mirror of
https://github.com/EQEmu/Server.git
synced 2026-05-31 13:16:39 +00:00
Moved zonedatabase functions out of corpse.cpp
Conversion portion mostly complete Some header readability cleanup Some function renaming Struct renaming Many variable renaming MySQL error log for all of QueryDatabase Corpse table renaming Corpse table field renaming Most corpse database functions redone
This commit is contained in:
+126
-125
@@ -214,7 +214,7 @@ public:
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ZoneDatabase(const char* host, const char* user, const char* passwd, const char* database,uint32 port);
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virtual ~ZoneDatabase();
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/* Objects and World Containers */
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/* Objects and World Containers */
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void LoadWorldContainer(uint32 parentid, ItemInst* container);
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void SaveWorldContainer(uint32 zone_id, uint32 parent_id, const ItemInst* container);
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void DeleteWorldContainer(uint32 parent_id,uint32 zone_id);
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@@ -223,23 +223,24 @@ public:
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void DeleteObject(uint32 id);
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Ground_Spawns* LoadGroundSpawns(uint32 zone_id, int16 version, Ground_Spawns* gs);
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/* Traders */
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/* Traders */
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void SaveTraderItem(uint32 char_id,uint32 itemid,uint32 uniqueid, int32 charges,uint32 itemcost,uint8 slot);
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void UpdateTraderItemCharges(int char_id, uint32 ItemInstID, int32 charges);
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void UpdateTraderItemPrice(int CharID, uint32 ItemID, uint32 Charges, uint32 NewPrice);
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ItemInst* LoadSingleTraderItem(uint32 char_id, int uniqueid);
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void UpdateTraderItemPrice(int CharID, uint32 ItemID, uint32 Charges, uint32 NewPrice);
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void DeleteTraderItem(uint32 char_id);
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void DeleteTraderItem(uint32 char_id,uint16 slot_id);
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ItemInst* LoadSingleTraderItem(uint32 char_id, int uniqueid);
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Trader_Struct* LoadTraderItem(uint32 char_id);
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TraderCharges_Struct* LoadTraderItemWithCharges(uint32 char_id);
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/* Buyer/Barter */
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/* Buyer/Barter */
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void AddBuyLine(uint32 CharID, uint32 BuySlot, uint32 ItemID, const char *ItemName, uint32 Quantity, uint32 Price);
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void RemoveBuyLine(uint32 CharID, uint32 BuySlot);
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void DeleteBuyLines(uint32 CharID);
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void UpdateBuyLine(uint32 CharID, uint32 BuySlot, uint32 Quantity);
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/* General Character Related Stuff */
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/* General Character Related Stuff */
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bool SetServerFilters(char* name, ServerSideFilters_Struct *ssfs);
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uint32 GetServerFilters(char* name, ServerSideFilters_Struct *ssfs);
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@@ -249,7 +250,7 @@ public:
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void SavePetInfo(Client *c);
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void RemoveTempFactions(Client *c);
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/* Character Data Loaders */
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/* Character Data Loaders */
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bool LoadCharacterFactionValues(uint32 character_id, faction_map & val_list);
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bool LoadCharacterSpellBook(uint32 character_id, PlayerProfile_Struct* pp);
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bool LoadCharacterMemmedSpells(uint32 character_id, PlayerProfile_Struct* pp);
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@@ -265,14 +266,14 @@ public:
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bool LoadCharacterPotions(uint32 character_id, PlayerProfile_Struct* pp);
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bool LoadCharacterLeadershipAA(uint32 character_id, PlayerProfile_Struct* pp);
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/* Character Data Saves */
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/* Character Data Saves */
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bool SaveCharacterBindPoint(uint32 character_id, uint32 zone_id, uint32 instance_id, float x, float y, float z, float heading, uint8 is_home);
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bool SaveCharacterCurrency(uint32 character_id, PlayerProfile_Struct* pp);
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bool SaveCharacterData(uint32 character_id, uint32 account_id, PlayerProfile_Struct* pp, ExtendedProfile_Struct* m_epp);
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bool SaveCharacterAA(uint32 character_id, uint32 aa_id, uint32 current_level);
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bool SaveCharacterSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
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bool SaveCharacterMemorizedSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
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bool SaveCharacterMaterialColor(uint32 character_id, uint32 slot_id, uint32 color);
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bool SaveCharacterMaterialColor(uint32 character_id, uint32 slot_id, uint32 color);
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bool SaveCharacterSkill(uint32 character_id, uint32 skill_id, uint32 value);
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bool SaveCharacterLanguage(uint32 character_id, uint32 lang_id, uint32 value);
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bool SaveCharacterDisc(uint32 character_id, uint32 slot_id, uint32 disc_id);
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@@ -281,120 +282,122 @@ public:
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bool SaveCharacterPotionBelt(uint32 character_id, uint8 potion_id, uint32 item_id, uint32 icon);
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bool SaveCharacterLeadershipAA(uint32 character_id, PlayerProfile_Struct* pp);
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/* Character Data Deletes */
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/* Character Data Deletes */
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bool DeleteCharacterSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
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bool DeleteCharacterMemorizedSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
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bool DeleteCharacterDisc(uint32 character_id, uint32 slot_id);
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bool DeleteCharacterDisc(uint32 character_id, uint32 slot_id);
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bool DeleteCharacterBandolier(uint32 character_id, uint32 band_id);
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bool DeleteCharacterLeadershipAAs(uint32 character_id);
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bool DeleteCharacterAAs(uint32 character_id);
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bool DeleteCharacterDye(uint32 character_id);
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/* Character Inventory */
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/* Character Inventory */
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bool NoRentExpired(const char* name);
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/* Corpses */
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bool GetDecayTimes(npcDecayTimes_Struct* npcCorpseDecayTimes);
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uint32 CreatePlayerCorpse(uint32 charid, const char* charname, uint32 zoneid, uint16 instanceid, uchar* data, uint32 datasize, float x, float y, float z, float heading);
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bool CreatePlayerCorpseBackup(uint32 dbid, uint32 charid, const char* charname, uint32 zoneid, uint16 instanceid, uchar* data, uint32 datasize, float x, float y, float z, float heading);
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uint32 UpdatePlayerCorpse(uint32 dbid, uint32 charid, const char* charname, uint32 zoneid, uint16 instanceid, uchar* data, uint32 datasize, float x, float y, float z, float heading, bool rezzed = false);
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void MarkCorpseAsRezzed(uint32 dbid);
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bool BuryPlayerCorpse(uint32 dbid);
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bool BuryAllPlayerCorpses(uint32 charid);
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bool DeletePlayerCorpse(uint32 dbid);
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uint32 GetPlayerBurriedCorpseCount(uint32 char_id);
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Corpse* SummonBurriedPlayerCorpse(uint32 char_id, uint32 dest_zoneid, uint16 dest_instanceid, float dest_x, float dest_y, float dest_z, float dest_heading);
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bool SummonAllPlayerCorpses(uint32 char_id, uint32 dest_zoneid, uint16 dest_instanceid, float dest_x, float dest_y, float dest_z, float dest_heading);
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bool SummonAllGraveyardCorpses(uint32 cur_zoneid, uint32 dest_zoneid, uint16 dest_instanceid, float dest_x, float dest_y, float dest_z, float dest_heading);
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Corpse* LoadPlayerCorpse(uint32 player_corpse_id);
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bool UnburyPlayerCorpse(uint32 dbid, uint32 new_zoneid, uint16 dest_instanceid, float new_x, float new_y, float new_z, float new_heading);
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bool LoadPlayerCorpses(uint32 iZoneID, uint16 iInstanceID);
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uint32 GraveyardPlayerCorpse(uint32 dbid, uint32 zoneid, uint16 instanceid, float x, float y, float z, float heading);
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uint32 NewGraveyardRecord(uint32 graveyard_zoneid, float graveyard_x, float graveyard_y, float graveyard_z, float graveyard_heading);
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uint32 AddGraveyardIDToZone(uint32 zone_id, uint32 graveyard_id);
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bool DeleteGraveyard(uint32 zone_id, uint32 graveyard_id);
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uint32 GetFirstCorpseID(uint32 char_id);
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uint32 GetPlayerCorpseCount(uint32 char_id);
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uint32 GetPlayerCorpseID(uint32 char_id, uint8 corpse);
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uint32 GetPlayerCorpseItemAt(uint32 corpse_id, uint16 slotid);
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uint32 GetPlayerCorpseTimeLeft(uint8 corpse, uint8 type);
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/* Corpses */
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bool LoadCharacterCorpseData(uint32 corpse_id, PlayerCorpse_Struct* pcs);
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Corpse* LoadCharacterCorpse(uint32 player_corpse_id);
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Corpse* SummonBuriedCharacterCorpses(uint32 char_id, uint32 dest_zoneid, uint16 dest_instanceid, float dest_x, float dest_y, float dest_z, float dest_heading);
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void MarkCorpseAsRezzed(uint32 dbid);
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bool GetDecayTimes(npcDecayTimes_Struct* npcCorpseDecayTimes);
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bool BuryCharacterCorpse(uint32 dbid);
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bool BuryAllCharacterCorpses(uint32 charid);
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bool DeleteCharacterCorpse(uint32 dbid);
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bool SummonAllCharacterCorpses(uint32 char_id, uint32 dest_zoneid, uint16 dest_instanceid, float dest_x, float dest_y, float dest_z, float dest_heading);
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bool SummonAllGraveyardCorpses(uint32 cur_zoneid, uint32 dest_zoneid, uint16 dest_instanceid, float dest_x, float dest_y, float dest_z, float dest_heading);
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bool UnburyCharacterCorpse(uint32 dbid, uint32 new_zoneid, uint16 dest_instanceid, float new_x, float new_y, float new_z, float new_heading);
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bool LoadCharacterCorpses(uint32 iZoneID, uint16 iInstanceID);
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bool DeleteGraveyard(uint32 zone_id, uint32 graveyard_id);
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uint32 GetCharacterBuriedCorpseCount(uint32 char_id);
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uint32 SendCharacterCorpseToGraveyard(uint32 dbid, uint32 zoneid, uint16 instanceid, float x, float y, float z, float heading);
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uint32 CreateGraveyardRecord(uint32 graveyard_zoneid, float graveyard_x, float graveyard_y, float graveyard_z, float graveyard_heading);
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uint32 AddGraveyardIDToZone(uint32 zone_id, uint32 graveyard_id);
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uint32 SaveCharacterCorpse(uint32 charid, const char* charname, uint32 zoneid, uint16 instanceid, PlayerCorpse_Struct* dbpc, float x, float y, float z, float heading);
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uint32 UpdateCharacterCorpse(uint32 dbid, uint32 charid, const char* charname, uint32 zoneid, uint16 instanceid, PlayerCorpse_Struct* dbpc, float x, float y, float z, float heading, bool rezzed = false);
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uint32 GetFirstCorpseID(uint32 char_id);
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uint32 GetCharacterCorpseCount(uint32 char_id);
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uint32 GetCharacterCorpseID(uint32 char_id, uint8 corpse);
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uint32 GetCharacterCorpseItemAt(uint32 corpse_id, uint16 slotid);
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uint32 GetPlayerCorpseTimeLeft(uint8 corpse, uint8 type);
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/* Faction */
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bool GetNPCFactionList(uint32 npcfaction_id, int32* faction_id, int32* value, uint8* temp, int32* primary_faction = 0);
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bool GetFactionData(FactionMods* fd, uint32 class_mod, uint32 race_mod, uint32 deity_mod, int32 faction_id); //needed for factions Dec, 16 2001
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bool GetFactionName(int32 faction_id, char* name, uint32 buflen); // needed for factions Dec, 16 2001
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bool GetFactionIdsForNPC(uint32 nfl_id, std::list<struct NPCFaction*> *faction_list, int32* primary_faction = 0); // improve faction handling
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bool SetCharacterFactionLevel(uint32 char_id, int32 faction_id, int32 value, uint8 temp, faction_map &val_list); // needed for factions Dec, 16 2001
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bool LoadFactionData();
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/* Faction */
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bool GetNPCFactionList(uint32 npcfaction_id, int32* faction_id, int32* value, uint8* temp, int32* primary_faction = 0);
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bool GetFactionData(FactionMods* fd, uint32 class_mod, uint32 race_mod, uint32 deity_mod, int32 faction_id); //needed for factions Dec, 16 2001
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bool GetFactionName(int32 faction_id, char* name, uint32 buflen); // needed for factions Dec, 16 2001
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bool GetFactionIdsForNPC(uint32 nfl_id, std::list<struct NPCFaction*> *faction_list, int32* primary_faction = 0); // improve faction handling
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bool SetCharacterFactionLevel(uint32 char_id, int32 faction_id, int32 value, uint8 temp, faction_map &val_list); // needed for factions Dec, 16 2001
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bool LoadFactionData();
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/* AAs */
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bool LoadAAEffects();
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bool LoadAAEffects2();
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bool LoadSwarmSpells();
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SendAA_Struct* GetAASkillVars(uint32 skill_id);
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uint8 GetTotalAALevels(uint32 skill_id);
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uint32 GetSizeAA();
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uint32 CountAAs();
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void LoadAAs(SendAA_Struct **load);
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uint32 CountAAEffects();
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void FillAAEffects(SendAA_Struct* aa_struct);
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/* AAs */
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bool LoadAAEffects();
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bool LoadAAEffects2();
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bool LoadSwarmSpells();
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SendAA_Struct*GetAASkillVars(uint32 skill_id);
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uint8 GetTotalAALevels(uint32 skill_id);
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uint32 GetSizeAA();
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uint32 CountAAs();
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void LoadAAs(SendAA_Struct **load);
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uint32 CountAAEffects();
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void FillAAEffects(SendAA_Struct* aa_struct);
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/* Zone related */
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bool GetZoneCFG(uint32 zoneid, uint16 instance_id, NewZone_Struct *data, bool &can_bind, bool &can_combat, bool &can_levitate, bool &can_castoutdoor, bool &is_city, bool &is_hotzone, bool &allow_mercs, uint8 &zone_type, int &ruleset, char **map_filename);
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bool SaveZoneCFG(uint32 zoneid, uint16 instance_id, NewZone_Struct* zd);
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bool LoadStaticZonePoints(LinkedList<ZonePoint*>* zone_point_list,const char* zonename, uint32 version);
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bool UpdateZoneSafeCoords(const char* zonename, float x, float y, float z);
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uint8 GetUseCFGSafeCoords();
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int getZoneShutDownDelay(uint32 zoneID, uint32 version);
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/* Zone related */
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bool GetZoneCFG(uint32 zoneid, uint16 instance_id, NewZone_Struct *data, bool &can_bind, bool &can_combat, bool &can_levitate, bool &can_castoutdoor, bool &is_city, bool &is_hotzone, bool &allow_mercs, uint8 &zone_type, int &ruleset, char **map_filename);
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bool SaveZoneCFG(uint32 zoneid, uint16 instance_id, NewZone_Struct* zd);
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bool LoadStaticZonePoints(LinkedList<ZonePoint*>* zone_point_list,const char* zonename, uint32 version);
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bool UpdateZoneSafeCoords(const char* zonename, float x, float y, float z);
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uint8 GetUseCFGSafeCoords();
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int getZoneShutDownDelay(uint32 zoneID, uint32 version);
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/* Spawns and Spawn Points */
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bool LoadSpawnGroups(const char* zone_name, uint16 version, SpawnGroupList* spawn_group_list);
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bool LoadSpawnGroupsByID(int spawngroupid, SpawnGroupList* spawn_group_list);
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bool PopulateZoneSpawnList(uint32 zoneid, LinkedList<Spawn2*> &spawn2_list, int16 version, uint32 repopdelay = 0);
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Spawn2* LoadSpawn2(LinkedList<Spawn2*> &spawn2_list, uint32 spawn2id, uint32 timeleft);
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bool CreateSpawn2(Client *c, uint32 spawngroup, const char* zone, float heading, float x, float y, float z, uint32 respawn, uint32 variance, uint16 condition, int16 cond_value);
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void UpdateSpawn2Timeleft(uint32 id, uint16 instance_id,uint32 timeleft);
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uint32 GetSpawnTimeLeft(uint32 id, uint16 instance_id);
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void UpdateSpawn2Status(uint32 id, uint8 new_status);
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/* Spawns and Spawn Points */
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bool LoadSpawnGroups(const char* zone_name, uint16 version, SpawnGroupList* spawn_group_list);
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bool LoadSpawnGroupsByID(int spawngroupid, SpawnGroupList* spawn_group_list);
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bool PopulateZoneSpawnList(uint32 zoneid, LinkedList<Spawn2*> &spawn2_list, int16 version, uint32 repopdelay = 0);
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Spawn2* LoadSpawn2(LinkedList<Spawn2*> &spawn2_list, uint32 spawn2id, uint32 timeleft);
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bool CreateSpawn2(Client *c, uint32 spawngroup, const char* zone, float heading, float x, float y, float z, uint32 respawn, uint32 variance, uint16 condition, int16 cond_value);
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void UpdateSpawn2Timeleft(uint32 id, uint16 instance_id,uint32 timeleft);
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uint32 GetSpawnTimeLeft(uint32 id, uint16 instance_id);
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void UpdateSpawn2Status(uint32 id, uint8 new_status);
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/* Grids/Paths */
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uint32 GetFreeGrid(uint16 zoneid);
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void DeleteGrid(Client *c, uint32 sg2, uint32 grid_num, bool grid_too,uint16 zoneid);
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void DeleteWaypoint(Client *c, uint32 grid_num, uint32 wp_num,uint16 zoneid);
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// uint32 AddWP(Client *c, uint32 sg2, uint16 grid_num, uint8 wp_num, float xpos, float ypos, float zpos, uint32 pause, float xpos1, float ypos1, float zpos1, int type1, int type2,uint16 zoneid);
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void AddWP(Client *c, uint32 gridid, uint32 wpnum, float xpos, float ypos, float zpos, uint32 pause, uint16 zoneid, float heading);
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uint32 AddWPForSpawn(Client *c, uint32 spawn2id, float xpos, float ypos, float zpos, uint32 pause, int type1, int type2, uint16 zoneid, float heading);
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void ModifyGrid(Client *c, bool remove, uint32 id, uint8 type = 0, uint8 type2 = 0,uint16 zoneid = 0);
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void ModifyWP(Client *c, uint32 grid_id, uint32 wp_num, float xpos, float ypos, float zpos, uint32 script=0,uint16 zoneid =0);
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uint8 GetGridType(uint32 grid,uint32 zoneid);
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uint8 GetGridType2(uint32 grid, uint16 zoneid);
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bool GetWaypoints(uint32 grid, uint16 zoneid, uint32 num, wplist* wp);
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void AssignGrid(Client *client, float x, float y, uint32 id);
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int GetHighestGrid(uint32 zoneid);
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int GetHighestWaypoint(uint32 zoneid, uint32 gridid);
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/* Grids/Paths */
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uint32 GetFreeGrid(uint16 zoneid);
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void DeleteGrid(Client *c, uint32 sg2, uint32 grid_num, bool grid_too, uint16 zoneid);
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void DeleteWaypoint(Client *c, uint32 grid_num, uint32 wp_num, uint16 zoneid);
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void AddWP(Client *c, uint32 gridid, uint32 wpnum, float xpos, float ypos, float zpos, uint32 pause, uint16 zoneid, float heading);
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uint32 AddWPForSpawn(Client *c, uint32 spawn2id, float xpos, float ypos, float zpos, uint32 pause, int type1, int type2, uint16 zoneid, float heading);
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void ModifyGrid(Client *c, bool remove, uint32 id, uint8 type = 0, uint8 type2 = 0, uint16 zoneid = 0);
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void ModifyWP(Client *c, uint32 grid_id, uint32 wp_num, float xpos, float ypos, float zpos, uint32 script = 0, uint16 zoneid = 0);
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uint8 GetGridType(uint32 grid, uint32 zoneid);
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uint8 GetGridType2(uint32 grid, uint16 zoneid);
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bool GetWaypoints(uint32 grid, uint16 zoneid, uint32 num, wplist* wp);
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void AssignGrid(Client *client, float x, float y, uint32 id);
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int GetHighestGrid(uint32 zoneid);
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int GetHighestWaypoint(uint32 zoneid, uint32 gridid);
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/* NPCs */
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const NPCType* GetNPCType(uint32 id);
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uint32 NPCSpawnDB(uint8 command, const char* zone, uint32 zone_version, Client *c, NPC* spawn = 0, uint32 extra = 0); // 0 = Create 1 = Add; 2 = Update; 3 = Remove; 4 = Delete
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uint32 CreateNewNPCCommand(const char* zone, uint32 zone_version, Client *client, NPC* spawn, uint32 extra);
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uint32 AddNewNPCSpawnGroupCommand(const char* zone, uint32 zone_version, Client *client, NPC* spawn, uint32 respawnTime);
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uint32 DeleteSpawnLeaveInNPCTypeTable(const char* zone, Client *client, NPC* spawn);
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uint32 DeleteSpawnRemoveFromNPCTypeTable(const char* zone, uint32 zone_version, Client *client, NPC* spawn);
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uint32 AddSpawnFromSpawnGroup(const char* zone, uint32 zone_version, Client *client, NPC* spawn, uint32 spawnGroupID);
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uint32 AddNPCTypes(const char* zone, uint32 zone_version, Client *client, NPC* spawn, uint32 spawnGroupID);
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uint32 UpdateNPCTypeAppearance(Client *client, NPC* spawn);
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bool SetSpecialAttkFlag(uint8 id, const char* flag);
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bool GetPetEntry(const char *pet_type, PetRecord *into);
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bool GetPoweredPetEntry(const char *pet_type, int16 petpower, PetRecord *into);
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bool GetBasePetItems(int32 equipmentset, uint32 *items);
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void AddLootTableToNPC(NPC* npc,uint32 loottable_id, ItemList* itemlist, uint32* copper, uint32* silver, uint32* gold, uint32* plat);
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void AddLootDropToNPC(NPC* npc,uint32 lootdrop_id, ItemList* itemlist, uint8 droplimit, uint8 mindrop);
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uint32 GetMaxNPCSpellsID();
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uint32 GetMaxNPCSpellsEffectsID();
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DBnpcspells_Struct* GetNPCSpells(uint32 iDBSpellsID);
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DBnpcspellseffects_Struct* GetNPCSpellsEffects(uint32 iDBSpellsEffectsID);
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/* NPCs */
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uint32 NPCSpawnDB(uint8 command, const char* zone, uint32 zone_version, Client *c, NPC* spawn = 0, uint32 extra = 0); // 0 = Create 1 = Add; 2 = Update; 3 = Remove; 4 = Delete
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uint32 CreateNewNPCCommand(const char* zone, uint32 zone_version, Client *client, NPC* spawn, uint32 extra);
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uint32 AddNewNPCSpawnGroupCommand(const char* zone, uint32 zone_version, Client *client, NPC* spawn, uint32 respawnTime);
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uint32 DeleteSpawnLeaveInNPCTypeTable(const char* zone, Client *client, NPC* spawn);
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uint32 DeleteSpawnRemoveFromNPCTypeTable(const char* zone, uint32 zone_version, Client *client, NPC* spawn);
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uint32 AddSpawnFromSpawnGroup(const char* zone, uint32 zone_version, Client *client, NPC* spawn, uint32 spawnGroupID);
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uint32 AddNPCTypes(const char* zone, uint32 zone_version, Client *client, NPC* spawn, uint32 spawnGroupID);
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uint32 UpdateNPCTypeAppearance(Client *client, NPC* spawn);
|
||||
bool SetSpecialAttkFlag(uint8 id, const char* flag);
|
||||
bool GetPetEntry(const char *pet_type, PetRecord *into);
|
||||
bool GetPoweredPetEntry(const char *pet_type, int16 petpower, PetRecord *into);
|
||||
bool GetBasePetItems(int32 equipmentset, uint32 *items);
|
||||
void AddLootTableToNPC(NPC* npc, uint32 loottable_id, ItemList* itemlist, uint32* copper, uint32* silver, uint32* gold, uint32* plat);
|
||||
void AddLootDropToNPC(NPC* npc, uint32 lootdrop_id, ItemList* itemlist, uint8 droplimit, uint8 mindrop);
|
||||
uint32 GetMaxNPCSpellsID();
|
||||
uint32 GetMaxNPCSpellsEffectsID();
|
||||
|
||||
/* Mercs */
|
||||
DBnpcspells_Struct* GetNPCSpells(uint32 iDBSpellsID);
|
||||
DBnpcspellseffects_Struct* GetNPCSpellsEffects(uint32 iDBSpellsEffectsID);
|
||||
const NPCType* GetNPCType(uint32 id);
|
||||
|
||||
/* Mercs */
|
||||
const NPCType* GetMercType(uint32 id, uint16 raceid, uint32 clientlevel);
|
||||
void LoadMercEquipment(Merc *merc);
|
||||
void SaveMercBuffs(Merc *merc);
|
||||
@@ -403,10 +406,8 @@ public:
|
||||
bool LoadCurrentMerc(Client *c);
|
||||
bool SaveMerc(Merc *merc);
|
||||
bool DeleteMerc(uint32 merc_id);
|
||||
//void LoadMercTypesForMercMerchant(NPC *merchant);
|
||||
//void LoadMercsForMercMerchant(NPC *merchant);
|
||||
|
||||
/* Petitions */
|
||||
/* Petitions */
|
||||
void UpdateBug(BugStruct* bug);
|
||||
void UpdateBug(PetitionBug_Struct* bug);
|
||||
void DeletePetitionFromDB(Petition* wpet);
|
||||
@@ -414,23 +415,23 @@ public:
|
||||
void InsertPetitionToDB(Petition* wpet);
|
||||
void RefreshPetitionsFromDB();
|
||||
|
||||
/* Merchants */
|
||||
/* Merchants */
|
||||
void SaveMerchantTemp(uint32 npcid, uint32 slot, uint32 item, uint32 charges);
|
||||
void DeleteMerchantTemp(uint32 npcid, uint32 slot);
|
||||
|
||||
/* Tradeskills */
|
||||
/* Tradeskills */
|
||||
bool GetTradeRecipe(const ItemInst* container, uint8 c_type, uint32 some_id, uint32 char_id, DBTradeskillRecipe_Struct *spec);
|
||||
bool GetTradeRecipe(uint32 recipe_id, uint8 c_type, uint32 some_id, uint32 char_id, DBTradeskillRecipe_Struct *spec);
|
||||
uint32 GetZoneForage(uint32 ZoneID, uint8 skill); /* for foraging */
|
||||
uint32 GetZoneFishing(uint32 ZoneID, uint8 skill, uint32 &npc_id, uint8 &npc_chance);
|
||||
void UpdateRecipeMadecount(uint32 recipe_id, uint32 char_id, uint32 madecount);
|
||||
bool EnableRecipe(uint32 recipe_id);
|
||||
bool DisableRecipe(uint32 recipe_id);
|
||||
bool EnableRecipe(uint32 recipe_id);
|
||||
bool DisableRecipe(uint32 recipe_id);
|
||||
|
||||
/* Tribute */
|
||||
/* Tribute */
|
||||
bool LoadTributes();
|
||||
|
||||
/* Doors */
|
||||
/* Doors */
|
||||
bool DoorIsOpen(uint8 door_id,const char* zone_name);
|
||||
void SetDoorPlace(uint8 value,uint8 door_id,const char* zone_name);
|
||||
bool LoadDoors(int32 iDoorCount, Door *into, const char *zone_name, int16 version);
|
||||
@@ -441,34 +442,34 @@ public:
|
||||
int32 GetDoorsCount(uint32* oMaxID, const char *zone_name, int16 version);
|
||||
int32 GetDoorsCountPlusOne(const char *zone_name, int16 version);
|
||||
int32 GetDoorsDBCountPlusOne(const char *zone_name, int16 version);
|
||||
void InsertDoor(uint32 did, uint16 ddoorid, const char* ddoor_name, float dxpos, float dypos, float dzpos, float dheading, uint8 dopentype, uint16 dguildid, uint32 dlockpick, uint32 dkeyitem, uint8 ddoor_param, uint8 dinvert, int dincline, uint16 dsize);
|
||||
void InsertDoor(uint32 did, uint16 ddoorid, const char* ddoor_name, float dxpos, float dypos, float dzpos, float dheading, uint8 dopentype, uint16 dguildid, uint32 dlockpick, uint32 dkeyitem, uint8 ddoor_param, uint8 dinvert, int dincline, uint16 dsize);
|
||||
|
||||
/* Blocked Spells */
|
||||
/* Blocked Spells */
|
||||
int32 GetBlockedSpellsCount(uint32 zoneid);
|
||||
bool LoadBlockedSpells(int32 blockedSpellsCount, ZoneSpellsBlocked* into, uint32 zoneid);
|
||||
|
||||
/* Traps */
|
||||
/* Traps */
|
||||
bool LoadTraps(const char* zonename, int16 version);
|
||||
char* GetTrapMessage(uint32 trap_id);
|
||||
|
||||
/* Time */
|
||||
/* Time */
|
||||
uint32 GetZoneTZ(uint32 zoneid, uint32 version);
|
||||
bool SetZoneTZ(uint32 zoneid, uint32 version, uint32 tz);
|
||||
|
||||
/* Group */
|
||||
/* Group */
|
||||
void RefreshGroupFromDB(Client *c);
|
||||
uint8 GroupCount(uint32 groupid);
|
||||
|
||||
/* Raid */
|
||||
/* Raid */
|
||||
uint8 RaidGroupCount(uint32 raidid, uint32 groupid);
|
||||
|
||||
/* Instancing */
|
||||
/* Instancing */
|
||||
void ListAllInstances(Client* c, uint32 charid);
|
||||
|
||||
/* QGlobals */
|
||||
/* QGlobals */
|
||||
void QGlobalPurge();
|
||||
|
||||
/* Alternate Currency */
|
||||
/* Alternate Currency */
|
||||
void LoadAltCurrencyValues(uint32 char_id, std::map<uint32, uint32> ¤cy);
|
||||
void UpdateAltCurrencyValue(uint32 char_id, uint32 currency_id, uint32 value);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user