Changing corpse loading structure

This commit is contained in:
Akkadius
2014-11-22 18:43:23 -06:00
parent 111fb84041
commit d1b0564698
3 changed files with 69 additions and 41 deletions
+42 -16
View File
@@ -63,36 +63,62 @@ void Corpse::SendLootReqErrorPacket(Client* client, uint8 response) {
safe_delete(outapp);
}
Corpse* Corpse::LoadFromDBData(uint32 in_dbid, uint32 in_charid, char* in_charname, PlayerCorpse_Struct* pcs, float in_x, float in_y, float in_z, float in_heading, char* time_of_death, bool rezzed, bool was_at_graveyard) {
Corpse* Corpse::LoadFromDBData(uint32 in_dbid, uint32 in_charid, char* in_charname, float in_x, float in_y, float in_z, float in_heading, char* time_of_death, bool rezzed, bool was_at_graveyard) {
PlayerCorpse_Struct pcs;
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->equipSlot = CorpseToServerSlot(tmp->equipSlot);
itemlist.push_back(tmp);
}
/* Create Corpse Entity */
Corpse* pc = new Corpse(in_dbid, in_charid, in_charname, &itemlist, pcs->copper, pcs->silver, pcs->gold, pcs->plat, in_x, in_y, in_z, in_heading, pcs->size, pcs->gender, pcs->race, pcs->class_, pcs->deity, pcs->level, pcs->texture, pcs->helmtexture, pcs->exp, was_at_graveyard);
if (pcs->locked)
Corpse* pc = new Corpse(
in_dbid,
in_charid,
in_charname,
&itemlist,
pcs.copper,
pcs.silver,
pcs.gold,
pcs.plat,
in_x,
in_y,
in_z,
in_heading,
pcs.size,
pcs.gender,
pcs.race,
pcs.class_,
pcs.deity,
pcs.level,
pcs.texture,
pcs.helmtexture,
pcs.exp,
was_at_graveyard
);
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));
/* 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;