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EQ2Emu/source/WorldServer/WorldDatabase.h
2024-07-22 08:52:28 -04:00

665 lines
28 KiB
C++

/*
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"
#include "World.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 APPEARANCE_MC 48
#define APPEARANCE_SMC 49
#define APPEARANCE_SBS 50
#define APPEARANCE_SBA 51
#define CHAR_PROPERTY_SPEED "modify_speed"
#define CHAR_PROPERTY_FLYMODE "modify_flymode"
#define CHAR_PROPERTY_INVUL "modify_invul"
#define CHAR_PROPERTY_REGIONDEBUG "modify_regiondebug"
#define CHAR_PROPERTY_GMVISION "modify_gmvision"
#define CHAR_PROPERTY_LUADEBUG "modify_luadebug"
#define CHAR_PROPERTY_GROUPLOOTMETHOD "group_loot_method"
#define CHAR_PROPERTY_GROUPLOOTITEMRARITY "group_loot_item_rarity"
#define CHAR_PROPERTY_GROUPAUTOSPLIT "group_auto_split"
#define CHAR_PROPERTY_GROUPDEFAULTYELL "group_default_yell"
#define CHAR_PROPERTY_GROUPAUTOLOCK "group_autolock"
#define CHAR_PROPERTY_GROUPLOCKMETHOD "group_lock_method"
#define CHAR_PROPERTY_GROUPSOLOAUTOLOCK "group_solo_autolock"
#define CHAR_PROPERTY_AUTOLOOTMETHOD "group_auto_loot_method"
#define CHAR_PROPERTY_ASSISTAUTOATTACK "assist_auto_attack"
#define CHAR_PROPERTY_SETACTIVEFOOD "set_active_food"
#define CHAR_PROPERTY_SETACTIVEDRINK "set_active_drink"
#define DB_TYPE_SPELLEFFECTS 1
#define DB_TYPE_MAINTAINEDEFFECTS 2
struct StartingItem{
string type;
int32 item_id;
string creator;
int8 condition;
int8 attuned;
int16 count;
};
struct ClaimItems {
int32 char_id;
int32 item_id;
int8 max_claim;
int8 curr_claim;
int8 one_per_char;
int32 vet_reward_time;
};
class Bot;
class WorldDatabase : public Database {
public:
WorldDatabase();
~WorldDatabase();
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();
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, float multiplier = 100.0f);
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, 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);
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();
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
map<int32, vector<LevelArray*> >* LoadSpellClasses();
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);
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);
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, int8 min_length = 4, int8 max_length = 15);
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 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