void Corpse::DepopNPCCorpse() { if (RemoteCallSubscriptionHandler::Instance()->IsSubscribed("Entity.Events")) { std::vector<std::string> params; params.push_back(std::to_string((long)EntityEvents::Entity_Corpse_Bury)); params.push_back(std::to_string((long)GetID())); RemoteCallSubscriptionHandler::Instance()->OnEvent("Entity.Events", params); } if (IsNPCCorpse()) player_corpse_depop = true; }
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(); } auto timestamps = database.GetItemRecastTimestamps(client->CharacterID()); 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) { if (item->RecastDelay) inst->SetRecastTimestamp(timestamps.count(item->RecastType) ? timestamps.at(item->RecastType) : 0); 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) { if (item->RecastDelay) inst->SetRecastTimestamp(timestamps.count(item->RecastType) ? timestamps.at(item->RecastType) : 0); // 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); Log.Out(Logs::General, Logs::None, "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); } }
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); Log.Out(Logs::General, Logs::None, "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; Log.Out(Logs::General, Logs::None, "Tagged %s player corpse has burried.", this->GetName()); } else { Log.Out(Logs::General, Logs::Error, "Unable to bury %s player corpse.", this->GetName()); return true; } } corpse_decay_timer.Disable(); return false; } return true; }
void Corpse::DepopNPCCorpse() { if (IsNPCCorpse()) player_corpse_depop = true; }