/* * This file is part of the TrinityCore Project. See AUTHORS file for Copyright information * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at your * option) any later version. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for * more details. * * You should have received a copy of the GNU General Public License along * with this program. If not, see . */ #ifndef _PLAYER_H #define _PLAYER_H #include "Unit.h" #include "CUFProfile.h" #include "DatabaseEnvFwd.h" #include "DBCEnums.h" #include "EquipmentSet.h" #include "GroupReference.h" #include "ItemDefines.h" #include "ItemEnchantmentMgr.h" #include "MapReference.h" #include "PetDefines.h" #include "PlayerTaxi.h" #include "QuestDef.h" #include struct AccessRequirement; struct AchievementEntry; struct AreaTableEntry; struct AreaTriggerEntry; struct ArchData; struct BarberShopStyleEntry; struct CharacterCustomizeInfo; struct CharTitlesEntry; struct ChatChannelsEntry; struct CreatureTemplate; struct CurrencyTypesEntry; struct FactionEntry; struct ItemExtendedCostEntry; struct ItemSetEffect; struct ItemTemplate; struct Loot; struct Mail; struct ScalingStatValuesEntry; struct TrainerSpell; struct VendorItem; struct GuildMemberProfessionData; template class AchievementMgr; class Archaeology; class Bag; class Battleground; class CinematicMgr; class Channel; class CharacterCreateInfo; class Creature; class DynamicObject; class Group; class Guild; class Item; class LootStore; class OutdoorPvP; class Pet; class PetAura; class PlayerAI; class PlayerMenu; class PlayerSocial; class ReputationMgr; class SpellCastTargets; class TradeData; enum InventoryType : uint8; enum ItemClass : uint8; enum LootError : uint8; enum LootType : uint8; typedef std::deque PlayerMails; #define PLAYER_MAX_SKILLS 128 #define PLAYER_MAX_DAILY_QUESTS 25 #define PLAYER_EXPLORED_ZONES_SIZE 156 #define PLAYER_GUILD_REPUTATION 1168 // Note: SPELLMOD_* values is aura types in fact enum SpellModType : uint8 { SPELLMOD_FLAT = SPELL_AURA_ADD_FLAT_MODIFIER, SPELLMOD_PCT = SPELL_AURA_ADD_PCT_MODIFIER }; // 2^n values, Player::m_isunderwater is a bitmask. These are Trinity internal values, they are never send to any client enum PlayerUnderwaterState { UNDERWATER_NONE = 0x00, UNDERWATER_INWATER = 0x01, // terrain type is water and player is afflicted by it UNDERWATER_INLAVA = 0x02, // terrain type is lava and player is afflicted by it UNDERWATER_INSLIME = 0x04, // terrain type is lava and player is afflicted by it UNDERWATER_INDARKWATER = 0x08, // terrain type is dark water and player is afflicted by it UNDERWATER_EXIST_TIMERS = 0x10 }; enum BuyBankSlotResult { ERR_BANKSLOT_FAILED_TOO_MANY = 0, ERR_BANKSLOT_INSUFFICIENT_FUNDS = 1, ERR_BANKSLOT_NOTBANKER = 2, ERR_BANKSLOT_OK = 3 }; enum PlayerSpellState { PLAYERSPELL_UNCHANGED = 0, PLAYERSPELL_CHANGED = 1, PLAYERSPELL_NEW = 2, PLAYERSPELL_REMOVED = 3, PLAYERSPELL_TEMPORARY = 4 }; struct PlayerSpell { PlayerSpellState state : 8; bool active : 1; // show in spellbook bool dependent : 1; // learned as result another spell learn, skill grow, quest reward, etc bool disabled : 1; // first rank has been learned in result talent learn but currently talent unlearned, save max learned ranks }; struct PlayerTalent { PlayerSpellState state : 8; uint8 spec : 8; }; extern uint32 const MasterySpells[MAX_CLASSES]; enum TalentTree // talent tabs { TALENT_TREE_WARRIOR_ARMS = 746, TALENT_TREE_WARRIOR_FURY = 815, TALENT_TREE_WARRIOR_PROTECTION = 845, TALENT_TREE_PALADIN_HOLY = 831, TALENT_TREE_PALADIN_PROTECTION = 839, TALENT_TREE_PALADIN_RETRIBUTION = 855, TALENT_TREE_HUNTER_BEAST_MASTERY = 811, TALENT_TREE_HUNTER_MARKSMANSHIP = 807, TALENT_TREE_HUNTER_SURVIVAL = 809, TALENT_TREE_ROGUE_ASSASSINATION = 182, TALENT_TREE_ROGUE_COMBAT = 181, TALENT_TREE_ROGUE_SUBTLETY = 183, TALENT_TREE_PRIEST_DISCIPLINE = 760, TALENT_TREE_PRIEST_HOLY = 813, TALENT_TREE_PRIEST_SHADOW = 795, TALENT_TREE_DEATH_KNIGHT_BLOOD = 398, TALENT_TREE_DEATH_KNIGHT_FROST = 399, TALENT_TREE_DEATH_KNIGHT_UNHOLY = 400, TALENT_TREE_SHAMAN_ELEMENTAL = 261, TALENT_TREE_SHAMAN_ENHANCEMENT = 263, TALENT_TREE_SHAMAN_RESTORATION = 262, TALENT_TREE_MAGE_ARCANE = 799, TALENT_TREE_MAGE_FIRE = 851, TALENT_TREE_MAGE_FROST = 823, TALENT_TREE_WARLOCK_AFFLICTION = 871, TALENT_TREE_WARLOCK_DEMONOLOGY = 867, TALENT_TREE_WARLOCK_DESTRUCTION = 865, TALENT_TREE_DRUID_BALANCE = 752, TALENT_TREE_DRUID_FERAL_COMBAT = 750, TALENT_TREE_DRUID_RESTORATION = 748 }; #define MAX_ARMOR_SPECIALIZATION_IDS 7 uint32 const ArmorSpecializationIds[MAX_ARMOR_SPECIALIZATION_IDS] = { 86530, 86531, 86529, 86528, 86525, 86524, 86526 }; // Spell modifier (used for modify other spells) struct SpellModifier { SpellModifier(Aura* _ownerAura) : op(SPELLMOD_DAMAGE), type(SPELLMOD_FLAT), value(0), mask(), spellId(0), ownerAura(_ownerAura) { } SpellModOp op; SpellModType type; int32 value; flag96 mask; uint32 spellId; Aura* const ownerAura; }; enum PlayerCurrencyState { PLAYERCURRENCY_UNCHANGED = 0, PLAYERCURRENCY_CHANGED = 1, PLAYERCURRENCY_NEW = 2, PLAYERCURRENCY_REMOVED = 3 //not removed just set count == 0 }; struct PlayerCurrency { PlayerCurrencyState state; uint32 Quantity; uint32 WeeklyQuantity; uint32 TrackedQuantity; uint8 Flags; }; typedef std::unordered_map PlayerTalentMap; typedef std::unordered_map PlayerSpellMap; typedef std::unordered_set SpellModContainer; typedef std::unordered_map PlayerCurrenciesMap; typedef std::unordered_map InstanceTimeMap; enum ActionButtonUpdateState { ACTIONBUTTON_UNCHANGED = 0, ACTIONBUTTON_CHANGED = 1, ACTIONBUTTON_NEW = 2, ACTIONBUTTON_DELETED = 3 }; enum ActionButtonType { ACTION_BUTTON_SPELL = 0x00, ACTION_BUTTON_C = 0x01, // click? ACTION_BUTTON_EQSET = 0x20, ACTION_BUTTON_DROPDOWN = 0x30, ACTION_BUTTON_MACRO = 0x40, ACTION_BUTTON_CMACRO = ACTION_BUTTON_C | ACTION_BUTTON_MACRO, ACTION_BUTTON_ITEM = 0x80 }; enum ReputationSource { REPUTATION_SOURCE_KILL, REPUTATION_SOURCE_QUEST, REPUTATION_SOURCE_DAILY_QUEST, REPUTATION_SOURCE_WEEKLY_QUEST, REPUTATION_SOURCE_MONTHLY_QUEST, REPUTATION_SOURCE_REPEATABLE_QUEST, REPUTATION_SOURCE_SPELL }; #define ACTION_BUTTON_ACTION(X) (uint32(X) & 0x00FFFFFF) #define ACTION_BUTTON_TYPE(X) ((uint32(X) & 0xFF000000) >> 24) #define MAX_ACTION_BUTTON_ACTION_VALUE (0x00FFFFFF+1) struct ActionButton { ActionButton() : packedData(0), uState(ACTIONBUTTON_NEW) { } uint32 packedData; ActionButtonUpdateState uState; // helpers ActionButtonType GetType() const { return ActionButtonType(ACTION_BUTTON_TYPE(packedData)); } uint32 GetAction() const { return ACTION_BUTTON_ACTION(packedData); } void SetActionAndType(uint32 action, ActionButtonType type) { uint32 newData = action | (uint32(type) << 24); if (newData != packedData || uState == ACTIONBUTTON_DELETED) { packedData = newData; if (uState != ACTIONBUTTON_NEW) uState = ACTIONBUTTON_CHANGED; } } }; #define MAX_ACTION_BUTTONS 144 //checked in 3.2.0 typedef std::map ActionButtonList; struct PvPInfo { PvPInfo() : IsHostile(false), IsInHostileArea(false), IsInNoPvPArea(false), IsInFFAPvPArea(false), EndTimer(0) { } bool IsHostile; bool IsInHostileArea; ///> Marks if player is in an area which forces PvP flag bool IsInNoPvPArea; ///> Marks if player is in a sanctuary or friendly capital city bool IsInFFAPvPArea; ///> Marks if player is in an FFAPvP area (such as Gurubashi Arena) time_t EndTimer; ///> Time when player unflags himself for PvP (flag removed after 5 minutes) }; struct DuelInfo { DuelInfo() : initiator(nullptr), opponent(nullptr), startTimer(0), startTime(0), outOfBound(0), isMounted(false), isCompleted(false) { } Player* initiator; Player* opponent; time_t startTimer; time_t startTime; time_t outOfBound; bool isMounted; bool isCompleted; }; struct Areas { uint32 areaID; uint32 areaFlag; float x1; float x2; float y1; float y2; }; #define MAX_RUNES 6 enum RuneCooldowns { RUNE_BASE_COOLDOWN = 10000, RUNE_MISS_COOLDOWN = 1500 // cooldown applied on runes when the spell misses }; enum RuneType : uint8 { RUNE_BLOOD = 0, RUNE_UNHOLY = 1, RUNE_FROST = 2, RUNE_DEATH = 3, NUM_RUNE_TYPES = 4 }; struct RuneInfo { uint8 BaseRune; uint8 CurrentRune; uint32 Cooldown; AuraEffect const* ConvertAura; AuraType ConvertAuraType; SpellInfo const* ConvertAuraInfo; }; struct Runes { RuneInfo runes[MAX_RUNES]; uint8 runeState; // mask of available runes RuneType lastUsedRune; uint8 lastUsedRuneMask; void SetRuneState(uint8 index, bool set = true) { if (set) runeState |= (1 << index); // usable else runeState &= ~(1 << index); // on cooldown } }; struct EnchantDuration { EnchantDuration() : item(nullptr), 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; typedef std::list ItemDurationList; enum DrunkenState { DRUNKEN_SOBER = 0, DRUNKEN_TIPSY = 1, DRUNKEN_DRUNK = 2, DRUNKEN_SMASHED = 3 }; #define MAX_DRUNKEN 4 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_UNK6 = 0x00000040, PLAYER_FLAGS_UNK7 = 0x00000080, // pre-3.0.3 PLAYER_FLAGS_FFA_PVP flag for FFA PVP state PLAYER_FLAGS_CONTESTED_PVP = 0x00000100, // Player has been involved in a PvP combat and will be attacked by contested guards PLAYER_FLAGS_IN_PVP = 0x00000200, PLAYER_FLAGS_HIDE_HELM = 0x00000400, PLAYER_FLAGS_HIDE_CLOAK = 0x00000800, PLAYER_FLAGS_PLAYED_LONG_TIME = 0x00001000, // played long time PLAYER_FLAGS_PLAYED_TOO_LONG = 0x00002000, // played too long time PLAYER_FLAGS_IS_OUT_OF_BOUNDS = 0x00004000, PLAYER_FLAGS_DEVELOPER = 0x00008000, // prefix for something? PLAYER_FLAGS_UNK16 = 0x00010000, // pre-3.0.3 PLAYER_FLAGS_SANCTUARY flag for player entered sanctuary PLAYER_FLAGS_TAXI_BENCHMARK = 0x00020000, // taxi benchmark mode (on/off) (2.0.1) PLAYER_FLAGS_PVP_TIMER = 0x00040000, // 3.0.2, pvp timer active (after you disable pvp manually) PLAYER_FLAGS_UBER = 0x00080000, PLAYER_FLAGS_UNK20 = 0x00100000, PLAYER_FLAGS_UNK21 = 0x00200000, PLAYER_FLAGS_COMMENTATOR2 = 0x00400000, PLAYER_ALLOW_ONLY_ABILITY = 0x00800000, // used by bladestorm and killing spree, allowed only spells with SPELL_ATTR0_REQ_AMMO, SPELL_EFFECT_ATTACK, checked only for active player PLAYER_FLAGS_UNK24 = 0x01000000, // disabled all melee ability on tab include autoattack PLAYER_FLAGS_NO_XP_GAIN = 0x02000000, PLAYER_FLAGS_UNK26 = 0x04000000, PLAYER_FLAGS_AUTO_DECLINE_GUILD = 0x08000000, // Automatically declines guild invites PLAYER_FLAGS_GUILD_LEVEL_ENABLED = 0x10000000, // Lua_GetGuildLevelEnabled() - enables guild leveling related UI PLAYER_FLAGS_VOID_UNLOCKED = 0x20000000, // void storage PLAYER_FLAGS_UNK30 = 0x40000000, PLAYER_FLAGS_UNK31 = 0x80000000 }; enum PlayerBytesOffsets { PLAYER_BYTES_OFFSET_SKIN_ID = 0, PLAYER_BYTES_OFFSET_FACE_ID = 1, PLAYER_BYTES_OFFSET_HAIR_STYLE_ID = 2, PLAYER_BYTES_OFFSET_HAIR_COLOR_ID = 3 }; enum PlayerBytes2Offsets { PLAYER_BYTES_2_OFFSET_FACIAL_STYLE = 0, PLAYER_BYTES_2_OFFSET_PARTY_TYPE = 1, PLAYER_BYTES_2_OFFSET_BANK_BAG_SLOTS = 2, PLAYER_BYTES_2_OFFSET_REST_STATE = 3 }; enum PlayerBytes3Offsets { PLAYER_BYTES_3_OFFSET_GENDER = 0, PLAYER_BYTES_3_OFFSET_INEBRIATION = 1, PLAYER_BYTES_3_OFFSET_PVP_TITLE = 2, PLAYER_BYTES_3_OFFSET_ARENA_FACTION = 3 }; enum PlayerFieldBytesOffsets { PLAYER_FIELD_BYTES_OFFSET_FLAGS = 0, PLAYER_FIELD_BYTES_OFFSET_RAF_GRANTABLE_LEVEL = 1, PLAYER_FIELD_BYTES_OFFSET_ACTION_BAR_TOGGLES = 2, PLAYER_FIELD_BYTES_OFFSET_LIFETIME_MAX_PVP_RANK = 3 }; enum PlayerFieldBytes2Offsets { PLAYER_FIELD_BYTES_2_OFFSET_OVERRIDE_SPELLS_ID = 0, // uint16! PLAYER_FIELD_BYTES_2_OFFSET_IGNORE_POWER_REGEN_PREDICTION_MASK = 2, PLAYER_FIELD_BYTES_2_OFFSET_AURA_VISION = 3 }; static_assert((PLAYER_FIELD_BYTES_2_OFFSET_OVERRIDE_SPELLS_ID & 1) == 0, "PLAYER_FIELD_BYTES_2_OFFSET_OVERRIDE_SPELLS_ID must be aligned to 2 byte boundary"); #define PLAYER_BYTES_2_OVERRIDE_SPELLS_UINT16_OFFSET (PLAYER_FIELD_BYTES_2_OFFSET_OVERRIDE_SPELLS_ID / 2) #define KNOWN_TITLES_SIZE 4 #define MAX_TITLE_INDEX (KNOWN_TITLES_SIZE * 64) // 4 uint64 fields // used in PLAYER_FIELD_BYTES values enum PlayerFieldByteFlags { PLAYER_FIELD_BYTE_TRACK_STEALTHED = 0x00000002, PLAYER_FIELD_BYTE_RELEASE_TIMER = 0x00000008, // Display time till auto release spirit PLAYER_FIELD_BYTE_NO_RELEASE_WINDOW = 0x00000010 // Display no "release spirit" window at all }; // used in PLAYER_FIELD_BYTES2 values enum PlayerFieldByte2Flags { PLAYER_FIELD_BYTE2_NONE = 0x00, PLAYER_FIELD_BYTE2_STEALTH = 0x20, PLAYER_FIELD_BYTE2_INVISIBILITY_GLOW = 0x40 }; enum MirrorTimerType { FATIGUE_TIMER = 0, BREATH_TIMER = 1, FIRE_TIMER = 2 // feign death }; #define MAX_TIMERS 3 #define DISABLED_MIRROR_TIMER -1 // 2^n values enum PlayerExtraFlags { // gm abilities PLAYER_EXTRA_GM_ON = 0x0001, PLAYER_EXTRA_ACCEPT_WHISPERS = 0x0004, PLAYER_EXTRA_TAXICHEAT = 0x0008, PLAYER_EXTRA_GM_INVISIBLE = 0x0010, PLAYER_EXTRA_GM_CHAT = 0x0020, // Show GM badge in chat messages // other states PLAYER_EXTRA_PVP_DEATH = 0x0100 // store PvP death status until corpse creating. }; // 2^n values enum AtLoginFlags { AT_LOGIN_NONE = 0x000, AT_LOGIN_RENAME = 0x001, AT_LOGIN_RESET_SPELLS = 0x002, AT_LOGIN_RESET_TALENTS = 0x004, AT_LOGIN_CUSTOMIZE = 0x008, AT_LOGIN_RESET_PET_TALENTS = 0x010, AT_LOGIN_FIRST = 0x020, AT_LOGIN_CHANGE_FACTION = 0x040, AT_LOGIN_CHANGE_RACE = 0x080, AT_LOGIN_RESURRECT = 0x100 }; typedef std::map QuestStatusMap; typedef std::set RewardedQuestSet; enum QuestSaveType { QUEST_DEFAULT_SAVE_TYPE = 0, QUEST_DELETE_SAVE_TYPE, QUEST_FORCE_DELETE_SAVE_TYPE }; // quest typedef std::map QuestStatusSaveMap; enum QuestSlotOffsets { QUEST_ID_OFFSET = 0, QUEST_STATE_OFFSET = 1, QUEST_COUNTS_OFFSET = 2, QUEST_TIME_OFFSET = 4 }; #define MAX_QUEST_OFFSET 5 enum QuestSlotStateMask { QUEST_STATE_NONE = 0x0000, QUEST_STATE_COMPLETE = 0x0001, QUEST_STATE_FAIL = 0x0002 }; enum SkillUpdateState { SKILL_UNCHANGED = 0, SKILL_CHANGED = 1, SKILL_NEW = 2, SKILL_DELETED = 3 }; struct SkillStatusData { SkillStatusData(uint8 _pos, SkillUpdateState _uState) : pos(_pos), uState(_uState) { } uint8 pos; SkillUpdateState uState; }; typedef std::unordered_map SkillStatusMap; 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 = 86, PLAYER_SLOTS_COUNT = (PLAYER_SLOT_END - PLAYER_SLOT_START) }; #define INVENTORY_SLOT_BAG_0 255 enum EquipmentSlots : uint8 // 19 slots { 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 : uint8 // 4 slots { INVENTORY_SLOT_BAG_START = 19, INVENTORY_SLOT_BAG_END = 23 }; enum InventoryPackSlots : uint8 // 16 slots { INVENTORY_SLOT_ITEM_START = 23, INVENTORY_SLOT_ITEM_END = 39 }; enum BankItemSlots // 28 slots { BANK_SLOT_ITEM_START = 39, BANK_SLOT_ITEM_END = 67 }; enum BankBagSlots // 7 slots { BANK_SLOT_BAG_START = 67, BANK_SLOT_BAG_END = 74 }; enum BuyBackSlots // 12 slots { // stored in m_buybackitems BUYBACK_SLOT_START = 74, BUYBACK_SLOT_END = 86 }; struct ItemPosCount { ItemPosCount(uint16 _pos, uint32 _count) : pos(_pos), count(_count) { } bool isContainedIn(std::vector const& vec) const; uint16 pos; uint32 count; }; typedef std::vector ItemPosCountVec; #define JUSTICE_POINTS_CONVERSION_MONEY 4750 enum TransferAbortReason { TRANSFER_ABORT_NONE = 0x00, TRANSFER_ABORT_ERROR = 0x01, TRANSFER_ABORT_MAX_PLAYERS = 0x02, // Transfer Aborted: instance is full TRANSFER_ABORT_NOT_FOUND = 0x03, // Transfer Aborted: instance not found TRANSFER_ABORT_TOO_MANY_INSTANCES = 0x04, // You have entered too many instances recently. TRANSFER_ABORT_ZONE_IN_COMBAT = 0x06, // Unable to zone in while an encounter is in progress. TRANSFER_ABORT_INSUF_EXPAN_LVL = 0x07, // You must have expansion installed to access this area. TRANSFER_ABORT_DIFFICULTY = 0x08, // difficulty mode is not available for %s. TRANSFER_ABORT_UNIQUE_MESSAGE = 0x09, // Until you've escaped TLK's grasp, you cannot leave this place! TRANSFER_ABORT_TOO_MANY_REALM_INSTANCES = 0x0A, // Additional instances cannot be launched, please try again later. TRANSFER_ABORT_NEED_GROUP = 0x0B, // 3.1 TRANSFER_ABORT_NOT_FOUND1 = 0x0C, // 3.1 TRANSFER_ABORT_NOT_FOUND2 = 0x0D, // 3.1 TRANSFER_ABORT_NOT_FOUND3 = 0x0E, // 3.2 TRANSFER_ABORT_REALM_ONLY = 0x0F, // All players on party must be from the same realm. TRANSFER_ABORT_MAP_NOT_ALLOWED = 0x10, // Map can't be entered at this time. TRANSFER_ABORT_LOCKED_TO_DIFFERENT_INSTANCE = 0x12, // 4.2.2 TRANSFER_ABORT_ALREADY_COMPLETED_ENCOUNTER = 0x13 // 4.2.2 }; enum InstanceResetWarningType { RAID_INSTANCE_WARNING_HOURS = 1, // WARNING! %s is scheduled to reset in %d hour(s). RAID_INSTANCE_WARNING_MIN = 2, // WARNING! %s is scheduled to reset in %d minute(s)! RAID_INSTANCE_WARNING_MIN_SOON = 3, // WARNING! %s is scheduled to reset in %d minute(s). Please exit the zone or you will be returned to your bind location! RAID_INSTANCE_WELCOME = 4, // Welcome to %s. This raid instance is scheduled to reset in %s. RAID_INSTANCE_EXPIRED = 5 }; // PLAYER_FIELD_ARENA_TEAM_INFO_1_1 offsets enum ArenaTeamInfoType { ARENA_TEAM_ID = 0, ARENA_TEAM_TYPE = 1, // new in 3.2 - team type? ARENA_TEAM_MEMBER = 2, // 0 - captain, 1 - member ARENA_TEAM_GAMES_WEEK = 3, ARENA_TEAM_GAMES_SEASON = 4, ARENA_TEAM_WINS_SEASON = 5, ARENA_TEAM_PERSONAL_RATING = 6, ARENA_TEAM_END = 7 }; class InstanceSave; enum RestFlag { REST_FLAG_IN_TAVERN = 0x1, REST_FLAG_IN_CITY = 0x2, REST_FLAG_IN_FACTION_AREA = 0x4 }; enum TeleportToOptions { TELE_TO_GM_MODE = 0x01, TELE_TO_NOT_LEAVE_TRANSPORT = 0x02, TELE_TO_NOT_LEAVE_COMBAT = 0x04, TELE_TO_NOT_UNSUMMON_PET = 0x08, TELE_TO_SPELL = 0x10 }; /// Type of environmental damages enum EnviromentalDamage { DAMAGE_EXHAUSTED = 0, DAMAGE_DROWNING = 1, DAMAGE_FALL = 2, DAMAGE_LAVA = 3, DAMAGE_SLIME = 4, DAMAGE_FIRE = 5, DAMAGE_FALL_TO_VOID = 6 // custom case for fall without durability loss }; enum PlayerChatTag { CHAT_TAG_NONE = 0x00, CHAT_TAG_AFK = 0x01, CHAT_TAG_DND = 0x02, CHAT_TAG_GM = 0x04, CHAT_TAG_COM = 0x08, // Commentator CHAT_TAG_DEV = 0x10, CHAT_TAG_BOSS_SOUND = 0x20, // Plays "RaidBossEmoteWarning" sound on raid boss emote/whisper CHAT_TAG_MOBILE = 0x40 }; enum PlayedTimeIndex { PLAYED_TIME_TOTAL = 0, PLAYED_TIME_LEVEL = 1 }; #define MAX_PLAYED_TIME_INDEX 2 // used at player loading query list preparing, and later result selection enum PlayerLoginQueryIndex { PLAYER_LOGIN_QUERY_LOAD_FROM = 0, PLAYER_LOGIN_QUERY_LOAD_GROUP = 1, PLAYER_LOGIN_QUERY_LOAD_BOUND_INSTANCES = 2, PLAYER_LOGIN_QUERY_LOAD_AURAS = 3, PLAYER_LOGIN_QUERY_LOAD_SPELLS = 4, PLAYER_LOGIN_QUERY_LOAD_QUEST_STATUS = 5, PLAYER_LOGIN_QUERY_LOAD_DAILY_QUEST_STATUS = 6, PLAYER_LOGIN_QUERY_LOAD_REPUTATION = 7, PLAYER_LOGIN_QUERY_LOAD_INVENTORY = 8, PLAYER_LOGIN_QUERY_LOAD_ACTIONS = 9, PLAYER_LOGIN_QUERY_LOAD_MAIL_COUNT = 10, PLAYER_LOGIN_QUERY_LOAD_MAIL_DATE = 11, PLAYER_LOGIN_QUERY_LOAD_SOCIAL_LIST = 12, PLAYER_LOGIN_QUERY_LOAD_HOME_BIND = 13, PLAYER_LOGIN_QUERY_LOAD_SPELL_COOLDOWNS = 14, PLAYER_LOGIN_QUERY_LOAD_DECLINED_NAMES = 15, PLAYER_LOGIN_QUERY_LOAD_GUILD = 16, PLAYER_LOGIN_QUERY_LOAD_ARENA_INFO = 17, PLAYER_LOGIN_QUERY_LOAD_ACHIEVEMENTS = 18, PLAYER_LOGIN_QUERY_LOAD_CRITERIA_PROGRESS = 19, PLAYER_LOGIN_QUERY_LOAD_EQUIPMENT_SETS = 20, PLAYER_LOGIN_QUERY_LOAD_BG_DATA = 21, PLAYER_LOGIN_QUERY_LOAD_GLYPHS = 22, PLAYER_LOGIN_QUERY_LOAD_TALENTS = 23, PLAYER_LOGIN_QUERY_LOAD_ACCOUNT_DATA = 24, PLAYER_LOGIN_QUERY_LOAD_SKILLS = 25, PLAYER_LOGIN_QUERY_LOAD_WEEKLY_QUEST_STATUS = 26, PLAYER_LOGIN_QUERY_LOAD_RANDOM_BG = 27, PLAYER_LOGIN_QUERY_LOAD_BANNED = 28, PLAYER_LOGIN_QUERY_LOAD_QUEST_STATUS_REW = 29, PLAYER_LOGIN_QUERY_LOAD_INSTANCE_LOCK_TIMES = 30, PLAYER_LOGIN_QUERY_LOAD_SEASONAL_QUEST_STATUS = 31, PLAYER_LOGIN_QUERY_LOAD_MONTHLY_QUEST_STATUS = 32, PLAYER_LOGIN_QUERY_LOAD_VOID_STORAGE = 33, PLAYER_LOGIN_QUERY_LOAD_CURRENCY = 34, PLAYER_LOGIN_QUERY_LOAD_CUF_PROFILES = 35, PLAYER_LOGIN_QUERY_LOAD_CORPSE_LOCATION = 36, PLAYER_LOGIN_QUERY_LOAD_ALL_PETS = 37, PLAYER_LOGIN_QUERY_LOAD_LFG_REWARD_STATUS = 38, MAX_PLAYER_LOGIN_QUERY }; enum PlayerDelayedOperations { DELAYED_SAVE_PLAYER = 0x01, DELAYED_RESURRECT_PLAYER = 0x02, DELAYED_SPELL_CAST_DESERTER = 0x04, DELAYED_BG_MOUNT_RESTORE = 0x08, ///< Flag to restore mount state after teleport from BG DELAYED_BG_TAXI_RESTORE = 0x10, ///< Flag to restore taxi state after teleport from BG DELAYED_BG_GROUP_RESTORE = 0x20, ///< Flag to restore group state after teleport from BG DELAYED_END }; // Player summoning auto-decline time (in secs) #define MAX_PLAYER_SUMMON_DELAY (2*MINUTE) // Maximum money amount : 2^31 - 1 TC_GAME_API extern uint64 const MAX_MONEY_AMOUNT; enum BindExtensionState { EXTEND_STATE_EXPIRED = 0, EXTEND_STATE_NORMAL = 1, EXTEND_STATE_EXTENDED = 2, EXTEND_STATE_KEEP = 255 // special state: keep current save type }; struct InstancePlayerBind { InstanceSave* save; /* permanent PlayerInstanceBinds are created in Raid/Heroic instances for players that aren't already permanently bound when they are inside when a boss is killed or when they enter an instance that the group leader is permanently bound to. */ bool perm; /* extend state listing: EXPIRED - doesn't affect anything unless manually re-extended by player NORMAL - standard state EXTENDED - won't be promoted to EXPIRED at next reset period, will instead be promoted to NORMAL */ BindExtensionState extendState; InstancePlayerBind() : save(nullptr), perm(false), extendState(EXTEND_STATE_NORMAL) { } }; enum CharDeleteMethod { CHAR_DELETE_REMOVE = 0, // Completely remove from the database CHAR_DELETE_UNLINK = 1 // The character gets unlinked from the account, // the name gets freed up and appears as deleted ingame }; enum ReferAFriendError { ERR_REFER_A_FRIEND_NONE = 0x00, ERR_REFER_A_FRIEND_NOT_REFERRED_BY = 0x01, ERR_REFER_A_FRIEND_TARGET_TOO_HIGH = 0x02, ERR_REFER_A_FRIEND_INSUFFICIENT_GRANTABLE_LEVELS = 0x03, ERR_REFER_A_FRIEND_TOO_FAR = 0x04, ERR_REFER_A_FRIEND_DIFFERENT_FACTION = 0x05, ERR_REFER_A_FRIEND_NOT_NOW = 0x06, ERR_REFER_A_FRIEND_GRANT_LEVEL_MAX_I = 0x07, ERR_REFER_A_FRIEND_NO_TARGET = 0x08, ERR_REFER_A_FRIEND_NOT_IN_GROUP = 0x09, ERR_REFER_A_FRIEND_SUMMON_LEVEL_MAX_I = 0x0A, ERR_REFER_A_FRIEND_SUMMON_COOLDOWN = 0x0B, ERR_REFER_A_FRIEND_INSUF_EXPAN_LVL = 0x0C, ERR_REFER_A_FRIEND_SUMMON_OFFLINE_S = 0x0D }; enum PlayerRestState : uint8 { REST_STATE_RESTED = 0x01, REST_STATE_NOT_RAF_LINKED = 0x02, REST_STATE_RAF_LINKED = 0x06 }; enum PlayerCommandStates { CHEAT_NONE = 0x00, CHEAT_GOD = 0x01, CHEAT_CASTTIME = 0x02, CHEAT_COOLDOWN = 0x04, CHEAT_POWER = 0x08, CHEAT_WATERWALK = 0x10 }; struct PlayerPetData { uint32 PetId; uint32 CreatureId; uint64 Owner; uint32 DisplayId; uint32 Petlevel; uint32 PetExp; ReactStates Reactstate; uint8 Slot; std::string Name; bool Renamed; bool Active; uint32 SavedHealth; uint32 SavedMana; std::string Actionbar; uint32 Timediff; uint32 SummonSpellId; PetType Type; }; class Player; /// Holder for Battleground data struct BGData { BGData() : bgInstanceID(0), bgTypeID(BATTLEGROUND_TYPE_NONE), bgAfkReportedCount(0), bgAfkReportedTimer(0), bgTeam(0), mountSpell(0) { bgQueuesJoinedTime.clear(); ClearTaxiPath(); } uint32 bgInstanceID; ///< This variable is set to bg->m_InstanceID, /// when player is teleported to BG - (it is battleground's GUID) BattlegroundTypeId bgTypeID; std::map bgQueuesJoinedTime; std::set bgAfkReporter; uint8 bgAfkReportedCount; time_t bgAfkReportedTimer; uint32 bgTeam; ///< What side the player will be added to uint32 mountSpell; uint32 taxiPath[2]; WorldLocation joinPos; ///< From where player entered BG WorldLocation leavePos; void ClearTaxiPath() { taxiPath[0] = taxiPath[1] = 0; } bool HasTaxiPath() const { return taxiPath[0] && taxiPath[1]; } }; struct TradeStatusInfo { TradeStatusInfo() : Status(TRADE_STATUS_BUSY), TraderGuid(), Result(EQUIP_ERR_OK), IsTargetResult(false), ItemLimitCategoryId(0), Slot(0) { } TradeStatus Status; ObjectGuid TraderGuid; InventoryResult Result; bool IsTargetResult; uint32 ItemLimitCategoryId; uint8 Slot; }; struct VoidStorageItem { VoidStorageItem() { ItemId = 0; ItemEntry = 0; ItemRandomPropertyId = 0; ItemSuffixFactor = 0; } VoidStorageItem(uint64 id, uint32 entry, ObjectGuid creator, uint32 randomPropertyId, uint32 suffixFactor) { ItemId = id; ItemEntry = entry; CreatorGuid = creator; ItemRandomPropertyId = randomPropertyId; ItemSuffixFactor = suffixFactor; } uint64 ItemId; uint32 ItemEntry; ObjectGuid CreatorGuid; uint32 ItemRandomPropertyId; uint32 ItemSuffixFactor; }; struct ResurrectionData { ObjectGuid GUID; WorldLocation Location; uint32 Health; uint32 Mana; uint32 Aura; }; struct PlayerTalentInfo { PlayerTalentInfo() : FreeTalentPoints(0), UsedTalentCount(0), QuestRewardedTalentCount(0), ResetTalentsCost(0), ResetTalentsTime(0), ActiveSpec(0), SpecsCount(1) { for (uint8 i = 0; i < MAX_TALENT_SPECS; ++i) { SpecInfo[i].Talents = new PlayerTalentMap(); memset(SpecInfo[i].Glyphs, 0, MAX_GLYPH_SLOT_INDEX * sizeof(uint32)); SpecInfo[i].TalentTree = 0; } } ~PlayerTalentInfo() { for (uint8 i = 0; i < MAX_TALENT_SPECS; ++i) { for (PlayerTalentMap::const_iterator itr = SpecInfo[i].Talents->begin(); itr != SpecInfo[i].Talents->end(); ++itr) delete itr->second; delete SpecInfo[i].Talents; } } struct TalentSpecInfo { TalentSpecInfo() : Talents(nullptr), TalentTree(0) { memset(Glyphs, 0, MAX_GLYPH_SLOT_INDEX * sizeof(uint32)); } PlayerTalentMap* Talents; uint32 Glyphs[MAX_GLYPH_SLOT_INDEX]; uint32 TalentTree; } SpecInfo[MAX_TALENT_SPECS]; uint32 FreeTalentPoints; uint32 UsedTalentCount; uint32 QuestRewardedTalentCount; uint32 ResetTalentsCost; time_t ResetTalentsTime; uint8 ActiveSpec; uint8 SpecsCount; private: PlayerTalentInfo(PlayerTalentInfo const&); }; class TC_GAME_API Player : public Unit, public GridObject { friend class WorldSession; friend class CinematicMgr; friend void AddItemToUpdateQueueOf(Item* item, Player* player); friend void RemoveItemFromUpdateQueueOf(Item* item, Player* player); public: explicit Player(WorldSession* session); ~Player(); PlayerAI* AI() const { return reinterpret_cast(i_AI); } void CleanupsBeforeDelete(bool finalCleanup = true) override; void AddToWorld() override; void RemoveFromWorld() override; void SetObjectScale(float scale) override; bool TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options = 0, Transport* transport = nullptr); bool TeleportTo(WorldLocation const& loc, uint32 options = 0, Transport* transport = nullptr); bool TeleportToBGEntryPoint(); bool HasSummonPending() const; void SendSummonRequestFrom(Unit* summoner); void SummonIfPossible(bool agree); bool Create(ObjectGuid::LowType guidlow, CharacterCreateInfo* createInfo); void Update(uint32 time) override; bool IsImmunedToSpellEffect(SpellInfo const* spellInfo, uint32 index, Unit* caster) const override; void SetInWater(bool apply); bool IsInWater() const override { return m_isInWater; } bool IsUnderWater() const override; bool IsInAreaTriggerRadius(AreaTriggerEntry const* trigger) const; void SendInitialPacketsBeforeAddToMap(); void SendInitialPacketsAfterAddToMap(); void SendSupercededSpell(uint32 oldSpell, uint32 newSpell) const; void SendTransferAborted(uint32 mapid, TransferAbortReason reason, uint8 arg = 0) const; void SendInstanceResetWarning(uint32 mapid, Difficulty difficulty, uint32 time, bool welcome) const; bool CanInteractWithQuestGiver(Object* questGiver) const; Creature* GetNPCIfCanInteractWith(ObjectGuid const& guid, uint32 npcflagmask) const; GameObject* GetGameObjectIfCanInteractWith(ObjectGuid const& guid) const; GameObject* GetGameObjectIfCanInteractWith(ObjectGuid const& guid, GameobjectTypes type) const; void ToggleAFK(); void ToggleDND(); bool isAFK() const { return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK); } bool isDND() const { return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND); } uint8 GetChatTag() const; std::string autoReplyMsg; uint32 GetBarberShopCost(uint8 newhairstyle, uint8 newhaircolor, uint8 newfacialhair, BarberShopStyleEntry const* newSkin = nullptr) const; PlayerSocial* GetSocial() { return m_social; } void RemoveSocial(); void SendTamePetFailure(PetTameFailureReason reason); PlayerTaxi m_taxi; void InitTaxiNodesForLevel() { m_taxi.InitTaxiNodesForLevel(getRace(), getClass(), getLevel()); } bool ActivateTaxiPathTo(std::vector const& nodes, Creature* npc = nullptr, uint32 spellid = 0); bool ActivateTaxiPathTo(uint32 taxi_path_id, uint32 spellid = 0); void CleanupAfterTaxiFlight(); void ContinueTaxiFlight() const; void SendTaxiNodeStatusMultiple(); // mount_id can be used in scripting calls bool isAcceptWhispers() const { return (m_ExtraFlags & PLAYER_EXTRA_ACCEPT_WHISPERS) != 0; } void SetAcceptWhispers(bool on) { if (on) m_ExtraFlags |= PLAYER_EXTRA_ACCEPT_WHISPERS; else m_ExtraFlags &= ~PLAYER_EXTRA_ACCEPT_WHISPERS; } bool IsGameMaster() const { return (m_ExtraFlags & PLAYER_EXTRA_GM_ON) != 0; } bool CanBeGameMaster() const; void SetGameMaster(bool on); bool isGMChat() const { return (m_ExtraFlags & PLAYER_EXTRA_GM_CHAT) != 0; } void SetGMChat(bool on) { if (on) m_ExtraFlags |= PLAYER_EXTRA_GM_CHAT; else m_ExtraFlags &= ~PLAYER_EXTRA_GM_CHAT; } bool isTaxiCheater() const { return (m_ExtraFlags & PLAYER_EXTRA_TAXICHEAT) != 0; } void SetTaxiCheater(bool on) { if (on) m_ExtraFlags |= PLAYER_EXTRA_TAXICHEAT; else m_ExtraFlags &= ~PLAYER_EXTRA_TAXICHEAT; } bool isGMVisible() const { return !(m_ExtraFlags & PLAYER_EXTRA_GM_INVISIBLE); } void SetGMVisible(bool on); void SetPvPDeath(bool on) { if (on) m_ExtraFlags |= PLAYER_EXTRA_PVP_DEATH; else m_ExtraFlags &= ~PLAYER_EXTRA_PVP_DEATH; } void GiveXP(uint32 xp, Unit* victim, float group_rate=1.0f); void GiveLevel(uint8 level); void InitStatsForLevel(bool reapplyMods = false); // .cheat command related bool GetCommandStatus(uint32 command) const { return (_activeCheats & command) != 0; } void SetCommandStatusOn(uint32 command) { _activeCheats |= command; } void SetCommandStatusOff(uint32 command) { _activeCheats &= ~command; } // Played Time Stuff time_t m_logintime; time_t m_Last_tick; uint32 m_Played_time[MAX_PLAYED_TIME_INDEX]; uint32 GetTotalPlayedTime() const { return m_Played_time[PLAYED_TIME_TOTAL]; } uint32 GetLevelPlayedTime() const { return m_Played_time[PLAYED_TIME_LEVEL]; } void setDeathState(DeathState s) override; // overwrite Unit::setDeathState float GetRestBonus() const { return m_rest_bonus; } void SetRestBonus(float rest_bonus_new); bool HasRestFlag(RestFlag restFlag) const { return (_restFlagMask & restFlag) != 0; } void SetRestFlag(RestFlag restFlag, uint32 triggerId = 0); void RemoveRestFlag(RestFlag restFlag); uint32 GetXPRestBonus(uint32 xp); uint32 GetInnTriggerId() const { return inn_triggerId; } Pet* GetPet() const; Pet* SummonPet(uint32 entry, float x, float y, float z, float ang, PetType petType, uint32 despwtime); void RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent = false); // pet auras std::unordered_set m_petAuras; void AddPetAura(PetAura const* petSpell); void RemovePetAura(PetAura const* petSpell); /// Handles said message in regular chat based on declared language and in config pre-defined Range. void Say(std::string const& text, Language language, WorldObject const* = nullptr) override; void Say(uint32 textId, WorldObject const* target = nullptr) override; /// Handles yelled message in regular chat based on declared language and in config pre-defined Range. void Yell(std::string const& text, Language language, WorldObject const* = nullptr) override; void Yell(uint32 textId, WorldObject const* target = nullptr) override; /// Outputs an universal text which is supposed to be an action. void TextEmote(std::string const& text, WorldObject const* = nullptr, bool = false) override; void TextEmote(uint32 textId, WorldObject const* target = nullptr, bool isBossEmote = false) override; /// Handles whispers from Addons and players based on sender, receiver's guid and language. void Whisper(std::string const& text, Language language, Player* receiver, bool = false) override; void Whisper(uint32 textId, Player* target, bool isBossWhisper = false) override; void WhisperAddon(std::string const& text, std::string const& prefix, Player* receiver); /*********************************************************/ /*** STORAGE SYSTEM ***/ /*********************************************************/ void SetVirtualItemSlot(uint8 i, Item* item); void SetSheath(SheathState sheathed) override; // overwrite Unit version uint8 FindEquipSlot(ItemTemplate const* proto, uint32 slot, bool swap) const; uint32 GetItemCount(uint32 item, bool inBankAlso = false, Item* skipItem = nullptr) const; uint32 GetItemCountWithLimitCategory(uint32 limitCategory, Item* skipItem = nullptr) const; Item* GetItemByGuid(ObjectGuid guid) const; Item* GetItemByEntry(uint32 entry) const; Item* GetItemByPos(uint16 pos) const; Item* GetItemByPos(uint8 bag, uint8 slot) const; Item* GetUseableItemByPos(uint8 bag, uint8 slot) const; Bag* GetBagByPos(uint8 slot) const; Item* GetWeaponForAttack(WeaponAttackType attackType, bool useable = false) const; Item* GetShield(bool useable = false) const; static uint8 GetAttackBySlot(uint8 slot); // MAX_ATTACK if not weapon slot 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 IsValidPos(uint16 pos, bool explicit_pos) const { return IsValidPos(pos >> 8, pos & 255, explicit_pos); } bool IsValidPos(uint8 bag, uint8 slot, bool explicit_pos) const; uint8 GetBankBagSlotCount() const { return GetByteValue(PLAYER_BYTES_2, PLAYER_BYTES_2_OFFSET_BANK_BAG_SLOTS); } void SetBankBagSlotCount(uint8 count) { SetByteValue(PLAYER_BYTES_2, PLAYER_BYTES_2_OFFSET_BANK_BAG_SLOTS, count); } bool HasItemCount(uint32 item, uint32 count = 1, bool inBankAlso = false) const; bool HasItemFitToSpellRequirements(SpellInfo const* spellInfo, Item const* ignoreItem = nullptr) const; bool HasAllItemsToFitToSpellRequirements(SpellInfo const* spellInfo); bool CanNoReagentCast(SpellInfo const* spellInfo) const; bool HasItemOrGemWithIdEquipped(uint32 item, uint32 count, uint8 except_slot = NULL_SLOT) const; bool HasItemWithLimitCategoryEquipped(uint32 limitCategory, uint32 count, uint8 except_slot = NULL_SLOT) const; bool HasGemWithLimitCategoryEquipped(uint32 limitCategory, uint32 count, uint8 except_slot = NULL_SLOT) const; InventoryResult CanTakeMoreSimilarItems(Item* pItem, uint32* itemLimitCategory = nullptr) const; InventoryResult CanTakeMoreSimilarItems(uint32 entry, uint32 count, uint32* itemLimitCategory = nullptr) const { return CanTakeMoreSimilarItems(entry, count, nullptr, nullptr, itemLimitCategory); } InventoryResult CanStoreNewItem(uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 item, uint32 count, uint32* no_space_count = nullptr) const; InventoryResult CanStoreItem(uint8 bag, uint8 slot, ItemPosCountVec& dest, Item* pItem, bool swap = false) const; InventoryResult CanStoreItems(Item** items, int count, uint32* itemLimitCategory) const; InventoryResult CanEquipNewItem(uint8 slot, uint16& dest, uint32 item, bool swap) const; InventoryResult CanEquipItem(uint8 slot, uint16& dest, Item* pItem, bool swap, bool not_loading = true) const; InventoryResult CanEquipUniqueItem(Item* pItem, uint8 except_slot = NULL_SLOT, uint32 limit_count = 1) const; InventoryResult CanEquipUniqueItem(ItemTemplate const* itemProto, uint8 except_slot = NULL_SLOT, uint32 limit_count = 1) const; InventoryResult CanUnequipItems(uint32 item, uint32 count) const; InventoryResult CanUnequipItem(uint16 src, bool swap) const; InventoryResult CanBankItem(uint8 bag, uint8 slot, ItemPosCountVec& dest, Item* pItem, bool swap, bool not_loading = true) const; InventoryResult CanUseItem(Item* pItem, bool not_loading = true) const; bool HasItemTotemCategory(uint32 TotemCategory) const; InventoryResult CanUseItem(ItemTemplate const* pItem) const; InventoryResult CanUseAmmo(uint32 item) const; InventoryResult CanRollForItemInLFG(ItemTemplate const* item, WorldObject const* lootedObject) const; Item* StoreNewItem(ItemPosCountVec const& pos, uint32 item, bool update, int32 randomPropertyId = 0, GuidSet const& allowedLooters = GuidSet()); Item* StoreItem(ItemPosCountVec const& pos, Item* pItem, bool update); Item* EquipNewItem(uint16 pos, uint32 item, bool update); Item* EquipItem(uint16 pos, Item* pItem, bool update); void AutoUnequipOffhandIfNeed(bool force = false); bool StoreNewItemInBestSlots(uint32 item_id, uint32 item_count); void AutoStoreLoot(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store, bool broadcast = false); void AutoStoreLoot(uint32 loot_id, LootStore const& store, bool broadcast = false) { AutoStoreLoot(NULL_BAG, NULL_SLOT, loot_id, store, broadcast); } void StoreLootItem(uint8 lootSlot, Loot* loot, GameObject* go = nullptr); InventoryResult CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count = nullptr, uint32* itemLimitCategory = nullptr) const; InventoryResult CanStoreItem(uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 entry, uint32 count, Item* pItem = nullptr, bool swap = false, uint32* no_space_count = nullptr) const; void AddRefundReference(ObjectGuid it); void DeleteRefundReference(ObjectGuid it); /// send initialization of new currency for client void SendNewCurrency(uint32 id) const; /// send full data about all currencies to client void SendCurrencies() const; /// send conquest currency points and their cap week/arena void SendPvpRewards() const; /// return count of currency witch has plr uint32 GetCurrency(uint32 id, bool usePrecision) const; /// return count of currency gaind on current week uint32 GetCurrencyOnWeek(uint32 id, bool usePrecision) const; /// return count of earned currency on current season uint32 GetCurrencyOnSeason(uint32 id) const; /// return week cap by currency id uint32 GetCurrencyWeekCap(uint32 id, bool usePrecision) const; /// return presence related currency bool HasCurrency(uint32 id, uint32 count) const; /// initialize currency count for custom initialization at create character void SetCurrency(uint32 id, uint32 count, bool printLog = true); void ResetCurrencyWeekCap(); /** * @name ModifyCurrency * @brief Change specific currency and send result to client * @param id currency entry from CurrencyTypes.dbc * @param count integer value for adding/removing curent currency * @param printLog used on SMSG_UPDATE_CURRENCY * @param ignore gain multipliers */ void ModifyCurrency(uint32 id, int32 count, bool printLog = true, bool ignoreMultipliers = false, bool isRefund = false); void ApplyEquipCooldown(Item* pItem); void QuickEquipItem(uint16 pos, Item* pItem); void VisualizeItem(uint8 slot, Item* pItem); void SetVisibleItemSlot(uint8 slot, Item* pItem); Item* BankItem(ItemPosCountVec const& dest, Item* pItem, bool update); void RemoveItem(uint8 bag, uint8 slot, bool update); void MoveItemFromInventory(uint8 bag, uint8 slot, bool update); // in trade, auction, guild bank, mail.... void MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB = false); // in trade, guild bank, mail.... void RemoveItemDependentAurasAndCasts(Item* pItem); void DestroyItem(uint8 bag, uint8 slot, bool update); void DestroyItemCount(uint32 item, uint32 count, bool update, bool unequip_check = false); void DestroyItemCount(Item* item, uint32& count, bool update); void DestroyConjuredItems(bool update); void DestroyZoneLimitedItem(bool update, uint32 new_zone); 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); void SendEquipError(InventoryResult msg, Item* pItem, Item* pItem2 = nullptr, uint32 itemid = 0) const; void SendBuyError(BuyResult msg, Creature* creature, uint32 item, uint32 param) const; void SendSellError(SellResult msg, Creature* creature, ObjectGuid guid) const; 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(bool mainhand) const; bool IsTwoHandUsed() const; bool IsUsingTwoHandedWeaponInOneHand() const; void SendNewItem(Item* item, uint32 count, bool received, bool created, bool broadcast = false, bool sendChatMessage = true); bool BuyItemFromVendorSlot(ObjectGuid vendorguid, uint32 vendorslot, uint32 item, uint8 count, uint8 bag, uint8 slot); bool BuyCurrencyFromVendorSlot(ObjectGuid vendorGuid, uint32 vendorSlot, uint32 currency, uint32 count); bool _StoreOrEquipNewItem(uint32 vendorslot, uint32 item, uint8 count, uint8 bag, uint8 slot, int32 price, ItemTemplate const* pProto, Creature* pVendor, VendorItem const* crItem, bool bStore); float GetReputationPriceDiscount(Creature const* creature) const; Player* GetTrader() const; TradeData* GetTradeData() const { return m_trade; } void TradeCancel(bool sendback); CinematicMgr* GetCinematicMgr() const { return _cinematicMgr; } void UpdateEnchantTime(uint32 time); void UpdateSoulboundTradeItems(); void AddTradeableItem(Item* item); void RemoveTradeableItem(Item* item); void UpdateItemDuration(uint32 time, bool realtimeonly = false); void AddEnchantmentDurations(Item* item); void RemoveEnchantmentDurations(Item* item); void RemoveEnchantmentDurationsReferences(Item* item); void RemoveArenaEnchantments(EnchantmentSlot slot); 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 ApplyReforgeEnchantment(Item* item, bool apply); void UpdateSkillEnchantments(uint16 skill_id, uint16 curr_value, uint16 new_value); void SendEnchantmentDurations(); void BuildEnchantmentsInfoData(WorldPacket* data); void AddItemDurations(Item* item); void RemoveItemDurations(Item* item); void SendItemDurations(); void LoadCorpse(PreparedQueryResult result); void LoadPet(); void LoadPetsFromDB(PreparedQueryResult result); bool AddItem(uint32 itemId, uint32 count); uint32 m_stableSlots; /*********************************************************/ /*** GOSSIP SYSTEM ***/ /*********************************************************/ void PrepareGossipMenu(WorldObject* source, uint32 menuId = 0, bool showQuests = false); void SendPreparedGossip(WorldObject* source); void OnGossipSelect(WorldObject* source, uint32 gossipListId, uint32 menuId); uint32 GetGossipTextId(uint32 menuId, WorldObject* source); uint32 GetGossipTextId(WorldObject* source); static uint32 GetDefaultGossipMenuForSource(WorldObject* source); /*********************************************************/ /*** QUEST SYSTEM ***/ /*********************************************************/ int32 GetQuestLevel(Quest const* quest) const { return quest && (quest->GetQuestLevel() > 0) ? quest->GetQuestLevel() : getLevel(); } void PrepareQuestMenu(ObjectGuid guid); void SendPreparedQuest(ObjectGuid guid); bool IsActiveQuest(uint32 quest_id) const; Quest const* GetNextQuest(ObjectGuid guid, Quest const* quest) const; bool CanSeeStartQuest(Quest const* quest); bool CanTakeQuest(Quest const* quest, bool msg); bool CanAddQuest(Quest const* quest, bool msg) const; bool CanCompleteQuest(uint32 quest_id); bool CanCompleteRepeatableQuest(Quest const* quest); bool CanRewardQuest(Quest const* quest, bool msg); bool CanRewardQuest(Quest const* quest, uint32 reward, bool msg); void AddQuestAndCheckCompletion(Quest const* quest, Object* questGiver); void AddQuest(Quest const* quest, Object* questGiver); void AbandonQuest(uint32 quest_id); void CompleteQuest(uint32 quest_id); void IncompleteQuest(uint32 quest_id); void RewardQuest(Quest const* quest, uint32 reward, Object* questGiver, bool announce = true); void SetRewardedQuest(uint32 quest_id); void FailQuest(uint32 quest_id); bool SatisfyQuestSkill(Quest const* qInfo, bool msg) const; bool SatisfyQuestLevel(Quest const* qInfo, bool msg) const; bool SatisfyQuestLog(bool msg) const; bool SatisfyQuestDependentQuests(Quest const* qInfo, bool msg) const; bool SatisfyQuestPreviousQuest(Quest const* qInfo, bool msg) const; bool SatisfyQuestDependentPreviousQuests(Quest const* qInfo, bool msg) const; bool SatisfyQuestClass(Quest const* qInfo, bool msg) const; bool SatisfyQuestRace(Quest const* qInfo, bool msg) const; bool SatisfyQuestReputation(Quest const* qInfo, bool msg); bool SatisfyQuestStatus(Quest const* qInfo, bool msg) const; bool SatisfyQuestConditions(Quest const* qInfo, bool msg); bool SatisfyQuestTimed(Quest const* qInfo, bool msg) const; bool SatisfyQuestExclusiveGroup(Quest const* qInfo, bool msg) const; bool SatisfyQuestNextChain(Quest const* qInfo, bool msg) const; bool SatisfyQuestDay(Quest const* qInfo, bool msg) const; bool SatisfyQuestWeek(Quest const* qInfo, bool msg) const; bool SatisfyQuestMonth(Quest const* qInfo, bool msg) const; bool SatisfyQuestSeasonal(Quest const* qInfo, bool msg) const; bool GiveQuestSourceItem(Quest const* quest); bool TakeQuestSourceItem(uint32 questId, bool msg); bool GetQuestRewardStatus(uint32 quest_id) const; QuestStatus GetQuestStatus(uint32 quest_id) const; void SetQuestStatus(uint32 questId, QuestStatus status, bool update = true); void RemoveActiveQuest(uint32 questId, bool update = true); void RemoveRewardedQuest(uint32 questId, bool update = true); void SendQuestUpdate(uint32 questId); QuestGiverStatus GetQuestDialogStatus(Object* questGiver); bool SatisfyFirstLFGReward(uint32 dungeonId, uint8 maxRewCount) const; uint8 GetFirstRewardCountForDungeonId(uint32 dungeon); void SetDailyQuestStatus(uint32 quest_id); bool IsDailyQuestDone(uint32 quest_id); void SetWeeklyQuestStatus(uint32 quest_id); void SetMonthlyQuestStatus(uint32 quest_id); void SetSeasonalQuestStatus(uint32 quest_id); void SetLFGRewardStatus(uint32 dungeon_id, bool daily_reset); void ResetDailyQuestStatus(); void ResetWeeklyQuestStatus(); void ResetMonthlyQuestStatus(); void ResetSeasonalQuestStatus(uint16 event_id); void ResetWeeklyLFGRewardStatus(); void ResetDailyLFGRewardStatus(); uint16 FindQuestSlot(uint32 quest_id) const; uint32 GetQuestSlotQuestId(uint16 slot) const; uint32 GetQuestSlotState(uint16 slot) const; uint16 GetQuestSlotCounter(uint16 slot, uint8 counter) const; uint32 GetQuestSlotTime(uint16 slot) const; void SetQuestSlot(uint16 slot, uint32 quest_id, uint32 timer = 0); void SetQuestSlotCounter(uint16 slot, uint8 counter, uint16 count); void SetQuestSlotState(uint16 slot, uint32 state); void RemoveQuestSlotState(uint16 slot, uint32 state); void SetQuestSlotTimer(uint16 slot, uint32 timer); void SwapQuestSlot(uint16 slot1, uint16 slot2); uint16 GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry) const; void AreaExploredOrEventHappens(uint32 questId); void GroupEventHappens(uint32 questId, WorldObject const* pEventObject); void ItemAddedQuestCheck(uint32 entry, uint32 count); void ItemRemovedQuestCheck(uint32 entry, uint32 count); void KilledMonster(CreatureTemplate const* cInfo, ObjectGuid guid); void KilledMonsterCredit(uint32 entry, ObjectGuid guid = ObjectGuid::Empty); void KilledPlayerCredit(uint16 count = 1); void KilledPlayerCreditForQuest(uint16 count, Quest const* quest); void KillCreditGO(uint32 entry, ObjectGuid guid = ObjectGuid::Empty); void TalkedToCreature(uint32 entry, ObjectGuid guid); void MoneyChanged(uint32 value); void ReputationChanged(FactionEntry const* factionEntry); void ReputationChanged2(FactionEntry const* factionEntry); bool HasQuestForItem(uint32 itemId, uint32 excludeQuestId = 0, bool turnIn = false) const; bool HasQuestForGO(int32 goId) const; void UpdateVisibleGameobjectsOrSpellClicks(); bool CanShareQuest(uint32 questId) const; void SendQuestComplete(Quest const* quest) const; void SendQuestReward(Quest const* quest, Creature const* questGiver, uint32 xp); void SendQuestFailed(uint32 questId, InventoryResult reason = EQUIP_ERR_OK) const; void SendQuestTimerFailed(uint32 questId) const; void SendCanTakeQuestResponse(QuestFailedReason reason) const; void SendQuestConfirmAccept(Quest const* quest, Player* receiver) const; void SendPushToPartyResponse(Player const* player, uint8 msg) const; void SendQuestUpdateAddCredit(Quest const* quest, ObjectGuid guid, uint32 creatureOrGOIdx, uint16 count); void SendQuestUpdateAddPlayer(Quest const* quest, uint16 newCount); void SendQuestGiverStatusMultiple(); uint32 GetSharedQuestID() const { return m_sharedQuestId; } ObjectGuid GetPlayerSharingQuest() const { return m_playerSharingQuest; } void SetQuestSharingInfo(ObjectGuid guid, uint32 id) { m_playerSharingQuest = guid; m_sharedQuestId = id; } void ClearQuestSharingInfo() { m_playerSharingQuest = ObjectGuid::Empty; m_sharedQuestId = 0; } uint32 GetInGameTime() const { return m_ingametime; } void SetInGameTime(uint32 time) { m_ingametime = time; } void AddTimedQuest(uint32 questId) { m_timedquests.insert(questId); } void RemoveTimedQuest(uint32 questId) { m_timedquests.erase(questId); } void SaveCUFProfile(uint8 id, std::nullptr_t) { _CUFProfiles[id] = nullptr; } ///> Empties a CUF profile at position 0-4 void SaveCUFProfile(uint8 id, std::unique_ptr profile) { _CUFProfiles[id] = std::move(profile); } ///> Replaces a CUF profile at position 0-4 CUFProfile* GetCUFProfile(uint8 id) const { return _CUFProfiles[id].get(); } ///> Retrieves a CUF profile at position 0-4 uint8 GetCUFProfilesCount() const { uint8 count = 0; for (uint8 i = 0; i < MAX_CUF_PROFILES; ++i) if (_CUFProfiles[i]) ++count; return count; } bool HasPvPForcingQuest() const; /*********************************************************/ /*** LOAD SYSTEM ***/ /*********************************************************/ bool LoadFromDB(ObjectGuid guid, SQLQueryHolder* holder); bool IsLoading() const override; void Initialize(ObjectGuid::LowType guid); static uint32 GetUInt32ValueFromArray(Tokenizer const& data, uint16 index); static float GetFloatValueFromArray(Tokenizer const& data, uint16 index); static uint32 GetZoneIdFromDB(ObjectGuid guid); static bool LoadPositionFromDB(uint32& mapid, float& x, float& y, float& z, float& o, bool& in_flight, ObjectGuid guid); static bool IsValidGender(uint8 Gender) { return Gender <= GENDER_FEMALE; } static bool ValidateAppearance(uint8 race, uint8 class_, uint8 gender, uint8 hairID, uint8 hairColor, uint8 faceID, uint8 facialHair, uint8 skinColor, bool create = false); static bool IsValidClass(uint8 Class) { return ((1 << (Class - 1)) & CLASSMASK_ALL_PLAYABLE) != 0; } static bool IsValidRace(uint8 Race) { return ((1 << (Race - 1)) & RACEMASK_ALL_PLAYABLE) != 0; } /*********************************************************/ /*** SAVE SYSTEM ***/ /*********************************************************/ void SaveToDB(bool create = false); void SaveInventoryAndGoldToDB(SQLTransaction& trans); // fast save function for item/money cheating preventing void SaveGoldToDB(SQLTransaction& trans) const; static void SetUInt32ValueInArray(Tokenizer& data, uint16 index, uint32 value); static void Customize(CharacterCustomizeInfo const* customizeInfo, SQLTransaction& trans); static void SavePositionInDB(WorldLocation const& loc, uint16 zoneId, ObjectGuid guid, SQLTransaction& trans); static void DeleteFromDB(ObjectGuid playerguid, uint32 accountId, bool updateRealmChars = true, bool deleteFinally = false); static void DeleteOldCharacters(); static void DeleteOldCharacters(uint32 keepDays); bool m_mailsLoaded; bool m_mailsUpdated; void SetBindPoint(ObjectGuid guid) const; void SendTalentWipeConfirm(ObjectGuid guid) const; void ResetPetTalents(); void RegenerateAll(); void Regenerate(Powers power); void RegenerateHealth(); void setRegenTimerCount(uint32 time) {m_regenTimerCount = time;} void setWeaponChangeTimer(uint32 time) {m_weaponChangeTimer = time;} uint64 GetMoney() const { return GetUInt64Value(PLAYER_FIELD_COINAGE); } bool ModifyMoney(int64 amount, bool sendError = true); bool HasEnoughMoney(uint64 amount) const { return (GetMoney() >= amount); } bool HasEnoughMoney(int64 amount) const; void SetMoney(uint64 value); RewardedQuestSet const& getRewardedQuests() const { return m_RewardedQuests; } QuestStatusMap& getQuestStatusMap() { return m_QuestStatus; } size_t GetRewardedQuestCount() const { return m_RewardedQuests.size(); } bool IsQuestRewarded(uint32 quest_id) const; Unit* GetSelectedUnit() const; Player* GetSelectedPlayer() const; void SetTarget(ObjectGuid /*guid*/) override { } /// Used for serverside target changes, does not apply to players void SetSelection(ObjectGuid guid) { SetGuidValue(UNIT_FIELD_TARGET, guid); } uint8 GetComboPoints() const { return m_comboPoints; } ObjectGuid GetComboTarget() const { return m_comboTarget; } void AddComboPoints(Unit* target, int8 count, Spell* spell = nullptr); void GainSpellComboPoints(int8 count); void ClearComboPoints(); void SendComboPoints(); void SendMailResult(uint32 mailId, MailResponseType mailAction, MailResponseResult mailError, uint32 equipError = 0, ObjectGuid::LowType item_guid = 0, uint32 item_count = 0) const; void SendNewMail() const; void UpdateNextMailTimeAndUnreads(); void AddNewMailDeliverTime(time_t deliver_time); bool IsMailsLoaded() const { return m_mailsLoaded; } void RemoveMail(uint32 id); void AddMail(Mail* mail) { m_mail.push_front(mail);}// for call from WorldSession::SendMailTo uint32 GetMailSize() { return m_mail.size();} Mail* GetMail(uint32 id); PlayerMails::iterator GetMailBegin() { return m_mail.begin();} PlayerMails::iterator GetMailEnd() { return m_mail.end();} void SendItemRetrievalMail(uint32 itemEntry, uint32 count); // Item retrieval mails sent by The Postmaster (34337), used in multiple places. /*********************************************************/ /*** MAILED ITEMS SYSTEM ***/ /*********************************************************/ uint8 unReadMails; time_t m_nextMailDelivereTime; typedef std::unordered_map ItemMap; ItemMap mMitems; //template defined in objectmgr.cpp Item* GetMItem(uint32 id); void AddMItem(Item* it); bool RemoveMItem(uint32 id); void SendOnCancelExpectedVehicleRideAura() const; bool CanControlPet(uint32 spellId = 0) const; void PetSpellInitialize(); void CharmSpellInitialize(); void PossessSpellInitialize(); void VehicleSpellInitialize(); void SendRemoveControlBar() const; bool HasSpell(uint32 spell) const override; bool HasActiveSpell(uint32 spell) const; // show in spellbook bool IsSpellFitByClassAndRace(uint32 spell_id) const; bool HandlePassiveSpellLearn(SpellInfo const* spellInfo); bool IsCurrentSpecMasterySpell(SpellInfo const* spellInfo) const; void SendProficiency(ItemClass itemClass, uint32 itemSubclassMask) const; void SendInitialSpells(); void SendUnlearnSpells(); bool AddSpell(uint32 spellId, bool active, bool learning, bool dependent, bool disabled, bool loading = false, uint32 fromSkill = 0); void LearnSpell(uint32 spell_id, bool dependent, uint32 fromSkill = 0); void RemoveSpell(uint32 spell_id, bool disabled = false, bool learn_low_rank = true); void ResetSpells(bool myClassOnly = false); void LearnCustomSpells(); void LearnDefaultSkills(); void LearnDefaultSkill(uint32 skillId, uint16 rank); void LearnQuestRewardedSpells(); void LearnQuestRewardedSpells(Quest const* quest); void LearnSpellHighestRank(uint32 spellid); void AddTemporarySpell(uint32 spellId); void RemoveTemporarySpell(uint32 spellId); void SetReputation(uint32 factionentry, uint32 value); uint32 GetReputation(uint32 factionentry) const; std::string GetGuildName() const; void SendSpellCategoryCooldowns() const; // Talents uint32 GetFreeTalentPoints() const { return _talentMgr->FreeTalentPoints; } void SetFreeTalentPoints(uint32 points) { _talentMgr->FreeTalentPoints = points; } uint32 GetUsedTalentCount() const { return _talentMgr->UsedTalentCount; } void SetUsedTalentCount(uint32 talents) { _talentMgr->UsedTalentCount = talents; } uint32 GetQuestRewardedTalentCount() const { return _talentMgr->QuestRewardedTalentCount; } void AddQuestRewardedTalentCount(uint32 points) { _talentMgr->QuestRewardedTalentCount += points; } uint32 GetTalentResetCost() const { return _talentMgr->ResetTalentsCost; } void SetTalentResetCost(uint32 cost) { _talentMgr->ResetTalentsCost = cost; } uint32 GetTalentResetTime() const { return _talentMgr->ResetTalentsTime; } void SetTalentResetTime(time_t time_) { _talentMgr->ResetTalentsTime = time_; } uint32 GetPrimaryTalentTree(uint8 spec) const { return _talentMgr->SpecInfo[spec].TalentTree; } void SetPrimaryTalentTree(uint8 spec, uint32 tree) { _talentMgr->SpecInfo[spec].TalentTree = tree; UpdateArmorSpecialization(); } uint8 GetActiveSpec() const { return _talentMgr->ActiveSpec; } void SetActiveSpec(uint8 spec){ _talentMgr->ActiveSpec = spec; UpdateArmorSpecialization(); } uint8 GetSpecsCount() const { return _talentMgr->SpecsCount; } void SetSpecsCount(uint8 count) { _talentMgr->SpecsCount = count; } bool ResetTalents(bool no_cost = false); uint32 GetNextResetTalentsCost() const; void InitTalentForLevel(); void BuildPlayerTalentsInfoData(WorldPacket* data); void BuildPetTalentsInfoData(WorldPacket* data); void SendTalentsInfoData(bool pet); bool LearnTalent(uint32 talentId, uint32 talentRank); void LearnPetTalent(ObjectGuid petGuid, uint32 talentId, uint32 talentRank); bool AddTalent(uint32 spellId, uint8 spec, bool learning); bool HasTalent(uint32 spell_id, uint8 spec) const; uint32 CalculateTalentsPoints() const; // Armor Specializaion void UpdateArmorSpecialization(); // Dual Spec void UpdateSpecCount(uint8 count); void ActivateSpec(uint8 spec); void LoadActions(PreparedQueryResult result); void InitGlyphsForLevel(); void SetGlyphSlot(uint8 slot, uint32 slottype) { SetUInt32Value(PLAYER_FIELD_GLYPH_SLOTS_1 + slot, slottype); } uint32 GetGlyphSlot(uint8 slot) const { return GetUInt32Value(PLAYER_FIELD_GLYPH_SLOTS_1 + slot); } void SetGlyph(uint8 slot, uint32 glyph); uint32 GetGlyph(uint8 spec, uint8 slot) const { return _talentMgr->SpecInfo[spec].Glyphs[slot]; } PlayerTalentMap const* GetTalentMap(uint8 spec) const { return _talentMgr->SpecInfo[spec].Talents; } PlayerTalentMap* GetTalentMap(uint8 spec) { return _talentMgr->SpecInfo[spec].Talents; } ActionButtonList const& GetActionButtons() const { return m_actionButtons; } uint32 GetFreePrimaryProfessionPoints() const { return GetUInt32Value(PLAYER_CHARACTER_POINTS); } void SetFreePrimaryProfessions(uint16 profs) { SetUInt32Value(PLAYER_CHARACTER_POINTS, profs); } void InitPrimaryProfessions(); PlayerSpellMap const& GetSpellMap() const { return m_spells; } PlayerSpellMap & GetSpellMap() { return m_spells; } void AddSpellMod(SpellModifier* mod, bool apply); static bool IsAffectedBySpellmod(SpellInfo const* spellInfo, SpellModifier* mod, Spell* spell = nullptr); template void ApplySpellMod(uint32 spellId, SpellModOp op, T& basevalue, Spell* spell = nullptr) const; static void ApplyModToSpell(SpellModifier* mod, Spell* spell); static bool HasSpellModApplied(SpellModifier* mod, Spell* spell); void SetSpellModTakingSpell(Spell* spell, bool apply); void RemoveArenaSpellCooldowns(bool removeActivePetCooldowns = false); uint32 GetLastPotionId() const { return m_lastPotionId; } void SetLastPotionId(uint32 item_id) { m_lastPotionId = item_id; } void UpdatePotionCooldown(Spell* spell = nullptr); void SetResurrectRequestData(Unit* caster, uint32 health, uint32 mana, uint32 appliedAura); void ClearResurrectRequestData() { delete _resurrectionData; _resurrectionData = nullptr; } bool IsResurrectRequestedBy(ObjectGuid const& guid) const { if (!IsResurrectRequested()) return false; return _resurrectionData->GUID == guid; } bool IsResurrectRequested() const { return _resurrectionData != nullptr; } void ResurrectUsingRequestData(); uint8 getCinematic() const { return m_cinematic; } void setCinematic(uint8 cine) { m_cinematic = cine; } uint32 GetMovie() const { return m_movie; } void SetMovie(uint32 movie) { m_movie = movie; } ActionButton* addActionButton(uint8 button, uint32 action, uint8 type); void removeActionButton(uint8 button); ActionButton const* GetActionButton(uint8 button); void SendInitialActionButtons() const { SendActionButtons(0); } void SendActionButtons(uint32 state) const; bool IsActionButtonDataValid(uint8 button, uint32 action, uint8 type) const; PvPInfo pvpInfo; void UpdatePvPState(bool onlyFFA = false); void SetPvP(bool state) override; void UpdatePvP(bool state, bool override = false); void UpdateZone(uint32 newZone, uint32 newArea); void UpdateArea(uint32 newArea); void SetNeedsZoneUpdate(bool needsUpdate) { m_needsZoneUpdate = needsUpdate; } void UpdateZoneDependentAuras(uint32 zone_id); // zones void UpdateAreaDependentAuras(uint32 area_id); // subzones void UpdateAfkReport(time_t currTime); void UpdatePvPFlag(time_t currTime); void UpdateContestedPvP(uint32 currTime); void SetContestedPvPTimer(uint32 newTime) {m_contestedPvPTimer = newTime;} void ResetContestedPvP(); /// @todo: maybe move UpdateDuelFlag+DuelComplete to independent DuelHandler DuelInfo* duel; void UpdateDuelFlag(time_t currTime); void CheckDuelDistance(time_t currTime); void DuelComplete(DuelCompleteType type); void SendDuelCountdown(uint32 counter); bool IsGroupVisibleFor(Player const* p) const; bool IsInSameGroupWith(Player const* p) const; bool IsInSameRaidWith(Player const* p) const; void UninviteFromGroup(); static void RemoveFromGroup(Group* group, ObjectGuid guid, RemoveMethod method = GROUP_REMOVEMETHOD_DEFAULT, ObjectGuid kicker = ObjectGuid::Empty, char const* reason = nullptr); void RemoveFromGroup(RemoveMethod method = GROUP_REMOVEMETHOD_DEFAULT) { RemoveFromGroup(GetGroup(), GetGUID(), method); } void SendUpdateToOutOfRangeGroupMembers(); void SetInGuild(uint32 guildId); void SetRank(uint8 rankId) { SetUInt32Value(PLAYER_GUILDRANK, rankId); } uint8 GetRank() const { return uint8(GetUInt32Value(PLAYER_GUILDRANK)); } void SetGuildLevel(uint32 level) { SetUInt32Value(PLAYER_GUILDLEVEL, level); } uint32 GetGuildLevel() { return GetUInt32Value(PLAYER_GUILDLEVEL); } void SetGuildIdInvited(uint32 GuildId) { m_GuildIdInvited = GuildId; } uint32 GetGuildId() const { return GetUInt32Value(OBJECT_FIELD_DATA); /* return only lower part */ } Guild* GetGuild(); int GetGuildIdInvited() const { return m_GuildIdInvited; } static void RemovePetitionsAndSigns(ObjectGuid guid, uint32 type); // Arena Team void SetInArenaTeam(uint32 ArenaTeamId, uint8 slot, uint8 type); void SetArenaTeamInfoField(uint8 slot, ArenaTeamInfoType type, uint32 value); static void LeaveAllArenaTeams(ObjectGuid guid); uint32 GetArenaTeamId(uint8 slot) const { return GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (slot * ARENA_TEAM_END) + ARENA_TEAM_ID); } uint32 GetArenaPersonalRating(uint8 slot) const { return GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (slot * ARENA_TEAM_END) + ARENA_TEAM_PERSONAL_RATING); } void SetArenaTeamIdInvited(uint32 ArenaTeamId) { m_ArenaTeamIdInvited = ArenaTeamId; } uint32 GetArenaTeamIdInvited() const { return m_ArenaTeamIdInvited; } uint32 GetRBGPersonalRating() const { return 0; } Difficulty GetDifficulty(bool isRaid) const { return isRaid ? m_raidDifficulty : m_dungeonDifficulty; } Difficulty GetDungeonDifficulty() const { return m_dungeonDifficulty; } Difficulty GetRaidDifficulty() const { return m_raidDifficulty; } Difficulty GetStoredRaidDifficulty() const { return m_raidMapDifficulty; } // only for use in difficulty packet after exiting to raid map void SetDungeonDifficulty(Difficulty dungeon_difficulty) { m_dungeonDifficulty = dungeon_difficulty; } void SetRaidDifficulty(Difficulty raid_difficulty) { m_raidDifficulty = raid_difficulty; } void StoreRaidMapDifficulty(); bool UpdateSkill(uint32 skill_id, uint32 step); bool UpdateSkillPro(uint16 skillId, int32 chance, uint32 step); bool UpdateCraftSkill(uint32 spellid); bool UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator = 1); bool UpdateFishingSkill(); void GiveXpForGather(uint32 const& skillId); void SurveyDigSite(); void NotifyRequestResearchHistory(); bool ArchProjectCompleteable(uint16 projectId); bool HasArchProject(uint16 projectId); void CompleteArchProject(uint16 projectId); void SetArchData(ArchData const& data); float GetHealthBonusFromStamina(); float GetManaBonusFromIntellect(); bool UpdateStats(Stats stat) override; bool UpdateAllStats() override; void ApplySpellPenetrationBonus(int32 amount, bool apply); void UpdateResistances(uint32 school) override; void UpdateArmor() override; void UpdateMaxHealth() override; void UpdateMaxPower(Powers power) override; void UpdateAttackPowerAndDamage(bool ranged = false) override; void ApplySpellPowerBonus(int32 amount, bool apply); void UpdateSpellDamageAndHealingBonus(); void ApplyRatingMod(CombatRating cr, int32 value, bool apply); void UpdateRating(CombatRating cr); void UpdateAllRatings(); void UpdateMastery(); bool CanUseMastery() const; void CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& minDamage, float& maxDamage) override; void RecalculateRating(CombatRating cr) { ApplyRatingMod(cr, 0, true);} float GetMeleeCritFromAgility() const; void GetDodgeFromAgility(float &diminishing, float &nondiminishing) const; float GetSpellCritFromIntellect() const; float OCTRegenMPPerSpirit() const; float GetRatingMultiplier(CombatRating cr) const; float GetRatingBonusValue(CombatRating cr) const; /// Returns base spellpower bonus from spellpower stat on items, without spellpower from intellect stat uint32 GetBaseSpellPowerBonus() const { return m_baseSpellPower; } int32 GetSpellPenetrationItemMod() const { return m_spellPenetrationItemMod; } float GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const; void UpdateBlockPercentage(); void UpdateCritPercentage(WeaponAttackType attType); void UpdateAllCritPercentages(); void UpdateParryPercentage(); void UpdateDodgePercentage(); void UpdateMeleeHitChances(); void UpdateRangedHitChances(); void UpdateSpellHitChances(); void UpdateHitChances(); void UpdateAllSpellCritChances(); void UpdateSpellCritChance(uint32 school); void UpdateExpertise(WeaponAttackType attType); void ApplyManaRegenBonus(int32 amount, bool apply); void ApplyHealthRegenBonus(int32 amount, bool apply); void UpdateManaRegen(); uint32 GetRuneTimer(uint8 index) const { return m_runeGraceCooldown[index]; } void SetRuneTimer(uint8 index, uint32 timer) { m_runeGraceCooldown[index] = timer; } uint32 GetLastRuneGraceTimer(uint8 index) const { return m_lastRuneGraceTimers[index]; } void SetLastRuneGraceTimer(uint8 index, uint32 timer) { m_lastRuneGraceTimers[index] = timer; } ObjectGuid GetLootGUID() const { return m_lootGuid; } void SetLootGUID(ObjectGuid guid) { m_lootGuid = guid; } void RemovedInsignia(Player* looterPlr); WorldSession* GetSession() const { return m_session; } void BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) const override; void DestroyForPlayer(Player* target, bool onDeath = false) const override; void SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 BonusXP, bool recruitAFriend = false, float group_rate=1.0f) const; // notifiers void SendAttackSwingCantAttack() const; void SendAttackSwingCancelAttack() const; void SendAttackSwingDeadTarget() const; void SendAttackSwingNotInRange() const; void SendAttackSwingBadFacingAttack() const; void SendAutoRepeatCancel(Unit* target); void SendExplorationExperience(uint32 Area, uint32 Experience) const; void SendDungeonDifficulty(bool IsInGroup) const; void SendRaidDifficulty(bool IsInGroup, int32 forcedDifficulty = -1) const; void ResetInstances(uint8 method, bool isRaid); void SendResetInstanceSuccess(uint32 MapId) const; void SendResetInstanceFailed(uint32 reason, uint32 MapId) const; void SendResetFailedNotify(uint32 mapid) const; bool UpdatePosition(float x, float y, float z, float orientation, bool teleport = false) override; bool UpdatePosition(Position const& pos, bool teleport = false) override { return UpdatePosition(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation(), teleport); } void ProcessTerrainStatusUpdate(ZLiquidStatus status, Optional const& liquidData) override; void SendMessageToSet(WorldPacket const* data, bool self) const override { SendMessageToSetInRange(data, GetVisibilityRange(), self); } void SendMessageToSetInRange(WorldPacket const* data, float dist, bool self) const override; void SendMessageToSetInRange(WorldPacket const* data, float dist, bool self, bool own_team_only) const; void SendMessageToSet(WorldPacket const* data, Player const* skipped_rcvr) const override; Corpse* GetCorpse() const; void SpawnCorpseBones(bool triggerSave = true); Corpse* CreateCorpse(); void KillPlayer(); static void OfflineResurrect(ObjectGuid const& guid, SQLTransaction& trans); bool HasCorpse() const { return _corpseLocation.GetMapId() != MAPID_INVALID; } WorldLocation GetCorpseLocation() const { return _corpseLocation; } uint32 GetResurrectionSpellId(); void ResurrectPlayer(float restore_percent, bool applySickness = false); void BuildPlayerRepop(); void RepopAtGraveyard(); void DurabilityLossAll(double percent, bool inventory); void DurabilityLoss(Item* item, double percent); void DurabilityPointsLossAll(int32 points, bool inventory); void DurabilityPointsLoss(Item* item, int32 points); void DurabilityPointLossForEquipSlot(EquipmentSlots slot); uint32 DurabilityRepairAll(bool cost, float discountMod, bool guildBank); uint32 DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank); void UpdateMirrorTimers(); void StopMirrorTimers(); bool IsMirrorTimerActive(MirrorTimerType type) const; bool CanJoinConstantChannelInZone(ChatChannelsEntry const* channel, AreaTableEntry const* zone) const; void JoinedChannel(Channel* c); void LeftChannel(Channel* c); void CleanupChannels(); void UpdateLocalChannels(uint32 newZone); void LeaveLFGChannel(); typedef std::list JoinedChannelsList; JoinedChannelsList const& GetJoinedChannels() const { return m_channels; } void InitializeSkillFields(); void SetSkill(uint16 id, uint16 step, uint16 newVal, uint16 maxVal); uint16 GetMaxSkillValue(uint32 skill) const; // max + perm. bonus + temp bonus uint16 GetPureMaxSkillValue(uint32 skill) const; // max uint16 GetSkillValue(uint32 skill) const; // skill value + perm. bonus + temp bonus uint16 GetBaseSkillValue(uint32 skill) const; // skill value + perm. bonus uint16 GetPureSkillValue(uint32 skill) const; // skill value int16 GetSkillPermBonusValue(uint32 skill) const; int16 GetSkillTempBonusValue(uint32 skill) const; uint16 GetSkillStep(uint16 skill) const; // 0...6 bool HasSkill(uint32 skill) const; void LearnSkillRewardedSpells(uint32 skillId, uint32 skillValue); uint32 GetSkillRank(uint8 pos) const; void SetSkillLineId(uint8 pos, uint16 value); void SetSkillStep(uint8 pos, uint16 value); void SetSkillRank(uint8 pos, uint16 value); void SetSkillMaxRank(uint8 pos, uint16 value); void SetSkillTempBonus(uint8 pos, uint16 value); void SetSkillPermBonus(uint8 pos, uint16 value); WorldLocation& GetTeleportDest() { return m_teleport_dest; } Transport* GetTeleportTransport() const { return m_teleport_transport; } void ResetTeleportTransport() { m_teleport_transport = nullptr; } bool IsBeingTeleported() const { return mSemaphoreTeleport_Near || mSemaphoreTeleport_Far; } bool IsBeingTeleportedNear() const { return mSemaphoreTeleport_Near; } bool IsBeingTeleportedFar() const { return mSemaphoreTeleport_Far; } void SetSemaphoreTeleportNear(bool semphsetting) { mSemaphoreTeleport_Near = semphsetting; } void SetSemaphoreTeleportFar(bool semphsetting) { mSemaphoreTeleport_Far = semphsetting; } void ProcessDelayedOperations(); void CheckAreaExploreAndOutdoor(void); static uint32 TeamForRace(uint8 race); uint32 GetTeam() const { return m_team; } TeamId GetTeamId() const { return m_team == ALLIANCE ? TEAM_ALLIANCE : TEAM_HORDE; } void SetFactionForRace(uint8 race); void InitDisplayIds(); bool IsAtGroupRewardDistance(WorldObject const* pRewardSource) const; bool IsAtRecruitAFriendDistance(WorldObject const* pOther) const; void RewardPlayerAndGroupAtKill(Unit* victim, bool isBattleGround); void RewardPlayerAndGroupAtEvent(uint32 creature_id, WorldObject* pRewardSource); bool isHonorOrXPTarget(Unit const* victim) const; bool GetsRecruitAFriendBonus(bool forXP); uint8 GetGrantableLevels() const { return m_grantableLevels; } void SetGrantableLevels(uint8 val) { m_grantableLevels = val; } ReputationMgr& GetReputationMgr() { return *m_reputationMgr; } ReputationMgr const& GetReputationMgr() const { return *m_reputationMgr; } ReputationRank GetReputationRank(uint32 faction_id) const; void RewardOnKill(Unit* victim, float rate); void RewardReputation(Quest const* quest); int32 CalculateReputationGain(ReputationSource source, uint32 creatureOrQuestLevel, int32 rep, int32 faction, bool noQuestBonus = false); void UpdateSkillsForLevel(); void UpdateWeaponsSkillsToMaxSkillsForLevel(); // for .levelup void ModifySkillBonus(uint32 skillid, int32 val, bool talent); void SetLastSoulburnSpell(SpellInfo const* spell) { m_lastSoulburnSpell = spell; } SpellInfo const* GetLastSoulburnSpell() const { return m_lastSoulburnSpell; } /*********************************************************/ /*** PVP SYSTEM ***/ /*********************************************************/ // TODO: Properly implement correncies as of Cataclysm void UpdateHonorFields(); bool RewardHonor(Unit* victim, uint32 groupsize, int32 honor = -1, bool pvptoken = false); uint32 GetMaxPersonalArenaRatingRequirement(uint32 minarenaslot) const; // duel health and mana reset methods void SaveHealthBeforeDuel() { healthBeforeDuel = GetHealth(); } void SaveManaBeforeDuel() { manaBeforeDuel = GetPower(POWER_MANA); } void RestoreHealthAfterDuel() { SetHealth(healthBeforeDuel); } void RestoreManaAfterDuel() { SetPower(POWER_MANA, manaBeforeDuel); } //End of PvP System void SetDrunkValue(uint8 newDrunkValue, uint32 itemId = 0); uint8 GetDrunkValue() const { return GetByteValue(PLAYER_BYTES_3, PLAYER_BYTES_3_OFFSET_INEBRIATION); } static DrunkenState GetDrunkenstateByValue(uint8 value); uint32 GetDeathTimer() const { return m_deathTimer; } uint32 GetCorpseReclaimDelay(bool pvp) const; void UpdateCorpseReclaimDelay(); int32 CalculateCorpseReclaimDelay(bool load = false) const; void SendCorpseReclaimDelay(uint32 delay) const; uint32 GetBlockPercent() const override { return GetUInt32Value(PLAYER_SHIELD_BLOCK); } bool CanParry() const { return m_canParry; } void SetCanParry(bool value); bool CanBlock() const { return m_canBlock; } void SetCanBlock(bool value); bool CanTitanGrip() const { return m_canTitanGrip; } void SetCanTitanGrip(bool value, uint32 penaltySpellId = 0); void CheckTitanGripPenalty(); bool CanTameExoticPets() const { return IsGameMaster() || HasAuraType(SPELL_AURA_ALLOW_TAME_PET_TYPE); } void SetRegularAttackTime(); void SetBaseModValue(BaseModGroup modGroup, BaseModType modType, float value) { m_auraBaseMod[modGroup][modType] = value; } void HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply); float GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const; float GetTotalBaseModValue(BaseModGroup modGroup) const; float GetTotalPercentageModValue(BaseModGroup modGroup) const { return m_auraBaseMod[modGroup][FLAT_MOD] + m_auraBaseMod[modGroup][PCT_MOD]; } void _ApplyAllStatBonuses(); void _RemoveAllStatBonuses(); void ResetAllPowers(); void CastAllObtainSpells(); void ApplyItemObtainSpells(Item* item, bool apply); void ApplyItemDependentAuras(Item* item, bool apply); void _ApplyItemMods(Item* item, uint8 slot, bool apply, bool updateItemAuras = true); void _RemoveAllItemMods(); void _ApplyAllItemMods(); void _ApplyAllLevelScaleItemMods(bool apply); void _ApplyItemBonuses(ItemTemplate const* proto, uint8 slot, bool apply, bool only_level_scale = false); void _ApplyWeaponDamage(uint8 slot, ItemTemplate const* proto, ScalingStatValuesEntry const* ssv, bool apply); bool EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot) const; void ToggleMetaGemsActive(uint8 exceptslot, bool apply); void CorrectMetaGemEnchants(uint8 slot, bool apply); void InitDataForForm(bool reapplyMods = false); void ApplyItemEquipSpell(Item* item, bool apply, bool form_change = false); void ApplyEquipSpell(SpellInfo const* spellInfo, Item* item, bool apply, bool form_change = false); void UpdateEquipSpellsAtFormChange(); void CastItemCombatSpell(DamageInfo const& damageInfo); void CastItemCombatSpell(DamageInfo const& damageInfo, Item* item, ItemTemplate const* proto); void CastItemUseSpell(Item* item, SpellCastTargets const& targets, uint8 cast_count, uint32 glyphIndex); void SendEquipmentSetList(); void SetEquipmentSet(EquipmentSetInfo::EquipmentSetData const& eqset); void DeleteEquipmentSet(uint64 setGuid); void SendInitWorldStates(uint32 zone, uint32 area); void SendUpdateWorldState(uint32 Field, uint32 Value) const; void SendDirectMessage(WorldPacket const* data) const; void SendBGWeekendWorldStates() const; void SendBattlefieldWorldStates() const; void SendAurasForTarget(Unit* target) const; PlayerMenu* PlayerTalkClass; std::vector ItemSetEff; void SendLoot(ObjectGuid guid, LootType loot_type); void SendLootError(ObjectGuid guid, LootError error) const; void SendLootRelease(ObjectGuid guid) const; void SendNotifyLootItemRemoved(uint8 lootSlot) const; void SendNotifyCurrencyLootRemoved(uint8 lootSlot); void SendNotifyLootMoneyRemoved() const; /*********************************************************/ /*** BATTLEGROUND SYSTEM ***/ /*********************************************************/ bool InBattleground() const { return m_bgData.bgInstanceID != 0; } bool InArena() const; uint32 GetBattlegroundId() const { return m_bgData.bgInstanceID; } BattlegroundTypeId GetBattlegroundTypeId() const { return m_bgData.bgTypeID; } Battleground* GetBattleground() const; uint32 GetBattlegroundQueueJoinTime(uint32 bgTypeId) const { return m_bgData.bgQueuesJoinedTime.find(bgTypeId)->second; } void AddBattlegroundQueueJoinTime(uint32 bgTypeId, uint32 joinTime) { m_bgData.bgQueuesJoinedTime[bgTypeId] = joinTime; } void RemoveBattlegroundQueueJoinTime(uint32 bgTypeId) { m_bgData.bgQueuesJoinedTime.erase(m_bgData.bgQueuesJoinedTime.find(bgTypeId)->second); } bool InBattlegroundQueue() const; BattlegroundQueueTypeId GetBattlegroundQueueTypeId(uint32 index) const; uint32 GetBattlegroundQueueIndex(BattlegroundQueueTypeId bgQueueTypeId) const; bool IsInvitedForBattlegroundQueueType(BattlegroundQueueTypeId bgQueueTypeId) const; bool InBattlegroundQueueForBattlegroundQueueType(BattlegroundQueueTypeId bgQueueTypeId) const; void SetBattlegroundId(uint32 val, BattlegroundTypeId bgTypeId); uint32 AddBattlegroundQueueId(BattlegroundQueueTypeId val); bool HasFreeBattlegroundQueueId() const; void RemoveBattlegroundQueueId(BattlegroundQueueTypeId val); void SetInviteForBattlegroundQueueType(BattlegroundQueueTypeId bgQueueTypeId, uint32 instanceId); bool IsInvitedForBattlegroundInstance(uint32 instanceId) const; WorldLocation const& GetBattlegroundEntryPoint() const { return m_bgData.joinPos; } void SetBattlegroundEntryPoint(); void SetBGTeam(uint32 team); uint32 GetBGTeam() const; void LeaveBattleground(bool teleportToEntryPoint = true); bool CanJoinToBattleground(Battleground const* bg) const; bool CanReportAfkDueToLimit(); void ReportedAfkBy(Player* reporter); void ClearAfkReports() { m_bgData.bgAfkReporter.clear(); } bool GetBGAccessByLevel(BattlegroundTypeId bgTypeId) const; bool isTotalImmunity() const; bool CanUseBattlegroundObject(GameObject* gameobject) const; bool isTotalImmune() const; bool CanCaptureTowerPoint() const; bool GetRandomWinner() const { return m_IsBGRandomWinner; } void SetRandomWinner(bool isWinner); /*********************************************************/ /*** OUTDOOR PVP SYSTEM ***/ /*********************************************************/ OutdoorPvP* GetOutdoorPvP() const; // returns true if the player is in active state for outdoor pvp objective capturing, false otherwise bool IsOutdoorPvPActive() const; /*********************************************************/ /*** ENVIROMENTAL SYSTEM ***/ /*********************************************************/ bool IsImmuneToEnvironmentalDamage() const; uint32 EnvironmentalDamage(EnviromentalDamage type, uint32 damage); /*********************************************************/ /*** FLOOD FILTER SYSTEM ***/ /*********************************************************/ void UpdateSpeakTime(); bool CanSpeak() const; void ChangeSpeakTime(int utime); /*********************************************************/ /*** VARIOUS SYSTEMS ***/ /*********************************************************/ void UpdateFallInformationIfNeed(MovementInfo const& minfo, uint16 opcode); // only changed for direct client control (possess, vehicle etc.), not stuff you control using pet commands Unit* m_unitMovedByMe; WorldObject* m_seer; void SetFallInformation(uint32 time, float z); void HandleFall(MovementInfo const& movementInfo); void SetClientControl(Unit* target, bool allowMove); void SetMover(Unit* target); void SetSeer(WorldObject* target) { m_seer = target; } void SetViewpoint(WorldObject* target, bool apply); WorldObject* GetViewpoint() const; void StopCastingCharm(); void StopCastingBindSight() const; uint32 GetSaveTimer() const { return m_nextSave; } void SetSaveTimer(uint32 timer) { m_nextSave = timer; } void SaveRecallPosition() { m_recall_location.WorldRelocate(*this); } void Recall() { TeleportTo(m_recall_location); } void SetHomebind(WorldLocation const& loc, uint32 areaId); // Homebind coordinates uint32 m_homebindMapId; uint16 m_homebindAreaId; float m_homebindX; float m_homebindY; float m_homebindZ; WorldLocation GetStartPosition() const; // currently visible objects at player client GuidUnorderedSet m_clientGUIDs; GuidUnorderedSet m_visibleTransports; bool HaveAtClient(Object const* u) const; bool IsNeverVisible() const override; bool IsVisibleGloballyFor(Player const* player) const; void SendInitialVisiblePackets(Unit* target) const; void UpdateObjectVisibility(bool forced = true) override; void UpdateVisibilityForPlayer(); void UpdateVisibilityOf(WorldObject* target); void UpdateTriggerVisibility(); template void UpdateVisibilityOf(T* target, UpdateData& data, std::set& visibleNow); uint8 m_forced_speed_changes[MAX_MOVE_TYPE]; bool HasAtLoginFlag(AtLoginFlags f) const { return (m_atLoginFlags & f) != 0; } void SetAtLoginFlag(AtLoginFlags f) { m_atLoginFlags |= f; } void RemoveAtLoginFlag(AtLoginFlags flags, bool persist = false); bool isUsingLfg() const; bool inRandomLfgDungeon() const; void GetLFGLeavePoint(Position* pos); bool HasValidLFGLeavePoint(uint32 mapid); void SetLFGLeavePoint(); // Temporarily removed pet cache uint32 GetTemporaryUnsummonedPetNumber() const { return m_temporaryUnsummonedPetNumber; } void SetTemporaryUnsummonedPetNumber(uint32 petnumber) { m_temporaryUnsummonedPetNumber = petnumber; } void UnsummonPetTemporaryIfAny(); void ResummonPetTemporaryUnSummonedIfAny(); bool IsPetNeedBeTemporaryUnsummoned() const; void SendCinematicStart(uint32 cinematicId); void SendMovieStart(uint32 movieId); uint32 DoRandomRoll(uint32 minimum, uint32 maximum); /*********************************************************/ /*** INSTANCE SYSTEM ***/ /*********************************************************/ typedef std::unordered_map< uint32 /*mapId*/, InstancePlayerBind > BoundInstancesMap; void UpdateHomebindTime(uint32 time); uint32 m_HomebindTimer; bool m_InstanceValid; // permanent binds and solo binds by difficulty BoundInstancesMap m_boundInstances[MAX_DIFFICULTY]; InstancePlayerBind* GetBoundInstance(uint32 mapid, Difficulty difficulty, bool withExpired = false); BoundInstancesMap& GetBoundInstances(Difficulty difficulty) { return m_boundInstances[difficulty]; } InstanceSave* GetInstanceSave(uint32 mapid, bool raid); void UnbindInstance(uint32 mapid, Difficulty difficulty, bool unload = false); void UnbindInstance(BoundInstancesMap::iterator &itr, Difficulty difficulty, bool unload = false); InstancePlayerBind* BindToInstance(InstanceSave* save, bool permanent, BindExtensionState extendState = EXTEND_STATE_NORMAL, bool load = false); void BindToInstance(); void SetPendingBind(uint32 instanceId, uint32 bindTimer); bool HasPendingBind() const { return _pendingBindId > 0; } void SendRaidInfo(); void SendSavedInstances(); bool Satisfy(AccessRequirement const* ar, uint32 target_map, bool report = false); bool CheckInstanceValidity(bool /*isLogin*/); bool CheckInstanceCount(uint32 instanceId) const; void AddInstanceEnterTime(uint32 instanceId, time_t enterTime); // last used pet number (for BG's) uint32 GetLastPetNumber() const { return m_lastpetnumber; } void SetLastPetNumber(uint32 petnumber) { m_lastpetnumber = petnumber; } /*********************************************************/ /*** GROUP SYSTEM ***/ /*********************************************************/ Group* GetGroupInvite() const { return m_groupInvite; } void SetGroupInvite(Group* group) { m_groupInvite = group; } Group* GetGroup() { return m_group.getTarget(); } Group const* GetGroup() const { return const_cast(m_group.getTarget()); } GroupReference& GetGroupRef() { return m_group; } void SetGroup(Group* group, int8 subgroup = -1); uint8 GetSubGroup() const { return m_group.getSubGroup(); } uint32 GetGroupUpdateFlag() const { return m_groupUpdateMask; } void SetGroupUpdateFlag(uint32 flag) { m_groupUpdateMask |= flag; } uint64 GetAuraUpdateMaskForRaid() const { return m_auraRaidUpdateMask; } void SetAuraUpdateMaskForRaid(uint8 slot) { m_auraRaidUpdateMask |= (uint64(1) << slot); } Player* GetNextRandomRaidMember(float radius); PartyResult CanUninviteFromGroup(ObjectGuid guidMember = ObjectGuid::Empty) const; // Battleground / Battlefield Group System void SetBattlegroundOrBattlefieldRaid(Group* group, int8 subgroup = -1); void RemoveFromBattlegroundOrBattlefieldRaid(); Group* GetOriginalGroup() const { return m_originalGroup.getTarget(); } GroupReference& GetOriginalGroupRef() { return m_originalGroup; } uint8 GetOriginalSubGroup() const { return m_originalGroup.getSubGroup(); } void SetOriginalGroup(Group* group, int8 subgroup = -1); void SetPassOnGroupLoot(bool bPassOnGroupLoot) { m_bPassOnGroupLoot = bPassOnGroupLoot; } bool GetPassOnGroupLoot() const { return m_bPassOnGroupLoot; } MapReference &GetMapRef() { return m_mapRef; } // Set map to player and add reference void SetMap(Map* map) override; void ResetMap() override; bool isAllowedToLoot(Creature const* creature); DeclinedName const* GetDeclinedNames() const { return m_declinedname; } uint8 GetRunesState() const { return m_runes->runeState; } RuneType GetBaseRune(uint8 index) const { return RuneType(m_runes->runes[index].BaseRune); } RuneType GetCurrentRune(uint8 index) const { return RuneType(m_runes->runes[index].CurrentRune); } uint32 GetRuneCooldown(uint8 index) const { return m_runes->runes[index].Cooldown; } bool IsBaseRuneSlotsOnCooldown(RuneType runeType) const; RuneType GetLastUsedRune() { return m_runes->lastUsedRune; } uint8 GetLastUsedRuneMask() { return m_runes->lastUsedRuneMask; } void ClearLastUsedRuneMask() { m_runes->lastUsedRuneMask = 0; } void SetLastUsedRune(RuneType type) { m_runes->lastUsedRune = type; } void SetLastUsedRuneIndex(uint8 index) { m_runes->lastUsedRuneMask |= (1 << index); } void SetBaseRune(uint8 index, RuneType baseRune) { m_runes->runes[index].BaseRune = baseRune; } void SetCurrentRune(uint8 index, RuneType currentRune) { m_runes->runes[index].CurrentRune = currentRune; } void SetRuneConvertAura(uint8 index, AuraEffect const* aura, AuraType auraType, SpellInfo const* spellInfo); void AddRuneByAuraEffect(uint8 index, RuneType newType, AuraEffect const* aura, AuraType auraType, SpellInfo const* spellInfo); void SetRuneCooldown(uint8 index, uint32 cooldown); void RemoveRunesByAuraEffect(AuraEffect const* aura); void RestoreBaseRune(uint8 index); void ConvertRune(uint8 index, RuneType newType); void ResyncRunes(uint8 count); void AddRunePower(uint8 mask); void InitRunes(); void UpdateRuneRegeneration(); void SendRespondInspectAchievements(Player* player) const; uint32 GetAchievementPoints() const; bool HasAchieved(uint32 achievementId) const; void ResetAchievements(); void ResetAchievementCriteria(AchievementCriteriaTypes type, uint64 miscValue1 = 0, uint64 miscValue2 = 0, bool evenIfCriteriaComplete = false); void UpdateAchievementCriteria(AchievementCriteriaTypes type, uint64 miscValue1 = 0, uint64 miscValue2 = 0, uint64 miscValue3 = 0, Unit* unit = nullptr, GameObject* go = nullptr); void StartTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry, uint32 timeLost = 0); void RemoveTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry); void CompletedAchievement(AchievementEntry const* entry); bool HasTitle(uint32 bitIndex) const; bool HasTitle(CharTitlesEntry const* title) const; void SetTitle(CharTitlesEntry const* title, bool lost = false); //bool isActiveObject() const { return true; } bool CanSeeSpellClickOn(Creature const* creature) const; uint32 GetChampioningFaction() const { return m_ChampioningFaction; } void SetChampioningFaction(uint32 faction) { m_ChampioningFaction = faction; } uint8 GetExpansionForFaction(uint32 factionId) const; Spell* m_spellModTakingSpell; float GetAverageItemLevel() const; bool isDebugAreaTriggers; void ClearWhisperWhiteList() { WhisperList.clear(); } void AddWhisperWhiteList(ObjectGuid guid) { WhisperList.push_back(guid); } bool IsInWhisperWhiteList(ObjectGuid guid); void RemoveFromWhisperWhiteList(ObjectGuid guid) { WhisperList.remove(guid); } void ReadMovementInfo(WorldPacket& data, MovementInfo* mi, Movement::ExtraMovementStatusElement* extras = nullptr); /*! These methods send different packets to the client in apply and unapply case. These methods are only sent to the current unit. */ void SendMovementSetCanTransitionBetweenSwimAndFly(bool apply); void SendMovementSetCollisionHeight(float height); bool CanFly() const override { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_CAN_FLY); } std::string GetMapAreaAndZoneString() const; std::string GetCoordsMapAreaAndZoneString() const; // Void Storage bool IsVoidStorageUnlocked() const { return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_VOID_UNLOCKED); } void UnlockVoidStorage() { SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_VOID_UNLOCKED); } void LockVoidStorage() { RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_VOID_UNLOCKED); } uint8 GetNextVoidStorageFreeSlot() const; uint8 GetNumOfVoidStorageFreeSlots() const; uint8 AddVoidStorageItem(VoidStorageItem const& item); void AddVoidStorageItemAtSlot(uint8 slot, const VoidStorageItem& item); void DeleteVoidStorageItem(uint8 slot); bool SwapVoidStorageItem(uint8 oldSlot, uint8 newSlot); VoidStorageItem* GetVoidStorageItem(uint8 slot) const; VoidStorageItem* GetVoidStorageItem(uint64 id, uint8& slot) const; // Pets PlayerPetData* GetPlayerPetDataById(uint32 petId); PlayerPetData* GetPlayerPetDataBySlot(uint8 slot); PlayerPetData* GetPlayerPetDataByCreatureId(uint32 creatureId); PlayerPetData* GetPlayerPetDataCurrent(); Optional GetFirstUnusedActivePetSlot(); Optional GetFirstUnusedPetSlot(); void DeleteFromPlayerPetDataStore(uint32 petNumber); void AddToPlayerPetDataStore(PlayerPetData* playerPetData); // Mount Capabilites void UpdateMountCapabilities(); uint32 GetTransportSpawnID() const { return _transportSpawnID; } void SetTransportSpawnID(uint32 spawnId) { _transportSpawnID = spawnId; } void ResetHolyPowerRegenerationTimer() { m_holyPowerRegenTimerCount = 0; } protected: // Gamemaster whisper whitelist GuidList WhisperList; uint32 m_regenTimerCount; uint32 m_holyPowerRegenTimerCount; uint32 m_focusRegenTimerCount; uint32 m_foodEmoteTimerCount; float m_powerFraction[MAX_POWERS_PER_CLASS]; uint32 m_contestedPvPTimer; /*********************************************************/ /*** BATTLEGROUND SYSTEM ***/ /*********************************************************/ /* this is an array of BG queues (BgTypeIDs) in which is player */ struct BgBattlegroundQueueID_Rec { BattlegroundQueueTypeId bgQueueTypeId; uint32 invitedToInstance; }; BgBattlegroundQueueID_Rec m_bgBattlegroundQueueID[PLAYER_MAX_BATTLEGROUND_QUEUES]; BGData m_bgData; bool m_IsBGRandomWinner; /*********************************************************/ /*** QUEST SYSTEM ***/ /*********************************************************/ //We allow only one timed quest active at the same time. Below can then be simple value instead of set. typedef std::set QuestSet; typedef std::set SeasonalQuestSet; typedef std::unordered_map SeasonalEventQuestMap; struct LFGRewardInfo { LFGRewardInfo(uint8 _completionsThisPeriod = 0, bool _isDaily = false) : CompletionsThisPeriod(_completionsThisPeriod), IsDaily(_isDaily) { } uint8 CompletionsThisPeriod; bool IsDaily; }; typedef std::unordered_map LFGRewardStatusMap; QuestSet m_timedquests; QuestSet m_weeklyquests; QuestSet m_monthlyquests; SeasonalEventQuestMap m_seasonalquests; LFGRewardStatusMap m_lfgrewardstatus; ObjectGuid m_playerSharingQuest; uint32 m_sharedQuestId; uint32 m_ingametime; /*********************************************************/ /*** LOAD SYSTEM ***/ /*********************************************************/ void _LoadActions(PreparedQueryResult result); void _LoadAuras(PreparedQueryResult result, uint32 timediff); void _LoadGlyphAuras(); void _LoadBoundInstances(PreparedQueryResult result); void _LoadInventory(PreparedQueryResult result, uint32 timeDiff); void _LoadVoidStorage(PreparedQueryResult result); void _LoadMailInit(PreparedQueryResult resultUnread, PreparedQueryResult resultDelivery); void _LoadMail(); void _LoadMailedItems(Mail* mail); void _LoadQuestStatus(PreparedQueryResult result); void _LoadQuestStatusRewarded(PreparedQueryResult result); void _LoadDailyQuestStatus(PreparedQueryResult result); void _LoadWeeklyQuestStatus(PreparedQueryResult result); void _LoadMonthlyQuestStatus(PreparedQueryResult result); void _LoadSeasonalQuestStatus(PreparedQueryResult result); void _LoadRandomBGStatus(PreparedQueryResult result); void _LoadGroup(PreparedQueryResult result); void _LoadSkills(PreparedQueryResult result); void _LoadSpells(PreparedQueryResult result); bool _LoadHomeBind(PreparedQueryResult result); void _LoadDeclinedNames(PreparedQueryResult result); void _LoadArenaTeamInfo(PreparedQueryResult result); void _LoadEquipmentSets(PreparedQueryResult result); void _LoadBGData(PreparedQueryResult result); void _LoadGlyphs(PreparedQueryResult result); void _LoadTalents(PreparedQueryResult result); void _LoadInstanceTimeRestrictions(PreparedQueryResult result); void _LoadCurrency(PreparedQueryResult result); void _LoadCUFProfiles(PreparedQueryResult result); void _LoadLFGRewardStatus(PreparedQueryResult result); /*********************************************************/ /*** SAVE SYSTEM ***/ /*********************************************************/ void _SaveActions(SQLTransaction& trans); void _SaveAuras(SQLTransaction& trans); void _SaveInventory(SQLTransaction& trans); void _SaveVoidStorage(SQLTransaction& trans); void _SaveMail(SQLTransaction& trans); void _SaveQuestStatus(SQLTransaction& trans); void _SaveDailyQuestStatus(SQLTransaction& trans); void _SaveWeeklyQuestStatus(SQLTransaction& trans); void _SaveMonthlyQuestStatus(SQLTransaction& trans); void _SaveSeasonalQuestStatus(SQLTransaction& trans); void _SaveSkills(SQLTransaction& trans); void _SaveSpells(SQLTransaction& trans); void _SaveEquipmentSets(SQLTransaction& trans); void _SaveBGData(SQLTransaction& trans); void _SaveGlyphs(SQLTransaction& trans) const; void _SaveTalents(SQLTransaction& trans); void _SaveStats(SQLTransaction& trans) const; void _SaveInstanceTimeRestrictions(SQLTransaction& trans); void _SaveCurrency(SQLTransaction& trans); void _SaveCUFProfiles(SQLTransaction& trans); void _SaveLFGRewardStatus(SQLTransaction& trans); /*********************************************************/ /*** ENVIRONMENTAL SYSTEM ***/ /*********************************************************/ void HandleSobering(); void SendMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, int32 Regen); void StopMirrorTimer(MirrorTimerType Type); void HandleDrowning(uint32 time_diff); int32 getMaxTimer(MirrorTimerType timer) const; /*********************************************************/ /*** HONOR SYSTEM ***/ /*********************************************************/ time_t m_lastHonorUpdateTime; void outDebugValues() const; ObjectGuid m_lootGuid; uint32 m_team; uint32 m_nextSave; time_t m_speakTime; uint32 m_speakCount; Difficulty m_dungeonDifficulty; Difficulty m_raidDifficulty; Difficulty m_raidMapDifficulty; uint32 m_atLoginFlags; Item* m_items[PLAYER_SLOTS_COUNT]; uint32 m_currentBuybackSlot; PlayerCurrenciesMap _currencyStorage; /** * @name GetCurrencyWeekCap * @brief return week cap for selected currency * @param CurrencyTypesEntry for which to retrieve weekly cap */ uint32 GetCurrencyWeekCap(CurrencyTypesEntry const* currency) const; /* * @name GetCurrencyTotalCap * @brief return total cap for selected currency * @param CurrencyTypesEntry for which to retrieve total cap */ uint32 GetCurrencyTotalCap(CurrencyTypesEntry const* currency) const; /// Updates weekly conquest point cap (dynamic cap) void UpdateConquestCurrencyCap(uint32 currency); VoidStorageItem* _voidStorageItems[VOID_STORAGE_MAX_SLOT]; std::vector m_itemUpdateQueue; bool m_itemUpdateQueueBlocked; uint32 m_ExtraFlags; ObjectGuid m_comboTarget; int8 m_comboPoints; QuestStatusMap m_QuestStatus; QuestStatusSaveMap m_QuestStatusSave; RewardedQuestSet m_RewardedQuests; QuestStatusSaveMap m_RewardedQuestsSave; SkillStatusMap mSkillStatus; uint32 m_GuildIdInvited; uint32 m_ArenaTeamIdInvited; PlayerMails m_mail; PlayerSpellMap m_spells; uint32 m_lastPotionId; // last used health/mana potion in combat, that block next potion use PlayerTalentInfo* _talentMgr; ActionButtonList m_actionButtons; float m_auraBaseMod[BASEMOD_END][MOD_END]; int16 m_baseRatingValue[MAX_COMBAT_RATING]; uint32 m_baseSpellPower; uint32 m_baseManaRegen; uint32 m_baseHealthRegen; int32 m_spellPenetrationItemMod; SpellModContainer m_spellMods[MAX_SPELLMOD]; EnchantDurationList m_enchantDuration; ItemDurationList m_itemDuration; GuidUnorderedSet m_itemSoulboundTradeable; ResurrectionData* _resurrectionData; WorldSession* m_session; JoinedChannelsList m_channels; uint8 m_cinematic; uint32 m_movie; TradeData* m_trade; bool m_DailyQuestChanged; bool m_WeeklyQuestChanged; bool m_MonthlyQuestChanged; bool m_SeasonalQuestChanged; bool m_LFGRewardStatusChanged; time_t m_lastDailyQuestTime; uint32 m_hostileReferenceCheckTimer; uint32 m_drunkTimer; uint32 m_weaponChangeTimer; uint32 m_zoneUpdateId; uint32 m_zoneUpdateTimer; uint32 m_areaUpdateId; uint32 m_deathTimer; time_t m_deathExpireTime; uint32 m_WeaponProficiency; uint32 m_ArmorProficiency; bool m_canParry; bool m_canBlock; bool m_canTitanGrip; uint32 m_titanGripPenaltySpellId; uint8 m_swingErrorMsg; ////////////////////Rest System///////////////////// time_t _restTime; uint32 inn_triggerId; float m_rest_bonus; uint32 _restFlagMask; ////////////////////Rest System///////////////////// // Social PlayerSocial* m_social; // Groups GroupReference m_group; GroupReference m_originalGroup; Group* m_groupInvite; uint32 m_groupUpdateMask; uint64 m_auraRaidUpdateMask; bool m_bPassOnGroupLoot; // last used pet number (for BG's) uint32 m_lastpetnumber; // Player summoning time_t m_summon_expire; WorldLocation m_summon_location; // Recall position WorldLocation m_recall_location; DeclinedName* m_declinedname; Runes* m_runes; EquipmentSetContainer _equipmentSets; bool CanAlwaysSee(WorldObject const* obj) const override; bool IsAlwaysDetectableFor(WorldObject const* seer) const override; uint8 m_grantableLevels; uint8 m_fishingSteps; bool m_needsZoneUpdate; std::array, MAX_CUF_PROFILES> _CUFProfiles; SpellInfo const* m_lastSoulburnSpell; private: // internal common parts for CanStore/StoreItem functions InventoryResult CanStoreItem_InSpecificSlot(uint8 bag, uint8 slot, ItemPosCountVec& dest, ItemTemplate const* pProto, uint32& count, bool swap, Item* pSrcItem) const; InventoryResult CanStoreItem_InBag(uint8 bag, ItemPosCountVec& dest, ItemTemplate const* pProto, uint32& count, bool merge, bool non_specialized, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot) const; InventoryResult CanStoreItem_InInventorySlots(uint8 slot_begin, uint8 slot_end, ItemPosCountVec& dest, ItemTemplate const* pProto, uint32& count, bool merge, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot) const; Item* _StoreItem(uint16 pos, Item* pItem, uint32 count, bool clone, bool update); Item* _LoadItem(SQLTransaction& trans, uint32 zoneId, uint32 timeDiff, Field* fields); CinematicMgr* _cinematicMgr; GuidSet m_refundableItems; void SendRefundInfo(Item* item); void RefundItem(Item* item); void SendItemRefundResult(Item* item, ItemExtendedCostEntry const* iece, uint8 error); // know currencies are not removed at any point (0 displayed) void AddKnownCurrency(uint32 itemId); void AdjustQuestReqItemCount(Quest const* quest, QuestStatusData& questStatusData); bool IsCanDelayTeleport() const { return m_bCanDelayTeleport; } void SetCanDelayTeleport(bool setting) { m_bCanDelayTeleport = setting; } bool IsHasDelayedTeleport() const { return m_bHasDelayedTeleport; } void SetDelayedTeleportFlag(bool setting) { m_bHasDelayedTeleport = setting; } void ScheduleDelayedOperation(uint32 operation) { if (operation < DELAYED_END) m_DelayedOperations |= operation; } bool IsInstanceLoginGameMasterException() const; MapReference m_mapRef; uint32 m_lastFallTime; float m_lastFallZ; int32 m_MirrorTimer[MAX_TIMERS]; uint8 m_MirrorTimerFlags; uint8 m_MirrorTimerFlagsLast; bool m_isInWater; // Rune type / Rune timer uint32 m_runeGraceCooldown[MAX_RUNES]; uint32 m_lastRuneGraceTimers[MAX_RUNES]; // Current teleport data WorldLocation m_teleport_dest; uint32 m_teleport_options; Transport* m_teleport_transport; bool mSemaphoreTeleport_Near; bool mSemaphoreTeleport_Far; uint32 m_DelayedOperations; bool m_bCanDelayTeleport; bool m_bHasDelayedTeleport; // Temporary removed pet cache uint32 m_temporaryUnsummonedPetNumber; uint32 m_oldpetspell; AchievementMgr* m_achievementMgr; ReputationMgr* m_reputationMgr; uint32 m_ChampioningFaction; InstanceTimeMap _instanceResetTimes; uint32 _pendingBindId; uint32 _pendingBindTimer; uint32 _activeCheats; uint32 _maxPersonalArenaRate; bool _hasValidLFGLeavePoint; // variables to save health and mana before duel and restore them after duel uint32 healthBeforeDuel; uint32 manaBeforeDuel; WorldLocation _corpseLocation; Archaeology* _archaeology; std::vector PlayerPetDataStore; TimeTrackerSmall m_petScalingSynchTimer; TimeTrackerSmall m_groupUpdateTimer; uint32 _transportSpawnID; }; TC_GAME_API void AddItemsSetItem(Player* player, Item* item); TC_GAME_API void RemoveItemsSetItem(Player* player, ItemTemplate const* proto); #endif