);
stmt->setUInt64(1, GetGUID().GetCounter());
stmt->setString(2, GitRevision::GetHash());
stmt->setString(3, GitRevision::GetDate());
// add to Quest Tracker
CharacterDatabase.Execute(stmt);
}
}
void Player::CompleteQuest(uint32 quest_id)
{
if (quest_id)
{
SetQuestStatus(quest_id, QUEST_STATUS_COMPLETE);
uint16 log_slot = FindQuestSlot(quest_id);
if (log_slot < MAX_QUEST_LOG_SIZE)
SetQuestSlotState(log_slot, QUEST_STATE_COMPLETE);
if (Quest const* qInfo = sObjectMgr->GetQuestTemplate(quest_id))
{
if (qInfo->HasFlag(QUEST_FLAGS_TRACKING))
RewardQuest(qInfo, 0, this, false);
else
SendQuestComplete(qInfo);
}
}
if (sWorld->getBoolConfig(CONFIG_QUEST_ENABLE_QUEST_TRACKER)) // check if Quest Tracker is enabled
{
// prepare Quest Tracker data
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_QUEST_TRACK_COMPLETE_TIME);
stmt->setUInt32(0, quest_id);
stmt->setUInt64(1, GetGUID().GetCounter());
// add to Quest Tracker
CharacterDatabase.Execute(stmt);
}
}
void Player::IncompleteQuest(uint32 quest_id)
{
if (quest_id)
{
SetQuestStatus(quest_id, QUEST_STATUS_INCOMPLETE);
uint16 log_slot = FindQuestSlot(quest_id);
if (log_slot < MAX_QUEST_LOG_SIZE)
RemoveQuestSlotState(log_slot, QUEST_STATE_COMPLETE);
}
}
uint32 Player::GetQuestMoneyReward(Quest const* quest) const
{
return quest->MoneyValue(getLevel()) * sWorld->getRate(RATE_MONEY_QUEST);
}
uint32 Player::GetQuestXPReward(Quest const* quest)
{
bool rewarded = (m_RewardedQuests.find(quest->GetQuestId()) != m_RewardedQuests.end());
// Not give XP in case already completed once repeatable quest
if (rewarded && !quest->IsDFQuest())
return 0;
uint32 XP = quest->XPValue(getLevel()) * sWorld->getRate(RATE_XP_QUEST);
// handle SPELL_AURA_MOD_XP_QUEST_PCT auras
Unit::AuraEffectList const& ModXPPctAuras = GetAuraEffectsByType(SPELL_AURA_MOD_XP_QUEST_PCT);
for (Unit::AuraEffectList::const_iterator i = ModXPPctAuras.begin(); i != ModXPPctAuras.end(); ++i)
AddPct(XP, (*i)->GetAmount());
return XP;
}
bool Player::CanSelectQuestPackageItem(QuestPackageItemEntry const* questPackageItem) const
{
ItemTemplate const* rewardProto = sObjectMgr->GetItemTemplate(questPackageItem->ItemID);
if (!rewardProto)
return false;
if ((rewardProto->GetFlags2() & ITEM_FLAG2_FACTION_ALLIANCE && GetTeam() != ALLIANCE) ||
(rewardProto->GetFlags2() & ITEM_FLAG2_FACTION_HORDE && GetTeam() != HORDE))
return false;
switch (questPackageItem->FilterType)
{
case QUEST_PACKAGE_FILTER_LOOT_SPECIALIZATION:
return rewardProto->IsUsableByLootSpecialization(this);
case QUEST_PACKAGE_FILTER_CLASS:
return (rewardProto->ItemSpecClassMask & getClassMask()) != 0;
case QUEST_PACKAGE_FILTER_EVERYONE:
return true;
default:
break;
}
return false;
}
void Player::RewardQuest(Quest const* quest, uint32 reward, Object* questGiver, bool announce)
{
//this THING should be here to protect code from quest, which cast on player far teleport as a reward
//should work fine, cause far teleport will be executed in Player::Update()
SetCanDelayTeleport(true);
uint32 quest_id = quest->GetQuestId();
for (QuestObjective const& obj : quest->GetObjectives())
{
switch (obj.Type)
{
case QUEST_OBJECTIVE_ITEM:
if (!(quest->GetFlagsEx() & QUEST_FLAGS_EX_KEEP_ADDITIONAL_ITEMS))
DestroyItemCount(obj.ObjectID, obj.Amount, true);
break;
case QUEST_OBJECTIVE_CURRENCY:
ModifyCurrency(obj.ObjectID, -int32(obj.Amount), false, true);
break;
}
}
if (!(quest->GetFlagsEx() & QUEST_FLAGS_EX_KEEP_ADDITIONAL_ITEMS))
{
for (uint8 i = 0; i < QUEST_ITEM_DROP_COUNT; ++i)
{
if (quest->ItemDrop[i])
{
uint32 count = quest->ItemDropQuantity[i];
DestroyItemCount(quest->ItemDrop[i], count ? count : 9999, true);
}
}
}
RemoveTimedQuest(quest_id);
ItemTemplate const* rewardProto = sObjectMgr->GetItemTemplate(reward);
if (rewardProto && quest->GetRewChoiceItemsCount())
{
for (uint32 i = 0; i < quest->GetRewChoiceItemsCount(); ++i)
{
if (quest->RewardChoiceItemId[i] && quest->RewardChoiceItemId[i] == reward)
{
ItemPosCountVec dest;
if (CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, reward, quest->RewardChoiceItemCount[i]) == EQUIP_ERR_OK)
{
Item* item = StoreNewItem(dest, reward, true, Item::GenerateItemRandomPropertyId(reward));
SendNewItem(item, quest->RewardChoiceItemCount[i], true, false);
}
}
}
}
// QuestPackageItem.db2
if (rewardProto && quest->GetQuestPackageID())
{
bool hasFilteredQuestPackageReward = false;
if (std::vector<QuestPackageItemEntry const*> const* questPackageItems = sDB2Manager.GetQuestPackageItems(quest->GetQuestPackageID()))
{
for (QuestPackageItemEntry const* questPackageItem : *questPackageItems)
{
if (questPackageItem->ItemID != reward)
continue;
if (CanSelectQuestPackageItem(questPackageItem))
{
hasFilteredQuestPackageReward = true;
ItemPosCountVec dest;
if (CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, questPackageItem->ItemID, questPackageItem->ItemCount) == EQUIP_ERR_OK)
{
Item* item = StoreNewItem(dest, questPackageItem->ItemID, true, Item::GenerateItemRandomPropertyId(questPackageItem->ItemID));
SendNewItem(item, questPackageItem->ItemCount, true, false);
}
}
}
}
if (!hasFilteredQuestPackageReward)
{
if (std::vector<QuestPackageItemEntry const*> const* questPackageItems = sDB2Manager.GetQuestPackageItemsFallback(quest->GetQuestPackageID()))
{
for (QuestPackageItemEntry const* questPackageItem : *questPackageItems)
{
if (questPackageItem->ItemID != reward)
continue;
ItemPosCountVec dest;
if (CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, questPackageItem->ItemID, questPackageItem->ItemCount) == EQUIP_ERR_OK)
{
Item* item = StoreNewItem(dest, questPackageItem->ItemID, true, Item::GenerateItemRandomPropertyId(questPackageItem->ItemID));
SendNewItem(item, questPackageItem->ItemCount, true, false);
}
}
}
}
}
if (quest->GetRewItemsCount() > 0)
{
for (uint32 i = 0; i < quest->GetRewItemsCount(); ++i)
{
if (uint32 itemId = quest->RewardItemId[i])
{
ItemPosCountVec dest;
if (CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, itemId, quest->RewardItemCount[i]) == EQUIP_ERR_OK)
{
Item* item = StoreNewItem(dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId));
SendNewItem(item, quest->RewardItemCount[i], true, false);
}
else if (quest->IsDFQuest())
SendItemRetrievalMail(quest->RewardItemId[i], quest->RewardItemCount[i]);
}
}
}
for (uint8 i = 0; i < QUEST_REWARD_CURRENCY_COUNT; ++i)
if (quest->RewardCurrencyId[i])
ModifyCurrency(quest->RewardCurrencyId[i], quest->RewardCurrencyCount[i]);
if (uint32 skill = quest->GetRewardSkillId())
UpdateSkillPro(skill, 1000, quest->GetRewardSkillPoints());
RewardReputation(quest);
uint16 log_slot = FindQuestSlot(quest_id);
if (log_slot < MAX_QUEST_LOG_SIZE)
SetQuestSlot(log_slot, 0);
uint32 XP = GetQuestXPReward(quest);
int32 moneyRew = 0;
if (getLevel() < sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
GiveXP(XP, nullptr);
else
moneyRew = int32(quest->GetRewMoneyMaxLevel() * sWorld->getRate(RATE_DROP_MONEY));
moneyRew += GetQuestMoneyReward(quest);
if (moneyRew)
{
ModifyMoney(moneyRew);
if (moneyRew > 0)
UpdateCriteria(CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, uint32(moneyRew));
}
// honor reward
if (uint32 honor = quest->CalculateHonorGain(getLevel()))
RewardHonor(nullptr, 0, honor);
// title reward
if (quest->GetRewTitle())
{
if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(quest->GetRewTitle()))
SetTitle(titleEntry);
}
// Send reward mail
if (uint32 mail_template_id = quest->GetRewMailTemplateId())
{
/// @todo Poor design of mail system
SQLTransaction trans = CharacterDatabase.BeginTransaction();
MailDraft(mail_template_id).SendMailTo(trans, this, questGiver, MAIL_CHECK_MASK_HAS_BODY, quest->GetRewMailDelaySecs());
CharacterDatabase.CommitTransaction(trans);
}
if (quest->IsDaily() || quest->IsDFQuest())
{
SetDailyQuestStatus(quest_id);
if (quest->IsDaily())
{
UpdateCriteria(CRITERIA_TYPE_COMPLETE_DAILY_QUEST, quest_id);
UpdateCriteria(CRITERIA_TYPE_COMPLETE_DAILY_QUEST_DAILY, quest_id);
}
}
else if (quest->IsWeekly())
SetWeeklyQuestStatus(quest_id);
else if (quest->IsMonthly())
SetMonthlyQuestStatus(quest_id);
else if (quest->IsSeasonal())
SetSeasonalQuestStatus(quest_id);
RemoveActiveQuest(quest_id, false);
m_RewardedQuests.insert(quest_id);
m_RewardedQuestsSave[quest_id] = QUEST_DEFAULT_SAVE_TYPE;
// StoreNewItem, mail reward, etc. save data directly to the database
// to prevent exploitable data desynchronisation we save the quest status to the database too
// (to prevent rewarding this quest another time while rewards were already given out)
SQLTransaction trans = SQLTransaction(nullptr);
_SaveQuestStatus(trans);
if (announce)
SendQuestReward(quest, XP);
// cast spells after mark quest complete (some spells have quest completed state requirements in spell_area data)
if (quest->GetRewSpell() > 0)
{
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(quest->GetRewSpell());
if (questGiver->isType(TYPEMASK_UNIT) && !spellInfo->HasEffect(DIFFICULTY_NONE, SPELL_EFFECT_LEARN_SPELL) && !spellInfo->HasEffect(DIFFICULTY_NONE, SPELL_EFFECT_CREATE_ITEM) && !spellInfo->HasEffect(DIFFICULTY_NONE, SPELL_EFFECT_APPLY_AURA))
{
if (Unit* unit = questGiver->ToUnit())
unit->CastSpell(this, quest->GetRewSpell(), true);
}
else
CastSpell(this, quest->GetRewSpell(), true);
}
else
{
for (uint32 i = 0; i < QUEST_REWARD_DISPLAY_SPELL_COUNT; ++i)
{
if (quest->RewardDisplaySpell[i] > 0)
{
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(quest->RewardDisplaySpell[i]);
if (questGiver->isType(TYPEMASK_UNIT) && !spellInfo->HasEffect(DIFFICULTY_NONE, SPELL_EFFECT_LEARN_SPELL) && !spellInfo->HasEffect(DIFFICULTY_NONE, SPELL_EFFECT_CREATE_ITEM))
{
if (Unit* unit = questGiver->ToUnit())
unit->CastSpell(this, quest->RewardDisplaySpell[i], true);
}
else
CastSpell(this, quest->RewardDisplaySpell[i], true);
}
}
}
if (quest->GetZoneOrSort() > 0)
UpdateCriteria(CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE, quest->GetZoneOrSort());
UpdateCriteria(CRITERIA_TYPE_COMPLETE_QUEST_COUNT);
UpdateCriteria(CRITERIA_TYPE_COMPLETE_QUEST, quest->GetQuestId());
if (uint32 questBit = sDB2Manager.GetQuestUniqueBitFlag(quest_id))
SetQuestCompletedBit(questBit, true);
if (quest->HasFlag(QUEST_FLAGS_FLAGS_PVP))
{
pvpInfo.IsHostile = pvpInfo.IsInHostileArea || HasPvPForcingQuest();
UpdatePvPState();
}
SendQuestUpdate(quest_id);
//lets remove flag for delayed teleports
SetCanDelayTeleport(false);
}
void Player::FailQuest(uint32 questId)
{
if (Quest const* quest = sObjectMgr->GetQuestTemplate(questId))
{
// Already complete quests shouldn't turn failed.
if (GetQuestStatus(questId) == QUEST_STATUS_COMPLETE && !quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_TIMED))
return;
SetQuestStatus(questId, QUEST_STATUS_FAILED);
uint16 log_slot = FindQuestSlot(questId);
if (log_slot < MAX_QUEST_LOG_SIZE)
{
SetQuestSlotTimer(log_slot, 1);
SetQuestSlotState(log_slot, QUEST_STATE_FAIL);
}
if (quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_TIMED))
{
QuestStatusData& q_status = m_QuestStatus[questId];
RemoveTimedQuest(questId);
q_status.Timer = 0;
SendQuestTimerFailed(questId);
}
else
SendQuestFailed(questId);
// Destroy quest items on quest failure.
for (QuestObjective const& obj : quest->GetObjectives())
if (obj.Type == QUEST_OBJECTIVE_ITEM)
if (ItemTemplate const* itemTemplate = sObjectMgr->GetItemTemplate(obj.ObjectID))
if (itemTemplate->GetBonding() == BIND_QUEST)
DestroyItemCount(obj.ObjectID, obj.Amount, true, true);
// Destroy items received during the quest.
for (uint8 i = 0; i < QUEST_ITEM_DROP_COUNT; ++i)
if (ItemTemplate const* itemTemplate = sObjectMgr->GetItemTemplate(quest->ItemDrop[i]))
if (quest->ItemDropQuantity[i] && itemTemplate->GetBonding() == BIND_QUEST)
DestroyItemCount(quest->ItemDrop[i], quest->ItemDropQuantity[i], true, true);
}
}
void Player::AbandonQuest(uint32 questId)
{
if (Quest const* quest = sObjectMgr->GetQuestTemplate(questId))
{
// Destroy quest items on quest abandon.
for (QuestObjective const& obj : quest->GetObjectives())
if (obj.Type == QUEST_OBJECTIVE_ITEM)
if (ItemTemplate const* itemTemplate = sObjectMgr->GetItemTemplate(obj.ObjectID))
if (itemTemplate->GetBonding() == BIND_QUEST)
DestroyItemCount(obj.ObjectID, obj.Amount, true, true);
// Destroy items received during the quest.
for (uint8 i = 0; i < QUEST_ITEM_DROP_COUNT; ++i)
if (ItemTemplate const* itemTemplate = sObjectMgr->GetItemTemplate(quest->ItemDrop[i]))
if (quest->ItemDropQuantity[i] && itemTemplate->GetBonding() == BIND_QUEST)
DestroyItemCount(quest->ItemDrop[i], quest->ItemDropQuantity[i], true, true);
}
}
bool Player::SatisfyQuestSkill(Quest const* qInfo, bool msg) const
{
uint32 skill = qInfo->GetRequiredSkill();
// skip 0 case RequiredSkill
if (skill == 0)
return true;
// check skill value
if (GetSkillValue(skill) < qInfo->GetRequiredSkillValue())
{
if (msg)
{
SendCanTakeQuestResponse(QUEST_ERR_NONE);
TC_LOG_DEBUG("misc", "Player::SatisfyQuestSkill: Sent QUEST_ERR_NONE (QuestID: %u) because player '%s' (%s) doesn't have the required skill value.",
qInfo->GetQuestId(), GetName().c_str(), GetGUID().ToString().c_str());
}
return false;
}
return true;
}
bool Player::SatisfyQuestLevel(Quest const* qInfo, bool msg) const
{
if (getLevel() < qInfo->GetMinLevel())
{
if (msg)
{
SendCanTakeQuestResponse(QUEST_ERR_FAILED_LOW_LEVEL);
TC_LOG_DEBUG("misc", "Player::SatisfyQuestLevel: Sent QUEST_ERR_FAILED_LOW_LEVEL (QuestID: %u) because player '%s' (%s) doesn't have the required (min) level.",
qInfo->GetQuestId(), GetName().c_str(), GetGUID().ToString().c_str());
}
return false;
}
if (qInfo->GetMaxLevel() > 0 && getLevel() > qInfo->GetMaxLevel())
{
if (msg)
{
SendCanTakeQuestResponse(QUEST_ERR_NONE); // There doesn't seem to be a specific response for too high player level
TC_LOG_DEBUG("misc", "Player::SatisfyQuestLevel: Sent QUEST_ERR_FAILED_LOW_LEVEL (QuestID: %u) because player '%s' (%s) doesn't have the required (max) level.",
qInfo->GetQuestId(), GetName().c_str(), GetGUID().ToString().c_str());
}
return false;
}
return true;
}
bool Player::SatisfyQuestLog(bool msg) const
{
// exist free slot
if (FindQuestSlot(0) < MAX_QUEST_LOG_SIZE)
return true;
if (msg)
{
WorldPackets::Quest::QuestLogFull data;
GetSession()->SendPacket(data.Write());
}
return false;
}
bool Player::SatisfyQuestPreviousQuest(Quest const* qInfo, bool msg)
{
// No previous quest (might be first quest in a series)
if (qInfo->prevQuests.empty())
return true;
for (Quest::PrevQuests::const_iterator iter = qInfo->prevQuests.begin(); iter != qInfo->prevQuests.end(); ++iter)
{
uint32 prevId = abs(*iter);
Quest const* qPrevInfo = sObjectMgr->GetQuestTemplate(prevId);
if (qPrevInfo)
{
// If any of the positive previous quests completed, return true
if (*iter > 0 && m_RewardedQuests.find(prevId) != m_RewardedQuests.end())
{
// skip one-from-all exclusive group
if (qPrevInfo->GetExclusiveGroup() >= 0)
return true;
// each-from-all exclusive group (< 0)
// can be start if only all quests in prev quest exclusive group completed and rewarded
ObjectMgr::ExclusiveQuestGroupsBounds range(sObjectMgr->mExclusiveQuestGroups.equal_range(qPrevInfo->GetExclusiveGroup()));
for (; range.first != range.second; ++range.first)
{
uint32 exclude_Id = range.first->second;
// skip checked quest id, only state of other quests in group is interesting
if (exclude_Id == prevId)
continue;
// alternative quest from group also must be completed and rewarded (reported)
if (m_RewardedQuests.find(exclude_Id) == m_RewardedQuests.end())
{
if (msg)
{
SendCanTakeQuestResponse(QUEST_ERR_NONE);
TC_LOG_DEBUG("misc", "Player::SatisfyQuestPreviousQuest: Sent QUEST_ERR_NONE (QuestID: %u) because player '%s' (%s) doesn't have the required quest (1).",
qInfo->GetQuestId(), GetName().c_str(), GetGUID().ToString().c_str());
}
return false;
}
}
return true;
}
// If any of the negative previous quests active, return true
if (*iter < 0 && GetQuestStatus(prevId) != QUEST_STATUS_NONE)
{
// skip one-from-all exclusive group
if (qPrevInfo->GetExclusiveGroup() >= 0)
return true;
// each-from-all exclusive group (< 0)
// can be start if only all quests in prev quest exclusive group active
ObjectMgr::ExclusiveQuestGroupsBounds range(sObjectMgr->mExclusiveQuestGroups.equal_range(qPrevInfo->GetExclusiveGroup()));
for (; range.first != range.second; ++range.first)
{
uint32 exclude_Id = range.first->second;
// skip checked quest id, only state of other quests in group is interesting
if (exclude_Id == prevId)
continue;
// alternative quest from group also must be active
if (GetQuestStatus(exclude_Id) != QUEST_STATUS_NONE)
{
if (msg)
{
SendCanTakeQuestResponse(QUEST_ERR_NONE);
TC_LOG_DEBUG("misc", "Player::SatisfyQuestPreviousQuest: Sent QUEST_ERR_NONE (QuestID: %u) because player '%s' (%s) doesn't have the required quest (2).",
qInfo->GetQuestId(), GetName().c_str(), GetGUID().ToString().c_str());
}
return false;
}
}
return true;
}
}
}
// Has only positive prev. quests in non-rewarded state
// and negative prev. quests in non-active state
if (msg)
{
SendCanTakeQuestResponse(QUEST_ERR_NONE);
TC_LOG_DEBUG("misc", "Player::SatisfyQuestPreviousQuest: Sent QUEST_ERR_NONE (QuestID: %u) because player '%s' (%s) doesn't have required quest (3).",
qInfo->GetQuestId(), GetName().c_str(), GetGUID().ToString().c_str());
}
return false;
}
bool Player::SatisfyQuestClass(Quest const* qInfo, bool msg) const
{
uint32 reqClass = qInfo->GetAllowableClasses();
if (reqClass == 0)
return true;
if ((reqClass & getClassMask()) == 0)
{
if (msg)
{
SendCanTakeQuestResponse(QUEST_ERR_NONE);
TC_LOG_DEBUG("misc", "Player::SatisfyQuestClass: Sent QUEST_ERR_NONE (QuestID: %u) because player '%s' (%s) doesn't have required class.",
qInfo->GetQuestId(), GetName().c_str(), GetGUID().ToString().c_str());
}
return false;
}
return true;
}
bool Player::SatisfyQuestRace(Quest const* qInfo, bool msg) const
{
int32 reqraces = qInfo->GetAllowableRaces();
if (reqraces == -1)
return true;
if ((reqraces & getRaceMask()) == 0)
{
if (msg)
{
SendCanTakeQuestResponse(QUEST_ERR_FAILED_WRONG_RACE);
TC_LOG_DEBUG("misc", "Player::SatisfyQuestRace: Sent QUEST_ERR_FAILED_WRONG_RACE (QuestID: %u) because player '%s' (%s) doesn't have required race.",
qInfo->GetQuestId(), GetName().c_str(), GetGUID().ToString().c_str());
}
return false;
}
return true;
}
bool Player::SatisfyQuestReputation(Quest const* qInfo, bool msg)
{
uint32 fIdMin = qInfo->GetRequiredMinRepFaction(); //Min required rep
if (fIdMin && GetReputationMgr().GetReputation(fIdMin) < qInfo->GetRequiredMinRepValue())
{
if (msg)
{
SendCanTakeQuestResponse(QUEST_ERR_NONE);
TC_LOG_DEBUG("misc", "Player::SatisfyQuestReputation: Sent QUEST_ERR_NONE (QuestID: %u) because player '%s' (%s) doesn't required reputation (min).",
qInfo->GetQuestId(), GetName().c_str(), GetGUID().ToString().c_str());
}
return false;
}
uint32 fIdMax = qInfo->GetRequiredMaxRepFaction(); //Max required rep
if (fIdMax && GetReputationMgr().GetReputation(fIdMax) >= qInfo->GetRequiredMaxRepValue())
{
if (msg)
{
SendCanTakeQuestResponse(QUEST_ERR_NONE);
TC_LOG_DEBUG("misc", "SatisfyQuestReputation: Sent QUEST_ERR_NONE (QuestID: %u) because player '%s' (%s) doesn't required reputation (max).",
qInfo->GetQuestId(), GetName().c_str(), GetGUID().ToString().c_str());
}
return false;
}
/** @todo 6.x investigate if it's still needed
// ReputationObjective2 does not seem to be an objective requirement but a requirement
// to be able to accept the quest
uint32 fIdObj = qInfo->GetRepObjectiveFaction2();
if (fIdObj && GetReputationMgr().GetReputation(fIdObj) >= qInfo->GetRepObjectiveValue2())
{
if (msg)
{
SendCanTakeQuestResponse(QUEST_ERR_NONE);
TC_LOG_DEBUG("misc", "SatisfyQuestReputation: Sent QUEST_ERR_NONE (questId: %u) because player does not have required reputation (ReputationObjective2).", qInfo->GetQuestId());
}
return false;
}**/
return true;
}
bool Player::SatisfyQuestStatus(Quest const* qInfo, bool msg) const
{
if (GetQuestStatus(qInfo->GetQuestId()) != QUEST_STATUS_NONE)
{
if (msg)
{
SendCanTakeQuestResponse(QUEST_ERR_ALREADY_ON1);
TC_LOG_DEBUG("misc", "Player::SatisfyQuestStatus: Sent QUEST_ERR_ALREADY_ON1 (QuestID: %u) because player '%s' (%s) quest status is not NONE.",
qInfo->GetQuestId(), GetName().c_str(), GetGUID().ToString().c_str());
}
return false;
}
return true;
}
bool Player::SatisfyQuestConditions(Quest const* qInfo, bool msg)
{
if (!sConditionMgr->IsObjectMeetingNotGroupedConditions(CONDITION_SOURCE_TYPE_QUEST_ACCEPT, qInfo->GetQuestId(), this))
{
if (msg)
{
SendCanTakeQuestResponse(QUEST_ERR_NONE);
TC_LOG_DEBUG("misc", "Player::SatisfyQuestConditions: Sent QUEST_ERR_NONE (QuestID: %u) because player '%s' (%s) doesn't meet conditions.",
qInfo->GetQuestId(), GetName().c_str(), GetGUID().ToString().c_str());
}
TC_LOG_DEBUG("condition", "Player::SatisfyQuestConditions: conditions not met for quest %u", qInfo->GetQuestId());
return false;
}
return true;
}
bool Player::SatisfyQuestTimed(Quest const* qInfo, bool msg) const
{
if (!m_timedquests.empty() && qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_TIMED))
{
if (msg)
{
SendCanTakeQuestResponse(QUEST_ERR_ONLY_ONE_TIMED);
TC_LOG_DEBUG("misc", "Player::SatisfyQuestTimed: Sent QUEST_ERR_ONLY_ONE_TIMED (QuestID: %u) because player '%s' (%s) is already on a timed quest.",
qInfo->GetQuestId(), GetName().c_str(), GetGUID().ToString().c_str());
}
return false;
}
return true;
}
bool Player::SatisfyQuestExclusiveGroup(Quest const* qInfo, bool msg)
{
// non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
if (qInfo->GetExclusiveGroup() <= 0)
return true;
ObjectMgr::ExclusiveQuestGroupsBounds range(sObjectMgr->mExclusiveQuestGroups.equal_range(qInfo->GetExclusiveGroup()));
for (; range.first != range.second; ++range.first)
{
uint32 exclude_Id = range.first->second;
// skip checked quest id, only state of other quests in group is interesting
if (exclude_Id == qInfo->GetQuestId())
continue;
// not allow have daily quest if daily quest from exclusive group already recently completed
Quest const* Nquest = sObjectMgr->GetQuestTemplate(exclude_Id);
ASSERT(Nquest);
if (!SatisfyQuestDay(Nquest, false) || !SatisfyQuestWeek(Nquest, false) || !SatisfyQuestSeasonal(Nquest, false))
{
if (msg)
{
SendCanTakeQuestResponse(QUEST_ERR_NONE);
TC_LOG_DEBUG("misc", "Player::SatisfyQuestExclusiveGroup: Sent QUEST_ERR_NONE (QuestID: %u) because player '%s' (%s) already did daily quests in exclusive group.",
qInfo->GetQuestId(), GetName().c_str(), GetGUID().ToString().c_str());
}
return false;
}
// alternative quest already started or completed - but don't check rewarded states if both are repeatable
if (GetQuestStatus(exclude_Id) != QUEST_STATUS_NONE || (!(qInfo->IsRepeatable() && Nquest->IsRepeatable()) && (m_RewardedQuests.find(exclude_Id) != m_RewardedQuests.end())))
{
if (msg)
{
SendCanTakeQuestResponse(QUEST_ERR_NONE);
TC_LOG_DEBUG("misc", "Player::SatisfyQuestExclusiveGroup: Sent QUEST_ERR_NONE (QuestID: %u) because player '%s' (%s) already did quest in exclusive group.",
qInfo->GetQuestId(), GetName().c_str(), GetGUID().ToString().c_str());
}
return false;
}
}
return true;
}
bool Player::SatisfyQuestNextChain(Quest const* qInfo, bool msg) const
{
uint32 nextQuest = qInfo->GetNextQuestInChain();
if (!nextQuest)
return true;
// next quest in chain already started or completed
if (GetQuestStatus(nextQuest) != QUEST_STATUS_NONE) // GetQuestStatus returns QUEST_STATUS_COMPLETED for rewarded quests
{
if (msg)
{
SendCanTakeQuestResponse(QUEST_ERR_NONE);
TC_LOG_DEBUG("misc", "Player::SatisfyQuestNextChain: Sent QUEST_ERR_NONE (QuestID: %u) because player '%s' (%s) already did or started next quest in chain.",
qInfo->GetQuestId(), GetName().c_str(), GetGUID().ToString().c_str());
}
return false;
}
// check for all quests further up the chain
// only necessary if there are quest chains with more than one quest that can be skipped
//return SatisfyQuestNextChain(qInfo->GetNextQuestInChain(), msg);
return true;
}
bool Player::SatisfyQuestPrevChain(Quest const* qInfo, bool msg)
{
// No previous quest in chain
if (qInfo->prevChainQuests.empty())
return true;
for (Quest::PrevChainQuests::const_iterator iter = qInfo->prevChainQuests.begin(); iter != qInfo->prevChainQuests.end(); ++iter)
{
QuestStatusMap::const_iterator itr = m_QuestStatus.find(*iter);
// If any of the previous quests in chain active, return false
if (itr != m_QuestStatus.end() && itr->second.Status != QUEST_STATUS_NONE)
{
if (msg)
{
SendCanTakeQuestResponse(QUEST_ERR_NONE);
TC_LOG_DEBUG("misc", "Player::SatisfyQuestNextChain: Sent QUEST_ERR_NONE (QuestID: %u) because player '%s' (%s) already did or started next quest in chain.",
qInfo->GetQuestId(), GetName().c_str(), GetGUID().ToString().c_str());
}
return false;
}
// check for all quests further down the chain
// only necessary if there are quest chains with more than one quest that can be skipped
//if (!SatisfyQuestPrevChain(prevId, msg))
// return false;
}
// No previous quest in chain active
return true;
}
bool Player::SatisfyQuestDay(Quest const* qInfo, bool /*msg*/) const
{
if (!qInfo->IsDaily() && !qInfo->IsDFQuest())
return true;
if (qInfo->IsDFQuest())
{
if (m_DFQuests.find(qInfo->GetQuestId()) != m_DFQuests.end())
return false;
return true;
}
std::vector<uint32> const& dailies = GetDynamicValues(PLAYER_DYNAMIC_FIELD_DAILY_QUESTS);
for (uint32 dailyQuestId : dailies)
if (dailyQuestId == qInfo->GetQuestId())
return false;
return true;
}
bool Player::SatisfyQuestWeek(Quest const* qInfo, bool /*msg*/)
{
if (!qInfo->IsWeekly() || m_weeklyquests.empty())
return true;
// if not found in cooldown list
return m_weeklyquests.find(qInfo->GetQuestId()) == m_weeklyquests.end();
}
bool Player::SatisfyQuestSeasonal(Quest const* qInfo, bool /*msg*/)
{
if (!qInfo->IsSeasonal() || m_seasonalquests.empty())
return true;
uint16 eventId = sGameEventMgr->GetEventIdForQuest(qInfo);
if (m_seasonalquests.find(eventId) == m_seasonalquests.end() || m_seasonalquests[eventId].empty())
return true;
// if not found in cooldown list
return m_seasonalquests[eventId].find(qInfo->GetQuestId()) == m_seasonalquests[eventId].end();
}
bool Player::SatisfyQuestMonth(Quest const* qInfo, bool /*msg*/)
{
if (!qInfo->IsMonthly() || m_monthlyquests.empty())
return true;
// if not found in cooldown list
return m_monthlyquests.find(qInfo->GetQuestId()) == m_monthlyquests.end();
}
bool Player::GiveQuestSourceItem(Quest const* quest)
{
uint32 srcitem = quest->GetSrcItemId();
if (srcitem > 0)
{
uint32 count = quest->GetSrcItemCount();
if (count <= 0)
count = 1;
ItemPosCountVec dest;
InventoryResult msg = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, srcitem, count);
if (msg == EQUIP_ERR_OK)
{
Item* item = StoreNewItem(dest, srcitem, true);
SendNewItem(item, count, true, false);
return true;
}
// player already have max amount required item, just report success
if (msg == EQUIP_ERR_ITEM_MAX_COUNT)
return true;
SendEquipError(msg, nullptr, nullptr, srcitem);
return false;
}
return true;
}
bool Player::TakeQuestSourceItem(uint32 questId, bool msg)
{
Quest const* quest = sObjectMgr->GetQuestTemplate(questId);
if (quest)
{
uint32 srcItemId = quest->GetSrcItemId();
ItemTemplate const* item = sObjectMgr->GetItemTemplate(srcItemId);
if (srcItemId > 0)
{
uint32 count = quest->GetSrcItemCount();
if (count <= 0)
count = 1;
// exist two cases when destroy source quest item not possible:
// a) non un-equippable item (equipped non-empty bag, for example)
// b) when quest is started from an item and item also is needed in
// the end as RequiredItemId
InventoryResult res = CanUnequipItems(srcItemId, count);
if (res != EQUIP_ERR_OK)
{
if (msg)
SendEquipError(res, nullptr, nullptr, srcItemId);
return false;
}
ASSERT(item);
bool destroyItem = true;
if (item->GetStartQuest() == questId)
for (QuestObjective const& obj : quest->GetObjectives())
if (obj.Type == QUEST_OBJECTIVE_ITEM && srcItemId == uint32(obj.ObjectID))
destroyItem = false;
if (destroyItem)
DestroyItemCount(srcItemId, count, true, true);
}
}
return true;
}
bool Player::GetQuestRewardStatus(uint32 quest_id) const
{
Quest const* qInfo = sObjectMgr->GetQuestTemplate(quest_id);
if (qInfo)
{
if (qInfo->IsSeasonal() && !qInfo->IsRepeatable())
{
uint16 eventId = sGameEventMgr->GetEventIdForQuest(qInfo);
auto seasonalQuestItr = m_seasonalquests.find(eventId);
if (seasonalQuestItr != m_seasonalquests.end())
return seasonalQuestItr->second.find(quest_id) != seasonalQuestItr->second.end();
return false;
}
// for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
if (!qInfo->IsRepeatable())
return m_RewardedQuests.find(quest_id) != m_RewardedQuests.end();
return false;
}
return false;
}
QuestStatus Player::GetQuestStatus(uint32 quest_id) const
{
if (quest_id)
{
QuestStatusMap::const_iterator itr = m_QuestStatus.find(quest_id);
if (itr != m_QuestStatus.end())
return itr->second.Status;
if (Quest const* qInfo = sObjectMgr->GetQuestTemplate(quest_id))
{
if (qInfo->IsSeasonal() && !qInfo->IsRepeatable())
{
uint16 eventId = sGameEventMgr->GetEventIdForQuest(qInfo);
auto seasonalQuestItr = m_seasonalquests.find(eventId);
if (seasonalQuestItr == m_seasonalquests.end() || seasonalQuestItr->second.find(quest_id) == seasonalQuestItr->second.end())
return QUEST_STATUS_NONE;
}
if (!qInfo->IsRepeatable() && m_RewardedQuests.find(quest_id) != m_RewardedQuests.end())
return QUEST_STATUS_REWARDED;
}
}
return QUEST_STATUS_NONE;
}
bool Player::CanShareQuest(uint32 quest_id) const
{
Quest const* qInfo = sObjectMgr->GetQuestTemplate(quest_id);
return qInfo && qInfo->HasFlag(QUEST_FLAGS_SHARABLE) && IsActiveQuest(quest_id);
}
void Player::SetQuestStatus(uint32 questId, QuestStatus status, bool update /*= true*/)
{
if (sObjectMgr->GetQuestTemplate(questId))
{
m_QuestStatus[questId].Status = status;
m_QuestStatusSave[questId] = QUEST_DEFAULT_SAVE_TYPE;
}
if (update)
SendQuestUpdate(questId);
sScriptMgr->OnQuestStatusChange(this, questId, status);
}
void Player::RemoveActiveQuest(uint32 questId, bool update /*= true*/)
{
QuestStatusMap::iterator itr = m_QuestStatus.find(questId);
if (itr != m_QuestStatus.end())
{
m_QuestStatus.erase(itr);
m_QuestStatusSave[questId] = QUEST_DELETE_SAVE_TYPE;
}
if (update)
SendQuestUpdate(questId);
}
void Player::RemoveRewardedQuest(uint32 questId, bool update /*= true*/)
{
RewardedQuestSet::iterator rewItr = m_RewardedQuests.find(questId);
if (rewItr != m_RewardedQuests.end())
{
m_RewardedQuests.erase(rewItr);
m_RewardedQuestsSave[questId] = QUEST_FORCE_DELETE_SAVE_TYPE;
}
if (uint32 questBit = sDB2Manager.GetQuestUniqueBitFlag(questId))
SetQuestCompletedBit(questBit, false);
if (update)
SendQuestUpdate(questId);
}
void Player::SendQuestUpdate(uint32 questId)
{
uint32 zone = 0, area = 0;
SpellAreaForQuestMapBounds saBounds = sSpellMgr->GetSpellAreaForQuestMapBounds(questId);
if (saBounds.first != saBounds.second)
{
GetZoneAndAreaId(zone, area);
for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
if (itr->second->autocast && itr->second->IsFitToRequirements(this, zone, area))
if (!HasAura(itr->second->spellId))
CastSpell(this, itr->second->spellId, true);
}
saBounds = sSpellMgr->GetSpellAreaForQuestEndMapBounds(questId);
if (saBounds.first != saBounds.second)
{
if (!zone || !area)
GetZoneAndAreaId(zone, area);
for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
if (!itr->second->IsFitToRequirements(this, zone, area))
RemoveAurasDueToSpell(itr->second->spellId);
}
UpdateForQuestWorldObjects();
SendUpdatePhasing();
}
QuestGiverStatus Player::GetQuestDialogStatus(Object* questgiver)
{
QuestRelationBounds qr;
QuestRelationBounds qir;
switch (questgiver->GetTypeId())
{
case TYPEID_GAMEOBJECT:
{
QuestGiverStatus questStatus = QuestGiverStatus(sScriptMgr->GetDialogStatus(this, questgiver->ToGameObject()));
if (questStatus != DIALOG_STATUS_SCRIPTED_NO_STATUS)
return questStatus;
qr = sObjectMgr->GetGOQuestRelationBounds(questgiver->GetEntry());
qir = sObjectMgr->GetGOQuestInvolvedRelationBounds(questgiver->GetEntry());
break;
}
case TYPEID_UNIT:
{
QuestGiverStatus questStatus = QuestGiverStatus(sScriptMgr->GetDialogStatus(this, questgiver->ToCreature()));
if (questStatus != DIALOG_STATUS_SCRIPTED_NO_STATUS)
return questStatus;
qr = sObjectMgr->GetCreatureQuestRelationBounds(questgiver->GetEntry());
qir = sObjectMgr->GetCreatureQuestInvolvedRelationBounds(questgiver->GetEntry());
break;
}
default:
// it's impossible, but check
TC_LOG_ERROR("entities.player.quest", "Player::GetQuestDialogStatus: Called with unexpected type (Entry: %u, Type: %u) by player '%s' (%s)",
questgiver->GetEntry(), questgiver->GetTypeId(), GetName().c_str(), GetGUID().ToString().c_str());
return DIALOG_STATUS_NONE;
}
QuestGiverStatus result = DIALOG_STATUS_NONE;
for (QuestRelations::const_iterator i = qir.first; i != qir.second; ++i)
{
QuestGiverStatus result2 = DIALOG_STATUS_NONE;
uint32 questId = i->second;
Quest const* quest = sObjectMgr->GetQuestTemplate(questId);
if (!quest)
continue;
if (!sConditionMgr->IsObjectMeetingNotGroupedConditions(CONDITION_SOURCE_TYPE_QUEST_SHOW_MARK, quest->GetQuestId(), this))
continue;
QuestStatus status = GetQuestStatus(questId);
if ((status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(questId)) ||
(quest->IsAutoComplete() && CanTakeQuest(quest, false)))
{
if (quest->IsAutoComplete() && quest->IsRepeatable() && !quest->IsDailyOrWeekly())
result2 = DIALOG_STATUS_REWARD_REP;
else
result2 = DIALOG_STATUS_REWARD;
}
else if (status == QUEST_STATUS_INCOMPLETE)
result2 = DIALOG_STATUS_INCOMPLETE;
if (result2 > result)
result = result2;
}
for (QuestRelations::const_iterator i = qr.first; i != qr.second; ++i)
{
QuestGiverStatus result2 = DIALOG_STATUS_NONE;
uint32 questId = i->second;
Quest const* quest = sObjectMgr->GetQuestTemplate(questId);
if (!quest)
continue;
if (!sConditionMgr->IsObjectMeetingNotGroupedConditions(CONDITION_SOURCE_TYPE_QUEST_SHOW_MARK, quest->GetQuestId(), this))
continue;
QuestStatus status = GetQuestStatus(questId);
if (status == QUEST_STATUS_NONE)
{
if (CanSeeStartQuest(quest))
{
if (SatisfyQuestLevel(quest, false))
{
if (quest->IsAutoComplete())
result2 = DIALOG_STATUS_REWARD_REP;
else if (getLevel() <= (GetQuestLevel(quest) + sWorld->getIntConfig(CONFIG_QUEST_LOW_LEVEL_HIDE_DIFF)))
{
if (quest->IsDaily())
result2 = DIALOG_STATUS_AVAILABLE_REP;
else
result2 = DIALOG_STATUS_AVAILABLE;
}
else
result2 = DIALOG_STATUS_LOW_LEVEL_AVAILABLE;
}
else
result2 = DIALOG_STATUS_UNAVAILABLE;
}
}
if (result2 > result)
result = result2;
}
return result;
}
// not used in Trinity, but used in scripting code
uint16 Player::GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry) const
{
Quest const* qInfo = sObjectMgr->GetQuestTemplate(quest_id);
if (!qInfo)
return 0;
for (QuestObjective const& obj : qInfo->GetObjectives())
if (obj.ObjectID == entry)
return GetQuestObjectiveData(qInfo, obj.StorageIndex);
return 0;
}
void Player::AdjustQuestReqItemCount(Quest const* quest)
{
if (quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_DELIVER))
{
for (QuestObjective const& obj : quest->GetObjectives())
{
if (obj.Type != QUEST_OBJECTIVE_ITEM)
continue;
uint32 reqItemCount = obj.Amount;
uint32 curItemCount = GetItemCount(obj.ObjectID, true);
SetQuestObjectiveData(quest, obj.StorageIndex, std::min(curItemCount, reqItemCount));
}
}
}
uint16 Player::FindQuestSlot(uint32 quest_id) const
{
for (uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
if (GetQuestSlotQuestId(i) == quest_id)
return i;
return MAX_QUEST_LOG_SIZE;
}
uint32 Player::GetQuestSlotQuestId(uint16 slot) const
{
return GetUInt32Value(PLAYER_QUEST_LOG + slot * MAX_QUEST_OFFSET + QUEST_ID_OFFSET);
}
uint32 Player::GetQuestSlotState(uint16 slot) const
{
return GetUInt32Value(PLAYER_QUEST_LOG + slot * MAX_QUEST_OFFSET + QUEST_STATE_OFFSET);
}
uint16 Player::GetQuestSlotCounter(uint16 slot, uint8 counter) const
{
if (counter < MAX_QUEST_COUNTS)
return GetUInt16Value(PLAYER_QUEST_LOG + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET + counter / 2, counter % 2);
return 0;
}
uint32 Player::GetQuestSlotTime(uint16 slot) const
{
return GetUInt32Value(PLAYER_QUEST_LOG + slot * MAX_QUEST_OFFSET + QUEST_TIME_OFFSET);
}
void Player::SetQuestSlot(uint16 slot, uint32 quest_id, uint32 timer /*= 0*/)
{
SetUInt32Value(PLAYER_QUEST_LOG + slot * MAX_QUEST_OFFSET + QUEST_ID_OFFSET, quest_id);
SetUInt32Value(PLAYER_QUEST_LOG + slot * MAX_QUEST_OFFSET + QUEST_STATE_OFFSET, 0);
for (uint32 i = 0; i < MAX_QUEST_COUNTS / 2; ++i)
SetUInt32Value(PLAYER_QUEST_LOG + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET + i, 0);
SetUInt32Value(PLAYER_QUEST_LOG + slot * MAX_QUEST_OFFSET + QUEST_TIME_OFFSET, timer);
}
void Player::SetQuestSlotCounter(uint16 slot, uint8 counter, uint16 count)
{
if (counter >= MAX_QUEST_COUNTS)
return;
SetUInt16Value(PLAYER_QUEST_LOG + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET + counter / 2, counter % 2, count);
}
void Player::SetQuestSlotState(uint16 slot, uint32 state)
{
SetFlag(PLAYER_QUEST_LOG + slot * MAX_QUEST_OFFSET + QUEST_STATE_OFFSET, state);
}
void Player::RemoveQuestSlotState(uint16 slot, uint32 state)
{
RemoveFlag(PLAYER_QUEST_LOG + slot * MAX_QUEST_OFFSET + QUEST_STATE_OFFSET, state);
}
void Player::SetQuestSlotTimer(uint16 slot, uint32 timer)
{
SetUInt32Value(PLAYER_QUEST_LOG + slot * MAX_QUEST_OFFSET + QUEST_TIME_OFFSET, timer);
}
void Player::SetQuestCompletedBit(uint32 questBit, bool completed)
{
if (!questBit)
return;
uint32 fieldOffset = (questBit - 1) >> 5;
if (fieldOffset >= QUESTS_COMPLETED_BITS_SIZE)
return;
ApplyModFlag(PLAYER_FIELD_QUEST_COMPLETED + ((questBit - 1) >> 5), 1 << ((questBit - 1) & 31), completed);
}
void Player::AreaExploredOrEventHappens(uint32 questId)
{
if (questId)
{
uint16 log_slot = FindQuestSlot(questId);
if (log_slot < MAX_QUEST_LOG_SIZE)
{
TC_LOG_ERROR("entities.player.quest", "Player::AreaExploredOrEventHappens:Deprecated function called for quest %u", questId);
/** @todo
This function was previously used for area triggers but now those are a part of quest objective system
Currently this function is used to complete quests with no objectives (needs verifying) so probably rename it?
QuestStatusData& q_status = m_QuestStatus[questId];
if (!q_status.Explored)
{
q_status.Explored = true;
m_QuestStatusSave[questId] = QUEST_DEFAULT_SAVE_TYPE;
SetQuestSlotState(log_slot, QUEST_STATE_COMPLETE);
SendQuestComplete(questId);
}**/
}
if (CanCompleteQuest(questId))
CompleteQuest(questId);
}
}
//not used in Trinityd, function for external script library
void Player::GroupEventHappens(uint32 questId, WorldObject const* pEventObject)
{
if (Group* group = GetGroup())
{
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* player = itr->GetSource();
// for any leave or dead (with not released body) group member at appropriate distance
if (player && player->IsAtGroupRewardDistance(pEventObject) && !player->GetCorpse())
player->AreaExploredOrEventHappens(questId);
}
}
else
AreaExploredOrEventHappens(questId);
}
void Player::ItemAddedQuestCheck(uint32 entry, uint32 count)
{
for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (questid == 0)
continue;
QuestStatusData& q_status = m_QuestStatus[questid];
if (q_status.Status != QUEST_STATUS_INCOMPLETE)
continue;
Quest const* qInfo = sObjectMgr->GetQuestTemplate(questid);
if (!qInfo || !qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_DELIVER))
continue;
for (QuestObjective const& obj : qInfo->GetObjectives())
{
if (obj.Type != QUEST_OBJECTIVE_ITEM)
continue;
uint32 reqItem = obj.ObjectID;
if (reqItem == entry)
{
uint32 reqItemCount = obj.Amount;
uint32 curItemCount = GetQuestObjectiveData(qInfo, obj.StorageIndex);
if (curItemCount < reqItemCount)
{
uint32 newItemCount = std::min<uint32>(curItemCount + count, reqItemCount);
SetQuestObjectiveData(qInfo, obj.StorageIndex, newItemCount);
//SendQuestUpdateAddItem(qInfo, j, additemcount);
// FIXME: verify if there's any packet sent updating item
}
if (CanCompleteQuest(questid))
CompleteQuest(questid);
return;
}
}
}
UpdateForQuestWorldObjects();
}
void Player::ItemRemovedQuestCheck(uint32 entry, uint32 count)
{
for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (!questid)
continue;
Quest const* qInfo = sObjectMgr->GetQuestTemplate(questid);
if (!qInfo)
continue;
if (!qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_DELIVER))
continue;
for (QuestObjective const& obj : qInfo->GetObjectives())
{
if (obj.Type != QUEST_OBJECTIVE_ITEM)
continue;
uint32 reqItem = obj.ObjectID;
if (reqItem == entry)
{
uint32 reqItemCount = obj.Amount;
uint16 curItemCount = GetQuestObjectiveData(qInfo, obj.StorageIndex);
if (curItemCount >= reqItemCount) // we may have more than what the status shows
curItemCount = GetItemCount(entry, false);
uint16 newItemCount = (count > curItemCount) ? 0 : curItemCount - count;
if (newItemCount < reqItemCount)
{
SetQuestObjectiveData(qInfo, obj.StorageIndex, newItemCount);
IncompleteQuest(questid);
}
return;
}
}
}
UpdateForQuestWorldObjects();
}
void Player::KilledMonster(CreatureTemplate const* cInfo, ObjectGuid guid)
{
ASSERT(cInfo);
if (cInfo->Entry)
KilledMonsterCredit(cInfo->Entry, guid);
for (uint8 i = 0; i < MAX_KILL_CREDIT; ++i)
if (cInfo->KillCredit[i])
KilledMonsterCredit(cInfo->KillCredit[i], ObjectGuid::Empty);
}
void Player::KilledMonsterCredit(uint32 entry, ObjectGuid guid /*= ObjectGuid::Empty*/)
{
uint16 addKillCount = 1;
uint32 real_entry = entry;
Creature* killed = nullptr;
if (!guid.IsEmpty())
{
killed = GetMap()->GetCreature(guid);
if (killed && killed->GetEntry())
real_entry = killed->GetEntry();
}
StartCriteriaTimer(CRITERIA_TIMED_TYPE_CREATURE, real_entry); // MUST BE CALLED FIRST
UpdateCriteria(CRITERIA_TYPE_KILL_CREATURE, real_entry, addKillCount, 0, killed);
for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (!questid)
continue;
Quest const* qInfo = sObjectMgr->GetQuestTemplate(questid);
if (!qInfo)
continue;
// just if !ingroup || !noraidgroup || raidgroup
QuestStatusData& q_status = m_QuestStatus[questid];
if (q_status.Status == QUEST_STATUS_INCOMPLETE && (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo->IsAllowedInRaid(GetMap()->GetDifficultyID())))
{
if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_KILL) /*&& !qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_CAST)*/)
{
for (QuestObjective const& obj : qInfo->GetObjectives())
{
if (obj.Type != QUEST_OBJECTIVE_MONSTER)
continue;
uint32 reqkill = obj.ObjectID;
if (reqkill == real_entry)
{
uint32 reqKillCount = obj.Amount;
uint16 curKillCount = GetQuestObjectiveData(qInfo, obj.StorageIndex);
if (curKillCount < reqKillCount)
{
SetQuestObjectiveData(qInfo, obj.StorageIndex, curKillCount + addKillCount);
SendQuestUpdateAddCredit(qInfo, guid, obj, curKillCount + addKillCount);
}
if (CanCompleteQuest(questid))
CompleteQuest(questid);
// same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
break;
}
}
}
}
}
}
void Player::KilledPlayerCredit()
{
uint16 addKillCount = 1;
for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (!questid)
continue;
Quest const* qInfo = sObjectMgr->GetQuestTemplate(questid);
if (!qInfo)
continue;
// This flag is only used for performance optimisation to prevent iterating over all quests
if (!qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_PLAYER_KILL))
continue;
// just if !ingroup || !noraidgroup || raidgroup
QuestStatusData& q_status = m_QuestStatus[questid];
if (q_status.Status == QUEST_STATUS_INCOMPLETE && (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo->IsAllowedInRaid(GetMap()->GetDifficultyID())))
{
for (QuestObjective const& obj : qInfo->GetObjectives())
{
if (obj.Type != QUEST_OBJECTIVE_PLAYERKILLS)
continue;
uint32 curKillCount = GetQuestObjectiveData(qInfo, obj.StorageIndex);
if (curKillCount < uint32(obj.Amount))
{
SetQuestObjectiveData(qInfo, obj.StorageIndex, curKillCount + addKillCount);
SendQuestUpdateAddPlayer(qInfo, curKillCount + addKillCount);
}
if (CanCompleteQuest(questid))
CompleteQuest(questid);
// Quest can't have more than one player kill objective (code optimisation)
break;
}
}
}
}
void Player::KillCreditGO(uint32 entry, ObjectGuid guid)
{
uint16 addCastCount = 1;
for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (!questid)
continue;
Quest const* qInfo = sObjectMgr->GetQuestTemplate(questid);
if (!qInfo)
continue;
QuestStatusData& q_status = m_QuestStatus[questid];
if (q_status.Status == QUEST_STATUS_INCOMPLETE)
{
if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_CAST) /*&& !qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_KILL)*/)
{
for (QuestObjective const& obj : qInfo->GetObjectives())
{
if (obj.Type != QUEST_OBJECTIVE_GAMEOBJECT)
continue;
uint32 reqTarget = obj.ObjectID;
// other not this creature/GO related objectives
if (reqTarget != entry)
continue;
uint32 reqCastCount = obj.Amount;
uint32 curCastCount = GetQuestObjectiveData(qInfo, obj.StorageIndex);
if (curCastCount < reqCastCount)
{
SetQuestObjectiveData(qInfo, obj.StorageIndex, curCastCount + addCastCount);
SendQuestUpdateAddCredit(qInfo, guid, obj, curCastCount + addCastCount);
}
if (CanCompleteQuest(questid))
CompleteQuest(questid);
// same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
break;
}
}
}
}
}
void Player::TalkedToCreature(uint32 entry, ObjectGuid guid)
{
uint16 addTalkCount = 1;
for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (!questid)
continue;
Quest const* qInfo = sObjectMgr->GetQuestTemplate(questid);
if (!qInfo)
continue;
QuestStatusData& q_status = m_QuestStatus[questid];
if (q_status.Status == QUEST_STATUS_INCOMPLETE)
{
if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_KILL | QUEST_SPECIAL_FLAGS_CAST | QUEST_SPECIAL_FLAGS_SPEAKTO))
{
for (QuestObjective const& obj : qInfo->GetObjectives())
{
if (obj.Type != QUEST_OBJECTIVE_TALKTO)
continue;
uint32 reqTarget = obj.ObjectID;
if (reqTarget == entry)
{
uint32 reqTalkCount = obj.Amount;
uint32 curTalkCount = GetQuestObjectiveData(qInfo, obj.StorageIndex);
if (curTalkCount < reqTalkCount)
{
SetQuestObjectiveData(qInfo, obj.StorageIndex, curTalkCount + addTalkCount);
SendQuestUpdateAddCredit(qInfo, guid, obj, curTalkCount + addTalkCount);
}
if (CanCompleteQuest(questid))
CompleteQuest(questid);
// Quest can't have more than one objective for the same creature (code optimisation)
break;
}
}
}
}
}
}
void Player::MoneyChanged(uint64 value)
{
for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (!questid)
continue;
Quest const* qInfo = sObjectMgr->GetQuestTemplate(questid);
if (!qInfo)
continue;
for (QuestObjective const& obj : qInfo->GetObjectives())
{
if (obj.Type != QUEST_OBJECTIVE_MONEY)
continue;
QuestStatusData& q_status = m_QuestStatus[questid];
if (q_status.Status == QUEST_STATUS_INCOMPLETE)
{
if (int64(value) >= obj.Amount)
{
if (CanCompleteQuest(questid))
CompleteQuest(questid);
}
}
else if (q_status.Status == QUEST_STATUS_COMPLETE)
{
if (int64(value) < obj.Amount)
IncompleteQuest(questid);
}
}
}
}
void Player::ReputationChanged(FactionEntry const* factionEntry)
{
for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
if (uint32 questid = GetQuestSlotQuestId(i))
{
if (Quest const* qInfo = sObjectMgr->GetQuestTemplate(questid))
{
QuestStatusData& q_status = m_QuestStatus[questid];
for (QuestObjective const& obj : qInfo->GetObjectives())
{
if (uint32(obj.ObjectID) != factionEntry->ID)
continue;
if (obj.Type == QUEST_OBJECTIVE_MIN_REPUTATION)
{
if (q_status.Status == QUEST_STATUS_INCOMPLETE)
{
if (GetReputationMgr().GetReputation(factionEntry) >= obj.Amount)
if (CanCompleteQuest(questid))
CompleteQuest(questid);
}
else if (q_status.Status == QUEST_STATUS_COMPLETE)
{
if (GetReputationMgr().GetReputation(factionEntry) < obj.Amount)
IncompleteQuest(questid);
}
}
else if (obj.Type == QUEST_OBJECTIVE_MAX_REPUTATION)
{
if (q_status.Status == QUEST_STATUS_INCOMPLETE)
{
if (GetReputationMgr().GetReputation(factionEntry) <= obj.Amount)
if (CanCompleteQuest(questid))
CompleteQuest(questid);
}
else if (q_status.Status == QUEST_STATUS_COMPLETE)
{
if (GetReputationMgr().GetReputation(factionEntry) > obj.Amount)
IncompleteQuest(questid);
}
}
}
}
}
}
}
void Player::CurrencyChanged(uint32 currencyId, int32 change)
{
for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (!questid)
continue;
Quest const* qInfo = sObjectMgr->GetQuestTemplate(questid);
if (!qInfo)
continue;
for (QuestObjective const& obj : qInfo->GetObjectives())
{
if (uint32(obj.ObjectID) != currencyId)
continue;
if (obj.Type != QUEST_OBJECTIVE_HAVE_CURRENCY)
continue;
QuestStatusData& q_status = m_QuestStatus[questid];
if (obj.Type == QUEST_OBJECTIVE_CURRENCY || obj.Type == QUEST_OBJECTIVE_HAVE_CURRENCY)
{
int64 value = GetCurrency(currencyId);
if (obj.Type == QUEST_OBJECTIVE_HAVE_CURRENCY)
SetQuestObjectiveData(qInfo, obj.StorageIndex, int32(std::min<int64>(value, obj.Amount)));
if (q_status.Status == QUEST_STATUS_INCOMPLETE)
{
if (value >= obj.Amount)
{
if (CanCompleteQuest(questid))
CompleteQuest(questid);
}
}
else if (q_status.Status == QUEST_STATUS_COMPLETE)
{
if (value < obj.Amount)
IncompleteQuest(questid);
}
}
else if (obj.Type == QUEST_OBJECTIVE_OBTAIN_CURRENCY && change > 0) // currency losses are not accounted for in this objective type
{
int64 currentProgress = GetQuestObjectiveData(qInfo, obj.StorageIndex);
SetQuestObjectiveData(qInfo, obj.StorageIndex, int32(std::max(std::min<int64>(currentProgress + change, obj.Amount), SI64LIT(0))));
if (CanCompleteQuest(questid))
CompleteQuest(questid);
}
}
}
}
bool Player::HasQuestForItem(uint32 itemid) const
{
for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (questid == 0)
continue;
QuestStatusMap::const_iterator qs_itr = m_QuestStatus.find(questid);
if (qs_itr == m_QuestStatus.end())
continue;
QuestStatusData const& q_status = qs_itr->second;
if (q_status.Status == QUEST_STATUS_INCOMPLETE)
{
Quest const* qInfo = sObjectMgr->GetQuestTemplate(questid);
if (!qInfo)
continue;
// hide quest if player is in raid-group and quest is no raid quest
if (GetGroup() && GetGroup()->isRaidGroup() && !qInfo->IsAllowedInRaid(GetMap()->GetDifficultyID()))
if (!InBattleground()) //there are two ways.. we can make every bg-quest a raidquest, or add this code here.. i don't know if this can be exploited by other quests, but i think all other quests depend on a specific area.. but keep this in mind, if something strange happens later
continue;
// There should be no mixed ReqItem/ReqSource drop
// This part for ReqItem drop
for (QuestObjective const& obj : qInfo->GetObjectives())
{
if (obj.Type == QUEST_OBJECTIVE_ITEM && itemid == uint32(obj.ObjectID) && GetQuestObjectiveData(qInfo, obj.StorageIndex) < obj.Amount)
return true;
}
// This part - for ReqSource
for (uint8 j = 0; j < QUEST_ITEM_DROP_COUNT; ++j)
{
// examined item is a source item
if (qInfo->ItemDrop[j] == itemid)
{
ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(itemid);
// 'unique' item
if (pProto->GetMaxCount() && GetItemCount(itemid, true) < pProto->GetMaxCount())
return true;
// allows custom amount drop when not 0
if (qInfo->ItemDropQuantity[j])
{
if (GetItemCount(itemid, true) < qInfo->ItemDropQuantity[j])
return true;
} else if (GetItemCount(itemid, true) < pProto->GetMaxStackSize())
return true;
}
}
}
}
return false;
}
int32 Player::GetQuestObjectiveData(Quest const* quest, int8 storageIndex) const
{
if (storageIndex < 0)
TC_LOG_ERROR("entities.player.quest", "Player::GetQuestObjectiveData: Called for quest %u with invalid StorageIndex %d (objective data is not tracked)",
quest->GetQuestId(), storageIndex);
auto itr = m_QuestStatus.find(quest->GetQuestId());
if (itr == m_QuestStatus.end())
{
TC_LOG_ERROR("entities.player.quest", "Player::GetQuestObjectiveData: Player '%s' (%s) doesn't have quest status data (QuestID: %u)",
GetName().c_str(), GetGUID().ToString().c_str(), quest->GetQuestId());
return 0;
}
QuestStatusData const& status = itr->second;
if (uint8(storageIndex) >= status.ObjectiveData.size())
{
TC_LOG_ERROR("entities.player.quest", "Player::GetQuestObjectiveData: Player '%s' (%s) quest %u out of range StorageIndex %u",
GetName().c_str(), GetGUID().ToString().c_str(), quest->GetQuestId(), storageIndex);
return 0;
}
return status.ObjectiveData[storageIndex];
}
void Player::SetQuestObjectiveData(Quest const* quest, int8 storageIndex, int32 data)
{
if (storageIndex < 0)
TC_LOG_ERROR("entities.player.quest", "Player::SetQuestObjectiveData: called for quest %u with invalid StorageIndex %d (objective data is not tracked)",
quest->GetQuestId(), storageIndex);
auto itr = m_QuestStatus.find(quest->GetQuestId());
if (itr == m_QuestStatus.end())
{
TC_LOG_ERROR("entities.player.quest", "Player::SetQuestObjectiveData: player '%s' (%s) doesn't have quest status data (QuestID: %u)",
GetName().c_str(), GetGUID().ToString().c_str(), quest->GetQuestId());
return;
}
QuestStatusData& status = itr->second;
if (uint8(storageIndex) >= status.ObjectiveData.size())
{
TC_LOG_ERROR("entities.player.quest", "Player::SetQuestObjectiveData: player '%s' (%s) quest %u out of range StorageIndex %u",
GetName().c_str(), GetGUID().ToString().c_str(), quest->GetQuestId(), storageIndex);
return;
}
// No change
if (status.ObjectiveData[storageIndex] == data)
return;
// Set data
status.ObjectiveData[storageIndex] = data;
// Add to save
m_QuestStatusSave[quest->GetQuestId()] = QUEST_DEFAULT_SAVE_TYPE;
// Update quest fields
uint16 log_slot = FindQuestSlot(quest->GetQuestId());
if (log_slot < MAX_QUEST_LOG_SIZE)
SetQuestSlotCounter(log_slot, storageIndex, status.ObjectiveData[storageIndex]);
}
void Player::SendQuestComplete(Quest const* quest) const
{
if (quest)
{
WorldPackets::Quest::QuestUpdateComplete data;
data.QuestID = quest->GetQuestId();
GetSession()->SendPacket(data.Write());
}
}
void Player::SendQuestReward(Quest const* quest, uint32 XP) const
{
uint32 questId = quest->GetQuestId();
sGameEventMgr->HandleQuestComplete(questId);
uint32 xp;
uint32 moneyReward;
if (getLevel() < sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
{
xp = XP;
moneyReward = GetQuestMoneyReward(quest);
}
else // At max level, increase gold reward
{
xp = 0;
moneyReward = uint32(GetQuestMoneyReward(quest) + int32(quest->GetRewMoneyMaxLevel() * sWorld->getRate(RATE_DROP_MONEY)));
}
WorldPackets::Quest::QuestGiverQuestComplete packet;
packet.QuestID = questId;
packet.MoneyReward = moneyReward;
packet.XPReward = xp;
packet.SkillLineIDReward = quest->GetRewardSkillId();
packet.NumSkillUpsReward = quest->GetRewardSkillPoints();
// @todo fix these 3
packet.UseQuestReward = true;
packet.LaunchGossip = true;
//packet.ItemReward
GetSession()->SendPacket(packet.Write());
}
void Player::SendQuestFailed(uint32 questID, InventoryResult reason) const
{
if (questID)
{
WorldPackets::Quest::QuestGiverQuestFailed questGiverQuestFailed;
questGiverQuestFailed.QuestID = questID;
questGiverQuestFailed.Reason = reason; // failed reason (valid reasons: 4, 16, 50, 17, other values show default message)
GetSession()->SendPacket(questGiverQuestFailed.Write());
}
}
void Player::SendQuestTimerFailed(uint32 questID) const
{
if (questID)
{
WorldPackets::Quest::QuestUpdateFailedTimer questUpdateFailedTimer;
questUpdateFailedTimer.QuestID = questID;
GetSession()->SendPacket(questUpdateFailedTimer.Write());
}
}
void Player::SendCanTakeQuestResponse(QuestFailedReason reason, bool sendErrorMessage /*= true*/, std::string reasonText /*= ""*/) const
{
WorldPackets::Quest::QuestGiverInvalidQuest questGiverInvalidQuest;
questGiverInvalidQuest.Reason = reason;
questGiverInvalidQuest.SendErrorMessage = sendErrorMessage;
questGiverInvalidQuest.ReasonText = reasonText;
GetSession()->SendPacket(questGiverInvalidQuest.Write());
}
void Player::SendQuestConfirmAccept(Quest const* quest, Player* receiver) const
{
if (!receiver)
return;
std::string questTitle = quest->GetLogTitle();
uint32 questID = quest->GetQuestId();
LocaleConstant localeConstant = receiver->GetSession()->GetSessionDbLocaleIndex();
if (localeConstant >= LOCALE_enUS)
if (QuestTemplateLocale const* questTemplateLocale = sObjectMgr->GetQuestLocale(questID))
ObjectMgr::GetLocaleString(questTemplateLocale->LogTitle, localeConstant, questTitle);
WorldPackets::Quest::QuestConfirmAcceptResponse packet;
packet.QuestID = questID;
packet.InitiatedBy = GetGUID();
packet.QuestTitle = questTitle;
receiver->GetSession()->SendPacket(packet.Write());
}
void Player::SendPushToPartyResponse(Player* player, QuestPushReason reason) const
{
if (player)
{
WorldPackets::Quest::QuestPushResultResponse data;
data.SenderGUID = player->GetGUID();
data.Result = reason; // valid values: 0-13
SendDirectMessage(data.Write());
}
}
void Player::SendQuestUpdateAddCredit(Quest const* quest, ObjectGuid guid, QuestObjective const& obj, uint16 count) const
{
WorldPackets::Quest::QuestUpdateAddCredit packet;
packet.VictimGUID = guid;
packet.QuestID = quest->GetQuestId();
packet.ObjectID = obj.ObjectID;
packet.Count = count;
packet.Required = obj.Amount;
packet.ObjectiveType = obj.Type;
GetSession()->SendPacket(packet.Write());
}
void Player::SendQuestUpdateAddPlayer(Quest const* quest, uint16 newCount) const
{
WorldPackets::Quest::QuestUpdateAddPvPCredit questUpdateAddPvpCredit;
questUpdateAddPvpCredit.QuestID = quest->GetQuestId();
questUpdateAddPvpCredit.Count = newCount;
GetSession()->SendPacket(questUpdateAddPvpCredit.Write());
}
bool Player::HasPvPForcingQuest() const
{
for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questId = GetQuestSlotQuestId(i);
if (questId == 0)
continue;
Quest const* quest = sObjectMgr->GetQuestTemplate(questId);
if (!quest)
continue;
if (quest->HasFlag(QUEST_FLAGS_FLAGS_PVP))
return true;
}
return false;
}
/*********************************************************/
/*** LOAD SYSTEM ***/
/*********************************************************/
void Player::_LoadDeclinedNames(PreparedQueryResult result)
{
if (!result)
return;
delete m_declinedname;
m_declinedname = new DeclinedName;
for (uint8 i = 0; i < MAX_DECLINED_NAME_CASES; ++i)
m_declinedname->name[i] = (*result)[i].GetString();
}
void Player::_LoadArenaTeamInfo(PreparedQueryResult result)
{
// arenateamid, played_week, played_season, personal_rating
memset((void*)&m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1], 0, sizeof(uint32) * MAX_ARENA_SLOT * ARENA_TEAM_END);
uint16 personalRatingCache[] = {0, 0, 0};
if (result)
{
do
{
Field* fields = result->Fetch();
uint32 arenaTeamId = fields[0].GetUInt32();
ArenaTeam* arenaTeam = sArenaTeamMgr->GetArenaTeamById(arenaTeamId);
if (!arenaTeam)
{
TC_LOG_ERROR("entities.player", "Player::_LoadArenaTeamInfo: couldn't load arenateam %u", arenaTeamId);
continue;
}
uint8 arenaSlot = arenaTeam->GetSlot();
personalRatingCache[arenaSlot] = fields[4].GetUInt16();
SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_ID, arenaTeamId);
SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_TYPE, arenaTeam->GetType());
SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_MEMBER, (arenaTeam->GetCaptain() == GetGUID()) ? 0 : 1);
SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_GAMES_WEEK, uint32(fields[1].GetUInt16()));
SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_GAMES_SEASON, uint32(fields[2].GetUInt16()));
SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_WINS_SEASON, uint32(fields[3].GetUInt16()));
}
while (result->NextRow());
}
for (uint8 slot = 0; slot <= 2; ++slot)
{
SetArenaTeamInfoField(slot, ARENA_TEAM_PERSONAL_RATING, uint32(personalRatingCache[slot]));
}
}
void Player::_LoadEquipmentSets(PreparedQueryResult result)
{
// SetPQuery(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS, "SELECT setguid, setindex, name, iconname, ignore_mask, item0, item1, item2, item3, item4, item5, item6, item7, item8, item9, item10, item11, item12, item13, item14, item15, item16, item17, item18 FROM character_equipmentsets WHERE guid = '%u' ORDER BY setindex", GUID_LOPART(m_guid));
if (!result)
return;
do
{
Field* fields = result->Fetch();
EquipmentSetInfo eqSet;
eqSet.Data.Guid = fields[0].GetUInt64();
eqSet.Data.Type = EquipmentSetInfo::EQUIPMENT;
eqSet.Data.SetID = fields[1].GetUInt8();
eqSet.Data.SetName = fields[2].GetString();
eqSet.Data.SetIcon = fields[3].GetString();
eqSet.Data.IgnoreMask = fields[4].GetUInt32();
eqSet.State = EQUIPMENT_SET_UNCHANGED;
for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
if (ObjectGuid::LowType guid = fields[5 + i].GetUInt64())
eqSet.Data.Pieces[i] = ObjectGuid::Create<HighGuid::Item>(guid);
eqSet.Data.Appearances.fill(0);
eqSet.Data.Enchants.fill(0);
if (eqSet.Data.SetID >= MAX_EQUIPMENT_SET_INDEX) // client limit
continue;
_equipmentSets[eqSet.Data.Guid] = eqSet;
}
while (result->NextRow());
}
void Player::_LoadTransmogOutfits(PreparedQueryResult result)
{
// 0 1 2 3 4 5 6 7 8 9
//SELECT setguid, setindex, name, iconname, ignore_mask, appearance0, appearance1, appearance2, appearance3, appearance4,
// 10 11 12 13 14 15 16 17 18 19 20 21
// appearance5, appearance6, appearance7, appearance8, appearance9, appearance10, appearance11, appearance12, appearance13, appearance14, appearance15, appearance16,
// 22 23 24 25
// appearance17, appearance18, mainHandEnchant, offHandEnchant FROM character_transmog_outfits WHERE guid = ? ORDER BY setindex
if (!result)
return;
do
{
Field* fields = result->Fetch();
EquipmentSetInfo eqSet;
eqSet.Data.Guid = fields[0].GetUInt64();
eqSet.Data.Type = EquipmentSetInfo::TRANSMOG;
eqSet.Data.SetID = fields[1].GetUInt8();
eqSet.Data.SetName = fields[2].GetString();
eqSet.Data.SetIcon = fields[3].GetString();
eqSet.Data.IgnoreMask = fields[4].GetUInt32();
eqSet.State = EQUIPMENT_SET_UNCHANGED;
eqSet.Data.Pieces.fill(ObjectGuid::Empty);
for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
eqSet.Data.Appearances[i] = fields[5 + i].GetInt32();
for (std::size_t i = 0; i < eqSet.Data.Enchants.size(); ++i)
eqSet.Data.Enchants[i] = fields[24 + i].GetInt32();
if (eqSet.Data.SetID >= MAX_EQUIPMENT_SET_INDEX) // client limit
continue;
_equipmentSets[eqSet.Data.Guid] = eqSet;
} while (result->NextRow());
}
void Player::_LoadBGData(PreparedQueryResult result)
{
if (!result)
return;
Field* fields = result->Fetch();
// Expecting only one row
// 0 1 2 3 4 5 6 7 8 9
// SELECT instanceId, team, joinX, joinY, joinZ, joinO, joinMapId, taxiStart, taxiEnd, mountSpell FROM character_battleground_data WHERE guid = ?
m_bgData.bgInstanceID = fields[0].GetUInt32();
m_bgData.bgTeam = fields[1].GetUInt16();
m_bgData.joinPos = WorldLocation(fields[6].GetUInt16(), // Map
fields[2].GetFloat(), // X
fields[3].GetFloat(), // Y
fields[4].GetFloat(), // Z
fields[5].GetFloat()); // Orientation
m_bgData.taxiPath[0] = fields[7].GetUInt32();
m_bgData.taxiPath[1] = fields[8].GetUInt32();
m_bgData.mountSpell = fields[9].GetUInt32();
}
bool Player::LoadPositionFromDB(uint32& mapid, float& x, float& y, float& z, float& o, bool& in_flight, ObjectGuid guid)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_POSITION);
stmt->setUInt64(0, guid.GetCounter());
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (!result)
return false;
Field* fields = result->Fetch();
x = fields[0].GetFloat();
y = fields[1].GetFloat();
z = fields[2].GetFloat();
o = fields[3].GetFloat();
mapid = fields[4].GetUInt16();
in_flight = !fields[5].GetString().empty();
return true;
}
void Player::SetHomebind(WorldLocation const& loc, uint32 areaId)
{
loc.GetPosition(m_homebindX, m_homebindY, m_homebindZ);
m_homebindMapId = loc.GetMapId();
m_homebindAreaId = areaId;
// update sql homebind
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_PLAYER_HOMEBIND);
stmt->setUInt16(0, m_homebindMapId);
stmt->setUInt16(1, m_homebindAreaId);
stmt->setFloat (2, m_homebindX);
stmt->setFloat (3, m_homebindY);
stmt->setFloat (4, m_homebindZ);
stmt->setUInt64(5, GetGUID().GetCounter());
CharacterDatabase.Execute(stmt);
}
void Player::SendBindPointUpdate() const
{
WorldPackets::Misc::BindPointUpdate packet;
packet.BindPosition.x = m_homebindX;
packet.BindPosition.y = m_homebindY;
packet.BindPosition.z = m_homebindZ;
packet.BindMapID = m_homebindMapId;
packet.BindAreaID = m_homebindAreaId;
SendDirectMessage(packet.Write());
}
uint32 Player::GetUInt32ValueFromArray(Tokenizer const& data, uint16 index)
{
if (index >= data.size())
return 0;
return (uint32)atoi(data[index]);
}
float Player::GetFloatValueFromArray(Tokenizer const& data, uint16 index)
{
float result;
uint32 temp = Player::GetUInt32ValueFromArray(data, index);
memcpy(&result, &temp, sizeof(result));
return result;
}
bool Player::IsLoading() const
{
return GetSession()->PlayerLoading();
}
bool Player::LoadFromDB(ObjectGuid guid, SQLQueryHolder *holder)
{
// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
//"SELECT guid, account, name, race, class, gender, level, xp, money, skin, face, hairStyle, hairColor, facialStyle, customDisplay1, customDisplay2, customDisplay3, bankSlots, restState, playerFlags, "
// 20 21 22 23 24 25 26 27 28 29 30 31 32
//"position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, "
// 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47
//"resettalents_time, primarySpecialization, trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, online, death_expire_time, taxi_path, dungeonDifficulty, "
// 48 49 50 51 52 53
//"totalKills, todayKills, yesterdayKills, chosenTitle, watchedFaction, drunk, "
// 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69
//"health, power1, power2, power3, power4, power5, power6, instance_id, activeTalentGroup, lootSpecId, exploredZones, knownTitles, actionBars, grantableLevels, raidDifficulty, legacyRaidDifficulty "
//
//"FROM characters WHERE guid = ?", CONNECTION_ASYNC);
PreparedQueryResult result = holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_FROM);
if (!result)
{
std::string name = "<unknown>";
ObjectMgr::GetPlayerNameByGUID(guid, name);
TC_LOG_ERROR("entities.player", "Player::LoadFromDB: Player '%s' (%s) not found in table `characters`, can't load. ", name.c_str(), guid.ToString().c_str());
return false;
}
Field* fields = result->Fetch();
uint32 dbAccountId = fields[1].GetUInt32();
// check if the character's account in the db and the logged in account match.
// player should be able to load/delete character only with correct account!
if (dbAccountId != GetSession()->GetAccountId())
{
TC_LOG_ERROR("entities.player", "Player::LoadFromDB: Player (%s) loading from wrong account (is: %u, should be: %u)", guid.ToString().c_str(), GetSession()->GetAccountId(), dbAccountId);
return false;
}
if (holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_BANNED))
{
TC_LOG_ERROR("entities.player", "Player::LoadFromDB: Player (%s) is banned, can't load.", guid.ToString().c_str());
return false;
}
Object::_Create(guid);
m_name = fields[2].GetString();
// check name limitations
if (ObjectMgr::CheckPlayerName(m_name, GetSession()->GetSessionDbcLocale()) != CHAR_NAME_SUCCESS ||
(!GetSession()->HasPermission(rbac::RBAC_PERM_SKIP_CHECK_CHARACTER_CREATION_RESERVEDNAME) && sObjectMgr->IsReservedName(m_name)))
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ADD_AT_LOGIN_FLAG);
stmt->setUInt16(0, uint16(AT_LOGIN_RENAME));
stmt->setUInt64(1, guid.GetCounter());
CharacterDatabase.Execute(stmt);
return false;
}
// overwrite possible wrong/corrupted guid
SetGuidValue(OBJECT_FIELD_GUID, guid);
uint8 gender = fields[5].GetUInt8();
if (!IsValidGender(gender))
{
TC_LOG_ERROR("entities.player", "Player::LoadFromDB: Player (%s) has wrong gender (%u), can't load.", guid.ToString().c_str(), gender);
return false;
}
SetByteValue(UNIT_FIELD_BYTES_0, UNIT_BYTES_0_OFFSET_RACE, fields[3].GetUInt8());
SetByteValue(UNIT_FIELD_BYTES_0, UNIT_BYTES_0_OFFSET_CLASS, fields[4].GetUInt8());
SetByteValue(UNIT_FIELD_BYTES_0, UNIT_BYTES_0_OFFSET_GENDER, gender);
// check if race/class combination is valid
PlayerInfo const* info = sObjectMgr->GetPlayerInfo(getRace(), getClass());
if (!info)
{
TC_LOG_ERROR("entities.player", "Player::LoadFromDB: Player (%s) has wrong race/class (%u/%u), can't load.", guid.ToString().c_str(), getRace(), getClass());
return false;
}
SetUInt32Value(UNIT_FIELD_LEVEL, fields[6].GetUInt8());
SetUInt32Value(PLAYER_XP, fields[7].GetUInt32());
_LoadIntoDataField(fields[64].GetString(), PLAYER_EXPLORED_ZONES_1, PLAYER_EXPLORED_ZONES_SIZE);
_LoadIntoDataField(fields[65].GetString(), PLAYER__FIELD_KNOWN_TITLES, KNOWN_TITLES_SIZE * 2);
SetObjectScale(1.0f);
SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f);
// load achievements before anything else to prevent multiple gains for the same achievement/criteria on every loading (as loading does call UpdateCriteria)
m_achievementMgr->LoadFromDB(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_ACHIEVEMENTS), holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_CRITERIA_PROGRESS));
uint64 money = fields[8].GetUInt64();
if (money > MAX_MONEY_AMOUNT)
money = MAX_MONEY_AMOUNT;
SetMoney(money);
std::array<uint8, PLAYER_CUSTOM_DISPLAY_SIZE> customDisplay;
customDisplay[0] = fields[14].GetUInt8();
customDisplay[1] = fields[15].GetUInt8();
customDisplay[2] = fields[16].GetUInt8();
SetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_SKIN_ID, fields[9].GetUInt8());
SetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_FACE_ID, fields[10].GetUInt8());
SetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_HAIR_STYLE_ID, fields[11].GetUInt8());
SetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_HAIR_COLOR_ID, fields[12].GetUInt8());
SetByteValue(PLAYER_BYTES_2, PLAYER_BYTES_2_OFFSET_FACIAL_STYLE, fields[13].GetUInt8());
for (uint32 i = 0; i < PLAYER_CUSTOM_DISPLAY_SIZE; ++i)
SetByteValue(PLAYER_BYTES_2, PLAYER_BYTES_2_OFFSET_CUSTOM_DISPLAY_OPTION + i, customDisplay[i]);
SetBankBagSlotCount(fields[17].GetUInt8());
SetByteValue(PLAYER_BYTES_3, PLAYER_BYTES_3_OFFSET_GENDER, gender);
SetByteValue(PLAYER_BYTES_3, PLAYER_BYTES_3_OFFSET_INEBRIATION, fields[53].GetUInt8());
SetUInt32Value(PLAYER_FLAGS, fields[19].GetUInt32());
SetInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, fields[52].GetUInt32());
if (!ValidateAppearance(
fields[3].GetUInt8(), // race
fields[4].GetUInt8(), // class
gender,
GetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_HAIR_STYLE_ID),
GetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_HAIR_COLOR_ID),
GetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_FACE_ID),
GetByteValue(PLAYER_BYTES_2, PLAYER_BYTES_2_OFFSET_FACIAL_STYLE),
GetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_SKIN_ID),
customDisplay))
{
TC_LOG_ERROR("entities.player", "Player::LoadFromDB: Player (%s) has wrong Appearance values (Hair/Skin/Color), can't load.", guid.ToString().c_str());
return false;
}
// set which actionbars the client has active - DO NOT REMOVE EVER AGAIN (can be changed though, if it does change fieldwise)
SetByteValue(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTES_OFFSET_ACTION_BAR_TOGGLES, fields[66].GetUInt8());
InitDisplayIds();
// cleanup inventory related item value fields (it will be filled correctly in _LoadInventory)
for (uint8 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
{
SetGuidValue(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 4), ObjectGuid::Empty);
SetVisibleItemSlot(slot, nullptr);
delete m_items[slot];
m_items[slot] = nullptr;
}
TC_LOG_DEBUG("entities.player.loading", "Player::LoadFromDB: Load Basic value of player '%s' is: ", m_name.c_str());
outDebugValues();
//Need to call it to initialize m_team (m_team can be calculated from race)
//Other way is to saves m_team into characters table.
setFactionForRace(getRace());
// load home bind and check in same time class/race pair, it used later for restore broken positions
if (!_LoadHomeBind(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_HOME_BIND)))
return false;
InitPrimaryProfessions(); // to max set before any spell loaded
// init saved position, and fix it later if problematic
ObjectGuid::LowType transLowGUID = fields[39].GetUInt64();
Relocate(fields[20].GetFloat(), fields[21].GetFloat(), fields[22].GetFloat(), fields[24].GetFloat());
uint32 mapId = fields[23].GetUInt16();
uint32 instanceId = fields[61].GetUInt32();
SetDungeonDifficultyID(CheckLoadedDungeonDifficultyID(Difficulty(fields[47].GetUInt8())));
SetRaidDifficultyID(CheckLoadedRaidDifficultyID(Difficulty(fields[68].GetUInt8())));
SetLegacyRaidDifficultyID(CheckLoadedLegacyRaidDifficultyID(Difficulty(fields[69].GetUInt8())));
std::string taxi_nodes = fields[46].GetString();
#define RelocateToHomebind(){ mapId = m_homebindMapId; instanceId = 0; Relocate(m_homebindX, m_homebindY, m_homebindZ); }
_LoadGroup(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_GROUP));
_LoadArenaTeamInfo(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_ARENA_INFO));
// check arena teams integrity
for (uint32 arena_slot = 0; arena_slot < MAX_ARENA_SLOT; ++arena_slot)
{
uint32 arena_team_id = GetArenaTeamId(arena_slot);
if (!arena_team_id)
continue;
if (ArenaTeam* at = sArenaTeamMgr->GetArenaTeamById(arena_team_id))
if (at->IsMember(GetGUID()))
continue;
// arena team not exist or not member, cleanup fields
for (int j = 0; j < 6; ++j)
SetArenaTeamInfoField(arena_slot, ArenaTeamInfoType(j), 0);
}
_LoadCurrency(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_CURRENCY));
SetUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS, fields[48].GetUInt32());
SetUInt16Value(PLAYER_FIELD_KILLS, PLAYER_FIELD_KILLS_OFFSET_TODAY_KILLS, fields[49].GetUInt16());
SetUInt16Value(PLAYER_FIELD_KILLS, PLAYER_FIELD_KILLS_OFFSET_YESTERDAY_KILLS, fields[50].GetUInt16());
_LoadBoundInstances(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_BOUND_INSTANCES));
_LoadInstanceTimeRestrictions(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_INSTANCE_LOCK_TIMES));
_LoadBGData(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_BG_DATA));
GetSession()->SetPlayer(this);
MapEntry const* mapEntry = sMapStore.LookupEntry(mapId);
if (!mapEntry || !IsPositionValid())
{
TC_LOG_ERROR("entities.player", "Player::LoadFromDB: Player (%s) has invalid coordinates (MapId: %u X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
guid.ToString().c_str(), mapId, GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
RelocateToHomebind();
}
// Player was saved in Arena or Bg
else if (mapEntry && mapEntry->IsBattlegroundOrArena())
{
Battleground* currentBg = nullptr;
if (m_bgData.bgInstanceID) //saved in Battleground
currentBg = sBattlegroundMgr->GetBattleground(m_bgData.bgInstanceID, BATTLEGROUND_TYPE_NONE);
bool player_at_bg = currentBg && currentBg->IsPlayerInBattleground(GetGUID());
if (player_at_bg && currentBg->GetStatus() != STATUS_WAIT_LEAVE)
{
BattlegroundQueueTypeId bgQueueTypeId = sBattlegroundMgr->BGQueueTypeId(currentBg->GetTypeID(), currentBg->GetArenaType());
AddBattlegroundQueueId(bgQueueTypeId);
m_bgData.bgTypeID = currentBg->GetTypeID();
//join player to battleground group
currentBg->EventPlayerLoggedIn(this);
currentBg->AddOrSetPlayerToCorrectBgGroup(this, m_bgData.bgTeam);
SetInviteForBattlegroundQueueType(bgQueueTypeId, currentBg->GetInstanceID());
}
// Bg was not found - go to Entry Point
else
{
// leave bg
if (player_at_bg)
currentBg->RemovePlayerAtLeave(GetGUID(), false, true);
// Do not look for instance if bg not found
const WorldLocation& _loc = GetBattlegroundEntryPoint();
mapId = _loc.GetMapId(); instanceId = 0;
// Db field type is type int16, so it can never be MAPID_INVALID
//if (mapId == MAPID_INVALID) -- code kept for reference
if (int16(mapId) == int16(-1)) // Battleground Entry Point not found (???)
{
TC_LOG_ERROR("entities.player", "Player::LoadFromDB: Player (%s) was in BG in database, but BG was not found and entry point was invalid! Teleport to default race/class locations.",
guid.ToString().c_str());
RelocateToHomebind();
}
else
Relocate(&_loc);
// We are not in BG anymore
m_bgData.bgInstanceID = 0;
}
}
// currently we do not support transport in bg
else if (transLowGUID)
{
ObjectGuid transGUID = ObjectGuid::Create<HighGuid::Transport>(transLowGUID);
Transport* transport = nullptr;
if (Transport* go = HashMapHolder<Transport>::Find(transGUID))
transport = go;
if (transport)
{
float x = fields[35].GetFloat(), y = fields[36].GetFloat(), z = fields[37].GetFloat(), o = fields[38].GetFloat();
m_movementInfo.transport.pos.Relocate(x, y, z, o);
transport->CalculatePassengerPosition(x, y, z, &o);
if (!Trinity::IsValidMapCoord(x, y, z, o) ||
// transport size limited
std::fabs(m_movementInfo.transport.pos.GetPositionX()) > 250.0f ||
std::fabs(m_movementInfo.transport.pos.GetPositionY()) > 250.0f ||
std::fabs(m_movementInfo.transport.pos.GetPositionZ()) > 250.0f)
{
TC_LOG_ERROR("entities.player", "Player::LoadFromDB: Player (%s) has invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to bind location.",
guid.ToString().c_str(), x, y, z, o);
m_movementInfo.transport.Reset();
RelocateToHomebind();
}
else
{
Relocate(x, y, z, o);
mapId = transport->GetMapId();
transport->AddPassenger(this);
}
}
else
{
TC_LOG_ERROR("entities.player", "Player::LoadFromDB: Player (%s) has problems with transport guid (" UI64FMTD "). Teleport to bind location.",
guid.ToString().c_str(), transLowGUID);
RelocateToHomebind();
}
}
// currently we do not support taxi in instance
else if (!taxi_nodes.empty())
{
instanceId = 0;
// Not finish taxi flight path
if (m_bgData.HasTaxiPath())
{
for (int i = 0; i < 2; ++i)
m_taxi.AddTaxiDestination(m_bgData.taxiPath[i]);
}
else if (!m_taxi.LoadTaxiDestinationsFromString(taxi_nodes, GetTeam()))
{
// problems with taxi path loading
TaxiNodesEntry const* nodeEntry = nullptr;
if (uint32 node_id = m_taxi.GetTaxiSource())
nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
if (!nodeEntry) // don't know taxi start node, teleport to homebind
{
TC_LOG_ERROR("entities.player", "Player::LoadFromDB: Player (%s) has wrong data in taxi destination list, teleport to homebind.", GetGUID().ToString().c_str());
RelocateToHomebind();
}
else // has start node, teleport to it
{
TC_LOG_ERROR("entities.player", "Player::LoadFromDB: Player (%s) has too short taxi destination list, teleport to original node.", GetGUID().ToString().c_str());
mapId = nodeEntry->MapID;
Relocate(nodeEntry->Pos.X, nodeEntry->Pos.Y, nodeEntry->Pos.Z, 0.0f);
}
m_taxi.ClearTaxiDestinations();
}
if (uint32 node_id = m_taxi.GetTaxiSource())
{
// save source node as recall coord to prevent recall and fall from sky
TaxiNodesEntry const* nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
if (nodeEntry && nodeEntry->MapID == GetMapId())
{
ASSERT(nodeEntry); // checked in m_taxi.LoadTaxiDestinationsFromString
mapId = nodeEntry->MapID;
Relocate(nodeEntry->Pos.X, nodeEntry->Pos.Y, nodeEntry->Pos.Z, 0.0f);
}
// flight will started later
}
}
// Map could be changed before
mapEntry = sMapStore.LookupEntry(mapId);
// client without expansion support
if (mapEntry)
{
if (GetSession()->GetExpansion() < mapEntry->Expansion())
{
TC_LOG_DEBUG("entities.player.loading", "Player::LoadFromDB: Player '%s' (%s) using client without required expansion tried login at non accessible map %u",
GetName().c_str(), GetGUID().ToString().c_str(), mapId);
RelocateToHomebind();
}
// fix crash (because of if (Map* map = _FindMap(instanceId)) in MapInstanced::CreateInstance)
if (instanceId)
if (InstanceSave* save = GetInstanceSave(mapId))
if (save->GetInstanceId() != instanceId)
instanceId = 0;
}
// NOW player must have valid map
// load the player's map here if it's not already loaded
Map* map = sMapMgr->CreateMap(mapId, this, instanceId);
AreaTriggerStruct const* areaTrigger = nullptr;
bool check = false;
if (!map)
{
areaTrigger = sObjectMgr->GetGoBackTrigger(mapId);
check = true;
}
else if (map->IsDungeon()) // if map is dungeon...
{
if (Map::EnterState denyReason = ((InstanceMap*)map)->CannotEnter(this)) // ... and can't enter map, then look for entry point.
{
switch (denyReason)
{
case Map::CANNOT_ENTER_DIFFICULTY_UNAVAILABLE:
SendTransferAborted(map->GetId(), TRANSFER_ABORT_DIFFICULTY, map->GetDifficultyID());
break;
case Map::CANNOT_ENTER_INSTANCE_BIND_MISMATCH:
ChatHandler(GetSession()).PSendSysMessage(GetSession()->GetTrinityString(LANG_INSTANCE_BIND_MISMATCH), map->GetMapName());
break;
case Map::CANNOT_ENTER_TOO_MANY_INSTANCES:
SendTransferAborted(map->GetId(), TRANSFER_ABORT_TOO_MANY_INSTANCES);
break;
case Map::CANNOT_ENTER_MAX_PLAYERS:
SendTransferAborted(map->GetId(), TRANSFER_ABORT_MAX_PLAYERS);
break;
case Map::CANNOT_ENTER_ZONE_IN_COMBAT:
SendTransferAborted(map->GetId(), TRANSFER_ABORT_ZONE_IN_COMBAT);
break;
default:
break;
}
areaTrigger = sObjectMgr->GetGoBackTrigger(mapId);
check = true;
}
else if (instanceId && !sInstanceSaveMgr->GetInstanceSave(instanceId)) // ... and instance is reseted then look for entrance.
{
areaTrigger = sObjectMgr->GetMapEntranceTrigger(mapId);
check = true;
}
}
if (check) // in case of special event when creating map...
{
if (areaTrigger) // ... if we have an areatrigger, then relocate to new map/coordinates.
{
Relocate(areaTrigger->target_X, areaTrigger->target_Y, areaTrigger->target_Z, GetOrientation());
if (mapId != areaTrigger->target_mapId)
{
mapId = areaTrigger->target_mapId;
map = sMapMgr->CreateMap(mapId, this);
}
}
else
{
TC_LOG_ERROR("entities.player", "Player::LoadFromDB: Player '%s' (%s) Map: %u, X: %f, Y: %f, Z: %f, O: %f. Areatrigger not found.",
m_name.c_str(), guid.ToString().c_str(), mapId, GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
RelocateToHomebind();
map = nullptr;
}
}
if (!map)
{
mapId = info->mapId;
Relocate(info->positionX, info->positionY, info->positionZ, 0.0f);
map = sMapMgr->CreateMap(mapId, this);
if (!map)
{
TC_LOG_ERROR("entities.player", "Player::LoadFromDB: Player '%s' (%s) Map: %u, X: %f, Y: %f, Z: %f, O: %f. Invalid default map coordinates or instance couldn't be created.",
m_name.c_str(), guid.ToString().c_str(), mapId, GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
return false;
}
}
SetMap(map);
// now that map position is determined, check instance validity
if (!CheckInstanceValidity(true) && !IsInstanceLoginGameMasterException())
m_InstanceValid = false;
// randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
// this must help in case next save after mass player load after server startup
m_nextSave = urand(m_nextSave / 2, m_nextSave * 3 / 2);
SaveRecallPosition();
time_t now = time(nullptr);
time_t logoutTime = time_t(fields[30].GetUInt32());
// since last logout (in seconds)
uint32 time_diff = uint32(now - logoutTime); //uint64 is excessive for a time_diff in seconds.. uint32 allows for 136~ year difference.
// set value, including drunk invisibility detection
// calculate sobering. after 15 minutes logged out, the player will be sober again
uint8 newDrunkValue = 0;
if (time_diff < uint32(GetDrunkValue()) * 9)
newDrunkValue = GetDrunkValue() - time_diff / 9;
SetDrunkValue(newDrunkValue);
m_cinematic = fields[26].GetUInt8();
m_Played_time[PLAYED_TIME_TOTAL] = fields[27].GetUInt32();
m_Played_time[PLAYED_TIME_LEVEL] = fields[28].GetUInt32();
SetTalentResetCost(fields[32].GetUInt32());
SetTalentResetTime(time_t(fields[33].GetUInt32()));
m_taxi.LoadTaxiMask(fields[25].GetString()); // must be before InitTaxiNodesForLevel
uint32 extraflags = fields[40].GetUInt16();
m_stableSlots = fields[41].GetUInt8();
if (m_stableSlots > MAX_PET_STABLES)
{
TC_LOG_ERROR("entities.player", "Player::LoadFromDB: Player (%s) can't have more stable slots than %u, but has %u in DB",
GetGUID().ToString().c_str(), MAX_PET_STABLES, uint32(m_stableSlots));
m_stableSlots = MAX_PET_STABLES;
}
m_atLoginFlags = fields[42].GetUInt16();
if (HasAtLoginFlag(AT_LOGIN_RENAME))
{
TC_LOG_ERROR("entities.player", "Player::LoadFromDB: Player (%s) tried to login while forced to rename, can't load.'", GetGUID().ToString().c_str());
return false;
}
// Honor system
// Update Honor kills data
m_lastHonorUpdateTime = logoutTime;
UpdateHonorFields();
m_deathExpireTime = time_t(fields[45].GetUInt32());
if (m_deathExpireTime > now + MAX_DEATH_COUNT * DEATH_EXPIRE_STEP)
m_deathExpireTime = now + MAX_DEATH_COUNT * DEATH_EXPIRE_STEP - 1;
// clear channel spell data (if saved at channel spell casting)
SetChannelObjectGuid(ObjectGuid::Empty);
SetUInt32Value(UNIT_CHANNEL_SPELL, 0);
// clear charm/summon related fields
SetOwnerGUID(ObjectGuid::Empty);
SetGuidValue(UNIT_FIELD_CHARMEDBY, ObjectGuid::Empty);
SetGuidValue(UNIT_FIELD_CHARM, ObjectGuid::Empty);
SetGuidValue(UNIT_FIELD_SUMMON, ObjectGuid::Empty);
SetGuidValue(PLAYER_FARSIGHT, ObjectGuid::Empty);
SetCreatorGUID(ObjectGuid::Empty);
RemoveFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_FORCE_MOVEMENT);
// reset some aura modifiers before aura apply
SetUInt32Value(PLAYER_TRACK_CREATURES, 0);
SetUInt32Value(PLAYER_TRACK_RESOURCES, 0);
// make sure the unit is considered out of combat for proper loading
ClearInCombat();
// make sure the unit is considered not in duel for proper loading
SetGuidValue(PLAYER_DUEL_ARBITER, ObjectGuid::Empty);
SetUInt32Value(PLAYER_DUEL_TEAM, 0);
// reset stats before loading any modifiers
InitStatsForLevel();
InitTaxiNodesForLevel();
InitRunes();
// rest bonus can only be calculated after InitStatsForLevel()
SetUInt32Value(PLAYER_FIELD_REST_INFO + REST_STATE_XP, fields[18].GetUInt8());
m_rest_bonus = fields[29].GetFloat();
if (time_diff > 0)
{
//speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
float bubble0 = 0.031f;
//speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
float bubble1 = 0.125f;
float bubble = fields[31].GetUInt8() > 0
? bubble1*sWorld->getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY)
: bubble0*sWorld->getRate(RATE_REST_OFFLINE_IN_WILDERNESS);
SetRestBonus(GetRestBonus() + time_diff*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP) / 72000)*bubble);
}
// load skills after InitStatsForLevel because it triggering aura apply also
_LoadSkills(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_SKILLS));
UpdateSkillsForLevel(); //update skills after load, to make sure they are correctly update at player load
SetPrimarySpecialization(fields[34].GetUInt32());
SetActiveTalentGroup(fields[62].GetUInt8());
ChrSpecializationEntry const* primarySpec = sChrSpecializationStore.LookupEntry(GetPrimarySpecialization());
if (!primarySpec || primarySpec->ClassID != getClass() || GetActiveTalentGroup() >= MAX_SPECIALIZATIONS)
ResetTalentSpecialization();
uint32 lootSpecId = fields[63].GetUInt32();
if (ChrSpecializationEntry const* chrSpec = sChrSpecializationStore.LookupEntry(lootSpecId))
if (chrSpec->ClassID == getClass())
SetLootSpecId(lootSpecId);
if (ChrSpecializationEntry const* spec = sDB2Manager.GetChrSpecializationByIndex(getClass(), GetActiveTalentGroup()))
SetUInt32Value(PLAYER_FIELD_CURRENT_SPEC_ID, spec->ID);
_LoadTalents(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_TALENTS));
_LoadSpells(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_SPELLS));
GetSession()->GetCollectionMgr()->LoadToys();
GetSession()->GetCollectionMgr()->LoadHeirlooms();
GetSession()->GetCollectionMgr()->LoadMounts();
GetSession()->GetCollectionMgr()->LoadItemAppearances();
LearnSpecializationSpells();
_LoadGlyphs(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_GLYPHS));
_LoadAuras(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_AURAS), holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_AURA_EFFECTS), time_diff);
_LoadGlyphAuras();
// add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
m_deathState = DEAD;
// after spell load, learn rewarded spell if need also
_LoadQuestStatus(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_QUEST_STATUS));
_LoadQuestStatusObjectives(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_QUEST_STATUS_OBJECTIVES));
_LoadQuestStatusRewarded(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_QUEST_STATUS_REW));
_LoadDailyQuestStatus(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_DAILY_QUEST_STATUS));
_LoadWeeklyQuestStatus(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_WEEKLY_QUEST_STATUS));
_LoadSeasonalQuestStatus(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_SEASONAL_QUEST_STATUS));
_LoadMonthlyQuestStatus(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_MONTHLY_QUEST_STATUS));
_LoadRandomBGStatus(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_RANDOM_BG));
// after spell and quest load
InitTalentForLevel();
LearnDefaultSkills();
LearnCustomSpells();
// must be before inventory (some items required reputation check)
m_reputationMgr->LoadFromDB(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_REPUTATION));
_LoadInventory(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_INVENTORY), holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_ARTIFACTS), time_diff);
if (IsVoidStorageUnlocked())
_LoadVoidStorage(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_VOID_STORAGE));
// update items with duration and realtime
UpdateItemDuration(time_diff, true);
_LoadActions(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_ACTIONS));
// unread mails and next delivery time, actual mails not loaded
_LoadMailInit(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_MAIL_COUNT), holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_MAIL_DATE));
m_social = sSocialMgr->LoadFromDB(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_SOCIAL_LIST), GetGUID());
// check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
// note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
uint32 curTitle = fields[51].GetUInt32();
if (curTitle && !HasTitle(curTitle))
curTitle = 0;
SetUInt32Value(PLAYER_CHOSEN_TITLE, curTitle);
// has to be called after last Relocate() in Player::LoadFromDB
SetFallInformation(0, GetPositionZ());
GetSpellHistory()->LoadFromDB<Player>(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_SPELL_COOLDOWNS), holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_SPELL_CHARGES));
// Spell code allow apply any auras to dead character in load time in aura/spell/item loading
// Do now before stats re-calculation cleanup for ghost state unexpected auras
if (!IsAlive())
RemoveAllAurasOnDeath();
else
RemoveAllAurasRequiringDeadTarget();
//apply all stat bonuses from items and auras
SetCanModifyStats(true);
UpdateAllStats();
// restore remembered power/health values (but not more max values)
uint32 savedHealth = fields[54].GetUInt32();
SetHealth(savedHealth > GetMaxHealth() ? GetMaxHealth() : savedHealth);
uint32 loadedPowers = 0;
for (uint32 i = 0; i < MAX_POWERS; ++i)
{
if (GetPowerIndex(i) != MAX_POWERS)
{
uint32 savedPower = fields[55 + loadedPowers].GetUInt32();
uint32 maxPower = GetUInt32Value(UNIT_FIELD_MAXPOWER + loadedPowers);
SetPower(Powers(i), (savedPower > maxPower) ? maxPower : savedPower);
if (++loadedPowers >= MAX_POWERS_PER_CLASS)
break;
}
}
for (; loadedPowers < MAX_POWERS_PER_CLASS; ++loadedPowers)
SetUInt32Value(UNIT_FIELD_POWER + loadedPowers, 0);
SetPower(POWER_LUNAR_POWER, 0);
TC_LOG_DEBUG("entities.player.loading", "Player::LoadFromDB: The value of player '%s' after load item and aura is: ", m_name.c_str());
outDebugValues();
// GM state
if (GetSession()->HasPermission(rbac::RBAC_PERM_RESTORE_SAVED_GM_STATE))
{
switch (sWorld->getIntConfig(CONFIG_GM_LOGIN_STATE))
{
default:
case 0: break; // disable
case 1: SetGameMaster(true); break; // enable
case 2: // save state
if (extraflags & PLAYER_EXTRA_GM_ON)
SetGameMaster(true);
break;
}
switch (sWorld->getIntConfig(CONFIG_GM_VISIBLE_STATE))
{
default:
case 0: SetGMVisible(false); break; // invisible
case 1: break; // visible
case 2: // save state
if (extraflags & PLAYER_EXTRA_GM_INVISIBLE)
SetGMVisible(false);
break;
}
switch (sWorld->getIntConfig(CONFIG_GM_CHAT))
{
default:
case 0: break; // disable
case 1: SetGMChat(true); break; // enable
case 2: // save state
if (extraflags & PLAYER_EXTRA_GM_CHAT)
SetGMChat(true);
break;
}
switch (sWorld->getIntConfig(CONFIG_GM_WHISPERING_TO))
{
default:
case 0: break; // disable
case 1: SetAcceptWhispers(true); break; // enable
case 2: // save state
if (extraflags & PLAYER_EXTRA_ACCEPT_WHISPERS)
SetAcceptWhispers(true);
break;
}
}
// RaF stuff.
m_grantableLevels = fields[67].GetUInt8();
if (GetSession()->IsARecruiter() || (GetSession()->GetRecruiterId() != 0))
SetFlag(OBJECT_DYNAMIC_FLAGS, UNIT_DYNFLAG_REFER_A_FRIEND);
if (m_grantableLevels > 0)
SetByteValue(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTES_OFFSET_RAF_GRANTABLE_LEVEL, 0x01);
_LoadDeclinedNames(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_DECLINED_NAMES));
_LoadEquipmentSets(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_EQUIPMENT_SETS));
_LoadTransmogOutfits(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_TRANSMOG_OUTFITS));
_LoadCUFProfiles(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_CUF_PROFILES));
std::unique_ptr<Garrison> garrison = Trinity::make_unique<Garrison>(this);
if (garrison->LoadFromDB(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_GARRISON),
holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_GARRISON_BLUEPRINTS),
holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_GARRISON_BUILDINGS),
holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_GARRISON_FOLLOWERS),
holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_GARRISON_FOLLOWER_ABILITIES)))
_garrison = std::move(garrison);
m_achievementMgr->CheckAllAchievementCriteria(this);
return true;
}
void Player::_LoadCUFProfiles(PreparedQueryResult result)
{
if (!result)
return;
do
{
// SELECT id, name, frameHeight, frameWidth, sortBy, healthText, boolOptions, unk146, unk147, unk148, unk150, unk152, unk154 FROM character_cuf_profiles WHERE guid = ?
Field* fields = result->Fetch();
uint8 id = fields[0].GetUInt8();
std::string name = fields[1].GetString();
uint16 frameHeight = fields[2].GetUInt16();
uint16 frameWidth = fields[3].GetUInt16();
uint8 sortBy = fields[4].GetUInt8();
uint8 healthText = fields[5].GetUInt8();
uint32 boolOptions = fields[6].GetUInt32();
uint8 topPoint = fields[7].GetUInt8();
uint8 bottomPoint = fields[8].GetUInt8();
uint8 leftPoint = fields[9].GetUInt8();
uint16 topOffset = fields[10].GetUInt16();
uint16 bottomOffset = fields[11].GetUInt16();
uint16 leftOffset = fields[12].GetUInt16();
if (id > MAX_CUF_PROFILES)
{
TC_LOG_ERROR("entities.player", "Player::_LoadCUFProfiles: Player '%s' (%s) has an CUF profile with invalid id (ID: %u), max is %i.", GetName().c_str(), GetGUID().ToString().c_str(), id, MAX_CUF_PROFILES);
continue;
}
_CUFProfiles[id] = Trinity::make_unique<CUFProfile>(name, frameHeight, frameWidth, sortBy, healthText, boolOptions, topPoint, bottomPoint, leftPoint, topOffset, bottomOffset, leftOffset);
}
while (result->NextRow());
}
bool Player::isAllowedToLoot(const Creature* creature)
{
if (!creature->isDead() || !creature->IsDamageEnoughForLootingAndReward())
return false;
if (HasPendingBind())
return false;
const Loot* loot = &creature->loot;
if (loot->isLooted()) // nothing to loot or everything looted.
return false;
if (loot->loot_type == LOOT_SKINNING)
return creature->GetSkinner() == GetGUID();
Group* thisGroup = GetGroup();
if (!thisGroup)
return this == creature->GetLootRecipient();
else if (thisGroup != creature->GetLootRecipientGroup())
return false;
switch (thisGroup->GetLootMethod())
{
case PERSONAL_LOOT: /// @todo implement personal loot (http://wow.gamepedia.com/Loot#Personal_Loot)
return false;
case MASTER_LOOT:
case FREE_FOR_ALL:
return true;
case GROUP_LOOT:
// may only loot if the player is the loot roundrobin player
// or item over threshold (so roll(s) can be launched)
// or if there are free/quest/conditional item for the player
if (loot->roundRobinPlayer.IsEmpty() || loot->roundRobinPlayer == GetGUID())
return true;
if (loot->hasOverThresholdItem())
return true;
return loot->hasItemFor(this);
}
return false;
}
void Player::_LoadActions(PreparedQueryResult result)
{
m_actionButtons.clear();
if (result)
{
do
{
Field* fields = result->Fetch();
uint8 button = fields[0].GetUInt8();
uint32 action = fields[1].GetUInt32();
uint8 type = fields[2].GetUInt8();
if (ActionButton* ab = AddActionButton(button, action, type))
ab->uState = ACTIONBUTTON_UNCHANGED;
else
{
TC_LOG_ERROR("entities.player", "Player::_LoadActions: Player '%s' (%s) has an invalid action button (Button: %u, Action: %u, Type: %u). It will be delted at next save.",
GetName().c_str(), GetGUID().ToString().c_str(), button, action, type);
// Will be deleted in DB at next save (it can create data until save but marked as deleted).
m_actionButtons[button].uState = ACTIONBUTTON_DELETED;
}
} while (result->NextRow());
}
}
void Player::_LoadAuras(PreparedQueryResult auraResult, PreparedQueryResult effectResult, uint32 timediff)
{
TC_LOG_DEBUG("entities.player.loading", "Player::_LoadAuras: Loading auras for %s", GetGUID().ToString().c_str());
/*
0 1 2 3 4 5 6
SELECT casterGuid, itemGuid, spell, effectMask, effectIndex, amount, baseAmount FROM character_aura_effect WHERE guid = ?
*/
ObjectGuid casterGuid, itemGuid;
std::map<AuraKey, AuraLoadEffectInfo> effectInfo;
if (effectResult)
{
do
{
Field* fields = effectResult->Fetch();
uint32 effectIndex = fields[4].GetUInt8();
if (effectIndex < MAX_SPELL_EFFECTS)
{
casterGuid.SetRawValue(fields[0].GetBinary());
itemGuid.SetRawValue(fields[1].GetBinary());
AuraKey key{ casterGuid, itemGuid, fields[2].GetUInt32(), fields[3].GetUInt32() };
AuraLoadEffectInfo& info = effectInfo[key];
info.Amounts[effectIndex] = fields[5].GetInt32();
info.BaseAmounts[effectIndex] = fields[6].GetInt32();
}
}
while (effectResult->NextRow());
}
/*
0 1 2 3 4 5 6 7 8 9
SELECT casterGuid, itemGuid, spell, effectMask, recalculateMask, stackCount, maxDuration, remainTime, remainCharges, castItemLevel FROM character_aura WHERE guid = ?
*/
if (auraResult)
{
do
{
Field* fields = auraResult->Fetch();
casterGuid.SetRawValue(fields[0].GetBinary());
itemGuid.SetRawValue(fields[1].GetBinary());
AuraKey key{ casterGuid, itemGuid, fields[2].GetUInt32(), fields[3].GetUInt32() };
uint32 recalculateMask = fields[4].GetUInt32();
uint8 stackCount = fields[5].GetUInt8();
int32 maxDuration = fields[6].GetInt32();
int32 remainTime = fields[7].GetInt32();
uint8 remainCharges = fields[8].GetUInt8();
int32 castItemLevel = fields[9].GetInt32();
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(key.SpellId);
if (!spellInfo)
{
TC_LOG_ERROR("entities.player", "Player::_LoadAuras: Player '%s' (%s) has an invalid aura (SpellID: %u), ignoring.",
GetName().c_str(), GetGUID().ToString().c_str(), key.SpellId);
continue;
}
// negative effects should continue counting down after logout
if (remainTime != -1 && !spellInfo->IsPositive())
{
if (remainTime/IN_MILLISECONDS <= int32(timediff))
continue;
remainTime -= timediff*IN_MILLISECONDS;
}
// prevent wrong values of remainCharges
if (spellInfo->ProcCharges)
{
// we have no control over the order of applying auras and modifiers allow auras
// to have more charges than value in SpellInfo
if (remainCharges <= 0/* || remainCharges > spellproto->procCharges*/)
remainCharges = spellInfo->ProcCharges;
}
else
remainCharges = 0;
AuraLoadEffectInfo& info = effectInfo[key];
ObjectGuid castId = ObjectGuid::Create<HighGuid::Cast>(SPELL_CAST_SOURCE_NORMAL, GetMapId(), spellInfo->Id, GetMap()->GenerateLowGuid<HighGuid::Cast>());
if (Aura* aura = Aura::TryCreate(spellInfo, castId, key.EffectMask, this, nullptr, info.BaseAmounts.data(), nullptr, casterGuid, castItemLevel))
{
if (!aura->CanBeSaved())
{
aura->Remove();
continue;
}
aura->SetLoadedState(maxDuration, remainTime, remainCharges, stackCount, recalculateMask, info.Amounts.data());
aura->ApplyForTargets();
TC_LOG_DEBUG("entities.player", "Player::_LoadAuras: Added aura (SpellID: %u, EffectMask: %u) to player '%s (%s)",
spellInfo->Id, key.EffectMask, GetName().c_str(), GetGUID().ToString().c_str());
}
}
while (auraResult->NextRow());
}
}
void Player::_LoadGlyphAuras()
{
for (uint32 glyphId : GetGlyphs(GetActiveTalentGroup()))
CastSpell(this, sGlyphPropertiesStore.AssertEntry(glyphId)->SpellID, true);
}
void Player::LoadCorpse(PreparedQueryResult result)
{
if (IsAlive() || HasAtLoginFlag(AT_LOGIN_RESURRECT))
SpawnCorpseBones(false);
if (!IsAlive())
{
if (result && !HasAtLoginFlag(AT_LOGIN_RESURRECT))
{
Field* fields = result->Fetch();
_corpseLocation.WorldRelocate(fields[0].GetUInt16(), fields[1].GetFloat(), fields[2].GetFloat(), fields[3].GetFloat(), fields[4].GetFloat());
ApplyModFlag(PLAYER_FIELD_LOCAL_FLAGS, PLAYER_LOCAL_FLAG_RELEASE_TIMER, !sMapStore.LookupEntry(_corpseLocation.GetMapId())->Instanceable());
}
else
ResurrectPlayer(0.5f);
}
RemoveAtLoginFlag(AT_LOGIN_RESURRECT);
}
void Player::_LoadInventory(PreparedQueryResult result, PreparedQueryResult artifactsResult, uint32 timeDiff)
{
// 0 1 2 3 4 5 6 7 8 9 10 11 12
// SELECT guid, itemEntry, creatorGuid, giftCreatorGuid, count, duration, charges, flags, enchantments, randomPropertyId, durability, playedTime, text,
// 13 14 15 16 17 18
// upgradeId, battlePetSpeciesId, battlePetBreedData, battlePetLevel, battlePetDisplayId, bonusListIDs,
// 19 20 21 22 23
// itemModifiedAppearanceAllSpecs, itemModifiedAppearanceSpec1, itemModifiedAppearanceSpec2, itemModifiedAppearanceSpec3, itemModifiedAppearanceSpec4,
// 24 25 26 27 28
// spellItemEnchantmentAllSpecs, spellItemEnchantmentSpec1, spellItemEnchantmentSpec2, spellItemEnchantmentSpec3, spellItemEnchantmentSpec4,
// 29 30 31 32 33 34 35 36 37 40 41
// gemItemId1, gemBonuses1, gemContext1, gemItemId2, gemBonuses2, gemContext2, gemItemId3, gemBonuses3, gemContext3, bag, slot FROM character_inventory ci JOIN item_instance ii ON ci.item = ii.guid WHERE ci.guid = ? ORDER BY (ii.flags & 0x80000) ASC, bag ASC, slot ASC
//NOTE: ORDER BY ii.flags & 0x80000 makes child items load last - they need their parents to be already loaded
//NOTE: the "order by `bag`" is important because it makes sure
//the bagMap is filled before items in the bags are loaded
//NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
//expected to be equipped before offhand items (@todo fixme)
// 0 1 2 3 4
// SELECT a.itemGuid, a.xp, a.artifactAppearanceId, ap.artifactPowerId, ap.purchasedRank FROM item_instance_artifact_powers ap LEFT JOIN item_instance_artifact a ON ap.itemGuid = a.itemGuid INNER JOIN character_inventory ci ON ci.item = ap.guid WHERE ci.guid = ?
std::unordered_map<ObjectGuid, std::tuple<uint32, uint32, std::vector<ItemDynamicFieldArtifactPowers>>> artifactData;
if (artifactsResult)
{
do
{
Field* fields = artifactsResult->Fetch();
auto& artifactDataEntry = artifactData[ObjectGuid::Create<HighGuid::Item>(fields[0].GetUInt64())];
std::get<0>(artifactDataEntry) = fields[1].GetUInt32();
std::get<1>(artifactDataEntry) = fields[2].GetUInt32();
ItemDynamicFieldArtifactPowers artifactPowerData;
artifactPowerData.ArtifactPowerId = fields[3].GetUInt32();
artifactPowerData.PurchasedRank = fields[4].GetUInt8();
if (ArtifactPowerEntry const* artifactPower = sArtifactPowerStore.LookupEntry(artifactPowerData.ArtifactPowerId))
{
if (artifactPowerData.PurchasedRank > artifactPower->MaxRank)
artifactPowerData.PurchasedRank = artifactPower->MaxRank;
artifactPowerData.CurrentRankWithBonus = (artifactPower->Flags & ARTIFACT_POWER_FLAG_FIRST) ? 1 : 0;
std::get<2>(artifactDataEntry).push_back(artifactPowerData);
}
} while (artifactsResult->NextRow());
}
if (result)
{
uint32 zoneId = GetZoneId();
std::map<ObjectGuid, Bag*> bagMap; // fast guid lookup for bags
std::map<ObjectGuid, Item*> invalidBagMap; // fast guid lookup for bags
std::list<Item*> problematicItems;
SQLTransaction trans = CharacterDatabase.BeginTransaction();
// Prevent items from being added to the queue while loading
m_itemUpdateQueueBlocked = true;
do
{
Field* fields = result->Fetch();
if (Item* item = _LoadItem(trans, zoneId, timeDiff, fields))
{
auto artifactDataItr = artifactData.find(item->GetGUID());
if (item->GetTemplate()->GetArtifactID() && artifactDataItr != artifactData.end())
item->LoadArtifactData(std::get<0>(artifactDataItr->second), std::get<1>(artifactDataItr->second), std::get<2>(artifactDataItr->second));
ObjectGuid bagGuid = fields[40].GetUInt64() ? ObjectGuid::Create<HighGuid::Item>(fields[40].GetUInt64()) : ObjectGuid::Empty;
uint8 slot = fields[41].GetUInt8();
GetSession()->GetCollectionMgr()->CheckHeirloomUpgrades(item);
GetSession()->GetCollectionMgr()->AddItemAppearance(item);
InventoryResult err = EQUIP_ERR_OK;
if (item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_CHILD))
{
if (Item* parent = GetItemByGuid(item->GetGuidValue(ITEM_FIELD_CREATOR)))
{
parent->SetChildItem(item->GetGUID());
item->CopyArtifactDataFromParent(parent);
}
else
err = EQUIP_ERR_WRONG_BAG_TYPE_3; // send by mail
}
// Item is not in bag
if (!bagGuid)
{
item->SetContainer(nullptr);
item->SetSlot(slot);
if (IsInventoryPos(INVENTORY_SLOT_BAG_0, slot))
{
ItemPosCountVec dest;
err = CanStoreItem(INVENTORY_SLOT_BAG_0, slot, dest, item, false);
if (err == EQUIP_ERR_OK)
item = StoreItem(dest, item, true);
}
else if (IsEquipmentPos(INVENTORY_SLOT_BAG_0, slot))
{
uint16 dest;
err = CanEquipItem(slot, dest, item, false, false);
if (err == EQUIP_ERR_OK)
QuickEquipItem(dest, item);
}
else if (IsBankPos(INVENTORY_SLOT_BAG_0, slot))
{
ItemPosCountVec dest;
err = CanBankItem(INVENTORY_SLOT_BAG_0, slot, dest, item, false, false);
if (err == EQUIP_ERR_OK)
item = BankItem(dest, item, true);
}
// Remember bags that may contain items in them
if (err == EQUIP_ERR_OK)
{
if (IsBagPos(item->GetPos()))
if (Bag* pBag = item->ToBag())
bagMap[item->GetGUID()] = pBag;
}
else
if (IsBagPos(item->GetPos()))
if (item->IsBag())
invalidBagMap[item->GetGUID()] = item;
}
else
{
item->SetSlot(NULL_SLOT);
// Item is in the bag, find the bag
std::map<ObjectGuid, Bag*>::iterator itr = bagMap.find(bagGuid);
if (itr != bagMap.end())
{
ItemPosCountVec dest;
err = CanStoreItem(itr->second->GetSlot(), slot, dest, item);
if (err == EQUIP_ERR_OK)
item = StoreItem(dest, item, true);
}
else if (invalidBagMap.find(bagGuid) != invalidBagMap.end())
{
std::map<ObjectGuid, Item*>::iterator invalidBagItr = invalidBagMap.find(bagGuid);
if (std::find(problematicItems.begin(), problematicItems.end(), invalidBagItr->second) != problematicItems.end())
err = EQUIP_ERR_INTERNAL_BAG_ERROR;
}
else
{
TC_LOG_ERROR("entities.player", "Player::_LoadInventory: Player '%s' (%s) has item (%s, entry: %u) which doesnt have a valid bag (Bag %s, slot: %u). Possible cheat?",
GetName().c_str(), GetGUID().ToString().c_str(), item->GetGUID().ToString().c_str(), item->GetEntry(), bagGuid.ToString().c_str(), slot);
item->DeleteFromInventoryDB(trans);
delete item;
continue;
}
}
// Item's state may have changed after storing
if (err == EQUIP_ERR_OK)
item->SetState(ITEM_UNCHANGED, this);
else
{
TC_LOG_ERROR("entities.player", "Player::_LoadInventory: Player '%s' (%s) has item (%s, entry: %u) which can't be loaded into inventory (Bag %s, slot: %u) by reason %u. Item will be sent by mail.",
GetName().c_str(), GetGUID().ToString().c_str(), item->GetGUID().ToString().c_str(), item->GetEntry(), bagGuid.ToString().c_str(), slot, uint32(err));
item->DeleteFromInventoryDB(trans);
problematicItems.push_back(item);
}
}
} while (result->NextRow());
m_itemUpdateQueueBlocked = false;
// Send problematic items by mail
while (!problematicItems.empty())
{
std::string subject = GetSession()->GetTrinityString(LANG_NOT_EQUIPPED_ITEM);
MailDraft draft(subject, "There were problems with equipping item(s).");
for (uint8 i = 0; !problematicItems.empty() && i < MAX_MAIL_ITEMS; ++i)
{
draft.AddItem(problematicItems.front());
problematicItems.pop_front();
}
draft.SendMailTo(trans, this, MailSender(this, MAIL_STATIONERY_GM), MAIL_CHECK_MASK_COPIED);
}
CharacterDatabase.CommitTransaction(trans);
}
//if (IsAlive())
_ApplyAllItemMods();
}
void Player::_LoadVoidStorage(PreparedQueryResult result)
{
if (!result)
return;
do
{
// SELECT itemId, itemEntry, slot, creatorGuid, randomProperty, suffixFactor, upgradeId, fixedScalingLevel, artifactKnowledgeLevel, bonusListIDs FROM character_void_storage WHERE playerGuid = ?
Field* fields = result->Fetch();
uint64 itemId = fields[0].GetUInt64();
uint32 itemEntry = fields[1].GetUInt32();
uint8 slot = fields[2].GetUInt8();
ObjectGuid creatorGuid = fields[3].GetUInt64() ? ObjectGuid::Create<HighGuid::Player>(fields[3].GetUInt64()) : ObjectGuid::Empty;
uint32 randomProperty = fields[4].GetUInt32();
uint32 suffixFactor = fields[5].GetUInt32();
uint32 upgradeId = fields[6].GetUInt32();
uint32 fixedScalingLevel = fields[7].GetUInt32();
uint32 artifactKnowledgeLevel = fields[8].GetUInt32();
std::vector<uint32> bonusListIDs;
Tokenizer bonusListIdTokens(fields[9].GetString(), ' ');
for (char const* token : bonusListIdTokens)
bonusListIDs.push_back(atoul(token));
if (!itemId)
{
TC_LOG_ERROR("entities.player", "Player::_LoadVoidStorage: Player '%s' (%s) has an item with an invalid id (item id: " UI64FMTD ", entry: %u).",
GetName().c_str(), GetGUID().ToString().c_str(), itemId, itemEntry);
continue;
}
if (!sObjectMgr->GetItemTemplate(itemEntry))
{
TC_LOG_ERROR("entities.player", "Player::_LoadVoidStorage: Player '%s' (%s) has an item with an invalid entry (item id: " UI64FMTD ", entry: %u).",
GetName().c_str(), GetGUID().ToString().c_str(), itemId, itemEntry);
continue;
}
if (slot >= VOID_STORAGE_MAX_SLOT)
{
TC_LOG_ERROR("entities.player", "Player::_LoadVoidStorage: Player '%s' (%s) has an item with an invalid slot (item id: " UI64FMTD ", entry: %u, slot: %u).",
GetName().c_str(), GetGUID().ToString().c_str(), itemId, itemEntry, slot);
continue;
}
_voidStorageItems[slot] = new VoidStorageItem(itemId, itemEntry, creatorGuid, randomProperty, suffixFactor, upgradeId, fixedScalingLevel, artifactKnowledgeLevel, bonusListIDs);
WorldPackets::Item::ItemInstance voidInstance;
voidInstance.Initialize(_voidStorageItems[slot]);
BonusData bonus;
bonus.Initialize(voidInstance);
GetSession()->GetCollectionMgr()->AddItemAppearance(itemEntry, bonus.AppearanceModID);
}
while (result->NextRow());
}
Item* Player::_LoadItem(SQLTransaction& trans, uint32 zoneId, uint32 timeDiff, Field* fields)
{
Item* item = nullptr;
ObjectGuid::LowType itemGuid = fields[0].GetUInt64();
uint32 itemEntry = fields[1].GetUInt32();
if (ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemEntry))
{
bool remove = false;
item = NewItemOrBag(proto);
if (item->LoadFromDB(itemGuid, GetGUID(), fields, itemEntry))
{
PreparedStatement* stmt;
// Do not allow to have item limited to another map/zone in alive state
if (IsAlive() && item->IsLimitedToAnotherMapOrZone(GetMapId(), zoneId))
{
TC_LOG_DEBUG("entities.player.loading", "Player::_LoadInventory: player (%s, name: '%s', map: %u) has item (%s, entry: %u) limited to another map (%u). Deleting item.",
GetGUID().ToString().c_str(), GetName().c_str(), GetMapId(), item->GetGUID().ToString().c_str(), item->GetEntry(), zoneId);
remove = true;
}
// "Conjured items disappear if you are logged out for more than 15 minutes"
else if (timeDiff > 15 * MINUTE && proto->GetFlags() & ITEM_FLAG_CONJURED)
{
TC_LOG_DEBUG("entities.player.loading", "Player::_LoadInventory: player (%s, name: '%s', diff: %u) has conjured item (%s, entry: %u) with expired lifetime (15 minutes). Deleting item.",
GetGUID().ToString().c_str(), GetName().c_str(), timeDiff, item->GetGUID().ToString().c_str(), item->GetEntry());
remove = true;
}
else if (item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_REFUNDABLE))
{
if (item->GetPlayedTime() > (2 * HOUR))
{
TC_LOG_DEBUG("entities.player.loading", "Player::_LoadInventory: player (%s, name: '%s') has item (%s, entry: %u) with expired refund time (%u). Deleting refund data and removing refundable flag.",
GetGUID().ToString().c_str(), GetName().c_str(), item->GetGUID().ToString().c_str(), item->GetEntry(), item->GetPlayedTime());
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_REFUND_INSTANCE);
stmt->setUInt64(0, item->GetGUID().GetCounter());
trans->Append(stmt);
item->RemoveFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_REFUNDABLE);
}
else
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_ITEM_REFUNDS);
stmt->setUInt64(0, item->GetGUID().GetCounter());
stmt->setUInt64(1, GetGUID().GetCounter());
if (PreparedQueryResult result = CharacterDatabase.Query(stmt))
{
item->SetRefundRecipient(GetGUID());
item->SetPaidMoney((*result)[0].GetUInt32());
item->SetPaidExtendedCost((*result)[1].GetUInt16());
AddRefundReference(item->GetGUID());
}
else
{
TC_LOG_DEBUG("entities.player.loading", "Player::_LoadInventory: player (%s, name: '%s') has item (%s, entry: %u) with refundable flags, but without data in item_refund_instance. Removing flag.",
GetGUID().ToString().c_str(), GetName().c_str(), item->GetGUID().ToString().c_str(), item->GetEntry());
item->RemoveFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_REFUNDABLE);
}
}
}
else if (item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_BOP_TRADEABLE))
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_ITEM_BOP_TRADE);
stmt->setUInt64(0, item->GetGUID().GetCounter());
if (PreparedQueryResult result = CharacterDatabase.Query(stmt))
{
std::string strGUID = (*result)[0].GetString();
Tokenizer GUIDlist(strGUID, ' ');
GuidSet looters;
for (Tokenizer::const_iterator itr = GUIDlist.begin(); itr != GUIDlist.end(); ++itr)
looters.insert(ObjectGuid::Create<HighGuid::Player>(uint64(strtoull(*itr, nullptr, 10))));
if (looters.size() > 1 && item->GetTemplate()->GetMaxStackSize() == 1 && item->IsSoulBound())
{
item->SetSoulboundTradeable(looters);
AddTradeableItem(item);
}
else
item->ClearSoulboundTradeable(this);
}
else
{
TC_LOG_DEBUG("entities.player.loading", "Player::_LoadInventory: player (%s, name: '%s') has item (%s, entry: %u) with ITEM_FIELD_FLAG_BOP_TRADEABLE flag, but without data in item_soulbound_trade_data. Removing flag.",
GetGUID().ToString().c_str(), GetName().c_str(), item->GetGUID().ToString().c_str(), item->GetEntry());
item->RemoveFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_BOP_TRADEABLE);
}
}
else if (proto->GetHolidayID())
{
remove = true;
GameEventMgr::GameEventDataMap const& events = sGameEventMgr->GetEventMap();
GameEventMgr::ActiveEvents const& activeEventsList = sGameEventMgr->GetActiveEventList();
for (GameEventMgr::ActiveEvents::const_iterator itr = activeEventsList.begin(); itr != activeEventsList.end(); ++itr)
{
if (events[*itr].holiday_id == proto->GetHolidayID())
{
remove = false;
break;
}
}
}
}
else
{
TC_LOG_ERROR("entities.player", "Player::_LoadInventory: player (%s, name: '%s') has broken item (GUID: " UI64FMTD ", entry: %u) in inventory. Deleting item.",
GetGUID().ToString().c_str(), GetName().c_str(), itemGuid, itemEntry);
remove = true;
}
// Remove item from inventory if necessary
if (remove)
{
Item::DeleteFromInventoryDB(trans, itemGuid);
item->FSetState(ITEM_REMOVED);
item->SaveToDB(trans); // it also deletes item object!
item = nullptr;
}
}
else
{
TC_LOG_ERROR("entities.player", "Player::_LoadInventory: player (%s, name: '%s') has unknown item (entry: %u) in inventory. Deleting item.",
GetGUID().ToString().c_str(), GetName().c_str(), itemEntry);
Item::DeleteFromInventoryDB(trans, itemGuid);
Item::DeleteFromDB(trans, itemGuid);
}
return item;
}
// load mailed item which should receive current player
void Player::_LoadMailedItems(Mail* mail)
{
// data needs to be at first place for Item::LoadFromDB
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_MAILITEMS);
stmt->setUInt32(0, mail->messageID);
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (!result)
return;
do
{
Field* fields = result->Fetch();
ObjectGuid::LowType itemGuid = fields[0].GetUInt64();
uint32 itemEntry = fields[1].GetUInt32();
mail->AddItem(itemGuid, itemEntry);
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemEntry);
if (!proto)
{
TC_LOG_ERROR("entities.player", "Player '%s' (%s) has unknown item_template in mailed items (GUID: " UI64FMTD ", Entry: %u) in mail (%u), deleted.",
GetName().c_str(), GetGUID().ToString().c_str(), itemGuid, itemEntry, mail->messageID);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_INVALID_MAIL_ITEM);
stmt->setUInt64(0, itemGuid);
CharacterDatabase.Execute(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_INSTANCE);
stmt->setUInt64(0, itemGuid);
CharacterDatabase.Execute(stmt);
continue;
}
Item* item = NewItemOrBag(proto);
ObjectGuid ownerGuid = fields[40].GetUInt64() ? ObjectGuid::Create<HighGuid::Player>(fields[40].GetUInt64()) : ObjectGuid::Empty;
if (!item->LoadFromDB(itemGuid, ownerGuid, fields, itemEntry))
{
TC_LOG_ERROR("entities.player", "Player::_LoadMailedItems: Item (GUID: " UI64FMTD ") in mail (%u) doesn't exist, deleted from mail.", itemGuid, mail->messageID);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_ITEM);
stmt->setUInt64(0, itemGuid);
CharacterDatabase.Execute(stmt);
item->FSetState(ITEM_REMOVED);
SQLTransaction temp = SQLTransaction(nullptr);
item->SaveToDB(temp); // it also deletes item object !
continue;
}
AddMItem(item);
}
while (result->NextRow());
}
void Player::_LoadMailInit(PreparedQueryResult resultUnread, PreparedQueryResult resultDelivery)
{
//set a count of unread mails
//QueryResult* resultMails = CharacterDatabase.PQuery("SELECT COUNT(id) FROM mail WHERE receiver = '%u' AND (checked & 1)=0 AND deliver_time <= '" UI64FMTD "'", GUID_LOPART(playerGuid), (uint64)cTime);
if (resultUnread)
unReadMails = uint8((*resultUnread)[0].GetUInt64());
// store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
//resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
if (resultDelivery)
m_nextMailDelivereTime = time_t((*resultDelivery)[0].GetUInt32());
}
void Player::_LoadMail()
{
m_mail.clear();
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_MAIL);
stmt->setUInt64(0, GetGUID().GetCounter());
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (result)
{
do
{
Field* fields = result->Fetch();
Mail* m = new Mail;
m->messageID = fields[0].GetUInt32();
m->messageType = fields[1].GetUInt8();
m->sender = fields[2].GetUInt64();
m->receiver = fields[3].GetUInt64();
m->subject = fields[4].GetString();
m->body = fields[5].GetString();
bool has_items = fields[6].GetBool();
m->expire_time = time_t(fields[7].GetUInt32());
m->deliver_time = time_t(fields[8].GetUInt32());
m->money = fields[9].GetUInt64();
m->COD = fields[10].GetUInt64();
m->checked = fields[11].GetUInt8();
m->stationery = fields[12].GetUInt8();
m->mailTemplateId = fields[13].GetInt16();
if (m->mailTemplateId && !sMailTemplateStore.LookupEntry(m->mailTemplateId))
{
TC_LOG_ERROR("entities.player", "Player::_LoadMail: Mail (%u) has nonexistent MailTemplateId (%u), remove at load", m->messageID, m->mailTemplateId);
m->mailTemplateId = 0;
}
m->state = MAIL_STATE_UNCHANGED;
if (has_items)
_LoadMailedItems(m);
m_mail.push_back(m);
}
while (result->NextRow());
}
m_mailsLoaded = true;
}
void Player::LoadPet()
{
//fixme: the pet should still be loaded if the player is not in world
// just not added to the map
if (IsInWorld())
{
Pet* pet = new Pet(this);
if (!pet->LoadPetFromDB(this, 0, 0, true))
delete pet;
}
}
void Player::_LoadQuestStatus(PreparedQueryResult result)
{
uint16 slot = 0;
//// 0 1 2
//QueryResult* result = CharacterDatabase.PQuery("SELECT quest, status, timer WHERE guid = '%u'", GetGUIDLow());
if (result)
{
do
{
Field* fields = result->Fetch();
uint32 quest_id = fields[0].GetUInt32();
// used to be new, no delete?
Quest const* quest = sObjectMgr->GetQuestTemplate(quest_id);
if (quest)
{
// find or create
QuestStatusData& questStatusData = m_QuestStatus[quest_id];
uint8 qstatus = fields[1].GetUInt8();
if (qstatus < MAX_QUEST_STATUS)
questStatusData.Status = QuestStatus(qstatus);
else
{
questStatusData.Status = QUEST_STATUS_INCOMPLETE;
TC_LOG_ERROR("entities.player", "Player::_LoadQuestStatus: Player '%s' (%s) has invalid quest %d status (%u), replaced by QUEST_STATUS_INCOMPLETE(3).",
GetName().c_str(), GetGUID().ToString().c_str(), quest_id, qstatus);
}
time_t quest_time = time_t(fields[2].GetUInt32());
if (quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_TIMED) && !GetQuestRewardStatus(quest_id))
{
AddTimedQuest(quest_id);
if (quest_time <= sWorld->GetGameTime())
questStatusData.Timer = 1;
else
questStatusData.Timer = uint32((quest_time - sWorld->GetGameTime()) * IN_MILLISECONDS);
}
else
quest_time = 0;
// add to quest log
if (slot < MAX_QUEST_LOG_SIZE && questStatusData.Status != QUEST_STATUS_NONE)
{
SetQuestSlot(slot, quest_id, uint32(quest_time)); // cast can't be helped
if (questStatusData.Status == QUEST_STATUS_COMPLETE)
SetQuestSlotState(slot, QUEST_STATE_COMPLETE);
else if (questStatusData.Status == QUEST_STATUS_FAILED)
SetQuestSlotState(slot, QUEST_STATE_FAIL);
++slot;
}
// Resize quest objective data to proper size
int32 maxStorageIndex = 0;
for (QuestObjective const& obj : quest->GetObjectives())
if (obj.StorageIndex > maxStorageIndex)
maxStorageIndex = obj.StorageIndex;
questStatusData.ObjectiveData.resize(maxStorageIndex+1);
TC_LOG_DEBUG("entities.player.loading", "Player::_LoadQuestStatus: Quest status is {%u} for quest {%u} for player (%s)", questStatusData.Status, quest_id, GetGUID().ToString().c_str());
}
}
while (result->NextRow());
}
// clear quest log tail
for (uint16 i = slot; i < MAX_QUEST_LOG_SIZE; ++i)
SetQuestSlot(i, 0);
}
void Player::_LoadQuestStatusObjectives(PreparedQueryResult result)
{
//// 0 1 2
//QueryResult* result = CharacterDatabase.PQuery("SELECT quest, objective, data WHERE guid = '%u'", GetGUIDLow());
if (result)
{
do
{
Field* fields = result->Fetch();
uint32 questID = fields[0].GetUInt32();
uint16 slot = FindQuestSlot(questID);
auto itr = m_QuestStatus.find(questID);
if (itr != m_QuestStatus.end() && slot < MAX_QUEST_LOG_SIZE)
{
QuestStatusData& questStatusData = itr->second;
uint8 objectiveIndex = fields[1].GetUInt8();
if (objectiveIndex < questStatusData.ObjectiveData.size())
{
int32 data = fields[2].GetInt32();
questStatusData.ObjectiveData[objectiveIndex] = data;
SetQuestSlotCounter(slot, objectiveIndex, data);
}
else
TC_LOG_ERROR("entities.player", "Player::_LoadQuestStatusObjectives: Player '%s' (%s) has quest %d out of range objective index %u.", GetName().c_str(), GetGUID().ToString().c_str(), questID, objectiveIndex);
}
else
TC_LOG_ERROR("entities.player", "Player::_LoadQuestStatusObjectives: Player %s (%s) does not have quest %d but has objective data for it.", GetName().c_str(), GetGUID().ToString().c_str(), questID);
}
while (result->NextRow());
}
}
void Player::_LoadQuestStatusRewarded(PreparedQueryResult result)
{
// SELECT quest FROM character_queststatus_rewarded WHERE guid = ?
if (result)
{
do
{
Field* fields = result->Fetch();
uint32 quest_id = fields[0].GetUInt32();
// used to be new, no delete?
Quest const* quest = sObjectMgr->GetQuestTemplate(quest_id);
if (quest)
{
// learn rewarded spell if unknown
LearnQuestRewardedSpells(quest);
// set rewarded title if any
if (quest->GetRewTitle())
if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(quest->GetRewTitle()))
SetTitle(titleEntry);
// Skip loading special quests - they are also added to rewarded quests but only once and remain there forever
// instead add them separately from load daily/weekly/monthly/seasonal
if (!quest->IsDailyOrWeekly() && !quest->IsMonthly() && !quest->IsSeasonal())
if (uint32 questBit = sDB2Manager.GetQuestUniqueBitFlag(quest_id))
SetQuestCompletedBit(questBit, true);
for (uint32 i = 0; i < quest->GetRewChoiceItemsCount(); ++i)
GetSession()->GetCollectionMgr()->AddItemAppearance(quest->RewardChoiceItemId[i]);
for (uint32 i = 0; i < quest->GetRewItemsCount(); ++i)
GetSession()->GetCollectionMgr()->AddItemAppearance(quest->RewardItemId[i]);
if (std::vector<QuestPackageItemEntry const*> const* questPackageItems = sDB2Manager.GetQuestPackageItems(quest->GetQuestPackageID()))
for (QuestPackageItemEntry const* questPackageItem : *questPackageItems)
if (ItemTemplate const* rewardProto = sObjectMgr->GetItemTemplate(questPackageItem->ItemID))
if (rewardProto->ItemSpecClassMask & getClassMask())
GetSession()->GetCollectionMgr()->AddItemAppearance(questPackageItem->ItemID);
}
m_RewardedQuests.insert(quest_id);
}
while (result->NextRow());
}
}
void Player::_LoadDailyQuestStatus(PreparedQueryResult result)
{
m_DFQuests.clear();
//QueryResult* result = CharacterDatabase.PQuery("SELECT quest, time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
if (result)
{
do
{
Field* fields = result->Fetch();
uint32 quest_id = fields[0].GetUInt32();
if (Quest const* qQuest = sObjectMgr->GetQuestTemplate(quest_id))
{
if (qQuest->IsDFQuest())
{
m_DFQuests.insert(qQuest->GetQuestId());
m_lastDailyQuestTime = time_t(fields[1].GetUInt32());
continue;
}
}
// save _any_ from daily quest times (it must be after last reset anyway)
m_lastDailyQuestTime = time_t(fields[1].GetUInt32());
Quest const* quest = sObjectMgr->GetQuestTemplate(quest_id);
if (!quest)
continue;
AddDynamicValue(PLAYER_DYNAMIC_FIELD_DAILY_QUESTS, quest_id);
if (uint32 questBit = sDB2Manager.GetQuestUniqueBitFlag(quest_id))
SetQuestCompletedBit(questBit, true);
TC_LOG_DEBUG("entities.player.loading", "Player::_LoadDailyQuestStatus: Loaded daily quest cooldown (QuestID: %u) for player '%s' (%s)",
quest_id, GetName().c_str(), GetGUID().ToString().c_str());
}
while (result->NextRow());
}
m_DailyQuestChanged = false;
}
void Player::_LoadWeeklyQuestStatus(PreparedQueryResult result)
{
m_weeklyquests.clear();
if (result)
{
do
{
Field* fields = result->Fetch();
uint32 quest_id = fields[0].GetUInt32();
Quest const* quest = sObjectMgr->GetQuestTemplate(quest_id);
if (!quest)
continue;
m_weeklyquests.insert(quest_id);
if (uint32 questBit = sDB2Manager.GetQuestUniqueBitFlag(quest_id))
SetQuestCompletedBit(questBit, true);
TC_LOG_DEBUG("entities.player.loading", "Player::_LoadWeeklyQuestStatus: Loaded weekly quest cooldown (QuestID: %u) for player '%s' (%s)",
quest_id, GetName().c_str(), GetGUID().ToString().c_str());
}
while (result->NextRow());
}
m_WeeklyQuestChanged = false;
}
void Player::_LoadSeasonalQuestStatus(PreparedQueryResult result)
{
m_seasonalquests.clear();
if (result)
{
do
{
Field* fields = result->Fetch();
uint32 quest_id = fields[0].GetUInt32();
uint32 event_id = fields[1].GetUInt32();
Quest const* quest = sObjectMgr->GetQuestTemplate(quest_id);
if (!quest)
continue;
m_seasonalquests[event_id].insert(quest_id);
if (uint32 questBit = sDB2Manager.GetQuestUniqueBitFlag(quest_id))
SetQuestCompletedBit(questBit, true);
TC_LOG_DEBUG("entities.player.loading", "Player::_LoadSeasonalQuestStatus: Loaded seasonal quest cooldown (QuestID: %u) for player '%s' (%s)",
quest_id, GetName().c_str(), GetGUID().ToString().c_str());
}
while (result->NextRow());
}
m_SeasonalQuestChanged = false;
}
void Player::_LoadMonthlyQuestStatus(PreparedQueryResult result)
{
m_monthlyquests.clear();
if (result)
{
do
{
Field* fields = result->Fetch();
uint32 quest_id = fields[0].GetUInt32();
Quest const* quest = sObjectMgr->GetQuestTemplate(quest_id);
if (!quest)
continue;
m_monthlyquests.insert(quest_id);
if (uint32 questBit = sDB2Manager.GetQuestUniqueBitFlag(quest_id))
SetQuestCompletedBit(questBit, true);
TC_LOG_DEBUG("entities.player.loading", "Player::_LoadMonthlyQuestStatus: Loaded monthly quest cooldown (QuestID: %u) for player '%s' (%s)",
quest_id, GetName().c_str(), GetGUID().ToString().c_str());
}
while (result->NextRow());
}
m_MonthlyQuestChanged = false;
}
void Player::_LoadSpells(PreparedQueryResult result)
{
//QueryResult* result = CharacterDatabase.PQuery("SELECT spell, active, disabled FROM character_spell WHERE guid = '%u'", GetGUIDLow());
if (result)
{
do
AddSpell((*result)[0].GetUInt32(), (*result)[1].GetBool(), false, false, (*result)[2].GetBool(), true);
while (result->NextRow());
}
}
void Player::_LoadGroup(PreparedQueryResult result)
{
//QueryResult* result = CharacterDatabase.PQuery("SELECT guid FROM group_member WHERE memberGuid=%u", GetGUIDLow());
if (result)
{
if (Group* group = sGroupMgr->GetGroupByDbStoreId((*result)[0].GetUInt32()))
{
if (group->IsLeader(GetGUID()))
SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_GROUP_LEADER);
uint8 subgroup = group->GetMemberGroup(GetGUID());
SetGroup(group, subgroup);
if (getLevel() >= LEVELREQUIREMENT_HEROIC)
{
// the group leader may change the instance difficulty while the player is offline
SetDungeonDifficultyID(group->GetDungeonDifficultyID());
SetRaidDifficultyID(group->GetRaidDifficultyID());
SetLegacyRaidDifficultyID(group->GetLegacyRaidDifficultyID());
}
}
}
if (!GetGroup() || !GetGroup()->IsLeader(GetGUID()))
RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GROUP_LEADER);
}
void Player::_LoadBoundInstances(PreparedQueryResult result)
{
for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
m_boundInstances[i].clear();
Group* group = GetGroup();
//QueryResult* result = CharacterDatabase.PQuery("SELECT id, permanent, map, difficulty, resettime FROM character_instance LEFT JOIN instance ON instance = id WHERE guid = '%u'", GUID_LOPART(m_guid));
if (result)
{
do
{
Field* fields = result->Fetch();
bool perm = fields[1].GetBool();
uint32 mapId = fields[2].GetUInt16();
uint32 instanceId = fields[0].GetUInt32();
uint8 difficulty = fields[3].GetUInt8();
BindExtensionState extendState = BindExtensionState(fields[4].GetUInt8());
time_t resetTime = time_t(fields[5].GetUInt32());
// the resettime for normal instances is only saved when the InstanceSave is unloaded
// so the value read from the DB may be wrong here but only if the InstanceSave is loaded
// and in that case it is not used
uint32 entranceId = fields[6].GetUInt32();
bool deleteInstance = false;
MapEntry const* mapEntry = sMapStore.LookupEntry(mapId);
std::string mapname = mapEntry ? mapEntry->MapName->Str[sWorld->GetDefaultDbcLocale()] : "Unknown";
if (!mapEntry || !mapEntry->IsDungeon())
{
TC_LOG_ERROR("entities.player", "Player::_LoadBoundInstances: Player '%s' (%s) has bind to not existed or not dungeon map %d (%s)",
GetName().c_str(), GetGUID().ToString().c_str(), mapId, mapname.c_str());
deleteInstance = true;
}
else if (difficulty >= MAX_DIFFICULTY)
{
TC_LOG_ERROR("entities.player", "Player::_LoadBoundInstances: player '%s' (%s) has bind to not existed difficulty %d instance for map %u (%s)",
GetName().c_str(), GetGUID().ToString().c_str(), difficulty, mapId, mapname.c_str());
deleteInstance = true;
}
else
{
MapDifficultyEntry const* mapDiff = sDB2Manager.GetMapDifficultyData(mapId, Difficulty(difficulty));
if (!mapDiff)
{
TC_LOG_ERROR("entities.player", "Player::_LoadBoundInstances: player '%s' (%s) has bind to not existed difficulty %d instance for map %u (%s)",
GetName().c_str(), GetGUID().ToString().c_str(), difficulty, mapId, mapname.c_str());
deleteInstance = true;
}
else if (!perm && group)
{
TC_LOG_ERROR("entities.player", "Player::_LoadBoundInstances: player '%s' (%s) is in group %s but has a non-permanent character bind to map %d (%s), %d, %d",
GetName().c_str(), GetGUID().ToString().c_str(), group->GetGUID().ToString().c_str(), mapId, mapname.c_str(), instanceId, difficulty);
deleteInstance = true;
}
}
if (deleteInstance)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INSTANCE_BY_INSTANCE_GUID);
stmt->setUInt64(0, GetGUID().GetCounter());
stmt->setUInt32(1, instanceId);
CharacterDatabase.Execute(stmt);
continue;
}
// since non permanent binds are always solo bind, they can always be reset
if (InstanceSave* save = sInstanceSaveMgr->AddInstanceSave(mapId, instanceId, Difficulty(difficulty), resetTime, entranceId, !perm, true))
BindToInstance(save, perm, extendState, true);
}
while (result->NextRow());
}
}
InstancePlayerBind* Player::GetBoundInstance(uint32 mapid, Difficulty difficulty, bool withExpired)
{
// some instances only have one difficulty
MapDifficultyEntry const* mapDiff = sDB2Manager.GetDownscaledMapDifficultyData(mapid, difficulty);
if (!mapDiff)
return nullptr;
BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
if (itr != m_boundInstances[difficulty].end())
if (itr->second.extendState || withExpired)
return &itr->second;
return nullptr;
}
InstancePlayerBind const* Player::GetBoundInstance(uint32 mapid, Difficulty difficulty) const
{
// some instances only have one difficulty
MapDifficultyEntry const* mapDiff = sDB2Manager.GetDownscaledMapDifficultyData(mapid, difficulty);
if (!mapDiff)
return nullptr;
auto itr = m_boundInstances[difficulty].find(mapid);
if (itr != m_boundInstances[difficulty].end())
return &itr->second;
return nullptr;
}
InstanceSave* Player::GetInstanceSave(uint32 mapid)
{
MapEntry const* mapEntry = sMapStore.LookupEntry(mapid);
InstancePlayerBind* pBind = GetBoundInstance(mapid, GetDifficultyID(mapEntry));
InstanceSave* pSave = pBind ? pBind->save : NULL;
if (!pBind || !pBind->perm)
if (Group* group = GetGroup())
if (InstanceGroupBind* groupBind = group->GetBoundInstance(this))
pSave = groupBind->save;
return pSave;
}
void Player::UnbindInstance(uint32 mapid, Difficulty difficulty, bool unload)
{
BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
UnbindInstance(itr, difficulty, unload);
}
void Player::UnbindInstance(BoundInstancesMap::iterator &itr, Difficulty difficulty, bool unload)
{
if (itr != m_boundInstances[difficulty].end())
{
if (!unload)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INSTANCE_BY_INSTANCE_GUID);
stmt->setUInt64(0, GetGUID().GetCounter());
stmt->setUInt32(1, itr->second.save->GetInstanceId());
CharacterDatabase.Execute(stmt);
}
if (itr->second.perm)
GetSession()->SendCalendarRaidLockout(itr->second.save, false);
itr->second.save->RemovePlayer(this); // save can become invalid
m_boundInstances[difficulty].erase(itr++);
}
}
InstancePlayerBind* Player::BindToInstance(InstanceSave* save, bool permanent, BindExtensionState extendState, bool load)
{
if (save)
{
InstancePlayerBind& bind = m_boundInstances[save->GetDifficultyID()][save->GetMapId()];
if (extendState == EXTEND_STATE_KEEP) // special flag, keep the player's current extend state when updating for new boss down
{
if (save == bind.save)
extendState = bind.extendState;
else
extendState = EXTEND_STATE_NORMAL;
}
if (!load)
{
if (bind.save)
{
// update the save when the group kills a boss
if (permanent != bind.perm || save != bind.save || extendState != bind.extendState)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_INSTANCE);
stmt->setUInt32(0, save->GetInstanceId());
stmt->setBool(1, permanent);
stmt->setUInt8(2, extendState);
stmt->setUInt64(3, GetGUID().GetCounter());
stmt->setUInt32(4, bind.save->GetInstanceId());
CharacterDatabase.Execute(stmt);
}
}
else
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_INSTANCE);
stmt->setUInt64(0, GetGUID().GetCounter());
stmt->setUInt32(1, save->GetInstanceId());
stmt->setBool(2, permanent);
stmt->setUInt8(3, extendState);
CharacterDatabase.Execute(stmt);
}
}
if (bind.save != save)
{
if (bind.save)
bind.save->RemovePlayer(this);
save->AddPlayer(this);
}
if (permanent)
save->SetCanReset(false);
bind.save = save;
bind.perm = permanent;
bind.extendState = extendState;
if (!load)
TC_LOG_DEBUG("maps", "Player::BindToInstance: Player '%s' (%s) is now bound to map (ID: %d, Instance %d, Difficulty %d)", GetName().c_str(), GetGUID().ToString().c_str(), save->GetMapId(), save->GetInstanceId(), save->GetDifficultyID());
sScriptMgr->OnPlayerBindToInstance(this, save->GetDifficultyID(), save->GetMapId(), permanent, uint8(extendState));
return &bind;
}
return nullptr;
}
void Player::BindToInstance()
{
InstanceSave* mapSave = sInstanceSaveMgr->GetInstanceSave(_pendingBindId);
if (!mapSave) //it seems sometimes mapSave is NULL, but I did not check why
return;
WorldPackets::Instance::InstanceSaveCreated data;
data.Gm = IsGameMaster();
GetSession()->SendPacket(data.Write());
if (!IsGameMaster())
{
BindToInstance(mapSave, true, EXTEND_STATE_KEEP);
GetSession()->SendCalendarRaidLockout(mapSave, true);
}
}
void Player::SetPendingBind(uint32 instanceId, uint32 bindTimer)
{
_pendingBindId = instanceId;
_pendingBindTimer = bindTimer;
}
void Player::SendRaidInfo()
{
WorldPackets::Instance::InstanceInfo instanceInfo;
time_t now = time(nullptr);
for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
{
for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
{
InstancePlayerBind const& bind = itr->second;
if (bind.perm)
{
InstanceSave* save = itr->second.save;
WorldPackets::Instance::InstanceLockInfos lockInfos;
lockInfos.InstanceID = save->GetInstanceId();
lockInfos.MapID = save->GetMapId();
lockInfos.DifficultyID = save->GetDifficultyID();
if (bind.extendState != EXTEND_STATE_EXTENDED)
lockInfos.TimeRemaining = save->GetResetTime() - now;
else
lockInfos.TimeRemaining = sInstanceSaveMgr->GetSubsequentResetTime(save->GetMapId(), save->GetDifficultyID(), save->GetResetTime()) - now;
lockInfos.CompletedMask = 0;
if (Map* map = sMapMgr->FindMap(save->GetMapId(), save->GetInstanceId()))
if (InstanceScript* instanceScript = ((InstanceMap*)map)->GetInstanceScript())
lockInfos.CompletedMask = instanceScript->GetCompletedEncounterMask();
lockInfos.Locked = bind.extendState != EXTEND_STATE_EXPIRED;
lockInfos.Extended = bind.extendState == EXTEND_STATE_EXTENDED;
instanceInfo.LockList.push_back(lockInfos);
}
}
}
GetSession()->SendPacket(instanceInfo.Write());
}
bool Player::Satisfy(AccessRequirement const* ar, uint32 target_map, bool report)
{
if (!IsGameMaster() && ar)
{
uint8 LevelMin = 0;
uint8 LevelMax = 0;
MapEntry const* mapEntry = sMapStore.LookupEntry(target_map);
if (!mapEntry)
return false;
if (!sWorld->getBoolConfig(CONFIG_INSTANCE_IGNORE_LEVEL))
{
if (ar->levelMin && getLevel() < ar->levelMin)
LevelMin = ar->levelMin;
if (ar->levelMax && getLevel() > ar->levelMax)
LevelMax = ar->levelMax;
}
uint32 missingItem = 0;
if (ar->item)
{
if (!HasItemCount(ar->item) &&
(!ar->item2 || !HasItemCount(ar->item2)))
missingItem = ar->item;
}
else if (ar->item2 && !HasItemCount(ar->item2))
missingItem = ar->item2;
if (DisableMgr::IsDisabledFor(DISABLE_TYPE_MAP, target_map, this))
{
GetSession()->SendNotification("%s", GetSession()->GetTrinityString(LANG_INSTANCE_CLOSED));
return false;
}
uint32 missingQuest = 0;
if (GetTeam() == ALLIANCE && ar->quest_A && !GetQuestRewardStatus(ar->quest_A))
missingQuest = ar->quest_A;
else if (GetTeam() == HORDE && ar->quest_H && !GetQuestRewardStatus(ar->quest_H))
missingQuest = ar->quest_H;
uint32 missingAchievement = 0;
Player* leader = this;
ObjectGuid leaderGuid = GetGroup() ? GetGroup()->GetLeaderGUID() : GetGUID();
if (leaderGuid != GetGUID())
leader = ObjectAccessor::FindPlayer(leaderGuid);
if (ar->achievement)
if (!leader || !leader->HasAchieved(ar->achievement))
missingAchievement = ar->achievement;
Difficulty target_difficulty = GetDifficultyID(mapEntry);
MapDifficultyEntry const* mapDiff = sDB2Manager.GetDownscaledMapDifficultyData(target_map, target_difficulty);
if (LevelMin || LevelMax || missingItem || missingQuest || missingAchievement)
{
if (report)
{
if (missingQuest && !ar->questFailedText.empty())
ChatHandler(GetSession()).PSendSysMessage("%s", ar->questFailedText.c_str());
else if (mapDiff->Message_lang->Str[sWorld->GetDefaultDbcLocale()][0] != '\0') // if (missingAchievement) covered by this case
SendTransferAborted(target_map, TRANSFER_ABORT_DIFFICULTY, target_difficulty);
else if (missingItem)
GetSession()->SendNotification(GetSession()->GetTrinityString(LANG_LEVEL_MINREQUIRED_AND_ITEM), LevelMin, ASSERT_NOTNULL(sObjectMgr->GetItemTemplate(missingItem))->GetName(GetSession()->GetSessionDbcLocale()));
else if (LevelMin)
GetSession()->SendNotification(GetSession()->GetTrinityString(LANG_LEVEL_MINREQUIRED), LevelMin);
}
return false;
}
}
return true;
}
bool Player::IsInstanceLoginGameMasterException() const
{
if (CanBeGameMaster())
{
ChatHandler(GetSession()).SendSysMessage(LANG_INSTANCE_LOGIN_GAMEMASTER_EXCEPTION);
return true;
}
else
return false;
}
bool Player::CheckInstanceValidity(bool /*isLogin*/)
{
// game masters' instances are always valid
if (IsGameMaster())
return true;
// non-instances are always valid
Map* map = GetMap();
if (!map || !map->IsDungeon())
return true;
// raid instances require the player to be in a raid group to be valid
if (map->IsRaid() && !sWorld->getBoolConfig(CONFIG_INSTANCE_IGNORE_RAID))
if (!GetGroup() || !GetGroup()->isRaidGroup())
return false;
if (Group* group = GetGroup())
{
// check if player's group is bound to this instance
InstanceGroupBind* bind = group->GetBoundInstance(map->GetDifficultyID(), map->GetId());
if (!bind || !bind->save || bind->save->GetInstanceId() != map->GetInstanceId())
return false;
Map::PlayerList const& players = map->GetPlayers();
if (!players.isEmpty())
for (Map::PlayerList::const_iterator it = players.begin(); it != players.end(); ++it)
{
if (Player* otherPlayer = it->GetSource())
{
if (otherPlayer->IsGameMaster())
continue;
if (!otherPlayer->m_InstanceValid) // ignore players that currently have a homebind timer active
continue;
if (group != otherPlayer->GetGroup())
return false;
}
}
}
else
{
// instance is invalid if we are not grouped and there are other players
if (map->GetPlayersCountExceptGMs() > 1)
return false;
// check if the player is bound to this instance
InstancePlayerBind* bind = GetBoundInstance(map->GetId(), map->GetDifficultyID());
if (!bind || !bind->save || bind->save->GetInstanceId() != map->GetInstanceId())
return false;
}
return true;
}
bool Player::CheckInstanceCount(uint32 instanceId) const
{
if (_instanceResetTimes.size() < sWorld->getIntConfig(CONFIG_MAX_INSTANCES_PER_HOUR))
return true;
return _instanceResetTimes.find(instanceId) != _instanceResetTimes.end();
}
void Player::AddInstanceEnterTime(uint32 instanceId, time_t enterTime)
{
if (_instanceResetTimes.find(instanceId) == _instanceResetTimes.end())
_instanceResetTimes.insert(InstanceTimeMap::value_type(instanceId, enterTime + HOUR));
}
bool Player::_LoadHomeBind(PreparedQueryResult result)
{
PlayerInfo const* info = sObjectMgr->GetPlayerInfo(getRace(), getClass());
if (!info)
{
TC_LOG_ERROR("entities.player", "Player::_LoadHomeBind: Player '%s' (%s) has incorrect race/class (%u/%u) pair. Can't load.",
GetGUID().ToString().c_str(), GetName().c_str(), uint32(getRace()), uint32(getClass()));
return false;
}
bool ok = false;
// SELECT mapId, zoneId, posX, posY, posZ FROM character_homebind WHERE guid = ?
if (result)
{
Field* fields = result->Fetch();
m_homebindMapId = fields[0].GetUInt16();
m_homebindAreaId = fields[1].GetUInt16();
m_homebindX = fields[2].GetFloat();
m_homebindY = fields[3].GetFloat();
m_homebindZ = fields[4].GetFloat();
MapEntry const* bindMapEntry = sMapStore.LookupEntry(m_homebindMapId);
// accept saved data only for valid position (and non instanceable), and accessable
if (MapManager::IsValidMapCoord(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ) &&
!bindMapEntry->Instanceable() && GetSession()->GetExpansion() >= bindMapEntry->Expansion())
ok = true;
else
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PLAYER_HOMEBIND);
stmt->setUInt64(0, GetGUID().GetCounter());
CharacterDatabase.Execute(stmt);
}
}
if (!ok)
{
m_homebindMapId = info->mapId;
m_homebindAreaId = info->areaId;
m_homebindX = info->positionX;
m_homebindY = info->positionY;
m_homebindZ = info->positionZ;
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_PLAYER_HOMEBIND);
stmt->setUInt64(0, GetGUID().GetCounter());
stmt->setUInt16(1, m_homebindMapId);
stmt->setUInt16(2, m_homebindAreaId);
stmt->setFloat (3, m_homebindX);
stmt->setFloat (4, m_homebindY);
stmt->setFloat (5, m_homebindZ);
CharacterDatabase.Execute(stmt);
}
TC_LOG_DEBUG("entities.player", "Player::_LoadHomeBind: Setting home position (MapID: %u, AreaID: %u, X: %f, Y: %f, Z: %f) of player '%s' (%s)",
m_homebindMapId, m_homebindAreaId, m_homebindX, m_homebindY, m_homebindZ, GetName().c_str(), GetGUID().ToString().c_str());
return true;
}
/*********************************************************/
/*** SAVE SYSTEM ***/
/*********************************************************/
void Player::SaveToDB(bool create /*=false*/)
{
// delay auto save at any saves (manual, in code, or autosave)
m_nextSave = sWorld->getIntConfig(CONFIG_INTERVAL_SAVE);
//lets allow only players in world to be saved
if (IsBeingTeleportedFar())
{
ScheduleDelayedOperation(DELAYED_SAVE_PLAYER);
return;
}
// first save/honor gain after midnight will also update the player's honor fields
UpdateHonorFields();
TC_LOG_DEBUG("entities.unit", "Player::SaveToDB: The value of player %s at save: ", m_name.c_str());
outDebugValues();
if (!create)
sScriptMgr->OnPlayerSave(this);
PreparedStatement* stmt;
uint8 index = 0;
if (create)
{
//! Insert query
/// @todo: Filter out more redundant fields that can take their default value at player create
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHARACTER);
stmt->setUInt64(index++, GetGUID().GetCounter());
stmt->setUInt32(index++, GetSession()->GetAccountId());
stmt->setString(index++, GetName());
stmt->setUInt8(index++, getRace());
stmt->setUInt8(index++, getClass());
stmt->setUInt8(index++, GetByteValue(PLAYER_BYTES_3, PLAYER_BYTES_3_OFFSET_GENDER)); // save gender from PLAYER_BYTES_3, UNIT_BYTES_0 changes with every transform effect
stmt->setUInt8(index++, getLevel());
stmt->setUInt32(index++, GetUInt32Value(PLAYER_XP));
stmt->setUInt64(index++, GetMoney());
stmt->setUInt8(index++, GetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_SKIN_ID));
stmt->setUInt8(index++, GetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_FACE_ID));
stmt->setUInt8(index++, GetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_HAIR_STYLE_ID));
stmt->setUInt8(index++, GetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_HAIR_COLOR_ID));
stmt->setUInt8(index++, GetByteValue(PLAYER_BYTES_2, PLAYER_BYTES_2_OFFSET_FACIAL_STYLE));
for (uint32 i = 0; i < PLAYER_CUSTOM_DISPLAY_SIZE; ++i)
stmt->setUInt8(index++, GetByteValue(PLAYER_BYTES_2, PLAYER_BYTES_2_OFFSET_CUSTOM_DISPLAY_OPTION + i));
stmt->setUInt8(index++, GetBankBagSlotCount());
stmt->setUInt8(index++, uint8(GetUInt32Value(PLAYER_FIELD_REST_INFO + REST_STATE_XP)));
stmt->setUInt32(index++, GetUInt32Value(PLAYER_FLAGS));
stmt->setUInt16(index++, (uint16)GetMapId());
stmt->setUInt32(index++, (uint32)GetInstanceId());
stmt->setUInt8(index++, uint8(GetDungeonDifficultyID()));
stmt->setUInt8(index++, uint8(GetRaidDifficultyID()));
stmt->setUInt8(index++, uint8(GetLegacyRaidDifficultyID()));
stmt->setFloat(index++, finiteAlways(GetPositionX()));
stmt->setFloat(index++, finiteAlways(GetPositionY()));
stmt->setFloat(index++, finiteAlways(GetPositionZ()));
stmt->setFloat(index++, finiteAlways(GetOrientation()));
stmt->setFloat(index++, finiteAlways(GetTransOffsetX()));
stmt->setFloat(index++, finiteAlways(GetTransOffsetY()));
stmt->setFloat(index++, finiteAlways(GetTransOffsetZ()));
stmt->setFloat(index++, finiteAlways(GetTransOffsetO()));
ObjectGuid::LowType transLowGUID = UI64LIT(0);
if (GetTransport())
transLowGUID = GetTransport()->GetGUID().GetCounter();
stmt->setUInt64(index++, transLowGUID);
std::ostringstream ss;
ss << m_taxi;
stmt->setString(index++, ss.str());
stmt->setUInt8(index++, m_cinematic);
stmt->setUInt32(index++, m_Played_time[PLAYED_TIME_TOTAL]);
stmt->setUInt32(index++, m_Played_time[PLAYED_TIME_LEVEL]);
stmt->setFloat(index++, finiteAlways(m_rest_bonus));
stmt->setUInt32(index++, uint32(time(nullptr)));
stmt->setUInt8(index++, (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ? 1 : 0));
//save, far from tavern/city
//save, but in tavern/city
stmt->setUInt32(index++, GetTalentResetCost());
stmt->setUInt32(index++, GetTalentResetTime());
stmt->setUInt32(index++, GetPrimarySpecialization());
stmt->setUInt16(index++, (uint16)m_ExtraFlags);
stmt->setUInt8(index++, m_stableSlots);
stmt->setUInt16(index++, (uint16)m_atLoginFlags);
stmt->setUInt16(index++, GetZoneId());
stmt->setUInt32(index++, uint32(m_deathExpireTime));
ss.str("");
ss << m_taxi.SaveTaxiDestinationsToString();
stmt->setString(index++, ss.str());
stmt->setUInt32(index++, GetUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS));
stmt->setUInt16(index++, GetUInt16Value(PLAYER_FIELD_KILLS, PLAYER_FIELD_KILLS_OFFSET_TODAY_KILLS));
stmt->setUInt16(index++, GetUInt16Value(PLAYER_FIELD_KILLS, PLAYER_FIELD_KILLS_OFFSET_YESTERDAY_KILLS));
stmt->setUInt32(index++, GetUInt32Value(PLAYER_CHOSEN_TITLE));
stmt->setUInt32(index++, GetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX));
stmt->setUInt8(index++, GetDrunkValue());
stmt->setUInt32(index++, GetHealth());
uint32 storedPowers = 0;
for (uint32 i = 0; i < MAX_POWERS; ++i)
{
if (GetPowerIndex(i) != MAX_POWERS)
{
stmt->setUInt32(index++, GetUInt32Value(UNIT_FIELD_POWER + storedPowers));
if (++storedPowers >= MAX_POWERS_PER_CLASS)
break;
}
}
for (; storedPowers < MAX_POWERS_PER_CLASS; ++storedPowers)
stmt->setUInt32(index++, 0);
stmt->setUInt32(index++, GetSession()->GetLatency());
stmt->setUInt8(index++, GetActiveTalentGroup());
stmt->setUInt32(index++, GetLootSpecId());
ss.str("");
for (uint32 i = 0; i < PLAYER_EXPLORED_ZONES_SIZE; ++i)
ss << GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + i) << ' ';
stmt->setString(index++, ss.str());
ss.str("");
// cache equipment...
for (uint32 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
ss << item->GetTemplate()->GetInventoryType() << ' ' << item->GetDisplayId(this) << ' ';
if (SpellItemEnchantmentEntry const* enchant = sSpellItemEnchantmentStore.LookupEntry(item->GetVisibleEnchantmentId(this)))
ss << enchant->ItemVisual;
else
ss << '0';
ss << ' ';
}
else
ss << "0 0 0 ";
}
stmt->setString(index++, ss.str());
ss.str("");
for (uint32 i = 0; i < KNOWN_TITLES_SIZE * 2; ++i)
ss << GetUInt32Value(PLAYER__FIELD_KNOWN_TITLES + i) << ' ';
stmt->setString(index++, ss.str());
stmt->setUInt8(index++, GetByteValue(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTES_OFFSET_ACTION_BAR_TOGGLES));
stmt->setUInt32(index, m_grantableLevels);
}
else
{
// Update query
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHARACTER);
stmt->setString(index++, GetName());
stmt->setUInt8(index++, getRace());
stmt->setUInt8(index++, getClass());
stmt->setUInt8(index++, GetByteValue(PLAYER_BYTES_3, PLAYER_BYTES_3_OFFSET_GENDER)); // save gender from PLAYER_BYTES_3, UNIT_BYTES_0 changes with every transform effect
stmt->setUInt8(index++, getLevel());
stmt->setUInt32(index++, GetUInt32Value(PLAYER_XP));
stmt->setUInt64(index++, GetMoney());
stmt->setUInt8(index++, GetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_SKIN_ID));
stmt->setUInt8(index++, GetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_FACE_ID));
stmt->setUInt8(index++, GetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_HAIR_STYLE_ID));
stmt->setUInt8(index++, GetByteValue(PLAYER_BYTES, PLAYER_BYTES_OFFSET_HAIR_COLOR_ID));
stmt->setUInt8(index++, GetByteValue(PLAYER_BYTES_2, PLAYER_BYTES_2_OFFSET_FACIAL_STYLE));
for (uint32 i = 0; i < PLAYER_CUSTOM_DISPLAY_SIZE; ++i)
stmt->setUInt8(index++, GetByteValue(PLAYER_BYTES_2, PLAYER_BYTES_2_OFFSET_CUSTOM_DISPLAY_OPTION + i));
stmt->setUInt8(index++, GetBankBagSlotCount());
stmt->setUInt8(index++, uint8(GetUInt32Value(PLAYER_FIELD_REST_INFO + REST_STATE_XP)));
stmt->setUInt32(index++, GetUInt32Value(PLAYER_FLAGS));
if (!IsBeingTeleported())
{
stmt->setUInt16(index++, (uint16)GetMapId());
stmt->setUInt32(index++, (uint32)GetInstanceId());
stmt->setUInt8(index++, uint8(GetDungeonDifficultyID()));
stmt->setUInt8(index++, uint8(GetRaidDifficultyID()));
stmt->setUInt8(index++, uint8(GetLegacyRaidDifficultyID()));
stmt->setFloat(index++, finiteAlways(GetPositionX()));
stmt->setFloat(index++, finiteAlways(GetPositionY()));
stmt->setFloat(index++, finiteAlways(GetPositionZ()));
stmt->setFloat(index++, finiteAlways(GetOrientation()));
}
else
{
stmt->setUInt16(index++, (uint16)GetTeleportDest().GetMapId());
stmt->setUInt32(index++, (uint32)0);
stmt->setUInt8(index++, uint8(GetDungeonDifficultyID()));
stmt->setUInt8(index++, uint8(GetRaidDifficultyID()));
stmt->setUInt8(index++, uint8(GetLegacyRaidDifficultyID()));
stmt->setFloat(index++, finiteAlways(GetTeleportDest().GetPositionX()));
stmt->setFloat(index++, finiteAlways(GetTeleportDest().GetPositionY()));
stmt->setFloat(index++, finiteAlways(GetTeleportDest().GetPositionZ()));
stmt->setFloat(index++, finiteAlways(GetTeleportDest().GetOrientation()));
}
stmt->setFloat(index++, finiteAlways(GetTransOffsetX()));
stmt->setFloat(index++, finiteAlways(GetTransOffsetY()));
stmt->setFloat(index++, finiteAlways(GetTransOffsetZ()));
stmt->setFloat(index++, finiteAlways(GetTransOffsetO()));
ObjectGuid::LowType transLowGUID = UI64LIT(0);
if (GetTransport())
transLowGUID = GetTransport()->GetGUID().GetCounter();
stmt->setUInt64(index++, transLowGUID);
std::ostringstream ss;
ss << m_taxi;
stmt->setString(index++, ss.str());
stmt->setUInt8(index++, m_cinematic);
stmt->setUInt32(index++, m_Played_time[PLAYED_TIME_TOTAL]);
stmt->setUInt32(index++, m_Played_time[PLAYED_TIME_LEVEL]);
stmt->setFloat(index++, finiteAlways(m_rest_bonus));
stmt->setUInt32(index++, uint32(time(nullptr)));
stmt->setUInt8(index++, (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ? 1 : 0));
//save, far from tavern/city
//save, but in tavern/city
stmt->setUInt32(index++, GetTalentResetCost());
stmt->setUInt32(index++, GetTalentResetTime());
stmt->setUInt32(index++, GetPrimarySpecialization());
stmt->setUInt16(index++, (uint16)m_ExtraFlags);
stmt->setUInt8(index++, m_stableSlots);
stmt->setUInt16(index++, (uint16)m_atLoginFlags);
stmt->setUInt16(index++, GetZoneId());
stmt->setUInt32(index++, uint32(m_deathExpireTime));
ss.str("");
ss << m_taxi.SaveTaxiDestinationsToString();
stmt->setString(index++, ss.str());
stmt->setUInt32(index++, GetUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS));
stmt->setUInt16(index++, GetUInt16Value(PLAYER_FIELD_KILLS, PLAYER_FIELD_KILLS_OFFSET_TODAY_KILLS));
stmt->setUInt16(index++, GetUInt16Value(PLAYER_FIELD_KILLS, PLAYER_FIELD_KILLS_OFFSET_YESTERDAY_KILLS));
stmt->setUInt32(index++, GetUInt32Value(PLAYER_CHOSEN_TITLE));
stmt->setUInt32(index++, GetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX));
stmt->setUInt8(index++, GetDrunkValue());
stmt->setUInt32(index++, GetHealth());
uint32 storedPowers = 0;
for (uint32 i = 0; i < MAX_POWERS; ++i)
{
if (GetPowerIndex(i) != MAX_POWERS)
{
stmt->setUInt32(index++, GetUInt32Value(UNIT_FIELD_POWER + storedPowers));
if (++storedPowers >= MAX_POWERS_PER_CLASS)
break;
}
}
for (; storedPowers < MAX_POWERS_PER_CLASS; ++storedPowers)
stmt->setUInt32(index++, 0);
stmt->setUInt32(index++, GetSession()->GetLatency());
stmt->setUInt8(index++, GetActiveTalentGroup());
stmt->setUInt32(index++, GetLootSpecId());
ss.str("");
for (uint32 i = 0; i < PLAYER_EXPLORED_ZONES_SIZE; ++i)
ss << GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + i) << ' ';
stmt->setString(index++, ss.str());
ss.str("");
// cache equipment...
for (uint32 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
ss << item->GetTemplate()->GetInventoryType() << ' ' << item->GetDisplayId(this) << ' ';
if (SpellItemEnchantmentEntry const* enchant = sSpellItemEnchantmentStore.LookupEntry(item->GetVisibleEnchantmentId(this)))
ss << enchant->ItemVisual;
else
ss << '0';
ss << ' ';
}
else
ss << "0 0 0 ";
}
stmt->setString(index++, ss.str());
ss.str("");
for (uint32 i = 0; i < KNOWN_TITLES_SIZE*2; ++i)
ss << GetUInt32Value(PLAYER__FIELD_KNOWN_TITLES + i) << ' ';
stmt->setString(index++, ss.str());
stmt->setUInt8(index++, GetByteValue(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTES_OFFSET_ACTION_BAR_TOGGLES));
stmt->setUInt32(index++, m_grantableLevels);
stmt->setUInt8(index++, IsInWorld() && !GetSession()->PlayerLogout() ? 1 : 0);
// Index
stmt->setUInt64(index, GetGUID().GetCounter());
}
SQLTransaction trans = CharacterDatabase.BeginTransaction();
trans->Append(stmt);
if (m_mailsUpdated) //save mails only when needed
_SaveMail(trans);
_SaveBGData(trans);
_SaveInventory(trans);
_SaveVoidStorage(trans);
_SaveQuestStatus(trans);
_SaveDailyQuestStatus(trans);
_SaveWeeklyQuestStatus(trans);
_SaveSeasonalQuestStatus(trans);
_SaveMonthlyQuestStatus(trans);
_SaveGlyphs(trans);
_SaveTalents(trans);
_SaveSpells(trans);
GetSpellHistory()->SaveToDB<Player>(trans);
_SaveActions(trans);
_SaveAuras(trans);
_SaveSkills(trans);
m_achievementMgr->SaveToDB(trans);
m_reputationMgr->SaveToDB(trans);
_SaveEquipmentSets(trans);
GetSession()->SaveTutorialsData(trans); // changed only while character in game
_SaveInstanceTimeRestrictions(trans);
_SaveCurrency(trans);
_SaveCUFProfiles(trans);
if (_garrison)
_garrison->SaveToDB(trans);
// check if stats should only be saved on logout
// save stats can be out of transaction
if (m_session->isLogingOut() || !sWorld->getBoolConfig(CONFIG_STATS_SAVE_ONLY_ON_LOGOUT))
_SaveStats(trans);
CharacterDatabase.CommitTransaction(trans);
// TODO: Move this out
trans = LoginDatabase.BeginTransaction();
GetSession()->GetCollectionMgr()->SaveAccountToys(trans);
GetSession()->GetBattlePetMgr()->SaveToDB(trans);
GetSession()->GetCollectionMgr()->SaveAccountHeirlooms(trans);
GetSession()->GetCollectionMgr()->SaveAccountMounts(trans);
GetSession()->GetCollectionMgr()->SaveAccountItemAppearances(trans);
stmt = LoginDatabase.GetPreparedStatement(LOGIN_DEL_BNET_LAST_PLAYER_CHARACTERS);
stmt->setUInt32(0, GetSession()->GetAccountId());
stmt->setUInt8(1, realm.Id.Region);
stmt->setUInt8(2, realm.Id.Site);
trans->Append(stmt);
stmt = LoginDatabase.GetPreparedStatement(LOGIN_INS_BNET_LAST_PLAYER_CHARACTERS);
stmt->setUInt32(0, GetSession()->GetAccountId());
stmt->setUInt8(1, realm.Id.Region);
stmt->setUInt8(2, realm.Id.Site);
stmt->setUInt32(3, realm.Id.Realm);
stmt->setString(4, GetName());
stmt->setUInt64(5, GetGUID().GetCounter());
stmt->setUInt32(6, time(nullptr));
trans->Append(stmt);
LoginDatabase.CommitTransaction(trans);
// save pet (hunter pet level and experience and all type pets health/mana).
if (Pet* pet = GetPet())
pet->SavePetToDB(PET_SAVE_AS_CURRENT);
}
// fast save function for item/money cheating preventing - save only inventory and money state
void Player::SaveInventoryAndGoldToDB(SQLTransaction& trans)
{
_SaveInventory(trans);
_SaveCurrency(trans);
SaveGoldToDB(trans);
}
void Player::SaveGoldToDB(SQLTransaction& trans) const
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_MONEY);
stmt->setUInt64(0, GetMoney());
stmt->setUInt64(1, GetGUID().GetCounter());
trans->Append(stmt);
}
void Player::_SaveActions(SQLTransaction& trans)
{
PreparedStatement* stmt;
for (ActionButtonList::iterator itr = m_actionButtons.begin(); itr != m_actionButtons.end();)
{
switch (itr->second.uState)
{
case ACTIONBUTTON_NEW:
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_ACTION);
stmt->setUInt64(0, GetGUID().GetCounter());
stmt->setUInt8(1, GetActiveTalentGroup());
stmt->setUInt8(2, itr->first);
stmt->setUInt32(3, itr->second.GetAction());
stmt->setUInt8(4, uint8(itr->second.GetType()));
trans->Append(stmt);
itr->second.uState = ACTIONBUTTON_UNCHANGED;
++itr;
break;
case ACTIONBUTTON_CHANGED:
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_ACTION);
stmt->setUInt32(0, itr->second.GetAction());
stmt->setUInt8(1, uint8(itr->second.GetType()));
stmt->setUInt64(2, GetGUID().GetCounter());
stmt->setUInt8(3, itr->first);
stmt->setUInt8(4, GetActiveTalentGroup());
trans->Append(stmt);
itr->second.uState = ACTIONBUTTON_UNCHANGED;
++itr;
break;
case ACTIONBUTTON_DELETED:
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_ACTION_BY_BUTTON_SPEC);
stmt->setUInt64(0, GetGUID().GetCounter());
stmt->setUInt8(1, itr->first);
stmt->setUInt8(2, GetActiveTalentGroup());
trans->Append(stmt);
m_actionButtons.erase(itr++);
break;
default:
++itr;
break;
}
}
}
void Player::_SaveAuras(SQLTransaction& trans)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_AURA_EFFECT);
stmt->setUInt64(0, GetGUID().GetCounter());
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_AURA);
stmt->setUInt64(0, GetGUID().GetCounter());
trans->Append(stmt);
uint8 index;
for (AuraMap::const_iterator itr = m_ownedAuras.begin(); itr != m_ownedAuras.end(); ++itr)
{
if (!itr->second->CanBeSaved())
continue;
Aura* aura = itr->second;
uint32 recalculateMask = 0;
AuraKey key = aura->GenerateKey(recalculateMask);
index = 0;
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_AURA);
stmt->setUInt64(index++, GetGUID().GetCounter());
stmt->setBinary(index++, key.Caster.GetRawValue());
stmt->setBinary(index++, key.Item.GetRawValue());
stmt->setUInt32(index++, key.SpellId);
stmt->setUInt32(index++, key.EffectMask);
stmt->setUInt8(index++, recalculateMask);
stmt->setUInt8(index++, aura->GetStackAmount());
stmt->setInt32(index++, aura->GetMaxDuration());
stmt->setInt32(index++, aura->GetDuration());
stmt->setUInt8(index++, aura->GetCharges());
stmt->setInt32(index++, aura->GetCastItemLevel());
trans->Append(stmt);
for (AuraEffect const* effect : aura->GetAuraEffects())
{
if (effect)
{
index = 0;
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_AURA_EFFECT);
stmt->setUInt64(index++, GetGUID().GetCounter());
stmt->setBinary(index++, key.Caster.GetRawValue());
stmt->setBinary(index++, key.Item.GetRawValue());
stmt->setUInt32(index++, key.SpellId);
stmt->setUInt32(index++, key.EffectMask);
stmt->setUInt8(index++, effect->GetEffIndex());
stmt->setInt32(index++, effect->GetAmount());
stmt->setInt32(index++, effect->GetBaseAmount());
trans->Append(stmt);
}
}
}
}
void Player::_SaveInventory(SQLTransaction& trans)
{
PreparedStatement* stmt;
// force items in buyback slots to new state
// and remove those that aren't already
for (uint8 i = BUYBACK_SLOT_START; i < BUYBACK_SLOT_END; ++i)
{
Item* item = m_items[i];
if (!item || item->GetState() == ITEM_NEW)
continue;
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INVENTORY_BY_ITEM);
stmt->setUInt64(0, item->GetGUID().GetCounter());
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_INSTANCE);
stmt->setUInt64(0, item->GetGUID().GetCounter());
trans->Append(stmt);
m_items[i]->FSetState(ITEM_NEW);
}
// Updated played time for refundable items. We don't do this in Player::Update because there's simply no need for it,
// the client auto counts down in real time after having received the initial played time on the first
// SMSG_ITEM_REFUND_INFO_RESPONSE packet.
// Item::UpdatePlayedTime is only called when needed, which is in DB saves, and item refund info requests.
GuidSet::iterator i_next;
for (GuidSet::iterator itr = m_refundableItems.begin(); itr!= m_refundableItems.end(); itr = i_next)
{
// use copy iterator because itr may be invalid after operations in this loop
i_next = itr;
++i_next;
Item* iPtr = GetItemByGuid(*itr);
if (iPtr)
{
iPtr->UpdatePlayedTime(this);
continue;
}
else
{
TC_LOG_ERROR("entities.player", "Player::_SaveInventory: Can't find item (%s) in refundable storage for player '%s' (%s), removing.",
itr->ToString().c_str(), GetName().c_str(), GetGUID().ToString().c_str());
m_refundableItems.erase(itr);
}
}
// update enchantment durations
for (EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr)
itr->item->SetEnchantmentDuration(itr->slot, itr->leftduration, this);
// if no changes
if (m_itemUpdateQueue.empty())
return;
for (size_t i = 0; i < m_itemUpdateQueue.size(); ++i)
{
Item* item = m_itemUpdateQueue[i];
if (!item)
continue;
Bag* container = item->GetContainer();
if (item->GetState() != ITEM_REMOVED)
{
Item* test = GetItemByPos(item->GetBagSlot(), item->GetSlot());
if (test == nullptr)
{
ObjectGuid::LowType bagTestGUID = UI64LIT(0);
if (Item* test2 = GetItemByPos(INVENTORY_SLOT_BAG_0, item->GetBagSlot()))
bagTestGUID = test2->GetGUID().GetCounter();
TC_LOG_ERROR("entities.player", "Player::_SaveInventory: Player '%s' (%s) has incorrect values (Bag: %u, Slot: %u) for the item (%s, State: %d). The player doesn't have an item at that position.",
GetName().c_str(), GetGUID().ToString().c_str(), item->GetBagSlot(), item->GetSlot(), item->GetGUID().ToString().c_str(), (int32)item->GetState());
// according to the test that was just performed nothing should be in this slot, delete
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INVENTORY_BY_BAG_SLOT);
stmt->setUInt64(0, bagTestGUID);
stmt->setUInt8(1, item->GetSlot());
stmt->setUInt64(2, GetGUID().GetCounter());
trans->Append(stmt);
// also THIS item should be somewhere else, cheat attempt
item->FSetState(ITEM_REMOVED); // we are IN updateQueue right now, can't use SetState which modifies the queue
DeleteRefundReference(item->GetGUID());
// don't skip, let the switch delete it
//continue;
}
else if (test != item)
{
TC_LOG_ERROR("entities.player", "Player::_SaveInventory: Player '%s' (%s) has incorrect values (Bag: %u, Slot: %u) for the item (%s). %s is there instead!",
GetName().c_str(), GetGUID().ToString().c_str(), item->GetBagSlot(), item->GetSlot(), item->GetGUID().ToString().c_str(), test->GetGUID().ToString().c_str());
// save all changes to the item...
if (item->GetState() != ITEM_NEW) // only for existing items, no duplicates
item->SaveToDB(trans);
// ...but do not save position in inventory
continue;
}
}
switch (item->GetState())
{
case ITEM_NEW:
case ITEM_CHANGED:
stmt = CharacterDatabase.GetPreparedStatement(CHAR_REP_INVENTORY_ITEM);
stmt->setUInt64(0, GetGUID().GetCounter());
stmt->setUInt64(1, container ? container->GetGUID().GetCounter() : UI64LIT(0));
stmt->setUInt8 (2, item->GetSlot());
stmt->setUInt64(3, item->GetGUID().GetCounter());
trans->Append(stmt);
break;
case ITEM_REMOVED:
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INVENTORY_BY_ITEM);
stmt->setUInt64(0, item->GetGUID().GetCounter());
trans->Append(stmt);
case ITEM_UNCHANGED:
break;
}
item->SaveToDB(trans); // item have unchanged inventory record and can be save standalone
}
m_itemUpdateQueue.clear();
}
void Player::_SaveVoidStorage(SQLTransaction& trans)
{
PreparedStatement* stmt = nullptr;
for (uint8 i = 0; i < VOID_STORAGE_MAX_SLOT; ++i)
{
if (!_voidStorageItems[i]) // unused item
{
// DELETE FROM void_storage WHERE slot = ? AND playerGuid = ?
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_VOID_STORAGE_ITEM_BY_SLOT);
stmt->setUInt8(0, i);
stmt->setUInt64(1, GetGUID().GetCounter());
}
else
{
// REPLACE INTO character_void_storage (itemId, playerGuid, itemEntry, slot, creatorGuid, randomProperty, suffixFactor, upgradeId, fixedScalingLevel, artifactKnowledgeLevel, bonusListIDs) VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?)
stmt = CharacterDatabase.GetPreparedStatement(CHAR_REP_CHAR_VOID_STORAGE_ITEM);
stmt->setUInt64(0, _voidStorageItems[i]->ItemId);
stmt->setUInt64(1, GetGUID().GetCounter());
stmt->setUInt32(2, _voidStorageItems[i]->ItemEntry);
stmt->setUInt8(3, i);
stmt->setUInt64(4, _voidStorageItems[i]->CreatorGuid.GetCounter());
stmt->setUInt32(5, _voidStorageItems[i]->ItemRandomPropertyId);
stmt->setUInt32(6, _voidStorageItems[i]->ItemSuffixFactor);
stmt->setUInt32(7, _voidStorageItems[i]->ItemUpgradeId);
stmt->setUInt32(8, _voidStorageItems[i]->FixedScalingLevel);
stmt->setUInt32(9, _voidStorageItems[i]->ArtifactKnowledgeLevel);
std::ostringstream bonusListIDs;
for (int32 bonusListID : _voidStorageItems[i]->BonusListIDs)
bonusListIDs << bonusListID << ' ';
stmt->setString(10, bonusListIDs.str());
}
trans->Append(stmt);
}
}
void Player::_SaveCUFProfiles(SQLTransaction& trans)
{
PreparedStatement* stmt;
for (uint8 i = 0; i < MAX_CUF_PROFILES; ++i)
{
if (!_CUFProfiles[i]) // unused profile
{
// DELETE FROM character_cuf_profiles WHERE guid = ? and id = ?
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_CUF_PROFILES_BY_ID);
stmt->setUInt64(0, GetGUID().GetCounter());
stmt->setUInt8(1, i);
}
else
{
// REPLACE INTO character_cuf_profiles (guid, id, name, frameHeight, frameWidth, sortBy, healthText, boolOptions, unk146, unk147, unk148, unk150, unk152, unk154) VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?)
stmt = CharacterDatabase.GetPreparedStatement(CHAR_REP_CHAR_CUF_PROFILES);
stmt->setUInt64(0, GetGUID().GetCounter());
stmt->setUInt8(1, i);
stmt->setString(2, _CUFProfiles[i]->ProfileName);
stmt->setUInt16(3, _CUFProfiles[i]->FrameHeight);
stmt->setUInt16(4, _CUFProfiles[i]->FrameWidth);
stmt->setUInt8(5, _CUFProfiles[i]->SortBy);
stmt->setUInt8(6, _CUFProfiles[i]->HealthText);
stmt->setUInt32(7, _CUFProfiles[i]->BoolOptions.to_ulong()); // 25 of 32 fields used, fits in an int
stmt->setUInt8(8, _CUFProfiles[i]->TopPoint);
stmt->setUInt8(9, _CUFProfiles[i]->BottomPoint);
stmt->setUInt8(10, _CUFProfiles[i]->LeftPoint);
stmt->setUInt16(11, _CUFProfiles[i]->TopOffset);
stmt->setUInt16(12, _CUFProfiles[i]->BottomOffset);
stmt->setUInt16(13, _CUFProfiles[i]->LeftOffset);
}
trans->Append(stmt);
}
}
void Player::_SaveMail(SQLTransaction& trans)
{
if (!m_mailsLoaded)
return;
PreparedStatement* stmt;
for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
{
Mail* m = (*itr);
if (m->state == MAIL_STATE_CHANGED)
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_MAIL);
stmt->setUInt8(0, uint8(m->HasItems() ? 1 : 0));
stmt->setUInt32(1, uint32(m->expire_time));
stmt->setUInt32(2, uint32(m->deliver_time));
stmt->setUInt64(3, m->money);
stmt->setUInt64(4, m->COD);
stmt->setUInt8(5, uint8(m->checked));
stmt->setUInt32(6, m->messageID);
trans->Append(stmt);
if (!m->removedItems.empty())
{
for (std::vector<ObjectGuid::LowType>::iterator itr2 = m->removedItems.begin(); itr2 != m->removedItems.end(); ++itr2)
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_ITEM);
stmt->setUInt64(0, *itr2);
trans->Append(stmt);
}
m->removedItems.clear();
}
m->state = MAIL_STATE_UNCHANGED;
}
else if (m->state == MAIL_STATE_DELETED)
{
if (m->HasItems())
{
for (MailItemInfoVec::iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2)
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_INSTANCE);
stmt->setUInt64(0, itr2->item_guid);
trans->Append(stmt);
}
}
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_BY_ID);
stmt->setUInt32(0, m->messageID);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_ITEM_BY_ID);
stmt->setUInt32(0, m->messageID);
trans->Append(stmt);
}
}
//deallocate deleted mails...
for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();)
{
if ((*itr)->state == MAIL_STATE_DELETED)
{
Mail* m = *itr;
m_mail.erase(itr);
delete m;
itr = m_mail.begin();
}
else
++itr;
}
m_mailsUpdated = false;
}
void Player::_SaveQuestStatus(SQLTransaction& trans)
{
bool isTransaction = bool(trans);
if (!isTransaction)
trans = CharacterDatabase.BeginTransaction();
QuestStatusSaveMap::iterator saveItr;
QuestStatusMap::iterator statusItr;
PreparedStatement* stmt;
bool keepAbandoned = !(sWorld->GetCleaningFlags() & CharacterDatabaseCleaner::CLEANING_FLAG_QUESTSTATUS);
for (saveItr = m_QuestStatusSave.begin(); saveItr != m_QuestStatusSave.end(); ++saveItr)
{
if (saveItr->second == QUEST_DEFAULT_SAVE_TYPE)
{
statusItr = m_QuestStatus.find(saveItr->first);
if (statusItr != m_QuestStatus.end() && (keepAbandoned || statusItr->second.Status != QUEST_STATUS_NONE))
{
QuestStatusData const& qData = statusItr->second;
// Save main quest status and timer
stmt = CharacterDatabase.GetPreparedStatement(CHAR_REP_CHAR_QUESTSTATUS);
stmt->setUInt64(0, GetGUID().GetCounter());
stmt->setUInt32(1, statusItr->first);
stmt->setUInt8(2, uint8(qData.Status));
stmt->setUInt32(3, uint32(qData.Timer / IN_MILLISECONDS+ sWorld->GetGameTime()));
trans->Append(stmt);
// Save objectives
for (uint32 i = 0; i < qData.ObjectiveData.size(); ++i)
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_REP_CHAR_QUESTSTATUS_OBJECTIVES);
stmt->setUInt64(0, GetGUID().GetCounter());
stmt->setUInt32(1, statusItr->first);
stmt->setUInt8(2, i);
stmt->setInt32(3, qData.ObjectiveData[i]);
trans->Append(stmt);
}
}
}
else
{
// Delete
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_QUESTSTATUS_BY_QUEST);
stmt->setUInt64(0, GetGUID().GetCounter());
stmt->setUInt32(1, saveItr->first);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_QUESTSTATUS_OBJECTIVES_BY_QUEST);
stmt->setUInt64(0, GetGUID().GetCounter());
stmt->setUInt32(1, saveItr->first);
trans->Append(stmt);
}
}
m_QuestStatusSave.clear();
for (saveItr = m_RewardedQuestsSave.begin(); saveItr != m_RewardedQuestsSave.end(); ++saveItr)
{
if (saveItr->second == QUEST_DEFAULT_SAVE_TYPE)
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_QUESTSTATUS_REWARDED);
stmt->setUInt64(0, GetGUID().GetCounter());
stmt->setUInt32(1, saveItr->first);
trans->Append(stmt);
}
else if (saveItr->second == QUEST_FORCE_DELETE_SAVE_TYPE || !keepAbandoned)
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_QUESTSTATUS_REWARDED_BY_QUEST);
stmt->setUInt64(0, GetGUID().GetCounter());
stmt->setUInt32(1, saveItr->first);
trans->Append(stmt);
}
}
m_RewardedQuestsSave.clear();
if (!isTransaction)
CharacterDatabase.CommitTransaction(trans);
}
void Player::_SaveDailyQuestStatus(SQLTransaction& trans)
{
if (!m_DailyQuestChanged)
return;
m_DailyQuestChanged = false;
// save last daily quest time for all quests: we need only mostly reset time for reset check anyway
// we don't need transactions here.
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHARACTER_QUESTSTATUS_DAILY);
stmt->setUInt64(0, GetGUID().GetCounter());
trans->Append(stmt);
std::vector<uint32> const& dailies = GetDynamicValues(PLAYER_DYNAMIC_FIELD_DAILY_QUESTS);
for (uint32 questId : dailies)
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHARACTER_QUESTSTATUS_DAILY);
stmt->setUInt64(0, GetGUID().GetCounter());
stmt->setUInt32(1, questId);
stmt->setUInt64(2, uint64(m_lastDailyQuestTime));
trans->Append(stmt);
}
if (!m_DFQuests.empty())
{
for (DFQuestsDoneList::iterator itr = m_DFQuests.begin(); itr != m_DFQuests.end(); ++itr)
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHARACTER_QUESTSTATUS_DAILY);
stmt->setUInt64(0, GetGUID().GetCounter());
stmt->setUInt32(1, (*itr));
stmt->setUInt64(2, uint64(m_lastDailyQuestTime));
trans->Append(stmt);
}
}
}
void Player::_SaveWeeklyQuestStatus(SQLTransaction& trans)
{
if (!m_WeeklyQuestChanged || m_weeklyquests.empty())
return;
// we don't need transactions here.
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHARACTER_QUESTSTATUS_WEEKLY);
stmt->setUInt64(0, GetGUID().GetCounter());
trans->Append(stmt);
for (QuestSet::const_iterator iter = m_weeklyquests.begin(); iter != m_weeklyquests.end(); ++iter)
{
uint32 questId = *iter;
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHARACTER_QUESTSTATUS_WEEKLY);
stmt->setUInt64(0, GetGUID().GetCounter());
stmt->setUInt32(1, questId);
trans->Append(stmt);
}
m_WeeklyQuestChanged = false;
}
void Player::_SaveSeasonalQuestStatus(SQLTransaction& trans)
{
if (!m_SeasonalQuestChanged || m_seasonalquests.empty())
return;
// we don't need transactions here.
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHARACTER_QUESTSTATUS_SEASONAL);
stmt->setUInt64(0, GetGUID().GetCounter());
trans->Append(stmt);
for (SeasonalEventQuestMap::const_iterator iter = m_seasonalquests.begin(); iter != m_seasonalquests.end(); ++iter)
{
uint16 eventId = iter->first;
for (SeasonalQuestSet::const_iterator itr = iter->second.begin(); itr != iter->second.end(); ++itr)
{
uint32 questId = *itr;
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHARACTER_QUESTSTATUS_SEASONAL);
stmt->setUInt64(0, GetGUID().GetCounter());
stmt->setUInt32(1, questId);
stmt->setUInt32(2, eventId);
trans->Append(stmt);
}
}
m_SeasonalQuestChanged = false;
}
void Player::_SaveMonthlyQuestStatus(SQLTransaction& trans)
{
if (!m_MonthlyQuestChanged || m_monthlyquests.empty())
return;
// we don't need transactions here.
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHARACTER_QUESTSTATUS_MONTHLY);
stmt->setUInt64(0, GetGUID().GetCounter());
trans->Append(stmt);
for (QuestSet::const_iterator iter = m_monthlyquests.begin(); iter != m_monthlyquests.end(); ++iter)
{
uint32 questId = *iter;
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHARACTER_QUESTSTATUS_MONTHLY);
stmt->setUInt64(0, GetGUID().GetCounter());
stmt->setUInt32(1, questId);
trans->Append(stmt);
}
m_MonthlyQuestChanged = false;
}
void Player::_SaveSkills(SQLTransaction& trans)
{
PreparedStatement* stmt;
// we don't need transactions here.
for (SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end();)
{
if (itr->second.uState == SKILL_UNCHANGED)
{
++itr;
continue;
}
if (itr->second.uState == SKILL_DELETED)
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SKILL_BY_SKILL);
stmt->setUInt64(0, GetGUID().GetCounter());
stmt->setUInt32(1, itr->first);
trans->Append(stmt);
mSkillStatus.erase(itr++);
continue;
}
uint16 field = itr->second.pos / 2;
uint8 offset = itr->second.pos & 1;
uint16 value = GetUInt16Value(PLAYER_SKILL_LINEID + SKILL_RANK_OFFSET + field, offset);
uint16 max = GetUInt16Value(PLAYER_SKILL_LINEID + SKILL_MAX_RANK_OFFSET + field, offset);
switch (itr->second.uState)
{
case SKILL_NEW:
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_SKILLS);
stmt->setUInt64(0, GetGUID().GetCounter());
stmt->setUInt16(1, uint16(itr->first));
stmt->setUInt16(2, value);
stmt->setUInt16(3, max);
trans->Append(stmt);
break;
case SKILL_CHANGED:
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_SKILLS);
stmt->setUInt16(0, value);
stmt->setUInt16(1, max);
stmt->setUInt64(2, GetGUID().GetCounter());
stmt->setUInt16(3, uint16(itr->first));
trans->Append(stmt);
break;
default:
break;
}
itr->second.uState = SKILL_UNCHANGED;
++itr;
}
}
void Player::_SaveSpells(SQLTransaction& trans)
{
PreparedStatement* stmt;
for (PlayerSpellMap::iterator itr = m_spells.begin(); itr != m_spells.end();)
{
if (itr->second->state == PLAYERSPELL_REMOVED || itr->second->state == PLAYERSPELL_CHANGED)
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SPELL_BY_SPELL);
stmt->setUInt32(0, itr->first);
stmt->setUInt64(1, GetGUID().GetCounter());
trans->Append(stmt);
}
// add only changed/new not dependent spells
if (!itr->second->dependent && (itr->second->state == PLAYERSPELL_NEW || itr->second->state == PLAYERSPELL_CHANGED))
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_SPELL);
stmt->setUInt64(0, GetGUID().GetCounter());
stmt->setUInt32(1, itr->first);
stmt->setBool(2, itr->second->active);
stmt->setBool(3, itr->second->disabled);
trans->Append(stmt);
}
if (itr->second->state == PLAYERSPELL_REMOVED)
{
delete itr->second;
m_spells.erase(itr++);
}
else
{
itr->second->state = PLAYERSPELL_UNCHANGED;
++itr;
}
}
}
// save player stats -- only for external usage
// real stats will be recalculated on player login
void Player::_SaveStats(SQLTransaction& trans) const
{
// check if stat saving is enabled and if char level is high enough
if (!sWorld->getIntConfig(CONFIG_MIN_LEVEL_STAT_SAVE) || getLevel() < sWorld->getIntConfig(CONFIG_MIN_LEVEL_STAT_SAVE))
return;
PreparedStatement* stmt;
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_STATS);
stmt->setUInt64(0, GetGUID().GetCounter());
trans->Append(stmt);
uint8 index = 0;
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_STATS);
stmt->setUInt64(index++, GetGUID().GetCounter());
stmt->setUInt32(index++, GetMaxHealth());
for (uint8 i = 0; i < MAX_POWERS_PER_CLASS; ++i)
stmt->setUInt32(index++, GetMaxPower(Powers(i)));
for (uint8 i = 0; i < MAX_STATS; ++i)
stmt->setUInt32(index++, GetStat(Stats(i)));
for (int i = 0; i < MAX_SPELL_SCHOOL; ++i)
stmt->setUInt32(index++, GetResistance(SpellSchools(i)));
stmt->setFloat(index++, GetFloatValue(PLAYER_BLOCK_PERCENTAGE));
stmt->setFloat(index++, GetFloatValue(PLAYER_DODGE_PERCENTAGE));
stmt->setFloat(index++, GetFloatValue(PLAYER_PARRY_PERCENTAGE));
stmt->setFloat(index++, GetFloatValue(PLAYER_CRIT_PERCENTAGE));
stmt->setFloat(index++, GetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE));
stmt->setFloat(index++, GetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1));
stmt->setUInt32(index++, GetUInt32Value(UNIT_FIELD_ATTACK_POWER));
stmt->setUInt32(index++, GetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER));
stmt->setUInt32(index++, GetBaseSpellPowerBonus());
stmt->setUInt32(index, GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + CR_RESILIENCE_PLAYER_DAMAGE));
trans->Append(stmt);
}
void Player::outDebugValues() const
{
if (!sLog->ShouldLog("entities.unit", LOG_LEVEL_DEBUG))
return;
TC_LOG_DEBUG("entities.unit", "HP is: \t\t\t" UI64FMTD "\t\tMP is: \t\t\t%u", GetMaxHealth(), GetMaxPower(POWER_MANA));
TC_LOG_DEBUG("entities.unit", "AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f", GetStat(STAT_AGILITY), GetStat(STAT_STRENGTH));
TC_LOG_DEBUG("entities.unit", "INTELLECT is: \t\t%f", GetStat(STAT_INTELLECT));
TC_LOG_DEBUG("entities.unit", "STAMINA is: \t\t%f", GetStat(STAT_STAMINA));
TC_LOG_DEBUG("entities.unit", "Armor is: \t\t%u\t\tBlock is: \t\t%f", GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE));
TC_LOG_DEBUG("entities.unit", "HolyRes is: \t\t%u\t\tFireRes is: \t\t%u", GetResistance(SPELL_SCHOOL_HOLY), GetResistance(SPELL_SCHOOL_FIRE));
TC_LOG_DEBUG("entities.unit", "NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u", GetResistance(SPELL_SCHOOL_NATURE), GetResistance(SPELL_SCHOOL_FROST));
TC_LOG_DEBUG("entities.unit", "ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u", GetResistance(SPELL_SCHOOL_SHADOW), GetResistance(SPELL_SCHOOL_ARCANE));
TC_LOG_DEBUG("entities.unit", "MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f", GetFloatValue(UNIT_FIELD_MINDAMAGE), GetFloatValue(UNIT_FIELD_MAXDAMAGE));
TC_LOG_DEBUG("entities.unit", "MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f", GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE));
TC_LOG_DEBUG("entities.unit", "MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f", GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE));
TC_LOG_DEBUG("entities.unit", "ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u", GetAttackTime(BASE_ATTACK), GetAttackTime(RANGED_ATTACK));
}
/*********************************************************/
/*** FLOOD FILTER SYSTEM ***/
/*********************************************************/
void Player::UpdateSpeakTime()
{
// ignore chat spam protection for GMs in any mode
if (GetSession()->HasPermission(rbac::RBAC_PERM_SKIP_CHECK_CHAT_SPAM))
return;
time_t current = time(nullptr);
if (m_speakTime > current)
{
uint32 max_count = sWorld->getIntConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT);
if (!max_count)
return;
++m_speakCount;
if (m_speakCount >= max_count)
{
// prevent overwrite mute time, if message send just before mutes set, for example.
time_t new_mute = current + sWorld->getIntConfig(CONFIG_CHATFLOOD_MUTE_TIME);
if (GetSession()->m_muteTime < new_mute)
GetSession()->m_muteTime = new_mute;
m_speakCount = 0;
}
}
else
m_speakCount = 1;
m_speakTime = current + sWorld->getIntConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY);
}
bool Player::CanSpeak() const
{
return GetSession()->m_muteTime <= time (nullptr);
}
/*********************************************************/
/*** LOW LEVEL FUNCTIONS:Notifiers ***/
/*********************************************************/
void Player::SavePositionInDB(WorldLocation const& loc, uint16 zoneId, ObjectGuid guid, SQLTransaction& trans)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHARACTER_POSITION);
stmt->setFloat(0, loc.GetPositionX());
stmt->setFloat(1, loc.GetPositionY());
stmt->setFloat(2, loc.GetPositionZ());
stmt->setFloat(3, loc.GetOrientation());
stmt->setUInt16(4, uint16(loc.GetMapId()));
stmt->setUInt16(5, zoneId);
stmt->setUInt64(6, guid.GetCounter());
CharacterDatabase.ExecuteOrAppend(trans, stmt);
}
void Player::SetUInt32ValueInArray(Tokenizer& Tokenizer, uint16 index, uint32 value)
{
char buf[11];
snprintf(buf, 11, "%u", value);
if (index >= Tokenizer.size())
return;
Tokenizer[index] = buf;
}
void Player::SendAttackSwingDeadTarget() const
{
WorldPackets::Combat::AttackSwingError packet(ATTACKSWINGERR_DEADTARGET);
GetSession()->SendPacket(packet.Write());
}
void Player::SendAttackSwingCantAttack() const
{
WorldPackets::Combat::AttackSwingError packet(ATTACKSWINGERR_CANT_ATTACK);
GetSession()->SendPacket(packet.Write());
}
void Player::SendAttackSwingNotInRange() const
{
WorldPackets::Combat::AttackSwingError packet(ATTACKSWINGERR_NOTINRANGE);
GetSession()->SendPacket(packet.Write());
}
void Player::SendAttackSwingBadFacingAttack() const
{
WorldPackets::Combat::AttackSwingError packet(ATTACKSWINGERR_BADFACING);
GetSession()->SendPacket(packet.Write());
}
void Player::SendAttackSwingCancelAttack() const
{
WorldPackets::Combat::CancelCombat packet;
GetSession()->SendPacket(packet.Write());
}
void Player::SendAutoRepeatCancel(Unit* target)
{
WorldPackets::Combat::CancelAutoRepeat cancelAutoRepeat;
cancelAutoRepeat.Guid = target->GetGUID(); // may be it's target guid
SendMessageToSet(cancelAutoRepeat.Write(), false);
}
void Player::SendExplorationExperience(uint32 Area, uint32 Experience) const
{
GetSession()->SendPacket(WorldPackets::Misc::ExplorationExperience(Experience, Area).Write());
}
void Player::SendDungeonDifficulty(int32 forcedDifficulty /*= -1*/) const
{
WorldPackets::Misc::DungeonDifficultySet dungeonDifficultySet;
dungeonDifficultySet.DifficultyID = forcedDifficulty == -1 ? GetDungeonDifficultyID() : forcedDifficulty;
GetSession()->SendPacket(dungeonDifficultySet.Write());
}
void Player::SendRaidDifficulty(bool legacy, int32 forcedDifficulty /*= -1*/) const
{
WorldPackets::Misc::RaidDifficultySet raidDifficultySet;
raidDifficultySet.DifficultyID = forcedDifficulty == -1 ? (legacy ? GetLegacyRaidDifficultyID() : GetRaidDifficultyID()) : forcedDifficulty;
raidDifficultySet.Legacy = legacy;
GetSession()->SendPacket(raidDifficultySet.Write());
}
void Player::SendResetFailedNotify(uint32 /*mapid*/) const
{
WorldPackets::Instance::ResetFailedNotify data;
GetSession()->SendPacket(data.Write());
}
/// Reset all solo instances and optionally send a message on success for each
void Player::ResetInstances(uint8 method, bool isRaid, bool isLegacy)
{
// method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
// we assume that when the difficulty changes, all instances that can be reset will be
Difficulty diff = GetDungeonDifficultyID();
if (isRaid)
{
if (!isLegacy)
diff = GetRaidDifficultyID();
else
diff = GetLegacyRaidDifficultyID();
}
for (BoundInstancesMap::iterator itr = m_boundInstances[diff].begin(); itr != m_boundInstances[diff].end();)
{
InstanceSave* p = itr->second.save;
const MapEntry* entry = sMapStore.LookupEntry(itr->first);
if (!entry || entry->IsRaid() != isRaid || !p->CanReset())
{
++itr;
continue;
}
if (method == INSTANCE_RESET_ALL)
{
// the "reset all instances" method can only reset normal maps
if (entry->IsRaid() || diff == DIFFICULTY_HEROIC)
{
++itr;
continue;
}
}
// if the map is loaded, reset it
Map* map = sMapMgr->FindMap(p->GetMapId(), p->GetInstanceId());
if (map && map->IsDungeon())
if (!map->ToInstanceMap()->Reset(method))
{
++itr;
continue;
}
// since this is a solo instance there should not be any players inside
if (method == INSTANCE_RESET_ALL || method == INSTANCE_RESET_CHANGE_DIFFICULTY)
SendResetInstanceSuccess(p->GetMapId());
p->DeleteFromDB();
m_boundInstances[diff].erase(itr++);
// the following should remove the instance save from the manager and delete it as well
p->RemovePlayer(this);
}
}
void Player::SendResetInstanceSuccess(uint32 MapId) const
{
WorldPackets::Instance::InstanceReset data;
data.MapID = MapId;
GetSession()->SendPacket(data.Write());
}
void Player::SendResetInstanceFailed(ResetFailedReason reason, uint32 mapID) const
{
/*reasons for instance reset failure:
// 0: There are players inside the instance.
// 1: There are players offline in your party.
// 2>: There are players in your party attempting to zone into an instance.
*/
WorldPackets::Instance::InstanceResetFailed data;
data.MapID = mapID;
data.ResetFailedReason = reason;
GetSession()->SendPacket(data.Write());
}
/*********************************************************/
/*** Update timers ***/
/*********************************************************/
///checks the 15 afk reports per 5 minutes limit
void Player::UpdateAfkReport(time_t currTime)
{
if (m_bgData.bgAfkReportedTimer <= currTime)
{
m_bgData.bgAfkReportedCount = 0;
m_bgData.bgAfkReportedTimer = currTime+5*MINUTE;
}
}
void Player::UpdateContestedPvP(uint32 diff)
{
if (!m_contestedPvPTimer||IsInCombat())
return;
if (m_contestedPvPTimer <= diff)
{
ResetContestedPvP();
}
else
m_contestedPvPTimer -= diff;
}
void Player::ResetContestedPvP()
{
ClearUnitState(UNIT_STATE_ATTACK_PLAYER);
RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP);
m_contestedPvPTimer = 0;
}
void Player::UpdatePvPFlag(time_t currTime)
{
if (!IsPvP())
return;
if (!pvpInfo.EndTimer || currTime < (pvpInfo.EndTimer + 300) || pvpInfo.IsHostile)
return;
UpdatePvP(false);
}
void Player::UpdateDuelFlag(time_t currTime)
{
if (!duel || duel->startTimer == 0 ||currTime < duel->startTimer + 3)
return;
sScriptMgr->OnPlayerDuelStart(this, duel->opponent);
SetUInt32Value(PLAYER_DUEL_TEAM, 1);
duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 2);
duel->startTimer = 0;
duel->startTime = currTime;
duel->opponent->duel->startTimer = 0;
duel->opponent->duel->startTime = currTime;
}
Pet* Player::GetPet() const
{
ObjectGuid pet_guid = GetPetGUID();
if (!pet_guid.IsEmpty())
{
if (!pet_guid.IsPet())
return nullptr;
Pet* pet = ObjectAccessor::GetPet(*this, pet_guid);
if (!pet)
return nullptr;
if (IsInWorld() && pet)
return pet;
// there may be a guardian in this slot
//TC_LOG_ERROR("entities.player", "Player::GetPet: Pet %u does not exist.", GUID_LOPART(pet_guid));
//const_cast<Player*>(this)->SetPetGUID(0);
}
return nullptr;
}
void Player::RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent)
{
if (!pet)
pet = GetPet();
if (pet)
{
TC_LOG_DEBUG("entities.pet", "Player::RemovePet: Player '%s' (%s), Pet (Entry: %u, Mode: %u, ReturnReagent: %u)",
GetName().c_str(), GetGUID().ToString().c_str(), pet->GetEntry(), mode, returnreagent);
if (pet->m_removed)
return;
}
if (returnreagent && (pet || m_temporaryUnsummonedPetNumber) && !InBattleground())
{
//returning of reagents only for players, so best done here
uint32 spellId = pet ? pet->GetUInt32Value(UNIT_CREATED_BY_SPELL) : m_oldpetspell;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (spellInfo)
{
for (uint32 i = 0; i < MAX_SPELL_REAGENTS; ++i)
{
if (spellInfo->Reagent[i] > 0)
{
ItemPosCountVec dest; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
InventoryResult msg = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, spellInfo->Reagent[i], spellInfo->ReagentCount[i]);
if (msg == EQUIP_ERR_OK)
{
Item* item = StoreNewItem(dest, spellInfo->Reagent[i], true);
if (IsInWorld())
SendNewItem(item, spellInfo->ReagentCount[i], true, false);
}
}
}
}
m_temporaryUnsummonedPetNumber = 0;
}
if (!pet || pet->GetOwnerGUID() != GetGUID())
return;
pet->CombatStop();
if (returnreagent)
{
switch (pet->GetEntry())
{
//warlock pets except imp are removed(?) when logging out
case 1860:
case 1863:
case 417:
case 17252:
mode = PET_SAVE_NOT_IN_SLOT;
break;
}
}
// only if current pet in slot
pet->SavePetToDB(mode);
SetMinion(pet, false);
pet->AddObjectToRemoveList();
pet->m_removed = true;
if (pet->isControlled())
{
WorldPackets::Pet::PetSpells petSpellsPacket;
GetSession()->SendPacket(petSpellsPacket.Write());
if (GetGroup())
SetGroupUpdateFlag(GROUP_UPDATE_FLAG_PET);
}
}
void Player::StopCastingCharm()
{
Unit* charm = GetCharm();
if (!charm)
return;
if (charm->GetTypeId() == TYPEID_UNIT)
{
if (charm->ToCreature()->HasUnitTypeMask(UNIT_MASK_PUPPET))
static_cast<Puppet*>(charm)->UnSummon();
else if (charm->IsVehicle())
ExitVehicle();
}
if (!GetCharmGUID().IsEmpty())
charm->RemoveCharmAuras();
if (!GetCharmGUID().IsEmpty())
{
TC_LOG_FATAL("entities.player", "Player::StopCastingCharm: Player '%s' (%s) is not able to uncharm unit (%s)", GetName().c_str(), GetGUID().ToString().c_str(), GetCharmGUID().ToString().c_str());
if (!charm->GetCharmerGUID().IsEmpty())
{
TC_LOG_FATAL("entities.player", "Player::StopCastingCharm: Charmed unit has charmer %s", charm->GetCharmerGUID().ToString().c_str());
ABORT();
}
SetCharm(charm, false);
}
}
void Player::Say(std::string const& text, Language language, WorldObject const* /*= nullptr*/)
{
std::string _text(text);
sScriptMgr->OnPlayerChat(this, CHAT_MSG_SAY, language, _text);
WorldPackets::Chat::Chat packet;
packet.Initialize(CHAT_MSG_SAY, language, this, this, _text);
SendMessageToSetInRange(packet.Write(), sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_SAY), true);
}
void Player::Say(uint32 textId, WorldObject const* target /*= nullptr*/)
{
Talk(textId, CHAT_MSG_SAY, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_SAY), target);
}
void Player::Yell(std::string const& text, Language language, WorldObject const* /*= nullptr*/)
{
std::string _text(text);
sScriptMgr->OnPlayerChat(this, CHAT_MSG_YELL, language, _text);
WorldPackets::Chat::Chat packet;
packet.Initialize(CHAT_MSG_YELL, language, this, this, _text);
SendMessageToSetInRange(packet.Write(), sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_YELL), true);
}
void Player::Yell(uint32 textId, WorldObject const* target /*= nullptr*/)
{
Talk(textId, CHAT_MSG_YELL, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_YELL), target);
}
void Player::TextEmote(std::string const& text, WorldObject const* /*= nullptr*/, bool /*= false*/)
{
std::string _text(text);
sScriptMgr->OnPlayerChat(this, CHAT_MSG_EMOTE, LANG_UNIVERSAL, _text);
WorldPackets::Chat::Chat packet;
packet.Initialize(CHAT_MSG_EMOTE, LANG_UNIVERSAL, this, this, _text);
SendMessageToSetInRange(packet.Write(), sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE), true, !GetSession()->HasPermission(rbac::RBAC_PERM_TWO_SIDE_INTERACTION_CHAT));
}
void Player::WhisperAddon(std::string const& text, const std::string& prefix, Player* receiver)
{
std::string _text(text);
sScriptMgr->OnPlayerChat(this, CHAT_MSG_WHISPER, uint32(LANG_ADDON), _text, receiver);
if (!receiver->GetSession()->IsAddonRegistered(prefix))
return;
WorldPackets::Chat::Chat packet;
packet.Initialize(CHAT_MSG_WHISPER, LANG_ADDON, this, this, text, 0, "", DEFAULT_LOCALE, prefix);
receiver->SendDirectMessage(packet.Write());
}
void Player::TextEmote(uint32 textId, WorldObject const* target /*= nullptr*/, bool /*isBossEmote = false*/)
{
Talk(textId, CHAT_MSG_EMOTE, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE), target);
}
void Player::Whisper(std::string const& text, Language language, Player* target, bool /*= false*/)
{
ASSERT(target);
bool isAddonMessage = language == LANG_ADDON;
if (!isAddonMessage) // if not addon data
language = LANG_UNIVERSAL; // whispers should always be readable
std::string _text(text);
sScriptMgr->OnPlayerChat(this, CHAT_MSG_WHISPER, language, _text, target);
WorldPackets::Chat::Chat packet;
packet.Initialize(CHAT_MSG_WHISPER, Language(language), this, this, _text);
target->SendDirectMessage(packet.Write());
// rest stuff shouldn't happen in case of addon message
if (isAddonMessage)
return;
packet.Initialize(CHAT_MSG_WHISPER_INFORM, Language(language), target, target, _text);
SendDirectMessage(packet.Write());
if (!isAcceptWhispers() && !IsGameMaster() && !target->IsGameMaster())
{
SetAcceptWhispers(true);
ChatHandler(GetSession()).SendSysMessage(LANG_COMMAND_WHISPERON);
}
// announce afk or dnd message
if (target->isAFK())
ChatHandler(GetSession()).PSendSysMessage(LANG_PLAYER_AFK, target->GetName().c_str(), target->autoReplyMsg.c_str());
else if (target->isDND())
ChatHandler(GetSession()).PSendSysMessage(LANG_PLAYER_DND, target->GetName().c_str(), target->autoReplyMsg.c_str());
}
void Player::Whisper(uint32 textId, Player* target, bool /*isBossWhisper = false*/)
{
if (!target)
return;
BroadcastTextEntry const* bct = sBroadcastTextStore.LookupEntry(textId);
if (!bct)
{
TC_LOG_ERROR("entities.unit", "WorldObject::MonsterWhisper: `broadcast_text` was not %u found", textId);
return;
}
LocaleConstant locale = target->GetSession()->GetSessionDbLocaleIndex();
WorldPackets::Chat::Chat packet;
packet.Initialize(CHAT_MSG_WHISPER, LANG_UNIVERSAL, this, target, DB2Manager::GetBroadcastTextValue(bct, locale, getGender()));
target->SendDirectMessage(packet.Write());
}
Item* Player::GetMItem(ObjectGuid::LowType id)
{
ItemMap::const_iterator itr = mMitems.find(id);
return itr != mMitems.end() ? itr->second : NULL;
}
void Player::AddMItem(Item* it)
{
ASSERT(it);
//ASSERT deleted, because items can be added before loading
mMitems[it->GetGUID().GetCounter()] = it;
}
bool Player::RemoveMItem(ObjectGuid::LowType id)
{
return mMitems.erase(id) ? true : false;
}
void Player::SendOnCancelExpectedVehicleRideAura() const
{
GetSession()->SendPacket(WorldPackets::Vehicle::OnCancelExpectedRideVehicleAura().Write());
}
void Player::PetSpellInitialize()
{
Pet* pet = GetPet();
if (!pet)
return;
CharmInfo* charmInfo = pet->GetCharmInfo();
WorldPackets::Pet::PetSpells petSpellsPacket;
petSpellsPacket.PetGUID = pet->GetGUID();
petSpellsPacket._CreatureFamily = pet->GetCreatureTemplate()->family; // creature family (required for pet talents)
petSpellsPacket.Specialization = pet->GetSpecialization();
petSpellsPacket.TimeLimit = pet->GetDuration();
petSpellsPacket.ReactState = pet->GetReactState();
petSpellsPacket.CommandState = charmInfo->GetCommandState();
// action bar loop
for (uint32 i = 0; i < MAX_UNIT_ACTION_BAR_INDEX; ++i)
petSpellsPacket.ActionButtons[i] = charmInfo->GetActionBarEntry(i)->packedData;
if (pet->IsPermanentPetFor(this))
{
// spells loop
for (PetSpellMap::iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr)
{
if (itr->second.state == PETSPELL_REMOVED)
continue;
petSpellsPacket.Actions.push_back(MAKE_UNIT_ACTION_BUTTON(itr->first, itr->second.active));
}
}
// Cooldowns
pet->GetSpellHistory()->WritePacket(&petSpellsPacket);
GetSession()->SendPacket(petSpellsPacket.Write());
}
void Player::PossessSpellInitialize()
{
Unit* charm = GetCharm();
if (!charm)
return;
CharmInfo* charmInfo = charm->GetCharmInfo();
if (!charmInfo)
{
TC_LOG_ERROR("entities.player", "Player::PossessSpellInitialize: charm (%s) has no charminfo!", charm->GetGUID().ToString().c_str());
return;
}
WorldPackets::Pet::PetSpells petSpellsPacket;
petSpellsPacket.PetGUID = charm->GetGUID();
for (uint32 i = 0; i < MAX_UNIT_ACTION_BAR_INDEX; ++i)
petSpellsPacket.ActionButtons[i] = charmInfo->GetActionBarEntry(i)->packedData;
// Cooldowns
charm->GetSpellHistory()->WritePacket(&petSpellsPacket);
GetSession()->SendPacket(petSpellsPacket.Write());
}
void Player::VehicleSpellInitialize()
{
Creature* vehicle = GetVehicleCreatureBase();
if (!vehicle)
return;
WorldPackets::Pet::PetSpells petSpells;
petSpells.PetGUID = vehicle->GetGUID();
petSpells._CreatureFamily = 0; // Pet Family (0 for all vehicles)
petSpells.Specialization = 0;
petSpells.TimeLimit = vehicle->IsSummon() ? vehicle->ToTempSummon()->GetTimer() : 0;
petSpells.ReactState = vehicle->GetReactState();
petSpells.CommandState = COMMAND_FOLLOW;
petSpells.Flag = 0x8;
for (uint32 i = 0; i < MAX_SPELL_CONTROL_BAR; ++i)
petSpells.ActionButtons[i] = MAKE_UNIT_ACTION_BUTTON(0, i + 8);
for (uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
{
uint32 spellId = vehicle->m_spells[i];
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (!spellInfo)
continue;
if (!sConditionMgr->IsObjectMeetingVehicleSpellConditions(vehicle->GetEntry(), spellId, this, vehicle))
{
TC_LOG_DEBUG("condition", "Player::VehicleSpellInitialize: Player '%s' (%s) doesn't meet conditions for vehicle (Entry: %u, Spell: %u)",
GetName().c_str(), GetGUID().ToString().c_str(), vehicle->ToCreature()->GetEntry(), spellId);
continue;
}
if (spellInfo->IsPassive())
vehicle->CastSpell(vehicle, spellId, true);
petSpells.ActionButtons[i] = MAKE_UNIT_ACTION_BUTTON(spellId, i + 8);
}
// Cooldowns
vehicle->GetSpellHistory()->WritePacket(&petSpells);
GetSession()->SendPacket(petSpells.Write());
}
void Player::CharmSpellInitialize()
{
Unit* charm = GetFirstControlled();
if (!charm)
return;
CharmInfo* charmInfo = charm->GetCharmInfo();
if (!charmInfo)
{
TC_LOG_ERROR("entities.player", "Player::CharmSpellInitialize(): Player '%s' (%s) has a charm (%s) but no no charminfo!",
GetName().c_str(), GetGUID().ToString().c_str(), charm->GetGUID().ToString().c_str());
return;
}
WorldPackets::Pet::PetSpells petSpells;
petSpells.PetGUID = charm->GetGUID();
if (charm->GetTypeId() == TYPEID_UNIT)
{
petSpells.ReactState = charm->ToCreature()->GetReactState();
petSpells.CommandState = charmInfo->GetCommandState();
}
for (uint32 i = 0; i < MAX_UNIT_ACTION_BAR_INDEX; ++i)
petSpells.ActionButtons[i] = charmInfo->GetActionBarEntry(i)->packedData;
for (uint32 i = 0; i < MAX_SPELL_CHARM; ++i)
{
CharmSpellInfo* cspell = charmInfo->GetCharmSpell(i);
if (cspell->GetAction())
petSpells.Actions.push_back(cspell->packedData);
}
// Cooldowns
if (charm->GetTypeId() != TYPEID_PLAYER)
charm->GetSpellHistory()->WritePacket(&petSpells);
GetSession()->SendPacket(petSpells.Write());
}
void Player::SendRemoveControlBar() const
{
WorldPackets::Pet::PetSpells packet;
GetSession()->SendPacket(packet.Write());
}
bool Player::IsAffectedBySpellmod(SpellInfo const* spellInfo, SpellModifier* mod, Spell* spell) const
{
if (!mod || !spellInfo)
return false;
// Mod out of charges
if (spell && mod->charges == -1 && spell->m_appliedMods.find(mod->ownerAura) == spell->m_appliedMods.end())
return false;
// +duration to infinite duration spells making them limited
if (mod->op == SPELLMOD_DURATION && spellInfo->GetDuration() == -1)
return false;
return spellInfo->IsAffectedBySpellMod(mod);
}
void Player::AddSpellMod(SpellModifier* mod, bool apply)
{
TC_LOG_DEBUG("spells", "Player::AddSpellMod: Player '%s' (%s), SpellID: %d", GetName().c_str(), GetGUID().ToString().c_str(), mod->spellId);
OpcodeServer opcode = (mod->type == SPELLMOD_FLAT) ? SMSG_SET_FLAT_SPELL_MODIFIER : SMSG_SET_PCT_SPELL_MODIFIER;
WorldPackets::Spells::SetSpellModifier packet(opcode);
int i = 0;
flag128 _mask;
/// @todo Implement sending of bulk modifiers instead of single
packet.Modifiers.resize(1);
WorldPackets::Spells::SpellModifier& spellMod = packet.Modifiers[0];
spellMod.ModIndex = mod->op;
for (int eff = 0; eff < 128; ++eff)
{
if (eff != 0 && (eff % 32) == 0)
_mask[i++] = 0;
_mask[i] = uint32(1) << (eff - (32 * i));
if (mod->mask & _mask)
{
WorldPackets::Spells::SpellModifierData modData;
for (SpellModList::iterator itr = m_spellMods[mod->op].begin(); itr != m_spellMods[mod->op].end(); ++itr)
if ((*itr)->type == mod->type && (*itr)->mask & _mask)
modData.ModifierValue += (*itr)->value;
modData.ModifierValue += apply ? mod->value : -(mod->value);
if (mod->type == SPELLMOD_PCT)
modData.ModifierValue = 1.0f + (modData.ModifierValue * 0.01f);
modData.ClassIndex = eff;
spellMod.ModifierData.push_back(modData);
}
}
SendDirectMessage(packet.Write());
if (apply)
m_spellMods[mod->op].push_back(mod);
else
{
m_spellMods[mod->op].remove(mod);
// mods bound to aura will be removed in AuraEffect::~AuraEffect
if (!mod->ownerAura)
delete mod;
}
}
// Restore spellmods in case of failed cast
void Player::RestoreSpellMods(Spell* spell, uint32 ownerAuraId, Aura* aura)
{
if (!spell || spell->m_appliedMods.empty())
return;
std::list<Aura*> aurasQueue;
for (uint8 i=0; i<MAX_SPELLMOD; ++i)
{
for (SpellModList::iterator itr = m_spellMods[i].begin(); itr != m_spellMods[i].end(); ++itr)
{
SpellModifier* mod = *itr;
// Spellmods without aura set cannot be charged
if (!mod->ownerAura || !mod->ownerAura->IsUsingCharges())
continue;
// Restore only specific owner aura mods
if (ownerAuraId && (ownerAuraId != mod->ownerAura->GetSpellInfo()->Id))
continue;
if (aura && mod->ownerAura != aura)
continue;
// Check if mod affected this spell
// First, check if the mod aura applied at least one spellmod to this spell
Spell::UsedSpellMods::iterator iterMod = spell->m_appliedMods.find(mod->ownerAura);
if (iterMod == spell->m_appliedMods.end())
continue;
// Second, check if the current mod is one of those applied by the mod aura
if (!(mod->mask & spell->m_spellInfo->SpellFamilyFlags))
continue;
// remove from list - This will be done after all mods have been gone through
// to ensure we iterate over all mods of an aura before removing said aura
// from applied mods (Else, an aura with two mods on the current spell would
// only see the first of its modifier restored)
aurasQueue.push_back(mod->ownerAura);
// add mod charges back to mod
if (mod->charges == -1)
mod->charges = 1;
else
mod->charges++;
// Do not set more spellmods than available
if (mod->ownerAura->GetCharges() < mod->charges)
mod->charges = mod->ownerAura->GetCharges();
// Skip this check for now - aura charges may change due to various reason
/// @todo track these changes correctly
//ASSERT (mod->ownerAura->GetCharges() <= mod->charges);
}
}
for (std::list<Aura*>::iterator itr = aurasQueue.begin(); itr != aurasQueue.end(); ++itr)
{
Spell::UsedSpellMods::iterator iterMod = spell->m_appliedMods.find(*itr);
if (iterMod != spell->m_appliedMods.end())
spell->m_appliedMods.erase(iterMod);
}
}
void Player::RestoreAllSpellMods(uint32 ownerAuraId, Aura* aura)
{
for (uint32 i = 0; i < CURRENT_MAX_SPELL; ++i)
if (m_currentSpells[i])
RestoreSpellMods(m_currentSpells[i], ownerAuraId, aura);
}
void Player::RemoveSpellMods(Spell* spell)
{
if (!spell)
return;
if (spell->m_appliedMods.empty())
return;
for (uint8 i=0; i<MAX_SPELLMOD; ++i)
{
for (SpellModList::const_iterator itr = m_spellMods[i].begin(); itr != m_spellMods[i].end();)
{
SpellModifier* mod = *itr;
++itr;
// spellmods without aura set cannot be charged
if (!mod->ownerAura || !mod->ownerAura->IsUsingCharges())
continue;
// check if mod affected this spell
Spell::UsedSpellMods::iterator iterMod = spell->m_appliedMods.find(mod->ownerAura);
if (iterMod == spell->m_appliedMods.end())
continue;
// remove from list
spell->m_appliedMods.erase(iterMod);
if (mod->ownerAura->DropCharge(AURA_REMOVE_BY_EXPIRE))
itr = m_spellMods[i].begin();
}
}
}
void Player::DropModCharge(SpellModifier* mod, Spell* spell)
{
// don't handle spells with proc_event entry defined
// this is a temporary workaround, because all spellmods should be handled like that
if (sSpellMgr->GetSpellProcEvent(mod->spellId))
return;
if (spell && mod->ownerAura && mod->charges > 0)
{
if (--mod->charges == 0)
mod->charges = -1;
spell->m_appliedMods.insert(mod->ownerAura);
}
}
void Player::SetSpellModTakingSpell(Spell* spell, bool apply)
{
if (!spell || (m_spellModTakingSpell && m_spellModTakingSpell != spell))
return;
if (apply && spell->getState() == SPELL_STATE_FINISHED)
return;
m_spellModTakingSpell = apply ? spell : NULL;
}
// send Proficiency
void Player::SendProficiency(ItemClass itemClass, uint32 itemSubclassMask) const
{
WorldPackets::Item::SetProficiency packet;
packet.ProficiencyMask = itemSubclassMask;
packet.ProficiencyClass = itemClass;
SendDirectMessage(packet.Write());
}
void Player::RemovePetitionsAndSigns(ObjectGuid guid)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_PETITION_SIG_BY_GUID);
stmt->setUInt64(0, guid.GetCounter());
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (result)
{
do // this part effectively does nothing, since the deletion / modification only takes place _after_ the PetitionQuery. Though I don't know if the result remains intact if I execute the delete query beforehand.
{ // and SendPetitionQueryOpcode reads data from the DB
Field* fields = result->Fetch();
ObjectGuid ownerguid = ObjectGuid::Create<HighGuid::Player>(fields[0].GetUInt64());
ObjectGuid petitionguid = ObjectGuid::Create<HighGuid::Item>(fields[1].GetUInt64());
// send update if charter owner in game
Player* owner = ObjectAccessor::FindConnectedPlayer(ownerguid);
if (owner)
owner->GetSession()->SendPetitionQueryOpcode(petitionguid);
} while (result->NextRow());
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ALL_PETITION_SIGNATURES);
stmt->setUInt64(0, guid.GetCounter());
CharacterDatabase.Execute(stmt);
}
SQLTransaction trans = CharacterDatabase.BeginTransaction();
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PETITION_BY_OWNER);
stmt->setUInt64(0, guid.GetCounter());
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PETITION_SIGNATURE_BY_OWNER);
stmt->setUInt64(0, guid.GetCounter());
trans->Append(stmt);
CharacterDatabase.CommitTransaction(trans);
}
void Player::LeaveAllArenaTeams(ObjectGuid guid)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_PLAYER_ARENA_TEAMS);
stmt->setUInt64(0, guid.GetCounter());
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (!result)
return;
do
{
Field* fields = result->Fetch();
uint32 arenaTeamId = fields[0].GetUInt32();
if (arenaTeamId != 0)
{
ArenaTeam* arenaTeam = sArenaTeamMgr->GetArenaTeamById(arenaTeamId);
if (arenaTeam)
arenaTeam->DelMember(guid, true);
}
}
while (result->NextRow());
}
void Player::SetRestBonus(float rest_bonus_new)
{
// Prevent resting on max level
if (getLevel() >= sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
rest_bonus_new = 0;
if (rest_bonus_new < 0)
rest_bonus_new = 0;
float rest_bonus_max = (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)*1.5f/2;
if (rest_bonus_new > rest_bonus_max)
m_rest_bonus = rest_bonus_max;
else
m_rest_bonus = rest_bonus_new;
// update data for client
if ((GetsRecruitAFriendBonus(true) && (GetSession()->IsARecruiter() || GetSession()->GetRecruiterId() != 0)))
SetUInt32Value(PLAYER_FIELD_REST_INFO + REST_STATE_XP, REST_STATE_RAF_LINKED);
else
{
if (m_rest_bonus > 10)
SetUInt32Value(PLAYER_FIELD_REST_INFO + REST_STATE_XP, REST_STATE_RESTED);
else if (m_rest_bonus <= 1)
SetUInt32Value(PLAYER_FIELD_REST_INFO + REST_STATE_XP, REST_STATE_NOT_RAF_LINKED);
}
//RestTickUpdate
SetUInt32Value(PLAYER_FIELD_REST_INFO + REST_RESTED_XP, uint32(m_rest_bonus));
}
bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc /*= nullptr*/, uint32 spellid /*= 0*/, uint32 preferredMountDisplay /*= 0*/)
{
if (nodes.size() < 2)
{
GetSession()->SendActivateTaxiReply(ERR_TAXINOSUCHPATH);
return false;
}
// not let cheating with start flight in time of logout process || while in combat || has type state: stunned || has type state: root
if (GetSession()->isLogingOut() || IsInCombat() || HasUnitState(UNIT_STATE_STUNNED) || HasUnitState(UNIT_STATE_ROOT))
{
GetSession()->SendActivateTaxiReply(ERR_TAXIPLAYERBUSY);
return false;
}
if (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
return false;
// taximaster case
if (npc)
{
// not let cheating with start flight mounted
if (IsMounted())
{
GetSession()->SendActivateTaxiReply(ERR_TAXIPLAYERALREADYMOUNTED);
return false;
}
if (IsInDisallowedMountForm())
{
GetSession()->SendActivateTaxiReply(ERR_TAXIPLAYERSHAPESHIFTED);
return false;
}
// not let cheating with start flight in time of logout process || if casting not finished || while in combat || if not use Spell's with EffectSendTaxi
if (IsNonMeleeSpellCast(false))
{
GetSession()->SendActivateTaxiReply(ERR_TAXIPLAYERBUSY);
return false;
}
}
// cast case or scripted call case
else
{
RemoveAurasByType(SPELL_AURA_MOUNTED);
if (IsInDisallowedMountForm())
RemoveAurasByType(SPELL_AURA_MOD_SHAPESHIFT);
if (Spell* spell = GetCurrentSpell(CURRENT_GENERIC_SPELL))
if (spell->m_spellInfo->Id != spellid)
InterruptSpell(CURRENT_GENERIC_SPELL, false);
InterruptSpell(CURRENT_AUTOREPEAT_SPELL, false);
if (Spell* spell = GetCurrentSpell(CURRENT_CHANNELED_SPELL))
if (spell->m_spellInfo->Id != spellid)
InterruptSpell(CURRENT_CHANNELED_SPELL, true);
}
uint32 sourcenode = nodes[0];
// starting node too far away (cheat?)
TaxiNodesEntry const* node = sTaxiNodesStore.LookupEntry(sourcenode);
if (!node)
{
GetSession()->SendActivateTaxiReply(ERR_TAXINOSUCHPATH);
return false;
}
// check node starting pos data set case if provided
if (node->Pos.X != 0.0f || node->Pos.Y != 0.0f || node->Pos.Z != 0.0f)
{
if (node->MapID != GetMapId() || !IsInDist(node->Pos.X, node->Pos.Y, node->Pos.Z, 2 * INTERACTION_DISTANCE))
{
GetSession()->SendActivateTaxiReply(ERR_TAXITOOFARAWAY);
return false;
}
}
// node must have pos if taxi master case (npc != NULL)
else if (npc)
{
GetSession()->SendActivateTaxiReply(ERR_TAXIUNSPECIFIEDSERVERERROR);
return false;
}
// Prepare to flight start now
// stop combat at start taxi flight if any
CombatStop();
StopCastingCharm();
StopCastingBindSight();
ExitVehicle();
// stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
TradeCancel(true);
// clean not finished taxi path if any
m_taxi.ClearTaxiDestinations();
// 0 element current node
m_taxi.AddTaxiDestination(sourcenode);
// fill destinations path tail
uint32 sourcepath = 0;
uint32 totalcost = 0;
uint32 firstcost = 0;
uint32 prevnode = sourcenode;
uint32 lastnode;
for (uint32 i = 1; i < nodes.size(); ++i)
{
uint32 path, cost;
lastnode = nodes[i];
sObjectMgr->GetTaxiPath(prevnode, lastnode, path, cost);
if (!path)
{
m_taxi.ClearTaxiDestinations();
return false;
}
totalcost += cost;
if (i == 1)
firstcost = cost;
if (prevnode == sourcenode)
sourcepath = path;
m_taxi.AddTaxiDestination(lastnode);
prevnode = lastnode;
}
// get mount model (in case non taximaster (npc == NULL) allow more wide lookup)
//
// Hack-Fix for Alliance not being able to use Acherus taxi. There is
// only one mount ID for both sides. Probably not good to use 315 in case DBC nodes
// change but I couldn't find a suitable alternative. OK to use class because only DK
// can use this taxi.
uint32 mount_display_id;
if (node->Flags & TAXI_NODE_FLAG_USE_FAVORITE_MOUNT && preferredMountDisplay)
mount_display_id = preferredMountDisplay;
else
mount_display_id = sObjectMgr->GetTaxiMountDisplayId(sourcenode, GetTeam(), npc == nullptr || (sourcenode == 315 && getClass() == CLASS_DEATH_KNIGHT));
// in spell case allow 0 model
if ((mount_display_id == 0 && spellid == 0) || sourcepath == 0)
{
GetSession()->SendActivateTaxiReply(ERR_TAXIUNSPECIFIEDSERVERERROR);
m_taxi.ClearTaxiDestinations();
return false;
}
uint64 money = GetMoney();
if (npc)
totalcost = (uint32)ceil(totalcost*GetReputationPriceDiscount(npc));
if (money < totalcost)
{
GetSession()->SendActivateTaxiReply(ERR_TAXINOTENOUGHMONEY);
m_taxi.ClearTaxiDestinations();
return false;
}
//Checks and preparations done, DO FLIGHT
UpdateCriteria(CRITERIA_TYPE_FLIGHT_PATHS_TAKEN, 1);
// prevent stealth flight
//RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TALK);
if (sWorld->getBoolConfig(CONFIG_INSTANT_TAXI))
{
TaxiNodesEntry const* lastPathNode = sTaxiNodesStore.LookupEntry(nodes[nodes.size()-1]);
ASSERT(lastPathNode);
m_taxi.ClearTaxiDestinations();
ModifyMoney(-int64(totalcost));
UpdateCriteria(CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING, totalcost);
TeleportTo(lastPathNode->MapID, lastPathNode->Pos.X, lastPathNode->Pos.Y, lastPathNode->Pos.Z, GetOrientation());
return false;
}
else
{
ModifyMoney(-int64(firstcost));
UpdateCriteria(CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING, firstcost);
GetSession()->SendActivateTaxiReply(ERR_TAXIOK);
GetSession()->SendDoFlight(mount_display_id, sourcepath);
}
return true;
}
bool Player::ActivateTaxiPathTo(uint32 taxi_path_id, uint32 spellid /*= 0*/)
{
TaxiPathEntry const* entry = sTaxiPathStore.LookupEntry(taxi_path_id);
if (!entry)
return false;
std::vector<uint32> nodes;
nodes.resize(2);
nodes[0] = entry->From;
nodes[1] = entry->To;
return ActivateTaxiPathTo(nodes, nullptr, spellid);
}
void Player::CleanupAfterTaxiFlight()
{
m_taxi.ClearTaxiDestinations(); // not destinations, clear source node
Dismount();
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT);
getHostileRefManager().setOnlineOfflineState(true);
}
void Player::ContinueTaxiFlight() const
{
uint32 sourceNode = m_taxi.GetTaxiSource();
if (!sourceNode)
return;
TC_LOG_DEBUG("entities.unit", "Player::ContinueTaxiFlight: Restart %s taxi flight", GetGUID().ToString().c_str());
uint32 mountDisplayId = sObjectMgr->GetTaxiMountDisplayId(sourceNode, GetTeam(), true);
if (!mountDisplayId)
return;
uint32 path = m_taxi.GetCurrentTaxiPath();
// search appropriate start path node
uint32 startNode = 0;
TaxiPathNodeList const& nodeList = sTaxiPathNodesByPath[path];
float distPrev;
float distNext = GetExactDistSq(nodeList[0]->Loc.X, nodeList[0]->Loc.Y, nodeList[0]->Loc.Z);
for (uint32 i = 1; i < nodeList.size(); ++i)
{
TaxiPathNodeEntry const* node = nodeList[i];
TaxiPathNodeEntry const* prevNode = nodeList[i-1];
// skip nodes at another map
if (node->MapID != GetMapId())
continue;
distPrev = distNext;
distNext = GetExactDistSq(node->Loc.X, node->Loc.Y, node->Loc.Z);
float distNodes =
(node->Loc.X - prevNode->Loc.X) * (node->Loc.X - prevNode->Loc.X) +
(node->Loc.Y - prevNode->Loc.Y) * (node->Loc.Y - prevNode->Loc.Y) +
(node->Loc.Z - prevNode->Loc.Z) * (node->Loc.Z - prevNode->Loc.Z);
if (distNext + distPrev < distNodes)
{
startNode = i;
break;
}
}
GetSession()->SendDoFlight(mountDisplayId, path, startNode);
}
void Player::InitDataForForm(bool reapplyMods)
{
ShapeshiftForm form = GetShapeshiftForm();
SpellShapeshiftFormEntry const* ssEntry = sSpellShapeshiftFormStore.LookupEntry(form);
if (ssEntry && ssEntry->CombatRoundTime)
{
SetAttackTime(BASE_ATTACK, ssEntry->CombatRoundTime);
SetAttackTime(OFF_ATTACK, ssEntry->CombatRoundTime);
SetAttackTime(RANGED_ATTACK, BASE_ATTACK_TIME);
}
else
SetRegularAttackTime();
switch (form)
{
case FORM_GHOUL:
case FORM_CAT_FORM:
{
if (getPowerType() != POWER_ENERGY)
setPowerType(POWER_ENERGY);
break;
}
case FORM_BEAR_FORM:
{
if (getPowerType() != POWER_RAGE)
setPowerType(POWER_RAGE);
break;
}
default: // 0, for example
{
ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(getClass());
if (cEntry && cEntry->PowerType < MAX_POWERS && uint32(getPowerType()) != cEntry->PowerType)
setPowerType(Powers(cEntry->PowerType));
break;
}
}
// update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
if (!reapplyMods)
UpdateEquipSpellsAtFormChange();
UpdateAttackPowerAndDamage();
UpdateAttackPowerAndDamage(true);
}
void Player::InitDisplayIds()
{
PlayerInfo const* info = sObjectMgr->GetPlayerInfo(getRace(), getClass());
if (!info)
{
TC_LOG_ERROR("entities.player", "Player::InitDisplayIds: Player '%s' (%s) has incorrect race/class pair. Can't init display ids.", GetName().c_str(), GetGUID().ToString().c_str());
return;
}
uint8 gender = GetByteValue(PLAYER_BYTES_3, PLAYER_BYTES_3_OFFSET_GENDER);
switch (gender)
{
case GENDER_FEMALE:
SetDisplayId(info->displayId_f);
SetNativeDisplayId(info->displayId_f);
break;
case GENDER_MALE:
SetDisplayId(info->displayId_m);
SetNativeDisplayId(info->displayId_m);
break;
default:
TC_LOG_ERROR("entities.player", "Player::InitDisplayIds: Player '%s' (%s) has invalid gender %u", GetName().c_str(), GetGUID().ToString().c_str(), gender);
}
}
inline bool Player::_StoreOrEquipNewItem(uint32 vendorslot, uint32 item, uint8 count, uint8 bag, uint8 slot, int32 price, ItemTemplate const* pProto, Creature* pVendor, VendorItem const* crItem, bool bStore)
{
uint32 stacks = count / pProto->GetBuyCount();
ItemPosCountVec vDest;
uint16 uiDest = 0;
InventoryResult msg = bStore ?
CanStoreNewItem(bag, slot, vDest, item, count) :
CanEquipNewItem(slot, uiDest, item, false);
if (msg != EQUIP_ERR_OK)
{
SendEquipError(msg, nullptr, nullptr, item);
return false;
}
ModifyMoney(-price);
if (crItem->ExtendedCost) // case for new honor system
{
ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
ASSERT(iece);
for (int i = 0; i < MAX_ITEM_EXT_COST_CURRENCIES; ++i)
{
if (iece->RequiredItem[i])
DestroyItemCount(iece->RequiredItem[i], iece->RequiredItemCount[i] * stacks, true);
}
for (int i = 0; i < MAX_ITEM_EXT_COST_CURRENCIES; ++i)
{
if (iece->RequirementFlags & (ITEM_EXT_COST_CURRENCY_REQ_IS_SEASON_EARNED_1 << i))
continue;
if (iece->RequiredCurrency[i])
ModifyCurrency(iece->RequiredCurrency[i], -int32(iece->RequiredCurrencyCount[i] * stacks), true, true);
}
}
Item* it = bStore ?
StoreNewItem(vDest, item, true, Item::GenerateItemRandomPropertyId(item), {}, {}, false) :
EquipNewItem(uiDest, item, true);
if (it)
{
uint32 new_count = pVendor->UpdateVendorItemCurrentCount(crItem, count);
WorldPackets::Item::BuySucceeded packet;
packet.VendorGUID = pVendor->GetGUID();
packet.Muid = vendorslot + 1;
packet.NewQuantity = crItem->maxcount > 0 ? new_count : 0xFFFFFFFF;
packet.QuantityBought = count;
GetSession()->SendPacket(packet.Write());
SendNewItem(it, count, true, false, false);
if (!bStore)
AutoUnequipOffhandIfNeed();
if (pProto->GetFlags() & ITEM_FLAG_ITEM_PURCHASE_RECORD && crItem->ExtendedCost && pProto->GetMaxStackSize() == 1)
{
it->SetFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_REFUNDABLE);
it->SetRefundRecipient(GetGUID());
it->SetPaidMoney(price);
it->SetPaidExtendedCost(crItem->ExtendedCost);
it->SaveRefundDataToDB();
AddRefundReference(it->GetGUID());
}
GetSession()->GetCollectionMgr()->OnItemAdded(it);
}
return true;
}
bool Player::BuyCurrencyFromVendorSlot(ObjectGuid vendorGuid, uint32 vendorSlot, uint32 currency, uint32 count)
{
// cheating attempt
if (count < 1) count = 1;
if (!IsAlive())
return false;
CurrencyTypesEntry const* proto = sCurrencyTypesStore.LookupEntry(currency);
if (!proto)
{
SendBuyError(BUY_ERR_CANT_FIND_ITEM, nullptr, currency, 0);
return false;
}
Creature* creature = GetNPCIfCanInteractWith(vendorGuid, UNIT_NPC_FLAG_VENDOR);
if (!creature)
{
TC_LOG_DEBUG("network", "Player::BuyCurrencyFromVendorSlot: Vendor (%s) not found or player '%s' (%s) can't interact with him.",
vendorGuid.ToString().c_str(), GetName().c_str(), GetGUID().ToString().c_str());
SendBuyError(BUY_ERR_DISTANCE_TOO_FAR, nullptr, currency, 0);
return false;
}
VendorItemData const* vItems = creature->GetVendorItems();
if (!vItems || vItems->Empty())
{
SendBuyError(BUY_ERR_CANT_FIND_ITEM, creature, currency, 0);
return false;
}
if (vendorSlot >= vItems->GetItemCount())
{
SendBuyError(BUY_ERR_CANT_FIND_ITEM, creature, currency, 0);
return false;
}
VendorItem const* crItem = vItems->GetItem(vendorSlot);
// store diff item (cheating)
if (!crItem || crItem->item != currency || crItem->Type != ITEM_VENDOR_TYPE_CURRENCY)
{
SendBuyError(BUY_ERR_CANT_FIND_ITEM, creature, currency, 0);
return false;
}
if (count % crItem->maxcount)
{
SendEquipError(EQUIP_ERR_CANT_BUY_QUANTITY, nullptr, nullptr);
return false;
}
uint32 stacks = count / crItem->maxcount;
ItemExtendedCostEntry const* iece;
if (crItem->ExtendedCost)
{
iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
if (!iece)
{
TC_LOG_ERROR("entities.player", "Player::BuyCurrencyFromVendorSlot: Currency %u has wrong ExtendedCost field value %u", currency, crItem->ExtendedCost);
return false;
}
for (uint8 i = 0; i < MAX_ITEM_EXT_COST_ITEMS; ++i)
{
if (iece->RequiredItem[i] && !HasItemCount(iece->RequiredItem[i], (iece->RequiredItemCount[i] * stacks)))
{
SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, nullptr, nullptr);
return false;
}
}
for (uint8 i = 0; i < MAX_ITEM_EXT_COST_CURRENCIES; ++i)
{
if (!iece->RequiredCurrency[i])
continue;
CurrencyTypesEntry const* entry = sCurrencyTypesStore.LookupEntry(iece->RequiredCurrency[i]);
if (!entry)
{
SendBuyError(BUY_ERR_CANT_FIND_ITEM, creature, currency, 0); // Find correct error
return false;
}
if (iece->RequirementFlags & (ITEM_EXT_COST_CURRENCY_REQ_IS_SEASON_EARNED_1 << i))
{
// Not implemented
SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, nullptr, nullptr); // Find correct error
return false;
}
else if (!HasCurrency(iece->RequiredCurrency[i], (iece->RequiredCurrencyCount[i] * stacks)))
{
SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, nullptr, nullptr); // Find correct error
return false;
}
}
// check for personal arena rating requirement
if (GetMaxPersonalArenaRatingRequirement(iece->RequiredArenaSlot) < iece->RequiredPersonalArenaRating)
{
// probably not the proper equip err
SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK, nullptr, nullptr);
return false;
}
if (iece->RequiredFactionId && uint32(GetReputationRank(iece->RequiredFactionId)) < iece->RequiredFactionStanding)
{
SendBuyError(BUY_ERR_REPUTATION_REQUIRE, creature, currency, 0);
return false;
}
if (iece->RequirementFlags & ITEM_EXT_COST_FLAG_REQUIRE_GUILD && !GetGuildId())
{
SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, nullptr, nullptr); // Find correct error
return false;
}
if (iece->RequiredAchievement && !HasAchieved(iece->RequiredAchievement))
{
SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, nullptr, nullptr); // Find correct error
return false;
}
}
else // currencies have no price defined, can only be bought with ExtendedCost
{
SendBuyError(BUY_ERR_CANT_FIND_ITEM, nullptr, currency, 0);
return false;
}
ModifyCurrency(currency, count, true, true);
if (iece)
{
for (uint8 i = 0; i < MAX_ITEM_EXT_COST_ITEMS; ++i)
{
if (!iece->RequiredItem[i])
continue;
DestroyItemCount(iece->RequiredItem[i], iece->RequiredItemCount[i] * stacks, true);
}
for (uint8 i = 0; i < MAX_ITEM_EXT_COST_CURRENCIES; ++i)
{
if (!iece->RequiredCurrency[i])
continue;
if (iece->RequirementFlags & (ITEM_EXT_COST_CURRENCY_REQ_IS_SEASON_EARNED_1 << i))
continue;
ModifyCurrency(iece->RequiredCurrency[i], -int32(iece->RequiredCurrencyCount[i]) * stacks, false, true);
}
}
return true;
}
// Return true is the bought item has a max count to force refresh of window by caller
bool Player::BuyItemFromVendorSlot(ObjectGuid vendorguid, uint32 vendorslot, uint32 item, uint8 count, uint8 bag, uint8 slot)
{
// cheating attempt
if (count < 1) count = 1;
// cheating attempt
if (slot > MAX_BAG_SIZE && slot != NULL_SLOT)
return false;
if (!IsAlive())
return false;
ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(item);
if (!pProto)
{
SendBuyError(BUY_ERR_CANT_FIND_ITEM, nullptr, item, 0);
return false;
}
if (!(pProto->GetAllowableClass() & getClassMask()) && pProto->GetBonding() == BIND_ON_ACQUIRE && !IsGameMaster())
{
SendBuyError(BUY_ERR_CANT_FIND_ITEM, nullptr, item, 0);
return false;
}
if (!IsGameMaster() && ((pProto->GetFlags2() & ITEM_FLAG2_FACTION_HORDE && GetTeam() == ALLIANCE) || (pProto->GetFlags2() & ITEM_FLAG2_FACTION_ALLIANCE && GetTeam() == HORDE)))
return false;
Creature* creature = GetNPCIfCanInteractWith(vendorguid, UNIT_NPC_FLAG_VENDOR);
if (!creature)
{
TC_LOG_DEBUG("network", "Player::BuyItemFromVendorSlot: Vendor (%s) not found or player '%s' (%s) can't interact with him.",
vendorguid.ToString().c_str(), GetName().c_str(), GetGUID().ToString().c_str());
SendBuyError(BUY_ERR_DISTANCE_TOO_FAR, nullptr, item, 0);
return false;
}
if (!sConditionMgr->IsObjectMeetingVendorItemConditions(creature->GetEntry(), item, this, creature))
{
TC_LOG_DEBUG("condition", "Player::BuyItemFromVendorSlot: Player '%s' (%s) doesn't meed conditions for creature (Entry: %u, Item: %u)",
GetName().c_str(), GetGUID().ToString().c_str(), creature->GetEntry(), item);
SendBuyError(BUY_ERR_CANT_FIND_ITEM, creature, item, 0);
return false;
}
VendorItemData const* vItems = creature->GetVendorItems();
if (!vItems || vItems->Empty())
{
SendBuyError(BUY_ERR_CANT_FIND_ITEM, creature, item, 0);
return false;
}
if (vendorslot >= vItems->GetItemCount())
{
SendBuyError(BUY_ERR_CANT_FIND_ITEM, creature, item, 0);
return false;
}
VendorItem const* crItem = vItems->GetItem(vendorslot);
// store diff item (cheating)
if (!crItem || crItem->item != item)
{
SendBuyError(BUY_ERR_CANT_FIND_ITEM, creature, item, 0);
return false;
}
// check current item amount if it limited
if (crItem->maxcount != 0)
{
if (creature->GetVendorItemCurrentCount(crItem) < pProto->GetBuyCount() * count)
{
SendBuyError(BUY_ERR_ITEM_ALREADY_SOLD, creature, item, 0);
return false;
}
}
if (pProto->GetRequiredReputationFaction() && (uint32(GetReputationRank(pProto->GetRequiredReputationFaction())) < pProto->GetRequiredReputationRank()))
{
SendBuyError(BUY_ERR_REPUTATION_REQUIRE, creature, item, 0);
return false;
}
if (crItem->ExtendedCost)
{
// Can only buy full stacks for extended cost
if (count % pProto->GetBuyCount())
{
SendEquipError(EQUIP_ERR_CANT_BUY_QUANTITY, nullptr, nullptr);
return false;
}
uint32 stacks = count / pProto->GetBuyCount();
ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
if (!iece)
{
TC_LOG_ERROR("entities.player", "Player::BuyItemFromVendorSlot: Item %u has wrong ExtendedCost field value %u", pProto->GetId(), crItem->ExtendedCost);
return false;
}
for (uint8 i = 0; i < MAX_ITEM_EXT_COST_ITEMS; ++i)
{
if (iece->RequiredItem[i] && !HasItemCount(iece->RequiredItem[i], iece->RequiredItemCount[i] * stacks))
{
SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, nullptr, nullptr);
return false;
}
}
for (uint8 i = 0; i < MAX_ITEM_EXT_COST_CURRENCIES; ++i)
{
if (!iece->RequiredCurrency[i])
continue;
CurrencyTypesEntry const* entry = sCurrencyTypesStore.LookupEntry(iece->RequiredCurrency[i]);
if (!entry)
{
SendBuyError(BUY_ERR_CANT_FIND_ITEM, creature, item, 0);
return false;
}
if (iece->RequirementFlags & (ITEM_EXT_COST_CURRENCY_REQ_IS_SEASON_EARNED_1 << i))
{
SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, nullptr, nullptr); // Find correct error
return false;
}
else if (!HasCurrency(iece->RequiredCurrency[i], iece->RequiredCurrencyCount[i] * stacks))
{
SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, nullptr, nullptr);
return false;
}
}
// check for personal arena rating requirement
if (GetMaxPersonalArenaRatingRequirement(iece->RequiredArenaSlot) < iece->RequiredPersonalArenaRating)
{
// probably not the proper equip err
SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK, nullptr, nullptr);
return false;
}
if (iece->RequiredFactionId && uint32(GetReputationRank(iece->RequiredFactionId)) < iece->RequiredFactionStanding)
{
SendBuyError(BUY_ERR_REPUTATION_REQUIRE, creature, item, 0);
return false;
}
if (iece->RequirementFlags & ITEM_EXT_COST_FLAG_REQUIRE_GUILD && !GetGuildId())
{
SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, nullptr, nullptr); // Find correct error
return false;
}
if (iece->RequiredAchievement && !HasAchieved(iece->RequiredAchievement))
{
SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, nullptr, nullptr); // Find correct error
return false;
}
}
uint32 price = 0;
if (crItem->IsGoldRequired(pProto) && pProto->GetBuyPrice() > 0) //Assume price cannot be negative (do not know why it is int32)
{
uint32 maxCount = MAX_MONEY_AMOUNT / pProto->GetBuyPrice();
if ((uint32)count > maxCount)
{
TC_LOG_ERROR("entities.player", "Player::BuyItemFromVendorSlot: Player '%s' (%s) tried to buy item (ItemID: %u, Count: %u), causing overflow",
GetName().c_str(), GetGUID().ToString().c_str(), pProto->GetId(), (uint32)count);
count = (uint8)maxCount;
}
price = pProto->GetBuyPrice() * count; //it should not exceed MAX_MONEY_AMOUNT
// reputation discount
price = uint32(floor(price * GetReputationPriceDiscount(creature)));
if (int32 priceMod = GetTotalAuraModifier(SPELL_AURA_MOD_VENDOR_ITEMS_PRICES))
price -= CalculatePct(price, priceMod);
if (!HasEnoughMoney(uint64(price)))
{
SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, creature, item, 0);
return false;
}
}
if ((bag == NULL_BAG && slot == NULL_SLOT) || IsInventoryPos(bag, slot))
{
if (!_StoreOrEquipNewItem(vendorslot, item, count, bag, slot, price, pProto, creature, crItem, true))
return false;
}
else if (IsEquipmentPos(bag, slot))
{
if (count != 1)
{
SendEquipError(EQUIP_ERR_NOT_EQUIPPABLE, nullptr, nullptr);
return false;
}
if (!_StoreOrEquipNewItem(vendorslot, item, count, bag, slot, price, pProto, creature, crItem, false))
return false;
}
else
{
SendEquipError(EQUIP_ERR_WRONG_SLOT, nullptr, nullptr);
return false;
}
if (crItem->maxcount != 0) // bought
{
if (pProto->GetQuality() > ITEM_QUALITY_EPIC || (pProto->GetQuality() == ITEM_QUALITY_EPIC && pProto->GetBaseItemLevel() >= MinNewsItemLevel))
if (Guild* guild = GetGuild())
guild->AddGuildNews(GUILD_NEWS_ITEM_PURCHASED, GetGUID(), 0, item);
return true;
}
return false;
}
uint32 Player::GetMaxPersonalArenaRatingRequirement(uint32 minarenaslot) const
{
// returns the maximal personal arena rating that can be used to purchase items requiring this condition
// the personal rating of the arena team must match the required limit as well
// so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
uint32 max_personal_rating = 0;
for (uint8 i = minarenaslot; i < MAX_ARENA_SLOT; ++i)
{
if (ArenaTeam* at = sArenaTeamMgr->GetArenaTeamById(GetArenaTeamId(i)))
{
uint32 p_rating = GetArenaPersonalRating(i);
uint32 t_rating = at->GetRating();
p_rating = p_rating < t_rating ? p_rating : t_rating;
if (max_personal_rating < p_rating)
max_personal_rating = p_rating;
}
}
return max_personal_rating;
}
void Player::UpdateHomebindTime(uint32 time)
{
// GMs never get homebind timer online
if (m_InstanceValid || IsGameMaster())
{
if (m_HomebindTimer) // instance valid, but timer not reset
SendRaidGroupOnlyMessage(RAID_GROUP_ERR_NONE, 0);
// instance is valid, reset homebind timer
m_HomebindTimer = 0;
}
else if (m_HomebindTimer > 0)
{
if (time >= m_HomebindTimer)
{
// teleport to nearest graveyard
RepopAtGraveyard();
}
else
m_HomebindTimer -= time;
}
else
{
// instance is invalid, start homebind timer
m_HomebindTimer = 60000;
// send message to player
SendRaidGroupOnlyMessage(RAID_GROUP_ERR_REQUIREMENTS_UNMATCH, m_HomebindTimer);
TC_LOG_DEBUG("maps", "Player::UpdateHomebindTime: Player '%s' (%s) will be teleported to homebind in 60 seconds",
GetName().c_str(), GetGUID().ToString().c_str());
}
}
void Player::UpdatePvPState(bool onlyFFA)
{
/// @todo should we always synchronize UNIT_FIELD_BYTES_2, 1 of controller and controlled?
// no, we shouldn't, those are checked for affecting player by client
if (!pvpInfo.IsInNoPvPArea && !IsGameMaster()
&& (pvpInfo.IsInFFAPvPArea || sWorld->IsFFAPvPRealm()))
{
if (!IsFFAPvP())
{
SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
for (ControlList::iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr)
(*itr)->SetByteValue(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
}
}
else if (IsFFAPvP())
{
RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
for (ControlList::iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr)
(*itr)->RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
}
if (onlyFFA)
return;
if (pvpInfo.IsHostile) // in hostile area
{
if (!IsPvP() || pvpInfo.EndTimer)
UpdatePvP(true, true);
}
else // in friendly area
{
if (IsPvP() && !HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_IN_PVP) && !pvpInfo.EndTimer)
pvpInfo.EndTimer = time(nullptr); // start toggle-off
}
}
void Player::SetPvP(bool state)
{
Unit::SetPvP(state);
for (ControlList::iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr)
(*itr)->SetPvP(state);
}
void Player::UpdatePvP(bool state, bool _override)
{
if (!state || _override)
{
SetPvP(state);
pvpInfo.EndTimer = 0;
}
else
{
pvpInfo.EndTimer = time(nullptr);
SetPvP(state);
}
}
void Player::UpdatePotionCooldown(Spell* spell)
{
// no potion used i combat or still in combat
if (!m_lastPotionId || IsInCombat())
return;
// Call not from spell cast, send cooldown event for item spells if no in combat
if (!spell)
{
// spell/item pair let set proper cooldown (except non-existing charged spell cooldown spellmods for potions)
if (ItemTemplate const* proto = sObjectMgr->GetItemTemplate(m_lastPotionId))
for (uint8 idx = 0; idx < proto->Effects.size(); ++idx)
if (proto->Effects[idx]->Trigger == ITEM_SPELLTRIGGER_ON_USE)
if (SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(proto->Effects[idx]->SpellID))
GetSpellHistory()->SendCooldownEvent(spellInfo, m_lastPotionId);
}
// from spell cases (m_lastPotionId set in Spell::SendSpellCooldown)
else
GetSpellHistory()->SendCooldownEvent(spell->m_spellInfo, m_lastPotionId, spell);
m_lastPotionId = 0;
}
void Player::SetResurrectRequestData(Unit* caster, uint32 health, uint32 mana, uint32 appliedAura)
{
ASSERT(!IsResurrectRequested());
_resurrectionData.reset(new ResurrectionData());
_resurrectionData->GUID = caster->GetGUID();
_resurrectionData->Location.WorldRelocate(*caster);
_resurrectionData->Health = health;
_resurrectionData->Mana = mana;
_resurrectionData->Aura = appliedAura;
}
//slot to be excluded while counting
bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot) const
{
if (!enchantmentcondition)
return true;
SpellItemEnchantmentConditionEntry const* Condition = sSpellItemEnchantmentConditionStore.LookupEntry(enchantmentcondition);
if (!Condition)
return true;
uint8 curcount[4] = {0, 0, 0, 0};
//counting current equipped gem colors
for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
{
if (i == slot)
continue;
Item* pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (pItem2 && !pItem2->IsBroken())
{
for (ItemDynamicFieldGems const& gemData : pItem2->GetGems())
{
ItemTemplate const* gemProto = sObjectMgr->GetItemTemplate(gemData.ItemId);
if (!gemProto)
continue;
GemPropertiesEntry const* gemProperty = sGemPropertiesStore.LookupEntry(gemProto->GetGemProperties());
if (!gemProperty)
continue;
uint32 GemColor = gemProperty->Type;
for (uint8 b = 0, tmpcolormask = 1; b < 4; b++, tmpcolormask <<= 1)
if (tmpcolormask & GemColor)
++curcount[b];
}
}
}
bool activate = true;
for (uint8 i = 0; i < 5; i++)
{
if (!Condition->LTOperandType[i])
continue;
uint32 _cur_gem = curcount[Condition->LTOperandType[i] - 1];
// if have <CompareColor> use them as count, else use <value> from Condition
uint32 _cmp_gem = Condition->RTOperandType[i] ? curcount[Condition->RTOperandType[i] - 1]: Condition->RTOperand[i];
switch (Condition->Operator[i])
{
case 2: // requires less <color> than (<value> || <comparecolor>) gems
activate &= (_cur_gem < _cmp_gem) ? true : false;
break;
case 3: // requires more <color> than (<value> || <comparecolor>) gems
activate &= (_cur_gem > _cmp_gem) ? true : false;
break;
case 5: // requires at least <color> than (<value> || <comparecolor>) gems
activate &= (_cur_gem >= _cmp_gem) ? true : false;
break;
}
}
TC_LOG_DEBUG("entities.player.items", "Player::EnchantmentFitsRequirements: Checking Condition %u, there are %u Meta Gems, %u Red Gems, %u Yellow Gems and %u Blue Gems, Activate:%s",
enchantmentcondition, curcount[0], curcount[1], curcount[2], curcount[3], activate ? "yes" : "no");
return activate;
}
void Player::CorrectMetaGemEnchants(uint8 exceptslot, bool apply)
{
//cycle all equipped items
for (uint32 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
{
//enchants for the slot being socketed are handled by Player::ApplyItemMods
if (slot == exceptslot)
continue;
Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
if (!pItem || !pItem->GetSocketColor(0))
continue;
for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
{
uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
if (!enchant_id)
continue;
SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if (!enchantEntry)
continue;
uint32 condition = enchantEntry->ConditionID;
if (condition)
{
//was enchant active with/without item?
bool wasactive = EnchantmentFitsRequirements(condition, apply ? exceptslot : -1);
//should it now be?
if (wasactive ^ EnchantmentFitsRequirements(condition, apply ? -1 : exceptslot))
{
// ignore item gem conditions
//if state changed, (dis)apply enchant
ApplyEnchantment(pItem, EnchantmentSlot(enchant_slot), !wasactive, true, true);
}
}
}
}
}
//if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
void Player::ToggleMetaGemsActive(uint8 exceptslot, bool apply)
{
//cycle all equipped items
for (int slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
{
//enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recvData)
if (slot == exceptslot)
continue;
Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
if (!pItem || !pItem->GetSocketColor(0)) //if item has no sockets or no item is equipped go to next item
continue;
//cycle all (gem)enchants
for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
{
uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
if (!enchant_id) //if no enchant go to next enchant(slot)
continue;
SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if (!enchantEntry)
continue;
//only metagems to be (de)activated, so only enchants with condition
uint32 condition = enchantEntry->ConditionID;
if (condition)
ApplyEnchantment(pItem, EnchantmentSlot(enchant_slot), apply);
}
}
}
void Player::SetBattlegroundEntryPoint()
{
// Taxi path store
if (!m_taxi.empty())
{
m_bgData.mountSpell = 0;
m_bgData.taxiPath[0] = m_taxi.GetTaxiSource();
m_bgData.taxiPath[1] = m_taxi.GetTaxiDestination();
// On taxi we don't need check for dungeon
m_bgData.joinPos = WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
}
else
{
m_bgData.ClearTaxiPath();
// Mount spell id storing
if (IsMounted())
{
AuraEffectList const& auras = GetAuraEffectsByType(SPELL_AURA_MOUNTED);
if (!auras.empty())
m_bgData.mountSpell = (*auras.begin())->GetId();
}
else
m_bgData.mountSpell = 0;
// If map is dungeon find linked graveyard
if (GetMap()->IsDungeon())
{
if (const WorldSafeLocsEntry* entry = sObjectMgr->GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam()))
m_bgData.joinPos = WorldLocation(entry->MapID, entry->Loc.X, entry->Loc.Y, entry->Loc.Z, 0.0f);
else
TC_LOG_ERROR("entities.player", "Player::SetBattlegroundEntryPoint: Dungeon (MapID: %u) has no linked graveyard, setting home location as entry point.", GetMapId());
}
// If new entry point is not BG or arena set it
else if (!GetMap()->IsBattlegroundOrArena())
m_bgData.joinPos = WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
}
if (m_bgData.joinPos.m_mapId == MAPID_INVALID) // In error cases use homebind position
m_bgData.joinPos = WorldLocation(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, 0.0f);
}
void Player::SetBGTeam(uint32 team)
{
m_bgData.bgTeam = team;
SetByteValue(PLAYER_BYTES_4, PLAYER_BYTES_4_OFFSET_ARENA_FACTION, uint8(team == ALLIANCE ? 1 : 0));
}
uint32 Player::GetBGTeam() const
{
return m_bgData.bgTeam ? m_bgData.bgTeam : GetTeam();
}
void Player::LeaveBattleground(bool teleportToEntryPoint)
{
if (Battleground* bg = GetBattleground())
{
bg->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint, true);
// call after remove to be sure that player resurrected for correct cast
if (bg->isBattleground() && !IsGameMaster() && sWorld->getBoolConfig(CONFIG_BATTLEGROUND_CAST_DESERTER))
{
if (bg->GetStatus() == STATUS_IN_PROGRESS || bg->GetStatus() == STATUS_WAIT_JOIN)
{
//lets check if player was teleported from BG and schedule delayed Deserter spell cast
if (IsBeingTeleportedFar())
{
ScheduleDelayedOperation(DELAYED_SPELL_CAST_DESERTER);
return;
}
CastSpell(this, 26013, true); // Deserter
}
}
}
}
bool Player::CanJoinToBattleground(Battleground const* bg) const
{
// check Deserter debuff
if (HasAura(26013))
return false;
if (bg->isArena() && !GetSession()->HasPermission(rbac::RBAC_PERM_JOIN_ARENAS))
return false;
if (bg->IsRandom() && !GetSession()->HasPermission(rbac::RBAC_PERM_JOIN_RANDOM_BG))
return false;
if (!GetSession()->HasPermission(rbac::RBAC_PERM_JOIN_NORMAL_BG))
return false;
return true;
}
bool Player::CanReportAfkDueToLimit()
{
// a player can complain about 15 people per 5 minutes
if (m_bgData.bgAfkReportedCount++ >= 15)
return false;
return true;
}
///This player has been blamed to be inactive in a battleground
void Player::ReportedAfkBy(Player* reporter)
{
WorldPackets::Battleground::ReportPvPPlayerAFKResult reportAfkResult;
reportAfkResult.Offender = GetGUID();
Battleground* bg = GetBattleground();
// Battleground also must be in progress!
if (!bg || bg != reporter->GetBattleground() || GetTeam() != reporter->GetTeam() || bg->GetStatus() != STATUS_IN_PROGRESS)
{
reporter->SendDirectMessage(reportAfkResult.Write());
return;
}
// check if player has 'Idle' or 'Inactive' debuff
if (m_bgData.bgAfkReporter.find(reporter->GetGUID()) == m_bgData.bgAfkReporter.end() && !HasAura(43680) && !HasAura(43681) && reporter->CanReportAfkDueToLimit())
{
m_bgData.bgAfkReporter.insert(reporter->GetGUID());
// 3 players have to complain to apply debuff
if (m_bgData.bgAfkReporter.size() >= 3)
{
// cast 'Idle' spell
CastSpell(this, 43680, true);
m_bgData.bgAfkReporter.clear();
reportAfkResult.NumBlackMarksOnOffender = m_bgData.bgAfkReporter.size();
reportAfkResult.NumPlayersIHaveReported = reporter->m_bgData.bgAfkReportedCount;
reportAfkResult.Result = WorldPackets::Battleground::ReportPvPPlayerAFKResult::PVP_REPORT_AFK_SUCCESS;
}
}
reporter->SendDirectMessage(reportAfkResult.Write());
}
WorldLocation Player::GetStartPosition() const
{
PlayerInfo const* info = sObjectMgr->GetPlayerInfo(getRace(), getClass());
uint32 mapId = info->mapId;
if (getClass() == CLASS_DEATH_KNIGHT && HasSpell(50977))
mapId = 0;
return WorldLocation(mapId, info->positionX, info->positionY, info->positionZ, 0);
}
bool Player::HaveAtClient(Object const* u) const
{
return u == this || m_clientGUIDs.find(u->GetGUID()) != m_clientGUIDs.end();
}
bool Player::IsNeverVisible() const
{
if (Unit::IsNeverVisible())
return true;
if (GetSession()->PlayerLogout() || GetSession()->PlayerLoading())
return true;
return false;
}
bool Player::CanAlwaysSee(WorldObject const* obj) const
{
// Always can see self
if (m_mover == obj)
return true;
ObjectGuid guid = GetGuidValue(PLAYER_FARSIGHT);
if (!guid.IsEmpty())
if (obj->GetGUID() == guid)
return true;
return false;
}
bool Player::IsAlwaysDetectableFor(WorldObject const* seer) const
{
if (Unit::IsAlwaysDetectableFor(seer))
return true;
if (const Player* seerPlayer = seer->ToPlayer())
if (IsGroupVisibleFor(seerPlayer))
return !(seerPlayer->duel && seerPlayer->duel->startTime != 0 && seerPlayer->duel->opponent == this);
return false;
}
bool Player::IsVisibleGloballyFor(Player const* u) const
{
if (!u)
return false;
// Always can see self
if (u == this)
return true;
// Visible units, always are visible for all players
if (IsVisible())
return true;
// GMs are visible for higher gms (or players are visible for gms)
if (!AccountMgr::IsPlayerAccount(u->GetSession()->GetSecurity()))
return GetSession()->GetSecurity() <= u->GetSession()->GetSecurity();
// non faction visibility non-breakable for non-GMs
return false;
}
template<class T>
inline void UpdateVisibilityOf_helper(GuidUnorderedSet& s64, T* target, std::set<Unit*>& /*v*/)
{
s64.insert(target->GetGUID());
}
template<>
inline void UpdateVisibilityOf_helper(GuidUnorderedSet& s64, GameObject* target, std::set<Unit*>& /*v*/)
{
// @HACK: This is to prevent objects like deeprun tram from disappearing when player moves far from its spawn point while riding it
// But exclude stoppable elevators from this hack - they would be teleporting from one end to another
// if affected transports move so far horizontally that it causes them to run out of visibility range then you are out of luck
// fix visibility instead of adding hacks here
if (!target->IsDynTransport())
s64.insert(target->GetGUID());
}
template<>
inline void UpdateVisibilityOf_helper(GuidUnorderedSet& s64, Creature* target, std::set<Unit*>& v)
{
s64.insert(target->GetGUID());
v.insert(target);
}
template<>
inline void UpdateVisibilityOf_helper(GuidUnorderedSet& s64, Player* target, std::set<Unit*>& v)
{
s64.insert(target->GetGUID());
v.insert(target);
}
template<class T>
inline void BeforeVisibilityDestroy(T* /*t*/, Player* /*p*/) { }
template<>
inline void BeforeVisibilityDestroy<Creature>(Creature* t, Player* p)
{
if (p->GetPetGUID() == t->GetGUID() && t->IsPet())
t->ToPet()->Remove(PET_SAVE_NOT_IN_SLOT, true);
}
void Player::UpdateVisibilityOf(WorldObject* target)
{
if (HaveAtClient(target))
{
if (!CanSeeOrDetect(target, false, true))
{
if (target->GetTypeId() == TYPEID_UNIT)
BeforeVisibilityDestroy<Creature>(target->ToCreature(), this);
target->DestroyForPlayer(this);
m_clientGUIDs.erase(target->GetGUID());
#ifdef TRINITY_DEBUG
TC_LOG_DEBUG("maps", "%s out of range for %s. Distance = %f", target->GetGUID().ToString().c_str(), GetGUID().ToString().c_str(), GetDistance(target));
#endif
}
}
else
{
if (CanSeeOrDetect(target, false, true))
{
target->SendUpdateToPlayer(this);
m_clientGUIDs.insert(target->GetGUID());
#ifdef TRINITY_DEBUG
TC_LOG_DEBUG("maps", "%s is visible now for %s. Distance = %f", target->GetGUID().ToString().c_str(), GetGUID().ToString().c_str(), GetDistance(target));
#endif
// target aura duration for caster show only if target exist at caster client
// send data at target visibility change (adding to client)
if (target->isType(TYPEMASK_UNIT))
SendInitialVisiblePackets(static_cast<Unit*>(target));
}
}
}
void Player::UpdateTriggerVisibility()
{
if (m_clientGUIDs.empty())
return;
if (!IsInWorld())
return;
UpdateData udata(GetMapId());
WorldPacket packet;
for (auto itr = m_clientGUIDs.begin(); itr != m_clientGUIDs.end(); ++itr)
{
if (itr->IsCreatureOrVehicle())
{
Creature* creature = GetMap()->GetCreature(*itr);
// Update fields of triggers, transformed units or unselectable units (values dependent on GM state)
if (!creature || (!creature->IsTrigger() && !creature->HasAuraType(SPELL_AURA_TRANSFORM) && !creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE)))
continue;
creature->SetFieldNotifyFlag(UF_FLAG_PUBLIC);
creature->BuildValuesUpdateBlockForPlayer(&udata, this);
creature->RemoveFieldNotifyFlag(UF_FLAG_PUBLIC);
}
else if (itr->IsAnyTypeGameObject())
{
GameObject* go = GetMap()->GetGameObject(*itr);
if (!go)
continue;
go->SetFieldNotifyFlag(UF_FLAG_PUBLIC);
go->BuildValuesUpdateBlockForPlayer(&udata, this);
go->RemoveFieldNotifyFlag(UF_FLAG_PUBLIC);
}
}
if (!udata.HasData())
return;
udata.BuildPacket(&packet);
GetSession()->SendPacket(&packet);
}
void Player::SendInitialVisiblePackets(Unit* target) const
{
SendAurasForTarget(target);
if (target->IsAlive())
{
if (target->HasUnitState(UNIT_STATE_MELEE_ATTACKING) && target->GetVictim())
target->SendMeleeAttackStart(target->GetVictim());
}
}
template<class T>
void Player::UpdateVisibilityOf(T* target, UpdateData& data, std::set<Unit*>& visibleNow)
{
if (HaveAtClient(target))
{
if (!CanSeeOrDetect(target, false, true))
{
BeforeVisibilityDestroy<T>(target, this);
target->BuildOutOfRangeUpdateBlock(&data);
m_clientGUIDs.erase(target->GetGUID());
#ifdef TRINITY_DEBUG
TC_LOG_DEBUG("maps", "Object %s (%u) is out of range for %s. Distance = %f", target->GetGUID().ToString().c_str(), target->GetEntry(), GetGUID().ToString().c_str(), GetDistance(target));
#endif
}
}
else //if (visibleNow.size() < 30 || target->GetTypeId() == TYPEID_UNIT && target->ToCreature()->IsVehicle())
{
if (CanSeeOrDetect(target, false, true))
{
target->BuildCreateUpdateBlockForPlayer(&data, this);
UpdateVisibilityOf_helper(m_clientGUIDs, target, visibleNow);
#ifdef TRINITY_DEBUG
TC_LOG_DEBUG("maps", "Object %s (%u) is visible now for %s. Distance = %f", target->GetGUID().ToString().c_str(), target->GetEntry(), GetGUID().ToString().c_str(), GetDistance(target));
#endif
}
}
}
template void Player::UpdateVisibilityOf(Player* target, UpdateData& data, std::set<Unit*>& visibleNow);
template void Player::UpdateVisibilityOf(Creature* target, UpdateData& data, std::set<Unit*>& visibleNow);
template void Player::UpdateVisibilityOf(Corpse* target, UpdateData& data, std::set<Unit*>& visibleNow);
template void Player::UpdateVisibilityOf(GameObject* target, UpdateData& data, std::set<Unit*>& visibleNow);
template void Player::UpdateVisibilityOf(DynamicObject* target, UpdateData& data, std::set<Unit*>& visibleNow);
template void Player::UpdateVisibilityOf(AreaTrigger* target, UpdateData& data, std::set<Unit*>& visibleNow);
void Player::UpdateObjectVisibility(bool forced)
{
// Prevent updating visibility if player is not in world (example: LoadFromDB sets drunkstate which updates invisibility while player is not in map)
if (!IsInWorld())
return;
if (!forced)
AddToNotify(NOTIFY_VISIBILITY_CHANGED);
else
{
Unit::UpdateObjectVisibility(true);
UpdateVisibilityForPlayer();
}
}
void Player::UpdateVisibilityForPlayer()
{
// updates visibility of all objects around point of view for current player
Trinity::VisibleNotifier notifier(*this);
m_seer->VisitNearbyObject(GetSightRange(), notifier);
notifier.SendToSelf(); // send gathered data
}
void Player::InitPrimaryProfessions()
{
SetFreePrimaryProfessions(sWorld->getIntConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL));
}
bool Player::ModifyMoney(int64 amount, bool sendError /*= true*/)
{
if (!amount)
return true;
sScriptMgr->OnPlayerMoneyChanged(this, amount);
if (amount < 0)
SetMoney(GetMoney() > uint64(-amount) ? GetMoney() + amount : 0);
else
{
if (GetMoney() < MAX_MONEY_AMOUNT - static_cast<uint64>(amount))
SetMoney(GetMoney() + amount);
else
{
sScriptMgr->OnPlayerMoneyLimit(this, amount);
if (sendError)
SendEquipError(EQUIP_ERR_TOO_MUCH_GOLD, nullptr, nullptr);
return false;
}
}
return true;
}
bool Player::HasEnoughMoney(int64 amount) const
{
if (amount > 0)
return (GetMoney() >= (uint64) amount);
return true;
}
void Player::SetMoney(uint64 value)
{
SetUInt64Value(PLAYER_FIELD_COINAGE, value);
MoneyChanged(value);
UpdateCriteria(CRITERIA_TYPE_HIGHEST_GOLD_VALUE_OWNED);
}
bool Player::IsQuestRewarded(uint32 quest_id) const
{
return m_RewardedQuests.find(quest_id) != m_RewardedQuests.end();
}
Unit* Player::GetSelectedUnit() const
{
ObjectGuid selectionGUID = GetTarget();
if (!selectionGUID.IsEmpty())
return ObjectAccessor::GetUnit(*this, selectionGUID);
return nullptr;
}
Player* Player::GetSelectedPlayer() const
{
ObjectGuid selectionGUID = GetTarget();
if (!selectionGUID.IsEmpty())
return ObjectAccessor::GetPlayer(*this, selectionGUID);
return nullptr;
}
void Player::AddComboPoints(int8 count, Spell* spell)
{
if (!count)
return;
int8 comboPoints = spell ? spell->m_comboPointGain : GetPower(POWER_COMBO_POINTS);
// without combo points lost (duration checked in aura)
RemoveAurasByType(SPELL_AURA_RETAIN_COMBO_POINTS);
comboPoints += count;
if (comboPoints > 5)
comboPoints = 5;
else if (comboPoints < 0)
comboPoints = 0;
if (!spell)
SetPower(POWER_COMBO_POINTS, comboPoints);
else
spell->m_comboPointGain = comboPoints;
}
void Player::GainSpellComboPoints(int8 count)
{
if (!count)
return;
int8 cp = GetPower(POWER_COMBO_POINTS);
cp += count;
if (cp > 5) cp = 5;
else if (cp < 0) cp = 0;
SetPower(POWER_COMBO_POINTS, cp);
}
void Player::ClearComboPoints()
{
// without combopoints lost (duration checked in aura)
RemoveAurasByType(SPELL_AURA_RETAIN_COMBO_POINTS);
SetPower(POWER_COMBO_POINTS, 0);
}
void Player::SetGroup(Group* group, int8 subgroup)
{
if (group == nullptr)
m_group.unlink();
else
{
// never use SetGroup without a subgroup unless you specify NULL for group
ASSERT(subgroup >= 0);
m_group.link(group, this);
m_group.setSubGroup((uint8)subgroup);
}
UpdateObjectVisibility(false);
}
void Player::SendInitialPacketsBeforeAddToMap()
{
if (!(m_teleport_options & TELE_TO_SEAMLESS))
{
m_movementCounter = 0;
ResetTimeSync();
}
SendTimeSync();
/// Pass 'this' as argument because we're not stored in ObjectAccessor yet
GetSocial()->SendSocialList(this, SOCIAL_FLAG_ALL);
/// SMSG_BINDPOINTUPDATE
SendBindPointUpdate();
// SMSG_SET_PROFICIENCY
// SMSG_SET_PCT_SPELL_MODIFIER
// SMSG_SET_FLAT_SPELL_MODIFIER
/// SMSG_TALENTS_INFO
SendTalentsInfoData();
/// SMSG_INITIAL_SPELLS
SendKnownSpells();
/// SMSG_SEND_UNLEARN_SPELLS
SendDirectMessage(WorldPackets::Spells::SendUnlearnSpells().Write());
/// SMSG_SEND_SPELL_HISTORY
WorldPackets::Spells::SendSpellHistory sendSpellHistory;
GetSpellHistory()->WritePacket(&sendSpellHistory);
SendDirectMessage(sendSpellHistory.Write());
/// SMSG_SEND_SPELL_CHARGES
WorldPackets::Spells::SendSpellCharges sendSpellCharges;
GetSpellHistory()->WritePacket(&sendSpellCharges);
SendDirectMessage(sendSpellCharges.Write());
WorldPackets::Talent::ActiveGlyphs activeGlyphs;
activeGlyphs.Glyphs.reserve(GetGlyphs(GetActiveTalentGroup()).size());
for (uint32 glyphId : GetGlyphs(GetActiveTalentGroup()))
if (std::vector<uint32> const* bindableSpells = sDB2Manager.GetGlyphBindableSpells(glyphId))
for (uint32 bindableSpell : *bindableSpells)
if (HasSpell(bindableSpell) && m_overrideSpells.find(bindableSpell) == m_overrideSpells.end())
activeGlyphs.Glyphs.emplace_back(uint32(bindableSpell), uint16(glyphId));
activeGlyphs.IsFullUpdate = true;
SendDirectMessage(activeGlyphs.Write());
/// SMSG_ACTION_BUTTONS
SendInitialActionButtons();
/// SMSG_INITIALIZE_FACTIONS
m_reputationMgr->SendInitialReputations();
/// SMSG_SETUP_CURRENCY
SendCurrencies();
/// SMSG_EQUIPMENT_SET_LIST
SendEquipmentSetList();
m_achievementMgr->SendAllData(this);
/// SMSG_LOGIN_SETTIMESPEED
static float const TimeSpeed = 0.01666667f;
WorldPackets::Misc::LoginSetTimeSpeed loginSetTimeSpeed;
loginSetTimeSpeed.NewSpeed = TimeSpeed;
loginSetTimeSpeed.GameTime = sWorld->GetGameTime();
loginSetTimeSpeed.ServerTime = sWorld->GetGameTime();
loginSetTimeSpeed.GameTimeHolidayOffset = 0; /// @todo
loginSetTimeSpeed.ServerTimeHolidayOffset = 0; /// @todo
SendDirectMessage(loginSetTimeSpeed.Write());
/// SMSG_WORLD_SERVER_INFO
WorldPackets::Misc::WorldServerInfo worldServerInfo;
worldServerInfo.InstanceGroupSize = GetMap()->GetMapDifficulty()->MaxPlayers;
worldServerInfo.IsTournamentRealm = 0; /// @todo
// worldServerInfo.RestrictedAccountMaxLevel; /// @todo
// worldServerInfo.RestrictedAccountMaxMoney; /// @todo
worldServerInfo.DifficultyID = GetMap()->GetDifficultyID();
// worldServerInfo.XRealmPvpAlert; /// @todo
SendDirectMessage(worldServerInfo.Write());
// SMSG_ACCOUNT_MOUNT_UPDATE
WorldPackets::Misc::AccountMountUpdate mountUpdate;
mountUpdate.IsFullUpdate = true;
mountUpdate.Mounts = &GetSession()->GetCollectionMgr()->GetAccountMounts();
SendDirectMessage(mountUpdate.Write());
// SMSG_ACCOUNT_TOYS_UPDATE
WorldPackets::Toy::AccountToysUpdate toysUpdate;
toysUpdate.IsFullUpdate = true;
toysUpdate.Toys = &GetSession()->GetCollectionMgr()->GetAccountToys();
SendDirectMessage(toysUpdate.Write());
// SMSG_ACCOUNT_HEIRLOOM_UPDATE
WorldPackets::Misc::AccountHeirloomUpdate heirloomUpdate;
heirloomUpdate.IsFullUpdate = true;
heirloomUpdate.Heirlooms = &GetSession()->GetCollectionMgr()->GetAccountHeirlooms();
SendDirectMessage(heirloomUpdate.Write());
GetSession()->GetCollectionMgr()->SendFavoriteAppearances();
WorldPackets::Character::InitialSetup initialSetup;
initialSetup.ServerExpansionLevel = sWorld->getIntConfig(CONFIG_EXPANSION);
SendDirectMessage(initialSetup.Write());
SetMover(this);
}
void Player::SendInitialPacketsAfterAddToMap()
{
UpdateVisibilityForPlayer();
// update zone
uint32 newzone, newarea;
GetZoneAndAreaId(newzone, newarea);
UpdateZone(newzone, newarea); // also call SendInitWorldStates();
GetSession()->SendLoadCUFProfiles();
CastSpell(this, 836, true); // LOGINEFFECT
// set some aura effects that send packet to player client after add player to map
// SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
// same auras state lost at far teleport, send it one more time in this case also
static const AuraType auratypes[] =
{
SPELL_AURA_MOD_FEAR, SPELL_AURA_TRANSFORM, SPELL_AURA_WATER_WALK,
SPELL_AURA_FEATHER_FALL, SPELL_AURA_HOVER, SPELL_AURA_SAFE_FALL,
SPELL_AURA_FLY, SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED, SPELL_AURA_NONE
};
for (AuraType const* itr = &auratypes[0]; itr && itr[0] != SPELL_AURA_NONE; ++itr)
{
Unit::AuraEffectList const& auraList = GetAuraEffectsByType(*itr);
if (!auraList.empty())
auraList.front()->HandleEffect(this, AURA_EFFECT_HANDLE_SEND_FOR_CLIENT, true);
}
if (HasAuraType(SPELL_AURA_MOD_STUN))
SetRooted(true);
WorldPackets::Movement::MoveSetCompoundState setCompoundState;
// manual send package (have code in HandleEffect(this, AURA_EFFECT_HANDLE_SEND_FOR_CLIENT, true); that must not be re-applied.
if (HasAuraType(SPELL_AURA_MOD_ROOT) || HasAuraType(SPELL_AURA_MOD_ROOT_2))
setCompoundState.StateChanges.emplace_back(SMSG_MOVE_ROOT, m_movementCounter++);
if (HasAuraType(SPELL_AURA_FEATHER_FALL))
setCompoundState.StateChanges.emplace_back(SMSG_MOVE_SET_FEATHER_FALL, m_movementCounter++);
if (HasAuraType(SPELL_AURA_WATER_WALK))
setCompoundState.StateChanges.emplace_back(SMSG_MOVE_SET_WATER_WALK, m_movementCounter++);
if (HasAuraType(SPELL_AURA_HOVER))
setCompoundState.StateChanges.emplace_back(SMSG_MOVE_SET_HOVERING, m_movementCounter++);
if (HasAuraType(SPELL_AURA_CAN_TURN_WHILE_FALLING))
setCompoundState.StateChanges.emplace_back(SMSG_MOVE_SET_CAN_TURN_WHILE_FALLING, m_movementCounter++);
if (HasAura(SPELL_DH_DOUBLE_JUMP))
setCompoundState.StateChanges.emplace_back(SMSG_MOVE_ENABLE_DOUBLE_JUMP, m_movementCounter++);
if (!setCompoundState.StateChanges.empty())
{
setCompoundState.MoverGUID = GetGUID();
SendDirectMessage(setCompoundState.Write());
}
SendAurasForTarget(this);
SendEnchantmentDurations(); // must be after add to map
SendItemDurations(); // must be after add to map
if (GetMap()->IsRaid())
{
m_prevMapDifficulty = GetMap()->GetDifficultyID();
DifficultyEntry const* difficulty = sDifficultyStore.AssertEntry(m_prevMapDifficulty);
SendRaidDifficulty((difficulty->Flags & DIFFICULTY_FLAG_LEGACY) != 0, m_prevMapDifficulty);
}
else if (GetMap()->IsNonRaidDungeon())
{
m_prevMapDifficulty = GetMap()->GetDifficultyID();
SendDungeonDifficulty(m_prevMapDifficulty);
}
else if (!GetMap()->Instanceable())
{
DifficultyEntry const* difficulty = sDifficultyStore.AssertEntry(m_prevMapDifficulty);
SendRaidDifficulty((difficulty->Flags & DIFFICULTY_FLAG_LEGACY) != 0);
}
if (_garrison)
_garrison->SendRemoteInfo();
}
void Player::SendUpdateToOutOfRangeGroupMembers()
{
if (m_groupUpdateMask == GROUP_UPDATE_FLAG_NONE)
return;
if (Group* group = GetGroup())
group->UpdatePlayerOutOfRange(this);
m_groupUpdateMask = GROUP_UPDATE_FLAG_NONE;
if (Pet* pet = GetPet())
pet->ResetGroupUpdateFlag();
}
void Player::SendTransferAborted(uint32 mapid, TransferAbortReason reason, uint8 arg) const
{
WorldPackets::Movement::TransferAborted transferAborted;
transferAborted.MapID = mapid;
transferAborted.Arg = arg;
transferAborted.TransfertAbort = reason;
GetSession()->SendPacket(transferAborted.Write());
}
void Player::SendInstanceResetWarning(uint32 mapid, Difficulty difficulty, uint32 time, bool welcome) const
{
// type of warning, based on the time remaining until reset
uint32 type;
if (welcome)
type = RAID_INSTANCE_WELCOME;
else if (time > 21600)
type = RAID_INSTANCE_WELCOME;
else if (time > 3600)
type = RAID_INSTANCE_WARNING_HOURS;
else if (time > 300)
type = RAID_INSTANCE_WARNING_MIN;
else
type = RAID_INSTANCE_WARNING_MIN_SOON;
WorldPackets::Instance::RaidInstanceMessage raidInstanceMessage;
raidInstanceMessage.Type = type;
raidInstanceMessage.MapID = mapid;
raidInstanceMessage.DifficultyID = difficulty;
if (InstancePlayerBind const* bind = GetBoundInstance(mapid, difficulty))
raidInstanceMessage.Locked = bind->perm;
else
raidInstanceMessage.Locked = false;
raidInstanceMessage.Extended = false;
GetSession()->SendPacket(raidInstanceMessage.Write());
}
void Player::ApplyEquipCooldown(Item* pItem)
{
ItemTemplate const* proto = pItem->GetTemplate();
if (proto->GetFlags() & ITEM_FLAG_NO_EQUIP_COOLDOWN)
return;
for (uint8 i = 0; i < proto->Effects.size(); ++i)
{
ItemEffectEntry const* effectData = proto->Effects[i];
// wrong triggering type
if (effectData->Trigger != ITEM_SPELLTRIGGER_ON_USE)
continue;
// Don't replace longer cooldowns by equip cooldown if we have any.
if (GetSpellHistory()->GetRemainingCooldown(sSpellMgr->AssertSpellInfo(effectData->SpellID)) > 30 * IN_MILLISECONDS)
continue;
GetSpellHistory()->AddCooldown(effectData->SpellID, pItem->GetEntry(), std::chrono::seconds(30));
WorldPackets::Item::ItemCooldown data;
data.ItemGuid = pItem->GetGUID();
data.SpellID = effectData->SpellID;
data.Cooldown = 30 * IN_MILLISECONDS; // Always 30secs?
GetSession()->SendPacket(data.Write());
}
}
void Player::ResetSpells(bool myClassOnly)
{
// not need after this call
if (HasAtLoginFlag(AT_LOGIN_RESET_SPELLS))
RemoveAtLoginFlag(AT_LOGIN_RESET_SPELLS, true);
// make full copy of map (spells removed and marked as deleted at another spell remove
// and we can't use original map for safe iterative with visit each spell at loop end
PlayerSpellMap smap = GetSpellMap();
uint32 family;
if (myClassOnly)
{
ChrClassesEntry const* clsEntry = sChrClassesStore.LookupEntry(getClass());
if (!clsEntry)
return;
family = clsEntry->SpellClassSet;
for (PlayerSpellMap::const_iterator iter = smap.begin(); iter != smap.end(); ++iter)
{
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(iter->first);
if (!spellInfo)
continue;
// skip server-side/triggered spells
if (spellInfo->SpellLevel == 0)
continue;
// skip wrong class/race skills
if (!IsSpellFitByClassAndRace(spellInfo->Id))
continue;
// skip other spell families
if (spellInfo->SpellFamilyName != family)
continue;
// skip broken spells
if (!SpellMgr::IsSpellValid(spellInfo, this, false))
continue;
}
}
else
for (PlayerSpellMap::const_iterator iter = smap.begin(); iter != smap.end(); ++iter)
RemoveSpell(iter->first, false, false); // only iter->first can be accessed, object by iter->second can be deleted already
LearnDefaultSkills();
LearnCustomSpells();
LearnQuestRewardedSpells();
}
void Player::LearnCustomSpells()
{
if (!sWorld->getBoolConfig(CONFIG_START_ALL_SPELLS))
return;
// learn default race/class spells
PlayerInfo const* info = sObjectMgr->GetPlayerInfo(getRace(), getClass());
for (PlayerCreateInfoSpells::const_iterator itr = info->customSpells.begin(); itr != info->customSpells.end(); ++itr)
{
uint32 tspell = *itr;
TC_LOG_DEBUG("entities.player.loading", "Player::LearnCustomSpells: Player '%s' (%s, Class: %u Race: %u): Adding initial spell (SpellID: %u)",
GetName().c_str(), GetGUID().ToString().c_str(), uint32(getClass()), uint32(getRace()), tspell);
if (!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add
AddSpell(tspell, true, true, true, false);
else // but send in normal spell in game learn case
LearnSpell(tspell, true);
}
}
void Player::LearnDefaultSkills()
{
// learn default race/class skills
PlayerInfo const* info = sObjectMgr->GetPlayerInfo(getRace(), getClass());
for (PlayerCreateInfoSkills::const_iterator itr = info->skills.begin(); itr != info->skills.end(); ++itr)
{
SkillRaceClassInfoEntry const* rcInfo = *itr;
if (HasSkill(rcInfo->SkillID))
continue;
if (rcInfo->MinLevel > getLevel())
continue;
LearnDefaultSkill(rcInfo);
}
}
void Player::LearnDefaultSkill(SkillRaceClassInfoEntry const* rcInfo)
{
uint16 skillId = rcInfo->SkillID;
switch (GetSkillRangeType(rcInfo))
{
case SKILL_RANGE_LANGUAGE:
SetSkill(skillId, 0, 300, 300);
break;
case SKILL_RANGE_LEVEL:
{
uint16 skillValue = 1;
uint16 maxValue = GetMaxSkillValueForLevel();
if (rcInfo->Flags & SKILL_FLAG_ALWAYS_MAX_VALUE)
skillValue = maxValue;
else if (getClass() == CLASS_DEATH_KNIGHT)
skillValue = std::min(std::max<uint16>({ 1, uint16((getLevel() - 1) * 5) }), maxValue);
else if (skillId == SKILL_FIST_WEAPONS)
skillValue = std::max<uint16>(1, GetSkillValue(SKILL_UNARMED));
SetSkill(skillId, 0, skillValue, maxValue);
break;
}
case SKILL_RANGE_MONO:
SetSkill(skillId, 0, 1, 1);
break;
case SKILL_RANGE_RANK:
{
uint16 rank = 1;
if (getClass() == CLASS_DEATH_KNIGHT && skillId == SKILL_FIRST_AID)
rank = 4;
SkillTiersEntry const* tier = sObjectMgr->GetSkillTier(rcInfo->SkillTierID);
uint16 maxValue = tier->Value[std::max<int32>(rank - 1, 0)];
uint16 skillValue = 1;
if (rcInfo->Flags & SKILL_FLAG_ALWAYS_MAX_VALUE)
skillValue = maxValue;
else if (getClass() == CLASS_DEATH_KNIGHT)
skillValue = std::min(std::max(uint16(1), uint16((getLevel() - 1) * 5)), maxValue);
SetSkill(skillId, rank, skillValue, maxValue);
break;
}
default:
break;
}
}
void Player::LearnQuestRewardedSpells(Quest const* quest)
{
int32 spell_id = quest->GetRewSpell();
uint32 src_spell_id = quest->GetSrcSpell();
// skip quests without rewarded spell
if (!spell_id)
return;
// if RewSpellCast = -1 we remove aura do to SrcSpell from player.
if (spell_id == -1 && src_spell_id)
{
RemoveAurasDueToSpell(src_spell_id);
return;
}
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spell_id);
if (!spellInfo)
return;
// check learned spells state
bool found = false;
for (SpellEffectInfo const* effect : spellInfo->GetEffectsForDifficulty(DIFFICULTY_NONE))
{
if (effect && effect->Effect == SPELL_EFFECT_LEARN_SPELL && !HasSpell(effect->TriggerSpell))
{
found = true;
break;
}
}
// skip quests with not teaching spell or already known spell
if (!found)
return;
SpellEffectInfo const* effect = spellInfo->GetEffect(DIFFICULTY_NONE, EFFECT_0);
if (!effect)
return;
uint32 learned_0 = effect->TriggerSpell;
if (!HasSpell(learned_0))
{
SpellInfo const* learnedInfo = sSpellMgr->GetSpellInfo(learned_0);
if (!learnedInfo)
return;
// profession specialization can be re-learned from npc
if (learnedInfo->GetEffect(EFFECT_0)->Effect == SPELL_EFFECT_TRADE_SKILL && learnedInfo->GetEffect(EFFECT_1)->Effect == 0 && !learnedInfo->SpellLevel)
return;
}
CastSpell(this, spell_id, true);
}
void Player::LearnQuestRewardedSpells()
{
// learn spells received from quest completing
for (RewardedQuestSet::const_iterator itr = m_RewardedQuests.begin(); itr != m_RewardedQuests.end(); ++itr)
{
Quest const* quest = sObjectMgr->GetQuestTemplate(*itr);
if (!quest)
continue;
LearnQuestRewardedSpells(quest);
}
}
void Player::LearnSkillRewardedSpells(uint32 skillId, uint32 skillValue)
{
// bad hack to work around data being suited only for the client - AcquireMethod == SKILL_LINE_ABILITY_LEARNED_ON_SKILL_LEARN for riding
// client uses it to show riding in spellbook as trainable
if (skillId == SKILL_RIDING)
return;
uint32 raceMask = getRaceMask();
uint32 classMask = getClassMask();
for (uint32 j = 0; j < sSkillLineAbilityStore.GetNumRows(); ++j)
{
SkillLineAbilityEntry const* ability = sSkillLineAbilityStore.LookupEntry(j);
if (!ability || ability->SkillLine != skillId)
continue;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(ability->SpellID);
if (!spellInfo)
continue;
if (ability->AcquireMethod != SKILL_LINE_ABILITY_LEARNED_ON_SKILL_VALUE && ability->AcquireMethod != SKILL_LINE_ABILITY_LEARNED_ON_SKILL_LEARN)
continue;
// Check race if set
if (ability->RaceMask && !(ability->RaceMask & raceMask))
continue;
// Check class if set
if (ability->ClassMask && !(ability->ClassMask & classMask))
continue;
// check level, skip class spells if not high enough
if (getLevel() < spellInfo->SpellLevel)
continue;
// need unlearn spell
if (skillValue < ability->MinSkillLineRank && ability->AcquireMethod == SKILL_LINE_ABILITY_LEARNED_ON_SKILL_VALUE)
RemoveSpell(ability->SpellID);
// need learn
else if (!IsInWorld())
AddSpell(ability->SpellID, true, true, true, false, false, ability->SkillLine);
else
LearnSpell(ability->SpellID, true, ability->SkillLine);
}
}
void Player::SendAurasForTarget(Unit* target) const
{
if (!target || target->GetVisibleAuras().empty()) // speedup things
return;
Unit::VisibleAuraContainer const& visibleAuras = target->GetVisibleAuras();
WorldPackets::Spells::AuraUpdate update;
update.UpdateAll = true;
update.UnitGUID = target->GetGUID();
update.Auras.reserve(visibleAuras.size());
for (AuraApplication* auraApp : visibleAuras)
{
WorldPackets::Spells::AuraInfo auraInfo;
auraApp->BuildUpdatePacket(auraInfo, false);
update.Auras.push_back(auraInfo);
}
GetSession()->SendPacket(update.Write());
}
void Player::SetDailyQuestStatus(uint32 quest_id)
{
if (Quest const* qQuest = sObjectMgr->GetQuestTemplate(quest_id))
{
if (!qQuest->IsDFQuest())
{
AddDynamicValue(PLAYER_DYNAMIC_FIELD_DAILY_QUESTS, quest_id);
m_lastDailyQuestTime = time(nullptr); // last daily quest time
m_DailyQuestChanged = true;
}
else
{
m_DFQuests.insert(quest_id);
m_lastDailyQuestTime = time(nullptr);
m_DailyQuestChanged = true;
}
}
}
void Player::SetWeeklyQuestStatus(uint32 quest_id)
{
m_weeklyquests.insert(quest_id);
m_WeeklyQuestChanged = true;
}
void Player::SetSeasonalQuestStatus(uint32 quest_id)
{
Quest const* quest = sObjectMgr->GetQuestTemplate(quest_id);
if (!quest)
return;
m_seasonalquests[sGameEventMgr->GetEventIdForQuest(quest)].insert(quest_id);
m_SeasonalQuestChanged = true;
}
void Player::SetMonthlyQuestStatus(uint32 quest_id)
{
m_monthlyquests.insert(quest_id);
m_MonthlyQuestChanged = true;
}
void Player::DailyReset()
{
for (uint32 questId : GetDynamicValues(PLAYER_DYNAMIC_FIELD_DAILY_QUESTS))
if (uint32 questBit = sDB2Manager.GetQuestUniqueBitFlag(questId))
SetQuestCompletedBit(questBit, false);
WorldPackets::Quest::DailyQuestsReset dailyQuestsReset;
dailyQuestsReset.Count = int32(GetDynamicValues(PLAYER_DYNAMIC_FIELD_DAILY_QUESTS).size());
SendDirectMessage(dailyQuestsReset.Write());
ClearDynamicValue(PLAYER_DYNAMIC_FIELD_DAILY_QUESTS);
m_DFQuests.clear(); // Dungeon Finder Quests.
// DB data deleted in caller
m_DailyQuestChanged = false;
m_lastDailyQuestTime = 0;
if (_garrison)
_garrison->ResetFollowerActivationLimit();
}
void Player::ResetWeeklyQuestStatus()
{
if (m_weeklyquests.empty())
return;
for (uint32 questId : m_weeklyquests)
if (uint32 questBit = sDB2Manager.GetQuestUniqueBitFlag(questId))
SetQuestCompletedBit(questBit, false);
m_weeklyquests.clear();
// DB data deleted in caller
m_WeeklyQuestChanged = false;
}
void Player::ResetSeasonalQuestStatus(uint16 event_id)
{
auto eventItr = m_seasonalquests.find(event_id);
if (eventItr == m_seasonalquests.end())
return;
if (eventItr->second.empty())
return;
for (uint32 questId : eventItr->second)
if (uint32 questBit = sDB2Manager.GetQuestUniqueBitFlag(questId))
SetQuestCompletedBit(questBit, false);
m_seasonalquests.erase(eventItr);
// DB data deleted in caller
m_SeasonalQuestChanged = false;
}
void Player::ResetMonthlyQuestStatus()
{
if (m_monthlyquests.empty())
return;
for (uint32 questId : m_monthlyquests)
if (uint32 questBit = sDB2Manager.GetQuestUniqueBitFlag(questId))
SetQuestCompletedBit(questBit, false);
m_monthlyquests.clear();
// DB data deleted in caller
m_MonthlyQuestChanged = false;
}
Battleground* Player::GetBattleground() const
{
if (GetBattlegroundId() == 0)
return nullptr;
return sBattlegroundMgr->GetBattleground(GetBattlegroundId(), m_bgData.bgTypeID);
}
uint32 Player::GetBattlegroundQueueJoinTime(BattlegroundQueueTypeId bgQueueTypeId) const
{
for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
if (m_bgBattlegroundQueueID[i].bgQueueTypeId == bgQueueTypeId)
return m_bgBattlegroundQueueID[i].joinTime;
return 0;
}
bool Player::InBattlegroundQueue() const
{
for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
if (m_bgBattlegroundQueueID[i].bgQueueTypeId != BATTLEGROUND_QUEUE_NONE)
return true;
return false;
}
BattlegroundQueueTypeId Player::GetBattlegroundQueueTypeId(uint32 index) const
{
if (index < PLAYER_MAX_BATTLEGROUND_QUEUES)
return m_bgBattlegroundQueueID[index].bgQueueTypeId;
return BATTLEGROUND_QUEUE_NONE;
}
uint32 Player::GetBattlegroundQueueIndex(BattlegroundQueueTypeId bgQueueTypeId) const
{
for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
if (m_bgBattlegroundQueueID[i].bgQueueTypeId == bgQueueTypeId)
return i;
return PLAYER_MAX_BATTLEGROUND_QUEUES;
}
bool Player::IsInvitedForBattlegroundQueueType(BattlegroundQueueTypeId bgQueueTypeId) const
{
for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
if (m_bgBattlegroundQueueID[i].bgQueueTypeId == bgQueueTypeId)
return m_bgBattlegroundQueueID[i].invitedToInstance != 0;
return false;
}
bool Player::InBattlegroundQueueForBattlegroundQueueType(BattlegroundQueueTypeId bgQueueTypeId) const
{
return GetBattlegroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES;
}
void Player::SetBattlegroundId(uint32 val, BattlegroundTypeId bgTypeId)
{
m_bgData.bgInstanceID = val;
m_bgData.bgTypeID = bgTypeId;
}
uint32 Player::AddBattlegroundQueueId(BattlegroundQueueTypeId val)
{
for (uint8 i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
{
if (m_bgBattlegroundQueueID[i].bgQueueTypeId == BATTLEGROUND_QUEUE_NONE || m_bgBattlegroundQueueID[i].bgQueueTypeId == val)
{
m_bgBattlegroundQueueID[i].bgQueueTypeId = val;
m_bgBattlegroundQueueID[i].invitedToInstance = 0;
m_bgBattlegroundQueueID[i].joinTime = getMSTime();
return i;
}
}
return PLAYER_MAX_BATTLEGROUND_QUEUES;
}
bool Player::HasFreeBattlegroundQueueId() const
{
for (uint8 i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
if (m_bgBattlegroundQueueID[i].bgQueueTypeId == BATTLEGROUND_QUEUE_NONE)
return true;
return false;
}
void Player::RemoveBattlegroundQueueId(BattlegroundQueueTypeId val)
{
for (uint8 i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
{
if (m_bgBattlegroundQueueID[i].bgQueueTypeId == val)
{
m_bgBattlegroundQueueID[i].bgQueueTypeId = BATTLEGROUND_QUEUE_NONE;
m_bgBattlegroundQueueID[i].invitedToInstance = 0;
m_bgBattlegroundQueueID[i].joinTime = 0;
return;
}
}
}
void Player::SetInviteForBattlegroundQueueType(BattlegroundQueueTypeId bgQueueTypeId, uint32 instanceId)
{
for (uint8 i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
if (m_bgBattlegroundQueueID[i].bgQueueTypeId == bgQueueTypeId)
m_bgBattlegroundQueueID[i].invitedToInstance = instanceId;
}
bool Player::IsInvitedForBattlegroundInstance(uint32 instanceId) const
{
for (uint8 i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
if (m_bgBattlegroundQueueID[i].invitedToInstance == instanceId)
return true;
return false;
}
bool Player::InArena() const
{
Battleground* bg = GetBattleground();
if (!bg || !bg->isArena())
return false;
return true;
}
bool Player::GetBGAccessByLevel(BattlegroundTypeId bgTypeId) const
{
// get a template bg instead of running one
Battleground* bg = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId);
if (!bg)
return false;
// limit check leel to dbc compatible level range
uint32 level = getLevel();
if (level > DEFAULT_MAX_LEVEL)
level = DEFAULT_MAX_LEVEL;
if (level < bg->GetMinLevel() || level > bg->GetMaxLevel())
return false;
return true;
}
float Player::GetReputationPriceDiscount(Creature const* creature) const
{
FactionTemplateEntry const* vendor_faction = creature->GetFactionTemplateEntry();
if (!vendor_faction || !vendor_faction->Faction)
return 1.0f;
ReputationRank rank = GetReputationRank(vendor_faction->Faction);
if (rank <= REP_NEUTRAL)
return 1.0f;
return 1.0f - 0.05f* (rank - REP_NEUTRAL);
}
bool Player::IsSpellFitByClassAndRace(uint32 spell_id) const
{
uint32 racemask = getRaceMask();
uint32 classmask = getClassMask();
SkillLineAbilityMapBounds bounds = sSpellMgr->GetSkillLineAbilityMapBounds(spell_id);
if (bounds.first == bounds.second)
return true;
for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
{
// skip wrong race skills
if (_spell_idx->second->RaceMask && (_spell_idx->second->RaceMask & racemask) == 0)
continue;
// skip wrong class skills
if (_spell_idx->second->ClassMask && (_spell_idx->second->ClassMask & classmask) == 0)
continue;
return true;
}
return false;
}
bool Player::HasQuestForGO(int32 GOId) const
{
for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (questid == 0)
continue;
QuestStatusMap::const_iterator qs_itr = m_QuestStatus.find(questid);
if (qs_itr == m_QuestStatus.end())
continue;
QuestStatusData const& qs = qs_itr->second;
if (qs.Status == QUEST_STATUS_INCOMPLETE)
{
Quest const* qInfo = sObjectMgr->GetQuestTemplate(questid);
if (!qInfo)
continue;
if (GetGroup() && GetGroup()->isRaidGroup() && !qInfo->IsAllowedInRaid(GetMap()->GetDifficultyID()))
continue;
for (QuestObjective const& obj : qInfo->GetObjectives())
{
if (obj.Type != QUEST_OBJECTIVE_GAMEOBJECT) //skip non GO case
continue;
if (GOId == obj.ObjectID && GetQuestObjectiveData(qInfo, obj.StorageIndex) < obj.Amount)
return true;
}
}
}
return false;
}
void Player::UpdateForQuestWorldObjects()
{
if (m_clientGUIDs.empty())
return;
UpdateData udata(GetMapId());
WorldPacket packet;
for (auto itr = m_clientGUIDs.begin(); itr != m_clientGUIDs.end(); ++itr)
{
if (itr->IsGameObject())
{
if (GameObject* obj = ObjectAccessor::GetGameObject(*this, *itr))
obj->BuildValuesUpdateBlockForPlayer(&udata, this);
}
else if (itr->IsCreatureOrVehicle())
{
Creature* obj = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, *itr);
if (!obj)
continue;
// check if this unit requires quest specific flags
if (!obj->HasFlag64(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK))
continue;
SpellClickInfoMapBounds clickPair = sObjectMgr->GetSpellClickInfoMapBounds(obj->GetEntry());
for (SpellClickInfoContainer::const_iterator _itr = clickPair.first; _itr != clickPair.second; ++_itr)
{
//! This code doesn't look right, but it was logically converted to condition system to do the exact
//! same thing it did before. It definitely needs to be overlooked for intended functionality.
if (ConditionContainer const* conds = sConditionMgr->GetConditionsForSpellClickEvent(obj->GetEntry(), _itr->second.spellId))
{
bool buildUpdateBlock = false;
for (ConditionContainer::const_iterator jtr = conds->begin(); jtr != conds->end() && !buildUpdateBlock; ++jtr)
if ((*jtr)->ConditionType == CONDITION_QUESTREWARDED || (*jtr)->ConditionType == CONDITION_QUESTTAKEN)
buildUpdateBlock = true;
if (buildUpdateBlock)
{
obj->BuildValuesUpdateBlockForPlayer(&udata, this);
break;
}
}
}
}
}
udata.BuildPacket(&packet);
GetSession()->SendPacket(&packet);
}
bool Player::HasSummonPending() const
{
return m_summon_expire >= time(nullptr);
}
void Player::SendSummonRequestFrom(Unit* summoner)
{
if (!summoner)
return;
// Player already has active summon request
if (HasSummonPending())
return;
// Evil Twin (ignore player summon, but hide this for summoner)
if (HasAura(23445))
return;
m_summon_expire = time(nullptr) + MAX_PLAYER_SUMMON_DELAY;
m_summon_location.WorldRelocate(*summoner);
WorldPackets::Movement::SummonRequest summonRequest;
summonRequest.SummonerGUID = summoner->GetGUID();
summonRequest.SummonerVirtualRealmAddress = GetVirtualRealmAddress();
summonRequest.AreaID = summoner->GetZoneId();
GetSession()->SendPacket(summonRequest.Write());
}
void Player::SummonIfPossible(bool agree)
{
if (!agree)
{
m_summon_expire = 0;
return;
}
// expire and auto declined
if (m_summon_expire < time(nullptr))
return;
// stop taxi flight at summon
if (IsInFlight())
{
GetMotionMaster()->MovementExpired();
CleanupAfterTaxiFlight();
}
// drop flag at summon
// this code can be reached only when GM is summoning player who carries flag, because player should be immune to summoning spells when he carries flag
if (Battleground* bg = GetBattleground())
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