[Feature] Add "Keeps Sold Items" Flag to NPCs (#2671)

# Perl
- Add `$npc->GetKeepsSoldItems()`.
- Add `$npc->SetKeepsSoldItems(keeps_sold_items)`.

# Lua
- Add `npc:GetKeepsSoldItems()`.
- Add `npc:SetKeepsSoldItems(keeps_sold_items)`.

# Notes
- Allows operators to keep specific NPCs from keeping items sold to them.
- Keeps NPCs from being cluttered with stuff like Cloth Caps, Bone Chips, etc.
This commit is contained in:
Alex King 2022-12-25 16:36:20 -05:00 committed by GitHub
parent 2ed73199bf
commit a590ea1d52
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
19 changed files with 696 additions and 415 deletions

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@ -16,6 +16,7 @@
#include "../../strings.h"
#include <ctime>
class BaseNpcTypesRepository {
public:
struct NpcTypes {
@ -145,6 +146,7 @@ public:
int32_t exp_mod;
int32_t heroic_strikethrough;
int32_t faction_amount;
uint8_t keeps_sold_items;
};
static std::string PrimaryKey()
@ -281,6 +283,7 @@ public:
"exp_mod",
"heroic_strikethrough",
"faction_amount",
"keeps_sold_items",
};
}
@ -413,6 +416,7 @@ public:
"exp_mod",
"heroic_strikethrough",
"faction_amount",
"keeps_sold_items",
};
}
@ -579,6 +583,7 @@ public:
e.exp_mod = 100;
e.heroic_strikethrough = 0;
e.faction_amount = 0;
e.keeps_sold_items = 0;
return e;
}
@ -604,8 +609,9 @@ public:
{
auto results = db.QueryDatabase(
fmt::format(
"{} WHERE id = {} LIMIT 1",
"{} WHERE {} = {} LIMIT 1",
BaseSelect(),
PrimaryKey(),
npc_types_id
)
);
@ -740,6 +746,7 @@ public:
e.exp_mod = static_cast<int32_t>(atoi(row[123]));
e.heroic_strikethrough = static_cast<int32_t>(atoi(row[124]));
e.faction_amount = static_cast<int32_t>(atoi(row[125]));
e.keeps_sold_items = static_cast<uint8_t>(strtoul(row[126], nullptr, 10));
return e;
}
@ -898,6 +905,7 @@ public:
v.push_back(columns[123] + " = " + std::to_string(e.exp_mod));
v.push_back(columns[124] + " = " + std::to_string(e.heroic_strikethrough));
v.push_back(columns[125] + " = " + std::to_string(e.faction_amount));
v.push_back(columns[126] + " = " + std::to_string(e.keeps_sold_items));
auto results = db.QueryDatabase(
fmt::format(
@ -1045,6 +1053,7 @@ public:
v.push_back(std::to_string(e.exp_mod));
v.push_back(std::to_string(e.heroic_strikethrough));
v.push_back(std::to_string(e.faction_amount));
v.push_back(std::to_string(e.keeps_sold_items));
auto results = db.QueryDatabase(
fmt::format(
@ -1200,6 +1209,7 @@ public:
v.push_back(std::to_string(e.exp_mod));
v.push_back(std::to_string(e.heroic_strikethrough));
v.push_back(std::to_string(e.faction_amount));
v.push_back(std::to_string(e.keeps_sold_items));
insert_chunks.push_back("(" + Strings::Implode(",", v) + ")");
}
@ -1359,6 +1369,7 @@ public:
e.exp_mod = static_cast<int32_t>(atoi(row[123]));
e.heroic_strikethrough = static_cast<int32_t>(atoi(row[124]));
e.faction_amount = static_cast<int32_t>(atoi(row[125]));
e.keeps_sold_items = static_cast<uint8_t>(strtoul(row[126], nullptr, 10));
all_entries.push_back(e);
}
@ -1509,6 +1520,7 @@ public:
e.exp_mod = static_cast<int32_t>(atoi(row[123]));
e.heroic_strikethrough = static_cast<int32_t>(atoi(row[124]));
e.faction_amount = static_cast<int32_t>(atoi(row[125]));
e.keeps_sold_items = static_cast<uint8_t>(strtoul(row[126], nullptr, 10));
all_entries.push_back(e);
}

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@ -34,7 +34,7 @@
* Manifest: https://github.com/EQEmu/Server/blob/master/utils/sql/db_update_manifest.txt
*/
#define CURRENT_BINARY_DATABASE_VERSION 9212
#define CURRENT_BINARY_DATABASE_VERSION 9213
#ifdef BOTS
#define CURRENT_BINARY_BOTS_DATABASE_VERSION 9035

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@ -466,6 +466,7 @@
9210|2022_10_11_fix_misty_pok_stone.sql|select * from doors where id = 2040 and `name` = 'POKRVPORT500' and client_version_mask = 4294967232|empty|
9211|2022_10_14_fix_neriak_pok_stone.sql|select * from doors where id = 2057 and `name` = 'POKNRKPORT500' and client_version_mask = 4294967232|empty|
9212|2022_10_14_fix_misty_pok_stone.sql|select * from doors where id = 2040 and `name` = 'POKRVPORT500' and dest_zone = 'misty'|empty|
9213|2022_12_24_npc_keeps_sold_items.sql|SHOW COLUMNS FROM `npc_types` LIKE 'keeps_sold_items'|empty|
# Upgrade conditions:
# This won't be needed after this system is implemented, but it is used database that are not

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@ -0,0 +1,2 @@
ALTER TABLE `npc_types`
ADD COLUMN `keeps_sold_items` tinyint(1) UNSIGNED NOT NULL DEFAULT 1 AFTER `faction_amount`;

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@ -52,14 +52,66 @@ extern Zone* zone;
// if lifetime is 0 this is a permanent beacon.. not sure if that'll be
// useful for anything
Beacon::Beacon(const glm::vec4 &in_pos, int lifetime)
:Mob
(
nullptr, nullptr, 0, 0, 0, INVISIBLE_MAN, 0, BT_NoTarget, 0, 0, 0, 0, 0, in_pos, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, EQ::TintProfile(), 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, false
Beacon::Beacon(const glm::vec4 &in_pos, int lifetime) : Mob(
nullptr, // in_name
nullptr, // in_lastname
0, // in_cur_hp
0, // in_max_hp
MALE, // in_gender
INVISIBLE_MAN, // in_race
0, // in_class
BT_NoTarget, // in_bodytype
0, // in_deity
0, // in_level
0, // in_npctype_id
0.0f, // in_size
0.0f, // in_runspeed
in_pos, // position
0, // in_light
0, // in_texture
0, // in_helmtexture
0, // in_ac
0, // in_atk
0, // in_str
0, // in_sta
0, // in_dex
0, // in_agi
0, // in_int
0, // in_wis
0, // in_cha
0, // in_haircolor
0, // in_beardcolor
0, // in_eyecolor1
0, // in_eyecolor2
0, // in_hairstyle
0, // in_luclinface
0, // in_beard
0, // in_drakkin_heritage
0, // in_drakkin_tattoo
0, // in_drakkin_details
EQ::TintProfile(), // in_armor_tint
0, // in_aa_title
0, // in_see_invis
0, // in_see_invis_undead
0, // in_see_hide
0, // in_see_improved_hide
0, // in_hp_regen
0, // in_mana_regen
0, // in_qglobal
0, // in_maxlevel
0, // in_scalerate
0, // in_armtexture
0, // in_bracertexture
0, // in_handtexture
0, // in_legtexture
0, // in_feettexture
0, // in_usemodel
false, // in_always_aggros_foes
0, //in_heroic_strikethrough
false // in_keeps_sold_items
),
remove_timer(lifetime),
spell_timer(0)
remove_timer(lifetime),
spell_timer(0)
{
remove_timer.Disable();
spell_timer.Disable();

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@ -82,63 +82,64 @@ char entirecommand[255];
void UpdateWindowTitle(char* iNewTitle);
Client::Client(EQStreamInterface* ieqs)
: Mob("No name", // name
"", // lastname
0, // cur_hp
0, // max_hp
0, // gender
0, // race
0, // class
BT_Humanoid, // bodytype
0, // deity
0, // level
0, // npctypeid
0, // size
0.7, // runspeed
glm::vec4(),
0, // light - verified for client innate_light value
0xFF, // texture
0xFF, // helmtexture
0, // ac
0, // atk
0, // str
0, // sta
0, // dex
0, // agi
0, // int
0, // wis
0, // cha
0, // Luclin Hair Colour
0, // Luclin Beard Color
0, // Luclin Eye1
0, // Luclin Eye2
0, // Luclin Hair Style
0, // Luclin Face
0, // Luclin Beard
0, // Drakkin Heritage
0, // Drakkin Tattoo
0, // Drakkin Details
EQ::TintProfile(), // Armor Tint
0xff, // AA Title
0, // see_invis
0, // see_invis_undead
0,
0,
0,
0,
0, // qglobal
0, // maxlevel
0, // scalerate
0,
0,
0,
0,
0,
0,
0,
false
),
Client::Client(EQStreamInterface *ieqs) : Mob(
"No name", // in_name
"", // in_lastname
0, // in_cur_hp
0, // in_max_hp
0, // in_gender
0, // in_race
0, // in_class
BT_Humanoid, // in_bodytype
0, // in_deity
0, // in_level
0, // in_npctype_id
0.0f, // in_size
0.7f, // in_runspeed
glm::vec4(), // position
0, // in_light
0xFF, // in_texture
0xFF, // in_helmtexture
0, // in_ac
0, // in_atk
0, // in_str
0, // in_sta
0, // in_dex
0, // in_agi
0, // in_int
0, // in_wis
0, // in_cha
0, // in_haircolor
0, // in_beardcolor
0, // in_eyecolor1
0, // in_eyecolor2
0, // in_hairstyle
0, // in_luclinface
0, // in_beard
0, // in_drakkin_heritage
0, // in_drakkin_tattoo
0, // in_drakkin_details
EQ::TintProfile(), // in_armor_tint
0xff, // in_aa_title
0, // in_see_invis
0, // in_see_invis_undead
0, // in_see_hide
0, // in_see_improved_hide
0, // in_hp_regen
0, // in_mana_regen
0, // in_qglobal
0, // in_maxlevel
0, // in_scalerate
0, // in_armtexture
0, // in_bracertexture
0, // in_handtexture
0, // in_legtexture
0, // in_feettexture
0, // in_usemodel
false, // in_always_aggros_foes
0, // in_heroic_strikethrough
false // in_keeps_sold_items
),
hpupdate_timer(2000),
camp_timer(29000),
process_timer(100),

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@ -13403,32 +13403,50 @@ void Client::Handle_OP_ShopPlayerSell(const EQApplicationPacket *app)
int charges = mp->quantity;
int freeslot = 0;
if ((freeslot = zone->SaveTempItem(vendor->CastToNPC()->MerchantType, vendor->GetNPCTypeID(), itemid, charges, true)) > 0) {
EQ::ItemInstance* inst2 = inst->Clone();
if (vendor->GetKeepsSoldItems()) {
int freeslot = 0;
if (
(freeslot = zone->SaveTempItem(
vendor->CastToNPC()->MerchantType,
vendor->GetNPCTypeID(),
itemid,
charges,
true
)
) > 0) {
EQ::ItemInstance *inst2 = inst->Clone();
while (true) {
if (!inst2) {
break;
}
uint32 price = (
item->Price *
RuleR(Merchant, SellCostMod) *
item->SellRate
);
if (RuleB(Merchant, UsePriceMod)) {
price *= Client::CalcPriceMod(vendor, false);
}
inst2->SetPrice(price);
inst2->SetMerchantSlot(freeslot);
uint32 merchant_quantity = zone->GetTempMerchantQuantity(vendor->GetNPCTypeID(), freeslot);
if (inst2->IsStackable()) {
inst2->SetCharges(merchant_quantity);
}
inst2->SetMerchantCount(merchant_quantity);
SendItemPacket(freeslot - 1, inst2, ItemPacketMerchant);
safe_delete(inst2);
while (true) {
if (inst2 == nullptr)
break;
if (RuleB(Merchant, UsePriceMod)) {
inst2->SetPrice(item->Price*(RuleR(Merchant, SellCostMod))*item->SellRate*Client::CalcPriceMod(vendor, false));
}
else
inst2->SetPrice(item->Price*(RuleR(Merchant, SellCostMod))*item->SellRate);
inst2->SetMerchantSlot(freeslot);
uint32 MerchantQuantity = zone->GetTempMerchantQuantity(vendor->GetNPCTypeID(), freeslot);
if (inst2->IsStackable()) {
inst2->SetCharges(MerchantQuantity);
}
inst2->SetMerchantCount(MerchantQuantity);
SendItemPacket(freeslot - 1, inst2, ItemPacketMerchant);
safe_delete(inst2);
break;
}
}

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@ -30,6 +30,7 @@ Child of the Mob class.
#define strcasecmp _stricmp
#endif
#include "../common/data_verification.h"
#include "../common/global_define.h"
#include "../common/eqemu_logsys.h"
#include "../common/rulesys.h"
@ -148,19 +149,75 @@ Corpse* Corpse::LoadCharacterCorpseEntity(uint32 in_dbid, uint32 in_charid, std:
return pc;
}
Corpse::Corpse(NPC* in_npc, ItemList* in_itemlist, uint32 in_npctypeid, const NPCType** in_npctypedata, uint32 in_decaytime)
// vesuvias - appearence fix
: Mob("Unnamed_Corpse","",0,0,in_npc->GetGender(),in_npc->GetRace(),in_npc->GetClass(),BT_Humanoid,//bodytype added
in_npc->GetDeity(),in_npc->GetLevel(),in_npc->GetNPCTypeID(),in_npc->GetSize(),0,
in_npc->GetPosition(), in_npc->GetInnateLightType(), in_npc->GetTexture(),in_npc->GetHelmTexture(),
0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,EQ::TintProfile(),0xff,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
(*in_npctypedata)->use_model, false),
corpse_decay_timer(in_decaytime),
corpse_rez_timer(0),
corpse_delay_timer(RuleI(NPC, CorpseUnlockTimer)),
corpse_graveyard_timer(0),
loot_cooldown_timer(10)
Corpse::Corpse(
NPC *in_npc,
ItemList *in_itemlist,
uint32 in_npctypeid,
const NPCType **in_npctypedata,
uint32 in_decaytime
) : Mob(
"Unnamed_Corpse", // in_name
"", // in_lastname
0, // in_cur_hp
0, // in_max_hp
in_npc->GetGender(), // in_gender
in_npc->GetRace(), // in_race
in_npc->GetClass(), // in_class
BT_Humanoid, // in_bodytype
in_npc->GetDeity(), // in_deity
in_npc->GetLevel(), // in_level
in_npc->GetNPCTypeID(), // in_npctype_id
in_npc->GetSize(), // in_size
0.0f, // in_runspeed
in_npc->GetPosition(), // position
in_npc->GetInnateLightType(), // in_light
in_npc->GetTexture(), // in_texture
in_npc->GetHelmTexture(), // in_helmtexture
0, // in_ac
0, // in_atk
0, // in_str
0, // in_sta
0, // in_dex
0, // in_agi
0, // in_int
0, // in_wis
0, // in_cha
0, // in_haircolor
0, // in_beardcolor
0, // in_eyecolor1
0, // in_eyecolor2
0, // in_hairstyle
0, // in_luclinface
0, // in_beard
0, // in_drakkin_heritage
0, // in_drakkin_tattoo
0, // in_drakkin_details
EQ::TintProfile(), // in_armor_tint
0xFF, // in_aa_title
0, // in_see_invis
0, // in_see_invis_undead
0, // in_see_hide
0, // in_see_improved_hide
0, // in_hp_regen
0, // in_mana_regen
0, // in_qglobal
0, // in_maxlevel
0, // in_scalerate
0, // in_armtexture
0, // in_bracertexture
0, // in_handtexture
0, // in_legtexture
0, // in_feettexture
(*in_npctypedata)->use_model, // in_usemodel
false, // in_always_aggros_foes
0, // in_heroic_strikethrough
false // in_keeps_sold_items
),
corpse_decay_timer(in_decaytime),
corpse_rez_timer(0),
corpse_delay_timer(RuleI(NPC, CorpseUnlockTimer)),
corpse_graveyard_timer(0),
loot_cooldown_timer(10)
{
corpse_graveyard_timer.Disable();
@ -184,23 +241,31 @@ Corpse::Corpse(NPC* in_npc, ItemList* in_itemlist, uint32 in_npctypeid, const NP
strcpy(name, in_npc->GetName());
for(int count = 0; count < 100; count++) {
if ((level >= npcCorpseDecayTimes[count].minlvl) && (level <= npcCorpseDecayTimes[count].maxlvl)) {
if (
EQ::ValueWithin(
level,
npcCorpseDecayTimes[count].minlvl,
npcCorpseDecayTimes[count].maxlvl
)
) {
corpse_decay_timer.SetTimer(npcCorpseDecayTimes[count].seconds*1000);
break;
}
}
if(IsEmpty()) {
if (IsEmpty()) {
corpse_decay_timer.SetTimer(RuleI(NPC,EmptyNPCCorpseDecayTimeMS)+1000);
}
if(in_npc->HasPrivateCorpse()) {
if (in_npc->HasPrivateCorpse()) {
corpse_delay_timer.SetTimer(corpse_decay_timer.GetRemainingTime() + 1000);
}
for (int i = 0; i < MAX_LOOTERS; i++){
allowed_looters[i] = 0;
}
rez_experience = 0;
UpdateEquipmentLight();
@ -210,107 +275,105 @@ Corpse::Corpse(NPC* in_npc, ItemList* in_itemlist, uint32 in_npctypeid, const NP
}
Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
"Unnamed_Corpse", // const char* in_name,
"", // const char* in_lastname,
0, // int32 in_cur_hp,
0, // int32 in_max_hp,
client->GetGender(), // uint8 in_gender,
client->GetRace(), // uint16 in_race,
client->GetClass(), // uint8 in_class,
BT_Humanoid, // bodyType in_bodytype,
client->GetDeity(), // uint8 in_deity,
client->GetLevel(), // uint8 in_level,
0, // uint32 in_npctype_id,
client->GetSize(), // float in_size,
0, // float in_runspeed,
client->GetPosition(),
client->GetInnateLightType(), // uint8 in_light, - verified for client innate_light value
client->GetTexture(), // uint8 in_texture,
client->GetHelmTexture(), // uint8 in_helmtexture,
0, // uint16 in_ac,
0, // uint16 in_atk,
0, // uint16 in_str,
0, // uint16 in_sta,
0, // uint16 in_dex,
0, // uint16 in_agi,
0, // uint16 in_int,
0, // uint16 in_wis,
0, // uint16 in_cha,
client->GetPP().haircolor, // uint8 in_haircolor,
client->GetPP().beardcolor, // uint8 in_beardcolor,
client->GetPP().eyecolor1, // uint8 in_eyecolor1, // the eyecolors always seem to be the same, maybe left and right eye?
client->GetPP().eyecolor2, // uint8 in_eyecolor2,
client->GetPP().hairstyle, // uint8 in_hairstyle,
client->GetPP().face, // uint8 in_luclinface,
client->GetPP().beard, // uint8 in_beard,
client->GetPP().drakkin_heritage, // uint32 in_drakkin_heritage,
client->GetPP().drakkin_tattoo, // uint32 in_drakkin_tattoo,
client->GetPP().drakkin_details, // uint32 in_drakkin_details,
EQ::TintProfile(), // uint32 in_armor_tint[_MaterialCount],
0xff, // uint8 in_aa_title,
0, // uint8 in_see_invis, // see through invis
0, // uint8 in_see_invis_undead, // see through invis vs. undead
0, // uint8 in_see_hide,
0, // uint8 in_see_improved_hide,
0, // int32 in_hp_regen,
0, // int32 in_mana_regen,
0, // uint8 in_qglobal,
0, // uint8 in_maxlevel,
0, // uint32 in_scalerate
0, // uint8 in_armtexture,
0, // uint8 in_bracertexture,
0, // uint8 in_handtexture,
0, // uint8 in_legtexture,
0, // uint8 in_feettexture,
0, // uint8 in_usemodel,
0, // bool in_always_aggro,
0 // Int32 in_heroic_strikethrough
),
"Unnamed_Corpse", // in_name
"", // in_lastname
0, // in_cur_hp
0, // in_max_hp
client->GetGender(), // in_gender
client->GetRace(), // in_race
client->GetClass(), // in_class
BT_Humanoid, // in_bodytype
client->GetDeity(), // in_deity
client->GetLevel(), // in_level
0, // in_npctype_id
client->GetSize(), // in_size
0, // in_runspeed
client->GetPosition(), // position
client->GetInnateLightType(), // in_light
client->GetTexture(), // in_texture
client->GetHelmTexture(), // in_helmtexture
0, // in_ac
0, // in_atk
0, // in_str
0, // in_sta
0, // in_dex
0, // in_agi
0, // in_int
0, // in_wis
0, // in_cha
client->GetPP().haircolor, // in_haircolor
client->GetPP().beardcolor, // in_beardcolor
client->GetPP().eyecolor1, // in_eyecolor1
client->GetPP().eyecolor2, // in_eyecolor2
client->GetPP().hairstyle, // in_hairstyle
client->GetPP().face, // in_luclinface
client->GetPP().beard, // in_beard
client->GetPP().drakkin_heritage, // in_drakkin_heritage
client->GetPP().drakkin_tattoo, // in_drakkin_tattoo
client->GetPP().drakkin_details, // in_drakkin_details
EQ::TintProfile(), // in_armor_tint
0xff, // in_aa_title
0, // in_see_invis
0, // in_see_invis_undead
0, // in_see_hide
0, // in_see_improved_hide
0, // in_hp_regen
0, // in_mana_regen
0, // in_qglobal
0, // in_maxlevel
0, // in_scalerate
0, // in_armtexture
0, // in_bracertexture
0, // in_handtexture
0, // in_legtexture
0, // in_feettexture
0, // in_usemodel
false, // in_always_aggro
0, // in_heroic_strikethrough
false // in_keeps_sold_items
),
corpse_decay_timer(RuleI(Character, CorpseDecayTimeMS)),
corpse_rez_timer(RuleI(Character, CorpseResTimeMS)),
corpse_delay_timer(RuleI(NPC, CorpseUnlockTimer)),
corpse_graveyard_timer(RuleI(Zone, GraveyardTimeMS)),
loot_cooldown_timer(10)
{
int i;
PlayerProfile_Struct *pp = &client->GetPP();
EQ::ItemInstance *item = nullptr;
/* Check if Zone has Graveyard First */
if(!zone->HasGraveyard()) {
if (!zone->HasGraveyard()) {
corpse_graveyard_timer.Disable();
}
for (i = 0; i < MAX_LOOTERS; i++){
for (int i = 0; i < MAX_LOOTERS; i++){
allowed_looters[i] = 0;
}
if (client->AutoConsentGroupEnabled()) {
Group* grp = client->GetGroup();
consented_group_id = grp ? grp->GetID() : 0;
auto* g = client->GetGroup();
consented_group_id = g ? g->GetID() : 0;
}
if (client->AutoConsentRaidEnabled()) {
Raid* raid = client->GetRaid();
consented_raid_id = raid ? raid->GetID() : 0;
auto* r = client->GetRaid();
consented_raid_id = r ? r->GetID() : 0;
}
consented_guild_id = client->AutoConsentGuildEnabled() ? client->GuildID() : 0;
is_corpse_changed = true;
rez_experience = in_rezexp;
can_corpse_be_rezzed = true;
is_player_corpse = true;
is_locked = false;
being_looted_by = 0xFFFFFFFF;
char_id = client->CharacterID();
corpse_db_id = 0;
player_corpse_depop = false;
copper = 0;
silver = 0;
gold = 0;
platinum = 0;
is_corpse_changed = true;
rez_experience = in_rezexp;
can_corpse_be_rezzed = true;
is_player_corpse = true;
is_locked = false;
being_looted_by = 0xFFFFFFFF;
char_id = client->CharacterID();
corpse_db_id = 0;
player_corpse_depop = false;
copper = 0;
silver = 0;
gold = 0;
platinum = 0;
strcpy(corpse_name, pp->name);
strcpy(name, pp->name);
@ -321,17 +384,22 @@ Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
SetPlayerKillItemID(0);
/* Check Rule to see if we can leave corpses */
if(!RuleB(Character, LeaveNakedCorpses) ||
if (
!RuleB(Character, LeaveNakedCorpses) ||
RuleB(Character, LeaveCorpses) &&
GetLevel() >= RuleI(Character, DeathItemLossLevel)) {
GetLevel() >= RuleI(Character, DeathItemLossLevel)
) {
// cash
// Let's not move the cash when 'RespawnFromHover = true' && 'client->GetClientVersion() < EQClientSoF' since the client doesn't.
// (change to first client that supports 'death hover' mode, if not SoF.)
if (!RuleB(Character, RespawnFromHover) || client->ClientVersion() < EQ::versions::ClientVersion::SoF) {
if (
!RuleB(Character, RespawnFromHover) ||
client->ClientVersion() < EQ::versions::ClientVersion::SoF
) {
SetCash(pp->copper, pp->silver, pp->gold, pp->platinum);
pp->copper = 0;
pp->silver = 0;
pp->gold = 0;
pp->copper = 0;
pp->silver = 0;
pp->gold = 0;
pp->platinum = 0;
}
@ -346,12 +414,21 @@ Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
// ..then regress and process invslot::EQUIPMENT_BEGIN through invslot::EQUIPMENT_END...
// without additional work to database loading of player corpses, this order is not
// currently preserved and a re-work of this processing loop is not warranted.
for (i = EQ::invslot::POSSESSIONS_BEGIN; i <= EQ::invslot::POSSESSIONS_END; ++i) {
for (int i = EQ::invslot::POSSESSIONS_BEGIN; i <= EQ::invslot::POSSESSIONS_END; ++i) {
item = client->GetInv().GetItem(i);
if (item == nullptr) { continue; }
if (!item) {
continue;
}
if(!client->IsBecomeNPC() || (client->IsBecomeNPC() && !item->GetItem()->NoRent))
if (
!client->IsBecomeNPC() ||
(
client->IsBecomeNPC() &&
!item->GetItem()->NoRent
)
) {
MoveItemToCorpse(client, item, i, removed_list);
}
}
database.TransactionBegin();
@ -393,7 +470,7 @@ Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
UpdateActiveLight();
return;
} //end "not leaving naked corpses"
}
UpdateEquipmentLight();
UpdateActiveLight();
@ -450,73 +527,75 @@ void Corpse::MoveItemToCorpse(Client *client, EQ::ItemInstance *inst, int16 equi
}
// To be called from LoadFromDBData
Corpse::Corpse(uint32 in_dbid, uint32 in_charid, const char* in_charname, ItemList* in_itemlist, uint32 in_copper, uint32 in_silver, uint32 in_gold, uint32 in_plat, const glm::vec4& 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)
: Mob("Unnamed_Corpse",
"",
0,
0,
in_gender,
in_race,
in_class,
BT_Humanoid,
in_deity,
in_level,
0,
in_size,
0,
position,
0, // verified for client innate_light value
in_texture,
in_helmtexture,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
EQ::TintProfile(),
0xff,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
false),
Corpse::Corpse(uint32 in_dbid, uint32 in_charid, const char* in_charname, ItemList* in_itemlist, uint32 in_copper, uint32 in_silver, uint32 in_gold, uint32 in_plat, const glm::vec4& 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) : Mob(
"Unnamed_Corpse", // in_name
"", // in_lastname
0, // in_cur_hp
0, // in_max_hp
in_gender, // in_gender
in_race, // in_race
in_class, // in_class
BT_Humanoid, // in_bodytype
in_deity, // in_deity
in_level, // in_level
0, // in_npctype_id
in_size, // in_size
0.0f, // in_runspeed
position, // position
0, // in_light
in_texture, // in_texture
in_helmtexture, // in_helmtexture
0, // in_ac
0, // in_atk
0, // in_str
0, // in_sta
0, // in_dex
0, // in_agi
0, // in_int
0, // in_wis
0, // in_cha
0, // in_haircolor
0, // in_beardcolor
0, // in_eyecolor1
0, // in_eyecolor2
0, // in_hairstyle
0, // in_luclinface
0, // in_beard
0, // in_drakkin_heritage
0, // in_drakkin_tattoo
0, // in_drakkin_details
EQ::TintProfile(), // in_armor_tint
0xFF, // in_aa_title
0, // in_see_invis
0, // in_see_invis_undead
0, // in_see_hide
0, // in_see_improved_hide
0, // in_hp_regen
0, // in_mana_regen
0, // in_qglobal
0, // in_maxlevel
0, // in_scalerate
0, // in_armtexture
0, // in_bracertexture
0, // in_handtexture
0, // in_legtexture
0, // in_feettexture
0, // in_usemodel
false, // in_always_aggros_foes
0, // in_heroic_strikethrough
false // in_keeps_sold_items
),
corpse_decay_timer(RuleI(Character, CorpseDecayTimeMS)),
corpse_rez_timer(RuleI(Character, CorpseResTimeMS)),
corpse_delay_timer(RuleI(NPC, CorpseUnlockTimer)),
corpse_graveyard_timer(RuleI(Zone, GraveyardTimeMS)),
loot_cooldown_timer(10)
{
LoadPlayerCorpseDecayTime(in_dbid);
if (!zone->HasGraveyard() || wasAtGraveyard)
if (!zone->HasGraveyard() || wasAtGraveyard) {
corpse_graveyard_timer.Disable();
}
is_corpse_changed = false;
is_player_corpse = true;
@ -541,6 +620,7 @@ false),
for (int i = 0; i < MAX_LOOTERS; i++){
allowed_looters[i] = 0;
}
SetPlayerKillItemID(0);
UpdateEquipmentLight();

View File

@ -32,13 +32,64 @@ Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
class Zone;
Encounter::Encounter(const char* enc_name)
:Mob
(
nullptr, nullptr, 0, 0, 0, INVISIBLE_MAN, 0, BT_NoTarget, 0, 0, 0, 0, 0, glm::vec4(0,0,0,0), 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, EQ::TintProfile(), 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, false
)
{
Encounter::Encounter(const char *enc_name) : Mob(
nullptr, // in_name
nullptr, // in_lastname
0, // in_cur_hp
0, // in_max_hp
MALE, // in_gender
INVISIBLE_MAN, // in_race
0, // in_class
BT_NoTarget, // in_bodytype
0, // in_deity
0, // in_level
0, // in_npcype_id
0, // in_size
0, // in_runspeed
glm::vec4(0, 0, 0, 0), // position
0, // in_light
0, // in_texture
0, // in_helmtexture
0, // in_ac
0, // in_atk
0, // in_str
0, // in_sta
0, // in_dex
0, // in_agi
0, // in_int
0, // in_wis
0, // in_cha
0, // in_haircolor
0, // in_beardcolor
0, // in_eyecolor1
0, // in_eyecolor2
0, // in_hairstyle
0, // in_luclinface
0, // in_beard
0, // in_drakkin_heritage
0, // in_drakkin_tattoo
0, // in_drakkin_details
EQ::TintProfile(), // in_armor_tint
0, // in_aa_title
0, // in_see_invis
0, // in_see_invis_undead
0, // in_see_hide
0, // in_see_improved_hide
0, // in_hp_regen
0, // in_mana_regen
0, // in_qglobal
0, // in_maxlevel
0, // in_scalerate
0, // in_armtexture
0, // in_bracertexture
0, // in_handtexture
0, // in_legtexture
0, // in_feettexture
0, // in_usemodel
false, // in_always_aggros_foes
0, // in_heroic_strikethrough
false // in_keeps_sold_items
) {
encounter_name[0] = 0;
strn0cpy(encounter_name, enc_name, 64);
remove_me = false;

View File

@ -8,7 +8,7 @@ void command_modifynpcstat(Client *c, const Seperator *sep)
ListModifyNPCStatMap(c);
return;
}
if (!c->GetTarget() || !c->GetTarget()->IsNPC()) {
c->Message(Chat::White, "You must target an NPC to use this command.");
return;
@ -76,6 +76,7 @@ std::map<std::string, std::string> GetModifyNPCStatMap()
{ "hp_regen_per_second", "HP Regen Per Second" },
{ "int", "Intelligence" },
{ "_int", "Intelligence" },
{ "keeps_sold_items", "Keeps Sold Items" },
{ "level", "Level" },
{ "loottable_id", "Loottable ID" },
{ "mana_regen", "Mana Regen" },

View File

@ -1491,6 +1491,22 @@ void command_npcedit(Client *c, const Seperator *sep)
);
return;
}
} else if (!strcasecmp(sep->arg[1], "keeps_sold_items")) {
if (sep->IsNumber(2)) {
auto keeps_sold_items = static_cast<uint8_t>(std::stoul(sep->arg[2]));
n.keeps_sold_items = keeps_sold_items;
d = fmt::format(
"{} will {} Keep Sold Items.",
npc_id_string,
keeps_sold_items ? "now" : "no longer"
);
} else {
c->Message(
Chat::White,
"Usage: #npcedit keeps_sold_items [Flag] - Sets an NPC's Keeps Sold Items Flag [0 = False, 1 = True]"
);
return;
}
} else if (!strcasecmp(sep->arg[1], "setanimation")) {
if (sep->IsNumber(2)) {
auto animation_id = std::stoul(sep->arg[2]);
@ -1760,6 +1776,10 @@ void SendNPCEditSubCommands(Client *c)
Chat::White,
"Usage: #npcedit exp_mod [Modifier] - Sets an NPC's Experience Modifier [50 = 50%, 100 = 100%, 200 = 200%]"
);
c->Message(
Chat::White,
"Usage: #npcedit keeps_sold_items [Flag] - Sets an NPC's Keeps Sold Items Flag [0 = False, 1 = True]"
);
c->Message(
Chat::White,
"Usage: #npcedit setanimation [Animation ID] - Sets an NPC's Animation on Spawn (Stored in spawn2 table)"

View File

@ -691,6 +691,16 @@ void Lua_NPC::SendPayload(int payload_id, std::string payload_value) {
self->SendPayload(payload_id, payload_value);
}
bool Lua_NPC::GetKeepsSoldItems() {
Lua_Safe_Call_Bool();
return self->GetKeepsSoldItems();
}
void Lua_NPC::SetKeepsSoldItems(bool keeps_sold_items) {
Lua_Safe_Call_Void();
self->SetKeepsSoldItems(keeps_sold_items);
}
luabind::scope lua_register_npc() {
return luabind::class_<Lua_NPC, Lua_Mob>("NPC")
.def(luabind::constructor<>())
@ -736,6 +746,7 @@ luabind::scope lua_register_npc() {
.def("GetGuardPointZ", (float(Lua_NPC::*)(void))&Lua_NPC::GetGuardPointZ)
.def("GetHealScale", (float(Lua_NPC::*)(void))&Lua_NPC::GetHealScale)
.def("GetItemIDBySlot", (uint32(Lua_NPC::*)(uint16))&Lua_NPC::GetItemIDBySlot)
.def("GetKeepsSoldItems", (bool(Lua_NPC::*)(void))&Lua_NPC::GetKeepsSoldItems)
.def("GetLootList", (Lua_NPC_Loot_List(Lua_NPC::*)(lua_State* L))&Lua_NPC::GetLootList)
.def("GetLoottableID", (int(Lua_NPC::*)(void))&Lua_NPC::GetLoottableID)
.def("GetMaxDMG", (uint32(Lua_NPC::*)(void))&Lua_NPC::GetMaxDMG)
@ -805,6 +816,7 @@ luabind::scope lua_register_npc() {
.def("SetFollowID", (void(Lua_NPC::*)(int))&Lua_NPC::SetFollowID)
.def("SetGold", (void(Lua_NPC::*)(uint32))&Lua_NPC::SetGold)
.def("SetGrid", (void(Lua_NPC::*)(int))&Lua_NPC::SetGrid)
.def("SetKeepsSoldItems", (void(Lua_NPC::*)(bool))&Lua_NPC::SetKeepsSoldItems)
.def("SetNPCFactionID", (void(Lua_NPC::*)(int))&Lua_NPC::SetNPCFactionID)
.def("SetPetSpellID", (void(Lua_NPC::*)(int))&Lua_NPC::SetPetSpellID)
.def("SetPlatinum", (void(Lua_NPC::*)(uint32))&Lua_NPC::SetPlatinum)

View File

@ -159,6 +159,8 @@ public:
float GetNPCStat(std::string stat);
void SendPayload(int payload_id);
void SendPayload(int payload_id, std::string payload_value);
bool GetKeepsSoldItems();
void SetKeepsSoldItems(bool keeps_sold_items);
};
#endif

View File

@ -98,6 +98,7 @@ Mob::Mob(
uint16 in_usemodel,
bool in_always_aggro,
int32 in_heroic_strikethrough,
bool in_keeps_sold_items,
int64 in_hp_regen_per_second
) :
attack_timer(2000),
@ -252,39 +253,40 @@ Mob::Mob(
aa_title = 0xFF;
}
AC = in_ac;
ATK = in_atk;
STR = in_str;
STA = in_sta;
DEX = in_dex;
AGI = in_agi;
INT = in_int;
WIS = in_wis;
CHA = in_cha;
MR = CR = FR = DR = PR = Corrup = PhR = 0;
ExtraHaste = 0;
bEnraged = false;
current_mana = 0;
max_mana = 0;
hp_regen = in_hp_regen;
hp_regen_per_second = in_hp_regen_per_second;
mana_regen = in_mana_regen;
ooc_regen = RuleI(NPC, OOCRegen); //default Out of Combat Regen
maxlevel = in_maxlevel;
scalerate = in_scalerate;
invisible = 0;
invisible_undead = 0;
invisible_animals = 0;
sneaking = false;
hidden = false;
improved_hidden = false;
invulnerable = false;
IsFullHP = (current_hp == max_hp);
qglobal = 0;
spawned = false;
rare_spawn = false;
always_aggro = in_always_aggro;
AC = in_ac;
ATK = in_atk;
STR = in_str;
STA = in_sta;
DEX = in_dex;
AGI = in_agi;
INT = in_int;
WIS = in_wis;
CHA = in_cha;
MR = CR = FR = DR = PR = Corrup = PhR = 0;
ExtraHaste = 0;
bEnraged = false;
current_mana = 0;
max_mana = 0;
hp_regen = in_hp_regen;
hp_regen_per_second = in_hp_regen_per_second;
mana_regen = in_mana_regen;
ooc_regen = RuleI(NPC, OOCRegen); //default Out of Combat Regen
maxlevel = in_maxlevel;
scalerate = in_scalerate;
invisible = 0;
invisible_undead = 0;
invisible_animals = 0;
sneaking = false;
hidden = false;
improved_hidden = false;
invulnerable = false;
IsFullHP = (current_hp == max_hp);
qglobal = 0;
spawned = false;
rare_spawn = false;
always_aggro = in_always_aggro;
heroic_strikethrough = in_heroic_strikethrough;
keeps_sold_items = in_keeps_sold_items;
InitializeBuffSlots();

View File

@ -165,6 +165,7 @@ public:
uint16 in_usemodel,
bool in_always_aggros_foes,
int32 in_heroic_strikethrough,
bool keeps_sold_items,
int64 in_hp_regen_per_second = 0
);
virtual ~Mob();
@ -653,6 +654,8 @@ public:
bool IsControllableBoat() const;
inline const bool AlwaysAggro() const { return always_aggro; }
inline int32 GetHeroicStrikethrough() const { return heroic_strikethrough; }
inline const bool GetKeepsSoldItems() const { return keeps_sold_items; }
inline void SetKeepsSoldItems(bool in_keeps_sold_items) { keeps_sold_items = in_keeps_sold_items; }
void CopyHateList(Mob* to);
@ -1531,6 +1534,7 @@ protected:
bool no_target_hotkey;
bool rare_spawn;
int32 heroic_strikethrough;
bool keeps_sold_items;
uint32 m_PlayerState;
uint32 GetPlayerState() { return m_PlayerState; }

View File

@ -121,7 +121,8 @@ NPC::NPC(const NPCType *npc_type_data, Spawn2 *in_respawn, const glm::vec4 &posi
npc_type_data->use_model,
npc_type_data->always_aggro,
npc_type_data->hp_regen_per_second,
npc_type_data->heroic_strikethrough
npc_type_data->heroic_strikethrough,
npc_type_data->keeps_sold_items
),
attacked_timer(CombatEventTimer_expire),
swarm_timer(100),
@ -210,12 +211,13 @@ NPC::NPC(const NPCType *npc_type_data, Spawn2 *in_respawn, const glm::vec4 &posi
LevelScale();
}
base_damage = round((max_dmg - min_dmg) / 1.9);
min_damage = min_dmg - round(base_damage / 10.0);
accuracy_rating = npc_type_data->accuracy_rating;
avoidance_rating = npc_type_data->avoidance_rating;
ATK = npc_type_data->ATK;
base_damage = round((max_dmg - min_dmg) / 1.9);
min_damage = min_dmg - round(base_damage / 10.0);
accuracy_rating = npc_type_data->accuracy_rating;
avoidance_rating = npc_type_data->avoidance_rating;
ATK = npc_type_data->ATK;
heroic_strikethrough = npc_type_data->heroic_strikethrough;
keeps_sold_items = npc_type_data->keeps_sold_items;
// used for when switch back to charm
default_ac = npc_type_data->AC;
@ -2672,6 +2674,10 @@ void NPC::ModifyNPCStat(std::string stat, std::string value)
heroic_strikethrough = atoi(value.c_str());
return;
}
else if (stat_lower == "keeps_sold_items") {
SetKeepsSoldItems(Strings::ToBool(value));
return;
}
}
float NPC::GetNPCStat(std::string stat)
@ -2813,6 +2819,9 @@ float NPC::GetNPCStat(std::string stat)
else if (stat_lower == "heroic_strikethrough") {
return heroic_strikethrough;
}
else if (stat_lower == "keeps_sold_items") {
return keeps_sold_items;
}
//default values
else if (stat_lower == "default_ac") {
return default_ac;

View File

@ -680,6 +680,16 @@ void Perl_NPC_SendPayload(NPC* self, int payload_id, std::string payload_value)
self->SendPayload(payload_id, payload_value);
}
bool Perl_NPC_GetKeepsSoldItems(NPC* self)
{
return self->GetKeepsSoldItems();
}
void Perl_NPC_SetKeepsSoldItems(NPC* self, bool keeps_sold_items)
{
self->SetKeepsSoldItems(keeps_sold_items);
}
void perl_register_npc()
{
perl::interpreter perl(PERL_GET_THX);
@ -731,6 +741,7 @@ void perl_register_npc()
package.add("GetGuardPointZ", &Perl_NPC_GetGuardPointZ);
package.add("GetHealScale", &Perl_NPC_GetHealScale);
package.add("GetItemIDBySlot", &Perl_NPC_GetItemIDBySlot);
package.add("GetKeepsSoldItems", &Perl_NPC_GetKeepsSoldItems);
package.add("GetLootList", &Perl_NPC_GetLootList);
package.add("GetLoottableID", &Perl_NPC_GetLoottableID);
package.add("GetMaxDMG", &Perl_NPC_GetMaxDMG);
@ -799,6 +810,7 @@ void perl_register_npc()
package.add("SendPayload", (void(*)(NPC*, int))&Perl_NPC_SendPayload);
package.add("SendPayload", (void(*)(NPC*, int, std::string))&Perl_NPC_SendPayload);
package.add("SetCopper", &Perl_NPC_SetCopper);
package.add("SetKeepsSoldItems", &Perl_NPC_SetKeepsSoldItems);
package.add("SetGold", &Perl_NPC_SetGold);
package.add("SetGrid", &Perl_NPC_SetGrid);
package.add("SetNPCFactionID", &Perl_NPC_SetNPCFactionID);

View File

@ -2134,6 +2134,7 @@ const NPCType *ZoneDatabase::LoadNPCTypesData(uint32 npc_type_id, bool bulk_load
t->hp_regen_per_second = n.hp_regen_per_second;
t->heroic_strikethrough = n.heroic_strikethrough;
t->faction_amount = n.faction_amount;
t->keeps_sold_items = n.keeps_sold_items;
// If NPC with duplicate NPC id already in table,
// free item we attempted to add.

View File

@ -34,124 +34,125 @@ spawn2 mediumblob, npcs mediumblob, npc_loot mediumblob, gmspawntype mediumblob,
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];
uint16 d_melee_texture1;
uint16 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;
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;
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];
uint16 d_melee_texture1;
uint16 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;
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;
};
namespace player_lootitem {