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https://github.com/EQEmu/Server.git
synced 2026-05-16 22:58:34 +00:00
Removed DBCore::RunQuery
Converted last corpse.cpp function that mixed database code with corpse code
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+16
-38
@@ -344,8 +344,7 @@ Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
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iter_queue it;
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for(it=client->GetInv().cursor_begin(),i=8001; it!=client->GetInv().cursor_end(); ++it,i++) {
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item = *it;
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if((item && (!client->IsBecomeNPC())) || (item && client->IsBecomeNPC() && !item->GetItem()->NoRent))
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{
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if((item && (!client->IsBecomeNPC())) || (item && client->IsBecomeNPC() && !item->GetItem()->NoRent)) {
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std::list<uint32> slot_list = MoveItemToCorpse(client, item, i);
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removed_list.merge(slot_list);
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cursor = true;
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@@ -370,7 +369,7 @@ Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
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++iter;
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}
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ss << ")";
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database.RunQuery(ss.str().c_str(), ss.str().length());
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database.QueryDatabase(ss.str().c_str());
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}
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if(cursor) { // all cursor items should be on corpse (client < SoF or RespawnFromHover = false)
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@@ -1395,44 +1394,23 @@ void Corpse::AddLooter(Mob* who) {
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}
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}
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void Corpse::LoadPlayerCorpseDecayTime(uint32 dbid){
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if(!dbid)
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void Corpse::LoadPlayerCorpseDecayTime(uint32 corpse_db_id){
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if(!corpse_db_id)
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return;
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char errbuf[MYSQL_ERRMSG_SIZE];
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char *query = 0;
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MYSQL_RES *result;
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MYSQL_ROW row;
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if (database.RunQuery(query, MakeAnyLenString(&query, "SELECT (UNIX_TIMESTAMP() - UNIX_TIMESTAMP(time_of_death)) FROM character_corpses WHERE id=%d and not time_of_death=0", dbid), errbuf, &result)) {
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safe_delete_array(query);
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while ((row = mysql_fetch_row(result))) {
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if(atoi(row[0]) > 0 && RuleI(Character, CorpseDecayTimeMS) > (atoi(row[0]) * 1000)) {
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corpse_decay_timer.SetTimer(RuleI(Character, CorpseDecayTimeMS) - (atoi(row[0]) * 1000));
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/*
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if(RuleI(Character, CorpseResTimeMS) > (atoi(row[0]) * 1000)) {
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corpse_res_timer.SetTimer(RuleI(Character, CorpseResTimeMS) - (atoi(row[0]) * 1000));
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}
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else {
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corpse_res_timer.Disable();
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can_rez = false;
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}
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*/
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}
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else {
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corpse_decay_timer.SetTimer(2000);
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//corpse_res_timer.SetTimer(300000);
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}
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if(atoi(row[0]) > 0 && RuleI(Zone, GraveyardTimeMS) > (atoi(row[0]) * 1000)) {
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corpse_graveyard_timer.SetTimer(RuleI(Zone, GraveyardTimeMS) - (atoi(row[0]) * 1000));
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}
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else {
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corpse_graveyard_timer.SetTimer(3000);
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}
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}
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mysql_free_result(result);
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uint32 active_corpse_decay_timer = database.GetCharacterCorpseDecayTimer(corpse_db_id);
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if (active_corpse_decay_timer > 0 && RuleI(Character, CorpseDecayTimeMS) > (active_corpse_decay_timer * 1000)) {
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corpse_decay_timer.SetTimer(RuleI(Character, CorpseDecayTimeMS) - (active_corpse_decay_timer * 1000));
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}
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else {
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corpse_decay_timer.SetTimer(2000);
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}
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if (active_corpse_decay_timer > 0 && RuleI(Zone, GraveyardTimeMS) > (active_corpse_decay_timer * 1000)) {
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corpse_graveyard_timer.SetTimer(RuleI(Zone, GraveyardTimeMS) - (active_corpse_decay_timer * 1000));
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}
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else {
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corpse_graveyard_timer.SetTimer(3000);
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}
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else
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safe_delete_array(query);
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}
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/*
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@@ -3367,6 +3367,16 @@ uint32 ZoneDatabase::SendCharacterCorpseToGraveyard(uint32 dbid, uint32 zone_id,
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return dbid;
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}
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uint32 ZoneDatabase::GetCharacterCorpseDecayTimer(uint32 corpse_db_id){
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std::string query = StringFormat("SELECT(UNIX_TIMESTAMP() - UNIX_TIMESTAMP(time_of_death)) FROM `character_corpses` WHERE `id` = %d AND NOT `time_of_death` = 0", corpse_db_id);
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auto results = QueryDatabase(query);
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auto row = results.begin();
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if (results.Success() && results.RowsAffected() != 0){
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return atoll(row[0]);
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}
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return 0;
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}
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uint32 ZoneDatabase::UpdateCharacterCorpse(uint32 db_id, uint32 char_id, const char* char_name, uint32 zone_id, uint16 instance_id, PlayerCorpse_Struct* dbpc, float x, float y, float z, float heading, bool is_rezzed) {
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std::string query = StringFormat("UPDATE `character_corpses` SET \n"
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"`charname` = '%s',\n"
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@@ -311,6 +311,7 @@ public:
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bool UnburyCharacterCorpse(uint32 dbid, uint32 new_zoneid, uint16 dest_instanceid, float new_x, float new_y, float new_z, float new_heading);
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bool LoadCharacterCorpses(uint32 iZoneID, uint16 iInstanceID);
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bool DeleteGraveyard(uint32 zone_id, uint32 graveyard_id);
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uint32 GetCharacterCorpseDecayTimer(uint32 corpse_db_id);
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uint32 GetCharacterBuriedCorpseCount(uint32 char_id);
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uint32 SendCharacterCorpseToGraveyard(uint32 dbid, uint32 zoneid, uint16 instanceid, float x, float y, float z, float heading);
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uint32 CreateGraveyardRecord(uint32 graveyard_zoneid, float graveyard_x, float graveyard_y, float graveyard_z, float graveyard_heading);
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