/*
* 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"
#include "ConditionMgr.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;
m_lastPlayedTimeUpdate = time(NULL);
m_refundRecipient = 0;
m_paidMoney = 0;
m_paidExtendedCost = 0;
}
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));
SetUInt32Value(ITEM_FIELD_CREATE_PLAYED_TIME, 0);
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::string text = m_text;
CharacterDatabase.escape_string(text);
std::ostringstream ss;
ss << "REPLACE INTO item_instance (guid, owner_guid, data, text) VALUES (" << guid << "," << GUID_LOPART(GetOwnerGUID()) << ",'";
for (uint16 i = 0; i < m_valuesCount; ++i)
ss << GetUInt32Value(i) << " ";
ss << "', '" << text << "')";
CharacterDatabase.Execute(ss.str().c_str());
}break;
case ITEM_CHANGED:
{
std::string text = m_text;
CharacterDatabase.escape_string(text);
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());
ss << "', text = '" << text << "' 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:
{
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)
{
uint32 randomPropId = GetItemEnchantMod(itemProto->RandomProperty);
ItemRandomPropertiesEntry const *random_id = sItemRandomPropertiesStore.LookupEntry(randomPropId);
if (!random_id)
{
sLog.outErrorDb("Enchantment id #%u used but it doesn't have records in 'ItemRandomProperties.dbc'",randomPropId);
return 0;
}
return random_id->ID;
}
// RandomSuffix case
else
{
uint32 randomPropId = GetItemEnchantMod(itemProto->RandomSuffix);
ItemRandomSuffixEntry const *random_id = sItemRandomSuffixStore.LookupEntry(randomPropId);
if (!random_id)
{
sLog.outErrorDb("Enchantment id #%u used but it doesn't have records in sItemRandomSuffixStore.",randomPropId);
return 0;
}
return -int32(random_id->ID);
}
}
void Item::SetItemRandomProperties(int32 randomPropId)
{
if (!randomPropId)
return;
if (randomPropId > 0)
{
ItemRandomPropertiesEntry const *item_rand = sItemRandomPropertiesStore.LookupEntry(randomPropId);
if (item_rand)
{
if (GetInt32Value(ITEM_FIELD_RANDOM_PROPERTIES_ID) != int32(item_rand->ID))
{
SetInt32Value(ITEM_FIELD_RANDOM_PROPERTIES_ID,item_rand->ID);
SetState(ITEM_CHANGED, GetOwner());
}
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, GetOwner());
}
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);
forplayer->DeleteRefundReference(GetGUID());
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 (m_lootGenerated)
return false;
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;
}
uint8 Item::CanBeMergedPartlyWith(ItemPrototype const* proto) const
{
// not allow merge looting currently items
if (m_lootGenerated)
return EQUIP_ERR_ALREADY_LOOTED;
// 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;
return EQUIP_ERR_OK;
}
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)
{
ConditionList conditions = sConditionMgr.GetConditionsForNotGroupedEntry(CONDITION_SOURCE_TYPE_ITEM_REQUIRED_TARGET, GetProto()->ItemId);
if (conditions.empty())
return true;
if (!pUnitTarget)
return false;
for (ConditionList::const_iterator itr = conditions.begin(); itr != conditions.end(); ++itr)
{
ItemRequiredTarget *irt = new ItemRequiredTarget((ItemRequiredTargetType)(*itr)->mConditionValue1, (*itr)->mConditionValue2);
if (irt->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, GetOwner());
}
void Item::SetEnchantmentDuration(EnchantmentSlot slot, uint32 duration, Player* owner)
{
if (GetEnchantmentDuration(slot) == duration)
return;
SetUInt32Value(ITEM_FIELD_ENCHANTMENT_1_1 + slot*MAX_ENCHANTMENT_OFFSET + ENCHANTMENT_DURATION_OFFSET,duration);
SetState(ITEM_CHANGED, owner);
// Cannot use GetOwner() here, has to be passed as an argument to avoid freeze due to hashtable locking
}
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, GetOwner());
}
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, GetOwner());
}
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);
}
void Item::SaveRefundDataToDB()
{
CharacterDatabase.BeginTransaction();
CharacterDatabase.PExecute("DELETE FROM item_refund_instance WHERE item_guid = '%u'", GetGUIDLow());
CharacterDatabase.PExecute("INSERT INTO item_refund_instance (`item_guid`,`player_guid`,`paidMoney`,`paidExtendedCost`)"
" VALUES('%u','%u','%u','%u')", GetGUIDLow(), GetRefundRecipient(), GetPaidMoney(), GetPaidExtendedCost());
CharacterDatabase.CommitTransaction();
}
void Item::DeleteRefundDataFromDB()
{
CharacterDatabase.PExecute("DELETE FROM item_refund_instance WHERE item_guid = '%u'", GetGUIDLow());
}
void Item::SetNotRefundable(Player *owner, bool changestate)
{
if (!HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_REFUNDABLE))
return;
RemoveFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_REFUNDABLE);
// Following is not applicable in the trading procedure
if (changestate)
SetState(ITEM_CHANGED, owner);
SetRefundRecipient(0);
SetPaidMoney(0);
SetPaidExtendedCost(0);
DeleteRefundDataFromDB();
owner->DeleteRefundReference(GetGUID());
}
void Item::UpdatePlayedTime(Player *owner)
{
/* Here we update our played time
We simply add a number to the current played time,
based on the time elapsed since the last update hereof.
*/
// Get current played time
uint32 current_playtime = GetUInt32Value(ITEM_FIELD_CREATE_PLAYED_TIME);
// Calculate time elapsed since last played time update
time_t curtime = time(NULL);
uint32 elapsed = curtime - m_lastPlayedTimeUpdate;
uint32 new_playtime = current_playtime + elapsed;
// Check if the refund timer has expired yet
if (new_playtime <= 2*HOUR)
{
// No? Proceed.
// Update the data field
SetUInt32Value(ITEM_FIELD_CREATE_PLAYED_TIME, new_playtime);
// Flag as changed to get saved to DB
SetState(ITEM_CHANGED, owner);
// Speaks for itself
m_lastPlayedTimeUpdate = curtime;
return;
}
// Yes
SetNotRefundable(owner);
}
uint32 Item::GetPlayedTime()
{
time_t curtime = time(NULL);
uint32 elapsed = curtime - m_lastPlayedTimeUpdate;
return GetUInt32Value(ITEM_FIELD_CREATE_PLAYED_TIME) + elapsed;
}
bool Item::IsRefundExpired()
{
return (GetPlayedTime() > 2*HOUR);
}