/*
* Copyright (C) 2005,2006,2007 MaNGOS
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef _PLAYER_H
#define _PLAYER_H
#include "Common.h"
#include "ItemPrototype.h"
#include "Unit.h"
#include "Item.h"
#include "Database/DatabaseEnv.h"
#include "NPCHandler.h"
#include "QuestDef.h"
#include "Group.h"
#include "Bag.h"
#include "WorldSession.h"
#include "Pet.h"
struct Mail;
class Channel;
class DynamicObject;
class Creature;
class Pet;
class PlayerMenu;
class Transport;
class UpdateMask;
typedef std::deque PlayerMails;
enum SpellModType
{
SPELLMOD_FLAT = 107,
SPELLMOD_PCT = 108
};
enum PlayerSpellState
{
PLAYERSPELL_UNCHANGED = 0,
PLAYERSPELL_CHANGED = 1,
PLAYERSPELL_NEW = 2,
PLAYERSPELL_REMOVED = 3
};
struct PlayerSpell
{
uint16 slotId;
uint8 active;
PlayerSpellState state;
};
struct SpellModifier
{
uint8 op;
uint8 type;
int32 value;
uint32 mask;
int16 charges;
uint32 spellId;
uint32 effectId;
};
typedef HM_NAMESPACE::hash_map PlayerSpellMap;
typedef std::list SpellModList;
struct SpellCooldown
{
time_t end;
uint16 itemid;
};
typedef std::map SpellCooldowns;
enum TrainerSpellState
{
TRAINER_SPELL_GREEN = 0,
TRAINER_SPELL_RED = 1,
TRAINER_SPELL_GRAY = 2
};
enum ActionButtonUpdateState
{
ACTIONBUTTON_UNCHANGED = 0,
ACTIONBUTTON_CHANGED = 1,
ACTIONBUTTON_NEW = 2,
ACTIONBUTTON_DELETED = 3
};
struct ActionButton
{
ActionButton() : action(0), type(0), misc(0), uState( ACTIONBUTTON_NEW ) {}
ActionButton(uint16 _action, uint8 _type, uint8 _misc) : action(_action), type(_type), misc(_misc), uState( ACTIONBUTTON_NEW ) {}
uint16 action;
uint8 type;
uint8 misc;
ActionButtonUpdateState uState;
};
enum ActionButtonType
{
ACTION_BUTTON_SPELL = 0,
ACTION_BUTTON_MACRO = 64,
ACTION_BUTTON_ITEM = 128
};
typedef std::map ActionButtonList;
typedef std::pair CreateSpellPair;
struct PlayerCreateInfoItem
{
PlayerCreateInfoItem(uint32 id, uint32 amount) : item_id(id), item_amount(amount) {}
uint32 item_id;
uint32 item_amount;
};
typedef std::list PlayerCreateInfoItems;
struct PlayerLevelInfo
{
PlayerLevelInfo() : health(0), mana(0) { for(int i=0; i < MAX_STATS; ++i ) stats[i] = 0; }
uint8 stats[MAX_STATS];
uint16 health;
uint16 mana;
};
struct PlayerInfo
{
PlayerInfo() : displayId_m(0),displayId_f(0),levelInfo(NULL) // existence checked by displayId != 0 // existence checked by displayId != 0
{
}
uint32 mapId;
uint32 zoneId;
float positionX;
float positionY;
float positionZ;
uint16 displayId_m;
uint16 displayId_f;
PlayerCreateInfoItems item;
std::list spell;
std::list skill;
std::list action[4];
PlayerLevelInfo* levelInfo; //[level-1] 0..MaxPlayerLevel-1
};
struct PvPInfo
{
PvPInfo() : inHostileArea(false), endTimer(0) {}
bool inHostileArea;
time_t endTimer;
};
struct GroupInfo
{
Group *group;
Group *invite;
};
struct DuelInfo
{
DuelInfo() : initiator(NULL), opponent(NULL), startTimer(0), startTime(0), outOfBound(0) {}
Player *initiator;
Player *opponent;
time_t startTimer;
time_t startTime;
time_t outOfBound;
};
struct Areas
{
uint32 areaID;
uint32 areaFlag;
float x1;
float x2;
float y1;
float y2;
};
enum FactionState
{
FACTION_UNCHANGED = 0,
FACTION_CHANGED = 1,
FACTION_NEW = 2
};
enum FactionFlags
{
FACTION_FLAG_VISIBLE = 0x01,
FACTION_FLAG_AT_WAR = 0x02,
FACTION_FLAG_UNKNOWN = 0x04,
FACTION_FLAG_INVISIBLE = 0x08, // unsure
FACTION_FLAG_OWN_TEAM = 0x10,
FACTION_FLAG_INACTIVE = 0x20
};
struct Faction
{
uint32 ID;
uint32 ReputationListID;
uint32 Flags;
int32 Standing;
FactionState uState;
};
typedef std::list FactionsList;
struct EnchantDuration
{
EnchantDuration() : item(NULL), slot(MAX_ENCHANTMENT_SLOT), leftduration(0) {};
EnchantDuration(Item * _item, EnchantmentSlot _slot, uint32 _leftduration) : item(_item), slot(_slot), leftduration(_leftduration) { assert(item); };
Item * item;
EnchantmentSlot slot;
uint32 leftduration;
};
typedef std::list EnchantDurationList;
struct LookingForGroupSlot
{
LookingForGroupSlot() : entry(0), type(0) {}
bool Empty() const { return !entry && !type; }
void Clear() { entry = 0; type = 0; }
void Set(uint32 _entry, uint32 _type ) { entry = _entry; type = _type; }
bool Is(uint32 _entry, uint32 _type) const { return entry==_entry && type==_type; }
bool canAutoJoin() const { return entry && (type == 1 || type == 5); }
uint32 entry;
uint32 type;
};
#define MAX_LOOKING_FOR_GROUP_SLOT 3
struct LookingForGroup
{
LookingForGroup() {}
bool HaveInSlot(LookingForGroupSlot const& slot) const { return HaveInSlot(slot.entry,slot.type); }
bool HaveInSlot(uint32 _entry, uint32 _type) const
{
for(int i = 0; i < MAX_LOOKING_FOR_GROUP_SLOT; ++i)
if(slots[i].Is(_entry,_type))
return true;
return false;
}
bool canAutoJoin() const
{
for(int i = 0; i < MAX_LOOKING_FOR_GROUP_SLOT; ++i)
if(slots[i].canAutoJoin())
return true;
return false;
}
LookingForGroupSlot slots[MAX_LOOKING_FOR_GROUP_SLOT];
LookingForGroupSlot more;
std::string comment;
};
enum PlayerMovementType
{
MOVE_ROOT = 1,
MOVE_UNROOT = 2,
MOVE_WATER_WALK = 3,
MOVE_LAND_WALK = 4
};
enum PlayerStateType
{
/*
PLAYER_STATE_DANCE
PLAYER_STATE_SLEEP
PLAYER_STATE_SIT
PLAYER_STATE_STAND
PLAYER_STATE_READYUNARMED
PLAYER_STATE_WORK
PLAYER_STATE_POINT(DNR)
PLAYER_STATE_NONE // not used or just no state, just standing there?
PLAYER_STATE_STUN
PLAYER_STATE_DEAD
PLAYER_STATE_KNEEL
PLAYER_STATE_USESTANDING
PLAYER_STATE_STUN_NOSHEATHE
PLAYER_STATE_USESTANDING_NOSHEATHE
PLAYER_STATE_WORK_NOSHEATHE
PLAYER_STATE_SPELLPRECAST
PLAYER_STATE_READYRIFLE
PLAYER_STATE_WORK_NOSHEATHE_MINING
PLAYER_STATE_WORK_NOSHEATHE_CHOPWOOD
PLAYER_STATE_AT_EASE
PLAYER_STATE_READY1H
PLAYER_STATE_SPELLKNEELSTART
PLAYER_STATE_SUBMERGED
*/
PLAYER_STATE_NONE = 0,
PLAYER_STATE_SIT = 1,
PLAYER_STATE_SIT_CHAIR = 2,
PLAYER_STATE_SLEEP = 3,
PLAYER_STATE_SIT_LOW_CHAIR = 4,
PLAYER_STATE_SIT_MEDIUM_CHAIR = 5,
PLAYER_STATE_SIT_HIGH_CHAIR = 6,
PLAYER_STATE_DEAD = 7,
PLAYER_STATE_KNEEL = 8,
PLAYER_STATE_FORM_ALL = 0x00FF0000,
PLAYER_STATE_FLAG_ALWAYS_STAND = 0x01000000,
PLAYER_STATE_FLAG_STEALTH = 0x02000000,
PLAYER_STATE_FLAG_ALL = 0xFF000000,
};
enum PlayerFlags
{
PLAYER_FLAGS_GROUP_LEADER = 0x00000001,
PLAYER_FLAGS_AFK = 0x00000002,
PLAYER_FLAGS_DND = 0x00000004,
PLAYER_FLAGS_GM = 0x00000008,
PLAYER_FLAGS_GHOST = 0x00000010,
PLAYER_FLAGS_RESTING = 0x00000020,
PLAYER_FLAGS_FFA_PVP = 0x00000080,
PLAYER_FLAGS_UNK = 0x00000100, // show PvP in tooltip
PLAYER_FLAGS_IN_PVP = 0x00000200,
PLAYER_FLAGS_HIDE_HELM = 0x00000400,
PLAYER_FLAGS_HIDE_CLOAK = 0x00000800,
PLAYER_FLAGS_UNK1 = 0x00001000, // played long time
PLAYER_FLAGS_UNK2 = 0x00002000, // played too long time
PLAYER_FLAGS_UNK3 = 0x00008000, // strange visual effect (2.0.1), looks like PLAYER_FLAGS_GHOST flag
PLAYER_FLAGS_UNK4 = 0x00020000, // taxi benchmark mode (on/off) (2.0.1)
PLAYER_UNK = 0x00040000, // 2.0.8...
};
enum PlayerKnownTitles
{
PLAYER_TITLE_DISABLED = 0x00000000,
PLAYER_TITLE_NONE = 0x00000001,
PLAYER_TITLE_PRIVATE = 0x00000002,
PLAYER_TITLE_CORPORAL = 0x00000004,
PLAYER_TITLE_SERGEANT_A = 0x00000008,
PLAYER_TITLE_MASTER_SERGEANT = 0x00000010,
PLAYER_TITLE_SERGEANT_MAJOR = 0x00000020,
PLAYER_TITLE_KNIGHT = 0x00000040,
PLAYER_TITLE_KNIGHT_LIEUTENANT = 0x00000080,
PLAYER_TITLE_KNIGHT_CAPTAIN = 0x00000100,
PLAYER_TITLE_KNIGHT_CHAMPION = 0x00000200,
PLAYER_TITLE_LIEUTENANT_COMMANDER = 0x00000400,
PLAYER_TITLE_COMMANDER = 0x00000800,
PLAYER_TITLE_MARSHAL = 0x00001000,
PLAYER_TITLE_FIELD_MARSHAL = 0x00002000,
PLAYER_TITLE_GRAND_MARSHAL = 0x00004000,
PLAYER_TITLE_SCOUT = 0x00008000,
PLAYER_TITLE_GRUNT = 0x00010000,
PLAYER_TITLE_SERGEANT_H = 0x00020000,
PLAYER_TITLE_SENIOR_SERGEANT = 0x00040000,
PLAYER_TITLE_FIRST_SERGEANT = 0x00080000,
PLAYER_TITLE_STONE_GUARD = 0x00100000,
PLAYER_TITLE_BLOOD_GUARD = 0x00200000,
PLAYER_TITLE_LEGIONNAIRE = 0x00400000,
PLAYER_TITLE_CENTURION = 0x00800000,
PLAYER_TITLE_CHAMPION = 0x01000000,
PLAYER_TITLE_LIEUTENANT_GENERAL = 0x02000000,
PLAYER_TITLE_GENERAL = 0x04000000,
PLAYER_TITLE_WARLORD = 0x08000000,
PLAYER_TITLE_HIGH_WARLORD = 0x10000000,
PLAYER_TITLE_UNUSED1 = 0x20000000,
PLAYER_TITLE_UNUSED2 = 0x40000000
};
enum DungeonDifficulties
{
DUNGEONDIFFICULTY_NORMAL = 0,
DUNGEONDIFFICULTY_HEROIC = 1
};
enum LootType
{
LOOT_CORPSE = 1,
LOOT_SKINNING = 2,
LOOT_FISHING = 3,
LOOT_PICKPOCKETING = 4, // unsupported by client, sending LOOT_SKINNING instead
LOOT_DISENCHANTING = 5 // unsupported by client, sending LOOT_SKINNING instead
};
enum MirrorTimerType
{
FATIGUE_TIMER = 0,
BREATH_TIMER = 1,
FIRE_TIMER = 2
};
// 2^n values
enum GMFlags
{
GM_ON = 1,
GM_ACCEPT_TICKETS = 2,
GM_ACCEPT_WHISPERS = 4,
GM_TAXICHEAT = 8, // can be applied to non-gm players
GM_INVISIBLE = 16
};
typedef std::set IgnoreList;
typedef std::map QuestStatusMap;
#define IS_BACK_SLOT(s) (s == 0xFF)
class Quest;
class Spell;
class Item;
class WorldSession;
enum PlayerSlots
{
// first slot for item stored (in any way in player m_items data)
PLAYER_SLOT_START = 0,
// last+1 slot for item stored (in any way in player m_items data)
PLAYER_SLOT_END = 118,
PLAYER_SLOTS_COUNT = (PLAYER_SLOT_END - PLAYER_SLOT_START)
};
enum EquipmentSlots
{
EQUIPMENT_SLOT_START = 0,
EQUIPMENT_SLOT_HEAD = 0,
EQUIPMENT_SLOT_NECK = 1,
EQUIPMENT_SLOT_SHOULDERS = 2,
EQUIPMENT_SLOT_BODY = 3,
EQUIPMENT_SLOT_CHEST = 4,
EQUIPMENT_SLOT_WAIST = 5,
EQUIPMENT_SLOT_LEGS = 6,
EQUIPMENT_SLOT_FEET = 7,
EQUIPMENT_SLOT_WRISTS = 8,
EQUIPMENT_SLOT_HANDS = 9,
EQUIPMENT_SLOT_FINGER1 = 10,
EQUIPMENT_SLOT_FINGER2 = 11,
EQUIPMENT_SLOT_TRINKET1 = 12,
EQUIPMENT_SLOT_TRINKET2 = 13,
EQUIPMENT_SLOT_BACK = 14,
EQUIPMENT_SLOT_MAINHAND = 15,
EQUIPMENT_SLOT_OFFHAND = 16,
EQUIPMENT_SLOT_RANGED = 17,
EQUIPMENT_SLOT_TABARD = 18,
EQUIPMENT_SLOT_END = 19
};
enum InventorySlots
{
INVENTORY_SLOT_BAG_0 = 255,
INVENTORY_SLOT_BAG_START = 19,
INVENTORY_SLOT_BAG_1 = 19,
INVENTORY_SLOT_BAG_2 = 20,
INVENTORY_SLOT_BAG_3 = 21,
INVENTORY_SLOT_BAG_4 = 22,
INVENTORY_SLOT_BAG_END = 23,
INVENTORY_SLOT_ITEM_START = 23,
INVENTORY_SLOT_ITEM_1 = 23,
INVENTORY_SLOT_ITEM_2 = 24,
INVENTORY_SLOT_ITEM_3 = 25,
INVENTORY_SLOT_ITEM_4 = 26,
INVENTORY_SLOT_ITEM_5 = 27,
INVENTORY_SLOT_ITEM_6 = 28,
INVENTORY_SLOT_ITEM_7 = 29,
INVENTORY_SLOT_ITEM_8 = 30,
INVENTORY_SLOT_ITEM_9 = 31,
INVENTORY_SLOT_ITEM_10 = 32,
INVENTORY_SLOT_ITEM_11 = 33,
INVENTORY_SLOT_ITEM_12 = 34,
INVENTORY_SLOT_ITEM_13 = 35,
INVENTORY_SLOT_ITEM_14 = 36,
INVENTORY_SLOT_ITEM_15 = 37,
INVENTORY_SLOT_ITEM_16 = 38,
INVENTORY_SLOT_ITEM_END = 39
};
enum BankSlots
{
BANK_SLOT_ITEM_START = 39,
BANK_SLOT_ITEM_1 = 39,
BANK_SLOT_ITEM_2 = 40,
BANK_SLOT_ITEM_3 = 41,
BANK_SLOT_ITEM_4 = 42,
BANK_SLOT_ITEM_5 = 43,
BANK_SLOT_ITEM_6 = 44,
BANK_SLOT_ITEM_7 = 45,
BANK_SLOT_ITEM_8 = 46,
BANK_SLOT_ITEM_9 = 47,
BANK_SLOT_ITEM_10 = 48,
BANK_SLOT_ITEM_11 = 49,
BANK_SLOT_ITEM_12 = 50,
BANK_SLOT_ITEM_13 = 51,
BANK_SLOT_ITEM_14 = 52,
BANK_SLOT_ITEM_15 = 53,
BANK_SLOT_ITEM_16 = 54,
BANK_SLOT_ITEM_17 = 55,
BANK_SLOT_ITEM_18 = 56,
BANK_SLOT_ITEM_19 = 57,
BANK_SLOT_ITEM_20 = 58,
BANK_SLOT_ITEM_21 = 59,
BANK_SLOT_ITEM_22 = 60,
BANK_SLOT_ITEM_23 = 61,
BANK_SLOT_ITEM_24 = 62,
BANK_SLOT_ITEM_25 = 63,
BANK_SLOT_ITEM_26 = 64,
BANK_SLOT_ITEM_27 = 65,
BANK_SLOT_ITEM_28 = 66,
BANK_SLOT_ITEM_END = 67,
BANK_SLOT_BAG_START = 67,
BANK_SLOT_BAG_1 = 67,
BANK_SLOT_BAG_2 = 68,
BANK_SLOT_BAG_3 = 69,
BANK_SLOT_BAG_4 = 70,
BANK_SLOT_BAG_5 = 71,
BANK_SLOT_BAG_6 = 72,
BANK_SLOT_BAG_7 = 73,
BANK_SLOT_BAG_END = 74
};
enum BuyBackSlots
{
// stored in m_buybackitems
BUYBACK_SLOT_START = 74,
BUYBACK_SLOT_1 = 74,
BUYBACK_SLOT_2 = 75,
BUYBACK_SLOT_3 = 76,
BUYBACK_SLOT_4 = 77,
BUYBACK_SLOT_5 = 78,
BUYBACK_SLOT_6 = 79,
BUYBACK_SLOT_7 = 80,
BUYBACK_SLOT_8 = 81,
BUYBACK_SLOT_9 = 82,
BUYBACK_SLOT_10 = 83,
BUYBACK_SLOT_11 = 84,
BUYBACK_SLOT_12 = 85,
BUYBACK_SLOT_END = 86
};
enum KeyRingSLots
{
KEYRING_SLOT_START = 86,
KEYRING_SLOT_END = 118
};
enum SwitchWeapon
{
DEFAULT_SWITCH_WEAPON = 1500, //cooldown in ms
ROGUE_SWITCH_WEAPON = 1000
};
enum TradeSlots
{
TRADE_SLOT_COUNT = 7,
TRADE_SLOT_TRADED_COUNT = 6,
TRADE_SLOT_NONTRADED = 6
};
enum MovementFlags
{
MOVEMENTFLAG_FORWARD = 0x1,
MOVEMENTFLAG_BACKWARD = 0x2,
MOVEMENTFLAG_STRAFE_LEFT = 0x4,
MOVEMENTFLAG_STRAFE_RIGHT = 0x8,
MOVEMENTFLAG_LEFT = 0x10,
MOVEMENTFLAG_RIGHT = 0x20,
MOVEMENTFLAG_PITCH_UP = 0x40,
MOVEMENTFLAG_PITCH_DOWN = 0x80,
MOVEMENTFLAG_WALK = 0x100,
MOVEMENTFLAG_ONTRANSPORT = 0x200,
// 0x400
MOVEMENTFLAG_FLY_UNK1 = 0x800,
MOVEMENTFLAG_UNK4 = 0x1000,
MOVEMENTFLAG_JUMPING = 0x2000,
MOVEMENTFLAG_FALLING = 0x4000,
// 0x8000, 0x10000, 0x20000, 0x40000, 0x80000, 0x100000
MOVEMENTFLAG_SWIMMING = 0x200000, // appears with fly also, swim in air LOL
MOVEMENTFLAG_FLY_UP = 0x400000,
MOVEMENTFLAG_CAN_FLY = 0x800000,
MOVEMENTFLAG_FLYING = 0x1000000,
// 0x2000000
MOVEMENTFLAG_SPLINE = 0x4000000,
// 0x8000000
MOVEMENTFLAG_WATERWALKING = 0x10000000,
MOVEMENTFLAG_UNK2 = 0x20000000,
MOVEMENTFLAG_UNK3 = 0x40000000
};
typedef HM_NAMESPACE::hash_map< uint32, std::pair < uint32, uint32 > > BoundInstancesMap;
class MANGOS_DLL_SPEC Player : public Unit
{
friend class WorldSession;
friend void Item::AddToUpdateQueueOf(Player *player);
friend void Item::RemoveFromUpdateQueueOf(Player *player);
public:
explicit Player (WorldSession *session);
~Player ( );
static UpdateMask updateVisualBits;
static void InitVisibleBits();
void AddToWorld();
void RemoveFromWorld();
void TeleportTo(uint32 mapid, float x, float y, float z, float orientation, bool outofrange = true, bool ignore_transport = true, bool is_gm_command = false);
bool Create ( uint32 guidlow, WorldPacket &data );
void Update( uint32 time );
void BuildEnumData( WorldPacket * p_data );
void SetInWater(bool apply);
bool IsInWater() const { return m_isInWater; }
bool IsUnderWater() const;
bool CanInteractWithNPCs(bool alive = true) const;
bool ToggleAFK();
bool ToggleDND();
bool isAFK() { return this->HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_AFK); };
bool isDND() { return this->HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_DND); };
uint8 chatTag();
std::string afkMsg;
std::string dndMsg;
void SendFriendlist();
void SendIgnorelist();
void AddToIgnoreList(uint64 guid, std::string name);
void RemoveFromIgnoreList(uint64 guid);
bool HasInIgnoreList(uint64 guid) const { return m_ignorelist.find(GUID_LOPART(guid)) != m_ignorelist.end(); }
uint32 GetTaximask( uint8 index ) const { return m_taximask[index]; }
void SetTaximask( uint8 index, uint32 value ) { m_taximask[index] = value; }
void ClearTaxiDestinations() { m_TaxiDestinations.clear(); }
void AddTaxiDestination(uint32 dest) { m_TaxiDestinations.push_back(dest); }
uint32 GetTaxiSource() const { return m_TaxiDestinations.empty() ? 0 : m_TaxiDestinations.front(); }
uint32 NextTaxiDestination()
{
m_TaxiDestinations.pop_front();
return m_TaxiDestinations.empty() ? 0 : m_TaxiDestinations.front();
}
bool ActivateTaxiPathTo(std::vector const& nodes );
bool isAcceptTickets() const;
void SetAcceptTicket(bool on) { if(on) m_GMFlags |= GM_ACCEPT_TICKETS; else m_GMFlags &= ~GM_ACCEPT_TICKETS; }
bool isAcceptWhispers() const { return m_GMFlags & GM_ACCEPT_WHISPERS; }
void SetAcceptWhispers(bool on) { if(on) m_GMFlags |= GM_ACCEPT_WHISPERS; else m_GMFlags &= ~GM_ACCEPT_WHISPERS; }
bool isGameMaster() const { return m_GMFlags & GM_ON; }
void SetGameMaster(bool on);
bool isTaxiCheater() const { return m_GMFlags & GM_TAXICHEAT; }
void SetTaxiCheater(bool on) { if(on) m_GMFlags |= GM_TAXICHEAT; else m_GMFlags &= ~GM_TAXICHEAT; }
bool isGMVisible() const { return !(m_GMFlags & GM_INVISIBLE); }
void SetGMVisible(bool on);
void GiveXP(uint32 xp, Unit* victim);
void GiveLevel();
void InitStatsForLevel(uint32 level, bool sendgain = true, bool remove_mods = true);
void setDismountCost(uint32 money) { m_dismountCost = money; };
// Played Time Stuff
time_t m_logintime;
time_t m_Last_tick;
uint32 m_Played_time[2];
uint32 GetTotalPlayedTime() { return m_Played_time[0]; };
uint32 GetLevelPlayedTime() { return m_Played_time[1]; };
void setDeathState(DeathState s); // overwrite Unit::setDeathState
void InnEnter (int time,float x,float y,float z)
{
inn_pos_x = x;
inn_pos_y = y;
inn_pos_z = z;
time_inn_enter = time;
};
float GetRestBonus() const { return m_rest_bonus; };
void SetRestBonus(float rest_bonus_new);
int GetRestType() const { return rest_type; };
void SetRestType(int n_r_type) { rest_type = n_r_type; };
float GetInnPosX () const { return inn_pos_x; };
float GetInnPosY () const { return inn_pos_y; };
float GetInnPosZ () const { return inn_pos_z; };
int GetTimeInnEter() const { return time_inn_enter; };
void UpdateInnerTime (int time) { time_inn_enter = time; };
void RemovePet(Pet* pet, PetSaveMode mode);
void Uncharm();
void Say(const std::string text, const uint32 language);
void Yell(const std::string text, const uint32 language);
void TextEmote(const std::string text);
void Whisper(const uint64 receiver, const std::string text, const uint32 language);
/*********************************************************/
/*** STORAGE SYSTEM ***/
/*********************************************************/
void SetVirtualItemSlot( uint8 i, Item* item);
void SetSheath( uint32 sheathed );
uint8 FindEquipSlot( uint32 type, uint32 slot, bool swap ) const;
Item* CreateItem( uint32 item, uint32 count ) const;
uint32 GetItemCount( uint32 item, Item* eItem = NULL ) const;
uint32 GetBankItemCount( uint32 item, Item* eItem = NULL ) const;
uint16 GetPosByGuid( uint64 guid ) const;
Item* GetItemByPos( uint16 pos ) const;
Item* GetItemByPos( uint8 bag, uint8 slot ) const;
std::vector- &GetItemUpdateQueue() { return m_itemUpdateQueue; }
static bool IsInventoryPos( uint16 pos ) { return IsInventoryPos(pos >> 8,pos & 255); }
static bool IsInventoryPos( uint8 bag, uint8 slot );
static bool IsEquipmentPos( uint16 pos ) { return IsEquipmentPos(pos >> 8,pos & 255); }
static bool IsEquipmentPos( uint8 bag, uint8 slot );
static bool IsBagPos( uint16 pos );
static bool IsBankPos( uint16 pos ) { return IsBankPos(pos >> 8,pos & 255); }
static bool IsBankPos( uint8 bag, uint8 slot );
bool HasBankBagSlot( uint8 slot ) const;
bool HasItemCount( uint32 item, uint32 count ) const;
uint32 GetFreeSlots() const;
uint8 CanTakeMoreSimilarItems(Item* pItem) const;
uint8 CanStoreNewItem( uint8 bag, uint8 slot, uint16 &dest, uint32 item, uint32 count, bool swap ) const;
uint8 CanStoreItem( uint8 bag, uint8 slot, uint16 &dest, Item *pItem, bool swap ) const;
uint8 CanStoreItems( Item **pItem,int count) const;
uint8 CanEquipNewItem( uint8 slot, uint16 &dest, uint32 item, uint32 count, bool swap ) const;
uint8 CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bool not_loading = true ) const;
uint8 CanUnequipItem( uint16 src, bool swap ) const;
uint8 CanBankItem( uint8 bag, uint8 slot, uint16 &dest, Item *pItem, bool swap, bool not_loading = true ) const;
uint8 CanUseItem( Item *pItem, bool not_loading = true ) const;
bool CanUseItem( ItemPrototype const *pItem );
uint8 CanUseAmmo( uint32 item ) const;
Item* StoreNewItem( uint16 pos, uint32 item, uint32 count, bool update,uint32 randomPropertyId = 0 );
Item* StoreItem( uint16 pos, Item *pItem, bool update );
Item* EquipNewItem( uint16 pos, uint32 item, uint32 count, bool update );
Item* EquipItem( uint16 pos, Item *pItem, bool update );
void SetAmmo( uint32 item );
void QuickEquipItem( uint16 pos, Item *pItem);
void VisualizeItem( uint16 pos, Item *pItem);
Item* BankItem( uint16 pos, Item *pItem, bool update );
void RemoveItem( uint8 bag, uint8 slot, bool update );
void RemoveItemCount( uint32 item, uint32 count, bool update );
void DestroyItem( uint8 bag, uint8 slot, bool update );
void DestroyItemCount( uint32 item, uint32 count, bool update );
void DestroyItemCount( Item* item, uint32& count, bool update );
void SplitItem( uint16 src, uint16 dst, uint32 count );
void SwapItem( uint16 src, uint16 dst );
void AddItemToBuyBackSlot( Item *pItem );
Item* GetItemFromBuyBackSlot( uint32 slot );
void RemoveItemFromBuyBackSlot( uint32 slot, bool del );
uint32 GetMaxKeyringSize() const { return KEYRING_SLOT_END-KEYRING_SLOT_START; }
void SendEquipError( uint8 msg, Item* pItem, Item *pItem2 );
void SendBuyError( uint8 msg, Creature* pCreature, uint32 item, uint32 param );
void SendSellError( uint8 msg, Creature* pCreature, uint64 guid, uint32 param );
void AddWeaponProficiency(uint32 newflag) { m_WeaponProficiency |= newflag ;}
void AddArmorProficiency(uint32 newflag) { m_ArmorProficiency |= newflag ;}
uint32 GetWeaponProficiency() const { return m_WeaponProficiency;}
uint32 GetArmorProficiency() const { return m_ArmorProficiency;}
bool IsUseEquipedWeapon() const { return m_form != FORM_CAT && m_form != FORM_BEAR && m_form != FORM_DIREBEAR; }
void SendNewItem( Item *item, uint32 count, bool received, bool created, bool broadcast = false );
void BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint64 bagguid, uint8 slot);
Player* GetTrader() const { return pTrader; }
void ClearTrade();
void TradeCancel(bool sendback);
void UpdateEnchantTime(uint32 time);
void ReducePoisonCharges(uint32 enchantId);
void AddEnchantmentDurations(Item *item);
void RemoveEnchantmentDurations(Item *item);
void AddEnchantmentDuration(Item *item,EnchantmentSlot slot,uint32 duration);
void ApplyEnchantment(Item *item,EnchantmentSlot slot,bool apply, bool apply_dur = true, bool ignore_condition = false);
void ApplyEnchantment(Item *item,bool apply);
void SaveEnchant();
void LoadEnchant();
void LoadCorpse();
void LoadPet();
void RemoveAreaAurasFromGroup();
uint32 m_stableSlots;
/*********************************************************/
/*** QUEST SYSTEM ***/
/*********************************************************/
void PrepareQuestMenu( uint64 guid );
void SendPreparedQuest( uint64 guid );
Quest *GetActiveQuest( uint32 quest_id ) const;
Quest *GetNextQuest( uint64 guid, Quest *pQuest );
bool CanSeeStartQuest( uint32 quest_id );
bool CanTakeQuest( Quest *pQuest, bool msg );
bool CanAddQuest( Quest *pQuest, bool msg );
bool CanCompleteQuest( uint32 quest_id );
bool CanRewardQuest( Quest *pQuest, bool msg );
bool CanRewardQuest( Quest *pQuest, uint32 reward, bool msg );
void AddQuest( Quest *pQuest );
void CompleteQuest( uint32 quest_id );
void IncompleteQuest( uint32 quest_id );
void RewardQuest( Quest *pQuest, uint32 reward, Object* questGiver );
void FailQuest( uint32 quest_id );
void FailTimedQuest( uint32 quest_id );
bool SatisfyQuestClass( uint32 quest_id, bool msg );
bool SatisfyQuestLevel( uint32 quest_id, bool msg );
bool SatisfyQuestLog( bool msg );
bool SatisfyQuestPreviousQuest( uint32 quest_id, bool msg );
bool SatisfyQuestRace( uint32 quest_id, bool msg );
bool SatisfyQuestReputation( uint32 quest_id, bool msg );
bool SatisfyQuestSkill( uint32 quest_id, bool msg );
bool SatisfyQuestStatus( uint32 quest_id, bool msg );
bool SatisfyQuestTimed( uint32 quest_id, bool msg );
bool SatisfyQuestExclusiveGroup( uint32 quest_id, bool msg );
bool SatisfyQuestNextChain( uint32 quest_id, bool msg );
bool SatisfyQuestPrevChain( uint32 quest_id, bool msg );
bool GiveQuestSourceItem( uint32 quest_id );
void TakeQuestSourceItem( uint32 quest_id );
bool GetQuestRewardStatus( uint32 quest_id );
QuestStatus GetQuestStatus( uint32 quest_id );
void SetQuestStatus( uint32 quest_id, QuestStatus status );
void AdjustQuestReqItemCount( uint32 questId );
uint16 GetQuestSlot( uint32 quest_id );
void AreaExplored( uint32 questId );
void ItemAddedQuestCheck( uint32 entry, uint32 count );
void ItemRemovedQuestCheck( uint32 entry, uint32 count );
void KilledMonster( uint32 entry, uint64 guid );
void CastedCreatureOrGO( uint32 entry, uint64 guid, uint32 spell_id );
void MoneyChanged( uint32 value );
bool HasQuestForItem( uint32 itemid );
bool CanShareQuest(uint32 quest_id);
void SendQuestComplete( uint32 quest_id );
void SendQuestReward( Quest *pQuest, uint32 XP, Object* questGiver );
void SendQuestFailed( uint32 quest_id );
void SendQuestTimerFailed( uint32 quest_id );
void SendCanTakeQuestResponse( uint32 msg );
void SendPushToPartyResponse( Player *pPlayer, uint32 msg );
void SendQuestUpdateAddItem( uint32 quest_id, uint32 item_idx, uint32 count );
void SendQuestUpdateAddCreature( uint32 quest_id, uint64 guid, uint32 creature_idx, uint32 old_count, uint32 add_count );
uint64 GetDivider() { return m_divider; };
void SetDivider( uint64 guid ) { m_divider = guid; };
uint32 GetInGameTime() { return m_ingametime; };
void SetInGameTime( uint32 time ) { m_ingametime = time; };
void AddTimedQuest( uint32 quest_id ) { m_timedquests.insert(quest_id); }
/*********************************************************/
/*** LOAD SYSTEM ***/
/*********************************************************/
bool LoadFromDB(uint32 guid);
bool MinimalLoadFromDB(uint32 guid);
static bool LoadValuesArrayFromDB(vector& data,uint64 guid);
static uint32 GetUInt32ValueFromArray(vector const& data, uint16 index);
static float GetFloatValueFromArray(vector const& data, uint16 index);
static uint32 GetUInt32ValueFromDB(uint16 index, uint64 guid);
static float GetFloatValueFromDB(uint16 index, uint64 guid);
static uint32 GetZoneIdFromDB(uint64 guid);
static bool LoadPositionFromDB(uint32& mapid, float& x,float& y,float& z,float& o, uint64 guid);
/*********************************************************/
/*** SAVE SYSTEM ***/
/*********************************************************/
void SaveToDB();
void SaveInventoryAndGoldToDB(); // fast save function for item/money cheating preventing
static bool SaveValuesArrayInDB(vector const& data,uint64 guid);
static void SetUInt32ValueInArray(vector& data,uint16 index, uint32 value);
static void SetFloatValueInArray(vector& data,uint16 index, float value);
static void SetUInt32ValueInDB(uint16 index, uint32 value, uint64 guid);
static void SetFloatValueInDB(uint16 index, float value, uint64 guid);
static void SavePositionInDB(uint32 mapid, float x,float y,float z,float o, uint64 guid);
bool m_mailsLoaded;
bool m_mailsUpdated;
void SetBindPoint(uint64 guid);
void SendTalentWipeConfirm(uint64 guid);
void CalcRage( uint32 damage,bool attacker );
void RegenerateAll();
void Regenerate(Powers power);
void RegenerateHealth();
void setRegenTimer(uint32 time) {m_regenTimer = time;}
void setWeaponChangeTimer(uint32 time) {m_weaponChangeTimer = time;}
uint32 GetMoney() { return GetUInt32Value (PLAYER_FIELD_COINAGE); }
void ModifyMoney( int32 d ) { SetMoney (GetMoney() + d > 0 ? GetMoney() + d : 0); }
void SetMoney( uint32 value )
{
SetUInt32Value (PLAYER_FIELD_COINAGE, value);
MoneyChanged( value );
}
uint32 GetTutorialInt(uint32 intId )
{
ASSERT( (intId < 8) );
return m_Tutorials[intId];
}
void SetTutorialInt(uint32 intId, uint32 value)
{
ASSERT( (intId < 8) );
m_Tutorials[intId] = value;
}
bool HasItemInBackpack (uint32 itemId, uint32 count = 1) { return false; }
bool HasSpaceForItemInBackpack (uint32 itemId, uint32 count = 1) { return false; }
QuestStatusMap& getQuestStatusMap() { return mQuestStatus; };
const uint64& GetSelection( ) const { return m_curSelection; }
const uint64& GetTarget( ) const { return m_curTarget; }
void SetSelection(const uint64 &guid) { m_curSelection = guid; }
void SetTarget(const uint64 &guid) { m_curTarget = guid; }
void CreateMail(uint32 mailId, uint8 messageType, uint32 sender, std::string subject, uint32 itemTextId, uint32 itemGuid, uint32 item_template, time_t expire_time,time_t delivery_time, uint32 money, uint32 COD, uint32 checked, Item* pItem);
void SendMailResult(uint32 mailId, uint32 mailAction, uint32 mailError, uint32 equipError = 0);
void SendNewMail();
void UpdateNextMailTimeAndUnreads();
//void SetMail(Mail *m);
void RemoveMail(uint32 id);
uint32 GetMailSize() { return m_mail.size();};
Mail* GetMail(uint32 id);
PlayerMails::iterator GetmailBegin() { return m_mail.begin();};
PlayerMails::iterator GetmailEnd() { return m_mail.end();};
/*********************************************************/
/*** MAILED ITEMS SYSTEM ***/
/*********************************************************/
uint8 unReadMails;
time_t m_nextMailDelivereTime;
typedef HM_NAMESPACE::hash_map ItemMap;
ItemMap mMitems; //template defined in objectmgr.cpp
Item* GetMItem(uint32 id)
{
ItemMap::const_iterator itr = mMitems.find(id);
if (itr != mMitems.end())
return itr->second;
return NULL;
}
void AddMItem(Item* it)
{
ASSERT( it );
//assert deleted, because items can be added before loading
mMitems[it->GetGUIDLow()] = it;
}
bool RemoveMItem(uint32 id)
{
ItemMap::iterator i = mMitems.find(id);
if (i == mMitems.end())
return false;
mMitems.erase(i);
return true;
}
void PetSpellInitialize();
bool HasSpell(uint32 spell) const;
TrainerSpellState GetTrainerSpellState(TrainerSpell const* trainer_spell);
void SendProficiency(uint8 pr1, uint32 pr2);
void SendInitialSpells();
bool addSpell(uint16 spell_id,uint8 active, PlayerSpellState state = PLAYERSPELL_NEW, uint16 slot_id=0xffff);
bool learnSpell(uint16 spell_id);
void removeSpell(uint16 spell_id);
bool resetTalents(bool no_cost = false);
uint32 resetTalentsCost() const;
void InitTalentForLevel();
PlayerSpellMap const& GetSpellMap() const { return m_spells; }
PlayerSpellMap & GetSpellMap() { return m_spells; }
SpellModList *getSpellModList(int op) { return &m_spellMods[op]; }
int32 GetTotalFlatMods(uint32 spellId, uint8 op);
int32 GetTotalPctMods(uint32 spellId, uint8 op);
bool IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod);
template T ApplySpellMod(uint32 spellId, uint8 op, T &basevalue);
bool HasSpellCooldown(uint32 spell_id) const
{
SpellCooldowns::const_iterator itr = m_spellCooldowns.find(spell_id);
return itr != m_spellCooldowns.end() && itr->second.end > time(NULL);
}
uint32 GetSpellCooldownDelay(uint32 spell_id) const
{
SpellCooldowns::const_iterator itr = m_spellCooldowns.find(spell_id);
time_t t = time(NULL);
return itr != m_spellCooldowns.end() && itr->second.end > t ? itr->second.end - t : 0;
}
void AddSpellCooldown(uint32 spell_id, uint32 itemid, time_t end_time);
void ProhibitSpellScholl(uint32 idSchool /* from SpellSchools */, uint32 unTimeMs );
void RemoveSpellCooldown(uint32 spell_id) { m_spellCooldowns.erase(spell_id); }
void RemoveAllSpellCooldown();
void _LoadSpellCooldowns();
void _SaveSpellCooldowns();
void setResurrect(uint64 guid,float X, float Y, float Z, uint32 health, uint32 mana)
{
m_resurrectGUID = guid;
m_resurrectX = X;
m_resurrectY = Y;
m_resurrectZ = Z;
m_resurrectHealth = health;
m_resurrectMana = mana;
};
int getCinematic()
{
return m_cinematic;
}
void setCinematic(int cine)
{
m_cinematic = cine;
}
void addActionButton(uint8 button, uint16 action, uint8 type, uint8 misc);
void removeActionButton(uint8 button);
void SendInitialActionButtons();
PvPInfo pvpInfo;
void UpdatePvP(bool state, bool ovrride=false);
void UpdateZone(uint32 newZone);
void UpdatePvPFlag(time_t currTime);
/** todo: -maybe move UpdateDuelFlag+DuelComplete to independent DuelHandler.. **/
DuelInfo *duel;
void UpdateDuelFlag(time_t currTime);
void CheckDuelDistance(time_t currTime);
void DuelComplete(uint8 type);
GroupInfo groupInfo;
bool IsGroupVisibleFor(Player* p) const;
bool IsInSameGroupWith(Player const* p) const;
bool IsInSameRaidWith(Player const* p) const { return groupInfo.group != NULL && groupInfo.group == p->groupInfo.group; }
void UninviteFromGroup();
static void RemoveFromGroup(Group* group, uint64 guid);
void RemoveFromGroup() { RemoveFromGroup(groupInfo.group,GetGUID()); }
void SetInGuild(uint32 GuildId) { SetUInt32Value(PLAYER_GUILDID, GuildId); Player::SetUInt32ValueInDB(PLAYER_GUILDID, GuildId, this->GetGUID()); }
void SetRank(uint32 rankId){ SetUInt32Value(PLAYER_GUILDRANK, rankId); Player::SetUInt32ValueInDB(PLAYER_GUILDRANK, rankId, this->GetGUID()); }
void SetGuildIdInvited(uint32 GuildId) { m_GuildIdInvited = GuildId; }
uint32 GetGuildId() { return GetUInt32Value(PLAYER_GUILDID); }
static uint32 GetGuildIdFromDB(uint64 guid);
uint32 GetRank(){ return GetUInt32Value(PLAYER_GUILDRANK); }
static uint32 GetRankFromDB(uint64 guid);
int GetGuildIdInvited() { return m_GuildIdInvited; }
static void RemovePetitionsAndSigns(uint64 guid);
void SetDungeonDifficulty(uint32 difficulty) { m_dungeonDifficulty = difficulty; }
uint32 GetDungeonDifficulty() { return m_dungeonDifficulty; }
bool UpdateSkill(uint32 skill_id);
bool UpdateSkillPro(uint16 SkillId, int32 Chance);
bool UpdateCraftSkill(uint32 spellid);
bool UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator = 1);
bool UpdateFishingSkill();
uint32 GetSpellByProto(ItemPrototype *proto);
void ApplyDefenseBonusesMod(float value, bool apply);
void ApplyRatingMod(uint16 index, int32 value, bool apply);
void UpdateBlockPercentage();
const uint64& GetLootGUID() const { return m_lootGuid; }
void SetLootGUID(const uint64 &guid) { m_lootGuid = guid; }
WorldSession* GetSession() const { return m_session; }
void SetSession(WorldSession *s) { m_session = s; }
void BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const;
void DestroyForPlayer( Player *target ) const;
void SendDelayResponse(const uint32);
void SendLogXPGain(uint32 GivenXP,Unit* victim,uint32 RestXP);
void SendOutOfRange(Object* obj);
//Low Level Packets
void PlaySound(uint32 Sound, bool OnlySelf);
//notifiers
void SendAttackSwingCantAttack();
void SendAttackSwingCancelAttack();
void SendAttackSwingDeadTarget();
void SendAttackSwingNotStanding();
void SendAttackSwingNotInRange();
void SendAttackSwingBadFacingAttack();
void SendExplorationExperience(uint32 Area, uint32 Experience);
void SendDungeonDifficulty();
void SendAllowMove();
bool SetPosition(float x, float y, float z, float orientation);
void SendMessageToSet(WorldPacket *data, bool self);// overwrite Object::SendMessageToSet
void SendMessageToOwnTeamSet(WorldPacket *data, bool self);
void DeleteFromDB();
CorpsePtr& GetCorpse() const;
void SpawnCorpseBones();
void CreateCorpse();
void KillPlayer();
void ResurrectPlayer();
void BuildPlayerRepop();
void DurabilityLossAll(double percent);
void DurabilityLoss(uint8 equip_pos, double percent);
void DurabilityPointsLoss(uint8 equip_pos, uint32 points);
void DurabilityRepairAll(bool cost, bool discount);
void DurabilityRepair(uint16 pos, bool cost, bool discount);
void RepopAtGraveyard();
void SetMovement(uint8 pType);
void JoinedChannel(Channel *c);
void LeftChannel(Channel *c);
void CleanupChannels();
void BroadcastPacketToFriendListers(WorldPacket *packet);
void UpdateDefense();
void UpdateWeaponSkill (WeaponAttackType attType);
void UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, MeleeHitOutcome outcome, bool defence);
void SetSkill(uint32 id, uint16 currVal, uint16 maxVal);
uint16 GetMaxSkillValue(uint32 skill) const;
uint16 GetSkillValue(uint32 skill) const;
uint16 GetPureSkillValue(uint32 skill) const;
bool HasSkill(uint32 skill) const;
void SetDontMove(bool dontMove);
bool GetDontMove() const { return m_dontMove; }
void CheckExploreSystem(void);
static uint32 TeamForRace(uint8 race);
uint32 GetTeam() const { return m_team; }
static uint32 getFactionForRace(uint8 race);
void setFactionForRace(uint8 race);
void SetLastManaUse(time_t spellCastTime) { m_lastManaUse = spellCastTime; }
FactionsList m_factions;
int32 GetBaseReputation(const FactionEntry *factionEntry) const;
int32 GetReputation(uint32 faction_id) const;
int32 GetReputation(const FactionEntry *factionEntry) const;
ReputationRank GetReputationRank(uint32 faction) const;
ReputationRank GetReputationRank(const FactionEntry *factionEntry) const;
ReputationRank GetBaseReputationRank(const FactionEntry *factionEntry) const;
ReputationRank ReputationToRank(int32 standing) const;
const static int32 ReputationRank_Length[MAX_REPUTATION_RANK];
const static int32 Reputation_Cap = 42999;
const static int32 Reputation_Bottom = -42000;
bool ModifyFactionReputation(uint32 FactionTemplateId, int32 DeltaReputation);
bool ModifyFactionReputation(FactionEntry const* factionEntry, int32 standing);
int32 CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep) const;
void CalculateReputation(Unit *pVictim);
void CalculateReputation(Quest *pQuest, uint64 guid);
void SetInitialFactions();
void UpdateReputation() const;
void SendSetFactionStanding(const Faction* faction) const;
void SendInitialReputations();
void SetFactionAtWar(uint32 repListID, bool atWar);
void SetFactionInactive(uint32 repListID, bool inactive);
void SendSetFactionVisible(const Faction* faction) const;
void UpdateMaxSkills();
void UpdateSkillsToMaxSkillsForLevel(); // for .levelup
void ModifySkillBonus(uint32 skillid,int32 val);
/*********************************************************/
/*** PVP SYSTEM ***/
/*********************************************************/
void UpdateArenaFields();
void UpdateHonorFields();
void CalculateHonor(Unit *pVictim);
uint32 GetHonorPoints() { return GetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY); }
uint32 GetArenaPoints() { return GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY); }
void SetHonorPoints(uint32 val) { SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, val); }
void SetArenaPoints(uint32 val) { SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, val); }
//End of PvP System
void SetDrunkValue(uint16 newDrunkValue);
uint16 GetDrunkValue() const { return m_drunk; }
uint32 GetDeathTimer() const { return m_deathTimer; }
uint32 GetBlockValue() const; // overwrite Unit version (virtual)
bool CanParry() const { return m_canParry; }
void SetCanParry(bool value) { m_canParry = value; }
bool CanDualWield() const { return m_canDualWield; }
void SetCanDualWield(bool value) { m_canDualWield = value; }
void _ApplyItemMods(Item *item,uint8 slot,bool apply);
void _RemoveAllItemMods();
void _ApplyAllItemMods();
void _ApplyItemBonuses(ItemPrototype const *proto,uint8 slot,bool apply);
void _ApplyAmmoBonuses(bool apply);
bool EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot);
void ToggleMetaGemsActive(uint16 exceptslot, bool apply);
void CorrectMetaGemEnchants(uint8 slot, bool apply);
void InitDataForForm();
void CastItemEquipSpell(Item *item);
void CastItemCombatSpell(Item *item,Unit* Target);
bool IsItemSpellToEquip(SpellEntry const *spellInfo);
bool IsItemSpellToCombat(SpellEntry const *spellInfo);
void SendInitWorldStates();
void SendUpdateWorldState(uint32 Field, uint32 Value);
void SendDirectMessage(WorldPacket *data);
PlayerMenu* PlayerTalkClass;
ItemsSetEffect * ItemsSetEff[3];
void FlightComplete(void);
void SendLoot(uint64 guid, LootType loot_type);
void SendNotifyLootItemRemoved(uint8 lootSlot);
void SendNotifyLootMoneyRemoved();
int32 FishingMinSkillForCurrentZone() const;
/*********************************************************/
/*** BATTLEGROUND SYSTEM ***/
/*********************************************************/
bool InBattleGround() const { return m_bgBattleGroundID != 0; }
bool InBattleGroundQueue() const { return m_bgBattleGroundQueueID != 0; }
uint32 GetBattleGroundId() const { return m_bgBattleGroundID; }
uint32 GetBattleGroundQueueId() const { return m_bgBattleGroundQueueID; }
void SetBattleGroundId(uint8 val) { m_bgBattleGroundID = val; }
void SetBattleGroundQueueId(uint8 val) { m_bgBattleGroundQueueID = val; }
uint32 GetBattleGroundEntryPointMap() const { return m_bgEntryPointMap; }
float GetBattleGroundEntryPointX() const { return m_bgEntryPointX; }
float GetBattleGroundEntryPointY() const { return m_bgEntryPointY; }
float GetBattleGroundEntryPointZ() const { return m_bgEntryPointZ; }
float GetBattleGroundEntryPointO() const { return m_bgEntryPointO; }
void SetBattleGroundEntryPoint(uint32 Map, float PosX, float PosY, float PosZ, float PosO )
{
m_bgEntryPointMap = Map;
m_bgEntryPointX = PosX;
m_bgEntryPointY = PosY;
m_bgEntryPointZ = PosZ;
m_bgEntryPointO = PosO;
}
bool DropBattleGroundFlag();
/*********************************************************/
/*** REST SYSTEM ***/
/*********************************************************/
bool isRested() const { return GetRestTime() >= 10000; }
uint32 GetXPRestBonus(uint32 xp);
uint32 GetRestTime() const { return m_restTime;};
void SetRestTime(uint32 v) { m_restTime = v;};
/*********************************************************/
/*** ENVIROMENTAL SYSTEM ***/
/*********************************************************/
/*********************************************************/
/*** FLOOD FILTER SYSTEM ***/
/*********************************************************/
inline uint32 GetSpeakTime(){return m_speakTime;};
inline void SetSpeakTime(uint32 speaktime){m_speakTime=speaktime;};
/*********************************************************/
/*** VARIOUS SYSTEMS ***/
/*********************************************************/
uint32 GetMovementFlags() const { return m_movement_flags; }
bool HasMovementFlags(uint32 flags) const { return m_movement_flags & flags; }
void SetMovementFlags(uint32 Flags) { m_movement_flags = Flags;}
bool CanFly() const { return HasMovementFlags(MOVEMENTFLAG_CAN_FLY); }
bool IsFlying() const { return HasMovementFlags(MOVEMENTFLAG_FLYING); }
// Transports
Transport * GetTransport() { return m_transport; }
void SetTransport(Transport * t) { m_transport = t; }
void SetTransOffset(float x, float y, float z, float orientation)
{ m_transX = x; m_transY = y; m_transZ = z; m_transO = orientation; }
void GetTransOffset( float &x, float &y, float &z, float &o ) const
{ x = m_transX; y = m_transY; z = m_transZ; o = m_transO; }
float GetTransOffsetX() const { return m_transX; }
float GetTransOffsetY() const { return m_transY; }
float GetTransOffsetZ() const { return m_transZ; }
float GetTransOffsetO() const { return m_transO; }
uint32 GetSaveTimer() const { return m_nextSave; }
void SetSaveTimer(uint32 timer) { m_nextSave = timer; }
// Recall position
uint32 m_recallMap;
float m_recallX;
float m_recallY;
float m_recallZ;
float m_recallO;
void SetRecallPosition(uint32 map, float x, float y, float z, float o);
//homebind coordinates
uint32 m_homebindMapId;
uint16 m_homebindZoneId;
float m_homebindX;
float m_homebindY;
float m_homebindZ;
// Invisibility and detection system
std::vector InvisiblePjsNear;
Player* m_DiscoveredPj;
uint32 m_DetectInvTimer;
void HandleInvisiblePjs();
bool m_enableDetect;
void ApplySpeedMod(UnitMoveType mtype, float rate, bool forced, bool apply);
// overwrite Unit version
uint8 m_forced_speed_changes[MAX_MOVE_TYPE];
bool isNeedRename() const { return m_needRename; }
void SetNeedRename(bool rename) { m_needRename = rename; }
LookingForGroup m_lookingForGroup;
/*********************************************************/
/*** INSTANCE SYSTEM ***/
/*********************************************************/
void UpdateHomebindTime(uint32 time);
bool m_Loaded;
uint32 m_HomebindTimer;
bool m_InstanceValid;
BoundInstancesMap m_BoundInstances;
protected:
/*********************************************************/
/*** BATTLEGROUND SYSTEM ***/
/*********************************************************/
uint8 m_bgBattleGroundID;
uint8 m_bgBattleGroundQueueID;
uint32 m_bgEntryPointMap;
float m_bgEntryPointX;
float m_bgEntryPointY;
float m_bgEntryPointZ;
float m_bgEntryPointO;
/*********************************************************/
/*** QUEST SYSTEM ***/
/*********************************************************/
std::set m_timedquests;
uint64 m_divider;
uint32 m_ingametime;
/*********************************************************/
/*** LOAD SYSTEM ***/
/*********************************************************/
void _LoadActions();
void _LoadAuras(uint32 timediff);
void _LoadBoundInstances();
void _LoadInventory(uint32 timediff);
void _LoadMail();
void _LoadMailedItems();
void _LoadQuestStatus();
void _LoadGroup();
void _LoadReputation();
void _LoadSpells(uint32 timediff);
void _LoadTaxiMask(const char* data);
void _LoadTutorials();
void LoadIgnoreList();
bool _isSilenced();
/*********************************************************/
/*** SAVE SYSTEM ***/
/*********************************************************/
void _SaveActions();
void _SaveAuras();
void _SaveBoundInstances();
void _SaveInventory();
void _SaveMail();
void _SaveQuestStatus();
void _SaveReputation();
void _SaveSpells();
void _SaveTutorials();
void _SetCreateBits(UpdateMask *updateMask, Player *target) const;
void _SetUpdateBits(UpdateMask *updateMask, Player *target) const;
FactionsList::iterator FindReputationListIdInFactionList(uint32 repListId);
/*********************************************************/
/*** ENVIROMENTAL SYSTEM ***/
/*********************************************************/
void HandleDrowning (uint32 UnderWaterTime);
void HandleLava();
void HandleSobering();
void StartMirrorTimer(MirrorTimerType Type, uint32 MaxValue);
void ModifyMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, uint32 Regen);
void StopMirrorTimer(MirrorTimerType Type);
void EnvironmentalDamage(uint64 Guid, uint8 Type, uint32 Amount);
uint8 m_isunderwater;
bool m_isInWater;
void outDebugValues() const;
bool _removeSpell(uint16 spell_id);
uint64 m_lootGuid;
uint32 m_race;
uint32 m_class;
uint32 m_team;
uint32 m_dismountCost;
uint32 m_nextSave;
uint32 m_speakTime;
uint32 m_dungeonDifficulty;
bool m_needRename;
Item* m_items[PLAYER_SLOTS_COUNT];
uint32 m_currentBuybackSlot;
std::vector
- m_itemUpdateQueue;
bool m_itemUpdateQueueBlocked;
uint32 m_movement_flags;
uint32 m_GMFlags;
uint64 m_curTarget;
uint64 m_curSelection;
QuestStatusMap mQuestStatus;
uint32 m_GuildIdInvited;
PlayerMails m_mail;
PlayerSpellMap m_spells;
SpellCooldowns m_spellCooldowns;
ActionButtonList m_actionButtons;
SpellModList m_spellMods[32]; // 32 = SPELLMOD_COUNT
EnchantDurationList m_enchantDuration;
uint64 m_resurrectGUID;
float m_resurrectX, m_resurrectY, m_resurrectZ;
uint32 m_resurrectHealth, m_resurrectMana;
WorldSession *m_session;
std::list m_channels;
bool m_dontMove;
TaxiMask m_taximask;
std::deque m_TaxiDestinations;
int m_cinematic;
Player *pTrader;
bool acceptTrade;
uint16 tradeItems[TRADE_SLOT_COUNT];
uint32 tradeGold;
time_t m_nextThinkTime;
uint32 m_Tutorials[8];
uint32 m_regenTimer;
uint32 m_breathTimer;
uint32 m_drunkTimer;
uint16 m_drunk;
time_t m_lastManaUse;
uint32 m_weaponChangeTimer;
uint32 m_deathTimer;
time_t m_resurrectingSicknessExpire;
uint32 m_restTime;
uint32 m_WeaponProficiency;
uint32 m_ArmorProficiency;
bool m_canParry;
bool m_canDualWield;
////////////////////Rest System/////////////////////
int time_inn_enter;
float inn_pos_x;
float inn_pos_y;
float inn_pos_z;
float m_rest_bonus;
int rest_type;
////////////////////Rest System/////////////////////
// Transports
float m_transX;
float m_transY;
float m_transZ;
float m_transO;
Transport * m_transport;
uint32 m_resetTalentsCost;
time_t m_resetTalentsTime;
uint32 m_usedTalentCount;
IgnoreList m_ignorelist;
};
void AddItemsSetItem(Player*player,Item *item);
void RemoveItemsSetItem(Player*player,ItemPrototype const *proto);
// "the bodies of template functions must be made available in a header file"
template T Player::ApplySpellMod(uint32 spellId, uint8 op, T &basevalue)
{
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
if (!spellInfo) return 0;
int32 totalpct = 0;
int32 totalflat = 0;
bool remove = false;
for (SpellModList::iterator itr = m_spellMods[op].begin(); itr != m_spellMods[op].end(); ++itr)
{
SpellModifier *mod = *itr;
if(!IsAffectedBySpellmod(spellInfo,mod))
continue;
if (mod->type == SPELLMOD_FLAT)
totalflat += mod->value;
else if (mod->type == SPELLMOD_PCT)
totalpct += mod->value;
if (mod->charges > 0)
{
mod->charges--;
if (mod->charges == 0)
{
mod->charges = -1;
remove = true;
}
}
}
if (remove)
{
for (SpellModList::iterator itr = m_spellMods[op].begin(), next; itr != m_spellMods[op].end(); itr = next)
{
next = itr;
next++;
SpellModifier *mod = *itr;
if (!mod) continue;
if (mod->charges == -1)
{
RemoveAurasDueToSpell(mod->spellId);
if (m_spellMods[op].empty())
break;
else
next = m_spellMods[op].begin();
}
}
}
float diff = (float)basevalue*(float)totalpct/100.0f + (float)totalflat;
basevalue = T((float)basevalue + diff);
return T(diff);
}
#endif