diff options
-rw-r--r-- | src/game/AuctionHouseBot.cpp | 16 | ||||
-rw-r--r-- | src/game/Player.cpp | 45 | ||||
-rw-r--r-- | src/game/Player.h | 2 |
3 files changed, 4 insertions, 59 deletions
diff --git a/src/game/AuctionHouseBot.cpp b/src/game/AuctionHouseBot.cpp index f3da7f27351..6ffecaf3a64 100644 --- a/src/game/AuctionHouseBot.cpp +++ b/src/game/AuctionHouseBot.cpp @@ -692,23 +692,9 @@ void AuctionHouseBot::Update() WorldSession _session(AHBplayerAccount, NULL, SEC_PLAYER, true, 0, LOCALE_enUS); Player _AHBplayer(&_session); - _AHBplayer.MinimalLoadFromDB(QueryResult_AutoPtr(NULL), AHBplayerGUID); + _AHBplayer.Initialize(AHBplayerGUID); ObjectAccessor::Instance().AddObject(&_AHBplayer); - // Only for testing, this can likely be removed, once I know it's working as expected. - /* - AuctionHouseObject* auctionHouse1 = auctionmgr.GetAuctionsMap(55); - AuctionHouseObject* auctionHouse2 = auctionmgr.GetAuctionsMap(29); - AuctionHouseObject* auctionHouse3 = auctionmgr.GetAuctionsMap(120); - uint32 totalItemsAH = (auctionHouse1->Getcount() + auctionHouse2->Getcount() + auctionHouse3->Getcount()); - uint32 totalItems = (AllianceConfig.TotalItemCounts() + HordeConfig.TotalItemCounts() + NeutralConfig.TotalItemCounts()); - if (totalItemsAH != totalItems) - { - sLog.outError("AHBot: The AuctionHouses say there are %u auctions, but, I think there are %u auctions...", totalItemsAH, totalItems); - return; - } - */ - // Add New Bids if (!sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_AUCTION)) { diff --git a/src/game/Player.cpp b/src/game/Player.cpp index 405e144c75a..5dffacb3543 100644 --- a/src/game/Player.cpp +++ b/src/game/Player.cpp @@ -15359,50 +15359,9 @@ void Player::SendQuestUpdateAddCreatureOrGo(Quest const* pQuest, uint64 guid, ui /*** LOAD SYSTEM ***/ /*********************************************************/ -bool Player::MinimalLoadFromDB(QueryResult_AutoPtr result, uint32 guid) +void Player::Initialize(uint32 guid) { - if (!result) - { - // 0 1 2 3 4 5 6 7 - result = CharacterDatabase.PQuery("SELECT name, position_x, position_y, position_z, map, totaltime, leveltime, at_login FROM characters WHERE guid = '%u'",guid); - if (!result) - return false; - } - - Field *fields = result->Fetch(); - - // overwrite possible wrong/corrupted guid - SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER)); - - m_name = fields[0].GetCppString(); - - Relocate(fields[1].GetFloat(),fields[2].GetFloat(),fields[3].GetFloat()); - Map *map = MapManager::Instance().CreateMap(fields[4].GetUInt32(), this, 0); - SetMap(map); - - // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE] - // this must help in case next save after mass player load after server startup - m_nextSave = urand(m_nextSave/2,m_nextSave*3/2); - - // the instance id is not needed at character enum - - m_Played_time[PLAYED_TIME_TOTAL] = fields[5].GetUInt32(); - m_Played_time[PLAYED_TIME_LEVEL] = fields[6].GetUInt32(); - - m_atLoginFlags = fields[7].GetUInt32(); - - // I don't see these used anywhere .. - /*_LoadGroup(); - - _LoadBoundInstances();*/ - - for (uint8 i = 0; i < PLAYER_SLOTS_COUNT; i++) - m_items[i] = NULL; - - if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) - m_deathState = DEAD; - - return true; + Object::_Create(guid, 0, HIGHGUID_PLAYER); } void Player::_LoadDeclinedNames(QueryResult_AutoPtr result) diff --git a/src/game/Player.h b/src/game/Player.h index 119c70ffe5a..9271f868362 100644 --- a/src/game/Player.h +++ b/src/game/Player.h @@ -1419,7 +1419,7 @@ class Player : public Unit, public GridObject<Player> bool LoadFromDB(uint32 guid, SqlQueryHolder *holder); bool isBeingLoaded() const { return GetSession()->PlayerLoading();} - bool MinimalLoadFromDB(QueryResult_AutoPtr result, uint32 guid); + void Initialize(uint32 guid); static uint32 GetUInt32ValueFromArray(Tokens const& data, uint16 index); static float GetFloatValueFromArray(Tokens const& data, uint16 index); static uint32 GetZoneIdFromDB(uint64 guid); |