refactor(DB/world): graveyard_zone (#1599)

This commit is contained in:
WiZZy
2019-03-22 21:01:43 +00:00
committed by Viste(Кирилл)
parent 64d8bb1984
commit 69792b21c0
4 changed files with 608 additions and 14 deletions

View File

@@ -97,7 +97,7 @@ GraveyardStruct const* Graveyard::GetClosestGraveyard(float x, float y, float z,
// not need to check validity of map object; MapId _MUST_ be valid here
if (range.first == range.second && !map->IsBattlegroundOrArena())
{
sLog->outErrorDb("Table `game_graveyard_zone` incomplete: Zone %u Team %u does not have a linked graveyard.", zoneId, teamId);
sLog->outErrorDb("Table `graveyard_zone` incomplete: Zone %u Team %u does not have a linked graveyard.", zoneId, teamId);
return GetDefaultGraveyard(teamId);
}
@@ -122,7 +122,7 @@ GraveyardStruct const* Graveyard::GetClosestGraveyard(float x, float y, float z,
GraveyardStruct const* entry = sGraveyard->GetGraveyard(data.safeLocId);
if (!entry)
{
sLog->outErrorDb("Table `game_graveyard_zone` has record for not existing `game_graveyard` table %u, skipped.", data.safeLocId);
sLog->outErrorDb("Table `graveyard_zone` has record for not existing `game_graveyard` table %u, skipped.", data.safeLocId);
continue;
}
@@ -239,7 +239,7 @@ void Graveyard::RemoveGraveyardLink(uint32 id, uint32 zoneId, TeamId teamId, boo
GraveyardMapBoundsNonConst range = GraveyardStore.equal_range(zoneId);
if (range.first == range.second)
{
sLog->outError("Table `game_graveyard_zone` incomplete: Zone %u Team %u does not have a linked graveyard.", zoneId, teamId);
sLog->outError("Table `graveyard_zone` incomplete: Zone %u Team %u does not have a linked graveyard.", zoneId, teamId);
return;
}
@@ -290,11 +290,11 @@ void Graveyard::LoadGraveyardZones()
GraveyardStore.clear(); // need for reload case
// 0 1 2
QueryResult result = WorldDatabase.Query("SELECT id, ghost_zone, faction FROM game_graveyard_zone");
QueryResult result = WorldDatabase.Query("SELECT ID, GhostZone, Faction FROM graveyard_zone");
if (!result)
{
sLog->outString(">> Loaded 0 graveyard-zone links. DB table `game_graveyard_zone` is empty.");
sLog->outString(">> Loaded 0 graveyard-zone links. DB table `graveyard_zone` is empty.");
sLog->outString();
return;
}
@@ -315,31 +315,31 @@ void Graveyard::LoadGraveyardZones()
GraveyardStruct const* entry = sGraveyard->GetGraveyard(safeLocId);
if (!entry)
{
sLog->outErrorDb("Table `game_graveyard_zone` has a record for not existing `game_graveyard` table %u, skipped.", safeLocId);
sLog->outErrorDb("Table `graveyard_zone` has a record for not existing `game_graveyard` table %u, skipped.", safeLocId);
continue;
}
AreaTableEntry const* areaEntry = sAreaTableStore.LookupEntry(zoneId);
if (!areaEntry)
{
sLog->outErrorDb("Table `game_graveyard_zone` has a record for not existing zone id (%u), skipped.", zoneId);
sLog->outErrorDb("Table `graveyard_zone` has a record for not existing zone id (%u), skipped.", zoneId);
continue;
}
if (areaEntry->zone != 0)
{
sLog->outErrorDb("Table `game_graveyard_zone` has a record for subzone id (%u) instead of zone, skipped.", zoneId);
sLog->outErrorDb("Table `graveyard_zone` has a record for subzone id (%u) instead of zone, skipped.", zoneId);
continue;
}
if (team != 0 && team != HORDE && team != ALLIANCE)
{
sLog->outErrorDb("Table `game_graveyard_zone` has a record for non player faction (%u), skipped.", team);
sLog->outErrorDb("Table `graveyard_zone` has a record for non player faction (%u), skipped.", team);
continue;
}
if (!AddGraveyardLink(safeLocId, zoneId, teamId, false))
sLog->outErrorDb("Table `game_graveyard_zone` has a duplicate record for Graveyard (ID: %u) and Zone (ID: %u), skipped.", safeLocId, zoneId);
sLog->outErrorDb("Table `graveyard_zone` has a duplicate record for Graveyard (ID: %u) and Zone (ID: %u), skipped.", safeLocId, zoneId);
} while (result->NextRow());

View File

@@ -81,7 +81,7 @@ public:
{ "event_scripts", SEC_ADMINISTRATOR, true, &HandleReloadEventScriptsCommand, "" },
{ "fishing_loot_template", SEC_ADMINISTRATOR, true, &HandleReloadLootTemplatesFishingCommand, "" },
{ "game_graveyard", SEC_ADMINISTRATOR, true, &HandleReloadGameGraveyardCommand, "" },
{ "game_graveyard_zone", SEC_ADMINISTRATOR, true, &HandleReloadGameGraveyardZoneCommand, "" },
{ "graveyard_zone", SEC_ADMINISTRATOR, true, &HandleReloadGameGraveyardZoneCommand, "" },
{ "game_tele", SEC_ADMINISTRATOR, true, &HandleReloadGameTeleCommand, "" },
{ "gameobject_questender", SEC_ADMINISTRATOR, true, &HandleReloadGOQuestEnderCommand, "" },
{ "gameobject_loot_template", SEC_ADMINISTRATOR, true, &HandleReloadLootTemplatesGameobjectCommand, "" },
@@ -1029,7 +1029,7 @@ public:
sGraveyard->LoadGraveyardZones();
handler->SendGlobalGMSysMessage("DB table `game_graveyard_zone` reloaded.");
handler->SendGlobalGMSysMessage("DB table `graveyard_zone` reloaded.");
return true;
}