예제 #1
0
파일: corpse.cpp 프로젝트: Zephyr800/Server
Corpse::Corpse(NPC* in_npc, ItemList* in_itemlist, uint32 in_npctypeid, const NPCType** in_npctypedata, uint32 in_decaytime)
// vesuvias - appearence fix
: Mob("Unnamed_Corpse","",0,0,in_npc->GetGender(),in_npc->GetRace(),in_npc->GetClass(),BT_Humanoid,//bodytype added
	in_npc->GetDeity(),in_npc->GetLevel(),in_npc->GetNPCTypeID(),in_npc->GetSize(),0,
	in_npc->GetPosition(), in_npc->GetInnateLightType(), in_npc->GetTexture(),in_npc->GetHelmTexture(),
	0,0,0,0,0,0,0,0,0,
	0,0,0,0,0,0,0,0,0,0,0,0xff,0,0,0,0,0,0,0,0,0,0,0,0,0,0),
	corpse_decay_timer(in_decaytime),
	corpse_rez_timer(0),
	corpse_delay_timer(RuleI(NPC, CorpseUnlockTimer)),
	corpse_graveyard_timer(0),
	loot_cooldown_timer(10)
{
	corpse_graveyard_timer.Disable();

	memset(item_tint, 0, sizeof(item_tint));

	is_corpse_changed = false;
	is_player_corpse = false;
	is_locked = false;
	being_looted_by = 0xFFFFFFFF;
	if (in_itemlist) {
		itemlist = *in_itemlist;
		in_itemlist->clear();
	}

	SetCash(in_npc->GetCopper(), in_npc->GetSilver(), in_npc->GetGold(), in_npc->GetPlatinum());

	npctype_id = in_npctypeid;
	SetPlayerKillItemID(0);
	char_id = 0;
	corpse_db_id = 0;
	player_corpse_depop = false;
	strcpy(corpse_name, in_npc->GetName());
	strcpy(name, in_npc->GetName());

	for(int count = 0; count < 100; count++) {
		if ((level >= npcCorpseDecayTimes[count].minlvl) && (level <= npcCorpseDecayTimes[count].maxlvl)) {
			corpse_decay_timer.SetTimer(npcCorpseDecayTimes[count].seconds*1000);
			break;
		}
	}
	if(IsEmpty()) {
		corpse_decay_timer.SetTimer(RuleI(NPC,EmptyNPCCorpseDecayTimeMS)+1000);
	}


	if(in_npc->HasPrivateCorpse()) {
		corpse_delay_timer.SetTimer(corpse_decay_timer.GetRemainingTime() + 1000);
	}

	for (int i = 0; i < MAX_LOOTERS; i++){
		allowed_looters[i] = 0;
	}
	this->rez_experience = 0;

	UpdateEquipmentLight();
	UpdateActiveLight();
}
예제 #2
0
파일: corpse.cpp 프로젝트: Zephyr800/Server
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.Active;
}
예제 #3
0
파일: corpse.cpp 프로젝트: Zephyr800/Server
void Corpse::RemoveItem(ServerLootItem_Struct* item_data)
{
	for (auto iter = itemlist.begin(); iter != itemlist.end(); ++iter) {
		auto sitem = *iter;
		if (sitem != item_data) { continue; }

		is_corpse_changed = true;
		itemlist.erase(iter);

		uint8 material = Inventory::CalcMaterialFromSlot(sitem->equip_slot); // autos to unsigned char
		if (material != _MaterialInvalid)
			SendWearChange(material);

		UpdateEquipmentLight();
		if (UpdateActiveLight())
			SendAppearancePacket(AT_Light, GetActiveLightType());

		safe_delete(sitem);
		return;
	}
}
예제 #4
0
파일: corpse.cpp 프로젝트: Zephyr800/Server
// To be called from LoadFromDBData
Corpse::Corpse(uint32 in_dbid, uint32 in_charid, const char* in_charname, ItemList* in_itemlist, uint32 in_copper, uint32 in_silver, uint32 in_gold, uint32 in_plat, const glm::vec4& position, float in_size, uint8 in_gender, uint16 in_race, uint8 in_class, uint8 in_deity, uint8 in_level, uint8 in_texture, uint8 in_helmtexture,uint32 in_rezexp, bool wasAtGraveyard)
: Mob("Unnamed_Corpse",
"",
0,
0,
in_gender,
in_race,
in_class,
BT_Humanoid,
in_deity,
in_level,
0,
in_size,
0,
position,
0, // verified for client innate_light value
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,
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);

	UpdateEquipmentLight();
	m_Light.Level.Spell = m_Light.Type.Spell = 0;
	UpdateActiveLight();
}
예제 #5
0
파일: corpse.cpp 프로젝트: Zephyr800/Server
Corpse::Corpse(Client* client, int32 in_rezexp) : Mob (
	"Unnamed_Corpse",				  // const char*	in_name,
	"",								  // const char*	in_lastname,
	0,								  // int32		in_cur_hp,
	0,								  // int32		in_max_hp,
	client->GetGender(),			  // uint8		in_gender,
	client->GetRace(),				  // uint16		in_race,
	client->GetClass(),				  // uint8		in_class,
	BT_Humanoid,					  // bodyType	in_bodytype,
	client->GetDeity(),				  // uint8		in_deity,
	client->GetLevel(),				  // uint8		in_level,
	0,								  // uint32		in_npctype_id,
	client->GetSize(),				  // float		in_size,
	0,								  // float		in_runspeed,
	client->GetPosition(),
	client->GetInnateLightType(),	  // uint8		in_light, - verified for client innate_light value
	client->GetTexture(),			  // uint8		in_texture,
	client->GetHelmTexture(),		  // uint8		in_helmtexture,
	0,								  // uint16		in_ac,
	0,								  // uint16		in_atk,
	0,								  // uint16		in_str,
	0,								  // uint16		in_sta,
	0,								  // uint16		in_dex,
	0,								  // uint16		in_agi,
	0,								  // uint16		in_int,
	0,								  // uint16		in_wis,
	0,								  // uint16		in_cha,
	client->GetPP().haircolor,		  // uint8		in_haircolor,
	client->GetPP().beardcolor,		  // uint8		in_beardcolor,
	client->GetPP().eyecolor1,		  // uint8		in_eyecolor1, // the eyecolors always seem to be the same, maybe left and right eye?
	client->GetPP().eyecolor2,		  // uint8		in_eyecolor2,
	client->GetPP().hairstyle,		  // uint8		in_hairstyle,
	client->GetPP().face,			  // uint8		in_luclinface,
	client->GetPP().beard,			  // uint8		in_beard,
	client->GetPP().drakkin_heritage, // uint32		in_drakkin_heritage,
	client->GetPP().drakkin_tattoo,	  // uint32		in_drakkin_tattoo,
	client->GetPP().drakkin_details,  // uint32		in_drakkin_details,
	0,								  // uint32		in_armor_tint[_MaterialCount],
	0xff,							  // uint8		in_aa_title,
	0,								  // uint8		in_see_invis, // see through invis
	0,								  // uint8		in_see_invis_undead, // see through invis vs. undead
	0,								  // uint8		in_see_hide,
	0,								  // uint8		in_see_improved_hide,
	0,								  // int32		in_hp_regen,
	0,								  // int32		in_mana_regen,
	0,								  // uint8		in_qglobal,
	0,								  // uint8		in_maxlevel,
	0,								  // uint32		in_scalerate
	0,								  // uint8		in_armtexture,
	0,								  // uint8		in_bracertexture,
	0,								  // uint8		in_handtexture,
	0,								  // uint8		in_legtexture,
	0								  // uint8		in_feettexture,
	),
	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)
{
	int i;

	PlayerProfile_Struct *pp = &client->GetPP();
	ItemInst *item;

	/* Check if Zone has Graveyard First */
	if(!zone->HasGraveyard()) {
		corpse_graveyard_timer.Disable();
	}

	memset(item_tint, 0, sizeof(item_tint));

	for (i = 0; i < MAX_LOOTERS; i++){
		allowed_looters[i] = 0;
	}

	is_corpse_changed		= true;
	rez_experience			= in_rezexp;
	can_corpse_be_rezzed			= true;
	is_player_corpse	= true;
	is_locked			= false;
	being_looted_by	= 0xFFFFFFFF;
	char_id			= client->CharacterID();
	corpse_db_id	= 0;
	player_corpse_depop			= false;
	copper			= 0;
	silver			= 0;
	gold			= 0;
	platinum		= 0;

	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 */
	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) || client->GetClientVersion() < ClientVersion::SoF) {
			SetCash(pp->copper, pp->silver, pp->gold, pp->platinum);
			pp->copper = 0;
			pp->silver = 0;
			pp->gold = 0;
			pp->platinum = 0;
		}

		// get their tints
		memcpy(item_tint, &client->GetPP().item_tint, sizeof(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;
		
		for(i = MAIN_BEGIN; i < EmuConstants::MAP_POSSESSIONS_SIZE; ++i) {
			if(i == MainAmmo && client->GetClientVersion() >= ClientVersion::SoF) {
				item = client->GetInv().GetItem(MainPowerSource);
				if (item != nullptr) {
					if (!client->IsBecomeNPC() || (client->IsBecomeNPC() && !item->GetItem()->NoRent))
						MoveItemToCorpse(client, item, MainPowerSource, removed_list);
				}
			}

			item = client->GetInv().GetItem(i);
			if (item == nullptr) { continue; }

			if(!client->IsBecomeNPC() || (client->IsBecomeNPC() && !item->GetItem()->NoRent))
				MoveItemToCorpse(client, item, i, removed_list);
		}

		database.TransactionBegin();

		// I have an untested process that avoids this snarl up when all possessions inventory is removed..but this isn't broke
		if (!removed_list.empty()) {
			std::stringstream ss("");
			ss << "DELETE FROM inventory WHERE charid=" << client->CharacterID();
			ss << " AND (";
			std::list<uint32>::const_iterator iter = removed_list.begin();
			bool first = true;
			while (iter != removed_list.end()) {
				if (first) {
					first = false;
				}
				else {
					ss << " OR ";
				}
				ss << "slotid=" << (*iter);
				++iter;
			}
			ss << ")";
			database.QueryDatabase(ss.str().c_str());
		}

		auto start = client->GetInv().cursor_cbegin();
		auto finish = client->GetInv().cursor_cend();
		database.SaveCursor(client->CharacterID(), start, finish);

		client->CalcBonuses();
		client->Save();

		IsRezzed(false);
		Save();

		database.TransactionCommit();

		UpdateEquipmentLight();
		UpdateActiveLight();

		return;
	} //end "not leaving naked corpses"

	UpdateEquipmentLight();
	UpdateActiveLight();

	IsRezzed(false);
	Save();
}
예제 #6
0
//if itemlist is null, just send wear changes
void NPC::AddLootDrop(const EQEmu::ItemData *item2, ItemList* itemlist, int16 charges, uint8 minlevel, uint8 maxlevel, bool equipit, bool wearchange, uint32 aug1, uint32 aug2, uint32 aug3, uint32 aug4, uint32 aug5, uint32 aug6) {
	if(item2 == nullptr)
		return;

	//make sure we are doing something...
	if(!itemlist && !wearchange)
		return;

	auto item = new ServerLootItem_Struct;
#if EQDEBUG>=11
		Log(Logs::General, Logs::None, "Adding drop to npc: %s, Item: %i", GetName(), item2->ID);
#endif

	EQApplicationPacket* outapp = nullptr;
	WearChange_Struct* wc = nullptr;
	if(wearchange) {
		outapp = new EQApplicationPacket(OP_WearChange, sizeof(WearChange_Struct));
		wc = (WearChange_Struct*)outapp->pBuffer;
		wc->spawn_id = GetID();
		wc->material=0;
	}

	item->item_id = item2->ID;
	item->charges = charges;
	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 = 0;
	item->min_level = minlevel;
	item->max_level = maxlevel;
	item->equip_slot = EQEmu::inventory::slotInvalid;

	if (equipit) {
		uint8 eslot = 0xFF;
		char newid[20];
		const EQEmu::ItemData* compitem = nullptr;
		bool found = false; // track if we found an empty slot we fit into
		int32 foundslot = -1; // for multi-slot items

		// Equip rules are as follows:
		// If the item has the NoPet flag set it will not be equipped.
		// An empty slot takes priority. The first empty one that an item can
		// fit into will be the one picked for the item.
		// AC is the primary choice for which item gets picked for a slot.
		// If AC is identical HP is considered next.
		// If an item can fit into multiple slots we'll pick the last one where
		// it is an improvement.

		if (!item2->NoPet) {
			for (int i = 0; !found && i < EQEmu::legacy::EQUIPMENT_SIZE; i++) {
				uint32 slots = (1 << i);
				if (item2->Slots & slots) {
					if(equipment[i])
					{
						compitem = database.GetItem(equipment[i]);
						if (item2->AC > compitem->AC ||
							(item2->AC == compitem->AC && item2->HP > compitem->HP))
						{
							// item would be an upgrade
							// check if we're multi-slot, if yes then we have to keep
							// looking in case any of the other slots we can fit into are empty.
							if (item2->Slots != slots) {
								foundslot = i;
							}
							else {
								equipment[i] = item2->ID;
								foundslot = i;
								found = true;
							}
						} // end if ac
					}
					else
					{
						equipment[i] = item2->ID;
						foundslot = i;
						found = true;
					}
				} // end if (slots)
			} // end for
		} // end if NoPet

		// Possible slot was found but not selected. Pick it now.
		if (!found && foundslot >= 0) {
			equipment[foundslot] = item2->ID;
			found = true;
		}

		// @merth: IDFile size has been increased, this needs to change
		uint16 emat;
		if(item2->Material <= 0
			|| item2->Slots & (1 << EQEmu::inventory::slotPrimary | 1 << EQEmu::inventory::slotSecondary)) {
			memset(newid, 0, sizeof(newid));
			for(int i=0;i<7;i++){
				if (!isalpha(item2->IDFile[i])){
					strn0cpy(newid, &item2->IDFile[i],6);
					i=8;
				}
			}

			emat = atoi(newid);
		} else {
			emat = item2->Material;
		}

		if (foundslot == EQEmu::inventory::slotPrimary) {
			if (item2->Proc.Effect != 0)
				CastToMob()->AddProcToWeapon(item2->Proc.Effect, true);

			eslot = EQEmu::textures::weaponPrimary;
			if (item2->Damage > 0) {
				SendAddPlayerState(PlayerState::PrimaryWeaponEquipped);
				SetFacestab(true);
			}
			if (item2->IsType2HWeapon())
				SetTwoHanderEquipped(true);
		}
		else if (foundslot == EQEmu::inventory::slotSecondary
			&& (GetOwner() != nullptr || (CanThisClassDualWield() && zone->random.Roll(NPC_DW_CHANCE)) || (item2->Damage==0)) &&
			(item2->IsType1HWeapon() || item2->ItemType == EQEmu::item::ItemTypeShield))
		{
			if (item2->Proc.Effect!=0)
				CastToMob()->AddProcToWeapon(item2->Proc.Effect, true);

			eslot = EQEmu::textures::weaponSecondary;
			if (item2->Damage > 0)
				SendAddPlayerState(PlayerState::SecondaryWeaponEquipped);
		}
		else if (foundslot == EQEmu::inventory::slotHead) {
			eslot = EQEmu::textures::armorHead;
		}
		else if (foundslot == EQEmu::inventory::slotChest) {
			eslot = EQEmu::textures::armorChest;
		}
		else if (foundslot == EQEmu::inventory::slotArms) {
			eslot = EQEmu::textures::armorArms;
		}
		else if (foundslot == EQEmu::inventory::slotWrist1 || foundslot == EQEmu::inventory::slotWrist2) {
			eslot = EQEmu::textures::armorWrist;
		}
		else if (foundslot == EQEmu::inventory::slotHands) {
			eslot = EQEmu::textures::armorHands;
		}
		else if (foundslot == EQEmu::inventory::slotLegs) {
			eslot = EQEmu::textures::armorLegs;
		}
		else if (foundslot == EQEmu::inventory::slotFeet) {
			eslot = EQEmu::textures::armorFeet;
		}

		/*
		what was this about???

		if (((npc->GetRace()==127) && (npc->CastToMob()->GetOwnerID()!=0)) && (item2->Slots==24576) || (item2->Slots==8192) || (item2->Slots==16384)){
			npc->d_melee_texture2=atoi(newid);
			wc->wear_slot_id=8;
			if (item2->Material >0)
				wc->material=item2->Material;
			else
				wc->material=atoi(newid);
			npc->AC+=item2->AC;
			npc->STR+=item2->STR;
			npc->INT+=item2->INT;
		}
		*/

		//if we found an open slot it goes in...
		if(eslot != 0xFF) {
			if(wearchange) {
				wc->wear_slot_id = eslot;
				wc->material = emat;
			}

		}
		if (found) {
			CalcBonuses(); // This is less than ideal for bulk adding of items
			item->equip_slot = foundslot;
		}
	}

	if(itemlist != nullptr)
		itemlist->push_back(item);
	else
		safe_delete(item);

	if(wearchange && outapp) {
		entity_list.QueueClients(this, outapp);
		safe_delete(outapp);
	}

	UpdateEquipmentLight();
	if (UpdateActiveLight())
		SendAppearancePacket(AT_Light, GetActiveLightType());
}