# Corpse Overhaul
Changelog:
- Player corpses now have two timers, one specific to the rezability of the corpse and the other to cover the overall rot timer of the player corpse.
- The rezability timer is based on the online presence of the player/account and is not affected by being offline.
- The rot timer is not affected by offline/online status and will count to the rot status of the corpse.
- Corpses can be rezzed multiple times, however only the first rez that yeilds returned xp will be counted. Not other rez will return any xp. This allows for a "Poor mans COTH" as was used many times in the early eras.
- All Corpse class private/protected member variables are all now prefixed with m_
- Added Corpses logging category along with many debug logs
- Removed LoadCharacterCorpseData
- Removed LoadCharacterCorpseEntity
- Added LoadCharacterCorpse(const CharacterCorpsesRepository::CharacterCorpses, const glm::vec4 &position) which simplifies areas of consumption and reduces double queries from removing LoadCharacterCorpseData and replacing LoadCharacterCorpseEntity
- All parameters that were prefixed with in_ have been dropped
- Removed two queries from CheckIsOwnerOnline and have it query the world's CLE by account_id since that is how live works
- Regenerated repository character_corpses
- Cleaned up many list iterators to use range based for loops
- Rate limit Corpse::Process m_is_rezzable with a 1 second check timer
- General code cleanup
- Added a Server Up check to bury all corpses in instances to prevent lost corpses if an instance is released during server down. This facilitates player recovery via shadowrest or priests of luclin.
This PR also now fixes a long standing issue with HasItem performance in our script plugins. It is significantly faster, we will need to coordinate quest changes and comms with operators.
```lua
if ($client->HasItemOnCorpse($item_id)) {
return 1;
}
```
```lua
--corpse
if self:HasItemOnCorpse(itemid) then
return true
end
```
Testing Completed:
- Create a Corpse
- Standard rezzing
- Ghetto Coth (No Extra XP)
- Rezzing after graveyard move
- Divine Rez works as intended
- No XP Rez (Corpse Call) does not give XP
- Corpse Burying
- Cross Instance Graveyard Corpse movement/Rezzing
- DZ End/Quit Corpse Movement/Rezzing
- Server Shutdown/Reinit DZ Corpse Movement/Rezzing
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
# Perl
- Add `$client->HasItemOnCorpse(item_id)`.
# Lua
- Add `client:HasItemOnCorpse(item_id)`.
# Notes
- Allows operators to see if a player has an item on any of their corpses.
- May need to address having to allocate and deallocate memory for every corpse that could possibly exist for a player.
* [Feature] Add Support for item textures higher than 65,535
# Notes
- We were previously using `uint16` which has a max of `65,535`, but some of the new Live textures that are being used have values way beyond this.
- Updates quest API, commands, and database tables that also used `uint16`.
* Update version.h
* [Bug Fix] #augmentitem bypasses augment restrictions
# Notes
- `Object::HandleAugmentation` did not properly check for `augrestrict` values. This allowed augment restrictions to be bypassed with `#augmentitem` or anything else that uses this method.
- `Client::SummonItem` already properly checked these, so I just broke it out into a `Client::IsAugmentRestricted()` method.
* Update item_instance.h
* Convert ZoneDb::LoadCharacterCorpseData to use a cleaner api that has a better layout.
* Update corpse save methods to use a new cleaner api.
* Add item to corpse will use a few new fields that don't yet save.
* Fix for some issues moving data to corpses.
* Make CreateItem more explicit to avoid overlooking places it's used and add more arguments.
* DB changes
* Revert of the changes to the database.CreateItem api change.
* Missed one.
* Fixes for mr Krab
* Small formatting
---------
Co-authored-by: KimLS <KimLS@peqtgc.com>
Co-authored-by: Akkadius <akkadius1@gmail.com>
* [Strings] Add more number formatters
# Notes
- Adds `Strings::ToUnsignedInt` for `uint32` support.
- Adds `Strings::ToBigInt` for `int64` support.
- Adds `Strings::ToUnsignedBigInt` for `uint64` support.
- Adds `Strings::ToFloat` for `float` support.
- Replaces all `std::stoi` references with `Strings::ToInt`.
- Replaces all `atoi` references with `Strings::ToInt`.
- Replaces all `std::stoul` references with `Strings::ToUnsignedInt`.
- Replaces all `atoul` references with `Strings::ToUnsignedInt`.
- Replaces all `std::stoll` references with `Strings::ToBigInt`.
- Replaces all `atoll` references with `Strings::ToBigInt`.
- Replaces all `std::stoull` references with `Strings::ToUnsignedBigInt`.
- Replaces all `atoull` references with `Strings::ToUnsignedBigInt`.
- Replaces all `std::stof` references with `Strings::ToFloat`.
* [Strings] Add more number formatters
- Adds `Strings::ToUnsignedInt` for `uint32` support.
- Adds `Strings::ToBigInt` for `int64` support.
- Adds `Strings::ToUnsignedBigInt` for `uint64` support.
- Adds `Strings::ToFloat` for `float` support.
- Replaces all `std::stoi` references with `Strings::ToInt`.
- Replaces all `atoi` references with `Strings::ToInt`.
- Replaces all `std::stoul` references with `Strings::ToUnsignedInt`.
- Replaces all `atoul` references with `Strings::ToUnsignedInt`.
- Replaces all `std::stoll` references with `Strings::ToBigInt`.
- Replaces all `atoll` references with `Strings::ToBigInt`.
- Replaces all `std::stoull` references with `Strings::ToUnsignedBigInt`.
- Replaces all `atoull` references with `Strings::ToUnsignedBigInt`.
- Replaces all `std::stof` references with `Strings::ToFloat`.
* Rebase cleanup
* Changes/benchmarks/tests
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
* Plumbing
* Batch processing in world
* Cleanup
* Cleanup
* Update player_event_logs.cpp
* Add player zoning event
* Use generics
* Comments
* Add events
* Add more events
* AA_GAIN, AA_PURCHASE, FORAGE_SUCCESS, FORAGE_FAILURE
* FISH_SUCCESS, FISH_FAILURE, ITEM_DESTROY
* Add charges to ITEM_DESTROY
* WENT_ONLINE, WENT_OFFLINE
* LEVEL_GAIN, LEVEL_LOSS
* LOOT_ITEM
* MERCHANT_PURCHASE
* MERCHANT_SELL
* SKILL_UP
* Add events
* Add more events
* TASK_ACCEPT, TASK_COMPLETE, and TASK_UPDATE
* GROUNDSPAWN_PICKUP
* SAY
* REZ_ACCEPTED
* COMBINE_FAILURE and COMBINE_SUCCESS
* DROPPED_ITEM
* DEATH
* SPLIT_MONEY
* TRADER_PURCHASE and TRADER_SELL
* DISCOVER_ITEM
* Convert GM_COMMAND to use new macro
* Convert ZONING event to use macro
* Revert some code changes
* Revert "Revert some code changes"
This reverts commit d53682f997e89a053a660761085913245db91e9d.
* Add cereal generation support to repositories
* TRADE
* Formatting
* Cleanup
* Relocate discord_manager to discord folder
* Discord sending plumbing
* Rename UCS's Database class to UCSDatabase to be more specific and not collide with base Database class for repository usage
* More discord sending plumbing
* More discord message formatting work
* More discord formatting work
* Discord formatting of events
* Format WENT_ONLINE, WENT_OFFLINE
* Add merchant purchase event
* Handle Discord MERCHANT_SELL formatter
* Update player_event_discord_formatter.cpp
* Tweaks
* Implement retention truncation
* Put mutex locking on batch queue, put processor on its own thread
* Process on initial bootup
* Implement optional QS processing, implement keepalive from world to QS
* Reload player event settings when logs are reloaded in game
* Set settings defaults
* Update player_event_logs.cpp
* Update player_event_logs.cpp
* Set retention days on boot
* Update player_event_logs.cpp
* Player Handin Event Testing.
Testing player handin stuff.
* Cleanup.
* Finish NPC Handin.
* set a reference to the client inside of the trade object as well for plugins to process
* Fix for windows _inline
* Bump to cpp20 default, ignore excessive warnings on windows
* Bump FMT to 6.1.2 for cpp20 compat and swap fmt::join for Strings::Join
* Windows compile fixes
* Update CMakeLists.txt
* Update CMakeLists.txt
* Update CMakeLists.txt
* Create 2022_12_19_player_events_tables.sql
* [Formatters] Work on Discord Formatters
* Handin money.
* Format header
* [Formatters] Work on Discord Formatters
* Format
* Format
* [Formatters] More Formatter work, need to test further.
* [Formatters] More Work on Formatters.
* Add missing #endif
* [Formatters] Work on Formatters, fix Bot formatting in ^create help
* NPC Handin Discord Formatter
* Update player_event_logs.cpp
* Discover Item Discord Formatter
* Dropped Item Discord Formatter
* Split Money Discord Formatter
* Trader Discord Formatters
* Cleanup.
* Trade Event Discord Formatter Groundwork
* SAY don't record GM commands
* GM_Command don't record #help
* Update player_event_logs.cpp
* Fill in more event data
* Post rebase fixes
* Post rebase fix
* Discord formatting adjustments
* Add event deprecation or unimplemented tag support
* Trade events
* Add return money and sanity checks.
* Update schema
* Update ucs.cpp
* Update client.cpp
* Update 2022_12_19_player_events_tables.sql
* Implement archive single line
* Replace hackers table and functions with PossibleHack player event
* Replace very old eventlog table since the same events are covered by player event logs
* Update bot_command.cpp
* Record NPC kill events ALL / Named / Raid
* Add BatchEventProcessIntervalSeconds rule
* Naming
* Update CMakeLists.txt
* Update database_schema.h
* Remove logging function and methods
* DB version
* Cleanup SendPlayerHandinEvent
---------
Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
Co-authored-by: Aeadoin <109764533+Aeadoin@users.noreply.github.com>
* Testing.
* Add ResetItemCooldown and port it over to perl
* This flag needs to be set for updating shared item cooldowns
* Properly set item recast for all item types, on corpses, on looting
* SummonItem properly sets recast timers of summoned items
* Rename variable to avoid confusion and change manifest to be more specific
* Sanity check item_d
* Recast -1 added as RECAST_TYPE_UNLINKED_ITEM
ResetItemCooldown will still remove cooldown of item that we don't have so when we acquire it the cooldown is reset
* change magic numbers
* more magic numbers
* More constants yay
* Remove unneeded export DeleteItemRecastTimer
* Remove duplicate message, this is handled by the client in this part of the code
Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
* [Bots] Cleanup and remove preprocessors.
- Removes every `#ifdef BOTS` we have and locks bots behind `Bots:AllowBots` rule.
- Bot updates are now done by default similar to regular database updates.
- Modify `CMakeLists.txt`, `.drone.yml`, and `BUILD.md` to match the removal of `EQEMU_ENABLE_BOTS`.
* Cleanup
- Add SQL for enabling bots for servers with bots.
- Add message that tells players/operators bots are disabled.
* Suggested changes.
* Bot injection stuff
* Change SQL to bot SQL.
* Tweaks
* Remove `is_bot`
* Update version.h
* Update main.cpp
* Update database.cpp
* Fix name availability crash
* Remove bots from update script
Co-authored-by: Akkadius <akkadius1@gmail.com>
* [Quest API] Add Augment Slot Type/Visible to GetItemStat
# Notes
- Adds the ability to get an item's augment slot types and augment slot visibility information.
* const
* [Code Cleanup] Zone data loading refactor
* Update client_packet.cpp
* strcpy adjustments
* Ensure safe points get reloaded properly
* Simplify GetPEQZone and getZoneShutDownDelay
* Bring in zone_store where needed
* Update client.cpp
* Signature
* Signature
* Convert helpers to using pointers
* PR comment
* Update worlddb.cpp
* Fix loading for instances
* Fix zoning with fallback as well
* Another place for instance fallback
* [Feature] GM State Change Persistance
- Flymode and Invulnerable will now persist over zoning.
- Appended GMSpeed, Flymode and Invulnerable to the hideme message GMs see when they first login.
- Added #godmode [on/off] command to turn on or off hideme, flymode, gmspeed and invulnerable all in one shot.
- /becomenpc will now disable tells to the target player. It will also automatically disable GM States that interfere with its functionality.
- GM Command /toggle will not properly turn tells on/off
- GMs will now be notified if they are ignoring tells when they first zone-in, provided their GM flag is up.
- Added TellsOff variable to the output to #showstats
* [Bug] Fix tells when gmhideme is turned off.
* [Cleanup] Cleanup function and rename for consistancy.
Remove un-needed this->
* Tweaks
* Tweaks
* Update db_update_manifest.txt
* Move string building logic to a vector and use strings join
* Update client_packet.cpp
* Update 2022_07_28_gm_state_changes.sql
* PR comment tweaks
Co-authored-by: Akkadius <akkadius1@gmail.com>
* Update logic checks everywhere for FVNoDropFlag.
FVNoDropFlag == 0 is disabled
FVNoDropFlag == 1 is enabled for everyone
FVNoDropFlag == 2 is enabled for Admin() >= Character:MinStatusForNoDropExemptions
* Adding extra parenthesis to reduce ambiquity of order of operations for FVNoDropFlag checks
* Move FVNoDropFlag checks into a helper function in emu_constants.cpp and make an enum for the possible values.
Added console warning if setting is outside of allowed values.
* Move to client scoped helper method
Co-authored-by: Akkadius <akkadius1@gmail.com>
- Noticed some data types were unsigned when they should be signed based on Live items having these stats as negatives.
- Loregroup was uint32 and should be int32 for Loregroup -1, fixed any references to -1 as 0xFFFFFFFF.
- Attack was uint32 and should be int32.
- DamageShield was uint32 and should be int32.
- DotShielding was uint32 and should be int32.
- Endurance was uint32 and should be int32.
- EnduranceRegen was uint32 and should be int32.
- Haste was uint32 and should be int32.
- ManaRegen was uint32 and should be int32.
- Regen was uint32 and should be int32.
- RULE_BOOL(Items, DisableAttuneable, false, "Enable this to disable Attuneable Items")
- RULE_BOOL(Items, DisableBardFocusEffects, false, "Enable this to disable Bard Focus Effects on Items")
- RULE_BOOL(Items, DisableLore, false, "Enable this to disable Lore Items")
- RULE_BOOL(Items, DisableNoDrop, false, "Enable this to disable No Drop Items")
- RULE_BOOL(Items, DisableNoPet, false, "Enable this to disable No Pet Items")
- RULE_BOOL(Items, DisableNoRent, false, "Enable this to disable No Rent Items")
- RULE_BOOL(Items, DisableNoTransfer, false, "Enable this to disable No Transfer Items")
- RULE_BOOL(Items, DisablePotionBelt, false, "Enable this to disable Potion Belt Items")
- RULE_BOOL(Items, DisableSpellFocusEffects, false, "Enable this to disable Spell Focus Effects on Items")
- These events allow more customization beyond forcing operators to use a script file for each and every item they want to have some sort of functionality for these events.
- Perl event exports $item_id, $item_quantity, and $slot_id.
- Lua event exports item_id, item_quantity, slot_id, and item.
- Added quest::getitemstat(item_id, stat_identifier) to Perl.
- Added quest::getspellstat(spell_id, stat_identifier, slot) to Perl.
- Added eq.get_item_stat(item_id, stat_identifier) to Lua.
- Added eq.get_spell_stat(spell_id, stat_identifier, slot) to Lua.
Wasn't sure where to put the GetItemStatValue() method so I put it in inventory profile, I can move it wherever is preferred.
These additions will allow people to grab item and spell stat values in plugins without needing a mob object.
* Work started on SPA 476
defines
* bonus structure add
bonus structure set up
* updates spa476
updates spa476
* spell bonus now functional
spell bonus working well.
* major update with debug messages
aa, item and spell now working
* Pre clean up, effect implemented
working for AA, spells, items, all checked for stacking issues.
* removed debug messages
removed debug messages
* spdat description added
spdat description added
* minor fix
removed debug shout
removed unneeded code check.
* syntax updates, minor fixes
syntax updates, minor fixes
* syntax fixes
syntax fixes
* improvements to code
moved function to check at swap item. Easier to manage and more live like behavior. Required minor adjustment
Still working on AA toggle.
* updates to aa buy, functionalish
* Syntax / Formatting
* Add break / default to switch
* updates
* completed v2
* Major revisions
Main function check moved to when items are swapped and out of when ever bonus are recalculated.
AA Toggle and data structure now more accurate to live.
* Update aa.cpp
* debug removed
* implemented SE_Buy_AA_Rank
Closer to live.
* Update aa.cpp
broadening AA toggle to be more general use.
* improved various checks
aa toggle is now broadly implemented to be usable with any passive effect.
Co-authored-by: Akkadius <akkadius1@gmail.com>
* Add a std::string overload for Database::SetMQDetectionFlag
* Replace calls to MakeAnyLenString in client_packet.cpp
At least the SetMQDetectionFlag ones
* Replace MakeAnyLenString calls in client_process
At least SetMQDectectionFlag ones
* Replace MakeAnyLenString in embparser
fmtlib actually is gross here, oh well.
* Replace MakeAnyLenString in merc
* Replace MakeAnyLenString in inventory
Also if'd out an unfinished implementation of Client::GetItemLinkHash
* Replace AppendAnyLenString in zonelist
* Replace AppendAnyLenString in zonelist
* Replace MakeAnyLenString in clientlist
* Nuke MakeAnyLenString/AppendAnyLenString
* Fix formatting string in zonelist
* Fix errant merchant full issues, add logging for later use
* Rename merchant list dump more clearly
* spaces around '='
* Added line spacing,
Co-authored-by: Noudess <noudess@gmail.com>