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authorMrSmite <mrsmite@att.net>2012-12-14 00:46:36 -0500
committerMrSmite <mrsmite@att.net>2012-12-15 00:06:32 -0500
commit04f08d26a72ab29b11fc2aaef65bc54078cc2086 (patch)
tree23beab0b3ebbdb661fec8c7015d0acd1cb6f8b50 /src/server/game/Handlers/LootHandler.cpp
parent1f869ce3a52f2df27b004386d2aaf989254276ff (diff)
Implements saving of loot (items / money) contained inside lootable inventory items.
* Unlooted items / money persist across player sessions * Loot inside items is tied to the item rather than the player so if trading partially looted items becomes possible, this implementation will still work * New tables added: characters_database.sql (first time users) characters_create_item_loot.sql (existing users) Implementation Can be tested with: Watertight Trunk [21113] Bulging Sack of Gems [25422] Fat Sack of Coins [11937] Closes #2048
Diffstat (limited to 'src/server/game/Handlers/LootHandler.cpp')
-rw-r--r--src/server/game/Handlers/LootHandler.cpp16
1 files changed, 14 insertions, 2 deletions
diff --git a/src/server/game/Handlers/LootHandler.cpp b/src/server/game/Handlers/LootHandler.cpp
index 752eace536b..b15636e75d2 100644
--- a/src/server/game/Handlers/LootHandler.cpp
+++ b/src/server/game/Handlers/LootHandler.cpp
@@ -93,6 +93,10 @@ void WorldSession::HandleAutostoreLootItemOpcode(WorldPacket& recvData)
}
player->StoreLootItem(lootSlot, loot);
+
+ // If player is removing the last LootItem, delete the empty container.
+ if (loot->isLooted() && IS_ITEM_GUID(lguid))
+ player->GetSession()->DoLootRelease(lguid);
}
void WorldSession::HandleLootMoneyOpcode(WorldPacket & /*recvData*/)
@@ -200,6 +204,14 @@ void WorldSession::HandleLootMoneyOpcode(WorldPacket & /*recvData*/)
}
loot->gold = 0;
+
+ // Delete the money loot record from the DB
+ if (loot->containerID > 0)
+ loot->DeleteLootMoneyFromContainerItemDB();
+
+ // Delete container if empty
+ if (loot->isLooted() && IS_ITEM_GUID(guid))
+ player->GetSession()->DoLootRelease(guid);
}
}
@@ -381,8 +393,8 @@ void WorldSession::DoLootRelease(uint64 lguid)
player->DestroyItemCount(pItem, count, true);
}
else
- // FIXME: item must not be deleted in case not fully looted state. But this pre-request implement loot saving in DB at item save. Or cheating possible.
- player->DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
+ if (pItem->loot.isLooted()) // Only delete item if no loot or money (unlooted loot is saved to db)
+ player->DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
return; // item can be looted only single player
}
else