This commit is contained in:
Arthur Ice
2014-12-05 20:16:13 -08:00
124 changed files with 63220 additions and 2537 deletions
+77 -73
View File
@@ -27,7 +27,7 @@ class NPC;
#define MAX_LOOTERS 72
class Corpse : public Mob {
public:
public:
static void SendEndLootErrorPacket(Client* client);
static void SendLootReqErrorPacket(Client* client, uint8 response = 2);
@@ -35,114 +35,118 @@ public:
Corpse(NPC* in_npc, ItemList* in_itemlist, uint32 in_npctypeid, const NPCType** in_npctypedata, uint32 in_decaytime = 600000);
Corpse(Client* client, int32 in_rezexp);
Corpse(uint32 in_corpseid, uint32 in_charid, const char* in_charname, ItemList* in_itemlist, uint32 in_copper, uint32 in_silver, uint32 in_gold, uint32 in_plat, const xyz_heading& position, float in_size, uint8 in_gender, uint16 in_race, uint8 in_class, uint8 in_deity, uint8 in_level, uint8 in_texture, uint8 in_helmtexture, uint32 in_rezexp, bool wasAtGraveyard = false);
~Corpse();
static Corpse* LoadFromDBData(uint32 in_dbid, uint32 in_charid, std::string in_charname, const xyz_heading& position, std::string time_of_death, bool rezzed, bool was_at_graveyard);
//abstract virtual function implementations requird by base abstract class
~Corpse();
static Corpse* LoadCharacterCorpseEntity(uint32 in_dbid, uint32 in_charid, std::string in_charname, const xyz_heading& position, std::string time_of_death, bool rezzed, bool was_at_graveyard);
/* Corpse: General */
virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, SkillUseTypes attack_skill) { return true; }
virtual void Damage(Mob* from, int32 damage, uint16 spell_id, SkillUseTypes attack_skill, bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false) { return; }
virtual bool Attack(Mob* other, int Hand = MainPrimary, bool FromRiposte = false,
bool IsStrikethrough = true, bool IsFromSpell = false, ExtraAttackOptions *opts = nullptr) { return false; }
virtual bool HasRaid() { return false; }
virtual bool HasGroup() { return false; }
virtual Raid* GetRaid() { return 0; }
virtual Group* GetGroup() { return 0; }
void LoadPlayerCorpseDecayTime(uint32 dbid);
virtual bool Attack(Mob* other, int Hand = MainPrimary, bool FromRiposte = false, bool IsStrikethrough = true, bool IsFromSpell = false, ExtraAttackOptions *opts = nullptr) { return false; }
virtual bool HasRaid() { return false; }
virtual bool HasGroup() { return false; }
virtual Raid* GetRaid() { return 0; }
virtual Group* GetGroup() { return 0; }
inline uint32 GetCorpseDBID() { return corpse_db_id; }
inline char* GetOwnerName() { return corpse_name; }
bool IsEmpty() const;
bool IsCorpse() const { return true; }
bool IsPlayerCorpse() const { return is_player_corpse; }
bool IsNPCCorpse() const { return !is_player_corpse; }
bool IsBecomeNPCCorpse() const { return become_npc; }
virtual void DepopNPCCorpse();
virtual void DepopPlayerCorpse();
bool Process();
bool Save();
uint32 GetCharID() { return char_id; }
uint32 SetCharID(uint32 iCharID) { if (IsPlayerCorpse()) { return (char_id = iCharID); } return 0xFFFFFFFF; };
uint32 GetDecayTime() { if (!corpse_decay_timer.Enabled()) return 0xFFFFFFFF; else return corpse_decay_timer.GetRemainingTime(); }
uint32 GetResTime() { if (!corpse_res_timer.Enabled()) return 0; else return corpse_res_timer.GetRemainingTime(); }
void CalcCorpseName();
inline void Lock() { is_locked = true; }
inline void UnLock() { is_locked = false; }
inline bool IsLocked() { return is_locked; }
inline void ResetLooter() { being_looted_by = 0xFFFFFFFF; }
inline bool IsBeingLooted() { return (being_looted_by != 0xFFFFFFFF); }
inline uint32 GetDBID() { return corpse_db_id; }
inline char* GetOwnerName() { return orgname;}
uint32 GetCharID() { return char_id; }
uint32 SetCharID(uint32 iCharID) { if (IsPlayerCorpse()) { return (char_id = iCharID); } return 0xFFFFFFFF; };
uint32 GetDecayTime() { if (!corpse_decay_timer.Enabled()) return 0xFFFFFFFF; else return corpse_decay_timer.GetRemainingTime(); }
uint32 GetRezTime() { if (!corpse_rez_timer.Enabled()) return 0; else return corpse_rez_timer.GetRemainingTime(); }
void SetDecayTimer(uint32 decay_time);
void SetDecayTimer(uint32 decaytime);
bool IsEmpty() const;
void AddItem(uint32 itemnum, uint16 charges, int16 slot = 0, uint32 aug1=0, uint32 aug2=0, uint32 aug3=0, uint32 aug4=0, uint32 aug5=0);
void Delete();
void Bury();
void CalcCorpseName();
void LoadPlayerCorpseDecayTime(uint32 dbid);
/* Corpse: Items */
uint32 GetWornItem(int16 equipSlot) const;
ServerLootItem_Struct* GetItem(uint16 lootslot, ServerLootItem_Struct** bag_item_data = 0);
void RemoveItem(uint16 lootslot);
void RemoveItem(ServerLootItem_Struct* item_data);
void SetCash(uint32 in_copper, uint32 in_silver, uint32 in_gold, uint32 in_platinum);
void RemoveCash();
void QueryLoot(Client* to);
uint32 CountItems();
void Delete();
void Bury();
virtual void Depop();
virtual void DepopCorpse();
void SetPlayerKillItemID(int32 pk_item_id) { player_kill_item = pk_item_id; }
int32 GetPlayerKillItem() { return player_kill_item; }
void RemoveItem(uint16 lootslot);
void RemoveItem(ServerLootItem_Struct* item_data);
void AddItem(uint32 itemnum, uint16 charges, int16 slot = 0, uint32 aug1 = 0, uint32 aug2 = 0, uint32 aug3 = 0, uint32 aug4 = 0, uint32 aug5 = 0);
/* Corpse: Coin */
void SetCash(uint32 in_copper, uint32 in_silver, uint32 in_gold, uint32 in_platinum);
void RemoveCash();
uint32 GetCopper() { return copper; }
uint32 GetSilver() { return silver; }
uint32 GetGold() { return gold; }
uint32 GetPlatinum() { return platinum; }
void FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho);
void MakeLootRequestPackets(Client* client, const EQApplicationPacket* app);
void LootItem(Client* client, const EQApplicationPacket* app);
void EndLoot(Client* client, const EQApplicationPacket* app);
bool Summon(Client* client, bool spell, bool CheckDistance);
void CastRezz(uint16 spellid, Mob* Caster);
void CompleteRezz();
void SetPKItem(int32 id) { player_kill_item = id; }
int32 GetPKItem() { return player_kill_item; }
bool CanMobLoot(int charid);
void AllowMobLoot(Mob *them, uint8 slot);
void AddLooter(Mob *who);
/* Corpse: Resurrection */
bool IsRezzed() { return rez; }
void IsRezzed(bool in_rez) { rez = in_rez; }
void Spawn();
void CastRezz(uint16 spellid, Mob* Caster);
void CompleteResurrection();
char orgname[64];
uint32 GetEquipment(uint8 material_slot) const; // returns item id
/* Corpse: Loot */
void QueryLoot(Client* to);
void LootItem(Client* client, const EQApplicationPacket* app);
void EndLoot(Client* client, const EQApplicationPacket* app);
void MakeLootRequestPackets(Client* client, const EQApplicationPacket* app);
void AllowPlayerLoot(Mob *them, uint8 slot);
void AddLooter(Mob *who);
uint32 CountItems();
bool CanPlayerLoot(int charid);
inline void Lock() { is_locked = true; }
inline void UnLock() { is_locked = false; }
inline bool IsLocked() { return is_locked; }
inline void ResetLooter() { being_looted_by = 0xFFFFFFFF; }
inline bool IsBeingLooted() { return (being_looted_by != 0xFFFFFFFF); }
/* Mob */
void FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho);
bool Summon(Client* client, bool spell, bool CheckDistance);
void Spawn();
char corpse_name[64];
uint32 GetEquipment(uint8 material_slot) const;
uint32 GetEquipmentColor(uint8 material_slot) const;
inline int GetRezzExp() { return rezzexp; }
// these are a temporary work-around until corpse inventory is removed from the database blob
static int16 ServerToCorpseSlot(int16 server_slot); // encode
static int16 CorpseToServerSlot(int16 corpse_slot); // decode
inline int GetRezExp() { return rez_experience; }
protected:
std::list<uint32> MoveItemToCorpse(Client *client, ItemInst *item, int16 equipslot);
private:
bool is_player_corpse;
bool is_corpse_changed;
bool is_locked;
int32 player_kill_item;
uint32 corpse_db_id;
uint32 char_id;
ItemList itemlist;
bool is_player_corpse; /* Determines if Player Corpse or not */
bool is_corpse_changed; /* Determines if corpse has changed or not */
bool is_locked; /* Determines if corpse is locked */
int32 player_kill_item; /* Determines if Player Kill Item */
uint32 corpse_db_id; /* Corpse Database ID (Player Corpse) */
uint32 char_id; /* Character ID */
ItemList itemlist; /* Internal Item list used for corpses */
uint32 copper;
uint32 silver;
uint32 gold;
uint32 platinum;
bool player_corpse_depop;
uint32 being_looted_by;
uint32 rezzexp;
bool player_corpse_depop; /* Sets up Corpse::Process to depop the player corpse */
uint32 being_looted_by; /* Determines what the corpse is being looted by internally for logic */
uint32 rez_experience; /* Amount of experience that the corpse would rez for */
bool rez;
bool can_rez;
bool can_corpse_be_rezzed; /* Bool declaring whether or not a corpse can be rezzed */
bool become_npc;
int allowed_looters[MAX_LOOTERS]; // People allowed to loot the corpse, character id
Timer corpse_decay_timer;
Timer corpse_res_timer;
int allowed_looters[MAX_LOOTERS]; /* People allowed to loot the corpse, character id */
Timer corpse_decay_timer; /* The amount of time in millseconds in which a corpse will take to decay (Depop/Poof) */
Timer corpse_rez_timer; /* The amount of time in millseconds in which a corpse can be rezzed */
Timer corpse_delay_timer;
Timer corpse_graveyard_timer;
Timer loot_cooldown_timer;
Timer loot_cooldown_timer; /* Delay between loot actions on the corpse entity */
Color_Struct item_tint[9];
};
#endif