[10641] Fixed use item dynamic/item proto flags.

* List its independelty. Each from this 2 fields have own flags. Cleanup lists.
* Not copy proto flags to item flags update field. This fix heroic item versions
  show in client in result mixed use ITEM_DYNFLAG_WRAPPED (0x8) with ITEM_FLAG_HEROIC (0x8)
* Update uses to proto case use for some cases where before wrongly has been used item dyn.flags
* For ITEM_DYNFLAG_UNLOCKED (0x4) set for item at unlock and check for prevent re-unlocking.
  This mostly for future case when will be implemented partly loting items support.
* For ITEM_FLAG_LOOTABLE (0x4) check loot absent or conflicting setting with containers/casted at use items.
  Report wrong cases art loading.
* Better check related loot tables content using ITEM_FLAG_PROSPECTABLE and ITEM_FLAG_MILLABLE
This commit is contained in:
VladimirMangos 2010-10-24 20:31:50 +04:00
parent d53fe93e9d
commit 46d740bbf4
17 changed files with 208 additions and 103 deletions

View file

@ -109,7 +109,7 @@ void WorldSession::HandleUseItemOpcode(WorldPacket& recvPacket)
// only allow conjured consumable, bandage, poisons (all should have the 2^21 item flag set in DB)
if (proto->Class == ITEM_CLASS_CONSUMABLE &&
!(proto->Flags & ITEM_FLAGS_USEABLE_IN_ARENA) &&
!(proto->Flags & ITEM_FLAG_USEABLE_IN_ARENA) &&
pUser->InArena())
{
recvPacket.rpos(recvPacket.wpos()); // prevent spam at not read packet tail
@ -241,7 +241,7 @@ void WorldSession::HandleOpenItemOpcode(WorldPacket& recvPacket)
}
}
if(pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED))// wrapped?
if (pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED))// wrapped?
{
QueryResult *result = CharacterDatabase.PQuery("SELECT entry, flags FROM character_gifts WHERE item_guid = '%u'", pItem->GetGUIDLow());
if (result)