mirror of
https://github.com/EQEmu/Server.git
synced 2025-12-11 21:01:29 +00:00
# Corpse Overhaul
Changelog:
- Player corpses now have two timers, one specific to the rezability of the corpse and the other to cover the overall rot timer of the player corpse.
- The rezability timer is based on the online presence of the player/account and is not affected by being offline.
- The rot timer is not affected by offline/online status and will count to the rot status of the corpse.
- Corpses can be rezzed multiple times, however only the first rez that yeilds returned xp will be counted. Not other rez will return any xp. This allows for a "Poor mans COTH" as was used many times in the early eras.
- All Corpse class private/protected member variables are all now prefixed with m_
- Added Corpses logging category along with many debug logs
- Removed LoadCharacterCorpseData
- Removed LoadCharacterCorpseEntity
- Added LoadCharacterCorpse(const CharacterCorpsesRepository::CharacterCorpses, const glm::vec4 &position) which simplifies areas of consumption and reduces double queries from removing LoadCharacterCorpseData and replacing LoadCharacterCorpseEntity
- All parameters that were prefixed with in_ have been dropped
- Removed two queries from CheckIsOwnerOnline and have it query the world's CLE by account_id since that is how live works
- Regenerated repository character_corpses
- Cleaned up many list iterators to use range based for loops
- Rate limit Corpse::Process m_is_rezzable with a 1 second check timer
- General code cleanup
- Added a Server Up check to bury all corpses in instances to prevent lost corpses if an instance is released during server down. This facilitates player recovery via shadowrest or priests of luclin.
This PR also now fixes a long standing issue with HasItem performance in our script plugins. It is significantly faster, we will need to coordinate quest changes and comms with operators.
```lua
if ($client->HasItemOnCorpse($item_id)) {
return 1;
}
```
```lua
--corpse
if self:HasItemOnCorpse(itemid) then
return true
end
```
Testing Completed:
- Create a Corpse
- Standard rezzing
- Ghetto Coth (No Extra XP)
- Rezzing after graveyard move
- Divine Rez works as intended
- No XP Rez (Corpse Call) does not give XP
- Corpse Burying
- Cross Instance Graveyard Corpse movement/Rezzing
- DZ End/Quit Corpse Movement/Rezzing
- Server Shutdown/Reinit DZ Corpse Movement/Rezzing
---------
Co-authored-by: Akkadius <akkadius1@gmail.com>
63 lines
2.2 KiB
C++
63 lines
2.2 KiB
C++
/* EQEMu: Everquest Server Emulator
|
|
Copyright (C) 2001-2003 EQEMu Development Team (http://eqemulator.net)
|
|
|
|
This program is free software; you can redistribute it and/or modify
|
|
it under the terms of the GNU General Public License as published by
|
|
the Free Software Foundation; version 2 of the License.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY except by those people which sell it, which
|
|
are required to give you total support for your newly bought product;
|
|
without even the implied warranty of MERCHANTABILITY or FITNESS FOR
|
|
A PARTICULAR PURPOSE. See the GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with this program; if not, write to the Free Software
|
|
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
|
*/
|
|
|
|
#ifndef ENCOUNTER_H
|
|
#define ENCOUNTER_H
|
|
|
|
#include "mob.h"
|
|
#include "../common/types.h"
|
|
#include "../common/timer.h"
|
|
|
|
class Group;
|
|
class Raid;
|
|
struct ExtraAttackOptions;
|
|
|
|
class Encounter : public Mob
|
|
{
|
|
public:
|
|
Encounter(const char* enc_name);
|
|
~Encounter();
|
|
|
|
//abstract virtual function implementations required by base abstract class
|
|
virtual bool Death(Mob* killer_mob, int64 damage, uint16 spell_id, EQ::skills::SkillType attack_skill, KilledByTypes killed_by = KilledByTypes::Killed_NPC) { return true; }
|
|
virtual void Damage(Mob* from, int64 damage, uint16 spell_id, EQ::skills::SkillType attack_skill, bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false, eSpecialAttacks special = eSpecialAttacks::None) { return; }
|
|
bool Attack(Mob* other, int Hand = EQ::invslot::slotPrimary, bool FromRiposte = false, bool IsStrikethrough = false,
|
|
bool IsFromSpell = false, ExtraAttackOptions *opts = nullptr) override {
|
|
return false;
|
|
}
|
|
virtual bool HasRaid() { return false; }
|
|
virtual bool HasGroup() { return false; }
|
|
virtual Raid* GetRaid() { return 0; }
|
|
virtual Group* GetGroup() { return 0; }
|
|
|
|
bool IsEncounter() const { return true; }
|
|
const char* GetEncounterName() const { return encounter_name; }
|
|
|
|
bool Process();
|
|
virtual void Depop(bool not_used = true) { remove_me = true; }
|
|
|
|
|
|
protected:
|
|
bool remove_me;
|
|
char encounter_name[64];
|
|
|
|
private:
|
|
};
|
|
|
|
#endif
|