1
0
EQ2Emu/docs/code/WorldDatabase.md
2025-05-06 09:54:48 -04:00

22 KiB

File: WorldDatabase.h

Classes

  • StartingItem
  • ClaimItems
  • Bot
  • WorldDatabase

Functions

  • bool ConnectNewDatabase();
  • void PingNewDB();
  • 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();
  • 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);
  • 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, float multiplier = 100.0f);
  • int16 GetAppearanceID(string name);
  • 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, int32 minLevel=0, int32 maxLevel=0, int32 avgLevel=0, int32 firstLevel=0);
  • void LoadZonePlayerLevels(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, PacketStruct* create);
  • 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 UpdateSpawnWidget(int32 widget_id, char* query);
  • bool CheckVersionTable();
  • void LoadFactionAlliances();
  • void LoadFactionList();
  • bool LoadPlayerFactions(Client* client);
  • void SavePlayerFactions(Client* client);
  • bool VerifyFactionID(int32 char_id, int32 faction_id);
  • void LoadSpawnScriptData();
  • void LoadZoneScriptData();
  • int32 LoadSpellScriptData();
  • bool UpdateSpawnScriptData(int32 spawn_id, int32 spawn_location_id, int32 spawnentry_id, const char* name);
  • bool VerifyZone(const char* name);
  • int8 GetInstanceTypeByZoneID(int32 zoneID);
  • void LoadNPCAppearances();*/
  • void ResetDatabase();
  • void EnableConstraints();
  • void DisableConstraints();
  • int32 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);
  • void LoadSpiritShards(ZoneServer* zone);
  • int32 LoadAppearances(ZoneServer* zone, Client* client = 0);
  • int32 LoadNPCSpells();
  • 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(int32 item_id = 0);
  • void LoadItemList(int32 item_id = 0);
  • int32 LoadItemStats(int32 item_id = 0);
  • int32 LoadItemModStrings(int32 item_id = 0);
  • int32 LoadItemAppearances(int32 item_id = 0);
  • int32 LoadItemLevelOverride(int32 item_id = 0);
  • int32 LoadItemEffects(int32 item_id = 0);
  • int32 LoadBookPages(int32 item_id = 0);
  • int32 LoadNextUniqueItemID();
  • int32 LoadSkillItems(int32 item_id = 0);
  • int32 LoadRangeWeapons(int32 item_id = 0);
  • int32 LoadThrownWeapons(int32 item_id = 0);
  • int32 LoadBaubles(int32 item_id = 0);
  • int32 LoadBooks(int32 item_id = 0);
  • int32 LoadItemsets(int32 item_id = 0);
  • int32 LoadHouseItem(int32 item_id = 0);
  • int32 LoadRecipeBookItems(int32 item_id = 0);
  • int32 LoadArmor(int32 item_id = 0);
  • int32 LoadAdornments(int32 item_id = 0);
  • int32 LoadClassifications();
  • int32 LoadShields(int32 item_id = 0);
  • int32 LoadBags(int32 item_id = 0);
  • int32 LoadFoods(int32 item_id = 0);
  • int32 LoadWeapons(int32 item_id = 0);
  • int32 LoadRanged();
  • int32 LoadHouseContainers(int32 item_id = 0);
  • void LoadBrokerItemStats();
  • void SaveSignMark(int32 char_id, int32 sign_id, char* char_name, Client* client);
  • string GetSignMark(int32 char_id, int32 sign_id, char* char_name); // returns the string containing the character name
  • void LoadTransporters(ZoneServer* zone);
  • void LoadTransportMaps(ZoneServer* zone);
  • 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);
  • std::string loadCharacterFromLogin(ZoneChangeDetails* details, int32 char_id, int32 account_id);
  • bool LoadCharacterStats(int32 id, int32 account_id, Client* client);
  • void LoadCharacterQuestRewards(Client* client);
  • void LoadCharacterQuestTemporaryRewards(Client* client, int32 quest_id);
  • 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);
  • void GetPetNames(ZoneServer* zone);
  • 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, int8 min_length = 4, int8 max_length = 15);
  • void LoadFogInit(string zone, PacketStruct* packet);
  • void ToggleCharacterOnline();
  • void ToggleCharacterOnline(Client* client, int8 toggle);
  • int32 CreateNewInstance(int32 zone_id, int32 playersMinLevel=0, int32 playersMaxLevel=0, int32 playersavgLevel=0, int32 playersfirstLevel=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);
  • bool DeletePersistedRespawn(int32 zone_id, int32 spawn_location_entry_id);
  • int32 CreatePersistedRespawn(int32 spawn_location_entry_id, int32 spawn_type, int32 respawn_time, int32 zone_id);
  • void UpdateLoginEquipment();
  • 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);
  • 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);
  • void LoadAltAdvancements();
  • void LoadTreeNodes();
  • 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);
  • 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);
  • void LoadGuilds();
  • void LoadGuild(int32 guild_id);
  • 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);
  • void LoadChannels();
  • 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 UpdatePlayerRecipe(Player* player, int32 recipe_id, int8 highest_rank);
  • void SavePlayerRecipe(Player* player, int32 recipe_id);
  • void LoadTradeskillEvents();
  • void LoadGlobalRuleSet();
  • void LoadRuleSets(bool reload=false);
  • void LoadRuleSetDetails(RuleSet *rule_set);
  • sint32 AddMasterTitle(const char* titleName, int8 isPrefix = 0);
  • void LoadTitles();
  • sint32 LoadCharacterTitles(int32 char_id, Player *player);
  • sint32 GetCharPrefixIndex(int32 char_id, Player *player);
  • sint32 GetCharSuffixIndex(int32 char_id, Player *player);
  • void SaveCharPrefixIndex(sint32 index, int32 char_id);
  • void SaveCharSuffixIndex(sint32 index, int32 char_id);
  • sint32 AddCharacterTitle(sint32 index, int32 char_id, Spawn* player);
  • 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);
  • void UpdateStartingLanguage(int32 char_id, uint8 race_id, int32 starting_city=0);
  • void SaveCharacterLang(int32 char_id, int32 lang_id);
  • void SaveCharacterHistory(Player* player, int8 type, int8 subtype, int32 value, int32 value2, char* location, int32 event_date);
  • void LoadHouseZones();
  • int64 AddPlayerHouse(int32 char_id, int32 house_id, int32 instance_id, int32 upkeep_due);
  • void SetHouseUpkeepDue(int32 char_id, int32 house_id, int32 instance_id, int32 upkeep_due);
  • void RemovePlayerHouse(int32 char_id, int32 house_id);
  • void UpdateHouseEscrow(int32 house_id, int32 instance_id, int64 amount_coins, int32 amount_status);
  • void LoadPlayerHouses();
  • void LoadDeposits(PlayerHouse* house);
  • void LoadHistory(PlayerHouse* house);
  • void AddHistory(PlayerHouse* house, char* name, char* reason, int32 timestamp, int64 amount = 0, int32 status = 0, int8 pos_flag = 0);
  • bool CheckBannedIPs(const char* loginIP);
  • void LoadHOStarters();
  • void LoadHOWheel();
  • void LoadClaimItems(int32 char_id);
  • int16 CountCharClaimItems(int32 char_id);
  • vector<ClaimItems> LoadCharacterClaimItems(int32 char_id);
  • void ClaimItem(int32 char_id, int32 item_id, Client* client);
  • int32 GetAccountAge(int32 account_id);
  • void LoadRaceTypes();
  • void LoadLoot(ZoneServer* zone);
  • void LoadGlobalLoot(ZoneServer* zone);
  • bool LoadSpawnLoot(ZoneServer* zone, Spawn* spawn);
  • void AddLootTableToSpawn(Spawn* spawn, int32 loottable_id);
  • bool RemoveSpawnLootTable(Spawn* spawn, int32 loottable_id);
  • void LoadCharacterHistory(int32 char_id, Player *player);
  • void LoadSpellErrors();
  • 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);
  • void SaveCharacterPicture(int32 characterID, int8 type, uchar* picture, int32 picture_size);
  • void SaveCharRepeatableQuest(Client* client, int32 quest_id, int16 quest_complete_count);
  • void LoadZoneFlightPaths(ZoneServer* zone);
  • void LoadZoneFlightPathLocations(ZoneServer* zone);
  • void SaveCharacterLUAHistory(Player* player, int32 event_id, int32 value, int32 value2);
  • void LoadCharacterLUAHistory(int32 char_id, Player* player);
  • 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);
  • void LoadChestTraps();
  • bool CheckExpansionFlags(ZoneServer* zone, int32 spawnXpackFlag);
  • bool CheckHolidayFlags(ZoneServer* zone, int32 spawnHolidayFlag);
  • void GetHouseSpawnInstanceData(ZoneServer* zone, Spawn* spawn);
  • int32 FindHouseInstanceSpawn(Spawn* spawn);
  • void LoadStartingSkills(World* world);
  • void LoadStartingSpells(World* world);
  • void LoadVoiceOvers(World* world);
  • bool DeleteSpiritShard(int32 id);
  • void LoadCharacterSpellEffects(int32 char_id, Client *client, int8 db_spell_type);
  • int32 GetMysqlExpCurve(int level);

Notable Comments

  • /*
  • */
  • /*void loadNPCAppearance(int32 appearance_id);
  • //void LoadMerchantMultipliers();
  • // Zone Instance DB Functions
  • //int32 AddCharacterInstance(int32 char_id, int32 instance_id, int32 grant_reenter_time_left=0, int32 grant_reset_time_left=0, int32 lockout_time=0);
  • //
  • /* Achievements */
  • /* Alternate Advancement */
  • /* Collections */