Cleaned up comment formatting.

The incantation was: sed -i 's://\([^ ]\):// \1:' src/*.[ch]pp

Lines of code that was commented out were then manually reverted.
This commit is contained in:
2020-09-14 16:03:30 +02:00
parent 131997f34f
commit 9cc5f3e4d5
8 changed files with 72 additions and 72 deletions

View File

@@ -75,7 +75,7 @@ auto db = make_storage("database.db",
void Database::open()
{
//this parameter means it will try to preserve data during migration
// this parameter means it will try to preserve data during migration
bool preserve = true;
db.sync_schema(preserve);
DEBUGLOG(
@@ -102,7 +102,7 @@ void Database::updateSelected(int accountId, int slot)
std::unique_ptr<Database::Account> Database::findAccount(std::string login)
{
//this is awful, I've tried everything to improve it
// this is awful, I've tried everything to improve it
auto find = db.get_all<Account>(
where(c(&Account::Login) == login), limit(1));
if (find.empty())
@@ -130,24 +130,24 @@ int Database::createCharacter(sP_CL2LS_REQ_SAVE_CHAR_NAME* save, int AccountID)
DbPlayer create = {};
//save packet data
// save packet data
create.FirstName = U16toU8(save->szFirstName);
create.LastName = U16toU8(save->szLastName);
create.slot = save->iSlotNum;
create.AccountID = AccountID;
//set flags
// set flags
create.AppearanceFlag = 0;
create.TutorialFlag = 0;
create.PayZoneFlag = 0;
//set namecheck based on setting
// set namecheck based on setting
if (settings::APPROVEALLNAMES || save->iFNCode)
create.NameCheck = 1;
else
create.NameCheck = 0;
//create default body character
// create default body character
create.Body = 0;
create.Class = 0;
create.EyeColor = 1;
@@ -184,7 +184,7 @@ void Database::finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character)
finish.Level = 1;
finish.SkinColor = character->PCStyle.iSkinColor;
db.update(finish);
//clothes
// clothes
Inventory Foot, LB, UB;
Foot.playerId = character->PCStyle.iPC_UID;
Foot.id = character->sOn_Item.iEquipFootID;
@@ -212,9 +212,9 @@ void Database::finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character)
void Database::finishTutorial(int PlayerID)
{
Player finish = getPlayer(PlayerID);
//set flag
// set flag
finish.PCStyle2.iTutorialFlag= 1;
//add Gun
// add Gun
Inventory LightningGun = {};
LightningGun.playerId = PlayerID;
LightningGun.id = 328;
@@ -222,7 +222,7 @@ void Database::finishTutorial(int PlayerID)
LightningGun.Type = 0;
LightningGun.Opt = 1;
db.insert(LightningGun);
//add Nano
// add Nano
Nano Buttercup = {};
Buttercup.playerId = PlayerID;
Buttercup.iID = 1;
@@ -230,7 +230,7 @@ void Database::finishTutorial(int PlayerID)
Buttercup.iStamina = 150;
finish.equippedNanos[0] = 1;
db.insert(Buttercup);
//save missions
// save missions
MissionManager::saveMission(&finish, 0);
MissionManager::saveMission(&finish, 1);
@@ -254,7 +254,7 @@ std::vector <Player> Database::getCharacters(int UserID)
std::vector<DbPlayer>characters =
db.get_all<DbPlayer>(where
(c(&DbPlayer::AccountID) == UserID));
//parsing DbPlayer to Player
// parsing DbPlayer to Player
std::vector<Player> result = std::vector<Player>();
for (auto &character : characters) {
Player toadd = DbToPlayer(character);
@@ -319,9 +319,9 @@ Database::DbPlayer Database::playerToDb(Player *player)
result.Nano2 = player->equippedNanos[1];
result.Nano3 = player->equippedNanos[2];
//quests
// quests
result.QuestFlag = std::vector<char>();
//parsing long array to char vector
// parsing long array to char vector
for (int i=0; i<16; i++)
{
int64_t temp = player->aQuestFlag[i];
@@ -420,13 +420,13 @@ void Database::updatePlayer(Player *player) {
}
void Database::updateInventory(Player *player){
//start transaction
// start transaction
db.begin_transaction();
//remove all
// remove all
db.remove_all<Inventory>(
where(c(&Inventory::playerId) == player->iID)
);
//insert equip
// insert equip
for (int i = 0; i < AEQUIP_COUNT; i++) {
if (player->Equip[i].iID != 0) {
sItemBase* next = &player->Equip[i];
@@ -440,7 +440,7 @@ void Database::updateInventory(Player *player){
db.insert(toAdd);
}
}
//insert inventory
// insert inventory
for (int i = 0; i < AINVEN_COUNT; i++) {
if (player->Inven[i].iID != 0) {
sItemBase* next = &player->Inven[i];
@@ -454,7 +454,7 @@ void Database::updateInventory(Player *player){
db.insert(toAdd);
}
}
//insert bank
// insert bank
for (int i = 0; i < ABANK_COUNT; i++) {
if (player->Bank[i].iID != 0) {
sItemBase* next = &player->Bank[i];
@@ -471,13 +471,13 @@ void Database::updateInventory(Player *player){
db.commit();
}
void Database::updateNanos(Player *player) {
//start transaction
// start transaction
db.begin_transaction();
//remove all
// remove all
db.remove_all<Nano>(
where(c(&Nano::playerId) == player->iID)
);
//insert
// insert
for (int i=1; i < SIZEOF_NANO_BANK_SLOT; i++)
{
if ((player->Nanos[i]).iID == 0)
@@ -493,18 +493,18 @@ void Database::updateNanos(Player *player) {
db.commit();
}
void Database::getInventory(Player* player) {
//get items from DB
// get items from DB
auto items = db.get_all<Inventory>(
where(c(&Inventory::playerId) == player->iID)
);
//set items
// 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;
//assign to proper arrays
// assign to proper arrays
if (current.slot <= AEQUIP_COUNT)
player->Equip[current.slot] = toSet;
else if (current.slot <= (AEQUIP_COUNT + AINVEN_COUNT))
@@ -515,11 +515,11 @@ void Database::getInventory(Player* player) {
}
void Database::getNanos(Player* player) {
//get from DB
// get from DB
auto nanos = db.get_all<Nano>(
where(c(&Nano::playerId) == player->iID)
);
//set
// set
for (const Nano& current : nanos) {
sNano *toSet = &player->Nanos[current.iID];
toSet->iID = current.iID;