Files
Viano-Core/src/server/game/Entities/Item/Item.cpp
T
pete318 dcb7082277 Map local guids 6.x -> 3.3.35:
Implemented:
  https://github.com/TrinityCore/TrinityCore/commit/ca83e14f8b141fab0a13e08f48fca6c1ace0c4c7
  https://github.com/TrinityCore/TrinityCore/commit/ee1c1b97be4492ecabe8b15ea6323fc37e4eaa8c
  https://github.com/TrinityCore/TrinityCore/commit/18e4ab6911468b829b0fc768e532a770263c3717
  https://github.com/TrinityCore/TrinityCore/commit/bf37446b3c2ed73b4d3aa9e227d3eff5c53b378b
  https://github.com/TrinityCore/TrinityCore/commit/cb854a2b7bb7bd96cf9c4d1daf3789f797bf4db8

* This adds separate (per map) guid sequences depending on object type
* Ported map object container from cmangos/mangos-wotlk@a2d396e
* Added type container visitor for TypeUnorderedMapContainer
* Implemented helper function to erase unique pairs from multimap containers
* Moved object storage of all objects except players and transports to map level
* Added containers linking database spawn id with creature/gameobject in world
* Renamed DBTableGuid to spawnId
* Added a separate spawn id sequence generator for creatures and gameobjects - this will be used in db tables
* Moved building SMSG_UPDATE_OBJECT - updatefields changes broadcast to map update
* Added new function to return but not increment guid
* Adjusted .debug loadcells to show low guid in map before/after load
* Added debug messages for creature spawn/destroy, for map guid debugging
* Store all Gameobjects and Creatures added to OutdoorPvP, so the callback script can be removed when OutdoorPvP instance is destroyed.
2015-09-22 21:33:57 +02:00

1438 lines
49 KiB
C++

/*
* Copyright (C) 2008-2015 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Common.h"
#include "Item.h"
#include "ObjectMgr.h"
#include "WorldPacket.h"
#include "DatabaseEnv.h"
#include "ItemEnchantmentMgr.h"
#include "SpellMgr.h"
#include "SpellInfo.h"
#include "ScriptMgr.h"
#include "ConditionMgr.h"
#include "Player.h"
#include "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<HighGuid::Item>().Generate(), itemEntry, player))
{
item->SetCount(count);
return item;
}
else
delete item;
}
else
ABORT();
return NULL;
}
Item* Item::CloneItem(uint32 count, Player const* player) const
{
Item* newItem = CreateItem(GetEntry(), count, player);
if (!newItem)
return NULL;
newItem->SetGuidValue(ITEM_FIELD_CREATOR, GetGuidValue(ITEM_FIELD_CREATOR));
newItem->SetGuidValue(ITEM_FIELD_GIFTCREATOR, GetGuidValue(ITEM_FIELD_GIFTCREATOR));
newItem->SetUInt32Value(ITEM_FIELD_FLAGS, GetUInt32Value(ITEM_FIELD_FLAGS) & ~(ITEM_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();
}