mirror of
https://github.com/araxiaonline/TrinityCore.git
synced 2026-06-16 04:59:41 -04:00
Example: Portable Refrigerator (http://www.wowhead.com/item=92748) Signed-off-by: AriDEV <aridev666@gmail.com>
1697 lines
57 KiB
C++
1697 lines
57 KiB
C++
/*
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* Copyright (C) 2008-2014 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Common.h"
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#include "Item.h"
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#include "ObjectMgr.h"
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#include "WorldPacket.h"
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#include "DatabaseEnv.h"
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#include "ItemEnchantmentMgr.h"
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#include "SpellMgr.h"
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#include "SpellInfo.h"
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#include "ScriptMgr.h"
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#include "ConditionMgr.h"
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#include "Player.h"
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#include "Opcodes.h"
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#include "WorldSession.h"
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void AddItemsSetItem(Player* player, Item* item)
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{
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ItemTemplate const* proto = item->GetTemplate();
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uint32 setid = proto->ItemSet;
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ItemSetEntry const* set = sItemSetStore.LookupEntry(setid);
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if (!set)
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{
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TC_LOG_ERROR("sql.sql", "Item set %u for item (id %u) not found, mods not applied.", setid, proto->ItemId);
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return;
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}
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if (set->required_skill_id && player->GetSkillValue(set->required_skill_id) < set->required_skill_value)
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return;
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ItemSetEffect* eff = NULL;
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for (size_t x = 0; x < player->ItemSetEff.size(); ++x)
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{
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if (player->ItemSetEff[x] && player->ItemSetEff[x]->setid == setid)
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{
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eff = player->ItemSetEff[x];
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break;
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}
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}
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if (!eff)
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{
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eff = new ItemSetEffect();
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eff->setid = setid;
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size_t x = 0;
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for (; x < player->ItemSetEff.size(); ++x)
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if (!player->ItemSetEff[x])
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break;
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if (x < player->ItemSetEff.size())
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player->ItemSetEff[x]=eff;
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else
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player->ItemSetEff.push_back(eff);
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}
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++eff->item_count;
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for (uint32 x = 0; x < MAX_ITEM_SET_SPELLS; ++x)
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{
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if (!set->spells [x])
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continue;
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//not enough for spell
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if (set->items_to_triggerspell[x] > eff->item_count)
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continue;
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uint32 z = 0;
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for (; z < MAX_ITEM_SET_SPELLS; ++z)
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if (eff->spells[z] && eff->spells[z]->Id == set->spells[x])
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break;
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if (z < MAX_ITEM_SET_SPELLS)
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continue;
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//new spell
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for (uint32 y = 0; y < MAX_ITEM_SET_SPELLS; ++y)
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{
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if (!eff->spells[y]) // free slot
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{
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SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(set->spells[x]);
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if (!spellInfo)
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{
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TC_LOG_ERROR("entities.player.items", "WORLD: unknown spell id %u in items set %u effects", set->spells[x], setid);
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break;
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}
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// spell cast only if fit form requirement, in other case will cast at form change
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player->ApplyEquipSpell(spellInfo, NULL, true);
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eff->spells[y] = spellInfo;
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break;
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}
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}
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}
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}
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void RemoveItemsSetItem(Player*player, ItemTemplate const* proto)
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{
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uint32 setid = proto->ItemSet;
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ItemSetEntry const* set = sItemSetStore.LookupEntry(setid);
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if (!set)
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{
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TC_LOG_ERROR("sql.sql", "Item set #%u for item #%u not found, mods not removed.", setid, proto->ItemId);
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return;
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}
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ItemSetEffect* eff = NULL;
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size_t setindex = 0;
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for (; setindex < player->ItemSetEff.size(); setindex++)
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{
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if (player->ItemSetEff[setindex] && player->ItemSetEff[setindex]->setid == setid)
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{
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eff = player->ItemSetEff[setindex];
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break;
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}
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}
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// can be in case now enough skill requirement for set appling but set has been appliend when skill requirement not enough
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if (!eff)
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return;
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--eff->item_count;
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for (uint32 x = 0; x < MAX_ITEM_SET_SPELLS; x++)
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{
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if (!set->spells[x])
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continue;
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// enough for spell
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if (set->items_to_triggerspell[x] <= eff->item_count)
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continue;
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for (uint32 z = 0; z < MAX_ITEM_SET_SPELLS; z++)
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{
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if (eff->spells[z] && eff->spells[z]->Id == set->spells[x])
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{
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// spell can be not active if not fit form requirement
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player->ApplyEquipSpell(eff->spells[z], NULL, false);
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eff->spells[z]=NULL;
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break;
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}
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}
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}
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if (!eff->item_count) //all items of a set were removed
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{
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ASSERT(eff == player->ItemSetEff[setindex]);
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delete eff;
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player->ItemSetEff[setindex] = NULL;
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}
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}
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bool ItemCanGoIntoBag(ItemTemplate const* pProto, ItemTemplate const* pBagProto)
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{
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if (!pProto || !pBagProto)
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return false;
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switch (pBagProto->Class)
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{
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case ITEM_CLASS_CONTAINER:
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switch (pBagProto->SubClass)
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{
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case ITEM_SUBCLASS_CONTAINER:
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return true;
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case ITEM_SUBCLASS_SOUL_CONTAINER:
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if (!(pProto->BagFamily & BAG_FAMILY_MASK_SOUL_SHARDS))
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return false;
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return true;
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case ITEM_SUBCLASS_HERB_CONTAINER:
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if (!(pProto->BagFamily & BAG_FAMILY_MASK_HERBS))
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return false;
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return true;
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case ITEM_SUBCLASS_ENCHANTING_CONTAINER:
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if (!(pProto->BagFamily & BAG_FAMILY_MASK_ENCHANTING_SUPP))
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return false;
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return true;
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case ITEM_SUBCLASS_MINING_CONTAINER:
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if (!(pProto->BagFamily & BAG_FAMILY_MASK_MINING_SUPP))
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return false;
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return true;
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case ITEM_SUBCLASS_ENGINEERING_CONTAINER:
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if (!(pProto->BagFamily & BAG_FAMILY_MASK_ENGINEERING_SUPP))
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return false;
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return true;
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case ITEM_SUBCLASS_GEM_CONTAINER:
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if (!(pProto->BagFamily & BAG_FAMILY_MASK_GEMS))
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return false;
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return true;
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case ITEM_SUBCLASS_LEATHERWORKING_CONTAINER:
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if (!(pProto->BagFamily & BAG_FAMILY_MASK_LEATHERWORKING_SUPP))
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return false;
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return true;
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case ITEM_SUBCLASS_INSCRIPTION_CONTAINER:
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if (!(pProto->BagFamily & BAG_FAMILY_MASK_INSCRIPTION_SUPP))
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return false;
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return true;
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case ITEM_SUBCLASS_TACKLE_CONTAINER:
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if (!(pProto->BagFamily & BAG_FAMILY_MASK_FISHING_SUPP))
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return false;
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return true;
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case ITEM_SUBCLASS_COOKING_CONTAINER:
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if (!(pProto->BagFamily & BAG_FAMILY_MASK_COOKING_SUPP))
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return false;
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return true;
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default:
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return false;
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}
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case ITEM_CLASS_QUIVER:
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switch (pBagProto->SubClass)
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{
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case ITEM_SUBCLASS_QUIVER:
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if (!(pProto->BagFamily & BAG_FAMILY_MASK_ARROWS))
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return false;
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return true;
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case ITEM_SUBCLASS_AMMO_POUCH:
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if (!(pProto->BagFamily & BAG_FAMILY_MASK_BULLETS))
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return false;
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return true;
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default:
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return false;
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}
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}
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return false;
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}
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Item::Item()
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{
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m_objectType |= TYPEMASK_ITEM;
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m_objectTypeId = TYPEID_ITEM;
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m_updateFlag = 0;
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m_valuesCount = ITEM_END;
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_dynamicValuesCount = ITEM_DYNAMIC_END;
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m_slot = 0;
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uState = ITEM_NEW;
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uQueuePos = -1;
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m_container = NULL;
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m_lootGenerated = false;
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mb_in_trade = false;
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m_lastPlayedTimeUpdate = time(NULL);
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m_paidMoney = 0;
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m_paidExtendedCost = 0;
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}
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bool Item::Create(ObjectGuid::LowType guidlow, uint32 itemid, Player const* owner)
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{
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Object::_Create(guidlow, 0, HighGuid::Item);
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SetEntry(itemid);
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SetObjectScale(1.0f);
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if (owner)
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{
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SetOwnerGUID(owner->GetGUID());
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SetGuidValue(ITEM_FIELD_CONTAINED, owner->GetGUID());
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}
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ItemTemplate const* itemProto = sObjectMgr->GetItemTemplate(itemid);
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if (!itemProto)
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return false;
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SetUInt32Value(ITEM_FIELD_STACK_COUNT, 1);
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SetUInt32Value(ITEM_FIELD_MAXDURABILITY, itemProto->MaxDurability);
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SetUInt32Value(ITEM_FIELD_DURABILITY, itemProto->MaxDurability);
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for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
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SetSpellCharges(i, itemProto->Spells[i].SpellCharges);
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SetUInt32Value(ITEM_FIELD_DURATION, itemProto->Duration);
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SetUInt32Value(ITEM_FIELD_CREATE_PLAYED_TIME, 0);
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return true;
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}
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// Returns true if Item is a bag AND it is not empty.
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// Returns false if Item is not a bag OR it is an empty bag.
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bool Item::IsNotEmptyBag() const
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{
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if (Bag const* bag = ToBag())
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return !bag->IsEmpty();
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return false;
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}
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void Item::UpdateDuration(Player* owner, uint32 diff)
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{
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if (!GetUInt32Value(ITEM_FIELD_DURATION))
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return;
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TC_LOG_DEBUG("entities.player.items", "Item::UpdateDuration Item (Entry: %u Duration %u Diff %u)", GetEntry(), GetUInt32Value(ITEM_FIELD_DURATION), diff);
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if (GetUInt32Value(ITEM_FIELD_DURATION) <= diff)
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{
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sScriptMgr->OnItemExpire(owner, GetTemplate());
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owner->DestroyItem(GetBagSlot(), GetSlot(), true);
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return;
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}
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SetUInt32Value(ITEM_FIELD_DURATION, GetUInt32Value(ITEM_FIELD_DURATION) - diff);
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SetState(ITEM_CHANGED, owner); // save new time in database
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}
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void Item::SaveToDB(SQLTransaction& trans)
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{
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bool isInTransaction = bool(trans);
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if (!isInTransaction)
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trans = CharacterDatabase.BeginTransaction();
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switch (uState)
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{
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case ITEM_NEW:
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case ITEM_CHANGED:
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{
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uint8 index = 0;
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(uState == ITEM_NEW ? CHAR_REP_ITEM_INSTANCE : CHAR_UPD_ITEM_INSTANCE);
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stmt->setUInt32( index, GetEntry());
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stmt->setUInt64(++index, GetOwnerGUID().GetCounter());
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stmt->setUInt64(++index, GetGuidValue(ITEM_FIELD_CREATOR).GetCounter());
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stmt->setUInt64(++index, GetGuidValue(ITEM_FIELD_GIFTCREATOR).GetCounter());
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stmt->setUInt32(++index, GetCount());
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stmt->setUInt32(++index, GetUInt32Value(ITEM_FIELD_DURATION));
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std::ostringstream ssSpells;
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for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
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ssSpells << GetSpellCharges(i) << ' ';
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stmt->setString(++index, ssSpells.str());
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stmt->setUInt32(++index, GetUInt32Value(ITEM_FIELD_FLAGS));
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std::ostringstream ssEnchants;
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for (uint8 i = 0; i < MAX_ENCHANTMENT_SLOT; ++i)
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{
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ssEnchants << GetEnchantmentId(EnchantmentSlot(i)) << ' ';
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ssEnchants << GetEnchantmentDuration(EnchantmentSlot(i)) << ' ';
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ssEnchants << GetEnchantmentCharges(EnchantmentSlot(i)) << ' ';
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}
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stmt->setString(++index, ssEnchants.str());
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stmt->setInt16 (++index, GetItemRandomPropertyId());
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stmt->setUInt16(++index, GetUInt32Value(ITEM_FIELD_DURABILITY));
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stmt->setUInt32(++index, GetUInt32Value(ITEM_FIELD_CREATE_PLAYED_TIME));
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stmt->setString(++index, m_text);
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stmt->setUInt64(++index, GetGUID().GetCounter());
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trans->Append(stmt);
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if ((uState == ITEM_CHANGED) && HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_WRAPPED))
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{
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stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GIFT_OWNER);
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stmt->setUInt64(0, GetOwnerGUID().GetCounter());
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stmt->setUInt64(1, GetGUID().GetCounter());
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trans->Append(stmt);
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}
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break;
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}
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case ITEM_REMOVED:
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{
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_INSTANCE);
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stmt->setUInt64(0, GetGUID().GetCounter());
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trans->Append(stmt);
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if (HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_WRAPPED))
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{
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stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GIFT);
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stmt->setUInt64(0, GetGUID().GetCounter());
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trans->Append(stmt);
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}
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if (!isInTransaction)
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CharacterDatabase.CommitTransaction(trans);
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// Delete the items if this is a container
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if (!loot.isLooted())
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ItemContainerDeleteLootMoneyAndLootItemsFromDB();
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delete this;
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return;
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}
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case ITEM_UNCHANGED:
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break;
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}
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SetState(ITEM_UNCHANGED);
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if (!isInTransaction)
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CharacterDatabase.CommitTransaction(trans);
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}
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bool Item::LoadFromDB(ObjectGuid::LowType guid, ObjectGuid owner_guid, Field* fields, uint32 entry)
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{
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// 0 1 2 3 4 5 6 7 8 9 10
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//result = CharacterDatabase.PQuery("SELECT creatorGuid, giftCreatorGuid, count, duration, charges, flags, enchantments, randomPropertyId, durability, playedTime, text FROM item_instance WHERE guid = '%u'", guid);
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// create item before any checks for store correct guid
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// and allow use "FSetState(ITEM_REMOVED); SaveToDB();" for deleting item from DB
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Object::_Create(guid, 0, HighGuid::Item);
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// Set entry, MUST be before proto check
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SetEntry(entry);
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SetObjectScale(1.0f);
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ItemTemplate const* proto = GetTemplate();
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if (!proto)
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return false;
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// set owner (not if item is only loaded for gbank/auction/mail
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if (!owner_guid.IsEmpty())
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SetOwnerGUID(owner_guid);
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bool need_save = false; // need explicit save data at load fixes
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SetGuidValue(ITEM_FIELD_CREATOR, ObjectGuid(HighGuid::Player, fields[0].GetUInt64()));
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SetGuidValue(ITEM_FIELD_GIFTCREATOR, ObjectGuid(HighGuid::Player, fields[1].GetUInt64()));
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SetCount(fields[2].GetUInt32());
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uint32 duration = fields[3].GetUInt32();
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SetUInt32Value(ITEM_FIELD_DURATION, duration);
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// update duration if need, and remove if not need
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if ((proto->Duration == 0) != (duration == 0))
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{
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SetUInt32Value(ITEM_FIELD_DURATION, proto->Duration);
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need_save = true;
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}
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Tokenizer tokens(fields[4].GetString(), ' ', MAX_ITEM_PROTO_SPELLS);
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if (tokens.size() == MAX_ITEM_PROTO_SPELLS)
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for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
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SetSpellCharges(i, atoi(tokens[i]));
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SetUInt32Value(ITEM_FIELD_FLAGS, fields[5].GetUInt32());
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// Remove bind flag for items vs NO_BIND set
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if (IsSoulBound() && proto->Bonding == NO_BIND)
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{
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ApplyModFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_SOULBOUND, false);
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need_save = true;
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}
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std::string enchants = fields[6].GetString();
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_LoadIntoDataField(enchants.c_str(), ITEM_FIELD_ENCHANTMENT, MAX_ENCHANTMENT_SLOT * MAX_ENCHANTMENT_OFFSET);
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SetInt32Value(ITEM_FIELD_RANDOM_PROPERTIES_ID, fields[7].GetInt16());
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// recalculate suffix factor
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if (GetItemRandomPropertyId() < 0)
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UpdateItemSuffixFactor();
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uint32 durability = fields[8].GetUInt16();
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SetUInt32Value(ITEM_FIELD_DURABILITY, durability);
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// update max durability (and durability) if need
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SetUInt32Value(ITEM_FIELD_MAXDURABILITY, proto->MaxDurability);
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if (durability > proto->MaxDurability)
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{
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SetUInt32Value(ITEM_FIELD_DURABILITY, proto->MaxDurability);
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need_save = true;
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}
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SetUInt32Value(ITEM_FIELD_CREATE_PLAYED_TIME, fields[9].GetUInt32());
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SetText(fields[10].GetString());
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if (need_save) // normal item changed state set not work at loading
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{
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ITEM_INSTANCE_ON_LOAD);
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stmt->setUInt32(0, GetUInt32Value(ITEM_FIELD_DURATION));
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stmt->setUInt32(1, GetUInt32Value(ITEM_FIELD_FLAGS));
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stmt->setUInt32(2, GetUInt32Value(ITEM_FIELD_DURABILITY));
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stmt->setUInt64(3, guid);
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CharacterDatabase.Execute(stmt);
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}
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return true;
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}
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|
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/*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());
|
|
}
|
|
|
|
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
|
|
};
|
|
|
|
ItemTemplate const* proto = GetTemplate();
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
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->RandomProperty) && (!itemProto->RandomSuffix))
|
|
return 0;
|
|
|
|
// item can have not null only one from field values
|
|
if ((itemProto->RandomProperty) && (itemProto->RandomSuffix))
|
|
{
|
|
TC_LOG_ERROR("sql.sql", "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)
|
|
{
|
|
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->RandomSuffix);
|
|
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->enchant_id[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->enchant_id[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_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;
|
|
}
|
|
|
|
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 (enchant_slot > PRISMATIC_ENCHANTMENT_SLOT && enchant_slot < PROP_ENCHANTMENT_SLOT_0) // not holding enchantment id
|
|
continue;
|
|
|
|
if (uint32 enchant_id = GetEnchantmentId(EnchantmentSlot(enchant_slot)))
|
|
if (SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id))
|
|
if (enchantEntry->requiredSkill && player->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 (enchant_slot > PRISMATIC_ENCHANTMENT_SLOT && enchant_slot < PROP_ENCHANTMENT_SLOT_0) // not holding enchantment id
|
|
continue;
|
|
|
|
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 (enchant_slot > PRISMATIC_ENCHANTMENT_SLOT && enchant_slot < PROP_ENCHANTMENT_SLOT_0) // not holding enchantment id
|
|
continue;
|
|
|
|
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;
|
|
}
|
|
|
|
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->ItemId)
|
|
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->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;
|
|
}
|
|
|
|
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()->Socket[enchant_slot-SOCK_ENCHANTMENT_SLOT].Color;
|
|
|
|
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->GemID;
|
|
if (gemid)
|
|
{
|
|
ItemTemplate const* gemProto = sObjectMgr->GetItemTemplate(gemid);
|
|
if (gemProto)
|
|
{
|
|
GemPropertiesEntry const* gemProperty = sGemPropertiesStore.LookupEntry(gemProto->GemProperties);
|
|
if (gemProperty)
|
|
GemColor = gemProperty->color;
|
|
}
|
|
}
|
|
|
|
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->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;
|
|
|
|
ItemTemplate const* gemProto = sObjectMgr->GetItemTemplate(enchantEntry->GemID);
|
|
if (!gemProto)
|
|
continue;
|
|
|
|
if (gemProto->ItemLimitCategory == limitCategory)
|
|
++count;
|
|
}
|
|
return count;
|
|
}
|
|
|
|
bool Item::IsLimitedToAnotherMapOrZone(uint32 cur_mapId, uint32 cur_zoneId) const
|
|
{
|
|
ItemTemplate const* proto = GetTemplate();
|
|
return proto && ((proto->Map && proto->Map != cur_mapId) || (proto->Area && proto->Area != cur_zoneId));
|
|
}
|
|
|
|
void Item::SendUpdateSockets()
|
|
{
|
|
WorldPacket data(SMSG_SOCKET_GEMS_RESULT, 8+4+4+4+4);
|
|
data << GetGUID();
|
|
for (uint32 i = SOCK_ENCHANTMENT_SLOT; i <= BONUS_ENCHANTMENT_SLOT; ++i)
|
|
data << uint32(GetEnchantmentId(EnchantmentSlot(i)));
|
|
|
|
GetOwner()->GetSession()->SendPacket(&data);
|
|
}
|
|
|
|
// 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;
|
|
|
|
WorldPacket data(SMSG_ITEM_TIME_UPDATE, (8+4));
|
|
data << GetGUID();
|
|
data << uint32(duration);
|
|
owner->GetSession()->SendPacket(&data);
|
|
}
|
|
|
|
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 && "pProto->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
|
|
ASSERT(false);
|
|
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_FLAG_REFUNDABLE | ITEM_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_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::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_FLAG_REFUNDABLE))
|
|
return;
|
|
|
|
RemoveFlag(ITEM_FIELD_FLAGS, ITEM_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_FLAG_BOP_TRADEABLE);
|
|
allowedGUIDs = allowedLooters;
|
|
}
|
|
|
|
void Item::ClearSoulboundTradeable(Player* currentOwner)
|
|
{
|
|
RemoveFlag(ITEM_FIELD_FLAGS, ITEM_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::CanBeTransmogrified() const
|
|
{
|
|
ItemTemplate const* proto = GetTemplate();
|
|
|
|
if (!proto)
|
|
return false;
|
|
|
|
if (proto->Quality == ITEM_QUALITY_LEGENDARY)
|
|
return false;
|
|
|
|
if (proto->Class != ITEM_CLASS_ARMOR &&
|
|
proto->Class != ITEM_CLASS_WEAPON)
|
|
return false;
|
|
|
|
if (proto->Class == ITEM_CLASS_WEAPON && proto->SubClass == ITEM_SUBCLASS_WEAPON_FISHING_POLE)
|
|
return false;
|
|
|
|
if (proto->Flags2 & ITEM_FLAGS_EXTRA_CANNOT_BE_TRANSMOG)
|
|
return false;
|
|
|
|
if (!HasStats())
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
bool Item::CanTransmogrify() const
|
|
{
|
|
ItemTemplate const* proto = GetTemplate();
|
|
|
|
if (!proto)
|
|
return false;
|
|
|
|
if (proto->Flags2 & ITEM_FLAGS_EXTRA_CANNOT_TRANSMOG)
|
|
return false;
|
|
|
|
if (proto->Quality == ITEM_QUALITY_LEGENDARY)
|
|
return false;
|
|
|
|
if (proto->Class != ITEM_CLASS_ARMOR &&
|
|
proto->Class != ITEM_CLASS_WEAPON)
|
|
return false;
|
|
|
|
if (proto->Class == ITEM_CLASS_WEAPON && proto->SubClass == ITEM_SUBCLASS_WEAPON_FISHING_POLE)
|
|
return false;
|
|
|
|
if (proto->Flags2 & ITEM_FLAGS_EXTRA_CAN_TRANSMOG)
|
|
return true;
|
|
|
|
if (!HasStats())
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
bool Item::CanTransmogrifyItemWithItem(Item const* transmogrified, Item const* transmogrifier)
|
|
{
|
|
if (!transmogrifier || !transmogrified)
|
|
return false;
|
|
|
|
ItemTemplate const* proto1 = transmogrifier->GetTemplate(); // source
|
|
ItemTemplate const* proto2 = transmogrified->GetTemplate(); // dest
|
|
|
|
if (proto1->ItemId == proto2->ItemId)
|
|
return false;
|
|
|
|
if (!transmogrified->CanTransmogrify() || !transmogrifier->CanBeTransmogrified())
|
|
return false;
|
|
|
|
if (proto1->InventoryType == INVTYPE_BAG ||
|
|
proto1->InventoryType == INVTYPE_RELIC ||
|
|
proto1->InventoryType == INVTYPE_BODY ||
|
|
proto1->InventoryType == INVTYPE_FINGER ||
|
|
proto1->InventoryType == INVTYPE_TRINKET ||
|
|
proto1->InventoryType == INVTYPE_AMMO ||
|
|
proto1->InventoryType == INVTYPE_QUIVER)
|
|
return false;
|
|
|
|
if (proto1->SubClass != proto2->SubClass && (proto1->Class != ITEM_CLASS_WEAPON || !proto2->IsRangedWeapon() || !proto1->IsRangedWeapon()))
|
|
return false;
|
|
|
|
if (proto1->InventoryType != proto2->InventoryType &&
|
|
(proto1->Class != ITEM_CLASS_WEAPON || (proto2->InventoryType != INVTYPE_WEAPONMAINHAND && proto2->InventoryType != INVTYPE_WEAPONOFFHAND)) &&
|
|
(proto1->Class != ITEM_CLASS_ARMOR || (proto1->InventoryType != INVTYPE_CHEST && proto2->InventoryType != INVTYPE_ROBE && proto1->InventoryType != INVTYPE_ROBE && proto2->InventoryType != INVTYPE_CHEST)))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
bool Item::HasStats() const
|
|
{
|
|
if (GetItemRandomPropertyId() != 0)
|
|
return true;
|
|
|
|
ItemTemplate const* proto = GetTemplate();
|
|
for (uint8 i = 0; i < MAX_ITEM_PROTO_STATS; ++i)
|
|
if (proto->ItemStat[i].ItemStatValue != 0)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
// used by mail items, transmog cost, stationeryinfo and others
|
|
uint32 Item::GetSellPrice(ItemTemplate const* proto, bool& normalSellPrice)
|
|
{
|
|
normalSellPrice = true;
|
|
|
|
if (proto->Flags2 & ITEM_FLAGS_EXTRA_HAS_NORMAL_PRICE)
|
|
{
|
|
return proto->BuyPrice;
|
|
}
|
|
else
|
|
{
|
|
ImportPriceQualityEntry const* qualityPrice = sImportPriceQualityStore.LookupEntry(proto->Quality + 1);
|
|
ItemPriceBaseEntry const* basePrice = sItemPriceBaseStore.LookupEntry(proto->ItemLevel);
|
|
|
|
if (!qualityPrice || !basePrice)
|
|
return 0;
|
|
|
|
float qualityFactor = qualityPrice->Factor;
|
|
float baseFactor = 0.0f;
|
|
|
|
uint32 inventoryType = proto->InventoryType;
|
|
|
|
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->SubClass)
|
|
{
|
|
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->BuyPrice;
|
|
}
|
|
|
|
if (weapType != -1)
|
|
{
|
|
ImportPriceWeaponEntry const* weaponPrice = sImportPriceWeaponStore.LookupEntry(weapType + 1);
|
|
if (!weaponPrice)
|
|
return 0;
|
|
|
|
typeFactor = weaponPrice->Factor;
|
|
}
|
|
|
|
normalSellPrice = false;
|
|
return uint32(qualityFactor * proto->Unk430_2 * proto->Unk430_1 * typeFactor * baseFactor);
|
|
}
|
|
}
|
|
|
|
uint32 Item::GetSpecialPrice(ItemTemplate const* proto, uint32 minimumPrice /*= 10000*/)
|
|
{
|
|
uint32 cost = 0;
|
|
|
|
if (proto->Flags2 & ITEM_FLAGS_EXTRA_HAS_NORMAL_PRICE)
|
|
cost = proto->SellPrice;
|
|
else
|
|
{
|
|
bool normalPrice;
|
|
cost = Item::GetSellPrice(proto, normalPrice);
|
|
|
|
if (!normalPrice)
|
|
{
|
|
if (proto->BuyCount <= 1)
|
|
{
|
|
ItemClassEntry const* classEntry = sItemClassStore.LookupEntry(proto->Class);
|
|
if (classEntry)
|
|
cost *= classEntry->PriceFactor;
|
|
else
|
|
cost = 0;
|
|
}
|
|
else
|
|
cost /= 4 * proto->BuyCount;
|
|
}
|
|
else
|
|
cost = proto->SellPrice;
|
|
}
|
|
|
|
if (cost < minimumPrice)
|
|
cost = minimumPrice;
|
|
|
|
return cost;
|
|
}
|
|
|
|
int32 Item::GetReforgableStat(ItemModType statType) const
|
|
{
|
|
ItemTemplate const* proto = GetTemplate();
|
|
for (uint32 i = 0; i < MAX_ITEM_PROTO_STATS; ++i)
|
|
if (ItemModType(proto->ItemStat[i].ItemStatType) == statType)
|
|
return proto->ItemStat[i].ItemStatValue;
|
|
|
|
int32 randomPropId = GetItemRandomPropertyId();
|
|
if (!randomPropId)
|
|
return 0;
|
|
|
|
if (randomPropId < 0)
|
|
{
|
|
ItemRandomSuffixEntry const* randomSuffix = sItemRandomSuffixStore.LookupEntry(-randomPropId);
|
|
if (!randomSuffix)
|
|
return 0;
|
|
|
|
for (uint32 e = PROP_ENCHANTMENT_SLOT_0; e <= PROP_ENCHANTMENT_SLOT_4; ++e)
|
|
if (SpellItemEnchantmentEntry const* enchant = sSpellItemEnchantmentStore.LookupEntry(GetEnchantmentId(EnchantmentSlot(e))))
|
|
for (uint32 f = 0; f < MAX_ITEM_ENCHANTMENT_EFFECTS; ++f)
|
|
if (enchant->type[f] == ITEM_ENCHANTMENT_TYPE_STAT && ItemModType(enchant->spellid[f]) == statType)
|
|
for (int k = 0; k < 5; ++k)
|
|
if (randomSuffix->enchant_id[k] == enchant->ID)
|
|
return int32((randomSuffix->prefix[k] * GetItemSuffixFactor()) / 10000);
|
|
}
|
|
else
|
|
{
|
|
ItemRandomPropertiesEntry const* randomProp = sItemRandomPropertiesStore.LookupEntry(randomPropId);
|
|
if (!randomProp)
|
|
return 0;
|
|
|
|
for (uint32 e = PROP_ENCHANTMENT_SLOT_0; e <= PROP_ENCHANTMENT_SLOT_4; ++e)
|
|
if (SpellItemEnchantmentEntry const* enchant = sSpellItemEnchantmentStore.LookupEntry(GetEnchantmentId(EnchantmentSlot(e))))
|
|
for (uint32 f = 0; f < MAX_ITEM_ENCHANTMENT_EFFECTS; ++f)
|
|
if (enchant->type[f] == ITEM_ENCHANTMENT_TYPE_STAT && ItemModType(enchant->spellid[f]) == statType)
|
|
for (int k = 0; k < MAX_ITEM_ENCHANTMENT_EFFECTS; ++k)
|
|
if (randomProp->enchant_id[k] == enchant->ID)
|
|
return int32(enchant->amount[k]);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
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();
|
|
}
|