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This moves members from expeditions so other systems can use them Replace expedition_members table with dynamic_zone_members Move 'EnableInDynamicZoneStatus' rule to DynamicZone namespace Modify #dz list to show dz members (not instance players) and type name Move various queries to repository methods
65 lines
2.8 KiB
C++
65 lines
2.8 KiB
C++
/**
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* EQEmulator: Everquest Server Emulator
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* Copyright (C) 2001-2020 EQEmulator Development Team (https://github.com/EQEmu/Server)
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*
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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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*
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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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*
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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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#ifndef EXPEDITION_DATABASE_H
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#define EXPEDITION_DATABASE_H
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#include <cstdint>
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#include <memory>
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#include <string>
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#include <unordered_map>
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#include <unordered_set>
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#include <vector>
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class Expedition;
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class ExpeditionLockoutTimer;
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struct DynamicZoneMember;
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class MySQLRequestResult;
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namespace ExpeditionDatabase
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{
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uint32_t InsertExpedition(
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const std::string& uuid, uint32_t instance_id, const std::string& expedition_name,
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uint32_t leader_id, uint32_t min_players, uint32_t max_players);
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std::vector<ExpeditionLockoutTimer> LoadCharacterLockouts(uint32_t character_id);
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std::vector<ExpeditionLockoutTimer> LoadCharacterLockouts(uint32_t character_id,
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const std::string& expedition_name);
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void DeleteAllCharacterLockouts(uint32_t character_id);
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void DeleteAllCharacterLockouts(uint32_t character_id, const std::string& expedition_name);
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void DeleteCharacterLockout(uint32_t character_id, const std::string& expedition_name,
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const std::string& event_name);
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void DeleteLockout(uint32_t expedition_id, const std::string& event_name);
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void DeleteMembersLockout(const std::vector<DynamicZoneMember>& members,
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const std::string& expedition_name, const std::string& event_name);
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void InsertCharacterLockouts(uint32_t character_id,
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const std::vector<ExpeditionLockoutTimer>& lockouts);
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void InsertMembersLockout(const std::vector<DynamicZoneMember>& members,
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const ExpeditionLockoutTimer& lockout);
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void InsertLockout(uint32_t expedition_id, const ExpeditionLockoutTimer& lockout);
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void InsertLockouts(uint32_t expedition_id,
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const std::unordered_map<std::string, ExpeditionLockoutTimer>& lockouts);
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void UpdateLockState(uint32_t expedition_id, bool is_locked);
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void UpdateReplayLockoutOnJoin(uint32_t expedition_id, bool add_on_join);
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void AddLockoutDuration(const std::vector<DynamicZoneMember>& members,
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const ExpeditionLockoutTimer& lockout, int seconds);
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};
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#endif
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