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
+6 -18
View File
@@ -200,14 +200,7 @@ bool Client::CheckLoreConflict(const Item_Struct* item) {
}
bool Client::SummonItem(uint32 item_id, int16 charges, uint32 aug1, uint32 aug2, uint32 aug3, uint32 aug4, uint32 aug5, bool attuned, uint16 to_slot) {
/* Set a timestamp in an entity variable for plugin check_handin.pl in return_items
This will stopgap players from items being returned if global_npc.pl has a catch all return_items
*/
struct timeval read_time;
char buffer[50];
gettimeofday(&read_time, 0);
sprintf(buffer, "%li.%li \n", read_time.tv_sec, read_time.tv_usec);
this->SetEntityVariable("Recieved_Item", buffer);
this->EVENT_ITEM_ScriptStopReturn();
// TODO: update calling methods and script apis to handle a failure return
@@ -2320,10 +2313,8 @@ void Client::CreateBandolier(const EQApplicationPacket *app) {
_log(INVENTORY__BANDOLIER, "Char: %s Creating Bandolier Set %i, Set Name: %s", GetName(), bs->number, bs->name);
strcpy(m_pp.bandoliers[bs->number].name, bs->name);
const ItemInst* InvItem;
const Item_Struct *BaseItem;
const ItemInst* InvItem;
const Item_Struct *BaseItem;
int16 WeaponSlot;
for(int BandolierSlot = bandolierMainHand; BandolierSlot <= bandolierAmmo; BandolierSlot++) {
@@ -2334,6 +2325,7 @@ void Client::CreateBandolier(const EQApplicationPacket *app) {
_log(INVENTORY__BANDOLIER, "Char: %s adding item %s to slot %i", GetName(),BaseItem->Name, WeaponSlot);
m_pp.bandoliers[bs->number].items[BandolierSlot].item_id = BaseItem->ID;
m_pp.bandoliers[bs->number].items[BandolierSlot].icon = BaseItem->Icon;
database.SaveCharacterBandolier(this->CharacterID(), bs->number, BandolierSlot, m_pp.bandoliers[bs->number].items[BandolierSlot].item_id, m_pp.bandoliers[bs->number].items[BandolierSlot].icon, bs->name);
}
else {
_log(INVENTORY__BANDOLIER, "Char: %s no item in slot %i", GetName(), WeaponSlot);
@@ -2341,21 +2333,17 @@ void Client::CreateBandolier(const EQApplicationPacket *app) {
m_pp.bandoliers[bs->number].items[BandolierSlot].icon = 0;
}
}
Save();
}
void Client::RemoveBandolier(const EQApplicationPacket *app) {
// Delete bandolier with the specified number
BandolierDelete_Struct *bds = (BandolierDelete_Struct*)app->pBuffer;
_log(INVENTORY__BANDOLIER, "Char: %s removing set", GetName(), bds->number);
memset(m_pp.bandoliers[bds->number].name, 0, 32);
for(int i = bandolierMainHand; i <= bandolierAmmo; i++) {
m_pp.bandoliers[bds->number].items[i].item_id = 0;
m_pp.bandoliers[bds->number].items[i].icon = 0;
m_pp.bandoliers[bds->number].items[i].icon = 0;
}
Save();
database.DeleteCharacterBandolier(this->CharacterID(), bds->number);
}
void Client::SetBandolier(const EQApplicationPacket *app) {