DarkflameServer/dDatabase/CDClientDatabase/CDClientTables/CDLootTableTable.cpp
David Markowitz d2aeebcd46
chore: Move database storage containers to be translation unit local to allow for safe references (#1434)
* Move CDClientManager to be a namespace

Tested that worlds still load data as expected.  Had no use being a singleton anyways.

* Move cdclient data storage to tu local containers

Allows some data from these containers to be saved on object by reference instead of always needing to copy.

iteration 2

- move all unnamed namespace containers to a singular spot
- use macro for template specialization and variable declaration
- use templates to allow for as little copy paste of types and functions as possible

* remember to use typename!

compiler believes T::StorageType is accessing a member, not a type.

* Update CDClientManager.cpp

* move to cpp?
2024-02-09 07:37:58 -06:00

89 lines
3.1 KiB
C++

#include "CDLootTableTable.h"
#include "CDClientManager.h"
#include "CDComponentsRegistryTable.h"
#include "CDItemComponentTable.h"
#include "eReplicaComponentType.h"
// Sort the tables by their rarity so the highest rarity items are first.
void SortTable(LootTableEntries& table) {
auto* componentsRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
auto* itemComponentTable = CDClientManager::GetTable<CDItemComponentTable>();
// We modify the table in place so the outer loop keeps track of what is sorted
// and the inner loop finds the highest rarity item and swaps it with the current position
// of the outer loop.
for (auto oldItrOuter = table.begin(); oldItrOuter != table.end(); oldItrOuter++) {
auto lootToInsert = oldItrOuter;
// Its fine if this starts at 0, even if this doesnt match lootToInsert as the actual highest will
// either be found and overwrite these values, or the original is somehow zero and is still the highest rarity.
uint32_t highestLootRarity = 0;
for (auto oldItrInner = oldItrOuter; oldItrInner != table.end(); oldItrInner++) {
uint32_t itemComponentId = componentsRegistryTable->GetByIDAndType(oldItrInner->itemid, eReplicaComponentType::ITEM);
uint32_t rarity = itemComponentTable->GetItemComponentByID(itemComponentId).rarity;
if (rarity > highestLootRarity) {
highestLootRarity = rarity;
lootToInsert = oldItrInner;
}
}
std::swap(*oldItrOuter, *lootToInsert);
}
}
CDLootTable CDLootTableTable::ReadRow(CppSQLite3Query& tableData) const {
CDLootTable entry{};
if (tableData.eof()) return entry;
entry.itemid = tableData.getIntField("itemid", -1);
entry.MissionDrop = tableData.getIntField("MissionDrop", -1) == 1 ? true : false;
entry.sortPriority = tableData.getIntField("sortPriority", -1);
return entry;
}
void CDLootTableTable::LoadValuesFromDatabase() {
// First, get the size of the table
uint32_t size = 0;
auto tableSize = CDClientDatabase::ExecuteQuery("SELECT COUNT(*) FROM LootTable");
while (!tableSize.eof()) {
size = tableSize.getIntField(0, 0);
tableSize.nextRow();
}
// Reserve the size
auto& entries = GetEntriesMutable();
entries.reserve(size);
// Now get the data
auto tableData = CDClientDatabase::ExecuteQuery("SELECT * FROM LootTable");
while (!tableData.eof()) {
CDLootTable entry;
uint32_t lootTableIndex = tableData.getIntField("LootTableIndex", -1);
entries[lootTableIndex].push_back(ReadRow(tableData));
tableData.nextRow();
}
for (auto& [id, table] : entries) {
SortTable(table);
}
}
const LootTableEntries& CDLootTableTable::GetTable(uint32_t tableId) {
auto& entries = GetEntriesMutable();
auto itr = entries.find(tableId);
if (itr != entries.end()) {
return itr->second;
}
auto query = CDClientDatabase::CreatePreppedStmt("SELECT * FROM LootTable WHERE LootTableIndex = ?;");
query.bind(1, static_cast<int32_t>(tableId));
auto tableData = query.execQuery();
while (!tableData.eof()) {
CDLootTable entry;
entries[tableId].push_back(ReadRow(tableData));
tableData.nextRow();
}
SortTable(entries[tableId]);
return entries[tableId];
}