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State of Commit: Testable if you ask me (Akkadius) what you need to do
- Need to convert a list of functions and columns and should be ready to start intensive testing phase - All preliminary tests show things working great - All of player profile is saved and loaded from the database - DBAsync has been completely removed from all code - Removed zone/dbasync.cpp/.h - Removed common/dbasync.cpp/.h - Removed dbasync from cmake commmon and zone - Cleaned up a ton of functions - Added several tables to world CheckDatabaseConversions script: - `character_skills` - `character_languages` - `character_bind` - `character_alternate_abilities` - `character_currency` - `character_data` - `character_spells` - `character_memmed_spells` - `character_disciplines` - `character_material` - `character_tribute` - `character_bandolier` - `character_potionbelt` - Character select now loads from `character_data` - Character creation now creates to `character_data` - Updated function Database::UpdateName to use `character_data` - Updated function Database::CheckUsedName to use `character_data` - Updated function Database::MoveCharacterToZone to use `character_data` - Updated function Database::SetLoginFlags to use `character_data` - Updated function Database::SetFirstLogon to use `character_data` - Updated function Database::SetLFG to use `character_data` - Removed CopyCharacter functions and commands, to be recreated later since it never worked to begin with - Removed SharedDatabase::SetPlayerProfile - Trimmed down redundant case switch statements for World sendpackets to QueryServ - Added Character Methods to Database class: Loads: bool LoadCharacterBandolier(uint32 character_id, PlayerProfile_Struct* pp); bool LoadCharacterTribute(uint32 character_id, PlayerProfile_Struct* pp); bool LoadCharacterPotions(uint32 character_id, PlayerProfile_Struct* pp); Saves: bool SaveCharacterBindPoint(uint32 character_id, uint32 zone_id, uint32 instance_id, float x, float y, float z, float heading, uint8 is_home); bool SaveCharacterCurrency(uint32 character_id, PlayerProfile_Struct* pp); bool SaveCharacterData(uint32 character_id, uint32 account_id, PlayerProfile_Struct* pp); bool SaveCharacterAA(uint32 character_id, uint32 aa_id, uint32 current_level); bool SaveCharacterSpellSwap(uint32 character_id, uint32 spell_id, uint32 from_slot, uint32 to_slot); bool SaveCharacterSpell(uint32 character_id, uint32 spell_id, uint32 slot_id); bool SaveCharacterMemorizedSpell(uint32 character_id, uint32 spell_id, uint32 slot_id); bool SaveCharacterMaterialColor(uint32 character_id, uint32 slot_id, uint32 color); bool SaveCharacterSkill(uint32 character_id, uint32 skill_id, uint32 value); bool SaveCharacterLanguage(uint32 character_id, uint32 lang_id, uint32 value); bool SaveCharacterDisc(uint32 character_id, uint32 slot_id, uint32 disc_id); bool SaveCharacterTribute(uint32 character_id, PlayerProfile_Struct* pp); bool SaveCharacterBandolier(uint32 character_id, uint8 bandolier_id, uint8 bandolier_slot, uint32 item_id, uint32 icon, const char* bandolier_name); bool SaveCharacterPotionBelt(uint32 character_id, uint8 potion_id, uint32 item_id, uint32 icon); Deletes: bool DeleteCharacterSpell(uint32 character_id, uint32 spell_id, uint32 slot_id); bool DeleteCharacterMemorizedSpell(uint32 character_id, uint32 spell_id, uint32 slot_id); bool DeleteCharacterDisc(uint32 character_id, uint32 slot_id); bool DeleteCharacterBandolier(uint32 character_id, uint32 band_id);
This commit is contained in:
+1
-9
@@ -50,10 +50,6 @@ void Client::Handle_OP_ZoneChange(const EQApplicationPacket *app) {
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#endif
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ZoneChange_Struct* zc=(ZoneChange_Struct*)app->pBuffer;
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printf("INCOMING CLIENT\n\n");
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printf("%s\n", zc->char_name);
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printf("%u\n", zc->zoneID);
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uint16 target_zone_id = 0;
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uint16 target_instance_id = zc->instanceID;
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ZonePoint* zone_point = nullptr;
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@@ -568,7 +564,6 @@ void Client::ZonePC(uint32 zoneID, uint32 instance_id, float x, float y, float z
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if(ReadyToZone) {
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zone_mode = zm;
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printf("\n\n ZONE MODE %u \n\n", zm);
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if(zm == ZoneToBindPoint) {
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EQApplicationPacket* outapp = new EQApplicationPacket(OP_ZonePlayerToBind, sizeof(ZonePlayerToBind_Struct) + iZoneNameLength);
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ZonePlayerToBind_Struct* gmg = (ZonePlayerToBind_Struct*) outapp->pBuffer;
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@@ -602,10 +597,6 @@ void Client::ZonePC(uint32 zoneID, uint32 instance_id, float x, float y, float z
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gmg->instance_id = instance_id;
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gmg->type = 0x01; //an observed value, not sure of meaning
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printf("gmg->zone_id %u \n", gmg->zone_id);
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printf("gmg->x %u \n", gmg->x);
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printf("gmg->y %u \n", gmg->y);
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outapp->priority = 6;
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FastQueuePacket(&outapp);
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safe_delete(outapp);
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@@ -726,6 +717,7 @@ void Client::SetBindPoint(int to_zone, float new_x, float new_y, float new_z) {
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m_pp.binds[0].y = new_y;
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m_pp.binds[0].z = new_z;
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}
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database.SaveCharacterBindPoint(this->CharacterID(), m_pp.binds[0].zoneId, 0, m_pp.binds[0].x, m_pp.binds[0].y, m_pp.binds[0].z, 0, 0);
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}
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void Client::GoToBind(uint8 bindnum) {
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