Renamed SetPKItem to SetPlayerKillItemID

Renamed AllowMobLoot to AllowPlayerLoot
Renamed DepopCorpse (PC) to DepopPlayerCorpse
Renamed GetPKItem to GetPlayerKillItem
Renamed Corpse class variable 'orgname' to 'corpse_name'
Renamed CompleteRezz to CompleteResurrection
Renamed GetDBID to GetCorpseDBID

Removed CorpseToServerSlot as it is unnecessary
Removed ServerToCorpseSlot as it is unnecessary

Reogrganized corpse.h header
This commit is contained in:
Akkadius
2014-11-25 23:54:59 -06:00
parent fbaae2b1e4
commit b43cfa126f
13 changed files with 131 additions and 234 deletions
+35 -144
View File
@@ -69,13 +69,12 @@ Corpse* Corpse::LoadCharacterCorpseEntity(uint32 in_dbid, uint32 in_charid, std:
PlayerCorpse_Struct *pcs = (PlayerCorpse_Struct*)buffer;
database.LoadCharacterCorpseData(in_dbid, pcs);
/* Load Items */
/* Load Items */
ItemList itemlist;
ServerLootItem_Struct* tmp = 0;
for (unsigned int i = 0; i < pcs->itemcount; i++) {
tmp = new ServerLootItem_Struct;
memcpy(tmp, &pcs->items[i], sizeof(player_lootitem::ServerLootItem_Struct));
tmp->equip_slot = CorpseToServerSlot(tmp->equip_slot);
itemlist.push_back(tmp);
}
@@ -191,7 +190,7 @@ Corpse::Corpse(NPC* in_npc, ItemList* in_itemlist, uint32 in_npctypeid, const NP
0 // uint32 in_scalerate
),
corpse_decay_timer(in_decaytime),
corpse_res_timer(0),
corpse_rez_timer(0),
corpse_delay_timer(RuleI(NPC, CorpseUnlockTimer)),
corpse_graveyard_timer(0),
loot_cooldown_timer(10)
@@ -212,13 +211,13 @@ Corpse::Corpse(NPC* in_npc, ItemList* in_itemlist, uint32 in_npctypeid, const NP
SetCash(in_npc->GetCopper(), in_npc->GetSilver(), in_npc->GetGold(), in_npc->GetPlatinum());
npctype_id = in_npctypeid;
SetPKItem(0);
SetPlayerKillItemID(0);
char_id = 0;
corpse_db_id = 0;
player_corpse_depop = false;
strcpy(orgname, in_npc->GetName());
strcpy(corpse_name, in_npc->GetName());
strcpy(name, in_npc->GetName());
// Added By Hogie
for(int count = 0; count < 100; count++) {
if ((level >= npcCorpseDecayTimes[count].minlvl) && (level <= npcCorpseDecayTimes[count].maxlvl)) {
corpse_decay_timer.SetTimer(npcCorpseDecayTimes[count].seconds*1000);
@@ -293,7 +292,7 @@ Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
0 // uint32 in_scalerate
),
corpse_decay_timer(RuleI(Character, CorpseDecayTimeMS)),
corpse_res_timer(RuleI(Character, CorpseResTimeMS)),
corpse_rez_timer(RuleI(Character, CorpseResTimeMS)),
corpse_delay_timer(RuleI(NPC, CorpseUnlockTimer)),
corpse_graveyard_timer(RuleI(Zone, GraveyardTimeMS)),
loot_cooldown_timer(10)
@@ -328,13 +327,13 @@ Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
gold = 0;
platinum = 0;
strcpy(orgname, pp->name);
strcpy(corpse_name, pp->name);
strcpy(name, pp->name);
/* become_npc was not being initialized which led to some pretty funky things with newly created corpses */
become_npc = false;
SetPKItem(0);
SetPlayerKillItemID(0);
/* Check Rule to see if we can leave corpses */
if(!RuleB(Character, LeaveNakedCorpses) ||
@@ -521,7 +520,7 @@ Corpse::Corpse(uint32 in_dbid, uint32 in_charid, const char* in_charname, ItemLi
0, // uint8 in_maxlevel,
0), // uint32 in_scalerate
corpse_decay_timer(RuleI(Character, CorpseDecayTimeMS)),
corpse_res_timer(RuleI(Character, CorpseResTimeMS)),
corpse_rez_timer(RuleI(Character, CorpseResTimeMS)),
corpse_delay_timer(RuleI(NPC, CorpseUnlockTimer)),
corpse_graveyard_timer(RuleI(Zone, GraveyardTimeMS)),
loot_cooldown_timer(10)
@@ -545,7 +544,7 @@ Corpse::Corpse(uint32 in_dbid, uint32 in_charid, const char* in_charname, ItemLi
itemlist = *in_itemlist;
in_itemlist->clear();
strcpy(orgname, in_charname);
strcpy(corpse_name, in_charname);
strcpy(name, in_charname);
this->copper = in_copper;
@@ -558,7 +557,7 @@ Corpse::Corpse(uint32 in_dbid, uint32 in_charid, const char* in_charname, ItemLi
for (int i = 0; i < MAX_LOOTERS; i++){
allowed_looters[i] = 0;
}
SetPKItem(0);
SetPlayerKillItemID(0);
}
Corpse::~Corpse() {
@@ -636,17 +635,16 @@ bool Corpse::Save() {
end = itemlist.end();
for (; cur != end; ++cur) {
ServerLootItem_Struct* item = *cur;
item->equip_slot = ServerToCorpseSlot(item->equip_slot); // temp hack until corpse blobs are removed
memcpy((char*)&dbpc->items[x++], (char*)item, sizeof(ServerLootItem_Struct));
}
/* Create New Corpse*/
if (corpse_db_id == 0) {
corpse_db_id = database.SaveCharacterCorpse(char_id, orgname, zone->GetZoneID(), zone->GetInstanceID(), dbpc, x_pos, y_pos, z_pos, heading);
corpse_db_id = database.SaveCharacterCorpse(char_id, corpse_name, zone->GetZoneID(), zone->GetInstanceID(), dbpc, x_pos, y_pos, z_pos, heading);
}
/* Update Corpse Data */
else{
corpse_db_id = database.UpdateCharacterCorpse(corpse_db_id, char_id, orgname, zone->GetZoneID(), zone->GetInstanceID(), dbpc, x_pos, y_pos, z_pos, heading, IsRezzed());
corpse_db_id = database.UpdateCharacterCorpse(corpse_db_id, char_id, corpse_name, zone->GetZoneID(), zone->GetInstanceID(), dbpc, x_pos, y_pos, z_pos, heading, IsRezzed());
}
safe_delete_array(dbpc);
@@ -670,12 +668,12 @@ void Corpse::Bury() {
player_corpse_depop = true;
}
void Corpse::Depop() {
void Corpse::DepopNPCCorpse() {
if (IsNPCCorpse())
player_corpse_depop = true;
}
void Corpse::DepopCorpse() {
void Corpse::DepopPlayerCorpse() {
player_corpse_depop = true;
}
@@ -903,7 +901,7 @@ bool Corpse::CanPlayerLoot(int charid) {
return false;
}
void Corpse::AllowMobLoot(Mob *them, uint8 slot) {
void Corpse::AllowPlayerLoot(Mob *them, uint8 slot) {
if(slot >= MAX_LOOTERS)
return;
if(them == nullptr || !them->IsClient())
@@ -959,13 +957,13 @@ void Corpse::MakeLootRequestPackets(Client* client, const EQApplicationPacket* a
else if ((IsNPCCorpse() || become_npc) && CanPlayerLoot(client->CharacterID())) {
Loot_Request_Type = 2;
}
else if (GetPKItem() == -1 && CanPlayerLoot(client->CharacterID())) { /* PVP loot all items, variable cash */
else if (GetPlayerKillItem() == -1 && CanPlayerLoot(client->CharacterID())) { /* PVP loot all items, variable cash */
Loot_Request_Type = 3;
}
else if (GetPKItem() == 1 && CanPlayerLoot(client->CharacterID())) { /* PVP loot 1 item, variable cash */
else if (GetPlayerKillItem() == 1 && CanPlayerLoot(client->CharacterID())) { /* PVP loot 1 item, variable cash */
Loot_Request_Type = 4;
}
else if (GetPKItem() > 1 && CanPlayerLoot(client->CharacterID())) { /* PVP loot 1 set item, variable cash */
else if (GetPlayerKillItem() > 1 && CanPlayerLoot(client->CharacterID())) { /* PVP loot 1 set item, variable cash */
Loot_Request_Type = 5;
}
@@ -1010,14 +1008,14 @@ void Corpse::MakeLootRequestPackets(Client* client, const EQApplicationPacket* a
client->QueuePacket(outapp);
safe_delete(outapp);
if(Loot_Request_Type == 5) {
int pkitem = GetPKItem();
int pkitem = GetPlayerKillItem();
const Item_Struct* item = database.GetItem(pkitem);
ItemInst* inst = database.CreateItem(item, item->MaxCharges);
if(inst) {
client->SendItemPacket(EmuConstants::CORPSE_BEGIN, inst, ItemPacketLoot);
safe_delete(inst);
}
else { client->Message(13, "Could not find item number %i to send!!", GetPKItem()); }
else { client->Message(13, "Could not find item number %i to send!!", GetPlayerKillItem()); }
client->QueuePacket(app);
return;
@@ -1068,14 +1066,14 @@ void Corpse::MakeLootRequestPackets(Client* client, const EQApplicationPacket* a
if(IsPlayerCorpse() && i == 0 && itemlist.size() > 0) { // somehow, player corpse contains items, but client doesn't see them...
client->Message(13, "This corpse contains items that are inaccessable!");
client->Message(15, "Contact a GM for item replacement, if necessary.");
client->Message(15, "BUGGED CORPSE [DBID: %i, Name: %s, Item Count: %i]", GetDBID(), GetName(), itemlist.size());
client->Message(15, "BUGGED CORPSE [DBID: %i, Name: %s, Item Count: %i]", GetCorpseDBID(), GetName(), itemlist.size());
cur = itemlist.begin();
end = itemlist.end();
for(; cur != end; ++cur) {
ServerLootItem_Struct* item_data = *cur;
item = database.GetItem(item_data->item_id);
LogFile->write(EQEMuLog::Debug, "Corpse Looting: %s was not sent to client loot window (corpse_dbid: %i, charname: %s(%s))", item->Name, GetDBID(), client->GetName(), client->GetGM() ? "GM" : "Owner");
LogFile->write(EQEMuLog::Debug, "Corpse Looting: %s was not sent to client loot window (corpse_dbid: %i, charname: %s(%s))", item->Name, GetCorpseDBID(), client->GetName(), client->GetGM() ? "GM" : "Owner");
client->Message(0, "Inaccessable Corpse Item: %s", item->Name);
}
}
@@ -1131,7 +1129,7 @@ void Corpse::LootItem(Client* client, const EQApplicationPacket* app) {
client->Message(13, "Error: Corpse locked by GM.");
return;
}
if (IsPlayerCorpse() && (char_id != client->CharacterID()) && CanPlayerLoot(client->CharacterID()) && GetPKItem() == 0){
if (IsPlayerCorpse() && (char_id != client->CharacterID()) && CanPlayerLoot(client->CharacterID()) && GetPlayerKillItem() == 0){
client->Message(13, "Error: You cannot loot any more items from this corpse.");
SendEndLootErrorPacket(client);
being_looted_by = 0xFFFFFFFF;
@@ -1142,17 +1140,17 @@ void Corpse::LootItem(Client* client, const EQApplicationPacket* app) {
ServerLootItem_Struct* item_data = nullptr, *bag_item_data[10];
memset(bag_item_data, 0, sizeof(bag_item_data));
if (GetPKItem() > 1){
item = database.GetItem(GetPKItem());
if (GetPlayerKillItem() > 1){
item = database.GetItem(GetPlayerKillItem());
}
else if (GetPKItem() == -1 || GetPKItem() == 1){
else if (GetPlayerKillItem() == -1 || GetPlayerKillItem() == 1){
item_data = GetItem(lootitem->slot_id - EmuConstants::CORPSE_BEGIN); //dont allow them to loot entire bags of items as pvp reward
}
else{
item_data = GetItem(lootitem->slot_id - EmuConstants::CORPSE_BEGIN, bag_item_data);
}
if (GetPKItem()<=1 && item_data != 0) {
if (GetPlayerKillItem()<=1 && item_data != 0) {
item = database.GetItem(item_data->item_id);
}
@@ -1191,7 +1189,7 @@ void Corpse::LootItem(Client* client, const EQApplicationPacket* app) {
char buf[88];
char corpse_name[64];
strcpy(corpse_name, orgname);
strcpy(corpse_name, corpse_name);
snprintf(buf, 87, "%d %d %s", inst->GetItem()->ID, inst->GetCharges(), EntityList::RemoveNumbers(corpse_name));
buf[87] = '\0';
std::vector<EQEmu::Any> args;
@@ -1236,7 +1234,7 @@ void Corpse::LootItem(Client* client, const EQApplicationPacket* app) {
}
/* Remove Bag Contents */
if (item->ItemClass == ItemClassContainer && (GetPKItem() != -1 || GetPKItem() != 1)) {
if (item->ItemClass == ItemClassContainer && (GetPlayerKillItem() != -1 || GetPlayerKillItem() != 1)) {
for (int i = SUB_BEGIN; i < EmuConstants::ITEM_CONTAINER_SIZE; i++) {
if (bag_item_data[i]) {
/* Delete needs to be before RemoveItem because its deletes the pointer for item_data/bag_item_data */
@@ -1247,8 +1245,8 @@ void Corpse::LootItem(Client* client, const EQApplicationPacket* app) {
}
}
if (GetPKItem() != -1){
SetPKItem(0);
if (GetPlayerKillItem() != -1){
SetPlayerKillItemID(0);
}
/* Send message with item link to groups and such */
@@ -1361,7 +1359,7 @@ void Corpse::QueryLoot(Client* to) {
}
if (IsPlayerCorpse()) {
to->Message(0, "%i visible %s (%i total) on %s (DBID: %i).", x, x==1?"item":"items", y, this->GetName(), this->GetDBID());
to->Message(0, "%i visible %s (%i total) on %s (DBID: %i).", x, x==1?"item":"items", y, this->GetName(), this->GetCorpseDBID());
}
else {
to->Message(0, "%i %s on %s.", y, y==1?"item":"items", this->GetName());
@@ -1416,7 +1414,7 @@ bool Corpse::Summon(Client* client, bool spell, bool CheckDistance) {
return true;
}
void Corpse::CompleteRezz(){
void Corpse::CompleteResurrection(){
rez_experience = 0;
is_corpse_changed = true;
this->Save();
@@ -1461,7 +1459,7 @@ uint32 Corpse::GetEquipmentColor(uint8 material_slot) const {
}
void Corpse::AddLooter(Mob* who) {
for (int i=0; i<MAX_LOOTERS; i++) {
for (int i = 0; i < MAX_LOOTERS; i++) {
if (allowed_looters[i] == 0) {
allowed_looters[i] = who->CastToClient()->CharacterID();
break;
@@ -1486,111 +1484,4 @@ void Corpse::LoadPlayerCorpseDecayTime(uint32 corpse_db_id){
else {
corpse_graveyard_timer.SetTimer(3000);
}
}
/*
** Corpse slot translations are needed until corpse database blobs are converted
**
** To account for the addition of MainPowerSource, MainGeneral9 and MainGeneral10 into
** the contiguous possessions slot enumeration, the following designations will be used:
**
** Designatiom Server Corpse Offset
** --------------------------------------------------
** MainCharm 0 0 0
** ... ... ... 0
** MainWaist 20 20 0
** MainPowerSource 21 9999 +9978
** MainAmmo 22 21 -1
**
** MainGeneral1 23 22 -1
** ... ... ... -1
** MainGeneral8 30 29 -1
** MainGeneral9 31 9997 +9966
** MainGeneral10 32 9998 +9966
**
** MainCursor 33 30 -3
**
** MainGeneral1_1 251 251 0
** ... ... ... 0
** MainGeneral8_10 330 330 0
** MainGeneral9_1 331 341 +10
** ... ... ... +10
** MainGeneral10_10 350 360 +10
**
** MainCursor_1 351 331 -20
** ... ... ... -20
** MainCursor_10 360 340 -20
**
** (Not all slot designations are valid to all clients..see <client>##_constants.h files for valid slot enumerations)
*/
int16 Corpse::ServerToCorpseSlot(int16 server_slot)
{
return server_slot; // temporary return
/*
switch (server_slot)
{
case MainPowerSource:
return 9999;
case MainGeneral9:
return 9997;
case MainGeneral10:
return 9998;
case MainCursor:
return 30;
case MainAmmo:
case MainGeneral1:
case MainGeneral2:
case MainGeneral3:
case MainGeneral4:
case MainGeneral5:
case MainGeneral6:
case MainGeneral7:
case MainGeneral8:
return server_slot - 1;
default:
if (server_slot >= EmuConstants::CURSOR_BAG_BEGIN && server_slot <= EmuConstants::CURSOR_BAG_END)
return server_slot - 20;
else if (server_slot >= EmuConstants::GENERAL_BAGS_END - 19 && server_slot <= EmuConstants::GENERAL_BAGS_END)
return server_slot + 10;
else
return server_slot;
}
*/
}
int16 Corpse::CorpseToServerSlot(int16 corpse_slot)
{
return corpse_slot; // temporary return
/*
switch (corpse_slot)
{
case 9999:
return MainPowerSource;
case 9997:
return MainGeneral9;
case 9998:
return MainGeneral10;
case 30:
return MainCursor;
case 21: // old SLOT_AMMO
case 22: // old PERSONAL_BEGIN
case 23:
case 24:
case 25:
case 26:
case 27:
case 28:
case 29: // old PERSONAL_END
return corpse_slot + 1;
default:
if (corpse_slot >= 331 && corpse_slot <= 340)
return corpse_slot + 20;
else if (corpse_slot >= 341 && corpse_slot <= 360)
return corpse_slot - 10;
else
return corpse_slot;
}
*/
}