Files
TrinityCore/src/server/game/Entities/Item/Item.cpp

2046 lines
71 KiB
C++

/*
* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* 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, see <http://www.gnu.org/licenses/>.
*/
#include "Common.h"
#include "Item.h"
#include "ObjectMgr.h"
#include "WorldPacket.h"
#include "DatabaseEnv.h"
#include "ItemEnchantmentMgr.h"
#include "SpellMgr.h"
#include "SpellInfo.h"
#include "ScriptMgr.h"
#include "ConditionMgr.h"
#include "Player.h"
#include "Opcodes.h"
#include "WorldSession.h"
#include "ItemPackets.h"
#include "TradeData.h"
void AddItemsSetItem(Player* player, Item* item)
{
ItemTemplate const* proto = item->GetTemplate();
uint32 setid = proto->GetItemSet();
ItemSetEntry const* set = sItemSetStore.LookupEntry(setid);
if (!set)
{
TC_LOG_ERROR("sql.sql", "Item set %u for item (id %u) not found, mods not applied.", setid, proto->GetId());
return;
}
if (set->RequiredSkill && player->GetSkillValue(set->RequiredSkill) < set->RequiredSkillRank)
return;
ItemSetEffect* eff = NULL;
for (size_t x = 0; x < player->ItemSetEff.size(); ++x)
{
if (player->ItemSetEff[x] && player->ItemSetEff[x]->ItemSetID == setid)
{
eff = player->ItemSetEff[x];
break;
}
}
if (!eff)
{
eff = new ItemSetEffect();
eff->ItemSetID = setid;
eff->EquippedItemCount = 0;
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->EquippedItemCount;
ItemSetSpells& spells = sItemSetSpellsStore[setid];
for (ItemSetSpellEntry const* itemSetSpell : spells)
{
//not enough for spell
if (itemSetSpell->Threshold > eff->EquippedItemCount)
continue;
if (eff->SetBonuses.count(itemSetSpell))
continue;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(itemSetSpell->SpellID);
if (!spellInfo)
{
TC_LOG_ERROR("entities.player.items", "WORLD: unknown spell id %u in items set %u effects", itemSetSpell->SpellID, setid);
continue;
}
eff->SetBonuses.insert(itemSetSpell);
// spell cast only if fit form requirement, in other case will cast at form change
if (!itemSetSpell->ChrSpecID || itemSetSpell->ChrSpecID == player->GetUInt32Value(PLAYER_FIELD_CURRENT_SPEC_ID))
player->ApplyEquipSpell(spellInfo, NULL, true);
}
}
void RemoveItemsSetItem(Player* player, ItemTemplate const* proto)
{
uint32 setid = proto->GetItemSet();
ItemSetEntry const* set = sItemSetStore.LookupEntry(setid);
if (!set)
{
TC_LOG_ERROR("sql.sql", "Item set #%u for item #%u not found, mods not removed.", setid, proto->GetId());
return;
}
ItemSetEffect* eff = NULL;
size_t setindex = 0;
for (; setindex < player->ItemSetEff.size(); setindex++)
{
if (player->ItemSetEff[setindex] && player->ItemSetEff[setindex]->ItemSetID == 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->EquippedItemCount;
ItemSetSpells const& spells = sItemSetSpellsStore[setid];
for (ItemSetSpellEntry const* itemSetSpell : spells)
{
// enough for spell
if (itemSetSpell->Threshold <= eff->EquippedItemCount)
continue;
if (!eff->SetBonuses.count(itemSetSpell))
continue;
player->ApplyEquipSpell(sSpellMgr->AssertSpellInfo(itemSetSpell->SpellID), nullptr, false);
eff->SetBonuses.erase(itemSetSpell);
}
if (!eff->EquippedItemCount) //all items of a set were removed
{
ASSERT(eff == player->ItemSetEff[setindex]);
delete eff;
player->ItemSetEff[setindex] = NULL;
}
}
bool ItemCanGoIntoBag(ItemTemplate const* pProto, ItemTemplate const* pBagProto)
{
if (!pProto || !pBagProto)
return false;
switch (pBagProto->GetClass())
{
case ITEM_CLASS_CONTAINER:
switch (pBagProto->GetSubClass())
{
case ITEM_SUBCLASS_CONTAINER:
return true;
case ITEM_SUBCLASS_SOUL_CONTAINER:
if (!(pProto->GetBagFamily() & BAG_FAMILY_MASK_SOUL_SHARDS))
return false;
return true;
case ITEM_SUBCLASS_HERB_CONTAINER:
if (!(pProto->GetBagFamily() & BAG_FAMILY_MASK_HERBS))
return false;
return true;
case ITEM_SUBCLASS_ENCHANTING_CONTAINER:
if (!(pProto->GetBagFamily() & BAG_FAMILY_MASK_ENCHANTING_SUPP))
return false;
return true;
case ITEM_SUBCLASS_MINING_CONTAINER:
if (!(pProto->GetBagFamily() & BAG_FAMILY_MASK_MINING_SUPP))
return false;
return true;
case ITEM_SUBCLASS_ENGINEERING_CONTAINER:
if (!(pProto->GetBagFamily() & BAG_FAMILY_MASK_ENGINEERING_SUPP))
return false;
return true;
case ITEM_SUBCLASS_GEM_CONTAINER:
if (!(pProto->GetBagFamily() & BAG_FAMILY_MASK_GEMS))
return false;
return true;
case ITEM_SUBCLASS_LEATHERWORKING_CONTAINER:
if (!(pProto->GetBagFamily() & BAG_FAMILY_MASK_LEATHERWORKING_SUPP))
return false;
return true;
case ITEM_SUBCLASS_INSCRIPTION_CONTAINER:
if (!(pProto->GetBagFamily() & BAG_FAMILY_MASK_INSCRIPTION_SUPP))
return false;
return true;
case ITEM_SUBCLASS_TACKLE_CONTAINER:
if (!(pProto->GetBagFamily() & BAG_FAMILY_MASK_FISHING_SUPP))
return false;
return true;
case ITEM_SUBCLASS_COOKING_CONTAINER:
if (!(pProto->GetBagFamily() & BAG_FAMILY_MASK_COOKING_SUPP))
return false;
return true;
default:
return false;
}
case ITEM_CLASS_QUIVER:
switch (pBagProto->GetSubClass())
{
case ITEM_SUBCLASS_QUIVER:
if (!(pProto->GetBagFamily() & BAG_FAMILY_MASK_ARROWS))
return false;
return true;
case ITEM_SUBCLASS_AMMO_POUCH:
if (!(pProto->GetBagFamily() & 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 = 0;
m_valuesCount = ITEM_END;
_dynamicValuesCount = ITEM_DYNAMIC_END;
m_slot = 0;
uState = ITEM_NEW;
uQueuePos = -1;
m_container = NULL;
m_lootGenerated = false;
mb_in_trade = false;
m_lastPlayedTimeUpdate = time(NULL);
m_paidMoney = 0;
m_paidExtendedCost = 0;
memset(_modifiers, 0, sizeof(_modifiers));
memset(&_bonusData, 0, sizeof(_bonusData));
}
bool Item::Create(ObjectGuid::LowType guidlow, uint32 itemid, Player const* owner)
{
Object::_Create(ObjectGuid::Create<HighGuid::Item>(guidlow));
SetEntry(itemid);
SetObjectScale(1.0f);
if (owner)
{
SetOwnerGUID(owner->GetGUID());
SetGuidValue(ITEM_FIELD_CONTAINED, owner->GetGUID());
}
ItemTemplate const* itemProto = sObjectMgr->GetItemTemplate(itemid);
if (!itemProto)
return false;
_bonusData.Initialize(itemProto);
SetUInt32Value(ITEM_FIELD_STACK_COUNT, 1);
SetUInt32Value(ITEM_FIELD_MAXDURABILITY, itemProto->MaxDurability);
SetUInt32Value(ITEM_FIELD_DURABILITY, itemProto->MaxDurability);
for (uint8 i = 0; i < itemProto->Effects.size() && i < 5; ++i)
SetSpellCharges(i, itemProto->Effects[i]->Charges);
SetUInt32Value(ITEM_FIELD_DURATION, itemProto->GetDuration());
SetUInt32Value(ITEM_FIELD_CREATE_PLAYED_TIME, 0);
return true;
}
// Returns true if Item is a bag AND it is not empty.
// Returns false if Item is not a bag OR it is an empty bag.
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;
TC_LOG_DEBUG("entities.player.items", "Item::UpdateDuration Item (Entry: %u Duration %u Diff %u)", GetEntry(), GetUInt32Value(ITEM_FIELD_DURATION), diff);
if (GetUInt32Value(ITEM_FIELD_DURATION) <= diff)
{
sScriptMgr->OnItemExpire(owner, GetTemplate());
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(SQLTransaction& trans)
{
bool isInTransaction = bool(trans);
if (!isInTransaction)
trans = CharacterDatabase.BeginTransaction();
switch (uState)
{
case ITEM_NEW:
case ITEM_CHANGED:
{
uint8 index = 0;
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(uState == ITEM_NEW ? CHAR_REP_ITEM_INSTANCE : CHAR_UPD_ITEM_INSTANCE);
stmt->setUInt32( index, GetEntry());
stmt->setUInt64(++index, GetOwnerGUID().GetCounter());
stmt->setUInt64(++index, GetGuidValue(ITEM_FIELD_CREATOR).GetCounter());
stmt->setUInt64(++index, GetGuidValue(ITEM_FIELD_GIFTCREATOR).GetCounter());
stmt->setUInt32(++index, GetCount());
stmt->setUInt32(++index, GetUInt32Value(ITEM_FIELD_DURATION));
std::ostringstream ssSpells;
if (ItemTemplate const* itemProto = sObjectMgr->GetItemTemplate(GetEntry()))
for (uint8 i = 0; i < itemProto->Effects.size(); ++i)
ssSpells << GetSpellCharges(i) << ' ';
stmt->setString(++index, ssSpells.str());
stmt->setUInt32(++index, GetUInt32Value(ITEM_FIELD_FLAGS));
std::ostringstream ssEnchants;
for (uint8 i = 0; i < MAX_ENCHANTMENT_SLOT; ++i)
{
ssEnchants << GetEnchantmentId(EnchantmentSlot(i)) << ' ';
ssEnchants << GetEnchantmentDuration(EnchantmentSlot(i)) << ' ';
ssEnchants << GetEnchantmentCharges(EnchantmentSlot(i)) << ' ';
}
stmt->setString(++index, ssEnchants.str());
stmt->setInt16 (++index, GetItemRandomPropertyId());
stmt->setUInt16(++index, GetUInt32Value(ITEM_FIELD_DURABILITY));
stmt->setUInt32(++index, GetUInt32Value(ITEM_FIELD_CREATE_PLAYED_TIME));
stmt->setString(++index, m_text);
stmt->setUInt32(++index, GetModifier(ITEM_MODIFIER_TRANSMOG_ITEM_ID) | (GetModifier(ITEM_MODIFIER_TRANSMOG_APPEARANCE_MOD) << 24));
stmt->setUInt32(++index, GetModifier(ITEM_MODIFIER_UPGRADE_ID));
stmt->setUInt32(++index, GetModifier(ITEM_MODIFIER_ENCHANT_ILLUSION));
stmt->setUInt32(++index, GetModifier(ITEM_MODIFIER_BATTLE_PET_SPECIES_ID));
stmt->setUInt32(++index, GetModifier(ITEM_MODIFIER_BATTLE_PET_BREED_DATA));
stmt->setUInt32(++index, GetModifier(ITEM_MODIFIER_BATTLE_PET_LEVEL));
stmt->setUInt32(++index, GetModifier(ITEM_MODIFIER_BATTLE_PET_DISPLAY_ID));
std::ostringstream bonusListIDs;
for (uint32 bonusListID : GetDynamicValues(ITEM_DYNAMIC_FIELD_BONUSLIST_IDS))
bonusListIDs << bonusListID << ' ';
stmt->setString(++index, bonusListIDs.str());
stmt->setUInt64(++index, GetGUID().GetCounter());
trans->Append(stmt);
if ((uState == ITEM_CHANGED) && HasFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_WRAPPED))
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GIFT_OWNER);
stmt->setUInt64(0, GetOwnerGUID().GetCounter());
stmt->setUInt64(1, GetGUID().GetCounter());
trans->Append(stmt);
}
break;
}
case ITEM_REMOVED:
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_INSTANCE);
stmt->setUInt64(0, GetGUID().GetCounter());
trans->Append(stmt);
if (HasFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_WRAPPED))
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GIFT);
stmt->setUInt64(0, GetGUID().GetCounter());
trans->Append(stmt);
}
if (!isInTransaction)
CharacterDatabase.CommitTransaction(trans);
// Delete the items if this is a container
if (!loot.isLooted())
ItemContainerDeleteLootMoneyAndLootItemsFromDB();
delete this;
return;
}
case ITEM_UNCHANGED:
break;
}
SetState(ITEM_UNCHANGED);
if (!isInTransaction)
CharacterDatabase.CommitTransaction(trans);
}
bool Item::LoadFromDB(ObjectGuid::LowType guid, ObjectGuid ownerGuid, Field* fields, uint32 entry)
{
// 0 1 2 3 4 5 6 7 8 9 10 11 12
//result = CharacterDatabase.PQuery("SELECT guid, itemEntry, creatorGuid, giftCreatorGuid, count, duration, charges, flags, enchantments, randomPropertyId, durability, playedTime, text,
// 13 14 15 16 17 18 19 20
// transmogrification, upgradeId, enchantIllusion, battlePetSpeciesId, battlePetBreedData, battlePetLevel, battlePetDisplayId, bonusListIDs FROM item_instance WHERE guid = '%u'", guid);
// create item before any checks for store correct guid
// and allow use "FSetState(ITEM_REMOVED); SaveToDB();" for deleting item from DB
Object::_Create(ObjectGuid::Create<HighGuid::Item>(guid));
// Set entry, MUST be before proto check
SetEntry(entry);
SetObjectScale(1.0f);
ItemTemplate const* proto = GetTemplate();
if (!proto)
return false;
_bonusData.Initialize(proto);
// set owner (not if item is only loaded for gbank/auction/mail
if (!ownerGuid.IsEmpty())
SetOwnerGUID(ownerGuid);
bool need_save = false; // need explicit save data at load fixes
if (uint64 creator = fields[2].GetUInt64())
SetGuidValue(ITEM_FIELD_CREATOR, ObjectGuid::Create<HighGuid::Player>(creator));
if (uint64 giftCreator = fields[3].GetUInt64())
SetGuidValue(ITEM_FIELD_GIFTCREATOR, ObjectGuid::Create<HighGuid::Player>(giftCreator));
SetCount(fields[4].GetUInt32());
uint32 duration = fields[5].GetUInt32();
SetUInt32Value(ITEM_FIELD_DURATION, duration);
// update duration if need, and remove if not need
if ((proto->GetDuration() == 0) != (duration == 0))
{
SetUInt32Value(ITEM_FIELD_DURATION, proto->GetDuration());
need_save = true;
}
Tokenizer tokens(fields[6].GetString(), ' ', proto->Effects.size());
if (tokens.size() == proto->Effects.size())
for (uint8 i = 0; i < proto->Effects.size(); ++i)
SetSpellCharges(i, atoi(tokens[i]));
SetUInt32Value(ITEM_FIELD_FLAGS, fields[7].GetUInt32());
// Remove bind flag for items vs NO_BIND set
if (IsSoulBound() && proto->GetBonding() == NO_BIND)
{
ApplyModFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_SOULBOUND, false);
need_save = true;
}
_LoadIntoDataField(fields[8].GetString(), ITEM_FIELD_ENCHANTMENT, MAX_ENCHANTMENT_SLOT * MAX_ENCHANTMENT_OFFSET);
SetInt32Value(ITEM_FIELD_RANDOM_PROPERTIES_ID, fields[9].GetInt16());
// recalculate suffix factor
if (GetItemRandomPropertyId() < 0)
UpdateItemSuffixFactor();
uint32 durability = fields[10].GetUInt16();
SetUInt32Value(ITEM_FIELD_DURABILITY, durability);
// update max durability (and durability) if need
SetUInt32Value(ITEM_FIELD_MAXDURABILITY, proto->MaxDurability);
if (durability > proto->MaxDurability)
{
SetUInt32Value(ITEM_FIELD_DURABILITY, proto->MaxDurability);
need_save = true;
}
SetUInt32Value(ITEM_FIELD_CREATE_PLAYED_TIME, fields[11].GetUInt32());
SetText(fields[12].GetString());
if (uint32 transmogEntry = fields[13].GetUInt32())
{
SetModifier(ITEM_MODIFIER_TRANSMOG_APPEARANCE_MOD, (transmogEntry >> 24) & 0xFF);
SetModifier(ITEM_MODIFIER_TRANSMOG_ITEM_ID, transmogEntry & 0xFFFFFF);
}
uint32 upgradeId = fields[14].GetUInt32();
ItemUpgradeEntry const* rulesetUpgrade = sItemUpgradeStore.LookupEntry(sDB2Manager.GetRulesetItemUpgrade(entry));
ItemUpgradeEntry const* upgrade = sItemUpgradeStore.LookupEntry(upgradeId);
if (!rulesetUpgrade || !upgrade || rulesetUpgrade->ItemUpgradePathID != upgrade->ItemUpgradePathID)
{
upgradeId = 0;
need_save = true;
}
if (rulesetUpgrade && !upgradeId)
{
upgradeId = rulesetUpgrade->ID;
need_save = true;
}
SetModifier(ITEM_MODIFIER_UPGRADE_ID, upgradeId);
SetModifier(ITEM_MODIFIER_ENCHANT_ILLUSION, fields[15].GetUInt32());
SetModifier(ITEM_MODIFIER_BATTLE_PET_SPECIES_ID, fields[16].GetUInt32());
SetModifier(ITEM_MODIFIER_BATTLE_PET_BREED_DATA, fields[17].GetUInt32());
SetModifier(ITEM_MODIFIER_BATTLE_PET_LEVEL, fields[18].GetUInt16());
SetModifier(ITEM_MODIFIER_BATTLE_PET_DISPLAY_ID, fields[19].GetUInt32());
Tokenizer bonusListIDs(fields[20].GetString(), ' ');
for (char const* token : bonusListIDs)
{
uint32 bonusListID = atoul(token);
AddBonuses(bonusListID);
}
if (need_save) // normal item changed state set not work at loading
{
uint8 index = 0;
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ITEM_INSTANCE_ON_LOAD);
stmt->setUInt32(index++, GetUInt32Value(ITEM_FIELD_DURATION));
stmt->setUInt32(index++, GetUInt32Value(ITEM_FIELD_FLAGS));
stmt->setUInt32(index++, GetUInt32Value(ITEM_FIELD_DURABILITY));
stmt->setUInt32(index++, GetModifier(ITEM_MODIFIER_UPGRADE_ID));
stmt->setUInt64(index++, guid);
CharacterDatabase.Execute(stmt);
}
return true;
}
/*static*/
void Item::DeleteFromDB(SQLTransaction& trans, ObjectGuid::LowType itemGuid)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_INSTANCE);
stmt->setUInt64(0, itemGuid);
trans->Append(stmt);
}
void Item::DeleteFromDB(SQLTransaction& trans)
{
DeleteFromDB(trans, GetGUID().GetCounter());
// Delete the items if this is a container
if (!loot.isLooted())
ItemContainerDeleteLootMoneyAndLootItemsFromDB();
}
/*static*/
void Item::DeleteFromInventoryDB(SQLTransaction& trans, ObjectGuid::LowType itemGuid)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INVENTORY_BY_ITEM);
stmt->setUInt64(0, itemGuid);
trans->Append(stmt);
}
void Item::DeleteFromInventoryDB(SQLTransaction& trans)
{
DeleteFromInventoryDB(trans, GetGUID().GetCounter());
}
ItemTemplate const* Item::GetTemplate() const
{
return sObjectMgr->GetItemTemplate(GetEntry());
}
Player* Item::GetOwner()const
{
return ObjectAccessor::FindPlayer(GetOwnerGUID());
}
// Just a "legacy shortcut" for proto->GetSkill()
uint32 Item::GetSkill()
{
ItemTemplate const* proto = GetTemplate();
return proto->GetSkill();
}
int32 Item::GenerateItemRandomPropertyId(uint32 item_id)
{
ItemTemplate const* itemProto = sObjectMgr->GetItemTemplate(item_id);
if (!itemProto)
return 0;
// item must have one from this field values not null if it can have random enchantments
if ((!itemProto->GetRandomProperty()) && (!itemProto->GetRandomSuffix()))
return 0;
// item can have not null only one from field values
if ((itemProto->GetRandomProperty()) && (itemProto->GetRandomSuffix()))
{
TC_LOG_ERROR("sql.sql", "Item template %u have RandomProperty == %u and RandomSuffix == %u, but must have one from field =0", itemProto->GetId(), itemProto->GetRandomProperty(), itemProto->GetRandomSuffix());
return 0;
}
// RandomProperty case
if (itemProto->GetRandomProperty())
{
uint32 randomPropId = GetItemEnchantMod(itemProto->GetRandomProperty());
ItemRandomPropertiesEntry const* random_id = sItemRandomPropertiesStore.LookupEntry(randomPropId);
if (!random_id)
{
TC_LOG_ERROR("sql.sql", "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->GetRandomSuffix());
ItemRandomSuffixEntry const* random_id = sItemRandomSuffixStore.LookupEntry(randomPropId);
if (!random_id)
{
TC_LOG_ERROR("sql.sql", "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_1; i < PROP_ENCHANTMENT_SLOT_1 + 3; ++i)
SetEnchantment(EnchantmentSlot(i), item_rand->Enchantment[i - PROP_ENCHANTMENT_SLOT_1], 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_4; ++i)
SetEnchantment(EnchantmentSlot(i), item_rand->Enchantment[i - PROP_ENCHANTMENT_SLOT_0], 0, 0);
}
}
}
void Item::UpdateItemSuffixFactor()
{
uint32 suffixFactor = GenerateEnchSuffixFactor(GetEntry());
if (GetItemSuffixFactor() == suffixFactor)
return;
SetUInt32Value(ITEM_FIELD_PROPERTY_SEED, suffixFactor);
}
void Item::SetState(ItemUpdateState state, Player* forplayer)
{
if (uState == ITEM_NEW && state == ITEM_REMOVED)
{
// pretend the item never existed
if (forplayer)
{
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;
if (forplayer)
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())
{
TC_LOG_DEBUG("entities.player.items", "Item::AddToUpdateQueueOf - Owner's guid (%s) and player's guid (%s) don't match!",
GetOwnerGUID().ToString().c_str(), player->GetGUID().ToString().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;
ASSERT(player != NULL);
if (player->GetGUID() != GetOwnerGUID())
{
TC_LOG_DEBUG("entities.player.items", "Item::RemoveFromUpdateQueueOf - Owner's guid (%s) and player's guid (%s) don't match!",
GetOwnerGUID().ToString().c_str(), player->GetGUID().ToString().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(bool mail, bool trade) const
{
if (m_lootGenerated)
return false;
if ((!mail || !IsBoundAccountWide()) && (IsSoulBound() && (!HasFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_BOP_TRADEABLE) || !trade)))
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;
}
void Item::SetCount(uint32 value)
{
SetUInt32Value(ITEM_FIELD_STACK_COUNT, value);
if (Player* player = GetOwner())
{
if (TradeData* tradeData = player->GetTradeData())
{
TradeSlots slot = tradeData->GetTradeSlotForItem(GetGUID());
if (slot != TRADE_SLOT_INVALID)
tradeData->SetItem(slot, this, true);
}
}
}
bool Item::HasEnchantRequiredSkill(const Player* player) 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->RequiredSkillID && player->GetSkillValue(enchantEntry->RequiredSkillID) < enchantEntry->RequiredSkillRank)
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->MinLevel > level)
level = enchantEntry->MinLevel;
}
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->Flags & ENCHANTMENT_CAN_SOULBOUND)
return true;
return false;
}
InventoryResult Item::CanBeMergedPartlyWith(ItemTemplate const* proto) const
{
// not allow merge looting currently items
if (m_lootGenerated)
return EQUIP_ERR_LOOT_GONE;
// check item type
if (GetEntry() != proto->GetId())
return EQUIP_ERR_CANT_STACK;
// check free space (full stacks can't be target of merge
if (GetCount() >= proto->GetMaxStackSize())
return EQUIP_ERR_CANT_STACK;
return EQUIP_ERR_OK;
}
bool Item::IsFitToSpellRequirements(SpellInfo const* spellInfo) const
{
ItemTemplate const* proto = GetTemplate();
if (spellInfo->EquippedItemClass != -1) // -1 == any item class
{
// Special case - accept vellum for armor/weapon requirements
if ((spellInfo->EquippedItemClass == ITEM_CLASS_ARMOR ||
spellInfo->EquippedItemClass == ITEM_CLASS_WEAPON) && proto->IsVellum())
if (spellInfo->IsAbilityOfSkillType(SKILL_ENCHANTING)) // only for enchanting spells
return true;
if (spellInfo->EquippedItemClass != int32(proto->GetClass()))
return false; // wrong item class
if (spellInfo->EquippedItemSubClassMask != 0) // 0 == any subclass
{
if ((spellInfo->EquippedItemSubClassMask & (1 << proto->GetSubClass())) == 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->GetInventoryType() == INVTYPE_WEAPON &&
(spellInfo->EquippedItemInventoryTypeMask & (1 << INVTYPE_WEAPONMAINHAND) ||
spellInfo->EquippedItemInventoryTypeMask & (1 << INVTYPE_WEAPONOFFHAND)))
return true;
else if ((spellInfo->EquippedItemInventoryTypeMask & (1 << proto->GetInventoryType())) == 0)
return false; // inventory type not present in mask
}
return true;
}
void Item::SetEnchantment(EnchantmentSlot slot, uint32 id, uint32 duration, uint32 charges, ObjectGuid caster /*= ObjectGuid::Empty*/)
{
// 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;
Player* owner = GetOwner();
if (slot < MAX_INSPECTED_ENCHANTMENT_SLOT)
{
if (uint32 oldEnchant = GetEnchantmentId(slot))
owner->GetSession()->SendEnchantmentLog(GetOwnerGUID(), ObjectGuid::Empty, GetEntry(), oldEnchant);
if (id)
owner->GetSession()->SendEnchantmentLog(GetOwnerGUID(), caster, GetEntry(), id);
}
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, owner);
}
void Item::SetEnchantmentDuration(EnchantmentSlot slot, uint32 duration, Player* owner)
{
if (GetEnchantmentDuration(slot) == duration)
return;
SetUInt32Value(ITEM_FIELD_ENCHANTMENT + 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 + 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 < MAX_ITEM_ENCHANTMENT_EFFECTS; ++x)
SetUInt32Value(ITEM_FIELD_ENCHANTMENT + slot*MAX_ENCHANTMENT_OFFSET + x, 0);
SetState(ITEM_CHANGED, GetOwner());
}
bool Item::GemsFitSockets() const
{
for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+MAX_GEM_SOCKETS; ++enchant_slot)
{
uint8 SocketColor = GetTemplate()->GetSocketColor(enchant_slot - SOCK_ENCHANTMENT_SLOT);
if (!SocketColor) // no socket slot
continue;
uint32 enchant_id = GetEnchantmentId(EnchantmentSlot(enchant_slot));
if (!enchant_id) // no gems on this socket
return false;
SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if (!enchantEntry) // invalid gem id on this socket
return false;
uint8 GemColor = 0;
uint32 gemid = enchantEntry->SRCItemID;
if (gemid)
{
ItemTemplate const* gemProto = sObjectMgr->GetItemTemplate(gemid);
if (gemProto)
{
GemPropertiesEntry const* gemProperty = sGemPropertiesStore.LookupEntry(gemProto->GetGemProperties());
if (gemProperty)
GemColor = gemProperty->Type;
}
}
if (!(GemColor & SocketColor)) // bad gem color on this socket
return false;
}
return true;
}
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->SRCItemID)
++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;
ItemTemplate const* gemProto = sObjectMgr->GetItemTemplate(enchantEntry->SRCItemID);
if (!gemProto)
continue;
if (gemProto->GetItemLimitCategory() == limitCategory)
++count;
}
return count;
}
bool Item::IsLimitedToAnotherMapOrZone(uint32 cur_mapId, uint32 cur_zoneId) const
{
ItemTemplate const* proto = GetTemplate();
return proto && ((proto->GetMap() && proto->GetMap() != cur_mapId) || (proto->GetArea() && proto->GetArea() != cur_zoneId));
}
void Item::SendUpdateSockets()
{
WorldPackets::Item::SocketGemsResult socketGems;
socketGems.Item = GetGUID();
for (uint32 i = 0; i < MAX_GEM_SOCKETS; ++i)
socketGems.Sockets[i] = int32(GetEnchantmentId(EnchantmentSlot(SOCK_ENCHANTMENT_SLOT + i)));
socketGems.SocketMatch = int32(GetEnchantmentId(BONUS_ENCHANTMENT_SLOT));
GetOwner()->GetSession()->SendPacket(socketGems.Write());
}
// 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)
{
uint32 duration = GetUInt32Value(ITEM_FIELD_DURATION);
if (!duration)
return;
WorldPackets::Item::ItemTimeUpdate itemTimeUpdate;
itemTimeUpdate.ItemGuid = GetGUID();
itemTimeUpdate.DurationLeft = duration;
owner->GetSession()->SendPacket(itemTimeUpdate.Write());
}
Item* Item::CreateItem(uint32 itemEntry, uint32 count, Player const* player)
{
if (count < 1)
return NULL; //don't create item at zero count
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemEntry);
if (proto)
{
if (count > proto->GetMaxStackSize())
count = proto->GetMaxStackSize();
ASSERT(count != 0, "proto->Stackable == 0 but checked at loading already");
Item* item = NewItemOrBag(proto);
if (item->Create(sObjectMgr->GetGenerator<HighGuid::Item>().Generate(), itemEntry, player))
{
item->SetCount(count);
return item;
}
else
delete item;
}
else
ABORT();
return NULL;
}
Item* Item::CloneItem(uint32 count, Player const* player) const
{
Item* newItem = CreateItem(GetEntry(), count, player);
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) & ~(ITEM_FIELD_FLAG_REFUNDABLE | ITEM_FIELD_FLAG_BOP_TRADEABLE));
newItem->SetUInt32Value(ITEM_FIELD_DURATION, GetUInt32Value(ITEM_FIELD_DURATION));
// player CAN be NULL in which case we must not update random properties because that accesses player's item update queue
if (player)
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;
if (HasFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_BOP_TRADEABLE))
if (allowedGUIDs.find(player->GetGUID()) != allowedGUIDs.end())
return false;
// BOA item case
if (IsBoundAccountWide())
return false;
return true;
}
void Item::BuildUpdate(UpdateDataMapType& data_map)
{
if (Player* owner = GetOwner())
BuildFieldsUpdate(owner, data_map);
ClearUpdateMask(false);
}
void Item::BuildDynamicValuesUpdate(uint8 updateType, ByteBuffer* data, Player* target) const
{
if (!target)
return;
ByteBuffer fieldBuffer;
UpdateMask updateMask;
updateMask.SetCount(_dynamicValuesCount);
uint32* flags = nullptr;
uint32 visibleFlag = GetDynamicUpdateFieldData(target, flags);
for (uint16 index = 0; index < _dynamicValuesCount; ++index)
{
ByteBuffer buffer;
std::vector<uint32> const& values = _dynamicValues[index];
if (_fieldNotifyFlags & flags[index] ||
((updateType == UPDATETYPE_VALUES ? _dynamicChangesMask.GetBit(index) : !values.empty()) && (flags[index] & visibleFlag)) ||
(index == ITEM_DYNAMIC_FIELD_MODIFIERS && (updateType == UPDATETYPE_VALUES ? _changesMask.GetBit(ITEM_FIELD_MODIFIERS_MASK) : GetUInt32Value(ITEM_FIELD_MODIFIERS_MASK) != 0)))
{
updateMask.SetBit(index);
UpdateMask arrayMask;
if (index != ITEM_DYNAMIC_FIELD_MODIFIERS)
{
arrayMask.SetCount(values.size());
for (std::size_t v = 0; v < values.size(); ++v)
{
if (updateType != UPDATETYPE_VALUES || _dynamicChangesArrayMask[index].GetBit(v))
{
arrayMask.SetBit(v);
buffer << uint32(values[v]);
}
}
}
else
{
uint32 count = 0;
arrayMask.SetCount(MAX_ITEM_MODIFIERS);
for (uint32 v = 0; v < MAX_ITEM_MODIFIERS; ++v)
{
if (uint32 modifier = _modifiers[v])
{
arrayMask.SetBit(count++);
buffer << uint32(modifier);
}
}
}
fieldBuffer << uint8(arrayMask.GetBlockCount());
arrayMask.AppendToPacket(&fieldBuffer);
fieldBuffer.append(buffer);
}
}
*data << uint8(updateMask.GetBlockCount());
updateMask.AppendToPacket(data);
data->append(fieldBuffer);
}
void Item::AddToObjectUpdate()
{
if (Player* owner = GetOwner())
owner->GetMap()->AddUpdateObject(this);
}
void Item::RemoveFromObjectUpdate()
{
if (Player* owner = GetOwner())
owner->GetMap()->RemoveUpdateObject(this);
}
void Item::SaveRefundDataToDB()
{
SQLTransaction trans = CharacterDatabase.BeginTransaction();
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_REFUND_INSTANCE);
stmt->setUInt64(0, GetGUID().GetCounter());
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_ITEM_REFUND_INSTANCE);
stmt->setUInt64(0, GetGUID().GetCounter());
stmt->setUInt64(1, GetRefundRecipient().GetCounter());
stmt->setUInt32(2, GetPaidMoney());
stmt->setUInt16(3, uint16(GetPaidExtendedCost()));
trans->Append(stmt);
CharacterDatabase.CommitTransaction(trans);
}
void Item::DeleteRefundDataFromDB(SQLTransaction* trans)
{
if (trans)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_REFUND_INSTANCE);
stmt->setUInt64(0, GetGUID().GetCounter());
(*trans)->Append(stmt);
}
}
void Item::SetNotRefundable(Player* owner, bool changestate /*=true*/, SQLTransaction* trans /*=NULL*/)
{
if (!HasFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_REFUNDABLE))
return;
WorldPackets::Item::ItemExpirePurchaseRefund itemExpirePurchaseRefund;
itemExpirePurchaseRefund.ItemGUID = GetGUID();
owner->SendDirectMessage(itemExpirePurchaseRefund.Write());
RemoveFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_REFUNDABLE);
// Following is not applicable in the trading procedure
if (changestate)
SetState(ITEM_CHANGED, owner);
SetRefundRecipient(ObjectGuid::Empty);
SetPaidMoney(0);
SetPaidExtendedCost(0);
DeleteRefundDataFromDB(trans);
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 = uint32(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 = uint32(curtime - m_lastPlayedTimeUpdate);
return GetUInt32Value(ITEM_FIELD_CREATE_PLAYED_TIME) + elapsed;
}
bool Item::IsRefundExpired()
{
return (GetPlayedTime() > 2*HOUR);
}
void Item::SetSoulboundTradeable(GuidSet const& allowedLooters)
{
SetFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_BOP_TRADEABLE);
allowedGUIDs = allowedLooters;
}
void Item::ClearSoulboundTradeable(Player* currentOwner)
{
RemoveFlag(ITEM_FIELD_FLAGS, ITEM_FIELD_FLAG_BOP_TRADEABLE);
if (allowedGUIDs.empty())
return;
allowedGUIDs.clear();
SetState(ITEM_CHANGED, currentOwner);
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_BOP_TRADE);
stmt->setUInt64(0, GetGUID().GetCounter());
CharacterDatabase.Execute(stmt);
}
bool Item::CheckSoulboundTradeExpire()
{
// called from owner's update - GetOwner() MUST be valid
if (GetUInt32Value(ITEM_FIELD_CREATE_PLAYED_TIME) + 2*HOUR < GetOwner()->GetTotalPlayedTime())
{
ClearSoulboundTradeable(GetOwner());
return true; // remove from tradeable list
}
return false;
}
bool Item::IsValidTransmogrificationTarget() const
{
ItemTemplate const* proto = GetTemplate();
if (!proto)
return false;
if (proto->GetQuality() == ITEM_QUALITY_LEGENDARY)
return false;
if (proto->GetClass() != ITEM_CLASS_ARMOR &&
proto->GetClass() != ITEM_CLASS_WEAPON)
return false;
if (proto->GetClass() == ITEM_CLASS_WEAPON && proto->GetSubClass() == ITEM_SUBCLASS_WEAPON_FISHING_POLE)
return false;
if (proto->GetFlags2() & ITEM_FLAG2_CANNOT_BE_TRANSMOG)
return false;
if (!HasStats())
return false;
return true;
}
bool Item::IsValidTransmogrificationSource(WorldPackets::Item::ItemInstance const& transmogrifier, BonusData const* bonus)
{
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(transmogrifier.ItemID);
if (!proto)
return false;
if (proto->GetFlags2() & ITEM_FLAG2_CANNOT_TRANSMOG)
return false;
if (proto->GetQuality() == ITEM_QUALITY_LEGENDARY)
return false;
if (proto->GetClass() != ITEM_CLASS_ARMOR &&
proto->GetClass() != ITEM_CLASS_WEAPON)
return false;
if (proto->GetClass() == ITEM_CLASS_WEAPON && proto->GetSubClass() == ITEM_SUBCLASS_WEAPON_FISHING_POLE)
return false;
if (proto->GetFlags2() & ITEM_FLAG2_CAN_TRANSMOG)
return true;
if (!HasStats(transmogrifier, bonus))
return false;
return true;
}
bool Item::HasStats() const
{
if (GetItemRandomPropertyId() != 0)
return true;
ItemTemplate const* proto = GetTemplate();
Player const* owner = GetOwner();
for (uint8 i = 0; i < MAX_ITEM_PROTO_STATS; ++i)
if ((owner ? GetItemStatValue(i, owner) : proto->GetItemStatValue(i)) != 0)
return true;
return false;
}
bool Item::HasStats(WorldPackets::Item::ItemInstance const& itemInstance, BonusData const* bonus)
{
if (itemInstance.RandomPropertiesID != 0)
return true;
for (uint8 i = 0; i < MAX_ITEM_PROTO_STATS; ++i)
if (bonus->ItemStatValue[i] != 0)
return true;
return false;
}
enum class ItemTransmogrificationWeaponCategory : uint8
{
// Two-handed
MELEE_2H,
RANGED,
// One-handed
AXE_MACE_SWORD_1H,
DAGGER,
FIST,
INVALID
};
static ItemTransmogrificationWeaponCategory GetTransmogrificationWeaponCategory(ItemTemplate const* proto)
{
if (proto->GetClass() == ITEM_CLASS_WEAPON)
{
switch (proto->GetSubClass())
{
case ITEM_SUBCLASS_WEAPON_AXE2:
case ITEM_SUBCLASS_WEAPON_MACE2:
case ITEM_SUBCLASS_WEAPON_SWORD2:
case ITEM_SUBCLASS_WEAPON_STAFF:
case ITEM_SUBCLASS_WEAPON_POLEARM:
return ItemTransmogrificationWeaponCategory::MELEE_2H;
case ITEM_SUBCLASS_WEAPON_BOW:
case ITEM_SUBCLASS_WEAPON_GUN:
case ITEM_SUBCLASS_WEAPON_CROSSBOW:
return ItemTransmogrificationWeaponCategory::RANGED;
case ITEM_SUBCLASS_WEAPON_AXE:
case ITEM_SUBCLASS_WEAPON_MACE:
case ITEM_SUBCLASS_WEAPON_SWORD:
return ItemTransmogrificationWeaponCategory::AXE_MACE_SWORD_1H;
case ITEM_SUBCLASS_WEAPON_DAGGER:
return ItemTransmogrificationWeaponCategory::DAGGER;
case ITEM_SUBCLASS_WEAPON_FIST_WEAPON:
return ItemTransmogrificationWeaponCategory::FIST;
default:
break;
}
}
return ItemTransmogrificationWeaponCategory::INVALID;
}
int32 const ItemTransmogrificationSlots[MAX_INVTYPE] =
{
-1, // INVTYPE_NON_EQUIP
EQUIPMENT_SLOT_HEAD, // INVTYPE_HEAD
EQUIPMENT_SLOT_NECK, // INVTYPE_NECK
EQUIPMENT_SLOT_SHOULDERS, // INVTYPE_SHOULDERS
EQUIPMENT_SLOT_BODY, // INVTYPE_BODY
EQUIPMENT_SLOT_CHEST, // INVTYPE_CHEST
EQUIPMENT_SLOT_WAIST, // INVTYPE_WAIST
EQUIPMENT_SLOT_LEGS, // INVTYPE_LEGS
EQUIPMENT_SLOT_FEET, // INVTYPE_FEET
EQUIPMENT_SLOT_WRISTS, // INVTYPE_WRISTS
EQUIPMENT_SLOT_HANDS, // INVTYPE_HANDS
-1, // INVTYPE_FINGER
-1, // INVTYPE_TRINKET
-1, // INVTYPE_WEAPON
EQUIPMENT_SLOT_OFFHAND, // INVTYPE_SHIELD
EQUIPMENT_SLOT_MAINHAND, // INVTYPE_RANGED
EQUIPMENT_SLOT_BACK, // INVTYPE_CLOAK
-1, // INVTYPE_2HWEAPON
-1, // INVTYPE_BAG
EQUIPMENT_SLOT_TABARD, // INVTYPE_TABARD
EQUIPMENT_SLOT_CHEST, // INVTYPE_ROBE
EQUIPMENT_SLOT_MAINHAND, // INVTYPE_WEAPONMAINHAND
EQUIPMENT_SLOT_OFFHAND, // INVTYPE_WEAPONOFFHAND
EQUIPMENT_SLOT_OFFHAND, // INVTYPE_HOLDABLE
-1, // INVTYPE_AMMO
EQUIPMENT_SLOT_MAINHAND, // INVTYPE_THROWN
EQUIPMENT_SLOT_MAINHAND, // INVTYPE_RANGEDRIGHT
-1, // INVTYPE_QUIVER
-1 // INVTYPE_RELIC
};
bool Item::CanTransmogrifyItemWithItem(Item const* transmogrified, WorldPackets::Item::ItemInstance const& transmogrifier, BonusData const* bonus)
{
ItemTemplate const* source = sObjectMgr->GetItemTemplate(transmogrifier.ItemID); // source
ItemTemplate const* target = transmogrified->GetTemplate(); // dest
if (!source || !target)
return false;
if (sDB2Manager.GetItemDisplayId(source->GetId(), bonus->AppearanceModID) == transmogrified->GetDisplayId())
return false;
if (!IsValidTransmogrificationSource(transmogrifier, bonus) || !transmogrified->IsValidTransmogrificationTarget())
return false;
if (source->GetClass() != target->GetClass())
return false;
if (source->GetInventoryType() == INVTYPE_TABARD ||
source->GetInventoryType() == INVTYPE_BAG ||
source->GetInventoryType() == INVTYPE_RELIC ||
source->GetInventoryType() == INVTYPE_BODY ||
source->GetInventoryType() == INVTYPE_FINGER ||
source->GetInventoryType() == INVTYPE_TRINKET ||
source->GetInventoryType() == INVTYPE_AMMO ||
source->GetInventoryType() == INVTYPE_QUIVER)
return false;
if (source->GetSubClass() != target->GetSubClass())
{
if (source->GetClass() != ITEM_CLASS_WEAPON)
return false;
if (GetTransmogrificationWeaponCategory(source) != GetTransmogrificationWeaponCategory(target))
return false;
}
if (source->GetInventoryType() != target->GetInventoryType())
{
int32 sourceSlot = ItemTransmogrificationSlots[source->GetInventoryType()];
if (sourceSlot == -1 && source->GetInventoryType() == INVTYPE_WEAPON && (target->GetInventoryType() == INVTYPE_WEAPONMAINHAND || target->GetInventoryType() == INVTYPE_WEAPONOFFHAND))
sourceSlot = ItemTransmogrificationSlots[target->GetInventoryType()];
if (sourceSlot != ItemTransmogrificationSlots[target->GetInventoryType()])
return false;
}
return true;
}
// used by mail items, transmog cost, stationeryinfo and others
uint32 Item::GetSellPrice(ItemTemplate const* proto, bool& normalSellPrice)
{
normalSellPrice = true;
if (proto->GetFlags2() & ITEM_FLAG2_HAS_NORMAL_PRICE)
{
return proto->GetBuyPrice();
}
else
{
ImportPriceQualityEntry const* qualityPrice = sImportPriceQualityStore.LookupEntry(proto->GetQuality() + 1);
ItemPriceBaseEntry const* basePrice = sItemPriceBaseStore.LookupEntry(proto->GetBaseItemLevel());
if (!qualityPrice || !basePrice)
return 0;
float qualityFactor = qualityPrice->Factor;
float baseFactor = 0.0f;
uint32 inventoryType = proto->GetInventoryType();
if (inventoryType == INVTYPE_WEAPON ||
inventoryType == INVTYPE_2HWEAPON ||
inventoryType == INVTYPE_WEAPONMAINHAND ||
inventoryType == INVTYPE_WEAPONOFFHAND ||
inventoryType == INVTYPE_RANGED ||
inventoryType == INVTYPE_THROWN ||
inventoryType == INVTYPE_RANGEDRIGHT)
baseFactor = basePrice->WeaponFactor;
else
baseFactor = basePrice->ArmorFactor;
if (inventoryType == INVTYPE_ROBE)
inventoryType = INVTYPE_CHEST;
float typeFactor = 0.0f;
int8 weapType = -1;
switch (inventoryType)
{
case INVTYPE_HEAD:
case INVTYPE_SHOULDERS:
case INVTYPE_CHEST:
case INVTYPE_WAIST:
case INVTYPE_LEGS:
case INVTYPE_FEET:
case INVTYPE_WRISTS:
case INVTYPE_HANDS:
case INVTYPE_CLOAK:
{
ImportPriceArmorEntry const* armorPrice = sImportPriceArmorStore.LookupEntry(inventoryType);
if (!armorPrice)
return 0;
switch (proto->GetSubClass())
{
case ITEM_SUBCLASS_ARMOR_MISCELLANEOUS:
case ITEM_SUBCLASS_ARMOR_CLOTH:
typeFactor = armorPrice->ClothFactor;
break;
case ITEM_SUBCLASS_ARMOR_LEATHER:
typeFactor = armorPrice->LeatherFactor;
break;
case ITEM_SUBCLASS_ARMOR_MAIL:
typeFactor = armorPrice->MailFactor;
break;
case ITEM_SUBCLASS_ARMOR_PLATE:
typeFactor = armorPrice->PlateFactor;
break;
default:
return 0;
}
break;
}
case INVTYPE_SHIELD:
{
ImportPriceShieldEntry const* shieldPrice = sImportPriceShieldStore.LookupEntry(1); // it only has two rows, it's unclear which is the one used
if (!shieldPrice)
return 0;
typeFactor = shieldPrice->Factor;
break;
}
case INVTYPE_WEAPONMAINHAND:
weapType = 0;
break;
case INVTYPE_WEAPONOFFHAND:
weapType = 1;
break;
case INVTYPE_WEAPON:
weapType = 2;
break;
case INVTYPE_2HWEAPON:
weapType = 3;
break;
case INVTYPE_RANGED:
case INVTYPE_RANGEDRIGHT:
case INVTYPE_RELIC:
weapType = 4;
break;
default:
return proto->GetBuyPrice();
}
if (weapType != -1)
{
ImportPriceWeaponEntry const* weaponPrice = sImportPriceWeaponStore.LookupEntry(weapType + 1);
if (!weaponPrice)
return 0;
typeFactor = weaponPrice->Factor;
}
normalSellPrice = false;
return uint32(qualityFactor * proto->GetUnk1() * proto->GetUnk2() * typeFactor * baseFactor);
}
}
uint32 Item::GetSpecialPrice(ItemTemplate const* proto, uint32 minimumPrice /*= 10000*/)
{
uint32 cost = 0;
if (proto->GetFlags2() & ITEM_FLAG2_HAS_NORMAL_PRICE)
cost = proto->GetSellPrice();
else
{
bool normalPrice;
cost = Item::GetSellPrice(proto, normalPrice);
if (!normalPrice)
{
if (proto->GetBuyCount() <= 1)
{
ItemClassEntry const* classEntry = sItemClassStore.LookupEntry(proto->GetClass());
if (classEntry)
cost *= classEntry->PriceMod;
else
cost = 0;
}
else
cost /= 4 * proto->GetBuyCount();
}
else
cost = proto->GetSellPrice();
}
if (cost < minimumPrice)
cost = minimumPrice;
return cost;
}
void Item::ItemContainerSaveLootToDB()
{
// Saves the money and item loot associated with an openable item to the DB
if (loot.isLooted()) // no money and no loot
return;
SQLTransaction trans = CharacterDatabase.BeginTransaction();
loot.containerID = GetGUID(); // Save this for when a LootItem is removed
// Save money
if (loot.gold > 0)
{
PreparedStatement* stmt_money = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEMCONTAINER_MONEY);
stmt_money->setUInt64(0, loot.containerID.GetCounter());
trans->Append(stmt_money);
stmt_money = CharacterDatabase.GetPreparedStatement(CHAR_INS_ITEMCONTAINER_MONEY);
stmt_money->setUInt64(0, loot.containerID.GetCounter());
stmt_money->setUInt32(1, loot.gold);
trans->Append(stmt_money);
}
// Save items
if (!loot.isLooted())
{
PreparedStatement* stmt_items = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEMCONTAINER_ITEMS);
stmt_items->setUInt64(0, loot.containerID.GetCounter());
trans->Append(stmt_items);
// Now insert the items
for (LootItemList::const_iterator _li = loot.items.begin(); _li != loot.items.end(); ++_li)
{
// When an item is looted, it doesn't get removed from the items collection
// but we don't want to resave it.
if (!_li->canSave)
continue;
// Conditions are not checked when loot is generated, it is checked when loot is sent to a player.
// For items that are lootable, loot is saved to the DB immediately, that means that loot can be
// saved to the DB that the player never should have gotten. This check prevents that, so that only
// items that the player should get in loot are in the DB.
// IE: Horde items are not saved to the DB for Ally players.
Player* const guid = GetOwner();
if (!_li->AllowedForPlayer(guid))
continue;
stmt_items = CharacterDatabase.GetPreparedStatement(CHAR_INS_ITEMCONTAINER_ITEMS);
// container_id, item_id, item_count, follow_rules, ffa, blocked, counted, under_threshold, needs_quest, rnd_prop, rnd_suffix
stmt_items->setUInt64(0, loot.containerID.GetCounter());
stmt_items->setUInt32(1, _li->itemid);
stmt_items->setUInt32(2, _li->count);
stmt_items->setBool(3, _li->follow_loot_rules);
stmt_items->setBool(4, _li->freeforall);
stmt_items->setBool(5, _li->is_blocked);
stmt_items->setBool(6, _li->is_counted);
stmt_items->setBool(7, _li->is_underthreshold);
stmt_items->setBool(8, _li->needs_quest);
stmt_items->setInt32(9, _li->randomPropertyId);
stmt_items->setUInt32(10, _li->randomSuffix);
trans->Append(stmt_items);
}
}
CharacterDatabase.CommitTransaction(trans);
}
bool Item::ItemContainerLoadLootFromDB()
{
// Loads the money and item loot associated with an openable item from the DB
// Default. If there are no records for this item then it will be rolled for in Player::SendLoot()
m_lootGenerated = false;
// Save this for later use
loot.containerID = GetGUID();
// First, see if there was any money loot. This gets added directly to the container.
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_ITEMCONTAINER_MONEY);
stmt->setUInt64(0, loot.containerID.GetCounter());
PreparedQueryResult money_result = CharacterDatabase.Query(stmt);
if (money_result)
{
Field* fields = money_result->Fetch();
loot.gold = fields[0].GetUInt32();
}
// Next, load any items that were saved
stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_ITEMCONTAINER_ITEMS);
stmt->setUInt64(0, loot.containerID.GetCounter());
PreparedQueryResult item_result = CharacterDatabase.Query(stmt);
if (item_result)
{
// Get a LootTemplate for the container item. This is where
// the saved loot was originally rolled from, we will copy conditions from it
LootTemplate const* lt = LootTemplates_Item.GetLootFor(GetEntry());
if (lt)
{
do
{
// Create an empty LootItem
LootItem loot_item = LootItem();
// Fill in the rest of the LootItem from the DB
Field* fields = item_result->Fetch();
// item_id, itm_count, follow_rules, ffa, blocked, counted, under_threshold, needs_quest, rnd_prop, rnd_suffix
loot_item.itemid = fields[0].GetUInt32();
loot_item.count = fields[1].GetUInt32();
loot_item.follow_loot_rules = fields[2].GetBool();
loot_item.freeforall = fields[3].GetBool();
loot_item.is_blocked = fields[4].GetBool();
loot_item.is_counted = fields[5].GetBool();
loot_item.canSave = true;
loot_item.is_underthreshold = fields[6].GetBool();
loot_item.needs_quest = fields[7].GetBool();
loot_item.randomPropertyId = fields[8].GetInt32();
loot_item.randomSuffix = fields[9].GetUInt32();
// Copy the extra loot conditions from the item in the loot template
lt->CopyConditions(&loot_item);
// If container item is in a bag, add that player as an allowed looter
if (GetBagSlot())
loot_item.allowedGUIDs.insert(GetOwner()->GetGUID());
// Finally add the LootItem to the container
loot.items.push_back(loot_item);
// Increment unlooted count
loot.unlootedCount++;
}
while (item_result->NextRow());
}
}
// Mark the item if it has loot so it won't be generated again on open
m_lootGenerated = !loot.isLooted();
return m_lootGenerated;
}
void Item::ItemContainerDeleteLootItemsFromDB()
{
// Deletes items associated with an openable item from the DB
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEMCONTAINER_ITEMS);
stmt->setUInt64(0, GetGUID().GetCounter());
CharacterDatabase.Execute(stmt);
}
void Item::ItemContainerDeleteLootItemFromDB(uint32 itemID)
{
// Deletes a single item associated with an openable item from the DB
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEMCONTAINER_ITEM);
stmt->setUInt64(0, GetGUID().GetCounter());
stmt->setUInt32(1, itemID);
CharacterDatabase.Execute(stmt);
}
void Item::ItemContainerDeleteLootMoneyFromDB()
{
// Deletes the money loot associated with an openable item from the DB
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEMCONTAINER_MONEY);
stmt->setUInt64(0, GetGUID().GetCounter());
CharacterDatabase.Execute(stmt);
}
void Item::ItemContainerDeleteLootMoneyAndLootItemsFromDB()
{
// Deletes money and items associated with an openable item from the DB
ItemContainerDeleteLootMoneyFromDB();
ItemContainerDeleteLootItemsFromDB();
}
uint32 Item::GetItemLevel(Player const* owner) const
{
ItemTemplate const* stats = GetTemplate();
if (!stats)
return MIN_ITEM_LEVEL;
uint32 itemLevel = stats->GetBaseItemLevel();
if (ScalingStatDistributionEntry const* ssd = sScalingStatDistributionStore.LookupEntry(GetScalingStatDistribution()))
if (uint32 heirloomIlvl = sDB2Manager.GetHeirloomItemLevel(ssd->ItemLevelCurveID, owner->getLevel()))
itemLevel = heirloomIlvl;
if (ItemUpgradeEntry const* upgrade = sItemUpgradeStore.LookupEntry(GetModifier(ITEM_MODIFIER_UPGRADE_ID)))
itemLevel += upgrade->ItemLevelBonus;
return std::min(std::max(itemLevel + _bonusData.ItemLevel, uint32(MIN_ITEM_LEVEL)), uint32(MAX_ITEM_LEVEL));
}
int32 Item::GetItemStatValue(uint32 index, Player const* owner) const
{
ASSERT(index < MAX_ITEM_PROTO_STATS);
uint32 itemLevel = GetItemLevel(owner);
if (uint32 randomPropPoints = GetRandomPropertyPoints(itemLevel, GetQuality(), GetTemplate()->GetInventoryType(), GetTemplate()->GetSubClass()))
{
float statValue = float(_bonusData.ItemStatAllocation[index] * randomPropPoints) * 0.0001f;
if (GtItemSocketCostPerLevelEntry const* gtCost = sGtItemSocketCostPerLevelStore.EvaluateTable(itemLevel - 1, 0))
statValue -= float(int32(_bonusData.ItemStatSocketCostMultiplier[index] * gtCost->ratio));
return int32(std::floor(statValue + 0.5f));
}
return _bonusData.ItemStatValue[index];
}
uint32 Item::GetDisplayId() const
{
if (uint32 transmogrification = GetModifier(ITEM_MODIFIER_TRANSMOG_ITEM_ID))
return sDB2Manager.GetItemDisplayId(transmogrification, GetModifier(ITEM_MODIFIER_TRANSMOG_APPEARANCE_MOD));
return sDB2Manager.GetItemDisplayId(GetEntry(), GetAppearanceModId());
}
void Item::SetModifier(ItemModifier modifier, uint32 value)
{
if (_modifiers[modifier] != value)
{
_dynamicChangesMask.SetBit(ITEM_DYNAMIC_FIELD_MODIFIERS);
AddToObjectUpdateIfNeeded();
}
_modifiers[modifier] = value;
ApplyModFlag(ITEM_FIELD_MODIFIERS_MASK, 1 << modifier, value != 0);
}
uint32 Item::GetVisibleEntry() const
{
if (uint32 transmogrification = GetModifier(ITEM_MODIFIER_TRANSMOG_ITEM_ID))
return transmogrification;
return GetEntry();
}
uint16 Item::GetVisibleAppearanceModId() const
{
if (GetModifier(ITEM_MODIFIER_TRANSMOG_ITEM_ID))
return uint16(GetModifier(ITEM_MODIFIER_TRANSMOG_APPEARANCE_MOD));
return uint16(GetAppearanceModId());
}
uint32 Item::GetVisibleEnchantmentId() const
{
if (uint32 enchantIllusion = GetModifier(ITEM_MODIFIER_ENCHANT_ILLUSION))
return enchantIllusion;
return GetEnchantmentId(PERM_ENCHANTMENT_SLOT);
}
uint16 Item::GetVisibleItemVisual() const
{
if (SpellItemEnchantmentEntry const* enchant = sSpellItemEnchantmentStore.LookupEntry(GetVisibleEnchantmentId()))
return enchant->ItemVisual;
return 0;
}
void Item::AddBonuses(uint32 bonusListID)
{
if (DB2Manager::ItemBonusList const* bonuses = sDB2Manager.GetItemBonusList(bonusListID))
{
AddDynamicValue(ITEM_DYNAMIC_FIELD_BONUSLIST_IDS, bonusListID);
for (ItemBonusEntry const* bonus : *bonuses)
_bonusData.AddBonus(bonus->Type, bonus->Value);
}
}
void BonusData::Initialize(ItemTemplate const* proto)
{
Quality = proto->GetQuality();
ItemLevel = 0;
RequiredLevel = proto->GetBaseRequiredLevel();
for (uint32 i = 0; i < MAX_ITEM_PROTO_STATS; ++i)
ItemStatType[i] = proto->GetItemStatType(i);
for (uint32 i = 0; i < MAX_ITEM_PROTO_STATS; ++i)
ItemStatValue[i] = proto->GetItemStatValue(i);
for (uint32 i = 0; i < MAX_ITEM_PROTO_STATS; ++i)
ItemStatAllocation[i] = proto->GetItemStatAllocation(i);
for (uint32 i = 0; i < MAX_ITEM_PROTO_STATS; ++i)
ItemStatSocketCostMultiplier[i] = proto->GetItemStatSocketCostMultiplier(i);
for (uint32 i = 0; i < MAX_ITEM_PROTO_SOCKETS; ++i)
SocketColor[i] = proto->GetSocketColor(i);
AppearanceModID = 0;
RepairCostMultiplier = 1.0f;
ScalingStatDistribution = proto->GetScalingStatDistribution();
}
void BonusData::Initialize(WorldPackets::Item::ItemInstance const& itemInstance)
{
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(itemInstance.ItemID);
if (!proto)
return;
Initialize(proto);
if (itemInstance.ItemBonus)
for (uint32 bonusListID : itemInstance.ItemBonus->BonusListIDs)
if (DB2Manager::ItemBonusList const* bonuses = sDB2Manager.GetItemBonusList(bonusListID))
for (ItemBonusEntry const* bonus : *bonuses)
AddBonus(bonus->Type, bonus->Value);
}
void BonusData::AddBonus(uint32 type, int32 const (&values)[2])
{
switch (type)
{
case ITEM_BONUS_ITEM_LEVEL:
ItemLevel += values[0];
break;
case ITEM_BONUS_STAT:
{
uint32 statIndex = 0;
for (statIndex = 0; statIndex < MAX_ITEM_PROTO_STATS; ++statIndex)
if (ItemStatType[statIndex] == values[0] || ItemStatType[statIndex] == -1)
break;
if (statIndex < MAX_ITEM_PROTO_STATS)
{
ItemStatType[statIndex] = values[0];
ItemStatAllocation[statIndex] += values[1];
}
break;
}
case ITEM_BONUS_QUALITY:
if (Quality < static_cast<uint32>(values[0]))
Quality = static_cast<uint32>(values[0]);
break;
case ITEM_BONUS_SOCKET:
{
uint32 socketCount = values[0];
for (uint32 i = 0; i < MAX_ITEM_PROTO_SOCKETS && socketCount; ++i)
{
if (!SocketColor[i])
{
SocketColor[i] = values[1];
--socketCount;
}
}
break;
}
case ITEM_BONUS_APPEARANCE:
if (AppearanceModID < static_cast<uint32>(values[0]))
AppearanceModID = static_cast<uint32>(values[0]);
break;
case ITEM_BONUS_REQUIRED_LEVEL:
RequiredLevel += values[0];
break;
case ITEM_BONUS_REPAIR_COST_MULTIPLIER:
RepairCostMultiplier *= static_cast<float>(values[0]) * 0.01f;
break;
case ITEM_BONUS_SCALING_STAT_DISTRIBUTION:
ScalingStatDistribution = static_cast<uint32>(values[0]);
break;
}
}