/* * Copyright (C) 2005-2011 MaNGOS * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "Item.h" #include "ObjectMgr.h" #include "ObjectGuid.h" #include "WorldPacket.h" #include "Database/DatabaseEnv.h" #include "ItemEnchantmentMgr.h" void AddItemsSetItem(Player*player,Item *item) { ItemPrototype const *proto = item->GetProto(); uint32 setid = proto->ItemSet; ItemSetEntry const *set = sItemSetStore.LookupEntry(setid); if(!set) { sLog.outErrorDb("Item set %u for item (id %u) not found, mods not applied.",setid,proto->ItemId); return; } if( set->required_skill_id && player->GetSkillValue(set->required_skill_id) < set->required_skill_value ) return; ItemSetEffect *eff = NULL; for(size_t x = 0; x < player->ItemSetEff.size(); ++x) { if(player->ItemSetEff[x] && player->ItemSetEff[x]->setid == setid) { eff = player->ItemSetEff[x]; break; } } if(!eff) { eff = new ItemSetEffect; memset(eff,0,sizeof(ItemSetEffect)); eff->setid = setid; size_t x = 0; for(; x < player->ItemSetEff.size(); x++) if(!player->ItemSetEff[x]) break; if(x < player->ItemSetEff.size()) player->ItemSetEff[x]=eff; else player->ItemSetEff.push_back(eff); } ++eff->item_count; for(uint32 x=0;x<8;x++) { if(!set->spells [x]) continue; //not enough for spell if(set->items_to_triggerspell[x] > eff->item_count) continue; uint32 z=0; for(;z<8;z++) if(eff->spells[z] && eff->spells[z]->Id==set->spells[x]) break; if(z < 8) continue; //new spell for(uint32 y=0;y<8;y++) { if(!eff->spells[y]) // free slot { SpellEntry const *spellInfo = sSpellStore.LookupEntry(set->spells[x]); if(!spellInfo) { sLog.outError("WORLD: unknown spell id %u in items set %u effects", set->spells[x],setid); break; } // spell casted only if fit form requirement, in other case will casted at form change player->ApplyEquipSpell(spellInfo,NULL,true); eff->spells[y] = spellInfo; break; } } } } void RemoveItemsSetItem(Player*player,ItemPrototype const *proto) { uint32 setid = proto->ItemSet; ItemSetEntry const *set = sItemSetStore.LookupEntry(setid); if(!set) { sLog.outErrorDb("Item set #%u for item #%u not found, mods not removed.",setid,proto->ItemId); return; } ItemSetEffect *eff = NULL; size_t setindex = 0; for(;setindex < player->ItemSetEff.size(); setindex++) { if(player->ItemSetEff[setindex] && player->ItemSetEff[setindex]->setid == setid) { eff = player->ItemSetEff[setindex]; break; } } // can be in case now enough skill requirement for set appling but set has been appliend when skill requirement not enough if(!eff) return; --eff->item_count; for(uint32 x=0;x<8;x++) { if(!set->spells[x]) continue; // enough for spell if(set->items_to_triggerspell[x] <= eff->item_count) continue; for(uint32 z=0;z<8;z++) { if(eff->spells[z] && eff->spells[z]->Id==set->spells[x]) { // spell can be not active if not fit form requirement player->ApplyEquipSpell(eff->spells[z],NULL,false); eff->spells[z]=NULL; break; } } } if(!eff->item_count) //all items of a set were removed { MANGOS_ASSERT(eff == player->ItemSetEff[setindex]); delete eff; player->ItemSetEff[setindex] = NULL; } } bool ItemCanGoIntoBag(ItemPrototype const *pProto, ItemPrototype const *pBagProto) { if(!pProto || !pBagProto) return false; switch(pBagProto->Class) { case ITEM_CLASS_CONTAINER: switch(pBagProto->SubClass) { case ITEM_SUBCLASS_CONTAINER: return true; case ITEM_SUBCLASS_SOUL_CONTAINER: if(!(pProto->BagFamily & BAG_FAMILY_MASK_SOUL_SHARDS)) return false; return true; case ITEM_SUBCLASS_HERB_CONTAINER: if(!(pProto->BagFamily & BAG_FAMILY_MASK_HERBS)) return false; return true; case ITEM_SUBCLASS_ENCHANTING_CONTAINER: if(!(pProto->BagFamily & BAG_FAMILY_MASK_ENCHANTING_SUPP)) return false; return true; case ITEM_SUBCLASS_MINING_CONTAINER: if(!(pProto->BagFamily & BAG_FAMILY_MASK_MINING_SUPP)) return false; return true; case ITEM_SUBCLASS_ENGINEERING_CONTAINER: if(!(pProto->BagFamily & BAG_FAMILY_MASK_ENGINEERING_SUPP)) return false; return true; case ITEM_SUBCLASS_GEM_CONTAINER: if(!(pProto->BagFamily & BAG_FAMILY_MASK_GEMS)) return false; return true; case ITEM_SUBCLASS_LEATHERWORKING_CONTAINER: if(!(pProto->BagFamily & BAG_FAMILY_MASK_LEATHERWORKING_SUPP)) return false; return true; case ITEM_SUBCLASS_INSCRIPTION_CONTAINER: if(!(pProto->BagFamily & BAG_FAMILY_MASK_INSCRIPTION_SUPP)) return false; return true; default: return false; } case ITEM_CLASS_QUIVER: switch(pBagProto->SubClass) { case ITEM_SUBCLASS_QUIVER: if(!(pProto->BagFamily & BAG_FAMILY_MASK_ARROWS)) return false; return true; case ITEM_SUBCLASS_AMMO_POUCH: if(!(pProto->BagFamily & BAG_FAMILY_MASK_BULLETS)) return false; return true; default: return false; } } return false; } Item::Item( ) { m_objectType |= TYPEMASK_ITEM; m_objectTypeId = TYPEID_ITEM; m_updateFlag = UPDATEFLAG_HIGHGUID; m_valuesCount = ITEM_END; m_slot = 0; uState = ITEM_NEW; uQueuePos = -1; m_container = NULL; mb_in_trade = false; m_lootState = ITEM_LOOT_NONE; } bool Item::Create( uint32 guidlow, uint32 itemid, Player const* owner) { Object::_Create(guidlow, 0, HIGHGUID_ITEM); SetEntry(itemid); SetObjectScale(DEFAULT_OBJECT_SCALE); SetGuidValue(ITEM_FIELD_OWNER, owner ? owner->GetObjectGuid() : ObjectGuid()); SetGuidValue(ITEM_FIELD_CONTAINED, owner ? owner->GetObjectGuid() : ObjectGuid()); ItemPrototype const *itemProto = ObjectMgr::GetItemPrototype(itemid); if(!itemProto) return false; SetUInt32Value(ITEM_FIELD_STACK_COUNT, 1); SetUInt32Value(ITEM_FIELD_MAXDURABILITY, itemProto->MaxDurability); SetUInt32Value(ITEM_FIELD_DURABILITY, itemProto->MaxDurability); for(int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) SetSpellCharges(i,itemProto->Spells[i].SpellCharges); SetUInt32Value(ITEM_FIELD_DURATION, itemProto->Duration); return true; } void Item::UpdateDuration(Player* owner, uint32 diff) { if (!GetUInt32Value(ITEM_FIELD_DURATION)) return; //DEBUG_LOG("Item::UpdateDuration Item (Entry: %u Duration %u Diff %u)",GetEntry(),GetUInt32Value(ITEM_FIELD_DURATION),diff); if (GetUInt32Value(ITEM_FIELD_DURATION)<=diff) { owner->DestroyItem(GetBagSlot(), GetSlot(), true); return; } SetUInt32Value(ITEM_FIELD_DURATION, GetUInt32Value(ITEM_FIELD_DURATION) - diff); SetState(ITEM_CHANGED, owner); // save new time in database } void Item::SaveToDB() { uint32 guid = GetGUIDLow(); switch (uState) { case ITEM_NEW: { static SqlStatementID delItem ; static SqlStatementID insItem ; SqlStatement stmt = CharacterDatabase.CreateStatement(delItem, "DELETE FROM item_instance WHERE guid = ?"); stmt.PExecute(guid); std::ostringstream ss; for(uint16 i = 0; i < m_valuesCount; ++i ) ss << GetUInt32Value(i) << " "; stmt = CharacterDatabase.CreateStatement(insItem, "INSERT INTO item_instance (guid,owner_guid,data,text) VALUES (?, ?, ?, ?)"); stmt.PExecute(guid, GetOwnerGuid().GetCounter(), ss.str().c_str(), m_text.c_str()); } break; case ITEM_CHANGED: { static SqlStatementID updInstance ; static SqlStatementID updGifts ; SqlStatement stmt = CharacterDatabase.CreateStatement(updInstance, "UPDATE item_instance SET data = ?, owner_guid = ?, text = ? WHERE guid = ?"); std::ostringstream ss; for(uint16 i = 0; i < m_valuesCount; ++i ) ss << GetUInt32Value(i) << " "; stmt.PExecute(ss.str().c_str(), GetOwnerGuid().GetCounter(), m_text.c_str(), guid); if (HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED)) { stmt = CharacterDatabase.CreateStatement(updGifts, "UPDATE character_gifts SET guid = ? WHERE item_guid = ?"); stmt.PExecute(GetOwnerGuid().GetCounter(), GetGUIDLow()); } } break; case ITEM_REMOVED: { static SqlStatementID delInst ; static SqlStatementID delGifts ; static SqlStatementID delLoot ; SqlStatement stmt = CharacterDatabase.CreateStatement(delInst, "DELETE FROM item_instance WHERE guid = ?"); stmt.PExecute(guid); if (HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED)) { stmt = CharacterDatabase.CreateStatement(delGifts, "DELETE FROM character_gifts WHERE item_guid = ?"); stmt.PExecute(GetGUIDLow()); } if (HasSavedLoot()) { stmt = CharacterDatabase.CreateStatement(delLoot, "DELETE FROM item_loot WHERE guid = ?"); stmt.PExecute(GetGUIDLow()); } delete this; return; } case ITEM_UNCHANGED: return; } if (m_lootState == ITEM_LOOT_CHANGED || m_lootState == ITEM_LOOT_REMOVED) { static SqlStatementID delLoot ; SqlStatement stmt = CharacterDatabase.CreateStatement(delLoot, "DELETE FROM item_loot WHERE guid = ?"); stmt.PExecute(GetGUIDLow()); } if (m_lootState == ITEM_LOOT_NEW || m_lootState == ITEM_LOOT_CHANGED) { if(Player* owner = GetOwner()) { static SqlStatementID saveGold ; static SqlStatementID saveLoot ; // save money as 0 itemid data if (loot.gold) { SqlStatement stmt = CharacterDatabase.CreateStatement(saveGold, "INSERT INTO item_loot (guid,owner_guid,itemid,amount,suffix,property) VALUES (?, ?, 0, ?, 0, 0)"); stmt.PExecute(GetGUIDLow(), owner->GetGUIDLow(), loot.gold); } SqlStatement stmt = CharacterDatabase.CreateStatement(saveLoot, "INSERT INTO item_loot (guid,owner_guid,itemid,amount,suffix,property) VALUES (?, ?, ?, ?, ?, ?)"); // save items and quest items (at load its all will added as normal, but this not important for item loot case) for (size_t i = 0; i < loot.GetMaxSlotInLootFor(owner); ++i) { QuestItem *qitem = NULL; LootItem *item = loot.LootItemInSlot(i,owner,&qitem); if(!item) continue; // questitems use the blocked field for other purposes if (!qitem && item->is_blocked) continue; stmt.addUInt32(GetGUIDLow()); stmt.addUInt32(owner->GetGUIDLow()); stmt.addUInt32(item->itemid); stmt.addUInt8(item->count); stmt.addUInt32(item->randomSuffix); stmt.addInt32(item->randomPropertyId); stmt.Execute(); } } } if (m_lootState != ITEM_LOOT_NONE && m_lootState != ITEM_LOOT_TEMPORARY) SetLootState(ITEM_LOOT_UNCHANGED); SetState(ITEM_UNCHANGED); } bool Item::LoadFromDB(uint32 guidLow, Field *fields, ObjectGuid ownerGuid) { // create item before any checks for store correct guid // and allow use "FSetState(ITEM_REMOVED); SaveToDB();" for deleting item from DB Object::_Create(guidLow, 0, HIGHGUID_ITEM); if (!LoadValues(fields[0].GetString())) { sLog.outError("Item #%d have broken data in `data` field. Can't be loaded.", guidLow); return false; } SetText(fields[1].GetCppString()); bool need_save = false; // need explicit save data at load fixes // overwrite possible wrong/corrupted guid ObjectGuid new_item_guid = ObjectGuid(HIGHGUID_ITEM, guidLow); if (GetGuidValue(OBJECT_FIELD_GUID) != new_item_guid) { SetGuidValue(OBJECT_FIELD_GUID, new_item_guid); need_save = true; } ItemPrototype const* proto = GetProto(); if(!proto) return false; // update max durability (and durability) if need if(proto->MaxDurability!= GetUInt32Value(ITEM_FIELD_MAXDURABILITY)) { SetUInt32Value(ITEM_FIELD_MAXDURABILITY,proto->MaxDurability); if(GetUInt32Value(ITEM_FIELD_DURABILITY) > proto->MaxDurability) SetUInt32Value(ITEM_FIELD_DURABILITY,proto->MaxDurability); need_save = true; } // recalculate suffix factor if(GetItemRandomPropertyId() < 0) { if(UpdateItemSuffixFactor()) need_save = true; } // Remove bind flag for items vs NO_BIND set if (IsSoulBound() && proto->Bonding == NO_BIND) { ApplyModFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_BINDED, false); need_save = true; } // update duration if need, and remove if not need if ((proto->Duration == 0) != (GetUInt32Value(ITEM_FIELD_DURATION) == 0)) { SetUInt32Value(ITEM_FIELD_DURATION, proto->Duration); need_save = true; } // set correct owner if (!ownerGuid.IsEmpty() && GetOwnerGuid() != ownerGuid) { SetOwnerGuid(ownerGuid); need_save = true; } // set correct wrapped state if (HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED)) { // wrapped item must be wrapper (used version that not stackable) if (!(proto->Flags & ITEM_FLAG_WRAPPER) || GetMaxStackCount() > 1) { RemoveFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED); need_save = true; static SqlStatementID delGifts ; // also cleanup for sure gift table SqlStatement stmt = CharacterDatabase.CreateStatement(delGifts, "DELETE FROM character_gifts WHERE item_guid = ?"); stmt.PExecute(GetGUIDLow()); } } if (need_save) // normal item changed state set not work at loading { static SqlStatementID updItem ; SqlStatement stmt = CharacterDatabase.CreateStatement(updItem, "UPDATE item_instance SET data = ?, owner_guid = ? WHERE guid = ?"); std::ostringstream ss; for(uint16 i = 0; i < m_valuesCount; ++i ) ss << GetUInt32Value(i) << " "; stmt.addString(ss); stmt.addUInt32(GetOwnerGuid().GetCounter()); stmt.addUInt32(guidLow); stmt.Execute(); } return true; } void Item::LoadLootFromDB(Field *fields) { uint32 item_id = fields[1].GetUInt32(); uint32 item_amount = fields[2].GetUInt32(); uint32 item_suffix = fields[3].GetUInt32(); int32 item_propid = fields[4].GetInt32(); // money value special case if (item_id == 0) { loot.gold = item_amount; SetLootState(ITEM_LOOT_UNCHANGED); return; } // normal item case ItemPrototype const* proto = ObjectMgr::GetItemPrototype(item_id); if(!proto) { CharacterDatabase.PExecute("DELETE FROM item_loot WHERE guid = '%u' AND itemid = '%u'", GetGUIDLow(), item_id); sLog.outError("Item::LoadLootFromDB: %s has an unknown item (id: #%u) in item_loot, deleted.", GetOwnerGuid().GetString().c_str(), item_id); return; } loot.items.push_back(LootItem(item_id, item_amount, item_suffix, item_propid)); ++loot.unlootedCount; SetLootState(ITEM_LOOT_UNCHANGED); } void Item::DeleteFromDB() { static SqlStatementID delItem ; SqlStatement stmt = CharacterDatabase.CreateStatement(delItem, "DELETE FROM item_instance WHERE guid = ?"); stmt.PExecute(GetGUIDLow()); } void Item::DeleteFromInventoryDB() { static SqlStatementID delInv ; SqlStatement stmt = CharacterDatabase.CreateStatement(delInv, "DELETE FROM character_inventory WHERE item = ?"); stmt.PExecute(GetGUIDLow()); } ItemPrototype const *Item::GetProto() const { return ObjectMgr::GetItemPrototype(GetEntry()); } Player* Item::GetOwner()const { return sObjectMgr.GetPlayer(GetOwnerGuid()); } uint32 Item::GetSkill() { const static uint32 item_weapon_skills[MAX_ITEM_SUBCLASS_WEAPON] = { SKILL_AXES, SKILL_2H_AXES, SKILL_BOWS, SKILL_GUNS, SKILL_MACES, SKILL_2H_MACES, SKILL_POLEARMS, SKILL_SWORDS, SKILL_2H_SWORDS, 0, SKILL_STAVES, 0, 0, SKILL_UNARMED, 0, SKILL_DAGGERS, SKILL_THROWN, SKILL_ASSASSINATION, SKILL_CROSSBOWS, SKILL_WANDS, SKILL_FISHING }; const static uint32 item_armor_skills[MAX_ITEM_SUBCLASS_ARMOR] = { 0,SKILL_CLOTH,SKILL_LEATHER,SKILL_MAIL,SKILL_PLATE_MAIL,0,SKILL_SHIELD,0,0,0,0 }; ItemPrototype const* proto = GetProto(); switch (proto->Class) { case ITEM_CLASS_WEAPON: if( proto->SubClass >= MAX_ITEM_SUBCLASS_WEAPON ) return 0; else return item_weapon_skills[proto->SubClass]; case ITEM_CLASS_ARMOR: if( proto->SubClass >= MAX_ITEM_SUBCLASS_ARMOR ) return 0; else return item_armor_skills[proto->SubClass]; default: return 0; } } uint32 Item::GetSpell() { ItemPrototype const* proto = GetProto(); switch (proto->Class) { case ITEM_CLASS_WEAPON: switch (proto->SubClass) { case ITEM_SUBCLASS_WEAPON_AXE: return 196; case ITEM_SUBCLASS_WEAPON_AXE2: return 197; case ITEM_SUBCLASS_WEAPON_BOW: return 264; case ITEM_SUBCLASS_WEAPON_GUN: return 266; case ITEM_SUBCLASS_WEAPON_MACE: return 198; case ITEM_SUBCLASS_WEAPON_MACE2: return 199; case ITEM_SUBCLASS_WEAPON_POLEARM: return 200; case ITEM_SUBCLASS_WEAPON_SWORD: return 201; case ITEM_SUBCLASS_WEAPON_SWORD2: return 202; case ITEM_SUBCLASS_WEAPON_STAFF: return 227; case ITEM_SUBCLASS_WEAPON_DAGGER: return 1180; case ITEM_SUBCLASS_WEAPON_THROWN: return 2567; case ITEM_SUBCLASS_WEAPON_SPEAR: return 3386; case ITEM_SUBCLASS_WEAPON_CROSSBOW:return 5011; case ITEM_SUBCLASS_WEAPON_WAND: return 5009; default: return 0; } case ITEM_CLASS_ARMOR: switch(proto->SubClass) { case ITEM_SUBCLASS_ARMOR_CLOTH: return 9078; case ITEM_SUBCLASS_ARMOR_LEATHER: return 9077; case ITEM_SUBCLASS_ARMOR_MAIL: return 8737; case ITEM_SUBCLASS_ARMOR_PLATE: return 750; case ITEM_SUBCLASS_ARMOR_SHIELD: return 9116; default: return 0; } } return 0; } int32 Item::GenerateItemRandomPropertyId(uint32 item_id) { ItemPrototype const *itemProto = sItemStorage.LookupEntry(item_id); if(!itemProto) return 0; // item must have one from this field values not null if it can have random enchantments if((!itemProto->RandomProperty) && (!itemProto->RandomSuffix)) return 0; // item can have not null only one from field values if((itemProto->RandomProperty) && (itemProto->RandomSuffix)) { sLog.outErrorDb("Item template %u have RandomProperty==%u and RandomSuffix==%u, but must have one from field =0",itemProto->ItemId,itemProto->RandomProperty,itemProto->RandomSuffix); return 0; } // RandomProperty case if(itemProto->RandomProperty) { uint32 randomPropId = GetItemEnchantMod(itemProto->RandomProperty); ItemRandomPropertiesEntry const *random_id = sItemRandomPropertiesStore.LookupEntry(randomPropId); if(!random_id) { sLog.outErrorDb("Enchantment id #%u used but it doesn't have records in 'ItemRandomProperties.dbc'",randomPropId); return 0; } return random_id->ID; } // RandomSuffix case else { uint32 randomPropId = GetItemEnchantMod(itemProto->RandomSuffix); ItemRandomSuffixEntry const *random_id = sItemRandomSuffixStore.LookupEntry(randomPropId); if(!random_id) { sLog.outErrorDb("Enchantment id #%u used but it doesn't have records in sItemRandomSuffixStore.",randomPropId); return 0; } return -int32(random_id->ID); } } void Item::SetItemRandomProperties(int32 randomPropId) { if(!randomPropId) return; if(randomPropId > 0) { ItemRandomPropertiesEntry const *item_rand = sItemRandomPropertiesStore.LookupEntry(randomPropId); if(item_rand) { if(GetInt32Value(ITEM_FIELD_RANDOM_PROPERTIES_ID) != int32(item_rand->ID)) { SetInt32Value(ITEM_FIELD_RANDOM_PROPERTIES_ID,item_rand->ID); SetState(ITEM_CHANGED); } for(uint32 i = PROP_ENCHANTMENT_SLOT_2; i < PROP_ENCHANTMENT_SLOT_2 + 3; ++i) SetEnchantment(EnchantmentSlot(i),item_rand->enchant_id[i - PROP_ENCHANTMENT_SLOT_2],0,0); } } else { ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(-randomPropId); if(item_rand) { if( GetInt32Value(ITEM_FIELD_RANDOM_PROPERTIES_ID) != -int32(item_rand->ID) || !GetItemSuffixFactor()) { SetInt32Value(ITEM_FIELD_RANDOM_PROPERTIES_ID,-int32(item_rand->ID)); UpdateItemSuffixFactor(); SetState(ITEM_CHANGED); } for(uint32 i = PROP_ENCHANTMENT_SLOT_0; i < PROP_ENCHANTMENT_SLOT_0 + 3; ++i) SetEnchantment(EnchantmentSlot(i),item_rand->enchant_id[i - PROP_ENCHANTMENT_SLOT_0],0,0); } } } bool Item::UpdateItemSuffixFactor() { uint32 suffixFactor = GenerateEnchSuffixFactor(GetEntry()); if(GetItemSuffixFactor()==suffixFactor) return false; SetUInt32Value(ITEM_FIELD_PROPERTY_SEED,suffixFactor); return true; } void Item::SetState(ItemUpdateState state, Player *forplayer) { if (uState == ITEM_NEW && state == ITEM_REMOVED) { // pretend the item never existed RemoveFromUpdateQueueOf(forplayer); delete this; return; } if (state != ITEM_UNCHANGED) { // new items must stay in new state until saved if (uState != ITEM_NEW) uState = state; AddToUpdateQueueOf(forplayer); } else { // unset in queue // the item must be removed from the queue manually uQueuePos = -1; uState = ITEM_UNCHANGED; } } void Item::AddToUpdateQueueOf(Player *player) { if (IsInUpdateQueue()) return; if (!player) { player = GetOwner(); if (!player) { sLog.outError("Item::AddToUpdateQueueOf - %s current owner (%s) not in world!", GetGuidStr().c_str(), GetOwnerGuid().GetString().c_str()); return; } } if (player->GetObjectGuid() != GetOwnerGuid()) { sLog.outError("Item::AddToUpdateQueueOf - %s current owner (%s) and inventory owner (%s) don't match!", GetGuidStr().c_str(), GetOwnerGuid().GetString().c_str(), player->GetGuidStr().c_str()); return; } if (player->m_itemUpdateQueueBlocked) return; player->m_itemUpdateQueue.push_back(this); uQueuePos = player->m_itemUpdateQueue.size()-1; } void Item::RemoveFromUpdateQueueOf(Player *player) { if (!IsInUpdateQueue()) return; if (!player) { player = GetOwner(); if (!player) { sLog.outError("Item::RemoveFromUpdateQueueOf - %s current owner (%s) not in world!", GetGuidStr().c_str(), GetOwnerGuid().GetString().c_str()); return; } } if (player->GetObjectGuid() != GetOwnerGuid()) { sLog.outError("Item::RemoveFromUpdateQueueOf - %s current owner (%s) and inventory owner (%s) don't match!", GetGuidStr().c_str(), GetOwnerGuid().GetString().c_str(), player->GetGuidStr().c_str()); return; } if (player->m_itemUpdateQueueBlocked) return; player->m_itemUpdateQueue[uQueuePos] = NULL; uQueuePos = -1; } uint8 Item::GetBagSlot() const { return m_container ? m_container->GetSlot() : uint8(INVENTORY_SLOT_BAG_0); } bool Item::IsEquipped() const { return !IsInBag() && m_slot < EQUIPMENT_SLOT_END; } bool Item::CanBeTraded(bool mail) const { if ((!mail || !IsBoundAccountWide()) && IsSoulBound()) return false; if (IsBag() && (Player::IsBagPos(GetPos()) || !((Bag const*)this)->IsEmpty()) ) return false; if (Player* owner = GetOwner()) { if (owner->CanUnequipItem(GetPos(),false) != EQUIP_ERR_OK ) return false; if (owner->GetLootGUID()==GetGUID()) return false; } if (HasGeneratedLoot()) return false; if (IsBoundByEnchant()) return false; return true; } bool Item::IsBoundByEnchant() const { // Check all enchants for soulbound for(uint32 enchant_slot = PERM_ENCHANTMENT_SLOT; enchant_slot < MAX_ENCHANTMENT_SLOT; ++enchant_slot) { uint32 enchant_id = GetEnchantmentId(EnchantmentSlot(enchant_slot)); if(!enchant_id) continue; SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id); if(!enchantEntry) continue; if(enchantEntry->slot & ENCHANTMENT_CAN_SOULBOUND) return true; } return false; } bool Item::IsFitToSpellRequirements(SpellEntry const* spellInfo) const { ItemPrototype const* proto = GetProto(); // Enchant spells only use Effect[0] (patch 3.3.2) if (proto->IsVellum() && spellInfo->Effect[EFFECT_INDEX_0] == SPELL_EFFECT_ENCHANT_ITEM) { // EffectItemType[0] is the associated scroll itemID, if a scroll can be made if (spellInfo->EffectItemType[EFFECT_INDEX_0] == 0) return false; // Other checks do not apply to vellum enchants, so return final result return ((proto->SubClass == ITEM_SUBCLASS_WEAPON_ENCHANTMENT && spellInfo->EquippedItemClass == ITEM_CLASS_WEAPON) || (proto->SubClass == ITEM_SUBCLASS_ARMOR_ENCHANTMENT && spellInfo->EquippedItemClass == ITEM_CLASS_ARMOR)); } if (spellInfo->EquippedItemClass != -1) // -1 == any item class { if(spellInfo->EquippedItemClass != int32(proto->Class)) return false; // wrong item class if(spellInfo->EquippedItemSubClassMask != 0) // 0 == any subclass { if((spellInfo->EquippedItemSubClassMask & (1 << proto->SubClass)) == 0) return false; // subclass not present in mask } } // Only check for item enchantments (TARGET_FLAG_ITEM), all other spells are either NPC spells // or spells where slot requirements are already handled with AttributesEx3 fields // and special code (Titan's Grip, Windfury Attack). Check clearly not applicable for Lava Lash. if(spellInfo->EquippedItemInventoryTypeMask != 0 && (spellInfo->Targets & TARGET_FLAG_ITEM)) // 0 == any inventory type { if((spellInfo->EquippedItemInventoryTypeMask & (1 << proto->InventoryType)) == 0) return false; // inventory type not present in mask } return true; } bool Item::IsTargetValidForItemUse(Unit* pUnitTarget) { ItemRequiredTargetMapBounds bounds = sObjectMgr.GetItemRequiredTargetMapBounds(GetProto()->ItemId); if (bounds.first == bounds.second) return true; if (!pUnitTarget) return false; for(ItemRequiredTargetMap::const_iterator itr = bounds.first; itr != bounds.second; ++itr) if(itr->second.IsFitToRequirements(pUnitTarget)) return true; return false; } void Item::SetEnchantment(EnchantmentSlot slot, uint32 id, uint32 duration, uint32 charges) { // Better lost small time at check in comparison lost time at item save to DB. if((GetEnchantmentId(slot) == id) && (GetEnchantmentDuration(slot) == duration) && (GetEnchantmentCharges(slot) == charges)) return; SetUInt32Value(ITEM_FIELD_ENCHANTMENT_1_1 + slot*MAX_ENCHANTMENT_OFFSET + ENCHANTMENT_ID_OFFSET,id); SetUInt32Value(ITEM_FIELD_ENCHANTMENT_1_1 + slot*MAX_ENCHANTMENT_OFFSET + ENCHANTMENT_DURATION_OFFSET,duration); SetUInt32Value(ITEM_FIELD_ENCHANTMENT_1_1 + slot*MAX_ENCHANTMENT_OFFSET + ENCHANTMENT_CHARGES_OFFSET,charges); SetState(ITEM_CHANGED); } void Item::SetEnchantmentDuration(EnchantmentSlot slot, uint32 duration) { if(GetEnchantmentDuration(slot) == duration) return; SetUInt32Value(ITEM_FIELD_ENCHANTMENT_1_1 + slot*MAX_ENCHANTMENT_OFFSET + ENCHANTMENT_DURATION_OFFSET,duration); SetState(ITEM_CHANGED); } void Item::SetEnchantmentCharges(EnchantmentSlot slot, uint32 charges) { if(GetEnchantmentCharges(slot) == charges) return; SetUInt32Value(ITEM_FIELD_ENCHANTMENT_1_1 + slot*MAX_ENCHANTMENT_OFFSET + ENCHANTMENT_CHARGES_OFFSET,charges); SetState(ITEM_CHANGED); } void Item::ClearEnchantment(EnchantmentSlot slot) { if(!GetEnchantmentId(slot)) return; for(uint8 x = 0; x < 3; ++x) SetUInt32Value(ITEM_FIELD_ENCHANTMENT_1_1 + slot*MAX_ENCHANTMENT_OFFSET + x, 0); SetState(ITEM_CHANGED); } bool Item::GemsFitSockets() const { bool fits = true; for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+MAX_GEM_SOCKETS; ++enchant_slot) { uint8 SocketColor = GetProto()->Socket[enchant_slot-SOCK_ENCHANTMENT_SLOT].Color; uint32 enchant_id = GetEnchantmentId(EnchantmentSlot(enchant_slot)); if(!enchant_id) { if(SocketColor) fits &= false; continue; } SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id); if(!enchantEntry) { if(SocketColor) fits &= false; continue; } uint8 GemColor = 0; uint32 gemid = enchantEntry->GemID; if(gemid) { ItemPrototype const* gemProto = sItemStorage.LookupEntry(gemid); if(gemProto) { GemPropertiesEntry const* gemProperty = sGemPropertiesStore.LookupEntry(gemProto->GemProperties); if(gemProperty) GemColor = gemProperty->color; } } fits &= (GemColor & SocketColor) ? true : false; } return fits; } uint8 Item::GetGemCountWithID(uint32 GemID) const { uint8 count = 0; for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+MAX_GEM_SOCKETS; ++enchant_slot) { uint32 enchant_id = GetEnchantmentId(EnchantmentSlot(enchant_slot)); if(!enchant_id) continue; SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id); if(!enchantEntry) continue; if(GemID == enchantEntry->GemID) ++count; } return count; } uint8 Item::GetGemCountWithLimitCategory(uint32 limitCategory) const { uint8 count = 0; for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+MAX_GEM_SOCKETS; ++enchant_slot) { uint32 enchant_id = GetEnchantmentId(EnchantmentSlot(enchant_slot)); if(!enchant_id) continue; SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id); if(!enchantEntry) continue; ItemPrototype const* gemProto = ObjectMgr::GetItemPrototype(enchantEntry->GemID); if(!gemProto) continue; if(gemProto->ItemLimitCategory==limitCategory) ++count; } return count; } bool Item::IsLimitedToAnotherMapOrZone( uint32 cur_mapId, uint32 cur_zoneId) const { ItemPrototype const* proto = GetProto(); return proto && ((proto->Map && proto->Map != cur_mapId) || (proto->Area && proto->Area != cur_zoneId)); } // Though the client has the information in the item's data field, // we have to send SMSG_ITEM_TIME_UPDATE to display the remaining // time. void Item::SendTimeUpdate(Player* owner) { uint32 duration = GetUInt32Value(ITEM_FIELD_DURATION); if (!duration) return; WorldPacket data(SMSG_ITEM_TIME_UPDATE, (8+4)); data << uint64(GetGUID()); data << uint32(duration); owner->GetSession()->SendPacket(&data); } Item* Item::CreateItem( uint32 item, uint32 count, Player const* player ) { if (count < 1) return NULL; //don't create item at zero count if (ItemPrototype const *pProto = ObjectMgr::GetItemPrototype(item)) { if (count > pProto->GetMaxStackSize()) count = pProto->GetMaxStackSize(); MANGOS_ASSERT(count !=0 && "pProto->Stackable==0 but checked at loading already"); Item *pItem = NewItemOrBag( pProto ); if (pItem->Create(sObjectMgr.GenerateItemLowGuid(), item, player) ) { pItem->SetCount( count ); return pItem; } else delete pItem; } return NULL; } Item* Item::CloneItem( uint32 count, Player const* player ) const { Item* newItem = CreateItem( GetEntry(), count, player ); if(!newItem) return NULL; newItem->SetGuidValue(ITEM_FIELD_CREATOR, GetGuidValue(ITEM_FIELD_CREATOR)); newItem->SetGuidValue(ITEM_FIELD_GIFTCREATOR, GetGuidValue(ITEM_FIELD_GIFTCREATOR)); newItem->SetUInt32Value(ITEM_FIELD_FLAGS, GetUInt32Value(ITEM_FIELD_FLAGS)); newItem->SetUInt32Value(ITEM_FIELD_DURATION, GetUInt32Value(ITEM_FIELD_DURATION)); newItem->SetItemRandomProperties(GetItemRandomPropertyId()); return newItem; } bool Item::IsBindedNotWith( Player const* player ) const { // own item if (GetOwnerGuid() == player->GetObjectGuid()) return false; // has loot with diff owner if (HasGeneratedLoot()) return true; // not binded item if (!IsSoulBound()) return false; // not BOA item case if (!IsBoundAccountWide()) return true; // online if (Player* owner = GetOwner()) { return owner->GetSession()->GetAccountId() != player->GetSession()->GetAccountId(); } // offline slow case else { return sObjectMgr.GetPlayerAccountIdByGUID(GetOwnerGuid()) != player->GetSession()->GetAccountId(); } } void Item::AddToClientUpdateList() { if (Player* pl = GetOwner()) pl->GetMap()->AddUpdateObject(this); } void Item::RemoveFromClientUpdateList() { if (Player* pl = GetOwner()) pl->GetMap()->RemoveUpdateObject(this); } void Item::BuildUpdateData(UpdateDataMapType& update_players) { if (Player* pl = GetOwner()) BuildUpdateDataForPlayer(pl, update_players); ClearUpdateMask(false); } uint8 Item::CanBeMergedPartlyWith( ItemPrototype const* proto ) const { // check item type if (GetEntry() != proto->ItemId) return EQUIP_ERR_ITEM_CANT_STACK; // check free space (full stacks can't be target of merge if (GetCount() >= proto->GetMaxStackSize()) return EQUIP_ERR_ITEM_CANT_STACK; // not allow merge looting currently items if (HasGeneratedLoot()) return EQUIP_ERR_ALREADY_LOOTED; return EQUIP_ERR_OK; } bool ItemRequiredTarget::IsFitToRequirements( Unit* pUnitTarget ) const { if(pUnitTarget->GetTypeId() != TYPEID_UNIT) return false; if(pUnitTarget->GetEntry() != m_uiTargetEntry) return false; switch(m_uiType) { case ITEM_TARGET_TYPE_CREATURE: return pUnitTarget->isAlive(); case ITEM_TARGET_TYPE_DEAD: return !pUnitTarget->isAlive(); default: return false; } } bool Item::HasMaxCharges() const { ItemPrototype const* itemProto = GetProto(); for(int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) if (GetSpellCharges(i) != itemProto->Spells[i].SpellCharges) return false; return true; } void Item::RestoreCharges() { ItemPrototype const* itemProto = GetProto(); for(int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) { if (GetSpellCharges(i) != itemProto->Spells[i].SpellCharges) { SetSpellCharges(i, itemProto->Spells[i].SpellCharges); SetState(ITEM_CHANGED); } } } void Item::SetLootState( ItemLootUpdateState state ) { // ITEM_LOOT_NONE -> ITEM_LOOT_TEMPORARY -> ITEM_LOOT_NONE // ITEM_LOOT_NONE -> ITEM_LOOT_NEW -> ITEM_LOOT_NONE // ITEM_LOOT_NONE -> ITEM_LOOT_NEW -> ITEM_LOOT_UNCHANGED [<-> ITEM_LOOT_CHANGED] -> ITEM_LOOT_REMOVED -> ITEM_LOOT_NONE switch(state) { case ITEM_LOOT_NONE: case ITEM_LOOT_NEW: assert(false); // not used in state change calls return; case ITEM_LOOT_TEMPORARY: assert(m_lootState == ITEM_LOOT_NONE); // called only for not generated yet loot case m_lootState = ITEM_LOOT_TEMPORARY; break; case ITEM_LOOT_CHANGED: // new loot must stay in new state until saved, temporary must stay until remove if (m_lootState != ITEM_LOOT_NEW && m_lootState != ITEM_LOOT_TEMPORARY) m_lootState = m_lootState == ITEM_LOOT_NONE ? ITEM_LOOT_NEW : state; break; case ITEM_LOOT_UNCHANGED: // expected that called after DB update or load if (m_lootState == ITEM_LOOT_REMOVED) m_lootState = ITEM_LOOT_NONE; // temporary must stay until remove (ignore any changes) else if (m_lootState != ITEM_LOOT_TEMPORARY) m_lootState = ITEM_LOOT_UNCHANGED; break; case ITEM_LOOT_REMOVED: // if loot not saved then it existence in past can be just ignored if (m_lootState == ITEM_LOOT_NEW || m_lootState == ITEM_LOOT_TEMPORARY) { m_lootState = ITEM_LOOT_NONE; return; } m_lootState = ITEM_LOOT_REMOVED; break; } if (m_lootState != ITEM_LOOT_NONE && m_lootState != ITEM_LOOT_UNCHANGED && m_lootState != ITEM_LOOT_TEMPORARY) SetState(ITEM_CHANGED); }