Implemented per-client character creation limits

This commit is contained in:
Uleat
2015-02-17 13:56:58 -05:00
parent e4be4d6895
commit 766641cd15
24 changed files with 790 additions and 597 deletions
+145 -123
View File
@@ -33,21 +33,20 @@ extern std::vector<RaceClassCombos> character_create_race_class_combos;
// the current stuff is at the bottom of this function
void WorldDatabase::GetCharSelectInfo(uint32 account_id, CharacterSelect_Struct* cs, uint32 ClientVersion)
void WorldDatabase::GetCharSelectInfo(uint32 accountID, EQApplicationPacket **outApp, uint32 clientVersionBit)
{
Inventory *inv = nullptr;
uint8 has_home = 0;
uint8 has_bind = 0;
/* Initialize Variables */
for (int i=0; i<10; i++) {
strcpy(cs->Name[i], "<none>");
cs->Zone[i] = 0;
cs->Level[i] = 0;
cs->Tutorial[i] = 0;
cs->GoHome[i] = 0;
}
/* Set Character Creation Limit */
ClientVersion client_version = ClientVersionFromBit(clientVersionBit);
size_t character_limit = EQLimits::CharacterCreationLimit(client_version);
// Validate against absolute server max
if (character_limit > EmuConstants::CHARACTER_CREATION_LIMIT)
character_limit = EmuConstants::CHARACTER_CREATION_LIMIT;
// Force Titanium clients to use '8'
if (client_version == ClientVersion::Titanium)
character_limit = 8;
/* Get Character Info */
std::string cquery = StringFormat(
"SELECT "
@@ -73,52 +72,93 @@ void WorldDatabase::GetCharSelectInfo(uint32 account_id, CharacterSelect_Struct*
"zone_id " // 19
"FROM "
"character_data "
"WHERE `account_id` = %i ORDER BY `name` LIMIT 10 ", account_id);
auto results = database.QueryDatabase(cquery); int char_num = 0;
for (auto row = results.begin(); row != results.end() && char_num < 10; ++row, ++char_num) {
"WHERE `account_id` = %i ORDER BY `name` LIMIT %u", accountID, character_limit);
auto results = database.QueryDatabase(cquery);
size_t character_count = results.RowCount();
if (character_count == 0) {
*outApp = new EQApplicationPacket(OP_SendCharInfo, sizeof(CharacterSelect_Struct));
CharacterSelect_Struct *cs = (CharacterSelect_Struct *)(*outApp)->pBuffer;
cs->CharCount = 0;
cs->TotalChars = character_limit;
return;
}
size_t packet_size = sizeof(CharacterSelect_Struct) + (sizeof(CharacterSelectEntry_Struct) * character_count);
*outApp = new EQApplicationPacket(OP_SendCharInfo, packet_size);
unsigned char *buff_ptr = (*outApp)->pBuffer;
CharacterSelect_Struct *cs = (CharacterSelect_Struct *)buff_ptr;
cs->CharCount = character_count;
cs->TotalChars = character_limit;
buff_ptr += sizeof(CharacterSelect_Struct);
for (auto row = results.begin(); row != results.end(); ++row) {
CharacterSelectEntry_Struct *cse = (CharacterSelectEntry_Struct *)buff_ptr;
PlayerProfile_Struct pp;
Inventory inv;
uint32 character_id = (uint32)atoi(row[0]);
uint8 has_home = 0;
uint8 has_bind = 0;
memset(&pp, 0, sizeof(PlayerProfile_Struct));
/* Fill CharacterSelectEntry_Struct */
strcpy(cse->Name, row[1]);
cse->Class = (uint8)atoi(row[4]);
cse->Race = (uint32)atoi(row[3]);
cse->Level = (uint8)atoi(row[5]);
cse->ShroudClass = cse->Class;
cse->ShroudRace = cse->Race;
cse->Zone = (uint16)atoi(row[19]);
cse->Instance = 0;
cse->Gender = (uint8)atoi(row[2]);
cse->Face = (uint8)atoi(row[15]);
cse->Equip[0] = { 0 }; // Processed below
cse->Unknown15 = 0xFF;
cse->Unknown19 = 0xFF;
cse->DrakkinTattoo = (uint32)atoi(row[17]);
cse->DrakkinDetails = (uint32)atoi(row[18]);
cse->Deity = (uint32)atoi(row[6]);
cse->PrimaryIDFile = 0; // Processed Below
cse->SecondaryIDFile = 0; // Processed Below
cse->HairColor = (uint8)atoi(row[9]);
cse->BeardColor = (uint8)atoi(row[10]);
cse->EyeColor1 = (uint8)atoi(row[11]);
cse->EyeColor2 = (uint8)atoi(row[12]);
cse->HairStyle = (uint8)atoi(row[13]);
cse->Beard = (uint8)atoi(row[14]);
cse->Enabled = 1;
cse->Tutorial = 0; // Processed Below
cse->DrakkinHeritage = (uint32)atoi(row[16]);
cse->Unknown1 = 0;
cse->GoHome = 0; // Processed Below
cse->LastLogin = (uint32)atoi(row[7]); // RoF2 value: 1212696584
cse->Unknown2 = 0;
/* Fill End */
uint32 character_id = atoi(row[0]);
strcpy(cs->Name[char_num], row[1]);
uint8 lvl = atoi(row[5]);
cs->Level[char_num] = lvl;
cs->Class_[char_num] = atoi(row[4]);
cs->Race[char_num] = atoi(row[3]);
cs->Gender[char_num] = atoi(row[2]);
cs->Deity[char_num] = atoi(row[6]);
cs->Zone[char_num] = atoi(row[19]);
cs->Face[char_num] = atoi(row[15]);
cs->HairColor[char_num] = atoi(row[9]);
cs->BeardColor[char_num] = atoi(row[10]);
cs->EyeColor2[char_num] = atoi(row[12]);
cs->EyeColor1[char_num] = atoi(row[11]);
cs->HairStyle[char_num] = atoi(row[13]);
cs->Beard[char_num] = atoi(row[14]);
cs->DrakkinHeritage[char_num] = atoi(row[16]);
cs->DrakkinTattoo[char_num] = atoi(row[17]);
cs->DrakkinDetails[char_num] = atoi(row[18]);
if (RuleB(World, EnableTutorialButton) && (lvl <= RuleI(World, MaxLevelForTutorial)))
cs->Tutorial[char_num] = 1;
if (RuleB(World, EnableTutorialButton) && (cse->Level <= RuleI(World, MaxLevelForTutorial))) {
cse->Tutorial = 1;
}
if (RuleB(World, EnableReturnHomeButton)) {
int now = time(nullptr);
if ((now - atoi(row[7])) >= RuleI(World, MinOfflineTimeToReturnHome))
cs->GoHome[char_num] = 1;
cse->GoHome = 1;
}
/* Set Bind Point Data for any character that may possibly be missing it for any reason */
cquery = StringFormat("SELECT `zone_id`, `instance_id`, `x`, `y`, `z`, `heading`, `is_home` FROM `character_bind` WHERE `id` = %i LIMIT 2", character_id);
auto results_bind = database.QueryDatabase(cquery); has_home = 0; has_bind = 0;
auto results_bind = database.QueryDatabase(cquery);
for (auto row_b = results_bind.begin(); row_b != results_bind.end(); ++row_b) {
if (row_b[6] && atoi(row_b[6]) == 1){ has_home = 1; }
if (row_b[6] && atoi(row_b[6]) == 0){ has_bind = 1; }
}
if (has_home == 0 || has_bind == 0){
if (has_home == 0 || has_bind == 0) {
cquery = StringFormat("SELECT `zone_id`, `bind_id`, `x`, `y`, `z` FROM `start_zones` WHERE `player_class` = %i AND `player_deity` = %i AND `player_race` = %i",
cs->Class_[char_num], cs->Deity[char_num], cs->Race[char_num]);
cse->Class, cse->Deity, cse->Race);
auto results_bind = database.QueryDatabase(cquery);
for (auto row_d = results_bind.begin(); row_d != results_bind.end(); ++row_d) {
/* If a bind_id is specified, make them start there */
@@ -134,32 +174,87 @@ void WorldDatabase::GetCharSelectInfo(uint32 account_id, CharacterSelect_Struct*
float z = atof(row_d[4]);
if (x == 0 && y == 0 && z == 0){ GetSafePoints(pp.binds[4].zoneId, 0, &x, &y, &z); }
pp.binds[4].x = x; pp.binds[4].y = y; pp.binds[4].z = z;
}
}
pp.binds[0] = pp.binds[4];
/* If no home bind set, set it */
if (has_home == 0){
if (has_home == 0) {
std::string query = StringFormat("REPLACE INTO `character_bind` (id, zone_id, instance_id, x, y, z, heading, is_home)"
" VALUES (%u, %u, %u, %f, %f, %f, %f, %i)",
character_id, pp.binds[4].zoneId, 0, pp.binds[4].x, pp.binds[4].y, pp.binds[4].z, pp.binds[4].heading, 1);
auto results_bset = QueryDatabase(query);
auto results_bset = QueryDatabase(query);
}
/* If no regular bind set, set it */
if (has_bind == 0){
if (has_bind == 0) {
std::string query = StringFormat("REPLACE INTO `character_bind` (id, zone_id, instance_id, x, y, z, heading, is_home)"
" VALUES (%u, %u, %u, %f, %f, %f, %f, %i)",
character_id, pp.binds[0].zoneId, 0, pp.binds[0].x, pp.binds[0].y, pp.binds[0].z, pp.binds[0].heading, 0);
auto results_bset = QueryDatabase(query);
auto results_bset = QueryDatabase(query);
}
}
/* Bind End */
/* Load Inventory */
// If we ensure that the material data is updated appropriately, we can do away with inventory loads
if (GetInventory(accountID, cse->Name, &inv)) {
const Item_Struct* item = nullptr;
const ItemInst* inst = nullptr;
int16 invslot = 0;
for (uint32 matslot = 0; matslot < _MaterialCount; matslot++) {
invslot = Inventory::CalcSlotFromMaterial(matslot);
if (invslot == INVALID_INDEX) { continue; }
inst = inv.GetItem(invslot);
if (inst == nullptr) { continue; }
item = inst->GetItem();
if (item == nullptr) { continue; }
if (matslot > 6) {
uint32 idfile = 0;
// Weapon Models
if (inst->GetOrnamentationIDFile() != 0) {
idfile = inst->GetOrnamentationIDFile();
cse->Equip[matslot].Material = idfile;
}
else {
if (strlen(item->IDFile) > 2) {
idfile = atoi(&item->IDFile[2]);
cse->Equip[matslot].Material = idfile;
}
}
if (matslot == MaterialPrimary) {
cse->PrimaryIDFile = idfile;
}
else {
cse->SecondaryIDFile = idfile;
}
}
else {
uint32 color = 0;
if (pp.item_tint[matslot].RGB.UseTint) {
color = pp.item_tint[matslot].Color;
}
else {
color = inst->GetColor();
}
// Armor Materials/Models
cse->Equip[matslot].Material = item->Material;
cse->Equip[matslot].EliteMaterial = item->EliteMaterial;
cse->Equip[matslot].HeroForgeModel = inst->GetOrnamentHeroModel(matslot);
cse->Equip[matslot].Color.Color = color;
}
}
}
else {
printf("Error loading inventory for %s\n", cse->Name);
}
/* Load Inventory End */
/* Load Character Material Data for Char Select */
cquery = StringFormat("SELECT slot, red, green, blue, use_tint, color FROM `character_material` WHERE `id` = %u", character_id);
auto results_b = database.QueryDatabase(cquery); uint8 slot = 0;
for (auto row_b = results_b.begin(); row_b != results_b.end(); ++row_b)
{
for (auto row_b = results_b.begin(); row_b != results_b.end(); ++row_b) {
slot = atoi(row_b[0]);
pp.item_tint[slot].RGB.Red = atoi(row_b[1]);
pp.item_tint[slot].RGB.Green = atoi(row_b[2]);
@@ -167,81 +262,8 @@ void WorldDatabase::GetCharSelectInfo(uint32 account_id, CharacterSelect_Struct*
pp.item_tint[slot].RGB.UseTint = atoi(row_b[4]);
}
/* Load Inventory */
// If we ensure that the material data is updated appropriately, we can do away with inventory loads
inv = new Inventory;
if (GetInventory(account_id, cs->Name[char_num], inv))
{
const Item_Struct* item = nullptr;
const ItemInst* inst = nullptr;
int16 invslot = 0;
for (uint32 matslot = 0; matslot < _MaterialCount; matslot++)
{
invslot = Inventory::CalcSlotFromMaterial(matslot);
if (invslot == INVALID_INDEX) { continue; }
inst = inv->GetItem(invslot);
if (inst == nullptr) { continue; }
item = inst->GetItem();
if (item == nullptr) { continue; }
if (matslot > 6)
{
uint32 idfile = 0;
// Weapon Models
if (inst->GetOrnamentationIDFile() != 0)
{
idfile = inst->GetOrnamentationIDFile();
cs->Equip[char_num][matslot].Material = idfile;
}
else
{
if (strlen(item->IDFile) > 2)
{
idfile = atoi(&item->IDFile[2]);
cs->Equip[char_num][matslot].Material = idfile;
}
}
if (matslot == MaterialPrimary)
{
cs->Primary[char_num] = idfile;
}
else
{
cs->Secondary[char_num] = idfile;
}
}
else
{
uint32 color = 0;
if (pp.item_tint[matslot].RGB.UseTint)
{
color = pp.item_tint[matslot].Color;
}
else
{
color = inst->GetColor();
}
// Armor Materials/Models
cs->Equip[char_num][matslot].Material = item->Material;
cs->Equip[char_num][matslot].EliteMaterial = item->EliteMaterial;
cs->Equip[char_num][matslot].HeroForgeModel = inst->GetOrnamentHeroModel(matslot);
cs->Equip[char_num][matslot].Color.Color = color;
}
}
}
else
{
printf("Error loading inventory for %s\n", cs->Name[char_num]);
}
safe_delete(inv);
buff_ptr += sizeof(CharacterSelectEntry_Struct);
}
return;
}
int WorldDatabase::MoveCharacterToBind(int CharID, uint8 bindnum) {