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
+44 -41
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();