mirror of
https://github.com/EQEmu/Server.git
synced 2025-12-11 21:01:29 +00:00
1441 lines
43 KiB
C++
1441 lines
43 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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#define snprintf _snprintf
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#define vsnprintf _vsnprintf
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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/debug.h"
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#include "../common/rulesys.h"
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#include "../common/string_util.h"
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#include "client.h"
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#include "corpse.h"
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#include "entity.h"
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#include "groups.h"
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#include "mob.h"
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#include "raids.h"
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#ifdef BOTS
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#include "bot.h"
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#endif
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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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EQApplicationPacket* 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, uint8 response) {
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EQApplicationPacket* outapp = new EQApplicationPacket(OP_MoneyOnCorpse, sizeof(moneyOnCorpseStruct));
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moneyOnCorpseStruct* d = (moneyOnCorpseStruct*) outapp->pBuffer;
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d->response = 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 xyz_heading& position, std::string time_of_death, bool rezzed, bool was_at_graveyard) {
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uint32 item_count = database.GetCharacterCorpseItemCount(in_dbid);
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char *buffer = 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 = 0;
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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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Corpse* pc = new Corpse(
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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[0].color = pcs->item_tint[0].color;
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pc->item_tint[1].color = pcs->item_tint[1].color;
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pc->item_tint[2].color = pcs->item_tint[2].color;
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pc->item_tint[3].color = pcs->item_tint[3].color;
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pc->item_tint[4].color = pcs->item_tint[4].color;
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pc->item_tint[5].color = pcs->item_tint[5].color;
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pc->item_tint[6].color = pcs->item_tint[6].color;
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pc->item_tint[7].color = pcs->item_tint[7].color;
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pc->item_tint[8].color = pcs->item_tint[8].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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safe_delete_array(pcs);
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return pc;
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}
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Corpse::Corpse(NPC* in_npc, ItemList* in_itemlist, uint32 in_npctypeid, const NPCType** in_npctypedata, uint32 in_decaytime)
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// vesuvias - appearence fix
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: Mob("Unnamed_Corpse","",0,0,in_npc->GetGender(),in_npc->GetRace(),in_npc->GetClass(),BT_Humanoid,//bodytype added
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in_npc->GetDeity(),in_npc->GetLevel(),in_npc->GetNPCTypeID(),in_npc->GetSize(),0,
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in_npc->GetPosition(), 0, in_npc->GetTexture(),in_npc->GetHelmTexture(),
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0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0xff,0,0,0,0,0,0,0,0,0),
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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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memset(item_tint, 0, sizeof(item_tint));
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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 ((level >= npcCorpseDecayTimes[count].minlvl) && (level <= npcCorpseDecayTimes[count].maxlvl)) {
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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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this->rez_experience = 0;
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}
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Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
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"Unnamed_Corpse", // const char* in_name,
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"", // const char* in_lastname,
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0, // int32 in_cur_hp,
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0, // int32 in_max_hp,
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client->GetGender(), // uint8 in_gender,
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client->GetRace(), // uint16 in_race,
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client->GetClass(), // uint8 in_class,
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BT_Humanoid, // bodyType in_bodytype,
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client->GetDeity(), // uint8 in_deity,
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client->GetLevel(), // uint8 in_level,
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0, // uint32 in_npctype_id,
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client->GetSize(), // float in_size,
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0, // float in_runspeed,
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client->GetPosition(),
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0, // uint8 in_light,
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client->GetTexture(), // uint8 in_texture,
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client->GetHelmTexture(), // uint8 in_helmtexture,
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0, // uint16 in_ac,
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0, // uint16 in_atk,
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0, // uint16 in_str,
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0, // uint16 in_sta,
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0, // uint16 in_dex,
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0, // uint16 in_agi,
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0, // uint16 in_int,
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0, // uint16 in_wis,
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0, // uint16 in_cha,
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client->GetPP().haircolor, // uint8 in_haircolor,
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client->GetPP().beardcolor, // uint8 in_beardcolor,
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client->GetPP().eyecolor1, // uint8 in_eyecolor1, // the eyecolors always seem to be the same, maybe left and right eye?
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client->GetPP().eyecolor2, // uint8 in_eyecolor2,
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client->GetPP().hairstyle, // uint8 in_hairstyle,
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client->GetPP().face, // uint8 in_luclinface,
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client->GetPP().beard, // uint8 in_beard,
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client->GetPP().drakkin_heritage, // uint32 in_drakkin_heritage,
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client->GetPP().drakkin_tattoo, // uint32 in_drakkin_tattoo,
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client->GetPP().drakkin_details, // uint32 in_drakkin_details,
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0, // uint32 in_armor_tint[_MaterialCount],
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0xff, // uint8 in_aa_title,
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0, // uint8 in_see_invis, // see through invis
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0, // uint8 in_see_invis_undead, // see through invis vs. undead
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0, // uint8 in_see_hide,
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0, // uint8 in_see_improved_hide,
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0, // int32 in_hp_regen,
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0, // int32 in_mana_regen,
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0, // uint8 in_qglobal,
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0, // uint8 in_maxlevel,
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0 // uint32 in_scalerate
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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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int i;
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PlayerProfile_Struct *pp = &client->GetPP();
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ItemInst *item;
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/* Check if Zone has Graveyard First */
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if(!zone->HasGraveyard()) {
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corpse_graveyard_timer.Disable();
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}
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memset(item_tint, 0, sizeof(item_tint));
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for (i = 0; i < MAX_LOOTERS; i++){
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allowed_looters[i] = 0;
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}
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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(!RuleB(Character, LeaveNakedCorpses) ||
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RuleB(Character, LeaveCorpses) &&
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GetLevel() >= RuleI(Character, DeathItemLossLevel)) {
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// cash
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// Let's not move the cash when 'RespawnFromHover = true' && 'client->GetClientVersion() < EQClientSoF' since the client doesn't.
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// (change to first client that supports 'death hover' mode, if not SoF.)
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if (!RuleB(Character, RespawnFromHover) || client->GetClientVersion() < ClientVersion::SoF) {
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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, &client->GetPP().item_tint, sizeof(item_tint));
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// solar: 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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// possessions
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// TODO: accomodate soul-bound items
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std::list<uint32> removed_list;
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//bool cursor = false;
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for(i = MAIN_BEGIN; i < EmuConstants::MAP_POSSESSIONS_SIZE; i++) {
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if(i == MainAmmo && client->GetClientVersion() >= ClientVersion::SoF) {
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item = client->GetInv().GetItem(MainPowerSource);
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if((item && (!client->IsBecomeNPC())) || (item && client->IsBecomeNPC() && !item->GetItem()->NoRent)) {
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std::list<uint32> slot_list = MoveItemToCorpse(client, item, MainPowerSource);
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removed_list.merge(slot_list);
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}
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}
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item = client->GetInv().GetItem(i);
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if((item && (!client->IsBecomeNPC())) || (item && client->IsBecomeNPC() && !item->GetItem()->NoRent)) {
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std::list<uint32> slot_list = MoveItemToCorpse(client, item, i);
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removed_list.merge(slot_list);
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}
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}
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#if 0
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// This will either be re-enabled or deleted at some point. The client doesn't appear
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// to like to have items deleted from it's buffer..or, I just haven't figure out how -U
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// (Besides, the 'corpse' slots equal the size of MapPossessions..not MapPossessions + MapCorpse)
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// cursor queue // (change to first client that supports 'death hover' mode, if not SoF.)
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if (!RuleB(Character, RespawnFromHover) || client->GetClientVersion() < EQClientSoF) {
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// bumped starting assignment to 8001 because any in-memory 'slot 8000' item was moved above as 'slot 30'
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// this was mainly for client profile state reflection..should match db player inventory entries now.
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i = 8001;
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for (auto it = client->GetInv().cursor_begin(); it != client->GetInv().cursor_end(); ++it, i++) {
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item = *it;
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if ((item && (!client->IsBecomeNPC())) || (item && client->IsBecomeNPC() && !item->GetItem()->NoRent)) {
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std::list<uint32> slot_list = MoveItemToCorpse(client, item, i);
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removed_list.merge(slot_list);
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cursor = true;
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}
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}
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}
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#endif
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database.TransactionBegin();
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if (removed_list.size() != 0) {
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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 (";
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std::list<uint32>::const_iterator iter = removed_list.begin();
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bool first = true;
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while (iter != removed_list.end()) {
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if (first) {
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first = false;
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}
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else {
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ss << " OR ";
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}
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ss << "slotid=" << (*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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#if 0
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if (cursor) { // all cursor items should be on corpse (client < SoF or RespawnFromHover = false)
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while (!client->GetInv().CursorEmpty())
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client->DeleteItemInInventory(MainCursor, 0, false, false);
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}
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else { // only visible cursor made it to corpse (client >= Sof and RespawnFromHover = true)
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std::list<ItemInst*>::const_iterator start = client->GetInv().cursor_begin();
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std::list<ItemInst*>::const_iterator finish = client->GetInv().cursor_end();
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database.SaveCursor(client->CharacterID(), start, finish);
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}
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#endif
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auto start = client->GetInv().cursor_begin();
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auto finish = client->GetInv().cursor_end();
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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);
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Save();
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database.TransactionCommit();
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return;
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} //end "not leaving naked corpses"
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IsRezzed(false);
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Save();
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}
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std::list<uint32> Corpse::MoveItemToCorpse(Client *client, ItemInst *item, int16 equipslot)
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{
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int bagindex;
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int16 interior_slot;
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ItemInst *interior_item;
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std::list<uint32> returnlist;
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AddItem(item->GetItem()->ID, item->GetCharges(), equipslot, item->GetAugmentItemID(0), item->GetAugmentItemID(1), item->GetAugmentItemID(2), item->GetAugmentItemID(3), item->GetAugmentItemID(4), item->GetAugmentItemID(5), item->IsAttuned());
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returnlist.push_back(equipslot);
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// Qualified bag slot iterations. processing bag slots that don't exist is probably not a good idea.
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if (item->IsType(ItemClassContainer) && ((equipslot >= EmuConstants::GENERAL_BEGIN && equipslot <= MainCursor))) {
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for (bagindex = SUB_BEGIN; bagindex <= EmuConstants::ITEM_CONTAINER_SIZE; bagindex++) {
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// For empty bags in cursor queue, slot was previously being resolved as SLOT_INVALID (-1)
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interior_slot = Inventory::CalcSlotId(equipslot, bagindex);
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interior_item = client->GetInv().GetItem(interior_slot);
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if (interior_item) {
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AddItem(interior_item->GetItem()->ID, interior_item->GetCharges(), interior_slot, interior_item->GetAugmentItemID(0), interior_item->GetAugmentItemID(1), interior_item->GetAugmentItemID(2), interior_item->GetAugmentItemID(3), interior_item->GetAugmentItemID(4), interior_item->GetAugmentItemID(5), item->IsAttuned());
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returnlist.push_back(Inventory::CalcSlotId(equipslot, bagindex));
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client->DeleteItemInInventory(interior_slot, 0, true, false);
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}
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}
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}
|
|
client->DeleteItemInInventory(equipslot, 0, true, false);
|
|
return returnlist;
|
|
}
|
|
|
|
// 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 xyz_heading& 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",
|
|
"",
|
|
0,
|
|
0,
|
|
in_gender,
|
|
in_race,
|
|
in_class,
|
|
BT_Humanoid,
|
|
in_deity,
|
|
in_level,
|
|
0,
|
|
in_size,
|
|
0,
|
|
position,
|
|
0,
|
|
in_texture,
|
|
in_helmtexture,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
0xff,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
0,
|
|
0),
|
|
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();
|
|
|
|
memset(item_tint, 0, sizeof(item_tint));
|
|
|
|
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);
|
|
|
|
this->copper = in_copper;
|
|
this->silver = in_silver;
|
|
this->gold = in_gold;
|
|
this->platinum = in_plat;
|
|
|
|
rez_experience = in_rezexp;
|
|
|
|
for (int i = 0; i < MAX_LOOTERS; i++){
|
|
allowed_looters[i] = 0;
|
|
}
|
|
SetPlayerKillItemID(0);
|
|
}
|
|
|
|
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 = this->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 = this->size;
|
|
dbpc->locked = is_locked;
|
|
dbpc->copper = this->copper;
|
|
dbpc->silver = this->silver;
|
|
dbpc->gold = this->gold;
|
|
dbpc->plat = this->platinum;
|
|
dbpc->race = this->race;
|
|
dbpc->class_ = class_;
|
|
dbpc->gender = gender;
|
|
dbpc->deity = deity;
|
|
dbpc->level = level;
|
|
dbpc->texture = this->texture;
|
|
dbpc->helmtexture = this->helmtexture;
|
|
dbpc->exp = rez_experience;
|
|
|
|
memcpy(dbpc->item_tint, item_tint, 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(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);
|
|
}
|
|
/* Update Corpse Data */
|
|
else{
|
|
corpse_db_id = database.UpdateCharacterCorpse(corpse_db_id, char_id, corpse_name, zone->GetZoneID(), zone->GetInstanceID(), dbpc, m_Position, 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;
|
|
}
|
|
|
|
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;
|
|
|
|
ServerLootItem_Struct* 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);
|
|
}
|
|
|
|
ServerLootItem_Struct* Corpse::GetItem(uint16 lootslot, ServerLootItem_Struct** bag_item_data) {
|
|
ServerLootItem_Struct *sitem = 0, *sitem2;
|
|
|
|
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 && Inventory::SupportsContainers(sitem->equip_slot)) {
|
|
int16 bagstart = Inventory::CalcSlotId(sitem->equip_slot, SUB_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){
|
|
uint8 material;
|
|
ItemList::iterator cur,end;
|
|
cur = itemlist.begin();
|
|
end = itemlist.end();
|
|
for(; cur != end; ++cur) {
|
|
ServerLootItem_Struct* sitem = *cur;
|
|
if (sitem == item_data) {
|
|
is_corpse_changed = true;
|
|
itemlist.erase(cur);
|
|
|
|
material = Inventory::CalcMaterialFromSlot(sitem->equip_slot);
|
|
if(material != _MaterialInvalid)
|
|
SendWearChange(material);
|
|
|
|
safe_delete(sitem);
|
|
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Corpse::SetCash(uint32 in_copper, uint32 in_silver, uint32 in_gold, uint32 in_platinum) {
|
|
this->copper = in_copper;
|
|
this->silver = in_silver;
|
|
this->gold = in_gold;
|
|
this->platinum = in_platinum;
|
|
is_corpse_changed = true;
|
|
}
|
|
|
|
void Corpse::RemoveCash() {
|
|
this->copper = 0;
|
|
this->silver = 0;
|
|
this->gold = 0;
|
|
this->platinum = 0;
|
|
is_corpse_changed = true;
|
|
}
|
|
|
|
bool Corpse::IsEmpty() const {
|
|
if (copper != 0 || silver != 0 || gold != 0 || platinum != 0)
|
|
return false;
|
|
|
|
return(itemlist.size() == 0);
|
|
}
|
|
|
|
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()) {
|
|
if (zone->HasGraveyard()) {
|
|
Save();
|
|
player_corpse_depop = true;
|
|
database.SendCharacterCorpseToGraveyard(corpse_db_id, zone->graveyard_zoneid(),
|
|
(zone->GetZoneID() == zone->graveyard_zoneid()) ? zone->GetInstanceID() : 0, zone->GetGraveyardPoint());
|
|
corpse_graveyard_timer.Disable();
|
|
ServerPacket* pack = new ServerPacket(ServerOP_SpawnPlayerCorpse, sizeof(SpawnPlayerCorpse_Struct));
|
|
SpawnPlayerCorpse_Struct* spc = (SpawnPlayerCorpse_Struct*)pack->pBuffer;
|
|
spc->player_corpse_id = corpse_db_id;
|
|
spc->zone_id = zone->graveyard_zoneid();
|
|
worldserver.SendPacket(pack);
|
|
safe_delete(pack);
|
|
LogFile->write(EQEmuLog::Debug, "Moved %s player corpse to the designated graveyard in zone %s.", this->GetName(), database.GetZoneName(zone->graveyard_zoneid()));
|
|
corpse_db_id = 0;
|
|
}
|
|
|
|
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;
|
|
LogFile->write(EQEmuLog::Debug, "Tagged %s player corpse has burried.", this->GetName());
|
|
}
|
|
else {
|
|
LogFile->write(EQEmuLog::Error, "Unable to bury %s player corpse.", this->GetName());
|
|
return true;
|
|
}
|
|
}
|
|
corpse_decay_timer.Disable();
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
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) {
|
|
// Added 12/08. Started compressing loot struct on live.
|
|
char tmp[10];
|
|
if(player_corpse_depop) {
|
|
SendLootReqErrorPacket(client, 0);
|
|
return;
|
|
}
|
|
|
|
if(IsPlayerCorpse() && corpse_db_id == 0) {
|
|
// SendLootReqErrorPacket(client, 0);
|
|
client->Message(13, "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() < 100) {
|
|
SendLootReqErrorPacket(client, 0);
|
|
client->Message(13, "Error: Corpse locked by GM.");
|
|
return;
|
|
}
|
|
|
|
if(being_looted_by == 0)
|
|
being_looted_by = 0xFFFFFFFF;
|
|
|
|
if(this->being_looted_by != 0xFFFFFFFF) {
|
|
// lets double check....
|
|
Entity* looter = entity_list.GetID(this->being_looted_by);
|
|
if(looter == 0)
|
|
this->being_looted_by = 0xFFFFFFFF;
|
|
}
|
|
|
|
uint8 Loot_Request_Type = 1;
|
|
bool loot_coin = false;
|
|
if(database.GetVariable("LootCoin", tmp, 9))
|
|
loot_coin = (atoi(tmp) == 1);
|
|
|
|
if (this->being_looted_by != 0xFFFFFFFF && this->being_looted_by != client->GetID()) {
|
|
SendLootReqErrorPacket(client, 0);
|
|
Loot_Request_Type = 0;
|
|
}
|
|
else if (IsPlayerCorpse() && char_id == client->CharacterID()) {
|
|
Loot_Request_Type = 2;
|
|
}
|
|
else if ((IsNPCCorpse() || become_npc) && CanPlayerLoot(client->CharacterID())) {
|
|
Loot_Request_Type = 2;
|
|
}
|
|
else if (GetPlayerKillItem() == -1 && CanPlayerLoot(client->CharacterID())) { /* PVP loot all items, variable cash */
|
|
Loot_Request_Type = 3;
|
|
}
|
|
else if (GetPlayerKillItem() == 1 && CanPlayerLoot(client->CharacterID())) { /* PVP loot 1 item, variable cash */
|
|
Loot_Request_Type = 4;
|
|
}
|
|
else if (GetPlayerKillItem() > 1 && CanPlayerLoot(client->CharacterID())) { /* PVP loot 1 set item, variable cash */
|
|
Loot_Request_Type = 5;
|
|
}
|
|
|
|
if (Loot_Request_Type == 1) {
|
|
if (client->Admin() < 100 || !client->GetGM()) {
|
|
SendLootReqErrorPacket(client, 2);
|
|
}
|
|
}
|
|
|
|
if(Loot_Request_Type >= 2 || (Loot_Request_Type == 1 && client->Admin() >= 100 && client->GetGM())) {
|
|
this->being_looted_by = client->GetID();
|
|
EQApplicationPacket* outapp = new EQApplicationPacket(OP_MoneyOnCorpse, sizeof(moneyOnCorpseStruct));
|
|
moneyOnCorpseStruct* d = (moneyOnCorpseStruct*) outapp->pBuffer;
|
|
|
|
d->response = 1;
|
|
d->unknown1 = 0x42;
|
|
d->unknown2 = 0xef;
|
|
|
|
/* Dont take the coin off if it's a gm peeking at the corpse */
|
|
if(Loot_Request_Type == 2 || (Loot_Request_Type >= 3 && loot_coin)) {
|
|
if(!IsPlayerCorpse() && client->IsGrouped() && client->AutoSplitEnabled() && client->GetGroup()) {
|
|
d->copper = 0;
|
|
d->silver = 0;
|
|
d->gold = 0;
|
|
d->platinum = 0;
|
|
Group *cgroup = client->GetGroup();
|
|
cgroup->SplitMoney(GetCopper(), GetSilver(), GetGold(), GetPlatinum(), client);
|
|
}
|
|
else {
|
|
d->copper = this->GetCopper();
|
|
d->silver = this->GetSilver();
|
|
d->gold = this->GetGold();
|
|
d->platinum = this->GetPlatinum();
|
|
client->AddMoneyToPP(GetCopper(), GetSilver(), GetGold(), GetPlatinum(), false);
|
|
}
|
|
|
|
RemoveCash();
|
|
Save();
|
|
}
|
|
|
|
outapp->priority = 6;
|
|
client->QueuePacket(outapp);
|
|
safe_delete(outapp);
|
|
if(Loot_Request_Type == 5) {
|
|
int pkitem = GetPlayerKillItem();
|
|
const Item_Struct* item = database.GetItem(pkitem);
|
|
ItemInst* inst = database.CreateItem(item, item->MaxCharges);
|
|
if(inst) {
|
|
client->SendItemPacket(EmuConstants::CORPSE_BEGIN, inst, ItemPacketLoot);
|
|
safe_delete(inst);
|
|
}
|
|
else { client->Message(13, "Could not find item number %i to send!!", GetPlayerKillItem()); }
|
|
|
|
client->QueuePacket(app);
|
|
return;
|
|
}
|
|
|
|
int i = 0;
|
|
const Item_Struct* item = 0;
|
|
ItemList::iterator cur,end;
|
|
cur = itemlist.begin();
|
|
end = itemlist.end();
|
|
|
|
int corpselootlimit = EQLimits::InventoryMapSize(MapCorpse, client->GetClientVersion());
|
|
|
|
for(; cur != end; ++cur) {
|
|
ServerLootItem_Struct* item_data = *cur;
|
|
item_data->lootslot = 0xFFFF;
|
|
|
|
// Dont display the item if it's in a bag
|
|
|
|
// Added cursor queue slots to corpse item visibility list. Nothing else should be making it to corpse.
|
|
if(!IsPlayerCorpse() || item_data->equip_slot <= MainCursor || item_data->equip_slot == MainPowerSource || Loot_Request_Type>=3 ||
|
|
(item_data->equip_slot >= 8000 && item_data->equip_slot <= 8999)) {
|
|
if(i < corpselootlimit) {
|
|
item = database.GetItem(item_data->item_id);
|
|
if(client && item) {
|
|
ItemInst* 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) {
|
|
// MainGeneral1 is the corpse inventory start offset for Ti(EMu) - CORPSE_END = MainGeneral1 + MainCursor
|
|
client->SendItemPacket(i + EmuConstants::CORPSE_BEGIN, inst, ItemPacketLoot);
|
|
safe_delete(inst);
|
|
}
|
|
|
|
item_data->lootslot = i;
|
|
}
|
|
}
|
|
|
|
i++;
|
|
}
|
|
}
|
|
|
|
if(IsPlayerCorpse() && (char_id == client->CharacterID() || client->GetGM())) {
|
|
if(i > corpselootlimit) {
|
|
client->Message(15, "*** This corpse contains more items than can be displayed! ***");
|
|
client->Message(0, "Remove items and re-loot corpse to access remaining inventory.");
|
|
client->Message(0, "(%s contains %i additional %s.)", GetName(), (i - corpselootlimit), (i - corpselootlimit) == 1 ? "item" : "items");
|
|
}
|
|
|
|
if(IsPlayerCorpse() && i == 0 && itemlist.size() > 0) { // somehow, player corpse contains items, but client doesn't see them...
|
|
client->Message(13, "This corpse contains items that are inaccessable!");
|
|
client->Message(15, "Contact a GM for item replacement, if necessary.");
|
|
client->Message(15, "BUGGED CORPSE [DBID: %i, Name: %s, Item Count: %i]", GetCorpseDBID(), GetName(), itemlist.size());
|
|
|
|
cur = itemlist.begin();
|
|
end = itemlist.end();
|
|
for(; cur != end; ++cur) {
|
|
ServerLootItem_Struct* item_data = *cur;
|
|
item = database.GetItem(item_data->item_id);
|
|
LogFile->write(EQEmuLog::Debug, "Corpse Looting: %s was not sent to client loot window (corpse_dbid: %i, charname: %s(%s))", item->Name, GetCorpseDBID(), client->GetName(), client->GetGM() ? "GM" : "Owner");
|
|
client->Message(0, "Inaccessable Corpse Item: %s", item->Name);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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->GetClientVersion() >= ClientVersion::SoD) { SendLootReqErrorPacket(client, 6); }
|
|
}
|
|
|
|
void Corpse::LootItem(Client* client, const EQApplicationPacket* app) {
|
|
/* This gets sent no matter what as a sort of ACK */
|
|
client->QueuePacket(app);
|
|
|
|
if (!loot_cooldown_timer.Check()) {
|
|
SendEndLootErrorPacket(client);
|
|
//unlock corpse for others
|
|
if (this->being_looted_by = client->GetID()) {
|
|
being_looted_by = 0xFFFFFFFF;
|
|
}
|
|
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(13, "You may not loot an item while you have an item on your cursor.");
|
|
SendEndLootErrorPacket(client);
|
|
/* Unlock corpse for others */
|
|
if (this->being_looted_by = client->GetID()) {
|
|
being_looted_by = 0xFFFFFFFF;
|
|
}
|
|
return;
|
|
}
|
|
|
|
LootingItem_Struct* lootitem = (LootingItem_Struct*)app->pBuffer;
|
|
|
|
if (this->being_looted_by != client->GetID()) {
|
|
client->Message(13, "Error: Corpse::LootItem: BeingLootedBy != client");
|
|
SendEndLootErrorPacket(client);
|
|
return;
|
|
}
|
|
if (IsPlayerCorpse() && !CanPlayerLoot(client->CharacterID()) && !become_npc && (char_id != client->CharacterID() && client->Admin() < 150)) {
|
|
client->Message(13, "Error: This is a player corpse and you dont own it.");
|
|
SendEndLootErrorPacket(client);
|
|
return;
|
|
}
|
|
if (is_locked && client->Admin() < 100) {
|
|
SendLootReqErrorPacket(client, 0);
|
|
client->Message(13, "Error: Corpse locked by GM.");
|
|
return;
|
|
}
|
|
if (IsPlayerCorpse() && (char_id != client->CharacterID()) && CanPlayerLoot(client->CharacterID()) && GetPlayerKillItem() == 0){
|
|
client->Message(13, "Error: You cannot loot any more items from this corpse.");
|
|
SendEndLootErrorPacket(client);
|
|
being_looted_by = 0xFFFFFFFF;
|
|
return;
|
|
}
|
|
const Item_Struct* item = 0;
|
|
ItemInst *inst = 0;
|
|
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 - EmuConstants::CORPSE_BEGIN); //dont allow them to loot entire bags of items as pvp reward
|
|
}
|
|
else{
|
|
item_data = GetItem(lootitem->slot_id - EmuConstants::CORPSE_BEGIN, 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->Message_StringID(0, LOOT_LORE_ERROR);
|
|
SendEndLootErrorPacket(client);
|
|
being_looted_by = 0;
|
|
delete inst;
|
|
return;
|
|
}
|
|
|
|
if (inst->IsAugmented()) {
|
|
for (int i = AUG_BEGIN; i < EmuConstants::ITEM_COMMON_SIZE; i++) {
|
|
ItemInst *itm = inst->GetAugment(i);
|
|
if (itm) {
|
|
if (client->CheckLoreConflict(itm->GetItem())) {
|
|
client->Message_StringID(0, LOOT_LORE_ERROR);
|
|
SendEndLootErrorPacket(client);
|
|
being_looted_by = 0;
|
|
delete inst;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
char buf[88];
|
|
char corpse_name[64];
|
|
strcpy(corpse_name, corpse_name);
|
|
snprintf(buf, 87, "%d %d %s", inst->GetItem()->ID, inst->GetCharges(), EntityList::RemoveNumbers(corpse_name));
|
|
buf[87] = '\0';
|
|
std::vector<EQEmu::Any> args;
|
|
args.push_back(inst);
|
|
args.push_back(this);
|
|
parse->EventPlayer(EVENT_LOOT, client, buf, 0, &args);
|
|
parse->EventItem(EVENT_LOOT, client, inst, this, buf, 0);
|
|
|
|
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();
|
|
}
|
|
}
|
|
}
|
|
|
|
/* First add it to the looter - this will do the bag contents too */
|
|
if (lootitem->auto_loot) {
|
|
if (!client->AutoPutLootInInventory(*inst, true, true, bag_item_data))
|
|
client->PutLootInInventory(MainCursor, *inst, bag_item_data);
|
|
}
|
|
else {
|
|
client->PutLootInInventory(MainCursor, *inst, bag_item_data);
|
|
}
|
|
|
|
/* Update any tasks that have an activity to loot this item */
|
|
if (RuleB(TaskSystem, EnableTaskSystem))
|
|
client->UpdateTasksForItem(ActivityLoot, item->ID);
|
|
|
|
/* 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(this->corpse_db_id, item_data->equip_slot, item_data->item_id);
|
|
/* Delete Item Instance */
|
|
RemoveItem(item_data->lootslot);
|
|
}
|
|
|
|
/* Remove Bag Contents */
|
|
if (item->ItemClass == ItemClassContainer && (GetPlayerKillItem() != -1 || GetPlayerKillItem() != 1)) {
|
|
for (int i = SUB_BEGIN; i < EmuConstants::ITEM_CONTAINER_SIZE; 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(this->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 */
|
|
Client::TextLink linker;
|
|
linker.SetLinkType(linker.linkItemInst);
|
|
linker.SetItemInst(inst);
|
|
|
|
auto item_link = linker.GenerateLink();
|
|
|
|
client->Message_StringID(MT_LootMessages, LOOTED_MESSAGE, item_link.c_str());
|
|
|
|
if (!IsPlayerCorpse()) {
|
|
Group *g = client->GetGroup();
|
|
if(g != nullptr) {
|
|
g->GroupMessage_StringID(client, MT_LootMessages, OTHER_LOOTED_MESSAGE, client->GetName(), item_link.c_str());
|
|
}
|
|
else {
|
|
Raid *r = client->GetRaid();
|
|
if(r != nullptr) {
|
|
r->RaidMessage_StringID(client, MT_LootMessages, OTHER_LOOTED_MESSAGE, client->GetName(), item_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) {
|
|
EQApplicationPacket* outapp = new EQApplicationPacket;
|
|
outapp->SetOpcode(OP_LootComplete);
|
|
outapp->size = 0;
|
|
client->QueuePacket(outapp);
|
|
safe_delete(outapp);
|
|
|
|
this->being_looted_by = 0xFFFFFFFF;
|
|
if (this->IsEmpty())
|
|
Delete();
|
|
else
|
|
Save();
|
|
}
|
|
|
|
void Corpse::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho) {
|
|
Mob::FillSpawnStruct(ns, ForWho);
|
|
|
|
ns->spawn.max_hp = 120;
|
|
|
|
if (IsPlayerCorpse())
|
|
ns->spawn.NPC = 3;
|
|
else
|
|
ns->spawn.NPC = 2;
|
|
}
|
|
|
|
void Corpse::QueryLoot(Client* to) {
|
|
int x = 0, y = 0; // x = visible items, y = total items
|
|
to->Message(0, "Coin: %ip, %ig, %is, %ic", platinum, gold, silver, copper);
|
|
|
|
ItemList::iterator cur,end;
|
|
cur = itemlist.begin();
|
|
end = itemlist.end();
|
|
|
|
int corpselootlimit = EQLimits::InventoryMapSize(MapCorpse, to->GetClientVersion());
|
|
|
|
for(; cur != end; ++cur) {
|
|
ServerLootItem_Struct* sitem = *cur;
|
|
|
|
if (IsPlayerCorpse()) {
|
|
if (sitem->equip_slot >= EmuConstants::GENERAL_BAGS_BEGIN && sitem->equip_slot <= EmuConstants::CURSOR_BAG_END)
|
|
sitem->lootslot = 0xFFFF;
|
|
else
|
|
x < corpselootlimit ? sitem->lootslot = x : sitem->lootslot = 0xFFFF;
|
|
|
|
const Item_Struct* item = database.GetItem(sitem->item_id);
|
|
|
|
if (item)
|
|
to->Message((sitem->lootslot == 0xFFFF), "LootSlot: %i (EquipSlot: %i) Item: %s (%d), Count: %i", static_cast<int16>(sitem->lootslot), sitem->equip_slot, item->Name, item->ID, sitem->charges);
|
|
else
|
|
to->Message((sitem->lootslot == 0xFFFF), "Error: 0x%04x", sitem->item_id);
|
|
|
|
if (sitem->lootslot != 0xFFFF)
|
|
x++;
|
|
|
|
y++;
|
|
}
|
|
else {
|
|
sitem->lootslot=y;
|
|
const Item_Struct* item = database.GetItem(sitem->item_id);
|
|
|
|
if (item)
|
|
to->Message(0, "LootSlot: %i Item: %s (%d), Count: %i", sitem->lootslot, item->Name, item->ID, sitem->charges);
|
|
else
|
|
to->Message(0, "Error: 0x%04x", sitem->item_id);
|
|
|
|
y++;
|
|
}
|
|
}
|
|
|
|
if (IsPlayerCorpse()) {
|
|
to->Message(0, "%i visible %s (%i total) on %s (DBID: %i).", x, x==1?"item":"items", y, this->GetName(), this->GetCorpseDBID());
|
|
}
|
|
else {
|
|
to->Message(0, "%i %s on %s.", y, y==1?"item":"items", this->GetName());
|
|
}
|
|
}
|
|
|
|
bool Corpse::Summon(Client* client, bool spell, bool CheckDistance) {
|
|
uint32 dist2 = 10000; // pow(100, 2);
|
|
if (!spell) {
|
|
if (this->GetCharID() == client->CharacterID()) {
|
|
if (IsLocked() && client->Admin() < 100) {
|
|
client->Message(13, "That corpse is locked by a GM.");
|
|
return false;
|
|
}
|
|
if (!CheckDistance || (ComparativeDistanceNoZ(m_Position, client->GetPosition()) <= dist2)) {
|
|
GMMove(client->GetX(), client->GetY(), client->GetZ());
|
|
is_corpse_changed = true;
|
|
}
|
|
else {
|
|
client->Message(0, "Corpse is too far away.");
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
bool consented = false;
|
|
std::list<std::string>::iterator itr;
|
|
for(itr = client->consent_list.begin(); itr != client->consent_list.end(); ++itr) {
|
|
if(strcmp(this->GetOwnerName(), itr->c_str()) == 0) {
|
|
if (!CheckDistance || (ComparativeDistanceNoZ(m_Position, client->GetPosition()) <= dist2)) {
|
|
GMMove(client->GetX(), client->GetY(), client->GetZ());
|
|
is_corpse_changed = true;
|
|
}
|
|
else {
|
|
client->Message(0, "Corpse is too far away.");
|
|
return false;
|
|
}
|
|
consented = true;
|
|
}
|
|
}
|
|
if(!consented) {
|
|
client->Message(0, "You do not have permission to move this corpse.");
|
|
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;
|
|
this->Save();
|
|
}
|
|
|
|
void Corpse::Spawn() {
|
|
EQApplicationPacket* app = new EQApplicationPacket;
|
|
this->CreateSpawnPacket(app, this);
|
|
entity_list.QueueClients(this, app);
|
|
safe_delete(app);
|
|
}
|
|
|
|
uint32 Corpse::GetEquipment(uint8 material_slot) const {
|
|
int16 invslot;
|
|
|
|
if(material_slot > EmuConstants::MATERIAL_END) {
|
|
return NO_ITEM;
|
|
}
|
|
|
|
invslot = Inventory::CalcSlotFromMaterial(material_slot);
|
|
if(invslot == INVALID_INDEX) // GetWornItem() should be returning a NO_ITEM for any invalid index...
|
|
return NO_ITEM;
|
|
|
|
return GetWornItem(invslot);
|
|
}
|
|
|
|
uint32 Corpse::GetEquipmentColor(uint8 material_slot) const {
|
|
const Item_Struct *item;
|
|
|
|
if(material_slot > EmuConstants::MATERIAL_END) {
|
|
return 0;
|
|
}
|
|
|
|
item = database.GetItem(GetEquipment(material_slot));
|
|
if(item != NO_ITEM) {
|
|
return item_tint[material_slot].rgb.use_tint ?
|
|
item_tint[material_slot].color :
|
|
item->Color;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
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);
|
|
}
|
|
} |