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gameData.cpp
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#include "Global.h"
//equipableClassEquipmentSlot.txt
hashTable_t ht_equipmentClassSlots;
hashTable_t ht_starterItemTemplateClassIds;
void _gameData_loadEquipmentClassSlots()
{
hashTable_init(&ht_equipmentClassSlots, 128);
file_t *file = fileMgr_open((sint8*)"gameData\\equipableClassEquipmentSlot.txt");
if( file == NULL )
{
printf("Failed to load \"gameData\\equipableClassEquipmentSlot.txt\"\nServer halted\n");
while( true ) ;
}
sint8 *line;
while( line = fileMgr_readLine(file) )
{
if( line[0] == '(' )
{
sint32 classId;
sint32 slotId;
if( sscanf((char*)line, "(%d, %d)", &classId, &slotId) != 2 )
{
__debugbreak();
}
hashTable_set(&ht_equipmentClassSlots, classId, (void*)slotId);
}
free(line);
}
fileMgr_close(file);
}
void _gameData_loadStarterItemTemplateClassIds()
{
hashTable_init(&ht_starterItemTemplateClassIds, 128);
file_t *file = fileMgr_open((sint8*)"gameData\\starterItemTemplateClassIds.txt");
if( file == NULL )
{
printf("Failed to load \"gameData\\starterItemTemplateClassIds.txt\"\nServer halted\n");
while( true ) ;
}
sint8 *line;
while( line = fileMgr_readLine(file) )
{
if( line[0] == '(' )
{
sint32 templateId;
sint32 classId;
if( sscanf((char*)line, "(%d, %d)", &templateId, &classId) != 2 )
{
__debugbreak();
}
hashTable_set(&ht_starterItemTemplateClassIds, templateId, (void*)classId);
}
free(line);
}
fileMgr_close(file);
}
sint32 mapInfoCount;
gameData_mapInfo_t *mapInfoArray;
void _gameData_loadMapInfo()
{
// read number of maps
mapInfoCount = 0;
file_t *file = fileMgr_open((sint8*)"gameData\\mapInfo.txt");
if( file == NULL )
{
printf("Failed to load \"gameData\\mapInfo.txt\"\nServer halted\n");
while( true ) ;
}
sint8 *line;
while( line = fileMgr_readLine(file) )
{
if( line[0] == '(' )
{
sint32 contextId;
sint8 mapName[256];
sint32 version;
sint32 baseRegionId;
if( sscanf((char*)line, "(%d, '%[^']', %d, %d)", &contextId, mapName, &version, &baseRegionId) == 4 )
mapInfoCount++;
}
free(line);
}
fileMgr_close(file);
// allocate maps
mapInfoArray = (gameData_mapInfo_t*)malloc(sizeof(gameData_mapInfo_t)*mapInfoCount);
// #(contextId, 'mapName', version, baseRegionId)
file = fileMgr_open((sint8*)"gameData\\mapInfo.txt");
sint32 i=0;
while( line = fileMgr_readLine(file) )
{
if( line[0] == '(' )
{
sint32 contextId;
sint8 mapName[256];
sint32 version;
sint32 baseRegionId;
if( sscanf((char*)line, "(%d, '%[^']', %d, %d)", &contextId, mapName, &version, &baseRegionId) == 4 )
{
mapInfoArray[i].contextId = contextId;
strcpy((char*)mapInfoArray[i].name, (char*)mapName);
mapInfoArray[i].version = version;
mapInfoArray[i].baseRegionId = baseRegionId;
i++;
}
}
free(line);
}
fileMgr_close(file);
}
sint32 gameData_getEquipmentClassIdSlot(sint32 classId)
{
return (sint32)hashTable_get(&ht_equipmentClassSlots, classId);
}
sint32 gameData_getStarterItemTemplateClassId(sint32 templateId)
{
return (sint32)hashTable_get(&ht_starterItemTemplateClassIds, templateId);
}
hashTable_t ht_itemTemplateId;
// hashTable_t ht_itemTemplateByName;
itemTemplate_t *gameData_getItemTemplateById(uint32 templateId)
{
return (itemTemplate_t*)hashTable_get(&ht_itemTemplateId, templateId);
}
//itemTemplate_t *gameData_getItemTemplateByName(sint8 *name)
//{
// return (itemTemplate_t*)hashTable_get(&ht_itemTemplateByName, name);
//}
bool _itemTemplatesLoaded = false;
/*
* Called when the mysql server returns the item templates
*/
void _item_loadItemTemplates(void *param, diJob_itemTemplate_t *jobData)
{
printf("Loading %d item templates from db...\n", jobData->numberOfItemTemplates);
for(sint32 i=0; i<jobData->numberOfItemTemplates; i++)
{
itemTemplate_t* itemTemplate = (itemTemplate_t*)malloc(sizeof(itemTemplate_t));
memset(itemTemplate, 0x00, sizeof(itemTemplate_t));
itemTemplate->item.templateId = jobData->itemTemplateList[i].itemTemplateId;
itemTemplate->item.classId = jobData->itemTemplateList[i].classId;
itemTemplate->item.qualityId = jobData->itemTemplateList[i].qualityId;
itemTemplate->item.type = jobData->itemTemplateList[i].type;
itemTemplate->item.notTradable = jobData->itemTemplateList[i].notTradeableFlag;
itemTemplate->item.hasSellableFlag = jobData->itemTemplateList[i].hasSellableFlag;
itemTemplate->item.hasCharacterUniqueFlag = jobData->itemTemplateList[i].hasCharacterUniqueFlag;
itemTemplate->item.hasAccountUniqueFlag = jobData->itemTemplateList[i].hasAccountUniqueFlag;
itemTemplate->item.hasBoEFlag = jobData->itemTemplateList[i].hasBoEFlag;
itemTemplate->item.boundToCharacter = jobData->itemTemplateList[i].boundToCharacterFlag;
itemTemplate->item.notPlaceableInLockbox = jobData->itemTemplateList[i].notPlaceableInLockBoxFlag;
itemTemplate->item.inventoryCategory = jobData->itemTemplateList[i].inventoryCategory;
itemTemplate->item.buyPrice = jobData->itemTemplateList[i].buyPrice;
itemTemplate->item.sellPrice = jobData->itemTemplateList[i].sellPrice;
itemTemplate->item.reqLevel = jobData->itemTemplateList[i].reqLevel;
itemTemplate->item.stacksize = jobData->itemTemplateList[i].stacksize;
// validate some of the values
if( itemTemplate->item.inventoryCategory <= 0 )
{
printf("Warning: itemTemplate %d has invalid inventory category\n", jobData->itemTemplateList[i].itemTemplateId);
// manually fix the inventory category
itemTemplate->item.inventoryCategory = INVENTORY_CATEGORY_MISC;
}
// default values
itemTemplate->item.currentHitPoints = 100;
itemTemplate->item.maxHitPoints = 100;
// reset equipment data
itemTemplate->equipment.equiptmentSlotType = -1;
itemTemplate->equipment.requiredSkillId = -1;
itemTemplate->equipment.requiredSkillMinVal = -1;
// create entry
hashTable_set(&ht_itemTemplateId, jobData->itemTemplateList[i].itemTemplateId, itemTemplate);
}
// mark item templates as loaded
_itemTemplatesLoaded = true;
}
/*
* Called when the mysql server returns the item equipment data
* The equipment data is additional info for equitable items
* Note: The base item templates must already be loaded
*/
void _item_loadItemTemplatesEquipment(void *param, diJob_itemTemplateEquipment_t *jobData)
{
printf("Loading %d equipment templates from db...\n", jobData->numberOfTemplates);
for(sint32 i=0; i<jobData->numberOfTemplates; i++)
{
// find the already existing template
itemTemplate_t* itemTemplate = (itemTemplate_t*)hashTable_get(&ht_itemTemplateId, jobData->itemTemplateEquipmentList[i].itemTemplateId);
if( itemTemplate == NULL )
continue; // equipment template has no item template
// load additional equipment info
if( itemTemplate->item.type != ITEMTYPE_WEAPON && itemTemplate->item.type != ITEMTYPE_ARMOR )
{
printf("Warning: itemTemplate %d has equipment data but is not a weapon/armor\n", jobData->itemTemplateEquipmentList[i].itemTemplateId);
}
itemTemplate->equipment.equiptmentSlotType = jobData->itemTemplateEquipmentList[i].slotType;
itemTemplate->equipment.requiredSkillId = jobData->itemTemplateEquipmentList[i].skillId;
itemTemplate->equipment.requiredSkillMinVal = jobData->itemTemplateEquipmentList[i].skillMinVal;
}
// mark item templates as loaded
_itemTemplatesLoaded = true;
}
/*
* Called when the mysql server returns the item armor data
* The armor data is additional info for equipable items
* Note: The base item templates must already be loaded
*/
void _item_loadItemTemplatesArmor(void *param, diJob_itemTemplateArmor_t *jobData)
{
printf("Loading %d armor templates from db...\n", jobData->numberOfTemplates);
for(sint32 i=0; i<jobData->numberOfTemplates; i++)
{
// find the already existing template
itemTemplate_t* itemTemplate = (itemTemplate_t*)hashTable_get(&ht_itemTemplateId, jobData->itemTemplateArmorList[i].itemTemplateId);
if( itemTemplate == NULL )
continue; // equipment template has no item template
// load additional equipment info
if( itemTemplate->item.type != ITEMTYPE_ARMOR )
{
printf("Warning: itemTemplate %d has armor data but is not an armor\n", jobData->itemTemplateArmorList[i].itemTemplateId);
}
itemTemplate->armor.armorValue = jobData->itemTemplateArmorList[i].armorValue;
itemTemplate->item.maxHitPoints = itemTemplate->armor.armorValue;
itemTemplate->item.currentHitPoints = itemTemplate->armor.armorValue;
itemTemplate->armor.regenRate = jobData->itemTemplateArmorList[i].regenRate;
itemTemplate->armor.damageAbsorbed = jobData->itemTemplateArmorList[i].damageAbsorbed;
}
// mark item templates as loaded
_itemTemplatesLoaded = true;
}
/*
* Called when the mysql server returns the item weapon data
* The weapon data is additional info for equipable items
* Note: The base item templates must already be loaded
*/
void _item_loadItemTemplatesWeapon(void *param, diJob_itemTemplateWeapon_t *jobData)
{
printf("Loading %d weapon templates from db...\n", jobData->numberOfTemplates);
for(sint32 i=0; i<jobData->numberOfTemplates; i++)
{
// find the already existing template
itemTemplate_t* itemTemplate = (itemTemplate_t*)hashTable_get(&ht_itemTemplateId, jobData->itemTemplateWeaponList[i].itemTemplateId);
if( itemTemplate == NULL )
continue; // equipment template has no item template
// load additional equipment info
if( itemTemplate->item.type != ITEMTYPE_WEAPON )
{
printf("Warning: itemTemplate %d has weapon data but is not an weapon\n", jobData->itemTemplateWeaponList[i].itemTemplateId);
}
itemTemplate->weapon.clipSize = jobData->itemTemplateWeaponList[i].clipSize;
itemTemplate->weapon.currentAmmo = jobData->itemTemplateWeaponList[i].currentAmmo;
itemTemplate->weapon.aimRate = jobData->itemTemplateWeaponList[i].aimRate;
itemTemplate->weapon.reloadTime = jobData->itemTemplateWeaponList[i].reloadTime;
itemTemplate->weapon.altActionId = jobData->itemTemplateWeaponList[i].altActionId;
itemTemplate->weapon.altActionArg = jobData->itemTemplateWeaponList[i].altActionArg;
itemTemplate->weapon.aeType = jobData->itemTemplateWeaponList[i].aeType;
itemTemplate->weapon.aeRadius = jobData->itemTemplateWeaponList[i].aeRadius;
itemTemplate->weapon.recoilAmount = jobData->itemTemplateWeaponList[i].recoilAmount;
itemTemplate->weapon.reuseOverride = jobData->itemTemplateWeaponList[i].reuseOverride;
itemTemplate->weapon.coolRate = jobData->itemTemplateWeaponList[i].coolRate;
itemTemplate->weapon.heatPerShot = jobData->itemTemplateWeaponList[i].heatPerShot;
itemTemplate->weapon.toolType = jobData->itemTemplateWeaponList[i].toolType;
itemTemplate->weapon.ammoPerShot = jobData->itemTemplateWeaponList[i].ammoPerShot;
itemTemplate->weapon.minDamage = jobData->itemTemplateWeaponList[i].minDamage;
itemTemplate->weapon.maxDamage = jobData->itemTemplateWeaponList[i].maxDamage;
itemTemplate->weapon.ammoClassId = jobData->itemTemplateWeaponList[i].ammoClassId;
itemTemplate->weapon.damageType = jobData->itemTemplateWeaponList[i].damageType;
itemTemplate->weapon.windupTime = jobData->itemTemplateWeaponList[i].windupTime;
itemTemplate->weapon.recoveryTime = jobData->itemTemplateWeaponList[i].recoveryTime;
itemTemplate->weapon.refireTime = jobData->itemTemplateWeaponList[i].refireTime;
itemTemplate->weapon.range = jobData->itemTemplateWeaponList[i].range;
itemTemplate->weapon.altMaxDamage = jobData->itemTemplateWeaponList[i].altMaxDamage;
itemTemplate->weapon.altDamageType = jobData->itemTemplateWeaponList[i].altDamageType;
itemTemplate->weapon.altRange = jobData->itemTemplateWeaponList[i].altRange;
itemTemplate->weapon.altAERadius = jobData->itemTemplateWeaponList[i].altAERadius;
itemTemplate->weapon.altAEType = jobData->itemTemplateWeaponList[i].altAEType;
itemTemplate->weapon.attackType = jobData->itemTemplateWeaponList[i].attackType;
// default values
itemTemplate->weapon.isJammed = false;
}
// mark item templates as loaded
_itemTemplatesLoaded = true;
}
void _gameData_loadItemTemplates()
{
hashTable_init(&ht_itemTemplateId, 1024);
// load item templates from db
_itemTemplatesLoaded = false;
DataInterface_Item_getItemTemplates(_item_loadItemTemplates, NULL);
while( _itemTemplatesLoaded == false ) Sleep(100);
// load additional equipment info data from db
_itemTemplatesLoaded = false;
DataInterface_Item_getItemEquipmentData(_item_loadItemTemplatesEquipment, NULL);
while( _itemTemplatesLoaded == false ) Sleep(100);
// load additional armor data
_itemTemplatesLoaded = false;
DataInterface_Item_getItemArmorData(_item_loadItemTemplatesArmor, NULL);
while( _itemTemplatesLoaded == false ) Sleep(100);
// load additional weapon data
_itemTemplatesLoaded = false;
DataInterface_Item_getItemWeaponData(_item_loadItemTemplatesWeapon, NULL);
while( _itemTemplatesLoaded == false ) Sleep(100);
// load additional misc data
// todo
}
void gameData_load()
{
_gameData_loadEquipmentClassSlots();
_gameData_loadStarterItemTemplateClassIds();
_gameData_loadMapInfo();
_gameData_loadItemTemplates();
}