/* EQEMu: Everquest Server Emulator Copyright (C) 2001-2003 EQEMu Development Team (http://eqemulator.net) This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; version 2 of the License. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY except by those people which sell it, which are required to give you total support for your newly bought product; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ /* New class for handeling corpses and everything associated with them. Child of the Mob class. -Quagmire */ #ifdef _WINDOWS #if (!defined(_MSC_VER) || (defined(_MSC_VER) && _MSC_VER < 1900)) #define snprintf _snprintf #define vsnprintf _vsnprintf #endif #define strncasecmp _strnicmp #define strcasecmp _stricmp #endif #include "../common/global_define.h" #include "../common/eqemu_logsys.h" #include "../common/rulesys.h" #include "../common/string_util.h" #include "../common/say_link.h" #include "corpse.h" #include "entity.h" #include "expedition.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 extern EntityList entity_list; extern Zone* zone; extern WorldServer worldserver; extern npcDecayTimes_Struct npcCorpseDecayTimes[100]; void Corpse::SendEndLootErrorPacket(Client* client) { auto outapp = new EQApplicationPacket(OP_LootComplete, 0); client->QueuePacket(outapp); safe_delete(outapp); } void Corpse::SendLootReqErrorPacket(Client* client, LootResponse response) { auto outapp = new EQApplicationPacket(OP_MoneyOnCorpse, sizeof(moneyOnCorpseStruct)); moneyOnCorpseStruct* d = (moneyOnCorpseStruct*) outapp->pBuffer; d->response = static_cast(response); d->unknown1 = 0x5a; d->unknown2 = 0x40; client->QueuePacket(outapp); safe_delete(outapp); } Corpse* Corpse::LoadCharacterCorpseEntity(uint32 in_dbid, uint32 in_charid, std::string in_charname, const glm::vec4& position, std::string time_of_death, bool rezzed, bool was_at_graveyard, uint32 guild_consent_id) { uint32 item_count = database.GetCharacterCorpseItemCount(in_dbid); auto buffer = new char[sizeof(PlayerCorpse_Struct) + (item_count * sizeof(player_lootitem::ServerLootItem_Struct))]; PlayerCorpse_Struct *pcs = (PlayerCorpse_Struct*)buffer; database.LoadCharacterCorpseData(in_dbid, pcs); /* Load Items */ ItemList itemlist; ServerLootItem_Struct* tmp = nullptr; for (unsigned int i = 0; i < pcs->itemcount; i++) { tmp = new ServerLootItem_Struct; memcpy(tmp, &pcs->items[i], sizeof(player_lootitem::ServerLootItem_Struct)); itemlist.push_back(tmp); } /* Create Corpse Entity */ auto pc = new Corpse(in_dbid, // uint32 in_dbid in_charid, // uint32 in_charid in_charname.c_str(), // char* in_charname &itemlist, // ItemList* in_itemlist pcs->copper, // uint32 in_copper pcs->silver, // uint32 in_silver pcs->gold, // uint32 in_gold pcs->plat, // uint32 in_plat position, pcs->size, // float in_size pcs->gender, // uint8 in_gender pcs->race, // uint16 in_race pcs->class_, // uint8 in_class pcs->deity, // uint8 in_deity pcs->level, // uint8 in_level pcs->texture, // uint8 in_texture pcs->helmtexture, // uint8 in_helmtexture pcs->exp, // uint32 in_rezexp was_at_graveyard // bool wasAtGraveyard ); if (pcs->locked) pc->Lock(); /* Load Item Tints */ pc->item_tint.Head.Color = pcs->item_tint.Head.Color; pc->item_tint.Chest.Color = pcs->item_tint.Chest.Color; pc->item_tint.Arms.Color = pcs->item_tint.Arms.Color; pc->item_tint.Wrist.Color = pcs->item_tint.Wrist.Color; pc->item_tint.Hands.Color = pcs->item_tint.Hands.Color; pc->item_tint.Legs.Color = pcs->item_tint.Legs.Color; pc->item_tint.Feet.Color = pcs->item_tint.Feet.Color; pc->item_tint.Primary.Color = pcs->item_tint.Primary.Color; pc->item_tint.Secondary.Color = pcs->item_tint.Secondary.Color; /* Load Physical Appearance */ pc->haircolor = pcs->haircolor; pc->beardcolor = pcs->beardcolor; pc->eyecolor1 = pcs->eyecolor1; pc->eyecolor2 = pcs->eyecolor2; pc->hairstyle = pcs->hairstyle; pc->luclinface = pcs->face; pc->beard = pcs->beard; pc->drakkin_heritage = pcs->drakkin_heritage; pc->drakkin_tattoo = pcs->drakkin_tattoo; pc->drakkin_details = pcs->drakkin_details; pc->IsRezzed(rezzed); pc->become_npc = false; pc->consented_guild_id = guild_consent_id; pc->UpdateEquipmentLight(); // itemlist populated above..need to determine actual values safe_delete_array(pcs); return pc; } 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 in_npc->GetDeity(),in_npc->GetLevel(),in_npc->GetNPCTypeID(),in_npc->GetSize(),0, in_npc->GetPosition(), in_npc->GetInnateLightType(), in_npc->GetTexture(),in_npc->GetHelmTexture(), 0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,EQ::TintProfile(),0xff,0,0,0,0,0,0,0,0,0,0,0,0,0,0, (*in_npctypedata)->use_model, false), corpse_decay_timer(in_decaytime), corpse_rez_timer(0), corpse_delay_timer(RuleI(NPC, CorpseUnlockTimer)), corpse_graveyard_timer(0), loot_cooldown_timer(10) { corpse_graveyard_timer.Disable(); is_corpse_changed = false; is_player_corpse = false; is_locked = false; being_looted_by = 0xFFFFFFFF; if (in_itemlist) { itemlist = *in_itemlist; in_itemlist->clear(); } SetCash(in_npc->GetCopper(), in_npc->GetSilver(), in_npc->GetGold(), in_npc->GetPlatinum()); npctype_id = in_npctypeid; SetPlayerKillItemID(0); char_id = 0; corpse_db_id = 0; player_corpse_depop = false; strcpy(corpse_name, in_npc->GetName()); strcpy(name, in_npc->GetName()); for(int count = 0; count < 100; count++) { if ((level >= npcCorpseDecayTimes[count].minlvl) && (level <= npcCorpseDecayTimes[count].maxlvl)) { corpse_decay_timer.SetTimer(npcCorpseDecayTimes[count].seconds*1000); break; } } if(IsEmpty()) { corpse_decay_timer.SetTimer(RuleI(NPC,EmptyNPCCorpseDecayTimeMS)+1000); } if(in_npc->HasPrivateCorpse()) { corpse_delay_timer.SetTimer(corpse_decay_timer.GetRemainingTime() + 1000); } for (int i = 0; i < MAX_LOOTERS; i++){ allowed_looters[i] = 0; } this->rez_experience = 0; UpdateEquipmentLight(); UpdateActiveLight(); loot_request_type = LootRequestType::Forbidden; } Corpse::Corpse(Client* client, int32 in_rezexp) : Mob ( "Unnamed_Corpse", // const char* in_name, "", // const char* in_lastname, 0, // int32 in_cur_hp, 0, // int32 in_max_hp, client->GetGender(), // uint8 in_gender, client->GetRace(), // uint16 in_race, client->GetClass(), // uint8 in_class, BT_Humanoid, // bodyType in_bodytype, client->GetDeity(), // uint8 in_deity, client->GetLevel(), // uint8 in_level, 0, // uint32 in_npctype_id, client->GetSize(), // float in_size, 0, // float in_runspeed, client->GetPosition(), client->GetInnateLightType(), // uint8 in_light, - verified for client innate_light value client->GetTexture(), // uint8 in_texture, client->GetHelmTexture(), // uint8 in_helmtexture, 0, // uint16 in_ac, 0, // uint16 in_atk, 0, // uint16 in_str, 0, // uint16 in_sta, 0, // uint16 in_dex, 0, // uint16 in_agi, 0, // uint16 in_int, 0, // uint16 in_wis, 0, // uint16 in_cha, client->GetPP().haircolor, // uint8 in_haircolor, client->GetPP().beardcolor, // uint8 in_beardcolor, client->GetPP().eyecolor1, // uint8 in_eyecolor1, // the eyecolors always seem to be the same, maybe left and right eye? client->GetPP().eyecolor2, // uint8 in_eyecolor2, client->GetPP().hairstyle, // uint8 in_hairstyle, client->GetPP().face, // uint8 in_luclinface, client->GetPP().beard, // uint8 in_beard, client->GetPP().drakkin_heritage, // uint32 in_drakkin_heritage, client->GetPP().drakkin_tattoo, // uint32 in_drakkin_tattoo, client->GetPP().drakkin_details, // uint32 in_drakkin_details, EQ::TintProfile(), // uint32 in_armor_tint[_MaterialCount], 0xff, // uint8 in_aa_title, 0, // uint8 in_see_invis, // see through invis 0, // uint8 in_see_invis_undead, // see through invis vs. undead 0, // uint8 in_see_hide, 0, // uint8 in_see_improved_hide, 0, // int32 in_hp_regen, 0, // int32 in_mana_regen, 0, // uint8 in_qglobal, 0, // uint8 in_maxlevel, 0, // uint32 in_scalerate 0, // uint8 in_armtexture, 0, // uint8 in_bracertexture, 0, // uint8 in_handtexture, 0, // uint8 in_legtexture, 0, // uint8 in_feettexture, 0, // uint8 in_usemodel, 0 // bool in_always_aggro ), corpse_decay_timer(RuleI(Character, CorpseDecayTimeMS)), corpse_rez_timer(RuleI(Character, CorpseResTimeMS)), corpse_delay_timer(RuleI(NPC, CorpseUnlockTimer)), corpse_graveyard_timer(RuleI(Zone, GraveyardTimeMS)), loot_cooldown_timer(10) { int i; PlayerProfile_Struct *pp = &client->GetPP(); EQ::ItemInstance *item = nullptr; /* Check if Zone has Graveyard First */ if(!zone->HasGraveyard()) { corpse_graveyard_timer.Disable(); } for (i = 0; i < MAX_LOOTERS; i++){ allowed_looters[i] = 0; } if (client->AutoConsentGroupEnabled()) { Group* grp = client->GetGroup(); consented_group_id = grp ? grp->GetID() : 0; } if (client->AutoConsentRaidEnabled()) { Raid* raid = client->GetRaid(); consented_raid_id = raid ? raid->GetID() : 0; } consented_guild_id = client->AutoConsentGuildEnabled() ? client->GuildID() : 0; is_corpse_changed = true; rez_experience = in_rezexp; can_corpse_be_rezzed = true; is_player_corpse = true; is_locked = false; being_looted_by = 0xFFFFFFFF; char_id = client->CharacterID(); corpse_db_id = 0; player_corpse_depop = false; copper = 0; silver = 0; gold = 0; platinum = 0; strcpy(corpse_name, pp->name); strcpy(name, pp->name); /* become_npc was not being initialized which led to some pretty funky things with newly created corpses */ become_npc = false; SetPlayerKillItemID(0); /* Check Rule to see if we can leave corpses */ if(!RuleB(Character, LeaveNakedCorpses) || RuleB(Character, LeaveCorpses) && GetLevel() >= RuleI(Character, DeathItemLossLevel)) { // cash // Let's not move the cash when 'RespawnFromHover = true' && 'client->GetClientVersion() < EQClientSoF' since the client doesn't. // (change to first client that supports 'death hover' mode, if not SoF.) if (!RuleB(Character, RespawnFromHover) || client->ClientVersion() < EQ::versions::ClientVersion::SoF) { SetCash(pp->copper, pp->silver, pp->gold, pp->platinum); pp->copper = 0; pp->silver = 0; pp->gold = 0; pp->platinum = 0; } // get their tints memcpy(&item_tint.Slot, &client->GetPP().item_tint, sizeof(item_tint)); // TODO soulbound items need not be added to corpse, but they need // to go into the regular slots on the player, out of bags std::list removed_list; // ideally, we would start at invslot::slotGeneral1 and progress to invslot::slotCursor.. // ..then regress and process invslot::EQUIPMENT_BEGIN through invslot::EQUIPMENT_END... // without additional work to database loading of player corpses, this order is not // currently preserved and a re-work of this processing loop is not warranted. for (i = EQ::invslot::POSSESSIONS_BEGIN; i <= EQ::invslot::POSSESSIONS_END; ++i) { item = client->GetInv().GetItem(i); if (item == nullptr) { continue; } if(!client->IsBecomeNPC() || (client->IsBecomeNPC() && !item->GetItem()->NoRent)) MoveItemToCorpse(client, item, i, removed_list); } database.TransactionBegin(); // this should not be modified to include the entire range of invtype::TYPE_POSSESSIONS slots by default.. // ..due to the possibility of 'hidden' items from client version bias..or, possibly, soul-bound items (WoW?) if (!removed_list.empty()) { std::list::const_iterator iter = removed_list.begin(); if (iter != removed_list.end()) { std::stringstream ss(""); ss << "DELETE FROM `inventory` WHERE `charid` = " << client->CharacterID(); ss << " AND `slotid` IN (" << (*iter); ++iter; while (iter != removed_list.end()) { ss << ", " << (*iter); ++iter; } ss << ")"; database.QueryDatabase(ss.str().c_str()); } } auto start = client->GetInv().cursor_cbegin(); auto finish = client->GetInv().cursor_cend(); database.SaveCursor(client->CharacterID(), start, finish); client->CalcBonuses(); client->Save(); IsRezzed(false); Save(); database.TransactionCommit(); UpdateEquipmentLight(); UpdateActiveLight(); return; } //end "not leaving naked corpses" UpdateEquipmentLight(); UpdateActiveLight(); loot_request_type = LootRequestType::Forbidden; IsRezzed(false); Save(); } void Corpse::MoveItemToCorpse(Client *client, EQ::ItemInstance *inst, int16 equipSlot, std::list &removedList) { AddItem( inst->GetItem()->ID, inst->GetCharges(), equipSlot, inst->GetAugmentItemID(0), inst->GetAugmentItemID(1), inst->GetAugmentItemID(2), inst->GetAugmentItemID(3), inst->GetAugmentItemID(4), inst->GetAugmentItemID(5), inst->IsAttuned() ); removedList.push_back(equipSlot); while (true) { if (!inst->IsClassBag()) { break; } if (equipSlot < EQ::invslot::GENERAL_BEGIN || equipSlot > EQ::invslot::slotCursor) { break; } for (int16 sub_index = EQ::invbag::SLOT_BEGIN; sub_index <= EQ::invbag::SLOT_END; ++sub_index) { int16 real_bag_slot = EQ::InventoryProfile::CalcSlotId(equipSlot, sub_index); auto bag_inst = client->GetInv().GetItem(real_bag_slot); if (bag_inst == nullptr) { continue; } AddItem( bag_inst->GetItem()->ID, bag_inst->GetCharges(), real_bag_slot, bag_inst->GetAugmentItemID(0), bag_inst->GetAugmentItemID(1), bag_inst->GetAugmentItemID(2), bag_inst->GetAugmentItemID(3), bag_inst->GetAugmentItemID(4), bag_inst->GetAugmentItemID(5), bag_inst->IsAttuned() ); removedList.push_back(real_bag_slot); client->DeleteItemInInventory(real_bag_slot, 0, true, false); } break; } client->DeleteItemInInventory(equipSlot, 0, true, false); } // To be called from LoadFromDBData 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 glm::vec4& 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", "", 0, 0, in_gender, in_race, in_class, BT_Humanoid, in_deity, in_level, 0, in_size, 0, position, 0, // verified for client innate_light value in_texture, in_helmtexture, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, EQ::TintProfile(), 0xff, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, false), corpse_decay_timer(RuleI(Character, CorpseDecayTimeMS)), corpse_rez_timer(RuleI(Character, CorpseResTimeMS)), corpse_delay_timer(RuleI(NPC, CorpseUnlockTimer)), corpse_graveyard_timer(RuleI(Zone, GraveyardTimeMS)), loot_cooldown_timer(10) { LoadPlayerCorpseDecayTime(in_dbid); if (!zone->HasGraveyard() || wasAtGraveyard) corpse_graveyard_timer.Disable(); is_corpse_changed = false; is_player_corpse = true; is_locked = false; being_looted_by = 0xFFFFFFFF; corpse_db_id = in_dbid; player_corpse_depop = false; char_id = in_charid; itemlist = *in_itemlist; in_itemlist->clear(); strcpy(corpse_name, in_charname); strcpy(name, in_charname); this->copper = in_copper; this->silver = in_silver; this->gold = in_gold; this->platinum = in_plat; rez_experience = in_rezexp; for (int i = 0; i < MAX_LOOTERS; i++){ allowed_looters[i] = 0; } SetPlayerKillItemID(0); UpdateEquipmentLight(); UpdateActiveLight(); loot_request_type = LootRequestType::Forbidden; } Corpse::~Corpse() { if (is_player_corpse && !(player_corpse_depop && corpse_db_id == 0)) { Save(); } ItemList::iterator cur,end; cur = itemlist.begin(); end = itemlist.end(); for(; cur != end; ++cur) { ServerLootItem_Struct* item = *cur; safe_delete(item); } itemlist.clear(); } /* this needs to be called AFTER the entity_id is set the client does this too, so it's unchangable */ void Corpse::CalcCorpseName() { EntityList::RemoveNumbers(name); char tmp[64]; if (is_player_corpse){ snprintf(tmp, sizeof(tmp), "'s corpse%d", GetID()); } else{ snprintf(tmp, sizeof(tmp), "`s_corpse%d", GetID()); } name[(sizeof(name) - 1) - strlen(tmp)] = 0; strcat(name, tmp); } bool Corpse::Save() { if (!is_player_corpse) return true; if (!is_corpse_changed) return true; uint32 tmp = this->CountItems(); uint32 tmpsize = sizeof(PlayerCorpse_Struct) + (tmp * sizeof(player_lootitem::ServerLootItem_Struct)); PlayerCorpse_Struct* dbpc = (PlayerCorpse_Struct*) new uchar[tmpsize]; memset(dbpc, 0, tmpsize); dbpc->itemcount = tmp; dbpc->size = this->size; dbpc->locked = is_locked; dbpc->copper = this->copper; dbpc->silver = this->silver; dbpc->gold = this->gold; dbpc->plat = this->platinum; dbpc->race = this->race; dbpc->class_ = class_; dbpc->gender = gender; dbpc->deity = deity; dbpc->level = level; dbpc->texture = this->texture; dbpc->helmtexture = this->helmtexture; dbpc->exp = rez_experience; memcpy(&dbpc->item_tint.Slot, &item_tint.Slot, sizeof(dbpc->item_tint)); dbpc->haircolor = haircolor; dbpc->beardcolor = beardcolor; dbpc->eyecolor2 = eyecolor1; dbpc->hairstyle = hairstyle; dbpc->face = luclinface; dbpc->beard = beard; dbpc->drakkin_heritage = drakkin_heritage; dbpc->drakkin_tattoo = drakkin_tattoo; dbpc->drakkin_details = drakkin_details; uint32 x = 0; ItemList::iterator cur, end; cur = itemlist.begin(); end = itemlist.end(); for (; cur != end; ++cur) { ServerLootItem_Struct* item = *cur; memcpy((char*)&dbpc->items[x++], (char*)item, sizeof(player_lootitem::ServerLootItem_Struct)); } /* Create New Corpse*/ if (corpse_db_id == 0) { corpse_db_id = database.SaveCharacterCorpse(char_id, corpse_name, zone->GetZoneID(), zone->GetInstanceID(), dbpc, m_Position, consented_guild_id); } /* Update Corpse Data */ else{ corpse_db_id = database.UpdateCharacterCorpse(corpse_db_id, char_id, corpse_name, zone->GetZoneID(), zone->GetInstanceID(), dbpc, m_Position, consented_guild_id, IsRezzed()); } safe_delete_array(dbpc); return true; } void Corpse::Delete() { if (IsPlayerCorpse() && corpse_db_id != 0) database.DeleteCharacterCorpse(corpse_db_id); corpse_db_id = 0; player_corpse_depop = true; } void Corpse::Bury() { if (IsPlayerCorpse() && corpse_db_id != 0) database.BuryCharacterCorpse(corpse_db_id); corpse_db_id = 0; player_corpse_depop = true; } void Corpse::DepopNPCCorpse() { if (IsNPCCorpse()) player_corpse_depop = true; } void Corpse::DepopPlayerCorpse() { player_corpse_depop = true; } void Corpse::AddConsentName(std::string consent_player_name) { for (const auto& consented_player_name : consented_player_names) { if (strcasecmp(consented_player_name.c_str(), consent_player_name.c_str()) == 0) { return; } } consented_player_names.emplace_back(consent_player_name); } void Corpse::RemoveConsentName(std::string consent_player_name) { consented_player_names.erase(std::remove_if(consented_player_names.begin(), consented_player_names.end(), [consent_player_name](const std::string& consented_player_name) { return strcasecmp(consented_player_name.c_str(), consent_player_name.c_str()) == 0; } ), consented_player_names.end()); } 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, uint32 aug6, uint8 attuned) { if (!database.GetItem(itemnum)) return; is_corpse_changed = true; auto item = new ServerLootItem_Struct; memset(item, 0, sizeof(ServerLootItem_Struct)); item->item_id = itemnum; item->charges = charges; item->equip_slot = slot; item->aug_1=aug1; item->aug_2=aug2; item->aug_3=aug3; item->aug_4=aug4; item->aug_5=aug5; item->aug_6=aug6; item->attuned=attuned; itemlist.push_back(item); UpdateEquipmentLight(); } ServerLootItem_Struct* Corpse::GetItem(uint16 lootslot, ServerLootItem_Struct** bag_item_data) { ServerLootItem_Struct *sitem = nullptr, *sitem2 = nullptr; ItemList::iterator cur,end; cur = itemlist.begin(); end = itemlist.end(); for(; cur != end; ++cur) { if((*cur)->lootslot == lootslot) { sitem = *cur; break; } } if (sitem && bag_item_data && EQ::InventoryProfile::SupportsContainers(sitem->equip_slot)) { int16 bagstart = EQ::InventoryProfile::CalcSlotId(sitem->equip_slot, EQ::invbag::SLOT_BEGIN); cur = itemlist.begin(); end = itemlist.end(); for (; cur != end; ++cur) { sitem2 = *cur; if (sitem2->equip_slot >= bagstart && sitem2->equip_slot < bagstart + 10) { bag_item_data[sitem2->equip_slot - bagstart] = sitem2; } } } return sitem; } uint32 Corpse::GetWornItem(int16 equipSlot) const { ItemList::const_iterator cur,end; cur = itemlist.begin(); end = itemlist.end(); for(; cur != end; ++cur) { ServerLootItem_Struct* item = *cur; if (item->equip_slot == equipSlot) { return item->item_id; } } return 0; } void Corpse::RemoveItem(uint16 lootslot) { if (lootslot == 0xFFFF) return; ItemList::iterator cur,end; cur = itemlist.begin(); end = itemlist.end(); for (; cur != end; ++cur) { ServerLootItem_Struct* sitem = *cur; if (sitem->lootslot == lootslot) { RemoveItem(sitem); return; } } } void Corpse::RemoveItem(ServerLootItem_Struct* item_data) { for (auto iter = itemlist.begin(); iter != itemlist.end(); ++iter) { auto sitem = *iter; if (sitem != item_data) { continue; } is_corpse_changed = true; itemlist.erase(iter); uint8 material = EQ::InventoryProfile::CalcMaterialFromSlot(sitem->equip_slot); // autos to unsigned char if (material != EQ::textures::materialInvalid) SendWearChange(material); UpdateEquipmentLight(); if (UpdateActiveLight()) SendAppearancePacket(AT_Light, GetActiveLightType()); safe_delete(sitem); return; } } void Corpse::SetCash(uint32 in_copper, uint32 in_silver, uint32 in_gold, uint32 in_platinum) { this->copper = in_copper; this->silver = in_silver; this->gold = in_gold; this->platinum = in_platinum; is_corpse_changed = true; } void Corpse::RemoveCash() { this->copper = 0; this->silver = 0; this->gold = 0; this->platinum = 0; is_corpse_changed = true; } bool Corpse::IsEmpty() const { if (copper != 0 || silver != 0 || gold != 0 || platinum != 0) return false; return itemlist.empty(); } bool Corpse::Process() { if (player_corpse_depop) return false; if (corpse_delay_timer.Check()) { for (int i = 0; i < MAX_LOOTERS; i++) allowed_looters[i] = 0; corpse_delay_timer.Disable(); return true; } if (corpse_graveyard_timer.Check()) { MovePlayerCorpseToGraveyard(); corpse_graveyard_timer.Disable(); return false; } /* if(corpse_res_timer.Check()) { can_rez = false; corpse_res_timer.Disable(); } */ /* This is when a corpse hits decay timer and does checks*/ if (corpse_decay_timer.Check()) { /* NPC */ if (IsNPCCorpse()){ corpse_decay_timer.Disable(); return false; } /* Client */ if (!RuleB(Zone, EnableShadowrest)){ Delete(); } else { if (database.BuryCharacterCorpse(corpse_db_id)) { Save(); player_corpse_depop = true; corpse_db_id = 0; LogDebug("Tagged [{}] player corpse has buried", this->GetName()); } else { LogError("Unable to bury [{}] player corpse", this->GetName()); return true; } } corpse_decay_timer.Disable(); return false; } return true; } void Corpse::SetDecayTimer(uint32 decaytime) { if (decaytime == 0) corpse_decay_timer.Trigger(); else corpse_decay_timer.Start(decaytime); } bool Corpse::CanPlayerLoot(int charid) { uint8 looters = 0; for (int i = 0; i < MAX_LOOTERS; i++) { if (allowed_looters[i] != 0){ looters++; } if (allowed_looters[i] == charid) return true; } /* If we have no looters, obviously client can loot */ return looters == 0; } void Corpse::AllowPlayerLoot(Mob *them, uint8 slot) { if(slot >= MAX_LOOTERS) return; if(them == nullptr || !them->IsClient()) return; allowed_looters[slot] = them->CastToClient()->CharacterID(); } void Corpse::MakeLootRequestPackets(Client* client, const EQApplicationPacket* app) { if (!client) return; // Added 12/08. Started compressing loot struct on live. if(player_corpse_depop) { SendLootReqErrorPacket(client, LootResponse::SomeoneElse); return; } if(IsPlayerCorpse() && !corpse_db_id) { // really should try to resave in this case // SendLootReqErrorPacket(client, 0); client->Message(Chat::Red, "Warning: Corpse's dbid = 0! Corpse will not survive zone shutdown!"); std::cout << "Error: PlayerCorpse::MakeLootRequestPackets: dbid = 0!" << std::endl; // return; } if(is_locked && client->Admin() < 100) { SendLootReqErrorPacket(client, LootResponse::SomeoneElse); client->Message(Chat::Red, "Error: Corpse locked by GM."); return; } if(!being_looted_by || (being_looted_by != 0xFFFFFFFF && !entity_list.GetID(being_looted_by))) being_looted_by = 0xFFFFFFFF; if (DistanceSquaredNoZ(client->GetPosition(), m_Position) > 625) { SendLootReqErrorPacket(client, LootResponse::TooFar); return; } if (being_looted_by != 0xFFFFFFFF && being_looted_by != client->GetID()) { SendLootReqErrorPacket(client, LootResponse::SomeoneElse); return; } // all loot session disqualifiers should occur before this point as not to interfere with any current looter loot_request_type = LootRequestType::Forbidden; // loot_request_type is scoped to class Corpse and reset on a per-loot session basis if (client->GetGM()) { if (client->Admin() >= 100) loot_request_type = LootRequestType::GMAllowed; else loot_request_type = LootRequestType::GMPeek; } else { if (IsPlayerCorpse()) { if (char_id == client->CharacterID()) { loot_request_type = LootRequestType::Self; } else if (CanPlayerLoot(client->CharacterID())) { if (GetPlayerKillItem() == -1) loot_request_type = LootRequestType::AllowedPVPAll; else if (GetPlayerKillItem() == 1) loot_request_type = LootRequestType::AllowedPVPSingle; else if (GetPlayerKillItem() > 1) loot_request_type = LootRequestType::AllowedPVPDefined; } } else if ((IsNPCCorpse() || become_npc) && CanPlayerLoot(client->CharacterID())) { loot_request_type = LootRequestType::AllowedPVE; } } LogInventory("MakeLootRequestPackets() LootRequestType [{}] for [{}]", (int) loot_request_type, client->GetName()); if (loot_request_type == LootRequestType::Forbidden) { SendLootReqErrorPacket(client, LootResponse::NotAtThisTime); return; } being_looted_by = client->GetID(); client->CommonBreakInvisible(); // we should be "all good" so lets break invis now instead of earlier before all error checking is done // process coin bool loot_coin = false; std::string tmp; if (database.GetVariable("LootCoin", tmp)) loot_coin = (tmp[0] == 1 && tmp[1] == '\0'); if (loot_request_type == LootRequestType::GMPeek || loot_request_type == LootRequestType::GMAllowed) { client->Message(Chat::Yellow, "This corpse contains %u platinum, %u gold, %u silver and %u copper.", GetPlatinum(), GetGold(), GetSilver(), GetCopper()); auto outapp = new EQApplicationPacket(OP_MoneyOnCorpse, sizeof(moneyOnCorpseStruct)); moneyOnCorpseStruct* d = (moneyOnCorpseStruct*)outapp->pBuffer; d->response = static_cast(LootResponse::Normal); d->unknown1 = 0x42; d->unknown2 = 0xef; d->copper = 0; d->silver = 0; d->gold = 0; d->platinum = 0; outapp->priority = 6; client->QueuePacket(outapp); safe_delete(outapp); } else { auto outapp = new EQApplicationPacket(OP_MoneyOnCorpse, sizeof(moneyOnCorpseStruct)); moneyOnCorpseStruct* d = (moneyOnCorpseStruct*)outapp->pBuffer; d->response = static_cast(LootResponse::Normal); d->unknown1 = 0x42; d->unknown2 = 0xef; Group* cgroup = client->GetGroup(); // this can be reworked into a switch and/or massaged to include specialized pve loot rules based on 'LootRequestType' if (!IsPlayerCorpse() && client->IsGrouped() && client->AutoSplitEnabled() && cgroup) { d->copper = 0; d->silver = 0; d->gold = 0; d->platinum = 0; cgroup->SplitMoney(GetCopper(), GetSilver(), GetGold(), GetPlatinum(), client); } else { d->copper = GetCopper(); d->silver = GetSilver(); d->gold = GetGold(); d->platinum = GetPlatinum(); client->AddMoneyToPP(GetCopper(), GetSilver(), GetGold(), GetPlatinum(), false); } RemoveCash(); Save(); outapp->priority = 6; client->QueuePacket(outapp); safe_delete(outapp); } // process items auto timestamps = database.GetItemRecastTimestamps(client->CharacterID()); if (loot_request_type == LootRequestType::AllowedPVPDefined) { auto pkitemid = GetPlayerKillItem(); auto pkitem = database.GetItem(pkitemid); auto pkinst = database.CreateItem(pkitem, pkitem->MaxCharges); if (pkinst) { if (pkitem->RecastDelay) pkinst->SetRecastTimestamp(timestamps.count(pkitem->RecastType) ? timestamps.at(pkitem->RecastType) : 0); LogInventory("MakeLootRequestPackets() Slot [{}], Item [{}]", EQ::invslot::CORPSE_BEGIN, pkitem->Name); client->SendItemPacket(EQ::invslot::CORPSE_BEGIN, pkinst, ItemPacketLoot); safe_delete(pkinst); } else { LogInventory("MakeLootRequestPackets() PlayerKillItem [{}] not found", pkitemid); client->Message(Chat::Red, "PlayerKillItem (id: %i) could not be found!", pkitemid); } client->QueuePacket(app); return; } auto loot_slot = EQ::invslot::CORPSE_BEGIN; auto corpse_mask = client->GetInv().GetLookup()->CorpseBitmask; for (auto item_data : itemlist) { // every loot session must either set all items' lootslots to 'invslot::SLOT_INVALID' // or to a valid enumerated client-versioned corpse slot (lootslot is not equip_slot) item_data->lootslot = 0xFFFF; // align server and client corpse slot mappings so translators can function properly while (loot_slot <= EQ::invslot::CORPSE_END && (((uint64)1 << loot_slot) & corpse_mask) == 0) ++loot_slot; if (loot_slot > EQ::invslot::CORPSE_END) continue; if (IsPlayerCorpse()) { if (loot_request_type == LootRequestType::AllowedPVPSingle && loot_slot != EQ::invslot::CORPSE_BEGIN) continue; if (item_data->equip_slot < EQ::invslot::POSSESSIONS_BEGIN || item_data->equip_slot > EQ::invslot::POSSESSIONS_END) continue; } const auto *item = database.GetItem(item_data->item_id); auto 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) continue; if (item->RecastDelay) inst->SetRecastTimestamp(timestamps.count(item->RecastType) ? timestamps.at(item->RecastType) : 0); LogInventory("MakeLootRequestPackets() Slot [{}], Item [{}]", loot_slot, item->Name); client->SendItemPacket(loot_slot, inst, ItemPacketLoot); safe_delete(inst); item_data->lootslot = loot_slot++; } // Disgrace: Client seems to require that we send the packet back... client->QueuePacket(app); // This is required for the 'Loot All' feature to work for SoD clients. I expect it is to tell the client that the // server has now sent all the items on the corpse. if (client->ClientVersion() >= EQ::versions::ClientVersion::SoD) SendLootReqErrorPacket(client, LootResponse::LootAll); } void Corpse::LootItem(Client *client, const EQApplicationPacket *app) { if (!client) return; auto lootitem = (LootingItem_Struct *)app->pBuffer; LogInventory("LootItem() LootRequestType [{}], Slot [{}] for [{}]", (int) loot_request_type, lootitem->slot_id, client->GetName()); if (loot_request_type < LootRequestType::GMAllowed) { // LootRequestType::Forbidden and LootRequestType::GMPeek client->QueuePacket(app); SendEndLootErrorPacket(client); // unlock corpse for others if (IsBeingLootedBy(client)) ResetLooter(); return; } if (!loot_cooldown_timer.Check()) { client->QueuePacket(app); SendEndLootErrorPacket(client); // unlock corpse for others if (IsBeingLootedBy(client)) ResetLooter(); return; } /* To prevent item loss for a player using 'Loot All' who doesn't have inventory space for all their items. */ if (RuleB(Character, CheckCursorEmptyWhenLooting) && !client->GetInv().CursorEmpty()) { client->Message(Chat::Red, "You may not loot an item while you have an item on your cursor."); client->QueuePacket(app); SendEndLootErrorPacket(client); /* Unlock corpse for others */ if (IsBeingLootedBy(client)) ResetLooter(); return; } if (!IsBeingLootedBy(client)) { client->QueuePacket(app); SendEndLootErrorPacket(client); return; } if (IsPlayerCorpse() && !CanPlayerLoot(client->CharacterID()) && !become_npc && (char_id != client->CharacterID() && client->Admin() < 150)) { client->Message(Chat::Red, "Error: This is a player corpse and you dont own it."); client->QueuePacket(app); SendEndLootErrorPacket(client); return; } if (is_locked && client->Admin() < 100) { client->QueuePacket(app); SendLootReqErrorPacket(client, LootResponse::SomeoneElse); client->Message(Chat::Red, "Error: Corpse locked by GM."); return; } if (IsPlayerCorpse() && (char_id != client->CharacterID()) && CanPlayerLoot(client->CharacterID()) && GetPlayerKillItem() == 0) { client->Message(Chat::Red, "Error: You cannot loot any more items from this corpse."); client->QueuePacket(app); SendEndLootErrorPacket(client); ResetLooter(); return; } const EQ::ItemData *item = nullptr; EQ::ItemInstance *inst = nullptr; ServerLootItem_Struct *item_data = nullptr, *bag_item_data[10] = {}; memset(bag_item_data, 0, sizeof(bag_item_data)); if (GetPlayerKillItem() > 1) { item = database.GetItem(GetPlayerKillItem()); } else if (GetPlayerKillItem() == -1 || GetPlayerKillItem() == 1) { item_data = GetItem(lootitem->slot_id); // dont allow them to loot entire bags of items as pvp reward } else { item_data = GetItem(lootitem->slot_id, bag_item_data); } if (GetPlayerKillItem() <= 1 && item_data != 0) { item = database.GetItem(item_data->item_id); } 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, item_data->aug_6, item_data->attuned); } else { inst = database.CreateItem(item); } } if (client && inst) { if (client->CheckLoreConflict(item)) { client->MessageString(Chat::White, LOOT_LORE_ERROR); client->QueuePacket(app); SendEndLootErrorPacket(client); ResetLooter(); delete inst; return; } if (inst->IsAugmented()) { for (int i = EQ::invaug::SOCKET_BEGIN; i <= EQ::invaug::SOCKET_END; i++) { EQ::ItemInstance *itm = inst->GetAugment(i); if (itm) { if (client->CheckLoreConflict(itm->GetItem())) { client->MessageString(Chat::White, LOOT_LORE_ERROR); client->QueuePacket(app); SendEndLootErrorPacket(client); ResetLooter(); delete inst; return; } } } } char buf[88]; char q_corpse_name[64]; strcpy(q_corpse_name, corpse_name); snprintf(buf, 87, "%d %d %s", inst->GetItem()->ID, inst->GetCharges(), EntityList::RemoveNumbers(q_corpse_name)); buf[87] = '\0'; std::vector args; args.push_back(inst); args.push_back(this); if (parse->EventPlayer(EVENT_LOOT, client, buf, 0, &args) != 0) { lootitem->auto_loot = -1; client->MessageString(Chat::Red, LOOT_NOT_ALLOWED, inst->GetItem()->Name); client->QueuePacket(app); delete inst; return; } if (!IsPlayerCorpse()) { // dynamic zones may prevent looting by non-members or based on lockouts auto dz = zone->GetDynamicZone(); if (dz && !dz->CanClientLootCorpse(client, GetNPCTypeID(), GetID())) { // note on live this message is only sent once on the first loot attempt of an open corpse client->MessageString(Chat::Loot, LOOT_NOT_ALLOWED, inst->GetItem()->Name); lootitem->auto_loot = -1; // generates client eqstr 1370 "You may not loot that item from this corpse." client->QueuePacket(app); delete inst; return; } } // do we want this to have a fail option too? parse->EventItem(EVENT_LOOT, client, inst, this, buf, 0); // safe to ACK now client->QueuePacket(app); if (!IsPlayerCorpse() && RuleB(Character, EnableDiscoveredItems)) { if (client && !client->GetGM() && !client->IsDiscovered(inst->GetItem()->ID)) client->DiscoverItem(inst->GetItem()->ID); } if (zone->adv_data) { ServerZoneAdventureDataReply_Struct *ad = (ServerZoneAdventureDataReply_Struct *)zone->adv_data; if (ad->type == Adventure_Collect && !IsPlayerCorpse()) { if (ad->data_id == inst->GetItem()->ID) { zone->DoAdventureCountIncrease(); } } } /* First add it to the looter - this will do the bag contents too */ if (lootitem->auto_loot > 0) { if (!client->AutoPutLootInInventory(*inst, true, true, bag_item_data)) client->PutLootInInventory(EQ::invslot::slotCursor, *inst, bag_item_data); } else { client->PutLootInInventory(EQ::invslot::slotCursor, *inst, bag_item_data); } /* Update any tasks that have an activity to loot this item */ if (RuleB(TaskSystem, EnableTaskSystem)) client->UpdateTasksForItem(TaskActivityType::Loot, item->ID); /* Remove it from Corpse */ if (item_data) { /* Delete needs to be before RemoveItem because its deletes the pointer for * item_data/bag_item_data */ database.DeleteItemOffCharacterCorpse(this->corpse_db_id, item_data->equip_slot, item_data->item_id); /* Delete Item Instance */ RemoveItem(item_data->lootslot); } /* Remove Bag Contents */ if (item->IsClassBag() && (GetPlayerKillItem() != -1 || GetPlayerKillItem() != 1)) { for (int i = EQ::invbag::SLOT_BEGIN; i <= EQ::invbag::SLOT_END; i++) { if (bag_item_data[i]) { /* Delete needs to be before RemoveItem because its deletes the pointer for * item_data/bag_item_data */ database.DeleteItemOffCharacterCorpse(this->corpse_db_id, bag_item_data[i]->equip_slot, bag_item_data[i]->item_id); /* Delete Item Instance */ RemoveItem(bag_item_data[i]); } } } if (GetPlayerKillItem() != -1) { SetPlayerKillItemID(0); } /* Send message with item link to groups and such */ EQ::SayLinkEngine linker; linker.SetLinkType(EQ::saylink::SayLinkItemInst); linker.SetItemInst(inst); linker.GenerateLink(); client->MessageString(Chat::Loot, LOOTED_MESSAGE, linker.Link().c_str()); if (!IsPlayerCorpse()) { Group *g = client->GetGroup(); if (g != nullptr) { g->GroupMessageString(client, Chat::Loot, OTHER_LOOTED_MESSAGE, client->GetName(), linker.Link().c_str()); } else { Raid *r = client->GetRaid(); if (r != nullptr) { r->RaidMessageString(client, Chat::Loot, OTHER_LOOTED_MESSAGE, client->GetName(), linker.Link().c_str()); } } } } else { SendEndLootErrorPacket(client); safe_delete(inst); return; } if (IsPlayerCorpse()) { client->SendItemLink(inst); } else { client->SendItemLink(inst, true); } safe_delete(inst); } void Corpse::EndLoot(Client* client, const EQApplicationPacket* app) { auto outapp = new EQApplicationPacket; outapp->SetOpcode(OP_LootComplete); outapp->size = 0; client->QueuePacket(outapp); safe_delete(outapp); this->being_looted_by = 0xFFFFFFFF; if (this->IsEmpty()) Delete(); else Save(); } void Corpse::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho) { Mob::FillSpawnStruct(ns, ForWho); ns->spawn.max_hp = 120; ns->spawn.NPC = 2; UpdateActiveLight(); ns->spawn.light = m_Light.Type[EQ::lightsource::LightActive]; } void Corpse::QueryLoot(Client* to) { int x = 0, y = 0; // x = visible items, y = total items to->Message(Chat::White, "Coin: %ip, %ig, %is, %ic", platinum, gold, silver, copper); ItemList::iterator cur,end; cur = itemlist.begin(); end = itemlist.end(); int corpselootlimit = to->GetInv().GetLookup()->InventoryTypeSize.Corpse; for(; cur != end; ++cur) { ServerLootItem_Struct* sitem = *cur; if (IsPlayerCorpse()) { if (sitem->equip_slot >= EQ::invbag::GENERAL_BAGS_BEGIN && sitem->equip_slot <= EQ::invbag::CURSOR_BAG_END) sitem->lootslot = 0xFFFF; else x < corpselootlimit ? sitem->lootslot = x : sitem->lootslot = 0xFFFF; const EQ::ItemData* item = database.GetItem(sitem->item_id); if (item) to->Message((sitem->lootslot == 0xFFFF), "LootSlot: %i (EquipSlot: %i) Item: %s (%d), Count: %i", static_cast(sitem->lootslot), sitem->equip_slot, item->Name, item->ID, sitem->charges); else to->Message((sitem->lootslot == 0xFFFF), "Error: 0x%04x", sitem->item_id); if (sitem->lootslot != 0xFFFF) x++; y++; } else { sitem->lootslot=y; const EQ::ItemData* item = database.GetItem(sitem->item_id); if (item) to->Message(Chat::White, "LootSlot: %i Item: %s (%d), Count: %i", sitem->lootslot, item->Name, item->ID, sitem->charges); else to->Message(Chat::White, "Error: 0x%04x", sitem->item_id); y++; } } if (IsPlayerCorpse()) { to->Message(Chat::White, "%i visible %s (%i total) on %s (DBID: %i).", x, x==1?"item":"items", y, this->GetName(), this->GetCorpseDBID()); } else { to->Message(Chat::White, "%i %s on %s.", y, y==1?"item":"items", this->GetName()); } } bool Corpse::HasItem(uint32 item_id) { if (!database.GetItem(item_id)) { return false; } for (auto current_item = itemlist.begin(); current_item != itemlist.end(); ++current_item) { ServerLootItem_Struct* loot_item = *current_item; if (!loot_item) { LogError("NPC::CountItem() - ItemList error, null item"); continue; } if (!loot_item->item_id || !database.GetItem(loot_item->item_id)) { LogError("NPC::CountItem() - Database error, invalid item"); continue; } if (loot_item->item_id == item_id) { return true; } } return false; } uint16 Corpse::CountItem(uint32 item_id) { uint16 item_count = 0; if (!database.GetItem(item_id)) { return item_count; } for (auto current_item = itemlist.begin(); current_item != itemlist.end(); ++current_item) { ServerLootItem_Struct* loot_item = *current_item; if (!loot_item) { LogError("NPC::CountItem() - ItemList error, null item"); continue; } if (!loot_item->item_id || !database.GetItem(loot_item->item_id)) { LogError("NPC::CountItem() - Database error, invalid item"); continue; } if (loot_item->item_id == item_id) { item_count += loot_item->charges; } } return item_count; } uint32 Corpse::GetItemIDBySlot(uint16 loot_slot) { for (auto current_item = itemlist.begin(); current_item != itemlist.end(); ++current_item) { ServerLootItem_Struct* loot_item = *current_item; if (loot_item->lootslot == loot_slot) { return loot_item->item_id; } } return 0; } uint16 Corpse::GetFirstSlotByItemID(uint32 item_id) { for (auto current_item = itemlist.begin(); current_item != itemlist.end(); ++current_item) { ServerLootItem_Struct* loot_item = *current_item; if (loot_item->item_id == item_id) { return loot_item->lootslot; } } return 0; } bool Corpse::Summon(Client* client, bool spell, bool CheckDistance) { uint32 dist2 = 10000; // pow(100, 2); if (!spell) { if (this->GetCharID() == client->CharacterID()) { if (IsLocked() && client->Admin() < 100) { client->Message(Chat::Red, "That corpse is locked by a GM."); return false; } if (!CheckDistance || (DistanceSquaredNoZ(m_Position, client->GetPosition()) <= dist2)) { GMMove(client->GetX(), client->GetY(), client->GetZ()); is_corpse_changed = true; } else { client->MessageString(Chat::Red, CORPSE_TOO_FAR); return false; } } else { bool consented = false; for (const auto& consented_player_name : consented_player_names) { if (strcasecmp(client->GetName(), consented_player_name.c_str()) == 0) { consented = true; break; } } if (!consented && consented_guild_id && consented_guild_id != GUILD_NONE) { if (client->GuildID() == consented_guild_id) { consented = true; } } if (!consented && consented_group_id) { Group* grp = client->GetGroup(); if (grp && grp->GetID() == consented_group_id) { consented = true; } } if (!consented && consented_raid_id) { Raid* raid = client->GetRaid(); if (raid && raid->GetID() == consented_raid_id) { consented = true; } } if (consented) { if (!CheckDistance || (DistanceSquaredNoZ(m_Position, client->GetPosition()) <= dist2)) { GMMove(client->GetX(), client->GetY(), client->GetZ()); is_corpse_changed = true; } else { client->MessageString(Chat::Red, CORPSE_TOO_FAR); return false; } } else { client->MessageString(Chat::Red, CONSENT_DENIED); return false; } } } else { GMMove(client->GetX(), client->GetY(), client->GetZ()); is_corpse_changed = true; } Save(); return true; } void Corpse::CompleteResurrection(){ rez_experience = 0; is_corpse_changed = true; this->Save(); } void Corpse::Spawn() { auto app = new EQApplicationPacket; this->CreateSpawnPacket(app, this); entity_list.QueueClients(this, app); safe_delete(app); } uint32 Corpse::GetEquippedItemFromTextureSlot(uint8 material_slot) const { int16 invslot; if (material_slot > EQ::textures::LastTexture) { return 0; } invslot = EQ::InventoryProfile::CalcSlotFromMaterial(material_slot); if(invslot == INVALID_INDEX) // GetWornItem() should be returning a 0 for any invalid index... return 0; return GetWornItem(invslot); } uint32 Corpse::GetEquipmentColor(uint8 material_slot) const { const EQ::ItemData *item = nullptr; if (material_slot > EQ::textures::LastTexture) { return 0; } item = database.GetItem(GetEquippedItemFromTextureSlot(material_slot)); if(item != 0) { return (item_tint.Slot[material_slot].UseTint ? item_tint.Slot[material_slot].Color : item->Color); } return 0; } void Corpse::UpdateEquipmentLight() { m_Light.Type[EQ::lightsource::LightEquipment] = 0; m_Light.Level[EQ::lightsource::LightEquipment] = 0; for (auto iter = itemlist.begin(); iter != itemlist.end(); ++iter) { if ((*iter)->equip_slot < EQ::invslot::EQUIPMENT_BEGIN || (*iter)->equip_slot > EQ::invslot::EQUIPMENT_END) { continue; } if ((*iter)->equip_slot == EQ::invslot::slotAmmo) { continue; } auto item = database.GetItem((*iter)->item_id); if (item == nullptr) { continue; } if (EQ::lightsource::IsLevelGreater(item->Light, m_Light.Type[EQ::lightsource::LightEquipment])) m_Light.Type[EQ::lightsource::LightEquipment] = item->Light; } uint8 general_light_type = 0; for (auto iter = itemlist.begin(); iter != itemlist.end(); ++iter) { if ((*iter)->equip_slot < EQ::invslot::GENERAL_BEGIN || (*iter)->equip_slot > EQ::invslot::GENERAL_END) { continue; } auto item = database.GetItem((*iter)->item_id); if (item == nullptr) { continue; } if (!item->IsClassCommon()) { continue; } if (item->Light < 9 || item->Light > 13) { continue; } if (EQ::lightsource::TypeToLevel(item->Light)) general_light_type = item->Light; } if (EQ::lightsource::IsLevelGreater(general_light_type, m_Light.Type[EQ::lightsource::LightEquipment])) m_Light.Type[EQ::lightsource::LightEquipment] = general_light_type; m_Light.Level[EQ::lightsource::LightEquipment] = EQ::lightsource::TypeToLevel(m_Light.Type[EQ::lightsource::LightEquipment]); } void Corpse::AddLooter(Mob* who) { for (int i = 0; i < MAX_LOOTERS; i++) { if (allowed_looters[i] == 0) { allowed_looters[i] = who->CastToClient()->CharacterID(); break; } } } void Corpse::LoadPlayerCorpseDecayTime(uint32 corpse_db_id){ if(!corpse_db_id) return; uint32 active_corpse_decay_timer = database.GetCharacterCorpseDecayTimer(corpse_db_id); if (active_corpse_decay_timer > 0 && RuleI(Character, CorpseDecayTimeMS) > (active_corpse_decay_timer * 1000)) { corpse_decay_timer.SetTimer(RuleI(Character, CorpseDecayTimeMS) - (active_corpse_decay_timer * 1000)); } else { corpse_decay_timer.SetTimer(2000); } if (active_corpse_decay_timer > 0 && RuleI(Zone, GraveyardTimeMS) > (active_corpse_decay_timer * 1000)) { corpse_graveyard_timer.SetTimer(RuleI(Zone, GraveyardTimeMS) - (active_corpse_decay_timer * 1000)); } else { corpse_graveyard_timer.SetTimer(3000); } } void Corpse::SendWorldSpawnPlayerCorpseInZone(uint32_t zone_id) { auto pack = std::make_unique(ServerOP_SpawnPlayerCorpse, sizeof(SpawnPlayerCorpse_Struct)); SpawnPlayerCorpse_Struct* spc = reinterpret_cast(pack->pBuffer); spc->player_corpse_id = corpse_db_id; spc->zone_id = zone_id; worldserver.SendPacket(pack.get()); } bool Corpse::MovePlayerCorpseToGraveyard() { if (IsPlayerCorpse() && zone && zone->HasGraveyard()) { Save(); uint16_t instance_id = (zone->GetZoneID() == zone->graveyard_zoneid()) ? zone->GetInstanceID() : 0; database.SendCharacterCorpseToGraveyard(corpse_db_id, zone->graveyard_zoneid(), instance_id, zone->GetGraveyardPoint()); SendWorldSpawnPlayerCorpseInZone(zone->graveyard_zoneid()); corpse_db_id = 0; player_corpse_depop = true; corpse_graveyard_timer.Disable(); LogDebug("Moved [{}] player corpse to the designated graveyard in zone [{}]", GetName(), ZoneName(zone->graveyard_zoneid())); return true; } return false; } bool Corpse::MovePlayerCorpseToNonInstance() { if (IsPlayerCorpse() && zone && zone->GetInstanceID() != 0) { Save(); database.SendCharacterCorpseToNonInstance(corpse_db_id); SendWorldSpawnPlayerCorpseInZone(zone->GetZoneID()); corpse_db_id = 0; player_corpse_depop = true; corpse_graveyard_timer.Disable(); LogDebug("Moved [{}] player corpse to non-instance version of zone [{}]", GetName(), ZoneName(zone->GetZoneID())); return true; } return false; }