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Initial character creation escape sequences
Added initial skill/language/bind saves to character creation
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@ -573,8 +573,8 @@ bool Database::SaveCharacterCreate(uint32 character_id, uint32 account_id, Playe
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")",
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character_id, // " id, "
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account_id, // " account_id, "
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pp->name, // " `name`, "
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pp->last_name, // " last_name, "
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EscapeString(pp->name).c_str(), // " `name`, "
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EscapeString(pp->last_name).c_str(), // " last_name, "
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pp->gender, // " gender, "
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pp->race, // " race, "
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pp->class_, // " class, "
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@ -598,8 +598,8 @@ bool Database::SaveCharacterCreate(uint32 character_id, uint32 account_id, Playe
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pp->ability_number, // " ability_number, "
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pp->ability_time_minutes, // " ability_time_minutes, "
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pp->ability_time_hours, // " ability_time_hours, "
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pp->title, // " title, "
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pp->suffix, // " suffix, "
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EscapeString(pp->title).c_str(), // " title, "
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EscapeString(pp->suffix).c_str(), // " suffix, "
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pp->exp, // " exp, "
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pp->points, // " points, "
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pp->mana, // " mana, "
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@ -661,13 +661,50 @@ bool Database::SaveCharacterCreate(uint32 character_id, uint32 account_id, Playe
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pp->raidAutoconsent, // " raid_auto_consent, "
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pp->guildAutoconsent, // " guild_auto_consent, "
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pp->RestTimer // " RestTimer) "
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);
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);
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auto results = QueryDatabase(query);
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ThrowDBError(results.ErrorMessage(), "Database::SaveCharacterCreate", query);
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ThrowDBError(results.ErrorMessage(), "Database::SaveCharacterCreate Character Data", query);
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/* Save Bind Points */
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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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"(%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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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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); results = QueryDatabase(query); ThrowDBError(results.ErrorMessage(), "Database::SaveCharacterCreate Bind Point", query);
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/* Save Skills */
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int firstquery = 0;
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for (int i = 0; i < MAX_PP_SKILL; i++){
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if (pp->skills[i] > 0){
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if (firstquery != 1){
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firstquery = 1;
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query = StringFormat("REPLACE INTO `character_skills` (id, skill_id, value) VALUES (%u, %u, %u)", character_id, i, pp->skills[i]);
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}
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else{
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query = query + StringFormat(", (%u, %u, %u)", character_id, i, pp->skills[i]);
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}
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}
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}
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results = QueryDatabase(query); ThrowDBError(results.ErrorMessage(), "Database::SaveCharacterCreate Starting Skills", query);
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/* Save Language */
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firstquery = 0;
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for (int i = 0; i < MAX_PP_LANGUAGE; i++){
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if (pp->languages[i] > 0){
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if (firstquery != 1){
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firstquery = 1;
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query = StringFormat("REPLACE INTO `character_languages` (id, lang_id, value) VALUES (%u, %u, %u)", character_id, i, pp->languages[i]);
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}
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else{
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query = query + StringFormat(", (%u, %u, %u)", character_id, i, pp->languages[i]);
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}
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}
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}
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results = QueryDatabase(query); ThrowDBError(results.ErrorMessage(), "Database::SaveCharacterCreate Starting Languages", query);
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return true;
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}
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/* This only for new Character creation storing */
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bool Database::StoreCharacter(uint32 account_id, PlayerProfile_Struct* pp, Inventory* inv) {
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uint32 charid = 0; char zone[50]; float x, y, z;
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@ -690,7 +727,7 @@ bool Database::StoreCharacter(uint32 account_id, PlayerProfile_Struct* pp, Inven
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y = pp->y;
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z = pp->z;
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/* Saves Player Profile Data to `character_data` */
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/* Saves Player Profile Data */
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SaveCharacterCreate(charid, account_id, pp);
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/* Insert starting inventory... */
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@ -171,7 +171,7 @@ void Client::SendCharInfo() {
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EQApplicationPacket *outapp = new EQApplicationPacket(OP_SendCharInfo, sizeof(CharacterSelect_Struct));
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CharacterSelect_Struct* cs = (CharacterSelect_Struct*)outapp->pBuffer;
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database.GetCharSelectInfo(GetAccountID(), cs);
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database.GetCharSelectInfo(GetAccountID(), cs, ClientVersionBit);
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QueuePacket(outapp);
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safe_delete(outapp);
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@ -699,7 +699,7 @@ bool Client::HandleEnterWorldPacket(const EQApplicationPacket *app) {
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if(!pZoning && ew->return_home && !ew->tutorial) {
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CharacterSelect_Struct* cs = new CharacterSelect_Struct;
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memset(cs, 0, sizeof(CharacterSelect_Struct));
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database.GetCharSelectInfo(GetAccountID(), cs);
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database.GetCharSelectInfo(GetAccountID(), cs, ClientVersionBit);
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bool home_enabled = false;
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for(int x = 0; x < 10; ++x)
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@ -729,7 +729,7 @@ bool Client::HandleEnterWorldPacket(const EQApplicationPacket *app) {
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if(!pZoning && (RuleB(World, EnableTutorialButton) && (ew->tutorial || StartInTutorial))) {
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CharacterSelect_Struct* cs = new CharacterSelect_Struct;
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memset(cs, 0, sizeof(CharacterSelect_Struct));
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database.GetCharSelectInfo(GetAccountID(), cs);
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database.GetCharSelectInfo(GetAccountID(), cs, ClientVersionBit);
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bool tutorial_enabled = false;
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for(int x = 0; x < 10; ++x)
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@ -33,9 +33,11 @@ extern std::vector<RaceClassCombos> character_create_race_class_combos;
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// solar: the current stuff is at the bottom of this function
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void WorldDatabase::GetCharSelectInfo(uint32 account_id, CharacterSelect_Struct* cs) {
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void WorldDatabase::GetCharSelectInfo(uint32 account_id, CharacterSelect_Struct* cs, uint32 ClientVersion) {
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Inventory *inv;
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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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@ -105,24 +107,53 @@ void WorldDatabase::GetCharSelectInfo(uint32 account_id, CharacterSelect_Struct*
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cs->gohome[char_num] = 1;
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}
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/*
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This part creates home city entries for characters created before the home bind point was tracked.
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Do it here because the player profile is already loaded and it's as good a spot as any. This whole block should
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probably be removed at some point, when most accounts are safely converted.
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*/
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/* Load Character Bind Data */
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cquery = StringFormat("SELECT zone_id, instance_id, x, y, z, heading FROM character_bind_home WHERE `id` = %i LIMIT 1", character_id);
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auto results_bind = database.QueryDatabase(cquery); int r = 0;
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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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for (auto row_b = results_bind.begin(); row_b != results_bind.end(); ++row_b) {
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uint8 bind_zone_id = atoi(row_b[r]); r++;
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uint8 bind_instance_id = atoi(row_b[r]); r++;
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uint8 bind_x_id = atoi(row_b[r]); r++;
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uint8 bind_y_id = atoi(row_b[r]); r++;
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uint8 bind_z_id = atoi(row_b[r]); r++;
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uint8 bind_heading_id = atoi(row_b[r]); r++;
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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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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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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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if (atoi(row_d[1]) != 0) {
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pp.binds[4].zoneId = (uint32)atoi(row_d[1]);
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GetSafePoints(pp.binds[4].zoneId, 0, &pp.binds[4].x, &pp.binds[4].y, &pp.binds[4].z);
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}
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/* Otherwise, use the zone and coordinates given */
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else {
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pp.binds[4].zoneId = (uint32)atoi(row_d[0]);
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float x = atof(row_d[2]);
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float y = atof(row_d[3]);
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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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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); ThrowDBError(results_bset.ErrorMessage(), "WorldDatabase::GetCharSelectInfo Set Home Point", 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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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); ThrowDBError(results_bset.ErrorMessage(), "WorldDatabase::GetCharSelectInfo Set Bind Point", query);
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}
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}
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/* Bind End */
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/*
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Character's equipped items
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@merth: Haven't done bracer01/bracer02 yet.
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@ -31,7 +31,7 @@ public:
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bool GetStartZone(PlayerProfile_Struct* in_pp, CharCreate_Struct* in_cc);
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bool GetStartZoneSoF(PlayerProfile_Struct* in_pp, CharCreate_Struct* in_cc);
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void GetCharSelectInfo(uint32 account_id, CharacterSelect_Struct*);
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void GetCharSelectInfo(uint32 account_id, CharacterSelect_Struct*, uint32 ClientVersion);
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int MoveCharacterToBind(int CharID, uint8 bindnum = 0);
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void GetLauncherList(std::vector<std::string> &result);
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@ -571,7 +571,7 @@ void Client::Handle_Connect_OP_ZoneEntry(const EQApplicationPacket *app) {
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results = database.QueryDatabase(query);
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for (auto row = results.begin(); row != results.end(); ++row) {
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m_pp.lastlogin = time(nullptr);
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if (atoi(row[4]) > 0){
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if (row[4] && atoi(row[4]) > 0){
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guild_id = atoi(row[4]);
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if (row[5] != nullptr){ guildrank = atoi(row[5]); }
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else{ guildrank = GUILD_RANK_NONE; }
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