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https://github.com/EQEmu/Server.git
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Corpses properly loading now
This commit is contained in:
parent
7fa1256c5d
commit
12ceac4c02
@ -65,23 +65,17 @@ void Corpse::SendLootReqErrorPacket(Client* client, uint8 response) {
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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)
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{
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std::cout << "LoadFromDBData: 0 " << in_dbid << std::endl;
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std::cout << "LoadFromDBData: 1 " << in_charid << std::endl;
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std::cout << "LoadFromDBData: 2 " << in_charname << std::endl;
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std::cout << "LoadFromDBData: 3 " << in_x << std::endl;
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std::cout << "LoadFromDBData: 4 " << in_y << std::endl;
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std::cout << "LoadFromDBData: 5 " << in_z << std::endl;
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PlayerCorpse_Struct pcs;
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database.LoadCharacterCorpseData(in_dbid, &pcs);
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uint32 item_count = database.GetCharacterCorpseItemCount(in_dbid);
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char *buffer = new char[sizeof(PlayerCorpse_Struct) + (item_count * sizeof(player_lootitem::ServerLootItem_Struct))];
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PlayerCorpse_Struct *pcs = (PlayerCorpse_Struct*)buffer;
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database.LoadCharacterCorpseData(in_dbid, pcs);
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/* Load Items */
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ItemList itemlist;
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ServerLootItem_Struct* tmp = 0;
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for (unsigned int i = 0; i < pcs.itemcount; i++) {
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for (unsigned int i = 0; i < pcs->itemcount; i++) {
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tmp = new ServerLootItem_Struct;
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memcpy(tmp, &pcs.items[i], sizeof(player_lootitem::ServerLootItem_Struct));
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memcpy(tmp, &pcs->items[i], sizeof(player_lootitem::ServerLootItem_Struct));
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tmp->equip_slot = CorpseToServerSlot(tmp->equip_slot);
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itemlist.push_back(tmp);
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}
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@ -92,45 +86,57 @@ Corpse* Corpse::LoadFromDBData(uint32 in_dbid, uint32 in_charid, std::string in_
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in_charid, // uint32 in_charid
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in_charname.c_str(), // char* in_charname
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&itemlist, // ItemList* in_itemlist
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pcs.copper, // uint32 in_copper
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pcs.silver, // uint32 in_silver
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pcs.gold, // uint32 in_gold
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pcs.plat, // uint32 in_plat
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pcs->copper, // uint32 in_copper
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pcs->silver, // uint32 in_silver
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pcs->gold, // uint32 in_gold
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pcs->plat, // uint32 in_plat
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in_x, // float in_x
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in_y, // float in_y
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in_z, // float in_z
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in_heading, // float in_heading
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pcs.size, // float in_size
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pcs.gender, // uint8 in_gender
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pcs.race, // uint16 in_race
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pcs.class_, // uint8 in_class
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pcs.deity, // uint8 in_deity
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pcs.level, // uint8 in_level
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pcs.texture, // uint8 in_texture
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pcs.helmtexture, // uint8 in_helmtexture
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pcs.exp, // uint32 in_rezexp
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pcs->size, // float in_size
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pcs->gender, // uint8 in_gender
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pcs->race, // uint16 in_race
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pcs->class_, // uint8 in_class
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pcs->deity, // uint8 in_deity
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pcs->level, // uint8 in_level
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pcs->texture, // uint8 in_texture
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pcs->helmtexture, // uint8 in_helmtexture
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pcs->exp, // uint32 in_rezexp
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was_at_graveyard // bool wasAtGraveyard
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);
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if (pcs.locked)
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if (pcs->locked)
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pc->Lock();
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/* Load Item Tints */
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memcpy(pc->item_tint, pcs.item_tint, sizeof(pc->item_tint));
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// memcpy(pc->item_tint, pcs->item_tint, sizeof(pc->item_tint));
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pc->item_tint[0].color = pcs->item_tint[0].color;
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pc->item_tint[1].color = pcs->item_tint[1].color;
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pc->item_tint[2].color = pcs->item_tint[2].color;
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pc->item_tint[3].color = pcs->item_tint[3].color;
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pc->item_tint[4].color = pcs->item_tint[4].color;
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pc->item_tint[5].color = pcs->item_tint[5].color;
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pc->item_tint[6].color = pcs->item_tint[6].color;
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pc->item_tint[7].color = pcs->item_tint[7].color;
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pc->item_tint[8].color = pcs->item_tint[8].color;
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/* Load Physical Appearance */
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pc->haircolor = pcs.haircolor;
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pc->beardcolor = pcs.beardcolor;
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pc->eyecolor1 = pcs.eyecolor1;
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pc->eyecolor2 = pcs.eyecolor2;
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pc->hairstyle = pcs.hairstyle;
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pc->luclinface = pcs.face;
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pc->beard = pcs.beard;
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pc->drakkin_heritage = pcs.drakkin_heritage;
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pc->drakkin_tattoo = pcs.drakkin_tattoo;
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pc->drakkin_details = pcs.drakkin_details;
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pc->haircolor = pcs->haircolor;
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pc->beardcolor = pcs->beardcolor;
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pc->eyecolor1 = pcs->eyecolor1;
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pc->eyecolor2 = pcs->eyecolor2;
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pc->hairstyle = pcs->hairstyle;
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pc->luclinface = pcs->face;
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pc->beard = pcs->beard;
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pc->drakkin_heritage = pcs->drakkin_heritage;
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pc->drakkin_tattoo = pcs->drakkin_tattoo;
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pc->drakkin_details = pcs->drakkin_details;
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pc->IsRezzed(rezzed);
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pc->become_npc = false;
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safe_delete_array(pcs);
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return pc;
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}
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@ -532,9 +538,6 @@ bool Corpse::Save() {
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dbpc->drakkin_tattoo = drakkin_tattoo;
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dbpc->drakkin_details = drakkin_details;
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std::cout << "SLI1: " << sizeof(player_lootitem::ServerLootItem_Struct) << std::endl;
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std::cout << "SLI2: " << sizeof(ServerLootItem_Struct) << std::endl;
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uint32 x = 0;
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ItemList::iterator cur, end;
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cur = itemlist.begin();
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118
zone/zonedb.cpp
118
zone/zonedb.cpp
@ -3530,7 +3530,7 @@ uint32 ZoneDatabase::UpdateCharacterCorpse(uint32 db_id, uint32 char_id, const c
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);
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auto results = QueryDatabase(query);
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query = StringFormat("DELETE FROM `character_corpse_items` WHERE `corpse_id` = %u");
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query = StringFormat("DELETE FROM `character_corpse_items` WHERE `corpse_id` = %u", db_id);
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results = QueryDatabase(query);
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/* Dump Items from Inventory */
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@ -3736,6 +3736,18 @@ uint32 ZoneDatabase::GetCharacterCorpseID(uint32 char_id, uint8 corpse) {
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return 0;
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}
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uint32 ZoneDatabase::GetCharacterCorpseItemCount(uint32 corpse_id){
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std::string query = StringFormat("SELECT COUNT(*) FROM character_corpse_items WHERE `corpse_id` = %u",
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corpse_id
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);
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auto results = QueryDatabase(query);
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auto row = results.begin();
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if (results.Success() && results.RowsAffected() != 0){
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return atoi(row[0]);
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}
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return 0;
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}
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uint32 ZoneDatabase::GetCharacterCorpseItemAt(uint32 corpse_id, uint16 slotid) {
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Corpse* tmp = LoadCharacterCorpse(corpse_id);
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uint32 itemid = 0;
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@ -3791,39 +3803,39 @@ bool ZoneDatabase::LoadCharacterCorpseData(uint32 corpse_id, PlayerCorpse_Struct
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auto results = QueryDatabase(query);
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uint16 i = 0;
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for (auto row = results.begin(); row != results.end(); ++row) {
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pcs->locked = atoi(row[i]); i++; // is_locked,
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pcs->exp = atoi(row[i]); i++; // exp,
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pcs->size = atoi(row[i]); i++; // size,
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pcs->level = atoi(row[i]); i++; // `level`,
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pcs->race = atoi(row[i]); i++; // race,
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pcs->gender = atoi(row[i]); i++; // gender,
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pcs->class_ = atoi(row[i]); i++; // class,
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pcs->deity = atoi(row[i]); i++; // deity,
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pcs->texture = atoi(row[i]); i++; // texture,
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pcs->helmtexture = atoi(row[i]); i++; // helm_texture,
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pcs->copper = atoi(row[i]); i++; // copper,
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pcs->silver = atoi(row[i]); i++; // silver,
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pcs->gold = atoi(row[i]); i++; // gold,
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pcs->plat = atoi(row[i]); i++; // platinum,
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pcs->haircolor = atoi(row[i]); i++; // hair_color,
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pcs->beardcolor = atoi(row[i]); i++; // beard_color,
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pcs->eyecolor1 = atoi(row[i]); i++; // eye_color_1,
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pcs->eyecolor2 = atoi(row[i]); i++; // eye_color_2,
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pcs->hairstyle = atoi(row[i]); i++; // hair_style,
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pcs->face = atoi(row[i]); i++; // face,
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pcs->beard = atoi(row[i]); i++; // beard,
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pcs->drakkin_heritage = atoi(row[i]); i++; // drakkin_heritage,
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pcs->drakkin_tattoo = atoi(row[i]); i++; // drakkin_tattoo,
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pcs->drakkin_details = atoi(row[i]); i++; // drakkin_details,
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pcs->item_tint[0].color = atoi(row[i]); i++; // wc_1,
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pcs->item_tint[1].color = atoi(row[i]); i++; // wc_2,
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pcs->item_tint[2].color = atoi(row[i]); i++; // wc_3,
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pcs->item_tint[3].color = atoi(row[i]); i++; // wc_4,
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pcs->item_tint[4].color = atoi(row[i]); i++; // wc_5,
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pcs->item_tint[5].color = atoi(row[i]); i++; // wc_6,
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pcs->item_tint[6].color = atoi(row[i]); i++; // wc_7,
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pcs->item_tint[7].color = atoi(row[i]); i++; // wc_8,
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pcs->item_tint[8].color = atoi(row[i]); i++; // wc_9
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pcs->locked = atoi(row[i++]); // is_locked,
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pcs->exp = atoi(row[i++]); // exp,
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pcs->size = atoi(row[i++]); // size,
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pcs->level = atoi(row[i++]); // `level`,
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pcs->race = atoi(row[i++]); // race,
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pcs->gender = atoi(row[i++]); // gender,
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pcs->class_ = atoi(row[i++]); // class,
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pcs->deity = atoi(row[i++]); // deity,
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pcs->texture = atoi(row[i++]); // texture,
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pcs->helmtexture = atoi(row[i++]); // helm_texture,
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pcs->copper = atoi(row[i++]); // copper,
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pcs->silver = atoi(row[i++]); // silver,
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pcs->gold = atoi(row[i++]); // gold,
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pcs->plat = atoi(row[i++]); // platinum,
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pcs->haircolor = atoi(row[i++]); // hair_color,
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pcs->beardcolor = atoi(row[i++]); // beard_color,
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pcs->eyecolor1 = atoi(row[i++]); // eye_color_1,
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pcs->eyecolor2 = atoi(row[i++]); // eye_color_2,
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pcs->hairstyle = atoi(row[i++]); // hair_style,
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pcs->face = atoi(row[i++]); // face,
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pcs->beard = atoi(row[i++]); // beard,
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pcs->drakkin_heritage = atoi(row[i++]); // drakkin_heritage,
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pcs->drakkin_tattoo = atoi(row[i++]); // drakkin_tattoo,
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pcs->drakkin_details = atoi(row[i++]); // drakkin_details,
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pcs->item_tint[0].color = atoi(row[i++]); // wc_1,
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pcs->item_tint[1].color = atoi(row[i++]); // wc_2,
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pcs->item_tint[2].color = atoi(row[i++]); // wc_3,
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pcs->item_tint[3].color = atoi(row[i++]); // wc_4,
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pcs->item_tint[4].color = atoi(row[i++]); // wc_5,
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pcs->item_tint[5].color = atoi(row[i++]); // wc_6,
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pcs->item_tint[6].color = atoi(row[i++]); // wc_7,
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pcs->item_tint[7].color = atoi(row[i++]); // wc_8,
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pcs->item_tint[8].color = atoi(row[i++]); // wc_9
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}
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query = StringFormat(
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"SELECT \n"
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@ -3847,19 +3859,16 @@ bool ZoneDatabase::LoadCharacterCorpseData(uint32 corpse_id, PlayerCorpse_Struct
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pcs->itemcount = results.RowCount();
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uint16 r = 0;
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// Allocate memory for items.
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// pcs->items = reinterpret_cast<player_lootitem::ServerLootItem_Struct*>(new char[pcs->itemcount * sizeof(player_lootitem::ServerLootItem_Struct)]);
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for (auto row = results.begin(); row != results.end(); ++row) {
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memset(&pcs->items[i], 0, sizeof (player_lootitem::ServerLootItem_Struct));
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pcs->items[i].equip_slot = atoi(row[r]); r++; // equip_slot,
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pcs->items[i].item_id = atoi(row[r]); r++; // item_id,
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pcs->items[i].charges = atoi(row[r]); r++; // charges,
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pcs->items[i].aug_1 = atoi(row[r]); r++; // aug_1,
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pcs->items[i].aug_2 = atoi(row[r]); r++; // aug_2,
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pcs->items[i].aug_3 = atoi(row[r]); r++; // aug_3,
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pcs->items[i].aug_4 = atoi(row[r]); r++; // aug_4,
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pcs->items[i].aug_5 = atoi(row[r]); r++; // aug_5,
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pcs->items[i].equip_slot = atoi(row[r++]); // equip_slot,
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pcs->items[i].item_id = atoi(row[r++]); // item_id,
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pcs->items[i].charges = atoi(row[r++]); // charges,
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pcs->items[i].aug_1 = atoi(row[r++]); // aug_1,
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pcs->items[i].aug_2 = atoi(row[r++]); // aug_2,
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pcs->items[i].aug_3 = atoi(row[r++]); // aug_3,
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pcs->items[i].aug_4 = atoi(row[r++]); // aug_4,
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pcs->items[i].aug_5 = atoi(row[r++]); // aug_5,
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r = 0;
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i++;
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}
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@ -3913,7 +3922,7 @@ bool ZoneDatabase::SummonAllCharacterCorpses(uint32 char_id, uint32 dest_zone_id
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"SELECT `id`, `charname`, `time_of_death`, `is_rezzed` FROM `character_corpses` WHERE `charid` = '%u'"
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"ORDER BY time_of_death",
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char_id
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);
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);
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results = QueryDatabase(query);
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for (auto row = results.begin(); row != results.end(); ++row) {
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@ -4026,19 +4035,30 @@ uint32 ZoneDatabase::GetFirstCorpseID(uint32 char_id) {
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return 0;
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}
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bool ZoneDatabase::ClearCorpseItems(uint32 db_id){
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std::string query = StringFormat("DELETE FROM `character_corpse_items` WHERE `corpse_id` = %u", db_id);
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auto results = QueryDatabase(query);
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if (results.Success() && results.RowsAffected() != 0){
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return true;
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}
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return false;
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}
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bool ZoneDatabase::BuryCharacterCorpse(uint32 db_id) {
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std::string query = StringFormat("UPDATE `character_corpses` SET `is_buried` = 1 WHERE `id` = %d", db_id);
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std::string query = StringFormat("UPDATE `character_corpses` SET `is_buried` = 1 WHERE `id` = %u", db_id);
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auto results = QueryDatabase(query);
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if (results.Success() && results.RowsAffected() != 0){
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ClearCorpseItems(db_id);
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return true;
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}
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return false;
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}
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bool ZoneDatabase::BuryAllCharacterCorpses(uint32 char_id) {
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std::string query = StringFormat("UPDATE `character_corpses` SET `is_buried` = 1 WHERE `charid` = %d", char_id);
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std::string query = StringFormat("SELECT `id` FROM `character_corpses` WHERE `charid` = %u", char_id);
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auto results = QueryDatabase(query);
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if (results.Success() && results.RowsAffected() != 0){
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for (auto row = results.begin(); row != results.end(); ++row) {
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BuryCharacterCorpse(atoi(row[0]));
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return true;
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}
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return false;
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@ -295,7 +295,8 @@ public:
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bool NoRentExpired(const char* name);
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/* Corpses */
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bool ClearCorpseItems(uint32 db_id);
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uint32 GetCharacterCorpseItemCount(uint32 corpse_id);
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bool LoadCharacterCorpseData(uint32 corpse_id, PlayerCorpse_Struct* pcs);
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Corpse* LoadCharacterCorpse(uint32 player_corpse_id);
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Corpse* SummonBuriedCharacterCorpses(uint32 char_id, uint32 dest_zoneid, uint16 dest_instanceid, float dest_x, float dest_y, float dest_z, float dest_heading);
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