mirror of
https://github.com/emagi/eq2emu
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3 KiB
3 KiB
File: ItemsDB.cpp
Classes
None detected
Functions
void WorldDatabase::LoadDataFromRow(DatabaseResult* result, Item* item)int32 WorldDatabase::LoadSkillItems(int32 item_id)int32 WorldDatabase::LoadShields(int32 item_id)int32 WorldDatabase::LoadAdornments(int32 item_id)int32 WorldDatabase::LoadClassifications()int32 WorldDatabase::LoadBaubles(int32 item_id)int32 WorldDatabase::LoadBooks(int32 item_id)int32 WorldDatabase::LoadItemsets(int32 item_id)int32 WorldDatabase::LoadHouseItem(int32 item_id)int32 WorldDatabase::LoadRecipeBookItems(int32 item_id)int32 WorldDatabase::LoadHouseContainers(int32 item_id){int32 WorldDatabase::LoadArmor(int32 item_id)int32 WorldDatabase::LoadBags(int32 item_id)int32 WorldDatabase::LoadFoods(int32 item_id)int32 WorldDatabase::LoadRangeWeapons(int32 item_id)int32 WorldDatabase::LoadThrownWeapons(int32 item_id)int32 WorldDatabase::LoadWeapons(int32 item_id)int32 WorldDatabase::LoadItemAppearances(int32 item_id)int32 WorldDatabase::LoadItemEffects(int32 item_id)int32 WorldDatabase::LoadBookPages(int32 item_id)int32 WorldDatabase::LoadItemLevelOverride(int32 item_id)int32 WorldDatabase::LoadItemStats(int32 item_id)else if(row[4])int32 WorldDatabase::LoadItemModStrings(int32 item_id)void WorldDatabase::LoadBrokerItemStats()void WorldDatabase::ReloadItemList(int32 item_id)void WorldDatabase::LoadItemList(int32 item_id)int32 WorldDatabase::LoadNextUniqueItemID()return strtoul(row[0], NULL, 0);else if(!result)void WorldDatabase::SaveItems(Client* client)else if(item->save_needed)else if(item->save_needed) {else if(item->save_needed) {void WorldDatabase::SaveItem(int32 account_id, int32 char_id, Item* item, const char* type)void WorldDatabase::DeleteItem(int32 char_id, Item* item, const char* type)void WorldDatabase::LoadCharacterItemList(int32 account_id, int32 char_id, Player* player, int16 version)else if (strncasecmp(row[0], "APPEARANCE", 10) == 0)
Notable Comments
- /*
- */
- // handle new database class til all functions are converted
- // this is too much on top of already having the top level load item debug msg
- // LogWrite(ITEM__DEBUG, 5, "Items", "\tSetting details for item ID: %i", result->GetInt32Str("id"));
- // add more Flags/Flags2 here
- //LogWrite(ITEM__DEBUG, 0, "Items", "\tItem Adornment for item_id: %u", id);
- //LogWrite(ITEM__DEBUG, 0, "Items", "\ttype: %i, Duration: %i, item_types_: %i, slot_type: %i", ITEM_TYPE_ADORNMENT, atoi(row[1]), atoi(row[2]), atoi(row[3]));
- //LogWrite(ITEM__DEBUG, 0, "Items", "\ttype: %i, Duration: %i, item_types_: %i, slot_type: %i",item->generic_info.item_type, item->adornment_info->duration, item->adornment_info->item_types, item->adornment_info->slot_type);
- //if (database_new.Select(&result, "SELECT id, itemset_item_id, item_id, item_icon,item_stack_size,item_list_color,language_type FROM item_details_itemset"))