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ItemMethods.h
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/*
* Copyright (C) 2010 - 2020 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;
}
/**
* 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;
}
/**
* 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;
}
/**
* 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;
}
/**
* 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)
{
bool mail = Eluna::CHECKVAL<bool>(L, 2, false);
Eluna::Push(L, item->CanBeTraded(mail));
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);
Eluna::Push(L, item->hasQuest(quest));
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;
}
/**
* 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->GetName(static_cast<LocaleConstant>(locale));
// \124cffa335ee\124Hitem:174164::::::::120::::2:4824:1517:\124h[Breastplate of Twilight Decimation]\124h\124r
std::ostringstream oss;
oss << "|c" << std::hex << ItemQualityColors[temp->GetQuality()] << std::dec <<
"|Hitem:" << temp->GetId() << "::::::::" << (uint32)item->GetOwner()->getLevel()
<< ":::::::" << "|h[" << name << "]|h|r";
Eluna::Push(L, oss.str());
return 1;
}
int GetOwnerGUID(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetOwnerGUID());
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 class of the [Item]
*
* @return uint32 class
*/
int GetClass(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->GetClass());
return 1;
}
/**
* Returns subclass of the [Item]
*
* @return uint32 subClass
*/
int GetSubClass(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->GetSubClass());
return 1;
}
/**
* Returns the name of the [Item]
*
* @return string name
*/
int GetName(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->GetName((LocaleConstant)0));
return 1;
}
/**
* Returns the display ID of the [Item]
*
* @return uint32 displayId
*/
int GetDisplayId(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->ExtendedData->Display);
return 1;
}
/**
* Returns the quality of the [Item]
*
* @return uint32 quality
*/
int GetQuality(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->GetQuality());
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()->GetBuyCount());
return 1;
}
/**
* Returns the purchase price of the [Item]
*
* @return uint32 price
*/
int GetBuyPrice(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->GetBuyPrice());
return 1;
}
/**
* Returns the sell price of the [Item]
*
* @return uint32 price
*/
int GetSellPrice(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->GetSellPrice());
return 1;
}
/**
* Returns the inventory type of the [Item]
*
* @return uint32 inventoryType
*/
int GetInventoryType(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->GetInventoryType());
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()->GetAllowableClass());
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()->GetAllowableRace());
return 1;
}
/**
* Returns the [Item]s level
*
* @return uint32 itemLevel
*/
int GetItemLevel(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->GetBaseItemLevel());
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()->GetBaseRequiredLevel());
return 1;
}
/**
* Returns the item set ID of this [Item]
*
* @return uint32 itemSetId
*/
int GetItemSet(lua_State* L, Item* item)
{
Eluna::Push(L, item->GetTemplate()->GetItemSet());
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);
item->SetOwnerGUID(player->GET_GUID());
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)
{
CharacterDatabaseTransaction trans = CharacterDatabaseTransaction(nullptr);
item->SaveToDB(trans);
return 0;
}
};
#endif