mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-24 06:06:23 +00:00
213 lines
6.5 KiB
C++
213 lines
6.5 KiB
C++
/*
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Xinef
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*/
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#include <time.h>
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#include "LootItemStorage.h"
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#include "PreparedStatement.h"
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#include "ObjectMgr.h"
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LootItemStorage::LootItemStorage()
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{
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}
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LootItemStorage::~LootItemStorage()
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{
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}
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LootItemStorage* LootItemStorage::instance()
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{
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static LootItemStorage instance;
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return &instance;
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}
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void LootItemStorage::LoadStorageFromDB()
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{
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uint32 oldMSTime = getMSTime();
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lootItemStore.clear();
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_ITEMCONTAINER_ITEMS);
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PreparedQueryResult result = CharacterDatabase.Query(stmt);
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if (!result)
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{
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sLog->outString(">> Loaded 0 stored items!");
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sLog->outString();
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return;
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}
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uint32 count = 0;
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do
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{
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Field* fields = result->Fetch();
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StoredLootItemList& itemList = lootItemStore[fields[0].GetUInt32()];
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itemList.push_back(StoredLootItem(fields[1].GetUInt32(), fields[2].GetUInt32(), fields[3].GetInt32(), fields[4].GetUInt32()));
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++count;
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} while (result->NextRow());
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sLog->outString(">> Loaded %d stored items in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
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sLog->outString();
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}
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void LootItemStorage::RemoveEntryFromDB(uint32 containerId, uint32 itemid, uint32 count)
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{
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SQLTransaction trans = CharacterDatabase.BeginTransaction();
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEMCONTAINER_SINGLE_ITEM);
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stmt->setUInt32(0, containerId);
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stmt->setUInt32(1, itemid);
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stmt->setUInt32(2, count);
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trans->Append(stmt);
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CharacterDatabase.CommitTransaction(trans);
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}
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void LootItemStorage::AddNewStoredLoot(Loot* loot, Player* /*player*/)
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{
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if (lootItemStore.find(loot->containerId) != lootItemStore.end())
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{
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sLog->outMisc("LootItemStorage::AddNewStoredLoot (A1) - %u!", loot->containerId);
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return;
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}
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SQLTransaction trans = CharacterDatabase.BeginTransaction();
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PreparedStatement* stmt = nullptr;
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StoredLootItemList& itemList = lootItemStore[loot->containerId];
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// Gold at first
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if (loot->gold)
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{
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itemList.push_back(StoredLootItem(0, loot->gold, 0, 0));
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stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_ITEMCONTAINER_SINGLE_ITEM);
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stmt->setUInt32(0, loot->containerId);
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stmt->setUInt32(1, 0);
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stmt->setUInt32(2, loot->gold);
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stmt->setInt32(3, 0);
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stmt->setUInt32(4, 0);
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trans->Append(stmt);
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}
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// And normal items
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if (!loot->isLooted())
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for (LootItemList::const_iterator li = loot->items.begin(); li != loot->items.end(); li++)
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{
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// Even if an item is not available for a specific player, it doesn't mean that
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// we are not able to trade this container to another player that is able to loot that item
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// if we don't save it then the item will be lost at player re-login.
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//if (!li->AllowedForPlayer(player))
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// continue;
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const ItemTemplate* itemTemplate = sObjectMgr->GetItemTemplate(li->itemid);
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if (!itemTemplate || itemTemplate->IsCurrencyToken())
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continue;
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itemList.push_back(StoredLootItem(li->itemid, li->count, li->randomPropertyId, li->randomSuffix));
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stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_ITEMCONTAINER_SINGLE_ITEM);
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stmt->setUInt32(0, loot->containerId);
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stmt->setUInt32(1, li->itemid);
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stmt->setUInt32(2, li->count);
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stmt->setInt32 (3, li->randomPropertyId);
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stmt->setUInt32(4, li->randomSuffix);
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trans->Append(stmt);
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}
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CharacterDatabase.CommitTransaction(trans);
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}
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bool LootItemStorage::LoadStoredLoot(Item* item)
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{
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Loot* loot = &item->loot;
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LootItemContainer::iterator itr = lootItemStore.find(loot->containerId);
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if (itr == lootItemStore.end())
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return false;
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StoredLootItemList& itemList = itr->second;
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for (StoredLootItemList::iterator it2 = itemList.begin(); it2 != itemList.end(); ++it2)
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{
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if (it2->itemid == 0)
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{
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loot->gold = it2->count;
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continue;
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}
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LootItem li;
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li.itemid = it2->itemid;
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li.count = it2->count;
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li.follow_loot_rules = false;
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li.freeforall = false;
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li.is_blocked = false;
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li.is_counted = false;
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li.is_underthreshold = false;
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li.is_looted = false;
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li.needs_quest = false;
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li.randomPropertyId = it2->randomPropertyId;
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li.randomSuffix = it2->randomSuffix;
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li.rollWinnerGUID = 0;
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loot->items.push_back(li);
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loot->unlootedCount++;
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}
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// Mark the item if it has loot so it won't be generated again on open
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item->m_lootGenerated = true;
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return true;
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}
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void LootItemStorage::RemoveStoredLootItem(uint32 containerId, uint32 itemid, uint32 count, Loot* loot)
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{
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LootItemContainer::iterator itr = lootItemStore.find(containerId);
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if (itr == lootItemStore.end())
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return;
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StoredLootItemList& itemList = itr->second;
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for (StoredLootItemList::iterator it2 = itemList.begin(); it2 != itemList.end(); ++it2)
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if (it2->itemid == itemid && it2->count == count)
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{
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RemoveEntryFromDB(containerId, itemid, count);
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itemList.erase(it2);
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break;
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}
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// loot with empty itemList but unlootedCount > 0
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// must be deleted manually by the player or traded
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if (!loot->unlootedCount)
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lootItemStore.erase(itr);
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}
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void LootItemStorage::RemoveStoredLootMoney(uint32 containerId, Loot* loot)
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{
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LootItemContainer::iterator itr = lootItemStore.find(containerId);
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if (itr == lootItemStore.end())
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return;
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StoredLootItemList& itemList = itr->second;
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for (StoredLootItemList::iterator it2 = itemList.begin(); it2 != itemList.end(); ++it2)
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if (it2->itemid == 0)
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{
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RemoveEntryFromDB(containerId, 0, it2->count);
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itemList.erase(it2);
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break;
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}
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// loot with empty itemList but unlootedCount > 0
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// must be deleted manually by the player or traded
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if (!loot->unlootedCount)
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lootItemStore.erase(itr);
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}
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void LootItemStorage::RemoveStoredLoot(uint32 containerId)
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{
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lootItemStore.erase(containerId);
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SQLTransaction trans = CharacterDatabase.BeginTransaction();
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEMCONTAINER_CONTAINER);
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stmt->setUInt32(0, containerId);
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trans->Append(stmt);
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CharacterDatabase.CommitTransaction(trans);
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}
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