665 lines
28 KiB
C++
665 lines
28 KiB
C++
/*
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EQ2Emulator: Everquest II Server Emulator
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Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
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This file is part of EQ2Emulator.
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EQ2Emulator is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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EQ2Emulator is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef EQ2WORLD_EMU_DATABASE_H
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#define EQ2WORLD_EMU_DATABASE_H
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#ifdef WIN32
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#include <WinSock2.h>
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#include <windows.h>
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#endif
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#include <mysql.h>
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#include <string>
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#include <vector>
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#include <map>
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#include <stdio.h>
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#include "../common/database.h"
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#include "../common/types.h"
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#include "../common/MiscFunctions.h"
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#include "../common/Mutex.h"
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#include "../common/DatabaseNew.h"
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#include "client.h"
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#include "Object.h"
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#include "Widget.h"
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#include "Sign.h"
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#include "NPC.h"
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#include "zoneserver.h"
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#include "Collections/Collections.h"
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#include "Achievements/Achievements.h"
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#include "Recipes/Recipe.h"
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#include "../common/PacketStruct.h"
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#include "Spells.h"
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#include "Titles.h"
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#include "Rules/Rules.h"
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#include "Languages.h"
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#include "World.h"
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using namespace std;
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#define APPEARANCE_SOGA_HFHC 0
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#define APPEARANCE_SOGA_HTHC 1
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#define APPEARANCE_SOGA_HFC 2
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#define APPEARANCE_SOGA_HTC 3
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#define APPEARANCE_SOGA_HH 4
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#define APPEARANCE_SOGA_HC1 5
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#define APPEARANCE_SOGA_HC2 6
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#define APPEARANCE_SOGA_SC 7
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#define APPEARANCE_SOGA_EC 8
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#define APPEARANCE_HTHC 9
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#define APPEARANCE_HFHC 10
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#define APPEARANCE_HTC 11
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#define APPEARANCE_HFC 12
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#define APPEARANCE_HH 13
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#define APPEARANCE_HC1 14
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#define APPEARANCE_HC2 15
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#define APPEARANCE_WC1 16
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#define APPEARANCE_WC2 17
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#define APPEARANCE_SC 18
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#define APPEARANCE_EC 19
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#define APPEARANCE_SHIRT 20
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#define APPEARANCE_UCC 21
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#define APPEARANCE_PANTS 22
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#define APPEARANCE_ULC 23
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#define APPEARANCE_U9 24
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#define APPEARANCE_BODY_SIZE 25
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#define APPEARANCE_SOGA_WC1 26
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#define APPEARANCE_SOGA_WC2 27
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#define APPEARANCE_SOGA_SHIRT 28
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#define APPEARANCE_SOGA_UCC 29
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#define APPEARANCE_SOGA_PANTS 30
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#define APPEARANCE_SOGA_ULC 31
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#define APPEARANCE_SOGA_U13 32
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#define APPEARANCE_SOGA_EBT 33
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#define APPEARANCE_SOGA_CHEEKT 34
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#define APPEARANCE_SOGA_NT 35
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#define APPEARANCE_SOGA_CHINT 36
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#define APPEARANCE_SOGA_LT 37
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#define APPEARANCE_SOGA_EART 38
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#define APPEARANCE_SOGA_EYET 39
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#define APPEARANCE_EBT 40
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#define APPEARANCE_CHEEKT 41
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#define APPEARANCE_NT 42
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#define APPEARANCE_CHINT 43
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#define APPEARANCE_EART 44
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#define APPEARANCE_EYET 45
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#define APPEARANCE_LT 46
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#define APPEARANCE_BODY_AGE 47
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#define APPEARANCE_MC 48
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#define APPEARANCE_SMC 49
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#define APPEARANCE_SBS 50
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#define APPEARANCE_SBA 51
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#define CHAR_PROPERTY_SPEED "modify_speed"
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#define CHAR_PROPERTY_FLYMODE "modify_flymode"
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#define CHAR_PROPERTY_INVUL "modify_invul"
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#define CHAR_PROPERTY_REGIONDEBUG "modify_regiondebug"
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#define CHAR_PROPERTY_GMVISION "modify_gmvision"
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#define CHAR_PROPERTY_LUADEBUG "modify_luadebug"
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#define CHAR_PROPERTY_GROUPLOOTMETHOD "group_loot_method"
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#define CHAR_PROPERTY_GROUPLOOTITEMRARITY "group_loot_item_rarity"
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#define CHAR_PROPERTY_GROUPAUTOSPLIT "group_auto_split"
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#define CHAR_PROPERTY_GROUPDEFAULTYELL "group_default_yell"
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#define CHAR_PROPERTY_GROUPAUTOLOCK "group_autolock"
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#define CHAR_PROPERTY_GROUPLOCKMETHOD "group_lock_method"
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#define CHAR_PROPERTY_GROUPSOLOAUTOLOCK "group_solo_autolock"
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#define CHAR_PROPERTY_AUTOLOOTMETHOD "group_auto_loot_method"
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#define CHAR_PROPERTY_ASSISTAUTOATTACK "assist_auto_attack"
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#define CHAR_PROPERTY_SETACTIVEFOOD "set_active_food"
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#define CHAR_PROPERTY_SETACTIVEDRINK "set_active_drink"
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#define DB_TYPE_SPELLEFFECTS 1
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#define DB_TYPE_MAINTAINEDEFFECTS 2
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struct StartingItem{
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string type;
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int32 item_id;
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string creator;
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int8 condition;
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int8 attuned;
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int16 count;
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};
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struct ClaimItems {
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int32 char_id;
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int32 item_id;
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int8 max_claim;
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int8 curr_claim;
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int8 one_per_char;
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int32 vet_reward_time;
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};
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class Bot;
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class WorldDatabase : public Database {
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public:
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WorldDatabase();
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~WorldDatabase();
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bool ConnectNewDatabase();
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void PingNewDB();
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string GetZoneName(int32 id);
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string GetZoneDescription(int32 id);
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int32 LoadCharacterSkills(int32 char_id, Player* player);
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void DeleteCharacterSkill(int32 char_id, Skill* skill);
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void DeleteCharacterSpell(int32 character_id, int32 spell_id);
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int32 LoadCharacterSpells(int32 char_id, Player* player);
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int32 LoadItemBlueStats();
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void SaveQuickBar(int32 char_id, vector<QuickBarItem*>* quickbar_items);
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void SavePlayerSpells(Client* client);
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int32 LoadSkills();
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void LoadCommandList();
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map<int8, vector<MacroData*> >* LoadCharacterMacros(int32 char_id);
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void UpdateCharacterMacro(int32 char_id, int8 number, const char* name, int16 icon, vector<string>* updates);
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void SaveWorldTime(WorldTime* time);
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bool SaveSpawnInfo(Spawn* spawn);
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int32 GetNextSpawnIDInZone(int32 zone_id);
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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);
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float GetSpawnLocationPlacementOffsetX(int32 location_id);
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float GetSpawnLocationPlacementOffsetY(int32 location_id);
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float GetSpawnLocationPlacementOffsetZ(int32 location_id);
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int32 GetNextSpawnLocation();
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bool CreateNewSpawnLocation(int32 id, const char* name);
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bool RemoveSpawnFromSpawnLocation(Spawn* spawn);
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int32 GetSpawnLocationCount(int32 location, Spawn* spawn = 0);
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vector<string>* GetSpawnNameList(const char* in_name);
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void LoadSubCommandList();
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void LoadGlobalVariables();
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void UpdateVitality(int32 timestamp, float amount);
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void SaveVariable(const char* name, const char* value, const char* comment);
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void LoadVisualStates();
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void LoadAppearanceMasterList();
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void Save(Client* client);
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void SaveItems(Client* client);
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void SaveItem(int32 account_id, int32 char_id, Item* item, const char* type);
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void DeleteBuyBack(int32 char_id, int32 item_id, int16 quantity, int32 price);
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void LoadBuyBacks(Client* client);
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void SaveBuyBacks(Client* client);
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void SaveBuyBack(int32 char_id, int32 item_id, int16 quantity, int32 price);
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void DeleteItem(int32 char_id, Item* item, const char* type);
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void SaveCharacterColors(int32 char_id, const char* type, EQ2_Color color);
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void SaveCharacterFloats(int32 char_id, const char* type, float float1, float float2, float float3, float multiplier = 100.0f);
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int16 GetAppearanceID(string name);
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vector<int16>* GetAppearanceIDsLikeName(string name, bool filtered = true);
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string GetAppearanceName(int16 appearance_id);
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void UpdateRandomize(int32 spawn_id, sint32 value);
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int32 SaveCharacter(PacketStruct* create, int32 loginID);
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int32 LoadNPCAppearanceEquipmentData(ZoneServer* zone);
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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);
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void LoadSpecialZones();
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void SaveCharacterSkills(Client* client);
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void SaveCharacterQuests(Client* client);
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void SaveCharacterQuestProgress(Client* client, Quest* quest);
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void DeleteCharacterQuest(int32 quest_id, int32 char_id, bool repeated_quest = false);
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void LoadCharacterQuests(Client* client);
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void LoadPlayerAA(Player *player);
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void LoadCharacterQuestProgress(Client* client);
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void LoadCharacterFriendsIgnoreList(Player* player);
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void LoadZoneInfo(ZoneServer* zone);
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void LoadZoneInfo(ZoneInfo* zone_info);
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int32 GetZoneID(const char* name);
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void SaveZoneInfo(int32 zone_id, const char* field, sint32 value);
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void SaveZoneInfo(int32 zone_id, const char* field, float value);
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void SaveZoneInfo(int32 zone_id, const char* field, const char* value);
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bool GetZoneRequirements(const char* zoneName,sint16* minStatus, int16* minLevel, int16* maxLevel, int16* minVersion);
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int16 GetMinimumClientVersion(int8 expansion_id);
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string GetExpansionIDByVersion(int16 version);
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int32 CheckTableVersions(char* tablename);
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bool RunDatabaseQueries(TableQuery* queries, bool output_result = true, bool data = false);
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void UpdateTableVersion(char* name, int32 version);
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void UpdateDataTableVersion(char* name, int32 version);
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void UpdateStartingFactions(int32 char_id, int8 choice);
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string GetStartingZoneName(int8 choice);
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void UpdateStartingZone(int32 char_id, int8 class_id, int8 race_id, PacketStruct* create);
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void UpdateStartingItems(int32 char_id, int8 class_id, int8 race_id, bool base_class = false);
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void UpdateStartingSkills(int32 char_id, int8 class_id, int8 race_id);
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void UpdateStartingSpells(int32 char_id, int8 class_id, int8 race_id);
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void UpdateStartingSkillbar(int32 char_id, int8 class_id, int8 race_id);
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void UpdateStartingTitles(int32 char_id, int8 class_id, int8 race_id, int8 gender_id);
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bool UpdateSpawnLocationSpawns(Spawn* spawn);
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bool UpdateSpawnWidget(int32 widget_id, char* query);
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bool CheckVersionTable();
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void LoadFactionAlliances();
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void LoadFactionList();
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bool LoadPlayerFactions(Client* client);
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void SavePlayerFactions(Client* client);
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bool VerifyFactionID(int32 char_id, int32 faction_id);
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void LoadSpawnScriptData();
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void LoadZoneScriptData();
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int32 LoadSpellScriptData();
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bool UpdateSpawnScriptData(int32 spawn_id, int32 spawn_location_id, int32 spawnentry_id, const char* name);
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map<int32, string>* GetZoneList(const char* name, bool is_admin = false);
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bool VerifyZone(const char* name);
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int8 GetInstanceTypeByZoneID(int32 zoneID);
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/*void loadNPCAppearance(int32 appearance_id);
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void LoadNPCAppearances();*/
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void ResetDatabase();
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void EnableConstraints();
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void DisableConstraints();
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int32 SaveCombinedSpawnLocation(ZoneServer* zone, Spawn* spawn, const char* name);
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int32 ProcessSpawnLocations(ZoneServer* zone, const char* sql_query, int8 type);
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int32 LoadSpawnLocationGroupAssociations(ZoneServer* zone);
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int32 LoadSpawnLocationGroups(ZoneServer* zone);
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int32 LoadSpawnGroupChances(ZoneServer* zone);
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bool SpawnGroupAddAssociation(int32 group1, int32 group2);
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bool SpawnGroupRemoveAssociation(int32 group1, int32 group2);
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bool SpawnGroupAddSpawn(Spawn* spawn, int32 group_id);
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bool SpawnGroupRemoveSpawn(Spawn* spawn, int32 group_id);
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int32 CreateSpawnGroup(Spawn* spawn, string name);
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void DeleteSpawnGroup(int32 id);
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bool SetGroupSpawnChance(int32 id, float chance);
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void LoadGroundSpawnEntries(ZoneServer* zone);
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void LoadGroundSpawnItems(ZoneServer* zone);
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void LoadSpawns(ZoneServer* zone);
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int8 GetAppearanceType(string type);
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void LoadNPCs(ZoneServer* zone);
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void LoadSpiritShards(ZoneServer* zone);
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int32 LoadAppearances(ZoneServer* zone, Client* client = 0);
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int32 LoadNPCSpells();
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int32 LoadNPCSkills(ZoneServer* zone);
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int32 LoadNPCEquipment(ZoneServer* zone);
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void LoadObjects(ZoneServer* zone);
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void LoadGroundSpawns(ZoneServer* zone);
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void LoadWidgets(ZoneServer* zone);
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void LoadSigns(ZoneServer* zone);
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void ReloadItemList(int32 item_id = 0);
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void LoadItemList(int32 item_id = 0);
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int32 LoadItemStats(int32 item_id = 0);
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int32 LoadItemModStrings(int32 item_id = 0);
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int32 LoadItemAppearances(int32 item_id = 0);
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int32 LoadItemLevelOverride(int32 item_id = 0);
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int32 LoadItemEffects(int32 item_id = 0);
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int32 LoadBookPages(int32 item_id = 0);
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int32 LoadNextUniqueItemID();
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int32 LoadSkillItems(int32 item_id = 0);
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int32 LoadRangeWeapons(int32 item_id = 0);
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int32 LoadThrownWeapons(int32 item_id = 0);
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int32 LoadBaubles(int32 item_id = 0);
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int32 LoadBooks(int32 item_id = 0);
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int32 LoadItemsets(int32 item_id = 0);
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int32 LoadHouseItem(int32 item_id = 0);
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int32 LoadRecipeBookItems(int32 item_id = 0);
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int32 LoadArmor(int32 item_id = 0);
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int32 LoadAdornments(int32 item_id = 0);
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int32 LoadClassifications();
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int32 LoadShields(int32 item_id = 0);
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int32 LoadBags(int32 item_id = 0);
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int32 LoadFoods(int32 item_id = 0);
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int32 LoadWeapons(int32 item_id = 0);
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int32 LoadRanged();
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int32 LoadHouseContainers(int32 item_id = 0);
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void LoadBrokerItemStats();
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void SaveSignMark(int32 char_id, int32 sign_id, char* char_name, Client* client);
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string GetSignMark(int32 char_id, int32 sign_id, char* char_name); // returns the string containing the character name
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map<int32, vector<LevelArray*> >* LoadSpellClasses();
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void LoadTransporters(ZoneServer* zone);
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void LoadTransportMaps(ZoneServer* zone);
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void LoadDataFromRow(DatabaseResult *result, Item* item);
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void LoadCharacterItemList(int32 account_id, int32 char_id, Player* player, int16);
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bool loadCharacter(const char* name, int32 account_id, Client* client);
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bool LoadCharacterStats(int32 id, int32 account_id, Client* client);
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void LoadCharacterQuestRewards(Client* client);
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void LoadCharacterQuestTemporaryRewards(Client* client, int32 quest_id);
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bool InsertCharacterStats(int32 character_id, int8 class_id, int8 race_id);
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bool UpdateCharacterTimeStamp(int32 account_id, int32 character_id, int32 timestamp);
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bool insertCharacterProperty(Client* client, char* propName, char* propValue);
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bool loadCharacterProperties(Client* client);
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string GetPlayerName(char* name);
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int32 GetCharacterTimeStamp(int32 character_id, int32 account_id,bool* char_exists);
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int32 GetCharacterTimeStamp(int32 character_id);
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sint32 GetLatestDataTableVersion(char* name);
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sint16 GetLowestCharacterAdminStatus(int32 account_id);
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sint16 GetHighestCharacterAdminStatus(int32 account_id);
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sint16 GetCharacterAdminStatus(char* character_name);
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sint16 GetCharacterAdminStatus(int32 account_id , int32 char_id);
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bool UpdateAdminStatus(char* character_name, sint16 flag);
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void LoadMerchantInformation();
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void LoadMerchantInventory();
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string GetMerchantDescription(int32 merchant_id);
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void LoadPlayerStatistics(Player* player, int32 char_id);
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void WritePlayerStatistic(Player* player, Statistic* stat);
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void LoadServerStatistics();
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void WriteServerStatistic(Statistic* stat);
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void WriteServerStatistic(int32 stat_id, sint32 stat_value);
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void WriteServerStatisticsNeededQueries();
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void SavePlayerMail(Mail* mail);
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void SavePlayerMail(Client* client);
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void LoadPlayerMail(Client* client, bool new_only = false);
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void DeletePlayerMail(Mail* mail);
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vector<int32>* GetAllPlayerIDs();
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void GetPetNames(ZoneServer* zone);
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//void LoadMerchantMultipliers();
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char* GetCharacterName(int32 character_id);
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int8 GetCharacterLevel(int32 character_id);
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int16 GetCharacterModelType(int32 character_id);
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int8 GetCharacterClass(int32 character_id);
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int8 GetCharacterGender(int32 character_id);
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int32 GetCharacterID(const char* name);
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int32 GetCharacterCurrentZoneID(int32 character_id);
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int32 GetCharacterAccountID(int32 character_id);
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void LoadEntityCommands(ZoneServer* zone);
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void LoadSpells();
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void LoadSpellEffects();
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void LoadSpellLuaData();
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void LoadTraits();
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int32 LoadPlayerSkillbar(Client* client);
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string GetColumnNames(char* name);
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string GetZoneName(char* zone_description);
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bool GetItemResultsToClient (Client* client, const char* varSearch, int maxResults=20);
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void LoadRevivePoints(vector<RevivePoint*>* revive_points, int32 zone_id);
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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);
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void FixBugReport();
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int32 LoadQuests();
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void LoadQuestDetails(Quest* quest);
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bool DeleteCharacter(int32 account_id, int32 character_id);
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int32 GetMaxHotBarID();
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int8 CheckNameFilter(const char* name, int8 min_length = 4, int8 max_length = 15);
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static int32 NextUniqueHotbarID(){
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next_id++;
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return next_id;
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}
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void LoadFogInit(string zone, PacketStruct* packet);
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static int32 next_id;
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void ToggleCharacterOnline();
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void ToggleCharacterOnline(Client* client, int8 toggle);
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// Zone Instance DB Functions
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map<int32,int32>* GetInstanceRemovedSpawns(int32 instance_id, int8 type);
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int32 CreateNewInstance(int32 zone_id);
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//int32 AddCharacterInstance(int32 char_id, int32 instance_id, int32 grant_reenter_time_left=0, int32 grant_reset_time_left=0, int32 lockout_time=0);
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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);
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bool UpdateCharacterInstanceTimers(int32 char_id, int32 instance_id, int32 lockout_time=0, int32 reset_time=0, int32 reenter_time=0 );
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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 UpdatePlayerRecipe(Player* player, int32 recipe_id, int8 highest_rank);
|
|
void SavePlayerRecipe(Player* player, int32 recipe_id);
|
|
|
|
/* Tradeskills */
|
|
void LoadTradeskillEvents();
|
|
|
|
/* Rules */
|
|
void LoadGlobalRuleSet();
|
|
void LoadRuleSets(bool reload=false);
|
|
void LoadRuleSetDetails(RuleSet *rule_set);
|
|
|
|
/* Titles */
|
|
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);
|
|
|
|
/* 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);
|
|
void UpdateStartingLanguage(int32 char_id, uint8 race_id, int32 starting_city=0);
|
|
|
|
/// <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 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);
|
|
|
|
/* World */
|
|
bool CheckBannedIPs(const char* loginIP);
|
|
|
|
/* Heroic OP */
|
|
void LoadHOStarters();
|
|
void LoadHOWheel();
|
|
|
|
/* Claim Items */
|
|
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);
|
|
|
|
/* Race Types */
|
|
void LoadRaceTypes();
|
|
|
|
/* Loot */
|
|
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();
|
|
|
|
/* 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);
|
|
|
|
void LoadChestTraps();
|
|
|
|
bool CheckExpansionFlags(ZoneServer* zone, int32 spawnXpackFlag);
|
|
bool CheckHolidayFlags(ZoneServer* zone, int32 spawnHolidayFlag);
|
|
void GetHouseSpawnInstanceData(ZoneServer* zone, Spawn* spawn);
|
|
int32 FindHouseInstanceSpawn(Spawn* spawn);
|
|
|
|
/* Starting Character Abilities */
|
|
|
|
void LoadStartingSkills(World* world);
|
|
void LoadStartingSpells(World* world);
|
|
void LoadVoiceOvers(World* world);
|
|
|
|
int32 CreateSpiritShard(const char* name, int32 level, int8 race, int8 gender, int8 adventure_class,
|
|
int16 model_type, int16 soga_model_type, int16 hair_type, int16 hair_face_type, int16 wing_type,
|
|
int16 chest_type, int16 legs_type, int16 soga_hair_type, int16 soga_hair_face_type, int8 hide_hood,
|
|
int16 size, int16 collision_radius, int16 action_state, int16 visual_state, int16 mood_state, int16 emote_state,
|
|
int16 pos_state, int16 activity_status, char* sub_title, char* prefix_title, char* suffix_title, char* lastname,
|
|
float x, float y, float z, float heading, int32 gridid, int32 charid, int32 zoneid, int32 instanceid);
|
|
bool DeleteSpiritShard(int32 id);
|
|
|
|
void LoadCharacterSpellEffects(int32 char_id, Client *client, int8 db_spell_type);
|
|
|
|
int32 GetMysqlExpCurve(int level);
|
|
private:
|
|
DatabaseNew database_new;
|
|
std::map<int32, string> zone_names;
|
|
string skills;
|
|
int32 max_zonename;
|
|
char** zonename_array;
|
|
std::map<int32, int8> zone_instance_types;
|
|
};
|
|
#endif
|
|
|