コード例 #1
0
ファイル: Mail.cpp プロジェクト: dagochen/mangos-classic
void Mail::prepareTemplateItems(Player* receiver)
{
    if (!mailTemplateId || !items.empty())
        return;

    has_items = true;

    CharacterDatabase.BeginTransaction();
    CharacterDatabase.PExecute("UPDATE mail SET has_items = 1 WHERE id = %u", messageID);

    // mailLoot can be empty
    Loot mailLoot(receiver, mailTemplateId, LOOT_MAIL);
    LootItemList lootList;

    mailLoot.GetLootItemsListFor(receiver, lootList);
    for (LootItemList::const_iterator lootItr = lootList.begin(); lootItr != lootList.end(); ++lootItr)
    {
        if (items.size() < MAX_MAIL_ITEMS)
        {
            LootItem* lootitem = *lootItr;
            if (Item* item = Item::CreateItem(lootitem->itemId, lootitem->count, receiver))
            {
                item->SaveToDB();
                AddItem(item->GetGUIDLow(), item->GetEntry());
                receiver->AddMItem(item);
                CharacterDatabase.PExecute("INSERT INTO mail_items (mail_id,item_guid,item_template,receiver) VALUES ('%u', '%u', '%u','%u')",
                                           messageID, item->GetGUIDLow(), item->GetEntry(), receiver->GetGUIDLow());
            }
        }
    }

    CharacterDatabase.CommitTransaction();
}
コード例 #2
0
ファイル: Mail.cpp プロジェクト: dagochen/mangos-classic
/**
 * Prepares the items in a MailDraft.
 */
bool MailDraft::prepareItems(Player* receiver)
{
    if (!m_mailTemplateId || !m_mailTemplateItemsNeed)
        return false;

    m_mailTemplateItemsNeed = false;

    // mailLoot can be empty
    Loot mailLoot(receiver, m_mailTemplateId, LOOT_MAIL);
    LootItemList lootList;

    mailLoot.GetLootItemsListFor(receiver, lootList);
    for (LootItemList::const_iterator lootItr = lootList.begin(); lootItr != lootList.end(); ++lootItr)
    {
        if (m_items.size() < MAX_MAIL_ITEMS)
        {
            LootItem* lootitem = *lootItr;
            if (Item* item = Item::CreateItem(lootitem->itemId, lootitem->count, receiver))
            {
                item->SaveToDB();                           // save for prevent lost at next mail load, if send fail then item will deleted
                AddItem(item);
            }
        }
    }

    return true;
}
コード例 #3
0
ファイル: Item.cpp プロジェクト: Ghaster/mangos-classic
void Item::SaveToDB()
{
    uint32 guid = GetGUIDLow();
    switch (uState)
    {
        case ITEM_NEW:
        {
            static SqlStatementID delItem ;
            static SqlStatementID insItem ;

            SqlStatement stmt = CharacterDatabase.CreateStatement(delItem, "DELETE FROM item_instance WHERE guid = ?");
            stmt.PExecute(guid);

            std::ostringstream ss;
            for (uint16 i = 0; i < m_valuesCount; ++i)
                ss << GetUInt32Value(i) << " ";

            stmt = CharacterDatabase.CreateStatement(insItem, "INSERT INTO item_instance (guid,owner_guid,data) VALUES (?, ?, ?)");
            stmt.PExecute(guid, GetOwnerGuid().GetCounter(), ss.str().c_str());
        } break;
        case ITEM_CHANGED:
        {
            static SqlStatementID updInstance ;
            static SqlStatementID updGifts ;

            SqlStatement stmt = CharacterDatabase.CreateStatement(updInstance, "UPDATE item_instance SET data = ?, owner_guid = ? WHERE guid = ?");

            std::ostringstream ss;
            for (uint16 i = 0; i < m_valuesCount; ++i)
                ss << GetUInt32Value(i) << " ";

            stmt.PExecute(ss.str().c_str(), GetOwnerGuid().GetCounter(), guid);

            if (HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED))
            {
                stmt = CharacterDatabase.CreateStatement(updGifts, "UPDATE character_gifts SET guid = ? WHERE item_guid = ?");
                stmt.PExecute(GetOwnerGuid().GetCounter(), GetGUIDLow());
            }
        } break;
        case ITEM_REMOVED:
        {
            static SqlStatementID delItemText;
            static SqlStatementID delInst ;
            static SqlStatementID delGifts ;
            static SqlStatementID delLoot ;

            if (uint32 item_text_id = GetUInt32Value(ITEM_FIELD_ITEM_TEXT_ID))
            {
                SqlStatement stmt = CharacterDatabase.CreateStatement(delItemText, "DELETE FROM item_text WHERE id = ?");
                stmt.PExecute(item_text_id);
            }

            SqlStatement stmt = CharacterDatabase.CreateStatement(delInst, "DELETE FROM item_instance WHERE guid = ?");
            stmt.PExecute(guid);

            if (HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED))
            {
                stmt = CharacterDatabase.CreateStatement(delGifts, "DELETE FROM character_gifts WHERE item_guid = ?");
                stmt.PExecute(GetGUIDLow());
            }

            if (HasSavedLoot())
            {
                stmt = CharacterDatabase.CreateStatement(delLoot, "DELETE FROM item_loot WHERE guid = ?");
                stmt.PExecute(GetGUIDLow());
            }

            delete this;
            return;
        }
        case ITEM_UNCHANGED:
            return;
    }

    if (m_lootState == ITEM_LOOT_CHANGED || m_lootState == ITEM_LOOT_REMOVED)
    {
        static SqlStatementID delLoot ;

        SqlStatement stmt = CharacterDatabase.CreateStatement(delLoot, "DELETE FROM item_loot WHERE guid = ?");
        stmt.PExecute(GetGUIDLow());
    }

    if (loot && (m_lootState == ITEM_LOOT_NEW || m_lootState == ITEM_LOOT_CHANGED))
    {
        if (Player* owner = GetOwner())
        {
            static SqlStatementID saveGold ;
            static SqlStatementID saveLoot ;

            // save money as 0 itemid data
            if (loot->GetGoldAmount())
            {
                SqlStatement stmt = CharacterDatabase.CreateStatement(saveGold, "INSERT INTO item_loot (guid,owner_guid,itemid,amount,property) VALUES (?, ?, 0, ?, 0)");
                stmt.PExecute(GetGUIDLow(), owner->GetGUIDLow(), loot->GetGoldAmount());
            }

            SqlStatement stmt = CharacterDatabase.CreateStatement(saveLoot, "INSERT INTO item_loot (guid,owner_guid,itemid,amount,property) VALUES (?, ?, ?, ?, ?)");

            // save items and quest items (at load its all will added as normal, but this not important for item loot case)
            LootItemList lootList;
            loot->GetLootItemsListFor(owner, lootList);
            for (LootItemList::const_iterator lootItr = lootList.begin(); lootItr != lootList.end(); ++lootItr)
            {
                LootItem* lootItem = *lootItr;
                stmt.addUInt32(GetGUIDLow());
                stmt.addUInt32(owner->GetGUIDLow());
                stmt.addUInt32(lootItem->itemId);
                stmt.addUInt8(lootItem->count);
                stmt.addInt32(lootItem->randomPropertyId);

                stmt.Execute();
            }
        }
    }

    if (m_lootState != ITEM_LOOT_NONE && m_lootState != ITEM_LOOT_TEMPORARY)
        SetLootState(ITEM_LOOT_UNCHANGED);

    SetState(ITEM_UNCHANGED);
}