mirror of
https://github.com/EQEmu/Server.git
synced 2026-06-10 23:20:25 +00:00
More restructures, non-working state
This commit is contained in:
+116
-110
@@ -73,35 +73,35 @@ Corpse* Corpse::LoadFromDBData(uint32 in_dbid, uint32 in_charid, char* in_charna
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for (unsigned int i = 0; i < pcs.itemcount; i++) {
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tmp = new ServerLootItem_Struct;
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memcpy(tmp, &pcs.items[i], sizeof(player_lootitem::ServerLootItem_Struct));
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tmp->equipSlot = CorpseToServerSlot(tmp->equipSlot);
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tmp->equip_slot = CorpseToServerSlot(tmp->equip_slot);
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itemlist.push_back(tmp);
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}
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/* Create Corpse Entity */
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Corpse* pc = new Corpse(
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in_dbid,
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in_charid,
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in_charname,
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&itemlist,
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pcs.copper,
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pcs.silver,
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pcs.gold,
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pcs.plat,
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in_x,
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in_y,
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in_z,
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in_heading,
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pcs.size,
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pcs.gender,
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pcs.race,
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pcs.class_,
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pcs.deity,
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pcs.level,
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pcs.texture,
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pcs.helmtexture,
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pcs.exp,
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was_at_graveyard
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);
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in_dbid, // uint32 in_dbid
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in_charid, // uint32 in_charid
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in_charname, // char* in_charname
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&itemlist, // ItemList* in_itemlist
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pcs.copper, // uint32 in_copper
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pcs.silver, // uint32 in_silver
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pcs.gold, // uint32 in_gold
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pcs.plat, // uint32 in_plat
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in_x, // float in_x
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in_y, // float in_y
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in_z, // float in_z
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in_heading, // float in_heading
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pcs.size, // float in_size
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pcs.gender, // uint8 in_gender
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pcs.race, // uint16 in_race
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pcs.class_, // uint8 in_class
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pcs.deity, // uint8 in_deity
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pcs.level, // uint8 in_level
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pcs.texture, // uint8 in_texture
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pcs.helmtexture, // uint8 in_helmtexture
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pcs.exp, // uint32 in_rezexp
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was_at_graveyard // bool wasAtGraveyard
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);
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if (pcs.locked)
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pc->Lock();
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@@ -184,70 +184,66 @@ Corpse::Corpse(NPC* in_npc, ItemList* in_itemlist, uint32 in_npctypeid, const NP
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this->rezzexp = 0;
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}
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// To be used on PC death
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// Mongrel: added see_invis and see_invis_undead
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Corpse::Corpse(Client* client, int32 in_rezexp)
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// vesuvias - appearence fix
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: Mob
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(
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"Unnamed_Corpse",
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"",
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0,
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0,
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client->GetGender(),
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client->GetRace(),
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client->GetClass(),
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BT_Humanoid, // bodytype added
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client->GetDeity(),
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client->GetLevel(),
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0,
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client->GetSize(),
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0,
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client->GetHeading(), // heading
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client->GetX(),
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client->GetY(),
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client->GetZ(),
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0,
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client->GetTexture(),
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client->GetHelmTexture(),
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0, // AC
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0,
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0,
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0,
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0,
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0,
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0,
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0,
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0, // CHA
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client->GetPP().haircolor,
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client->GetPP().beardcolor,
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client->GetPP().eyecolor1,
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client->GetPP().eyecolor2,
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client->GetPP().hairstyle,
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client->GetPP().face,
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client->GetPP().beard,
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client->GetPP().drakkin_heritage,
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client->GetPP().drakkin_tattoo,
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client->GetPP().drakkin_details,
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0,
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0xff, // aa title
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0,
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0,
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0,
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0,
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0,
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0,
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0, // qglobal
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0, // maxlevel
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0 // scalerate
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),
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Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
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"Unnamed_Corpse", // const char* in_name,
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"", // const char* in_lastname,
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0, // int32 in_cur_hp,
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0, // int32 in_max_hp,
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client->GetGender(), // uint8 in_gender,
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client->GetRace(), // uint16 in_race,
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client->GetClass(), // uint8 in_class,
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BT_Humanoid, // bodyType in_bodytype,
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client->GetDeity(), // uint8 in_deity,
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client->GetLevel(), // uint8 in_level,
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0, // uint32 in_npctype_id,
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client->GetSize(), // float in_size,
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0, // float in_runspeed,
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client->GetHeading(), // float in_heading,
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client->GetX(), // float in_x_pos,
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client->GetY(), // float in_y_pos,
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client->GetZ(), // float in_z_pos,
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0, // uint8 in_light,
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client->GetTexture(), // uint8 in_texture,
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client->GetHelmTexture(), // uint8 in_helmtexture,
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0, // uint16 in_ac,
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0, // uint16 in_atk,
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0, // uint16 in_str,
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0, // uint16 in_sta,
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0, // uint16 in_dex,
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0, // uint16 in_agi,
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0, // uint16 in_int,
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0, // uint16 in_wis,
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0, // uint16 in_cha,
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client->GetPP().haircolor, // uint8 in_haircolor,
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client->GetPP().beardcolor, // uint8 in_beardcolor,
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client->GetPP().eyecolor1, // uint8 in_eyecolor1, // the eyecolors always seem to be the same, maybe left and right eye?
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client->GetPP().eyecolor2, // uint8 in_eyecolor2,
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client->GetPP().hairstyle, // uint8 in_hairstyle,
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client->GetPP().face, // uint8 in_luclinface,
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client->GetPP().beard, // uint8 in_beard,
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client->GetPP().drakkin_heritage, // uint32 in_drakkin_heritage,
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client->GetPP().drakkin_tattoo, // uint32 in_drakkin_tattoo,
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client->GetPP().drakkin_details, // uint32 in_drakkin_details,
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0, // uint32 in_armor_tint[_MaterialCount],
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0xff, // uint8 in_aa_title,
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0, // uint8 in_see_invis, // see through invis
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0, // uint8 in_see_invis_undead, // see through invis vs. undead
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0, // uint8 in_see_hide,
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0, // uint8 in_see_improved_hide,
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0, // int32 in_hp_regen,
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0, // int32 in_mana_regen,
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0, // uint8 in_qglobal,
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0, // uint8 in_maxlevel,
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0 // uint32 in_scalerate
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),
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corpse_decay_timer(RuleI(Character, CorpseDecayTimeMS)),
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corpse_res_timer(RuleI(Character, CorpseResTimeMS)),
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corpse_delay_timer(RuleI(NPC, CorpseUnlockTimer)),
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corpse_graveyard_timer(RuleI(Zone, GraveyardTimeMS)),
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loot_cooldown_timer(10)
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loot_cooldown_timer(10)
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{
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int i;
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PlayerProfile_Struct *pp = &client->GetPP();
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ItemInst *item;
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@@ -256,7 +252,7 @@ Corpse::Corpse(Client* client, int32 in_rezexp)
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}
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memset(item_tint, 0, sizeof(item_tint));
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for (i=0; i<MAX_LOOTERS; i++)
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for (i=0; i < MAX_LOOTERS; i++)
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looters[i] = 0;
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pIsChanged = true;
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@@ -266,21 +262,23 @@ Corpse::Corpse(Client* client, int32 in_rezexp)
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pLocked = false;
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BeingLootedBy = 0xFFFFFFFF;
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charid = client->CharacterID();
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corpse_db_id = 0;
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corpse_db_id = 0;
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p_depop = false;
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copper = 0;
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silver = 0;
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gold = 0;
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platinum = 0;
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strcpy(orgname, pp->name);
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strcpy(name, pp->name);
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strcpy(name, pp->name);
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//become_npc was not being initialized which led to some pretty funky things with newly created corpses
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become_npc = false;
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SetPKItem(0);
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if(!RuleB(Character, LeaveNakedCorpses) || RuleB(Character, LeaveCorpses) && GetLevel() >= RuleI(Character, DeathItemLossLevel)) {
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if(!RuleB(Character, LeaveNakedCorpses) ||
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RuleB(Character, LeaveCorpses) &&
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GetLevel() >= RuleI(Character, DeathItemLossLevel)) {
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// cash
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// Let's not move the cash when 'RespawnFromHover = true' && 'client->GetClientVersion() < EQClientSoF' since the client doesn't.
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// (change to first client that supports 'death hover' mode, if not SoF.)
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@@ -301,8 +299,7 @@ Corpse::Corpse(Client* client, int32 in_rezexp)
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// worn + inventory + cursor
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std::list<uint32> removed_list;
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bool cursor = false;
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for(i = MAIN_BEGIN; i < EmuConstants::MAP_POSSESSIONS_SIZE; i++)
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{
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for(i = MAIN_BEGIN; i < EmuConstants::MAP_POSSESSIONS_SIZE; i++) {
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if(i == MainAmmo && client->GetClientVersion() >= EQClientSoF) {
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item = client->GetInv().GetItem(MainPowerSource);
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if((item && (!client->IsBecomeNPC())) || (item && client->IsBecomeNPC() && !item->GetItem()->NoRent)) {
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@@ -492,7 +489,11 @@ bool Corpse::Save() {
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return true;
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uint32 tmp = this->CountItems();
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uint32 tmpsize = sizeof(PlayerCorpse_Struct)+(tmp * sizeof(player_lootitem::ServerLootItem_Struct));
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uint32 tmpsize = sizeof(PlayerCorpse_Struct) + (tmp * sizeof(player_lootitem::ServerLootItem_Struct));
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std::cout << "tmp: " << tmp << std::endl;
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std::cout << "tmpsize: " << tmpsize << std::endl;
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PlayerCorpse_Struct* dbpc = (PlayerCorpse_Struct*) new uchar[tmpsize];
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memset(dbpc, 0, tmpsize);
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dbpc->itemcount = tmp;
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@@ -522,14 +523,17 @@ bool Corpse::Save() {
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dbpc->drakkin_tattoo = drakkin_tattoo;
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dbpc->drakkin_details = drakkin_details;
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std::cout << "SLI1: " << sizeof(player_lootitem::ServerLootItem_Struct) << std::endl;
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std::cout << "SLI2: " << sizeof(ServerLootItem_Struct) << std::endl;
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uint32 x = 0;
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ItemList::iterator cur, end;
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cur = itemlist.begin();
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end = itemlist.end();
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for (; cur != end; ++cur) {
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for (; cur != end; ++cur) {
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ServerLootItem_Struct* item = *cur;
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item->equipSlot = ServerToCorpseSlot(item->equipSlot); // temp hack until corpse blobs are removed
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memcpy((char*)&dbpc->items[x++], (char*)item, sizeof(player_lootitem::ServerLootItem_Struct));
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item->equip_slot = ServerToCorpseSlot(item->equip_slot); // temp hack until corpse blobs are removed
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memcpy((char*)&dbpc->items[x++], (char*)item, sizeof(ServerLootItem_Struct));
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}
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if (corpse_db_id == 0) {
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@@ -539,6 +543,8 @@ bool Corpse::Save() {
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corpse_db_id = database.UpdateCharacterCorpse(corpse_db_id, charid, orgname, zone->GetZoneID(), zone->GetInstanceID(), dbpc, x_pos, y_pos, z_pos, heading, IsRezzed());
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}
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safe_delete_array(dbpc);
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return true;
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}
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@@ -579,12 +585,12 @@ void Corpse::AddItem(uint32 itemnum, uint16 charges, int16 slot, uint32 aug1, ui
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memset(item, 0, sizeof(ServerLootItem_Struct));
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item->item_id = itemnum;
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item->charges = charges;
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item->equipSlot = slot;
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item->aug1=aug1;
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item->aug2=aug2;
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item->aug3=aug3;
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item->aug4=aug4;
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item->aug5=aug5;
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item->equip_slot = slot;
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item->aug_1=aug1;
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item->aug_2=aug2;
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item->aug_3=aug3;
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item->aug_4=aug4;
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item->aug_5=aug5;
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itemlist.push_back(item);
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}
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@@ -603,17 +609,17 @@ ServerLootItem_Struct* Corpse::GetItem(uint16 lootslot, ServerLootItem_Struct**
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}
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}
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if (sitem && bag_item_data && Inventory::SupportsContainers(sitem->equipSlot))
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if (sitem && bag_item_data && Inventory::SupportsContainers(sitem->equip_slot))
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{
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int16 bagstart = Inventory::CalcSlotId(sitem->equipSlot, SUB_BEGIN);
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int16 bagstart = Inventory::CalcSlotId(sitem->equip_slot, SUB_BEGIN);
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cur = itemlist.begin();
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end = itemlist.end();
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for(; cur != end; ++cur) {
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sitem2 = *cur;
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if(sitem2->equipSlot >= bagstart && sitem2->equipSlot < bagstart + 10)
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if(sitem2->equip_slot >= bagstart && sitem2->equip_slot < bagstart + 10)
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{
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bag_item_data[sitem2->equipSlot - bagstart] = sitem2;
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bag_item_data[sitem2->equip_slot - bagstart] = sitem2;
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}
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}
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}
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@@ -627,7 +633,7 @@ uint32 Corpse::GetWornItem(int16 equipSlot) const {
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end = itemlist.end();
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for(; cur != end; ++cur) {
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ServerLootItem_Struct* item = *cur;
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if (item->equipSlot == equipSlot)
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if (item->equip_slot == equipSlot)
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{
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return item->item_id;
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}
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@@ -665,7 +671,7 @@ void Corpse::RemoveItem(ServerLootItem_Struct* item_data){
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pIsChanged = true;
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itemlist.erase(cur);
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material = Inventory::CalcMaterialFromSlot(sitem->equipSlot);
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material = Inventory::CalcMaterialFromSlot(sitem->equip_slot);
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if(material != _MaterialInvalid)
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SendWearChange(material);
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@@ -924,12 +930,12 @@ void Corpse::MakeLootRequestPackets(Client* client, const EQApplicationPacket* a
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// Dont display the item if it's in a bag
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// Added cursor queue slots to corpse item visibility list. Nothing else should be making it to corpse.
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if(!IsPlayerCorpse() || item_data->equipSlot <= MainCursor || item_data->equipSlot == MainPowerSource || tCanLoot>=3 ||
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(item_data->equipSlot >= 8000 && item_data->equipSlot <= 8999)) {
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if(!IsPlayerCorpse() || item_data->equip_slot <= MainCursor || item_data->equip_slot == MainPowerSource || tCanLoot>=3 ||
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(item_data->equip_slot >= 8000 && item_data->equip_slot <= 8999)) {
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if(i < corpselootlimit) {
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item = database.GetItem(item_data->item_id);
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if(client && item) {
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ItemInst* inst = database.CreateItem(item, item_data->charges, item_data->aug1, item_data->aug2, item_data->aug3, item_data->aug4, item_data->aug5);
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ItemInst* inst = database.CreateItem(item, item_data->charges, item_data->aug_1, item_data->aug_2, item_data->aug_3, item_data->aug_4, item_data->aug_5);
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if(inst) {
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// MainGeneral1 is the corpse inventory start offset for Ti(EMu) - CORPSE_END = MainGeneral1 + MainCursor
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client->SendItemPacket(i + EmuConstants::CORPSE_BEGIN, inst, ItemPacketLoot);
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@@ -1046,7 +1052,7 @@ void Corpse::LootItem(Client* client, const EQApplicationPacket* app)
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if (item != 0)
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{
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if(item_data)
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inst = database.CreateItem(item, item_data?item_data->charges:0, item_data->aug1, item_data->aug2, item_data->aug3, item_data->aug4, item_data->aug5);
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inst = database.CreateItem(item, item_data?item_data->charges:0, item_data->aug_1, item_data->aug_2, item_data->aug_3, item_data->aug_4, item_data->aug_5);
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else
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inst = database.CreateItem(item);
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}
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@@ -1257,7 +1263,7 @@ void Corpse::QueryLoot(Client* to) {
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ServerLootItem_Struct* sitem = *cur;
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if (IsPlayerCorpse()) {
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if (sitem->equipSlot >= EmuConstants::GENERAL_BAGS_BEGIN && sitem->equipSlot <= EmuConstants::CURSOR_BAG_END)
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if (sitem->equip_slot >= EmuConstants::GENERAL_BAGS_BEGIN && sitem->equip_slot <= EmuConstants::CURSOR_BAG_END)
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sitem->lootslot = 0xFFFF;
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else
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x < corpselootlimit ? sitem->lootslot = x : sitem->lootslot = 0xFFFF;
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@@ -1265,7 +1271,7 @@ void Corpse::QueryLoot(Client* to) {
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const Item_Struct* item = database.GetItem(sitem->item_id);
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if (item)
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to->Message((sitem->lootslot == 0xFFFF), "LootSlot: %i (EquipSlot: %i) Item: %s (%d), Count: %i", static_cast<int16>(sitem->lootslot), sitem->equipSlot, item->Name, item->ID, sitem->charges);
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to->Message((sitem->lootslot == 0xFFFF), "LootSlot: %i (EquipSlot: %i) Item: %s (%d), Count: %i", static_cast<int16>(sitem->lootslot), sitem->equip_slot, item->Name, item->ID, sitem->charges);
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else
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to->Message((sitem->lootslot == 0xFFFF), "Error: 0x%04x", sitem->item_id);
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