/* * Copyright (C) 2008-2015 TrinityCore * Copyright (C) 2005-2009 MaNGOS * * 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 . */ #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 "WorldSession.h" void AddItemsSetItem(Player* player, Item* item) { ItemTemplate const* proto = item->GetTemplate(); uint32 setid = proto->ItemSet; 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->ItemId); return; } if (set->required_skill_id && player->GetSkillValue(set->required_skill_id) < set->required_skill_value) return; ItemSetEffect* eff = NULL; for (size_t x = 0; x < player->ItemSetEff.size(); ++x) { if (player->ItemSetEff[x] && player->ItemSetEff[x]->setid == setid) { eff = player->ItemSetEff[x]; break; } } if (!eff) { eff = new ItemSetEffect(); eff->setid = setid; size_t x = 0; for (; x < player->ItemSetEff.size(); ++x) if (!player->ItemSetEff[x]) break; if (x < player->ItemSetEff.size()) player->ItemSetEff[x]=eff; else player->ItemSetEff.push_back(eff); } ++eff->item_count; for (uint32 x = 0; x < MAX_ITEM_SET_SPELLS; ++x) { if (!set->spells [x]) continue; //not enough for spell if (set->items_to_triggerspell[x] > eff->item_count) continue; uint32 z = 0; for (; z < MAX_ITEM_SET_SPELLS; ++z) if (eff->spells[z] && eff->spells[z]->Id == set->spells[x]) break; if (z < MAX_ITEM_SET_SPELLS) continue; //new spell for (uint32 y = 0; y < MAX_ITEM_SET_SPELLS; ++y) { if (!eff->spells[y]) // free slot { SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(set->spells[x]); if (!spellInfo) { TC_LOG_ERROR("entities.player.items", "WORLD: unknown spell id %u in items set %u effects", set->spells[x], setid); break; } // spell cast only if fit form requirement, in other case will cast at form change player->ApplyEquipSpell(spellInfo, NULL, true); eff->spells[y] = spellInfo; break; } } } } void RemoveItemsSetItem(Player*player, ItemTemplate const* proto) { uint32 setid = proto->ItemSet; 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->ItemId); return; } ItemSetEffect* eff = NULL; size_t setindex = 0; for (; setindex < player->ItemSetEff.size(); setindex++) { if (player->ItemSetEff[setindex] && player->ItemSetEff[setindex]->setid == setid) { eff = player->ItemSetEff[setindex]; break; } } // can be in case now enough skill requirement for set appling but set has been appliend when skill requirement not enough if (!eff) return; --eff->item_count; for (uint32 x = 0; x < MAX_ITEM_SET_SPELLS; x++) { if (!set->spells[x]) continue; // enough for spell if (set->items_to_triggerspell[x] <= eff->item_count) continue; for (uint32 z = 0; z < MAX_ITEM_SET_SPELLS; z++) { if (eff->spells[z] && eff->spells[z]->Id == set->spells[x]) { // spell can be not active if not fit form requirement player->ApplyEquipSpell(eff->spells[z], NULL, false); eff->spells[z]=NULL; break; } } } if (!eff->item_count) //all items of a set were removed { ASSERT(eff == player->ItemSetEff[setindex]); delete eff; player->ItemSetEff[setindex] = NULL; } } bool ItemCanGoIntoBag(ItemTemplate const* pProto, ItemTemplate const* pBagProto) { if (!pProto || !pBagProto) return false; switch (pBagProto->Class) { case ITEM_CLASS_CONTAINER: switch (pBagProto->SubClass) { case ITEM_SUBCLASS_CONTAINER: return true; case ITEM_SUBCLASS_SOUL_CONTAINER: if (!(pProto->BagFamily & BAG_FAMILY_MASK_SOUL_SHARDS)) return false; return true; case ITEM_SUBCLASS_HERB_CONTAINER: if (!(pProto->BagFamily & BAG_FAMILY_MASK_HERBS)) return false; return true; case ITEM_SUBCLASS_ENCHANTING_CONTAINER: if (!(pProto->BagFamily & BAG_FAMILY_MASK_ENCHANTING_SUPP)) return false; return true; case ITEM_SUBCLASS_MINING_CONTAINER: if (!(pProto->BagFamily & BAG_FAMILY_MASK_MINING_SUPP)) return false; return true; case ITEM_SUBCLASS_ENGINEERING_CONTAINER: if (!(pProto->BagFamily & BAG_FAMILY_MASK_ENGINEERING_SUPP)) return false; return true; case ITEM_SUBCLASS_GEM_CONTAINER: if (!(pProto->BagFamily & BAG_FAMILY_MASK_GEMS)) return false; return true; case ITEM_SUBCLASS_LEATHERWORKING_CONTAINER: if (!(pProto->BagFamily & BAG_FAMILY_MASK_LEATHERWORKING_SUPP)) return false; return true; case ITEM_SUBCLASS_INSCRIPTION_CONTAINER: if (!(pProto->BagFamily & BAG_FAMILY_MASK_INSCRIPTION_SUPP)) return false; return true; default: return false; } case ITEM_CLASS_QUIVER: switch (pBagProto->SubClass) { case ITEM_SUBCLASS_QUIVER: if (!(pProto->BagFamily & BAG_FAMILY_MASK_ARROWS)) return false; return true; case ITEM_SUBCLASS_AMMO_POUCH: if (!(pProto->BagFamily & BAG_FAMILY_MASK_BULLETS)) return false; return true; default: return false; } } return false; } Item::Item() { m_objectType |= TYPEMASK_ITEM; m_objectTypeId = TYPEID_ITEM; m_updateFlag = UPDATEFLAG_LOWGUID; m_valuesCount = ITEM_END; m_slot = 0; uState = ITEM_NEW; uQueuePos = -1; m_container = NULL; m_lootGenerated = false; mb_in_trade = false; m_lastPlayedTimeUpdate = time(NULL); m_refundRecipient = 0; m_paidMoney = 0; m_paidExtendedCost = 0; } bool Item::Create(uint32 guidlow, uint32 itemid, Player const* owner) { Object::_Create(guidlow, 0, HighGuid::Item); SetEntry(itemid); SetObjectScale(1.0f); if (owner) { SetGuidValue(ITEM_FIELD_OWNER, owner->GetGUID()); SetGuidValue(ITEM_FIELD_CONTAINED, owner->GetGUID()); } ItemTemplate const* itemProto = sObjectMgr->GetItemTemplate(itemid); if (!itemProto) return false; SetUInt32Value(ITEM_FIELD_STACK_COUNT, 1); SetUInt32Value(ITEM_FIELD_MAXDURABILITY, itemProto->MaxDurability); SetUInt32Value(ITEM_FIELD_DURABILITY, itemProto->MaxDurability); for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) SetSpellCharges(i, itemProto->Spells[i].SpellCharges); SetUInt32Value(ITEM_FIELD_DURATION, itemProto->Duration); 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(); uint32 guid = GetGUID().GetCounter(); 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->setUInt32(++index, GetOwnerGUID().GetCounter()); stmt->setUInt32(++index, GetGuidValue(ITEM_FIELD_CREATOR).GetCounter()); stmt->setUInt32(++index, GetGuidValue(ITEM_FIELD_GIFTCREATOR).GetCounter()); stmt->setUInt32(++index, GetCount()); stmt->setUInt32(++index, GetUInt32Value(ITEM_FIELD_DURATION)); std::ostringstream ssSpells; for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++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, guid); trans->Append(stmt); if ((uState == ITEM_CHANGED) && HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_WRAPPED)) { stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GIFT_OWNER); stmt->setUInt32(0, GetOwnerGUID().GetCounter()); stmt->setUInt32(1, guid); trans->Append(stmt); } break; } case ITEM_REMOVED: { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_INSTANCE); stmt->setUInt32(0, guid); trans->Append(stmt); if (HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_WRAPPED)) { stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GIFT); stmt->setUInt32(0, guid); 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(uint32 guid, ObjectGuid owner_guid, Field* fields, uint32 entry) { // 0 1 2 3 4 5 6 7 8 9 10 //result = CharacterDatabase.PQuery("SELECT creatorGuid, giftCreatorGuid, count, duration, charges, flags, enchantments, randomPropertyId, durability, playedTime, text 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(guid, 0, HighGuid::Item); // Set entry, MUST be before proto check SetEntry(entry); SetObjectScale(1.0f); ItemTemplate const* proto = GetTemplate(); if (!proto) return false; // set owner (not if item is only loaded for gbank/auction/mail if (owner_guid) SetOwnerGUID(owner_guid); bool need_save = false; // need explicit save data at load fixes SetGuidValue(ITEM_FIELD_CREATOR, ObjectGuid(HighGuid::Player, fields[0].GetUInt32())); SetGuidValue(ITEM_FIELD_GIFTCREATOR, ObjectGuid(HighGuid::Player, fields[1].GetUInt32())); SetCount(fields[2].GetUInt32()); uint32 duration = fields[3].GetUInt32(); SetUInt32Value(ITEM_FIELD_DURATION, duration); // update duration if need, and remove if not need if ((proto->Duration == 0) != (duration == 0)) { SetUInt32Value(ITEM_FIELD_DURATION, proto->Duration); need_save = true; } Tokenizer tokens(fields[4].GetString(), ' ', MAX_ITEM_PROTO_SPELLS); if (tokens.size() == MAX_ITEM_PROTO_SPELLS) for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) SetSpellCharges(i, atoi(tokens[i])); SetUInt32Value(ITEM_FIELD_FLAGS, fields[5].GetUInt32()); // Remove bind flag for items vs NO_BIND set if (IsSoulBound() && proto->Bonding == NO_BIND) { ApplyModFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_SOULBOUND, false); need_save = true; } std::string enchants = fields[6].GetString(); _LoadIntoDataField(enchants.c_str(), ITEM_FIELD_ENCHANTMENT_1_1, MAX_ENCHANTMENT_SLOT * MAX_ENCHANTMENT_OFFSET); SetInt32Value(ITEM_FIELD_RANDOM_PROPERTIES_ID, fields[7].GetInt16()); // recalculate suffix factor if (GetItemRandomPropertyId() < 0) UpdateItemSuffixFactor(); uint32 durability = fields[8].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[9].GetUInt32()); SetText(fields[10].GetString()); if (need_save) // normal item changed state set not work at loading { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ITEM_INSTANCE_ON_LOAD); stmt->setUInt32(0, GetUInt32Value(ITEM_FIELD_DURATION)); stmt->setUInt32(1, GetUInt32Value(ITEM_FIELD_FLAGS)); stmt->setUInt32(2, GetUInt32Value(ITEM_FIELD_DURABILITY)); stmt->setUInt32(3, guid); CharacterDatabase.Execute(stmt); } return true; } /*static*/ void Item::DeleteFromDB(SQLTransaction& trans, uint32 itemGuid) { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_INSTANCE); stmt->setUInt32(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, uint32 itemGuid) { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INVENTORY_BY_ITEM); stmt->setUInt32(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; } } uint32 Item::GetSpell() { ItemTemplate const* proto = GetTemplate(); switch (proto->Class) { case ITEM_CLASS_WEAPON: switch (proto->SubClass) { case ITEM_SUBCLASS_WEAPON_AXE: return 196; case ITEM_SUBCLASS_WEAPON_AXE2: return 197; case ITEM_SUBCLASS_WEAPON_BOW: return 264; case ITEM_SUBCLASS_WEAPON_GUN: return 266; case ITEM_SUBCLASS_WEAPON_MACE: return 198; case ITEM_SUBCLASS_WEAPON_MACE2: return 199; case ITEM_SUBCLASS_WEAPON_POLEARM: return 200; case ITEM_SUBCLASS_WEAPON_SWORD: return 201; case ITEM_SUBCLASS_WEAPON_SWORD2: return 202; case ITEM_SUBCLASS_WEAPON_STAFF: return 227; case ITEM_SUBCLASS_WEAPON_DAGGER: return 1180; case ITEM_SUBCLASS_WEAPON_THROWN: return 2567; case ITEM_SUBCLASS_WEAPON_SPEAR: return 3386; case ITEM_SUBCLASS_WEAPON_CROSSBOW:return 5011; case ITEM_SUBCLASS_WEAPON_WAND: return 5009; default: return 0; } case ITEM_CLASS_ARMOR: switch (proto->SubClass) { case ITEM_SUBCLASS_ARMOR_CLOTH: return 9078; case ITEM_SUBCLASS_ARMOR_LEATHER: return 9077; case ITEM_SUBCLASS_ARMOR_MAIL: return 8737; case ITEM_SUBCLASS_ARMOR_PLATE: return 750; case ITEM_SUBCLASS_ARMOR_SHIELD: return 9116; default: return 0; } } return 0; } int32 Item::GenerateItemRandomPropertyId(uint32 item_id) { 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_2; i < PROP_ENCHANTMENT_SLOT_2 + 3; ++i) SetEnchantment(EnchantmentSlot(i), item_rand->enchant_id[i - PROP_ENCHANTMENT_SLOT_2], 0, 0); } } else { ItemRandomSuffixEntry const* item_rand = sItemRandomSuffixStore.LookupEntry(-randomPropId); if (item_rand) { if (GetInt32Value(ITEM_FIELD_RANDOM_PROPERTIES_ID) != -int32(item_rand->ID) || !GetItemSuffixFactor()) { SetInt32Value(ITEM_FIELD_RANDOM_PROPERTIES_ID, -int32(item_rand->ID)); UpdateItemSuffixFactor(); SetState(ITEM_CHANGED, GetOwner()); } for (uint32 i = PROP_ENCHANTMENT_SLOT_0; i < PROP_ENCHANTMENT_SLOT_0 + 3; ++i) SetEnchantment(EnchantmentSlot(i), item_rand->enchant_id[i - PROP_ENCHANTMENT_SLOT_0], 0, 0); } } } 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 (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 (uint32 enchant_id = GetEnchantmentId(EnchantmentSlot(enchant_slot))) if (SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id)) if (enchantEntry->requiredLevel > level) level = enchantEntry->requiredLevel; return level; } bool Item::IsBoundByEnchant() const { // Check all enchants for soulbound for (uint32 enchant_slot = PERM_ENCHANTMENT_SLOT; enchant_slot < MAX_ENCHANTMENT_SLOT; ++enchant_slot) if (uint32 enchant_id = GetEnchantmentId(EnchantmentSlot(enchant_slot))) if (SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id)) if (enchantEntry->slot & ENCHANTMENT_CAN_SOULBOUND) return true; return false; } InventoryResult Item::CanBeMergedPartlyWith(ItemTemplate const* proto) const { // not allow merge looting currently items if (m_lootGenerated) return EQUIP_ERR_ALREADY_LOOTED; // check item type if (GetEntry() != proto->ItemId) return EQUIP_ERR_ITEM_CANT_STACK; // check free space (full stacks can't be target of merge if (GetCount() >= proto->GetMaxStackSize()) return EQUIP_ERR_ITEM_CANT_STACK; return EQUIP_ERR_OK; } bool Item::IsFitToSpellRequirements(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 && proto->IsArmorVellum()) ||(spellInfo->EquippedItemClass == ITEM_CLASS_WEAPON && proto->IsWeaponVellum())) 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_1_1 + slot*MAX_ENCHANTMENT_OFFSET + ENCHANTMENT_ID_OFFSET, id); SetUInt32Value(ITEM_FIELD_ENCHANTMENT_1_1 + slot*MAX_ENCHANTMENT_OFFSET + ENCHANTMENT_DURATION_OFFSET, duration); SetUInt32Value(ITEM_FIELD_ENCHANTMENT_1_1 + slot*MAX_ENCHANTMENT_OFFSET + ENCHANTMENT_CHARGES_OFFSET, charges); SetState(ITEM_CHANGED, owner); } void Item::SetEnchantmentDuration(EnchantmentSlot slot, uint32 duration, Player* owner) { if (GetEnchantmentDuration(slot) == duration) return; SetUInt32Value(ITEM_FIELD_ENCHANTMENT_1_1 + slot*MAX_ENCHANTMENT_OFFSET + ENCHANTMENT_DURATION_OFFSET, duration); SetState(ITEM_CHANGED, owner); // Cannot use GetOwner() here, has to be passed as an argument to avoid freeze due to hashtable locking } void Item::SetEnchantmentCharges(EnchantmentSlot slot, uint32 charges) { if (GetEnchantmentCharges(slot) == charges) return; SetUInt32Value(ITEM_FIELD_ENCHANTMENT_1_1 + slot*MAX_ENCHANTMENT_OFFSET + ENCHANTMENT_CHARGES_OFFSET, charges); SetState(ITEM_CHANGED, GetOwner()); } void Item::ClearEnchantment(EnchantmentSlot slot) { if (!GetEnchantmentId(slot)) return; for (uint8 x = 0; x < MAX_ITEM_ENCHANTMENT_EFFECTS; ++x) SetUInt32Value(ITEM_FIELD_ENCHANTMENT_1_1 + 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 << uint64(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 << uint64(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().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_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().GetCounter()) != 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::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->setUInt32(0, GetGUID().GetCounter()); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_ITEM_REFUND_INSTANCE); stmt->setUInt32(0, GetGUID().GetCounter()); stmt->setUInt32(1, GetRefundRecipient()); 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->setUInt32(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(0); 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(AllowedLooterSet 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->setUInt32(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; } 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; uint32 container_id = GetGUID().GetCounter(); SQLTransaction trans = CharacterDatabase.BeginTransaction(); loot.containerID = container_id; // 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->setUInt32(0, container_id); trans->Append(stmt_money); stmt_money = CharacterDatabase.GetPreparedStatement(CHAR_INS_ITEMCONTAINER_MONEY); stmt_money->setUInt32(0, container_id); 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->setUInt32(0, container_id); 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->setUInt32(0, container_id); 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; uint32 container_id = GetGUID().GetCounter(); // Save this for later use loot.containerID = container_id; // First, see if there was any money loot. This gets added directly to the container. PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_ITEMCONTAINER_MONEY); stmt->setUInt32(0, container_id); 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->setUInt32(0, container_id); 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().GetCounter()); // 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 uint32 containerId = GetGUID().GetCounter(); PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEMCONTAINER_ITEMS); stmt->setUInt32(0, containerId); SQLTransaction trans = CharacterDatabase.BeginTransaction(); trans->Append(stmt); CharacterDatabase.CommitTransaction(trans); } void Item::ItemContainerDeleteLootItemFromDB(uint32 itemID) { // Deletes a single item associated with an openable item from the DB uint32 containerId = GetGUID().GetCounter(); PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEMCONTAINER_ITEM); stmt->setUInt32(0, containerId); stmt->setUInt32(1, itemID); SQLTransaction trans = CharacterDatabase.BeginTransaction(); trans->Append(stmt); CharacterDatabase.CommitTransaction(trans); } void Item::ItemContainerDeleteLootMoneyFromDB() { // Deletes the money loot associated with an openable item from the DB uint32 containerId = GetGUID().GetCounter(); PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEMCONTAINER_MONEY); stmt->setUInt32(0, containerId); SQLTransaction trans = CharacterDatabase.BeginTransaction(); trans->Append(stmt); CharacterDatabase.CommitTransaction(trans); } void Item::ItemContainerDeleteLootMoneyAndLootItemsFromDB() { // Deletes money and items associated with an openable item from the DB ItemContainerDeleteLootMoneyFromDB(); ItemContainerDeleteLootItemsFromDB(); }