[svn] *** Source Mangos ***

*Load npc_options at server startup, use cached data at creature gossip menu init.
* Also new .reload table command added
*Implement npc_option localization support, also store in DB BoxText/BoxMoney/Coded
* Use characters.guid instead low guid value from characters.data in charcter enum data prepering for client.
* Fixed crash at .pinfo command use from console.
* Fixed windows ad.exe build
*Creature related code and DB cleanups.
* Rename 2 creature_template fields to more clean names and related code update also.
* Use enum values instead raw values for type_flags, use halper functions instead code repeating.
* Move tamed pet creating code to new function.

** Small code changes to make things compliant with above changes.
** Another rev with big changes so test away.

--HG--
branch : trunk
This commit is contained in:
KingPin
2008-11-05 09:22:56 -06:00
parent a1981ecc77
commit 62ed044d08
23 changed files with 301 additions and 106 deletions
+13 -13
View File
@@ -1352,7 +1352,7 @@ void Player::BuildEnumData( QueryResult * result, WorldPacket * p_data )
char_flags |= CHARACTER_FLAG_RENAME;
// always send the flag if declined names aren't used
// to let the client select a default method of declining the name
if(!sWorld.getConfig(CONFIG_DECLINED_NAMES_USED) || (result && result->Fetch()[12].GetCppString() != ""))
if(!sWorld.getConfig(CONFIG_DECLINED_NAMES_USED) || (result && result->Fetch()[13].GetCppString() != ""))
char_flags |= CHARACTER_FLAG_DECLINED;
*p_data << (uint32)char_flags; // character flags
@@ -1370,12 +1370,12 @@ void Player::BuildEnumData( QueryResult * result, WorldPacket * p_data )
{
Field* fields = result->Fetch();
uint32 entry = fields[9].GetUInt32();
uint32 entry = fields[10].GetUInt32();
CreatureInfo const* cInfo = sCreatureStorage.LookupEntry<CreatureInfo>(entry);
if(cInfo)
{
petDisplayId = fields[10].GetUInt32();
petLevel = fields[11].GetUInt32();
petDisplayId = fields[11].GetUInt32();
petLevel = fields[12].GetUInt32();
petFamily = cInfo->family;
}
}
@@ -13495,15 +13495,15 @@ bool Player::MinimalLoadFromDB( QueryResult *result, uint32 guid )
bool delete_result = true;
if(!result)
{
// 0 1 2 3 4 5 6 7 8
result = CharacterDatabase.PQuery("SELECT data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login FROM characters WHERE guid = '%u'",guid);
// 0 1 2 3 4 5 6 7 8 9
result = CharacterDatabase.PQuery("SELECT guid, data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login FROM characters WHERE guid = '%u'",guid);
if(!result) return false;
}
else delete_result = false;
Field *fields = result->Fetch();
if(!LoadValues( fields[0].GetString()))
if(!LoadValues( fields[1].GetString()))
{
sLog.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid));
if(delete_result) delete result;
@@ -13513,16 +13513,16 @@ bool Player::MinimalLoadFromDB( QueryResult *result, uint32 guid )
// overwrite possible wrong/corrupted guid
SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
m_name = fields[1].GetCppString();
m_name = fields[2].GetCppString();
Relocate(fields[2].GetFloat(),fields[3].GetFloat(),fields[4].GetFloat());
SetMapId(fields[5].GetUInt32());
Relocate(fields[3].GetFloat(),fields[4].GetFloat(),fields[5].GetFloat());
SetMapId(fields[6].GetUInt32());
// the instance id is not needed at character enum
m_Played_time[0] = fields[6].GetUInt32();
m_Played_time[1] = fields[7].GetUInt32();
m_Played_time[0] = fields[7].GetUInt32();
m_Played_time[1] = fields[8].GetUInt32();
m_atLoginFlags = fields[8].GetUInt32();
m_atLoginFlags = fields[9].GetUInt32();
// I don't see these used anywhere ..
/*_LoadGroup();