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https://github.com/mangosfour/server.git
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297 lines
13 KiB
C++
297 lines
13 KiB
C++
/*
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* Copyright (C) 2005-2008 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef MANGOSSERVER_ITEM_H
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#define MANGOSSERVER_ITEM_H
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#include "Common.h"
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#include "Object.h"
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#include "LootMgr.h"
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#include "ItemPrototype.h"
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struct SpellEntry;
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class Bag;
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class QueryResult;
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struct ItemSetEffect
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{
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uint32 setid;
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uint32 item_count;
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SpellEntry const *spells[8];
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};
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enum InventoryChangeFailure
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{
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EQUIP_ERR_OK = 0,
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EQUIP_ERR_CANT_EQUIP_LEVEL_I = 1,
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EQUIP_ERR_ERR_CANT_EQUIP_SKILL = 2,
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EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT = 3,
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EQUIP_ERR_BAG_FULL = 4,
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EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG = 5,
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EQUIP_ERR_CANT_TRADE_EQUIP_BAGS = 6,
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EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE = 7,
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EQUIP_ERR_NO_REQUIRED_PROFICIENCY = 8,
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EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE = 9,
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EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM = 10,
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EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM2 = 11,
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EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE2 = 12,
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EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED = 13,
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EQUIP_ERR_CANT_DUAL_WIELD = 14,
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EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG = 15,
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EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG2 = 16,
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EQUIP_ERR_CANT_CARRY_MORE_OF_THIS = 17,
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EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE3 = 18,
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EQUIP_ERR_ITEM_CANT_STACK = 19,
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EQUIP_ERR_ITEM_CANT_BE_EQUIPPED = 20,
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EQUIP_ERR_ITEMS_CANT_BE_SWAPPED = 21,
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EQUIP_ERR_SLOT_IS_EMPTY = 22,
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EQUIP_ERR_ITEM_NOT_FOUND = 23,
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EQUIP_ERR_CANT_DROP_SOULBOUND = 24,
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EQUIP_ERR_OUT_OF_RANGE = 25,
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EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT = 26,
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EQUIP_ERR_COULDNT_SPLIT_ITEMS = 27,
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EQUIP_ERR_MISSING_REAGENT = 28,
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EQUIP_ERR_NOT_ENOUGH_MONEY = 29,
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EQUIP_ERR_NOT_A_BAG = 30,
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EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS = 31,
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EQUIP_ERR_DONT_OWN_THAT_ITEM = 32,
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EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER = 33,
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EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT = 34,
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EQUIP_ERR_TOO_FAR_AWAY_FROM_BANK = 35,
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EQUIP_ERR_ITEM_LOCKED = 36,
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EQUIP_ERR_YOU_ARE_STUNNED = 37,
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EQUIP_ERR_YOU_ARE_DEAD = 38,
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EQUIP_ERR_CANT_DO_RIGHT_NOW = 39,
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EQUIP_ERR_INT_BAG_ERROR = 40,
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EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER2 = 41,
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EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH = 42,
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EQUIP_ERR_STACKABLE_CANT_BE_WRAPPED = 43,
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EQUIP_ERR_EQUIPPED_CANT_BE_WRAPPED = 44,
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EQUIP_ERR_WRAPPED_CANT_BE_WRAPPED = 45,
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EQUIP_ERR_BOUND_CANT_BE_WRAPPED = 46,
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EQUIP_ERR_UNIQUE_CANT_BE_WRAPPED = 47,
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EQUIP_ERR_BAGS_CANT_BE_WRAPPED = 48,
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EQUIP_ERR_ALREADY_LOOTED = 49,
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EQUIP_ERR_INVENTORY_FULL = 50,
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EQUIP_ERR_BANK_FULL = 51,
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EQUIP_ERR_ITEM_IS_CURRENTLY_SOLD_OUT = 52,
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EQUIP_ERR_BAG_FULL3 = 53,
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EQUIP_ERR_ITEM_NOT_FOUND2 = 54,
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EQUIP_ERR_ITEM_CANT_STACK2 = 55,
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EQUIP_ERR_BAG_FULL4 = 56,
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EQUIP_ERR_ITEM_SOLD_OUT = 57,
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EQUIP_ERR_OBJECT_IS_BUSY = 58,
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EQUIP_ERR_NONE = 59,
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EQUIP_ERR_NOT_IN_COMBAT = 60,
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EQUIP_ERR_NOT_WHILE_DISARMED = 61,
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EQUIP_ERR_BAG_FULL6 = 62,
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EQUIP_ERR_CANT_EQUIP_RANK = 63,
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EQUIP_ERR_CANT_EQUIP_REPUTATION = 64,
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EQUIP_ERR_TOO_MANY_SPECIAL_BAGS = 65,
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EQUIP_ERR_LOOT_CANT_LOOT_THAT_NOW = 66,
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EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE = 67,
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EQUIP_ERR_VENDOR_MISSING_TURNINS = 68,
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EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS = 69,
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EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS = 70,
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EQUIP_ERR_ITEM_MAX_COUNT_SOCKETED = 71,
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EQUIP_ERR_MAIL_BOUND_ITEM = 72,
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EQUIP_ERR_NO_SPLIT_WHILE_PROSPECTING = 73,
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EQUIP_ERR_ITEM_MAX_COUNT_EQUIPPED_SOCKETED = 75,
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EQUIP_ERR_ITEM_UNIQUE_EQUIPPABLE_SOCKETED = 76,
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EQUIP_ERR_TOO_MUCH_GOLD = 77,
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EQUIP_ERR_NOT_DURING_ARENA_MATCH = 78,
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EQUIP_ERR_CANNOT_TRADE_THAT = 79,
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EQUIP_ERR_PERSONAL_ARENA_RATING_TOO_LOW = 80
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// probably exist more
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};
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enum BuyFailure
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{
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BUY_ERR_CANT_FIND_ITEM = 0,
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BUY_ERR_ITEM_ALREADY_SOLD = 1,
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BUY_ERR_NOT_ENOUGHT_MONEY = 2,
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BUY_ERR_SELLER_DONT_LIKE_YOU = 4,
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BUY_ERR_DISTANCE_TOO_FAR = 5,
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BUY_ERR_ITEM_SOLD_OUT = 7,
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BUY_ERR_CANT_CARRY_MORE = 8,
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BUY_ERR_RANK_REQUIRE = 11,
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BUY_ERR_REPUTATION_REQUIRE = 12
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};
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enum SellFailure
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{
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SELL_ERR_CANT_FIND_ITEM = 1,
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SELL_ERR_CANT_SELL_ITEM = 2, // merchant doesn't like that item
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SELL_ERR_CANT_FIND_VENDOR = 3, // merchant doesn't like you
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SELL_ERR_YOU_DONT_OWN_THAT_ITEM = 4, // you don't own that item
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SELL_ERR_UNK = 5, // nothing appears...
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SELL_ERR_ONLY_EMPTY_BAG = 6 // can only do with empty bags
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};
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// -1 from client enchantment slot number
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enum EnchantmentSlot
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{
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PERM_ENCHANTMENT_SLOT = 0,
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TEMP_ENCHANTMENT_SLOT = 1,
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SOCK_ENCHANTMENT_SLOT = 2,
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SOCK_ENCHANTMENT_SLOT_2 = 3,
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SOCK_ENCHANTMENT_SLOT_3 = 4,
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BONUS_ENCHANTMENT_SLOT = 5,
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MAX_INSPECTED_ENCHANTMENT_SLOT = 6,
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PROP_ENCHANTMENT_SLOT_0 = 6, // used with RandomSuffix
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PROP_ENCHANTMENT_SLOT_1 = 7, // used with RandomSuffix
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PROP_ENCHANTMENT_SLOT_2 = 8, // used with RandomSuffix and RandomProperty
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PROP_ENCHANTMENT_SLOT_3 = 9, // used with RandomProperty
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PROP_ENCHANTMENT_SLOT_4 = 10, // used with RandomProperty
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MAX_ENCHANTMENT_SLOT = 11
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};
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#define MAX_VISIBLE_ITEM_OFFSET 16 // 16 fields per visible item (creator(2) + enchantments(12) + properties(1) + pad(1))
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enum EnchantmentOffset
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{
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ENCHANTMENT_ID_OFFSET = 0,
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ENCHANTMENT_DURATION_OFFSET = 1,
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ENCHANTMENT_CHARGES_OFFSET = 2
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};
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#define MAX_ENCHANTMENT_OFFSET 3
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enum EnchantmentSlotMask
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{
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ENCHANTMENT_CAN_SOULBOUND = 0x01,
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ENCHANTMENT_UNK1 = 0x02,
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ENCHANTMENT_UNK2 = 0x04,
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ENCHANTMENT_UNK3 = 0x08
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};
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enum ItemUpdateState
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{
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ITEM_UNCHANGED = 0,
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ITEM_CHANGED = 1,
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ITEM_NEW = 2,
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ITEM_REMOVED = 3
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};
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bool ItemCanGoIntoBag(ItemPrototype const *proto, ItemPrototype const *pBagProto);
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class MANGOS_DLL_SPEC Item : public Object
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{
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public:
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static Item* CreateItem( uint32 item, uint32 count, Player const* player = NULL );
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Item* CloneItem( uint32 count, Player const* player = NULL ) const;
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Item ( );
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virtual bool Create( uint32 guidlow, uint32 itemid, Player const* owner);
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ItemPrototype const* GetProto() const;
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uint64 const& GetOwnerGUID() const { return GetUInt64Value(ITEM_FIELD_OWNER); }
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void SetOwnerGUID(uint64 guid) { SetUInt64Value(ITEM_FIELD_OWNER, guid); }
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Player* GetOwner()const;
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void SetBinding(bool val) { ApplyModFlag(ITEM_FIELD_FLAGS,ITEM_FLAGS_BINDED,val); }
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bool IsSoulBound() const { return HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_BINDED); }
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bool IsBindedNotWith(uint64 guid) const { return IsSoulBound() && GetOwnerGUID()!= guid; }
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bool IsBoundByEnchant() const;
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virtual void SaveToDB();
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virtual bool LoadFromDB(uint32 guid, uint64 owner_guid, QueryResult *result = NULL);
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virtual void DeleteFromDB();
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void DeleteFromInventoryDB();
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bool IsBag() const { return GetProto()->InventoryType == INVTYPE_BAG; }
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bool IsBroken() const { return GetUInt32Value(ITEM_FIELD_MAXDURABILITY) > 0 && GetUInt32Value(ITEM_FIELD_DURABILITY) == 0; }
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bool CanBeTraded() const;
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void SetInTrade(bool b = true) { mb_in_trade = b; }
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bool IsInTrade() const { return mb_in_trade; }
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bool IsFitToSpellRequirements(SpellEntry const* spellInfo) const;
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bool IsLimitedToAnotherMapOrZone( uint32 cur_mapId, uint32 cur_zoneId) const;
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bool GemsFitSockets() const;
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uint32 GetCount() const { return GetUInt32Value (ITEM_FIELD_STACK_COUNT); }
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void SetCount(uint32 value) { SetUInt32Value (ITEM_FIELD_STACK_COUNT, value); }
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uint32 GetMaxStackCount() const { return GetProto()->Stackable; }
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uint8 GetGemCountWithID(uint32 GemID) const;
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uint8 GetSlot() const {return m_slot;}
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Bag *GetContainer() { return m_container; }
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uint8 GetBagSlot() const;
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void SetSlot(uint8 slot) {m_slot = slot;}
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uint16 GetPos() const { return uint16(GetBagSlot()) << 8 | GetSlot(); }
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void SetContainer(Bag *container) { m_container = container; }
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bool IsInBag() const { return m_container != NULL; }
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bool IsEquipped() const;
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uint32 GetSkill();
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uint32 GetSpell();
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// RandomPropertyId (signed but stored as unsigned)
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int32 GetItemRandomPropertyId() const { return GetInt32Value(ITEM_FIELD_RANDOM_PROPERTIES_ID); }
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uint32 GetItemSuffixFactor() const { return GetUInt32Value(ITEM_FIELD_PROPERTY_SEED); }
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void SetItemRandomProperties(int32 randomPropId);
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bool UpdateItemSuffixFactor();
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static int32 GenerateItemRandomPropertyId(uint32 item_id);
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void SetEnchantment(EnchantmentSlot slot, uint32 id, uint32 duration, uint32 charges);
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void SetEnchantmentDuration(EnchantmentSlot slot, uint32 duration);
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void SetEnchantmentCharges(EnchantmentSlot slot, uint32 charges);
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void ClearEnchantment(EnchantmentSlot slot);
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uint32 GetEnchantmentId(EnchantmentSlot slot) const { return GetUInt32Value(ITEM_FIELD_ENCHANTMENT + slot*MAX_ENCHANTMENT_OFFSET + ENCHANTMENT_ID_OFFSET);}
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uint32 GetEnchantmentDuration(EnchantmentSlot slot) const { return GetUInt32Value(ITEM_FIELD_ENCHANTMENT + slot*MAX_ENCHANTMENT_OFFSET + ENCHANTMENT_DURATION_OFFSET);}
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uint32 GetEnchantmentCharges(EnchantmentSlot slot) const { return GetUInt32Value(ITEM_FIELD_ENCHANTMENT + slot*MAX_ENCHANTMENT_OFFSET + ENCHANTMENT_CHARGES_OFFSET);}
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void SendTimeUpdate(Player* owner);
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void UpdateDuration(Player* owner, uint32 diff);
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// spell charges (signed but stored as unsigned)
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int32 GetSpellCharges(uint8 index/*0..5*/ = 0) const { return GetInt32Value(ITEM_FIELD_SPELL_CHARGES + index); }
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void SetSpellCharges(uint8 index/*0..5*/, int32 value) { SetInt32Value(ITEM_FIELD_SPELL_CHARGES + index,value); }
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Loot loot;
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bool m_lootGenerated;
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// Update States
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ItemUpdateState GetState() const { return uState; }
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void SetState(ItemUpdateState state, Player *forplayer = NULL);
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void AddToUpdateQueueOf(Player *player);
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void RemoveFromUpdateQueueOf(Player *player);
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bool IsInUpdateQueue() const { return uQueuePos != -1; }
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uint16 GetQueuePos() const { return uQueuePos; }
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void FSetState(ItemUpdateState state) // forced
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{
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uState = state;
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}
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bool hasQuest(uint32 quest_id) const
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{
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ItemPrototype const *itemProto = GetProto();
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return itemProto && itemProto->StartQuest == quest_id;
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}
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bool hasInvolvedQuest(uint32 /*quest_id*/) const { return false; }
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private:
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uint8 m_slot;
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Bag *m_container;
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ItemUpdateState uState;
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int16 uQueuePos;
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bool mb_in_trade; // true if item is currently in trade-window
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};
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#endif
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