State of Commit: Testable if you ask me (Akkadius) what you need to do

- Need to convert a list of functions and columns and should be ready to start intensive testing phase
 - All preliminary tests show things working great

- All of player profile is saved and loaded from the database
- DBAsync has been completely removed from all code
	- Removed zone/dbasync.cpp/.h
	- Removed common/dbasync.cpp/.h
	- Removed dbasync from cmake commmon and zone
- Cleaned up a ton of functions
- Added several tables to world CheckDatabaseConversions script:
	- `character_skills`
	- `character_languages`
	- `character_bind`
	- `character_alternate_abilities`
	- `character_currency`
	- `character_data`
	- `character_spells`
	- `character_memmed_spells`
	- `character_disciplines`
	- `character_material`
	- `character_tribute`
	- `character_bandolier`
	- `character_potionbelt`
- Character select now loads from `character_data`
- Character creation now creates to `character_data`
- Updated function Database::UpdateName to use `character_data`
- Updated function Database::CheckUsedName to use `character_data`
- Updated function Database::MoveCharacterToZone to use `character_data`
- Updated function Database::SetLoginFlags to use `character_data`
- Updated function Database::SetFirstLogon to use `character_data`
- Updated function Database::SetLFG to use `character_data`
- Removed CopyCharacter functions and commands, to be recreated later since it never worked to begin with
- Removed SharedDatabase::SetPlayerProfile
- Trimmed down redundant case switch statements for World sendpackets to QueryServ
- Added Character Methods to Database class:
	Loads:
		bool	LoadCharacterBandolier(uint32 character_id, PlayerProfile_Struct* pp);
		bool	LoadCharacterTribute(uint32 character_id, PlayerProfile_Struct* pp);
		bool	LoadCharacterPotions(uint32 character_id, PlayerProfile_Struct* pp);
	Saves:
		bool	SaveCharacterBindPoint(uint32 character_id, uint32 zone_id, uint32 instance_id, float x, float y, float z, float heading, uint8 is_home);
		bool	SaveCharacterCurrency(uint32 character_id, PlayerProfile_Struct* pp);
		bool	SaveCharacterData(uint32 character_id, uint32 account_id, PlayerProfile_Struct* pp);
		bool	SaveCharacterAA(uint32 character_id, uint32 aa_id, uint32 current_level);
		bool	SaveCharacterSpellSwap(uint32 character_id, uint32 spell_id, uint32 from_slot, uint32 to_slot);
		bool	SaveCharacterSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
		bool	SaveCharacterMemorizedSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
		bool	SaveCharacterMaterialColor(uint32 character_id, uint32 slot_id, uint32 color);
		bool	SaveCharacterSkill(uint32 character_id, uint32 skill_id, uint32 value);
		bool	SaveCharacterLanguage(uint32 character_id, uint32 lang_id, uint32 value);
		bool	SaveCharacterDisc(uint32 character_id, uint32 slot_id, uint32 disc_id);
		bool	SaveCharacterTribute(uint32 character_id, PlayerProfile_Struct* pp);
		bool	SaveCharacterBandolier(uint32 character_id, uint8 bandolier_id, uint8 bandolier_slot, uint32 item_id, uint32 icon, const char* bandolier_name);
		bool	SaveCharacterPotionBelt(uint32 character_id, uint8 potion_id, uint32 item_id, uint32 icon);
	Deletes:
		bool	DeleteCharacterSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
		bool	DeleteCharacterMemorizedSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
		bool	DeleteCharacterDisc(uint32 character_id, uint32 slot_id);
		bool	DeleteCharacterBandolier(uint32 character_id, uint32 band_id);
This commit is contained in:
Akkadius
2014-09-04 07:24:17 -05:00
parent 0a9222e1ee
commit 4432c07081
37 changed files with 1235 additions and 2370 deletions
+5 -5
View File
@@ -234,7 +234,6 @@ public:
bool KeyRingCheck(uint32 item_id);
void KeyRingList();
virtual bool IsClient() const { return true; }
virtual void DBAWComplete(uint8 workpt_b1, DBAsyncWork* dbaw);
void CompleteConnect();
bool TryStacking(ItemInst* item, uint8 type = ItemPacketTrade, bool try_worn = true, bool try_cursor = true);
void SendTraderPacket(Client* trader, uint32 Unknown72 = 51);
@@ -654,14 +653,14 @@ public:
void OnDisconnect(bool hard_disconnect);
uint16 GetSkillPoints() {return m_pp.points;}
void SetSkillPoints(int inp) {m_pp.points = inp;}
uint16 GetSkillPoints() { return m_pp.points;}
void SetSkillPoints(int inp) { m_pp.points = inp;}
void IncreaseSkill(int skill_id, int value = 1) { if (skill_id <= HIGHEST_SKILL) { m_pp.skills[skill_id] += value; } }
void IncreaseLanguageSkill(int skill_id, int value = 1);
virtual uint16 GetSkill(SkillUseTypes skill_id) const { if (skill_id <= HIGHEST_SKILL) { return((itembonuses.skillmod[skill_id] > 0)? m_pp.skills[skill_id]*(100 + itembonuses.skillmod[skill_id])/100 : m_pp.skills[skill_id]); } return 0; }
virtual uint16 GetSkill(SkillUseTypes skill_id) const { if (skill_id <= HIGHEST_SKILL) { return((itembonuses.skillmod[skill_id] > 0) ? m_pp.skills[skill_id] * (100 + itembonuses.skillmod[skill_id]) / 100 : m_pp.skills[skill_id]); } return 0; }
uint32 GetRawSkill(SkillUseTypes skill_id) const { if (skill_id <= HIGHEST_SKILL) { return(m_pp.skills[skill_id]); } return 0; }
bool HasSkill(SkillUseTypes skill_id) const;
bool HasSkill(SkillUseTypes skill_id) const;
bool CanHaveSkill(SkillUseTypes skill_id) const;
void SetSkill(SkillUseTypes skill_num, uint16 value);
void AddSkill(SkillUseTypes skillid, uint16 value);
@@ -782,6 +781,7 @@ public:
int16 acmod();
// Item methods
void EVENT_ITEM_ScriptStopReturn();
uint32 NukeItem(uint32 itemnum, uint8 where_to_check =
(invWhereWorn | invWherePersonal | invWhereBank | invWhereSharedBank | invWhereTrading | invWhereCursor));
void SetTint(int16 slot_id, uint32 color);