Files
azerothcore-wotlk-pbot/src/server/game/Entities/Player/Player.cpp
ianmeesters a83cd03bfb feat(Core/Player): add OnCalculateTalentsPoints hook (#19749)
* playerTalentsHook

* oeps :#

* :#

* does this work?

* make reference

---------

Co-authored-by: Amy Fang <amy@cavemail.ddns.net>
2024-08-30 09:06:07 -03:00

16311 lines
581 KiB
C++

/*
* This file is part of the AzerothCore 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 Affero General Public License as published by the
* Free Software Foundation; either version 3 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 Affero General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Player.h"
#include "AccountMgr.h"
#include "AchievementMgr.h"
#include "ArenaSpectator.h"
#include "ArenaTeam.h"
#include "ArenaTeamMgr.h"
#include "Battlefield.h"
#include "BattlefieldMgr.h"
#include "BattlefieldWG.h"
#include "Battleground.h"
#include "BattlegroundAV.h"
#include "BattlegroundMgr.h"
#include "CellImpl.h"
#include "CharmInfo.h"
#include "Channel.h"
#include "CharacterCache.h"
#include "CharacterDatabaseCleaner.h"
#include "Chat.h"
#include "CombatLogPackets.h"
#include "Common.h"
#include "ConditionMgr.h"
#include "Config.h"
#include "CreatureAI.h"
#include "DatabaseEnv.h"
#include "DisableMgr.h"
#include "Formulas.h"
#include "GameEventMgr.h"
#include "GameGraveyard.h"
#include "GameTime.h"
#include "GossipDef.h"
#include "GridNotifiers.h"
#include "Group.h"
#include "GroupMgr.h"
#include "Guild.h"
#include "GuildMgr.h"
#include "InstanceSaveMgr.h"
#include "InstanceScript.h"
#include "LFGMgr.h"
#include "Log.h"
#include "LootItemStorage.h"
#include "MapMgr.h"
#include "MiscPackets.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "OutdoorPvP.h"
#include "OutdoorPvPMgr.h"
#include "Pet.h"
#include "PetitionMgr.h"
#include "QuestDef.h"
#include "Realm.h"
#include "ReputationMgr.h"
#include "ScriptMgr.h"
#include "SocialMgr.h"
#include "Spell.h"
#include "SpellAuraEffects.h"
#include "SpellAuras.h"
#include "SpellMgr.h"
#include "StringConvert.h"
#include "TicketMgr.h"
#include "Tokenize.h"
#include "Transport.h"
#include "UpdateData.h"
#include "Util.h"
#include "Vehicle.h"
#include "Weather.h"
#include "World.h"
#include "WorldPacket.h"
#include "WorldSession.h"
/// @todo: this import is not necessary for compilation and marked as unused by the IDE
// however, for some reasons removing it would cause a damn linking issue
// there is probably some underlying problem with imports which should properly addressed
// see: https://github.com/azerothcore/azerothcore-wotlk/issues/9766
#include "GridNotifiersImpl.h"
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...
};
static uint32 copseReclaimDelay[MAX_DEATH_COUNT] = { 30, 60, 120 };
// we can disable this warning for this since it only
// causes undefined behavior when passed to the base class constructor
#ifdef _MSC_VER
#pragma warning(disable:4355)
#endif
Player::Player(WorldSession* session): Unit(true), m_mover(this)
{
#ifdef _MSC_VER
#pragma warning(default:4355)
#endif
m_objectType |= TYPEMASK_PLAYER;
m_objectTypeId = TYPEID_PLAYER;
m_valuesCount = PLAYER_END;
m_session = session;
m_ingametime = 0;
m_ExtraFlags = 0;
m_spellModTakingSpell = nullptr;
//m_pad = 0;
// players always accept
if (AccountMgr::IsPlayerAccount(GetSession()->GetSecurity()))
SetAcceptWhispers(true);
m_usedTalentCount = 0;
m_questRewardTalentCount = 0;
m_extraBonusTalentCount = 0;
m_regenTimer = 0;
m_regenTimerCount = 0;
m_foodEmoteTimerCount = 0;
m_weaponChangeTimer = 0;
m_zoneUpdateId = uint32(-1);
m_zoneUpdateTimer = 0;
m_nextSave = sWorld->getIntConfig(CONFIG_INTERVAL_SAVE);
m_areaUpdateId = 0;
m_team = TEAM_NEUTRAL;
m_needZoneUpdate = false;
m_additionalSaveTimer = 0;
m_additionalSaveMask = 0;
m_hostileReferenceCheckTimer = 15000;
clearResurrectRequestData();
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 = 0;
mSemaphoreTeleport_Far = 0;
m_DelayedOperations = 0;
m_bMustDelayTeleport = false;
m_bHasDelayedTeleport = false;
teleportStore_options = 0;
m_canTeleport = false;
m_canKnockback = false;
m_trade = nullptr;
m_cinematic = 0;
PlayerTalkClass = new PlayerMenu(GetSession());
m_currentBuybackSlot = BUYBACK_SLOT_START;
m_DailyQuestChanged = false;
m_lastDailyQuestTime = 0;
for (uint8 i = 0; i < MAX_TIMERS; i++)
m_MirrorTimer[i] = DISABLED_MIRROR_TIMER;
m_MirrorTimerFlags = UNDERWATER_NONE;
m_MirrorTimerFlagsLast = UNDERWATER_NONE;
m_isInWater = false;
m_drunkTimer = 0;
m_deathTimer = 0;
m_deathExpireTime = 0;
m_flightSpellActivated = 0;
m_swingErrorMsg = 0;
for (uint8 j = 0; j < PLAYER_MAX_BATTLEGROUND_QUEUES; ++j)
{
_BgBattlegroundQueueID[j].bgQueueTypeId = BATTLEGROUND_QUEUE_NONE;
_BgBattlegroundQueueID[j].invitedToInstance = 0;
}
m_logintime = GameTime::GetGameTime().count();
m_Last_tick = m_logintime;
m_Played_time[PLAYED_TIME_TOTAL] = 0;
m_Played_time[PLAYED_TIME_LEVEL] = 0;
m_WeaponProficiency = 0;
m_ArmorProficiency = 0;
m_canParry = false;
m_canBlock = false;
m_canTitanGrip = false;
m_ammoDPS = 0.0f;
m_temporaryUnsummonedPetNumber = 0;
//cache for UNIT_CREATED_BY_SPELL to allow
//returning reagents for temporarily removed pets
//when dying/logging out
m_oldpetspell = 0;
m_lastpetnumber = 0;
////////////////////Rest System/////////////////////
_restTime = 0;
_innTriggerId = 0;
_restBonus = 0;
_restFlagMask = 0;
////////////////////Rest System/////////////////////
m_mailsUpdated = false;
unReadMails = 0;
m_nextMailDelivereTime = time_t(0);
m_resetTalentsCost = 0;
m_resetTalentsTime = 0;
m_itemUpdateQueueBlocked = false;
for (uint8 i = 0; i < MAX_MOVE_TYPE; ++i)
m_forced_speed_changes[i] = 0;
/////////////////// 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;
}
for (uint8 i = 0; i < BASEMOD_END; ++i)
{
m_auraBaseMod[i][FLAT_MOD] = 0.0f;
m_auraBaseMod[i][PCT_MOD] = 1.0f;
}
for (uint8 i = 0; i < MAX_COMBAT_RATING; i++)
m_baseRatingValue[i] = 0;
m_baseSpellPower = 0;
m_baseFeralAP = 0;
m_baseManaRegen = 0;
m_baseHealthRegen = 0;
m_spellPenetrationItemMod = 0;
// Honor System
m_lastHonorUpdateTime = GameTime::GetGameTime().count();
m_IsBGRandomWinner = false;
// Player summoning
m_summon_expire = 0;
m_summon_mapid = 0;
m_summon_x = 0.0f;
m_summon_y = 0.0f;
m_summon_z = 0.0f;
m_summon_asSpectator = false;
//m_mover = this;
m_movedByPlayer.Initialize(this);
m_seer = this;
m_recallMap = 0;
m_recallX = 0;
m_recallY = 0;
m_recallZ = 0;
m_recallO = 0;
m_homebindMapId = 0;
m_homebindAreaId = 0;
m_homebindX = 0;
m_homebindY = 0;
m_homebindZ = 0;
m_contestedPvPTimer = 0;
m_declinedname = nullptr;
m_isActive = true;
m_runes = nullptr;
m_lastFallTime = 0;
m_lastFallZ = 0;
m_grantableLevels = 0;
m_ControlledByPlayer = true;
sWorld->IncreasePlayerCount();
m_ChampioningFaction = 0;
for (uint8 i = 0; i < MAX_POWERS; ++i)
m_powerFraction[i] = 0;
isDebugAreaTriggers = false;
m_WeeklyQuestChanged = false;
m_MonthlyQuestChanged = false;
m_SeasonalQuestChanged = false;
SetPendingBind(0, 0);
_activeCheats = CHEAT_NONE;
m_creationTime = 0s;
_cinematicMgr = new CinematicMgr(this);
m_achievementMgr = new AchievementMgr(this);
m_reputationMgr = new ReputationMgr(this);
// Ours
m_NeedToSaveGlyphs = false;
m_MountBlockId = 0;
m_realDodge = 0.0f;
m_realParry = 0.0f;
m_pendingSpectatorForBG = 0;
m_pendingSpectatorInviteInstanceId = 0;
m_charmUpdateTimer = 0;
for( int i = 0; i < NUM_CAI_SPELLS; ++i )
m_charmAISpells[i] = 0;
m_applyResilience = true;
m_isInstantFlightOn = true;
_wasOutdoor = true;
sScriptMgr->OnConstructPlayer(this);
}
Player::~Player()
{
sScriptMgr->OnDestructPlayer(this);
// it must be unloaded already in PlayerLogout and accessed only for loggined 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 (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
delete itr->second;
for (PlayerTalentMap::const_iterator itr = m_talents.begin(); itr != m_talents.end(); ++itr)
delete itr->second;
//all mailed items should be deleted, also all mail should be deallocated
for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
{
delete *itr;
}
for (ItemMap::iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter)
delete iter->second; //if item is duplicated... then server may crash ... but that item should be deallocated
delete PlayerTalkClass;
for (std::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();
if (!m_isInSharedVisionOf.empty())
{
do
{
Unit* u = *(m_isInSharedVisionOf.begin());
u->RemovePlayerFromVision(this);
} while (!m_isInSharedVisionOf.empty());
}
}
void Player::CleanupsBeforeDelete(bool finalCleanup)
{
TradeCancel(false);
DuelComplete(DUEL_INTERRUPTED);
Unit::CleanupsBeforeDelete(finalCleanup);
}
bool Player::Create(ObjectGuid::LowType guidlow, CharacterCreateInfo* createInfo)
{
// FIXME: outfitId not used in player creating
/// @todo: need more checks against packet modifications
// should check that skin, face, hair* are valid via DBC per race/class
// also do it in Player::BuildEnumData, Player::LoadFromDB
Object::_Create(guidlow, 0, HighGuid::Player);
m_name = createInfo->Name;
PlayerInfo const* info = sObjectMgr->GetPlayerInfo(createInfo->Race, createInfo->Class);
if (!info)
{
LOG_ERROR("entities.player", "Player::Create: Possible hacking-attempt: Account {} tried creating 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)
{
LOG_ERROR("entities.player", "Player::Create: Possible hacking-attempt: Account {} tried creating 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->powerType;
SetObjectScale(1.0f);
m_realRace = createInfo->Race; // set real race flag
m_race = createInfo->Race; // set real race flag
SetFactionForRace(createInfo->Race);
if (!IsValidGender(createInfo->Gender))
{
LOG_ERROR("entities.player", "Player::Create: Possible hacking-attempt: Account {} tried creating a character named '{}' with an invalid gender ({}) - refusing to do so",
GetSession()->GetAccountId(), m_name, createInfo->Gender);
return false;
}
uint32 RaceClassGender = (createInfo->Race) | (createInfo->Class << 8) | (createInfo->Gender << 16);
SetUInt32Value(UNIT_FIELD_BYTES_0, (RaceClassGender | (powertype << 24)));
InitDisplayIds();
if (sWorld->getIntConfig(CONFIG_GAME_TYPE) == REALM_TYPE_PVP || sWorld->getIntConfig(CONFIG_GAME_TYPE) == REALM_TYPE_RPPVP)
{
SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP);
SetUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED);
}
SetUnitFlag2(UNIT_FLAG2_REGENERATE_POWER);
SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); // fix cast time showed in spell tooltip on client
SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f); // default for players in 3.0.3
// -1 is default value
SetInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, uint32(-1));
SetUInt32Value(PLAYER_BYTES, (createInfo->Skin | (createInfo->Face << 8) | (createInfo->HairStyle << 16) | (createInfo->HairColor << 24)));
SetUInt32Value(PLAYER_BYTES_2, (createInfo->FacialHair |
(0x00 << 8) |
(0x00 << 16) |
(((GetSession()->IsARecruiter() || GetSession()->GetRecruiterId() != 0) ? REST_STATE_RAF_LINKED : REST_STATE_NOT_RAF_LINKED) << 24)));
SetByteValue(PLAYER_BYTES_3, 0, createInfo->Gender);
SetByteValue(PLAYER_BYTES_3, 3, 0); // BattlefieldArenaFaction (0 or 1)
SetUInt32Value(PLAYER_GUILDID, 0);
SetUInt32Value(PLAYER_GUILDRANK, 0);
SetUInt32Value(PLAYER_GUILD_TIMESTAMP, 0);
for (int i = 0; i < KNOWN_TITLES_SIZE; ++i)
SetUInt64Value(PLAYER__FIELD_KNOWN_TITLES + i, 0); // 0=disabled
SetUInt32Value(PLAYER_CHOSEN_TITLE, 0);
SetUInt32Value(PLAYER_FIELD_KILLS, 0);
SetUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS, 0);
SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, 0);
SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0);
// set starting level
uint32 start_level = !IsClass(CLASS_DEATH_KNIGHT, CLASS_CONTEXT_INIT)
? sWorld->getIntConfig(CONFIG_START_PLAYER_LEVEL)
: sWorld->getIntConfig(CONFIG_START_HEROIC_PLAYER_LEVEL);
if (!AccountMgr::IsPlayerAccount(GetSession()->GetSecurity()))
{
uint32 gm_level = sWorld->getIntConfig(CONFIG_START_GM_LEVEL);
if (gm_level > start_level)
start_level = gm_level;
}
SetUInt32Value(UNIT_FIELD_LEVEL, start_level);
InitRunes();
SetUInt32Value(PLAYER_FIELD_COINAGE, !IsClass(CLASS_DEATH_KNIGHT, CLASS_CONTEXT_INIT)
? sWorld->getIntConfig(CONFIG_START_PLAYER_MONEY)
: sWorld->getIntConfig(CONFIG_START_HEROIC_PLAYER_MONEY));
SetHonorPoints(sWorld->getIntConfig(CONFIG_START_HONOR_POINTS));
SetArenaPoints(sWorld->getIntConfig(CONFIG_START_ARENA_POINTS));
// Played time
m_Last_tick = GameTime::GetGameTime().count();
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()
if (HasActivePowerType(POWER_MANA))
{
UpdateMaxPower(POWER_MANA); // Update max Mana (for add bonus from intellect)
SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
}
if (HasActivePowerType(POWER_RUNIC_POWER))
{
SetPower(POWER_RUNE, 8);
SetMaxPower(POWER_RUNE, 8);
SetPower(POWER_RUNIC_POWER, 0);
SetMaxPower(POWER_RUNIC_POWER, 1000);
}
// original spells
LearnDefaultSkills();
LearnCustomSpells();
// original action bar
for (PlayerCreateInfoActions::const_iterator action_itr = info->action.begin(); action_itr != info->action.end(); ++action_itr)
addActionButton(action_itr->button, action_itr->action, action_itr->type);
// original items
if (CharStartOutfitEntry const* oEntry = GetCharStartOutfitEntry(createInfo->Race, createInfo->Class, createInfo->Gender))
{
for (int j = 0; j < MAX_OUTFIT_ITEMS; ++j)
{
if (oEntry->ItemId[j] <= 0)
continue;
uint32 itemId = oEntry->ItemId[j];
// just skip, reported in ObjectMgr::LoadItemTemplates
ItemTemplate const* iProto = sObjectMgr->GetItemTemplate(itemId);
if (!iProto)
continue;
// BuyCount by default
uint32 count = iProto->BuyCount;
// special amount for food/drink
if (iProto->Class == ITEM_CLASS_CONSUMABLE && iProto->SubClass == ITEM_SUBCLASS_FOOD)
{
switch (iProto->Spells[0].SpellCategory)
{
case SPELL_CATEGORY_FOOD: // food
count = IsClass(CLASS_DEATH_KNIGHT, CLASS_CONTEXT_INIT) ? 10 : 4;
break;
case SPELL_CATEGORY_DRINK: // drink
count = 2;
break;
}
if (iProto->GetMaxStackSize() < count)
count = iProto->GetMaxStackSize();
}
StoreNewItemInBestSlots(itemId, count);
}
}
for (PlayerCreateInfoItems::const_iterator item_id_itr = info->item.begin(); item_id_itr != info->item.end(); ++item_id_itr)
StoreNewItemInBestSlots(item_id_itr->item_id, item_id_itr->item_amount);
// bags and main-hand weapon must equipped at this moment
// now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
// or ammo not equipped in special bag
for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
{
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
uint16 eDest;
// equip offhand weapon/shield if it attempt equipped before main-hand weapon
InventoryResult msg = CanEquipItem(NULL_SLOT, eDest, pItem, false);
if (msg == EQUIP_ERR_OK)
{
RemoveItem(INVENTORY_SLOT_BAG_0, i, true);
EquipItem(eDest, pItem, true);
}
// move other items to more appropriate slots (ammo not equipped in special bag)
else
{
ItemPosCountVec sDest;
msg = CanStoreItem(NULL_BAG, NULL_SLOT, sDest, pItem, false);
if (msg == EQUIP_ERR_OK)
{
RemoveItem(INVENTORY_SLOT_BAG_0, i, true);
pItem = StoreItem(sDest, pItem, true);
}
// if this is ammo then use it
msg = CanUseAmmo(pItem->GetEntry());
if (msg == EQUIP_ERR_OK)
SetAmmo(pItem->GetEntry());
}
}
}
// all item positions resolved
// ensure player starts with full health
UpdateAllStats();
SetFullHealth();
CheckAllAchievementCriteria();
return true;
}
bool Player::StoreNewItemInBestSlots(uint32 titem_id, uint32 titem_amount)
{
LOG_DEBUG("entities.player.items", "STORAGE: Creating initial item, itemId = {}, count = {}", 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);
return true; // stored
}
// item can't be added
LOG_ERROR("entities.player", "STORAGE: Can't equip or store initial item {} for race {} class {}, error msg = {}", titem_id, getRace(true), 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, 0, 0).Write());
}
void Player::StopMirrorTimer(MirrorTimerType Type)
{
m_MirrorTimer[Type] = DISABLED_MIRROR_TIMER;
SendDirectMessage(WorldPackets::Misc::StopMirrorTimer(Type).Write());
}
bool Player::IsImmuneToEnvironmentalDamage()
{
// check for GM and death state included in isAttackableByAOE
return (!isTargetableForAttack(false, nullptr)) || isTotalImmune();
}
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:
{
DamageInfo dmgInfo(this, this, damage, nullptr, type == DAMAGE_LAVA ? SPELL_SCHOOL_MASK_FIRE : SPELL_SCHOOL_MASK_NATURE, DIRECT_DAMAGE);
Unit::CalcAbsorbResist(dmgInfo);
absorb = dmgInfo.GetAbsorb();
resist = dmgInfo.GetResist();
damage = dmgInfo.GetDamage();
}
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 not apply item durability loss at self damage
{
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)
{
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 = sWorld->getIntConfig(CONFIG_WATER_BREATH_TIMER);
AuraEffectList const& mModWaterBreathing = GetAuraEffectsByType(SPELL_AURA_MOD_WATER_BREATHING);
for (AuraEffectList::const_iterator i = mModWaterBreathing.begin(); i != mModWaterBreathing.end(); ++i)
AddPct(UnderWaterTime, (*i)->GetAmount());
return UnderWaterTime;
}
case FIRE_TIMER:
{
if (!IsAlive())
return DISABLED_MIRROR_TIMER;
return 2020;
}
default:
return 0;
}
}
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 (HasPlayerFlag(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] += 2020;
// 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);
}
/*static*/ 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*/)
{
newDrunkValue = std::min<uint8>(newDrunkValue, 100);
if (newDrunkValue == GetDrunkValue())
return;
uint32 oldDrunkenState = Player::GetDrunkenstateByValue(GetDrunkValue());
uint32 newDrunkenState = Player::GetDrunkenstateByValue(newDrunkValue);
SetByteValue(PLAYER_BYTES_3, PLAYER_BYTES_3_OFFSET_INEBRIATION, newDrunkValue);
UpdateInvisibilityDrunkDetect();
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::UpdateInvisibilityDrunkDetect()
{
// select drunk percent or total SPELL_AURA_MOD_FAKE_INEBRIATE amount, whichever is higher for visibility updates
uint8 drunkValue = GetDrunkValue();
int32 fakeDrunkValue = GetFakeDrunkValue();
int32 maxDrunkValue = std::max<int32>(drunkValue, fakeDrunkValue);
if (maxDrunkValue != 0)
{
m_invisibilityDetect.AddFlag(INVISIBILITY_DRUNK);
m_invisibilityDetect.SetValue(INVISIBILITY_DRUNK, maxDrunkValue);
}
else
m_invisibilityDetect.DelFlag(INVISIBILITY_DRUNK);
UpdateObjectVisibility();
}
void Player::setDeathState(DeathState s, bool /*despawn = false*/)
{
uint32 ressSpellId = 0;
bool cur = IsAlive();
if (s == DeathState::JustDied)
{
if (!cur)
{
LOG_ERROR("entities.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(DeathState::Dead) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
RemovePet(nullptr, PET_SAVE_NOT_IN_SLOT, true);
// save value before aura remove in Unit::setDeathState
ressSpellId = GetUInt32Value(PLAYER_SELF_RES_SPELL);
// xinef: disable passive area auras!
AddUnitState(UNIT_STATE_ISOLATED);
// 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);
// Xinef: reset all death criterias
ResetAchievementCriteria(ACHIEVEMENT_CRITERIA_CONDITION_NO_DEATH, 0);
}
// xinef: enable passive area auras!
else if (s == DeathState::Alive)
ClearUnitState(UNIT_STATE_ISOLATED);
Unit::setDeathState(s);
if (NeedSendSpectatorData())
ArenaSpectator::SendCommand_UInt32Value(FindMap(), GetGUID(), "STA", IsAlive() ? 1 : 0);
// restore resurrection spell id for player after aura remove
if (s == DeathState::JustDied && cur && ressSpellId)
SetUInt32Value(PLAYER_SELF_RES_SPELL, ressSpellId);
if (IsAlive() && !cur)
//clear aura case after resurrection by another way (spells will be applied before next death)
SetUInt32Value(PLAYER_SELF_RES_SPELL, 0);
}
void Player::SetRestState(uint32 triggerId)
{
_innTriggerId = triggerId;
_restTime = GameTime::GetGameTime().count();
SetPlayerFlag(PLAYER_FLAGS_RESTING);
}
void Player::RemoveRestState()
{
_innTriggerId = 0;
_restTime = 0;
RemovePlayerFlag(PLAYER_FLAGS_RESTING);
}
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, character.level, characters.zone, characters.map, characters.position_x, characters.position_y, characters.position_z,
// 16 17 18 19 20 21 22 23
// guild_member.guildid, characters.playerFlags, characters.at_login, character_pet.entry, character_pet.modelid, character_pet.level, characters.equipmentCache, character_banned.guid,
// 24 25
// characters.extra_flags, character_declinedname.genitive
Field* fields = result->Fetch();
ObjectGuid::LowType guidLow = fields[0].Get<uint32>();
uint8 plrRace = fields[2].Get<uint8>();
uint8 plrClass = fields[3].Get<uint8>();
uint8 gender = fields[4].Get<uint8>();
ObjectGuid guid = ObjectGuid::Create<HighGuid::Player>(guidLow);
PlayerInfo const* info = sObjectMgr->GetPlayerInfo(plrRace, plrClass);
if (!info)
{
LOG_ERROR("entities.player", "Player {} has incorrect race/class pair. Don't build enum.", guid.ToString());
return false;
}
else if (!IsValidGender(gender))
{
LOG_ERROR("entities.player", "Player ({}) has incorrect gender ({}), don't build enum.", guid.ToString(), gender);
return false;
}
*data << guid;
*data << fields[1].Get<std::string>(); // name
*data << uint8(plrRace); // race
*data << uint8(plrClass); // class
*data << uint8(gender); // gender
uint8 skin = fields[5].Get<uint8>();
uint8 face = fields[6].Get<uint8>();
uint8 hairStyle = fields[7].Get<uint8>();
uint8 hairColor = fields[8].Get<uint8>();
uint8 facialStyle = fields[9].Get<uint8>();
uint32 charFlags = 0;
uint32 playerFlags = fields[17].Get<uint32>();
uint16 atLoginFlags = fields[18].Get<uint16>();
uint32 zone = (atLoginFlags & AT_LOGIN_FIRST) != 0 ? 0 : fields[11].Get<uint16>(); // if first login do not show the zone
*data << uint8(skin);
*data << uint8(face);
*data << uint8(hairStyle);
*data << uint8(hairColor);
*data << uint8(facialStyle);
*data << uint8(fields[10].Get<uint8>()); // level
*data << uint32(zone); // zone
*data << uint32(fields[12].Get<uint16>()); // map
*data << fields[13].Get<float>(); // x
*data << fields[14].Get<float>(); // y
*data << fields[15].Get<float>(); // z
*data << uint32(fields[16].Get<uint32>()); // guild id
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].Get<uint32>())
charFlags |= CHARACTER_FLAG_LOCKED_BY_BILLING;
if (sWorld->getBoolConfig(CONFIG_DECLINED_NAMES_USED))
{
if (!fields[25].Get<std::string>().empty())
charFlags |= CHARACTER_FLAG_DECLINED;
}
else
charFlags |= CHARACTER_FLAG_DECLINED;
*data << uint32(charFlags); // character flags
// character customize flags
if (atLoginFlags & AT_LOGIN_CUSTOMIZE)
*data << uint32(CHAR_CUSTOMIZE_FLAG_CUSTOMIZE);
else if (atLoginFlags & AT_LOGIN_CHANGE_FACTION)
*data << uint32(CHAR_CUSTOMIZE_FLAG_FACTION);
else if (atLoginFlags & AT_LOGIN_CHANGE_RACE)
*data << uint32(CHAR_CUSTOMIZE_FLAG_RACE);
else
*data << uint32(CHAR_CUSTOMIZE_FLAG_NONE);
// First login
*data << uint8(atLoginFlags & AT_LOGIN_FIRST ? 1 : 0);
// Pets info
uint32 petDisplayId = 0;
uint32 petLevel = 0;
uint32 petFamily = 0;
// show pet at selection character in character list only for non-ghost character
if (result && !(playerFlags & PLAYER_FLAGS_GHOST) && (plrClass == CLASS_WARLOCK || plrClass == CLASS_HUNTER || (plrClass == CLASS_DEATH_KNIGHT && (fields[21].Get<uint32>()&PLAYER_EXTRA_SHOW_DK_PET))))
{
uint32 entry = fields[19].Get<uint32>();
CreatureTemplate const* creatureInfo = sObjectMgr->GetCreatureTemplate(entry);
if (creatureInfo)
{
petDisplayId = fields[20].Get<uint32>();
petLevel = fields[21].Get<uint16>();
petFamily = creatureInfo->family;
}
}
*data << uint32(petDisplayId);
*data << uint32(petLevel);
*data << uint32(petFamily);
std::vector<std::string_view> equipment = Acore::Tokenize(fields[22].Get<std::string_view>(), ' ', false);
for (uint8 slot = 0; slot < INVENTORY_SLOT_BAG_END; ++slot)
{
uint32 const visualBase = slot * 2;
Optional<uint32> itemId;
if (visualBase < equipment.size())
{
itemId = Acore::StringTo<uint32>(equipment[visualBase]);
}
ItemTemplate const* proto = nullptr;
if (itemId)
{
proto = sObjectMgr->GetItemTemplate(*itemId);
}
if (!proto)
{
if (!itemId || *itemId)
{
LOG_WARN("entities.player.loading", "Player {} has invalid equipment '{}' in `equipmentcache` at index {}. Skipped.",
guid.ToString(), (visualBase < equipment.size()) ? equipment[visualBase] : "<none>", visualBase);
}
*data << uint32(0);
*data << uint8(0);
*data << uint32(0);
continue;
}
SpellItemEnchantmentEntry const* enchant = nullptr;
Optional<uint32> enchants = {};
if ((visualBase + 1) < equipment.size())
{
enchants = Acore::StringTo<uint32>(equipment[visualBase + 1]);
}
if (!enchants)
{
LOG_WARN("entities.player.loading", "Player {} has invalid enchantment info '{}' in `equipmentcache` at index {}. Skipped.",
guid.ToString(), ((visualBase + 1) < equipment.size()) ? equipment[visualBase + 1] : "<none>", 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->aura_id : 0);
}
return true;
}
bool Player::IsClass(Classes unitClass, ClassContext context) const
{
Optional<bool> scriptResult = sScriptMgr->OnPlayerIsClass(this, unitClass, context);
if (scriptResult != std::nullopt)
return *scriptResult;
else
return (getClass() == unitClass);
}
void Player::ToggleAFK()
{
ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
// afk player not allowed in battleground
if (!IsGameMaster() && isAFK() && InBattleground())
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 (IsCommentator())
tag |= CHAT_TAG_COM;
if (IsDeveloper())
tag |= CHAT_TAG_DEV;
return tag;
}
void Player::SendTeleportAckPacket()
{
WorldPacket data(MSG_MOVE_TELEPORT_ACK, 41);
data << GetPackGUID();
data << uint32(0); // this value increments every time
BuildMovementPacket(&data);
GetSession()->SendPacket(&data);
}
bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options /*= 0*/, Unit* target /*= nullptr*/, bool newInstance /*= false*/)
{
if (!MapMgr::IsValidMapCoord(mapid, x, y, z, orientation))
{
LOG_ERROR("entities.player", "TeleportTo: invalid map ({}) or invalid coordinates (X: {}, Y: {}, Z: {}, O: {}) given when teleporting player ({}, name: {}, map: {}, X: {}, Y: {}, Z: {}, O: {}).",
mapid, x, y, z, orientation, GetGUID().ToString(), GetName(), GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
return false;
}
if (AccountMgr::IsPlayerAccount(GetSession()->GetSecurity()) && DisableMgr::IsDisabledFor(DISABLE_TYPE_MAP, mapid, this))
{
LOG_ERROR("entities.player", "Player ({}, name: {}) tried to enter a forbidden map {}", 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)...
if (!InBattleground() && mEntry->IsBattlegroundOrArena())
return false;
// pussywizard: arena spectator, prevent teleporting from arena to instance/etc
if (GetMapId() != mapid && IsSpectator() && mEntry->Instanceable())
{
SendTransferAborted(mapid, TRANSFER_ABORT_MAP_NOT_ALLOWED);
return false;
}
// client without expansion support
if (GetSession()->Expansion() < mEntry->Expansion())
{
LOG_DEBUG("maps", "Player {} using client without required expansion tried teleport to non accessible map {}", GetName(), mapid);
if (GetTransport())
{
m_transport->RemovePassenger(this);
m_transport = nullptr;
m_movementInfo.transport.Reset();
m_movementInfo.RemoveMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
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
LOG_DEBUG("maps", "Player {} is being teleported to map {}", GetName(), mapid);
// xinef: do this here in case teleport failed in above checks
if (!(options & TELE_TO_NOT_LEAVE_TAXI) && IsInFlight())
{
GetMotionMaster()->MovementExpired();
CleanupAfterTaxiFlight();
}
if (!(options & TELE_TO_NOT_LEAVE_VEHICLE) && 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();
// Xinef: Remove all movement imparing effects auras, skip small teleport like blink
if (mapid != GetMapId() || GetDistance2d(x, y) > 100)
{
RemoveAurasByType(SPELL_AURA_MOD_STUN);
RemoveAurasByType(SPELL_AURA_MOD_FEAR);
RemoveAurasByType(SPELL_AURA_MOD_CONFUSE);
RemoveAurasByType(SPELL_AURA_MOD_ROOT);
// remove auras that should be removed when being teleported
RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TELEPORTED);
}
if (m_transport)
{
if (options & TELE_TO_NOT_LEAVE_TRANSPORT)
AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
else
{
m_transport->RemovePassenger(this);
m_transport = nullptr;
m_movementInfo.transport.Reset();
m_movementInfo.RemoveMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
}
}
// 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 (!sScriptMgr->OnBeforePlayerTeleport(this, mapid, x, y, z, orientation, options, target))
return false;
if (GetMapId() == mapid && !newInstance)
{
//lets reset far teleport flag if it wasn't reset during chained teleports
SetSemaphoreTeleportFar(0);
SetHasDelayedTeleport(false); // pussywizard: current teleport cancels stored one
//if teleport spell is casted in Unit::Update() func
//then we need to delay it until update process will be finished
if (MustDelayTeleport())
{
SetHasDelayedTeleport(true);
SetSemaphoreTeleportNear(GameTime::GetGameTime().count());
//lets save teleport destination for player
teleportStore_dest = WorldLocation(mapid, x, y, z, orientation);
teleportStore_options = options;
return true;
}
if (options & TELE_TO_WITH_PET)
UnsummonPetTemporaryIfAny();
if (!(options & TELE_TO_NOT_UNSUMMON_PET))
{
//same map, only remove pet if out of range for new position
if (pet && !pet->IsWithinDist3d(x, y, z, GetMap()->GetVisibilityRange()))
UnsummonPetTemporaryIfAny();
}
if (!(options & TELE_TO_NOT_LEAVE_COMBAT))
CombatStop();
// this will be used instead of the current location in SaveToDB
teleportStore_dest = WorldLocation(mapid, x, y, z, orientation);
SetFallInformation(GameTime::GetGameTime().count(), z);
// code for finish transfer called in WorldSession::HandleMovementOpcodes()
// at client packet MSG_MOVE_TELEPORT_ACK
SetSemaphoreTeleportNear(GameTime::GetGameTime().count());
// near teleport, triggering send MSG_MOVE_TELEPORT_ACK from client at landing
if (!GetSession()->PlayerLogout())
{
SetCanTeleport(true);
Position oldPos = GetPosition();
Relocate(x, y, z, orientation);
SendTeleportAckPacket();
SendTeleportPacket(oldPos); // this automatically relocates to oldPos in order to broadcast the packet in the right place
}
}
else
{
if (IsClass(CLASS_DEATH_KNIGHT, CLASS_CONTEXT_TELEPORT) && 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 (!(options & TELE_TO_GM_MODE) && sMapMgr->PlayerCannotEnter(mapid, this, false))
return false;
// if PlayerCannotEnter -> CanEnter: checked above
{
//lets reset near teleport flag if it wasn't reset during chained teleports
SetSemaphoreTeleportNear(0);
SetHasDelayedTeleport(false); // pussywizard: current teleport cancels stored one
//if teleport spell is casted in Unit::Update() func
//then we need to delay it until update process will be finished
if (MustDelayTeleport())
{
SetHasDelayedTeleport(true);
SetSemaphoreTeleportFar(GameTime::GetGameTime().count());
//lets save teleport destination for player
teleportStore_dest = WorldLocation(mapid, x, y, z, orientation);
teleportStore_options = options;
return true;
}
SetSelection(ObjectGuid::Empty);
CombatStop();
// remove arena spell coldowns/buffs now to also remove pet's cooldowns before it's temporarily unsummoned
if (mEntry->IsBattleArena() && (HasPendingSpectatorForBG(0) || !HasPendingSpectatorForBG(GetBattlegroundId())))
{
// KEEP THIS ORDER!
RemoveArenaAuras();
if (pet)
pet->RemoveArenaAuras();
RemoveArenaSpellCooldowns(true);
}
// 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 (m_transport)
data << m_transport->GetEntry() << GetMapId();
GetSession()->SendPacket(&data);
}
// remove from old map now
if (oldmap)
oldmap->RemovePlayerFromMap(this, false);
// xinef: do this before setting fall information!
if (IsMounted() && (!GetMap()->GetEntry()->IsDungeon() && !GetMap()->GetEntry()->IsBattlegroundOrArena()) && !m_transport)
{
AuraEffectList const& auras = GetAuraEffectsByType(SPELL_AURA_MOUNTED);
if (!auras.empty())
{
SetMountBlockId((*auras.begin())->GetId());
RemoveAurasByType(SPELL_AURA_MOUNTED);
}
}
teleportStore_dest = WorldLocation(mapid, x, y, z, orientation);
SetFallInformation(GameTime::GetGameTime().count(), z);
// if the player is saved before worldportack (at logout for example)
// this will be used instead of the current location in SaveToDB
if (!GetSession()->PlayerLogout())
{
SetCanTeleport(true);
WorldPacket data(SMSG_NEW_WORLD, 4 + 4 + 4 + 4 + 4);
data << uint32(mapid);
if (m_transport)
data << m_movementInfo.transport.pos.PositionXYZOStream();
else
data << teleportStore_dest.PositionXYZOStream();
GetSession()->SendPacket(&data);
SendSavedInstances();
}
// move packet sent by client always after far teleport
// code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
SetSemaphoreTeleportFar(GameTime::GetGameTime().count());
}
}
return true;
}
bool Player::TeleportToEntryPoint()
{
ScheduleDelayedOperation(DELAYED_BG_MOUNT_RESTORE);
ScheduleDelayedOperation(DELAYED_BG_TAXI_RESTORE);
ScheduleDelayedOperation(DELAYED_BG_GROUP_RESTORE);
WorldLocation loc = m_entryPointData.joinPos;
m_entryPointData.joinPos.m_mapId = MAPID_INVALID;
if (loc.m_mapId == MAPID_INVALID)
{
return TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation());
}
return TeleportTo(loc);
}
void Player::ProcessDelayedOperations()
{
if (m_DelayedOperations == 0)
return;
if (m_DelayedOperations & DELAYED_RESURRECT_PLAYER)
{
ResurrectPlayer(0.0f, false);
if (GetMaxHealth() > m_resurrectHealth)
SetHealth(m_resurrectHealth);
else
SetFullHealth();
if (GetMaxPower(POWER_MANA) > m_resurrectMana)
SetPower(POWER_MANA, m_resurrectMana);
else
SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
SetPower(POWER_RAGE, 0);
SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
SpawnCorpseBones();
}
if (m_DelayedOperations & DELAYED_SAVE_PLAYER)
SaveToDB(false, false);
if (m_DelayedOperations & DELAYED_SPELL_CAST_DESERTER)
{
Aura* aura = GetAura(26013);
if (!aura || aura->GetDuration() <= 900000)
CastSpell(this, 26013, true);
}
if (m_DelayedOperations & DELAYED_BG_MOUNT_RESTORE)
{
if (m_entryPointData.mountSpell)
{
// xinef: remove shapeshift auras
if (IsInDisallowedMountForm())
{
RemoveAurasByType(SPELL_AURA_MOD_SHAPESHIFT);
}
AddAura(m_entryPointData.mountSpell, this);
m_entryPointData.mountSpell = 0;
}
}
if (m_DelayedOperations & DELAYED_BG_TAXI_RESTORE)
{
if (m_entryPointData.HasTaxiPath())
{
m_taxi.AddTaxiDestination(m_entryPointData.taxiPath[0]);
m_taxi.AddTaxiDestination(m_entryPointData.taxiPath[1]);
m_entryPointData.ClearTaxiPath();
ContinueTaxiFlight();
}
}
if (m_DelayedOperations & DELAYED_BG_GROUP_RESTORE)
{
if (Group* g = GetGroup())
g->SendUpdateToPlayer(GetGUID());
}
if (m_DelayedOperations & DELAYED_VEHICLE_TELEPORT)
{
if (Vehicle* vehicle = GetVehicle())
{
SeatMap::iterator itr = vehicle->GetSeatIteratorForPassenger(this);
if (itr != vehicle->Seats.end())
if (Unit* base = vehicle->GetBase())
{
ExitVehicle();
base->HandleSpellClick(this, itr->first);
}
}
}
//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(); // pussywizard: crashfix
ClearComboPointHolders(); // pussywizard: crashfix
if (ObjectGuid lguid = GetLootGUID()) // pussywizard: crashfix
m_session->DoLootRelease(lguid);
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();
}
for (ItemMap::iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter)
iter->second->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();
if (m_uint32Values)
{
if (WorldObject* viewpoint = GetViewpoint())
{
LOG_FATAL("entities.player", "Player {} has viewpoint {} {} when removed from world", GetName(), viewpoint->GetEntry(), viewpoint->GetTypeId());
SetViewpoint(viewpoint, false);
}
}
}
void Player::RegenerateAll()
{
//if (m_regenTimer <= 500)
// return;
m_regenTimerCount += m_regenTimer;
m_foodEmoteTimerCount += m_regenTimer;
Regenerate(POWER_ENERGY);
Regenerate(POWER_MANA);
// Runes act as cooldowns, and they don't need to send any data
if (IsClass(CLASS_DEATH_KNIGHT, CLASS_CONTEXT_ABILITY))
for (uint8 i = 0; i < MAX_RUNES; ++i)
{
// xinef: implement grace
if (int32 cd = GetRuneCooldown(i))
{
SetRuneCooldown(i, (cd > m_regenTimer) ? cd - m_regenTimer : 0);
// start grace counter, player must be in combat and rune has to go off cooldown
if (IsInCombat() && cd <= m_regenTimer)
SetGracePeriod(i, m_regenTimer - cd + 1); // added 1 because m_regenTimer-cd can be equal 0
}
// xinef: if grace is started, increase it but no more than cap
else if (uint32 grace = GetGracePeriod(i))
{
if (grace < RUNE_GRACE_PERIOD)
SetGracePeriod(i, std::min<uint32>(grace + m_regenTimer, RUNE_GRACE_PERIOD));
}
}
if (m_regenTimerCount >= 2000)
{
// Not in combat or they have regeneration
if (!IsInCombat() || IsPolymorphed() || m_baseHealthRegen ||
HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) ||
HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT))
{
RegenerateHealth();
}
Regenerate(POWER_RAGE);
if (IsClass(CLASS_DEATH_KNIGHT, CLASS_CONTEXT_ABILITY))
Regenerate(POWER_RUNIC_POWER);
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<AuraEffect*> 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;
//If .cheat power is on always have the max power
if (GetCommandStatus(CHEAT_POWER))
{
if (m_regenTimerCount >= 2000)
{
//Set the value to 0 first then set it to max to force resend of packet as for range clients keeps removing rage
if (power == POWER_RAGE || power == POWER_RUNIC_POWER)
{
UpdateUInt32Value(static_cast<uint16>(UNIT_FIELD_POWER1) + power, 0);
}
SetPower(power, maxValue);
return;
}
}
uint32 curValue = GetPower(power);
/// @todo: possible use of miscvalueb instead of amount
if (HasAuraTypeWithMiscvalue(SPELL_AURA_PREVENT_REGENERATE_POWER, power + 1))
return;
float addvalue = 0.0f;
switch (power)
{
case POWER_MANA:
{
bool recentCast = IsUnderLastManaUseEffect();
float ManaIncreaseRate = sWorld->getRate(RATE_POWER_MANA);
if (sWorld->getBoolConfig(CONFIG_LOW_LEVEL_REGEN_BOOST) && GetLevel() < 15)
ManaIncreaseRate = sWorld->getRate(RATE_POWER_MANA) * (2.066f - (GetLevel() * 0.066f));
if (recentCast) // Trinity Updates Mana in intervals of 2s, which is correct
addvalue += GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER) * ManaIncreaseRate * 0.001f * m_regenTimer;
else
addvalue += GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER) * ManaIncreaseRate * 0.001f * m_regenTimer;
}
break;
case POWER_RAGE: // Regenerate rage
{
if (!IsInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))
{
float RageDecreaseRate = sWorld->getRate(RATE_POWER_RAGE_LOSS);
addvalue += -20 * RageDecreaseRate; // 2 rage by tick (= 2 seconds => 1 rage/sec)
}
}
break;
case POWER_ENERGY: // Regenerate energy (rogue)
addvalue += 0.01f * m_regenTimer * sWorld->getRate(RATE_POWER_ENERGY);
break;
case POWER_RUNIC_POWER:
{
if (!IsInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))
{
float RunicPowerDecreaseRate = sWorld->getRate(RATE_POWER_RUNICPOWER_LOSS);
addvalue += -30 * RunicPowerDecreaseRate; // 3 RunicPower by tick
}
}
break;
case POWER_RUNE:
case POWER_FOCUS:
case POWER_HAPPINESS:
break;
case POWER_HEALTH:
return;
default:
break;
}
// Mana regen calculated in Player::UpdateManaRegen()
if (power != POWER_MANA)
{
AuraEffectList const& ModPowerRegenPCTAuras = GetAuraEffectsByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT);
for (AuraEffectList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i)
if (Powers((*i)->GetMiscValue()) == power)
AddPct(addvalue, (*i)->GetAmount());
// Butchery requires combat for this effect
if (power != POWER_RUNIC_POWER || IsInCombat())
addvalue += float(GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, power) * ((power != POWER_ENERGY) ? m_regenTimerCount : m_regenTimer)) / (5.0f * IN_MILLISECONDS);
}
if (addvalue < 0.0f)
{
if (curValue == 0)
return;
}
else if (addvalue > 0.0f)
{
if (curValue == maxValue)
return;
}
else
return;
addvalue += m_powerFraction[power];
uint32 integerValue = uint32(std::fabs(addvalue));
bool forcedUpdate = false;
if (addvalue < 0.0f)
{
if (curValue > integerValue)
{
curValue -= integerValue;
m_powerFraction[power] = addvalue + integerValue;
}
else
{
curValue = 0;
m_powerFraction[power] = 0;
forcedUpdate = true;
}
}
else
{
curValue += integerValue;
if (curValue >= maxValue)
{
curValue = maxValue;
m_powerFraction[power] = 0;
forcedUpdate = true;
}
else
{
m_powerFraction[power] = addvalue - integerValue;
}
}
if (m_regenTimerCount >= 2000 || forcedUpdate)
{
SetPower(power, curValue, true, true);
}
else
{
UpdateUInt32Value(static_cast<uint16>(UNIT_FIELD_POWER1) + power, curValue);
}
}
void Player::RegenerateHealth()
{
uint32 curValue = GetHealth();
uint32 maxValue = GetMaxHealth();
if (curValue >= maxValue)
return;
float HealthIncreaseRate = sWorld->getRate(RATE_HEALTH);
if (sWorld->getBoolConfig(CONFIG_LOW_LEVEL_REGEN_BOOST) && GetLevel() < 15)
HealthIncreaseRate = sWorld->getRate(RATE_HEALTH) * (2.066f - (GetLevel() * 0.066f));
float addvalue = 0.0f;
// polymorphed case
if (IsPolymorphed())
addvalue = (float)GetMaxHealth() / 3;
// normal regen case (maybe partly in combat case)
else if (!IsInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
{
addvalue = OCTRegenHPPerSpirit() * HealthIncreaseRate;
if (!IsStandState())
{
addvalue *= 1.33f;
}
AuraEffectList const& mModHealthRegenPct = GetAuraEffectsByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT);
for (AuraEffectList::const_iterator i = mModHealthRegenPct.begin(); i != mModHealthRegenPct.end(); ++i)
{
AddPct(addvalue, (*i)->GetAmount());
}
if (!IsInCombat())
{
addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_REGEN) * 2 * IN_MILLISECONDS / (5 * IN_MILLISECONDS);
}
else if (HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
{
ApplyPct(addvalue, GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT));
}
}
// always regeneration bonus (including combat)
addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT);
addvalue += m_baseHealthRegen / 2.5f;
if (addvalue < 0)
addvalue = 0;
ModifyHealth(int32(addvalue));
}
void Player::ResetAllPowers()
{
SetHealth(GetMaxHealth());
if (HasActivePowerType(POWER_MANA))
{
SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
}
if (HasActivePowerType(POWER_RAGE))
{
SetPower(POWER_RAGE, 0);
}
if (HasActivePowerType(POWER_ENERGY))
{
SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
}
if (HasActivePowerType(POWER_RUNIC_POWER))
{
SetPower(POWER_RUNIC_POWER, 0);
}
}
bool Player::CanInteractWithQuestGiver(Object* questGiver)
{
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 guid, uint32 npcflagmask)
{
// 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 (npcflagmask && !creature->HasNpcFlag(NPCFlags(npcflagmask)))
return nullptr;
// not allow interaction under control, but allow with own pets
if (creature->GetCharmerGUID())
return nullptr;
// xinef: perform better check
if (creature->GetReactionTo(this) <= REP_UNFRIENDLY)
return nullptr;
// xinef: not needed, CORRECTLY checked above including forced reputations etc
// not unfriendly
//if (FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(creature->GetFaction()))
// if (factionTemplate->faction)
// if (FactionEntry const* faction = sFactionStore.LookupEntry(factionTemplate->faction))
// if (faction->reputationListID >= 0 && GetReputationMgr().GetRank(faction) <= REP_UNFRIENDLY)
// return nullptr;
// not too far
if (!creature->IsWithinDistInMap(this, INTERACTION_DISTANCE))
return nullptr;
// pussywizard: many npcs have missing conditions for class training and rogue trainer can for eg. train dual wield to a shaman :/ too many to change in sql and watch in the future
// pussywizard: this function is not used when talking, but when already taking action (buy spell, reset talents, show spell list)
if (npcflagmask & (UNIT_NPC_FLAG_TRAINER | UNIT_NPC_FLAG_TRAINER_CLASS) && creature->GetCreatureTemplate()->trainer_type == TRAINER_TYPE_CLASS && !IsClass((Classes)creature->GetCreatureTemplate()->trainer_class, CLASS_CONTEXT_CLASS_TRAINER))
return nullptr;
return creature;
}
GameObject* Player::GetGameObjectIfCanInteractWith(ObjectGuid guid, GameobjectTypes type) const
{
if (GameObject* go = GetMap()->GetGameObject(guid))
{
if (go->GetGoType() == type)
{
// Players cannot interact with gameobjects that use the "Point" icon
if (go->GetGOInfo()->IconName == "Point")
{
return nullptr;
}
if (go->IsWithinDistInMap(this))
{
return go;
}
LOG_DEBUG("maps", "IsGameObjectOfTypeInRange: GameObject '{}' [{}] is too far away from player {} [{}] to be used by him (distance={}, maximal 10 is allowed)",
go->GetGOInfo()->name, go->GetGUID().ToString(), GetName(), GetGUID().ToString(), go->GetDistance(this));
}
}
return nullptr;
}
bool Player::IsFalling() const
{
// Xinef: Added !IsInFlight check
return GetPositionZ() < m_lastFallZ && !IsInFlight();
}
void Player::SetInWater(bool apply)
{
if (m_isInWater == apply)
return;
//define player in water by opcodes
//move player's guid into HateOfflineList of those mobs
//which can't swim and move guid back into ThreatList when
//on surface.
//TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
m_isInWater = apply;
// remove auras that need water/land
RemoveAurasWithInterruptFlags(apply ? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER : AURA_INTERRUPT_FLAG_NOT_UNDERWATER);
getHostileRefMgr().updateThreatTables();
if (InstanceScript* instance = GetInstanceScript())
instance->OnPlayerInWaterStateUpdate(this, apply);
}
bool Player::IsInAreaTriggerRadius(AreaTrigger const* trigger, float delta) const
{
if (!trigger || GetMapId() != trigger->map)
return false;
if (trigger->radius > 0)
{
// if we have radius check it
float dist = GetDistance(trigger->x, trigger->y, trigger->z);
if (dist > trigger->radius + delta)
return false;
}
else
{
Position center(trigger->x, trigger->y, trigger->z, trigger->orientation);
if (!IsWithinBox(center, trigger->length / 2 + delta, trigger->width / 2 + delta, trigger->height / 2 + delta))
return false;
}
return true;
}
void Player::SetGameMaster(bool on)
{
if (on)
{
m_ExtraFlags |= PLAYER_EXTRA_GM_ON;
if (GetSession()->IsGMAccount())
SetFaction(FACTION_FRIENDLY);
SetPlayerFlag(PLAYER_FLAGS_GM);
SetUnitFlag2(UNIT_FLAG2_ALLOW_CHEAT_SPELLS);
if (Pet* pet = GetPet())
{
if (GetSession()->IsGMAccount())
pet->SetFaction(FACTION_FRIENDLY);
pet->getHostileRefMgr().setOnlineOfflineState(false);
}
if (HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP))
{
RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
sScriptMgr->OnFfaPvpStateUpdate(this, false);
}
ResetContestedPvP();
getHostileRefMgr().setOnlineOfflineState(false);
CombatStopWithPets();
SetPhaseMask(uint32(PHASEMASK_ANYWHERE), false); // see and visible in all phases
m_serverSideVisibilityDetect.SetValue(SERVERSIDE_VISIBILITY_GM, GetSession()->GetSecurity());
}
else
{
// restore phase
uint32 newPhase = GetPhaseByAuras();
if (!newPhase)
newPhase = PHASEMASK_NORMAL;
SetPhaseMask(newPhase, false);
m_ExtraFlags &= ~ PLAYER_EXTRA_GM_ON;
SetFactionForRace(getRace(true));
RemovePlayerFlag(PLAYER_FLAGS_GM);
RemoveUnitFlag2(UNIT_FLAG2_ALLOW_CHEAT_SPELLS);
if (Pet* pet = GetPet())
{
pet->SetFaction(GetFaction());
pet->getHostileRefMgr().setOnlineOfflineState(true);
}
// restore FFA PvP Server state
if (sWorld->IsFFAPvPRealm())
{
if (!HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP))
{
SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
sScriptMgr->OnFfaPvpStateUpdate(this, true);
}
}
// restore FFA PvP area state, remove not allowed for GM mounts
UpdateArea(m_areaUpdateId);
getHostileRefMgr().setOnlineOfflineState(true);
m_serverSideVisibilityDetect.SetValue(SERVERSIDE_VISIBILITY_GM, SEC_PLAYER);
}
UpdateObjectVisibility();
}
void Player::SetGMVisible(bool on)
{
const uint32 VISUAL_AURA = 37800;
if (on)
{
RemoveAurasDueToSpell(VISUAL_AURA);
m_ExtraFlags &= ~PLAYER_EXTRA_GM_INVISIBLE;
m_serverSideVisibility.SetValue(SERVERSIDE_VISIBILITY_GM, SEC_PLAYER);
getHostileRefMgr().setOnlineOfflineState(false);
CombatStopWithPets();
}
else
{
AddAura(VISUAL_AURA, this);
m_ExtraFlags |= PLAYER_EXTRA_GM_INVISIBLE;
m_serverSideVisibility.SetValue(SERVERSIDE_VISIBILITY_GM, GetSession()->GetSecurity());
}
}
bool Player::IsGroupVisibleFor(Player const* p) const
{
switch (sWorld->getIntConfig(CONFIG_GROUP_VISIBILITY))
{
default:
return IsInSameGroupWith(p);
case 1:
return IsInSameRaidWith(p);
case 2:
return GetTeamId() == p->GetTeamId();
}
}
bool Player::IsInSameGroupWith(Player const* p) const
{
return p == this || (GetGroup() &&
GetGroup() == p->GetGroup() &&
GetGroup()->SameSubGroup(this, p));
}
///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
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);
group = nullptr; // gets deleted in disband
}
}
else
{
if (group->GetInviteeCount() <= 1)
{
group->RemoveAllInvites();
delete group;
group = nullptr;
}
}
}
void Player::RemoveFromGroup(Group* group, ObjectGuid guid, RemoveMethod method /* = GROUP_REMOVEMETHOD_DEFAULT*/, ObjectGuid kicker /* = ObjectGuid::Empty */, const char* reason /* = nullptr */)
{
if (group)
{
group->RemoveMember(guid, method, kicker, reason);
group = nullptr;
}
}
void Player::SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 BonusXP, bool recruitAFriend, float /*group_rate*/)
{
WorldPacket data(SMSG_LOG_XPGAIN, 22); // guess size?
data << (victim ? victim->GetGUID() : ObjectGuid::Empty); // guid
data << uint32(GivenXP + BonusXP); // given experience
data << uint8(victim ? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
if (victim)
{
data << uint32(GivenXP); // experience without bonus
// should use group_rate here but can't figure out how
data << float(1); // 1 - none 0 - 100% group bonus output
}
data << uint8(recruitAFriend ? 1 : 0); // does the GivenXP include a RaF bonus?
GetSession()->SendPacket(&data);
}
void Player::GiveXP(uint32 xp, Unit* victim, float group_rate, bool isLFGReward)
{
if (xp < 1)
{
return;
}
if (!IsAlive() && !GetBattlegroundId() && !isLFGReward)
{
return;
}
if (HasPlayerFlag(PLAYER_FLAGS_NO_XP_GAIN))
{
return;
}
if (victim && victim->GetTypeId() == TYPEID_UNIT && !victim->ToCreature()->hasLootRecipient())
{
return;
}
uint8 level = GetLevel();
// Favored experience increase START
uint32 zone = GetZoneId();
float favored_exp_mult = 0;
if ((zone == 3483 || zone == 3562 || zone == 3836 || zone == 3713 || zone == 3714) && (HasAura(32096) || HasAura(32098)))
favored_exp_mult = 0.05f; // Thrallmar's Favor and Honor Hold's Favor
xp = uint32(xp * (1 + favored_exp_mult));
// Favored experience increase END
// XP to money conversion processed in Player::RewardQuest
if (level >= sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
return;
uint32 bonus_xp = 0;
bool recruitAFriend = GetsRecruitAFriendBonus(true);
// RaF does NOT stack with rested experience
if (recruitAFriend)
bonus_xp = 2 * xp; // xp + bonus_xp must add up to 3 * xp for RaF; calculation for quests done client-side
else
bonus_xp = victim ? GetXPRestBonus(xp) : 0; // XP resting bonus
// hooks and multipliers can modify the xp with a zero or negative value
// check again before sending invalid xp to the client
if (xp < 1)
{
return;
}
SendLogXPGain(xp, victim, bonus_xp, recruitAFriend, group_rate);
uint32 curXP = GetUInt32Value(PLAYER_XP);
uint32 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
uint32 newXP = curXP + xp + bonus_xp;
while (newXP >= nextLvlXP && level < sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
{
newXP -= nextLvlXP;
if (level < sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
GiveLevel(level + 1);
level = GetLevel();
nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
}
SetUInt32Value(PLAYER_XP, newXP);
}
// Update player to next level
// Current player experience not update (must be update by caller)
void Player::GiveLevel(uint8 level)
{
uint8 oldLevel = GetLevel();
if (level == oldLevel)
return;
if (Guild* guild = GetGuild())
guild->UpdateMemberData(this, GUILD_MEMBER_DATA_LEVEL, level);
PlayerLevelInfo info;
sObjectMgr->GetPlayerLevelInfo(getRace(true), 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
UpdateSkillsToMaxSkillsForLevel();
_ApplyAllLevelScaleItemMods(true);
// set current level health and mana/energy to maximum after applying all mods.
SetFullHealth();
SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
if (GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
SetPower(POWER_FOCUS, 0);
SetPower(POWER_HAPPINESS, 0);
// update level to hunter/summon pet
if (Pet* pet = GetPet())
pet->SynchronizeLevelWithOwner();
MailLevelReward const* mailReward = sObjectMgr->GetMailLevelReward(level, getRaceMask());
if (mailReward && sScriptMgr->CanGiveMailRewardAtGiveLevel(this, level))
{
//- 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, 1, 0x01))
SetByteFlag(PLAYER_FIELD_BYTES, 1, 0x01);
}
SendQuestGiverStatusMultiple();
sScriptMgr->OnPlayerLevelChanged(this, oldLevel);
}
bool Player::IsMaxLevel() const
{
return GetLevel() >= GetUInt32Value(PLAYER_FIELD_MAX_LEVEL);
}
void Player::InitTalentForLevel()
{
uint32 talentPointsForLevel = CalculateTalentsPoints();
// xinef: more talent points that we have are used, reset
if (m_usedTalentCount > talentPointsForLevel)
resetTalents(true);
// xinef: else, recalculate free talent points count
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(true), getClass(), GetLevel(), &info);
uint32 maxPlayerLevel = sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL);
sScriptMgr->OnSetMaxLevel(this, maxPlayerLevel);
SetUInt32Value(PLAYER_FIELD_MAX_LEVEL, maxPlayerLevel);
SetUInt32Value(PLAYER_NEXT_LEVEL_XP, sObjectMgr->GetXPForLevel(GetLevel()));
// reset before any aura state sources (health set/aura apply)
SetUInt32Value(UNIT_FIELD_AURASTATE, 0);
UpdateSkillsForLevel();
// set default cast time multiplier
SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f);
// reset size before reapply auras
SetObjectScale(1.0f);
// save base values (bonuses already included in stored stats
for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
SetCreateStat(Stats(i), info.stats[i]);
for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
SetStat(Stats(i), info.stats[i]);
SetCreateHealth(classInfo.basehealth);
//set create powers
SetCreateMana(classInfo.basemana);
SetArmor(int32(m_createStats[STAT_AGILITY] * 2));
InitStatBuffMods();
//reset rating fields values
for (uint16 index = PLAYER_FIELD_COMBAT_RATING_1; index < PLAYER_FIELD_COMBAT_RATING_1 + MAX_COMBAT_RATING; ++index)
SetUInt32Value(index, 0);
SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS, 0);
for (uint8 i = 0; i < 7; ++i)
{
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
SetFloatValue(UNIT_FIELD_BASEATTACKTIME, 2000.0f);
SetFloatValue(UNIT_FIELD_BASEATTACKTIME + 1, 2000.0f); // offhand attack time
SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME, 2000.0f);
SetFloatValue(UNIT_FIELD_MINDAMAGE, 0.0f);
SetFloatValue(UNIT_FIELD_MAXDAMAGE, 0.0f);
SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, 0.0f);
SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, 0.0f);
SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, 0.0f);
SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, 0.0f);
SetInt32Value(UNIT_FIELD_ATTACK_POWER, 0);
SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, 0);
SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER, 0.0f);
SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER, 0);
SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS, 0);
SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER, 0.0f);
// Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
SetFloatValue(PLAYER_CRIT_PERCENTAGE, 0.0f);
SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE, 0.0f);
SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE, 0.0f);
// Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
for (uint8 i = 0; i < 7; ++i)
SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1 + i, 0.0f);
SetFloatValue(PLAYER_PARRY_PERCENTAGE, 0.0f);
SetFloatValue(PLAYER_BLOCK_PERCENTAGE, 0.0f);
SetUInt32Value(PLAYER_SHIELD_BLOCK, 0);
// Dodge percentage
SetFloatValue(PLAYER_DODGE_PERCENTAGE, 0.0f);
// set armor (resistance 0) to original value (create_agility*2)
SetArmor(int32(m_createStats[STAT_AGILITY] * 2));
SetResistanceBuffMods(SpellSchools(0), true, 0.0f);
SetResistanceBuffMods(SpellSchools(0), false, 0.0f);
// set other resistance to original value (0)
for (uint8 i = 1; i < MAX_SPELL_SCHOOL; ++i)
{
SetResistance(SpellSchools(i), 0);
SetResistanceBuffMods(SpellSchools(i), true, 0.0f);
SetResistanceBuffMods(SpellSchools(i), false, 0.0f);
}
SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE, 0);
SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE, 0);
for (uint8 i = 0; i < MAX_SPELL_SCHOOL; ++i)
{
SetUInt32Value(UNIT_FIELD_POWER_COST_MODIFIER + i, 0);
SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER + i, 0.0f);
}
// Reset no reagent cost field
for (uint8 i = 0; i < 3; ++i)
SetUInt32Value(PLAYER_NO_REAGENT_COST_1 + i, 0);
// Init data for form but skip reapply item mods for form
InitDataForForm(reapplyMods);
// save new stats
for (uint8 i = POWER_MANA; i < MAX_POWERS; ++i)
SetMaxPower(Powers(i), uint32(GetCreatePowers(Powers(i))));
SetMaxHealth(classInfo.basehealth); // stamina bonus will applied later
// cleanup mounted state (it will set correctly at aura loading if player saved at mount.
SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, 0);
// cleanup unit flags (will be re-applied if need at aura load).
RemoveFlag(UNIT_FIELD_FLAGS,
UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_NOT_ATTACKABLE_1 |
UNIT_FLAG_LOOTING | UNIT_FLAG_PET_IN_COMBAT | UNIT_FLAG_SILENCED |
UNIT_FLAG_PACIFIED | UNIT_FLAG_STUNNED | UNIT_FLAG_IN_COMBAT |
UNIT_FLAG_DISARMED | UNIT_FLAG_CONFUSED | UNIT_FLAG_FLEEING |
UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_SKINNABLE | UNIT_FLAG_MOUNT |
UNIT_FLAG_TAXI_FLIGHT);
SetImmuneToAll(false);
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.
RemovePlayerFlag(PLAYER_FLAGS_AFK | PLAYER_FLAGS_DND | PLAYER_FLAGS_GM | PLAYER_FLAGS_GHOST | PLAYER_ALLOW_ONLY_ABILITY);
RemoveStandFlags(UNIT_STAND_FLAGS_ALL); // one form stealth modified bytes
if (HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP))
{
RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP | UNIT_BYTE2_FLAG_SANCTUARY);
sScriptMgr->OnFfaPvpStateUpdate(this, false);
}
// restore if need some important flags
SetUInt32Value(PLAYER_FIELD_BYTES2, 0); // flags empty by default
if (reapplyMods) // reapply stats values only on .reset stats (level) command
_ApplyAllStatBonuses();
// set current level health and mana/energy to maximum after applying all mods.
SetFullHealth();
SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
if (GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
SetPower(POWER_FOCUS, 0);
SetPower(POWER_HAPPINESS, 0);
SetPower(POWER_RUNIC_POWER, 0);
// update level to hunter/summon pet
if (Pet* pet = GetPet())
pet->SynchronizeLevelWithOwner();
}
bool Player::HasActivePowerType(Powers power)
{
if (sScriptMgr->OnPlayerHasActivePowerType(this, power))
return true;
else
return (getPowerType() == power);
}
void Player::SendInitialSpells()
{
uint32 curTime = GameTime::GetGameTimeMS().count();
uint32 infTime = GameTime::GetGameTimeMS().count() + infinityCooldownDelayCheck;
uint16 spellCount = 0;
WorldPacket data(SMSG_INITIAL_SPELLS, (1 + 2 + 4 * m_spells.size() + 2 + m_spellCooldowns.size() * (4 + 2 + 2 + 4 + 4)));
data << uint8(0);
std::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->IsInSpec(GetActiveSpec()))
continue;
data << uint32(itr->first);
data << uint16(0); // it's not slot id
++spellCount;
}
// Added spells from glyphs too (needed by spell tooltips)
for (uint8 i = 0; i < MAX_GLYPH_SLOT_INDEX; ++i)
{
if (uint32 glyph = GetGlyph(i))
{
if (GlyphPropertiesEntry const* glyphEntry = sGlyphPropertiesStore.LookupEntry(glyph))
{
data << uint32(glyphEntry->SpellId);
data << uint16(0); // it's not slot id
++spellCount;
}
}
}
// xinef: we have to send talents, but not those on m_spells list
for (PlayerTalentMap::iterator itr = m_talents.begin(); itr != m_talents.end(); ++itr)
{
if (itr->second->State == PLAYERSPELL_REMOVED)
continue;
// xinef: remove all active talent auras
if (!(itr->second->specMask & GetActiveSpecMask()))
continue;
// xinef: already sent from m_spells
if (itr->second->inSpellBook)
continue;
data << uint32(itr->first);
data << uint16(0); // it's not slot id
++spellCount;
}
data.put<uint16>(countPos, spellCount); // write real count value
uint16 spellCooldowns = m_spellCooldowns.size();
data << uint16(spellCooldowns);
for (SpellCooldowns::const_iterator itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end(); ++itr)
{
if (!itr->second.needSendToClient)
continue;
SpellInfo const* sEntry = sSpellMgr->GetSpellInfo(itr->first);
if (!sEntry)
continue;
data << uint32(itr->first);
data << uint16(itr->second.itemid); // cast item id
data << uint16(itr->second.category); // spell category
// send infinity cooldown in special format
if (itr->second.end >= infTime)
{
data << uint32(1); // cooldown
data << uint32(0x80000000); // category cooldown
continue;
}
uint32 cooldown = itr->second.end > curTime ? itr->second.end - curTime : 0;
data << uint32(itr->second.category ? 0 : cooldown); // cooldown
data << uint32(itr->second.category ? cooldown : 0); // category cooldown
}
GetSession()->SendPacket(&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)
{
WorldPacket data(SMSG_SEND_MAIL_RESULT, (4 + 4 + 4 + (mailError == MAIL_ERR_EQUIP_ERROR ? 4 : (mailAction == MAIL_ITEM_TAKEN ? 4 + 4 : 0))));
data << (uint32) mailId;
data << (uint32) mailAction;
data << (uint32) mailError;
if (mailError == MAIL_ERR_EQUIP_ERROR)
data << (uint32) equipError;
else if (mailAction == MAIL_ITEM_TAKEN)
{
data << (uint32) item_guid; // item guid low?
data << (uint32) item_count; // item count?
}
GetSession()->SendPacket(&data);
}
void Player::SendNewMail()
{
// deliver undelivered mail
WorldPacket data(SMSG_RECEIVED_MAIL, 4);
data << (uint32) 0;
GetSession()->SendPacket(&data);
}
void Player::AddNewMailDeliverTime(time_t deliver_time)
{
if (deliver_time <= GameTime::GetGameTime().count()) // ready now
{
++unReadMails;
SendNewMail();
}
else // not ready and no have ready mails
{
if (!m_nextMailDelivereTime || m_nextMailDelivereTime > deliver_time)
m_nextMailDelivereTime = deliver_time;
}
}
bool Player::addTalent(uint32 spellId, uint8 addSpecMask, uint8 oldTalentRank)
{
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (!SpellMgr::CheckSpellValid(spellInfo, spellId, true))
return false;
TalentSpellPos const* talentPos = GetTalentSpellPos(spellId);
if (!talentPos)
return false;
TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentPos->talent_id);
if (!talentInfo)
return false;
// xinef: remove old talent rank if any
if (oldTalentRank)
{
_removeTalent(talentInfo->RankID[oldTalentRank - 1], addSpecMask);
_removeTalentAurasAndSpells(talentInfo->RankID[oldTalentRank - 1]);
SendLearnPacket(talentInfo->RankID[oldTalentRank - 1], false);
}
// xinef: add talent auras and spells
if (GetActiveSpecMask() & addSpecMask)
_addTalentAurasAndSpells(spellId);
// xinef: find the spell on our talent map
PlayerTalentMap::iterator itr = m_talents.find(spellId);
// xinef: we do not have such a spell on our talent map
if (itr == m_talents.end())
{
PlayerSpellState state = isBeingLoaded() ? PLAYERSPELL_UNCHANGED : PLAYERSPELL_NEW;
PlayerTalent* newTalent = new PlayerTalent();
newTalent->State = state;
newTalent->specMask = addSpecMask;
newTalent->talentID = talentInfo->TalentID;
newTalent->inSpellBook = talentInfo->addToSpellBook && !spellInfo->HasAttribute(SPELL_ATTR0_PASSIVE) && !spellInfo->HasEffect(SPELL_EFFECT_LEARN_SPELL);
m_talents[spellId] = newTalent;
return true;
}
// xinef: if current mask does not cover addMask, add it to iterator and save changes to DB
else if (!(itr->second->specMask & addSpecMask))
{
itr->second->specMask |= addSpecMask;
if (itr->second->State != PLAYERSPELL_NEW)
itr->second->State = PLAYERSPELL_CHANGED;
return true;
}
return false;
}
void Player::_removeTalent(uint32 spellId, uint8 specMask)
{
PlayerTalentMap::iterator itr = m_talents.find(spellId);
if (itr == m_talents.end() || itr->second->State == PLAYERSPELL_REMOVED)
return;
_removeTalent(itr, specMask);
}
void Player::_removeTalent(PlayerTalentMap::iterator& itr, uint8 specMask)
{
// xinef: remove spec mask from iterator
itr->second->specMask &= ~specMask;
// xinef: if talent is not present in any spec - remove
if (itr->second->specMask == 0)
{
if (itr->second->State == PLAYERSPELL_NEW)
{
delete itr->second;
m_talents.erase(itr);
return;
}
else
itr->second->State = PLAYERSPELL_REMOVED;
}
// xinef: otherwise save changes to DB
else if (itr->second->State != PLAYERSPELL_NEW)
itr->second->State = PLAYERSPELL_CHANGED;
}
void Player::_removeTalentAurasAndSpells(uint32 spellId)
{
RemoveOwnedAura(spellId);
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
{
// pussywizard: remove pet auras
if (PetAura const* petSpell = sSpellMgr->GetPetAura(spellId, i))
RemovePetAura(petSpell);
// pussywizard: remove all triggered auras
if (spellInfo->Effects[i].TriggerSpell > 0)
RemoveAurasDueToSpell(spellInfo->Effects[i].TriggerSpell);
// xinef: remove temporary spells added by talent
// xinef: recursively remove all learnt spells
if (spellInfo->Effects[i].TriggerSpell > 0 && spellInfo->Effects[i].Effect == SPELL_EFFECT_LEARN_SPELL)
{
removeSpell(spellInfo->Effects[i].TriggerSpell, SPEC_MASK_ALL, true);
_removeTalentAurasAndSpells(spellInfo->Effects[i].TriggerSpell);
}
}
}
void Player::_addTalentAurasAndSpells(uint32 spellId)
{
// pussywizard: spells learnt from talents are added as TEMPORARY, so not saved to db (only the talent itself is saved)
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (spellInfo->HasEffect(SPELL_EFFECT_LEARN_SPELL))
{
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
if (spellInfo->Effects[i].Effect == SPELL_EFFECT_LEARN_SPELL && !sSpellMgr->IsAdditionalTalentSpell(spellInfo->Effects[i].TriggerSpell))
_addSpell(spellInfo->Effects[i].TriggerSpell, SPEC_MASK_ALL, true);
}
else if (spellInfo->IsPassive() || (spellInfo->HasAttribute(SPELL_ATTR0_DO_NOT_DISPLAY) && spellInfo->Stances))
{
if (IsNeedCastPassiveSpellAtLearn(spellInfo))
CastSpell(this, spellId, true);
}
}
void Player::SendLearnPacket(uint32 spellId, bool learn)
{
if (learn)
{
WorldPacket data(SMSG_LEARNED_SPELL, 6);
data << uint32(spellId);
data << uint16(0);
GetSession()->SendPacket(&data);
}
else
{
WorldPacket data(SMSG_REMOVED_SPELL, 4);
data << uint32(spellId);
GetSession()->SendPacket(&data);
}
}
bool Player::addSpell(uint32 spellId, uint8 addSpecMask, bool updateActive, bool temporary /*= false*/, bool learnFromSkill /*= false*/)
{
if (!_addSpell(spellId, addSpecMask, temporary, learnFromSkill))
return false;
if (!updateActive)
return true;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId); // must exist, checked in _addSpell
// pussywizard: now update active state for all ranks of this spell! and send packet to swap on action bar
// pussywizard: assumption - it's in all specs, can't be a talent
if (!spellInfo->IsStackableWithRanks() && spellInfo->IsRanked())
{
SpellInfo const* nextSpellInfo = sSpellMgr->GetSpellInfo(sSpellMgr->GetFirstSpellInChain(spellInfo->Id));
while (nextSpellInfo)
{
PlayerSpellMap::iterator itr = m_spells.find(nextSpellInfo->Id);
if (itr != m_spells.end() && itr->second->State != PLAYERSPELL_REMOVED && itr->second->Active)
{
if (nextSpellInfo->GetRank() < spellInfo->GetRank())
{
itr->second->Active = false;
if (IsInWorld())
{
WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4);
data << uint32(nextSpellInfo->Id);
data << uint32(spellInfo->Id);
GetSession()->SendPacket(&data);
}
return false;
}
else if (nextSpellInfo->GetRank() > spellInfo->GetRank())
{
PlayerSpellMap::iterator itr2 = m_spells.find(spellInfo->Id);
if (itr2 != m_spells.end())
itr2->second->Active = false;
return false;
}
}
nextSpellInfo = nextSpellInfo->GetNextRankSpell();
}
}
return true;
}
bool Player::_addSpell(uint32 spellId, uint8 addSpecMask, bool temporary, bool learnFromSkill /*= false*/)
{
// pussywizard: this can be called to OVERWRITE currently existing spell params! usually to set active = false for lower ranks of a spell
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (!SpellMgr::CheckSpellValid(spellInfo, spellId, false))
return false;
// pussywizard: already found and temporary, nothing to do
PlayerSpellMap::iterator itr = m_spells.find(spellId);
if (itr != m_spells.end() && itr->second->State == PLAYERSPELL_TEMPORARY)
return false;
// xinef: send packet so client can properly recognize this new spell
// xinef: ignore passive spells and spells with learn effect
// xinef: send spells with no aura effects (ie dual wield)
if (IsInWorld() && !isBeingLoaded() && temporary && !learnFromSkill && (!spellInfo->HasAttribute(SpellAttr0(SPELL_ATTR0_PASSIVE | SPELL_ATTR0_DO_NOT_DISPLAY)) || !spellInfo->HasAnyAura()) && !spellInfo->HasEffect(SPELL_EFFECT_LEARN_SPELL))
SendLearnPacket(spellInfo->Id, true);
// xinef: DO NOT allow to learn spell with effect learn spell!
// xinef: if spell possess spell learn effects only, learn those spells as temporary (eg. Metamorphosis, Tree of Life)
if (temporary && spellInfo->HasEffect(SPELL_EFFECT_LEARN_SPELL))
{
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
if (spellInfo->Effects[i].IsEffect())
{
if (spellInfo->Effects[i].Effect != SPELL_EFFECT_LEARN_SPELL)
{
LOG_INFO("entities.player", "TRYING TO LEARN SPELL WITH EFFECT LEARN: {}, PLAYER: {}", spellId, GetGUID().ToString());
return false;
//ABORT();
}
else if (SpellInfo const* learnSpell = sSpellMgr->GetSpellInfo(spellInfo->Effects[i].TriggerSpell))
_addSpell(learnSpell->Id, SPEC_MASK_ALL, true);
}
return false;
}
if (itr != m_spells.end()) // pussywizard: already know this spell, so update information
{
// pussywizard: do nothing if already set as wanted
if (itr->second->State != PLAYERSPELL_REMOVED && (itr->second->specMask & addSpecMask) == addSpecMask)
return false;
// pussywizard: need cast auras, learn linked spells, do professions stuff, etc.
// pussywizard: but only for spells that are really added (inactive -> active OR added to current spec)
bool spellIsNew = true;
// pussywizard: present in m_spells, not removed, already in current spec, already active
if (itr->second->State != PLAYERSPELL_REMOVED && itr->second->IsInSpec(m_activeSpec))
spellIsNew = false;
// pussywizard: update info in m_spells
if (itr->second->State != PLAYERSPELL_NEW && (itr->second->specMask & addSpecMask) != addSpecMask)
itr->second->State = PLAYERSPELL_CHANGED;
itr->second->Active = true;
itr->second->specMask |= addSpecMask;
if (!spellIsNew)
return true;
}
else // pussywizard: not found in m_spells
{
PlayerSpell* newspell = new PlayerSpell;
newspell->Active = true;
newspell->State = temporary ? PLAYERSPELL_TEMPORARY : (isBeingLoaded() ? PLAYERSPELL_UNCHANGED : PLAYERSPELL_NEW);
newspell->specMask = addSpecMask;
m_spells[spellId] = newspell;
}
// pussywizard: return if spell not in current spec
// pussywizard: return true to fix active for ranks, this condition is true only at loading, so no problems with learning packets
if (!((1 << GetActiveSpec()) & addSpecMask))
return true;
// xinef: do not add spells with effect learn spell
if (spellInfo->HasEffect(SPELL_EFFECT_LEARN_SPELL))
{
LOG_INFO("entities.player", "TRYING TO LEARN SPELL WITH EFFECT LEARN 2: {}, PLAYER: {}", spellId, GetGUID().ToString());
m_spells.erase(spellInfo->Id); // mem leak, but should never happen
return false;
//ABORT();
}
// pussywizard: cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
else if (spellInfo->IsPassive() || (spellInfo->HasAttribute(SPELL_ATTR0_DO_NOT_DISPLAY) && spellInfo->Stances))
{
if (IsNeedCastPassiveSpellAtLearn(spellInfo))
CastSpell(this, spellId, true);
}
// pussywizard: cast and return, learnt spells will update profession count, etc.
else if (spellInfo->HasEffect(SPELL_EFFECT_SKILL_STEP))
{
CastSpell(this, spellId, true);
return false;
}
// xinef: unapply aura stats if dont meet requirements
// xinef: handle only if player is not loaded, loading is handled in loadfromdb
if (!isBeingLoaded())
if (Aura* aura = GetAura(spellId))
{
if (aura->GetSpellInfo()->CasterAuraState == AURA_STATE_HEALTHLESS_35_PERCENT ||
aura->GetSpellInfo()->CasterAuraState == AURA_STATE_HEALTH_ABOVE_75_PERCENT ||
aura->GetSpellInfo()->CasterAuraState == AURA_STATE_HEALTHLESS_20_PERCENT )
if (!HasAuraState((AuraStateType)aura->GetSpellInfo()->CasterAuraState))
aura->HandleAllEffects(aura->GetApplicationOfTarget(GetGUID()), AURA_EFFECT_HANDLE_REAL, false);
}
// pussywizard: update free primary prof points
if (uint32 freeProfs = GetFreePrimaryProfessionPoints())
{
if (spellInfo->IsPrimaryProfessionFirstRank())
SetFreePrimaryProfessions(freeProfs - 1);
}
uint16 maxskill = GetMaxSkillValueForLevel();
SpellLearnSkillNode const* spellLearnSkill = sSpellMgr->GetSpellLearnSkill(spellId);
SkillLineAbilityMapBounds skill_bounds = sSpellMgr->GetSkillLineAbilityMapBounds(spellId);
// xinef: set appropriate skill value
if (spellLearnSkill)
{
uint32 skill_value = GetPureSkillValue(spellLearnSkill->skill);
uint32 skill_max_value = GetPureMaxSkillValue(spellLearnSkill->skill);
uint32 new_skill_max_value = spellLearnSkill->maxvalue == 0 ? maxskill : spellLearnSkill->maxvalue;
if (skill_value < spellLearnSkill->value)
skill_value = spellLearnSkill->value;
if (skill_max_value < new_skill_max_value)
skill_max_value = new_skill_max_value;
SetSkill(spellLearnSkill->skill, spellLearnSkill->step, skill_value, skill_max_value);
}
else
{
// not ranked skills
for (SkillLineAbilityMap::const_iterator _spell_idx = skill_bounds.first; _spell_idx != skill_bounds.second; ++_spell_idx)
{
SkillLineEntry const* pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->SkillLine);
if (!pSkill)
{
continue;
}
/// @todo confirm if rogues start wth lockpicking skill at level 1 but only recieve the spell to use it at level 16
// Added for runeforging, it is confirmed via sniff that this happens when death knights learn the spell, not on 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 (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
{
if (spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED && spellInfo->Effects[i].CalcValue() == 310)
{
SetHas310Flyer(true);
}
}
}
}
}
// xinef: update achievement criteria
if (!GetSession()->PlayerLoading())
{
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;
}
bool Player::IsNeedCastPassiveSpellAtLearn(SpellInfo const* spellInfo) const
{
// note: form passives activated with shapeshift spells be implemented by HandleShapeshiftBoosts instead of spell_learn_spell
// talent dependent passives activated at form apply have proper stance data
ShapeshiftForm form = GetShapeshiftForm();
return (!spellInfo->Stances || (form && (spellInfo->Stances & (1 << (form - 1)))) ||
(!form && spellInfo->HasAttribute(SPELL_ATTR2_ALLOW_WHILE_NOT_SHAPESHIFTED)));
}
void Player::learnSpell(uint32 spellId, bool temporary /*= false*/, bool learnFromSkill /*= false*/)
{
// Xinef: don't allow to learn active spell once more
if (HasActiveSpell(spellId))
{
LOG_DEBUG("entities.player", "Player ({}) tries to learn already active spell: {}", GetGUID().ToString(), spellId);
return;
}
uint32 firstRankSpellId = sSpellMgr->GetFirstSpellInChain(spellId);
bool thisSpec = GetTalentSpellCost(firstRankSpellId) > 0 || sSpellMgr->IsAdditionalTalentSpell(firstRankSpellId);
bool added = addSpell(spellId, thisSpec ? GetActiveSpecMask() : SPEC_MASK_ALL, true, temporary, learnFromSkill);
if (added)
{
sScriptMgr->OnPlayerLearnSpell(this, spellId);
// pussywizard: a system message "you have learnt spell X (rank Y)"
if (IsInWorld())
SendLearnPacket(spellId, true);
}
// pussywizard: rank stuff at the end!
if (uint32 nextSpell = sSpellMgr->GetNextSpellInChain(spellId))
{
// pussywizard: lookup next rank in m_spells (the only talents on m_spella are for example pyroblast, that have all ranks restored upon learning rank 1)
// pussywizard: next ranks must not be in current spec (otherwise no need to learn already learnt)
PlayerSpellMap::iterator itr = m_spells.find(nextSpell);
if (itr != m_spells.end() && itr->second->State != PLAYERSPELL_REMOVED && !itr->second->IsInSpec(m_activeSpec))
learnSpell(nextSpell, temporary);
}
// xinef: if we learn new spell, check all spells requiring this spell, if we have such a spell, and it is not in current spec - learn it
SpellsRequiringSpellMapBounds spellsRequiringSpell = sSpellMgr->GetSpellsRequiringSpellBounds(spellId);
for (SpellsRequiringSpellMap::const_iterator itr = spellsRequiringSpell.first; itr != spellsRequiringSpell.second; ++itr)
{
PlayerSpellMap::iterator itr2 = m_spells.find(itr->second);
if (itr2 != m_spells.end() && itr2->second->State != PLAYERSPELL_REMOVED && !itr2->second->IsInSpec(m_activeSpec))
learnSpell(itr2->first, temporary);
}
}
void Player::removeSpell(uint32 spell_id, uint8 removeSpecMask, bool onlyTemporary)
{
PlayerSpellMap::iterator itr = m_spells.find(spell_id);
if (itr == m_spells.end())
return;
// pussywizard: nothing to do if already removed or not in specs of removeSpecMask
if (itr->second->State == PLAYERSPELL_REMOVED || (itr->second->specMask & removeSpecMask) == 0)
return;
// pussywizard: avoid any possible bugs
if (onlyTemporary && itr->second->State != PLAYERSPELL_TEMPORARY)
return;
// pussywizard: remove non-talent higher ranks (recursive)
// pussywizard: do this at the beginning, not in the middle of removing!
if (uint32 nextSpell = sSpellMgr->GetNextSpellInChain(spell_id))
if (!GetTalentSpellPos(nextSpell))
removeSpell(nextSpell, removeSpecMask, onlyTemporary);
// xinef: if current spell has talentcost, remove spells requiring this spell
uint32 firstRankSpellId = sSpellMgr->GetFirstSpellInChain(spell_id);
if (GetTalentSpellCost(firstRankSpellId))
{
SpellsRequiringSpellMapBounds spellsRequiringSpell = sSpellMgr->GetSpellsRequiringSpellBounds(firstRankSpellId);
for (auto spellsItr = spellsRequiringSpell.first; spellsItr != spellsRequiringSpell.second; ++spellsItr)
{
removeSpell(spellsItr->second, removeSpecMask, onlyTemporary);
}
}
// pussywizard: re-search, it can be corrupted in prev loop
itr = m_spells.find(spell_id);
if (itr == m_spells.end())
return;
itr->second->specMask = (((uint8)itr->second->specMask) & ~removeSpecMask); // pussywizard: update specMask in map
// pussywizard: some more conditions needed for spells like pyroblast (shouldn't be fully removed when not available in any spec, should stay in db with specMask = 0)
if (GetTalentSpellCost(firstRankSpellId) == 0 && !sSpellMgr->IsAdditionalTalentSpell(firstRankSpellId) && itr->second->specMask == 0)
{
if (itr->second->State == PLAYERSPELL_NEW || itr->second->State == PLAYERSPELL_TEMPORARY)
{
delete itr->second;
m_spells.erase(itr);
}
else
itr->second->State = PLAYERSPELL_REMOVED;
}
else if (itr->second->State != PLAYERSPELL_NEW && itr->second->State != PLAYERSPELL_TEMPORARY)
itr->second->State = PLAYERSPELL_CHANGED;
// xinef: this is used for talents and they are not removed in removeSpell function...
// xinef: however ill leave this here just in case
// pussywizard: remove owned aura obtained from currently removed spell
RemoveOwnedAura(spell_id);
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spell_id);
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
{
// pussywizard: remove pet auras
if (PetAura const* petSpell = sSpellMgr->GetPetAura(spell_id, i))
RemovePetAura(petSpell);
// pussywizard: remove all triggered auras
if (spellInfo->Effects[i].TriggerSpell > 0)
RemoveAurasDueToSpell(spellInfo->Effects[i].TriggerSpell);
}
// pussywizard: update free primary prof points
if (spellInfo->IsPrimaryProfessionFirstRank())
{
uint32 freeProfs = GetFreePrimaryProfessionPoints() + 1;
if (freeProfs <= sWorld->getIntConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL))
SetFreePrimaryProfessions(freeProfs);
}
// pussywizard: update 310 flyer
if (Has310Flyer(false))
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
if (spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED && spellInfo->Effects[i].CalcValue() == 310)
Has310Flyer(true, spell_id);
// pussywizard: remove dependent skill
SpellLearnSkillNode const* spellLearnSkill = sSpellMgr->GetSpellLearnSkill(spell_id);
if (spellLearnSkill)
{
uint32 prev_spell = sSpellMgr->GetPrevSpellInChain(spell_id);
if (!prev_spell) // pussywizard: first rank, remove skill
SetSkill(spellLearnSkill->skill, 0, 0, 0);
else // pussywizard: search previous ranks
{
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) // pussywizard: not found prev skill setting, remove skill
SetSkill(spellLearnSkill->skill, 0, 0, 0);
else // pussywizard: set to prev skill setting values
{
uint32 skill_value = GetPureSkillValue(prevSkill->skill);
uint32 skill_max_value = GetPureMaxSkillValue(prevSkill->skill);
uint32 new_skill_max_value = prevSkill->maxvalue == 0 ? GetMaxSkillValueForLevel() : prevSkill->maxvalue;
if (skill_value > prevSkill->value)
skill_value = prevSkill->value;
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
{
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 (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
{
if (spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED &&
spellInfo->Effects[i].CalcValue() == 310)
{
Has310Flyer(true, spell_id); // with true as first argument its also used to set/remove the flag
break;
}
}
}
}
}
}
// pussywizard: remove from spell book (can't be replaced by previous rank, because such spells can't be unlearnt)
if (!onlyTemporary || ((!spellInfo->HasAttribute(SpellAttr0(SPELL_ATTR0_PASSIVE | SPELL_ATTR0_DO_NOT_DISPLAY)) || !spellInfo->HasAnyAura()) && !spellInfo->HasEffect(SPELL_EFFECT_LEARN_SPELL)))
{
sScriptMgr->OnPlayerForgotSpell(this, spell_id);
SendLearnPacket(spell_id, false);
}
}
bool Player::Has310Flyer(bool checkAllSpells, uint32 excludeSpellId)
{
if (!checkAllSpells)
return m_ExtraFlags & PLAYER_EXTRA_HAS_310_FLYER;
else
{
SetHas310Flyer(false);
SpellInfo const* spellInfo;
for (PlayerSpellMap::iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
{
// pussywizard:
if (itr->second->State == PLAYERSPELL_REMOVED)
continue;
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 (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
if (spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED &&
spellInfo->Effects[i].CalcValue() == 310)
{
SetHas310Flyer(true);
return true;
}
}
}
}
return false;
}
void Player::RemoveSpellCooldown(uint32 spell_id, bool update /* = false */)
{
m_spellCooldowns.erase(spell_id);
if (update)
SendClearCooldown(spell_id, this);
}
void Player::RemoveCategoryCooldown(uint32 cat)
{
SpellCategoryStore::const_iterator i_scstore = sSpellsByCategoryStore.find(cat);
if (i_scstore != sSpellsByCategoryStore.end())
for (SpellCategorySet::const_iterator i_scset = i_scstore->second.begin(); i_scset != i_scstore->second.end(); ++i_scset)
RemoveSpellCooldown(i_scset->second, true);
}
void Player::RemoveArenaSpellCooldowns(bool removeActivePetCooldowns)
{
// remove cooldowns on spells that have < 10 min CD
uint32 infTime = GameTime::GetGameTimeMS().count() + infinityCooldownDelayCheck;
SpellCooldowns::iterator itr, next;
for (itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end(); itr = next)
{
next = itr;
++next;
SpellInfo const* spellInfo = sSpellMgr->CheckSpellInfo(itr->first);
if (!spellInfo)
{
continue;
}
if (spellInfo->HasAttribute(SPELL_ATTR4_IGNORE_DEFAULT_ARENA_RESTRICTIONS))
RemoveSpellCooldown(itr->first, true);
else if (spellInfo->RecoveryTime < 10 * MINUTE * IN_MILLISECONDS && spellInfo->CategoryRecoveryTime < 10 * MINUTE * IN_MILLISECONDS && itr->second.end < infTime// xinef: dont remove active cooldowns - bugz
&& itr->second.maxduration < 10 * MINUTE * IN_MILLISECONDS) // xinef: dont clear cooldowns that have maxduration > 10 minutes (eg item cooldowns with no spell.dbc cooldown info)
RemoveSpellCooldown(itr->first, true);
}
// pet cooldowns
if (removeActivePetCooldowns)
if (Pet* pet = GetPet())
{
// notify player
for (CreatureSpellCooldowns::const_iterator itr2 = pet->m_CreatureSpellCooldowns.begin(); itr2 != pet->m_CreatureSpellCooldowns.end(); ++itr2)
SendClearCooldown(itr2->first, pet);
// actually clear cooldowns
pet->m_CreatureSpellCooldowns.clear();
}
}
void Player::RemoveAllSpellCooldown()
{
uint32 infTime = GameTime::GetGameTimeMS().count() + infinityCooldownDelayCheck;
if (!m_spellCooldowns.empty())
{
for (SpellCooldowns::const_iterator itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end(); ++itr)
if (itr->second.end < infTime)
SendClearCooldown(itr->first, this);
m_spellCooldowns.clear();
}
}
void Player::_LoadSpellCooldowns(PreparedQueryResult result)
{
// some cooldowns can be already set at aura loading...
//QueryResult* result = CharacterDatabase.Query("SELECT spell, category, item, time FROM character_spell_cooldown WHERE guid = '{}'", GetGUID().GetCounter()());
if (result)
{
time_t curTime = GameTime::GetGameTime().count();
do
{
Field* fields = result->Fetch();
uint32 spell_id = fields[0].Get<uint32>();
uint16 category = fields[1].Get<uint16>();
uint32 item_id = fields[2].Get<uint32>();
uint32 db_time = fields[3].Get<uint32>();
bool needSend = fields[4].Get<bool>();
if (!sSpellMgr->GetSpellInfo(spell_id))
{
LOG_ERROR("entities.player", "Player {} has unknown spell {} in `character_spell_cooldown`, skipping.", GetGUID().ToString(), spell_id);
continue;
}
// skip outdated cooldown
if (db_time <= curTime)
continue;
_AddSpellCooldown(spell_id, category, item_id, (db_time - curTime) * IN_MILLISECONDS, needSend);
LOG_DEBUG("entities.player.loading", "Player ({}) spell {}, item {} cooldown loaded ({} secs).", GetGUID().ToString(), spell_id, item_id, uint32(db_time - curTime));
} while (result->NextRow());
}
}
void Player::_SaveSpellCooldowns(CharacterDatabaseTransaction trans, bool logout)
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SPELL_COOLDOWN);
stmt->SetData(0, GetGUID().GetCounter());
trans->Append(stmt);
time_t curTime = GameTime::GetGameTime().count();
uint32 curMSTime = GameTime::GetGameTimeMS().count();
uint32 infTime = curMSTime + infinityCooldownDelayCheck;
bool first_round = true;
std::ostringstream ss;
// remove outdated and save active
for (SpellCooldowns::iterator itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end();)
{
// Xinef: dummy cooldown for procs
if (itr->first == uint32(-1))
{
++itr;
continue;
}
if (itr->second.end <= curMSTime + 1000)
m_spellCooldowns.erase(itr++);
else if (itr->second.end <= infTime && (logout || itr->second.end > (curMSTime + 5 * MINUTE * IN_MILLISECONDS))) // not save locked cooldowns, it will be reset or set at reload
{
if (first_round)
{
ss << "INSERT INTO character_spell_cooldown (guid, spell, category, item, time, needSend) VALUES ";
first_round = false;
}
// next new/changed record prefix
else
ss << ',';
uint64 cooldown = uint64(((itr->second.end - curMSTime) / IN_MILLISECONDS) + curTime);
ss << '(' << GetGUID().GetCounter() << ',' << itr->first << ',' << itr->second.category << "," << itr->second.itemid << ',' << cooldown << ',' << (itr->second.needSendToClient ? '1' : '0') << ')';
++itr;
}
else
++itr;
}
// if something changed execute
if (!first_round)
trans->Append(ss.str().c_str());
}
uint32 Player::resetTalentsCost() const
{
// The first time reset costs 1 gold
if (m_resetTalentsCost < 1 * GOLD)
return 1 * GOLD;
// then 5 gold
else if (m_resetTalentsCost < 5 * GOLD)
return 5 * GOLD;
// After that it increases in increments of 5 gold
else if (m_resetTalentsCost < 10 * GOLD)
return 10 * GOLD;
else
{
uint64 months = (GameTime::GetGameTime().count() - m_resetTalentsTime) / MONTH;
if (months > 0)
{
// This cost will be reduced by a rate of 5 gold per month
int32 new_cost = int32(m_resetTalentsCost - 5 * GOLD * months);
// to a minimum of 10 gold.
return (new_cost < 10 * GOLD ? 10 * GOLD : new_cost);
}
else
{
// After that it increases in increments of 5 gold
int32 new_cost = m_resetTalentsCost + 5 * GOLD;
// until it hits a cap of 50 gold.
if (new_cost > 50 * GOLD)
new_cost = 50 * GOLD;
return new_cost;
}
}
}
bool Player::resetTalents(bool noResetCost)
{
sScriptMgr->OnPlayerTalentsReset(this, noResetCost);
// xinef: remove at login flag upon talents reset
if (HasAtLoginFlag(AT_LOGIN_RESET_TALENTS))
RemoveAtLoginFlag(AT_LOGIN_RESET_TALENTS, true);
// xinef: get max available talent points amount
uint32 talentPointsForLevel = CalculateTalentsPoints();
// xinef: no talent points are used, return
if (m_usedTalentCount == 0)
return false;
m_usedTalentCount = 0;
// xinef: check if we have enough money
uint32 resetCost = 0;
if (!noResetCost && !sWorld->getBoolConfig(CONFIG_NO_RESET_TALENT_COST))
{
resetCost = resetTalentsCost();
if (!HasEnoughMoney(resetCost))
{
SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0);
return false;
}
}
RemovePet(nullptr, PET_SAVE_NOT_IN_SLOT, true);
// xinef: reset talents
for (PlayerTalentMap::iterator iter = m_talents.begin(); iter != m_talents.end(); )
{
PlayerTalentMap::iterator itr = iter++;
if (itr->second->State == PLAYERSPELL_REMOVED)
continue;
// xinef: talent not in current spec
if (!(itr->second->specMask & GetActiveSpecMask()))
continue;
// xinef: remove talent auras
_removeTalentAurasAndSpells(itr->first);
// xinef: check if talent learns spell to spell book
TalentEntry const* talentInfo = sTalentStore.LookupEntry(itr->second->talentID);
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(itr->first);
bool removed = false;
if (talentInfo->addToSpellBook)
if (!spellInfo->HasAttribute(SPELL_ATTR0_PASSIVE) && !spellInfo->HasEffect(SPELL_EFFECT_LEARN_SPELL))
{
removeSpell(itr->first, GetActiveSpecMask(), false);
removed = true;
}
// Xinef: send unlearn spell packet at talent remove
if (!removed)
SendLearnPacket(itr->first, false);
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
if (spellInfo->Effects[i].Effect == SPELL_EFFECT_LEARN_SPELL)
if (sSpellMgr->IsAdditionalTalentSpell(spellInfo->Effects[i].TriggerSpell))
removeSpell(spellInfo->Effects[i].TriggerSpell, GetActiveSpecMask(), false);
// xinef: remove talent modifies m_talents, move itr to map begin
_removeTalent(itr, GetActiveSpecMask());
}
// xinef: remove titan grip if player had it set
if (m_canTitanGrip)
SetCanTitanGrip(false);
// xinef: remove dual wield if player does not have dual wield spell (shamans)
if (!HasSpell(674) && m_canDualWield)
SetCanDualWield(false);
AutoUnequipOffhandIfNeed();
// pussywizard: removed saving to db, nothing important happens and saving only spells and talents may cause data integrity problems (eg. with skills saved to db)
SetFreeTalentPoints(talentPointsForLevel);
if (!noResetCost)
{
ModifyMoney(-(int32)resetCost);
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS, resetCost);
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS, 1);
m_resetTalentsCost = resetCost;
m_resetTalentsTime = GameTime::GetGameTime().count();
}
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)
{
if (target == this)
{
for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i)
{
if (!m_items[i])
continue;
m_items[i]->BuildCreateUpdateBlockForPlayer(data, target);
}
for (uint8 i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
{
if (!m_items[i])
continue;
m_items[i]->BuildCreateUpdateBlockForPlayer(data, target);
}
for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
{
if (!m_items[i])
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) // xinef: previously INVENTORY_SLOT_BAG_END
{
if (!m_items[i])
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])
continue;
m_items[i]->DestroyForPlayer(target);
}
for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
{
if (!m_items[i])
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->IsInSpec(m_activeSpec));
}
bool Player::HasTalent(uint32 spell, uint8 /*spec*/) const
{
PlayerTalentMap::const_iterator itr = m_talents.find(spell);
return (itr != m_talents.end() && itr->second->State != PLAYERSPELL_REMOVED && itr->second->IsInSpec(m_activeSpec));
}
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->IsInSpec(m_activeSpec));
}
TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell) const
{
if (!trainer_spell)
return TRAINER_SPELL_RED;
bool hasSpell = true;
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
{
if (!trainer_spell->learnedSpell[i])
continue;
if (!HasSpell(trainer_spell->learnedSpell[i]))
{
hasSpell = false;
break;
}
}
// known spell
if (hasSpell)
return TRAINER_SPELL_GRAY;
// check skill requirement
if (trainer_spell->reqSkill && GetBaseSkillValue(trainer_spell->reqSkill) < trainer_spell->reqSkillValue)
return TRAINER_SPELL_RED;
// check level requirement
if (GetLevel() < trainer_spell->reqLevel)
return TRAINER_SPELL_RED;
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
{
if (!trainer_spell->learnedSpell[i])
continue;
// check race/class requirement
if (!IsSpellFitByClassAndRace(trainer_spell->learnedSpell[i]))
return TRAINER_SPELL_RED;
if (uint32 prevSpell = sSpellMgr->GetPrevSpellInChain(trainer_spell->learnedSpell[i]))
{
// check prev.rank requirement
if (prevSpell && !HasSpell(prevSpell))
return TRAINER_SPELL_RED;
}
SpellsRequiringSpellMapBounds spellsRequired = sSpellMgr->GetSpellsRequiredForSpellBounds(trainer_spell->learnedSpell[i]);
for (SpellsRequiringSpellMap::const_iterator itr = spellsRequired.first; itr != spellsRequired.second; ++itr)
{
// check additional spell requirement
if (!HasSpell(itr->second))
return TRAINER_SPELL_RED;
}
}
// check primary prof. limit
// first rank of primary profession spell when there are no proffesions avalible is disabled
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
{
if (!trainer_spell->learnedSpell[i])
continue;
SpellInfo const* learnedSpellInfo = sSpellMgr->GetSpellInfo(trainer_spell->learnedSpell[i]);
if (learnedSpellInfo && learnedSpellInfo->IsPrimaryProfessionFirstRank() && (GetFreePrimaryProfessionPoints() == 0))
return TRAINER_SPELL_GREEN_DISABLED;
}
return TRAINER_SPELL_GREEN;
}
/**
* Deletes a character from the database
*
* The way, how the characters will be deleted is decided based on the config option.
*
* @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::LowType lowGuid, uint32 accountId, bool updateRealmChars, bool deleteFinally)
{
// for not existed account avoid update realm
if (!accountId)
updateRealmChars = false;
ObjectGuid playerGuid = ObjectGuid::Create<HighGuid::Player>(lowGuid);
uint32 charDelete_method = sWorld->getIntConfig(CONFIG_CHARDELETE_METHOD);
uint32 charDelete_minLvl = sWorld->getIntConfig(CONFIG_CHARDELETE_MIN_LEVEL);
// if we want to finally delete the character or the character does not meet the level requirement,
// we set it to mode CHAR_DELETE_REMOVE
if (deleteFinally || sCharacterCache->GetCharacterLevelByGuid(playerGuid) < charDelete_minLvl)
charDelete_method = CHAR_DELETE_REMOVE;
if (uint32 guildId = sCharacterCache->GetCharacterGuildIdByGuid(playerGuid))
if (Guild* guild = sGuildMgr->GetGuildById(guildId))
guild->DeleteMember(playerGuid, false, false, true);
// remove from arena teams
LeaveAllArenaTeams(playerGuid);
// close player ticket if any
GmTicket* ticket = sTicketMgr->GetTicketByPlayer(playerGuid);
if (ticket)
sTicketMgr->CloseTicket(ticket->GetId(), playerGuid);
// remove from group
if (ObjectGuid groupId = sCharacterCache->GetCharacterGroupGuidByGuid(playerGuid))
if (Group* group = sGroupMgr->GetGroupByGUID(groupId.GetCounter()))
RemoveFromGroup(group, playerGuid);
// Remove signs from petitions (also remove petitions if owner);
RemovePetitionsAndSigns(playerGuid, 10);
CharacterDatabasePreparedStatement* stmt = nullptr;
switch (charDelete_method)
{
// Completely remove from the database
case CHAR_DELETE_REMOVE:
{
CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_COD_ITEM_MAIL);
stmt->SetData(0, lowGuid);
PreparedQueryResult resultMail = CharacterDatabase.Query(stmt);
if (resultMail)
{
std::unordered_map<uint32, std::vector<Item*>> itemsByMail;
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_MAILITEMS);
stmt->SetData(0, lowGuid);
PreparedQueryResult resultItems = CharacterDatabase.Query(stmt);
if (resultItems)
{
do
{
Field* fields = resultItems->Fetch();
uint32 mailId = fields[14].Get<uint32>();
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].Get<uint32>();
uint8 mailType = mailFields[1].Get<uint8>();
uint16 mailTemplateId = mailFields[2].Get<uint16>();
uint32 sender = mailFields[3].Get<uint32>();
std::string subject = mailFields[4].Get<std::string>();
std::string body = mailFields[5].Get<std::string>();
uint32 money = mailFields[6].Get<uint32>();
bool has_items = mailFields[7].Get<bool>();
// We can return mail now
// So firstly delete the old one
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_BY_ID);
stmt->SetData(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->SetData(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->SetData(0, mail_id);
trans->Append(stmt);
uint32 pl_account = sCharacterCache->GetCharacterAccountIdByGuid(ObjectGuid(HighGuid::Player, lowGuid));
draft.AddMoney(money).SendReturnToSender(pl_account, lowGuid, 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->SetData(0, lowGuid);
PreparedQueryResult resultPets = CharacterDatabase.Query(stmt);
if (resultPets)
{
do
{
ObjectGuid::LowType petguidlow = (*resultPets)[0].Get<uint32>();
Pet::DeleteFromDB(petguidlow);
} while (resultPets->NextRow());
}
// Delete char from social list of online chars
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_SOCIAL);
stmt->SetData(0, lowGuid);
PreparedQueryResult resultFriends = CharacterDatabase.Query(stmt);
if (resultFriends)
{
do
{
if (Player* pFriend = ObjectAccessor::FindPlayerByLowGUID((*resultFriends)[0].Get<uint32>()))
{
pFriend->GetSocial()->RemoveFromSocialList(playerGuid, SOCIAL_FLAG_ALL);
sSocialMgr->SendFriendStatus(pFriend, FRIEND_REMOVED, playerGuid, false);
}
} while (resultFriends->NextRow());
}
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHARACTER);
stmt->SetData(0, lowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PLAYER_ACCOUNT_DATA);
stmt->SetData(0, lowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_DECLINED_NAME);
stmt->SetData(0, lowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_ACTION);
stmt->SetData(0, lowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_AURA);
stmt->SetData(0, lowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_GIFT);
stmt->SetData(0, lowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PLAYER_HOMEBIND);
stmt->SetData(0, lowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INSTANCE);
stmt->SetData(0, lowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INVENTORY);
stmt->SetData(0, lowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_QUESTSTATUS);
stmt->SetData(0, lowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_QUESTSTATUS_REWARDED);
stmt->SetData(0, lowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_REPUTATION);
stmt->SetData(0, lowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SPELL);
stmt->SetData(0, lowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SPELL_COOLDOWN);
stmt->SetData(0, lowGuid);
trans->Append(stmt);
if (sWorld->getBoolConfig(CONFIG_DELETE_CHARACTER_TICKET_TRACE))
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_PLAYER_GM_TICKETS_ON_CHAR_DELETION);
stmt->SetData(0, lowGuid);
trans->Append(stmt);
}
else
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PLAYER_GM_TICKETS);
stmt->SetData(0, lowGuid);
trans->Append(stmt);
}
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_INSTANCE_BY_OWNER);
stmt->SetData(0, lowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SOCIAL_BY_FRIEND);
stmt->SetData(0, lowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SOCIAL_BY_GUID);
stmt->SetData(0, lowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL);
stmt->SetData(0, lowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_MAIL_ITEMS);
stmt->SetData(0, lowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_PET_BY_OWNER);
stmt->SetData(0, lowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_PET_DECLINEDNAME_BY_OWNER);
stmt->SetData(0, lowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_ACHIEVEMENTS);
stmt->SetData(0, lowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_ACHIEVEMENT_PROGRESS);
stmt->SetData(0, lowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_EQUIPMENTSETS);
stmt->SetData(0, lowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GUILD_EVENTLOG_BY_PLAYER);
stmt->SetData(0, lowGuid);
stmt->SetData(1, lowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GUILD_BANK_EVENTLOG_BY_PLAYER);
stmt->SetData(0, lowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PLAYER_ENTRY_POINT);
stmt->SetData(0, lowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_GLYPHS);
stmt->SetData(0, lowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_QUEST_STATUS_DAILY_CHAR);
stmt->SetData(0, lowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_QUEST_STATUS_WEEKLY_CHAR);
stmt->SetData(0, lowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_QUEST_STATUS_MONTHLY_CHAR);
stmt->SetData(0, lowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_QUEST_STATUS_SEASONAL_CHAR);
stmt->SetData(0, lowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_TALENT);
stmt->SetData(0, lowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SKILLS);
stmt->SetData(0, lowGuid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_SETTINGS);
stmt->SetData(0, lowGuid);
trans->Append(stmt);
Corpse::DeleteFromDB(playerGuid, trans);
sScriptMgr->OnDeleteFromDB(trans, lowGuid);
CharacterDatabase.CommitTransaction(trans);
break;
}
// The character gets unlinked from the account, the name gets freed up and appears as deleted ingame
case CHAR_DELETE_UNLINK:
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_DELETE_INFO);
stmt->SetData(0, lowGuid);
CharacterDatabase.Execute(stmt);
break;
}
default:
LOG_ERROR("entities.player", "Player::DeleteFromDB: Unsupported delete method: {}.", charDelete_method);
return;
}
if (CharacterCacheEntry const* cache = sCharacterCache->GetCharacterCacheByGuid(playerGuid))
{
std::string name = cache->Name;
sCharacterCache->DeleteCharacterCacheEntry(playerGuid, name);
}
if (updateRealmChars)
{
sWorld->UpdateRealmCharCount(accountId);
}
}
/**
* Characters which were kept back in the database after being deleted and are now too old (see config option "CharDelete.KeepDays"), will be completely deleted.
*/
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.
*/
void Player::DeleteOldCharacters(uint32 keepDays)
{
LOG_INFO("server.loading", "Player::DeleteOldChars: Deleting all characters which have been deleted {} days before...", keepDays);
LOG_INFO("server.loading", " ");
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_OLD_CHARS);
stmt->SetData(0, uint32(GameTime::GetGameTime().count() - time_t(keepDays * DAY)));
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (result)
{
LOG_INFO("server.loading", "Player::DeleteOldChars: Found {} character(s) to delete", result->GetRowCount());
do
{
Field* fields = result->Fetch();
Player::DeleteFromDB(fields[0].Get<uint32>(), fields[1].Get<uint32>(), 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:
LOG_ERROR("entities.player", "Player::SetMovement: Unsupported move type ({}), data not sent to client.", pType);
return;
}
data << GetPackGUID();
data << uint32(0);
GetSession()->SendPacket(&data);
}
/* Preconditions:
- a resurrectable corpse must not be loaded for the player (only bones)
- the player must be in world
*/
void Player::BuildPlayerRepop()
{
WorldPacket data(SMSG_PRE_RESURRECT, GetPackGUID().size());
data << GetPackGUID();
GetSession()->SendPacket(&data);
if (getRace(true) == 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
WorldLocation corpseLocation = GetCorpseLocation();
if (GetCorpse() && corpseLocation.GetMapId() == GetMapId())
{
LOG_ERROR("entities.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)
{
LOG_ERROR("entities.player", "Error creating corpse for Player {} [{}]", GetName(), GetGUID().ToString());
return;
}
GetMap()->AddToMap(corpse);
SetHealth(1); // convert player body to ghost
SetMovement(MOVE_WATER_WALK);
SetWaterWalking(true);
if (!GetSession()->isLogingOut())
{
SetMovement(MOVE_UNROOT);
}
RemoveUnitFlag(UNIT_FLAG_SKINNABLE); // BG - remove insignia related
int32 corpseReclaimDelay = CalculateCorpseReclaimDelay();
if (corpseReclaimDelay >= 0)
{
SendCorpseReclaimDelay(corpseReclaimDelay);
}
corpse->ResetGhostTime(); // to prevent cheating
StopMirrorTimers(); // disable timers on bars
SetByteValue(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_ANIM_TIER, UNIT_BYTE1_FLAG_ALWAYS_STAND); // set and clear other
sScriptMgr->OnPlayerReleasedGhost(this);
}
void Player::ResurrectPlayer(float restore_percent, bool applySickness)
{
WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4 * 4); // remove spirit healer position
data << uint32(-1);
data << float(0);
data << float(0);
data << float(0);
GetSession()->SendPacket(&data);
// speed change, land walk
// remove death flag + set aura
SetByteValue(UNIT_FIELD_BYTES_1, UNIT_BYTES_1_OFFSET_ANIM_TIER, UNIT_BYTE1_FLAG_GROUND);
RemoveAurasDueToSpell(20584); // speed bonuses
RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
if (GetSession()->IsARecruiter() || (GetSession()->GetRecruiterId() != 0))
SetDynamicFlag(UNIT_DYNFLAG_REFER_A_FRIEND);
setDeathState(DeathState::Alive);
SetMovement(MOVE_LAND_WALK);
SetMovement(MOVE_UNROOT);
SetWaterWalking(false);
m_deathTimer = 0;
// set health/powers (0- will be set in caller)
if (restore_percent > 0.0f)
{
SetHealth(uint32(GetMaxHealth()*restore_percent));
SetPower(POWER_MANA, uint32(GetMaxPower(POWER_MANA)*restore_percent));
SetPower(POWER_RAGE, 0);
SetPower(POWER_ENERGY, uint32(GetMaxPower(POWER_ENERGY)*restore_percent));
}
// trigger update zone for alive state zone updates
uint32 newzone, newarea;
GetZoneAndAreaId(newzone, newarea);
UpdateZone(newzone, newarea);
sOutdoorPvPMgr->HandlePlayerResurrects(this, newzone);
if (Battleground* bg = GetBattleground())
bg->HandlePlayerResurrect(this);
// update visibility
UpdateObjectVisibility();
sScriptMgr->OnPlayerResurrect(this, restore_percent, applySickness);
if (!applySickness)
{
return;
}
//Characters from level 1-10 are not affected by resurrection sickness.
//Characters from level 11-19 will suffer from one minute of sickness
//for each level they are above 10.
//Characters level 20 and up suffer from ten minutes of sickness.
int32 startLevel = sWorld->getIntConfig(CONFIG_DEATH_SICKNESS_LEVEL);
if (int32(GetLevel()) >= startLevel)
{
// set resurrection sickness
CastSpell(this, 15007, true);
// not full duration
if (int32(GetLevel()) < startLevel + 9)
{
int32 delta = (int32(GetLevel()) - startLevel + 1) * MINUTE;
if (Aura* aur = GetAura(15007, GetGUID()))
{
aur->SetDuration(delta * IN_MILLISECONDS);
}
}
}
}
void Player::KillPlayer()
{
if (IsFlying() && !GetTransport())
GetMotionMaster()->MoveFall();
SetMovement(MOVE_ROOT);
StopMirrorTimers(); //disable timers(bars)
setDeathState(DeathState::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);
sScriptMgr->OnPlayerJustDied(this);
// don't create corpse at this moment, player might be falling
// update visibility
//UpdateObjectVisibility(); // pussywizard: not needed
}
void Player::OfflineResurrect(ObjectGuid const guid, CharacterDatabaseTransaction trans)
{
Corpse::DeleteFromDB(guid, trans);
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ADD_AT_LOGIN_FLAG);
stmt->SetData(0, uint16(AT_LOGIN_RESURRECT));
stmt->SetData(1, guid.GetCounter());
CharacterDatabase.ExecuteOrAppend(trans, stmt);
}
Corpse* Player::CreateCorpse()
{
// prevent existence 2 corpse for player
SpawnCorpseBones();
uint32 _uf, _pb, _pb2, _cfb1, _cfb2;
Corpse* corpse = new Corpse((m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH) ? CORPSE_RESURRECTABLE_PVP : CORPSE_RESURRECTABLE_PVE);
SetPvPDeath(false);
if (!corpse->Create(GetMap()->GenerateLowGuid<HighGuid::Corpse>(), this))
{
delete corpse;
return nullptr;
}
_corpseLocation.WorldRelocate(*this);
_uf = getRace();
_pb = GetUInt32Value(PLAYER_BYTES);
_pb2 = GetUInt32Value(PLAYER_BYTES_2);
uint8 race = (uint8)(_uf);
uint8 skin = (uint8)(_pb);
uint8 face = (uint8)(_pb >> 8);
uint8 hairstyle = (uint8)(_pb >> 16);
uint8 haircolor = (uint8)(_pb >> 24);
uint8 facialhair = (uint8)(_pb2);
_cfb1 = ((0x00) | (race << 8) | (GetByteValue(PLAYER_BYTES_3, 0) << 16) | (skin << 24));
_cfb2 = ((face) | (hairstyle << 8) | (haircolor << 16) | (facialhair << 24));
corpse->SetUInt32Value(CORPSE_FIELD_BYTES_1, _cfb1);
corpse->SetUInt32Value(CORPSE_FIELD_BYTES_2, _cfb2);
uint32 flags = CORPSE_FLAG_UNK2;
if (HasPlayerFlag(PLAYER_FLAGS_HIDE_HELM))
flags |= CORPSE_FLAG_HIDE_HELM;
if (HasPlayerFlag(PLAYER_FLAGS_HIDE_CLOAK))
flags |= CORPSE_FLAG_HIDE_CLOAK;
// Xinef: Player can loop corpses while in BG or in WG
if (InBattleground() && !InArena())
flags |= CORPSE_FLAG_LOOTABLE;
Battlefield* Bf = sBattlefieldMgr->GetBattlefieldByBattleId(BATTLEFIELD_BATTLEID_WG);
if (Bf && Bf->IsWarTime())
flags |= CORPSE_FLAG_LOOTABLE;
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);
UpdatePositionData();
// we do not need to save corpses for BG/arenas
if (!GetMap()->IsBattlegroundOrArena())
corpse->SaveToDB();
return corpse;
}
void Player::RemoveCorpse()
{
if (GetCorpse())
{
GetCorpse()->RemoveFromWorld();
}
CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
Corpse::DeleteFromDB(GetGUID(), trans);
CharacterDatabase.CommitTransaction(trans);
_corpseLocation.WorldRelocate();
}
void Player::SpawnCorpseBones(bool triggerSave /*= true*/)
{
_corpseLocation.WorldRelocate();
if (GetMap()->ConvertCorpseToBones(GetGUID()))
if (triggerSave && !GetSession()->PlayerLogoutWithSave()) // at logout we will already store the player
{
// prevent loading as ghost without corpse
CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
// pussywizard: update only ghost flag instead of whole character table entry! data integrity is crucial
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_REMOVE_GHOST);
stmt->SetData(0, GetGUID().GetCounter());
trans->Append(stmt);
_SaveAuras(trans, false);
CharacterDatabase.CommitTransaction(trans);
}
}
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 || percent == 0.0)
return;
uint32 pMaxDurability = item ->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
if (!pMaxDurability)
return;
uint32 pDurabilityLoss = uint32(pMaxDurability * percent);
if (pDurabilityLoss < 1)
pDurabilityLoss = 1;
DurabilityPointsLoss(item, pDurabilityLoss);
}
void Player::DurabilityPointsLossAll(int32 points, bool inventory)
{
for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
DurabilityPointsLoss(pItem, points);
if (inventory)
{
// bags not have durability
// for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
DurabilityPointsLoss(pItem, points);
// keys not have durability
//for (int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
for (uint32 j = 0; j < pBag->GetBagSize(); j++)
if (Item* pItem = GetItemByPos(i, j))
DurabilityPointsLoss(pItem, points);
}
}
void Player::DurabilityPointsLoss(Item* item, int32 points)
{
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);
}
uint32 Player::DurabilityRepairAll(bool cost, float discountMod, bool guildBank)
{
uint32 TotalCost = 0;
// equipped, backpack, bags itself
for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
TotalCost += DurabilityRepair(((INVENTORY_SLOT_BAG_0 << 8) | i), cost, discountMod, guildBank);
// bank, buyback and keys not repaired
// items in inventory bags
for (uint8 j = INVENTORY_SLOT_BAG_START; j < INVENTORY_SLOT_BAG_END; j++)
for (uint8 i = 0; i < MAX_BAG_SIZE; i++)
TotalCost += DurabilityRepair(((j << 8) | i), cost, discountMod, guildBank);
return TotalCost;
}
uint32 Player::DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank)
{
Item* item = GetItemByPos(pos);
uint32 TotalCost = 0;
if (!item)
return TotalCost;
uint32 maxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
if (!maxDurability)
return TotalCost;
uint32 curDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
if (cost)
{
uint32 LostDurability = maxDurability - curDurability;
if (LostDurability > 0)
{
ItemTemplate const* ditemProto = item->GetTemplate();
DurabilityCostsEntry const* dcost = sDurabilityCostsStore.LookupEntry(ditemProto->ItemLevel);
if (!dcost)
{
LOG_ERROR("entities.player", "RepairDurability: Wrong item lvl {}", ditemProto->ItemLevel);
return TotalCost;
}
uint32 dQualitymodEntryId = (ditemProto->Quality + 1) * 2;
DurabilityQualityEntry const* dQualitymodEntry = sDurabilityQualityStore.LookupEntry(dQualitymodEntryId);
if (!dQualitymodEntry)
{
LOG_ERROR("entities.player", "RepairDurability: Wrong dQualityModEntry {}", dQualitymodEntryId);
return TotalCost;
}
uint32 dmultiplier = dcost->multiplier[ItemSubClassToDurabilityMultiplierId(ditemProto->Class, ditemProto->SubClass)];
uint32 costs = uint32(LostDurability * dmultiplier * double(dQualitymodEntry->quality_mod));
costs = uint32(costs * discountMod * sWorld->getRate(RATE_REPAIRCOST));
if (costs == 0) //fix for ITEM_QUALITY_ARTIFACT
costs = 1;
if (guildBank)
{
if (GetGuildId() == 0)
{
// LOG_DEBUG("entities.player", "You are not member of a guild");
return TotalCost;
}
Guild* guild = sGuildMgr->GetGuildById(GetGuildId());
if (!guild)
return TotalCost;
if (!guild->HandleMemberWithdrawMoney(GetSession(), costs, true))
return TotalCost;
TotalCost = costs;
}
else if (!HasEnoughMoney(costs))
{
// LOG_DEBUG("entities.player", "You do not have enough money");
return TotalCost;
}
else
ModifyMoney(-int32(costs));
}
}
item->SetUInt32Value(ITEM_FIELD_DURABILITY, maxDurability);
item->SetState(ITEM_CHANGED, this);
// reapply mods for total broken and repaired item if equipped
if (IsEquipmentPos(pos) && !curDurability)
_ApplyItemMods(item, pos & 255, true);
return TotalCost;
}
void Player::RepopAtGraveyard()
{
// note: this can be called also when the player is alive
// for example from WorldSession::HandleMovementOpcodes
AreaTableEntry const* zone = sAreaTableStore.LookupEntry(GetAreaId());
if (!sScriptMgr->CanRepopAtGraveyard(this))
return;
// Such zones are considered unreachable as a ghost and the player must be automatically revived
// Xinef: Get Transport Check is not needed
if ((!IsAlive() && zone && zone->flags & AREA_FLAG_NEED_FLY) /*|| GetTransport()*/ || GetPositionZ() < GetMap()->GetMinHeight(GetPositionX(), GetPositionY()))
{
ResurrectPlayer(0.5f);
SpawnCorpseBones();
}
GraveyardStruct const* ClosestGrave = nullptr;
// Special handle for battleground maps
if (Battleground* bg = GetBattleground())
ClosestGrave = bg->GetClosestGraveyard(this);
else
{
if (sBattlefieldMgr->GetBattlefieldToZoneId(GetZoneId()))
ClosestGrave = sBattlefieldMgr->GetBattlefieldToZoneId(GetZoneId())->GetClosestGraveyard(this);
else
ClosestGrave = sGraveyard->GetClosestGraveyard(this, GetTeamId());
}
// stop countdown until repop
m_deathTimer = 0;
// if no grave found, stay at the current location
// and don't show spirit healer location
if (ClosestGrave)
{
TeleportTo(ClosestGrave->Map, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, GetOrientation());
if (isDead()) // not send if alive, because it used in TeleportTo()
{
WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4 * 4); // show spirit healer position on minimap
data << ClosestGrave->Map;
data << ClosestGrave->x;
data << ClosestGrave->y;
data << ClosestGrave->z;
GetSession()->SendPacket(&data);
}
}
else if (GetPositionZ() < GetMap()->GetMinHeight(GetPositionX(), GetPositionY()))
TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation());
RemovePlayerFlag(PLAYER_FLAGS_IS_OUT_OF_BOUNDS);
}
bool Player::CanJoinConstantChannelInZone(ChatChannelsEntry const* channel, AreaTableEntry const* zone)
{
// Player can join LFG anywhere
if (channel->flags & CHANNEL_DBC_FLAG_LFG && sWorld->getBoolConfig(CONFIG_LFG_LOCATION_ALL))
return true;
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
}
}
void Player::ClearChannelWatch()
{
for (JoinedChannelsList::iterator itr = m_channels.begin(); itr != m_channels.end(); ++itr)
(*itr)->RemoveWatching(this);
}
void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply)
{
if (modGroup >= BASEMOD_END)
{
LOG_ERROR("entities.player", "ERROR in HandleBaseModValue(): non existed BaseModGroup!");
return;
}
switch (modType)
{
case FLAT_MOD:
m_auraBaseMod[modGroup][modType] += apply ? amount : -amount;
break;
case PCT_MOD:
ApplyPercentModFloatVar(m_auraBaseMod[modGroup][modType], amount, apply);
break;
}
if (!CanModifyStats())
return;
switch (modGroup)
{
case CRIT_PERCENTAGE:
UpdateCritPercentage(BASE_ATTACK);
break;
case RANGED_CRIT_PERCENTAGE:
UpdateCritPercentage(RANGED_ATTACK);
break;
case OFFHAND_CRIT_PERCENTAGE:
UpdateCritPercentage(OFF_ATTACK);
break;
case SHIELD_BLOCK_VALUE:
UpdateShieldBlockValue();
break;
default:
break;
}
}
float Player::GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const
{
if (modGroup >= BASEMOD_END)
{
LOG_ERROR("entities.player", "trial to access non existed BaseModGroup!");
return 0.0f;
}
if (modType == PCT_MOD && m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
return 0.0f;
return m_auraBaseMod[modGroup][modType];
}
float Player::GetTotalBaseModValue(BaseModGroup modGroup) const
{
if (modGroup >= BASEMOD_END)
{
LOG_ERROR("entities.player", "wrong BaseModGroup in GetTotalBaseModValue()!");
return 0.0f;
}
if (m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
return 0.0f;
return m_auraBaseMod[modGroup][FLAT_MOD] * m_auraBaseMod[modGroup][PCT_MOD];
}
uint32 Player::GetShieldBlockValue() const
{
float value = (m_auraBaseMod[SHIELD_BLOCK_VALUE][FLAT_MOD] + GetStat(STAT_STRENGTH) * 0.5f - 10) * m_auraBaseMod[SHIELD_BLOCK_VALUE][PCT_MOD];
value = (value < 0) ? 0 : value;
return uint32(value);
}
float Player::GetMeleeCritFromAgility()
{
uint8 level = GetLevel();
uint32 pclass = getClass();
if (level > GT_MAX_LEVEL)
level = GT_MAX_LEVEL;
GtChanceToMeleeCritBaseEntry const* critBase = sGtChanceToMeleeCritBaseStore.LookupEntry(pclass - 1);
GtChanceToMeleeCritEntry const* critRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass - 1) * GT_MAX_LEVEL + level - 1);
if (!critBase || !critRatio)
return 0.0f;
float crit = critBase->base + GetStat(STAT_AGILITY) * critRatio->ratio;
return crit * 100.0f;
}
void Player::GetDodgeFromAgility(float& diminishing, float& nondiminishing)
{
// Table for base dodge values
const float dodge_base[MAX_CLASSES] =
{
0.036640f, // Warrior
0.034943f, // Paladi
-0.040873f, // Hunter
0.020957f, // Rogue
0.034178f, // Priest
0.036640f, // DK
0.021080f, // Shaman
0.036587f, // Mage
0.024211f, // Warlock
0.0f, // ??
0.056097f // Druid
};
// Crit/agility to dodge/agility coefficient multipliers; 3.2.0 increased required agility by 15%
const float crit_to_dodge[MAX_CLASSES] =
{
0.85f / 1.15f, // Warrior
1.00f / 1.15f, // Paladin
1.11f / 1.15f, // Hunter
2.00f / 1.15f, // Rogue
1.00f / 1.15f, // Priest
0.85f / 1.15f, // DK
1.60f / 1.15f, // Shaman
1.00f / 1.15f, // Mage
0.97f / 1.15f, // Warlock (?)
0.0f, // ??
2.00f / 1.15f // Druid
};
uint8 level = GetLevel();
uint32 pclass = getClass();
if (level > GT_MAX_LEVEL)
level = GT_MAX_LEVEL;
// Dodge per agility is proportional to crit per agility, which is available from DBC files
GtChanceToMeleeCritEntry const* dodgeRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass - 1) * GT_MAX_LEVEL + level - 1);
if (!dodgeRatio || pclass > MAX_CLASSES)
return;
/// @todo: research if talents/effects that increase total agility by x% should increase non-diminishing part
float base_agility = GetCreateStat(STAT_AGILITY) * m_auraModifiersGroup[UNIT_MOD_STAT_START + static_cast<uint16>(STAT_AGILITY)][BASE_PCT];
float bonus_agility = GetStat(STAT_AGILITY) - base_agility;
// calculate diminishing (green in char screen) and non-diminishing (white) contribution
diminishing = 100.0f * bonus_agility * dodgeRatio->ratio * crit_to_dodge[pclass - 1];
nondiminishing = 100.0f * (dodge_base[pclass - 1] + base_agility * dodgeRatio->ratio * crit_to_dodge[pclass - 1]);
}
float Player::GetSpellCritFromIntellect()
{
uint8 level = GetLevel();
uint32 pclass = getClass();
if (level > GT_MAX_LEVEL)
level = GT_MAX_LEVEL;
GtChanceToSpellCritBaseEntry const* critBase = sGtChanceToSpellCritBaseStore.LookupEntry(pclass - 1);
GtChanceToSpellCritEntry const* critRatio = sGtChanceToSpellCritStore.LookupEntry((pclass - 1) * GT_MAX_LEVEL + level - 1);
if (!critBase || !critRatio)
return 0.0f;
float crit = critBase->base + GetStat(STAT_INTELLECT) * critRatio->ratio;
return crit * 100.0f;
}
float Player::GetRatingMultiplier(CombatRating cr) const
{
uint8 level = GetLevel();
if (level > GT_MAX_LEVEL)
level = GT_MAX_LEVEL;
GtCombatRatingsEntry const* Rating = sGtCombatRatingsStore.LookupEntry(cr * GT_MAX_LEVEL + level - 1);
// gtOCTClassCombatRatingScalarStore.dbc starts with 1, CombatRating with zero, so cr+1
GtOCTClassCombatRatingScalarEntry const* classRating = sGtOCTClassCombatRatingScalarStore.LookupEntry((getClass() - 1) * GT_MAX_RATING + cr + 1);
if (!Rating || !classRating)
return 1.0f; // By default use minimum coefficient (not must be called)
return classRating->ratio / Rating->ratio;
}
float Player::GetRatingBonusValue(CombatRating cr) const
{
return float(GetUInt32Value(static_cast<uint16>(PLAYER_FIELD_COMBAT_RATING_1) + cr)) * GetRatingMultiplier(cr);
}
float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const
{
switch (attType)
{
case BASE_ATTACK:
return GetUInt32Value(PLAYER_EXPERTISE) / 4.0f;
case OFF_ATTACK:
return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE) / 4.0f;
default:
break;
}
return 0.0f;
}
float Player::OCTRegenHPPerSpirit()
{
uint8 level = GetLevel();
uint32 pclass = getClass();
if (level > GT_MAX_LEVEL)
level = GT_MAX_LEVEL;
GtOCTRegenHPEntry const* baseRatio = sGtOCTRegenHPStore.LookupEntry((pclass - 1) * GT_MAX_LEVEL + level - 1);
GtRegenHPPerSptEntry const* moreRatio = sGtRegenHPPerSptStore.LookupEntry((pclass - 1) * GT_MAX_LEVEL + level - 1);
if (!baseRatio || !moreRatio)
return 0.0f;
// Formula from PaperDollFrame script
float spirit = GetStat(STAT_SPIRIT);
float baseSpirit = spirit;
if (baseSpirit > 50)
baseSpirit = 50;
float moreSpirit = spirit - baseSpirit;
float regen = (baseSpirit * baseRatio->ratio + moreSpirit * moreRatio->ratio) * 2;
return regen;
}
float Player::OCTRegenMPPerSpirit()
{
uint8 level = GetLevel();
uint32 pclass = getClass();
if (level > GT_MAX_LEVEL)
level = GT_MAX_LEVEL;
// GtOCTRegenMPEntry const* baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
GtRegenMPPerSptEntry const* moreRatio = sGtRegenMPPerSptStore.LookupEntry((pclass - 1) * GT_MAX_LEVEL + level - 1);
if (!moreRatio)
return 0.0f;
// Formula get from PaperDollFrame script
float spirit = GetStat(STAT_SPIRIT);
float regen = spirit * moreRatio->ratio;
return regen;
}
void Player::ApplyRatingMod(CombatRating cr, int32 value, bool apply)
{
float oldRating = m_baseRatingValue[cr];
m_baseRatingValue[cr] += (apply ? value : -value);
// explicit affected values
if (cr == CR_HASTE_MELEE || cr == CR_HASTE_RANGED || cr == CR_HASTE_SPELL)
{
float const mult = GetRatingMultiplier(cr);
float const oldVal = oldRating * mult;
float const newVal = m_baseRatingValue[cr] * mult;
switch (cr)
{
case CR_HASTE_MELEE:
ApplyAttackTimePercentMod(BASE_ATTACK, oldVal, false);
ApplyAttackTimePercentMod(OFF_ATTACK, oldVal, false);
ApplyAttackTimePercentMod(BASE_ATTACK, newVal, true);
ApplyAttackTimePercentMod(OFF_ATTACK, newVal, true);
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(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::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));
}
// This functions sets a skill line value (and adds if doesn't exist yet)
// To "remove" a skill line, set it's values to zero
void Player::SetSkill(uint16 id, uint16 step, uint16 newVal, uint16 maxVal)
{
if (!id)
return;
uint16 currVal;
SkillStatusMap::iterator itr = mSkillStatus.find(id);
//has skill
if (itr != mSkillStatus.end() && itr->second.uState != SKILL_DELETED)
{
currVal = SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos)));
if (newVal)
{
// if skill value is going down, update enchantments before setting the new value
if (newVal < currVal)
UpdateSkillEnchantments(id, currVal, newVal);
// update step
SetUInt32Value(PLAYER_SKILL_INDEX(itr->second.pos), MAKE_PAIR32(id, step));
// update value
SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos), MAKE_SKILL_VALUE(newVal, maxVal));
if (itr->second.uState != SKILL_NEW)
itr->second.uState = SKILL_CHANGED;
learnSkillRewardedSpells(id, newVal);
// if skill value is going up, update enchantments after setting the new value
if (newVal > currVal)
UpdateSkillEnchantments(id, currVal, newVal);
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, id);
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL, id);
}
else //remove
{
//remove enchantments needing this skill
UpdateSkillEnchantments(id, currVal, 0);
// clear skill fields
SetUInt32Value(PLAYER_SKILL_INDEX(itr->second.pos), 0);
SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos), 0);
SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos), 0);
// mark as deleted or simply remove from map if not saved yet
if (itr->second.uState != SKILL_NEW)
itr->second.uState = SKILL_DELETED;
else
mSkillStatus.erase(itr);
// remove all spells that related to this skill
for (SkillLineAbilityEntry const* pAbility : GetSkillLineAbilitiesBySkillLine(id))
removeSpell(sSpellMgr->GetFirstSpellInChain(pAbility->Spell), SPEC_MASK_ALL, false);
}
}
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)
{
LOG_ERROR("entities.player", "Skill not found in SkillLineStore: skill #{}", id);
return;
}
SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id, step));
SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i), MAKE_SKILL_VALUE(newVal, maxVal));
UpdateSkillEnchantments(id, currVal, newVal);
// 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(uint16 skill) const
{
if (!skill)
return 0;
SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return 0;
return PAIR32_HIPART(GetUInt32Value(PLAYER_SKILL_INDEX(itr->second.pos)));
}
uint16 Player::GetSkillValue(uint32 skill) const
{
if (!skill)
return 0;
SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return 0;
uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos));
int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))));
result += SKILL_TEMP_BONUS(bonus);
result += SKILL_PERM_BONUS(bonus);
return result < 0 ? 0 : result;
}
uint16 Player::GetMaxSkillValue(uint32 skill) const
{
if (!skill)
return 0;
SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return 0;
uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos));
int32 result = int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))));
sScriptMgr->OnGetMaxSkillValue(const_cast<Player*>(this), skill, result, false);
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;
int32 result = int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))));
sScriptMgr->OnGetMaxSkillValue(const_cast<Player*>(this), skill, result, true);
return result < 0 ? 0 : result;
}
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
{
LOG_DEBUG("entities.player", "Sending Action Buttons for {} spec {}", GetGUID().ToString(), m_activeSpec);
WorldPacket data(SMSG_ACTION_BUTTONS, 1 + (MAX_ACTION_BUTTONS * 4));
data << uint8(state);
/*
state can be 0, 1, 2
0 - Looks to be sent when initial action buttons get sent, however on Trinity we use 1 since 0 had some difficulties
1 - Used in any SMSG_ACTION_BUTTONS packet with button data on Trinity. Only used after spec swaps on retail.
2 - Clears the action bars client sided. This is sent during spec swap before unlearning and before sending the new buttons
*/
if (state != 2)
{
for (uint8 button = 0; button < MAX_ACTION_BUTTONS; ++button)
{
ActionButtonList::const_iterator itr = m_actionButtons.find(button);
if (itr != m_actionButtons.end() && itr->second.uState != ACTIONBUTTON_DELETED)
data << uint32(itr->second.packedData);
else
data << uint32(0);
}
}
GetSession()->SendPacket(&data);
LOG_DEBUG("entities.player", "Action Buttons for {} spec {} Sent", GetGUID().ToString(), m_activeSpec);
}
bool Player::IsActionButtonDataValid(uint8 button, uint32 action, uint8 type)
{
if (button >= MAX_ACTION_BUTTONS)
{
LOG_ERROR("entities.player", "Action {} not added into button {} for player {}: button must be < {}", action, button, GetName(), MAX_ACTION_BUTTONS);
return false;
}
if (action >= MAX_ACTION_BUTTON_ACTION_VALUE)
{
LOG_ERROR("entities.player", "Action {} not added into button {} for player {}: action must be < {}", action, button, GetName(), MAX_ACTION_BUTTON_ACTION_VALUE);
return false;
}
switch (type)
{
case ACTION_BUTTON_SPELL:
if (!sSpellMgr->GetSpellInfo(action))
{
LOG_ERROR("entities.player", "Spell action {} not added into button {} for player {}: spell not exist", action, button, GetName());
return false;
}
if (!HasSpell(action))
{
LOG_DEBUG("entities.player.loading", "Player::IsActionButtonDataValid Spell action {} not added into button {} for player {}: player don't known this spell", action, button, GetName());
return false;
}
break;
case ACTION_BUTTON_ITEM:
if (!sObjectMgr->GetItemTemplate(action))
{
LOG_ERROR("entities.player", "Item action {} not added into button {} for player {}: item not exist", action, button, GetName());
return false;
}
break;
default:
break; // other cases not checked at this moment
}
return true;
}
ActionButton* Player::addActionButton(uint8 button, uint32 action, uint8 type)
{
if (!IsActionButtonDataValid(button, action, type))
return nullptr;
// it create new button (NEW state) if need or return existed
ActionButton& ab = m_actionButtons[button];
// set data and update to CHANGED if not NEW
ab.SetActionAndType(action, ActionButtonType(type));
LOG_DEBUG("entities.player", "Player {} Added Action {} (type {}) to Button {}", 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
LOG_DEBUG("entities.player", "Action Button {} Removed from Player {}", button, GetGUID().ToString());
}
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;
}
void Player::SaveRecallPosition()
{
m_recallMap = GetMapId();
m_recallX = GetPositionX();
m_recallY = GetPositionY();
m_recallZ = GetPositionZ();
m_recallO = GetOrientation();
}
void Player::SendMessageToSet(WorldPacket const* data, bool self) const
{
SendMessageToSetInRange(data, GetVisibilityRange(), self);
}
void Player::SendMessageToSetInRange(WorldPacket const* data, float dist, bool self) const
{
if (self)
SendDirectMessage(data);
Acore::MessageDistDeliverer notifier(this, data, dist);
Cell::VisitWorldObjects(this, notifier, dist);
}
void Player::SendMessageToSetInRange(WorldPacket const* data, float dist, bool self, bool includeMargin, bool ownTeamOnly, bool required3dDist) const
{
if (self)
SendDirectMessage(data);
dist += GetObjectSize();
if (includeMargin)
dist += VISIBILITY_COMPENSATION; // pussywizard: to ensure everyone receives all important packets
Acore::MessageDistDeliverer notifier(this, data, dist, ownTeamOnly, nullptr, required3dDist);
Cell::VisitWorldObjects(this, notifier, dist);
}
void Player::SendMessageToSet(WorldPacket const* data, Player const* skipped_rcvr) const
{
if (skipped_rcvr != this)
SendDirectMessage(data);
Acore::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
{
WorldPacket data(SMSG_TRIGGER_CINEMATIC, 4);
data << uint32(CinematicSequenceId);
SendDirectMessage(&data);
if (CinematicSequencesEntry const* sequence = sCinematicSequencesStore.LookupEntry(CinematicSequenceId))
{
_cinematicMgr->SetActiveCinematicCamera(sequence->cinematicCamera);
}
}
void Player::SendMovieStart(uint32 MovieId)
{
WorldPacket data(SMSG_TRIGGER_MOVIE, 4);
data << uint32(MovieId);
SendDirectMessage(&data);
}
void Player::CheckAreaExploreAndOutdoor()
{
if (!IsAlive())
return;
if (IsInFlight())
return;
bool isOutdoor = IsOutdoors();
uint32 areaId = GetAreaId();
AreaTableEntry const* areaEntry = sAreaTableStore.LookupEntry(areaId);
if (sWorld->getBoolConfig(CONFIG_VMAP_INDOOR_CHECK) && _wasOutdoor != isOutdoor)
{
_wasOutdoor = isOutdoor;
SpellAttr0 attrToRemove = isOutdoor ? SPELL_ATTR0_ONLY_INDOORS : SPELL_ATTR0_ONLY_OUTDOORS;
SpellAttr0 attrToRecalculate = isOutdoor ? SPELL_ATTR0_ONLY_OUTDOORS : SPELL_ATTR0_ONLY_INDOORS;
for (AuraApplicationMap::iterator iter = m_appliedAuras.begin(); iter != m_appliedAuras.end();)
{
Aura* aura = iter->second->GetBase();
SpellInfo const* spell = aura->GetSpellInfo();
if (spell->Attributes & attrToRemove)
{
// if passive - do not remove and just turn off all effects
if (aura->IsPassive())
{
aura->HandleAllEffects(iter->second, AURA_EFFECT_HANDLE_REAL, false);
++iter;
continue;
}
RemoveAura(iter);
}
else if ((spell->Attributes & attrToRecalculate) && aura->IsPassive())
{
// if passive - turn on all effects
aura->HandleAllEffects(iter->second, AURA_EFFECT_HANDLE_REAL, true);
++iter;
}
else
{
++iter;
}
}
}
if (!sScriptMgr->CanAreaExploreAndOutdoor(this))
return;
if (!areaId)
return;
if (!areaEntry)
{
LOG_ERROR("entities.player", "Player '{}' ({}) discovered unknown area (x: {} y: {} z: {} map: {})",
GetName(), GetGUID().ToString(), GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId());
return;
}
uint32 offset = areaEntry->exploreFlag / 32;
if (offset >= PLAYER_EXPLORED_ZONES_SIZE)
{
LOG_ERROR("entities.player", "Wrong area flag {} in map data for (X: {} Y: {}) point to field PLAYER_EXPLORED_ZONES_1 + {} ( {} must be < {} ).", areaEntry->flags, GetPositionX(), GetPositionY(), offset, offset, PLAYER_EXPLORED_ZONES_SIZE);
return;
}
uint32 val = (uint32)(1 << (areaEntry->exploreFlag % 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, areaId);
if (areaEntry->area_level > 0)
{
if (GetLevel() >= sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
{
SendExplorationExperience(areaId, 0);
}
else
{
int32 diff = int32(GetLevel()) - areaEntry->area_level;
uint32 XP = 0;
if (diff < -5)
{
XP = uint32(sObjectMgr->GetBaseXP(GetLevel() + 5) * sWorld->getRate(RATE_XP_EXPLORE));
}
else if (diff > 5)
{
int32 exploration_percent = (100 - ((diff - 5) * 5));
if (exploration_percent > 100)
exploration_percent = 100;
else if (exploration_percent < 0)
exploration_percent = 0;
XP = uint32(sObjectMgr->GetBaseXP(areaEntry->area_level) * exploration_percent / 100 * sWorld->getRate(RATE_XP_EXPLORE));
}
else
{
XP = uint32(sObjectMgr->GetBaseXP(areaEntry->area_level) * sWorld->getRate(RATE_XP_EXPLORE));
}
sScriptMgr->OnGivePlayerXP(this, XP, nullptr, PlayerXPSource::XPSOURCE_EXPLORE);
GiveXP(XP, nullptr);
SendExplorationExperience(areaId, XP);
}
LOG_DEBUG("entities.player", "Player {} discovered a new area: {}", GetGUID().ToString(), areaId);
}
}
}
TeamId Player::TeamIdForRace(uint8 race)
{
if (ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race))
{
switch (rEntry->TeamID)
{
case 1:
return TEAM_HORDE;
case 7:
return TEAM_ALLIANCE;
}
LOG_ERROR("entities.player", "Race ({}) has wrong teamid ({}) in DBC: wrong DBC files?", uint32(race), rEntry->TeamID);
}
else
LOG_ERROR("entities.player", "Race ({}) not found in DBC: wrong DBC files?", uint32(race));
return TEAM_ALLIANCE;
}
void Player::SetFactionForRace(uint8 race)
{
m_team = TeamIdForRace(race);
sScriptMgr->OnPlayerUpdateFaction(this);
if (GetTeamId(true) != GetTeamId())
return;
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
float Player::CalculateReputationGain(ReputationSource source, uint32 creatureOrQuestLevel, float 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.f ? 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 <= Acore::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)
{
if (!victim || victim->IsPlayer())
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();
}
TeamId teamId = GetTeamId(true); // Always check player original reputation when rewarding
if (Rep->RepFaction1 && (!Rep->TeamDependent || teamId == TEAM_ALLIANCE))
{
float donerep1 = CalculateReputationGain(REPUTATION_SOURCE_KILL, victim->GetLevel(), static_cast<float>(Rep->RepValue1), ChampioningFaction ? ChampioningFaction : Rep->RepFaction1);
FactionEntry const* factionEntry1 = sFactionStore.LookupEntry(ChampioningFaction ? ChampioningFaction : Rep->RepFaction1);
if (factionEntry1)
{
GetReputationMgr().ModifyReputation(factionEntry1, donerep1, false, static_cast<ReputationRank>(Rep->ReputationMaxCap1));
}
}
if (Rep->RepFaction2 && (!Rep->TeamDependent || teamId == TEAM_HORDE))
{
float donerep2 = CalculateReputationGain(REPUTATION_SOURCE_KILL, victim->GetLevel(), static_cast<float>(Rep->RepValue2), ChampioningFaction ? ChampioningFaction : Rep->RepFaction2);
FactionEntry const* factionEntry2 = sFactionStore.LookupEntry(ChampioningFaction ? ChampioningFaction : Rep->RepFaction2);
if (factionEntry2)
{
GetReputationMgr().ModifyReputation(factionEntry2, donerep2, false, static_cast<ReputationRank>(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)
{
if (!quest->RewardFactionId[i])
continue;
float rep = 0.f;
if (quest->RewardFactionValueIdOverride[i])
{
rep = quest->RewardFactionValueIdOverride[i] / 100.f;
}
else
{
uint32 row = ((quest->RewardFactionValueId[i] < 0) ? 1 : 0) + 1;
if (QuestFactionRewEntry const* questFactionRewEntry = sQuestFactionRewardStore.LookupEntry(row))
{
uint32 field = std::abs(quest->RewardFactionValueId[i]);
rep = static_cast<float>(questFactionRewEntry->QuestRewFactionValue[field]);
}
}
if (rep == 0.f)
continue;
if (quest->IsDaily())
{
rep = CalculateReputationGain(REPUTATION_SOURCE_DAILY_QUEST, GetQuestLevel(quest), rep, quest->RewardFactionId[i], false);
}
else if (quest->IsWeekly())
{
rep = CalculateReputationGain(REPUTATION_SOURCE_WEEKLY_QUEST, GetQuestLevel(quest), rep, quest->RewardFactionId[i], false);
}
else if (quest->IsMonthly())
{
rep = CalculateReputationGain(REPUTATION_SOURCE_MONTHLY_QUEST, GetQuestLevel(quest), rep, quest->RewardFactionId[i], false);
}
else if (quest->IsRepeatable())
{
rep = CalculateReputationGain(REPUTATION_SOURCE_REPEATABLE_QUEST, GetQuestLevel(quest), rep, quest->RewardFactionId[i], false);
}
else
{
rep = CalculateReputationGain(REPUTATION_SOURCE_QUEST, GetQuestLevel(quest), rep, quest->RewardFactionId[i], false);
}
if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(quest->RewardFactionId[i]))
{
GetReputationMgr().ModifyReputation(factionEntry, rep, quest->HasSpecialFlag(QUEST_SPECIAL_FLAGS_NO_REP_SPILLOVER));
}
}
}
void Player::RewardExtraBonusTalentPoints(uint32 bonusTalentPoints)
{
if (bonusTalentPoints)
{
m_extraBonusTalentCount += bonusTalentPoints;
}
}
///Calculate the amount of honor gained based on the victim
///and the size of the group for which the honor is divided
///An exact honor value can also be given (overriding the calcs)
bool Player::RewardHonor(Unit* uVictim, uint32 groupsize, int32 honor, bool awardXP)
{
// do not reward honor in arenas, but enable onkill spellproc
if (InArena())
{
if (!uVictim || uVictim == this || uVictim->GetTypeId() != TYPEID_PLAYER)
return false;
if (GetBgTeamId() == uVictim->ToPlayer()->GetBgTeamId())
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;
/* check if player has same IP
if (uVictim && uVictim->IsPlayer())
{
if (GetSession()->GetRemoteAddress() == uVictim->ToPlayer()->GetSession()->GetRemoteAddress())
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 (InArena())
return true;
// Promote to float for calculations
float honor_f = (float)honor;
if (honor_f <= 0)
{
if (!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT))
return false;
victim_guid = uVictim->GetGUID();
if (uVictim->IsPlayer())
{
Player* victim = uVictim->ToPlayer();
if (GetTeamId() == victim->GetTeamId() && !sWorld->IsFFAPvPRealm())
return false;
uint8 k_level = GetLevel();
uint8 k_grey = Acore::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);
uint32 killer_title = 0;
sScriptMgr->OnVictimRewardBefore(this, victim, killer_title, victim_title);
// Get Killer titles, CharTitlesEntry::bit_index
// Ranks:
// title[1..14] -> rank[5..18]
// title[15..28] -> rank[5..18]
// title[other] -> 0
if (victim_title == 0)
victim_guid.Clear(); // Don't show HK: <rank> message, only log.
else if (victim_title < 15)
victim_rank = victim_title + 4;
else if (victim_title < 29)
victim_rank = victim_title - 14 + 4;
else
victim_guid.Clear(); // Don't show HK: <rank> message, only log.
honor_f = std::ceil(Acore::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(true));
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);
sScriptMgr->OnVictimRewardAfter(this, victim, killer_title, victim_rank, honor_f);
}
else
{
if (!uVictim->ToCreature()->IsRacialLeader())
return false;
honor_f = 100.0f; // ??? need more info
victim_rank = 19; // HK: Leader
}
}
if (uVictim)
{
if (groupsize > 1)
honor_f /= groupsize;
// apply honor multiplier from aura (not stacking-get highest)
AddPct(honor_f, GetMaxPositiveAuraModifier(SPELL_AURA_MOD_HONOR_GAIN_PCT));
}
honor_f *= sWorld->getRate(RATE_HONOR);
// Back to int now
honor = int32(honor_f);
// honor - for show honor points in log
// victim_guid - for show victim name in log
// victim_rank [1..4] HK: <dishonored rank>
// victim_rank [5..19] HK: <alliance\horde rank>
// victim_rank [0, 20+] HK: <>
WorldPacket data(SMSG_PVP_CREDIT, 4 + 8 + 4);
data << honor;
data << victim_guid;
data << victim_rank;
// Xinef: non quest case, quest honor obtain is send in quest reward packet
if (uVictim || groupsize > 0)
GetSession()->SendPacket(&data);
// add honor points
ModifyHonorPoints(honor);
ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, honor, true);
// Xinef: Battleground experience
if (awardXP)
if (Battleground* bg = GetBattleground())
{
bg->UpdatePlayerScore(this, SCORE_BONUS_HONOR, honor, false); //false: prevent looping
// Xinef: Only for BG activities
if (!uVictim)
{
uint32 xp = uint32(honor * (3 + GetLevel() * 0.30f));
sScriptMgr->OnGivePlayerXP(this, xp, nullptr, PlayerXPSource::XPSOURCE_BATTLEGROUND);
GiveXP(xp, nullptr);
}
}
if (sWorld->getBoolConfig(CONFIG_PVP_TOKEN_ENABLE))
{
if (!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT))
return true;
if (uVictim->IsPlayer())
{
// 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))
{
if (int32 copperPerPoint = sWorld->getIntConfig(CONFIG_MAX_HONOR_POINTS_MONEY_PER_POINT))
{
// Only convert points on login, not when awarded honor points.
if (isBeingLoaded())
{
int32 excessPoints = value - sWorld->getIntConfig(CONFIG_MAX_HONOR_POINTS);
ModifyMoney(excessPoints * copperPerPoint);
}
}
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_UDP_CHAR_HONOR_POINTS);
stmt->SetData(0, newValue);
stmt->SetData(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_UDP_CHAR_ARENA_POINTS);
stmt->SetData(0, newValue);
stmt->SetData(1, GetGUID().GetCounter());
trans->Append(stmt);
}
}
uint32 Player::GetArenaTeamIdFromDB(ObjectGuid guid, uint8 type)
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_ARENA_TEAM_ID_BY_PLAYER_GUID);
stmt->SetData(0, guid.GetCounter());
stmt->SetData(1, type);
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (!result)
return 0;
uint32 id = (*result)[0].Get<uint32>();
return id;
}
uint32 Player::GetZoneIdFromDB(ObjectGuid guid)
{
ObjectGuid::LowType guidLow = guid.GetCounter();
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_ZONE);
stmt->SetData(0, guidLow);
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (!result)
return 0;
Field* fields = result->Fetch();
uint32 zone = fields[0].Get<uint16>();
if (!zone)
{
// stored zone is zero, use generic and slow zone detection
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHAR_POSITION_XYZ);
stmt->SetData(0, guidLow);
PreparedQueryResult posResult = CharacterDatabase.Query(stmt);
if (!posResult)
{
return 0;
}
fields = posResult->Fetch();
uint32 map = fields[0].Get<uint16>();
float posx = fields[1].Get<float>();
float posy = fields[2].Get<float>();
float posz = fields[3].Get<float>();
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->SetData(0, uint16(zone));
stmt->SetData(1, guidLow);
CharacterDatabase.Execute(stmt);
}
}
return zone;
}
//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);
GetSession()->SendPacket(&data);
}
}
else
{
if (IsWithinDistInMap(obj, 40))
{
duel->OutOfBoundsTime = 0;
WorldPacket data(SMSG_DUEL_INBOUNDS, 0);
GetSession()->SendPacket(&data);
}
else if (currTime >= duel->OutOfBoundsTime)
DuelComplete(DUEL_FLED);
}
}
bool Player::IsOutdoorPvPActive()
{
return IsAlive() && !HasInvisibilityAura() && !HasStealthAura() && IsPvP() && !HasUnitMovementFlag(MOVEMENTFLAG_FLYING) && !IsInFlight();
}
void Player::DuelComplete(DuelCompleteType type)
{
// duel not requested
if (!duel)
return;
// 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;
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 (GetTeamId() == opponent->GetTeamId())
{
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 (IsClass(CLASS_DEATH_KNIGHT, CLASS_CONTEXT_QUEST) && 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() == duel->Opponent)
{
ClearComboPoints();
}
else if (GetComboTargetGUID() == duel->Opponent->GetPetGUID())
{
ClearComboPoints();
}
if (duel->Opponent->GetComboTarget() == this)
{
duel->Opponent->ClearComboPoints();
}
else if (duel->Opponent->GetComboTargetGUID() == GetPetGUID())
{
duel->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)
{
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;
LOG_DEBUG("entities.player", "applying mods for item {} ", item->GetGUID().ToString());
uint8 attacktype = Player::GetAttackBySlot(slot);
if (item->HasSocket()) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
CorrectMetaGemEnchants(slot, apply);
if (attacktype < MAX_ATTACK)
_ApplyWeaponDependentAuraMods(item, WeaponAttackType(attacktype), apply);
_ApplyItemBonuses(proto, slot, apply);
if (slot == EQUIPMENT_SLOT_RANGED)
_ApplyAmmoBonuses();
ApplyItemEquipSpell(item, apply);
ApplyEnchantment(item, apply);
LOG_DEBUG("entities.player.items", "_ApplyItemMods complete.");
}
void Player::_ApplyItemBonuses(ItemTemplate const* proto, uint8 slot, bool apply, bool only_level_scale /*= false*/)
{
if (slot >= INVENTORY_SLOT_BAG_END || !proto)
return;
ScalingStatDistributionEntry const* ssd = proto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(proto->ScalingStatDistribution) : nullptr;
if (only_level_scale && !ssd)
return;
// req. check at equip, but allow use for extended range if range limit max level, set proper level
uint32 ssd_level = GetLevel();
uint32 CustomScalingStatValue = 0;
sScriptMgr->OnCustomScalingStatValueBefore(this, proto, slot, apply, CustomScalingStatValue);
uint32 ScalingStatValue = proto->ScalingStatValue > 0 ? proto->ScalingStatValue : CustomScalingStatValue;
if (ssd && ssd_level > ssd->MaxLevel)
ssd_level = ssd->MaxLevel;
ScalingStatValuesEntry const* ssv = proto->ScalingStatValue ? sScalingStatValuesStore.LookupEntry(ssd_level) : nullptr;
if (only_level_scale && !ssv)
return;
for (uint8 i = 0; i < MAX_ITEM_PROTO_STATS; ++i)
{
uint32 statType = 0;
int32 val = 0;
// If set ScalingStatDistribution need get stats and values from it
if (ssv)
{
if (ssd)
{
if (ssd->StatMod[i] < 0)
continue;
statType = ssd->StatMod[i];
val = (ssv->getssdMultiplier(ScalingStatValue) * ssd->Modifier[i]) / 10000;
}
else
{
if (i >= proto->StatsCount)
continue;
// OnCustomScalingStatValue(Player* player, ItemTemplate const* proto, uint32& statType, int32& val, uint8 itemProtoStatNumber, uint32 ScalingStatValue, ScalingStatValuesEntry const* ssv)
sScriptMgr->OnCustomScalingStatValue(this, proto, statType, val, i, ScalingStatValue, ssv);
}
}
else
{
if (i >= proto->StatsCount)
continue;
statType = proto->ItemStat[i].ItemStatType;
val = proto->ItemStat[i].ItemStatValue;
sScriptMgr->OnApplyItemModsBefore(this, slot, apply, i, statType, val);
}
if (val == 0)
continue;
switch (statType)
{
case ITEM_MOD_MANA:
HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(val), apply);
break;
case ITEM_MOD_HEALTH: // modify HP
HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(val), apply);
break;
case ITEM_MOD_AGILITY: // modify agility
HandleStatModifier(UNIT_MOD_STAT_AGILITY, BASE_VALUE, float(val), apply);
ApplyStatBuffMod(STAT_AGILITY, float(val), apply);
break;
case ITEM_MOD_STRENGTH: //modify strength
HandleStatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(val), apply);
ApplyStatBuffMod(STAT_STRENGTH, float(val), apply);
break;
case ITEM_MOD_INTELLECT: //modify intellect
HandleStatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(val), apply);
ApplyStatBuffMod(STAT_INTELLECT, float(val), apply);
break;
case ITEM_MOD_SPIRIT: //modify spirit
HandleStatModifier(UNIT_MOD_STAT_SPIRIT, BASE_VALUE, float(val), apply);
ApplyStatBuffMod(STAT_SPIRIT, float(val), apply);
break;
case ITEM_MOD_STAMINA: //modify stamina
HandleStatModifier(UNIT_MOD_STAT_STAMINA, BASE_VALUE, float(val), apply);
ApplyStatBuffMod(STAT_STAMINA, float(val), apply);
break;
case ITEM_MOD_DEFENSE_SKILL_RATING:
ApplyRatingMod(CR_DEFENSE_SKILL, int32(val), apply);
break;
case ITEM_MOD_DODGE_RATING:
ApplyRatingMod(CR_DODGE, int32(val), apply);
break;
case ITEM_MOD_PARRY_RATING:
ApplyRatingMod(CR_PARRY, int32(val), apply);
break;
case ITEM_MOD_BLOCK_RATING:
ApplyRatingMod(CR_BLOCK, int32(val), apply);
break;
case ITEM_MOD_HIT_MELEE_RATING:
ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
break;
case ITEM_MOD_HIT_RANGED_RATING:
ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
break;
case ITEM_MOD_HIT_SPELL_RATING:
ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
break;
case ITEM_MOD_CRIT_MELEE_RATING:
ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
break;
case ITEM_MOD_CRIT_RANGED_RATING:
ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
break;
case ITEM_MOD_CRIT_SPELL_RATING:
ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
break;
case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
break;
case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
break;
case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
break;
case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
break;
case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
break;
case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
break;
case ITEM_MOD_HASTE_MELEE_RATING:
ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
break;
case ITEM_MOD_HASTE_RANGED_RATING:
ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
break;
case ITEM_MOD_HASTE_SPELL_RATING:
ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
break;
case ITEM_MOD_HIT_RATING:
ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
break;
case ITEM_MOD_CRIT_RATING:
ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
break;
case ITEM_MOD_HIT_TAKEN_RATING:
ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
break;
case ITEM_MOD_CRIT_TAKEN_RATING:
case ITEM_MOD_RESILIENCE_RATING:
ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
break;
case ITEM_MOD_HASTE_RATING:
ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
break;
case ITEM_MOD_EXPERTISE_RATING:
ApplyRatingMod(CR_EXPERTISE, int32(val), apply);
break;
case ITEM_MOD_ATTACK_POWER:
HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(val), apply);
HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
break;
case ITEM_MOD_RANGED_ATTACK_POWER:
HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
break;
// case ITEM_MOD_FERAL_ATTACK_POWER:
// ApplyFeralAPBonus(int32(val), apply);
// break;
case ITEM_MOD_MANA_REGENERATION:
ApplyManaRegenBonus(int32(val), apply);
break;
case ITEM_MOD_ARMOR_PENETRATION_RATING:
ApplyRatingMod(CR_ARMOR_PENETRATION, int32(val), apply);
break;
case ITEM_MOD_SPELL_POWER:
ApplySpellPowerBonus(int32(val), apply);
break;
case ITEM_MOD_HEALTH_REGEN:
ApplyHealthRegenBonus(int32(val), apply);
break;
case ITEM_MOD_SPELL_PENETRATION:
ApplySpellPenetrationBonus(val, apply);
break;
case ITEM_MOD_BLOCK_VALUE:
HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(val), apply);
break;
/// @deprecated item mods
case ITEM_MOD_SPELL_HEALING_DONE:
case ITEM_MOD_SPELL_DAMAGE_DONE:
break;
}
}
// Apply Spell Power from ScalingStatValue if set
if (ssv)
if (int32 spellbonus = ssv->getSpellBonus(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(ScalingStatValue))
if (proto->ScalingStatValue > 0 || ssvarmor < proto->Armor) //Check to avoid higher values than stat itself (heirloom OR items with correct armor value)
armor = ssvarmor;
}
else if (armor && proto->ArmorDamageModifier)
armor -= uint32(proto->ArmorDamageModifier);
if (armor)
{
UnitModifierType modType = TOTAL_VALUE;
if (proto->Class == ITEM_CLASS_ARMOR)
{
switch (proto->SubClass)
{
case ITEM_SUBCLASS_ARMOR_CLOTH:
case ITEM_SUBCLASS_ARMOR_LEATHER:
case ITEM_SUBCLASS_ARMOR_MAIL:
case ITEM_SUBCLASS_ARMOR_PLATE:
case ITEM_SUBCLASS_ARMOR_SHIELD:
modType = BASE_VALUE;
break;
}
}
HandleStatModifier(UNIT_MOD_ARMOR, modType, float(armor), apply);
}
// Add armor bonus from ArmorDamageModifier if > 0
if (proto->ArmorDamageModifier > 0 && sScriptMgr->CanArmorDamageModifier(this))
HandleStatModifier(UNIT_MOD_ARMOR, TOTAL_VALUE, float(proto->ArmorDamageModifier), apply);
if (proto->Block)
HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(proto->Block), apply);
if (proto->HolyRes)
HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(proto->HolyRes), apply);
if (proto->FireRes)
HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(proto->FireRes), apply);
if (proto->NatureRes)
HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE, BASE_VALUE, float(proto->NatureRes), apply);
if (proto->FrostRes)
HandleStatModifier(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, float(proto->FrostRes), apply);
if (proto->ShadowRes)
HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW, BASE_VALUE, float(proto->ShadowRes), apply);
if (proto->ArcaneRes)
HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE, BASE_VALUE, float(proto->ArcaneRes), apply);
uint8 attType = Player::GetAttackBySlot(slot);
if (attType != MAX_ATTACK)
{
_ApplyWeaponDamage(slot, proto, ssv, apply);
}
// Druids get feral AP bonus from weapon dps (also use DPS from ScalingStatValue)
if (IsClass(CLASS_DRUID, CLASS_CONTEXT_STATS))
{
int32 dpsMod = 0;
int32 feral_bonus = 0;
if (ssv)
{
dpsMod = ssv->getDPSMod(ScalingStatValue);
feral_bonus += ssv->getFeralBonus(ScalingStatValue);
}
feral_bonus += proto->getFeralBonus(dpsMod);
sScriptMgr->OnGetFeralApBonus(this, feral_bonus, dpsMod, proto, ssv);
if (feral_bonus)
ApplyFeralAPBonus(feral_bonus, apply);
}
}
void Player::_ApplyWeaponDamage(uint8 slot, ItemTemplate const* proto, ScalingStatValuesEntry const* ssv, bool apply)
{
uint32 CustomScalingStatValue = 0;
sScriptMgr->OnCustomScalingStatValueBefore(this, proto, slot, apply, CustomScalingStatValue);
uint32 ScalingStatValue = proto->ScalingStatValue > 0 ? proto->ScalingStatValue : CustomScalingStatValue;
// following part fix disarm issue
// that doesn't apply the scaling after disarmed
if (!ssv)
{
ScalingStatDistributionEntry const* ssd = proto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(proto->ScalingStatDistribution) : nullptr;
// req. check at equip, but allow use for extended range if range limit max level, set proper level
uint32 ssd_level = GetLevel();
if (ssd && ssd_level > ssd->MaxLevel)
ssd_level = ssd->MaxLevel;
ssv = ScalingStatValue ? sScalingStatValuesStore.LookupEntry(ssd_level) : nullptr;
}
uint8 attType = Player::GetAttackBySlot(slot);
if (!IsInFeralForm() && apply && !CanUseAttackType(attType))
{
return;
}
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)
{
int32 extraDPS = ssv->getDPSMod(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(WeaponAttackType(attType), MINDAMAGE, minDamage, i);
}
if (maxDamage > 0.f)
{
SetBaseWeaponDamage(WeaponAttackType(attType), MAXDAMAGE, maxDamage, i);
}
}
}
if (!apply)
{
for (uint8 i = 0; i < MAX_ITEM_PROTO_DAMAGES; ++i)
{
SetBaseWeaponDamage(WeaponAttackType(attType), MINDAMAGE, 0.f, i);
SetBaseWeaponDamage(WeaponAttackType(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())
{
if (slot == EQUIPMENT_SLOT_RANGED)
SetAttackTime(RANGED_ATTACK, apply ? proto->Delay : BASE_ATTACK_TIME);
else if (slot == EQUIPMENT_SLOT_MAINHAND)
SetAttackTime(BASE_ATTACK, apply ? proto->Delay : BASE_ATTACK_TIME);
else if (slot == EQUIPMENT_SLOT_OFFHAND)
SetAttackTime(OFF_ATTACK, apply ? proto->Delay : BASE_ATTACK_TIME);
}
// No need to modify any physical damage for ferals as it is calculated from stats only
if (IsInFeralForm())
return;
if (CanModifyStats() && (GetWeaponDamageRange(WeaponAttackType(attType), MAXDAMAGE) || proto->Delay))
UpdateDamagePhysical(WeaponAttackType(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::_ApplyWeaponDependentAuraMods(Item* item, WeaponAttackType attackType, bool apply)
{
AuraEffectList const& auraCritList = GetAuraEffectsByType(SPELL_AURA_MOD_WEAPON_CRIT_PERCENT);
for (AuraEffectList::const_iterator itr = auraCritList.begin(); itr != auraCritList.end(); ++itr)
_ApplyWeaponDependentAuraCritMod(item, attackType, *itr, apply);
AuraEffectList const& auraDamageFlatList = GetAuraEffectsByType(SPELL_AURA_MOD_DAMAGE_DONE);
for (AuraEffectList::const_iterator itr = auraDamageFlatList.begin(); itr != auraDamageFlatList.end(); ++itr)
_ApplyWeaponDependentAuraDamageMod(item, attackType, *itr, apply);
AuraEffectList const& auraDamagePctList = GetAuraEffectsByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE);
for (AuraEffectList::const_iterator itr = auraDamagePctList.begin(); itr != auraDamagePctList.end(); ++itr)
_ApplyWeaponDependentAuraDamageMod(item, attackType, *itr, apply);
}
void Player::_ApplyWeaponDependentAuraCritMod(Item* item, WeaponAttackType attackType, AuraEffect const* aura, bool apply)
{
// don't apply mod if item is broken or cannot be used
if (item->IsBroken() || !CanUseAttackType(attackType))
return;
// generic not weapon specific case processes in aura code
if (aura->GetSpellInfo()->EquippedItemClass == -1)
return;
if (!sScriptMgr->CanApplyWeaponDependentAuraDamageMod(this, item, attackType, aura, apply))
return;
BaseModGroup mod = BASEMOD_END;
switch (attackType)
{
case BASE_ATTACK:
mod = CRIT_PERCENTAGE;
break;
case OFF_ATTACK:
mod = OFFHAND_CRIT_PERCENTAGE;
break;
case RANGED_ATTACK:
mod = RANGED_CRIT_PERCENTAGE;
break;
default:
return;
}
if (item->IsFitToSpellRequirements(aura->GetSpellInfo()))
HandleBaseModValue(mod, FLAT_MOD, float (aura->GetAmount()), apply);
}
void Player::_ApplyWeaponDependentAuraDamageMod(Item* item, WeaponAttackType attackType, AuraEffect const* aura, bool apply)
{
// don't apply mod if item is broken or cannot be used
if (item->IsBroken() || !CanUseAttackType(attackType))
return;
// ignore spell mods for not wands
if ((aura->GetMiscValue() & SPELL_SCHOOL_MASK_NORMAL) == 0 && (getClassMask() & CLASSMASK_WAND_USERS) == 0)
return;
// generic not weapon specific case processes in aura code
if (aura->GetSpellInfo()->EquippedItemClass == -1)
return;
UnitMods unitMod = UNIT_MOD_END;
switch (attackType)
{
case BASE_ATTACK:
unitMod = UNIT_MOD_DAMAGE_MAINHAND;
break;
case OFF_ATTACK:
unitMod = UNIT_MOD_DAMAGE_OFFHAND;
break;
case RANGED_ATTACK:
unitMod = UNIT_MOD_DAMAGE_RANGED;
break;
default:
return;
}
UnitModifierType unitModType = TOTAL_VALUE;
switch (aura->GetAuraType())
{
case SPELL_AURA_MOD_DAMAGE_DONE:
unitModType = TOTAL_VALUE;
break;
case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE:
unitModType = TOTAL_PCT;
break;
default:
return;
}
if (item->IsFitToSpellRequirements(aura->GetSpellInfo()))
{
HandleStatModifier(unitMod, unitModType, float(aura->GetAmount()), apply);
if (unitModType == TOTAL_VALUE)
{
if (aura->GetAmount() > 0)
ApplyModUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS, aura->GetAmount(), apply);
else
ApplyModUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG, aura->GetAmount(), apply);
}
}
}
void Player::ApplyItemEquipSpell(Item* item, bool apply, bool form_change)
{
if (!item)
return;
ItemTemplate const* proto = item->GetTemplate();
if (!proto)
return;
for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
{
_Spell const& spellData = proto->Spells[i];
// no spell
if (!spellData.SpellId)
continue;
// Spells that should stay on the caster after removing the item.
constexpr std::array<int32, 2> spellExceptions =
{
11826, //Electromagnetic Gigaflux Reactivator
17490 //Book of the Dead - Summon Skeleton
};
const auto found = std::find(std::begin(spellExceptions), std::end(spellExceptions), spellData.SpellId);
// wrong triggering type
if (apply)
{
if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_EQUIP)
{
continue;
}
}
else
{
// If the spell is an exception do not remove it.
if (found != std::end(spellExceptions))
{
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)
{
if (!sScriptMgr->CanApplyEquipSpell(this, spellInfo, item, apply, form_change))
return;
// 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;
}
LOG_DEBUG("entities.player", "WORLD: cast {} Equip spellId - {}", (item ? "item" : "itemset"), spellInfo->Id);
//Ignore spellInfo->DurationEntry, cast with -1 duration
CastCustomSpell(spellInfo->Id, SPELLVALUE_AURA_DURATION, -1, this, true, item);
}
else
{
if (form_change) // check aura compatibility
{
// Cannot be used in this stance/form
if (spellInfo->CheckShapeshift(GetShapeshiftForm()) == SPELL_CAST_OK)
return; // and remove only not compatible at form change
}
if (item)
RemoveAurasDueToItemSpell(spellInfo->Id, item->GetGUID()); // un-apply all spells, not only at-equipped
else
RemoveAurasDueToSpell(spellInfo->Id); // un-apply spell (item set case)
// Xinef: Remove Proc Spells and Summons
for (uint8 i = EFFECT_0; i < MAX_SPELL_EFFECTS; ++i)
{
// Xinef: Remove procs
if (spellInfo->Effects[i].TriggerSpell)
RemoveAurasDueToSpell(spellInfo->Effects[i].TriggerSpell);
// Xinef: remove minions summoned by item
if (spellInfo->Effects[i].Effect == SPELL_EFFECT_SUMMON)
RemoveAllMinionsByEntry(spellInfo->Effects[i].MiscValue);
}
}
}
void Player::CastItemCombatSpell(Unit* target, WeaponAttackType attType, uint32 procVictim, uint32 procEx)
{
if (!target || !target->IsAlive() || target == this)
return;
// Xinef: do not use disarmed weapons, special exception - shaman ghost wolf form
// Xinef: normal forms proc on hit enchants / built in item bonuses
if (!CanUseAttackType(attType) || GetShapeshiftForm() == FORM_GHOSTWOLF)
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())
if (ItemTemplate const* proto = item->GetTemplate())
{
// Additional check for weapons
if (proto->Class == ITEM_CLASS_WEAPON)
{
// offhand item cannot proc from main hand hit etc
EquipmentSlots slot;
switch (attType)
{
case BASE_ATTACK:
slot = EQUIPMENT_SLOT_MAINHAND;
break;
case OFF_ATTACK:
slot = EQUIPMENT_SLOT_OFFHAND;
break;
case RANGED_ATTACK:
slot = EQUIPMENT_SLOT_RANGED;
break;
default:
slot = EQUIPMENT_SLOT_END;
break;
}
if (slot != i)
continue;
}
CastItemCombatSpell(target, attType, procVictim, procEx, item, proto);
}
}
}
void Player::CastItemCombatSpell(Unit* target, WeaponAttackType attType, uint32 procVictim, uint32 procEx, Item* item, ItemTemplate const* proto)
{
if (!sScriptMgr->CanCastItemCombatSpell(this, target, attType, procVictim, procEx, item, proto))
return;
// Can do effect if any damage done to target
if (procVictim & PROC_FLAG_TAKEN_DAMAGE)
//if (damageInfo->procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE)
{
for (uint8 i = 0; i < MAX_ITEM_SPELLS; ++i)
{
_Spell const& spellData = proto->Spells[i];
// no spell
if (!spellData.SpellId)
continue;
// wrong triggering type
if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_CHANCE_ON_HIT)
continue;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellData.SpellId);
if (!spellInfo)
{
LOG_ERROR("entities.player", "WORLD: unknown Item spellid {}", spellData.SpellId);
continue;
}
float chance = (float)spellInfo->ProcChance;
if (spellData.SpellPPMRate)
{
uint32 WeaponSpeed = GetAttackTime(attType);
chance = GetPPMProcChance(WeaponSpeed, spellData.SpellPPMRate, spellInfo);
}
else if (chance > 100.0f)
{
chance = GetWeaponProcChance();
}
if (roll_chance_f(chance) && sScriptMgr->OnCastItemCombatSpell(this, target, spellInfo, item))
CastSpell(target, spellInfo->Id, TriggerCastFlags(TRIGGERED_FULL_MASK & ~TRIGGERED_IGNORE_SPELL_AND_CATEGORY_CD), 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_SPELL_ITEM_ENCHANTMENT_EFFECTS; ++s)
{
if (pEnchant->type[s] != ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL)
continue;
SpellEnchantProcEntry const* entry = sSpellMgr->GetSpellEnchantProcEvent(enchant_id);
if (entry && entry->procEx)
{
// Check hit/crit/dodge/parry requirement
if ((entry->procEx & procEx) == 0)
continue;
}
else
{
// Can do effect if any damage done to target
if (!(procVictim & PROC_FLAG_TAKEN_DAMAGE))
//if (!(damageInfo->procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE))
continue;
}
if (entry && (entry->attributeMask & ENCHANT_PROC_ATTR_WHITE_HIT) && (procVictim & SPELL_PROC_FLAG_MASK))
continue;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(pEnchant->spellid[s]);
if (!spellInfo)
{
LOG_ERROR("entities.player", "Player::CastItemCombatSpell({}, name: {}, enchant: {}): unknown spell {} is casted, ignoring...",
GetGUID().ToString(), GetName(), pEnchant->ID, pEnchant->spellid[s]);
continue;
}
if (entry && (entry->attributeMask & ENCHANT_PROC_ATTR_EXCLUSIVE) != 0)
{
Unit* checkTarget = spellInfo->IsPositive() ? this : target;
if (checkTarget->HasAura(spellInfo->Id, GetGUID()))
{
continue;
}
}
float chance = pEnchant->amount[s] != 0 ? float(pEnchant->amount[s]) : GetWeaponProcChance();
if (entry)
{
if (entry->PPMChance)
chance = GetPPMProcChance(proto->Delay, entry->PPMChance, spellInfo);
else if (entry->customChance)
chance = (float)entry->customChance;
}
// Apply spell mods
ApplySpellMod(pEnchant->spellid[s], SPELLMOD_CHANCE_OF_SUCCESS, chance);
// Shiv has 100% chance to apply the poison
if (FindCurrentSpellBySpellId(5938) && e_slot == TEMP_ENCHANTMENT_SLOT)
chance = 100.0f;
if (roll_chance_f(chance))
{
// Xinef: implement enchant charges
if (uint32 charges = item->GetEnchantmentCharges(EnchantmentSlot(e_slot)))
{
if (!--charges)
{
ApplyEnchantment(item, EnchantmentSlot(e_slot), false);
item->ClearEnchantment(EnchantmentSlot(e_slot));
}
else
item->SetEnchantmentCharges(EnchantmentSlot(e_slot), charges);
}
Unit* unitTarget = spellInfo->IsPositive() ? this : target;
CastSpell(unitTarget, spellInfo, TriggerCastFlags(TRIGGERED_FULL_MASK & ~TRIGGERED_IGNORE_SPELL_AND_CATEGORY_CD), item);
}
}
}
}
void Player::CastItemUseSpell(Item* item, SpellCastTargets const& targets, uint8 cast_count, uint32 glyphIndex)
{
if (!sScriptMgr->CanCastItemUseSpell(this, item, targets, cast_count, glyphIndex))
return;
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)
{
LOG_ERROR("entities.player", "Player::CastItemUseSpell: Item (Entry: {}) in have 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_CastItem = item;
spell->m_cast_count = cast_count; //set count of casts
spell->SetSpellValue(SPELLVALUE_BASE_POINT0, learning_spell_id);
spell->prepare(&targets);
return;
}
// use triggered flag only for items with many spell casts and for not first cast
uint8 count = 0;
std::list<Spell*> pushSpells;
// item spells casted at use
for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
{
_Spell const& spellData = proto->Spells[i];
// no spell
if (!spellData.SpellId)
continue;
// wrong triggering type
if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE)
continue;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellData.SpellId);
if (!spellInfo)
{
LOG_ERROR("entities.player", "Player::CastItemUseSpell: Item (Entry: {}) in have wrong spell id {}, ignoring", proto->ItemId, spellData.SpellId);
continue;
}
if (HasSpellCooldown(spellInfo->Id))
{
continue;
}
if (!spellInfo->CheckElixirStacking(this))
{
Spell::SendCastResult(this, spellInfo, cast_count, SPELL_FAILED_AURA_BOUNCED);
continue;
}
Spell* spell = new Spell(this, spellInfo, (count > 0) ? TRIGGERED_FULL_MASK : TRIGGERED_NONE);
spell->m_CastItem = item;
spell->m_cast_count = cast_count; // set count of casts
spell->m_glyphIndex = glyphIndex; // glyph index
spell->InitExplicitTargets(targets);
// Xinef: dont allow to cast such spells, it may happen that spell possess 2 spells, one for players and one for items / gameobjects
// Xinef: if first one is cast on player, it may be deleted thus resulting in crash because second spell has saved pointer to the item
// Xinef: there is one problem with scripts which wont be loaded at the moment of call
SpellCastResult result = spell->CheckCast(true);
if (result != SPELL_CAST_OK)
{
spell->SendCastResult(result);
delete spell;
continue;
}
pushSpells.push_back(spell);
//spell->prepare(&targets);
++count;
}
// Item enchantments spells casted at use
for (uint8 e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
{
uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
SpellItemEnchantmentEntry const* pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if (!pEnchant)
continue;
for (uint8 s = 0; s < MAX_SPELL_ITEM_ENCHANTMENT_EFFECTS; ++s)
{
if (pEnchant->type[s] != ITEM_ENCHANTMENT_TYPE_USE_SPELL)
continue;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(pEnchant->spellid[s]);
if (!spellInfo)
{
LOG_ERROR("entities.player", "Player::CastItemUseSpell Enchant {}, cast unknown spell {}", pEnchant->ID, pEnchant->spellid[s]);
continue;
}
if (HasSpellCooldown(spellInfo->Id))
continue;
Spell* spell = new Spell(this, spellInfo, (count > 0) ? TRIGGERED_FULL_MASK : TRIGGERED_NONE);
spell->m_CastItem = item;
spell->m_cast_count = cast_count; // set count of casts
spell->m_glyphIndex = glyphIndex; // glyph index
spell->InitExplicitTargets(targets);
// Xinef: dont allow to cast such spells, it may happen that spell possess 2 spells, one for players and one for items / gameobjects
// Xinef: if first one is cast on player, it may be deleted thus resulting in crash because second spell has saved pointer to the item
// Xinef: there is one problem with scripts which wont be loaded at the moment of call
SpellCastResult result = spell->CheckCast(true);
if (result != SPELL_CAST_OK)
{
spell->SendCastResult(result);
delete spell;
continue;
}
pushSpells.push_back(spell);
//spell->prepare(&targets);
++count;
}
}
// xinef: send all spells in one go, prevents crash because container is not set
for (std::list<Spell*>::const_iterator itr = pushSpells.begin(); itr != pushSpells.end(); ++itr)
(*itr)->prepare(&targets);
}
void Player::_RemoveAllItemMods()
{
LOG_DEBUG("entities.player.items", "_RemoveAllItemMods start.");
for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (m_items[i])
{
ItemTemplate const* proto = m_items[i]->GetTemplate();
if (!proto)
continue;
// item set bonuses not dependent from item broken state
if (proto->ItemSet)
RemoveItemsSetItem(this, proto);
if (m_items[i]->IsBroken() || !CanUseAttackType(GetAttackBySlot(i)))
continue;
ApplyItemEquipSpell(m_items[i], false);
ApplyEnchantment(m_items[i], false);
}
}
for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (m_items[i])
{
if (m_items[i]->IsBroken() || !CanUseAttackType(GetAttackBySlot(i)))
continue;
ItemTemplate const* proto = m_items[i]->GetTemplate();
if (!proto)
continue;
uint32 attacktype = Player::GetAttackBySlot(i);
if (attacktype < MAX_ATTACK)
_ApplyWeaponDependentAuraMods(m_items[i], WeaponAttackType(attacktype), false);
_ApplyItemBonuses(proto, i, false);
if (i == EQUIPMENT_SLOT_RANGED)
_ApplyAmmoBonuses();
}
}
LOG_DEBUG("entities.player.items", "_RemoveAllItemMods complete.");
}
void Player::_ApplyAllItemMods()
{
LOG_DEBUG("entities.player.items", "_ApplyAllItemMods start.");
for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (m_items[i])
{
if (m_items[i]->IsBroken() || !CanUseAttackType(GetAttackBySlot(i)))
continue;
ItemTemplate const* proto = m_items[i]->GetTemplate();
if (!proto)
continue;
uint32 attacktype = Player::GetAttackBySlot(i);
if (attacktype < MAX_ATTACK)
_ApplyWeaponDependentAuraMods(m_items[i], WeaponAttackType(attacktype), true);
_ApplyItemBonuses(proto, i, true);
if (i == EQUIPMENT_SLOT_RANGED)
_ApplyAmmoBonuses();
}
}
for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (m_items[i])
{
ItemTemplate const* proto = m_items[i]->GetTemplate();
if (!proto)
continue;
// item set bonuses not dependent from item broken state
if (proto->ItemSet)
AddItemsSetItem(this, m_items[i]);
if (m_items[i]->IsBroken() || !CanUseAttackType(GetAttackBySlot(i)))
continue;
ApplyItemEquipSpell(m_items[i], true);
ApplyEnchantment(m_items[i], true);
}
}
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;
_ApplyItemMods(m_items[i], i, apply);
}
}
}
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;
sScriptMgr->OnApplyAmmoBonuses(this, ammo_proto, currentAmmoDPS);
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;
}
void Player::SendQuestGiverStatusMultiple()
{
uint32 count = 0;
WorldPacket data(SMSG_QUESTGIVER_STATUS_MULTIPLE, 4);
data << uint32(count); // placeholder
for (GuidUnorderedSet::const_iterator 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 << 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 << questgiver->GetGUID();
data << uint8(questStatus);
++count;
}
}
data.put<uint32>(0, count); // write real count
GetSession()->SendPacket(&data);
}
/* 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)
{
// Xinef: If player is not in battleground and not in wintergrasp
if (!GetBattlegroundId() && GetZoneId() != AREA_WINTERGRASP)
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)
{
WorldPacket data(SMSG_LOOT_RELEASE_RESPONSE, (8 + 1));
data << guid << uint8(1);
SendDirectMessage(&data);
}
void Player::SendLoot(ObjectGuid guid, LootType loot_type)
{
if (ObjectGuid lguid = GetLootGUID())
m_session->DoLootRelease(lguid);
Loot* loot = 0;
PermissionTypes permission = ALL_PERMISSION;
LOG_DEBUG("loot", "Player::SendLoot");
// remove FD and invisibility at all loots
constexpr std::array<AuraType, 2> toRemove = {SPELL_AURA_MOD_INVISIBILITY, SPELL_AURA_FEIGN_DEATH};
for (const auto& aura : toRemove)
{
RemoveAurasByType(aura);
}
// remove stealth only if looting a corpse
if (loot_type == LOOT_CORPSE && !guid.IsItem())
{
RemoveAurasByType(SPELL_AURA_MOD_STEALTH);
}
if (guid.IsGameObject())
{
LOG_DEBUG("loot", "guid.IsGameObject");
GameObject* go = GetMap()->GetGameObject(guid);
// not check distance for GO in case owned GO (fishing bobber case, for example)
// And permit out of range GO with no owner in case fishing hole
if (!go || (loot_type != LOOT_FISHINGHOLE && ((loot_type != LOOT_FISHING && loot_type != LOOT_FISHING_JUNK) || go->GetOwnerGUID() != GetGUID()) && !go->IsWithinDistInMap(this)) || (loot_type == LOOT_CORPSE && go->GetRespawnTime() && go->isSpawnedByDefault()))
{
go->ForceValuesUpdateAtIndex(GAMEOBJECT_BYTES_1);
SendLootRelease(guid);
return;
}
loot = &go->loot;
// Xinef: loot was generated and respawntime has passed since then, allow to recreate loot
// Xinef: to avoid bugs, this rule covers spawned gameobjects only
if (go->isSpawnedByDefault() && go->getLootState() == GO_ACTIVATED && !go->loot.isLooted() && go->GetLootGenerationTime() + go->GetRespawnDelay() < GameTime::GetGameTime().count())
go->SetLootState(GO_READY);
if (go->getLootState() == GO_READY)
{
uint32 lootid = go->GetGOInfo()->GetLootId();
//TODO: fix this big hack
if ((go->GetEntry() == BG_AV_OBJECTID_MINE_N || go->GetEntry() == BG_AV_OBJECTID_MINE_S))
if (Battleground* bg = GetBattleground())
if (bg->GetBgTypeID(true) == BATTLEGROUND_AV)
if (!bg->ToBattlegroundAV()->PlayerCanDoMineQuest(go->GetEntry(), GetTeamId()))
{
go->ForceValuesUpdateAtIndex(GAMEOBJECT_BYTES_1);
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);
go->SetLootGenerationTime();
// get next RR player (for next loot)
if (groupRules && !go->loot.empty())
group->UpdateLooterGuid(go);
}
if (GameObjectTemplateAddon const* addon = go->GetTemplateAddon())
loot->generateMoneyLoot(addon->mingold, addon->maxgold);
if (loot_type == LOOT_FISHING)
go->GetFishLoot(loot, this);
else if (loot_type == LOOT_FISHING_JUNK)
go->GetFishLootJunk(loot, this);
if (go->GetGOInfo()->type == GAMEOBJECT_TYPE_CHEST && go->GetGOInfo()->chest.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;
// Xinef: Store container id
loot->containerGUID = item->GetGUID();
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);
// Xinef: Add to storage
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 || !bones->HasFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE))
{
SendLootRelease(guid);
return;
}
loot = &bones->loot;
if (loot->loot_type == LOOT_NONE)
{
uint32 pLevel = bones->loot.gold;
bones->loot.clear();
loot->FillLoot(GetTeamId(), LootTemplates_Player, this, true);
// It may need a better formula
// Now it works like this: lvl10: ~6copper, lvl70: ~9silver
bones->loot.gold = uint32(urand(50, 150) * 0.016f * pow(float(pLevel) / 5.76f, 2.5f) * sWorld->getRate(RATE_DROP_MONEY));
}
if (bones->lootRecipient != this)
permission = NONE_PERMISSION;
else
permission = OWNER_PERMISSION;
}
else
{
Creature* creature = GetMap()->GetCreature(guid);
// must be in range and creature must be alive for pickpocket and must be dead for another loot
if (!creature || creature->IsAlive() != (loot_type == LOOT_PICKPOCKETING) || !creature->IsWithinDistInMap(this, INTERACTION_DISTANCE))
{
SendLootRelease(guid);
return;
}
if (loot_type == LOOT_PICKPOCKETING && IsFriendlyTo(creature))
{
SendLootRelease(guid);
return;
}
loot = &creature->loot;
if (loot_type == LOOT_PICKPOCKETING)
{
if (!loot || loot->loot_type != LOOT_PICKPOCKETING)
{
if (creature->CanGeneratePickPocketLoot())
{
creature->SetPickPocketLootTime();
loot->clear();
if (uint32 lootid = creature->GetCreatureTemplate()->pickpocketLootId)
loot->FillLoot(lootid, LootTemplates_Pickpocketing, this, true);
// Generate extra money for pick pocket loot
const uint32 a = urand(0, creature->GetLevel() / 2);
const uint32 b = urand(0, GetLevel() / 2);
loot->gold = uint32(10 * (a + b) * sWorld->getRate(RATE_DROP_MONEY));
permission = OWNER_PERMISSION;
}
else
{
permission = NONE_PERMISSION;
SendLootError(guid, LOOT_ERROR_ALREADY_PICKPOCKETED);
return;
}
}
}
else
{
// Xinef: 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)
return;
if (loot->loot_type == LOOT_NONE)
{
// for creature, loot is filled when creature is killed.
if (recipientGroup)
{
switch (recipientGroup->GetLootMethod())
{
case GROUP_LOOT:
// GroupLoot: rolls items over threshold. Items with quality < threshold, round robin
recipientGroup->GroupLoot(loot, creature);
break;
case NEED_BEFORE_GREED:
recipientGroup->NeedBeforeGreed(loot, creature);
break;
case MASTER_LOOT:
recipientGroup->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;
//Inform instance if creature is skinned.
if (InstanceScript* mapInstance = creature->GetInstanceScript())
{
mapInstance->CreatureLooted(creature, LOOT_SKINNING);
}
// Xinef: Set new loot recipient
creature->SetLootRecipient(this, false);
}
// set group rights only for loot_type != LOOT_SKINNING
else
{
if (recipientGroup)
{
if (GetGroup() == recipientGroup)
{
switch (recipientGroup->GetLootMethod())
{
case MASTER_LOOT:
permission = recipientGroup->GetMasterLooterGuid() == GetGUID() ? MASTER_PERMISSION : RESTRICTED_PERMISSION;
break;
case FREE_FOR_ALL:
permission = ALL_PERMISSION;
break;
case ROUND_ROBIN:
permission = ROUND_ROBIN_PERMISSION;
break;
default:
permission = GROUP_PERMISSION;
break;
}
}
else
permission = NONE_PERMISSION;
}
else if (recipient == this)
permission = OWNER_PERMISSION;
else
permission = NONE_PERMISSION;
}
}
}
// LOOT_INSIGNIA and LOOT_FISHINGHOLE unsupported by client
switch (loot_type)
{
case LOOT_INSIGNIA:
loot_type = LOOT_SKINNING;
break;
case LOOT_FISHINGHOLE:
loot_type = LOOT_FISHING;
break;
case LOOT_FISHING_JUNK:
loot_type = LOOT_FISHING;
break;
default:
break;
}
// need know merged fishing/corpse loot type for achievements
loot->loot_type = loot_type;
if (!sScriptMgr->OnAllowedToLootContainerCheck(this, guid))
{
SendLootError(guid, LOOT_ERROR_DIDNT_KILL);
return;
}
if (permission != NONE_PERMISSION)
{
SetLootGUID(guid);
WorldPacket data(SMSG_LOOT_RESPONSE, (9 + 50)); // we guess size
data << 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(guid, LOOT_ERROR_DIDNT_KILL);
}
void Player::SendLootError(ObjectGuid guid, LootError error)
{
WorldPacket data(SMSG_LOOT_RESPONSE, 10);
data << guid;
data << uint8(LOOT_NONE);
data << uint8(error);
SendDirectMessage(&data);
}
void Player::SendNotifyLootMoneyRemoved()
{
WorldPacket data(SMSG_LOOT_CLEAR_MONEY, 0);
GetSession()->SendPacket(&data);
}
void Player::SendNotifyLootItemRemoved(uint8 lootSlot)
{
WorldPacket data(SMSG_LOOT_REMOVED, 1);
data << uint8(lootSlot);
GetSession()->SendPacket(&data);
}
void Player::SendInitWorldStates(uint32 zoneid, uint32 areaid)
{
// data depends on zoneid/mapid...
Battleground* bg = GetBattleground();
uint32 mapid = GetMapId();
OutdoorPvP* pvp = sOutdoorPvPMgr->GetOutdoorPvPToZoneId(zoneid);
InstanceScript* instance = GetInstanceScript();
Battlefield* bf = sBattlefieldMgr->GetBattlefieldToZoneId(zoneid);
LOG_DEBUG("network", "Sending SMSG_INIT_WORLD_STATES to Map: {}, Zone: {}", mapid, zoneid);
WorldPacket data(SMSG_INIT_WORLD_STATES, (4 + 4 + 4 + 2 + (12 * 8)));
data << uint32(mapid); // mapid
data << uint32(zoneid); // zone id
data << uint32(areaid); // area id, new 2.1.0
std::size_t countPos = data.wpos();
data << uint16(0); // count of uint64 blocks
data << uint32(0x8d8) << uint32(0x0); // 1
data << uint32(0x8d7) << uint32(0x0); // 2
data << uint32(0x8d6) << uint32(0x0); // 3
data << uint32(0x8d5) << uint32(0x0); // 4
data << uint32(0x8d4) << uint32(0x0); // 5
data << uint32(0x8d3) << uint32(0x0); // 6
// 7 1 - Arena season in progress, 0 - end of season
data << uint32(0xC77) << uint32(sWorld->getBoolConfig(CONFIG_ARENA_SEASON_IN_PROGRESS));
// 8 Arena season id
data << uint32(0xF3D) << uint32(sWorld->getIntConfig(CONFIG_ARENA_SEASON_ID));
if (mapid == 530) // Outland
{
data << uint32(0x9bf) << uint32(0x0); // 7
data << uint32(0x9bd) << uint32(0xF); // 8
data << uint32(0x9bb) << uint32(0xF); // 9
}
if (Player::bgZoneIdToFillWorldStates.find(zoneid) != Player::bgZoneIdToFillWorldStates.end())
{
Player::bgZoneIdToFillWorldStates[zoneid](bg, data);
}
else
{
// insert <field> <value>
switch (zoneid)
{
case 1: // Dun Morogh
case 11: // Wetlands
case 12: // Elwynn Forest
case 38: // Loch Modan
case 40: // Westfall
case 51: // Searing Gorge
case 1519: // Stormwind City
case 1537: // Ironforge
case 2257: // Deeprun Tram
case 3703: // Shattrath City
break;
case 139: // Eastern Plaguelands
if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_EP)
pvp->FillInitialWorldStates(data);
else
{
data << uint32(0x97a) << uint32(0x0); // 10 2426
data << uint32(0x917) << uint32(0x0); // 11 2327
data << uint32(0x918) << uint32(0x0); // 12 2328
data << uint32(0x97b) << uint32(0x32); // 13 2427
data << uint32(0x97c) << uint32(0x32); // 14 2428
data << uint32(0x933) << uint32(0x1); // 15 2355
data << uint32(0x946) << uint32(0x0); // 16 2374
data << uint32(0x947) << uint32(0x0); // 17 2375
data << uint32(0x948) << uint32(0x0); // 18 2376
data << uint32(0x949) << uint32(0x0); // 19 2377
data << uint32(0x94a) << uint32(0x0); // 20 2378
data << uint32(0x94b) << uint32(0x0); // 21 2379
data << uint32(0x932) << uint32(0x0); // 22 2354
data << uint32(0x934) << uint32(0x0); // 23 2356
data << uint32(0x935) << uint32(0x0); // 24 2357
data << uint32(0x936) << uint32(0x0); // 25 2358
data << uint32(0x937) << uint32(0x0); // 26 2359
data << uint32(0x938) << uint32(0x0); // 27 2360
data << uint32(0x939) << uint32(0x1); // 28 2361
data << uint32(0x930) << uint32(0x1); // 29 2352
data << uint32(0x93a) << uint32(0x0); // 30 2362
data << uint32(0x93b) << uint32(0x0); // 31 2363
data << uint32(0x93c) << uint32(0x0); // 32 2364
data << uint32(0x93d) << uint32(0x0); // 33 2365
data << uint32(0x944) << uint32(0x0); // 34 2372
data << uint32(0x945) << uint32(0x0); // 35 2373
data << uint32(0x931) << uint32(0x1); // 36 2353
data << uint32(0x93e) << uint32(0x0); // 37 2366
data << uint32(0x931) << uint32(0x1); // 38 2367 ?? grey horde not in dbc! send for consistency's sake, and to match field count
data << uint32(0x940) << uint32(0x0); // 39 2368
data << uint32(0x941) << uint32(0x0); // 7 2369
data << uint32(0x942) << uint32(0x0); // 8 2370
data << uint32(0x943) << uint32(0x0); // 9 2371
}
break;
case 1377: // Silithus
if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_SI)
pvp->FillInitialWorldStates(data);
else
{
// states are always shown
data << uint32(2313) << uint32(0x0); // 7 ally silityst gathered
data << uint32(2314) << uint32(0x0); // 8 horde silityst gathered
data << uint32(2317) << uint32(0x0); // 9 max silithyst
}
// dunno about these... aq opening event maybe?
data << uint32(2322) << uint32(0x0); // 10 sandworm N
data << uint32(2323) << uint32(0x0); // 11 sandworm S
data << uint32(2324) << uint32(0x0); // 12 sandworm SW
data << uint32(2325) << uint32(0x0); // 13 sandworm E
break;
case 2597: // Alterac Valley
if (bg && bg->GetBgTypeID(true) == BATTLEGROUND_AV)
bg->FillInitialWorldStates(data);
else
{
data << uint32(0x7ae) << uint32(0x1); // 7 snowfall n
data << uint32(0x532) << uint32(0x1); // 8 frostwolfhut hc
data << uint32(0x531) << uint32(0x0); // 9 frostwolfhut ac
data << uint32(0x52e) << uint32(0x0); // 10 stormpike firstaid a_a
data << uint32(0x571) << uint32(0x0); // 11 east frostwolf tower horde assaulted -unused
data << uint32(0x570) << uint32(0x0); // 12 west frostwolf tower horde assaulted - unused
data << uint32(0x567) << uint32(0x1); // 13 frostwolfe c
data << uint32(0x566) << uint32(0x1); // 14 frostwolfw c
data << uint32(0x550) << uint32(0x1); // 15 irondeep (N) ally
data << uint32(0x544) << uint32(0x0); // 16 ice grave a_a
data << uint32(0x536) << uint32(0x0); // 17 stormpike grave h_c
data << uint32(0x535) << uint32(0x1); // 18 stormpike grave a_c
data << uint32(0x518) << uint32(0x0); // 19 stoneheart grave a_a
data << uint32(0x517) << uint32(0x0); // 20 stoneheart grave h_a
data << uint32(0x574) << uint32(0x0); // 21 1396 unk
data << uint32(0x573) << uint32(0x0); // 22 iceblood tower horde assaulted -unused
data << uint32(0x572) << uint32(0x0); // 23 towerpoint horde assaulted - unused
data << uint32(0x56f) << uint32(0x0); // 24 1391 unk
data << uint32(0x56e) << uint32(0x0); // 25 iceblood a
data << uint32(0x56d) << uint32(0x0); // 26 towerp a
data << uint32(0x56c) << uint32(0x0); // 27 frostwolfe a
data << uint32(0x56b) << uint32(0x0); // 28 froswolfw a
data << uint32(0x56a) << uint32(0x1); // 29 1386 unk
data << uint32(0x569) << uint32(0x1); // 30 iceblood c
data << uint32(0x568) << uint32(0x1); // 31 towerp c
data << uint32(0x565) << uint32(0x0); // 32 stoneh tower a
data << uint32(0x564) << uint32(0x0); // 33 icewing tower a
data << uint32(0x563) << uint32(0x0); // 34 dunn a
data << uint32(0x562) << uint32(0x0); // 35 duns a
data << uint32(0x561) << uint32(0x0); // 36 stoneheart bunker alliance assaulted - unused
data << uint32(0x560) << uint32(0x0); // 37 icewing bunker alliance assaulted - unused
data << uint32(0x55f) << uint32(0x0); // 38 dunbaldar south alliance assaulted - unused
data << uint32(0x55e) << uint32(0x0); // 39 dunbaldar north alliance assaulted - unused
data << uint32(0x55d) << uint32(0x0); // 40 stone tower d
data << uint32(0x3c6) << uint32(0x0); // 41 966 unk
data << uint32(0x3c4) << uint32(0x0); // 42 964 unk
data << uint32(0x3c2) << uint32(0x0); // 43 962 unk
data << uint32(0x516) << uint32(0x1); // 44 stoneheart grave a_c
data << uint32(0x515) << uint32(0x0); // 45 stonheart grave h_c
data << uint32(0x3b6) << uint32(0x0); // 46 950 unk
data << uint32(0x55c) << uint32(0x0); // 47 icewing tower d
data << uint32(0x55b) << uint32(0x0); // 48 dunn d
data << uint32(0x55a) << uint32(0x0); // 49 duns d
data << uint32(0x559) << uint32(0x0); // 50 1369 unk
data << uint32(0x558) << uint32(0x0); // 51 iceblood d
data << uint32(0x557) << uint32(0x0); // 52 towerp d
data << uint32(0x556) << uint32(0x0); // 53 frostwolfe d
data << uint32(0x555) << uint32(0x0); // 54 frostwolfw d
data << uint32(0x554) << uint32(0x1); // 55 stoneh tower c
data << uint32(0x553) << uint32(0x1); // 56 icewing tower c
data << uint32(0x552) << uint32(0x1); // 57 dunn c
data << uint32(0x551) << uint32(0x1); // 58 duns c
data << uint32(0x54f) << uint32(0x0); // 59 irondeep (N) horde
data << uint32(0x54e) << uint32(0x0); // 60 irondeep (N) ally
data << uint32(0x54d) << uint32(0x1); // 61 mine (S) neutral
data << uint32(0x54c) << uint32(0x0); // 62 mine (S) horde
data << uint32(0x54b) << uint32(0x0); // 63 mine (S) ally
data << uint32(0x545) << uint32(0x0); // 64 iceblood h_a
data << uint32(0x543) << uint32(0x1); // 65 iceblod h_c
data << uint32(0x542) << uint32(0x0); // 66 iceblood a_c
data << uint32(0x540) << uint32(0x0); // 67 snowfall h_a
data << uint32(0x53f) << uint32(0x0); // 68 snowfall a_a
data << uint32(0x53e) << uint32(0x0); // 69 snowfall h_c
data << uint32(0x53d) << uint32(0x0); // 70 snowfall a_c
data << uint32(0x53c) << uint32(0x0); // 71 frostwolf g h_a
data << uint32(0x53b) << uint32(0x0); // 72 frostwolf g a_a
data << uint32(0x53a) << uint32(0x1); // 73 frostwolf g h_c
data << uint32(0x539) << uint32(0x0); // 74 frostwolf g a_c
data << uint32(0x538) << uint32(0x0); // 75 stormpike grave h_a
data << uint32(0x537) << uint32(0x0); // 76 stormpike grave a_a
data << uint32(0x534) << uint32(0x0); // 77 frostwolf hut h_a
data << uint32(0x533) << uint32(0x0); // 78 frostwolf hut a_a
data << uint32(0x530) << uint32(0x0); // 79 stormpike first aid h_a
data << uint32(0x52f) << uint32(0x0); // 80 stormpike first aid h_c
data << uint32(0x52d) << uint32(0x1); // 81 stormpike first aid a_c
}
break;
case 3277: // Warsong Gulch
if (bg && bg->GetBgTypeID(true) == BATTLEGROUND_WS)
bg->FillInitialWorldStates(data);
else
{
data << uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
data << uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
data << uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
data << uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
data << uint32(0x60b) << uint32(0x2); // 11 1547 unk
data << uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
data << uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
data << uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
}
break;
case 3358: // Arathi Basin
if (bg && bg->GetBgTypeID(true) == BATTLEGROUND_AB)
bg->FillInitialWorldStates(data);
else
{
data << uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
data << uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
data << uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
data << uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
data << uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
data << uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
data << uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
data << uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
data << uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
data << uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
data << uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
data << uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
data << uint32(0x6f4) << uint32(0x640); // 19 1780 max resources (1600)
data << uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
data << uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
data << uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
data << uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
data << uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
data << uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
data << uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
data << uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
data << uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, may be LM?
data << uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
data << uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
data << uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
data << uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
data << uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
data << uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
data << uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
data << uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
data << uint32(0x745) << uint32(0x2); // 37 1861 unk
data << uint32(0x7a3) << uint32(0x578); // 38 1955 warning limit (1400)
}
break;
case 3820: // Eye of the Storm
if (bg && bg->GetBgTypeID(true) == BATTLEGROUND_EY)
bg->FillInitialWorldStates(data);
else
{
data << uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
data << uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
data << uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
data << uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
data << uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
data << uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
data << uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
data << uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
data << uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
data << uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
data << uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
data << uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
data << uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
data << uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
data << uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
data << uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
data << uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
data << uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
data << uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
data << uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
data << uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
data << uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
data << uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
data << uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
data << uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
data << uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
data << uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
data << uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
data << uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
data << uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
data << uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
data << uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
// and some more ... unknown
}
break;
// any of these needs change! the client remembers the prev setting!
// ON EVERY ZONE LEAVE, RESET THE OLD ZONE'S WORLD STATE, BUT AT LEAST THE UI STUFF!
case 3483: // Hellfire Peninsula
if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_HP)
pvp->FillInitialWorldStates(data);
else
{
data << uint32(0x9ba) << uint32(0x1); // 10 // add ally tower main gui icon // maybe should be sent only on login?
data << uint32(0x9b9) << uint32(0x1); // 11 // add horde tower main gui icon // maybe should be sent only on login?
data << uint32(0x9b5) << uint32(0x0); // 12 // show neutral broken hill icon // 2485
data << uint32(0x9b4) << uint32(0x1); // 13 // show icon above broken hill // 2484
data << uint32(0x9b3) << uint32(0x0); // 14 // show ally broken hill icon // 2483
data << uint32(0x9b2) << uint32(0x0); // 15 // show neutral overlook icon // 2482
data << uint32(0x9b1) << uint32(0x1); // 16 // show the overlook arrow // 2481
data << uint32(0x9b0) << uint32(0x0); // 17 // show ally overlook icon // 2480
data << uint32(0x9ae) << uint32(0x0); // 18 // horde pvp objectives captured // 2478
data << uint32(0x9ac) << uint32(0x0); // 19 // ally pvp objectives captured // 2476
data << uint32(2475) << uint32(100); //: ally / horde slider grey area // show only in direct vicinity!
data << uint32(2474) << uint32(50); //: ally / horde slider percentage, 100 for ally, 0 for horde // show only in direct vicinity!
data << uint32(2473) << uint32(0); //: ally / horde slider display // show only in direct vicinity!
data << uint32(0x9a8) << uint32(0x0); // 20 // show the neutral stadium icon // 2472
data << uint32(0x9a7) << uint32(0x0); // 21 // show the ally stadium icon // 2471
data << uint32(0x9a6) << uint32(0x1); // 22 // show the horde stadium icon // 2470
}
break;
case 3518: // Nagrand
if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_NA)
pvp->FillInitialWorldStates(data);
else
{
data << uint32(2503) << uint32(0x0); // 10
data << uint32(2502) << uint32(0x0); // 11
data << uint32(2493) << uint32(0x0); // 12
data << uint32(2491) << uint32(0x0); // 13
data << uint32(2495) << uint32(0x0); // 14
data << uint32(2494) << uint32(0x0); // 15
data << uint32(2497) << uint32(0x0); // 16
data << uint32(2762) << uint32(0x0); // 17
data << uint32(2662) << uint32(0x0); // 18
data << uint32(2663) << uint32(0x0); // 19
data << uint32(2664) << uint32(0x0); // 20
data << uint32(2760) << uint32(0x0); // 21
data << uint32(2670) << uint32(0x0); // 22
data << uint32(2668) << uint32(0x0); // 23
data << uint32(2669) << uint32(0x0); // 24
data << uint32(2761) << uint32(0x0); // 25
data << uint32(2667) << uint32(0x0); // 26
data << uint32(2665) << uint32(0x0); // 27
data << uint32(2666) << uint32(0x0); // 28
data << uint32(2763) << uint32(0x0); // 29
data << uint32(2659) << uint32(0x0); // 30
data << uint32(2660) << uint32(0x0); // 31
data << uint32(2661) << uint32(0x0); // 32
data << uint32(2671) << uint32(0x0); // 33
data << uint32(2676) << uint32(0x0); // 34
data << uint32(2677) << uint32(0x0); // 35
data << uint32(2672) << uint32(0x0); // 36
data << uint32(2673) << uint32(0x0); // 37
}
break;
case 3519: // Terokkar Forest
if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_TF)
pvp->FillInitialWorldStates(data);
else
{
data << uint32(0xa41) << uint32(0x0); // 10 // 2625 capture bar pos
data << uint32(0xa40) << uint32(0x14); // 11 // 2624 capture bar neutral
data << uint32(0xa3f) << uint32(0x0); // 12 // 2623 show capture bar
data << uint32(0xa3e) << uint32(0x0); // 13 // 2622 horde towers controlled
data << uint32(0xa3d) << uint32(0x5); // 14 // 2621 ally towers controlled
data << uint32(0xa3c) << uint32(0x0); // 15 // 2620 show towers controlled
data << uint32(0xa88) << uint32(0x0); // 16 // 2696 SE Neu
data << uint32(0xa87) << uint32(0x0); // 17 // SE Horde
data << uint32(0xa86) << uint32(0x0); // 18 // SE Ally
data << uint32(0xa85) << uint32(0x0); // 19 //S Neu
data << uint32(0xa84) << uint32(0x0); // 20 S Horde
data << uint32(0xa83) << uint32(0x0); // 21 S Ally
data << uint32(0xa82) << uint32(0x0); // 22 NE Neu
data << uint32(0xa81) << uint32(0x0); // 23 NE Horde
data << uint32(0xa80) << uint32(0x0); // 24 NE Ally
data << uint32(0xa7e) << uint32(0x0); // 25 // 2686 N Neu
data << uint32(0xa7d) << uint32(0x0); // 26 N Horde
data << uint32(0xa7c) << uint32(0x0); // 27 N Ally
data << uint32(0xa7b) << uint32(0x0); // 28 NW Ally
data << uint32(0xa7a) << uint32(0x0); // 29 NW Horde
data << uint32(0xa79) << uint32(0x0); // 30 NW Neutral
data << uint32(0x9d0) << uint32(0x5); // 31 // 2512 locked time remaining seconds first digit
data << uint32(0x9ce) << uint32(0x0); // 32 // 2510 locked time remaining seconds second digit
data << uint32(0x9cd) << uint32(0x0); // 33 // 2509 locked time remaining minutes
data << uint32(0x9cc) << uint32(0x0); // 34 // 2508 neutral locked time show
data << uint32(0xad0) << uint32(0x0); // 35 // 2768 horde locked time show
data << uint32(0xacf) << uint32(0x1); // 36 // 2767 ally locked time show
}
break;
case 3521: // Zangarmarsh
if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_ZM)
pvp->FillInitialWorldStates(data);
else
{
data << uint32(0x9e1) << uint32(0x0); // 10 //2529
data << uint32(0x9e0) << uint32(0x0); // 11
data << uint32(0x9df) << uint32(0x0); // 12
data << uint32(0xa5d) << uint32(0x1); // 13 //2653
data << uint32(0xa5c) << uint32(0x0); // 14 //2652 east beacon neutral
data << uint32(0xa5b) << uint32(0x1); // 15 horde
data << uint32(0xa5a) << uint32(0x0); // 16 ally
data << uint32(0xa59) << uint32(0x1); // 17 // 2649 Twin spire graveyard horde 12???
data << uint32(0xa58) << uint32(0x0); // 18 ally 14 ???
data << uint32(0xa57) << uint32(0x0); // 19 neutral 7???
data << uint32(0xa56) << uint32(0x0); // 20 // 2646 west beacon neutral
data << uint32(0xa55) << uint32(0x1); // 21 horde
data << uint32(0xa54) << uint32(0x0); // 22 ally
data << uint32(0x9e7) << uint32(0x0); // 23 // 2535
data << uint32(0x9e6) << uint32(0x0); // 24
data << uint32(0x9e5) << uint32(0x0); // 25
data << uint32(0xa00) << uint32(0x0); // 26 // 2560
data << uint32(0x9ff) << uint32(0x1); // 27
data << uint32(0x9fe) << uint32(0x0); // 28
data << uint32(0x9fd) << uint32(0x0); // 29
data << uint32(0x9fc) << uint32(0x1); // 30
data << uint32(0x9fb) << uint32(0x0); // 31
data << uint32(0xa62) << uint32(0x0); // 32 // 2658
data << uint32(0xa61) << uint32(0x1); // 33
data << uint32(0xa60) << uint32(0x1); // 34
data << uint32(0xa5f) << uint32(0x0); // 35
}
break;
case 3698: // Nagrand Arena
if (bg && bg->GetBgTypeID(true) == BATTLEGROUND_NA)
bg->FillInitialWorldStates(data);
else
{
data << uint32(0xa0f) << uint32(0x0); // 7
data << uint32(0xa10) << uint32(0x0); // 8
data << uint32(0xa11) << uint32(0x0); // 9 show
}
break;
case 3702: // Blade's Edge Arena
if (bg && bg->GetBgTypeID(true) == BATTLEGROUND_BE)
bg->FillInitialWorldStates(data);
else
{
data << uint32(0x9f0) << uint32(0x0); // 7 gold
data << uint32(0x9f1) << uint32(0x0); // 8 green
data << uint32(0x9f3) << uint32(0x0); // 9 show
}
break;
case 3968: // Ruins of Lordaeron
if (bg && bg->GetBgTypeID(true) == BATTLEGROUND_RL)
bg->FillInitialWorldStates(data);
else
{
data << uint32(0xbb8) << uint32(0x0); // 7 gold
data << uint32(0xbb9) << uint32(0x0); // 8 green
data << uint32(0xbba) << uint32(0x0); // 9 show
}
break;
case 4378: // Dalaran Sewers
if (bg && bg->GetBgTypeID(true) == BATTLEGROUND_DS)
bg->FillInitialWorldStates(data);
else
{
data << uint32(3601) << uint32(0x0); // 7 gold
data << uint32(3600) << uint32(0x0); // 8 green
data << uint32(3610) << uint32(0x0); // 9 show
}
break;
case 4384: // Strand of the Ancients
if (bg && bg->GetBgTypeID(true) == BATTLEGROUND_SA)
bg->FillInitialWorldStates(data);
else
{
// 1-3 A defend, 4-6 H defend, 7-9 unk defend, 1 - ok, 2 - half destroyed, 3 - destroyed
data << uint32(0xf09) << uint32(0x0); // 7 3849 Gate of Temple
data << uint32(0xe36) << uint32(0x0); // 8 3638 Gate of Yellow Moon
data << uint32(0xe27) << uint32(0x0); // 9 3623 Gate of Green Emerald
data << uint32(0xe24) << uint32(0x0); // 10 3620 Gate of Blue Sapphire
data << uint32(0xe21) << uint32(0x0); // 11 3617 Gate of Red Sun
data << uint32(0xe1e) << uint32(0x0); // 12 3614 Gate of Purple Ametyst
data << uint32(0xdf3) << uint32(0x0); // 13 3571 bonus timer (1 - on, 0 - off)
data << uint32(0xded) << uint32(0x0); // 14 3565 Horde Attacker
data << uint32(0xdec) << uint32(0x0); // 15 3564 Alliance Attacker
// End Round (timer), better explain this by example, eg. ends in 19:59 -> A:BC
data << uint32(0xde9) << uint32(0x0); // 16 3561 C
data << uint32(0xde8) << uint32(0x0); // 17 3560 B
data << uint32(0xde7) << uint32(0x0); // 18 3559 A
data << uint32(0xe35) << uint32(0x0); // 19 3637 East g - Horde control
data << uint32(0xe34) << uint32(0x0); // 20 3636 West g - Horde control
data << uint32(0xe33) << uint32(0x0); // 21 3635 South g - Horde control
data << uint32(0xe32) << uint32(0x0); // 22 3634 East g - Alliance control
data << uint32(0xe31) << uint32(0x0); // 23 3633 West g - Alliance control
data << uint32(0xe30) << uint32(0x0); // 24 3632 South g - Alliance control
data << uint32(0xe2f) << uint32(0x0); // 25 3631 Chamber of Ancients - Horde control
data << uint32(0xe2e) << uint32(0x0); // 26 3630 Chamber of Ancients - Alliance control
data << uint32(0xe2d) << uint32(0x0); // 27 3629 Beach1 - Horde control
data << uint32(0xe2c) << uint32(0x0); // 28 3628 Beach2 - Horde control
data << uint32(0xe2b) << uint32(0x0); // 29 3627 Beach1 - Alliance control
data << uint32(0xe2a) << uint32(0x0); // 30 3626 Beach2 - Alliance control
// and many unks...
}
break;
case 4406: // Ring of Valor
if (bg && bg->GetBgTypeID(true) == BATTLEGROUND_RV)
bg->FillInitialWorldStates(data);
else
{
data << uint32(0xe10) << uint32(0x0); // 7 gold
data << uint32(0xe11) << uint32(0x0); // 8 green
data << uint32(0xe1a) << uint32(0x0); // 9 show
}
break;
case 4710: // Isle of Conquest
if (bg && bg->GetBgTypeID(true) == BATTLEGROUND_IC)
bg->FillInitialWorldStates(data);
else
{
data << uint32(4221) << uint32(1); // 7 BG_IC_ALLIANCE_RENFORT_SET
data << uint32(4222) << uint32(1); // 8 BG_IC_HORDE_RENFORT_SET
data << uint32(4226) << uint32(300); // 9 BG_IC_ALLIANCE_RENFORT
data << uint32(4227) << uint32(300); // 10 BG_IC_HORDE_RENFORT
data << uint32(4322) << uint32(1); // 11 BG_IC_GATE_FRONT_H_WS_OPEN
data << uint32(4321) << uint32(1); // 12 BG_IC_GATE_WEST_H_WS_OPEN
data << uint32(4320) << uint32(1); // 13 BG_IC_GATE_EAST_H_WS_OPEN
data << uint32(4323) << uint32(1); // 14 BG_IC_GATE_FRONT_A_WS_OPEN
data << uint32(4324) << uint32(1); // 15 BG_IC_GATE_WEST_A_WS_OPEN
data << uint32(4325) << uint32(1); // 16 BG_IC_GATE_EAST_A_WS_OPEN
data << uint32(4317) << uint32(1); // 17 unknown
data << uint32(4301) << uint32(1); // 18 BG_IC_DOCKS_UNCONTROLLED
data << uint32(4296) << uint32(1); // 19 BG_IC_HANGAR_UNCONTROLLED
data << uint32(4306) << uint32(1); // 20 BG_IC_QUARRY_UNCONTROLLED
data << uint32(4311) << uint32(1); // 21 BG_IC_REFINERY_UNCONTROLLED
data << uint32(4294) << uint32(1); // 22 BG_IC_WORKSHOP_UNCONTROLLED
data << uint32(4243) << uint32(1); // 23 unknown
data << uint32(4345) << uint32(1); // 24 unknown
}
break;
// The Ruby Sanctum
case 4987:
if (instance && mapid == 724)
instance->FillInitialWorldStates(data);
else
{
data << uint32(5049) << uint32(50); // 9 WORLDSTATE_CORPOREALITY_MATERIAL
data << uint32(5050) << uint32(50); // 10 WORLDSTATE_CORPOREALITY_TWILIGHT
data << uint32(5051) << uint32(0); // 11 WORLDSTATE_CORPOREALITY_TOGGLE
}
break;
// Icecrown Citadel
case 4812:
if (instance && mapid == 631)
instance->FillInitialWorldStates(data);
else
{
data << uint32(4903) << uint32(0); // 9 WORLDSTATE_SHOW_TIMER (Blood Quickening weekly)
data << uint32(4904) << uint32(30); // 10 WORLDSTATE_EXECUTION_TIME
data << uint32(4940) << uint32(0); // 11 WORLDSTATE_SHOW_ATTEMPTS
data << uint32(4941) << uint32(50); // 12 WORLDSTATE_ATTEMPTS_REMAINING
data << uint32(4942) << uint32(50); // 13 WORLDSTATE_ATTEMPTS_MAX
}
break;
// The Culling of Stratholme
case 4100:
if (instance && mapid == 595)
instance->FillInitialWorldStates(data);
else
{
data << uint32(3479) << uint32(0); // 9 WORLDSTATE_SHOW_CRATES
data << uint32(3480) << uint32(0); // 10 WORLDSTATE_CRATES_REVEALED
data << uint32(3504) << uint32(0); // 11 WORLDSTATE_WAVE_COUNT
data << uint32(3931) << uint32(25); // 12 WORLDSTATE_TIME_GUARDIAN
data << uint32(3932) << uint32(0); // 13 WORLDSTATE_TIME_GUARDIAN_SHOW
}
break;
// The Oculus
case 4228:
if (instance && mapid == 578)
instance->FillInitialWorldStates(data);
else
{
data << uint32(3524) << uint32(0); // 9 WORLD_STATE_CENTRIFUGE_CONSTRUCT_SHOW
data << uint32(3486) << uint32(0); // 10 WORLD_STATE_CENTRIFUGE_CONSTRUCT_AMOUNT
}
break;
// Ulduar
case 4273:
if (instance && mapid == 603)
instance->FillInitialWorldStates(data);
else
{
data << uint32(4132) << uint32(0); // 9 WORLDSTATE_ALGALON_TIMER_ENABLED
data << uint32(4131) << uint32(0); // 10 WORLDSTATE_ALGALON_DESPAWN_TIMER
}
break;
// Halls of Refection
case 4820:
if (instance && mapid == 668)
instance->FillInitialWorldStates(data);
else
{
data << uint32(4884) << uint32(0); // 9 WORLD_STATE_HOR_WAVES_ENABLED
data << uint32(4882) << uint32(0); // 10 WORLD_STATE_HOR_WAVE_COUNT
}
break;
// Scarlet Enclave (DK starting zone)
case 4298:
// Get Mograine, GUID and ENTRY should NEVER change
if (Creature* mograine = ObjectAccessor::GetCreature(*this, ObjectGuid::Create<HighGuid::Unit>(29173, 130956)))
{
if (CreatureAI* mograineAI = mograine->AI())
{
data << uint32(3590) << uint32(mograineAI->GetData(3590));
data << uint32(3591) << uint32(mograineAI->GetData(3591));
data << uint32(3592) << uint32(mograineAI->GetData(3592));
data << uint32(3603) << uint32(mograineAI->GetData(3603));
data << uint32(3604) << uint32(mograineAI->GetData(3604));
data << uint32(3605) << uint32(mograineAI->GetData(3605));
}
}
break;
// Wintergrasp
case 4197:
if (bf && bf->GetTypeId() == BATTLEFIELD_WG)
{
bf->FillInitialWorldStates(data);
break;
}
[[fallthrough]];
default:
data << uint32(0x914) << uint32(0x0); // 7
data << uint32(0x913) << uint32(0x0); // 8
data << uint32(0x912) << uint32(0x0); // 9
data << uint32(0x915) << uint32(0x0); // 10
break;
}
}
uint16 length = (data.wpos() - countPos) / 8;
data.put<uint16>(countPos, length);
GetSession()->SendPacket(&data);
SendBGWeekendWorldStates();
SendBattlefieldWorldStates();
}
void Player::SendBGWeekendWorldStates()
{
for (uint32 i = 1; i < sBattlemasterListStore.GetNumRows(); ++i)
{
BattlemasterListEntry const* bl = sBattlemasterListStore.LookupEntry(i);
if (bl && bl->HolidayWorldStateId)
{
if (BattlegroundMgr::IsBGWeekend((BattlegroundTypeId)bl->id))
SendUpdateWorldState(bl->HolidayWorldStateId, 1);
else
SendUpdateWorldState(bl->HolidayWorldStateId, 0);
}
}
}
void Player::SendBattlefieldWorldStates()
{
/// Send misc stuff that needs to be sent on every login, like the battle timers.
if (sWorld->getIntConfig(CONFIG_WINTERGRASP_ENABLE) == 1)
{
if (BattlefieldWG* wg = (BattlefieldWG*)sBattlefieldMgr->GetBattlefieldByBattleId(BATTLEFIELD_BATTLEID_WG))
{
SendUpdateWorldState(BATTLEFIELD_WG_WORLD_STATE_ATTACKER, wg->GetAttackerTeam());
SendUpdateWorldState(BATTLEFIELD_WG_WORLD_STATE_DEFENDER, wg->GetDefenderTeam());
SendUpdateWorldState(BATTLEFIELD_WG_WORLD_STATE_ACTIVE, wg->IsWarTime() ? 0 : 1); // Note: cleanup these two, their names look awkward
SendUpdateWorldState(BATTLEFIELD_WG_WORLD_STATE_SHOW_WORLDSTATE, wg->IsWarTime() ? 1 : 0);
for (uint32 i = 0; i < 2; ++i)
SendUpdateWorldState(ClockWorldState[i], uint32(GameTime::GetGameTime().count() + (wg->GetTimer() / 1000)));
}
}
}
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);
LOG_DEBUG("entities.player", "Player gain {} xp (+ {} Rested Bonus). Rested points={}", xp + rested_bonus, rested_bonus, GetRestBonus());
return rested_bonus;
}
void Player::SetBindPoint(ObjectGuid guid)
{
WorldPacket data(SMSG_BINDER_CONFIRM, 8);
data << guid;
GetSession()->SendPacket(&data);
}
void Player::SendTalentWipeConfirm(ObjectGuid guid)
{
WorldPacket data(MSG_TALENT_WIPE_CONFIRM, (8 + 4));
data << guid;
uint32 cost = sWorld->getBoolConfig(CONFIG_NO_RESET_TALENT_COST) ? 0 : resetTalentsCost();
data << cost;
GetSession()->SendPacket(&data);
}
void Player::ResetPetTalents()
{
// This needs another gossip option + NPC text as a confirmation.
// The confirmation gossip listid has the text: "Yes, please do."
Pet* pet = GetPet();
if (!pet || pet->getPetType() != HUNTER_PET || pet->m_usedTalentCount == 0)
return;
CharmInfo* charmInfo = pet->GetCharmInfo();
if (!charmInfo)
{
LOG_ERROR("entities.player", "Object ({}) is considered pet-like but doesn't have a charminfo!", pet->GetGUID().ToString());
return;
}
pet->resetTalents();
SendTalentsInfoData(true);
}
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 slot
//LOG_ERROR("entities.player", "Player::GetPet: Pet {} not exist.", pet_guid.ToString());
//const_cast<Player*>(this)->SetPetGUID(0);
}
return nullptr;
}
Pet* Player::SummonPet(uint32 entry, float x, float y, float z, float ang, PetType petType, Milliseconds duration /*= 0s*/, uint32 healthPct /*= 0*/)
{
PetStable& petStable = GetOrInitPetStable();
Pet* pet = new Pet(this, petType);
if (petType == SUMMON_PET && pet->LoadPetFromDB(this, entry, 0, false, healthPct))
{
// 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 > 0s)
pet->SetDuration(duration);
// Generate a new name for the newly summoned ghoul
if (pet->IsPetGhoul())
{
std::string new_name = sObjectMgr->GeneratePetNameLocale(entry, GetSession()->GetSessionDbLocaleIndex());
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())
{
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<HighGuid::Pet>(), map, GetPhaseMask(), entry, pet_number))
{
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->setPowerType(POWER_MANA);
pet->ReplaceAllNpcFlags(UNIT_NPC_FLAG_NONE);
pet->SetUInt32Value(UNIT_FIELD_BYTES_1, 0);
pet->InitStatsForLevel(GetLevel());
SetMinion(pet, true);
if (petType == SUMMON_PET)
{
if (pet->GetCreatureTemplate()->type == CREATURE_TYPE_DEMON || pet->GetCreatureTemplate()->type == CREATURE_TYPE_UNDEAD)
{
pet->GetCharmInfo()->SetPetNumber(pet_number, true); // Show pet details tab (Shift+P) only for demons & undead
}
else
{
pet->GetCharmInfo()->SetPetNumber(pet_number, false);
}
pet->SetUInt32Value(UNIT_FIELD_BYTES_0, 2048);
pet->SetUInt32Value(UNIT_FIELD_PETEXPERIENCE, 0);
pet->SetUInt32Value(UNIT_FIELD_PETNEXTLEVELEXP, 1000);
pet->SetFullHealth();
pet->SetPower(POWER_MANA, pet->GetMaxPower(POWER_MANA));
pet->SetUInt32Value(UNIT_FIELD_PET_NAME_TIMESTAMP, uint32(GameTime::GetGameTime().count())); // cast can't be helped in this case
}
map->AddToMap(pet->ToCreature(), true);
ASSERT(!petStable.CurrentPet && (petType != HUNTER_PET || !petStable.GetUnslottedHunterPet()));
pet->FillPetInfo(&petStable.CurrentPet.emplace());
if (petType == SUMMON_PET)
{
pet->InitPetCreateSpells();
pet->InitTalentForLevel();
pet->SavePetToDB(PET_SAVE_AS_CURRENT);
PetSpellInitialize();
// 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 > 0s)
pet->SetDuration(duration);
if (NeedSendSpectatorData() && pet->GetCreatureTemplate()->family)
{
ArenaSpectator::SendCommand_UInt32Value(FindMap(), GetGUID(), "PHP", (uint32)pet->GetHealthPct());
ArenaSpectator::SendCommand_UInt32Value(FindMap(), GetGUID(), "PET", pet->GetCreatureTemplate()->family);
}
return pet;
}
void Player::RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent)
{
if (!pet)
pet = GetPet();
if (pet)
{
// xinef: dont save dead pet as current, save him not in slot
if (!pet->IsAlive() && mode == PET_SAVE_AS_CURRENT && pet->getPetType() == HUNTER_PET)
{
mode = PET_SAVE_NOT_IN_SLOT;
m_temporaryUnsummonedPetNumber = 0;
}
LOG_DEBUG("entities.pet", "RemovePet {}, {}, {}", pet->GetEntry(), mode, returnreagent);
if (pet->m_removed)
return;
}
if (returnreagent && (pet || (m_temporaryUnsummonedPetNumber && (!m_session || !m_session->PlayerLogout()))) && !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->SetData(0, PET_SAVE_NOT_IN_SLOT);
stmt->SetData(1, GetGUID().GetCounter());
stmt->SetData(2, m_petStable->CurrentPet->PetNumber);
CharacterDatabase.Execute(stmt);
m_petStable->UnslottedPets.push_back(std::move(*m_petStable->CurrentPet));
m_petStable->CurrentPet.reset();
}
return;
}
else
{
pet->CombatStop();
// only if current pet in slot
pet->SavePetToDB(mode);
if (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);
GetSession()->SendPacket(&data);
if (GetGroup())
SetGroupUpdateFlag(GROUP_UPDATE_PET);
}
if (NeedSendSpectatorData() && pet->GetCreatureTemplate()->family)
{
ArenaSpectator::SendCommand_UInt32Value(FindMap(), GetGUID(), "PHP", 0);
ArenaSpectator::SendCommand_UInt32Value(FindMap(), GetGUID(), "PET", 0);
}
}
}
bool Player::CanPetResurrect()
{
PetStable* const petStable = GetPetStable();
if (!petStable)
{
// No pets
return false;
}
auto const& currectPet = petStable->CurrentPet;
auto const& unslottedHunterPet = petStable->GetUnslottedHunterPet();
if (!currectPet && !unslottedHunterPet)
{
// No pets
return false;
}
// Check current pet
if (currectPet && !currectPet->Health)
{
return true;
}
// Check dismiss/unslotted hunter pet
if (unslottedHunterPet && !unslottedHunterPet->Health)
{
return true;
}
return false;
}
bool Player::IsExistPet()
{
PetStable* const petStable = GetPetStable();
return petStable && (petStable->CurrentPet || petStable->GetUnslottedHunterPet());
}
Pet* Player::CreatePet(Creature* creatureTarget, uint32 spellID /*= 0*/)
{
if (IsExistPet())
{
return nullptr;
}
if (!creatureTarget || creatureTarget->IsPet() || creatureTarget->IsPlayer())
{
return nullptr;
}
CreatureTemplate const* creatrueTemplate = sObjectMgr->GetCreatureTemplate(creatureTarget->GetEntry());
if (!creatrueTemplate->family)
{
// Creatures with family 0 crashes the server
return nullptr;
}
// Everything looks OK, create new pet
Pet* pet = CreateTamedPetFrom(creatureTarget, spellID);
if (!pet)
{
return nullptr;
}
// "kill" original creature
creatureTarget->DespawnOrUnsummon();
// calculate proper level
uint8 level = (creatureTarget->GetLevel() < (GetLevel() - 5)) ? (GetLevel() - 5) : GetLevel();
// prepare visual effect for levelup
pet->SetUInt32Value(UNIT_FIELD_LEVEL, level - 1);
// add to world
pet->GetMap()->AddToMap(pet->ToCreature());
// visual effect for levelup
pet->SetUInt32Value(UNIT_FIELD_LEVEL, level);
// caster have pet now
SetMinion(pet, true);
pet->InitTalentForLevel();
pet->SavePetToDB(PET_SAVE_AS_CURRENT);
PetSpellInitialize();
return pet;
}
Pet* Player::CreatePet(uint32 creatureEntry, uint32 spellID /*= 0*/)
{
if (IsExistPet())
{
return nullptr;
}
CreatureTemplate const* creatrueTemplate = sObjectMgr->GetCreatureTemplate(creatureEntry);
if (!creatrueTemplate->family)
{
// Creatures with family 0 crashes the server
return nullptr;
}
// Everything looks OK, create new pet
Pet* pet = CreateTamedPetFrom(creatureEntry, spellID);
if (!pet)
{
return nullptr;
}
// prepare visual effect for levelup
pet->SetUInt32Value(UNIT_FIELD_LEVEL, GetLevel() - 1);
// add to world
pet->GetMap()->AddToMap(pet->ToCreature());
// visual effect for levelup
pet->SetUInt32Value(UNIT_FIELD_LEVEL, GetLevel());
// caster have pet now
SetMinion(pet, true);
pet->InitTalentForLevel();
pet->SavePetToDB(PET_SAVE_AS_CURRENT);
PetSpellInitialize();
return pet;
}
void Player::StopCastingCharm(Aura* except /*= nullptr*/)
{
Unit* charm = GetCharm();
if (!charm)
{
return;
}
if (charm->GetTypeId() == TYPEID_UNIT)
{
if (charm->ToCreature()->HasUnitTypeMask(UNIT_MASK_PUPPET))
{
((Puppet*)charm)->UnSummon();
}
else if (charm->IsVehicle())
{
ExitVehicle();
}
}
if (GetCharmGUID())
{
charm->RemoveAurasByType(SPELL_AURA_MOD_CHARM, ObjectGuid::Empty, except);
charm->RemoveAurasByType(SPELL_AURA_MOD_POSSESS_PET, ObjectGuid::Empty, except);
charm->RemoveAurasByType(SPELL_AURA_MOD_POSSESS, ObjectGuid::Empty, except);
charm->RemoveAurasByType(SPELL_AURA_AOE_CHARM, ObjectGuid::Empty, except);
}
if (GetCharmGUID())
{
LOG_FATAL("entities.player", "Player {} ({} is not able to uncharm unit ({})", GetName(), GetGUID().ToString(), GetCharmGUID().ToString());
if (charm->GetCharmerGUID())
{
LOG_FATAL("entities.player", "Charmed unit has charmer {}", charm->GetCharmerGUID().ToString());
ABORT();
}
else
{
SetCharm(charm, false);
}
}
}
void Player::Say(std::string_view text, Language language, WorldObject const* /*= nullptr*/)
{
std::string _text(text);
if (!sScriptMgr->CanPlayerUseChat(this, CHAT_MSG_SAY, language, _text))
{
return;
}
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, 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);
if (!sScriptMgr->CanPlayerUseChat(this, CHAT_MSG_YELL, language, _text))
{
return;
}
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, 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);
if (!sScriptMgr->CanPlayerUseChat(this, CHAT_MSG_EMOTE, LANG_UNIVERSAL, _text))
{
return;
}
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, false, !sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_EMOTE), 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);
if (!sScriptMgr->CanPlayerUseChat(this, CHAT_MSG_WHISPER, language, _text, target))
{
return;
}
sScriptMgr->OnPlayerChat(this, CHAT_MSG_WHISPER, language, _text, target);
WorldPacket data;
ChatHandler::BuildChatPacket(data, CHAT_MSG_WHISPER, language, this, this, _text);
target->GetSession()->SendPacket(&data);
// rest stuff shouldn't happen in case of addon message
if (isAddonMessage)
return;
ChatHandler::BuildChatPacket(data, CHAT_MSG_WHISPER_INFORM, Language(language), target, target, _text);
GetSession()->SendPacket(&data);
if (!isAcceptWhispers() && !IsGameMaster() && !target->IsGameMaster())
{
SetAcceptWhispers(true);
ChatHandler(GetSession()).SendSysMessage(LANG_COMMAND_WHISPERON);
}
// announce afk or dnd message
if (target->isAFK())
{
ChatHandler(GetSession()).PSendSysMessage(LANG_PLAYER_AFK, target->GetName(), target->autoReplyMsg);
}
else if (target->isDND())
{
ChatHandler(GetSession()).PSendSysMessage(LANG_PLAYER_DND, target->GetName(), target->autoReplyMsg);
}
}
void Player::Whisper(uint32 textId, Player* target, bool isBossWhisper)
{
if (!target)
return;
BroadcastText const* bct = sObjectMgr->GetBroadcastText(textId);
if (!bct)
{
LOG_ERROR("entities.unit", "Player::Whisper: `broadcast_text` was not {} found", textId);
return;
}
LocaleConstant locale = target->GetSession()->GetSessionDbLocaleIndex();
WorldPacket data;
if (isBossWhisper)
ChatHandler::BuildChatPacket(data, CHAT_MSG_RAID_BOSS_WHISPER, LANG_UNIVERSAL, this, target, bct->GetText(locale, getGender()), 0, "", locale);
else
ChatHandler::BuildChatPacket(data, CHAT_MSG_WHISPER, LANG_UNIVERSAL, this, target, bct->GetText(locale, getGender()), 0, "", locale);
target->SendDirectMessage(&data);
}
void Player::PetSpellInitialize()
{
Pet* pet = GetPet();
if (!pet)
return;
LOG_DEBUG("entities.pet", "Pet Spells Groups");
CharmInfo* charmInfo = pet->GetCharmInfo();
WorldPacket data(SMSG_PET_SPELLS, 8 + 2 + 4 + 4 + 4 * MAX_UNIT_ACTION_BAR_INDEX + 1 + 1);
data << pet->GetGUID();
data << uint16(pet->GetCreatureTemplate()->family); // creature family (required for pet talents)
data << uint32(pet->GetDuration().count());
data << uint8(pet->GetReactState());
data << uint8(charmInfo->GetCommandState());
data << uint16(0); // Flags, mostly unknown
// action bar loop
charmInfo->BuildActionBar(&data);
std::size_t spellsCountPos = data.wpos();
// spells count
uint8 addlist = 0;
data << uint8(addlist); // placeholder
if (pet->IsPermanentPetFor(this))
{
// spells loop
for (PetSpellMap::iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr)
{
if (itr->second.state == PETSPELL_REMOVED)
continue;
data << uint32(MAKE_UNIT_ACTION_BUTTON(itr->first, itr->second.active));
++addlist;
}
}
data.put<uint8>(spellsCountPos, addlist);
uint8 cooldownsCount = pet->m_CreatureSpellCooldowns.size();
data << uint8(cooldownsCount);
uint32 curTime = GameTime::GetGameTimeMS().count();
uint32 infTime = GameTime::GetGameTimeMS().count() + infinityCooldownDelayCheck;
for (CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureSpellCooldowns.begin(); itr != pet->m_CreatureSpellCooldowns.end(); ++itr)
{
uint16 category = itr->second.category;
uint32 cooldown = (itr->second.end > curTime) ? itr->second.end - curTime : 0;
data << uint32(itr->first); // spellid
data << uint16(itr->second.category); // spell category
// send infinity cooldown in special format
if (itr->second.end >= infTime)
{
data << uint32(1); // cooldown
data << uint32(0x80000000); // category cooldown
continue;
}
data << uint32(category ? 0 : cooldown); // cooldown
data << uint32(category ? cooldown : 0); // category cooldown
}
GetSession()->SendPacket(&data);
}
void Player::PossessSpellInitialize()
{
Unit* charm = GetCharm();
if (!charm)
return;
CharmInfo* charmInfo = charm->GetCharmInfo();
if (!charmInfo)
{
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 << charm->GetGUID();
data << uint16(0);
data << uint32(0);
data << uint32(0);
charmInfo->BuildActionBar(&data);
data << uint8(0); // spells count
data << uint8(0); // cooldowns count
GetSession()->SendPacket(&data);
}
void Player::VehicleSpellInitialize()
{
Creature* vehicle = GetVehicleCreatureBase();
if (!vehicle)
return;
uint8 cooldownCount = vehicle->m_CreatureSpellCooldowns.size();
WorldPacket data(SMSG_PET_SPELLS, 8 + 2 + 4 + 4 + 4 * 10 + 1 + 1 + cooldownCount * (4 + 2 + 4 + 4));
data << 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;
}
ConditionList conditions = sConditionMgr->GetConditionsForVehicleSpell(vehicle->GetEntry(), spellId);
if (!sConditionMgr->IsObjectMeetToConditions(this, vehicle, conditions))
{
LOG_DEBUG("condition", "VehicleSpellInitialize: conditions not met for Vehicle entry {} spell {}", 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
data << uint8(cooldownCount);
uint32 curTime = GameTime::GetGameTimeMS().count();
uint32 infTime = GameTime::GetGameTimeMS().count() + infinityCooldownDelayCheck;
for (CreatureSpellCooldowns::const_iterator itr = vehicle->m_CreatureSpellCooldowns.begin(); itr != vehicle->m_CreatureSpellCooldowns.end(); ++itr)
{
uint16 category = itr->second.category;
uint32 cooldown = (itr->second.end > curTime) ? itr->second.end - curTime : 0;
data << uint32(itr->first); // spellid
data << uint16(itr->second.category); // spell category
// send infinity cooldown in special format
if (itr->second.end >= infTime)
{
data << uint32(1); // cooldown
data << uint32(0x80000000); // category cooldown
continue;
}
data << uint32(category ? 0 : cooldown); // cooldown
data << uint32(category ? cooldown : 0); // category cooldown
}
GetSession()->SendPacket(&data);
}
void Player::CharmSpellInitialize()
{
Unit* charm = GetFirstControlled();
if (!charm)
return;
CharmInfo* charmInfo = charm->GetCharmInfo();
if (!charmInfo)
{
LOG_ERROR("entities.player", "Player::CharmSpellInitialize(): the player's charm ({}) has no charminfo!", 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 << charm->GetGUID();
data << uint16(0);
data << uint32(0);
if (charm->GetTypeId() != TYPEID_PLAYER)
data << uint8(charm->ToCreature()->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0);
else
data << uint32(0);
charmInfo->BuildActionBar(&data);
data << uint8(addlist);
if (addlist)
{
for (uint32 i = 0; i < MAX_SPELL_CHARM; ++i)
{
CharmSpellInfo* cspell = charmInfo->GetCharmSpell(i);
if (cspell->GetAction())
data << uint32(cspell->packedData);
}
}
data << uint8(0); // cooldowns count
GetSession()->SendPacket(&data);
}
void Player::SendRemoveControlBar()
{
WorldPacket data(SMSG_PET_SPELLS, 8);
data << uint64(0);
GetSession()->SendPacket(&data);
}
bool Player::HasSpellMod(SpellModifier* mod, Spell* spell)
{
if (!mod || !spell)
return false;
return spell->m_appliedMods.find(mod->ownerAura) != spell->m_appliedMods.end();
}
bool Player::IsAffectedBySpellmod(SpellInfo const* spellInfo, SpellModifier* mod, Spell* spell)
{
if (!mod || !spellInfo)
return false;
// Mod out of charges
if (spell && mod->charges == -1 && spell->m_appliedMods.find(mod->ownerAura) == spell->m_appliedMods.end())
return false;
// +duration to infinite duration spells making them limited
if (mod->op == SPELLMOD_DURATION && spellInfo->GetDuration() == -1)
return false;
return spellInfo->IsAffectedBySpellMod(mod);
}
template <class T>
void Player::ApplySpellMod(uint32 spellId, SpellModOp op, T& basevalue, Spell* spell, bool temporaryPet)
{
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (!spellInfo)
{
return;
}
float totalmul = 1.0f;
int32 totalflat = 0;
auto calculateSpellMod = [&](SpellModifier* mod)
{
// xinef: temporary pets cannot use charged mods of owner, needed for mirror image QQ they should use their own auras
if (temporaryPet && mod->charges != 0)
{
return;
}
if (mod->type == SPELLMOD_FLAT)
{
// xinef: do not allow to consume more than one 100% crit increasing spell
if (mod->op == SPELLMOD_CRITICAL_CHANCE && totalflat >= 100)
{
return;
}
int32 flatValue = mod->value;
// SPELL_MOD_THREAT - divide by 100 (in packets we send threat * 100)
if (mod->op == SPELLMOD_THREAT)
{
flatValue /= 100;
}
totalflat += flatValue;
}
else if (mod->type == SPELLMOD_PCT)
{
// skip percent mods for null basevalue (most important for spell mods with charges)
if (basevalue == T(0) || totalmul == 0.0f)
{
return;
}
// special case (skip > 10sec spell casts for instant cast setting)
if (mod->op == SPELLMOD_CASTING_TIME && basevalue >= T(10000) && mod->value <= -100)
{
return;
}
// xinef: special exception for surge of light, dont affect crit chance if previous mods were not applied
else if (mod->op == SPELLMOD_CRITICAL_CHANCE && spell && !HasSpellMod(mod, spell))
{
return;
}
// xinef: special case for backdraft gcd reduce with backlast time reduction, dont affect gcd if cast time was not applied
else if (mod->op == SPELLMOD_GLOBAL_COOLDOWN && spell && !HasSpellMod(mod, spell))
{
return;
}
// xinef: those two mods should be multiplicative (Glyph of Renew)
if (mod->op == SPELLMOD_DAMAGE || mod->op == SPELLMOD_DOT)
{
totalmul *= CalculatePct(1.0f, 100.0f + mod->value);
}
else
{
totalmul += CalculatePct(1.0f, mod->value);
}
}
DropModCharge(mod, spell);
};
// Drop charges for triggering spells instead of triggered ones
if (m_spellModTakingSpell)
{
spell = m_spellModTakingSpell;
}
SpellModifier* chargedMod = nullptr;
for (auto mod : m_spellMods[op])
{
// Charges can be set only for mods with auras
if (!mod->ownerAura)
{
ASSERT(!mod->charges);
}
if (!IsAffectedBySpellmod(spellInfo, mod, spell))
{
continue;
}
if (mod->ownerAura->IsUsingCharges())
{
if (!chargedMod || (chargedMod->ownerAura->GetSpellInfo()->SpellPriority < mod->ownerAura->GetSpellInfo()->SpellPriority))
{
chargedMod = mod;
}
continue;
}
calculateSpellMod(mod);
}
if (chargedMod)
{
calculateSpellMod(chargedMod);
}
float diff = 0.0f;
if (op == SPELLMOD_CASTING_TIME || op == SPELLMOD_DURATION)
{
diff = ((float)basevalue + totalflat) * (totalmul - 1.0f) + (float)totalflat;
}
else
{
diff = (float)basevalue * (totalmul - 1.0f) + (float)totalflat;
}
basevalue = T((float)basevalue + diff);
}
template AC_GAME_API void Player::ApplySpellMod(uint32 spellId, SpellModOp op, int32& basevalue, Spell* spell, bool temporaryPet);
template AC_GAME_API void Player::ApplySpellMod(uint32 spellId, SpellModOp op, uint32& basevalue, Spell* spell, bool temporaryPet);
template AC_GAME_API void Player::ApplySpellMod(uint32 spellId, SpellModOp op, float& basevalue, Spell* spell, bool temporaryPet);
// Binary predicate for sorting SpellModifiers
class SpellModPred
{
public:
SpellModPred() {}
bool operator() (SpellModifier const* a, SpellModifier const* b) const
{
if (a->type != b->type)
return a->type == SPELLMOD_FLAT;
return a->value < b->value;
}
};
class MageSpellModPred
{
public:
MageSpellModPred() {}
bool operator() (SpellModifier const* a, SpellModifier const* b) const
{
if (a->type != b->type)
return a->type == SPELLMOD_FLAT;
if (a->spellId == 44401)
return true;
if (b->spellId == 44401)
return false;
return a->value < b->value;
}
};
void Player::AddSpellMod(SpellModifier* mod, bool apply)
{
LOG_DEBUG("spells.aura", "Player::AddSpellMod {}", mod->spellId);
uint16 Opcode = (mod->type == SPELLMOD_FLAT) ? SMSG_SET_FLAT_SPELL_MODIFIER : SMSG_SET_PCT_SPELL_MODIFIER;
int i = 0;
flag96 _mask = 0;
for (int eff = 0; eff < 96; ++eff)
{
if (eff != 0 && eff % 32 == 0)
_mask[i++] = 0;
_mask[i] = uint32(1) << (eff - (32 * i));
if (mod->mask & _mask)
{
int32 val = 0;
for (SpellModList::iterator itr = m_spellMods[mod->op].begin(); itr != m_spellMods[mod->op].end(); ++itr)
{
if ((*itr)->type == mod->type && (*itr)->mask & _mask)
val += (*itr)->value;
}
val += apply ? mod->value : -(mod->value);
WorldPacket data(Opcode, (1 + 1 + 4));
data << uint8(eff);
data << uint8(mod->op);
data << int32(val);
SendDirectMessage(&data);
}
}
if (apply)
{
m_spellMods[mod->op].push_back(mod);
if (IsClass(CLASS_MAGE, CLASS_CONTEXT_ABILITY))
m_spellMods[mod->op].sort(MageSpellModPred());
else
m_spellMods[mod->op].sort(SpellModPred());
}
else
{
m_spellMods[mod->op].remove(mod);
// mods bound to aura will be removed in AuraEffect::~AuraEffect
if (!mod->ownerAura)
delete mod;
}
}
// Restore spellmods in case of failed cast
void Player::RestoreSpellMods(Spell* spell, uint32 ownerAuraId, Aura* aura)
{
if (!spell || spell->m_appliedMods.empty())
return;
std::list<Aura*> aurasQueue;
for (uint8 i = 0; i < MAX_SPELLMOD; ++i)
{
for (SpellModList::iterator itr = m_spellMods[i].begin(); itr != m_spellMods[i].end(); ++itr)
{
SpellModifier* mod = *itr;
// Spellmods without aura set cannot be charged
if (!mod->ownerAura || !mod->ownerAura->IsUsingCharges())
continue;
// Restore only specific owner aura mods
if (ownerAuraId && (ownerAuraId != mod->ownerAura->GetSpellInfo()->Id))
continue;
if (aura && mod->ownerAura != aura)
continue;
// Check if mod affected this spell
// First, check if the mod aura applied at least one spellmod to this spell
Spell::UsedSpellMods::iterator iterMod = spell->m_appliedMods.find(mod->ownerAura);
if (iterMod == spell->m_appliedMods.end())
continue;
// Second, check if the current mod is one of those applied by the mod aura
if (!(mod->mask & spell->m_spellInfo->SpellFamilyFlags))
continue;
// remove from list - This will be done after all mods have been gone through
// to ensure we iterate over all mods of an aura before removing said aura
// from applied mods (Else, an aura with two mods on the current spell would
// only see the first of its modifier restored)
aurasQueue.push_back(mod->ownerAura);
// add mod charges back to mod
if (mod->charges == -1)
mod->charges = 1;
else
mod->charges++;
// Do not set more spellmods than available
if (mod->ownerAura->GetCharges() < mod->charges)
mod->charges = mod->ownerAura->GetCharges();
// Skip this check for now - aura charges may change due to various reason
/// @todo track these changes correctly
//ASSERT (mod->ownerAura->GetCharges() <= mod->charges);
}
}
for (std::list<Aura*>::iterator itr = aurasQueue.begin(); itr != aurasQueue.end(); ++itr)
{
Spell::UsedSpellMods::iterator iterMod = spell->m_appliedMods.find(*itr);
if (iterMod != spell->m_appliedMods.end())
spell->m_appliedMods.erase(iterMod);
}
// Xinef: clear the list just do be sure
if (!ownerAuraId && !aura)
spell->m_appliedMods.clear();
}
void Player::RestoreAllSpellMods(uint32 ownerAuraId, Aura* aura)
{
for (uint32 i = 0; i < CURRENT_MAX_SPELL; ++i)
if (m_currentSpells[i])
RestoreSpellMods(m_currentSpells[i], ownerAuraId, aura);
}
void Player::RemoveSpellMods(Spell* spell)
{
if (!spell)
return;
if (spell->m_appliedMods.empty())
return;
SpellInfo const* const spellInfo = spell->m_spellInfo;
for (uint8 i = 0; i < MAX_SPELLMOD; ++i)
{
for (SpellModList::const_iterator itr = m_spellMods[i].begin(); itr != m_spellMods[i].end();)
{
SpellModifier* mod = *itr;
++itr;
// don't handle spells with proc_event entry defined
// this is a temporary workaround, because all spellmods should be handled like that
if (sSpellMgr->GetSpellProcEvent(mod->spellId))
{
continue;
}
// spellmods without aura set cannot be charged
if (!mod->ownerAura || !mod->ownerAura->IsUsingCharges())
continue;
// check if mod affected this spell
Spell::UsedSpellMods::iterator iterMod = spell->m_appliedMods.find(mod->ownerAura);
if (iterMod == spell->m_appliedMods.end())
continue;
// remove from list
// leave this here, if spell have two mods it will remove 2 charges - wrong
spell->m_appliedMods.erase(iterMod);
// MAGE T8P4 BONUS
if( spellInfo->SpellFamilyName == SPELLFAMILY_MAGE )
{
SpellInfo const* sp = mod->ownerAura->GetSpellInfo();
// Missile Barrage, Hot Streak, Brain Freeze (trigger spell - Fireball!)
if( sp->SpellIconID == 3261 || sp->SpellIconID == 2999 || sp->SpellIconID == 2938 )
if( AuraEffect* aurEff = GetAuraEffectDummy(64869) )
if( roll_chance_i(aurEff->GetAmount()) )
{
mod->charges = 1;
continue;
}
}
if (mod->ownerAura->DropCharge(AURA_REMOVE_BY_EXPIRE))
itr = m_spellMods[i].begin();
}
}
}
void Player::DropModCharge(SpellModifier* mod, Spell* spell)
{
if (spell && mod->ownerAura && mod->charges > 0)
{
if (--mod->charges == 0)
mod->charges = -1;
spell->m_appliedMods.insert(mod->ownerAura);
}
}
void Player::SetSpellModTakingSpell(Spell* spell, bool apply)
{
if (apply && m_spellModTakingSpell)
{
LOG_INFO("misc", "Player::SetSpellModTakingSpell (A1) - {}, {}", spell->m_spellInfo->Id, m_spellModTakingSpell->m_spellInfo->Id);
return;
//ASSERT(m_spellModTakingSpell == nullptr);
}
else if (!apply)
{
if (!m_spellModTakingSpell)
LOG_INFO("misc", "Player::SetSpellModTakingSpell (B1) - {}", spell->m_spellInfo->Id);
else if (m_spellModTakingSpell != spell)
{
LOG_INFO("misc", "Player::SetSpellModTakingSpell (C1) - {}, {}", spell->m_spellInfo->Id, m_spellModTakingSpell->m_spellInfo->Id);
return;
}
//ASSERT(m_spellModTakingSpell && m_spellModTakingSpell == spell);
}
m_spellModTakingSpell = apply ? spell : nullptr;
}
// send Proficiency
void Player::SendProficiency(ItemClass itemClass, uint32 itemSubclassMask)
{
WorldPacket data(SMSG_SET_PROFICIENCY, 1 + 4);
data << uint8(itemClass) << uint32(itemSubclassMask);
GetSession()->SendPacket(&data);
}
void Player::RemovePetitionsAndSigns(ObjectGuid guid, uint32 type)
{
SignatureContainer* signatureStore = sPetitionMgr->GetSignatureStore();
for (SignatureContainer::iterator itr = signatureStore->begin(); itr != signatureStore->end(); ++itr)
{
SignatureMap::iterator signItr = itr->second.signatureMap.find(guid);
if (signItr != itr->second.signatureMap.end())
{
Petition const* petition = sPetitionMgr->GetPetition(itr->first);
if (!petition || (type != 10 && type != petition->petitionType))
continue;
// erase this
itr->second.signatureMap.erase(signItr);
// send update if charter owner in game
Player* owner = ObjectAccessor::FindConnectedPlayer(petition->ownerGuid);
if (owner)
owner->GetSession()->SendPetitionQueryOpcode(petition->petitionGuid);
}
}
if (type == 10)
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ALL_PETITION_SIGNATURES);
stmt->SetData(0, guid.GetCounter());
CharacterDatabase.Execute(stmt);
}
else
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PETITION_SIGNATURE);
stmt->SetData(0, guid.GetCounter());
stmt->SetData(1, uint8(type));
CharacterDatabase.Execute(stmt);
}
CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
if (type == 10)
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PETITION_BY_OWNER);
stmt->SetData(0, guid.GetCounter());
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PETITION_SIGNATURE_BY_OWNER);
stmt->SetData(0, guid.GetCounter());
trans->Append(stmt);
// xinef: clear petition store
sPetitionMgr->RemovePetitionByOwnerAndType(guid, 0);
}
else
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PETITION_BY_OWNER_AND_TYPE);
stmt->SetData(0, guid.GetCounter());
stmt->SetData(1, uint8(type));
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PETITION_SIGNATURE_BY_OWNER_AND_TYPE);
stmt->SetData(0, guid.GetCounter());
stmt->SetData(1, uint8(type));
trans->Append(stmt);
// xinef: clear petition store
sPetitionMgr->RemovePetitionByOwnerAndType(guid, uint8(type));
}
CharacterDatabase.CommitTransaction(trans);
}
void Player::LeaveAllArenaTeams(ObjectGuid guid)
{
// xinef: sync query
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_PLAYER_ARENA_TEAMS);
stmt->SetData(0, guid.GetCounter());
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (!result)
return;
do
{
Field* fields = result->Fetch();
uint32 arenaTeamId = fields[0].Get<uint32>();
if (arenaTeamId != 0)
{
ArenaTeam* arenaTeam = sArenaTeamMgr->GetArenaTeamById(arenaTeamId);
if (arenaTeam)
arenaTeam->DelMember(guid, true);
}
} while (result->NextRow());
}
void Player::SetRestBonus(float rest_bonus_new)
{
// Prevent resting on max level
if (GetLevel() >= sWorld->getIntConfig(CONFIG_MAX_PLAYER_LEVEL))
rest_bonus_new = 0;
if (rest_bonus_new < 0)
rest_bonus_new = 0;
float rest_bonus_max = (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP) * 1.5f / 2;
if (rest_bonus_new > rest_bonus_max)
_restBonus = rest_bonus_max;
else
_restBonus = rest_bonus_new;
// update data for client
if ((GetsRecruitAFriendBonus(true) && (GetSession()->IsARecruiter() || GetSession()->GetRecruiterId() != 0)))
SetByteValue(PLAYER_BYTES_2, 3, REST_STATE_RAF_LINKED);
else
{
if (_restBonus > 10)
SetByteValue(PLAYER_BYTES_2, 3, REST_STATE_RESTED);
else if (_restBonus <= 1)
SetByteValue(PLAYER_BYTES_2, 3, REST_STATE_NOT_RAF_LINKED);
}
//RestTickUpdate
SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE, uint32(_restBonus));
}
bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc /*= nullptr*/, uint32 spellid /*= 1*/)
{
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_DISABLE_MOVE))
return false;
// taximaster case
if (npc)
{
// not let cheating with start flight mounted
if (IsMounted())
{
GetSession()->SendActivateTaxiReply(ERR_TAXIPLAYERALREADYMOUNTED);
return false;
}
if (IsInDisallowedMountForm())
{
GetSession()->SendActivateTaxiReply(ERR_TAXIPLAYERSHAPESHIFTED);
return false;
}
// not let cheating with start flight in time of logout process || if casting not finished || while in combat || if not use Spell's with EffectSendTaxi
if (IsNonMeleeSpellCast(false))
{
GetSession()->SendActivateTaxiReply(ERR_TAXIPLAYERBUSY);
return false;
}
}
// cast case or scripted call case
else
{
RemoveAurasByType(SPELL_AURA_MOUNTED);
if (IsInDisallowedMountForm())
RemoveAurasByType(SPELL_AURA_MOD_SHAPESHIFT);
if (Spell* spell = GetCurrentSpell(CURRENT_GENERIC_SPELL))
if (spell->m_spellInfo->Id != spellid)
InterruptSpell(CURRENT_GENERIC_SPELL, false);
InterruptSpell(CURRENT_AUTOREPEAT_SPELL, false);
if (Spell* spell = GetCurrentSpell(CURRENT_CHANNELED_SPELL))
if (spell->m_spellInfo->Id != spellid)
InterruptSpell(CURRENT_CHANNELED_SPELL, true);
}
uint32 sourcenode = nodes[0];
// starting node too far away (cheat?)
TaxiNodesEntry const* node = sTaxiNodesStore.LookupEntry(sourcenode);
if (!node)
{
GetSession()->SendActivateTaxiReply(ERR_TAXINOSUCHPATH);
return false;
}
// 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 = 0;
for (uint32 i = 1; i < nodes.size(); ++i)
{
uint32 path, cost;
lastnode = nodes[i];
sObjectMgr->GetTaxiPath(prevnode, lastnode, path, cost);
if (!path)
{
m_taxi.ClearTaxiDestinations();
return false;
}
totalcost += cost;
if (i == 1)
firstcost = cost;
if (prevnode == sourcenode)
sourcepath = path;
m_taxi.AddTaxiDestination(lastnode);
prevnode = lastnode;
}
// get mount model (in case non taximaster (npc == nullptr) 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, GetTeamId(true), npc == nullptr || (sourcenode == 315 && IsClass(CLASS_DEATH_KNIGHT, CLASS_CONTEXT_TAXI)));
// 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);
// Xinef: dont use instant flight paths if spellid is present (custom calls use spellid = 1)
if ((sWorld->getIntConfig(CONFIG_INSTANT_TAXI) == 1 || (sWorld->getIntConfig(CONFIG_INSTANT_TAXI) == 2 && m_isInstantFlightOn)) && !spellid)
{
TaxiNodesEntry const* lastPathNode = sTaxiNodesStore.LookupEntry(nodes[nodes.size() - 1]);
m_taxi.ClearTaxiDestinations();
ModifyMoney(-(int32)totalcost);
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING, totalcost);
TeleportTo(lastPathNode->map_id, lastPathNode->x, lastPathNode->y, lastPathNode->z, GetOrientation());
return false;
}
else
{
m_flightSpellActivated = spellid;
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 /*= 1*/)
{
TaxiPathEntry const* entry = sTaxiPathStore.LookupEntry(taxi_path_id);
if (!entry)
return false;
std::vector<uint32> nodes;
nodes.resize(2);
nodes[0] = entry->from;
nodes[1] = entry->to;
return ActivateTaxiPathTo(nodes, nullptr, spellid);
}
void Player::CleanupAfterTaxiFlight()
{
// For spells that trigger flying paths remove them at arrival
if (m_flightSpellActivated)
{
this->RemoveAurasDueToSpell(m_flightSpellActivated);
m_flightSpellActivated = 0;
}
m_taxi.ClearTaxiDestinations(); // not destinations, clear source node
Dismount();
RemoveUnitFlag(UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT);
getHostileRefMgr().setOnlineOfflineState(true);
}
void Player::ContinueTaxiFlight()
{
uint32 sourceNode = m_taxi.GetTaxiSource();
if (!sourceNode)
return;
LOG_DEBUG("entities.unit", "WORLD: Restart character {} taxi flight", GetGUID().ToString());
uint32 mountDisplayId = sObjectMgr->GetTaxiMountDisplayId(sourceNode, GetTeamId(true), true);
if (!mountDisplayId)
return;
uint32 path = m_taxi.GetCurrentTaxiPath();
// search appropriate start path node
uint32 startNode = 0;
TaxiPathNodeList const& nodeList = sTaxiPathNodesByPath[path];
float bestDist = SIZE_OF_GRIDS * SIZE_OF_GRIDS; // xinef: large value
float currDist = 0.0f;
// xinef: changed to -1, we dont want to catch last node
for (uint32 i = 0; i < nodeList.size() - 1; ++i)
{
TaxiPathNodeEntry const* node = nodeList[i];
TaxiPathNodeEntry const* nextNode = nodeList[i + 1];
// xinef: skip nodes at another map, get last valid node on current map
if (nextNode->mapid != GetMapId() || node->mapid != GetMapId())
continue;
currDist = (node->x - GetPositionX()) * (node->x - GetPositionX()) + (node->y - GetPositionY()) * (node->y - GetPositionY()) + (node->z - GetPositionZ()) * (node->z - GetPositionZ());
if (currDist < bestDist)
{
startNode = i;
bestDist = currDist;
}
}
// xinef: no proper node was found
if (startNode == 0)
{
m_taxi.ClearTaxiDestinations();
return;
}
if (IsInDisallowedMountForm())
{
RemoveAurasByType(SPELL_AURA_MOD_SHAPESHIFT);
}
if (IsMounted())
{
RemoveAurasByType(SPELL_AURA_MOUNTED);
}
SetCanTeleport(true);
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(), GetTeamId());
if (!nearestNode)
{
continue;
}
WorldPacket data(SMSG_TAXINODE_STATUS, 9);
data << *itr;
data << uint8(m_taxi.IsTaximaskNodeKnown(nearestNode) ? 1 : 0);
SendDirectMessage(&data);
}
}
void Player::ProhibitSpellSchool(SpellSchoolMask idSchoolMask, uint32 unTimeMs)
{
PacketCooldowns cooldowns;
WorldPacket data;
for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
{
if (itr->second->State == PLAYERSPELL_REMOVED)
continue;
uint32 unSpellId = itr->first;
SpellInfo const* spellInfo = sSpellMgr->AssertSpellInfo(unSpellId);
// Not send cooldown for this spells
if (spellInfo->IsCooldownStartedOnEvent())
continue;
if (spellInfo->PreventionType != SPELL_PREVENTION_TYPE_SILENCE)
continue;
if ((idSchoolMask & spellInfo->GetSchoolMask()) && GetSpellCooldownDelay(unSpellId) < unTimeMs)
{
cooldowns[unSpellId] = unTimeMs;
AddSpellCooldown(unSpellId, 0, unTimeMs, true);
}
}
if (!cooldowns.empty())
{
BuildCooldownPacket(data, SPELL_COOLDOWN_FLAG_NONE, cooldowns);
GetSession()->SendPacket(&data);
}
}
void Player::InitDataForForm(bool reapplyMods)
{
ShapeshiftForm form = GetShapeshiftForm();
SpellShapeshiftFormEntry const* ssEntry = sSpellShapeshiftFormStore.LookupEntry(form);
if (ssEntry && ssEntry->attackSpeed)
{
SetAttackTime(BASE_ATTACK, ssEntry->attackSpeed);
SetAttackTime(OFF_ATTACK, ssEntry->attackSpeed);
SetAttackTime(RANGED_ATTACK, BASE_ATTACK_TIME);
}
else
SetRegularAttackTime();
switch (form)
{
case FORM_GHOUL:
case FORM_CAT:
{
if (getPowerType() != POWER_ENERGY)
setPowerType(POWER_ENERGY);
break;
}
case FORM_BEAR:
case FORM_DIREBEAR:
{
if (getPowerType() != POWER_RAGE)
setPowerType(POWER_RAGE);
break;
}
default: // 0, for example
{
ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(getClass());
if (cEntry && cEntry->powerType < MAX_POWERS && uint32(getPowerType()) != cEntry->powerType)
setPowerType(Powers(cEntry->powerType));
break;
}
}
// update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
if (!reapplyMods)
UpdateEquipSpellsAtFormChange();
UpdateAttackPowerAndDamage();
UpdateAttackPowerAndDamage(true);
}
void Player::InitDisplayIds()
{
PlayerInfo const* info = sObjectMgr->GetPlayerInfo(getRace(true), getClass());
if (!info)
{
LOG_ERROR("entities.player", "Player {} has incorrect race/class pair. Can't init display ids.", GetGUID().ToString());
return;
}
uint8 gender = getGender();
switch (gender)
{
case GENDER_FEMALE:
SetDisplayId(info->displayId_f);
SetNativeDisplayId(info->displayId_f);
break;
case GENDER_MALE:
SetDisplayId(info->displayId_m);
SetNativeDisplayId(info->displayId_m);
break;
default:
LOG_ERROR("entities.player", "Invalid gender {} for player", gender);
return;
}
}
inline bool Player::_StoreOrEquipNewItem(uint32 vendorslot, uint32 item, uint8 count, uint8 bag, uint8 slot, int32 price, ItemTemplate const* pProto, Creature* pVendor, VendorItem const* crItem, bool bStore)
{
ItemPosCountVec vDest;
uint16 uiDest = 0;
InventoryResult msg = bStore ?
CanStoreNewItem(bag, slot, vDest, item, pProto->BuyCount * count) :
CanEquipNewItem(slot, uiDest, item, false);
if (msg != EQUIP_ERR_OK)
{
SendEquipError(msg, nullptr, nullptr, item);
return false;
}
ModifyMoney(-price);
if (crItem->ExtendedCost) // case for new honor system
{
ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
if (iece->reqhonorpoints)
ModifyHonorPoints(- int32(iece->reqhonorpoints * count));
if (iece->reqarenapoints)
ModifyArenaPoints(- int32(iece->reqarenapoints * count));
for (uint8 i = 0; i < MAX_ITEM_EXTENDED_COST_REQUIREMENTS; ++i)
{
if (iece->reqitem[i])
DestroyItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count), true);
}
}
sScriptMgr->OnBeforeStoreOrEquipNewItem(this, vendorslot, item, count, bag, slot, pProto, pVendor, crItem, bStore);
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 << pVendor->GetGUID();
data << uint32(vendorslot + 1); // numbered from 1 at client
data << int32(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
data << uint32(count);
GetSession()->SendPacket(&data);
SendNewItem(it, pProto->BuyCount * count, true, false, false);
if (!bStore)
AutoUnequipOffhandIfNeed();
if (pProto->Flags & ITEM_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());
}
}
sScriptMgr->OnAfterStoreOrEquipNewItem(this, vendorslot, it, count, bag, slot, pProto, pVendor, crItem, bStore);
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)
{
sScriptMgr->OnBeforeBuyItemFromVendor(this, vendorguid, vendorslot, item, count, bag, slot);
// this check can be used from the hook to implement a custom vendor process
if (item == 0)
return true;
// cheating attempt
if (count < 1) count = 1;
// cheating attempt
if (slot > MAX_BAG_SIZE && slot != NULL_SLOT)
return false;
if (!IsAlive())
return false;
ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(item);
if (!pProto)
{
SendBuyError(BUY_ERR_CANT_FIND_ITEM, nullptr, item, 0);
return false;
}
if (!(pProto->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_FLAGS_EXTRA_HORDE_ONLY && GetTeamId(true) == TEAM_ALLIANCE) || (pProto->Flags2 & ITEM_FLAGS_EXTRA_ALLIANCE_ONLY && GetTeamId(true) == TEAM_HORDE)))
{
return false;
}
Creature* creature = GetNPCIfCanInteractWith(vendorguid, UNIT_NPC_FLAG_VENDOR);
if (!creature)
{
LOG_DEBUG("network", "WORLD: BuyItemFromVendor - Unit ({}) not found or you can't interact with him.", vendorguid.ToString());
SendBuyError(BUY_ERR_DISTANCE_TOO_FAR, nullptr, item, 0);
return false;
}
ConditionList conditions = sConditionMgr->GetConditionsForNpcVendorEvent(creature->GetEntry(), item);
if (!sConditionMgr->IsObjectMeetToConditions(this, creature, conditions))
{
//LOG_DEBUG("condition", "BuyItemFromVendor: conditions not met for creature entry {} item {}", creature->GetEntry(), item);
SendBuyError(BUY_ERR_CANT_FIND_ITEM, creature, item, 0);
return false;
}
VendorItemData const* vItems = GetSession()->GetCurrentVendor() ? sObjectMgr->GetNpcVendorItemList(GetSession()->GetCurrentVendor()) : 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)
{
LOG_ERROR("entities.player", "Item {} have wrong ExtendedCost field value {}", pProto->ItemId, crItem->ExtendedCost);
return false;
}
// honor points price
if (GetHonorPoints() < (iece->reqhonorpoints * count))
{
SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS, nullptr, nullptr);
return false;
}
// arena points price
if (GetArenaPoints() < (iece->reqarenapoints * 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->reqitem[i] && !HasItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count)))
{
SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, nullptr, nullptr);
return false;
}
}
// check for personal arena rating requirement
if (GetMaxPersonalArenaRatingRequirement(iece->reqarenaslot) < iece->reqpersonalarenarating)
{
// probably not the proper equip err
SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK, 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)
{
LOG_ERROR("entities.player", "Player {} tried to buy {} item id {}, causing overflow", GetName(), (uint32)count, pProto->ItemId);
count = (uint8)maxCount;
}
price = pProto->BuyPrice * count; //it should not exceed MAX_MONEY_AMOUNT
// reputation discount
price = uint32(floor(price * GetReputationPriceDiscount(creature)));
if (!HasEnoughMoney(price))
{
SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, creature, item, 0);
return false;
}
}
if ((bag == NULL_BAG && slot == NULL_SLOT) || IsInventoryPos(bag, slot))
{
if (!_StoreOrEquipNewItem(vendorslot, item, count, bag, slot, price, pProto, creature, crItem, true))
return false;
}
else if (IsEquipmentPos(bag, slot))
{
if (pProto->BuyCount * count != 1)
{
SendEquipError(EQUIP_ERR_ITEM_CANT_BE_EQUIPPED, 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;
}
}
sScriptMgr->OnGetMaxPersonalArenaRatingRequirement(this, minarenaslot, max_personal_rating);
return max_personal_rating;
}
void Player::AddSpellAndCategoryCooldowns(SpellInfo const* spellInfo, uint32 itemId, Spell* spell, bool infinityCooldown)
{
// init cooldown values
uint32 cat = 0;
int32 rec = -1;
int32 catrec = -1;
// some special item spells without correct cooldown in SpellInfo
// cooldown information stored in item prototype
// This used in same way in WorldSession::HandleItemQuerySingleOpcode data sending to client.
if (itemId)
{
if (ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemId))
{
for (uint8 idx = 0; idx < MAX_ITEM_SPELLS; ++idx)
{
if (uint32(proto->Spells[idx].SpellId) == spellInfo->Id)
{
cat = proto->Spells[idx].SpellCategory;
rec = proto->Spells[idx].SpellCooldown;
catrec = proto->Spells[idx].SpellCategoryCooldown;
break;
}
}
}
}
// if no cooldown found above then base at DBC data
if (rec < 0 && catrec < 0)
{
cat = spellInfo->GetCategory();
rec = spellInfo->RecoveryTime;
catrec = spellInfo->CategoryRecoveryTime;
}
time_t catrecTime;
time_t recTime;
bool needsCooldownPacket = false;
// overwrite time for selected category
if (infinityCooldown)
{
// use +MONTH as infinity mark for spell cooldown (will checked as MONTH/2 at save ans skipped)
// but not allow ignore until reset or re-login
catrecTime = catrec > 0 ? infinityCooldownDelay : 0;
recTime = rec > 0 ? infinityCooldownDelay : catrecTime;
}
else
{
// shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK)
// prevent 0 cooldowns set by another way
if (rec <= 0 && catrec <= 0 && (cat == 76 || (spellInfo->IsAutoRepeatRangedSpell() && spellInfo->Id != 75)))
rec = GetAttackTime(RANGED_ATTACK);
// Now we have cooldown data (if found any), time to apply mods
if (rec > 0)
ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, rec, spell);
if (catrec > 0 && !spellInfo->HasAttribute(SPELL_ATTR6_NO_CATEGORY_COOLDOWN_MODS))
{
ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, catrec, spell);
}
if (int32 cooldownMod = GetTotalAuraModifier(SPELL_AURA_MOD_COOLDOWN))
{
// Apply SPELL_AURA_MOD_COOLDOWN only to own spells
if (HasSpell(spellInfo->Id))
{
needsCooldownPacket = true;
rec += cooldownMod * IN_MILLISECONDS; // SPELL_AURA_MOD_COOLDOWN does not affect category cooldows, verified with shaman shocks
}
}
// replace negative cooldowns by 0
if (rec < 0) rec = 0;
if (catrec < 0) catrec = 0;
// no cooldown after applying spell mods
if (rec == 0 && catrec == 0)
return;
catrecTime = catrec ? catrec : 0;
recTime = rec ? rec : catrecTime;
}
// category spells
if (cat && catrec > 0)
{
_AddSpellCooldown(spellInfo->Id, 0, itemId, recTime, true, true);
if (needsCooldownPacket)
{
WorldPacket data;
BuildCooldownPacket(data, SPELL_COOLDOWN_FLAG_NONE, spellInfo->Id, recTime);
SendDirectMessage(&data);
}
PacketCooldowns forcedCategoryCooldowns;
SpellCategoryStore::const_iterator i_scstore = sSpellsByCategoryStore.find(cat);
if (i_scstore != sSpellsByCategoryStore.end())
{
for (SpellCategorySet::const_iterator i_scset = i_scstore->second.begin(); i_scset != i_scstore->second.end(); ++i_scset)
{
if (i_scset->second == spellInfo->Id) // skip main spell, already handled above
{
continue;
}
// If spell category is applied by item, then other spells should be exists in item templates
if ((itemId > 0) != i_scset->first)
{
continue;
}
// Only within the same spellfamily
SpellInfo const* categorySpellInfo = sSpellMgr->GetSpellInfo(i_scset->second);
if (!categorySpellInfo || categorySpellInfo->SpellFamilyName != spellInfo->SpellFamilyName)
{
continue;
}
_AddSpellCooldown(i_scset->second, cat, itemId, catrecTime, !spellInfo->IsCooldownStartedOnEvent() && catrec && rec && catrec != rec);
if (spellInfo->HasAttribute(SPELL_ATTR0_CU_FORCE_SEND_CATEGORY_COOLDOWNS))
{
forcedCategoryCooldowns[i_scset->second] = catrecTime;
}
}
}
if (!forcedCategoryCooldowns.empty())
{
WorldPacket data;
BuildCooldownPacket(data, SPELL_COOLDOWN_FLAG_NONE, forcedCategoryCooldowns);
SendDirectMessage(&data);
}
}
else
{
// self spell cooldown
if (recTime > 0)
{
_AddSpellCooldown(spellInfo->Id, 0, itemId, recTime, true, true);
if (needsCooldownPacket)
{
WorldPacket data;
BuildCooldownPacket(data, SPELL_COOLDOWN_FLAG_NONE, spellInfo->Id, rec);
SendDirectMessage(&data);
}
}
}
}
void Player::_AddSpellCooldown(uint32 spellid, uint16 categoryId, uint32 itemid, uint32 end_time, bool needSendToClient, bool forceSendToSpectator)
{
SpellCooldown sc;
sc.end = GameTime::GetGameTimeMS().count() + end_time;
sc.category = categoryId;
sc.itemid = itemid;
sc.maxduration = end_time;
sc.sendToSpectator = false;
sc.needSendToClient = needSendToClient;
if (end_time >= SPECTATOR_COOLDOWN_MIN * IN_MILLISECONDS && end_time <= SPECTATOR_COOLDOWN_MAX * IN_MILLISECONDS)
{
if (NeedSendSpectatorData() && forceSendToSpectator && (itemid || HasActiveSpell(spellid)))
{
sc.sendToSpectator = true;
ArenaSpectator::SendCommand_Cooldown(FindMap(), GetGUID(), "ACD", spellid, end_time / IN_MILLISECONDS, end_time / IN_MILLISECONDS);
}
}
m_spellCooldowns[spellid] = std::move(sc);
}
void Player::AddSpellCooldown(uint32 spellid, uint32 itemid, uint32 end_time, bool needSendToClient, bool forceSendToSpectator)
{
_AddSpellCooldown(spellid, 0, itemid, end_time, needSendToClient, forceSendToSpectator);
}
void Player::ModifySpellCooldown(uint32 spellId, int32 cooldown)
{
SpellCooldowns::iterator itr = m_spellCooldowns.find(spellId);
if (itr == m_spellCooldowns.end())
return;
itr->second.end += cooldown;
WorldPacket data(SMSG_MODIFY_COOLDOWN, 4 + 8 + 4);
data << uint32(spellId); // Spell ID
data << GetGUID(); // Player GUID
data << int32(cooldown); // Cooldown mod in milliseconds
GetSession()->SendPacket(&data);
}
void Player::SendCooldownEvent(SpellInfo const* spellInfo, uint32 itemId /*= 0*/, Spell* spell /*= nullptr*/, bool setCooldown /*= true*/)
{
// start cooldowns at server side, if any
if (setCooldown)
AddSpellAndCategoryCooldowns(spellInfo, itemId, spell);
// Send activate cooldown timer (possible 0) at client side
WorldPacket data(SMSG_COOLDOWN_EVENT, 4 + 8);
data << uint32(spellInfo->Id);
data << GetGUID();
SendDirectMessage(&data);
}
//slot to be excluded while counting
bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot)
{
if (!enchantmentcondition)
return true;
SpellItemEnchantmentConditionEntry const* Condition = sSpellItemEnchantmentConditionStore.LookupEntry(enchantmentcondition);
if (!Condition)
return true;
uint8 curcount[4] = {0, 0, 0, 0};
//counting current equipped gem colors
for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
{
if (i == slot)
continue;
Item* pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (pItem2 && !pItem2->IsBroken() && pItem2->HasSocket())
{
for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot <= PRISMATIC_ENCHANTMENT_SLOT; ++enchant_slot)
{
if (enchant_slot == BONUS_ENCHANTMENT_SLOT)
continue;
uint32 enchant_id = pItem2->GetEnchantmentId(EnchantmentSlot(enchant_slot));
if (!enchant_id)
continue;
SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if (!enchantEntry)
continue;
uint32 gemid = enchantEntry->GemID;
if (!gemid)
continue;
ItemTemplate const* gemProto = sObjectMgr->GetItemTemplate(gemid);
if (!gemProto)
continue;
GemPropertiesEntry const* gemProperty = sGemPropertiesStore.LookupEntry(gemProto->GemProperties);
if (!gemProperty)
continue;
uint8 GemColor = gemProperty->color;
for (uint8 b = 0, tmpcolormask = 1; b < 4; b++, tmpcolormask <<= 1)
{
if (tmpcolormask & GemColor)
++curcount[b];
}
}
}
}
bool activate = true;
for (uint8 i = 0; i < 5; i++)
{
if (!Condition->Color[i])
continue;
uint32 _cur_gem = curcount[Condition->Color[i] - 1];
// if have <CompareColor> use them as count, else use <value> from Condition
uint32 _cmp_gem = Condition->CompareColor[i] ? curcount[Condition->CompareColor[i] - 1] : Condition->Value[i];
switch (Condition->Comparator[i])
{
case 2: // requires less <color> than (<value> || <comparecolor>) gems
activate &= (_cur_gem < _cmp_gem);
break;
case 3: // requires more <color> than (<value> || <comparecolor>) gems
activate &= (_cur_gem > _cmp_gem);
break;
case 5: // requires at least <color> than (<value> || <comparecolor>) gems
activate &= (_cur_gem >= _cmp_gem);
break;
}
}
LOG_DEBUG("entities.player.items", "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->HasSocket())
continue;
for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT + 3; ++enchant_slot)
{
uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
if (!enchant_id)
continue;
SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if (!enchantEntry)
continue;
uint32 condition = enchantEntry->EnchantmentCondition;
if (condition)
{
//was enchant active with/without item?
bool wasactive = EnchantmentFitsRequirements(condition, apply ? exceptslot : -1);
//should it now be?
if (wasactive ^ EnchantmentFitsRequirements(condition, apply ? -1 : exceptslot))
{
// ignore item gem conditions
//if state changed, (dis)apply enchant
ApplyEnchantment(pItem, EnchantmentSlot(enchant_slot), !wasactive, true, true);
}
}
}
}
}
//if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
void Player::ToggleMetaGemsActive(uint8 exceptslot, bool apply)
{
//cycle all equipped items
for (int slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
{
//enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recvData)
if (slot == exceptslot)
continue;
Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
if (!pItem || !pItem->GetTemplate()->Socket[0].Color) //if item has no sockets or no item is equipped go to next item
continue;
//cycle all (gem)enchants
for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT + 3; ++enchant_slot)
{
uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
if (!enchant_id) //if no enchant go to next enchant(slot)
continue;
SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if (!enchantEntry)
continue;
//only metagems to be (de)activated, so only enchants with condition
uint32 condition = enchantEntry->EnchantmentCondition;
if (condition)
ApplyEnchantment(pItem, EnchantmentSlot(enchant_slot), apply);
}
}
}
void Player::SetEntryPoint()
{
m_entryPointData.joinPos.m_mapId = MAPID_INVALID;
m_entryPointData.ClearTaxiPath();
if (!m_taxi.empty())
{
m_entryPointData.mountSpell = 0;
m_entryPointData.joinPos = WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
m_entryPointData.taxiPath[0] = m_taxi.GetTaxiSource();
m_entryPointData.taxiPath[1] = m_taxi.GetTaxiDestination();
}
else
{
if (IsMounted())
{
AuraEffectList const& auras = GetAuraEffectsByType(SPELL_AURA_MOUNTED);
if (!auras.empty())
m_entryPointData.mountSpell = (*auras.begin())->GetId();
}
else
m_entryPointData.mountSpell = 0;
if (GetMap()->IsDungeon())
{
if (const GraveyardStruct* entry = sGraveyard->GetClosestGraveyard(this, GetTeamId()))
m_entryPointData.joinPos = WorldLocation(entry->Map, entry->x, entry->y, entry->z, 0.0f);
}
else if (!GetMap()->IsBattlegroundOrArena())
m_entryPointData.joinPos = WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
}
if (m_entryPointData.joinPos.m_mapId == MAPID_INVALID)
m_entryPointData.joinPos = WorldLocation(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, 0.0f);
}
void Player::LeaveBattleground(Battleground* bg)
{
if (!bg)
bg = GetBattleground();
if (!bg)
return;
// Deserter tracker - leave BG
if (bg->isBattleground() && (bg->GetStatus() == STATUS_IN_PROGRESS || bg->GetStatus() == STATUS_WAIT_JOIN))
{
if (sWorld->getBoolConfig(CONFIG_BATTLEGROUND_TRACK_DESERTERS))
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_DESERTER_TRACK);
stmt->SetData(0, GetGUID().GetCounter());
stmt->SetData(1, BG_DESERTION_TYPE_LEAVE_BG);
CharacterDatabase.Execute(stmt);
}
sScriptMgr->OnBattlegroundDesertion(this, BG_DESERTION_TYPE_LEAVE_BG);
}
bg->RemovePlayerAtLeave(this);
// xinef: reset corpse reclaim time
m_deathExpireTime = GameTime::GetGameTime().count();
// Remove all dots
RemoveAurasByType(SPELL_AURA_PERIODIC_DAMAGE);
RemoveAurasByType(SPELL_AURA_PERIODIC_DAMAGE_PERCENT);
RemoveAurasByType(SPELL_AURA_PERIODIC_LEECH);
// pussywizard: clear movement, because after porting player will move to arena cords
GetMotionMaster()->MovementExpired();
StopMoving();
TeleportToEntryPoint();
}
bool Player::CanJoinToBattleground() const
{
// check Deserter debuff
if (HasAura(26013))
return false;
return true;
}
bool Player::CanReportAfkDueToLimit()
{
// a player can complain about 15 people per 5 minutes
if (m_bgData.bgAfkReportedCount++ >= 15)
return false;
return true;
}
///This player has been blamed to be inactive in a battleground
void Player::ReportedAfkBy(Player* reporter)
{
Battleground* bg = GetBattleground();
// Battleground also must be in progress!
if (!bg || bg != reporter->GetBattleground() || GetTeamId() != reporter->GetTeamId() || bg->GetStatus() != STATUS_IN_PROGRESS)
return;
// Xinef: 2 minutes startup + 2 minute of match
if (bg->GetStartTime() < sWorld->getIntConfig(CONFIG_BATTLEGROUND_REPORT_AFK_TIMER) * MINUTE * IN_MILLISECONDS)
return;
// check if player has 'Idle' or 'Inactive' debuff
if (m_bgData.bgAfkReporter.find(reporter->GetGUID()) == m_bgData.bgAfkReporter.end() && !HasAura(43680) && !HasAura(43681) && reporter->CanReportAfkDueToLimit())
{
m_bgData.bgAfkReporter.insert(reporter->GetGUID());
// 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(true), getClass());
uint32 mapId = info->mapId;
if (IsClass(CLASS_DEATH_KNIGHT, CLASS_CONTEXT_INIT) && HasSpell(50977))
return WorldLocation(0, 2352.0f, -5709.0f, 154.5f, 0.0f);
return WorldLocation(mapId, info->positionX, info->positionY, info->positionZ, 0);
}
bool Player::HaveAtClient(WorldObject const* u) const
{
if (u == this)
{
return true;
}
// Motion Transports are always present in player's client
if (GameObject const* gameobject = u->ToGameObject())
{
if (gameobject->IsMotionTransport())
{
return true;
}
}
return m_clientGUIDs.find(u->GetGUID()) != m_clientGUIDs.end();
}
bool Player::HaveAtClient(ObjectGuid guid) const
{
if (guid == GetGUID())
{
return true;
}
return m_clientGUIDs.find(guid) != m_clientGUIDs.end();
}
bool Player::IsNeverVisible() const
{
if (Unit::IsNeverVisible())
return true;
if (GetSession()->PlayerLogout() || GetSession()->PlayerLoading())
return true;
return false;
}
bool Player::CanAlwaysSee(WorldObject const* obj) const
{
// Always can see self
if (m_mover == obj)
return true;
if (ObjectGuid guid = GetGuidValue(PLAYER_FARSIGHT))
if (obj->GetGUID() == guid)
return true;
return false;
}
bool Player::IsAlwaysDetectableFor(WorldObject const* seer) const
{
if (Unit::IsAlwaysDetectableFor(seer))
return true;
if (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();
if (!sScriptMgr->NotVisibleGloballyFor(const_cast<Player*>(this), u))
return true;
// non faction visibility non-breakable for non-GMs
return false;
}
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() < uint32(MAX_MONEY_AMOUNT - amount))
SetMoney(GetMoney() + amount);
else
{
if (sendError)
SendEquipError(EQUIP_ERR_TOO_MUCH_GOLD, nullptr, nullptr);
return false;
}
}
return true;
}
Unit* Player::GetSelectedUnit() const
{
if (ObjectGuid selectionGUID = GetGuidValue(UNIT_FIELD_TARGET))
return ObjectAccessor::GetUnit(*this, selectionGUID);
return nullptr;
}
Player* Player::GetSelectedPlayer() const
{
if (ObjectGuid selectionGUID = GetGuidValue(UNIT_FIELD_TARGET))
return ObjectAccessor::GetPlayer(*this, selectionGUID);
return nullptr;
}
void Player::SetSelection(ObjectGuid guid)
{
SetGuidValue(UNIT_FIELD_TARGET, guid);
if (NeedSendSpectatorData())
ArenaSpectator::SendCommand_GUID(FindMap(), GetGUID(), "TRG", guid);
}
void Player::SetGroup(Group* group, int8 subgroup)
{
if (!group)
m_group.unlink();
else
{
// never use SetGroup without a subgroup unless you specify nullptr for group
ASSERT(subgroup >= 0);
m_group.link(group, this);
m_group.setSubGroup((uint8)subgroup);
}
UpdateObjectVisibility(false);
}
void Player::SendInitialPacketsBeforeAddToMap()
{
/// Pass 'this' as argument because we're not stored in ObjectAccessor yet
GetSocial()->SendSocialList(this, SOCIAL_FLAG_ALL);
// guild bank list?
// Homebind
WorldPacket data(SMSG_BINDPOINTUPDATE, 5 * 4);
data << m_homebindX << m_homebindY << m_homebindZ;
data << (uint32) m_homebindMapId;
data << (uint32) m_homebindAreaId;
GetSession()->SendPacket(&data);
// SMSG_SET_PROFICIENCY
// SMSG_SET_PCT_SPELL_MODIFIER
// SMSG_SET_FLAT_SPELL_MODIFIER
// SMSG_UPDATE_AURA_DURATION
SendTalentsInfoData(false);
// SMSG_INSTANCE_DIFFICULTY
data.Initialize(SMSG_INSTANCE_DIFFICULTY, 4 + 4);
data << uint32(GetMap()->GetDifficulty());
data << uint32(GetMap()->GetEntry()->IsDynamicDifficultyMap() && GetMap()->IsHeroic()); // Raid dynamic difficulty
GetSession()->SendPacket(&data);
SendInitialSpells();
data.Initialize(SMSG_SEND_UNLEARN_SPELLS, 4);
data << uint32(0); // count, for (count) uint32;
GetSession()->SendPacket(&data);
SendInitialActionButtons();
m_reputationMgr->SendInitialReputations();
m_achievementMgr->SendAllAchievementData();
SendEquipmentSetList();
data.Initialize(SMSG_LOGIN_SETTIMESPEED, 4 + 4 + 4);
data.AppendPackedTime(GameTime::GetGameTime().count());
data << float(0.01666667f); // game speed
data << uint32(0); // added in 3.1.2
GetSession()->SendPacket(&data);
GetReputationMgr().SendForceReactions(); // SMSG_SET_FORCED_REACTIONS
// SMSG_TALENTS_INFO x 2 for pet (unspent points and talents in separate packets...)
// SMSG_PET_GUIDS
// SMSG_UPDATE_WORLD_STATE
// SMSG_POWER_UPDATE
SetMover(this);
sScriptMgr->OnSendInitialPacketsBeforeAddToMap(this, data);
}
void Player::SendInitialPacketsAfterAddToMap()
{
UpdateVisibilityForPlayer(true);
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);
}
// Fix mount, update block gets messed somewhere
{
if (!isBeingLoaded() && GetMountBlockId() && !HasAuraType(SPELL_AURA_MOUNTED))
{
AddAura(GetMountBlockId(), this);
SetMountBlockId(0);
}
}
// update zone
uint32 newzone, newarea;
GetZoneAndAreaId(newzone, newarea);
UpdateZone(newzone, newarea); // also call SendInitWorldStates();
if (HasAuraType(SPELL_AURA_MOD_STUN))
SetMovement(MOVE_ROOT);
// manual send package (have code in HandleEffect(this, AURA_EFFECT_HANDLE_SEND_FOR_CLIENT, true); that must not be re-applied.
if (HasAuraType(SPELL_AURA_MOD_ROOT))
{
WorldPacket data2(SMSG_FORCE_MOVE_ROOT, 10);
data2 << GetPackGUID();
data2 << (uint32)2;
SendMessageToSet(&data2, true);
}
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);
}
void Player::SendUpdateToOutOfRangeGroupMembers()
{
if (m_groupUpdateMask == GROUP_UPDATE_FLAG_NONE)
return;
if (Group* group = GetGroup())
group->UpdatePlayerOutOfRange(this);
m_groupUpdateMask = GROUP_UPDATE_FLAG_NONE;
m_auraRaidUpdateMask = 0;
if (Pet* pet = GetPet())
pet->ResetAuraUpdateMaskForRaid();
}
void Player::SendTransferAborted(uint32 mapid, TransferAbortReason reason, uint8 arg)
{
WorldPacket data(SMSG_TRANSFER_ABORTED, 4 + 2);
data << uint32(mapid);
data << uint8(reason); // transfer abort reason
switch (reason)
{
case TRANSFER_ABORT_INSUF_EXPAN_LVL:
case TRANSFER_ABORT_DIFFICULTY:
case TRANSFER_ABORT_UNIQUE_MESSAGE:
// these are the ONLY cases that have an extra argument in the packet!!!
data << uint8(arg);
break;
default:
break;
}
GetSession()->SendPacket(&data);
}
void Player::SendInstanceResetWarning(uint32 mapid, Difficulty difficulty, uint32 time, bool onEnterMap)
{
// pussywizard:
InstancePlayerBind* bind = sInstanceSaveMgr->PlayerGetBoundInstance(GetGUID(), mapid, difficulty);
if (bind && bind->extended)
{
if (!onEnterMap) // extended id player shouldn't be warned about lock expiration
return;
time += (bind->save->GetExtendedResetTime() - bind->save->GetResetTime()); // add lockout period to the time left
}
// type of warning, based on the time remaining until reset
uint32 type;
if (time > 3600)
type = RAID_INSTANCE_WELCOME;
else if (time > 900)
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(bind && bind->perm); // is locked
data << uint8(bind && bind->extended); // is extended, ignored if prev field is 0
}
GetSession()->SendPacket(&data);
}
void Player::ApplyEquipCooldown(Item* pItem)
{
if (pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_NO_EQUIP_COOLDOWN))
return;
for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
{
_Spell const& spellData = pItem->GetTemplate()->Spells[i];
// no spell
if (!spellData.SpellId)
continue;
// xinef: apply hidden cooldown for procs
if (spellData.SpellTrigger == ITEM_SPELLTRIGGER_ON_EQUIP)
{
// xinef: uint32(-1) special marker for proc cooldowns
AddSpellCooldown(spellData.SpellId, uint32(-1), 30 * IN_MILLISECONDS);
continue;
}
// wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE)
continue;
// xinef: dont apply equip cooldown if spell on item has insignificant cooldown
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellData.SpellId);
if (spellData.SpellCooldown <= 3000 && spellData.SpellCategoryCooldown <= 3000 && (!spellInfo || (spellInfo->RecoveryTime <= 3000 && spellInfo->CategoryRecoveryTime <= 3000)))
continue;
// Don't replace longer cooldowns by equip cooldown if we have any.
SpellCooldowns::iterator itr = m_spellCooldowns.find(spellData.SpellId);
if (itr != m_spellCooldowns.end() && itr->second.itemid == pItem->GetEntry() && itr->second.end > GameTime::GetGameTimeMS().count() + 30 * IN_MILLISECONDS)
continue;
// xinef: dont apply eqiup cooldown for spells with this attribute
if (spellInfo && spellInfo->HasAttribute(SPELL_ATTR0_NOT_IN_COMBAT_ONLY_PEACEFUL))
continue;
AddSpellCooldown(spellData.SpellId, pItem->GetEntry(), 30 * IN_MILLISECONDS, true, true);
WorldPacket data(SMSG_ITEM_COOLDOWN, 12);
data << pItem->GetGUID();
data << uint32(spellData.SpellId);
GetSession()->SendPacket(&data);
}
}
void Player::resetSpells()
{
// not need after this call
if (HasAtLoginFlag(AT_LOGIN_RESET_SPELLS))
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 spellMap = GetSpellMap();
for (PlayerSpellMap::const_iterator iter = spellMap.begin(); iter != spellMap.end(); ++iter)
removeSpell(iter->first, SPEC_MASK_ALL, false);
LearnDefaultSkills();
LearnCustomSpells();
learnQuestRewardedSpells();
}
void Player::LearnCustomSpells()
{
if (!sWorld->getBoolConfig(CONFIG_START_CUSTOM_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;
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, SPEC_MASK_ALL, true);
}
else // but send in normal spell in game learn case
{
learnSpell(tspell);
}
}
}
void Player::LearnDefaultSkills()
{
// learn default race/class skills
PlayerInfo const* info = sObjectMgr->GetPlayerInfo(getRace(), getClass());
for (PlayerCreateInfoSkills::const_iterator itr = info->skills.begin(); itr != info->skills.end(); ++itr)
{
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;
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 (IsClass(CLASS_DEATH_KNIGHT, CLASS_CONTEXT_SKILL))
{
skillValue = std::min(std::max<uint16>({ 1, uint16((GetLevel() - 1) * 5) }), maxValue);
}
else if (skillId == SKILL_FIST_WEAPONS)
{
skillValue = std::max<uint16>(1, GetSkillValue(SKILL_UNARMED));
}
else if (skillId == SKILL_LOCKPICKING)
{
skillValue = std::max<uint16>(1, GetSkillValue(SKILL_LOCKPICKING));
}
SetSkill(skillId, 0, skillValue, maxValue);
break;
}
case SKILL_RANGE_MONO:
SetSkill(skillId, 0, 1, 1);
break;
case SKILL_RANGE_RANK:
{
if (!rank)
{
break;
}
SkillTiersEntry const* tier = sSkillTiersStore.LookupEntry(rcInfo->SkillTierID);
uint16 maxValue = tier->Value[std::max<int32>(rank - 1, 0)];
uint16 skillValue = 1;
if (rcInfo->Flags & SKILL_FLAG_ALWAYS_MAX_VALUE)
{
skillValue = maxValue;
}
else if (IsClass(CLASS_DEATH_KNIGHT, CLASS_CONTEXT_SKILL))
{
skillValue = std::min(std::max<uint16>({ uint16(1), uint16((GetLevel() - 1) * 5) }), maxValue);
}
SetSkill(skillId, rank, skillValue, maxValue);
break;
}
default:
break;
}
}
void Player::learnQuestRewardedSpells(Quest const* quest)
{
// xinef: quest does not learn anything
int32 spellId = quest->GetRewSpellCast();
if (!spellId)
return;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (!spellInfo)
return;
// xinef: find effect with learn spell and check if we have this spell
bool found = false;
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
if (spellInfo->Effects[i].Effect == SPELL_EFFECT_LEARN_SPELL && spellInfo->Effects[i].TriggerSpell && !HasSpell(spellInfo->Effects[i].TriggerSpell))
{
// pusywizard: don't re-add profession specialties!
if (SpellInfo const* triggeredInfo = sSpellMgr->GetSpellInfo(spellInfo->Effects[i].TriggerSpell))
if (triggeredInfo->Effects[0].Effect == SPELL_EFFECT_TRADE_SKILL)
break; // pussywizard: break and not cast the spell (found is false)
found = true;
break;
}
// xinef: we know the spell, return
if (!found)
return;
CastSpell(this, spellId, 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 skill_id, uint32 skill_value)
{
uint32 raceMask = getRaceMask();
uint32 classMask = getClassMask();
for (SkillLineAbilityEntry const* pAbility : GetSkillLineAbilitiesBySkillLine(skill_id))
{
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(pAbility->Spell);
if (!spellInfo)
{
continue;
}
if (pAbility->AcquireMethod != SKILL_LINE_ABILITY_LEARNED_ON_SKILL_VALUE && pAbility->AcquireMethod != SKILL_LINE_ABILITY_LEARNED_ON_SKILL_LEARN)
{
continue;
}
// Check race if set
if (pAbility->RaceMask && !(pAbility->RaceMask & raceMask))
{
continue;
}
// Check class if set
if (pAbility->ClassMask && !(pAbility->ClassMask & classMask))
{
continue;
}
// need unlearn spell
if (skill_value < pAbility->MinSkillLineRank && pAbility->AcquireMethod == SKILL_LINE_ABILITY_LEARNED_ON_SKILL_VALUE)
{
removeSpell(pAbility->Spell, GetActiveSpec(), true);
}
// 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 (pAbility->AcquireMethod == SKILL_LINE_ABILITY_LEARNED_ON_SKILL_LEARN && pAbility->SupercededBySpell)
{
bool skipCurrent = false;
auto bounds = sSpellMgr->GetSkillLineAbilityMapBounds(pAbility->SupercededBySpell);
for (auto itr = bounds.first; itr != bounds.second; ++itr)
{
if (itr->second->AcquireMethod == SKILL_LINE_ABILITY_LEARNED_ON_SKILL_LEARN && skill_value >= itr->second->MinSkillLineRank)
{
skipCurrent = true;
break;
}
}
if (skipCurrent)
{
continue;
}
}
if (!IsInWorld())
{
addSpell(pAbility->Spell, SPEC_MASK_ALL, true, true);
}
else
{
learnSpell(pAbility->Spell, true, true);
}
}
}
}
void Player::GetAurasForTarget(Unit* target, bool force /*= false*/)
{
if (!target || (!force && target->GetVisibleAuras()->empty())) // speedup things
return;
/*! Blizz sends certain movement packets sometimes even before CreateObject
These movement packets are usually found in SMSG_COMPRESSED_MOVES
*/
if (target->HasAuraType(SPELL_AURA_FEATHER_FALL))
target->SendMovementFeatherFall(this);
if (target->HasAuraType(SPELL_AURA_WATER_WALK))
target->SendMovementWaterWalking(this);
if (target->HasAuraType(SPELL_AURA_HOVER))
target->SendMovementHover(this);
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);
}
GetSession()->SendPacket(&data);
}
void Player::SetDailyQuestStatus(uint32 quest_id)
{
if (Quest const* qQuest = sObjectMgr->GetQuestTemplate(quest_id))
{
if (!qQuest->IsDFQuest())
{
for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
{
if (!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1 + quest_daily_idx))
{
SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1 + quest_daily_idx, quest_id);
m_lastDailyQuestTime = GameTime::GetGameTime().count(); // last daily quest time
m_DailyQuestChanged = true;
break;
}
}
}
else
{
m_DFQuests.insert(quest_id);
m_lastDailyQuestTime = GameTime::GetGameTime().count();
m_DailyQuestChanged = true;
}
}
}
bool Player::IsDailyQuestDone(uint32 quest_id)
{
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)
{
return true;
}
}
}
return false;
}
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(bool create) const
{
if (GetBattlegroundId() == 0)
return nullptr;
Battleground* bg = sBattlegroundMgr->GetBattleground(GetBattlegroundId(), GetBattlegroundTypeId());
return (create || (bg && bg->FindBgMap()) ? bg : nullptr);
}
bool Player::InBattlegroundQueue(bool ignoreArena) const
{
for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
if (_BgBattlegroundQueueID[i].bgQueueTypeId != BATTLEGROUND_QUEUE_NONE &&
(!ignoreArena || (_BgBattlegroundQueueID[i].bgQueueTypeId != BATTLEGROUND_QUEUE_2v2 &&
_BgBattlegroundQueueID[i].bgQueueTypeId != BATTLEGROUND_QUEUE_3v3 &&
_BgBattlegroundQueueID[i].bgQueueTypeId != BATTLEGROUND_QUEUE_5v5)))
return true;
return false;
}
BattlegroundQueueTypeId Player::GetBattlegroundQueueTypeId(uint32 index) const
{
return _BgBattlegroundQueueID[index].bgQueueTypeId;
}
uint32 Player::GetBattlegroundQueueIndex(BattlegroundQueueTypeId bgQueueTypeId) const
{
for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
if (_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 (_BgBattlegroundQueueID[i].bgQueueTypeId == bgQueueTypeId)
return _BgBattlegroundQueueID[i].invitedToInstance != 0;
return false;
}
bool Player::InBattlegroundQueueForBattlegroundQueueType(BattlegroundQueueTypeId bgQueueTypeId) const
{
return GetBattlegroundQueueIndex(bgQueueTypeId) < PLAYER_MAX_BATTLEGROUND_QUEUES;
}
uint32 Player::AddBattlegroundQueueId(BattlegroundQueueTypeId val)
{
for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
{
if (_BgBattlegroundQueueID[i].bgQueueTypeId == BATTLEGROUND_QUEUE_NONE || _BgBattlegroundQueueID[i].bgQueueTypeId == val)
{
_BgBattlegroundQueueID[i].bgQueueTypeId = val;
_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 (_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 (_BgBattlegroundQueueID[i].bgQueueTypeId == val)
{
_BgBattlegroundQueueID[i].bgQueueTypeId = BATTLEGROUND_QUEUE_NONE;
_BgBattlegroundQueueID[i].invitedToInstance = 0;
return;
}
}
}
void Player::SetInviteForBattlegroundQueueType(BattlegroundQueueTypeId bgQueueTypeId, uint32 instanceId)
{
for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
if (_BgBattlegroundQueueID[i].bgQueueTypeId == bgQueueTypeId)
_BgBattlegroundQueueID[i].invitedToInstance = instanceId;
}
bool Player::IsInvitedForBattlegroundInstance(uint32 instanceId) const
{
for (uint8 i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
if (_BgBattlegroundQueueID[i].invitedToInstance == instanceId)
return true;
return false;
}
bool Player::InArena() const
{
Battleground* bg = GetBattleground();
if (!bg || !bg->isArena())
return false;
return true;
}
void Player::SetBattlegroundId(uint32 id, BattlegroundTypeId bgTypeId, uint32 queueSlot, bool invited, bool isRandom, TeamId teamId)
{
m_bgData.bgInstanceID = id;
m_bgData.bgTypeID = bgTypeId;
m_bgData.bgQueueSlot = queueSlot;
m_bgData.isInvited = invited;
m_bgData.bgIsRandom = isRandom;
m_bgData.bgTeamId = teamId;
SetByteValue(PLAYER_BYTES_3, 3, uint8(teamId == TEAM_ALLIANCE ? 1 : 0));
}
bool Player::GetBGAccessByLevel(BattlegroundTypeId bgTypeId) const
{
// get a template bg instead of running one
Battleground* bgt = sBattlegroundMgr->GetBattlegroundTemplate(bgTypeId);
if (!bgt)
return false;
// limit check leel to dbc compatible level range
uint32 level = GetLevel();
if (level > DEFAULT_MAX_LEVEL)
level = DEFAULT_MAX_LEVEL;
if (level < bgt->GetMinLevel() || level > bgt->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);
}
bool Player::IsSpellFitByClassAndRace(uint32 spell_id) const
{
uint32 racemask = getRaceMask();
uint32 classmask = getClassMask();
SkillLineAbilityMapBounds bounds = sSpellMgr->GetSkillLineAbilityMapBounds(spell_id);
if (bounds.first == bounds.second)
return true;
for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
{
// skip wrong race skills
if (_spell_idx->second->RaceMask && (_spell_idx->second->RaceMask & racemask) == 0)
continue;
// skip wrong class skills
if (_spell_idx->second->ClassMask && (_spell_idx->second->ClassMask & classmask) == 0)
continue;
return true;
}
return false;
}
bool Player::HasQuestForGO(int32 GOId) const
{
for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (questid == 0)
continue;
QuestStatusMap::const_iterator qs_itr = m_QuestStatus.find(questid);
if (qs_itr == m_QuestStatus.end())
continue;
QuestStatusData const& qs = qs_itr->second;
if (qs.Status == QUEST_STATUS_INCOMPLETE)
{
Quest const* qinfo = sObjectMgr->GetQuestTemplate(questid);
if (!qinfo)
continue;
if (GetGroup() && GetGroup()->isRaidGroup() && !qinfo->IsAllowedInRaid(GetMap()->GetDifficulty()))
continue;
for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
{
if (qinfo->RequiredNpcOrGo[j] >= 0) //skip non GO case
continue;
if ((-1)*GOId == qinfo->RequiredNpcOrGo[j] && qs.CreatureOrGOCount[j] < qinfo->RequiredNpcOrGoCount[j])
return true;
}
}
}
return false;
}
void Player::SummonIfPossible(bool agree, ObjectGuid summoner_guid)
{
if (!agree)
{
m_summon_expire = 0;
return;
}
// expire and auto declined
if (m_summon_expire < GameTime::GetGameTime().count())
return;
// drop flag at summon
// this code can be reached only when GM is summoning player who carries flag, because player should be immune to summoning spells when he carries flag
if (Battleground* bg = GetBattleground())
bg->EventPlayerDroppedFlag(this);
m_summon_expire = 0;
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS, 1);
TeleportTo(m_summon_mapid, m_summon_x, m_summon_y, m_summon_z, GetOrientation(), 0, ObjectAccessor::FindPlayer(summoner_guid));
}
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)
{
UpdateTitansGrip();
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())))
{
UpdateTitansGrip();
return;
}
ItemPosCountVec off_dest;
uint8 off_msg = CanStoreItem(NULL_BAG, NULL_SLOT, off_dest, offItem, false);
if (off_msg == EQUIP_ERR_OK)
{
RemoveItem(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true);
StoreItem(off_dest, offItem, true);
}
else
{
MoveItemFromInventory(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true);
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()->GetAcoreString(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);
}
UpdateTitansGrip();
}
OutdoorPvP* Player::GetOutdoorPvP() const
{
return sOutdoorPvPMgr->GetOutdoorPvPToZoneId(GetZoneId());
}
bool Player::HasItemFitToSpellRequirements(SpellInfo const* spellInfo, Item const* ignoreItem) const
{
if (spellInfo->EquippedItemClass < 0)
return true;
// scan other equipped items for same requirements (mostly 2 daggers/etc)
// for optimize check 2 used cases only
switch (spellInfo->EquippedItemClass)
{
case ITEM_CLASS_WEAPON:
{
for (uint8 i = EQUIPMENT_SLOT_MAINHAND; i < EQUIPMENT_SLOT_TABARD; ++i)
if (Item* item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, i))
if (item != ignoreItem && item->IsFitToSpellRequirements(spellInfo))
return true;
break;
}
case ITEM_CLASS_ARMOR:
{
// tabard not have dependent spells
for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_MAINHAND; ++i)
if (Item* item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, i))
if (item != ignoreItem && item->IsFitToSpellRequirements(spellInfo))
return true;
// shields can be equipped to offhand slot
if (Item* item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND))
if (item != ignoreItem && item->IsFitToSpellRequirements(spellInfo))
return true;
// ranged slot can have some armor subclasses
if (Item* item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED))
if (item != ignoreItem && item->IsFitToSpellRequirements(spellInfo))
return true;
break;
}
default:
LOG_ERROR("entities.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_COST_WITH_AURA
if (spellInfo->HasAttribute(SPELL_ATTR5_NO_REAGENT_COST_WITH_AURA) && 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 passive (passive item dependent spells work in another way) and not self applied auras
SpellInfo const* spellInfo = aura->GetSpellInfo();
if (aura->IsPassive() || aura->GetCasterGUID() != GetGUID())
{
++itr;
continue;
}
// skip if not item dependent or have alternative item
if (HasItemFitToSpellRequirements(spellInfo, pItem))
{
++itr;
continue;
}
// no alt item, remove aura, restart check
RemoveOwnedAura(itr);
}
// currently casted 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:
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) && !HasSpellCooldown(21169) && (HasAura(58059) || HasItemCount(17030)))
spell_id = 21169;
return spell_id;
}
// Used in triggers for check "Only to targets that grant experience or honor" req
bool Player::isHonorOrXPTarget(Unit* victim) const
{
uint8 v_level = victim->GetLevel();
uint8 k_grey = Acore::XP::GetGrayLevel(GetLevel());
// Victim level less gray level
if (v_level <= k_grey)
{
return false;
}
if (victim->GetTypeId() == TYPEID_UNIT)
{
if (victim->IsTotem() || victim->IsCritter() || victim->IsPet() || (victim->ToCreature()->GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_NO_XP))
{
return false;
}
}
return true;
}
bool Player::GetsRecruitAFriendBonus(bool forXP)
{
bool recruitAFriend = false;
if (GetLevel() <= sWorld->getIntConfig(CONFIG_MAX_RECRUIT_A_FRIEND_BONUS_PLAYER_LEVEL) || !forXP)
{
if (Group* group = this->GetGroup())
{
for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
{
Player* player = itr->GetSource();
if (!player || !player->IsInMap(this))
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
{
WorldObject const* player = GetCorpse();
if (!player || IsAlive())
{
player = this;
}
if (!pRewardSource || !player->IsInMap(pRewardSource))
{
return false;
}
if (pRewardSource->GetMap()->IsDungeon())
{
return true;
}
return pRewardSource->GetDistance(player) <= sWorld->getFloatConfig(CONFIG_GROUP_XP_DISTANCE);
}
bool Player::IsAtLootRewardDistance(WorldObject const* pRewardSource) const
{
if (!IsAtGroupRewardDistance(pRewardSource))
{
return false;
}
if (HasPendingBind())
{
return false;
}
return pRewardSource->HasAllowedLooter(GetGUID());
}
bool Player::IsAtRecruitAFriendDistance(WorldObject const* pOther) const
{
if (!pOther)
return false;
WorldObject const* player = GetCorpse();
if (!player || IsAlive())
player = this;
if (player->GetMapId() != pOther->GetMapId() || player->GetInstanceId() != pOther->GetInstanceId())
return false;
return pOther->GetDistance(player) <= sWorld->getFloatConfig(CONFIG_MAX_RECRUIT_A_FRIEND_DISTANCE);
}
uint32 Player::GetBaseWeaponSkillValue(WeaponAttackType attType) const
{
Item* item = GetWeaponForAttack(attType, true);
// unarmed only with base attack
if (attType != BASE_ATTACK && !item)
return 0;
// weapon skill or (unarmed for base attack)
uint32 skill = item ? item->GetSkill() : uint32(SKILL_UNARMED);
return GetBaseSkillValue(skill);
}
void Player::ResurectUsingRequestData()
{
/// Teleport before resurrecting by player, otherwise the player might get attacked from creatures near his corpse
TeleportTo(m_resurrectMap, m_resurrectX, m_resurrectY, m_resurrectZ, GetOrientation());
if (IsBeingTeleported())
{
ScheduleDelayedOperation(DELAYED_RESURRECT_PLAYER);
return;
}
ResurrectPlayer(0.0f, false);
if (GetMaxHealth() > m_resurrectHealth)
SetHealth(m_resurrectHealth);
else
SetFullHealth();
if (GetMaxPower(POWER_MANA) > m_resurrectMana)
SetPower(POWER_MANA, m_resurrectMana);
else
SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
SetPower(POWER_RAGE, 0);
SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
SpawnCorpseBones();
}
void Player::SetClientControl(Unit* target, bool allowMove, bool packetOnly /*= false*/)
{
WorldPacket data(SMSG_CLIENT_CONTROL_UPDATE, target->GetPackGUID().size() + 1);
data << target->GetPackGUID();
data << uint8((allowMove && !target->HasUnitState(UNIT_STATE_FLEEING | UNIT_STATE_CONFUSED)) ? 1 : 0);
GetSession()->SendPacket(&data);
// We want to set the packet only
if (packetOnly)
return;
if (this != target)
SetViewpoint(target, allowMove);
if (allowMove)
SetMover(target);
// Xinef: disable moving if target has disable move flag
if (target->GetTypeId() != TYPEID_UNIT)
return;
if (allowMove && target->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
{
target->ClearUnitState(UNIT_STATE_ROOT);
target->SetControlled(true, UNIT_STATE_ROOT);
}
else if (!allowMove && target->HasUnitState(UNIT_STATE_ROOT) && !target->HasUnitTypeMask(UNIT_MASK_ACCESSORY))
{
if (target->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
{
// Xinef: restore original orientation, important for shooting vehicles!
Position pos = target->HasUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT) && target->GetTransGUID() && target->GetTransGUID().IsMOTransport() ? target->ToCreature()->GetTransportHomePosition() : target->ToCreature()->GetHomePosition();
target->SetOrientation(pos.GetOrientation());
target->SetFacingTo(pos.GetOrientation());
target->DisableSpline();
}
else
target->SetControlled(false, UNIT_STATE_ROOT);
}
}
void Player::SetMover(Unit* target)
{
if (this != target && target->m_movedByPlayer && target->m_movedByPlayer != target && target->m_movedByPlayer != this)
{
LOG_INFO("misc", "Player::SetMover (A1) - {}, {}, {}, {}, {}, {}, {}, {}", GetGUID().ToString(), GetMapId(), GetInstanceId(), FindMap()->GetId(), IsInWorld() ? 1 : 0, IsDuringRemoveFromWorld() ? 1 : 0, IsBeingTeleported() ? 1 : 0, isBeingLoaded() ? 1 : 0);
LOG_INFO("misc", "Player::SetMover (A2) - {}, {}, {}, {}, {}, {}, {}, {}", target->GetGUID().ToString(), target->GetMapId(), target->GetInstanceId(), target->FindMap()->GetId(), target->IsInWorld() ? 1 : 0, target->IsDuringRemoveFromWorld() ? 1 : 0, (target->ToPlayer() && target->ToPlayer()->IsBeingTeleported() ? 1 : 0), target->isBeingLoaded() ? 1 : 0);
LOG_INFO("misc", "Player::SetMover (A3) - {}, {}, {}, {}, {}, {}, {}, {}", target->m_movedByPlayer->GetGUID().ToString(), target->m_movedByPlayer->GetMapId(), target->m_movedByPlayer->GetInstanceId(), target->m_movedByPlayer->FindMap()->GetId(), target->m_movedByPlayer->IsInWorld() ? 1 : 0, target->m_movedByPlayer->IsDuringRemoveFromWorld() ? 1 : 0, target->m_movedByPlayer->ToPlayer()->IsBeingTeleported() ? 1 : 0, target->m_movedByPlayer->isBeingLoaded() ? 1 : 0);
}
if (this != target && (!target->IsInWorld() || target->IsDuringRemoveFromWorld() || GetMapId() != target->GetMapId() || GetInstanceId() != target->GetInstanceId()))
{
LOG_INFO("misc", "Player::SetMover (B1) - {}, {}, {}, {}, {}, {}, {}, {}", GetGUID().ToString(), GetMapId(), GetInstanceId(), FindMap()->GetId(), IsInWorld() ? 1 : 0, IsDuringRemoveFromWorld() ? 1 : 0, IsBeingTeleported() ? 1 : 0, isBeingLoaded() ? 1 : 0);
LOG_INFO("misc", "Player::SetMover (B2) - {}, {}, {}, {}, {}, {}, {}, {}", target->GetGUID().ToString(), target->GetMapId(), target->GetInstanceId(), target->FindMap()->GetId(), target->IsInWorld() ? 1 : 0, target->IsDuringRemoveFromWorld() ? 1 : 0, (target->ToPlayer() && target->ToPlayer()->IsBeingTeleported() ? 1 : 0), target->isBeingLoaded() ? 1 : 0);
}
m_mover->m_movedByPlayer = nullptr;
if (m_mover->GetTypeId() == TYPEID_UNIT)
m_mover->GetMotionMaster()->Initialize();
m_mover = target;
m_mover->m_movedByPlayer = this;
if (m_mover->GetTypeId() == TYPEID_UNIT)
m_mover->GetMotionMaster()->Initialize();
}
uint32 Player::GetCorpseReclaimDelay(bool pvp) const
{
if (pvp)
{
if (!sWorld->getBoolConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP))
return copseReclaimDelay[0];
}
else if (!sWorld->getBoolConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE))
return 0;
time_t now = GameTime::GetGameTime().count();
// 0..2 full period
// should be std::ceil(x)-1 but not floor(x)
uint64 count = (now < m_deathExpireTime - 1) ? (m_deathExpireTime - 1 - now) / DEATH_EXPIRE_STEP : 0;
return copseReclaimDelay[count];
}
int32 Player::CalculateCorpseReclaimDelay(bool load)
{
Corpse* corpse = GetCorpse();
if (load && !corpse)
return -1;
bool pvp = corpse ? corpse->GetType() == CORPSE_RESURRECTABLE_PVP : m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH;
uint32 delay;
if (load)
{
if (corpse->GetGhostTime() > m_deathExpireTime)
return -1;
uint64 count = 0;
if ((pvp && sWorld->getBoolConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP)) ||
(!pvp && sWorld->getBoolConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE)))
{
count = (m_deathExpireTime - corpse->GetGhostTime()) / DEATH_EXPIRE_STEP;
if (count >= MAX_DEATH_COUNT)
count = MAX_DEATH_COUNT - 1;
}
time_t expected_time = corpse->GetGhostTime() + copseReclaimDelay[count];
time_t now = GameTime::GetGameTime().count();
if (now >= expected_time)
return -1;
delay = expected_time - now;
}
else
delay = GetCorpseReclaimDelay(pvp);
return delay * IN_MILLISECONDS;
}
void Player::SendCorpseReclaimDelay(uint32 delay)
{
WorldPacket data(SMSG_CORPSE_RECLAIM_DELAY, 4);
data << uint32(delay);
GetSession()->SendPacket(&data);
}
Player* Player::GetNextRandomRaidMember(float radius)
{
Group* group = GetGroup();
if (!group)
return nullptr;
std::vector<Player*> 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 targetPlayerGUID) const
{
Group const* grp = GetGroup();
if (!grp)
return ERR_NOT_IN_GROUP;
if (grp->isLFGGroup(true))
{
ObjectGuid gguid = grp->GetGUID();
if (!sLFGMgr->GetKicksLeft(gguid))
return ERR_PARTY_LFG_BOOT_LIMIT;
lfg::LfgState state = sLFGMgr->GetState(gguid);
if (state == lfg::LFG_STATE_BOOT)
return ERR_PARTY_LFG_BOOT_IN_PROGRESS;
if (grp->GetMembersCount() <= lfg::LFG_GROUP_KICK_VOTES_NEEDED)
return ERR_PARTY_LFG_BOOT_TOO_FEW_PLAYERS;
if (state == lfg::LFG_STATE_FINISHED_DUNGEON)
return ERR_PARTY_LFG_BOOT_DUNGEON_COMPLETE;
if (grp->isRollLootActive())
return ERR_PARTY_LFG_BOOT_LOOT_ROLLS;
/// @todo: Should also be sent when anyone has recently left combat, with an aprox ~5 seconds timer.
for (GroupReference const* itr = grp->GetFirstMember(); itr != nullptr; itr = itr->next())
if (itr->GetSource() && itr->GetSource()->IsInMap(this) && itr->GetSource()->IsInCombat())
return ERR_PARTY_LFG_BOOT_IN_COMBAT;
if (Player* target = ObjectAccessor::FindConnectedPlayer(targetPlayerGUID))
{
if (Aura* dungeonCooldownAura = target->GetAura(lfg::LFG_SPELL_DUNGEON_COOLDOWN))
{
int32 elapsedTime = dungeonCooldownAura->GetMaxDuration() - dungeonCooldownAura->GetDuration();
if (static_cast<int32>(sWorld->getIntConfig(CONFIG_LFG_KICK_PREVENTION_TIMER)) > elapsedTime)
{
return ERR_PARTY_LFG_BOOT_NOT_ELIGIBLE_S;
}
}
}
/* Missing support for these types
return ERR_PARTY_LFG_BOOT_COOLDOWN_S;
*/
}
else
{
if (!grp->IsLeader(GetGUID()) && !grp->IsAssistant(GetGUID()))
return ERR_NOT_LEADER;
if (InBattleground())
return ERR_INVITE_RESTRICTED;
}
return ERR_PARTY_RESULT_OK;
}
bool Player::isUsingLfg()
{
return sLFGMgr->GetState(GetGUID()) != lfg::LFG_STATE_NONE;
}
bool Player::inRandomLfgDungeon()
{
if (sLFGMgr->selectedRandomLfgDungeon(GetGUID()))
{
Map const* map = GetMap();
return sLFGMgr->inLfgDungeonMap(GetGUID(), map->GetId(), map->GetDifficulty());
}
return false;
}
void Player::SetBattlegroundOrBattlefieldRaid(Group* group, int8 subgroup)
{
//we must move references from m_group to m_originalGroup
if (GetGroup() && (GetGroup()->isBGGroup() || GetGroup()->isBFGroup()))
{
LOG_INFO("misc", "Player::SetBattlegroundOrBattlefieldRaid - current group is {} group!", (GetGroup()->isBGGroup() ? "BG" : "BF"));
//ABORT(); // pussywizard: origanal group can never be bf/bg group
}
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)
m_originalGroup.unlink();
else
{
// never use SetOriginalGroup without a subgroup unless you specify nullptr for group
ASSERT(subgroup >= 0);
m_originalGroup.link(group, this);
m_originalGroup.setSubGroup((uint8)subgroup);
}
}
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();
}
void Player::SetCanTitanGrip(bool value)
{
m_canTitanGrip = value;
}
bool ItemPosCount::isContainedIn(ItemPosCountVec 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(Aura* except /*= nullptr*/)
{
if (WorldObject* target = GetViewpoint())
{
if (target->isType(TYPEMASK_UNIT))
{
((Unit*)target)->RemoveAurasByType(SPELL_AURA_BIND_SIGHT, GetGUID(), except);
((Unit*)target)->RemoveAurasByType(SPELL_AURA_MOD_POSSESS, GetGUID(), except);
((Unit*)target)->RemoveAurasByType(SPELL_AURA_MOD_POSSESS_PET, GetGUID(), except);
}
}
}
void Player::SetViewpoint(WorldObject* target, bool apply)
{
if (apply)
{
LOG_DEBUG("maps", "Player::CreateViewpoint: Player {} create seer {} (TypeId: {}).", GetName(), target->GetEntry(), target->GetTypeId());
if (!AddGuidValue(PLAYER_FARSIGHT, target->GetGUID()))
{
LOG_DEBUG("entities.player", "Player::CreateViewpoint: Player {} cannot add new viewpoint!", GetName());
return;
}
// farsight dynobj or puppet may be very far away
UpdateVisibilityOf(target);
if (target->isType(TYPEMASK_UNIT) && !GetVehicle())
((Unit*)target)->AddPlayerToVision(this);
SetSeer(target);
}
else
{
//must immediately set seer back otherwise may crash
m_seer = this;
LOG_DEBUG("maps", "Player::CreateViewpoint: Player {} remove seer", GetName());
if (!RemoveGuidValue(PLAYER_FARSIGHT, target->GetGUID()))
{
LOG_DEBUG("entities.player", "Player::CreateViewpoint: Player {} cannot remove current viewpoint!", GetName());
return;
}
if (target->isType(TYPEMASK_UNIT) && !GetVehicle())
static_cast<Unit*>(target)->RemovePlayerFromVision(this);
// must immediately set seer back otherwise may crash
SetSeer(this);
//WorldPacket data(SMSG_CLEAR_FAR_SIGHT_IMMEDIATE, 0);
//GetSession()->SendPacket(&data);
}
}
WorldObject* Player::GetViewpoint() const
{
if (ObjectGuid guid = GetGuidValue(PLAYER_FARSIGHT))
return static_cast<WorldObject*>(ObjectAccessor::GetObjectByTypeMask(*this, guid, TYPEMASK_SEER));
return nullptr;
}
bool Player::CanUseBattlegroundObject(GameObject* gameobject) const
{
// It is possible to call this method will a nullptr pointer, only skipping faction check.
if (gameobject)
{
FactionTemplateEntry const* playerFaction = GetFactionTemplateEntry();
FactionTemplateEntry const* faction = sFactionTemplateStore.LookupEntry(gameobject->GetUInt32Value(GAMEOBJECT_FACTION));
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)
{
uint8 level = GetLevel();
if (level > GT_MAX_LEVEL)
level = GT_MAX_LEVEL; // max level in this dbc
uint8 hairstyle = GetByteValue(PLAYER_BYTES, 2);
uint8 haircolor = GetByteValue(PLAYER_BYTES, 3);
uint8 facialhair = GetByteValue(PLAYER_BYTES_2, 0);
uint8 skincolor = GetByteValue(PLAYER_BYTES, 0);
if ((hairstyle == newhairstyle) && (haircolor == newhaircolor) && (facialhair == newfacialhair) && (!newSkin || (newSkin->hair_id == 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->cost; // full price
if ((haircolor != newhaircolor) && (hairstyle == newhairstyle))
cost += bsc->cost * 0.5f; // +1/2 of price
if (facialhair != newfacialhair)
cost += bsc->cost * 0.75f; // +3/4 of price
if (newSkin && skincolor != newSkin->hair_id)
cost += bsc->cost * 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->Order)
SetGlyphSlot(gs->Order - 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);
}
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);
}
void Player::SetTitle(CharTitlesEntry const* title, bool lost)
{
uint32 fieldIndexOffset = title->bit_index / 32;
uint32 flag = 1 << (title->bit_index % 32);
if (lost)
{
if (!HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag))
return;
// Clear the current title if it is the one being removed.
if (title->bit_index == GetUInt32Value(PLAYER_CHOSEN_TITLE))
{
SetCurrentTitle(nullptr, true);
}
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->bit_index);
data << uint32(lost ? 0 : 1); // 1 - earned, 0 - lost
GetSession()->SendPacket(&data);
UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_RANK);
}
uint32 Player::GetRuneBaseCooldown(uint8 index, bool skipGrace)
{
uint8 rune = GetBaseRune(index);
uint32 cooldown = RUNE_BASE_COOLDOWN;
if (!skipGrace)
cooldown -= GetGracePeriod(index) < 250 ? 0 : GetGracePeriod(index) - 250; // xinef: reduce by grace period, treat first 250ms as instant use of rune
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::RemoveRunesByAuraEffect(AuraEffect const* aura)
{
for (uint8 i = 0; i < MAX_RUNES; ++i)
{
if (m_runes->runes[i].ConvertAura == aura)
{
ConvertRune(i, GetBaseRune(i));
SetRuneConvertAura(i, nullptr);
}
}
}
void Player::RestoreBaseRune(uint8 index)
{
AuraEffect const* aura = m_runes->runes[index].ConvertAura;
// If rune was converted by a non-pasive aura that still active we should keep it converted
if (aura && !aura->GetSpellInfo()->HasAttribute(SPELL_ATTR0_PASSIVE))
return;
ConvertRune(index, GetBaseRune(index));
SetRuneConvertAura(index, nullptr);
// Don't drop passive talents providing rune convertion
if (!aura || aura->GetAuraType() != SPELL_AURA_CONVERT_RUNE)
return;
for (uint8 i = 0; i < MAX_RUNES; ++i)
{
if (aura == m_runes->runes[i].ConvertAura)
return;
}
aura->GetBase()->Remove();
}
void Player::ConvertRune(uint8 index, RuneType newType)
{
SetCurrentRune(index, newType);
WorldPacket data(SMSG_CONVERT_RUNE, 2);
data << uint8(index);
data << uint8(newType);
GetSession()->SendPacket(&data);
}
void Player::ResyncRunes(uint8 count)
{
WorldPacket data(SMSG_RESYNC_RUNES, 4 + count * 2);
data << uint32(count);
for (uint32 i = 0; i < count; ++i)
{
data << uint8(GetCurrentRune(i)); // rune type
data << uint8(255 - (GetRuneCooldown(i) * 51)); // passed cooldown time (0-255)
}
GetSession()->SendPacket(&data);
}
void Player::AddRunePower(uint8 index)
{
WorldPacket data(SMSG_ADD_RUNE_POWER, 4);
data << uint32(1 << index); // mask (0x00-0x3F probably)
GetSession()->SendPacket(&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 (!IsClass(CLASS_DEATH_KNIGHT, CLASS_CONTEXT_ABILITY))
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
SetGracePeriod(i, 0); // xinef: reset grace period
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)
{
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, false, broadcast);
}
}
LootItem* Player::StoreLootItem(uint8 lootSlot, Loot* loot, InventoryResult& msg)
{
QuestItem* qitem = nullptr;
QuestItem* ffaitem = nullptr;
QuestItem* conditem = nullptr;
msg = EQUIP_ERR_OK;
LootItem* item = loot->LootItemInSlot(lootSlot, this, &qitem, &ffaitem, &conditem);
if (!item || item->is_looted)
{
if (!sScriptMgr->CanSendErrorAlreadyLooted(this))
{
SendEquipError(EQUIP_ERR_ALREADY_LOOTED, nullptr, nullptr);
}
return nullptr;
}
// Xinef: exploit protection, dont allow to loot normal items if player is not master loot and not below loot threshold
// Xinef: only quest, ffa and conditioned items
if (!item->is_underthreshold && loot->roundRobinPlayer && !GetLootGUID().IsItem() && GetGroup() && GetGroup()->GetLootMethod() == MASTER_LOOT && GetGUID() != GetGroup()->GetMasterLooterGuid())
if (!qitem && !ffaitem && !conditem)
{
SendLootRelease(GetLootGUID());
return nullptr;
}
if (!item->AllowedForPlayer(this, loot->sourceWorldObjectGUID))
{
SendLootRelease(GetLootGUID());
return nullptr;
}
// questitems use the blocked field for other purposes
if (!qitem && item->is_blocked)
{
SendLootRelease(GetLootGUID());
return nullptr;
}
// xinef: dont allow protected item to be looted by someone else
if (item->rollWinnerGUID && item->rollWinnerGUID != GetGUID())
{
SendLootRelease(GetLootGUID());
return nullptr;
}
ItemPosCountVec dest;
msg = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, item->itemid, item->count);
if (msg == EQUIP_ERR_OK)
{
AllowedLooterSet 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);
UpdateLootAchievements(item, loot);
// LootItem is being removed (looted) from the container, delete it from the DB.
if (loot->containerGUID)
sLootItemStorage->RemoveStoredLootItem(loot->containerGUID, item->itemid, item->count, loot, item->itemIndex);
sScriptMgr->OnLootItem(this, newitem, item->count, this->GetLootGUID());
}
else
{
SendEquipError(msg, nullptr, nullptr, item->itemid);
}
return item;
}
uint32 Player::CalculateTalentsPoints() const
{
uint32 base_talent = GetLevel() < 10 ? 0 : GetLevel() - 9;
uint32 talentPointsForLevel = 0;
if (!IsClass(CLASS_DEATH_KNIGHT, CLASS_CONTEXT_TALENT_POINT_CALC) || GetMapId() != 609)
{
talentPointsForLevel = base_talent;
}
else
{
talentPointsForLevel = GetLevel() < 56 ? 0 : GetLevel() - 55;
talentPointsForLevel += m_questRewardTalentCount;
if (talentPointsForLevel > base_talent)
{
talentPointsForLevel = base_talent;
}
}
talentPointsForLevel += m_extraBonusTalentCount;
sScriptMgr->OnCalculateTalentsPoints(this, talentPointsForLevel);
return uint32(talentPointsForLevel * sWorld->getRate(RATE_TALENT));
}
bool Player::canFlyInZone(uint32 mapid, uint32 zone, SpellInfo const* bySpell)
{
if (!sScriptMgr->OnCanPlayerFlyInZone(this, mapid,zone,bySpell))
{
return false;
}
// continent checked in SpellInfo::CheckLocation at cast and area update
uint32 v_map = GetVirtualMapForMapAndZone(mapid, zone);
if (v_map == 571 && !bySpell->HasAttribute(SPELL_ATTR7_IGNORES_COLD_WEATHER_FLYING_REQUIREMENT))
{
if (!HasSpell(54197)) // 54197 = Cold Weather Flying
{
return false;
}
}
return true;
}
void Player::learnSpellHighRank(uint32 spellid)
{
learnSpell(spellid);
if (uint32 next = sSpellMgr->GetNextSpellInChain(spellid))
learnSpellHighRank(next);
}
void Player::_LoadSkills(PreparedQueryResult result)
{
// 0 1 2
// SetQuery(PLAYER_LOGIN_QUERY_LOADSKILLS, "SELECT skill, value, max FROM character_skills WHERE guid = '{}'", m_guid.GetCounter());
uint32 count = 0;
std::unordered_map<uint32, uint32> loadedSkillValues;
if (result)
{
do
{
Field* fields = result->Fetch();
uint16 skill = fields[0].Get<uint16>();
uint16 value = fields[1].Get<uint16>();
uint16 max = fields[2].Get<uint16>();
SkillRaceClassInfoEntry const* rcEntry = GetSkillRaceClassInfo(skill, getRace(), getClass());
if (!rcEntry)
{
LOG_ERROR("entities.player", "Character {} has skill {} that does not exist.", GetGUID().ToString(), skill);
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();
default:
break;
}
if (value == 0)
{
LOG_ERROR("entities.player", "Character {} has skill {} with value 0. Will be deleted.", GetGUID().ToString(), skill);
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHARACTER_SKILL);
stmt->SetData(0, GetGUID().GetCounter());
stmt->SetData(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
{
LOG_ERROR("entities.player", "Character {} has more than {} skills.", 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);
}
}
uint32 Player::GetPhaseMaskForSpawn() const
{
uint32 phase = IsGameMaster() ? GetPhaseByAuras() : GetPhaseMask();
if (!phase)
phase = PHASEMASK_NORMAL;
// some aura phases include 1 normal map in addition to phase itself
uint32 n_phase = phase & ~PHASEMASK_NORMAL;
if (n_phase > 0)
return n_phase;
return phase;
}
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->GemID);
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->Flags & 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->maxCount)
return EQUIP_ERR_ITEM_MAX_LIMIT_CATEGORY_EQUIPPED_EXCEEDED;
// there is an equip limit on this item
if (HasItemOrGemWithLimitCategoryEquipped(itemProto->ItemLimitCategory, limitEntry->maxCount - limit_count + 1, except_slot))
return EQUIP_ERR_ITEM_MAX_COUNT_EQUIPPED_SOCKETED;
}
return EQUIP_ERR_OK;
}
void Player::HandleFall(MovementInfo const& movementInfo)
{
// calculate total z distance of the fall
float z_diff = m_lastFallZ - movementInfo.pos.GetPositionZ();
//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() && !GetCommandStatus(CHEAT_GOD) &&
!HasAuraType(SPELL_AURA_HOVER) && !HasAuraType(SPELL_AURA_FEATHER_FALL) &&
!HasAuraType(SPELL_AURA_FLY))
{
//Safe fall, fall height reduction
int32 safe_fall = GetTotalAuraModifier(SPELL_AURA_SAFE_FALL);
float damageperc = 0.018f * (z_diff - safe_fall) - 0.2426f;
uint32 original_health = GetHealth(), final_damage = 0;
if (damageperc > 0 && !IsImmunedToDamageOrSchool(SPELL_SCHOOL_MASK_NORMAL))
{
uint32 damage = (uint32)(damageperc * GetMaxHealth() * sWorld->getRate(RATE_DAMAGE_FALL));
//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;
// Divine Protection
if (HasAura(498))
{
damage /= 2;
}
final_damage = EnvironmentalDamage(DAMAGE_FALL, damage);
}
//Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction
LOG_DEBUG("entities.player", "FALLDAMAGE mZ={} z={} fallTime={} damage={} SF={}", movementInfo.pos.GetPositionZ(), GetPositionZ(), movementInfo.fallTime, damage, safe_fall);
}
// 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));
}
}
void Player::CheckAllAchievementCriteria()
{
m_achievementMgr->CheckAllAchievementCriteria();
}
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::CompletedAchievement(AchievementEntry const* entry)
{
m_achievementMgr->CompletedAchievement(entry);
}
void Player::LearnTalent(uint32 talentId, uint32 talentRank, bool command /*= false*/)
{
uint32 CurTalentPoints = GetFreeTalentPoints();
if (!command)
{
// xinef: check basic data
if (!CurTalentPoints)
{
return;
}
if (talentRank >= MAX_TALENT_RANK)
{
return;
}
}
TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId);
if (!talentInfo)
return;
TalentTabEntry const* talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
if (!talentTabInfo)
return;
// xinef: prevent learn talent for different class (cheating)
if ((getClassMask() & talentTabInfo->ClassMask) == 0)
return;
// xinef: find current talent rank
uint32 currentTalentRank = 0;
for (uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank)
{
if (talentInfo->RankID[rank] && HasTalent(talentInfo->RankID[rank], GetActiveSpec()))
{
currentTalentRank = rank + 1;
break;
}
}
// xinef: we already have same or higher rank talent learned
if (currentTalentRank >= talentRank + 1)
return;
uint32 talentPointsChange = (talentRank - currentTalentRank + 1);
if (!command)
{
// xinef: check if we have enough free talent points
if (CurTalentPoints < talentPointsChange)
{
return;
}
}
// xinef: check if talent deponds on another talent
if (talentInfo->DependsOn > 0)
if (TalentEntry const* depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn))
{
bool hasEnoughRank = false;
for (uint8 rank = talentInfo->DependsOnRank; rank < MAX_TALENT_RANK; rank++)
{
if (depTalentInfo->RankID[rank] != 0)
if (HasTalent(depTalentInfo->RankID[rank], GetActiveSpec()))
{
hasEnoughRank = true;
break;
}
}
// xinef: does not have enough talent points spend in required talent
if (!hasEnoughRank)
return;
}
if (!command)
{
// xinef: check amount of points spent in current talent tree
// xinef: be smart and quick
uint32 spentPoints = 0;
if (talentInfo->Row > 0)
{
const PlayerTalentMap& talentMap = GetTalentMap();
for (PlayerTalentMap::const_iterator itr = talentMap.begin(); itr != talentMap.end(); ++itr)
if (TalentSpellPos const* talentPos = GetTalentSpellPos(itr->first))
if (TalentEntry const* itrTalentInfo = sTalentStore.LookupEntry(talentPos->talent_id))
if (itrTalentInfo->TalentTab == talentInfo->TalentTab)
if (itr->second->State != PLAYERSPELL_REMOVED && itr->second->IsInSpec(GetActiveSpec())) // pussywizard
spentPoints += talentPos->rank + 1;
}
// xinef: we do not have enough talent points to add talent of this tier
if (spentPoints < (talentInfo->Row * MAX_TALENT_RANK))
return;
}
// xinef: hacking attempt, tries to learn unknown rank
uint32 spellId = talentInfo->RankID[talentRank];
if (spellId == 0)
return;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (!spellInfo)
return;
bool learned = false;
// xinef: if talent info has special marker in dbc - add to spell book
if (talentInfo->addToSpellBook)
if (!spellInfo->HasAttribute(SPELL_ATTR0_PASSIVE) && !spellInfo->HasEffect(SPELL_EFFECT_LEARN_SPELL))
{
learnSpell(spellId);
learned = true;
}
if (!learned)
SendLearnPacket(spellId, true);
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
if (spellInfo->Effects[i].Effect == SPELL_EFFECT_LEARN_SPELL)
if (sSpellMgr->IsAdditionalTalentSpell(spellInfo->Effects[i].TriggerSpell))
learnSpell(spellInfo->Effects[i].TriggerSpell);
addTalent(spellId, GetActiveSpecMask(), currentTalentRank);
// xinef: update free talent points count
m_usedTalentCount += talentPointsChange;
if (!command)
{
SetFreeTalentPoints(CurTalentPoints - talentPointsChange);
}
sScriptMgr->OnPlayerLearnTalents(this, talentId, talentRank, spellId);
}
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->TalentTab);
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->RankID[rank] && pet->HasSpell(talentInfo->RankID[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->DependsOn > 0)
{
if (TalentEntry const* depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn))
{
bool hasEnoughRank = false;
for (uint8 rank = talentInfo->DependsOnRank; rank < MAX_TALENT_RANK; rank++)
{
if (depTalentInfo->RankID[rank] != 0)
if (pet->HasSpell(depTalentInfo->RankID[rank]))
hasEnoughRank = true;
}
if (!hasEnoughRank)
return;
}
}
// Find out how many points we have in this field
uint32 spentPoints = 0;
uint32 tTab = talentInfo->TalentTab;
if (talentInfo->Row > 0)
{
uint32 numRows = sTalentStore.GetNumRows();
for (uint32 i = 0; i < numRows; ++i) // Loop through all talents.
{
// Someday, someone needs to revamp
const TalentEntry* tmpTalent = sTalentStore.LookupEntry(i);
if (tmpTalent) // the way talents are tracked
{
if (tmpTalent->TalentTab == tTab)
{
for (uint8 rank = 0; rank < MAX_TALENT_RANK; rank++)
{
if (tmpTalent->RankID[rank] != 0)
{
if (pet->HasSpell(tmpTalent->RankID[rank]))
{
spentPoints += (rank + 1);
}
}
}
}
}
}
}
// not have required min points spent in talent tree
if (spentPoints < (talentInfo->Row * MAX_PET_TALENT_RANK))
return;
// spell not set in talent.dbc
uint32 spellid = talentInfo->RankID[talentRank];
if (spellid == 0)
{
LOG_ERROR("entities.player", "Talent.dbc have for 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);
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::UnsummonPetTemporaryIfAny()
{
Pet* pet = GetPet();
if (!pet)
return;
if (!m_temporaryUnsummonedPetNumber && pet->isControlled() && !pet->isTemporarySummoned())
{
m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber();
SetLastPetSpell(pet->GetUInt32Value(UNIT_CREATED_BY_SPELL));
}
RemovePet(pet, PET_SAVE_AS_CURRENT);
}
void Player::ResummonPetTemporaryUnSummonedIfAny()
{
if (!m_temporaryUnsummonedPetNumber || IsSpectator())
return;
// not resummon in not appropriate state
if (IsPetNeedBeTemporaryUnsummoned())
return;
if (GetPetGUID())
return;
if (!CanResummonPet(GetLastPetSpell()))
return;
Pet* newPet = new Pet(this);
if (!newPet->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber, true))
delete newPet;
m_temporaryUnsummonedPetNumber = 0;
}
bool Player::CanResummonPet(uint32 spellid)
{
if (IsClass(CLASS_DEATH_KNIGHT, CLASS_CONTEXT_PET))
{
if (CanSeeDKPet())
return true;
else if (spellid == 52150) // Raise Dead
return false;
}
if (IsClass(CLASS_MAGE, CLASS_CONTEXT_PET))
{
if (HasSpell(31687) && HasAura(70937)) //Has [Summon Water Elemental] spell and [Glyph of Eternal Water].
return true;
}
if (IsClass(CLASS_HUNTER, CLASS_CONTEXT_PET))
{
return true;
}
return HasSpell(spellid);
}
bool Player::CanSeeSpellClickOn(Creature const* c) const
{
if (!c->HasNpcFlag(UNIT_NPC_FLAG_SPELLCLICK))
return false;
SpellClickInfoMapBounds clickPair = sObjectMgr->GetSpellClickInfoMapBounds(c->GetEntry());
if (clickPair.first == clickPair.second)
return true;
for (SpellClickInfoContainer::const_iterator itr = clickPair.first; itr != clickPair.second; ++itr)
{
if (!itr->second.IsFitToRequirements(this, c))
return false;
ConditionList conds = sConditionMgr->GetConditionsForSpellClickEvent(c->GetEntry(), itr->second.spellId);
ConditionSourceInfo info = ConditionSourceInfo(const_cast<Player*>(this), const_cast<Creature*>(c));
if (sConditionMgr->IsObjectMeetToConditions(info, conds))
return true;
}
return false;
}
bool Player::CanSeeVendor(Creature const* creature) const
{
if (!creature->HasNpcFlag(UNIT_NPC_FLAG_VENDOR))
return true;
ConditionList conditions = sConditionMgr->GetConditionsForNpcVendorEvent(creature->GetEntry(), 0);
if (!sConditionMgr->IsObjectMeetToConditions(const_cast<Player*>(this), const_cast<Creature*>(creature), conditions))
{
return false;
}
return true;
}
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 > MAX_TALENT_SPECS)
m_specsCount = MAX_TALENT_SPECS;
for (uint32 specIdx = 0; specIdx < m_specsCount; ++specIdx)
{
uint8 talentIdCount = 0;
std::size_t pos = data->wpos();
*data << uint8(talentIdCount); // [PH], talentIdCount
const PlayerTalentMap& talentMap = GetTalentMap();
for (PlayerTalentMap::const_iterator itr = talentMap.begin(); itr != talentMap.end(); ++itr)
if (TalentSpellPos const* talentPos = GetTalentSpellPos(itr->first))
if (itr->second->State != PLAYERSPELL_REMOVED && itr->second->IsInSpec(specIdx)) // pussywizard
{
*data << uint32(talentPos->talent_id); // Talent.dbc
*data << uint8(talentPos->rank); // talentMaxRank (0-4)
++talentIdCount;
}
data->put<uint8>(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;
std::size_t pointsPos = data->wpos();
*data << uint32(unspentTalentPoints); // [PH], unspentTalentPoints
uint8 talentIdCount = 0;
std::size_t countPos = data->wpos();
*data << uint8(talentIdCount); // [PH], talentIdCount
Pet* pet = GetPet();
if (!pet)
return;
unspentTalentPoints = pet->GetFreeTalentPoints();
data->put<uint32>(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->TalentTab != talentTabId)
continue;
// find max talent rank (0~4)
int8 curtalent_maxrank = -1;
for (int8 rank = MAX_TALENT_RANK - 1; rank >= 0; --rank)
{
if (talentInfo->RankID[rank] && pet->HasSpell(talentInfo->RankID[rank]))
{
curtalent_maxrank = rank;
break;
}
}
// not learned talent
if (curtalent_maxrank < 0)
continue;
*data << uint32(talentInfo->TalentID); // Talent.dbc
*data << uint8(curtalent_maxrank); // talentMaxRank (0-4)
++talentIdCount;
}
data->put<uint8>(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);
GetSession()->SendPacket(&data);
}
void Player::BuildEnchantmentsInfoData(WorldPacket* data)
{
uint32 slotUsedMask = 0;
std::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;
std::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<uint16>(enchantmentMaskPos, enchantmentMask);
*data << int16(item->GetItemRandomPropertyId()); // item random property id
*data << item->GetGuidValue(ITEM_FIELD_CREATOR).WriteAsPacked(); // item creator
*data << uint32(item->GetItemSuffixFactor()); // item suffix factor
}
data->put<uint32>(slotUsedMaskPos, slotUsedMask);
}
void Player::SendEquipmentSetList()
{
uint32 count = 0;
WorldPacket data(SMSG_EQUIPMENT_SET_LIST, 4);
std::size_t count_pos = data.wpos();
data << uint32(count); // count placeholder
for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr)
{
if (itr->second.state == EQUIPMENT_SET_DELETED)
continue;
data.appendPackGUID(itr->second.Guid);
data << uint32(itr->first);
data << itr->second.Name;
data << itr->second.IconName;
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 (itr->second.IgnoreMask & (1 << i))
data.appendPackGUID(uint64(1));
else // xinef: send proper data (do not append 0 with high guid)
data.appendPackGUID(itr->second.Items[i] ? itr->second.Items[i].GetRawValue() : uint64(0));
}
++count; // client have limit but it checked at loading and set
}
data.put<uint32>(count_pos, count);
GetSession()->SendPacket(&data);
}
void Player::SetEquipmentSet(uint32 index, EquipmentSet eqset)
{
if (eqset.Guid != 0)
{
bool found = false;
for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr)
{
if ((itr->second.Guid == eqset.Guid) && (itr->first == index))
{
found = true;
break;
}
}
if (!found) // something wrong...
{
LOG_ERROR("entities.player", "Player {} tried to save equipment set {} (index {}), but that equipment set not found!", GetName(), eqset.Guid, index);
return;
}
}
EquipmentSet& eqslot = m_EquipmentSets[index];
EquipmentSetUpdateState old_state = eqslot.state;
eqslot = eqset;
if (eqset.Guid == 0)
{
eqslot.Guid = sObjectMgr->GenerateEquipmentSetGuid();
WorldPacket data(SMSG_EQUIPMENT_SET_SAVED, 4 + 1);
data << uint32(index);
data.appendPackGUID(eqslot.Guid);
GetSession()->SendPacket(&data);
}
eqslot.state = old_state == EQUIPMENT_SET_NEW ? EQUIPMENT_SET_NEW : EQUIPMENT_SET_CHANGED;
}
void Player::_SaveEquipmentSets(CharacterDatabaseTransaction trans)
{
for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end();)
{
uint32 index = itr->first;
EquipmentSet& eqset = itr->second;
CharacterDatabasePreparedStatement* stmt = nullptr;
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->SetData(j++, eqset.Name.c_str());
stmt->SetData(j++, eqset.IconName.c_str());
stmt->SetData(j++, eqset.IgnoreMask);
for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i)
stmt->SetData(j++, eqset.Items[i].GetCounter());
stmt->SetData(j++, GetGUID().GetCounter());
stmt->SetData(j++, eqset.Guid);
stmt->SetData(j, index);
trans->Append(stmt);
eqset.state = EQUIPMENT_SET_UNCHANGED;
++itr;
break;
case EQUIPMENT_SET_NEW:
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_EQUIP_SET);
stmt->SetData(j++, GetGUID().GetCounter());
stmt->SetData(j++, eqset.Guid);
stmt->SetData(j++, index);
stmt->SetData(j++, eqset.Name.c_str());
stmt->SetData(j++, eqset.IconName.c_str());
stmt->SetData(j++, eqset.IgnoreMask);
for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i)
stmt->SetData(j++, eqset.Items[i].GetCounter());
trans->Append(stmt);
eqset.state = EQUIPMENT_SET_UNCHANGED;
++itr;
break;
case EQUIPMENT_SET_DELETED:
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_EQUIP_SET);
stmt->SetData(0, eqset.Guid);
trans->Append(stmt);
m_EquipmentSets.erase(itr++);
break;
}
}
}
void Player::_SaveEntryPoint(CharacterDatabaseTransaction trans)
{
// xinef: dont save joinpos with invalid mapid
MapEntry const* mEntry = sMapStore.LookupEntry(m_entryPointData.joinPos.GetMapId());
if (!mEntry)
return;
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_PLAYER_ENTRY_POINT);
stmt->SetData(0, GetGUID().GetCounter());
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_PLAYER_ENTRY_POINT);
stmt->SetData(0, GetGUID().GetCounter());
stmt->SetData (1, m_entryPointData.joinPos.GetPositionX());
stmt->SetData (2, m_entryPointData.joinPos.GetPositionY());
stmt->SetData (3, m_entryPointData.joinPos.GetPositionZ());
stmt->SetData (4, m_entryPointData.joinPos.GetOrientation());
stmt->SetData(5, m_entryPointData.joinPos.GetMapId());
stmt->SetData(6, m_entryPointData.taxiPath[0]);
stmt->SetData(7, m_entryPointData.taxiPath[1]);
stmt->SetData(8, m_entryPointData.mountSpell);
trans->Append(stmt);
}
void Player::DeleteEquipmentSet(uint64 setGuid)
{
for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr)
{
if (itr->second.Guid == setGuid)
{
if (itr->second.state == EQUIPMENT_SET_NEW)
m_EquipmentSets.erase(itr);
else
itr->second.state = EQUIPMENT_SET_DELETED;
break;
}
}
}
void Player::RemoveAtLoginFlag(AtLoginFlags flags, bool persist /*= false*/)
{
m_atLoginFlags &= ~flags;
if (persist)
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_REM_AT_LOGIN_FLAG);
stmt->SetData(0, uint16(flags));
stmt->SetData(1, GetGUID().GetCounter());
CharacterDatabase.Execute(stmt);
}
}
void Player::SendClearCooldown(uint32 spell_id, Unit* target)
{
WorldPacket data(SMSG_CLEAR_COOLDOWN, 4 + 8);
data << uint32(spell_id);
data << target->GetGUID();
SendDirectMessage(&data);
if (target == this && NeedSendSpectatorData())
ArenaSpectator::SendCommand_UInt32Value(FindMap(), GetGUID(), "RCD", spell_id);
}
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 RefMgr
// 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::_SaveCharacter(bool create, CharacterDatabaseTransaction trans)
{
CharacterDatabasePreparedStatement* stmt = nullptr;
uint8 index = 0;
auto finiteAlways = [](float f) { return std::isfinite(f) ? f : 0.0f; };
if (create)
{
//! Insert query
//! TO DO: Filter out more redundant fields that can take their default value at player create
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHARACTER);
stmt->SetData(index++, GetGUID().GetCounter());
stmt->SetData(index++, GetSession()->GetAccountId());
stmt->SetData(index++, GetName());
stmt->SetData(index++, getRace(true));
stmt->SetData(index++, getClass());
stmt->SetData(index++, GetByteValue(PLAYER_BYTES_3, 0)); // save gender from PLAYER_BYTES_3, UNIT_BYTES_0 changes with every transform effect
stmt->SetData(index++, GetLevel());
stmt->SetData(index++, GetUInt32Value(PLAYER_XP));
stmt->SetData(index++, GetMoney());
stmt->SetData(index++, GetByteValue(PLAYER_BYTES, 0));
stmt->SetData(index++, GetByteValue(PLAYER_BYTES, 1));
stmt->SetData(index++, GetByteValue(PLAYER_BYTES, 2));
stmt->SetData(index++, GetByteValue(PLAYER_BYTES, 3));
stmt->SetData(index++, GetByteValue(PLAYER_BYTES_2, 0));
stmt->SetData(index++, GetByteValue(PLAYER_BYTES_2, 2));
stmt->SetData(index++, GetByteValue(PLAYER_BYTES_2, 3));
stmt->SetData(index++, (uint32)GetPlayerFlags());
stmt->SetData(index++, (uint16)GetMapId());
stmt->SetData(index++, (uint32)GetInstanceId());
stmt->SetData(index++, (uint8(GetDungeonDifficulty()) | uint8(GetRaidDifficulty()) << 4));
stmt->SetData(index++, finiteAlways(GetPositionX()));
stmt->SetData(index++, finiteAlways(GetPositionY()));
stmt->SetData(index++, finiteAlways(GetPositionZ()));
stmt->SetData(index++, finiteAlways(GetOrientation()));
stmt->SetData(index++, finiteAlways(GetTransOffsetX()));
stmt->SetData(index++, finiteAlways(GetTransOffsetY()));
stmt->SetData(index++, finiteAlways(GetTransOffsetZ()));
stmt->SetData(index++, finiteAlways(GetTransOffsetO()));
int32 lowGuidOrSpawnId = 0;
if (Transport* transport = GetTransport())
{
if (transport->IsMotionTransport())
lowGuidOrSpawnId = static_cast<int32>(transport->GetGUID().GetCounter());
else if (transport->IsStaticTransport())
lowGuidOrSpawnId = -static_cast<int32>(transport->GetSpawnId());
}
stmt->SetData(index++, lowGuidOrSpawnId);
std::ostringstream ss;
ss << m_taxi;
stmt->SetData(index++, ss.str());
stmt->SetData(index++, m_cinematic);
stmt->SetData(index++, m_Played_time[PLAYED_TIME_TOTAL]);
stmt->SetData(index++, m_Played_time[PLAYED_TIME_LEVEL]);
stmt->SetData(index++, finiteAlways(_restBonus));
stmt->SetData(index++, uint32(GameTime::GetGameTime().count()));
stmt->SetData(index++, (HasPlayerFlag(PLAYER_FLAGS_RESTING) ? 1 : 0));
//save, far from tavern/city
//save, but in tavern/city
stmt->SetData(index++, m_resetTalentsCost);
stmt->SetData(index++, uint32(m_resetTalentsTime));
stmt->SetData(index++, (uint16)m_ExtraFlags);
stmt->SetData(index++, m_petStable ? m_petStable->MaxStabledPets : 0);
stmt->SetData(index++, (uint16)m_atLoginFlags);
stmt->SetData(index++, GetZoneId());
stmt->SetData(index++, uint32(m_deathExpireTime));
ss.str("");
ss << m_taxi.SaveTaxiDestinationsToString();
stmt->SetData(index++, ss.str());
stmt->SetData(index++, GetArenaPoints());
stmt->SetData(index++, GetHonorPoints());
stmt->SetData(index++, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION));
stmt->SetData(index++, GetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION));
stmt->SetData(index++, GetUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS));
stmt->SetData(index++, GetUInt16Value(PLAYER_FIELD_KILLS, 0));
stmt->SetData(index++, GetUInt16Value(PLAYER_FIELD_KILLS, 1));
stmt->SetData(index++, GetUInt32Value(PLAYER_CHOSEN_TITLE));
stmt->SetData(index++, GetUInt64Value(PLAYER_FIELD_KNOWN_CURRENCIES));
stmt->SetData(index++, GetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX));
stmt->SetData(index++, GetDrunkValue());
stmt->SetData(index++, GetHealth());
for (uint32 i = 0; i < MAX_POWERS; ++i)
stmt->SetData(index++, GetPower(Powers(i)));
stmt->SetData(index++, GetSession()->GetLatency());
stmt->SetData(index++, m_specsCount);
stmt->SetData(index++, m_activeSpec);
ss.str("");
for (uint32 i = 0; i < PLAYER_EXPLORED_ZONES_SIZE; ++i)
ss << GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + i) << ' ';
stmt->SetData(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->SetData(index++, ss.str());
stmt->SetData(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->SetData(index++, ss.str());
stmt->SetData(index++, GetByteValue(PLAYER_FIELD_BYTES, 2));
stmt->SetData(index++, m_grantableLevels);
stmt->SetData(index++, _innTriggerId);
stmt->SetData(index++, m_extraBonusTalentCount);
}
else
{
// Update query
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHARACTER);
stmt->SetData(index++, GetName());
stmt->SetData(index++, getRace(true));
stmt->SetData(index++, getClass());
stmt->SetData(index++, GetByteValue(PLAYER_BYTES_3, 0)); // save gender from PLAYER_BYTES_3, UNIT_BYTES_0 changes with every transform effect
stmt->SetData(index++, GetLevel());
stmt->SetData(index++, GetUInt32Value(PLAYER_XP));
stmt->SetData(index++, GetMoney());
stmt->SetData(index++, GetByteValue(PLAYER_BYTES, 0));
stmt->SetData(index++, GetByteValue(PLAYER_BYTES, 1));
stmt->SetData(index++, GetByteValue(PLAYER_BYTES, 2));
stmt->SetData(index++, GetByteValue(PLAYER_BYTES, 3));
stmt->SetData(index++, GetByteValue(PLAYER_BYTES_2, 0));
stmt->SetData(index++, GetByteValue(PLAYER_BYTES_2, 2));
stmt->SetData(index++, GetByteValue(PLAYER_BYTES_2, 3));
stmt->SetData(index++, GetPlayerFlags());
if (!IsBeingTeleported())
{
Difficulty dd = GetDungeonDifficulty(), rd = GetRaidDifficulty();
if (Map* m = FindMap())
if (m->IsDungeon())
{
if (m->IsNonRaidDungeon()) dd = m->GetDifficulty();
else rd = m->GetDifficulty();
}
stmt->SetData(index++, (uint16)GetMapId());
stmt->SetData(index++, (uint32)GetInstanceId());
stmt->SetData(index++, (uint8(dd) | uint8(rd) << 4));
stmt->SetData(index++, finiteAlways(GetPositionX()));
stmt->SetData(index++, finiteAlways(GetPositionY()));
stmt->SetData(index++, finiteAlways(GetPositionZ()));
stmt->SetData(index++, finiteAlways(GetOrientation()));
}
else
{
stmt->SetData(index++, (uint16)GetTeleportDest().GetMapId());
stmt->SetData(index++, (uint32)0);
stmt->SetData(index++, (uint8(GetDungeonDifficulty()) | uint8(GetRaidDifficulty()) << 4));
stmt->SetData(index++, finiteAlways(GetTeleportDest().GetPositionX()));
stmt->SetData(index++, finiteAlways(GetTeleportDest().GetPositionY()));
stmt->SetData(index++, finiteAlways(GetTeleportDest().GetPositionZ()));
stmt->SetData(index++, finiteAlways(GetTeleportDest().GetOrientation()));
}
stmt->SetData(index++, finiteAlways(GetTransOffsetX()));
stmt->SetData(index++, finiteAlways(GetTransOffsetY()));
stmt->SetData(index++, finiteAlways(GetTransOffsetZ()));
stmt->SetData(index++, finiteAlways(GetTransOffsetO()));
int32 lowGuidOrSpawnId = 0;
if (Transport* transport = GetTransport())
{
if (transport->IsMotionTransport())
lowGuidOrSpawnId = static_cast<int32>(transport->GetGUID().GetCounter());
else if (transport->IsStaticTransport())
lowGuidOrSpawnId = -static_cast<int32>(transport->GetSpawnId());
}
stmt->SetData(index++, lowGuidOrSpawnId);
std::ostringstream ss;
ss << m_taxi;
stmt->SetData(index++, ss.str());
stmt->SetData(index++, m_cinematic);
stmt->SetData(index++, m_Played_time[PLAYED_TIME_TOTAL]);
stmt->SetData(index++, m_Played_time[PLAYED_TIME_LEVEL]);
stmt->SetData(index++, finiteAlways(_restBonus));
stmt->SetData(index++, uint32(GameTime::GetGameTime().count()));
stmt->SetData(index++, (HasPlayerFlag(PLAYER_FLAGS_RESTING) ? 1 : 0));
//save, far from tavern/city
//save, but in tavern/city
stmt->SetData(index++, m_resetTalentsCost);
stmt->SetData(index++, uint32(m_resetTalentsTime));
stmt->SetData(index++, (uint16)m_ExtraFlags);
stmt->SetData(index++, m_petStable ? m_petStable->MaxStabledPets : 0);
stmt->SetData(index++, (uint16)m_atLoginFlags);
stmt->SetData(index++, GetZoneId());
stmt->SetData(index++, uint32(m_deathExpireTime));
ss.str("");
ss << m_taxi.SaveTaxiDestinationsToString();
stmt->SetData(index++, ss.str());
stmt->SetData(index++, GetArenaPoints());
stmt->SetData(index++, GetHonorPoints());
stmt->SetData(index++, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION));
stmt->SetData(index++, GetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION));
stmt->SetData(index++, GetUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS));
stmt->SetData(index++, GetUInt16Value(PLAYER_FIELD_KILLS, 0));
stmt->SetData(index++, GetUInt16Value(PLAYER_FIELD_KILLS, 1));
stmt->SetData(index++, GetUInt32Value(PLAYER_CHOSEN_TITLE));
stmt->SetData(index++, GetUInt64Value(PLAYER_FIELD_KNOWN_CURRENCIES));
stmt->SetData(index++, GetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX));
stmt->SetData(index++, GetDrunkValue());
stmt->SetData(index++, GetHealth());
for (uint32 i = 0; i < MAX_POWERS; ++i)
stmt->SetData(index++, GetPower(Powers(i)));
stmt->SetData(index++, GetSession()->GetLatency());
stmt->SetData(index++, m_specsCount);
stmt->SetData(index++, m_activeSpec);
ss.str("");
for (uint32 i = 0; i < PLAYER_EXPLORED_ZONES_SIZE; ++i)
ss << GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + i) << ' ';
stmt->SetData(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->SetData(index++, ss.str());
stmt->SetData(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->SetData(index++, ss.str());
stmt->SetData(index++, GetByteValue(PLAYER_FIELD_BYTES, 2));
stmt->SetData(index++, m_grantableLevels);
stmt->SetData(index++, _innTriggerId);
stmt->SetData(index++, m_extraBonusTalentCount);
stmt->SetData(index++, IsInWorld() && !GetSession()->PlayerLogout() ? 1 : 0);
// Index
stmt->SetData(index++, GetGUID().GetCounter());
}
trans->Append(stmt);
}
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].Get<uint8>();
if (spec >= m_specsCount)
continue;
m_Glyphs[spec][0] = fields[1].Get<uint16>();
m_Glyphs[spec][1] = fields[2].Get<uint16>();
m_Glyphs[spec][2] = fields[3].Get<uint16>();
m_Glyphs[spec][3] = fields[4].Get<uint16>();
m_Glyphs[spec][4] = fields[5].Get<uint16>();
m_Glyphs[spec][5] = fields[6].Get<uint16>();
} while (result->NextRow());
}
void Player::_SaveGlyphs(CharacterDatabaseTransaction trans)
{
if (!NeedToSaveGlyphs())
return;
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_GLYPHS);
stmt->SetData(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->SetData(index++, GetGUID().GetCounter());
stmt->SetData(index++, spec);
for (uint8 i = 0; i < MAX_GLYPH_SLOT_INDEX; ++i)
stmt->SetData(index++, uint16(m_Glyphs[spec][i]));
trans->Append(stmt);
}
SetNeedToSaveGlyphs(false);
}
void Player::_LoadTalents(PreparedQueryResult result)
{
// SetQuery(PLAYER_LOGIN_QUERY_LOADTALENTS, "SELECT spell, specMask FROM character_talent WHERE guid = '{}'", m_guid.GetCounter());
if (result)
{
do
{
// xinef: checked
uint32 spellId = (*result)[0].Get<uint32>();
uint8 specMask = (*result)[1].Get<uint8>();
addTalent(spellId, specMask, 0);
TalentSpellPos const* talentPos = GetTalentSpellPos(spellId);
ASSERT(talentPos);
// xinef: increase used talent points count
if (GetActiveSpecMask() & specMask)
m_usedTalentCount += talentPos->rank + 1;
} while (result->NextRow());
}
}
void Player::_SaveTalents(CharacterDatabaseTransaction trans)
{
CharacterDatabasePreparedStatement* stmt = nullptr;
for (PlayerTalentMap::iterator itr = m_talents.begin(); itr != m_talents.end();)
{
// xinef: skip temporary spells
if (itr->second->State == PLAYERSPELL_TEMPORARY)
{
++itr;
continue;
}
// xinef: delete statement for removed / updated talent
if (itr->second->State == PLAYERSPELL_REMOVED || itr->second->State == PLAYERSPELL_CHANGED)
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_TALENT_BY_SPELL);
stmt->SetData(0, GetGUID().GetCounter());
stmt->SetData(1, itr->first);
trans->Append(stmt);
}
// xinef: insert statement for new / updated spell
if (itr->second->State == PLAYERSPELL_NEW || itr->second->State == PLAYERSPELL_CHANGED)
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CHAR_TALENT);
stmt->SetData(0, GetGUID().GetCounter());
stmt->SetData(1, itr->first);
stmt->SetData(2, itr->second->specMask);
trans->Append(stmt);
}
if (itr->second->State == PLAYERSPELL_REMOVED)
{
delete itr->second;
m_talents.erase(itr++);
}
else
{
itr->second->State = PLAYERSPELL_UNCHANGED;
++itr;
}
}
}
void Player::ActivateSpec(uint8 spec)
{
// xinef: some basic checks
if (GetActiveSpec() == spec)
return;
if (spec > GetSpecsCount())
return;
// xinef: interrupt currently casted spell just in case
if (IsNonMeleeSpellCast(false))
InterruptNonMeleeSpells(false);
// xinef: save current actions order
CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
_SaveActions(trans);
CharacterDatabase.CommitTransaction(trans);
// xinef: remove pet, it will be resummoned later
if (Pet* pet = GetPet())
RemovePet(pet, PET_SAVE_NOT_IN_SLOT);
// xinef: remove other summoned units and clear reactives
ClearAllReactives();
UnsummonAllTotems();
RemoveAllControlled();
// xinef: let client clear his current Actions
SendActionButtons(2);
uint8 oldSpec = GetActiveSpec();
std::unordered_set<uint32> removedSpecAuras;
// xinef: reset talent auras
for (PlayerTalentMap::iterator itr = m_talents.begin(); itr != m_talents.end(); ++itr)
{
if (itr->second->State == PLAYERSPELL_REMOVED)
continue;
// xinef: remove all active talent auras
if (!(itr->second->specMask & GetActiveSpecMask()))
continue;
_removeTalentAurasAndSpells(itr->first);
// pussywizard: was => isn't
if (!itr->second->IsInSpec(spec) && !itr->second->inSpellBook)
SendLearnPacket(itr->first, false);
removedSpecAuras.insert(itr->first);
}
// xinef: remove glyph auras
for (uint8 slot = 0; slot < MAX_GLYPH_SLOT_INDEX; ++slot)
if (uint32 glyphId = m_Glyphs[GetActiveSpec()][slot])
if (GlyphPropertiesEntry const* glyphEntry = sGlyphPropertiesStore.LookupEntry(glyphId))
{
RemoveAurasDueToSpell(glyphEntry->SpellId);
removedSpecAuras.insert(glyphEntry->SpellId);
}
// xinef: set active spec as new one
SetActiveSpec(spec);
uint32 spentTalents = 0;
// xinef: add talent auras
for (PlayerTalentMap::iterator itr = m_talents.begin(); itr != m_talents.end(); ++itr)
{
if (itr->second->State == PLAYERSPELL_REMOVED)
continue;
// xinef: talent not in new spec
if (!(itr->second->specMask & GetActiveSpecMask()))
continue;
// pussywizard: wasn't => is
if (!itr->second->IsInSpec(oldSpec) && !itr->second->inSpellBook)
SendLearnPacket(itr->first, true);
_addTalentAurasAndSpells(itr->first);
TalentSpellPos const* talentPos = GetTalentSpellPos(itr->first);
spentTalents += talentPos->rank + 1;
removedSpecAuras.erase(itr->first);
}
// pussywizard: remove spells that are in previous spec, but are not present in new one (or are in new spec, but not in the old one)
for (PlayerSpellMap::iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
{
if (!itr->second->Active || itr->second->State == PLAYERSPELL_REMOVED)
continue;
// pussywizard: was => isn't
if (itr->second->IsInSpec(oldSpec) && !itr->second->IsInSpec(spec))
{
SendLearnPacket(itr->first, false);
// We want to remove all auras of the unlearned spell
_removeTalentAurasAndSpells(itr->first);
removedSpecAuras.insert(itr->first);
}
// pussywizard: wasn't => is
else if (!itr->second->IsInSpec(oldSpec) && itr->second->IsInSpec(spec))
{
SendLearnPacket(itr->first, true);
removedSpecAuras.erase(itr->first);
}
}
// xinef: apply glyphs from second spec
if (GetActiveSpec() != oldSpec)
{
for (uint8 slot = 0; slot < MAX_GLYPH_SLOT_INDEX; ++slot)
{
uint32 glyphId = m_Glyphs[GetActiveSpec()][slot];
if (glyphId)
{
if (GlyphPropertiesEntry const* glyphEntry = sGlyphPropertiesStore.LookupEntry(glyphId))
{
CastSpell(this, glyphEntry->SpellId, TriggerCastFlags(TRIGGERED_FULL_MASK & ~(TRIGGERED_IGNORE_SHAPESHIFT | TRIGGERED_IGNORE_CASTER_AURASTATE)));
removedSpecAuras.erase(glyphEntry->SpellId);
}
}
SetGlyph(slot, glyphId, true);
}
}
// Remove auras triggered/activated by talents/glyphs
// Mostly explicit casts in dummy aura scripts
if (!removedSpecAuras.empty())
{
for (AuraMap::iterator iter = m_ownedAuras.begin(); iter != m_ownedAuras.end();)
{
Aura* aura = iter->second;
if (SpellInfo const* triggeredByAuraSpellInfo = aura->GetTriggeredByAuraSpellInfo())
{
if (removedSpecAuras.find(triggeredByAuraSpellInfo->Id) != removedSpecAuras.end())
{
RemoveOwnedAura(iter);
continue;
}
}
++iter;
}
}
m_usedTalentCount = spentTalents;
InitTalentForLevel();
// load them asynchronously
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHARACTER_ACTIONS_SPEC);
stmt->SetData(0, GetGUID().GetCounter());
stmt->SetData(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);
}));
}
// xinef: reset power
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);
// xinef: remove titan grip if player had it set and does not have appropriate talent
if (!HasTalent(46917, GetActiveSpec()) && m_canTitanGrip)
SetCanTitanGrip(false);
// xinef: remove dual wield if player does not have dual wield spell (shamans)
if (!HasSpell(674) && m_canDualWield)
SetCanDualWield(false);
AutoUnequipOffhandIfNeed();
// Xinef: Patch 3.2.0: Switching spec removes paladins spell Righteous Fury (25780)
if (IsClass(CLASS_PALADIN, CLASS_CONTEXT_ABILITY))
RemoveAurasDueToSpell(25780);
// Xinef: Remove talented single target auras at other targets
AuraList& scAuras = GetSingleCastAuras();
for (AuraList::iterator iter = scAuras.begin(); iter != scAuras.end();)
{
Aura* aura = *iter;
if (!HasActiveSpell(aura->GetId()) && !HasTalent(aura->GetId(), GetActiveSpec()) && !aura->GetCastItemGUID())
{
aura->Remove();
iter = scAuras.begin();
}
else
++iter;
}
sScriptMgr->OnAfterSpecSlotChanged(this, GetActiveSpec());
}
void Player::LoadActions(PreparedQueryResult result)
{
if (result)
_LoadActions(result);
SendActionButtons(1);
}
void Player::GetTalentTreePoints(uint8 (&specPoints)[3]) const
{
const PlayerTalentMap& talentMap = GetTalentMap();
for (PlayerTalentMap::const_iterator itr = talentMap.begin(); itr != talentMap.end(); ++itr)
if (itr->second->State != PLAYERSPELL_REMOVED && itr->second->IsInSpec(GetActiveSpec()))
if (TalentEntry const* talentInfo = sTalentStore.LookupEntry(itr->second->talentID))
if (TalentTabEntry const* tab = sTalentTabStore.LookupEntry(talentInfo->TalentTab))
if (tab->tabpage < 3)
{
// find current talent rank
uint8 currentTalentRank = 0;
for (uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank)
if (talentInfo->RankID[rank] && itr->first == talentInfo->RankID[rank])
{
currentTalentRank = rank + 1;
break;
}
specPoints[tab->tabpage] += currentTalentRank;
}
}
uint8 Player::GetMostPointsTalentTree() const
{
uint32 specPoints[3] = {0, 0, 0};
const PlayerTalentMap& talentMap = GetTalentMap();
for (PlayerTalentMap::const_iterator itr = talentMap.begin(); itr != talentMap.end(); ++itr)
if (itr->second->State != PLAYERSPELL_REMOVED && itr->second->IsInSpec(GetActiveSpec()))
if (TalentEntry const* talentInfo = sTalentStore.LookupEntry(itr->second->talentID))
if (TalentTabEntry const* tab = sTalentTabStore.LookupEntry(talentInfo->TalentTab))
if (tab->tabpage < 3)
{
// find current talent rank
uint8 currentTalentRank = 0;
for (uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank)
if (talentInfo->RankID[rank] && itr->first == talentInfo->RankID[rank])
{
currentTalentRank = rank + 1;
break;
}
specPoints[tab->tabpage] += currentTalentRank;
}
uint8 maxIndex = 0;
uint8 maxCount = specPoints[0];
for (uint8 i = 1; i < 3; ++i)
if (specPoints[i] > maxCount)
{
maxIndex = i;
maxCount = specPoints[i];
}
return maxIndex;
}
void Player::SetReputation(uint32 factionentry, float value)
{
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(factionentry), value);
}
uint32 Player::GetReputation(uint32 factionentry) const
{
return GetReputationMgr().GetReputation(sFactionStore.LookupEntry(factionentry));
}
std::string const& Player::GetGuildName()
{
return sGuildMgr->GetGuildById(GetGuildId())->GetName();
}
void Player::SendDuelCountdown(uint32 counter)
{
WorldPacket data(SMSG_DUEL_COUNTDOWN, 4);
data << uint32(counter); // seconds
GetSession()->SendPacket(&data);
}
void Player::SetIsSpectator(bool on)
{
if (on)
{
AddAura(SPECTATOR_SPELL_SPEED, this);
m_ExtraFlags |= PLAYER_EXTRA_SPECTATOR_ON;
AddUnitState(UNIT_STATE_ISOLATED);
//SetFaction(1100);
SetUnitFlag(UNIT_FLAG_NON_ATTACKABLE);
if (HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP))
{
RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
sScriptMgr->OnFfaPvpStateUpdate(this, false);
}
ResetContestedPvP();
SetDisplayId(23691);
}
else
{
RemoveAurasDueToSpell(SPECTATOR_SPELL_SPEED);
if (IsSpectator())
ClearUnitState(UNIT_STATE_ISOLATED);
m_ExtraFlags &= ~PLAYER_EXTRA_SPECTATOR_ON;
RemoveUnitFlag(UNIT_FLAG_NON_ATTACKABLE);
RestoreDisplayId();
if (!IsGameMaster())
{
//SetFactionForRace(getRace());
// restore FFA PvP Server state
// Xinef: it will be removed if necessery in UpdateArea called in WorldPortOpcode
if (sWorld->IsFFAPvPRealm())
{
if (!HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP))
{
SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
sScriptMgr->OnFfaPvpStateUpdate(this, true);
}
}
}
}
}
bool Player::NeedSendSpectatorData() const
{
if (FindMap() && FindMap()->IsBattleArena() && !IsSpectator())
{
Battleground* bg = ((BattlegroundMap*)FindMap())->GetBG();
if (bg && bg->HaveSpectators() && bg->GetStatus() == STATUS_IN_PROGRESS && !bg->GetPlayers().empty())
if (bg->GetPlayers().find(GetGUID()) != bg->GetPlayers().end())
return true;
}
return false;
}
void Player::PrepareCharmAISpells()
{
for (int i = 0; i < NUM_CAI_SPELLS; ++i)
m_charmAISpells[i] = 0;
uint32 damage_type[4] = {0, 0, 0, 0};
uint32 periodic_damage = 0;
for (PlayerSpellMap::iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
{
if (itr->second->State == PLAYERSPELL_REMOVED || !itr->second->Active || !itr->second->IsInSpec(GetActiveSpec()))
continue;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(itr->first);
if (!spellInfo)
continue;
if (!spellInfo->SpellFamilyName || spellInfo->IsPassive() || spellInfo->NeedsComboPoints() || (spellInfo->Stances && !spellInfo->HasAttribute(SPELL_ATTR2_ALLOW_WHILE_NOT_SHAPESHIFTED)))
continue;
float cast = spellInfo->CalcCastTime() / 1000.0f;
if (cast > 3.0f)
continue;
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
{
if (spellInfo->Effects[i].Effect == SPELL_EFFECT_SCHOOL_DAMAGE)
{
int32 dmg = CalculateSpellDamage(this, spellInfo, i);
uint8 offset = 0;
if (cast)
{
dmg = dmg / cast;
offset = 2;
}
if ((int32)damage_type[offset] < dmg)
{
if (!m_charmAISpells[SPELL_INSTANT_DAMAGE + offset] || !spellInfo->IsHighRankOf(sSpellMgr->GetSpellInfo(m_charmAISpells[SPELL_INSTANT_DAMAGE + offset])) || urand(0, 1))
if (damage_type[1 + offset] < damage_type[offset])
{
m_charmAISpells[SPELL_INSTANT_DAMAGE2 + offset] = m_charmAISpells[SPELL_INSTANT_DAMAGE + offset];
damage_type[1 + offset] = damage_type[offset];
}
m_charmAISpells[SPELL_INSTANT_DAMAGE + offset] = spellInfo->Id;
damage_type[offset] = dmg;
}
else if ((int32)damage_type[1 + offset] < dmg)
{
if (m_charmAISpells[SPELL_INSTANT_DAMAGE + offset] && sSpellMgr->GetSpellInfo(m_charmAISpells[SPELL_INSTANT_DAMAGE + offset])->IsHighRankOf(spellInfo) && urand(0, 1))
continue;
m_charmAISpells[SPELL_INSTANT_DAMAGE2 + offset] = spellInfo->Id;
damage_type[1 + offset] = dmg;
}
break;
}
else if (spellInfo->HasAttribute(SPELL_ATTR7_ATTACK_ON_CHARGE_TO_UNIT))
{
m_charmAISpells[SPELL_T_CHARGE] = spellInfo->Id;
break;
}
else if (spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_MOD_INCREASE_SPEED)
{
m_charmAISpells[SPELL_FAST_RUN] = spellInfo->Id;
break;
}
else if (spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_SCHOOL_IMMUNITY)
{
m_charmAISpells[SPELL_IMMUNITY] = spellInfo->Id;
break;
}
else if (spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_PERIODIC_DAMAGE)
{
if( (int32)periodic_damage < CalculateSpellDamage(this, spellInfo, i) )
{
m_charmAISpells[SPELL_DOT_DAMAGE] = spellInfo->Id;
break;
}
}
else if (spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_MOD_STUN)
{
m_charmAISpells[SPELL_T_STUN] = spellInfo->Id;
break;
}
else if (spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_MOD_ROOT || spellInfo->Effects[i].ApplyAuraName == SPELL_AURA_MOD_FEAR)
{
m_charmAISpells[SPELL_ROOT_OR_FEAR] = spellInfo->Id;
break;
}
}
}
}
void Player::AddRefundReference(ObjectGuid itemGUID)
{
m_refundableItems.insert(itemGUID);
}
void Player::DeleteRefundReference(ObjectGuid itemGUID)
{
RefundableItemsSet::iterator itr = m_refundableItems.find(itemGUID);
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->HasFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_REFUNDABLE))
{
LOG_DEBUG("entities.player.items", "Item refund: item not refundable!");
return;
}
if (GetGUID().GetCounter() != item->GetRefundRecipient()) // Formerly refundable item got traded
{
LOG_DEBUG("entities.player.items", "Item refund: item was traded!");
item->SetNotRefundable(this);
return;
}
ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(item->GetPaidExtendedCost());
if (!iece)
{
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 << item->GetGUID(); // item guid
data << uint32(item->GetPaidMoney()); // money cost
data << uint32(iece->reqhonorpoints); // honor point cost
data << uint32(iece->reqarenapoints); // arena point cost
for (uint8 i = 0; i < MAX_ITEM_EXTENDED_COST_REQUIREMENTS; ++i) // item cost data
{
data << uint32(iece->reqitem[i]);
data << uint32(iece->reqitemcount[i]);
}
data << uint32(0);
data << uint32(GetTotalPlayedTime() - item->GetPlayedTime());
GetSession()->SendPacket(&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);
if (item)
SendNewItem(item, count, true, false);
else
return false;
return true;
}
PetStable& Player::GetOrInitPetStable()
{
if (!m_petStable)
m_petStable = std::make_unique<PetStable>();
return *m_petStable;
}
void Player::RefundItem(Item* item)
{
if (!item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_REFUNDABLE))
{
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 << item->GetGUID(); // Guid
data << uint32(10); // Error!
GetSession()->SendPacket(&data);
return;
}
if (GetGUID().GetCounter() != item->GetRefundRecipient()) // Formerly refundable item got traded
{
LOG_DEBUG("entities.player.items", "Item refund: item was traded!");
item->SetNotRefundable(this);
return;
}
ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(item->GetPaidExtendedCost());
if (!iece)
{
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->reqitemcount[i];
uint32 itemid = iece->reqitem[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 << item->GetGUID(); // Guid
data << uint32(10); // Error!
GetSession()->SendPacket(&data);
return;
}
WorldPacket data(SMSG_ITEM_REFUND_RESULT, 8 + 4 + 4 + 4 + 4 + 4 * 4 + 4 * 4);
data << item->GetGUID(); // item guid
data << uint32(0); // 0, or error code
data << uint32(item->GetPaidMoney()); // money cost
data << uint32(iece->reqhonorpoints); // honor point cost
data << uint32(iece->reqarenapoints); // arena point cost
for (uint8 i = 0; i < MAX_ITEM_EXTENDED_COST_REQUIREMENTS; ++i) // item cost data
{
data << uint32(iece->reqitem[i]);
data << uint32(iece->reqitemcount[i]);
}
GetSession()->SendPacket(&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->reqitemcount[i];
uint32 itemid = iece->reqitem[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->reqhonorpoints)
ModifyHonorPoints(honorRefund, trans);
// Grant back Arena points
if (uint32 arenaRefund = iece->reqarenapoints)
ModifyArenaPoints(arenaRefund, trans);
SaveInventoryAndGoldToDB(trans);
CharacterDatabase.CommitTransaction(trans);
}
void Player::SetRandomWinner(bool isWinner)
{
m_IsBGRandomWinner = isWinner;
if (m_IsBGRandomWinner)
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_BATTLEGROUND_RANDOM);
stmt->SetData(0, GetGUID().GetCounter());
CharacterDatabase.Execute(stmt);
}
}
void Player::_LoadRandomBGStatus(PreparedQueryResult result)
{
if (result)
m_IsBGRandomWinner = true;
}
float Player::GetAverageItemLevel()
{
float sum = 0;
uint32 count = 0;
uint8 level = GetLevel();
for (uint8 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(level);
++count;
}
return std::max<float>(0.0f, sum / (float)count);
}
float Player::GetAverageItemLevelForDF()
{
float sum = 0;
uint32 count = 0;
uint8 level = GetLevel();
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())
{
if (m_items[i]->GetTemplate()->Quality == ITEM_QUALITY_HEIRLOOM)
sum += level * 2.33f;
else
sum += m_items[i]->GetTemplate()->ItemLevel;
}
++count;
}
return std::max(0.0f, sum / (float)count);
}
void Player::_LoadInstanceTimeRestrictions(PreparedQueryResult result)
{
if (!result)
return;
do
{
Field* fields = result->Fetch();
_instanceResetTimes.insert(InstanceTimeMap::value_type(fields[0].Get<uint32>(), fields[1].Get<uint64>()));
} while (result->NextRow());
}
void Player::_LoadBrewOfTheMonth(PreparedQueryResult result)
{
uint32 lastEventId = 0;
if (result)
{
Field* fields = result->Fetch();
lastEventId = fields[0].Get<uint32>();
}
uint16 month = static_cast<uint16>(Acore::Time::GetMonth());
uint16 eventId = month;
if (eventId < 9)
eventId += 3;
else
eventId -= 9;
// Brew of the Month October (first in list)
eventId += 34;
if (lastEventId != eventId && IsEventActive(eventId) && HasAchieved(2796 /* Brew of the Month*/))
{
// Send Mail
CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
MailSender sender(MAIL_CREATURE, 27487 /*NPC_BREW_OF_THE_MONTH_CLUB*/);
MailDraft draft(uint16(212 + month)); // 212 is starting template id
draft.SendMailTo(trans, MailReceiver(this, GetGUID().GetCounter()), sender);
// Update Event Id
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_REP_BREW_OF_THE_MONTH);
stmt->SetData(0, GetGUID().GetCounter());
stmt->SetData(1, uint32(eventId));
trans->Append(stmt);
CharacterDatabase.CommitTransaction(trans);
}
}
void Player::_LoadPetStable(uint8 petStableSlots, PreparedQueryResult result)
{
if (!petStableSlots && !result)
return;
m_petStable = std::make_unique<PetStable>();
m_petStable->MaxStabledPets = petStableSlots;
if (m_petStable->MaxStabledPets > MAX_PET_STABLES)
{
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].Get<uint32>();
petInfo.CreatureId = fields[1].Get<uint32>();
petInfo.DisplayId = fields[2].Get<uint32>();
petInfo.Level = fields[3].Get<uint16>();
petInfo.Experience = fields[4].Get<uint32>();
petInfo.ReactState = ReactStates(fields[5].Get<uint8>());
PetSaveMode slot = PetSaveMode(fields[6].Get<uint8>());
petInfo.Name = fields[7].Get<std::string>();
petInfo.WasRenamed = fields[8].Get<bool>();
petInfo.Health = fields[9].Get<uint32>();
petInfo.Mana = fields[10].Get<uint32>();
petInfo.Happiness = fields[11].Get<uint32>();
petInfo.ActionBar = fields[12].Get<std::string>();
petInfo.LastSaveTime = fields[13].Get<uint32>();
petInfo.CreatedBySpellId = fields[14].Get<uint32>();
petInfo.Type = PetType(fields[15].Get<uint8>());
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->SetData(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->SetData(0, GetSession()->GetAccountId());
stmt->SetData(1, itr->first);
stmt->SetData(2, (int64)itr->second);
trans->Append(stmt);
}
}
bool Player::IsInWhisperWhiteList(ObjectGuid guid)
{
for (auto const& itr : WhisperList)
{
if (itr == guid)
{
return true;
}
}
return false;
}
bool Player::SetDisableGravity(bool disable, bool packetOnly /*= false*/, bool /*updateAnimationTier = true*/)
{
if (!packetOnly && !Unit::SetDisableGravity(disable))
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*/)
{
sScriptMgr->AnticheatSetCanFlybyServer(this, apply);
if (!packetOnly && !Unit::SetCanFly(apply))
return false;
if (!apply)
SetFallInformation(GameTime::GetGameTime().count(), GetPositionZ());
WorldPacket data(apply ? SMSG_MOVE_SET_CAN_FLY : SMSG_MOVE_UNSET_CAN_FLY, 12);
data << GetPackGUID();
data << uint32(0); //! movement counter
SendDirectMessage(&data);
data.Initialize(MSG_MOVE_UPDATE_CAN_FLY, 64);
data << GetPackGUID();
BuildMovementPacket(&data);
SendMessageToSet(&data, false);
return true;
}
bool Player::SetHover(bool apply, bool packetOnly /*= false*/, bool /*updateAnimationTier = true*/)
{
// moved inside, flag can be removed on landing and wont send appropriate packet to client when aura is removed
if (!packetOnly /* && !Unit::SetHover(apply)*/)
{
Unit::SetHover(apply);
// 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*/)
{
// moved inside, flag can be removed on landing and wont send appropriate packet to client when aura is removed
if (!packetOnly /* && !Unit::SetWaterWalking(apply)*/)
{
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*/)
{
// Xinef: moved inside, flag can be removed on landing and wont send appropriate packet to client when aura is removed
if (!packetOnly/* && !Unit::SetFeatherFall(apply)*/)
{
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;
}
Guild* Player::GetGuild() const
{
uint32 guildId = GetGuildId();
return guildId ? sGuildMgr->GetGuildById(guildId) : nullptr;
}
uint32 Player::GetSpec(int8 spec)
{
uint32 mostTalentTabId = 0;
uint32 mostTalentCount = 0;
uint32 specIdx = 0;
if (m_specsCount) // not all instances of Player have a spec for some reason
{
if (spec < 0)
specIdx = m_activeSpec;
else
specIdx = spec;
// 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 talentCount = 0;
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->TalentTab != talentTabId)
continue;
// find max talent rank (0~4)
int8 curtalent_maxrank = -1;
for (int8 rank = MAX_TALENT_RANK - 1; rank >= 0; --rank)
{
if (talentInfo->RankID[rank] && HasTalent(talentInfo->RankID[rank], specIdx))
{
curtalent_maxrank = rank;
break;
}
}
// not learned talent
if (curtalent_maxrank < 0)
continue;
talentCount += curtalent_maxrank + 1;
}
if (mostTalentCount < talentCount)
{
mostTalentCount = talentCount;
mostTalentTabId = talentTabId;
}
}
}
return mostTalentTabId;
}
bool Player::HasTankSpec()
{
switch (GetSpec())
{
case TALENT_TREE_WARRIOR_PROTECTION:
case TALENT_TREE_PALADIN_PROTECTION:
case TALENT_TREE_DEATH_KNIGHT_BLOOD:
return true;
case TALENT_TREE_DRUID_FERAL_COMBAT:
if (GetShapeshiftForm() == FORM_BEAR || GetShapeshiftForm() == FORM_DIREBEAR)
return true;
break;
default:
break;
}
return false;
}
bool Player::HasMeleeSpec()
{
switch (GetSpec(GetActiveSpec()))
{
case TALENT_TREE_WARRIOR_ARMS:
case TALENT_TREE_WARRIOR_FURY:
case TALENT_TREE_PALADIN_RETRIBUTION:
case TALENT_TREE_ROGUE_ASSASSINATION:
case TALENT_TREE_ROGUE_COMBAT:
case TALENT_TREE_ROGUE_SUBTLETY:
case TALENT_TREE_DEATH_KNIGHT_FROST:
case TALENT_TREE_DEATH_KNIGHT_UNHOLY:
case TALENT_TREE_SHAMAN_ENHANCEMENT:
return true;
case TALENT_TREE_DRUID_FERAL_COMBAT:
if (GetShapeshiftForm() == FORM_CAT)
return true;
default:
break;
}
return false;
}
bool Player::HasCasterSpec()
{
switch (GetSpec(GetActiveSpec()))
{
case TALENT_TREE_PRIEST_SHADOW:
case TALENT_TREE_SHAMAN_ELEMENTAL:
case TALENT_TREE_MAGE_ARCANE:
case TALENT_TREE_MAGE_FIRE:
case TALENT_TREE_MAGE_FROST:
case TALENT_TREE_WARLOCK_AFFLICTION:
case TALENT_TREE_WARLOCK_DEMONOLOGY:
case TALENT_TREE_WARLOCK_DESTRUCTION:
case TALENT_TREE_DRUID_BALANCE:
case TALENT_TREE_HUNTER_BEAST_MASTERY:
case TALENT_TREE_HUNTER_MARKSMANSHIP:
case TALENT_TREE_HUNTER_SURVIVAL:
return true;
default:
break;
}
return false;
}
bool Player::HasHealSpec()
{
switch (GetSpec(GetActiveSpec()))
{
case TALENT_TREE_PALADIN_HOLY:
case TALENT_TREE_PRIEST_DISCIPLINE:
case TALENT_TREE_PRIEST_HOLY:
case TALENT_TREE_SHAMAN_RESTORATION:
case TALENT_TREE_DRUID_RESTORATION:
return true;
default:
break;
}
return false;
}
std::unordered_map<int, bgZoneRef> Player::bgZoneIdToFillWorldStates = {};
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().count();
SetPlayerFlag(PLAYER_FLAGS_RESTING);
}
if (triggerId)
_innTriggerId = 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;
RemovePlayerFlag(PLAYER_FLAGS_RESTING);
}
}
uint32 Player::DoRandomRoll(uint32 minimum, uint32 maximum)
{
ASSERT(minimum <= maximum);
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::SetArenaTeamInfoField(uint8 slot, ArenaTeamInfoType type, uint32 value)
{
if (sScriptMgr->NotSetArenaTeamInfoField(this, slot, type, value))
SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (slot * ARENA_TEAM_END) + type, value);
}
uint32 Player::GetArenaPersonalRating(uint8 slot) const
{
uint32 result = GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (slot * ARENA_TEAM_END) + ARENA_TEAM_PERSONAL_RATING);
sScriptMgr->OnGetArenaPersonalRating(const_cast<Player*>(this), slot, result);
return result;
}
uint32 Player::GetArenaTeamId(uint8 slot) const
{
uint32 result = GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (slot * ARENA_TEAM_END) + ARENA_TEAM_ID);
sScriptMgr->OnGetArenaTeamId(const_cast<Player*>(this), slot, result);
return result;
}
bool Player::IsFFAPvP()
{
bool result = Unit::IsFFAPvP();
sScriptMgr->OnIsFFAPvP(this, result);
return result;
}
bool Player::IsPvP()
{
bool result = Unit::IsPvP();
sScriptMgr->OnIsPvP(this, result);
return result;
}
uint16 Player::GetMaxSkillValueForLevel() const
{
uint16 result = Unit::GetMaxSkillValueForLevel();
sScriptMgr->OnGetMaxSkillValueForLevel(const_cast<Player*>(this), result);
return result;
}
float Player::GetQuestRate(bool isDFQuest)
{
float result = isDFQuest ? sWorld->getRate(RATE_XP_QUEST_DF) : sWorld->getRate(RATE_XP_QUEST);
sScriptMgr->OnGetQuestRate(this, result);
return result;
}
void Player::SetServerSideVisibility(ServerSideVisibilityType type, AccountTypes sec)
{
sScriptMgr->OnSetServerSideVisibility(this, type, sec);
m_serverSideVisibility.SetValue(type, sec);
}
void Player::SetServerSideVisibilityDetect(ServerSideVisibilityType type, AccountTypes sec)
{
sScriptMgr->OnSetServerSideVisibilityDetect(this, type, sec);
m_serverSideVisibilityDetect.SetValue(type, sec);
}
void Player::SetFarSightDistance(float radius)
{
_farSightDistance = radius;
}
void Player::ResetFarSightDistance()
{
_farSightDistance.reset();
}
Optional<float> Player::GetFarSightDistance() const
{
return _farSightDistance;
}
float Player::GetSightRange(WorldObject const* target) const
{
float sightRange = WorldObject::GetSightRange(target);
if (_farSightDistance)
{
sightRange += *_farSightDistance;
}
return sightRange;
}
std::string Player::GetPlayerName()
{
std::string name = GetName();
std::string color = "";
switch (getClass())
{
case CLASS_DEATH_KNIGHT: color = "|cffC41F3B"; break;
case CLASS_DRUID: color = "|cffFF7D0A"; break;
case CLASS_HUNTER: color = "|cffABD473"; break;
case CLASS_MAGE: color = "|cff69CCF0"; break;
case CLASS_PALADIN: color = "|cffF58CBA"; break;
case CLASS_PRIEST: color = "|cffFFFFFF"; break;
case CLASS_ROGUE: color = "|cffFFF569"; break;
case CLASS_SHAMAN: color = "|cff0070DE"; break;
case CLASS_WARLOCK: color = "|cff9482C9"; break;
case CLASS_WARRIOR: color = "|cffC79C6E"; break;
}
return "|Hplayer:" + name + "|h" + color + name + "|h|r";
}
void Player::SetSummonPoint(uint32 mapid, float x, float y, float z, uint32 delay /*= 0*/, bool asSpectator /*= false*/)
{
m_summon_expire = GameTime::GetGameTime().count() + (delay ? delay : MAX_PLAYER_SUMMON_DELAY);
m_summon_mapid = mapid;
m_summon_x = x;
m_summon_y = y;
m_summon_z = z;
m_summon_asSpectator = asSpectator;
}
bool Player::IsSummonAsSpectator() const
{
return m_summon_asSpectator && m_summon_expire >= GameTime::GetGameTime().count();
}
bool Player::HasSpellCooldown(uint32 spell_id) const
{
SpellCooldowns::const_iterator itr = m_spellCooldowns.find(spell_id);
return itr != m_spellCooldowns.end() && itr->second.end > getMSTime();
}
bool Player::HasSpellItemCooldown(uint32 spell_id, uint32 itemid) const
{
SpellCooldowns::const_iterator itr = m_spellCooldowns.find(spell_id);
return itr != m_spellCooldowns.end() && itr->second.end > getMSTime() && itr->second.itemid == itemid;
}
uint32 Player::GetSpellCooldownDelay(uint32 spell_id) const
{
SpellCooldowns::const_iterator itr = m_spellCooldowns.find(spell_id);
return uint32(itr != m_spellCooldowns.end() && itr->second.end > getMSTime() ? itr->second.end - getMSTime() : 0);
}
std::string Player::GetDebugInfo() const
{
std::stringstream sstr;
sstr << Unit::GetDebugInfo();
return sstr.str();
}
void Player::SendSystemMessage(std::string_view msg, bool escapeCharacters)
{
ChatHandler(GetSession()).SendSysMessage(msg, escapeCharacters);
}