mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-11-05 06:50:04 +00:00
Implemented saving inventory and nanos
This commit is contained in:
parent
fc57cae37d
commit
2fd7a8c6fc
@ -129,8 +129,8 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
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loginSessions[sock].characters[UID] = Player(*it);
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loginSessions[sock].characters[UID].FEKey = sock->getFEKey();
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//temporary inventory stuff
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for (int i = 0; i < 4; i++) {
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//Equip info
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for (int i = 0; i < AEQUIP_COUNT; i++) {
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//equip char creation clothes and lightning rifle
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charInfo.aEquip[i] = it->Equip[i];
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}
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@ -238,12 +238,9 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
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std::cout << "\tiEquipUBID: " << (int)character->sOn_Item.iEquipUBID << std::endl;
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std::cout << "\tiEquipLBID: " << (int)character->sOn_Item.iEquipLBID << std::endl;
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std::cout << "\tiEquipFootID: " << (int)character->sOn_Item.iEquipFootID << std::endl;
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)
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)
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Player player =
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Database::DbToPlayer(
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Database::getDbPlayerById(character->PCStyle.iPC_UID)
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);
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Player player = Database::getPlayer(character->PCStyle.iPC_UID);
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int64_t UID = player.iID;
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INITSTRUCT(sP_LS2CL_REP_CHAR_CREATE_SUCC, resp);
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@ -322,11 +319,11 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
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return;
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sP_CL2LS_REQ_SAVE_CHAR_TUTOR* save = (sP_CL2LS_REQ_SAVE_CHAR_TUTOR*)data->buf;
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Database::finishTutorial(save->iPC_UID);
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loginSessions[sock].characters[save->iPC_UID].PCStyle2.iTutorialFlag = 1;
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loginSessions[sock].characters[save->iPC_UID].Equip[0].iID = 328;
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loginSessions[sock].characters[save->iPC_UID].Equip[0].iType = 0;
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loginSessions[sock].characters[save->iPC_UID].Equip[0].iOpt = 1;
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//update character in session
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auto key = loginSessions[sock].characters[save->iPC_UID].FEKey;
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loginSessions[sock].characters[save->iPC_UID] = Player(Database::getPlayer(save->iPC_UID));
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loginSessions[sock].characters[save->iPC_UID].FEKey = key;
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//no response here
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break;
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}
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case P_CL2LS_REQ_CHANGE_CHAR_NAME: {
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240
src/Database.cpp
240
src/Database.cpp
@ -26,6 +26,9 @@ auto db = make_storage("database.db",
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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("Nano1", &Database::DbPlayer::Nano1),
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make_column("Nano2", &Database::DbPlayer::Nano2),
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make_column("Nano3", &Database::DbPlayer::Nano3),
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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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@ -35,10 +38,6 @@ auto db = make_storage("database.db",
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make_column("Angle", &Database::DbPlayer::angle),
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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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@ -54,7 +53,18 @@ auto db = make_storage("database.db",
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make_column("PCState", &Database::DbPlayer::PCState)
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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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make_column("PlayerId", &Database::Inventory::playerId),
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make_column("Slot", &Database::Inventory::slot),
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make_column("Id", &Database::Inventory::id),
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make_column("Type", &Database::Inventory::Type),
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make_column("Opt", &Database::Inventory::Opt),
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make_column("TimeLimit", &Database::Inventory::TimeLimit)
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),
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make_table("Nanos",
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make_column("PlayerId", &Database::Nano::playerId),
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make_column("Id", &Database::Nano::iID),
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make_column("Skill", &Database::Nano::iSkillID),
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make_column("Stamina", &Database::Nano::iStamina)
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)
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);
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@ -132,11 +142,6 @@ int Database::createCharacter(sP_CL2LS_REQ_SAVE_CHAR_NAME* save, int AccountID)
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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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@ -168,9 +173,6 @@ void Database::finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character)
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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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@ -180,14 +182,52 @@ void Database::finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character)
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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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//clothes
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Inventory Foot, LB, UB;
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Foot.playerId = character->PCStyle.iPC_UID;
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Foot.id = character->sOn_Item.iEquipFootID;
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Foot.Type = 3;
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Foot.slot = 3;
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Foot.Opt = 1;
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Foot.TimeLimit = 0;
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db.insert(Foot);
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LB.playerId = character->PCStyle.iPC_UID;
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LB.id = character->sOn_Item.iEquipLBID;
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LB.Type = 2;
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LB.slot = 2;
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LB.Opt = 1;
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LB.TimeLimit = 0;
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db.insert(LB);
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UB.playerId = character->PCStyle.iPC_UID;
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UB.id = character->sOn_Item.iEquipUBID;
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UB.Type = 1;
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UB.slot = 1;
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UB.Opt = 1;
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UB.TimeLimit = 0;
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db.insert(UB);
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}
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void Database::finishTutorial(int PlayerID)
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{
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//set flag
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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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//add Gun
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Inventory LightningGun = {};
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LightningGun.playerId = PlayerID;
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LightningGun.id = 328;
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LightningGun.slot = 0;
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LightningGun.Type = 0;
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LightningGun.Opt = 1;
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db.insert(LightningGun);
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//add Nano
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Nano Buttercup = {};
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Buttercup.playerId = PlayerID;
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Buttercup.iID = 1;
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Buttercup.iSkillID = 1;
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Buttercup.iStamina = 150;
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finish.Nano1 = 1;
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db.insert(Buttercup);
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db.update(finish);
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}
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@ -265,14 +305,9 @@ Database::DbPlayer Database::playerToDb(Player player)
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result.y_coordinates = player.y;
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result.z_coordinates = player.z;
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result.angle = player.angle;
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result.PCState = player.iPCState;
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//temporary inventory stuff
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result.EquipWeapon1 = player.Equip[0].iID;
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result.EquipUB = player.Equip[1].iID;
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result.EquipLB = player.Equip[2].iID;
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result.EquipFoot = player.Equip[3].iID;
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result.Nano1 = player.equippedNanos[0];
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result.Nano2 = player.equippedNanos[1];
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result.Nano3 = player.equippedNanos[2];
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return result;
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}
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@ -309,62 +344,12 @@ Player Database::DbToPlayer(DbPlayer player) {
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result.money = player.Taros;
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result.fusionmatter = player.FusionMatter;
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//TODO:: implement all of below
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result.SerialKey = 0;
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result.activeNano = 0;
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result.iPCState = 0;
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result.equippedNanos[0] = 1;
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result.equippedNanos[1] = 0;
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result.equippedNanos[2] = 0;
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result.isTrading = false;
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result.isTradeConfirm = false;
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//TODO:: implement all of below
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result.equippedNanos[0] = player.Nano1;
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result.equippedNanos[1] = player.Nano2;
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result.equippedNanos[2] = player.Nano3;
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//Nanos
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result.activeNano = -1;
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result.equippedNanos[0] = 0;
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result.equippedNanos[1] = 0;
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result.equippedNanos[2] = 0;
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result.Nanos[0].iID = 0;
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result.Nanos[0].iSkillID = 0;
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result.Nanos[0].iStamina = 0;
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for (int i = 1; i < 37; i++) {
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result.Nanos[i].iID = i;
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result.Nanos[i].iSkillID = 1;
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result.Nanos[i].iStamina = 150;
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}
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//equip
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result.Equip[0].iID = player.EquipWeapon1;
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result.Equip[0].iType = 0;
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(player.EquipWeapon1) ? result.Equip[0].iOpt = 1 : result.Equip[0].iOpt = 0;
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result.Equip[1].iID = player.EquipUB;
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result.Equip[1].iType = 1;
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(player.EquipUB) ? result.Equip[1].iOpt = 1 : result.Equip[1].iOpt = 0;
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result.Equip[2].iID = player.EquipLB;
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result.Equip[2].iType = 2;
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(player.EquipLB) ? result.Equip[2].iOpt = 1 : result.Equip[2].iOpt = 0;
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result.Equip[3].iID = player.EquipFoot;
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result.Equip[3].iType = 3;
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(player.EquipFoot) ? result.Equip[3].iOpt = 1 : result.Equip[3].iOpt = 0;
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for (int i = 4; i < AEQUIP_COUNT; i++) {
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// empty equips
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result.Equip[i].iID = 0;
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result.Equip[i].iType = 0;
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result.Equip[i].iOpt = 0;
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}
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for (int i = 0; i < AINVEN_COUNT; i++) {
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// setup inventories
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result.Inven[i].iID = 0;
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result.Inven[i].iType = 0;
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result.Inven[i].iOpt = 0;
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}
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Database::getInventory(&result);
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Database::getNanos(&result);
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return result;
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}
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@ -373,9 +358,108 @@ Database::DbPlayer Database::getDbPlayerById(int id) {
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.front();
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}
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Player Database::getPlayer(int id) {
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return DbToPlayer(
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getDbPlayerById(id)
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);
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}
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#pragma endregion LoginServer
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void Database::updatePlayer(Player player) {
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DbPlayer toUpdate = playerToDb(player);
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db.update(toUpdate);
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updateInventory(player);
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updateNanos(player);
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}
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void Database::updateInventory(Player player) {
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//start transaction
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db.begin_transaction();
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//remove all previous items
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db.remove_all<Inventory>(
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where(c(&Inventory::playerId) == player.iID)
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);
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//insert equip
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for (int i = 0; i < AEQUIP_COUNT; i++) {
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if (player.Equip[i].iID != 0) {
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sItemBase* next = &player.Equip[i];
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Inventory toAdd = {};
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toAdd.playerId = player.iID;
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toAdd.slot = i;
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toAdd.id = next->iID;
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toAdd.Opt = next->iOpt;
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toAdd.Type = next->iType;
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toAdd.TimeLimit = next->iTimeLimit;
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db.insert(toAdd);
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}
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}
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//insert inventory
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for (int i = 0; i < AINVEN_COUNT; i++) {
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if (player.Inven[i].iID != 0) {
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sItemBase* next = &player.Inven[i];
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Inventory toAdd = {};
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toAdd.playerId = player.iID;
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toAdd.slot = i + AEQUIP_COUNT;
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toAdd.id = next->iID;
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toAdd.Opt = next->iOpt;
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toAdd.Type = next->iType;
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toAdd.TimeLimit = next->iTimeLimit;
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db.insert(toAdd);
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}
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}
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db.commit();
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}
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void Database::updateNanos(Player player) {
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//start transaction
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db.begin_transaction();
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//remove all
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db.remove_all<Nano>(
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where(c(&Nano::playerId) == player.iID)
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);
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//insert
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int i = 1;
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while ((i<SIZEOF_NANO_BANK_SLOT)&&(player.Nanos[i]).iID!=0){
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Nano toAdd = {};
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sNano* next = &player.Nanos[i];
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toAdd.playerId = player.iID;
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toAdd.iID = next->iID;
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toAdd.iSkillID = next->iSkillID;
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toAdd.iStamina = next->iStamina;
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db.insert(toAdd);
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i++;
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}
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db.commit();
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}
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void Database::getInventory(Player* player) {
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//get items from DB
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auto items = db.get_all<Inventory>(
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where(c(&Inventory::playerId) == player->iID)
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);
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//set items
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for (const Inventory ¤t : items) {
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sItemBase toSet = {};
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toSet.iID = current.id;
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toSet.iType = current.Type;
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toSet.iOpt = current.Opt;
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toSet.iTimeLimit = current.TimeLimit;
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if (current.slot > AEQUIP_COUNT)
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player->Inven[current.slot - AEQUIP_COUNT] = toSet;
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else
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player->Equip[current.slot] = toSet;
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}
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}
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void Database::getNanos(Player* player) {
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//get from DB
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auto nanos = db.get_all<Nano>(
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where(c(&Nano::playerId) == player->iID)
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);
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//set
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for (const Nano& current : nanos) {
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sNano *toSet = &player->Nanos[current.iID];
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toSet->iID = current.iID;
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toSet->iSkillID = current.iSkillID;
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toSet->iStamina = current.iStamina;
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}
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}
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@ -16,7 +16,18 @@ namespace Database {
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};
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struct Inventory
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{
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int AccountID;
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int playerId;
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int slot;
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int16_t Type;
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int16_t id;
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int32_t Opt;
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int32_t TimeLimit;
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};
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struct Nano {
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int playerId;
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int16_t iID;
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int16_t iSkillID;
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int16_t iStamina;
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};
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struct DbPlayer
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{
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@ -25,14 +36,13 @@ namespace Database {
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short int slot;
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std::string FirstName;
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std::string LastName;
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short int Level;
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int Nano1;
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int Nano2;
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int Nano3;
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short int AppearanceFlag;
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short int Body;
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short int Class;
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short int EquipFoot;
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short int EquipLB;
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short int EquipUB;
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short int EquipWeapon1;
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short int EquipWeapon2;
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short int EyeColor;
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short int FaceStyle;
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short int Gender;
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@ -40,7 +50,6 @@ namespace Database {
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short int HairColor;
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short int HairStyle;
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short int Height;
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short int Level;
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short int NameCheck;
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short int PayZoneFlag;
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short int SkinColor;
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@ -89,6 +98,12 @@ namespace Database {
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//getting players
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DbPlayer getDbPlayerById(int id);
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Player getPlayer(int id);
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void updatePlayer(Player player);
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void updateInventory(Player player);
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void updateNanos(Player player);
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void getInventory(Player* player);
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void getNanos(Player* player);
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}
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@ -204,7 +204,7 @@ void PlayerManager::enterPlayer(CNSocket* sock, CNPacketData* data) {
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response.iID = plr.iID;
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response.uiSvrTime = getTime();
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response.PCLoadData2CL.iUserLevel = 1;
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response.PCLoadData2CL.iUserLevel = plr.level;
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response.PCLoadData2CL.iHP = plr.HP;
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response.PCLoadData2CL.iLevel = plr.level;
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response.PCLoadData2CL.iCandy = plr.money;
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@ -215,26 +215,25 @@ void PlayerManager::enterPlayer(CNSocket* sock, CNPacketData* data) {
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response.PCLoadData2CL.iY = plr.y;
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response.PCLoadData2CL.iZ = plr.z;
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response.PCLoadData2CL.iAngle = plr.angle;
|
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response.PCLoadData2CL.iActiveNanoSlotNum = plr.activeNano;
|
||||
|
||||
response.PCLoadData2CL.iActiveNanoSlotNum = -1;
|
||||
response.PCLoadData2CL.iFatigue = 50;
|
||||
response.PCLoadData2CL.PCStyle = plr.PCStyle;
|
||||
response.PCLoadData2CL.PCStyle2 = plr.PCStyle2;
|
||||
|
||||
//inventory
|
||||
for (int i = 0; i < AEQUIP_COUNT; i++)
|
||||
response.PCLoadData2CL.aEquip[i] = plr.Equip[i];
|
||||
|
||||
for (int i = 0; i < AINVEN_COUNT; i++)
|
||||
response.PCLoadData2CL.aInven[i] = plr.Inven[i];
|
||||
|
||||
// don't ask..
|
||||
for (int i = 1; i < 37; i++) {
|
||||
//nanos
|
||||
for (int i = 1; i < SIZEOF_NANO_BANK_SLOT; i++) {
|
||||
response.PCLoadData2CL.aNanoBank[i] = plr.Nanos[i];
|
||||
}
|
||||
|
||||
// temporarily not add nanos for nano add test through commands
|
||||
//response.PCLoadData2CL.aNanoSlots[0] = 1;
|
||||
//response.PCLoadData2CL.aNanoSlots[1] = 2;
|
||||
//response.PCLoadData2CL.aNanoSlots[2] = 3;
|
||||
for (int i = 0; i < 3; i++) {
|
||||
response.PCLoadData2CL.aNanoSlots[i] = plr.equippedNanos[i];
|
||||
}
|
||||
response.PCLoadData2CL.aQuestFlag[0] = -1;
|
||||
|
||||
// shut Computress up
|
||||
response.PCLoadData2CL.iFirstUseFlag1 = UINT64_MAX;
|
||||
|
Loading…
Reference in New Issue
Block a user