eqemu-server/zone/zonedb.h
Kinglykrab 8e3ad529dc
[Feature] Instance Version Specific Experience Modifiers (#2376)
* [Feature] Add Instance Version Support to Experience Modifiers.

Allows Operators to set experience modifiers to be instance version specific so that you can have different versions of the same zone have different modifiers. If there is not one found, it defaults to zone_id 0 for global and instance_veresion -1 for global.

* Update zonedb.cpp

* Typo.
2022-08-20 03:16:58 -05:00

620 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"
#ifdef BOTS
#include "bot_database.h"
#endif
#define WOLF 42
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];
};
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;
};
namespace BeastlordPetData {
struct PetStruct {
uint16 race_id = WOLF;
uint8 texture = 0;
uint8 helm_texture = 0;
uint8 gender = 2;
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 id, uint32 type, uint32 icon, const Object_Struct& object, const EQ::ItemInstance* inst);
void DeleteObject(uint32 id);
Ground_Spawns* LoadGroundSpawns(uint32 zone_id, int16 version, Ground_Spawns* 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 accID, int newStatus);
/**
************************************************
* 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 UpdateItemRecastTimestamps(uint32 char_id, uint32 recast_type, uint32 timestamp);
bool DeleteCharacterAAs(uint32 character_id);
bool DeleteCharacterBandolier(uint32 character_id, uint32 band_id);
bool DeleteCharacterDisc(uint32 character_id, uint32 slot_id);
bool DeleteCharacterDye(uint32 character_id);
bool DeleteCharacterLeadershipAAs(uint32 character_id);
bool DeleteCharacterMemorizedSpell(uint32 character_id, uint32 spell_id, uint32 slot_id);
bool DeleteCharacterSpell(uint32 character_id, uint32 spell_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 LoadCharacterLeadershipAA(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterMaterialColor(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterMemmedSpells(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterPotions(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterSkills(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterSpellBook(uint32 character_id, PlayerProfile_Struct* pp);
bool LoadCharacterTribute(uint32 character_id, PlayerProfile_Struct* pp);
bool SaveCharacterAA(uint32 character_id, uint32 aa_id, uint32 current_level, uint32 charges);
bool SaveCharacterBandolier(uint32 character_id, uint8 bandolier_id, uint8 bandolier_slot, uint32 item_id, uint32 icon, const char* bandolier_name);
bool SaveCharacterBindPoint(uint32 character_id, const BindStruct &bind, uint32 bind_number);
bool SaveCharacterCurrency(uint32 character_id, PlayerProfile_Struct* pp);
bool SaveCharacterData(uint32 character_id, uint32 account_id, PlayerProfile_Struct* pp, ExtendedProfile_Struct* m_epp);
bool SaveCharacterDisc(uint32 character_id, uint32 slot_id, uint32 disc_id);
bool SaveCharacterLanguage(uint32 character_id, uint32 lang_id, uint32 value);
bool SaveCharacterLeadershipAA(uint32 character_id, PlayerProfile_Struct* pp);
bool SaveCharacterMaterialColor(uint32 character_id, uint32 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);
bool SaveCharacterTribute(uint32 character_id, PlayerProfile_Struct* pp);
double GetAAEXPModifier(uint32 character_id, uint32 zone_id, int16 instance_version = -1) const;
double GetEXPModifier(uint32 character_id, uint32 zone_id, int16 instance_version = -1) const;
void SetAAEXPModifier(uint32 character_id, uint32 zone_id, double aa_modifier, int16 instance_version = -1);
void SetEXPModifier(uint32 character_id, uint32 zone_id, double exp_modifier, int16 instance_version = -1);
/* Character Inventory */
bool NoRentExpired(const char* 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 DeleteItemOffCharacterCorpse(uint32 db_id, uint32 equip_slot, uint32 item_id);
uint32 GetCharacterCorpseItemCount(uint32 corpse_id);
bool LoadCharacterCorpseData(uint32 corpse_id, PlayerCorpse_Struct* pcs);
Corpse* LoadCharacterCorpse(uint32 player_corpse_id);
Corpse* SummonBuriedCharacterCorpses(uint32 char_id, uint32 dest_zoneid, uint16 dest_instanceid, const glm::vec4& position);
void MarkCorpseAsRezzed(uint32 dbid);
bool GetDecayTimes(npcDecayTimes_Struct* npcCorpseDecayTimes);
bool BuryCharacterCorpse(uint32 dbid);
bool BuryAllCharacterCorpses(uint32 charid);
bool DeleteCharacterCorpse(uint32 dbid);
bool SummonAllCharacterCorpses(uint32 char_id, uint32 dest_zoneid, uint16 dest_instanceid, const glm::vec4& position);
int CountCharacterCorpses(uint32 char_id);
int CountCharacterCorpsesByZoneID(uint32 char_id, uint32 zone_id);
bool UnburyCharacterCorpse(uint32 dbid, uint32 new_zoneid, uint16 dest_instanceid, const glm::vec4& position);
bool LoadCharacterCorpses(uint32 iZoneID, uint16 iInstanceID);
uint32 GetCharacterCorpseDecayTimer(uint32 corpse_db_id);
uint32 GetCharacterBuriedCorpseCount(uint32 char_id);
uint32 SendCharacterCorpseToGraveyard(uint32 dbid, uint32 zoneid, uint16 instanceid, const glm::vec4& position);
uint32 SaveCharacterCorpse(uint32 charid, const char* charname, uint32 zoneid, uint16 instanceid, PlayerCorpse_Struct* dbpc, const glm::vec4& position, uint32 guildid);
uint32 UpdateCharacterCorpse(uint32 dbid, uint32 charid, const char* charname, uint32 zoneid, uint16 instanceid, PlayerCorpse_Struct* dbpc, const glm::vec4& position, uint32 guildid, bool rezzed = false);
uint32 UpdateCharacterCorpseConsent(uint32 charid, uint32 guildid);
uint32 GetFirstCorpseID(uint32 char_id);
uint32 GetCharacterCorpseCount(uint32 char_id);
uint32 GetCharacterCorpseID(uint32 char_id, uint8 corpse);
uint32 GetCharacterCorpseItemAt(uint32 corpse_id, uint16 slotid);
uint32 GetPlayerCorpseTimeLeft(uint8 corpse, uint8 type);
void SendCharacterCorpseToNonInstance(uint32 corpse_db_id);
/* Faction */
bool GetNPCFactionList(uint32 npcfaction_id, int32* faction_id, int32* value, uint8* temp, int32* primary_faction = 0);
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 nfl_id, std::list<struct NPCFaction*> *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 GetZoneCFG(
uint32 zoneid,
uint16 instance_version,
NewZone_Struct *data,
bool &can_bind,
bool &can_combat,
bool &can_levitate,
bool &can_castoutdoor,
bool &is_city,
bool &is_hotzone,
bool &allow_mercs,
double &max_movement_update_range,
uint8 &zone_type,
int &ruleset,
char **map_filename);
bool SaveZoneCFG(uint32 zoneid, 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 PopulateZoneSpawnListClose(uint32 zoneid, LinkedList<Spawn2*> &spawn2_list, int16 version, const glm::vec4& client_position, uint32 repop_distance);
Spawn2* LoadSpawn2(LinkedList<Spawn2*> &spawn2_list, uint32 spawn2id, uint32 timeleft);
bool CreateSpawn2(Client *c, uint32 spawngroup, const char* zone, const glm::vec4& position, uint32 respawn, uint32 variance, uint16 condition, int16 cond_value);
void UpdateRespawnTime(uint32 id, uint16 instance_id,uint32 timeleft);
uint32 GetSpawnTimeLeft(uint32 id, uint16 instance_id);
void UpdateSpawn2Status(uint32 id, uint8 new_status);
/* Grids/Paths */
uint32 GetFreeGrid(uint16 zoneid);
void DeleteGrid(Client *c, uint32 sg2, uint32 grid_num, bool grid_too, uint16 zoneid);
void DeleteWaypoint(Client *c, uint32 grid_num, uint32 wp_num, uint16 zoneid);
void AddWP(Client *c, uint32 gridid, uint32 wpnum, const glm::vec4& position, uint32 pause, uint16 zoneid);
uint32 AddWPForSpawn(Client *c, uint32 spawn2id, const glm::vec4& position, uint32 pause, int type1, int type2, uint16 zoneid);
void ModifyGrid(Client *c, bool remove, uint32 id, uint8 type = 0, uint8 type2 = 0, uint16 zoneid = 0);
bool GridExistsInZone(uint32 zone_id, uint32 grid_id);
void ModifyWP(Client *c, uint32 grid_id, uint32 wp_num, const glm::vec3& location, uint32 script = 0, uint16 zoneid = 0);
uint8 GetGridType(uint32 grid, uint32 zoneid);
uint8 GetGridType2(uint32 grid, uint16 zoneid);
bool GetWaypoints(uint32 grid, uint16 zoneid, uint32 num, wplist* wp);
void AssignGrid(Client *client, uint32 grid_id, uint32 entity_id);
int GetHighestGrid(uint32 zoneid);
int GetHighestWaypoint(uint32 zoneid, uint32 gridid);
int GetRandomWaypointLocFromGrid(glm::vec4 &loc, uint16 zoneid, int grid);
/* NPCs */
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
uint32 CreateNewNPCCommand(const char* zone, uint32 zone_version, Client *client, NPC* spawn, uint32 extra);
uint32 AddNewNPCSpawnGroupCommand(const char* zone, uint32 zone_version, Client *client, NPC* spawn, uint32 respawnTime);
uint32 DeleteSpawnLeaveInNPCTypeTable(const char* zone, Client *client, NPC* spawn);
uint32 DeleteSpawnRemoveFromNPCTypeTable(const char* zone, uint32 zone_version, Client *client, NPC* spawn);
uint32 AddSpawnFromSpawnGroup(const char* zone, uint32 zone_version, Client *client, NPC* spawn, uint32 spawnGroupID);
uint32 AddNPCTypes(const char* zone, uint32 zone_version, Client *client, NPC* spawn, uint32 spawnGroupID);
uint32 UpdateNPCTypeAppearance(Client *client, NPC* spawn);
bool SetSpecialAttkFlag(uint8 id, const char* flag);
bool GetPetEntry(const char *pet_type, PetRecord *into);
bool GetPoweredPetEntry(const char *pet_type, int16 petpower, PetRecord *into);
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);
/* Mercs */
const NPCType* GetMercType(uint32 id, uint16 raceid, uint32 clientlevel);
void LoadMercEquipment(Merc *merc);
void SaveMercBuffs(Merc *merc);
void LoadMercBuffs(Merc *merc);
bool LoadMercInfo(Client *c);
bool LoadCurrentMerc(Client *c);
bool SaveMerc(Merc *merc);
bool DeleteMerc(uint32 merc_id);
/* Petitions */
void RegisterBug(BugReport_Struct* bug_report); // old method
void RegisterBug(Client* client, BugReport_Struct* bug_report); // new method
//void UpdateBug(PetitionBug_Struct* bug);
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, uint32 char_id, DBTradeskillRecipe_Struct *spec);
bool GetTradeRecipe(uint32 recipe_id, uint8 c_type, uint32 some_id, uint32 char_id, DBTradeskillRecipe_Struct *spec);
uint32 GetZoneForage(uint32 ZoneID, uint8 skill); /* for foraging */
uint32 GetZoneFishing(uint32 ZoneID, uint8 skill, 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);
/* Tribute */
bool LoadTributes();
/* Doors */
std::vector<DoorsRepository::Doors> LoadDoors(const std::string& zone_name, int16 version);
uint32 GetGuildEQID(uint32 guilddbid);
void UpdateDoorGuildID(int doorid, int guild_id);
int32 GetDoorsCount(uint32* oMaxID, const char *zone_name, int16 version);
int32 GetDoorsCountPlusOne(const char *zone_name, int16 version);
int32 GetDoorsDBCountPlusOne(const char *zone_name, int16 version);
void InsertDoor(uint32 did, uint16 ddoorid, const char* ddoor_name, const glm::vec4& position, uint8 dopentype, uint16 dguildid, uint32 dlockpick, uint32 dkeyitem, uint8 ddoor_param, uint8 dinvert, int dincline, uint16 dsize, bool ddisabletimer = false);
/* Blocked Spells */
int32 GetBlockedSpellsCount(uint32 zoneid);
bool LoadBlockedSpells(int32 blockedSpellsCount, ZoneSpellsBlocked* into, uint32 zoneid);
/* Traps */
bool LoadTraps(const char* zonename, int16 version);
bool SetTrapData(Trap* trap, bool repopnow = false);
/* Time */
uint32 GetZoneTZ(uint32 zoneid, uint32 version);
bool SetZoneTZ(uint32 zoneid, uint32 version, uint32 tz);
/* Group */
void RefreshGroupFromDB(Client *c);
uint8 GroupCount(uint32 groupid);
/* Raid */
uint8 RaidGroupCount(uint32 raidid, uint32 groupid);
/* 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);
/* Saylinks */
uint32 LoadSaylinkID(const char* saylink_text, bool auto_insert = true);
uint32 SaveSaylinkID(const char* saylink_text);
/*
* Misc stuff.
* PLEASE DO NOT ADD TO THIS COLLECTION OF CRAP UNLESS YOUR METHOD
* REALLY HAS NO BETTER SECTION
*/
bool logevents(const char* accountname,uint32 accountid,uint8 status,const char* charname,const char* target, const char* descriptiontype, const char* description,int event_nid);
uint32 GetKarma(uint32 acct_id);
void UpdateKarma(uint32 acct_id, uint32 amount);
/* Things which really dont belong here... */
int16 CommandRequirement(const char* commandname);
#ifdef BOTS
// bot database add-on to eliminate the need for a second database connection
BotDatabase botdb;
#endif
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;
};
extern ZoneDatabase database;
extern ZoneDatabase content_db;
#endif /*ZONEDB_H_*/