Пример #1
0
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 (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.gold)
            {
                SqlStatement stmt = CharacterDatabase.CreateStatement(saveGold, "INSERT INTO item_loot (guid,owner_guid,itemid,amount,property) VALUES (?, ?, 0, ?, 0)");
                stmt.PExecute(GetGUIDLow(), owner->GetGUIDLow(), loot.gold);
            }

            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)
            for (size_t i = 0; i < loot.GetMaxSlotInLootFor(owner); ++i)
            {
                QuestItem* qitem = NULL;

                LootItem* item = loot.LootItemInSlot(i, owner, &qitem);
                if (!item)
                    continue;

                // questitems use the blocked field for other purposes
                if (!qitem && item->is_blocked)
                    continue;

                stmt.addUInt32(GetGUIDLow());
                stmt.addUInt32(owner->GetGUIDLow());
                stmt.addUInt32(item->itemid);
                stmt.addUInt8(item->count);
                stmt.addInt32(item->randomPropertyId);

                stmt.Execute();
            }
        }
    }

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

    SetState(ITEM_UNCHANGED);
}
Пример #2
0
bool Item::LoadFromDB(uint32 guidLow, Field* fields, ObjectGuid ownerGuid)
{
    // create item before any checks for store correct guid
    // and allow use "FSetState(ITEM_REMOVED); SaveToDB();" for deleting item from DB
    Object::_Create(guidLow, 0, HIGHGUID_ITEM);

    if (!LoadValues(fields[0].GetString()))
    {
        sLog.outError("Item #%d have broken data in `data` field. Can't be loaded.", guidLow);
        return false;
    }

    bool need_save = false;                                 // need explicit save data at load fixes

    // overwrite possible wrong/corrupted guid
    ObjectGuid new_item_guid = ObjectGuid(HIGHGUID_ITEM, guidLow);
    if (GetGuidValue(OBJECT_FIELD_GUID) != new_item_guid)
    {
        SetGuidValue(OBJECT_FIELD_GUID, new_item_guid);
        need_save = true;
    }

    ItemPrototype const* proto = GetProto();
    if (!proto)
        return false;

    // update max durability (and durability) if need
    if (proto->MaxDurability != GetUInt32Value(ITEM_FIELD_MAXDURABILITY))
    {
        SetUInt32Value(ITEM_FIELD_MAXDURABILITY, proto->MaxDurability);
        if (GetUInt32Value(ITEM_FIELD_DURABILITY) > proto->MaxDurability)
            SetUInt32Value(ITEM_FIELD_DURABILITY, proto->MaxDurability);

        need_save = true;
    }

    // Remove bind flag for items vs NO_BIND set
    if (IsSoulBound() && proto->Bonding == NO_BIND)
    {
        ApplyModFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_BINDED, false);
        need_save = true;
    }

    // update duration if need, and remove if not need
    if ((proto->Duration == 0) != (GetUInt32Value(ITEM_FIELD_DURATION) == 0))
    {
        SetUInt32Value(ITEM_FIELD_DURATION, proto->Duration);
        need_save = true;
    }

    // set correct owner
    if (ownerGuid && GetOwnerGuid() != ownerGuid)
    {
        SetOwnerGuid(ownerGuid);
        need_save = true;
    }

    // set correct wrapped state
    if (HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED))
    {
        // wrapped item must be wrapper (used version that not stackable)
        if (!(proto->Flags & ITEM_FLAG_WRAPPER) || GetMaxStackCount() > 1)
        {
            RemoveFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED);
            need_save = true;

            static SqlStatementID delGifts ;

            // also cleanup for sure gift table
            SqlStatement stmt = CharacterDatabase.CreateStatement(delGifts, "DELETE FROM character_gifts WHERE item_guid = ?");
            stmt.PExecute(GetGUIDLow());
        }
    }

    if (need_save)                                          // normal item changed state set not work at loading
    {
        static SqlStatementID updItem ;

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

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

        stmt.addString(ss);
        stmt.addUInt32(GetOwnerGuid().GetCounter());
        stmt.addUInt32(guidLow);
        stmt.Execute();
    }

    return true;
}
Пример #3
0
void Item::LoadLootFromDB(Field* fields)
{
    uint32 item_id     = fields[1].GetUInt32();
    uint32 item_amount = fields[2].GetUInt32();
    uint32 item_suffix = fields[3].GetUInt32();
    int32  item_propid = fields[4].GetInt32();

    // money value special case
    if (item_id == 0)
    {
        loot.gold = item_amount;
        SetLootState(ITEM_LOOT_UNCHANGED);
        return;
    }

    // normal item case
    ItemPrototype const* proto = ObjectMgr::GetItemPrototype(item_id);

    if (!proto)
    {
        CharacterDatabase.PExecute("DELETE FROM item_loot WHERE guid = '%u' AND itemid = '%u'", GetGUIDLow(), item_id);
        sLog.outError("Item::LoadLootFromDB: %s has an unknown item (id: #%u) in item_loot, deleted.", GetOwnerGuid().GetString().c_str(), item_id);
        return;
    }

    loot.items.push_back(LootItem(item_id, item_amount, item_suffix, item_propid));
    ++loot.unlootedCount;

    SetLootState(ITEM_LOOT_UNCHANGED);
}
Пример #4
0
Player* Item::GetOwner()const
{
    return sObjectMgr.GetPlayer(GetOwnerGuid());
}
Пример #5
0
void Item::SaveToDB()
{
    uint32 guid = GetGUIDLow();
    switch (uState)
    {
        case ITEM_NEW:
        {
            std::string text = m_text;
            CharacterDatabase.escape_string(text);
            CharacterDatabase.PExecute( "DELETE FROM item_instance WHERE guid = '%u'", guid );
            std::ostringstream ss;
            ss << "INSERT INTO item_instance (guid,owner_guid,data,text) VALUES (" << guid << "," << GetOwnerGuid().GetCounter() << ",'";
            for(uint16 i = 0; i < m_valuesCount; ++i )
                ss << GetUInt32Value(i) << " ";
            ss << "', '" << text << "')";
            CharacterDatabase.Execute( ss.str().c_str() );
        } break;
        case ITEM_CHANGED:
        {
            std::string text = m_text;
            CharacterDatabase.escape_string(text);
            std::ostringstream ss;
            ss << "UPDATE item_instance SET data = '";
            for(uint16 i = 0; i < m_valuesCount; ++i )
                ss << GetUInt32Value(i) << " ";
            ss << "', owner_guid = '" << GetOwnerGuid().GetCounter();
            ss << "', text = '" << text << "' WHERE guid = '" << guid << "'";

            CharacterDatabase.Execute( ss.str().c_str() );

            if (HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED))
                CharacterDatabase.PExecute("UPDATE character_gifts SET guid = '%u' WHERE item_guid = '%u'", GetOwnerGuid().GetCounter(), GetGUIDLow());
        } break;
        case ITEM_REMOVED:
        {
            CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", guid);
            if (HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED))
                CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", GetGUIDLow());

            if (HasSavedLoot())
                CharacterDatabase.PExecute("DELETE FROM item_loot WHERE guid = '%u'", GetGUIDLow());

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

    if (m_lootState == ITEM_LOOT_CHANGED || m_lootState == ITEM_LOOT_REMOVED)
        CharacterDatabase.PExecute("DELETE FROM item_loot WHERE guid = '%u'", GetGUIDLow());

    if (m_lootState == ITEM_LOOT_NEW || m_lootState == ITEM_LOOT_CHANGED)
    {
        if(Player* owner = GetOwner())
        {
            // save money as 0 itemid data
            if (loot.gold)
                CharacterDatabase.PExecute("INSERT INTO item_loot (guid,owner_guid,itemid,amount,suffix,property) "
                    "VALUES (%u, %u, 0, %u, 0, 0)",
                    GetGUIDLow(), owner->GetGUIDLow(), loot.gold);

            // save items and quest items (at load its all will added as normal, but this not important for item loot case)
            for (size_t i = 0; i < loot.GetMaxSlotInLootFor(owner); ++i)
            {
                QuestItem *qitem = NULL;

                LootItem *item = loot.LootItemInSlot(i,owner,&qitem);
                if(!item)
                    continue;

                // questitems use the blocked field for other purposes
                if (!qitem && item->is_blocked)
                    continue;

                CharacterDatabase.PExecute("INSERT INTO item_loot (guid,owner_guid,itemid,amount,suffix,property) "
                    "VALUES (%u, %u, %u, %u, %u, %i)",
                    GetGUIDLow(), owner->GetGUIDLow(), item->itemid, item->count, item->randomSuffix, item->randomPropertyId);
            }
        }

    }

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

    SetState(ITEM_UNCHANGED);
}
Пример #6
0
bool Corpse::LoadFromDB(uint32 lowguid, Field* fields)
{
    ////                                                    0            1       2                  3                  4                  5                   6
    // QueryResult *result = CharacterDatabase.Query("SELECT corpse.guid, player, corpse.position_x, corpse.position_y, corpse.position_z, corpse.orientation, corpse.map,"
    ////   7     8            9         10         11      12    13     14           15            16              17       18
    //    "time, corpse_type, instance, phaseMask, gender, race, class, playerBytes, playerBytes2, equipmentCache, guildId, playerFlags FROM corpse"
    uint32 playerLowGuid = fields[1].GetUInt32();
    WorldLocation position( fields[6].GetUInt32(),   //MapId
                            fields[2].GetFloat(),    // x
                            fields[3].GetFloat(),    // y
                            fields[4].GetFloat(),    // z
                            fields[5].GetFloat(),    // orientation
                            fields[10].GetUInt32(),  // PhaseMask
                            fields[9].GetUInt32());  // InstanceId

    Object::_Create(ObjectGuid(HIGHGUID_CORPSE, lowguid));

    m_time = time_t(fields[7].GetUInt64());
    m_type = CorpseType(fields[8].GetUInt32());

    if (m_type >= MAX_CORPSE_TYPE)
    {
        sLog.outError("%s Owner %s have wrong corpse type (%i), not load.", GetGuidStr().c_str(), GetOwnerGuid().GetString().c_str(), m_type);
        return false;
    }

    uint8 gender        = fields[11].GetUInt8();
    uint8 race          = fields[12].GetUInt8();
    uint8 _class        = fields[13].GetUInt8();
    uint32 playerBytes  = fields[14].GetUInt32();
    uint32 playerBytes2 = fields[15].GetUInt32();
    uint32 guildId      = fields[17].GetUInt32();
    uint32 playerFlags  = fields[18].GetUInt32();

    ObjectGuid guid = ObjectGuid(HIGHGUID_CORPSE, lowguid);
    ObjectGuid playerGuid = ObjectGuid(HIGHGUID_PLAYER, playerLowGuid);

    // overwrite possible wrong/corrupted guid
    SetGuidValue(OBJECT_FIELD_GUID, guid);
    SetGuidValue(CORPSE_FIELD_OWNER, playerGuid);

    SetObjectScale(DEFAULT_OBJECT_SCALE);

    PlayerInfo const* info = sObjectMgr.GetPlayerInfo(race, _class);
    if (!info)
    {
        sLog.outError("Player %u has incorrect race/class pair.", GetGUIDLow());
        return false;
    }
    SetUInt32Value(CORPSE_FIELD_DISPLAY_ID, gender == GENDER_FEMALE ? info->displayId_f : info->displayId_m);

    // Load equipment
    Tokens data(fields[16].GetCppString(), ' ');
    for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; ++slot)
    {
        uint32 visualbase = slot * 2;
        uint32 item_id = atoi(data[visualbase]);
        const ItemPrototype* proto = ObjectMgr::GetItemPrototype(item_id);
        if (!proto)
        {
            SetUInt32Value(CORPSE_FIELD_ITEM + slot, 0);
            continue;
        }

        SetUInt32Value(CORPSE_FIELD_ITEM + slot, proto->DisplayInfoID | (proto->InventoryType << 24));
    }

    uint8 skin       = (uint8)(playerBytes);
    uint8 face       = (uint8)(playerBytes >> 8);
    uint8 hairstyle  = (uint8)(playerBytes >> 16);
    uint8 haircolor  = (uint8)(playerBytes >> 24);
    uint8 facialhair = (uint8)(playerBytes2);
    SetUInt32Value(CORPSE_FIELD_BYTES_1, ((0x00) | (race << 8) | (gender << 16) | (skin << 24)));
    SetUInt32Value(CORPSE_FIELD_BYTES_2, ((face) | (hairstyle << 8) | (haircolor << 16) | (facialhair << 24)));

    SetUInt32Value(CORPSE_FIELD_GUILD, guildId);

    uint32 flags = CORPSE_FLAG_UNK2;
    if (playerFlags & PLAYER_FLAGS_HIDE_HELM)
        flags |= CORPSE_FLAG_HIDE_HELM;
    if (playerFlags & PLAYER_FLAGS_HIDE_CLOAK)
        flags |= CORPSE_FLAG_HIDE_CLOAK;
    SetUInt32Value(CORPSE_FIELD_FLAGS, flags);

    // no need to mark corpse as lootable, because corpses are not saved in battle grounds

    Relocate(position);

    if (!IsPositionValid())
    {
        sLog.outError("%s Owner %s not created. Suggested coordinates isn't valid (X: %f Y: %f)",
                      GetGuidStr().c_str(), GetOwnerGuid().GetString().c_str(), GetPositionX(), GetPositionY());
        return false;
    }

    m_grid = MaNGOS::ComputeGridPair(GetPositionX(), GetPositionY());

    return true;
}
Пример #7
0
void Item::LoadLootFromDB(Field* fields)
{
    uint32 item_id     = abs(fields[1].GetInt32());
    uint8  type        = fields[1].GetInt32() > 0 ? LOOT_ITEM_TYPE_ITEM : LOOT_ITEM_TYPE_CURRENCY;
    uint32 item_amount = fields[2].GetUInt32();
    uint32 item_suffix = fields[3].GetUInt32();
    int32  item_propid = fields[4].GetInt32();

    // money value special case
    if (item_id == 0)
    {
        loot.gold = item_amount;
        SetLootState(ITEM_LOOT_UNCHANGED);
        return;
    }

    // normal item case
    if (type == LOOT_ITEM_TYPE_ITEM)
    {
        ItemPrototype const* proto = ObjectMgr::GetItemPrototype(item_id);
        if (!proto)
        {
            CharacterDatabase.PExecute("DELETE FROM item_loot WHERE guid = '%u' AND itemid = '%u'", GetGUIDLow(), item_id);
            sLog.outError("Item::LoadLootFromDB: %s has an unknown item (id: #%u) in item_loot, deleted.", GetOwnerGuid().GetString().c_str(), item_id);
            return;
        }

        loot.items.push_back(LootItem(item_id, type, item_amount, item_suffix, item_propid));
    }
    // currency case
    else //if (type == LOOT_ITEM_TYPE_CURRENCY)
    {
        CurrencyTypesEntry const* currencyEntry = sCurrencyTypesStore.LookupEntry(item_id);
        if (!currencyEntry)
        {
            CharacterDatabase.PExecute("DELETE FROM item_loot WHERE guid = '%u' AND itemid = '%i'", GetGUIDLow(), -int32(item_id));
            sLog.outError("Item::LoadLootFromDB: %s has an unknown currency (id: #%u) in item_loot, deleted.", GetOwnerGuid().GetString().c_str(), item_id);
            return;
        }

        loot.items.push_back(LootItem(item_id, type, item_amount));
    }

    ++loot.unlootedCount;

    SetLootState(ITEM_LOOT_UNCHANGED);
}
Пример #8
0
void Item::SaveToDB()
{
    uint32 guid = GetGUIDLow();

    switch(m_state)
    {
        case ITEM_NEW:
        {
            DeleteFromDB(guid);

            std::ostringstream ss;
            GetDataValuesStr(ss);

            static SqlStatementID insItem;
            SqlStatement stmt = CharacterDatabase.CreateStatement(insItem, "INSERT INTO item_instance (guid, owner_guid, data, text) VALUES (?, ?, ?, ?)");
            stmt.PExecute(guid, GetOwnerGuid().GetCounter(), ss.str().c_str(), m_text.c_str());

            break;
        }
        case ITEM_CHANGED:
        {
            std::ostringstream ss;
            GetDataValuesStr(ss);

            static SqlStatementID updInstance;
            SqlStatement stmt = CharacterDatabase.CreateStatement(updInstance, "UPDATE item_instance SET data = ?, owner_guid = ?, text = ? WHERE guid = ?");
            stmt.PExecute(ss.str().c_str(), GetOwnerGuid().GetCounter(), m_text.c_str(), guid);

            if (HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED))
            {
                static SqlStatementID updGifts;
                stmt = CharacterDatabase.CreateStatement(updGifts, "UPDATE character_gifts SET guid = ? WHERE item_guid = ?");
                stmt.PExecute(GetOwnerGuid().GetCounter(), GetGUIDLow());
            }

            break;
        }
        case ITEM_REMOVED:
        {
            DeleteFromDB(guid);

            if (HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED))
                DeleteGiftsFromDB();

            if (HasSavedLoot())
                DeleteLootFromDB();

            if (HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_REFUNDABLE))
                DeleteRefundDataFromDB();

            if (HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_BOP_TRADEABLE))
                DeleteSoulboundTradeableFromDB();

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

    if (m_lootState == ITEM_LOOT_CHANGED || m_lootState == ITEM_LOOT_REMOVED)
        DeleteLootFromDB();

    if (m_lootState == ITEM_LOOT_NEW || m_lootState == ITEM_LOOT_CHANGED)
    {
        if (Player* owner = GetOwner())
        {
            // save money as 0 itemid data
            if (loot.gold)
            {
                static SqlStatementID saveGold;
                SqlStatement stmt = CharacterDatabase.CreateStatement(saveGold, "INSERT INTO item_loot (guid, owner_guid, itemid, amount, suffix, property) VALUES (?, ?, 0, ?, 0, 0)");
                stmt.PExecute(GetGUIDLow(), owner->GetGUIDLow(), loot.gold);
            }

            // save items and quest items (at load its all will added as normal, but this not important for item loot case)
            if (uint32 lootItemCount = loot.GetMaxSlotInLootFor(owner))
            {
                static SqlStatementID saveLoot;
                SqlStatement stmt1 = CharacterDatabase.CreateStatement(saveLoot, "INSERT INTO item_loot (guid, owner_guid, itemid, amount, suffix, property) VALUES (?, ?, ?, ?, ?, ?)");

                for (uint32 i = 0; i < lootItemCount; ++i)
                {
                    QuestItem* qitem = NULL;

                    LootItem* item = loot.LootItemInSlot(i, owner, &qitem);
                    if (!item)
                        continue;

                    // questitems use the blocked field for other purposes
                    if (!qitem && item->is_blocked)
                        continue;

                    stmt1.addUInt32(GetGUIDLow());
                    stmt1.addUInt32(owner->GetGUIDLow());
                    stmt1.addUInt32(item->itemid);
                    stmt1.addUInt8(item->count);
                    stmt1.addUInt32(item->randomSuffix);
                    stmt1.addInt32(item->randomPropertyId);
                    stmt1.Execute();
                }
            }
        }
    }

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

    SetState(ITEM_UNCHANGED);
}
Пример #9
0
bool Item::LoadFromDB(uint32 guidLow, Field *fields, ObjectGuid ownerGuid)
{
    // create item before any checks for store correct guid
    // and allow use "FSetState(ITEM_REMOVED); SaveToDB();" for deleting item from DB
    Object::_Create(ObjectGuid(HIGHGUID_ITEM, guidLow));

    if (!LoadValues(fields[0].GetString()))
    {
        sLog.outError("Item #%d have broken data in `data` field. Can't be loaded.", guidLow);
        return false;
    }

    bool need_save = false;                                 // need explicit save data at load fixes

    // overwrite possible wrong/corrupted guid
    ObjectGuid new_item_guid = ObjectGuid(HIGHGUID_ITEM, guidLow);
    if (GetGuidValue(OBJECT_FIELD_GUID) != new_item_guid)
    {
        SetGuidValue(OBJECT_FIELD_GUID, new_item_guid);
        need_save = true;
    }

    ItemPrototype const* proto = GetProto();
    if(!proto)
        return false;

    // update max durability (and durability) if need
    if(proto->MaxDurability!= GetUInt32Value(ITEM_FIELD_MAXDURABILITY))
    {
        SetUInt32Value(ITEM_FIELD_MAXDURABILITY,proto->MaxDurability);
        if(GetUInt32Value(ITEM_FIELD_DURABILITY) > proto->MaxDurability)
            SetUInt32Value(ITEM_FIELD_DURABILITY,proto->MaxDurability);

        need_save = true;
    }

    // recalculate suffix factor
    if(GetItemRandomPropertyId() < 0)
    {
        if(UpdateItemSuffixFactor())
            need_save = true;
    }

    // Remove bind flag for items vs NO_BIND set
    if (IsSoulBound() && proto->Bonding == NO_BIND)
    {
        ApplyModFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_BINDED, false);
        need_save = true;
    }

    // update duration if need, and remove if not need
    if ((proto->Duration == 0) != (GetUInt32Value(ITEM_FIELD_DURATION) == 0))
    {
        SetUInt32Value(ITEM_FIELD_DURATION, proto->Duration);
        need_save = true;
    }

    // set correct owner
    if (!ownerGuid.IsEmpty() && GetOwnerGuid() != ownerGuid)
    {
        SetOwnerGuid(ownerGuid);
        need_save = true;
    }

    // set correct wrapped state
    if (HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED))
    {
        // wrapped item must be wrapper (used version that not stackable)
        if (!(proto->Flags & ITEM_FLAG_WRAPPER) || GetMaxStackCount() > 1)
        {
            RemoveFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED);
            need_save = true;

            // also cleanup for sure gift table
            CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", GetGUIDLow());
        }
    }

    // Insert to Refundable map
    if(GetPlayedtimeField())
    {
        std::pair<uint64, uint32> ItemInfo;
        ItemInfo.first = GetGUID();
        ItemInfo.second = 0; // At this point we can't lookup modified extended cost

        sObjectMgr.mItemRefundableMap.insert(ItemInfo);
    }

    if (need_save)                                          // normal item changed state set not work at loading
    {
        std::ostringstream ss;
        ss << "UPDATE item_instance SET data = '";
        for(uint16 i = 0; i < m_valuesCount; ++i )
            ss << GetUInt32Value(i) << " ";
        ss << "', owner_guid = '" << GetOwnerGuid().GetCounter() << "' WHERE guid = '" << guidLow << "'";

        CharacterDatabase.Execute( ss.str().c_str() );
    }

    return true;
}