Restore save tutorials only at character save and implement this for EquipmentSets

This commit is contained in:
VladimirMangos 2009-03-04 17:21:07 +03:00
parent 5afdde9f9e
commit 49322fa20a
7 changed files with 124 additions and 50 deletions

View file

@ -14010,6 +14010,7 @@ void Player::_LoadArenaTeamInfo(QueryResult *result)
void Player::_LoadEquipmentSets(QueryResult *result)
{
// SetPQuery(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS, "SELECT setguid, setindex, name, iconname, item0, item1, item2, item3, item4, item5, item6, item7, item8, item9, item10, item11, item12, item13, item14, item15, item16, item17, item18 FROM character_equipmentsets WHERE guid = '%u' ORDER BY setindex", GUID_LOPART(m_guid));
if (!result)
return;
@ -14021,18 +14022,19 @@ void Player::_LoadEquipmentSets(QueryResult *result)
EquipmentSet eqSet;
eqSet.Guid = fields[0].GetUInt64();
eqSet.Index = fields[1].GetUInt32();
uint32 index = fields[1].GetUInt32();
eqSet.Name = fields[2].GetCppString();
eqSet.IconName = fields[3].GetCppString();
eqSet.state = EQUIPMENT_SET_UNCHANGED;
for(uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
eqSet.Items[i] = fields[4+i].GetUInt32();
m_EquipmentSets[eqSet.Index] = eqSet;
m_EquipmentSets[index] = eqSet;
++count;
if(count >= 10)
if(count >= MAX_EQUIPMENT_SET_INDEX) // client limit
break;
} while (result->NextRow());
delete result;
@ -15742,6 +15744,8 @@ void Player::SaveToDB()
_SaveActions();
_SaveAuras();
_SaveReputation();
_SaveEquipmentSets();
GetSession()->SaveTutorialsData(); // changed only while character in game
CharacterDatabase.CommitTransaction();
@ -18076,17 +18080,24 @@ void Player::SendInitialPacketsBeforeAddToMap()
m_achievementMgr.SendAllAchievementData();
UpdateZone(GetZoneId());
uint32 count = 0;
data.Initialize(SMSG_EQUIPMENT_SET_LIST, 4);
data << uint32(m_EquipmentSets.size()); // count
size_t count_pos = data.wpos();
data << uint32(count); // count placeholder
for(EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr)
{
if(itr->second.state==EQUIPMENT_SET_DELETED)
continue;
data.appendPackGUID(itr->second.Guid);
data << uint32(itr->second.Index);
data << uint32(itr->first);
data << itr->second.Name;
data << itr->second.IconName;
for(uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
data.appendPackGUID(MAKE_NEW_GUID(itr->second.Items[i], 0, HIGHGUID_ITEM));
++count; // client have limit but it checked at loading and set
}
data.put<uint32>(count_pos,count);
GetSession()->SendPacket(&data);
data.Initialize(SMSG_LOGIN_SETTIMESPEED, 8);
@ -19926,51 +19937,62 @@ void Player::LearnPetTalent(uint64 petGuid, uint32 talentId, uint32 talentRank)
sLog.outDetail("TalentID: %u Rank: %u Spell: %u\n", talentId, talentRank, spellid);
}
void Player::SaveEquipmentSet(EquipmentSet eqset)
void Player::SetEquipmentSet(uint32 index, EquipmentSet eqset)
{
if(m_EquipmentSets.size() >= 10) // client limit
return;
EquipmentSet& eqslot = m_EquipmentSets[index];
EquipmentSets::iterator itr = m_EquipmentSets.find(eqset.Index);
if(itr != m_EquipmentSets.end())
EquipmentSetUpdateState old_state = eqslot.state;
eqslot = eqset;
eqslot.Guid = objmgr.GenerateEquipmentSetGuid();
eqslot.state = old_state == EQUIPMENT_SET_NEW ? EQUIPMENT_SET_NEW : EQUIPMENT_SET_CHANGED;
WorldPacket data(SMSG_EQUIPMENT_SET_SAVED, 4+1);
data << uint32(index);
data.appendPackGUID(eqset.Guid);
GetSession()->SendPacket(&data);
}
void Player::_SaveEquipmentSets()
{
for(EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end();)
{
CharacterDatabase.PExecute("UPDATE character_equipmentsets SET name='%s', iconname='%s', item0='%u', item1='%u', item2='%u', item3='%u', item4='%u', item5='%u', item6='%u', item7='%u', item8='%u', item9='%u', item10='%u', item11='%u', item12='%u', item13='%u', item14='%u', item15='%u', item16='%u', item17='%u', item18='%u' WHERE guid='%u' AND setguid='"I64FMTD"' AND setindex='%u'",
eqset.Name.c_str(), eqset.IconName.c_str(), eqset.Items[0], eqset.Items[1], eqset.Items[2], eqset.Items[3], eqset.Items[4], eqset.Items[5], eqset.Items[6], eqset.Items[7],
eqset.Items[8], eqset.Items[9], eqset.Items[10], eqset.Items[11], eqset.Items[12], eqset.Items[13], eqset.Items[14], eqset.Items[15], eqset.Items[16], eqset.Items[17], eqset.Items[18], GetGUIDLow(), eqset.Guid, eqset.Index);
}
else
{
QueryResult *result = CharacterDatabase.PQuery("SELECT MAX(setguid) FROM character_equipmentsets");
if(!result)
eqset.Guid++;
else
uint32 index = itr->first;
EquipmentSet& eqset = itr->second;
switch(eqset.state)
{
eqset.Guid = result->Fetch()[0].GetUInt64() + 1;
delete result;
case EQUIPMENT_SET_UNCHANGED:
++itr;
break; // nothing do
case EQUIPMENT_SET_CHANGED:
CharacterDatabase.PExecute("UPDATE character_equipmentsets SET name='%s', iconname='%s', item0='%u', item1='%u', item2='%u', item3='%u', item4='%u', item5='%u', item6='%u', item7='%u', item8='%u', item9='%u', item10='%u', item11='%u', item12='%u', item13='%u', item14='%u', item15='%u', item16='%u', item17='%u', item18='%u' WHERE guid='%u' AND setguid='"I64FMTD"' AND setindex='%u'",
eqset.Name.c_str(), eqset.IconName.c_str(), eqset.Items[0], eqset.Items[1], eqset.Items[2], eqset.Items[3], eqset.Items[4], eqset.Items[5], eqset.Items[6], eqset.Items[7],
eqset.Items[8], eqset.Items[9], eqset.Items[10], eqset.Items[11], eqset.Items[12], eqset.Items[13], eqset.Items[14], eqset.Items[15], eqset.Items[16], eqset.Items[17], eqset.Items[18], GetGUIDLow(), eqset.Guid, index);
eqset.state = EQUIPMENT_SET_UNCHANGED;
++itr;
break;
case EQUIPMENT_SET_NEW:
CharacterDatabase.PExecute("INSERT INTO character_equipmentsets VALUES ('%u', '"I64FMTD"', '%u', '%s', '%s', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
GetGUIDLow(), eqset.Guid, index, eqset.Name.c_str(), eqset.IconName.c_str(), eqset.Items[0], eqset.Items[1], eqset.Items[2], eqset.Items[3], eqset.Items[4], eqset.Items[5], eqset.Items[6], eqset.Items[7],
eqset.Items[8], eqset.Items[9], eqset.Items[10], eqset.Items[11], eqset.Items[12], eqset.Items[13], eqset.Items[14], eqset.Items[15], eqset.Items[16], eqset.Items[17], eqset.Items[18]);
eqset.state = EQUIPMENT_SET_UNCHANGED;
++itr;
break;
case EQUIPMENT_SET_DELETED:
CharacterDatabase.PExecute("DELETE FROM character_equipmentsets WHERE setguid="I64FMTD, eqset.Guid);
m_EquipmentSets.erase(itr++);
break;
}
CharacterDatabase.PExecute("INSERT INTO character_equipmentsets VALUES ('%u', '"I64FMTD"', '%u', '%s', '%s', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
GetGUIDLow(), eqset.Guid, eqset.Index, eqset.Name.c_str(), eqset.IconName.c_str(), eqset.Items[0], eqset.Items[1], eqset.Items[2], eqset.Items[3], eqset.Items[4], eqset.Items[5], eqset.Items[6], eqset.Items[7],
eqset.Items[8], eqset.Items[9], eqset.Items[10], eqset.Items[11], eqset.Items[12], eqset.Items[13], eqset.Items[14], eqset.Items[15], eqset.Items[16], eqset.Items[17], eqset.Items[18]);
WorldPacket data(SMSG_EQUIPMENT_SET_SAVED, 4+1);
data << uint32(eqset.Index);
data.appendPackGUID(eqset.Guid);
GetSession()->SendPacket(&data);
}
m_EquipmentSets[eqset.Index] = eqset;
}
void Player::DeleteEquipmentSet(uint64 setGuid)
{
CharacterDatabase.PExecute("DELETE FROM character_equipmentsets WHERE setguid="I64FMTD, setGuid);
for(EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr)
{
if(itr->second.Guid == setGuid)
{
m_EquipmentSets.erase(itr);
itr->second.state = EQUIPMENT_SET_DELETED;
break;
}
}