Core/Items: Implemented trading soulbound loot items

Core/DBLayer: Converted more more player-related queries into prepared statements
Core/Items: Fixed loading of enchantments

Closes issue #4130.

--HG--
branch : trunk
This commit is contained in:
Shauren
2010-09-21 21:55:16 +02:00
parent 5eb0fd80ac
commit d8ddf38453
18 changed files with 323 additions and 56 deletions
+6 -1
View File
@@ -254,7 +254,7 @@ class Item : public Object
bool IsLocked() const { return !HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_UNLOCKED); }
bool IsBag() const { return GetProto()->InventoryType == INVTYPE_BAG; }
bool IsBroken() const { return GetUInt32Value(ITEM_FIELD_MAXDURABILITY) > 0 && GetUInt32Value(ITEM_FIELD_DURABILITY) == 0; }
bool CanBeTraded(bool mail = false) const;
bool CanBeTraded(bool mail = false, bool trade = false) const;
void SetInTrade(bool b = true) { mb_in_trade = b; }
bool IsInTrade() const { return mb_in_trade; }
@@ -345,6 +345,10 @@ class Item : public Object
uint32 GetPlayedTime();
bool IsRefundExpired();
// Soulbound trade system
void SetSoulboundTradeable(AllowedLooterSet* allowedLooters, Player* currentOwner, bool apply);
bool CheckSoulboundTradeExpire();
void BuildUpdate(UpdateDataMapType&);
uint32 GetScriptId() const { return GetProto()->ScriptId; }
@@ -359,5 +363,6 @@ class Item : public Object
uint32 m_refundRecipient;
uint32 m_paidMoney;
uint32 m_paidExtendedCost;
AllowedLooterSet allowedGUIDs;
};
#endif