/* * This file is part of the TrinityCore Project. See AUTHORS file for Copyright information * * 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 . */ #include "Player.h" #include "AccountMgr.h" #include "AchievementMgr.h" #include "ArenaTeam.h" #include "ArenaTeamMgr.h" #include "Bag.h" #include "Battlefield.h" #include "BattlefieldMgr.h" #include "Battleground.h" #include "BattlegroundMgr.h" #include "BattlegroundScore.h" #include "CellImpl.h" #include "Channel.h" #include "ChannelMgr.h" #include "CharacterCache.h" #include "CharacterDatabaseCleaner.h" #include "Chat.h" #include "CinematicMgr.h" #include "CombatLogPackets.h" #include "CombatPackets.h" #include "Common.h" #include "ConditionMgr.h" #include "Containers.h" #include "CreatureAI.h" #include "DatabaseEnv.h" #include "DisableMgr.h" #include "Formulas.h" #include "GameClient.h" #include "GameEventMgr.h" #include "GameObjectAI.h" #include "GameTime.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 "InstanceSaveMgr.h" #include "InstanceScript.h" #include "Item.h" #include "KillRewarder.h" #include "Language.h" #include "LFGMgr.h" #include "Log.h" #include "LootItemStorage.h" #include "LootMgr.h" #include "Mail.h" #include "MailPackets.h" #include "MapManager.h" #include "MiscPackets.h" #include "MotionMaster.h" #include "ObjectAccessor.h" #include "ObjectMgr.h" #include "Opcodes.h" #include "OutdoorPvP.h" #include "OutdoorPvPMgr.h" #include "Pet.h" #include "PetitionMgr.h" #include "PoolMgr.h" #include "QueryHolder.h" #include "QuestDef.h" #include "QuestPools.h" #include "Realm.h" #include "ReputationMgr.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 "StringConvert.h" #include "TalentPackets.h" #include "TicketMgr.h" #include "TradeData.h" #include "Trainer.h" #include "Transport.h" #include "UpdateData.h" #include "UpdateFieldFlags.h" #include "UpdateMask.h" #include "Util.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) #define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3)) #define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1) #define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2) #define SKILL_VALUE(x) PAIR32_LOPART(x) #define SKILL_MAX(x) PAIR32_HIPART(x) #define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v, m) #define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x)) #define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x)) #define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t, p) enum CharacterFlags { CHARACTER_FLAG_NONE = 0x00000000, CHARACTER_FLAG_UNK1 = 0x00000001, CHARACTER_FLAG_UNK2 = 0x00000002, CHARACTER_LOCKED_FOR_TRANSFER = 0x00000004, CHARACTER_FLAG_UNK4 = 0x00000008, CHARACTER_FLAG_UNK5 = 0x00000010, CHARACTER_FLAG_UNK6 = 0x00000020, CHARACTER_FLAG_UNK7 = 0x00000040, CHARACTER_FLAG_UNK8 = 0x00000080, CHARACTER_FLAG_UNK9 = 0x00000100, CHARACTER_FLAG_UNK10 = 0x00000200, CHARACTER_FLAG_HIDE_HELM = 0x00000400, CHARACTER_FLAG_HIDE_CLOAK = 0x00000800, CHARACTER_FLAG_UNK13 = 0x00001000, CHARACTER_FLAG_GHOST = 0x00002000, CHARACTER_FLAG_RENAME = 0x00004000, CHARACTER_FLAG_UNK16 = 0x00008000, CHARACTER_FLAG_UNK17 = 0x00010000, CHARACTER_FLAG_UNK18 = 0x00020000, CHARACTER_FLAG_UNK19 = 0x00040000, CHARACTER_FLAG_UNK20 = 0x00080000, CHARACTER_FLAG_UNK21 = 0x00100000, CHARACTER_FLAG_UNK22 = 0x00200000, CHARACTER_FLAG_UNK23 = 0x00400000, CHARACTER_FLAG_UNK24 = 0x00800000, CHARACTER_FLAG_LOCKED_BY_BILLING = 0x01000000, CHARACTER_FLAG_DECLINED = 0x02000000, CHARACTER_FLAG_UNK27 = 0x04000000, CHARACTER_FLAG_UNK28 = 0x08000000, CHARACTER_FLAG_UNK29 = 0x10000000, CHARACTER_FLAG_UNK30 = 0x20000000, CHARACTER_FLAG_UNK31 = 0x40000000, CHARACTER_FLAG_UNK32 = 0x80000000 }; enum CharacterCustomizeFlags { CHAR_CUSTOMIZE_FLAG_NONE = 0x00000000, CHAR_CUSTOMIZE_FLAG_CUSTOMIZE = 0x00000001, // name, gender, etc... CHAR_CUSTOMIZE_FLAG_FACTION = 0x00010000, // name, gender, faction, etc... CHAR_CUSTOMIZE_FLAG_RACE = 0x00100000 // name, gender, race, etc... }; // corpse reclaim times #define DEATH_EXPIRE_STEP (5*MINUTE) #define MAX_DEATH_COUNT 3 static uint32 corpseReclaimDelay[MAX_DEATH_COUNT] = { 30, 60, 120 }; uint32 const MAX_MONEY_AMOUNT = static_cast(std::numeric_limits::max()); Player::Player(WorldSession* session): Unit(true) { m_objectType |= TYPEMASK_PLAYER; m_objectTypeId = TYPEID_PLAYER; m_valuesCount = PLAYER_END; m_session = session; m_ingametime = 0; m_sharedQuestId = 0; m_ExtraFlags = 0; m_spellModTakingSpell = nullptr; //m_pad = 0; // players always accept if (!GetSession()->HasPermission(rbac::RBAC_PERM_CAN_FILTER_WHISPERS)) SetAcceptWhispers(true); m_usedTalentCount = 0; m_questRewardTalentCount = 0; m_regenTimer = 0; m_regenTimerCount = 0; m_foodEmoteTimerCount = 0; m_weaponChangeTimer = 0; m_zoneUpdateId = uint32(-1); m_zoneUpdateTimer = 0; m_areaUpdateId = 0; m_team = 0; m_needsZoneUpdate = false; m_nextSave = sWorld->getIntConfig(CONFIG_INTERVAL_SAVE); 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_auraRaidUpdateMask = 0; m_bPassOnGroupLoot = false; m_GuildIdInvited = 0; m_ArenaTeamIdInvited = 0; m_atLoginFlags = AT_LOGIN_NONE; mSemaphoreTeleport_Near = false; mSemaphoreTeleport_Far = false; m_DelayedOperations = 0; m_bCanDelayTeleport = false; m_bHasDelayedTeleport = false; m_teleport_options = 0; m_trade = nullptr; m_cinematic = 0; m_movie = 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_hostileReferenceCheckTimer = 0; 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_logintime = GameTime::GetGameTime(); 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_titanGripPenaltySpellId = 0; m_ammoDPS = 0.0f; m_temporaryUnsummonedPetNumber = 0; //cache for UNIT_CREATED_BY_SPELL to allow //returning reagents for temporarily removed pets //when dying/logging out m_oldpetspell = 0; m_lastpetnumber = 0; ////////////////////Rest System///////////////////// _restTime = 0; inn_triggerId = 0; m_rest_bonus = 0; _restFlagMask = 0; ////////////////////Rest System///////////////////// m_mailsUpdated = false; unReadMails = 0; m_nextMailDelivereTime = 0; m_resetTalentsCost = 0; m_resetTalentsTime = 0; m_itemUpdateQueueBlocked = false; /////////////////// Instance System ///////////////////// m_HomebindTimer = 0; m_InstanceValid = true; m_dungeonDifficulty = DUNGEON_DIFFICULTY_NORMAL; m_raidDifficulty = RAID_DIFFICULTY_10MAN_NORMAL; m_raidMapDifficulty = RAID_DIFFICULTY_10MAN_NORMAL; m_lastPotionId = 0; m_activeSpec = 0; m_specsCount = 1; for (uint8 i = 0; i < MAX_TALENT_SPECS; ++i) { for (uint8 g = 0; g < MAX_GLYPH_SLOT_INDEX; ++g) m_Glyphs[i][g] = 0; m_talents[i] = new PlayerTalentMap(); } for (uint8 i = 0; i < BASEMOD_END; ++i) { m_auraBaseFlatMod[i] = 0.0f; m_auraBasePctMod[i] = 1.0f; } for (uint8 i = 0; i < MAX_COMBAT_RATING; i++) m_baseRatingValue[i] = 0; m_baseSpellPower = 0; m_baseFeralAP = 0; m_baseManaRegen = 0; m_baseHealthRegen = 0; m_spellPenetrationItemMod = 0; // Honor System m_lastHonorUpdateTime = GameTime::GetGameTime(); m_IsBGRandomWinner = false; // Player summoning m_summon_expire = 0; 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_fishingSteps = 0; m_ControlledByPlayer = true; sWorld->IncreasePlayerCount(); m_ChampioningFaction = 0; for (uint8 i = 0; i < MAX_POWERS; ++i) m_powerFraction[i] = 0; isDebugAreaTriggers = false; m_WeeklyQuestChanged = false; m_MonthlyQuestChanged = false; m_SeasonalQuestChanged = false; SetPendingBind(0, 0); _activeCheats = CHEAT_NONE; healthBeforeDuel = 0; manaBeforeDuel = 0; _cinematicMgr = new CinematicMgr(this); m_achievementMgr = new AchievementMgr(this); m_reputationMgr = new ReputationMgr(this); m_groupUpdateTimer.Reset(5000); } Player::~Player() { // it must be unloaded already in PlayerLogout and accessed only for logged in player //m_social = nullptr; // 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 (uint8 i = 0; i < MAX_TALENT_SPECS; ++i) { for (PlayerTalentMap::const_iterator itr = m_talents[i]->begin(); itr != m_talents[i]->end(); ++itr) delete itr->second; delete m_talents[i]; } //all mailed items should be deleted, also all mail should be deallocated for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr) delete *itr; for (ItemMap::iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter) delete iter->second; //if item is duplicated... then server may crash ... but that item should be deallocated delete PlayerTalkClass; for (size_t x = 0; x < ItemSetEff.size(); x++) delete ItemSetEff[x]; delete m_declinedname; delete m_runes; delete m_achievementMgr; delete m_reputationMgr; delete _cinematicMgr; 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, CharacterCreateInfo* createInfo) { //FIXME: outfitId not used in player creating /// @todo need more checks against packet modifications Object::_Create(guidlow, 0, HighGuid::Player); m_name = createInfo->Name; PlayerInfo const* info = sObjectMgr->GetPlayerInfo(createInfo->Race, createInfo->Class); if (!info) { TC_LOG_ERROR("entities.player.cheat", "Player::Create: Possible hacking attempt: Account {} tried to create a character named '{}' with an invalid race/class pair ({}/{}) - refusing to do so.", GetSession()->GetAccountId(), m_name, 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.cheat", "Player::Create: Possible hacking attempt: Account {} tried to create a character named '{}' with an invalid character class ({}) - refusing to do so (wrong DBC-files?)", GetSession()->GetAccountId(), m_name, createInfo->Class); return false; } SetMap(sMapMgr->CreateMap(info->mapId, this)); uint8 powertype = cEntry->DisplayPower; SetObjectScale(1.0f); SetFactionForRace(createInfo->Race); if (!IsValidGender(createInfo->Gender)) { TC_LOG_ERROR("entities.player.cheat", "Player::Create: Possible hacking attempt: Account {} tried to create a character named '{}' with an invalid gender ({}) - refusing to do so", GetSession()->GetAccountId(), m_name, createInfo->Gender); return false; } if (!ValidateAppearance(createInfo->Race, createInfo->Class, createInfo->Gender, createInfo->HairStyle, createInfo->HairColor, createInfo->Face, createInfo->FacialHair, createInfo->Skin, true)) { TC_LOG_ERROR("entities.player.cheat", "Player::Create: Possible hacking attempt: Account {} tried to create a character named '{}' with invalid appearance attributes - refusing to do so", GetSession()->GetAccountId(), m_name); return false; } SetRace(createInfo->Race); SetClass(createInfo->Class); SetGender(Gender(createInfo->Gender)); SetPowerType(Powers(powertype), false); InitDisplayIds(); if (sWorld->getIntConfig(CONFIG_GAME_TYPE) == REALM_TYPE_PVP || sWorld->getIntConfig(CONFIG_GAME_TYPE) == REALM_TYPE_RPPVP) { SetPvpFlag(UNIT_BYTE2_FLAG_PVP); SetUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED); } SetUnitFlag2(UNIT_FLAG2_REGENERATE_POWER); SetModCastingSpeed(1.0f); // fix cast time showed in spell tooltip on client SetHoverHeight(1.0f); // default for players in 3.0.3 SetInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, uint32(-1)); // -1 is default value SetSkinId(createInfo->Skin); SetFaceId(createInfo->Face); SetHairStyleId(createInfo->HairStyle); SetHairColorId(createInfo->HairColor); SetFacialStyle(createInfo->FacialHair); SetRestState((GetSession()->IsARecruiter() || GetSession()->GetRecruiterId() != 0) ? REST_STATE_RAF_LINKED : REST_STATE_NOT_RAF_LINKED); SetNativeGender(Gender(createInfo->Gender)); SetArenaFaction(0); SetUInt32Value(PLAYER_GUILDID, 0); SetRank(0); SetUInt32Value(PLAYER_GUILD_TIMESTAMP, 0); for (int i = 0; i < KNOWN_TITLES_SIZE; ++i) SetUInt64Value(PLAYER__FIELD_KNOWN_TITLES + i, 0); // 0=disabled SetUInt32Value(PLAYER_CHOSEN_TITLE, 0); SetUInt32Value(PLAYER_FIELD_KILLS, 0); SetUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS, 0); SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, 0); SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0); // set starting level uint32 start_level = GetClass() != CLASS_DEATH_KNIGHT ? sWorld->getIntConfig(CONFIG_START_PLAYER_LEVEL) : sWorld->getIntConfig(CONFIG_START_DEATH_KNIGHT_PLAYER_LEVEL); if (m_session->HasPermission(rbac::RBAC_PERM_USE_START_GM_LEVEL)) { uint32 gm_level = GetClass() != CLASS_DEATH_KNIGHT ? sWorld->getIntConfig(CONFIG_START_GM_LEVEL) : std::max(sWorld->getIntConfig(CONFIG_START_GM_LEVEL), sWorld->getIntConfig(CONFIG_START_DEATH_KNIGHT_PLAYER_LEVEL)); if (gm_level > start_level) start_level = gm_level; } SetLevel(start_level, false); InitRunes(); SetMoney(sWorld->getIntConfig(CONFIG_START_PLAYER_MONEY)); SetHonorPoints(sWorld->getIntConfig(CONFIG_START_HONOR_POINTS)); SetArenaPoints(sWorld->getIntConfig(CONFIG_START_ARENA_POINTS)); // Played time m_Last_tick = GameTime::GetGameTime(); m_Played_time[PLAYED_TIME_TOTAL] = 0; m_Played_time[PLAYED_TIME_LEVEL] = 0; // base stats and related field values InitStatsForLevel(); InitTaxiNodesForLevel(); InitGlyphsForLevel(); InitTalentForLevel(); InitPrimaryProfessions(); // to max set before any spell added // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods() UpdateMaxHealth(); // Update max Health (for add bonus from stamina) SetFullHealth(); SetFullPower(POWER_MANA); // original spells LearnDefaultSkills(); LearnCustomSpells(); // original action bar for (PlayerCreateInfoActions::const_iterator action_itr = info->action.begin(); action_itr != info->action.end(); ++action_itr) addActionButton(action_itr->button, action_itr->action, action_itr->type); // original items if (CharStartOutfitEntry const* oEntry = GetCharStartOutfitEntry(createInfo->Race, createInfo->Class, createInfo->Gender)) { for (int j = 0; j < MAX_OUTFIT_ITEMS; ++j) { if (oEntry->ItemID[j] <= 0) continue; uint32 itemId = oEntry->ItemID[j]; // just skip, reported in ObjectMgr::LoadItemTemplates ItemTemplate const* iProto = sObjectMgr->GetItemTemplate(itemId); if (!iProto) continue; // BuyCount by default uint32 count = iProto->BuyCount; // special amount for food/drink if (iProto->Class == ITEM_CLASS_CONSUMABLE && iProto->SubClass == ITEM_SUBCLASS_FOOD) { switch (iProto->Spells[0].SpellCategory) { case SPELL_CATEGORY_FOOD: // food count = GetClass() == CLASS_DEATH_KNIGHT ? 10 : 4; break; case SPELL_CATEGORY_DRINK: // drink count = 2; break; } if (iProto->GetMaxStackSize() < count) count = iProto->GetMaxStackSize(); } StoreNewItemInBestSlots(itemId, count); } } for (PlayerCreateInfoItems::const_iterator item_id_itr = info->item.begin(); item_id_itr != info->item.end(); ++item_id_itr) StoreNewItemInBestSlots(item_id_itr->item_id, item_id_itr->item_amount); // bags and main-hand weapon must equipped at this moment // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon) // or ammo not equipped in special bag for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++) { if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) { uint16 eDest; // equip offhand weapon/shield if it attempt equipped before main-hand weapon InventoryResult msg = CanEquipItem(NULL_SLOT, eDest, pItem, false); if (msg == EQUIP_ERR_OK) { RemoveItem(INVENTORY_SLOT_BAG_0, i, true); EquipItem(eDest, pItem, true); } // move other items to more appropriate slots (ammo not equipped in special bag) else { ItemPosCountVec sDest; msg = CanStoreItem(NULL_BAG, NULL_SLOT, sDest, pItem, false); if (msg == EQUIP_ERR_OK) { RemoveItem(INVENTORY_SLOT_BAG_0, i, true); StoreItem(sDest, pItem, true); } // if this is ammo then use it msg = CanUseAmmo(pItem->GetEntry()); if (msg == EQUIP_ERR_OK) SetAmmo(pItem->GetEntry()); } } } // all item positions resolved GetThreatManager().Initialize(); return true; } bool Player::StoreNewItemInBestSlots(uint32 titem_id, uint32 titem_amount) { TC_LOG_DEBUG("entities.player.items", "Player::StoreNewItemInBestSlots: Player '{}' ({}) creates initial item (ItemID: {}, Count: {})", GetName(), GetGUID().ToString(), 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, GenerateItemRandomPropertyId(titem_id)); return true; // stored } // item can't be added TC_LOG_ERROR("entities.player.items", "Player::StoreNewItemInBestSlots: Player '{}' ({}) can't equip or store initial item (ItemID: {}, Race: {}, Class: {}, InventoryResult: {})", GetName(), GetGUID().ToString(), 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; } SendDirectMessage(WorldPackets::Misc::StartMirrorTimer(Type, CurrentValue, MaxValue, Regen, false, 0).Write()); } void Player::StopMirrorTimer(MirrorTimerType Type) { m_MirrorTimer[Type] = DISABLED_MIRROR_TIMER; SendDirectMessage(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; switch (type) { case DAMAGE_LAVA: case DAMAGE_SLIME: case DAMAGE_FIRE: { DamageInfo dmgInfo(this, this, damage, nullptr, type == DAMAGE_SLIME ? SPELL_SCHOOL_MASK_NATURE : SPELL_SCHOOL_MASK_FIRE, DIRECT_DAMAGE, BASE_ATTACK); Unit::CalcAbsorbResist(dmgInfo); absorb = dmgInfo.GetAbsorb(); resist = dmgInfo.GetResist(); damage = dmgInfo.GetDamage(); break; } default: break; } Unit::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; SendMessageToSet(packet.Write(), true); uint32 final_damage = Unit::DealDamage(this, this, damage, nullptr, SELF_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, nullptr, false); 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 '{}' ({}) fall to death, losing {} durability", GetName(), GetGUID().ToString(), sWorld->getRate(RATE_DURABILITY_LOSS_ON_DEATH)); DurabilityLossAll(sWorld->getRate(RATE_DURABILITY_LOSS_ON_DEATH), false); // durability lost message SendDurabilityLoss(); } UpdateAchievementCriteria(ACHIEVEMENT_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; UnderWaterTime *= GetTotalAuraMultiplier(SPELL_AURA_MOD_WATER_BREATHING); 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 & UNDERWATER_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 & UNDERWATER_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 & UNDERWATER_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(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 <= GameTime::GetGameTime()) { 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; } // Update cinematic location, if 500ms have passed and we're doing a cinematic now. _cinematicMgr->m_cinematicDiff += p_time; if (_cinematicMgr->m_cinematicCamera && _cinematicMgr->m_activeCinematicCameraId && GetMSTimeDiffToNow(_cinematicMgr->m_lastCinematicCheck) > CINEMATIC_UPDATEDIFF) { _cinematicMgr->m_lastCinematicCheck = GameTime::GetGameTimeMS(); _cinematicMgr->UpdateCinematicLocation(p_time); } //used to implement delayed far teleports SetCanDelayTeleport(true); Unit::Update(p_time); SetCanDelayTeleport(false); time_t now = GameTime::GetGameTime(); UpdatePvPFlag(now); UpdateContestedPvP(p_time); UpdateDuelFlag(now); CheckDuelDistance(now); UpdateAfkReport(now); Unit::AIUpdateTick(p_time); // Once per second, update items that have just a limited lifetime if (now > m_Last_tick) { UpdateItemDuration(uint32(now - m_Last_tick)); UpdateSoulboundTradeItems(); } // If mute expired, remove it from the DB if (GetSession()->m_muteTime && GetSession()->m_muteTime < now) { GetSession()->m_muteTime = 0; LoginDatabasePreparedStatement* stmt = LoginDatabase.GetPreparedStatement(LOGIN_UPD_MUTE_TIME); stmt->setInt64(0, 0); // Set the mute time to 0 stmt->setString(1, ""); stmt->setString(2, ""); stmt->setUInt32(3, GetSession()->GetAccountId()); LoginDatabase.Execute(stmt); } if (!m_timedquests.empty()) { QuestSet::iterator iter = m_timedquests.begin(); while (iter != m_timedquests.end()) { QuestStatusData& q_status = m_QuestStatus[*iter]; if (q_status.Timer <= p_time) { uint32 quest_id = *iter; ++iter; // current iter will be removed in FailQuest FailQuest(quest_id); } else { q_status.Timer -= p_time; m_QuestStatusSave[*iter] = QUEST_DEFAULT_SAVE_TYPE; ++iter; } } } m_achievementMgr->UpdateTimedAchievements(p_time); if (HasUnitState(UNIT_STATE_MELEE_ATTACKING) && !HasUnitState(UNIT_STATE_CASTING | UNIT_STATE_CHARGING)) { if (Unit* victim = GetVictim()) { // default combat reach 10 /// @todo add weapon, skill check if (isAttackReady(BASE_ATTACK)) { if (!IsWithinMeleeRange(victim)) { setAttackTimer(BASE_ATTACK, 100); if (m_swingErrorMsg != 1) // send single time (client auto repeat) { SendAttackSwingNotInRange(); m_swingErrorMsg = 1; } } //120 degrees of radiant range else if (!HasInArc(2 * float(M_PI) / 3, victim)) { setAttackTimer(BASE_ATTACK, 100); if (m_swingErrorMsg != 2) // send single time (client auto repeat) { SendAttackSwingBadFacingAttack(); m_swingErrorMsg = 2; } } else { m_swingErrorMsg = 0; // reset swing error state // prevent base and off attack in same time, delay attack at 0.2 sec if (haveOffhandWeapon()) if (getAttackTimer(OFF_ATTACK) < ATTACK_DISPLAY_DELAY) setAttackTimer(OFF_ATTACK, ATTACK_DISPLAY_DELAY); // do attack AttackerStateUpdate(victim, BASE_ATTACK); resetAttackTimer(BASE_ATTACK); } } if (haveOffhandWeapon() && isAttackReady(OFF_ATTACK)) { if (!IsWithinMeleeRange(victim)) setAttackTimer(OFF_ATTACK, 100); else if (!HasInArc(2 * float(M_PI) / 3, victim)) setAttackTimer(OFF_ATTACK, 100); else { // prevent base and off attack in same time, delay attack at 0.2 sec if (getAttackTimer(BASE_ATTACK) < ATTACK_DISPLAY_DELAY) setAttackTimer(BASE_ATTACK, ATTACK_DISPLAY_DELAY); // do attack AttackerStateUpdate(victim, OFF_ATTACK); resetAttackTimer(OFF_ATTACK); } } /*Unit* owner = victim->GetOwner(); Unit* u = owner ? owner : victim; if (u->IsPvP() && (!duel || duel->opponent != u)) { UpdatePvP(true); RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT); }*/ } } if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING)) { if (roll_chance_i(3) && _restTime > 0) // freeze update { time_t currTime = GameTime::GetGameTime(); 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 (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 '{}' ({}) saved", GetName(), GetGUID().ToString()); } 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 or if its affected by risen ally if (m_deathTimer > 0 && !GetMap()->Instanceable() && !HasAuraType(SPELL_AURA_PREVENT_RESURRECTION) && !IsGhouled()) { 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 m_groupUpdateTimer.Update(p_time); if (m_groupUpdateTimer.Passed()) { SendUpdateToOutOfRangeGroupMembers(); m_groupUpdateTimer.Reset(5000); } 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); if (IsAlive()) { if (m_hostileReferenceCheckTimer <= p_time) { m_hostileReferenceCheckTimer = 15 * IN_MILLISECONDS; if (!GetMap()->IsDungeon()) GetCombatManager().EndCombatBeyondRange(GetVisibilityRange(), true); } else m_hostileReferenceCheckTimer -= p_time; } //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: Attempt to kill a dead player '{}' ({})", GetName(), GetGUID().ToString()); 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 HandleRepopRequest 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(); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP, 1); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH, 1); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON, 1); // reset all death criterias ResetAchievementCriteria(ACHIEVEMENT_CRITERIA_CONDITION_NO_DEATH, 0); } Unit::setDeathState(s); // restore resurrection spell id for player after aura remove if (s == JUST_DIED && cur && ressSpellId) SetUInt32Value(PLAYER_SELF_RES_SPELL, ressSpellId); if (IsAlive() && !cur) //clear aura case after resurrection by another way (spells will be applied before next death) SetUInt32Value(PLAYER_SELF_RES_SPELL, 0); } bool Player::BuildEnumData(PreparedQueryResult result, WorldPacket* data) { // 0 1 2 3 4 5 6 7 // SELECT characters.guid, characters.name, characters.race, characters.class, characters.gender, characters.skin, characters.face, characters.hairStyle, // 8 9 10 11 12 13 14 15 // characters.hairColor, characters.facialStyle, characters.level, characters.zone, characters.map, characters.position_x, characters.position_y, characters.position_z, // 16 17 18 19 20 21 22 // guild_member.guildid, characters.playerFlags, characters.at_login, character_pet.entry, character_pet.modelid, character_pet.level, characters.equipmentCache, // 23 24 // character_banned.guid, character_declinedname.genitive Field* fields = result->Fetch(); ObjectGuid::LowType guid = fields[0].GetUInt32(); uint8 plrRace = fields[2].GetUInt8(); uint8 plrClass = fields[3].GetUInt8(); uint8 gender = fields[4].GetUInt8(); PlayerInfo const* info = sObjectMgr->GetPlayerInfo(plrRace, plrClass); if (!info) { TC_LOG_ERROR("entities.player.loading", "Player {} has incorrect race/class pair. Don't build enum.", guid); return false; } else if (!IsValidGender(gender)) { TC_LOG_ERROR("entities.player.loading", "Player ({}) has incorrect gender ({}), don't build enum.", guid, gender); return false; } *data << ObjectGuid(HighGuid::Player, guid); *data << fields[1].GetString(); // name *data << uint8(plrRace); // race *data << uint8(plrClass); // class *data << uint8(gender); // gender uint8 skin = fields[5].GetUInt8(); uint8 face = fields[6].GetUInt8(); uint8 hairStyle = fields[7].GetUInt8(); uint8 hairColor = fields[8].GetUInt8(); uint8 facialStyle = fields[9].GetUInt8(); uint16 atLoginFlags = fields[18].GetUInt16(); if (!ValidateAppearance(uint8(plrRace), uint8(plrClass), gender, hairStyle, hairColor, face, facialStyle, skin)) { TC_LOG_ERROR("entities.player.loading", "Player {} has wrong Appearance values (Hair/Skin/Color), forcing recustomize", guid); // Make sure customization always works properly - send all zeroes instead skin = 0, face = 0, hairStyle = 0, hairColor = 0, facialStyle = 0; if (!(atLoginFlags & AT_LOGIN_CUSTOMIZE)) { CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ADD_AT_LOGIN_FLAG); stmt->setUInt16(0, uint16(AT_LOGIN_CUSTOMIZE)); stmt->setUInt32(1, guid); CharacterDatabase.Execute(stmt); atLoginFlags |= AT_LOGIN_CUSTOMIZE; } } *data << uint8(skin); *data << uint8(face); *data << uint8(hairStyle); *data << uint8(hairColor); *data << uint8(facialStyle); *data << uint8(fields[10].GetUInt8()); // level *data << uint32(fields[11].GetUInt16()); // zone *data << uint32(fields[12].GetUInt16()); // map *data << fields[13].GetFloat(); // x *data << fields[14].GetFloat(); // y *data << fields[15].GetFloat(); // z *data << uint32(fields[16].GetUInt32()); // guild id uint32 charFlags = 0; uint32 playerFlags = fields[17].GetUInt32(); if (atLoginFlags & AT_LOGIN_RESURRECT) playerFlags &= ~PLAYER_FLAGS_GHOST; if (playerFlags & PLAYER_FLAGS_HIDE_HELM) charFlags |= CHARACTER_FLAG_HIDE_HELM; if (playerFlags & PLAYER_FLAGS_HIDE_CLOAK) charFlags |= CHARACTER_FLAG_HIDE_CLOAK; if (playerFlags & PLAYER_FLAGS_GHOST) charFlags |= CHARACTER_FLAG_GHOST; if (atLoginFlags & AT_LOGIN_RENAME) charFlags |= CHARACTER_FLAG_RENAME; if (fields[23].GetUInt32()) charFlags |= CHARACTER_FLAG_LOCKED_BY_BILLING; if (sWorld->getBoolConfig(CONFIG_DECLINED_NAMES_USED)) { if (!fields[24].GetString().empty()) charFlags |= CHARACTER_FLAG_DECLINED; } else charFlags |= CHARACTER_FLAG_DECLINED; *data << uint32(charFlags); // character flags // character customize flags if (atLoginFlags & AT_LOGIN_CUSTOMIZE) *data << uint32(CHAR_CUSTOMIZE_FLAG_CUSTOMIZE); else if (atLoginFlags & AT_LOGIN_CHANGE_FACTION) *data << uint32(CHAR_CUSTOMIZE_FLAG_FACTION); else if (atLoginFlags & AT_LOGIN_CHANGE_RACE) *data << uint32(CHAR_CUSTOMIZE_FLAG_RACE); else *data << uint32(CHAR_CUSTOMIZE_FLAG_NONE); // First login *data << uint8(atLoginFlags & AT_LOGIN_FIRST ? 1 : 0); // Pets info uint32 petDisplayId = 0; uint32 petLevel = 0; CreatureFamily petFamily = CREATURE_FAMILY_NONE; // show pet at selection character in character list only for non-ghost character if (result && !(playerFlags & PLAYER_FLAGS_GHOST) && (plrClass == CLASS_WARLOCK || plrClass == CLASS_HUNTER || plrClass == CLASS_DEATH_KNIGHT)) { uint32 entry = fields[19].GetUInt32(); CreatureTemplate const* creatureInfo = sObjectMgr->GetCreatureTemplate(entry); if (creatureInfo) { petDisplayId = fields[20].GetUInt32(); petLevel = fields[21].GetUInt16(); petFamily = creatureInfo->family; } } *data << uint32(petDisplayId); *data << uint32(petLevel); *data << uint32(petFamily); std::vector equipment = Trinity::Tokenize(fields[22].GetStringView(), ' ', false); for (uint8 slot = 0; slot < INVENTORY_SLOT_BAG_END; ++slot) { uint32 const visualBase = slot * 2; Optional itemId; if (visualBase < equipment.size()) itemId = Trinity::StringTo(equipment[visualBase]); ItemTemplate const* proto = nullptr; if (itemId) proto = sObjectMgr->GetItemTemplate(*itemId); if (!proto) { if (!itemId || *itemId) { TC_LOG_WARN("entities.player.loading", "Player {} has invalid equipment '{}' in `equipmentcache` at index {}. Skipped.", guid, (visualBase < equipment.size()) ? std::string(equipment[visualBase]) : "", visualBase); } *data << uint32(0); *data << uint8(0); *data << uint32(0); continue; } SpellItemEnchantmentEntry const* enchant = nullptr; Optional enchants; if ((visualBase+1) < equipment.size()) enchants = Trinity::StringTo(equipment[visualBase + 1]); if (!enchants) { TC_LOG_WARN("entities.player.loading", "Player {} has invalid enchantment info '{}' in `equipmentcache` at index {}. Skipped.", guid, ((visualBase+1) < equipment.size()) ? std::string(equipment[visualBase + 1]) : "", visualBase + 1); enchants = 0; } for (uint8 enchantSlot = PERM_ENCHANTMENT_SLOT; enchantSlot <= TEMP_ENCHANTMENT_SLOT; ++enchantSlot) { // values stored in 2 uint16 uint32 enchantId = 0x0000FFFF & ((*enchants) >> enchantSlot * 16); if (!enchantId) continue; enchant = sSpellItemEnchantmentStore.LookupEntry(enchantId); if (enchant) break; } *data << uint32(proto->DisplayInfoID); *data << uint8(proto->InventoryType); *data << uint32(enchant ? enchant->ItemVisual : 0); } return true; } void Player::ToggleAFK() { ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK); // afk player not allowed in battleground if (!GetSession()->HasPermission(rbac::RBAC_PERM_CAN_AFK_ON_BATTLEGROUND) && isAFK() && InBattleground() && !InArena()) LeaveBattleground(); } void Player::ToggleDND() { ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND); } uint8 Player::GetChatTag() const { uint8 tag = CHAT_TAG_NONE; if (isGMChat()) tag |= CHAT_TAG_GM; if (isDND()) tag |= CHAT_TAG_DND; if (isAFK()) tag |= CHAT_TAG_AFK; if (IsDeveloper()) tag |= CHAT_TAG_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 ({}) or invalid coordinates (X: {}, Y: {}, Z: {}, O: {}) given when teleporting player '{}' ({}, MapID: {}, X: {}, Y: {}, Z: {}, O: {}).", mapid, x, y, z, orientation, GetGUID().ToString(), GetName(), 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("entities.player.cheat", "Player::TeleportTo: Player '{}' ({}) tried to enter a forbidden map (MapID: {})", GetGUID().ToString(), GetName(), mapid); SendTransferAborted(mapid, TRANSFER_ABORT_MAP_NOT_ALLOWED); return false; } // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later) Pet* pet = GetPet(); MapEntry const* mEntry = sMapStore.LookupEntry(mapid); // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)... // don't let gm level > 1 either if (!InBattleground() && mEntry->IsBattlegroundOrArena()) return false; // client without expansion support if (GetSession()->Expansion() < mEntry->Expansion()) { TC_LOG_DEBUG("maps", "Player '{}' ({}) using client without required expansion tried teleport to non accessible map (MapID: {})", GetName(), GetGUID().ToString(), 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 {} ({}) is being teleported to map (MapID: {})", GetName(), GetGUID().ToString(), mapid); if (m_vehicle) ExitVehicle(); // reset movement flags at teleport, because player will continue move with these flags after teleport SetUnitMovementFlags(GetUnitMovementFlags() & MOVEMENTFLAG_MASK_HAS_PLAYER_STATUS_OPCODE); DisableSpline(); GetMotionMaster()->Remove(EFFECT_MOTION_TYPE); if (Transport* transport = GetTransport()) { if (options & TELE_TO_NOT_LEAVE_TRANSPORT) AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT); else transport->RemovePassenger(this); } // The player was ported to another map and loses the duel immediately. // We have to perform this check before the teleport, otherwise the // ObjectAccessor won't find the flag. if (duel && GetMapId() != mapid && GetMap()->GetGameObject(GetGuidValue(PLAYER_DUEL_ARBITER))) DuelComplete(DUEL_FLED); if (GetMapId() == mapid) { //lets reset far teleport flag if it wasn't reset during chained 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 (!IsAlive() && options & TELE_REVIVE_AT_TELEPORT) ResurrectPlayer(0.5f); if (!(options & TELE_TO_NOT_LEAVE_COMBAT)) CombatStop(); // this will be used instead of the current location in SaveToDB m_teleport_dest = WorldLocation(mapid, x, y, z, orientation); SetFallInformation(0, GetPositionZ()); // code for finish transfer called in WorldSession::HandleMovementOpcodes() // at client packet MSG_MOVE_TELEPORT_ACK SetSemaphoreTeleportNear(true); // near teleport, triggering send MSG_MOVE_TELEPORT_ACK from client at landing if (!GetSession()->PlayerLogout()) SendTeleportPacket(m_teleport_dest, (options & TELE_TO_TRANSPORT_TELEPORT) != 0); } else { if (GetClass() == CLASS_DEATH_KNIGHT && GetMapId() == 609 && !IsGameMaster() && !HasSpell(50977)) { SendTransferAborted(mapid, TRANSFER_ABORT_UNIQUE_MESSAGE, 1); return false; } // far teleport to another map Map* oldmap = IsInWorld() ? GetMap() : nullptr; // 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; //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() && !IsGameMaster()) { RemoveArenaSpellCooldowns(true); RemoveArenaAuras(); if (pet) pet->RemoveArenaAuras(); } // remove pet on map change if (pet) UnsummonPetTemporaryIfAny(); // remove all dyn objects RemoveAllDynObjects(); // stop spellcasting // not attempt interrupt teleportation spell at caster teleport if (!(options & TELE_TO_SPELL)) if (IsNonMeleeSpellCast(true)) InterruptNonMeleeSpells(true); //remove auras before removing from map... RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP | AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING); if (!GetSession()->PlayerLogout()) { // send transfer packets WorldPacket data(SMSG_TRANSFER_PENDING, 4 + 4 + 4); data << uint32(mapid); if (Transport* transport = GetTransport()) data << transport->GetEntry() << GetMapId(); SendDirectMessage(&data); } // remove from old map now if (oldmap) oldmap->RemovePlayerFromMap(this, false); // players on mount will be dismounted. the speed and height change should not require an ACK and should be applied directly PurgeAndApplyPendingMovementChanges(false); m_teleport_dest = WorldLocation(mapid, x, y, z, orientation); m_teleport_options = options; SetFallInformation(0, GetPositionZ()); // if the player is saved before worldportack (at logout for example) // this will be used instead of the current location in SaveToDB if (!GetSession()->PlayerLogout()) { WorldPacket data(SMSG_NEW_WORLD, 4 + 4 + 4 + 4 + 4); data << uint32(mapid); if (GetTransport()) data << m_movementInfo.transport.pos.PositionXYZOStream(); else data << m_teleport_dest.PositionXYZOStream(); SendDirectMessage(&data); SendSavedInstances(); } // move packet sent by client always after far teleport // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet SetSemaphoreTeleportFar(true); } //else // return false; } return true; } bool Player::TeleportTo(WorldLocation const& loc, uint32 options /*= 0*/) { return TeleportTo(loc.GetMapId(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ(), loc.GetOrientation(), options); } bool Player::TeleportToBGEntryPoint() { if (m_bgData.joinPos.m_mapId == MAPID_INVALID) return false; ScheduleDelayedOperation(DELAYED_BG_MOUNT_RESTORE); ScheduleDelayedOperation(DELAYED_BG_TAXI_RESTORE); 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(); } } //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(); ClearComboPoints(); ClearComboPointHolders(); ObjectGuid lootGuid = GetLootGUID(); if (!lootGuid.IsEmpty()) m_session->DoLootRelease(lootGuid); 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 '{}' ({}) has viewpoint (Entry:{}, Type: {}) when removed from world", GetName(), GetGUID().ToString(), viewpoint->GetEntry(), viewpoint->GetTypeId()); SetViewpoint(viewpoint, false); } } } void Player::SetObjectScale(float scale) { Unit::SetObjectScale(scale); SetBoundingRadius(scale * DEFAULT_PLAYER_BOUNDING_RADIUS); SetCombatReach(scale * DEFAULT_PLAYER_COMBAT_REACH); } bool Player::IsImmunedToSpellEffect(SpellInfo const* spellInfo, SpellEffectInfo const& spellEffectInfo, WorldObject const* caster, bool requireImmunityPurgesEffectAttribute /*= false*/) const { // players are immune to taunt (the aura and the spell effect) if (spellEffectInfo.IsAura(SPELL_AURA_MOD_TAUNT)) return true; if (spellEffectInfo.IsEffect(SPELL_EFFECT_ATTACK_ME)) return true; return Unit::IsImmunedToSpellEffect(spellInfo, spellEffectInfo, caster, requireImmunityPurgesEffectAttribute); } void Player::RegenerateAll() { m_regenTimerCount += m_regenTimer; m_foodEmoteTimerCount += m_regenTimer; Regenerate(POWER_ENERGY); Regenerate(POWER_MANA); Regenerate(POWER_RAGE); Regenerate(POWER_RUNIC_POWER); // Runes act as cooldowns, and they don't need to send any data if (GetClass() == CLASS_DEATH_KNIGHT) for (uint8 i = 0; i < MAX_RUNES; ++i) if (uint32 cd = GetRuneCooldown(i)) SetRuneCooldown(i, (cd > m_regenTimer) ? cd - m_regenTimer : 0); if (m_regenTimerCount >= 2000) { // Not in combat or they have regeneration if (!IsInCombat() || IsPolymorphed() || m_baseHealthRegen || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) || HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT)) { RegenerateHealth(); } m_regenTimerCount -= 2000; } m_regenTimer = 0; // Handles the emotes for drinking and eating. // According to sniffs there is a background timer going on that repeats independed from the time window where the aura applies. // That's why we dont need to reset the timer on apply. In sniffs I have seen that the first call for the spell visual is totally random, then after // 5 seconds over and over again which confirms my theory that we have a independed timer. if (m_foodEmoteTimerCount >= 5000) { std::vector auraList; AuraEffectList const& ModRegenAuras = GetAuraEffectsByType(SPELL_AURA_MOD_REGEN); AuraEffectList const& ModPowerRegenAuras = GetAuraEffectsByType(SPELL_AURA_MOD_POWER_REGEN); auraList.reserve(ModRegenAuras.size() + ModPowerRegenAuras.size()); auraList.insert(auraList.end(), ModRegenAuras.begin(), ModRegenAuras.end()); auraList.insert(auraList.end(), ModPowerRegenAuras.begin(), ModPowerRegenAuras.end()); for (auto itr = auraList.begin(); itr != auraList.end(); ++itr) { // Food emote comes above drinking emote if we have to decide (mage regen food for example) if ((*itr)->GetBase()->HasEffectType(SPELL_AURA_MOD_REGEN) && (*itr)->GetSpellInfo()->AuraInterruptFlags & AURA_INTERRUPT_FLAG_NOT_SEATED) { SendPlaySpellVisual(SPELL_VISUAL_KIT_FOOD); break; } else if ((*itr)->GetBase()->HasEffectType(SPELL_AURA_MOD_POWER_REGEN) && (*itr)->GetSpellInfo()->AuraInterruptFlags & AURA_INTERRUPT_FLAG_NOT_SEATED) { SendPlaySpellVisual(SPELL_VISUAL_KIT_DRINK); break; } } m_foodEmoteTimerCount -= 5000; } } void Player::Regenerate(Powers power) { uint32 maxValue = GetMaxPower(power); if (!maxValue) return; uint32 curValue = GetPower(power); float addvalue = GetPowerRegen(power) * 0.001f * m_regenTimer; if (addvalue < 0.0f) { if (curValue == 0) return; } else if (addvalue > 0.0f) { if (curValue == maxValue) return; } else return; addvalue += m_powerFraction[power]; uint32 integerValue = uint32(std::fabs(addvalue)); if (addvalue < 0.0f) { if (curValue > integerValue) { curValue -= integerValue; m_powerFraction[power] = addvalue + integerValue; } else { curValue = 0; m_powerFraction[power] = 0; } } else { curValue += integerValue; if (curValue > maxValue) { curValue = maxValue; m_powerFraction[power] = 0; } else m_powerFraction[power] = addvalue - integerValue; } if (m_regenTimerCount >= 2000 || curValue == maxValue || curValue == 0) SetPower(power, curValue, true, true); else UpdateUInt32Value(UNIT_FIELD_POWER1 + AsUnderlyingType(power), curValue); } void Player::RegenerateHealth() { uint32 curValue = GetHealth(); uint32 maxValue = GetMaxHealth(); if (curValue >= maxValue) return; float HealthIncreaseRate = sWorld->getRate(RATE_HEALTH); if (GetLevel() < 15) HealthIncreaseRate = sWorld->getRate(RATE_HEALTH) * (2.066f - (GetLevel() * 0.066f)); float addValue = 0.0f; // polymorphed case if (IsPolymorphed()) addValue = float(GetMaxHealth()) / 3.0f; // normal regen case (maybe partly in combat case) else if (!IsInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT)) { addValue = OCTRegenHPPerSpirit() * HealthIncreaseRate; if (!IsInCombat()) { addValue *= GetTotalAuraMultiplier(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT); 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() { SetFullHealth(); switch (GetPowerType()) { case POWER_MANA: SetFullPower(POWER_MANA); break; case POWER_RAGE: SetPower(POWER_RAGE, 0); break; case POWER_ENERGY: SetFullPower(POWER_ENERGY); break; case POWER_RUNIC_POWER: SetPower(POWER_RUNIC_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, NPCFlags npcFlags) 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_TYPE_FLAG_VISIBLE_TO_GHOSTS)) return nullptr; // alive or spirit healer if (!creature->IsAlive() && !(creature->GetCreatureTemplate()->type_flags & CREATURE_TYPE_FLAG_INTERACT_WHILE_DEAD)) return nullptr; // appropriate npc type if (npcFlags && !creature->HasNpcFlag(npcFlags)) return nullptr; // not allow interaction under control, but allow with own pets if (creature->GetCharmerGUID()) return nullptr; // not unfriendly/hostile if (creature->GetReactionTo(this) <= REP_UNFRIENDLY) return nullptr; // not too far, taken from CGGameUI::SetInteractTarget if (!creature->IsWithinDistInMap(this, creature->GetCombatReach() + 4.0f)) return nullptr; return creature; } GameObject* Player::GetGameObjectIfCanInteractWith(ObjectGuid const& guid) const { if (!guid) return nullptr; if (!IsInWorld()) return nullptr; if (IsInFlight()) return nullptr; // exist GameObject* go = ObjectAccessor::GetGameObject(*this, guid); if (!go) return nullptr; // Players cannot interact with gameobjects that use the "Point" icon if (go->GetGOInfo()->IconName == "Point") return nullptr; if (!go->IsWithinDistInMap(this)) return nullptr; return go; } GameObject* Player::GetGameObjectIfCanInteractWith(ObjectGuid const& guid, GameobjectTypes type) const { GameObject* go = GetGameObjectIfCanInteractWith(guid); if (!go) return nullptr; if (go->GetGoType() != type) return nullptr; return go; } bool Player::IsInAreaTriggerRadius(AreaTriggerEntry const* trigger) const { if (!trigger || GetMapId() != trigger->ContinentID) 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(FACTION_FRIENDLY); SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM); SetUnitFlag2(UNIT_FLAG2_ALLOW_CHEAT_SPELLS); if (Pet* pet = GetPet()) pet->SetFaction(FACTION_FRIENDLY); RemovePvpFlag(UNIT_BYTE2_FLAG_FFA_PVP); ResetContestedPvP(); CombatStopWithPets(); SetPhaseMask(uint32(PHASEMASK_ANYWHERE), false); // see and visible in all phases m_serverSideVisibilityDetect.SetValue(SERVERSIDE_VISIBILITY_GM, GetSession()->GetSecurity()); } else { // restore phase uint32 newPhase = 0; AuraEffectList const& phases = GetAuraEffectsByType(SPELL_AURA_PHASE); if (!phases.empty()) for (AuraEffectList::const_iterator itr = phases.begin(); itr != phases.end(); ++itr) newPhase |= (*itr)->GetMiscValue(); if (!newPhase) newPhase = PHASEMASK_NORMAL; SetPhaseMask(newPhase, false); m_ExtraFlags &= ~ PLAYER_EXTRA_GM_ON; SetFactionForRace(GetRace()); RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM); RemoveUnitFlag2(UNIT_FLAG2_ALLOW_CHEAT_SPELLS); if (Pet* pet = GetPet()) pet->SetFaction(GetFaction()); // restore FFA PvP Server state if (sWorld->IsFFAPvPRealm()) SetPvpFlag(UNIT_BYTE2_FLAG_FFA_PVP); // restore FFA PvP area state, remove not allowed for GM mounts UpdateArea(m_areaUpdateId); 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(); case 3: return false; } } 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. void Player::UninviteFromGroup() { Group* group = GetGroupInvite(); if (!group) return; group->RemoveInvite(this); if (group->IsCreated()) { if (group->GetMembersCount() <= 1) // group has just 1 member => disband group->Disband(true); } else { if (group->GetInviteeCount() <= 1) { group->RemoveAllInvites(); delete group; } } } void Player::RemoveFromGroup(Group* group, ObjectGuid guid, RemoveMethod method /*= GROUP_REMOVEMETHOD_DEFAULT*/, ObjectGuid kicker /*= ObjectGuid::Empty*/, char const* reason /*= nullptr*/) { if (!group) return; group->RemoveMember(guid, method, kicker, reason); } void Player::SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 BonusXP, bool recruitAFriend, float /*group_rate*/) const { WorldPacket data(SMSG_LOG_XPGAIN, 21); // guess size? data << uint64(victim ? victim->GetGUID() : ObjectGuid::Empty); data << uint32(GivenXP + BonusXP); // given experience data << uint8(victim ? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type if (victim) { data << uint32(GivenXP); // experience without bonus // should use group_rate here but can't figure out how data << float(1); // 1 - none 0 - 100% group bonus output } data << uint8(recruitAFriend ? 1 : 0); // does the GivenXP include a RaF bonus? SendDirectMessage(&data); } void Player::GiveXP(uint32 xp, Unit* victim, float group_rate) { if (xp < 1) return; if (!IsAlive() && !GetBattlegroundId()) return; if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_NO_XP_GAIN)) return; if (victim && victim->GetTypeId() == TYPEID_UNIT && !victim->ToCreature()->hasLootRecipient()) return; uint8 level = GetLevel(); sScriptMgr->OnGivePlayerXP(this, xp, victim); // XP to money conversion processed in Player::RewardQuest if (IsMaxLevel()) 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 SendLogXPGain(xp, victim, bonus_xp, recruitAFriend, group_rate); uint32 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP); uint32 newXP = GetXP() + xp + bonus_xp; while (newXP >= nextLvlXP && !IsMaxLevel()) { newXP -= nextLvlXP; if (!IsMaxLevel()) GiveLevel(level + 1); level = GetLevel(); nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP); } SetXP(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); PlayerClassLevelInfo classInfo; sObjectMgr->GetPlayerClassLevelInfo(GetClass(), level, &classInfo); WorldPackets::Misc::LevelUpInfo packet; packet.Level = level; packet.HealthDelta = int32(classInfo.basehealth) - int32(GetCreateHealth()); /// @todo find some better solution // for (int i = 0; i < MAX_POWERS; ++i) packet.PowerDelta[0] = int32(classInfo.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)); SendDirectMessage(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(); // save base values (bonuses already included in stored stats for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i) SetCreateStat(Stats(i), info.stats[i]); SetCreateHealth(classInfo.basehealth); SetCreateMana(classInfo.basemana); InitTalentForLevel(); InitTaxiNodesForLevel(); InitGlyphsForLevel(); UpdateAllStats(); if (sWorld->getBoolConfig(CONFIG_ALWAYS_MAXSKILL)) // Max weapon skill when leveling up UpdateWeaponsSkillsToMaxSkillsForLevel(); _ApplyAllLevelScaleItemMods(true); // set current level health and mana/energy to maximum after applying all mods. SetFullHealth(); SetFullPower(POWER_MANA); // 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 CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction(); MailDraft(mailReward->mailTemplateId).SendMailTo(trans, this, MailSender(MAIL_CREATURE, mailReward->senderEntry)); CharacterDatabase.CommitTransaction(trans); } UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL); // Refer-A-Friend if (GetSession()->GetRecruiterId()) if (level < sWorld->getIntConfig(CONFIG_MAX_RECRUIT_A_FRIEND_BONUS_PLAYER_LEVEL)) if (level % 2 == 0) { ++m_grantableLevels; if (!HasByteFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTES_OFFSET_RAF_GRANTABLE_LEVEL, 0x01)) SetByteFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTES_OFFSET_RAF_GRANTABLE_LEVEL, 0x01); } SendQuestGiverStatusMultiple(); sScriptMgr->OnPlayerLevelChanged(this, oldLevel); } bool Player::IsMaxLevel() const { return GetLevel() >= GetUInt32Value(PLAYER_FIELD_MAX_LEVEL); } void Player::InitTalentForLevel() { uint8 level = GetLevel(); // talents base at level diff (talents = level - 9 but some can be used already) if (level < 10) { // Remove all talent points if (m_usedTalentCount > 0) // Free any used talents { ResetTalents(true); SetFreeTalentPoints(0); } } else { if (level < sWorld->getIntConfig(CONFIG_MIN_DUALSPEC_LEVEL) || m_specsCount == 0) { m_specsCount = 1; m_activeSpec = 0; } uint32 talentPointsForLevel = CalculateTalentsPoints(); // if used more that have then reset if (m_usedTalentCount > talentPointsForLevel) { if (!GetSession()->HasPermission(rbac::RBAC_PERM_SKIP_CHECK_MORE_TALENTS_THAN_ALLOWED)) ResetTalents(true); else SetFreeTalentPoints(0); } // else update amount of free points else SetFreeTalentPoints(talentPointsForLevel - m_usedTalentCount); } if (!GetSession()->PlayerLoading()) SendTalentsInfoData(false); // update at client } void Player::InitStatsForLevel(bool reapplyMods) { if (reapplyMods) //reapply stats values only on .reset stats (level) command _RemoveAllStatBonuses(); PlayerClassLevelInfo classInfo; sObjectMgr->GetPlayerClassLevelInfo(GetClass(), GetLevel(), &classInfo); PlayerLevelInfo info; sObjectMgr->GetPlayerLevelInfo(GetRace(), GetClass(), GetLevel(), &info); uint8 exp_max_lvl = GetMaxLevelForExpansion(GetSession()->Expansion()); uint8 conf_max_lvl = sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL); if (exp_max_lvl == DEFAULT_MAX_LEVEL || exp_max_lvl >= conf_max_lvl) SetUInt32Value(PLAYER_FIELD_MAX_LEVEL, conf_max_lvl); else SetUInt32Value(PLAYER_FIELD_MAX_LEVEL, exp_max_lvl); 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 SetModCastingSpeed(1.0f); // reset size before reapply auras SetObjectScale(1.0f); // save base values (bonuses already included in stored stats for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i) SetCreateStat(Stats(i), info.stats[i]); for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i) SetStat(Stats(i), info.stats[i]); SetCreateHealth(classInfo.basehealth); //set create powers SetCreateMana(classInfo.basemana); SetArmor(int32(m_createStats[STAT_AGILITY]*2)); InitStatBuffMods(); //reset rating fields values for (uint16 index = PLAYER_FIELD_COMBAT_RATING_1; index < PLAYER_FIELD_COMBAT_RATING_1 + MAX_COMBAT_RATING; ++index) SetUInt32Value(index, 0); SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS, 0); for (uint8 i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i) { SetInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + i, 0); SetInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + i, 0); SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT + i, 1.00f); } //reset attack power, damage and attack speed fields for (uint8 i = BASE_ATTACK; i < MAX_ATTACK; ++i) SetFloatValue(UNIT_FIELD_BASEATTACKTIME + i, float(BASE_ATTACK_TIME)); 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); SetAttackPower(0); SetAttackPowerModPos(0); SetAttackPowerModNeg(0); SetAttackPowerMultiplier(0.0f); SetRangedAttackPower(0); SetRangedAttackPowerModPos(0); SetRangedAttackPowerModNeg(0); SetRangedAttackPowerMultiplier(0.0f); // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset SetFloatValue(PLAYER_CRIT_PERCENTAGE, 0.0f); SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE, 0.0f); SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE, 0.0f); // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset for (uint8 i = 0; i < 7; ++i) SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1+i, 0.0f); SetFloatValue(PLAYER_PARRY_PERCENTAGE, 0.0f); SetFloatValue(PLAYER_BLOCK_PERCENTAGE, 0.0f); SetUInt32Value(PLAYER_SHIELD_BLOCK, 0); // Dodge percentage SetFloatValue(PLAYER_DODGE_PERCENTAGE, 0.0f); // set armor (resistance 0) to original value (create_agility*2) SetArmor(int32(m_createStats[STAT_AGILITY]*2)); SetFloatValue(UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE + AsUnderlyingType(SPELL_SCHOOL_NORMAL), 0.0f); SetFloatValue(UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE + AsUnderlyingType(SPELL_SCHOOL_NORMAL), 0.0f); // set other resistance to original value (0) for (uint8 i = SPELL_SCHOOL_HOLY; i < MAX_SPELL_SCHOOL; ++i) { SetResistance(SpellSchools(i), 0); SetFloatValue(UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE + i, 0.0f); SetFloatValue(UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE + i, 0.0f); } SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE, 0); SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE, 0); for (uint8 i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i) { SetUInt32Value(UNIT_FIELD_POWER_COST_MODIFIER + i, 0); SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER + i, 0.0f); } // Reset no reagent cost field for (uint8 i = 0; i < 3; ++i) SetUInt32Value(PLAYER_NO_REAGENT_COST_1 + i, 0); // Init data for form but skip reapply item mods for form InitDataForForm(reapplyMods); // save new stats for (uint8 i = POWER_MANA; i < MAX_POWERS; ++i) SetMaxPower(Powers(i), uint32(GetCreatePowerValue(Powers(i)))); SetMaxHealth(classInfo.basehealth); // stamina bonus will applied later // cleanup mounted state (it will set correctly at aura loading if player saved at mount. SetMountDisplayId(0); // cleanup unit flags (will be re-applied if need at aura load). RemoveUnitFlag( UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_REMOVE_CLIENT_CONTROL | 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_UNINTERACTIBLE | UNIT_FLAG_SKINNABLE | UNIT_FLAG_MOUNT | UNIT_FLAG_ON_TAXI ); SetUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED); // must be set SetUnitFlag2(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); RemoveVisFlag(UNIT_VIS_FLAGS_ALL); // one form stealth modified bytes RemovePvpFlag(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(); SetFullPower(POWER_MANA); SetFullPower(POWER_ENERGY); if (GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE)) SetFullPower(POWER_RAGE); SetFullPower(POWER_FOCUS); SetPower(POWER_HAPPINESS, 0); SetPower(POWER_RUNIC_POWER, 0); // update level to hunter/summon pet if (Pet* pet = GetPet()) pet->SynchronizeLevelWithOwner(); } void Player::SendInitialSpells() { uint16 spellCooldowns = GetSpellHistory()->GetCooldownsSizeForPacket(); uint16 spellCount = 0; WorldPacket data(SMSG_INITIAL_SPELLS, (1 + 2 + 4 * m_spells.size() + 2 + spellCooldowns * (2 + 2 + 2 + 4 + 4))); data << uint8(0); size_t countPos = data.wpos(); data << uint16(spellCount); // spell count placeholder for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr) { if (itr->second.state == PLAYERSPELL_REMOVED) continue; if (!itr->second.active || itr->second.disabled) continue; data << uint32(itr->first); data << uint16(0); // it's not slot id spellCount +=1; } data.put(countPos, spellCount); // write real count value GetSpellHistory()->WritePacket(data); SendDirectMessage(&data); } void Player::SendUnlearnSpells() { WorldPacket data(SMSG_SEND_UNLEARN_SPELLS, 4 + 4 * m_spells.size()); uint32 spellCount = 0; size_t countPos = data.wpos(); data << uint32(spellCount); // spell count placeholder for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr) { if (itr->second.state == PLAYERSPELL_REMOVED) continue; if (itr->second.active || itr->second.disabled) continue; auto skillLineAbilities = sSpellMgr->GetSkillLineAbilityMapBounds(itr->first); if (skillLineAbilities.first == skillLineAbilities.second) continue; bool hasSupercededSpellInfoInClient = false; for (auto boundsItr = skillLineAbilities.first; boundsItr != skillLineAbilities.second; ++boundsItr) { if (boundsItr->second->SupercededBySpell) { hasSupercededSpellInfoInClient = true; break; } } if (hasSupercededSpellInfoInClient) continue; uint32 nextRank = sSpellMgr->GetNextSpellInChain(itr->first); if (!nextRank || !HasSpell(nextRank)) continue; data << uint32(itr->first); ++spellCount; } data.put(countPos, spellCount); // write real count value SendDirectMessage(&data); } void Player::SendTameFailure(uint8 result) { WorldPacket data(SMSG_PET_TAME_FAILURE, 1); data << uint8(result); SendDirectMessage(&data); } 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; result.BagResult = equipError; result.AttachID = item_guid; result.QtyInInventory = item_count; SendDirectMessage(result.Write()); } void Player::SendNewMail() const { // deliver undelivered mail WorldPackets::Mail::NotifyReceivedMail notify; notify.Delay = 0.0f; SendDirectMessage(notify.Write()); } void Player::UpdateNextMailTimeAndUnreads() { // calculate next delivery time (min. from non-delivered mails // and recalculate unReadMail time_t cTime = GameTime::GetGameTime(); 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 <= GameTime::GetGameTime()) // 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++) { CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(stmts[i]); stmt->setUInt32(0, spellId); CharacterDatabase.Execute(stmt); } } bool Player::AddTalent(uint32 spellId, uint8 spec, bool learning) { SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId); if (!spellInfo) { // do character spell book cleanup (all characters) if (!IsInWorld() && !learning) // spell load case { TC_LOG_ERROR("spells", "Player::AddTalent: Spell (ID: {}) does not exist. Deleting for all characters in `character_spell` and `character_talent`.", spellId); DeleteSpellFromAllPlayers(spellId); } else TC_LOG_ERROR("spells", "Player::AddTalent: Spell (ID: {}) 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::AddTalent: Spell (ID: {}) is invalid. Deleting for all characters in `character_spell` and `character_talent`.", spellId); DeleteSpellFromAllPlayers(spellId); } else TC_LOG_ERROR("spells", "Player::AddTalent: Spell (ID: {}) is invalid", spellId); return false; } PlayerTalentMap::iterator itr = m_talents[spec]->find(spellId); if (itr != m_talents[spec]->end()) itr->second->state = PLAYERSPELL_UNCHANGED; else if (TalentSpellPos const* talentPos = GetTalentSpellPos(spellId)) { if (TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentPos->talent_id)) { for (uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank) { // skip learning spell and no rank spell case uint32 rankSpellId = talentInfo->SpellRank[rank]; if (!rankSpellId || rankSpellId == spellId) continue; itr = m_talents[spec]->find(rankSpellId); if (itr != m_talents[spec]->end()) itr->second->state = PLAYERSPELL_REMOVED; } } PlayerTalent* newtalent = new PlayerTalent(); newtalent->state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED; newtalent->spec = spec; (*m_talents[spec])[spellId] = newtalent; return true; } return false; } static bool IsUnlearnSpellsPacketNeededForSpell(uint32 spellId) { SpellInfo const* spellInfo = sSpellMgr->AssertSpellInfo(spellId); if (spellInfo->IsRanked() && !spellInfo->IsStackableWithRanks()) { auto skillLineAbilities = sSpellMgr->GetSkillLineAbilityMapBounds(spellId); if (skillLineAbilities.first != skillLineAbilities.second) { bool hasSupercededSpellInfoInClient = false; for (auto boundsItr = skillLineAbilities.first; boundsItr != skillLineAbilities.second; ++boundsItr) { if (boundsItr->second->SupercededBySpell) { hasSupercededSpellInfoInClient = true; break; } } return !hasSupercededSpellInfoInClient; } } return false; } 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: {}) 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: {}) 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: {}) is invalid. deleting for all characters in `character_spell` and `character_talent`.", spellId); DeleteSpellFromAllPlayers(spellId); } else TC_LOG_ERROR("spells", "Player::AddSpell: Spell (ID: {}) 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->IsStackableWithRanks() && spellInfo->IsRanked()) { if (uint32 next = sSpellMgr->GetNextSpellInChain(spellId)) { if (HasSpell(next)) { // high rank already known so this must !active active = false; next_active_spell_id = next; } } } // not do anything if already known in expected state if (itr->second.state != PLAYERSPELL_REMOVED && itr->second.active == active && itr->second.dependent == dependent && itr->second.disabled == disabled) { if (!IsInWorld() && !learning) // explicitly load from DB and then exist in it already and set correctly itr->second.state = PLAYERSPELL_UNCHANGED; return false; } // dependent spell known as not dependent, overwrite state if (itr->second.state != PLAYERSPELL_REMOVED && !itr->second.dependent && dependent) { itr->second.dependent = dependent; if (itr->second.state != PLAYERSPELL_NEW) itr->second.state = PLAYERSPELL_CHANGED; dependent_set = true; } // update active state for known spell if (itr->second.active != active && itr->second.state != PLAYERSPELL_REMOVED && !itr->second.disabled) { itr->second.active = active; if (!IsInWorld() && !learning && !dependent_set) // explicitly load from DB and then exist in it already and set correctly itr->second.state = PLAYERSPELL_UNCHANGED; else if (itr->second.state != PLAYERSPELL_NEW) itr->second.state = PLAYERSPELL_CHANGED; if (active) { if (spellInfo->IsPassive() && HandlePassiveSpellLearn(spellInfo)) CastSpell(this, spellId, true); } else if (IsInWorld()) { if (next_active_spell_id) { SendSupercededSpell(spellId, next_active_spell_id); if (IsUnlearnSpellsPacketNeededForSpell(spellId)) SendUnlearnSpells(); } else { WorldPacket data(SMSG_REMOVED_SPELL, 4); data << uint32(spellId); SendDirectMessage(&data); } } return active; // learn (show in spell book if active now) } if (itr->second.disabled != disabled && itr->second.state != PLAYERSPELL_REMOVED) { if (itr->second.state != PLAYERSPELL_NEW) itr->second.state = PLAYERSPELL_CHANGED; itr->second.disabled = disabled; if (disabled) return false; disabled_case = true; } else switch (itr->second.state) { case PLAYERSPELL_UNCHANGED: // known saved spell return false; case PLAYERSPELL_REMOVED: // re-learning removed not saved spell { m_spells.erase(itr); state = PLAYERSPELL_CHANGED; break; // need re-add } default: // known not saved yet spell (new or modified) { // can be in case spell loading but learned at some previous spell loading if (!IsInWorld() && !learning && !dependent_set) itr->second.state = PLAYERSPELL_UNCHANGED; return false; } } } if (!disabled_case) // skip new spell adding if spell already known (disabled spells case) { // talent: unlearn all other talent ranks (high and low) if (TalentSpellPos const* talentPos = GetTalentSpellPos(spellId)) { if (TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentPos->talent_id)) { for (uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank) { // skip learning spell and no rank spell case uint32 rankSpellId = talentInfo->SpellRank[rank]; if (!rankSpellId || rankSpellId == spellId) continue; RemoveSpell(rankSpellId, false, false); } } } // non talent spell: learn low ranks (recursive call) else if (uint32 prev_spell = sSpellMgr->GetPrevSpellInChain(spellId)) { if (!IsInWorld() || disabled) // at spells loading, no output, but allow save AddSpell(prev_spell, active, true, true, disabled, false, fromSkill); else // at normal learning LearnSpell(prev_spell, true, fromSkill); } std::pair inserted = m_spells.emplace(std::piecewise_construct, std::forward_as_tuple(spellId), std::forward_as_tuple()); PlayerSpell& newspell = inserted.first->second; // learning a previous rank might have given us this spell already from a skill autolearn, most likely with PLAYERSPELL_NEW state // we dont want to do double insert if this happened during load from db so we force state to CHANGED, just in case newspell.state = inserted.second ? state : PLAYERSPELL_CHANGED; newspell.active = active; newspell.dependent = dependent; newspell.disabled = disabled; bool needsUnlearnSpellsPacket = false; // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible if (newspell.active && !newspell.disabled && !spellInfo->IsStackableWithRanks() && spellInfo->IsRanked()) { 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); needsUnlearnSpellsPacket = needsUnlearnSpellsPacket || IsUnlearnSpellsPacketNeededForSpell(itr2->first); } // 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); needsUnlearnSpellsPacket = needsUnlearnSpellsPacket || IsUnlearnSpellsPacketNeededForSpell(spellId); } // 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; } } } } } if (needsUnlearnSpellsPacket) SendUnlearnSpells(); // return false if spell disabled if (newspell.disabled) return false; } uint32 talentCost = GetTalentSpellCost(spellId); // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned) // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive if (!loading && talentCost > 0 && spellInfo->HasEffect(SPELL_EFFECT_LEARN_SPELL)) { // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show) CastSpell(this, spellId, true); } // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks else if (spellInfo->IsPassive()) { if (HandlePassiveSpellLearn(spellInfo)) CastSpell(this, spellId, true); } else if (spellInfo->HasEffect(SPELL_EFFECT_SKILL_STEP)) { CastSpell(this, spellId, true); return false; } // update used talent points count m_usedTalentCount += talentCost; // update free primary prof.points (if any, can be none in case GM .learn prof. learning) if (uint32 freeProfs = GetFreePrimaryProfessionPoints()) { if (spellInfo->IsPrimaryProfessionFirstRank()) SetFreePrimaryProfessions(freeProfs-1); } SkillLineAbilityMapBounds skill_bounds = sSpellMgr->GetSkillLineAbilityMapBounds(spellId); 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; if (sWorld->getBoolConfig(CONFIG_ALWAYS_MAXSKILL) && !IsProfessionOrRidingSkill(spellLearnSkill->skill)) skill_value = 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 (pSkill->ID == fromSkill) continue; ///@todo: confirm if rogues start with lockpicking skill at level 1 but only receive the spell to use it at level 16 // Also added for runeforging. It's already confirmed this happens upon learning for Death Knights, not from character creation. if ((_spell_idx->second->AcquireMethod == SKILL_LINE_ABILITY_LEARNED_ON_SKILL_LEARN && !HasSkill(pSkill->ID)) || ((pSkill->ID == SKILL_LOCKPICKING || pSkill->ID == SKILL_RUNEFORGING) && _spell_idx->second->TrivialSkillLineRankHigh == 0)) LearnDefaultSkill(pSkill->ID, 0); if (pSkill->ID == SKILL_MOUNTS && !Has310Flyer(false)) for (SpellEffectInfo const& spellEffectInfo : spellInfo->GetEffects()) if (spellEffectInfo.ApplyAuraName == SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED && spellEffectInfo.CalcValue() == 310) SetHas310Flyer(true); } } // learn dependent spells SpellLearnSpellMapBounds spell_bounds = sSpellMgr->GetSpellLearnSpellMapBounds(spellId); for (SpellLearnSpellMap::const_iterator itr2 = spell_bounds.first; itr2 != spell_bounds.second; ++itr2) { if (!itr2->second.autoLearned) { if (!IsInWorld() || !itr2->second.active) // at spells loading, no output, but allow save AddSpell(itr2->second.spell, itr2->second.active, true, true, false); else // at normal learning LearnSpell(itr2->second.spell, true); } } if (!GetSession()->PlayerLoading()) { // not ranked skills for (SkillLineAbilityMap::const_iterator _spell_idx = skill_bounds.first; _spell_idx != skill_bounds.second; ++_spell_idx) { UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE, _spell_idx->second->SkillLine); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS, _spell_idx->second->SkillLine); } UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL, spellId); } // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell return active && !disabled && !superceded_old; } void Player::AddTemporarySpell(uint32 spellId) { PlayerSpellMap::iterator itr = m_spells.find(spellId); // spell already added - do not do anything if (itr != m_spells.end()) return; PlayerSpell* newspell = &m_spells[spellId]; newspell->state = PLAYERSPELL_TEMPORARY; newspell->active = true; newspell->dependent = false; newspell->disabled = false; } 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; m_spells.erase(itr); } bool Player::HandlePassiveSpellLearn(SpellInfo const* spellInfo) { // 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))); // Check EquippedItemClass // passive spells which apply aura and have an item requirement are to be added manually, instead of casted if (spellInfo->EquippedItemClass >= 0) { for (SpellEffectInfo const& spellEffectInfo : spellInfo->GetEffects()) { if (spellEffectInfo.IsAura()) { if (!HasAura(spellInfo->Id) && HasItemFitToSpellRequirements(spellInfo)) AddAura(spellInfo->Id, this); return false; } } } //Check CasterAuraStates return need_cast && (!spellInfo->CasterAuraState || HasAuraState(AuraStateType(spellInfo->CasterAuraState))); } 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()) { WorldPacket data(SMSG_LEARNED_SPELL, 6); data << uint32(spell_id); data << uint16(0); SendDirectMessage(&data); } // learn all disabled higher ranks and required spells (recursive) if (disabled) { if (uint32 nextSpell = sSpellMgr->GetNextSpellInChain(spell_id)) { PlayerSpellMap::iterator iter = m_spells.find(nextSpell); if (iter != m_spells.end() && iter->second.disabled) LearnSpell(nextSpell, false, fromSkill); } SpellsRequiringSpellMapBounds spellsRequiringSpell = sSpellMgr->GetSpellsRequiringSpellBounds(spell_id); for (SpellsRequiringSpellMap::const_iterator itr2 = spellsRequiringSpell.first; itr2 != spellsRequiringSpell.second; ++itr2) { PlayerSpellMap::iterator iter2 = m_spells.find(itr2->second); if (iter2 != m_spells.end() && iter2->second.disabled) LearnSpell(itr2->second, false, fromSkill); } } } void Player::RemoveSpell(uint32 spell_id, bool disabled, bool learn_low_rank) { PlayerSpellMap::iterator itr = m_spells.find(spell_id); if (itr == m_spells.end()) return; if (itr->second.state == PLAYERSPELL_REMOVED || (disabled && itr->second.disabled) || itr->second.state == PLAYERSPELL_TEMPORARY) return; // unlearn non talent higher ranks (recursive) if (uint32 nextSpell = sSpellMgr->GetNextSpellInChain(spell_id)) { if (HasSpell(nextSpell) && !GetTalentSpellPos(nextSpell)) RemoveSpell(nextSpell, disabled, false); } //unlearn spells dependent from recently removed spells SpellsRequiringSpellMapBounds spellsRequiringSpell = sSpellMgr->GetSpellsRequiringSpellBounds(spell_id); for (SpellsRequiringSpellMap::const_iterator itr2 = spellsRequiringSpell.first; itr2 != spellsRequiringSpell.second; ++itr2) RemoveSpell(itr2->second, disabled); // re-search, it can be corrupted in prev loop itr = m_spells.find(spell_id); if (itr == m_spells.end()) return; // already unleared bool giveTalentPoints = disabled || !itr->second.disabled; bool cur_active = itr->second.active; bool cur_dependent = itr->second.dependent; if (disabled) { itr->second.disabled = disabled; if (itr->second.state != PLAYERSPELL_NEW) itr->second.state = PLAYERSPELL_CHANGED; } else { if (itr->second.state == PLAYERSPELL_NEW) m_spells.erase(itr); else itr->second.state = PLAYERSPELL_REMOVED; } RemoveOwnedAura(spell_id, GetGUID()); // remove pet auras for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) if (PetAura const* petSpell = sSpellMgr->GetPetAura(spell_id, i)) RemovePetAura(petSpell); // free talent points uint32 talentCosts = GetTalentSpellCost(spell_id); if (talentCosts > 0 && giveTalentPoints) { if (talentCosts < m_usedTalentCount) m_usedTalentCount -= talentCosts; else m_usedTalentCount = 0; } // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning) SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spell_id); if (spellInfo && spellInfo->IsPrimaryProfessionFirstRank()) { uint32 freeProfs = GetFreePrimaryProfessionPoints()+1; if (freeProfs <= sWorld->getIntConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL)) SetFreePrimaryProfessions(freeProfs); } // remove dependent skill SpellLearnSkillNode const* spellLearnSkill = sSpellMgr->GetSpellLearnSkill(spell_id); if (spellLearnSkill) { uint32 prev_spell = sSpellMgr->GetPrevSpellInChain(spell_id); if (!prev_spell) // first rank, remove skill SetSkill(spellLearnSkill->skill, 0, 0, 0); else { // search prev. skill setting by spell ranks chain SpellLearnSkillNode const* prevSkill = sSpellMgr->GetSpellLearnSkill(prev_spell); while (!prevSkill && prev_spell) { prev_spell = sSpellMgr->GetPrevSpellInChain(prev_spell); prevSkill = sSpellMgr->GetSpellLearnSkill(sSpellMgr->GetFirstSpellInChain(prev_spell)); } if (!prevSkill) // not found prev skill setting, remove skill SetSkill(spellLearnSkill->skill, 0, 0, 0); else // set to prev. skill setting values { uint32 skill_value = GetPureSkillValue(prevSkill->skill); uint32 skill_max_value = GetPureMaxSkillValue(prevSkill->skill); if (skill_value > prevSkill->value) skill_value = prevSkill->value; uint32 new_skill_max_value = prevSkill->maxvalue == 0 ? GetMaxSkillValueForLevel() : prevSkill->maxvalue; if (skill_max_value > new_skill_max_value) skill_max_value = new_skill_max_value; SetSkill(prevSkill->skill, prevSkill->step, skill_value, skill_max_value); } } } else { // not ranked skills SkillLineAbilityMapBounds bounds = sSpellMgr->GetSkillLineAbilityMapBounds(spell_id); // most likely will never be used, haven't heard of cases where players unlearn a mount if (Has310Flyer(false) && spellInfo) { for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx) { SkillLineEntry const* pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->SkillLine); if (!pSkill) continue; if (_spell_idx->second->SkillLine == SKILL_MOUNTS) { for (SpellEffectInfo const& spellEffectInfo : spellInfo->GetEffects()) { if (spellEffectInfo.ApplyAuraName == SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED && spellEffectInfo.CalcValue() == 310) { Has310Flyer(true, spell_id); // with true as first argument its also used to set/remove the flag break; } } } } } } // remove dependent spells SpellLearnSpellMapBounds spell_bounds = sSpellMgr->GetSpellLearnSpellMapBounds(spell_id); for (SpellLearnSpellMap::const_iterator itr2 = spell_bounds.first; itr2 != spell_bounds.second; ++itr2) RemoveSpell(itr2->second.spell, disabled); // activate lesser rank in spellbook/action bar, and cast it if need bool prev_activate = false; bool needsUnlearnSpellsPacket = false; if (uint32 prev_id = sSpellMgr->GetPrevSpellInChain(spell_id)) { // if talent then lesser rank also talent and need learn if (talentCosts) { // I cannot see why mangos has these lines. //if (learn_low_rank) // learnSpell(prev_id, false); } // if ranked non-stackable spell: need activate lesser rank and update dendence state /// No need to check for spellInfo != nullptr here because if cur_active is true, then that means that the spell was already in m_spells, and only valid spells can be pushed there. else if (cur_active && !spellInfo->IsStackableWithRanks() && spellInfo->IsRanked()) { // need manually update dependence state (learn spell ignore like attempts) PlayerSpellMap::iterator prev_itr = m_spells.find(prev_id); if (prev_itr != m_spells.end()) { if (prev_itr->second.dependent != cur_dependent) { prev_itr->second.dependent = cur_dependent; if (prev_itr->second.state != PLAYERSPELL_NEW) prev_itr->second.state = PLAYERSPELL_CHANGED; } // now re-learn if need re-activate if (!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); needsUnlearnSpellsPacket = IsUnlearnSpellsPacketNeededForSpell(prev_id); prev_activate = true; } } } } } if (spell_id == 46917 && m_canTitanGrip) { RemoveAurasDueToSpell(m_titanGripPenaltySpellId); SetCanTitanGrip(false); } if (spell_id == 674 && m_canDualWield) SetCanDualWield(false); if (sWorld->getBoolConfig(CONFIG_OFFHAND_CHECK_AT_SPELL_UNLEARN)) AutoUnequipOffhandIfNeed(); if (needsUnlearnSpellsPacket) SendUnlearnSpells(); // remove from spell book if not replaced by lesser rank if (!prev_activate) { WorldPacket data(SMSG_REMOVED_SPELL, 4); data << uint32(spell_id); SendDirectMessage(&data); } } bool Player::Has310Flyer(bool checkAllSpells, uint32 excludeSpellId) { if (!checkAllSpells) return (m_ExtraFlags & PLAYER_EXTRA_HAS_310_FLYER) != 0; else { SetHas310Flyer(false); SpellInfo const* spellInfo; for (PlayerSpellMap::iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr) { if (itr->first == excludeSpellId) continue; SkillLineAbilityMapBounds bounds = sSpellMgr->GetSkillLineAbilityMapBounds(itr->first); for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx) { if (_spell_idx->second->SkillLine != SKILL_MOUNTS) break; // We can break because mount spells belong only to one skillline (at least 310 flyers do) spellInfo = sSpellMgr->AssertSpellInfo(itr->first); for (SpellEffectInfo const& spellEffectInfo : spellInfo->GetEffects()) { if (spellEffectInfo.ApplyAuraName == SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED && spellEffectInfo.CalcValue() == 310) { SetHas310Flyer(true); return true; } } } } } return false; } void Player::RemoveArenaSpellCooldowns(bool removeActivePetCooldowns) { // remove cooldowns on spells that have < 10 min CD GetSpellHistory()->ResetCooldowns([](SpellHistory::CooldownStorageType::iterator itr) -> bool { 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::ResetTalentsCost() const { if (sWorld->getBoolConfig(CONFIG_NO_RESET_TALENT_COST)) return 0; // The first time reset costs 1 gold if (m_resetTalentsCost < 1*GOLD) return 1*GOLD; // then 5 gold else if (m_resetTalentsCost < 5*GOLD) return 5*GOLD; // After that it increases in increments of 5 gold else if (m_resetTalentsCost < 10*GOLD) return 10*GOLD; else { uint64 months = (GameTime::GetGameTime() - m_resetTalentsTime)/MONTH; if (months > 0) { // This cost will be reduced by a rate of 5 gold per month int32 new_cost = int32(m_resetTalentsCost - 5*GOLD*months); // to a minimum of 10 gold. return (new_cost < 10*GOLD ? 10*GOLD : new_cost); } else { // After that it increases in increments of 5 gold int32 new_cost = m_resetTalentsCost + 5*GOLD; // until it hits a cap of 50 gold. if (new_cost > 50*GOLD) new_cost = 50*GOLD; return new_cost; } } } void Player::IncreaseResetTalentsCostAndCounters(uint32 lastResetTalentsCost) { if (lastResetTalentsCost > 0) // We don't want to reset the accumulated talent reset cost if we decide to temporarily enable CONFIG_NO_RESET_TALENT_COST m_resetTalentsCost = lastResetTalentsCost; m_resetTalentsTime = GameTime::GetGameTime(); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS, lastResetTalentsCost); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS, 1); } bool Player::ResetTalents(bool involuntarily /*= false*/) { sScriptMgr->OnPlayerTalentsReset(this, involuntarily); // not need after this call if (HasAtLoginFlag(AT_LOGIN_RESET_TALENTS)) RemoveAtLoginFlag(AT_LOGIN_RESET_TALENTS, true); uint32 talentPointsForLevel = CalculateTalentsPoints(); if (m_usedTalentCount == 0) { SetFreeTalentPoints(talentPointsForLevel); return false; } 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; TalentTabEntry const* talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TabID); if (!talentTabInfo) continue; // unlearn only talents for character class // some spell learned by one class as normal spells or know at creation but another class learn it as talent, // to prevent unexpected lost normal learned spell skip another class talents if ((GetClassMask() & talentTabInfo->ClassMask) == 0) continue; for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank) { // skip non-existing talent ranks if (talentInfo->SpellRank[rank] == 0) continue; SpellInfo const* _spellEntry = sSpellMgr->GetSpellInfo(talentInfo->SpellRank[rank]); if (!_spellEntry) continue; RemoveSpell(talentInfo->SpellRank[rank], true); // search for spells that the talent teaches and unlearn them for (SpellEffectInfo const& spellEffectInfo : _spellEntry->GetEffects()) if (spellEffectInfo.IsEffect(SPELL_EFFECT_LEARN_SPELL) && spellEffectInfo.TriggerSpell > 0) RemoveSpell(spellEffectInfo.TriggerSpell, true); // if this talent rank can be found in the PlayerTalentMap, mark the talent as removed so it gets deleted PlayerTalentMap::iterator plrTalent = m_talents[m_activeSpec]->find(talentInfo->SpellRank[rank]); if (plrTalent != m_talents[m_activeSpec]->end()) plrTalent->second->state = PLAYERSPELL_REMOVED; } } CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction(); _SaveTalents(trans); _SaveSpells(trans); CharacterDatabase.CommitTransaction(trans); SetFreeTalentPoints(talentPointsForLevel); if (involuntarily) SendDirectMessage(WorldPackets::Talents::InvoluntarilyReset(false).Write()); return true; } void Player::SetFreeTalentPoints(uint32 points) { sScriptMgr->OnPlayerFreeTalentPointsChanged(this, points); SetUInt32Value(PLAYER_CHARACTER_POINTS1, points); } Mail* Player::GetMail(uint32 id) { for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr) if ((*itr)->messageID == id) return (*itr); return 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 = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) { if (m_items[i] == nullptr) continue; m_items[i]->BuildCreateUpdateBlockForPlayer(data, target); } } Unit::BuildCreateUpdateBlockForPlayer(data, target); } void Player::DestroyForPlayer(Player* target, bool onDeath) const { Unit::DestroyForPlayer(target, onDeath); for (uint8 i = 0; i < EQUIPMENT_SLOT_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 = KEYRING_SLOT_START; i < CURRENCYTOKEN_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 spell, uint8 spec) const { PlayerTalentMap::const_iterator itr = m_talents[spec]->find(spell); return (itr != m_talents[spec]->end() && itr->second->state != PLAYERSPELL_REMOVED); } bool Player::HasActiveSpell(uint32 spell) const { PlayerSpellMap::const_iterator itr = m_spells.find(spell); return (itr != m_spells.end() && itr->second.state != PLAYERSPELL_REMOVED && itr->second.active && !itr->second.disabled); } /** * 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 charDelete_method = sWorld->getIntConfig(CONFIG_CHARDELETE_METHOD); CharacterCacheEntry const* characterInfo = sCharacterCache->GetCharacterCacheByGuid(playerguid); std::string name; if (characterInfo) name = characterInfo->Name; if (deleteFinally) charDelete_method = CHAR_DELETE_REMOVE; else if (characterInfo) // To avoid a query, we select loaded data. If it doesn't exist, return. { // Define the required variables uint32 charDelete_minLvl = sWorld->getIntConfig(characterInfo->Class != CLASS_DEATH_KNIGHT ? CONFIG_CHARDELETE_MIN_LEVEL : CONFIG_CHARDELETE_DEATH_KNIGHT_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 < charDelete_minLvl) charDelete_method = CHAR_DELETE_REMOVE; } CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction(); if (ObjectGuid::LowType guildId = sCharacterCache->GetCharacterGuildIdByGuid(playerguid)) if (Guild* guild = sGuildMgr->GetGuildById(guildId)) guild->DeleteMember(trans, playerguid, false, false); // close player ticket if any GmTicket* ticket = sTicketMgr->GetTicketByPlayer(playerguid); if (ticket) sTicketMgr->CloseTicket(ticket->GetId(), playerguid); // remove from arena teams LeaveAllArenaTeams(playerguid); // the player was uninvited already on logout so just remove from group CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_GROUP_MEMBER); stmt->setUInt32(0, guid); PreparedQueryResult resultGroup = CharacterDatabase.Query(stmt); if (resultGroup) if (Group* group = sGroupMgr->GetGroupByDbStoreId((*resultGroup)[0].GetUInt32())) RemoveFromGroup(group, playerguid); // Remove signs from petitions (also remove petitions if owner); RemovePetitionsAndSigns(playerguid, CHARTER_TYPE_ANY); switch (charDelete_method) { // Completely remove from the database case CHAR_DELETE_REMOVE: { stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_COD_ITEM_MAIL); stmt->setUInt32(0, guid); PreparedQueryResult resultMail = CharacterDatabase.Query(stmt); if (resultMail) { std::unordered_map> itemsByMail; stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_MAILITEMS); stmt->setUInt32(0, guid); PreparedQueryResult resultItems = CharacterDatabase.Query(stmt); if (resultItems) { do { Field* fields = resultItems->Fetch(); uint32 mailId = fields[14].GetUInt32(); if (Item* mailItem = _LoadMailedItem(playerguid, nullptr, mailId, nullptr, fields)) itemsByMail[mailId].push_back(mailItem); } while (resultItems->NextRow()); } do { Field* mailFields = resultMail->Fetch(); uint32 mail_id = mailFields[0].GetUInt32(); uint8 mailType = mailFields[1].GetUInt8(); uint16 mailTemplateId= mailFields[2].GetUInt16(); uint32 sender = mailFields[3].GetUInt32(); std::string subject = mailFields[4].GetString(); std::string body = mailFields[5].GetString(); uint32 money = mailFields[6].GetUInt32(); bool has_items = mailFields[7].GetBool(); // We can return mail now // So firstly delete the old one stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_BY_ID); stmt->setUInt32(0, mail_id); trans->Append(stmt); // Mail is not from player if (mailType != MAIL_NORMAL) { if (has_items) { stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_ITEM_BY_ID); stmt->setUInt32(0, mail_id); trans->Append(stmt); } continue; } MailDraft draft(subject, body); if (mailTemplateId) draft = MailDraft(mailTemplateId, false); // items are already included auto itemsItr = itemsByMail.find(mail_id); if (itemsItr != itemsByMail.end()) { for (Item* item : itemsItr->second) draft.AddItem(item); // MailDraft will take care of freeing memory itemsByMail.erase(itemsItr); } stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_ITEM_BY_ID); stmt->setUInt32(0, mail_id); trans->Append(stmt); uint32 pl_account = sCharacterCache->GetCharacterAccountIdByGuid(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_PET_IDS); stmt->setUInt32(0, guid); PreparedQueryResult resultPets = CharacterDatabase.Query(stmt); if (resultPets) { do { ObjectGuid::LowType petguidlow = (*resultPets)[0].GetUInt32(); Pet::DeleteFromDB(petguidlow); } while (resultPets->NextRow()); } // Delete char from social list of online chars stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_SOCIAL); stmt->setUInt32(0, guid); if (PreparedQueryResult resultFriends = CharacterDatabase.Query(stmt)) { do { if (Player* playerFriend = ObjectAccessor::FindPlayer(ObjectGuid(HighGuid::Player, 0, (*resultFriends)[0].GetUInt32()))) { playerFriend->GetSocial()->RemoveFromSocialList(playerguid, SOCIAL_FLAG_ALL); sSocialMgr->SendFriendStatus(playerFriend, FRIEND_REMOVED, playerguid); } } while (resultFriends->NextRow()); } stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHARACTER); stmt->setUInt32(0, guid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PLAYER_ACCOUNT_DATA); stmt->setUInt32(0, guid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_DECLINED_NAME); stmt->setUInt32(0, guid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_ACTION); stmt->setUInt32(0, guid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHARACTER_ARENA_STATS); stmt->setUInt32(0, guid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_AURA); stmt->setUInt32(0, guid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PLAYER_BGDATA); stmt->setUInt32(0, guid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_BATTLEGROUND_RANDOM); stmt->setUInt32(0, guid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_GIFT); stmt->setUInt32(0, guid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PLAYER_HOMEBIND); stmt->setUInt32(0, guid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INSTANCE); stmt->setUInt32(0, guid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INVENTORY); stmt->setUInt32(0, guid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_QUESTSTATUS); stmt->setUInt32(0, guid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_QUESTSTATUS_REWARDED); stmt->setUInt32(0, guid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_REPUTATION); stmt->setUInt32(0, guid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SPELL); stmt->setUInt32(0, guid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SPELL_COOLDOWNS); stmt->setUInt32(0, guid); trans->Append(stmt); if (sWorld->getBoolConfig(CONFIG_DELETE_CHARACTER_TICKET_TRACE)) { stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_PLAYER_GM_TICKETS_ON_CHAR_DELETION); stmt->setUInt32(0, guid); trans->Append(stmt); } else { stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PLAYER_GM_TICKETS); stmt->setUInt32(0, guid); trans->Append(stmt); } stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_INSTANCE_BY_OWNER); stmt->setUInt32(0, guid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SOCIAL_BY_FRIEND); stmt->setUInt32(0, guid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SOCIAL_BY_GUID); stmt->setUInt32(0, guid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL); stmt->setUInt32(0, guid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_ITEMS); stmt->setUInt32(0, guid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_PET_BY_OWNER); stmt->setUInt32(0, guid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_PET_DECLINEDNAME_BY_OWNER); stmt->setUInt32(0, guid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_ACHIEVEMENTS); stmt->setUInt32(0, guid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_ACHIEVEMENT_PROGRESS); stmt->setUInt32(0, guid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_EQUIPMENTSETS); stmt->setUInt32(0, guid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GUILD_EVENTLOG_BY_PLAYER); stmt->setUInt32(0, guid); stmt->setUInt32(1, guid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GUILD_BANK_EVENTLOG_BY_PLAYER); stmt->setUInt32(0, guid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_GLYPHS); stmt->setUInt32(0, guid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHARACTER_QUESTSTATUS_DAILY); stmt->setUInt32(0, guid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHARACTER_QUESTSTATUS_WEEKLY); stmt->setUInt32(0, guid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHARACTER_QUESTSTATUS_MONTHLY); stmt->setUInt32(0, guid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHARACTER_QUESTSTATUS_SEASONAL); stmt->setUInt32(0, guid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_TALENT); stmt->setUInt32(0, guid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SKILLS); stmt->setUInt32(0, guid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_STATS); stmt->setUInt32(0, guid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_FISHINGSTEPS); stmt->setUInt32(0, guid); trans->Append(stmt); Corpse::DeleteFromDB(playerguid, trans); break; } // The character gets unlinked from the account, the name gets freed up and appears as deleted ingame case CHAR_DELETE_UNLINK: { stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_DELETE_INFO); stmt->setUInt32(0, guid); trans->Append(stmt); break; } default: TC_LOG_ERROR("entities.player.cheat", "Player::DeleteFromDB: Tried to delete player ({}) with unsupported delete method ({}).", playerguid.ToString(), charDelete_method); if (trans->GetSize() > 0) CharacterDatabase.CommitTransaction(trans); return; } CharacterDatabase.CommitTransaction(trans); if (updateRealmChars) sWorld->UpdateRealmCharCount(accountId); sCharacterCache->DeleteCharacterCacheEntry(playerguid, name); } /** * 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 {} days before...", keepDays); CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_OLD_CHARS); stmt->setUInt32(0, static_cast(GameTime::GetGameTime() - static_cast(keepDays) * DAY)); PreparedQueryResult result = CharacterDatabase.Query(stmt); if (result) { TC_LOG_DEBUG("entities.player", "Player::DeleteOldCharacters: Found {} character(s) to delete", result->GetRowCount()); do { Field* fields = result->Fetch(); Player::DeleteFromDB(ObjectGuid(HighGuid::Player, fields[0].GetUInt32()), fields[1].GetUInt32(), true, true); } while (result->NextRow()); } } void Player::SetMovement(PlayerMovementType pType) { WorldPacket data; switch (pType) { case MOVE_ROOT: data.Initialize(SMSG_FORCE_MOVE_ROOT, GetPackGUID().size()+4); break; case MOVE_UNROOT: data.Initialize(SMSG_FORCE_MOVE_UNROOT, GetPackGUID().size()+4); break; case MOVE_WATER_WALK: data.Initialize(SMSG_MOVE_WATER_WALK, GetPackGUID().size()+4); break; case MOVE_LAND_WALK: data.Initialize(SMSG_MOVE_LAND_WALK, GetPackGUID().size()+4); break; default: TC_LOG_ERROR("entities.player", "Player::SetMovement: Unsupported move type ({}), data not sent to client.", pType); return; } data << GetPackGUID(); data << uint32(0); SendDirectMessage(&data); } /* 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_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 if (GetCorpseLocation().GetMapId() == GetMapId()) { TC_LOG_ERROR("entities.player", "Player::BuildPlayerRepop: Player '{}' ({}) already has a corpse", GetName(), GetGUID().ToString()); 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 '{}' ({})", GetName(), GetGUID().ToString()); return; } GetMap()->AddToMap(corpse); // convert player body to ghost setDeathState(DEAD); SetHealth(1); SetMovement(MOVE_WATER_WALK); if (!GetSession()->isLogingOut()) SetMovement(MOVE_UNROOT); // BG - remove insignia related RemoveUnitFlag(UNIT_FLAG_SKINNABLE); int32 corpseReclaimDelay = CalculateCorpseReclaimDelay(); if (corpseReclaimDelay >= 0) SendCorpseReclaimDelay(corpseReclaimDelay); // to prevent cheating corpse->ResetGhostTime(); StopMirrorTimers(); //disable timers(bars) // OnPlayerRepop hook sScriptMgr->OnPlayerRepop(this); } 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 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)) SetDynamicFlag(UNIT_DYNFLAG_REFER_A_FRIEND); setDeathState(ALIVE); SetMovement(MOVE_LAND_WALK); SetMovement(MOVE_UNROOT); m_deathTimer = 0; // set health/powers (0- will be set in caller) if (restore_percent > 0.0f) { SetHealth(uint32(GetMaxHealth()*restore_percent)); SetPower(POWER_MANA, uint32(GetMaxPower(POWER_MANA)*restore_percent)); SetPower(POWER_RAGE, 0); SetPower(POWER_ENERGY, uint32(GetMaxPower(POWER_ENERGY)*restore_percent)); } // trigger update zone for alive state zone updates uint32 newzone, newarea; GetZoneAndAreaId(newzone, newarea); UpdateZone(newzone, newarea); sOutdoorPvPMgr->HandlePlayerResurrects(this, newzone); if (InBattleground()) { if (Battleground* bg = GetBattleground()) bg->HandlePlayerResurrect(this); } // update visibility UpdateObjectVisibility(); // recast lost by death auras of any items held in the inventory CastAllObtainSpells(); 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); ChrRacesEntry const* raceEntry = sChrRacesStore.AssertEntry(GetRace()); if (int32(GetLevel()) >= startLevel) { // set resurrection sickness CastSpell(this, raceEntry->ResSicknessSpellID, true); // not full duration if (int32(GetLevel()) < startLevel+9) { int32 delta = (int32(GetLevel()) - startLevel + 1)*MINUTE; if (Aura* aur = GetAura(raceEntry->ResSicknessSpellID, GetGUID())) { aur->SetDuration(delta*IN_MILLISECONDS); } } } } void Player::RemoveGhoul() { RemoveAura(SPELL_DK_RAISE_ALLY); } void Player::KillPlayer() { if (IsFlying() && !GetTransport()) GetMotionMaster()->MoveFall(); SetMovement(MOVE_ROOT); StopMirrorTimers(); //disable timers(bars) setDeathState(CORPSE); //SetUnitFlag(UNIT_FLAG_NOT_IN_PVP); ReplaceAllDynamicFlags(UNIT_DYNFLAG_NONE); ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, !sMapStore.LookupEntry(GetMapId())->Instanceable() && !HasAuraType(SPELL_AURA_PREVENT_RESURRECTION)); // 6 minutes until repop at graveyard m_deathTimer = 6 * MINUTE * IN_MILLISECONDS; UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill int32 corpseReclaimDelay = CalculateCorpseReclaimDelay(); if (corpseReclaimDelay >= 0) SendCorpseReclaimDelay(corpseReclaimDelay); // don't create corpse at this moment, player might be falling // update visibility UpdateObjectVisibility(); } void Player::OfflineResurrect(ObjectGuid const& guid, CharacterDatabaseTransaction trans) { Corpse::DeleteFromDB(guid, trans); CharacterDatabasePreparedStatement* 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(), this)) { delete corpse; return nullptr; } _corpseLocation.WorldRelocate(*this); _cfb1 = ((0x00) | (GetRace() << 8) | (GetNativeGender() << 16) | (GetSkinId() << 24)); _cfb2 = (GetFaceId() | (GetHairStyleId() << 8) | (GetHairColorId() << 16) | (GetFacialStyle() << 24)); corpse->SetUInt32Value(CORPSE_FIELD_BYTES_1, _cfb1); corpse->SetUInt32Value(CORPSE_FIELD_BYTES_2, _cfb2); uint32 flags = CORPSE_FLAG_UNK2; if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM)) flags |= CORPSE_FLAG_HIDE_HELM; if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK)) flags |= CORPSE_FLAG_HIDE_CLOAK; if (InBattleground() && !InArena()) flags |= CORPSE_FLAG_LOOTABLE; // to be able to remove insignia corpse->SetUInt32Value(CORPSE_FIELD_FLAGS, flags); corpse->SetUInt32Value(CORPSE_FIELD_DISPLAY_ID, GetNativeDisplayId()); corpse->SetUInt32Value(CORPSE_FIELD_GUILD, GetGuildId()); uint32 iDisplayID; uint32 iIventoryType; uint32 _cfi; for (uint8 i = 0; i < EQUIPMENT_SLOT_END; i++) { if (m_items[i]) { iDisplayID = m_items[i]->GetTemplate()->DisplayInfoID; iIventoryType = m_items[i]->GetTemplate()->InventoryType; _cfi = iDisplayID | (iIventoryType << 24); corpse->SetUInt32Value(CORPSE_FIELD_ITEM + i, _cfi); } } // 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::SendDurabilityLoss() { SendDirectMessage(WorldPackets::Misc::DurabilityDamageDeath().Write()); } void Player::DurabilityLossAll(double percent, bool inventory) { for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++) if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) DurabilityLoss(pItem, percent); if (inventory) { // bags not have durability // for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++) if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) DurabilityLoss(pItem, percent); // keys not have durability //for (int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++) for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) if (Bag* pBag = GetBagByPos(i)) for (uint32 j = 0; j < pBag->GetBagSize(); j++) if (Item* pItem = GetItemByPos(i, j)) DurabilityLoss(pItem, percent); } } void Player::DurabilityLoss(Item* item, double percent) { if (!item) return; uint32 pMaxDurability = item ->GetUInt32Value(ITEM_FIELD_MAXDURABILITY); if (!pMaxDurability) return; uint32 pDurabilityLoss = uint32(pMaxDurability*percent); if (pDurabilityLoss < 1) pDurabilityLoss = 1; DurabilityPointsLoss(item, pDurabilityLoss); } void Player::DurabilityPointsLossAll(int32 points, bool inventory) { for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++) if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) DurabilityPointsLoss(pItem, points); if (inventory) { // bags not have durability // for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++) if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) DurabilityPointsLoss(pItem, points); // keys not have durability //for (int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++) for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) if (Bag* pBag = static_cast(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 (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, slot)) DurabilityPointsLoss(pItem, 1); } void Player::DurabilityRepairAll(bool takeCost, float discountMod, bool guildBank) { // Collecting all items that can be repaired and repair costs std::list> itemRepairCostStore; // equipped, backpack, bags itself for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++) if (Item* item = GetItemByPos(((INVENTORY_SLOT_BAG_0 << 8) | i))) if (uint32 cost = item->CalculateDurabilityRepairCost(discountMod)) itemRepairCostStore.push_back(std::make_pair(item, cost)); // 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++) if (Item* item = GetItemByPos(((j << 8) | i))) if (uint32 cost = item->CalculateDurabilityRepairCost(discountMod)) itemRepairCostStore.push_back(std::make_pair(item, cost)); // Handling a free repair case - just repair every item without taking cost. if (!takeCost) { for (auto const& [item, cost] : itemRepairCostStore) DurabilityRepair(item->GetPos(), false, 0.f); return; } if (guildBank) { // Handling a repair for guild money case. // We have to repair items one by one until the guild bank has enough money available for withdrawal or until all items are repaired. Guild* guild = GetGuild(); if (!guild) return; // silent return, client shouldn't display this button for players without guild. uint64 const availableGuildMoney = guild->GetMemberAvailableMoneyForRepairItems(GetGUID()); if (availableGuildMoney == 0) return; // Sort the items by repair cost from lowest to highest itemRepairCostStore.sort([](auto const& a, auto const& b) -> bool { return a.second < b.second; }); // We must calculate total repair cost and take money once to avoid spam in the guild bank log and reduce number of transactions in the database uint32 totalCost = 0; for (auto const& [item, cost] : itemRepairCostStore) { uint64 newTotalCost = totalCost + cost; if (newTotalCost > availableGuildMoney || newTotalCost > MAX_MONEY_AMOUNT) break; totalCost = static_cast(newTotalCost); // Repair item without taking cost. We'll do it later. DurabilityRepair(item->GetPos(), false, 0.f); } // Take money for repairs from the guild bank guild->HandleMemberWithdrawMoney(GetSession(), totalCost, true); } else { // Handling a repair for player's money case. // Unlike repairing for guild money, in this case we must first check if player has enough money to repair all the items at once. uint32 totalCost = 0; for (auto const& [item, cost] : itemRepairCostStore) totalCost += cost; if (!HasEnoughMoney(totalCost)) return; // silent return, client should display error by itself and not send opcode. ModifyMoney(-int32(totalCost)); // Payment for repair has already been taken, so just repair every item without taking cost. for (auto const& [item, cost] : itemRepairCostStore) DurabilityRepair(item->GetPos(), false, 0.f); } } void Player::DurabilityRepair(uint16 pos, bool takeCost, float discountMod) { Item* item = GetItemByPos(pos); if (!item) return; if (takeCost) { uint32 cost = item->CalculateDurabilityRepairCost(discountMod); if (!HasEnoughMoney(cost)) { TC_LOG_DEBUG("entities.player.items", "Player::DurabilityRepair: Player '{}' ({}) has not enough money to repair item", GetName(), GetGUID().ToString()); return; } ModifyMoney(-int32(cost)); } bool isBroken = item->IsBroken(); item->SetUInt32Value(ITEM_FIELD_DURABILITY, item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY)); item->SetState(ITEM_CHANGED, this); // reapply mods for total broken and repaired item if equipped if (IsEquipmentPos(pos) && isBroken) _ApplyItemMods(item, pos & 255, true); } 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()); bool shouldResurrect = false; // Such zones are considered unreachable as a ghost and the player must be automatically revived if ((!IsAlive() && zone && zone->Flags & AREA_FLAG_NEED_FLY) || GetTransport() || GetPositionZ() < GetMap()->GetMinHeight(GetPositionX(), GetPositionY())) { shouldResurrect = true; 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->Continent, ClosestGrave->Loc.X, ClosestGrave->Loc.Y, ClosestGrave->Loc.Z, GetOrientation(), shouldResurrect ? TELE_REVIVE_AT_TELEPORT : 0); if (isDead()) // not send if alive, because it used in TeleportTo() { WorldPackets::Misc::DeathReleaseLoc packet; packet.MapID = ClosestGrave->Continent; packet.Loc = Position(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 & AREA_FLAG_ARENA_INSTANCE) return false; if ((channel->Flags & CHANNEL_DBC_FLAG_CITY_ONLY) && (!(zone->Flags & AREA_FLAG_SLAVE_CAPITAL))) return false; if ((channel->Flags & CHANNEL_DBC_FLAG_GUILD_REQ) && GetGuildId()) return false; return true; } void Player::JoinedChannel(Channel* c) { m_channels.push_back(c); } void Player::LeftChannel(Channel* c) { m_channels.remove(c); } void Player::CleanupChannels() { while (!m_channels.empty()) { Channel* ch = *m_channels.begin(); m_channels.erase(m_channels.begin()); // remove from player's channel list ch->LeaveChannel(this, false); // not send to client, not remove from player's channel list // delete channel if empty if (ChannelMgr* cMgr = ChannelMgr::forTeam(GetTeam())) if (ch->IsConstant()) cMgr->LeftChannel(ch->GetChannelId(), ch->GetZoneEntry()); } TC_LOG_DEBUG("chat.system", "Player::CleanupChannels: Channels of player '{}' ({}) cleaned up.", GetName(), GetGUID().ToString()); } 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->GetSystemChannel(channelEntry->ID, 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->GetSystemChannel(channelEntry->ID); } 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::UpdateDefense() { if (UpdateSkill(SKILL_DEFENSE, sWorld->getIntConfig(CONFIG_SKILL_GAIN_DEFENSE))) UpdateDefenseBonusesMod(); // update dependent from defense skill part } void Player::HandleBaseModFlatValue(BaseModGroup modGroup, float amount, bool apply) { if (modGroup >= BASEMOD_END) { TC_LOG_ERROR("spells", "Player::HandleBaseModValue: Invalid BaseModGroup/BaseModType ({}/{}) for player '{}' ({})", modGroup, FLAT_MOD, GetName(), GetGUID().ToString()); return; } m_auraBaseFlatMod[modGroup] += apply ? amount : -amount; UpdateBaseModGroup(modGroup); } void Player::ApplyBaseModPctValue(BaseModGroup modGroup, float pct) { if (modGroup >= BASEMOD_END) { TC_LOG_ERROR("spells", "Player::HandleBaseModValue: Invalid BaseModGroup/BaseModType ({}/{}) for player '{}' ({})", modGroup, FLAT_MOD, GetName(), GetGUID().ToString()); return; } m_auraBasePctMod[modGroup] += CalculatePct(1.0f, pct); UpdateBaseModGroup(modGroup); } void Player::SetBaseModFlatValue(BaseModGroup modGroup, float val) { if (m_auraBaseFlatMod[modGroup] == val) return; m_auraBaseFlatMod[modGroup] = val; UpdateBaseModGroup(modGroup); } void Player::SetBaseModPctValue(BaseModGroup modGroup, float val) { if (m_auraBasePctMod[modGroup] == val) return; m_auraBasePctMod[modGroup] = val; UpdateBaseModGroup(modGroup); } void Player::UpdateDamageDoneMods(WeaponAttackType attackType, int32 skipEnchantSlot /*= -1*/) { Unit::UpdateDamageDoneMods(attackType, skipEnchantSlot); 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: ABORT(); break; } float amount = 0.0f; Item* item = GetWeaponForAttack(attackType, true); if (!item) return; for (uint8 slot = 0; slot < MAX_ENCHANTMENT_SLOT; ++slot) { if (skipEnchantSlot == slot) continue; SpellItemEnchantmentEntry const* enchantmentEntry = sSpellItemEnchantmentStore.LookupEntry(item->GetEnchantmentId(EnchantmentSlot(slot))); if (!enchantmentEntry) continue; for (uint8 i = 0; i < MAX_ITEM_ENCHANTMENT_EFFECTS; ++i) { switch (enchantmentEntry->Effect[i]) { case ITEM_ENCHANTMENT_TYPE_DAMAGE: amount += enchantmentEntry->EffectPointsMin[i]; break; case ITEM_ENCHANTMENT_TYPE_TOTEM: if (GetClass() == CLASS_SHAMAN) amount += enchantmentEntry->EffectPointsMin[i] * item->GetTemplate()->Delay / 1000.0f; break; default: break; } } } HandleStatFlatModifier(unitMod, TOTAL_VALUE, amount, true); } void Player::UpdateBaseModGroup(BaseModGroup modGroup) { if (!CanModifyStats()) return; switch (modGroup) { case CRIT_PERCENTAGE: UpdateCritPercentage(BASE_ATTACK); break; case RANGED_CRIT_PERCENTAGE: UpdateCritPercentage(RANGED_ATTACK); break; case OFFHAND_CRIT_PERCENTAGE: UpdateCritPercentage(OFF_ATTACK); break; case SHIELD_BLOCK_VALUE: UpdateShieldBlockValue(); break; default: break; } } float Player::GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const { if (modGroup >= BASEMOD_END || modType >= MOD_END) { TC_LOG_ERROR("spells", "Player::GetBaseModValue: Invalid BaseModGroup/BaseModType ({}/{}) for player '{}' ({})", modGroup, modType, GetName(), GetGUID().ToString()); return 0.0f; } return (modType == FLAT_MOD ? m_auraBaseFlatMod[modGroup] : m_auraBasePctMod[modGroup]); } float Player::GetTotalBaseModValue(BaseModGroup modGroup) const { if (modGroup >= BASEMOD_END) { TC_LOG_ERROR("spells", "Player::GetTotalBaseModValue: Invalid BaseModGroup ({}) for player '{}' ({})", modGroup, GetName(), GetGUID().ToString()); return 0.0f; } return m_auraBaseFlatMod[modGroup] * m_auraBasePctMod[modGroup]; } uint32 Player::GetShieldBlockValue() const { float value = std::max(0.f, (m_auraBaseFlatMod[SHIELD_BLOCK_VALUE] + GetStat(STAT_STRENGTH) * 0.5f - 10) * m_auraBasePctMod[SHIELD_BLOCK_VALUE]); return uint32(value); } float Player::GetMeleeCritFromAgility() const { uint8 level = GetLevel(); uint32 pclass = GetClass(); if (level > GT_MAX_LEVEL) level = GT_MAX_LEVEL; GtChanceToMeleeCritBaseEntry const* critBase = sGtChanceToMeleeCritBaseStore.LookupEntry(pclass-1); GtChanceToMeleeCritEntry const* critRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); if (critBase == nullptr || critRatio == nullptr) return 0.0f; float crit = critBase->Data + GetStat(STAT_AGILITY)*critRatio->Data; return crit*100.0f; } void Player::GetDodgeFromAgility(float &diminishing, float &nondiminishing) const { // Table for base dodge values const float dodge_base[MAX_CLASSES] = { 0.036640f, // Warrior 0.034943f, // Paladin -0.040873f, // Hunter 0.020957f, // Rogue 0.034178f, // Priest 0.036640f, // DK 0.021080f, // Shaman 0.036587f, // Mage 0.024211f, // Warlock 0.0f, // ?? 0.056097f // Druid }; // Crit/agility to dodge/agility coefficient multipliers; 3.2.0 increased required agility by 15% const float crit_to_dodge[MAX_CLASSES] = { 0.85f/1.15f, // Warrior 1.00f/1.15f, // Paladin 1.11f/1.15f, // Hunter 2.00f/1.15f, // Rogue 1.00f/1.15f, // Priest 0.85f/1.15f, // DK 1.60f/1.15f, // Shaman 1.00f/1.15f, // Mage 0.97f/1.15f, // Warlock (?) 0.0f, // ?? 2.00f/1.15f // Druid }; uint8 level = GetLevel(); uint32 pclass = GetClass(); if (level > GT_MAX_LEVEL) level = GT_MAX_LEVEL; // Dodge per agility is proportional to crit per agility, which is available from DBC files GtChanceToMeleeCritEntry const* dodgeRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); if (dodgeRatio == 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) * GetPctModifierValue(UnitMods(UNIT_MOD_STAT_START + AsUnderlyingType(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->Data * crit_to_dodge[pclass-1]; nondiminishing = 100.0f * (dodge_base[pclass-1] + base_agility * dodgeRatio->Data * crit_to_dodge[pclass-1]); } float Player::GetSpellCritFromIntellect() const { uint8 level = GetLevel(); uint32 pclass = GetClass(); if (level > GT_MAX_LEVEL) level = GT_MAX_LEVEL; GtChanceToSpellCritBaseEntry const* critBase = sGtChanceToSpellCritBaseStore.LookupEntry(pclass-1); GtChanceToSpellCritEntry const* critRatio = sGtChanceToSpellCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); if (critBase == nullptr || critRatio == nullptr) return 0.0f; float crit = critBase->Data + GetStat(STAT_INTELLECT) * critRatio->Data; return crit * 100.0f; } float Player::GetRatingMultiplier(CombatRating cr) const { uint8 level = GetLevel(); if (level > GT_MAX_LEVEL) level = GT_MAX_LEVEL; GtCombatRatingsEntry const* Rating = sGtCombatRatingsStore.LookupEntry(cr*GT_MAX_LEVEL+level-1); // gtOCTClassCombatRatingScalarStore.dbc starts with 1, CombatRating with zero, so cr+1 GtOCTClassCombatRatingScalarEntry const* classRating = sGtOCTClassCombatRatingScalarStore.LookupEntry((GetClass()-1)*GT_MAX_RATING+cr+1); if (!Rating || !classRating) return 1.0f; // By default use minimum coefficient (not must be called) return classRating->Data / Rating->Data; } float Player::GetRatingBonusValue(CombatRating cr) const { return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + AsUnderlyingType(cr))) * GetRatingMultiplier(cr); } float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const { switch (attType) { case BASE_ATTACK: return GetUInt32Value(PLAYER_EXPERTISE) / 4.0f; case OFF_ATTACK: return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE) / 4.0f; default: break; } return 0.0f; } float Player::OCTRegenHPPerSpirit() const { uint8 level = GetLevel(); uint32 pclass = GetClass(); if (level > GT_MAX_LEVEL) level = GT_MAX_LEVEL; GtOCTRegenHPEntry const* baseRatio = sGtOCTRegenHPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); GtRegenHPPerSptEntry const* moreRatio = sGtRegenHPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); if (baseRatio == nullptr || moreRatio == nullptr) return 0.0f; // Formula from PaperDollFrame script float spirit = GetStat(STAT_SPIRIT); float baseSpirit = spirit; if (baseSpirit > 50) baseSpirit = 50; float moreSpirit = spirit - baseSpirit; float regen = baseSpirit * baseRatio->Data + moreSpirit * moreRatio->Data; return regen; } float Player::OCTRegenMPPerSpirit() const { uint8 level = GetLevel(); uint32 pclass = GetClass(); if (level > GT_MAX_LEVEL) level = GT_MAX_LEVEL; // GtOCTRegenMPEntry const* baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); GtRegenMPPerSptEntry const* moreRatio = sGtRegenMPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); if (moreRatio == nullptr) return 0.0f; // Formula get from PaperDollFrame script float spirit = GetStat(STAT_SPIRIT); float regen = spirit * moreRatio->Data; return regen; } void Player::ApplyRatingMod(CombatRating combatRating, int32 value, bool apply) { float oldRating = m_baseRatingValue[combatRating]; m_baseRatingValue[combatRating] += (apply ? value : -value); // explicit affected values float const multiplier = GetRatingMultiplier(combatRating); float const oldVal = oldRating * multiplier; float const newVal = m_baseRatingValue[combatRating] * multiplier; switch (combatRating) { case CR_HASTE_MELEE: ApplyAttackTimePercentMod(BASE_ATTACK, oldVal, false); ApplyAttackTimePercentMod(OFF_ATTACK, oldVal, false); ApplyAttackTimePercentMod(BASE_ATTACK, newVal, true); ApplyAttackTimePercentMod(OFF_ATTACK, newVal, true); break; case CR_HASTE_RANGED: ApplyAttackTimePercentMod(RANGED_ATTACK, oldVal, false); ApplyAttackTimePercentMod(RANGED_ATTACK, newVal, true); break; case CR_HASTE_SPELL: ApplyCastTimePercentMod(oldVal, false); ApplyCastTimePercentMod(newVal, true); break; default: break; } UpdateRating(combatRating); } void Player::UpdateRating(CombatRating cr) { int32 amount = m_baseRatingValue[cr]; // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT // stat used stored in miscValueB for this aura AuraEffectList const& modRatingFromStat = GetAuraEffectsByType(SPELL_AURA_MOD_RATING_FROM_STAT); for (AuraEffect const* aurEff : modRatingFromStat) if (aurEff->GetMiscValue() & (1 << cr)) amount += int32(CalculatePct(GetStat(Stats(aurEff->GetMiscValueB())), aurEff->GetAmount())); if (amount < 0) amount = 0; SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + AsUnderlyingType(cr), uint32(amount)); bool affectStats = CanModifyStats(); switch (cr) { case CR_WEAPON_SKILL: // Implemented in Unit::RollMeleeOutcomeAgainst case CR_DEFENSE_SKILL: UpdateDefenseBonusesMod(); break; case CR_DODGE: UpdateDodgePercentage(); break; case CR_PARRY: UpdateParryPercentage(); break; case CR_BLOCK: UpdateBlockPercentage(); break; case CR_HIT_MELEE: UpdateMeleeHitChances(); break; case CR_HIT_RANGED: UpdateRangedHitChances(); break; case CR_HIT_SPELL: UpdateSpellHitChances(); break; case CR_CRIT_MELEE: if (affectStats) { UpdateCritPercentage(BASE_ATTACK); UpdateCritPercentage(OFF_ATTACK); } break; case CR_CRIT_RANGED: if (affectStats) UpdateCritPercentage(RANGED_ATTACK); break; case CR_CRIT_SPELL: if (affectStats) UpdateAllSpellCritChances(); break; case CR_HIT_TAKEN_MELEE: // Implemented in Unit::MeleeMissChanceCalc case CR_HIT_TAKEN_RANGED: break; case CR_HIT_TAKEN_SPELL: // Implemented in Unit::MagicSpellHitResult break; case CR_CRIT_TAKEN_MELEE: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit) case CR_CRIT_TAKEN_RANGED: break; case CR_CRIT_TAKEN_SPELL: // Implemented in Unit::SpellCriticalBonus (only for chance to crit) break; case CR_HASTE_MELEE: // Implemented in Player::ApplyRatingMod case CR_HASTE_RANGED: case CR_HASTE_SPELL: break; case CR_WEAPON_SKILL_MAINHAND: // Implemented in Unit::RollMeleeOutcomeAgainst case CR_WEAPON_SKILL_OFFHAND: case CR_WEAPON_SKILL_RANGED: break; case CR_EXPERTISE: if (affectStats) { UpdateExpertise(BASE_ATTACK); UpdateExpertise(OFF_ATTACK); } break; case CR_ARMOR_PENETRATION: if (affectStats) UpdateArmorPenetration(amount); break; } } void Player::UpdateAllRatings() { for (uint8 cr = 0; cr < MAX_COMBAT_RATING; ++cr) UpdateRating(CombatRating(cr)); } void Player::SetRegularAttackTime() { for (uint8 i = 0; i < MAX_ATTACK; ++i) { Item* tmpitem = GetWeaponForAttack(WeaponAttackType(i), true); if (tmpitem && !tmpitem->IsBroken()) { ItemTemplate const* proto = tmpitem->GetTemplate(); if (proto->Delay) SetAttackTime(WeaponAttackType(i), proto->Delay); } else SetAttackTime(WeaponAttackType(i), BASE_ATTACK_TIME); // If there is no weapon reset attack time to base (might have been changed from forms) } } void Player::StoreRaidMapDifficulty() { m_raidMapDifficulty = GetMap()->GetDifficulty(); } //skill+step, checking for max value bool Player::UpdateSkill(uint32 skill_id, uint32 step) { if (!skill_id) return false; SkillStatusMap::iterator itr = mSkillStatus.find(skill_id); if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) return false; uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos); uint32 data = GetUInt32Value(valueIndex); uint32 value = SKILL_VALUE(data); uint32 max = SKILL_MAX(data); if ((!max) || (!value) || (value >= max)) return false; if (value < max) { uint32 new_value = value + step; if (new_value > max) new_value = max; SetUInt32Value(valueIndex, MAKE_SKILL_VALUE(new_value, max)); if (itr->second.uState != SKILL_NEW) itr->second.uState = SKILL_CHANGED; UpdateSkillEnchantments(skill_id, value, new_value); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, skill_id); return true; } return false; } inline int SkillGainChance(uint32 SkillValue, uint32 GrayLevel, uint32 GreenLevel, uint32 YellowLevel) { if (SkillValue >= GrayLevel) return sWorld->getIntConfig(CONFIG_SKILL_CHANCE_GREY)*10; if (SkillValue >= GreenLevel) return sWorld->getIntConfig(CONFIG_SKILL_CHANCE_GREEN)*10; if (SkillValue >= YellowLevel) return sWorld->getIntConfig(CONFIG_SKILL_CHANCE_YELLOW)*10; return sWorld->getIntConfig(CONFIG_SKILL_CHANCE_ORANGE)*10; } bool Player::UpdateCraftSkill(uint32 spellid) { TC_LOG_DEBUG("entities.player.skills", "Player::UpdateCraftSkill: Player '{}' ({}), SpellID: {}", GetName(), GetGUID().ToString(), 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 '{}' ({}), SkillID: {}, SkillLevel: {}, RedLevel: {})", GetName(), GetGUID().ToString(), SkillId, SkillValue, RedLevel); uint32 gathering_skill_gain = sWorld->getIntConfig(CONFIG_SKILL_GAIN_GATHERING); // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times switch (SkillId) { case SKILL_HERBALISM: case SKILL_LOCKPICKING: case SKILL_JEWELCRAFTING: case SKILL_INSCRIPTION: return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator, gathering_skill_gain); case SKILL_SKINNING: if (sWorld->getIntConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS) == 0) return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator, gathering_skill_gain); else return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld->getIntConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)), gathering_skill_gain); case SKILL_MINING: if (sWorld->getIntConfig(CONFIG_SKILL_CHANCE_MINING_STEPS) == 0) return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator, gathering_skill_gain); else return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld->getIntConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)), gathering_skill_gain); } return false; } uint8 GetFishingStepsNeededToLevelUp(uint32 SkillValue) { // These formulas are guessed to be as close as possible to how the skill difficulty curve for fishing was on Retail. if (SkillValue < 75) return 1; if (SkillValue <= 300) return SkillValue / 44; return SkillValue / 31; } bool Player::UpdateFishingSkill() { TC_LOG_DEBUG("entities.player.skills", "Player::UpdateFishingSkill: Player '{}' ({})", GetName(), GetGUID().ToString()); uint32 SkillValue = GetPureSkillValue(SKILL_FISHING); if (SkillValue >= GetMaxSkillValue(SKILL_FISHING)) return false; uint8 stepsNeededToLevelUp = GetFishingStepsNeededToLevelUp(SkillValue); ++m_fishingSteps; if (m_fishingSteps >= stepsNeededToLevelUp) { m_fishingSteps = 0; uint32 gathering_skill_gain = sWorld->getIntConfig(CONFIG_SKILL_GAIN_GATHERING); return UpdateSkillPro(SKILL_FISHING, 100*10, gathering_skill_gain); } return false; } // levels sync. with spell requirement for skill levels to learn // bonus abilities in sSkillLineAbilityStore // Used only to avoid scan DBC at each skill grow static uint32 bonusSkillLevels[ ] = {75, 150, 225, 300, 375, 450}; static const size_t bonusSkillLevelsSize = sizeof(bonusSkillLevels) / sizeof(uint32); bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step) { TC_LOG_DEBUG("entities.player.skills", "Player::UpdateSkillPro: Player '{}' ({}), SkillID: {}, Chance: {:3.1f}%)", GetName(), GetGUID().ToString(), 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 '{}' ({}), SkillID: {}, Chance: {:3.1f}% missed", GetName(), GetGUID().ToString(), SkillId, Chance / 10.0f); return false; } SkillStatusMap::iterator itr = mSkillStatus.find(SkillId); if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) return false; uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos); uint32 data = GetUInt32Value(valueIndex); uint16 SkillValue = SKILL_VALUE(data); uint16 MaxValue = SKILL_MAX(data); if (!MaxValue || !SkillValue || SkillValue >= MaxValue) return false; int32 Roll = irand(1, 1000); if (Roll <= Chance) { uint32 new_value = SkillValue+step; if (new_value > MaxValue) new_value = MaxValue; SetUInt32Value(valueIndex, MAKE_SKILL_VALUE(new_value, MaxValue)); if (itr->second.uState != SKILL_NEW) itr->second.uState = SKILL_CHANGED; for (size_t i = 0; i < bonusSkillLevelsSize; ++i) { uint32 bsl = bonusSkillLevels[i]; if (SkillValue < bsl && new_value >= bsl) { LearnSkillRewardedSpells(SkillId, new_value); break; } } UpdateSkillEnchantments(SkillId, SkillValue, new_value); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, SkillId); TC_LOG_DEBUG("entities.player.skills", "Player::UpdateSkillPro: Player '{}' ({}), SkillID: {}, Chance: {:3.1f}% taken", GetName(), GetGUID().ToString(), SkillId, Chance / 10.0f); return true; } TC_LOG_DEBUG("entities.player.skills", "Player::UpdateSkillPro: Player '{}' ({}), SkillID: {}, Chance: {:3.1f}% missed", GetName(), GetGUID().ToString(), SkillId, Chance / 10.0f); return false; } void Player::UpdateWeaponSkill(Unit* victim, WeaponAttackType attType) { if (IsInFeralForm()) return; // always maximized SKILL_FERAL_COMBAT in fact if (GetShapeshiftForm() == FORM_TREE) return; // use weapon but not skill up if (victim->GetTypeId() == TYPEID_UNIT && (victim->ToCreature()->GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_NO_SKILL_GAINS)) return; uint32 weapon_skill_gain = sWorld->getIntConfig(CONFIG_SKILL_GAIN_WEAPON); Item* tmpitem = GetWeaponForAttack(attType, true); if (!tmpitem && attType == BASE_ATTACK) { // Keep unarmed & fist weapon skills in sync UpdateSkill(SKILL_UNARMED, weapon_skill_gain); UpdateSkill(SKILL_FIST_WEAPONS, weapon_skill_gain); } else if (tmpitem) { switch (tmpitem->GetTemplate()->SubClass) { case ITEM_SUBCLASS_WEAPON_FISHING_POLE: break; case ITEM_SUBCLASS_WEAPON_FIST: UpdateSkill(SKILL_UNARMED, weapon_skill_gain); [[fallthrough]]; default: UpdateSkill(tmpitem->GetSkill(), weapon_skill_gain); break; } } UpdateAllCritPercentages(); } void Player::UpdateCombatSkills(Unit* victim, WeaponAttackType attType, bool defense) { uint8 plevel = GetLevel(); // if defense than victim == attacker uint8 greylevel = Trinity::XP::GetGrayLevel(plevel); uint8 moblevel = victim->GetLevelForTarget(this); if (moblevel > plevel + 5) moblevel = plevel + 5; uint8 lvldif = moblevel - greylevel; if (lvldif < 3) lvldif = 3; uint32 skilldif = 5 * plevel - (defense ? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType)); if (skilldif <= 0) return; float chance = float(3 * lvldif * skilldif) / plevel; if (!defense) if (GetClass() == CLASS_WARRIOR || GetClass() == CLASS_ROGUE) chance += chance * 0.02f * GetStat(STAT_INTELLECT); chance = chance < 1.0f ? 1.0f : chance; //minimum chance to increase skill is 1% if (roll_chance_f(chance)) { if (defense) UpdateDefense(); else UpdateWeaponSkill(victim, attType); } else return; } void Player::ModifySkillBonus(uint32 skillid, int32 val, bool talent) { SkillStatusMap::const_iterator itr = mSkillStatus.find(skillid); if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) return; uint32 bonusIndex = PLAYER_SKILL_BONUS_INDEX(itr->second.pos); uint32 bonus_val = GetUInt32Value(bonusIndex); int16 temp_bonus = SKILL_TEMP_BONUS(bonus_val); int16 perm_bonus = SKILL_PERM_BONUS(bonus_val); if (talent) // permanent bonus stored in high part SetUInt32Value(bonusIndex, MAKE_SKILL_BONUS(temp_bonus, perm_bonus+val)); else // temporary/item bonus stored in low part SetUInt32Value(bonusIndex, MAKE_SKILL_BONUS(temp_bonus+val, perm_bonus)); } void Player::UpdateSkillsForLevel() { uint16 maxconfskill = sWorld->GetConfigMaxSkillValue(); uint32 maxSkill = GetMaxSkillValueForLevel(); bool alwaysMaxSkill = sWorld->getBoolConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL); for (SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ++itr) { if (itr->second.uState == SKILL_DELETED) continue; uint32 pskill = itr->first; SkillRaceClassInfoEntry const* rcEntry = GetSkillRaceClassInfo(pskill, GetRace(), GetClass()); if (!rcEntry) continue; if (GetSkillRangeType(rcEntry) != SKILL_RANGE_LEVEL) continue; uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos); uint32 data = GetUInt32Value(valueIndex); uint32 max = SKILL_MAX(data); uint32 val = SKILL_VALUE(data); /// update only level dependent max skill values if (max != 1) { /// maximize skill always if (alwaysMaxSkill || (rcEntry->Flags & SKILL_FLAG_ALWAYS_MAX_VALUE)) { SetUInt32Value(valueIndex, MAKE_SKILL_VALUE(maxSkill, maxSkill)); if (itr->second.uState != SKILL_NEW) itr->second.uState = SKILL_CHANGED; } else if (max != maxconfskill) /// update max skill value if current max skill not maximized { SetUInt32Value(valueIndex, MAKE_SKILL_VALUE(val, maxSkill)); if (itr->second.uState != SKILL_NEW) itr->second.uState = SKILL_CHANGED; } } } } void Player::UpdateWeaponsSkillsToMaxSkillsForLevel() { for (SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ++itr) { if (itr->second.uState == SKILL_DELETED) continue; uint32 pskill = itr->first; if (IsProfessionOrRidingSkill(pskill)) continue; uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos); uint32 data = GetUInt32Value(valueIndex); uint32 max = SKILL_MAX(data); if (max > 1) { SetUInt32Value(valueIndex, MAKE_SKILL_VALUE(max, max)); if (itr->second.uState != SKILL_NEW) itr->second.uState = SKILL_CHANGED; } if (pskill == SKILL_DEFENSE) UpdateDefenseBonusesMod(); } } // This functions sets a skill line value (and adds if doesn't exist yet) // To "remove" a skill line, set it's values to zero void Player::SetSkill(uint32 id, uint16 step, uint16 newVal, uint16 maxVal) { if (!id) return; uint16 currVal; SkillStatusMap::iterator itr = mSkillStatus.find(id); //has skill if (itr != mSkillStatus.end() && itr->second.uState != SKILL_DELETED) { currVal = SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))); if (newVal) { // if skill value is going down, update enchantments before setting the new value if (newVal < currVal) UpdateSkillEnchantments(id, currVal, newVal); // update step SetUInt32Value(PLAYER_SKILL_INDEX(itr->second.pos), MAKE_PAIR32(id, step)); // update value SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos), MAKE_SKILL_VALUE(newVal, maxVal)); if (itr->second.uState != SKILL_NEW) itr->second.uState = SKILL_CHANGED; LearnSkillRewardedSpells(id, newVal); // if skill value is going up, update enchantments after setting the new value if (newVal > currVal) UpdateSkillEnchantments(id, currVal, newVal); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, id); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL, id); } else //remove { //remove enchantments needing this skill UpdateSkillEnchantments(id, currVal, 0); // clear skill fields SetUInt32Value(PLAYER_SKILL_INDEX(itr->second.pos), 0); SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos), 0); SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos), 0); // mark as deleted or simply remove from map if not saved yet if (itr->second.uState != SKILL_NEW) itr->second.uState = SKILL_DELETED; else mSkillStatus.erase(itr); // remove all spells that related to this skill if (std::vector const* skillLineAbilities = GetSkillLineAbilitiesBySkill(id)) for (SkillLineAbilityEntry const* skillLineAbility : *skillLineAbilities) RemoveSpell(sSpellMgr->GetFirstSpellInChain(skillLineAbility->Spell)); } } else if (newVal) //add { currVal = 0; for (int i=0; i < PLAYER_MAX_SKILLS; ++i) { if (!GetUInt32Value(PLAYER_SKILL_INDEX(i))) { SkillLineEntry const* pSkill = sSkillLineStore.LookupEntry(id); if (!pSkill) { TC_LOG_ERROR("misc", "Player::SetSkill: Skill (SkillID: {}) not found in SkillLineStore for player '{}' ({})", id, GetName(), GetGUID().ToString()); return; } SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id, step)); SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i), MAKE_SKILL_VALUE(newVal, maxVal)); UpdateSkillEnchantments(id, currVal, newVal); // insert new entry or update if not deleted old entry yet if (itr != mSkillStatus.end()) { itr->second.pos = i; itr->second.uState = SKILL_CHANGED; } else mSkillStatus.insert(SkillStatusMap::value_type(id, SkillStatusData(i, SKILL_NEW))); // apply skill bonuses SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i), 0); // temporary bonuses AuraEffectList const& mModSkill = GetAuraEffectsByType(SPELL_AURA_MOD_SKILL); for (AuraEffectList::const_iterator j = mModSkill.begin(); j != mModSkill.end(); ++j) if ((*j)->GetMiscValue() == int32(id)) (*j)->HandleEffect(this, AURA_EFFECT_HANDLE_SKILL, true); // permanent bonuses AuraEffectList const& mModSkillTalent = GetAuraEffectsByType(SPELL_AURA_MOD_SKILL_TALENT); for (AuraEffectList::const_iterator j = mModSkillTalent.begin(); j != mModSkillTalent.end(); ++j) if ((*j)->GetMiscValue() == int32(id)) (*j)->HandleEffect(this, AURA_EFFECT_HANDLE_SKILL, true); // Learn all spells for skill LearnSkillRewardedSpells(id, newVal); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, id); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL, id); 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(uint32 skill) const { if (!skill) return 0; SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) return 0; return PAIR32_HIPART(GetUInt32Value(PLAYER_SKILL_INDEX(itr->second.pos))); } uint16 Player::GetSkillValue(uint32 skill) const { if (!skill) return 0; SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) return 0; uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos)); int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos)))); result += SKILL_TEMP_BONUS(bonus); result += SKILL_PERM_BONUS(bonus); return result < 0 ? 0 : result; } uint16 Player::GetMaxSkillValue(uint32 skill) const { if (!skill) return 0; SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) return 0; uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos)); int32 result = int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos)))); result += SKILL_TEMP_BONUS(bonus); result += SKILL_PERM_BONUS(bonus); return result < 0 ? 0 : result; } uint16 Player::GetPureMaxSkillValue(uint32 skill) const { if (!skill) return 0; SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) return 0; return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))); } uint16 Player::GetBaseSkillValue(uint32 skill) const { if (!skill) return 0; SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) return 0; int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos)))); result += SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos))); return result < 0 ? 0 : result; } uint16 Player::GetPureSkillValue(uint32 skill) const { if (!skill) return 0; SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) return 0; return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))); } int16 Player::GetSkillPermBonusValue(uint32 skill) const { if (!skill) return 0; SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) return 0; return SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos))); } int16 Player::GetSkillTempBonusValue(uint32 skill) const { if (!skill) return 0; SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) return 0; return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos))); } void Player::SendActionButtons(uint32 state) const { WorldPacket data(SMSG_ACTION_BUTTONS, 1+(MAX_ACTION_BUTTONS*4)); data << uint8(state); /* state can be 0, 1, 2 0 - Looks to be sent when initial action buttons get sent, however on Trinity we use 1 since 0 had some difficulties 1 - Used in any SMSG_ACTION_BUTTONS packet with button data on Trinity. Only used after spec swaps on retail. 2 - Clears the action bars client sided. This is sent during spec swap before unlearning and before sending the new buttons */ if (state != 2) { for (uint8 button = 0; button < MAX_ACTION_BUTTONS; ++button) { ActionButtonList::const_iterator itr = m_actionButtons.find(button); if (itr != m_actionButtons.end() && itr->second.uState != ACTIONBUTTON_DELETED) data << uint32(itr->second.packedData); else data << uint32(0); } } SendDirectMessage(&data); } bool Player::IsActionButtonDataValid(uint8 button, uint32 action, uint8 type) const { if (button >= MAX_ACTION_BUTTONS) { TC_LOG_ERROR("entities.player", "Player::IsActionButtonDataValid: Action {} not added into button {} for player {} ({}): button must be < {}", action, button, GetName(), GetGUID().ToString(), MAX_ACTION_BUTTONS); return false; } if (action >= MAX_ACTION_BUTTON_ACTION_VALUE) { TC_LOG_ERROR("entities.player", "Player::IsActionButtonDataValid: Action {} not added into button {} for player {} ({}): action must be < {}", action, button, GetName(), GetGUID().ToString(), MAX_ACTION_BUTTON_ACTION_VALUE); return false; } switch (type) { case ACTION_BUTTON_SPELL: if (!sSpellMgr->GetSpellInfo(action)) { TC_LOG_DEBUG("entities.player", "Player::IsActionButtonDataValid: Spell action {} not added into button {} for player {} ({}): spell does not exist. This can be due to a character imported from a different expansion", action, button, GetName(), GetGUID().ToString()); return false; } if (!HasSpell(action)) { TC_LOG_DEBUG("entities.player", "Player::IsActionButtonDataValid: Spell action {} not added into button {} for player {} ({}): player does not known this spell, this can be due to a player changing their talents", action, button, GetName(), GetGUID().ToString()); return false; } break; case ACTION_BUTTON_ITEM: if (!sObjectMgr->GetItemTemplate(action)) { TC_LOG_ERROR("entities.player", "Player::IsActionButtonDataValid: Item action {} not added into button {} for player {} ({}): item not exist", action, button, GetName(), GetGUID().ToString()); return false; } break; case ACTION_BUTTON_C: case ACTION_BUTTON_CMACRO: case ACTION_BUTTON_MACRO: case ACTION_BUTTON_EQSET: break; default: TC_LOG_ERROR("entities.player", "Player::IsActionButtonDataValid: Unknown action type {}", 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 '{}' ({}) added action '{}' (type {}) to button '{}'", GetName(), GetGUID().ToString(), 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 '{}' ({}) removed action button '{}'", GetName(), GetGUID().ToString(), 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 // Update player zone if needed if (m_needsZoneUpdate) { uint32 newZone, newArea; GetZoneAndAreaId(newZone, newArea); UpdateZone(newZone, newArea); m_needsZoneUpdate = false; } // group update if (GetGroup()) SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION); CheckAreaExploreAndOutdoor(); return true; } void Player::SendMessageToSetInRange(WorldPacket const* data, float dist, bool self) const { if (self) SendDirectMessage(data); Trinity::MessageDistDeliverer notifier(this, data, dist); Cell::VisitWorldObjects(this, notifier, dist); } void Player::SendMessageToSetInRange(WorldPacket const* data, float dist, bool self, bool own_team_only, bool required3dDist /*= false*/) const { if (self) SendDirectMessage(data); Trinity::MessageDistDeliverer notifier(this, data, dist, own_team_only, nullptr, required3dDist); Cell::VisitWorldObjects(this, notifier, dist); } void Player::SendMessageToSet(WorldPacket const* data, Player const* skipped_rcvr) const { if (skipped_rcvr != this) SendDirectMessage(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); Cell::VisitWorldObjects(this, notifier, GetVisibilityRange()); } 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()); if (CinematicSequencesEntry const* sequence = sCinematicSequencesStore.LookupEntry(CinematicSequenceId)) _cinematicMgr->SetActiveCinematicCamera(sequence->Camera[0]); } void Player::SendMovieStart(uint32 movieId) { SetMovie(movieId); WorldPackets::Misc::TriggerMovie packet; packet.MovieID = movieId; SendDirectMessage(packet.Write()); } void Player::CheckAreaExploreAndOutdoor() { if (!IsAlive()) return; if (IsInFlight()) return; if (sWorld->getBoolConfig(CONFIG_VMAP_INDOOR_CHECK) && !IsOutdoors()) RemoveAurasWithAttribute(SPELL_ATTR0_OUTDOORS_ONLY); uint32 const areaId = GetAreaId(); if (!areaId) return; AreaTableEntry const* areaEntry = sAreaTableStore.LookupEntry(areaId); if (!areaEntry) { TC_LOG_ERROR("entities.player", "Player '{}' ({}) discovered unknown area (x: {} y: {} z: {} map: {})", GetName(), GetGUID().ToString(), 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 {} in map data for (X: {} Y: {}) point to field PLAYER_EXPLORED_ZONES_1 + {} ( {} must be < {} ).", areaEntry->AreaBit, 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)); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA, GetAreaId()); if (areaEntry->ExplorationLevel > 0) { if (IsMaxLevel()) { 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)); } if (sWorld->getIntConfig(CONFIG_MIN_DISCOVERED_SCALED_XP_RATIO)) { uint32 minScaledXP = uint32(sObjectMgr->GetBaseXP(areaEntry->ExplorationLevel)*sWorld->getRate(RATE_XP_EXPLORE)) * sWorld->getIntConfig(CONFIG_MIN_DISCOVERED_SCALED_XP_RATIO) / 100; XP = std::max(minScaledXP, XP); } GiveXP(XP, nullptr); SendExplorationExperience(areaId, XP); } TC_LOG_DEBUG("entities.player", "Player '{}' ({}) discovered a new area: {}", GetName(),GetGUID().ToString(), areaId); } } } uint32 Player::TeamForRace(uint8 race) { if (ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race)) { switch (rEntry->BaseLanguage) { case 1: return HORDE; case 7: return ALLIANCE; } TC_LOG_ERROR("entities.player", "Race ({}) has wrong teamid ({}) in DBC: wrong DBC files?", uint32(race), rEntry->BaseLanguage); } else TC_LOG_ERROR("entities.player", "Race ({}) not found in DBC: wrong DBC files?", uint32(race)); return ALLIANCE; } void Player::SetFactionForRace(uint8 race) { m_team = TeamForRace(race); ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race); SetFaction(rEntry ? rEntry->FactionID : 0); } ReputationRank Player::GetReputationRank(uint32 faction) const { FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction); return GetReputationMgr().GetRank(factionEntry); } // Calculate total reputation percent player gain with quest/creature level int32 Player::CalculateReputationGain(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 (LFGDungeonEntry const* dungeon = GetLFGDungeon(map->GetId(), map->GetDifficulty())) 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) GetReputationMgr().ModifyReputation(factionEntry1, donerep1, current_reputation_rank1 > Rep->ReputationMaxCap1); } 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) GetReputationMgr().ModifyReputation(factionEntry2, donerep2, current_reputation_rank2 > Rep->ReputationMaxCap2); } } // Calculate how many reputation points player gain with the quest void Player::RewardReputation(Quest const* quest) { for (uint8 i = 0; i < QUEST_REPUTATIONS_COUNT; ++i) { uint32 rewardFactionId = quest->RewardFactionId[i]; if (!rewardFactionId) continue; if (!GetReputationMgr().IsReputationAllowedForTeam(GetTeamId(), rewardFactionId)) continue; int32 rep = 0; bool noQuestBonus = false; if (quest->RewardFactionValueIdOverride[i]) { rep = quest->RewardFactionValueIdOverride[i] / 100; noQuestBonus = true; } else { uint32 row = ((quest->RewardFactionValueId[i] < 0) ? 1 : 0) + 1; if (QuestFactionRewEntry const* questFactionRewEntry = sQuestFactionRewardStore.LookupEntry(row)) { uint32 field = abs(quest->RewardFactionValueId[i]); rep = questFactionRewEntry->Difficulty[field]; } } if (!rep) continue; if (quest->IsDaily()) rep = CalculateReputationGain(REPUTATION_SOURCE_DAILY_QUEST, GetQuestLevel(quest), rep, rewardFactionId, noQuestBonus); else if (quest->IsWeekly()) rep = CalculateReputationGain(REPUTATION_SOURCE_WEEKLY_QUEST, GetQuestLevel(quest), rep, rewardFactionId, noQuestBonus); else if (quest->IsMonthly()) rep = CalculateReputationGain(REPUTATION_SOURCE_MONTHLY_QUEST, GetQuestLevel(quest), rep, rewardFactionId, noQuestBonus); else if (quest->IsRepeatable()) rep = CalculateReputationGain(REPUTATION_SOURCE_REPEATABLE_QUEST, GetQuestLevel(quest), rep, rewardFactionId, noQuestBonus); else rep = CalculateReputationGain(REPUTATION_SOURCE_QUEST, GetQuestLevel(quest), rep, rewardFactionId, noQuestBonus); if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(rewardFactionId)) GetReputationMgr().ModifyReputation(factionEntry, rep); } } void Player::UpdateHonorFields() { /// called when rewarding honor and at each save time_t now = GameTime::GetGameTime(); time_t today = GameTime::GetGameTime() / DAY * DAY; if (m_lastHonorUpdateTime < today) { time_t yesterday = today - DAY; uint16 kills_today = PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS)); // update yesterday's contribution if (m_lastHonorUpdateTime >= yesterday) { SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION)); // this is the first update today, reset today's contribution SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, 0); SetUInt32Value(PLAYER_FIELD_KILLS, MAKE_PAIR32(0, kills_today)); } else { // no honor/kills yesterday or today, reset SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0); SetUInt32Value(PLAYER_FIELD_KILLS, 0); } } m_lastHonorUpdateTime = now; } ///Calculate the amount of honor gained based on the victim ///and the size of the group for which the honor is divided ///An exact honor value can also be given (overriding the calcs) bool Player::RewardHonor(Unit* victim, uint32 groupsize, int32 honor, bool pvptoken) { // do not reward honor in arenas, but enable onkill spellproc if (InArena()) { if (!victim || victim == this || victim->GetTypeId() != TYPEID_PLAYER) return false; if (GetBGTeam() == victim->ToPlayer()->GetBGTeam()) return false; return true; } // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens if (HasAura(SPELL_AURA_PLAYER_INACTIVE)) return false; 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::MaskID // 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: 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: message, only log. honor_f = std::ceil(Trinity::Honor::hk_honor_at_level_f(k_level) * (v_level - k_grey) / (k_level - k_grey)); // count the number of playerkills in one day ApplyModUInt32Value(PLAYER_FIELD_KILLS, 1, true); // and those in a lifetime ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS, 1, true); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS, victim->GetClass()); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_RACE, victim->GetRace()); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL_AT_AREA, GetAreaId()); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL, 1, 0, victim); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_SPECIAL_PVP_KILL, 1, 0, victim); } else { if (!victim->ToCreature()->IsRacialLeader()) return false; honor_f = 100.0f; // ??? need more info victim_rank = 19; // HK: Leader } } if (victim != 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: // victim_rank [5..19] HK: // victim_rank [0, 20+] HK: <> WorldPacket data(SMSG_PVP_CREDIT, 4+8+4); data << uint32(honor); data << uint64(victim_guid); data << uint32(victim_rank); SendDirectMessage(&data); // add honor points ModifyHonorPoints(honor); ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, honor, true); if (InBattleground() && honor > 0) { if (Battleground* bg = GetBattleground()) { bg->UpdatePlayerScore(this, SCORE_BONUS_HONOR, honor, false); //false: prevent looping } } if (sWorld->getBoolConfig(CONFIG_PVP_TOKEN_ENABLE) && pvptoken) { if (!victim || victim == this || victim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT)) return true; if (victim->GetTypeId() == TYPEID_PLAYER) { // Check if allowed to receive it in current map uint8 MapType = sWorld->getIntConfig(CONFIG_PVP_TOKEN_MAP_TYPE); if ((MapType == 1 && !InBattleground() && !IsFFAPvP()) || (MapType == 2 && !IsFFAPvP()) || (MapType == 3 && !InBattleground())) return true; uint32 itemId = sWorld->getIntConfig(CONFIG_PVP_TOKEN_ID); int32 count = sWorld->getIntConfig(CONFIG_PVP_TOKEN_COUNT); if (AddItem(itemId, count)) ChatHandler(GetSession()).PSendSysMessage("You have been awarded a token for slaying another player."); } } return true; } void Player::SetHonorPoints(uint32 value) { if (value > sWorld->getIntConfig(CONFIG_MAX_HONOR_POINTS)) value = sWorld->getIntConfig(CONFIG_MAX_HONOR_POINTS); SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, value); if (value) AddKnownCurrency(ITEM_HONOR_POINTS_ID); } void Player::SetArenaPoints(uint32 value) { if (value > sWorld->getIntConfig(CONFIG_MAX_ARENA_POINTS)) value = sWorld->getIntConfig(CONFIG_MAX_ARENA_POINTS); SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, value); if (value) AddKnownCurrency(ITEM_ARENA_POINTS_ID); } void Player::ModifyHonorPoints(int32 value, CharacterDatabaseTransaction trans) { int32 newValue = int32(GetHonorPoints()) + value; if (newValue < 0) newValue = 0; SetHonorPoints(uint32(newValue)); if (trans) { CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_HONOR_POINTS); stmt->setUInt32(0, newValue); stmt->setUInt32(1, GetGUID().GetCounter()); trans->Append(stmt); } } void Player::ModifyArenaPoints(int32 value, CharacterDatabaseTransaction trans) { int32 newValue = int32(GetArenaPoints()) + value; if (newValue < 0) newValue = 0; SetArenaPoints(uint32(newValue)); if (trans) { CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_ARENA_POINTS); stmt->setUInt32(0, newValue); stmt->setUInt32(1, GetGUID().GetCounter()); trans->Append(stmt); } } void Player::SetInArenaTeam(uint32 ArenaTeamId, uint8 slot, uint8 type) { SetArenaTeamInfoField(slot, ARENA_TEAM_ID, ArenaTeamId); SetArenaTeamInfoField(slot, ARENA_TEAM_TYPE, type); } void Player::SetArenaTeamInfoField(uint8 slot, ArenaTeamInfoType type, uint32 value) { SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (slot * ARENA_TEAM_END) + type, value); } uint32 Player::GetZoneIdFromDB(ObjectGuid guid) { ObjectGuid::LowType guidLow = guid.GetCounter(); CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_ZONE); stmt->setUInt32(0, guidLow); PreparedQueryResult result = CharacterDatabase.Query(stmt); if (!result) return 0; Field* fields = result->Fetch(); uint32 zone = fields[0].GetUInt16(); if (!zone) { // stored zone is zero, use generic and slow zone detection stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_POSITION_XYZ); stmt->setUInt32(0, guidLow); 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(PHASEMASK_NORMAL, map, posx, posy, posz); if (zone > 0) { stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ZONE); stmt->setUInt16(0, uint16(zone)); stmt->setUInt32(1, guidLow); CharacterDatabase.Execute(stmt); } } return zone; } 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); bool oldFFAPvPArea = pvpInfo.IsInFFAPvPArea; pvpInfo.IsInFFAPvPArea = area && (area->Flags & AREA_FLAG_ARENA); UpdatePvPState(true); // check if we were in ffa arena and we left if (oldFFAPvPArea && !pvpInfo.IsInFFAPvPArea) ValidateAttackersAndOwnTarget(); UpdateAreaDependentAuras(newArea); // previously this was in UpdateZone (but after UpdateArea) so nothing will break pvpInfo.IsInNoPvPArea = false; if (area && area->IsSanctuary()) // in sanctuary { SetPvpFlag(UNIT_BYTE2_FLAG_SANCTUARY); pvpInfo.IsInNoPvPArea = true; if (!duel && GetCombatManager().HasPvPCombat()) CombatStopWithPets(); } else RemovePvpFlag(UNIT_BYTE2_FLAG_SANCTUARY); uint32 const areaRestFlag = (GetTeam() == ALLIANCE) ? AREA_FLAG_REST_ZONE_ALLIANCE : AREA_FLAG_REST_ZONE_HORDE; if (area && area->Flags & areaRestFlag) SetRestFlag(REST_FLAG_IN_FACTION_AREA); else RemoveRestFlag(REST_FLAG_IN_FACTION_AREA); } void Player::UpdateZone(uint32 newZone, uint32 newArea) { if (!IsInWorld()) return; uint32 const oldZone = m_zoneUpdateId; m_zoneUpdateId = newZone; m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL; GetMap()->UpdatePlayerZoneStats(oldZone, newZone); // call leave script hooks immedately (before updating flags) if (oldZone != newZone) { sOutdoorPvPMgr->HandlePlayerLeaveZone(this, oldZone); sBattlefieldMgr->HandlePlayerLeaveZone(this, oldZone); } // group update if (GetGroup()) SetGroupUpdateFlag(GROUP_UPDATE_FULL); // 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)) GetMap()->GetOrGenerateZoneDefaultWeather(newZone); GetMap()->SendZoneDynamicInfo(newZone, this); // in PvP, any not controlled zone (except zone->FactionGroupMask == 6, default case) // in PvE, only opposition team capital switch (zone->FactionGroupMask) { case AREATEAM_ALLY: pvpInfo.IsInHostileArea = GetTeam() != ALLIANCE && (sWorld->IsPvPRealm() || zone->Flags & AREA_FLAG_CAPITAL); break; case AREATEAM_HORDE: pvpInfo.IsInHostileArea = GetTeam() != HORDE && (sWorld->IsPvPRealm() || zone->Flags & AREA_FLAG_CAPITAL); break; case AREATEAM_NONE: // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this pvpInfo.IsInHostileArea = sWorld->IsPvPRealm() || InBattleground() || zone->Flags & AREA_FLAG_WINTERGRASP; break; default: // 6 in fact pvpInfo.IsInHostileArea = false; break; } // Treat players having a quest flagging for PvP as always in hostile area pvpInfo.IsHostile = pvpInfo.IsInHostileArea || HasPvPForcingQuest(); if (zone->Flags & AREA_FLAG_CAPITAL) // Is in a capital city { if (!pvpInfo.IsHostile || zone->IsSanctuary()) SetRestFlag(REST_FLAG_IN_CITY); pvpInfo.IsInNoPvPArea = true; } else RemoveRestFlag(REST_FLAG_IN_CITY); // Recently left a capital 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); // call enter script hooks after everyting else has processed sScriptMgr->OnPlayerUpdateZone(this, newZone, newArea); if (oldZone != newZone) { sOutdoorPvPMgr->HandlePlayerEnterZone(this, newZone); 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); } } //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->OutOfBoundsTime) { if (!IsWithinDistInMap(obj, 50)) { duel->OutOfBoundsTime = currTime + 10; WorldPacket data(SMSG_DUEL_OUTOFBOUNDS, 0); SendDirectMessage(&data); } } else { if (IsWithinDistInMap(obj, 40)) { duel->OutOfBoundsTime = 0; WorldPacket data(SMSG_DUEL_INBOUNDS, 0); SendDirectMessage(&data); } else if (currTime >= duel->OutOfBoundsTime) 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; // Check if DuelComplete() has been called already up in the stack and in that case don't do anything else here if (duel->State == DUEL_STATE_COMPLETED) return; Player* opponent = duel->Opponent; duel->State = DUEL_STATE_COMPLETED; opponent->duel->State = DUEL_STATE_COMPLETED; TC_LOG_DEBUG("entities.unit", "Player::DuelComplete: Player '{}' ({}), Opponent: '{}' ({})", GetName(), GetGUID().ToString(), opponent->GetName(), opponent->GetGUID().ToString()); WorldPacket data(SMSG_DUEL_COMPLETE, (1)); data << uint8((type != DUEL_INTERRUPTED) ? 1 : 0); SendDirectMessage(&data); if (opponent->GetSession()) opponent->SendDirectMessage(&data); if (type != DUEL_INTERRUPTED) { data.Initialize(SMSG_DUEL_WINNER, (1+20)); // we guess size data << uint8(type == DUEL_WON ? 0 : 1); // 0 = just won; 1 = fled data << opponent->GetName(); data << GetName(); SendMessageToSet(&data, true); } sScriptMgr->OnPlayerDuelEnd(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 (GetTeam() == opponent->GetTeam()) { AttackStop(); opponent->AttackStop(); } else { if (!IsPvP()) AttackStop(); if (!opponent->IsPvP()) opponent->AttackStop(); } break; case DUEL_WON: UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL, 1); opponent->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL, 1); // Credit for quest Death's Challenge if (GetClass() == CLASS_DEATH_KNIGHT && opponent->GetQuestStatus(12733) == QUEST_STATUS_INCOMPLETE) opponent->CastSpell(opponent, 52994, true); // Honor points after duel (the winner) - ImpConfig if (uint32 amount = sWorld->getIntConfig(CONFIG_HONOR_AFTER_DUEL)) opponent->RewardHonor(nullptr, 1, amount); break; default: break; } // Victory emote spell if (type != DUEL_INTERRUPTED) opponent->CastSpell(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 = 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) 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() == opponent->GetGUID() && aura->GetApplyTime() >= duel->StartTime) RemoveAura(i); else ++i; } // cleanup combo points if (GetComboTarget() && GetComboTarget()->GetControllingPlayer() == opponent) ClearComboPoints(); if (opponent->GetComboTarget() && opponent->GetComboTarget()->GetControllingPlayer() == this) opponent->ClearComboPoints(); //cleanups SetGuidValue(PLAYER_DUEL_ARBITER, ObjectGuid::Empty); SetUInt32Value(PLAYER_DUEL_TEAM, 0); opponent->SetGuidValue(PLAYER_DUEL_ARBITER, ObjectGuid::Empty); opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 0); opponent->duel.reset(nullptr); duel.reset(nullptr); } //---------------------------------------------------------// void Player::_ApplyItemMods(Item* item, uint8 slot, bool apply, bool updateItemAuras /*= true*/) { 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 {}", item->GetGUID().ToString()); if (proto->Socket[0].Color) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items CorrectMetaGemEnchants(slot, apply); _ApplyItemBonuses(proto, slot, apply); if (slot == EQUIPMENT_SLOT_RANGED) _ApplyAmmoBonuses(); ApplyItemEquipSpell(item, apply); if (updateItemAuras) { ApplyItemDependentAuras(item, apply); WeaponAttackType const attackType = Player::GetAttackBySlot(slot); if (attackType != MAX_ATTACK) UpdateWeaponDependentAuras(attackType); } ApplyEnchantment(item, apply); TC_LOG_DEBUG("entities.player.items", "Player::_ApplyItemMods: completed"); } ScalingStatDistributionEntry const* Player::GetScalingStatDistributionFor(ItemTemplate const& itemTemplate) const { if (!itemTemplate.ScalingStatDistribution) return nullptr; return sScalingStatDistributionStore.LookupEntry(itemTemplate.ScalingStatDistribution); } ScalingStatValuesEntry const* Player::GetScalingStatValuesFor(ItemTemplate const& itemTemplate) const { if (!itemTemplate.ScalingStatValue) return nullptr; ScalingStatDistributionEntry const* ssd = GetScalingStatDistributionFor(itemTemplate); if (!ssd) return nullptr; // req. check at equip, but allow use for extended range if range limit max level, set proper level uint32 const ssd_level = std::min(uint32(GetLevel()), ssd->Maxlevel); return sScalingStatValuesStore.LookupEntry(ssd_level); } void Player::_ApplyItemBonuses(ItemTemplate const* proto, uint8 slot, bool apply, bool only_level_scale /*= false*/) { if (slot >= INVENTORY_SLOT_BAG_END || !proto) return; ScalingStatDistributionEntry const* ssd = GetScalingStatDistributionFor(*proto); ScalingStatValuesEntry const* ssv = GetScalingStatValuesFor(*proto); if (only_level_scale && (!ssd || !ssv)) return; for (uint8 i = 0; i < MAX_ITEM_PROTO_STATS; ++i) { uint32 statType = 0; int32 val = 0; // If set ScalingStatDistribution need get stats and values from it if (ssd && ssv) { if (ssd->StatID[i] < 0) continue; statType = ssd->StatID[i]; val = (ssv->getssdMultiplier(proto->ScalingStatValue) * ssd->Bonus[i]) / 10000; } else { if (i >= proto->StatsCount) continue; statType = proto->ItemStat[i].ItemStatType; val = proto->ItemStat[i].ItemStatValue; } if (val == 0) continue; switch (statType) { case ITEM_MOD_MANA: HandleStatFlatModifier(UNIT_MOD_MANA, BASE_VALUE, float(val), apply); break; case ITEM_MOD_HEALTH: // modify HP HandleStatFlatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(val), apply); break; case ITEM_MOD_AGILITY: // modify agility HandleStatFlatModifier(UNIT_MOD_STAT_AGILITY, BASE_VALUE, float(val), apply); UpdateStatBuffMod(STAT_AGILITY); break; case ITEM_MOD_STRENGTH: //modify strength HandleStatFlatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(val), apply); UpdateStatBuffMod(STAT_STRENGTH); break; case ITEM_MOD_INTELLECT: //modify intellect HandleStatFlatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(val), apply); UpdateStatBuffMod(STAT_INTELLECT); break; case ITEM_MOD_SPIRIT: //modify spirit HandleStatFlatModifier(UNIT_MOD_STAT_SPIRIT, BASE_VALUE, float(val), apply); UpdateStatBuffMod(STAT_SPIRIT); break; case ITEM_MOD_STAMINA: //modify stamina HandleStatFlatModifier(UNIT_MOD_STAT_STAMINA, BASE_VALUE, float(val), apply); UpdateStatBuffMod(STAT_STAMINA); break; case ITEM_MOD_DEFENSE_SKILL_RATING: ApplyRatingMod(CR_DEFENSE_SKILL, int32(val), apply); break; case ITEM_MOD_DODGE_RATING: ApplyRatingMod(CR_DODGE, int32(val), apply); break; case ITEM_MOD_PARRY_RATING: ApplyRatingMod(CR_PARRY, int32(val), apply); break; case ITEM_MOD_BLOCK_RATING: ApplyRatingMod(CR_BLOCK, int32(val), apply); break; case ITEM_MOD_HIT_MELEE_RATING: ApplyRatingMod(CR_HIT_MELEE, int32(val), apply); break; case ITEM_MOD_HIT_RANGED_RATING: ApplyRatingMod(CR_HIT_RANGED, int32(val), apply); break; case ITEM_MOD_HIT_SPELL_RATING: ApplyRatingMod(CR_HIT_SPELL, int32(val), apply); break; case ITEM_MOD_CRIT_MELEE_RATING: ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply); break; case ITEM_MOD_CRIT_RANGED_RATING: ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply); break; case ITEM_MOD_CRIT_SPELL_RATING: ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply); break; case ITEM_MOD_HIT_TAKEN_MELEE_RATING: ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply); break; case ITEM_MOD_HIT_TAKEN_RANGED_RATING: ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply); break; case ITEM_MOD_HIT_TAKEN_SPELL_RATING: ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply); break; case ITEM_MOD_CRIT_TAKEN_MELEE_RATING: ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply); break; case ITEM_MOD_CRIT_TAKEN_RANGED_RATING: ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply); break; case ITEM_MOD_CRIT_TAKEN_SPELL_RATING: ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply); break; case ITEM_MOD_HASTE_MELEE_RATING: ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply); break; case ITEM_MOD_HASTE_RANGED_RATING: ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply); break; case ITEM_MOD_HASTE_SPELL_RATING: ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply); break; case ITEM_MOD_HIT_RATING: ApplyRatingMod(CR_HIT_MELEE, int32(val), apply); ApplyRatingMod(CR_HIT_RANGED, int32(val), apply); ApplyRatingMod(CR_HIT_SPELL, int32(val), apply); break; case ITEM_MOD_CRIT_RATING: ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply); ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply); ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply); break; case ITEM_MOD_HIT_TAKEN_RATING: ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply); ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply); ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply); break; case ITEM_MOD_CRIT_TAKEN_RATING: ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply); ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply); ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply); break; case ITEM_MOD_RESILIENCE_RATING: ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply); ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply); ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply); break; case ITEM_MOD_HASTE_RATING: ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply); ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply); ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply); break; case ITEM_MOD_EXPERTISE_RATING: ApplyRatingMod(CR_EXPERTISE, int32(val), apply); break; case ITEM_MOD_ATTACK_POWER: HandleStatFlatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(val), apply); HandleStatFlatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply); break; case ITEM_MOD_RANGED_ATTACK_POWER: HandleStatFlatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply); break; // case ITEM_MOD_FERAL_ATTACK_POWER: // ApplyFeralAPBonus(int32(val), apply); // break; case ITEM_MOD_MANA_REGENERATION: ApplyManaRegenBonus(int32(val), apply); break; case ITEM_MOD_ARMOR_PENETRATION_RATING: ApplyRatingMod(CR_ARMOR_PENETRATION, int32(val), apply); break; case ITEM_MOD_SPELL_POWER: ApplySpellPowerBonus(int32(val), apply); break; case ITEM_MOD_HEALTH_REGEN: ApplyHealthRegenBonus(int32(val), apply); break; case ITEM_MOD_SPELL_PENETRATION: ApplySpellPenetrationBonus(val, apply); break; case ITEM_MOD_BLOCK_VALUE: HandleBaseModFlatValue(SHIELD_BLOCK_VALUE, float(val), apply); break; // deprecated item mods case ITEM_MOD_SPELL_HEALING_DONE: case ITEM_MOD_SPELL_DAMAGE_DONE: break; } } // Apply Spell Power from ScalingStatValue if set if (ssv) if (int32 spellbonus = ssv->getSpellBonus(proto->ScalingStatValue)) ApplySpellPowerBonus(spellbonus, apply); // If set ScalingStatValue armor get it or use item armor uint32 armor = proto->Armor; if (ssv) { if (uint32 ssvarmor = ssv->getArmorMod(proto->ScalingStatValue)) armor = ssvarmor; } else if (armor && proto->ArmorDamageModifier) armor -= uint32(proto->ArmorDamageModifier); if (armor) { UnitModifierFlatType modType = TOTAL_VALUE; if (proto->Class == ITEM_CLASS_ARMOR) { switch (proto->SubClass) { case ITEM_SUBCLASS_ARMOR_CLOTH: case ITEM_SUBCLASS_ARMOR_LEATHER: case ITEM_SUBCLASS_ARMOR_MAIL: case ITEM_SUBCLASS_ARMOR_PLATE: case ITEM_SUBCLASS_ARMOR_SHIELD: modType = BASE_VALUE; break; } } HandleStatFlatModifier(UNIT_MOD_ARMOR, modType, float(armor), apply); } // Add armor bonus from ArmorDamageModifier if > 0 if (proto->ArmorDamageModifier > 0) HandleStatFlatModifier(UNIT_MOD_ARMOR, TOTAL_VALUE, float(proto->ArmorDamageModifier), apply); if (proto->Block) HandleBaseModFlatValue(SHIELD_BLOCK_VALUE, float(proto->Block), apply); if (proto->HolyRes) HandleStatFlatModifier(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(proto->HolyRes), apply); if (proto->FireRes) HandleStatFlatModifier(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(proto->FireRes), apply); if (proto->NatureRes) HandleStatFlatModifier(UNIT_MOD_RESISTANCE_NATURE, BASE_VALUE, float(proto->NatureRes), apply); if (proto->FrostRes) HandleStatFlatModifier(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, float(proto->FrostRes), apply); if (proto->ShadowRes) HandleStatFlatModifier(UNIT_MOD_RESISTANCE_SHADOW, BASE_VALUE, float(proto->ShadowRes), apply); if (proto->ArcaneRes) HandleStatFlatModifier(UNIT_MOD_RESISTANCE_ARCANE, BASE_VALUE, float(proto->ArcaneRes), apply); WeaponAttackType attType = Player::GetAttackBySlot(slot); if (attType != MAX_ATTACK) _ApplyWeaponDamage(slot, proto, apply); // Druids get feral AP bonus from weapon dps (also use DPS from ScalingStatValue) if (GetClass() == CLASS_DRUID) { int32 dpsMod = 0; int32 feral_bonus = 0; if (ssv) { dpsMod = ssv->getDPSMod(proto->ScalingStatValue); feral_bonus += ssv->getFeralBonus(proto->ScalingStatValue); } feral_bonus += proto->getFeralBonus(dpsMod); if (feral_bonus) ApplyFeralAPBonus(feral_bonus, apply); } } void Player::_ApplyWeaponDamage(uint8 slot, ItemTemplate const* proto, bool apply) { WeaponAttackType attType = Player::GetAttackBySlot(slot); if (!IsInFeralForm() && apply && !CanUseAttackType(attType)) return; ScalingStatValuesEntry const* ssv = GetScalingStatValuesFor(*proto); for (uint8 i = 0; i < MAX_ITEM_PROTO_DAMAGES; ++i) { float minDamage = proto->Damage[i].DamageMin; float maxDamage = proto->Damage[i].DamageMax; // If set dpsMod in ScalingStatValue use it for min (70% from average), max (130% from average) damage if (ssv && i == 0) // scaling stats only for first damage { int32 extraDPS = ssv->getDPSMod(proto->ScalingStatValue); if (extraDPS) { float average = extraDPS * proto->Delay / 1000.0f; float mod = ssv->isTwoHand(proto->ScalingStatValue) ? 0.2f : 0.3f; minDamage = (1.0f - mod) * average; maxDamage = (1.0f + mod) * average; } } if (apply) { if (minDamage > 0.f) SetBaseWeaponDamage(attType, MINDAMAGE, minDamage, i); if (maxDamage > 0.f) SetBaseWeaponDamage(attType, MAXDAMAGE, maxDamage, i); } } if (!apply) { for (uint8 i = 0; i < MAX_ITEM_PROTO_DAMAGES; ++i) { SetBaseWeaponDamage(attType, MINDAMAGE, 0.f, i); SetBaseWeaponDamage(attType, MAXDAMAGE, 0.f, i); } if (attType == BASE_ATTACK) { SetBaseWeaponDamage(BASE_ATTACK, MINDAMAGE, BASE_MINDAMAGE); SetBaseWeaponDamage(BASE_ATTACK, MAXDAMAGE, BASE_MAXDAMAGE); } } if (proto->Delay && !IsInFeralForm()) SetAttackTime(attType, apply ? proto->Delay : BASE_ATTACK_TIME); // No need to modify any physical damage for ferals as it is calculated from stats only if (IsInFeralForm()) return; if (CanModifyStats() && (GetWeaponDamageRange(attType, MAXDAMAGE) || proto->Delay)) UpdateDamagePhysical(attType); } SpellSchoolMask Player::GetMeleeDamageSchoolMask(WeaponAttackType attackType /*= BASE_ATTACK*/, uint8 damageIndex /*= 0*/) const { if (Item const* weapon = GetWeaponForAttack(attackType, true)) return SpellSchoolMask(1 << weapon->GetTemplate()->Damage[damageIndex].DamageType); return SPELL_SCHOOL_MASK_NORMAL; } void Player::CastAllObtainSpells() { for (uint8 slot = INVENTORY_SLOT_ITEM_START; slot < INVENTORY_SLOT_ITEM_END; ++slot) if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, slot)) ApplyItemObtainSpells(item, true); for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) { Bag* bag = GetBagByPos(i); if (!bag) continue; for (uint32 slot = 0; slot < bag->GetBagSize(); ++slot) if (Item* item = bag->GetItemByPos(slot)) ApplyItemObtainSpells(item, true); } } void Player::ApplyItemObtainSpells(Item* item, bool apply) { ItemTemplate const* itemTemplate = item->GetTemplate(); for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) { if (itemTemplate->Spells[i].SpellTrigger != ITEM_SPELLTRIGGER_ON_NO_DELAY_USE) // On obtain trigger continue; int32 const spellId = itemTemplate->Spells[i].SpellId; if (spellId <= 0) continue; if (apply) { if (!HasAura(spellId)) CastSpell(this, spellId, item); } else RemoveAurasDueToSpell(spellId); } } // this one rechecks weapon auras and stores them in BaseModGroup container // needed for things like axe specialization applying only to axe weapons in case of dual-wield void Player::UpdateWeaponDependentCritAuras(WeaponAttackType attackType) { BaseModGroup modGroup; switch (attackType) { case BASE_ATTACK: modGroup = CRIT_PERCENTAGE; break; case OFF_ATTACK: modGroup = OFFHAND_CRIT_PERCENTAGE; break; case RANGED_ATTACK: modGroup = RANGED_CRIT_PERCENTAGE; break; default: ABORT(); break; } float amount = 0.0f; amount += GetTotalAuraModifier(SPELL_AURA_MOD_WEAPON_CRIT_PERCENT, std::bind(&Unit::CheckAttackFitToAuraRequirement, this, attackType, std::placeholders::_1)); // these auras don't have item requirement (only Combat Expertise in 3.3.5a) amount += GetTotalAuraModifier(SPELL_AURA_MOD_CRIT_PCT); SetBaseModFlatValue(modGroup, amount); } void Player::UpdateAllWeaponDependentCritAuras() { for (uint8 i = BASE_ATTACK; i < MAX_ATTACK; ++i) UpdateWeaponDependentCritAuras(WeaponAttackType(i)); } void Player::UpdateWeaponDependentAuras(WeaponAttackType attackType) { UpdateWeaponDependentCritAuras(attackType); UpdateDamageDoneMods(attackType); UpdateDamagePctDoneMods(attackType); } void Player::ApplyItemDependentAuras(Item* item, bool apply) { if (apply) { PlayerSpellMap const& spells = GetSpellMap(); for (auto itr = spells.begin(); itr != spells.end(); ++itr) { if (itr->second.state == PLAYERSPELL_REMOVED || itr->second.disabled) continue; SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(itr->first); if (!spellInfo || !spellInfo->IsPassive() || spellInfo->EquippedItemClass < 0) continue; if (!HasAura(itr->first) && HasItemFitToSpellRequirements(spellInfo)) AddAura(itr->first, this); // no SMSG_SPELL_GO in sniff found } } else RemoveItemDependentAurasAndCasts(item); } bool Player::CheckAttackFitToAuraRequirement(WeaponAttackType attackType, AuraEffect const* aurEff) const { SpellInfo const* spellInfo = aurEff->GetSpellInfo(); if (spellInfo->EquippedItemClass == -1) return true; Item* item = GetWeaponForAttack(attackType, true); if (!item || !item->IsFitToSpellRequirements(spellInfo)) return false; return true; } void Player::ApplyItemEquipSpell(Item* item, bool apply, bool form_change) { if (!item) return; ItemTemplate const* proto = item->GetTemplate(); if (!proto) return; for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) { _Spell const& spellData = proto->Spells[i]; // no spell if (spellData.SpellId <= 0) continue; // wrong triggering type if (apply && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_EQUIP) continue; // check if it is valid spell SpellInfo const* spellproto = sSpellMgr->GetSpellInfo(spellData.SpellId); if (!spellproto) continue; ApplyEquipSpell(spellproto, item, apply, form_change); } } void Player::ApplyEquipSpell(SpellInfo const* spellInfo, Item* item, bool apply, bool form_change) { if (apply) { // Cannot be used in this stance/form if (spellInfo->CheckShapeshift(GetShapeshiftForm()) != SPELL_CAST_OK) return; if (form_change) // check aura active state from other form { AuraApplicationMapBounds range = GetAppliedAuras().equal_range(spellInfo->Id); for (AuraApplicationMap::const_iterator itr = range.first; itr != range.second; ++itr) if (!item || itr->second->GetBase()->GetCastItemGUID() == item->GetGUID()) return; } TC_LOG_DEBUG("entities.player", "Player::ApplyEquipSpell: Player '{}' ({}) cast {} equip spell (ID: {})", GetName(), GetGUID().ToString(), (item ? "item" : "itemset"), spellInfo->Id); CastSpell(this, spellInfo->Id, item); } else { if (form_change) // check aura compatibility { // Cannot be used in this stance/form if (spellInfo->CheckShapeshift(GetShapeshiftForm()) == SPELL_CAST_OK) return; // and remove only not compatible at form change } if (item) RemoveAurasDueToItemSpell(spellInfo->Id, item->GetGUID()); // un-apply all spells, not only at-equipped else RemoveAurasDueToSpell(spellInfo->Id); // un-apply spell (item set case) } } void Player::UpdateEquipSpellsAtFormChange() { for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i) { if (m_items[i] && !m_items[i]->IsBroken() && CanUseAttackType(GetAttackBySlot(i))) { ApplyItemEquipSpell(m_items[i], false, true); // remove spells that not fit to form ApplyItemEquipSpell(m_items[i], true, true); // add spells that fit form but not active } } // item set bonuses not dependent from item broken state for (size_t setindex = 0; setindex < ItemSetEff.size(); ++setindex) { ItemSetEffect* eff = ItemSetEff[setindex]; if (!eff) continue; for (uint32 y = 0; y < MAX_ITEM_SET_SPELLS; ++y) { SpellInfo const* spellInfo = eff->spells[y]; if (!spellInfo) continue; ApplyEquipSpell(spellInfo, nullptr, false, true); // remove spells that not fit to form ApplyEquipSpell(spellInfo, nullptr, true, true); // add spells that fit form but not active } } } void Player::CastItemCombatSpell(DamageInfo const& damageInfo) { Unit* target = damageInfo.GetVictim(); 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(damageInfo.GetAttackType())) { if (ItemTemplate const* proto = item->GetTemplate()) { // Additional check for weapons if (proto->Class == ITEM_CLASS_WEAPON) { // offhand item cannot proc from main hand hit etc EquipmentSlots slot; switch (damageInfo.GetAttackType()) { case BASE_ATTACK: slot = EQUIPMENT_SLOT_MAINHAND; break; case OFF_ATTACK: slot = EQUIPMENT_SLOT_OFFHAND; break; case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED; break; default: slot = EQUIPMENT_SLOT_END; break; } if (slot != i) continue; // Check if item is useable (forms or disarm) if (damageInfo.GetAttackType() == BASE_ATTACK) if (!IsUseEquipedWeapon(true) && !IsInFeralForm()) continue; } CastItemCombatSpell(damageInfo, item, proto); } } } } } void Player::CastItemCombatSpell(DamageInfo const& damageInfo, Item* item, ItemTemplate const* proto) { // Can do effect if any damage done to target // for done procs allow normal + critical + absorbs by default bool canTrigger = (damageInfo.GetHitMask() & (PROC_HIT_NORMAL | PROC_HIT_CRITICAL | PROC_HIT_ABSORB)) != 0; if (canTrigger) { for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) { _Spell const& spellData = proto->Spells[i]; // no spell if (spellData.SpellId <= 0) continue; // wrong triggering type if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_CHANCE_ON_HIT) continue; SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellData.SpellId); if (!spellInfo) { TC_LOG_ERROR("entities.player.items", "Player::CastItemCombatSpell: Player '{}' ({}) cast unknown item spell (ID: {})", GetName(), GetGUID().ToString(), spellData.SpellId); continue; } float chance = (float)spellInfo->ProcChance; if (spellData.SpellPPMRate) { uint32 WeaponSpeed = GetAttackTime(damageInfo.GetAttackType()); chance = GetPPMProcChance(WeaponSpeed, spellData.SpellPPMRate, spellInfo); } else if (chance > 100.0f) chance = GetWeaponProcChance(); if (roll_chance_f(chance) && sScriptMgr->OnCastItemCombatSpell(this, damageInfo.GetVictim(), spellInfo, item)) CastSpell(damageInfo.GetVictim(), spellInfo->Id, 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->HitMask) { // Check hit/crit/dodge/parry requirement if ((entry->HitMask & damageInfo.GetHitMask()) == 0) continue; } else { // Can do effect if any damage done to target // for done procs allow normal + critical + absorbs by default if (!canTrigger) continue; } // check if enchant procs only on white hits if (entry && (entry->AttributesMask & ENCHANT_PROC_ATTR_WHITE_HIT) && damageInfo.GetSpellInfo()) continue; SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(pEnchant->EffectArg[s]); if (!spellInfo) { TC_LOG_ERROR("entities.player.items", "Player::CastItemCombatSpell: Player '{}' ({}) cast unknown spell (EnchantID: {}, SpellID: {}), ignoring", GetName(), GetGUID().ToString(), pEnchant->ID, pEnchant->EffectArg[s]); continue; } float chance = pEnchant->EffectPointsMin[s] != 0 ? float(pEnchant->EffectPointsMin[s]) : GetWeaponProcChance(); if (entry) { if (entry->ProcsPerMinute) chance = GetPPMProcChance(proto->Delay, entry->ProcsPerMinute, spellInfo); else if (entry->Chance) chance = entry->Chance; } // Apply spell mods ApplySpellMod(pEnchant->EffectArg[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)) { Unit* target = spellInfo->IsPositive() ? this : damageInfo.GetVictim(); CastSpellExtraArgs args(item); // reduce effect values if enchant is limited if (entry && (entry->AttributesMask & ENCHANT_PROC_ATTR_LIMIT_60) && target->GetLevel() > 60) { int32 const lvlDifference = target->GetLevel() - 60; int32 const lvlPenaltyFactor = 4; // 4% lost effectiveness per level int32 const effectPct = std::max(0, 100 - (lvlDifference * lvlPenaltyFactor)); for (SpellEffectInfo const& spellEffectInfo : spellInfo->GetEffects()) if (spellEffectInfo.IsEffect()) args.AddSpellMod(static_cast(SPELLVALUE_BASE_POINT0 + AsUnderlyingType(spellEffectInfo.EffectIndex)), CalculatePct(spellEffectInfo.CalcValue(this), effectPct)); } CastSpell(target, spellInfo->Id, args); } } } } void Player::CastItemUseSpell(Item* item, SpellCastTargets const& targets, uint8 cast_count, uint32 glyphIndex) { ItemTemplate const* proto = item->GetTemplate(); // special learning case if (proto->Spells[0].SpellId == 483 || proto->Spells[0].SpellId == 55884) { uint32 learn_spell_id = proto->Spells[0].SpellId; uint32 learning_spell_id = proto->Spells[1].SpellId; SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(learn_spell_id); if (!spellInfo) { TC_LOG_ERROR("entities.player", "Player::CastItemUseSpell: Item (Entry: {}) has wrong spell id {}, ignoring.", proto->ItemId, learn_spell_id); SendEquipError(EQUIP_ERR_NONE, item, nullptr); return; } Spell* spell = new Spell(this, spellInfo, TRIGGERED_NONE); spell->m_fromClient = true; spell->m_CastItem = item; spell->m_cast_count = cast_count; //set count of casts spell->SetSpellValue(SPELLVALUE_BASE_POINT0, learning_spell_id); spell->prepare(targets); return; } // item spells cast at use for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) { _Spell const& spellData = proto->Spells[i]; // no spell if (spellData.SpellId <= 0) continue; // wrong triggering type if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE) continue; SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellData.SpellId); if (!spellInfo) { TC_LOG_ERROR("entities.player", "Player::CastItemUseSpell: Item (Entry: {}) has wrong spell id {}, ignoring", proto->ItemId, spellData.SpellId); continue; } Spell* spell = new Spell(this, spellInfo, TRIGGERED_NONE); spell->m_fromClient = true; spell->m_CastItem = item; spell->m_cast_count = cast_count; // set count of casts spell->m_glyphIndex = glyphIndex; // glyph index 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->EffectArg[s]); if (!spellInfo) { TC_LOG_ERROR("entities.player", "Player::CastItemUseSpell: Enchant {}, cast unknown spell {}", pEnchant->ID, pEnchant->EffectArg[s]); continue; } Spell* spell = new Spell(this, spellInfo, TRIGGERED_NONE); spell->m_fromClient = true; spell->m_CastItem = item; spell->m_cast_count = cast_count; // set count of casts spell->m_glyphIndex = glyphIndex; // glyph index 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->ItemSet) RemoveItemsSetItem(this, proto); if (m_items[i]->IsBroken() || !CanUseAttackType(GetAttackBySlot(i))) continue; ApplyItemEquipSpell(m_items[i], false); ApplyEnchantment(m_items[i], false); } } for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i) { if (m_items[i]) { if (m_items[i]->IsBroken() || !CanUseAttackType(GetAttackBySlot(i))) continue; ItemTemplate const* proto = m_items[i]->GetTemplate(); if (!proto) continue; ApplyItemDependentAuras(m_items[i], false); _ApplyItemBonuses(proto, i, false); if (i == EQUIPMENT_SLOT_RANGED) _ApplyAmmoBonuses(); } } TC_LOG_DEBUG("entities.player.items", "_RemoveAllItemMods complete."); } void Player::_ApplyAllItemMods() { TC_LOG_DEBUG("entities.player.items", "_ApplyAllItemMods start."); for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i) { if (m_items[i]) { if (m_items[i]->IsBroken() || !CanUseAttackType(GetAttackBySlot(i))) continue; ItemTemplate const* proto = m_items[i]->GetTemplate(); if (!proto) continue; ApplyItemDependentAuras(m_items[i], true); _ApplyItemBonuses(proto, i, true); WeaponAttackType const attackType = Player::GetAttackBySlot(i); if (attackType != MAX_ATTACK) UpdateWeaponDependentAuras(attackType); if (i == EQUIPMENT_SLOT_RANGED) _ApplyAmmoBonuses(); } } for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i) { if (m_items[i]) { ItemTemplate const* proto = m_items[i]->GetTemplate(); if (!proto) continue; // item set bonuses not dependent from item broken state if (proto->ItemSet) AddItemsSetItem(this, m_items[i]); if (m_items[i]->IsBroken() || !CanUseAttackType(GetAttackBySlot(i))) continue; ApplyItemEquipSpell(m_items[i], true); ApplyEnchantment(m_items[i], true); } } TC_LOG_DEBUG("entities.player.items", "_ApplyAllItemMods complete."); } void Player::_ApplyAllLevelScaleItemMods(bool apply) { for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i) { if (m_items[i]) { if (m_items[i]->IsBroken() || !CanUseAttackType(GetAttackBySlot(i))) continue; ItemTemplate const* proto = m_items[i]->GetTemplate(); if (!proto) continue; _ApplyItemBonuses(proto, i, apply, true); } } } void Player::_ApplyAmmoBonuses() { // check ammo uint32 ammo_id = GetUInt32Value(PLAYER_AMMO_ID); if (!ammo_id) return; float currentAmmoDPS; ItemTemplate const* ammo_proto = sObjectMgr->GetItemTemplate(ammo_id); if (!ammo_proto || ammo_proto->Class != ITEM_CLASS_PROJECTILE || !CheckAmmoCompatibility(ammo_proto)) currentAmmoDPS = 0.0f; else currentAmmoDPS = (ammo_proto->Damage[0].DamageMin + ammo_proto->Damage[0].DamageMax) / 2; if (currentAmmoDPS == GetAmmoDPS()) return; m_ammoDPS = currentAmmoDPS; if (CanModifyStats()) UpdateDamagePhysical(RANGED_ATTACK); } bool Player::CheckAmmoCompatibility(ItemTemplate const* ammo_proto) const { if (!ammo_proto) return false; // check ranged weapon Item* weapon = GetWeaponForAttack(RANGED_ATTACK); if (!weapon || weapon->IsBroken()) return false; ItemTemplate const* weapon_proto = weapon->GetTemplate(); if (!weapon_proto || weapon_proto->Class != ITEM_CLASS_WEAPON) return false; // check ammo ws. weapon compatibility switch (weapon_proto->SubClass) { case ITEM_SUBCLASS_WEAPON_BOW: case ITEM_SUBCLASS_WEAPON_CROSSBOW: if (ammo_proto->SubClass != ITEM_SUBCLASS_ARROW) return false; break; case ITEM_SUBCLASS_WEAPON_GUN: if (ammo_proto->SubClass != ITEM_SUBCLASS_BULLET) return false; break; default: return false; } return true; } /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable Called by remove insignia spell effect */ void Player::RemovedInsignia(Player* looterPlr) { // If player is not in battleground and not in worldpvpzone if (!GetBattlegroundId() && !IsInWorldPvpZone()) 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 { WorldPacket data(SMSG_LOOT_RELEASE_RESPONSE, (8+1)); data << uint64(guid) << uint8(1); SendDirectMessage(&data); } void Player::SendLoot(ObjectGuid guid, LootType loot_type) { if (ObjectGuid lguid = GetLootGUID()) m_session->DoLootRelease(lguid); Loot* loot; PermissionTypes permission = ALL_PERMISSION; TC_LOG_DEBUG("loot", "Player::SendLoot: Player: '{}' ({}), Loot: {}", GetName(), GetGUID().ToString(), guid.ToString()); if (guid.IsGameObject()) { GameObject* go = GetMap()->GetGameObject(guid); auto shouldLootRelease = [this](GameObject* go, LootType lootType) -> bool { // 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) return true; if (lootType == LOOT_SKINNING) { // Disarm Trap if (!go->IsWithinDistInMap(this, 20.f)) return true; } else { if (lootType != LOOT_FISHINGHOLE && ((lootType != LOOT_FISHING && lootType != LOOT_FISHING_JUNK) || go->GetOwnerGUID() != GetGUID()) && !go->IsWithinDistInMap(this)) return true; if (lootType == LOOT_CORPSE && go->GetRespawnTime() && go->isSpawnedByDefault()) return true; } return false; }; if (shouldLootRelease(go, loot_type)) { SendLootRelease(guid); return; } loot = &go->loot; // loot was generated and respawntime has passed since then, allow to recreate loot // to avoid bugs, this rule covers spawned gameobjects only // Don't allow to regenerate chest loot inside instances and raids, to avoid exploits with duplicate boss loot being given for some encounters if (go->isSpawnedByDefault() && go->getLootState() == GO_ACTIVATED && !go->loot.isLooted() && !go->GetMap()->Instanceable() && go->GetLootGenerationTime() + go->GetRespawnDelay() < GameTime::GetGameTime()) go->SetLootState(GO_READY); if (go->getLootState() == GO_READY) { uint32 lootid = go->GetGOInfo()->GetLootId(); if (Battleground* bg = GetBattleground()) if (!bg->CanActivateGO(go->GetEntry(), GetTeam())) { SendLootRelease(guid); return; } if (lootid) { loot->clear(); Group* group = GetGroup(); bool groupRules = (group && go->GetGOInfo()->type == GAMEOBJECT_TYPE_CHEST && go->GetGOInfo()->chest.groupLootRules); // check current RR player and get next if necessary if (groupRules) group->UpdateLooterGuid(go, true); loot->FillLoot(lootid, LootTemplates_Gameobject, this, !groupRules, false, go->GetLootMode()); go->SetLootGenerationTime(); // get next RR player (for next loot) if (groupRules && !go->loot.empty()) group->UpdateLooterGuid(go); } if (go->GetLootMode() > 0) 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.groupLootRules) { if (Group* group = GetGroup()) { switch (group->GetLootMethod()) { case GROUP_LOOT: // GroupLoot: rolls items over threshold. Items with quality < threshold, round robin group->GroupLoot(loot, go); break; case NEED_BEFORE_GREED: group->NeedBeforeGreed(loot, go); break; case MASTER_LOOT: group->MasterLoot(loot, go); break; default: break; } } } go->SetLootState(GO_ACTIVATED, this); } if (go->getLootState() == GO_ACTIVATED) { if (Group* group = GetGroup()) { switch (group->GetLootMethod()) { case MASTER_LOOT: permission = group->GetMasterLooterGuid() == GetGUID() ? MASTER_PERMISSION : RESTRICTED_PERMISSION; break; case FREE_FOR_ALL: permission = ALL_PERMISSION; break; case ROUND_ROBIN: permission = ROUND_ROBIN_PERMISSION; break; default: permission = GROUP_PERMISSION; break; } } else permission = ALL_PERMISSION; } } else if (guid.IsItem()) { Item* item = GetItemByGuid(guid); if (!item) { SendLootRelease(guid); return; } permission = OWNER_PERMISSION; loot = &item->loot; // Store container id loot->containerID = item->GetGUID().GetCounter(); // 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 && !sLootItemStorage->LoadStoredLoot(item, this)) { 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) sLootItemStorage->AddNewStoredLoot(loot, this); 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 (loot->loot_type == LOOT_NONE) { uint32 pLevel = bones->loot.gold; bones->loot.clear(); // For AV Achievement if (Battleground* bg = GetBattleground()) { if (bg->GetTypeID(true) == BATTLEGROUND_AV) loot->FillLoot(PLAYER_CORPSE_LOOT_ENTRY, LootTemplates_Creature, this, true); } // For wintergrasp Quests else if (GetZoneId() == AREA_WINTERGRASP) loot->FillLoot(PLAYER_CORPSE_LOOT_ENTRY, 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 { // exploit fix if (!creature->HasDynamicFlag(UNIT_DYNFLAG_LOOTABLE)) { SendLootError(guid, LOOT_ERROR_DIDNT_KILL); return; } // the player whose group may loot the corpse Player* recipient = creature->GetLootRecipient(); Group* recipientGroup = creature->GetLootRecipientGroup(); if (!recipient && !recipientGroup) { SendLootError(guid, LOOT_ERROR_DIDNT_KILL); return; } if (loot->loot_type == LOOT_NONE) { // for creature, loot is filled when creature is killed. if (Group* group = creature->GetLootRecipientGroup()) { switch (group->GetLootMethod()) { case GROUP_LOOT: // GroupLoot: rolls items over threshold. Items with quality < threshold, round robin group->GroupLoot(loot, creature); break; case NEED_BEFORE_GREED: group->NeedBeforeGreed(loot, creature); break; case MASTER_LOOT: group->MasterLoot(loot, creature); break; default: break; } } } // if loot is already skinning loot then don't do anything else if (loot->loot_type == LOOT_SKINNING) { loot_type = LOOT_SKINNING; permission = creature->GetLootRecipientGUID() == GetGUID() ? OWNER_PERMISSION : NONE_PERMISSION; } else if (loot_type == LOOT_SKINNING) { loot->clear(); loot->FillLoot(creature->GetCreatureTemplate()->SkinLootId, LootTemplates_Skinning, this, true); permission = OWNER_PERMISSION; // Set new loot recipient creature->SetLootRecipient(this, false); } // set group rights only for loot_type != LOOT_SKINNING else { if (creature->GetLootRecipientGroup()) { Group* group = GetGroup(); if (group == creature->GetLootRecipientGroup()) { switch (group->GetLootMethod()) { case MASTER_LOOT: permission = group->GetMasterLooterGuid() == GetGUID() ? MASTER_PERMISSION : RESTRICTED_PERMISSION; break; case FREE_FOR_ALL: permission = ALL_PERMISSION; break; case ROUND_ROBIN: permission = ROUND_ROBIN_PERMISSION; break; default: permission = GROUP_PERMISSION; break; } } else permission = NONE_PERMISSION; } else if (creature->GetLootRecipient() == this) permission = OWNER_PERMISSION; else permission = NONE_PERMISSION; } } } // LOOT_INSIGNIA and LOOT_FISHINGHOLE unsupported by client switch (loot_type) { case LOOT_INSIGNIA: loot_type = LOOT_SKINNING; break; case LOOT_FISHINGHOLE: loot_type = LOOT_FISHING; break; case LOOT_FISHING_JUNK: loot_type = LOOT_FISHING; break; default: break; } // need know merged fishing/corpse loot type for achievements loot->loot_type = loot_type; if (permission != NONE_PERMISSION) { SetLootGUID(guid); WorldPacket data(SMSG_LOOT_RESPONSE, (9 + 50)); // we guess size data << uint64(guid); data << uint8(loot_type); data << LootView(*loot, this, permission); SendDirectMessage(&data); // add 'this' player as one of the players that are looting 'loot' loot->AddLooter(GetGUID()); if (loot_type == LOOT_CORPSE && !guid.IsItem()) SetUnitFlag(UNIT_FLAG_LOOTING); } else SendLootError(GetLootGUID(), LOOT_ERROR_DIDNT_KILL); } void Player::SendLootError(ObjectGuid guid, LootError error) const { WorldPacket data(SMSG_LOOT_RESPONSE, 10); data << uint64(guid); data << uint8(LOOT_NONE); data << uint8(error); SendDirectMessage(&data); } void Player::SendNotifyLootMoneyRemoved() const { WorldPacket data(SMSG_LOOT_CLEAR_MONEY, 0); SendDirectMessage(&data); } void Player::SendNotifyLootItemRemoved(uint8 lootSlot) const { WorldPacket data(SMSG_LOOT_REMOVED, 1); data << uint8(lootSlot); SendDirectMessage(&data); } void Player::SendUpdateWorldState(uint32 variable, uint32 value) const { WorldPackets::WorldState::UpdateWorldState worldstate; worldstate.VariableID = variable; worldstate.Value = value; SendDirectMessage(worldstate.Write()); } // TODO - InitWorldStates should NOT always send the same states // Some should keep the same value between different zoneIds and areaIds on the same map void Player::SendInitWorldStates(uint32 zoneId, uint32 areaId) { uint32 mapId = GetMapId(); Battleground* battleground = GetBattleground(); OutdoorPvP* outdoorPvP = sOutdoorPvPMgr->GetOutdoorPvPToZoneId(zoneId); InstanceScript* instance = GetInstanceScript(); Battlefield* battlefield = sBattlefieldMgr->GetBattlefieldToZoneId(zoneId); TC_LOG_DEBUG("network", "Player::SendInitWorldStates: Sending SMSG_INIT_WORLD_STATES for Map: {}, Zone: {}", mapId, zoneId); WorldPackets::WorldState::InitWorldStates packet; packet.MapID = mapId; packet.ZoneID = zoneId; packet.AreaID = areaId; packet.Worldstates.emplace_back(2264, 0); // SCOURGE_EVENT_WORLDSTATE_EASTERN_PLAGUELANDS packet.Worldstates.emplace_back(2263, 0); // SCOURGE_EVENT_WORLDSTATE_TANARIS packet.Worldstates.emplace_back(2262, 0); // SCOURGE_EVENT_WORLDSTATE_BURNING_STEPPES packet.Worldstates.emplace_back(2261, 0); // SCOURGE_EVENT_WORLDSTATE_BLASTED_LANDS packet.Worldstates.emplace_back(2260, 0); // SCOURGE_EVENT_WORLDSTATE_AZSHARA packet.Worldstates.emplace_back(2259, 0); // SCOURGE_EVENT_WORLDSTATE_WINTERSPRING // ARENA_SEASON_IN_PROGRESS // 7 - arena season in progress // 0 - end of season packet.Worldstates.emplace_back(3191, sWorld->getBoolConfig(CONFIG_ARENA_SEASON_IN_PROGRESS) ? sWorld->getIntConfig(CONFIG_ARENA_SEASON_ID) : 0); // Previous arena season id int32 previousArenaSeason = 0; if (sWorld->getBoolConfig(CONFIG_ARENA_SEASON_IN_PROGRESS) && sWorld->getIntConfig(CONFIG_ARENA_SEASON_ID) > 0) previousArenaSeason = sWorld->getIntConfig(CONFIG_ARENA_SEASON_ID) - 1; packet.Worldstates.emplace_back(3901, previousArenaSeason); if (mapId == 530) // Outland { packet.Worldstates.emplace_back(2495, 0); // NA_UI_OUTLAND_01 "Progress: %2494w" packet.Worldstates.emplace_back(2493, 15); // NA_UI_GUARDS_MAX packet.Worldstates.emplace_back(2491, 15); // NA_UI_GUARDS_LEFT } switch (zoneId) { case 1: // Dun Morogh case 11: // Wetlands case 12: // Elwynn Forest case 38: // Loch Modan case 40: // Westfall case 51: // Searing Gorge case 1519: // Stormwind City case 1537: // Ironforge case 2257: // Deeprun Tram case 3703: // Shattrath City break; case 139: // Eastern Plaguelands if (outdoorPvP && outdoorPvP->GetTypeId() == OUTDOOR_PVP_EP) outdoorPvP->FillInitialWorldStates(packet); else { packet.Worldstates.emplace_back(2426, 0); // GENERAL_WORLDSTATES_01 "Progress: %2427w" packet.Worldstates.emplace_back(2327, 0); // EP_UI_TOWER_COUNT_A packet.Worldstates.emplace_back(2328, 0); // EP_UI_TOWER_COUNT_H packet.Worldstates.emplace_back(2427, 50); // GENERAL_WORLDSTATES_02 packet.Worldstates.emplace_back(2428, 50); // GENERAL_WORLDSTATES_03 packet.Worldstates.emplace_back(2355, 1); // EP_CGT_N packet.Worldstates.emplace_back(2374, 0); // EP_CGT_N_A packet.Worldstates.emplace_back(2375, 0); // EP_CGT_N_H packet.Worldstates.emplace_back(2376, 0); // GENERAL_WORLDSTATES_04 packet.Worldstates.emplace_back(2377, 0); // GENERAL_WORLDSTATES_05 packet.Worldstates.emplace_back(2378, 0); // EP_CGT_A packet.Worldstates.emplace_back(2379, 0); // EP_CGT_H packet.Worldstates.emplace_back(2354, 0); // EP_EWT_A packet.Worldstates.emplace_back(2356, 0); // EP_EWT_H packet.Worldstates.emplace_back(2357, 0); // GENERAL_WORLDSTATES_06 packet.Worldstates.emplace_back(2358, 0); // GENERAL_WORLDSTATES_07 packet.Worldstates.emplace_back(2359, 0); // EP_EWT_N_A packet.Worldstates.emplace_back(2360, 0); // EP_EWT_N_H packet.Worldstates.emplace_back(2361, 1); // EP_EWT_N packet.Worldstates.emplace_back(2352, 1); // EP_NPT_N packet.Worldstates.emplace_back(2362, 0); // EP_NPT_N_A packet.Worldstates.emplace_back(2363, 0); // GENERAL_WORLDSTATES_08 packet.Worldstates.emplace_back(2364, 0); // GENERAL_WORLDSTATES_09 packet.Worldstates.emplace_back(2365, 0); // GENERAL_WORLDSTATES_10 packet.Worldstates.emplace_back(2372, 0); // EP_NPT_A packet.Worldstates.emplace_back(2373, 0); // EP_NPT_H packet.Worldstates.emplace_back(2353, 1); // EP_PWT_N packet.Worldstates.emplace_back(2366, 0); // EP_PWT_N_A //packet.Worldstates.emplace_back(2367, 1); // GENERAL_WORLDSTATES_13 grey horde not in dbc! packet.Worldstates.emplace_back(2368, 0); // GENERAL_WORLDSTATES_11 packet.Worldstates.emplace_back(2369, 0); // GENERAL_WORLDSTATES_12 packet.Worldstates.emplace_back(2370, 0); // EP_PWT_A packet.Worldstates.emplace_back(2371, 0); // EP_PWT_H } break; case 1377: // Silithus if (outdoorPvP && outdoorPvP->GetTypeId() == OUTDOOR_PVP_SI) outdoorPvP->FillInitialWorldStates(packet); else { packet.Worldstates.emplace_back(2313, 0); // SI_GATHERED_A packet.Worldstates.emplace_back(2314, 0); // SI_GATHERED_H packet.Worldstates.emplace_back(2317, 0); // SI_SILITHYST_MAX } // unknown, aq opening? packet.Worldstates.emplace_back(2322, 0); // AQ_SANDWORM_N packet.Worldstates.emplace_back(2323, 0); // AQ_SANDWORM_S packet.Worldstates.emplace_back(2324, 0); // AQ_SANDWORM_SW packet.Worldstates.emplace_back(2325, 0); // AQ_SANDWORM_E break; case 2597: // Alterac Valley if (battleground && battleground->GetTypeID(true) == BATTLEGROUND_AV) battleground->FillInitialWorldStates(packet); else { packet.Worldstates.emplace_back(1966, 1); // AV_SNOWFALL_N packet.Worldstates.emplace_back(1330, 1); // AV_FROSTWOLFHUT_H_C packet.Worldstates.emplace_back(1329, 0); // AV_FROSTWOLFHUT_A_C packet.Worldstates.emplace_back(1326, 0); // AV_AID_A_A packet.Worldstates.emplace_back(1393, 0); // East Frostwolf Tower Horde Assaulted - UNUSED packet.Worldstates.emplace_back(1392, 0); // West Frostwolf Tower Horde Assaulted - UNUSED packet.Worldstates.emplace_back(1383, 1); // AV_FROSTWOLFE_CONTROLLED packet.Worldstates.emplace_back(1382, 1); // AV_FROSTWOLFW_CONTROLLED packet.Worldstates.emplace_back(1360, 1); // AV_N_MINE_N packet.Worldstates.emplace_back(1348, 0); // AV_ICEBLOOD_A_A packet.Worldstates.emplace_back(1334, 0); // AV_PIKEGRAVE_H_C packet.Worldstates.emplace_back(1333, 1); // AV_PIKEGRAVE_A_C packet.Worldstates.emplace_back(1304, 0); // AV_STONEHEART_A_A packet.Worldstates.emplace_back(1303, 0); // AV_STONEHEART_H_A packet.Worldstates.emplace_back(1396, 0); // unk packet.Worldstates.emplace_back(1395, 0); // Iceblood Tower Horde Assaulted - UNUSED packet.Worldstates.emplace_back(1394, 0); // Towerpoint Horde Assaulted - UNUSED packet.Worldstates.emplace_back(1391, 0); // unk packet.Worldstates.emplace_back(1390, 0); // AV_ICEBLOOD_ASSAULTED packet.Worldstates.emplace_back(1389, 0); // AV_TOWERPOINT_ASSAULTED packet.Worldstates.emplace_back(1388, 0); // AV_FROSTWOLFE_ASSAULTED packet.Worldstates.emplace_back(1387, 0); // AV_FROSTWOLFW_ASSAULTED packet.Worldstates.emplace_back(1386, 1); // unk packet.Worldstates.emplace_back(1385, 1); // AV_ICEBLOOD_CONTROLLED packet.Worldstates.emplace_back(1384, 1); // AV_TOWERPOINT_CONTROLLED packet.Worldstates.emplace_back(1381, 0); // AV_STONEH_ASSAULTED packet.Worldstates.emplace_back(1380, 0); // AV_ICEWING_ASSAULTED packet.Worldstates.emplace_back(1379, 0); // AV_DUNN_ASSAULTED packet.Worldstates.emplace_back(1378, 0); // AV_DUNS_ASSAULTED packet.Worldstates.emplace_back(1377, 0); // Stoneheart Bunker Alliance Assaulted - UNUSED packet.Worldstates.emplace_back(1376, 0); // Icewing Bunker Alliance Assaulted - UNUSED packet.Worldstates.emplace_back(1375, 0); // Dunbaldar South Alliance Assaulted - UNUSED packet.Worldstates.emplace_back(1374, 0); // Dunbaldar North Alliance Assaulted - UNUSED packet.Worldstates.emplace_back(1373, 0); // AV_STONEH_DESTROYED packet.Worldstates.emplace_back(966, 0); // AV_UNK_02 packet.Worldstates.emplace_back(964, 0); // AV_UNK_01 packet.Worldstates.emplace_back(962, 0); // AV_STORMPIKE_COMMANDERS packet.Worldstates.emplace_back(1302, 1); // AV_STONEHEART_A_C packet.Worldstates.emplace_back(1301, 0); // AV_STONEHEART_H_C packet.Worldstates.emplace_back(950, 0); // AV_STORMPIKE_LIEUTENANTS packet.Worldstates.emplace_back(1372, 0); // AV_ICEWING_DESTROYED packet.Worldstates.emplace_back(1371, 0); // AV_DUNN_DESTROYED packet.Worldstates.emplace_back(1370, 0); // AV_DUNS_DESTROYED packet.Worldstates.emplace_back(1369, 0); // unk packet.Worldstates.emplace_back(1368, 0); // AV_ICEBLOOD_DESTROYED packet.Worldstates.emplace_back(1367, 0); // AV_TOWERPOINT_DESTROYED packet.Worldstates.emplace_back(1366, 0); // AV_FROSTWOLFE_DESTROYED packet.Worldstates.emplace_back(1365, 0); // AV_FROSTWOLFW_DESTROYED packet.Worldstates.emplace_back(1364, 1); // AV_STONEH_CONTROLLED packet.Worldstates.emplace_back(1363, 1); // AV_ICEWING_CONTROLLED packet.Worldstates.emplace_back(1362, 1); // AV_DUNN_CONTROLLED packet.Worldstates.emplace_back(1361, 1); // AV_DUNS_CONTROLLED packet.Worldstates.emplace_back(1359, 0); // AV_N_MINE_H packet.Worldstates.emplace_back(1358, 0); // AV_N_MINE_A packet.Worldstates.emplace_back(1357, 1); // AV_S_MINE_N packet.Worldstates.emplace_back(1356, 0); // AV_S_MINE_H packet.Worldstates.emplace_back(1355, 0); // AV_S_MINE_A packet.Worldstates.emplace_back(1349, 0); // AV_ICEBLOOD_H_A packet.Worldstates.emplace_back(1347, 1); // AV_ICEBLOOD_H_C packet.Worldstates.emplace_back(1346, 0); // AV_ICEBLOOD_A_C packet.Worldstates.emplace_back(1344, 0); // AV_SNOWFALL_H_A packet.Worldstates.emplace_back(1343, 0); // AV_SNOWFALL_A_A packet.Worldstates.emplace_back(1342, 0); // AV_SNOWFALL_H_C packet.Worldstates.emplace_back(1341, 0); // AV_SNOWFALL_A_C packet.Worldstates.emplace_back(1340, 0); // AV_FROSTWOLF_H_A packet.Worldstates.emplace_back(1339, 0); // AV_FROSTWOLF_A_A packet.Worldstates.emplace_back(1338, 1); // AV_FROSTWOLF_H_C packet.Worldstates.emplace_back(1337, 0); // AV_FROSTWOLF_A_C packet.Worldstates.emplace_back(1336, 0); // AV_PIKEGRAVE_H_A packet.Worldstates.emplace_back(1335, 0); // AV_PIKEGRAVE_A_A packet.Worldstates.emplace_back(1332, 0); // AV_FROSTWOLFHUT_H_A packet.Worldstates.emplace_back(1331, 0); // AV_FROSTWOLFHUT_A_A packet.Worldstates.emplace_back(1328, 0); // AV_AID_H_A packet.Worldstates.emplace_back(1327, 0); // AV_AID_H_C packet.Worldstates.emplace_back(1325, 1); // AV_AID_A_C } break; case 3277: // Warsong Gulch if (battleground && battleground->GetTypeID(true) == BATTLEGROUND_WS) battleground->FillInitialWorldStates(packet); else { packet.Worldstates.emplace_back(1581, 0); // alliance flag captures packet.Worldstates.emplace_back(1582, 0); // horde flag captures packet.Worldstates.emplace_back(1545, 0); // unk, set to 1 on alliance flag pickup... packet.Worldstates.emplace_back(1546, 0); // unk, set to 1 on horde flag pickup, after drop it's -1 packet.Worldstates.emplace_back(1547, 2); // unk packet.Worldstates.emplace_back(1601, 3); // unk (max flag captures?) packet.Worldstates.emplace_back(2338, 1); // horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing) packet.Worldstates.emplace_back(2339, 1); // alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing) } break; case 3358: // Arathi Basin if (battleground && battleground->GetTypeID(true) == BATTLEGROUND_AB) battleground->FillInitialWorldStates(packet); else { packet.Worldstates.emplace_back(1767, 0); // stables alliance packet.Worldstates.emplace_back(1768, 0); // stables horde packet.Worldstates.emplace_back(1769, 0); // stables alliance controlled packet.Worldstates.emplace_back(1770, 0); // stables horde controlled packet.Worldstates.emplace_back(1772, 0); // farm alliance packet.Worldstates.emplace_back(1773, 0); // farm horde packet.Worldstates.emplace_back(1774, 0); // farm alliance controlled packet.Worldstates.emplace_back(1775, 0); // farm horde controlled packet.Worldstates.emplace_back(1776, 0); // alliance resources packet.Worldstates.emplace_back(1777, 0); // horde resources packet.Worldstates.emplace_back(1778, 0); // horde bases packet.Worldstates.emplace_back(1779, 0); // alliance bases packet.Worldstates.emplace_back(1780, 2000); // max resources (2000) packet.Worldstates.emplace_back(1782, 0); // blacksmith alliance packet.Worldstates.emplace_back(1783, 0); // blacksmith horde packet.Worldstates.emplace_back(1784, 0); // blacksmith alliance controlled packet.Worldstates.emplace_back(1785, 0); // blacksmith horde controlled packet.Worldstates.emplace_back(1787, 0); // gold mine alliance packet.Worldstates.emplace_back(1788, 0); // gold mine horde packet.Worldstates.emplace_back(1789, 0); // gold mine alliance controlled packet.Worldstates.emplace_back(1790, 0); // gold mine horde controlled packet.Worldstates.emplace_back(1792, 0); // lumber mill alliance packet.Worldstates.emplace_back(1793, 0); // lumber mill horde packet.Worldstates.emplace_back(1794, 0); // lumber mill alliance controlled packet.Worldstates.emplace_back(1795, 0); // lumber mill horde controlled packet.Worldstates.emplace_back(1842, 1); // stables (1 - uncontrolled) packet.Worldstates.emplace_back(1843, 1); // gold mine (1 - uncontrolled) packet.Worldstates.emplace_back(1844, 1); // lumber mill (1 - uncontrolled) packet.Worldstates.emplace_back(1845, 1); // farm (1 - uncontrolled) packet.Worldstates.emplace_back(1846, 1); // blacksmith (1 - uncontrolled) packet.Worldstates.emplace_back(1861, 2); // unk packet.Worldstates.emplace_back(1955, 1800); // warning limit (1800) } break; case 3820: // Eye of the Storm if (battleground && battleground->GetTypeID(true) == BATTLEGROUND_EY) battleground->FillInitialWorldStates(packet); else { packet.Worldstates.emplace_back(2753, 0); // Horde Bases packet.Worldstates.emplace_back(2752, 0); // Alliance Bases packet.Worldstates.emplace_back(2742, 0); // Mage Tower - Horde conflict packet.Worldstates.emplace_back(2741, 0); // Mage Tower - Alliance conflict packet.Worldstates.emplace_back(2740, 0); // Fel Reaver - Horde conflict packet.Worldstates.emplace_back(2739, 0); // Fel Reaver - Alliance conflict packet.Worldstates.emplace_back(2738, 0); // Draenei - Alliance conflict packet.Worldstates.emplace_back(2737, 0); // Draenei - Horde conflict packet.Worldstates.emplace_back(2736, 0); // unk (0 at start) packet.Worldstates.emplace_back(2735, 0); // unk (0 at start) packet.Worldstates.emplace_back(2733, 0); // Draenei - Horde control packet.Worldstates.emplace_back(2732, 0); // Draenei - Alliance control packet.Worldstates.emplace_back(2731, 1); // Draenei uncontrolled (1 - yes, 0 - no) packet.Worldstates.emplace_back(2730, 0); // Mage Tower - Alliance control packet.Worldstates.emplace_back(2729, 0); // Mage Tower - Horde control packet.Worldstates.emplace_back(2728, 1); // Mage Tower uncontrolled (1 - yes, 0 - no) packet.Worldstates.emplace_back(2727, 0); // Fel Reaver - Horde control packet.Worldstates.emplace_back(2726, 0); // Fel Reaver - Alliance control packet.Worldstates.emplace_back(2725, 1); // Fel Reaver uncontrolled (1 - yes, 0 - no) packet.Worldstates.emplace_back(2724, 0); // Boold Elf - Horde control packet.Worldstates.emplace_back(2723, 0); // Boold Elf - Alliance control packet.Worldstates.emplace_back(2722, 1); // Boold Elf uncontrolled (1 - yes, 0 - no) packet.Worldstates.emplace_back(2757, 1); // Flag (1 - show, 0 - hide) - doesn't work exactly this way! packet.Worldstates.emplace_back(2770, 1); // Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag packet.Worldstates.emplace_back(2769, 1); // Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag packet.Worldstates.emplace_back(2750, 0); // Horde resources packet.Worldstates.emplace_back(2749, 0); // Alliance resources packet.Worldstates.emplace_back(2565, 142); // unk, constant? packet.Worldstates.emplace_back(2720, 0); // Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0) packet.Worldstates.emplace_back(2719, 0); // Capturing progress-bar (0 - left, 100 - right) packet.Worldstates.emplace_back(2718, 0); // Capturing progress-bar (1 - show, 0 - hide) packet.Worldstates.emplace_back(3085, 379); // unk, constant? // missing unknowns } break; case 3483: // Hellfire Peninsula if (outdoorPvP && outdoorPvP->GetTypeId() == OUTDOOR_PVP_HP) outdoorPvP->FillInitialWorldStates(packet); else { packet.Worldstates.emplace_back(2490, 1); // add ally tower main gui icon packet.Worldstates.emplace_back(2489, 1); // add horde tower main gui icon packet.Worldstates.emplace_back(2485, 0); // show neutral broken hill icon packet.Worldstates.emplace_back(2484, 1); // show icon above broken hill packet.Worldstates.emplace_back(2483, 0); // show ally broken hill icon packet.Worldstates.emplace_back(2482, 0); // show neutral overlook icon packet.Worldstates.emplace_back(2481, 1); // show the overlook arrow packet.Worldstates.emplace_back(2480, 0); // show ally overlook icon packet.Worldstates.emplace_back(2478, 0); // horde pvp objectives captured packet.Worldstates.emplace_back(2476, 0); // ally pvp objectives captured packet.Worldstates.emplace_back(2475, 100); // horde slider grey area packet.Worldstates.emplace_back(2474, 50); // horde slider percentage, 100 for ally, 0 for horde packet.Worldstates.emplace_back(2473, 0); // horde slider display packet.Worldstates.emplace_back(2472, 0); // show the neutral stadium icon packet.Worldstates.emplace_back(2471, 0); // show the ally stadium icon packet.Worldstates.emplace_back(2470, 1); // show the horde stadium icon } break; case 3518: // Nagrand if (outdoorPvP && outdoorPvP->GetTypeId() == OUTDOOR_PVP_NA) outdoorPvP->FillInitialWorldStates(packet); else { packet.Worldstates.emplace_back(2503, 0); // NA_UI_HORDE_GUARDS_SHOW packet.Worldstates.emplace_back(2502, 0); // NA_UI_ALLIANCE_GUARDS_SHOW packet.Worldstates.emplace_back(2493, 0); // NA_UI_GUARDS_MAX packet.Worldstates.emplace_back(2491, 0); // NA_UI_GUARDS_LEFT packet.Worldstates.emplace_back(2495, 0); // NA_UI_OUTLAND_01 packet.Worldstates.emplace_back(2494, 0); // NA_UI_UNK_1 packet.Worldstates.emplace_back(2497, 0); // NA_UI_UNK_2 packet.Worldstates.emplace_back(2762, 0); // NA_MAP_WYVERN_NORTH_NEU_H packet.Worldstates.emplace_back(2662, 0); // NA_MAP_WYVERN_NORTH_NEU_A packet.Worldstates.emplace_back(2663, 0); // NA_MAP_WYVERN_NORTH_H packet.Worldstates.emplace_back(2664, 0); // NA_MAP_WYVERN_NORTH_A packet.Worldstates.emplace_back(2760, 0); // NA_MAP_WYVERN_SOUTH_NEU_H packet.Worldstates.emplace_back(2670, 0); // NA_MAP_WYVERN_SOUTH_NEU_A packet.Worldstates.emplace_back(2668, 0); // NA_MAP_WYVERN_SOUTH_H packet.Worldstates.emplace_back(2669, 0); // NA_MAP_WYVERN_SOUTH_A packet.Worldstates.emplace_back(2761, 0); // NA_MAP_WYVERN_WEST_NEU_H packet.Worldstates.emplace_back(2667, 0); // NA_MAP_WYVERN_WEST_NEU_A packet.Worldstates.emplace_back(2665, 0); // NA_MAP_WYVERN_WEST_H packet.Worldstates.emplace_back(2666, 0); // NA_MAP_WYVERN_WEST_A packet.Worldstates.emplace_back(2763, 0); // NA_MAP_WYVERN_EAST_NEU_H packet.Worldstates.emplace_back(2659, 0); // NA_MAP_WYVERN_EAST_NEU_A packet.Worldstates.emplace_back(2660, 0); // NA_MAP_WYVERN_EAST_H packet.Worldstates.emplace_back(2661, 0); // NA_MAP_WYVERN_EAST_A packet.Worldstates.emplace_back(2671, 0); // NA_MAP_HALAA_NEUTRAL packet.Worldstates.emplace_back(2676, 0); // NA_MAP_HALAA_NEU_A packet.Worldstates.emplace_back(2677, 0); // NA_MAP_HALAA_NEU_H packet.Worldstates.emplace_back(2672, 0); // NA_MAP_HALAA_HORDE packet.Worldstates.emplace_back(2673, 0); // NA_MAP_HALAA_ALLIANCE } break; case 3519: // Terokkar Forest if (outdoorPvP && outdoorPvP->GetTypeId() == OUTDOOR_PVP_TF) outdoorPvP->FillInitialWorldStates(packet); else { packet.Worldstates.emplace_back(2625, 0); // TF_UI_CAPTURE_BAR_POS packet.Worldstates.emplace_back(2624, 20); // TF_UI_CAPTURE_BAR_NEUTRAL packet.Worldstates.emplace_back(2623, 0); // TF_UI_SHOW CAPTURE BAR packet.Worldstates.emplace_back(2622, 0); // TF_UI_TOWER_COUNT_H packet.Worldstates.emplace_back(2621, 5); // TF_UI_TOWER_COUNT_A packet.Worldstates.emplace_back(2620, 0); // TF_UI_TOWERS_CONTROLLED_DISPLAY packet.Worldstates.emplace_back(2696, 0); // TF_TOWER_NUM_15 - SE Neutral packet.Worldstates.emplace_back(2695, 0); // TF_TOWER_NUM_14 - SE Horde packet.Worldstates.emplace_back(2694, 0); // TF_TOWER_NUM_13 - SE Alliance packet.Worldstates.emplace_back(2693, 0); // TF_TOWER_NUM_12 - S Neutral packet.Worldstates.emplace_back(2692, 0); // TF_TOWER_NUM_11 - S Horde packet.Worldstates.emplace_back(2691, 0); // TF_TOWER_NUM_10 - S Alliance packet.Worldstates.emplace_back(2690, 0); // TF_TOWER_NUM_09 - NE Neutral packet.Worldstates.emplace_back(2689, 0); // TF_TOWER_NUM_08 - NE Horde packet.Worldstates.emplace_back(2688, 0); // TF_TOWER_NUM_07 - NE Alliance packet.Worldstates.emplace_back(2687, 0); // TF_TOWER_NUM_16 - unk packet.Worldstates.emplace_back(2686, 0); // TF_TOWER_NUM_06 - N Neutral packet.Worldstates.emplace_back(2685, 0); // TF_TOWER_NUM_05 - N Horde packet.Worldstates.emplace_back(2684, 0); // TF_TOWER_NUM_04 - N Alliance packet.Worldstates.emplace_back(2683, 0); // TF_TOWER_NUM_03 - NW Alliance packet.Worldstates.emplace_back(2682, 0); // TF_TOWER_NUM_02 - NW Horde packet.Worldstates.emplace_back(2681, 0); // TF_TOWER_NUM_01 - NW Neutral packet.Worldstates.emplace_back(2512, 5); // TF_UI_LOCKED_TIME_MINUTES_FIRST_DIGIT packet.Worldstates.emplace_back(2510, 0); // TF_UI_LOCKED_TIME_MINUTES_SECOND_DIGIT packet.Worldstates.emplace_back(2509, 0); // TF_UI_LOCKED_TIME_HOURS packet.Worldstates.emplace_back(2508, 0); // TF_UI_LOCKED_DISPLAY_NEUTRAL packet.Worldstates.emplace_back(2768, 0); // TF_UI_LOCKED_DISPLAY_HORDE packet.Worldstates.emplace_back(2767, 1); // TF_UI_LOCKED_DISPLAY_ALLIANCE } break; case 3521: // Zangarmarsh if (outdoorPvP && outdoorPvP->GetTypeId() == OUTDOOR_PVP_ZM) outdoorPvP->FillInitialWorldStates(packet); else { packet.Worldstates.emplace_back(2529, 0); // ZM_UNK_1 packet.Worldstates.emplace_back(2528, 0); // ZM_UNK_2 packet.Worldstates.emplace_back(2527, 0); // ZM_UNK_3 packet.Worldstates.emplace_back(2653, 1); // ZM_WORLDSTATE_UNK_1 packet.Worldstates.emplace_back(2652, 0); // ZM_MAP_TOWER_EAST_N packet.Worldstates.emplace_back(2651, 1); // ZM_MAP_TOWER_EAST_H packet.Worldstates.emplace_back(2650, 0); // ZM_MAP_TOWER_EAST_A packet.Worldstates.emplace_back(2649, 1); // ZM_MAP_GRAVEYARD_H - Twin spire graveyard horde packet.Worldstates.emplace_back(2648, 0); // ZM_MAP_GRAVEYARD_A packet.Worldstates.emplace_back(2647, 0); // ZM_MAP_GRAVEYARD_N packet.Worldstates.emplace_back(2646, 0); // ZM_MAP_TOWER_WEST_N packet.Worldstates.emplace_back(2645, 1); // ZM_MAP_TOWER_WEST_H packet.Worldstates.emplace_back(2644, 0); // ZM_MAP_TOWER_WEST_A packet.Worldstates.emplace_back(2535, 0); // ZM_UNK_4 packet.Worldstates.emplace_back(2534, 0); // ZM_UNK_5 packet.Worldstates.emplace_back(2533, 0); // ZM_UNK_6 packet.Worldstates.emplace_back(2560, 0); // ZM_UI_TOWER_EAST_N packet.Worldstates.emplace_back(2559, 1); // ZM_UI_TOWER_EAST_H packet.Worldstates.emplace_back(2558, 0); // ZM_UI_TOWER_EAST_A packet.Worldstates.emplace_back(2557, 0); // ZM_UI_TOWER_WEST_N packet.Worldstates.emplace_back(2556, 1); // ZM_UI_TOWER_WEST_H packet.Worldstates.emplace_back(2555, 0); // ZM_UI_TOWER_WEST_A packet.Worldstates.emplace_back(2658, 0); // ZM_MAP_HORDE_FLAG_READY packet.Worldstates.emplace_back(2657, 1); // ZM_MAP_HORDE_FLAG_NOT_READY packet.Worldstates.emplace_back(2656, 1); // ZM_MAP_ALLIANCE_FLAG_NOT_READY packet.Worldstates.emplace_back(2655, 0); // ZM_MAP_ALLIANCE_FLAG_READY } break; case 3698: // Nagrand Arena if (battleground && battleground->GetTypeID(true) == BATTLEGROUND_NA) battleground->FillInitialWorldStates(packet); else { packet.Worldstates.emplace_back(2575, 0); // BATTLEGROUND_NAGRAND_ARENA_GOLD packet.Worldstates.emplace_back(2576, 0); // BATTLEGROUND_NAGRAND_ARENA_GREEN packet.Worldstates.emplace_back(2577, 0); // BATTLEGROUND_NAGRAND_ARENA_SHOW } break; case 3702: // Blade's Edge Arena if (battleground && battleground->GetTypeID(true) == BATTLEGROUND_BE) battleground->FillInitialWorldStates(packet); else { packet.Worldstates.emplace_back(2544, 0); // BATTLEGROUND_BLADES_EDGE_ARENA_GOLD packet.Worldstates.emplace_back(2545, 0); // BATTLEGROUND_BLADES_EDGE_ARENA_GREEN packet.Worldstates.emplace_back(2547, 0); // BATTLEGROUND_BLADES_EDGE_ARENA_SHOW } break; case 3968: // Ruins of Lordaeron if (battleground && battleground->GetTypeID(true) == BATTLEGROUND_RL) battleground->FillInitialWorldStates(packet); else { packet.Worldstates.emplace_back(3000, 0); // BATTELGROUND_RUINS_OF_LORDAERNON_GOLD packet.Worldstates.emplace_back(3001, 0); // BATTELGROUND_RUINS_OF_LORDAERNON_GREEN packet.Worldstates.emplace_back(3002, 0); // BATTELGROUND_RUINS_OF_LORDAERNON_SHOW } break; case 4378: // Dalaran Sewers if (battleground && battleground->GetTypeID(true) == BATTLEGROUND_DS) battleground->FillInitialWorldStates(packet); else { packet.Worldstates.emplace_back(3601, 0); // ARENA_WORLD_STATE_ALIVE_PLAYERS_GOLD packet.Worldstates.emplace_back(3600, 0); // ARENA_WORLD_STATE_ALIVE_PLAYERS_GREEN packet.Worldstates.emplace_back(3610, 0); // ARENA_WORLD_STATE_ALIVE_PLAYERS_SHOW } break; case 4384: // Strand of the Ancients if (battleground && battleground->GetTypeID(true) == BATTLEGROUND_SA) battleground->FillInitialWorldStates(packet); else { packet.Worldstates.emplace_back(3849, 0); // Gate of Temple packet.Worldstates.emplace_back(3638, 0); // Gate of Yellow Moon packet.Worldstates.emplace_back(3623, 0); // Gate of Green Emerald packet.Worldstates.emplace_back(3620, 0); // Gate of Blue Sapphire packet.Worldstates.emplace_back(3617, 0); // Gate of Red Sun packet.Worldstates.emplace_back(3614, 0); // Gate of Purple Ametyst packet.Worldstates.emplace_back(3571, 0); // bonus timer (1 - on, 0 - off) packet.Worldstates.emplace_back(3565, 0); // Horde Attacker packet.Worldstates.emplace_back(3564, 0); // Alliance Attacker // End Round timer, example: 19:59 -> A:BC packet.Worldstates.emplace_back(3561, 0); // C packet.Worldstates.emplace_back(3560, 0); // B packet.Worldstates.emplace_back(3559, 0); // A packet.Worldstates.emplace_back(3637, 0); // BG_SA_CENTER_GY_ALLIANCE packet.Worldstates.emplace_back(3636, 0); // BG_SA_RIGHT_GY_ALLIANCE packet.Worldstates.emplace_back(3635, 0); // BG_SA_LEFT_GY_ALLIANCE packet.Worldstates.emplace_back(3634, 0); // BG_SA_CENTER_GY_HORDE packet.Worldstates.emplace_back(3633, 0); // BG_SA_LEFT_GY_HORDE packet.Worldstates.emplace_back(3632, 0); // BG_SA_RIGHT_GY_HORDE packet.Worldstates.emplace_back(3631, 0); // BG_SA_HORDE_DEFENCE_TOKEN packet.Worldstates.emplace_back(3630, 0); // BG_SA_ALLIANCE_DEFENCE_TOKEN packet.Worldstates.emplace_back(3629, 0); // BG_SA_LEFT_ATT_TOKEN_HRD packet.Worldstates.emplace_back(3628, 0); // BG_SA_RIGHT_ATT_TOKEN_HRD packet.Worldstates.emplace_back(3627, 0); // BG_SA_RIGHT_ATT_TOKEN_ALL packet.Worldstates.emplace_back(3626, 0); // BG_SA_LEFT_ATT_TOKEN_ALL // missing unknowns } break; case 4406: // Ring of Valor if (battleground && battleground->GetTypeID(true) == BATTLEGROUND_RV) battleground->FillInitialWorldStates(packet); else { packet.Worldstates.emplace_back(3600, 0); // ARENA_WORLD_STATE_ALIVE_PLAYERS_GREEN packet.Worldstates.emplace_back(3601, 0); // ARENA_WORLD_STATE_ALIVE_PLAYERS_GOLD packet.Worldstates.emplace_back(3610, 0); // ARENA_WORLD_STATE_ALIVE_PLAYERS_SHOW } break; case 4710: // Isle of Conquest if (battleground && battleground->GetTypeID(true) == BATTLEGROUND_IC) battleground->FillInitialWorldStates(packet); else { packet.Worldstates.emplace_back(4221, 1); // BG_IC_ALLIANCE_RENFORT_SET packet.Worldstates.emplace_back(4222, 1); // BG_IC_HORDE_RENFORT_SET packet.Worldstates.emplace_back(4226, 300); // BG_IC_ALLIANCE_RENFORT packet.Worldstates.emplace_back(4227, 300); // BG_IC_HORDE_RENFORT packet.Worldstates.emplace_back(4322, 1); // BG_IC_GATE_FRONT_H_WS_OPEN packet.Worldstates.emplace_back(4321, 1); // BG_IC_GATE_WEST_H_WS_OPEN packet.Worldstates.emplace_back(4320, 1); // BG_IC_GATE_EAST_H_WS_OPEN packet.Worldstates.emplace_back(4323, 1); // BG_IC_GATE_FRONT_A_WS_OPEN packet.Worldstates.emplace_back(4324, 1); // BG_IC_GATE_WEST_A_WS_OPEN packet.Worldstates.emplace_back(4325, 1); // BG_IC_GATE_EAST_A_WS_OPEN packet.Worldstates.emplace_back(4317, 1); // unk packet.Worldstates.emplace_back(4301, 1); // BG_IC_DOCKS_UNCONTROLLED packet.Worldstates.emplace_back(4296, 1); // BG_IC_HANGAR_UNCONTROLLED packet.Worldstates.emplace_back(4306, 1); // BG_IC_QUARRY_UNCONTROLLED packet.Worldstates.emplace_back(4311, 1); // BG_IC_REFINERY_UNCONTROLLED packet.Worldstates.emplace_back(4294, 1); // BG_IC_WORKSHOP_UNCONTROLLED packet.Worldstates.emplace_back(4243, 1); // unk packet.Worldstates.emplace_back(4345, 1); // unk } break; case 4987: // The Ruby Sanctum if (instance) instance->FillInitialWorldStates(packet); else { packet.Worldstates.emplace_back(5049, 50); // WORLDSTATE_CORPOREALITY_MATERIAL packet.Worldstates.emplace_back(5050, 50); // WORLDSTATE_CORPOREALITY_TWILIGHT packet.Worldstates.emplace_back(5051, 0); // WORLDSTATE_CORPOREALITY_TOGGLE } break; case 4812: // Icecrown Citadel if (instance) instance->FillInitialWorldStates(packet); else { packet.Worldstates.emplace_back(4903, 0); // WORLDSTATE_SHOW_TIMER (Blood Quickening weekly) packet.Worldstates.emplace_back(4904, 30); // WORLDSTATE_EXECUTION_TIME packet.Worldstates.emplace_back(4940, 0); // WORLDSTATE_SHOW_ATTEMPTS packet.Worldstates.emplace_back(4941, 50); // WORLDSTATE_ATTEMPTS_REMAINING packet.Worldstates.emplace_back(4942, 50); // WORLDSTATE_ATTEMPTS_MAX } break; case 4100: // The Culling of Stratholme if (instance) instance->FillInitialWorldStates(packet); else { packet.Worldstates.emplace_back(3479, 0); // WORLDSTATE_SHOW_CRATES packet.Worldstates.emplace_back(3480, 0); // WORLDSTATE_CRATES_REVEALED packet.Worldstates.emplace_back(3504, 0); // WORLDSTATE_WAVE_COUNT packet.Worldstates.emplace_back(3931, 25); // WORLDSTATE_TIME_GUARDIAN packet.Worldstates.emplace_back(3932, 0); // WORLDSTATE_TIME_GUARDIAN_SHOW } break; case 4228: // The Oculus if (instance) instance->FillInitialWorldStates(packet); else { packet.Worldstates.emplace_back(3524, 0); // WORLD_STATE_CENTRIFUGE_CONSTRUCT_SHOW packet.Worldstates.emplace_back(3486, 0); // WORLD_STATE_CENTRIFUGE_CONSTRUCT_AMOUNT } break; case 4273: // Ulduar if (instance) instance->FillInitialWorldStates(packet); else { packet.Worldstates.emplace_back(4132, 0); // WORLDSTATE_ALGALON_TIMER_ENABLED packet.Worldstates.emplace_back(4131, 0); // WORLDSTATE_ALGALON_DESPAWN_TIMER } break; case 4415: // Violet Hold if (instance) instance->FillInitialWorldStates(packet); else { packet.Worldstates.emplace_back(3816, 0); // WORLD_STATE_VH_SHOW packet.Worldstates.emplace_back(3815, 100); // WORLD_STATE_VH_PRISON_STATE packet.Worldstates.emplace_back(3810, 0); // WORLD_STATE_VH_WAVE_COUNT } break; case 4820: // Halls of Refection if (instance) instance->FillInitialWorldStates(packet); else { packet.Worldstates.emplace_back(4884, 0); // WORLD_STATE_HOR_WAVES_ENABLED packet.Worldstates.emplace_back(4882, 0); // WORLD_STATE_HOR_WAVE_COUNT } break; case AREA_WINTERGRASP: // Wintergrasp if (battlefield && battlefield->GetTypeId() == BATTLEFIELD_WG) battlefield->FillInitialWorldStates(packet); else { } break; default: break; } SendDirectMessage(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(WS_BATTLEFIELD_WG_ACTIVE, wg->IsWarTime() ? 0 : 1); uint32 timer = wg->IsWarTime() ? 0 : (wg->GetTimer() / 1000); // 0 - Time to next battle SendUpdateWorldState(WS_BATTLEFIELD_WG_TIME_NEXT_BATTLE, uint32(GameTime::GetGameTime() + timer)); } } } uint32 Player::GetXPRestBonus(uint32 xp) { uint32 rested_bonus = (uint32)GetRestBonus(); // xp for each rested bonus if (rested_bonus > xp) // max rested_bonus == xp or (r+x) = 200% xp rested_bonus = xp; SetRestBonus(GetRestBonus() - rested_bonus); TC_LOG_DEBUG("entities.player", "Player::GetXPRestBonus: Player '{}' ({}) gain {} xp (+{} Rested Bonus). Rested points={}", GetGUID().ToString(), GetName(), xp + rested_bonus, rested_bonus, GetRestBonus()); return rested_bonus; } void Player::SetBindPoint(ObjectGuid guid) const { WorldPackets::Misc::BinderConfirm packet(guid); SendDirectMessage(packet.Write()); } void Player::SendTalentWipeConfirm(ObjectGuid trainerGuid) const { SendDirectMessage(WorldPackets::Talents::RespecWipeConfirm(trainerGuid, ResetTalentsCost()).Write()); } void Player::ResetPetTalents() { // This needs another gossip option + NPC text as a confirmation. // The confirmation gossip listid has the text: "Yes, please do." Pet* pet = GetPet(); if (!pet || pet->getPetType() != HUNTER_PET || pet->m_usedTalentCount == 0) return; CharmInfo* charmInfo = pet->GetCharmInfo(); if (!charmInfo) { TC_LOG_ERROR("entities.player", "Object {} is considered pet-like, but doesn't have charm info!", pet->GetGUID().ToString()); return; } pet->resetTalents(); SendTalentsInfoData(true); } /*********************************************************/ /*** STORAGE SYSTEM ***/ /*********************************************************/ void Player::SetVirtualItemSlot(uint8 i, Item* item) { ASSERT(i < 3); if (i < 2 && item) { if (!item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT)) return; uint32 charges = item->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT); if (charges == 0) return; if (charges > 1) item->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT, charges-1); else { ApplyEnchantment(item, TEMP_ENCHANTMENT_SLOT, false); item->ClearEnchantment(TEMP_ENCHANTMENT_SLOT); } } } void Player::SetSheath(SheathState sheathed) { switch (sheathed) { case SHEATH_STATE_UNARMED: // no prepared weapon SetVirtualItemSlot(0, nullptr); SetVirtualItemSlot(1, nullptr); SetVirtualItemSlot(2, nullptr); break; case SHEATH_STATE_MELEE: // prepared melee weapon SetVirtualItemSlot(0, GetWeaponForAttack(BASE_ATTACK, true)); SetVirtualItemSlot(1, GetWeaponForAttack(OFF_ATTACK, true)); SetVirtualItemSlot(2, nullptr); break; case SHEATH_STATE_RANGED: // prepared ranged weapon SetVirtualItemSlot(0, nullptr); SetVirtualItemSlot(1, nullptr); SetVirtualItemSlot(2, GetWeaponForAttack(RANGED_ATTACK, true)); break; default: SetVirtualItemSlot(0, nullptr); SetVirtualItemSlot(1, nullptr); SetVirtualItemSlot(2, nullptr); break; } Unit::SetSheath(sheathed); // this must visualize Sheath changing for other players... } uint8 Player::FindEquipSlot(ItemTemplate const* proto, uint32 slot, bool swap) const { uint8 playerClass = GetClass(); uint8 slots[4]; slots[0] = NULL_SLOT; slots[1] = NULL_SLOT; slots[2] = NULL_SLOT; slots[3] = NULL_SLOT; switch (proto->InventoryType) { case INVTYPE_HEAD: slots[0] = EQUIPMENT_SLOT_HEAD; break; case INVTYPE_NECK: slots[0] = EQUIPMENT_SLOT_NECK; break; case INVTYPE_SHOULDERS: slots[0] = EQUIPMENT_SLOT_SHOULDERS; break; case INVTYPE_BODY: slots[0] = EQUIPMENT_SLOT_BODY; break; case INVTYPE_CHEST: slots[0] = EQUIPMENT_SLOT_CHEST; break; case INVTYPE_ROBE: slots[0] = EQUIPMENT_SLOT_CHEST; break; case INVTYPE_WAIST: slots[0] = EQUIPMENT_SLOT_WAIST; break; case INVTYPE_LEGS: slots[0] = EQUIPMENT_SLOT_LEGS; break; case INVTYPE_FEET: slots[0] = EQUIPMENT_SLOT_FEET; break; case INVTYPE_WRISTS: slots[0] = EQUIPMENT_SLOT_WRISTS; break; case INVTYPE_HANDS: slots[0] = EQUIPMENT_SLOT_HANDS; break; case INVTYPE_FINGER: slots[0] = EQUIPMENT_SLOT_FINGER1; slots[1] = EQUIPMENT_SLOT_FINGER2; break; case INVTYPE_TRINKET: slots[0] = EQUIPMENT_SLOT_TRINKET1; slots[1] = EQUIPMENT_SLOT_TRINKET2; break; case INVTYPE_CLOAK: slots[0] = EQUIPMENT_SLOT_BACK; break; case INVTYPE_WEAPON: { slots[0] = EQUIPMENT_SLOT_MAINHAND; // suggest offhand slot only if know dual wielding // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ... if (CanDualWield()) slots[1] = EQUIPMENT_SLOT_OFFHAND; break; } case INVTYPE_SHIELD: slots[0] = EQUIPMENT_SLOT_OFFHAND; break; case INVTYPE_RANGED: slots[0] = EQUIPMENT_SLOT_RANGED; break; case INVTYPE_2HWEAPON: slots[0] = EQUIPMENT_SLOT_MAINHAND; if (Item* mhWeapon = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND)) { if (ItemTemplate const* mhWeaponProto = mhWeapon->GetTemplate()) { if (mhWeaponProto->SubClass == ITEM_SUBCLASS_WEAPON_POLEARM || mhWeaponProto->SubClass == ITEM_SUBCLASS_WEAPON_STAFF) { const_cast(this)->AutoUnequipOffhandIfNeed(true); break; } } } if (GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND)) { if (proto->SubClass == ITEM_SUBCLASS_WEAPON_POLEARM || proto->SubClass == ITEM_SUBCLASS_WEAPON_STAFF) { const_cast(this)->AutoUnequipOffhandIfNeed(true); break; } } if (CanDualWield() && CanTitanGrip() && proto->SubClass != ITEM_SUBCLASS_WEAPON_POLEARM && proto->SubClass != ITEM_SUBCLASS_WEAPON_STAFF) slots[1] = EQUIPMENT_SLOT_OFFHAND; break; case INVTYPE_TABARD: slots[0] = EQUIPMENT_SLOT_TABARD; break; case INVTYPE_WEAPONMAINHAND: slots[0] = EQUIPMENT_SLOT_MAINHAND; break; case INVTYPE_WEAPONOFFHAND: slots[0] = EQUIPMENT_SLOT_OFFHAND; break; case INVTYPE_HOLDABLE: slots[0] = EQUIPMENT_SLOT_OFFHAND; break; case INVTYPE_THROWN: slots[0] = EQUIPMENT_SLOT_RANGED; break; case INVTYPE_RANGEDRIGHT: slots[0] = EQUIPMENT_SLOT_RANGED; break; case INVTYPE_BAG: slots[0] = INVENTORY_SLOT_BAG_START + 0; slots[1] = INVENTORY_SLOT_BAG_START + 1; slots[2] = INVENTORY_SLOT_BAG_START + 2; slots[3] = INVENTORY_SLOT_BAG_START + 3; break; case INVTYPE_RELIC: { switch (proto->SubClass) { case ITEM_SUBCLASS_ARMOR_LIBRAM: if (playerClass == CLASS_PALADIN) slots[0] = EQUIPMENT_SLOT_RANGED; break; case ITEM_SUBCLASS_ARMOR_IDOL: if (playerClass == CLASS_DRUID) slots[0] = EQUIPMENT_SLOT_RANGED; break; case ITEM_SUBCLASS_ARMOR_TOTEM: if (playerClass == CLASS_SHAMAN) slots[0] = EQUIPMENT_SLOT_RANGED; break; case ITEM_SUBCLASS_ARMOR_MISC: if (playerClass == CLASS_WARLOCK) slots[0] = EQUIPMENT_SLOT_RANGED; break; case ITEM_SUBCLASS_ARMOR_SIGIL: if (playerClass == CLASS_DEATH_KNIGHT) slots[0] = EQUIPMENT_SLOT_RANGED; break; } break; } default: return NULL_SLOT; } if (slot != NULL_SLOT) { if (swap || !GetItemByPos(INVENTORY_SLOT_BAG_0, slot)) for (uint8 i = 0; i < 4; ++i) if (slots[i] == slot) return slot; } else { // search free slot at first for (uint8 i = 0; i < 4; ++i) if (slots[i] != NULL_SLOT && !GetItemByPos(INVENTORY_SLOT_BAG_0, slots[i])) // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free if (slots[i] != EQUIPMENT_SLOT_OFFHAND || !IsTwoHandUsed()) return slots[i]; // if not found free and can swap return first appropriate from used for (uint8 i = 0; i < 4; ++i) if (slots[i] != NULL_SLOT && swap) return slots[i]; } // no free position return NULL_SLOT; } InventoryResult Player::CanUnequipItems(uint32 item, uint32 count) const { uint32 tempcount = 0; InventoryResult res = EQUIP_ERR_OK; for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i) if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (pItem->GetEntry() == item) { InventoryResult ires = CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false); if (ires == EQUIP_ERR_OK) { tempcount += pItem->GetCount(); if (tempcount >= count) return EQUIP_ERR_OK; } else res = ires; } for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i) if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (pItem->GetEntry() == item) { tempcount += pItem->GetCount(); if (tempcount >= count) return EQUIP_ERR_OK; } for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (pItem->GetEntry() == item) { tempcount += pItem->GetCount(); if (tempcount >= count) return EQUIP_ERR_OK; } for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) if (Bag* pBag = GetBagByPos(i)) for (uint32 j = 0; j < pBag->GetBagSize(); ++j) if (Item* pItem = GetItemByPos(i, j)) if (pItem->GetEntry() == item) { tempcount += pItem->GetCount(); if (tempcount >= count) return EQUIP_ERR_OK; } // not found req. item count and have unequippable items return res; } uint32 Player::GetItemCount(uint32 item, bool inBankAlso, Item* skipItem) const { uint32 count = 0; for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++) if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (pItem != skipItem && pItem->GetEntry() == item) count += pItem->GetCount(); for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (pItem != skipItem && pItem->GetEntry() == item) count += pItem->GetCount(); for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) if (Bag* pBag = GetBagByPos(i)) count += pBag->GetItemCount(item, skipItem); if (skipItem && skipItem->GetTemplate()->GemProperties) for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i) if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (pItem != skipItem && pItem->GetTemplate()->Socket[0].Color) count += pItem->GetGemCountWithID(item); if (inBankAlso) { // checking every item from 39 to 74 (including bank bags) for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_BAG_END; ++i) if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (pItem != skipItem && pItem->GetEntry() == item) count += pItem->GetCount(); for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i) if (Bag* pBag = GetBagByPos(i)) count += pBag->GetItemCount(item, skipItem); if (skipItem && skipItem->GetTemplate()->GemProperties) for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i) if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (pItem != skipItem && pItem->GetTemplate()->Socket[0].Color) count += pItem->GetGemCountWithID(item); } return count; } uint32 Player::GetItemCountWithLimitCategory(uint32 limitCategory, Item* skipItem) const { uint32 count = 0; for (int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i) if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (pItem != skipItem) if (ItemTemplate const* pProto = pItem->GetTemplate()) if (pProto->ItemLimitCategory == limitCategory) count += pItem->GetCount(); for (int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (pItem != skipItem) if (ItemTemplate const* pProto = pItem->GetTemplate()) if (pProto->ItemLimitCategory == limitCategory) count += pItem->GetCount(); for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) if (Bag* pBag = GetBagByPos(i)) count += pBag->GetItemCountWithLimitCategory(limitCategory, skipItem); for (int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_BAG_END; ++i) if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (pItem != skipItem) if (ItemTemplate const* pProto = pItem->GetTemplate()) if (pProto->ItemLimitCategory == limitCategory) count += pItem->GetCount(); for (int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i) if (Bag* pBag = GetBagByPos(i)) count += pBag->GetItemCountWithLimitCategory(limitCategory, skipItem); return count; } Item* Player::GetItemByGuid(ObjectGuid guid) const { for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i) if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (pItem->GetGUID() == guid) return pItem; for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (pItem->GetGUID() == guid) return pItem; for (int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_BAG_END; ++i) if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (pItem->GetGUID() == guid) return pItem; for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) if (Bag* pBag = GetBagByPos(i)) for (uint32 j = 0; j < pBag->GetBagSize(); ++j) if (Item* pItem = pBag->GetItemByPos(j)) if (pItem->GetGUID() == guid) return pItem; for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i) if (Bag* pBag = GetBagByPos(i)) for (uint32 j = 0; j < pBag->GetBagSize(); ++j) if (Item* pItem = pBag->GetItemByPos(j)) if (pItem->GetGUID() == guid) return pItem; return 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 < BANK_SLOT_BAG_END || (slot >= KEYRING_SLOT_START && slot < CURRENCYTOKEN_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 { if (!CanUseAttackType(GetAttackBySlot(slot))) return nullptr; return GetItemByPos(bag, slot); } Bag* Player::GetBagByPos(uint8 bag) const { if ((bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END) || (bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END)) if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, bag)) return item->ToBag(); return nullptr; } uint32 Player::GetFreeInventorySpace() const { uint32 freeSpace = 0; // Check backpack for (uint8 slot = INVENTORY_SLOT_ITEM_START; slot < INVENTORY_SLOT_ITEM_END; ++slot) { Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, slot); if (!item) freeSpace += 1; } // Check bags for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) { if (Bag* bag = GetBagByPos(i)) freeSpace += bag->GetFreeSlots(); } return freeSpace; } Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool useable /*= false*/) const { uint8 slot; switch (attackType) { case BASE_ATTACK: slot = EQUIPMENT_SLOT_MAINHAND; break; case OFF_ATTACK: slot = EQUIPMENT_SLOT_OFFHAND; break; case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED; break; default: return nullptr; } Item* item; if (useable) item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, slot); else item = GetItemByPos(INVENTORY_SLOT_BAG_0, slot); if (!item || item->GetTemplate()->Class != ITEM_CLASS_WEAPON) return nullptr; if (!useable) return item; if (item->IsBroken() || IsInFeralForm()) 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()->Class != ITEM_CLASS_ARMOR) return nullptr; if (!useable) return item; if (item->IsBroken()) return nullptr; return item; } WeaponAttackType Player::GetAttackBySlot(uint8 slot) { switch (slot) { case EQUIPMENT_SLOT_MAINHAND: return BASE_ATTACK; case EQUIPMENT_SLOT_OFFHAND: return OFF_ATTACK; case EQUIPMENT_SLOT_RANGED: return RANGED_ATTACK; default: return MAX_ATTACK; } } bool Player::IsInventoryPos(uint8 bag, uint8 slot) { if (bag == INVENTORY_SLOT_BAG_0 && slot == NULL_SLOT) return true; if (bag == INVENTORY_SLOT_BAG_0 && (slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END)) return true; if (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END) return true; if (bag == INVENTORY_SLOT_BAG_0 && (slot >= KEYRING_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)) return true; return false; } bool Player::IsEquipmentPos(uint8 bag, uint8 slot) { if (bag == INVENTORY_SLOT_BAG_0 && (slot < EQUIPMENT_SLOT_END)) return true; if (bag == INVENTORY_SLOT_BAG_0 && (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END)) return true; return false; } bool Player::IsBankPos(uint8 bag, uint8 slot) { if (bag == INVENTORY_SLOT_BAG_0 && (slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END)) return true; if (bag == INVENTORY_SLOT_BAG_0 && (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)) return true; if (bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END) return true; return false; } bool Player::IsBagPos(uint16 pos) { uint8 bag = pos >> 8; uint8 slot = pos & 255; if (bag == INVENTORY_SLOT_BAG_0 && (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END)) return true; if (bag == INVENTORY_SLOT_BAG_0 && (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)) return true; return false; } bool Player::IsValidPos(uint8 bag, uint8 slot, bool explicit_pos) 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; // keyring slots if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_END) return true; // bank main slots if (slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END) return true; // bank bag slots if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END) return true; return false; } // bag content slots // bank bag content slots if (Bag* pBag = GetBagByPos(bag)) { // any post selected if (slot == NULL_SLOT && !explicit_pos) return true; return slot < pBag->GetBagSize(); } // where this? return false; } bool Player::HasItemCount(uint32 item, uint32 count, bool inBankAlso) const { uint32 tempcount = 0; for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++) { Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i); if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade()) { tempcount += pItem->GetCount(); if (tempcount >= count) return true; } } for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) { Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i); if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade()) { tempcount += pItem->GetCount(); if (tempcount >= count) return true; } } for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) { if (Bag* pBag = GetBagByPos(i)) { for (uint32 j = 0; j < pBag->GetBagSize(); j++) { Item* pItem = GetItemByPos(i, j); if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade()) { tempcount += pItem->GetCount(); if (tempcount >= count) return true; } } } } if (inBankAlso) { for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++) { Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i); if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade()) { tempcount += pItem->GetCount(); if (tempcount >= count) return true; } } for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++) { if (Bag* pBag = GetBagByPos(i)) { for (uint32 j = 0; j < pBag->GetBagSize(); j++) { Item* pItem = GetItemByPos(i, j); if (pItem && pItem->GetEntry() == item && !pItem->IsInTrade()) { tempcount += pItem->GetCount(); if (tempcount >= count) return true; } } } } } return false; } bool Player::HasItemOrGemWithIdEquipped(uint32 item, uint32 count, uint8 except_slot) const { uint32 tempcount = 0; for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i) { if (i == except_slot) continue; Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i); if (pItem && pItem->GetEntry() == item) { tempcount += pItem->GetCount(); if (tempcount >= count) return true; } } ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(item); if (pProto && pProto->GemProperties) { for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i) { if (i == except_slot) continue; Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i); if (pItem && pItem->GetTemplate()->Socket[0].Color) { tempcount += pItem->GetGemCountWithID(item); if (tempcount >= count) return true; } } } return false; } bool Player::HasItemWithLimitCategoryEquipped(uint32 limitCategory, uint32 count, uint8 except_slot) const { uint32 tempcount = 0; for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i) { if (i == except_slot) continue; Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i); if (!pItem) continue; ItemTemplate const* pProto = pItem->GetTemplate(); if (!pProto) continue; if (pProto->ItemLimitCategory == limitCategory) { tempcount += pItem->GetCount(); if (tempcount >= count) return true; } } return false; } bool Player::HasGemWithLimitCategoryEquipped(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->Socket[0].Color || pItem->GetEnchantmentId(PRISMATIC_ENCHANTMENT_SLOT)) { tempcount += pItem->GetGemCountWithLimitCategory(limitCategory); if (tempcount >= count) return true; } } return false; } InventoryResult Player::CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count /*= nullptr*/, uint32* itemLimitCategory /*= nullptr*/) const { ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(entry); if (!pProto) { if (no_space_count) *no_space_count = count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } if (pItem && pItem->m_lootGenerated) return EQUIP_ERR_ALREADY_LOOTED; // no maximum if ((pProto->MaxCount <= 0 && pProto->ItemLimitCategory == 0) || pProto->MaxCount == 2147483647) return EQUIP_ERR_OK; if (pProto->MaxCount > 0) { uint32 curcount = GetItemCount(pProto->ItemId, true, pItem); if (curcount + count > uint32(pProto->MaxCount)) { if (no_space_count) *no_space_count = count + curcount - pProto->MaxCount; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } // check unique-equipped limit if (pProto->ItemLimitCategory) { ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(pProto->ItemLimitCategory); if (!limitEntry) { if (no_space_count) *no_space_count = count; return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED; } if (limitEntry->Flags == ITEM_LIMIT_CATEGORY_MODE_HAVE) { uint32 curcount = GetItemCountWithLimitCategory(pProto->ItemLimitCategory, pItem); if (curcount + count > uint32(limitEntry->Quantity)) { if (no_space_count) *no_space_count = count + curcount - limitEntry->Quantity; if (itemLimitCategory) *itemLimitCategory = pProto->ItemLimitCategory; return EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_COUNT_EXCEEDED; } } } return EQUIP_ERR_OK; } InventoryResult Player::CanTakeMoreSimilarItems(Item* pItem, uint32* itemLimitCategory /*= nullptr*/) const { return CanTakeMoreSimilarItems(pItem->GetEntry(), pItem->GetCount(), pItem, nullptr, itemLimitCategory); } InventoryResult Player::CanStoreNewItem(uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 item, uint32 count, uint32* no_space_count /*= nullptr*/) 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* pItem; for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i) { pItem = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, i); if (pItem && IsTotemCategoryCompatiableWith(pItem->GetTemplate()->TotemCategory, TotemCategory)) return true; } for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) { pItem = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, i); if (pItem && IsTotemCategoryCompatiableWith(pItem->GetTemplate()->TotemCategory, TotemCategory)) return true; } for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) { if (Bag* pBag = GetBagByPos(i)) { for (uint32 j = 0; j < pBag->GetBagSize(); ++j) { pItem = GetUseableItemByPos(i, j); if (pItem && IsTotemCategoryCompatiableWith(pItem->GetTemplate()->TotemCategory, TotemCategory)) return true; } } } return false; } InventoryResult Player::CanStoreItem_InSpecificSlot(uint8 bag, uint8 slot, ItemPosCountVec &dest, ItemTemplate const* pProto, uint32& count, bool swap, Item* pSrcItem) const { Item* pItem2 = GetItemByPos(bag, slot); // ignore move item (this slot will be empty at move) if (pItem2 == pSrcItem) pItem2 = nullptr; uint32 need_space; if (pSrcItem && pSrcItem->IsNotEmptyBag() && !IsBagPos(uint16(bag) << 8 | slot)) return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS; // empty specific slot - check item fit to slot if (!pItem2 || swap) { if (bag == INVENTORY_SLOT_BAG_0) { // keyring case if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_START+GetMaxKeyringSize() && !(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; // currencytoken case if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END && !(pProto->IsCurrencyToken())) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; // prevent cheating if ((slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END) || slot >= PLAYER_SLOT_END) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; } else { Bag* pBag = GetBagByPos(bag); if (!pBag) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; ItemTemplate const* pBagProto = pBag->GetTemplate(); if (!pBagProto) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; if (slot >= pBagProto->ContainerSlots) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; if (!ItemCanGoIntoBag(pProto, pBagProto)) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; } // non empty stack with space need_space = pProto->GetMaxStackSize(); } // non empty slot, check item type else { // can be merged at least partly InventoryResult res = pItem2->CanBeMergedPartlyWith(pProto); if (res != EQUIP_ERR_OK) return res; // free stack space or infinity need_space = pProto->GetMaxStackSize() - pItem2->GetCount(); } if (need_space > count) need_space = count; ItemPosCount newPosition = ItemPosCount((bag << 8) | slot, need_space); if (!newPosition.isContainedIn(dest)) { dest.push_back(newPosition); count -= need_space; } return EQUIP_ERR_OK; } InventoryResult Player::CanStoreItem_InBag(uint8 bag, ItemPosCountVec &dest, ItemTemplate const* pProto, uint32& count, bool merge, bool non_specialized, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot) const { // skip specific bag already processed in first called CanStoreItem_InBag if (bag == skip_bag) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; // skip non-existing bag or self targeted bag Bag* pBag = GetBagByPos(bag); if (!pBag || pBag == pSrcItem) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; if (pSrcItem && pSrcItem->IsNotEmptyBag()) return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS; ItemTemplate const* pBagProto = pBag->GetTemplate(); if (!pBagProto) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; // specialized bag mode or non-specialized if (non_specialized != (pBagProto->Class == ITEM_CLASS_CONTAINER && pBagProto->SubClass == ITEM_SUBCLASS_CONTAINER)) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; if (!ItemCanGoIntoBag(pProto, pBagProto)) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; for (uint32 j = 0; j < pBag->GetBagSize(); j++) { // skip specific slot already processed in first called CanStoreItem_InSpecificSlot if (j == skip_slot) continue; Item* pItem2 = GetItemByPos(bag, j); // ignore move item (this slot will be empty at move) if (pItem2 == pSrcItem) pItem2 = 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_CAN_ONLY_DO_WITH_EMPTY_BAGS; for (uint32 j = slot_begin; j < slot_end; j++) { // skip specific slot already processed in first called CanStoreItem_InSpecificSlot if (INVENTORY_SLOT_BAG_0 == skip_bag && j == skip_slot) continue; Item* pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, j); // ignore move item (this slot will be empty at move) if (pItem2 == pSrcItem) pItem2 = 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: {}, Slot: {}, Item: {}, Count: {}", bag, slot, entry, count); ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(entry); if (!pProto) { if (no_space_count) *no_space_count = count; return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND; } if (pItem) { // item used if (pItem->m_lootGenerated) { if (no_space_count) *no_space_count = count; return EQUIP_ERR_ALREADY_LOOTED; } if (pItem->IsBindedNotWith(this)) { if (no_space_count) *no_space_count = count; return EQUIP_ERR_DONT_OWN_THAT_ITEM; } } // check count of items (skip for auto move for same player from bank) uint32 no_similar_count = 0; // can't store this amount similar items InventoryResult res = CanTakeMoreSimilarItems(entry, count, pItem, &no_similar_count); if (res != EQUIP_ERR_OK) { if (count == no_similar_count) { if (no_space_count) *no_space_count = no_similar_count; return res; } count -= no_similar_count; } // in specific slot if (bag != NULL_BAG && slot != NULL_SLOT) { res = CanStoreItem_InSpecificSlot(bag, slot, dest, pProto, count, swap, pItem); if (res != EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count == 0) { if (no_similar_count == 0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } // not specific slot or have space for partly store only in specific slot // in specific bag if (bag != NULL_BAG) { // search stack in bag for merge to if (pProto->Stackable != 1) { if (bag == INVENTORY_SLOT_BAG_0) // inventory { res = CanStoreItem_InInventorySlots(KEYRING_SLOT_START, CURRENCYTOKEN_SLOT_END, dest, pProto, count, true, pItem, bag, slot); if (res != EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count == 0) { if (no_similar_count == 0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } res = CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START, INVENTORY_SLOT_ITEM_END, dest, pProto, count, true, pItem, bag, slot); if (res != EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count == 0) { if (no_similar_count == 0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } else // equipped bag { // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag res = CanStoreItem_InBag(bag, dest, pProto, count, true, false, pItem, NULL_BAG, slot); if (res != EQUIP_ERR_OK) res = CanStoreItem_InBag(bag, dest, pProto, count, true, true, pItem, NULL_BAG, slot); if (res != EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count == 0) { if (no_similar_count == 0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } } // search free slot in bag for place to if (bag == INVENTORY_SLOT_BAG_0) // inventory { // search free slot - keyring case if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS) { uint32 keyringSize = GetMaxKeyringSize(); res = CanStoreItem_InInventorySlots(KEYRING_SLOT_START, KEYRING_SLOT_START+keyringSize, dest, pProto, count, false, pItem, bag, slot); if (res != EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count == 0) { if (no_similar_count == 0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } res = CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START, CURRENCYTOKEN_SLOT_END, dest, pProto, count, false, pItem, bag, slot); if (res != EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count == 0) { if (no_similar_count == 0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } else if (pProto->IsCurrencyToken()) { res = CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START, CURRENCYTOKEN_SLOT_END, dest, pProto, count, false, pItem, bag, slot); if (res != EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count == 0) { if (no_similar_count == 0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } res = CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START, INVENTORY_SLOT_ITEM_END, dest, pProto, count, false, pItem, bag, slot); if (res != EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count == 0) { if (no_similar_count == 0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } else // equipped bag { res = CanStoreItem_InBag(bag, dest, pProto, count, false, false, pItem, NULL_BAG, slot); if (res != EQUIP_ERR_OK) res = CanStoreItem_InBag(bag, dest, pProto, count, false, true, pItem, NULL_BAG, slot); if (res != EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count == 0) { if (no_similar_count == 0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } } // not specific bag or have space for partly store only in specific bag // search stack for merge to if (pProto->Stackable != 1) { res = CanStoreItem_InInventorySlots(KEYRING_SLOT_START, CURRENCYTOKEN_SLOT_END, dest, pProto, count, true, pItem, bag, slot); if (res != EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count == 0) { if (no_similar_count == 0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } res = CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START, INVENTORY_SLOT_ITEM_END, dest, pProto, count, true, pItem, bag, slot); if (res != EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count == 0) { if (no_similar_count == 0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } if (pProto->BagFamily) { for (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) { res = CanStoreItem_InBag(i, dest, pProto, count, true, false, pItem, bag, slot); if (res != EQUIP_ERR_OK) continue; if (count == 0) { if (no_similar_count == 0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } } for (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) { res = CanStoreItem_InBag(i, dest, pProto, count, true, true, pItem, bag, slot); if (res != EQUIP_ERR_OK) continue; if (count == 0) { if (no_similar_count == 0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } } // search free slot - special bag case if (pProto->BagFamily) { if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS) { uint32 keyringSize = GetMaxKeyringSize(); res = CanStoreItem_InInventorySlots(KEYRING_SLOT_START, KEYRING_SLOT_START+keyringSize, dest, pProto, count, false, pItem, bag, slot); if (res != EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count == 0) { if (no_similar_count == 0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } else if (pProto->IsCurrencyToken()) { res = CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START, CURRENCYTOKEN_SLOT_END, dest, pProto, count, false, pItem, bag, slot); if (res != EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count == 0) { if (no_similar_count == 0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } for (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) { res = CanStoreItem_InBag(i, dest, pProto, count, false, false, pItem, bag, slot); if (res != EQUIP_ERR_OK) continue; if (count == 0) { if (no_similar_count == 0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } } if (pItem && pItem->IsNotEmptyBag()) return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG; // search free slot res = CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START, INVENTORY_SLOT_ITEM_END, dest, pProto, count, false, pItem, bag, slot); if (res != EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count == 0) { if (no_similar_count == 0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) { res = CanStoreItem_InBag(i, dest, pProto, count, false, true, pItem, bag, slot); if (res != EQUIP_ERR_OK) continue; if (count == 0) { if (no_similar_count == 0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_INVENTORY_FULL; } ////////////////////////////////////////////////////////////////////////// InventoryResult Player::CanStoreItems(Item** items, int count, uint32* itemLimitCategory) const { Item* item2; // fill space tables, creating a mock-up of the player's inventory // counts uint32 inventoryCounts[INVENTORY_SLOT_ITEM_END - INVENTORY_SLOT_ITEM_START] = {}; uint32 bagCounts[INVENTORY_SLOT_BAG_END - INVENTORY_SLOT_BAG_START][MAX_BAG_SIZE] = {}; uint32 keyringCounts[KEYRING_SLOT_END - KEYRING_SLOT_START] = {}; uint32 currencyCounts[CURRENCYTOKEN_SLOT_END - CURRENCYTOKEN_SLOT_START] = {}; // Item pointers Item* inventoryPointers[INVENTORY_SLOT_ITEM_END - INVENTORY_SLOT_ITEM_START] = {}; Item* bagPointers[INVENTORY_SLOT_BAG_END - INVENTORY_SLOT_BAG_START][MAX_BAG_SIZE] = {}; Item* keyringPointers[KEYRING_SLOT_END - KEYRING_SLOT_START] = {}; Item* currencyPointers[CURRENCYTOKEN_SLOT_END - CURRENCYTOKEN_SLOT_START] = {}; // filling inventory for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++) { // build items in stock backpack item2 = GetItemByPos(INVENTORY_SLOT_BAG_0, i); if (item2 && !item2->IsInTrade()) { inventoryCounts[i - INVENTORY_SLOT_ITEM_START] = item2->GetCount(); inventoryPointers[i - INVENTORY_SLOT_ITEM_START] = item2; } } for (uint8 i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++) { // build items in key ring 'bag' item2 = GetItemByPos(INVENTORY_SLOT_BAG_0, i); if (item2 && !item2->IsInTrade()) { keyringCounts[i - KEYRING_SLOT_START] = item2->GetCount(); keyringPointers[i - KEYRING_SLOT_START] = item2; } } for (uint8 i = CURRENCYTOKEN_SLOT_START; i < CURRENCYTOKEN_SLOT_END; i++) { // build items in currency 'bag' item2 = GetItemByPos(INVENTORY_SLOT_BAG_0, i); if (item2 && !item2->IsInTrade()) { currencyCounts[i - CURRENCYTOKEN_SLOT_START] = item2->GetCount(); currencyPointers[i - CURRENCYTOKEN_SLOT_START] = item2; } } 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++) { // build item counts in equippable bags item2 = GetItemByPos(i, j); if (item2 && !item2->IsInTrade()) { bagCounts[i - INVENTORY_SLOT_BAG_START][j] = item2->GetCount(); bagPointers[i - INVENTORY_SLOT_BAG_START][j] = item2; } } // check free space for all items that we wish to add for (int k = 0; k < count; ++k) { // Incoming item Item* item = items[k]; // no item if (!item) continue; uint32_t remaining_count = item->GetCount(); TC_LOG_DEBUG("entities.player.items", "Player::CanStoreItems: Player '{}' ({}), Index: {} ItemID: {}, Count: {}", GetName(), GetGUID().ToString(), k + 1, item->GetEntry(), remaining_count); ItemTemplate const* pProto = item->GetTemplate(); // strange item if (!pProto) return EQUIP_ERR_ITEM_NOT_FOUND; // item used if (item->m_lootGenerated) return EQUIP_ERR_ALREADY_LOOTED; // item it 'bind' if (item->IsBindedNotWith(this)) return EQUIP_ERR_DONT_OWN_THAT_ITEM; ItemTemplate const* pBagProto; // item is 'one item only' InventoryResult res = CanTakeMoreSimilarItems(item, itemLimitCategory); if (res != EQUIP_ERR_OK) return res; // search stack for merge to if (pProto->Stackable != 1) { bool b_found = false; for (uint8 t = KEYRING_SLOT_START; t < KEYRING_SLOT_END; ++t) { item2 = keyringPointers[t-KEYRING_SLOT_START]; if (item2 && item2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && keyringCounts[t-KEYRING_SLOT_START] < pProto->GetMaxStackSize()) { keyringCounts[t-KEYRING_SLOT_START] += remaining_count; remaining_count = keyringCounts[t-KEYRING_SLOT_START] < pProto->GetMaxStackSize() ? 0 : keyringCounts[t-KEYRING_SLOT_START] - pProto->GetMaxStackSize(); b_found = remaining_count == 0; // if no pieces of the stack remain, then stop checking keyring if (b_found) break; } } if (b_found) continue; for (int t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t) { item2 = currencyPointers[t-CURRENCYTOKEN_SLOT_START]; if (item2 && item2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && currencyCounts[t-CURRENCYTOKEN_SLOT_START] < pProto->GetMaxStackSize()) { currencyCounts[t-CURRENCYTOKEN_SLOT_START] += remaining_count; remaining_count = currencyCounts[t-CURRENCYTOKEN_SLOT_START] < pProto->GetMaxStackSize() ? 0 : currencyCounts[t-CURRENCYTOKEN_SLOT_START] - pProto->GetMaxStackSize(); b_found = remaining_count == 0; // if no pieces of the stack remain, then stop checking currency 'bag' if (b_found) break; } } if (b_found) continue; for (int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; ++t) { item2 = inventoryPointers[t-INVENTORY_SLOT_ITEM_START]; if (item2 && item2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && inventoryCounts[t-INVENTORY_SLOT_ITEM_START] < pProto->GetMaxStackSize()) { inventoryCounts[t-INVENTORY_SLOT_ITEM_START] += remaining_count; remaining_count = inventoryCounts[t-INVENTORY_SLOT_ITEM_START] < pProto->GetMaxStackSize() ? 0 : inventoryCounts[t-INVENTORY_SLOT_ITEM_START] - pProto->GetMaxStackSize(); b_found = remaining_count == 0; // if no pieces of the stack remain, then stop checking stock bag if (b_found) 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())) continue; for (uint32 j = 0; j < bag->GetBagSize(); j++) { item2 = bagPointers[t-INVENTORY_SLOT_BAG_START][j]; if (item2 && item2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && bagCounts[t-INVENTORY_SLOT_BAG_START][j] < pProto->GetMaxStackSize()) { // add count to stack so that later items in the list do not double-book bagCounts[t-INVENTORY_SLOT_BAG_START][j] += remaining_count; remaining_count = bagCounts[t-INVENTORY_SLOT_BAG_START][j] < pProto->GetMaxStackSize() ? 0 : bagCounts[t-INVENTORY_SLOT_BAG_START][j] - pProto->GetMaxStackSize(); b_found = remaining_count == 0; // if no pieces of the stack remain, then stop checking equippable bags if (b_found) break; } } } } if (b_found) continue; } // special bag case if (pProto->BagFamily) { bool b_found = false; if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS) { uint32 keyringSize = GetMaxKeyringSize(); for (uint32 t = KEYRING_SLOT_START; t < KEYRING_SLOT_START+keyringSize; ++t) { if (keyringCounts[t-KEYRING_SLOT_START] == 0) { keyringCounts[t-KEYRING_SLOT_START] = remaining_count; keyringPointers[t-KEYRING_SLOT_START] = item; b_found = true; break; } } } if (b_found) continue; if (pProto->IsCurrencyToken()) { for (uint32 t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t) { if (currencyCounts[t-CURRENCYTOKEN_SLOT_START] == 0) { currencyCounts[t-CURRENCYTOKEN_SLOT_START] = remaining_count; currencyPointers [t-CURRENCYTOKEN_SLOT_START] = item; b_found = true; break; } } } if (b_found) continue; for (int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t) { if (Bag* bag = GetBagByPos(t)) { pBagProto = bag->GetTemplate(); // not plain container check if (pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER) && ItemCanGoIntoBag(pProto, pBagProto)) { for (uint32 j = 0; j < bag->GetBagSize(); j++) { if (bagCounts[t-INVENTORY_SLOT_BAG_START][j] == 0) { bagCounts[t-INVENTORY_SLOT_BAG_START][j] = remaining_count; bagPointers[t-INVENTORY_SLOT_BAG_START][j] = item; 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] = remaining_count; inventoryPointers[t-INVENTORY_SLOT_ITEM_START] = item; 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->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER)) continue; for (uint32 j = 0; j < bag->GetBagSize(); j++) { if (bagCounts[t-INVENTORY_SLOT_BAG_START][j] == 0) { bagCounts[t-INVENTORY_SLOT_BAG_START][j] = remaining_count; bagPointers[t-INVENTORY_SLOT_BAG_START][j] = item; b_found = true; break; } } } } // if no free slot found for all pieces of the item, then return an error 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 '{}' ({}), Slot: {}, Item: {}, Count: {}", GetName(), GetGUID().ToString(), slot, pItem->GetEntry(), pItem->GetCount()); ItemTemplate const* pProto = pItem->GetTemplate(); if (pProto) { // item used if (pItem->m_lootGenerated) return EQUIP_ERR_ALREADY_LOOTED; if (pItem->IsBindedNotWith(this)) return EQUIP_ERR_DONT_OWN_THAT_ITEM; // check count of items (skip for auto move for same player from bank) InventoryResult res = CanTakeMoreSimilarItems(pItem); if (res != EQUIP_ERR_OK) return res; // check this only in game if (not_loading) { // May be here should be more stronger checks; STUNNED checked // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked. if (HasUnitState(UNIT_STATE_STUNNED)) return EQUIP_ERR_YOU_ARE_STUNNED; if (IsCharmed()) return EQUIP_ERR_CANT_DO_RIGHT_NOW; // @todo is this the correct error? // do not allow equipping gear except weapons, offhands, projectiles, relics in // - combat // - in-progress arenas if (!pProto->CanChangeEquipStateInCombat()) { if (IsInCombat()) return EQUIP_ERR_NOT_IN_COMBAT; if (Battleground* bg = GetBattleground()) if (bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS) return EQUIP_ERR_NOT_DURING_ARENA_MATCH; } if (IsInCombat()&& (pProto->Class == ITEM_CLASS_WEAPON || pProto->InventoryType == INVTYPE_RELIC) && m_weaponChangeTimer != 0) return EQUIP_ERR_CANT_DO_RIGHT_NOW; // maybe exist better err if (IsNonMeleeSpellCast(false)) return EQUIP_ERR_CANT_DO_RIGHT_NOW; } ScalingStatDistributionEntry const* ssd = pProto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(pProto->ScalingStatDistribution) : 0; // check allowed level (extend range to upper values if MaxLevel more or equal max player level, this let GM set high level with 1...max range items) if (ssd && ssd->Maxlevel < DEFAULT_MAX_LEVEL && ssd->Maxlevel < GetLevel()) return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED; uint8 eslot = FindEquipSlot(pProto, slot, swap); if (eslot == NULL_SLOT) return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED; res = CanUseItem(pItem, not_loading); if (res != EQUIP_ERR_OK) return res; if (!swap && GetItemByPos(INVENTORY_SLOT_BAG_0, eslot)) return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE; // if we are swapping 2 equiped items, CanEquipUniqueItem check // should ignore the item we are trying to swap, and not the // destination item. CanEquipUniqueItem should ignore destination // item only when we are swapping weapon from bag uint8 ignore = uint8(NULL_SLOT); switch (eslot) { case EQUIPMENT_SLOT_MAINHAND: ignore = EQUIPMENT_SLOT_OFFHAND; break; case EQUIPMENT_SLOT_OFFHAND: ignore = EQUIPMENT_SLOT_MAINHAND; break; case EQUIPMENT_SLOT_FINGER1: ignore = EQUIPMENT_SLOT_FINGER2; break; case EQUIPMENT_SLOT_FINGER2: ignore = EQUIPMENT_SLOT_FINGER1; break; case EQUIPMENT_SLOT_TRINKET1: ignore = EQUIPMENT_SLOT_TRINKET2; break; case EQUIPMENT_SLOT_TRINKET2: ignore = EQUIPMENT_SLOT_TRINKET1; break; } if (ignore == uint8(NULL_SLOT) || pItem != GetItemByPos(INVENTORY_SLOT_BAG_0, ignore)) ignore = eslot; InventoryResult res2 = CanEquipUniqueItem(pItem, swap ? ignore : uint8(NULL_SLOT)); if (res2 != EQUIP_ERR_OK) return res2; // check unique-equipped special item classes if (pProto->Class == ITEM_CLASS_QUIVER) for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) if (Item* pBag = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (pBag != pItem) if (ItemTemplate const* pBagProto = pBag->GetTemplate()) if (pBagProto->Class == pProto->Class && (!swap || pBag->GetSlot() != eslot)) return (pBagProto->SubClass == ITEM_SUBCLASS_AMMO_POUCH) ? EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH : EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER; uint32 type = pProto->InventoryType; if (eslot == EQUIPMENT_SLOT_OFFHAND) { // Do not allow polearm to be equipped in the offhand (rare case for the only 1h polearm 41750) if (type == INVTYPE_WEAPON && pProto->SubClass == ITEM_SUBCLASS_WEAPON_POLEARM) return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT; else if (type == INVTYPE_WEAPON || type == INVTYPE_WEAPONOFFHAND) { if (!CanDualWield()) return EQUIP_ERR_CANT_DUAL_WIELD; } else if (type == INVTYPE_2HWEAPON) { if (!CanDualWield() || !CanTitanGrip()) return EQUIP_ERR_CANT_DUAL_WIELD; } if (IsTwoHandUsed()) return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED; } // equip two-hand weapon case (with possible unequip 2 items) if (type == INVTYPE_2HWEAPON) { if (eslot == EQUIPMENT_SLOT_OFFHAND) { if (!CanTitanGrip()) return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED; } else if (eslot != EQUIPMENT_SLOT_MAINHAND) return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED; if (!CanTitanGrip()) { // offhand item must can be stored in inventory for offhand item and it also must be unequipped Item* offItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); ItemPosCountVec off_dest; if (offItem && (!not_loading || CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0) << 8 | EQUIPMENT_SLOT_OFFHAND, false) != EQUIP_ERR_OK || CanStoreItem(NULL_BAG, NULL_SLOT, off_dest, offItem, false) != EQUIP_ERR_OK)) return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_INVENTORY_FULL; } } dest = ((INVENTORY_SLOT_BAG_0 << 8) | eslot); return EQUIP_ERR_OK; } } return !swap ? EQUIP_ERR_ITEM_NOT_FOUND : EQUIP_ERR_ITEMS_CANT_BE_SWAPPED; } InventoryResult Player::CanUnequipItem(uint16 pos, bool swap) const { // Applied only to equipped items and bank bags if (!IsEquipmentPos(pos) && !IsBagPos(pos)) return EQUIP_ERR_OK; Item* pItem = GetItemByPos(pos); // Applied only to existing equipped item if (!pItem) return EQUIP_ERR_OK; TC_LOG_DEBUG("entities.player.items", "Player::CanUnequipItem: Player '{}' ({}), Slot: {}, Item: {}, Count: {}", GetName(), GetGUID().ToString(), pos, pItem->GetEntry(), pItem->GetCount()); ItemTemplate const* pProto = pItem->GetTemplate(); if (!pProto) return EQUIP_ERR_ITEM_NOT_FOUND; // item used if (pItem->m_lootGenerated) return EQUIP_ERR_ALREADY_LOOTED; if (IsCharmed()) return EQUIP_ERR_CANT_DO_RIGHT_NOW; // @todo is this the correct error? // do not allow unequipping gear except weapons, offhands, projectiles, relics in // - combat // - in-progress arenas if (!pProto->CanChangeEquipStateInCombat()) { if (IsInCombat()) return EQUIP_ERR_NOT_IN_COMBAT; if (Battleground* bg = GetBattleground()) if (bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS) return EQUIP_ERR_NOT_DURING_ARENA_MATCH; } if (!swap && pItem->IsNotEmptyBag()) return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS; return EQUIP_ERR_OK; } InventoryResult Player::CanBankItem(uint8 bag, uint8 slot, ItemPosCountVec &dest, Item* pItem, bool swap, bool not_loading) const { if (!pItem) return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND; uint32 count = pItem->GetCount(); TC_LOG_DEBUG("entities.player.items", "Player::CanBankItem: Player '{}' ({}), Bag: {}, Slot: {}, Item: {}, Count: {}", GetName(), GetGUID().ToString(), bag, slot, pItem->GetEntry(), pItem->GetCount()); ItemTemplate const* pProto = pItem->GetTemplate(); if (!pProto) return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND; // item used if (pItem->m_lootGenerated) return EQUIP_ERR_ALREADY_LOOTED; if (pItem->IsBindedNotWith(this)) return EQUIP_ERR_DONT_OWN_THAT_ITEM; // Currency tokens are not supposed to be swapped out of their hidden bag uint8 pItemslot = pItem->GetSlot(); if (pItemslot >= CURRENCYTOKEN_SLOT_START && pItemslot < CURRENCYTOKEN_SLOT_END) { TC_LOG_ERROR("entities.player.cheat", "Possible hacking attempt: Player {} ({}) tried to move token [{} entry: {}] out of the currency bag!", GetName(), GetGUID().ToString(), pItem->GetGUID().ToString(), pProto->ItemId); return EQUIP_ERR_ITEMS_CANT_BE_SWAPPED; } // check count of items (skip for auto move for same player from bank) InventoryResult res = CanTakeMoreSimilarItems(pItem); if (res != EQUIP_ERR_OK) return res; // in specific slot if (bag != NULL_BAG && slot != NULL_SLOT) { if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END) { if (!pItem->IsBag()) return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT; if (slot - BANK_SLOT_BAG_START >= GetBankBagSlotCount()) return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT; res = CanUseItem(pItem, not_loading); if (res != EQUIP_ERR_OK) return res; } res = CanStoreItem_InSpecificSlot(bag, slot, dest, pProto, count, swap, pItem); if (res != EQUIP_ERR_OK) return res; if (count == 0) return EQUIP_ERR_OK; } // not specific slot or have space for partly store only in specific slot // in specific bag if (bag != NULL_BAG) { if (pItem->IsNotEmptyBag()) return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG; // search stack in bag for merge to if (pProto->Stackable != 1) { if (bag == INVENTORY_SLOT_BAG_0) { res = CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START, BANK_SLOT_ITEM_END, dest, pProto, count, true, pItem, bag, slot); if (res != EQUIP_ERR_OK) return res; if (count == 0) return EQUIP_ERR_OK; } else { res = CanStoreItem_InBag(bag, dest, pProto, count, true, false, pItem, NULL_BAG, slot); if (res != EQUIP_ERR_OK) res = CanStoreItem_InBag(bag, dest, pProto, count, true, true, pItem, NULL_BAG, slot); if (res != EQUIP_ERR_OK) return res; if (count == 0) return EQUIP_ERR_OK; } } // search free slot in bag if (bag == INVENTORY_SLOT_BAG_0) { res = CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START, BANK_SLOT_ITEM_END, dest, pProto, count, false, pItem, bag, slot); if (res != EQUIP_ERR_OK) return res; if (count == 0) return EQUIP_ERR_OK; } else { res = CanStoreItem_InBag(bag, dest, pProto, count, false, false, pItem, NULL_BAG, slot); if (res != EQUIP_ERR_OK) res = CanStoreItem_InBag(bag, dest, pProto, count, false, true, pItem, NULL_BAG, slot); if (res != EQUIP_ERR_OK) return res; if (count == 0) return EQUIP_ERR_OK; } } // not specific bag or have space for partly store only in specific bag // search stack for merge to if (pProto->Stackable != 1) { // in slots res = CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START, BANK_SLOT_ITEM_END, dest, pProto, count, true, pItem, bag, slot); if (res != EQUIP_ERR_OK) return res; if (count == 0) return EQUIP_ERR_OK; // in special bags if (pProto->BagFamily) { for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++) { res = CanStoreItem_InBag(i, dest, pProto, count, true, false, pItem, bag, slot); if (res != EQUIP_ERR_OK) continue; if (count == 0) return EQUIP_ERR_OK; } } for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++) { res = CanStoreItem_InBag(i, dest, pProto, count, true, true, pItem, bag, slot); if (res != EQUIP_ERR_OK) continue; if (count == 0) return EQUIP_ERR_OK; } } // search free place in special bag if (pProto->BagFamily) { for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++) { res = CanStoreItem_InBag(i, dest, pProto, count, false, false, pItem, bag, slot); if (res != EQUIP_ERR_OK) continue; if (count == 0) return EQUIP_ERR_OK; } } // search free space res = CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START, BANK_SLOT_ITEM_END, dest, pProto, count, false, pItem, bag, slot); if (res != EQUIP_ERR_OK) return res; if (count == 0) return EQUIP_ERR_OK; for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++) { res = CanStoreItem_InBag(i, dest, pProto, count, false, true, pItem, bag, slot); if (res != EQUIP_ERR_OK) continue; if (count == 0) return EQUIP_ERR_OK; } return EQUIP_ERR_BANK_FULL; } InventoryResult Player::CanUseItem(Item* pItem, bool not_loading) const { if (pItem) { TC_LOG_DEBUG("entities.player.items", "Player::CanUseItem: Player '{}' ({}), Item: {}", GetName(), GetGUID().ToString(), pItem->GetEntry()); if (!IsAlive() && not_loading) return EQUIP_ERR_YOU_ARE_DEAD; //if (isStunned()) // return EQUIP_ERR_YOU_ARE_STUNNED; ItemTemplate const* pProto = pItem->GetTemplate(); if (pProto) { if (pItem->IsBindedNotWith(this)) return EQUIP_ERR_DONT_OWN_THAT_ITEM; InventoryResult res = CanUseItem(pProto); if (res != EQUIP_ERR_OK) return res; if (pItem->GetSkill() != 0) { bool allowEquip = false; uint32 itemSkill = pItem->GetSkill(); // Armor that is binded to account can "morph" from plate to mail, etc. if skill is not learned yet. if (pProto->Quality == ITEM_QUALITY_HEIRLOOM && pProto->Class == ITEM_CLASS_ARMOR && !HasSkill(itemSkill)) { /// @todo when you right-click already equipped item it throws EQUIP_ERR_NO_REQUIRED_PROFICIENCY. // In fact it's a visual bug, everything works properly... I need sniffs of operations with // binded to account items from off server. switch (GetClass()) { case CLASS_HUNTER: case CLASS_SHAMAN: allowEquip = (itemSkill == SKILL_MAIL); break; case CLASS_PALADIN: case CLASS_WARRIOR: allowEquip = (itemSkill == SKILL_PLATE_MAIL); break; } } if (!allowEquip && GetSkillValue(itemSkill) == 0) return EQUIP_ERR_NO_REQUIRED_PROFICIENCY; } if (pProto->RequiredReputationFaction && uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank) return EQUIP_ERR_CANT_EQUIP_REPUTATION; return EQUIP_ERR_OK; } } return EQUIP_ERR_ITEM_NOT_FOUND; } InventoryResult Player::CanUseItem(ItemTemplate const* proto) const { // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player if (!proto) return EQUIP_ERR_ITEM_NOT_FOUND; if (((proto->Flags2 & ITEM_FLAG2_FACTION_HORDE) && GetTeam() != HORDE) || (((proto->Flags2 & ITEM_FLAG2_FACTION_ALLIANCE) && GetTeam() != ALLIANCE))) return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM; if ((proto->AllowableClass & GetClassMask()) == 0 || (proto->AllowableRace & GetRaceMask()) == 0) return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM; if (proto->RequiredSkill != 0) { if (GetSkillValue(proto->RequiredSkill) == 0) return EQUIP_ERR_NO_REQUIRED_PROFICIENCY; else if (GetSkillValue(proto->RequiredSkill) < proto->RequiredSkillRank) return EQUIP_ERR_CANT_EQUIP_SKILL; } if (proto->RequiredSpell != 0 && !HasSpell(proto->RequiredSpell)) return EQUIP_ERR_NO_REQUIRED_PROFICIENCY; if (GetLevel() < proto->RequiredLevel) return EQUIP_ERR_CANT_EQUIP_LEVEL_I; // If World Event is not active, prevent using event dependant items if (proto->HolidayId && !IsHolidayActive((HolidayIds)proto->HolidayId)) return EQUIP_ERR_CANT_DO_RIGHT_NOW; // learning (recipes, mounts, pets, etc.) if (proto->Spells[0].SpellId == 483 || proto->Spells[0].SpellId == 55884) if (HasSpell(proto->Spells[1].SpellId)) return EQUIP_ERR_NONE; return EQUIP_ERR_OK; } InventoryResult Player::CanRollForItemInLFG(ItemTemplate const* proto, WorldObject const* lootedObject) const { if (!GetGroup() || !GetGroup()->isLFGGroup()) return EQUIP_ERR_OK; // not in LFG group // check if looted object is inside the lfg dungeon Map const* map = lootedObject->GetMap(); if (!sLFGMgr->inLfgDungeonMap(GetGroup()->GetGUID(), map->GetId(), map->GetDifficulty())) return EQUIP_ERR_OK; if (!proto) return EQUIP_ERR_ITEM_NOT_FOUND; // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player const static uint32 item_weapon_skills[MAX_ITEM_SUBCLASS_WEAPON] = { SKILL_AXES, SKILL_2H_AXES, SKILL_BOWS, SKILL_GUNS, SKILL_MACES, SKILL_2H_MACES, SKILL_POLEARMS, SKILL_SWORDS, SKILL_2H_SWORDS, 0, SKILL_STAVES, 0, 0, SKILL_FIST_WEAPONS, 0, SKILL_DAGGERS, SKILL_THROWN, SKILL_ASSASSINATION, SKILL_CROSSBOWS, SKILL_WANDS, SKILL_FISHING }; //Copy from function Item::GetSkill() if ((proto->AllowableClass & GetClassMask()) == 0 || (proto->AllowableRace & GetRaceMask()) == 0) return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM; if (proto->RequiredSpell != 0 && !HasSpell(proto->RequiredSpell)) return EQUIP_ERR_NO_REQUIRED_PROFICIENCY; if (proto->RequiredSkill != 0) { if (!GetSkillValue(proto->RequiredSkill)) return EQUIP_ERR_NO_REQUIRED_PROFICIENCY; else if (GetSkillValue(proto->RequiredSkill) < proto->RequiredSkillRank) return EQUIP_ERR_CANT_EQUIP_SKILL; } uint8 _class = GetClass(); if (proto->Class == ITEM_CLASS_WEAPON && GetSkillValue(item_weapon_skills[proto->SubClass]) == 0) return EQUIP_ERR_NO_REQUIRED_PROFICIENCY; if (proto->Class == ITEM_CLASS_ARMOR && proto->SubClass > ITEM_SUBCLASS_ARMOR_MISC && proto->SubClass < ITEM_SUBCLASS_ARMOR_BUCKLER && proto->InventoryType != INVTYPE_CLOAK) { if (_class == CLASS_WARRIOR || _class == CLASS_PALADIN || _class == CLASS_DEATH_KNIGHT) { if (GetLevel() < 40) { if (proto->SubClass != ITEM_SUBCLASS_ARMOR_MAIL) return EQUIP_ERR_CANT_DO_RIGHT_NOW; } else if (proto->SubClass != ITEM_SUBCLASS_ARMOR_PLATE) return EQUIP_ERR_CANT_DO_RIGHT_NOW; } else if (_class == CLASS_HUNTER || _class == CLASS_SHAMAN) { if (GetLevel() < 40) { if (proto->SubClass != ITEM_SUBCLASS_ARMOR_LEATHER) return EQUIP_ERR_CANT_DO_RIGHT_NOW; } else if (proto->SubClass != ITEM_SUBCLASS_ARMOR_MAIL) return EQUIP_ERR_CANT_DO_RIGHT_NOW; } if (_class == CLASS_ROGUE || _class == CLASS_DRUID) if (proto->SubClass != ITEM_SUBCLASS_ARMOR_LEATHER) return EQUIP_ERR_CANT_DO_RIGHT_NOW; if (_class == CLASS_MAGE || _class == CLASS_PRIEST || _class == CLASS_WARLOCK) if (proto->SubClass != ITEM_SUBCLASS_ARMOR_CLOTH) return EQUIP_ERR_CANT_DO_RIGHT_NOW; } return EQUIP_ERR_OK; } InventoryResult Player::CanUseAmmo(uint32 item) const { TC_LOG_DEBUG("entities.player.items", "STORAGE: CanUseAmmo item = {}", item); if (!IsAlive()) return EQUIP_ERR_YOU_ARE_DEAD; //if (isStunned()) // return EQUIP_ERR_YOU_ARE_STUNNED; ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(item); if (pProto) { if (pProto->InventoryType!= INVTYPE_AMMO) return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE; InventoryResult res = CanUseItem(pProto); if (res != EQUIP_ERR_OK) return res; /*if (GetReputationMgr().GetReputation() < pProto->RequiredReputation) return EQUIP_ERR_CANT_EQUIP_REPUTATION; */ // Requires No Ammo if (HasAura(46699)) return EQUIP_ERR_BAG_FULL6; return EQUIP_ERR_OK; } return EQUIP_ERR_ITEM_NOT_FOUND; } void Player::SetAmmo(uint32 item) { if (!item) return; // already set if (GetUInt32Value(PLAYER_AMMO_ID) == item) return; // check ammo InventoryResult msg = CanUseAmmo(item); if (msg != EQUIP_ERR_OK) { SendEquipError(msg, nullptr, nullptr, item); return; } SetUInt32Value(PLAYER_AMMO_ID, item); _ApplyAmmoBonuses(); } void Player::RemoveAmmo() { SetUInt32Value(PLAYER_AMMO_ID, 0); m_ammoDPS = 0.0f; if (CanModifyStats()) UpdateDamagePhysical(RANGED_ATTACK); } // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case. Item* Player::StoreNewItem(ItemPosCountVec const& dest, uint32 item, bool update, int32 randomPropertyId, GuidSet const& allowedLooters) { uint32 count = 0; for (ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); ++itr) count += itr->count; Item* pItem = Item::CreateItem(item, count, this); if (pItem) { if (randomPropertyId) pItem->SetItemRandomProperties(randomPropertyId); pItem = StoreItem(dest, pItem, update); ItemAddedQuestCheck(item, count); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, item, count); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM, item, count); if (allowedLooters.size() > 1 && pItem->GetTemplate()->GetMaxStackSize() == 1 && pItem->IsSoulBound()) { pItem->SetSoulboundTradeable(allowedLooters); pItem->SetUInt32Value(ITEM_FIELD_CREATE_PLAYED_TIME, GetTotalPlayedTime()); AddTradeableItem(pItem); // save data std::ostringstream ss; GuidSet::const_iterator itr = allowedLooters.begin(); ss << *itr; for (++itr; itr != allowedLooters.end(); ++itr) ss << ' ' << itr->GetCounter(); CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_ITEM_BOP_TRADE); stmt->setUInt32(0, pItem->GetGUID().GetCounter()); stmt->setString(1, ss.str()); CharacterDatabase.Execute(stmt); } } return pItem; } 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); } 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 '{}' ({}), Bag: {}, Slot: {}, Item: {} ({}), Count: {}", GetName(), GetGUID().ToString(), bag, slot, pItem->GetEntry(), pItem->GetGUID().ToString(), 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()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetTemplate()->Bonding == BIND_QUEST_ITEM || (pItem->GetTemplate()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos))) pItem->SetBinding(true); Bag* pBag = (bag == INVENTORY_SLOT_BAG_0) ? nullptr : GetBagByPos(bag); if (!pBag) { m_items[slot] = pItem; SetGuidValue(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), pItem->GetGUID()); pItem->SetGuidValue(ITEM_FIELD_CONTAINED, GetGUID()); pItem->SetGuidValue(ITEM_FIELD_OWNER, GetGUID()); pItem->SetSlot(slot); pItem->SetContainer(nullptr); // need update known currency if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END) AddKnownCurrency(pItem->GetEntry()); } else pBag->StoreItem(slot, pItem, update); if (IsInWorld() && update) { pItem->AddToWorld(); pItem->SendUpdateToPlayer(this); } pItem->SetState(ITEM_CHANGED, this); if (pBag) pBag->SetState(ITEM_CHANGED, this); AddEnchantmentDurations(pItem); AddItemDurations(pItem); if (bag == INVENTORY_SLOT_BAG_0 || (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)) ApplyItemObtainSpells(pItem, true); return pItem; } else { if (pItem2->GetTemplate()->Bonding == BIND_WHEN_PICKED_UP || pItem2->GetTemplate()->Bonding == BIND_QUEST_ITEM || (pItem2->GetTemplate()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos))) pItem2->SetBinding(true); pItem2->SetCount(pItem2->GetCount() + count); if (IsInWorld() && update) pItem2->SendUpdateToPlayer(this); if (!clone) { // delete item (it not in any slot currently) if (IsInWorld() && update) { pItem->RemoveFromWorld(); pItem->DestroyForPlayer(this); } RemoveEnchantmentDurations(pItem); RemoveItemDurations(pItem); pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor pItem->SetNotRefundable(this); pItem->ClearSoulboundTradeable(this); RemoveTradeableItem(pItem); pItem->SetState(ITEM_REMOVED, this); } AddEnchantmentDurations(pItem2); pItem2->SetState(ITEM_CHANGED, this); if (bag == INVENTORY_SLOT_BAG_0 || (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)) ApplyItemObtainSpells(pItem2, true); return pItem2; } } Item* Player::EquipNewItem(uint16 pos, uint32 item, bool update) { if (Item* pItem = Item::CreateItem(item, 1, this)) { UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, item, 1); Item* equippedItem = EquipItem(pos, pItem, update); ItemAddedQuestCheck(item, 1); return equippedItem; } 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->ItemSet) AddItemsSetItem(this, pItem); _ApplyItemMods(pItem, slot, true); if (pProto && IsInCombat() && (pProto->Class == ITEM_CLASS_WEAPON || pProto->InventoryType == INVTYPE_RELIC) && m_weaponChangeTimer == 0) { uint32 cooldownSpell = GetClass() == CLASS_ROGUE ? 6123 : 6119; SpellInfo const* spellProto = sSpellMgr->GetSpellInfo(cooldownSpell); if (!spellProto) TC_LOG_ERROR("entities.player", "Player::EquipItem: Weapon switch cooldown spell {} for player '{}' ({}) couldn't be found in Spell.dbc", cooldownSpell, GetName(), GetGUID().ToString()); else { m_weaponChangeTimer = spellProto->StartRecoveryTime; GetSpellHistory()->AddGlobalCooldown(spellProto, m_weaponChangeTimer); WorldPacket data; GetSpellHistory()->BuildCooldownPacket(data, SPELL_COOLDOWN_FLAG_INCLUDE_GCD, cooldownSpell, 0); SendDirectMessage(&data); } } } if (IsInWorld() && update) { pItem->AddToWorld(); pItem->SendUpdateToPlayer(this); } ApplyEquipCooldown(pItem); // update expertise and armor penetration - passive auras may need it if (slot == EQUIPMENT_SLOT_MAINHAND) UpdateExpertise(BASE_ATTACK); else if (slot == EQUIPMENT_SLOT_OFFHAND) UpdateExpertise(OFF_ATTACK); switch (slot) { case EQUIPMENT_SLOT_MAINHAND: case EQUIPMENT_SLOT_OFFHAND: case EQUIPMENT_SLOT_RANGED: RecalculateRating(CR_ARMOR_PENETRATION); break; 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; } if (slot == EQUIPMENT_SLOT_MAINHAND || slot == EQUIPMENT_SLOT_OFFHAND) CheckTitanGripPenalty(); // only for full equip instead adding to stack UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry()); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM, slot, pItem->GetEntry()); return pItem; } void Player::QuickEquipItem(uint16 pos, Item* pItem) { if (pItem) { AddEnchantmentDurations(pItem); AddItemDurations(pItem); uint8 slot = pos & 255; VisualizeItem(slot, pItem); if (IsInWorld()) { pItem->AddToWorld(); pItem->SendUpdateToPlayer(this); } if (slot == EQUIPMENT_SLOT_MAINHAND || slot == EQUIPMENT_SLOT_OFFHAND) CheckTitanGripPenalty(); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry()); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM, slot, pItem->GetEntry()); } } void Player::SetVisibleItemSlot(uint8 slot, Item* pItem) { if (pItem) { SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2), pItem->GetEntry()); SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 0, pItem->GetEnchantmentId(PERM_ENCHANTMENT_SLOT)); SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 1, pItem->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT)); } else { SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2), 0); SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 0); } } void Player::VisualizeItem(uint8 slot, Item* pItem) { if (!pItem) return; // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory) if (pItem->GetTemplate()->Bonding == BIND_WHEN_EQUIPED || pItem->GetTemplate()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetTemplate()->Bonding == BIND_QUEST_ITEM) pItem->SetBinding(true); TC_LOG_DEBUG("entities.player.items", "Player::SetVisibleItemSlot: Player '{}' ({}), Slot: {}, Item: {}", GetName(), GetGUID().ToString(), slot, pItem->GetEntry()); m_items[slot] = pItem; SetGuidValue(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), pItem->GetGUID()); pItem->SetGuidValue(ITEM_FIELD_CONTAINED, GetGUID()); pItem->SetGuidValue(ITEM_FIELD_OWNER, GetGUID()); pItem->SetSlot(slot); pItem->SetContainer(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 '{}' ({}), Bag: {}, Slot: {}, Item: {}", GetName(), GetGUID().ToString(), bag, slot, pItem->GetEntry()); RemoveEnchantmentDurations(pItem); RemoveItemDurations(pItem); RemoveTradeableItem(pItem); if (bag == INVENTORY_SLOT_BAG_0) { if (slot < INVENTORY_SLOT_BAG_END) { // item set bonuses applied only at equip and removed at unequip, and still active for broken items ItemTemplate const* pProto = ASSERT_NOTNULL(pItem->GetTemplate()); if (pProto->ItemSet) RemoveItemsSetItem(this, pProto); _ApplyItemMods(pItem, slot, false, update); // remove item dependent auras and casts (only weapon and armor slots) if (slot < EQUIPMENT_SLOT_END) { // remove held enchantments, update expertise if (slot == EQUIPMENT_SLOT_MAINHAND) { if (pItem->GetItemSuffixFactor()) { pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3); pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4); } else { pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0); pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1); } UpdateExpertise(BASE_ATTACK); } else if (slot == EQUIPMENT_SLOT_OFFHAND) UpdateExpertise(OFF_ATTACK); // update armor penetration - passive auras may need it switch (slot) { case EQUIPMENT_SLOT_MAINHAND: case EQUIPMENT_SLOT_OFFHAND: case EQUIPMENT_SLOT_RANGED: RecalculateRating(CR_ARMOR_PENETRATION); break; default: break; } } } m_items[slot] = nullptr; SetGuidValue(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), ObjectGuid::Empty); if (slot < EQUIPMENT_SLOT_END) { SetVisibleItemSlot(slot, nullptr); if (slot == EQUIPMENT_SLOT_MAINHAND || slot == EQUIPMENT_SLOT_OFFHAND) CheckTitanGripPenalty(); } } else if (Bag* pBag = GetBagByPos(bag)) pBag->RemoveItem(slot, update); pItem->SetGuidValue(ITEM_FIELD_CONTAINED, ObjectGuid::Empty); // pItem->SetUInt64Value(ITEM_FIELD_OWNER, 0); not clear owner at remove (it will be set at store). This used in mail and auction code pItem->SetSlot(NULL_SLOT); if (IsInWorld() && update) pItem->SendUpdateToPlayer(this); } } // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail.... void Player::MoveItemFromInventory(uint8 bag, uint8 slot, bool update) { if (Item* it = GetItemByPos(bag, slot)) { RemoveItem(bag, slot, update); ItemRemovedQuestCheck(it->GetEntry(), it->GetCount()); it->SetNotRefundable(this, false); RemoveItemFromUpdateQueueOf(it, this); if (it->IsInWorld()) { it->RemoveFromWorld(); it->DestroyForPlayer(this); } } } // Common operation need to add item from inventory without delete in trade, guild bank, mail.... void Player::MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB) { uint32 itemId = pItem->GetEntry(); uint32 count = 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->IsBOPTradeable()) AddTradeableItem(pLastItem); } // update quest counters ItemAddedQuestCheck(itemId, count); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, itemId, count); } 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 '{}' ({}), Bag: {}, Slot: {}, Item: {}", GetName(), GetGUID().ToString(), 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->IsWrapped()) { CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GIFT); stmt->setUInt32(0, pItem->GetGUID().GetCounter()); CharacterDatabase.Execute(stmt); } RemoveEnchantmentDurations(pItem); RemoveItemDurations(pItem); pItem->SetNotRefundable(this); pItem->ClearSoulboundTradeable(this); RemoveTradeableItem(pItem); ApplyItemObtainSpells(pItem, false); sScriptMgr->OnItemRemove(this, pItem); ItemTemplate const* pProto = pItem->GetTemplate(); if (bag == INVENTORY_SLOT_BAG_0) { SetGuidValue(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), ObjectGuid::Empty); // equipment and equipped bags can have applied bonuses if (slot < INVENTORY_SLOT_BAG_END) { // item set bonuses applied only at equip and removed at unequip, and still active for broken items if (pProto->ItemSet) RemoveItemsSetItem(this, pProto); _ApplyItemMods(pItem, slot, false); } if (slot < EQUIPMENT_SLOT_END) { // update expertise and armor penetration - passive auras may need it switch (slot) { case EQUIPMENT_SLOT_MAINHAND: case EQUIPMENT_SLOT_OFFHAND: case EQUIPMENT_SLOT_RANGED: RecalculateRating(CR_ARMOR_PENETRATION); break; 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 (pProto->HasFlag(ITEM_FLAG_HAS_LOOT)) sLootItemStorage->RemoveStoredLootForContainer(pItem->GetGUID().GetCounter()); ItemRemovedQuestCheck(pItem->GetEntry(), pItem->GetCount()); 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); } } uint32 Player::DestroyItemCount(uint32 itemEntry, uint32 count, bool update, bool unequip_check) { TC_LOG_DEBUG("entities.player.items", "Player::DestroyItemCount: Player '{}' ({}), Item: {}, Count: {}", GetName(), GetGUID().ToString(), 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 remcount; } else { item->SetCount(item->GetCount() - count + remcount); ItemRemovedQuestCheck(item->GetEntry(), count - remcount); if (IsInWorld() && update) item->SendUpdateToPlayer(this); item->SetState(ITEM_CHANGED, this); return count; } } } } for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) { if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) { if (item->GetEntry() == itemEntry && !item->IsInTrade()) { if (item->GetCount() + remcount <= count) { // all keys can be unequipped remcount += item->GetCount(); DestroyItem(INVENTORY_SLOT_BAG_0, i, update); if (remcount >= count) return remcount; } else { item->SetCount(item->GetCount() - count + remcount); ItemRemovedQuestCheck(item->GetEntry(), count - remcount); if (IsInWorld() && update) item->SendUpdateToPlayer(this); item->SetState(ITEM_CHANGED, this); return count; } } } } // 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 remcount; } else { item->SetCount(item->GetCount() - count + remcount); ItemRemovedQuestCheck(item->GetEntry(), count - remcount); if (IsInWorld() && update) item->SendUpdateToPlayer(this); item->SetState(ITEM_CHANGED, this); return count; } } } } } } // 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->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 remcount; } } else { item->SetCount(item->GetCount() - count + remcount); ItemRemovedQuestCheck(item->GetEntry(), count - remcount); if (IsInWorld() && update) item->SendUpdateToPlayer(this); item->SetState(ITEM_CHANGED, this); return count; } } } } // 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 remcount; } else { item->SetCount(item->GetCount() - count + remcount); ItemRemovedQuestCheck(item->GetEntry(), count - remcount); if (IsInWorld() && update) item->SendUpdateToPlayer(this); item->SetState(ITEM_CHANGED, this); return count; } } } } // 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 remcount; } else { item->SetCount(item->GetCount() - count + remcount); ItemRemovedQuestCheck(item->GetEntry(), count - remcount); if (IsInWorld() && update) item->SendUpdateToPlayer(this); item->SetState(ITEM_CHANGED, this); return count; } } } } } } return remcount; } void Player::DestroyZoneLimitedItem(bool update, uint32 new_zone) { TC_LOG_DEBUG("entities.player.items", "Player::DestroyZoneLimitedItem: In map {} and area {} for player '{}' ({})", GetMapId(), new_zone, GetName(), GetGUID().ToString()); // in inventory for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++) if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone)) DestroyItem(INVENTORY_SLOT_BAG_0, i, update); for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone)) DestroyItem(INVENTORY_SLOT_BAG_0, i, update); // in inventory bags for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) if (Bag* pBag = GetBagByPos(i)) for (uint32 j = 0; j < pBag->GetBagSize(); j++) if (Item* pItem = pBag->GetItemByPos(j)) if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone)) DestroyItem(i, j, update); // in equipment and bag list for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++) if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone)) DestroyItem(INVENTORY_SLOT_BAG_0, i, update); } void Player::DestroyConjuredItems(bool update) { // used when entering arena // destroys all conjured items TC_LOG_DEBUG("entities.player.items", "Player::DestroyConjuredItems: Player '{}' ({})", GetName(), GetGUID().ToString()); // 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 = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_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; return nullptr; } void Player::DestroyItemCount(Item* pItem, uint32 &count, bool update) { if (!pItem) return; TC_LOG_DEBUG("entities.player.items", "Player::DestroyItemCount: Player '{}' ({}), Item ({}, Entry: {}), Count: {}", GetName(), GetGUID().ToString(), pItem->GetGUID().ToString(), pItem->GetEntry(), count); if (pItem->GetCount() <= count) { count -= pItem->GetCount(); DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), update); } else { pItem->SetCount(pItem->GetCount() - count); ItemRemovedQuestCheck(pItem->GetEntry(), 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_COULDNT_SPLIT_ITEMS, pSrcItem, nullptr); return; } // not let split all items (can be only at cheating) if (pSrcItem->GetCount() == count) { SendEquipError(EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, nullptr); return; } // not let split more existing items (can be only at cheating) if (pSrcItem->GetCount() < count) { SendEquipError(EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT, 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 '{}' ({}), Bag: {}, Slot: {}, Item: {}, Count: {}", GetName(), GetGUID().ToString(), 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; TC_LOG_DEBUG("entities.player.items", "Player::SwapItem: Player '{}' ({}), Bag: {}, Slot: {}, Item: {}", GetName(), GetGUID().ToString(), dstbag, dstslot, pSrcItem->GetEntry()); if (!IsAlive()) { SendEquipError(EQUIP_ERR_YOU_ARE_DEAD, pSrcItem, pDstItem); return; } // SRC checks // check unequip potability for equipped items and bank bags if (IsEquipmentPos(src) || IsBagPos(src)) { // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later) InventoryResult msg = CanUnequipItem(src, !IsBagPos(src) || IsBagPos(dst) || (pDstItem && pDstItem->ToBag() && pDstItem->ToBag()->IsEmpty())); if (msg != EQUIP_ERR_OK) { SendEquipError(msg, pSrcItem, pDstItem); return; } } // prevent put equipped/bank bag in self if (IsBagPos(src) && srcslot == dstbag) { SendEquipError(EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem); return; } // prevent equipping bag in the same slot from its inside if (IsBagPos(dst) && srcbag == dstslot) { SendEquipError(EQUIP_ERR_ITEMS_CANT_BE_SWAPPED, pSrcItem, pDstItem); return; } // DST checks if (pDstItem) { // check unequip potability for equipped items and bank bags if (IsEquipmentPos(dst) || IsBagPos(dst)) { // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later) InventoryResult msg = CanUnequipItem(dst, !IsBagPos(dst) || IsBagPos(src) || (pSrcItem->ToBag() && pSrcItem->ToBag()->IsEmpty())); if (msg != EQUIP_ERR_OK) { SendEquipError(msg, pSrcItem, pDstItem); return; } } } // NOW this is or item move (swap with empty), or swap with another item (including bags in bag possitions) // or swap empty bag with another empty or not empty bag (with items exchange) // Move case if (!pDstItem) { if (IsInventoryPos(dst)) { ItemPosCountVec dest; InventoryResult msg = CanStoreItem(dstbag, dstslot, dest, pSrcItem, false); if (msg != EQUIP_ERR_OK) { SendEquipError(msg, pSrcItem, 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; // can be merge/fill if (msg == EQUIP_ERR_OK) { if (pSrcItem->GetCount() + pDstItem->GetCount() <= pSrcItem->GetTemplate()->GetMaxStackSize()) { RemoveItem(srcbag, srcslot, true); if (IsInventoryPos(dst)) StoreItem(sDest, pSrcItem, true); else if (IsBankPos(dst)) BankItem(sDest, pSrcItem, true); else if (IsEquipmentPos(dst)) { EquipItem(eDest, pSrcItem, true); AutoUnequipOffhandIfNeed(); } } else { pSrcItem->SetCount(pSrcItem->GetCount() + pDstItem->GetCount() - pSrcItem->GetTemplate()->GetMaxStackSize()); pDstItem->SetCount(pSrcItem->GetTemplate()->GetMaxStackSize()); pSrcItem->SetState(ITEM_CHANGED, this); pDstItem->SetState(ITEM_CHANGED, this); if (IsInWorld()) { pSrcItem->SendUpdateToPlayer(this); pDstItem->SendUpdateToPlayer(this); } } SendRefundInfo(pDstItem); return; } } // impossible merge/fill, do real swap InventoryResult msg = EQUIP_ERR_OK; // check src->dest move possibility ItemPosCountVec sDest; uint16 eDest = 0; if (IsInventoryPos(dst)) msg = CanStoreItem(dstbag, dstslot, sDest, pSrcItem, true); else if (IsBankPos(dst)) msg = CanBankItem(dstbag, dstslot, sDest, pSrcItem, true); else if (IsEquipmentPos(dst)) { msg = CanEquipItem(dstslot, eDest, pSrcItem, true); if (msg == EQUIP_ERR_OK) msg = CanUnequipItem(eDest, true); } if (msg != EQUIP_ERR_OK) { SendEquipError(msg, pSrcItem, pDstItem); return; } // check dest->src move possibility ItemPosCountVec sDest2; uint16 eDest2 = 0; if (IsInventoryPos(src)) msg = CanStoreItem(srcbag, srcslot, sDest2, pDstItem, true); else if (IsBankPos(src)) msg = CanBankItem(srcbag, srcslot, sDest2, pDstItem, true); else if (IsEquipmentPos(src)) { msg = CanEquipItem(srcslot, eDest2, pDstItem, true); if (msg == EQUIP_ERR_OK) msg = CanUnequipItem(eDest2, true); } if (msg != EQUIP_ERR_OK) { SendEquipError(msg, pDstItem, pSrcItem); return; } // Check bag swap with item exchange (one from empty in not bag possition (equipped (not possible in fact) or store) if (Bag* srcBag = pSrcItem->ToBag()) { if (Bag* dstBag = pDstItem->ToBag()) { Bag* emptyBag = 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_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem); return; } ++count; } if (count > emptyBag->GetBagSize()) { // too small targeted bag SendEquipError(EQUIP_ERR_ITEMS_CANT_BE_SWAPPED, pSrcItem, pDstItem); return; } // Items swap count = 0; // will pos in new bag for (uint32 i = 0; i< fullBag->GetBagSize(); ++i) { Item* bagItem = fullBag->GetItemByPos(i); if (!bagItem) continue; fullBag->RemoveItem(i, true); emptyBag->StoreItem(count, bagItem, true); bagItem->SetState(ITEM_CHANGED, this); ++count; } } } } // now do moves, remove... RemoveItem(dstbag, dstslot, false); RemoveItem(srcbag, srcslot, false); // add to dest if (IsInventoryPos(dst)) StoreItem(sDest, pSrcItem, true); else if (IsBankPos(dst)) BankItem(sDest, pSrcItem, true); else if (IsEquipmentPos(dst)) EquipItem(eDest, pSrcItem, true); // add to src if (IsInventoryPos(src)) StoreItem(sDest2, pDstItem, true); else if (IsBankPos(src)) BankItem(sDest2, pDstItem, true); else if (IsEquipmentPos(src)) EquipItem(eDest2, pDstItem, true); // if inventory item was moved, check if we can remove dependent auras, because they were not removed in Player::RemoveItem (update was set to false) // do this after swaps are done, we pass nullptr because both weapons could be swapped and none of them should be ignored if ((srcbag == INVENTORY_SLOT_BAG_0 && srcslot < INVENTORY_SLOT_BAG_END) || (dstbag == INVENTORY_SLOT_BAG_0 && dstslot < INVENTORY_SLOT_BAG_END)) ApplyItemDependentAuras((Item*)nullptr, false); // if player is moving bags and is looting an item inside this bag // release the loot if (GetLootGUID()) { bool released = false; if (IsBagPos(src)) { Bag* bag = pSrcItem->ToBag(); for (uint32 i = 0; i < bag->GetBagSize(); ++i) { if (Item* bagItem = bag->GetItemByPos(i)) { if (bagItem->GetGUID() == GetLootGUID()) { m_session->DoLootRelease(GetLootGUID()); released = true; // so we don't need to look at dstBag break; } } } } if (!released && IsBagPos(dst)) { Bag* bag = pDstItem->ToBag(); for (uint32 i = 0; i < bag->GetBagSize(); ++i) { if (Item* bagItem = bag->GetItemByPos(i)) { if (bagItem->GetGUID() == GetLootGUID()) { 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 '{}' ({}), Item: {}, Slot: {}", GetName(), GetGUID().ToString(), pItem->GetEntry(), slot); m_items[slot] = pItem; time_t base = GameTime::GetGameTime(); uint32 etime = uint32(base - m_logintime + (30 * 3600)); uint32 eslot = slot - BUYBACK_SLOT_START; SetGuidValue(PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), pItem->GetGUID()); if (ItemTemplate const* proto = pItem->GetTemplate()) SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, proto->SellPrice * pItem->GetCount()); else SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0); SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, (uint32)etime); // move to next (for non filled list is move most optimized choice) if (m_currentBuybackSlot < BUYBACK_SLOT_END - 1) ++m_currentBuybackSlot; } } Item* Player::GetItemFromBuyBackSlot(uint32 slot) { TC_LOG_DEBUG("entities.player.items", "Player::GetItemFromBuyBackSlot: Player '{}' ({}), Slot: {}", GetName(), GetGUID().ToString(), 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 '{}' ({}), Slot: {}", GetName(), GetGUID().ToString(), slot); if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END) { Item* pItem = m_items[slot]; if (pItem) { pItem->RemoveFromWorld(); if (del) { if (ItemTemplate const* itemTemplate = pItem->GetTemplate()) if (itemTemplate->HasFlag(ITEM_FLAG_HAS_LOOT)) sLootItemStorage->RemoveStoredLootForContainer(pItem->GetGUID().GetCounter()); pItem->SetState(ITEM_REMOVED, this); } } m_items[slot] = nullptr; uint32 eslot = slot - BUYBACK_SLOT_START; SetGuidValue(PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), ObjectGuid::Empty); SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0); SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0); // if current backslot is filled set to now free slot if (m_items[m_currentBuybackSlot]) m_currentBuybackSlot = slot; } } void Player::SendEquipError(InventoryResult msg, Item* pItem, Item* pItem2, uint32 itemid) const { WorldPacket data(SMSG_INVENTORY_CHANGE_FAILURE, (22)); data << uint8(msg); if (msg != EQUIP_ERR_OK) { data << uint64(pItem ? pItem->GetGUID() : ObjectGuid::Empty); data << uint64(pItem2 ? pItem2->GetGUID() : ObjectGuid::Empty); data << uint8(0); // bag type subclass, used with EQUIP_ERR_EVENT_AUTOEQUIP_BIND_CONFIRM and EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG2 switch (msg) { case EQUIP_ERR_CANT_EQUIP_LEVEL_I: case EQUIP_ERR_PURCHASE_LEVEL_TOO_LOW: { ItemTemplate const* proto = pItem ? pItem->GetTemplate() : sObjectMgr->GetItemTemplate(itemid); data << uint32(proto ? proto->RequiredLevel : 0); break; } case EQUIP_ERR_EVENT_AUTOEQUIP_BIND_CONFIRM: // no idea about this one... { data << uint64(0); // item guid data << uint32(0); // slot data << uint64(0); // container break; } case EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_COUNT_EXCEEDED: case EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_SOCKETED_EXCEEDED: case EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_EQUIPPED_EXCEEDED: { ItemTemplate const* proto = pItem ? pItem->GetTemplate() : sObjectMgr->GetItemTemplate(itemid); data << uint32(proto ? proto->ItemLimitCategory : 0); break; } default: break; } } SendDirectMessage(&data); } void Player::SendBuyError(BuyResult msg, Creature* creature, uint32 item, uint32 param) const { WorldPacket data(SMSG_BUY_FAILED, (8+4+4+1)); data << uint64(creature ? creature->GetGUID() : ObjectGuid::Empty); data << uint32(item); if (param > 0) data << uint32(param); data << uint8(msg); SendDirectMessage(&data); } void Player::SendSellError(SellResult msg, Creature* creature, ObjectGuid guid, uint32 param) const { WorldPacket data(SMSG_SELL_ITEM, (8+8+(4)+1)); // last check 2.0.10 data << uint64(creature ? creature->GetGUID() : ObjectGuid::Empty); data << uint64(guid); if (param > 0) data << uint32(param); data << uint8(msg); SendDirectMessage(&data); } bool Player::IsUseEquipedWeapon(bool mainhand) const { // disarm applied only to mainhand weapon return !IsInFeralForm() && (!mainhand || !HasUnitFlag(UNIT_FLAG_DISARMED)); } void Player::SetCanTitanGrip(bool value, uint32 penaltySpellId /*= 0*/) { if (value == m_canTitanGrip) return; m_canTitanGrip = value; m_titanGripPenaltySpellId = penaltySpellId; } void Player::CheckTitanGripPenalty() { if (!CanTitanGrip()) return; bool apply = IsUsingTwoHandedWeaponInOneHand(); if (apply) { if (!HasAura(m_titanGripPenaltySpellId)) CastSpell((Unit*)nullptr, m_titanGripPenaltySpellId, true); } else RemoveAurasDueToSpell(m_titanGripPenaltySpellId); } bool Player::IsTwoHandUsed() const { Item* mainItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND); return mainItem && mainItem->GetTemplate()->InventoryType == INVTYPE_2HWEAPON && !CanTitanGrip(); } bool Player::IsUsingTwoHandedWeaponInOneHand() const { Item* offItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (offItem && offItem->GetTemplate()->InventoryType == INVTYPE_2HWEAPON) return true; Item* mainItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND); if (!mainItem || mainItem->GetTemplate()->InventoryType != INVTYPE_2HWEAPON) return false; if (!offItem) return false; return true; } void Player::TradeCancel(bool sendback, TradeStatus status /*= TRADE_STATUS_TRADE_CANCELED*/) { if (m_trade) { Player* trader = m_trade->GetTrader(); if (sendback) GetSession()->SendCancelTrade(status); trader->GetSession()->SendCancelTrade(status); // 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 '{}' ({}), Time: {}, RealTimeOnly: {}", GetName(), GetGUID().ToString(), 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()->HasFlag(ITEM_FLAGS_CU_DURATION_REAL_TIME)) item->UpdateDuration(this, time); } } void Player::UpdateEnchantTime(uint32 time) { for (EnchantDurationList::iterator itr = m_enchantDuration.begin(), next; itr != m_enchantDuration.end(); itr = next) { ASSERT(itr->item); next = itr; if (!itr->item->GetEnchantmentId(itr->slot)) { next = m_enchantDuration.erase(itr); } else if (itr->leftduration <= time) { ApplyEnchantment(itr->item, itr->slot, false, false); itr->item->ClearEnchantment(itr->slot); next = m_enchantDuration.erase(itr); } else if (itr->leftduration > time) { itr->leftduration -= time; ++next; } } } void Player::AddEnchantmentDurations(Item* item) { for (int x = 0; x < MAX_ENCHANTMENT_SLOT; ++x) { if (!item->GetEnchantmentId(EnchantmentSlot(x))) continue; uint32 duration = item->GetEnchantmentDuration(EnchantmentSlot(x)); if (duration > 0) AddEnchantmentDuration(item, EnchantmentSlot(x), duration); } } void Player::RemoveEnchantmentDurations(Item* item) { for (EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end();) { if (itr->item == item) { // save duration in item item->SetEnchantmentDuration(EnchantmentSlot(itr->slot), itr->leftduration, this); itr = m_enchantDuration.erase(itr); } else ++itr; } } void Player::RemoveEnchantmentDurationsReferences(Item* item) { for (EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end();) { if (itr->item == item) 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 (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) && !item->GetTemplate()->Socket[slot-SOCK_ENCHANTMENT_SLOT].Color) { // Check if the requirements for the prismatic socket are met before applying the gem stats SpellItemEnchantmentEntry const* pPrismaticEnchant = sSpellItemEnchantmentStore.LookupEntry(item->GetEnchantmentId(PRISMATIC_ENCHANTMENT_SLOT)); if (!pPrismaticEnchant || (pPrismaticEnchant->RequiredSkillID > 0 && pPrismaticEnchant->RequiredSkillRank > GetSkillValue(pPrismaticEnchant->RequiredSkillID))) return; } if (!item->IsBroken()) { for (uint8 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->EffectArg[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: { WeaponAttackType const attackType = Player::GetAttackBySlot(item->GetSlot()); if (attackType != MAX_ATTACK) UpdateDamageDoneMods(attackType, apply ? -1 : slot); break; } case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL: if (enchant_spell_id) { if (apply) { int32 basepoints = 0; // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor) if (item->GetItemRandomPropertyId()) { ItemRandomSuffixEntry const* item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId())); if (item_rand) { // Search enchant_amount for (int k = 0; k < MAX_ITEM_ENCHANTMENT_EFFECTS; ++k) { if (item_rand->Enchantment[k] == enchant_id) { basepoints = int32((item_rand->AllocationPct[k] * item->GetItemSuffixFactor()) / 10000); break; } } } } CastSpellExtraArgs args(item); // Cast custom spell vs all equal basepoints got from enchant_amount if (basepoints) for (uint32 i = 0; i < MAX_SPELL_EFFECTS; ++i) args.AddSpellMod(SpellValueMod(SPELLVALUE_BASE_POINT0 + i), basepoints); CastSpell(this, enchant_spell_id, args); } else RemoveAurasDueToItemSpell(enchant_spell_id, item->GetGUID()); } break; case ITEM_ENCHANTMENT_TYPE_RESISTANCE: if (!enchant_amount) { ItemRandomSuffixEntry const* item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId())); if (item_rand) { for (int k = 0; k < MAX_ITEM_ENCHANTMENT_EFFECTS; ++k) { if (item_rand->Enchantment[k] == enchant_id) { enchant_amount = uint32((item_rand->AllocationPct[k] * item->GetItemSuffixFactor()) / 10000); break; } } } } HandleStatFlatModifier(UnitMods(UNIT_MOD_RESISTANCE_START + enchant_spell_id), TOTAL_VALUE, float(enchant_amount), apply); break; case ITEM_ENCHANTMENT_TYPE_STAT: { if (!enchant_amount) { ItemRandomSuffixEntry const* item_rand_suffix = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId())); if (item_rand_suffix) { for (int k = 0; k < MAX_ITEM_ENCHANTMENT_EFFECTS; ++k) { if (item_rand_suffix->Enchantment[k] == enchant_id) { enchant_amount = uint32((item_rand_suffix->AllocationPct[k] * item->GetItemSuffixFactor()) / 10000); break; } } } } TC_LOG_DEBUG("entities.player.items", "Adding {} to stat nb {}", enchant_amount, enchant_spell_id); switch (enchant_spell_id) { case ITEM_MOD_MANA: TC_LOG_DEBUG("entities.player.items", "+ {} MANA", enchant_amount); HandleStatFlatModifier(UNIT_MOD_MANA, BASE_VALUE, float(enchant_amount), apply); break; case ITEM_MOD_HEALTH: TC_LOG_DEBUG("entities.player.items", "+ {} HEALTH", enchant_amount); HandleStatFlatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(enchant_amount), apply); break; case ITEM_MOD_AGILITY: TC_LOG_DEBUG("entities.player.items", "+ {} AGILITY", enchant_amount); HandleStatFlatModifier(UNIT_MOD_STAT_AGILITY, TOTAL_VALUE, float(enchant_amount), apply); UpdateStatBuffMod(STAT_AGILITY); break; case ITEM_MOD_STRENGTH: TC_LOG_DEBUG("entities.player.items", "+ {} STRENGTH", enchant_amount); HandleStatFlatModifier(UNIT_MOD_STAT_STRENGTH, TOTAL_VALUE, float(enchant_amount), apply); UpdateStatBuffMod(STAT_STRENGTH); break; case ITEM_MOD_INTELLECT: TC_LOG_DEBUG("entities.player.items", "+ {} INTELLECT", enchant_amount); HandleStatFlatModifier(UNIT_MOD_STAT_INTELLECT, TOTAL_VALUE, float(enchant_amount), apply); UpdateStatBuffMod(STAT_INTELLECT); break; case ITEM_MOD_SPIRIT: TC_LOG_DEBUG("entities.player.items", "+ {} SPIRIT", enchant_amount); HandleStatFlatModifier(UNIT_MOD_STAT_SPIRIT, TOTAL_VALUE, float(enchant_amount), apply); UpdateStatBuffMod(STAT_SPIRIT); break; case ITEM_MOD_STAMINA: TC_LOG_DEBUG("entities.player.items", "+ {} STAMINA", enchant_amount); HandleStatFlatModifier(UNIT_MOD_STAT_STAMINA, TOTAL_VALUE, float(enchant_amount), apply); UpdateStatBuffMod(STAT_STAMINA); break; case ITEM_MOD_DEFENSE_SKILL_RATING: ApplyRatingMod(CR_DEFENSE_SKILL, enchant_amount, apply); TC_LOG_DEBUG("entities.player.items", "+ {} DEFENSE", enchant_amount); break; case ITEM_MOD_DODGE_RATING: ApplyRatingMod(CR_DODGE, enchant_amount, apply); TC_LOG_DEBUG("entities.player.items", "+ {} DODGE", enchant_amount); break; case ITEM_MOD_PARRY_RATING: ApplyRatingMod(CR_PARRY, enchant_amount, apply); TC_LOG_DEBUG("entities.player.items", "+ {} PARRY", enchant_amount); break; case ITEM_MOD_BLOCK_RATING: ApplyRatingMod(CR_BLOCK, enchant_amount, apply); TC_LOG_DEBUG("entities.player.items", "+ {} SHIELD_BLOCK", enchant_amount); break; case ITEM_MOD_HIT_MELEE_RATING: ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply); TC_LOG_DEBUG("entities.player.items", "+ {} MELEE_HIT", enchant_amount); break; case ITEM_MOD_HIT_RANGED_RATING: ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply); TC_LOG_DEBUG("entities.player.items", "+ {} RANGED_HIT", enchant_amount); break; case ITEM_MOD_HIT_SPELL_RATING: ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply); TC_LOG_DEBUG("entities.player.items", "+ {} SPELL_HIT", enchant_amount); break; case ITEM_MOD_CRIT_MELEE_RATING: ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply); TC_LOG_DEBUG("entities.player.items", "+ {} MELEE_CRIT", enchant_amount); break; case ITEM_MOD_CRIT_RANGED_RATING: ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply); TC_LOG_DEBUG("entities.player.items", "+ {} RANGED_CRIT", enchant_amount); break; case ITEM_MOD_CRIT_SPELL_RATING: ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply); TC_LOG_DEBUG("entities.player.items", "+ {} 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", "+ {} 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", "+ {} CRITICAL", enchant_amount); break; // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment // case ITEM_MOD_HIT_TAKEN_RATING: // ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply); // ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply); // ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply); // break; // case ITEM_MOD_CRIT_TAKEN_RATING: // ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply); // ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply); // ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply); // break; case ITEM_MOD_RESILIENCE_RATING: ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply); ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply); ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply); TC_LOG_DEBUG("entities.player.items", "+ {} 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", "+ {} HASTE", enchant_amount); break; case ITEM_MOD_EXPERTISE_RATING: ApplyRatingMod(CR_EXPERTISE, enchant_amount, apply); TC_LOG_DEBUG("entities.player.items", "+ {} EXPERTISE", enchant_amount); break; case ITEM_MOD_ATTACK_POWER: HandleStatFlatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(enchant_amount), apply); HandleStatFlatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply); TC_LOG_DEBUG("entities.player.items", "+ {} ATTACK_POWER", enchant_amount); break; case ITEM_MOD_RANGED_ATTACK_POWER: HandleStatFlatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply); TC_LOG_DEBUG("entities.player.items", "+ {} RANGED_ATTACK_POWER", enchant_amount); break; // case ITEM_MOD_FERAL_ATTACK_POWER: // ApplyFeralAPBonus(enchant_amount, apply); // TC_LOG_DEBUG("entities.player.items", "+ {} FERAL_ATTACK_POWER", enchant_amount); // break; case ITEM_MOD_MANA_REGENERATION: ApplyManaRegenBonus(enchant_amount, apply); TC_LOG_DEBUG("entities.player.items", "+ {} MANA_REGENERATION", enchant_amount); break; case ITEM_MOD_ARMOR_PENETRATION_RATING: ApplyRatingMod(CR_ARMOR_PENETRATION, enchant_amount, apply); TC_LOG_DEBUG("entities.player.items", "+ {} ARMOR PENETRATION", enchant_amount); break; case ITEM_MOD_SPELL_POWER: ApplySpellPowerBonus(enchant_amount, apply); TC_LOG_DEBUG("entities.player.items", "+ {} SPELL_POWER", enchant_amount); break; case ITEM_MOD_HEALTH_REGEN: ApplyHealthRegenBonus(enchant_amount, apply); TC_LOG_DEBUG("entities.player.items", "+ {} HEALTH_REGENERATION", enchant_amount); break; case ITEM_MOD_SPELL_PENETRATION: ApplySpellPenetrationBonus(enchant_amount, apply); TC_LOG_DEBUG("entities.player.items", "+ {} SPELL_PENETRATION", enchant_amount); break; case ITEM_MOD_BLOCK_VALUE: HandleBaseModFlatValue(SHIELD_BLOCK_VALUE, float(enchant_amount), apply); TC_LOG_DEBUG("entities.player.items", "+ {} BLOCK_VALUE", enchant_amount); break; case ITEM_MOD_SPELL_HEALING_DONE: // deprecated case ITEM_MOD_SPELL_DAMAGE_DONE: // deprecated default: break; } break; } case ITEM_ENCHANTMENT_TYPE_TOTEM: // Shaman Rockbiter Weapon { WeaponAttackType const attackType = Player::GetAttackBySlot(item->GetSlot()); if (attackType != MAX_ATTACK) UpdateDamageDoneMods(attackType, apply ? -1 : slot); 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: {}, DisplayType: {}) for player '{}' ({})", enchant_id, enchant_display_type, GetName(), GetGUID().ToString()); break; } } } // visualize enchantment at player and equipped items if (slot == PERM_ENCHANTMENT_SLOT) SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (item->GetSlot() * 2), 0, apply ? item->GetEnchantmentId(slot) : 0); if (slot == TEMP_ENCHANTMENT_SLOT) SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (item->GetSlot() * 2), 1, apply ? item->GetEnchantmentId(slot) : 0); if (apply_dur) { if (apply) { // set duration uint32 duration = item->GetEnchantmentDuration(slot); if (duration > 0) AddEnchantmentDuration(item, slot, duration); } else { // duration == 0 will remove EnchantDuration AddEnchantmentDuration(item, slot, 0); } } } void Player::UpdateSkillEnchantments(uint16 skill_id, uint16 curr_value, uint16 new_value) { for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i) { if (m_items[i]) { for (uint8 slot = 0; slot < MAX_ENCHANTMENT_SLOT; ++slot) { uint32 ench_id = m_items[i]->GetEnchantmentId(EnchantmentSlot(slot)); if (!ench_id) continue; SpellItemEnchantmentEntry const* Enchant = sSpellItemEnchantmentStore.LookupEntry(ench_id); if (!Enchant) return; if (Enchant->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]->GetTemplate()->Socket[slot-SOCK_ENCHANTMENT_SLOT].Color) { 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 count, bool received, bool created, bool broadcast, bool sendChatMessage) { if (!item) // prevent crash return; // last check 2.0.10 WorldPacket data(SMSG_ITEM_PUSH_RESULT, (8+4+4+4+1+4+4+4+4+4)); data << uint64(GetGUID()); // player GUID data << uint32(received); // 0=looted, 1=from npc data << uint32(created); // 0=received, 1=created data << uint32(sendChatMessage); // bool print message to chat data << uint8(item->GetBagSlot()); // bagslot // item slot, but when added to stack: 0xFFFFFFFF data << uint32((item->GetCount() == count) ? item->GetSlot() : -1); data << uint32(item->GetEntry()); // item id data << uint32(item->GetItemSuffixFactor()); // SuffixFactor data << int32(item->GetItemRandomPropertyId()); // random item property id data << uint32(count); // count of items data << uint32(GetItemCount(item->GetEntry())); // count of items in inventory if (broadcast && GetGroup()) GetGroup()->BroadcastPacket(&data, true); else SendDirectMessage(&data); } /*********************************************************/ /*** GOSSIP SYSTEM ***/ /*********************************************************/ void Player::PrepareGossipMenu(WorldObject* source, uint32 menuId /*= 0*/, bool showQuests /*= false*/) { PlayerMenu* menu = PlayerTalkClass; menu->ClearMenus(); menu->GetGossipMenu().SetMenuId(menuId); GossipMenuItemsMapBounds menuItemBounds = sObjectMgr->GetGossipMenuItemsMapBounds(menuId); // if default menuId and no menu options exist for this, use options from default options if (menuItemBounds.first == menuItemBounds.second && menuId == GetDefaultGossipMenuForSource(source)) menuItemBounds = sObjectMgr->GetGossipMenuItemsMapBounds(0); uint32 npcflags = 0; if (source->GetTypeId() == TYPEID_UNIT) { npcflags = source->GetUInt32Value(UNIT_NPC_FLAGS); if (showQuests && npcflags & UNIT_NPC_FLAG_QUESTGIVER) PrepareQuestMenu(source->GetGUID()); } else if (source->GetTypeId() == TYPEID_GAMEOBJECT) if (showQuests && source->ToGameObject()->GetGoType() == GAMEOBJECT_TYPE_QUESTGIVER) PrepareQuestMenu(source->GetGUID()); for (GossipMenuItemsContainer::const_iterator itr = menuItemBounds.first; itr != menuItemBounds.second; ++itr) { bool canTalk = true; if (!sConditionMgr->IsObjectMeetToConditions(this, source, itr->second.Conditions)) continue; if (Creature* creature = source->ToCreature()) { if (!(itr->second.OptionNpcFlag & npcflags)) continue; switch (itr->second.OptionType) { case GOSSIP_OPTION_ARMORER: canTalk = false; // added in special mode break; case GOSSIP_OPTION_SPIRITHEALER: if (!isDead()) canTalk = false; break; case GOSSIP_OPTION_VENDOR: { VendorItemData const* vendorItems = creature->GetVendorItems(); if (!vendorItems || vendorItems->Empty()) { TC_LOG_ERROR("sql.sql", "Creature {} ({} DB GUID: {}) has UNIT_NPC_FLAG_VENDOR set, but has an empty trading item list.", creature->GetName(), creature->GetGUID().ToString(), creature->GetSpawnId()); canTalk = false; } break; } case GOSSIP_OPTION_LEARNDUALSPEC: case GOSSIP_OPTION_DUALSPEC_INFO: if (!(GetSpecsCount() == 1 && creature->CanResetTalents(this, false) && !(GetLevel() < sWorld->getIntConfig(CONFIG_MIN_DUALSPEC_LEVEL)))) canTalk = false; break; case GOSSIP_OPTION_UNLEARNTALENTS: if (!creature->CanResetTalents(this, false)) canTalk = false; break; case GOSSIP_OPTION_UNLEARNPETTALENTS: if (!GetPet() || GetPet()->getPetType() != HUNTER_PET || GetPet()->m_spells.size() <= 1 || !creature->CanResetTalents(this, true)) 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: { Trainer::Trainer const* trainer = sObjectMgr->GetTrainer(creature->GetEntry()); if (!trainer || !trainer->IsTrainerValidForPlayer(this)) { TC_LOG_ERROR("sql.sql", "GOSSIP_OPTION_TRAINER:: Player {} {} requested wrong gossip menu: {} at Creature: {} (Entry: {})", GetName(), GetGUID().ToString(), menu->GetGossipMenu().GetMenuId(), creature->GetName(), creature->GetEntry()); canTalk = false; } [[fallthrough]]; } 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 {} has unknown gossip option {} for menu {}.", creature->GetEntry(), itr->second.OptionType, itr->second.MenuID); canTalk = false; break; } } else if (GameObject* go = source->ToGameObject()) { switch (itr->second.OptionType) { case GOSSIP_OPTION_GOSSIP: if (go->GetGoType() != GAMEOBJECT_TYPE_QUESTGIVER && go->GetGoType() != GAMEOBJECT_TYPE_GOOBER) canTalk = false; break; default: canTalk = false; break; } } if (canTalk) { std::string strOptionText, strBoxText; BroadcastText const* optionBroadcastText = sObjectMgr->GetBroadcastText(itr->second.OptionBroadcastTextID); BroadcastText const* boxBroadcastText = sObjectMgr->GetBroadcastText(itr->second.BoxBroadcastTextID); LocaleConstant locale = GetSession()->GetSessionDbLocaleIndex(); if (optionBroadcastText) strOptionText = optionBroadcastText->GetText(locale, GetGender()); else strOptionText = itr->second.OptionText; if (boxBroadcastText) strBoxText = boxBroadcastText->GetText(locale, GetGender()); else strBoxText = itr->second.BoxText; if (locale != DEFAULT_LOCALE) { if (!optionBroadcastText) { /// Find localizations from database. if (GossipMenuItemsLocale const* gossipMenuLocale = sObjectMgr->GetGossipMenuItemsLocale(menuId, itr->second.OptionID)) ObjectMgr::GetLocaleString(gossipMenuLocale->OptionText, locale, strOptionText); } if (!boxBroadcastText) { /// Find localizations from database. if (GossipMenuItemsLocale const* gossipMenuLocale = sObjectMgr->GetGossipMenuItemsLocale(menuId, itr->second.OptionID)) ObjectMgr::GetLocaleString(gossipMenuLocale->BoxText, locale, strBoxText); } } menu->GetGossipMenu().AddMenuItem(itr->second.OptionID, itr->second.OptionIcon, strOptionText, 0, itr->second.OptionType, strBoxText, itr->second.BoxMoney, itr->second.BoxCoded); menu->GetGossipMenu().AddGossipMenuItemData(itr->second.OptionID, itr->second.ActionMenuID, itr->second.ActionPoiID); } } } void Player::SendPreparedGossip(WorldObject* source) { if (!source) return; if (source->GetTypeId() == TYPEID_UNIT) { // in case no gossip flag and quest menu not empty, open quest menu (client expect gossip menu with this flag) if (!source->ToCreature()->HasNpcFlag(UNIT_NPC_FLAG_GOSSIP) && !PlayerTalkClass->GetQuestMenu().Empty()) { SendPreparedQuest(source->GetGUID()); return; } } else if (source->GetTypeId() == TYPEID_GAMEOBJECT) { // probably need to find a better way here if (!PlayerTalkClass->GetGossipMenu().GetMenuId() && !PlayerTalkClass->GetQuestMenu().Empty()) { SendPreparedQuest(source->GetGUID()); return; } } // in case non empty gossip menu (that not included quests list size) show it // (quest entries from quest menu will be included in list) uint32 textId = GetGossipTextId(source); if (uint32 menuId = PlayerTalkClass->GetGossipMenu().GetMenuId()) textId = GetGossipTextId(menuId, source); PlayerTalkClass->SendGossipMenu(textId, source->GetGUID()); } void Player::OnGossipSelect(WorldObject* source, uint32 gossipListId, uint32 menuId) { GossipMenu& gossipMenu = PlayerTalkClass->GetGossipMenu(); // if not same, then something funky is going on if (menuId != gossipMenu.GetMenuId()) return; GossipMenuItem const* item = gossipMenu.GetItem(gossipListId); if (!item) return; uint32 gossipOptionId = item->OptionType; ObjectGuid guid = source->GetGUID(); if (source->GetTypeId() == TYPEID_GAMEOBJECT) { if (gossipOptionId > GOSSIP_OPTION_QUESTGIVER) { TC_LOG_ERROR("entities.player", "Player '{}' ({}) requests invalid gossip option for GameObject (Entry: {})", GetName(), GetGUID().ToString(), source->GetEntry()); return; } } GossipMenuItemData const* menuItemData = gossipMenu.GetItemData(gossipListId); if (!menuItemData) return; int32 cost = int32(item->BoxMoney); if (!HasEnoughMoney(cost)) { SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, nullptr, 0, 0); PlayerTalkClass->SendCloseGossip(); return; } switch (gossipOptionId) { case GOSSIP_OPTION_GOSSIP: case GOSSIP_OPTION_DUALSPEC_INFO: { 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, 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(source->ToCreature()); break; case GOSSIP_OPTION_LEARNDUALSPEC: if (GetSpecsCount() == 1 && GetLevel() >= sWorld->getIntConfig(CONFIG_MIN_DUALSPEC_LEVEL)) { // Cast spells that teach dual spec // Both are also ImplicitTarget self and must be cast by player CastSpell(this, 63680, GetGUID()); CastSpell(this, 63624, GetGUID()); PrepareGossipMenu(source, menuItemData->GossipActionMenuId); SendPreparedGossip(source); } break; case GOSSIP_OPTION_UNLEARNTALENTS: PlayerTalkClass->SendCloseGossip(); SendTalentWipeConfirm(guid); break; case GOSSIP_OPTION_UNLEARNPETTALENTS: PlayerTalkClass->SendCloseGossip(); ResetPetTalents(); break; case GOSSIP_OPTION_TAXIVENDOR: GetSession()->SendTaxiMenu(source->ToCreature()); break; case GOSSIP_OPTION_INNKEEPER: PlayerTalkClass->SendCloseGossip(); SetBindPoint(guid); break; case GOSSIP_OPTION_BANKER: GetSession()->SendShowBank(guid); break; case GOSSIP_OPTION_PETITIONER: PlayerTalkClass->SendCloseGossip(); GetSession()->SendPetitionShowList(guid); break; case GOSSIP_OPTION_TABARDDESIGNER: PlayerTalkClass->SendCloseGossip(); GetSession()->SendTabardVendorActivate(guid); break; case GOSSIP_OPTION_AUCTIONEER: GetSession()->SendAuctionHello(guid, source->ToCreature()); break; case GOSSIP_OPTION_SPIRITGUIDE: PrepareGossipMenu(source); SendPreparedGossip(source); break; case GOSSIP_OPTION_BATTLEFIELD: { BattlegroundTypeId bgTypeId = sBattlegroundMgr->GetBattleMasterBG(source->GetEntry()); if (bgTypeId == BATTLEGROUND_TYPE_NONE) { TC_LOG_ERROR("entities.player", "Player '{}' ({}) requested battlegroundlist from an invalid creature ({})", GetName(), GetGUID().ToString(), source->GetGUID().ToString()); return; } GetSession()->SendBattleGroundList(guid, bgTypeId); break; } } ModifyMoney(-cost); } uint32 Player::GetGossipTextId(WorldObject* source) { if (!source) return DEFAULT_GOSSIP_MESSAGE; return GetGossipTextId(GetDefaultGossipMenuForSource(source), source); } uint32 Player::GetGossipTextId(uint32 menuId, WorldObject* source) { uint32 textId = DEFAULT_GOSSIP_MESSAGE; if (!menuId) return textId; GossipMenusMapBounds menuBounds = sObjectMgr->GetGossipMenusMapBounds(menuId); for (GossipMenusContainer::const_iterator itr = menuBounds.first; itr != menuBounds.second; ++itr) { if (sConditionMgr->IsObjectMeetToConditions(this, source, itr->second.Conditions)) textId = itr->second.TextID; } 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) { QuestRelationResult objectQR; QuestRelationResult objectQIR; // pets also can have quests Creature* creature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, guid); if (creature) { objectQR = sObjectMgr->GetCreatureQuestRelations(creature->GetEntry()); objectQIR = sObjectMgr->GetCreatureQuestInvolvedRelations(creature->GetEntry()); } else { //we should obtain map pointer from GetMap() in 99% of cases. Special case //only for quests which cast teleport spells on player Map* _map = IsInWorld() ? GetMap() : sMapMgr->FindMap(GetMapId(), GetInstanceId()); ASSERT(_map); GameObject* pGameObject = _map->GetGameObject(guid); if (pGameObject) { objectQR = sObjectMgr->GetGOQuestRelations(pGameObject->GetEntry()); objectQIR = sObjectMgr->GetGOQuestInvolvedRelations(pGameObject->GetEntry()); } else return; } QuestMenu &qm = PlayerTalkClass->GetQuestMenu(); qm.ClearMenu(); for (uint32 quest_id : objectQIR) { 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 (uint32 quest_id : objectQR) { Quest const* quest = sObjectMgr->GetQuestTemplate(quest_id); if (!quest) continue; if (!CanTakeQuest(quest, false)) continue; if (quest->IsAutoComplete() && (!quest->IsRepeatable() || quest->IsDaily() || quest->IsWeekly() || quest->IsMonthly())) qm.AddMenuItem(quest_id, 0); else if (quest->IsAutoComplete()) qm.AddMenuItem(quest_id, 4); else if (GetQuestStatus(quest_id) == QUEST_STATUS_NONE) qm.AddMenuItem(quest_id, 2); } } void Player::SendPreparedQuest(ObjectGuid guid) { QuestMenu& questMenu = PlayerTalkClass->GetQuestMenu(); if (questMenu.Empty()) return; // single element case if (questMenu.GetMenuItemCount() == 1) { QuestMenuItem const& qmi0 = questMenu.GetItem(0); uint32 questId = qmi0.QuestId; // Auto open -- maybe also should verify there is no greeting if (Quest const* quest = sObjectMgr->GetQuestTemplate(questId)) { if (qmi0.QuestIcon == 4) PlayerTalkClass->SendQuestGiverRequestItems(quest, guid, CanRewardQuest(quest, false), true); // Send completable on repeatable and autoCompletable quest if player don't have quest /// @todo verify if check for !quest->IsDaily() is really correct (possibly not) else { Object* object = ObjectAccessor::GetObjectByTypeMask(*this, guid, TYPEMASK_UNIT | TYPEMASK_GAMEOBJECT | TYPEMASK_ITEM); if (!object || (!object->hasQuest(questId) && !object->hasInvolvedQuest(questId))) { PlayerTalkClass->SendCloseGossip(); return; } if (quest->IsAutoAccept() && CanAddQuest(quest, true) && CanTakeQuest(quest, true)) AddQuestAndCheckCompletion(quest, object); if ((quest->IsAutoComplete() && quest->IsRepeatable() && !quest->IsDailyOrWeekly()) || quest->HasFlag(QUEST_FLAGS_AUTOCOMPLETE)) PlayerTalkClass->SendQuestGiverRequestItems(quest, guid, CanCompleteRepeatableQuest(quest), true); else PlayerTalkClass->SendQuestGiverQuestDetails(quest, guid, true); } } } // multiple entries else { QEmote qe; qe._Delay = 0; qe._Emote = 0; std::string title = ""; // need pet case for some quests Creature* creature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, guid); if (creature) { uint32 textid = GetGossipTextId(creature); GossipText const* gossiptext = sObjectMgr->GetGossipText(textid); if (gossiptext) { qe = gossiptext->Options[0].Emotes[0]; if (!gossiptext->Options[0].Text_0.empty()) { title = gossiptext->Options[0].Text_0; LocaleConstant localeConstant = GetSession()->GetSessionDbLocaleIndex(); if (localeConstant != LOCALE_enUS) if (NpcTextLocale const* nl = sObjectMgr->GetNpcTextLocale(textid)) ObjectMgr::GetLocaleString(nl->Text_0[0], localeConstant, title); } else { title = gossiptext->Options[0].Text_1; LocaleConstant localeConstant = GetSession()->GetSessionDbLocaleIndex(); if (localeConstant != LOCALE_enUS) if (NpcTextLocale const* nl = sObjectMgr->GetNpcTextLocale(textid)) ObjectMgr::GetLocaleString(nl->Text_1[0], localeConstant, title); } } } PlayerTalkClass->SendQuestGiverQuestList(qe, title, guid); } } bool Player::IsActiveQuest(uint32 quest_id) const { return m_QuestStatus.find(quest_id) != m_QuestStatus.end(); } Quest const* Player::GetNextQuest(ObjectGuid guid, Quest const* quest) const { QuestRelationResult quests; Creature* creature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, guid); if (creature) quests = sObjectMgr->GetCreatureQuestRelations(creature->GetEntry()); else { //we should obtain map pointer from GetMap() in 99% of cases. Special case //only for quests which cast teleport spells on player Map* _map = IsInWorld() ? GetMap() : sMapMgr->FindMap(GetMapId(), GetInstanceId()); ASSERT(_map); GameObject* pGameObject = _map->GetGameObject(guid); if (pGameObject) quests = sObjectMgr->GetGOQuestRelations(pGameObject->GetEntry()); else return nullptr; } if (uint32 nextQuestID = quest->GetNextQuestInChain()) if (quests.HasQuest(nextQuestID)) return sObjectMgr->GetQuestTemplate(nextQuestID); return nullptr; } bool Player::CanSeeStartQuest(Quest const* quest) const { if (!DisableMgr::IsDisabledFor(DISABLE_TYPE_QUEST, quest->GetQuestId(), this) && SatisfyQuestClass(quest, false) && SatisfyQuestRace(quest, false) && SatisfyQuestSkill(quest, false) && SatisfyQuestExclusiveGroup(quest, false) && SatisfyQuestReputation(quest, false) && SatisfyQuestDependentQuests(quest, false) && SatisfyQuestDay(quest, false) && SatisfyQuestWeek(quest, false) && SatisfyQuestMonth(quest, false) && SatisfyQuestSeasonal(quest, false)) { return GetLevel() + sWorld->getIntConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF) >= quest->GetMinLevel(); } return false; } bool Player::CanTakeQuest(Quest const* quest, bool msg) const { 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) && SatisfyQuestDependentQuests(quest, msg) && SatisfyQuestTimed(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_CANT_CARRY_MORE_OF_THIS) 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() && GetQuestRewardStatus(quest_id)) return false; // not allow re-complete quest // auto complete quest if ((qInfo->IsAutoComplete() || qInfo->GetFlags() & QUEST_FLAGS_AUTOCOMPLETE) && CanTakeQuest(qInfo, false)) return true; QuestStatusMap::iterator itr = m_QuestStatus.find(quest_id); if (itr == m_QuestStatus.end()) return false; QuestStatusData &q_status = itr->second; if (q_status.Status == QUEST_STATUS_INCOMPLETE) { if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_DELIVER)) { for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++) { if (qInfo->RequiredItemCount[i]!= 0 && q_status.ItemCount[i] < qInfo->RequiredItemCount[i]) return false; } } if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_KILL | QUEST_SPECIAL_FLAGS_CAST | QUEST_SPECIAL_FLAGS_SPEAKTO)) { for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; i++) { if (qInfo->RequiredNpcOrGo[i] == 0) continue; if (qInfo->RequiredNpcOrGoCount[i] != 0 && q_status.CreatureOrGOCount[i] < qInfo->RequiredNpcOrGoCount[i]) return false; } } if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_PLAYER_KILL)) if (qInfo->GetPlayersSlain() != 0 && q_status.PlayerCount < qInfo->GetPlayersSlain()) return false; if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_EXPLORATION_OR_EVENT) && !q_status.Explored) return false; if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_TIMED) && q_status.Timer == 0) return false; if (qInfo->GetRewOrReqMoney() < 0) { if (!HasEnoughMoney(-qInfo->GetRewOrReqMoney())) return false; } uint32 repFacId = qInfo->GetRepObjectiveFaction(); if (repFacId && GetReputationMgr().GetReputation(repFacId) < qInfo->GetRepObjectiveValue()) return false; return true; } } return false; } bool Player::CanCompleteRepeatableQuest(Quest const* quest) { // Solve problem that player don't have the quest and try complete it. // if repeatable she must be able to complete event if player don't have it. // Seem that all repeatable quest are DELIVER Flag so, no need to add more. if (!CanTakeQuest(quest, false)) return false; if (quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_DELIVER)) for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++) if (quest->RequiredItemId[i] && quest->RequiredItemCount[i] && !HasItemCount(quest->RequiredItemId[i], quest->RequiredItemCount[i])) return false; if (!CanRewardQuest(quest, false)) return false; return true; } bool Player::CanRewardQuest(Quest const* quest, bool msg) { // quest is disabled if (DisableMgr::IsDisabledFor(DISABLE_TYPE_QUEST, quest->GetQuestId(), this)) return false; // not auto complete quest and not completed quest (only cheating case, then ignore without message) if (!quest->IsDFQuest() && !quest->IsAutoComplete() && !(quest->GetFlags() & QUEST_FLAGS_AUTOCOMPLETE) && GetQuestStatus(quest->GetQuestId()) != QUEST_STATUS_COMPLETE) return false; // daily quest can't be rewarded (25 daily quest already completed) if (!SatisfyQuestDay(quest, msg) || !SatisfyQuestWeek(quest, msg) || !SatisfyQuestMonth(quest, msg) || !SatisfyQuestSeasonal(quest, msg)) return false; // player no longer satisfies the quest's requirements (skill level etc.) if (!SatisfyQuestLevel(quest, msg) || !SatisfyQuestSkill(quest, msg) || !SatisfyQuestReputation(quest, msg)) return false; // rewarded and not repeatable quest (only cheating case, then ignore without message) if (GetQuestRewardStatus(quest->GetQuestId())) return false; // prevent receive reward with quest items in bank if (quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_DELIVER)) { for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++) { if (quest->RequiredItemCount[i]!= 0 && GetItemCount(quest->RequiredItemId[i]) < quest->RequiredItemCount[i]) { if (msg) SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, nullptr, nullptr, quest->RequiredItemId[i]); return false; } } } // prevent receive reward with low money and GetRewOrReqMoney() < 0 if (quest->GetRewOrReqMoney() < 0 && !HasEnoughMoney(-quest->GetRewOrReqMoney())) return false; return true; } void Player::AddQuestAndCheckCompletion(Quest const* quest, Object* questGiver) { AddQuest(quest, questGiver); if (CanCompleteQuest(quest->GetQuestId())) CompleteQuest(quest->GetQuestId()); if (!questGiver) return; switch (questGiver->GetTypeId()) { case TYPEID_UNIT: PlayerTalkClass->ClearMenus(); questGiver->ToCreature()->AI()->OnQuestAccept(this, quest); break; case TYPEID_ITEM: case TYPEID_CONTAINER: { Item* item = static_cast(questGiver); sScriptMgr->OnQuestAccept(this, item, quest); // There are two cases where the source item is not destroyed when the quest is accepted: // - It is required to finish the quest, and is an unique item // - It is the same item present in the source item field (item that would be given on quest accept) bool destroyItem = true; for (int i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i) { if (quest->RequiredItemId[i] == item->GetEntry() && item->GetTemplate()->MaxCount > 0) { destroyItem = false; break; } } if (quest->GetSrcItemId() == item->GetEntry()) destroyItem = false; if (destroyItem) DestroyItem(item->GetBagSlot(), item->GetSlot(), true); break; } case TYPEID_GAMEOBJECT: PlayerTalkClass->ClearMenus(); questGiver->ToGameObject()->AI()->OnQuestAccept(this, quest); break; default: break; } } bool Player::CanRewardQuest(Quest const* quest, uint32 reward, bool msg) { ItemPosCountVec dest; if (quest->GetRewChoiceItemsCount() > 0) { if (quest->RewardChoiceItemId[reward]) { InventoryResult res = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, quest->RewardChoiceItemId[reward], quest->RewardChoiceItemCount[reward]); if (res != EQUIP_ERR_OK) { if (msg) SendQuestFailed(quest->GetQuestId(), res); return false; } } } if (quest->GetRewItemsCount() > 0) { for (uint32 i = 0; i < quest->GetRewItemsCount(); ++i) { if (quest->RewardItemId[i]) { InventoryResult res = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, quest->RewardItemId[i], quest->RewardItemIdCount[i]); if (res != EQUIP_ERR_OK) { if (msg) SendQuestFailed(quest->GetQuestId(), res); return false; } } } } return true; } void Player::AddQuest(Quest const* quest, Object* questGiver) { uint16 log_slot = FindQuestSlot(0); if (log_slot >= MAX_QUEST_LOG_SIZE) // Player does not have any free slot in the quest log return; uint32 quest_id = quest->GetQuestId(); // if not exist then created with set uState == NEW and rewarded=false QuestStatusData& questStatusData = m_QuestStatus[quest_id]; // check for repeatable quests status reset questStatusData.Status = QUEST_STATUS_INCOMPLETE; questStatusData.Explored = false; if (quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_DELIVER)) { for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i) questStatusData.ItemCount[i] = 0; } if (quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_KILL | QUEST_SPECIAL_FLAGS_CAST | QUEST_SPECIAL_FLAGS_SPEAKTO)) { for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; ++i) questStatusData.CreatureOrGOCount[i] = 0; } if (quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_PLAYER_KILL)) questStatusData.PlayerCount = 0; GiveQuestSourceItem(quest); AdjustQuestReqItemCount(quest, questStatusData); if (quest->GetRepObjectiveFaction()) if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(quest->GetRepObjectiveFaction())) GetReputationMgr().SetVisible(factionEntry); if (quest->GetRepObjectiveFaction2()) if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(quest->GetRepObjectiveFaction2())) GetReputationMgr().SetVisible(factionEntry); uint32 qtime = 0; if (quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_TIMED)) { uint32 timeAllowed = quest->GetTimeAllowed(); // shared timed quest if (questGiver && questGiver->GetTypeId() == TYPEID_PLAYER) timeAllowed = questGiver->ToPlayer()->getQuestStatusMap()[quest_id].Timer / IN_MILLISECONDS; AddTimedQuest(quest_id); questStatusData.Timer = timeAllowed * IN_MILLISECONDS; qtime = static_cast(GameTime::GetGameTime()) + timeAllowed; } else questStatusData.Timer = 0; if (quest->HasFlag(QUEST_FLAGS_FLAGS_PVP)) { pvpInfo.IsHostile = true; UpdatePvPState(); } SetQuestSlot(log_slot, quest_id, qtime); m_QuestStatusSave[quest_id] = QUEST_DEFAULT_SAVE_TYPE; StartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_QUEST, quest_id); SendQuestUpdate(quest_id); if (sWorld->getBoolConfig(CONFIG_QUEST_ENABLE_QUEST_TRACKER)) // check if Quest Tracker is enabled { // prepare Quest Tracker datas CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_QUEST_TRACK); stmt->setUInt32(0, quest_id); stmt->setUInt32(1, GetGUID().GetCounter()); stmt->setString(2, GitRevision::GetHash()); stmt->setString(3, GitRevision::GetDate()); // add to Quest Tracker CharacterDatabase.Execute(stmt); } sScriptMgr->OnQuestStatusChange(this, quest_id); } 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); } if (sWorld->getBoolConfig(CONFIG_QUEST_ENABLE_QUEST_TRACKER)) // check if Quest Tracker is enabled { // prepare Quest Tracker data CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_QUEST_TRACK_COMPLETE_TIME); stmt->setUInt32(0, quest_id); stmt->setUInt32(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); } } void Player::RewardQuest(Quest const* quest, uint32 reward, Object* questGiver, bool announce) { //this THING should be here to protect code from quest, which cast on player far teleport as a reward //should work fine, cause far teleport will be executed in Player::Update() SetCanDelayTeleport(true); uint32 quest_id = quest->GetQuestId(); for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i) { if (ItemTemplate const* itemTemplate = sObjectMgr->GetItemTemplate(quest->RequiredItemId[i])) { if (quest->RequiredItemCount[i] > 0 && itemTemplate->Bonding == BIND_QUEST_ITEM && !quest->IsRepeatable() && !HasQuestForItem(quest->RequiredItemId[i], quest_id, true)) DestroyItemCount(quest->RequiredItemId[i], 9999, true); else DestroyItemCount(quest->RequiredItemId[i], quest->RequiredItemCount[i], true); } } for (uint8 i = 0; i < QUEST_SOURCE_ITEM_IDS_COUNT; ++i) { if (ItemTemplate const* itemTemplate = sObjectMgr->GetItemTemplate(quest->ItemDrop[i])) { if (quest->ItemDropQuantity[i] > 0 && itemTemplate->Bonding == BIND_QUEST_ITEM && !quest->IsRepeatable() && !HasQuestForItem(quest->ItemDrop[i], quest_id)) DestroyItemCount(quest->ItemDrop[i], 9999, true); else DestroyItemCount(quest->ItemDrop[i], quest->ItemDropQuantity[i], true); } } RemoveTimedQuest(quest_id); if (quest->GetRewItemsCount() > 0) { for (uint32 i = 0; i < quest->GetRewItemsCount(); ++i) { if (uint32 itemId = quest->RewardItemId[i]) { ItemPosCountVec dest; if (CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, itemId, quest->RewardItemIdCount[i]) == EQUIP_ERR_OK) { Item* item = StoreNewItem(dest, itemId, true, GenerateItemRandomPropertyId(itemId)); SendNewItem(item, quest->RewardItemIdCount[i], true, false, false, false); } else if (quest->IsDFQuest()) SendItemRetrievalMail(itemId, quest->RewardItemIdCount[i]); } } } if (quest->GetRewChoiceItemsCount() > 0) { if (uint32 itemId = quest->RewardChoiceItemId[reward]) { ItemPosCountVec dest; if (CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, itemId, quest->RewardChoiceItemCount[reward]) == EQUIP_ERR_OK) { Item* item = StoreNewItem(dest, itemId, true, GenerateItemRandomPropertyId(itemId)); SendNewItem(item, quest->RewardChoiceItemCount[reward], true, false, false, false); } } } uint16 log_slot = FindQuestSlot(quest_id); if (log_slot < MAX_QUEST_LOG_SIZE) SetQuestSlot(log_slot, 0); bool rewarded = IsQuestRewarded(quest_id) && !quest->IsDFQuest(); // Not give XP in case already completed once repeatable quest uint32 XP = rewarded ? 0 : uint32(quest->GetXPReward(this)*sWorld->getRate(RATE_XP_QUEST)); // handle SPELL_AURA_MOD_XP_QUEST_PCT auras XP *= GetTotalAuraMultiplier(SPELL_AURA_MOD_XP_QUEST_PCT); if (!IsMaxLevel()) GiveXP(XP, nullptr); // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative if (int32 moneyRew = quest->GetRewOrReqMoney(this)) { ModifyMoney(moneyRew); if (moneyRew > 0) UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, uint32(moneyRew)); } // honor reward if (uint32 honor = quest->CalculateHonorGain(GetLevel())) RewardHonor(nullptr, 0, honor); // title reward if (quest->GetCharTitleId()) { if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(quest->GetCharTitleId())) SetTitle(titleEntry); } if (quest->GetBonusTalents()) { m_questRewardTalentCount += quest->GetBonusTalents(); InitTalentForLevel(); } if (quest->GetRewArenaPoints()) ModifyArenaPoints(quest->GetRewArenaPoints()); // Send reward mail if (uint32 mail_template_id = quest->GetRewMailTemplateId()) { /// @todo Poor design of mail system CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction(); if (uint32 questMailSender = quest->GetRewMailSenderEntry()) MailDraft(mail_template_id).SendMailTo(trans, this, questMailSender, MAIL_CHECK_MASK_HAS_BODY, quest->GetRewMailDelaySecs()); else MailDraft(mail_template_id).SendMailTo(trans, this, questGiver, MAIL_CHECK_MASK_HAS_BODY, quest->GetRewMailDelaySecs()); CharacterDatabase.CommitTransaction(trans); } if (quest->IsDaily() || quest->IsDFQuest()) { SetDailyQuestStatus(quest_id); if (quest->IsDaily()) { UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST, quest_id); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST_DAILY, quest_id); } } else if (quest->IsWeekly()) SetWeeklyQuestStatus(quest_id); else if (quest->IsMonthly()) SetMonthlyQuestStatus(quest_id); else if (quest->IsSeasonal()) SetSeasonalQuestStatus(quest_id); RemoveActiveQuest(quest_id, false); if (quest->CanIncreaseRewardedQuestCounters()) SetRewardedQuest(quest_id); if (announce) SendQuestReward(quest, XP); RewardReputation(quest); // cast spells after mark quest complete (some spells have quest completed state requirements in spell_area data) if (quest->GetRewSpellCast() > 0) { SpellInfo const* spellInfo = ASSERT_NOTNULL(sSpellMgr->GetSpellInfo(quest->GetRewSpellCast())); if (questGiver->IsUnit() && !spellInfo->HasEffect(SPELL_EFFECT_LEARN_SPELL) && !spellInfo->HasEffect(SPELL_EFFECT_CREATE_ITEM) && !spellInfo->IsSelfCast()) { if (Creature* creature = GetMap()->GetCreature(questGiver->GetGUID())) creature->CastSpell(this, quest->GetRewSpellCast(), true); } else CastSpell(this, quest->GetRewSpellCast(), true); } else if (quest->GetRewSpell() > 0) { SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(quest->GetRewSpell()); if (questGiver->IsUnit() && !spellInfo->HasEffect(SPELL_EFFECT_LEARN_SPELL) && !spellInfo->HasEffect(SPELL_EFFECT_CREATE_ITEM) && !spellInfo->IsSelfCast()) { if (Creature* creature = GetMap()->GetCreature(questGiver->GetGUID())) creature->CastSpell(this, quest->GetRewSpell(), true); } else CastSpell(this, quest->GetRewSpell(), true); } if (quest->GetZoneOrSort() > 0) UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE, quest->GetZoneOrSort()); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST, quest->GetQuestId()); // make full db save SaveToDB(false); if (quest->HasFlag(QUEST_FLAGS_FLAGS_PVP)) { pvpInfo.IsHostile = pvpInfo.IsInHostileArea || HasPvPForcingQuest(); UpdatePvPState(); } SendQuestUpdate(quest_id); SendQuestGiverStatusMultiple(); //lets remove flag for delayed teleports SetCanDelayTeleport(false); sScriptMgr->OnQuestStatusChange(this, quest_id); } void Player::SetRewardedQuest(uint32 quest_id) { m_RewardedQuests.insert(quest_id); m_RewardedQuestsSave[quest_id] = QUEST_DEFAULT_SAVE_TYPE; } void Player::FailQuest(uint32 questId) { if (Quest const* quest = sObjectMgr->GetQuestTemplate(questId)) { QuestStatus qStatus = GetQuestStatus(questId); // we can only fail incomplete quest or... if (qStatus != QUEST_STATUS_INCOMPLETE) { // completed timed quest with no requirements if (qStatus != QUEST_STATUS_COMPLETE || !quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_TIMED) || !quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_COMPLETED_AT_START)) return; } SetQuestStatus(questId, QUEST_STATUS_FAILED); uint16 log_slot = FindQuestSlot(questId); if (log_slot < MAX_QUEST_LOG_SIZE) { SetQuestSlotTimer(log_slot, 1); SetQuestSlotState(log_slot, QUEST_STATE_FAIL); } if (quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_TIMED)) { QuestStatusData& q_status = m_QuestStatus[questId]; RemoveTimedQuest(questId); q_status.Timer = 0; SendQuestTimerFailed(questId); } else SendQuestFailed(questId); // Destroy quest items on quest failure. for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i) if (ItemTemplate const* itemTemplate = sObjectMgr->GetItemTemplate(quest->RequiredItemId[i])) if (quest->RequiredItemCount[i] > 0 && itemTemplate->Bonding == BIND_QUEST_ITEM) DestroyItemCount(quest->RequiredItemId[i], 9999, true); for (uint8 i = 0; i < QUEST_SOURCE_ITEM_IDS_COUNT; ++i) if (ItemTemplate const* itemTemplate = sObjectMgr->GetItemTemplate(quest->ItemDrop[i])) if (quest->ItemDropQuantity[i] > 0 && itemTemplate->Bonding == BIND_QUEST_ITEM) DestroyItemCount(quest->ItemDrop[i], 9999, true); } } void Player::AbandonQuest(uint32 questId) { if (Quest const* quest = sObjectMgr->GetQuestTemplate(questId)) { // Destroy quest items on quest abandon. for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i) if (ItemTemplate const* itemTemplate = sObjectMgr->GetItemTemplate(quest->RequiredItemId[i])) if (quest->RequiredItemCount[i] > 0 && itemTemplate->Bonding == BIND_QUEST_ITEM) DestroyItemCount(quest->RequiredItemId[i], 9999, true); for (uint8 i = 0; i < QUEST_SOURCE_ITEM_IDS_COUNT; ++i) if (ItemTemplate const* itemTemplate = sObjectMgr->GetItemTemplate(quest->ItemDrop[i])) if (quest->ItemDropQuantity[i] > 0 && itemTemplate->Bonding == BIND_QUEST_ITEM) DestroyItemCount(quest->ItemDrop[i], 9999, true); } } bool Player::SatisfyQuestSkill(Quest const* qInfo, bool msg) const { uint32 skill = qInfo->GetRequiredSkill(); // skip 0 case RequiredSkill if (skill == 0) return true; // check skill value if (GetSkillValue(skill) < qInfo->GetRequiredSkillValue()) { if (msg) { SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); TC_LOG_DEBUG("misc", "Player::SatisfyQuestSkill: Sent INVALIDREASON_DONT_HAVE_REQ (QuestID: {}) because player '{}' ({}) doesn't have the required skill value.", qInfo->GetQuestId(), GetName(), GetGUID().ToString()); } return false; } return true; } bool Player::SatisfyQuestLevel(Quest const* qInfo, bool msg) const { if (GetLevel() < qInfo->GetMinLevel()) { if (msg) { SendCanTakeQuestResponse(INVALIDREASON_QUEST_FAILED_LOW_LEVEL); TC_LOG_DEBUG("misc", "Player::SatisfyQuestLevel: Sent INVALIDREASON_QUEST_FAILED_LOW_LEVEL (QuestID: {}) because player '{}' ({}) doesn't have the required (min) level.", qInfo->GetQuestId(), GetName(), GetGUID().ToString()); } return false; } if (qInfo->GetMaxLevel() > 0 && GetLevel() > qInfo->GetMaxLevel()) { if (msg) { SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); // There doesn't seem to be a specific response for too high player level TC_LOG_DEBUG("misc", "Player::SatisfyQuestLevel: Sent INVALIDREASON_DONT_HAVE_REQ (QuestID: {}) because player '{}' ({}) doesn't have the required (max) level.", qInfo->GetQuestId(), GetName(), GetGUID().ToString()); } return false; } return true; } bool Player::SatisfyQuestLog(bool msg) const { // exist free slot if (FindQuestSlot(0) < MAX_QUEST_LOG_SIZE) return true; if (msg) { WorldPacket data(SMSG_QUESTLOG_FULL, 0); SendDirectMessage(&data); } return false; } bool Player::SatisfyQuestDependentQuests(Quest const* qInfo, bool msg) const { return SatisfyQuestPreviousQuest(qInfo, msg) && SatisfyQuestDependentPreviousQuests(qInfo, msg) && SatisfyQuestBreadcrumbQuest(qInfo, msg) && SatisfyQuestDependentBreadcrumbQuests(qInfo, msg); } bool Player::SatisfyQuestPreviousQuest(Quest const* qInfo, bool msg) const { // No previous quest (might be first quest in a series) if (!qInfo->GetPrevQuestId()) return true; uint32 prevId = std::abs(qInfo->GetPrevQuestId()); // If positive previous quest rewarded, return true if (qInfo->GetPrevQuestId() > 0 && m_RewardedQuests.count(prevId) > 0) return true; // If negative previous quest active, return true if (qInfo->GetPrevQuestId() < 0 && GetQuestStatus(prevId) == QUEST_STATUS_INCOMPLETE) return true; // Has positive prev. quest in non-rewarded state // and negative prev. quest in non-active state if (msg) { SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); TC_LOG_DEBUG("misc", "Player::SatisfyQuestPreviousQuest: Sent INVALIDREASON_DONT_HAVE_REQ (QuestID: {}) because player '{}' ({}) doesn't have required quest {}.", qInfo->GetQuestId(), GetName(), GetGUID().ToString(), prevId); } return false; } bool Player::SatisfyQuestDependentPreviousQuests(Quest const* qInfo, bool msg) const { // No previous quest (might be first quest in a series) if (qInfo->DependentPreviousQuests.empty()) return true; for (uint32 prevId : qInfo->DependentPreviousQuests) { // checked in startup Quest const* questInfo = sObjectMgr->GetQuestTemplate(prevId); ASSERT(questInfo); // If any of the previous quests completed, return true if (IsQuestRewarded(prevId)) { // skip one-from-all exclusive group if (questInfo->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 auto bounds = sObjectMgr->GetExclusiveQuestGroupBounds(questInfo->GetExclusiveGroup()); for (auto itr = bounds.first; itr != bounds.second; ++itr) { // skip checked quest id, only state of other quests in group is interesting uint32 exclusiveQuestId = itr->second; if (exclusiveQuestId == prevId) continue; // alternative quest from group also must be completed and rewarded (reported) if (!IsQuestRewarded(exclusiveQuestId)) { if (msg) { SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); TC_LOG_DEBUG("misc", "Player::SatisfyQuestDependentPreviousQuests: Sent INVALIDREASON_DONT_HAVE_REQ (QuestID: {}) because player '{}' ({}) doesn't have the required quest (1).", qInfo->GetQuestId(), GetName(), GetGUID().ToString()); } return false; } } return true; } } // Has only prev. quests in non-rewarded state if (msg) { SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); TC_LOG_DEBUG("misc", "Player::SatisfyQuestDependentPreviousQuests: Sent INVALIDREASON_DONT_HAVE_REQ (QuestID: {}) because player '{}' ({}) doesn't have required quest (2).", qInfo->GetQuestId(), GetName(), GetGUID().ToString()); } return false; } bool Player::SatisfyQuestBreadcrumbQuest(Quest const* qInfo, bool msg) const { uint32 breadcrumbTargetQuestId = std::abs(qInfo->GetBreadcrumbForQuestId()); //If this is not a breadcrumb quest. if (!breadcrumbTargetQuestId) return true; // If the target quest is not available if (!CanTakeQuest(sObjectMgr->GetQuestTemplate(breadcrumbTargetQuestId), false)) { if (msg) { SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); TC_LOG_DEBUG("misc", "Player::SatisfyQuestBreadcrumbQuest: Sent INVALIDREASON_DONT_HAVE_REQ (QuestID: {}) because target quest (QuestID: {}) is not available to player '{}' ({}).", qInfo->GetQuestId(), breadcrumbTargetQuestId, GetName(), GetGUID().ToString()); } return false; } return true; } bool Player::SatisfyQuestDependentBreadcrumbQuests(Quest const* qInfo, bool msg) const { for (uint32 breadcrumbQuestId : qInfo->DependentBreadcrumbQuests) { QuestStatus status = GetQuestStatus(breadcrumbQuestId); // If any of the breadcrumb quests are in the quest log, return false. if (status == QUEST_STATUS_INCOMPLETE || status == QUEST_STATUS_COMPLETE || status == QUEST_STATUS_FAILED) { if (msg) { SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); TC_LOG_DEBUG("misc", "Player::SatisfyQuestDependentBreadcrumbQuests: Sent INVALIDREASON_DONT_HAVE_REQ (QuestID: {}) because player '{}' ({}) has a breadcrumb quest towards this quest in the quest log.", qInfo->GetQuestId(), GetName(), GetGUID().ToString()); } return false; } } return true; } bool Player::SatisfyQuestClass(Quest const* qInfo, bool msg) const { uint32 reqClass = qInfo->GetRequiredClasses(); if (reqClass == 0) return true; if ((reqClass & GetClassMask()) == 0) { if (msg) { SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); TC_LOG_DEBUG("misc", "Player::SatisfyQuestClass: Sent INVALIDREASON_DONT_HAVE_REQ (QuestID: {}) because player '{}' ({}) doesn't have required class.", qInfo->GetQuestId(), GetName(), GetGUID().ToString()); } return false; } return true; } bool Player::SatisfyQuestRace(Quest const* qInfo, bool msg) const { uint32 reqraces = qInfo->GetAllowableRaces(); if (reqraces == 0) return true; if ((reqraces & GetRaceMask()) == 0) { if (msg) { SendCanTakeQuestResponse(INVALIDREASON_QUEST_FAILED_WRONG_RACE); TC_LOG_DEBUG("misc", "Player::SatisfyQuestRace: Sent INVALIDREASON_QUEST_FAILED_WRONG_RACE (QuestID: {}) because player '{}' ({}) doesn't have required race.", qInfo->GetQuestId(), GetName(), GetGUID().ToString()); } return false; } return true; } bool Player::SatisfyQuestReputation(Quest const* qInfo, bool msg) const { uint32 fIdMin = qInfo->GetRequiredMinRepFaction(); //Min required rep if (fIdMin && GetReputationMgr().GetReputation(fIdMin) < qInfo->GetRequiredMinRepValue()) { if (msg) { SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); TC_LOG_DEBUG("misc", "Player::SatisfyQuestReputation: Sent INVALIDREASON_DONT_HAVE_REQ (QuestID: {}) because player '{}' ({}) doesn't required reputation (min).", qInfo->GetQuestId(), GetName(), GetGUID().ToString()); } return false; } uint32 fIdMax = qInfo->GetRequiredMaxRepFaction(); //Max required rep if (fIdMax && GetReputationMgr().GetReputation(fIdMax) >= qInfo->GetRequiredMaxRepValue()) { if (msg) { SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); TC_LOG_DEBUG("misc", "SatisfyQuestReputation: Sent INVALIDREASON_DONT_HAVE_REQ (QuestID: {}) because player '{}' ({}) doesn't required reputation (max).", qInfo->GetQuestId(), GetName(), GetGUID().ToString()); } return false; } // ReputationObjective2 does not seem to be an objective requirement but a requirement // to be able to accept the quest uint32 fIdObj = qInfo->GetRepObjectiveFaction2(); if (fIdObj && GetReputationMgr().GetReputation(fIdObj) >= qInfo->GetRepObjectiveValue2()) { if (msg) { SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); TC_LOG_DEBUG("misc", "SatisfyQuestReputation: Sent INVALIDREASON_DONT_HAVE_REQ (questId: {}) because player does not have the required reputation (ReputationObjective2).", qInfo->GetQuestId()); } return false; } return true; } bool Player::SatisfyQuestStatus(Quest const* qInfo, bool msg) const { if (GetQuestStatus(qInfo->GetQuestId()) == QUEST_STATUS_REWARDED) { if (msg) { SendCanTakeQuestResponse(INVALIDREASON_QUEST_ALREADY_DONE); TC_LOG_DEBUG("misc", "Player::SatisfyQuestStatus: Sent QUEST_STATUS_REWARDED (QuestID: {}) because player '{}' ({}) quest status is already REWARDED.", qInfo->GetQuestId(), GetName(), GetGUID().ToString()); } return false; } if (GetQuestStatus(qInfo->GetQuestId()) != QUEST_STATUS_NONE) { if (msg) { SendCanTakeQuestResponse(INVALIDREASON_QUEST_ALREADY_ON); TC_LOG_DEBUG("misc", "Player::SatisfyQuestStatus: Sent INVALIDREASON_QUEST_ALREADY_ON (QuestID: {}) because player '{}' ({}) quest status is not NONE.", qInfo->GetQuestId(), GetName(), GetGUID().ToString()); } return false; } return true; } bool Player::SatisfyQuestConditions(Quest const* qInfo, bool msg) const { if (!sConditionMgr->IsObjectMeetingNotGroupedConditions(CONDITION_SOURCE_TYPE_QUEST_AVAILABLE, qInfo->GetQuestId(), const_cast(this))) { if (msg) { SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); TC_LOG_DEBUG("misc", "Player::SatisfyQuestConditions: Sent INVALIDREASON_DONT_HAVE_REQ (QuestID: {}) because player '{}' ({}) doesn't meet conditions.", qInfo->GetQuestId(), GetName(), GetGUID().ToString()); } TC_LOG_DEBUG("condition", "Player::SatisfyQuestConditions: conditions not met for quest {}", 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(INVALIDREASON_QUEST_ONLY_ONE_TIMED); TC_LOG_DEBUG("misc", "Player::SatisfyQuestTimed: Sent INVALIDREASON_QUEST_ONLY_ONE_TIMED (QuestID: {}) because player '{}' ({}) is already on a timed quest.", qInfo->GetQuestId(), GetName(), GetGUID().ToString()); } return false; } return true; } bool Player::SatisfyQuestExclusiveGroup(Quest const* qInfo, bool msg) const { // 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; auto bounds = sObjectMgr->GetExclusiveQuestGroupBounds(qInfo->GetExclusiveGroup()); for (auto itr = bounds.first; itr != bounds.second; ++itr) { uint32 exclude_Id = itr->second; // skip checked quest id, only state of other quests in group is interesting if (exclude_Id == qInfo->GetQuestId()) continue; // not allow have daily quest if daily quest from exclusive group already recently completed Quest const* Nquest = sObjectMgr->GetQuestTemplate(exclude_Id); ASSERT(Nquest); if (!SatisfyQuestDay(Nquest, false) || !SatisfyQuestWeek(Nquest, false) || !SatisfyQuestSeasonal(Nquest, false)) { if (msg) { SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); TC_LOG_DEBUG("misc", "Player::SatisfyQuestExclusiveGroup: Sent INVALIDREASON_DONT_HAVE_REQ (QuestID: {}) because player '{}' ({}) already did daily quests in exclusive group.", qInfo->GetQuestId(), GetName(), GetGUID().ToString()); } 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()) && GetQuestRewardStatus(exclude_Id))) { if (msg) { SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); TC_LOG_DEBUG("misc", "Player::SatisfyQuestExclusiveGroup: Sent INVALIDREASON_DONT_HAVE_REQ (QuestID: {}) because player '{}' ({}) already did quest in exclusive group.", qInfo->GetQuestId(), GetName(), GetGUID().ToString()); } return false; } } 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; } bool have_slot = false; for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx) { uint32 id = GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx); if (qInfo->GetQuestId() == id) return false; if (!id) have_slot = true; } if (!have_slot) { if (msg) { SendCanTakeQuestResponse(INVALIDREASON_DAILY_QUESTS_REMAINING); TC_LOG_DEBUG("misc", "SatisfyQuestDay: Sent INVALIDREASON_DAILY_QUESTS_REMAINING (questId: {}) because player already did all possible quests today.", qInfo->GetQuestId()); } return false; } return true; } bool Player::SatisfyQuestWeek(Quest const* qInfo, bool /*msg*/) const { 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*/) const { if (!qInfo->IsSeasonal() || m_seasonalquests.empty()) return true; auto itr = m_seasonalquests.find(qInfo->GetEventIdForQuest()); if (itr == m_seasonalquests.end() || itr->second.empty()) return true; // if not found in cooldown list return itr->second.find(qInfo->GetQuestId()) == itr->second.end(); } bool Player::SatisfyQuestMonth(Quest const* qInfo, bool /*msg*/) const { 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) { // Don't give source item if it is the same item used to start the quest ItemTemplate const* itemTemplate = ASSERT_NOTNULL(sObjectMgr->GetItemTemplate(srcitem)); if (quest->GetQuestId() == itemTemplate->StartQuest) return true; uint32 count = quest->GetSrcItemCount(); if (count <= 0) count = 1; ItemPosCountVec dest; InventoryResult msg = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, srcitem, count); if (msg == EQUIP_ERR_OK) { Item* item = StoreNewItem(dest, srcitem, true); SendNewItem(item, count, true, false); return true; } // player already have max amount required item, just report success else if (msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS) return true; 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; // There are two cases where the source item is not destroyed: // - Item cannot be unequipped (example: non-empty bags) // - The source item is the item that started the quest, so the player is supposed to keep it (otherwise it was already destroyed in AddQuestAndCheckCompletion()) InventoryResult res = CanUnequipItems(srcItemId, count); if (res != EQUIP_ERR_OK) { if (msg) SendEquipError(res, nullptr, nullptr, srcItemId); return false; } ASSERT(item); if (item->StartQuest != questId) 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()) return !SatisfyQuestSeasonal(qInfo, false); // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once if (!qInfo->IsRepeatable()) return IsQuestRewarded(quest_id); 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 (GetQuestRewardStatus(quest_id)) return QUEST_STATUS_REWARDED; } return QUEST_STATUS_NONE; } bool Player::CanShareQuest(uint32 quest_id) const { Quest const* qInfo = sObjectMgr->GetQuestTemplate(quest_id); if (qInfo && qInfo->HasFlag(QUEST_FLAGS_SHARABLE)) { QuestStatusMap::const_iterator itr = m_QuestStatus.find(quest_id); if (itr != m_QuestStatus.end()) { // in pool and not currently available (wintergrasp weekly, dalaran weekly) - can't share if (!sQuestPoolMgr->IsQuestActive(quest_id)) { SendPushToPartyResponse(this, QUEST_PARTY_MSG_CANT_BE_SHARED_TODAY); return false; } return true; } } return false; } void Player::SetQuestStatus(uint32 questId, QuestStatus status, bool update /*= true*/) { if (Quest const* quest = sObjectMgr->GetQuestTemplate(questId)) { m_QuestStatus[questId].Status = status; if (!quest->IsAutoComplete()) m_QuestStatusSave[questId] = QUEST_DEFAULT_SAVE_TYPE; } if (update) SendQuestUpdate(questId); sScriptMgr->OnQuestStatusChange(this, questId); } 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; } // Remove seasonal quest also Quest const* qInfo = sObjectMgr->GetQuestTemplate(questId); ASSERT(qInfo); if (qInfo->IsSeasonal()) { uint16 eventId = qInfo->GetEventIdForQuest(); if (m_seasonalquests.find(eventId) != m_seasonalquests.end()) { m_seasonalquests[eventId].erase(questId); m_SeasonalQuestChanged = true; } } if (update) SendQuestUpdate(questId); } void Player::SendQuestUpdate(uint32 questId) { SpellAreaForQuestMapBounds saBounds = sSpellMgr->GetSpellAreaForQuestMapBounds(questId); if (saBounds.first != saBounds.second) { std::set aurasToRemove, aurasToCast; uint32 zone = 0, area = 0; GetZoneAndAreaId(zone, area); for (SpellAreaForQuestMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr) { if (!itr->second->IsFitToRequirements(this, zone, area)) aurasToRemove.insert(itr->second->spellId); else if (itr->second->autocast) aurasToCast.insert(itr->second->spellId); } // Auras matching the requirements will be inside the aurasToCast container. // Auras not matching the requirements may prevent using auras matching the requirements. // aurasToCast will erase conflicting auras in aurasToRemove container to handle spells used by multiple quests. for (auto itr = aurasToRemove.begin(); itr != aurasToRemove.end();) { bool auraRemoved = false; for (const auto i : aurasToCast) { if (*itr == i) { itr = aurasToRemove.erase(itr); auraRemoved = true; break; } } if (!auraRemoved) ++itr; } for (auto spellId : aurasToCast) if (!HasAura(spellId)) CastSpell(this, spellId, true); for (auto spellId : aurasToRemove) RemoveAurasDueToSpell(spellId); } UpdateVisibleGameobjectsOrSpellClicks(); } QuestGiverStatus Player::GetQuestDialogStatus(Object* questgiver) { QuestRelationResult qr, qir; switch (questgiver->GetTypeId()) { case TYPEID_GAMEOBJECT: { if (auto ai = questgiver->ToGameObject()->AI()) if (auto questStatus = ai->GetDialogStatus(this)) return *questStatus; qr = sObjectMgr->GetGOQuestRelations(questgiver->GetEntry()); qir = sObjectMgr->GetGOQuestInvolvedRelations(questgiver->GetEntry()); break; } case TYPEID_UNIT: { if (auto ai = questgiver->ToCreature()->AI()) if (auto questStatus = ai->GetDialogStatus(this)) return *questStatus; qr = sObjectMgr->GetCreatureQuestRelations(questgiver->GetEntry()); qir = sObjectMgr->GetCreatureQuestInvolvedRelations(questgiver->GetEntry()); break; } default: // it's impossible, but check TC_LOG_ERROR("entities.player.quest", "GetQuestDialogStatus called for unexpected type {}", questgiver->GetTypeId()); return DIALOG_STATUS_NONE; } QuestGiverStatus result = DIALOG_STATUS_NONE; for (uint32 questId : qir) { QuestGiverStatus result2 = DIALOG_STATUS_NONE; Quest const* quest = sObjectMgr->GetQuestTemplate(questId); if (!quest) continue; QuestStatus status = GetQuestStatus(questId); if (status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(questId)) result2 = DIALOG_STATUS_REWARD; else if (status == QUEST_STATUS_INCOMPLETE) result2 = DIALOG_STATUS_INCOMPLETE; if (quest->IsAutoComplete() && CanTakeQuest(quest, false) && quest->IsRepeatable() && !quest->IsDailyOrWeekly()) result2 = DIALOG_STATUS_REWARD_REP; if (result2 > result) result = result2; } for (uint32 questId : qr) { QuestGiverStatus result2 = DIALOG_STATUS_NONE; Quest const* quest = sObjectMgr->GetQuestTemplate(questId); if (!quest) continue; if (!sConditionMgr->IsObjectMeetingNotGroupedConditions(CONDITION_SOURCE_TYPE_QUEST_AVAILABLE, quest->GetQuestId(), this)) continue; QuestStatus status = GetQuestStatus(questId); if (status == QUEST_STATUS_NONE) { if (CanSeeStartQuest(quest)) { if (SatisfyQuestLevel(quest, false)) { bool isNotLowLevelQuest = GetLevel() <= (GetQuestLevel(quest) + sWorld->getIntConfig(CONFIG_QUEST_LOW_LEVEL_HIDE_DIFF)); if (quest->IsRepeatable()) { if (quest->IsDaily()) { if (isNotLowLevelQuest) result2 = DIALOG_STATUS_AVAILABLE_REP; else result2 = DIALOG_STATUS_LOW_LEVEL_AVAILABLE_REP; } else if (quest->IsWeekly() || quest->IsMonthly()) { if (isNotLowLevelQuest) result2 = DIALOG_STATUS_AVAILABLE; else result2 = DIALOG_STATUS_LOW_LEVEL_AVAILABLE; } else if (quest->IsAutoComplete()) { if (isNotLowLevelQuest) result2 = DIALOG_STATUS_REWARD_REP; else result2 = DIALOG_STATUS_LOW_LEVEL_REWARD_REP; } else { if (isNotLowLevelQuest) result2 = DIALOG_STATUS_AVAILABLE; else result2 = DIALOG_STATUS_LOW_LEVEL_AVAILABLE; } } else if (isNotLowLevelQuest) 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; auto itr = m_QuestStatus.find(quest_id); if (itr != m_QuestStatus.end()) for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j) if (qInfo->RequiredNpcOrGo[j] == entry) return itr->second.CreatureOrGOCount[j]; return 0; } void Player::AdjustQuestReqItemCount(Quest const* quest, QuestStatusData& questStatusData) { if (quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_DELIVER)) { for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i) { uint32 reqitemcount = quest->RequiredItemCount[i]; if (reqitemcount != 0) { uint32 curitemcount = GetItemCount(quest->RequiredItemId[i], true); questStatusData.ItemCount[i] = std::min(curitemcount, reqitemcount); m_QuestStatusSave[quest->GetQuestId()] = QUEST_DEFAULT_SAVE_TYPE; } } } } uint16 Player::FindQuestSlot(uint32 quest_id) const { for (uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) if (GetQuestSlotQuestId(i) == quest_id) return i; return MAX_QUEST_LOG_SIZE; } uint32 Player::GetQuestSlotQuestId(uint16 slot) const { return GetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_ID_OFFSET); } uint32 Player::GetQuestSlotState(uint16 slot) const { return GetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_STATE_OFFSET); } uint16 Player::GetQuestSlotCounter(uint16 slot, uint8 counter) const { return (uint16)(GetUInt64Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET) >> (counter * 16)); } uint32 Player::GetQuestSlotTime(uint16 slot) const { return GetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_TIME_OFFSET); } void Player::SetQuestSlot(uint16 slot, uint32 quest_id, uint32 timer /*= 0*/) { SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_ID_OFFSET, quest_id); SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_STATE_OFFSET, 0); SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET, 0); SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET + 1, 0); SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_TIME_OFFSET, timer); } void Player::SetQuestSlotCounter(uint16 slot, uint8 counter, uint16 count) { uint64 val = GetUInt64Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET); val &= ~((uint64)0xFFFF << (counter * 16)); val |= ((uint64)count << (counter * 16)); SetUInt64Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET, val); } void Player::SetQuestSlotState(uint16 slot, uint32 state) { SetFlag(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_STATE_OFFSET, state); } void Player::RemoveQuestSlotState(uint16 slot, uint32 state) { RemoveFlag(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_STATE_OFFSET, state); } void Player::SetQuestSlotTimer(uint16 slot, uint32 timer) { SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_TIME_OFFSET, timer); } void Player::SwapQuestSlot(uint16 slot1, uint16 slot2) { for (int i = 0; i < MAX_QUEST_OFFSET; ++i) { uint32 temp1 = GetUInt32Value(PLAYER_QUEST_LOG_1_1 + MAX_QUEST_OFFSET * slot1 + i); uint32 temp2 = GetUInt32Value(PLAYER_QUEST_LOG_1_1 + MAX_QUEST_OFFSET * slot2 + i); SetUInt32Value(PLAYER_QUEST_LOG_1_1 + MAX_QUEST_OFFSET * slot1 + i, temp2); SetUInt32Value(PLAYER_QUEST_LOG_1_1 + MAX_QUEST_OFFSET * slot2 + i, temp1); } } void Player::AreaExploredOrEventHappens(uint32 questId) { if (questId) { uint16 log_slot = FindQuestSlot(questId); if (log_slot < MAX_QUEST_LOG_SIZE) { QuestStatusData& q_status = m_QuestStatus[questId]; // Dont complete failed quest if (!q_status.Explored && q_status.Status != QUEST_STATUS_FAILED) { q_status.Explored = true; m_QuestStatusSave[questId] = QUEST_DEFAULT_SAVE_TYPE; 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 (uint8 j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j) { uint32 reqitem = qInfo->RequiredItemId[j]; if (reqitem == entry) { uint32 reqitemcount = qInfo->RequiredItemCount[j]; uint16 curitemcount = q_status.ItemCount[j]; if (curitemcount < reqitemcount) { q_status.ItemCount[j] = std::min(q_status.ItemCount[j] + count, reqitemcount); m_QuestStatusSave[questid] = QUEST_DEFAULT_SAVE_TYPE; } if (CanCompleteQuest(questid)) CompleteQuest(questid); } } } UpdateVisibleGameobjectsOrSpellClicks(); } void Player::ItemRemovedQuestCheck(uint32 entry, uint32 count) { for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) { uint32 questid = GetQuestSlotQuestId(i); if (!questid) continue; Quest const* qInfo = sObjectMgr->GetQuestTemplate(questid); if (!qInfo) continue; if (!qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_DELIVER)) continue; for (uint8 j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j) { uint32 reqitem = qInfo->RequiredItemId[j]; if (reqitem == entry) { QuestStatusData& q_status = m_QuestStatus[questid]; uint32 reqItemCount = qInfo->RequiredItemCount[j]; uint16 questStatusItemCount = q_status.ItemCount[j]; uint16 newItemCount = (count > questStatusItemCount) ? 0 : questStatusItemCount - count; if (questStatusItemCount >= reqItemCount) // we may have more than what the status shows, we don't need reduce by count newItemCount = GetItemCount(entry, false); newItemCount = std::min(newItemCount, reqItemCount); if (newItemCount != q_status.ItemCount[j]) { q_status.ItemCount[j] = newItemCount; m_QuestStatusSave[questid] = QUEST_DEFAULT_SAVE_TYPE; IncompleteQuest(questid); } } } } UpdateVisibleGameobjectsOrSpellClicks(); } 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) { killed = GetMap()->GetCreature(guid); if (killed && killed->GetEntry()) real_entry = killed->GetEntry(); } StartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_CREATURE, real_entry); // MUST BE CALLED FIRST UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE, real_entry, addkillcount, killed); for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) { uint32 questid = GetQuestSlotQuestId(i); if (!questid) continue; Quest const* qInfo = sObjectMgr->GetQuestTemplate(questid); if (!qInfo) continue; // just if !ingroup || !noraidgroup || raidgroup QuestStatusData& q_status = m_QuestStatus[questid]; if (q_status.Status == QUEST_STATUS_INCOMPLETE && (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo->IsAllowedInRaid(GetMap()->GetDifficulty()))) { if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_KILL) /*&& !qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_CAST)*/) { for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j) { // skip GO activate objective or none if (qInfo->RequiredNpcOrGo[j] <= 0) continue; uint32 reqkill = qInfo->RequiredNpcOrGo[j]; if (reqkill == real_entry) { uint32 reqkillcount = qInfo->RequiredNpcOrGoCount[j]; uint16 curkillcount = q_status.CreatureOrGOCount[j]; if (curkillcount < reqkillcount) { q_status.CreatureOrGOCount[j] = curkillcount + addkillcount; m_QuestStatusSave[questid] = QUEST_DEFAULT_SAVE_TYPE; SendQuestUpdateAddCreatureOrGo(qInfo, guid, j, curkillcount, addkillcount); } if (CanCompleteQuest(questid)) CompleteQuest(questid); // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization). break; } } } } } } void Player::KilledPlayerCredit(uint16 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; // just if !ingroup || !noraidgroup || raidgroup QuestStatusData& q_status = m_QuestStatus[questid]; if (q_status.Status == QUEST_STATUS_INCOMPLETE && (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo->IsAllowedInRaid(GetMap()->GetDifficulty()))) { // PvP Killing quest require player to be in same zone as quest zone (only 2 quests so no doubt) if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_PLAYER_KILL) && GetZoneId() == static_cast(qInfo->GetZoneOrSort())) { KilledPlayerCreditForQuest(count, qInfo); break; // there is only one quest per zone } } } } void Player::KilledPlayerCreditForQuest(uint16 count, Quest const* quest) { uint32 const questId = quest->GetQuestId(); auto it = m_QuestStatus.find(questId); if (it == m_QuestStatus.end()) return; QuestStatusData& questStatus = it->second; uint16 curKill = questStatus.PlayerCount; uint32 reqKill = quest->GetPlayersSlain(); if (curKill < reqKill) { count = std::min(reqKill - curKill, count); questStatus.PlayerCount = curKill + count; m_QuestStatusSave[quest->GetQuestId()] = QUEST_DEFAULT_SAVE_TYPE; SendQuestUpdateAddPlayer(quest, curKill, count); } if (CanCompleteQuest(questId)) CompleteQuest(questId); } void Player::KillCreditGO(uint32 entry, ObjectGuid guid) { uint16 addCastCount = 1; for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) { uint32 questid = GetQuestSlotQuestId(i); if (!questid) continue; Quest const* qInfo = sObjectMgr->GetQuestTemplate(questid); if (!qInfo) continue; QuestStatusData& q_status = m_QuestStatus[questid]; if (q_status.Status == QUEST_STATUS_INCOMPLETE) { if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_CAST) /*&& !qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_KILL)*/) { for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j) { uint32 reqTarget = 0; // GO activate objective if (qInfo->RequiredNpcOrGo[j] < 0) // checked at quest_template loading reqTarget = - qInfo->RequiredNpcOrGo[j]; // other not this creature/GO related objectives if (reqTarget != entry) continue; uint32 reqCastCount = qInfo->RequiredNpcOrGoCount[j]; uint16 curCastCount = q_status.CreatureOrGOCount[j]; if (curCastCount < reqCastCount) { q_status.CreatureOrGOCount[j] = curCastCount + addCastCount; m_QuestStatusSave[questid] = QUEST_DEFAULT_SAVE_TYPE; SendQuestUpdateAddCreatureOrGo(qInfo, guid, j, curCastCount, addCastCount); } if (CanCompleteQuest(questid)) CompleteQuest(questid); // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization). break; } } } } } void Player::TalkedToCreature(uint32 entry, ObjectGuid guid) { uint16 addTalkCount = 1; for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) { uint32 questid = GetQuestSlotQuestId(i); if (!questid) continue; Quest const* qInfo = sObjectMgr->GetQuestTemplate(questid); if (!qInfo) continue; QuestStatusData& q_status = m_QuestStatus[questid]; if (q_status.Status == QUEST_STATUS_INCOMPLETE) { if (qInfo->HasSpecialFlag(QUEST_SPECIAL_FLAGS_KILL | QUEST_SPECIAL_FLAGS_CAST | QUEST_SPECIAL_FLAGS_SPEAKTO)) { for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j) { // skip gameobject objectives if (qInfo->RequiredNpcOrGo[j] < 0) continue; uint32 reqTarget = 0; if (qInfo->RequiredNpcOrGo[j] > 0) // creature activate objectives // checked at quest_template loading reqTarget = qInfo->RequiredNpcOrGo[j]; else continue; if (reqTarget == entry) { uint32 reqTalkCount = qInfo->RequiredNpcOrGoCount[j]; uint16 curTalkCount = q_status.CreatureOrGOCount[j]; if (curTalkCount < reqTalkCount) { q_status.CreatureOrGOCount[j] = curTalkCount + addTalkCount; m_QuestStatusSave[questid] = QUEST_DEFAULT_SAVE_TYPE; SendQuestUpdateAddCreatureOrGo(qInfo, guid, j, curTalkCount, addTalkCount); } if (CanCompleteQuest(questid)) CompleteQuest(questid); // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization). continue; } } } } } } void Player::MoneyChanged(uint32 count) { for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) { uint32 questid = GetQuestSlotQuestId(i); if (!questid) continue; Quest const* qInfo = sObjectMgr->GetQuestTemplate(questid); if (qInfo && qInfo->GetRewOrReqMoney() < 0) { QuestStatusData& q_status = m_QuestStatus[questid]; if (q_status.Status == QUEST_STATUS_INCOMPLETE) { if (int32(count) >= -qInfo->GetRewOrReqMoney()) { if (CanCompleteQuest(questid)) CompleteQuest(questid); } } else if (q_status.Status == QUEST_STATUS_COMPLETE) { if (int32(count) < -qInfo->GetRewOrReqMoney()) IncompleteQuest(questid); } } } } void Player::ReputationChanged(FactionEntry const* factionEntry) { for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) { if (uint32 questid = GetQuestSlotQuestId(i)) { if (Quest const* qInfo = sObjectMgr->GetQuestTemplate(questid)) { if (qInfo->GetRepObjectiveFaction() == factionEntry->ID) { QuestStatusData& q_status = m_QuestStatus[questid]; if (q_status.Status == QUEST_STATUS_INCOMPLETE) { if (GetReputationMgr().GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue()) if (CanCompleteQuest(questid)) CompleteQuest(questid); } else if (q_status.Status == QUEST_STATUS_COMPLETE) { if (GetReputationMgr().GetReputation(factionEntry) < qInfo->GetRepObjectiveValue()) IncompleteQuest(questid); } } } } } } void Player::ReputationChanged2(FactionEntry const* factionEntry) { for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) { if (uint32 questid = GetQuestSlotQuestId(i)) { if (Quest const* qInfo = sObjectMgr->GetQuestTemplate(questid)) { if (qInfo->GetRepObjectiveFaction2() == factionEntry->ID) { QuestStatusData& q_status = m_QuestStatus[questid]; if (q_status.Status == QUEST_STATUS_INCOMPLETE) { if (GetReputationMgr().GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue2()) if (CanCompleteQuest(questid)) CompleteQuest(questid); } else if (q_status.Status == QUEST_STATUS_COMPLETE) { if (GetReputationMgr().GetReputation(factionEntry) < qInfo->GetRepObjectiveValue2()) IncompleteQuest(questid); } } } } } } bool Player::HasQuestForItem(uint32 itemid, uint32 excludeQuestId /* 0 */, bool turnIn /* false */) const { for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) { uint32 questid = GetQuestSlotQuestId(i); if (questid == 0 || questid == excludeQuestId) 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) || (turnIn && q_status.Status == QUEST_STATUS_COMPLETE)) { Quest const* qinfo = sObjectMgr->GetQuestTemplate(questid); if (!qinfo) continue; // hide quest if player is in raid-group and quest is no raid quest if (GetGroup() && GetGroup()->isRaidGroup() && !qinfo->IsAllowedInRaid(GetMap()->GetDifficulty())) if (!InBattleground()) //there are two ways.. we can make every bg-quest a raidquest, or add this code here.. i don't know if this can be exploited by other quests, but i think all other quests depend on a specific area.. but keep this in mind, if something strange happens later continue; // There should be no mixed ReqItem/ReqSource drop // This part for ReqItem drop for (uint8 j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j) { if ((itemid == qinfo->RequiredItemId[j] && q_status.ItemCount[j] < qinfo->RequiredItemCount[j]) || (turnIn && q_status.ItemCount[j] >= qinfo->RequiredItemCount[j])) return true; } // This part - for ReqSource for (uint8 j = 0; j < QUEST_SOURCE_ITEM_IDS_COUNT; ++j) { // examined item is a source item if (qinfo->ItemDrop[j] == itemid) { ItemTemplate const* pProto = ASSERT_NOTNULL(sObjectMgr->GetItemTemplate(itemid)); uint32 ownedCount = GetItemCount(itemid, true); // 'unique' item if ((pProto->MaxCount && int32(ownedCount) < pProto->MaxCount) || (turnIn && int32(ownedCount) >= pProto->MaxCount)) return true; // allows custom amount drop when not 0 if (qinfo->ItemDropQuantity[j]) { if (ownedCount < qinfo->ItemDropQuantity[j] || turnIn ) return true; } else if (ownedCount < pProto->GetMaxStackSize()) return true; } } } } return false; } void Player::SendQuestComplete(uint32 quest_id) const { if (quest_id) { WorldPacket data(SMSG_QUESTUPDATE_COMPLETE, 4); data << uint32(quest_id); SendDirectMessage(&data); } } void Player::SendQuestReward(Quest const* quest, uint32 XP) const { uint32 questid = quest->GetQuestId(); sGameEventMgr->HandleQuestComplete(questid); WorldPacket data(SMSG_QUESTGIVER_QUEST_COMPLETE, (4+4+4+4+4)); data << uint32(questid); if (!IsMaxLevel()) data << uint32(XP); else data << uint32(0); data << uint32(quest->GetRewOrReqMoney(this)); data << uint32(10 * quest->CalculateHonorGain(GetQuestLevel(quest))); data << uint32(quest->GetBonusTalents()); // bonus talents data << uint32(quest->GetRewArenaPoints()); SendDirectMessage(&data); } void Player::SendQuestFailed(uint32 questId, InventoryResult reason) const { if (questId) { WorldPacket data(SMSG_QUESTGIVER_QUEST_FAILED, 4 + 4); data << uint32(questId); data << uint32(reason); // failed reason (valid reasons: 4, 16, 50, 17, 74, other values show default message) SendDirectMessage(&data); } } void Player::SendQuestTimerFailed(uint32 quest_id) const { if (quest_id) { WorldPacket data(SMSG_QUESTUPDATE_FAILEDTIMER, 4); data << uint32(quest_id); SendDirectMessage(&data); TC_LOG_DEBUG("network", "WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER"); } } void Player::SendCanTakeQuestResponse(QuestFailedReason msg) const { WorldPacket data(SMSG_QUESTGIVER_QUEST_INVALID, 4); data << uint32(msg); SendDirectMessage(&data); TC_LOG_DEBUG("network", "WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID"); } void Player::SendQuestConfirmAccept(Quest const* quest, Player* pReceiver) const { if (pReceiver) { std::string strTitle = quest->GetTitle(); LocaleConstant localeConstant = pReceiver->GetSession()->GetSessionDbLocaleIndex(); if (localeConstant != LOCALE_enUS) if (QuestLocale const* pLocale = sObjectMgr->GetQuestLocale(quest->GetQuestId())) ObjectMgr::GetLocaleString(pLocale->Title, localeConstant, strTitle); WorldPacket data(SMSG_QUEST_CONFIRM_ACCEPT, (4 + strTitle.size() + 8)); data << uint32(quest->GetQuestId()); data << strTitle; data << uint64(GetGUID()); pReceiver->SendDirectMessage(&data); TC_LOG_DEBUG("network", "WORLD: Sent SMSG_QUEST_CONFIRM_ACCEPT"); } } void Player::SendPushToPartyResponse(Player const* player, QuestShareMessages msg) const { if (player) { WorldPacket data(MSG_QUEST_PUSH_RESULT, 8 + 1); data << uint64(player->GetGUID()); data << uint8(msg); // valid values: 0-8 SendDirectMessage(&data); TC_LOG_DEBUG("network", "WORLD: Sent MSG_QUEST_PUSH_RESULT"); } } void Player::SendQuestUpdateAddItem(Quest const* /*quest*/, uint32 /*item_idx*/, uint16 /*count*/) const { WorldPacket data(SMSG_QUESTUPDATE_ADD_ITEM, 0); TC_LOG_DEBUG("network", "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM"); //data << quest->RequiredItemId[item_idx]; //data << count; SendDirectMessage(&data); } void Player::SendQuestUpdateAddCreatureOrGo(Quest const* quest, ObjectGuid guid, uint32 creatureOrGO_idx, uint16 old_count, uint16 add_count) { ASSERT(old_count + add_count < 65536 && "mob/GO count store in 16 bits 2^16 = 65536 (0..65536)"); int32 entry = quest->RequiredNpcOrGo[creatureOrGO_idx]; if (entry < 0) // client expected gameobject template id in form (id|0x80000000) entry = (-entry) | 0x80000000; WorldPacket data(SMSG_QUESTUPDATE_ADD_KILL, (4*4+8)); TC_LOG_DEBUG("network", "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL"); data << uint32(quest->GetQuestId()); data << uint32(entry); data << uint32(old_count + add_count); data << uint32(quest->RequiredNpcOrGoCount[ creatureOrGO_idx ]); data << uint64(guid); SendDirectMessage(&data); uint16 log_slot = FindQuestSlot(quest->GetQuestId()); if (log_slot < MAX_QUEST_LOG_SIZE) SetQuestSlotCounter(log_slot, creatureOrGO_idx, GetQuestSlotCounter(log_slot, creatureOrGO_idx) + add_count); sScriptMgr->OnQuestObjectiveProgress(this, quest, creatureOrGO_idx, old_count + add_count); } void Player::SendQuestUpdateAddPlayer(Quest const* quest, uint16 old_count, uint16 add_count) { ASSERT(old_count + add_count < 65536 && "player count store in 16 bits"); WorldPacket data(SMSG_QUESTUPDATE_ADD_PVP_KILL, (3*4)); data << uint32(quest->GetQuestId()); data << uint32(old_count + add_count); data << uint32(quest->GetPlayersSlain()); SendDirectMessage(&data); uint16 log_slot = FindQuestSlot(quest->GetQuestId()); if (log_slot < MAX_QUEST_LOG_SIZE) SetQuestSlotCounter(log_slot, QUEST_PVP_KILL_SLOT, GetQuestSlotCounter(log_slot, QUEST_PVP_KILL_SLOT) + add_count); } void Player::SendQuestGiverStatusMultiple() { uint32 count = 0; WorldPacket data(SMSG_QUESTGIVER_STATUS_MULTIPLE, 4); data << uint32(count); // placeholder for (auto itr = m_clientGUIDs.begin(); itr != m_clientGUIDs.end(); ++itr) { uint32 questStatus = DIALOG_STATUS_NONE; if (itr->IsAnyTypeCreature()) { // need also pet quests case support Creature* questgiver = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, *itr); if (!questgiver || questgiver->IsHostileTo(this)) continue; if (!questgiver->HasNpcFlag(UNIT_NPC_FLAG_QUESTGIVER)) continue; questStatus = GetQuestDialogStatus(questgiver); data << uint64(questgiver->GetGUID()); data << uint8(questStatus); ++count; } else if (itr->IsGameObject()) { GameObject* questgiver = GetMap()->GetGameObject(*itr); if (!questgiver || questgiver->GetGoType() != GAMEOBJECT_TYPE_QUESTGIVER) continue; questStatus = GetQuestDialogStatus(questgiver); data << uint64(questgiver->GetGUID()); data << uint8(questStatus); ++count; } } data.put(0, count); // write real count SendDirectMessage(&data); } bool Player::HasPvPForcingQuest() const { for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) { uint32 questId = GetQuestSlotQuestId(i); if (questId == 0) continue; Quest const* quest = sObjectMgr->GetQuestTemplate(questId); if (!quest) continue; if (quest->HasFlag(QUEST_FLAGS_FLAGS_PVP)) return true; } return false; } /*********************************************************/ /*** LOAD SYSTEM ***/ /*********************************************************/ void Player::Initialize(ObjectGuid::LowType guid) { Object::_Create(guid, 0, HighGuid::Player); } void Player::_LoadDeclinedNames(PreparedQueryResult result) { if (!result) return; delete m_declinedname; m_declinedname = new DeclinedName; for (uint8 i = 0; i < MAX_DECLINED_NAME_CASES; ++i) m_declinedname->name[i] = (*result)[i].GetString(); } void Player::_LoadArenaTeamInfo(PreparedQueryResult result) { // arenateamid, played_week, played_season, personal_rating memset((void*)&m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1], 0, sizeof(uint32) * MAX_ARENA_SLOT * ARENA_TEAM_END); uint16 personalRatingCache[] = {0, 0, 0}; if (result) { do { Field* fields = result->Fetch(); uint32 arenaTeamId = fields[0].GetUInt32(); ArenaTeam* arenaTeam = sArenaTeamMgr->GetArenaTeamById(arenaTeamId); if (!arenaTeam) { TC_LOG_ERROR("entities.player.loading", "Player::_LoadArenaTeamInfo: couldn't load arenateam {}", arenaTeamId); continue; } uint8 arenaSlot = arenaTeam->GetSlot(); ASSERT(arenaSlot < 3); personalRatingCache[arenaSlot] = fields[4].GetUInt16(); SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_ID, arenaTeamId); SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_TYPE, arenaTeam->GetType()); SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_MEMBER, (arenaTeam->GetCaptain() == GetGUID()) ? 0 : 1); SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_GAMES_WEEK, uint32(fields[1].GetUInt16())); SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_GAMES_SEASON, uint32(fields[2].GetUInt16())); SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_WINS_SEASON, uint32(fields[3].GetUInt16())); } while (result->NextRow()); } for (uint8 slot = 0; slot <= 2; ++slot) { SetArenaTeamInfoField(slot, ARENA_TEAM_PERSONAL_RATING, uint32(personalRatingCache[slot])); } } void Player::_LoadEquipmentSets(PreparedQueryResult result) { // SetPQuery(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS, "SELECT setguid, setindex, name, iconname, item0, item1, item2, item3, item4, item5, item6, item7, item8, item9, item10, item11, item12, item13, item14, item15, item16, item17, item18 FROM character_equipmentsets WHERE guid = '{}' 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.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].GetUInt32()) eqSet.Data.Pieces[i] = ObjectGuid::Create(guid); 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) { CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_POSITION); stmt->setUInt32(0, guid.GetCounter()); PreparedQueryResult result = CharacterDatabase.Query(stmt); if (!result) return false; Field* fields = result->Fetch(); x = fields[0].GetFloat(); y = fields[1].GetFloat(); z = fields[2].GetFloat(); o = fields[3].GetFloat(); mapid = fields[4].GetUInt16(); in_flight = !fields[5].GetString().empty(); return true; } void Player::SetHomebind(WorldLocation const& loc, uint32 areaId) { loc.GetPosition(m_homebindX, m_homebindY, m_homebindZ); m_homebindMapId = loc.GetMapId(); m_homebindAreaId = areaId; // update sql homebind CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_PLAYER_HOMEBIND); stmt->setUInt16(0, m_homebindMapId); stmt->setUInt16(1, m_homebindAreaId); stmt->setFloat (2, m_homebindX); stmt->setFloat (3, m_homebindY); stmt->setFloat (4, m_homebindZ); stmt->setUInt32(5, GetGUID().GetCounter()); CharacterDatabase.Execute(stmt); } void Player::SendBindPointUpdate() { WorldPackets::Misc::BindPointUpdate packet; packet.BindPosition = Position(m_homebindX, m_homebindY, m_homebindZ); packet.BindMapID = m_homebindMapId; packet.BindAreaID = m_homebindAreaId; SendDirectMessage(packet.Write()); } bool Player::IsLoading() const { return GetSession()->PlayerLoading(); } bool Player::LoadFromDB(ObjectGuid guid, CharacterDatabaseQueryHolder const& holder) { // 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 //QueryResult* result = CharacterDatabase.PQuery("SELECT guid, account, name, race, class, gender, level, xp, money, skin, face, hairStyle, hairColor, facialStyle, bankSlots, restState, playerFlags, " // 17 18 19 20 21 22 23 24 25 26 27 28 29 //"position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, " // 30 31 32 33 34 35 36 37 38 39 40 41 42 43 //"resettalents_time, trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, online, death_expire_time, taxi_path, instance_mode_mask, " // 44 45 46 47 48 49 50 51 52 53 54 //"arenaPoints, totalHonorPoints, todayHonorPoints, yesterdayHonorPoints, totalKills, todayKills, yesterdayKills, chosenTitle, knownCurrencies, watchedFaction, drunk, " // 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 //"health, power1, power2, power3, power4, power5, power6, power7, instance_id, talentGroupsCount, activeTalentGroup, exploredZones, equipmentCache, ammoId, knownTitles, actionBars, grantableLevels, fishing_steps FROM characters WHERE guid = '{}'", guid); PreparedQueryResult result = holder.GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_FROM); if (!result) { std::string name = ""; sCharacterCache->GetCharacterNameByGuid(guid, name); TC_LOG_ERROR("entities.player.loading", "Player::LoadFromDB: Player '{}' ({}) not found in table `characters`, can't load. ", name, guid.ToString()); 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.loading", "Player::LoadFromDB: Player ({}) loading from wrong account (is: {}, should be: {})", guid.ToString(), GetSession()->GetAccountId(), dbAccountId); return false; } if (holder.GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_BANNED)) { TC_LOG_ERROR("entities.player.loading", "Player::LoadFromDB: Player ({}) is banned, can't load.", guid.ToString()); return false; } Object::_Create(guid.GetCounter(), 0, HighGuid::Player); 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))) { CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ADD_AT_LOGIN_FLAG); stmt->setUInt16(0, uint16(AT_LOGIN_RENAME)); stmt->setUInt32(1, guid.GetCounter()); CharacterDatabase.Execute(stmt); return false; } Gender gender = Gender(fields[5].GetUInt8()); if (!IsValidGender(gender)) { TC_LOG_ERROR("entities.player.loading", "Player::LoadFromDB: Player ({}) has wrong gender ({}), can't load.", guid.ToString(), uint32(gender)); return false; } SetRace(fields[3].GetUInt8()); SetClass(fields[4].GetUInt8()); SetGender(gender); // check if race/class combination is valid PlayerInfo const* info = sObjectMgr->GetPlayerInfo(GetRace(), GetClass()); if (!info) { TC_LOG_ERROR("entities.player.loading", "Player::LoadFromDB: Player ({}) has wrong race/class ({}/{}), can't load.", guid.ToString(), GetRace(), GetClass()); return false; } SetLevel(fields[6].GetUInt8(), false); SetXP(fields[7].GetUInt32()); if (!_LoadIntoDataField(fields[66].GetString(), PLAYER_EXPLORED_ZONES_1, PLAYER_EXPLORED_ZONES_SIZE)) TC_LOG_WARN("entities.player.loading", "Player::LoadFromDB: Player ({}) has invalid exploredzones data ({}). Forcing partial load.", guid.ToString(), fields[66].GetCString()); if (!_LoadIntoDataField(fields[69].GetString(), PLAYER__FIELD_KNOWN_TITLES, KNOWN_TITLES_SIZE * 2)) TC_LOG_WARN("entities.player.loading", "Player::LoadFromDB: Player ({}) has invalid knowntitles mask ({}). Forcing partial load.", guid.ToString(), fields[69].GetCString()); SetObjectScale(1.0f); SetHoverHeight(1.0f); // load achievements before anything else to prevent multiple gains for the same achievement/criteria on every loading (as loading does call UpdateAchievementCriteria) m_achievementMgr->LoadFromDB(holder.GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_ACHIEVEMENTS), holder.GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_CRITERIA_PROGRESS)); uint32 money = fields[8].GetUInt32(); if (money > MAX_MONEY_AMOUNT) money = MAX_MONEY_AMOUNT; SetMoney(money); SetSkinId(fields[9].GetUInt8()); SetFaceId(fields[10].GetUInt8()); SetHairStyleId(fields[11].GetUInt8()); SetHairColorId(fields[12].GetUInt8()); SetFacialStyle(fields[13].GetUInt8()); SetBankBagSlotCount(fields[14].GetUInt8()); SetRestState(fields[15].GetUInt8()); SetNativeGender(Gender(fields[5].GetUInt8())); SetByteValue(PLAYER_BYTES_3, PLAYER_BYTES_3_OFFSET_INEBRIATION, fields[54].GetUInt8()); if (!ValidateAppearance( fields[3].GetUInt8(), // race fields[4].GetUInt8(), // class gender, GetHairStyleId(), GetHairColorId(), GetFaceId(), GetFacialStyle(), GetSkinId())) { TC_LOG_ERROR("entities.player.loading", "Player::LoadFromDB: Player ({}) has wrong Appearance values (Hair/Skin/Color), can't load.", guid.ToString()); return false; } SetUInt32Value(PLAYER_FLAGS, fields[16].GetUInt32()); SetInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, fields[53].GetUInt32()); SetUInt64Value(PLAYER_FIELD_KNOWN_CURRENCIES, fields[52].GetUInt64()); SetUInt32Value(PLAYER_AMMO_ID, fields[68].GetUInt32()); // set which actionbars the client has active - DO NOT REMOVE EVER AGAIN (can be changed though, if it does change fieldwise) SetByteValue(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTES_OFFSET_ACTION_BAR_TOGGLES, fields[70].GetUInt8()); m_fishingSteps = fields[72].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 * 2), 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 '{}' is: ", m_name); 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[35].GetUInt32(); Relocate(fields[17].GetFloat(), fields[18].GetFloat(), fields[19].GetFloat(), fields[21].GetFloat()); uint32 mapId = fields[20].GetUInt16(); uint32 instanceId = fields[63].GetUInt32(); uint32 dungeonDiff = fields[43].GetUInt8() & 0x0F; if (dungeonDiff >= MAX_DUNGEON_DIFFICULTY) dungeonDiff = DUNGEON_DIFFICULTY_NORMAL; uint32 raidDiff = (fields[43].GetUInt8() >> 4) & 0x0F; if (raidDiff >= MAX_RAID_DIFFICULTY) raidDiff = RAID_DIFFICULTY_10MAN_NORMAL; SetDungeonDifficulty(Difficulty(dungeonDiff)); // may be changed in _LoadGroup SetRaidDifficulty(Difficulty(raidDiff)); // may be changed in _LoadGroup std::string taxi_nodes = fields[42].GetString(); auto RelocateToHomebind = [this, &mapId, &instanceId]() { mapId = m_homebindMapId; instanceId = 0; Relocate(m_homebindX, m_homebindY, m_homebindZ); }; _LoadGroup(holder.GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_GROUP)); _LoadArenaTeamInfo(holder.GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_ARENA_INFO)); SetArenaPoints(fields[44].GetUInt32()); // check arena teams integrity for (uint32 arena_slot = 0; arena_slot < MAX_ARENA_SLOT; ++arena_slot) { uint32 arena_team_id = GetArenaTeamId(arena_slot); if (!arena_team_id) continue; if (ArenaTeam* at = sArenaTeamMgr->GetArenaTeamById(arena_team_id)) if (at->IsMember(GetGUID())) continue; // arena team not exist or not member, cleanup fields for (int j = 0; j < 6; ++j) SetArenaTeamInfoField(arena_slot, ArenaTeamInfoType(j), 0); } SetHonorPoints(fields[45].GetUInt32()); SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, fields[46].GetUInt32()); SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, fields[47].GetUInt32()); SetUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS, fields[48].GetUInt32()); SetUInt16Value(PLAYER_FIELD_KILLS, 0, fields[49].GetUInt16()); SetUInt16Value(PLAYER_FIELD_KILLS, 1, 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); Map* map = nullptr; bool player_at_bg = false; if (!mapEntry || !IsPositionValid()) { TC_LOG_ERROR("entities.player.loading", "Player::LoadFromDB: Player ({}) has invalid coordinates (MapId: {} X: {} Y: {} Z: {} O: {}). Teleport to default race/class locations.", guid.ToString(), mapId, GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation()); RelocateToHomebind(); } // Player was saved in Arena or Bg else if (mapEntry->IsBattlegroundOrArena()) { Battleground* currentBg = nullptr; if (m_bgData.bgInstanceID) //saved in Battleground currentBg = sBattlegroundMgr->GetBattleground(m_bgData.bgInstanceID, BATTLEGROUND_TYPE_NONE); player_at_bg = currentBg && currentBg->IsPlayerInBattleground(GetGUID()); if (player_at_bg && currentBg->GetStatus() != STATUS_WAIT_LEAVE) { map = currentBg->GetBgMap(); BattlegroundQueueTypeId bgQueueTypeId = sBattlegroundMgr->BGQueueTypeId(currentBg->GetTypeID(), currentBg->GetArenaType()); AddBattlegroundQueueId(bgQueueTypeId); m_bgData.bgTypeID = currentBg->GetTypeID(); //join player to battleground group currentBg->EventPlayerLoggedIn(this); SetInviteForBattlegroundQueueType(bgQueueTypeId, currentBg->GetInstanceID()); } // Bg was not found - go to Entry Point else { // leave bg if (player_at_bg) { player_at_bg = false; currentBg->RemovePlayerAtLeave(GetGUID(), false, true); } // Do not look for instance if bg not found WorldLocation const& _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.loading", "Player::LoadFromDB: Player ({}) was in BG in database, but BG was not found and entry point was invalid! Teleport to default race/class locations.", guid.ToString()); RelocateToHomebind(); } else Relocate(&_loc); // We are not in BG anymore m_bgData.bgInstanceID = 0; } } // currently we do not support transport in bg else if (transLowGUID) { ObjectGuid transGUID(HighGuid::Mo_Transport, transLowGUID); Transport* transport = nullptr; if (Transport* go = HashMapHolder::Find(transGUID)) transport = go; if (transport) { float x = fields[31].GetFloat(), y = fields[32].GetFloat(), z = fields[33].GetFloat(), o = fields[34].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.loading", "Player::LoadFromDB: Player ({}) has invalid transport coordinates (X: {} Y: {} Z: {} O: {}). Teleport to bind location.", guid.ToString(), 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.loading", "Player::LoadFromDB: Player ({}) has problems with transport guid ({}). Teleport to bind location.", guid.ToString(), 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.loading", "Player::LoadFromDB: Player ({}) has wrong data in taxi destination list ({}), teleport to homebind.", GetGUID().ToString(), taxi_nodes); RelocateToHomebind(); } else // has start node, teleport to it { TC_LOG_ERROR("entities.player.loading", "Player::LoadFromDB: Player ({}) has too short taxi destination list ({}), teleport to original node.", GetGUID().ToString(), taxi_nodes); mapId = nodeEntry->ContinentID; 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->ContinentID == GetMapId()) { ASSERT(nodeEntry); // checked in m_taxi.LoadTaxiDestinationsFromString mapId = nodeEntry->ContinentID; 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()->Expansion() < mapEntry->Expansion()) { TC_LOG_DEBUG("entities.player.loading", "Player::LoadFromDB: Player '{}' ({}) using client without required expansion tried login at non accessible map {}", GetName(), GetGUID().ToString(), mapId); RelocateToHomebind(); } // fix crash (because of if (Map* map = _FindMap(instanceId)) in MapInstanced::CreateInstance) if (instanceId) if (InstanceSave* save = GetInstanceSave(mapId, mapEntry->IsRaid())) if (save->GetInstanceId() != instanceId) instanceId = 0; } // NOW player must have valid map // load the player's map here if it's not already loaded if (!map) map = sMapMgr->CreateMap(mapId, this, instanceId); AreaTrigger 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->GetDifficulty()); 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.loading", "Player::LoadFromDB: Player '{}' ({}) Map: {}, X: {}, Y: {}, Z: {}, O: {}. Areatrigger not found.", m_name, guid.ToString(), 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.loading", "Player::LoadFromDB: Player '{}' ({}) Map: {}, X: {}, Y: {}, Z: {}, O: {}. Invalid default map coordinates or instance couldn't be created.", m_name, guid.ToString(), mapId, GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation()); return false; } } SetMap(map); StoreRaidMapDifficulty(); UpdatePositionData(); // now that map position is determined, check instance validity if (!CheckInstanceValidity(true) && !IsInstanceLoginGameMasterException()) m_InstanceValid = false; if (player_at_bg) map->ToBattlegroundMap()->GetBG()->AddPlayer(this); // 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 = GameTime::GetGameTime(); time_t logoutTime = time_t(fields[27].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 if (time_diff < uint32(GetDrunkValue()) * 9) SetDrunkValue(GetDrunkValue() - time_diff / 9); else SetDrunkValue(0); m_cinematic = fields[23].GetUInt8(); m_Played_time[PLAYED_TIME_TOTAL] = fields[24].GetUInt32(); m_Played_time[PLAYED_TIME_LEVEL] = fields[25].GetUInt32(); m_resetTalentsCost = fields[29].GetUInt32(); m_resetTalentsTime = time_t(fields[30].GetUInt32()); if (!m_taxi.LoadTaxiMask(fields[22].GetString())) // must be before InitTaxiNodesForLevel TC_LOG_WARN("entities.player.loading", "Player::LoadFromDB: Player ({}) has invalid taximask ({}) in DB. Forced partial load.", GetGUID().ToString(), fields[22].GetString()); uint32 extraflags = fields[36].GetUInt16(); _LoadPetStable(fields[37].GetUInt8(), holder.GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_PET_SLOTS)); m_atLoginFlags = fields[38].GetUInt16(); if (HasAtLoginFlag(AT_LOGIN_RENAME)) { TC_LOG_ERROR("entities.player.cheat", "Player::LoadFromDB: Player ({}) tried to login while forced to rename, can't load.'", GetGUID().ToString()); return false; } // Honor system // Update Honor kills data m_lastHonorUpdateTime = logoutTime; UpdateHonorFields(); m_deathExpireTime = time_t(fields[41].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); SetChannelSpellId(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); RemoveUnitFlag2(UNIT_FLAG2_FORCE_MOVEMENT); // reset some aura modifiers before aura apply SetUInt32Value(PLAYER_TRACK_CREATURES, 0); SetUInt32Value(PLAYER_TRACK_RESOURCES, 0); // make sure the unit is considered out of combat for proper loading ClearInCombat(); // make sure the unit is considered not in duel for proper loading SetGuidValue(PLAYER_DUEL_ARBITER, ObjectGuid::Empty); SetUInt32Value(PLAYER_DUEL_TEAM, 0); // reset stats before loading any modifiers InitStatsForLevel(); InitGlyphsForLevel(); InitTaxiNodesForLevel(); InitRunes(); // rest bonus can only be calculated after InitStatsForLevel() m_rest_bonus = fields[26].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[28].GetUInt8() > 0 ? bubble1*sWorld->getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY) : bubble0*sWorld->getRate(RATE_REST_OFFLINE_IN_WILDERNESS); SetRestBonus(GetRestBonus() + time_diff*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP) / 72000)*bubble); } // load skills after InitStatsForLevel because it triggering aura apply also _LoadSkills(holder.GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_SKILLS)); UpdateSkillsForLevel(); //update skills after load, to make sure they are correctly update at player load // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods() //mails are loaded only when needed ;-) - when player in game click on mailbox. //_LoadMail(); m_specsCount = fields[64].GetUInt8(); m_activeSpec = fields[65].GetUInt8(); // sanity check if (m_specsCount > MAX_TALENT_SPECS || m_activeSpec > MAX_TALENT_SPEC || m_specsCount < MIN_TALENT_SPECS) { TC_LOG_ERROR("entities.player.loading", "Player::LoadFromDB: Player {} ({}) has invalid SpecCount = {} and/or invalid ActiveSpec = {}.", GetName(), GetGUID().ToString(), uint32(m_specsCount), uint32(m_activeSpec)); m_activeSpec = 0; } UpdateDisplayPower(); _LoadTalents(holder.GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_TALENTS)); _LoadSpells(holder.GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_SPELLS)); _LoadGlyphs(holder.GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_GLYPHS)); _LoadAuras(holder.GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_AURAS), time_diff); _LoadGlyphAuras(); // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura) if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) m_deathState = DEAD; // after spell load, learn rewarded spell if need also _LoadQuestStatus(holder.GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_QUEST_STATUS)); _LoadQuestStatusRewarded(holder.GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_QUEST_STATUS_REW)); _LoadDailyQuestStatus(holder.GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_DAILY_QUEST_STATUS)); _LoadWeeklyQuestStatus(holder.GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_WEEKLY_QUEST_STATUS)); _LoadSeasonalQuestStatus(holder.GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_SEASONAL_QUEST_STATUS)); _LoadMonthlyQuestStatus(holder.GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_MONTHLY_QUEST_STATUS)); _LoadRandomBGStatus(holder.GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_RANDOM_BG)); // after spell and quest load InitTalentForLevel(); LearnDefaultSkills(); LearnCustomSpells(); // must be before inventory (some items required reputation check) m_reputationMgr->LoadFromDB(holder.GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_REPUTATION)); _LoadInventory(holder.GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_INVENTORY), time_diff); // update items with duration and realtime UpdateItemDuration(time_diff, true); _LoadActions(holder.GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_ACTIONS)); // unread mails and next delivery time, actual mails not loaded _LoadMail(holder.GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_MAILS), holder.GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_MAIL_ITEMS)); 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(holder.GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_SPELL_COOLDOWNS)); uint32 savedHealth = fields[55].GetUInt32(); if (!savedHealth) m_deathState = CORPSE; // 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) SetHealth(savedHealth); for (uint8 i = 0; i < MAX_POWERS; ++i) { uint32 savedPower = fields[56 + i].GetUInt32(); SetPower(static_cast(i), savedPower); } TC_LOG_DEBUG("entities.player.loading", "Player::LoadFromDB: The value of player '{}' after load item and aura is: ", m_name); 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; } } InitPvP(); // RaF stuff. m_grantableLevels = fields[71].GetUInt8(); if (GetSession()->IsARecruiter() || (GetSession()->GetRecruiterId() != 0)) SetDynamicFlag(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)); m_achievementMgr->CheckAllAchievementCriteria(); _LoadEquipmentSets(holder.GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_EQUIPMENT_SETS)); return true; } bool Player::isAllowedToLoot(Creature const* creature) const { if (!creature->isDead() || !creature->IsDamageEnoughForLootingAndReward()) return false; if (HasPendingBind()) return false; Loot const* loot = &creature->loot; if (loot->isLooted()) // nothing to loot or everything looted. return false; if (!loot->hasItemForAll() && !loot->hasItemFor(this)) // no loot in creature for this player return false; if (loot->loot_type == LOOT_SKINNING) return creature->GetLootRecipientGUID() == GetGUID(); Group const* thisGroup = GetGroup(); if (!thisGroup) return this == creature->GetLootRecipient(); else if (thisGroup != creature->GetLootRecipientGroup()) return false; switch (thisGroup->GetLootMethod()) { case MASTER_LOOT: case FREE_FOR_ALL: return true; case ROUND_ROBIN: // may only loot if the player is the loot roundrobin player // or if there are free/quest/conditional item for the player if (loot->roundRobinPlayer.IsEmpty() || loot->roundRobinPlayer == GetGUID()) return true; return loot->hasItemFor(this); case GROUP_LOOT: case NEED_BEFORE_GREED: // may only loot if the player is the loot roundrobin player // or item over threshold (so roll(s) can be launched) // or if there are free/quest/conditional item for the player if (loot->roundRobinPlayer.IsEmpty() || loot->roundRobinPlayer == GetGUID()) return true; if (loot->hasOverThresholdItem()) return true; return loot->hasItemFor(this); } return false; } void Player::_LoadActions(PreparedQueryResult result) { m_actionButtons.clear(); if (result) { do { Field* fields = result->Fetch(); uint8 button = fields[0].GetUInt8(); uint32 action = fields[1].GetUInt32(); uint8 type = fields[2].GetUInt8(); if (ActionButton* ab = addActionButton(button, action, type)) ab->uState = ACTIONBUTTON_UNCHANGED; else { TC_LOG_DEBUG("entities.player", "Player::_LoadActions: Player '{}' ({}) has an invalid action button (Button: {}, Action: {}, Type: {}). It will be deleted at next save. This can be due to a player changing their talents.", GetName(), GetGUID().ToString(), 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 result, uint32 timediff) { TC_LOG_DEBUG("entities.player.loading", "Player::_LoadAuras: Loading auras for {}", GetGUID().ToString()); /* 0 1 2 3 4 5 6 7 8 9 10 11 QueryResult* result = CharacterDatabase.PQuery("SELECT casterGuid, itemGuid, spell, effectMask, recalculateMask, stackCount, amount0, amount1, amount2, base_amount0, base_amount1, base_amount2, 12 13 14 15 16 maxDuration, remainTime, remainCharges, critChance, applyResilience FROM character_aura WHERE guid = '{}'", GetGUID().GetCounter()); */ if (result) { do { Field* fields = result->Fetch(); int32 damage[3]; int32 baseDamage[3]; ObjectGuid caster_guid(fields[0].GetUInt64()); ObjectGuid itemGuid(fields[1].GetUInt64()); uint32 spellid = fields[2].GetUInt32(); uint8 effmask = fields[3].GetUInt8(); uint8 recalculatemask = fields[4].GetUInt8(); uint8 stackcount = fields[5].GetUInt8(); damage[0] = fields[6].GetInt32(); damage[1] = fields[7].GetInt32(); damage[2] = fields[8].GetInt32(); baseDamage[0] = fields[9].GetInt32(); baseDamage[1] = fields[10].GetInt32(); baseDamage[2] = fields[11].GetInt32(); int32 maxduration = fields[12].GetInt32(); int32 remaintime = fields[13].GetInt32(); uint8 remaincharges = fields[14].GetUInt8(); float critChance = fields[15].GetFloat(); bool applyResilience = fields[16].GetBool(); SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellid); if (!spellInfo) { TC_LOG_ERROR("entities.player", "Player::_LoadAuras: Player '{}' ({}) has an invalid aura (SpellID: {}), ignoring.", GetName(), GetGUID().ToString(), spellid); continue; } ChrRacesEntry const* raceEntry = sChrRacesStore.AssertEntry(GetRace()); // negative effects should continue counting down after logout if (remaintime != -1 && ((!spellInfo->IsPositive() && spellInfo->Id != raceEntry->ResSicknessSpellID) || spellInfo->HasAttribute(SPELL_ATTR4_FADES_WHILE_LOGGED_OUT))) // Resurrection sickness should not fade while logged out { 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; AuraCreateInfo createInfo(spellInfo, effmask, this); createInfo .SetCasterGUID(caster_guid) .SetCastItemGUID(itemGuid) .SetBaseAmount(baseDamage); if (Aura* aura = Aura::TryCreate(createInfo)) { if (!aura->CanBeSaved()) { aura->Remove(); continue; } aura->SetLoadedState(maxduration, remaintime, remaincharges, stackcount, recalculatemask, critChance, applyResilience, &damage[0]); aura->ApplyForTargets(); TC_LOG_DEBUG("entities.player", "Player::_LoadAuras: Added aura (SpellID: {}, EffectMask: {}) to player '{} ({})", spellInfo->Id, effmask, GetName(), GetGUID().ToString()); } } while (result->NextRow()); } } void Player::_LoadGlyphAuras() { for (uint8 i = 0; i < MAX_GLYPH_SLOT_INDEX; ++i) { if (uint32 glyph = GetGlyph(i)) { if (GlyphPropertiesEntry const* gp = sGlyphPropertiesStore.LookupEntry(glyph)) { if (GlyphSlotEntry const* gs = sGlyphSlotStore.LookupEntry(GetGlyphSlot(i))) { if (gp->GlyphSlotFlags == gs->Type) { CastSpell(this, gp->SpellID, true); continue; } else TC_LOG_ERROR("entities.player", "Player::_LoadGlyphAuras: Player '{}' ({}) has glyph with typeflags {} in slot with typeflags {}, removing.", GetName(), GetGUID().ToString(), gp->GlyphSlotFlags, gs->Type); } else TC_LOG_ERROR("entities.player", "Player::_LoadGlyphAuras: Player '{}' ({}) has not existing glyph slot entry {} on index {}", GetName(), GetGUID().ToString(), GetGlyphSlot(i), i); } else TC_LOG_ERROR("entities.player", "Player::_LoadGlyphAuras: Player '{}' ({}) has not existing glyph entry {} on index {}", GetName(), GetGUID().ToString(), glyph, i); // On any error remove glyph SetGlyph(i, 0); } } } void Player::LoadCorpse(PreparedQueryResult result) { if (IsAlive() || HasAtLoginFlag(AT_LOGIN_RESURRECT)) SpawnCorpseBones(false); if (!IsAlive()) { if (HasAtLoginFlag(AT_LOGIN_RESURRECT)) ResurrectPlayer(0.5f); else if (result) { Field* fields = result->Fetch(); _corpseLocation.WorldRelocate(fields[0].GetUInt16(), fields[1].GetFloat(), fields[2].GetFloat(), fields[3].GetFloat(), fields[4].GetFloat()); ApplyModByteFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTES_OFFSET_FLAGS, PLAYER_FIELD_BYTE_RELEASE_TIMER, !sMapStore.LookupEntry(_corpseLocation.GetMapId())->Instanceable()); } } RemoveAtLoginFlag(AT_LOGIN_RESURRECT); } void Player::_LoadInventory(PreparedQueryResult result, uint32 timeDiff) { //QueryResult* result = CharacterDatabase.PQuery("SELECT data, text, bag, slot, item, item_template FROM character_inventory JOIN item_instance ON character_inventory.item = item_instance.guid WHERE character_inventory.guid = '{}' ORDER BY bag, slot", GetGUID().GetCounter()); //NOTE: the "order by `bag`" is important because it makes sure //the bagMap is filled before items in the bags are loaded //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?) //expected to be equipped before offhand items (@todo fixme) if (result) { uint32 zoneId = GetZoneId(); std::map bagMap; // fast guid lookup for bags std::map invalidBagMap; // fast guid lookup for bags std::list problematicItems; CharacterDatabaseTransaction 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)) { ObjectGuid::LowType bagGuid = fields[11].GetUInt32(); uint8 slot = fields[12].GetUInt8(); InventoryResult err = EQUIP_ERR_OK; // 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().GetCounter()] = pBag; } else if (IsBagPos(item->GetPos())) if (item->IsBag()) invalidBagMap[item->GetGUID().GetCounter()] = item; } else { item->SetSlot(NULL_SLOT); // Item is in the bag, find the bag std::map::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::iterator invalidBagItr = invalidBagMap.find(bagGuid); if (std::find(problematicItems.begin(), problematicItems.end(), invalidBagItr->second) != problematicItems.end()) err = EQUIP_ERR_INT_BAG_ERROR; } else { TC_LOG_ERROR("entities.player", "Player::_LoadInventory: Player '{}' ({}) has item ({}, entry: {}) which doesnt have a valid bag (Bag {}, slot: {}). Possible cheat?", GetName(), GetGUID().ToString(), item->GetGUID().ToString(), item->GetEntry(), bagGuid, slot); item->DeleteFromInventoryDB(trans); delete item; continue; } } // Item's state may have changed after storing if (err == EQUIP_ERR_OK) item->SetState(ITEM_UNCHANGED, this); else { TC_LOG_ERROR("entities.player", "Player::_LoadInventory: Player '{}' ({}) has item ({}, entry: {}) which can't be loaded into inventory (Bag {}, slot: {}) by reason {}. Item will be sent by mail.", GetName(), GetGUID().ToString(), item->GetGUID().ToString(), item->GetEntry(), bagGuid, 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(); } Item* Player::_LoadItem(CharacterDatabaseTransaction trans, uint32 zoneId, uint32 timeDiff, Field* fields) { Item* item = nullptr; ObjectGuid::LowType itemGuid = fields[13].GetUInt32(); uint32 itemEntry = fields[14].GetUInt32(); if (ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemEntry)) { bool remove = false; item = NewItemOrBag(proto); if (item->LoadFromDB(itemGuid, GetGUID(), fields, itemEntry)) { CharacterDatabasePreparedStatement* 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 ({}, name: '{}', map: {}) has item ({}) limited to another map ({}). Deleting item.", GetGUID().ToString(), GetName(), GetMapId(), item->GetGUID().ToString(), zoneId); remove = true; } // "Conjured items disappear if you are logged out for more than 15 minutes" else if (timeDiff > 15 * MINUTE && proto->HasFlag(ITEM_FLAG_CONJURED)) { TC_LOG_DEBUG("entities.player.loading", "Player::_LoadInventory: player ({}, name: '{}', diff: {}) has conjured item ({}) with expired lifetime (15 minutes). Deleting item.", GetGUID().ToString(), GetName(), timeDiff, item->GetGUID().ToString()); remove = true; } else if (item->IsRefundable()) { if (item->GetPlayedTime() > (2 * HOUR)) { TC_LOG_DEBUG("entities.player.loading", "Player::_LoadInventory: player ({}, name: '{}') has item ({}) with expired refund time ({}). Deleting refund data and removing refundable flag.", GetGUID().ToString(), GetName(), item->GetGUID().ToString(), item->GetPlayedTime()); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_REFUND_INSTANCE); stmt->setUInt32(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->setUInt32(0, item->GetGUID().GetCounter()); stmt->setUInt32(1, GetGUID().GetCounter()); if (PreparedQueryResult result = CharacterDatabase.Query(stmt)) { item->SetRefundRecipient((*result)[0].GetUInt32()); item->SetPaidMoney((*result)[1].GetUInt32()); item->SetPaidExtendedCost((*result)[2].GetUInt16()); AddRefundReference(item->GetGUID()); } else { TC_LOG_WARN("entities.player.loading", "Player::_LoadInventory: player ({}, name: '{}') has item ({}) with refundable flags, but without data in item_refund_instance. Removing flag.", GetGUID().ToString(), GetName(), item->GetGUID().ToString()); item->RemoveFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_REFUNDABLE); } } } else if (item->IsBOPTradeable()) { stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_ITEM_BOP_TRADE); stmt->setUInt32(0, item->GetGUID().GetCounter()); if (PreparedQueryResult result = CharacterDatabase.Query(stmt)) { GuidSet looters; for (std::string_view guidStr : Trinity::Tokenize((*result)[0].GetStringView(), ' ', false)) { if (Optional guid = Trinity::StringTo(guidStr)) looters.insert(ObjectGuid::Create(*guid)); else TC_LOG_WARN("entities.player.loading", "Player::_LoadInventory: invalid item_soulbound_trade_data GUID '{}' for item {}. Skipped.", std::string(guidStr), item->GetGUID().ToString()); } if (looters.size() > 1 && item->GetTemplate()->GetMaxStackSize() == 1 && item->IsSoulBound()) { item->SetSoulboundTradeable(looters); AddTradeableItem(item); } else item->ClearSoulboundTradeable(this); } else { TC_LOG_WARN("entities.player.loading", "Player::_LoadInventory: player ({}, name: '{}') has item ({}) with ITEM_FLAG_BOP_TRADEABLE flag, but without data in item_soulbound_trade_data. Removing flag.", GetGUID().ToString(), GetName(), item->GetGUID().ToString()); item->RemoveFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_BOP_TRADEABLE); } } else if (proto->HolidayId) { remove = true; GameEventMgr::GameEventDataMap const& events = sGameEventMgr->GetEventMap(); GameEventMgr::ActiveEvents const& activeEventsList = sGameEventMgr->GetActiveEventList(); for (GameEventMgr::ActiveEvents::const_iterator itr = activeEventsList.begin(); itr != activeEventsList.end(); ++itr) { if (uint32(events[*itr].holiday_id) == proto->HolidayId) { remove = false; break; } } } } else { TC_LOG_ERROR("entities.player", "Player::_LoadInventory: player ({}, name: '{}') has a broken item (GUID: {}, entry: {}) in inventory. Deleting item.", GetGUID().ToString(), GetName(), 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 ({}, name: '{}') has an unknown item (entry: {}) in inventory. Deleting item.", GetGUID().ToString(), GetName(), itemEntry); Item::DeleteFromInventoryDB(trans, itemGuid); Item::DeleteFromDB(trans, itemGuid); } return item; } // load mailed item which should receive current player Item* Player::_LoadMailedItem(ObjectGuid const& playerGuid, Player* player, uint32 mailId, Mail* mail, Field* fields) { ObjectGuid::LowType itemGuid = fields[11].GetUInt32(); uint32 itemEntry = fields[12].GetUInt32(); ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemEntry); if (!proto) { TC_LOG_ERROR("entities.player", "Player '{}' ({}) has unknown item in mailed items (GUID: {}, Entry: {}) in mail ({}), deleted.", player ? player->GetName() : "", playerGuid.ToString(), itemGuid, itemEntry, mailId); CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction(); CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_INVALID_MAIL_ITEM); stmt->setUInt32(0, itemGuid); trans->Append(stmt); Item::DeleteFromDB(trans, itemGuid); CharacterDatabase.CommitTransaction(trans); return nullptr; } Item* item = NewItemOrBag(proto); ObjectGuid ownerGuid = fields[13].GetUInt32() ? ObjectGuid::Create(fields[13].GetUInt32()) : ObjectGuid::Empty; if (!item->LoadFromDB(itemGuid, ownerGuid, fields, itemEntry)) { TC_LOG_ERROR("entities.player", "Player::_LoadMailedItems: Item (GUID: {}) in mail ({}) doesn't exist, deleted from mail.", itemGuid, mailId); CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_ITEM); stmt->setUInt32(0, itemGuid); CharacterDatabase.Execute(stmt); item->FSetState(ITEM_REMOVED); CharacterDatabaseTransaction temp = CharacterDatabaseTransaction(nullptr); item->SaveToDB(temp); // it also deletes item object ! return nullptr; } if (mail) mail->AddItem(itemGuid, itemEntry); if (player) player->AddMItem(item); return item; } void Player::_LoadMail(PreparedQueryResult mailsResult, PreparedQueryResult mailItemsResult) { m_mail.clear(); std::unordered_map mailById; if (mailsResult) { do { Field* fields = mailsResult->Fetch(); Mail* m = new Mail; m->messageID = fields[0].GetUInt32(); m->messageType = fields[1].GetUInt8(); m->sender = fields[2].GetUInt32(); m->receiver = fields[3].GetUInt32(); m->subject = fields[4].GetString(); m->body = fields[5].GetString(); m->expire_time = time_t(fields[6].GetUInt32()); m->deliver_time = time_t(fields[7].GetUInt32()); m->money = fields[8].GetUInt32(); m->COD = fields[9].GetUInt32(); m->checked = fields[10].GetUInt8(); m->stationery = fields[11].GetUInt8(); m->mailTemplateId = fields[12].GetInt16(); if (m->mailTemplateId && !sMailTemplateStore.LookupEntry(m->mailTemplateId)) { TC_LOG_ERROR("entities.player", "Player::_LoadMail: Mail ({}) has nonexistent MailTemplateId ({}), remove at load", m->messageID, m->mailTemplateId); m->mailTemplateId = 0; } m->state = MAIL_STATE_UNCHANGED; m_mail.push_back(m); mailById[m->messageID] = m; } while (mailsResult->NextRow()); } if (mailItemsResult) { do { Field* fields = mailItemsResult->Fetch(); uint32 mailId = fields[14].GetUInt32(); _LoadMailedItem(GetGUID(), this, mailId, mailById[mailId], fields); } while (mailItemsResult->NextRow()); } UpdateNextMailTimeAndUnreads(); } void Player::LoadPet() { //fixme: the pet should still be loaded if the player is not in world // just not added to the map if (m_petStable && IsInWorld()) { Pet* pet = new Pet(this); if (!pet->LoadPetFromDB(this, 0, 0, true)) delete pet; } } void Player::_LoadQuestStatus(PreparedQueryResult result) { uint16 slot = 0; //// 0 1 2 3 4 5 6 7 8 9 10 //QueryResult* result = CharacterDatabase.PQuery("SELECT quest, status, explored, timer, mobcount1, mobcount2, mobcount3, mobcount4, itemcount1, itemcount2, itemcount3, // 11 12 13 14 // itemcount4, itemcount5, itemcount6, playercount FROM character_queststatus WHERE guid = '{}'", GetGUID().GetCounter()); 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 '{}' ({}) has invalid quest {} status ({}), replaced by QUEST_STATUS_INCOMPLETE(3).", GetName(), GetGUID().ToString(), quest_id, qstatus); } questStatusData.Explored = (fields[2].GetUInt8() > 0); time_t quest_time = time_t(fields[3].GetUInt32()); if (quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_TIMED) && !GetQuestRewardStatus(quest_id)) { AddTimedQuest(quest_id); if (quest_time <= GameTime::GetGameTime()) questStatusData.Timer = 1; else questStatusData.Timer = uint32((quest_time - GameTime::GetGameTime()) * IN_MILLISECONDS); } else quest_time = 0; for (uint32 i = 0; i < QUEST_OBJECTIVES_COUNT; ++i) questStatusData.CreatureOrGOCount[i] = fields[4 + i].GetUInt16(); for (uint32 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i) questStatusData.ItemCount[i] = fields[8 + i].GetUInt16(); questStatusData.PlayerCount = fields[14].GetUInt16(); // add to quest log if (slot < MAX_QUEST_LOG_SIZE && questStatusData.Status != QUEST_STATUS_NONE) { SetQuestSlot(slot, quest_id, uint32(quest_time)); // cast can't be helped if (questStatusData.Status == QUEST_STATUS_COMPLETE) SetQuestSlotState(slot, QUEST_STATE_COMPLETE); else if (questStatusData.Status == QUEST_STATUS_FAILED) SetQuestSlotState(slot, QUEST_STATE_FAIL); for (uint8 idx = 0; idx < QUEST_OBJECTIVES_COUNT; ++idx) if (questStatusData.CreatureOrGOCount[idx]) SetQuestSlotCounter(slot, idx, questStatusData.CreatureOrGOCount[idx]); if (questStatusData.PlayerCount) SetQuestSlotCounter(slot, QUEST_PVP_KILL_SLOT, questStatusData.PlayerCount); ++slot; } TC_LOG_DEBUG("entities.player.loading", "Player::_LoadQuestStatus: Quest status is {{}} for quest {{}} for player ({})", questStatusData.Status, quest_id, GetGUID().ToString()); } } while (result->NextRow()); } // clear quest log tail for (uint16 i = slot; i < MAX_QUEST_LOG_SIZE; ++i) SetQuestSlot(i, 0); } void Player::_LoadQuestStatusRewarded(PreparedQueryResult result) { // SELECT quest FROM character_queststatus_rewarded WHERE guid = ? if (result) { do { Field* fields = result->Fetch(); uint32 quest_id = fields[0].GetUInt32(); // used to be new, no delete? Quest const* quest = sObjectMgr->GetQuestTemplate(quest_id); if (quest) { // learn rewarded spell if unknown LearnQuestRewardedSpells(quest); // set rewarded title if any if (quest->GetCharTitleId()) { if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(quest->GetCharTitleId())) SetTitle(titleEntry); } if (quest->GetBonusTalents()) m_questRewardTalentCount += quest->GetBonusTalents(); if (quest->CanIncreaseRewardedQuestCounters()) m_RewardedQuests.insert(quest_id); } } while (result->NextRow()); } } void Player::_LoadDailyQuestStatus(PreparedQueryResult result) { for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx) SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx, 0); m_DFQuests.clear(); //QueryResult* result = CharacterDatabase.PQuery("SELECT quest, time FROM character_queststatus_daily WHERE guid = '{}'", GetGUID().GetCounter()); if (result) { uint32 quest_daily_idx = 0; do { Field* fields = result->Fetch(); if (Quest const* qQuest = sObjectMgr->GetQuestTemplate(fields[0].GetUInt32())) { if (qQuest->IsDFQuest()) { m_DFQuests.insert(qQuest->GetQuestId()); m_lastDailyQuestTime = time_t(fields[1].GetUInt32()); continue; } } if (quest_daily_idx >= PLAYER_MAX_DAILY_QUESTS) // max amount with exist data in query { TC_LOG_ERROR("entities.player", "Player {} has more than 25 daily quest records in `charcter_queststatus_daily`", GetGUID().ToString()); break; } uint32 quest_id = fields[0].GetUInt32(); // save _any_ from daily quest times (it must be after last reset anyway) m_lastDailyQuestTime = time_t(fields[1].GetUInt32()); Quest const* quest = sObjectMgr->GetQuestTemplate(quest_id); if (!quest) continue; SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx, quest_id); ++quest_daily_idx; TC_LOG_DEBUG("entities.player.loading", "Player::_LoadDailyQuestStatus: Loaded daily quest cooldown (QuestID: {}) for player '{}' ({})", quest_id, GetName(), GetGUID().ToString()); } while (result->NextRow()); } m_DailyQuestChanged = false; } void Player::_LoadWeeklyQuestStatus(PreparedQueryResult result) { m_weeklyquests.clear(); if (result) { do { Field* fields = result->Fetch(); uint32 quest_id = fields[0].GetUInt32(); Quest const* quest = sObjectMgr->GetQuestTemplate(quest_id); if (!quest) continue; m_weeklyquests.insert(quest_id); TC_LOG_DEBUG("entities.player.loading", "Player::_LoadWeeklyQuestStatus: Loaded weekly quest cooldown (QuestID: {}) for player '{}' ({})", quest_id, GetName(), GetGUID().ToString()); } while (result->NextRow()); } m_WeeklyQuestChanged = false; } void Player::_LoadSeasonalQuestStatus(PreparedQueryResult result) { m_seasonalquests.clear(); if (result) { do { Field* fields = result->Fetch(); uint32 quest_id = fields[0].GetUInt32(); uint32 event_id = fields[1].GetUInt32(); Quest const* quest = sObjectMgr->GetQuestTemplate(quest_id); if (!quest) continue; m_seasonalquests[event_id].insert(quest_id); TC_LOG_DEBUG("entities.player.loading", "Player::_LoadSeasonalQuestStatus: Loaded seasonal quest cooldown (QuestID: {}) for player '{}' ({})", quest_id, GetName(), GetGUID().ToString()); } while (result->NextRow()); } m_SeasonalQuestChanged = false; } void Player::_LoadMonthlyQuestStatus(PreparedQueryResult result) { m_monthlyquests.clear(); if (result) { do { Field* fields = result->Fetch(); uint32 quest_id = fields[0].GetUInt32(); Quest const* quest = sObjectMgr->GetQuestTemplate(quest_id); if (!quest) continue; m_monthlyquests.insert(quest_id); TC_LOG_DEBUG("entities.player.loading", "Player::_LoadMonthlyQuestStatus: Loaded monthly quest cooldown (QuestID: {}) for player '{}' ({})", quest_id, GetName(), GetGUID().ToString()); } while (result->NextRow()); } m_MonthlyQuestChanged = false; } void Player::_LoadSpells(PreparedQueryResult result) { //QueryResult* result = CharacterDatabase.PQuery("SELECT spell, active, disabled FROM character_spell WHERE guid = '{}'", GetGUID().GetCounter()); 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={}", GetGUID().GetCounter()); 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); // Make sure the player's difficulty settings are always aligned with the group's settings in order to avoid issues when checking access requirements SetDungeonDifficulty(group->GetDungeonDifficulty()); SetRaidDifficulty(group->GetRaidDifficulty()); } } if (!GetGroup() || !GetGroup()->IsLeader(GetGUID())) RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GROUP_LEADER); } void Player::_LoadBoundInstances(PreparedQueryResult result) { for (uint8 i = 0; i < MAX_DIFFICULTY; ++i) m_boundInstances[i].clear(); Group* group = GetGroup(); // 0 1 2 3 4 5 // SELECT id, permanent, map, difficulty, extendState, resettime FROM character_instance LEFT JOIN instance ON instance = id WHERE 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].GetUInt64()); // the resettime for normal instances is only saved when the InstanceSave is unloaded // so the value read from the DB may be wrong here but only if the InstanceSave is loaded // and in that case it is not used bool deleteInstance = false; MapEntry const* mapEntry = sMapStore.LookupEntry(mapId); std::string mapname = mapEntry ? mapEntry->MapName[sWorld->GetDefaultDbcLocale()] : "Unknown"; if (!mapEntry || !mapEntry->IsDungeon()) { TC_LOG_ERROR("entities.player", "Player::_LoadBoundInstances: Player '{}' ({}) has bind to not existed or not dungeon map {} ({})", GetName(), GetGUID().ToString(), mapId, mapname); deleteInstance = true; } else if (difficulty >= MAX_DIFFICULTY) { TC_LOG_ERROR("entities.player", "Player::_LoadBoundInstances: player '{}' ({}) has bind to not existed difficulty {} instance for map {} ({})", GetName(), GetGUID().ToString(), difficulty, mapId, mapname); deleteInstance = true; } else { MapDifficulty const* mapDiff = GetMapDifficultyData(mapId, Difficulty(difficulty)); if (!mapDiff) { TC_LOG_ERROR("entities.player", "Player::_LoadBoundInstances: player '{}' ({}) has bind to not existed difficulty {} instance for map {} ({})", GetName(), GetGUID().ToString(), difficulty, mapId, mapname); deleteInstance = true; } else if (!perm && group) { TC_LOG_ERROR("entities.player", "Player::_LoadBoundInstances: player '{}' ({}) is in group {} but has a non-permanent character bind to map {} ({}), {}, {}", GetName(), GetGUID().ToString(), group->GetGUID().ToString(), mapId, mapname, instanceId, difficulty); deleteInstance = true; } } if (deleteInstance) { CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INSTANCE_BY_INSTANCE_GUID); stmt->setUInt32(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, !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 MapDifficulty const* mapDiff = 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; } InstanceSave* Player::GetInstanceSave(uint32 mapid, bool raid) { InstancePlayerBind* pBind = GetBoundInstance(mapid, GetDifficulty(raid)); InstanceSave* pSave = pBind ? pBind->save : nullptr; if (!pBind || !pBind->perm) if (Group* group = GetGroup()) if (InstanceGroupBind* groupBind = group->GetBoundInstance(GetDifficulty(raid), mapid)) 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) { CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INSTANCE_BY_INSTANCE_GUID); stmt->setUInt32(0, GetGUID().GetCounter()); stmt->setUInt32(1, itr->second.save->GetInstanceId()); CharacterDatabase.Execute(stmt); } if (itr->second.perm) GetSession()->SendCalendarRaidLockoutRemoved(itr->second.save); 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->GetDifficulty()][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) { CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_INSTANCE); stmt->setUInt32(0, save->GetInstanceId()); stmt->setBool(1, permanent); stmt->setUInt8(2, extendState); stmt->setUInt32(3, GetGUID().GetCounter()); stmt->setUInt32(4, bind.save->GetInstanceId()); CharacterDatabase.Execute(stmt); } } else { CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_INSTANCE); stmt->setUInt32(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 '{}' ({}) is now bound to map (ID: {}, Instance: {}, Difficulty: {})", GetName(), GetGUID().ToString(), save->GetMapId(), save->GetInstanceId(), static_cast(save->GetDifficulty())); sScriptMgr->OnPlayerBindToInstance(this, save->GetDifficulty(), save->GetMapId(), permanent, extendState); return &bind; } return nullptr; } void Player::BindToInstance() { InstanceSave* mapSave = sInstanceSaveMgr->GetInstanceSave(_pendingBindId); if (!mapSave) //it seems sometimes mapSave is nullptr, but I did not check why return; WorldPacket data(SMSG_INSTANCE_SAVE_CREATED, 4); data << uint32(0); SendDirectMessage(&data); if (!IsGameMaster()) { BindToInstance(mapSave, true, EXTEND_STATE_KEEP); GetSession()->SendCalendarRaidLockoutAdded(mapSave); } } void Player::SetPendingBind(uint32 instanceId, uint32 bindTimer) { _pendingBindId = instanceId; _pendingBindTimer = bindTimer; } void Player::SendRaidInfo() { uint32 counter = 0; WorldPacket data(SMSG_RAID_INSTANCE_INFO, 4); size_t p_counter = data.wpos(); data << uint32(counter); // placeholder time_t now = GameTime::GetGameTime(); 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 = bind.save; data << uint32(save->GetMapId()); // map id data << uint32(save->GetDifficulty()); // difficulty data << uint64(save->GetInstanceId()); // instance id data << uint8(bind.extendState != EXTEND_STATE_EXPIRED); // expired = 0 data << uint8(bind.extendState == EXTEND_STATE_EXTENDED); // extended = 1 time_t nextReset = save->GetResetTime(); if (bind.extendState == EXTEND_STATE_EXTENDED) nextReset = sInstanceSaveMgr->GetSubsequentResetTime(save->GetMapId(), save->GetDifficulty(), save->GetResetTime()); data << uint32(nextReset - now); // reset time ++counter; } } } data.put(p_counter, counter); SendDirectMessage(&data); } /* - called on every successful teleportation to a map */ void Player::SendSavedInstances() { bool hasBeenSaved = false; WorldPacket data; for (uint8 i = 0; i < MAX_DIFFICULTY; ++i) { for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr) { if (itr->second.perm) // only permanent binds are sent { hasBeenSaved = true; break; } } } //Send opcode 811. true or false means, whether you have current raid/heroic instances data.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP); data << uint32(hasBeenSaved); SendDirectMessage(&data); if (!hasBeenSaved) return; for (uint8 i = 0; i < MAX_DIFFICULTY; ++i) { for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr) { if (itr->second.perm) { data.Initialize(SMSG_UPDATE_LAST_INSTANCE); data << uint32(itr->second.save->GetMapId()); SendDirectMessage(&data); } } } } bool Player::Satisfy(AccessRequirement const* ar, uint32 target_map, bool report) { if (!IsGameMaster() && ar) { uint8 LevelMin = 0; uint8 LevelMax = 0; MapEntry const* mapEntry = sMapStore.LookupEntry(target_map); if (!mapEntry) return false; if (!sWorld->getBoolConfig(CONFIG_INSTANCE_IGNORE_LEVEL)) { if (ar->levelMin && GetLevel() < ar->levelMin) LevelMin = ar->levelMin; if (ar->levelMax && GetLevel() > ar->levelMax) LevelMax = ar->levelMax; } uint32 missingItem = 0; if (ar->item) { if (!HasItemCount(ar->item) && (!ar->item2 || !HasItemCount(ar->item2))) missingItem = ar->item; } else if (ar->item2 && !HasItemCount(ar->item2)) missingItem = ar->item2; if (DisableMgr::IsDisabledFor(DISABLE_TYPE_MAP, target_map, this)) { GetSession()->SendAreaTriggerMessage("%s", GetSession()->GetTrinityString(LANG_INSTANCE_CLOSED)); return false; } uint32 missingQuest = 0; if (GetTeam() == ALLIANCE && ar->quest_A && !GetQuestRewardStatus(ar->quest_A)) missingQuest = ar->quest_A; else if (GetTeam() == HORDE && ar->quest_H && !GetQuestRewardStatus(ar->quest_H)) missingQuest = ar->quest_H; uint32 missingAchievement = 0; Player* leader = this; ObjectGuid leaderGuid = GetGroup() ? GetGroup()->GetLeaderGUID() : GetGUID(); if (leaderGuid != GetGUID()) leader = ObjectAccessor::FindPlayer(leaderGuid); if (ar->achievement) if (!leader || !leader->HasAchieved(ar->achievement)) missingAchievement = ar->achievement; Difficulty target_difficulty = GetDifficulty(mapEntry->IsRaid()); MapDifficulty const* mapDiff = GetDownscaledMapDifficultyData(target_map, target_difficulty); if (LevelMin || LevelMax || missingItem || missingQuest || missingAchievement) { if (report) { if (missingQuest && !ar->questFailedText.empty()) ChatHandler(GetSession()).PSendSysMessage("%s", ar->questFailedText.c_str()); else if (mapDiff->hasErrorMessage) // if (missingAchievement) covered by this case SendTransferAborted(target_map, TRANSFER_ABORT_DIFFICULTY, target_difficulty); else if (missingItem) GetSession()->SendAreaTriggerMessage(GetSession()->GetTrinityString(LANG_LEVEL_MINREQUIRED_AND_ITEM), LevelMin, ASSERT_NOTNULL(sObjectMgr->GetItemTemplate(missingItem))->Name1.c_str()); else if (LevelMin) GetSession()->SendAreaTriggerMessage(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 = FindMap(); 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->GetDifficulty(), 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->GetDifficulty()); 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 '{}' ({}) has incorrect race/class ({}/{}) pair. Can't load.", GetGUID().ToString(), GetName(), 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()->Expansion() >= bindMapEntry->Expansion()) ok = true; else { CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PLAYER_HOMEBIND); stmt->setUInt32(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; CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_PLAYER_HOMEBIND); stmt->setUInt32(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: {}, AreaID: {}, X: {}, Y: {}, Z: {}) of player '{}' ({})", m_homebindMapId, m_homebindAreaId, m_homebindX, m_homebindY, m_homebindZ, GetName(), GetGUID().ToString()); return true; } /*********************************************************/ /*** SAVE SYSTEM ***/ /*********************************************************/ void Player::SaveToDB(bool create /*=false*/) { CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction(); SaveToDB(trans, create); CharacterDatabase.CommitTransaction(trans); } void Player::SaveToDB(CharacterDatabaseTransaction trans, 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 {} at save: ", m_name); outDebugValues(); if (!create) sScriptMgr->OnPlayerSave(this); CharacterDatabasePreparedStatement* stmt = nullptr; uint8 index = 0; stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_FISHINGSTEPS); stmt->setUInt32(0, GetGUID().GetCounter()); trans->Append(stmt); auto finiteAlways = [](float f) { return std::isfinite(f) ? f : 0.0f; }; if (create) { //! Insert query /// @todo: Filter out more redundant fields that can take their default value at player create stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHARACTER); stmt->setUInt32(index++, GetGUID().GetCounter()); stmt->setUInt32(index++, GetSession()->GetAccountId()); stmt->setString(index++, GetName()); stmt->setUInt8(index++, GetRace()); stmt->setUInt8(index++, GetClass()); stmt->setUInt8(index++, GetNativeGender()); // save gender from PLAYER_BYTES_3, UNIT_BYTES_0 changes with every transform effect stmt->setUInt8(index++, GetLevel()); stmt->setUInt32(index++, GetXP()); stmt->setUInt32(index++, GetMoney()); stmt->setUInt8(index++, GetSkinId()); stmt->setUInt8(index++, GetFaceId()); stmt->setUInt8(index++, GetHairStyleId()); stmt->setUInt8(index++, GetHairColorId()); stmt->setUInt8(index++, GetFacialStyle()); stmt->setUInt8(index++, GetBankBagSlotCount()); stmt->setUInt8(index++, GetRestState()); stmt->setUInt32(index++, GetUInt32Value(PLAYER_FLAGS)); stmt->setUInt16(index++, (uint16)GetMapId()); stmt->setUInt32(index++, (uint32)GetInstanceId()); stmt->setUInt8(index++, (uint8(GetDungeonDifficulty()) | uint8(GetRaidDifficulty()) << 4)); stmt->setFloat(index++, finiteAlways(GetPositionX())); stmt->setFloat(index++, finiteAlways(GetPositionY())); stmt->setFloat(index++, finiteAlways(GetPositionZ())); stmt->setFloat(index++, finiteAlways(GetOrientation())); stmt->setFloat(index++, finiteAlways(GetTransOffsetX())); stmt->setFloat(index++, finiteAlways(GetTransOffsetY())); stmt->setFloat(index++, finiteAlways(GetTransOffsetZ())); stmt->setFloat(index++, finiteAlways(GetTransOffsetO())); ObjectGuid::LowType transLowGUID = 0; if (GetTransport()) transLowGUID = GetTransport()->GetGUID().GetCounter(); stmt->setUInt32(index++, transLowGUID); std::ostringstream ss; ss << m_taxi; stmt->setString(index++, ss.str()); stmt->setUInt8(index++, m_cinematic); stmt->setUInt32(index++, m_Played_time[PLAYED_TIME_TOTAL]); stmt->setUInt32(index++, m_Played_time[PLAYED_TIME_LEVEL]); stmt->setFloat(index++, finiteAlways(m_rest_bonus)); stmt->setUInt32(index++, uint32(GameTime::GetGameTime())); stmt->setUInt8(index++, (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ? 1 : 0)); //save, far from tavern/city //save, but in tavern/city stmt->setUInt32(index++, m_resetTalentsCost); stmt->setUInt32(index++, uint32(m_resetTalentsTime)); stmt->setUInt16(index++, (uint16)m_ExtraFlags); stmt->setUInt8(index++, m_petStable ? m_petStable->MaxStabledPets : 0); stmt->setUInt16(index++, (uint16)m_atLoginFlags); stmt->setUInt16(index++, GetZoneId()); stmt->setUInt32(index++, uint32(m_deathExpireTime)); ss.str(""); ss << m_taxi.SaveTaxiDestinationsToString(); stmt->setString(index++, ss.str()); stmt->setUInt32(index++, GetArenaPoints()); stmt->setUInt32(index++, GetHonorPoints()); stmt->setUInt32(index++, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION)); stmt->setUInt32(index++, GetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION)); stmt->setUInt32(index++, GetUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS)); stmt->setUInt16(index++, GetUInt16Value(PLAYER_FIELD_KILLS, 0)); stmt->setUInt16(index++, GetUInt16Value(PLAYER_FIELD_KILLS, 1)); stmt->setUInt32(index++, GetUInt32Value(PLAYER_CHOSEN_TITLE)); stmt->setUInt64(index++, GetUInt64Value(PLAYER_FIELD_KNOWN_CURRENCIES)); stmt->setUInt32(index++, GetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX)); stmt->setUInt8(index++, GetDrunkValue()); stmt->setUInt32(index++, GetHealth()); for (uint32 i = 0; i < MAX_POWERS; ++i) stmt->setUInt32(index++, GetPower(Powers(i))); stmt->setUInt32(index++, GetSession()->GetLatency()); stmt->setUInt8(index++, m_specsCount); stmt->setUInt8(index++, m_activeSpec); ss.str(""); for (uint32 i = 0; i < PLAYER_EXPLORED_ZONES_SIZE; ++i) ss << GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + i) << ' '; stmt->setString(index++, ss.str()); ss.str(""); // cache equipment... for (uint32 i = 0; i < EQUIPMENT_SLOT_END * 2; ++i) ss << GetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + i) << ' '; // ...and bags for enum opcode for (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) { if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) ss << item->GetEntry(); else ss << '0'; ss << " 0 "; } stmt->setString(index++, ss.str()); stmt->setUInt32(index++, GetUInt32Value(PLAYER_AMMO_ID)); ss.str(""); for (uint32 i = 0; i < KNOWN_TITLES_SIZE*2; ++i) ss << GetUInt32Value(PLAYER__FIELD_KNOWN_TITLES + i) << ' '; stmt->setString(index++, ss.str()); stmt->setUInt8(index++, GetByteValue(PLAYER_FIELD_BYTES, 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++, GetNativeGender()); // save gender from PLAYER_BYTES_3, UNIT_BYTES_0 changes with every transform effect stmt->setUInt8(index++, GetLevel()); stmt->setUInt32(index++, GetXP()); stmt->setUInt32(index++, GetMoney()); stmt->setUInt8(index++, GetSkinId()); stmt->setUInt8(index++, GetFaceId()); stmt->setUInt8(index++, GetHairStyleId()); stmt->setUInt8(index++, GetHairColorId()); stmt->setUInt8(index++, GetFacialStyle()); stmt->setUInt8(index++, GetBankBagSlotCount()); stmt->setUInt8(index++, GetRestState()); stmt->setUInt32(index++, GetUInt32Value(PLAYER_FLAGS)); if (!IsBeingTeleported()) { stmt->setUInt16(index++, (uint16)GetMapId()); stmt->setUInt32(index++, (uint32)GetInstanceId()); stmt->setUInt8(index++, (uint8(GetDungeonDifficulty()) | uint8(GetRaidDifficulty()) << 4)); stmt->setFloat(index++, finiteAlways(GetPositionX())); stmt->setFloat(index++, finiteAlways(GetPositionY())); stmt->setFloat(index++, finiteAlways(GetPositionZ())); stmt->setFloat(index++, finiteAlways(GetOrientation())); } else { stmt->setUInt16(index++, (uint16)GetTeleportDest().GetMapId()); stmt->setUInt32(index++, (uint32)0); stmt->setUInt8(index++, (uint8(GetDungeonDifficulty()) | uint8(GetRaidDifficulty()) << 4)); stmt->setFloat(index++, finiteAlways(GetTeleportDest().GetPositionX())); stmt->setFloat(index++, finiteAlways(GetTeleportDest().GetPositionY())); stmt->setFloat(index++, finiteAlways(GetTeleportDest().GetPositionZ())); stmt->setFloat(index++, finiteAlways(GetTeleportDest().GetOrientation())); } stmt->setFloat(index++, finiteAlways(GetTransOffsetX())); stmt->setFloat(index++, finiteAlways(GetTransOffsetY())); stmt->setFloat(index++, finiteAlways(GetTransOffsetZ())); stmt->setFloat(index++, finiteAlways(GetTransOffsetO())); ObjectGuid::LowType transLowGUID = 0; if (GetTransport()) transLowGUID = GetTransport()->GetGUID().GetCounter(); stmt->setUInt32(index++, transLowGUID); std::ostringstream ss; ss << m_taxi; stmt->setString(index++, ss.str()); stmt->setUInt8(index++, m_cinematic); stmt->setUInt32(index++, m_Played_time[PLAYED_TIME_TOTAL]); stmt->setUInt32(index++, m_Played_time[PLAYED_TIME_LEVEL]); stmt->setFloat(index++, finiteAlways(m_rest_bonus)); stmt->setUInt32(index++, uint32(GameTime::GetGameTime())); stmt->setUInt8(index++, (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ? 1 : 0)); //save, far from tavern/city //save, but in tavern/city stmt->setUInt32(index++, m_resetTalentsCost); stmt->setUInt32(index++, uint32(m_resetTalentsTime)); stmt->setUInt16(index++, (uint16)m_ExtraFlags); stmt->setUInt8(index++, m_petStable ? m_petStable->MaxStabledPets : 0); stmt->setUInt16(index++, (uint16)m_atLoginFlags); stmt->setUInt16(index++, GetZoneId()); stmt->setUInt32(index++, uint32(m_deathExpireTime)); ss.str(""); ss << m_taxi.SaveTaxiDestinationsToString(); stmt->setString(index++, ss.str()); stmt->setUInt32(index++, GetArenaPoints()); stmt->setUInt32(index++, GetHonorPoints()); stmt->setUInt32(index++, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION)); stmt->setUInt32(index++, GetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION)); stmt->setUInt32(index++, GetUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS)); stmt->setUInt16(index++, GetUInt16Value(PLAYER_FIELD_KILLS, 0)); stmt->setUInt16(index++, GetUInt16Value(PLAYER_FIELD_KILLS, 1)); stmt->setUInt32(index++, GetUInt32Value(PLAYER_CHOSEN_TITLE)); stmt->setUInt64(index++, GetUInt64Value(PLAYER_FIELD_KNOWN_CURRENCIES)); stmt->setUInt32(index++, GetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX)); stmt->setUInt8(index++, GetDrunkValue()); stmt->setUInt32(index++, GetHealth()); for (uint32 i = 0; i < MAX_POWERS; ++i) stmt->setUInt32(index++, GetPower(Powers(i))); stmt->setUInt32(index++, GetSession()->GetLatency()); stmt->setUInt8(index++, m_specsCount); stmt->setUInt8(index++, m_activeSpec); ss.str(""); for (uint32 i = 0; i < PLAYER_EXPLORED_ZONES_SIZE; ++i) ss << GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + i) << ' '; stmt->setString(index++, ss.str()); ss.str(""); // cache equipment... for (uint32 i = 0; i < EQUIPMENT_SLOT_END * 2; ++i) ss << GetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + i) << ' '; // ...and bags for enum opcode for (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) { if (Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) ss << item->GetEntry(); else ss << '0'; ss << " 0 "; } stmt->setString(index++, ss.str()); stmt->setUInt32(index++, GetUInt32Value(PLAYER_AMMO_ID)); ss.str(""); for (uint32 i = 0; i < KNOWN_TITLES_SIZE*2; ++i) ss << GetUInt32Value(PLAYER__FIELD_KNOWN_TITLES + i) << ' '; stmt->setString(index++, ss.str()); stmt->setUInt8(index++, GetByteValue(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTES_OFFSET_ACTION_BAR_TOGGLES)); stmt->setUInt32(index++, m_grantableLevels); stmt->setUInt8(index++, IsInWorld() && !GetSession()->PlayerLogout() ? 1 : 0); // Index stmt->setUInt32(index++, GetGUID().GetCounter()); } trans->Append(stmt); if (m_fishingSteps != 0) { stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_FISHINGSTEPS); index = 0; stmt->setUInt32(index++, GetGUID().GetCounter()); stmt->setUInt32(index++, m_fishingSteps); trans->Append(stmt); } if (m_mailsUpdated) //save mails only when needed _SaveMail(trans); _SaveBGData(trans); _SaveInventory(trans); _SaveQuestStatus(trans); _SaveDailyQuestStatus(trans); _SaveWeeklyQuestStatus(trans); _SaveSeasonalQuestStatus(trans); _SaveMonthlyQuestStatus(trans); _SaveTalents(trans); _SaveSpells(trans); GetSpellHistory()->SaveToDB(trans); _SaveActions(trans); _SaveAuras(trans); _SaveSkills(trans); m_achievementMgr->SaveToDB(trans); m_reputationMgr->SaveToDB(trans); _SaveEquipmentSets(trans); GetSession()->SaveTutorialsData(trans); // changed only while character in game _SaveGlyphs(trans); _SaveInstanceTimeRestrictions(trans); // check if stats should only be saved on logout // save stats can be out of transaction if (m_session->isLogingOut() || !sWorld->getBoolConfig(CONFIG_STATS_SAVE_ONLY_ON_LOGOUT)) _SaveStats(trans); // 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(CharacterDatabaseTransaction trans) { _SaveInventory(trans); SaveGoldToDB(trans); } void Player::SaveGoldToDB(CharacterDatabaseTransaction trans) const { CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_MONEY); stmt->setUInt32(0, GetMoney()); stmt->setUInt32(1, GetGUID().GetCounter()); trans->Append(stmt); } void Player::_SaveActions(CharacterDatabaseTransaction trans) { CharacterDatabasePreparedStatement* 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->setUInt32(0, GetGUID().GetCounter()); stmt->setUInt8(1, m_activeSpec); stmt->setUInt8(2, itr->first); stmt->setUInt32(3, itr->second.GetAction()); stmt->setUInt8(4, uint8(itr->second.GetType())); trans->Append(stmt); itr->second.uState = ACTIONBUTTON_UNCHANGED; ++itr; break; case ACTIONBUTTON_CHANGED: stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_ACTION); stmt->setUInt32(0, itr->second.GetAction()); stmt->setUInt8(1, uint8(itr->second.GetType())); stmt->setUInt32(2, GetGUID().GetCounter()); stmt->setUInt8(3, itr->first); stmt->setUInt8(4, m_activeSpec); trans->Append(stmt); itr->second.uState = ACTIONBUTTON_UNCHANGED; ++itr; break; case ACTIONBUTTON_DELETED: stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_ACTION_BY_BUTTON_SPEC); stmt->setUInt32(0, GetGUID().GetCounter()); stmt->setUInt8(1, itr->first); stmt->setUInt8(2, m_activeSpec); trans->Append(stmt); m_actionButtons.erase(itr++); break; default: ++itr; break; } } } void Player::_SaveAuras(CharacterDatabaseTransaction trans) { CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_AURA); stmt->setUInt32(0, GetGUID().GetCounter()); trans->Append(stmt); for (AuraMap::const_iterator itr = m_ownedAuras.begin(); itr != m_ownedAuras.end(); ++itr) { if (!itr->second->CanBeSaved()) continue; Aura* aura = itr->second; int32 damage[MAX_SPELL_EFFECTS]; int32 baseDamage[MAX_SPELL_EFFECTS]; uint8 effMask = 0; uint8 recalculateMask = 0; for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) { if (AuraEffect const* effect = aura->GetEffect(i)) { baseDamage[i] = effect->GetBaseAmount(); damage[i] = effect->GetAmount(); effMask |= 1 << i; if (effect->CanBeRecalculated()) recalculateMask |= 1 << i; } else { baseDamage[i] = 0; damage[i] = 0; } } uint8 index = 0; stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_AURA); stmt->setUInt32(index++, GetGUID().GetCounter()); stmt->setUInt64(index++, itr->second->GetCasterGUID().GetRawValue()); stmt->setUInt64(index++, itr->second->GetCastItemGUID().GetRawValue()); stmt->setUInt32(index++, itr->second->GetId()); stmt->setUInt8(index++, effMask); stmt->setUInt8(index++, recalculateMask); stmt->setUInt8(index++, itr->second->GetStackAmount()); stmt->setInt32(index++, damage[0]); stmt->setInt32(index++, damage[1]); stmt->setInt32(index++, damage[2]); stmt->setInt32(index++, baseDamage[0]); stmt->setInt32(index++, baseDamage[1]); stmt->setInt32(index++, baseDamage[2]); stmt->setInt32(index++, itr->second->GetMaxDuration()); stmt->setInt32(index++, itr->second->GetDuration()); stmt->setUInt8(index++, itr->second->GetCharges()); stmt->setFloat(index++, itr->second->GetCritChance()); stmt->setBool (index++, itr->second->CanApplyResilience()); trans->Append(stmt); } } void Player::_SaveInventory(CharacterDatabaseTransaction trans) { CharacterDatabasePreparedStatement* 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) continue; if (item->GetState() == ITEM_NEW) { if (ItemTemplate const* itemTemplate = item->GetTemplate()) if (itemTemplate->HasFlag(ITEM_FLAG_HAS_LOOT)) sLootItemStorage->RemoveStoredLootForContainer(item->GetGUID().GetCounter()); continue; } stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INVENTORY_BY_ITEM); stmt->setUInt32(0, item->GetGUID().GetCounter()); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_INSTANCE); stmt->setUInt32(0, item->GetGUID().GetCounter()); trans->Append(stmt); m_items[i]->FSetState(ITEM_NEW); if (ItemTemplate const* itemTemplate = item->GetTemplate()) if (itemTemplate->HasFlag(ITEM_FLAG_HAS_LOOT)) sLootItemStorage->RemoveStoredLootForContainer(item->GetGUID().GetCounter()); } // 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 ({}) in refundable storage for player '{}' ({}), removing.", itr->ToString(), GetName(), GetGUID().ToString()); 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; ObjectGuid::LowType lowGuid = GetGUID().GetCounter(); for (size_t i = 0; i < m_itemUpdateQueue.size(); ++i) { Item* item = m_itemUpdateQueue[i]; if (!item) continue; Bag* container = item->GetContainer(); ObjectGuid::LowType bag_guid = container ? container->GetGUID().GetCounter() : 0; if (item->GetState() != ITEM_REMOVED) { Item* test = GetItemByPos(item->GetBagSlot(), item->GetSlot()); if (test == nullptr) { ObjectGuid::LowType bagTestGUID = 0; if (Item* test2 = GetItemByPos(INVENTORY_SLOT_BAG_0, item->GetBagSlot())) bagTestGUID = test2->GetGUID().GetCounter(); TC_LOG_ERROR("entities.player", "Player::_SaveInventory: Player '{}' ({}) has incorrect values (Bag: {}, Slot: {}) for the item ({}, State: {}). The player doesn't have an item at that position.", GetName(), GetGUID().ToString(), item->GetBagSlot(), item->GetSlot(), item->GetGUID().ToString(), (int32)item->GetState()); // according to the test that was just performed nothing should be in this slot, delete stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INVENTORY_BY_BAG_SLOT); stmt->setUInt32(0, bagTestGUID); stmt->setUInt8(1, item->GetSlot()); stmt->setUInt32(2, lowGuid); trans->Append(stmt); RemoveTradeableItem(item); RemoveEnchantmentDurationsReferences(item); RemoveItemDurations(item); // 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 '{}' ({}) has incorrect values (Bag: {}, Slot: {}) for the item ({}). {} is there instead!", GetName(), GetGUID().ToString(), item->GetBagSlot(), item->GetSlot(), item->GetGUID().ToString(), test->GetGUID().ToString()); // 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 invntory continue; } } switch (item->GetState()) { case ITEM_NEW: case ITEM_CHANGED: stmt = CharacterDatabase.GetPreparedStatement(CHAR_REP_INVENTORY_ITEM); stmt->setUInt32(0, lowGuid); stmt->setUInt32(1, bag_guid); stmt->setUInt8 (2, item->GetSlot()); stmt->setUInt32(3, item->GetGUID().GetCounter()); trans->Append(stmt); break; case ITEM_REMOVED: stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INVENTORY_BY_ITEM); stmt->setUInt32(0, item->GetGUID().GetCounter()); trans->Append(stmt); break; case ITEM_UNCHANGED: break; } item->SaveToDB(trans); // item have unchanged inventory record and can be save standalone } m_itemUpdateQueue.clear(); } void Player::_SaveMail(CharacterDatabaseTransaction trans) { CharacterDatabasePreparedStatement* 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->setUInt32(3, m->money); stmt->setUInt32(4, m->COD); stmt->setUInt8(5, uint8(m->checked)); stmt->setUInt32(6, m->messageID); trans->Append(stmt); if (!m->removedItems.empty()) { for (std::vector::iterator itr2 = m->removedItems.begin(); itr2 != m->removedItems.end(); ++itr2) { stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_ITEM); stmt->setUInt32(0, *itr2); trans->Append(stmt); } m->removedItems.clear(); } m->state = MAIL_STATE_UNCHANGED; } else if (m->state == MAIL_STATE_DELETED) { if (m->HasItems()) { for (MailItemInfoVec::iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2) { stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_INSTANCE); stmt->setUInt32(0, itr2->item_guid); trans->Append(stmt); } } stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_BY_ID); stmt->setUInt32(0, m->messageID); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_ITEM_BY_ID); stmt->setUInt32(0, m->messageID); trans->Append(stmt); } } //deallocate deleted mails... for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();) { if ((*itr)->state == MAIL_STATE_DELETED) { Mail* m = *itr; m_mail.erase(itr); delete m; itr = m_mail.begin(); } else ++itr; } m_mailsUpdated = false; } void Player::_SaveQuestStatus(CharacterDatabaseTransaction trans) { bool isTransaction = bool(trans); if (!isTransaction) trans = CharacterDatabase.BeginTransaction(); QuestStatusSaveMap::iterator saveItr; QuestStatusMap::iterator statusItr; CharacterDatabasePreparedStatement* 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)) { uint8 index = 0; stmt = CharacterDatabase.GetPreparedStatement(CHAR_REP_CHAR_QUESTSTATUS); stmt->setUInt32(index++, GetGUID().GetCounter()); stmt->setUInt32(index++, statusItr->first); stmt->setUInt8(index++, uint8(statusItr->second.Status)); stmt->setBool(index++, statusItr->second.Explored); stmt->setUInt32(index++, uint32(statusItr->second.Timer / IN_MILLISECONDS+ GameTime::GetGameTime())); for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; i++) stmt->setUInt16(index++, statusItr->second.CreatureOrGOCount[i]); for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++) stmt->setUInt16(index++, statusItr->second.ItemCount[i]); stmt->setUInt16(index, statusItr->second.PlayerCount); trans->Append(stmt); } } else { stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_QUESTSTATUS_BY_QUEST); stmt->setUInt32(0, 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->setUInt32(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->setUInt32(0, GetGUID().GetCounter()); stmt->setUInt32(1, saveItr->first); trans->Append(stmt); } } m_RewardedQuestsSave.clear(); if (!isTransaction) CharacterDatabase.CommitTransaction(trans); } void Player::_SaveDailyQuestStatus(CharacterDatabaseTransaction 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. CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHARACTER_QUESTSTATUS_DAILY); stmt->setUInt32(0, GetGUID().GetCounter()); trans->Append(stmt); for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx) { if (GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx)) { stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHARACTER_QUESTSTATUS_DAILY); stmt->setUInt32(0, GetGUID().GetCounter()); stmt->setUInt32(1, GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx)); stmt->setUInt64(2, uint64(m_lastDailyQuestTime)); trans->Append(stmt); } } if (!m_DFQuests.empty()) { for (DFQuestsDoneList::iterator itr = m_DFQuests.begin(); itr != m_DFQuests.end(); ++itr) { stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHARACTER_QUESTSTATUS_DAILY); stmt->setUInt32(0, GetGUID().GetCounter()); stmt->setUInt32(1, (*itr)); stmt->setUInt64(2, uint64(m_lastDailyQuestTime)); trans->Append(stmt); } } } void Player::_SaveWeeklyQuestStatus(CharacterDatabaseTransaction trans) { if (!m_WeeklyQuestChanged || m_weeklyquests.empty()) return; // we don't need transactions here. CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHARACTER_QUESTSTATUS_WEEKLY); stmt->setUInt32(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->setUInt32(0, GetGUID().GetCounter()); stmt->setUInt32(1, questId); trans->Append(stmt); } m_WeeklyQuestChanged = false; } void Player::_SaveSeasonalQuestStatus(CharacterDatabaseTransaction trans) { if (!m_SeasonalQuestChanged) return; // we don't need transactions here. CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHARACTER_QUESTSTATUS_SEASONAL); stmt->setUInt32(0, GetGUID().GetCounter()); trans->Append(stmt); m_SeasonalQuestChanged = false; if (m_seasonalquests.empty()) return; for (SeasonalEventQuestMap::const_iterator iter = m_seasonalquests.begin(); iter != m_seasonalquests.end(); ++iter) { uint16 eventId = iter->first; for (SeasonalQuestSet::const_iterator itr = iter->second.begin(); itr != iter->second.end(); ++itr) { uint32 questId = *itr; stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHARACTER_QUESTSTATUS_SEASONAL); stmt->setUInt32(0, GetGUID().GetCounter()); stmt->setUInt32(1, questId); stmt->setUInt32(2, eventId); trans->Append(stmt); } } } void Player::_SaveMonthlyQuestStatus(CharacterDatabaseTransaction trans) { if (!m_MonthlyQuestChanged || m_monthlyquests.empty()) return; // we don't need transactions here. CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHARACTER_QUESTSTATUS_MONTHLY); stmt->setUInt32(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->setUInt32(0, GetGUID().GetCounter()); stmt->setUInt32(1, questId); trans->Append(stmt); } m_MonthlyQuestChanged = false; } void Player::_SaveSkills(CharacterDatabaseTransaction trans) { CharacterDatabasePreparedStatement* 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->setUInt32(0, GetGUID().GetCounter()); stmt->setUInt32(1, itr->first); trans->Append(stmt); mSkillStatus.erase(itr++); continue; } uint32 valueData = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos)); uint16 value = SKILL_VALUE(valueData); uint16 max = SKILL_MAX(valueData); switch (itr->second.uState) { case SKILL_NEW: stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_SKILLS); stmt->setUInt32(0, 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->setUInt32(2, GetGUID().GetCounter()); stmt->setUInt16(3, uint16(itr->first)); trans->Append(stmt); break; default: break; } itr->second.uState = SKILL_UNCHANGED; ++itr; } } void Player::_SaveSpells(CharacterDatabaseTransaction trans) { CharacterDatabasePreparedStatement* 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->setUInt32(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->setUInt32(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) { itr = m_spells.erase(itr); continue; } if (itr->second.state != PLAYERSPELL_TEMPORARY) itr->second.state = PLAYERSPELL_UNCHANGED; ++itr; } } // save player stats -- only for external usage // real stats will be recalculated on player login void Player::_SaveStats(CharacterDatabaseTransaction 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; CharacterDatabasePreparedStatement* stmt; stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_STATS); stmt->setUInt32(0, GetGUID().GetCounter()); trans->Append(stmt); uint8 index = 0; stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_STATS); stmt->setUInt32(index++, GetGUID().GetCounter()); stmt->setUInt32(index++, GetMaxHealth()); for (uint8 i = 0; i < MAX_POWERS; ++i) stmt->setUInt32(index++, GetMaxPower(Powers(i))); for (uint8 i = 0; i < MAX_STATS; ++i) stmt->setUInt32(index++, GetStat(Stats(i))); for (int i = 0; i < MAX_SPELL_SCHOOL; ++i) stmt->setUInt32(index++, GetResistance(SpellSchools(i))); stmt->setFloat(index++, GetFloatValue(PLAYER_BLOCK_PERCENTAGE)); stmt->setFloat(index++, GetFloatValue(PLAYER_DODGE_PERCENTAGE)); stmt->setFloat(index++, GetFloatValue(PLAYER_PARRY_PERCENTAGE)); stmt->setFloat(index++, GetFloatValue(PLAYER_CRIT_PERCENTAGE)); stmt->setFloat(index++, GetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE)); // Store the max spell crit percentage out of all the possible schools float spellCrit = 0.0f; for (int i = 0; i < MAX_SPELL_SCHOOL; ++i) spellCrit = std::max(spellCrit, GetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1 + i)); stmt->setFloat(index++, spellCrit); 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 + AsUnderlyingType(CR_CRIT_TAKEN_SPELL))); trans->Append(stmt); } void Player::outDebugValues() const { if (!sLog->ShouldLog("entities.unit", LOG_LEVEL_DEBUG)) return; TC_LOG_DEBUG("entities.unit", "HP is: \t\t\t{}\t\tMP is: \t\t\t{}", GetMaxHealth(), GetMaxPower(POWER_MANA)); TC_LOG_DEBUG("entities.unit", "AGILITY is: \t\t{}\t\tSTRENGTH is: \t\t{}", GetStat(STAT_AGILITY), GetStat(STAT_STRENGTH)); TC_LOG_DEBUG("entities.unit", "INTELLECT is: \t\t{}\t\tSPIRIT is: \t\t{}", GetStat(STAT_INTELLECT), GetStat(STAT_SPIRIT)); TC_LOG_DEBUG("entities.unit", "STAMINA is: \t\t{}", GetStat(STAT_STAMINA)); TC_LOG_DEBUG("entities.unit", "Armor is: \t\t{}\t\tBlock is: \t\t{}", GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE)); TC_LOG_DEBUG("entities.unit", "HolyRes is: \t\t{}\t\tFireRes is: \t\t{}", GetResistance(SPELL_SCHOOL_HOLY), GetResistance(SPELL_SCHOOL_FIRE)); TC_LOG_DEBUG("entities.unit", "NatureRes is: \t\t{}\t\tFrostRes is: \t\t{}", GetResistance(SPELL_SCHOOL_NATURE), GetResistance(SPELL_SCHOOL_FROST)); TC_LOG_DEBUG("entities.unit", "ShadowRes is: \t\t{}\t\tArcaneRes is: \t\t{}", GetResistance(SPELL_SCHOOL_SHADOW), GetResistance(SPELL_SCHOOL_ARCANE)); TC_LOG_DEBUG("entities.unit", "MIN_DAMAGE is: \t\t{}\tMAX_DAMAGE is: \t\t{}", GetFloatValue(UNIT_FIELD_MINDAMAGE), GetFloatValue(UNIT_FIELD_MAXDAMAGE)); TC_LOG_DEBUG("entities.unit", "MIN_OFFHAND_DAMAGE is: \t{}\tMAX_OFFHAND_DAMAGE is: \t{}", GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE)); TC_LOG_DEBUG("entities.unit", "MIN_RANGED_DAMAGE is: \t{}\tMAX_RANGED_DAMAGE is: \t{}", GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE)); TC_LOG_DEBUG("entities.unit", "ATTACK_TIME is: \t{}\t\tRANGE_ATTACK_TIME is: \t{}", GetAttackTime(BASE_ATTACK), GetAttackTime(RANGED_ATTACK)); } /*********************************************************/ /*** FLOOD FILTER SYSTEM ***/ /*********************************************************/ void Player::UpdateSpeakTime(ChatFloodThrottle::Index index) { // ignore chat spam protection for GMs in any mode if (GetSession()->HasPermission(rbac::RBAC_PERM_SKIP_CHECK_CHAT_SPAM)) return; uint32 limit; uint32 delay; switch (index) { case ChatFloodThrottle::REGULAR: limit = sWorld->getIntConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT); delay = sWorld->getIntConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY); break; case ChatFloodThrottle::ADDON: limit = sWorld->getIntConfig(CONFIG_CHATFLOOD_ADDON_MESSAGE_COUNT); delay = sWorld->getIntConfig(CONFIG_CHATFLOOD_ADDON_MESSAGE_DELAY); break; default: return; } time_t current = GameTime::GetGameTime(); if (m_chatFloodData[index].Time > current) { if (!limit) return; ++m_chatFloodData[index].Count; if (m_chatFloodData[index].Count >= limit) { // 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_chatFloodData[index].Count = 0; } } else m_chatFloodData[index].Count = 1; m_chatFloodData[index].Time = current + delay; } /*********************************************************/ /*** LOW LEVEL FUNCTIONS:Notifiers ***/ /*********************************************************/ void Player::SavePositionInDB(WorldLocation const& loc, uint16 zoneId, ObjectGuid guid, CharacterDatabaseTransaction trans) { CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHARACTER_POSITION); stmt->setFloat(0, loc.GetPositionX()); stmt->setFloat(1, loc.GetPositionY()); stmt->setFloat(2, loc.GetPositionZ()); stmt->setFloat(3, loc.GetOrientation()); stmt->setUInt16(4, uint16(loc.GetMapId())); stmt->setUInt16(5, zoneId); stmt->setUInt32(6, guid.GetCounter()); CharacterDatabase.ExecuteOrAppend(trans, stmt); } void Player::Customize(CharacterCustomizeInfo const* customizeInfo, CharacterDatabaseTransaction trans) { CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GENDER_AND_APPEARANCE); stmt->setUInt8(0, customizeInfo->Gender); stmt->setUInt8(1, customizeInfo->Skin); stmt->setUInt8(2, customizeInfo->Face); stmt->setUInt8(3, customizeInfo->HairStyle); stmt->setUInt8(4, customizeInfo->HairColor); stmt->setUInt8(5, customizeInfo->FacialHair); stmt->setUInt32(6, customizeInfo->Guid.GetCounter()); CharacterDatabase.ExecuteOrAppend(trans, stmt); } void Player::SendAttackSwingCantAttack() const { SendDirectMessage(WorldPackets::Combat::AttackSwingCantAttack().Write()); } void Player::SendAttackSwingCancelAttack() const { SendDirectMessage(WorldPackets::Combat::CancelCombat().Write()); } void Player::SendAttackSwingDeadTarget() const { SendDirectMessage(WorldPackets::Combat::AttackSwingDeadTarget().Write()); } void Player::SendAttackSwingNotInRange() const { SendDirectMessage(WorldPackets::Combat::AttackSwingNotInRange().Write()); } void Player::SendAttackSwingBadFacingAttack() const { SendDirectMessage(WorldPackets::Combat::AttackSwingBadFacing().Write()); } void Player::SendAutoRepeatCancel(Unit* target) { WorldPackets::Combat::CancelAutoRepeat cancelAutoRepeat; cancelAutoRepeat.Guid = target->GetPackGUID(); // may be it's target guid SendMessageToSet(cancelAutoRepeat.Write(), true); } void Player::SendExplorationExperience(uint32 Area, uint32 Experience) const { WorldPacket data(SMSG_EXPLORATION_EXPERIENCE, 8); data << uint32(Area); data << uint32(Experience); SendDirectMessage(&data); } void Player::SendDungeonDifficulty(bool IsInGroup) const { uint8 val = 0x00000001; WorldPacket data(MSG_SET_DUNGEON_DIFFICULTY, 12); data << (uint32)GetDungeonDifficulty(); data << uint32(val); data << uint32(IsInGroup); SendDirectMessage(&data); } void Player::SendRaidDifficulty(bool IsInGroup, int32 forcedDifficulty) const { uint8 val = 0x00000001; WorldPacket data(MSG_SET_RAID_DIFFICULTY, 12); data << uint32(forcedDifficulty == -1 ? GetRaidDifficulty() : forcedDifficulty); data << uint32(val); data << uint32(IsInGroup); SendDirectMessage(&data); } void Player::SendResetFailedNotify(uint32 mapid) const { WorldPacket data(SMSG_RESET_FAILED_NOTIFY, 4); data << uint32(mapid); SendDirectMessage(&data); } /// Reset all solo instances and optionally send a message on success for each void Player::ResetInstances(uint8 method, bool isRaid) { // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN // we assume that when the difficulty changes, all instances that can be reset will be Difficulty diff = GetDifficulty(isRaid); for (BoundInstancesMap::iterator itr = m_boundInstances[diff].begin(); itr != m_boundInstances[diff].end();) { InstanceSave* p = itr->second.save; MapEntry const* 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->InstanceType == MAP_RAID || diff == DUNGEON_DIFFICULTY_HEROIC) { ++itr; continue; } } // if the map is loaded, reset it Map* map = sMapMgr->FindMap(p->GetMapId(), p->GetInstanceId()); if (map && map->IsDungeon()) if (!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 { WorldPacket data(SMSG_INSTANCE_RESET, 4); data << uint32(MapId); SendDirectMessage(&data); } void Player::SendResetInstanceFailed(uint32 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. */ WorldPacket data(SMSG_INSTANCE_RESET_FAILED, 4); data << uint32(reason); data << uint32(MapId); SendDirectMessage(&data); } /*********************************************************/ /*** Update timers ***/ /*********************************************************/ ///checks the 15 afk reports per 5 minutes limit void Player::UpdateAfkReport(time_t currTime) { if (m_bgData.bgAfkReportedTimer <= currTime) { m_bgData.bgAfkReportedCount = 0; m_bgData.bgAfkReportedTimer = currTime+5*MINUTE; } } void Player::SetContestedPvP(Player* attackedPlayer) { if (attackedPlayer && (attackedPlayer == this || (duel && duel->Opponent == attackedPlayer))) return; SetContestedPvPTimer(30000); if (!HasUnitState(UNIT_STATE_ATTACK_PLAYER)) { AddUnitState(UNIT_STATE_ATTACK_PLAYER); SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP); // call MoveInLineOfSight for nearby contested guards Trinity::AIRelocationNotifier notifier(*this); Cell::VisitWorldObjects(this, notifier, GetVisibilityRange()); } for (Unit* unit : m_Controlled) { if (!unit->HasUnitState(UNIT_STATE_ATTACK_PLAYER)) { unit->AddUnitState(UNIT_STATE_ATTACK_PLAYER); Trinity::AIRelocationNotifier notifier(*unit); Cell::VisitWorldObjects(this, notifier, GetVisibilityRange()); } } } 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; if (pvpInfo.EndTimer <= currTime) { pvpInfo.EndTimer = 0; RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_PVP_TIMER); } UpdatePvP(false); } void Player::UpdateDuelFlag(time_t currTime) { if (duel && duel->State == DUEL_STATE_COUNTDOWN && duel->StartTime <= currTime) { sScriptMgr->OnPlayerDuelStart(this, duel->Opponent); SetUInt32Value(PLAYER_DUEL_TEAM, 1); duel->Opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 2); duel->State = DUEL_STATE_IN_PROGRESS; duel->Opponent->duel->State = DUEL_STATE_IN_PROGRESS; } } Pet* Player::GetPet() const { if (ObjectGuid pet_guid = GetPetGUID()) { if (!pet_guid.IsPet()) return nullptr; Pet* pet = ObjectAccessor::GetPet(*this, pet_guid); if (!pet) return nullptr; if (IsInWorld()) return pet; // there may be a guardian in this slot //TC_LOG_ERROR("entities.player", "Player::GetPet: Pet {} does not exist.", GUID_LOPART(pet_guid)); //const_cast(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 '{}' ({}), Pet (Entry: {}, Mode: {}, ReturnReagent: {})", GetName(), GetGUID().ToString(), 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) { if (mode == PET_SAVE_NOT_IN_SLOT && m_petStable && m_petStable->CurrentPet) { // Handle removing pet while it is in "temporarily unsummoned" state, for example on mount CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_PET_SLOT_BY_ID); stmt->setUInt8(0, PET_SAVE_NOT_IN_SLOT); stmt->setUInt32(1, GetGUID().GetCounter()); stmt->setUInt32(2, m_petStable->CurrentPet->PetNumber); CharacterDatabase.Execute(stmt); m_petStable->UnslottedPets.push_back(std::move(*m_petStable->CurrentPet)); m_petStable->CurrentPet.reset(); } return; } pet->CombatStop(); // only if current pet in slot pet->SavePetToDB(mode); ASSERT(m_petStable->CurrentPet && m_petStable->CurrentPet->PetNumber == pet->GetCharmInfo()->GetPetNumber()); if (mode == PET_SAVE_NOT_IN_SLOT) { m_petStable->UnslottedPets.push_back(std::move(*m_petStable->CurrentPet)); m_petStable->CurrentPet.reset(); } else if (mode == PET_SAVE_AS_DELETED) m_petStable->CurrentPet.reset(); // else if (stable slots) handled in opcode handlers due to required swaps // else (current pet) doesnt need to do anything SetMinion(pet, false); pet->AddObjectToRemoveList(); pet->m_removed = true; if (pet->isControlled()) { WorldPacket data(SMSG_PET_SPELLS, 8); data << uint64(0); SendDirectMessage(&data); if (GetGroup()) SetGroupUpdateFlag(GROUP_UPDATE_PET); } } void Player::AddPetAura(PetAura const* petSpell) { m_petAuras.insert(petSpell); if (Pet* pet = GetPet()) pet->CastPetAura(petSpell); } void Player::RemovePetAura(PetAura const* petSpell) { m_petAuras.erase(petSpell); if (Pet* pet = GetPet()) pet->RemoveAurasDueToSpell(petSpell->GetAura(pet->GetEntry())); } void Player::StopCastingCharm() { if (IsGhouled()) { RemoveGhoul(); return; } Unit* charm = GetCharmed(); if (!charm) return; if (charm->GetTypeId() == TYPEID_UNIT) { if (charm->ToCreature()->HasUnitTypeMask(UNIT_MASK_PUPPET)) static_cast(charm)->UnSummon(); else if (charm->IsVehicle()) { ExitVehicle(); // Temporary for issue https://github.com/TrinityCore/TrinityCore/issues/24876 if (!GetCharmedGUID().IsEmpty() && !charm->HasAuraTypeWithCaster(SPELL_AURA_CONTROL_VEHICLE, GetGUID())) { TC_LOG_FATAL("entities.player", "Player::StopCastingCharm Player '{}' ({}) is not able to uncharm vehicle ({}) because of missing SPELL_AURA_CONTROL_VEHICLE", GetName(), GetGUID().ToString(), GetCharmedGUID().ToString()); // attempt to recover from missing HandleAuraControlVehicle unapply handling // THIS IS A HACK, NEED TO FIND HOW IS IT EVEN POSSBLE TO NOT HAVE THE AURA _ExitVehicle(); } } } if (GetCharmedGUID()) charm->RemoveCharmAuras(); if (GetCharmedGUID()) { TC_LOG_FATAL("entities.player", "Player::StopCastingCharm: Player '{}' ({}) is not able to uncharm unit ({})", GetName(), GetGUID().ToString(), GetCharmedGUID().ToString()); if (!charm->GetCharmerGUID().IsEmpty()) { TC_LOG_FATAL("entities.player", "Player::StopCastingCharm: Charmed unit has charmer {}\nPlayer debug info: {}\nCharm debug info: {}", charm->GetCharmerGUID().ToString(), GetDebugInfo(), charm->GetDebugInfo()); ABORT(); } SetCharm(charm, false); } } void Player::Say(std::string_view text, Language language, WorldObject const* /*= nullptr*/) { std::string _text(text); sScriptMgr->OnPlayerChat(this, CHAT_MSG_SAY, language, _text); WorldPacket data; ChatHandler::BuildChatPacket(data, CHAT_MSG_SAY, language, this, this, _text); SendMessageToSetInRange(&data, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_SAY), true, false, 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_view text, Language language, WorldObject const* /*= nullptr*/) { std::string _text(text); sScriptMgr->OnPlayerChat(this, CHAT_MSG_YELL, language, _text); WorldPacket data; ChatHandler::BuildChatPacket(data, CHAT_MSG_YELL, language, this, this, _text); SendMessageToSetInRange(&data, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_YELL), true, false, 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_view text, WorldObject const* /*= nullptr*/, bool /*= false*/) { std::string _text(text); sScriptMgr->OnPlayerChat(this, CHAT_MSG_EMOTE, LANG_UNIVERSAL, _text); WorldPacket data; ChatHandler::BuildChatPacket(data, CHAT_MSG_EMOTE, LANG_UNIVERSAL, this, this, _text); SendMessageToSetInRange(&data, sWorld->getFloatConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE), true, !GetSession()->HasPermission(rbac::RBAC_PERM_TWO_SIDE_INTERACTION_CHAT), true); } 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_view text, Language language, Player* target, bool /*= false*/) { ASSERT(target); bool isAddonMessage = language == LANG_ADDON; if (!isAddonMessage) // if not addon data language = LANG_UNIVERSAL; // whispers should always be readable std::string _text(text); sScriptMgr->OnPlayerChat(this, CHAT_MSG_WHISPER, language, _text, target); WorldPacket data; ChatHandler::BuildChatPacket(data, CHAT_MSG_WHISPER, Language(language), this, this, _text); target->SendDirectMessage(&data); // rest stuff shouldn't happen in case of addon message if (isAddonMessage) return; ChatHandler::BuildChatPacket(data, CHAT_MSG_WHISPER_INFORM, Language(language), target, target, _text); SendDirectMessage(&data); if (!isAcceptWhispers() && !IsGameMaster() && !target->IsGameMaster()) { SetAcceptWhispers(true); ChatHandler(GetSession()).SendSysMessage(LANG_COMMAND_WHISPERON); } // announce afk or dnd message if (target->isAFK()) ChatHandler(GetSession()).PSendSysMessage(LANG_PLAYER_AFK, target->GetName().c_str(), target->autoReplyMsg.c_str()); else if (target->isDND()) ChatHandler(GetSession()).PSendSysMessage(LANG_PLAYER_DND, target->GetName().c_str(), target->autoReplyMsg.c_str()); } void Player::Whisper(uint32 textId, Player* target, bool /*isBossWhisper = false*/) { if (!target) return; BroadcastText const* bct = sObjectMgr->GetBroadcastText(textId); if (!bct) { TC_LOG_ERROR("entities.unit", "WorldObject::MonsterWhisper: `broadcast_text` was not {} found", textId); return; } LocaleConstant locale = target->GetSession()->GetSessionDbLocaleIndex(); WorldPacket data; ChatHandler::BuildChatPacket(data, CHAT_MSG_WHISPER, LANG_UNIVERSAL, this, target, bct->GetText(locale, GetGender()), 0, "", locale); target->SendDirectMessage(&data); } Item* Player::GetMItem(uint32 id) { ItemMap::const_iterator itr = mMitems.find(id); return itr != mMitems.end() ? itr->second : nullptr; } void Player::AddMItem(Item* it) { ASSERT(it); //ASSERT deleted, because items can be added before loading mMitems[it->GetGUID().GetCounter()] = it; } bool Player::RemoveMItem(uint32 id) { return mMitems.erase(id) ? true : false; } void Player::SendOnCancelExpectedVehicleRideAura() const { WorldPacket data(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA, 0); SendDirectMessage(&data); } void Player::PetSpellInitialize() { Pet* pet = GetPet(); if (!pet) return; CharmInfo* charmInfo = pet->GetCharmInfo(); WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+1); data << uint64(pet->GetGUID()); data << uint16(pet->GetCreatureTemplate()->family); // creature family (required for pet talents) data << uint32(pet->GetDuration()); data << uint8(pet->GetReactState()); data << uint8(charmInfo->GetCommandState()); data << uint16(0); // Flags, mostly unknown TC_LOG_DEBUG("entities.pet", "Player::PetspellInitialize: Creating spellgroups for summoned pet"); // action bar loop charmInfo->BuildActionBar(&data); size_t spellsCountPos = data.wpos(); // spells count uint8 addlist = 0; data << uint8(addlist); // placeholder if (pet->IsPermanentPetFor(this)) { // spells loop for (PetSpellMap::iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr) { if (itr->second.state == PETSPELL_REMOVED) continue; data << uint32(MAKE_UNIT_ACTION_BUTTON(itr->first, itr->second.active)); ++addlist; } } data.put(spellsCountPos, addlist); //Cooldowns pet->GetSpellHistory()->WritePacket(data); SendDirectMessage(&data); } void Player::PossessSpellInitialize() { Unit* charm = GetCharmed(); if (!charm) return; CharmInfo* charmInfo = charm->GetCharmInfo(); if (!charmInfo) { TC_LOG_ERROR("entities.player", "Player::PossessSpellInitialize: charm ({}) has no charminfo!", charm->GetGUID().ToString()); return; } WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+1); data << uint64(charm->GetGUID()); data << uint16(0); data << uint32(0); data << uint32(0); charmInfo->BuildActionBar(&data); data << uint8(0); // spells count data << uint8(0); // cooldowns count SendDirectMessage(&data); } void Player::VehicleSpellInitialize() { Creature* vehicle = GetVehicleCreatureBase(); if (!vehicle) return; uint8 cooldownCount = vehicle->GetSpellHistory()->GetCooldownsSizeForPacket(); WorldPacket data(SMSG_PET_SPELLS, 8 + 2 + 4 + 4 + 4 * 10 + 1 + 1 + cooldownCount * (4 + 2 + 4 + 4)); data << uint64(vehicle->GetGUID()); // Guid data << uint16(0); // Pet Family (0 for all vehicles) data << uint32(vehicle->IsSummon() ? vehicle->ToTempSummon()->GetTimer() : 0); // Duration // The following three segments are read by the client as one uint32 data << uint8(vehicle->GetReactState()); // React State data << uint8(0); // Command State data << uint16(0x800); // DisableActions (set for all vehicles) for (uint32 i = 0; i < MAX_CREATURE_SPELLS; ++i) { uint32 spellId = vehicle->m_spells[i]; SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId); if (!spellInfo) { data << uint16(0) << uint8(0) << uint8(i+8); continue; } if (!sConditionMgr->IsObjectMeetingVehicleSpellConditions(vehicle->GetEntry(), spellId, this, vehicle)) { TC_LOG_DEBUG("condition", "Player::VehicleSpellInitialize: Player '{}' ({}) doesn't meet conditions for vehicle (Entry: {}, Spell: {})", GetName(), GetGUID().ToString(), vehicle->ToCreature()->GetEntry(), spellId); data << uint16(0) << uint8(0) << uint8(i+8); continue; } if (spellInfo->IsPassive()) vehicle->CastSpell(vehicle, spellId, true); data << uint32(MAKE_UNIT_ACTION_BUTTON(spellId, i+8)); } for (uint32 i = MAX_CREATURE_SPELLS; i < MAX_SPELL_CONTROL_BAR; ++i) data << uint32(0); data << uint8(0); // Auras? // Cooldowns vehicle->GetSpellHistory()->WritePacket(data); SendDirectMessage(&data); } void Player::CharmSpellInitialize() { Unit* charm = GetFirstControlled(); if (!charm) return; CharmInfo* charmInfo = charm->GetCharmInfo(); if (!charmInfo) { TC_LOG_ERROR("entities.player", "Player::CharmSpellInitialize(): Player '{}' ({}) has a charm ({}) but no no charminfo!", GetName(), GetGUID().ToString(), charm->GetGUID().ToString()); return; } uint8 addlist = 0; if (charm->GetTypeId() != TYPEID_PLAYER) { //CreatureInfo const* cinfo = charm->ToCreature()->GetCreatureTemplate(); //if (cinfo && cinfo->type == CREATURE_TYPE_DEMON && GetClass() == CLASS_WARLOCK) { for (uint32 i = 0; i < MAX_SPELL_CHARM; ++i) if (charmInfo->GetCharmSpell(i)->GetAction()) ++addlist; } } WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+4*addlist+1); data << uint64(charm->GetGUID()); data << uint16(0); data << uint32(0); if (charm->GetTypeId() != TYPEID_PLAYER) data << uint8(charm->ToCreature()->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0); else data << uint32(0); charmInfo->BuildActionBar(&data); data << uint8(addlist); if (addlist) { for (uint32 i = 0; i < MAX_SPELL_CHARM; ++i) { CharmSpellInfo* cspell = charmInfo->GetCharmSpell(i); if (cspell->GetAction()) data << uint32(cspell->packedData); } } data << uint8(0); // cooldowns count SendDirectMessage(&data); } void Player::SendRemoveControlBar() const { WorldPacket data(SMSG_PET_SPELLS, 8); data << uint64(0); SendDirectMessage(&data); } bool Player::IsAffectedBySpellmod(SpellInfo const* spellInfo, SpellModifier* mod, Spell* spell) { if (!mod || !spellInfo) return false; // First time this aura applies a mod to us and is out of charges if (spell && mod->ownerAura->IsUsingCharges() && !mod->ownerAura->GetCharges() && !spell->m_appliedMods.count(mod->ownerAura)) return false; // +duration to infinite duration spells making them limited if (mod->op == SPELLMOD_DURATION && spellInfo->GetDuration() == -1) return false; // mod crit to spells that can't crit if (mod->op == SPELLMOD_CRITICAL_CHANCE && !spellInfo->HasAttribute(SPELL_ATTR0_CU_CAN_CRIT)) return false; return spellInfo->IsAffectedBySpellMod(mod); } template void Player::ApplySpellMod(uint32 spellId, SpellModOp op, T& basevalue, Spell* spell /*= nullptr*/) const { SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId); if (!spellInfo) return; float totalmul = 1.0f; int32 totalflat = 0; auto calculateSpellMod = [&](SpellModifier* mod) { switch (mod->type) { case SPELLMOD_FLAT: totalflat += mod->value; break; case SPELLMOD_PCT: // special case (skip > 10sec spell casts for instant cast setting) if (op == SPELLMOD_CASTING_TIME && mod->value <= -100 && basevalue >= T(10000)) return; else if (!Player::HasSpellModApplied(mod, spell)) { // Special case for Surge of Light, do not apply critical chance reduction if others mods was not applied (i.e. procs while casting another spell) // (Surge of Light is the only PCT_MOD on critical chance) if (op == SPELLMOD_CRITICAL_CHANCE) return; // Special case for Backdraft: do not apply GCD reduction if cast time reduction was not applied (i.e. when Backlash is consumed first). // (Backdraft is the only PCT_MOD on global cooldown) else if (op == SPELLMOD_GLOBAL_COOLDOWN) return; } totalmul += CalculatePct(1.0f, mod->value); break; } Player::ApplyModToSpell(mod, spell); }; // Drop charges for triggering spells instead of triggered ones if (m_spellModTakingSpell) spell = m_spellModTakingSpell; SpellModifier* chargedMod = nullptr; for (SpellModifier* mod : m_spellMods[op]) { if (!IsAffectedBySpellmod(spellInfo, mod, spell)) continue; if (mod->ownerAura->IsUsingCharges()) { if (!chargedMod || (chargedMod->ownerAura->GetSpellInfo()->Priority < mod->ownerAura->GetSpellInfo()->Priority)) chargedMod = mod; continue; } calculateSpellMod(mod); } if (chargedMod) calculateSpellMod(chargedMod); basevalue = T(float(basevalue + totalflat) * totalmul); } template TC_GAME_API void Player::ApplySpellMod(uint32 spellId, SpellModOp op, int32& basevalue, Spell* spell) const; template TC_GAME_API void Player::ApplySpellMod(uint32 spellId, SpellModOp op, uint32& basevalue, Spell* spell) const; template TC_GAME_API void Player::ApplySpellMod(uint32 spellId, SpellModOp op, float& basevalue, Spell* spell) const; void Player::AddSpellMod(SpellModifier* mod, bool apply) { TC_LOG_DEBUG("spells", "Player::AddSpellMod: Player '{}' ({}), SpellID: {}", GetName(), GetGUID().ToString(), mod->spellId); uint16 Opcode = (mod->type == SPELLMOD_FLAT) ? SMSG_SET_FLAT_SPELL_MODIFIER : SMSG_SET_PCT_SPELL_MODIFIER; flag96 modMask; for (uint8 i = 0; i < 3; ++i) { for (uint32 eff = 0; eff < 32; ++eff) { modMask[i] = uint32(1) << eff; if ((mod->mask & modMask)) { int32 val = 0; for (SpellModifier* spellMod : m_spellMods[mod->op]) { if (spellMod->type == mod->type && (spellMod->mask & modMask)) val += spellMod->value; } val += apply ? mod->value : -(mod->value); WorldPacket data(Opcode, (1 + 1 + 4)); data << uint8(eff + 32 * i); data << uint8(mod->op); data << int32(val); SendDirectMessage(&data); } } modMask[i] = 0; } if (apply) m_spellMods[mod->op].insert(mod); else m_spellMods[mod->op].erase(mod); } void Player::ApplyModToSpell(SpellModifier* mod, Spell* spell) { if (!spell) return; // don't do anything with no charges if (mod->ownerAura->IsUsingCharges() && !mod->ownerAura->GetCharges()) return; // register inside spell, proc system uses this to drop charges spell->m_appliedMods.insert(mod->ownerAura); } bool Player::HasSpellModApplied(SpellModifier* mod, Spell* spell) { if (!spell) return false; return spell->m_appliedMods.count(mod->ownerAura) != 0; } void Player::SetSpellModTakingSpell(Spell* spell, bool apply) { if (apply && m_spellModTakingSpell != nullptr) return; if (!apply && (!m_spellModTakingSpell || m_spellModTakingSpell != spell)) return; m_spellModTakingSpell = apply ? spell : nullptr; } // send Proficiency void Player::SendProficiency(ItemClass itemClass, uint32 itemSubclassMask) const { WorldPacket data(SMSG_SET_PROFICIENCY, 1 + 4); data << uint8(itemClass) << uint32(itemSubclassMask); SendDirectMessage(&data); } void Player::RemovePetitionsAndSigns(ObjectGuid guid, CharterTypes type) { sPetitionMgr->RemoveSignaturesBySignerAndType(guid, type); sPetitionMgr->RemovePetitionsByOwnerAndType(guid, type); } void Player::LeaveAllArenaTeams(ObjectGuid guid) { CharacterCacheEntry const* characterInfo = sCharacterCache->GetCharacterCacheByGuid(guid); if (!characterInfo) return; for (uint8 i = 0; i < MAX_ARENA_SLOT; ++i) { uint32 arenaTeamId = characterInfo->ArenaTeamId[i]; if (arenaTeamId != 0) { ArenaTeam* arenaTeam = sArenaTeamMgr->GetArenaTeamById(arenaTeamId); if (arenaTeam) arenaTeam->DelMember(guid, true); } } } void Player::SetRestBonus(float rest_bonus_new) { // Prevent resting on max level if (IsMaxLevel()) 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))) SetRestState(REST_STATE_RAF_LINKED); else { if (m_rest_bonus > 10) SetRestState(REST_STATE_RESTED); else if (m_rest_bonus <= 1) SetRestState(REST_STATE_NOT_RAF_LINKED); } //RestTickUpdate SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE, uint32(m_rest_bonus)); } bool Player::ActivateTaxiPathTo(std::vector const& nodes, Creature* npc /*= nullptr*/, uint32 spellid /*= 0*/) { if (nodes.size() < 2) return false; // not let cheating with start flight in time of logout process || while in combat || has type state: stunned || has type state: root if (GetSession()->isLogingOut() || IsInCombat() || HasUnitState(UNIT_STATE_STUNNED) || HasUnitState(UNIT_STATE_ROOT)) { GetSession()->SendActivateTaxiReply(ERR_TAXIPLAYERBUSY); return false; } if (HasUnitFlag(UNIT_FLAG_REMOVE_CLIENT_CONTROL)) 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; } // 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 = 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; } uint32 money = GetMoney(); if (npc) { float discount = GetReputationPriceDiscount(npc); totalcost = uint32(ceil(totalcost * discount)); firstcost = uint32(ceil(firstcost * discount)); m_taxi.SetFlightMasterFactionTemplateId(npc->GetFaction()); } else m_taxi.SetFlightMasterFactionTemplateId(0); if (money < totalcost) { GetSession()->SendActivateTaxiReply(ERR_TAXINOTENOUGHMONEY); m_taxi.ClearTaxiDestinations(); return false; } //Checks and preparations done, DO FLIGHT UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN, 1); // prevent stealth flight //RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TALK); if (sWorld->getBoolConfig(CONFIG_INSTANT_TAXI)) { TaxiNodesEntry const* lastPathNode = sTaxiNodesStore.LookupEntry(nodes[nodes.size()-1]); ASSERT(lastPathNode); m_taxi.ClearTaxiDestinations(); ModifyMoney(-(int32)totalcost); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING, totalcost); TeleportTo(lastPathNode->ContinentID, lastPathNode->Pos.X, lastPathNode->Pos.Y, lastPathNode->Pos.Z, GetOrientation()); return false; } else { ModifyMoney(-(int32)firstcost); UpdateAchievementCriteria(ACHIEVEMENT_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 nodes; nodes.resize(2); nodes[0] = entry->FromTaxiNode; nodes[1] = entry->ToTaxiNode; return ActivateTaxiPathTo(nodes, nullptr, spellid); } void Player::FinishTaxiFlight() { if (!IsInFlight()) return; GetMotionMaster()->Remove(FLIGHT_MOTION_TYPE); m_taxi.ClearTaxiDestinations(); // not destinations, clear source node } void Player::CleanupAfterTaxiFlight() { m_taxi.ClearTaxiDestinations(); // not destinations, clear source node Dismount(); RemoveUnitFlag(UNIT_FLAG_REMOVE_CLIENT_CONTROL | UNIT_FLAG_ON_TAXI); } void Player::ContinueTaxiFlight() const { uint32 sourceNode = m_taxi.GetTaxiSource(); if (!sourceNode) return; TC_LOG_DEBUG("entities.unit", "Player::ContinueTaxiFlight: Restart {} taxi flight", GetGUID().ToString()); 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->ContinentID != 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::SendTaxiNodeStatusMultiple() { for (auto itr = m_clientGUIDs.begin(); itr != m_clientGUIDs.end(); ++itr) { if (!itr->IsCreature()) continue; Creature* creature = ObjectAccessor::GetCreature(*this, *itr); if (!creature || creature->IsHostileTo(this)) continue; if (!creature->HasNpcFlag(UNIT_NPC_FLAG_FLIGHTMASTER)) continue; uint32 nearestNode = sObjectMgr->GetNearestTaxiNode(creature->GetPositionX(), creature->GetPositionY(), creature->GetPositionZ(), creature->GetMapId(), GetTeam()); if (!nearestNode) continue; WorldPacket data(SMSG_TAXINODE_STATUS, 9); data << *itr; data << uint8(m_taxi.IsTaximaskNodeKnown(nearestNode) ? 1 : 0); SendDirectMessage(&data); } } 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(); UpdateDisplayPower(); // 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 '{}' ({}) has incorrect race/class pair. Can't init display ids.", GetName(), GetGUID().ToString()); return; } uint8 gender = GetNativeGender(); 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 '{}' ({}) has invalid gender {}", GetName(), GetGUID().ToString(), 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) { ItemPosCountVec vDest; uint16 uiDest = 0; InventoryResult msg = bStore ? CanStoreNewItem(bag, slot, vDest, item, pProto->BuyCount * count) : CanEquipNewItem(slot, uiDest, item, false); if (msg != EQUIP_ERR_OK) { SendEquipError(msg, nullptr, nullptr, item); return false; } ModifyMoney(-price); if (crItem->ExtendedCost) // case for new honor system { ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost); ASSERT(iece); if (iece->HonorPoints) ModifyHonorPoints(-int32(iece->HonorPoints * count)); if (iece->ArenaPoints) ModifyArenaPoints(-int32(iece->ArenaPoints * count)); for (uint8 i = 0; i < MAX_ITEM_EXTENDED_COST_REQUIREMENTS; ++i) { if (iece->ItemID[i]) DestroyItemCount(iece->ItemID[i], (iece->ItemCount[i] * count), true); } } Item* it = bStore ? StoreNewItem(vDest, item, true) : EquipNewItem(uiDest, item, true); if (it) { uint32 new_count = pVendor->UpdateVendorItemCurrentCount(crItem, pProto->BuyCount * count); WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4)); data << uint64(pVendor->GetGUID()); data << uint32(vendorslot + 1); // numbered from 1 at client data << int32(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF); data << uint32(count); SendDirectMessage(&data); SendNewItem(it, pProto->BuyCount * count, true, false, false); if (!bStore) AutoUnequipOffhandIfNeed(); if (pProto->HasFlag(ITEM_FLAG_ITEM_PURCHASE_RECORD) && crItem->ExtendedCost && pProto->GetMaxStackSize() == 1) { it->SetFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_REFUNDABLE); it->SetRefundRecipient(GetGUID().GetCounter()); it->SetPaidMoney(price); it->SetPaidExtendedCost(crItem->ExtendedCost); it->SaveRefundDataToDB(); AddRefundReference(it->GetGUID()); } } return true; } // Return true is the bought item has a max count to force refresh of window by caller bool Player::BuyItemFromVendorSlot(ObjectGuid vendorguid, uint32 vendorslot, uint32 item, uint8 count, uint8 bag, uint8 slot) { // cheating attempt if (count < 1) count = 1; // cheating attempt if (slot != NULL_SLOT) if ((bag != INVENTORY_SLOT_BAG_0 && slot > MAX_BAG_SIZE) || (bag == INVENTORY_SLOT_BAG_0 && slot >= INVENTORY_SLOT_ITEM_END)) 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->AllowableClass & GetClassMask()) && pProto->Bonding == BIND_WHEN_PICKED_UP && !IsGameMaster()) { SendBuyError(BUY_ERR_CANT_FIND_ITEM, nullptr, item, 0); return false; } if (!IsGameMaster() && ((pProto->Flags2 & ITEM_FLAG2_FACTION_HORDE && GetTeam() == ALLIANCE) || (pProto->Flags2 == 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 ({}) not found or player '{}' ({}) can't interact with him.", vendorguid.ToString(), GetName(), GetGUID().ToString()); 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 '{}' ({}) doesn't meed conditions for creature (Entry: {}, Item: {})", GetName(), GetGUID().ToString(), creature->GetEntry(), item); SendBuyError(BUY_ERR_CANT_FIND_ITEM, creature, item, 0); return false; } VendorItemData const* vItems = creature->GetVendorItems(); if (!vItems || vItems->Empty()) { SendBuyError(BUY_ERR_CANT_FIND_ITEM, creature, item, 0); return false; } if (vendorslot >= vItems->GetItemCount()) { SendBuyError(BUY_ERR_CANT_FIND_ITEM, creature, item, 0); return false; } VendorItem const* crItem = vItems->GetItem(vendorslot); // store diff item (cheating) if (!crItem || crItem->item != item) { SendBuyError(BUY_ERR_CANT_FIND_ITEM, creature, item, 0); return false; } // check current item amount if it limited if (crItem->maxcount != 0) { if (creature->GetVendorItemCurrentCount(crItem) < pProto->BuyCount * count) { SendBuyError(BUY_ERR_ITEM_ALREADY_SOLD, creature, item, 0); return false; } } if (pProto->RequiredReputationFaction && (uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank)) { SendBuyError(BUY_ERR_REPUTATION_REQUIRE, creature, item, 0); return false; } if (crItem->ExtendedCost) { ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost); if (!iece) { TC_LOG_ERROR("entities.player", "Player::BuyItemFromVendorSlot: Item {} has wrong ExtendedCost field value {}", pProto->ItemId, crItem->ExtendedCost); return false; } // honor points price if (GetHonorPoints() < (iece->HonorPoints * count)) { SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS, nullptr, nullptr); return false; } // arena points price if (GetArenaPoints() < (iece->ArenaPoints * count)) { SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS, nullptr, nullptr); return false; } // item base price for (uint8 i = 0; i < MAX_ITEM_EXTENDED_COST_REQUIREMENTS; ++i) { if (iece->ItemID[i] && !HasItemCount(iece->ItemID[i], (iece->ItemCount[i] * count))) { SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, nullptr, nullptr); return false; } } // check for personal arena rating requirement if (GetMaxPersonalArenaRatingRequirement(iece->ArenaBracket) < iece->RequiredArenaRating) { // probably not the proper equip err SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK, nullptr, nullptr); return false; } } uint32 price = 0; if (crItem->IsGoldRequired(pProto) && pProto->BuyPrice > 0) //Assume price cannot be negative (do not know why it is int32) { uint32 maxCount = MAX_MONEY_AMOUNT / pProto->BuyPrice; if ((uint32)count > maxCount) { TC_LOG_ERROR("entities.player.cheat", "Player::BuyItemFromVendorSlot: Player '{}' ({}) tried to buy item (ItemID: {}, Count: {}), causing overflow", GetName(), GetGUID().ToString(), pProto->ItemId, (uint32)count); count = (uint8)maxCount; } price = pProto->BuyPrice * count; //it should not exceed MAX_MONEY_AMOUNT // reputation discount price = uint32(floor(price * GetReputationPriceDiscount(creature))); if (!HasEnoughMoney(price)) { SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, creature, item, 0); return false; } } if ((bag == NULL_BAG && slot == NULL_SLOT) || IsInventoryPos(bag, slot)) { if (!_StoreOrEquipNewItem(vendorslot, item, count, bag, slot, price, pProto, creature, crItem, true)) return false; } else if (IsEquipmentPos(bag, slot)) { if (pProto->BuyCount * count != 1) { SendEquipError(EQUIP_ERR_ITEM_CANT_BE_EQUIPPED, nullptr, nullptr); return false; } if (!_StoreOrEquipNewItem(vendorslot, item, count, bag, slot, price, pProto, creature, crItem, false)) return false; } else { SendEquipError(EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, nullptr, nullptr); return false; } return crItem->maxcount != 0; } uint32 Player::GetMaxPersonalArenaRatingRequirement(uint32 minarenaslot) const { // returns the maximal personal arena rating that can be used to purchase items requiring this condition // the personal rating of the arena team must match the required limit as well // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype])) uint32 max_personal_rating = 0; for (uint8 i = minarenaslot; i < MAX_ARENA_SLOT; ++i) { if (ArenaTeam* at = sArenaTeamMgr->GetArenaTeamById(GetArenaTeamId(i))) { uint32 p_rating = GetArenaPersonalRating(i); uint32 t_rating = at->GetRating(); p_rating = p_rating < t_rating ? p_rating : t_rating; if (max_personal_rating < p_rating) max_personal_rating = p_rating; } } return max_personal_rating; } void Player::UpdateHomebindTime(uint32 time) { // GMs never get homebind timer online if (m_InstanceValid || IsGameMaster()) { if (m_HomebindTimer) // instance valid, but timer not reset { // hide reminder WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4); data << uint32(0); data << uint32(0); SendDirectMessage(&data); } // instance is valid, reset homebind timer m_HomebindTimer = 0; } else if (m_HomebindTimer > 0) { if (time >= m_HomebindTimer) { // teleport to nearest graveyard RepopAtGraveyard(); } else m_HomebindTimer -= time; } else { // instance is invalid, start homebind timer m_HomebindTimer = 60000; // send message to player WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4); data << uint32(m_HomebindTimer); data << uint32(1); SendDirectMessage(&data); TC_LOG_DEBUG("maps", "Player::UpdateHomebindTime: Player '{}' ({}) will be teleported to homebind in 60 seconds", GetName(), GetGUID().ToString()); } } void Player::InitPvP() { // pvp flag should stay after relog if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_IN_PVP)) UpdatePvP(true, true); } 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()) { SetPvpFlag(UNIT_BYTE2_FLAG_FFA_PVP); for (ControlList::iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr) (*itr)->SetPvpFlag(UNIT_BYTE2_FLAG_FFA_PVP); } } else if (IsFFAPvP()) { RemovePvpFlag(UNIT_BYTE2_FLAG_FFA_PVP); for (ControlList::iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr) (*itr)->RemovePvpFlag(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 = GameTime::GetGameTime(); // 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 = GameTime::GetGameTime(); 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 < MAX_ITEM_PROTO_SPELLS; ++idx) if (proto->Spells[idx].SpellId && proto->Spells[idx].SpellTrigger == ITEM_SPELLTRIGGER_ON_USE) if (SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(proto->Spells[idx].SpellId)) GetSpellHistory()->SendCooldownEvent(spellInfo, m_lastPotionId); } // from spell cases (m_lastPotionId set in Spell::SendSpellCooldown) else { if (spell->IsIgnoringCooldowns()) return; else GetSpellHistory()->SendCooldownEvent(spell->m_spellInfo, m_lastPotionId, spell); } m_lastPotionId = 0; } void Player::SetResurrectRequestData(WorldObject const* 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() && pItem2->GetTemplate()->Socket[0].Color) { for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot) { uint32 enchant_id = pItem2->GetEnchantmentId(EnchantmentSlot(enchant_slot)); if (!enchant_id) continue; SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id); if (!enchantEntry) continue; uint32 gemid = enchantEntry->SrcItemID; if (!gemid) continue; ItemTemplate const* gemProto = sObjectMgr->GetItemTemplate(gemid); if (!gemProto) continue; GemPropertiesEntry const* gemProperty = sGemPropertiesStore.LookupEntry(gemProto->GemProperties); if (!gemProperty) continue; uint8 GemColor = gemProperty->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 use them as count, else use from Condition uint32 _cmp_gem = Condition->RtOperandType[i] ? curcount[Condition->RtOperandType[i] - 1]: Condition->RtOperand[i]; switch (Condition->Operator[i]) { case 2: // requires less than ( || ) gems activate &= (_cur_gem < _cmp_gem) ? true : false; break; case 3: // requires more than ( || ) gems activate &= (_cur_gem > _cmp_gem) ? true : false; break; case 5: // requires at least than ( || ) gems activate &= (_cur_gem >= _cmp_gem) ? true : false; break; } } TC_LOG_DEBUG("entities.player.items", "Player::EnchantmentFitsRequirements: Checking Condition {}, there are {} Meta Gems, {} Red Gems, {} Yellow Gems and {} Blue Gems, Activate:{}", enchantmentcondition, curcount[0], curcount[1], curcount[2], curcount[3], activate ? "yes" : "no"); return activate; } void Player::CorrectMetaGemEnchants(uint8 exceptslot, bool apply) { //cycle all equipped items for (uint32 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot) { //enchants for the slot being socketed are handled by Player::ApplyItemMods if (slot == exceptslot) continue; Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, slot); if (!pItem || !pItem->GetTemplate()->Socket[0].Color) continue; for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot) { uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot)); if (!enchant_id) continue; SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id); if (!enchantEntry) continue; uint32 condition = enchantEntry->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->GetTemplate()->Socket[0].Color) //if item has no sockets or no item is equipped go to next item continue; //cycle all (gem)enchants for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot) { uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot)); if (!enchant_id) //if no enchant go to next enchant(slot) continue; SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id); if (!enchantEntry) continue; //only metagems to be (de)activated, so only enchants with condition uint32 condition = enchantEntry->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 (WorldSafeLocsEntry const* entry = sObjectMgr->GetClosestGraveyard(GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam())) m_bgData.joinPos = WorldLocation(entry->Continent, entry->Loc.X, entry->Loc.Y, entry->Loc.Z, 0.0f); else TC_LOG_ERROR("entities.player", "Player::SetBattlegroundEntryPoint: Dungeon (MapID: {}) 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; SetArenaFaction(uint8(team == ALLIANCE ? 1 : 0)); } uint32 Player::GetBGTeam() const { return m_bgData.bgTeam ? m_bgData.bgTeam : GetTeam(); } void Player::LeaveBattleground(bool teleportToEntryPoint /*= true*/, bool withoutDeserterDebuff /*= false*/) { Battleground* bg = GetBattleground(); if (!bg) return; bg->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint, true); // call after remove to be sure that player resurrected for correct cast if (bg->isBattleground() && sWorld->getBoolConfig(CONFIG_BATTLEGROUND_CAST_DESERTER)) { if (!withoutDeserterDebuff && !GetSession()->HasPermission(rbac::RBAC_PERM_NO_BATTLEGROUND_DESERTER_DEBUFF)) { 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 } } } // track if player leaves the BG while inside it if (bg->isBattleground() && sWorld->getBoolConfig(CONFIG_BATTLEGROUND_TRACK_DESERTERS) && (bg->GetStatus() == STATUS_IN_PROGRESS || bg->GetStatus() == STATUS_WAIT_JOIN)) { CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_DESERTER_TRACK); stmt->setUInt32(0, GetGUID().GetCounter()); stmt->setUInt8(1, BG_DESERTION_TYPE_LEAVE_BG); CharacterDatabase.Execute(stmt); } } bool Player::CanJoinToBattleground(Battleground const* bg) const { uint32 perm = rbac::RBAC_PERM_JOIN_NORMAL_BG; if (bg->isArena()) perm = rbac::RBAC_PERM_JOIN_ARENAS; else if (bg->IsRandom()) perm = rbac::RBAC_PERM_JOIN_RANDOM_BG; return GetSession()->HasPermission(perm); } bool Player::CanReportAfkDueToLimit() { // a player can complain about 15 people per 5 minutes if (m_bgData.bgAfkReportedCount++ >= 15) return false; return true; } ///This player has been blamed to be inactive in a battleground void Player::ReportedAfkBy(Player* reporter) { Battleground* bg = GetBattleground(); // Battleground also must be in progress! if (!bg || bg != reporter->GetBattleground() || GetTeam() != reporter->GetTeam() || bg->GetStatus() != STATUS_IN_PROGRESS) return; // check if player has 'Idle' or 'Inactive' debuff if (m_bgData.bgAfkReporter.find(reporter->GetGUID().GetCounter()) == m_bgData.bgAfkReporter.end() && !HasAura(43680) && !HasAura(43681) && reporter->CanReportAfkDueToLimit()) { m_bgData.bgAfkReporter.insert(reporter->GetGUID().GetCounter()); // by default 3 players have to complain to apply debuff if (m_bgData.bgAfkReporter.size() >= sWorld->getIntConfig(CONFIG_BATTLEGROUND_REPORT_AFK)) { // cast 'Idle' spell CastSpell(this, 43680, true); m_bgData.bgAfkReporter.clear(); } } } WorldLocation Player::GetStartPosition() const { PlayerInfo const* info = sObjectMgr->GetPlayerInfo(GetRace(), GetClass()); ASSERT(info); 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(bool allowServersideObjects) const { if (Unit::IsNeverVisible(allowServersideObjects)) return true; if (GetSession()->PlayerLogout() || GetSession()->PlayerLoading()) return true; return false; } bool Player::CanAlwaysSee(WorldObject const* obj) const { // Always can see self if (GetCharmedOrSelf() == obj) return true; if (ObjectGuid guid = GetGuidValue(PLAYER_FARSIGHT)) if (obj->GetGUID() == guid) return true; return false; } bool Player::IsAlwaysDetectableFor(WorldObject const* seer) const { if (Unit::IsAlwaysDetectableFor(seer)) return true; if (duel && duel->State != DUEL_STATE_CHALLENGED && duel->Opponent == seer) return false; if (Player const* seerPlayer = seer->ToPlayer()) if (IsGroupVisibleFor(seerPlayer)) return true; 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 inline void UpdateVisibilityOf_helper(GuidUnorderedSet& s64, T* target, std::set& /*v*/) { s64.insert(target->GetGUID()); } template<> inline void UpdateVisibilityOf_helper(GuidUnorderedSet& s64, GameObject* target, std::set& /*v*/) { // @HACK: This is to prevent objects like deeprun tram from disappearing when player moves far from its spawn point while riding it if ((target->GetGOInfo()->type != GAMEOBJECT_TYPE_TRANSPORT)) s64.insert(target->GetGUID()); } template<> inline void UpdateVisibilityOf_helper(GuidUnorderedSet& s64, Creature* target, std::set& v) { s64.insert(target->GetGUID()); v.insert(target); } template<> inline void UpdateVisibilityOf_helper(GuidUnorderedSet& s64, Player* target, std::set& v) { s64.insert(target->GetGUID()); v.insert(target); } template inline void BeforeVisibilityDestroy(T* /*t*/, Player* /*p*/) { } template<> inline void BeforeVisibilityDestroy(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(target->ToCreature(), this); target->DestroyForPlayer(this); m_clientGUIDs.erase(target->GetGUID()); #ifdef TRINITY_DEBUG TC_LOG_DEBUG("maps", "Object {} out of range for player {}. Distance = {}", target->GetGUID().ToString(), GetGUID().ToString(), GetDistance(target)); #endif } } else { if (CanSeeOrDetect(target, false, true)) { target->SendUpdateToPlayer(this); m_clientGUIDs.insert(target->GetGUID()); #ifdef TRINITY_DEBUG TC_LOG_DEBUG("maps", "Object {} is visible now for player {}. Distance = {}", target->GetGUID().ToString(), GetGUID().ToString(), 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->IsUnit()) SendInitialVisiblePackets(static_cast(target)); } } } void Player::UpdateTriggerVisibility() { if (m_clientGUIDs.empty()) return; if (!IsInWorld()) return; UpdateData udata; 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 uninteractible units (values dependent on GM state) if (!creature || (!creature->IsTrigger() && !creature->HasAuraType(SPELL_AURA_TRANSFORM) && !creature->HasUnitFlag(UNIT_FLAG_UNINTERACTIBLE))) continue; creature->SetFieldNotifyFlag(UF_FLAG_PUBLIC); creature->BuildValuesUpdateBlockForPlayer(&udata, this); creature->RemoveFieldNotifyFlag(UF_FLAG_PUBLIC); } else if (itr->IsGameObject()) { GameObject* go = GetMap()->GetGameObject(*itr); if (!go) continue; go->SetFieldNotifyFlag(UF_FLAG_PUBLIC); go->BuildValuesUpdateBlockForPlayer(&udata, this); go->RemoveFieldNotifyFlag(UF_FLAG_PUBLIC); } } if (!udata.HasData()) return; udata.BuildPacket(&packet); SendDirectMessage(&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 void Player::UpdateVisibilityOf(T* target, UpdateData& data, std::set& visibleNow) { if (HaveAtClient(target)) { if (!CanSeeOrDetect(target, false, true)) { BeforeVisibilityDestroy(target, this); target->BuildOutOfRangeUpdateBlock(&data); m_clientGUIDs.erase(target->GetGUID()); #ifdef TRINITY_DEBUG TC_LOG_DEBUG("maps", "Object {} is out of range for player {}. Distance = {}", target->GetGUID().ToString(), GetGUID().ToString(), 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 {} is visible now for player {}. Distance = {}", target->GetGUID().ToString(), GetGUID().ToString(), GetDistance(target)); #endif } } } template void Player::UpdateVisibilityOf(Player* target, UpdateData& data, std::set& visibleNow); template void Player::UpdateVisibilityOf(Creature* target, UpdateData& data, std::set& visibleNow); template void Player::UpdateVisibilityOf(Corpse* target, UpdateData& data, std::set& visibleNow); template void Player::UpdateVisibilityOf(GameObject* target, UpdateData& data, std::set& visibleNow); template void Player::UpdateVisibilityOf(DynamicObject* target, UpdateData& data, std::set& 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); Cell::VisitAllObjects(m_seer, notifier, GetSightRange()); notifier.SendToSelf(); // send gathered data } void Player::SetPhaseMask(uint32 newPhaseMask, bool update) { if (newPhaseMask == GetPhaseMask()) return; Unit::SetPhaseMask(newPhaseMask, false); if (Unit* vehicle = GetVehicleRoot()) vehicle->SetPhaseMask(newPhaseMask, update); if (update) UpdateObjectVisibility(); } void Player::InitPrimaryProfessions() { SetFreePrimaryProfessions(sWorld->getIntConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL)); } bool Player::ModifyMoney(int32 amount, bool sendError /*= true*/) { if (!amount) return true; sScriptMgr->OnPlayerMoneyChanged(this, amount); if (amount < 0) SetMoney (GetMoney() > uint32(-amount) ? GetMoney() + amount : 0); else { if (GetMoney() < MAX_MONEY_AMOUNT - static_cast(amount)) SetMoney(GetMoney() + amount); else { sScriptMgr->OnPlayerMoneyLimit(this, amount); if (sendError) SendEquipError(EQUIP_ERR_TOO_MUCH_GOLD, nullptr, nullptr); return false; } } return true; } void Player::SetMoney(uint32 value) { SetUInt32Value(PLAYER_FIELD_COINAGE, value); MoneyChanged(value); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_GOLD_VALUE_OWNED); } bool Player::IsQuestRewarded(uint32 quest_id) const { return m_RewardedQuests.find(quest_id) != m_RewardedQuests.end(); } Unit* Player::GetSelectedUnit() const { if (ObjectGuid selectionGUID = GetTarget()) return ObjectAccessor::GetUnit(*this, selectionGUID); return nullptr; } Player* Player::GetSelectedPlayer() const { if (ObjectGuid selectionGUID = GetTarget()) return ObjectAccessor::FindConnectedPlayer(selectionGUID); return nullptr; } 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() { /// Pass 'this' as argument because we're not stored in ObjectAccessor yet /// SMSG_CONTACT_LIST GetSocial()->SendSocialList(this, SOCIAL_FLAG_ALL); // guild bank list wtf? /// SMSG_BINDPOINTUPDATE SendBindPointUpdate(); // SMSG_SET_PROFICIENCY // SMSG_SET_PCT_SPELL_MODIFIER // SMSG_SET_FLAT_SPELL_MODIFIER // SMSG_UPDATE_AURA_DURATION /// SMSG_TALENTS_INFO SendTalentsInfoData(false); /// SMSG_INSTANCE_DIFFICULTY WorldPacket data(SMSG_INSTANCE_DIFFICULTY, 4+4); data << uint32(GetMap()->GetDifficulty()); data << uint32(GetMap()->GetEntry()->IsDynamicDifficultyMap() && GetMap()->IsHeroic()); // Raid dynamic difficulty SendDirectMessage(&data); /// SMSG_INITIAL_SPELLS SendInitialSpells(); /// SMSG_SEND_UNLEARN_SPELLS SendUnlearnSpells(); /// SMSG_ACTION_BUTTONS SendInitialActionButtons(); /// SMSG_INITIALIZE_FACTIONS m_reputationMgr->SendInitialReputations(); /// SMSG_ALL_ACHIEVEMENT_DATA m_achievementMgr->SendAllAchievementData(); /// SMSG_EQUIPMENT_SET_LIST SendEquipmentSetList(); /// SMSG_LOGIN_SET_TIME_SPEED static float const TimeSpeed = 0.01666667f; WorldPackets::Misc::LoginSetTimeSpeed loginSetTimeSpeed; loginSetTimeSpeed.NewSpeed = TimeSpeed; loginSetTimeSpeed.GameTime = *GameTime::GetWowTime(); loginSetTimeSpeed.GameTimeHolidayOffset = 0; /// @todo SendDirectMessage(loginSetTimeSpeed.Write()); /// SMSG_SET_FORCED_REACTIONS GetReputationMgr().SendForceReactions(); // SMSG_TALENTS_INFO x 2 for pet (unspent points and talents in separate packets...) // SMSG_PET_GUIDS // SMSG_UPDATE_WORLD_STATE // SMSG_POWER_UPDATE /// SMSG_RESYNC_RUNES ResyncRunes(); GetGameClient()->SetMovedUnit(this, true); } void Player::SendInitialPacketsAfterAddToMap() { UpdateVisibilityForPlayer(); // update zone uint32 newzone, newarea; GetZoneAndAreaId(newzone, newarea); UpdateZone(newzone, newarea); // also call SendInitWorldStates(); GetSession()->ResetTimeSync(); GetSession()->SendTimeSync(); CastSpell(this, 836, true); // LOGINEFFECT // set some aura effects that send packet to player client after add player to map // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply // same auras state lost at far teleport, send it one more time in this case also static const AuraType auratypes[] = { SPELL_AURA_MOD_FEAR, SPELL_AURA_TRANSFORM, SPELL_AURA_WATER_WALK, SPELL_AURA_FEATHER_FALL, SPELL_AURA_HOVER, SPELL_AURA_SAFE_FALL, SPELL_AURA_FLY, SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED, SPELL_AURA_NONE }; for (AuraType const* itr = &auratypes[0]; itr && itr[0] != SPELL_AURA_NONE; ++itr) { Unit::AuraEffectList const& auraList = GetAuraEffectsByType(*itr); if (!auraList.empty()) auraList.front()->HandleEffect(this, AURA_EFFECT_HANDLE_SEND_FOR_CLIENT, true); } if (HasAuraType(SPELL_AURA_MOD_STUN)) SetMovement(MOVE_ROOT); WorldPacket setCompoundState(SMSG_MULTIPLE_MOVES, 100); setCompoundState << uint32(0); // size placeholder // 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)) { setCompoundState << uint8(2 + GetPackGUID().size() + 4); setCompoundState << uint16(SMSG_FORCE_MOVE_ROOT); setCompoundState << GetPackGUID(); setCompoundState << uint32(0); //! movement counter } if (HasAuraType(SPELL_AURA_FEATHER_FALL)) { setCompoundState << uint8(2 + GetPackGUID().size() + 4); setCompoundState << uint16(SMSG_MOVE_FEATHER_FALL); setCompoundState << GetPackGUID(); setCompoundState << uint32(0); //! movement counter0 } if (HasAuraType(SPELL_AURA_WATER_WALK)) { setCompoundState << uint8(2 + GetPackGUID().size() + 4); setCompoundState << uint16(SMSG_MOVE_WATER_WALK); setCompoundState << GetPackGUID(); setCompoundState << uint32(0); //! movement counter0 } if (HasAuraType(SPELL_AURA_HOVER)) { setCompoundState << uint8(2 + GetPackGUID().size() + 4); setCompoundState << uint16(SMSG_MOVE_SET_HOVER); setCompoundState << GetPackGUID(); setCompoundState << uint32(0); //! movement counter0 } if (setCompoundState.size() > 4) { setCompoundState.put(0, setCompoundState.size() - 4); SendDirectMessage(&setCompoundState); } SendEnchantmentDurations(); // must be after add to map SendItemDurations(); // must be after add to map SendQuestGiverStatusMultiple(); SendTaxiNodeStatusMultiple(); // raid downscaling - send difficulty to player if (GetMap()->IsRaid()) { if (GetMap()->GetDifficulty() != GetRaidDifficulty()) { StoreRaidMapDifficulty(); SendRaidDifficulty(GetGroup() != nullptr, GetStoredRaidDifficulty()); } } else if (GetRaidDifficulty() != GetStoredRaidDifficulty()) SendRaidDifficulty(GetGroup() != nullptr); if (GetPlayerSharingQuest()) { if (Quest const* quest = sObjectMgr->GetQuestTemplate(GetSharedQuestID())) PlayerTalkClass->SendQuestGiverQuestDetails(quest, GetGUID(), true); else ClearQuestSharingInfo(); } } void Player::SendUpdateToOutOfRangeGroupMembers() { if (m_groupUpdateMask == GROUP_UPDATE_FLAG_NONE) return; if (Group* group = GetGroup()) group->UpdatePlayerOutOfRange(this); m_groupUpdateMask = GROUP_UPDATE_FLAG_NONE; m_auraRaidUpdateMask = 0; if (Pet* pet = GetPet()) pet->ResetAuraUpdateMaskForRaid(); } void Player::SendTransferAborted(uint32 mapid, TransferAbortReason reason, uint8 arg) const { WorldPacket data(SMSG_TRANSFER_ABORTED, 4+2); data << uint32(mapid); data << uint8(reason); // transfer abort reason switch (reason) { case TRANSFER_ABORT_INSUF_EXPAN_LVL: case TRANSFER_ABORT_DIFFICULTY: case TRANSFER_ABORT_UNIQUE_MESSAGE: // these are the ONLY cases that have an extra argument in the packet!!! data << uint8(arg); break; default: break; } SendDirectMessage(&data); } 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; WorldPacket data(SMSG_RAID_INSTANCE_MESSAGE, 4+4+4+4); data << uint32(type); data << uint32(mapid); data << uint32(difficulty); // difficulty data << uint32(time); if (type == RAID_INSTANCE_WELCOME) { data << uint8(0); // is locked data << uint8(0); // is extended, ignored if prev field is 0 } SendDirectMessage(&data); } void Player::ApplyEquipCooldown(Item* pItem) { if (pItem->GetTemplate()->HasFlag(ITEM_FLAG_NO_EQUIP_COOLDOWN)) return; TimePoint now = GameTime::Now(); for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) { _Spell const& spellData = pItem->GetTemplate()->Spells[i]; // no spell if (spellData.SpellId <= 0) continue; // apply proc cooldown to equip auras if we have any if (spellData.SpellTrigger == ITEM_SPELLTRIGGER_ON_EQUIP) { SpellProcEntry const* procEntry = sSpellMgr->GetSpellProcEntry(spellData.SpellId); if (!procEntry) continue; if (Aura* itemAura = GetAura(spellData.SpellId, GetGUID(), pItem->GetGUID())) itemAura->AddProcCooldown(now + procEntry->Cooldown); continue; } // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown) if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE) continue; // Don't replace longer cooldowns by equip cooldown if we have any. if (GetSpellHistory()->GetRemainingCooldown(sSpellMgr->AssertSpellInfo(spellData.SpellId)) > 30 * IN_MILLISECONDS) continue; GetSpellHistory()->AddCooldown(spellData.SpellId, pItem->GetEntry(), std::chrono::seconds(30)); WorldPacket data(SMSG_ITEM_COOLDOWN, 8 + 4); data << uint64(pItem->GetGUID()); data << uint32(spellData.SpellId); SendDirectMessage(&data); } } void Player::ResetSpells(bool myClassOnly) { // not need after this call if (HasAtLoginFlag(AT_LOGIN_RESET_SPELLS)) RemoveAtLoginFlag(AT_LOGIN_RESET_SPELLS, true); // make full copy of map (spells removed and marked as deleted at another spell remove // and we can't use original map for safe iterative with visit each spell at loop end PlayerSpellMap smap = GetSpellMap(); uint32 family; if (myClassOnly) { ChrClassesEntry const* clsEntry = sChrClassesStore.LookupEntry(GetClass()); if (!clsEntry) return; family = clsEntry->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 spells with first rank learned as talent (and all talents then also) uint32 firstRank = spellInfo->GetFirstRankSpell()->Id; if (GetTalentSpellCost(firstRank) > 0) continue; // skip broken spells if (!SpellMgr::IsSpellValid(spellInfo, this, false)) continue; } } else for (PlayerSpellMap::const_iterator iter = smap.begin(); iter != smap.end(); ++iter) RemoveSpell(iter->first, false, false); // only iter->first can be accessed, object by iter->second can be deleted already LearnDefaultSkills(); LearnCustomSpells(); LearnQuestRewardedSpells(); } void Player::LearnCustomSpells() { if (!sWorld->getBoolConfig(CONFIG_START_ALL_SPELLS)) return; // learn default race/class spells PlayerInfo const* info = sObjectMgr->GetPlayerInfo(GetRace(), GetClass()); ASSERT(info); 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 '{}' ({}, Class: {} Race: {}): Adding initial spell (SpellID: {})", GetName(), GetGUID().ToString(), 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()); ASSERT(info); for (PlayerCreateInfoSkills::const_iterator itr = info->skills.begin(); itr != info->skills.end(); ++itr) { uint32 skillId = itr->SkillId; if (HasSkill(skillId)) continue; LearnDefaultSkill(skillId, itr->Rank); } } void Player::LearnDefaultSkill(uint32 skillId, uint16 rank) { SkillRaceClassInfoEntry const* rcInfo = GetSkillRaceClassInfo(skillId, GetRace(), GetClass()); if (!rcInfo) return; TC_LOG_DEBUG("entities.player.loading", "PLAYER (Class: {} Race: {}): Adding initial skill, id = {}", uint32(GetClass()), uint32(GetRace()), skillId); switch (GetSkillRangeType(rcInfo)) { case SKILL_RANGE_LANGUAGE: SetSkill(skillId, 0, 300, 300); break; case SKILL_RANGE_LEVEL: { uint16 skillValue = 1; uint16 maxValue = GetMaxSkillValueForLevel(); if (sWorld->getBoolConfig(CONFIG_ALWAYS_MAXSKILL) && !IsProfessionOrRidingSkill(skillId)) skillValue = maxValue; else if (rcInfo->Flags & SKILL_FLAG_ALWAYS_MAX_VALUE) skillValue = maxValue; else if (GetClass() == CLASS_DEATH_KNIGHT) skillValue = std::min(std::max({ 1, uint16((GetLevel() - 1) * 5) }), maxValue); else if (skillId == SKILL_FIST_WEAPONS) skillValue = std::max(1, GetSkillValue(SKILL_UNARMED)); else if (skillId == SKILL_LOCKPICKING) skillValue = std::max(1, GetSkillValue(SKILL_LOCKPICKING)); SetSkill(skillId, 0, skillValue, maxValue); break; } case SKILL_RANGE_MONO: SetSkill(skillId, 0, 1, 1); break; case SKILL_RANGE_RANK: { if (!rank) break; SkillTiersEntry const* tier = sSkillTiersStore.LookupEntry(rcInfo->SkillTierID); uint16 maxValue = tier->Value[std::max(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->GetRewSpellCast(); uint32 src_spell_id = quest->GetSrcSpell(); // skip quests without rewarded spell if (!spell_id) return; // if RewSpellCast = -1 we remove aura do to SrcSpell from player. if (spell_id == -1 && src_spell_id) { RemoveAurasDueToSpell(src_spell_id); return; } SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spell_id); if (!spellInfo) return; // check learned spells state bool found = false; for (SpellEffectInfo const& spellEffectInfo : spellInfo->GetEffects()) { if (spellEffectInfo.IsEffect(SPELL_EFFECT_LEARN_SPELL) && !HasSpell(spellEffectInfo.TriggerSpell)) { found = true; break; } } // skip quests with not teaching spell or already known spell if (!found) return; uint32 learned_0 = spellInfo->GetEffect(EFFECT_0).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) { uint32 raceMask = GetRaceMask(); uint32 classMask = GetClassMask(); std::vector const* skillLineAbilities = GetSkillLineAbilitiesBySkill(skillId); if (!skillLineAbilities) return; for (SkillLineAbilityEntry const* ability : *skillLineAbilities) { if (!sSpellMgr->GetSpellInfo(ability->Spell)) 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; // need unlearn spell if (skillValue < ability->MinSkillLineRank && ability->AcquireMethod == SKILL_LINE_ABILITY_LEARNED_ON_SKILL_VALUE) RemoveSpell(ability->Spell); // need learn else { // used to avoid double Seal of Righteousness on paladins, it's the only player spell which has both spell and forward spell in auto learn if (ability->AcquireMethod == SKILL_LINE_ABILITY_LEARNED_ON_SKILL_LEARN && ability->SupercededBySpell) { bool skipCurrent = false; auto bounds = sSpellMgr->GetSkillLineAbilityMapBounds(ability->SupercededBySpell); for (auto itr = bounds.first; itr != bounds.second; ++itr) { if (itr->second->AcquireMethod == SKILL_LINE_ABILITY_LEARNED_ON_SKILL_LEARN && skillValue >= itr->second->MinSkillLineRank) { skipCurrent = true; break; } } if (skipCurrent) continue; } if (!IsInWorld()) AddSpell(ability->Spell, true, true, true, false, false, ability->SkillLine); else LearnSpell(ability->Spell, true, ability->SkillLine); } } } void Player::SendAurasForTarget(Unit* target, bool force /*= false*/) const { if (!target || (!force && target->GetVisibleAuras().empty())) // speedup things return; WorldPacket data(SMSG_AURA_UPDATE_ALL); data << target->GetPackGUID(); Unit::VisibleAuraMap const& visibleAuras = target->GetVisibleAuras(); for (Unit::VisibleAuraMap::const_iterator itr = visibleAuras.begin(); itr != visibleAuras.end(); ++itr) { AuraApplication * auraApp = itr->second; auraApp->BuildUpdatePacket(data, false); } SendDirectMessage(&data); } void Player::SetDailyQuestStatus(uint32 quest_id) { if (Quest const* qQuest = sObjectMgr->GetQuestTemplate(quest_id)) { if (!qQuest->IsDFQuest()) { for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx) { if (!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx)) { SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx, quest_id); m_lastDailyQuestTime = GameTime::GetGameTime(); // last daily quest time m_DailyQuestChanged = true; break; } } } else { m_DFQuests.insert(quest_id); m_lastDailyQuestTime = GameTime::GetGameTime(); m_DailyQuestChanged = true; } } } bool Player::IsDailyQuestDone(uint32 quest_id) { bool found = false; if (sObjectMgr->GetQuestTemplate(quest_id)) { for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx) { if (GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1 + quest_daily_idx) == quest_id) { found = true; break; } } } return found; } 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[quest->GetEventIdForQuest()].insert(quest_id); m_SeasonalQuestChanged = true; } void Player::SetMonthlyQuestStatus(uint32 quest_id) { m_monthlyquests.insert(quest_id); m_MonthlyQuestChanged = true; } void Player::ResetDailyQuestStatus() { for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx) SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx, 0); m_DFQuests.clear(); // Dungeon Finder Quests. // DB data deleted in caller m_DailyQuestChanged = false; m_lastDailyQuestTime = 0; } void Player::ResetWeeklyQuestStatus() { if (m_weeklyquests.empty()) return; m_weeklyquests.clear(); // DB data deleted in caller m_WeeklyQuestChanged = false; } void Player::ResetSeasonalQuestStatus(uint16 event_id) { if (m_seasonalquests.empty() || m_seasonalquests[event_id].empty()) return; m_seasonalquests.erase(event_id); // DB data deleted in caller m_SeasonalQuestChanged = false; } void Player::ResetMonthlyQuestStatus() { if (m_monthlyquests.empty()) return; m_monthlyquests.clear(); // DB data deleted in caller m_MonthlyQuestChanged = false; } Battleground* Player::GetBattleground() const { if (GetBattlegroundId() == 0) return nullptr; return sBattlegroundMgr->GetBattleground(GetBattlegroundId(), m_bgData.bgTypeID); } bool Player::InBattlegroundQueue(bool ignoreArena) const { for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i) if (m_bgBattlegroundQueueID[i].bgQueueTypeId != BATTLEGROUND_QUEUE_NONE && (!ignoreArena || (m_bgBattlegroundQueueID[i].bgQueueTypeId != BATTLEGROUND_QUEUE_2v2 && m_bgBattlegroundQueueID[i].bgQueueTypeId != BATTLEGROUND_QUEUE_3v3 && m_bgBattlegroundQueueID[i].bgQueueTypeId != BATTLEGROUND_QUEUE_5v5))) return true; return false; } BattlegroundQueueTypeId Player::GetBattlegroundQueueTypeId(uint32 index) const { return m_bgBattlegroundQueueID[index].bgQueueTypeId; } uint32 Player::GetBattlegroundQueueIndex(BattlegroundQueueTypeId bgQueueTypeId) const { for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i) if (m_bgBattlegroundQueueID[i].bgQueueTypeId == bgQueueTypeId) return i; return PLAYER_MAX_BATTLEGROUND_QUEUES; } bool Player::IsInvitedForBattlegroundQueueType(BattlegroundQueueTypeId bgQueueTypeId) const { for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i) if (m_bgBattlegroundQueueID[i].bgQueueTypeId == bgQueueTypeId) return m_bgBattlegroundQueueID[i].invitedToInstance != 0; return false; } bool Player::InBattlegroundQueueForBattlegroundQueueType(BattlegroundQueueTypeId bgQueueTypeId) const { return GetBattlegroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES; } void Player::SetBattlegroundId(uint32 val, BattlegroundTypeId bgTypeId) { m_bgData.bgInstanceID = val; m_bgData.bgTypeID = bgTypeId; } uint32 Player::AddBattlegroundQueueId(BattlegroundQueueTypeId val) { for (uint8 i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i) { if (m_bgBattlegroundQueueID[i].bgQueueTypeId == BATTLEGROUND_QUEUE_NONE || m_bgBattlegroundQueueID[i].bgQueueTypeId == val) { m_bgBattlegroundQueueID[i].bgQueueTypeId = val; m_bgBattlegroundQueueID[i].invitedToInstance = 0; return i; } } return PLAYER_MAX_BATTLEGROUND_QUEUES; } bool Player::HasFreeBattlegroundQueueId() 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; 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 { return GetReputationPriceDiscount(creature->GetFactionTemplateEntry()); } float Player::GetReputationPriceDiscount(FactionTemplateEntry const* factionTemplate) const { if (!factionTemplate || !factionTemplate->Faction) return 1.0f; ReputationRank rank = GetReputationRank(factionTemplate->Faction); if (rank <= REP_NEUTRAL) return 1.0f; return 1.0f - 0.05f* (rank - REP_NEUTRAL); } Player* Player::GetTrader() const { return m_trade ? m_trade->GetTrader() : nullptr; } 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; // skip wrong class and race skill saved in SkillRaceClassInfo.dbc if (!GetSkillRaceClassInfo(_spell_idx->second->SkillLine, GetRace(), GetClass())) continue; return true; } return false; } bool Player::HasQuestForGO(int32 GOId) const { for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) { uint32 questid = GetQuestSlotQuestId(i); if (questid == 0) continue; QuestStatusMap::const_iterator qs_itr = m_QuestStatus.find(questid); if (qs_itr == m_QuestStatus.end()) continue; QuestStatusData const& qs = qs_itr->second; if (qs.Status == QUEST_STATUS_INCOMPLETE) { Quest const* qinfo = sObjectMgr->GetQuestTemplate(questid); if (!qinfo) continue; if (GetGroup() && GetGroup()->isRaidGroup() && !qinfo->IsAllowedInRaid(GetMap()->GetDifficulty())) continue; for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j) { if (qinfo->RequiredNpcOrGo[j] >= 0) //skip non GO case continue; if ((-1)*GOId == qinfo->RequiredNpcOrGo[j] && qs.CreatureOrGOCount[j] < qinfo->RequiredNpcOrGoCount[j]) return true; } } } return false; } void Player::UpdateVisibleGameobjectsOrSpellClicks() { if (m_clientGUIDs.empty()) return; UpdateData udata; WorldPacket packet; for (auto itr = m_clientGUIDs.begin(); itr != m_clientGUIDs.end(); ++itr) { if (itr->IsGameObject()) { if (GameObject* obj = ObjectAccessor::GetGameObject(*this, *itr)) if (sObjectMgr->IsGameObjectForQuests(obj->GetEntry())) 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->HasNpcFlag(UNIT_NPC_FLAG_SPELLCLICK)) continue; auto clickBounds = sObjectMgr->GetSpellClickInfoMapBounds(obj->GetEntry()); for (auto const& clickPair : clickBounds) { if (sConditionMgr->GetConditionsForSpellClickEvent(obj->GetEntry(), clickPair.second.spellId)) { obj->BuildValuesUpdateBlockForPlayer(&udata, this); break; } } } } udata.BuildPacket(&packet); SendDirectMessage(&packet); } bool Player::HasSummonPending() const { return m_summon_expire >= GameTime::GetGameTime(); } 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 = GameTime::GetGameTime() + MAX_PLAYER_SUMMON_DELAY; m_summon_location.WorldRelocate(*summoner); WorldPacket data(SMSG_SUMMON_REQUEST, 8 + 4 + 4); data << uint64(summoner->GetGUID()); // summoner guid data << uint32(summoner->GetZoneId()); // summoner zone data << uint32(MAX_PLAYER_SUMMON_DELAY*IN_MILLISECONDS); // auto decline after msecs SendDirectMessage(&data); } void Player::SummonIfPossible(bool agree) { if (!agree) { m_summon_expire = 0; return; } // expire and auto declined if (m_summon_expire < GameTime::GetGameTime()) return; // stop taxi flight at summon FinishTaxiFlight(); // drop flag at summon // this code can be reached only when GM is summoning player who carries flag, because player should be immune to summoning spells when he carries flag if (Battleground* bg = GetBattleground()) bg->EventPlayerDroppedFlag(this); m_summon_expire = 0; UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS, 1); TeleportTo(m_summon_location); } void Player::RemoveItemDurations(Item* item) { for (ItemDurationList::iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end(); ++itr) { if (*itr == item) { m_itemDuration.erase(itr); break; } } } void Player::AddItemDurations(Item* item) { if (item->GetUInt32Value(ITEM_FIELD_DURATION)) { m_itemDuration.push_back(item); item->SendTimeUpdate(this); } } void Player::AutoUnequipOffhandIfNeed(bool force /*= false*/) { Item* offItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if (!offItem) return; // unequip offhand weapon if player doesn't have dual wield anymore if (!CanDualWield() && (offItem->GetTemplate()->InventoryType == INVTYPE_WEAPONOFFHAND || offItem->GetTemplate()->InventoryType == INVTYPE_WEAPON)) force = true; // need unequip offhand for 2h-weapon without TitanGrip (in any from hands) if (!force && (CanTitanGrip() || (offItem->GetTemplate()->InventoryType != INVTYPE_2HWEAPON && !IsTwoHandUsed()))) return; ItemPosCountVec off_dest; if (CanStoreItem(NULL_BAG, NULL_SLOT, off_dest, offItem, false) == EQUIP_ERR_OK) { RemoveItem(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true); StoreItem(off_dest, offItem, true); } else { MoveItemFromInventory(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true); CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction(); offItem->DeleteFromInventoryDB(trans); // deletes item from character's inventory offItem->SaveToDB(trans); // recursive and not have transaction guard into self, item not in inventory and can be save standalone std::string subject = GetSession()->GetTrinityString(LANG_NOT_EQUIPPED_ITEM); MailDraft(subject, "There were problems with equipping one or several items").AddItem(offItem).SendMailTo(trans, this, MailSender(this, MAIL_STATIONERY_GM), MAIL_CHECK_MASK_COPIED); CharacterDatabase.CommitTransaction(trans); } } OutdoorPvP* Player::GetOutdoorPvP() const { return sOutdoorPvPMgr->GetOutdoorPvPToZoneId(GetZoneId()); } bool Player::HasItemFitToSpellRequirements(SpellInfo const* spellInfo, Item const* ignoreItem) const { if (spellInfo->EquippedItemClass < 0) return true; // scan other equipped items for same requirements (mostly 2 daggers/etc) // for optimize check 2 used cases only switch (spellInfo->EquippedItemClass) { case ITEM_CLASS_WEAPON: { for (uint8 i = EQUIPMENT_SLOT_MAINHAND; i < EQUIPMENT_SLOT_TABARD; ++i) if (Item* item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, i)) if (item != ignoreItem && item->IsFitToSpellRequirements(spellInfo)) return true; break; } case ITEM_CLASS_ARMOR: { // most used check: shield only if (spellInfo->EquippedItemSubClassMask & ((1 << ITEM_SUBCLASS_ARMOR_BUCKLER) | (1 << ITEM_SUBCLASS_ARMOR_SHIELD))) { if (Item* item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND)) if (item != ignoreItem && item->IsFitToSpellRequirements(spellInfo)) return true; // special check to filter things like Shield Wall, the aura is not permanent and must stay even without required item if (!spellInfo->IsPassive()) for (SpellEffectInfo const& spellEffectInfo : spellInfo->GetEffects()) if (spellEffectInfo.IsAura()) return true; } // tabard not have dependent spells for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_MAINHAND; ++i) if (Item* item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, i)) if (item != ignoreItem && item->IsFitToSpellRequirements(spellInfo)) return true; // ranged slot can have some armor subclasses if (Item* item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED)) if (item != ignoreItem && item->IsFitToSpellRequirements(spellInfo)) return true; break; } default: TC_LOG_ERROR("entities.player", "Player::HasItemFitToSpellRequirements: Not handled spell requirement for item class {}", spellInfo->EquippedItemClass); break; } return false; } bool Player::CanNoReagentCast(SpellInfo const* spellInfo) const { // don't take reagents for spells with SPELL_ATTR5_NO_REAGENT_WHILE_PREP if (spellInfo->HasAttribute(SPELL_ATTR5_NO_REAGENT_WHILE_PREP) && HasUnitFlag(UNIT_FLAG_PREPARATION)) return true; // Check no reagent use mask flag96 noReagentMask; noReagentMask[0] = GetUInt32Value(PLAYER_NO_REAGENT_COST_1); noReagentMask[1] = GetUInt32Value(PLAYER_NO_REAGENT_COST_1+1); noReagentMask[2] = GetUInt32Value(PLAYER_NO_REAGENT_COST_1+2); if (spellInfo->SpellFamilyFlags & noReagentMask) return true; return false; } void Player::RemoveItemDependentAurasAndCasts(Item* pItem) { for (AuraMap::iterator itr = m_ownedAuras.begin(); itr != m_ownedAuras.end();) { Aura* aura = itr->second; // skip not self applied auras SpellInfo const* spellInfo = aura->GetSpellInfo(); if (aura->GetCasterGUID() != GetGUID()) { ++itr; continue; } // skip if not item dependent or have alternative item if (HasItemFitToSpellRequirements(spellInfo, pItem)) { ++itr; continue; } // no alt item, remove aura, restart check RemoveOwnedAura(itr); } // currently cast spells can be dependent from item for (uint32 i = 0; i < CURRENT_MAX_SPELL; ++i) if (Spell* spell = GetCurrentSpell(CurrentSpellTypes(i))) if (spell->getState() != SPELL_STATE_DELAYED && !HasItemFitToSpellRequirements(spell->m_spellInfo, pItem)) InterruptSpell(CurrentSpellTypes(i)); } uint32 Player::GetResurrectionSpellId() { // search priceless resurrection possibilities uint32 prio = 0; uint32 spell_id = 0; AuraEffectList const& dummyAuras = GetAuraEffectsByType(SPELL_AURA_DUMMY); for (AuraEffectList::const_iterator itr = dummyAuras.begin(); itr != dummyAuras.end(); ++itr) { // Soulstone Resurrection // prio: 3 (max, non death persistent) if (prio < 2 && (*itr)->GetSpellInfo()->SpellVisual[0] == 99 && (*itr)->GetSpellInfo()->SpellIconID == 92) { switch ((*itr)->GetId()) { case 20707: spell_id = 3026; break; // rank 1 case 20762: spell_id = 20758; break; // rank 2 case 20763: spell_id = 20759; break; // rank 3 case 20764: spell_id = 20760; break; // rank 4 case 20765: spell_id = 20761; break; // rank 5 case 27239: spell_id = 27240; break; // rank 6 case 47883: spell_id = 47882; break; // rank 7 default: TC_LOG_ERROR("entities.player", "Unhandled spell {}: S.Resurrection", (*itr)->GetId()); continue; } prio = 3; } // Twisting Nether // prio: 2 (max) else if ((*itr)->GetId() == 23701 && roll_chance_i(10)) { prio = 2; spell_id = 23700; } } // Reincarnation (passive spell) // prio: 1 // Glyph of Renewed Life if (prio < 1 && HasSpell(20608) && !GetSpellHistory()->HasCooldown(21169) && (HasAura(58059) || HasItemCount(17030))) spell_id = 21169; return spell_id; } // Used in triggers for check "Only to targets that grant experience or honor" req bool Player::isHonorOrXPTarget(Unit* victim) const { uint8 v_level = victim->GetLevel(); uint8 k_grey = Trinity::XP::GetGrayLevel(GetLevel()); // Victim level less gray level if (v_level <= k_grey && !sWorld->getIntConfig(CONFIG_MIN_CREATURE_SCALED_XP_RATIO)) return false; if (Creature const* creature = victim->ToCreature()) { if (creature->IsCritter() || creature->IsTotem()) return false; } return true; } bool Player::GetsRecruitAFriendBonus(bool forXP) { bool recruitAFriend = false; if (GetLevel() <= sWorld->getIntConfig(CONFIG_MAX_RECRUIT_A_FRIEND_BONUS_PLAYER_LEVEL) || !forXP) { if (Group* group = GetGroup()) { for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next()) { Player* player = itr->GetSource(); if (!player) continue; if (!player->IsAtRecruitAFriendDistance(this)) continue; // member (alive or dead) or his corpse at req. distance if (forXP) { // level must be allowed to get RaF bonus if (player->GetLevel() > sWorld->getIntConfig(CONFIG_MAX_RECRUIT_A_FRIEND_BONUS_PLAYER_LEVEL)) continue; // level difference must be small enough to get RaF bonus, UNLESS we are lower level if (player->GetLevel() < GetLevel()) if (uint8(GetLevel() - player->GetLevel()) > sWorld->getIntConfig(CONFIG_MAX_RECRUIT_A_FRIEND_BONUS_PLAYER_LEVEL_DIFFERENCE)) continue; } bool ARecruitedB = (player->GetSession()->GetRecruiterId() == GetSession()->GetAccountId()); bool BRecruitedA = (GetSession()->GetRecruiterId() == player->GetSession()->GetAccountId()); if (ARecruitedB || BRecruitedA) { recruitAFriend = true; break; } } } } return recruitAFriend; } void Player::RewardPlayerAndGroupAtKill(Unit* victim, bool isBattleGround) { KillRewarder(this, victim, isBattleGround).Reward(); } void Player::RewardPlayerAndGroupAtEvent(uint32 creature_id, WorldObject* pRewardSource) { if (!pRewardSource) return; ObjectGuid creature_guid = (pRewardSource->GetTypeId() == TYPEID_UNIT) ? pRewardSource->GetGUID() : ObjectGuid::Empty; // prepare data for near group iteration if (Group* group = GetGroup()) { for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next()) { Player* player = itr->GetSource(); if (!player) continue; if (!player->IsAtGroupRewardDistance(pRewardSource)) continue; // member (alive or dead) or his corpse at req. distance // quest objectives updated only for alive group member or dead but with not released body if (player->IsAlive()|| !player->GetCorpse()) player->KilledMonsterCredit(creature_id, creature_guid); } } else // if (!group) KilledMonsterCredit(creature_id, creature_guid); } bool Player::IsAtGroupRewardDistance(WorldObject const* pRewardSource) const { if (!pRewardSource || !IsInMap(pRewardSource)) return false; WorldObject const* player = GetCorpse(); if (!player || IsAlive()) player = this; if (pRewardSource->GetMap()->IsDungeon()) return true; return pRewardSource->GetDistance(player) <= sWorld->getFloatConfig(CONFIG_GROUP_XP_DISTANCE); } bool Player::IsAtRecruitAFriendDistance(WorldObject const* pOther) const { if (!pOther || !IsInMap(pOther)) return false; WorldObject const* player = GetCorpse(); if (!player || IsAlive()) player = this; return pOther->GetDistance(player) <= sWorld->getFloatConfig(CONFIG_MAX_RECRUIT_A_FRIEND_DISTANCE); } uint32 Player::GetBaseWeaponSkillValue(WeaponAttackType attType) const { Item* item = GetWeaponForAttack(attType, true); // unarmed only with base attack if (attType != BASE_ATTACK && !item) return 0; // weapon skill or (unarmed for base attack) uint32 skill = item ? item->GetSkill() : uint32(SKILL_UNARMED); return GetBaseSkillValue(skill); } void Player::ResurrectUsingRequestData() { RemoveGhoul(); if (uint32 aura = _resurrectionData->Aura) { CastSpell(this, aura, _resurrectionData->GUID); return; } // Teleport before resurrecting by player, otherwise the player might get attacked from creatures near his corpse TeleportTo(_resurrectionData->Location); if (IsBeingTeleported()) { ScheduleDelayedOperation(DELAYED_RESURRECT_PLAYER); return; } ResurrectUsingRequestDataImpl(); } void Player::ResurrectUsingRequestDataImpl() { // save health and mana before resurrecting, _resurrectionData can be erased uint32 resurrectHealth = _resurrectionData->Health; uint32 resurrectMana = _resurrectionData->Mana; ResurrectPlayer(0.0f, false); SetHealth(resurrectHealth); SetPower(POWER_MANA, resurrectMana); SetPower(POWER_RAGE, 0); SetFullPower(POWER_ENERGY); SpawnCorpseBones(); } void Player::SetClientControl(Unit* target, bool allowMove) { // a player can never client control nothing ASSERT(target); // don't allow possession to be overridden if (target->HasUnitState(UNIT_STATE_CHARMED) && (GetGUID() != target->GetCharmerGUID())) { TC_LOG_ERROR("entities.player", "Player '{}' attempt to client control '{}', which is charmed by GUID {}", GetName(), target->GetName(), target->GetCharmerGUID().ToString()); return; } // still affected by some aura that shouldn't allow control, only allow on last such aura to be removed if (target->HasUnitState(UNIT_STATE_FLEEING | UNIT_STATE_CONFUSED)) allowMove = false; WorldPacket data(SMSG_CLIENT_CONTROL_UPDATE, target->GetPackGUID().size()+1); data << target->GetPackGUID(); data << uint8(allowMove ? 1 : 0); SendDirectMessage(&data); WorldObject* viewpoint = GetViewpoint(); if (!viewpoint) viewpoint = this; if (target != viewpoint) { if (viewpoint != this) SetViewpoint(viewpoint, false); if (target != this) SetViewpoint(target, true); } GetGameClient()->SetMovedUnit(target, allowMove); } void Player::UpdateZoneDependentAuras(uint32 newZone) { // Some spells applied at enter into zone (with subzones), aura removed in UpdateAreaDependentAuras that called always at zone->area update SpellAreaForAreaMapBounds saBounds = sSpellMgr->GetSpellAreaForAreaMapBounds(newZone); for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr) if (itr->second->autocast && itr->second->IsFitToRequirements(this, newZone, 0)) if (!HasAura(itr->second->spellId)) CastSpell(this, itr->second->spellId, true); } void Player::UpdateAreaDependentAuras(uint32 newArea) { // remove auras from spells with area limitations for (AuraMap::iterator iter = m_ownedAuras.begin(); iter != m_ownedAuras.end();) { // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date if (iter->second->GetSpellInfo()->CheckLocation(GetMapId(), m_zoneUpdateId, newArea, this, false) != SPELL_CAST_OK) RemoveOwnedAura(iter); else ++iter; } // some auras applied at subzone enter SpellAreaForAreaMapBounds saBounds = sSpellMgr->GetSpellAreaForAreaMapBounds(newArea); for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr) if (itr->second->autocast && itr->second->IsFitToRequirements(this, m_zoneUpdateId, newArea)) if (!HasAura(itr->second->spellId)) CastSpell(this, itr->second->spellId, true); } uint32 Player::GetCorpseReclaimDelay(bool pvp) const { if (pvp) { if (!sWorld->getBoolConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP)) return corpseReclaimDelay[0]; } else if (!sWorld->getBoolConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE)) return 0; time_t now = GameTime::GetGameTime(); // 0..2 full period // should be ceil(x)-1 but not floor(x) uint64 count = (now < m_deathExpireTime - 1) ? (m_deathExpireTime - 1 - now) / DEATH_EXPIRE_STEP : 0; return corpseReclaimDelay[count]; } void Player::UpdateCorpseReclaimDelay() { bool pvp = (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH) != 0; if ((pvp && !sWorld->getBoolConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP)) || (!pvp && !sWorld->getBoolConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE))) return; time_t now = GameTime::GetGameTime(); if (now < m_deathExpireTime) { // full and partly periods 1..3 uint64 count = (m_deathExpireTime - now) / DEATH_EXPIRE_STEP + 1; if (count < MAX_DEATH_COUNT) m_deathExpireTime = now+(count + 1) * DEATH_EXPIRE_STEP; else m_deathExpireTime = now + MAX_DEATH_COUNT*DEATH_EXPIRE_STEP; } else m_deathExpireTime = now + DEATH_EXPIRE_STEP; } int32 Player::CalculateCorpseReclaimDelay(bool load) const { Corpse* corpse = GetCorpse(); if (load && !corpse) return -1; bool pvp = corpse ? corpse->GetType() == CORPSE_RESURRECTABLE_PVP : (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH) != 0; uint32 delay; if (load) { if (corpse->GetGhostTime() > m_deathExpireTime) return -1; uint64 count = 0; if ((pvp && sWorld->getBoolConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP)) || (!pvp && sWorld->getBoolConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE))) { count = (m_deathExpireTime - corpse->GetGhostTime()) / DEATH_EXPIRE_STEP; if (count >= MAX_DEATH_COUNT) count = MAX_DEATH_COUNT - 1; } time_t expected_time = corpse->GetGhostTime() + corpseReclaimDelay[count]; time_t now = GameTime::GetGameTime(); if (now >= expected_time) return -1; delay = expected_time - now; } else delay = GetCorpseReclaimDelay(pvp); return delay * IN_MILLISECONDS; } void Player::SendCorpseReclaimDelay(uint32 delay) const { WorldPackets::Misc::CorpseReclaimDelay packet; packet.Remaining = delay; GetSession()->SendPacket(packet.Write()); } Player* Player::GetNextRandomRaidMember(float radius) { Group* group = GetGroup(); if (!group) return nullptr; std::vector nearMembers; nearMembers.reserve(group->GetMembersCount()); for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next()) { Player* Target = itr->GetSource(); // IsHostileTo check duel and controlled by enemy if (Target && Target != this && IsWithinDistInMap(Target, radius) && !Target->HasInvisibilityAura() && !IsHostileTo(Target)) nearMembers.push_back(Target); } if (nearMembers.empty()) return nullptr; uint32 randTarget = urand(0, nearMembers.size()-1); return nearMembers[randTarget]; } PartyResult Player::CanUninviteFromGroup(ObjectGuid guidMember) const { Group const* grp = GetGroup(); if (!grp) return ERR_NOT_IN_GROUP; if (grp->isLFGGroup()) { ObjectGuid gguid = grp->GetGUID(); if (!sLFGMgr->GetKicksLeft(gguid)) return ERR_PARTY_LFG_BOOT_LIMIT; lfg::LfgState state = sLFGMgr->GetState(gguid); if (sLFGMgr->IsVoteKickActive(gguid)) return ERR_PARTY_LFG_BOOT_IN_PROGRESS; if (grp->GetMembersCount() <= lfg::LFG_GROUP_KICK_VOTES_NEEDED) return ERR_PARTY_LFG_BOOT_TOO_FEW_PLAYERS; if (state == lfg::LFG_STATE_FINISHED_DUNGEON) return ERR_PARTY_LFG_BOOT_DUNGEON_COMPLETE; if (grp->isRollLootActive()) return ERR_PARTY_LFG_BOOT_LOOT_ROLLS; /// @todo Should also be sent when anyone has recently left combat, with an aprox ~5 seconds timer. for (GroupReference const* itr = grp->GetFirstMember(); itr != nullptr; itr = itr->next()) if (itr->GetSource() && itr->GetSource()->IsInMap(this) && itr->GetSource()->IsInCombat()) return ERR_PARTY_LFG_BOOT_IN_COMBAT; /* Missing support for these types return ERR_PARTY_LFG_BOOT_COOLDOWN_S; return ERR_PARTY_LFG_BOOT_NOT_ELIGIBLE_S; */ } else { if (!grp->IsLeader(GetGUID()) && !grp->IsAssistant(GetGUID())) return ERR_NOT_LEADER; if (InBattleground()) return ERR_INVITE_RESTRICTED; if (grp->IsLeader(guidMember)) return ERR_NOT_LEADER; } return ERR_PARTY_RESULT_OK; } bool Player::isUsingLfg() const { return sLFGMgr->GetState(GetGUID()) != lfg::LFG_STATE_NONE; } bool Player::inRandomLfgDungeon() const { if (sLFGMgr->selectedRandomLfgDungeon(GetGUID())) { Map const* map = GetMap(); return sLFGMgr->inLfgDungeonMap(GetGUID(), map->GetId(), map->GetDifficulty()); } return false; } void Player::SetBattlegroundOrBattlefieldRaid(Group* group, int8 subgroup) { //we must move references from m_group to m_originalGroup SetOriginalGroup(GetGroup(), GetSubGroup()); m_group.unlink(); m_group.link(group, this); m_group.setSubGroup((uint8)subgroup); } void Player::RemoveFromBattlegroundOrBattlefieldRaid() { //remove existing reference m_group.unlink(); if (Group* group = GetOriginalGroup()) { m_group.link(group, this); m_group.setSubGroup(GetOriginalSubGroup()); } SetOriginalGroup(nullptr); } void Player::SetOriginalGroup(Group* group, int8 subgroup) { if (group == nullptr) m_originalGroup.unlink(); else { // never use SetOriginalGroup without a subgroup unless you specify NULL for group ASSERT(subgroup >= 0); m_originalGroup.link(group, this); m_originalGroup.setSubGroup((uint8)subgroup); } } void Player::ProcessTerrainStatusUpdate(ZLiquidStatus oldLiquidStatus, Optional const& newLiquidData) { // process liquid auras using generic unit code Unit::ProcessTerrainStatusUpdate(oldLiquidStatus, newLiquidData); // player specific logic for mirror timers if (GetLiquidStatus() && newLiquidData) { // Breath bar state (under water in any liquid type) if (newLiquidData->type_flags & MAP_ALL_LIQUIDS) { if (GetLiquidStatus() & LIQUID_MAP_UNDER_WATER) m_MirrorTimerFlags |= UNDERWATER_INWATER; else m_MirrorTimerFlags &= ~UNDERWATER_INWATER; } // Fatigue bar state (if not on flight path or transport) if ((newLiquidData->type_flags & MAP_LIQUID_TYPE_DARK_WATER) && !IsInFlight() && !GetTransport()) m_MirrorTimerFlags |= UNDERWATER_INDARKWATER; else m_MirrorTimerFlags &= ~UNDERWATER_INDARKWATER; // Lava state (any contact) if (newLiquidData->type_flags & MAP_LIQUID_TYPE_MAGMA) { if (GetLiquidStatus() & MAP_LIQUID_STATUS_IN_CONTACT) m_MirrorTimerFlags |= UNDERWATER_INLAVA; else m_MirrorTimerFlags &= ~UNDERWATER_INLAVA; } // Slime state (any contact) if (newLiquidData->type_flags & MAP_LIQUID_TYPE_SLIME) { if (GetLiquidStatus() & MAP_LIQUID_STATUS_IN_CONTACT) m_MirrorTimerFlags |= UNDERWATER_INSLIME; else m_MirrorTimerFlags &= ~UNDERWATER_INSLIME; } } else m_MirrorTimerFlags &= ~(UNDERWATER_INWATER | UNDERWATER_INLAVA | UNDERWATER_INSLIME | UNDERWATER_INDARKWATER); } void Player::AtExitCombat() { Unit::AtExitCombat(); UpdatePotionCooldown(); if (GetClass() == CLASS_DEATH_KNIGHT) for (uint8 i = 0; i < MAX_RUNES; ++i) { SetRuneTimer(i, 0xFFFFFFFF); SetLastRuneGraceTimer(i, 0); } } void Player::SetCanParry(bool value) { if (m_canParry == value) return; m_canParry = value; UpdateParryPercentage(); } void Player::SetCanBlock(bool value) { if (m_canBlock == value) return; m_canBlock = value; UpdateBlockPercentage(); } bool ItemPosCount::isContainedIn(std::vector const& vec) const { for (ItemPosCountVec::const_iterator itr = vec.begin(); itr != vec.end(); ++itr) if (itr->pos == pos) return true; return false; } void Player::StopCastingBindSight() const { if (Unit* target = Object::ToUnit(GetViewpoint())) { target->RemoveAurasByType(SPELL_AURA_BIND_SIGHT, GetGUID()); target->RemoveAurasByType(SPELL_AURA_MOD_POSSESS, GetGUID()); target->RemoveAurasByType(SPELL_AURA_MOD_POSSESS_PET, GetGUID()); } } void Player::SetViewpoint(WorldObject* target, bool apply) { if (apply) { TC_LOG_DEBUG("maps", "Player::CreateViewpoint: Player '{}' ({}) creates seer (Entry: {}, TypeId: {}).", GetName(), GetGUID().ToString(), target->GetEntry(), target->GetTypeId()); if (!AddGuidValue(PLAYER_FARSIGHT, target->GetGUID())) { TC_LOG_FATAL("entities.player", "Player::CreateViewpoint: Player '{}' ({}) cannot add new viewpoint!", GetName(), GetGUID().ToString()); return; } // farsight dynobj or puppet may be very far away UpdateVisibilityOf(target); if (Unit* targetUnit = target->ToUnit(); targetUnit && targetUnit != GetVehicleBase()) targetUnit->AddPlayerToVision(this); SetSeer(target); } else { TC_LOG_DEBUG("maps", "Player::CreateViewpoint: Player {} removed seer", GetName()); if (!RemoveGuidValue(PLAYER_FARSIGHT, target->GetGUID())) { TC_LOG_FATAL("entities.player", "Player::CreateViewpoint: Player '{}' ({}) cannot remove current viewpoint!", GetName(), GetGUID().ToString()); return; } if (Unit* targetUnit = target->ToUnit(); targetUnit && targetUnit != GetVehicleBase()) targetUnit->RemovePlayerFromVision(this); //must immediately set seer back otherwise may crash SetSeer(this); //WorldPacket data(SMSG_CLEAR_FAR_SIGHT_IMMEDIATE, 0); //SendDirectMessage(&data); } // HACK: Make sure update for PLAYER_FARSIGHT is received before SMSG_PET_SPELLS to properly hide "Release spirit" dialog if (target->GetTypeId() == TYPEID_UNIT && static_cast(target)->HasUnitTypeMask(UNIT_MASK_MINION) && static_cast(target)->IsRisenAlly()) { if (apply) { UpdateDataMapType update_players; BuildUpdate(update_players); WorldPacket packet; for (UpdateDataMapType::iterator iter = update_players.begin(); iter != update_players.end(); ++iter) { iter->second.BuildPacket(&packet); iter->first->SendDirectMessage(&packet); packet.clear(); } } else { m_deathTimer = 6 * MINUTE * IN_MILLISECONDS; // Reset "Release spirit" timer clientside WorldPacket data(SMSG_FORCED_DEATH_UPDATE); SendDirectMessage(&data); } } } WorldObject* Player::GetViewpoint() const { if (ObjectGuid guid = GetGuidValue(PLAYER_FARSIGHT)) return static_cast(ObjectAccessor::GetObjectByTypeMask(*this, guid, TYPEMASK_SEER)); return nullptr; } bool Player::CanUseBattlegroundObject(GameObject* gameobject) const { // It is possible to call this method with a null pointer, only skipping faction check. if (gameobject) { FactionTemplateEntry const* playerFaction = GetFactionTemplateEntry(); FactionTemplateEntry const* faction = sFactionTemplateStore.LookupEntry(gameobject->GetFaction()); if (playerFaction && faction && !playerFaction->IsFriendlyTo(*faction)) return false; } // BUG: sometimes when player clicks on flag in AB - client won't send gameobject_use, only gameobject_report_use packet // Note: Mount, stealth and invisibility will be removed when used return (!isTotalImmune() && // Damage immune !HasAura(SPELL_RECENTLY_DROPPED_FLAG) && // Still has recently held flag debuff IsAlive()); // Alive } bool Player::CanCaptureTowerPoint() const { return (!HasStealthAura() && // not stealthed !HasInvisibilityAura() && // not invisible IsAlive()); // live player } uint32 Player::GetBarberShopCost(uint8 newhairstyle, uint8 newhaircolor, uint8 newfacialhair, BarberShopStyleEntry const* newSkin) const { uint8 level = GetLevel(); if (level > GT_MAX_LEVEL) level = GT_MAX_LEVEL; // max level in this dbc uint8 hairstyle = GetHairStyleId(); uint8 haircolor = GetHairColorId(); uint8 facialhair = GetFacialStyle(); uint8 skincolor = GetSkinId(); if ((hairstyle == newhairstyle) && (haircolor == newhaircolor) && (facialhair == newfacialhair) && (!newSkin || (newSkin->Data == skincolor))) return 0; GtBarberShopCostBaseEntry const* bsc = sGtBarberShopCostBaseStore.LookupEntry(level - 1); if (!bsc) // shouldn't happen return 0xFFFFFFFF; float cost = 0; if (hairstyle != newhairstyle) cost += bsc->Data; // full price if ((haircolor != newhaircolor) && (hairstyle == newhairstyle)) cost += bsc->Data * 0.5f; // +1/2 of price if (facialhair != newfacialhair) cost += bsc->Data * 0.75f; // +3/4 of price if (newSkin && skincolor != newSkin->Data) cost += bsc->Data * 0.75f; // +5/6 of price return uint32(cost); } void Player::InitGlyphsForLevel() { for (uint32 i = 0; i < sGlyphSlotStore.GetNumRows(); ++i) if (GlyphSlotEntry const* gs = sGlyphSlotStore.LookupEntry(i)) if (gs->Tooltip) SetGlyphSlot(gs->Tooltip - 1, gs->ID); uint8 level = GetLevel(); uint32 value = 0; // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level if (level >= 15) value |= (0x01 | 0x02); if (level >= 30) value |= 0x08; if (level >= 50) value |= 0x04; if (level >= 70) value |= 0x10; if (level >= 80) value |= 0x20; SetUInt32Value(PLAYER_GLYPHS_ENABLED, value); } void Player::SetGlyph(uint8 slot, uint32 glyph) { m_Glyphs[m_activeSpec][slot] = glyph; SetUInt32Value(PLAYER_FIELD_GLYPHS_1 + slot, glyph); } bool Player::isTotalImmune() const { AuraEffectList const& immune = GetAuraEffectsByType(SPELL_AURA_SCHOOL_IMMUNITY); uint32 immuneMask = 0; for (AuraEffectList::const_iterator itr = immune.begin(); itr != immune.end(); ++itr) { immuneMask |= (*itr)->GetMiscValue(); if (immuneMask & SPELL_SCHOOL_MASK_ALL) // total immunity return true; } return false; } bool Player::HasTitle(uint32 bitIndex) const { if (bitIndex > MAX_TITLE_INDEX) return false; uint32 fieldIndexOffset = bitIndex / 32; uint32 flag = 1 << (bitIndex % 32); return HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag); } bool Player::HasTitle(CharTitlesEntry const* title) const { return HasTitle(title->MaskID); } void Player::SetTitle(CharTitlesEntry const* title, bool lost) { uint32 fieldIndexOffset = title->MaskID / 32; uint32 flag = 1 << (title->MaskID % 32); if (lost) { if (!HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag)) return; RemoveFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag); } else { if (HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag)) return; SetFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag); } WorldPacket data(SMSG_TITLE_EARNED, 4 + 4); data << uint32(title->MaskID); data << uint32(lost ? 0 : 1); // 1 - earned, 0 - lost SendDirectMessage(&data); } uint32 Player::GetRuneBaseCooldown(uint8 index) { uint8 rune = GetBaseRune(index); uint32 cooldown = RUNE_BASE_COOLDOWN; AuraEffectList const& regenAura = GetAuraEffectsByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT); for (AuraEffectList::const_iterator i = regenAura.begin();i != regenAura.end(); ++i) { if ((*i)->GetMiscValue() == POWER_RUNE && (*i)->GetMiscValueB() == rune) cooldown = cooldown * (100 - (*i)->GetAmount()) / 100; } return cooldown; } void Player::SetRuneCooldown(uint8 index, uint32 cooldown, bool casted /*= false*/) { uint32 gracePeriod = GetRuneTimer(index); if (casted && IsInCombat()) { if (gracePeriod < 0xFFFFFFFF && cooldown > 0) { uint32 lessCd = std::min(uint32(2500), gracePeriod); cooldown = (cooldown > lessCd) ? (cooldown - lessCd) : 0; SetLastRuneGraceTimer(index, lessCd); } SetRuneTimer(index, 0); } m_runes->runes[index].Cooldown = cooldown; m_runes->SetRuneState(index, (cooldown == 0) ? true : false); ResyncRunes(); } void Player::SetRuneConvertAura(uint8 index, AuraEffect const* aura) { m_runes->runes[index].ConvertAuras.insert(aura); } void Player::RemoveRuneConvertAura(uint8 index, AuraEffect const* aura) { m_runes->runes[index].ConvertAuras.erase(aura); } void Player::AddRuneByAuraEffect(uint8 index, RuneType newType, AuraEffect const* aura) { SetRuneConvertAura(index, aura); ConvertRune(index, newType); } void Player::RemoveRunesByAuraEffect(AuraEffect const* aura) { for (uint8 itr = 0; itr < MAX_RUNES; ++itr) { RemoveRuneConvertAura(itr, aura); if (m_runes->runes[itr].ConvertAuras.empty()) ConvertRune(itr, GetBaseRune(itr)); } } void Player::RestoreBaseRune(uint8 index) { std::vector removeList; std::unordered_set& auras = m_runes->runes[index].ConvertAuras; auto criteria = [&removeList](AuraEffect const* storedAura) -> bool { // AuraEffect already gone if (!storedAura) return true; if (storedAura->GetSpellInfo()->HasAttribute(SPELL_ATTR0_PASSIVE)) { // Don't drop passive talents providing rune conversion if (storedAura->GetAuraType() == SPELL_AURA_CONVERT_RUNE) removeList.push_back(storedAura); return true; } // If rune was converted by a non-passive aura that is still active we should keep it converted return false; }; Trinity::Containers::EraseIf(auras, criteria); if (!auras.empty()) return; ConvertRune(index, GetBaseRune(index)); if (removeList.empty()) return; // Filter auras set to be removed if they are converting any other rune index for (AuraEffect const* storedAura : removeList) { uint8 itr = 0; for (; itr < MAX_RUNES; ++itr) { if (m_runes->runes[itr].ConvertAuras.find(storedAura) != m_runes->runes[itr].ConvertAuras.end()) break; } if (itr == MAX_RUNES) storedAura->GetBase()->Remove(); } } void Player::ConvertRune(uint8 index, RuneType newType) { SetCurrentRune(index, newType); WorldPacket data(SMSG_CONVERT_RUNE, 2); data << uint8(index); data << uint8(newType); SendDirectMessage(&data); } void Player::ResyncRunes() const { if (GetClass() != CLASS_DEATH_KNIGHT) return; WorldPackets::Spells::ResyncRunes packet; packet.Count = MAX_RUNES; for (uint32 itr = 0; itr < MAX_RUNES; ++itr) { WorldPackets::Spells::ResyncRune resyncRune; resyncRune.RuneType = GetCurrentRune(itr); resyncRune.Cooldown = uint8(255) - uint8(GetRuneCooldown(itr) * uint32(255) / uint32(RUNE_BASE_COOLDOWN)); // cooldown time (0-255) packet.Runes.emplace_back(resyncRune); } SendDirectMessage(packet.Write()); } void Player::AddRunePower(uint8 index) const { WorldPacket data(SMSG_ADD_RUNE_POWER, 4); data << uint32(1 << index); // mask (0x00-0x3F probably) SendDirectMessage(&data); } static RuneType runeSlotTypes[MAX_RUNES] = { /*0*/ RUNE_BLOOD, /*1*/ RUNE_BLOOD, /*2*/ RUNE_UNHOLY, /*3*/ RUNE_UNHOLY, /*4*/ RUNE_FROST, /*5*/ RUNE_FROST }; void Player::InitRunes() { if (GetClass() != CLASS_DEATH_KNIGHT) return; m_runes = new Runes; m_runes->runeState = 0; m_runes->lastUsedRune = RUNE_BLOOD; for (uint8 i = 0; i < MAX_RUNES; ++i) { SetBaseRune(i, runeSlotTypes[i]); // init base types SetCurrentRune(i, runeSlotTypes[i]); // init current types SetRuneCooldown(i, 0); // reset cooldowns SetRuneTimer(i, 0xFFFFFFFF); // Reset rune flags SetLastRuneGraceTimer(i, 0); SetRuneConvertAura(i, nullptr); m_runes->SetRuneState(i); } for (uint8 i = 0; i < NUM_RUNE_TYPES; ++i) SetFloatValue(PLAYER_RUNE_REGEN_1 + i, 0.1f); } bool Player::IsBaseRuneSlotsOnCooldown(RuneType runeType) const { for (uint8 i = 0; i < MAX_RUNES; ++i) if (GetBaseRune(i) == runeType && GetRuneCooldown(i) == 0) return false; return true; } void Player::AutoStoreLoot(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store, bool broadcast, bool createdByPlayer) { Loot loot; loot.FillLoot (loot_id, store, this, true); uint32 max_slot = loot.GetMaxSlotInLootFor(this); for (uint32 i = 0; i < max_slot; ++i) { LootItem* lootItem = loot.LootItemInSlot(i, this); ItemPosCountVec dest; InventoryResult msg = CanStoreNewItem(bag, slot, dest, lootItem->itemid, lootItem->count); if (msg != EQUIP_ERR_OK && slot != NULL_SLOT) msg = CanStoreNewItem(bag, NULL_SLOT, dest, lootItem->itemid, lootItem->count); if (msg != EQUIP_ERR_OK && bag != NULL_BAG) msg = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, lootItem->itemid, lootItem->count); if (msg != EQUIP_ERR_OK) { SendEquipError(msg, nullptr, nullptr, lootItem->itemid); continue; } Item* pItem = StoreNewItem(dest, lootItem->itemid, true, lootItem->randomPropertyId); SendNewItem(pItem, lootItem->count, false, createdByPlayer, broadcast); } } void Player::StoreLootItem(uint8 lootSlot, Loot* loot) { NotNormalLootItem* qitem = nullptr; NotNormalLootItem* ffaitem = nullptr; NotNormalLootItem* conditem = nullptr; LootItem* item = loot->LootItemInSlot(lootSlot, this, &qitem, &ffaitem, &conditem); if (!item || item->is_looted) { SendEquipError(EQUIP_ERR_ALREADY_LOOTED, nullptr, nullptr); return; } if (!item->AllowedForPlayer(this)) { SendLootRelease(GetLootGUID()); return; } // questitems use the blocked field for other purposes if (!qitem && item->is_blocked) { SendLootRelease(GetLootGUID()); return; } // dont allow protected item to be looted by someone else if (!item->rollWinnerGUID.IsEmpty() && item->rollWinnerGUID != GetGUID()) { SendLootRelease(GetLootGUID()); return; } ItemPosCountVec dest; InventoryResult msg = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, item->itemid, item->count); if (msg == EQUIP_ERR_OK) { GuidSet looters = item->GetAllowedLooters(); Item* newitem = StoreNewItem(dest, item->itemid, true, item->randomPropertyId, looters); if (qitem) { qitem->is_looted = true; //freeforall is 1 if everyone's supposed to get the quest item. if (item->freeforall || loot->GetPlayerQuestItems().size() == 1) SendNotifyLootItemRemoved(lootSlot); else loot->NotifyQuestItemRemoved(qitem->index); } else { if (ffaitem) { //freeforall case, notify only one player of the removal ffaitem->is_looted = true; SendNotifyLootItemRemoved(lootSlot); } else { //not freeforall, notify everyone if (conditem) conditem->is_looted = true; loot->NotifyItemRemoved(lootSlot); } } //if only one person is supposed to loot the item, then set it to looted if (!item->freeforall) item->is_looted = true; --loot->unlootedCount; SendNewItem(newitem, uint32(item->count), false, false, true); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM, item->itemid, item->count); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE, loot->loot_type, item->count); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_EPIC_ITEM, item->itemid, item->count); // LootItem is being removed (looted) from the container, delete it from the DB. if (loot->containerID > 0) sLootItemStorage->RemoveStoredLootItemForContainer(loot->containerID, item->itemid, item->count, item->itemIndex); } else SendEquipError(msg, nullptr, nullptr, item->itemid); } uint32 Player::CalculateTalentsPoints() const { uint32 base_talent = GetLevel() < 10 ? 0 : GetLevel()-9; if (GetClass() != CLASS_DEATH_KNIGHT || GetMapId() != 609) return uint32(base_talent * sWorld->getRate(RATE_TALENT)); uint32 talentPointsForLevel = GetLevel() < 56 ? 0 : GetLevel() - 55; talentPointsForLevel += m_questRewardTalentCount; if (talentPointsForLevel > base_talent) talentPointsForLevel = base_talent; return uint32(talentPointsForLevel * sWorld->getRate(RATE_TALENT)); } bool Player::CanFlyInZone(uint32 mapid, uint32 zone, SpellInfo const* bySpell) const { // continent checked in SpellInfo::CheckLocation at cast and area update uint32 v_map = GetVirtualMapForMapAndZone(mapid, zone); if (v_map == 571 && !bySpell->HasAttribute(SPELL_ATTR7_IGNORE_COLD_WEATHER_FLYING)) if (!HasSpell(54197)) // 54197 = Cold Weather Flying return false; return true; } void Player::_LoadSkills(PreparedQueryResult result) { // 0 1 2 // SetPQuery(PLAYER_LOGIN_QUERY_LOADSKILLS, "SELECT skill, value, max FROM character_skills WHERE guid = '{}'", GUID_LOPART(m_guid)); uint32 count = 0; std::unordered_map loadedSkillValues; if (result) { do { Field* fields = result->Fetch(); uint16 skill = fields[0].GetUInt16(); uint16 value = fields[1].GetUInt16(); uint16 max = fields[2].GetUInt16(); SkillRaceClassInfoEntry const* rcEntry = GetSkillRaceClassInfo(skill, GetRace(), GetClass()); if (!rcEntry) { TC_LOG_ERROR("entities.player", "Player::_LoadSkills: Player '{}' ({}, Race: {}, Class: {}) has forbidden skill {} for his race/class combination", GetName(), GetGUID().ToString(), uint32(GetRace()), uint32(GetClass()), skill); mSkillStatus.insert(SkillStatusMap::value_type(skill, SkillStatusData(0, SKILL_DELETED))); continue; } // set fixed skill ranges switch (GetSkillRangeType(rcEntry)) { case SKILL_RANGE_LANGUAGE: // 300..300 value = max = 300; break; case SKILL_RANGE_MONO: // 1..1, grey monolite bar value = max = 1; break; case SKILL_RANGE_LEVEL: max = GetMaxSkillValueForLevel(); break; default: break; } if (value == 0) { TC_LOG_ERROR("entities.player", "Player::_LoadSkills: Player '{}' ({}) has skill {} with value 0, deleted.", GetName(), GetGUID().ToString(), skill); CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHARACTER_SKILL); stmt->setUInt32(0, GetGUID().GetCounter()); stmt->setUInt16(1, skill); CharacterDatabase.Execute(stmt); continue; } uint16 skillStep = 0; if (SkillTiersEntry const* skillTier = sSkillTiersStore.LookupEntry(rcEntry->SkillTierID)) { for (uint32 i = 0; i < MAX_SKILL_STEP; ++i) { if (skillTier->Value[skillStep] == max) { skillStep = i + 1; break; } } } SetUInt32Value(PLAYER_SKILL_INDEX(count), MAKE_PAIR32(skill, skillStep)); SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(count), MAKE_SKILL_VALUE(value, max)); SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(count), 0); mSkillStatus.insert(SkillStatusMap::value_type(skill, SkillStatusData(count, SKILL_UNCHANGED))); loadedSkillValues[skill] = value; ++count; if (count >= PLAYER_MAX_SKILLS) // client limit { TC_LOG_ERROR("entities.player", "Player::_LoadSkills: Player '{}' ({}) has more than {} skills.", GetName(), GetGUID().ToString(), PLAYER_MAX_SKILLS); break; } } while (result->NextRow()); } // Learn skill rewarded spells after all skills have been loaded to prevent learning a skill from them before its loaded with proper value from DB for (auto& skill : loadedSkillValues) LearnSkillRewardedSpells(skill.first, skill.second); for (; count < PLAYER_MAX_SKILLS; ++count) { SetUInt32Value(PLAYER_SKILL_INDEX(count), 0); SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(count), 0); SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(count), 0); } if (HasSkill(SKILL_FIST_WEAPONS)) SetSkill(SKILL_FIST_WEAPONS, 0, GetSkillValue(SKILL_UNARMED), GetMaxSkillValueForLevel()); } uint32 Player::GetPhaseMaskForSpawn() const { uint32 phase = PHASEMASK_NORMAL; if (!IsGameMaster()) phase = GetPhaseMask(); else { AuraEffectList const& phases = GetAuraEffectsByType(SPELL_AURA_PHASE); if (!phases.empty()) phase = phases.front()->GetMiscValue(); } // some aura phases include 1 normal map in addition to phase itself if (uint32 n_phase = phase & ~PHASEMASK_NORMAL) return n_phase; return PHASEMASK_NORMAL; } InventoryResult Player::CanEquipUniqueItem(Item* pItem, uint8 eslot, uint32 limit_count) const { ItemTemplate const* pProto = pItem->GetTemplate(); // proto based limitations if (InventoryResult res = CanEquipUniqueItem(pProto, eslot, limit_count)) return res; // check unique-equipped on gems for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot) { uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot)); if (!enchant_id) continue; SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id); if (!enchantEntry) continue; ItemTemplate const* pGem = sObjectMgr->GetItemTemplate(enchantEntry->SrcItemID); if (!pGem) continue; // include for check equip another gems with same limit category for not equipped item (and then not counted) uint32 gem_limit_count = !pItem->IsEquipped() && pGem->ItemLimitCategory ? pItem->GetGemCountWithLimitCategory(pGem->ItemLimitCategory) : 1; if (InventoryResult res = CanEquipUniqueItem(pGem, eslot, gem_limit_count)) return res; } return EQUIP_ERR_OK; } InventoryResult Player::CanEquipUniqueItem(ItemTemplate const* itemProto, uint8 except_slot, uint32 limit_count) const { // check unique-equipped on item if (itemProto->HasFlag(ITEM_FLAG_UNIQUE_EQUIPPABLE)) { // there is an equip limit on this item if (HasItemOrGemWithIdEquipped(itemProto->ItemId, 1, except_slot)) return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE; } // check unique-equipped limit if (itemProto->ItemLimitCategory) { ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(itemProto->ItemLimitCategory); if (!limitEntry) return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED; // NOTE: limitEntry->mode not checked because if item have have-limit then it applied and to equip case if (limit_count > limitEntry->Quantity) return EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_EQUIPPED_EXCEEDED; // there is an equip limit on this item if (HasItemWithLimitCategoryEquipped(itemProto->ItemLimitCategory, limitEntry->Quantity - limit_count + 1, except_slot)) return EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_EQUIPPED_EXCEEDED; else if (HasGemWithLimitCategoryEquipped(itemProto->ItemLimitCategory, limitEntry->Quantity - limit_count + 1, except_slot)) return EQUIP_ERR_ITEM_MAX_COUNT_EQUIPPED_SOCKETED; } return EQUIP_ERR_OK; } void Player::SetFallInformation(uint32 time, float z) { m_lastFallTime = time; m_lastFallZ = z; } void Player::HandleFall(MovementInfo const& movementInfo) { // calculate total z distance of the fall float z_diff = m_lastFallZ - movementInfo.pos.GetPositionZ(); //TC_LOG_DEBUG("zDiff = {}", z_diff); //Players with low fall distance, Feather Fall or physical immunity (charges used) are ignored // 14.57 can be calculated by resolving damageperc formula below to 0 if (z_diff >= 14.57f && !isDead() && !IsGameMaster() && !HasAuraType(SPELL_AURA_HOVER) && !HasAuraType(SPELL_AURA_FEATHER_FALL) && !HasAuraType(SPELL_AURA_FLY) && !IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL)) { //Safe fall, fall height reduction int32 safe_fall = GetTotalAuraModifier(SPELL_AURA_SAFE_FALL); float damageperc = 0.018f*(z_diff-safe_fall)-0.2426f; if (damageperc > 0) { uint32 damage = (uint32)(damageperc * GetMaxHealth()*sWorld->getRate(RATE_DAMAGE_FALL)); if (GetCommandStatus(CHEAT_GOD)) damage = 0; float height = movementInfo.pos.m_positionZ; UpdateGroundPositionZ(movementInfo.pos.m_positionX, movementInfo.pos.m_positionY, height); if (damage > 0) { //Prevent fall damage from being more than the player maximum health if (damage > GetMaxHealth()) damage = GetMaxHealth(); // Gust of Wind if (HasAura(43621)) damage = GetMaxHealth()/2; uint32 original_health = GetHealth(); uint32 final_damage = EnvironmentalDamage(DAMAGE_FALL, damage); // recheck alive, might have died of EnvironmentalDamage, avoid cases when player die in fact like Spirit of Redemption case if (IsAlive() && final_damage < original_health) UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING, uint32(z_diff*100)); } //Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction TC_LOG_DEBUG("entities.player.falldamage", "FALLDAMAGE z={} sz={} pZ={} FallTime={} mZ={} damage={} SF={}\nPlayer debug info:\n{}", movementInfo.pos.GetPositionZ(), height, GetPositionZ(), movementInfo.fallTime, height, damage, safe_fall, GetDebugInfo()); } } } void Player::ResetAchievements() { m_achievementMgr->Reset(); } void Player::SendRespondInspectAchievements(Player* player) const { m_achievementMgr->SendRespondInspectAchievements(player); } bool Player::HasAchieved(uint32 achievementId) const { return m_achievementMgr->HasAchieved(achievementId); } void Player::StartTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry, uint32 timeLost/* = 0*/) { m_achievementMgr->StartTimedAchievement(type, entry, timeLost); } void Player::RemoveTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry) { m_achievementMgr->RemoveTimedAchievement(type, entry); } void Player::ResetAchievementCriteria(AchievementCriteriaCondition condition, uint32 value, bool evenIfCriteriaComplete /* = false*/) { m_achievementMgr->ResetAchievementCriteria(condition, value, evenIfCriteriaComplete); } void Player::UpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscValue1 /*= 0*/, uint32 miscValue2 /*= 0*/, WorldObject* ref /*= nullptr*/) { m_achievementMgr->UpdateAchievementCriteria(type, miscValue1, miscValue2, ref); } void Player::CompletedAchievement(AchievementEntry const* entry) { m_achievementMgr->CompletedAchievement(entry); } void Player::LearnTalent(uint32 talentId, uint32 talentRank) { uint32 CurTalentPoints = GetFreeTalentPoints(); if (CurTalentPoints == 0) return; if (talentRank >= MAX_TALENT_RANK) return; TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId); if (!talentInfo) return; TalentTabEntry const* talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TabID); if (!talentTabInfo) return; // prevent learn talent for different class (cheating) if ((GetClassMask() & talentTabInfo->ClassMask) == 0) return; // find current max talent rank (0~5) uint8 curtalent_maxrank = 0; // 0 = not learned any rank for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank) { if (talentInfo->SpellRank[rank] && HasSpell(talentInfo->SpellRank[rank])) { curtalent_maxrank = (rank + 1); break; } } // we already have same or higher talent rank learned if (curtalent_maxrank >= (talentRank + 1)) return; // check if we have enough talent points if (CurTalentPoints < (talentRank - curtalent_maxrank + 1)) return; // Check if it requires another talent if (talentInfo->PrereqTalent > 0) { if (TalentEntry const* depTalentInfo = sTalentStore.LookupEntry(talentInfo->PrereqTalent)) { bool hasEnoughRank = false; for (uint8 rank = talentInfo->PrereqRank; rank < MAX_TALENT_RANK; rank++) { if (depTalentInfo->SpellRank[rank] != 0) if (HasSpell(depTalentInfo->SpellRank[rank])) hasEnoughRank = true; } if (!hasEnoughRank) return; } } // Find out how many points we have in this field uint32 spentPoints = 0; uint32 tTab = talentInfo->TabID; if (talentInfo->TierID > 0) for (uint32 i = 0; i < sTalentStore.GetNumRows(); i++) // Loop through all talents. if (TalentEntry const* tmpTalent = sTalentStore.LookupEntry(i)) // the way talents are tracked if (tmpTalent->TabID == tTab) for (uint8 rank = 0; rank < MAX_TALENT_RANK; rank++) if (tmpTalent->SpellRank[rank] != 0) if (HasSpell(tmpTalent->SpellRank[rank])) spentPoints += (rank + 1); // not have required min points spent in talent tree if (spentPoints < (talentInfo->TierID * MAX_TALENT_RANK)) return; // spell not set in talent.dbc uint32 spellid = talentInfo->SpellRank[talentRank]; if (spellid == 0) { TC_LOG_ERROR("entities.player", "Player::LearnTalent: Talent.dbc has no spellInfo for talent: {} (spell id = 0)", talentId); return; } // already known if (HasSpell(spellid)) return; // learn! (other talent ranks will unlearned at learning) LearnSpell(spellid, false); AddTalent(spellid, m_activeSpec, true); TC_LOG_DEBUG("misc", "Player::LearnTalent: TalentID: {} Spell: {} Group: {}\n", talentId, spellid, uint32(m_activeSpec)); // update free talent points SetFreeTalentPoints(CurTalentPoints - (talentRank - curtalent_maxrank + 1)); } void Player::LearnPetTalent(ObjectGuid petGuid, uint32 talentId, uint32 talentRank) { Pet* pet = GetPet(); if (!pet) return; if (petGuid != pet->GetGUID()) return; uint32 CurTalentPoints = pet->GetFreeTalentPoints(); if (CurTalentPoints == 0) return; if (talentRank >= MAX_PET_TALENT_RANK) return; TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId); if (!talentInfo) return; TalentTabEntry const* talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TabID); if (!talentTabInfo) return; CreatureTemplate const* ci = pet->GetCreatureTemplate(); if (!ci) return; CreatureFamilyEntry const* pet_family = sCreatureFamilyStore.LookupEntry(ci->family); if (!pet_family) return; if (pet_family->PetTalentType < 0) // not hunter pet return; // prevent learn talent for different family (cheating) if (!((1 << pet_family->PetTalentType) & talentTabInfo->PetTalentMask)) return; // find current max talent rank (0~5) uint8 curtalent_maxrank = 0; // 0 = not learned any rank for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank) { if (talentInfo->SpellRank[rank] && pet->HasSpell(talentInfo->SpellRank[rank])) { curtalent_maxrank = (rank + 1); break; } } // we already have same or higher talent rank learned if (curtalent_maxrank >= (talentRank + 1)) return; // check if we have enough talent points if (CurTalentPoints < (talentRank - curtalent_maxrank + 1)) return; // Check if it requires another talent if (talentInfo->PrereqTalent > 0) { if (TalentEntry const* depTalentInfo = sTalentStore.LookupEntry(talentInfo->PrereqTalent)) { bool hasEnoughRank = false; for (uint8 rank = talentInfo->PrereqRank; rank < MAX_TALENT_RANK; rank++) { if (depTalentInfo->SpellRank[rank] != 0) if (pet->HasSpell(depTalentInfo->SpellRank[rank])) hasEnoughRank = true; } if (!hasEnoughRank) return; } } // Find out how many points we have in this field uint32 spentPoints = 0; uint32 tTab = talentInfo->TabID; if (talentInfo->TierID > 0) { uint32 numRows = sTalentStore.GetNumRows(); for (uint32 i = 0; i < numRows; ++i) // Loop through all talents. { // Someday, someone needs to revamp TalentEntry const* tmpTalent = sTalentStore.LookupEntry(i); if (tmpTalent) // the way talents are tracked { if (tmpTalent->TabID == tTab) { for (uint8 rank = 0; rank < MAX_TALENT_RANK; rank++) { if (tmpTalent->SpellRank[rank] != 0) { if (pet->HasSpell(tmpTalent->SpellRank[rank])) { spentPoints += (rank + 1); } } } } } } } // not have required min points spent in talent tree if (spentPoints < (talentInfo->TierID * MAX_PET_TALENT_RANK)) return; // spell not set in talent.dbc uint32 spellid = talentInfo->SpellRank[talentRank]; if (spellid == 0) { TC_LOG_ERROR("entities.player", "Talent.dbc contains talent: {} Rank: {} spell id = 0", talentId, talentRank); return; } // already known if (pet->HasSpell(spellid)) return; // learn! (other talent ranks will unlearned at learning) pet->learnSpell(spellid); TC_LOG_DEBUG("entities.player", "PetTalentID: {} Rank: {} Spell: {}\n", talentId, talentRank, spellid); // update free talent points pet->SetFreeTalentPoints(CurTalentPoints - (talentRank - curtalent_maxrank + 1)); } void Player::AddKnownCurrency(uint32 itemId) { if (CurrencyTypesEntry const* ctEntry = sCurrencyTypesStore.LookupEntry(itemId)) SetFlag64(PLAYER_FIELD_KNOWN_CURRENCIES, (1LL << (ctEntry->BitIndex-1))); } void Player::UpdateFallInformationIfNeed(MovementInfo const& minfo, uint16 opcode) { if (m_lastFallTime >= minfo.fallTime || m_lastFallZ <= minfo.pos.GetPositionZ() || opcode == MSG_MOVE_FALL_LAND) SetFallInformation(minfo.fallTime, minfo.pos.GetPositionZ()); } void Player::UnsummonPetTemporaryIfAny() { Pet* pet = GetPet(); if (!pet) return; if (!m_temporaryUnsummonedPetNumber && pet->isControlled() && !pet->isTemporarySummoned()) { m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber(); m_oldpetspell = pet->GetUInt32Value(UNIT_CREATED_BY_SPELL); } RemovePet(pet, PET_SAVE_AS_CURRENT); } void Player::ResummonPetTemporaryUnSummonedIfAny() { if (!m_temporaryUnsummonedPetNumber) return; // not resummon in not appropriate state if (IsPetNeedBeTemporaryUnsummoned()) return; if (GetPetGUID()) return; Pet* NewPet = new Pet(this); if (!NewPet->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber, true)) delete NewPet; m_temporaryUnsummonedPetNumber = 0; } bool Player::IsPetNeedBeTemporaryUnsummoned() const { return !IsInWorld() || !IsAlive() || IsMounted() /*+in flight*/; } bool Player::CanSeeSpellClickOn(Creature const* c) const { if (!c->HasNpcFlag(UNIT_NPC_FLAG_SPELLCLICK)) return false; auto clickBounds = sObjectMgr->GetSpellClickInfoMapBounds(c->GetEntry()); if (clickBounds.begin() == clickBounds.end()) return false; for (auto const& clickPair : clickBounds) { if (!clickPair.second.IsFitToRequirements(this, c)) return false; if (sConditionMgr->IsObjectMeetingSpellClickConditions(c->GetEntry(), clickPair.second.spellId, const_cast(this), const_cast(c))) return true; } return false; } void Player::BuildPlayerTalentsInfoData(WorldPacket* data) { *data << uint32(GetFreeTalentPoints()); // unspentTalentPoints *data << uint8(m_specsCount); // talent group count (0, 1 or 2) *data << uint8(m_activeSpec); // talent group index (0 or 1) if (m_specsCount) { if (m_specsCount > MAX_TALENT_SPECS) m_specsCount = MAX_TALENT_SPECS; // loop through all specs (only 1 for now) for (uint32 specIdx = 0; specIdx < m_specsCount; ++specIdx) { uint8 talentIdCount = 0; size_t pos = data->wpos(); *data << uint8(talentIdCount); // [PH], talentIdCount // find class talent tabs (all players have 3 talent tabs) uint32 const* talentTabIds = GetTalentTabPages(GetClass()); for (uint8 i = 0; i < MAX_TALENT_TABS; ++i) { uint32 talentTabId = talentTabIds[i]; for (uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId) { TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId); if (!talentInfo) continue; // skip another tab talents if (talentInfo->TabID != talentTabId) continue; // find max talent rank (0~4) int8 curtalent_maxrank = -1; for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank) { if (talentInfo->SpellRank[rank] && HasTalent(talentInfo->SpellRank[rank], specIdx)) { curtalent_maxrank = rank; break; } } // not learned talent if (curtalent_maxrank < 0) continue; *data << uint32(talentInfo->ID); // Talent.dbc *data << uint8(curtalent_maxrank); // talentMaxRank (0-4) ++talentIdCount; } } data->put(pos, talentIdCount); // put real count *data << uint8(MAX_GLYPH_SLOT_INDEX); // glyphs count for (uint8 i = 0; i < MAX_GLYPH_SLOT_INDEX; ++i) *data << uint16(m_Glyphs[specIdx][i]); // GlyphProperties.dbc } } } void Player::BuildPetTalentsInfoData(WorldPacket* data) { uint32 unspentTalentPoints = 0; size_t pointsPos = data->wpos(); *data << uint32(unspentTalentPoints); // [PH], unspentTalentPoints uint8 talentIdCount = 0; size_t countPos = data->wpos(); *data << uint8(talentIdCount); // [PH], talentIdCount Pet* pet = GetPet(); if (!pet) return; unspentTalentPoints = pet->GetFreeTalentPoints(); data->put(pointsPos, unspentTalentPoints); // put real points CreatureTemplate const* ci = pet->GetCreatureTemplate(); if (!ci) return; CreatureFamilyEntry const* pet_family = sCreatureFamilyStore.LookupEntry(ci->family); if (!pet_family || pet_family->PetTalentType < 0) return; for (uint32 talentTabId = 1; talentTabId < sTalentTabStore.GetNumRows(); ++talentTabId) { TalentTabEntry const* talentTabInfo = sTalentTabStore.LookupEntry(talentTabId); if (!talentTabInfo) continue; if (!((1 << pet_family->PetTalentType) & talentTabInfo->PetTalentMask)) continue; for (uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId) { TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId); if (!talentInfo) continue; // skip another tab talents if (talentInfo->TabID != talentTabId) continue; // find max talent rank (0~4) int8 curtalent_maxrank = -1; for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank) { if (talentInfo->SpellRank[rank] && pet->HasSpell(talentInfo->SpellRank[rank])) { curtalent_maxrank = rank; break; } } // not learned talent if (curtalent_maxrank < 0) continue; *data << uint32(talentInfo->ID); // Talent.dbc *data << uint8(curtalent_maxrank); // talentMaxRank (0-4) ++talentIdCount; } data->put(countPos, talentIdCount); // put real count break; } } void Player::SendTalentsInfoData(bool pet) { WorldPacket data(SMSG_TALENTS_INFO, 50); data << uint8(pet ? 1 : 0); if (pet) BuildPetTalentsInfoData(&data); else BuildPlayerTalentsInfoData(&data); SendDirectMessage(&data); } void Player::BuildEnchantmentsInfoData(WorldPacket* data) { uint32 slotUsedMask = 0; size_t slotUsedMaskPos = data->wpos(); *data << uint32(slotUsedMask); // slotUsedMask < 0x80000 for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i) { Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, i); if (!item) continue; slotUsedMask |= (1 << i); *data << uint32(item->GetEntry()); // item entry uint16 enchantmentMask = 0; size_t enchantmentMaskPos = data->wpos(); *data << uint16(enchantmentMask); // enchantmentMask < 0x1000 for (uint32 j = 0; j < MAX_ENCHANTMENT_SLOT; ++j) { uint32 enchId = item->GetEnchantmentId(EnchantmentSlot(j)); if (!enchId) continue; enchantmentMask |= (1 << j); *data << uint16(enchId); // enchantmentId? } data->put(enchantmentMaskPos, enchantmentMask); *data << int16(item->GetItemRandomPropertyId()); // Random item property id *data << item->GetGuidValue(ITEM_FIELD_CREATOR).WriteAsPacked(); // item creator *data << uint32(item->GetItemSuffixFactor()); // SuffixFactor } data->put(slotUsedMaskPos, slotUsedMask); } void Player::SendEquipmentSetList() { uint32 count = 0; WorldPacket data(SMSG_EQUIPMENT_SET_LIST, 1000); // guess size size_t count_pos = data.wpos(); data << uint32(count); // count placeholder for (EquipmentSetContainer::value_type const& eqSet : _equipmentSets) { if (eqSet.second.State == EQUIPMENT_SET_DELETED) continue; data.appendPackGUID(eqSet.first); data << uint32(eqSet.second.Data.SetID); data << eqSet.second.Data.SetName; data << eqSet.second.Data.SetIcon; for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i) { // ignored slots stored in IgnoreMask, client wants "1" as raw GUID, so no HighGuid::Item if (eqSet.second.Data.IgnoreMask & (1 << i)) data.appendPackGUID(uint64(1)); else data.appendPackGUID(eqSet.second.Data.Pieces[i]); } ++count; // client have limit but it checked at loading and set } data.put(count_pos, count); SendDirectMessage(&data); } void Player::SetEquipmentSet(EquipmentSetInfo::EquipmentSetData const& eqSet) { if (eqSet.Guid != 0) { // something wrong... auto itr = _equipmentSets.find(eqSet.Guid); if (itr == _equipmentSets.end() || itr->second.Data.Guid != eqSet.Guid) { TC_LOG_ERROR("entities.player", "Player::SetEquipmentSet: Player '{}' ({}) tried to save nonexistent equipment set {} (index: {})", GetName(), GetGUID().ToString(), eqSet.Guid, eqSet.SetID); return; } } EquipmentSetInfo& eqSlot = _equipmentSets[eqSet.Guid]; EquipmentSetUpdateState oldState = eqSlot.State; eqSlot.Data = eqSet; if (eqSet.Guid == 0) { eqSlot.Data.Guid = sObjectMgr->GenerateEquipmentSetGuid(); WorldPacket data(SMSG_EQUIPMENT_SET_SAVED, 4 + 1); data << uint32(eqSlot.Data.SetID); data.appendPackGUID(eqSlot.Data.Guid); SendDirectMessage(&data); } eqSlot.State = (oldState == EQUIPMENT_SET_NEW ? EQUIPMENT_SET_NEW : EQUIPMENT_SET_CHANGED); } void Player::_SaveEquipmentSets(CharacterDatabaseTransaction trans) { for (EquipmentSetContainer::iterator itr = _equipmentSets.begin(); itr != _equipmentSets.end();) { EquipmentSetInfo& eqSet = itr->second; CharacterDatabasePreparedStatement* stmt; uint8 j = 0; switch (eqSet.State) { case EQUIPMENT_SET_UNCHANGED: ++itr; break; // nothing do case EQUIPMENT_SET_CHANGED: stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_EQUIP_SET); stmt->setString(j++, eqSet.Data.SetName); stmt->setString(j++, eqSet.Data.SetIcon); stmt->setUInt32(j++, eqSet.Data.IgnoreMask); for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i) stmt->setUInt32(j++, eqSet.Data.Pieces[i].GetCounter()); stmt->setUInt32(j++, GetGUID().GetCounter()); stmt->setUInt64(j++, eqSet.Data.Guid); stmt->setUInt32(j, eqSet.Data.SetID); trans->Append(stmt); eqSet.State = EQUIPMENT_SET_UNCHANGED; ++itr; break; case EQUIPMENT_SET_NEW: stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_EQUIP_SET); stmt->setUInt32(j++, GetGUID().GetCounter()); stmt->setUInt64(j++, eqSet.Data.Guid); stmt->setUInt32(j++, eqSet.Data.SetID); stmt->setString(j++, eqSet.Data.SetName); stmt->setString(j++, eqSet.Data.SetIcon); stmt->setUInt32(j++, eqSet.Data.IgnoreMask); for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i) stmt->setUInt32(j++, eqSet.Data.Pieces[i].GetCounter()); trans->Append(stmt); eqSet.State = EQUIPMENT_SET_UNCHANGED; ++itr; break; case EQUIPMENT_SET_DELETED: stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_EQUIP_SET); stmt->setUInt64(0, eqSet.Data.Guid); trans->Append(stmt); itr = _equipmentSets.erase(itr); break; } } } void Player::_SaveBGData(CharacterDatabaseTransaction trans) { CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PLAYER_BGDATA); stmt->setUInt32(0, GetGUID().GetCounter()); trans->Append(stmt); /* guid, bgInstanceID, bgTeam, x, y, z, o, map, taxi[0], taxi[1], mountSpell */ stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_PLAYER_BGDATA); stmt->setUInt32(0, GetGUID().GetCounter()); stmt->setUInt32(1, m_bgData.bgInstanceID); stmt->setUInt16(2, m_bgData.bgTeam); stmt->setFloat (3, m_bgData.joinPos.GetPositionX()); stmt->setFloat (4, m_bgData.joinPos.GetPositionY()); stmt->setFloat (5, m_bgData.joinPos.GetPositionZ()); stmt->setFloat (6, m_bgData.joinPos.GetOrientation()); stmt->setUInt16(7, m_bgData.joinPos.GetMapId()); stmt->setUInt32(8, m_bgData.taxiPath[0]); stmt->setUInt32(9, m_bgData.taxiPath[1]); stmt->setUInt32(10, m_bgData.mountSpell); trans->Append(stmt); } void Player::DeleteEquipmentSet(uint64 setGuid) { for (EquipmentSetContainer::iterator itr = _equipmentSets.begin(); itr != _equipmentSets.end();) { if (itr->second.Data.Guid == setGuid) { if (itr->second.State == EQUIPMENT_SET_NEW) itr = _equipmentSets.erase(itr); else itr->second.State = EQUIPMENT_SET_DELETED; break; } ++itr; } } void Player::RemoveAtLoginFlag(AtLoginFlags flags, bool persist /*= false*/) { m_atLoginFlags &= ~flags; if (persist) { CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_REM_AT_LOGIN_FLAG); stmt->setUInt16(0, uint16(flags)); stmt->setUInt32(1, GetGUID().GetCounter()); CharacterDatabase.Execute(stmt); } } void Player::ResetMap() { // this may be called during Map::Update // after decrement+unlink, ++m_mapRefIter will continue correctly // when the first element of the list is being removed // nocheck_prev will return the padding element of the RefManager // instead of nullptr in the case of prev GetMap()->UpdateIteratorBack(this); Unit::ResetMap(); GetMapRef().unlink(); } void Player::SetMap(Map* map) { Unit::SetMap(map); m_mapRef.link(map, this); } void Player::_LoadGlyphs(PreparedQueryResult result) { // SELECT talentGroup, glyph1, glyph2, glyph3, glyph4, glyph5, glyph6 from character_glyphs WHERE guid = '%u' if (!result) return; do { Field* fields = result->Fetch(); uint8 spec = fields[0].GetUInt8(); if (spec >= m_specsCount) continue; m_Glyphs[spec][0] = fields[1].GetUInt16(); m_Glyphs[spec][1] = fields[2].GetUInt16(); m_Glyphs[spec][2] = fields[3].GetUInt16(); m_Glyphs[spec][3] = fields[4].GetUInt16(); m_Glyphs[spec][4] = fields[5].GetUInt16(); m_Glyphs[spec][5] = fields[6].GetUInt16(); } while (result->NextRow()); } void Player::_SaveGlyphs(CharacterDatabaseTransaction trans) const { CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_GLYPHS); stmt->setUInt32(0, GetGUID().GetCounter()); trans->Append(stmt); for (uint8 spec = 0; spec < m_specsCount; ++spec) { uint8 index = 0; stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_GLYPHS); stmt->setUInt32(index++, GetGUID().GetCounter()); stmt->setUInt8(index++, spec); for (uint8 i = 0; i < MAX_GLYPH_SLOT_INDEX; ++i) stmt->setUInt16(index++, uint16(m_Glyphs[spec][i])); trans->Append(stmt); } } void Player::_LoadTalents(PreparedQueryResult result) { // SetPQuery(PLAYER_LOGIN_QUERY_LOADTALENTS, "SELECT spell, talentGroup FROM character_talent WHERE guid = '{}'", GUID_LOPART(m_guid)); if (result) { do AddTalent((*result)[0].GetUInt32(), (*result)[1].GetUInt8(), false); while (result->NextRow()); } } void Player::_SaveTalents(CharacterDatabaseTransaction trans) { CharacterDatabasePreparedStatement* stmt = nullptr; for (uint8 i = 0; i < MAX_TALENT_SPECS; ++i) { for (PlayerTalentMap::iterator itr = m_talents[i]->begin(); itr != m_talents[i]->end();) { if (itr->second->state == PLAYERSPELL_REMOVED || itr->second->state == PLAYERSPELL_CHANGED) { stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_TALENT_BY_SPELL_SPEC); stmt->setUInt32(0, GetGUID().GetCounter()); stmt->setUInt32(1, itr->first); stmt->setUInt8(2, itr->second->spec); trans->Append(stmt); } if (itr->second->state == PLAYERSPELL_NEW || itr->second->state == PLAYERSPELL_CHANGED) { stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_TALENT); stmt->setUInt32(0, GetGUID().GetCounter()); stmt->setUInt32(1, itr->first); stmt->setUInt8(2, itr->second->spec); trans->Append(stmt); } if (itr->second->state == PLAYERSPELL_REMOVED) { delete itr->second; m_talents[i]->erase(itr++); } else { itr->second->state = PLAYERSPELL_UNCHANGED; ++itr; } } } } void Player::UpdateSpecCount(uint8 count) { uint32 curCount = GetSpecsCount(); if (curCount == count) return; if (m_activeSpec >= count) ActivateSpec(0); CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction(); CharacterDatabasePreparedStatement* stmt; // Copy spec data if (count > curCount) { _SaveActions(trans); // make sure the button list is cleaned up for (ActionButtonList::iterator itr = m_actionButtons.begin(); itr != m_actionButtons.end(); ++itr) { stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_ACTION); stmt->setUInt32(0, GetGUID().GetCounter()); stmt->setUInt8(1, 1); stmt->setUInt8(2, itr->first); stmt->setUInt32(3, itr->second.GetAction()); stmt->setUInt8(4, uint8(itr->second.GetType())); trans->Append(stmt); } } // Delete spec data for removed spec. else if (count < curCount) { _SaveActions(trans); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_ACTION_EXCEPT_SPEC); stmt->setUInt8(0, m_activeSpec); stmt->setUInt32(1, GetGUID().GetCounter()); trans->Append(stmt); m_activeSpec = 0; } CharacterDatabase.CommitTransaction(trans); SetSpecsCount(count); SendTalentsInfoData(false); } void Player::ActivateSpec(uint8 spec) { if (GetActiveSpec() == spec) return; if (spec > GetSpecsCount()) return; if (IsNonMeleeSpellCast(false)) InterruptNonMeleeSpells(false); CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction(); _SaveActions(trans); CharacterDatabase.CommitTransaction(trans); // TO-DO: We need more research to know what happens with warlock's reagent if (Pet* pet = GetPet()) RemovePet(pet, PET_SAVE_NOT_IN_SLOT); ClearAllReactives(); UnsummonAllTotems(); ExitVehicle(); RemoveAllControlled(); // remove single target auras at other targets AuraList& scAuras = GetSingleCastAuras(); for (AuraList::iterator iter = scAuras.begin(); iter != scAuras.end();) { Aura* aura = *iter; if (aura->GetUnitOwner() != this) { aura->Remove(); iter = scAuras.begin(); } else ++iter; } /*RemoveAllAurasOnDeath(); if (GetPet()) GetPet()->RemoveAllAurasOnDeath();*/ //RemoveAllAuras(GetGUID(), nullptr, false, true); // removes too many auras //ExitVehicle(); // should be impossible to switch specs from inside a vehicle.. // Let client clear his current Actions SendActionButtons(2); // m_actionButtons.clear() is called in the next _LoadActionButtons for (uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId) { TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId); if (!talentInfo) continue; TalentTabEntry const* talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TabID); if (!talentTabInfo) continue; // unlearn only talents for character class // some spell learned by one class as normal spells or know at creation but another class learn it as talent, // to prevent unexpected lost normal learned spell skip another class talents if ((GetClassMask() & talentTabInfo->ClassMask) == 0) continue; for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank) { // skip non-existing talent ranks if (talentInfo->SpellRank[rank] == 0) continue; RemoveSpell(talentInfo->SpellRank[rank], true); // removes the talent, and all dependant, learned, and chained spells.. if (SpellInfo const* _spellEntry = sSpellMgr->GetSpellInfo(talentInfo->SpellRank[rank])) for (SpellEffectInfo const& spellEffectInfo : _spellEntry->GetEffects()) // search through the SpellInfo for valid trigger spells if (spellEffectInfo.IsEffect(SPELL_EFFECT_LEARN_SPELL) && spellEffectInfo.TriggerSpell > 0) RemoveSpell(spellEffectInfo.TriggerSpell, true); // and remove any spells that the talent teaches // if this talent rank can be found in the PlayerTalentMap, mark the talent as removed so it gets deleted //PlayerTalentMap::iterator plrTalent = m_talents[m_activeSpec]->find(talentInfo->RankID[rank]); //if (plrTalent != m_talents[m_activeSpec]->end()) // plrTalent->second->state = PLAYERSPELL_REMOVED; } } // set glyphs for (uint8 slot = 0; slot < MAX_GLYPH_SLOT_INDEX; ++slot) // remove secondary glyph if (uint32 oldglyph = m_Glyphs[m_activeSpec][slot]) if (GlyphPropertiesEntry const* old_gp = sGlyphPropertiesStore.LookupEntry(oldglyph)) RemoveAurasDueToSpell(old_gp->SpellID); SetActiveSpec(spec); uint32 spentTalents = 0; for (uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId) { TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId); if (!talentInfo) continue; TalentTabEntry const* talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TabID); if (!talentTabInfo) continue; // learn only talents for character class if ((GetClassMask() & talentTabInfo->ClassMask) == 0) continue; // learn highest talent rank that exists in newly activated spec for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank) { // skip non-existing talent ranks if (talentInfo->SpellRank[rank] == 0) continue; // if the talent can be found in the newly activated PlayerTalentMap if (HasTalent(talentInfo->SpellRank[rank], m_activeSpec)) { LearnSpell(talentInfo->SpellRank[rank], false); // add the talent to the PlayerSpellMap spentTalents += (rank + 1); // increment the spentTalents count } } } // set glyphs for (uint8 slot = 0; slot < MAX_GLYPH_SLOT_INDEX; ++slot) { uint32 glyph = m_Glyphs[m_activeSpec][slot]; // apply primary glyph if (glyph) if (GlyphPropertiesEntry const* gp = sGlyphPropertiesStore.LookupEntry(glyph)) CastSpell(this, gp->SpellID, true); SetGlyph(slot, glyph); } m_usedTalentCount = spentTalents; InitTalentForLevel(); // load them asynchronously { CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_ACTIONS_SPEC); stmt->setUInt32(0, GetGUID().GetCounter()); stmt->setUInt8(1, m_activeSpec); WorldSession* mySess = GetSession(); mySess->GetQueryProcessor().AddCallback(CharacterDatabase.AsyncQuery(stmt) .WithPreparedCallback([mySess](PreparedQueryResult result) { // safe callback, we can't pass this pointer directly // in case player logs out before db response (player would be deleted in that case) if (Player* thisPlayer = mySess->GetPlayer()) thisPlayer->LoadActions(result); })); } Powers pw = GetPowerType(); if (pw != POWER_MANA) SetPower(POWER_MANA, 0); // Mana must be 0 even if it isn't the active power type. SetPower(pw, 0); Unit::AuraEffectList const& shapeshiftAuras = GetAuraEffectsByType(SPELL_AURA_MOD_SHAPESHIFT); for (AuraEffect* aurEff : shapeshiftAuras) { aurEff->HandleShapeshiftBoosts(this, false); aurEff->HandleShapeshiftBoosts(this, true); } } void Player::LoadActions(PreparedQueryResult result) { if (result) _LoadActions(result); SendActionButtons(1); } void Player::SetReputation(uint32 factionentry, uint32 value) { GetReputationMgr().SetReputation(sFactionStore.LookupEntry(factionentry), value); } uint32 Player::GetReputation(uint32 factionentry) const { return GetReputationMgr().GetReputation(sFactionStore.LookupEntry(factionentry)); } std::string const& Player::GetGuildName() const { return sGuildMgr->GetGuildById(GetGuildId())->GetName(); } void Player::SendDuelCountdown(uint32 counter) { WorldPacket data(SMSG_DUEL_COUNTDOWN, 4); data << uint32(counter); // seconds SendDirectMessage(&data); } void Player::AddRefundReference(ObjectGuid it) { m_refundableItems.insert(it); } void Player::DeleteRefundReference(ObjectGuid it) { GuidSet::iterator itr = m_refundableItems.find(it); if (itr != m_refundableItems.end()) m_refundableItems.erase(itr); } void Player::SendRefundInfo(Item* item) { // This function call unsets ITEM_FLAGS_REFUNDABLE if played time is over 2 hours. item->UpdatePlayedTime(this); if (!item->IsRefundable()) { TC_LOG_DEBUG("entities.player.items", "Item refund: item not refundable!"); return; } if (GetGUID().GetCounter() != item->GetRefundRecipient()) // Formerly refundable item got traded { TC_LOG_DEBUG("entities.player.items", "Item refund: item was traded!"); item->SetNotRefundable(this); return; } ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(item->GetPaidExtendedCost()); if (!iece) { TC_LOG_DEBUG("entities.player.items", "Item refund: cannot find extendedcost data."); return; } WorldPacket data(SMSG_ITEM_REFUND_INFO_RESPONSE, 8+4+4+4+4*4+4*4+4+4); data << uint64(item->GetGUID()); // item guid data << uint32(item->GetPaidMoney()); // money cost data << uint32(iece->HonorPoints); // honor point cost data << uint32(iece->ArenaPoints); // arena point cost for (uint8 i = 0; i < MAX_ITEM_EXTENDED_COST_REQUIREMENTS; ++i) // item cost data { data << uint32(iece->ItemID[i]); data << uint32(iece->ItemCount[i]); } data << uint32(0); data << uint32(GetTotalPlayedTime() - item->GetPlayedTime()); SendDirectMessage(&data); } bool Player::AddItem(uint32 itemId, uint32 count) { uint32 noSpaceForCount = 0; ItemPosCountVec dest; InventoryResult msg = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, itemId, count, &noSpaceForCount); if (msg != EQUIP_ERR_OK) count -= noSpaceForCount; if (count == 0 || dest.empty()) { /// @todo Send to mailbox if no space ChatHandler(GetSession()).PSendSysMessage("You don't have any space in your bags."); return false; } Item* item = StoreNewItem(dest, itemId, true, GenerateItemRandomPropertyId(itemId)); if (item) SendNewItem(item, count, true, false); else return false; return true; } PetStable& Player::GetOrInitPetStable() { if (!m_petStable) m_petStable = std::make_unique(); return *m_petStable; } void Player::RefundItem(Item* item) { if (!item->IsRefundable()) { TC_LOG_DEBUG("entities.player.items", "Item refund: item not refundable!"); return; } if (item->IsRefundExpired()) // item refund has expired { item->SetNotRefundable(this); WorldPacket data(SMSG_ITEM_REFUND_RESULT, 8+4); data << uint64(item->GetGUID()); // Guid data << uint32(10); // Error! SendDirectMessage(&data); return; } if (GetGUID().GetCounter() != item->GetRefundRecipient()) // Formerly refundable item got traded { TC_LOG_DEBUG("entities.player.items", "Item refund: item was traded!"); item->SetNotRefundable(this); return; } ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(item->GetPaidExtendedCost()); if (!iece) { TC_LOG_DEBUG("entities.player.items", "Item refund: cannot find extendedcost data."); return; } bool store_error = false; for (uint8 i = 0; i < MAX_ITEM_EXTENDED_COST_REQUIREMENTS; ++i) { uint32 count = iece->ItemCount[i]; uint32 itemid = iece->ItemID[i]; if (count && itemid) { ItemPosCountVec dest; InventoryResult msg = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, itemid, count); if (msg != EQUIP_ERR_OK) { store_error = true; break; } } } if (store_error) { WorldPacket data(SMSG_ITEM_REFUND_RESULT, 8+4); data << uint64(item->GetGUID()); // Guid data << uint32(10); // Error! SendDirectMessage(&data); return; } WorldPacket data(SMSG_ITEM_REFUND_RESULT, 8+4+4+4+4+4*4+4*4); data << uint64(item->GetGUID()); // item guid data << uint32(0); // 0, or error code data << uint32(item->GetPaidMoney()); // money cost data << uint32(iece->HonorPoints); // honor point cost data << uint32(iece->ArenaPoints); // arena point cost for (uint8 i = 0; i < MAX_ITEM_EXTENDED_COST_REQUIREMENTS; ++i) // item cost data { data << uint32(iece->ItemID[i]); data << uint32(iece->ItemCount[i]); } SendDirectMessage(&data); uint32 moneyRefund = item->GetPaidMoney(); // item-> will be invalidated in DestroyItem // Save all relevant data to DB to prevent desynchronisation exploits CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction(); // Delete any references to the refund data item->SetNotRefundable(this, true, &trans); // Destroy item DestroyItem(item->GetBagSlot(), item->GetSlot(), true); // Grant back extendedcost items for (uint8 i = 0; i < MAX_ITEM_EXTENDED_COST_REQUIREMENTS; ++i) { uint32 count = iece->ItemCount[i]; uint32 itemid = iece->ItemID[i]; if (count && itemid) { ItemPosCountVec dest; InventoryResult msg = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, itemid, count); ASSERT(msg == EQUIP_ERR_OK); /// Already checked before Item* it = StoreNewItem(dest, itemid, true); SendNewItem(it, count, true, false, true); } } // Grant back money if (moneyRefund) ModifyMoney(moneyRefund); // Saved in SaveInventoryAndGoldToDB // Grant back Honor points if (uint32 honorRefund = iece->HonorPoints) ModifyHonorPoints(honorRefund, trans); // Grant back Arena points if (uint32 arenaRefund = iece->ArenaPoints) ModifyArenaPoints(arenaRefund, trans); SaveInventoryAndGoldToDB(trans); CharacterDatabase.CommitTransaction(trans); } void Player::SendItemRetrievalMail(uint32 itemEntry, uint32 count) { MailSender sender(MAIL_CREATURE, 34337 /* The Postmaster */); MailDraft draft("Recovered Item", "We recovered a lost item in the twisting nether and noted that it was yours.$B$BPlease find said object enclosed."); // This is the text used in Cataclysm, it probably wasn't changed. CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction(); if (Item* item = Item::CreateItem(itemEntry, count, nullptr)) { item->SaveToDB(trans); draft.AddItem(item); } draft.SendMailTo(trans, MailReceiver(this, GetGUID().GetCounter()), sender); CharacterDatabase.CommitTransaction(trans); } void Player::SetRandomWinner(bool isWinner) { m_IsBGRandomWinner = isWinner; if (m_IsBGRandomWinner) { CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_BATTLEGROUND_RANDOM); stmt->setUInt32(0, GetGUID().GetCounter()); CharacterDatabase.Execute(stmt); } } void Player::_LoadRandomBGStatus(PreparedQueryResult result) { //QueryResult result = CharacterDatabase.PQuery("SELECT guid FROM character_battleground_random WHERE guid = '{}'", GetGUID().GetCounter()); if (result) m_IsBGRandomWinner = true; } float Player::GetAverageItemLevel() const { float sum = 0; uint32 count = 0; for (int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i) { // don't check tabard, ranged, offhand or shirt if (i == EQUIPMENT_SLOT_TABARD || i == EQUIPMENT_SLOT_RANGED || i == EQUIPMENT_SLOT_OFFHAND || i == EQUIPMENT_SLOT_BODY) continue; if (m_items[i] && m_items[i]->GetTemplate()) sum += m_items[i]->GetTemplate()->GetItemLevelIncludingQuality(); ++count; } return ((float)sum) / count; } void Player::_LoadInstanceTimeRestrictions(PreparedQueryResult result) { if (!result) return; do { Field* fields = result->Fetch(); _instanceResetTimes.insert(InstanceTimeMap::value_type(fields[0].GetUInt32(), fields[1].GetUInt64())); } while (result->NextRow()); } void Player::_LoadPetStable(uint8 petStableSlots, PreparedQueryResult result) { if (!petStableSlots && !result) return; m_petStable = std::make_unique(); m_petStable->MaxStabledPets = petStableSlots; if (m_petStable->MaxStabledPets > MAX_PET_STABLES) { TC_LOG_ERROR("entities.player", "Player::LoadFromDB: Player ({}) can't have more stable slots than {}, but has {} in DB", GetGUID().ToString(), MAX_PET_STABLES, m_petStable->MaxStabledPets); m_petStable->MaxStabledPets = MAX_PET_STABLES; } // 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 // SELECT id, entry, modelid, level, exp, Reactstate, slot, name, renamed, curhealth, curmana, curhappiness, abdata, savetime, CreatedBySpell, PetType FROM character_pet WHERE owner = ? if (result) { do { Field* fields = result->Fetch(); PetStable::PetInfo petInfo; petInfo.PetNumber = fields[0].GetUInt32(); petInfo.CreatureId = fields[1].GetUInt32(); petInfo.DisplayId = fields[2].GetUInt32(); petInfo.Level = fields[3].GetUInt16(); petInfo.Experience = fields[4].GetUInt32(); petInfo.ReactState = ReactStates(fields[5].GetUInt8()); PetSaveMode slot = PetSaveMode(fields[6].GetUInt8()); petInfo.Name = fields[7].GetString(); petInfo.WasRenamed = fields[8].GetBool(); petInfo.Health = fields[9].GetUInt32(); petInfo.Mana = fields[10].GetUInt32(); petInfo.Happiness = fields[11].GetUInt32(); petInfo.ActionBar = fields[12].GetString(); petInfo.LastSaveTime = fields[13].GetUInt32(); petInfo.CreatedBySpellId = fields[14].GetUInt32(); petInfo.Type = PetType(fields[15].GetUInt8()); if (slot == PET_SAVE_AS_CURRENT) m_petStable->CurrentPet = std::move(petInfo); else if (slot >= PET_SAVE_FIRST_STABLE_SLOT && slot <= PET_SAVE_LAST_STABLE_SLOT) m_petStable->StabledPets[slot - 1] = std::move(petInfo); else if (slot == PET_SAVE_NOT_IN_SLOT) m_petStable->UnslottedPets.push_back(std::move(petInfo)); } while (result->NextRow()); } } void Player::_SaveInstanceTimeRestrictions(CharacterDatabaseTransaction trans) { if (_instanceResetTimes.empty()) return; CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ACCOUNT_INSTANCE_LOCK_TIMES); stmt->setUInt32(0, GetSession()->GetAccountId()); trans->Append(stmt); for (InstanceTimeMap::const_iterator itr = _instanceResetTimes.begin(); itr != _instanceResetTimes.end(); ++itr) { stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_ACCOUNT_INSTANCE_LOCK_TIMES); stmt->setUInt32(0, GetSession()->GetAccountId()); stmt->setUInt32(1, itr->first); stmt->setUInt64(2, itr->second); trans->Append(stmt); } } bool Player::IsInWhisperWhiteList(ObjectGuid guid) { for (GuidList::const_iterator itr = WhisperList.begin(); itr != WhisperList.end(); ++itr) if (*itr == guid) return true; return false; } bool Player::SetDisableGravity(bool disable, bool packetOnly /*= false*/, bool updateAnimTier /*= true*/) { if (!packetOnly && !Unit::SetDisableGravity(disable, packetOnly, updateAnimTier)) return false; WorldPacket data(disable ? SMSG_MOVE_GRAVITY_DISABLE : SMSG_MOVE_GRAVITY_ENABLE, 12); data << GetPackGUID(); data << uint32(0); //! movement counter SendDirectMessage(&data); data.Initialize(MSG_MOVE_GRAVITY_CHNG, 64); data << GetPackGUID(); BuildMovementPacket(&data); SendMessageToSet(&data, false); return true; } bool Player::SetCanFly(bool apply, bool packetOnly /*= false*/) { if (!apply) SetFallInformation(0, GetPositionZ()); WorldPacket data(apply ? SMSG_MOVE_SET_CAN_FLY : SMSG_MOVE_UNSET_CAN_FLY, 12); data << GetPackGUID(); data << uint32(0); //! movement counter SendDirectMessage(&data); if (packetOnly || Unit::SetCanFly(apply)) { data.Initialize(MSG_MOVE_UPDATE_CAN_FLY, 64); data << GetPackGUID(); BuildMovementPacket(&data); SendMessageToSet(&data, false); return true; } else return false; } bool Player::SetHover(bool apply, bool packetOnly /*= false*/, bool updateAnimTier /*= true*/) { if (!packetOnly && !Unit::SetHover(apply, packetOnly, updateAnimTier)) return false; WorldPacket data(apply ? SMSG_MOVE_SET_HOVER : SMSG_MOVE_UNSET_HOVER, 12); data << GetPackGUID(); data << uint32(0); //! movement counter SendDirectMessage(&data); data.Initialize(MSG_MOVE_HOVER, 64); data << GetPackGUID(); BuildMovementPacket(&data); SendMessageToSet(&data, false); return true; } bool Player::SetWaterWalking(bool apply, bool packetOnly /*= false*/) { if (!packetOnly && !Unit::SetWaterWalking(apply)) return false; WorldPacket data(apply ? SMSG_MOVE_WATER_WALK : SMSG_MOVE_LAND_WALK, 12); data << GetPackGUID(); data << uint32(0); //! movement counter SendDirectMessage(&data); data.Initialize(MSG_MOVE_WATER_WALK, 64); data << GetPackGUID(); BuildMovementPacket(&data); SendMessageToSet(&data, false); return true; } bool Player::SetFeatherFall(bool apply, bool packetOnly /*= false*/) { if (!packetOnly && !Unit::SetFeatherFall(apply)) return false; WorldPacket data(apply ? SMSG_MOVE_FEATHER_FALL : SMSG_MOVE_NORMAL_FALL, 12); data << GetPackGUID(); data << uint32(0); //! movement counter SendDirectMessage(&data); data.Initialize(MSG_MOVE_FEATHER_FALL, 64); data << GetPackGUID(); BuildMovementPacket(&data); SendMessageToSet(&data, false); return true; } std::string Player::GetMapAreaAndZoneString() const { uint32 areaId = GetAreaId(); std::string areaName = "Unknown"; std::string zoneName = "Unknown"; if (AreaTableEntry const* area = sAreaTableStore.LookupEntry(areaId)) { int locale = GetSession()->GetSessionDbcLocale(); areaName = area->AreaName[locale]; if (AreaTableEntry const* zone = sAreaTableStore.LookupEntry(area->ParentAreaID)) zoneName = zone->AreaName[locale]; } std::ostringstream str; str << "Map: " << GetMapId() << " (" << (FindMap() ? FindMap()->GetMapName() : "Unknown") << ") Area: " << areaId << " (" << areaName.c_str() << ") Zone: " << zoneName.c_str(); return str.str(); } std::string Player::GetCoordsMapAreaAndZoneString() const { std::ostringstream str; str << Position::ToString() << " " << GetMapAreaAndZoneString(); return str.str(); } void Player::SetInGuild(uint32 guildId) { SetUInt32Value(PLAYER_GUILDID, guildId); sCharacterCache->UpdateCharacterGuildId(GetGUID(), guildId); } Guild* Player::GetGuild() { uint32 guildId = GetGuildId(); return guildId ? sGuildMgr->GetGuildById(guildId) : nullptr; } Pet* Player::SummonPet(uint32 entry, float x, float y, float z, float ang, PetType petType, uint32 duration) { PetStable& petStable = GetOrInitPetStable(); Pet* pet = new Pet(this, petType); if (petType == SUMMON_PET && pet->LoadPetFromDB(this, entry, 0, false)) { // Remove Demonic Sacrifice auras (known pet) Unit::AuraEffectList const& auraClassScripts = GetAuraEffectsByType(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS); for (Unit::AuraEffectList::const_iterator itr = auraClassScripts.begin(); itr != auraClassScripts.end();) { if ((*itr)->GetMiscValue() == 2228) { RemoveAurasDueToSpell((*itr)->GetId()); itr = auraClassScripts.begin(); } else ++itr; } if (duration > 0) pet->SetDuration(duration); // Generate a new name for the newly summoned ghoul if (pet->IsPetGhoul()) { std::string new_name = sObjectMgr->GeneratePetName(entry); if (!new_name.empty()) pet->SetName(new_name); } return nullptr; } // petentry == 0 for hunter "call pet" (current pet summoned if any) if (!entry) { delete pet; return nullptr; } pet->Relocate(x, y, z, ang); if (!pet->IsPositionValid()) { TC_LOG_ERROR("misc", "Player::SummonPet: Pet ({}, Entry: {}) not summoned. Suggested coordinates aren't valid (X: {} Y: {})", pet->GetGUID().ToString(), pet->GetEntry(), pet->GetPositionX(), pet->GetPositionY()); delete pet; return nullptr; } Map* map = GetMap(); uint32 pet_number = sObjectMgr->GeneratePetNumber(); if (!pet->Create(map->GenerateLowGuid(), map, GetPhaseMask(), entry, pet_number)) { TC_LOG_ERROR("misc", "Player::SummonPet: No such creature entry {}", entry); delete pet; return nullptr; } if (petType == SUMMON_PET && petStable.CurrentPet) RemovePet(nullptr, PET_SAVE_NOT_IN_SLOT); pet->SetCreatorGUID(GetGUID()); pet->SetFaction(GetFaction()); pet->ReplaceAllNpcFlags(UNIT_NPC_FLAG_NONE); pet->InitStatsForLevel(GetLevel()); SetMinion(pet, true); switch (petType) { case SUMMON_PET: // this enables pet details window (Shift+P) pet->GetCharmInfo()->SetPetNumber(pet_number, true); pet->SetClass(CLASS_MAGE); pet->SetPetExperience(0); pet->SetPetNextLevelExperience(1000); pet->SetFullHealth(); pet->SetPower(POWER_MANA, pet->GetMaxPower(POWER_MANA)); pet->SetPetNameTimestamp(uint32(GameTime::GetGameTime())); // cast can't be helped in this case break; default: break; } map->AddToMap(pet->ToCreature()); ASSERT(!petStable.CurrentPet && (petType != HUNTER_PET || !petStable.GetUnslottedHunterPet())); pet->FillPetInfo(&petStable.CurrentPet.emplace()); switch (petType) { case SUMMON_PET: pet->InitPetCreateSpells(); pet->InitTalentForLevel(); pet->SavePetToDB(PET_SAVE_AS_CURRENT); PetSpellInitialize(); break; default: break; } if (petType == SUMMON_PET) { // Remove Demonic Sacrifice auras (known pet) Unit::AuraEffectList const& auraClassScripts = GetAuraEffectsByType(SPELL_AURA_OVERRIDE_CLASS_SCRIPTS); for (Unit::AuraEffectList::const_iterator itr = auraClassScripts.begin(); itr != auraClassScripts.end();) { if ((*itr)->GetMiscValue() == 2228) { RemoveAurasDueToSpell((*itr)->GetId()); itr = auraClassScripts.begin(); } else ++itr; } } if (duration > 0) pet->SetDuration(duration); //ObjectAccessor::UpdateObjectVisibility(pet); return pet; } void Player::SendSupercededSpell(uint32 oldSpell, uint32 newSpell) const { WorldPacket data(SMSG_SUPERCEDED_SPELL, 8); data << uint32(oldSpell) << uint32(newSpell); SendDirectMessage(&data); } bool Player::ValidateAppearance(uint8 race, uint8 class_, uint8 gender, uint8 hairID, uint8 hairColor, uint8 faceID, uint8 facialHair, uint8 skinColor, bool create /*=false*/) { auto validateCharSection = [class_, create](CharSectionsEntry const* entry) -> bool { if (!entry) return false; // Check Death Knight exclusive if (class_ != CLASS_DEATH_KNIGHT && entry->HasFlag(SECTION_FLAG_DEATH_KNIGHT)) return false; // Character creation/customize has some limited sections (as opposed to barbershop) if (create && !entry->HasFlag(SECTION_FLAG_PLAYER)) return false; return true; }; // For Skin type is always 0 CharSectionsEntry const* skinEntry = GetCharSectionEntry(race, SECTION_TYPE_SKIN, gender, 0, skinColor); if (!validateCharSection(skinEntry)) return false; // Skin Color defined as Face color, too CharSectionsEntry const* faceEntry = GetCharSectionEntry(race, SECTION_TYPE_FACE, gender, faceID, skinColor); if (!validateCharSection(faceEntry)) return false; // Check Hair CharSectionsEntry const* hairEntry = GetCharSectionEntry(race, SECTION_TYPE_HAIR, gender, hairID, hairColor); if (!validateCharSection(hairEntry)) return false; // These combinations don't have an entry of Type SECTION_TYPE_FACIAL_HAIR, exclude them from that check bool const excludeCheck = (race == RACE_TAUREN) || (race == RACE_DRAENEI) || (gender == GENDER_FEMALE && race != RACE_NIGHTELF && race != RACE_UNDEAD_PLAYER); if (!excludeCheck) { CharSectionsEntry const* facialHairEntry = GetCharSectionEntry(race, SECTION_TYPE_FACIAL_HAIR, gender, facialHair, hairColor); if (!validateCharSection(facialHairEntry)) return false; } CharacterFacialHairStylesEntry const* entry = GetCharFacialHairEntry(race, gender, facialHair); if (!entry) return false; return true; } void Player::SetRestFlag(RestFlag restFlag, uint32 triggerId /*= 0*/) { uint32 oldRestMask = _restFlagMask; _restFlagMask |= restFlag; if (!oldRestMask && _restFlagMask) // only set flag/time on the first rest state { _restTime = GameTime::GetGameTime(); SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING); } if (triggerId) inn_triggerId = triggerId; } void Player::RemoveRestFlag(RestFlag restFlag) { uint32 oldRestMask = _restFlagMask; _restFlagMask &= ~restFlag; if (oldRestMask && !_restFlagMask) // only remove flag/time on the last rest state remove { _restTime = 0; RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING); } } uint32 Player::DoRandomRoll(uint32 minimum, uint32 maximum) { ASSERT(maximum <= 10000); uint32 roll = urand(minimum, maximum); WorldPackets::Misc::RandomRoll randomRoll; randomRoll.Min = minimum; randomRoll.Max = maximum; randomRoll.Result = roll; randomRoll.Roller = GetGUID(); if (Group* group = GetGroup()) group->BroadcastPacket(randomRoll.Write(), false); else SendDirectMessage(randomRoll.Write()); return roll; } void Player::RemoveSocial() { sSocialMgr->RemovePlayerSocial(GetGUID()); m_social = nullptr; } std::string Player::GetDebugInfo() const { std::stringstream sstr; sstr << Unit::GetDebugInfo(); return sstr.str(); } GameClient* Player::GetGameClient() const { return GetSession()->GetGameClient(); }