eqemu-server/zone/zonedb.h
Alex King 297e358c02
[Factions] Remove from shared memory and simplify (#3999)
* [Factions] Remove from shared memory and simplify

- Removes factions from shared memory and moves to zone based storage of repositories and changes the NPC `faction_list` to also use repositories.
- This affects NPC Factions and Faction Associations.

* Bug fixes.

* Update client.cpp

* Update client.cpp

* Update client.cpp

* Cleanup

* Update client.cpp

* Update client.cpp

* Update client.cpp

* Final push

* Update CMakeLists.txt

* Consolidate reloading.

* [Cleanup] PR # 3999 (#4039)

* [Fixes for PR # 3999

* [Reload actual in game factions, not just the umbrella data.

* syntax

* Fix typo

* Foix bug where primary_faction not filled in when no hits

* Fix typos

* Fix splash factions for kills.

* Fix typo

* Fix more variable names to be accurate

* Fix Loads to load new ones as they come in.

* Load npc_factions without primary (tasks) and support old task faction

* Rename to make way for new LoadFactionAssocition (by faction_id)

* Fix some review comments

* Add code to load factions for splash tasks and quests.

* Fix issue with sign and RewardFaction, fix Log Message

---------

Co-authored-by: Paul Coene <noudess@gmail.com>
2024-02-04 10:38:38 -05:00

677 lines
24 KiB
C++

#ifndef ZONEDB_H_
#define ZONEDB_H_
#include <unordered_set>
#include "../common/shareddb.h"
#include "../common/eq_packet_structs.h"
#include "position.h"
#include "../common/faction.h"
#include "../common/eqemu_logsys.h"
#include "aa_ability.h"
#include "event_codes.h"
#include "../common/repositories/doors_repository.h"
#include "../common/races.h"
#include "../common/repositories/npc_faction_entries_repository.h"
#include "bot_database.h"
class Client;
class Corpse;
class Merc;
class NPC;
class Petition;
class Spawn2;
class SpawnGroupList;
class Trap;
struct Door;
struct ExtendedProfile_Struct;
struct NPCType;
struct PlayerCorpse_Struct;
struct ZonePoint;
struct npcDecayTimes_Struct;
namespace EQ
{
class ItemInstance;
}
template <class TYPE> class LinkedList;
//#include "doors.h"
struct wplist {
int index;
float x;
float y;
float z;
int pause;
float heading;
bool centerpoint;
};
#pragma pack(1)
struct DBnpcspells_entries_Struct {
uint16 spellid;
uint8 minlevel;
uint8 maxlevel;
uint32 type;
int16 manacost;
int16 priority;
int32 recast_delay;
int16 resist_adjust;
int8 min_hp;
int8 max_hp;
};
#pragma pack()
#pragma pack(1)
struct DBnpcspellseffects_entries_Struct {
int16 spelleffectid;
uint8 minlevel;
uint8 maxlevel;
int32 base_value;
int32 limit;
int32 max_value;
};
#pragma pack()
struct DBnpcspells_Struct {
uint32 parent_list;
uint16 attack_proc;
uint8 proc_chance;
uint16 range_proc;
int16 rproc_chance;
uint16 defensive_proc;
int16 dproc_chance;
uint32 fail_recast;
uint32 engaged_no_sp_recast_min;
uint32 engaged_no_sp_recast_max;
uint8 engaged_beneficial_self_chance;
uint8 engaged_beneficial_other_chance;
uint8 engaged_detrimental_chance;
uint32 pursue_no_sp_recast_min;
uint32 pursue_no_sp_recast_max;
uint8 pursue_detrimental_chance;
uint32 idle_no_sp_recast_min;
uint32 idle_no_sp_recast_max;
uint8 idle_beneficial_chance;
std::vector<DBnpcspells_entries_Struct> entries;
};
struct DBnpcspellseffects_Struct {
uint32 parent_list;
uint32 numentries;
DBnpcspellseffects_entries_Struct entries[0];
};
#pragma pack(1)
struct DBbotspells_entries_Struct {
uint16 spellid;
uint8 minlevel;
uint8 maxlevel;
uint32 type;
int16 manacost;
int16 priority;
int32 recast_delay;
int16 resist_adjust;
int8 min_hp;
int8 max_hp;
std::string bucket_name;
std::string bucket_value;
uint8 bucket_comparison;
};
#pragma pack()
struct DBbotspells_Struct {
uint32 parent_list;
uint16 attack_proc;
uint8 proc_chance;
uint16 range_proc;
int16 rproc_chance;
uint16 defensive_proc;
int16 dproc_chance;
uint32 fail_recast;
uint32 engaged_no_sp_recast_min;
uint32 engaged_no_sp_recast_max;
uint8 engaged_beneficial_self_chance;
uint8 engaged_beneficial_other_chance;
uint8 engaged_detrimental_chance;
uint32 pursue_no_sp_recast_min;
uint32 pursue_no_sp_recast_max;
uint8 pursue_detrimental_chance;
uint32 idle_no_sp_recast_min;
uint32 idle_no_sp_recast_max;
uint8 idle_beneficial_chance;
std::vector<DBbotspells_entries_Struct> entries;
};
struct DBTradeskillRecipe_Struct {
EQ::skills::SkillType tradeskill;
int16 skill_needed;
uint16 trivial;
bool nofail;
bool replace_container;
std::vector< std::pair<uint32,uint8> > onsuccess;
std::vector< std::pair<uint32,uint8> > onfail;
std::vector< std::pair<uint32,uint8> > salvage;
std::string name;
uint8 must_learn;
bool has_learnt;
uint32 madecount;
uint32 recipe_id;
bool quest;
};
struct PetRecord {
uint32 npc_type; // npc_type id for the pet data to use
bool temporary;
int16 petpower;
uint8 petcontrol; // What kind of control over the pet is possible (Animation, familiar, ...)
uint8 petnaming; // How to name the pet (Warder, pet, random name, familiar, ...)
bool monsterflag; // flag for if a random monster appearance should get picked
uint32 equipmentset; // default equipment for the pet
};
struct AuraRecord {
uint32 npc_type;
char name[64]; // name shown in UI if shown and spawn name
int spell_id;
int distance;
int aura_type;
int spawn_type;
int movement;
int duration; // seconds some live for 90 mins (normal) others for 2 mins (traps)
int icon; // -1 will use the buffs NEW_ICON
int cast_time; // seconds some auras recast on a timer, most seem to be every 12 seconds
};
// Actual pet info for a client.
struct PetInfo {
uint16 SpellID;
int16 petpower;
uint32 HP;
uint32 Mana;
float size;
SpellBuff_Struct Buffs[PET_BUFF_COUNT];
uint32 Items[EQ::invslot::EQUIPMENT_COUNT];
char Name[64];
bool taunting;
};
struct ZoneSpellsBlocked {
uint32 spellid;
int8 type;
glm::vec3 m_Location;
glm::vec3 m_Difference;
char message[256];
};
struct TraderCharges_Struct {
uint32 ItemID[80];
int32 SerialNumber[80];
uint32 ItemCost[80];
int32 Charges[80];
};
const int MaxMercStanceID = 9;
struct MercStanceInfo {
uint8 ProficiencyID;
uint8 ClassID;
uint32 StanceID;
uint8 IsDefault;
};
struct MercTemplate {
uint32 MercTemplateID;
uint32 MercType; // From dbstr_us.txt - Apprentice (330000100), Journeyman (330000200), Master (330000300)
uint32 MercSubType; // From dbstr_us.txt - 330020105^23^Race: Guktan<br>Type: Healer<br>Confidence: High<br>Proficiency: Apprentice, Tier V...
uint16 RaceID;
uint8 ClassID;
uint32 MercNPCID;
uint8 ProficiencyID;
uint8 TierID;
uint8 CostFormula; // To determine cost to client
uint32 ClientVersion; // Only send valid mercs per expansion
uint8 MercNameType; // Determines if merc gets random name or default text
char MercNamePrefix[25];
char MercNameSuffix[25];
uint32 Stances[MaxMercStanceID];
};
struct MercInfo {
uint32 mercid;
uint8 slot;
char merc_name[64];
uint32 MercTemplateID;
const MercTemplate* myTemplate;
uint32 SuspendedTime;
bool IsSuspended;
uint32 MercTimerRemaining;
uint8 Gender;
float MercSize;
int32 State;
uint32 Stance;
int32 hp;
int32 mana;
int32 endurance;
uint8 face;
uint8 luclinHairStyle;
uint8 luclinHairColor;
uint8 luclinEyeColor;
uint8 luclinEyeColor2;
uint8 luclinBeardColor;
uint8 luclinBeard;
uint32 drakkinHeritage;
uint32 drakkinTattoo;
uint32 drakkinDetails;
};
struct MercSpellEntry {
uint8 proficiencyid;
uint16 spellid; // <= 0 = no spell
uint32 type; // 0 = never, must be one (and only one) of the defined values
int16 stance; // 0 = all, + = only this stance, - = all except this stance
uint8 minlevel;
uint8 maxlevel;
int16 slot;
uint16 proc_chance;
uint32 time_cancast; // when we can cast this spell next
};
struct ClientMercEntry {
uint32 id;
uint32 npcid;
};
struct CharacterCorpseItemEntry
{
uint32 item_id;
int16 equip_slot;
uint16 charges;
uint16 lootslot;
uint32 aug_1;
uint32 aug_2;
uint32 aug_3;
uint32 aug_4;
uint32 aug_5;
uint32 aug_6;
bool attuned;
std::string custom_data;
uint32 ornamenticon;
uint32 ornamentidfile;
uint32 ornament_hero_model;
};
struct CharacterCorpseEntry
{
bool locked;
uint32 exp;
float size;
uint8 level;
uint32 race;
uint8 gender;
uint8 class_;
uint8 deity;
uint8 texture;
uint8 helmtexture;
uint32 copper;
uint32 silver;
uint32 gold;
uint32 plat;
EQ::TintProfile item_tint;
uint8 haircolor;
uint8 beardcolor;
uint8 eyecolor1;
uint8 eyecolor2;
uint8 hairstyle;
uint8 face;
uint8 beard;
uint32 drakkin_heritage;
uint32 drakkin_tattoo;
uint32 drakkin_details;
std::vector<CharacterCorpseItemEntry> items;
};
namespace BeastlordPetData {
struct PetStruct {
uint16 race_id = Race::Wolf;
uint8 texture = 0;
uint8 helm_texture = 0;
uint8 gender = Gender::Neuter;
float size_modifier = 1.0f;
uint8 face = 0;
};
}
namespace NPCSpawnTypes {
enum : uint8 {
CreateNewSpawn,
AddNewSpawngroup,
UpdateAppearance,
RemoveSpawn,
DeleteSpawn,
AddSpawnFromSpawngroup,
CreateNewNPC
};
}
namespace RaidLootTypes {
enum : uint32 {
RaidLeader = 1,
GroupLeader,
Selected,
All
};
}
class ZoneDatabase : public SharedDatabase {
typedef std::list<ServerLootItem_Struct*> ItemList;
public:
ZoneDatabase();
ZoneDatabase(const char* host, const char* user, const char* passwd, const char* database,uint32 port);
virtual ~ZoneDatabase();
/* Objects and World Containers */
void LoadWorldContainer(uint32 parentid, EQ::ItemInstance* container);
void SaveWorldContainer(uint32 zone_id, uint32 parent_id, const EQ::ItemInstance* container);
void DeleteWorldContainer(uint32 parent_id,uint32 zone_id);
uint32 AddObject(uint32 type, uint32 icon, const Object_Struct& object, const EQ::ItemInstance* inst);
void UpdateObject(uint32 object_id, uint32 type, uint32 icon, const Object_Struct& object, const EQ::ItemInstance* inst);
void DeleteObject(uint32 object_id);
GroundSpawns* LoadGroundSpawns(uint32 zone_id, int16 instance_version, GroundSpawns* gs);
/* Traders */
void SaveTraderItem(uint32 char_id,uint32 itemid,uint32 uniqueid, int32 charges,uint32 itemcost,uint8 slot);
void UpdateTraderItemCharges(int char_id, uint32 ItemInstID, int32 charges);
void UpdateTraderItemPrice(int CharID, uint32 ItemID, uint32 Charges, uint32 NewPrice);
void DeleteTraderItem(uint32 char_id);
void DeleteTraderItem(uint32 char_id,uint16 slot_id);
EQ::ItemInstance* LoadSingleTraderItem(uint32 char_id, int uniqueid);
Trader_Struct* LoadTraderItem(uint32 char_id);
TraderCharges_Struct* LoadTraderItemWithCharges(uint32 char_id);
/* Buyer/Barter */
void AddBuyLine(uint32 CharID, uint32 BuySlot, uint32 ItemID, const char *ItemName, uint32 Quantity, uint32 Price);
void RemoveBuyLine(uint32 CharID, uint32 BuySlot);
void DeleteBuyLines(uint32 CharID);
void UpdateBuyLine(uint32 CharID, uint32 BuySlot, uint32 Quantity);
void UpdateGMStatus(uint32 account_id, int new_status);
/**
************************************************
* Character
************************************************
*/
bool SetServerFilters(char* name, ServerSideFilters_Struct *ssfs);
uint32 GetServerFilters(char* name, ServerSideFilters_Struct *ssfs);
void SaveBuffs(Client *c);
void LoadBuffs(Client *c);
void SaveAuras(Client *c);
void LoadAuras(Client *c);
void LoadPetInfo(Client *c);
void SavePetInfo(Client *c);
void RemoveTempFactions(Client *c);
void UpdateItemRecast(uint32 char_id, uint32 recast_type, uint32 timestamp);
void DeleteItemRecast(uint32 char_id, uint32 recast_type);
bool DeleteCharacterAAs(uint32 character_id);
bool DeleteCharacterBandolier(uint32 character_id, uint32 bandolier_id);
bool DeleteCharacterDiscipline(uint32 character_id, uint32 slot_id);
bool DeleteCharacterMaterialColor(uint32 character_id);
bool DeleteCharacterLeadershipAbilities(uint32 character_id);
bool DeleteCharacterMemorizedSpell(uint32 character_id, uint32 slot_id);
bool DeleteCharacterSpell(uint32 character_id, uint32 slot_id);
bool LoadCharacterBandolier(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterBindPoint(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterCurrency(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterData(uint32 character_id, PlayerProfile_Struct* pp, ExtendedProfile_Struct* m_epp);
bool LoadCharacterDisciplines(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterFactionValues(uint32 character_id, faction_map & val_list);
bool LoadCharacterLanguages(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterLeadershipAbilities(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterMaterialColor(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterMemmedSpells(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterPotionBelt(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterSkills(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterSpellBook(uint32 character_id, PlayerProfile_Struct* pp);
bool SaveCharacterBandolier(uint32 character_id, uint8 bandolier_id, uint8 bandolier_slot, uint32 item_id, uint32 icon, const char* bandolier_name);
bool SaveCharacterCurrency(uint32 character_id, PlayerProfile_Struct* pp);
bool SaveCharacterData(Client* c, PlayerProfile_Struct* pp, ExtendedProfile_Struct* m_epp);
bool SaveCharacterDiscipline(uint32 character_id, uint32 slot_id, uint32 disc_id);
bool SaveCharacterLanguage(uint32 character_id, uint32 lang_id, uint32 value);
bool SaveCharacterLeadershipAbilities(uint32 character_id, PlayerProfile_Struct* pp);
bool SaveCharacterMaterialColor(uint32 character_id, uint8 slot_id, uint32 color);
bool SaveCharacterMemorizedSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
bool SaveCharacterPotionBelt(uint32 character_id, uint8 potion_id, uint32 item_id, uint32 icon);
bool SaveCharacterSkill(uint32 character_id, uint32 skill_id, uint32 value);
bool SaveCharacterSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
void ZeroPlayerProfileCurrency(PlayerProfile_Struct* pp);
/* EXP Modifiers */
void LoadCharacterEXPModifier(Client* c);
void SaveCharacterEXPModifier(Client *c);
float GetAAEXPModifierByCharID(uint32 character_id, uint32 zone_id, int16 instance_version = -1);
float GetEXPModifierByCharID(uint32 character_id, uint32 zone_id, int16 instance_version = -1);
void SetAAEXPModifierByCharID(uint32 character_id, uint32 zone_id, float aa_modifier, int16 instance_version = -1);
void SetEXPModifierByCharID(uint32 character_id, uint32 zone_id, float exp_modifier, int16 instance_version = -1);
/* Character Inventory */
bool NoRentExpired(const std::string& name);
bool SaveCharacterInvSnapshot(uint32 character_id);
int CountCharacterInvSnapshots(uint32 character_id);
void ClearCharacterInvSnapshots(uint32 character_id, bool from_now = false);
void ListCharacterInvSnapshots(uint32 character_id, std::list<std::pair<uint32, int>> &is_list);
bool ValidateCharacterInvSnapshotTimestamp(uint32 character_id, uint32 timestamp);
void ParseCharacterInvSnapshot(uint32 character_id, uint32 timestamp, std::list<std::pair<int16, uint32>> &parse_list);
void DivergeCharacterInvSnapshotFromInventory(uint32 character_id, uint32 timestamp, std::list<std::pair<int16, uint32>> &compare_list);
void DivergeCharacterInventoryFromInvSnapshot(uint32 character_id, uint32 timestamp, std::list<std::pair<int16, uint32>> &compare_list);
bool RestoreCharacterInvSnapshot(uint32 character_id, uint32 timestamp);
/* Corpses */
bool BuryAllCharacterCorpses(uint32 character_id);
bool BuryCharacterCorpse(uint32 corpse_id);
int64 CountCharacterCorpses(uint32 character_id);
int64 CountCharacterCorpsesByZoneID(uint32 character_id, uint32 zone_id);
bool DeleteCharacterCorpse(uint32 corpse_id);
bool DeleteItemOffCharacterCorpse(uint32 corpse_id, uint32 slot_id, uint32 item_id);
uint32 GetCharacterBuriedCorpseCount(uint32 character_id);
int64 GetCharacterCorpseCount(uint32 character_id);
uint32 GetCharacterCorpseDecayTimer(uint32 corpse_id);
uint32 GetCharacterCorpseID(uint32 character_id, uint8 corpse_limit);
uint32 GetCharacterCorpseItemAt(uint32 corpse_id, uint16 slot_id);
bool GetDecayTimes(npcDecayTimes_Struct* npc_decay_times);
uint32 GetFirstCorpseID(uint32 character_id);
Corpse* LoadCharacterCorpse(uint32 corpse_id);
bool LoadCharacterCorpseData(uint32 corpse_id, CharacterCorpseEntry &corpse);
bool LoadCharacterCorpses(uint32 zone_id, uint16 instance_id);
void MarkCorpseAsResurrected(uint32 corpse_id);
uint32 SaveCharacterCorpse(uint32 character_id, const std::string& name, uint32 zone_id, uint16 instance_id, const CharacterCorpseEntry& c, const glm::vec4& position, uint32 guild_consent_id);
uint32 SendCharacterCorpseToGraveyard(uint32 corpse_id, uint32 zone_id, uint16 instance_id, glm::vec4& position);
void SendCharacterCorpseToNonInstance(uint32 corpse_id);
Corpse* SummonBuriedCharacterCorpses(uint32 character_id, uint32 zone_id, uint16 instance_id, const glm::vec4& position);
bool SummonAllCharacterCorpses(uint32 character_id, uint32 zone_id, uint16 instance_id, const glm::vec4& position);
bool UnburyCharacterCorpse(uint32 corpse_id, uint32 zone_id, uint16 instance_id, const glm::vec4& position);
uint32 UpdateCharacterCorpse(uint32 corpse_id, uint32 character_id, const std::string& name, uint32 zone_id, uint16 instance_id, const CharacterCorpseEntry& c, const glm::vec4& position, uint32 guild_consent_id, bool is_resurrected = false);
uint32 UpdateCharacterCorpseConsent(uint32 character_id, uint32 guild_consent_id);
/* Faction */
bool GetFactionData(FactionMods* fd, uint32 class_mod, uint32 race_mod, uint32 deity_mod, int32 faction_id); //needed for factions Dec, 16 2001
bool GetFactionName(int faction_id, char* name, uint32 buflen); // needed for factions Dec, 16 2001
std::string GetFactionName(int faction_id);
bool GetFactionIDsForNPC(uint32 npc_faction_id, std::list<NpcFactionEntriesRepository::NpcFactionEntries>* faction_list, int32* primary_faction = 0); // improve faction handling
bool SetCharacterFactionLevel(uint32 char_id, int32 faction_id, int32 value, uint8 temp, faction_map &val_list); // needed for factions Dec, 16 2001
bool LoadFactionData();
inline uint32 GetMaxFaction() { return max_faction; }
/* AAs New */
bool LoadAlternateAdvancementAbilities(std::unordered_map<int, std::unique_ptr<AA::Ability>> &abilities,
std::unordered_map<int, std::unique_ptr<AA::Rank>> &ranks);
bool LoadAlternateAdvancement(Client *c);
/* Zone related */
bool SaveZoneCFG(uint32 zone_id, uint16 instance_version, NewZone_Struct* zd);
bool LoadStaticZonePoints(LinkedList<ZonePoint*>* zone_point_list,const char* zonename, uint32 version);
int getZoneShutDownDelay(uint32 zoneID, uint32 version);
/* Spawns and Spawn Points */
bool LoadSpawnGroups(const char* zone_name, uint16 version, SpawnGroupList* spawn_group_list);
bool LoadSpawnGroupsByID(int spawn_group_id, SpawnGroupList* spawn_group_list);
bool PopulateZoneSpawnList(uint32 zoneid, LinkedList<Spawn2*> &spawn2_list, int16 version);
bool CreateSpawn2(Client* c, uint32 spawngroup_id, const std::string& zone_short_name, const glm::vec4& position, uint32 respawn, uint32 variance, uint16 condition, int16 condition_value);
void UpdateRespawnTime(uint32 spawn2_id, uint16 instance_id,uint32 timeleft);
uint32 GetSpawnTimeLeft(uint32 spawn2_id, uint16 instance_id);
void UpdateSpawn2Status(uint32 id, uint8 new_status, uint32 instance_id);
/* Grids/Paths */
uint32 GetFreeGrid(uint32 zone_id);
void DeleteWaypoint(Client* c, uint32 grid_id, uint32 number, uint32 zone_id);
void AddWaypoint(Client* c, uint32 grid_id, uint32 number, const glm::vec4 &position, uint32 pause, uint32 zone_id);
uint32 AddWaypointForSpawn(Client* c, uint32 spawn2_id, const glm::vec4 &position, uint32 pause, int type, int type2, uint32 zone_id);
void ModifyGrid(Client* c, bool remove, uint32 grid_id, uint8 type = 0, uint8 type2 = 0, uint32 zone_id = 0);
bool GridExistsInZone(uint32 zone_id, uint32 grid_id);
int GetHighestGrid(uint32 zone_id);
int GetHighestWaypoint(uint32 zone_id, uint32 grid_id);
int GetRandomWaypointFromGrid(glm::vec4 &loc, uint32 zone_id, uint32 grid_id);
/* NPCs */
uint32 NPCSpawnDB(uint8 command, const std::string& zone, uint32 instance_version, Client *c, NPC* n = 0, uint32 extra = 0); // 0 = Create 1 = Add; 2 = Update; 3 = Remove; 4 = Delete
uint32 CreateNewNPCCommand(const std::string& zone, uint32 instance_version, Client* c, NPC* n, uint32 extra);
uint32 AddNewNPCSpawnGroupCommand(const std::string& zone, uint32 instance_version, Client* c, NPC* n, uint32 in_respawn_time);
uint32 DeleteSpawnLeaveInNPCTypeTable(const std::string& zone, Client* c, NPC* n);
uint32 DeleteSpawnRemoveFromNPCTypeTable(const std::string& zone, uint32 instance_version, Client* c, NPC* n);
uint32 AddSpawnFromSpawnGroup(const std::string& zone, uint32 instance_version, Client* c, NPC* n, uint32 spawngroup_id);
uint32 AddNPCTypes(const std::string& zone, uint32 instance_version, Client* c, NPC* n, uint32 spawngroup_id);
uint32 UpdateNPCTypeAppearance(Client* c, NPC* n);
bool SetSpecialAttkFlag(uint8 id, const char* flag);
bool GetPetEntry(const std::string& pet_type, PetRecord* r);
bool GetPoweredPetEntry(const std::string& pet_type, int16 pet_power, PetRecord* r);
bool GetBasePetItems(int32 equipmentset, uint32 *items);
BeastlordPetData::PetStruct GetBeastlordPetData(uint16 race_id);
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* item_list, uint8 droplimit, uint8 mindrop);
uint32 GetMaxNPCSpellsID();
uint32 GetMaxNPCSpellsEffectsID();
bool GetAuraEntry(uint16 spell_id, AuraRecord &record);
void LoadGlobalLoot();
DBnpcspells_Struct* GetNPCSpells(uint32 iDBSpellsID);
DBnpcspellseffects_Struct* GetNPCSpellsEffects(uint32 iDBSpellsEffectsID);
void ClearNPCSpells() { npc_spells_cache.clear(); npc_spells_loadtried.clear(); }
const NPCType* LoadNPCTypesData(uint32 id, bool bulk_load = false);
/*Bots */
DBbotspells_Struct* GetBotSpells(uint32 bot_spell_id);
void ClearBotSpells() { bot_spells_cache.clear(); bot_spells_loadtried.clear(); }
/* Mercs */
const NPCType* GetMercenaryType(uint32 id, uint16 race_id, uint32 owner_level);
void LoadMercenaryEquipment(Merc* m);
void SaveMercenaryBuffs(Merc* m);
void LoadMercenaryBuffs(Merc* m);
bool LoadMercenaryInfo(Client* c);
bool LoadCurrentMercenary(Client* c);
bool SaveMercenary(Merc* m);
bool DeleteMercenary(uint32 mercenary_id);
/* Petitions */
void DeletePetitionFromDB(Petition* wpet);
void UpdatePetitionToDB(Petition* wpet);
void InsertPetitionToDB(Petition* wpet);
void RefreshPetitionsFromDB();
/* Merchants */
void SaveMerchantTemp(uint32 npcid, uint32 slot, uint32 zone_id, uint32 instance_id, uint32 item, uint32 charges);
void DeleteMerchantTemp(uint32 npcid, uint32 slot, uint32 zone_id, uint32 instance_id);
/* Tradeskills */
bool GetTradeRecipe(const EQ::ItemInstance* container, uint8 c_type, uint32 some_id, Client* c, DBTradeskillRecipe_Struct* spec, bool* is_augmented);
bool GetTradeRecipe(uint32 recipe_id, uint8 c_type, uint32 some_id, Client* c, DBTradeskillRecipe_Struct* spec);
uint32 LoadForage(uint32 zone_id, uint8 skill_level);
uint32 LoadFishing(uint32 zone_id, uint8 skill_level, 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);
std::vector<uint32> GetRecipeComponentItemIDs(RecipeCountType count_type, uint32 recipe_id);
int8 GetRecipeComponentCount(RecipeCountType count_type, uint32 recipe_id, uint32 item_id);
/* Tribute */
bool LoadTributes();
/* Doors */
std::vector<DoorsRepository::Doors> LoadDoors(const std::string& zone_name, int16 version);
uint32 GetDoorsCountPlusOne();
int GetDoorsDBCountPlusOne(std::string zone_short_name, int16 version);
/* Blocked Spells */
int64 GetBlockedSpellsCount(uint32 zone_id);
bool LoadBlockedSpells(int64 blocked_spells_count, ZoneSpellsBlocked* into, uint32 zone_id);
/* Traps */
bool LoadTraps(const std::string& zone_short_name, int16 instance_version);
bool SetTrapData(Trap* t, bool repop = false);
/* Time */
uint32 GetZoneTimezone(uint32 zoneid, uint32 version);
bool SetZoneTimezone(uint32 zoneid, uint32 version, uint32 tz);
/* Group */
void RefreshGroupFromDB(Client *c);
/* Instancing */
void ListAllInstances(Client* c, uint32 character_id);
/* QGlobals */
void QGlobalPurge();
/* Alternate Currency */
void LoadAltCurrencyValues(uint32 char_id, std::map<uint32, uint32> &currency);
void UpdateAltCurrencyValue(uint32 char_id, uint32 currency_id, uint32 value);
/*
* Misc stuff.
* PLEASE DO NOT ADD TO THIS COLLECTION OF CRAP UNLESS YOUR METHOD
* REALLY HAS NO BETTER SECTION
*/
uint32 GetKarma(uint32 account_id);
void UpdateKarma(uint32 account_id, uint32 amount);
// bot database add-on to eliminate the need for a second database connection
BotDatabase botdb;
static void LoadCharacterTribute(Client* c);
static void SaveCharacterBinds(Client *c);
static void SaveCharacterTribute(Client* c);
protected:
void ZDBInitVars();
uint32 max_faction;
Faction** faction_array;
uint32 npc_spellseffects_maxid;
std::unordered_map<uint32, DBnpcspells_Struct> npc_spells_cache;
std::unordered_set<uint32> npc_spells_loadtried;
DBnpcspellseffects_Struct** npc_spellseffects_cache;
bool* npc_spellseffects_loadtried;
std::unordered_map<uint32, DBbotspells_Struct> bot_spells_cache;
std::unordered_set<uint32> bot_spells_loadtried;
};
extern ZoneDatabase database;
extern ZoneDatabase content_db;
#endif /*ZONEDB_H_*/