mirror of
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59 lines
2.2 KiB
C++
59 lines
2.2 KiB
C++
/* EQEMu: Everquest Server Emulator
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Copyright (C) 2001-2006 EQEMu Development Team (http://eqemulator.net)
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This program 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; version 2 of the License.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY except by those people which sell it, which
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are required to give you total support for your newly bought product;
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without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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A PARTICULAR PURPOSE. See the 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 this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef WORLDDB_H_
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#define WORLDDB_H_
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#include "../common/shareddb.h"
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#include "../common/eq_packet.h"
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#include "../common/repositories/inventory_repository.h"
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#include "../common/repositories/character_data_repository.h"
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struct PlayerProfile_Struct;
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struct CharCreate_Struct;
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struct CharacterSelect_Struct;
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class WorldDatabase : public SharedDatabase {
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public:
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bool GetStartZone(PlayerProfile_Struct* pp, CharCreate_Struct* p_char_create_struct, bool is_titanium);
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void GetCharSelectInfo(uint32 account_id, EQApplicationPacket **out_app, uint32 client_version_bit);
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int MoveCharacterToBind(int character_id, uint8 bind_number = 0);
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int MoveCharacterToInstanceSafeReturn(int character_id, int instance_zone_id, int instance_id);
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void GetLauncherList(std::vector<std::string> &result);
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bool GetCharacterLevel(const char *name, int &level);
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bool LoadCharacterCreateAllocations();
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bool LoadCharacterCreateCombos();
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private:
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void SetTitaniumDefaultStartZone(PlayerProfile_Struct* in_pp, CharCreate_Struct* in_cc);
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void SetSoFDefaultStartZone(PlayerProfile_Struct* in_pp, CharCreate_Struct* in_cc);
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bool GetCharSelInventory(
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const std::vector<InventoryRepository::Inventory> &inventories,
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const CharacterDataRepository::CharacterData &character,
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EQ::InventoryProfile *inv
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);
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};
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extern WorldDatabase database;
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extern WorldDatabase content_db;
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#endif /*WORLDDB_H_*/
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