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mod-ale/ItemMethods.h

769 lines
19 KiB
C++

/*
* Copyright (C) 2010 - 2016 Eluna Lua Engine <http://emudevs.com/>
* This program is free software licensed under GPL version 3
* Please see the included DOCS/LICENSE.md for more information
*/
#ifndef ITEMMETHODS_H
#define ITEMMETHODS_H
/***
* Inherits all methods from: [Object]
*/
namespace LuaItem
{
/**
* Returns 'true' if the [Item] is soulbound, 'false' otherwise
*
* @return bool isSoulBound
*/
int IsSoulBound(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsSoulBound());
return 1;
}
#if (!defined(TBC) && !defined(CLASSIC))
/**
* Returns 'true' if the [Item] is account bound, 'false' otherwise
*
* @return bool isAccountBound
*/
int IsBoundAccountWide(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsBoundAccountWide());
return 1;
}
#endif
/**
* Returns 'true' if the [Item] is bound to a [Player] by an enchant, 'false' otehrwise
*
* @return bool isBoundByEnchant
*/
int IsBoundByEnchant(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsBoundByEnchant());
return 1;
}
/**
* Returns 'true' if the [Item] is not bound to the [Player] specified, 'false' otherwise
*
* @param [Player] player : the [Player] object to check the item against
* @return bool isNotBound
*/
int IsNotBoundToPlayer(lua_State* L, Item* item)
{
Player* player = Eluna::CHECKOBJ<Player>(L, 2);
Eluna::Push(L, item->IsBindedNotWith(player));
return 1;
}
/**
* Returns 'true' if the [Item] is locked, 'false' otherwise
*
* @return bool isLocked
*/
int IsLocked(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsLocked());
return 1;
}
/**
* Returns 'true' if the [Item] is a bag, 'false' otherwise
*
* @return bool isBag
*/
int IsBag(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsBag());
return 1;
}
#ifndef CLASSIC
/**
* Returns 'true' if the [Item] is a currency token, 'false' otherwise
*
* @return bool isCurrencyToken
*/
int IsCurrencyToken(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsCurrencyToken());
return 1;
}
#endif
/**
* Returns 'true' if the [Item] is a not an empty bag, 'false' otherwise
*
* @return bool isNotEmptyBag
*/
int IsNotEmptyBag(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsNotEmptyBag());
return 1;
}
/**
* Returns 'true' if the [Item] is broken, 'false' otherwise
*
* @return bool isBroken
*/
int IsBroken(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsBroken());
return 1;
}
/**
* Returns 'true' if the [Item] can be traded, 'false' otherwise
*
* @return bool isTradeable
*/
int CanBeTraded(lua_State* L, Item* item)
{
#if (defined(TBC) || defined(CLASSIC))
Eluna::Push(L, item->CanBeTraded());
#else
bool mail = Eluna::CHECKVAL<bool>(L, 2, false);
Eluna::Push(L, item->CanBeTraded(mail));
#endif
return 1;
}
/**
* Returns 'true' if the [Item] is currently in a trade window, 'false' otherwise
*
* @return bool isInTrade
*/
int IsInTrade(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsInTrade());
return 1;
}
/**
* Returns 'true' if the [Item] is currently in a bag, 'false' otherwise
*
* @return bool isInBag
*/
int IsInBag(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsInBag());
return 1;
}
/**
* Returns 'true' if the [Item] is currently equipped, 'false' otherwise
*
* @return bool isEquipped
*/
int IsEquipped(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsEquipped());
return 1;
}
/**
* Returns 'true' if the [Item] has the [Quest] specified tied to it, 'false' otherwise
*
* @param uint32 questId : the [Quest] id to be checked
* @return bool hasQuest
*/
int HasQuest(lua_State* L, Item* item)
{
uint32 quest = Eluna::CHECKVAL<uint32>(L, 2);
#if defined TRINITY || AZEROTHCORE
Eluna::Push(L, item->hasQuest(quest));
#else
Eluna::Push(L, item->HasQuest(quest));
#endif
return 1;
}
/**
* Returns 'true' if the [Item] is a potion, 'false' otherwise
*
* @return bool isPotion
*/
int IsPotion(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsPotion());
return 1;
}
#if defined CLASSIC || defined(TBC) || defined(WOTLK)
/**
* Returns 'true' if the [Item] is a weapon vellum, 'false' otherwise
*
* @return bool isWeaponVellum
*/
int IsWeaponVellum(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsWeaponVellum());
return 1;
}
/**
* Returns 'true' if the [Item] is an armor vellum, 'false' otherwise
*
* @return bool isArmorVellum
*/
int IsArmorVellum(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsArmorVellum());
return 1;
}
#endif
/**
* Returns 'true' if the [Item] is a conjured consumable, 'false' otherwise
*
* @return bool isConjuredConsumable
*/
int IsConjuredConsumable(lua_State* L, Item* item)
{
Eluna::Push(L, item->IsConjuredConsumable());
return 1;
}
/*int IsRefundExpired(lua_State* L, Item* item)// TODO: Implement core support
{
Eluna::Push(L, item->IsRefundExpired());
return 1;
}*/
/**
* Returns the chat link of the [Item]
*
* <pre>
* enum LocaleConstant
* {
* LOCALE_enUS = 0,
* LOCALE_koKR = 1,
* LOCALE_frFR = 2,
* LOCALE_deDE = 3,
* LOCALE_zhCN = 4,
* LOCALE_zhTW = 5,
* LOCALE_esES = 6,
* LOCALE_esMX = 7,
* LOCALE_ruRU = 8
* };
* </pre>
*
* @param [LocaleConstant] locale = DEFAULT_LOCALE : locale to return the [Item]'s name in
* @return string itemLink
*/
int GetItemLink(lua_State* L, Item* item)
{
uint8 locale = Eluna::CHECKVAL<uint8>(L, 2, DEFAULT_LOCALE);
if (locale >= TOTAL_LOCALES)
return luaL_argerror(L, 2, "valid LocaleConstant expected");
const ItemTemplate* temp = item->GetTemplate();
std::string name = temp->Name1;
if (ItemLocale const* il = eObjectMgr->GetItemLocale(temp->ItemId))
ObjectMgr::GetLocaleString(il->Name, static_cast<LocaleConstant>(locale), name);
#ifndef CLASSIC
if (int32 itemRandPropId = item->GetItemRandomPropertyId())
{
#if defined(CATA) || defined (MISTS)
char* suffix = NULL;
#else
#if TRINITY || AZEROTHCORE
std::array<char const*, 16> const* suffix = NULL;
#else
char* const* suffix = NULL;
#endif
#endif
if (itemRandPropId < 0)
{
const ItemRandomSuffixEntry* itemRandEntry = sItemRandomSuffixStore.LookupEntry(-item->GetItemRandomPropertyId());
if (itemRandEntry)
#if TRINITY || AZEROTHCORE
suffix = &itemRandEntry->Name;
#else
suffix = itemRandEntry->nameSuffix;
#endif
}
else
{
const ItemRandomPropertiesEntry* itemRandEntry = sItemRandomPropertiesStore.LookupEntry(item->GetItemRandomPropertyId());
if (itemRandEntry)
#if TRINITY || AZEROTHCORE
suffix = &itemRandEntry->Name;
#else
suffix = itemRandEntry->nameSuffix;
#endif
}
if (suffix)
{
name += ' ';
#if TRINITY || AZEROTHCORE
name += (*suffix)[(name != temp->Name1) ? locale : uint8(DEFAULT_LOCALE)];
#else
name += suffix[(name != temp->Name1) ? locale : uint8(DEFAULT_LOCALE)];
#endif
}
}
#endif
std::ostringstream oss;
oss << "|c" << std::hex << ItemQualityColors[temp->Quality] << std::dec <<
"|Hitem:" << temp->ItemId << ":" <<
item->GetEnchantmentId(PERM_ENCHANTMENT_SLOT) << ":" <<
#ifndef CLASSIC
item->GetEnchantmentId(SOCK_ENCHANTMENT_SLOT) << ":" <<
item->GetEnchantmentId(SOCK_ENCHANTMENT_SLOT_2) << ":" <<
item->GetEnchantmentId(SOCK_ENCHANTMENT_SLOT_3) << ":" <<
item->GetEnchantmentId(BONUS_ENCHANTMENT_SLOT) << ":" <<
#endif
item->GetItemRandomPropertyId() << ":" << item->GetItemSuffixFactor() << ":" <<
#ifdef TRINITY
(uint32)item->GetOwner()->GetLevel() << "|h[" << name << "]|h|r";
#else
(uint32)item->GetOwner()->getLevel() << "|h[" << name << "]|h|r";
#endif
Eluna::Push(L, oss.str());
return 1;
}
int GetOwnerGUID(lua_State* L, Item* item)
{
#if defined TRINITY || AZEROTHCORE
Eluna::Push(L, item->GetOwnerGUID());
#else
Eluna::Push(L, item->GetOwnerGuid());
#endif
return 1;
}
/**
* Returns the [Player] who currently owns the [Item]
*
* @return [Player] player : the [Player] who owns the [Item]
*/
int GetOwner(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetOwner());
return 1;
}
/**
* Returns the [Item]s stack count
*
* @return uint32 count
*/
int GetCount(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetCount());
return 1;
}
/**
* Returns the [Item]s max stack count
*
* @return uint32 maxCount
*/
int GetMaxStackCount(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetMaxStackCount());
return 1;
}
/**
* Returns the [Item]s current slot
*
* @return uint8 slot
*/
int GetSlot(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetSlot());
return 1;
}
/**
* Returns the [Item]s current bag slot
*
* @return uint8 bagSlot
*/
int GetBagSlot(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetBagSlot());
return 1;
}
/**
* Returns the [Item]s enchantment ID by enchant slot specified
*
* @param [EnchantmentSlot] enchantSlot : the enchant slot specified
* @return uint32 enchantId : the id of the enchant slot specified
*/
int GetEnchantmentId(lua_State* L, Item* item)
{
uint32 enchant_slot = Eluna::CHECKVAL<uint32>(L, 2);
if (enchant_slot >= MAX_INSPECTED_ENCHANTMENT_SLOT)
return luaL_argerror(L, 2, "valid EnchantmentSlot expected");
Eluna::Push(L, item->GetEnchantmentId(EnchantmentSlot(enchant_slot)));
return 1;
}
/**
* Returns the spell ID tied to the [Item] by spell index
*
* @param uint32 spellIndex : the spell index specified
* @return uint32 spellId : the id of the spell
*/
int GetSpellId(lua_State* L, Item* item)
{
uint32 index = Eluna::CHECKVAL<uint32>(L, 2);
if (index >= MAX_ITEM_PROTO_SPELLS)
return luaL_argerror(L, 2, "valid SpellIndex expected");
Eluna::Push(L, item->GetTemplate()->Spells[index].SpellId);
return 1;
}
/**
* Returns the spell trigger tied to the [Item] by spell index
*
* @param uint32 spellIndex : the spell index specified
* @return uint32 spellTrigger : the spell trigger of the specified index
*/
int GetSpellTrigger(lua_State* L, Item* item)
{
uint32 index = Eluna::CHECKVAL<uint32>(L, 2);
if (index >= MAX_ITEM_PROTO_SPELLS)
return luaL_argerror(L, 2, "valid SpellIndex expected");
Eluna::Push(L, item->GetTemplate()->Spells[index].SpellTrigger);
return 1;
}
/**
* Returns class of the [Item]
*
* @return uint32 class
*/
int GetClass(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->Class);
return 1;
}
/**
* Returns subclass of the [Item]
*
* @return uint32 subClass
*/
int GetSubClass(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->SubClass);
return 1;
}
/**
* Returns the name of the [Item]
*
* @return string name
*/
int GetName(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->Name1);
return 1;
}
/**
* Returns the display ID of the [Item]
*
* @return uint32 displayId
*/
int GetDisplayId(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->DisplayInfoID);
return 1;
}
/**
* Returns the quality of the [Item]
*
* @return uint32 quality
*/
int GetQuality(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->Quality);
return 1;
}
/**
* Returns the default purchase count of the [Item]
*
* @return uint32 count
*/
int GetBuyCount(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->BuyCount);
return 1;
}
/**
* Returns the purchase price of the [Item]
*
* @return uint32 price
*/
int GetBuyPrice(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->BuyPrice);
return 1;
}
/**
* Returns the sell price of the [Item]
*
* @return uint32 price
*/
int GetSellPrice(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->SellPrice);
return 1;
}
/**
* Returns the inventory type of the [Item]
*
* @return uint32 inventoryType
*/
int GetInventoryType(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->InventoryType);
return 1;
}
/**
* Returns the [Player] classes allowed to use this [Item]
*
* @return uint32 allowableClass
*/
int GetAllowableClass(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->AllowableClass);
return 1;
}
/**
* Returns the [Player] races allowed to use this [Item]
*
* @return uint32 allowableRace
*/
int GetAllowableRace(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->AllowableRace);
return 1;
}
/**
* Returns the [Item]s level
*
* @return uint32 itemLevel
*/
int GetItemLevel(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->ItemLevel);
return 1;
}
/**
* Returns the minimum level required to use this [Item]
*
* @return uint32 requiredLevel
*/
int GetRequiredLevel(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->RequiredLevel);
return 1;
}
#ifdef WOTLK
int GetStatsCount(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->StatsCount);
return 1;
}
#endif
/**
* Returns the random property ID of this [Item]
*
* @return uint32 randomPropertyId
*/
int GetRandomProperty(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->RandomProperty);
return 1;
}
#ifndef CLASSIC
int GetRandomSuffix(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->RandomSuffix);
return 1;
}
#endif
/**
* Returns the item set ID of this [Item]
*
* @return uint32 itemSetId
*/
int GetItemSet(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->ItemSet);
return 1;
}
/**
* Returns the bag size of this [Item], 0 if [Item] is not a bag
*
* @return uint32 bagSize
*/
int GetBagSize(lua_State* L, Item* item)
{
if (Bag* bag = item->ToBag())
Eluna::Push(L, bag->GetBagSize());
else
Eluna::Push(L, 0);
return 1;
}
/**
* Sets the [Player] specified as the owner of the [Item]
*
* @param [Player] player : the [Player] specified
*/
int SetOwner(lua_State* L, Item* item)
{
Player* player = Eluna::CHECKOBJ<Player>(L, 2);
#if defined TRINITY || AZEROTHCORE
item->SetOwnerGUID(player->GET_GUID());
#else
item->SetOwnerGuid(player->GET_GUID());
#endif
return 0;
}
/**
* Sets the binding of the [Item] to 'true' or 'false'
*
* @param bool setBinding
*/
int SetBinding(lua_State* L, Item* item)
{
bool soulbound = Eluna::CHECKVAL<bool>(L, 2);
item->SetBinding(soulbound);
item->SetState(ITEM_CHANGED, item->GetOwner());
return 0;
}
/**
* Sets the stack count of the [Item]
*
* @param uint32 count
*/
int SetCount(lua_State* L, Item* item)
{
uint32 count = Eluna::CHECKVAL<uint32>(L, 2);
item->SetCount(count);
return 0;
}
/**
* Sets the specified enchantment of the [Item] to the specified slot
*
* @param uint32 enchantId : the ID of the enchant to be applied
* @param uint32 enchantSlot : the slot for the enchant to be applied to
* @return bool enchantmentSuccess : if enchantment is successfully set to specified slot, returns 'true', otherwise 'false'
*/
int SetEnchantment(lua_State* L, Item* item)
{
Player* owner = item->GetOwner();
if (!owner)
{
Eluna::Push(L, false);
return 1;
}
uint32 enchant = Eluna::CHECKVAL<uint32>(L, 2);
if (!sSpellItemEnchantmentStore.LookupEntry(enchant))
{
Eluna::Push(L, false);
return 1;
}
EnchantmentSlot slot = (EnchantmentSlot)Eluna::CHECKVAL<uint32>(L, 3);
if (slot >= MAX_INSPECTED_ENCHANTMENT_SLOT)
return luaL_argerror(L, 2, "valid EnchantmentSlot expected");
owner->ApplyEnchantment(item, slot, false);
item->SetEnchantment(slot, enchant, 0, 0);
owner->ApplyEnchantment(item, slot, true);
Eluna::Push(L, true);
return 1;
}
/* OTHER */
/**
* Removes an enchant from the [Item] by the specified slot
*
* @param uint32 enchantSlot : the slot for the enchant to be removed from
* @return bool enchantmentRemoved : if enchantment is successfully removed from specified slot, returns 'true', otherwise 'false'
*/
int ClearEnchantment(lua_State* L, Item* item)
{
Player* owner = item->GetOwner();
if (!owner)
{
Eluna::Push(L, false);
return 1;
}
EnchantmentSlot slot = (EnchantmentSlot)Eluna::CHECKVAL<uint32>(L, 2);
if (slot >= MAX_INSPECTED_ENCHANTMENT_SLOT)
return luaL_argerror(L, 2, "valid EnchantmentSlot expected");
if (!item->GetEnchantmentId(slot))
{
Eluna::Push(L, false);
return 1;
}
owner->ApplyEnchantment(item, slot, false);
item->ClearEnchantment(slot);
Eluna::Push(L, true);
return 1;
}
/**
* Saves the [Item] to the database
*/
int SaveToDB(lua_State* /*L*/, Item* item)
{
#if defined TRINITY || defined AZEROTHCORE
CharacterDatabaseTransaction trans = CharacterDatabaseTransaction(nullptr);
item->SaveToDB(trans);
#else
item->SaveToDB();
#endif
return 0;
}
};
#endif