merge upstream

This commit is contained in:
Arthur Ice
2014-12-21 13:45:26 -08:00
193 changed files with 4491 additions and 9483 deletions
+33 -35
View File
@@ -20,12 +20,7 @@ New class for handeling corpses and everything associated with them.
Child of the Mob class.
-Quagmire
*/
#include "../common/debug.h"
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <iostream>
#include <sstream>
#ifdef _WINDOWS
#define snprintf _snprintf
#define vsnprintf _vsnprintf
@@ -33,14 +28,26 @@ Child of the Mob class.
#define strcasecmp _stricmp
#endif
#include "masterentity.h"
#include "../common/packet_functions.h"
#include "../common/debug.h"
#include "../common/rulesys.h"
#include "../common/string_util.h"
#include "../common/crc32.h"
#include "client.h"
#include "corpse.h"
#include "entity.h"
#include "groups.h"
#include "mob.h"
#include "raids.h"
#ifdef BOTS
#include "bot.h"
#endif
#include "quest_parser_collection.h"
#include "string_ids.h"
#include "worldserver.h"
#include "../common/rulesys.h"
#include "quest_parser_collection.h"
#include <iostream>
extern EntityList entity_list;
extern Zone* zone;
@@ -63,8 +70,7 @@ void Corpse::SendLootReqErrorPacket(Client* client, uint8 response) {
safe_delete(outapp);
}
Corpse* Corpse::LoadCharacterCorpseEntity(uint32 in_dbid, uint32 in_charid, std::string in_charname, const xyz_heading& position, std::string time_of_death, bool rezzed, bool was_at_graveyard)
{
Corpse* Corpse::LoadCharacterCorpseEntity(uint32 in_dbid, uint32 in_charid, std::string in_charname, const xyz_heading& position, std::string time_of_death, bool rezzed, bool was_at_graveyard) {
uint32 item_count = database.GetCharacterCorpseItemCount(in_dbid);
char *buffer = new char[sizeof(PlayerCorpse_Struct) + (item_count * sizeof(player_lootitem::ServerLootItem_Struct))];
PlayerCorpse_Struct *pcs = (PlayerCorpse_Struct*)buffer;
@@ -101,11 +107,11 @@ Corpse* Corpse::LoadCharacterCorpseEntity(uint32 in_dbid, uint32 in_charid, std:
pcs->exp, // uint32 in_rezexp
was_at_graveyard // bool wasAtGraveyard
);
if (pcs->locked)
pc->Lock();
/* Load Item Tints */
// memcpy(pc->item_tint, pcs->item_tint, sizeof(pc->item_tint));
pc->item_tint[0].color = pcs->item_tint[0].color;
pc->item_tint[1].color = pcs->item_tint[1].color;
pc->item_tint[2].color = pcs->item_tint[2].color;
@@ -116,7 +122,6 @@ Corpse* Corpse::LoadCharacterCorpseEntity(uint32 in_dbid, uint32 in_charid, std:
pc->item_tint[7].color = pcs->item_tint[7].color;
pc->item_tint[8].color = pcs->item_tint[8].color;
/* Load Physical Appearance */
pc->haircolor = pcs->haircolor;
pc->beardcolor = pcs->beardcolor;
@@ -136,8 +141,6 @@ Corpse* Corpse::LoadCharacterCorpseEntity(uint32 in_dbid, uint32 in_charid, std:
return pc;
}
// To be used on NPC death and ZoneStateLoad
// Mongrel: added see_invis and see_invis_undead
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
@@ -173,7 +176,7 @@ Corpse::Corpse(NPC* in_npc, ItemList* in_itemlist, uint32 in_npctypeid, const NP
player_corpse_depop = false;
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);
@@ -189,7 +192,6 @@ Corpse::Corpse(NPC* in_npc, ItemList* in_itemlist, uint32 in_npctypeid, const NP
corpse_delay_timer.SetTimer(corpse_decay_timer.GetRemainingTime() + 1000);
}
// Added By Hogie -- End
for (int i = 0; i < MAX_LOOTERS; i++){
allowed_looters[i] = 0;
}
@@ -392,7 +394,6 @@ Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
Save();
}
// solar: helper function for client corpse constructor
std::list<uint32> Corpse::MoveItemToCorpse(Client *client, ItemInst *item, int16 equipslot)
{
int bagindex;
@@ -400,7 +401,7 @@ std::list<uint32> Corpse::MoveItemToCorpse(Client *client, ItemInst *item, int16
ItemInst *interior_item;
std::list<uint32> returnlist;
AddItem(item->GetItem()->ID, item->GetCharges(), equipslot, item->GetAugmentItemID(0), item->GetAugmentItemID(1), item->GetAugmentItemID(2), item->GetAugmentItemID(3), item->GetAugmentItemID(4));
AddItem(item->GetItem()->ID, item->GetCharges(), equipslot, item->GetAugmentItemID(0), item->GetAugmentItemID(1), item->GetAugmentItemID(2), item->GetAugmentItemID(3), item->GetAugmentItemID(4), item->GetAugmentItemID(5), item->IsAttuned());
returnlist.push_back(equipslot);
// Qualified bag slot iterations. processing bag slots that don't exist is probably not a good idea.
@@ -411,7 +412,7 @@ std::list<uint32> Corpse::MoveItemToCorpse(Client *client, ItemInst *item, int16
interior_item = client->GetInv().GetItem(interior_slot);
if (interior_item) {
AddItem(interior_item->GetItem()->ID, interior_item->GetCharges(), interior_slot, interior_item->GetAugmentItemID(0), interior_item->GetAugmentItemID(1), interior_item->GetAugmentItemID(2), interior_item->GetAugmentItemID(3), interior_item->GetAugmentItemID(4));
AddItem(interior_item->GetItem()->ID, interior_item->GetCharges(), interior_slot, interior_item->GetAugmentItemID(0), interior_item->GetAugmentItemID(1), interior_item->GetAugmentItemID(2), interior_item->GetAugmentItemID(3), interior_item->GetAugmentItemID(4), interior_item->GetAugmentItemID(5), item->IsAttuned());
returnlist.push_back(Inventory::CalcSlotId(equipslot, bagindex));
client->DeleteItemInInventory(interior_slot, 0, true, false);
}
@@ -422,7 +423,6 @@ std::list<uint32> Corpse::MoveItemToCorpse(Client *client, ItemInst *item, int16
}
// To be called from LoadFromDBData
// Mongrel: added see_invis and see_invis_undead
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 xyz_heading& 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",
"",
@@ -615,7 +615,6 @@ void Corpse::Bury() {
if (IsPlayerCorpse() && corpse_db_id != 0)
database.BuryCharacterCorpse(corpse_db_id);
corpse_db_id = 0;
player_corpse_depop = true;
}
@@ -632,7 +631,7 @@ uint32 Corpse::CountItems() {
return itemlist.size();
}
void Corpse::AddItem(uint32 itemnum, uint16 charges, int16 slot, uint32 aug1, uint32 aug2, uint32 aug3, uint32 aug4, uint32 aug5) {
void Corpse::AddItem(uint32 itemnum, uint16 charges, int16 slot, uint32 aug1, uint32 aug2, uint32 aug3, uint32 aug4, uint32 aug5, uint32 aug6, uint8 attuned) {
if (!database.GetItem(itemnum))
return;
@@ -649,13 +648,14 @@ void Corpse::AddItem(uint32 itemnum, uint16 charges, int16 slot, uint32 aug1, ui
item->aug_3=aug3;
item->aug_4=aug4;
item->aug_5=aug5;
item->aug_6=aug6;
item->attuned=attuned;
itemlist.push_back(item);
}
ServerLootItem_Struct* Corpse::GetItem(uint16 lootslot, ServerLootItem_Struct** bag_item_data) {
ServerLootItem_Struct *sitem = 0, *sitem2;
// find the item
ItemList::iterator cur,end;
cur = itemlist.begin();
end = itemlist.end();
@@ -768,8 +768,8 @@ bool Corpse::Process() {
return true;
}
if(corpse_graveyard_timer.Check()) {
if(zone->HasGraveyard()) {
if (corpse_graveyard_timer.Check()) {
if (zone->HasGraveyard()) {
Save();
player_corpse_depop = true;
database.SendCharacterCorpseToGraveyard(corpse_db_id, zone->graveyard_zoneid(),
@@ -855,7 +855,6 @@ void Corpse::AllowPlayerLoot(Mob *them, uint8 slot) {
allowed_looters[slot] = them->CastToClient()->CharacterID();
}
// @merth: this function needs some work
void Corpse::MakeLootRequestPackets(Client* client, const EQApplicationPacket* app) {
// Added 12/08. Started compressing loot struct on live.
char tmp[10];
@@ -986,7 +985,7 @@ void Corpse::MakeLootRequestPackets(Client* client, const EQApplicationPacket* a
if(i < corpselootlimit) {
item = database.GetItem(item_data->item_id);
if(client && item) {
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);
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, item_data->aug_6, item_data->attuned);
if(inst) {
// MainGeneral1 is the corpse inventory start offset for Ti(EMu) - CORPSE_END = MainGeneral1 + MainCursor
client->SendItemPacket(i + EmuConstants::CORPSE_BEGIN, inst, ItemPacketLoot);
@@ -1100,8 +1099,8 @@ void Corpse::LootItem(Client* client, const EQApplicationPacket* app) {
}
if (item != 0) {
if (item_data){
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);
if (item_data){
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, item_data->aug_6, item_data->attuned);
}
else {
inst = database.CreateItem(item);
@@ -1373,7 +1372,7 @@ void Corpse::Spawn() {
}
uint32 Corpse::GetEquipment(uint8 material_slot) const {
int invslot;
int16 invslot;
if(material_slot > EmuConstants::MATERIAL_END) {
return NO_ITEM;
@@ -1429,5 +1428,4 @@ void Corpse::LoadPlayerCorpseDecayTime(uint32 corpse_db_id){
else {
corpse_graveyard_timer.SetTimer(3000);
}
}
}