mirror of
https://github.com/azerothcore/mod-ale
synced 2025-11-29 15:38:17 +08:00
499 lines
12 KiB
C++
499 lines
12 KiB
C++
/*
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* Copyright (C) 2010 - 2014 Eluna Lua Engine <http://emudevs.com/>
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* This program is free software licensed under GPL version 3
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* Please see the included DOCS/LICENSE.md for more information
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*/
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#ifndef ITEMMETHODS_H
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#define ITEMMETHODS_H
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namespace LuaItem
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{
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/* BOOLEAN */
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int IsSoulBound(lua_State* L, Item* item)
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{
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sEluna->Push(L, item->IsSoulBound());
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return 1;
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}
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#ifndef TBC
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int IsBoundAccountWide(lua_State* L, Item* item)
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{
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sEluna->Push(L, item->IsBoundAccountWide());
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return 1;
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}
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#endif
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int IsBoundByEnchant(lua_State* L, Item* item)
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{
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sEluna->Push(L, item->IsBoundByEnchant());
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return 1;
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}
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int IsNotBoundToPlayer(lua_State* L, Item* item)
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{
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Player* player = sEluna->CHECKOBJ<Player>(L, 2);
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sEluna->Push(L, item->IsBindedNotWith(player));
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return 1;
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}
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int IsLocked(lua_State* L, Item* item)
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{
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sEluna->Push(L, item->IsLocked());
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return 1;
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}
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int IsBag(lua_State* L, Item* item)
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{
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sEluna->Push(L, item->IsBag());
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return 1;
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}
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int IsCurrencyToken(lua_State* L, Item* item)
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{
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sEluna->Push(L, item->IsCurrencyToken());
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return 1;
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}
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int IsNotEmptyBag(lua_State* L, Item* item)
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{
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sEluna->Push(L, item->IsNotEmptyBag());
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return 1;
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}
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int IsBroken(lua_State* L, Item* item)
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{
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sEluna->Push(L, item->IsBroken());
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return 1;
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}
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int CanBeTraded(lua_State* L, Item* item)
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{
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#ifdef TBC
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sEluna->Push(L, item->CanBeTraded());
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#else
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bool mail = sEluna->CHECKVAL<bool>(L, 2, false);
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sEluna->Push(L, item->CanBeTraded(mail));
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#endif
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return 1;
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}
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int IsInTrade(lua_State* L, Item* item)
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{
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sEluna->Push(L, item->IsInTrade());
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return 1;
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}
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int IsInBag(lua_State* L, Item* item)
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{
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sEluna->Push(L, item->IsInBag());
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return 1;
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}
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int IsEquipped(lua_State* L, Item* item)
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{
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sEluna->Push(L, item->IsEquipped());
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return 1;
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}
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int HasQuest(lua_State* L, Item* item)
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{
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uint32 quest = sEluna->CHECKVAL<uint32>(L, 2);
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#ifdef MANGOS
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sEluna->Push(L, item->HasQuest(quest));
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#else
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sEluna->Push(L, item->hasQuest(quest));
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#endif
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return 1;
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}
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int IsPotion(lua_State* L, Item* item)
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{
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sEluna->Push(L, item->IsPotion());
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return 1;
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}
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#ifndef CATA
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int IsWeaponVellum(lua_State* L, Item* item)
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{
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sEluna->Push(L, item->IsWeaponVellum());
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return 1;
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}
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int IsArmorVellum(lua_State* L, Item* item)
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{
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sEluna->Push(L, item->IsArmorVellum());
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return 1;
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}
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#endif
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int IsConjuredConsumable(lua_State* L, Item* item)
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{
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sEluna->Push(L, item->IsConjuredConsumable());
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return 1;
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}
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int IsRefundExpired(lua_State* L, Item* item)// TODO: Implement core support
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{
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/*sEluna->Push(L, item->IsRefundExpired());
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return 1;*/
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return 0; // Temp till supported
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}
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/* GETTERS */
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int GetItemLink(lua_State* L, Item* item)
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{
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// LOCALE_enUS = 0,
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// LOCALE_koKR = 1,
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// LOCALE_frFR = 2,
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// LOCALE_deDE = 3,
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// LOCALE_zhCN = 4,
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// LOCALE_zhTW = 5,
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// LOCALE_esES = 6,
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// LOCALE_esMX = 7,
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// LOCALE_ruRU = 8
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int loc_idx = sEluna->CHECKVAL<int>(L, 2, DEFAULT_LOCALE);
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if (loc_idx < 0 || loc_idx >= MAX_LOCALES)
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return luaL_argerror(L, 2, "valid LocaleConstant expected");
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const ItemTemplate* temp = item->GetTemplate();
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std::string name = temp->Name1;
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if (ItemLocale const* il = sObjectMgr->GetItemLocale(temp->ItemId))
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ObjectMgr::GetLocaleString(il->Name, loc_idx, name);
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if (int32 itemRandPropId = item->GetItemRandomPropertyId())
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{
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#ifdef CATA
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char* suffix = NULL;
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#else
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char* const* suffix = NULL;
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#endif
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if (itemRandPropId < 0)
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{
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const ItemRandomSuffixEntry* itemRandEntry = sItemRandomSuffixStore.LookupEntry(-item->GetItemRandomPropertyId());
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if (itemRandEntry)
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suffix = itemRandEntry->nameSuffix;
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}
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else
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{
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const ItemRandomPropertiesEntry* itemRandEntry = sItemRandomPropertiesStore.LookupEntry(item->GetItemRandomPropertyId());
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if (itemRandEntry)
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suffix = itemRandEntry->nameSuffix;
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}
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if (suffix)
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{
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//std::string test(suffix[(name != temp->Name1) ? loc_idx : DEFAULT_LOCALE]);
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//if (!test.empty())
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//{
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name += ' ';
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name += suffix[(name != temp->Name1) ? loc_idx : DEFAULT_LOCALE];
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/*}*/
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}
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}
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std::ostringstream oss;
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oss << "|c" << std::hex << ItemQualityColors[temp->Quality] << std::dec <<
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"|Hitem:" << temp->ItemId << ":" <<
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item->GetEnchantmentId(PERM_ENCHANTMENT_SLOT) << ":" <<
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item->GetEnchantmentId(SOCK_ENCHANTMENT_SLOT) << ":" <<
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item->GetEnchantmentId(SOCK_ENCHANTMENT_SLOT_2) << ":" <<
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item->GetEnchantmentId(SOCK_ENCHANTMENT_SLOT_3) << ":" <<
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item->GetEnchantmentId(BONUS_ENCHANTMENT_SLOT) << ":" <<
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item->GetItemRandomPropertyId() << ":" << item->GetItemSuffixFactor() << ":" <<
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(uint32)item->GetOwner()->getLevel() << "|h[" << name << "]|h|r";
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sEluna->Push(L, oss.str());
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return 1;
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}
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int GetGUID(lua_State* L, Item* item)
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{
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sEluna->Push(L, item->GetGUIDLow());
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return 1;
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}
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int GetOwnerGUID(lua_State* L, Item* item)
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{
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#ifdef MANGOS
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sEluna->Push(L, item->GetOwnerGuid());
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#else
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sEluna->Push(L, item->GetOwnerGUID());
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#endif
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return 1;
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}
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int GetOwner(lua_State* L, Item* item)
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{
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sEluna->Push(L, item->GetOwner());
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return 1;
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}
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int GetCount(lua_State* L, Item* item)
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{
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sEluna->Push(L, item->GetCount());
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return 1;
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}
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int GetMaxStackCount(lua_State* L, Item* item)
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{
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sEluna->Push(L, item->GetMaxStackCount());
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return 1;
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}
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int GetSlot(lua_State* L, Item* item)
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{
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sEluna->Push(L, item->GetSlot());
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return 1;
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}
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int GetBagSlot(lua_State* L, Item* item)
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{
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sEluna->Push(L, item->GetBagSlot());
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return 1;
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}
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int GetGUIDLow(lua_State* L, Item* item)
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{
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sEluna->Push(L, item->GetGUIDLow());
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return 1;
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}
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int GetEnchantmentId(lua_State* L, Item* item)
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{
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uint32 enchant_slot = sEluna->CHECKVAL<uint32>(L, 2);
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if (enchant_slot >= MAX_INSPECTED_ENCHANTMENT_SLOT)
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return 0;
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sEluna->Push(L, item->GetEnchantmentId(EnchantmentSlot(enchant_slot)));
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return 1;
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}
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int GetSpellId(lua_State* L, Item* item)
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{
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uint32 index = sEluna->CHECKVAL<uint32>(L, 2);
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if (index >= MAX_ITEM_PROTO_SPELLS)
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return luaL_argerror(L, 2, "valid SpellIndex expected");
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sEluna->Push(L, item->GetTemplate()->Spells[index].SpellId);
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return 1;
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}
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int GetSpellTrigger(lua_State* L, Item* item)
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{
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uint32 index = sEluna->CHECKVAL<uint32>(L, 2);
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if (index >= MAX_ITEM_PROTO_SPELLS)
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return luaL_argerror(L, 2, "valid SpellIndex expected");
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sEluna->Push(L, item->GetTemplate()->Spells[index].SpellTrigger);
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return 1;
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}
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int GetClass(lua_State* L, Item* item)
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{
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sEluna->Push(L, item->GetTemplate()->Class);
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return 1;
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}
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int GetSubClass(lua_State* L, Item* item)
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{
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sEluna->Push(L, item->GetTemplate()->SubClass);
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return 1;
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}
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int GetName(lua_State* L, Item* item)
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{
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sEluna->Push(L, item->GetTemplate()->Name1);
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return 1;
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}
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int GetDisplayId(lua_State* L, Item* item)
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{
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sEluna->Push(L, item->GetTemplate()->DisplayInfoID);
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return 1;
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}
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int GetQuality(lua_State* L, Item* item)
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{
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sEluna->Push(L, item->GetTemplate()->Quality);
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return 1;
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}
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int GetBuyCount(lua_State* L, Item* item)
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{
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sEluna->Push(L, item->GetTemplate()->BuyCount);
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return 1;
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}
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int GetBuyPrice(lua_State* L, Item* item)
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{
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sEluna->Push(L, item->GetTemplate()->BuyPrice);
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return 1;
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}
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int GetSellPrice(lua_State* L, Item* item)
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{
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sEluna->Push(L, item->GetTemplate()->SellPrice);
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return 1;
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}
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int GetInventoryType(lua_State* L, Item* item)
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{
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sEluna->Push(L, item->GetTemplate()->InventoryType);
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return 1;
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}
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int GetAllowableClass(lua_State* L, Item* item)
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{
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sEluna->Push(L, item->GetTemplate()->AllowableClass);
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return 1;
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}
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int GetAllowableRace(lua_State* L, Item* item)
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{
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sEluna->Push(L, item->GetTemplate()->AllowableRace);
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return 1;
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}
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int GetItemLevel(lua_State* L, Item* item)
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{
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sEluna->Push(L, item->GetTemplate()->ItemLevel);
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return 1;
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}
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int GetRequiredLevel(lua_State* L, Item* item)
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{
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sEluna->Push(L, item->GetTemplate()->RequiredLevel);
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return 1;
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}
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#ifdef WOTLK
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int GetStatsCount(lua_State* L, Item* item)
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{
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sEluna->Push(L, item->GetTemplate()->StatsCount);
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return 1;
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}
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#endif
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int GetRandomProperty(lua_State* L, Item* item)
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{
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sEluna->Push(L, item->GetTemplate()->RandomProperty);
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return 1;
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}
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int GetRandomSuffix(lua_State* L, Item* item)
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{
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sEluna->Push(L, item->GetTemplate()->RandomSuffix);
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return 1;
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}
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int GetItemSet(lua_State* L, Item* item)
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{
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sEluna->Push(L, item->GetTemplate()->ItemSet);
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return 1;
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}
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int GetBagSize(lua_State* L, Item* item)
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{
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if (Bag* bag = item->ToBag())
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sEluna->Push(L, bag->GetBagSize());
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else
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sEluna->Push(L, 0);
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return 1;
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}
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/* SETTERS */
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int SetOwner(lua_State* L, Item* item)
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{
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Player* player = sEluna->CHECKOBJ<Player>(L, 2);
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#ifdef MANGOS
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item->SetOwnerGuid(player->GET_GUID());
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#else
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item->SetOwnerGUID(player->GET_GUID());
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#endif
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return 0;
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}
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int SetBinding(lua_State* L, Item* item)
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{
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bool soulbound = sEluna->CHECKVAL<bool>(L, 2);
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item->SetBinding(soulbound);
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return 0;
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}
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int SetCount(lua_State* L, Item* item)
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{
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uint32 count = sEluna->CHECKVAL<uint32>(L, 2);
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item->SetCount(count);
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return 0;
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}
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int SetEnchantment(lua_State* L, Item* item)
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{
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Player* owner = item->GetOwner();
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if (!owner)
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{
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sEluna->Push(L, false);
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return 1;
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}
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uint32 enchant = sEluna->CHECKVAL<uint32>(L, 2);
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if (!sSpellItemEnchantmentStore.LookupEntry(enchant))
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{
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sEluna->Push(L, false);
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return 1;
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}
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EnchantmentSlot slot = (EnchantmentSlot)sEluna->CHECKVAL<uint32>(L, 3);
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if (slot >= MAX_INSPECTED_ENCHANTMENT_SLOT)
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return luaL_argerror(L, 2, "valid EnchantmentSlot expected");
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owner->ApplyEnchantment(item, slot, false);
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item->SetEnchantment(slot, enchant, 0, 0);
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owner->ApplyEnchantment(item, slot, true);
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sEluna->Push(L, true);
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return 1;
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}
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/* OTHER */
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int ClearEnchantment(lua_State* L, Item* item)
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{
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Player* owner = item->GetOwner();
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if (!owner)
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{
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sEluna->Push(L, false);
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return 1;
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}
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EnchantmentSlot slot = (EnchantmentSlot)sEluna->CHECKVAL<uint32>(L, 2);
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if (slot >= MAX_INSPECTED_ENCHANTMENT_SLOT)
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return luaL_argerror(L, 2, "valid EnchantmentSlot expected");
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if (!item->GetEnchantmentId(slot))
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{
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sEluna->Push(L, false);
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return 1;
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}
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owner->ApplyEnchantment(item, slot, false);
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item->ClearEnchantment(slot);
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sEluna->Push(L, true);
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return 1;
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}
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int SaveToDB(lua_State* L, Item* item)
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{
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#ifdef MANGOS
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item->SaveToDB();
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#else
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SQLTransaction trans = SQLTransaction(NULL);
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item->SaveToDB(trans);
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#endif
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return 0;
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}
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};
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#endif
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