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/* EQEMu: Everquest Server Emulator
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Copyright (C) 2001-2002 EQEMu Development Team (http://eqemu.org)
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; version 2 of the License.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY except by those people which sell it, which
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are required to give you total support for your newly bought product;
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without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef CORPSE_H
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#define CORPSE_H
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#include "mob.h"
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class Client;
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class NPC;
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#define MAX_LOOTERS 72
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class Corpse : public Mob
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{
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public:
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static void SendEndLootErrorPacket(Client* client);
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static void SendLootReqErrorPacket(Client* client, uint8 response = 2);
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static Corpse* LoadFromDBData(uint32 in_corpseid, uint32 in_charid, char* in_charname, uchar* in_data, uint32 in_datasize, float in_x, float in_y, float in_z, float in_heading, char* timeofdeath, bool rezzed = false, bool wasAtGraveyard = false);
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Corpse(NPC* in_npc, ItemList* in_itemlist, uint32 in_npctypeid, const NPCType** in_npctypedata, uint32 in_decaytime = 600000);
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Corpse(Client* client, int32 in_rezexp);
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Corpse(uint32 in_corpseid, uint32 in_charid, char* in_charname, ItemList* in_itemlist, uint32 in_copper, uint32 in_silver, uint32 in_gold, uint32 in_plat, float in_x, float in_y, float in_z, float in_heading, 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);
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~Corpse();
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//abstract virtual function implementations requird by base abstract class
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virtual void Death(Mob* killerMob, int32 damage, uint16 spell_id, SkillType attack_skill) { return; }
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virtual void Damage(Mob* from, int32 damage, uint16 spell_id, SkillType attack_skill, bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false) { return; }
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virtual bool Attack(Mob* other, int Hand = 13, bool FromRiposte = false, bool IsStrikethrough = true, bool IsFromSpell = false) { return false; }
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virtual bool HasRaid() { return false; }
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virtual bool HasGroup() { return false; }
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virtual Raid* GetRaid() { return 0; }
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virtual Group* GetGroup() { return 0; }
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void LoadPlayerCorpseDecayTime(uint32 dbid);
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bool IsCorpse() const { return true; }
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bool IsPlayerCorpse() const { return p_PlayerCorpse; }
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bool IsNPCCorpse() const { return !p_PlayerCorpse; }
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bool IsBecomeNPCCorpse() const { return become_npc; }
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bool Process();
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bool Save();
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uint32 GetCharID() { return charid; }
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uint32 SetCharID(uint32 iCharID) { if (IsPlayerCorpse()) { return (charid=iCharID); } return 0xFFFFFFFF; };
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uint32 GetDecayTime() { if (!corpse_decay_timer.Enabled()) return 0xFFFFFFFF; else return corpse_decay_timer.GetRemainingTime(); }
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uint32 GetResTime() { if (!corpse_res_timer.Enabled()) return 0; else return corpse_res_timer.GetRemainingTime(); }
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void CalcCorpseName();
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inline void Lock() { pLocked = true; }
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inline void UnLock() { pLocked = false; }
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inline bool IsLocked() { return pLocked; }
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inline void ResetLooter() { BeingLootedBy = 0xFFFFFFFF; }
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inline bool IsBeingLooted() { return (BeingLootedBy != 0xFFFFFFFF); }
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inline uint32 GetDBID() { return dbid; }
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inline char* GetOwnerName() { return orgname;}
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void SetDecayTimer(uint32 decaytime);
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bool IsEmpty() const;
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void AddItem(uint32 itemnum, uint16 charges, int16 slot = 0, uint32 aug1=0, uint32 aug2=0, uint32 aug3=0, uint32 aug4=0, uint32 aug5=0);
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uint32 GetWornItem(int16 equipSlot) const;
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ServerLootItem_Struct* GetItem(uint16 lootslot, ServerLootItem_Struct** bag_item_data = 0);
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void RemoveItem(uint16 lootslot);
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void RemoveItem(ServerLootItem_Struct* item_data);
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void SetCash(uint32 in_copper, uint32 in_silver, uint32 in_gold, uint32 in_platinum);
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void RemoveCash();
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void QueryLoot(Client* to);
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uint32 CountItems();
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void Delete();
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void Bury();
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virtual void Depop();
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virtual void DepopCorpse();
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uint32 GetCopper() { return copper; }
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uint32 GetSilver() { return silver; }
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uint32 GetGold() { return gold; }
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uint32 GetPlatinum() { return platinum; }
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void FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho);
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void MakeLootRequestPackets(Client* client, const EQApplicationPacket* app);
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void LootItem(Client* client, const EQApplicationPacket* app);
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void EndLoot(Client* client, const EQApplicationPacket* app);
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bool Summon(Client* client, bool spell, bool CheckDistance);
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void CastRezz(uint16 spellid, Mob* Caster);
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void CompleteRezz();
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void SetPKItem(int32 id) { pkitem = id; }
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int32 GetPKItem() { return pkitem; }
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bool CanMobLoot(int charid);
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void AllowMobLoot(Mob *them, uint8 slot);
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void AddLooter(Mob *who);
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bool Rezzed() { return rez; }
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void Rezzed(bool in_rez) { rez = in_rez; }
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void Spawn();
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char orgname[64];
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uint32 GetEquipment(uint8 material_slot) const; // returns item id
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uint32 GetEquipmentColor(uint8 material_slot) const;
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inline int GetRezzExp() { return rezzexp; }
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protected:
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std::list<uint32> MoveItemToCorpse(Client *client, ItemInst *item, int16 equipslot);
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private:
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bool p_PlayerCorpse; bool pIsChanged;
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bool pLocked;
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int32 pkitem;
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uint32 dbid;
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uint32 charid;
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ItemList itemlist;
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uint32 copper;
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uint32 silver;
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uint32 gold;
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uint32 platinum;
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bool p_depop;
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uint32 BeingLootedBy;
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uint32 rezzexp;
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bool rez;
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bool can_rez;
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bool become_npc;
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int looters[MAX_LOOTERS]; // People allowed to loot the corpse, character id
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Timer corpse_decay_timer;
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Timer corpse_res_timer;
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Timer corpse_delay_timer;
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Timer corpse_graveyard_timer;
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Timer loot_cooldown_timer;
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Color_Struct item_tint[9];
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};
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#endif
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