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https://github.com/DarkflameUniverse/DarkflameServer.git
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3a6313a3ba
* Assorted pet improvements * remove unecessary include * updates to address some feedback * fixed database code for testing * messinng around with tables * updated to address feedback * fix world hang * Remove at() in CDLootTableTable.cpp * Uncapitalize LOT variable * Uncapitalize LOT variable
89 lines
3.1 KiB
C++
89 lines
3.1 KiB
C++
#include "CDLootTableTable.h"
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#include "CDClientManager.h"
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#include "CDComponentsRegistryTable.h"
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#include "CDItemComponentTable.h"
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#include "eReplicaComponentType.h"
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// Sort the tables by their rarity so the highest rarity items are first.
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void SortTable(LootTableEntries& table) {
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auto* componentsRegistryTable = CDClientManager::GetTable<CDComponentsRegistryTable>();
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auto* itemComponentTable = CDClientManager::GetTable<CDItemComponentTable>();
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// We modify the table in place so the outer loop keeps track of what is sorted
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// and the inner loop finds the highest rarity item and swaps it with the current position
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// of the outer loop.
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for (auto oldItrOuter = table.begin(); oldItrOuter != table.end(); oldItrOuter++) {
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auto lootToInsert = oldItrOuter;
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// Its fine if this starts at 0, even if this doesnt match lootToInsert as the actual highest will
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// either be found and overwrite these values, or the original is somehow zero and is still the highest rarity.
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uint32_t highestLootRarity = 0;
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for (auto oldItrInner = oldItrOuter; oldItrInner != table.end(); oldItrInner++) {
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uint32_t itemComponentId = componentsRegistryTable->GetByIDAndType(oldItrInner->itemid, eReplicaComponentType::ITEM);
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uint32_t rarity = itemComponentTable->GetItemComponentByID(itemComponentId).rarity;
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if (rarity > highestLootRarity) {
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highestLootRarity = rarity;
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lootToInsert = oldItrInner;
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}
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}
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std::swap(*oldItrOuter, *lootToInsert);
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}
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}
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CDLootTable CDLootTableTable::ReadRow(CppSQLite3Query& tableData) const {
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CDLootTable entry{};
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if (tableData.eof()) return entry;
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entry.itemid = tableData.getIntField("itemid", -1);
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entry.MissionDrop = tableData.getIntField("MissionDrop", -1) == 1 ? true : false;
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entry.sortPriority = tableData.getIntField("sortPriority", -1);
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return entry;
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}
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void CDLootTableTable::LoadValuesFromDatabase() {
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// First, get the size of the table
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uint32_t size = 0;
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auto tableSize = CDClientDatabase::ExecuteQuery("SELECT COUNT(*) FROM LootTable");
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while (!tableSize.eof()) {
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size = tableSize.getIntField(0, 0);
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tableSize.nextRow();
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}
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// Reserve the size
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auto& entries = GetEntriesMutable();
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entries.reserve(size);
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// Now get the data
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auto tableData = CDClientDatabase::ExecuteQuery("SELECT * FROM LootTable");
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while (!tableData.eof()) {
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CDLootTable entry;
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uint32_t lootTableIndex = tableData.getIntField("LootTableIndex", -1);
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entries[lootTableIndex].emplace_back(ReadRow(tableData));
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tableData.nextRow();
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}
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for (auto& [id, table] : entries) {
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SortTable(table);
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}
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}
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const LootTableEntries& CDLootTableTable::GetTable(const uint32_t tableId) {
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auto& entries = GetEntriesMutable();
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auto itr = entries.find(tableId);
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if (itr != entries.end()) {
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return itr->second;
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}
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auto query = CDClientDatabase::CreatePreppedStmt("SELECT * FROM LootTable WHERE LootTableIndex = ?;");
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query.bind(1, static_cast<int32_t>(tableId));
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auto tableData = query.execQuery();
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while (!tableData.eof()) {
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CDLootTable entry;
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entries[tableId].emplace_back(ReadRow(tableData));
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tableData.nextRow();
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}
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SortTable(entries[tableId]);
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return entries[tableId];
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}
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