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authorKingPin <none@none>2008-11-05 09:22:56 -0600
committerKingPin <none@none>2008-11-05 09:22:56 -0600
commit62ed044d08425bd09053bda18d56113bd9f9a2ce (patch)
tree28ed72b77f24d88b47df4f1b3ec3f20582b2c18f /src/game/Player.cpp
parenta1981ecc77c3da12cdec29c30a1a79a1011333f0 (diff)
[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
Diffstat (limited to 'src/game/Player.cpp')
-rw-r--r--src/game/Player.cpp26
1 files changed, 13 insertions, 13 deletions
diff --git a/src/game/Player.cpp b/src/game/Player.cpp
index 8b2edce2895..dc4092540d9 100644
--- a/src/game/Player.cpp
+++ b/src/game/Player.cpp
@@ -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();