OpenFusion/src/Database.hpp

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#pragma once
#include "CNStructs.hpp"
#include "Player.hpp"
#include <string>
#include <vector>
namespace Database {
#pragma region DatabaseStructs
struct Account
{
int AccountID;
std::string Login;
std::string Password;
int Selected;
};
struct Inventory
{
int AccountID;
};
struct DbPlayer
{
int PlayerID;
int AccountID;
short int slot;
std::string FirstName;
std::string LastName;
short int AppearanceFlag;
short int Body;
short int Class;
short int EquipFoot;
short int EquipLB;
short int EquipUB;
short int EquipWeapon1;
short int EquipWeapon2;
short int EyeColor;
short int FaceStyle;
short int Gender;
int HP;
short int HairColor;
short int HairStyle;
short int Height;
short int Level;
short int NameCheck;
short int PayZoneFlag;
short int SkinColor;
bool TutorialFlag;
bool isGM;
int FusionMatter;
int Taros;
int x_coordinates;
int y_coordinates;
int z_coordinates;
};
#pragma endregion DatabaseStructs
//handles migrations
void open();
//returns ID
int addAccount(std::string login, std::string password);
void updateSelected(int accountId, int playerId);
std::unique_ptr<Account> findAccount(std::string login);
bool isNameFree(sP_CL2LS_REQ_CHECK_CHAR_NAME* nameCheck);
//called after chosing name, returns ID
int createCharacter(sP_CL2LS_REQ_SAVE_CHAR_NAME* save, int AccountID);
//called after finishing creation
void finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character);
//called after tutorial
void finishTutorial(int PlayerID);
//returns slot number
int deleteCharacter(int characterID);
std::vector <Player> getCharacters(int userID);
//accepting/declining custom name
enum class CUSTOMNAME {
approve = 1,
disapprove = 2
};
void evaluateCustomName(int characterID, CUSTOMNAME decision);
void changeName(sP_CL2LS_REQ_CHANGE_CHAR_NAME* save);
//parsing DbPlayer
DbPlayer playerToDb(Player player);
Player DbToPlayer(DbPlayer player);
//getting players
DbPlayer getDbPlayerById(int id);
}