Files
azerothcore-wotlk/src/server/game/Loot/LootItemStorage.cpp

213 lines
6.5 KiB
C++

/*
Xinef
*/
#include <time.h>
#include "LootItemStorage.h"
#include "PreparedStatement.h"
#include "ObjectMgr.h"
LootItemStorage::LootItemStorage()
{
}
LootItemStorage::~LootItemStorage()
{
}
LootItemStorage* LootItemStorage::instance()
{
static LootItemStorage instance;
return &instance;
}
void LootItemStorage::LoadStorageFromDB()
{
uint32 oldMSTime = getMSTime();
lootItemStore.clear();
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_ITEMCONTAINER_ITEMS);
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (!result)
{
sLog->outString(">> Loaded 0 stored items!");
sLog->outString();
return;
}
uint32 count = 0;
do
{
Field* fields = result->Fetch();
StoredLootItemList& itemList = lootItemStore[fields[0].GetUInt32()];
itemList.push_back(StoredLootItem(fields[1].GetUInt32(), fields[2].GetUInt32(), fields[3].GetInt32(), fields[4].GetUInt32()));
++count;
} while (result->NextRow());
sLog->outString(">> Loaded %d stored items in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
sLog->outString();
}
void LootItemStorage::RemoveEntryFromDB(uint32 containerId, uint32 itemid, uint32 count)
{
SQLTransaction trans = CharacterDatabase.BeginTransaction();
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEMCONTAINER_SINGLE_ITEM);
stmt->setUInt32(0, containerId);
stmt->setUInt32(1, itemid);
stmt->setUInt32(2, count);
trans->Append(stmt);
CharacterDatabase.CommitTransaction(trans);
}
void LootItemStorage::AddNewStoredLoot(Loot* loot, Player* /*player*/)
{
if (lootItemStore.find(loot->containerId) != lootItemStore.end())
{
sLog->outMisc("LootItemStorage::AddNewStoredLoot (A1) - %u!", loot->containerId);
return;
}
SQLTransaction trans = CharacterDatabase.BeginTransaction();
PreparedStatement* stmt = nullptr;
StoredLootItemList& itemList = lootItemStore[loot->containerId];
// Gold at first
if (loot->gold)
{
itemList.push_back(StoredLootItem(0, loot->gold, 0, 0));
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_ITEMCONTAINER_SINGLE_ITEM);
stmt->setUInt32(0, loot->containerId);
stmt->setUInt32(1, 0);
stmt->setUInt32(2, loot->gold);
stmt->setInt32(3, 0);
stmt->setUInt32(4, 0);
trans->Append(stmt);
}
// And normal items
if (!loot->isLooted())
for (LootItemList::const_iterator li = loot->items.begin(); li != loot->items.end(); li++)
{
// Even if an item is not available for a specific player, it doesn't mean that
// we are not able to trade this container to another player that is able to loot that item
// if we don't save it then the item will be lost at player re-login.
//if (!li->AllowedForPlayer(player))
// continue;
const ItemTemplate* itemTemplate = sObjectMgr->GetItemTemplate(li->itemid);
if (!itemTemplate || itemTemplate->IsCurrencyToken())
continue;
itemList.push_back(StoredLootItem(li->itemid, li->count, li->randomPropertyId, li->randomSuffix));
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_ITEMCONTAINER_SINGLE_ITEM);
stmt->setUInt32(0, loot->containerId);
stmt->setUInt32(1, li->itemid);
stmt->setUInt32(2, li->count);
stmt->setInt32 (3, li->randomPropertyId);
stmt->setUInt32(4, li->randomSuffix);
trans->Append(stmt);
}
CharacterDatabase.CommitTransaction(trans);
}
bool LootItemStorage::LoadStoredLoot(Item* item)
{
Loot* loot = &item->loot;
LootItemContainer::iterator itr = lootItemStore.find(loot->containerId);
if (itr == lootItemStore.end())
return false;
StoredLootItemList& itemList = itr->second;
for (StoredLootItemList::iterator it2 = itemList.begin(); it2 != itemList.end(); ++it2)
{
if (it2->itemid == 0)
{
loot->gold = it2->count;
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 = 0;
loot->items.push_back(li);
loot->unlootedCount++;
}
// Mark the item if it has loot so it won't be generated again on open
item->m_lootGenerated = true;
return true;
}
void LootItemStorage::RemoveStoredLootItem(uint32 containerId, uint32 itemid, uint32 count, Loot* loot)
{
LootItemContainer::iterator itr = lootItemStore.find(containerId);
if (itr == lootItemStore.end())
return;
StoredLootItemList& itemList = itr->second;
for (StoredLootItemList::iterator it2 = itemList.begin(); it2 != itemList.end(); ++it2)
if (it2->itemid == itemid && it2->count == count)
{
RemoveEntryFromDB(containerId, itemid, count);
itemList.erase(it2);
break;
}
// loot with empty itemList but unlootedCount > 0
// must be deleted manually by the player or traded
if (!loot->unlootedCount)
lootItemStore.erase(itr);
}
void LootItemStorage::RemoveStoredLootMoney(uint32 containerId, Loot* loot)
{
LootItemContainer::iterator itr = lootItemStore.find(containerId);
if (itr == lootItemStore.end())
return;
StoredLootItemList& itemList = itr->second;
for (StoredLootItemList::iterator it2 = itemList.begin(); it2 != itemList.end(); ++it2)
if (it2->itemid == 0)
{
RemoveEntryFromDB(containerId, 0, it2->count);
itemList.erase(it2);
break;
}
// loot with empty itemList but unlootedCount > 0
// must be deleted manually by the player or traded
if (!loot->unlootedCount)
lootItemStore.erase(itr);
}
void LootItemStorage::RemoveStoredLoot(uint32 containerId)
{
lootItemStore.erase(containerId);
SQLTransaction trans = CharacterDatabase.BeginTransaction();
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEMCONTAINER_CONTAINER);
stmt->setUInt32(0, containerId);
trans->Append(stmt);
CharacterDatabase.CommitTransaction(trans);
}