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azerothcore-wotlk/src/server/game/Loot/LootItemStorage.h
2021-09-30 13:40:52 +07:00

78 lines
2.6 KiB
C++

/*
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Affero General Public License as published by the
* Free Software Foundation; either version 3 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ACORE_LOOTITEMSTORAGE_H
#define ACORE_LOOTITEMSTORAGE_H
#include "Common.h"
#include "Item.h"
#include "LootMgr.h"
#include <list>
#include <map>
struct StoredLootItem
{
StoredLootItem(uint32 i, uint32 idx, uint32 c, int32 ri, uint32 rs, bool follow_loot_rules, bool freeforall,
bool is_blocked, bool is_counted, bool is_underthreshold, bool needs_quest, uint32 conditionLootId) : itemid(i), itemIndex(idx),
count(c), randomPropertyId(ri), randomSuffix(rs), follow_loot_rules(follow_loot_rules), freeforall(freeforall), is_blocked(is_blocked),
is_counted(is_counted), is_underthreshold(is_underthreshold), needs_quest(needs_quest), conditionLootId(conditionLootId) { }
// If itemid == 0 - money amount is stored in count value
uint32 itemid;
uint32 itemIndex;
uint32 count;
int32 randomPropertyId;
uint32 randomSuffix;
bool follow_loot_rules;
bool freeforall;
bool is_blocked;
bool is_counted;
bool is_underthreshold;
bool needs_quest;
uint32 conditionLootId;
};
typedef std::list<StoredLootItem> StoredLootItemList;
typedef std::unordered_map<ObjectGuid, StoredLootItemList> LootItemContainer;
class LootItemStorage
{
private:
LootItemStorage();
~LootItemStorage();
public:
static LootItemStorage* instance();
void LoadStorageFromDB();
void RemoveEntryFromDB(ObjectGuid containerGUID, uint32 itemid, uint32 count, uint32 itemIndex);
void AddNewStoredLoot(Loot* loot, Player* player);
bool LoadStoredLoot(Item* item, Player* player);
void RemoveStoredLootItem(ObjectGuid containerGUID, uint32 itemid, uint32 count, Loot* loot, uint32 itemIndex);
void RemoveStoredLootMoney(ObjectGuid containerGUID, Loot* loot);
void RemoveStoredLoot(ObjectGuid containerGUID);
private:
LootItemContainer lootItemStore;
};
#define sLootItemStorage LootItemStorage::instance()
#endif