예제 #1
0
void mapif_parse_ItemBoundRetrieve(int fd) {
	mapif_parse_ItemBoundRetrieve_sub(fd);
	/* tell map server the operation is over and it can unlock the storage */
	mapif_itembound_ack(fd,RFIFOL(fd,6),RFIFOW(fd,10));
}
예제 #2
0
/**
 * ZI 0x3056 <char_id>.L <account_id>.L <guild_id>.W
 * Pulls guild bound items for offline characters
 * @author [Akinari]
 */
int 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);
	StringBuf_Printf(&buf, " FROM `%s` WHERE `char_id`='%d' AND `bound` = %d", 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 1;
	}

	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_USHORT,    &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_SHORT, &item.card[j], 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 1;
	}

	set_session_flag(account_id, 1);

	//Delete bound items from player's inventory
	StringBuf_Clear(&buf);
	StringBuf_Printf(&buf, "DELETE FROM `%s` WHERE `bound` = %d", inventory_db, 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 1;
	}

	//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'", 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 1;
		}

		StringBuf_Destroy(&buf2);
	}

	StringBuf_Destroy(&buf);
	SqlStmt_Free(stmt);

	unset_session_flag(account_id, 1);
	return 0;
}
예제 #3
0
//------------------------------------------------
//Guild bound items pull for offline characters [Akinari]
//Revised by [Mhalicot]
//------------------------------------------------
int mapif_parse_ItemBoundRetrieve(int fd)
{
#ifdef GP_BOUND_ITEMS
	StringBuf buf;
	SqlStmt* stmt;
	struct item item;
	int j, i=0, s;
	struct item items[MAX_INVENTORY];
	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( 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;
	}

	//Now let's update the guild storage with those deleted items
	StrBuf->Clear(&buf);
	StrBuf->Printf(&buf, "INSERT INTO `%s` (`guild_id`, `nameid`, `amount`, `identify`, `refine`, `attribute`, `expire_time`, `bound`, `unique_id`", guild_storage_db);
	for( j = 0; j < MAX_SLOTS; ++j )
		StrBuf->Printf(&buf, ", `card%d`", j);
	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'",
			guild_id, items[j].nameid, items[j].amount, 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);
	mapif_itembound_ack(fd,aid,guild_id);
#endif
	return 0;
}