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Add DynamicZone class for expedition instancing
Add DynamicZone sql table schema Add DynamicZones logging category Modify CreateExpedition to take DynamicZone and ExpeditionRequest objects Implement DynamicZone compass, safereturn, and zone-in coordinates. Implement live-like DynamicZone instance kick timer for removed members Implement updating multiple client compasses (supports existing quest compass) fix: Send client compass update after entering zones to clear existing compass Implement Client::MovePCDynamicZone to invoke DynamicZoneSwitchListWnd when entering a zone where client has multiple dynamic zones assigned Implement OP_DzChooseZoneReply handling Add Lua api methods for expedition's associated dynamic zone Add #dz list gm command to list current DynamicZone instances from database
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@@ -26,17 +26,17 @@
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#include <fmt/core.h>
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uint32_t ExpeditionDatabase::InsertExpedition(
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const std::string& expedition_name, uint32_t leader_id,
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uint32_t instance_id, const std::string& expedition_name, uint32_t leader_id,
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uint32_t min_players, uint32_t max_players, bool has_replay_lockout)
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{
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LogExpeditionsDetail("Inserting new expedition [{}] leader [{}]", expedition_name, leader_id);
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std::string query = fmt::format(SQL(
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INSERT INTO expedition_details
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(expedition_name, leader_id, min_players, max_players, has_replay_timer)
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(instance_id, expedition_name, leader_id, min_players, max_players, has_replay_timer)
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VALUES
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('{}', {}, {}, {}, {});
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), expedition_name, leader_id, min_players, max_players, has_replay_lockout);
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({}, '{}', {}, {}, {}, {});
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), instance_id, expedition_name, leader_id, min_players, max_players, has_replay_lockout);
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auto results = database.QueryDatabase(query);
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if (!results.Success())
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