# File: `ItemsDB.cpp` ## Classes _None detected_ ## Functions - `void WorldDatabase::LoadDataFromRow(DatabaseResult* result, Item* item)` - `int32 WorldDatabase::LoadSkillItems(int32 item_id)` - `int32 WorldDatabase::LoadShields(int32 item_id)` - `int32 WorldDatabase::LoadAdornments(int32 item_id)` - `int32 WorldDatabase::LoadClassifications()` - `int32 WorldDatabase::LoadBaubles(int32 item_id)` - `int32 WorldDatabase::LoadBooks(int32 item_id)` - `int32 WorldDatabase::LoadItemsets(int32 item_id)` - `int32 WorldDatabase::LoadHouseItem(int32 item_id)` - `int32 WorldDatabase::LoadRecipeBookItems(int32 item_id)` - `int32 WorldDatabase::LoadHouseContainers(int32 item_id){` - `int32 WorldDatabase::LoadArmor(int32 item_id)` - `int32 WorldDatabase::LoadBags(int32 item_id)` - `int32 WorldDatabase::LoadFoods(int32 item_id)` - `int32 WorldDatabase::LoadRangeWeapons(int32 item_id)` - `int32 WorldDatabase::LoadThrownWeapons(int32 item_id)` - `int32 WorldDatabase::LoadWeapons(int32 item_id)` - `int32 WorldDatabase::LoadItemAppearances(int32 item_id)` - `int32 WorldDatabase::LoadItemEffects(int32 item_id)` - `int32 WorldDatabase::LoadBookPages(int32 item_id)` - `int32 WorldDatabase::LoadItemLevelOverride(int32 item_id)` - `int32 WorldDatabase::LoadItemStats(int32 item_id)` - `else if(row[4])` - `int32 WorldDatabase::LoadItemModStrings(int32 item_id)` - `void WorldDatabase::LoadBrokerItemStats()` - `void WorldDatabase::ReloadItemList(int32 item_id)` - `void WorldDatabase::LoadItemList(int32 item_id)` - `int32 WorldDatabase::LoadNextUniqueItemID()` - `return strtoul(row[0], NULL, 0);` - `else if(!result)` - `void WorldDatabase::SaveItems(Client* client)` - `else if(item->save_needed)` - `else if(item->save_needed) {` - `else if(item->save_needed) {` - `void WorldDatabase::SaveItem(int32 account_id, int32 char_id, Item* item, const char* type)` - `void WorldDatabase::DeleteItem(int32 char_id, Item* item, const char* type)` - `void WorldDatabase::LoadCharacterItemList(int32 account_id, int32 char_id, Player* player, int16 version)` - `else if (strncasecmp(row[0], "APPEARANCE", 10) == 0)` ## Notable Comments - /* - */ - // handle new database class til all functions are converted - // this is too much on top of already having the top level load item debug msg - // LogWrite(ITEM__DEBUG, 5, "Items", "\tSetting details for item ID: %i", result->GetInt32Str("id")); - // add more Flags/Flags2 here - //LogWrite(ITEM__DEBUG, 0, "Items", "\tItem Adornment for item_id: %u", id); - //LogWrite(ITEM__DEBUG, 0, "Items", "\ttype: %i, Duration: %i, item_types_: %i, slot_type: %i", ITEM_TYPE_ADORNMENT, atoi(row[1]), atoi(row[2]), atoi(row[3])); - //LogWrite(ITEM__DEBUG, 0, "Items", "\ttype: %i, Duration: %i, item_types_: %i, slot_type: %i",item->generic_info.item_type, item->adornment_info->duration, item->adornment_info->item_types, item->adornment_info->slot_type); - //if (database_new.Select(&result, "SELECT id, itemset_item_id, item_id, item_icon,item_stack_size,item_list_color,language_type FROM item_details_itemset"))