eqemu-server/zone/zonedump.h
Mitch Freeman fcffc6b3d4
[Feature] Add Parcel Feature for RoF2 Clients (#4198)
* Add Parcel Feature

Add the parcel system for RoF2 client

* Fixed a duplicate define

* Reformat

reformating and review changes

* Further Formatting

* Memory Mgmt Updates

Refactored to using unique_ptr/make_unique/etc to avoid manual memory mgmt.

Other format changes

* Refactor db structure

Refactor for db structure of parcels to character_parcels
Removal of parcel_merchants
Addition of npc_types.is_parcel_merchant
Cleanup as a result

* Refactor to use item id 99990 for money transfers.  Removed the money string function as a result, though simplified the messaging related to money.  Other updates based on feedback.

* Move prune routine out of scheduler and into a world process.
Removed RuleI from #define

* Update

* Update database.cpp

* Update database_update_manifest.cpp

* Update main.cpp

* Update client_process.cpp

* Update parcels.cpp

* Remove parcel merchant content to optional sql instead of manifest.

---------

Co-authored-by: Akkadius <akkadius1@gmail.com>
2024-04-20 21:15:56 -05:00

163 lines
5.8 KiB
C

/* EQEMu: Everquest Server Emulator
Copyright (C) 2001-2002 EQEMu Development Team (http://eqemu.org)
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; version 2 of the License.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY except by those people which sell it, which
are required to give you total support for your newly bought product;
without even the implied warranty of MERCHANTABILITY or FITNESS FOR
A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
/*
Below are the blob structures for zone state dumping to the database
-Quagmire
create table zone_state_dump (zonename varchar(16) not null primary key, spawn2_count int unsigned not null default 0,
npc_count int unsigned not null default 0, npcloot_count int unsigned not null default 0, gmspawntype_count int unsigned not null default 0,
spawn2 mediumblob, npcs mediumblob, npc_loot mediumblob, gmspawntype mediumblob, time timestamp(14));
*/
#ifndef ZONEDUMP_H
#define ZONEDUMP_H
#include "../common/faction.h"
#include "../common/eq_packet_structs.h"
#include "../common/inventory_profile.h"
#pragma pack(1)
struct NPCType
{
char name[64];
char lastname[64];
int64 current_hp;
int64 max_hp;
float size;
float runspeed;
uint8 gender;
uint16 race;
uint8 class_;
uint8 bodytype; // added for targettype support
uint32 deity; //not loaded from DB
uint8 level;
uint32 npc_id;
uint8 texture;
uint8 helmtexture;
uint32 herosforgemodel;
uint32 loottable_id;
uint32 npc_spells_id;
uint32 npc_spells_effects_id;
int32 npc_faction_id;
int32 faction_amount; // faction association magnitude, will use primary faction
uint32 merchanttype;
uint32 alt_currency_type;
uint32 adventure_template;
uint32 trap_template;
uint8 light;
uint32 AC;
uint64 Mana; //not loaded from DB
uint32 ATK; //not loaded from DB
uint32 STR;
uint32 STA;
uint32 DEX;
uint32 AGI;
uint32 INT;
uint32 WIS;
uint32 CHA;
int32 MR;
int32 FR;
int32 CR;
int32 PR;
int32 DR;
int32 Corrup;
int32 PhR;
uint8 haircolor;
uint8 beardcolor;
uint8 eyecolor1; // the eyecolors always seem to be the same, maybe left and right eye?
uint8 eyecolor2;
uint8 hairstyle;
uint8 luclinface; //
uint8 beard; //
uint32 drakkin_heritage;
uint32 drakkin_tattoo;
uint32 drakkin_details;
EQ::TintProfile armor_tint;
uint32 min_dmg;
uint32 max_dmg;
uint32 charm_ac;
uint32 charm_min_dmg;
uint32 charm_max_dmg;
int charm_attack_delay;
int charm_accuracy_rating;
int charm_avoidance_rating;
int charm_atk;
int16 attack_count;
char special_abilities[512];
uint32 d_melee_texture1;
uint32 d_melee_texture2;
char ammo_idfile[30];
uint8 prim_melee_type;
uint8 sec_melee_type;
uint8 ranged_type;
int64 hp_regen;
int64 hp_regen_per_second;
int64 mana_regen;
int32 aggroradius; // added for AI improvement - neotokyo
int32 assistradius; // assist radius, defaults to aggroradis if not set
uint16 see_invis; // See Invis flag added
uint16 see_invis_undead; // See Invis vs. Undead flag added
bool see_hide;
bool see_improved_hide;
bool qglobal;
bool npc_aggro;
uint8 spawn_limit; //only this many may be in zone at a time (0=no limit)
uint8 mount_color; //only used by horse class
float attack_speed; //%+- on attack delay of the mob.
int attack_delay; //delay between attacks in ms
int accuracy_rating; // flat bonus before mods
int avoidance_rating; // flat bonus before mods
bool findable; //can be found with find command
bool trackable;
bool is_quest_npc;
int16 slow_mitigation;
uint8 maxlevel;
uint32 scalerate;
bool private_corpse;
bool unique_spawn_by_name;
bool underwater;
uint32 emoteid;
float spellscale;
float healscale;
bool no_target_hotkey;
bool raid_target;
uint8 armtexture;
uint8 bracertexture;
uint8 handtexture;
uint8 legtexture;
uint8 feettexture;
bool ignore_despawn;
bool show_name; // should default on
bool untargetable;
bool skip_global_loot;
bool rare_spawn;
bool skip_auto_scale; // just so it doesn't mess up bots or mercs, probably should add to DB too just in case
int8 stuck_behavior;
uint16 use_model;
int8 flymode;
bool always_aggro;
int exp_mod;
int heroic_strikethrough;
bool keeps_sold_items;
bool is_parcel_merchant;
};
#pragma pack()
#endif