111 lines
3.1 KiB
GDScript
111 lines
3.1 KiB
GDScript
extends Node
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const SQLite = preload("res://addons/godot-sqlite/bin/gdsqlite.gdns")
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var path = "res://Savegames/"
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var db_name = "RingOfRaces"
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var db = null
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var verbose = true
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var host = null
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# Called when the node enters the scene tree for the first time.
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func _ready():
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host = OS.get_name()
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class Inventory_structure:
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var id = 0
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var item_id = 0
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var item_name = "item_name"
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var amount = 0
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var shortdesc = "shortdesc"
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func _init(id, item_id, item_name, amount, shortdesc):
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self.id = id
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self.item_id = item_id
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self.item_name = item_name
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self.amount = amount
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self.shortdesc = shortdesc
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func CreateWorldDatabase():
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print("Creating new database")
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#Inventory
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var player_inventory : Dictionary = Dictionary()
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player_inventory["id"] = {"data_type":"int", "primary_key": true, "not_null": true} #slot id
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player_inventory["item_id"] = {"data_type":"int", "not_null": true} #item id
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player_inventory["item_name"] = {"data_type":"text", "not_null": true} #item name
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player_inventory["amount"] = {"data_type":"int", "not_null": true} #amount
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player_inventory["shortdesc"] = {"data_type":"char(80)", "not_null": true} #short description
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self.db.create_table("player_inventory", player_inventory)
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var items : Dictionary = Dictionary()
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for i in range(40):
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items["id"] = i
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items["item_id"] = 0
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items["item_name"] = "No Item"
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items["amount"] = 0
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items["shortdesc"] = "No item here"
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# Insert a new row in the table
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self.db.insert_row("player_inventory", items)
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items.clear()
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#interaction_map
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#Other world data
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func OpenConnection():
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if(str(OS.get_name()) == "Android"):
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path = "user://Savegames/"
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path += Global.dbname
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self.db = SQLite.new()
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var file = File.new()
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self.db.path = path
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self.db.verbose_mode = verbose
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var create = false
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print(path)
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# This does not seem to work. The file is in the right place, but being recreated everytime. The file is findable in Res:// and C:/ .. But not after the user folder
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if !file.file_exists(path):
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print("File not existing, so creating new db")
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create = true
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self.db.open_db()
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if create:
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CreateWorldDatabase()
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func OpenConnectionIfClosed():
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if self.db == null:
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OpenConnection()
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func CloseConnection():
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if self.db != null:
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self.db.commit()
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self.db.close()
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self.db = null
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func GetInventoryItems():
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OpenConnectionIfClosed()
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return db.select_rows("player_inventory", "",["*"])
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func SaveInventory(player_inventory_items):
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print("Now on inventory save file")
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if(player_inventory_items == null or len(player_inventory_items) != 40):
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Global.Log("Bad inventory save!", 3)
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OpenConnectionIfClosed()
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var items : Dictionary = Dictionary()
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for item in player_inventory_items:
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if(item['item_id'] == 0):
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continue
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items["id"] = item["id"]
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items["item_id"] = item["item_id"]
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items["item_name"] = item["item_name"]
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items["amount"] = item["amount"]
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items["shortdesc"] = item["shortdesc"]
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#self.db.query("select * from player_inventory")
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self.db.update_rows("player_inventory", "id == " + str(items['id']),items)
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#items.clear()
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Global.Log("Inventory save succeeded", 1)
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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# pass
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