[Loot] Remove from shared memory, simplification (#3988)

* First pass of pulling loot out of shared memory, functional

* More code cleanup

* More cleanup

* More cleanup

* More cleanup

* Add loot reload type

* Reload, logging

* Update npc.h

* Cleanup

* Logging, don't load attempt to load loottable id 0

* Update worldserver.cpp

* Update client.cpp

* Update zone_loot.cpp

* PR feedback

* Update zone.cpp

* Memory leak suggestion

* Update CMakeLists.txt

* Post rebase issues
This commit is contained in:
Chris Miles
2024-02-05 15:17:53 -06:00
committed by GitHub
parent fcbf5cae47
commit c654c1d674
55 changed files with 1595 additions and 1890 deletions
+52 -49
View File
@@ -21,6 +21,7 @@
#include "mob.h"
#include "client.h"
#include "../common/loot.h"
class EQApplicationPacket;
class Group;
@@ -43,9 +44,9 @@ class Corpse : public Mob {
static void SendEndLootErrorPacket(Client* client);
static void SendLootReqErrorPacket(Client* client, LootResponse response = LootResponse::NotAtThisTime);
Corpse(NPC* in_npc, ItemList* in_itemlist, uint32 in_npctypeid, const NPCType** in_npctypedata, uint32 in_decaytime = 600000);
Corpse(NPC* in_npc, LootItems* 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 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 = false);
Corpse(uint32 in_corpseid, uint32 in_charid, const char* in_charname, LootItems* 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 = false);
~Corpse();
static Corpse* LoadCharacterCorpseEntity(uint32 in_dbid, uint32 in_charid, std::string in_charname, const glm::vec4& position, std::string time_of_death, bool rezzed, bool was_at_graveyard, uint32 guild_consent_id);
@@ -93,35 +94,37 @@ class Corpse : public Mob {
void LoadPlayerCorpseDecayTime(uint32 dbid);
/* Corpse: Items */
uint32 GetWornItem(int16 equipSlot) const;
ServerLootItem_Struct* GetItem(uint16 lootslot, ServerLootItem_Struct** bag_item_data = 0);
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 RemoveItemByID(uint32 item_id, int quantity = 1);
void AddItem(uint32 itemnum,
uint16 charges,
int16 slot = 0,
uint32 aug1 = 0,
uint32 aug2 = 0,
uint32 aug3 = 0,
uint32 aug4 = 0,
uint32 aug5 = 0,
uint32 aug6 = 0,
bool attuned = false,
const std::string &custom_data = std::string(),
uint32 GetWornItem(int16 equipSlot) const;
LootItem *GetItem(uint16 lootslot, LootItem **bag_item_data = 0);
void SetPlayerKillItemID(int32 pk_item_id) { player_kill_item = pk_item_id; }
int32 GetPlayerKillItem() { return player_kill_item; }
void RemoveItem(uint16 lootslot);
void RemoveItem(LootItem *item_data);
void RemoveItemByID(uint32 item_id, int quantity = 1);
void AddItem(
uint32 itemnum,
uint16 charges,
int16 slot = 0,
uint32 aug1 = 0,
uint32 aug2 = 0,
uint32 aug3 = 0,
uint32 aug4 = 0,
uint32 aug5 = 0,
uint32 aug6 = 0,
bool attuned = false,
const std::string &custom_data = std::string(),
uint32 ornamenticon = 0,
uint32 ornamentidfile = 0,
uint32 ornament_hero_model = 0);
uint32 ornament_hero_model = 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 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; }
/* Corpse: Resurrection */
bool IsRezzed() { return rez; }
@@ -134,9 +137,9 @@ class Corpse : public Mob {
bool HasItem(uint32 item_id);
uint16 CountItem(uint32 item_id);
uint32 GetItemIDBySlot(uint16 loot_slot);
uint16 GetFirstSlotByItemID(uint32 item_id);
uint16 GetFirstLootSlotByItemID(uint32 item_id);
std::vector<int> GetLootList();
void LootItem(Client* client, const EQApplicationPacket* app);
void LootCorpseItem(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);
@@ -167,26 +170,26 @@ protected:
void MoveItemToCorpse(Client *client, EQ::ItemInstance *inst, int16 equipSlot, std::list<uint32> &removedList);
private:
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 */
uint32 consented_group_id = 0;
uint32 consented_raid_id = 0;
uint32 consented_guild_id = 0;
ItemList itemlist; /* Internal Item list used for corpses */
uint32 copper;
uint32 silver;
uint32 gold;
uint32 platinum;
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 become_npc;
int allowed_looters[MAX_LOOTERS]; /* People allowed to loot the corpse, character id */
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 */
uint32 consented_group_id = 0;
uint32 consented_raid_id = 0;
uint32 consented_guild_id = 0;
LootItems itemlist; /* Internal Item list used for corpses */
uint32 copper;
uint32 silver;
uint32 gold;
uint32 platinum;
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 become_npc;
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;