diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/server/game/Entities/Item/Item.cpp | 196 | ||||
-rw-r--r-- | src/server/game/Entities/Item/Item.h | 9 | ||||
-rw-r--r-- | src/server/game/Entities/Player/Player.cpp | 21 | ||||
-rw-r--r-- | src/server/game/Handlers/LootHandler.cpp | 16 | ||||
-rw-r--r-- | src/server/game/Loot/LootMgr.cpp | 41 | ||||
-rw-r--r-- | src/server/game/Loot/LootMgr.h | 16 | ||||
-rw-r--r-- | src/server/shared/Database/Implementation/CharacterDatabase.cpp | 9 | ||||
-rw-r--r-- | src/server/shared/Database/Implementation/CharacterDatabase.h | 8 |
8 files changed, 311 insertions, 5 deletions
diff --git a/src/server/game/Entities/Item/Item.cpp b/src/server/game/Entities/Item/Item.cpp index bdaf11ad9b8..5303fb8dc38 100644 --- a/src/server/game/Entities/Item/Item.cpp +++ b/src/server/game/Entities/Item/Item.cpp @@ -378,6 +378,10 @@ void Item::SaveToDB(SQLTransaction& trans) if (!isInTransaction) CharacterDatabase.CommitTransaction(trans); + // Delete the items if this is a container + if (!loot.isLooted()) + ItemContainerDeleteLootMoneyAndLootItemsFromDB(); + delete this; return; } @@ -483,6 +487,10 @@ void Item::DeleteFromDB(SQLTransaction& trans, uint32 itemGuid) void Item::DeleteFromDB(SQLTransaction& trans) { DeleteFromDB(trans, GetGUIDLow()); + + // Delete the items if this is a container + if (!loot.isLooted()) + ItemContainerDeleteLootMoneyAndLootItemsFromDB(); } /*static*/ @@ -1198,3 +1206,191 @@ bool Item::CheckSoulboundTradeExpire() return false; } + +void Item::ItemContainerSaveLootToDB() +{ + // Saves the money and item loot associated with an openable item to the DB + + if (loot.isLooted()) // no money and no loot + return; + + uint32 container_id = GetGUIDLow(); + SQLTransaction trans = CharacterDatabase.BeginTransaction(); + + loot.containerID = container_id; // Save this for when a LootItem is removed + + // Save money + if (loot.gold > 0) + { + PreparedStatement* stmt_money = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEMCONTAINER_MONEY); + stmt_money->setUInt32(0, container_id); + trans->Append(stmt_money); + + stmt_money = CharacterDatabase.GetPreparedStatement(CHAR_INS_ITEMCONTAINER_MONEY); + stmt_money->setUInt32(0, container_id); + stmt_money->setUInt32(1, loot.gold); + trans->Append(stmt_money); + } + + // Save items + if (!loot.isLooted()) + { + + PreparedStatement* stmt_items = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEMCONTAINER_ITEMS); + stmt_items->setUInt32(0, container_id); + trans->Append(stmt_items); + + // Now insert the items + for (LootItemList::const_iterator _li = loot.items.begin(); _li != loot.items.end(); _li++) + { + // When an item is looted, it doesn't get removed from the items collection + // but we don't want to resave it. + if (!_li->canSave) + continue; + + stmt_items = CharacterDatabase.GetPreparedStatement(CHAR_INS_ITEMCONTAINER_ITEMS); + + // container_id, item_id, item_count, follow_rules, ffa, blocked, counted, under_threshold, needs_quest, rnd_prop, rnd_suffix + stmt_items->setUInt32(0, container_id); + stmt_items->setUInt32(1, _li->itemid); + stmt_items->setUInt32(2, _li->count); + stmt_items->setBool(3, _li->follow_loot_rules); + stmt_items->setBool(4, _li->freeforall); + stmt_items->setBool(5, _li->is_blocked); + stmt_items->setBool(6, _li->is_counted); + stmt_items->setBool(7, _li->is_underthreshold); + stmt_items->setBool(8, _li->needs_quest); + stmt_items->setUInt32(9, _li->randomPropertyId); + stmt_items->setUInt32(10, _li->randomSuffix); + trans->Append(stmt_items); + } + } + + CharacterDatabase.CommitTransaction(trans); +} + +bool Item::ItemContainerLoadLootFromDB() +{ + // Loads the money and item loot associated with an openable item from the DB + + // Default. If there are no records for this item then it will be rolled for in Player::SendLoot() + m_lootGenerated = false; + + uint32 container_id = GetGUIDLow(); + + // Save this for later use + loot.containerID = container_id; + + // First, see if there was any money loot. This gets added directly to the container. + PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_ITEMCONTAINER_MONEY); + stmt->setUInt32(0, container_id); + PreparedQueryResult money_result = CharacterDatabase.Query(stmt); + + if (money_result) + { + Field* fields = money_result->Fetch(); + loot.gold = fields[0].GetUInt32(); + } + + // Next, load any items that were saved + stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_ITEMCONTAINER_ITEMS); + stmt->setUInt32(0, container_id); + PreparedQueryResult item_result = CharacterDatabase.Query(stmt); + + if (item_result) + { + // Get a LootTemplate for the container item. This is where + // the saved loot was originally rolled from, we will copy conditions from it + LootTemplate const* lt = LootTemplates_Item.GetLootFor(GetEntry()); + + if (lt) + { + do + { + // Create an empty LootItem + LootItem loot_item = LootItem(); + + // Fill in the rest of the LootItem from the DB + Field* fields = item_result->Fetch(); + + // item_id, itm_count, follow_rules, ffa, blocked, counted, under_threshold, needs_quest, rnd_prop, rnd_suffix + loot_item.itemid = fields[0].GetUInt32(); + loot_item.count = fields[1].GetUInt32(); + loot_item.follow_loot_rules = fields[2].GetBool(); + loot_item.freeforall = fields[3].GetBool(); + loot_item.is_blocked = fields[4].GetBool(); + loot_item.is_counted = fields[5].GetBool(); + loot_item.canSave = true; + loot_item.is_underthreshold = fields[6].GetBool(); + loot_item.needs_quest = fields[7].GetBool(); + loot_item.randomPropertyId = fields[8].GetUInt32(); + loot_item.randomSuffix = fields[9].GetUInt32(); + + // Copy the extra loot conditions from the item in the loot template + lt->CopyConditions(&loot_item); + + // If container item is in a bag, add that player as an allowed looter + if (GetBagSlot()) + loot_item.allowedGUIDs.insert(GetOwner()->GetGUIDLow()); + + // Finally add the LootItem to the container + loot.items.push_back(loot_item); + + // Increment unlooted count + loot.unlootedCount++; + + } while (item_result->NextRow()); + } + } + + // Mark the item if it has loot so it won't be generated again on open + m_lootGenerated = !loot.isLooted(); + + return m_lootGenerated; +} + +void Item::ItemContainerDeleteLootItemsFromDB() +{ + // Deletes items associated with an openable item from the DB + + uint32 containerId = GetGUIDLow(); + PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEMCONTAINER_ITEMS); + stmt->setUInt32(0, containerId); + SQLTransaction trans = CharacterDatabase.BeginTransaction(); + trans->Append(stmt); + CharacterDatabase.CommitTransaction(trans); +} + +void Item::ItemContainerDeleteLootItemFromDB(uint32 itemID) +{ + // Deletes a single item associated with an openable item from the DB + + uint32 containerId = GetGUIDLow(); + PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEMCONTAINER_ITEM); + stmt->setUInt32(0, containerId); + stmt->setUInt32(1, itemID); + SQLTransaction trans = CharacterDatabase.BeginTransaction(); + trans->Append(stmt); + CharacterDatabase.CommitTransaction(trans); +} + +void Item::ItemContainerDeleteLootMoneyFromDB() +{ + // Deletes the money loot associated with an openable item from the DB + + uint32 containerId = GetGUIDLow(); + PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEMCONTAINER_MONEY); + stmt->setUInt32(0, containerId); + SQLTransaction trans = CharacterDatabase.BeginTransaction(); + trans->Append(stmt); + CharacterDatabase.CommitTransaction(trans); +} + +void Item::ItemContainerDeleteLootMoneyAndLootItemsFromDB() +{ + // Deletes money and items associated with an openable item from the DB + + ItemContainerDeleteLootMoneyFromDB(); + ItemContainerDeleteLootItemsFromDB(); +} + diff --git a/src/server/game/Entities/Item/Item.h b/src/server/game/Entities/Item/Item.h index a5f9ed5c008..2e1956250f3 100644 --- a/src/server/game/Entities/Item/Item.h +++ b/src/server/game/Entities/Item/Item.h @@ -231,6 +231,15 @@ class Item : public Object static void DeleteFromDB(SQLTransaction& trans, uint32 itemGuid); virtual void DeleteFromDB(SQLTransaction& trans); static void DeleteFromInventoryDB(SQLTransaction& trans, uint32 itemGuid); + + // Lootable items and their contents + void ItemContainerSaveLootToDB(); + bool ItemContainerLoadLootFromDB(); + void ItemContainerDeleteLootItemsFromDB(); + void ItemContainerDeleteLootItemFromDB(uint32 itemID); + void ItemContainerDeleteLootMoneyFromDB(); + void ItemContainerDeleteLootMoneyAndLootItemsFromDB(); + void DeleteFromInventoryDB(SQLTransaction& trans); void SaveRefundDataToDB(); void DeleteRefundDataFromDB(SQLTransaction* trans); diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp index 1fa6cbd9308..af7692b87c5 100644 --- a/src/server/game/Entities/Player/Player.cpp +++ b/src/server/game/Entities/Player/Player.cpp @@ -8850,7 +8850,9 @@ void Player::SendLoot(uint64 guid, LootType loot_type) loot = &item->loot; - if (!item->m_lootGenerated) + // If item doesn't already have loot, attempt to load it. If that + // fails then this is first time opening, generate loot + if (!item->m_lootGenerated && !item->ItemContainerLoadLootFromDB()) { item->m_lootGenerated = true; loot->clear(); @@ -8869,6 +8871,12 @@ void Player::SendLoot(uint64 guid, LootType loot_type) default: loot->generateMoneyLoot(item->GetTemplate()->MinMoneyLoot, item->GetTemplate()->MaxMoneyLoot); loot->FillLoot(item->GetEntry(), LootTemplates_Item, this, true, loot->gold != 0); + + // Force save the loot and money items that were just rolled + // Also saves the container item ID in Loot struct (not to DB) + if (loot->gold > 0 || loot->unlootedCount > 0) + item->ItemContainerSaveLootToDB(); + break; } } @@ -12621,6 +12629,12 @@ void Player::DestroyItem(uint8 bag, uint8 slot, bool update) else if (Bag* pBag = GetBagByPos(bag)) pBag->RemoveItem(slot, update); + // Delete rolled money / loot from db. + // MUST be done before RemoveFromWorld() or GetTemplate() fails + if (ItemTemplate const* pTmp = pItem->GetTemplate()) + if (pTmp->Flags & ITEM_PROTO_FLAG_OPENABLE) + pItem->ItemContainerDeleteLootMoneyAndLootItemsFromDB(); + if (IsInWorld() && update) { pItem->RemoveFromWorld(); @@ -24062,6 +24076,11 @@ void Player::StoreLootItem(uint8 lootSlot, Loot* loot) UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM, item->itemid, item->count); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE, loot->loot_type, item->count); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOOT_EPIC_ITEM, item->itemid, item->count); + + // LootItem is being removed (looted) from the container, delete it from the DB. + if (loot->containerID > 0) + loot->DeleteLootItemFromContainerItemDB(item->itemid); + } else SendEquipError(msg, NULL, NULL, item->itemid); 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 diff --git a/src/server/game/Loot/LootMgr.cpp b/src/server/game/Loot/LootMgr.cpp index ef3d2b9fbd6..098fcc657b3 100644 --- a/src/server/game/Loot/LootMgr.cpp +++ b/src/server/game/Loot/LootMgr.cpp @@ -334,6 +334,7 @@ LootItem::LootItem(LootStoreItem const& li) is_blocked = 0; is_underthreshold = 0; is_counted = 0; + canSave = true; } // Basic checks for player/item compatibility - if false no chance to see the item in the loot @@ -654,6 +655,33 @@ void Loot::generateMoneyLoot(uint32 minAmount, uint32 maxAmount) } } +void Loot::DeleteLootItemFromContainerItemDB(uint32 itemID) +{ + // Deletes a single item associated with an openable item from the DB + PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEMCONTAINER_ITEM); + stmt->setUInt32(0, containerID); + stmt->setUInt32(1, itemID); + CharacterDatabase.Execute(stmt); + + // Mark the item looted to prevent resaving + for (LootItemList::iterator _itr = items.begin(); _itr != items.end(); _itr++) + { + if (!_itr->itemid == itemID) + continue; + + _itr->canSave = true; + break; + } +} + +void Loot::DeleteLootMoneyFromContainerItemDB() +{ + // Deletes money loot associated with an openable item from the DB + PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEMCONTAINER_MONEY); + stmt->setUInt32(0, containerID); + CharacterDatabase.Execute(stmt); +} + LootItem* Loot::LootItemInSlot(uint32 lootSlot, Player* player, QuestItem* *qitem, QuestItem* *ffaitem, QuestItem* *conditem) { LootItem* item = NULL; @@ -1239,6 +1267,19 @@ void LootTemplate::CopyConditions(ConditionList conditions) i->CopyConditions(conditions); } +void LootTemplate::CopyConditions(LootItem* li) const +{ + // Copies the conditions list from a template item to a LootItem + for (LootStoreItemList::const_iterator _iter = Entries.begin(); _iter != Entries.end(); ++_iter) + { + if (!_iter->itemid == li->itemid) + continue; + + li->conditions = _iter->conditions; + break; + } +} + // Rolls for every item in the template and adds the rolled items the the loot void LootTemplate::Process(Loot& loot, bool rate, uint16 lootMode, uint8 groupId) const { diff --git a/src/server/game/Loot/LootMgr.h b/src/server/game/Loot/LootMgr.h index 45fc5c7983c..cfa5d370e3b 100644 --- a/src/server/game/Loot/LootMgr.h +++ b/src/server/game/Loot/LootMgr.h @@ -141,14 +141,17 @@ struct LootItem bool is_counted : 1; bool needs_quest : 1; // quest drop bool follow_loot_rules : 1; + bool canSave; // Constructor, copies most fields from LootStoreItem, generates random count and random suffixes/properties // Should be called for non-reference LootStoreItem entries only (mincountOrRef > 0) explicit LootItem(LootStoreItem const& li); + // Empty constructor for creating an empty LootItem to be filled in with DB data + LootItem() : canSave(true){}; + // Basic checks for player/item compatibility - if false no chance to see the item in the loot bool AllowedForPlayer(Player const* player) const; - void AddAllowedLooter(Player const* player); const AllowedLooterSet & GetAllowedLooters() const { return allowedGUIDs; } }; @@ -223,6 +226,7 @@ class LootTemplate // Rolls for every item in the template and adds the rolled items the the loot void Process(Loot& loot, bool rate, uint16 lootMode, uint8 groupId = 0) const; void CopyConditions(ConditionList conditions); + void CopyConditions(LootItem* li) const; // True if template includes at least 1 quest drop entry bool HasQuestDrop(LootTemplateMap const& store, uint8 groupId = 0) const; @@ -286,10 +290,18 @@ struct Loot uint8 unlootedCount; uint64 roundRobinPlayer; // GUID of the player having the Round-Robin ownership for the loot. If 0, round robin owner has released. LootType loot_type; // required for achievement system + + // GUIDLow of container that holds this loot (item_instance.entry) + // Only set for inventory items that can be right-click looted + uint32 containerID; - Loot(uint32 _gold = 0) : gold(_gold), unlootedCount(0), loot_type(LOOT_CORPSE) {} + Loot(uint32 _gold = 0) : gold(_gold), unlootedCount(0), loot_type(LOOT_CORPSE), containerID(0) {} ~Loot() { clear(); } + // For deleting items at loot removal since there is no backward interface to the Item() + void DeleteLootItemFromContainerItemDB(uint32 itemID); + void DeleteLootMoneyFromContainerItemDB(); + // if loot becomes invalid this reference is used to inform the listener void addLootValidatorRef(LootValidatorRef* pLootValidatorRef) { diff --git a/src/server/shared/Database/Implementation/CharacterDatabase.cpp b/src/server/shared/Database/Implementation/CharacterDatabase.cpp index 33f0cab5170..3ef94f3aafd 100644 --- a/src/server/shared/Database/Implementation/CharacterDatabase.cpp +++ b/src/server/shared/Database/Implementation/CharacterDatabase.cpp @@ -540,6 +540,15 @@ void CharacterDatabaseConnection::DoPrepareStatements() PREPARE_STATEMENT(CHAR_DEL_CHAR_ACTION_EXCEPT_SPEC, "DELETE FROM character_action WHERE spec<>? AND guid = ?", CONNECTION_ASYNC); PREPARE_STATEMENT(CHAR_SEL_CHAR_PET_BY_ENTRY_AND_SLOT, "SELECT id, entry, owner, modelid, level, exp, Reactstate, slot, name, renamed, curhealth, curmana, curhappiness, abdata, savetime, CreatedBySpell, PetType FROM character_pet WHERE owner = ? AND slot = ?", CONNECTION_SYNCH); + // Items that hold loot or money + PREPARE_STATEMENT(CHAR_SEL_ITEMCONTAINER_ITEMS, "SELECT item_id, item_count, follow_rules, ffa, blocked, counted, under_threshold, needs_quest, rnd_prop, rnd_suffix FROM item_loot_items WHERE container_id = ?", CONNECTION_SYNCH); + PREPARE_STATEMENT(CHAR_DEL_ITEMCONTAINER_ITEMS, "DELETE FROM item_loot_items WHERE container_id = ?", CONNECTION_ASYNC); + PREPARE_STATEMENT(CHAR_DEL_ITEMCONTAINER_ITEM, "DELETE FROM item_loot_items WHERE container_id = ? AND item_id = ?", CONNECTION_ASYNC); + PREPARE_STATEMENT(CHAR_INS_ITEMCONTAINER_ITEMS, "INSERT INTO item_loot_items (container_id, item_id, item_count, follow_rules, ffa, blocked, counted, under_threshold, needs_quest, rnd_prop, rnd_suffix) VALUES (?,?,?,?,?,?,?,?,?,?,?)", CONNECTION_ASYNC); + PREPARE_STATEMENT(CHAR_SEL_ITEMCONTAINER_MONEY, "SELECT money FROM item_loot_money WHERE container_id = ?", CONNECTION_SYNCH); + PREPARE_STATEMENT(CHAR_DEL_ITEMCONTAINER_MONEY, "DELETE FROM item_loot_money WHERE container_id = ?", CONNECTION_ASYNC); + PREPARE_STATEMENT(CHAR_INS_ITEMCONTAINER_MONEY," INSERT INTO item_loot_money (container_id, money) VALUES (?,?)", CONNECTION_ASYNC); + // Calendar PREPARE_STATEMENT(CHAR_REP_CALENDAR_EVENT, "REPLACE INTO calendar_events (id, creator, title, description, type, dungeon, eventtime, flags, time2) VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?)", CONNECTION_ASYNC); PREPARE_STATEMENT(CHAR_DEL_CALENDAR_EVENT, "DELETE FROM calendar_events WHERE id = ?", CONNECTION_ASYNC); diff --git a/src/server/shared/Database/Implementation/CharacterDatabase.h b/src/server/shared/Database/Implementation/CharacterDatabase.h index 181161978df..d2e69fb0d17 100644 --- a/src/server/shared/Database/Implementation/CharacterDatabase.h +++ b/src/server/shared/Database/Implementation/CharacterDatabase.h @@ -505,6 +505,14 @@ enum CharacterDatabaseStatements CHAR_REP_CALENDAR_INVITE, CHAR_DEL_CALENDAR_INVITE, + CHAR_SEL_ITEMCONTAINER_ITEMS, + CHAR_DEL_ITEMCONTAINER_ITEMS, + CHAR_DEL_ITEMCONTAINER_ITEM, + CHAR_INS_ITEMCONTAINER_ITEMS, + CHAR_SEL_ITEMCONTAINER_MONEY, + CHAR_DEL_ITEMCONTAINER_MONEY, + CHAR_INS_ITEMCONTAINER_MONEY, + MAX_CHARACTERDATABASE_STATEMENTS }; |