mirror of
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* [Bots] Cleanup and remove preprocessors. - Removes every `#ifdef BOTS` we have and locks bots behind `Bots:AllowBots` rule. - Bot updates are now done by default similar to regular database updates. - Modify `CMakeLists.txt`, `.drone.yml`, and `BUILD.md` to match the removal of `EQEMU_ENABLE_BOTS`. * Cleanup - Add SQL for enabling bots for servers with bots. - Add message that tells players/operators bots are disabled. * Suggested changes. * Bot injection stuff * Change SQL to bot SQL. * Tweaks * Remove `is_bot` * Update version.h * Update main.cpp * Update database.cpp * Fix name availability crash * Remove bots from update script Co-authored-by: Akkadius <akkadius1@gmail.com>
1970 lines
53 KiB
C++
1970 lines
53 KiB
C++
/* EQEMu: Everquest Server Emulator
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Copyright (C) 2001-2003 EQEMu Development Team (http://eqemulator.net)
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; version 2 of the License.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY except by those people which sell it, which
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are required to give you total support for your newly bought product;
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without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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/*
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New class for handeling corpses and everything associated with them.
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Child of the Mob class.
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-Quagmire
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*/
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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 "entity.h"
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#include "expedition.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 <iostream>
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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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void Corpse::SendEndLootErrorPacket(Client* client) {
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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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auto outapp = new EQApplicationPacket(OP_MoneyOnCorpse, sizeof(moneyOnCorpseStruct));
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moneyOnCorpseStruct* 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::LoadCharacterCorpseEntity(uint32 in_dbid, uint32 in_charid, std::string in_charname, const glm::vec4& position, std::string time_of_death, bool rezzed, bool was_at_graveyard, uint32 guild_consent_id) {
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uint32 item_count = database.GetCharacterCorpseItemCount(in_dbid);
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auto buffer =
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new char[sizeof(PlayerCorpse_Struct) + (item_count * sizeof(player_lootitem::ServerLootItem_Struct))];
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PlayerCorpse_Struct *pcs = (PlayerCorpse_Struct*)buffer;
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database.LoadCharacterCorpseData(in_dbid, pcs);
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/* Load Items */
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ItemList itemlist;
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ServerLootItem_Struct* tmp = nullptr;
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for (unsigned int i = 0; i < pcs->itemcount; i++) {
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tmp = new ServerLootItem_Struct;
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memcpy(tmp, &pcs->items[i], sizeof(player_lootitem::ServerLootItem_Struct));
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itemlist.push_back(tmp);
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}
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/* Create Corpse Entity */
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auto pc = new Corpse(in_dbid, // uint32 in_dbid
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in_charid, // uint32 in_charid
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in_charname.c_str(), // char* in_charname
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&itemlist, // ItemList* in_itemlist
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pcs->copper, // uint32 in_copper
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pcs->silver, // uint32 in_silver
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pcs->gold, // uint32 in_gold
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pcs->plat, // uint32 in_plat
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position,
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pcs->size, // float in_size
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pcs->gender, // uint8 in_gender
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pcs->race, // uint16 in_race
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pcs->class_, // uint8 in_class
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pcs->deity, // uint8 in_deity
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pcs->level, // uint8 in_level
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pcs->texture, // uint8 in_texture
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pcs->helmtexture, // uint8 in_helmtexture
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pcs->exp, // uint32 in_rezexp
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was_at_graveyard // bool wasAtGraveyard
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);
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if (pcs->locked)
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pc->Lock();
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/* Load Item Tints */
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pc->item_tint.Head.Color = pcs->item_tint.Head.Color;
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pc->item_tint.Chest.Color = pcs->item_tint.Chest.Color;
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pc->item_tint.Arms.Color = pcs->item_tint.Arms.Color;
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pc->item_tint.Wrist.Color = pcs->item_tint.Wrist.Color;
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pc->item_tint.Hands.Color = pcs->item_tint.Hands.Color;
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pc->item_tint.Legs.Color = pcs->item_tint.Legs.Color;
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pc->item_tint.Feet.Color = pcs->item_tint.Feet.Color;
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pc->item_tint.Primary.Color = pcs->item_tint.Primary.Color;
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pc->item_tint.Secondary.Color = pcs->item_tint.Secondary.Color;
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/* Load Physical Appearance */
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pc->haircolor = pcs->haircolor;
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pc->beardcolor = pcs->beardcolor;
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pc->eyecolor1 = pcs->eyecolor1;
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pc->eyecolor2 = pcs->eyecolor2;
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pc->hairstyle = pcs->hairstyle;
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pc->luclinface = pcs->face;
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pc->beard = pcs->beard;
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pc->drakkin_heritage = pcs->drakkin_heritage;
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pc->drakkin_tattoo = pcs->drakkin_tattoo;
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pc->drakkin_details = pcs->drakkin_details;
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pc->IsRezzed(rezzed);
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pc->become_npc = false;
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pc->consented_guild_id = guild_consent_id;
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pc->UpdateEquipmentLight(); // itemlist populated above..need to determine actual values
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safe_delete_array(pcs);
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return pc;
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}
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Corpse::Corpse(
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NPC *in_npc,
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ItemList *in_itemlist,
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uint32 in_npctypeid,
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const NPCType **in_npctypedata,
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uint32 in_decaytime
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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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in_npc->GetGender(), // in_gender
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in_npc->GetRace(), // in_race
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in_npc->GetClass(), // in_class
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BT_Humanoid, // in_bodytype
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in_npc->GetDeity(), // in_deity
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in_npc->GetLevel(), // in_level
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in_npc->GetNPCTypeID(), // in_npctype_id
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in_npc->GetSize(), // in_size
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0.0f, // in_runspeed
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in_npc->GetPosition(), // position
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in_npc->GetInnateLightType(), // in_light
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in_npc->GetTexture(), // in_texture
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in_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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(*in_npctypedata)->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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corpse_decay_timer(in_decaytime),
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corpse_rez_timer(0),
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corpse_delay_timer(RuleI(NPC, CorpseUnlockTimer)),
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corpse_graveyard_timer(0),
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loot_cooldown_timer(10)
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{
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corpse_graveyard_timer.Disable();
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is_corpse_changed = false;
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is_player_corpse = false;
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is_locked = false;
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being_looted_by = 0xFFFFFFFF;
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if (in_itemlist) {
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itemlist = *in_itemlist;
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in_itemlist->clear();
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}
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SetCash(in_npc->GetCopper(), in_npc->GetSilver(), in_npc->GetGold(), in_npc->GetPlatinum());
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npctype_id = in_npctypeid;
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SetPlayerKillItemID(0);
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char_id = 0;
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corpse_db_id = 0;
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player_corpse_depop = false;
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strcpy(corpse_name, in_npc->GetName());
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strcpy(name, in_npc->GetName());
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for(int count = 0; count < 100; count++) {
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if (
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EQ::ValueWithin(
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level,
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npcCorpseDecayTimes[count].minlvl,
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npcCorpseDecayTimes[count].maxlvl
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)
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) {
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corpse_decay_timer.SetTimer(npcCorpseDecayTimes[count].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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corpse_decay_timer.SetTimer(RuleI(NPC,EmptyNPCCorpseDecayTimeMS)+1000);
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}
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if (in_npc->HasPrivateCorpse()) {
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corpse_delay_timer.SetTimer(corpse_decay_timer.GetRemainingTime() + 1000);
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}
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for (int i = 0; i < MAX_LOOTERS; i++){
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allowed_looters[i] = 0;
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}
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rez_experience = 0;
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UpdateEquipmentLight();
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UpdateActiveLight();
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loot_request_type = LootRequestType::Forbidden;
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}
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Corpse::Corpse(Client* client, int32 in_rezexp) : 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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client->GetGender(), // in_gender
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client->GetRace(), // in_race
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client->GetClass(), // in_class
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BT_Humanoid, // in_bodytype
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client->GetDeity(), // in_deity
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client->GetLevel(), // in_level
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0, // in_npctype_id
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client->GetSize(), // in_size
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0, // in_runspeed
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client->GetPosition(), // position
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client->GetInnateLightType(), // in_light
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client->GetTexture(), // in_texture
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client->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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client->GetPP().haircolor, // in_haircolor
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client->GetPP().beardcolor, // in_beardcolor
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client->GetPP().eyecolor1, // in_eyecolor1
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client->GetPP().eyecolor2, // in_eyecolor2
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client->GetPP().hairstyle, // in_hairstyle
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client->GetPP().face, // in_luclinface
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client->GetPP().beard, // in_beard
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client->GetPP().drakkin_heritage, // in_drakkin_heritage
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client->GetPP().drakkin_tattoo, // in_drakkin_tattoo
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client->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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corpse_decay_timer(RuleI(Character, CorpseDecayTimeMS)),
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corpse_rez_timer(RuleI(Character, CorpseResTimeMS)),
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corpse_delay_timer(RuleI(NPC, CorpseUnlockTimer)),
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corpse_graveyard_timer(RuleI(Zone, GraveyardTimeMS)),
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loot_cooldown_timer(10)
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{
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PlayerProfile_Struct *pp = &client->GetPP();
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EQ::ItemInstance *item = nullptr;
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if (!zone->HasGraveyard()) {
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corpse_graveyard_timer.Disable();
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}
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for (int i = 0; i < MAX_LOOTERS; i++){
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allowed_looters[i] = 0;
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}
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if (client->AutoConsentGroupEnabled()) {
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auto* g = client->GetGroup();
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consented_group_id = g ? g->GetID() : 0;
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}
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if (client->AutoConsentRaidEnabled()) {
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auto* r = client->GetRaid();
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consented_raid_id = r ? r->GetID() : 0;
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}
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consented_guild_id = client->AutoConsentGuildEnabled() ? client->GuildID() : 0;
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is_corpse_changed = true;
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rez_experience = in_rezexp;
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can_corpse_be_rezzed = true;
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is_player_corpse = true;
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is_locked = false;
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being_looted_by = 0xFFFFFFFF;
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char_id = client->CharacterID();
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corpse_db_id = 0;
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player_corpse_depop = false;
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copper = 0;
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silver = 0;
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gold = 0;
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platinum = 0;
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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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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) ||
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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 (
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!RuleB(Character, RespawnFromHover) ||
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client->ClientVersion() < EQ::versions::ClientVersion::SoF
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) {
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SetCash(pp->copper, pp->silver, pp->gold, 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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}
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// get their tints
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memcpy(&item_tint.Slot, &client->GetPP().item_tint, sizeof(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 = client->GetInv().GetItem(i);
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if (!item) {
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continue;
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}
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if (
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!client->IsBecomeNPC() ||
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(
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client->IsBecomeNPC() &&
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!item->GetItem()->NoRent
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)
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) {
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MoveItemToCorpse(client, 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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std::list<uint32>::const_iterator 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 `charid` = " << client->CharacterID();
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ss << " AND `slotid` 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 = client->GetInv().cursor_cbegin();
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auto finish = client->GetInv().cursor_cend();
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database.SaveCursor(client->CharacterID(), start, finish);
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client->CalcBonuses();
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client->Save();
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IsRezzed(false);
|
|
Save();
|
|
|
|
database.TransactionCommit();
|
|
|
|
UpdateEquipmentLight();
|
|
UpdateActiveLight();
|
|
|
|
return;
|
|
}
|
|
|
|
UpdateEquipmentLight();
|
|
UpdateActiveLight();
|
|
|
|
loot_request_type = LootRequestType::Forbidden;
|
|
|
|
IsRezzed(false);
|
|
Save();
|
|
}
|
|
|
|
void Corpse::MoveItemToCorpse(Client *client, EQ::ItemInstance *inst, int16 equipSlot, std::list<uint32> &removedList)
|
|
{
|
|
AddItem(
|
|
inst->GetItem()->ID,
|
|
inst->GetCharges(),
|
|
equipSlot,
|
|
inst->GetAugmentItemID(0),
|
|
inst->GetAugmentItemID(1),
|
|
inst->GetAugmentItemID(2),
|
|
inst->GetAugmentItemID(3),
|
|
inst->GetAugmentItemID(4),
|
|
inst->GetAugmentItemID(5),
|
|
inst->IsAttuned()
|
|
);
|
|
removedList.push_back(equipSlot);
|
|
|
|
while (true) {
|
|
if (!inst->IsClassBag()) { break; }
|
|
if (equipSlot < EQ::invslot::GENERAL_BEGIN || equipSlot > EQ::invslot::slotCursor) { break; }
|
|
|
|
for (int16 sub_index = EQ::invbag::SLOT_BEGIN; sub_index <= EQ::invbag::SLOT_END; ++sub_index) {
|
|
int16 real_bag_slot = EQ::InventoryProfile::CalcSlotId(equipSlot, sub_index);
|
|
auto bag_inst = client->GetInv().GetItem(real_bag_slot);
|
|
if (bag_inst == nullptr) { continue; }
|
|
|
|
AddItem(
|
|
bag_inst->GetItem()->ID,
|
|
bag_inst->GetCharges(),
|
|
real_bag_slot,
|
|
bag_inst->GetAugmentItemID(0),
|
|
bag_inst->GetAugmentItemID(1),
|
|
bag_inst->GetAugmentItemID(2),
|
|
bag_inst->GetAugmentItemID(3),
|
|
bag_inst->GetAugmentItemID(4),
|
|
bag_inst->GetAugmentItemID(5),
|
|
bag_inst->IsAttuned()
|
|
);
|
|
removedList.push_back(real_bag_slot);
|
|
client->DeleteItemInInventory(real_bag_slot, 0, true, false);
|
|
}
|
|
break;
|
|
}
|
|
client->DeleteItemInInventory(equipSlot, 0, true, false);
|
|
}
|
|
|
|
// To be called from LoadFromDBData
|
|
Corpse::Corpse(uint32 in_dbid, uint32 in_charid, const char* in_charname, ItemList* in_itemlist, uint32 in_copper, uint32 in_silver, uint32 in_gold, uint32 in_plat, const glm::vec4& position, float in_size, uint8 in_gender, uint16 in_race, uint8 in_class, uint8 in_deity, uint8 in_level, uint8 in_texture, uint8 in_helmtexture,uint32 in_rezexp, bool wasAtGraveyard) : Mob(
|
|
"Unnamed_Corpse", // in_name
|
|
"", // in_lastname
|
|
0, // in_cur_hp
|
|
0, // in_max_hp
|
|
in_gender, // in_gender
|
|
in_race, // in_race
|
|
in_class, // in_class
|
|
BT_Humanoid, // in_bodytype
|
|
in_deity, // in_deity
|
|
in_level, // in_level
|
|
0, // in_npctype_id
|
|
in_size, // in_size
|
|
0.0f, // in_runspeed
|
|
position, // position
|
|
0, // in_light
|
|
in_texture, // in_texture
|
|
in_helmtexture, // 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
|
|
),
|
|
corpse_decay_timer(RuleI(Character, CorpseDecayTimeMS)),
|
|
corpse_rez_timer(RuleI(Character, CorpseResTimeMS)),
|
|
corpse_delay_timer(RuleI(NPC, CorpseUnlockTimer)),
|
|
corpse_graveyard_timer(RuleI(Zone, GraveyardTimeMS)),
|
|
loot_cooldown_timer(10)
|
|
{
|
|
LoadPlayerCorpseDecayTime(in_dbid);
|
|
|
|
if (!zone->HasGraveyard() || wasAtGraveyard) {
|
|
corpse_graveyard_timer.Disable();
|
|
}
|
|
|
|
is_corpse_changed = false;
|
|
is_player_corpse = true;
|
|
is_locked = false;
|
|
being_looted_by = 0xFFFFFFFF;
|
|
corpse_db_id = in_dbid;
|
|
player_corpse_depop = false;
|
|
char_id = in_charid;
|
|
itemlist = *in_itemlist;
|
|
in_itemlist->clear();
|
|
|
|
strcpy(corpse_name, in_charname);
|
|
strcpy(name, in_charname);
|
|
|
|
copper = in_copper;
|
|
silver = in_silver;
|
|
gold = in_gold;
|
|
platinum = in_plat;
|
|
|
|
rez_experience = in_rezexp;
|
|
|
|
for (int i = 0; i < MAX_LOOTERS; i++){
|
|
allowed_looters[i] = 0;
|
|
}
|
|
|
|
SetPlayerKillItemID(0);
|
|
|
|
UpdateEquipmentLight();
|
|
UpdateActiveLight();
|
|
|
|
loot_request_type = LootRequestType::Forbidden;
|
|
}
|
|
|
|
Corpse::~Corpse() {
|
|
if (is_player_corpse && !(player_corpse_depop && corpse_db_id == 0)) {
|
|
Save();
|
|
}
|
|
ItemList::iterator cur,end;
|
|
cur = itemlist.begin();
|
|
end = itemlist.end();
|
|
for(; cur != end; ++cur) {
|
|
ServerLootItem_Struct* item = *cur;
|
|
safe_delete(item);
|
|
}
|
|
itemlist.clear();
|
|
}
|
|
|
|
/*
|
|
this needs to be called AFTER the entity_id is set
|
|
the client does this too, so it's unchangable
|
|
*/
|
|
void Corpse::CalcCorpseName() {
|
|
EntityList::RemoveNumbers(name);
|
|
char tmp[64];
|
|
if (is_player_corpse){
|
|
snprintf(tmp, sizeof(tmp), "'s corpse%d", GetID());
|
|
}
|
|
else{
|
|
snprintf(tmp, sizeof(tmp), "`s_corpse%d", GetID());
|
|
}
|
|
name[(sizeof(name) - 1) - strlen(tmp)] = 0;
|
|
strcat(name, tmp);
|
|
}
|
|
|
|
bool Corpse::Save() {
|
|
if (!is_player_corpse)
|
|
return true;
|
|
if (!is_corpse_changed)
|
|
return true;
|
|
|
|
uint32 tmp = CountItems();
|
|
uint32 tmpsize = sizeof(PlayerCorpse_Struct) + (tmp * sizeof(player_lootitem::ServerLootItem_Struct));
|
|
|
|
PlayerCorpse_Struct* dbpc = (PlayerCorpse_Struct*) new uchar[tmpsize];
|
|
memset(dbpc, 0, tmpsize);
|
|
dbpc->itemcount = tmp;
|
|
dbpc->size = size;
|
|
dbpc->locked = is_locked;
|
|
dbpc->copper = copper;
|
|
dbpc->silver = silver;
|
|
dbpc->gold = gold;
|
|
dbpc->plat = platinum;
|
|
dbpc->race = race;
|
|
dbpc->class_ = class_;
|
|
dbpc->gender = gender;
|
|
dbpc->deity = deity;
|
|
dbpc->level = level;
|
|
dbpc->texture = texture;
|
|
dbpc->helmtexture = helmtexture;
|
|
dbpc->exp = rez_experience;
|
|
|
|
memcpy(&dbpc->item_tint.Slot, &item_tint.Slot, sizeof(dbpc->item_tint));
|
|
dbpc->haircolor = haircolor;
|
|
dbpc->beardcolor = beardcolor;
|
|
dbpc->eyecolor2 = eyecolor1;
|
|
dbpc->hairstyle = hairstyle;
|
|
dbpc->face = luclinface;
|
|
dbpc->beard = beard;
|
|
dbpc->drakkin_heritage = drakkin_heritage;
|
|
dbpc->drakkin_tattoo = drakkin_tattoo;
|
|
dbpc->drakkin_details = drakkin_details;
|
|
|
|
uint32 x = 0;
|
|
ItemList::iterator cur, end;
|
|
cur = itemlist.begin();
|
|
end = itemlist.end();
|
|
for (; cur != end; ++cur) {
|
|
ServerLootItem_Struct* item = *cur;
|
|
memcpy((char*)&dbpc->items[x++], (char*)item, sizeof(player_lootitem::ServerLootItem_Struct));
|
|
}
|
|
|
|
/* Create New Corpse*/
|
|
if (corpse_db_id == 0) {
|
|
corpse_db_id = database.SaveCharacterCorpse(char_id, corpse_name, zone->GetZoneID(), zone->GetInstanceID(), dbpc, m_Position, consented_guild_id);
|
|
}
|
|
/* Update Corpse Data */
|
|
else{
|
|
corpse_db_id = database.UpdateCharacterCorpse(corpse_db_id, char_id, corpse_name, zone->GetZoneID(), zone->GetInstanceID(), dbpc, m_Position, consented_guild_id, IsRezzed());
|
|
}
|
|
|
|
safe_delete_array(dbpc);
|
|
|
|
return true;
|
|
}
|
|
|
|
void Corpse::Delete() {
|
|
if (IsPlayerCorpse() && corpse_db_id != 0)
|
|
database.DeleteCharacterCorpse(corpse_db_id);
|
|
|
|
corpse_db_id = 0;
|
|
player_corpse_depop = true;
|
|
}
|
|
|
|
void Corpse::Bury() {
|
|
if (IsPlayerCorpse() && corpse_db_id != 0)
|
|
database.BuryCharacterCorpse(corpse_db_id);
|
|
corpse_db_id = 0;
|
|
player_corpse_depop = true;
|
|
}
|
|
|
|
void Corpse::DepopNPCCorpse() {
|
|
if (IsNPCCorpse())
|
|
player_corpse_depop = true;
|
|
}
|
|
|
|
void Corpse::DepopPlayerCorpse() {
|
|
player_corpse_depop = true;
|
|
}
|
|
|
|
void Corpse::AddConsentName(std::string consent_player_name)
|
|
{
|
|
for (const auto& consented_player_name : consented_player_names) {
|
|
if (strcasecmp(consented_player_name.c_str(), consent_player_name.c_str()) == 0) {
|
|
return;
|
|
}
|
|
}
|
|
consented_player_names.emplace_back(consent_player_name);
|
|
}
|
|
|
|
void Corpse::RemoveConsentName(std::string consent_player_name)
|
|
{
|
|
consented_player_names.erase(std::remove_if(consented_player_names.begin(), consented_player_names.end(),
|
|
[consent_player_name](const std::string& consented_player_name) {
|
|
return strcasecmp(consented_player_name.c_str(), consent_player_name.c_str()) == 0;
|
|
}
|
|
), consented_player_names.end());
|
|
}
|
|
|
|
uint32 Corpse::CountItems() {
|
|
return itemlist.size();
|
|
}
|
|
|
|
void Corpse::AddItem(uint32 itemnum, uint16 charges, int16 slot, uint32 aug1, uint32 aug2, uint32 aug3, uint32 aug4, uint32 aug5, uint32 aug6, uint8 attuned) {
|
|
if (!database.GetItem(itemnum))
|
|
return;
|
|
|
|
is_corpse_changed = true;
|
|
|
|
auto item = new ServerLootItem_Struct;
|
|
|
|
memset(item, 0, sizeof(ServerLootItem_Struct));
|
|
item->item_id = itemnum;
|
|
item->charges = charges;
|
|
item->equip_slot = slot;
|
|
item->aug_1=aug1;
|
|
item->aug_2=aug2;
|
|
item->aug_3=aug3;
|
|
item->aug_4=aug4;
|
|
item->aug_5=aug5;
|
|
item->aug_6=aug6;
|
|
item->attuned=attuned;
|
|
itemlist.push_back(item);
|
|
|
|
UpdateEquipmentLight();
|
|
}
|
|
|
|
ServerLootItem_Struct* Corpse::GetItem(uint16 lootslot, ServerLootItem_Struct** bag_item_data) {
|
|
ServerLootItem_Struct *sitem = nullptr, *sitem2 = nullptr;
|
|
|
|
ItemList::iterator cur,end;
|
|
cur = itemlist.begin();
|
|
end = itemlist.end();
|
|
for(; cur != end; ++cur) {
|
|
if((*cur)->lootslot == lootslot) {
|
|
sitem = *cur;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (sitem && bag_item_data && EQ::InventoryProfile::SupportsContainers(sitem->equip_slot)) {
|
|
int16 bagstart = EQ::InventoryProfile::CalcSlotId(sitem->equip_slot, EQ::invbag::SLOT_BEGIN);
|
|
|
|
cur = itemlist.begin();
|
|
end = itemlist.end();
|
|
for (; cur != end; ++cur) {
|
|
sitem2 = *cur;
|
|
if (sitem2->equip_slot >= bagstart && sitem2->equip_slot < bagstart + 10) {
|
|
bag_item_data[sitem2->equip_slot - bagstart] = sitem2;
|
|
}
|
|
}
|
|
}
|
|
|
|
return sitem;
|
|
}
|
|
|
|
uint32 Corpse::GetWornItem(int16 equipSlot) const {
|
|
ItemList::const_iterator cur,end;
|
|
cur = itemlist.begin();
|
|
end = itemlist.end();
|
|
for(; cur != end; ++cur) {
|
|
ServerLootItem_Struct* item = *cur;
|
|
if (item->equip_slot == equipSlot) {
|
|
return item->item_id;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
void Corpse::RemoveItem(uint16 lootslot) {
|
|
if (lootslot == 0xFFFF)
|
|
return;
|
|
|
|
ItemList::iterator cur,end;
|
|
cur = itemlist.begin();
|
|
end = itemlist.end();
|
|
for (; cur != end; ++cur) {
|
|
ServerLootItem_Struct* sitem = *cur;
|
|
if (sitem->lootslot == lootslot) {
|
|
RemoveItem(sitem);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Corpse::RemoveItem(ServerLootItem_Struct* item_data)
|
|
{
|
|
for (auto iter = itemlist.begin(); iter != itemlist.end(); ++iter) {
|
|
auto sitem = *iter;
|
|
if (sitem != item_data) { continue; }
|
|
|
|
is_corpse_changed = true;
|
|
itemlist.erase(iter);
|
|
|
|
uint8 material = EQ::InventoryProfile::CalcMaterialFromSlot(sitem->equip_slot); // autos to unsigned char
|
|
if (material != EQ::textures::materialInvalid)
|
|
SendWearChange(material);
|
|
|
|
UpdateEquipmentLight();
|
|
if (UpdateActiveLight())
|
|
SendAppearancePacket(AT_Light, GetActiveLightType());
|
|
|
|
safe_delete(sitem);
|
|
return;
|
|
}
|
|
}
|
|
|
|
void Corpse::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 = itemlist.begin(); current_item != itemlist.end(); ++current_item) {
|
|
ServerLootItem_Struct* 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;
|
|
is_corpse_changed = true;
|
|
itemlist.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;
|
|
is_corpse_changed = true;
|
|
} else if (stack_size == amount_left) {
|
|
removed_count += amount_left;
|
|
itemlist.erase(current_item);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void Corpse::SetCash(uint32 in_copper, uint32 in_silver, uint32 in_gold, uint32 in_platinum) {
|
|
copper = in_copper;
|
|
silver = in_silver;
|
|
gold = in_gold;
|
|
platinum = in_platinum;
|
|
is_corpse_changed = true;
|
|
}
|
|
|
|
void Corpse::RemoveCash() {
|
|
copper = 0;
|
|
silver = 0;
|
|
gold = 0;
|
|
platinum = 0;
|
|
is_corpse_changed = true;
|
|
}
|
|
|
|
bool Corpse::IsEmpty() const {
|
|
if (copper != 0 || silver != 0 || gold != 0 || platinum != 0)
|
|
return false;
|
|
|
|
return itemlist.empty();
|
|
}
|
|
|
|
bool Corpse::Process() {
|
|
if (player_corpse_depop)
|
|
return false;
|
|
|
|
if (corpse_delay_timer.Check()) {
|
|
for (int i = 0; i < MAX_LOOTERS; i++)
|
|
allowed_looters[i] = 0;
|
|
corpse_delay_timer.Disable();
|
|
return true;
|
|
}
|
|
|
|
if (corpse_graveyard_timer.Check()) {
|
|
MovePlayerCorpseToGraveyard();
|
|
corpse_graveyard_timer.Disable();
|
|
return false;
|
|
}
|
|
/*
|
|
if(corpse_res_timer.Check()) {
|
|
can_rez = false;
|
|
corpse_res_timer.Disable();
|
|
}
|
|
*/
|
|
|
|
/* This is when a corpse hits decay timer and does checks*/
|
|
if (corpse_decay_timer.Check()) {
|
|
/* NPC */
|
|
if (IsNPCCorpse()){
|
|
corpse_decay_timer.Disable();
|
|
return false;
|
|
}
|
|
/* Client */
|
|
if (!RuleB(Zone, EnableShadowrest)){
|
|
Delete();
|
|
}
|
|
else {
|
|
if (database.BuryCharacterCorpse(corpse_db_id)) {
|
|
Save();
|
|
player_corpse_depop = true;
|
|
corpse_db_id = 0;
|
|
LogDebug("Tagged [{}] player corpse has buried", GetName());
|
|
}
|
|
else {
|
|
LogError("Unable to bury [{}] player corpse", GetName());
|
|
return true;
|
|
}
|
|
}
|
|
corpse_decay_timer.Disable();
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void Corpse::ResetDecayTimer()
|
|
{
|
|
int decay_ms = level > 54 ? RuleI(NPC, MajorNPCCorpseDecayTimeMS) : RuleI(NPC, MinorNPCCorpseDecayTimeMS);
|
|
|
|
if (IsPlayerCorpse())
|
|
{
|
|
decay_ms = RuleI(Character, CorpseDecayTimeMS);
|
|
}
|
|
else if (IsEmpty())
|
|
{
|
|
decay_ms = RuleI(NPC, EmptyNPCCorpseDecayTimeMS) + 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;
|
|
}
|
|
}
|
|
}
|
|
|
|
corpse_decay_timer.SetTimer(decay_ms);
|
|
}
|
|
|
|
void Corpse::SetDecayTimer(uint32 decaytime) {
|
|
if (decaytime == 0)
|
|
corpse_decay_timer.Trigger();
|
|
else
|
|
corpse_decay_timer.Start(decaytime);
|
|
}
|
|
|
|
bool Corpse::CanPlayerLoot(int charid) {
|
|
uint8 looters = 0;
|
|
for (int i = 0; i < MAX_LOOTERS; i++) {
|
|
if (allowed_looters[i] != 0){
|
|
looters++;
|
|
}
|
|
|
|
if (allowed_looters[i] == charid)
|
|
return true;
|
|
}
|
|
/* If we have no looters, obviously client can loot */
|
|
return looters == 0;
|
|
}
|
|
|
|
void Corpse::AllowPlayerLoot(Mob *them, uint8 slot) {
|
|
if(slot >= MAX_LOOTERS)
|
|
return;
|
|
if(them == nullptr || !them->IsClient())
|
|
return;
|
|
|
|
allowed_looters[slot] = them->CastToClient()->CharacterID();
|
|
}
|
|
|
|
void Corpse::MakeLootRequestPackets(Client* client, const EQApplicationPacket* app) {
|
|
if (!client)
|
|
return;
|
|
|
|
// Added 12/08. Started compressing loot struct on live.
|
|
if(player_corpse_depop) {
|
|
SendLootReqErrorPacket(client, LootResponse::SomeoneElse);
|
|
return;
|
|
}
|
|
|
|
if(IsPlayerCorpse() && !corpse_db_id) { // really should try to resave in this case
|
|
// SendLootReqErrorPacket(client, 0);
|
|
client->Message(Chat::Red, "Warning: Corpse's dbid = 0! Corpse will not survive zone shutdown!");
|
|
std::cout << "Error: PlayerCorpse::MakeLootRequestPackets: dbid = 0!" << std::endl;
|
|
// return;
|
|
}
|
|
|
|
if(is_locked && client->Admin() < AccountStatus::GMAdmin) {
|
|
SendLootReqErrorPacket(client, LootResponse::SomeoneElse);
|
|
client->Message(Chat::Red, "Error: Corpse locked by GM.");
|
|
return;
|
|
}
|
|
|
|
if(!being_looted_by || (being_looted_by != 0xFFFFFFFF && !entity_list.GetID(being_looted_by)))
|
|
being_looted_by = 0xFFFFFFFF;
|
|
|
|
if (DistanceSquaredNoZ(client->GetPosition(), m_Position) > 625) {
|
|
SendLootReqErrorPacket(client, LootResponse::TooFar);
|
|
return;
|
|
}
|
|
|
|
if (being_looted_by != 0xFFFFFFFF && being_looted_by != client->GetID()) {
|
|
SendLootReqErrorPacket(client, LootResponse::SomeoneElse);
|
|
return;
|
|
}
|
|
|
|
// all loot session disqualifiers should occur before this point as not to interfere with any current looter
|
|
loot_request_type = LootRequestType::Forbidden;
|
|
|
|
// loot_request_type is scoped to class Corpse and reset on a per-loot session basis
|
|
if (client->GetGM()) {
|
|
if (client->Admin() >= AccountStatus::GMAdmin)
|
|
loot_request_type = LootRequestType::GMAllowed;
|
|
else
|
|
loot_request_type = LootRequestType::GMPeek;
|
|
}
|
|
else {
|
|
if (IsPlayerCorpse()) {
|
|
if (char_id == client->CharacterID()) {
|
|
loot_request_type = LootRequestType::Self;
|
|
}
|
|
else if (CanPlayerLoot(client->CharacterID())) {
|
|
if (GetPlayerKillItem() == -1)
|
|
loot_request_type = LootRequestType::AllowedPVPAll;
|
|
else if (GetPlayerKillItem() == 1)
|
|
loot_request_type = LootRequestType::AllowedPVPSingle;
|
|
else if (GetPlayerKillItem() > 1)
|
|
loot_request_type = LootRequestType::AllowedPVPDefined;
|
|
}
|
|
}
|
|
else if ((IsNPCCorpse() || become_npc) && CanPlayerLoot(client->CharacterID())) {
|
|
loot_request_type = LootRequestType::AllowedPVE;
|
|
}
|
|
|
|
}
|
|
|
|
LogInventory("MakeLootRequestPackets() LootRequestType [{}] for [{}]", (int) loot_request_type, client->GetName());
|
|
|
|
if (loot_request_type == LootRequestType::Forbidden) {
|
|
SendLootReqErrorPacket(client, LootResponse::NotAtThisTime);
|
|
return;
|
|
}
|
|
|
|
being_looted_by = client->GetID();
|
|
client->CommonBreakInvisible(); // we should be "all good" so lets break invis now instead of earlier before all error checking is done
|
|
|
|
// process coin
|
|
bool loot_coin = false;
|
|
std::string tmp;
|
|
if (database.GetVariable("LootCoin", tmp))
|
|
loot_coin = (tmp[0] == 1 && tmp[1] == '\0');
|
|
|
|
if (loot_request_type == LootRequestType::GMPeek || loot_request_type == LootRequestType::GMAllowed) {
|
|
if (
|
|
GetPlatinum() ||
|
|
GetGold() ||
|
|
GetSilver() ||
|
|
GetCopper()
|
|
) {
|
|
client->Message(
|
|
Chat::Yellow,
|
|
fmt::format(
|
|
"This corpse Contains {}.",
|
|
Strings::Money(
|
|
GetPlatinum(),
|
|
GetGold(),
|
|
GetSilver(),
|
|
GetCopper()
|
|
)
|
|
).c_str()
|
|
);
|
|
} else {
|
|
client->Message(Chat::Yellow, "This corpse Contains no money.");
|
|
}
|
|
|
|
auto outapp = new EQApplicationPacket(OP_MoneyOnCorpse, sizeof(moneyOnCorpseStruct));
|
|
moneyOnCorpseStruct* 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;
|
|
client->QueuePacket(outapp);
|
|
|
|
safe_delete(outapp);
|
|
}
|
|
else {
|
|
auto outapp = new EQApplicationPacket(OP_MoneyOnCorpse, sizeof(moneyOnCorpseStruct));
|
|
moneyOnCorpseStruct* d = (moneyOnCorpseStruct*)outapp->pBuffer;
|
|
|
|
d->response = static_cast<uint8>(LootResponse::Normal);
|
|
d->unknown1 = 0x42;
|
|
d->unknown2 = 0xef;
|
|
|
|
Group* cgroup = client->GetGroup();
|
|
|
|
// this can be reworked into a switch and/or massaged to include specialized pve loot rules based on 'LootRequestType'
|
|
if (!IsPlayerCorpse() && client->IsGrouped() && client->AutoSplitEnabled() && cgroup) {
|
|
d->copper = 0;
|
|
d->silver = 0;
|
|
d->gold = 0;
|
|
d->platinum = 0;
|
|
cgroup->SplitMoney(GetCopper(), GetSilver(), GetGold(), GetPlatinum(), client);
|
|
}
|
|
else {
|
|
d->copper = GetCopper();
|
|
d->silver = GetSilver();
|
|
d->gold = GetGold();
|
|
d->platinum = GetPlatinum();
|
|
client->AddMoneyToPP(GetCopper(), GetSilver(), GetGold(), GetPlatinum());
|
|
}
|
|
|
|
RemoveCash();
|
|
Save();
|
|
|
|
outapp->priority = 6;
|
|
client->QueuePacket(outapp);
|
|
|
|
safe_delete(outapp);
|
|
}
|
|
|
|
// process items
|
|
auto timestamps = database.GetItemRecastTimestamps(client->CharacterID());
|
|
|
|
if (loot_request_type == LootRequestType::AllowedPVPDefined) {
|
|
auto pkitemid = GetPlayerKillItem();
|
|
auto pkitem = database.GetItem(pkitemid);
|
|
auto pkinst = database.CreateItem(pkitem, pkitem->MaxCharges);
|
|
|
|
if (pkinst) {
|
|
if (pkitem->RecastDelay)
|
|
pkinst->SetRecastTimestamp(timestamps.count(pkitem->RecastType) ? timestamps.at(pkitem->RecastType) : 0);
|
|
|
|
LogInventory("MakeLootRequestPackets() Slot [{}], Item [{}]", EQ::invslot::CORPSE_BEGIN, pkitem->Name);
|
|
|
|
client->SendItemPacket(EQ::invslot::CORPSE_BEGIN, pkinst, ItemPacketLoot);
|
|
safe_delete(pkinst);
|
|
}
|
|
else {
|
|
LogInventory("MakeLootRequestPackets() PlayerKillItem [{}] not found", pkitemid);
|
|
|
|
client->Message(Chat::Red, "PlayerKillItem (id: %i) could not be found!", pkitemid);
|
|
}
|
|
|
|
client->QueuePacket(app);
|
|
return;
|
|
}
|
|
|
|
auto loot_slot = EQ::invslot::CORPSE_BEGIN;
|
|
auto corpse_mask = client->GetInv().GetLookup()->CorpseBitmask;
|
|
|
|
for (auto item_data : itemlist) {
|
|
// every loot session must either set all items' lootslots to 'invslot::SLOT_INVALID'
|
|
// or to a valid enumerated client-versioned corpse slot (lootslot is not equip_slot)
|
|
item_data->lootslot = 0xFFFF;
|
|
|
|
// align server and client corpse slot mappings so translators can function properly
|
|
while (loot_slot <= EQ::invslot::CORPSE_END && (((uint64)1 << loot_slot) & corpse_mask) == 0)
|
|
++loot_slot;
|
|
if (loot_slot > EQ::invslot::CORPSE_END)
|
|
continue;
|
|
|
|
if (IsPlayerCorpse()) {
|
|
if (loot_request_type == LootRequestType::AllowedPVPSingle && loot_slot != EQ::invslot::CORPSE_BEGIN)
|
|
continue;
|
|
|
|
if (item_data->equip_slot < EQ::invslot::POSSESSIONS_BEGIN || item_data->equip_slot > EQ::invslot::POSSESSIONS_END)
|
|
continue;
|
|
}
|
|
|
|
const auto *item = database.GetItem(item_data->item_id);
|
|
auto inst = database.CreateItem(
|
|
item,
|
|
item_data->charges,
|
|
item_data->aug_1,
|
|
item_data->aug_2,
|
|
item_data->aug_3,
|
|
item_data->aug_4,
|
|
item_data->aug_5,
|
|
item_data->aug_6,
|
|
item_data->attuned
|
|
);
|
|
if (!inst)
|
|
continue;
|
|
|
|
if (item->RecastDelay)
|
|
inst->SetRecastTimestamp(timestamps.count(item->RecastType) ? timestamps.at(item->RecastType) : 0);
|
|
|
|
LogInventory("MakeLootRequestPackets() Slot [{}], Item [{}]", loot_slot, item->Name);
|
|
|
|
client->SendItemPacket(loot_slot, inst, ItemPacketLoot);
|
|
safe_delete(inst);
|
|
|
|
item_data->lootslot = loot_slot++;
|
|
}
|
|
|
|
// Disgrace: Client seems to require that we send the packet back...
|
|
client->QueuePacket(app);
|
|
|
|
// This is required for the 'Loot All' feature to work for SoD clients. I expect it is to tell the client that the
|
|
// server has now sent all the items on the corpse.
|
|
if (client->ClientVersion() >= EQ::versions::ClientVersion::SoD)
|
|
SendLootReqErrorPacket(client, LootResponse::LootAll);
|
|
}
|
|
|
|
void Corpse::LootItem(Client *client, const EQApplicationPacket *app)
|
|
{
|
|
if (!client)
|
|
return;
|
|
|
|
auto lootitem = (LootingItem_Struct *)app->pBuffer;
|
|
|
|
LogInventory("LootItem() LootRequestType [{}], Slot [{}] for [{}]", (int) loot_request_type, lootitem->slot_id, client->GetName());
|
|
|
|
if (loot_request_type < LootRequestType::GMAllowed) { // LootRequestType::Forbidden and LootRequestType::GMPeek
|
|
client->QueuePacket(app);
|
|
SendEndLootErrorPacket(client);
|
|
// unlock corpse for others
|
|
if (IsBeingLootedBy(client))
|
|
ResetLooter();
|
|
return;
|
|
}
|
|
|
|
if (!loot_cooldown_timer.Check()) {
|
|
client->QueuePacket(app);
|
|
SendEndLootErrorPacket(client);
|
|
// unlock corpse for others
|
|
if (IsBeingLootedBy(client))
|
|
ResetLooter();
|
|
return;
|
|
}
|
|
|
|
/* To prevent item loss for a player using 'Loot All' who doesn't have inventory space for all their items. */
|
|
if (RuleB(Character, CheckCursorEmptyWhenLooting) && !client->GetInv().CursorEmpty()) {
|
|
client->Message(Chat::Red, "You may not loot an item while you have an item on your cursor.");
|
|
client->QueuePacket(app);
|
|
SendEndLootErrorPacket(client);
|
|
/* Unlock corpse for others */
|
|
if (IsBeingLootedBy(client))
|
|
ResetLooter();
|
|
return;
|
|
}
|
|
|
|
if (!IsBeingLootedBy(client)) {
|
|
client->QueuePacket(app);
|
|
SendEndLootErrorPacket(client);
|
|
return;
|
|
}
|
|
|
|
if (IsPlayerCorpse() && !CanPlayerLoot(client->CharacterID()) && !become_npc &&
|
|
(char_id != client->CharacterID() && client->Admin() < AccountStatus::GMLeadAdmin)) {
|
|
client->Message(Chat::Red, "Error: This is a player corpse and you dont own it.");
|
|
client->QueuePacket(app);
|
|
SendEndLootErrorPacket(client);
|
|
return;
|
|
}
|
|
|
|
if (is_locked && client->Admin() < AccountStatus::GMAdmin) {
|
|
client->QueuePacket(app);
|
|
SendLootReqErrorPacket(client, LootResponse::SomeoneElse);
|
|
client->Message(Chat::Red, "Error: Corpse locked by GM.");
|
|
return;
|
|
}
|
|
|
|
if (IsPlayerCorpse() && (char_id != client->CharacterID()) && CanPlayerLoot(client->CharacterID()) &&
|
|
GetPlayerKillItem() == 0) {
|
|
client->Message(Chat::Red, "Error: You cannot loot any more items from this corpse.");
|
|
client->QueuePacket(app);
|
|
SendEndLootErrorPacket(client);
|
|
ResetLooter();
|
|
return;
|
|
}
|
|
|
|
const EQ::ItemData *item = nullptr;
|
|
EQ::ItemInstance *inst = nullptr;
|
|
ServerLootItem_Struct *item_data = nullptr, *bag_item_data[10] = {};
|
|
|
|
memset(bag_item_data, 0, sizeof(bag_item_data));
|
|
if (GetPlayerKillItem() > 1) {
|
|
item = database.GetItem(GetPlayerKillItem());
|
|
}
|
|
else if (GetPlayerKillItem() == -1 || GetPlayerKillItem() == 1) {
|
|
item_data =
|
|
GetItem(lootitem->slot_id); // dont allow them to loot entire bags of items as pvp reward
|
|
}
|
|
else {
|
|
item_data = GetItem(lootitem->slot_id, bag_item_data);
|
|
}
|
|
|
|
if (GetPlayerKillItem() <= 1 && item_data != 0) {
|
|
item = database.GetItem(item_data->item_id);
|
|
}
|
|
|
|
if (item != 0) {
|
|
if (item_data) {
|
|
inst = database.CreateItem(item, item_data ? item_data->charges : 0, item_data->aug_1,
|
|
item_data->aug_2, item_data->aug_3, item_data->aug_4,
|
|
item_data->aug_5, item_data->aug_6, item_data->attuned);
|
|
}
|
|
else {
|
|
inst = database.CreateItem(item);
|
|
}
|
|
}
|
|
|
|
if (client && inst) {
|
|
if (client->CheckLoreConflict(item)) {
|
|
client->MessageString(Chat::White, LOOT_LORE_ERROR);
|
|
client->QueuePacket(app);
|
|
SendEndLootErrorPacket(client);
|
|
ResetLooter();
|
|
delete inst;
|
|
return;
|
|
}
|
|
|
|
if (inst->IsAugmented()) {
|
|
for (int i = EQ::invaug::SOCKET_BEGIN; i <= EQ::invaug::SOCKET_END; i++) {
|
|
EQ::ItemInstance *itm = inst->GetAugment(i);
|
|
if (itm) {
|
|
if (client->CheckLoreConflict(itm->GetItem())) {
|
|
client->MessageString(Chat::White, LOOT_LORE_ERROR);
|
|
client->QueuePacket(app);
|
|
SendEndLootErrorPacket(client);
|
|
ResetLooter();
|
|
delete inst;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
std::string export_string = fmt::format(
|
|
"{} {} {} {}",
|
|
inst->GetItem()->ID,
|
|
inst->GetCharges(),
|
|
EntityList::RemoveNumbers(corpse_name),
|
|
GetID()
|
|
);
|
|
std::vector<std::any> args;
|
|
args.push_back(inst);
|
|
args.push_back(this);
|
|
bool prevent_loot = false;
|
|
if (RuleB(Zone, UseZoneController)) {
|
|
auto controller = entity_list.GetNPCByNPCTypeID(ZONE_CONTROLLER_NPC_ID);
|
|
if (controller){
|
|
if (parse->EventNPC(EVENT_LOOT_ZONE, controller, client, export_string, 0, &args) != 0) {
|
|
prevent_loot = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (parse->EventPlayer(EVENT_LOOT, client, export_string, 0, &args) != 0) {
|
|
prevent_loot = true;
|
|
}
|
|
|
|
if (!IsPlayerCorpse())
|
|
{
|
|
// dynamic zones may prevent looting by non-members or based on lockouts
|
|
auto dz = zone->GetDynamicZone();
|
|
if (dz && !dz->CanClientLootCorpse(client, GetNPCTypeID(), GetID()))
|
|
{
|
|
prevent_loot = true;
|
|
// note on live this message is only sent once on the first loot attempt of an open corpse
|
|
client->MessageString(Chat::Loot, LOOT_NOT_ALLOWED, inst->GetItem()->Name);
|
|
}
|
|
}
|
|
|
|
// do we want this to have a fail option too? Sure?
|
|
if (parse->EventItem(EVENT_LOOT, client, inst, this, export_string, 0) != 0) {
|
|
prevent_loot = true;
|
|
}
|
|
|
|
if (prevent_loot) {
|
|
lootitem->auto_loot = -1;
|
|
client->QueuePacket(app);
|
|
safe_delete(inst);
|
|
return;
|
|
}
|
|
|
|
|
|
// safe to ACK now
|
|
client->QueuePacket(app);
|
|
|
|
if (!IsPlayerCorpse() && RuleB(Character, EnableDiscoveredItems)) {
|
|
if (client && !client->GetGM() && !client->IsDiscovered(inst->GetItem()->ID))
|
|
client->DiscoverItem(inst->GetItem()->ID);
|
|
}
|
|
|
|
if (zone->adv_data) {
|
|
ServerZoneAdventureDataReply_Struct *ad = (ServerZoneAdventureDataReply_Struct *)zone->adv_data;
|
|
if (ad->type == Adventure_Collect && !IsPlayerCorpse()) {
|
|
if (ad->data_id == inst->GetItem()->ID) {
|
|
zone->DoAdventureCountIncrease();
|
|
}
|
|
}
|
|
}
|
|
|
|
// get count for task update before it's mutated by AutoPutLootInInventory
|
|
int count = inst->IsStackable() ? inst->GetCharges() : 1;
|
|
|
|
/* First add it to the looter - this will do the bag contents too */
|
|
if (lootitem->auto_loot > 0) {
|
|
if (!client->AutoPutLootInInventory(*inst, true, true, bag_item_data))
|
|
client->PutLootInInventory(EQ::invslot::slotCursor, *inst, bag_item_data);
|
|
}
|
|
else {
|
|
client->PutLootInInventory(EQ::invslot::slotCursor, *inst, bag_item_data);
|
|
}
|
|
|
|
/* Update any tasks that have an activity to loot this item */
|
|
if (RuleB(TaskSystem, EnableTaskSystem) && IsNPCCorpse()) {
|
|
client->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(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(corpse_db_id,
|
|
bag_item_data[i]->equip_slot,
|
|
bag_item_data[i]->item_id);
|
|
/* Delete Item Instance */
|
|
RemoveItem(bag_item_data[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (GetPlayerKillItem() != -1) {
|
|
SetPlayerKillItemID(0);
|
|
}
|
|
|
|
/* Send message with item link to groups and such */
|
|
EQ::SayLinkEngine linker;
|
|
linker.SetLinkType(EQ::saylink::SayLinkItemInst);
|
|
linker.SetItemInst(inst);
|
|
|
|
linker.GenerateLink();
|
|
|
|
client->MessageString(Chat::Loot, LOOTED_MESSAGE, linker.Link().c_str());
|
|
|
|
if (!IsPlayerCorpse()) {
|
|
Group *g = client->GetGroup();
|
|
if (g != nullptr) {
|
|
g->GroupMessageString(client, Chat::Loot, OTHER_LOOTED_MESSAGE,
|
|
client->GetName(), linker.Link().c_str());
|
|
}
|
|
else {
|
|
Raid *r = client->GetRaid();
|
|
if (r != nullptr) {
|
|
r->RaidMessageString(client, Chat::Loot, OTHER_LOOTED_MESSAGE,
|
|
client->GetName(), linker.Link().c_str());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
SendEndLootErrorPacket(client);
|
|
safe_delete(inst);
|
|
return;
|
|
}
|
|
|
|
if (IsPlayerCorpse()) {
|
|
client->SendItemLink(inst);
|
|
}
|
|
else {
|
|
client->SendItemLink(inst, true);
|
|
}
|
|
|
|
safe_delete(inst);
|
|
}
|
|
|
|
void Corpse::EndLoot(Client* client, const EQApplicationPacket* app) {
|
|
auto outapp = new EQApplicationPacket;
|
|
outapp->SetOpcode(OP_LootComplete);
|
|
outapp->size = 0;
|
|
client->QueuePacket(outapp);
|
|
safe_delete(outapp);
|
|
|
|
being_looted_by = 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 (itemlist.size() > 0) {
|
|
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 : itemlist) {
|
|
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 (
|
|
platinum ||
|
|
gold ||
|
|
silver ||
|
|
copper
|
|
) {
|
|
to->Message(
|
|
Chat::White,
|
|
fmt::format(
|
|
"Money | {}",
|
|
Strings::Money(
|
|
platinum,
|
|
gold,
|
|
silver,
|
|
copper
|
|
)
|
|
).c_str()
|
|
);
|
|
}
|
|
}
|
|
|
|
bool Corpse::HasItem(uint32 item_id) {
|
|
if (!database.GetItem(item_id)) {
|
|
return false;
|
|
}
|
|
|
|
for (auto current_item = itemlist.begin(); current_item != itemlist.end(); ++current_item) {
|
|
ServerLootItem_Struct* loot_item = *current_item;
|
|
if (!loot_item) {
|
|
LogError("Corpse::HasItem() - ItemList error, null item");
|
|
continue;
|
|
}
|
|
|
|
if (!loot_item->item_id || !database.GetItem(loot_item->item_id)) {
|
|
LogError("Corpse::HasItem() - Database error, invalid item");
|
|
continue;
|
|
}
|
|
|
|
if (loot_item->item_id == item_id) {
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
uint16 Corpse::CountItem(uint32 item_id) {
|
|
uint16 item_count = 0;
|
|
if (!database.GetItem(item_id)) {
|
|
return item_count;
|
|
}
|
|
|
|
for (auto current_item = itemlist.begin(); current_item != itemlist.end(); ++current_item) {
|
|
ServerLootItem_Struct* loot_item = *current_item;
|
|
if (!loot_item) {
|
|
LogError("Corpse::CountItem() - ItemList error, null item");
|
|
continue;
|
|
}
|
|
|
|
if (!loot_item->item_id || !database.GetItem(loot_item->item_id)) {
|
|
LogError("Corpse::CountItem() - Database error, invalid item");
|
|
continue;
|
|
}
|
|
|
|
if (loot_item->item_id == item_id) {
|
|
item_count += loot_item->charges > 0 ? loot_item->charges : 1;
|
|
}
|
|
}
|
|
return item_count;
|
|
}
|
|
|
|
uint32 Corpse::GetItemIDBySlot(uint16 loot_slot) {
|
|
for (auto current_item = itemlist.begin(); current_item != itemlist.end(); ++current_item) {
|
|
ServerLootItem_Struct* loot_item = *current_item;
|
|
if (loot_item->lootslot == loot_slot) {
|
|
return loot_item->item_id;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
uint16 Corpse::GetFirstSlotByItemID(uint32 item_id) {
|
|
for (auto current_item = itemlist.begin(); current_item != itemlist.end(); ++current_item) {
|
|
ServerLootItem_Struct* loot_item = *current_item;
|
|
if (loot_item->item_id == item_id) {
|
|
return loot_item->lootslot;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
bool Corpse::Summon(Client* client, bool spell, bool CheckDistance) {
|
|
uint32 dist2 = 10000; // pow(100, 2);
|
|
if (!spell) {
|
|
if (GetCharID() == client->CharacterID()) {
|
|
if (IsLocked() && client->Admin() < AccountStatus::GMAdmin) {
|
|
client->Message(Chat::Red, "That corpse is locked by a GM.");
|
|
return false;
|
|
}
|
|
if (!CheckDistance || (DistanceSquaredNoZ(m_Position, client->GetPosition()) <= dist2)) {
|
|
GMMove(client->GetX(), client->GetY(), client->GetZ());
|
|
is_corpse_changed = true;
|
|
}
|
|
else {
|
|
client->MessageString(Chat::Red, CORPSE_TOO_FAR);
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
bool consented = false;
|
|
for (const auto& consented_player_name : consented_player_names) {
|
|
if (strcasecmp(client->GetName(), consented_player_name.c_str()) == 0) {
|
|
consented = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!consented && consented_guild_id && consented_guild_id != GUILD_NONE) {
|
|
if (client->GuildID() == consented_guild_id) {
|
|
consented = true;
|
|
}
|
|
}
|
|
if (!consented && consented_group_id) {
|
|
Group* grp = client->GetGroup();
|
|
if (grp && grp->GetID() == consented_group_id) {
|
|
consented = true;
|
|
}
|
|
}
|
|
if (!consented && consented_raid_id) {
|
|
Raid* raid = client->GetRaid();
|
|
if (raid && raid->GetID() == consented_raid_id) {
|
|
consented = true;
|
|
}
|
|
}
|
|
|
|
if (consented) {
|
|
if (!CheckDistance || (DistanceSquaredNoZ(m_Position, client->GetPosition()) <= dist2)) {
|
|
GMMove(client->GetX(), client->GetY(), client->GetZ());
|
|
is_corpse_changed = true;
|
|
}
|
|
else {
|
|
client->MessageString(Chat::Red, CORPSE_TOO_FAR);
|
|
return false;
|
|
}
|
|
}
|
|
else {
|
|
client->MessageString(Chat::Red, CONSENT_DENIED);
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
GMMove(client->GetX(), client->GetY(), client->GetZ());
|
|
is_corpse_changed = true;
|
|
}
|
|
Save();
|
|
return true;
|
|
}
|
|
|
|
void Corpse::CompleteResurrection(){
|
|
rez_experience = 0;
|
|
is_corpse_changed = true;
|
|
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 != 0) {
|
|
return (item_tint.Slot[material_slot].UseTint ? item_tint.Slot[material_slot].Color : item->Color);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
void Corpse::UpdateEquipmentLight()
|
|
{
|
|
m_Light.Type[EQ::lightsource::LightEquipment] = 0;
|
|
m_Light.Level[EQ::lightsource::LightEquipment] = 0;
|
|
|
|
for (auto iter = itemlist.begin(); iter != itemlist.end(); ++iter) {
|
|
if ((*iter)->equip_slot < EQ::invslot::EQUIPMENT_BEGIN || (*iter)->equip_slot > EQ::invslot::EQUIPMENT_END) { continue; }
|
|
if ((*iter)->equip_slot == EQ::invslot::slotAmmo) { continue; }
|
|
|
|
auto item = database.GetItem((*iter)->item_id);
|
|
if (item == nullptr) { continue; }
|
|
|
|
if (EQ::lightsource::IsLevelGreater(item->Light, m_Light.Type[EQ::lightsource::LightEquipment]))
|
|
m_Light.Type[EQ::lightsource::LightEquipment] = item->Light;
|
|
}
|
|
|
|
uint8 general_light_type = 0;
|
|
for (auto iter = itemlist.begin(); iter != itemlist.end(); ++iter) {
|
|
if ((*iter)->equip_slot < EQ::invslot::GENERAL_BEGIN || (*iter)->equip_slot > EQ::invslot::GENERAL_END) { continue; }
|
|
|
|
auto item = database.GetItem((*iter)->item_id);
|
|
if (item == nullptr) { continue; }
|
|
|
|
if (!item->IsClassCommon()) { continue; }
|
|
if (item->Light < 9 || item->Light > 13) { continue; }
|
|
|
|
if (EQ::lightsource::TypeToLevel(item->Light))
|
|
general_light_type = item->Light;
|
|
}
|
|
|
|
if (EQ::lightsource::IsLevelGreater(general_light_type, m_Light.Type[EQ::lightsource::LightEquipment]))
|
|
m_Light.Type[EQ::lightsource::LightEquipment] = general_light_type;
|
|
|
|
m_Light.Level[EQ::lightsource::LightEquipment] = EQ::lightsource::TypeToLevel(m_Light.Type[EQ::lightsource::LightEquipment]);
|
|
}
|
|
|
|
void Corpse::AddLooter(Mob* who) {
|
|
for (int i = 0; i < MAX_LOOTERS; i++) {
|
|
if (allowed_looters[i] == 0) {
|
|
allowed_looters[i] = who->CastToClient()->CharacterID();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Corpse::LoadPlayerCorpseDecayTime(uint32 corpse_db_id){
|
|
if(!corpse_db_id)
|
|
return;
|
|
|
|
uint32 active_corpse_decay_timer = database.GetCharacterCorpseDecayTimer(corpse_db_id);
|
|
if (active_corpse_decay_timer > 0 && RuleI(Character, CorpseDecayTimeMS) > (active_corpse_decay_timer * 1000)) {
|
|
corpse_decay_timer.SetTimer(RuleI(Character, CorpseDecayTimeMS) - (active_corpse_decay_timer * 1000));
|
|
}
|
|
else {
|
|
corpse_decay_timer.SetTimer(2000);
|
|
}
|
|
if (active_corpse_decay_timer > 0 && RuleI(Zone, GraveyardTimeMS) > (active_corpse_decay_timer * 1000)) {
|
|
corpse_graveyard_timer.SetTimer(RuleI(Zone, GraveyardTimeMS) - (active_corpse_decay_timer * 1000));
|
|
}
|
|
else {
|
|
corpse_graveyard_timer.SetTimer(3000);
|
|
}
|
|
}
|
|
|
|
void Corpse::SendWorldSpawnPlayerCorpseInZone(uint32_t zone_id)
|
|
{
|
|
auto pack = std::make_unique<ServerPacket>(ServerOP_SpawnPlayerCorpse, sizeof(SpawnPlayerCorpse_Struct));
|
|
SpawnPlayerCorpse_Struct* spc = reinterpret_cast<SpawnPlayerCorpse_Struct*>(pack->pBuffer);
|
|
spc->player_corpse_id = corpse_db_id;
|
|
spc->zone_id = zone_id;
|
|
worldserver.SendPacket(pack.get());
|
|
}
|
|
|
|
bool Corpse::MovePlayerCorpseToGraveyard()
|
|
{
|
|
if (IsPlayerCorpse() && zone && zone->HasGraveyard())
|
|
{
|
|
Save();
|
|
|
|
uint16_t instance_id = (zone->GetZoneID() == zone->graveyard_zoneid()) ? zone->GetInstanceID() : 0;
|
|
database.SendCharacterCorpseToGraveyard(corpse_db_id, zone->graveyard_zoneid(), instance_id, zone->GetGraveyardPoint());
|
|
SendWorldSpawnPlayerCorpseInZone(zone->graveyard_zoneid());
|
|
|
|
corpse_db_id = 0;
|
|
player_corpse_depop = true;
|
|
corpse_graveyard_timer.Disable();
|
|
|
|
LogDebug("Moved [{}] player corpse to the designated graveyard in zone [{}]", GetName(), ZoneName(zone->graveyard_zoneid()));
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool Corpse::MovePlayerCorpseToNonInstance()
|
|
{
|
|
if (IsPlayerCorpse() && zone && zone->GetInstanceID() != 0)
|
|
{
|
|
Save();
|
|
|
|
database.SendCharacterCorpseToNonInstance(corpse_db_id);
|
|
SendWorldSpawnPlayerCorpseInZone(zone->GetZoneID());
|
|
|
|
corpse_db_id = 0;
|
|
player_corpse_depop = true;
|
|
corpse_graveyard_timer.Disable();
|
|
|
|
LogDebug("Moved [{}] player corpse to non-instance version of zone [{}]", GetName(), ZoneName(zone->GetZoneID()));
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
std::vector<int> Corpse::GetLootList() {
|
|
std::vector<int> corpse_items;
|
|
for (auto current_item = itemlist.begin(); current_item != itemlist.end(); ++current_item) {
|
|
ServerLootItem_Struct* loot_item = *current_item;
|
|
if (!loot_item) {
|
|
LogError("Corpse::GetLootList() - ItemList error, null item");
|
|
continue;
|
|
}
|
|
|
|
if (std::find(corpse_items.begin(), corpse_items.end(), loot_item->item_id) != corpse_items.end()) {
|
|
continue;
|
|
}
|
|
|
|
corpse_items.push_back(loot_item->item_id);
|
|
}
|
|
return corpse_items;
|
|
}
|