mirror of
https://github.com/EQEmu/Server.git
synced 2026-05-16 22:58:34 +00:00
Implement Character Soft Deletes
This commit is contained in:
+191
-143
@@ -31,23 +31,27 @@ extern std::vector<RaceClassAllocation> character_create_allocations;
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extern std::vector<RaceClassCombos> character_create_race_class_combos;
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// the current stuff is at the bottom of this function
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void WorldDatabase::GetCharSelectInfo(uint32 accountID, EQApplicationPacket **outApp, uint32 clientVersionBit)
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/**
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* @param account_id
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* @param out_app
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* @param client_version_bit
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*/
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void WorldDatabase::GetCharSelectInfo(uint32 account_id, EQApplicationPacket **out_app, uint32 client_version_bit)
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{
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/* Set Character Creation Limit */
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EQEmu::versions::ClientVersion client_version = EQEmu::versions::ConvertClientVersionBitToClientVersion(clientVersionBit);
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EQEmu::versions::ClientVersion
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size_t character_limit = EQEmu::constants::StaticLookup(client_version)->CharacterCreationLimit;
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// Validate against absolute server max
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if (character_limit > EQEmu::constants::CHARACTER_CREATION_LIMIT)
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character_limit = EQEmu::constants::CHARACTER_CREATION_LIMIT;
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}
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// Force Titanium clients to use '8'
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if (client_version == EQEmu::versions::ClientVersion::Titanium)
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if (client_version == EQEmu::versions::ClientVersion::Titanium) {
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character_limit = 8;
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/* Get Character Info */
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std::string cquery = StringFormat(
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}
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std::string character_list_query = StringFormat(
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"SELECT "
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"`id`, " // 0
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"name, " // 1
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@@ -71,237 +75,281 @@ void WorldDatabase::GetCharSelectInfo(uint32 accountID, EQApplicationPacket **ou
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"zone_id " // 19
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"FROM "
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"character_data "
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"WHERE `account_id` = %i ORDER BY `name` LIMIT %u", accountID, character_limit);
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auto results = database.QueryDatabase(cquery);
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"WHERE `account_id` = %i AND deleted_at IS NULL ORDER BY `name` LIMIT %u",
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account_id,
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character_limit
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);
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auto results = database.QueryDatabase(character_list_query);
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size_t character_count = results.RowCount();
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if (character_count == 0) {
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*outApp = new EQApplicationPacket(OP_SendCharInfo, sizeof(CharacterSelect_Struct));
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CharacterSelect_Struct *cs = (CharacterSelect_Struct *)(*outApp)->pBuffer;
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cs->CharCount = 0;
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*out_app = new EQApplicationPacket(OP_SendCharInfo, sizeof(CharacterSelect_Struct));
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CharacterSelect_Struct *cs = (CharacterSelect_Struct *) (*out_app)->pBuffer;
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cs->CharCount = 0;
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cs->TotalChars = character_limit;
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return;
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}
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size_t packet_size = sizeof(CharacterSelect_Struct) + (sizeof(CharacterSelectEntry_Struct) * character_count);
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*outApp = new EQApplicationPacket(OP_SendCharInfo, packet_size);
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*out_app = new EQApplicationPacket(OP_SendCharInfo, packet_size);
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unsigned char *buff_ptr = (*outApp)->pBuffer;
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CharacterSelect_Struct *cs = (CharacterSelect_Struct *)buff_ptr;
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unsigned char *buff_ptr = (*out_app)->pBuffer;
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CharacterSelect_Struct *cs = (CharacterSelect_Struct *) buff_ptr;
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cs->CharCount = character_count;
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cs->CharCount = character_count;
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cs->TotalChars = character_limit;
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buff_ptr += sizeof(CharacterSelect_Struct);
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for (auto row = results.begin(); row != results.end(); ++row) {
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CharacterSelectEntry_Struct *cse = (CharacterSelectEntry_Struct *)buff_ptr;
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PlayerProfile_Struct pp;
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EQEmu::InventoryProfile inv;
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CharacterSelectEntry_Struct *p_character_select_entry_struct = (CharacterSelectEntry_Struct *) buff_ptr;
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PlayerProfile_Struct player_profile_struct;
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EQEmu::InventoryProfile inventory_profile;
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pp.SetPlayerProfileVersion(EQEmu::versions::ConvertClientVersionToMobVersion(client_version));
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inv.SetInventoryVersion(client_version);
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inv.SetGMInventory(true); // charsel can not interact with items..but, no harm in setting to full expansion support
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player_profile_struct.SetPlayerProfileVersion(EQEmu::versions::ConvertClientVersionToMobVersion(client_version));
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inventory_profile.SetInventoryVersion(client_version);
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inventory_profile.SetGMInventory(true); // charsel can not interact with items..but, no harm in setting to full expansion support
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uint32 character_id = (uint32)atoi(row[0]);
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uint8 has_home = 0;
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uint8 has_bind = 0;
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uint32 character_id = (uint32) atoi(row[0]);
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uint8 has_home = 0;
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uint8 has_bind = 0;
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memset(&pp, 0, sizeof(PlayerProfile_Struct));
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/* Fill CharacterSelectEntry_Struct */
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memset(cse->Name, 0, sizeof(cse->Name));
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strcpy(cse->Name, row[1]);
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cse->Class = (uint8)atoi(row[4]);
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cse->Race = (uint32)atoi(row[3]);
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cse->Level = (uint8)atoi(row[5]);
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cse->ShroudClass = cse->Class;
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cse->ShroudRace = cse->Race;
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cse->Zone = (uint16)atoi(row[19]);
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cse->Instance = 0;
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cse->Gender = (uint8)atoi(row[2]);
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cse->Face = (uint8)atoi(row[15]);
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memset(&player_profile_struct, 0, sizeof(PlayerProfile_Struct));
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for (uint32 matslot = 0; matslot < EQEmu::textures::materialCount; matslot++) { // Processed below
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cse->Equip[matslot].Material = 0;
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cse->Equip[matslot].Unknown1 = 0;
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cse->Equip[matslot].EliteModel = 0;
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cse->Equip[matslot].HerosForgeModel = 0;
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cse->Equip[matslot].Unknown2 = 0;
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cse->Equip[matslot].Color = 0;
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}
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memset(p_character_select_entry_struct->Name, 0, sizeof(p_character_select_entry_struct->Name));
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strcpy(p_character_select_entry_struct->Name, row[1]);
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p_character_select_entry_struct->Class = (uint8) atoi(row[4]);
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p_character_select_entry_struct->Race = (uint32) atoi(row[3]);
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p_character_select_entry_struct->Level = (uint8) atoi(row[5]);
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p_character_select_entry_struct->ShroudClass = p_character_select_entry_struct->Class;
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p_character_select_entry_struct->ShroudRace = p_character_select_entry_struct->Race;
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p_character_select_entry_struct->Zone = (uint16) atoi(row[19]);
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p_character_select_entry_struct->Instance = 0;
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p_character_select_entry_struct->Gender = (uint8) atoi(row[2]);
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p_character_select_entry_struct->Face = (uint8) atoi(row[15]);
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cse->Unknown15 = 0xFF;
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cse->Unknown19 = 0xFF;
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cse->DrakkinTattoo = (uint32)atoi(row[17]);
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cse->DrakkinDetails = (uint32)atoi(row[18]);
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cse->Deity = (uint32)atoi(row[6]);
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cse->PrimaryIDFile = 0; // Processed Below
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cse->SecondaryIDFile = 0; // Processed Below
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cse->HairColor = (uint8)atoi(row[9]);
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cse->BeardColor = (uint8)atoi(row[10]);
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cse->EyeColor1 = (uint8)atoi(row[11]);
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cse->EyeColor2 = (uint8)atoi(row[12]);
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cse->HairStyle = (uint8)atoi(row[13]);
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cse->Beard = (uint8)atoi(row[14]);
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cse->GoHome = 0; // Processed Below
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cse->Tutorial = 0; // Processed Below
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cse->DrakkinHeritage = (uint32)atoi(row[16]);
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cse->Unknown1 = 0;
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cse->Enabled = 1;
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cse->LastLogin = (uint32)atoi(row[7]); // RoF2 value: 1212696584
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cse->Unknown2 = 0;
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/* Fill End */
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for (uint32 material_slot = 0; material_slot < EQEmu::textures::materialCount; material_slot++) {
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p_character_select_entry_struct->Equip[material_slot].Material = 0;
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p_character_select_entry_struct->Equip[material_slot].Unknown1 = 0;
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p_character_select_entry_struct->Equip[material_slot].EliteModel = 0;
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p_character_select_entry_struct->Equip[material_slot].HerosForgeModel = 0;
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p_character_select_entry_struct->Equip[material_slot].Unknown2 = 0;
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p_character_select_entry_struct->Equip[material_slot].Color = 0;
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}
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p_character_select_entry_struct->Unknown15 = 0xFF;
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p_character_select_entry_struct->Unknown19 = 0xFF;
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p_character_select_entry_struct->DrakkinTattoo = (uint32) atoi(row[17]);
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p_character_select_entry_struct->DrakkinDetails = (uint32) atoi(row[18]);
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p_character_select_entry_struct->Deity = (uint32) atoi(row[6]);
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p_character_select_entry_struct->PrimaryIDFile = 0; // Processed Below
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p_character_select_entry_struct->SecondaryIDFile = 0; // Processed Below
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p_character_select_entry_struct->HairColor = (uint8) atoi(row[9]);
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p_character_select_entry_struct->BeardColor = (uint8) atoi(row[10]);
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p_character_select_entry_struct->EyeColor1 = (uint8) atoi(row[11]);
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p_character_select_entry_struct->EyeColor2 = (uint8) atoi(row[12]);
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p_character_select_entry_struct->HairStyle = (uint8) atoi(row[13]);
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p_character_select_entry_struct->Beard = (uint8) atoi(row[14]);
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p_character_select_entry_struct->GoHome = 0; // Processed Below
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p_character_select_entry_struct->Tutorial = 0; // Processed Below
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p_character_select_entry_struct->DrakkinHeritage = (uint32) atoi(row[16]);
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p_character_select_entry_struct->Unknown1 = 0;
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p_character_select_entry_struct->Enabled = 1;
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p_character_select_entry_struct->LastLogin = (uint32) atoi(row[7]); // RoF2 value: 1212696584
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p_character_select_entry_struct->Unknown2 = 0;
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if (RuleB(World, EnableReturnHomeButton)) {
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int now = time(nullptr);
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if ((now - atoi(row[7])) >= RuleI(World, MinOfflineTimeToReturnHome))
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cse->GoHome = 1;
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if ((now - atoi(row[7])) >= RuleI(World, MinOfflineTimeToReturnHome)) {
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p_character_select_entry_struct->GoHome = 1;
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}
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}
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if (RuleB(World, EnableTutorialButton) && (cse->Level <= RuleI(World, MaxLevelForTutorial))) {
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cse->Tutorial = 1;
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if (RuleB(World, EnableTutorialButton) && (p_character_select_entry_struct->Level <= RuleI(World, MaxLevelForTutorial))) {
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p_character_select_entry_struct->Tutorial = 1;
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}
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/* Set Bind Point Data for any character that may possibly be missing it for any reason */
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cquery = StringFormat("SELECT `zone_id`, `instance_id`, `x`, `y`, `z`, `heading`, `slot` FROM `character_bind` WHERE `id` = %i LIMIT 5", character_id);
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auto results_bind = database.QueryDatabase(cquery);
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auto bind_count = results_bind.RowCount();
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for (auto row_b = results_bind.begin(); row_b != results_bind.end(); ++row_b) {
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/**
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* Bind
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*/
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character_list_query = StringFormat(
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"SELECT `zone_id`, `instance_id`, `x`, `y`, `z`, `heading`, `slot` FROM `character_bind` WHERE `id` = %i LIMIT 5",
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character_id
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);
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auto results_bind = database.QueryDatabase(character_list_query);
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auto bind_count = results_bind.RowCount();
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for (auto row_b = results_bind.begin(); row_b != results_bind.end(); ++row_b) {
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if (row_b[6] && atoi(row_b[6]) == 4) {
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has_home = 1;
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// If our bind count is less than 5, we need to actually make use of this data so lets parse it
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if (bind_count < 5) {
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pp.binds[4].zoneId = atoi(row_b[0]);
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pp.binds[4].instance_id = atoi(row_b[1]);
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pp.binds[4].x = atof(row_b[2]);
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pp.binds[4].y = atof(row_b[3]);
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pp.binds[4].z = atof(row_b[4]);
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pp.binds[4].heading = atof(row_b[5]);
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player_profile_struct.binds[4].zoneId = atoi(row_b[0]);
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player_profile_struct.binds[4].instance_id = atoi(row_b[1]);
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player_profile_struct.binds[4].x = atof(row_b[2]);
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player_profile_struct.binds[4].y = atof(row_b[3]);
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player_profile_struct.binds[4].z = atof(row_b[4]);
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player_profile_struct.binds[4].heading = atof(row_b[5]);
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}
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}
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if (row_b[6] && atoi(row_b[6]) == 0){ has_bind = 1; }
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if (row_b[6] && atoi(row_b[6]) == 0) { has_bind = 1; }
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}
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if (has_home == 0 || has_bind == 0) {
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cquery = StringFormat("SELECT `zone_id`, `bind_id`, `x`, `y`, `z` FROM `start_zones` WHERE `player_class` = %i AND `player_deity` = %i AND `player_race` = %i",
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cse->Class, cse->Deity, cse->Race);
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auto results_bind = database.QueryDatabase(cquery);
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for (auto row_d = results_bind.begin(); row_d != results_bind.end(); ++row_d) {
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character_list_query = StringFormat(
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"SELECT `zone_id`, `bind_id`, `x`, `y`, `z` FROM `start_zones` WHERE `player_class` = %i AND `player_deity` = %i AND `player_race` = %i",
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p_character_select_entry_struct->Class,
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p_character_select_entry_struct->Deity,
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p_character_select_entry_struct->Race
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);
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auto results_bind = database.QueryDatabase(character_list_query);
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for (auto row_d = results_bind.begin(); row_d != results_bind.end(); ++row_d) {
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/* If a bind_id is specified, make them start there */
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if (atoi(row_d[1]) != 0) {
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pp.binds[4].zoneId = (uint32)atoi(row_d[1]);
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GetSafePoints(pp.binds[4].zoneId, 0, &pp.binds[4].x, &pp.binds[4].y, &pp.binds[4].z);
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player_profile_struct.binds[4].zoneId = (uint32) atoi(row_d[1]);
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GetSafePoints(player_profile_struct.binds[4].zoneId, 0, &player_profile_struct.binds[4].x, &player_profile_struct.binds[4].y, &player_profile_struct.binds[4].z);
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}
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/* Otherwise, use the zone and coordinates given */
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/* Otherwise, use the zone and coordinates given */
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else {
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pp.binds[4].zoneId = (uint32)atoi(row_d[0]);
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player_profile_struct.binds[4].zoneId = (uint32) atoi(row_d[0]);
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float x = atof(row_d[2]);
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float y = atof(row_d[3]);
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float z = atof(row_d[4]);
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if (x == 0 && y == 0 && z == 0){ GetSafePoints(pp.binds[4].zoneId, 0, &x, &y, &z); }
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pp.binds[4].x = x; pp.binds[4].y = y; pp.binds[4].z = z;
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if (x == 0 && y == 0 && z == 0) { GetSafePoints(player_profile_struct.binds[4].zoneId, 0, &x, &y, &z); }
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player_profile_struct.binds[4].x = x;
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player_profile_struct.binds[4].y = y;
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player_profile_struct.binds[4].z = z;
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}
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}
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pp.binds[0] = pp.binds[4];
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player_profile_struct.binds[0] = player_profile_struct.binds[4];
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/* If no home bind set, set it */
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if (has_home == 0) {
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std::string query = StringFormat("REPLACE INTO `character_bind` (id, zone_id, instance_id, x, y, z, heading, slot)"
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std::string query = StringFormat(
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"REPLACE INTO `character_bind` (id, zone_id, instance_id, x, y, z, heading, slot)"
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" VALUES (%u, %u, %u, %f, %f, %f, %f, %i)",
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character_id, pp.binds[4].zoneId, 0, pp.binds[4].x, pp.binds[4].y, pp.binds[4].z, pp.binds[4].heading, 4);
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auto results_bset = QueryDatabase(query);
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character_id,
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player_profile_struct.binds[4].zoneId,
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0,
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player_profile_struct.binds[4].x,
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player_profile_struct.binds[4].y,
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player_profile_struct.binds[4].z,
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player_profile_struct.binds[4].heading,
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4
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);
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auto results_bset = QueryDatabase(query);
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}
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/* If no regular bind set, set it */
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if (has_bind == 0) {
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std::string query = StringFormat("REPLACE INTO `character_bind` (id, zone_id, instance_id, x, y, z, heading, slot)"
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std::string query = StringFormat(
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"REPLACE INTO `character_bind` (id, zone_id, instance_id, x, y, z, heading, slot)"
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" VALUES (%u, %u, %u, %f, %f, %f, %f, %i)",
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character_id, pp.binds[0].zoneId, 0, pp.binds[0].x, pp.binds[0].y, pp.binds[0].z, pp.binds[0].heading, 0);
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auto results_bset = QueryDatabase(query);
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character_id,
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player_profile_struct.binds[0].zoneId,
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0,
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player_profile_struct.binds[0].x,
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player_profile_struct.binds[0].y,
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player_profile_struct.binds[0].z,
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player_profile_struct.binds[0].heading,
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0
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);
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auto results_bset = QueryDatabase(query);
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}
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}
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/* If our bind count is less than 5, then we have null data that needs to be filled in. */
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if (bind_count < 5) {
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// we know that home and main bind must be valid here, so we don't check those
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// we also use home to fill in the null data like live does.
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for (int i = 1; i < 4; i++) {
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if (pp.binds[i].zoneId != 0) // we assume 0 is the only invalid one ...
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for (int i = 1; i < 4; i++) {
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if (player_profile_struct.binds[i].zoneId != 0) { // we assume 0 is the only invalid one ...
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continue;
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}
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std::string query = StringFormat("REPLACE INTO `character_bind` (id, zone_id, instance_id, x, y, z, heading, slot)"
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std::string query = StringFormat(
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"REPLACE INTO `character_bind` (id, zone_id, instance_id, x, y, z, heading, slot)"
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" VALUES (%u, %u, %u, %f, %f, %f, %f, %i)",
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character_id, pp.binds[4].zoneId, 0, pp.binds[4].x, pp.binds[4].y, pp.binds[4].z, pp.binds[4].heading, i);
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auto results_bset = QueryDatabase(query);
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character_id,
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player_profile_struct.binds[4].zoneId,
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0,
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player_profile_struct.binds[4].x,
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player_profile_struct.binds[4].y,
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player_profile_struct.binds[4].z,
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player_profile_struct.binds[4].heading,
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i
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);
|
||||
auto results_bset = QueryDatabase(query);
|
||||
}
|
||||
}
|
||||
/* Bind End */
|
||||
|
||||
/* Load Character Material Data for Char Select */
|
||||
cquery = StringFormat("SELECT slot, red, green, blue, use_tint, color FROM `character_material` WHERE `id` = %u", character_id);
|
||||
auto results_b = database.QueryDatabase(cquery); uint8 slot = 0;
|
||||
for (auto row_b = results_b.begin(); row_b != results_b.end(); ++row_b) {
|
||||
character_list_query = StringFormat(
|
||||
"SELECT slot, red, green, blue, use_tint, color FROM `character_material` WHERE `id` = %u",
|
||||
character_id
|
||||
);
|
||||
auto results_b = database.QueryDatabase(character_list_query);
|
||||
uint8 slot = 0;
|
||||
for (auto row_b = results_b.begin(); row_b != results_b.end(); ++row_b) {
|
||||
slot = atoi(row_b[0]);
|
||||
pp.item_tint.Slot[slot].Red = atoi(row_b[1]);
|
||||
pp.item_tint.Slot[slot].Green = atoi(row_b[2]);
|
||||
pp.item_tint.Slot[slot].Blue = atoi(row_b[3]);
|
||||
pp.item_tint.Slot[slot].UseTint = atoi(row_b[4]);
|
||||
player_profile_struct.item_tint.Slot[slot].Red = atoi(row_b[1]);
|
||||
player_profile_struct.item_tint.Slot[slot].Green = atoi(row_b[2]);
|
||||
player_profile_struct.item_tint.Slot[slot].Blue = atoi(row_b[3]);
|
||||
player_profile_struct.item_tint.Slot[slot].UseTint = atoi(row_b[4]);
|
||||
}
|
||||
/* Character Material Data End */
|
||||
|
||||
/* Load Inventory */
|
||||
// If we ensure that the material data is updated appropriately, we can do away with inventory loads
|
||||
if (GetCharSelInventory(accountID, cse->Name, &inv)) {
|
||||
const EQEmu::ItemData* item = nullptr;
|
||||
const EQEmu::ItemInstance* inst = nullptr;
|
||||
int16 invslot = 0;
|
||||
if (GetCharSelInventory(account_id, p_character_select_entry_struct->Name, &inventory_profile)) {
|
||||
const EQEmu::ItemData *item = nullptr;
|
||||
const EQEmu::ItemInstance *inst = nullptr;
|
||||
int16 inventory_slot = 0;
|
||||
|
||||
for (uint32 matslot = EQEmu::textures::textureBegin; matslot < EQEmu::textures::materialCount; matslot++) {
|
||||
invslot = EQEmu::InventoryProfile::CalcSlotFromMaterial(matslot);
|
||||
if (invslot == INVALID_INDEX) { continue; }
|
||||
inst = inv.GetItem(invslot);
|
||||
if (inst == nullptr) { continue; }
|
||||
inventory_slot = EQEmu::InventoryProfile::CalcSlotFromMaterial(matslot);
|
||||
if (inventory_slot == INVALID_INDEX) { continue; }
|
||||
inst = inventory_profile.GetItem(inventory_slot);
|
||||
if (inst == nullptr) {
|
||||
continue;
|
||||
}
|
||||
item = inst->GetItem();
|
||||
if (item == nullptr) { continue; }
|
||||
if (item == nullptr) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (matslot > 6) {
|
||||
uint32 idfile = 0;
|
||||
uint32 item_id_file = 0;
|
||||
// Weapon Models
|
||||
if (inst->GetOrnamentationIDFile() != 0) {
|
||||
idfile = inst->GetOrnamentationIDFile();
|
||||
cse->Equip[matslot].Material = idfile;
|
||||
item_id_file = inst->GetOrnamentationIDFile();
|
||||
p_character_select_entry_struct->Equip[matslot].Material = item_id_file;
|
||||
}
|
||||
else {
|
||||
if (strlen(item->IDFile) > 2) {
|
||||
idfile = atoi(&item->IDFile[2]);
|
||||
cse->Equip[matslot].Material = idfile;
|
||||
item_id_file = atoi(&item->IDFile[2]);
|
||||
p_character_select_entry_struct->Equip[matslot].Material = item_id_file;
|
||||
}
|
||||
}
|
||||
if (matslot == EQEmu::textures::weaponPrimary) {
|
||||
cse->PrimaryIDFile = idfile;
|
||||
p_character_select_entry_struct->PrimaryIDFile = item_id_file;
|
||||
}
|
||||
else {
|
||||
cse->SecondaryIDFile = idfile;
|
||||
p_character_select_entry_struct->SecondaryIDFile = item_id_file;
|
||||
}
|
||||
}
|
||||
else {
|
||||
uint32 color = 0;
|
||||
if (pp.item_tint.Slot[matslot].UseTint) {
|
||||
color = pp.item_tint.Slot[matslot].Color;
|
||||
if (player_profile_struct.item_tint.Slot[matslot].UseTint) {
|
||||
color = player_profile_struct.item_tint.Slot[matslot].Color;
|
||||
}
|
||||
else {
|
||||
color = inst->GetColor();
|
||||
}
|
||||
|
||||
// Armor Materials/Models
|
||||
cse->Equip[matslot].Material = item->Material;
|
||||
cse->Equip[matslot].EliteModel = item->EliteMaterial;
|
||||
cse->Equip[matslot].HerosForgeModel = inst->GetOrnamentHeroModel(matslot);
|
||||
cse->Equip[matslot].Color = color;
|
||||
p_character_select_entry_struct->Equip[matslot].Material = item->Material;
|
||||
p_character_select_entry_struct->Equip[matslot].EliteModel = item->EliteMaterial;
|
||||
p_character_select_entry_struct->Equip[matslot].HerosForgeModel = inst->GetOrnamentHeroModel(matslot);
|
||||
p_character_select_entry_struct->Equip[matslot].Color = color;
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
printf("Error loading inventory for %s\n", cse->Name);
|
||||
printf("Error loading inventory for %s\n", p_character_select_entry_struct->Name);
|
||||
}
|
||||
/* Load Inventory End */
|
||||
|
||||
buff_ptr += sizeof(CharacterSelectEntry_Struct);
|
||||
}
|
||||
|
||||
+1
-1
@@ -30,7 +30,7 @@ struct CharacterSelect_Struct;
|
||||
class WorldDatabase : public SharedDatabase {
|
||||
public:
|
||||
bool GetStartZone(PlayerProfile_Struct* in_pp, CharCreate_Struct* in_cc, bool isTitanium);
|
||||
void GetCharSelectInfo(uint32 accountID, EQApplicationPacket **outApp, uint32 clientVersionBit);
|
||||
void GetCharSelectInfo(uint32 account_id, EQApplicationPacket **out_app, uint32 client_version_bit);
|
||||
int MoveCharacterToBind(int CharID, uint8 bindnum = 0);
|
||||
|
||||
void GetLauncherList(std::vector<std::string> &result);
|
||||
|
||||
Reference in New Issue
Block a user