Replaced atoll with more appropriate macro atoul

This commit is contained in:
Akkadius 2014-11-26 00:24:31 -06:00
parent b43cfa126f
commit 08e787da59

View File

@ -3372,7 +3372,7 @@ uint32 ZoneDatabase::GetCharacterCorpseDecayTimer(uint32 corpse_db_id){
auto results = QueryDatabase(query); auto results = QueryDatabase(query);
auto row = results.begin(); auto row = results.begin();
if (results.Success() && results.RowsAffected() != 0){ if (results.Success() && results.RowsAffected() != 0){
return atoll(row[0]); return atoul(row[0]);
} }
return 0; return 0;
} }
@ -3628,7 +3628,7 @@ uint32 ZoneDatabase::GetCharacterCorpseID(uint32 char_id, uint8 corpse) {
for (auto row = results.begin(); row != results.end(); ++row) { for (auto row = results.begin(); row != results.end(); ++row) {
for (int i = 0; i < corpse; i++) { for (int i = 0; i < corpse; i++) {
return atoll(row[0]); return atoul(row[0]);
} }
} }
return 0; return 0;
@ -3702,7 +3702,7 @@ bool ZoneDatabase::LoadCharacterCorpseData(uint32 corpse_id, PlayerCorpse_Struct
uint16 i = 0; uint16 i = 0;
for (auto row = results.begin(); row != results.end(); ++row) { for (auto row = results.begin(); row != results.end(); ++row) {
pcs->locked = atoi(row[i++]); // is_locked, pcs->locked = atoi(row[i++]); // is_locked,
pcs->exp = atoll(row[i++]); // exp, pcs->exp = atoul(row[i++]); // exp,
pcs->size = atoi(row[i++]); // size, pcs->size = atoi(row[i++]); // size,
pcs->level = atoi(row[i++]); // `level`, pcs->level = atoi(row[i++]); // `level`,
pcs->race = atoi(row[i++]); // race, pcs->race = atoi(row[i++]); // race,
@ -3711,10 +3711,10 @@ bool ZoneDatabase::LoadCharacterCorpseData(uint32 corpse_id, PlayerCorpse_Struct
pcs->deity = atoi(row[i++]); // deity, pcs->deity = atoi(row[i++]); // deity,
pcs->texture = atoi(row[i++]); // texture, pcs->texture = atoi(row[i++]); // texture,
pcs->helmtexture = atoi(row[i++]); // helm_texture, pcs->helmtexture = atoi(row[i++]); // helm_texture,
pcs->copper = atoll(row[i++]); // copper, pcs->copper = atoul(row[i++]); // copper,
pcs->silver = atoll(row[i++]); // silver, pcs->silver = atoul(row[i++]); // silver,
pcs->gold = atoll(row[i++]); // gold, pcs->gold = atoul(row[i++]); // gold,
pcs->plat = atoll(row[i++]); // platinum, pcs->plat = atoul(row[i++]); // platinum,
pcs->haircolor = atoi(row[i++]); // hair_color, pcs->haircolor = atoi(row[i++]); // hair_color,
pcs->beardcolor = atoi(row[i++]); // beard_color, pcs->beardcolor = atoi(row[i++]); // beard_color,
pcs->eyecolor1 = atoi(row[i++]); // eye_color_1, pcs->eyecolor1 = atoi(row[i++]); // eye_color_1,
@ -3722,18 +3722,18 @@ bool ZoneDatabase::LoadCharacterCorpseData(uint32 corpse_id, PlayerCorpse_Struct
pcs->hairstyle = atoi(row[i++]); // hair_style, pcs->hairstyle = atoi(row[i++]); // hair_style,
pcs->face = atoi(row[i++]); // face, pcs->face = atoi(row[i++]); // face,
pcs->beard = atoi(row[i++]); // beard, pcs->beard = atoi(row[i++]); // beard,
pcs->drakkin_heritage = atoll(row[i++]); // drakkin_heritage, pcs->drakkin_heritage = atoul(row[i++]); // drakkin_heritage,
pcs->drakkin_tattoo = atoll(row[i++]); // drakkin_tattoo, pcs->drakkin_tattoo = atoul(row[i++]); // drakkin_tattoo,
pcs->drakkin_details = atoll(row[i++]); // drakkin_details, pcs->drakkin_details = atoul(row[i++]); // drakkin_details,
pcs->item_tint[0].color = atoll(row[i++]); // wc_1, pcs->item_tint[0].color = atoul(row[i++]); // wc_1,
pcs->item_tint[1].color = atoll(row[i++]); // wc_2, pcs->item_tint[1].color = atoul(row[i++]); // wc_2,
pcs->item_tint[2].color = atoll(row[i++]); // wc_3, pcs->item_tint[2].color = atoul(row[i++]); // wc_3,
pcs->item_tint[3].color = atoll(row[i++]); // wc_4, pcs->item_tint[3].color = atoul(row[i++]); // wc_4,
pcs->item_tint[4].color = atoll(row[i++]); // wc_5, pcs->item_tint[4].color = atoul(row[i++]); // wc_5,
pcs->item_tint[5].color = atoll(row[i++]); // wc_6, pcs->item_tint[5].color = atoul(row[i++]); // wc_6,
pcs->item_tint[6].color = atoll(row[i++]); // wc_7, pcs->item_tint[6].color = atoul(row[i++]); // wc_7,
pcs->item_tint[7].color = atoll(row[i++]); // wc_8, pcs->item_tint[7].color = atoul(row[i++]); // wc_8,
pcs->item_tint[8].color = atoll(row[i++]); // wc_9 pcs->item_tint[8].color = atoul(row[i++]); // wc_9
} }
query = StringFormat( query = StringFormat(
"SELECT \n" "SELECT \n"
@ -3749,7 +3749,6 @@ bool ZoneDatabase::LoadCharacterCorpseData(uint32 corpse_id, PlayerCorpse_Struct
"FROM \n" "FROM \n"
"character_corpse_items \n" "character_corpse_items \n"
"WHERE `corpse_id` = %u\n" "WHERE `corpse_id` = %u\n"
// "ORDER BY `equip_slot`"
, ,
corpse_id corpse_id
); );
@ -3761,7 +3760,7 @@ bool ZoneDatabase::LoadCharacterCorpseData(uint32 corpse_id, PlayerCorpse_Struct
for (auto row = results.begin(); row != results.end(); ++row) { for (auto row = results.begin(); row != results.end(); ++row) {
memset(&pcs->items[i], 0, sizeof (player_lootitem::ServerLootItem_Struct)); memset(&pcs->items[i], 0, sizeof (player_lootitem::ServerLootItem_Struct));
pcs->items[i].equip_slot = atoi(row[r++]); // equip_slot, pcs->items[i].equip_slot = atoi(row[r++]); // equip_slot,
pcs->items[i].item_id = atoll(row[r++]); // item_id, pcs->items[i].item_id = atoul(row[r++]); // item_id,
pcs->items[i].charges = atoi(row[r++]); // charges, pcs->items[i].charges = atoi(row[r++]); // charges,
pcs->items[i].aug_1 = atoi(row[r++]); // aug_1, pcs->items[i].aug_1 = atoi(row[r++]); // aug_1,
pcs->items[i].aug_2 = atoi(row[r++]); // aug_2, pcs->items[i].aug_2 = atoi(row[r++]); // aug_2,
@ -3785,7 +3784,7 @@ Corpse* ZoneDatabase::SummonBuriedCharacterCorpses(uint32 char_id, uint32 dest_z
for (auto row = results.begin(); row != results.end(); ++row) { for (auto row = results.begin(); row != results.end(); ++row) {
NewCorpse = Corpse::LoadCharacterCorpseEntity( NewCorpse = Corpse::LoadCharacterCorpseEntity(
atoll(row[0]), // uint32 in_dbid atoul(row[0]), // uint32 in_dbid
char_id, // uint32 in_charid char_id, // uint32 in_charid
row[1], // char* in_charname row[1], // char* in_charname
dest_x, // float in_x dest_x, // float in_x
@ -3827,7 +3826,7 @@ bool ZoneDatabase::SummonAllCharacterCorpses(uint32 char_id, uint32 dest_zone_id
for (auto row = results.begin(); row != results.end(); ++row) { for (auto row = results.begin(); row != results.end(); ++row) {
NewCorpse = Corpse::LoadCharacterCorpseEntity( NewCorpse = Corpse::LoadCharacterCorpseEntity(
atoll(row[0]), atoul(row[0]),
char_id, char_id,
row[1], row[1],
dest_x, dest_x,
@ -3872,8 +3871,8 @@ Corpse* ZoneDatabase::LoadCharacterCorpse(uint32 player_corpse_id) {
auto results = QueryDatabase(query); auto results = QueryDatabase(query);
for (auto row = results.begin(); row != results.end(); ++row) { for (auto row = results.begin(); row != results.end(); ++row) {
NewCorpse = Corpse::LoadCharacterCorpseEntity( NewCorpse = Corpse::LoadCharacterCorpseEntity(
atoll(row[0]), // id uint32 in_dbid atoul(row[0]), // id uint32 in_dbid
atoll(row[1]), // charid uint32 in_charid atoul(row[1]), // charid uint32 in_charid
row[2], // char_name row[2], // char_name
atof(row[3]), // x float in_x atof(row[3]), // x float in_x
atof(row[4]), // y float in_y atof(row[4]), // y float in_y
@ -3899,21 +3898,10 @@ bool ZoneDatabase::LoadCharacterCorpses(uint32 zone_id, uint16 instance_id) {
auto results = QueryDatabase(query); auto results = QueryDatabase(query);
for (auto row = results.begin(); row != results.end(); ++row) { for (auto row = results.begin(); row != results.end(); ++row) {
// std::cout << row[0] << std::endl;
// std::cout << row[1] << std::endl;
// std::cout << row[2] << std::endl;
// std::cout << row[3] << std::endl;
// std::cout << row[4] << std::endl;
// std::cout << row[5] << std::endl;
// std::cout << row[6] << std::endl;
// std::cout << row[7] << std::endl;
// std::cout << row[8] << std::endl;
// std::cout << row[9] << std::endl;
entity_list.AddCorpse( entity_list.AddCorpse(
Corpse::LoadCharacterCorpseEntity( Corpse::LoadCharacterCorpseEntity(
atoll(row[0]), // id uint32 in_dbid atoul(row[0]), // id uint32 in_dbid
atoll(row[1]), // charid uint32 in_charid atoul(row[1]), // charid uint32 in_charid
row[2], // char_name row[2], // char_name
atof(row[3]), // x float in_x atof(row[3]), // x float in_x
atof(row[4]), // y float in_y atof(row[4]), // y float in_y