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-rw-r--r--src/game/AuctionHouseBot.cpp16
-rw-r--r--src/game/Player.cpp45
-rw-r--r--src/game/Player.h2
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);