#pragma once #include "CNStructs.hpp" #include "Player.hpp" #include #include namespace Database { #pragma region DatabaseStructs struct Account { int AccountID; std::string Login; std::string Password; int Selected; uint64_t Created; uint64_t LastLogin; }; struct Inventory { 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 { int PlayerID; int AccountID; short int slot; std::string FirstName; std::string LastName; uint64_t Created; uint64_t LastLogin; short int Level; int Nano1; int Nano2; int Nano3; short int AppearanceFlag; short int Body; short int Class; short int EyeColor; short int FaceStyle; short int Gender; int HP; short int HairColor; short int HairStyle; short int Height; 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; int angle; short int PCState; int BatteryW; int BatteryN; int16_t Mentor; std::vector QuestFlag; int32_t CurrentMissionID; int32_t WarpLocationFlag; int64_t SkywayLocationFlag1; int64_t SkywayLocationFlag2; }; struct DbQuest { int PlayerId; int32_t TaskId; int RemainingNPCCount1; int RemainingNPCCount2; int RemainingNPCCount3; }; #pragma endregion DatabaseStructs // handles migrations void open(); int getAccountsCount(); int getPlayersCount(); // returns ID int addAccount(std::string login, std::string password); void updateSelected(int accountId, int playerId); std::unique_ptr 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, int userID); std::vector getCharacters(int userID); // accepting/declining custom name enum class CustomName { APPROVE = 1, DISAPPROVE = 2 }; void evaluateCustomName(int characterID, CustomName decision); void changeName(sP_CL2LS_REQ_CHANGE_CHAR_NAME* save); // parsing DbPlayer DbPlayer playerToDb(Player *player); Player DbToPlayer(DbPlayer player); // getting players DbPlayer getDbPlayerById(int id); Player getPlayer(int id); void updatePlayer(Player *player); void updateInventory(Player *player); void updateNanos(Player *player); void updateQuests(Player* player); void getInventory(Player* player); void getNanos(Player* player); void getQuests(Player* player); //parsing blobs void appendBlob(std::vector*blob, int64_t input); int64_t blobToInt64(std::vector::iterator it); }