mirror of
https://github.com/EQEmu/Server.git
synced 2026-05-16 18:52:22 +00:00
Pre-purposed clean-up
This commit is contained in:
+4
-4
@@ -724,9 +724,9 @@ bool Client::HandleEnterWorldPacket(const EQApplicationPacket *app) {
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for(int x = 0; x < 10; ++x)
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{
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if(strcasecmp(cs->name[x], char_name) == 0)
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if(strcasecmp(cs->Name[x], char_name) == 0)
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{
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if(cs->gohome[x] == 1)
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if(cs->GoHome[x] == 1)
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{
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home_enabled = true;
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break;
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@@ -754,9 +754,9 @@ bool Client::HandleEnterWorldPacket(const EQApplicationPacket *app) {
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for(int x = 0; x < 10; ++x)
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{
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if(strcasecmp(cs->name[x], char_name) == 0)
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if(strcasecmp(cs->Name[x], char_name) == 0)
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{
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if(cs->tutorial[x] == 1)
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if(cs->Tutorial[x] == 1)
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{
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tutorial_enabled = true;
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break;
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+41
-41
@@ -41,11 +41,11 @@ void WorldDatabase::GetCharSelectInfo(uint32 account_id, CharacterSelect_Struct*
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/* Initialize Variables */
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for (int i=0; i<10; i++) {
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strcpy(cs->name[i], "<none>");
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cs->zone[i] = 0;
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cs->level[i] = 0;
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cs->tutorial[i] = 0;
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cs->gohome[i] = 0;
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strcpy(cs->Name[i], "<none>");
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cs->Zone[i] = 0;
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cs->Level[i] = 0;
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cs->Tutorial[i] = 0;
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cs->GoHome[i] = 0;
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}
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/* Get Character Info */
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@@ -80,32 +80,32 @@ void WorldDatabase::GetCharSelectInfo(uint32 account_id, CharacterSelect_Struct*
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memset(&pp, 0, sizeof(PlayerProfile_Struct));
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uint32 character_id = atoi(row[0]);
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strcpy(cs->name[char_num], row[1]);
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strcpy(cs->Name[char_num], row[1]);
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uint8 lvl = atoi(row[5]);
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cs->level[char_num] = lvl;
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cs->class_[char_num] = atoi(row[4]);
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cs->race[char_num] = atoi(row[3]);
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cs->gender[char_num] = atoi(row[2]);
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cs->deity[char_num] = atoi(row[6]);
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cs->zone[char_num] = atoi(row[19]);
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cs->face[char_num] = atoi(row[15]);
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cs->haircolor[char_num] = atoi(row[9]);
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cs->beardcolor[char_num] = atoi(row[10]);
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cs->eyecolor2[char_num] = atoi(row[12]);
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cs->eyecolor1[char_num] = atoi(row[11]);
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cs->hairstyle[char_num] = atoi(row[13]);
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cs->beard[char_num] = atoi(row[14]);
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cs->drakkin_heritage[char_num] = atoi(row[16]);
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cs->drakkin_tattoo[char_num] = atoi(row[17]);
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cs->drakkin_details[char_num] = atoi(row[18]);
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cs->Level[char_num] = lvl;
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cs->Class_[char_num] = atoi(row[4]);
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cs->Race[char_num] = atoi(row[3]);
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cs->Gender[char_num] = atoi(row[2]);
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cs->Deity[char_num] = atoi(row[6]);
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cs->Zone[char_num] = atoi(row[19]);
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cs->Face[char_num] = atoi(row[15]);
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cs->HairColor[char_num] = atoi(row[9]);
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cs->BeardColor[char_num] = atoi(row[10]);
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cs->EyeColor2[char_num] = atoi(row[12]);
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cs->EyeColor1[char_num] = atoi(row[11]);
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cs->HairStyle[char_num] = atoi(row[13]);
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cs->Beard[char_num] = atoi(row[14]);
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cs->DrakkinHeritage[char_num] = atoi(row[16]);
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cs->DrakkinTattoo[char_num] = atoi(row[17]);
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cs->DrakkinDetails[char_num] = atoi(row[18]);
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if (RuleB(World, EnableTutorialButton) && (lvl <= RuleI(World, MaxLevelForTutorial)))
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cs->tutorial[char_num] = 1;
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cs->Tutorial[char_num] = 1;
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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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cs->gohome[char_num] = 1;
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cs->GoHome[char_num] = 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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@@ -118,7 +118,7 @@ void WorldDatabase::GetCharSelectInfo(uint32 account_id, CharacterSelect_Struct*
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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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cs->class_[char_num], cs->deity[char_num], cs->race[char_num]);
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cs->Class_[char_num], cs->Deity[char_num], cs->Race[char_num]);
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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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/* If a bind_id is specified, make them start there */
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@@ -161,16 +161,16 @@ void WorldDatabase::GetCharSelectInfo(uint32 account_id, CharacterSelect_Struct*
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for (auto row_b = results_b.begin(); row_b != results_b.end(); ++row_b)
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{
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slot = atoi(row_b[0]);
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pp.item_tint[slot].rgb.red = atoi(row_b[1]);
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pp.item_tint[slot].rgb.green = atoi(row_b[2]);
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pp.item_tint[slot].rgb.blue = atoi(row_b[3]);
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pp.item_tint[slot].rgb.use_tint = atoi(row_b[4]);
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pp.item_tint[slot].RGB.Red = atoi(row_b[1]);
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pp.item_tint[slot].RGB.Green = atoi(row_b[2]);
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pp.item_tint[slot].RGB.Blue = atoi(row_b[3]);
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pp.item_tint[slot].RGB.UseTint = atoi(row_b[4]);
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}
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/* Load Inventory */
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// If we ensure that the material data is updated appropriately, we can do away with inventory loads
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inv = new Inventory;
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if (GetInventory(account_id, cs->name[char_num], inv))
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if (GetInventory(account_id, cs->Name[char_num], inv))
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{
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const Item_Struct* item = nullptr;
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const ItemInst* inst = nullptr;
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@@ -194,31 +194,31 @@ void WorldDatabase::GetCharSelectInfo(uint32 account_id, CharacterSelect_Struct*
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if (inst->GetOrnamentationIDFile() != 0)
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{
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idfile = inst->GetOrnamentationIDFile();
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cs->equip[char_num][matslot].material = idfile;
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cs->Equip[char_num][matslot].Material = idfile;
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}
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else
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{
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if (strlen(item->IDFile) > 2)
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{
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idfile = atoi(&item->IDFile[2]);
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cs->equip[char_num][matslot].material = idfile;
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cs->Equip[char_num][matslot].Material = idfile;
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}
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}
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if (matslot == MaterialPrimary)
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{
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cs->primary[char_num] = idfile;
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cs->Primary[char_num] = idfile;
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}
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else
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{
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cs->secondary[char_num] = idfile;
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cs->Secondary[char_num] = idfile;
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}
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}
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else
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{
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uint32 color = 0;
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if (pp.item_tint[matslot].rgb.use_tint)
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if (pp.item_tint[matslot].RGB.UseTint)
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{
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color = pp.item_tint[matslot].color;
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color = pp.item_tint[matslot].Color;
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}
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else
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{
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@@ -226,16 +226,16 @@ void WorldDatabase::GetCharSelectInfo(uint32 account_id, CharacterSelect_Struct*
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}
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// Armor Materials/Models
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cs->equip[char_num][matslot].material = item->Material;
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cs->equip[char_num][matslot].elitematerial = item->EliteMaterial;
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cs->equip[char_num][matslot].heroforgemodel = inst->GetOrnamentHeroModel(matslot);
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cs->equip[char_num][matslot].color.color = color;
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cs->Equip[char_num][matslot].Material = item->Material;
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cs->Equip[char_num][matslot].EliteMaterial = item->EliteMaterial;
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cs->Equip[char_num][matslot].HeroForgeModel = inst->GetOrnamentHeroModel(matslot);
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cs->Equip[char_num][matslot].Color.Color = color;
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}
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}
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}
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else
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{
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printf("Error loading inventory for %s\n", cs->name[char_num]);
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printf("Error loading inventory for %s\n", cs->Name[char_num]);
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}
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safe_delete(inv);
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