mirror of
https://github.com/EQEmu/Server.git
synced 2025-12-11 16:51:29 +00:00
2437 lines
61 KiB
C++
2437 lines
61 KiB
C++
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#ifdef _WINDOWS
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#if (!defined(_MSC_VER) || (defined(_MSC_VER) && _MSC_VER < 1900))
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#define snprintf _snprintf
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#define vsnprintf _vsnprintf
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#endif
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#define strncasecmp _strnicmp
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#define strcasecmp _stricmp
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#endif
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#include "../common/data_verification.h"
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#include "../common/global_define.h"
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#include "../common/eqemu_logsys.h"
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#include "../common/rulesys.h"
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#include "../common/strings.h"
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#include "../common/say_link.h"
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#include "corpse.h"
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#include "dynamic_zone.h"
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#include "entity.h"
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#include "groups.h"
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#include "mob.h"
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#include "raids.h"
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#include "bot.h"
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#include "quest_parser_collection.h"
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#include "string_ids.h"
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#include "worldserver.h"
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#include "../common/events/player_event_logs.h"
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#include "../common/repositories/character_corpses_repository.h"
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#include "../common/repositories/character_corpse_items_repository.h"
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#include <iostream>
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#include "queryserv.h"
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extern EntityList entity_list;
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extern Zone *zone;
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extern WorldServer worldserver;
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extern npcDecayTimes_Struct npcCorpseDecayTimes[100];
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extern QueryServ *QServ;
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void Corpse::SendEndLootErrorPacket(Client *client)
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{
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auto outapp = new EQApplicationPacket(OP_LootComplete, 0);
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client->QueuePacket(outapp);
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safe_delete(outapp);
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}
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void Corpse::SendLootReqErrorPacket(Client *client, LootResponse response)
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{
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auto outapp = new EQApplicationPacket(OP_MoneyOnCorpse, sizeof(moneyOnCorpseStruct));
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auto *d = (moneyOnCorpseStruct *) outapp->pBuffer;
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d->response = static_cast<uint8>(response);
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d->unknown1 = 0x5a;
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d->unknown2 = 0x40;
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client->QueuePacket(outapp);
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safe_delete(outapp);
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}
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Corpse::Corpse(
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NPC *npc,
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LootItems *item_list,
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uint32 npc_type_id,
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const NPCType **npc_type_data,
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uint32 decay_time
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) : Mob(
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"Unnamed_Corpse", // in_name
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"", // in_lastname
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0, // in_cur_hp
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0, // in_max_hp
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npc->GetGender(), // in_gender
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npc->GetRace(), // in_race
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npc->GetClass(), // in_class
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BodyType::Humanoid, // in_bodytype
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npc->GetDeity(), // in_deity
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npc->GetLevel(), // in_level
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npc->GetNPCTypeID(), // in_npctype_id
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npc->GetSize(), // in_size
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0.0f, // in_runspeed
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npc->GetPosition(), // position
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npc->GetInnateLightType(), // in_light
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npc->GetTexture(), // in_texture
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npc->GetHelmTexture(), // in_helmtexture
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0, // in_ac
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0, // in_atk
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0, // in_str
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0, // in_sta
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0, // in_dex
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0, // in_agi
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0, // in_int
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0, // in_wis
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0, // in_cha
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0, // in_haircolor
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0, // in_beardcolor
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0, // in_eyecolor1
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0, // in_eyecolor2
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0, // in_hairstyle
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0, // in_luclinface
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0, // in_beard
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0, // in_drakkin_heritage
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0, // in_drakkin_tattoo
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0, // in_drakkin_details
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EQ::TintProfile(), // in_armor_tint
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0xFF, // in_aa_title
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0, // in_see_invis
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0, // in_see_invis_undead
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0, // in_see_hide
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0, // in_see_improved_hide
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0, // in_hp_regen
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0, // in_mana_regen
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0, // in_qglobal
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0, // in_maxlevel
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0, // in_scalerate
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0, // in_armtexture
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0, // in_bracertexture
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0, // in_handtexture
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0, // in_legtexture
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0, // in_feettexture
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(*npc_type_data)->use_model, // in_usemodel
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false, // in_always_aggros_foes
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0, // in_heroic_strikethrough
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false // in_keeps_sold_items
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),
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m_corpse_decay_timer(decay_time),
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m_corpse_rezzable_timer(0),
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m_corpse_delay_timer(RuleI(NPC, CorpseUnlockTimer)),
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m_corpse_graveyard_timer(0),
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m_loot_cooldown_timer(10)
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{
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m_corpse_graveyard_timer.Disable();
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m_is_corpse_changed = false;
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m_is_player_corpse = false;
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m_is_locked = false;
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m_being_looted_by_entity_id = 0xFFFFFFFF;
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if (item_list) {
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m_item_list = *item_list;
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item_list->clear();
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}
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SetCash(npc->GetCopper(), npc->GetSilver(), npc->GetGold(), npc->GetPlatinum());
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npctype_id = npc_type_id;
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SetPlayerKillItemID(0);
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m_character_id = 0;
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m_corpse_db_id = 0;
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m_player_corpse_depop = false;
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strcpy(corpse_name, npc->GetName());
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strcpy(name, npc->GetName());
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for (auto &npcCorpseDecayTime: npcCorpseDecayTimes) {
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if (
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EQ::ValueWithin(
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level,
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npcCorpseDecayTime.minlvl,
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npcCorpseDecayTime.maxlvl
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)
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) {
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m_corpse_decay_timer.SetTimer(npcCorpseDecayTime.seconds * 1000);
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break;
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}
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}
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if (IsEmpty()) {
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m_corpse_decay_timer.SetTimer(RuleI(NPC, EmptyNPCCorpseDecayTime) + 1000);
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}
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if (npc->HasPrivateCorpse()) {
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m_corpse_delay_timer.SetTimer(m_corpse_decay_timer.GetRemainingTime() + 1000);
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}
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for (int &allowed_looter: m_allowed_looters) {
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allowed_looter = 0;
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}
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m_rezzed_experience = 0;
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UpdateEquipmentLight();
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UpdateActiveLight();
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m_loot_request_type = LootRequestType::Forbidden;
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}
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Corpse::Corpse(Client *c, int32 rez_exp, KilledByTypes in_killed_by) : Mob(
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"Unnamed_Corpse", // in_name
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"", // in_lastname
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0, // in_cur_hp
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0, // in_max_hp
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c->GetGender(), // in_gender
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c->GetRace(), // in_race
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c->GetClass(), // in_class
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BodyType::Humanoid, // in_bodytype
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c->GetDeity(), // in_deity
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c->GetLevel(), // in_level
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0, // in_npctype_id
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c->GetSize(), // in_size
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0, // in_runspeed
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c->GetPosition(), // position
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c->GetInnateLightType(), // in_light
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c->GetTexture(), // in_texture
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c->GetHelmTexture(), // in_helmtexture
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0, // in_ac
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0, // in_atk
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0, // in_str
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0, // in_sta
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0, // in_dex
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0, // in_agi
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0, // in_int
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0, // in_wis
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0, // in_cha
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c->GetPP().haircolor, // in_haircolor
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c->GetPP().beardcolor, // in_beardcolor
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c->GetPP().eyecolor1, // in_eyecolor1
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c->GetPP().eyecolor2, // in_eyecolor2
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c->GetPP().hairstyle, // in_hairstyle
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c->GetPP().face, // in_luclinface
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c->GetPP().beard, // in_beard
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c->GetPP().drakkin_heritage, // in_drakkin_heritage
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c->GetPP().drakkin_tattoo, // in_drakkin_tattoo
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c->GetPP().drakkin_details, // in_drakkin_details
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EQ::TintProfile(), // in_armor_tint
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0xff, // in_aa_title
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0, // in_see_invis
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0, // in_see_invis_undead
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0, // in_see_hide
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0, // in_see_improved_hide
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0, // in_hp_regen
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0, // in_mana_regen
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0, // in_qglobal
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0, // in_maxlevel
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0, // in_scalerate
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0, // in_armtexture
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0, // in_bracertexture
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0, // in_handtexture
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0, // in_legtexture
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0, // in_feettexture
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0, // in_usemodel
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false, // in_always_aggro
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0, // in_heroic_strikethrough
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false // in_keeps_sold_items
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)
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{
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PlayerProfile_Struct *pp = &c->GetPP();
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EQ::ItemInstance *item = nullptr;
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if (!zone->HasGraveyard()) {
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m_corpse_graveyard_timer.Disable();
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}
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for (int &allowed_looter: m_allowed_looters) {
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allowed_looter = 0;
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}
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if (c->AutoConsentGroupEnabled()) {
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auto *g = c->GetGroup();
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m_consented_group_id = g ? g->GetID() : 0;
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}
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if (c->AutoConsentRaidEnabled()) {
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auto *r = c->GetRaid();
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m_consented_raid_id = r ? r->GetID() : 0;
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}
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m_consented_guild_id = c->AutoConsentGuildEnabled() ? c->GuildID() : 0;
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m_is_corpse_changed = true;
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m_rezzed_experience = rez_exp;
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m_is_player_corpse = true;
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m_is_locked = false;
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m_being_looted_by_entity_id = 0xFFFFFFFF;
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m_character_id = c->CharacterID();
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m_corpse_db_id = 0;
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m_player_corpse_depop = false;
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m_copper = 0;
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m_silver = 0;
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m_gold = 0;
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m_platinum = 0;
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m_killed_by_type = (uint8) in_killed_by;
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m_is_rezzable = true;
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m_remaining_rez_time = 0;
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m_is_owner_online = false;
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m_account_id = c->AccountID();
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// timers
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m_corpse_decay_timer.SetTimer(RuleI(Character, CorpseDecayTime));
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m_corpse_rezzable_timer.SetTimer(RuleI(Character, CorpseResTime));
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m_corpse_delay_timer.SetTimer(RuleI(NPC, CorpseUnlockTimer));
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m_corpse_graveyard_timer.SetTimer(RuleI(Zone, GraveyardTimeMS));
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m_loot_cooldown_timer.SetTimer(10);
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m_check_rezzable_timer.SetTimer(1000);
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m_check_owner_online_timer.SetTimer(RuleI(Character, CorpseOwnerOnlineTime));
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m_corpse_rezzable_timer.Disable();
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SetRezTimer(true);
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strcpy(corpse_name, pp->name);
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strcpy(name, pp->name);
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/* become_npc was not being initialized which led to some pretty funky things with newly created corpses */
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m_become_npc = false;
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SetPlayerKillItemID(0);
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/* Check Rule to see if we can leave corpses */
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if (
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(!RuleB(Character, LeaveNakedCorpses) || RuleB(Character, LeaveCorpses)) &&
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GetLevel() >= RuleI(Character, DeathItemLossLevel)
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) {
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// cash
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// Let's not move the cash when 'RespawnFromHover = true' && 'client->GetClientVersion() < EQClientSoF' since the client doesn't.
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// (change to first client that supports 'death hover' mode, if not SoF.)
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if (!RuleB(Character, RespawnFromHover) || c->ClientVersion() < EQ::versions::ClientVersion::SoF) {
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auto corpse_copper = pp->copper;
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auto corpse_silver = pp->silver;
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auto corpse_gold = pp->gold;
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auto corpse_platinum = pp->platinum;
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pp->copper = 0;
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pp->silver = 0;
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pp->gold = 0;
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pp->platinum = 0;
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if (RuleB(Character, LeaveCursorMoneyOnCorpse)) {
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corpse_copper += pp->copper_cursor;
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corpse_silver += pp->silver_cursor;
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corpse_gold += pp->gold_cursor;
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corpse_platinum += pp->platinum_cursor;
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pp->copper_cursor = 0;
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pp->silver_cursor = 0;
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pp->gold_cursor = 0;
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pp->platinum_cursor = 0;
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}
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SetCash(corpse_copper, corpse_silver, corpse_gold, corpse_platinum);
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}
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// get their tints
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memcpy(&m_item_tint.Slot, &c->GetPP().item_tint, sizeof(m_item_tint));
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// TODO soulbound items need not be added to corpse, but they need
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// to go into the regular slots on the player, out of bags
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std::list<uint32> removed_list;
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// ideally, we would start at invslot::slotGeneral1 and progress to invslot::slotCursor..
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// ..then regress and process invslot::EQUIPMENT_BEGIN through invslot::EQUIPMENT_END...
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// without additional work to database loading of player corpses, this order is not
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// currently preserved and a re-work of this processing loop is not warranted.
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for (int i = EQ::invslot::POSSESSIONS_BEGIN; i <= EQ::invslot::POSSESSIONS_END; ++i) {
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item = c->GetInv().GetItem(i);
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if (!item) {
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continue;
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}
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if (!c->IsBecomeNPC() || (c->IsBecomeNPC() && !item->GetItem()->NoRent)) {
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MoveItemToCorpse(c, item, i, removed_list);
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}
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}
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database.TransactionBegin();
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// this should not be modified to include the entire range of invtype::TYPE_POSSESSIONS slots by default..
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// ..due to the possibility of 'hidden' items from client version bias..or, possibly, soul-bound items (WoW?)
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if (!removed_list.empty()) {
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auto iter = removed_list.begin();
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if (iter != removed_list.end()) {
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std::stringstream ss("");
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ss << "DELETE FROM `inventory` WHERE `character_id` = " << c->CharacterID();
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ss << " AND `slot_id` IN (" << (*iter);
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++iter;
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while (iter != removed_list.end()) {
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ss << ", " << (*iter);
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++iter;
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}
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ss << ")";
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database.QueryDatabase(ss.str().c_str());
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}
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}
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auto start = c->GetInv().cursor_cbegin();
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auto finish = c->GetInv().cursor_cend();
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database.SaveCursor(c->CharacterID(), start, finish);
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c->CalcBonuses();
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c->Save();
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IsRezzed(false);
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Save();
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database.TransactionCommit();
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UpdateEquipmentLight();
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UpdateActiveLight();
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return;
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}
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UpdateEquipmentLight();
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UpdateActiveLight();
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m_loot_request_type = LootRequestType::Forbidden;
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IsRezzed(false);
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Save();
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}
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void Corpse::MoveItemToCorpse(Client *client, EQ::ItemInstance *inst, int16 equipSlot, std::list<uint32> &removedList)
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{
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AddItem(
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inst->GetItem()->ID,
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inst->GetCharges(),
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equipSlot,
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inst->GetAugmentItemID(0),
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inst->GetAugmentItemID(1),
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inst->GetAugmentItemID(2),
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inst->GetAugmentItemID(3),
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inst->GetAugmentItemID(4),
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inst->GetAugmentItemID(5),
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inst->IsAttuned(),
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inst->GetCustomDataString(),
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inst->GetOrnamentationIcon(),
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inst->GetOrnamentationIDFile(),
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inst->GetOrnamentHeroModel()
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);
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removedList.push_back(equipSlot);
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while (true) {
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if (!inst->IsClassBag()) { break; }
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if (equipSlot < EQ::invslot::GENERAL_BEGIN || equipSlot > EQ::invslot::slotCursor) { break; }
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for (int16 sub_index = EQ::invbag::SLOT_BEGIN; sub_index <= EQ::invbag::SLOT_END; ++sub_index) {
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int16 real_bag_slot = EQ::InventoryProfile::CalcSlotId(equipSlot, sub_index);
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auto bag_inst = client->GetInv().GetItem(real_bag_slot);
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if (bag_inst == nullptr) { continue; }
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AddItem(
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bag_inst->GetItem()->ID,
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bag_inst->GetCharges(),
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real_bag_slot,
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bag_inst->GetAugmentItemID(0),
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bag_inst->GetAugmentItemID(1),
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bag_inst->GetAugmentItemID(2),
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bag_inst->GetAugmentItemID(3),
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bag_inst->GetAugmentItemID(4),
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bag_inst->GetAugmentItemID(5),
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bag_inst->IsAttuned(),
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bag_inst->GetCustomDataString(),
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bag_inst->GetOrnamentationIcon(),
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bag_inst->GetOrnamentationIDFile(),
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bag_inst->GetOrnamentHeroModel()
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);
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removedList.push_back(real_bag_slot);
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client->DeleteItemInInventory(real_bag_slot, 0, true, false);
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}
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break;
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}
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client->DeleteItemInInventory(equipSlot, 0, true, false);
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}
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// To be called from LoadFromDBData
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Corpse::Corpse(
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uint32 corpse_id,
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uint32 character_id,
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const char *character_name,
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LootItems *item_list,
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uint32 copper,
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uint32 silver,
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uint32 gold,
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uint32 platinum,
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const glm::vec4 &position,
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float size,
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uint8 gender,
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uint16 race,
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uint8 class_,
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uint8 deity,
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uint8 level,
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uint8 texture,
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uint8 helm_texture,
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uint32 rez_exp,
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uint32 gm_rez_exp,
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KilledByTypes killed_by,
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bool is_rezzable,
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uint32 rez_remaining_time,
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bool was_at_graveyard
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) : Mob(
|
|
"Unnamed_Corpse", // in_name
|
|
"", // in_lastname
|
|
0, // in_cur_hp
|
|
0, // in_max_hp
|
|
gender, // in_gender
|
|
race, // in_race
|
|
class_, // in_class
|
|
BodyType::Humanoid, // in_bodytype
|
|
deity, // in_deity
|
|
level, // in_level
|
|
0, // in_npctype_id
|
|
size, // in_size
|
|
0.0f, // in_runspeed
|
|
position, // position
|
|
0, // in_light
|
|
texture, // in_texture
|
|
helm_texture, // in_helmtexture
|
|
0, // in_ac
|
|
0, // in_atk
|
|
0, // in_str
|
|
0, // in_sta
|
|
0, // in_dex
|
|
0, // in_agi
|
|
0, // in_int
|
|
0, // in_wis
|
|
0, // in_cha
|
|
0, // in_haircolor
|
|
0, // in_beardcolor
|
|
0, // in_eyecolor1
|
|
0, // in_eyecolor2
|
|
0, // in_hairstyle
|
|
0, // in_luclinface
|
|
0, // in_beard
|
|
0, // in_drakkin_heritage
|
|
0, // in_drakkin_tattoo
|
|
0, // in_drakkin_details
|
|
EQ::TintProfile(), // in_armor_tint
|
|
0xFF, // in_aa_title
|
|
0, // in_see_invis
|
|
0, // in_see_invis_undead
|
|
0, // in_see_hide
|
|
0, // in_see_improved_hide
|
|
0, // in_hp_regen
|
|
0, // in_mana_regen
|
|
0, // in_qglobal
|
|
0, // in_maxlevel
|
|
0, // in_scalerate
|
|
0, // in_armtexture
|
|
0, // in_bracertexture
|
|
0, // in_handtexture
|
|
0, // in_legtexture
|
|
0, // in_feettexture
|
|
0, // in_usemodel
|
|
false, // in_always_aggros_foes
|
|
0, // in_heroic_strikethrough
|
|
false // in_keeps_sold_items
|
|
)
|
|
{
|
|
LoadPlayerCorpseDecayTime(corpse_id);
|
|
|
|
if (!zone->HasGraveyard() || was_at_graveyard) {
|
|
m_corpse_graveyard_timer.Disable();
|
|
}
|
|
|
|
strcpy(corpse_name, character_name);
|
|
strcpy(name, character_name);
|
|
|
|
m_copper = copper;
|
|
m_silver = silver;
|
|
m_gold = gold;
|
|
m_platinum = platinum;
|
|
m_rezzed_experience = rez_exp;
|
|
m_gm_rezzed_experience = gm_rez_exp;
|
|
m_killed_by_type = (uint8) killed_by;
|
|
m_is_rezzable = is_rezzable;
|
|
m_remaining_rez_time = rez_remaining_time;
|
|
m_is_owner_online = false;
|
|
m_is_corpse_changed = false;
|
|
m_is_player_corpse = true;
|
|
m_is_locked = false;
|
|
m_being_looted_by_entity_id = 0xFFFFFFFF;
|
|
m_corpse_db_id = corpse_id;
|
|
m_player_corpse_depop = false;
|
|
m_character_id = character_id;
|
|
m_item_list = *item_list;
|
|
item_list->clear();
|
|
|
|
// timers
|
|
m_corpse_decay_timer.SetTimer(RuleI(Character, CorpseDecayTime));
|
|
m_corpse_rezzable_timer.SetTimer(RuleI(Character, CorpseResTime));
|
|
m_corpse_delay_timer.SetTimer(RuleI(NPC, CorpseUnlockTimer));
|
|
m_corpse_graveyard_timer.SetTimer(RuleI(Zone, GraveyardTimeMS));
|
|
m_loot_cooldown_timer.SetTimer(10);
|
|
m_check_owner_online_timer.SetTimer(RuleI(Character, CorpseOwnerOnlineTime));
|
|
m_check_rezzable_timer.SetTimer(1000);
|
|
m_corpse_rezzable_timer.Disable();
|
|
|
|
SetRezTimer();
|
|
|
|
for (int &allowed_looter: m_allowed_looters) {
|
|
allowed_looter = 0;
|
|
}
|
|
|
|
SetPlayerKillItemID(0);
|
|
UpdateEquipmentLight();
|
|
UpdateActiveLight();
|
|
|
|
m_loot_request_type = LootRequestType::Forbidden;
|
|
}
|
|
|
|
Corpse::~Corpse()
|
|
{
|
|
if (m_is_player_corpse && !(m_player_corpse_depop && m_corpse_db_id == 0)) {
|
|
Save();
|
|
}
|
|
LootItems::iterator cur, end;
|
|
cur = m_item_list.begin();
|
|
end = m_item_list.end();
|
|
for (; cur != end; ++cur) {
|
|
LootItem *item = *cur;
|
|
safe_delete(item);
|
|
}
|
|
m_item_list.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 (m_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 (!m_is_player_corpse) {
|
|
return true;
|
|
}
|
|
|
|
if (!m_is_corpse_changed) {
|
|
return true;
|
|
}
|
|
|
|
CharacterCorpseEntry ce;
|
|
|
|
ce.size = size;
|
|
ce.locked = m_is_locked;
|
|
ce.copper = m_copper;
|
|
ce.silver = m_silver;
|
|
ce.gold = m_gold;
|
|
ce.plat = m_platinum;
|
|
ce.race = race;
|
|
ce.class_ = class_;
|
|
ce.gender = gender;
|
|
ce.deity = deity;
|
|
ce.level = level;
|
|
ce.texture = texture;
|
|
ce.helmtexture = helmtexture;
|
|
ce.exp = m_rezzed_experience;
|
|
ce.gm_exp = m_gm_exp;
|
|
ce.killed_by = m_killed_by_type;
|
|
ce.rezzable = m_is_rezzable;
|
|
ce.rez_time = m_remaining_rez_time;
|
|
ce.item_tint = m_item_tint;
|
|
ce.haircolor = haircolor;
|
|
ce.beardcolor = beardcolor;
|
|
ce.eyecolor2 = eyecolor1;
|
|
ce.hairstyle = hairstyle;
|
|
ce.face = luclinface;
|
|
ce.beard = beard;
|
|
ce.drakkin_heritage = drakkin_heritage;
|
|
ce.drakkin_tattoo = drakkin_tattoo;
|
|
ce.drakkin_details = drakkin_details;
|
|
|
|
for (auto &item: m_item_list) {
|
|
CharacterCorpseItemEntry e;
|
|
|
|
e.item_id = item->item_id;
|
|
e.equip_slot = item->equip_slot;
|
|
e.charges = item->charges;
|
|
e.lootslot = item->lootslot;
|
|
e.aug_1 = item->aug_1;
|
|
e.aug_2 = item->aug_2;
|
|
e.aug_3 = item->aug_3;
|
|
e.aug_4 = item->aug_4;
|
|
e.aug_5 = item->aug_5;
|
|
e.aug_6 = item->aug_6;
|
|
e.attuned = item->attuned;
|
|
e.custom_data = item->custom_data;
|
|
e.ornamenticon = item->ornamenticon;
|
|
e.ornamentidfile = item->ornamentidfile;
|
|
e.ornament_hero_model = item->ornament_hero_model;
|
|
|
|
ce.items.emplace_back(std::move(e));
|
|
}
|
|
|
|
if (m_corpse_db_id == 0) {
|
|
m_corpse_db_id = database.SaveCharacterCorpse(
|
|
m_character_id,
|
|
corpse_name,
|
|
zone->GetZoneID(),
|
|
zone->GetInstanceID(),
|
|
ce,
|
|
m_Position,
|
|
m_consented_guild_id
|
|
);
|
|
}
|
|
else {
|
|
m_corpse_db_id = database.UpdateCharacterCorpse(
|
|
m_corpse_db_id,
|
|
m_character_id,
|
|
corpse_name,
|
|
zone->GetZoneID(),
|
|
zone->GetInstanceID(),
|
|
ce,
|
|
m_Position,
|
|
m_consented_guild_id,
|
|
IsRezzed()
|
|
);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void Corpse::Delete()
|
|
{
|
|
if (IsPlayerCorpse() && m_corpse_db_id != 0) {
|
|
database.DeleteCharacterCorpse(m_corpse_db_id);
|
|
}
|
|
|
|
m_corpse_db_id = 0;
|
|
m_player_corpse_depop = true;
|
|
}
|
|
|
|
void Corpse::Bury()
|
|
{
|
|
if (IsPlayerCorpse() && m_corpse_db_id != 0) {
|
|
database.BuryCharacterCorpse(m_corpse_db_id);
|
|
}
|
|
|
|
m_corpse_db_id = 0;
|
|
m_player_corpse_depop = true;
|
|
}
|
|
|
|
void Corpse::DepopNPCCorpse()
|
|
{
|
|
if (IsNPCCorpse()) {
|
|
m_player_corpse_depop = true;
|
|
}
|
|
}
|
|
|
|
void Corpse::DepopPlayerCorpse()
|
|
{
|
|
m_player_corpse_depop = true;
|
|
}
|
|
|
|
void Corpse::AddConsentName(const std::string &consent_player_name)
|
|
{
|
|
for (const auto &consented_player_name: m_consented_player_names) {
|
|
if (strcasecmp(consented_player_name.c_str(), consent_player_name.c_str()) == 0) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
m_consented_player_names.emplace_back(consent_player_name);
|
|
}
|
|
|
|
void Corpse::RemoveConsentName(const std::string &consent_player_name)
|
|
{
|
|
m_consented_player_names.erase(
|
|
std::remove_if(
|
|
m_consented_player_names.begin(), m_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;
|
|
}
|
|
), m_consented_player_names.end()
|
|
);
|
|
}
|
|
|
|
uint32 Corpse::CountItems()
|
|
{
|
|
return m_item_list.size();
|
|
}
|
|
|
|
void Corpse::AddItem(
|
|
uint32 itemnum,
|
|
uint16 charges,
|
|
int16 slot,
|
|
uint32 aug1,
|
|
uint32 aug2,
|
|
uint32 aug3,
|
|
uint32 aug4,
|
|
uint32 aug5,
|
|
uint32 aug6,
|
|
bool attuned,
|
|
const std::string &custom_data,
|
|
uint32 ornamenticon,
|
|
uint32 ornamentidfile,
|
|
uint32 ornament_hero_model
|
|
)
|
|
{
|
|
|
|
if (!database.GetItem(itemnum)) {
|
|
return;
|
|
}
|
|
|
|
m_is_corpse_changed = true;
|
|
|
|
auto i = new LootItem;
|
|
|
|
i->item_id = itemnum;
|
|
i->charges = charges;
|
|
i->equip_slot = slot;
|
|
i->aug_1 = aug1;
|
|
i->aug_2 = aug2;
|
|
i->aug_3 = aug3;
|
|
i->aug_4 = aug4;
|
|
i->aug_5 = aug5;
|
|
i->aug_6 = aug6;
|
|
i->attuned = attuned;
|
|
i->custom_data = custom_data;
|
|
i->ornamenticon = ornamenticon;
|
|
i->ornamentidfile = ornamentidfile;
|
|
i->ornament_hero_model = ornament_hero_model;
|
|
|
|
m_item_list.push_back(i);
|
|
|
|
UpdateEquipmentLight();
|
|
}
|
|
|
|
LootItem *Corpse::GetItem(uint16 lootslot, LootItem **bag_item_data)
|
|
{
|
|
LootItem *sitem = nullptr;
|
|
LootItem *sitem2 = nullptr;
|
|
|
|
for (const auto &item: m_item_list) {
|
|
if (item->lootslot == lootslot) {
|
|
sitem = item;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (sitem && bag_item_data && EQ::InventoryProfile::SupportsContainers(sitem->equip_slot)) {
|
|
int16 bagstart = EQ::InventoryProfile::CalcSlotId(sitem->equip_slot, EQ::invbag::SLOT_BEGIN);
|
|
|
|
// convert above code to for loop
|
|
for (const auto &item: m_item_list) {
|
|
if (item->equip_slot >= bagstart && item->equip_slot < bagstart + EQ::invbag::SLOT_COUNT) {
|
|
bag_item_data[item->equip_slot - bagstart] = item;
|
|
}
|
|
}
|
|
}
|
|
|
|
return sitem;
|
|
}
|
|
|
|
uint32 Corpse::GetWornItem(int16 equip_slot) const
|
|
{
|
|
for (const auto &item: m_item_list) {
|
|
if (item->equip_slot == equip_slot) {
|
|
return item->item_id;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
void Corpse::RemoveItem(uint16 lootslot)
|
|
{
|
|
if (lootslot == 0xFFFF) {
|
|
return;
|
|
}
|
|
|
|
for (const auto &item: m_item_list) {
|
|
if (item->lootslot == lootslot) {
|
|
RemoveItem(item);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Corpse::RemoveItem(LootItem *item_data)
|
|
{
|
|
for (auto iter = m_item_list.begin(); iter != m_item_list.end(); ++iter) {
|
|
auto sitem = *iter;
|
|
if (sitem != item_data) { continue; }
|
|
|
|
m_is_corpse_changed = true;
|
|
m_item_list.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(AppearanceType::Light, GetActiveLightType());
|
|
}
|
|
|
|
safe_delete(sitem);
|
|
return;
|
|
}
|
|
}
|
|
|
|
void Corpse::RemoveItemByID(uint32 item_id, int quantity)
|
|
{
|
|
if (!database.GetItem(item_id)) {
|
|
return;
|
|
}
|
|
|
|
if (!HasItem(item_id)) {
|
|
return;
|
|
}
|
|
|
|
int removed_count = 0;
|
|
for (auto current_item = m_item_list.begin(); current_item != m_item_list.end(); ++current_item) {
|
|
LootItem *sitem = *current_item;
|
|
if (removed_count == quantity) {
|
|
break;
|
|
}
|
|
|
|
if (sitem && sitem->item_id == item_id) {
|
|
int stack_size = sitem->charges > 1 ? sitem->charges : 1;
|
|
if ((removed_count + stack_size) <= quantity) {
|
|
removed_count += stack_size;
|
|
m_is_corpse_changed = true;
|
|
m_item_list.erase(current_item);
|
|
}
|
|
else {
|
|
int amount_left = (quantity - removed_count);
|
|
if (amount_left > 0) {
|
|
if (stack_size > amount_left) {
|
|
removed_count += amount_left;
|
|
sitem->charges -= amount_left;
|
|
m_is_corpse_changed = true;
|
|
}
|
|
else if (stack_size == amount_left) {
|
|
removed_count += amount_left;
|
|
m_item_list.erase(current_item);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void Corpse::SetCash(uint32 in_copper, uint32 in_silver, uint32 in_gold, uint32 in_platinum)
|
|
{
|
|
m_copper = in_copper;
|
|
m_silver = in_silver;
|
|
m_gold = in_gold;
|
|
m_platinum = in_platinum;
|
|
m_is_corpse_changed = true;
|
|
}
|
|
|
|
void Corpse::RemoveCash()
|
|
{
|
|
m_copper = 0;
|
|
m_silver = 0;
|
|
m_gold = 0;
|
|
m_platinum = 0;
|
|
m_is_corpse_changed = true;
|
|
}
|
|
|
|
bool Corpse::IsEmpty() const
|
|
{
|
|
if (m_copper != 0 || m_silver != 0 || m_gold != 0 || m_platinum != 0) {
|
|
return false;
|
|
}
|
|
|
|
return m_item_list.empty();
|
|
}
|
|
|
|
bool Corpse::Process()
|
|
{
|
|
if (m_player_corpse_depop) {
|
|
return false;
|
|
}
|
|
|
|
if (m_check_owner_online_timer.Check() && m_is_rezzable) {
|
|
CheckIsOwnerOnline();
|
|
}
|
|
|
|
if (m_corpse_delay_timer.Check()) {
|
|
for (int &allowed_looter: m_allowed_looters) {
|
|
allowed_looter = 0;
|
|
}
|
|
m_corpse_delay_timer.Disable();
|
|
return true;
|
|
}
|
|
|
|
if (m_corpse_graveyard_timer.Check()) {
|
|
if (MovePlayerCorpseToGraveyard()) {
|
|
m_corpse_graveyard_timer.Disable();
|
|
return false;
|
|
}
|
|
return true; // If the corpse was not moved, continue the corpse in the process rather than put in limbo
|
|
}
|
|
|
|
// Player is offline. If rez timer is enabled, disable it and save corpse.
|
|
if (m_is_rezzable && m_check_rezzable_timer.Check()) {
|
|
if (!m_is_owner_online) {
|
|
if (m_corpse_rezzable_timer.Enabled()) {
|
|
m_remaining_rez_time = m_corpse_rezzable_timer.GetRemainingTime();
|
|
m_corpse_rezzable_timer.Disable();
|
|
m_is_corpse_changed = true;
|
|
Save();
|
|
}
|
|
}
|
|
else { //Player is online. If rez timer is disabled, enable it.
|
|
if (m_corpse_rezzable_timer.Enabled()) {
|
|
m_remaining_rez_time = m_corpse_rezzable_timer.GetRemainingTime();
|
|
}
|
|
else {
|
|
SetRezTimer();
|
|
}
|
|
}
|
|
}
|
|
|
|
if (m_corpse_rezzable_timer.Check()) {
|
|
CompleteResurrection(true);
|
|
}
|
|
|
|
/* This is when a corpse hits decay timer and does checks*/
|
|
if (m_corpse_decay_timer.Check()) {
|
|
/* NPC */
|
|
if (IsNPCCorpse()) {
|
|
m_corpse_decay_timer.Disable();
|
|
return false;
|
|
}
|
|
/* Client */
|
|
if (!RuleB(Zone, EnableShadowrest)) {
|
|
Delete();
|
|
}
|
|
else {
|
|
if (database.BuryCharacterCorpse(m_corpse_db_id)) {
|
|
Save();
|
|
m_player_corpse_depop = true;
|
|
m_corpse_db_id = 0;
|
|
LogCorpses("Tagged [{}] player corpse has buried", GetName());
|
|
}
|
|
else {
|
|
LogError("Unable to bury [{}] player corpse", GetName());
|
|
return true;
|
|
}
|
|
}
|
|
m_corpse_decay_timer.Disable();
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void Corpse::ResetDecayTimer()
|
|
{
|
|
int decay_ms = level > 54 ? RuleI(NPC, MajorNPCCorpseDecayTime) : RuleI(NPC, MinorNPCCorpseDecayTime);
|
|
|
|
if (IsPlayerCorpse()) {
|
|
decay_ms = RuleI(Character, CorpseDecayTime);
|
|
}
|
|
else if (IsEmpty()) {
|
|
decay_ms = RuleI(NPC, EmptyNPCCorpseDecayTime) + 1000;
|
|
}
|
|
else {
|
|
for (const npcDecayTimes_Struct &decay_time: npcCorpseDecayTimes) {
|
|
if (level >= decay_time.minlvl && level <= decay_time.maxlvl) {
|
|
decay_ms = decay_time.seconds * 1000;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
m_corpse_decay_timer.SetTimer(decay_ms);
|
|
}
|
|
|
|
void Corpse::SetDecayTimer(uint32 decay_time)
|
|
{
|
|
if (decay_time == 0) {
|
|
m_corpse_decay_timer.Trigger();
|
|
}
|
|
else {
|
|
m_corpse_decay_timer.Start(decay_time);
|
|
}
|
|
}
|
|
|
|
bool Corpse::CanPlayerLoot(int character_id)
|
|
{
|
|
uint8 looters = 0;
|
|
for (int allowed_looter: m_allowed_looters) {
|
|
if (allowed_looter != 0) {
|
|
looters++;
|
|
}
|
|
|
|
if (allowed_looter == character_id) {
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return looters == 0;
|
|
}
|
|
|
|
void Corpse::AllowPlayerLoot(Mob *them, uint8 slot)
|
|
{
|
|
if (slot >= MAX_LOOTERS) {
|
|
return;
|
|
}
|
|
if (them == nullptr || !them->IsClient()) {
|
|
return;
|
|
}
|
|
|
|
m_allowed_looters[slot] = them->CastToClient()->CharacterID();
|
|
}
|
|
|
|
void Corpse::MakeLootRequestPackets(Client *c, const EQApplicationPacket *app)
|
|
{
|
|
if (!c) {
|
|
return;
|
|
}
|
|
|
|
// Added 12/08. Started compressing loot struct on live.
|
|
if (m_player_corpse_depop) {
|
|
SendLootReqErrorPacket(c, LootResponse::SomeoneElse);
|
|
return;
|
|
}
|
|
|
|
if (IsPlayerCorpse() && !m_corpse_db_id) { // really should try to resave in this case
|
|
// SendLootReqErrorPacket(client, 0);
|
|
c->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 (m_is_locked && c->Admin() < AccountStatus::GMAdmin) {
|
|
SendLootReqErrorPacket(c, LootResponse::SomeoneElse);
|
|
c->Message(Chat::Red, "Error: Corpse locked by GM.");
|
|
return;
|
|
}
|
|
|
|
if (!m_being_looted_by_entity_id ||
|
|
(m_being_looted_by_entity_id != 0xFFFFFFFF && !entity_list.GetID(m_being_looted_by_entity_id))) {
|
|
m_being_looted_by_entity_id = 0xFFFFFFFF;
|
|
}
|
|
|
|
if (DistanceSquaredNoZ(c->GetPosition(), m_Position) > 625) {
|
|
SendLootReqErrorPacket(c, LootResponse::TooFar);
|
|
return;
|
|
}
|
|
|
|
if (m_being_looted_by_entity_id != 0xFFFFFFFF && m_being_looted_by_entity_id != c->GetID()) {
|
|
SendLootReqErrorPacket(c, LootResponse::SomeoneElse);
|
|
return;
|
|
}
|
|
|
|
// all loot session disqualifiers should occur before this point as not to interfere with any current looter
|
|
m_loot_request_type = LootRequestType::Forbidden;
|
|
|
|
// loot_request_type is scoped to class Corpse and reset on a per-loot session basis
|
|
if (c->GetGM()) {
|
|
if (c->Admin() >= AccountStatus::GMAdmin) {
|
|
m_loot_request_type = LootRequestType::GMAllowed;
|
|
c->Message(Chat::White, "Your GM Status allows you to loot any items on this corpse.");
|
|
} else {
|
|
m_loot_request_type = LootRequestType::GMPeek;
|
|
c->Message(Chat::White, "Your GM flag allows you to look at the items on this corpse.");
|
|
}
|
|
}
|
|
else {
|
|
if (IsPlayerCorpse()) {
|
|
if (m_character_id == c->CharacterID()) {
|
|
m_loot_request_type = LootRequestType::Self;
|
|
}
|
|
|
|
else if (CanPlayerLoot(c->CharacterID())) {
|
|
if (GetPlayerKillItem() == -1) {
|
|
m_loot_request_type = LootRequestType::AllowedPVPAll;
|
|
|
|
}
|
|
else if (GetPlayerKillItem() == 1) {
|
|
m_loot_request_type = LootRequestType::AllowedPVPSingle;
|
|
|
|
}
|
|
else if (GetPlayerKillItem() > 1) {
|
|
m_loot_request_type = LootRequestType::AllowedPVPDefined;
|
|
}
|
|
}
|
|
}
|
|
else if ((IsNPCCorpse() || m_become_npc) && CanPlayerLoot(c->CharacterID())) {
|
|
m_loot_request_type = LootRequestType::AllowedPVE;
|
|
}
|
|
|
|
}
|
|
|
|
LogInventory(
|
|
"m_loot_request_type [{}] for [{}]",
|
|
(int) m_loot_request_type,
|
|
c->GetName()
|
|
);
|
|
|
|
if (m_loot_request_type == LootRequestType::Forbidden) {
|
|
SendLootReqErrorPacket(c, LootResponse::NotAtThisTime);
|
|
return;
|
|
}
|
|
|
|
m_being_looted_by_entity_id = c->GetID();
|
|
c->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 (m_loot_request_type == LootRequestType::GMPeek || m_loot_request_type == LootRequestType::GMAllowed) {
|
|
if (GetPlatinum() || GetGold() || GetSilver() || GetCopper()) {
|
|
c->Message(
|
|
Chat::Yellow,
|
|
fmt::format(
|
|
"This corpse contains {}.",
|
|
Strings::Money(
|
|
GetPlatinum(),
|
|
GetGold(),
|
|
GetSilver(),
|
|
GetCopper()
|
|
)
|
|
).c_str()
|
|
);
|
|
}
|
|
else {
|
|
c->Message(Chat::Yellow, "This corpse contains no money.");
|
|
}
|
|
|
|
auto outapp = new EQApplicationPacket(OP_MoneyOnCorpse, sizeof(moneyOnCorpseStruct));
|
|
auto *d = (moneyOnCorpseStruct *) outapp->pBuffer;
|
|
|
|
d->response = static_cast<uint8>(LootResponse::Normal);
|
|
d->unknown1 = 0x42;
|
|
d->unknown2 = 0xef;
|
|
|
|
d->copper = 0;
|
|
d->silver = 0;
|
|
d->gold = 0;
|
|
d->platinum = 0;
|
|
|
|
outapp->priority = 6;
|
|
c->QueuePacket(outapp);
|
|
|
|
safe_delete(outapp);
|
|
}
|
|
else {
|
|
auto outapp = new EQApplicationPacket(OP_MoneyOnCorpse, sizeof(moneyOnCorpseStruct));
|
|
auto *d = (moneyOnCorpseStruct *) outapp->pBuffer;
|
|
|
|
d->response = static_cast<uint8>(LootResponse::Normal);
|
|
d->unknown1 = 0x42;
|
|
d->unknown2 = 0xef;
|
|
|
|
Group *cgroup = c->GetGroup();
|
|
|
|
// this can be reworked into a switch and/or massaged to include specialized pve loot rules based on 'LootRequestType'
|
|
if (!IsPlayerCorpse() && c->IsGrouped() && c->AutoSplitEnabled() && cgroup) {
|
|
d->copper = 0;
|
|
d->silver = 0;
|
|
d->gold = 0;
|
|
d->platinum = 0;
|
|
cgroup->SplitMoney(GetCopper(), GetSilver(), GetGold(), GetPlatinum(), c);
|
|
}
|
|
else {
|
|
d->copper = GetCopper();
|
|
d->silver = GetSilver();
|
|
d->gold = GetGold();
|
|
d->platinum = GetPlatinum();
|
|
c->AddMoneyToPP(GetCopper(), GetSilver(), GetGold(), GetPlatinum());
|
|
}
|
|
|
|
RemoveCash();
|
|
Save();
|
|
|
|
outapp->priority = 6;
|
|
c->QueuePacket(outapp);
|
|
|
|
safe_delete(outapp);
|
|
}
|
|
|
|
// process items
|
|
auto timestamps = database.GetItemRecastTimestamps(c->CharacterID());
|
|
|
|
if (m_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) {
|
|
if (pkitem->RecastType != RECAST_TYPE_UNLINKED_ITEM) {
|
|
pkinst->SetRecastTimestamp(
|
|
timestamps.count(pkitem->RecastType) ? timestamps.at(pkitem->RecastType) : 0
|
|
);
|
|
}
|
|
else {
|
|
pkinst->SetRecastTimestamp(timestamps.count(pkitem->ID) ? timestamps.at(pkitem->ID) : 0);
|
|
}
|
|
}
|
|
|
|
LogInventory("MakeLootRequestPackets() Slot [{}], Item [{}]", EQ::invslot::CORPSE_BEGIN, pkitem->Name);
|
|
|
|
c->SendItemPacket(EQ::invslot::CORPSE_BEGIN, pkinst, ItemPacketLoot);
|
|
safe_delete(pkinst);
|
|
}
|
|
else {
|
|
LogInventory("MakeLootRequestPackets() PlayerKillItem [{}] not found", pkitemid);
|
|
|
|
c->Message(Chat::Red, "PlayerKillItem (id: %i) could not be found!", pkitemid);
|
|
}
|
|
|
|
c->QueuePacket(app);
|
|
return;
|
|
}
|
|
|
|
auto loot_slot = EQ::invslot::CORPSE_BEGIN;
|
|
auto corpse_mask = c->GetInv().GetLookup()->CorpseBitmask;
|
|
|
|
for (auto i: m_item_list) {
|
|
// 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)
|
|
i->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 (m_loot_request_type == LootRequestType::AllowedPVPSingle && loot_slot != EQ::invslot::CORPSE_BEGIN) {
|
|
continue;
|
|
}
|
|
|
|
if (i->equip_slot < EQ::invslot::POSSESSIONS_BEGIN ||
|
|
i->equip_slot > EQ::invslot::POSSESSIONS_END) {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
const auto *item = database.GetItem(i->item_id);
|
|
|
|
auto inst = database.CreateItem(
|
|
item,
|
|
i->charges,
|
|
i->aug_1,
|
|
i->aug_2,
|
|
i->aug_3,
|
|
i->aug_4,
|
|
i->aug_5,
|
|
i->aug_6,
|
|
i->attuned,
|
|
i->custom_data,
|
|
i->ornamenticon,
|
|
i->ornamentidfile,
|
|
i->ornament_hero_model
|
|
);
|
|
if (!inst) {
|
|
continue;
|
|
}
|
|
|
|
if (item->RecastDelay) {
|
|
if (item->RecastType != RECAST_TYPE_UNLINKED_ITEM) {
|
|
inst->SetRecastTimestamp(timestamps.count(item->RecastType) ? timestamps.at(item->RecastType) : 0);
|
|
}
|
|
else {
|
|
inst->SetRecastTimestamp(timestamps.count(item->ID) ? timestamps.at(item->ID) : 0);
|
|
}
|
|
}
|
|
|
|
LogInventory("MakeLootRequestPackets() Slot [{}], Item [{}]", loot_slot, item->Name);
|
|
|
|
c->SendItemPacket(loot_slot, inst, ItemPacketLoot);
|
|
safe_delete(inst);
|
|
|
|
i->lootslot = loot_slot++;
|
|
}
|
|
|
|
// Disgrace: Client seems to require that we send the packet back...
|
|
c->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 (c->ClientVersion() >= EQ::versions::ClientVersion::SoD) {
|
|
SendLootReqErrorPacket(c, LootResponse::LootAll);
|
|
}
|
|
}
|
|
|
|
void Corpse::LootCorpseItem(Client *c, const EQApplicationPacket *app)
|
|
{
|
|
if (!c) {
|
|
return;
|
|
}
|
|
|
|
auto lootitem = (LootingItem_Struct *) app->pBuffer;
|
|
|
|
LogInventory(
|
|
"m_loot_request_type [{}] slot_id [{}] for [{}]",
|
|
(int) m_loot_request_type,
|
|
lootitem->slot_id,
|
|
c->GetName()
|
|
);
|
|
|
|
if (m_loot_request_type < LootRequestType::GMAllowed) { // LootRequestType::Forbidden and LootRequestType::GMPeek
|
|
c->QueuePacket(app);
|
|
SendEndLootErrorPacket(c);
|
|
// unlock corpse for others
|
|
|
|
if (IsBeingLootedBy(c)) {
|
|
ResetLooter();
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (!m_loot_cooldown_timer.Check()) {
|
|
c->QueuePacket(app);
|
|
SendEndLootErrorPacket(c);
|
|
// unlock corpse for others
|
|
if (IsBeingLootedBy(c)) {
|
|
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) && !c->GetInv().CursorEmpty()) {
|
|
c->Message(Chat::Red, "You may not loot an item while you have an item on your cursor.");
|
|
c->QueuePacket(app);
|
|
SendEndLootErrorPacket(c);
|
|
/* Unlock corpse for others */
|
|
if (IsBeingLootedBy(c)) {
|
|
ResetLooter();
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (!IsBeingLootedBy(c)) {
|
|
c->QueuePacket(app);
|
|
SendEndLootErrorPacket(c);
|
|
return;
|
|
}
|
|
|
|
if (IsPlayerCorpse() && !CanPlayerLoot(c->CharacterID()) && !m_become_npc &&
|
|
(m_character_id != c->CharacterID() && c->Admin() < AccountStatus::GMLeadAdmin)) {
|
|
c->Message(Chat::Red, "Error: This is a player corpse and you dont own it.");
|
|
c->QueuePacket(app);
|
|
SendEndLootErrorPacket(c);
|
|
return;
|
|
}
|
|
|
|
if (m_is_locked && c->Admin() < AccountStatus::GMAdmin) {
|
|
c->QueuePacket(app);
|
|
SendLootReqErrorPacket(c, LootResponse::SomeoneElse);
|
|
c->Message(Chat::Red, "Error: Corpse locked by GM.");
|
|
return;
|
|
}
|
|
|
|
if (IsPlayerCorpse() && (m_character_id != c->CharacterID()) && CanPlayerLoot(c->CharacterID()) &&
|
|
GetPlayerKillItem() == 0) {
|
|
c->Message(Chat::Red, "Error: You cannot loot any more items from this corpse.");
|
|
c->QueuePacket(app);
|
|
SendEndLootErrorPacket(c);
|
|
ResetLooter();
|
|
return;
|
|
}
|
|
|
|
const EQ::ItemData *item = nullptr;
|
|
EQ::ItemInstance *inst = nullptr;
|
|
LootItem *item_data = nullptr, *bag_item_data[EQ::invbag::SLOT_COUNT] = {};
|
|
|
|
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) {
|
|
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,
|
|
item_data->custom_data, item_data->ornamenticon,
|
|
item_data->ornamentidfile, item_data->ornament_hero_model
|
|
);
|
|
}
|
|
else {
|
|
inst = database.CreateItem(item);
|
|
}
|
|
}
|
|
|
|
if (c && inst) {
|
|
if (c->CheckLoreConflict(item)) {
|
|
c->MessageString(Chat::White, LOOT_LORE_ERROR);
|
|
c->QueuePacket(app);
|
|
SendEndLootErrorPacket(c);
|
|
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 (c->CheckLoreConflict(itm->GetItem())) {
|
|
c->MessageString(Chat::White, LOOT_LORE_ERROR);
|
|
c->QueuePacket(app);
|
|
SendEndLootErrorPacket(c);
|
|
ResetLooter();
|
|
delete inst;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
auto prevent_loot = false;
|
|
|
|
if (RuleB(Zone, UseZoneController)) {
|
|
auto controller = entity_list.GetNPCByNPCTypeID(ZONE_CONTROLLER_NPC_ID);
|
|
if (controller) {
|
|
if (parse->HasQuestSub(ZONE_CONTROLLER_NPC_ID, EVENT_LOOT_ZONE)) {
|
|
const auto &export_string = fmt::format(
|
|
"{} {} {} {}",
|
|
inst->GetItem()->ID,
|
|
inst->GetCharges(),
|
|
EntityList::RemoveNumbers(corpse_name),
|
|
GetID()
|
|
);
|
|
|
|
std::vector<std::any> args = {inst, this};
|
|
if (parse->EventNPC(EVENT_LOOT_ZONE, controller, c, export_string, 0, &args) != 0) {
|
|
prevent_loot = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (parse->PlayerHasQuestSub(EVENT_LOOT)) {
|
|
const auto &export_string = fmt::format(
|
|
"{} {} {} {}",
|
|
inst->GetItem()->ID,
|
|
inst->GetCharges(),
|
|
EntityList::RemoveNumbers(corpse_name),
|
|
GetID()
|
|
);
|
|
|
|
std::vector<std::any> args = {inst, this};
|
|
if (parse->EventPlayer(EVENT_LOOT, c, export_string, 0, &args) != 0) {
|
|
prevent_loot = true;
|
|
}
|
|
}
|
|
|
|
if (inst && player_event_logs.IsEventEnabled(PlayerEvent::LOOT_ITEM) && !IsPlayerCorpse()) {
|
|
auto e = PlayerEvent::LootItemEvent{
|
|
.item_id = inst->GetItem()->ID,
|
|
.item_name = inst->GetItem()->Name,
|
|
.charges = inst->GetCharges(),
|
|
.augment_1_id = inst->GetAugmentItemID(0),
|
|
.augment_2_id = inst->GetAugmentItemID(1),
|
|
.augment_3_id = inst->GetAugmentItemID(2),
|
|
.augment_4_id = inst->GetAugmentItemID(3),
|
|
.augment_5_id = inst->GetAugmentItemID(4),
|
|
.augment_6_id = inst->GetAugmentItemID(5),
|
|
.npc_id = GetNPCTypeID(),
|
|
.corpse_name = EntityList::RemoveNumbers(corpse_name)
|
|
};
|
|
|
|
RecordPlayerEventLogWithClient(c, PlayerEvent::LOOT_ITEM, e);
|
|
}
|
|
|
|
if (!IsPlayerCorpse()) {
|
|
// dynamic zones may prevent looting by non-members or based on lockouts
|
|
auto dz = zone->GetDynamicZone();
|
|
if (dz && !dz->CanClientLootCorpse(c, GetNPCTypeID(), GetID())) {
|
|
prevent_loot = true;
|
|
// note on live this message is only sent once on the first loot attempt of an open corpse
|
|
c->MessageString(Chat::Loot, LOOT_NOT_ALLOWED, inst->GetItem()->Name);
|
|
}
|
|
}
|
|
|
|
if (parse->ItemHasQuestSub(inst, EVENT_LOOT)) {
|
|
const auto &export_string = fmt::format(
|
|
"{} {} {} {}",
|
|
inst->GetItem()->ID,
|
|
inst->GetCharges(),
|
|
EntityList::RemoveNumbers(corpse_name),
|
|
GetID()
|
|
);
|
|
|
|
std::vector<std::any> args = {inst, this};
|
|
if (parse->EventItem(EVENT_LOOT, c, inst, this, export_string, 0, &args) != 0) {
|
|
prevent_loot = true;
|
|
}
|
|
}
|
|
|
|
if (prevent_loot) {
|
|
lootitem->auto_loot = -1;
|
|
c->QueuePacket(app);
|
|
safe_delete(inst);
|
|
return;
|
|
}
|
|
|
|
|
|
// safe to ACK now
|
|
c->QueuePacket(app);
|
|
|
|
if (!IsPlayerCorpse() && c) {
|
|
c->CheckItemDiscoverability(inst->GetID());
|
|
}
|
|
|
|
if (zone->adv_data) {
|
|
auto *ad = (ServerZoneAdventureDataReply_Struct *) zone->adv_data;
|
|
if (ad->type == Adventure_Collect && !IsPlayerCorpse()) {
|
|
if (ad->data_id == inst->GetItem()->ID) {
|
|
zone->DoAdventureCountIncrease();
|
|
}
|
|
}
|
|
}
|
|
|
|
// get count for task update before it's mutated by AutoPutLootInInventory
|
|
int count = inst->IsStackable() ? inst->GetCharges() : 1;
|
|
//Set recast on item when looting it!
|
|
auto timestamps = database.GetItemRecastTimestamps(c->CharacterID());
|
|
const auto *d = inst->GetItem();
|
|
if (d->RecastDelay) {
|
|
if (d->RecastType != RECAST_TYPE_UNLINKED_ITEM) {
|
|
inst->SetRecastTimestamp(timestamps.count(d->RecastType) ? timestamps.at(d->RecastType) : 0);
|
|
}
|
|
else {
|
|
inst->SetRecastTimestamp(timestamps.count(d->ID) ? timestamps.at(d->ID) : 0);
|
|
}
|
|
}
|
|
|
|
/* First add it to the looter - this will do the bag contents too */
|
|
if (lootitem->auto_loot > 0) {
|
|
if (!c->AutoPutLootInInventory(*inst, true, true, bag_item_data)) {
|
|
c->PutLootInInventory(EQ::invslot::slotCursor, *inst, bag_item_data);
|
|
}
|
|
}
|
|
else {
|
|
c->PutLootInInventory(EQ::invslot::slotCursor, *inst, bag_item_data);
|
|
}
|
|
|
|
/* Update any tasks that have an activity to loot this item */
|
|
if (RuleB(TaskSystem, EnableTaskSystem) && IsNPCCorpse()) {
|
|
c->UpdateTasksOnLoot(this, item->ID, count);
|
|
}
|
|
|
|
/* 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(
|
|
m_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(
|
|
m_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();
|
|
|
|
c->MessageString(Chat::Loot, LOOTED_MESSAGE, linker.Link().c_str());
|
|
|
|
if (!IsPlayerCorpse()) {
|
|
Group *g = c->GetGroup();
|
|
if (g != nullptr) {
|
|
g->GroupMessageString(
|
|
c, Chat::Loot,
|
|
OTHER_LOOTED_MESSAGE,
|
|
c->GetName(),
|
|
linker.Link().c_str()
|
|
);
|
|
}
|
|
else {
|
|
Raid *r = c->GetRaid();
|
|
if (r != nullptr) {
|
|
r->RaidMessageString(
|
|
c,
|
|
Chat::Loot,
|
|
OTHER_LOOTED_MESSAGE,
|
|
c->GetName(),
|
|
linker.Link().c_str()
|
|
);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
SendEndLootErrorPacket(c);
|
|
safe_delete(inst);
|
|
return;
|
|
}
|
|
|
|
if (IsPlayerCorpse()) {
|
|
c->SendItemLink(inst);
|
|
}
|
|
else {
|
|
c->SendItemLink(inst, true);
|
|
}
|
|
|
|
safe_delete(inst);
|
|
}
|
|
|
|
void Corpse::EndLoot(Client *c, const EQApplicationPacket *app)
|
|
{
|
|
auto outapp = new EQApplicationPacket;
|
|
outapp->SetOpcode(OP_LootComplete);
|
|
outapp->size = 0;
|
|
c->QueuePacket(outapp);
|
|
safe_delete(outapp);
|
|
|
|
m_being_looted_by_entity_id = 0xFFFFFFFF;
|
|
if (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)
|
|
{
|
|
if (!m_item_list.empty()) {
|
|
int player_corpse_limit = to->GetInv().GetLookup()->InventoryTypeSize.Corpse;
|
|
to->Message(
|
|
Chat::White,
|
|
fmt::format(
|
|
"Loot | Name: {} ID: {}",
|
|
GetName(),
|
|
GetNPCTypeID()
|
|
).c_str()
|
|
);
|
|
|
|
int item_count = 0;
|
|
for (auto current_item: m_item_list) {
|
|
int item_number = (item_count + 1);
|
|
if (!current_item) {
|
|
LogError("Corpse::QueryLoot() - ItemList error, null item.");
|
|
continue;
|
|
}
|
|
|
|
if (!current_item->item_id || !database.GetItem(current_item->item_id)) {
|
|
LogError("Corpse::QueryLoot() - Database error, invalid item.");
|
|
continue;
|
|
}
|
|
|
|
EQ::SayLinkEngine linker;
|
|
linker.SetLinkType(EQ::saylink::SayLinkLootItem);
|
|
linker.SetLootData(current_item);
|
|
|
|
to->Message(
|
|
Chat::White,
|
|
fmt::format(
|
|
"Item {} | Name: {} ({}){}",
|
|
item_number,
|
|
linker.GenerateLink().c_str(),
|
|
current_item->item_id,
|
|
(
|
|
current_item->charges > 1 ?
|
|
fmt::format(
|
|
" Amount: {}",
|
|
current_item->charges
|
|
) :
|
|
""
|
|
)
|
|
).c_str()
|
|
);
|
|
item_count++;
|
|
}
|
|
}
|
|
|
|
if (m_platinum || m_gold || m_silver || m_copper) {
|
|
to->Message(
|
|
Chat::White,
|
|
fmt::format(
|
|
"Money | {}",
|
|
Strings::Money(
|
|
m_platinum,
|
|
m_gold,
|
|
m_silver,
|
|
m_copper
|
|
)
|
|
).c_str()
|
|
);
|
|
}
|
|
}
|
|
|
|
bool Corpse::HasItem(uint32 item_id)
|
|
{
|
|
if (!database.GetItem(item_id)) {
|
|
return false;
|
|
}
|
|
|
|
for (auto i: m_item_list) {
|
|
if (!i) {
|
|
LogError("Corpse::HasItem() - ItemList error, null item");
|
|
continue;
|
|
}
|
|
|
|
if (!i->item_id || !database.GetItem(i->item_id)) {
|
|
LogError("Corpse::HasItem() - Database error, invalid item");
|
|
continue;
|
|
}
|
|
|
|
if (i->item_id == item_id) {
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
uint32 Corpse::CountItem(uint32 item_id)
|
|
{
|
|
uint32 item_count = 0;
|
|
|
|
if (!database.GetItem(item_id)) {
|
|
return item_count;
|
|
}
|
|
|
|
for (auto i: m_item_list) {
|
|
if (!i) {
|
|
LogError("Corpse::CountItem() - ItemList error, null item");
|
|
continue;
|
|
}
|
|
|
|
if (!i->item_id || !database.GetItem(i->item_id)) {
|
|
LogError("Corpse::CountItem() - Database error, invalid item");
|
|
continue;
|
|
}
|
|
|
|
if (i->item_id == item_id) {
|
|
item_count += i->charges > 0 ? i->charges : 1;
|
|
}
|
|
}
|
|
|
|
return item_count;
|
|
}
|
|
|
|
uint32 Corpse::GetItemIDBySlot(uint16 loot_slot)
|
|
{
|
|
for (auto i: m_item_list) {
|
|
if (i->lootslot == loot_slot) {
|
|
return i->item_id;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
uint16 Corpse::GetFirstLootSlotByItemID(uint32 item_id)
|
|
{
|
|
for (auto i: m_item_list) {
|
|
if (i->item_id == item_id) {
|
|
return i->lootslot;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
bool Corpse::Summon(Client *c, bool spell, bool CheckDistance)
|
|
{
|
|
uint32 dist2 = 10000; // pow(100, 2);
|
|
if (!spell) {
|
|
if (GetCharID() == c->CharacterID()) {
|
|
if (IsLocked() && c->Admin() < AccountStatus::GMAdmin) {
|
|
c->Message(Chat::Red, "That corpse is locked by a GM.");
|
|
return false;
|
|
}
|
|
if (!CheckDistance || (DistanceSquaredNoZ(m_Position, c->GetPosition()) <= dist2)) {
|
|
GMMove(c->GetX(), c->GetY(), c->GetZ());
|
|
m_is_corpse_changed = true;
|
|
}
|
|
else {
|
|
c->MessageString(Chat::Red, CORPSE_TOO_FAR);
|
|
return false;
|
|
}
|
|
}
|
|
else {
|
|
bool consented = false;
|
|
for (const auto &consented_player_name: m_consented_player_names) {
|
|
if (strcasecmp(c->GetName(), consented_player_name.c_str()) == 0) {
|
|
consented = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!consented && m_consented_guild_id && m_consented_guild_id != GUILD_NONE) {
|
|
if (c->GuildID() == m_consented_guild_id) {
|
|
consented = true;
|
|
}
|
|
}
|
|
if (!consented && m_consented_group_id) {
|
|
Group *grp = c->GetGroup();
|
|
if (grp && grp->GetID() == m_consented_group_id) {
|
|
consented = true;
|
|
}
|
|
}
|
|
if (!consented && m_consented_raid_id) {
|
|
Raid *raid = c->GetRaid();
|
|
if (raid && raid->GetID() == m_consented_raid_id) {
|
|
consented = true;
|
|
}
|
|
}
|
|
|
|
if (consented) {
|
|
if (!CheckDistance || (DistanceSquaredNoZ(m_Position, c->GetPosition()) <= dist2)) {
|
|
GMMove(c->GetX(), c->GetY(), c->GetZ());
|
|
m_is_corpse_changed = true;
|
|
}
|
|
else {
|
|
c->MessageString(Chat::Red, CORPSE_TOO_FAR);
|
|
return false;
|
|
}
|
|
}
|
|
else {
|
|
c->MessageString(Chat::Red, CONSENT_DENIED);
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
GMMove(c->GetX(), c->GetY(), c->GetZ());
|
|
m_is_corpse_changed = true;
|
|
}
|
|
Save();
|
|
return true;
|
|
}
|
|
|
|
void Corpse::CompleteResurrection(bool timer_expired)
|
|
{
|
|
LogCorpses("Corpse [{}] has been rezzed.", GetName());
|
|
|
|
m_remaining_rez_time = m_corpse_rezzable_timer.GetRemainingTime();
|
|
|
|
if (timer_expired) {
|
|
m_remaining_rez_time = 0;
|
|
m_is_rezzable = false; // Players can no longer rez this corpse.
|
|
m_corpse_rezzable_timer.Disable();
|
|
}
|
|
|
|
IsRezzed(true); // Players can rez this corpse for no XP (corpse gate) provided rezzable is true.
|
|
m_rezzed_experience = 0;
|
|
m_is_corpse_changed = true;
|
|
Save();
|
|
}
|
|
|
|
void Corpse::Spawn()
|
|
{
|
|
auto app = new EQApplicationPacket;
|
|
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) {
|
|
return (m_item_tint.Slot[material_slot].UseTint ? m_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 &i: m_item_list) {
|
|
if (i->equip_slot < EQ::invslot::EQUIPMENT_BEGIN || i->equip_slot > EQ::invslot::EQUIPMENT_END) {
|
|
continue;
|
|
}
|
|
if (i->equip_slot == EQ::invslot::slotAmmo) {
|
|
continue;
|
|
}
|
|
|
|
auto item = database.GetItem(i->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 &i: m_item_list) {
|
|
if (i->equip_slot < EQ::invslot::GENERAL_BEGIN || i->equip_slot > EQ::invslot::GENERAL_END) {
|
|
continue;
|
|
}
|
|
|
|
auto item = database.GetItem(i->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 &looter: m_allowed_looters) {
|
|
if (looter == 0) {
|
|
looter = 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, CorpseDecayTime) > (active_corpse_decay_timer * 1000)) {
|
|
m_corpse_decay_timer.SetTimer(RuleI(Character, CorpseDecayTime) - (active_corpse_decay_timer * 1000));
|
|
}
|
|
else {
|
|
m_corpse_decay_timer.SetTimer(2000);
|
|
}
|
|
if (active_corpse_decay_timer > 0 && RuleI(Zone, GraveyardTimeMS) > (active_corpse_decay_timer * 1000)) {
|
|
m_corpse_graveyard_timer.SetTimer(RuleI(Zone, GraveyardTimeMS) - (active_corpse_decay_timer * 1000));
|
|
}
|
|
else {
|
|
m_corpse_graveyard_timer.SetTimer(3000);
|
|
}
|
|
}
|
|
|
|
void Corpse::SendWorldSpawnPlayerCorpseInZone(uint32_t zone_id)
|
|
{
|
|
auto pack = std::make_unique<ServerPacket>(
|
|
ServerOP_SpawnPlayerCorpse,
|
|
sizeof(SpawnPlayerCorpse_Struct)
|
|
);
|
|
auto *spc = reinterpret_cast<SpawnPlayerCorpse_Struct *>(pack->pBuffer);
|
|
spc->player_corpse_id = m_corpse_db_id;
|
|
spc->zone_id = zone_id;
|
|
worldserver.SendPacket(pack.get());
|
|
}
|
|
|
|
bool Corpse::MovePlayerCorpseToGraveyard()
|
|
{
|
|
if (IsPlayerCorpse() && zone && zone->HasGraveyard()) {
|
|
Save();
|
|
|
|
glm::vec4 graveyard_point = zone->GetGraveyardPoint();
|
|
|
|
uint16_t instance_id = (zone->GetZoneID() == zone->graveyard_zoneid()) ? zone->GetInstanceID() : 0;
|
|
database.SendCharacterCorpseToGraveyard(m_corpse_db_id, zone->graveyard_zoneid(), instance_id, graveyard_point);
|
|
SendWorldSpawnPlayerCorpseInZone(zone->graveyard_zoneid());
|
|
|
|
m_corpse_db_id = 0;
|
|
m_player_corpse_depop = true;
|
|
m_corpse_graveyard_timer.Disable();
|
|
|
|
LogCorpses(
|
|
"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(m_corpse_db_id);
|
|
SendWorldSpawnPlayerCorpseInZone(zone->GetZoneID());
|
|
|
|
m_corpse_db_id = 0;
|
|
m_player_corpse_depop = true;
|
|
m_corpse_graveyard_timer.Disable();
|
|
|
|
LogCorpses(
|
|
"Moved [{}] player corpse to non-instance version of zone [{}]",
|
|
GetName(),
|
|
ZoneName(zone->GetZoneID())
|
|
);
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
std::vector<int> Corpse::GetLootList()
|
|
{
|
|
std::vector<int> corpse_items;
|
|
|
|
for (auto i: m_item_list) {
|
|
if (!i) {
|
|
LogError("Corpse::GetLootList() - ItemList error, null item");
|
|
continue;
|
|
}
|
|
|
|
if (std::find(corpse_items.begin(), corpse_items.end(), i->item_id) != corpse_items.end()) {
|
|
continue;
|
|
}
|
|
|
|
corpse_items.push_back(i->item_id);
|
|
}
|
|
return corpse_items;
|
|
}
|
|
|
|
void Corpse::SetRezTimer(bool initial_timer)
|
|
{
|
|
LogCorpsesDetail("Checking for rezzable corpse [{}]", GetName());
|
|
|
|
if (!m_is_rezzable) {
|
|
if (m_corpse_rezzable_timer.Enabled()) {
|
|
m_corpse_rezzable_timer.Disable();
|
|
}
|
|
return;
|
|
}
|
|
|
|
CheckIsOwnerOnline();
|
|
|
|
if (!m_is_owner_online && !initial_timer) {
|
|
if (m_corpse_rezzable_timer.Enabled()) {
|
|
m_corpse_rezzable_timer.Disable();
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (m_corpse_rezzable_timer.Enabled() && !initial_timer) {
|
|
return;
|
|
}
|
|
|
|
if (initial_timer) {
|
|
uint32 timer = RuleI(Character, CorpseResTime);
|
|
if (static_cast<KilledByTypes>(m_killed_by_type) == KilledByTypes::Killed_DUEL) {
|
|
timer = RuleI(Character, DuelCorpseResTime);
|
|
}
|
|
m_remaining_rez_time = timer;
|
|
}
|
|
|
|
if (m_remaining_rez_time < 1) {
|
|
// Corpse is no longer rezzable
|
|
CompleteResurrection(true);
|
|
return;
|
|
}
|
|
|
|
m_corpse_rezzable_timer.SetTimer(m_remaining_rez_time);
|
|
}
|
|
|
|
void Corpse::CheckIsOwnerOnline()
|
|
{
|
|
LogCorpsesDetail("Checking if owner is online for corpse [{}]", GetOwnerName());
|
|
|
|
Client *c = entity_list.GetClientByCharID(GetCharID());
|
|
if (!c) {
|
|
// Client is not in the corpse's zone, send a packet to world to have it check.
|
|
auto pack = new ServerPacket(ServerOP_IsOwnerOnline, sizeof(ServerIsOwnerOnline_Struct));
|
|
auto *o = (ServerIsOwnerOnline_Struct *) pack->pBuffer;
|
|
strncpy(o->name, GetOwnerName(), sizeof(o->name));
|
|
o->corpse_id = GetID();
|
|
o->zone_id = zone->GetZoneID();
|
|
o->online = 0;
|
|
o->account_id = m_account_id;
|
|
worldserver.SendPacket(pack);
|
|
safe_delete(pack);
|
|
LogCorpsesDetail("Sent IsOwnerOnline packet to world for [{}]", GetName());
|
|
}
|
|
else {
|
|
SetOwnerOnline(true);
|
|
}
|
|
}
|
|
|
|
void Corpse::CastRezz(uint16 spell_id, Mob *caster)
|
|
{
|
|
LogSpells(
|
|
"spell_id [{}] IsRezzed() [{}], rez_experience [{}], rez_timer enabled [{}]",
|
|
spell_id,
|
|
IsRezzed(),
|
|
m_rezzed_experience,
|
|
m_corpse_rezzable_timer.Enabled()
|
|
);
|
|
|
|
// refresh rezzed state from database
|
|
const auto &e = CharacterCorpsesRepository::FindOne(database, m_corpse_db_id);
|
|
if (!e.id) {
|
|
caster->MessageString(Chat::White, REZZ_ALREADY_PENDING);
|
|
return;
|
|
}
|
|
|
|
m_rezzed_experience = e.exp;
|
|
m_gm_rezzed_experience = e.gm_exp;
|
|
m_is_rezzable = e.rezzable;
|
|
IsRezzed(e.is_rezzed);
|
|
|
|
// Rez timer has expired, only GMs can rez at this point. (uses rezzable)
|
|
if (!IsRezzable()) {
|
|
if (caster && caster->IsClient()) {
|
|
if (!caster->CastToClient()->GetGM()) {
|
|
caster->MessageString(Chat::White, REZZ_ALREADY_PENDING);
|
|
caster->MessageString(Chat::White, CORPSE_TOO_OLD);
|
|
return;
|
|
}
|
|
|
|
caster->Message(Chat::White, "Your GM flag allows you to resurrect this corpse.");
|
|
}
|
|
}
|
|
|
|
// Corpse has been rezzed, but timer is still active. Players can corpse gate, GMs can rez for XP. (uses is_rezzed)
|
|
if (IsRezzed()) {
|
|
auto c = caster && caster->IsClient() ? caster->CastToClient() : nullptr;
|
|
if (c) {
|
|
m_rezzed_experience = 0;
|
|
if (c->GetGM()) {
|
|
m_rezzed_experience = m_gm_rezzed_experience;
|
|
m_gm_rezzed_experience = 0;
|
|
|
|
c->Message(Chat::White, "Your GM flag allows you to resurrect this corpse and return experience.");
|
|
}
|
|
}
|
|
}
|
|
|
|
auto outapp = new EQApplicationPacket(OP_RezzRequest, sizeof(Resurrect_Struct));
|
|
auto *r = (Resurrect_Struct *) outapp->pBuffer;
|
|
|
|
strn0cpy(r->your_name, corpse_name, 64);
|
|
strn0cpy(r->corpse_name, name, 64);
|
|
strn0cpy(r->rezzer_name, caster->GetName(), 64);
|
|
|
|
r->zone_id = zone->GetZoneID();
|
|
r->instance_id = zone->GetInstanceID();
|
|
r->spellid = spell_id;
|
|
r->x = m_Position.x;
|
|
r->y = m_Position.y;
|
|
r->z = GetFixedZ(m_Position);
|
|
r->unknown000 = 0;
|
|
r->unknown020 = 0;
|
|
r->unknown088 = 0;
|
|
|
|
// We send this to world, because it needs to go to the player who may not be in this zone.
|
|
worldserver.RezzPlayer(outapp, m_rezzed_experience, m_corpse_db_id, OP_RezzRequest);
|
|
safe_delete(outapp);
|
|
}
|
|
|
|
Corpse *Corpse::LoadCharacterCorpse(
|
|
const CharacterCorpsesRepository::CharacterCorpses &cc,
|
|
const glm::vec4 &position
|
|
)
|
|
{
|
|
if (!cc.id) {
|
|
LogCorpses("Unable to create a corpse entity for character corpse_id [{}]", cc.id);
|
|
return nullptr;
|
|
}
|
|
|
|
const auto &items = CharacterCorpseItemsRepository::GetWhere(
|
|
database,
|
|
fmt::format(
|
|
"`corpse_id` = {}",
|
|
cc.id
|
|
)
|
|
);
|
|
|
|
LootItems item_list;
|
|
for (auto &i: items) {
|
|
item_list.push_back(
|
|
new LootItem{
|
|
.item_id = i.item_id,
|
|
.equip_slot = static_cast<int16>(i.equip_slot),
|
|
.charges = static_cast<uint16>(i.charges),
|
|
.lootslot = 0,
|
|
.aug_1 = i.aug_1,
|
|
.aug_2 = i.aug_2,
|
|
.aug_3 = i.aug_3,
|
|
.aug_4 = i.aug_4,
|
|
.aug_5 = i.aug_5,
|
|
.aug_6 = static_cast<uint32>(i.aug_6),
|
|
.attuned = static_cast<bool>(i.attuned)
|
|
}
|
|
);
|
|
}
|
|
|
|
auto c = new Corpse(
|
|
cc.id,
|
|
cc.charid,
|
|
cc.charname.c_str(),
|
|
&item_list,
|
|
cc.copper,
|
|
cc.silver,
|
|
cc.gold,
|
|
cc.platinum,
|
|
position,
|
|
cc.size,
|
|
cc.gender,
|
|
cc.race,
|
|
cc.class_,
|
|
cc.deity,
|
|
cc.level,
|
|
cc.texture,
|
|
cc.helm_texture,
|
|
cc.exp,
|
|
cc.gm_exp,
|
|
static_cast<KilledByTypes>(cc.killed_by),
|
|
cc.rezzable,
|
|
cc.rez_time,
|
|
RuleB(Zone, EnableShadowrest) ? false : cc.was_at_graveyard
|
|
);
|
|
|
|
if (cc.is_locked) {
|
|
c->Lock();
|
|
}
|
|
|
|
// item tints and appearance
|
|
c->m_item_tint.Head.Color = cc.wc_1;
|
|
c->m_item_tint.Chest.Color = cc.wc_2;
|
|
c->m_item_tint.Arms.Color = cc.wc_3;
|
|
c->m_item_tint.Wrist.Color = cc.wc_4;
|
|
c->m_item_tint.Hands.Color = cc.wc_5;
|
|
c->m_item_tint.Legs.Color = cc.wc_6;
|
|
c->m_item_tint.Feet.Color = cc.wc_7;
|
|
c->m_item_tint.Primary.Color = cc.wc_8;
|
|
c->m_item_tint.Secondary.Color = cc.wc_9;
|
|
c->haircolor = cc.hair_color;
|
|
c->beardcolor = cc.beard_color;
|
|
c->eyecolor1 = cc.eye_color_1;
|
|
c->eyecolor2 = cc.eye_color_2;
|
|
c->hairstyle = cc.hair_style;
|
|
c->luclinface = cc.face;
|
|
c->beard = cc.beard;
|
|
c->drakkin_heritage = cc.drakkin_heritage;
|
|
c->drakkin_tattoo = cc.drakkin_tattoo;
|
|
c->drakkin_details = cc.drakkin_details;
|
|
c->m_become_npc = false;
|
|
c->m_consented_guild_id = cc.guild_consent_id;
|
|
|
|
c->IsRezzed(cc.is_rezzed);
|
|
|
|
c->UpdateEquipmentLight();
|
|
|
|
return c;
|
|
}
|