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- /*
- EQ2Emulator: Everquest II Server Emulator
- Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
- This file is part of EQ2Emulator.
- EQ2Emulator is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- EQ2Emulator is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
- */
- #ifndef EQ2WORLD_EMU_DATABASE_H
- #define EQ2WORLD_EMU_DATABASE_H
- #ifdef WIN32
- #include <WinSock2.h>
- #include <windows.h>
- #endif
- #include <mysql.h>
- #include <string>
- #include <vector>
- #include <map>
- #include <stdio.h>
- #include "../common/database.h"
- #include "../common/types.h"
- #include "../common/MiscFunctions.h"
- #include "../common/Mutex.h"
- #include "../common/DatabaseNew.h"
- #include "client.h"
- #include "Object.h"
- #include "Widget.h"
- #include "Sign.h"
- #include "NPC.h"
- #include "zoneserver.h"
- #include "Collections/Collections.h"
- #include "Achievements/Achievements.h"
- #include "Recipes/Recipe.h"
- #include "../common/PacketStruct.h"
- #include "Spells.h"
- #include "Titles.h"
- #include "Rules/Rules.h"
- #include "Languages.h"
- using namespace std;
- #define APPEARANCE_SOGA_HFHC 0
- #define APPEARANCE_SOGA_HTHC 1
- #define APPEARANCE_SOGA_HFC 2
- #define APPEARANCE_SOGA_HTC 3
- #define APPEARANCE_SOGA_HH 4
- #define APPEARANCE_SOGA_HC1 5
- #define APPEARANCE_SOGA_HC2 6
- #define APPEARANCE_SOGA_SC 7
- #define APPEARANCE_SOGA_EC 8
- #define APPEARANCE_HTHC 9
- #define APPEARANCE_HFHC 10
- #define APPEARANCE_HTC 11
- #define APPEARANCE_HFC 12
- #define APPEARANCE_HH 13
- #define APPEARANCE_HC1 14
- #define APPEARANCE_HC2 15
- #define APPEARANCE_WC1 16
- #define APPEARANCE_WC2 17
- #define APPEARANCE_SC 18
- #define APPEARANCE_EC 19
- #define APPEARANCE_SHIRT 20
- #define APPEARANCE_UCC 21
- #define APPEARANCE_PANTS 22
- #define APPEARANCE_ULC 23
- #define APPEARANCE_U9 24
- #define APPEARANCE_BODY_SIZE 25
- #define APPEARANCE_SOGA_WC1 26
- #define APPEARANCE_SOGA_WC2 27
- #define APPEARANCE_SOGA_SHIRT 28
- #define APPEARANCE_SOGA_UCC 29
- #define APPEARANCE_SOGA_PANTS 30
- #define APPEARANCE_SOGA_ULC 31
- #define APPEARANCE_SOGA_U13 32
- #define APPEARANCE_SOGA_EBT 33
- #define APPEARANCE_SOGA_CHEEKT 34
- #define APPEARANCE_SOGA_NT 35
- #define APPEARANCE_SOGA_CHINT 36
- #define APPEARANCE_SOGA_LT 37
- #define APPEARANCE_SOGA_EART 38
- #define APPEARANCE_SOGA_EYET 39
- #define APPEARANCE_EBT 40
- #define APPEARANCE_CHEEKT 41
- #define APPEARANCE_NT 42
- #define APPEARANCE_CHINT 43
- #define APPEARANCE_EART 44
- #define APPEARANCE_EYET 45
- #define APPEARANCE_LT 46
- #define APPEARANCE_BODY_AGE 47
- #define CHAR_PROPERTY_SPEED "modify_speed"
- #define CHAR_PROPERTY_FLYMODE "modify_flymode"
- #define CHAR_PROPERTY_INVUL "modify_invul"
- struct StartingItem{
- string type;
- int32 item_id;
- string creator;
- int8 condition;
- int8 attuned;
- int16 count;
- };
- class Bot;
- class WorldDatabase : public Database {
- public:
- WorldDatabase();
- ~WorldDatabase();
- bool ConnectNewDatabase();
- string* GetZoneName(int32 id);
- string GetZoneDescription(int32 id);
- int32 LoadCharacterSkills(int32 char_id, Player* player);
- void DeleteCharacterSkill(int32 char_id, Skill* skill);
- void DeleteCharacterSpell(int32 character_id, int32 spell_id);
- int32 LoadCharacterSpells(int32 char_id, Player* player);
- int32 LoadItemBlueStats();
- void SaveQuickBar(int32 char_id, vector<QuickBarItem*>* quickbar_items);
- void SavePlayerSpells(Client* client);
- int32 LoadSkills();
- void LoadCommandList();
- map<int8, vector<MacroData*> >* LoadCharacterMacros(int32 char_id);
- void UpdateCharacterMacro(int32 char_id, int8 number, const char* name, int16 icon, vector<string>* updates);
- void SaveWorldTime(WorldTime* time);
- bool SaveSpawnInfo(Spawn* spawn);
- int32 GetNextSpawnIDInZone(int32 zone_id);
- bool SaveSpawnEntry(Spawn* spawn, const char* spawn_location_name, int8 percent, float x_offset, float y_offset, float z_offset, bool save_zonespawn = true, bool create_spawnlocation = true);
- float GetSpawnLocationPlacementOffsetX(int32 location_id);
- float GetSpawnLocationPlacementOffsetY(int32 location_id);
- float GetSpawnLocationPlacementOffsetZ(int32 location_id);
- int32 GetNextSpawnLocation();
- bool CreateNewSpawnLocation(int32 id, const char* name);
- bool RemoveSpawnFromSpawnLocation(Spawn* spawn);
- int32 GetSpawnLocationCount(int32 location, Spawn* spawn = 0);
- vector<string>* GetSpawnNameList(const char* in_name);
- void LoadSubCommandList();
- void LoadGlobalVariables();
- void UpdateVitality(int32 timestamp, float amount);
- void SaveVariable(const char* name, const char* value, const char* comment);
- void LoadVisualStates();
- void LoadAppearanceMasterList();
- void Save(Client* client);
- void SaveItems(Client* client);
- void SaveItem(int32 account_id, int32 char_id, Item* item, const char* type);
- void DeleteBuyBack(int32 char_id, int32 item_id, int16 quantity, int32 price);
- void LoadBuyBacks(Client* client);
- void SaveBuyBacks(Client* client);
- void SaveBuyBack(int32 char_id, int32 item_id, int16 quantity, int32 price);
- void DeleteItem(int32 char_id, Item* item, const char* type);
- void SaveCharacterColors(int32 char_id, const char* type, EQ2_Color color);
- void SaveCharacterFloats(int32 char_id, const char* type, float float1, float float2, float float3);
- int16 GetAppearanceID(string name);
- vector<int16>* GetAppearanceIDsLikeName(string name, bool filtered = true);
- string GetAppearanceName(int16 appearance_id);
- void UpdateRandomize(int32 spawn_id, sint32 value);
- int32 SaveCharacter(PacketStruct* create, int32 loginID);
- int32 LoadNPCAppearanceEquipmentData(ZoneServer* zone);
- void SaveNPCAppearanceEquipment(int32 spawn_id, int8 slot_id, int16 type, int8 red=0, int8 green=0, int8 blue=0, int8 hred=0, int8 hgreen=0, int8 hblue=0);
- void LoadSpecialZones();
- void SaveCharacterSkills(Client* client);
- void SaveCharacterQuests(Client* client);
- void SaveCharacterQuestProgress(Client* client, Quest* quest);
- void DeleteCharacterQuest(int32 quest_id, int32 char_id, bool repeated_quest = false);
- void LoadCharacterQuests(Client* client);
- void LoadPlayerAA(Player *player);
- void LoadCharacterQuestProgress(Client* client);
- void LoadCharacterFriendsIgnoreList(Player* player);
- void LoadZoneInfo(ZoneServer* zone);
- void LoadZoneInfo(ZoneInfo* zone_info);
- int32 GetZoneID(const char* name);
- void SaveZoneInfo(int32 zone_id, const char* field, sint32 value);
- void SaveZoneInfo(int32 zone_id, const char* field, float value);
- void SaveZoneInfo(int32 zone_id, const char* field, const char* value);
- bool GetZoneRequirements(const char* zoneName,sint16* minStatus, int16* minLevel, int16* maxLevel, int16* minVersion);
- int16 GetMinimumClientVersion(int8 expansion_id);
- string GetExpansionIDByVersion(int16 version);
- int32 CheckTableVersions(char* tablename);
- bool RunDatabaseQueries(TableQuery* queries, bool output_result = true, bool data = false);
- void UpdateTableVersion(char* name, int32 version);
- void UpdateDataTableVersion(char* name, int32 version);
- void UpdateStartingFactions(int32 char_id, int8 choice);
- string GetStartingZoneName(int8 choice);
- void UpdateStartingZone(int32 char_id, int8 class_id, int8 race_id, int8 choice);
- void UpdateStartingItems(int32 char_id, int8 class_id, int8 race_id, bool base_class = false);
- void UpdateStartingSkills(int32 char_id, int8 class_id, int8 race_id);
- void UpdateStartingSpells(int32 char_id, int8 class_id, int8 race_id);
- void UpdateStartingSkillbar(int32 char_id, int8 class_id, int8 race_id);
- void UpdateStartingTitles(int32 char_id, int8 class_id, int8 race_id, int8 gender_id);
- bool UpdateSpawnLocationSpawns(Spawn* spawn);
- bool CheckVersionTable();
- void LoadFactionAlliances();
- void LoadFactionList();
- bool LoadPlayerFactions(Client* client);
- void SavePlayerFactions(Client* client);
- void LoadSpawnScriptData();
- void LoadZoneScriptData();
- int32 LoadSpellScriptData();
- bool UpdateSpawnScriptData(int32 spawn_id, int32 spawn_location_id, int32 spawnentry_id, const char* name);
- map<int32, string>* GetZoneList(const char* name, bool is_admin = false);
- bool VerifyZone(const char* name);
- int8 GetInstanceTypeByZoneID(int32 zoneID);
- /*void loadNPCAppearance(int32 appearance_id);
- void LoadNPCAppearances();*/
- void ResetDatabase();
- void EnableConstraints();
- void DisableConstraints();
- bool SaveCombinedSpawnLocation(ZoneServer* zone, Spawn* spawn, const char* name);
- int32 ProcessSpawnLocations(ZoneServer* zone, const char* sql_query, int8 type);
- int32 LoadSpawnLocationGroupAssociations(ZoneServer* zone);
- int32 LoadSpawnLocationGroups(ZoneServer* zone);
- int32 LoadSpawnGroupChances(ZoneServer* zone);
- bool SpawnGroupAddAssociation(int32 group1, int32 group2);
- bool SpawnGroupRemoveAssociation(int32 group1, int32 group2);
- bool SpawnGroupAddSpawn(Spawn* spawn, int32 group_id);
- bool SpawnGroupRemoveSpawn(Spawn* spawn, int32 group_id);
- int32 CreateSpawnGroup(Spawn* spawn, string name);
- void DeleteSpawnGroup(int32 id);
- bool SetGroupSpawnChance(int32 id, float chance);
- void LoadGroundSpawnEntries(ZoneServer* zone);
- void LoadGroundSpawnItems(ZoneServer* zone);
- void LoadSpawns(ZoneServer* zone);
- int8 GetAppearanceType(string type);
- void LoadNPCs(ZoneServer* zone);
- int32 LoadAppearances(ZoneServer* zone, Client* client = 0);
- int32 LoadNPCSpells(ZoneServer* zone);
- int32 LoadNPCSkills(ZoneServer* zone);
- int32 LoadNPCEquipment(ZoneServer* zone);
- void LoadObjects(ZoneServer* zone);
- void LoadGroundSpawns(ZoneServer* zone);
- void LoadWidgets(ZoneServer* zone);
- void LoadSigns(ZoneServer* zone);
- void ReloadItemList();
- void LoadItemList();
- int32 LoadItemStats();
- int32 LoadItemAppearances();
- int32 LoadItemLevelOverride();
- int32 LoadItemEffects();
- int32 LoadBookPages();
- int32 LoadNextUniqueItemID();
- int32 LoadSkillItems();
- int32 LoadRangeWeapons();
- int32 LoadThrownWeapons();
- int32 LoadBaubles();
- int32 LoadBooks();
- int32 LoadItemsets();
- int32 LoadHouseItem();
- int32 LoadRecipeBookItems();
- int32 LoadArmor();
- int32 LoadAdornments();
- int32 LoadClassifications();
- int32 LoadShields();
- int32 LoadBags();
- int32 LoadFoods();
- int32 LoadWeapons();
- int32 LoadRanged();
- int32 LoadHouseContainers();
- map<int32, vector<LevelArray*> >* LoadSpellClasses();
- void LoadTransporters(ZoneServer* zone);
- void LoadTransportMaps(ZoneServer* zone);
- void LoadDataFromRow(MYSQL_ROW row, Item* item); // JA - eventually get rid of this function when all DB calls are converted
- void LoadDataFromRow(DatabaseResult *result, Item* item);
- void LoadCharacterItemList(int32 account_id, int32 char_id, Player* player, int16);
- bool loadCharacter(const char* name, int32 account_id, Client* client);
- bool LoadCharacterStats(int32 id, int32 account_id, Client* client);
- bool InsertCharacterStats(int32 character_id, int8 class_id, int8 race_id);
- bool UpdateCharacterTimeStamp(int32 account_id, int32 character_id, int32 timestamp);
- bool insertCharacterProperty(Client* client, char* propName, char* propValue);
- bool loadCharacterProperties(Client* client);
- string GetPlayerName(char* name);
- int32 GetCharacterTimeStamp(int32 character_id, int32 account_id,bool* char_exists);
- int32 GetCharacterTimeStamp(int32 character_id);
- sint32 GetLatestDataTableVersion(char* name);
- sint16 GetLowestCharacterAdminStatus(int32 account_id);
- sint16 GetHighestCharacterAdminStatus(int32 account_id);
- sint16 GetCharacterAdminStatus(char* character_name);
- sint16 GetCharacterAdminStatus(int32 account_id , int32 char_id);
- bool UpdateAdminStatus(char* character_name, sint16 flag);
- void LoadMerchantInformation();
- void LoadMerchantInventory();
- string GetMerchantDescription(int32 merchant_id);
- void LoadPlayerStatistics(Player* player, int32 char_id);
- void WritePlayerStatistic(Player* player, Statistic* stat);
- void LoadServerStatistics();
- void WriteServerStatistic(Statistic* stat);
- void WriteServerStatistic(int32 stat_id, sint32 stat_value);
- void WriteServerStatisticsNeededQueries();
- void SavePlayerMail(Mail* mail);
- void SavePlayerMail(Client* client);
- void LoadPlayerMail(Client* client, bool new_only = false);
- void DeletePlayerMail(Mail* mail);
- vector<int32>* GetAllPlayerIDs();
- void GetPetNames(ZoneServer* zone);
- //void LoadMerchantMultipliers();
- char* GetCharacterName(int32 character_id);
- int8 GetCharacterLevel(int32 character_id);
- int16 GetCharacterModelType(int32 character_id);
- int8 GetCharacterClass(int32 character_id);
- int8 GetCharacterGender(int32 character_id);
- int32 GetCharacterID(const char* name);
- int32 GetCharacterCurrentZoneID(int32 character_id);
- int32 GetCharacterAccountID(int32 character_id);
- void LoadEntityCommands(ZoneServer* zone);
- void LoadSpells();
- void LoadSpellEffects();
- void LoadSpellLuaData();
- void LoadTraits();
- int32 LoadPlayerSkillbar(Client* client);
- string GetColumnNames(char* name);
- string GetZoneName(char* zone_description);
- bool GetItemResultsToClient (Client* client, const char* varSearch, int maxResults=20);
- void LoadRevivePoints(vector<RevivePoint*>* revive_points, int32 zone_id);
- void SaveBugReport(const char* category, const char* subcategory, const char* causes_crash, const char* reproducible, const char* summary, const char* description, const char* version, const char* player, int32 account_id, const char* spawn_name, int32 spawn_id, int32 zone_id);
- void FixBugReport();
- int32 LoadQuests();
- void LoadQuestDetails(Quest* quest);
-
- bool DeleteCharacter(int32 account_id, int32 character_id);
- int32 GetMaxHotBarID();
- int8 CheckNameFilter(const char* name);
- static int32 NextUniqueHotbarID(){
- next_id++;
- return next_id;
- }
- void LoadFogInit(string zone, PacketStruct* packet);
- static int32 next_id;
- void ToggleCharacterOnline();
- void ToggleCharacterOnline(Client* client, int8 toggle);
- // Zone Instance DB Functions
- map<int32,int32>* GetInstanceRemovedSpawns(int32 instance_id, int8 type);
- int32 CreateNewInstance(int32 zone_id);
- //int32 AddCharacterInstance(int32 char_id, int32 instance_id, int32 grant_reenter_time_left=0, int32 grant_reset_time_left=0, int32 lockout_time=0);
- int32 AddCharacterInstance(int32 char_id, int32 instance_id, string zone_name, int8 instance_type, int32 last_success, int32 last_failure, int32 success_lockout, int32 failure_lockout);
- bool UpdateCharacterInstanceTimers(int32 char_id, int32 instance_id, int32 lockout_time=0, int32 reset_time=0, int32 reenter_time=0 );
- bool UpdateCharacterInstance(int32 char_id, string zone_name, int32 instance_id, int8 type = 0, int32 timestamp = 0);
- bool VerifyInstanceID(int32 char_id, int32 instance_id);
- bool CheckVectorForValue(vector<int32>* vector, int32 value);
- int32 CheckSpawnRemoveInfo(map<int32,int32>* inmap, int32 spawn_location_entry_id);
- bool UpdateInstancedSpawnRemoved(int32 spawn_location_entry_id, int32 spawn_type, int32 respawn_time, int32 instance_id );
- int32 CreateInstanceSpawnRemoved(int32 spawn_location_entry_id, int32 spawn_type, int32 respawn_time, int32 instance_id );
- bool DeleteInstance(int32 instance_id);
- bool DeleteInstanceSpawnRemoved(int32 instance_id, int32 spawn_location_entry_id);
- bool DeleteCharacterFromInstance(int32 char_id, int32 instance_id);
- bool LoadCharacterInstances(Client* client);
- //
- MutexMap<int32, LoginEquipmentUpdate>* GetEquipmentUpdates();
- MutexMap<int32, LoginEquipmentUpdate>* GetEquipmentUpdates(int32 char_id);
- void UpdateLoginEquipment();
- MutexMap<int32, LoginZoneUpdate>* GetZoneUpdates();
- void UpdateLoginZones();
- void LoadLocationGrids(ZoneServer* zone);
- bool LoadLocationGridLocations(LocationGrid* grid);
- int32 CreateLocation(int32 zone_id, int32 grid_id, const char* name, bool include_y);
- bool AddLocationPoint(int32 location_id, float x, float y, float z);
- bool DeleteLocation(int32 location_id);
- bool DeleteLocationPoint(int32 location_point_id);
- void ListLocations(Client* client);
- void ListLocationPoints(Client* client, int32 location_id);
- bool LocationExists(int32 location_id);
- bool GetTableVersions(vector<TableVersion *> *table_versions);
- bool QueriesFromFile(const char *file);
- /* Achievements */
- void LoadAchievements();
- int32 LoadAchievementRequirements(Achievement *achievement);
- int32 LoadAchievementRewards(Achievement *achievement);
- void LoadPlayerAchievements(Player *player);
- int32 LoadPlayerAchievementsUpdates(Player *player);
- int32 LoadPlayerAchievementsUpdateItems(AchievementUpdate *update, int32 player_id);
- /* Alternate Advancement */
- void LoadAltAdvancements();
- void LoadTreeNodes();
- /* Collections */
- void LoadCollections();
- int32 LoadCollectionItems(Collection *collection);
- int32 LoadCollectionRewards(Collection *collection);
- void LoadPlayerCollections(Player *player);
- void LoadPlayerCollectionItems(Player *player, Collection *collection);
- void SavePlayerCollections(Client *client);
- void SavePlayerCollection(Client *client, Collection *collection);
- void SavePlayerCollectionItems(Client *client, Collection *collection);
- void SavePlayerCollectionItem(Client *client, Collection *collection, int32 item_id);
-
- /* Commands */
- map<int32, string>* GetSpawnTemplateListByName(const char* name);
- map<int32, string>* GetSpawnTemplateListByID(int32 location_id);
- int32 SaveSpawnTemplate(int32 placement_id, const char* template_name);
- bool RemoveSpawnTemplate(int32 template_id);
- int32 CreateSpawnFromTemplateByID(Client* client, int32 template_id);
- int32 CreateSpawnFromTemplateByName(Client* client, const char* template_name);
- bool SaveZoneSafeCoords(int32 zone_id, float x, float y, float z, float heading);
- bool SaveSignZoneToCoords(int32 spawn_id, float x, float y, float z, float heading);
- /* Guilds */
- void LoadGuilds();
- int32 LoadGuildMembers(Guild* guild);
- void LoadGuildEvents(Guild* guild);
- void LoadGuildRanks(Guild* guild);
- void LoadGuildEventFilters(Guild* guild);
- void LoadGuildPointsHistory(Guild* guild, GuildMember* guild_member);
- void LoadGuildRecruiting(Guild* guild);
- void SaveGuild(Guild* guild, bool new_guild = false);
- void SaveGuildMembers(Guild* guild);
- void SaveGuildEvents(Guild* guild);
- void SaveGuildRanks(Guild* guild);
- void SaveGuildEventFilters(Guild* guild);
- void SaveGuildPointsHistory(Guild* guild);
- void SaveGuildRecruiting(Guild* guild);
- void DeleteGuild(Guild* guild);
- void DeleteGuildMember(Guild* guild, int32 character_id);
- void DeleteGuildEvent(Guild* guild, int64 event_id);
- void DeleteGuildPointHistory(Guild* guild, int32 character_id, PointHistory* point_history);
- void ArchiveGuildEvent(Guild* guild, GuildEvent* guild_event);
- void SaveHiddenGuildEvent(Guild* guild, GuildEvent* guild_event);
- void LoadGuildDefaultRanks(Guild* guild);
- void LoadGuildDefaultEventFilters(Guild* guild);
- bool AddNewPlayerToServerGuild(int32 account_id, int32 char_id);
- int32 GetGuildIDByCharacterID(int32 char_id);
- /* Chat */
- void LoadChannels();
- /* Recipes */
- void LoadRecipes();
- void LoadRecipeBooks();
- void LoadPlayerRecipes(Player *player);
- int32 LoadPlayerRecipeBooks(int32 char_id, Player *player);
- void SavePlayerRecipeBook(Player* player, int32 recipebook_id);
- void LoadRecipeComponents();
- void LoadRecipeProducts();
- void UpdatePlayerRecipe(Player* player, int32 recipe_id, int8 highest_rank);
- void SavePlayerRecipe(Player* player, int32 recipe_id);
- /* Tradeskills */
- void LoadTradeskillEvents();
- /* Rules */
- void LoadGlobalRuleSet();
- void LoadRuleSets();
- void LoadRuleSetDetails(RuleSet *rule_set);
- /* Titles */
- void LoadTitles();
- int32 LoadCharacterTitles(int32 char_id, Player *player);
- sint16 GetCharPrefixIndex(int32 char_id, Player *player);
- sint16 GetCharSuffixIndex(int32 char_id, Player *player);
- void SaveCharPrefixIndex(sint16 index, int32 char_id, Client *client);
- void SaveCharSuffixIndex(sint16 index, int32 char_id, Client *client);
- /* Languages */
- void LoadLanguages();
- int32 LoadCharacterLanguages(int32 char_id, Player *player);
- int16 GetCharacterCurrentLang(int32 char_id, Player *player);
- void SaveCharacterCurrentLang(int32 id, int32 char_id, Client *client);
- /// <summary>Saves the given language for the given player</summary>
- /// <param name='char_id'>Character ID to save the language to</param>
- /// <param name='lang_id'>Language ID to save to the character</param>
- void SaveCharacterLang(int32 char_id, int32 lang_id);
- /* Tradeskills */
- /* Character History */
- void SaveCharacterHistory(Player* player, int8 type, int8 subtype, int32 value, int32 value2, char* location, int32 event_date);
- /* Housing */
- void LoadHouseZones();
- int64 AddPlayerHouse(int32 char_id, int32 house_id, int32 instance_id, int32 upkeep_due);
- void RemovePlayerHouse(int32 char_id, int32 house_id);
- void LoadPlayerHouses();
- /* World */
- bool CheckBannedIPs(const char* loginIP);
- /* Heroic OP */
- void LoadHOStarters();
- void LoadHOWheel();
- /* Race Types */
- void LoadRaceTypes();
- /* Loot */
- void LoadLoot(ZoneServer* zone);
- void LoadGlobalLoot(ZoneServer* zone);
- void LoadCharacterHistory(int32 char_id, Player *player);
- void LoadSpellErrors();
- /* Load single spawns */
- bool LoadSign(ZoneServer* zone, int32 spawn_id);
- bool LoadWidget(ZoneServer* zone, int32 spawn_id);
- bool LoadObject(ZoneServer* zone, int32 spawn_id);
- bool LoadGroundSpawn(ZoneServer* zone, int32 spawn_id);
- void LoadGroundSpawnEntry(ZoneServer* zone, int32 entry_id);
- void LoadGroundSpawnItems(ZoneServer* zone, int32 entry_id);
- bool LoadNPC(ZoneServer* zone, int32 spawn_id);
- void LoadAppearance(ZoneServer* zone, int32 spawn_id);
- void LoadNPCAppearanceEquipmentData(ZoneServer* zone, int32 spawn_id);
- /* Save character Pictures */
- /// <summary>Saves the pictures that clients send to the server</summary>
- /// <param name='characterID'>The ID of the character</param>
- /// <param name='type'>The type of image this is, 0 = paperdoll, 1 = headshot</param>
- /// <param name='picture'>The raw png data</param>
- void SaveCharacterPicture(int32 characterID, int8 type, uchar* picture, int32 picture_size);
- /* Quests */
- /// <summary>Updates the given date for the quest in the DB for a repeatable quest</summary>
- /// <param name='client'>Client to save the quest for</param>
- /// <param name='quest_id'>ID of the quest to save</param>
- /// <param name='quest_complete_count'>Number of times the quest has already been completed</param>
- void SaveCharRepeatableQuest(Client* client, int32 quest_id, int16 quest_complete_count);
- /* Zone Flight Paths */
- void LoadZoneFlightPaths(ZoneServer* zone);
- void LoadZoneFlightPathLocations(ZoneServer* zone);
- /* Character LUA History */
- void SaveCharacterLUAHistory(Player* player, int32 event_id, int32 value, int32 value2);
- void LoadCharacterLUAHistory(int32 char_id, Player* player);
- /* Bots - BotDB.cpp */
- int32 CreateNewBot(int32 char_id, string name, int8 race, int8 advClass, int8 gender, int16 model_id, int32& index);
- void SaveBotAppearance(Bot* bot);
- void SaveBotColors(int32 bot_id, const char* type, EQ2_Color color);
- void SaveBotFloats(int32 bot_id, const char* type, float float1, float float2, float float3);
- bool LoadBot(int32 char_id, int32 bot_index, Bot* bot);
- void LoadBotAppearance(Bot* bot);
- void SaveBotItem(int32 bot_id, int32 item_id, int8 slot);
- void LoadBotEquipment(Bot* bot);
- string GetBotList(int32 char_id);
- void DeleteBot(int32 char_id, int32 bot_index);
- void SetBotStartingItems(Bot* bot, int8 class_id, int8 race_id);
- void LoadTransmuting();
- void FindSpell(Client* client, char* findString);
- private:
- DatabaseNew database_new;
- map<int32, string> zone_names;
- string skills;
- int32 max_zonename;
- char** zonename_array;
- };
- #endif
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