Added npc ls saving/functionality.

This commit is contained in:
Filip Maj 2017-04-09 12:48:27 -04:00
parent 3d4bf3465b
commit 90e48f9ddd
3 changed files with 79 additions and 0 deletions

View File

@ -1385,6 +1385,45 @@ namespace FFXIVClassic_Map_Server
return success; return success;
} }
public static void SaveNpcLS(Player player, uint npcLSId, bool isCalling, bool isExtra)
{
string query;
MySqlCommand cmd;
using (MySqlConnection conn = new MySqlConnection(String.Format("Server={0}; Port={1}; Database={2}; UID={3}; Password={4}", ConfigConstants.DATABASE_HOST, ConfigConstants.DATABASE_PORT, ConfigConstants.DATABASE_NAME, ConfigConstants.DATABASE_USERNAME, ConfigConstants.DATABASE_PASSWORD)))
{
try
{
conn.Open();
query = @"
INSERT INTO characters_npclinkshell
(characterId, npcLinkshellId, isCalling, isExtra)
VALUES
(@charaId, @lsId, @calling, @extra)
ON DUPLICATE KEY UPDATE
characterId = @charaId, npcLinkshellId = @lsId, isCalling = @calling, isExtra = @extra
";
cmd = new MySqlCommand(query, conn);
cmd.Parameters.AddWithValue("@charaId", player.actorId);
cmd.Parameters.AddWithValue("@lsId", npcLSId);
cmd.Parameters.AddWithValue("@calling", isCalling ? 1 : 0);
cmd.Parameters.AddWithValue("@extra", isExtra ? 1 : 0);
cmd.ExecuteNonQuery();
}
catch (MySqlException e)
{
Program.Log.Error(e.ToString());
}
finally
{
conn.Dispose();
}
}
}
} }
} }

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@ -1254,6 +1254,19 @@ namespace FFXIVClassic_Map_Server.Actors
return -1; return -1;
} }
public void SetNpcLS(uint npcLSId, bool isCalling, bool isExtra)
{
playerWork.npcLinkshellChatExtra[npcLSId] = isExtra;
playerWork.npcLinkshellChatCalling[npcLSId] = isCalling;
Database.SaveNpcLS(this, npcLSId, isCalling, isExtra);
ActorPropertyPacketUtil propPacketUtil = new ActorPropertyPacketUtil("playerWork/npcLinkshellChat", this, actorId);
propPacketUtil.AddProperty(String.Format("playerWork.npcLinkshellChatExtra[{0}]", npcLSId));
propPacketUtil.AddProperty(String.Format("playerWork.npcLinkshellChatCalling[{0}]", npcLSId));
QueuePackets(propPacketUtil.Done());
}
private void SendQuestClientUpdate(int slot) private void SendQuestClientUpdate(int slot)
{ {
ActorPropertyPacketUtil propPacketUtil = new ActorPropertyPacketUtil("playerWork/journal", this, actorId); ActorPropertyPacketUtil propPacketUtil = new ActorPropertyPacketUtil("playerWork/journal", this, actorId);

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@ -0,0 +1,27 @@
require("global");
properties = {
permissions = 0,
parameters = "is",
description = "Sets a NPC LS' state. Args: npcLSId, <gone|inactive|active|alert>",
}
function onTrigger(player, argc, lsId, state)
local id = tonumber(lsId) or 0;
if (state == "alert") then
player:SetNpcLS(id, true, true);
elseif (state == "active") then
player:SetNpcLS(id, true, false);
elseif (state == "inactive") then
player:SetNpcLS(id, false, true);
elseif (state == "gone") then
player:SetNpcLS(id, false, false);
else
player:SendMessage(0x20, "", "Invalid state argument");
return;
end
player:SendMessage(0x20, "", string.format("NPC LS %d set to %s", id, state));
end