Beispiel #1
0
//------------------------------------------------
//Guild bound items pull for offline characters [Akinari]
//Revised by [Mhalicot]
//------------------------------------------------
int mapif_parse_ItemBoundRetrieve_sub(int fd)
{
#ifdef GP_BOUND_ITEMS
	StringBuf buf;
	SqlStmt* stmt;
	struct item item;
	int j, i=0, s=0, bound_qt=0;
	struct item items[MAX_INVENTORY];
	unsigned int bound_item[MAX_INVENTORY] = {0};
	int char_id = RFIFOL(fd,2);
	int aid = RFIFOL(fd,6);
	int guild_id = RFIFOW(fd,10);

	StrBuf->Init(&buf);
	StrBuf->AppendStr(&buf, "SELECT `id`, `nameid`, `amount`, `equip`, `identify`, `refine`, `attribute`, `expire_time`, `bound`, `unique_id`");
	for( j = 0; j < MAX_SLOTS; ++j )
		StrBuf->Printf(&buf, ", `card%d`", j);
	StrBuf->Printf(&buf, " FROM `%s` WHERE `char_id`='%d' AND `bound` = '%d'",inventory_db,char_id,IBT_GUILD);

	stmt = SQL->StmtMalloc(sql_handle);
	if( SQL_ERROR == SQL->StmtPrepareStr(stmt, StrBuf->Value(&buf))
	||  SQL_ERROR == SQL->StmtExecute(stmt) )
	{
		Sql_ShowDebug(sql_handle);
		SQL->StmtFree(stmt);
		StrBuf->Destroy(&buf);
		return 1;
	}

	SQL->StmtBindColumn(stmt, 0, SQLDT_INT,       &item.id,          0, NULL, NULL);
	SQL->StmtBindColumn(stmt, 1, SQLDT_SHORT,     &item.nameid,      0, NULL, NULL);
	SQL->StmtBindColumn(stmt, 2, SQLDT_SHORT,     &item.amount,      0, NULL, NULL);
	SQL->StmtBindColumn(stmt, 3, SQLDT_USHORT,    &item.equip,       0, NULL, NULL);
	SQL->StmtBindColumn(stmt, 4, SQLDT_CHAR,      &item.identify,    0, NULL, NULL);
	SQL->StmtBindColumn(stmt, 5, SQLDT_CHAR,      &item.refine,      0, NULL, NULL);
	SQL->StmtBindColumn(stmt, 6, SQLDT_CHAR,      &item.attribute,   0, NULL, NULL);
	SQL->StmtBindColumn(stmt, 7, SQLDT_UINT,      &item.expire_time, 0, NULL, NULL);
	SQL->StmtBindColumn(stmt, 8, SQLDT_UCHAR,     &item.bound,       0, NULL, NULL);
	SQL->StmtBindColumn(stmt, 9, SQLDT_UINT64,    &item.unique_id,   0, NULL, NULL);
	for( j = 0; j < MAX_SLOTS; ++j )
		SQL->StmtBindColumn(stmt, 10+j, SQLDT_SHORT, &item.card[j], 0, NULL, NULL);

	while( SQL_SUCCESS == SQL->StmtNextRow(stmt) ) {
		memcpy(&items[i],&item,sizeof(struct item));
		i++;
	}
	SQL->FreeResult(sql_handle);
	
	if(!i) { //No items found - No need to continue
		StrBuf->Destroy(&buf);
		SQL->StmtFree(stmt);
		return 0;
	}

	//First we delete the character's items
	StrBuf->Clear(&buf);
	StrBuf->Printf(&buf, "DELETE FROM `%s` WHERE",inventory_db);
	for(j=0; j<i; j++) {
		if( j )
			StrBuf->AppendStr(&buf, " OR");

		StrBuf->Printf(&buf, " `id`=%d",items[j].id);

		if( items[j].bound && items[j].equip ) {
			// Only the items that are also stored in `char` `equip`
			if( items[j].equip&EQP_HAND_R
			||  items[j].equip&EQP_HAND_L
			||  items[j].equip&EQP_HEAD_TOP
			||  items[j].equip&EQP_HEAD_MID
			||  items[j].equip&EQP_HEAD_LOW
			||  items[j].equip&EQP_GARMENT
			) {
				bound_item[bound_qt] = items[j].equip;
				bound_qt++;
			}
		}
	}

	if( SQL_ERROR == SQL->StmtPrepareStr(stmt, StrBuf->Value(&buf))
	||  SQL_ERROR == SQL->StmtExecute(stmt) )
	{
		Sql_ShowDebug(sql_handle);
		SQL->StmtFree(stmt);
		StrBuf->Destroy(&buf);
		return 1;
	}

	// Removes any view id that was set by an item that was removed
	if( bound_qt ) {

#define CHECK_REMOVE(var,mask,token) do { /* Verifies equip bitmasks (see item.equip) and handles the sql statement */ \
	if ((var)&(mask)) { \
		if ((var) != (mask) && s) StrBuf->AppendStr(&buf, ","); \
		StrBuf->AppendStr(&buf,"`"#token"`='0'"); \
		(var) &= ~(mask); \
		s++; \
	} \
} while(0)

		StrBuf->Clear(&buf);
		StrBuf->Printf(&buf, "UPDATE `%s` SET ", char_db);
		for( j = 0; j < bound_qt; j++ ) {
			// Equips can be at more than one slot at the same time
			CHECK_REMOVE(bound_item[j],EQP_HAND_R,weapon);
			CHECK_REMOVE(bound_item[j],EQP_HAND_L,shield);
			CHECK_REMOVE(bound_item[j],EQP_HEAD_TOP,head_top);
			CHECK_REMOVE(bound_item[j],EQP_HEAD_MID,head_mid);
			CHECK_REMOVE(bound_item[j],EQP_HEAD_LOW,head_bottom);
			CHECK_REMOVE(bound_item[j],EQP_GARMENT,robe);
		}
		StrBuf->Printf(&buf, " WHERE `char_id`='%d'", char_id);

		if( SQL_ERROR == SQL->StmtPrepareStr(stmt, StrBuf->Value(&buf))
		||  SQL_ERROR == SQL->StmtExecute(stmt) )
		{
			Sql_ShowDebug(sql_handle);
			SQL->StmtFree(stmt);
			StrBuf->Destroy(&buf);
			return 1;
		}
#undef CHECK_REMOVE
	}

	//Now let's update the guild storage with those deleted items
	/// TODO/FIXME:
	/// This approach is basically the same as the one from memitemdata_to_sql, but
	/// the latter compares current database values and this is not needed in this case
	/// maybe sometime separate memitemdata_to_sql into different methods in order to use
	/// call that function here as well [Panikon]
	StrBuf->Clear(&buf);
	StrBuf->Printf(&buf,"INSERT INTO `%s` (`guild_id`,`nameid`,`amount`,`equip`,`identify`,`refine`,"
						"`attribute`,`expire_time`,`bound`,`unique_id`",
					guild_storage_db);
	for( s = 0; s < MAX_SLOTS; ++s )
		StrBuf->Printf(&buf, ", `card%d`", s);
	StrBuf->AppendStr(&buf," ) VALUES ");

	for( j = 0; j < i; ++j ) {
		if( j )
			StrBuf->AppendStr(&buf, ",");

		StrBuf->Printf(&buf, "('%d', '%d', '%d', '%d', '%d', '%d', '%d', '%d', '%d', '%"PRIu64"'",
			guild_id, items[j].nameid, items[j].amount, items[j].equip, items[j].identify, items[j].refine,
			items[j].attribute, items[j].expire_time, items[j].bound, items[j].unique_id);
		for( s = 0; s < MAX_SLOTS; ++s )
			StrBuf->Printf(&buf, ", '%d'", items[j].card[s]);
		StrBuf->AppendStr(&buf, ")");
	}

	if( SQL_ERROR == SQL->StmtPrepareStr(stmt, StrBuf->Value(&buf))
	||  SQL_ERROR == SQL->StmtExecute(stmt) )
	{
		Sql_ShowDebug(sql_handle);
		SQL->StmtFree(stmt);
		StrBuf->Destroy(&buf);
		return 1;
	}

	StrBuf->Destroy(&buf);
	SQL->StmtFree(stmt);

	//Finally reload storage and tell map we're done
	mapif_load_guild_storage(fd,aid,guild_id,0);

	// If character is logged in char, disconnect
	disconnect_player(aid);
#endif
	return 0;
}
Beispiel #2
0
/**
 * ZI 0x3056 <char_id>.L <account_id>.L <guild_id>.W
 * Pulls guild bound items for offline characters
 * @author [Akinari]
 */
bool mapif_parse_itembound_retrieve(int fd)
{
	StringBuf buf;
	SqlStmt* stmt;
	unsigned short i = 0, count = 0;
	struct item item, items[MAX_INVENTORY];
	int j, guild_id = RFIFOW(fd,10);
	uint32 char_id = RFIFOL(fd,2), account_id = RFIFOL(fd,6);

	StringBuf_Init(&buf);

	// Get bound items from player's inventory
	StringBuf_AppendStr(&buf, "SELECT `id`, `nameid`, `amount`, `equip`, `identify`, `refine`, `attribute`, `expire_time`, `bound`");
	for( j = 0; j < MAX_SLOTS; ++j )
		StringBuf_Printf(&buf, ", `card%d`", j);
	for( j = 0; j < MAX_ITEM_RDM_OPT; ++j ) {
		StringBuf_Printf(&buf, ", `option_id%d`", j);
		StringBuf_Printf(&buf, ", `option_val%d`", j);
		StringBuf_Printf(&buf, ", `option_parm%d`", j);
	}
	StringBuf_Printf(&buf, " FROM `%s` WHERE `char_id`='%d' AND `bound` = %d", schema_config.inventory_db,char_id, BOUND_GUILD);

	stmt = SqlStmt_Malloc(sql_handle);
	if( SQL_ERROR == SqlStmt_PrepareStr(stmt, StringBuf_Value(&buf)) ||
		SQL_ERROR == SqlStmt_Execute(stmt) )
	{
		SqlStmt_ShowDebug(stmt);
		SqlStmt_Free(stmt);
		StringBuf_Destroy(&buf);
		mapif_itembound_ack(fd,account_id,guild_id);
		return true;
	}

	SqlStmt_BindColumn(stmt, 0, SQLDT_INT,       &item.id,          0, NULL, NULL);
	SqlStmt_BindColumn(stmt, 1, SQLDT_USHORT,    &item.nameid,      0, NULL, NULL);
	SqlStmt_BindColumn(stmt, 2, SQLDT_SHORT,     &item.amount,      0, NULL, NULL);
	SqlStmt_BindColumn(stmt, 3, SQLDT_UINT,      &item.equip,       0, NULL, NULL);
	SqlStmt_BindColumn(stmt, 4, SQLDT_CHAR,      &item.identify,    0, NULL, NULL);
	SqlStmt_BindColumn(stmt, 5, SQLDT_CHAR,      &item.refine,      0, NULL, NULL);
	SqlStmt_BindColumn(stmt, 6, SQLDT_CHAR,      &item.attribute,   0, NULL, NULL);
	SqlStmt_BindColumn(stmt, 7, SQLDT_UINT,      &item.expire_time, 0, NULL, NULL);
	SqlStmt_BindColumn(stmt, 8, SQLDT_UINT,      &item.bound,       0, NULL, NULL);
	for( j = 0; j < MAX_SLOTS; ++j )
		SqlStmt_BindColumn(stmt, 9+j, SQLDT_USHORT, &item.card[j], 0, NULL, NULL);
	for( j = 0; j < MAX_ITEM_RDM_OPT; ++j ) {
		SqlStmt_BindColumn(stmt, 9+MAX_SLOTS+j*3, SQLDT_SHORT, &item.option[j].id, 0, NULL, NULL);
		SqlStmt_BindColumn(stmt, 10+MAX_SLOTS+j*3, SQLDT_SHORT, &item.option[j].value, 0, NULL, NULL);
		SqlStmt_BindColumn(stmt, 11+MAX_SLOTS+j*3, SQLDT_CHAR, &item.option[j].param, 0, NULL, NULL);
	}
	memset(&items, 0, sizeof(items));
	while( SQL_SUCCESS == SqlStmt_NextRow(stmt) )
		memcpy(&items[count++], &item, sizeof(struct item));
	Sql_FreeResult(sql_handle);

	ShowInfo("Found '" CL_WHITE "%d" CL_RESET "' guild bound item(s) from CID = " CL_WHITE "%d" CL_RESET ", AID = %d, Guild ID = " CL_WHITE "%d" CL_RESET ".\n", count, char_id, account_id, guild_id);
	if (!count) { //No items found - No need to continue
		StringBuf_Destroy(&buf);
		SqlStmt_Free(stmt);
		mapif_itembound_ack(fd,account_id,guild_id);
		return true;
	}

	char_set_session_flag(account_id, 1);

	// Delete bound items from player's inventory
	StringBuf_Clear(&buf);
	StringBuf_Printf(&buf, "DELETE FROM `%s` WHERE `char_id` = %d AND `bound` = %d",schema_config.inventory_db, char_id, BOUND_GUILD);
	if( SQL_ERROR == SqlStmt_PrepareStr(stmt, StringBuf_Value(&buf)) ||
		SQL_ERROR == SqlStmt_Execute(stmt) )
	{
		SqlStmt_ShowDebug(stmt);
		SqlStmt_Free(stmt);
		StringBuf_Destroy(&buf);
		mapif_itembound_ack(fd,account_id,guild_id);
		return true;
	}

	// Send the deleted items to map-server to store them in guild storage [Cydh]
	mapif_itembound_store2gstorage(fd, guild_id, items, count);

	// Verifies equip bitmasks (see item.equip) and handles the sql statement
#define CHECK_REMOVE(var,mask,token,num) {\
	if ((var)&(mask) && !(j&(num))) {\
		if (j)\
			StringBuf_AppendStr(&buf, ",");\
		StringBuf_AppendStr(&buf, "`"#token"`='0'");\
		j |= (1<<num);\
	}\
}

	StringBuf_Clear(&buf);
	j = 0;
	for (i = 0; i < count && i < MAX_INVENTORY; i++) {
		if (!&items[i] || !items[i].equip)
			continue;
		// Equips can be at more than one slot at the same time
		CHECK_REMOVE(items[i].equip, EQP_HAND_R, weapon, 0);
		CHECK_REMOVE(items[i].equip, EQP_HAND_L, shield, 1);
		CHECK_REMOVE(items[i].equip, EQP_HEAD_TOP|EQP_COSTUME_HEAD_TOP, head_top, 2);
		CHECK_REMOVE(items[i].equip, EQP_HEAD_MID|EQP_COSTUME_HEAD_MID, head_mid, 3);
		CHECK_REMOVE(items[i].equip, EQP_HEAD_LOW|EQP_COSTUME_HEAD_LOW, head_bottom, 4);
		CHECK_REMOVE(items[i].equip, EQP_GARMENT|EQP_COSTUME_GARMENT, robe, 5);
	}

#undef CHECK_REMOVE

	// Update player's view
	if (j) {
		StringBuf buf2;
		StringBuf_Init(&buf2);
		StringBuf_Printf(&buf2, "UPDATE `%s` SET %s WHERE `char_id`='%d'", schema_config.char_db, StringBuf_Value(&buf), char_id);

		if( SQL_ERROR == SqlStmt_PrepareStr(stmt, StringBuf_Value(&buf)) ||
			SQL_ERROR == SqlStmt_Execute(stmt) )
		{
			SqlStmt_ShowDebug(stmt);
			SqlStmt_Free(stmt);
			StringBuf_Destroy(&buf);
			StringBuf_Destroy(&buf2);
			mapif_itembound_ack(fd,account_id,guild_id);
			return true;
		}
		StringBuf_Destroy(&buf2);
	}

	StringBuf_Destroy(&buf);
	SqlStmt_Free(stmt);

	char_unset_session_flag(account_id, 1);
	return false;
}