Renamed Corpse::LoadFromDBData to Corpse* Corpse::LoadCharacterCorpseEntity

Corpse Private class descriptors added
General cleanup
This commit is contained in:
Akkadius 2014-11-25 23:17:08 -06:00
parent 0598f7e87c
commit fbaae2b1e4
5 changed files with 100 additions and 79 deletions

View File

@ -63,8 +63,7 @@ void Corpse::SendLootReqErrorPacket(Client* client, uint8 response) {
safe_delete(outapp);
}
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)
{
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){
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;
@ -105,11 +104,11 @@ Corpse* Corpse::LoadFromDBData(uint32 in_dbid, uint32 in_charid, std::string in_
pcs->exp, // uint32 in_rezexp
was_at_graveyard // bool wasAtGraveyard
);
if (pcs->locked)
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;
@ -118,8 +117,7 @@ Corpse* Corpse::LoadFromDBData(uint32 in_dbid, uint32 in_charid, std::string in_
pc->item_tint[5].color = pcs->item_tint[5].color;
pc->item_tint[6].color = pcs->item_tint[6].color;
pc->item_tint[7].color = pcs->item_tint[7].color;
pc->item_tint[8].color = pcs->item_tint[8].color;
pc->item_tint[8].color = pcs->item_tint[8].color;
/* Load Physical Appearance */
pc->haircolor = pcs->haircolor;
@ -231,15 +229,15 @@ Corpse::Corpse(NPC* in_npc, ItemList* in_itemlist, uint32 in_npctypeid, const NP
corpse_decay_timer.SetTimer(RuleI(NPC,EmptyNPCCorpseDecayTimeMS)+1000);
}
if(in_npc->HasPrivateCorpse()) {
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;
}
this->rezzexp = 0;
this->rez_experience = 0;
}
Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
@ -317,8 +315,8 @@ Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
}
is_corpse_changed = true;
rezzexp = in_rezexp;
can_rez = true;
rez_experience = in_rezexp;
can_corpse_be_rezzed = true;
is_player_corpse = true;
is_locked = false;
being_looted_by = 0xFFFFFFFF;
@ -386,9 +384,9 @@ Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
// this was mainly for client profile state reflection..should match db player inventory entries now.
iter_queue it;
for(it=client->GetInv().cursor_begin(),i=8001; it!=client->GetInv().cursor_end(); ++it,i++) {
for (it = client->GetInv().cursor_begin(), i = 8001; it != client->GetInv().cursor_end(); ++it, i++) {
item = *it;
if((item && (!client->IsBecomeNPC())) || (item && client->IsBecomeNPC() && !item->GetItem()->NoRent)) {
if ((item && (!client->IsBecomeNPC())) || (item && client->IsBecomeNPC() && !item->GetItem()->NoRent)) {
std::list<uint32> slot_list = MoveItemToCorpse(client, item, i);
removed_list.merge(slot_list);
cursor = true;
@ -397,16 +395,17 @@ Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
}
database.TransactionBegin();
if(removed_list.size() != 0) {
if (removed_list.size() != 0) {
std::stringstream ss("");
ss << "DELETE FROM inventory WHERE charid=" << client->CharacterID();
ss << " AND (";
std::list<uint32>::const_iterator iter = removed_list.begin();
bool first = true;
while(iter != removed_list.end()) {
if(first) {
while (iter != removed_list.end()) {
if (first) {
first = false;
} else {
}
else {
ss << " OR ";
}
ss << "slotid=" << (*iter);
@ -416,8 +415,8 @@ Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
database.QueryDatabase(ss.str().c_str());
}
if(cursor) { // all cursor items should be on corpse (client < SoF or RespawnFromHover = false)
while(!client->GetInv().CursorEmpty())
if (cursor) { // all cursor items should be on corpse (client < SoF or RespawnFromHover = false)
while (!client->GetInv().CursorEmpty())
client->DeleteItemInInventory(MainCursor, 0, false, false);
}
else { // only visible cursor made it to corpse (client >= Sof and RespawnFromHover = true)
@ -451,13 +450,13 @@ std::list<uint32> Corpse::MoveItemToCorpse(Client *client, ItemInst *item, int16
returnlist.push_back(equipslot);
// Qualified bag slot iterations. processing bag slots that don't exist is probably not a good idea.
if(item->IsType(ItemClassContainer) && ((equipslot >= EmuConstants::GENERAL_BEGIN && equipslot <= MainCursor))) {
for(bagindex = SUB_BEGIN; bagindex <= EmuConstants::ITEM_CONTAINER_SIZE; bagindex++) {
if (item->IsType(ItemClassContainer) && ((equipslot >= EmuConstants::GENERAL_BEGIN && equipslot <= MainCursor))) {
for (bagindex = SUB_BEGIN; bagindex <= EmuConstants::ITEM_CONTAINER_SIZE; bagindex++) {
// For empty bags in cursor queue, slot was previously being resolved as SLOT_INVALID (-1)
interior_slot = Inventory::CalcSlotId(equipslot, bagindex);
interior_item = client->GetInv().GetItem(interior_slot);
if(interior_item) {
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));
returnlist.push_back(Inventory::CalcSlotId(equipslot, bagindex));
client->DeleteItemInInventory(interior_slot, 0, true, false);
@ -554,7 +553,7 @@ Corpse::Corpse(uint32 in_dbid, uint32 in_charid, const char* in_charname, ItemLi
this->gold = in_gold;
this->platinum = in_plat;
rezzexp = in_rezexp;
rez_experience = in_rezexp;
for (int i = 0; i < MAX_LOOTERS; i++){
allowed_looters[i] = 0;
@ -564,7 +563,7 @@ Corpse::Corpse(uint32 in_dbid, uint32 in_charid, const char* in_charname, ItemLi
Corpse::~Corpse() {
if (is_player_corpse && !(player_corpse_depop && corpse_db_id == 0)) {
Save();
Save();
}
ItemList::iterator cur,end;
cur = itemlist.begin();
@ -618,7 +617,7 @@ bool Corpse::Save() {
dbpc->level = level;
dbpc->texture = this->texture;
dbpc->helmtexture = this->helmtexture;
dbpc->exp = rezzexp;
dbpc->exp = rez_experience;
memcpy(dbpc->item_tint, item_tint, sizeof(dbpc->item_tint));
dbpc->haircolor = haircolor;
@ -664,10 +663,10 @@ void Corpse::Delete() {
}
void Corpse::Bury() {
if (IsPlayerCorpse() && corpse_db_id != 0)
if (IsPlayerCorpse() && corpse_db_id != 0){
database.BuryCharacterCorpse(corpse_db_id);
}
corpse_db_id = 0;
player_corpse_depop = true;
}
@ -677,7 +676,7 @@ void Corpse::Depop() {
}
void Corpse::DepopCorpse() {
player_corpse_depop = true;
player_corpse_depop = true;
}
uint32 Corpse::CountItems() {
@ -689,7 +688,9 @@ void Corpse::AddItem(uint32 itemnum, uint16 charges, int16 slot, uint32 aug1, ui
return;
is_corpse_changed = true;
ServerLootItem_Struct* item = new ServerLootItem_Struct;
memset(item, 0, sizeof(ServerLootItem_Struct));
item->item_id = itemnum;
item->charges = charges;
@ -705,7 +706,6 @@ void Corpse::AddItem(uint32 itemnum, uint16 charges, int16 slot, uint32 aug1, ui
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();
@ -721,9 +721,9 @@ ServerLootItem_Struct* Corpse::GetItem(uint16 lootslot, ServerLootItem_Struct**
cur = itemlist.begin();
end = itemlist.end();
for(; cur != end; ++cur) {
for (; cur != end; ++cur) {
sitem2 = *cur;
if(sitem2->equip_slot >= bagstart && sitem2->equip_slot < bagstart + 10) {
if (sitem2->equip_slot >= bagstart && sitem2->equip_slot < bagstart + 10) {
bag_item_data[sitem2->equip_slot - bagstart] = sitem2;
}
}
@ -753,7 +753,7 @@ void Corpse::RemoveItem(uint16 lootslot) {
ItemList::iterator cur,end;
cur = itemlist.begin();
end = itemlist.end();
for(; cur != end; ++cur) {
for (; cur != end; ++cur) {
ServerLootItem_Struct* sitem = *cur;
if (sitem->lootslot == lootslot) {
RemoveItem(sitem);
@ -812,7 +812,7 @@ bool Corpse::Process() {
return false;
}
if(corpse_delay_timer.Check()) {
if (corpse_delay_timer.Check()) {
for (int i = 0; i < MAX_LOOTERS; i++){
allowed_looters[i] = 0;
}
@ -820,8 +820,8 @@ 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(),
@ -849,7 +849,7 @@ bool Corpse::Process() {
*/
/* This is when a corpse hits decay timer and does checks*/
if(corpse_decay_timer.Check()) {
if (corpse_decay_timer.Check()) {
/* NPC */
if (IsNPCCorpse()){
corpse_decay_timer.Disable();
@ -860,7 +860,7 @@ bool Corpse::Process() {
Delete();
}
else {
if(database.BuryCharacterCorpse(corpse_db_id)) {
if (database.BuryCharacterCorpse(corpse_db_id)) {
Save();
player_corpse_depop = true;
corpse_db_id = 0;
@ -887,7 +887,7 @@ void Corpse::SetDecayTimer(uint32 decaytime) {
bool Corpse::CanPlayerLoot(int charid) {
uint8 looters = 0;
for(int i = 0; i < MAX_LOOTERS; i++) {
for (int i = 0; i < MAX_LOOTERS; i++) {
if (allowed_looters[i] != 0){
looters++;
}
@ -933,31 +933,49 @@ void Corpse::MakeLootRequestPackets(Client* client, const EQApplicationPacket* a
return;
}
if(being_looted_by == 0) { being_looted_by = 0xFFFFFFFF; }
if(being_looted_by == 0) {
being_looted_by = 0xFFFFFFFF;
}
if(this->being_looted_by != 0xFFFFFFFF) {
// lets double check....
Entity* looter = entity_list.GetID(this->being_looted_by);
if(looter == 0) { this->being_looted_by = 0xFFFFFFFF; }
if(looter == 0) {
this->being_looted_by = 0xFFFFFFFF;
}
}
uint8 tCanLoot = 1;
uint8 Loot_Request_Type = 1;
bool loot_coin = false;
if(database.GetVariable("LootCoin", tmp, 9)) { loot_coin = (atoi(tmp) == 1); }
if(this->being_looted_by != 0xFFFFFFFF && this->being_looted_by != client->GetID()) {
if (this->being_looted_by != 0xFFFFFFFF && this->being_looted_by != client->GetID()) {
SendLootReqErrorPacket(client, 0);
tCanLoot = 0;
Loot_Request_Type = 0;
}
else if (IsPlayerCorpse() && char_id == client->CharacterID()) {
Loot_Request_Type = 2;
}
else if ((IsNPCCorpse() || become_npc) && CanPlayerLoot(client->CharacterID())) {
Loot_Request_Type = 2;
}
else if (GetPKItem() == -1 && CanPlayerLoot(client->CharacterID())) { /* PVP loot all items, variable cash */
Loot_Request_Type = 3;
}
else if (GetPKItem() == 1 && CanPlayerLoot(client->CharacterID())) { /* PVP loot 1 item, variable cash */
Loot_Request_Type = 4;
}
else if (GetPKItem() > 1 && CanPlayerLoot(client->CharacterID())) { /* PVP loot 1 set item, variable cash */
Loot_Request_Type = 5;
}
else if(IsPlayerCorpse() && char_id == client->CharacterID()) { tCanLoot = 2; }
else if((IsNPCCorpse() || become_npc) && CanPlayerLoot(client->CharacterID())) { tCanLoot = 2; }
else if(GetPKItem() == -1 && CanPlayerLoot(client->CharacterID())) { tCanLoot = 3; } //pvp loot all items, variable cash
else if(GetPKItem() == 1 && CanPlayerLoot(client->CharacterID())) { tCanLoot = 4; } //pvp loot 1 item, variable cash
else if(GetPKItem() > 1 && CanPlayerLoot(client->CharacterID())) { tCanLoot = 5; } //pvp loot 1 set item, variable cash
if(tCanLoot == 1) { if(client->Admin() < 100 || !client->GetGM()) { SendLootReqErrorPacket(client, 2); } }
if (Loot_Request_Type == 1) {
if (client->Admin() < 100 || !client->GetGM()) {
SendLootReqErrorPacket(client, 2);
}
}
if(tCanLoot >= 2 || (tCanLoot == 1 && client->Admin() >= 100 && client->GetGM())) {
if(Loot_Request_Type >= 2 || (Loot_Request_Type == 1 && client->Admin() >= 100 && client->GetGM())) {
this->being_looted_by = client->GetID();
EQApplicationPacket* outapp = new EQApplicationPacket(OP_MoneyOnCorpse, sizeof(moneyOnCorpseStruct));
moneyOnCorpseStruct* d = (moneyOnCorpseStruct*) outapp->pBuffer;
@ -965,8 +983,9 @@ void Corpse::MakeLootRequestPackets(Client* client, const EQApplicationPacket* a
d->response = 1;
d->unknown1 = 0x42;
d->unknown2 = 0xef;
if(tCanLoot == 2 || (tCanLoot >= 3 && loot_coin)) { // dont take the coin off if it's a gm peeking at the corpse
/* Dont take the coin off if it's a gm peeking at the corpse */
if(Loot_Request_Type == 2 || (Loot_Request_Type >= 3 && loot_coin)) {
if(!IsPlayerCorpse() && client->IsGrouped() && client->AutoSplitEnabled() && client->GetGroup()) {
d->copper = 0;
d->silver = 0;
@ -990,7 +1009,7 @@ void Corpse::MakeLootRequestPackets(Client* client, const EQApplicationPacket* a
outapp->priority = 6;
client->QueuePacket(outapp);
safe_delete(outapp);
if(tCanLoot == 5) {
if(Loot_Request_Type == 5) {
int pkitem = GetPKItem();
const Item_Struct* item = database.GetItem(pkitem);
ItemInst* inst = database.CreateItem(item, item->MaxCharges);
@ -1019,7 +1038,7 @@ void Corpse::MakeLootRequestPackets(Client* client, const EQApplicationPacket* a
// Dont display the item if it's in a bag
// Added cursor queue slots to corpse item visibility list. Nothing else should be making it to corpse.
if(!IsPlayerCorpse() || item_data->equip_slot <= MainCursor || item_data->equip_slot == MainPowerSource || tCanLoot>=3 ||
if(!IsPlayerCorpse() || item_data->equip_slot <= MainCursor || item_data->equip_slot == MainPowerSource || Loot_Request_Type>=3 ||
(item_data->equip_slot >= 8000 && item_data->equip_slot <= 8999)) {
if(i < corpselootlimit) {
item = database.GetItem(item_data->item_id);
@ -1398,7 +1417,7 @@ bool Corpse::Summon(Client* client, bool spell, bool CheckDistance) {
}
void Corpse::CompleteRezz(){
rezzexp = 0;
rez_experience = 0;
is_corpse_changed = true;
this->Save();
}

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@ -36,7 +36,7 @@ public:
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, 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

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@ -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; }

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@ -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);
}

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@ -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