/*
EQ2Emulator: Everquest II Server Emulator
Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
This file is part of EQ2Emulator.
EQ2Emulator is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
EQ2Emulator is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with EQ2Emulator. If not, see .
*/
#ifndef __EQ2_ENTITY__
#define __EQ2_ENTITY__
#include "Spawn.h"
#include "../common/Mutex.h"
#include "Skills.h"
#include "MutexList.h"
#include "MutexVector.h"
#include
using namespace std;
class Entity;
class NPC;
class Trade;
struct LuaSpell;
struct GroupMemberInfo;
struct BonusValues{
int32 spell_id;
int8 tier;
int16 type;
sint32 value;
int64 class_req;
vector race_req;
vector faction_req;
LuaSpell* luaspell;
};
struct MaintainedEffects{
char name[60]; //name of the spell
int32 target;
int8 target_type;
int32 spell_id;
int32 slot_pos;
int16 icon;
int16 icon_backdrop;
int8 conc_used;
int8 tier;
float total_time;
int32 expire_timestamp;
LuaSpell* spell;
};
struct SpellEffects{
int32 spell_id;
Entity* caster;
float total_time;
int32 expire_timestamp;
int16 icon;
int16 icon_backdrop;
int8 tier;
LuaSpell* spell;
};
struct DetrimentalEffects {
int32 spell_id;
Entity* caster;
int32 expire_timestamp;
int16 icon;
int16 icon_backdrop;
int8 tier;
int8 det_type;
bool incurable;
LuaSpell* spell;
int8 control_effect;
float total_time;
};
struct CombatData{
int32 range_last_attack_time;
int32 primary_last_attack_time;
int32 secondary_last_attack_time;
int16 primary_attack_delay;
int16 secondary_attack_delay;
int16 ranged_attack_delay;
int8 primary_weapon_type;
int8 secondary_weapon_type;
int8 ranged_weapon_type;
int32 primary_weapon_damage_low;
int32 primary_weapon_damage_high;
int32 secondary_weapon_damage_low;
int32 secondary_weapon_damage_high;
int32 ranged_weapon_damage_low;
int32 ranged_weapon_damage_high;
int8 wield_type;
int16 primary_weapon_delay;
int16 secondary_weapon_delay;
int16 ranged_weapon_delay;
};
struct InfoStruct{
char name[40];
int8 class1;
int8 class2;
int8 class3;
int8 race;
int8 gender;
int16 level;
int16 max_level;
int16 tradeskill_level;
int16 tradeskill_max_level;
int8 cur_concentration;
int8 max_concentration;
int16 cur_attack;
int16 attack_base;
int16 cur_mitigation;
int16 max_mitigation;
int16 mitigation_base;
int16 avoidance_display;
int16 cur_avoidance;
int16 base_avoidance_pct;
int16 avoidance_base;
int16 max_avoidance;
int16 parry;
int16 parry_base;
int16 deflection;
int16 deflection_base;
int16 block;
int16 block_base;
float str; //int16
float sta; //int16
float agi;//int16
float wis;//int16
float intel;//int16
float str_base;//int16
float sta_base;//int16
float agi_base;//int16
float wis_base;//int16
float intel_base;//int16
int16 heat;
int16 cold;
int16 magic;
int16 mental;
int16 divine;
int16 disease;
int16 poison;
int16 disease_base;
int16 cold_base;
int16 divine_base;
int16 magic_base;
int16 mental_base;
int16 heat_base;
int16 poison_base;
int16 elemental_base;
int16 noxious_base;
int16 arcane_base;
int32 coin_copper;
int32 coin_silver;
int32 coin_gold;
int32 coin_plat;
int32 bank_coin_copper;
int32 bank_coin_silver;
int32 bank_coin_gold;
int32 bank_coin_plat;
int32 status_points;
char deity[32];
int32 weight;
int32 max_weight;
SpellEffects spell_effects[45];
MaintainedEffects maintained_effects[30];
int8 tradeskill_class1;
int8 tradeskill_class2;
int8 tradeskill_class3;
int16 account_age_base;
int8 account_age_bonus[19];
int16 absorb;
int32 xp;
int32 xp_needed;
int32 xp_debt;
int16 xp_yellow;
int16 xp_yellow_vitality_bar;
int16 xp_blue_vitality_bar;
int16 xp_blue;
int32 ts_xp;
int32 ts_xp_needed;
int16 tradeskill_exp_yellow;
int16 tradeskill_exp_blue;
int32 flags;
int32 flags2;
float xp_vitality;
float tradeskill_xp_vitality;
int16 mitigation_skill1;
int16 mitigation_skill2;
int16 mitigation_skill3;
float ability_modifier;
float critical_mitigation;
float block_chance;
float uncontested_parry;
float uncontested_block;
float uncontested_dodge;
float uncontested_riposte;
float crit_chance;
float crit_bonus;
float potency;
float hate_mod;
float reuse_speed;
float casting_speed;
float recovery_speed;
float spell_reuse_speed;
float spell_multi_attack;
float dps;
float dps_multiplier;
float attackspeed;
float haste;
float multi_attack;
float flurry;
float melee_ae;
float strikethrough;
float accuracy;
float offensivespeed;
float rain;
float wind;
sint8 alignment;
int32 pet_id;
char pet_name[32];
float pet_health_pct;
float pet_power_pct;
int8 pet_movement;
int8 pet_behavior;
int8 vision;
int8 breathe_underwater;
char biography[512];
float drunk;
};
struct WardInfo {
LuaSpell* Spell;
int32 BaseDamage;
int32 DamageLeft;
int8 WardType;
int8 DamageType;
bool keepWard;
};
#define WARD_TYPE_ALL 0
#define WARD_TYPE_PHYSICAL 1
#define WARD_TYPE_MAGICAL 2
struct Proc {
LuaSpell* spell;
Item* item;
float chance;
};
#define PROC_TYPE_OFFENSIVE 1
#define PROC_TYPE_DEFENSIVE 2
#define PROC_TYPE_PHYSICAL_OFFENSIVE 3
#define PROC_TYPE_PHYSICAL_DEFENSIVE 4
#define PROC_TYPE_MAGICAL_OFFENSIVE 5
#define PROC_TYPE_MAGICAL_DEFENSIVE 6
#define PROC_TYPE_BLOCK 7
#define PROC_TYPE_PARRY 8
#define PROC_TYPE_RIPOSTE 9
#define PROC_TYPE_EVADE 10
#define PROC_TYPE_HEALING 11
#define PROC_TYPE_BENEFICIAL 12
#define PROC_TYPE_DEATH 13
#define PROC_TYPE_KILL 14
#define PROC_TYPE_DAMAGED 15
#define PROC_TYPE_DAMAGED_MELEE 16
#define PROC_TYPE_DAMAGED_MAGIC 17
#define PROC_TYPE_RANGED_ATTACK 18
#define PROC_TYPE_RANGED_DEFENSE 19
struct ThreatTransfer {
int32 Target;
float Amount;
LuaSpell* Spell;
};
#define DET_TYPE_TRAUMA 1
#define DET_TYPE_ARCANE 2
#define DET_TYPE_NOXIOUS 3
#define DET_TYPE_ELEMENTAL 4
#define DET_TYPE_CURSE 5
#define DISPELL_TYPE_CURE 0
#define DISPELL_TYPE_DISPELL 1
#define CONTROL_EFFECT_TYPE_MEZ 1
#define CONTROL_EFFECT_TYPE_STIFLE 2
#define CONTROL_EFFECT_TYPE_DAZE 3
#define CONTROL_EFFECT_TYPE_STUN 4
#define CONTROL_EFFECT_TYPE_ROOT 5
#define CONTROL_EFFECT_TYPE_FEAR 6
#define CONTROL_EFFECT_TYPE_WALKUNDERWATER 7
#define CONTROL_EFFECT_TYPE_JUMPUNDERWATER 8
#define CONTROL_EFFECT_TYPE_INVIS 9
#define CONTROL_EFFECT_TYPE_STEALTH 10
#define CONTROL_EFFECT_TYPE_SNARE 11
#define CONTROL_EFFECT_TYPE_FLIGHT 12
#define CONTROL_EFFECT_TYPE_GLIDE 13
#define CONTROL_EFFECT_TYPE_SAFEFALL 14
#define IMMUNITY_TYPE_MEZ 1
#define IMMUNITY_TYPE_STIFLE 2
#define IMMUNITY_TYPE_DAZE 3
#define IMMUNITY_TYPE_STUN 4
#define IMMUNITY_TYPE_ROOT 5
#define IMMUNITY_TYPE_FEAR 6
#define IMMUNITY_TYPE_AOE 7
//class Spell;
//class ZoneServer;
//The entity class is for NPCs and Players, spawns which are able to fight
class Entity : public Spawn{
public:
Entity();
virtual ~Entity();
virtual float GetShieldBlockChance();
virtual float GetDodgeChance();
virtual void AddMaintainedSpell(LuaSpell* spell);
virtual void AddSpellEffect(LuaSpell* spell);
virtual void RemoveMaintainedSpell(LuaSpell* spell);
virtual void RemoveSpellEffect(LuaSpell* spell);
virtual bool HasActiveMaintainedSpell(Spell* spell, Spawn* target);
virtual bool HasActiveSpellEffect(Spell* spell, Spawn* target);
virtual void AddSkillBonus(int32 spell_id, int32 skill_id, float value);
void AddDetrimentalSpell(LuaSpell* spell);
DetrimentalEffects* GetDetrimentalEffect(int32 spell_id, Entity* caster);
virtual MaintainedEffects* GetMaintainedSpell(int32 spell_id);
void RemoveDetrimentalSpell(LuaSpell* spell);
void SetDeity(int8 new_deity){
deity = new_deity;
}
int8 GetDeity(){ return deity; }
EquipmentItemList* GetEquipmentList();
bool IsEntity(){ return true; }
void CalculateBonuses();
float CalculateBonusMod();
float CalculateDPSMultiplier();
float CalculateCastingSpeedMod();
InfoStruct* GetInfoStruct();
int16 GetStr();
int16 GetSta();
int16 GetInt();
int16 GetWis();
int16 GetAgi();
int16 GetPrimaryStat();
int16 GetHeatResistance();
int16 GetColdResistance();
int16 GetMagicResistance();
int16 GetMentalResistance();
int16 GetDivineResistance();
int16 GetDiseaseResistance();
int16 GetPoisonResistance();
int16 GetStrBase();
int16 GetStaBase();
int16 GetIntBase();
int16 GetWisBase();
int16 GetAgiBase();
int16 GetHeatResistanceBase();
int16 GetColdResistanceBase();
int16 GetMagicResistanceBase();
int16 GetMentalResistanceBase();
int16 GetDivineResistanceBase();
int16 GetDiseaseResistanceBase();
int16 GetPoisonResistanceBase();
int8 GetConcentrationCurrent();
int8 GetConcentrationMax();
sint8 GetAlignment();
void SetAlignment(sint8 new_value);
bool HasMoved(bool include_heading);
void SetHPRegen(int16 new_val);
void SetPowerRegen(int16 new_val);
int16 GetHPRegen();
int16 GetPowerRegen();
void DoRegenUpdate();
MaintainedEffects* GetFreeMaintainedSpellSlot();
SpellEffects* GetFreeSpellEffectSlot();
SpellEffects* GetSpellEffect(int32 id, Entity* caster = 0);
//flags
int32 GetFlags() { return info_struct.flags; }
int32 GetFlags2() { return info_struct.flags2; }
bool query_flags(int flag) {
if (flag > 63) return false;
if (flag < 32) return ((info_struct.flags & (1 << flag))?true:false);
return ((info_struct.flags2 & (1 << (flag - 32)))?true:false);
}
float GetMaxSpeed();
void SetMaxSpeed(float val);
//combat stuff:
int32 GetRangeLastAttackTime();
void SetRangeLastAttackTime(int32 time);
int16 GetRangeAttackDelay();
int16 GetRangeWeaponDelay() {return ranged_combat_data.ranged_weapon_delay;}
void SetRangeWeaponDelay(int16 new_delay) {ranged_combat_data.ranged_weapon_delay = new_delay * 100;}
void SetRangeAttackDelay(int16 new_delay) {ranged_combat_data.ranged_attack_delay = new_delay;}
int32 GetPrimaryLastAttackTime();
int16 GetPrimaryAttackDelay();
void SetPrimaryAttackDelay(int16 new_delay);
void SetPrimaryLastAttackTime(int32 new_time);
void SetPrimaryWeaponDelay(int16 new_delay) {melee_combat_data.primary_weapon_delay = new_delay * 100;}
int32 GetSecondaryLastAttackTime();
int16 GetSecondaryAttackDelay();
void SetSecondaryAttackDelay(int16 new_delay);
void SetSecondaryLastAttackTime(int32 new_time);
void SetSecondaryWeaponDelay(int16 new_delay) {melee_combat_data.primary_weapon_delay = new_delay * 100;}
int32 GetPrimaryWeaponMinDamage();
int32 GetPrimaryWeaponMaxDamage();
int32 GetSecondaryWeaponMinDamage();
int32 GetSecondaryWeaponMaxDamage();
int32 GetRangedWeaponMinDamage();
int32 GetRangedWeaponMaxDamage();
int8 GetPrimaryWeaponType();
int8 GetSecondaryWeaponType();
int8 GetRangedWeaponType();
int8 GetWieldType();
int16 GetPrimaryWeaponDelay() {return melee_combat_data.primary_weapon_delay;}
int16 GetSecondaryWeaponDelay() {return melee_combat_data.secondary_weapon_delay;}
bool IsDualWield();
bool BehindTarget(Spawn* target);
bool FlankingTarget(Spawn* target);
void ChangePrimaryWeapon();
void ChangeSecondaryWeapon();
void ChangeRangedWeapon();
virtual Skill* GetSkillByName(const char* name, bool check_update = false);
bool AttackAllowed(Entity* target, float distance = 0, bool range_attack = false);
bool PrimaryWeaponReady();
bool SecondaryWeaponReady();
bool RangeWeaponReady();
void MeleeAttack(Spawn* victim, float distance, bool primary, bool multi_attack = false);
void RangeAttack(Spawn* victim, float distance, Item* weapon, Item* ammo, bool multi_attack = false);
bool SpellAttack(Spawn* victim, float distance, LuaSpell* luaspell, int8 damage_type, int32 low_damage, int32 high_damage, int8 crit_mod = 0, bool no_calcs = false);
bool ProcAttack(Spawn* victim, int8 damage_type, int32 low_damage, int32 high_damage, string name, string success_msg, string effect_msg);
bool SpellHeal(Spawn* target, float distance, LuaSpell* luaspell, string heal_type, int32 low_heal, int32 high_heal, int8 crit_mod = 0, bool no_calcs = false);
int8 DetermineHit(Spawn* victim, int8 damage_type, float ToHitBonus, bool spell);
float GetDamageTypeResistPercentage(int8 damage_type);
Skill* GetSkillByWeaponType(int8 type, bool update);
bool DamageSpawn(Entity* victim, int8 type, int8 damage_type, int32 low_damage, int32 high_damage, const char* spell_name, int8 crit_mod = 0, bool is_tick = false, bool no_damage_calcs = false);
void AddHate(Entity* attacker, sint32 hate);
bool CheckInterruptSpell(Entity* attacker);
void KillSpawn(Spawn* dead, int8 damage_type = 0, int16 kill_blow_type = 0);
void SetAttackDelay(bool primary = false, bool ranged = false);
float CalculateAttackSpeedMod();
virtual void ProcessCombat();
bool EngagedInCombat();
virtual void InCombat(bool val);
bool IsCasting();
void IsCasting(bool val);
bool HasLoot(){
if(loot_items.size() == 0 && loot_coins == 0)
return false;
return true;
}
bool HasLootItemID(int32 id);
int32 GetLootItemID();
Item* LootItem(int32 id);
vector- * GetLootItems(){
return &loot_items;
}
void LockLoot(){
MLootItems.lock();
}
void UnlockLoot(){
MLootItems.unlock();
}
int32 GetLootCoins(){
return loot_coins;
}
void SetLootCoins(int32 val){
loot_coins = val;
}
void AddLootCoins(int32 coins){
loot_coins += coins;
}
bool HasTrapTriggered() {
return trap_triggered;
}
void SetTrapTriggered(bool triggered) {
trap_triggered = triggered;
}
void AddLootItem(int32 id, int16 charges = 1){
Item* master_item = master_item_list.GetItem(id);
if(master_item){
Item* item = new Item(master_item);
item->details.count = charges;
loot_items.push_back(item);
}
}
void SetMount(int16 val, bool setUpdateFlags = true) {
if(val == 0){
EQ2_Color color;
color.red = 0;
color.green = 0;
color.blue = 0;
SetMountColor(&color);
SetMountSaddleColor(&color);
}
SetInfo(&features.mount_model_type, val, setUpdateFlags);
}
void SetEquipment(Item* item, int8 slot = 255);
void SetEquipment(int8 slot, int16 type, int8 red, int8 green, int8 blue, int8 h_r, int8 h_g, int8 h_b){
SetInfo(&equipment.equip_id[slot], type);
SetInfo(&equipment.color[slot].red, red);
SetInfo(&equipment.color[slot].green, green);
SetInfo(&equipment.color[slot].blue, blue);
SetInfo(&equipment.highlight[slot].red, h_r);
SetInfo(&equipment.highlight[slot].green, h_g);
SetInfo(&equipment.highlight[slot].blue, h_b);
}
void SetHairType(int16 new_val, bool setUpdateFlags = true){
SetInfo(&features.hair_type, new_val, setUpdateFlags);
}
void SetHairColor(EQ2_Color new_val, bool setUpdateFlags = true){
SetInfo(&features.hair_type_color, new_val, setUpdateFlags);
}
void SetHairHighlightColor(EQ2_Color new_val, bool setUpdateFlags = true){
SetInfo(&features.hair_type_highlight_color, new_val, setUpdateFlags);
}
void SetFacialHairType(int16 new_val, bool setUpdateFlags = true){
SetInfo(&features.hair_face_type, new_val, setUpdateFlags);
}
void SetFacialHairColor(EQ2_Color new_val, bool setUpdateFlags = true){
SetInfo(&features.hair_face_color, new_val, setUpdateFlags);
}
void SetFacialHairHighlightColor(EQ2_Color new_val, bool setUpdateFlags = true){
SetInfo(&features.hair_face_highlight_color, new_val, setUpdateFlags);
}
void SetWingType(int16 new_val, bool setUpdateFlags = true){
SetInfo(&features.wing_type, new_val, setUpdateFlags);
}
void SetWingColor1(EQ2_Color new_val, bool setUpdateFlags = true){
SetInfo(&features.wing_color1, new_val, setUpdateFlags);
}
void SetWingColor2(EQ2_Color new_val, bool setUpdateFlags = true){
SetInfo(&features.wing_color2, new_val, setUpdateFlags);
}
void SetChestType(int16 new_val, bool setUpdateFlags = true){
SetInfo(&features.chest_type, new_val, setUpdateFlags);
}
void SetLegsType(int16 new_val, bool setUpdateFlags = true){
SetInfo(&features.legs_type, new_val, setUpdateFlags);
}
void SetSogaHairType(int16 new_val, bool setUpdateFlags = true){
SetInfo(&features.soga_hair_type, new_val, setUpdateFlags);
}
void SetSogaFacialHairType(int16 new_val, bool setUpdateFlags = true){
SetInfo(&features.soga_hair_face_type, new_val, setUpdateFlags);
}
void SetSogaChestType(int16 new_val, bool setUpdateFlags = true){
SetInfo(&features.soga_chest_type, new_val, setUpdateFlags);
}
void SetSogaLegType(int16 new_val, bool setUpdateFlags = true){
SetInfo(&features.soga_legs_type, new_val, setUpdateFlags);
}
void SetSkinColor(EQ2_Color color){
SetInfo(&features.skin_color, color);
}
void SetCombatVoice(int16 val, bool setUpdateFlags = true) {
SetInfo(&features.combat_voice, val, setUpdateFlags);
}
void SetEmoteVoice(int16 val, bool setUpdateFlags = true) {
SetInfo(&features.emote_voice, val, setUpdateFlags);
}
int16 GetCombatVoice(){ return features.combat_voice; }
int16 GetEmoteVoice(){ return features.emote_voice; }
int16 GetMount(){ return features.mount_model_type; }
void SetMountSaddleColor(EQ2_Color* color){
SetInfo(&features.mount_saddle_color, *color);
}
void SetMountColor(EQ2_Color* color){
SetInfo(&features.mount_color, *color);
}
void SetEyeColor(EQ2_Color eye_color){
SetInfo(&features.eye_color, eye_color);
}
int16 GetHairType(){
return features.hair_type;
}
int16 GetFacialHairType(){
return features.hair_face_type;
}
int16 GetWingType(){
return features.wing_type;
}
int16 GetChestType(){
return features.chest_type;
}
int16 GetLegsType(){
return features.legs_type;
}
int16 GetSogaHairType(){
return features.soga_hair_type;
}
int16 GetSogaFacialHairType(){
return features.soga_hair_face_type;
}
int16 GetSogaChestType(){
return features.soga_chest_type;
}
int16 GetSogaLegType(){
return features.soga_legs_type;
}
EQ2_Color* GetSkinColor(){
return &features.skin_color;
}
EQ2_Color* GetEyeColor(){
return &features.eye_color;
}
EQ2_Color* GetMountSaddleColor(){
return &features.mount_saddle_color;
}
EQ2_Color* GetMountColor(){
return &features.mount_color;
}
EQ2_Equipment equipment;
CharFeatures features;
void AddSpellBonus(LuaSpell* spell, int16 type, float value, int64 class_req =0, vector race_req = vector(), vector faction_req = vector());
BonusValues* GetSpellBonus(int32 spell_id);
vector* GetAllSpellBonuses(LuaSpell* spell);
bool CheckSpellBonusRemoval(LuaSpell* spell, int16 type);
void RemoveSpellBonus(const LuaSpell* spell);
void CalculateSpellBonuses(ItemStatsValues* stats);
void AddMezSpell(LuaSpell* spell);
void RemoveMezSpell(LuaSpell* spell);
void RemoveAllMezSpells();
bool IsMezzed();
void AddStifleSpell(LuaSpell* spell);
void RemoveStifleSpell(LuaSpell* spell);
bool IsStifled();
void AddDazeSpell(LuaSpell* spell);
void RemoveDazeSpell(LuaSpell* spell);
bool IsDazed();
void AddStunSpell(LuaSpell* spell);
void RemoveStunSpell(LuaSpell* spell);
bool IsStunned();
bool IsMezzedOrStunned() {return IsMezzed() || IsStunned();}
void AddRootSpell(LuaSpell* spell);
void RemoveRootSpell(LuaSpell* spell);
bool IsRooted();
void AddFearSpell(LuaSpell* spell);
void RemoveFearSpell(LuaSpell* spell);
bool IsFeared();
void AddSnareSpell(LuaSpell* spell);
void RemoveSnareSpell(LuaSpell* spell);
void SetSnareValue(LuaSpell* spell, float snare_val);
bool IsSnared();
float GetHighestSnare();
void SetCombatPet(Entity* pet) { this->pet = pet; }
void SetCharmedPet(Entity* pet) { charmedPet = pet; }
void SetDeityPet(Entity* pet) { deityPet = pet; }
void SetCosmeticPet(Entity* pet) { cosmeticPet = pet; }
Entity* GetPet() { return pet; }
Entity* GetCharmedPet() { return charmedPet; }
Entity* GetDeityPet() { return deityPet; }
Entity* GetCosmeticPet() { return cosmeticPet; }
/// Check to see if the entity has a combat pet
/// True if the entity has a combat pet
bool HasPet() { return (pet || charmedPet) ? true : false; }
void HideDeityPet(bool val);
void HideCosmeticPet(bool val);
void DismissPet(NPC* pet, bool from_death = false);
/// Creates a loot chest to drop in the world
/// Pointer to the chest
NPC* DropChest();
/// Add a ward to the entities ward list
/// Spell id of the ward to add
/// WardInfo* of the ward we are adding
void AddWard(int32 spellID, WardInfo* ward);
/// Gets ward info for the given spell id
/// The spell id of the ward we want to get
/// WardInfo for the given spell id
WardInfo* GetWard(int32 spellID);
/// Removes the ward with the given spell id
/// The spell id of the ward to remove
void RemoveWard(int32 spellID);
/// Subtracts the given damage from the wards
/// The damage to subtract from the wards
/// The amount of damage left after wards
int32 CheckWards(int32 damage, int8 damage_type);
map stats;
/// Adds a proc to the list of current procs
/// The type of proc to add
/// The percent chance the proc has to go off
/// The item the proc is coming from if any
/// The spell the proc is coming from if any
void AddProc(int8 type, float chance, Item* item = 0, LuaSpell* spell = 0);
/// Removes a proc from the list of current procs
/// Item the proc is from
/// Spell the proc is from
void RemoveProc(Item* item = 0, LuaSpell* spell = 0);
/// Cycles through the proc list and executes them if they can go off
/// The proc type to check
/// The target of the proc if it goes off
void CheckProcs(int8 type, Spawn* target);
/// Clears the entire proc list
void ClearProcs();
float GetSpeed();
float GetAirSpeed();
float GetBaseSpeed() { return speed; }
void SetSpeed(float val) { speed = val; }
void SetSpeedMultiplier(float val) { speed_multiplier = val; }
void SetThreatTransfer(ThreatTransfer* transfer) { m_threatTransfer = transfer; }
ThreatTransfer* GetThreatTransfer() { return m_threatTransfer; }
int8 GetTraumaCount();
int8 GetArcaneCount();
int8 GetNoxiousCount();
int8 GetElementalCount();
int8 GetCurseCount();
int8 GetDetTypeCount(int8 det_type);
int8 GetDetCount();
bool HasCurableDetrimentType(int8 det_type);
Mutex* GetDetrimentMutex();
Mutex* GetMaintainedMutex();
Mutex* GetSpellEffectMutex();
void ClearAllDetriments();
void CureDetrimentByType(int8 cure_count, int8 det_type, string cure_name, Entity* caster, int8 cure_level = 0);
void CureDetrimentByControlEffect(int8 cure_count, int8 det_type, string cure_name, Entity* caster, int8 cure_level = 0);
vector* GetDetrimentalSpellEffects();
void RemoveEffectsFromLuaSpell(LuaSpell* spell);
virtual void RemoveSkillBonus(int32 spell_id);
virtual bool CanSeeInvis(Entity* target);
void CancelAllStealth();
bool IsStealthed();
bool IsInvis();
void AddInvisSpell(LuaSpell* spell);
void AddStealthSpell(LuaSpell* spell);
void RemoveStealthSpell(LuaSpell* spell);
void RemoveInvisSpell(LuaSpell* spell);
void AddWaterwalkSpell(LuaSpell* spell);
void AddWaterjumpSpell(LuaSpell* spell);
void RemoveWaterwalkSpell(LuaSpell* spell);
void RemoveWaterjumpSpell(LuaSpell* spell);
void AddAOEImmunity(LuaSpell* spell);
bool IsAOEImmune();
void RemoveAOEImmunity(LuaSpell* spell);
void AddStunImmunity(LuaSpell* spell);
void RemoveStunImmunity(LuaSpell* spell);
bool IsStunImmune();
void AddStifleImmunity(LuaSpell* spell);
void RemoveStifleImmunity(LuaSpell* spell);
bool IsStifleImmune();
void AddMezImmunity(LuaSpell* spell);
void RemoveMezImmunity(LuaSpell* spell);
bool IsMezImmune();
void AddRootImmunity(LuaSpell* spell);
void RemoveRootImmunity(LuaSpell* spell);
bool IsRootImmune();
void AddFearImmunity(LuaSpell* spell);
void RemoveFearImmunity(LuaSpell* spell);
bool IsFearImmune();
void AddDazeImmunity(LuaSpell* spell);
void RemoveDazeImmunity(LuaSpell* spell);
bool IsDazeImmune();
void AddFlightSpell(LuaSpell* spell);
void RemoveFlightSpell(LuaSpell* spell);
void AddSafefallSpell(LuaSpell* spell);
void RemoveSafefallSpell(LuaSpell* spell);
void AddGlideSpell(LuaSpell* spell);
void RemoveGlideSpell(LuaSpell* spell);
GroupMemberInfo* GetGroupMemberInfo() { return group_member_info; }
void SetGroupMemberInfo(GroupMemberInfo* info) { group_member_info = info; }
void UpdateGroupMemberInfo();
void CustomizeAppearance(PacketStruct* packet);
void ClearLootList() {
vector
- ::iterator itr;
for (itr = loot_items.begin(); itr != loot_items.end(); itr++)
safe_delete(*itr);
loot_items.clear();
}
Trade* trade;
// Keep track of entities that hate this spawn.
set HatedBy;
protected:
bool in_combat;
private:
MutexList bonus_list;
map*> control_effects;
map*> immunities;
float max_speed;
vector
- loot_items;
int32 loot_coins;
bool trap_triggered;
int8 deity;
sint16 regen_hp_rate;
sint16 regen_power_rate;
float last_x;
float last_y;
float last_z;
float last_heading;
bool casting;
InfoStruct info_struct;
CombatData melee_combat_data;
CombatData ranged_combat_data;
map det_count_list;
Mutex MDetriments;
Mutex MMaintainedSpells;
Mutex MSpellEffects;
vector detrimental_spell_effects;
Mutex MLootItems;
// Pointers for the 4 types of pets (Summon, Charm, Deity, Cosmetic)
Entity* pet;
Entity* charmedPet;
Entity* deityPet;
Entity* cosmeticPet;
// int32 = spell id, WardInfo* = pointer to ward info
map m_wardList;
// int8 = type, vector = list of pointers to proc info
map > m_procList;
Mutex MProcList;
/// Actually calls the lua script to cast the proc
/// Proc to be cast
/// Type of proc going off
/// Target of the proc
bool CastProc(Proc* proc, int8 type, Spawn* target);
float speed;
float speed_multiplier;
map snare_values;
ThreatTransfer* m_threatTransfer;
GroupMemberInfo* group_member_info;
};
#endif