Because the very concept of RPG, makes you store a lot of information there are almost 50 tables in the database
Future plans are to introduce a personal identifier for MultiworldIdentifiableStaticData<>
For example table from tw_warehouse:
Type
ID
Name
PosX
PosY
Currency
WorldID
database
unique
string
integer
integer
forgein key -> itemid
forgein key -> worldid
impl c++
WarehouseIdentifier
char*
vec2
--
ref CDataDescription
ref CWorldData
I'll leave a note
// example get some object by pos
CWarehouse* pWarehouse = Context->GetWorldData()->GetWarehouse(Pos);
WarehouseIdentifier ID;
CWarehouse* pWarehouse = Context->GetWorldData()->GetWarehouse(ID);
// example what kind of view to stick to
Context->GetWorldData() # stores all game zone data
Context->GetWorldData()->GetWarehouse(ID) # stores all warehouses
pWarehosue->GetCurrcency() # information about currency
pWarehosue->GetCurrcency()->Info() #information about currency item description
pWarehosue->GetCurrcency()->Info()->GetAttribute(SlotID); # data attributes for items
pWarehosue->GetCurrcency()->Info()->GetAttribute(SlotID)->GetName(); const char* # item name
// get all crafts and required items
Context->GetWorldData()->GetCrafts() # ref ContainerCraftRecipe
for(auto& p : Context->GetWorldData()->GetWarehouse(ID)->GetCrafts())
{
p.GetRequiredItems() # ref ContainerItems
}
// get all trading slots from warehouse marketplace
Context->GetWorldData()->GetWarehouse(ID)->GetTradingSlots() # ref ContainerTradingSlots
for(auto& p : Context->GetWorldData()->GetWarehouse(ID)->GetTradingSlots())
{
p.GetPrice(); # integer
p.GetBuyightItem(); # ref CItem
p.GetWarehouse(); # ref CWarehouse
p.GetCurrency(); # ref CItemDescription
}
Gradually it is necessary to reconstruct structures
Because the very concept of RPG, makes you store a lot of information there are almost 50 tables in the database Future plans are to introduce a personal identifier for
MultiworldIdentifiableStaticData<>
For example table from tw_warehouse:
WarehouseIdentifier
char*
vec2
ref CDataDescription
ref CWorldData
I'll leave a note
Gradually it is necessary to reconstruct structures