eqemu-server/zone/corpse.cpp
hg 55155ff800
[Expeditions] Move expedition code into DynamicZone (#4672)
This removes the separate Expedition class and moves lockout code and
/dz command handlers into DynamicZone classes. It also refactors some
code to reduce bloat and some database usage.

This completes the effort of moving everything to DynamicZone that
started when implementing shared tasks. It also makes sense to do this
since expeditions are just dynamic zones internally despite dzs being
used for other types. Expedition specific things are just handled with
dz type checks.

Functionally nothing should change. This is mainly internal refactoring
and moving code around along with some bug fixes and reduced database
usage.

Main changes:

 - The `expeditions` database table has been removed

 - Expeditions no longer use a separate id, the expedition id is just the dz id

 - Expedition lock state and replay timer option were moved to the
   `dynamic_zones` table

 - Expeditions no longer have a separate cache from dynamic zones

 - Expedition creation no longer has every zone query the database to cache it

 - Expedition internal lockouts are now stored on DynamicZone

 - The `expedition_lockouts` table has been renamed to `dynamic_zone_lockouts`

 - Fixed a small bug with the UpdateLockoutDuration api where the
   internal lockout would get the time added twice in memory in the
   initiating zone (this api is likely rarely used)

 - Fixed an issue where use of the group/raid DoesAnyMemberHaveExpeditionLockout
   api would query once for every out of zone character.

   - This api now checks all members in the current zone first and only
     performs a single bulk query for out of zone members if that check
     is exhausted

 - Deprecated the max_check_count param of DoesAnyMemberHaveExpeditionLockout,
   the quest api still exists to avoid api break but a passed arg has no effect
2025-02-15 18:40:35 -06:00

2437 lines
61 KiB
C++

#ifdef _WINDOWS
#if (!defined(_MSC_VER) || (defined(_MSC_VER) && _MSC_VER < 1900))
#define snprintf _snprintf
#define vsnprintf _vsnprintf
#endif
#define strncasecmp _strnicmp
#define strcasecmp _stricmp
#endif
#include "../common/data_verification.h"
#include "../common/global_define.h"
#include "../common/eqemu_logsys.h"
#include "../common/rulesys.h"
#include "../common/strings.h"
#include "../common/say_link.h"
#include "corpse.h"
#include "dynamic_zone.h"
#include "entity.h"
#include "groups.h"
#include "mob.h"
#include "raids.h"
#include "bot.h"
#include "quest_parser_collection.h"
#include "string_ids.h"
#include "worldserver.h"
#include "../common/events/player_event_logs.h"
#include "../common/repositories/character_corpses_repository.h"
#include "../common/repositories/character_corpse_items_repository.h"
#include <iostream>
#include "queryserv.h"
extern EntityList entity_list;
extern Zone *zone;
extern WorldServer worldserver;
extern npcDecayTimes_Struct npcCorpseDecayTimes[100];
extern QueryServ *QServ;
void Corpse::SendEndLootErrorPacket(Client *client)
{
auto outapp = new EQApplicationPacket(OP_LootComplete, 0);
client->QueuePacket(outapp);
safe_delete(outapp);
}
void Corpse::SendLootReqErrorPacket(Client *client, LootResponse response)
{
auto outapp = new EQApplicationPacket(OP_MoneyOnCorpse, sizeof(moneyOnCorpseStruct));
auto *d = (moneyOnCorpseStruct *) outapp->pBuffer;
d->response = static_cast<uint8>(response);
d->unknown1 = 0x5a;
d->unknown2 = 0x40;
client->QueuePacket(outapp);
safe_delete(outapp);
}
Corpse::Corpse(
NPC *npc,
LootItems *item_list,
uint32 npc_type_id,
const NPCType **npc_type_data,
uint32 decay_time
) : Mob(
"Unnamed_Corpse", // in_name
"", // in_lastname
0, // in_cur_hp
0, // in_max_hp
npc->GetGender(), // in_gender
npc->GetRace(), // in_race
npc->GetClass(), // in_class
BodyType::Humanoid, // in_bodytype
npc->GetDeity(), // in_deity
npc->GetLevel(), // in_level
npc->GetNPCTypeID(), // in_npctype_id
npc->GetSize(), // in_size
0.0f, // in_runspeed
npc->GetPosition(), // position
npc->GetInnateLightType(), // in_light
npc->GetTexture(), // in_texture
npc->GetHelmTexture(), // 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
(*npc_type_data)->use_model, // in_usemodel
false, // in_always_aggros_foes
0, // in_heroic_strikethrough
false // in_keeps_sold_items
),
m_corpse_decay_timer(decay_time),
m_corpse_rezzable_timer(0),
m_corpse_delay_timer(RuleI(NPC, CorpseUnlockTimer)),
m_corpse_graveyard_timer(0),
m_loot_cooldown_timer(10)
{
m_corpse_graveyard_timer.Disable();
m_is_corpse_changed = false;
m_is_player_corpse = false;
m_is_locked = false;
m_being_looted_by_entity_id = 0xFFFFFFFF;
if (item_list) {
m_item_list = *item_list;
item_list->clear();
}
SetCash(npc->GetCopper(), npc->GetSilver(), npc->GetGold(), npc->GetPlatinum());
npctype_id = npc_type_id;
SetPlayerKillItemID(0);
m_character_id = 0;
m_corpse_db_id = 0;
m_player_corpse_depop = false;
strcpy(corpse_name, npc->GetName());
strcpy(name, npc->GetName());
for (auto &npcCorpseDecayTime: npcCorpseDecayTimes) {
if (
EQ::ValueWithin(
level,
npcCorpseDecayTime.minlvl,
npcCorpseDecayTime.maxlvl
)
) {
m_corpse_decay_timer.SetTimer(npcCorpseDecayTime.seconds * 1000);
break;
}
}
if (IsEmpty()) {
m_corpse_decay_timer.SetTimer(RuleI(NPC, EmptyNPCCorpseDecayTime) + 1000);
}
if (npc->HasPrivateCorpse()) {
m_corpse_delay_timer.SetTimer(m_corpse_decay_timer.GetRemainingTime() + 1000);
}
for (int &allowed_looter: m_allowed_looters) {
allowed_looter = 0;
}
m_rezzed_experience = 0;
UpdateEquipmentLight();
UpdateActiveLight();
m_loot_request_type = LootRequestType::Forbidden;
}
Corpse::Corpse(Client *c, int32 rez_exp, KilledByTypes in_killed_by) : Mob(
"Unnamed_Corpse", // in_name
"", // in_lastname
0, // in_cur_hp
0, // in_max_hp
c->GetGender(), // in_gender
c->GetRace(), // in_race
c->GetClass(), // in_class
BodyType::Humanoid, // in_bodytype
c->GetDeity(), // in_deity
c->GetLevel(), // in_level
0, // in_npctype_id
c->GetSize(), // in_size
0, // in_runspeed
c->GetPosition(), // position
c->GetInnateLightType(), // in_light
c->GetTexture(), // in_texture
c->GetHelmTexture(), // 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
c->GetPP().haircolor, // in_haircolor
c->GetPP().beardcolor, // in_beardcolor
c->GetPP().eyecolor1, // in_eyecolor1
c->GetPP().eyecolor2, // in_eyecolor2
c->GetPP().hairstyle, // in_hairstyle
c->GetPP().face, // in_luclinface
c->GetPP().beard, // in_beard
c->GetPP().drakkin_heritage, // in_drakkin_heritage
c->GetPP().drakkin_tattoo, // in_drakkin_tattoo
c->GetPP().drakkin_details, // 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_aggro
0, // in_heroic_strikethrough
false // in_keeps_sold_items
)
{
PlayerProfile_Struct *pp = &c->GetPP();
EQ::ItemInstance *item = nullptr;
if (!zone->HasGraveyard()) {
m_corpse_graveyard_timer.Disable();
}
for (int &allowed_looter: m_allowed_looters) {
allowed_looter = 0;
}
if (c->AutoConsentGroupEnabled()) {
auto *g = c->GetGroup();
m_consented_group_id = g ? g->GetID() : 0;
}
if (c->AutoConsentRaidEnabled()) {
auto *r = c->GetRaid();
m_consented_raid_id = r ? r->GetID() : 0;
}
m_consented_guild_id = c->AutoConsentGuildEnabled() ? c->GuildID() : 0;
m_is_corpse_changed = true;
m_rezzed_experience = rez_exp;
m_is_player_corpse = true;
m_is_locked = false;
m_being_looted_by_entity_id = 0xFFFFFFFF;
m_character_id = c->CharacterID();
m_corpse_db_id = 0;
m_player_corpse_depop = false;
m_copper = 0;
m_silver = 0;
m_gold = 0;
m_platinum = 0;
m_killed_by_type = (uint8) in_killed_by;
m_is_rezzable = true;
m_remaining_rez_time = 0;
m_is_owner_online = false;
m_account_id = c->AccountID();
// 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_rezzable_timer.SetTimer(1000);
m_check_owner_online_timer.SetTimer(RuleI(Character, CorpseOwnerOnlineTime));
m_corpse_rezzable_timer.Disable();
SetRezTimer(true);
strcpy(corpse_name, pp->name);
strcpy(name, pp->name);
/* become_npc was not being initialized which led to some pretty funky things with newly created corpses */
m_become_npc = false;
SetPlayerKillItemID(0);
/* Check Rule to see if we can leave corpses */
if (
(!RuleB(Character, LeaveNakedCorpses) || RuleB(Character, LeaveCorpses)) &&
GetLevel() >= RuleI(Character, DeathItemLossLevel)
) {
// cash
// Let's not move the cash when 'RespawnFromHover = true' && 'client->GetClientVersion() < EQClientSoF' since the client doesn't.
// (change to first client that supports 'death hover' mode, if not SoF.)
if (!RuleB(Character, RespawnFromHover) || c->ClientVersion() < EQ::versions::ClientVersion::SoF) {
auto corpse_copper = pp->copper;
auto corpse_silver = pp->silver;
auto corpse_gold = pp->gold;
auto corpse_platinum = pp->platinum;
pp->copper = 0;
pp->silver = 0;
pp->gold = 0;
pp->platinum = 0;
if (RuleB(Character, LeaveCursorMoneyOnCorpse)) {
corpse_copper += pp->copper_cursor;
corpse_silver += pp->silver_cursor;
corpse_gold += pp->gold_cursor;
corpse_platinum += pp->platinum_cursor;
pp->copper_cursor = 0;
pp->silver_cursor = 0;
pp->gold_cursor = 0;
pp->platinum_cursor = 0;
}
SetCash(corpse_copper, corpse_silver, corpse_gold, corpse_platinum);
}
// get their tints
memcpy(&m_item_tint.Slot, &c->GetPP().item_tint, sizeof(m_item_tint));
// TODO soulbound items need not be added to corpse, but they need
// to go into the regular slots on the player, out of bags
std::list<uint32> removed_list;
// ideally, we would start at invslot::slotGeneral1 and progress to invslot::slotCursor..
// ..then regress and process invslot::EQUIPMENT_BEGIN through invslot::EQUIPMENT_END...
// without additional work to database loading of player corpses, this order is not
// currently preserved and a re-work of this processing loop is not warranted.
for (int i = EQ::invslot::POSSESSIONS_BEGIN; i <= EQ::invslot::POSSESSIONS_END; ++i) {
item = c->GetInv().GetItem(i);
if (!item) {
continue;
}
if (!c->IsBecomeNPC() || (c->IsBecomeNPC() && !item->GetItem()->NoRent)) {
MoveItemToCorpse(c, item, i, removed_list);
}
}
database.TransactionBegin();
// this should not be modified to include the entire range of invtype::TYPE_POSSESSIONS slots by default..
// ..due to the possibility of 'hidden' items from client version bias..or, possibly, soul-bound items (WoW?)
if (!removed_list.empty()) {
auto iter = removed_list.begin();
if (iter != removed_list.end()) {
std::stringstream ss("");
ss << "DELETE FROM `inventory` WHERE `character_id` = " << c->CharacterID();
ss << " AND `slot_id` IN (" << (*iter);
++iter;
while (iter != removed_list.end()) {
ss << ", " << (*iter);
++iter;
}
ss << ")";
database.QueryDatabase(ss.str().c_str());
}
}
auto start = c->GetInv().cursor_cbegin();
auto finish = c->GetInv().cursor_cend();
database.SaveCursor(c->CharacterID(), start, finish);
c->CalcBonuses();
c->Save();
IsRezzed(false);
Save();
database.TransactionCommit();
UpdateEquipmentLight();
UpdateActiveLight();
return;
}
UpdateEquipmentLight();
UpdateActiveLight();
m_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(),
inst->GetCustomDataString(),
inst->GetOrnamentationIcon(),
inst->GetOrnamentationIDFile(),
inst->GetOrnamentHeroModel()
);
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(),
bag_inst->GetCustomDataString(),
bag_inst->GetOrnamentationIcon(),
bag_inst->GetOrnamentationIDFile(),
bag_inst->GetOrnamentHeroModel()
);
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 corpse_id,
uint32 character_id,
const char *character_name,
LootItems *item_list,
uint32 copper,
uint32 silver,
uint32 gold,
uint32 platinum,
const glm::vec4 &position,
float size,
uint8 gender,
uint16 race,
uint8 class_,
uint8 deity,
uint8 level,
uint8 texture,
uint8 helm_texture,
uint32 rez_exp,
uint32 gm_rez_exp,
KilledByTypes killed_by,
bool is_rezzable,
uint32 rez_remaining_time,
bool was_at_graveyard
) : 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 (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;
}