mirror of
https://github.com/SapphireServer/Sapphire.git
synced 2025-04-27 06:47:45 +00:00
201 lines
No EOL
4.7 KiB
C++
201 lines
No EOL
4.7 KiB
C++
#include <set>
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#include <string.h>
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#include <Logging/Logger.h>
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#include <Exd/ExdDataGenerated.h>
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#include <Database/DatabaseDef.h>
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#include <Database/ZoneDbConnection.h>
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#include "House.h"
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#include <unordered_map>
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#include "Framework.h"
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extern Sapphire::Framework g_fw;
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Sapphire::House::House( uint32_t houseId, uint32_t landSetId, uint8_t landId, uint8_t wardNum, uint16_t territoryTypeId ) :
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m_houseId( houseId ),
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m_landSetId( landSetId ),
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m_landId( landId ),
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m_wardNum( wardNum ),
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m_territoryTypeId( territoryTypeId )
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{
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auto pDB = g_fw.get< Db::DbWorkerPool< Db::ZoneDbConnection > >();
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// todo: convert to prepared statement
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auto res = pDB->query( "SELECT * FROM house WHERE HouseId = " + std::to_string( houseId ) );
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if( !res->next() )
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{
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g_fw.get< Sapphire::Logger >()->info( "Creating house House#" + std::to_string( houseId ) + " in LandSet#" + std::to_string( landSetId ) );
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auto stmt = pDB->getPreparedStatement( Db::HOUSING_HOUSE_INS );
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stmt->setUInt( 1, m_landSetId );
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stmt->setUInt( 2, m_houseId );
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pDB->execute( stmt );
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// todo: make this nicer/configurable?
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m_houseName = "Estate #" + std::to_string( landId + 1 );
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}
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else
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{
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m_estateMessage = res->getString( "Comment" );
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m_houseName = res->getString( "HouseName" );
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auto housePartModels = res->getBlobVector( "HousePartModels" );
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auto housePartColours = res->getBlobVector( "HousePartColours" );
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auto models = reinterpret_cast< uint32_t* >( &housePartModels[ 0 ] );
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for( auto i = 0; i < 8; i++ )
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{
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m_houseParts[ i ] = { models[ i ], housePartColours[ i ] };
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}
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auto houseInteriorModels = res->getBlobVector( "HouseInteriorModels" );
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auto interiorModels = reinterpret_cast< uint32_t* >( &houseInteriorModels[ 0 ] );
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for( auto i = 0; i < 10; i++ )
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{
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m_houseInteriorParts[ i ] = interiorModels[ i ];
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}
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}
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}
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Sapphire::House::~House()
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{
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}
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void Sapphire::House::updateHouseDb()
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{
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auto pDB = g_fw.get< Db::DbWorkerPool< Db::ZoneDbConnection > >();
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// BuildTime = 1, Aetheryte = 2, Comment = 3, HouseName = 4, Endorsements = 5,
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// HousePartModels = 6, HousePartColours = 7, HouseId = 8
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auto stmt = pDB->getPreparedStatement( Db::HOUSING_HOUSE_UP );
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stmt->setUInt( 9, m_houseId );
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stmt->setInt64( 1, m_buildTime );
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stmt->setInt( 2, 0 );
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stmt->setString( 3, m_estateMessage );
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stmt->setString( 4, m_houseName );
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stmt->setUInt64( 5, 0 );
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std::vector< uint32_t > models;
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std::vector< uint8_t > colours;
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for( auto i = 0; i < 8; i++ )
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{
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auto& part = m_houseParts[ i ];
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models.push_back( part.first );
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colours.push_back( part.second );
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}
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// todo: this is shit
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std::vector< uint8_t > tmpModels( models.size() * 4 );
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memcpy( tmpModels.data(), models.data(), tmpModels.size() );
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stmt->setBinary( 6, tmpModels );
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stmt->setBinary( 7, colours );
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models.clear();
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for( auto i = 0; i < 10; i++ )
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{
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models.push_back( m_houseInteriorParts[ i ] );
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}
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std::vector< uint8_t > tmp2Models( models.size() * 4 );
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memcpy( tmp2Models.data(), models.data(), tmp2Models.size() );
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stmt->setBinary( 8, tmp2Models );
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pDB->execute( stmt );
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}
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uint32_t Sapphire::House::getLandSetId() const
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{
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return m_landSetId;
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}
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uint8_t Sapphire::House::getLandId() const
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{
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return m_landId;
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}
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uint8_t Sapphire::House::getWardNum() const
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{
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return m_wardNum;
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}
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uint16_t Sapphire::House::getTerritoryTypeId() const
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{
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return m_territoryTypeId;
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}
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uint32_t Sapphire::House::getHouseId() const
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{
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return m_houseId;
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}
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uint8_t Sapphire::House::getHousePartColor( Common::HousePartSlot slot ) const
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{
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return m_houseParts[ slot ].second;
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}
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uint32_t Sapphire::House::getHouseInteriorPart( Common::HousingInteriorSlot slot ) const
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{
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return m_houseInteriorParts[ slot ];
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}
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void Sapphire::House::setHousePart( Common::HousePartSlot slot, uint32_t id )
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{
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m_houseParts[ slot ].first = id;
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}
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void Sapphire::House::setHousePartColor( Common::HousePartSlot slot, uint32_t id )
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{
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m_houseParts[ slot ].second = id;
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}
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void Sapphire::House::setHouseInteriorPart( Common::HousingInteriorSlot slot, uint32_t id )
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{
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m_houseInteriorParts[ slot ] = id;
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}
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uint32_t Sapphire::House::getHousePart( Common::HousePartSlot slot ) const
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{
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return m_houseParts[ slot ].first;
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}
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Sapphire::House::HousePartsArray const& Sapphire::House::getHouseParts() const
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{
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return m_houseParts;
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}
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const std::string& Sapphire::House::getHouseName() const
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{
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return m_houseName;
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}
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const std::string& Sapphire::House::getHouseGreeting() const
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{
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return m_estateMessage;
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}
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void Sapphire::House::setHouseGreeting( const std::string& greeting )
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{
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m_estateMessage = greeting;
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updateHouseDb();
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}
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void Sapphire::House::setHouseName( const std::string& name )
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{
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m_houseName = name;
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updateHouseDb();
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} |