Core/Items: Add ItemContext param to Item::Create function
Port From (https://github.com/TrinityCore/TrinityCore/commit/0a2d9ad2f7673e2b7ee62b7cc6f1a19639d37864)
This commit is contained in:
@@ -1238,7 +1238,7 @@ namespace Game.Entities
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if (msg != InventoryResult.Ok)
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break;
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EquipNewItem(eDest, titem_id, true);
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EquipNewItem(eDest, titem_id, ItemContext.None, true);
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AutoUnequipOffhandIfNeed();
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titem_amount--;
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}
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@@ -1260,13 +1260,13 @@ namespace Game.Entities
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Log.outError(LogFilter.Player, "STORAGE: Can't equip or store initial item {0} for race {1} class {2}, error msg = {3}", titem_id, GetRace(), GetClass(), msg);
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return false;
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}
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public Item StoreNewItem(List<ItemPosCount> pos, uint itemId, bool update, uint randomPropertyId = 0, List<ObjectGuid> allowedLooters = null, byte context = 0, List<uint> bonusListIDs = null, bool addToCollection = true)
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public Item StoreNewItem(List<ItemPosCount> pos, uint itemId, bool update, uint randomPropertyId = 0, List<ObjectGuid> allowedLooters = null, ItemContext context = 0, List<uint> bonusListIDs = null, bool addToCollection = true)
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{
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uint count = 0;
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foreach (var itemPosCount in pos)
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count += itemPosCount.count;
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Item item = Item.CreateItem(itemId, count, this);
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Item item = Item.CreateItem(itemId, count, context, this);
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if (item != null)
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{
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ItemAddedQuestCheck(itemId, count);
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@@ -1275,7 +1275,6 @@ namespace Game.Entities
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item.AddItemFlag(ItemFieldFlags.NewItem);
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item.SetContext(context);
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item.SetBonuses(bonusListIDs);
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item = StoreItem(pos, item, update);
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@@ -1598,9 +1597,9 @@ namespace Game.Entities
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// not found req. item count and have unequippable items
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return res;
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}
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Item EquipNewItem(ushort pos, uint item, bool update)
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Item EquipNewItem(ushort pos, uint item, ItemContext context, bool update)
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{
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Item pItem = Item.CreateItem(item, 1, this);
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Item pItem = Item.CreateItem(item, 1, context, this);
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if (pItem != null)
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{
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ItemAddedQuestCheck(item, 1);
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@@ -2509,7 +2508,7 @@ namespace Game.Entities
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}
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}
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Item it = bStore ? StoreNewItem(vDest, item, true, ItemEnchantmentManager.GenerateItemRandomBonusListId(item), null, 0, crItem.BonusListIDs, false) : EquipNewItem(uiDest, item, true);
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Item it = bStore ? StoreNewItem(vDest, item, true, ItemEnchantmentManager.GenerateItemRandomBonusListId(item), null, ItemContext.Vendor, crItem.BonusListIDs, false) : EquipNewItem(uiDest, item, ItemContext.Vendor, true);
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if (it != null)
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{
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uint new_count = pVendor.UpdateVendorItemCurrentCount(crItem, count);
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@@ -3831,13 +3830,13 @@ namespace Game.Entities
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return max_personal_rating;
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}
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public void SendItemRetrievalMail(uint itemEntry, uint count)
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public void SendItemRetrievalMail(uint itemEntry, uint count, ItemContext context)
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{
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MailSender sender = new MailSender(MailMessageType.Creature, 34337);
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MailDraft draft = new MailDraft("Recovered Item", "We recovered a lost item in the twisting nether and noted that it was yours.$B$BPlease find said object enclosed."); // This is the text used in Cataclysm, it probably wasn't changed.
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SQLTransaction trans = new SQLTransaction();
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Item item = Item.CreateItem(itemEntry, count, null);
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Item item = Item.CreateItem(itemEntry, count, context, null);
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if (item)
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{
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item.SaveToDB(trans);
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@@ -5090,7 +5089,7 @@ namespace Game.Entities
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InventoryResult CanEquipNewItem(byte slot, out ushort dest, uint item, bool swap)
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{
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dest = 0;
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Item pItem = Item.CreateItem(item, 1, this);
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Item pItem = Item.CreateItem(item, 1, ItemContext.None, this);
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if (pItem != null)
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{
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InventoryResult result = CanEquipItem(slot, out dest, pItem, swap);
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@@ -6065,11 +6064,11 @@ namespace Game.Entities
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pItem.SetState(ItemUpdateState.Changed, this);
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}
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}
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public void AutoStoreLoot(uint loot_id, LootStore store, bool broadcast = false) { AutoStoreLoot(ItemConst.NullBag, ItemConst.NullSlot, loot_id, store, broadcast); }
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void AutoStoreLoot(byte bag, byte slot, uint loot_id, LootStore store, bool broadcast = false)
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public void AutoStoreLoot(uint loot_id, LootStore store, ItemContext context = 0, bool broadcast = false) { AutoStoreLoot(ItemConst.NullBag, ItemConst.NullSlot, loot_id, store, context, broadcast); }
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void AutoStoreLoot(byte bag, byte slot, uint loot_id, LootStore store, ItemContext context = 0, bool broadcast = false)
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{
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Loot loot = new Loot();
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loot.FillLoot(loot_id, store, this, true);
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loot.FillLoot(loot_id, store, this, true, false, LootModes.Default, context);
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uint max_slot = loot.GetMaxSlotInLootFor(this);
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for (uint i = 0; i < max_slot; ++i)
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@@ -6351,7 +6350,7 @@ namespace Game.Entities
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if (groupRules)
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group.UpdateLooterGuid(go, true);
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loot.FillLoot(lootid, LootStorage.Gameobject, this, !groupRules, false, go.GetLootMode());
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loot.FillLoot(lootid, LootStorage.Gameobject, this, !groupRules, false, go.GetLootMode(), GetMap().GetDifficultyLootItemContext());
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go.SetLootGenerationTime();
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// get next RR player (for next loot)
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