/*
 * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
 *
 * Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
 *
 * 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 _ITEMPROTOTYPE_H
#define _ITEMPROTOTYPE_H

#include "Common.h"

enum ItemModType
{
    ITEM_MOD_MANA                     = 0,
    ITEM_MOD_HEALTH                   = 1,
    ITEM_MOD_AGILITY                  = 3,
    ITEM_MOD_STRENGTH                 = 4,
    ITEM_MOD_INTELLECT                = 5,
    ITEM_MOD_SPIRIT                   = 6,
    ITEM_MOD_STAMINA                  = 7,
    ITEM_MOD_DEFENSE_SKILL_RATING     = 12,
    ITEM_MOD_DODGE_RATING             = 13,
    ITEM_MOD_PARRY_RATING             = 14,
    ITEM_MOD_BLOCK_RATING             = 15,
    ITEM_MOD_HIT_MELEE_RATING         = 16,
    ITEM_MOD_HIT_RANGED_RATING        = 17,
    ITEM_MOD_HIT_SPELL_RATING         = 18,
    ITEM_MOD_CRIT_MELEE_RATING        = 19,
    ITEM_MOD_CRIT_RANGED_RATING       = 20,
    ITEM_MOD_CRIT_SPELL_RATING        = 21,
    ITEM_MOD_HIT_TAKEN_MELEE_RATING   = 22,
    ITEM_MOD_HIT_TAKEN_RANGED_RATING  = 23,
    ITEM_MOD_HIT_TAKEN_SPELL_RATING   = 24,
    ITEM_MOD_CRIT_TAKEN_MELEE_RATING  = 25,
    ITEM_MOD_CRIT_TAKEN_RANGED_RATING = 26,
    ITEM_MOD_CRIT_TAKEN_SPELL_RATING  = 27,
    ITEM_MOD_HASTE_MELEE_RATING       = 28,
    ITEM_MOD_HASTE_RANGED_RATING      = 29,
    ITEM_MOD_HASTE_SPELL_RATING       = 30,
    ITEM_MOD_HIT_RATING               = 31,
    ITEM_MOD_CRIT_RATING              = 32,
    ITEM_MOD_HIT_TAKEN_RATING         = 33,
    ITEM_MOD_CRIT_TAKEN_RATING        = 34,
    ITEM_MOD_RESILIENCE_RATING        = 35,
    ITEM_MOD_HASTE_RATING             = 36,
    ITEM_MOD_EXPERTISE_RATING         = 37
};

#define MAX_ITEM_MOD                    38

enum ItemSpelltriggerType
{
    ITEM_SPELLTRIGGER_ON_USE          = 0,                  // use after equip cooldown
    ITEM_SPELLTRIGGER_ON_EQUIP        = 1,
    ITEM_SPELLTRIGGER_CHANCE_ON_HIT   = 2,
    ITEM_SPELLTRIGGER_SOULSTONE       = 4,
    ITEM_SPELLTRIGGER_ON_NO_DELAY_USE = 5,                  // no equip cooldown
    ITEM_SPELLTRIGGER_LEARN_SPELL_ID  = 6                   // used in item_template.spell_2 with spell_id with SPELL_GENERIC_LEARN in spell_1
};

#define MAX_ITEM_SPELLTRIGGER           7

enum ItemBondingType
{
    NO_BIND                                     = 0,
    BIND_WHEN_PICKED_UP                         = 1,
    BIND_WHEN_EQUIPED                           = 2,
    BIND_WHEN_USE                               = 3,
    BIND_QUEST_ITEM                             = 4,
    BIND_QUEST_ITEM1                            = 5         // not used in game
};

#define MAX_BIND_TYPE                             6

// masks for ITEM_FIELD_FLAGS field
enum ITEM_FLAGS
{
    ITEM_FLAGS_BINDED                         = 0x00000001,
    ITEM_FLAGS_CONJURED                       = 0x00000002,
    ITEM_FLAGS_OPENABLE                       = 0x00000004,
    ITEM_FLAGS_WRAPPED                        = 0x00000008,
    ITEM_FLAGS_WRAPPER                        = 0x00000200, // used or not used wrapper
    ITEM_FLAGS_PARTY_LOOT                     = 0x00000800, // determines if item is party loot or not
    ITEM_FLAGS_CHARTER                        = 0x00002000, // arena/guild charter
    ITEM_FLAGS_UNIQUE_EQUIPPED                = 0x00080000,
    ITEM_FLAGS_USEABLE_IN_ARENA               = 0x00200000,
    ITEM_FLAGS_THROWABLE                      = 0x00400000, // not used in game for check trow possibility, only for item in game tooltip
    ITEM_FLAGS_SPECIALUSE                     = 0x00800000  // last used flag in 2.3.0
};

enum BAG_FAMILY_MASK
{
    BAG_FAMILY_MASK_ARROWS                    = 0x00000001,
    BAG_FAMILY_MASK_BULLETS                   = 0x00000002,
    BAG_FAMILY_MASK_SHARDS                    = 0x00000004,
    BAG_FAMILY_MASK_LEATHERWORKING_SUPP       = 0x00000008,
    BAG_FAMILY_MASK_UNUSED                    = 0x00000010, // not used currently
    BAG_FAMILY_MASK_HERBS                     = 0x00000020,
    BAG_FAMILY_MASK_ENCHANTING_SUPP           = 0x00000040,
    BAG_FAMILY_MASK_ENGINEERING_SUPP          = 0x00000080,
    BAG_FAMILY_MASK_KEYS                      = 0x00000100,
    BAG_FAMILY_MASK_GEMS                      = 0x00000200,
    BAG_FAMILY_MASK_MINING_SUPP               = 0x00000400,
    BAG_FAMILY_MASK_SOULBOUND_EQUIPMENT       = 0x00000800,
    BAG_FAMILY_MASK_VANITY_PETS               = 0x00001000
};

/* TODO: Not entirely positive on need for this??
enum SOCKET_CONTENT ();
*/

enum SocketColor
{
    SOCKET_COLOR_META                           = 1,
    SOCKET_COLOR_RED                            = 2,
    SOCKET_COLOR_YELLOW                         = 4,
    SOCKET_COLOR_BLUE                           = 8
};

#define SOCKET_COLOR_ALL (SOCKET_COLOR_META | SOCKET_COLOR_RED | SOCKET_COLOR_YELLOW | SOCKET_COLOR_BLUE)

enum InventoryType
{
    INVTYPE_NON_EQUIP                           = 0,
    INVTYPE_HEAD                                = 1,
    INVTYPE_NECK                                = 2,
    INVTYPE_SHOULDERS                           = 3,
    INVTYPE_BODY                                = 4,
    INVTYPE_CHEST                               = 5,
    INVTYPE_WAIST                               = 6,
    INVTYPE_LEGS                                = 7,
    INVTYPE_FEET                                = 8,
    INVTYPE_WRISTS                              = 9,
    INVTYPE_HANDS                               = 10,
    INVTYPE_FINGER                              = 11,
    INVTYPE_TRINKET                             = 12,
    INVTYPE_WEAPON                              = 13,
    INVTYPE_SHIELD                              = 14,
    INVTYPE_RANGED                              = 15,
    INVTYPE_CLOAK                               = 16,
    INVTYPE_2HWEAPON                            = 17,
    INVTYPE_BAG                                 = 18,
    INVTYPE_TABARD                              = 19,
    INVTYPE_ROBE                                = 20,
    INVTYPE_WEAPONMAINHAND                      = 21,
    INVTYPE_WEAPONOFFHAND                       = 22,
    INVTYPE_HOLDABLE                            = 23,
    INVTYPE_AMMO                                = 24,
    INVTYPE_THROWN                              = 25,
    INVTYPE_RANGEDRIGHT                         = 26,
    INVTYPE_QUIVER                              = 27,
    INVTYPE_RELIC                               = 28
};

#define MAX_INVTYPE                               29

enum ItemClass
{
    ITEM_CLASS_CONSUMABLE                       = 0,
    ITEM_CLASS_CONTAINER                        = 1,
    ITEM_CLASS_WEAPON                           = 2,
    ITEM_CLASS_GEM                              = 3,
    ITEM_CLASS_ARMOR                            = 4,
    ITEM_CLASS_REAGENT                          = 5,
    ITEM_CLASS_PROJECTILE                       = 6,
    ITEM_CLASS_TRADE_GOODS                      = 7,
    ITEM_CLASS_GENERIC                          = 8,
    ITEM_CLASS_RECIPE                           = 9,
    ITEM_CLASS_MONEY                            = 10,
    ITEM_CLASS_QUIVER                           = 11,
    ITEM_CLASS_QUEST                            = 12,
    ITEM_CLASS_KEY                              = 13,
    ITEM_CLASS_PERMANENT                        = 14,
    ITEM_CLASS_JUNK                             = 15
};

#define MAX_ITEM_CLASS                            16

enum ItemSubclassConsumable
{
    ITEM_SUBCLASS_CONSUMABLE                    = 0,
    ITEM_SUBCLASS_POTION                        = 1,
    ITEM_SUBCLASS_ELIXIR                        = 2,
    ITEM_SUBCLASS_FLASK                         = 3,
    ITEM_SUBCLASS_SCROLL                        = 4,
    ITEM_SUBCLASS_FOOD                          = 5,
    ITEM_SUBCLASS_ITEM_ENHANCEMENT              = 6,
    ITEM_SUBCLASS_BANDAGE                       = 7,
    ITEM_SUBCLASS_CONSUMABLE_OTHER              = 8
};

#define MAX_ITEM_SUBCLASS_CONSUMABLE              9

enum ItemSubclassContainer
{
    ITEM_SUBCLASS_CONTAINER                     = 0,
    ITEM_SUBCLASS_SOUL_CONTAINER                = 1,
    ITEM_SUBCLASS_HERB_CONTAINER                = 2,
    ITEM_SUBCLASS_ENCHANTING_CONTAINER          = 3,
    ITEM_SUBCLASS_ENGINEERING_CONTAINER         = 4,
    ITEM_SUBCLASS_GEM_CONTAINER                 = 5,
    ITEM_SUBCLASS_MINING_CONTAINER              = 6,
    ITEM_SUBCLASS_LEATHERWORKING_CONTAINER      = 7
};

#define MAX_ITEM_SUBCLASS_CONTAINER               8

enum ItemSubclassWeapon
{
    ITEM_SUBCLASS_WEAPON_AXE                    = 0,
    ITEM_SUBCLASS_WEAPON_AXE2                   = 1,
    ITEM_SUBCLASS_WEAPON_BOW                    = 2,
    ITEM_SUBCLASS_WEAPON_GUN                    = 3,
    ITEM_SUBCLASS_WEAPON_MACE                   = 4,
    ITEM_SUBCLASS_WEAPON_MACE2                  = 5,
    ITEM_SUBCLASS_WEAPON_POLEARM                = 6,
    ITEM_SUBCLASS_WEAPON_SWORD                  = 7,
    ITEM_SUBCLASS_WEAPON_SWORD2                 = 8,
    ITEM_SUBCLASS_WEAPON_obsolete               = 9,
    ITEM_SUBCLASS_WEAPON_STAFF                  = 10,
    ITEM_SUBCLASS_WEAPON_EXOTIC                 = 11,
    ITEM_SUBCLASS_WEAPON_EXOTIC2                = 12,
    ITEM_SUBCLASS_WEAPON_FIST                   = 13,
    ITEM_SUBCLASS_WEAPON_MISC                   = 14,
    ITEM_SUBCLASS_WEAPON_DAGGER                 = 15,
    ITEM_SUBCLASS_WEAPON_THROWN                 = 16,
    ITEM_SUBCLASS_WEAPON_SPEAR                  = 17,
    ITEM_SUBCLASS_WEAPON_CROSSBOW               = 18,
    ITEM_SUBCLASS_WEAPON_WAND                   = 19,
    ITEM_SUBCLASS_WEAPON_FISHING_POLE           = 20
};

#define MAX_ITEM_SUBCLASS_WEAPON                  21

enum ItemSubclassGem
{
    ITEM_SUBCLASS_GEM_RED                       = 0,
    ITEM_SUBCLASS_GEM_BLUE                      = 1,
    ITEM_SUBCLASS_GEM_YELLOW                    = 2,
    ITEM_SUBCLASS_GEM_PURPLE                    = 3,
    ITEM_SUBCLASS_GEM_GREEN                     = 4,
    ITEM_SUBCLASS_GEM_ORANGE                    = 5,
    ITEM_SUBCLASS_GEM_META                      = 6,
    ITEM_SUBCLASS_GEM_SIMPLE                    = 7,
    ITEM_SUBCLASS_GEM_PRISMATIC                 = 8
};

#define MAX_ITEM_SUBCLASS_GEM                     9

enum ItemSubclassArmor
{
    ITEM_SUBCLASS_ARMOR_MISC                    = 0,
    ITEM_SUBCLASS_ARMOR_CLOTH                   = 1,
    ITEM_SUBCLASS_ARMOR_LEATHER                 = 2,
    ITEM_SUBCLASS_ARMOR_MAIL                    = 3,
    ITEM_SUBCLASS_ARMOR_PLATE                   = 4,
    ITEM_SUBCLASS_ARMOR_BUCKLER                 = 5,
    ITEM_SUBCLASS_ARMOR_SHIELD                  = 6,
    ITEM_SUBCLASS_ARMOR_LIBRAM                  = 7,
    ITEM_SUBCLASS_ARMOR_IDOL                    = 8,
    ITEM_SUBCLASS_ARMOR_TOTEM                   = 9
};

#define MAX_ITEM_SUBCLASS_ARMOR                  10

enum ItemSubclassReagent
{
    ITEM_SUBCLASS_REAGENT                       = 0
};

#define MAX_ITEM_SUBCLASS_REAGENT                 1

enum ItemSubclassProjectile
{
    ITEM_SUBCLASS_WAND                          = 0,        // ABS
    ITEM_SUBCLASS_BOLT                          = 1,        // ABS
    ITEM_SUBCLASS_ARROW                         = 2,
    ITEM_SUBCLASS_BULLET                        = 3,
    ITEM_SUBCLASS_THROWN                        = 4         // ABS
};

#define MAX_ITEM_SUBCLASS_PROJECTILE              5

enum ItemSubclassTradeGoods
{
    ITEM_SUBCLASS_TRADE_GOODS                   = 0,
    ITEM_SUBCLASS_PARTS                         = 1,
    ITEM_SUBCLASS_EXPLOSIVES                    = 2,
    ITEM_SUBCLASS_DEVICES                       = 3,
    ITEM_SUBCLASS_JEWELCRAFTING                 = 4,
    ITEM_SUBCLASS_CLOTH                         = 5,
    ITEM_SUBCLASS_LEATHER                       = 6,
    ITEM_SUBCLASS_METAL_STONE                   = 7,
    ITEM_SUBCLASS_MEAT                          = 8,
    ITEM_SUBCLASS_HERB                          = 9,
    ITEM_SUBCLASS_ELEMENTAL                     = 10,
    ITEM_SUBCLASS_TRADE_GOODS_OTHER             = 11,
    ITEM_SUBCLASS_ENCHANTING                    = 12,
    ITEM_SUBCLASS_MATERIAL                      = 13        // Added in 2.4.2
};

#define MAX_ITEM_SUBCLASS_TRADE_GOODS             14

enum ItemSubclassGeneric
{
    ITEM_SUBCLASS_GENERIC                       = 0
};

#define MAX_ITEM_SUBCLASS_GENERIC                 1

enum ItemSubclassRecipe
{
    ITEM_SUBCLASS_BOOK                          = 0,
    ITEM_SUBCLASS_LEATHERWORKING_PATTERN        = 1,
    ITEM_SUBCLASS_TAILORING_PATTERN             = 2,
    ITEM_SUBCLASS_ENGINEERING_SCHEMATIC         = 3,
    ITEM_SUBCLASS_BLACKSMITHING                 = 4,
    ITEM_SUBCLASS_COOKING_RECIPE                = 5,
    ITEM_SUBCLASS_ALCHEMY_RECIPE                = 6,
    ITEM_SUBCLASS_FIRST_AID_MANUAL              = 7,
    ITEM_SUBCLASS_ENCHANTING_FORMULA            = 8,
    ITEM_SUBCLASS_FISHING_MANUAL                = 9,
    ITEM_SUBCLASS_JEWELCRAFTING_RECIPE          = 10
};

#define MAX_ITEM_SUBCLASS_RECIPE                  11

enum ItemSubclassMoney
{
    ITEM_SUBCLASS_MONEY                         = 0
};

#define MAX_ITEM_SUBCLASS_MONEY                   1

enum ItemSubclassQuiver
{
    ITEM_SUBCLASS_QUIVER0                       = 0,        // ABS
    ITEM_SUBCLASS_QUIVER1                       = 1,        // ABS
    ITEM_SUBCLASS_QUIVER                        = 2,
    ITEM_SUBCLASS_AMMO_POUCH                    = 3
};

#define MAX_ITEM_SUBCLASS_QUIVER                  4

enum ItemSubclassQuest
{
    ITEM_SUBCLASS_QUEST                         = 0
};

#define MAX_ITEM_SUBCLASS_QUEST                   1

enum ItemSubclassKey
{
    ITEM_SUBCLASS_KEY                           = 0,
    ITEM_SUBCLASS_LOCKPICK                      = 1
};

#define MAX_ITEM_SUBCLASS_KEY                     2

enum ItemSubclassPermanent
{
    ITEM_SUBCLASS_PERMANENT                     = 0
};

#define MAX_ITEM_SUBCLASS_PERMANENT               1

enum ItemSubclassJunk
{
    ITEM_SUBCLASS_JUNK                          = 0,
    ITEM_SUBCLASS_JUNK_REAGENT                  = 1,
    ITEM_SUBCLASS_JUNK_PET                      = 2,
    ITEM_SUBCLASS_JUNK_HOLIDAY                  = 3,
    ITEM_SUBCLASS_JUNK_OTHER                    = 4,
    ITEM_SUBCLASS_JUNK_MOUNT                    = 5
};

#define MAX_ITEM_SUBCLASS_JUNK                    6

const uint32 MaxItemSubclassValues[MAX_ITEM_CLASS] =
{
    MAX_ITEM_SUBCLASS_CONSUMABLE,
    MAX_ITEM_SUBCLASS_CONTAINER,
    MAX_ITEM_SUBCLASS_WEAPON,
    MAX_ITEM_SUBCLASS_GEM,
    MAX_ITEM_SUBCLASS_ARMOR,
    MAX_ITEM_SUBCLASS_REAGENT,
    MAX_ITEM_SUBCLASS_PROJECTILE,
    MAX_ITEM_SUBCLASS_TRADE_GOODS,
    MAX_ITEM_SUBCLASS_GENERIC,
    MAX_ITEM_SUBCLASS_RECIPE,
    MAX_ITEM_SUBCLASS_MONEY,
    MAX_ITEM_SUBCLASS_QUIVER,
    MAX_ITEM_SUBCLASS_QUEST,
    MAX_ITEM_SUBCLASS_KEY,
    MAX_ITEM_SUBCLASS_PERMANENT,
    MAX_ITEM_SUBCLASS_JUNK
};

inline uint8 ItemSubClassToDurabilityMultiplierId(uint32 ItemClass, uint32 ItemSubClass)
{
    switch(ItemClass)
    {
        case ITEM_CLASS_WEAPON: return ItemSubClass;
        case ITEM_CLASS_ARMOR:  return ItemSubClass + 21;
    }
    return 0;
}

// GCC have alternative #pragma pack(N) syntax and old gcc version not support pack(push,N), also any gcc version not support it at some platform
#if defined( __GNUC__ )
#pragma pack(1)
#else
#pragma pack(push,1)
#endif

struct _Damage
{
    float DamageMin;
    float DamageMax;
    uint32 DamageType;                                      // id from Resistances.dbc

};

struct _ItemStat
{
    uint32 ItemStatType;
    int32  ItemStatValue;

};
struct _Spell
{
    uint32 SpellId;                                         // id from Spell.dbc
    uint32 SpellTrigger;
    int32  SpellCharges;
    float  SpellPPMRate;
    int32  SpellCooldown;
    uint32 SpellCategory;                                   // id from SpellCategory.dbc
    int32  SpellCategoryCooldown;

};

struct _Socket
{
    uint32 Color;
    uint32 Content;
};

struct ItemPrototype
{
    uint32 ItemId;
    uint32 Class;                                           // id from ItemClass.dbc
    uint32 SubClass;                                        // id from ItemSubClass.dbc
    uint32 Unk0;
    char* Name1;
    uint32 DisplayInfoID;                                   // id from ItemDisplayInfo.dbc
    uint32 Quality;
    uint32 Flags;
    uint32 BuyCount;
    uint32 BuyPrice;
    uint32 SellPrice;
    uint32 InventoryType;
    uint32 AllowableClass;
    uint32 AllowableRace;
    uint32 ItemLevel;
    uint32 RequiredLevel;
    uint32 RequiredSkill;                                   // id from SkillLine.dbc
    uint32 RequiredSkillRank;
    uint32 RequiredSpell;                                   // id from Spell.dbc
    uint32 RequiredHonorRank;
    uint32 RequiredCityRank;
    uint32 RequiredReputationFaction;                       // id from Faction.dbc
    uint32 RequiredReputationRank;
    uint32 MaxCount;
    uint32 Stackable;
    uint32 ContainerSlots;
    _ItemStat ItemStat[10];
    _Damage Damage[5];
    uint32 Armor;
    uint32 HolyRes;
    uint32 FireRes;
    uint32 NatureRes;
    uint32 FrostRes;
    uint32 ShadowRes;
    uint32 ArcaneRes;
    uint32 Delay;
    uint32 Ammo_type;
    float  RangedModRange;

    _Spell Spells[5];
    uint32 Bonding;
    char* Description;
    uint32 PageText;
    uint32 LanguageID;
    uint32 PageMaterial;
    uint32 StartQuest;                                      // id from QuestCache.wdb
    uint32 LockID;
    uint32 Material;                                        // id from Material.dbc
    uint32 Sheath;
    uint32 RandomProperty;                                  // id from ItemRandomProperties.dbc
    uint32 RandomSuffix;                                    // id from ItemRandomSuffix.dbc
    uint32 Block;
    uint32 ItemSet;                                         // id from ItemSet.dbc
    uint32 MaxDurability;
    uint32 Area;                                            // id from AreaTable.dbc
    uint32 Map;                                             // id from Map.dbc
    uint32 BagFamily;                                       // id from ItemBagFamily.dbc
    uint32 TotemCategory;                                   // id from TotemCategory.dbc
    _Socket Socket[3];
    uint32 socketBonus;                                     // id from SpellItemEnchantment.dbc
    uint32 GemProperties;                                   // id from GemProperties.dbc
    uint32 RequiredDisenchantSkill;
    float  ArmorDamageModifier;
    char* ScriptName;
    uint32 DisenchantID;
    uint32 FoodType;
    uint32 MinMoneyLoot;
    uint32 MaxMoneyLoot;
    int32 Duration;                                         // negative = realtime, positive = ingame time

    // helpers
    bool CanChangeEquipStateInCombat() const
    {
        switch(InventoryType)
        {
            case INVTYPE_RELIC:
            case INVTYPE_SHIELD:
                return true;
        }

        switch(Class)
        {
            case ITEM_CLASS_WEAPON:
            case ITEM_CLASS_PROJECTILE:
                return true;
        }

        return false;
    }
};

struct ItemLocale
{
    std::vector<std::string> Name;
    std::vector<std::string> Description;
};

// GCC have alternative #pragma pack() syntax and old gcc version not support pack(pop), also any gcc version not support it at some platform
#if defined( __GNUC__ )
#pragma pack()
#else
#pragma pack(pop)
#endif
#endif
