296 lines
9.1 KiB
C++
296 lines
9.1 KiB
C++
/*
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EQ2Emulator: Everquest II Server Emulator
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Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
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This file is part of EQ2Emulator.
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EQ2Emulator is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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EQ2Emulator is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifdef WIN32
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#include <WinSock2.h>
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#include <windows.h>
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#endif
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#include <mysql.h>
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#include <assert.h>
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#include "../../common/Log.h"
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#include "../WorldDatabase.h"
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#include "Collections.h"
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extern MasterCollectionList master_collection_list;
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void WorldDatabase::LoadCollections()
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{
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Collection *collection;
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Query query;
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MYSQL_ROW row;
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MYSQL_RES *res;
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int32 cItems_total = 0;
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int32 cItems_rewards = 0;
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res = query.RunQuery2(Q_SELECT, "SELECT `id`,`collection_name`,`collection_category`,`level`\n"
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"FROM `collections`");
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if (res)
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{
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while ((row = mysql_fetch_row(res)))
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{
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collection = new Collection();
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collection->SetID(atoul(row[0]));
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collection->SetName(row[1]);
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collection->SetCategory(row[2]);
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collection->SetLevel(atoi(row[3]));
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LogWrite(COLLECTION__DEBUG, 5, "Collect", "\tLoading Collection: '%s' (%u)", collection->GetName(),collection->GetID());
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if (!master_collection_list.AddCollection(collection))
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{
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LogWrite(COLLECTION__ERROR, 0, "Collect", "Error adding collection '%s' - duplicate ID: %u", collection->GetName(),collection->GetID());
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safe_delete(collection);
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continue;
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}
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cItems_total += LoadCollectionItems(collection);
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cItems_rewards += LoadCollectionRewards(collection);
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}
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}
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LogWrite(COLLECTION__DEBUG, 0, "Collect", "\tLoaded %u collections", master_collection_list.Size());
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LogWrite(COLLECTION__DEBUG, 0, "Collect", "\tLoaded %u collection items", cItems_total);
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LogWrite(COLLECTION__DEBUG, 0, "Collect", "\tLoaded %u collection rewards", cItems_rewards);
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}
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int32 WorldDatabase::LoadCollectionItems(Collection *collection)
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{
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struct CollectionItem *collection_item;
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Item *item;
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Query query;
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MYSQL_ROW row;
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MYSQL_RES *res;
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int32 total = 0;
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assert(collection);
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res = query.RunQuery2(Q_SELECT, "SELECT `item_id`,`item_index`\n"
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"FROM `collection_details`\n"
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"WHERE `collection_id`=%u\n"
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"ORDER BY `item_index` ASC",
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collection->GetID());
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if (res)
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{
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while ((row = mysql_fetch_row(res)))
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{
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if ((item = master_item_list.GetItem(atoul(row[0]))))
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{
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collection_item = new struct CollectionItem;
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collection_item->item = atoul(row[0]);
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collection_item->index = atoi(row[1]);
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collection_item->found = 0;
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LogWrite(COLLECTION__DEBUG, 5, "Collect", "\tLoading Collection Item: (%u)", atoul(row[0])); //LogWrite(COLLECTION__DEBUG, 5, "Collect", "\tLoading Collection Item: '%s' (%u)", master_item_list.GetItem(collection_item->item)->name.c_str(), atoul(row[0]));
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collection->AddCollectionItem(collection_item);
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total++;
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}
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}
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}
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if(query.GetErrorNumber())
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LogWrite(COLLECTION__ERROR, 0, "Collect", "Error Loading Collection Items, Query: %s, Error: %s", query.GetQuery(), query.GetError());
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return total;
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}
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int32 WorldDatabase::LoadCollectionRewards(Collection *collection)
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{
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struct CollectionRewardItem *reward_item;
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Query query;
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MYSQL_ROW row;
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MYSQL_RES *res;
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int32 total = 0;
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assert(collection);
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res = query.RunQuery2(Q_SELECT, "SELECT `reward_type`,`reward_value`,`reward_quantity`\n"
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"FROM `collection_rewards`\n"
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"WHERE `collection_id`=%u",
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collection->GetID());
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if (res)
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{
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while ((row = mysql_fetch_row(res)))
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{
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LogWrite(COLLECTION__DEBUG, 5, "Collect", "\tLoading Collection Reward: Type: %s, Val: %s, Qty: %u", row[0], row[1], atoi(row[2]));
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if (!strcasecmp(row[0], "Item"))
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{
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reward_item = new struct CollectionRewardItem;
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reward_item->item = master_item_list.GetItem(atoul(row[1]));
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reward_item->quantity = atoi(row[2]);
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collection->AddRewardItem(reward_item);
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total++;
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}
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else if (!strcasecmp(row[0], "Selectable"))
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{
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reward_item = new struct CollectionRewardItem;
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reward_item->item = master_item_list.GetItem(atoul(row[1]));
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reward_item->quantity = atoi(row[2]);
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collection->AddSelectableRewardItem(reward_item);
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total++;
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}
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else if (!strcasecmp(row[0], "Coin"))
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{
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collection->SetRewardCoin(atoi64(row[1]));
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total++;
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}
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else if (!strcasecmp(row[0], "XP"))
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{
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collection->SetRewardXP(atoi64(row[1]));
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total++;
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}
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else
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LogWrite(COLLECTION__ERROR, 0, "Collect", "Error adding collection reward to collection '%s'. Unknown reward type '%s'", collection->GetName(), row[0]);
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}
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}
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if(query.GetErrorNumber())
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LogWrite(COLLECTION__ERROR, 0, "Collect", "Error Loading Collection Rewards, Query: %s, Error: %s", query.GetQuery(), query.GetError());
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return total;
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}
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void WorldDatabase::LoadPlayerCollections(Player *player)
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{
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Collection *collection;
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Query query;
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MYSQL_ROW row;
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MYSQL_RES *res;
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assert(player);
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res = query.RunQuery2(Q_SELECT, "SELECT `collection_id`,`completed` FROM `character_collections` WHERE `char_id`=%u", player->GetCharacterID());
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if (res)
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{
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while ((row = mysql_fetch_row(res)))
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{
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collection = new Collection(master_collection_list.GetCollection(atoul(row[0])));
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collection->SetCompleted(atoi(row[1]));
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if (!player->GetCollectionList()->AddCollection(collection))
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{
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LogWrite(COLLECTION__ERROR, 0, "Collect", "Error adding collection %u to player '%s' - duplicate ID\n", collection->GetID(), player->GetName());
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safe_delete(collection);
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continue;
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}
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LoadPlayerCollectionItems(player, collection);
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}
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}
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if(query.GetErrorNumber())
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LogWrite(COLLECTION__ERROR, 0, "Collect", "Error Loading Character Collections, Query: %s, Error: %s", query.GetQuery(), query.GetError());
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}
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void WorldDatabase::LoadPlayerCollectionItems(Player *player, Collection *collection)
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{
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struct CollectionItem *collection_item;
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Query query;
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MYSQL_ROW row;
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MYSQL_RES *res;
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assert(player);
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assert(collection);
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res = query.RunQuery2(Q_SELECT, "SELECT `collection_item_id`\n"
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"FROM `character_collection_items`\n"
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"WHERE `char_id`=%u\n"
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"AND `collection_id`=%u",
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player->GetCharacterID(), collection->GetID());
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if (res)
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{
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while ((row = mysql_fetch_row(res)))
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{
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if ((collection_item = collection->GetCollectionItemByItemID(atoul(row[0]))))
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collection_item->found = true;
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else
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LogWrite(COLLECTION__ERROR, 0, "Collect", "Error Loading character collection items. Item ID %u does not exist in collection %s", atoul(row[0]), collection->GetName());
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}
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}
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if(query.GetErrorNumber())
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LogWrite(COLLECTION__ERROR, 0, "Collect", "Error Loading Character Collection Items, Query: %s, Error: %s", query.GetQuery(), query.GetError());
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}
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void WorldDatabase::SavePlayerCollections(Client *client)
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{
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map<int32, Collection *> *collections;
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map<int32, Collection *>::iterator itr;
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Collection *collection;
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assert(client);
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collections = client->GetPlayer()->GetCollectionList()->GetCollections();
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for (itr = collections->begin(); itr != collections->end(); itr++)
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{
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collection = itr->second;
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if (collection->GetSaveNeeded())
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{
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SavePlayerCollection(client, collection);
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SavePlayerCollectionItems(client, collection);
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collection->SetSaveNeeded(false);
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}
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}
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}
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void WorldDatabase::SavePlayerCollection(Client *client, Collection *collection)
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{
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Query query;
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assert(client);
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assert(collection);
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query.AddQueryAsync(client->GetCharacterID(), this, Q_UPDATE, "INSERT INTO `character_collections` (`char_id`,`collection_id`,`completed`)\n"
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"VALUES (%u,%u,0)\n"
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"ON DUPLICATE KEY UPDATE `completed`=%i",
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client->GetPlayer()->GetCharacterID(), collection->GetID(),
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collection->GetCompleted() ? 1 : 0);
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}
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void WorldDatabase::SavePlayerCollectionItems(Client *client, Collection *collection)
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{
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vector<struct CollectionItem *> *collection_items;
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vector<struct CollectionItem *>::iterator itr;
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struct CollectionItem *collection_item;
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assert(client);
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assert(collection);
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collection_items = collection->GetCollectionItems();
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for (itr = collection_items->begin(); itr != collection_items->end(); itr++)
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{
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collection_item = *itr;
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if (collection_item->found > 0)
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SavePlayerCollectionItem(client, collection, collection_item->item);
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}
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}
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void WorldDatabase::SavePlayerCollectionItem(Client *client, Collection *collection, int32 item_id)
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{
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Query query;
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assert(client);
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assert(collection);
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//assert(item);
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query.AddQueryAsync(client->GetCharacterID(), this, Q_INSERT, "INSERT IGNORE INTO `character_collection_items` (`char_id`,`collection_id`,`collection_item_id`)\n"
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"VALUES (%u,%u,%u)",
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client->GetPlayer()->GetCharacterID(), collection->GetID(), item_id);
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}
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