[9651] Correct code for quest points of interest.

Adjusting field names and type, and send data accordingly to avoid client crash not using auto-generated id.

Due to the nature of the primary keys, two tables are truncated. Be sure to make backup if you have data you do now want to loose.

In addition, speed up load times of data from quest_poi_points, thanks Hunuza for helping out.
This commit is contained in:
Blizzy 2010-03-31 20:54:32 +02:00 committed by NoFantasy
parent 6750ce9185
commit 09b873a316
8 changed files with 82 additions and 47 deletions

View file

@ -259,16 +259,17 @@ struct QuestPOIPoint
struct QuestPOI
{
int32 ObjectiveIndex;
uint32 PoiId;
int32 ObjectiveIndex;
uint32 MapId;
uint32 Unk1;
uint32 Unk2;
uint32 MapAreaId;
uint32 FloorId;
uint32 Unk3;
uint32 Unk4;
std::vector<QuestPOIPoint> points;
QuestPOI() : ObjectiveIndex(0), MapId(0), Unk1(0), Unk2(0), Unk3(0), Unk4(0) {}
QuestPOI(int32 objIndex, uint32 mapId, uint32 unk1, uint32 unk2, uint32 unk3, uint32 unk4) : ObjectiveIndex(objIndex), MapId(mapId), Unk1(unk1), Unk2(unk2), Unk3(unk3), Unk4(unk4) {}
QuestPOI() : PoiId(0), ObjectiveIndex(0), MapId(0), MapAreaId(0), FloorId(0), Unk3(0), Unk4(0) {}
QuestPOI(uint32 poiId, int32 objIndex, uint32 mapId, uint32 mapAreaId, uint32 floorId, uint32 unk3, uint32 unk4) : PoiId(poiId), ObjectiveIndex(objIndex), MapId(mapId), MapAreaId(mapAreaId), FloorId(floorId), Unk3(unk3), Unk4(unk4) {}
};
typedef std::vector<QuestPOI> QuestPOIVector;