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->GetInnateLightValue(), 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), 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; UpdateEquipLightValue(); spell_light = NOT_USED; UpdateActiveLightValue(); }
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(); }