Implemented saving inventory and nanos

This commit is contained in:
kamilprzyb 2020-09-07 02:16:44 +02:00 committed by dongresource
parent fc57cae37d
commit 2fd7a8c6fc
4 changed files with 207 additions and 112 deletions

View File

@ -129,8 +129,8 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
loginSessions[sock].characters[UID] = Player(*it);
loginSessions[sock].characters[UID].FEKey = sock->getFEKey();
//temporary inventory stuff
for (int i = 0; i < 4; i++) {
//Equip info
for (int i = 0; i < AEQUIP_COUNT; i++) {
//equip char creation clothes and lightning rifle
charInfo.aEquip[i] = it->Equip[i];
}
@ -238,12 +238,9 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
std::cout << "\tiEquipUBID: " << (int)character->sOn_Item.iEquipUBID << std::endl;
std::cout << "\tiEquipLBID: " << (int)character->sOn_Item.iEquipLBID << std::endl;
std::cout << "\tiEquipFootID: " << (int)character->sOn_Item.iEquipFootID << std::endl;
)
Player player =
Database::DbToPlayer(
Database::getDbPlayerById(character->PCStyle.iPC_UID)
);
)
Player player = Database::getPlayer(character->PCStyle.iPC_UID);
int64_t UID = player.iID;
INITSTRUCT(sP_LS2CL_REP_CHAR_CREATE_SUCC, resp);
@ -322,11 +319,11 @@ void CNLoginServer::handlePacket(CNSocket* sock, CNPacketData* data) {
return;
sP_CL2LS_REQ_SAVE_CHAR_TUTOR* save = (sP_CL2LS_REQ_SAVE_CHAR_TUTOR*)data->buf;
Database::finishTutorial(save->iPC_UID);
loginSessions[sock].characters[save->iPC_UID].PCStyle2.iTutorialFlag = 1;
loginSessions[sock].characters[save->iPC_UID].Equip[0].iID = 328;
loginSessions[sock].characters[save->iPC_UID].Equip[0].iType = 0;
loginSessions[sock].characters[save->iPC_UID].Equip[0].iOpt = 1;
//update character in session
auto key = loginSessions[sock].characters[save->iPC_UID].FEKey;
loginSessions[sock].characters[save->iPC_UID] = Player(Database::getPlayer(save->iPC_UID));
loginSessions[sock].characters[save->iPC_UID].FEKey = key;
//no response here
break;
}
case P_CL2LS_REQ_CHANGE_CHAR_NAME: {

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@ -26,6 +26,9 @@ auto db = make_storage("database.db",
make_column("Firstname", &Database::DbPlayer::FirstName),
make_column("LastName", &Database::DbPlayer::LastName),
make_column("Level", &Database::DbPlayer::Level),
make_column("Nano1", &Database::DbPlayer::Nano1),
make_column("Nano2", &Database::DbPlayer::Nano2),
make_column("Nano3", &Database::DbPlayer::Nano3),
make_column("AppearanceFlag", &Database::DbPlayer::AppearanceFlag),
make_column("TutorialFlag", &Database::DbPlayer::TutorialFlag),
make_column("PayZoneFlag", &Database::DbPlayer::PayZoneFlag),
@ -35,10 +38,6 @@ auto db = make_storage("database.db",
make_column("Angle", &Database::DbPlayer::angle),
make_column("Body", &Database::DbPlayer::Body),
make_column("Class", &Database::DbPlayer::Class),
make_column("EquipFoot", &Database::DbPlayer::EquipFoot),
make_column("EquipLB", &Database::DbPlayer::EquipLB),
make_column("EquipUB", &Database::DbPlayer::EquipUB),
make_column("EquipWeapon1", &Database::DbPlayer::EquipWeapon1),
make_column("EyeColor", &Database::DbPlayer::EyeColor),
make_column("FaceStyle", &Database::DbPlayer::FaceStyle),
make_column("Gender", &Database::DbPlayer::Gender),
@ -54,7 +53,18 @@ auto db = make_storage("database.db",
make_column("PCState", &Database::DbPlayer::PCState)
),
make_table("Inventory",
make_column("AccountID", &Database::Inventory::AccountID, primary_key())
make_column("PlayerId", &Database::Inventory::playerId),
make_column("Slot", &Database::Inventory::slot),
make_column("Id", &Database::Inventory::id),
make_column("Type", &Database::Inventory::Type),
make_column("Opt", &Database::Inventory::Opt),
make_column("TimeLimit", &Database::Inventory::TimeLimit)
),
make_table("Nanos",
make_column("PlayerId", &Database::Nano::playerId),
make_column("Id", &Database::Nano::iID),
make_column("Skill", &Database::Nano::iSkillID),
make_column("Stamina", &Database::Nano::iStamina)
)
);
@ -132,11 +142,6 @@ int Database::createCharacter(sP_CL2LS_REQ_SAVE_CHAR_NAME* save, int AccountID)
//create default body character
create.Body= 0;
create.Class= 0;
create.EquipFoot= 0;
create.EquipLB= 0;
create.EquipUB= 0;
create.EquipWeapon1= 0;
create.EquipWeapon2= 0;
create.EyeColor= 1;
create.FaceStyle= 1;
create.Gender= 1;
@ -168,9 +173,6 @@ void Database::finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character)
finish.AppearanceFlag = 1;
finish.Body = character->PCStyle.iBody;
finish.Class = character->PCStyle.iClass;
finish.EquipFoot = character->sOn_Item.iEquipFootID;
finish.EquipLB = character->sOn_Item.iEquipLBID;
finish.EquipUB = character->sOn_Item.iEquipUBID;
finish.EyeColor = character->PCStyle.iEyeColor;
finish.FaceStyle = character->PCStyle.iFaceStyle;
finish.Gender = character->PCStyle.iGender;
@ -180,14 +182,52 @@ void Database::finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character)
finish.Level = 1;
finish.SkinColor = character->PCStyle.iSkinColor;
db.update(finish);
//clothes
Inventory Foot, LB, UB;
Foot.playerId = character->PCStyle.iPC_UID;
Foot.id = character->sOn_Item.iEquipFootID;
Foot.Type = 3;
Foot.slot = 3;
Foot.Opt = 1;
Foot.TimeLimit = 0;
db.insert(Foot);
LB.playerId = character->PCStyle.iPC_UID;
LB.id = character->sOn_Item.iEquipLBID;
LB.Type = 2;
LB.slot = 2;
LB.Opt = 1;
LB.TimeLimit = 0;
db.insert(LB);
UB.playerId = character->PCStyle.iPC_UID;
UB.id = character->sOn_Item.iEquipUBID;
UB.Type = 1;
UB.slot = 1;
UB.Opt = 1;
UB.TimeLimit = 0;
db.insert(UB);
}
void Database::finishTutorial(int PlayerID)
{
//set flag
DbPlayer finish = getDbPlayerById(PlayerID);
finish.TutorialFlag = 1;
//equip lightning gun
finish.EquipWeapon1 = 328;
finish.TutorialFlag = 1;
//add Gun
Inventory LightningGun = {};
LightningGun.playerId = PlayerID;
LightningGun.id = 328;
LightningGun.slot = 0;
LightningGun.Type = 0;
LightningGun.Opt = 1;
db.insert(LightningGun);
//add Nano
Nano Buttercup = {};
Buttercup.playerId = PlayerID;
Buttercup.iID = 1;
Buttercup.iSkillID = 1;
Buttercup.iStamina = 150;
finish.Nano1 = 1;
db.insert(Buttercup);
db.update(finish);
}
@ -265,14 +305,9 @@ Database::DbPlayer Database::playerToDb(Player player)
result.y_coordinates = player.y;
result.z_coordinates = player.z;
result.angle = player.angle;
result.PCState = player.iPCState;
//temporary inventory stuff
result.EquipWeapon1 = player.Equip[0].iID;
result.EquipUB = player.Equip[1].iID;
result.EquipLB = player.Equip[2].iID;
result.EquipFoot = player.Equip[3].iID;
result.Nano1 = player.equippedNanos[0];
result.Nano2 = player.equippedNanos[1];
result.Nano3 = player.equippedNanos[2];
return result;
}
@ -309,62 +344,12 @@ Player Database::DbToPlayer(DbPlayer player) {
result.money = player.Taros;
result.fusionmatter = player.FusionMatter;
//TODO:: implement all of below
result.SerialKey = 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
//Nanos
result.activeNano = -1;
result.equippedNanos[0] = 0;
result.equippedNanos[1] = 0;
result.equippedNanos[2] = 0;
result.Nanos[0].iID = 0;
result.Nanos[0].iSkillID = 0;
result.Nanos[0].iStamina = 0;
for (int i = 1; i < 37; i++) {
result.Nanos[i].iID = i;
result.Nanos[i].iSkillID = 1;
result.Nanos[i].iStamina = 150;
}
//equip
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[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;
for (int i = 4; i < AEQUIP_COUNT; i++) {
// empty equips
result.Equip[i].iID = 0;
result.Equip[i].iType = 0;
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;
}
result.equippedNanos[0] = player.Nano1;
result.equippedNanos[1] = player.Nano2;
result.equippedNanos[2] = player.Nano3;
Database::getInventory(&result);
Database::getNanos(&result);
return result;
}
@ -373,9 +358,108 @@ Database::DbPlayer Database::getDbPlayerById(int id) {
.front();
}
Player Database::getPlayer(int id) {
return DbToPlayer(
getDbPlayerById(id)
);
}
#pragma endregion LoginServer
void Database::updatePlayer(Player player) {
DbPlayer toUpdate = playerToDb(player);
db.update(toUpdate);
updateInventory(player);
updateNanos(player);
}
void Database::updateInventory(Player player) {
//start transaction
db.begin_transaction();
//remove all previous items
db.remove_all<Inventory>(
where(c(&Inventory::playerId) == player.iID)
);
//insert equip
for (int i = 0; i < AEQUIP_COUNT; i++) {
if (player.Equip[i].iID != 0) {
sItemBase* next = &player.Equip[i];
Inventory toAdd = {};
toAdd.playerId = player.iID;
toAdd.slot = i;
toAdd.id = next->iID;
toAdd.Opt = next->iOpt;
toAdd.Type = next->iType;
toAdd.TimeLimit = next->iTimeLimit;
db.insert(toAdd);
}
}
//insert inventory
for (int i = 0; i < AINVEN_COUNT; i++) {
if (player.Inven[i].iID != 0) {
sItemBase* next = &player.Inven[i];
Inventory toAdd = {};
toAdd.playerId = player.iID;
toAdd.slot = i + AEQUIP_COUNT;
toAdd.id = next->iID;
toAdd.Opt = next->iOpt;
toAdd.Type = next->iType;
toAdd.TimeLimit = next->iTimeLimit;
db.insert(toAdd);
}
}
db.commit();
}
void Database::updateNanos(Player player) {
//start transaction
db.begin_transaction();
//remove all
db.remove_all<Nano>(
where(c(&Nano::playerId) == player.iID)
);
//insert
int i = 1;
while ((i<SIZEOF_NANO_BANK_SLOT)&&(player.Nanos[i]).iID!=0){
Nano toAdd = {};
sNano* next = &player.Nanos[i];
toAdd.playerId = player.iID;
toAdd.iID = next->iID;
toAdd.iSkillID = next->iSkillID;
toAdd.iStamina = next->iStamina;
db.insert(toAdd);
i++;
}
db.commit();
}
void Database::getInventory(Player* player) {
//get items from DB
auto items = db.get_all<Inventory>(
where(c(&Inventory::playerId) == player->iID)
);
//set items
for (const Inventory &current : items) {
sItemBase toSet = {};
toSet.iID = current.id;
toSet.iType = current.Type;
toSet.iOpt = current.Opt;
toSet.iTimeLimit = current.TimeLimit;
if (current.slot > AEQUIP_COUNT)
player->Inven[current.slot - AEQUIP_COUNT] = toSet;
else
player->Equip[current.slot] = toSet;
}
}
void Database::getNanos(Player* player) {
//get from DB
auto nanos = db.get_all<Nano>(
where(c(&Nano::playerId) == player->iID)
);
//set
for (const Nano& current : nanos) {
sNano *toSet = &player->Nanos[current.iID];
toSet->iID = current.iID;
toSet->iSkillID = current.iSkillID;
toSet->iStamina = current.iStamina;
}
}

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@ -16,7 +16,18 @@ namespace Database {
};
struct Inventory
{
int AccountID;
int playerId;
int slot;
int16_t Type;
int16_t id;
int32_t Opt;
int32_t TimeLimit;
};
struct Nano {
int playerId;
int16_t iID;
int16_t iSkillID;
int16_t iStamina;
};
struct DbPlayer
{
@ -25,22 +36,20 @@ namespace Database {
short int slot;
std::string FirstName;
std::string LastName;
short int Level;
int Nano1;
int Nano2;
int Nano3;
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 Height;
short int NameCheck;
short int PayZoneFlag;
short int SkinColor;
@ -89,6 +98,12 @@ namespace Database {
//getting players
DbPlayer getDbPlayerById(int id);
Player getPlayer(int id);
void updatePlayer(Player player);
void updateInventory(Player player);
void updateNanos(Player player);
void getInventory(Player* player);
void getNanos(Player* player);
}

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@ -204,7 +204,7 @@ void PlayerManager::enterPlayer(CNSocket* sock, CNPacketData* data) {
response.iID = plr.iID;
response.uiSvrTime = getTime();
response.PCLoadData2CL.iUserLevel = 1;
response.PCLoadData2CL.iUserLevel = plr.level;
response.PCLoadData2CL.iHP = plr.HP;
response.PCLoadData2CL.iLevel = plr.level;
response.PCLoadData2CL.iCandy = plr.money;
@ -215,26 +215,25 @@ void PlayerManager::enterPlayer(CNSocket* sock, CNPacketData* data) {
response.PCLoadData2CL.iY = plr.y;
response.PCLoadData2CL.iZ = plr.z;
response.PCLoadData2CL.iAngle = plr.angle;
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;