eqemu-server/world/worlddb.cpp

607 lines
20 KiB
C++

/* EQEMu: Everquest Server Emulator
Copyright (C) 2001-2006 EQEMu Development Team (http://eqemulator.net)
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; version 2 of the License.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY except by those people which sell it, which
are required to give you total support for your newly bought product;
without even the implied warranty of MERCHANTABILITY or FITNESS FOR
A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "worlddb.h"
#include "../common/string_util.h"
#include "../common/eq_packet_structs.h"
#include "../common/inventory_profile.h"
#include "../common/rulesys.h"
#include <iostream>
#include <cstdlib>
#include <vector>
#include "sof_char_create_data.h"
WorldDatabase database;
extern std::vector<RaceClassAllocation> character_create_allocations;
extern std::vector<RaceClassCombos> character_create_race_class_combos;
// the current stuff is at the bottom of this function
void WorldDatabase::GetCharSelectInfo(uint32 accountID, EQApplicationPacket **outApp, uint32 clientVersionBit)
{
/* Set Character Creation Limit */
EQEmu::versions::ClientVersion client_version = EQEmu::versions::ConvertClientVersionBitToClientVersion(clientVersionBit);
size_t character_limit = EQEmu::constants::Lookup(client_version)->CharacterCreationLimit;
// Validate against absolute server max
if (character_limit > EQEmu::constants::CharacterCreationMax)
character_limit = EQEmu::constants::CharacterCreationMax;
// Force Titanium clients to use '8'
if (client_version == EQEmu::versions::ClientVersion::Titanium)
character_limit = 8;
/* Get Character Info */
std::string cquery = StringFormat(
"SELECT "
"`id`, " // 0
"name, " // 1
"gender, " // 2
"race, " // 3
"class, " // 4
"`level`, " // 5
"deity, " // 6
"last_login, " // 7
"time_played, " // 8
"hair_color, " // 9
"beard_color, " // 10
"eye_color_1, " // 11
"eye_color_2, " // 12
"hair_style, " // 13
"beard, " // 14
"face, " // 15
"drakkin_heritage, " // 16
"drakkin_tattoo, " // 17
"drakkin_details, " // 18
"zone_id " // 19
"FROM "
"character_data "
"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 */
memset(cse->Name, 0, sizeof(cse->Name));
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]);
for (uint32 matslot = 0; matslot < EQEmu::textures::materialCount; matslot++) { // Processed below
cse->Equip[matslot].Material = 0;
cse->Equip[matslot].Unknown1 = 0;
cse->Equip[matslot].EliteModel = 0;
cse->Equip[matslot].HeroicModel = 0;
cse->Equip[matslot].Unknown2 = 0;
cse->Equip[matslot].Color = 0;
}
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->GoHome = 0; // Processed Below
cse->Tutorial = 0; // Processed Below
cse->DrakkinHeritage = (uint32)atoi(row[16]);
cse->Unknown1 = 0;
cse->Enabled = 1;
cse->LastLogin = (uint32)atoi(row[7]); // RoF2 value: 1212696584
cse->Unknown2 = 0;
/* Fill End */
if (RuleB(World, EnableReturnHomeButton)) {
int now = time(nullptr);
if ((now - atoi(row[7])) >= RuleI(World, MinOfflineTimeToReturnHome))
cse->GoHome = 1;
}
if (RuleB(World, EnableTutorialButton) && (cse->Level <= RuleI(World, MaxLevelForTutorial))) {
cse->Tutorial = 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`, `slot` FROM `character_bind` WHERE `id` = %i LIMIT 5", character_id);
auto results_bind = database.QueryDatabase(cquery);
auto bind_count = results_bind.RowCount();
for (auto row_b = results_bind.begin(); row_b != results_bind.end(); ++row_b) {
if (row_b[6] && atoi(row_b[6]) == 4) {
has_home = 1;
// If our bind count is less than 5, we need to actually make use of this data so lets parse it
if (bind_count < 5) {
pp.binds[4].zoneId = atoi(row_b[0]);
pp.binds[4].instance_id = atoi(row_b[1]);
pp.binds[4].x = atof(row_b[2]);
pp.binds[4].y = atof(row_b[3]);
pp.binds[4].z = atof(row_b[4]);
pp.binds[4].heading = atof(row_b[5]);
}
}
if (row_b[6] && atoi(row_b[6]) == 0){ has_bind = 1; }
}
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",
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 */
if (atoi(row_d[1]) != 0) {
pp.binds[4].zoneId = (uint32)atoi(row_d[1]);
GetSafePoints(pp.binds[4].zoneId, 0, &pp.binds[4].x, &pp.binds[4].y, &pp.binds[4].z);
}
/* Otherwise, use the zone and coordinates given */
else {
pp.binds[4].zoneId = (uint32)atoi(row_d[0]);
float x = atof(row_d[2]);
float y = atof(row_d[3]);
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) {
std::string query = StringFormat("REPLACE INTO `character_bind` (id, zone_id, instance_id, x, y, z, heading, slot)"
" 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, 4);
auto results_bset = QueryDatabase(query);
}
/* If no regular bind set, set it */
if (has_bind == 0) {
std::string query = StringFormat("REPLACE INTO `character_bind` (id, zone_id, instance_id, x, y, z, heading, slot)"
" 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);
}
}
/* If our bind count is less than 5, then we have null data that needs to be filled in. */
if (bind_count < 5) {
// we know that home and main bind must be valid here, so we don't check those
// we also use home to fill in the null data like live does.
for (int i = 1; i < 4; i++) {
if (pp.binds[i].zoneId != 0) // we assume 0 is the only invalid one ...
continue;
std::string query = StringFormat("REPLACE INTO `character_bind` (id, zone_id, instance_id, x, y, z, heading, slot)"
" 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, i);
auto results_bset = QueryDatabase(query);
}
}
/* Bind 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) {
slot = atoi(row_b[0]);
pp.item_tint.Slot[slot].Red = atoi(row_b[1]);
pp.item_tint.Slot[slot].Green = atoi(row_b[2]);
pp.item_tint.Slot[slot].Blue = atoi(row_b[3]);
pp.item_tint.Slot[slot].UseTint = atoi(row_b[4]);
}
/* Character Material Data 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 EQEmu::ItemData* item = nullptr;
const EQEmu::ItemInstance* inst = nullptr;
int16 invslot = 0;
for (uint32 matslot = EQEmu::textures::textureBegin; matslot < EQEmu::textures::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 == EQEmu::textures::weaponPrimary) {
cse->PrimaryIDFile = idfile;
}
else {
cse->SecondaryIDFile = idfile;
}
}
else {
uint32 color = 0;
if (pp.item_tint.Slot[matslot].UseTint) {
color = pp.item_tint.Slot[matslot].Color;
}
else {
color = inst->GetColor();
}
// Armor Materials/Models
cse->Equip[matslot].Material = item->Material;
cse->Equip[matslot].EliteModel = item->EliteMaterial;
cse->Equip[matslot].HeroicModel = inst->GetOrnamentHeroModel(matslot);
cse->Equip[matslot].Color = color;
}
}
}
else {
printf("Error loading inventory for %s\n", cse->Name);
}
/* Load Inventory End */
buff_ptr += sizeof(CharacterSelectEntry_Struct);
}
}
int WorldDatabase::MoveCharacterToBind(int CharID, uint8 bindnum)
{
/* if an invalid bind point is specified, use the primary bind */
if (bindnum > 4)
{
bindnum = 0;
}
std::string query = StringFormat("SELECT zone_id, instance_id, x, y, z FROM character_bind WHERE id = %u AND slot = %u LIMIT 1", CharID, bindnum);
auto results = database.QueryDatabase(query);
if(!results.Success() || results.RowCount() == 0) {
return 0;
}
int zone_id, instance_id;
double x, y, z, heading;
for (auto row = results.begin(); row != results.end(); ++row) {
zone_id = atoi(row[0]);
instance_id = atoi(row[1]);
x = atof(row[2]);
y = atof(row[3]);
z = atof(row[4]);
heading = atof(row[5]);
}
query = StringFormat("UPDATE character_data SET zone_id = '%d', zone_instance = '%d', x = '%f', y = '%f', z = '%f', heading = '%f' WHERE id = %u",
zone_id, instance_id, x, y, z, heading, CharID);
results = database.QueryDatabase(query);
if(!results.Success()) {
return 0;
}
return zone_id;
}
bool WorldDatabase::GetStartZone(PlayerProfile_Struct* in_pp, CharCreate_Struct* in_cc,bool isTitanium)
{
// SoF doesn't send the player_choice field in character creation, it now sends the real zoneID instead.
//
// For SoF, search for an entry in start_zones with a matching zone_id, class, race and deity.
//
// For now, if no row matching row is found, send them to Crescent Reach, as that is probably the most likely
// reason for no match being found.
//
if(!in_pp || !in_cc)
return false;
in_pp->x = in_pp->y = in_pp->z = in_pp->heading = in_pp->zone_id = 0;
in_pp->binds[0].x = in_pp->binds[0].y = in_pp->binds[0].z = in_pp->binds[0].zoneId = in_pp->binds[0].instance_id = 0;
// see if we have an entry for start_zone. We can support both titanium & SOF+ by having two entries per class/race/deity combo with different zone_ids
std::string query = StringFormat("SELECT x, y, z, heading, start_zone, bind_id FROM start_zones WHERE zone_id = %i "
"AND player_class = %i AND player_deity = %i AND player_race = %i",
in_cc->start_zone, in_cc->class_, in_cc->deity, in_cc->race);
auto results = QueryDatabase(query);
if(!results.Success()) {
return false;
}
Log.Out(Logs::General, Logs::Status, "SoF Start zone query: %s\n", query.c_str());
if (results.RowCount() == 0) {
printf("No start_zones entry in database, using defaults\n");
isTitanium ? SetTitaniumDefaultStartZone(in_pp, in_cc) : SetSoFDefaultStartZone(in_pp, in_cc);
}
else {
Log.Out(Logs::General, Logs::Status, "Found starting location in start_zones");
auto row = results.begin();
in_pp->x = atof(row[0]);
in_pp->y = atof(row[1]);
in_pp->z = atof(row[2]);
in_pp->heading = atof(row[3]);
in_pp->zone_id = atoi(row[4]);
in_pp->binds[0].zoneId = atoi(row[5]);
}
if(in_pp->x == 0 && in_pp->y == 0 && in_pp->z == 0)
database.GetSafePoints(in_pp->zone_id, 0, &in_pp->x, &in_pp->y, &in_pp->z);
if(in_pp->binds[0].x == 0 && in_pp->binds[0].y == 0 && in_pp->binds[0].z == 0)
database.GetSafePoints(in_pp->binds[0].zoneId, 0, &in_pp->binds[0].x, &in_pp->binds[0].y, &in_pp->binds[0].z);
return true;
}
void WorldDatabase::SetSoFDefaultStartZone(PlayerProfile_Struct* in_pp, CharCreate_Struct* in_cc){
if (in_cc->start_zone == RuleI(World, TutorialZoneID)) {
in_pp->zone_id = in_cc->start_zone;
}
else {
in_pp->x = in_pp->binds[0].x = -51;
in_pp->y = in_pp->binds[0].y = -20;
in_pp->z = in_pp->binds[0].z = 0.79;
in_pp->zone_id = in_pp->binds[0].zoneId = 394; // Crescent Reach.
}
}
void WorldDatabase::SetTitaniumDefaultStartZone(PlayerProfile_Struct* in_pp, CharCreate_Struct* in_cc)
{
switch (in_cc->start_zone)
{
case 0:
{
if (in_cc->deity == 203) // Cazic-Thule Erudites go to Paineel
{
in_pp->zone_id = 75; // paineel
in_pp->binds[0].zoneId = 75;
}
else
{
in_pp->zone_id = 24; // erudnext
in_pp->binds[0].zoneId = 38; // tox
}
break;
}
case 1:
{
in_pp->zone_id = 2; // qeynos2
in_pp->binds[0].zoneId = 2; // qeynos2
break;
}
case 2:
{
in_pp->zone_id = 29; // halas
in_pp->binds[0].zoneId = 30; // everfrost
break;
}
case 3:
{
in_pp->zone_id = 19; // rivervale
in_pp->binds[0].zoneId = 20; // kithicor
break;
}
case 4:
{
in_pp->zone_id = 9; // freportw
in_pp->binds[0].zoneId = 9; // freportw
break;
}
case 5:
{
in_pp->zone_id = 40; // neriaka
in_pp->binds[0].zoneId = 25; // nektulos
break;
}
case 6:
{
in_pp->zone_id = 52; // gukta
in_pp->binds[0].zoneId = 46; // innothule
break;
}
case 7:
{
in_pp->zone_id = 49; // oggok
in_pp->binds[0].zoneId = 47; // feerrott
break;
}
case 8:
{
in_pp->zone_id = 60; // kaladima
in_pp->binds[0].zoneId = 68; // butcher
break;
}
case 9:
{
in_pp->zone_id = 54; // gfaydark
in_pp->binds[0].zoneId = 54; // gfaydark
break;
}
case 10:
{
in_pp->zone_id = 61; // felwithea
in_pp->binds[0].zoneId = 54; // gfaydark
break;
}
case 11:
{
in_pp->zone_id = 55; // akanon
in_pp->binds[0].zoneId = 56; // steamfont
break;
}
case 12:
{
in_pp->zone_id = 82; // cabwest
in_pp->binds[0].zoneId = 78; // fieldofbone
break;
}
case 13:
{
in_pp->zone_id = 155; // sharvahl
in_pp->binds[0].zoneId = 155; // sharvahl
break;
}
}
}
void WorldDatabase::GetLauncherList(std::vector<std::string> &rl) {
rl.clear();
const std::string query = "SELECT name FROM launcher";
auto results = QueryDatabase(query);
if (!results.Success()) {
Log.Out(Logs::General, Logs::Error, "WorldDatabase::GetLauncherList: %s", results.ErrorMessage().c_str());
return;
}
for (auto row = results.begin(); row != results.end(); ++row)
rl.push_back(row[0]);
}
void WorldDatabase::SetMailKey(int CharID, int IPAddress, int MailKey)
{
char MailKeyString[17];
if(RuleB(Chat, EnableMailKeyIPVerification) == true)
sprintf(MailKeyString, "%08X%08X", IPAddress, MailKey);
else
sprintf(MailKeyString, "%08X", MailKey);
std::string query = StringFormat("UPDATE character_data SET mailkey = '%s' WHERE id = '%i'",
MailKeyString, CharID);
auto results = QueryDatabase(query);
if (!results.Success())
Log.Out(Logs::General, Logs::Error, "WorldDatabase::SetMailKey(%i, %s) : %s", CharID, MailKeyString, results.ErrorMessage().c_str());
}
bool WorldDatabase::GetCharacterLevel(const char *name, int &level)
{
std::string query = StringFormat("SELECT level FROM character_data WHERE name = '%s'", name);
auto results = QueryDatabase(query);
if (!results.Success()) {
Log.Out(Logs::General, Logs::Error, "WorldDatabase::GetCharacterLevel: %s", results.ErrorMessage().c_str());
return false;
}
if (results.RowCount() == 0)
return false;
auto row = results.begin();
level = atoi(row[0]);
return true;
}
bool WorldDatabase::LoadCharacterCreateAllocations()
{
character_create_allocations.clear();
std::string query = "SELECT * FROM char_create_point_allocations ORDER BY id";
auto results = QueryDatabase(query);
if (!results.Success())
return false;
for (auto row = results.begin(); row != results.end(); ++row) {
RaceClassAllocation allocate;
allocate.Index = atoi(row[0]);
allocate.BaseStats[0] = atoi(row[1]);
allocate.BaseStats[3] = atoi(row[2]);
allocate.BaseStats[1] = atoi(row[3]);
allocate.BaseStats[2] = atoi(row[4]);
allocate.BaseStats[4] = atoi(row[5]);
allocate.BaseStats[5] = atoi(row[6]);
allocate.BaseStats[6] = atoi(row[7]);
allocate.DefaultPointAllocation[0] = atoi(row[8]);
allocate.DefaultPointAllocation[3] = atoi(row[9]);
allocate.DefaultPointAllocation[1] = atoi(row[10]);
allocate.DefaultPointAllocation[2] = atoi(row[11]);
allocate.DefaultPointAllocation[4] = atoi(row[12]);
allocate.DefaultPointAllocation[5] = atoi(row[13]);
allocate.DefaultPointAllocation[6] = atoi(row[14]);
character_create_allocations.push_back(allocate);
}
return true;
}
bool WorldDatabase::LoadCharacterCreateCombos()
{
character_create_race_class_combos.clear();
std::string query = "SELECT * FROM char_create_combinations ORDER BY race, class, deity, start_zone";
auto results = QueryDatabase(query);
if (!results.Success())
return false;
for (auto row = results.begin(); row != results.end(); ++row) {
RaceClassCombos combo;
combo.AllocationIndex = atoi(row[0]);
combo.Race = atoi(row[1]);
combo.Class = atoi(row[2]);
combo.Deity = atoi(row[3]);
combo.Zone = atoi(row[4]);
combo.ExpansionRequired = atoi(row[5]);
character_create_race_class_combos.push_back(combo);
}
return true;
}