eqemu-server/zone/PlayerCorpse.h
2013-02-16 16:14:39 -08:00

143 lines
5.9 KiB
C++

/* EQEMu: Everquest Server Emulator
Copyright (C) 2001-2002 EQEMu Development Team (http://eqemu.org)
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
*/
#ifndef CORPSE_H
#define CORPSE_H
#include "mob.h"
class Client;
class NPC;
#define MAX_LOOTERS 72
class Corpse : public Mob
{
public:
static void SendEndLootErrorPacket(Client* client);
static void SendLootReqErrorPacket(Client* client, uint8 response = 2);
static Corpse* LoadFromDBData(uint32 in_corpseid, uint32 in_charid, char* in_charname, uchar* in_data, uint32 in_datasize, float in_x, float in_y, float in_z, float in_heading, char* timeofdeath, bool rezzed = false, bool wasAtGraveyard = false);
Corpse(NPC* in_npc, ItemList* in_itemlist, uint32 in_npctypeid, const NPCType** in_npctypedata, uint32 in_decaytime = 600000);
Corpse(Client* client, int32 in_rezexp);
Corpse(uint32 in_corpseid, uint32 in_charid, 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();
//abstract virtual function implementations requird by base abstract class
virtual void Death(Mob* killerMob, int32 damage, uint16 spell_id, SkillType attack_skill) { return; }
virtual void Damage(Mob* from, int32 damage, uint16 spell_id, SkillType attack_skill, bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false) { return; }
virtual bool Attack(Mob* other, int Hand = 13, bool FromRiposte = false, bool IsStrikethrough = true, bool IsFromSpell = false) { return false; }
virtual bool HasRaid() { return false; }
virtual bool HasGroup() { return false; }
virtual Raid* GetRaid() { return 0; }
virtual Group* GetGroup() { return 0; }
void LoadPlayerCorpseDecayTime(uint32 dbid);
bool IsCorpse() const { return true; }
bool IsPlayerCorpse() const { return p_PlayerCorpse; }
bool IsNPCCorpse() const { return !p_PlayerCorpse; }
bool IsBecomeNPCCorpse() const { return become_npc; }
bool Process();
bool Save();
uint32 GetCharID() { return charid; }
uint32 SetCharID(uint32 iCharID) { if (IsPlayerCorpse()) { return (charid=iCharID); } return 0xFFFFFFFF; };
uint32 GetDecayTime() { if (!corpse_decay_timer.Enabled()) return 0xFFFFFFFF; else return corpse_decay_timer.GetRemainingTime(); }
uint32 GetResTime() { if (!corpse_res_timer.Enabled()) return 0; else return corpse_res_timer.GetRemainingTime(); }
void CalcCorpseName();
inline void Lock() { pLocked = true; }
inline void UnLock() { pLocked = false; }
inline bool IsLocked() { return pLocked; }
inline void ResetLooter() { BeingLootedBy = 0xFFFFFFFF; }
inline bool IsBeingLooted() { return (BeingLootedBy != 0xFFFFFFFF); }
inline uint32 GetDBID() { return dbid; }
inline char* GetOwnerName() { return orgname;}
void SetDecayTimer(uint32 decaytime);
bool IsEmpty() const;
void AddItem(uint32 itemnum, uint16 charges, int16 slot = 0, uint32 aug1=0, uint32 aug2=0, uint32 aug3=0, uint32 aug4=0, uint32 aug5=0);
uint32 GetWornItem(int16 equipSlot) const;
ServerLootItem_Struct* GetItem(uint16 lootslot, ServerLootItem_Struct** bag_item_data = 0);
void RemoveItem(uint16 lootslot);
void RemoveItem(ServerLootItem_Struct* item_data);
void SetCash(uint32 in_copper, uint32 in_silver, uint32 in_gold, uint32 in_platinum);
void RemoveCash();
void QueryLoot(Client* to);
uint32 CountItems();
void Delete();
void Bury();
virtual void Depop();
virtual void DepopCorpse();
uint32 GetCopper() { return copper; }
uint32 GetSilver() { return silver; }
uint32 GetGold() { return gold; }
uint32 GetPlatinum() { return platinum; }
void FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho);
void MakeLootRequestPackets(Client* client, const EQApplicationPacket* app);
void LootItem(Client* client, const EQApplicationPacket* app);
void EndLoot(Client* client, const EQApplicationPacket* app);
bool Summon(Client* client, bool spell, bool CheckDistance);
void CastRezz(uint16 spellid, Mob* Caster);
void CompleteRezz();
void SetPKItem(int32 id) { pkitem = id; }
int32 GetPKItem() { return pkitem; }
bool CanMobLoot(int charid);
void AllowMobLoot(Mob *them, uint8 slot);
void AddLooter(Mob *who);
bool Rezzed() { return rez; }
void Rezzed(bool in_rez) { rez = in_rez; }
void Spawn();
char orgname[64];
uint32 GetEquipment(uint8 material_slot) const; // returns item id
uint32 GetEquipmentColor(uint8 material_slot) const;
inline int GetRezzExp() { return rezzexp; }
protected:
std::list<uint32> MoveItemToCorpse(Client *client, ItemInst *item, int16 equipslot);
private:
bool p_PlayerCorpse; bool pIsChanged;
bool pLocked;
int32 pkitem;
uint32 dbid;
uint32 charid;
ItemList itemlist;
uint32 copper;
uint32 silver;
uint32 gold;
uint32 platinum;
bool p_depop;
uint32 BeingLootedBy;
uint32 rezzexp;
bool rez;
bool can_rez;
bool become_npc;
int looters[MAX_LOOTERS]; // People allowed to loot the corpse, character id
Timer corpse_decay_timer;
Timer corpse_res_timer;
Timer corpse_delay_timer;
Timer corpse_graveyard_timer;
Timer loot_cooldown_timer;
Color_Struct item_tint[9];
};
#endif