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Renamed Corpse::LoadFromDBData to Corpse* Corpse::LoadCharacterCorpseEntity
Corpse Private class descriptors added General cleanup
This commit is contained in:
parent
0598f7e87c
commit
fbaae2b1e4
125
zone/corpse.cpp
125
zone/corpse.cpp
@ -63,8 +63,7 @@ void Corpse::SendLootReqErrorPacket(Client* client, uint8 response) {
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safe_delete(outapp);
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}
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Corpse* Corpse::LoadFromDBData(uint32 in_dbid, uint32 in_charid, std::string in_charname, float in_x, float in_y, float in_z, float in_heading, std::string time_of_death, bool rezzed, bool was_at_graveyard)
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{
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Corpse* Corpse::LoadCharacterCorpseEntity(uint32 in_dbid, uint32 in_charid, std::string in_charname, float in_x, float in_y, float in_z, float in_heading, std::string time_of_death, bool rezzed, bool was_at_graveyard){
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uint32 item_count = database.GetCharacterCorpseItemCount(in_dbid);
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char *buffer = new char[sizeof(PlayerCorpse_Struct) + (item_count * sizeof(player_lootitem::ServerLootItem_Struct))];
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PlayerCorpse_Struct *pcs = (PlayerCorpse_Struct*)buffer;
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@ -105,11 +104,11 @@ Corpse* Corpse::LoadFromDBData(uint32 in_dbid, uint32 in_charid, std::string in_
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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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if (pcs->locked){
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pc->Lock();
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}
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/* Load Item Tints */
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// memcpy(pc->item_tint, pcs->item_tint, sizeof(pc->item_tint));
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pc->item_tint[0].color = pcs->item_tint[0].color;
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pc->item_tint[1].color = pcs->item_tint[1].color;
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pc->item_tint[2].color = pcs->item_tint[2].color;
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@ -118,8 +117,7 @@ Corpse* Corpse::LoadFromDBData(uint32 in_dbid, uint32 in_charid, std::string in_
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pc->item_tint[5].color = pcs->item_tint[5].color;
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pc->item_tint[6].color = pcs->item_tint[6].color;
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pc->item_tint[7].color = pcs->item_tint[7].color;
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pc->item_tint[8].color = pcs->item_tint[8].color;
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pc->item_tint[8].color = pcs->item_tint[8].color;
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/* Load Physical Appearance */
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pc->haircolor = pcs->haircolor;
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@ -231,15 +229,15 @@ Corpse::Corpse(NPC* in_npc, ItemList* in_itemlist, uint32 in_npctypeid, const NP
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corpse_decay_timer.SetTimer(RuleI(NPC,EmptyNPCCorpseDecayTimeMS)+1000);
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}
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if(in_npc->HasPrivateCorpse()) {
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corpse_delay_timer.SetTimer(corpse_decay_timer.GetRemainingTime() + 1000);
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}
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// Added By Hogie -- End
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for (int i = 0; i < MAX_LOOTERS; i++){
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allowed_looters[i] = 0;
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}
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this->rezzexp = 0;
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this->rez_experience = 0;
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}
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Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
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@ -317,8 +315,8 @@ Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
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}
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is_corpse_changed = true;
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rezzexp = in_rezexp;
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can_rez = true;
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rez_experience = in_rezexp;
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can_corpse_be_rezzed = true;
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is_player_corpse = true;
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is_locked = false;
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being_looted_by = 0xFFFFFFFF;
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@ -386,9 +384,9 @@ Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
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// this was mainly for client profile state reflection..should match db player inventory entries now.
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iter_queue it;
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for(it=client->GetInv().cursor_begin(),i=8001; it!=client->GetInv().cursor_end(); ++it,i++) {
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for (it = client->GetInv().cursor_begin(), i = 8001; it != client->GetInv().cursor_end(); ++it, i++) {
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item = *it;
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if((item && (!client->IsBecomeNPC())) || (item && client->IsBecomeNPC() && !item->GetItem()->NoRent)) {
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if ((item && (!client->IsBecomeNPC())) || (item && client->IsBecomeNPC() && !item->GetItem()->NoRent)) {
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std::list<uint32> slot_list = MoveItemToCorpse(client, item, i);
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removed_list.merge(slot_list);
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cursor = true;
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@ -397,16 +395,17 @@ Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
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}
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database.TransactionBegin();
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if(removed_list.size() != 0) {
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if (removed_list.size() != 0) {
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std::stringstream ss("");
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ss << "DELETE FROM inventory WHERE charid=" << client->CharacterID();
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ss << " AND (";
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std::list<uint32>::const_iterator iter = removed_list.begin();
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bool first = true;
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while(iter != removed_list.end()) {
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if(first) {
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while (iter != removed_list.end()) {
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if (first) {
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first = false;
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} else {
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}
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else {
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ss << " OR ";
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}
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ss << "slotid=" << (*iter);
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@ -416,8 +415,8 @@ Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
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database.QueryDatabase(ss.str().c_str());
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}
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if(cursor) { // all cursor items should be on corpse (client < SoF or RespawnFromHover = false)
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while(!client->GetInv().CursorEmpty())
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if (cursor) { // all cursor items should be on corpse (client < SoF or RespawnFromHover = false)
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while (!client->GetInv().CursorEmpty())
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client->DeleteItemInInventory(MainCursor, 0, false, false);
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}
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else { // only visible cursor made it to corpse (client >= Sof and RespawnFromHover = true)
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@ -451,13 +450,13 @@ std::list<uint32> Corpse::MoveItemToCorpse(Client *client, ItemInst *item, int16
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returnlist.push_back(equipslot);
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// Qualified bag slot iterations. processing bag slots that don't exist is probably not a good idea.
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if(item->IsType(ItemClassContainer) && ((equipslot >= EmuConstants::GENERAL_BEGIN && equipslot <= MainCursor))) {
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for(bagindex = SUB_BEGIN; bagindex <= EmuConstants::ITEM_CONTAINER_SIZE; bagindex++) {
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if (item->IsType(ItemClassContainer) && ((equipslot >= EmuConstants::GENERAL_BEGIN && equipslot <= MainCursor))) {
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for (bagindex = SUB_BEGIN; bagindex <= EmuConstants::ITEM_CONTAINER_SIZE; bagindex++) {
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// For empty bags in cursor queue, slot was previously being resolved as SLOT_INVALID (-1)
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interior_slot = Inventory::CalcSlotId(equipslot, bagindex);
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interior_item = client->GetInv().GetItem(interior_slot);
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if(interior_item) {
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if (interior_item) {
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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));
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returnlist.push_back(Inventory::CalcSlotId(equipslot, bagindex));
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client->DeleteItemInInventory(interior_slot, 0, true, false);
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@ -554,7 +553,7 @@ Corpse::Corpse(uint32 in_dbid, uint32 in_charid, const char* in_charname, ItemLi
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this->gold = in_gold;
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this->platinum = in_plat;
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rezzexp = in_rezexp;
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rez_experience = in_rezexp;
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for (int i = 0; i < MAX_LOOTERS; i++){
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allowed_looters[i] = 0;
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@ -564,7 +563,7 @@ Corpse::Corpse(uint32 in_dbid, uint32 in_charid, const char* in_charname, ItemLi
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Corpse::~Corpse() {
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if (is_player_corpse && !(player_corpse_depop && corpse_db_id == 0)) {
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Save();
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Save();
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}
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ItemList::iterator cur,end;
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cur = itemlist.begin();
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@ -618,7 +617,7 @@ bool Corpse::Save() {
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dbpc->level = level;
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dbpc->texture = this->texture;
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dbpc->helmtexture = this->helmtexture;
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dbpc->exp = rezzexp;
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dbpc->exp = rez_experience;
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memcpy(dbpc->item_tint, item_tint, sizeof(dbpc->item_tint));
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dbpc->haircolor = haircolor;
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@ -664,10 +663,10 @@ void Corpse::Delete() {
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}
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void Corpse::Bury() {
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if (IsPlayerCorpse() && corpse_db_id != 0)
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if (IsPlayerCorpse() && corpse_db_id != 0){
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database.BuryCharacterCorpse(corpse_db_id);
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}
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corpse_db_id = 0;
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player_corpse_depop = true;
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}
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@ -677,7 +676,7 @@ void Corpse::Depop() {
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}
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void Corpse::DepopCorpse() {
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player_corpse_depop = true;
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player_corpse_depop = true;
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}
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uint32 Corpse::CountItems() {
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@ -689,7 +688,9 @@ void Corpse::AddItem(uint32 itemnum, uint16 charges, int16 slot, uint32 aug1, ui
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return;
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is_corpse_changed = true;
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ServerLootItem_Struct* item = new ServerLootItem_Struct;
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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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@ -705,7 +706,6 @@ void Corpse::AddItem(uint32 itemnum, uint16 charges, int16 slot, uint32 aug1, ui
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ServerLootItem_Struct* Corpse::GetItem(uint16 lootslot, ServerLootItem_Struct** bag_item_data) {
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ServerLootItem_Struct *sitem = 0, *sitem2;
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// find the item
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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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@ -721,9 +721,9 @@ ServerLootItem_Struct* Corpse::GetItem(uint16 lootslot, ServerLootItem_Struct**
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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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sitem2 = *cur;
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if(sitem2->equip_slot >= bagstart && sitem2->equip_slot < bagstart + 10) {
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if (sitem2->equip_slot >= bagstart && sitem2->equip_slot < bagstart + 10) {
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bag_item_data[sitem2->equip_slot - bagstart] = sitem2;
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}
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}
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@ -753,7 +753,7 @@ void Corpse::RemoveItem(uint16 lootslot) {
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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* sitem = *cur;
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if (sitem->lootslot == lootslot) {
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RemoveItem(sitem);
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@ -812,7 +812,7 @@ bool Corpse::Process() {
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return false;
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}
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if(corpse_delay_timer.Check()) {
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if (corpse_delay_timer.Check()) {
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for (int i = 0; i < MAX_LOOTERS; i++){
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allowed_looters[i] = 0;
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}
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@ -820,8 +820,8 @@ bool Corpse::Process() {
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return true;
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}
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if(corpse_graveyard_timer.Check()) {
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if(zone->HasGraveyard()) {
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if (corpse_graveyard_timer.Check()) {
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if (zone->HasGraveyard()) {
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Save();
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player_corpse_depop = true;
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database.SendCharacterCorpseToGraveyard(corpse_db_id, zone->graveyard_zoneid(),
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@ -849,7 +849,7 @@ bool Corpse::Process() {
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*/
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/* This is when a corpse hits decay timer and does checks*/
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if(corpse_decay_timer.Check()) {
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if (corpse_decay_timer.Check()) {
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/* NPC */
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if (IsNPCCorpse()){
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corpse_decay_timer.Disable();
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@ -860,7 +860,7 @@ bool Corpse::Process() {
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Delete();
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}
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else {
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if(database.BuryCharacterCorpse(corpse_db_id)) {
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if (database.BuryCharacterCorpse(corpse_db_id)) {
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Save();
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player_corpse_depop = true;
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corpse_db_id = 0;
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@ -887,7 +887,7 @@ void Corpse::SetDecayTimer(uint32 decaytime) {
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bool Corpse::CanPlayerLoot(int charid) {
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uint8 looters = 0;
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for(int i = 0; i < MAX_LOOTERS; i++) {
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for (int i = 0; i < MAX_LOOTERS; i++) {
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if (allowed_looters[i] != 0){
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looters++;
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}
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@ -933,31 +933,49 @@ void Corpse::MakeLootRequestPackets(Client* client, const EQApplicationPacket* a
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return;
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}
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if(being_looted_by == 0) { being_looted_by = 0xFFFFFFFF; }
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if(being_looted_by == 0) {
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being_looted_by = 0xFFFFFFFF;
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}
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if(this->being_looted_by != 0xFFFFFFFF) {
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// lets double check....
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Entity* looter = entity_list.GetID(this->being_looted_by);
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if(looter == 0) { this->being_looted_by = 0xFFFFFFFF; }
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if(looter == 0) {
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this->being_looted_by = 0xFFFFFFFF;
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}
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}
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uint8 tCanLoot = 1;
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uint8 Loot_Request_Type = 1;
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bool loot_coin = false;
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if(database.GetVariable("LootCoin", tmp, 9)) { loot_coin = (atoi(tmp) == 1); }
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if(this->being_looted_by != 0xFFFFFFFF && this->being_looted_by != client->GetID()) {
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if (this->being_looted_by != 0xFFFFFFFF && this->being_looted_by != client->GetID()) {
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SendLootReqErrorPacket(client, 0);
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tCanLoot = 0;
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Loot_Request_Type = 0;
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}
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else if (IsPlayerCorpse() && char_id == client->CharacterID()) {
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Loot_Request_Type = 2;
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}
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else if ((IsNPCCorpse() || become_npc) && CanPlayerLoot(client->CharacterID())) {
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Loot_Request_Type = 2;
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}
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else if (GetPKItem() == -1 && CanPlayerLoot(client->CharacterID())) { /* PVP loot all items, variable cash */
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Loot_Request_Type = 3;
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}
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else if (GetPKItem() == 1 && CanPlayerLoot(client->CharacterID())) { /* PVP loot 1 item, variable cash */
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Loot_Request_Type = 4;
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}
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else if (GetPKItem() > 1 && CanPlayerLoot(client->CharacterID())) { /* PVP loot 1 set item, variable cash */
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Loot_Request_Type = 5;
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}
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else if(IsPlayerCorpse() && char_id == client->CharacterID()) { tCanLoot = 2; }
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else if((IsNPCCorpse() || become_npc) && CanPlayerLoot(client->CharacterID())) { tCanLoot = 2; }
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else if(GetPKItem() == -1 && CanPlayerLoot(client->CharacterID())) { tCanLoot = 3; } //pvp loot all items, variable cash
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else if(GetPKItem() == 1 && CanPlayerLoot(client->CharacterID())) { tCanLoot = 4; } //pvp loot 1 item, variable cash
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else if(GetPKItem() > 1 && CanPlayerLoot(client->CharacterID())) { tCanLoot = 5; } //pvp loot 1 set item, variable cash
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if(tCanLoot == 1) { if(client->Admin() < 100 || !client->GetGM()) { SendLootReqErrorPacket(client, 2); } }
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if (Loot_Request_Type == 1) {
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if (client->Admin() < 100 || !client->GetGM()) {
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SendLootReqErrorPacket(client, 2);
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}
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}
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if(tCanLoot >= 2 || (tCanLoot == 1 && client->Admin() >= 100 && client->GetGM())) {
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if(Loot_Request_Type >= 2 || (Loot_Request_Type == 1 && client->Admin() >= 100 && client->GetGM())) {
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this->being_looted_by = client->GetID();
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EQApplicationPacket* outapp = new EQApplicationPacket(OP_MoneyOnCorpse, sizeof(moneyOnCorpseStruct));
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moneyOnCorpseStruct* d = (moneyOnCorpseStruct*) outapp->pBuffer;
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@ -965,8 +983,9 @@ void Corpse::MakeLootRequestPackets(Client* client, const EQApplicationPacket* a
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d->response = 1;
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d->unknown1 = 0x42;
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d->unknown2 = 0xef;
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if(tCanLoot == 2 || (tCanLoot >= 3 && loot_coin)) { // dont take the coin off if it's a gm peeking at the corpse
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/* Dont take the coin off if it's a gm peeking at the corpse */
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if(Loot_Request_Type == 2 || (Loot_Request_Type >= 3 && loot_coin)) {
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if(!IsPlayerCorpse() && client->IsGrouped() && client->AutoSplitEnabled() && client->GetGroup()) {
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d->copper = 0;
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d->silver = 0;
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@ -990,7 +1009,7 @@ void Corpse::MakeLootRequestPackets(Client* client, const EQApplicationPacket* a
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outapp->priority = 6;
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client->QueuePacket(outapp);
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safe_delete(outapp);
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if(tCanLoot == 5) {
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if(Loot_Request_Type == 5) {
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int pkitem = GetPKItem();
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const Item_Struct* item = database.GetItem(pkitem);
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ItemInst* inst = database.CreateItem(item, item->MaxCharges);
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@ -1019,7 +1038,7 @@ 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->equip_slot <= MainCursor || item_data->equip_slot == MainPowerSource || tCanLoot>=3 ||
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if(!IsPlayerCorpse() || item_data->equip_slot <= MainCursor || item_data->equip_slot == MainPowerSource || Loot_Request_Type>=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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@ -1398,7 +1417,7 @@ bool Corpse::Summon(Client* client, bool spell, bool CheckDistance) {
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}
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void Corpse::CompleteRezz(){
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rezzexp = 0;
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rez_experience = 0;
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is_corpse_changed = true;
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this->Save();
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}
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@ -36,7 +36,7 @@ public:
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Corpse(Client* client, int32 in_rezexp);
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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, 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);
|
||||
~Corpse();
|
||||
static Corpse* LoadFromDBData(uint32 in_dbid, uint32 in_charid, std::string in_charname, float in_x, float in_y, float in_z, float in_heading, std::string time_of_death, bool rezzed, bool was_at_graveyard);
|
||||
static Corpse* LoadCharacterCorpseEntity(uint32 in_dbid, uint32 in_charid, std::string in_charname, float in_x, float in_y, float in_z, float in_heading, std::string time_of_death, bool rezzed, bool was_at_graveyard);
|
||||
|
||||
//abstract virtual function implementations requird by base abstract class
|
||||
virtual bool Death(Mob* killerMob, int32 damage, uint16 spell_id, SkillUseTypes attack_skill) { return true; }
|
||||
@ -109,7 +109,7 @@ public:
|
||||
char orgname[64];
|
||||
uint32 GetEquipment(uint8 material_slot) const; // returns item id
|
||||
uint32 GetEquipmentColor(uint8 material_slot) const;
|
||||
inline int GetRezzExp() { return rezzexp; }
|
||||
inline int GetRezzExp() { return rez_experience; }
|
||||
|
||||
// these are a temporary work-around until corpse inventory is removed from the database blob
|
||||
static int16 ServerToCorpseSlot(int16 server_slot); // encode
|
||||
@ -119,30 +119,31 @@ protected:
|
||||
std::list<uint32> MoveItemToCorpse(Client *client, ItemInst *item, int16 equipslot);
|
||||
|
||||
private:
|
||||
bool is_player_corpse;
|
||||
bool is_corpse_changed;
|
||||
bool is_locked;
|
||||
int32 player_kill_item;
|
||||
uint32 corpse_db_id;
|
||||
uint32 char_id;
|
||||
ItemList itemlist;
|
||||
uint32 copper;
|
||||
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 */
|
||||
ItemList itemlist; /* Internal Item list used for corpses */
|
||||
uint32 copper;
|
||||
uint32 silver;
|
||||
uint32 gold;
|
||||
uint32 platinum;
|
||||
bool player_corpse_depop;
|
||||
uint32 being_looted_by;
|
||||
uint32 rezzexp;
|
||||
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 can_rez;
|
||||
bool can_corpse_be_rezzed; /* Bool declaring whether or not a corpse can be rezzed */
|
||||
bool become_npc;
|
||||
int allowed_looters[MAX_LOOTERS]; // People allowed to loot the corpse, character id
|
||||
Timer corpse_decay_timer;
|
||||
Timer corpse_res_timer;
|
||||
Timer corpse_delay_timer;
|
||||
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_res_timer; /* The amount of time in millseconds in which a corpse can be rezzed */
|
||||
Timer corpse_delay_timer;
|
||||
Timer corpse_graveyard_timer;
|
||||
Timer loot_cooldown_timer;
|
||||
Timer loot_cooldown_timer; /* Delay between loot actions on the corpse entity */
|
||||
Color_Struct item_tint[9];
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
@ -359,8 +359,9 @@ public:
|
||||
const bool GetCombatEvent() const { return combat_event; }
|
||||
void SetCombatEvent(bool b) { combat_event = b; }
|
||||
|
||||
//The corpse we make can only be looted by people who got credit for the kill
|
||||
/* Only allows players that killed corpse to loot */
|
||||
const bool HasPrivateCorpse() const { return NPCTypedata->private_corpse; }
|
||||
|
||||
const bool IsUnderwaterOnly() const { return NPCTypedata->underwater; }
|
||||
const char* GetRawNPCTypeName() const { return NPCTypedata->name; }
|
||||
|
||||
|
||||
@ -3806,7 +3806,7 @@ bool Mob::SpellOnTarget(uint16 spell_id, Mob* spelltar, bool reflect, bool use_r
|
||||
|
||||
void Corpse::CastRezz(uint16 spellid, Mob* Caster)
|
||||
{
|
||||
_log(SPELLS__REZ, "Corpse::CastRezz spellid %i, Rezzed() is %i, rezzexp is %i", spellid,IsRezzed(),rezzexp);
|
||||
_log(SPELLS__REZ, "Corpse::CastRezz spellid %i, Rezzed() is %i, rezzexp is %i", spellid,IsRezzed(),rez_experience);
|
||||
|
||||
if(IsRezzed()){
|
||||
if(Caster && Caster->IsClient())
|
||||
@ -3838,7 +3838,7 @@ void Corpse::CastRezz(uint16 spellid, Mob* Caster)
|
||||
rezz->unknown020 = 0x00000000;
|
||||
rezz->unknown088 = 0x00000000;
|
||||
// We send this to world, because it needs to go to the player who may not be in this zone.
|
||||
worldserver.RezzPlayer(outapp, rezzexp, corpse_db_id, OP_RezzRequest);
|
||||
worldserver.RezzPlayer(outapp, rez_experience, corpse_db_id, OP_RezzRequest);
|
||||
_pkt(SPELLS__REZ, outapp);
|
||||
safe_delete(outapp);
|
||||
}
|
||||
|
||||
@ -3784,7 +3784,7 @@ Corpse* ZoneDatabase::SummonBuriedCharacterCorpses(uint32 char_id, uint32 dest_z
|
||||
auto results = QueryDatabase(query);
|
||||
|
||||
for (auto row = results.begin(); row != results.end(); ++row) {
|
||||
NewCorpse = Corpse::LoadFromDBData(
|
||||
NewCorpse = Corpse::LoadCharacterCorpseEntity(
|
||||
atoll(row[0]), // uint32 in_dbid
|
||||
char_id, // uint32 in_charid
|
||||
row[1], // char* in_charname
|
||||
@ -3826,7 +3826,7 @@ bool ZoneDatabase::SummonAllCharacterCorpses(uint32 char_id, uint32 dest_zone_id
|
||||
results = QueryDatabase(query);
|
||||
|
||||
for (auto row = results.begin(); row != results.end(); ++row) {
|
||||
NewCorpse = Corpse::LoadFromDBData(
|
||||
NewCorpse = Corpse::LoadCharacterCorpseEntity(
|
||||
atoll(row[0]),
|
||||
char_id,
|
||||
row[1],
|
||||
@ -3871,7 +3871,7 @@ Corpse* ZoneDatabase::LoadCharacterCorpse(uint32 player_corpse_id) {
|
||||
);
|
||||
auto results = QueryDatabase(query);
|
||||
for (auto row = results.begin(); row != results.end(); ++row) {
|
||||
NewCorpse = Corpse::LoadFromDBData(
|
||||
NewCorpse = Corpse::LoadCharacterCorpseEntity(
|
||||
atoll(row[0]), // id uint32 in_dbid
|
||||
atoll(row[1]), // charid uint32 in_charid
|
||||
row[2], // char_name
|
||||
@ -3911,7 +3911,7 @@ bool ZoneDatabase::LoadCharacterCorpses(uint32 zone_id, uint16 instance_id) {
|
||||
// std::cout << row[9] << std::endl;
|
||||
|
||||
entity_list.AddCorpse(
|
||||
Corpse::LoadFromDBData(
|
||||
Corpse::LoadCharacterCorpseEntity(
|
||||
atoll(row[0]), // id uint32 in_dbid
|
||||
atoll(row[1]), // charid uint32 in_charid
|
||||
row[2], // char_name
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user