mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-22 13:16:23 +00:00
269 lines
9.2 KiB
C++
269 lines
9.2 KiB
C++
/*
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Xinef
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*/
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#include "LootItemStorage.h"
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#include "DatabaseEnv.h"
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#include "ObjectMgr.h"
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#include "PreparedStatement.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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CharacterDatabasePreparedStatement* 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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LOG_INFO("server.loading", ">> Loaded 0 stored items!");
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LOG_INFO("server.loading", " ");
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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[ObjectGuid::Create<HighGuid::Item>(fields[0].GetUInt32())];
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itemList.push_back(StoredLootItem(fields[1].GetUInt32(), fields[2].GetUInt32(), fields[3].GetInt32(), fields[4].GetUInt32(), fields[5].GetBool(),
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fields[6].GetBool(), fields[7].GetBool(), fields[8].GetBool(), fields[9].GetBool(), fields[10].GetBool(), fields[11].GetUInt32()));
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++count;
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} while (result->NextRow());
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LOG_INFO("server.loading", ">> Loaded %d stored items in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
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LOG_INFO("server.loading", " ");
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}
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void LootItemStorage::RemoveEntryFromDB(ObjectGuid containerGUID, uint32 itemid, uint32 count)
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{
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CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
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CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEMCONTAINER_SINGLE_ITEM);
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stmt->setUInt32(0, containerGUID.GetCounter());
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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->containerGUID) != lootItemStore.end())
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{
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LOG_INFO("misc", "LootItemStorage::AddNewStoredLoot (A1) - %s!", loot->containerGUID.ToString().c_str());
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return;
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}
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CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
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CharacterDatabasePreparedStatement* stmt = nullptr;
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StoredLootItemList& itemList = lootItemStore[loot->containerGUID];
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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, false, false, false, false, false, false, 0));
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uint8 index = 0;
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stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_ITEMCONTAINER_SINGLE_ITEM);
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stmt->setUInt32(index++, loot->containerGUID.GetCounter());
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stmt->setUInt32(index++, 0);
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stmt->setUInt32(index++, loot->gold);
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stmt->setInt32(index++, 0);
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stmt->setUInt32(index++, 0);
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stmt->setBool(index++, false);
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stmt->setBool(index++, false);
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stmt->setBool(index++, false);
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stmt->setBool(index++, false);
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stmt->setBool(index++, false);
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stmt->setBool(index++, false);
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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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ItemTemplate const* itemTemplate = sObjectMgr->GetItemTemplate(li->itemid);
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if (!itemTemplate || itemTemplate->IsCurrencyToken())
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continue;
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uint32 conditionLootId = 0;
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if (!li->conditions.empty())
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{
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conditionLootId = li->conditions.front()->SourceGroup;
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}
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itemList.push_back(StoredLootItem(li->itemid, li->count, li->randomPropertyId, li->randomSuffix, li->follow_loot_rules, li->freeforall, li->is_blocked, li->is_counted,
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li->is_underthreshold, li->needs_quest, conditionLootId));
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uint8 index = 0;
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stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_ITEMCONTAINER_SINGLE_ITEM);
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stmt->setUInt32(index++, loot->containerGUID.GetCounter());
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stmt->setUInt32(index++, li->itemid);
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stmt->setUInt32(index++, li->count);
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stmt->setInt32 (index++, li->randomPropertyId);
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stmt->setUInt32(index++, li->randomSuffix);
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stmt->setBool(index++, li->follow_loot_rules);
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stmt->setBool(index++, li->freeforall);
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stmt->setBool(index++, li->is_blocked);
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stmt->setBool(index++, li->is_counted);
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stmt->setBool(index++, li->is_underthreshold);
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stmt->setBool(index++, li->needs_quest);
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stmt->setUInt32(index++, conditionLootId);
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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, Player* player)
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{
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ItemTemplate const* proto = sObjectMgr->GetItemTemplate(item->GetEntry());
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if (!proto)
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{
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return false;
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}
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Loot* loot = &item->loot;
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LootItemContainer::iterator itr = lootItemStore.find(loot->containerGUID);
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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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if (LootTemplate const* lt = LootTemplates_Item.GetLootFor(item->GetEntry()))
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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 = it2->follow_loot_rules;
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li.freeforall = it2->freeforall;
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li.is_blocked = it2->is_blocked;
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li.is_counted = it2->is_counted;
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li.is_underthreshold = it2->is_underthreshold;
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li.is_looted = false;
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li.needs_quest = it2->needs_quest;
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li.randomPropertyId = it2->randomPropertyId;
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li.randomSuffix = it2->randomSuffix;
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li.rollWinnerGUID = ObjectGuid::Empty;
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// Copy the extra loot conditions from the item in the loot template
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lt->CopyConditions(&li, it2->conditionLootId);
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if (li.needs_quest)
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{
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loot->quest_items.push_back(li);
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}
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else
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{
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loot->items.push_back(li);
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}
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// non-conditional one-player only items are counted here,
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// free for all items are counted in FillFFALoot(),
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// non-ffa conditionals are counted in FillNonQuestNonFFAConditionalLoot()
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if ((!li.needs_quest && li.conditions.empty() && !(proto->Flags & ITEM_FLAG_MULTI_DROP)) || li.is_counted)
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{
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++loot->unlootedCount;
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}
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}
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}
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if (loot->unlootedCount)
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{
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loot->FillNotNormalLootFor(player, true);
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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(ObjectGuid containerGUID, uint32 itemid, uint32 count, Loot* loot)
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{
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LootItemContainer::iterator itr = lootItemStore.find(containerGUID);
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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(containerGUID, 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(ObjectGuid containerGUID, Loot* loot)
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{
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LootItemContainer::iterator itr = lootItemStore.find(containerGUID);
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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(containerGUID, 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(ObjectGuid containerGUID)
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{
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lootItemStore.erase(containerGUID);
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CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
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CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEMCONTAINER_CONTAINER);
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stmt->setUInt32(0, containerGUID.GetCounter());
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trans->Append(stmt);
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CharacterDatabase.CommitTransaction(trans);
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}
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