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Viano-Core/src/server/game/Entities/Player/Player.h
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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#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 <queue>
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 T>
class AchievementMgr;
class Archaeology;
class Bag;
class Battleground;
class CinematicMgr;
class Channel;
class CharacterCreateInfo;
class Creature;
class DynamicObject;
class GameClient;
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;
enum UpdateCollisionHeightReason : uint8;
enum ZLiquidStatus : uint32;
typedef std::deque<Mail*> PlayerMails;
#define PLAYER_MAX_SKILLS 128
#define PLAYER_MAX_DAILY_QUESTS 25
#define PLAYER_EXPLORED_ZONES_SIZE 156
// Note: SPELLMOD_* values is aura types in fact
enum SpellModType : uint8
{
SPELLMOD_FLAT = 0, // SPELL_AURA_ADD_FLAT_MODIFIER
SPELLMOD_PCT = 1, // SPELL_AURA_ADD_PCT_MODIFIER
SPELLMOD_END
};
// 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<uint32, PlayerTalent*> PlayerTalentMap;
typedef std::unordered_map<uint32, PlayerSpell> PlayerSpellMap;
typedef std::unordered_set<SpellModifier*> SpellModContainer;
typedef std::unordered_map<uint32, PlayerCurrency> PlayerCurrenciesMap;
typedef std::unordered_map<uint32 /*instanceId*/, time_t/*releaseTime*/> 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<uint8, ActionButton> 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<EnchantDuration> EnchantDurationList;
typedef std::list<Item*> 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, // <Dev> 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_FLAGS_DISABLE_CASTING_EXCEPT_ABILITIES = 0x00800000, // disables casting any ability except for the ones specified in the aura effect's SpellClassMask
PLAYER_FLAGS_DISABLE_ATTACKING_EXCEPT_ABILITIES = 0x01000000, // disables all attacks including ability casts except for the ones specified in the aura effect's SpellClassMask
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<uint32, QuestStatusData> QuestStatusMap;
typedef std::set<uint32> RewardedQuestSet;
enum QuestSaveType
{
QUEST_DEFAULT_SAVE_TYPE = 0,
QUEST_DELETE_SAVE_TYPE,
QUEST_FORCE_DELETE_SAVE_TYPE
};
// quest
typedef std::map<uint32, QuestSaveType> 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<uint32, SkillStatusData> 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<ItemPosCount> const& vec) const;
uint16 pos;
uint32 count;
};
typedef std::vector<ItemPosCount> 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 <TBC, WotLK> expansion installed to access this area.
TRANSFER_ABORT_DIFFICULTY = 0x08, // <Normal, Heroic, Epic> 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_MAILS = 10,
PLAYER_LOGIN_QUERY_LOAD_MAIL_ITEMS = 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
};
enum PlayerLogXPReason : uint8
{
LOG_XP_REASON_KILL = 0,
LOG_XP_REASON_NO_KILL = 1
};
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<uint32, uint32> bgQueuesJoinedTime;
std::set<uint32> 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 VoidStorageItem
{
VoidStorageItem() : ItemId(0), ItemEntry(0), ItemRandomPropertyId(), ItemSuffixFactor(0) { }
VoidStorageItem(uint64 id, uint32 entry, ObjectGuid const& creator, ItemRandomEnchantmentId randomPropertyId, uint32 suffixFactor)
: ItemId(id), ItemEntry(entry), CreatorGuid(creator), ItemRandomPropertyId(randomPropertyId),
ItemSuffixFactor(suffixFactor) { }
uint64 ItemId;
uint32 ItemEntry;
ObjectGuid CreatorGuid;
ItemRandomEnchantmentId 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<Player>
{
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<PlayerAI*>(GetAI()); }
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);
bool TeleportTo(WorldLocation const& loc, uint32 options = 0);
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;
bool IsInAreaTriggerRadius(AreaTriggerEntry const* trigger) const;
void SendInitialPacketsBeforeAddToMap(bool firstLogin = false);
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<uint32> 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);
bool IsMaxLevel() const;
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<PetAura const*> 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 WeaponAttackType GetAttackBySlot(uint8 slot); // MAX_ATTACK if not weapon slot
std::vector<Item*>& 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* offendingItemId = nullptr) const;
InventoryResult CanTakeMoreSimilarItems(uint32 entry, uint32 count, uint32* offendingItemId = nullptr) const { return CanTakeMoreSimilarItems(entry, count, nullptr, nullptr, offendingItemId); }
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* offendingItemId) 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, ItemRandomEnchantmentId const& randomPropertyId = {}, 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* offendingItemId = 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, uint32 count, uint8 bag, uint8 slot);
bool BuyCurrencyFromVendorSlot(ObjectGuid vendorGuid, uint32 vendorSlot, uint32 currency, uint32 count);
bool _StoreOrEquipNewItem(uint32 vendorslot, uint32 item, uint32 count, uint8 bag, uint8 slot, int64 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) const;
bool CanTakeQuest(Quest const* quest, bool msg) const;
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 SatisfyQuestBreadcrumbQuest(Quest const* qInfo, bool msg) const;
bool SatisfyQuestDependentBreadcrumbQuests(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) const;
bool SatisfyQuestStatus(Quest const* qInfo, bool msg) const;
bool SatisfyQuestConditions(Quest const* qInfo, bool msg) const;
bool SatisfyQuestTimed(Quest const* qInfo, bool msg) const;
bool SatisfyQuestExclusiveGroup(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(uint64 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; }
// Returns the ID of the next available quest in chain of the most recently rewarded quest that has been rewarded via UI popup
uint32 GetPopupQuestId() const { return m_popupQuestId; }
void SetPopupQuestId(uint32 questId) { m_popupQuestId = questId; }
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<CUFProfile> 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, CharacterDatabaseQueryHolder const& 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 SaveToDB(CharacterDatabaseTransaction trans, bool create = false);
void SaveInventoryAndGoldToDB(CharacterDatabaseTransaction& trans); // fast save function for item/money cheating preventing
void SaveGoldToDB(CharacterDatabaseTransaction& trans) const;
static void SetUInt32ValueInArray(Tokenizer& data, uint16 index, uint32 value);
static void Customize(CharacterCustomizeInfo const* customizeInfo, CharacterDatabaseTransaction& trans);
static void SavePositionInDB(WorldLocation const& loc, uint16 zoneId, ObjectGuid guid, CharacterDatabaseTransaction& trans);
static void DeleteFromDB(ObjectGuid playerguid, uint32 accountId, bool updateRealmChars = true, bool deleteFinally = false);
static void DeleteOldCharacters();
static void DeleteOldCharacters(uint32 keepDays);
bool m_mailsUpdated;
void SetBindPoint(ObjectGuid guid) const;
void SendTalentWipeConfirm(ObjectGuid guid) const;
void ResetPetTalents();
void RegenerateAll(uint32 diff);
void RegenerateHealth() override;
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);
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<uint32, Item*> 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 SendKnownSpells(bool firstLogin = false);
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;
void SendRaidGroupOnlyMessage(RaidGroupReason reason, int32 delay) 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);
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 <class T>
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 SendSpellModifiers() const;
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 UpdateHostileAreaState(AreaTableEntry const* area);
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 SetContestedPvP(Player* attackedPlayer = nullptr);
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 SetGuildRank(uint8 rankId) { SetUInt32Value(PLAYER_GUILDRANK, rankId); }
uint8 GetGuildRank() 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, CharterTypes 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;
uint32 GetPowerIndex(Powers power) const override;
void UpdateAttackPowerAndDamage(bool ranged = false) override;
void ApplySpellPowerBonus(int32 amount, bool apply);
void UpdateSpellDamageAndHealingBonus();
void UpdateSpellHealingPercentDone();
void UpdateSpellHealingPercentTaken();
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) const 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 UpdatePowerRegeneration(Powers powerType) override;
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; }
GameClient* GetGameClient() const;
void BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) const override;
void DestroyForPlayer(Player* target, bool onDeath = false) const override;
// 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 oldLiquidStatus, Optional<LiquidData> const& newLiquidData) override;
void AtExitCombat() 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, CharacterDatabaseTransaction& 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);
void DurabilityRepairAll(bool takeCost, float discountMod, bool guildBank);
void DurabilityRepair(uint16 pos, bool takeCost, float discountMod);
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<Channel*> 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; }
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 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 HandleBaseModFlatValue(BaseModGroup modGroup, float amount, bool apply);
void ApplyBaseModPctValue(BaseModGroup modGroup, float pct);
void SetBaseModFlatValue(BaseModGroup modGroup, float val);
void SetBaseModPctValue(BaseModGroup modGroup, float val);
void UpdateDamageDoneMods(WeaponAttackType attackType) override;
void UpdateBaseModGroup(BaseModGroup modGroup);
float GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const;
float GetTotalBaseModValue(BaseModGroup modGroup) const;
void _ApplyAllStatBonuses();
void _RemoveAllStatBonuses();
void ResetAllPowers();
void CastAllObtainSpells();
void ApplyItemObtainSpells(Item* item, bool apply);
void UpdateWeaponDependentCritAuras(WeaponAttackType attackType);
void UpdateAllWeaponDependentCritAuras();
void UpdateWeaponDependentAuras(WeaponAttackType attackType);
void ApplyItemDependentAuras(Item* item, bool apply);
bool CheckAttackFitToAuraRequirement(WeaponAttackType attackType, AuraEffect const* aurEff) const override;
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 castId, uint32 glyphIndex);
void SendEquipmentSetList();
void SetEquipmentSet(EquipmentSetInfo::EquipmentSetData const& eqset);
void DeleteEquipmentSet(uint64 setGuid);
void SendInitWorldStates(uint32 zone, uint32 area);
void SendUpdateWorldState(uint32 variable, uint32 value, bool hidden = false) const;
void SendDirectMessage(WorldPacket const* data) const;
void SendBGWeekendWorldStates() const;
void SendBattlefieldWorldStates() const;
void SendAurasForTarget(Unit* target) const;
PlayerMenu* PlayerTalkClass;
std::vector<ItemSetEffect*> 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;
void AddBattlegroundQueueJoinTime(uint32 bgTypeId, uint32 joinTime);
void RemoveBattlegroundQueueJoinTime(uint32 bgTypeId);
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);
WorldObject* m_seer;
void SetFallInformation(uint32 time, float z);
void HandleFall(MovementInfo const& movementInfo);
bool SetDisableGravity(bool disable, bool packetOnly = false, bool updateAnimationTier = true) override;
bool SetCanFly(bool enable, bool packetOnly = false) override;
bool SetCanTransitionBetweenSwimAndFly(bool enable) override;
void SendMovementSetCollisionHeight(float height, UpdateCollisionHeightReason reason);
void SetClientControl(Unit* target, bool allowMove);
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);
void SendBindPointUpdate() const;
// 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<class T>
void UpdateVisibilityOf(T* target, UpdateData& data, std::set<Unit*>& 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);
InstancePlayerBind const* GetBoundInstance(uint32 mapid, Difficulty difficulty, bool withExpired = false) const;
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 ***/
/*********************************************************/
bool IsInGroup(ObjectGuid groupGuid) const;
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<Group const*>(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();
void SendConvertedRunes();
void AddRunePower(uint8 mask);
void InitRunes();
void SendRespondInspectAchievements(Player* player) const;
uint32 GetAchievementPoints() const;
bool HasAchieved(uint32 achievementId) const;
void ResetAchievements();
void ResetAchievementCriteria(AchievementCriteriaCondition condition, uint64 value, 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 ValidateMovementInfo(MovementInfo* mi);
bool CanFly() const override { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_CAN_FLY); }
bool CanEnterWater() const override { return true; }
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<uint8> GetFirstUnusedActivePetSlot();
Optional<uint8> GetFirstUnusedPetSlot();
void DeleteFromPlayerPetDataStore(uint32 petNumber);
void AddToPlayerPetDataStore(PlayerPetData* playerPetData);
protected:
// Gamemaster whisper whitelist
GuidList WhisperList;
uint32 m_foodEmoteTimerCount;
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<uint32> QuestSet;
typedef std::set<uint32> SeasonalQuestSet;
typedef std::unordered_map<uint32, SeasonalQuestSet> SeasonalEventQuestMap;
struct LFGRewardInfo
{
LFGRewardInfo(uint8 _completionsThisPeriod = 0, bool _isDaily = false) :
CompletionsThisPeriod(_completionsThisPeriod), IsDaily(_isDaily) { }
uint8 CompletionsThisPeriod;
bool IsDaily;
};
typedef std::unordered_map<uint32, LFGRewardInfo> LFGRewardStatusMap;
QuestSet m_timedquests;
QuestSet m_weeklyquests;
QuestSet m_monthlyquests;
SeasonalEventQuestMap m_seasonalquests;
LFGRewardStatusMap m_lfgrewardstatus;
ObjectGuid m_playerSharingQuest;
uint32 m_sharedQuestId;
uint32 m_popupQuestId;
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 _LoadMail(PreparedQueryResult mailsResult, PreparedQueryResult mailItemsResult);
static Item* _LoadMailedItem(ObjectGuid const& playerGuid, Player* player, uint32 mailId, Mail* mail, Field* fields);
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(CharacterDatabaseTransaction& trans);
void _SaveAuras(CharacterDatabaseTransaction& trans);
void _SaveInventory(CharacterDatabaseTransaction& trans);
void _SaveVoidStorage(CharacterDatabaseTransaction& trans);
void _SaveMail(CharacterDatabaseTransaction& trans);
void _SaveQuestStatus(CharacterDatabaseTransaction& trans);
void _SaveDailyQuestStatus(CharacterDatabaseTransaction& trans);
void _SaveWeeklyQuestStatus(CharacterDatabaseTransaction& trans);
void _SaveMonthlyQuestStatus(CharacterDatabaseTransaction& trans);
void _SaveSeasonalQuestStatus(CharacterDatabaseTransaction& trans);
void _SaveSkills(CharacterDatabaseTransaction& trans);
void _SaveSpells(CharacterDatabaseTransaction& trans);
void _SaveEquipmentSets(CharacterDatabaseTransaction& trans);
void _SaveBGData(CharacterDatabaseTransaction& trans);
void _SaveGlyphs(CharacterDatabaseTransaction& trans) const;
void _SaveTalents(CharacterDatabaseTransaction& trans);
void _SaveStats(CharacterDatabaseTransaction& trans) const;
void _SaveInstanceTimeRestrictions(CharacterDatabaseTransaction& trans);
void _SaveCurrency(CharacterDatabaseTransaction& trans);
void _SaveCUFProfiles(CharacterDatabaseTransaction& trans);
void _SaveLFGRewardStatus(CharacterDatabaseTransaction& 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<Item*> 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_auraBaseFlatMod[BASEMOD_END];
float m_auraBasePctMod[BASEMOD_END];
int16 m_baseRatingValue[MAX_COMBAT_RATING];
uint32 m_baseSpellPower;
uint32 m_baseManaRegen;
uint32 m_baseHealthRegen;
int32 m_spellPenetrationItemMod;
SpellModContainer m_spellMods[MAX_SPELLMOD][SPELLMOD_END];
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<std::unique_ptr<CUFProfile>, 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(CharacterDatabaseTransaction& 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;
// 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;
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<Player>* 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<PlayerPetData*> PlayerPetDataStore;
TimeTrackerSmall m_petScalingSynchTimer;
TimeTrackerSmall m_groupUpdateTimer;
};
TC_GAME_API void AddItemsSetItem(Player* player, Item* item);
TC_GAME_API void RemoveItemsSetItem(Player* player, ItemTemplate const* proto);
#endif