[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
+25 -26
View File
@@ -476,32 +476,31 @@ public:
bool RestoreCharacterInvSnapshot(uint32 character_id, uint32 timestamp);
/* Corpses */
bool DeleteItemOffCharacterCorpse(uint32 db_id, uint32 equip_slot, uint32 item_id);
bool LoadCharacterCorpseData(uint32 corpse_id, CharacterCorpseEntry &corpse);
Corpse* LoadCharacterCorpse(uint32 player_corpse_id);
Corpse* SummonBuriedCharacterCorpses(uint32 char_id, uint32 dest_zoneid, uint16 dest_instanceid, const glm::vec4& position);
void MarkCorpseAsRezzed(uint32 dbid);
bool GetDecayTimes(npcDecayTimes_Struct* npcCorpseDecayTimes);
bool BuryCharacterCorpse(uint32 dbid);
bool BuryAllCharacterCorpses(uint32 charid);
bool DeleteCharacterCorpse(uint32 dbid);
bool SummonAllCharacterCorpses(uint32 char_id, uint32 dest_zoneid, uint16 dest_instanceid, const glm::vec4& position);
int CountCharacterCorpses(uint32 char_id);
int CountCharacterCorpsesByZoneID(uint32 char_id, uint32 zone_id);
bool UnburyCharacterCorpse(uint32 dbid, uint32 new_zoneid, uint16 dest_instanceid, const glm::vec4& position);
bool LoadCharacterCorpses(uint32 iZoneID, uint16 iInstanceID);
uint32 GetCharacterCorpseDecayTimer(uint32 corpse_db_id);
uint32 GetCharacterBuriedCorpseCount(uint32 char_id);
uint32 SendCharacterCorpseToGraveyard(uint32 dbid, uint32 zoneid, uint16 instanceid, const glm::vec4& position);
uint32 SaveCharacterCorpse(uint32 charid, const char* charname, uint32 zoneid, uint16 instanceid, const CharacterCorpseEntry& corpse, const glm::vec4& position, uint32 guildid);
uint32 UpdateCharacterCorpse(uint32 dbid, uint32 charid, const char* charname, uint32 zoneid, uint16 instanceid, const CharacterCorpseEntry& corpse, const glm::vec4& position, uint32 guildid, bool rezzed = false);
uint32 UpdateCharacterCorpseConsent(uint32 charid, uint32 guildid);
uint32 GetFirstCorpseID(uint32 char_id);
uint32 GetCharacterCorpseCount(uint32 char_id);
uint32 GetCharacterCorpseID(uint32 char_id, uint8 corpse);
uint32 GetCharacterCorpseItemAt(uint32 corpse_id, uint16 slot_id);
uint32 GetPlayerCorpseTimeLeft(uint8 corpse, uint8 type);
void SendCharacterCorpseToNonInstance(uint32 corpse_db_id);
bool BuryAllCharacterCorpses(uint32 character_id);
bool BuryCharacterCorpse(uint32 corpse_id);
int64 CountCharacterCorpses(uint32 character_id);
int64 CountCharacterCorpsesByZoneID(uint32 character_id, uint32 zone_id);
bool DeleteCharacterCorpse(uint32 corpse_id);
bool DeleteItemOffCharacterCorpse(uint32 corpse_id, uint32 slot_id, uint32 item_id);
uint32 GetCharacterBuriedCorpseCount(uint32 character_id);
int64 GetCharacterCorpseCount(uint32 character_id);
uint32 GetCharacterCorpseDecayTimer(uint32 corpse_id);
uint32 GetCharacterCorpseID(uint32 character_id, uint8 corpse_limit);
uint32 GetCharacterCorpseItemAt(uint32 corpse_id, uint16 slot_id);
bool GetDecayTimes(npcDecayTimes_Struct* npc_decay_times);
uint32 GetFirstCorpseID(uint32 character_id);
Corpse* LoadCharacterCorpse(uint32 corpse_id);
bool LoadCharacterCorpseData(uint32 corpse_id, CharacterCorpseEntry &corpse);
bool LoadCharacterCorpses(uint32 zone_id, uint16 instance_id);
void MarkCorpseAsResurrected(uint32 corpse_id);
uint32 SaveCharacterCorpse(uint32 character_id, const std::string& name, uint32 zone_id, uint16 instance_id, const CharacterCorpseEntry& c, const glm::vec4& position, uint32 guild_consent_id);
uint32 SendCharacterCorpseToGraveyard(uint32 corpse_id, uint32 zone_id, uint16 instance_id, glm::vec4& position);
void SendCharacterCorpseToNonInstance(uint32 corpse_id);
Corpse* SummonBuriedCharacterCorpses(uint32 character_id, uint32 zone_id, uint16 instance_id, const glm::vec4& position);
bool SummonAllCharacterCorpses(uint32 character_id, uint32 zone_id, uint16 instance_id, const glm::vec4& position);
bool UnburyCharacterCorpse(uint32 corpse_id, uint32 zone_id, uint16 instance_id, const glm::vec4& position);
uint32 UpdateCharacterCorpse(uint32 corpse_id, uint32 character_id, const std::string& name, uint32 zone_id, uint16 instance_id, const CharacterCorpseEntry& c, const glm::vec4& position, uint32 guild_consent_id, bool is_resurrected = false);
uint32 UpdateCharacterCorpseConsent(uint32 character_id, uint32 guild_consent_id);
/* Faction */
bool GetNPCFactionList(uint32 npcfaction_id, int32* faction_id, int32* value, uint8* temp, int32* primary_faction = 0);