mirror of
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274 lines
6.4 KiB
C++
274 lines
6.4 KiB
C++
/* EQEMu: Everquest Server Emulator
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Copyright (C) 2001-2002 EQEMu Development Team (http://eqemu.org)
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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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/*
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Below are the blob structures for zone state dumping to the database
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-Quagmire
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create table zone_state_dump (zonename varchar(16) not null primary key, spawn2_count int unsigned not null default 0,
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npc_count int unsigned not null default 0, npcloot_count int unsigned not null default 0, gmspawntype_count int unsigned not null default 0,
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spawn2 mediumblob, npcs mediumblob, npc_loot mediumblob, gmspawntype mediumblob, time timestamp(14));
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*/
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#ifndef ZONEDUMP_H
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#define ZONEDUMP_H
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#include "../common/faction.h"
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#include "../common/eq_packet_structs.h"
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#include "../common/Item.h"
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#pragma pack(1)
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struct NPCType
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{
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char name[64];
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char lastname[70];
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int32 cur_hp;
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int32 max_hp;
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float size;
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float runspeed;
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uint8 gender;
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uint16 race;
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uint8 class_;
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uint8 bodytype; // added for targettype support
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uint8 deity; //not loaded from DB
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uint8 level;
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uint32 npc_id;
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uint8 texture;
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uint8 helmtexture;
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uint32 loottable_id;
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uint32 npc_spells_id;
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int32 npc_faction_id;
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uint32 merchanttype;
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uint32 alt_currency_type;
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uint32 adventure_template;
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uint32 trap_template;
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uint8 light; //not loaded from DB
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uint16 AC;
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uint32 Mana; //not loaded from DB
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uint16 ATK; //not loaded from DB
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uint16 STR;
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uint16 STA;
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uint16 DEX;
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uint16 AGI;
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uint16 INT;
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uint16 WIS;
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uint16 CHA;
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int16 MR;
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int16 FR;
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int16 CR;
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int16 PR;
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int16 DR;
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int16 Corrup;
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uint8 haircolor;
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uint8 beardcolor;
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uint8 eyecolor1; // the eyecolors always seem to be the same, maybe left and right eye?
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uint8 eyecolor2;
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uint8 hairstyle;
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uint8 luclinface; //
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uint8 beard; //
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uint32 drakkin_heritage;
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uint32 drakkin_tattoo;
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uint32 drakkin_details;
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uint32 armor_tint[MAX_MATERIALS];
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uint32 min_dmg;
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uint32 max_dmg;
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int16 attack_count;
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char npc_attacks[30];
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uint16 d_meele_texture1;
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uint16 d_meele_texture2;
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uint8 prim_melee_type;
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uint8 sec_melee_type;
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int32 hp_regen;
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int32 mana_regen;
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int32 aggroradius; // added for AI improvement - neotokyo
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uint8 see_invis; // See Invis flag added
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bool see_invis_undead; // See Invis vs. Undead flag added
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bool see_hide;
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bool see_improved_hide;
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bool qglobal;
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bool npc_aggro;
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uint8 spawn_limit; //only this many may be in zone at a time (0=no limit)
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uint8 mount_color; //only used by horse class
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float attack_speed; //%+- on attack delay of the mob.
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int accuracy_rating; //10 = 1% accuracy
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bool findable; //can be found with find command
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bool trackable;
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float slow_mitigation; // Slow mitigation % in decimal form.
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uint8 maxlevel;
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uint32 scalerate;
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bool private_corpse;
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bool unique_spawn_by_name;
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bool underwater;
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uint32 emoteid;
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float spellscale;
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float healscale;
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};
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struct ZSDump_Spawn2 {
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uint32 spawn2_id;
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uint32 time_left;
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};
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struct ZSDump_NPC {
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uint32 spawn2_dump_index;
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uint32 gmspawntype_index;
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uint32 npctype_id;
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int32 cur_hp;
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uint8 corpse; // 0=no, 1=yes, 2=yes and locked
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uint32 decay_time_left;
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// needatype buffs; // decided not to save these, would be hard because if expired them on bootup, wouldnt take into account the npcai refreshing them, etc
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float x;
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float y;
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float z;
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float heading;
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uint32 copper;
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uint32 silver;
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uint32 gold;
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uint32 platinum;
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};
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struct ZSDump_NPC_Loot {
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uint32 npc_dump_index;
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uint16 itemid;
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int8 charges;
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int16 equipSlot;
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uint8 minlevel;
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uint8 maxlevel;
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};
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/*
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Below are the blob structures for saving player corpses to the database
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-Quagmire
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create table player_corpses (id int(11) unsigned not null auto_increment primary key, charid int(11) unsigned not null,
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charname varchar(30) not null, zonename varchar(16)not null, x float not null, y float not null, z float not null,
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heading float not null, data blob not null, time timestamp(14), index zonename (zonename));
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*/
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namespace player_lootitem
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{
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struct ServerLootItem_Struct {
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uint32 item_id;
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int16 equipSlot;
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uint8 charges;
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uint16 lootslot;
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uint32 aug1;
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uint32 aug2;
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uint32 aug3;
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uint32 aug4;
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uint32 aug5;
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};
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}
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struct DBPlayerCorpse_Struct {
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uint32 crc;
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bool locked;
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uint32 itemcount;
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uint32 exp;
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float size;
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uint8 level;
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uint8 race;
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uint8 gender;
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uint8 class_;
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uint8 deity;
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uint8 texture;
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uint8 helmtexture;
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uint32 copper;
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uint32 silver;
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uint32 gold;
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uint32 plat;
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Color_Struct item_tint[9];
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uint8 haircolor;
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uint8 beardcolor;
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uint8 eyecolor1;
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uint8 eyecolor2;
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uint8 hairstyle;
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uint8 face;
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uint8 beard;
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uint32 drakkin_heritage;
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uint32 drakkin_tattoo;
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uint32 drakkin_details;
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player_lootitem::ServerLootItem_Struct items[0];
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};
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namespace classic_db
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{
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struct DBPlayerCorpse_Struct {
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uint32 crc;
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bool locked;
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uint32 itemcount;
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uint32 exp;
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float size;
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uint8 level;
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uint8 race;
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uint8 gender;
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uint8 class_;
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uint8 deity;
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uint8 texture;
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uint8 helmtexture;
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uint32 copper;
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uint32 silver;
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uint32 gold;
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uint32 plat;
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Color_Struct item_tint[9];
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uint8 haircolor;
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uint8 beardcolor;
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uint8 eyecolor1;
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uint8 eyecolor2;
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uint8 hairstyle;
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uint8 face;
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uint8 beard;
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player_lootitem::ServerLootItem_Struct items[0];
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};
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}
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struct Door {
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uint32 db_id;
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uint8 door_id;
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char zone_name[16];
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char door_name[32];
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float pos_x;
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float pos_y;
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float pos_z;
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float heading;
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int incline;
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uint8 opentype;
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uint32 guild_id;
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uint16 lockpick;
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uint32 keyitem;
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uint8 nokeyring;
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uint8 trigger_door;
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uint8 trigger_type;
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uint32 door_param;
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int invert_state;
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uint16 size;
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char dest_zone[16];
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uint32 dest_instance_id;
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float dest_x;
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float dest_y;
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float dest_z;
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float dest_heading;
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uint8 is_ldon_door;
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uint32 client_version_mask;
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};
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#pragma pack()
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#endif
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