server/src/game/Item.cpp

1272 lines
40 KiB
C++

/*
* Copyright (C) 2005-2011 MaNGOS <http://getmangos.com/>
*
* 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<ItemPrototype>(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<ItemPrototype>(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);
}