[10206] Implement ITEM_FLAGS2_HORDE_ONLY and ITEM_FLAGS2_ALLIANCE_ONLY

* Check item_template data
* Check at equip/use
* Skip at loot if not compatible
* Skip in vendor list if not compatible
This commit is contained in:
VladimirMangos 2010-07-17 07:00:10 +04:00
parent f2e3881a77
commit 9882bc811f
7 changed files with 84 additions and 52 deletions

View file

@ -706,7 +706,7 @@ void Group::StartLootRool(Creature* lootTarget, Loot* loot, uint8 itemSlot, bool
if(!playerToRoll || !playerToRoll->GetSession())
continue;
if ((!skipIfCanNotUse || playerToRoll->CanUseItem(item)) && lootItem.AllowedForPlayer(playerToRoll) )
if ((!skipIfCanNotUse || playerToRoll->CanUseItem(item)==EQUIP_ERR_OK) && lootItem.AllowedForPlayer(playerToRoll) )
{
if (playerToRoll->IsWithinDist(lootTarget, sWorld.getConfig(CONFIG_FLOAT_GROUP_XP_DISTANCE), false))
{

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@ -757,12 +757,26 @@ void WorldSession::SendListInventory(uint64 vendorguid)
for(uint8 vendorslot = 0; vendorslot < numitems; ++vendorslot )
{
if(VendorItem const* crItem = vItems->GetItem(vendorslot))
if (VendorItem const* crItem = vItems->GetItem(vendorslot))
{
if(ItemPrototype const *pProto = ObjectMgr::GetItemPrototype(crItem->item))
if (ItemPrototype const *pProto = ObjectMgr::GetItemPrototype(crItem->item))
{
if((pProto->AllowableClass & _player->getClassMask()) == 0 && pProto->Bonding == BIND_WHEN_PICKED_UP && !_player->isGameMaster())
continue;
if (!_player->isGameMaster())
{
// class wrong item skip only for bindable case
if ((pProto->AllowableClass & _player->getClassMask()) == 0 && pProto->Bonding == BIND_WHEN_PICKED_UP)
continue;
// race wrong item skip always
if ((pProto->Flags2 & ITEM_FLAGS2_HORDE_ONLY) && _player->GetTeam() != HORDE)
continue;
if ((pProto->Flags2 & ITEM_FLAGS2_ALLIANCE_ONLY) && _player->GetTeam() != ALLIANCE)
continue;
if ((pProto->AllowableRace & _player->getRaceMask()) == 0)
continue;
}
++count;

View file

@ -337,7 +337,18 @@ LootItem::LootItem(LootStoreItem const& li)
bool LootItem::AllowedForPlayer(Player const * player) const
{
// DB conditions check
if ( !sObjectMgr.IsPlayerMeetToCondition(player,conditionId) )
if (!sObjectMgr.IsPlayerMeetToCondition(player,conditionId))
return false;
ItemPrototype const *pProto = ObjectMgr::GetItemPrototype(itemid);
if (!pProto)
return false;
// not show loot for not own team
if ((pProto->Flags2 & ITEM_FLAGS2_HORDE_ONLY) && player->GetTeam() != HORDE)
return false;
if ((pProto->Flags2 & ITEM_FLAGS2_ALLIANCE_ONLY) && player->GetTeam() != ALLIANCE)
return false;
if ( needs_quest )
@ -349,8 +360,7 @@ bool LootItem::AllowedForPlayer(Player const * player) const
else
{
// Not quest only drop (check quest starting items for already accepted non-repeatable quests)
ItemPrototype const *pProto = ObjectMgr::GetItemPrototype(itemid);
if (pProto && pProto->StartQuest && player->GetQuestStatus(pProto->StartQuest) != QUEST_STATUS_NONE && !player->HasQuestForItem(itemid))
if (pProto->StartQuest && player->GetQuestStatus(pProto->StartQuest) != QUEST_STATUS_NONE && !player->HasQuestForItem(itemid))
return false;
}

View file

@ -1809,6 +1809,25 @@ void ObjectMgr::LoadItemPrototypes()
const_cast<ItemPrototype*>(proto)->Quality = ITEM_QUALITY_NORMAL;
}
if (proto->Flags2 & ITEM_FLAGS2_HORDE_ONLY)
{
if (FactionEntry const* faction = sFactionStore.LookupEntry(HORDE))
if ((proto->AllowableRace & faction->BaseRepRaceMask[0]) == 0)
sLog.outErrorDb("Item (Entry: %u) have in `AllowableRace` races (%u) only not compatible with ITEM_FLAGS2_HORDE_ONLY (%u) in Flags field, item any way will can't be equipped or use by this races.",
i, proto->AllowableRace, ITEM_FLAGS2_HORDE_ONLY);
if (proto->Flags2 & ITEM_FLAGS2_ALLIANCE_ONLY)
sLog.outErrorDb("Item (Entry: %u) have in `Flags2` flags ITEM_FLAGS2_ALLIANCE_ONLY (%u) and ITEM_FLAGS2_HORDE_ONLY (%u) in Flags field, this is wrong combination.",
i, ITEM_FLAGS2_ALLIANCE_ONLY, ITEM_FLAGS2_HORDE_ONLY);
}
else if (proto->Flags2 & ITEM_FLAGS2_ALLIANCE_ONLY)
{
if (FactionEntry const* faction = sFactionStore.LookupEntry(ALLIANCE))
if ((proto->AllowableRace & faction->BaseRepRaceMask[0]) == 0)
sLog.outErrorDb("Item (Entry: %u) have in `AllowableRace` races (%u) only not compatible with ITEM_FLAGS2_ALLIANCE_ONLY (%u) in Flags field, item any way will can't be equipped or use by this races.",
i, proto->AllowableRace, ITEM_FLAGS2_ALLIANCE_ONLY);
}
if(proto->BuyCount <= 0)
{
sLog.outErrorDb("Item (Entry: %u) has wrong BuyCount value (%u), set to default(1).",i,proto->BuyCount);

View file

@ -10477,8 +10477,9 @@ uint8 Player::CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, Item *p
if (slot - BANK_SLOT_BAG_START >= GetBankBagSlotCount())
return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT;
if (uint8 cantuse = CanUseItem( pItem, not_loading ) != EQUIP_ERR_OK)
return cantuse;
res = CanUseItem( pItem, not_loading );
if (res != EQUIP_ERR_OK)
return res;
}
res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
@ -10641,8 +10642,9 @@ uint8 Player::CanUseItem( Item *pItem, bool not_loading ) const
if (pItem->IsBindedNotWith(this))
return EQUIP_ERR_DONT_OWN_THAT_ITEM;
if ((pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0)
return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
uint8 msg = CanUseItem(pProto);
if (msg != EQUIP_ERR_OK)
return msg;
if (uint32 item_use_skill = pItem->GetSkill())
{
@ -10682,52 +10684,47 @@ uint8 Player::CanUseItem( Item *pItem, bool not_loading ) const
}
}
if (pProto->RequiredSkill != 0)
{
if (GetSkillValue( pProto->RequiredSkill ) == 0)
return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
if (GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank)
return EQUIP_ERR_CANT_EQUIP_SKILL;
}
if (pProto->RequiredSpell != 0 && !HasSpell(pProto->RequiredSpell))
return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
if (pProto->RequiredReputationFaction && uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank)
return EQUIP_ERR_CANT_EQUIP_REPUTATION;
if (getLevel() < pProto->RequiredLevel)
return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
return EQUIP_ERR_OK;
}
}
return EQUIP_ERR_ITEM_NOT_FOUND;
}
bool Player::CanUseItem( ItemPrototype const *pProto )
uint8 Player::CanUseItem( ItemPrototype const *pProto ) const
{
// Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
if( pProto )
{
if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
return false;
if ((pProto->Flags2 & ITEM_FLAGS2_HORDE_ONLY) && GetTeam() != HORDE)
return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
if ((pProto->Flags2 & ITEM_FLAGS2_ALLIANCE_ONLY) && GetTeam() != ALLIANCE)
return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
if ((pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0)
return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
if( pProto->RequiredSkill != 0 )
{
if( GetSkillValue( pProto->RequiredSkill ) == 0 )
return false;
return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
return false;
return EQUIP_ERR_CANT_EQUIP_SKILL;
}
if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
return false;
return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
if( getLevel() < pProto->RequiredLevel )
return false;
return true;
return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
return EQUIP_ERR_OK;
}
return false;
return EQUIP_ERR_ITEM_NOT_FOUND;
}
uint8 Player::CanUseAmmo( uint32 item ) const
@ -10742,22 +10739,14 @@ uint8 Player::CanUseAmmo( uint32 item ) const
{
if( pProto->InventoryType!= INVTYPE_AMMO )
return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE;
if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
if( pProto->RequiredSkill != 0 )
{
if( GetSkillValue( pProto->RequiredSkill ) == 0 )
return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
return EQUIP_ERR_CANT_EQUIP_SKILL;
}
if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
/*if( GetReputationMgr().GetReputation() < pProto->RequiredReputation )
uint8 msg = CanUseItem(pProto);
if (msg != EQUIP_ERR_OK)
return msg;
/*if ( GetReputationMgr().GetReputation() < pProto->RequiredReputation )
return EQUIP_ERR_CANT_EQUIP_REPUTATION;
*/
if( getLevel() < pProto->RequiredLevel )
return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
// Requires No Ammo
if(GetDummyAura(46699))

View file

@ -1266,7 +1266,7 @@ class MANGOS_DLL_SPEC Player : public Unit
uint8 CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec& dest, Item *pItem, bool swap, bool not_loading = true ) const;
uint8 CanUseItem( Item *pItem, bool not_loading = true ) const;
bool HasItemTotemCategory( uint32 TotemCategory ) const;
bool CanUseItem( ItemPrototype const *pItem );
uint8 CanUseItem( ItemPrototype const *pItem ) const;
uint8 CanUseAmmo( uint32 item ) const;
Item* StoreNewItem( ItemPosCountVec const& pos, uint32 item, bool update,int32 randomPropertyId = 0 );
Item* StoreItem( ItemPosCountVec const& pos, Item *pItem, bool update );

View file

@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__
#define __REVISION_NR_H__
#define REVISION_NR "10205"
#define REVISION_NR "10206"
#endif // __REVISION_NR_H__