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