/* * Copyright (C) 2005-2009 MaNGOS * * Copyright (C) 2008-2010 Trinity * * 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 "Common.h" #include "Item.h" #include "ObjectMgr.h" #include "WorldPacket.h" #include "Database/DatabaseEnv.h" #include "ItemEnchantmentMgr.h" #include "SpellMgr.h" #include "ScriptMgr.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 { 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; m_lootGenerated = false; mb_in_trade = false; } bool Item::Create( uint32 guidlow, uint32 itemid, Player const* owner) { Object::_Create( guidlow, 0, HIGHGUID_ITEM ); SetEntry(itemid); SetFloatValue(OBJECT_FIELD_SCALE_X, 1.0f); SetUInt64Value(ITEM_FIELD_OWNER, owner ? owner->GetGUID() : 0); SetUInt64Value(ITEM_FIELD_CONTAINED, owner ? owner->GetGUID() : 0); ItemPrototype const *itemProto = objmgr.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 (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) SetSpellCharges(i,itemProto->Spells[i].SpellCharges); SetUInt32Value(ITEM_FIELD_FLAGS, itemProto->Flags); SetUInt32Value(ITEM_FIELD_DURATION, abs(itemProto->Duration)); return true; } void Item::UpdateDuration(Player* owner, uint32 diff) { if (!GetUInt32Value(ITEM_FIELD_DURATION)) return; sLog.outDebug("Item::UpdateDuration Item (Entry: %u Duration %u Diff %u)",GetEntry(),GetUInt32Value(ITEM_FIELD_DURATION),diff); if (GetUInt32Value(ITEM_FIELD_DURATION)<=diff) { sScriptMgr.ItemExpire(owner, GetProto()); 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: { std::ostringstream ss; ss << "REPLACE INTO item_instance (guid,owner_guid,data) VALUES (" << guid << "," << GUID_LOPART(GetOwnerGUID()) << ",'"; for (uint16 i = 0; i < m_valuesCount; ++i) ss << GetUInt32Value(i) << " "; ss << "' )"; CharacterDatabase.Execute(ss.str().c_str()); }break; case ITEM_CHANGED: { std::ostringstream ss; ss << "UPDATE item_instance SET data = '"; for (uint16 i = 0; i < m_valuesCount; ++i) ss << GetUInt32Value(i) << " "; ss << "', owner_guid = '" << GUID_LOPART(GetOwnerGUID()) << "' WHERE guid = '" << guid << "'"; CharacterDatabase.Execute( ss.str().c_str() ); if (HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED)) CharacterDatabase.PExecute("UPDATE character_gifts SET guid = '%u' WHERE item_guid = '%u'", GUID_LOPART(GetOwnerGUID()),GetGUIDLow()); }break; case ITEM_REMOVED: { if (GetUInt32Value(ITEM_FIELD_ITEM_TEXT_ID) > 0) CharacterDatabase.PExecute("DELETE FROM item_text WHERE id = '%u'", GetUInt32Value(ITEM_FIELD_ITEM_TEXT_ID)); CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", guid); if (HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED)) CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", GetGUIDLow()); delete this; return; } case ITEM_UNCHANGED: break; } SetState(ITEM_UNCHANGED); } bool Item::LoadFromDB(uint32 guid, uint64 owner_guid, QueryResult_AutoPtr result) { // create item before any checks for store correct guid // and allow use "FSetState(ITEM_REMOVED); SaveToDB();" for deleting item from DB Object::_Create(guid, 0, HIGHGUID_ITEM); if (!result) result = CharacterDatabase.PQuery("SELECT data FROM item_instance WHERE guid = '%u'", guid); if (!result) { sLog.outError("Item (GUID: %u owner: %u) not found in table `item_instance`, can't load. ",guid,GUID_LOPART(owner_guid)); return false; } Field *fields = result->Fetch(); if (!LoadValues(fields[0].GetString())) { sLog.outError("Item #%d have broken data in `data` field. Can't be loaded.",guid); return false; } bool need_save = false; // need explicit save data at load fixes // overwrite possible wrong/corrupted guid uint64 new_item_guid = MAKE_NEW_GUID(guid,0, HIGHGUID_ITEM); if (GetUInt64Value(OBJECT_FIELD_GUID) != new_item_guid) { SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid,0, HIGHGUID_ITEM)); 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_FLAGS_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,abs(proto->Duration)); need_save = true; } // set correct owner if (owner_guid != 0 && GetOwnerGUID() != owner_guid) { SetOwnerGUID(owner_guid); need_save = true; } if (need_save) // normal item changed state set not work at loading { std::ostringstream ss; ss << "UPDATE item_instance SET data = '"; for (uint16 i = 0; i < m_valuesCount; ++i) ss << GetUInt32Value(i) << " "; ss << "', owner_guid = '" << GUID_LOPART(GetOwnerGUID()) << "' WHERE guid = '" << guid << "'"; CharacterDatabase.Execute(ss.str().c_str()); } return true; } void Item::DeleteFromDB() { CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'",GetGUIDLow()); } void Item::DeleteFromInventoryDB() { CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'",GetGUIDLow()); } ItemPrototype const *Item::GetProto() const { return objmgr.GetItemPrototype(GetEntry()); } Player* Item::GetOwner()const { return objmgr.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_FIST_WEAPONS, 0, SKILL_DAGGERS, SKILL_THROWN, SKILL_ASSASSINATION, SKILL_CROSSBOWS, SKILL_WANDS, SKILL_FISHING }; const static uint32 item_armor_skills[MAX_ITEM_SUBCLASS_ARMOR] = { 0,SKILL_CLOTH,SKILL_LEATHER,SKILL_MAIL,SKILL_PLATE_MAIL,0,SKILL_SHIELD,0,0,0,0 }; ItemPrototype const* proto = GetProto(); switch (proto->Class) { case ITEM_CLASS_WEAPON: if (proto->SubClass >= MAX_ITEM_SUBCLASS_WEAPON) return 0; else return item_weapon_skills[proto->SubClass]; case ITEM_CLASS_ARMOR: if (proto->SubClass >= MAX_ITEM_SUBCLASS_ARMOR) return 0; else return item_armor_skills[proto->SubClass]; default: return 0; } } uint32 Item::GetSpell() { ItemPrototype const* proto = GetProto(); switch (proto->Class) { case ITEM_CLASS_WEAPON: switch (proto->SubClass) { case ITEM_SUBCLASS_WEAPON_AXE: return 196; case ITEM_SUBCLASS_WEAPON_AXE2: return 197; case ITEM_SUBCLASS_WEAPON_BOW: return 264; case ITEM_SUBCLASS_WEAPON_GUN: return 266; case ITEM_SUBCLASS_WEAPON_MACE: return 198; case ITEM_SUBCLASS_WEAPON_MACE2: return 199; case ITEM_SUBCLASS_WEAPON_POLEARM: return 200; case ITEM_SUBCLASS_WEAPON_SWORD: return 201; case ITEM_SUBCLASS_WEAPON_SWORD2: return 202; case ITEM_SUBCLASS_WEAPON_STAFF: return 227; case ITEM_SUBCLASS_WEAPON_DAGGER: return 1180; case ITEM_SUBCLASS_WEAPON_THROWN: return 2567; case ITEM_SUBCLASS_WEAPON_SPEAR: return 3386; case ITEM_SUBCLASS_WEAPON_CROSSBOW:return 5011; case ITEM_SUBCLASS_WEAPON_WAND: return 5009; default: return 0; } case ITEM_CLASS_ARMOR: switch (proto->SubClass) { case ITEM_SUBCLASS_ARMOR_CLOTH: return 9078; case ITEM_SUBCLASS_ARMOR_LEATHER: return 9077; case ITEM_SUBCLASS_ARMOR_MAIL: return 8737; case ITEM_SUBCLASS_ARMOR_PLATE: return 750; case ITEM_SUBCLASS_ARMOR_SHIELD: return 9116; default: return 0; } } return 0; } int32 Item::GenerateItemRandomPropertyId(uint32 item_id) { ItemPrototype const *itemProto = sItemStorage.LookupEntry(item_id); if (!itemProto) return 0; // item must have one from this field values not null if it can have random enchantments if ((!itemProto->RandomProperty) && (!itemProto->RandomSuffix)) return 0; // item can have not null only one from field values if ((itemProto->RandomProperty) && (itemProto->RandomSuffix)) { sLog.outErrorDb("Item template %u have RandomProperty==%u and RandomSuffix==%u, but must have one from field =0",itemProto->ItemId,itemProto->RandomProperty,itemProto->RandomSuffix); return 0; } // RandomProperty case if (itemProto->RandomProperty) { int32 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; ASSERT(player != NULL); if (player->GetGUID() != GetOwnerGUID()) { sLog.outDebug("Item::AddToUpdateQueueOf - Owner's guid (%u) and player's guid (%u) don't match!", GUID_LOPART(GetOwnerGUID()), player->GetGUIDLow()); 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; ASSERT(player != NULL) if (player->GetGUID() != GetOwnerGUID()) { sLog.outDebug("Item::RemoveFromUpdateQueueOf - Owner's guid (%u) and player's guid (%u) don't match!", GUID_LOPART(GetOwnerGUID()), player->GetGUIDLow()); 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 (IsBoundByEnchant()) return false; return true; } bool Item::HasEnchantRequiredSkill(const Player *pPlayer) const { // Check all enchants for required skill for (uint32 enchant_slot = PERM_ENCHANTMENT_SLOT; enchant_slot < MAX_ENCHANTMENT_SLOT; ++enchant_slot) if (uint32 enchant_id = GetEnchantmentId(EnchantmentSlot(enchant_slot))) if (SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id)) if (enchantEntry->requiredSkill && pPlayer->GetSkillValue(enchantEntry->requiredSkill) < enchantEntry->requiredSkillValue) return false; return true; } uint32 Item::GetEnchantRequiredLevel() const { uint32 level = 0; // Check all enchants for required level for (uint32 enchant_slot = PERM_ENCHANTMENT_SLOT; enchant_slot < MAX_ENCHANTMENT_SLOT; ++enchant_slot) if (uint32 enchant_id = GetEnchantmentId(EnchantmentSlot(enchant_slot))) if (SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id)) if (enchantEntry->requiredLevel > level) level = enchantEntry->requiredLevel; return level; } bool Item::IsBoundByEnchant() const { // Check all enchants for soulbound for (uint32 enchant_slot = PERM_ENCHANTMENT_SLOT; enchant_slot < MAX_ENCHANTMENT_SLOT; ++enchant_slot) if (uint32 enchant_id = GetEnchantmentId(EnchantmentSlot(enchant_slot))) if (SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id)) 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 { // Special case - accept vellum for armor/weapon requirements if ((spellInfo->EquippedItemClass==ITEM_CLASS_ARMOR && proto->IsArmorVellum()) ||( spellInfo->EquippedItemClass==ITEM_CLASS_WEAPON && proto->IsWeaponVellum())) if (spellmgr.IsSkillTypeSpell(spellInfo->Id, SKILL_ENCHANTING)) // only for enchanting spells 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 } } if (spellInfo->EquippedItemInventoryTypeMask != 0) // 0 == any inventory type { // Special case - accept weapon type for main and offhand requirements if (proto->InventoryType == INVTYPE_WEAPON && (spellInfo->EquippedItemInventoryTypeMask & (1 << INVTYPE_WEAPONMAINHAND) || spellInfo->EquippedItemInventoryTypeMask & (1 << INVTYPE_WEAPONOFFHAND))) return true; else if ((spellInfo->EquippedItemInventoryTypeMask & (1 << proto->InventoryType)) == 0) return false; // inventory type not present in mask } return true; } bool Item::IsTargetValidForItemUse(Unit* pUnitTarget) { ItemRequiredTargetMapBounds bounds = objmgr.GetItemRequiredTargetMapBounds(GetProto()->ItemId); if (bounds.first == bounds.second) return true; if (!pUnitTarget) return false; for (ItemRequiredTargetMap::const_iterator itr = bounds.first; itr != bounds.second; ++itr) if (itr->second.IsFitToRequirements(pUnitTarget)) return true; return false; } void Item::SetEnchantment(EnchantmentSlot slot, uint32 id, uint32 duration, uint32 charges) { // Better lost small time at check in comparison lost time at item save to DB. if ((GetEnchantmentId(slot) == id) && (GetEnchantmentDuration(slot) == duration) && (GetEnchantmentCharges(slot) == charges)) return; SetUInt32Value(ITEM_FIELD_ENCHANTMENT_1_1 + slot*MAX_ENCHANTMENT_OFFSET + ENCHANTMENT_ID_OFFSET,id); SetUInt32Value(ITEM_FIELD_ENCHANTMENT_1_1 + slot*MAX_ENCHANTMENT_OFFSET + ENCHANTMENT_DURATION_OFFSET,duration); SetUInt32Value(ITEM_FIELD_ENCHANTMENT_1_1 + slot*MAX_ENCHANTMENT_OFFSET + ENCHANTMENT_CHARGES_OFFSET,charges); SetState(ITEM_CHANGED); } void Item::SetEnchantmentDuration(EnchantmentSlot slot, uint32 duration) { if (GetEnchantmentDuration(slot) == duration) return; SetUInt32Value(ITEM_FIELD_ENCHANTMENT_1_1 + slot*MAX_ENCHANTMENT_OFFSET + ENCHANTMENT_DURATION_OFFSET,duration); SetState(ITEM_CHANGED); } void Item::SetEnchantmentCharges(EnchantmentSlot slot, uint32 charges) { if (GetEnchantmentCharges(slot) == charges) return; SetUInt32Value(ITEM_FIELD_ENCHANTMENT_1_1 + slot*MAX_ENCHANTMENT_OFFSET + ENCHANTMENT_CHARGES_OFFSET,charges); SetState(ITEM_CHANGED); } void Item::ClearEnchantment(EnchantmentSlot slot) { if (!GetEnchantmentId(slot)) return; for (uint8 x = 0; x < 3; ++x) SetUInt32Value(ITEM_FIELD_ENCHANTMENT_1_1 + slot*MAX_ENCHANTMENT_OFFSET + x, 0); SetState(ITEM_CHANGED); } bool Item::GemsFitSockets() const { bool fits = true; for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+MAX_GEM_SOCKETS; ++enchant_slot) { uint8 SocketColor = GetProto()->Socket[enchant_slot-SOCK_ENCHANTMENT_SLOT].Color; uint32 enchant_id = GetEnchantmentId(EnchantmentSlot(enchant_slot)); if (!enchant_id) { if (SocketColor) fits &= false; continue; } SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id); if (!enchantEntry) { if (SocketColor) fits &= false; continue; } uint8 GemColor = 0; uint32 gemid = enchantEntry->GemID; if (gemid) { ItemPrototype const* gemProto = sItemStorage.LookupEntry(gemid); if (gemProto) { GemPropertiesEntry const* gemProperty = sGemPropertiesStore.LookupEntry(gemProto->GemProperties); if (gemProperty) GemColor = gemProperty->color; } } fits &= (GemColor & SocketColor) ? true : false; } return fits; } uint8 Item::GetGemCountWithID(uint32 GemID) const { uint8 count = 0; for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+MAX_GEM_SOCKETS; ++enchant_slot) { uint32 enchant_id = GetEnchantmentId(EnchantmentSlot(enchant_slot)); if (!enchant_id) continue; SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id); if (!enchantEntry) continue; if (GemID == enchantEntry->GemID) ++count; } return count; } uint8 Item::GetGemCountWithLimitCategory(uint32 limitCategory) const { uint8 count = 0; for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+MAX_GEM_SOCKETS; ++enchant_slot) { uint32 enchant_id = GetEnchantmentId(EnchantmentSlot(enchant_slot)); if (!enchant_id) continue; SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id); if (!enchantEntry) continue; ItemPrototype const* gemProto = ObjectMgr::GetItemPrototype(enchantEntry->GemID); if (!gemProto) continue; if (gemProto->ItemLimitCategory==limitCategory) ++count; } return count; } bool Item::IsLimitedToAnotherMapOrZone( uint32 cur_mapId, uint32 cur_zoneId) const { ItemPrototype const* proto = GetProto(); return proto && (proto->Map && proto->Map != cur_mapId || proto->Area && proto->Area != cur_zoneId); } // Though the client has the information in the item's data field, // we have to send SMSG_ITEM_TIME_UPDATE to display the remaining // time. void Item::SendTimeUpdate(Player* owner) { if (!GetUInt32Value(ITEM_FIELD_DURATION)) return; WorldPacket data(SMSG_ITEM_TIME_UPDATE, (8+4)); data << (uint64)GetGUID(); data << (uint32)GetUInt32Value(ITEM_FIELD_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 ItemPrototype const *pProto = objmgr.GetItemPrototype( item ); if (pProto) { if (count > pProto->GetMaxStackSize()) count = pProto->GetMaxStackSize(); assert(count !=0 && "pProto->Stackable==0 but checked at loading already"); Item *pItem = NewItemOrBag( pProto ); if (pItem->Create(objmgr.GenerateLowGuid(HIGHGUID_ITEM), item, player)) { pItem->SetCount( count ); return pItem; } else delete pItem; } else assert(false); return NULL; } Item* Item::CloneItem( uint32 count, Player const* player ) const { Item* newItem = CreateItem( GetEntry(), count, player ); if (!newItem) return NULL; newItem->SetUInt32Value( ITEM_FIELD_CREATOR, GetUInt32Value( ITEM_FIELD_CREATOR ) ); newItem->SetUInt32Value( ITEM_FIELD_GIFTCREATOR, GetUInt32Value( 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 { // not binded item if (!IsSoulBound()) return false; // own item if (GetOwnerGUID()== player->GetGUID()) return false; // not BOA item case if (!IsBoundAccountWide()) return true; // online if (Player* owner = objmgr.GetPlayer(GetOwnerGUID())) { return owner->GetSession()->GetAccountId() != player->GetSession()->GetAccountId(); } // offline slow case else { return objmgr.GetPlayerAccountIdByGUID(GetOwnerGUID()) != player->GetSession()->GetAccountId(); } } 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::BuildUpdate(UpdateDataMapType& data_map) { if (Player *owner = GetOwner()) BuildFieldsUpdate(owner, data_map); ClearUpdateMask(false); }