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https://github.com/EQEmu/Server.git
synced 2026-05-16 18:52:22 +00:00
Implemented per-client character creation limits
This commit is contained in:
+145
-123
@@ -33,21 +33,20 @@ extern std::vector<RaceClassCombos> character_create_race_class_combos;
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// the current stuff is at the bottom of this function
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void WorldDatabase::GetCharSelectInfo(uint32 account_id, CharacterSelect_Struct* cs, uint32 ClientVersion)
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void WorldDatabase::GetCharSelectInfo(uint32 accountID, EQApplicationPacket **outApp, uint32 clientVersionBit)
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{
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Inventory *inv = nullptr;
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uint8 has_home = 0;
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uint8 has_bind = 0;
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/* Initialize Variables */
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for (int i=0; i<10; i++) {
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strcpy(cs->Name[i], "<none>");
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cs->Zone[i] = 0;
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cs->Level[i] = 0;
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cs->Tutorial[i] = 0;
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cs->GoHome[i] = 0;
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}
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/* Set Character Creation Limit */
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ClientVersion client_version = ClientVersionFromBit(clientVersionBit);
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size_t character_limit = EQLimits::CharacterCreationLimit(client_version);
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// Validate against absolute server max
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if (character_limit > EmuConstants::CHARACTER_CREATION_LIMIT)
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character_limit = EmuConstants::CHARACTER_CREATION_LIMIT;
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// Force Titanium clients to use '8'
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if (client_version == ClientVersion::Titanium)
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character_limit = 8;
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/* Get Character Info */
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std::string cquery = StringFormat(
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"SELECT "
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@@ -73,52 +72,93 @@ void WorldDatabase::GetCharSelectInfo(uint32 account_id, CharacterSelect_Struct*
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"zone_id " // 19
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"FROM "
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"character_data "
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"WHERE `account_id` = %i ORDER BY `name` LIMIT 10 ", account_id);
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auto results = database.QueryDatabase(cquery); int char_num = 0;
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for (auto row = results.begin(); row != results.end() && char_num < 10; ++row, ++char_num) {
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"WHERE `account_id` = %i ORDER BY `name` LIMIT %u", accountID, character_limit);
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auto results = database.QueryDatabase(cquery);
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size_t character_count = results.RowCount();
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if (character_count == 0) {
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*outApp = new EQApplicationPacket(OP_SendCharInfo, sizeof(CharacterSelect_Struct));
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CharacterSelect_Struct *cs = (CharacterSelect_Struct *)(*outApp)->pBuffer;
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cs->CharCount = 0;
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cs->TotalChars = character_limit;
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return;
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}
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size_t packet_size = sizeof(CharacterSelect_Struct) + (sizeof(CharacterSelectEntry_Struct) * character_count);
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*outApp = new EQApplicationPacket(OP_SendCharInfo, packet_size);
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unsigned char *buff_ptr = (*outApp)->pBuffer;
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CharacterSelect_Struct *cs = (CharacterSelect_Struct *)buff_ptr;
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cs->CharCount = character_count;
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cs->TotalChars = character_limit;
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buff_ptr += sizeof(CharacterSelect_Struct);
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for (auto row = results.begin(); row != results.end(); ++row) {
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CharacterSelectEntry_Struct *cse = (CharacterSelectEntry_Struct *)buff_ptr;
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PlayerProfile_Struct pp;
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Inventory inv;
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uint32 character_id = (uint32)atoi(row[0]);
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uint8 has_home = 0;
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uint8 has_bind = 0;
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memset(&pp, 0, sizeof(PlayerProfile_Struct));
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/* Fill CharacterSelectEntry_Struct */
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strcpy(cse->Name, row[1]);
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cse->Class = (uint8)atoi(row[4]);
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cse->Race = (uint32)atoi(row[3]);
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cse->Level = (uint8)atoi(row[5]);
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cse->ShroudClass = cse->Class;
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cse->ShroudRace = cse->Race;
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cse->Zone = (uint16)atoi(row[19]);
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cse->Instance = 0;
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cse->Gender = (uint8)atoi(row[2]);
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cse->Face = (uint8)atoi(row[15]);
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cse->Equip[0] = { 0 }; // Processed below
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cse->Unknown15 = 0xFF;
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cse->Unknown19 = 0xFF;
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cse->DrakkinTattoo = (uint32)atoi(row[17]);
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cse->DrakkinDetails = (uint32)atoi(row[18]);
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cse->Deity = (uint32)atoi(row[6]);
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cse->PrimaryIDFile = 0; // Processed Below
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cse->SecondaryIDFile = 0; // Processed Below
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cse->HairColor = (uint8)atoi(row[9]);
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cse->BeardColor = (uint8)atoi(row[10]);
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cse->EyeColor1 = (uint8)atoi(row[11]);
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cse->EyeColor2 = (uint8)atoi(row[12]);
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cse->HairStyle = (uint8)atoi(row[13]);
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cse->Beard = (uint8)atoi(row[14]);
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cse->Enabled = 1;
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cse->Tutorial = 0; // Processed Below
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cse->DrakkinHeritage = (uint32)atoi(row[16]);
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cse->Unknown1 = 0;
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cse->GoHome = 0; // Processed Below
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cse->LastLogin = (uint32)atoi(row[7]); // RoF2 value: 1212696584
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cse->Unknown2 = 0;
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/* Fill End */
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uint32 character_id = atoi(row[0]);
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strcpy(cs->Name[char_num], row[1]);
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uint8 lvl = atoi(row[5]);
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cs->Level[char_num] = lvl;
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cs->Class_[char_num] = atoi(row[4]);
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cs->Race[char_num] = atoi(row[3]);
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cs->Gender[char_num] = atoi(row[2]);
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cs->Deity[char_num] = atoi(row[6]);
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cs->Zone[char_num] = atoi(row[19]);
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cs->Face[char_num] = atoi(row[15]);
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cs->HairColor[char_num] = atoi(row[9]);
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cs->BeardColor[char_num] = atoi(row[10]);
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cs->EyeColor2[char_num] = atoi(row[12]);
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cs->EyeColor1[char_num] = atoi(row[11]);
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cs->HairStyle[char_num] = atoi(row[13]);
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cs->Beard[char_num] = atoi(row[14]);
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cs->DrakkinHeritage[char_num] = atoi(row[16]);
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cs->DrakkinTattoo[char_num] = atoi(row[17]);
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cs->DrakkinDetails[char_num] = atoi(row[18]);
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if (RuleB(World, EnableTutorialButton) && (lvl <= RuleI(World, MaxLevelForTutorial)))
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cs->Tutorial[char_num] = 1;
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if (RuleB(World, EnableTutorialButton) && (cse->Level <= RuleI(World, MaxLevelForTutorial))) {
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cse->Tutorial = 1;
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}
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if (RuleB(World, EnableReturnHomeButton)) {
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int now = time(nullptr);
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if ((now - atoi(row[7])) >= RuleI(World, MinOfflineTimeToReturnHome))
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cs->GoHome[char_num] = 1;
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cse->GoHome = 1;
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}
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/* Set Bind Point Data for any character that may possibly be missing it for any reason */
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cquery = StringFormat("SELECT `zone_id`, `instance_id`, `x`, `y`, `z`, `heading`, `is_home` FROM `character_bind` WHERE `id` = %i LIMIT 2", character_id);
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auto results_bind = database.QueryDatabase(cquery); has_home = 0; has_bind = 0;
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auto results_bind = database.QueryDatabase(cquery);
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for (auto row_b = results_bind.begin(); row_b != results_bind.end(); ++row_b) {
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if (row_b[6] && atoi(row_b[6]) == 1){ has_home = 1; }
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if (row_b[6] && atoi(row_b[6]) == 0){ has_bind = 1; }
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}
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if (has_home == 0 || has_bind == 0){
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if (has_home == 0 || has_bind == 0) {
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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",
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cs->Class_[char_num], cs->Deity[char_num], cs->Race[char_num]);
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cse->Class, cse->Deity, cse->Race);
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auto results_bind = database.QueryDatabase(cquery);
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for (auto row_d = results_bind.begin(); row_d != results_bind.end(); ++row_d) {
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/* If a bind_id is specified, make them start there */
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@@ -134,32 +174,87 @@ void WorldDatabase::GetCharSelectInfo(uint32 account_id, CharacterSelect_Struct*
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float z = atof(row_d[4]);
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if (x == 0 && y == 0 && z == 0){ GetSafePoints(pp.binds[4].zoneId, 0, &x, &y, &z); }
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pp.binds[4].x = x; pp.binds[4].y = y; pp.binds[4].z = z;
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}
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}
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pp.binds[0] = pp.binds[4];
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/* If no home bind set, set it */
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if (has_home == 0){
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if (has_home == 0) {
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std::string query = StringFormat("REPLACE INTO `character_bind` (id, zone_id, instance_id, x, y, z, heading, is_home)"
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" VALUES (%u, %u, %u, %f, %f, %f, %f, %i)",
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character_id, pp.binds[4].zoneId, 0, pp.binds[4].x, pp.binds[4].y, pp.binds[4].z, pp.binds[4].heading, 1);
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auto results_bset = QueryDatabase(query);
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auto results_bset = QueryDatabase(query);
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}
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/* If no regular bind set, set it */
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if (has_bind == 0){
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if (has_bind == 0) {
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std::string query = StringFormat("REPLACE INTO `character_bind` (id, zone_id, instance_id, x, y, z, heading, is_home)"
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" VALUES (%u, %u, %u, %f, %f, %f, %f, %i)",
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character_id, pp.binds[0].zoneId, 0, pp.binds[0].x, pp.binds[0].y, pp.binds[0].z, pp.binds[0].heading, 0);
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auto results_bset = QueryDatabase(query);
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auto results_bset = QueryDatabase(query);
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}
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}
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/* Bind End */
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/* Load Inventory */
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// If we ensure that the material data is updated appropriately, we can do away with inventory loads
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if (GetInventory(accountID, cse->Name, &inv)) {
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const Item_Struct* item = nullptr;
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const ItemInst* inst = nullptr;
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int16 invslot = 0;
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for (uint32 matslot = 0; matslot < _MaterialCount; matslot++) {
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invslot = Inventory::CalcSlotFromMaterial(matslot);
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if (invslot == INVALID_INDEX) { continue; }
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inst = inv.GetItem(invslot);
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if (inst == nullptr) { continue; }
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item = inst->GetItem();
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if (item == nullptr) { continue; }
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if (matslot > 6) {
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uint32 idfile = 0;
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// Weapon Models
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if (inst->GetOrnamentationIDFile() != 0) {
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idfile = inst->GetOrnamentationIDFile();
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cse->Equip[matslot].Material = idfile;
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}
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else {
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if (strlen(item->IDFile) > 2) {
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idfile = atoi(&item->IDFile[2]);
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cse->Equip[matslot].Material = idfile;
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}
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}
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if (matslot == MaterialPrimary) {
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cse->PrimaryIDFile = idfile;
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}
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else {
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cse->SecondaryIDFile = idfile;
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}
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}
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else {
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uint32 color = 0;
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if (pp.item_tint[matslot].RGB.UseTint) {
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color = pp.item_tint[matslot].Color;
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}
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else {
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color = inst->GetColor();
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}
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// Armor Materials/Models
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cse->Equip[matslot].Material = item->Material;
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cse->Equip[matslot].EliteMaterial = item->EliteMaterial;
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cse->Equip[matslot].HeroForgeModel = inst->GetOrnamentHeroModel(matslot);
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cse->Equip[matslot].Color.Color = color;
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}
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}
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}
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else {
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printf("Error loading inventory for %s\n", cse->Name);
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}
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/* Load Inventory End */
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/* Load Character Material Data for Char Select */
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cquery = StringFormat("SELECT slot, red, green, blue, use_tint, color FROM `character_material` WHERE `id` = %u", character_id);
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auto results_b = database.QueryDatabase(cquery); uint8 slot = 0;
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for (auto row_b = results_b.begin(); row_b != results_b.end(); ++row_b)
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{
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for (auto row_b = results_b.begin(); row_b != results_b.end(); ++row_b) {
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slot = atoi(row_b[0]);
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pp.item_tint[slot].RGB.Red = atoi(row_b[1]);
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pp.item_tint[slot].RGB.Green = atoi(row_b[2]);
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@@ -167,81 +262,8 @@ void WorldDatabase::GetCharSelectInfo(uint32 account_id, CharacterSelect_Struct*
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pp.item_tint[slot].RGB.UseTint = atoi(row_b[4]);
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}
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/* Load Inventory */
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// If we ensure that the material data is updated appropriately, we can do away with inventory loads
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inv = new Inventory;
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if (GetInventory(account_id, cs->Name[char_num], inv))
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{
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const Item_Struct* item = nullptr;
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const ItemInst* inst = nullptr;
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int16 invslot = 0;
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for (uint32 matslot = 0; matslot < _MaterialCount; matslot++)
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{
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invslot = Inventory::CalcSlotFromMaterial(matslot);
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if (invslot == INVALID_INDEX) { continue; }
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inst = inv->GetItem(invslot);
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if (inst == nullptr) { continue; }
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item = inst->GetItem();
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if (item == nullptr) { continue; }
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if (matslot > 6)
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{
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uint32 idfile = 0;
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// Weapon Models
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if (inst->GetOrnamentationIDFile() != 0)
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{
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idfile = inst->GetOrnamentationIDFile();
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cs->Equip[char_num][matslot].Material = idfile;
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}
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else
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{
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if (strlen(item->IDFile) > 2)
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{
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idfile = atoi(&item->IDFile[2]);
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cs->Equip[char_num][matslot].Material = idfile;
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}
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}
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if (matslot == MaterialPrimary)
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{
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cs->Primary[char_num] = idfile;
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}
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else
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{
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cs->Secondary[char_num] = idfile;
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}
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}
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else
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{
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uint32 color = 0;
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if (pp.item_tint[matslot].RGB.UseTint)
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{
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color = pp.item_tint[matslot].Color;
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}
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else
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{
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color = inst->GetColor();
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}
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// Armor Materials/Models
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cs->Equip[char_num][matslot].Material = item->Material;
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cs->Equip[char_num][matslot].EliteMaterial = item->EliteMaterial;
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cs->Equip[char_num][matslot].HeroForgeModel = inst->GetOrnamentHeroModel(matslot);
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cs->Equip[char_num][matslot].Color.Color = color;
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}
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}
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}
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else
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{
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printf("Error loading inventory for %s\n", cs->Name[char_num]);
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}
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safe_delete(inv);
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buff_ptr += sizeof(CharacterSelectEntry_Struct);
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}
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return;
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}
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int WorldDatabase::MoveCharacterToBind(int CharID, uint8 bindnum) {
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