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https://github.com/EQEmu/Server.git
synced 2026-06-24 17:48:20 +00:00
Merge remote-tracking branch 'remotes/origin/master' into logging_changes
Conflicts: world/client.cpp world/worlddb.cpp zone/aggro.cpp zone/bot.cpp zone/client.cpp zone/client_packet.cpp zone/client_process.cpp zone/doors.cpp zone/entity.cpp zone/inventory.cpp zone/mob_ai.cpp zone/perl_client.cpp zone/spells.cpp zone/waypoints.cpp zone/zone.cpp zone/zonedb.cpp zone/zoning.cpp
This commit is contained in:
+24
-27
@@ -3,6 +3,7 @@
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#include "../common/shareddb.h"
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#include "../common/eq_packet_structs.h"
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#include "position.h"
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#include "../common/faction.h"
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#include "../common/eqemu_logsys.h"
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@@ -130,12 +131,8 @@ struct PetInfo {
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struct ZoneSpellsBlocked {
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uint32 spellid;
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int8 type;
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float x;
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float y;
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float z;
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float xdiff;
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float ydiff;
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float zdiff;
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xyz_location m_Location;
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xyz_location m_Difference;
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char message[256];
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};
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@@ -236,7 +233,7 @@ public:
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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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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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@@ -277,7 +274,7 @@ public:
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bool LoadCharacterLeadershipAA(uint32 character_id, PlayerProfile_Struct* pp);
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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 SaveCharacterBindPoint(uint32 character_id, uint32 zone_id, uint32 instance_id, const xyz_heading& position, 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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@@ -309,24 +306,24 @@ public:
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uint32 GetCharacterCorpseItemCount(uint32 corpse_id);
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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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Corpse* SummonBuriedCharacterCorpses(uint32 char_id, uint32 dest_zoneid, uint16 dest_instanceid, const xyz_heading& position);
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void MarkCorpseAsRezzed(uint32 dbid);
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bool GetDecayTimes(npcDecayTimes_Struct* npcCorpseDecayTimes);
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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 DeleteCharacterCorpse(uint32 dbid);
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bool SummonAllCharacterCorpses(uint32 char_id, uint32 dest_zoneid, uint16 dest_instanceid, const xyz_heading& position);
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bool SummonAllGraveyardCorpses(uint32 cur_zoneid, uint32 dest_zoneid, uint16 dest_instanceid, const xyz_heading& position);
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bool UnburyCharacterCorpse(uint32 dbid, uint32 new_zoneid, uint16 dest_instanceid, const xyz_heading& position);
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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 GetCharacterCorpseDecayTimer(uint32 corpse_db_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 SendCharacterCorpseToGraveyard(uint32 dbid, uint32 zoneid, uint16 instanceid, const xyz_heading& position);
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uint32 CreateGraveyardRecord(uint32 graveyard_zoneid, const xyz_heading& position);
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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 SaveCharacterCorpse(uint32 charid, const char* charname, uint32 zoneid, uint16 instanceid, PlayerCorpse_Struct* dbpc, const xyz_heading& position);
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uint32 UpdateCharacterCorpse(uint32 dbid, uint32 charid, const char* charname, uint32 zoneid, uint16 instanceid, PlayerCorpse_Struct* dbpc, const xyz_heading& position, 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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@@ -357,7 +354,7 @@ public:
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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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bool UpdateZoneSafeCoords(const char* zonename, const xyz_location& location);
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uint8 GetUseCFGSafeCoords();
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int getZoneShutDownDelay(uint32 zoneID, uint32 version);
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@@ -366,7 +363,7 @@ public:
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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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bool CreateSpawn2(Client *c, uint32 spawngroup, const char* zone, const xyz_heading& position, 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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@@ -375,19 +372,19 @@ public:
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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 AddWP(Client *c, uint32 gridid, uint32 wpnum, const xyz_heading& position, uint32 pause, uint16 zoneid);
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uint32 AddWPForSpawn(Client *c, uint32 spawn2id, const xyz_heading& position, uint32 pause, int type1, int type2, uint16 zoneid);
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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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void ModifyWP(Client *c, uint32 grid_id, uint32 wp_num, const xyz_location& location, 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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void AssignGrid(Client *client, const xy_location& location, 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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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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@@ -454,7 +451,7 @@ public:
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int32 GetDoorsCount(uint32* oMaxID, const char *zone_name, int16 version);
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int32 GetDoorsCountPlusOne(const char *zone_name, int16 version);
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int32 GetDoorsDBCountPlusOne(const char *zone_name, int16 version);
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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);
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void InsertDoor(uint32 did, uint16 ddoorid, const char* ddoor_name, const xyz_heading& position, uint8 dopentype, uint16 dguildid, uint32 dlockpick, uint32 dkeyitem, uint8 ddoor_param, uint8 dinvert, int dincline, uint16 dsize);
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/* Blocked Spells */
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int32 GetBlockedSpellsCount(uint32 zoneid);
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