Example #1
0
bool CharCreationManager::IsLastNameAvailable(const char* lastname, AccountID requestingAcct)
{
    if(!lastname || strlen(lastname) < 1)
        return true; // blank last names are allowed.

    // Check to see if name already exists in character database.
    csString query;
    csString escape;
    db->Escape(escape, lastname);
    query.Format("SELECT account_id FROM characters WHERE lastname='%s'", escape.GetData());
    Result result(db->Select(query));
    if(result.IsValid())
    {
        if(result.Count() == 0)
            return true; // nobody owns it yet, it's available

        if(requestingAcct.IsValid())
        {
            for(unsigned int i = 0; i < result.Count(); i++)
            {
                if(AccountID(result[i].GetInt("account_id")) == requestingAcct)
                    return true; // another character on the same account; available
            }
        }
    }
    return false; // already in use by someone else
}
Example #2
0
void CharCreationManager::HandleUploadMessage(MsgEntry* me, Client* client)
{
    Debug1(LOG_NEWCHAR, me->clientnum,"New Character is being created");

    psCharUploadMessage upload(me);

    if(!upload.valid)
    {
        Debug2(LOG_NET,me->clientnum,"Received unparsable psUploadMessage from client %u.",me->clientnum);
        return;
    }

    AccountID acctID = client->GetAccountID();
    if(!acctID.IsValid())
    {
        Error2("Player tried to upload a character to unknown account %s.", ShowID(acctID));

        psCharRejectedMessage reject(me->clientnum);

        psserver->GetEventManager()->Broadcast(reject.msg, NetBase::BC_FINALPACKET);
        psserver->RemovePlayer(me->clientnum,"Could not find your account.");
        return;
    }

    // Check to see if the player already has 4 accounts;
    csString query;
    query.Format("SELECT id FROM characters WHERE account_id=%d", acctID.Unbox());
    Result result(db->Select(query));
    if(result.IsValid() && result.Count() >= CHARACTERS_ALLOWED)
    {
        psserver->RemovePlayer(me->clientnum,"At your character limit.");
        return;
    }

    csString playerName =  upload.name;
    csString lastName =  upload.lastname;

    playerName = NormalizeCharacterName(playerName);
    lastName = NormalizeCharacterName(lastName);

    // Check banned names
    if(psserver->GetCharManager()->IsBanned(playerName))
    {
        csString error;
        error.Format("The name %s is banned", playerName.GetData());
        psCharRejectedMessage reject(me->clientnum,
                                     psCharRejectedMessage::RESERVED_NAME,
                                     (char*)error.GetData());
        reject.SendMessage();
        return;
    }

    if(psserver->GetCharManager()->IsBanned(lastName))
    {
        csString error;
        error.Format("The lastname %s is banned", lastName.GetData());
        psCharRejectedMessage reject(me->clientnum,
                                     psCharRejectedMessage::RESERVED_NAME,
                                     (char*)error.GetData());
        reject.SendMessage();
        return;
    }

    Debug3(LOG_NEWCHAR, me->clientnum,"Got player firstname (%s) and lastname (%s)\n",playerName.GetData(), lastName.GetData());

    ///////////////////////////////////////////////////////////////
    //  Check to see if the player name is valid
    ///////////////////////////////////////////////////////////////
    if(playerName.Length() == 0 || !FilterName(playerName))
    {
        psCharRejectedMessage reject(me->clientnum,
                                     psCharRejectedMessage::NON_LEGAL_NAME,
                                     "The name you specifed is not a legal player name.");

        psserver->GetEventManager()->SendMessage(reject.msg);
        return;
    }

    if(lastName.Length() != 0 && !FilterName(lastName))
    {
        psCharRejectedMessage reject(me->clientnum,
                                     psCharRejectedMessage::NON_LEGAL_NAME,
                                     "The name you specifed is not a legal lastname.");

        psserver->GetEventManager()->SendMessage(reject.msg);
        return;
    }

    Debug2(LOG_NEWCHAR, me->clientnum,"Checking player firstname '%s'..\n",playerName.GetData());
    ///////////////////////////////////////////////////////////////
    //  Check to see if the character name is unique in 'characters'.
    ///////////////////////////////////////////////////////////////
    if(!IsUnique(playerName))
    {
        psCharRejectedMessage reject(me->clientnum,
                                     psCharRejectedMessage::NON_UNIQUE_NAME,
                                     "The firstname you specifed is not unique.");

        psserver->GetEventManager()->SendMessage(reject.msg);
        return;
    }

    if(lastName.Length())
    {
        Debug2(LOG_NEWCHAR, me->clientnum,"Checking player lastname '%s'..\n",lastName.GetData());
        if(!IsLastNameAvailable(lastName, acctID))
        {
            psCharRejectedMessage reject(me->clientnum,
                                         psCharRejectedMessage::NON_UNIQUE_NAME,
                                         "The lastname you specifed is not unique.");

            psserver->GetEventManager()->SendMessage(reject.msg);
            return;
        }
    }
    ///////////////////////////////////////////////////////////////
    //  Check to see if the character name is on the reserve list.
    ///////////////////////////////////////////////////////////////
    int reservedName = IsReserved(playerName, acctID);
    if(reservedName == NAME_RESERVED)
    {
        csString error;
        error.Format("The name %s is reserved", playerName.GetData());
        psCharRejectedMessage reject(me->clientnum,
                                     psCharRejectedMessage::RESERVED_NAME,
                                     (char*)error.GetData());

        psserver->GetEventManager()->SendMessage(reject.msg);
        return;
    }


    csString error;
    if(!psserver->charCreationManager->Validate(upload, error))
    {
        error.Append(", your creation choices are invalid.");
        psCharRejectedMessage reject(me->clientnum,
                                     psCharRejectedMessage::INVALID_CREATION,
                                     (char*)error.GetData());

        reject.SendMessage();
        return;
    }

    ///////////////////////////////////////////////////////////////
    //  Create the psCharacter structure for the player.
    ///////////////////////////////////////////////////////////////
    psCharacter* chardata=new psCharacter();
    chardata->SetCharType(PSCHARACTER_TYPE_PLAYER);
    chardata->SetFullName(playerName,lastName);
    chardata->SetCreationInfo(upload.bio);

    psRaceInfo* raceinfo=psserver->GetCacheManager()->GetRaceInfoByNameGender(upload.race, (PSCHARACTER_GENDER)upload.gender);
    if(raceinfo==NULL)
    {
        Error3("Invalid race/gender combination on character creation:  Race='%d' Gender='%d'", upload.race, upload.gender);
        psCharRejectedMessage reject(me->clientnum);
        psserver->GetEventManager()->Broadcast(reject.msg, NetBase::BC_FINALPACKET);
        psserver->RemovePlayer(me->clientnum,"Player tried to create an invalid race/gender.");
        delete chardata;
        return;
    }
    chardata->SetRaceInfo(raceinfo);
    chardata->SetHitPoints(50.0);
    chardata->GetMaxHP().SetBase(0.0);
    chardata->GetMaxMana().SetBase(0.0);

    //range is unused here
    float x,y,z,yrot,range;
    const char* sectorname;
    InstanceID newinstance = DEFAULT_INSTANCE;

    //get the option entries for tutorial from the server options. Note it's tutorial:variousdata
    optionEntry* tutorialEntry = psserver->GetCacheManager()->getOptionSafe("tutorial","");
    sectorname = tutorialEntry->getOptionSafe("sectorname", "tutorial")->getValue();

    psSectorInfo* sectorinfo = psserver->GetCacheManager()->GetSectorInfoByName(sectorname);

    if(!sectorinfo || PlayerHasFinishedTutorial(acctID, sectorinfo->uid))
    {
        raceinfo->GetStartingLocation(x,y,z,yrot,range,sectorname);
        sectorinfo = psserver->GetCacheManager()->GetSectorInfoByName(sectorname);

        //As we aren't going in the tutorial disable the tutorial help messages disable them
        for(int i = 0; i < TutorialManager::TUTOREVENTTYPE_COUNT; i++)
            chardata->CompleteHelpEvent(i);
    }
    else
    {
        // Try tutorial level first.
        x = tutorialEntry->getOptionSafe("sectorx", "-225.37")->getValueAsDouble();
        y = tutorialEntry->getOptionSafe("sectory", "-21.32")->getValueAsDouble();
        z = tutorialEntry->getOptionSafe("sectorz", "26.79")->getValueAsDouble();
        yrot = tutorialEntry->getOptionSafe("sectoryrot", "-2.04")->getValueAsDouble();
    }

    bool sectorFound = true;

    if(sectorinfo && EntityManager::GetSingleton().FindSector(sectorinfo->name) == NULL)
    {
        Error2("Sector='%s' found but no map file was detected for it. Using NPCroom1", sectorname);
        sectorinfo = psserver->GetCacheManager()->GetSectorInfoByName("NPCroom1");
        if(sectorinfo && EntityManager::GetSingleton().FindSector(sectorinfo->name) == NULL)
        {
            Error1("NPCroom1 failed - Critical");
            sectorFound = false;
        }
        else if(sectorinfo && EntityManager::GetSingleton().FindSector(sectorinfo->name))
        {
            sectorFound = true;
        }
        else
        {
            sectorFound = false;
        }
    }
    else if(sectorinfo && EntityManager::GetSingleton().FindSector(sectorinfo->name))
    {
        sectorFound = true;
    }
    else
    {
        sectorFound = false;
    }


    if(!sectorFound)
    {
        Error2("Unresolvable starting sector='%s'", sectorname);
        psCharRejectedMessage reject(me->clientnum);
        psserver->GetEventManager()->Broadcast(reject.msg, NetBase::BC_FINALPACKET);
        psserver->RemovePlayer(me->clientnum,"No starting Sector.");
        delete chardata;
        return;
    }

    chardata->SetLocationInWorld(newinstance, sectorinfo, x, y, z, yrot);

    psTrait* trait;
//    CPrintf(CON_DEBUG, "Trait: %d\n", upload.selectedFace );
    trait = psserver->GetCacheManager()->GetTraitByID(upload.selectedFace);
    if(trait)
        chardata->SetTraitForLocation(trait->location, trait);

    trait = psserver->GetCacheManager()->GetTraitByID(upload.selectedHairStyle);
    if(trait)
        chardata->SetTraitForLocation(trait->location, trait);

    trait = psserver->GetCacheManager()->GetTraitByID(upload.selectedBeardStyle);
    if(trait)
        chardata->SetTraitForLocation(trait->location, trait);

    trait = psserver->GetCacheManager()->GetTraitByID(upload.selectedHairColour);
    if(trait)
        chardata->SetTraitForLocation(trait->location, trait);

    trait = psserver->GetCacheManager()->GetTraitByID(upload.selectedSkinColour);
    if(trait)
        chardata->SetTraitForLocation(trait->location, trait);

    gemActor* actor = new gemActor(gemSupervisor, cacheManager, entityManager, chardata,
                                   raceinfo->mesh_name,
                                   newinstance,
                                   EntityManager::GetSingleton().FindSector(sectorinfo->name),
                                   csVector3(x,y,z),yrot,
                                   client->GetClientNum());

    actor->SetupCharData();

    if(!upload.verify)
    {
        if(!psServer::CharacterLoader.NewCharacterData(acctID,chardata))
        {
            Error1("Character could not be created.");
            psCharRejectedMessage reject(me->clientnum);
            psserver->GetEventManager()->Broadcast(reject.msg, NetBase::BC_FINALPACKET);
            psserver->RemovePlayer(me->clientnum,"Your character could not be created in the database.");
            delete chardata;
            return;
        }
    }

    // Check to see if a path name was set. If so we will use that to generate
    // the character starting stats and skills.
    if(upload.path != "None")
    {
        // Progression Event name is PATH_PathName
        csString name("PATH_");
        name.Append(upload.path);
        ProgressionScript* script = psserver->GetProgressionManager()->FindScript(name.GetData());
        if(script)
        {
            // The script uses the race base character points to calculate starting stats.
            MathEnvironment env;
            env.Define("CharPoints", raceinfo->initialCP);
            env.Define("Actor", actor);
            script->Run(&env);
        }
    }
    else
    {
        //int cpUsage = psserver->charCreationManager->CalculateCPChoice( upload.choices ) +
        //              psserver->charCreationManager->CalculateCPLife(upload.lifeEvents );
        for(size_t ci = 0; ci < upload.choices.GetSize(); ci++)
        {
            CharCreationManager::CreationChoice* choice = psserver->charCreationManager->FindChoice(upload.choices[ci]);
            if(choice)
            {
                csString name(psserver->charCreationManager->FindChoice(upload.choices[ci])->name.GetData());
                Debug3(LOG_NEWCHAR, me->clientnum,"Choice: %s Creation Script: %s", name.GetData(), choice->eventScript.GetData());

                MathEnvironment env;
                env.Define("Actor", actor);
                if(choice->choiceArea == FATHER_JOB || choice->choiceArea == MOTHER_JOB)
                {
                    int modifier = (choice->choiceArea == FATHER_JOB) ? upload.fatherMod : upload.motherMod;
                    if(modifier > 3 || modifier < 1)
                        modifier = 1;

                    env.Define("ParentStatus", modifier);
                }
                ProgressionScript* script = psserver->GetProgressionManager()->FindScript(choice->eventScript);
                if(script)
                    script->Run(&env);
            }
            else
            {
                Debug2(LOG_NEWCHAR, me->clientnum,"Character Choice %d not found\n", upload.choices[ci]);
            }
        }
        for(size_t li = 0; li < upload.lifeEvents.GetSize(); li++)
        {
            MathEnvironment env;
            env.Define("Actor", actor);
            LifeEventChoiceServer* lifeEvent = psserver->charCreationManager->FindLifeEvent(upload.lifeEvents[li]);
            if(!lifeEvent)
            {
                Error2("No LifeEvent Script found: %d", upload.lifeEvents[li]);
                continue;
            }

            csString scriptName(lifeEvent->eventScript.GetData());
            Debug2(LOG_NEWCHAR, me->clientnum, "LifeEvent Script: %s", scriptName.GetDataSafe());

            ProgressionScript* script = psserver->GetProgressionManager()->FindScript(scriptName);
            if(script)
                script->Run(&env);
        }
    }

    if(!upload.verify)
    {

        if(reservedName == NAME_RESERVED_FOR_YOU)
        {
            AssignScript(chardata);
        }
        // This function recalculates the Max HP, Mana and Stamina of the new character
        chardata->RecalculateStats();

        // Make sure the new player have HP, Mana and Samina that was calculated
        chardata->SetHitPoints(chardata->GetMaxHP().Base());
        chardata->SetMana(chardata->GetMaxMana().Base());
        chardata->SetStamina(chardata->GetMaxPStamina().Base(),true);
        chardata->SetStamina(chardata->GetMaxMStamina().Base(),false);


        psServer::CharacterLoader.SaveCharacterData(chardata, actor);
        Debug1(LOG_NEWCHAR,me->clientnum,"Player Creation Complete");

        // Remove cached objects to make sure that the client gets a fresh character
        // list from the database if it logs out and in within 2 minutes.
        iCachedObject* obj = psserver->GetCacheManager()->RemoveFromCache(psserver->GetCacheManager()->MakeCacheName("list",client->GetAccountID().Unbox()));
        if(obj)
        {
            obj->ProcessCacheTimeout();
            obj->DeleteSelf();
        }
        obj = psserver->GetCacheManager()->RemoveFromCache(psserver->GetCacheManager()->MakeCacheName("auth",client->GetAccountID().Unbox()));
        if(obj)
        {
            obj->ProcessCacheTimeout();
            obj->DeleteSelf();
        }

        // Here everything is ok
        client->SetPID(chardata->GetPID());
        client->SetName(playerName);

        psCharApprovedMessage app(me->clientnum);
        if(app.valid)
            psserver->GetEventManager()->SendMessage(app.msg);
        else
            Bug2("Could not create valid psCharApprovedMessage for client %u.\n",me->clientnum);
    }
    else
    {
        psCharVerificationMesg mesg(me->clientnum);
        size_t z;
        //unfortunately count goes out of valid area so we need to check on charisma

        for(z = 0; z < psserver->GetCacheManager()->GetSkillAmount(); z++)
        {
            unsigned int rank = chardata->Skills().GetSkillRank((PSSKILL) z).Base();

            psSkillInfo* info = psserver->GetCacheManager()->GetSkillByID(z);
            csString name("Not found");
            if(info)
                name.Replace(info->name);

            if(rank > 0)
            {
                if(z >= PSSKILL_AGI && z <= PSSKILL_WILL)
                {
                    mesg.AddStat(rank, name);
                }
                else
                {
                    mesg.AddSkill(rank, name);
                }
            }
        }
        mesg.Construct();
        mesg.SendMessage();
    }

    delete actor;

    if(!upload.verify)
    {
        // Remove char data from the cache
        iCachedObject* obj = psserver->GetCacheManager()->RemoveFromCache(psserver->GetCacheManager()->MakeCacheName("char", chardata->GetPID().Unbox()));
        if(obj)
        {
            obj->ProcessCacheTimeout();
            obj->DeleteSelf();
        }
    }
}