/*
* 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