I thought this info was in the 'peq.inventory' table. Its primary key is linked to the ID of the character. Slots are only assigned if there is an item in it. (Corpses
don't have a separate inventory table..their inventories are blob-encoded.)
If you're testing a character with absolutely no items, then you will not have any entries for that character ID.
The fact that you're finding HP, AC, etc... before the items is fairly surprising since that info is encoded in the BLOB.
If you're going to support Ti in addition to later clients, you will have to account for the extra BLOB length incurred by the addition of the 'power item' slot.
EDIT: I'm not sure if I'm reading this right, but if you're trying to add server code to provide your intended goal by reading in-memory values, you're probably
making it more difficult than it needs to be. You can read directly from the db since all item transactions are immediately saved.
Otherwise, look in 'client.h' for the definitions of m_inv, etc...
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Uleat of Bertoxxulous
Compilin' Dirty
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