本文整理汇总了C++中PropWriteStream类的典型用法代码示例。如果您正苦于以下问题:C++ PropWriteStream类的具体用法?C++ PropWriteStream怎么用?C++ PropWriteStream使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了PropWriteStream类的14个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: serialize
bool ConditionRegeneration::serialize(PropWriteStream& propWriteStream)
{
if (!Condition::serialize(propWriteStream)) {
return false;
}
propWriteStream.ADD_UCHAR(CONDITIONATTR_HEALTHTICKS);
propWriteStream.ADD_VALUE(healthTicks);
propWriteStream.ADD_UCHAR(CONDITIONATTR_HEALTHGAIN);
propWriteStream.ADD_VALUE(healthGain);
propWriteStream.ADD_UCHAR(CONDITIONATTR_MANATICKS);
propWriteStream.ADD_VALUE(manaTicks);
propWriteStream.ADD_UCHAR(CONDITIONATTR_MANAGAIN);
propWriteStream.ADD_VALUE(manaGain);
return true;
}
示例2: serialize
bool ConditionLight::serialize(PropWriteStream& propWriteStream)
{
if(!Condition::serialize(propWriteStream))
return false;
propWriteStream.addByte(CONDITIONATTR_LIGHTCOLOR);
propWriteStream.addType(lightInfo.color);
propWriteStream.addByte(CONDITIONATTR_LIGHTLEVEL);
propWriteStream.addType(lightInfo.level);
propWriteStream.addByte(CONDITIONATTR_LIGHTTICKS);
propWriteStream.addType(internalLightTicks);
propWriteStream.addByte(CONDITIONATTR_LIGHTINTERVAL);
propWriteStream.addType(lightChangeInterval);
return true;
}
示例3: serialize
bool ConditionDamage::serialize(PropWriteStream& propWriteStream)
{
if(!Condition::serialize(propWriteStream))
return false;
propWriteStream.ADD_UCHAR(CONDITIONATTR_DELAYED);
propWriteStream.ADD_VALUE(delayed);
propWriteStream.ADD_UCHAR(CONDITIONATTR_PERIODDAMAGE);
propWriteStream.ADD_VALUE(periodDamage);
propWriteStream.ADD_UCHAR(CONDITIONATTR_OWNER);
propWriteStream.ADD_VALUE(owner);
for(DamageList::const_iterator it = damageList.begin(); it != damageList.end(); ++it)
{
propWriteStream.ADD_UCHAR(CONDITIONATTR_INTERVALDATA);
propWriteStream.ADD_VALUE((*it));
}
return true;
}
示例4: serialize
bool ConditionOutfit::serialize(PropWriteStream& propWriteStream)
{
if(!Condition::serialize(propWriteStream)){
return false;
}
for(std::vector<Outfit_t>::const_iterator it = outfits.begin(); it != outfits.end(); ++it){
propWriteStream.ADD_UINT8(CONDITIONATTR_OUTFIT);
propWriteStream.ADD_UINT32((*it).lookType);
propWriteStream.ADD_UINT32((*it).lookTypeEx);
propWriteStream.ADD_UINT32((*it).lookHead);
propWriteStream.ADD_UINT32((*it).lookBody);
propWriteStream.ADD_UINT32((*it).lookLegs);
propWriteStream.ADD_UINT32((*it).lookFeet);
propWriteStream.ADD_UINT32((*it).lookAddons);
}
return true;
}
示例5: serialize
bool ConditionDamage::serialize(PropWriteStream& propWriteStream)
{
if (!Condition::serialize(propWriteStream)) {
return false;
}
propWriteStream.ADD_UCHAR(CONDITIONATTR_DELAYED);
propWriteStream.ADD_VALUE(delayed);
propWriteStream.ADD_UCHAR(CONDITIONATTR_PERIODDAMAGE);
propWriteStream.ADD_VALUE(periodDamage);
// propWriteStream.ADD_UCHAR(CONDITIONATTR_OWNER);
// propWriteStream.ADD_VALUE(owner);
for (const IntervalInfo& intervalInfo : damageList) {
propWriteStream.ADD_UCHAR(CONDITIONATTR_INTERVALDATA);
propWriteStream.ADD_VALUE(intervalInfo);
}
return true;
}
示例6: serialize
bool ConditionAttributes::serialize(PropWriteStream& propWriteStream)
{
if(!Condition::serialize(propWriteStream)){
return false;
}
for(int32_t i = SKILL_FIRST; i <= SKILL_LAST; ++i){
propWriteStream.ADD_UCHAR(CONDITIONATTR_SKILLS);
propWriteStream.ADD_VALUE(skills[i]);
}
for(int32_t i = SKILL_FIRST; i <= SKILL_LAST; ++i){
propWriteStream.ADD_UCHAR(CONDITIONATTR_SKILLSPERCENT);
propWriteStream.ADD_VALUE(skillsPercent[i]);
}
for(int32_t i = STAT_FIRST; i <= STAT_LAST; ++i){
propWriteStream.ADD_UCHAR(CONDITIONATTR_STATS);
propWriteStream.ADD_VALUE(stats[i]);
}
return true;
}
示例7: stmt
bool IOMapSerialize::saveItems(Database* db, uint32_t& tileId, uint32_t houseId, const Tile* tile)
{
int32_t thingCount = tile->getThingCount();
if(!thingCount)
return true;
Item* item = NULL;
int32_t runningId = 0, parentId = 0;
ContainerStackList containerStackList;
bool stored = false;
DBInsert stmt(db);
stmt.setQuery("INSERT INTO `tile_items` (`tile_id`, `world_id`, `sid`, `pid`, `itemtype`, `count`, `attributes`) VALUES ");
DBQuery query;
for(int32_t i = 0; i < thingCount; ++i)
{
if(!(item = tile->__getThing(i)->getItem()) || (!item->isMovable() && !item->forceSerialize()))
continue;
if(!stored)
{
Position tilePosition = tile->getPosition();
query << "INSERT INTO `tiles` (`id`, `world_id`, `house_id`, `x`, `y`, `z`) VALUES ("
<< tileId << ", " << g_config.getNumber(ConfigManager::WORLD_ID) << ", " << houseId << ", "
<< tilePosition.x << ", " << tilePosition.y << ", " << tilePosition.z << ")";
if(!db->query(query.str()))
return false;
stored = true;
query.str("");
}
PropWriteStream propWriteStream;
item->serializeAttr(propWriteStream);
uint32_t attributesSize = 0;
const char* attributes = propWriteStream.getStream(attributesSize);
query << tileId << ", " << g_config.getNumber(ConfigManager::WORLD_ID) << ", " << ++runningId << ", " << parentId << ", "
<< item->getID() << ", " << (int32_t)item->getSubType() << ", " << db->escapeBlob(attributes, attributesSize);
if(!stmt.addRow(query.str()))
return false;
query.str("");
if(item->getContainer())
containerStackList.push_back(std::make_pair(item->getContainer(), runningId));
}
Container* container = NULL;
for(ContainerStackList::iterator cit = containerStackList.begin(); cit != containerStackList.end(); ++cit)
{
container = cit->first;
parentId = cit->second;
for(ItemList::const_iterator it = container->getItems(); it != container->getEnd(); ++it)
{
if(!(item = *it))
continue;
PropWriteStream propWriteStream;
item->serializeAttr(propWriteStream);
uint32_t attributesSize = 0;
const char* attributes = propWriteStream.getStream(attributesSize);
query << tileId << ", " << g_config.getNumber(ConfigManager::WORLD_ID) << ", " << ++runningId << ", " << parentId << ", "
<< item->getID() << ", " << (int32_t)item->getSubType() << ", " << db->escapeBlob(attributes, attributesSize);
if(!stmt.addRow(query.str()))
return false;
query.str("");
if(item->getContainer())
containerStackList.push_back(std::make_pair(item->getContainer(), runningId));
}
}
if(stored)
++tileId;
return stmt.execute();
}
示例8: savePlayer
bool IOLoginData::savePlayer(Player* player)
{
if (player->getHealth() <= 0) {
player->changeHealth(1);
}
Database* db = Database::getInstance();
std::ostringstream query;
query << "SELECT `save` FROM `players` WHERE `id` = " << player->getGUID();
DBResult_ptr result = db->storeQuery(query.str());
if (!result) {
return false;
}
if (result->getDataInt("save") == 0) {
query.str("");
query << "UPDATE `players` SET `lastlogin` = " << player->lastLoginSaved << ", `lastip` = " << player->lastIP << " WHERE `id` = " << player->getGUID();
return db->executeQuery(query.str());
}
//serialize conditions
PropWriteStream propWriteStream;
for (Condition* condition : player->conditions) {
if (condition->isPersistent()) {
condition->serialize(propWriteStream);
propWriteStream.write<uint8_t>(CONDITIONATTR_END);
}
}
size_t conditionsSize;
const char* conditions = propWriteStream.getStream(conditionsSize);
//First, an UPDATE query to write the player itself
query.str("");
query << "UPDATE `players` SET ";
query << "`level` = " << player->level << ',';
query << "`group_id` = " << player->group->id << ',';
query << "`vocation` = " << player->getVocationId() << ',';
query << "`health` = " << player->health << ',';
query << "`healthmax` = " << player->healthMax << ',';
query << "`experience` = " << player->experience << ',';
query << "`lookbody` = " << static_cast<uint32_t>(player->defaultOutfit.lookBody) << ',';
query << "`lookfeet` = " << static_cast<uint32_t>(player->defaultOutfit.lookFeet) << ',';
query << "`lookhead` = " << static_cast<uint32_t>(player->defaultOutfit.lookHead) << ',';
query << "`looklegs` = " << static_cast<uint32_t>(player->defaultOutfit.lookLegs) << ',';
query << "`looktype` = " << player->defaultOutfit.lookType << ',';
query << "`lookaddons` = " << static_cast<uint32_t>(player->defaultOutfit.lookAddons) << ',';
query << "`maglevel` = " << player->magLevel << ',';
query << "`mana` = " << player->mana << ',';
query << "`manamax` = " << player->manaMax << ',';
query << "`manaspent` = " << player->manaSpent << ',';
query << "`soul` = " << player->soul << ',';
query << "`town_id` = " << player->town->getID() << ',';
const Position& loginPosition = player->getLoginPosition();
query << "`posx` = " << loginPosition.getX() << ',';
query << "`posy` = " << loginPosition.getY() << ',';
query << "`posz` = " << loginPosition.getZ() << ',';
query << "`cap` = " << (player->capacity / 100) << ',';
query << "`sex` = " << player->sex << ',';
if (player->lastLoginSaved != 0) {
query << "`lastlogin` = " << player->lastLoginSaved << ',';
}
if (player->lastIP != 0) {
query << "`lastip` = " << player->lastIP << ',';
}
query << "`conditions` = " << db->escapeBlob(conditions, conditionsSize) << ',';
if (g_game.getWorldType() != WORLD_TYPE_PVP_ENFORCED) {
int32_t skullTime = 0;
if (player->skullTicks > 0) {
skullTime = time(nullptr) + player->skullTicks / 1000;
}
query << "`skulltime` = " << skullTime << ',';
Skulls_t skull = SKULL_NONE;
if (player->skull == SKULL_RED) {
skull = SKULL_RED;
} else if (player->skull == SKULL_BLACK) {
skull = SKULL_BLACK;
}
query << "`skull` = " << static_cast<uint32_t>(skull) << ',';
}
query << "`lastlogout` = " << player->getLastLogout() << ',';
query << "`balance` = " << player->bankBalance << ',';
query << "`offlinetraining_time` = " << player->getOfflineTrainingTime() / 1000 << ',';
query << "`offlinetraining_skill` = " << player->getOfflineTrainingSkill() << ',';
query << "`stamina` = " << player->getStaminaMinutes() << ',';
query << "`skill_fist` = " << player->skills[SKILL_FIST].level << ',';
query << "`skill_fist_tries` = " << player->skills[SKILL_FIST].tries << ',';
query << "`skill_club` = " << player->skills[SKILL_CLUB].level << ',';
//.........这里部分代码省略.........
示例9: transaction
bool IOPlayer::savePlayer(Player* player)
{
player->preSave();
Database* db = Database::instance();
DBQuery query;
DBResult* result;
//check if the player have to be saved or not
query << "SELECT `save` FROM `players` WHERE `id` = " << player->getGUID();
if(!(result = db->storeQuery(query.str()))){
return false;
}
if(result->getDataInt("save") == 0){
db->freeResult(result);
query.str("");
query << "UPDATE `players` SET `lastlogin` = " << player->lastLoginSaved
<< ", `lastip` = " << player->lastip
<< " WHERE `id` = " << player->getGUID();
DBTransaction transaction(db);
if(!transaction.begin()){
return false;
}
if(!db->executeQuery(query.str())){
return false;
}
transaction.commit();
return true;
}
db->freeResult(result);
//serialize conditions
PropWriteStream propWriteStream;
for(ConditionList::const_iterator it = player->conditions.begin(); it != player->conditions.end(); ++it){
if((*it)->isPersistent()){
if(!(*it)->serialize(propWriteStream)){
return false;
}
propWriteStream.ADD_UCHAR(CONDITIONATTR_END);
}
}
uint32_t conditionsSize;
const char* conditions = propWriteStream.getStream(conditionsSize);
//First, an UPDATE query to write the player itself
query.str("");
query << "UPDATE `players` SET `level` = " << player->level
<< ", `vocation` = " << (int)player->getVocationId()
<< ", `health` = " << player->health
<< ", `healthmax` = " << player->healthMax
<< ", `direction` = " << (int)player->getDirection()
<< ", `experience` = " << player->experience
<< ", `lookbody` = " << (int)player->defaultOutfit.lookBody
<< ", `lookfeet` = " << (int)player->defaultOutfit.lookFeet
<< ", `lookhead` = " << (int)player->defaultOutfit.lookHead
<< ", `looklegs` = " << (int)player->defaultOutfit.lookLegs
<< ", `looktype` = " << (int)player->defaultOutfit.lookType
<< ", `maglevel` = " << player->magLevel
<< ", `mana` = " << player->mana
<< ", `manamax` = " << player->manaMax
<< ", `manaspent` = " << player->manaSpent
<< ", `soul` = " << player->soul
<< ", `town_id` = " << player->town
<< ", `posx` = " << player->getLoginPosition().x
<< ", `posy` = " << player->getLoginPosition().y
<< ", `posz` = " << player->getLoginPosition().z
<< ", `cap` = " << player->getCapacity()
<< ", `sex` = " << player->sex
<< ", `lastlogin` = " << player->lastLoginSaved
<< ", `lastip` = " << player->lastip
<< ", `conditions` = " << db->escapeBlob(conditions, conditionsSize)
<< ", `loss_experience` = " << (int)player->getLossPercent(LOSS_EXPERIENCE)
<< ", `loss_mana` = " << (int)player->getLossPercent(LOSS_MANASPENT)
<< ", `loss_skills` = " << (int)player->getLossPercent(LOSS_SKILLTRIES)
<< ", `loss_items` = " << (int)player->getLossPercent(LOSS_ITEMS)
<< ", `balance` = " << player->balance;
#ifdef __SKULLSYSTEM__
int32_t redSkullTime = 0;
if(player->redSkullTicks > 0){
redSkullTime = std::time(NULL) + player->redSkullTicks/1000;
}
query << ", `redskulltime` = " << redSkullTime;
int32_t redSkull = 0;
if(player->skull == SKULL_RED){
redSkull = 1;
}
//.........这里部分代码省略.........
示例10: while
bool IOPlayer::saveItems(Player* player, const ItemBlockList& itemList, DBInsert& query_insert)
{
std::list<Container*> listContainer;
std::stringstream stream;
typedef std::pair<Container*, int32_t> containerBlock;
std::list<containerBlock> stack;
int32_t parentId = 0;
int32_t runningId = 100;
Database* db = Database::instance();
Item* item;
int32_t pid;
for(ItemBlockList::const_iterator it = itemList.begin(); it != itemList.end(); ++it){
pid = it->first;
item = it->second;
++runningId;
uint32_t attributesSize;
PropWriteStream propWriteStream;
item->serializeAttr(propWriteStream);
const char* attributes = propWriteStream.getStream(attributesSize);
stream << player->getGUID() << ", " << pid << ", " << runningId << ", " << item->getID() << ", " << (int32_t)item->getSubType() << ", " << db->escapeBlob(attributes, attributesSize);
if(!query_insert.addRow(stream)){
return false;
}
if(Container* container = item->getContainer()){
stack.push_back(containerBlock(container, runningId));
}
}
while(stack.size() > 0){
const containerBlock& cb = stack.front();
Container* container = cb.first;
parentId = cb.second;
stack.pop_front();
for(uint32_t i = 0; i < container->size(); ++i){
++runningId;
item = container->getItem(i);
if(Container* sub = item->getContainer()){
stack.push_back(containerBlock(sub, runningId));
}
uint32_t attributesSize;
PropWriteStream propWriteStream;
item->serializeAttr(propWriteStream);
const char* attributes = propWriteStream.getStream(attributesSize);
stream << player->getGUID() << ", " << parentId << ", " << runningId << ", " << item->getID() << ", " << (int32_t)item->getSubType() << ", " << db->escapeBlob(attributes, attributesSize);
if(!query_insert.addRow(stream))
return false;
}
}
return true;
}
示例11: serializeAttr
bool Item::serializeAttr(PropWriteStream& propWriteStream) const
{
if (isStackable() || isFluidContainer() || isSplash()) {
uint8_t _count = getSubType();
propWriteStream.ADD_UCHAR(ATTR_COUNT);
propWriteStream.ADD_UCHAR(_count);
}
if (hasCharges()) {
uint16_t _count = getCharges();
propWriteStream.ADD_UCHAR(ATTR_CHARGES);
propWriteStream.ADD_USHORT(_count);
}
if (!isNotMoveable()) {
uint16_t _actionId = getActionId();
if (_actionId) {
propWriteStream.ADD_UCHAR(ATTR_ACTION_ID);
propWriteStream.ADD_USHORT(_actionId);
}
}
const std::string& _text = getText();
if (!_text.empty()) {
propWriteStream.ADD_UCHAR(ATTR_TEXT);
propWriteStream.ADD_STRING(_text);
}
const time_t _writtenDate = getDate();
if (_writtenDate > 0) {
propWriteStream.ADD_UCHAR(ATTR_WRITTENDATE);
propWriteStream.ADD_ULONG(_writtenDate);
}
const std::string& _writer = getWriter();
if (!_writer.empty()) {
propWriteStream.ADD_UCHAR(ATTR_WRITTENBY);
propWriteStream.ADD_STRING(_writer);
}
const std::string& _specialDesc = getSpecialDescription();
if (!_specialDesc.empty()) {
propWriteStream.ADD_UCHAR(ATTR_DESC);
propWriteStream.ADD_STRING(_specialDesc);
}
if (hasAttribute(ATTR_ITEM_DURATION)) {
uint32_t duration = getDuration();
propWriteStream.ADD_UCHAR(ATTR_DURATION);
propWriteStream.ADD_ULONG(duration);
}
ItemDecayState_t decayState = getDecaying();
if (decayState == DECAYING_TRUE || decayState == DECAYING_PENDING) {
propWriteStream.ADD_UCHAR(ATTR_DECAYING_STATE);
propWriteStream.ADD_UCHAR(decayState);
}
return true;
}
示例12: serialize
bool ConditionEffect::serialize(PropWriteStream& propWriteStream)
{
propWriteStream.ADD_UCHAR(*CONDITIONATTRIBUTE_EFFECT);
propWriteStream.ADD_VALUE((uint32_t)type);
propWriteStream.ADD_VALUE(interval);
switch(type){
case ConditionEffect::PERIODIC_HEAL:
case ConditionEffect::PERIODIC_DAMAGE:
{
ConditionEffect::ModPeriodicDamage& mod = getModEffect<ConditionEffect::ModPeriodicDamage>();
propWriteStream.ADD_USHORT(1); //revision
propWriteStream.ADD_VALUE((uint32_t)mod.type.value());
propWriteStream.ADD_VALUE(mod.min);
propWriteStream.ADD_VALUE(mod.max);
propWriteStream.ADD_VALUE(mod.value);
propWriteStream.ADD_VALUE(mod.total);
propWriteStream.ADD_VALUE(mod.percent);
propWriteStream.ADD_VALUE(mod.first);
propWriteStream.ADD_VALUE(mod.rounds);
break;
}
case ConditionEffect::PERIODIC_MOD_STAMINA:
{
ConditionEffect::ModPeriodicStamina& mod = getModEffect<ConditionEffect::ModPeriodicStamina>();
propWriteStream.ADD_USHORT(1); //revision
propWriteStream.ADD_VALUE(mod.value);
break;
}
case ConditionEffect::REGEN_HEALTH:
case ConditionEffect::REGEN_MANA:
case ConditionEffect::REGEN_SOUL:
{
ConditionEffect::ModRegen& mod = getModEffect<ConditionEffect::ModRegen>();
propWriteStream.ADD_USHORT(1); //revision
propWriteStream.ADD_VALUE((uint32_t)mod.type.value());
propWriteStream.ADD_VALUE(mod.percent);
propWriteStream.ADD_VALUE(mod.value);
break;
}
case ConditionEffect::MOD_SPEED:
{
ConditionEffect::ModSpeed& mod = getModEffect<ConditionEffect::ModSpeed>();
propWriteStream.ADD_USHORT(1); //revision
propWriteStream.ADD_VALUE(mod.percent);
propWriteStream.ADD_VALUE(mod.value);
propWriteStream.ADD_VALUE(mod.delta);
break;
}
case ConditionEffect::MOD_STAT:
{
ConditionEffect::ModStat& mod = getModEffect<ConditionEffect::ModStat>();
propWriteStream.ADD_USHORT(1); //revision
propWriteStream.ADD_VALUE((uint32_t)mod.type.value());
propWriteStream.ADD_VALUE(mod.percent);
propWriteStream.ADD_VALUE(mod.value);
propWriteStream.ADD_VALUE(mod.delta);
break;
}
case ConditionEffect::MOD_SKILL:
{
ConditionEffect::ModSkill& mod = getModEffect<ConditionEffect::ModSkill>();
propWriteStream.ADD_USHORT(1); //revision
propWriteStream.ADD_VALUE((uint32_t)mod.type.value());
propWriteStream.ADD_VALUE(mod.percent);
propWriteStream.ADD_VALUE(mod.value);
propWriteStream.ADD_VALUE(mod.delta);
break;
}
case ConditionEffect::SHAPESHIFT:
{
ConditionEffect::ModShapeShift& mod = getModEffect<ConditionEffect::ModShapeShift>();
propWriteStream.ADD_USHORT(1); //revision
propWriteStream.ADD_VALUE(mod.lookType);
propWriteStream.ADD_VALUE(mod.lookTypeEx);
propWriteStream.ADD_VALUE(mod.lookHead);
propWriteStream.ADD_VALUE(mod.lookBody);
propWriteStream.ADD_VALUE(mod.lookLegs);
propWriteStream.ADD_VALUE(mod.lookFeet);
propWriteStream.ADD_VALUE(mod.lookAddons);
break;
}
case ConditionEffect::LIGHT:
{
ConditionEffect::ModLight& mod = getModEffect<ConditionEffect::ModLight>();
propWriteStream.ADD_USHORT(1); //revision
propWriteStream.ADD_VALUE(mod.level);
propWriteStream.ADD_VALUE(mod.color);
break;
}
case ConditionEffect::DISPEL:
{
ConditionEffect::ModDispel& mod = getModEffect<ConditionEffect::ModDispel>();
propWriteStream.ADD_USHORT(1); //revision
propWriteStream.ADD_STRING(mod.name);
break;
}
case ConditionEffect::SCRIPT:
{
ConditionEffect::ModScript& mod = getModEffect<ConditionEffect::ModScript>();
//.........这里部分代码省略.........
示例13: savePlayer
bool IOLoginData::savePlayer(Player* player)
{
if (player->getHealth() <= 0) {
player->changeHealth(1);
}
Database* db = Database::getInstance();
std::ostringstream query;
query << "SELECT `save` FROM `players` WHERE `id` = " << player->getGUID();
DBResult* result = db->storeQuery(query.str());
if (!result) {
return false;
}
if (result->getDataInt("save") == 0) {
db->freeResult(result);
query.str("");
query << "UPDATE `players` SET `lastlogin` = " << player->lastLoginSaved << ", `lastip` = " << player->lastIP << " WHERE `id` = " << player->getGUID();
return db->executeQuery(query.str());
}
db->freeResult(result);
//serialize conditions
PropWriteStream propWriteStream;
for (ConditionList::const_iterator it = player->conditions.begin(); it != player->conditions.end(); ++it) {
Condition* condition = *it;
if (condition->isPersistent()) {
if (!condition->serialize(propWriteStream)) {
return false;
}
propWriteStream.ADD_UCHAR(CONDITIONATTR_END);
}
}
uint32_t conditionsSize = 0;
const char* conditions = propWriteStream.getStream(conditionsSize);
//First, an UPDATE query to write the player itself
query.str("");
query << "UPDATE `players` SET ";
query << "`level` = " << player->level << ", ";
query << "`group_id` = " << player->groupId << ", ";
query << "`vocation` = " << (int32_t)player->getVocationId() << ", ";
query << "`health` = " << player->health << ", ";
query << "`healthmax` = " << player->healthMax << ", ";
query << "`experience` = " << player->experience << ", ";
query << "`lookbody` = " << (int32_t)player->defaultOutfit.lookBody << ", ";
query << "`lookfeet` = " << (int32_t)player->defaultOutfit.lookFeet << ", ";
query << "`lookhead` = " << (int32_t)player->defaultOutfit.lookHead << ", ";
query << "`looklegs` = " << (int32_t)player->defaultOutfit.lookLegs << ", ";
query << "`looktype` = " << (int32_t)player->defaultOutfit.lookType << ", ";
query << "`lookaddons` = " << (int32_t)player->defaultOutfit.lookAddons << ", ";
query << "`maglevel` = " << player->magLevel << ", ";
query << "`mana` = " << player->mana << ", ";
query << "`manamax` = " << player->manaMax << ", ";
query << "`manaspent` = " << player->manaSpent << ", ";
query << "`soul` = " << player->soul << ", ";
query << "`town_id` = " << player->town << ", ";
const Position& loginPosition = player->getLoginPosition();
query << "`posx` = " << loginPosition.x << ", ";
query << "`posy` = " << loginPosition.y << ", ";
query << "`posz` = " << loginPosition.z << ", ";
query << "`cap` = " << player->getCapacity() << ", ";
query << "`sex` = " << player->sex << ", ";
if (player->lastLoginSaved != 0) {
query << "`lastlogin` = " << player->lastLoginSaved << ", ";
}
if (player->lastIP != 0) {
query << "`lastip` = " << player->lastIP << ", ";
}
query << "`conditions` = " << db->escapeBlob(conditions, conditionsSize) << ", ";
if (g_game.getWorldType() != WORLD_TYPE_PVP_ENFORCED) {
int32_t skullTime = 0;
if (player->skullTicks > 0) {
skullTime = time(NULL) + player->skullTicks / 1000;
}
query << "`skulltime` = " << skullTime << ", ";
int32_t skull = 0;
if (player->skull == SKULL_RED) {
skull = SKULL_RED;
} else if (player->skull == SKULL_BLACK) {
skull = SKULL_BLACK;
}
//.........这里部分代码省略.........
示例14: savePlayer
bool IOPlayer::savePlayer(Player* player, bool shallow)
{
player->preSave();
DatabaseDriver* db = DatabaseDriver::instance();
DBQuery query;
DBResult_ptr result;
//check if the player has to be saved or not
query << "SELECT `save` FROM `players` WHERE `id` = " << player->getGUID();
if(!(result = db->storeQuery(query))){
return false;
}
const uint32_t save = result->getDataInt("save");
if(save == 0)
return true;
//serialize conditions
PropWriteStream propWriteStream;
for(ConditionList::const_iterator it = player->conditions.begin(); it != player->conditions.end(); ++it){
if((*it)->isPersistent()){
if(!(*it)->serialize(propWriteStream)){
return false;
}
propWriteStream.ADD_UCHAR(*CONDITIONATTR_END);
}
}
uint32_t conditionsSize;
const char* conditions = propWriteStream.getStream(conditionsSize);
//First, an UPDATE query to write the player itself
query.reset();
query << "UPDATE `players` SET `level` = " << player->level
<< ", `vocation` = " << (int32_t)player->getVocationId()
<< ", `health` = " << player->health
<< ", `healthmax` = " << player->healthMax
<< ", `direction` = " << player->getDirection().value()
<< ", `experience` = " << player->experience
<< ", `lookbody` = " << (int32_t)player->defaultOutfit.lookBody
<< ", `lookfeet` = " << (int32_t)player->defaultOutfit.lookFeet
<< ", `lookhead` = " << (int32_t)player->defaultOutfit.lookHead
<< ", `looklegs` = " << (int32_t)player->defaultOutfit.lookLegs
<< ", `looktype` = " << (int32_t)player->defaultOutfit.lookType
<< ", `lookaddons` = " << (int32_t)player->defaultOutfit.lookAddons
<< ", `maglevel` = " << player->magLevel
<< ", `mana` = " << player->mana
<< ", `manamax` = " << player->manaMax
<< ", `manaspent` = " << player->manaSpent
<< ", `soul` = " << player->soul
<< ", `town_id` = " << player->town
<< ", `posx` = " << player->getLoginPosition().x
<< ", `posy` = " << player->getLoginPosition().y
<< ", `posz` = " << player->getLoginPosition().z
<< ", `cap` = " << player->getCapacity()
<< ", `sex` = " << player->sex.value()
<< ", `conditions` = " << db->escapeBlob(conditions, conditionsSize)
<< ", `loss_experience` = " << (int32_t)player->getLossPercent(LOSS_EXPERIENCE)
<< ", `loss_mana` = " << (int32_t)player->getLossPercent(LOSS_MANASPENT)
<< ", `loss_skills` = " << (int32_t)player->getLossPercent(LOSS_SKILLTRIES)
<< ", `loss_items` = " << (int32_t)player->getLossPercent(LOSS_ITEMS)
<< ", `loss_containers` = " << (int32_t)player->getLossPercent(LOSS_CONTAINERS)
<< ", `stamina` = " << player->stamina;
#ifdef __SKULLSYSTEM__
query << ", `skull_type` = " << (player->getSkull() == SKULL_RED || player->getSkull() == SKULL_BLACK ? player->getSkull().value() : 0);
query << ", `skull_time` = " << player->lastSkullTime;
#endif
query << " WHERE `id` = " << player->getGUID();
DBTransaction transaction(db);
if(!transaction.begin())
return false;
if(!db->executeQuery(query)){
return false;
}
//skills
for(int32_t i = 0; i <= 6; i++){
query.reset();
query << "UPDATE `player_skills` SET `value` = " << player->skills[i][SKILL_LEVEL] << ", `count` = " << player->skills[i][SKILL_TRIES] << " WHERE `player_id` = " << player->getGUID() << " AND `skill_id` = " << i;
if(!db->executeQuery(query)){
return false;
}
}
if(shallow)
return transaction.commit();
// deletes all player-related stuff
/*
query << "DELETE FROM `player_items` WHERE `player_id` = " << player->getGUID();
//.........这里部分代码省略.........