mangos/src/game/Object/Item.cpp
2020-01-14 11:37:33 +00:00

1282 lines
36 KiB
C++

/**
* 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 <https://getmangos.eu>
*
* 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<ItemPrototype>(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());
}