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https://github.com/OpenFusionProject/OpenFusion.git
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replaced tabs with 4 spaces
This commit is contained in:
parent
1ff5694960
commit
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530
src/Database.cpp
530
src/Database.cpp
@ -13,47 +13,47 @@ using namespace sqlite_orm;
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# pragma region DatabaseScheme
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auto db = make_storage("database.db",
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make_table("Accounts",
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make_column("AccountID", &Database::Account::AccountID, autoincrement(), primary_key()),
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make_column("Login", &Database::Account::Login),
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make_column("Password", &Database::Account::Password),
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make_column("Selected", &Database::Account::Selected)
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),
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make_table("Players",
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make_column("PlayerID", &Database::DbPlayer::PlayerID, autoincrement(), primary_key()),
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make_column("AccountID", &Database::DbPlayer::AccountID),
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make_column("Slot", &Database::DbPlayer::slot),
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make_column("Firstname", &Database::DbPlayer::FirstName),
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make_column("LastName", &Database::DbPlayer::LastName),
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make_column("Level", &Database::DbPlayer::Level),
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make_column("AppearanceFlag", &Database::DbPlayer::AppearanceFlag),
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make_column("TutorialFlag", &Database::DbPlayer::TutorialFlag),
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make_column("PayZoneFlag", &Database::DbPlayer::PayZoneFlag),
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make_column("XCoordinates", &Database::DbPlayer::x_coordinates),
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make_column("YCoordinates", &Database::DbPlayer::y_coordinates),
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make_column("ZCoordinates", &Database::DbPlayer::z_coordinates),
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make_column("Body", &Database::DbPlayer::Body),
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make_column("Class", &Database::DbPlayer::Class),
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make_column("EquipFoot", &Database::DbPlayer::EquipFoot),
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make_column("EquipLB", &Database::DbPlayer::EquipLB),
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make_column("EquipUB", &Database::DbPlayer::EquipUB),
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make_column("EquipWeapon1", &Database::DbPlayer::EquipWeapon1),
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make_column("EyeColor", &Database::DbPlayer::EyeColor),
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make_column("FaceStyle", &Database::DbPlayer::FaceStyle),
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make_column("Gender", &Database::DbPlayer::Gender),
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make_column("HP", &Database::DbPlayer::HP),
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make_column("HairColor", &Database::DbPlayer::HairColor),
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make_column("HairStyle", &Database::DbPlayer::HairStyle),
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make_column("Height", &Database::DbPlayer::Height),
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make_column("NameCheck", &Database::DbPlayer::NameCheck),
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make_column("SkinColor", &Database::DbPlayer::SkinColor),
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make_column("isGM", &Database::DbPlayer::isGM),
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make_column("FusionMatter", &Database::DbPlayer::FusionMatter),
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make_column("Taros", &Database::DbPlayer::Taros)
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),
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make_table("Inventory",
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make_column("AccountID", &Database::Inventory::AccountID, primary_key())
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)
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make_table("Accounts",
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make_column("AccountID", &Database::Account::AccountID, autoincrement(), primary_key()),
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make_column("Login", &Database::Account::Login),
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make_column("Password", &Database::Account::Password),
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make_column("Selected", &Database::Account::Selected)
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),
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make_table("Players",
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make_column("PlayerID", &Database::DbPlayer::PlayerID, autoincrement(), primary_key()),
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make_column("AccountID", &Database::DbPlayer::AccountID),
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make_column("Slot", &Database::DbPlayer::slot),
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make_column("Firstname", &Database::DbPlayer::FirstName),
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make_column("LastName", &Database::DbPlayer::LastName),
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make_column("Level", &Database::DbPlayer::Level),
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make_column("AppearanceFlag", &Database::DbPlayer::AppearanceFlag),
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make_column("TutorialFlag", &Database::DbPlayer::TutorialFlag),
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make_column("PayZoneFlag", &Database::DbPlayer::PayZoneFlag),
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make_column("XCoordinates", &Database::DbPlayer::x_coordinates),
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make_column("YCoordinates", &Database::DbPlayer::y_coordinates),
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make_column("ZCoordinates", &Database::DbPlayer::z_coordinates),
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make_column("Body", &Database::DbPlayer::Body),
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make_column("Class", &Database::DbPlayer::Class),
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make_column("EquipFoot", &Database::DbPlayer::EquipFoot),
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make_column("EquipLB", &Database::DbPlayer::EquipLB),
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make_column("EquipUB", &Database::DbPlayer::EquipUB),
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make_column("EquipWeapon1", &Database::DbPlayer::EquipWeapon1),
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make_column("EyeColor", &Database::DbPlayer::EyeColor),
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make_column("FaceStyle", &Database::DbPlayer::FaceStyle),
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make_column("Gender", &Database::DbPlayer::Gender),
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make_column("HP", &Database::DbPlayer::HP),
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make_column("HairColor", &Database::DbPlayer::HairColor),
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make_column("HairStyle", &Database::DbPlayer::HairStyle),
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make_column("Height", &Database::DbPlayer::Height),
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make_column("NameCheck", &Database::DbPlayer::NameCheck),
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make_column("SkinColor", &Database::DbPlayer::SkinColor),
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make_column("isGM", &Database::DbPlayer::isGM),
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make_column("FusionMatter", &Database::DbPlayer::FusionMatter),
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make_column("Taros", &Database::DbPlayer::Taros)
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),
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make_table("Inventory",
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make_column("AccountID", &Database::Inventory::AccountID, primary_key())
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)
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);
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# pragma endregion DatabaseScheme
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@ -62,295 +62,295 @@ auto db = make_storage("database.db",
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void Database::open()
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{
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//this parameter means it will try to preserve data during migration
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bool preserve = true;
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db.sync_schema(preserve);
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DEBUGLOG(
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std::cout << "[DB] Database in operation" << std::endl;
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)
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//this parameter means it will try to preserve data during migration
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bool preserve = true;
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db.sync_schema(preserve);
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DEBUGLOG(
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std::cout << "[DB] Database in operation" << std::endl;
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)
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}
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int Database::addAccount(std::string login, std::string password)
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{
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password = BCrypt::generateHash(password);
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Account x;
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x.Login = login;
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x.Password = password;
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x.Selected = 1;
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return db.insert(x);
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password = BCrypt::generateHash(password);
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Account x;
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x.Login = login;
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x.Password = password;
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x.Selected = 1;
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return db.insert(x);
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}
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void Database::updateSelected(int accountId, int slot)
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{
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Account acc = db.get<Account>(accountId);
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acc.Selected = slot;
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db.update(acc);
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Account acc = db.get<Account>(accountId);
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acc.Selected = slot;
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db.update(acc);
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}
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std::unique_ptr<Database::Account> Database::findAccount(std::string login)
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{
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//this is awful, I've tried everything to improve it
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auto find = db.get_all<Account>(
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where(c(&Account::Login) == login), limit(1));
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if (find.empty())
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return nullptr;
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return
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std::unique_ptr<Account>(new Account(find.front()));
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//this is awful, I've tried everything to improve it
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auto find = db.get_all<Account>(
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where(c(&Account::Login) == login), limit(1));
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if (find.empty())
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return nullptr;
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return
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std::unique_ptr<Account>(new Account(find.front()));
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}
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bool Database::isNameFree(sP_CL2LS_REQ_CHECK_CHAR_NAME* nameCheck)
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{
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//TODO: add colate nocase
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std::string First = U16toU8(nameCheck->szFirstName);
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std::string Last = U16toU8(nameCheck->szLastName);
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return
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(db.get_all<DbPlayer>
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(where((c(&DbPlayer::FirstName) == First)
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and (c(&DbPlayer::LastName) == Last)))
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.empty());
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//TODO: add colate nocase
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std::string First = U16toU8(nameCheck->szFirstName);
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std::string Last = U16toU8(nameCheck->szLastName);
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return
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(db.get_all<DbPlayer>
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(where((c(&DbPlayer::FirstName) == First)
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and (c(&DbPlayer::LastName) == Last)))
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.empty());
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}
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int Database::createCharacter(sP_CL2LS_REQ_SAVE_CHAR_NAME* save, int AccountID)
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{
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DbPlayer create;
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//save packet data
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create.FirstName = U16toU8(save->szFirstName);
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create.LastName = U16toU8(save->szLastName);
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create.slot = save->iSlotNum;
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create.AccountID = AccountID;
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//set flags
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create.AppearanceFlag = 0;
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create.TutorialFlag = 0;
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create.PayZoneFlag = 0;
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//set namecheck based on setting
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if (settings::APPROVEALLNAMES || save->iFNCode)
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create.NameCheck = 1;
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else
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create.NameCheck = 0;
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//create default body character
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create.Body= 0;
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create.Class= 0;
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create.EquipFoot= 0;
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create.EquipLB= 0;
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create.EquipUB= 0;
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create.EquipWeapon1= 0;
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create.EquipWeapon2= 0;
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create.EyeColor= 1;
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create.FaceStyle= 1;
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create.Gender= 1;
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create.HP= 1000;
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create.HairColor= 1;
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create.HairStyle = 1;
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create.Height= 0;
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create.Level= 1;
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create.SkinColor= 1;
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create.isGM = false;
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//commented and disabled for now
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//if (U16toU8(save->szFirstName) == settings::GMPASS) {
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// create.isGM = true;
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//}
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DbPlayer create;
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//save packet data
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create.FirstName = U16toU8(save->szFirstName);
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create.LastName = U16toU8(save->szLastName);
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create.slot = save->iSlotNum;
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create.AccountID = AccountID;
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//set flags
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create.AppearanceFlag = 0;
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create.TutorialFlag = 0;
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create.PayZoneFlag = 0;
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//set namecheck based on setting
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if (settings::APPROVEALLNAMES || save->iFNCode)
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create.NameCheck = 1;
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else
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create.NameCheck = 0;
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//create default body character
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create.Body= 0;
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create.Class= 0;
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create.EquipFoot= 0;
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create.EquipLB= 0;
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create.EquipUB= 0;
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create.EquipWeapon1= 0;
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create.EquipWeapon2= 0;
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create.EyeColor= 1;
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create.FaceStyle= 1;
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create.Gender= 1;
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create.HP= 1000;
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create.HairColor= 1;
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create.HairStyle = 1;
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create.Height= 0;
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create.Level= 1;
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create.SkinColor= 1;
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create.isGM = false;
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//commented and disabled for now
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//if (U16toU8(save->szFirstName) == settings::GMPASS) {
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// create.isGM = true;
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//}
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create.FusionMatter= 0;
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create.Taros= 0;
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create.x_coordinates = settings::SPAWN_X;
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create.y_coordinates= settings::SPAWN_Y;
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create.z_coordinates= settings::SPAWN_Z;
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return db.insert(create);
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create.FusionMatter= 0;
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create.Taros= 0;
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create.x_coordinates = settings::SPAWN_X;
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create.y_coordinates= settings::SPAWN_Y;
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create.z_coordinates= settings::SPAWN_Z;
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return db.insert(create);
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}
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void Database::finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character)
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{
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DbPlayer finish = getDbPlayerById(character->PCStyle.iPC_UID);
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finish.AppearanceFlag = 1;
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finish.Body = character->PCStyle.iBody;
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finish.Class = character->PCStyle.iClass;
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finish.EquipFoot = character->sOn_Item.iEquipFootID;
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finish.EquipLB = character->sOn_Item.iEquipLBID;
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finish.EquipUB = character->sOn_Item.iEquipUBID;
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finish.EyeColor = character->PCStyle.iEyeColor;
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finish.FaceStyle = character->PCStyle.iFaceStyle;
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finish.Gender = character->PCStyle.iGender;
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finish.HairColor = character->PCStyle.iHairColor;
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finish.HairStyle = character->PCStyle.iHairStyle;
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finish.Height = character->PCStyle.iHeight;
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finish.Level = 1;
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finish.SkinColor = character->PCStyle.iSkinColor;
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db.update(finish);
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DbPlayer finish = getDbPlayerById(character->PCStyle.iPC_UID);
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finish.AppearanceFlag = 1;
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finish.Body = character->PCStyle.iBody;
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finish.Class = character->PCStyle.iClass;
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finish.EquipFoot = character->sOn_Item.iEquipFootID;
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finish.EquipLB = character->sOn_Item.iEquipLBID;
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finish.EquipUB = character->sOn_Item.iEquipUBID;
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finish.EyeColor = character->PCStyle.iEyeColor;
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finish.FaceStyle = character->PCStyle.iFaceStyle;
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finish.Gender = character->PCStyle.iGender;
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finish.HairColor = character->PCStyle.iHairColor;
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finish.HairStyle = character->PCStyle.iHairStyle;
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finish.Height = character->PCStyle.iHeight;
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finish.Level = 1;
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finish.SkinColor = character->PCStyle.iSkinColor;
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db.update(finish);
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}
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void Database::finishTutorial(int PlayerID)
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{
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DbPlayer finish = getDbPlayerById(PlayerID);
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finish.TutorialFlag = 1;
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//equip lightning gun
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finish.EquipWeapon1 = 328;
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db.update(finish);
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DbPlayer finish = getDbPlayerById(PlayerID);
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finish.TutorialFlag = 1;
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//equip lightning gun
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finish.EquipWeapon1 = 328;
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db.update(finish);
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}
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int Database::deleteCharacter(int characterID)
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{
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auto find =
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db.get_all<DbPlayer>(where(c(&DbPlayer::PlayerID) == characterID));
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int slot = find.front().slot;
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db.remove<DbPlayer>(find.front().PlayerID);
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return slot;
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auto find =
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db.get_all<DbPlayer>(where(c(&DbPlayer::PlayerID) == characterID));
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int slot = find.front().slot;
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db.remove<DbPlayer>(find.front().PlayerID);
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return slot;
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}
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std::vector <Player> Database::getCharacters(int UserID)
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{
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std::vector<DbPlayer>characters =
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db.get_all<DbPlayer>(where
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(c(&DbPlayer::AccountID) == UserID));
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//parsing DbPlayer to Player
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std::vector<Player> result = std::vector<Player>();
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for (auto &character : characters) {
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Player toadd = DbToPlayer(character);
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result.push_back(
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toadd
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);
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}
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return result;
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std::vector<DbPlayer>characters =
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db.get_all<DbPlayer>(where
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(c(&DbPlayer::AccountID) == UserID));
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//parsing DbPlayer to Player
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std::vector<Player> result = std::vector<Player>();
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for (auto &character : characters) {
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Player toadd = DbToPlayer(character);
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result.push_back(
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toadd
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);
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}
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return result;
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}
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void Database::evaluateCustomName(int characterID, CUSTOMNAME decision) {
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DbPlayer player = getDbPlayerById(characterID);
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player.NameCheck = (int)decision;
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db.update(player);
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DbPlayer player = getDbPlayerById(characterID);
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player.NameCheck = (int)decision;
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db.update(player);
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}
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void Database::changeName(sP_CL2LS_REQ_CHANGE_CHAR_NAME* save) {
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DbPlayer Player = getDbPlayerById(save->iPCUID);
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Player.FirstName = U16toU8(save->szFirstName);
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Player.LastName = U16toU8(save->szLastName);
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if (settings::APPROVEALLNAMES || save->iFNCode)
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Player.NameCheck = 1;
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else
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Player.NameCheck = 0;
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db.update(Player);
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DbPlayer Player = getDbPlayerById(save->iPCUID);
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Player.FirstName = U16toU8(save->szFirstName);
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Player.LastName = U16toU8(save->szLastName);
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if (settings::APPROVEALLNAMES || save->iFNCode)
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Player.NameCheck = 1;
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else
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Player.NameCheck = 0;
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db.update(Player);
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}
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Database::DbPlayer Database::playerToDb(Player player)
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{
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DbPlayer result;
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result.PlayerID = player.iID;
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result.AccountID = player.accountId;
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result.AppearanceFlag = player.PCStyle2.iAppearanceFlag;
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result.Body = player.PCStyle.iBody;
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result.Class = player.PCStyle.iClass;
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//equipment
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result.EyeColor = player.PCStyle.iEyeColor;
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result.FaceStyle = player.PCStyle.iFaceStyle;
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result.FirstName = U16toU8( player.PCStyle.szFirstName);
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//fm
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result.Gender = player.PCStyle.iGender;
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result.HairColor = player.PCStyle.iHairColor;
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result.HairStyle = player.PCStyle.iHairStyle;
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result.Height = player.PCStyle.iHeight;
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result.HP = player.HP;
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result.isGM = player.IsGM;
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result.LastName = U16toU8(player.PCStyle.szLastName);
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result.Level = player.level;
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result.NameCheck = player.PCStyle.iNameCheck;
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result.PayZoneFlag = player.PCStyle2.iPayzoneFlag;
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result.PlayerID = player.PCStyle.iPC_UID;
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result.SkinColor = player.PCStyle.iSkinColor;
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result.slot = player.slot;
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//taros
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result.TutorialFlag = player.PCStyle2.iTutorialFlag;
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result.x_coordinates = player.x;
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result.y_coordinates = player.y;
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result.z_coordinates = player.z;
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DbPlayer result;
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result.PlayerID = player.iID;
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result.AccountID = player.accountId;
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result.AppearanceFlag = player.PCStyle2.iAppearanceFlag;
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result.Body = player.PCStyle.iBody;
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result.Class = player.PCStyle.iClass;
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//equipment
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result.EyeColor = player.PCStyle.iEyeColor;
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result.FaceStyle = player.PCStyle.iFaceStyle;
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result.FirstName = U16toU8( player.PCStyle.szFirstName);
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//fm
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result.Gender = player.PCStyle.iGender;
|
||||
result.HairColor = player.PCStyle.iHairColor;
|
||||
result.HairStyle = player.PCStyle.iHairStyle;
|
||||
result.Height = player.PCStyle.iHeight;
|
||||
result.HP = player.HP;
|
||||
result.isGM = player.IsGM;
|
||||
result.LastName = U16toU8(player.PCStyle.szLastName);
|
||||
result.Level = player.level;
|
||||
result.NameCheck = player.PCStyle.iNameCheck;
|
||||
result.PayZoneFlag = player.PCStyle2.iPayzoneFlag;
|
||||
result.PlayerID = player.PCStyle.iPC_UID;
|
||||
result.SkinColor = player.PCStyle.iSkinColor;
|
||||
result.slot = player.slot;
|
||||
//taros
|
||||
result.TutorialFlag = player.PCStyle2.iTutorialFlag;
|
||||
result.x_coordinates = player.x;
|
||||
result.y_coordinates = player.y;
|
||||
result.z_coordinates = player.z;
|
||||
|
||||
return result;
|
||||
return result;
|
||||
}
|
||||
|
||||
Player Database::DbToPlayer(DbPlayer player) {
|
||||
Player result;
|
||||
Player result;
|
||||
|
||||
result.accountId = player.AccountID;
|
||||
result.PCStyle2.iAppearanceFlag = player.AppearanceFlag;
|
||||
result.PCStyle.iBody = player.Body;
|
||||
result.PCStyle.iClass = player.Class;
|
||||
result.PCStyle.iEyeColor = player.EyeColor;
|
||||
result.PCStyle.iFaceStyle = player.FaceStyle;
|
||||
U8toU16(player.FirstName, result.PCStyle.szFirstName);
|
||||
result.PCStyle.iGender = player.Gender;
|
||||
result.PCStyle.iHairColor = player.HairColor;
|
||||
result.PCStyle.iHairStyle = player.HairStyle;
|
||||
result.PCStyle.iHeight = player.Height;
|
||||
result.HP = player.HP;
|
||||
result.IsGM = player.isGM;
|
||||
U8toU16(player.LastName, result.PCStyle.szLastName);
|
||||
result.level = player.Level;
|
||||
result.PCStyle.iNameCheck = player.NameCheck;
|
||||
result.PCStyle2.iPayzoneFlag = player.PayZoneFlag;
|
||||
result.iID = player.PlayerID;
|
||||
result.PCStyle.iPC_UID = player.PlayerID;
|
||||
result.PCStyle.iSkinColor = player.SkinColor;
|
||||
result.slot = player.slot;
|
||||
result.PCStyle2.iTutorialFlag = player.TutorialFlag;
|
||||
result.x = player.x_coordinates;
|
||||
result.y = player.y_coordinates;
|
||||
result.z = player.z_coordinates;
|
||||
result.accountId = player.AccountID;
|
||||
result.PCStyle2.iAppearanceFlag = player.AppearanceFlag;
|
||||
result.PCStyle.iBody = player.Body;
|
||||
result.PCStyle.iClass = player.Class;
|
||||
result.PCStyle.iEyeColor = player.EyeColor;
|
||||
result.PCStyle.iFaceStyle = player.FaceStyle;
|
||||
U8toU16(player.FirstName, result.PCStyle.szFirstName);
|
||||
result.PCStyle.iGender = player.Gender;
|
||||
result.PCStyle.iHairColor = player.HairColor;
|
||||
result.PCStyle.iHairStyle = player.HairStyle;
|
||||
result.PCStyle.iHeight = player.Height;
|
||||
result.HP = player.HP;
|
||||
result.IsGM = player.isGM;
|
||||
U8toU16(player.LastName, result.PCStyle.szLastName);
|
||||
result.level = player.Level;
|
||||
result.PCStyle.iNameCheck = player.NameCheck;
|
||||
result.PCStyle2.iPayzoneFlag = player.PayZoneFlag;
|
||||
result.iID = player.PlayerID;
|
||||
result.PCStyle.iPC_UID = player.PlayerID;
|
||||
result.PCStyle.iSkinColor = player.SkinColor;
|
||||
result.slot = player.slot;
|
||||
result.PCStyle2.iTutorialFlag = player.TutorialFlag;
|
||||
result.x = player.x_coordinates;
|
||||
result.y = player.y_coordinates;
|
||||
result.z = player.z_coordinates;
|
||||
|
||||
//TODO:: implement all of below
|
||||
result.SerialKey = 0;
|
||||
result.money = 0;
|
||||
result.fusionmatter = 0;
|
||||
result.activeNano = 0;
|
||||
result.iPCState = 0;
|
||||
result.equippedNanos[0] = 1;
|
||||
result.equippedNanos[1] = 0;
|
||||
result.equippedNanos[2] = 0;
|
||||
result.isTrading = false;
|
||||
result.isTradeConfirm = false;
|
||||
//TODO:: implement all of below
|
||||
result.SerialKey = 0;
|
||||
result.money = 0;
|
||||
result.fusionmatter = 0;
|
||||
result.activeNano = 0;
|
||||
result.iPCState = 0;
|
||||
result.equippedNanos[0] = 1;
|
||||
result.equippedNanos[1] = 0;
|
||||
result.equippedNanos[2] = 0;
|
||||
result.isTrading = false;
|
||||
result.isTradeConfirm = false;
|
||||
|
||||
result.Nanos[1].iID = 1;
|
||||
result.Nanos[1].iSkillID = 1;
|
||||
result.Nanos[1].iStamina = 150;
|
||||
result.Nanos[1].iID = 1;
|
||||
result.Nanos[1].iSkillID = 1;
|
||||
result.Nanos[1].iStamina = 150;
|
||||
|
||||
for (int i = 2; i < 37; i++) {
|
||||
result.Nanos[i].iID = 0;
|
||||
result.Nanos[i].iSkillID = 0;
|
||||
result.Nanos[i].iStamina = 0;
|
||||
}
|
||||
for (int i = 2; i < 37; i++) {
|
||||
result.Nanos[i].iID = 0;
|
||||
result.Nanos[i].iSkillID = 0;
|
||||
result.Nanos[i].iStamina = 0;
|
||||
}
|
||||
|
||||
result.Equip[0].iID = player.EquipWeapon1;
|
||||
result.Equip[0].iType = 0;
|
||||
(player.EquipWeapon1) ? result.Equip[0].iOpt = 1 : result.Equip[0].iOpt = 0;
|
||||
result.Equip[0].iID = player.EquipWeapon1;
|
||||
result.Equip[0].iType = 0;
|
||||
(player.EquipWeapon1) ? result.Equip[0].iOpt = 1 : result.Equip[0].iOpt = 0;
|
||||
|
||||
result.Equip[1].iID = player.EquipUB;
|
||||
result.Equip[1].iType = 1;
|
||||
(player.EquipUB) ? result.Equip[1].iOpt = 1 : result.Equip[1].iOpt = 0;
|
||||
result.Equip[1].iID = player.EquipUB;
|
||||
result.Equip[1].iType = 1;
|
||||
(player.EquipUB) ? result.Equip[1].iOpt = 1 : result.Equip[1].iOpt = 0;
|
||||
|
||||
result.Equip[2].iID = player.EquipLB;
|
||||
result.Equip[2].iType = 2;
|
||||
(player.EquipLB) ? result.Equip[2].iOpt = 1 : result.Equip[2].iOpt = 0;
|
||||
result.Equip[2].iID = player.EquipLB;
|
||||
result.Equip[2].iType = 2;
|
||||
(player.EquipLB) ? result.Equip[2].iOpt = 1 : result.Equip[2].iOpt = 0;
|
||||
|
||||
result.Equip[3].iID = player.EquipFoot;
|
||||
result.Equip[3].iType = 3;
|
||||
(player.EquipFoot) ? result.Equip[3].iOpt = 1 : result.Equip[3].iOpt = 0;
|
||||
result.Equip[3].iID = player.EquipFoot;
|
||||
result.Equip[3].iType = 3;
|
||||
(player.EquipFoot) ? result.Equip[3].iOpt = 1 : result.Equip[3].iOpt = 0;
|
||||
|
||||
|
||||
|
||||
for (int i = 4; i < AEQUIP_COUNT; i++) {
|
||||
// empty equips
|
||||
result.Equip[i].iID = 0;
|
||||
result.Equip[i].iType = i;
|
||||
result.Equip[i].iOpt = 0;
|
||||
}
|
||||
for (int i = 0; i < AINVEN_COUNT; i++) {
|
||||
// setup inventories
|
||||
result.Inven[i].iID = 0;
|
||||
result.Inven[i].iType = 0;
|
||||
result.Inven[i].iOpt = 0;
|
||||
}
|
||||
return result;
|
||||
for (int i = 4; i < AEQUIP_COUNT; i++) {
|
||||
// empty equips
|
||||
result.Equip[i].iID = 0;
|
||||
result.Equip[i].iType = i;
|
||||
result.Equip[i].iOpt = 0;
|
||||
}
|
||||
for (int i = 0; i < AINVEN_COUNT; i++) {
|
||||
// setup inventories
|
||||
result.Inven[i].iID = 0;
|
||||
result.Inven[i].iType = 0;
|
||||
result.Inven[i].iOpt = 0;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
Database::DbPlayer Database::getDbPlayerById(int id) {
|
||||
return db.get_all<DbPlayer>(where(c(&DbPlayer::PlayerID) == id))
|
||||
.front();
|
||||
return db.get_all<DbPlayer>(where(c(&DbPlayer::PlayerID) == id))
|
||||
.front();
|
||||
}
|
||||
|
||||
#pragma endregion LoginServer
|
||||
|
146
src/Database.hpp
146
src/Database.hpp
@ -7,85 +7,85 @@
|
||||
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;
|
||||
};
|
||||
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);
|
||||
//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);
|
||||
//parsing DbPlayer
|
||||
DbPlayer playerToDb(Player player);
|
||||
Player DbToPlayer(DbPlayer player);
|
||||
|
||||
//getting players
|
||||
DbPlayer getDbPlayerById(int id);
|
||||
//getting players
|
||||
DbPlayer getDbPlayerById(int id);
|
||||
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user