[Character] Convert Character Corpses to Repositories (#3941)

* asdsa

* Final push

* Update character_corpses_repository.h

* Update character_corpses_repository.h

* Update zonedb.cpp

* Update zonedb.cpp

* Final push

* Update character_corpses_repository.h
This commit is contained in:
Alex King
2024-01-13 01:02:44 -05:00
committed by GitHub
parent 5d1c59c95f
commit 77c0eb3998
20 changed files with 819 additions and 731 deletions
+35 -34
View File
@@ -1,3 +1,4 @@
#include <glm/vec4.hpp>
#include "../common/global_define.h"
#include "../common/servertalk.h"
#include "../common/extprofile.h"
@@ -12,6 +13,7 @@
#include "clientlist.h"
#include "cliententry.h"
#include "../common/zone_store.h"
#include "../common/repositories/character_corpses_repository.h"
extern ZSList zoneserver_list;
extern ClientList client_list;
@@ -370,54 +372,53 @@ void Adventure::Finished(AdventureWinStatus ws)
void Adventure::MoveCorpsesToGraveyard()
{
if(GetTemplate()->graveyard_zone_id == 0)
{
if (GetTemplate()->graveyard_zone_id == 0) {
return;
}
std::list<uint32> dbid_list;
std::list<uint32> charid_list;
glm::vec4 position;
std::string query = StringFormat("SELECT id, charid FROM character_corpses WHERE instance_id=%d", GetInstanceID());
auto results = database.QueryDatabase(query);
if(!results.Success())
float x = GetTemplate()->graveyard_x + emu_random.Real(-GetTemplate()->graveyard_radius, GetTemplate()->graveyard_radius);
float y = GetTemplate()->graveyard_y + emu_random.Real(-GetTemplate()->graveyard_radius, GetTemplate()->graveyard_radius);
float z = GetTemplate()->graveyard_z;
for(auto row = results.begin(); row != results.end(); ++row) {
dbid_list.push_back(Strings::ToInt(row[0]));
charid_list.push_back(Strings::ToInt(row[1]));
}
position.x = x;
position.y = y;
position.z = z;
position.w = 0.0f;
for (auto &elem : dbid_list) {
float x = GetTemplate()->graveyard_x + emu_random.Real(-GetTemplate()->graveyard_radius, GetTemplate()->graveyard_radius);
float y = GetTemplate()->graveyard_y + emu_random.Real(-GetTemplate()->graveyard_radius, GetTemplate()->graveyard_radius);
float z = GetTemplate()->graveyard_z;
CharacterCorpsesRepository::SendAdventureCorpsesToGraveyard(database, GetTemplate()->graveyard_zone_id, GetInstanceID(), position);
query = StringFormat("UPDATE character_corpses "
"SET zone_id = %d, instance_id = 0, "
"x = %f, y = %f, z = %f WHERE instance_id = %d",
GetTemplate()->graveyard_zone_id,
x, y, z, GetInstanceID());
database.QueryDatabase(query);
}
const auto& l = CharacterCorpsesRepository::GetWhere(
database,
fmt::format(
"`instance_id` = {}",
GetInstanceID()
)
);
for (const auto& e : l) {
auto pack = new ServerPacket(ServerOP_DepopAllPlayersCorpses, sizeof(ServerDepopAllPlayersCorpses_Struct));
auto d = (ServerDepopAllPlayersCorpses_Struct*) pack->pBuffer;
d->CharacterID = e.charid;
d->InstanceID = 0;
d->ZoneID = GetTemplate()->graveyard_zone_id;
auto c_iter = charid_list.begin();
for (auto iter = dbid_list.begin(); iter != dbid_list.end(); ++iter, ++c_iter)
{
auto pack =
new ServerPacket(ServerOP_DepopAllPlayersCorpses, sizeof(ServerDepopAllPlayersCorpses_Struct));
ServerDepopAllPlayersCorpses_Struct *dpc = (ServerDepopAllPlayersCorpses_Struct*)pack->pBuffer;
dpc->CharacterID = (*c_iter);
dpc->InstanceID = 0;
dpc->ZoneID = GetTemplate()->graveyard_zone_id;
zoneserver_list.SendPacket(0, GetInstanceID(), pack);
delete pack;
pack = new ServerPacket(ServerOP_SpawnPlayerCorpse, sizeof(SpawnPlayerCorpse_Struct));
SpawnPlayerCorpse_Struct* spc = (SpawnPlayerCorpse_Struct*)pack->pBuffer;
spc->player_corpse_id = (*iter);
spc->zone_id = GetTemplate()->graveyard_zone_id;
auto spc = (SpawnPlayerCorpse_Struct*) pack->pBuffer;
spc->player_corpse_id = e.id;
spc->zone_id = GetTemplate()->graveyard_zone_id;
zoneserver_list.SendPacket(spc->zone_id, 0, pack);
delete pack;
}
}