/* * Copyright (C) 2005-2008 MaNGOS * * Copyright (C) 2008 Trinity * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #ifndef TRINITYCORE_ITEM_H #define TRINITYCORE_ITEM_H #include "Common.h" #include "Object.h" #include "LootMgr.h" #include "ItemPrototype.h" struct SpellEntry; class Bag; class QueryResult; struct ItemSetEffect { uint32 setid; uint32 item_count; SpellEntry const *spells[8]; }; enum InventoryChangeFailure { EQUIP_ERR_OK = 0, EQUIP_ERR_CANT_EQUIP_LEVEL_I = 1, EQUIP_ERR_ERR_CANT_EQUIP_SKILL = 2, EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT = 3, EQUIP_ERR_BAG_FULL = 4, EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG = 5, EQUIP_ERR_CANT_TRADE_EQUIP_BAGS = 6, EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE = 7, EQUIP_ERR_NO_REQUIRED_PROFICIENCY = 8, EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE = 9, EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM = 10, EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM2 = 11, EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE2 = 12, EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED = 13, EQUIP_ERR_CANT_DUAL_WIELD = 14, EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG = 15, EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG2 = 16, EQUIP_ERR_CANT_CARRY_MORE_OF_THIS = 17, EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE3 = 18, EQUIP_ERR_ITEM_CANT_STACK = 19, EQUIP_ERR_ITEM_CANT_BE_EQUIPPED = 20, EQUIP_ERR_ITEMS_CANT_BE_SWAPPED = 21, EQUIP_ERR_SLOT_IS_EMPTY = 22, EQUIP_ERR_ITEM_NOT_FOUND = 23, EQUIP_ERR_CANT_DROP_SOULBOUND = 24, EQUIP_ERR_OUT_OF_RANGE = 25, EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT = 26, EQUIP_ERR_COULDNT_SPLIT_ITEMS = 27, EQUIP_ERR_MISSING_REAGENT = 28, EQUIP_ERR_NOT_ENOUGH_MONEY = 29, EQUIP_ERR_NOT_A_BAG = 30, EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS = 31, EQUIP_ERR_DONT_OWN_THAT_ITEM = 32, EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER = 33, EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT = 34, EQUIP_ERR_TOO_FAR_AWAY_FROM_BANK = 35, EQUIP_ERR_ITEM_LOCKED = 36, EQUIP_ERR_YOU_ARE_STUNNED = 37, EQUIP_ERR_YOU_ARE_DEAD = 38, EQUIP_ERR_CANT_DO_RIGHT_NOW = 39, EQUIP_ERR_INT_BAG_ERROR = 40, EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER2 = 41, EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH = 42, EQUIP_ERR_STACKABLE_CANT_BE_WRAPPED = 43, EQUIP_ERR_EQUIPPED_CANT_BE_WRAPPED = 44, EQUIP_ERR_WRAPPED_CANT_BE_WRAPPED = 45, EQUIP_ERR_BOUND_CANT_BE_WRAPPED = 46, EQUIP_ERR_UNIQUE_CANT_BE_WRAPPED = 47, EQUIP_ERR_BAGS_CANT_BE_WRAPPED = 48, EQUIP_ERR_ALREADY_LOOTED = 49, EQUIP_ERR_INVENTORY_FULL = 50, EQUIP_ERR_BANK_FULL = 51, EQUIP_ERR_ITEM_IS_CURRENTLY_SOLD_OUT = 52, EQUIP_ERR_BAG_FULL3 = 53, EQUIP_ERR_ITEM_NOT_FOUND2 = 54, EQUIP_ERR_ITEM_CANT_STACK2 = 55, EQUIP_ERR_BAG_FULL4 = 56, EQUIP_ERR_ITEM_SOLD_OUT = 57, EQUIP_ERR_OBJECT_IS_BUSY = 58, EQUIP_ERR_NONE = 59, EQUIP_ERR_NOT_IN_COMBAT = 60, EQUIP_ERR_NOT_WHILE_DISARMED = 61, EQUIP_ERR_BAG_FULL6 = 62, EQUIP_ERR_CANT_EQUIP_RANK = 63, EQUIP_ERR_CANT_EQUIP_REPUTATION = 64, EQUIP_ERR_TOO_MANY_SPECIAL_BAGS = 65, EQUIP_ERR_LOOT_CANT_LOOT_THAT_NOW = 66, EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE = 67, EQUIP_ERR_VENDOR_MISSING_TURNINS = 68, EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS = 69, EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS = 70, EQUIP_ERR_ITEM_MAX_COUNT_SOCKETED = 71, EQUIP_ERR_MAIL_BOUND_ITEM = 72, EQUIP_ERR_NO_SPLIT_WHILE_PROSPECTING = 73, EQUIP_ERR_ITEM_MAX_COUNT_EQUIPPED_SOCKETED = 75, EQUIP_ERR_ITEM_UNIQUE_EQUIPPABLE_SOCKETED = 76, EQUIP_ERR_TOO_MUCH_GOLD = 77, EQUIP_ERR_NOT_DURING_ARENA_MATCH = 78, EQUIP_ERR_CANNOT_TRADE_THAT = 79, EQUIP_ERR_PERSONAL_ARENA_RATING_TOO_LOW = 80 // probably exist more }; enum BuyFailure { BUY_ERR_CANT_FIND_ITEM = 0, BUY_ERR_ITEM_ALREADY_SOLD = 1, BUY_ERR_NOT_ENOUGHT_MONEY = 2, BUY_ERR_SELLER_DONT_LIKE_YOU = 4, BUY_ERR_DISTANCE_TOO_FAR = 5, BUY_ERR_ITEM_SOLD_OUT = 7, BUY_ERR_CANT_CARRY_MORE = 8, BUY_ERR_RANK_REQUIRE = 11, BUY_ERR_REPUTATION_REQUIRE = 12 }; enum SellFailure { SELL_ERR_CANT_FIND_ITEM = 1, SELL_ERR_CANT_SELL_ITEM = 2, // merchant doesn't like that item SELL_ERR_CANT_FIND_VENDOR = 3, // merchant doesn't like you SELL_ERR_YOU_DONT_OWN_THAT_ITEM = 4, // you don't own that item SELL_ERR_UNK = 5, // nothing appears... SELL_ERR_ONLY_EMPTY_BAG = 6 // can only do with empty bags }; // -1 from client enchantment slot number enum EnchantmentSlot { PERM_ENCHANTMENT_SLOT = 0, TEMP_ENCHANTMENT_SLOT = 1, SOCK_ENCHANTMENT_SLOT = 2, SOCK_ENCHANTMENT_SLOT_2 = 3, SOCK_ENCHANTMENT_SLOT_3 = 4, BONUS_ENCHANTMENT_SLOT = 5, MAX_INSPECTED_ENCHANTMENT_SLOT = 6, PROP_ENCHANTMENT_SLOT_0 = 6, // used with RandomSuffix PROP_ENCHANTMENT_SLOT_1 = 7, // used with RandomSuffix PROP_ENCHANTMENT_SLOT_2 = 8, // used with RandomSuffix and RandomProperty PROP_ENCHANTMENT_SLOT_3 = 9, // used with RandomProperty PROP_ENCHANTMENT_SLOT_4 = 10, // used with RandomProperty MAX_ENCHANTMENT_SLOT = 11 }; #define MAX_VISIBLE_ITEM_OFFSET 16 // 16 fields per visible item (creator(2) + enchantments(12) + properties(1) + pad(1)) enum EnchantmentOffset { ENCHANTMENT_ID_OFFSET = 0, ENCHANTMENT_DURATION_OFFSET = 1, ENCHANTMENT_CHARGES_OFFSET = 2 }; #define MAX_ENCHANTMENT_OFFSET 3 enum EnchantmentSlotMask { ENCHANTMENT_CAN_SOULBOUND = 0x01, ENCHANTMENT_UNK1 = 0x02, ENCHANTMENT_UNK2 = 0x04, ENCHANTMENT_UNK3 = 0x08 }; enum ItemUpdateState { ITEM_UNCHANGED = 0, ITEM_CHANGED = 1, ITEM_NEW = 2, ITEM_REMOVED = 3 }; bool ItemCanGoIntoBag(ItemPrototype const *proto, ItemPrototype const *pBagProto); class TRINITY_DLL_SPEC Item : public Object { public: static Item* CreateItem( uint32 item, uint32 count, Player const* player = NULL ); Item* CloneItem( uint32 count, Player const* player = NULL ) const; Item ( ); virtual bool Create( uint32 guidlow, uint32 itemid, Player const* owner); ItemPrototype const* GetProto() const; uint64 const& GetOwnerGUID() const { return GetUInt64Value(ITEM_FIELD_OWNER); } void SetOwnerGUID(uint64 guid) { SetUInt64Value(ITEM_FIELD_OWNER, guid); } Player* GetOwner()const; void SetBinding(bool val) { ApplyModFlag(ITEM_FIELD_FLAGS,ITEM_FLAGS_BINDED,val); } bool IsSoulBound() const { return HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_BINDED); } bool IsBindedNotWith(uint64 guid) const { return IsSoulBound() && GetOwnerGUID()!= guid; } bool IsBoundByEnchant() const; virtual void SaveToDB(); virtual bool LoadFromDB(uint32 guid, uint64 owner_guid, QueryResult *result = NULL); virtual void DeleteFromDB(); void DeleteFromInventoryDB(); bool IsBag() const { return GetProto()->InventoryType == INVTYPE_BAG; } bool IsBroken() const { return GetUInt32Value(ITEM_FIELD_MAXDURABILITY) > 0 && GetUInt32Value(ITEM_FIELD_DURABILITY) == 0; } bool CanBeTraded() const; void SetInTrade(bool b = true) { mb_in_trade = b; } bool IsInTrade() const { return mb_in_trade; } bool IsFitToSpellRequirements(SpellEntry const* spellInfo) const; bool IsLimitedToAnotherMapOrZone( uint32 cur_mapId, uint32 cur_zoneId) const; bool GemsFitSockets() const; uint32 GetCount() const { return GetUInt32Value (ITEM_FIELD_STACK_COUNT); } void SetCount(uint32 value) { SetUInt32Value (ITEM_FIELD_STACK_COUNT, value); } uint32 GetMaxStackCount() const { return GetProto()->Stackable; } uint8 GetGemCountWithID(uint32 GemID) const; uint8 GetSlot() const {return m_slot;} Bag *GetContainer() { return m_container; } uint8 GetBagSlot() const; void SetSlot(uint8 slot) {m_slot = slot;} uint16 GetPos() const { return uint16(GetBagSlot()) << 8 | GetSlot(); } void SetContainer(Bag *container) { m_container = container; } bool IsInBag() const { return m_container != NULL; } bool IsEquipped() const; uint32 GetSkill(); uint32 GetSpell(); // RandomPropertyId (signed but stored as unsigned) int32 GetItemRandomPropertyId() const { return GetInt32Value(ITEM_FIELD_RANDOM_PROPERTIES_ID); } uint32 GetItemSuffixFactor() const { return GetUInt32Value(ITEM_FIELD_PROPERTY_SEED); } void SetItemRandomProperties(int32 randomPropId); bool UpdateItemSuffixFactor(); static int32 GenerateItemRandomPropertyId(uint32 item_id); void SetEnchantment(EnchantmentSlot slot, uint32 id, uint32 duration, uint32 charges); void SetEnchantmentDuration(EnchantmentSlot slot, uint32 duration); void SetEnchantmentCharges(EnchantmentSlot slot, uint32 charges); void ClearEnchantment(EnchantmentSlot slot); uint32 GetEnchantmentId(EnchantmentSlot slot) const { return GetUInt32Value(ITEM_FIELD_ENCHANTMENT + slot*MAX_ENCHANTMENT_OFFSET + ENCHANTMENT_ID_OFFSET);} uint32 GetEnchantmentDuration(EnchantmentSlot slot) const { return GetUInt32Value(ITEM_FIELD_ENCHANTMENT + slot*MAX_ENCHANTMENT_OFFSET + ENCHANTMENT_DURATION_OFFSET);} uint32 GetEnchantmentCharges(EnchantmentSlot slot) const { return GetUInt32Value(ITEM_FIELD_ENCHANTMENT + slot*MAX_ENCHANTMENT_OFFSET + ENCHANTMENT_CHARGES_OFFSET);} void SendTimeUpdate(Player* owner); void UpdateDuration(Player* owner, uint32 diff); // spell charges (signed but stored as unsigned) int32 GetSpellCharges(uint8 index/*0..5*/ = 0) const { return GetInt32Value(ITEM_FIELD_SPELL_CHARGES + index); } void SetSpellCharges(uint8 index/*0..5*/, int32 value) { SetInt32Value(ITEM_FIELD_SPELL_CHARGES + index,value); } Loot loot; bool m_lootGenerated; // Update States ItemUpdateState GetState() const { return uState; } void SetState(ItemUpdateState state, Player *forplayer = NULL); void AddToUpdateQueueOf(Player *player); void RemoveFromUpdateQueueOf(Player *player); bool IsInUpdateQueue() const { return uQueuePos != -1; } uint16 GetQueuePos() const { return uQueuePos; } void FSetState(ItemUpdateState state) // forced { uState = state; } bool hasQuest(uint32 quest_id) const { ItemPrototype const *itemProto = GetProto(); return itemProto && itemProto->StartQuest == quest_id; } bool hasInvolvedQuest(uint32 /*quest_id*/) const { return false; } private: uint8 m_slot; Bag *m_container; ItemUpdateState uState; int16 uQueuePos; bool mb_in_trade; // true if item is currently in trade-window }; #endif