mirror of
https://github.com/emagi/eq2emu
synced 2026-08-12 18:23:04 -04:00
22 KiB
22 KiB
File: WorldDatabase.h
Classes
StartingItemClaimItemsBotWorldDatabase
Functions
bool ConnectNewDatabase();void PingNewDB();string GetZoneName(int32 id);string GetZoneDescription(int32 id);int32 LoadCharacterSkills(int32 char_id, Player* player);void DeleteCharacterSkill(int32 char_id, Skill* skill);void DeleteCharacterSpell(int32 character_id, int32 spell_id);int32 LoadCharacterSpells(int32 char_id, Player* player);int32 LoadItemBlueStats();void SaveQuickBar(int32 char_id, vector<QuickBarItem*>* quickbar_items);void SavePlayerSpells(Client* client);int32 LoadSkills();void LoadCommandList();void UpdateCharacterMacro(int32 char_id, int8 number, const char* name, int16 icon, vector<string>* updates);void SaveWorldTime(WorldTime* time);bool SaveSpawnInfo(Spawn* spawn);int32 GetNextSpawnIDInZone(int32 zone_id);bool SaveSpawnEntry(Spawn* spawn, const char* spawn_location_name, int8 percent, float x_offset, float y_offset, float z_offset, bool save_zonespawn = true, bool create_spawnlocation = true);float GetSpawnLocationPlacementOffsetX(int32 location_id);float GetSpawnLocationPlacementOffsetY(int32 location_id);float GetSpawnLocationPlacementOffsetZ(int32 location_id);int32 GetNextSpawnLocation();bool CreateNewSpawnLocation(int32 id, const char* name);bool RemoveSpawnFromSpawnLocation(Spawn* spawn);int32 GetSpawnLocationCount(int32 location, Spawn* spawn = 0);void LoadSubCommandList();void LoadGlobalVariables();void UpdateVitality(int32 timestamp, float amount);void SaveVariable(const char* name, const char* value, const char* comment);void LoadVisualStates();void LoadAppearanceMasterList();void Save(Client* client);void SaveItems(Client* client);void SaveItem(int32 account_id, int32 char_id, Item* item, const char* type);void DeleteBuyBack(int32 char_id, int32 item_id, int16 quantity, int32 price);void LoadBuyBacks(Client* client);void SaveBuyBacks(Client* client);void SaveBuyBack(int32 char_id, int32 item_id, int16 quantity, int32 price);void DeleteItem(int32 char_id, Item* item, const char* type);void SaveCharacterColors(int32 char_id, const char* type, EQ2_Color color);void SaveCharacterFloats(int32 char_id, const char* type, float float1, float float2, float float3, float multiplier = 100.0f);int16 GetAppearanceID(string name);string GetAppearanceName(int16 appearance_id);void UpdateRandomize(int32 spawn_id, sint32 value);int32 SaveCharacter(PacketStruct* create, int32 loginID);int32 LoadNPCAppearanceEquipmentData(ZoneServer* zone);void SaveNPCAppearanceEquipment(int32 spawn_id, int8 slot_id, int16 type, int8 red=0, int8 green=0, int8 blue=0, int8 hred=0, int8 hgreen=0, int8 hblue=0);void LoadSpecialZones();void SaveCharacterSkills(Client* client);void SaveCharacterQuests(Client* client);void SaveCharacterQuestProgress(Client* client, Quest* quest);void DeleteCharacterQuest(int32 quest_id, int32 char_id, bool repeated_quest = false);void LoadCharacterQuests(Client* client);void LoadPlayerAA(Player *player);void LoadCharacterQuestProgress(Client* client);void LoadCharacterFriendsIgnoreList(Player* player);void LoadZoneInfo(ZoneServer* zone, int32 minLevel=0, int32 maxLevel=0, int32 avgLevel=0, int32 firstLevel=0);void LoadZonePlayerLevels(ZoneServer* zone);void LoadZoneInfo(ZoneInfo* zone_info);int32 GetZoneID(const char* name);void SaveZoneInfo(int32 zone_id, const char* field, sint32 value);void SaveZoneInfo(int32 zone_id, const char* field, float value);void SaveZoneInfo(int32 zone_id, const char* field, const char* value);bool GetZoneRequirements(const char* zoneName,sint16* minStatus, int16* minLevel, int16* maxLevel, int16* minVersion);int16 GetMinimumClientVersion(int8 expansion_id);string GetExpansionIDByVersion(int16 version);int32 CheckTableVersions(char* tablename);bool RunDatabaseQueries(TableQuery* queries, bool output_result = true, bool data = false);void UpdateTableVersion(char* name, int32 version);void UpdateDataTableVersion(char* name, int32 version);void UpdateStartingFactions(int32 char_id, int8 choice);string GetStartingZoneName(int8 choice);void UpdateStartingZone(int32 char_id, int8 class_id, int8 race_id, PacketStruct* create);void UpdateStartingItems(int32 char_id, int8 class_id, int8 race_id, bool base_class = false);void UpdateStartingSkills(int32 char_id, int8 class_id, int8 race_id);void UpdateStartingSpells(int32 char_id, int8 class_id, int8 race_id);void UpdateStartingSkillbar(int32 char_id, int8 class_id, int8 race_id);void UpdateStartingTitles(int32 char_id, int8 class_id, int8 race_id, int8 gender_id);bool UpdateSpawnLocationSpawns(Spawn* spawn);bool UpdateSpawnWidget(int32 widget_id, char* query);bool CheckVersionTable();void LoadFactionAlliances();void LoadFactionList();bool LoadPlayerFactions(Client* client);void SavePlayerFactions(Client* client);bool VerifyFactionID(int32 char_id, int32 faction_id);void LoadSpawnScriptData();void LoadZoneScriptData();int32 LoadSpellScriptData();bool UpdateSpawnScriptData(int32 spawn_id, int32 spawn_location_id, int32 spawnentry_id, const char* name);bool VerifyZone(const char* name);int8 GetInstanceTypeByZoneID(int32 zoneID);void LoadNPCAppearances();*/void ResetDatabase();void EnableConstraints();void DisableConstraints();int32 SaveCombinedSpawnLocation(ZoneServer* zone, Spawn* spawn, const char* name);int32 ProcessSpawnLocations(ZoneServer* zone, const char* sql_query, int8 type);int32 LoadSpawnLocationGroupAssociations(ZoneServer* zone);int32 LoadSpawnLocationGroups(ZoneServer* zone);int32 LoadSpawnGroupChances(ZoneServer* zone);bool SpawnGroupAddAssociation(int32 group1, int32 group2);bool SpawnGroupRemoveAssociation(int32 group1, int32 group2);bool SpawnGroupAddSpawn(Spawn* spawn, int32 group_id);bool SpawnGroupRemoveSpawn(Spawn* spawn, int32 group_id);int32 CreateSpawnGroup(Spawn* spawn, string name);void DeleteSpawnGroup(int32 id);bool SetGroupSpawnChance(int32 id, float chance);void LoadGroundSpawnEntries(ZoneServer* zone);void LoadGroundSpawnItems(ZoneServer* zone);void LoadSpawns(ZoneServer* zone);int8 GetAppearanceType(string type);void LoadNPCs(ZoneServer* zone);void LoadSpiritShards(ZoneServer* zone);int32 LoadAppearances(ZoneServer* zone, Client* client = 0);int32 LoadNPCSpells();int32 LoadNPCSkills(ZoneServer* zone);int32 LoadNPCEquipment(ZoneServer* zone);void LoadObjects(ZoneServer* zone);void LoadGroundSpawns(ZoneServer* zone);void LoadWidgets(ZoneServer* zone);void LoadSigns(ZoneServer* zone);void ReloadItemList(int32 item_id = 0);void LoadItemList(int32 item_id = 0);int32 LoadItemStats(int32 item_id = 0);int32 LoadItemModStrings(int32 item_id = 0);int32 LoadItemAppearances(int32 item_id = 0);int32 LoadItemLevelOverride(int32 item_id = 0);int32 LoadItemEffects(int32 item_id = 0);int32 LoadBookPages(int32 item_id = 0);int32 LoadNextUniqueItemID();int32 LoadSkillItems(int32 item_id = 0);int32 LoadRangeWeapons(int32 item_id = 0);int32 LoadThrownWeapons(int32 item_id = 0);int32 LoadBaubles(int32 item_id = 0);int32 LoadBooks(int32 item_id = 0);int32 LoadItemsets(int32 item_id = 0);int32 LoadHouseItem(int32 item_id = 0);int32 LoadRecipeBookItems(int32 item_id = 0);int32 LoadArmor(int32 item_id = 0);int32 LoadAdornments(int32 item_id = 0);int32 LoadClassifications();int32 LoadShields(int32 item_id = 0);int32 LoadBags(int32 item_id = 0);int32 LoadFoods(int32 item_id = 0);int32 LoadWeapons(int32 item_id = 0);int32 LoadRanged();int32 LoadHouseContainers(int32 item_id = 0);void LoadBrokerItemStats();void SaveSignMark(int32 char_id, int32 sign_id, char* char_name, Client* client);string GetSignMark(int32 char_id, int32 sign_id, char* char_name); // returns the string containing the character namevoid LoadTransporters(ZoneServer* zone);void LoadTransportMaps(ZoneServer* zone);void LoadDataFromRow(DatabaseResult *result, Item* item);void LoadCharacterItemList(int32 account_id, int32 char_id, Player* player, int16);bool loadCharacter(const char* name, int32 account_id, Client* client);std::string loadCharacterFromLogin(ZoneChangeDetails* details, int32 char_id, int32 account_id);bool LoadCharacterStats(int32 id, int32 account_id, Client* client);void LoadCharacterQuestRewards(Client* client);void LoadCharacterQuestTemporaryRewards(Client* client, int32 quest_id);bool InsertCharacterStats(int32 character_id, int8 class_id, int8 race_id);bool UpdateCharacterTimeStamp(int32 account_id, int32 character_id, int32 timestamp);bool insertCharacterProperty(Client* client, char* propName, char* propValue);bool loadCharacterProperties(Client* client);string GetPlayerName(char* name);int32 GetCharacterTimeStamp(int32 character_id, int32 account_id,bool* char_exists);int32 GetCharacterTimeStamp(int32 character_id);sint32 GetLatestDataTableVersion(char* name);sint16 GetLowestCharacterAdminStatus(int32 account_id);sint16 GetHighestCharacterAdminStatus(int32 account_id);sint16 GetCharacterAdminStatus(char* character_name);sint16 GetCharacterAdminStatus(int32 account_id , int32 char_id);bool UpdateAdminStatus(char* character_name, sint16 flag);void LoadMerchantInformation();void LoadMerchantInventory();string GetMerchantDescription(int32 merchant_id);void LoadPlayerStatistics(Player* player, int32 char_id);void WritePlayerStatistic(Player* player, Statistic* stat);void LoadServerStatistics();void WriteServerStatistic(Statistic* stat);void WriteServerStatistic(int32 stat_id, sint32 stat_value);void WriteServerStatisticsNeededQueries();void SavePlayerMail(Mail* mail);void SavePlayerMail(Client* client);void LoadPlayerMail(Client* client, bool new_only = false);void DeletePlayerMail(Mail* mail);void GetPetNames(ZoneServer* zone);int8 GetCharacterLevel(int32 character_id);int16 GetCharacterModelType(int32 character_id);int8 GetCharacterClass(int32 character_id);int8 GetCharacterGender(int32 character_id);int32 GetCharacterID(const char* name);int32 GetCharacterCurrentZoneID(int32 character_id);int32 GetCharacterAccountID(int32 character_id);void LoadEntityCommands(ZoneServer* zone);void LoadSpells();void LoadSpellEffects();void LoadSpellLuaData();void LoadTraits();int32 LoadPlayerSkillbar(Client* client);string GetColumnNames(char* name);string GetZoneName(char* zone_description);bool GetItemResultsToClient (Client* client, const char* varSearch, int maxResults=20);void LoadRevivePoints(vector<RevivePoint*>* revive_points, int32 zone_id);void SaveBugReport(const char* category, const char* subcategory, const char* causes_crash, const char* reproducible, const char* summary, const char* description, const char* version, const char* player, int32 account_id, const char* spawn_name, int32 spawn_id, int32 zone_id);void FixBugReport();int32 LoadQuests();void LoadQuestDetails(Quest* quest);bool DeleteCharacter(int32 account_id, int32 character_id);int32 GetMaxHotBarID();int8 CheckNameFilter(const char* name, int8 min_length = 4, int8 max_length = 15);void LoadFogInit(string zone, PacketStruct* packet);void ToggleCharacterOnline();void ToggleCharacterOnline(Client* client, int8 toggle);int32 CreateNewInstance(int32 zone_id, int32 playersMinLevel=0, int32 playersMaxLevel=0, int32 playersavgLevel=0, int32 playersfirstLevel=0);int32 AddCharacterInstance(int32 char_id, int32 instance_id, string zone_name, int8 instance_type, int32 last_success, int32 last_failure, int32 success_lockout, int32 failure_lockout);bool UpdateCharacterInstanceTimers(int32 char_id, int32 instance_id, int32 lockout_time=0, int32 reset_time=0, int32 reenter_time=0 );bool UpdateCharacterInstance(int32 char_id, string zone_name, int32 instance_id, int8 type = 0, int32 timestamp = 0);bool VerifyInstanceID(int32 char_id, int32 instance_id);bool CheckVectorForValue(vector<int32>* vector, int32 value);int32 CheckSpawnRemoveInfo(map<int32,int32>* inmap, int32 spawn_location_entry_id);bool UpdateInstancedSpawnRemoved(int32 spawn_location_entry_id, int32 spawn_type, int32 respawn_time, int32 instance_id );int32 CreateInstanceSpawnRemoved(int32 spawn_location_entry_id, int32 spawn_type, int32 respawn_time, int32 instance_id );bool DeleteInstance(int32 instance_id);bool DeleteInstanceSpawnRemoved(int32 instance_id, int32 spawn_location_entry_id);bool DeleteCharacterFromInstance(int32 char_id, int32 instance_id);bool LoadCharacterInstances(Client* client);bool DeletePersistedRespawn(int32 zone_id, int32 spawn_location_entry_id);int32 CreatePersistedRespawn(int32 spawn_location_entry_id, int32 spawn_type, int32 respawn_time, int32 zone_id);void UpdateLoginEquipment();void UpdateLoginZones();void LoadLocationGrids(ZoneServer* zone);bool LoadLocationGridLocations(LocationGrid* grid);int32 CreateLocation(int32 zone_id, int32 grid_id, const char* name, bool include_y);bool AddLocationPoint(int32 location_id, float x, float y, float z);bool DeleteLocation(int32 location_id);bool DeleteLocationPoint(int32 location_point_id);void ListLocations(Client* client);void ListLocationPoints(Client* client, int32 location_id);bool LocationExists(int32 location_id);bool GetTableVersions(vector<TableVersion *> *table_versions);bool QueriesFromFile(const char *file);void LoadAchievements();int32 LoadAchievementRequirements(Achievement *achievement);int32 LoadAchievementRewards(Achievement *achievement);void LoadPlayerAchievements(Player *player);int32 LoadPlayerAchievementsUpdates(Player *player);int32 LoadPlayerAchievementsUpdateItems(AchievementUpdate *update, int32 player_id);void LoadAltAdvancements();void LoadTreeNodes();void LoadCollections();int32 LoadCollectionItems(Collection *collection);int32 LoadCollectionRewards(Collection *collection);void LoadPlayerCollections(Player *player);void LoadPlayerCollectionItems(Player *player, Collection *collection);void SavePlayerCollections(Client *client);void SavePlayerCollection(Client *client, Collection *collection);void SavePlayerCollectionItems(Client *client, Collection *collection);void SavePlayerCollectionItem(Client *client, Collection *collection, int32 item_id);int32 SaveSpawnTemplate(int32 placement_id, const char* template_name);bool RemoveSpawnTemplate(int32 template_id);int32 CreateSpawnFromTemplateByID(Client* client, int32 template_id);int32 CreateSpawnFromTemplateByName(Client* client, const char* template_name);bool SaveZoneSafeCoords(int32 zone_id, float x, float y, float z, float heading);bool SaveSignZoneToCoords(int32 spawn_id, float x, float y, float z, float heading);void LoadGuilds();void LoadGuild(int32 guild_id);int32 LoadGuildMembers(Guild* guild);void LoadGuildEvents(Guild* guild);void LoadGuildRanks(Guild* guild);void LoadGuildEventFilters(Guild* guild);void LoadGuildPointsHistory(Guild* guild, GuildMember* guild_member);void LoadGuildRecruiting(Guild* guild);void SaveGuild(Guild* guild, bool new_guild = false);void SaveGuildMembers(Guild* guild);void SaveGuildEvents(Guild* guild);void SaveGuildRanks(Guild* guild);void SaveGuildEventFilters(Guild* guild);void SaveGuildPointsHistory(Guild* guild);void SaveGuildRecruiting(Guild* guild);void DeleteGuild(Guild* guild);void DeleteGuildMember(Guild* guild, int32 character_id);void DeleteGuildEvent(Guild* guild, int64 event_id);void DeleteGuildPointHistory(Guild* guild, int32 character_id, PointHistory* point_history);void ArchiveGuildEvent(Guild* guild, GuildEvent* guild_event);void SaveHiddenGuildEvent(Guild* guild, GuildEvent* guild_event);void LoadGuildDefaultRanks(Guild* guild);void LoadGuildDefaultEventFilters(Guild* guild);bool AddNewPlayerToServerGuild(int32 account_id, int32 char_id);int32 GetGuildIDByCharacterID(int32 char_id);void LoadChannels();void LoadRecipes();void LoadRecipeBooks();void LoadPlayerRecipes(Player *player);int32 LoadPlayerRecipeBooks(int32 char_id, Player *player);void SavePlayerRecipeBook(Player* player, int32 recipebook_id);void LoadRecipeComponents();void UpdatePlayerRecipe(Player* player, int32 recipe_id, int8 highest_rank);void SavePlayerRecipe(Player* player, int32 recipe_id);void LoadTradeskillEvents();void LoadGlobalRuleSet();void LoadRuleSets(bool reload=false);void LoadRuleSetDetails(RuleSet *rule_set);sint32 AddMasterTitle(const char* titleName, int8 isPrefix = 0);void LoadTitles();sint32 LoadCharacterTitles(int32 char_id, Player *player);sint32 GetCharPrefixIndex(int32 char_id, Player *player);sint32 GetCharSuffixIndex(int32 char_id, Player *player);void SaveCharPrefixIndex(sint32 index, int32 char_id);void SaveCharSuffixIndex(sint32 index, int32 char_id);sint32 AddCharacterTitle(sint32 index, int32 char_id, Spawn* player);void LoadLanguages();int32 LoadCharacterLanguages(int32 char_id, Player *player);int16 GetCharacterCurrentLang(int32 char_id, Player *player);void SaveCharacterCurrentLang(int32 id, int32 char_id, Client *client);void UpdateStartingLanguage(int32 char_id, uint8 race_id, int32 starting_city=0);void SaveCharacterLang(int32 char_id, int32 lang_id);void SaveCharacterHistory(Player* player, int8 type, int8 subtype, int32 value, int32 value2, char* location, int32 event_date);void LoadHouseZones();int64 AddPlayerHouse(int32 char_id, int32 house_id, int32 instance_id, int32 upkeep_due);void SetHouseUpkeepDue(int32 char_id, int32 house_id, int32 instance_id, int32 upkeep_due);void RemovePlayerHouse(int32 char_id, int32 house_id);void UpdateHouseEscrow(int32 house_id, int32 instance_id, int64 amount_coins, int32 amount_status);void LoadPlayerHouses();void LoadDeposits(PlayerHouse* house);void LoadHistory(PlayerHouse* house);void AddHistory(PlayerHouse* house, char* name, char* reason, int32 timestamp, int64 amount = 0, int32 status = 0, int8 pos_flag = 0);bool CheckBannedIPs(const char* loginIP);void LoadHOStarters();void LoadHOWheel();void LoadClaimItems(int32 char_id);int16 CountCharClaimItems(int32 char_id);vector<ClaimItems> LoadCharacterClaimItems(int32 char_id);void ClaimItem(int32 char_id, int32 item_id, Client* client);int32 GetAccountAge(int32 account_id);void LoadRaceTypes();void LoadLoot(ZoneServer* zone);void LoadGlobalLoot(ZoneServer* zone);bool LoadSpawnLoot(ZoneServer* zone, Spawn* spawn);void AddLootTableToSpawn(Spawn* spawn, int32 loottable_id);bool RemoveSpawnLootTable(Spawn* spawn, int32 loottable_id);void LoadCharacterHistory(int32 char_id, Player *player);void LoadSpellErrors();bool LoadSign(ZoneServer* zone, int32 spawn_id);bool LoadWidget(ZoneServer* zone, int32 spawn_id);bool LoadObject(ZoneServer* zone, int32 spawn_id);bool LoadGroundSpawn(ZoneServer* zone, int32 spawn_id);void LoadGroundSpawnEntry(ZoneServer* zone, int32 entry_id);void LoadGroundSpawnItems(ZoneServer* zone, int32 entry_id);bool LoadNPC(ZoneServer* zone, int32 spawn_id);void LoadAppearance(ZoneServer* zone, int32 spawn_id);void LoadNPCAppearanceEquipmentData(ZoneServer* zone, int32 spawn_id);void SaveCharacterPicture(int32 characterID, int8 type, uchar* picture, int32 picture_size);void SaveCharRepeatableQuest(Client* client, int32 quest_id, int16 quest_complete_count);void LoadZoneFlightPaths(ZoneServer* zone);void LoadZoneFlightPathLocations(ZoneServer* zone);void SaveCharacterLUAHistory(Player* player, int32 event_id, int32 value, int32 value2);void LoadCharacterLUAHistory(int32 char_id, Player* player);int32 CreateNewBot(int32 char_id, string name, int8 race, int8 advClass, int8 gender, int16 model_id, int32& index);void SaveBotAppearance(Bot* bot);void SaveBotColors(int32 bot_id, const char* type, EQ2_Color color);void SaveBotFloats(int32 bot_id, const char* type, float float1, float float2, float float3);bool LoadBot(int32 char_id, int32 bot_index, Bot* bot);void LoadBotAppearance(Bot* bot);void SaveBotItem(int32 bot_id, int32 item_id, int8 slot);void LoadBotEquipment(Bot* bot);string GetBotList(int32 char_id);void DeleteBot(int32 char_id, int32 bot_index);void SetBotStartingItems(Bot* bot, int8 class_id, int8 race_id);void LoadTransmuting();void FindSpell(Client* client, char* findString);void LoadChestTraps();bool CheckExpansionFlags(ZoneServer* zone, int32 spawnXpackFlag);bool CheckHolidayFlags(ZoneServer* zone, int32 spawnHolidayFlag);void GetHouseSpawnInstanceData(ZoneServer* zone, Spawn* spawn);int32 FindHouseInstanceSpawn(Spawn* spawn);void LoadStartingSkills(World* world);void LoadStartingSpells(World* world);void LoadVoiceOvers(World* world);bool DeleteSpiritShard(int32 id);void LoadCharacterSpellEffects(int32 char_id, Client *client, int8 db_spell_type);int32 GetMysqlExpCurve(int level);
Notable Comments
- /*
- */
- /*void loadNPCAppearance(int32 appearance_id);
- //void LoadMerchantMultipliers();
- // Zone Instance DB Functions
- //int32 AddCharacterInstance(int32 char_id, int32 instance_id, int32 grant_reenter_time_left=0, int32 grant_reset_time_left=0, int32 lockout_time=0);
- //
- /* Achievements */
- /* Alternate Advancement */
- /* Collections */