Corpses properly loading now

This commit is contained in:
Akkadius 2014-11-23 15:55:38 -06:00
parent 7fa1256c5d
commit 12ceac4c02
3 changed files with 115 additions and 91 deletions

View File

@ -65,23 +65,17 @@ void Corpse::SendLootReqErrorPacket(Client* client, uint8 response) {
Corpse* Corpse::LoadFromDBData(uint32 in_dbid, uint32 in_charid, std::string in_charname, float in_x, float in_y, float in_z, float in_heading, std::string time_of_death, bool rezzed, bool was_at_graveyard)
{
std::cout << "LoadFromDBData: 0 " << in_dbid << std::endl;
std::cout << "LoadFromDBData: 1 " << in_charid << std::endl;
std::cout << "LoadFromDBData: 2 " << in_charname << std::endl;
std::cout << "LoadFromDBData: 3 " << in_x << std::endl;
std::cout << "LoadFromDBData: 4 " << in_y << std::endl;
std::cout << "LoadFromDBData: 5 " << in_z << std::endl;
PlayerCorpse_Struct pcs;
database.LoadCharacterCorpseData(in_dbid, &pcs);
uint32 item_count = database.GetCharacterCorpseItemCount(in_dbid);
char *buffer = new char[sizeof(PlayerCorpse_Struct) + (item_count * sizeof(player_lootitem::ServerLootItem_Struct))];
PlayerCorpse_Struct *pcs = (PlayerCorpse_Struct*)buffer;
database.LoadCharacterCorpseData(in_dbid, pcs);
/* Load Items */
ItemList itemlist;
ServerLootItem_Struct* tmp = 0;
for (unsigned int i = 0; i < pcs.itemcount; i++) {
for (unsigned int i = 0; i < pcs->itemcount; i++) {
tmp = new ServerLootItem_Struct;
memcpy(tmp, &pcs.items[i], sizeof(player_lootitem::ServerLootItem_Struct));
memcpy(tmp, &pcs->items[i], sizeof(player_lootitem::ServerLootItem_Struct));
tmp->equip_slot = CorpseToServerSlot(tmp->equip_slot);
itemlist.push_back(tmp);
}
@ -92,45 +86,57 @@ Corpse* Corpse::LoadFromDBData(uint32 in_dbid, uint32 in_charid, std::string in_
in_charid, // uint32 in_charid
in_charname.c_str(), // char* in_charname
&itemlist, // ItemList* in_itemlist
pcs.copper, // uint32 in_copper
pcs.silver, // uint32 in_silver
pcs.gold, // uint32 in_gold
pcs.plat, // uint32 in_plat
pcs->copper, // uint32 in_copper
pcs->silver, // uint32 in_silver
pcs->gold, // uint32 in_gold
pcs->plat, // uint32 in_plat
in_x, // float in_x
in_y, // float in_y
in_z, // float in_z
in_heading, // float in_heading
pcs.size, // float in_size
pcs.gender, // uint8 in_gender
pcs.race, // uint16 in_race
pcs.class_, // uint8 in_class
pcs.deity, // uint8 in_deity
pcs.level, // uint8 in_level
pcs.texture, // uint8 in_texture
pcs.helmtexture, // uint8 in_helmtexture
pcs.exp, // uint32 in_rezexp
pcs->size, // float in_size
pcs->gender, // uint8 in_gender
pcs->race, // uint16 in_race
pcs->class_, // uint8 in_class
pcs->deity, // uint8 in_deity
pcs->level, // uint8 in_level
pcs->texture, // uint8 in_texture
pcs->helmtexture, // uint8 in_helmtexture
pcs->exp, // uint32 in_rezexp
was_at_graveyard // bool wasAtGraveyard
);
if (pcs.locked)
if (pcs->locked)
pc->Lock();
/* Load Item Tints */
memcpy(pc->item_tint, pcs.item_tint, sizeof(pc->item_tint));
// memcpy(pc->item_tint, pcs->item_tint, sizeof(pc->item_tint));
pc->item_tint[0].color = pcs->item_tint[0].color;
pc->item_tint[1].color = pcs->item_tint[1].color;
pc->item_tint[2].color = pcs->item_tint[2].color;
pc->item_tint[3].color = pcs->item_tint[3].color;
pc->item_tint[4].color = pcs->item_tint[4].color;
pc->item_tint[5].color = pcs->item_tint[5].color;
pc->item_tint[6].color = pcs->item_tint[6].color;
pc->item_tint[7].color = pcs->item_tint[7].color;
pc->item_tint[8].color = pcs->item_tint[8].color;
/* Load Physical Appearance */
pc->haircolor = pcs.haircolor;
pc->beardcolor = pcs.beardcolor;
pc->eyecolor1 = pcs.eyecolor1;
pc->eyecolor2 = pcs.eyecolor2;
pc->hairstyle = pcs.hairstyle;
pc->luclinface = pcs.face;
pc->beard = pcs.beard;
pc->drakkin_heritage = pcs.drakkin_heritage;
pc->drakkin_tattoo = pcs.drakkin_tattoo;
pc->drakkin_details = pcs.drakkin_details;
pc->haircolor = pcs->haircolor;
pc->beardcolor = pcs->beardcolor;
pc->eyecolor1 = pcs->eyecolor1;
pc->eyecolor2 = pcs->eyecolor2;
pc->hairstyle = pcs->hairstyle;
pc->luclinface = pcs->face;
pc->beard = pcs->beard;
pc->drakkin_heritage = pcs->drakkin_heritage;
pc->drakkin_tattoo = pcs->drakkin_tattoo;
pc->drakkin_details = pcs->drakkin_details;
pc->IsRezzed(rezzed);
pc->become_npc = false;
safe_delete_array(pcs);
return pc;
}
@ -532,9 +538,6 @@ bool Corpse::Save() {
dbpc->drakkin_tattoo = drakkin_tattoo;
dbpc->drakkin_details = drakkin_details;
std::cout << "SLI1: " << sizeof(player_lootitem::ServerLootItem_Struct) << std::endl;
std::cout << "SLI2: " << sizeof(ServerLootItem_Struct) << std::endl;
uint32 x = 0;
ItemList::iterator cur, end;
cur = itemlist.begin();

View File

@ -3530,7 +3530,7 @@ uint32 ZoneDatabase::UpdateCharacterCorpse(uint32 db_id, uint32 char_id, const c
);
auto results = QueryDatabase(query);
query = StringFormat("DELETE FROM `character_corpse_items` WHERE `corpse_id` = %u");
query = StringFormat("DELETE FROM `character_corpse_items` WHERE `corpse_id` = %u", db_id);
results = QueryDatabase(query);
/* Dump Items from Inventory */
@ -3736,6 +3736,18 @@ uint32 ZoneDatabase::GetCharacterCorpseID(uint32 char_id, uint8 corpse) {
return 0;
}
uint32 ZoneDatabase::GetCharacterCorpseItemCount(uint32 corpse_id){
std::string query = StringFormat("SELECT COUNT(*) FROM character_corpse_items WHERE `corpse_id` = %u",
corpse_id
);
auto results = QueryDatabase(query);
auto row = results.begin();
if (results.Success() && results.RowsAffected() != 0){
return atoi(row[0]);
}
return 0;
}
uint32 ZoneDatabase::GetCharacterCorpseItemAt(uint32 corpse_id, uint16 slotid) {
Corpse* tmp = LoadCharacterCorpse(corpse_id);
uint32 itemid = 0;
@ -3791,39 +3803,39 @@ bool ZoneDatabase::LoadCharacterCorpseData(uint32 corpse_id, PlayerCorpse_Struct
auto results = QueryDatabase(query);
uint16 i = 0;
for (auto row = results.begin(); row != results.end(); ++row) {
pcs->locked = atoi(row[i]); i++; // is_locked,
pcs->exp = atoi(row[i]); i++; // exp,
pcs->size = atoi(row[i]); i++; // size,
pcs->level = atoi(row[i]); i++; // `level`,
pcs->race = atoi(row[i]); i++; // race,
pcs->gender = atoi(row[i]); i++; // gender,
pcs->class_ = atoi(row[i]); i++; // class,
pcs->deity = atoi(row[i]); i++; // deity,
pcs->texture = atoi(row[i]); i++; // texture,
pcs->helmtexture = atoi(row[i]); i++; // helm_texture,
pcs->copper = atoi(row[i]); i++; // copper,
pcs->silver = atoi(row[i]); i++; // silver,
pcs->gold = atoi(row[i]); i++; // gold,
pcs->plat = atoi(row[i]); i++; // platinum,
pcs->haircolor = atoi(row[i]); i++; // hair_color,
pcs->beardcolor = atoi(row[i]); i++; // beard_color,
pcs->eyecolor1 = atoi(row[i]); i++; // eye_color_1,
pcs->eyecolor2 = atoi(row[i]); i++; // eye_color_2,
pcs->hairstyle = atoi(row[i]); i++; // hair_style,
pcs->face = atoi(row[i]); i++; // face,
pcs->beard = atoi(row[i]); i++; // beard,
pcs->drakkin_heritage = atoi(row[i]); i++; // drakkin_heritage,
pcs->drakkin_tattoo = atoi(row[i]); i++; // drakkin_tattoo,
pcs->drakkin_details = atoi(row[i]); i++; // drakkin_details,
pcs->item_tint[0].color = atoi(row[i]); i++; // wc_1,
pcs->item_tint[1].color = atoi(row[i]); i++; // wc_2,
pcs->item_tint[2].color = atoi(row[i]); i++; // wc_3,
pcs->item_tint[3].color = atoi(row[i]); i++; // wc_4,
pcs->item_tint[4].color = atoi(row[i]); i++; // wc_5,
pcs->item_tint[5].color = atoi(row[i]); i++; // wc_6,
pcs->item_tint[6].color = atoi(row[i]); i++; // wc_7,
pcs->item_tint[7].color = atoi(row[i]); i++; // wc_8,
pcs->item_tint[8].color = atoi(row[i]); i++; // wc_9
pcs->locked = atoi(row[i++]); // is_locked,
pcs->exp = atoi(row[i++]); // exp,
pcs->size = atoi(row[i++]); // size,
pcs->level = atoi(row[i++]); // `level`,
pcs->race = atoi(row[i++]); // race,
pcs->gender = atoi(row[i++]); // gender,
pcs->class_ = atoi(row[i++]); // class,
pcs->deity = atoi(row[i++]); // deity,
pcs->texture = atoi(row[i++]); // texture,
pcs->helmtexture = atoi(row[i++]); // helm_texture,
pcs->copper = atoi(row[i++]); // copper,
pcs->silver = atoi(row[i++]); // silver,
pcs->gold = atoi(row[i++]); // gold,
pcs->plat = atoi(row[i++]); // platinum,
pcs->haircolor = atoi(row[i++]); // hair_color,
pcs->beardcolor = atoi(row[i++]); // beard_color,
pcs->eyecolor1 = atoi(row[i++]); // eye_color_1,
pcs->eyecolor2 = atoi(row[i++]); // eye_color_2,
pcs->hairstyle = atoi(row[i++]); // hair_style,
pcs->face = atoi(row[i++]); // face,
pcs->beard = atoi(row[i++]); // beard,
pcs->drakkin_heritage = atoi(row[i++]); // drakkin_heritage,
pcs->drakkin_tattoo = atoi(row[i++]); // drakkin_tattoo,
pcs->drakkin_details = atoi(row[i++]); // drakkin_details,
pcs->item_tint[0].color = atoi(row[i++]); // wc_1,
pcs->item_tint[1].color = atoi(row[i++]); // wc_2,
pcs->item_tint[2].color = atoi(row[i++]); // wc_3,
pcs->item_tint[3].color = atoi(row[i++]); // wc_4,
pcs->item_tint[4].color = atoi(row[i++]); // wc_5,
pcs->item_tint[5].color = atoi(row[i++]); // wc_6,
pcs->item_tint[6].color = atoi(row[i++]); // wc_7,
pcs->item_tint[7].color = atoi(row[i++]); // wc_8,
pcs->item_tint[8].color = atoi(row[i++]); // wc_9
}
query = StringFormat(
"SELECT \n"
@ -3847,19 +3859,16 @@ bool ZoneDatabase::LoadCharacterCorpseData(uint32 corpse_id, PlayerCorpse_Struct
pcs->itemcount = results.RowCount();
uint16 r = 0;
// Allocate memory for items.
// pcs->items = reinterpret_cast<player_lootitem::ServerLootItem_Struct*>(new char[pcs->itemcount * sizeof(player_lootitem::ServerLootItem_Struct)]);
for (auto row = results.begin(); row != results.end(); ++row) {
memset(&pcs->items[i], 0, sizeof (player_lootitem::ServerLootItem_Struct));
pcs->items[i].equip_slot = atoi(row[r]); r++; // equip_slot,
pcs->items[i].item_id = atoi(row[r]); r++; // item_id,
pcs->items[i].charges = atoi(row[r]); r++; // charges,
pcs->items[i].aug_1 = atoi(row[r]); r++; // aug_1,
pcs->items[i].aug_2 = atoi(row[r]); r++; // aug_2,
pcs->items[i].aug_3 = atoi(row[r]); r++; // aug_3,
pcs->items[i].aug_4 = atoi(row[r]); r++; // aug_4,
pcs->items[i].aug_5 = atoi(row[r]); r++; // aug_5,
pcs->items[i].equip_slot = atoi(row[r++]); // equip_slot,
pcs->items[i].item_id = atoi(row[r++]); // item_id,
pcs->items[i].charges = atoi(row[r++]); // charges,
pcs->items[i].aug_1 = atoi(row[r++]); // aug_1,
pcs->items[i].aug_2 = atoi(row[r++]); // aug_2,
pcs->items[i].aug_3 = atoi(row[r++]); // aug_3,
pcs->items[i].aug_4 = atoi(row[r++]); // aug_4,
pcs->items[i].aug_5 = atoi(row[r++]); // aug_5,
r = 0;
i++;
}
@ -3913,7 +3922,7 @@ bool ZoneDatabase::SummonAllCharacterCorpses(uint32 char_id, uint32 dest_zone_id
"SELECT `id`, `charname`, `time_of_death`, `is_rezzed` FROM `character_corpses` WHERE `charid` = '%u'"
"ORDER BY time_of_death",
char_id
);
);
results = QueryDatabase(query);
for (auto row = results.begin(); row != results.end(); ++row) {
@ -4026,19 +4035,30 @@ uint32 ZoneDatabase::GetFirstCorpseID(uint32 char_id) {
return 0;
}
bool ZoneDatabase::ClearCorpseItems(uint32 db_id){
std::string query = StringFormat("DELETE FROM `character_corpse_items` WHERE `corpse_id` = %u", db_id);
auto results = QueryDatabase(query);
if (results.Success() && results.RowsAffected() != 0){
return true;
}
return false;
}
bool ZoneDatabase::BuryCharacterCorpse(uint32 db_id) {
std::string query = StringFormat("UPDATE `character_corpses` SET `is_buried` = 1 WHERE `id` = %d", db_id);
std::string query = StringFormat("UPDATE `character_corpses` SET `is_buried` = 1 WHERE `id` = %u", db_id);
auto results = QueryDatabase(query);
if (results.Success() && results.RowsAffected() != 0){
ClearCorpseItems(db_id);
return true;
}
return false;
}
bool ZoneDatabase::BuryAllCharacterCorpses(uint32 char_id) {
std::string query = StringFormat("UPDATE `character_corpses` SET `is_buried` = 1 WHERE `charid` = %d", char_id);
std::string query = StringFormat("SELECT `id` FROM `character_corpses` WHERE `charid` = %u", char_id);
auto results = QueryDatabase(query);
if (results.Success() && results.RowsAffected() != 0){
for (auto row = results.begin(); row != results.end(); ++row) {
BuryCharacterCorpse(atoi(row[0]));
return true;
}
return false;

View File

@ -295,7 +295,8 @@ public:
bool NoRentExpired(const char* name);
/* Corpses */
bool ClearCorpseItems(uint32 db_id);
uint32 GetCharacterCorpseItemCount(uint32 corpse_id);
bool LoadCharacterCorpseData(uint32 corpse_id, PlayerCorpse_Struct* pcs);
Corpse* LoadCharacterCorpse(uint32 player_corpse_id);
Corpse* SummonBuriedCharacterCorpses(uint32 char_id, uint32 dest_zoneid, uint16 dest_instanceid, float dest_x, float dest_y, float dest_z, float dest_heading);