Пример #1
0
bool psTradePatterns::Load(iResultRow& row)
{
    id              = row.GetUInt32("id");
    patternName     = row["pattern_name"];
    groupPatternId   = row.GetUInt32("group_id");
    designItemId    = row.GetUInt32("designitem_id");
    KFactor         = row.GetFloat("k_factor");

    return true;
}
Пример #2
0
bool psTradeCombinations::Load(iResultRow& row)
{
    id          = row.GetUInt32("id");
    patternId   = row.GetUInt32("pattern_id");
    resultId    = row.GetUInt32("result_id");
    resultQty   = row.GetInt("result_qty");
    itemId      = row.GetUInt32("item_id");
    minQty      = row.GetInt("min_qty");
    maxQty      = row.GetInt("max_qty");

    return true;
}
Пример #3
0
bool psTradeTransformations::Load(iResultRow& row)
{
    id              = row.GetUInt32("id");
    patternId       = row.GetUInt32("pattern_id");
    processId       = row.GetUInt32("process_id");
    resultId        = row.GetUInt32("result_id");
    resultQty       = row.GetInt("result_qty");
    itemId          = row.GetUInt32("item_id");
    itemQty         = row.GetInt("item_qty");
    transPoints     = row.GetInt("trans_points");
    penaltyPct     = row.GetFloat("penalty_pct");
    return true;
}
Пример #4
0
bool psTradeProcesses::Load(iResultRow& row)
{
    processId       = row.GetUInt32("process_id");
    subprocess      = row.GetInt("subprocess_number");
    name            = row["name"];
    animation       = row["animation"];
    workItemId      = row.GetUInt32("workitem_id");
    equipmentId     = row.GetUInt32("equipment_id");
    constraints     = row["constraints"];
    garbageId       = row.GetUInt32("garbage_id");
    garbageQty      = row.GetInt("garbage_qty");
    priSkillId      = row.GetInt("primary_skill_id");
    minPriSkill     = row.GetInt("primary_min_skill");
    maxPriSkill     = row.GetInt("primary_max_skill");
    priPracticePts  = row.GetInt("primary_practice_points");
    priQualFactor   = row.GetInt("primary_quality_factor");
    secSkillId      = row.GetInt("secondary_skill_id");
    minSecSkill     = row.GetInt("secondary_min_skill");
    maxSecSkill     = row.GetInt("secondary_max_skill");
    secPracticePts  = row.GetInt("secondary_practice_points");
    secQualFactor   = row.GetInt("secondary_quality_factor");
    renderEffect    = row["render_effect"];
    return true;
}
Пример #5
0
bool psQuest::Load(iResultRow& row)
{
    id   = row.GetInt("id");
    name = row["name"];
    task = row["task"];
    flags = row.GetInt("flags");
    step_id = row.GetInt("minor_step_number");
    category = row["category"];
    prerequisiteStr = row["prerequisite"];

    if(flags & PSQUEST_DISABLED_QUEST) //the quest is set as disabled
        Active(false);

    parent_quest = CacheManager::GetSingleton().GetQuestByID( row.GetUInt32("master_quest_id") );

    image = row["cstr_icon"];
    if(!image)
    {
        Error2("Invalid 'cstr_icon' for quest '%s'\n", name.GetData());
    }
    CacheManager::GetSingleton().AddCommonStringID(image);

    // the value is expressed in seconds
    int lockout_time = row.GetInt("player_lockout_time");
    if (lockout_time < 0)
    {
        infinitePlayerLockout = true;
        player_lockout_time = 0;
    }
    else
    {
        infinitePlayerLockout = false;
        player_lockout_time = lockout_time;
    }

    quest_lockout_time  = row.GetInt("quest_lockout_time");

    return true;
}
Пример #6
0
bool psRaceInfo::Load(iResultRow &row)
{
    uid  = row.GetUInt32("id");
    name = row["name"];
    psserver->GetCacheManager()->AddCommonStringID(name);
    initialCP = row.GetUInt32("initial_cp");
    race = row.GetUInt32("race");
    helmGroup = row["helm"];
    BracerGroup = row["bracer"];
    BeltGroup = row["belt"];
    CloakGroup = row["cloak"];
    MounterAnim = row["cstr_mounter_animation"];
    psserver->GetCacheManager()->AddCommonStringID(MounterAnim);
    sex = row["sex"];
    scale = row.GetFloat("scale");
    speedModifier = row.GetFloat("speed_modifier");

    gender = psserver->GetCacheManager()->ConvertGenderString(row["sex"]);

    iResultSet* rs = db->Select("SELECT * FROM race_spawns WHERE raceid = %lu", race);

    if(!rs || rs->Count() == 0)
    {
        Error2("Race spawn points for race %d not found.", race);
        return false;
    }

    for(unsigned int i = 0 ; i < rs->Count() ; i++)
    {
        psRaceStartingLocation startingLoc;
        //prepare x,y,z and rotation of the spawn point
        startingLoc.x = (*rs)[i].GetFloat("x");
        startingLoc.y = (*rs)[i].GetFloat("y");
        startingLoc.z = (*rs)[i].GetFloat("z");
        startingLoc.yrot = (*rs)[i].GetFloat("yrot");
        //set a range used to select a random point within it from the x and z
        startingLoc.range = (*rs)[i].GetFloat("range");

        psSectorInfo* secinfo=psserver->GetCacheManager()->GetSectorInfoByID((*rs)[i].GetUInt32("sector_id"));
        if(secinfo==NULL)
        {
            Error3("Unresolvable sector id %lu in start_sector_id field of race info for race %u.  Failing!",
                   (*rs)[i].GetUInt32("sector_id"),race);
            return false;
        }

        startingLoc.sector_name = secinfo->name;

        startingLocations.Push(startingLoc);
    }

    rs->Release();

    size.x = row.GetFloat("size_x");
    size.y = row.GetFloat("size_y");
    size.z = row.GetFloat("size_z");

    // Z size and X size (width and length) need to be equal because the collision reaction system
    // does not know how to cope with rotations. An ellipsoid would be more ideal.
    size.z = size.x = csMax(size.x, size.z);

    baseRegen[PSRACEINFO_STAMINA_PHYSICAL_STILL] = row.GetFloat("base_physical_regen_still");
    baseRegen[PSRACEINFO_STAMINA_PHYSICAL_WALK]  = row.GetFloat("base_physical_regen_walk");
    baseRegen[PSRACEINFO_STAMINA_MENTAL_STILL]   = row.GetFloat("base_mental_regen_still");
    baseRegen[PSRACEINFO_STAMINA_MENTAL_WALK]    = row.GetFloat("base_mental_regen_walk");

    mesh_name = row["cstr_mesh"];
    if(!mesh_name)
    {
        Error2("Invalid 'cstr_mesh' for race '%s'\n", name.GetData());
    }
    psserver->GetCacheManager()->AddCommonStringID(mesh_name);

    base_texture_name = row["cstr_base_texture"];
    psserver->GetCacheManager()->AddCommonStringID(base_texture_name);

    // Load starting stats
    SetBaseAttribute(PSITEMSTATS_STAT_STRENGTH      ,row.GetUInt32("start_str"));
    SetBaseAttribute(PSITEMSTATS_STAT_ENDURANCE     ,row.GetUInt32("start_end"));
    SetBaseAttribute(PSITEMSTATS_STAT_AGILITY       ,row.GetUInt32("start_agi"));
    SetBaseAttribute(PSITEMSTATS_STAT_INTELLIGENCE  ,row.GetUInt32("start_int"));
    SetBaseAttribute(PSITEMSTATS_STAT_WILL          ,row.GetUInt32("start_will"));
    SetBaseAttribute(PSITEMSTATS_STAT_CHARISMA      ,row.GetUInt32("start_cha"));

    // Load natural armor
    natural_armor_id = row.GetUInt32("armor_id");

    // Load natural claws/weapons
    natural_weapon_id = row.GetUInt32("weapon_id");

    return true;
}