fix(Core/Loot): properly save and load from DB loot from items (#6151)

- Closes #5472
- Closes https://github.com/chromiecraft/chromiecraft/issues/456
This commit is contained in:
UltraNix
2021-06-08 19:26:34 +02:00
committed by GitHub
parent 933335d6be
commit 6dacfc0717
7 changed files with 180 additions and 42 deletions

View File

@@ -41,7 +41,8 @@ void LootItemStorage::LoadStorageFromDB()
Field* fields = result->Fetch();
StoredLootItemList& itemList = lootItemStore[ObjectGuid::Create<HighGuid::Item>(fields[0].GetUInt32())];
itemList.push_back(StoredLootItem(fields[1].GetUInt32(), fields[2].GetUInt32(), fields[3].GetInt32(), fields[4].GetUInt32()));
itemList.push_back(StoredLootItem(fields[1].GetUInt32(), fields[2].GetUInt32(), fields[3].GetInt32(), fields[4].GetUInt32(), fields[5].GetBool(),
fields[6].GetBool(), fields[7].GetBool(), fields[8].GetBool(), fields[9].GetBool(), fields[10].GetBool()));
++count;
} while (result->NextRow());
@@ -79,14 +80,21 @@ void LootItemStorage::AddNewStoredLoot(Loot* loot, Player* /*player*/)
// Gold at first
if (loot->gold)
{
itemList.push_back(StoredLootItem(0, loot->gold, 0, 0));
itemList.push_back(StoredLootItem(0, loot->gold, 0, 0, false, false, false, false, false, false));
uint8 index = 0;
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_ITEMCONTAINER_SINGLE_ITEM);
stmt->setUInt32(0, loot->containerGUID.GetCounter());
stmt->setUInt32(1, 0);
stmt->setUInt32(2, loot->gold);
stmt->setInt32(3, 0);
stmt->setUInt32(4, 0);
stmt->setUInt32(index++, loot->containerGUID.GetCounter());
stmt->setUInt32(index++, 0);
stmt->setUInt32(index++, loot->gold);
stmt->setInt32(index++, 0);
stmt->setUInt32(index++, 0);
stmt->setBool(index++, false);
stmt->setBool(index++, false);
stmt->setBool(index++, false);
stmt->setBool(index++, false);
stmt->setBool(index++, false);
stmt->setBool(index++, false);
trans->Append(stmt);
}
@@ -104,22 +112,36 @@ void LootItemStorage::AddNewStoredLoot(Loot* loot, Player* /*player*/)
if (!itemTemplate || itemTemplate->IsCurrencyToken())
continue;
itemList.push_back(StoredLootItem(li->itemid, li->count, li->randomPropertyId, li->randomSuffix));
itemList.push_back(StoredLootItem(li->itemid, li->count, li->randomPropertyId, li->randomSuffix, li->follow_loot_rules, li->freeforall, li->is_blocked, li->is_counted,
li->is_underthreshold, li->needs_quest));
uint8 index = 0;
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_ITEMCONTAINER_SINGLE_ITEM);
stmt->setUInt32(0, loot->containerGUID.GetCounter());
stmt->setUInt32(1, li->itemid);
stmt->setUInt32(2, li->count);
stmt->setInt32 (3, li->randomPropertyId);
stmt->setUInt32(4, li->randomSuffix);
stmt->setUInt32(index++, loot->containerGUID.GetCounter());
stmt->setUInt32(index++, li->itemid);
stmt->setUInt32(index++, li->count);
stmt->setInt32 (index++, li->randomPropertyId);
stmt->setUInt32(index++, li->randomSuffix);
stmt->setBool(index++, li->follow_loot_rules);
stmt->setBool(index++, li->freeforall);
stmt->setBool(index++, li->is_blocked);
stmt->setBool(index++, li->is_counted);
stmt->setBool(index++, li->is_underthreshold);
stmt->setBool(index++, li->needs_quest);
trans->Append(stmt);
}
CharacterDatabase.CommitTransaction(trans);
}
bool LootItemStorage::LoadStoredLoot(Item* item)
bool LootItemStorage::LoadStoredLoot(Item* item, Player* player)
{
ItemTemplate const* proto = sObjectMgr->GetItemTemplate(item->GetEntry());
if (!proto)
{
return false;
}
Loot* loot = &item->loot;
LootItemContainer::iterator itr = lootItemStore.find(loot->containerGUID);
if (itr == lootItemStore.end())
@@ -134,22 +156,47 @@ bool LootItemStorage::LoadStoredLoot(Item* item)
continue;
}
LootItem li;
li.itemid = it2->itemid;
li.count = it2->count;
li.follow_loot_rules = false;
li.freeforall = false;
li.is_blocked = false;
li.is_counted = false;
li.is_underthreshold = false;
li.is_looted = false;
li.needs_quest = false;
li.randomPropertyId = it2->randomPropertyId;
li.randomSuffix = it2->randomSuffix;
li.rollWinnerGUID = ObjectGuid::Empty;
if (LootTemplate const* lt = LootTemplates_Item.GetLootFor(item->GetEntry()))
{
LootItem li;
li.itemid = it2->itemid;
li.count = it2->count;
li.follow_loot_rules = it2->follow_loot_rules;
li.freeforall = it2->freeforall;
li.is_blocked = it2->is_blocked;
li.is_counted = it2->is_counted;
li.is_underthreshold = it2->is_underthreshold;
li.is_looted = false;
li.needs_quest = it2->needs_quest;
li.randomPropertyId = it2->randomPropertyId;
li.randomSuffix = it2->randomSuffix;
li.rollWinnerGUID = ObjectGuid::Empty;
loot->items.push_back(li);
loot->unlootedCount++;
// Copy the extra loot conditions from the item in the loot template
lt->CopyConditions(&li);
if (li.needs_quest)
{
loot->quest_items.push_back(li);
}
else
{
loot->items.push_back(li);
}
// non-conditional one-player only items are counted here,
// free for all items are counted in FillFFALoot(),
// non-ffa conditionals are counted in FillNonQuestNonFFAConditionalLoot()
if ((!li.needs_quest && li.conditions.empty() && !(proto->Flags & ITEM_FLAG_MULTI_DROP)) || li.is_counted)
{
++loot->unlootedCount;
}
}
}
if (loot->unlootedCount)
{
loot->FillNotNormalLootFor(player, true);
}
// Mark the item if it has loot so it won't be generated again on open