mirror of
https://github.com/EQEmu/Server.git
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151 lines
5.0 KiB
C++
151 lines
5.0 KiB
C++
#ifndef SHAREDDB_H_
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#define SHAREDDB_H_
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#define MAX_ITEM_ID 200000
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#include "database.h"
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#include "skills.h"
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#include "spdat.h"
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#include "Item.h"
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#include "fixed_memory_hash_set.h"
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#include <list>
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struct Item_Struct;
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struct NPCFactionList;
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struct Faction;
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struct LootTable_Struct;
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struct LootDrop_Struct;
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namespace EQEmu {
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class MemoryMappedFile;
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}
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/*
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* This object is inherited by world and zone's DB object,
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* and is mainly here to facilitate shared memory, and other
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* things which only world and zone need.
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*/
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class SharedDatabase : public Database {
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public:
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SharedDatabase();
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SharedDatabase(const char* host, const char* user, const char* passwd, const char* database,uint32 port);
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virtual ~SharedDatabase();
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/*
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* General Character Related Stuff
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*/
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bool SetGMSpeed(uint32 account_id, uint8 gmspeed);
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uint8 GetGMSpeed(uint32 account_id);
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bool SetHideMe(uint32 account_id, uint8 hideme);
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bool GetPlayerProfile(uint32 account_id, char* name, PlayerProfile_Struct* pp, Inventory* inv, ExtendedProfile_Struct *ext, char* current_zone = 0, uint32 *current_instance = 0);
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bool SetPlayerProfile(uint32 account_id, uint32 charid, PlayerProfile_Struct* pp, Inventory* inv, ExtendedProfile_Struct *ext, uint32 current_zone, uint32 current_instance, uint8 MaxXTargets);
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uint32 SetPlayerProfile_MQ(char** query, uint32 account_id, uint32 charid, PlayerProfile_Struct* pp, Inventory* inv, ExtendedProfile_Struct *ext, uint32 current_zone, uint32 current_instance, uint8 MaxXTargets);
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int32 DeleteStalePlayerCorpses();
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int32 DeleteStalePlayerBackups();
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void GetPlayerInspectMessage(char* playername, InspectMessage_Struct* message);
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void SetPlayerInspectMessage(char* playername, const InspectMessage_Struct* message);
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void GetBotInspectMessage(uint32 botid, InspectMessage_Struct* message);
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void SetBotInspectMessage(uint32 botid, const InspectMessage_Struct* message);
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bool GetCommandSettings(map<string,uint8> &commands);
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uint32 GetTotalTimeEntitledOnAccount(uint32 AccountID);
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/*
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* Character Inventory
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*/
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bool SaveCursor(uint32 char_id, std::list<ItemInst*>::const_iterator &start, std::list<ItemInst*>::const_iterator &end);
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bool SaveInventory(uint32 char_id, const ItemInst* inst, int16 slot_id);
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bool VerifyInventory(uint32 account_id, int16 slot_id, const ItemInst* inst);
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bool GetSharedBank(uint32 id, Inventory* inv, bool is_charid);
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int32 GetSharedPlatinum(uint32 account_id);
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bool SetSharedPlatinum(uint32 account_id, int32 amount_to_add);
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bool GetInventory(uint32 char_id, Inventory* inv);
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bool GetInventory(uint32 account_id, char* name, Inventory* inv);
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bool SetStartingItems(PlayerProfile_Struct* pp, Inventory* inv, uint32 si_race, uint32 si_class, uint32 si_deity, uint32 si_current_zone, char* si_name, int admin);
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string GetBook(const char *txtfile);
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/*
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* Item Methods
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*/
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ItemInst* CreateItem(uint32 item_id, int16 charges=0, uint32 aug1=0, uint32 aug2=0, uint32 aug3=0, uint32 aug4=0, uint32 aug5=0);
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ItemInst* CreateItem(const Item_Struct* item, int16 charges=0, uint32 aug1=0, uint32 aug2=0, uint32 aug3=0, uint32 aug4=0, uint32 aug5=0);
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ItemInst* CreateBaseItem(const Item_Struct* item, int16 charges=0);
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/*
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* Shared Memory crap
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*/
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//items
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int32 GetItemsCount(uint32* max_id = 0);
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void LoadItems(void *data, uint32 size, int32 items, uint32 max_item_id);
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bool LoadItems();
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const Item_Struct* IterateItems(uint32* id);
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const Item_Struct* GetItem(uint32 id);
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const EvolveInfo* GetEvolveInfo(uint32 loregroup);
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//faction lists
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const NPCFactionList* GetNPCFactionEntry(uint32 id);
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bool LoadNPCFactionLists();
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bool DBLoadNPCFactionLists(int32 iNPCFactionListCount, uint32 iMaxNPCFactionListID);
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//loot
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void GetLootTableInfo(uint32 &loot_table_count, uint32 &max_loot_table, uint32 &loot_table_entries,
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uint32 &loot_drop_count, uint32 &max_loot_drop, uint32 &loot_drop_entries);
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void LoadLoot(void *ptr, uint32 loot_table_count, uint32 max_loot_table, uint32 loot_table_entries,
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uint32 loot_drop_count, uint32 max_loot_drop, uint32 loot_drop_entries);
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bool LoadLoot();
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const LootTable_Struct* GetLootTable(uint32 loottable_id);
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const LootDrop_Struct* GetLootDrop(uint32 lootdrop_id);
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bool DBLoadLoot();
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void LoadSkillCaps(void *data);
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bool LoadSkillCaps();
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uint16 GetSkillCap(uint8 Class_, SkillType Skill, uint8 Level);
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uint8 GetTrainLevel(uint8 Class_, SkillType Skill, uint8 Level);
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int GetMaxSpellID();
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void LoadSpells(void *data, int max_spells);
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void LoadDamageShieldTypes(SPDat_Spell_Struct* sp, int32 iMaxSpellID);
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protected:
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/*
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* Private shared mem stuff
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*/
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int32 GetNPCFactionListsCount(uint32* oMaxID = 0);
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static bool extDBLoadNPCFactionLists(int32 iNPCFactionListCount, uint32 iMaxNPCFactionListID);
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EQEmu::MemoryMappedFile *items_mmf;
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EQEmu::FixedMemoryHashSet<Item_Struct> *items_hash;
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EQEmu::MemoryMappedFile *faction_mmf;
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EQEmu::MemoryMappedFile *loot_mmf;
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EQEmu::MemoryMappedFile *skill_caps_mmf;
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};
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#endif /*SHAREDDB_H_*/
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