/** * MaNGOS is a full featured server for World of Warcraft, supporting * the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8 * * Copyright (C) 2005-2020 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 * * World of Warcraft, and all World of Warcraft or Warcraft art, images, * and lore are copyrighted by Blizzard Entertainment, Inc. */ #include "Item.h" #include "ObjectMgr.h" #include "ObjectGuid.h" #include "WorldPacket.h" #include "Database/DatabaseEnv.h" #include "ItemEnchantmentMgr.h" #include "SQLStorages.h" #ifdef ENABLE_ELUNA #include "LuaEngine.h" #endif /* ENABLE_ELUNA */ 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_SOUL_SHARDS) { return false; } return true; case ITEM_SUBCLASS_HERB_CONTAINER: if (pProto->BagFamily != BAG_FAMILY_HERBS) { return false; } return true; case ITEM_SUBCLASS_ENCHANTING_CONTAINER: if (pProto->BagFamily != BAG_FAMILY_ENCHANTING_SUPP) { return false; } return true; case ITEM_SUBCLASS_ENGINEERING_CONTAINER: if (pProto->BagFamily != BAG_FAMILY_ENGINEERING_SUPP) { return false; } return true; default: return false; } case ITEM_CLASS_QUIVER: switch (pBagProto->SubClass) { case ITEM_SUBCLASS_QUIVER: if (pProto->BagFamily != BAG_FAMILY_ARROWS) { return false; } return true; case ITEM_SUBCLASS_AMMO_POUCH: if (pProto->BagFamily != BAG_FAMILY_BULLETS) { return false; } return true; default: return false; } } return false; } Item::Item() : loot(NULL) { m_objectType |= TYPEMASK_ITEM; m_objectTypeId = TYPEID_ITEM; m_updateFlag = UPDATEFLAG_ALL; m_valuesCount = ITEM_END; m_slot = 0; uState = ITEM_NEW; uQueuePos = -1; m_container = NULL; mb_in_trade = false; m_lootState = ITEM_LOOT_NONE; } Item::~Item() { } 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, 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; } bool Item::IsNotEmptyBag() const { if (Bag const* bag = ToBag()) { return !bag->IsEmpty(); } return false; } 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) { // Used by Eluna #ifdef ENABLE_ELUNA sEluna->OnExpire(owner, GetProto()); #endif /* ENABLE_ELUNA */ 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) VALUES (?, ?, ?)"); stmt.PExecute(guid, GetOwnerGuid().GetCounter(), ss.str().c_str()); } break; case ITEM_CHANGED: { static SqlStatementID updInstance ; static SqlStatementID updGifts ; SqlStatement stmt = CharacterDatabase.CreateStatement(updInstance, "UPDATE item_instance SET data = ?, owner_guid = ? WHERE guid = ?"); std::ostringstream ss; for (uint16 i = 0; i < m_valuesCount; ++i) { ss << GetUInt32Value(i) << " "; } stmt.PExecute(ss.str().c_str(), GetOwnerGuid().GetCounter(), 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 delItemText; static SqlStatementID delInst ; static SqlStatementID delGifts ; static SqlStatementID delLoot ; if (uint32 item_text_id = GetUInt32Value(ITEM_FIELD_ITEM_TEXT_ID)) { SqlStatement stmt = CharacterDatabase.CreateStatement(delItemText, "DELETE FROM item_text WHERE id = ?"); stmt.PExecute(item_text_id); } 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,property) VALUES (?, ?, 0, ?, 0)"); stmt.PExecute(GetGUIDLow(), owner->GetGUIDLow(), loot.gold); } SqlStatement stmt = CharacterDatabase.CreateStatement(saveLoot, "INSERT INTO item_loot (guid,owner_guid,itemid,amount,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.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; } 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; } // 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 && 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(); int32 item_propid = fields[3].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_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 }; 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; } // Random Property 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; } return 0; } 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_0; i < PROP_ENCHANTMENT_SLOT_0 + 3; ++i) { SetEnchantment(EnchantmentSlot(i), item_rand->enchant_id[i - PROP_ENCHANTMENT_SLOT_0], 0, 0); } } } } void Item::SetState(ItemUpdateState state, Player* forplayer) { if (uState == ITEM_NEW && state == ITEM_REMOVED) { // pretend the item never existed if (forplayer || GetOwnerGuid()) { RemoveFromUpdateQueueOf(forplayer); } delete this; return; } if (state != ITEM_UNCHANGED) { // new items must stay in new state until saved if (uState != ITEM_NEW) { uState = state; } if (forplayer || GetOwnerGuid()) { 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() const { if (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() == GetObjectGuid()) { 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(); if (spellInfo->EquippedItemClass != -1) // -1 == any item class { if (spellInfo->Id == 13419 && 4 == int32(proto->Class)) // Special case for Enchant cloak minor Agility dbc file is wrong { return true; } 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 + slot * MAX_ENCHANTMENT_OFFSET + ENCHANTMENT_ID_OFFSET, id); SetUInt32Value(ITEM_FIELD_ENCHANTMENT + slot * MAX_ENCHANTMENT_OFFSET + ENCHANTMENT_DURATION_OFFSET, duration); SetUInt32Value(ITEM_FIELD_ENCHANTMENT + 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 + 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 + 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 + slot * MAX_ENCHANTMENT_OFFSET + x, 0); } SetState(ITEM_CHANGED); } 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) { #ifdef ENABLE_PLAYERBOTS if (!owner || !owner->IsInWorld() || owner->GetPlayerbotAI()) { return; } #endif uint32 duration = GetUInt32Value(ITEM_FIELD_DURATION); if (!duration) { return; } WorldPacket data(SMSG_ITEM_TIME_UPDATE, (8 + 4)); data << ObjectGuid(GetObjectGuid()); data << uint32(duration); owner->GetSession()->SendPacket(&data); } Item* Item::CreateItem(uint32 item, uint32 count, Player const* player, uint32 randomPropertyId) { 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); // count != 0 && pProto->Stackable == 0 but checked at loading already Item* pItem = NewItemOrBag(pProto); if (pItem->Create(sObjectMgr.GenerateItemLowGuid(), item, player)) { pItem->SetCount(count); if (uint32 randId = randomPropertyId ? randomPropertyId : Item::GenerateItemRandomPropertyId(item)) { pItem->SetItemRandomProperties(randId); } return pItem; } else { delete pItem; } } return NULL; } Item* Item::CloneItem(uint32 count, Player const* player) const { Item* newItem = CreateItem(GetEntry(), count, player, GetItemRandomPropertyId()); 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)); 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; } return true; } 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); } InventoryResult 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; } } 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); } } uint32 Item::GetScriptId() const { return sScriptMgr.GetBoundScriptId(SCRIPTED_ITEM, GetEntry()); }