/* 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_SPAWN__ #define __EQ2_SPAWN__ #include #include "../common/types.h" #include "../common/EQPacket.h" #include "../common/EQ2_Common_Structs.h" #include "../common/MiscFunctions.h" #include "../common/opcodemgr.h" #include "../common/timer.h" #include "Commands/Commands.h" #include "Zone/position.h" #include "SpawnLists.h" #include #include "../common/ConfigReader.h" #include "Items/Items.h" #include "Zone/map.h" #include "Zone/region_map.h" #include "Zone/region_map_v1.h" #include "../common/Mutex.h" #include "MutexList.h" #include #include // needed for LS to compile properly on linux #include #include #define DAMAGE_PACKET_TYPE_SIPHON_SPELL 0x41 #define DAMAGE_PACKET_TYPE_SIPHON_SPELL2 0x49 #define DAMAGE_PACKET_TYPE_MULTIPLE_DAMAGE 0x80 #define DAMAGE_PACKET_TYPE_SIMPLE_DAMAGE 0xC0 #define DAMAGE_PACKET_TYPE_SPELL_DAMAGE 0xC1 #define DAMAGE_PACKET_TYPE_SIMPLE_CRIT_DMG 0xC4 #define DAMAGE_PACKET_TYPE_SPELL_CRIT_DMG 0xC5 #define DAMAGE_PACKET_TYPE_SPELL_DAMAGE2 0xC8 #define DAMAGE_PACKET_TYPE_SPELL_DAMAGE3 0xC9 #define DAMAGE_PACKET_TYPE_RANGE_DAMAGE 0xE2 #define DAMAGE_PACKET_TYPE_RANGE_SPELL_DMG 0xE3 #define DAMAGE_PACKET_TYPE_RANGE_SPELL_DMG2 0xEA #define DAMAGE_PACKET_RESULT_NO_DAMAGE 0 #define DAMAGE_PACKET_RESULT_SUCCESSFUL 1 #define DAMAGE_PACKET_RESULT_MISS 4 #define DAMAGE_PACKET_RESULT_DODGE 8 #define DAMAGE_PACKET_RESULT_PARRY 12 #define DAMAGE_PACKET_RESULT_RIPOSTE 16 #define DAMAGE_PACKET_RESULT_BLOCK 20 #define DAMAGE_PACKET_RESULT_DEATH_BLOW 24 #define DAMAGE_PACKET_RESULT_INVULNERABLE 28 #define DAMAGE_PACKET_RESULT_RESIST 36 #define DAMAGE_PACKET_RESULT_REFLECT 40 #define DAMAGE_PACKET_RESULT_IMMUNE 44 #define DAMAGE_PACKET_RESULT_DEFLECT 48 #define DAMAGE_PACKET_RESULT_COUNTER 52 #define DAMAGE_PACKET_RESULT_FOCUS 56 // focus damage #define DAMAGE_PACKET_RESULT_COUNTER_STRIKE 60 #define DAMAGE_PACKET_RESULT_BASH 64 #define DAMAGE_PACKET_DAMAGE_TYPE_SLASH 0 #define DAMAGE_PACKET_DAMAGE_TYPE_CRUSH 1 #define DAMAGE_PACKET_DAMAGE_TYPE_PIERCE 2 #define DAMAGE_PACKET_DAMAGE_TYPE_HEAT 3 #define DAMAGE_PACKET_DAMAGE_TYPE_COLD 4 #define DAMAGE_PACKET_DAMAGE_TYPE_MAGIC 5 #define DAMAGE_PACKET_DAMAGE_TYPE_MENTAL 6 #define DAMAGE_PACKET_DAMAGE_TYPE_DIVINE 7 #define DAMAGE_PACKET_DAMAGE_TYPE_DISEASE 8 #define DAMAGE_PACKET_DAMAGE_TYPE_POISON 9 #define DAMAGE_PACKET_DAMAGE_TYPE_DROWN 10 #define DAMAGE_PACKET_DAMAGE_TYPE_FALLING 11 #define DAMAGE_PACKET_DAMAGE_TYPE_PAIN 12 #define DAMAGE_PACKET_DAMAGE_TYPE_HIT 13 #define DAMAGE_PACKET_DAMAGE_TYPE_FOCUS 14 // used as a placeholder to translate over to focus from LUA functions and weapons #define HEAL_PACKET_TYPE_SIMPLE_HEAL 0 #define HEAL_PACKET_TYPE_CRIT_HEAL 1 #define HEAL_PACKET_TYPE_ABSORB 2 #define HEAL_PACKET_TYPE_REGEN_ABSORB 4 #define HEAL_PACKET_TYPE_SIMPLE_MANA 8 #define HEAL_PACKET_TYPE_CRIT_MANA 9 #define HEAL_PACKET_TYPE_SAVAGERY 16 #define HEAL_PACKET_TYPE_CRIT_SAVAGERY 17 #define HEAL_PACKET_TYPE_REPAIR 64 #define HEAL_PACKET_TYPE_CRIT_REPAIR 65 #define ARROW_COLOR_GRAY 0 // 3 #define ARROW_COLOR_GREEN 1 // 1 #define ARROW_COLOR_BLUE 2 #define ARROW_COLOR_WHITE 3 // 3 #define ARROW_COLOR_YELLOW 4 // 4 #define ARROW_COLOR_ORANGE 5 // 5 #define ARROW_COLOR_RED 6 #define ACTIVITY_STATUS_ROLEPLAYING 1 #define ACTIVITY_STATUS_ANONYMOUS 2 #define ACTIVITY_STATUS_LINKDEAD 4 #define ACTIVITY_STATUS_CAMPING 8 #define ACTIVITY_STATUS_LFG 16 #define ACTIVITY_STATUS_LFW 32 #define ACTIVITY_STATUS_SOLID 64 //used by zone objects to remain solid #define ACTIVITY_STATUS_IMMUNITY_GAINED 8192 #define ACTIVITY_STATUS_IMMUNITY_REMAINING 16384 // WE ARE UNSURE OF THESE OLD CLIENT VALUES USED AS TEMP PLACEHOLDERS FOR NEWER CLIENTS #define ACTIVITY_STATUS_AFK 32768 // whats the real one? #define ACTIVITY_STATUS_CORPSE_561 1 #define ACTIVITY_STATUS_NPC_561 1<<1 #define ACTIVITY_STATUS_STATICOBJECT_561 1<<2 #define ACTIVITY_STATUS_MERCHANT_561 1<<4 #define ACTIVITY_STATUS_HIDEICON_561 1<<8 #define ACTIVITY_STATUS_INTERACTABLE_561 1<<9 #define ACTIVITY_STATUS_NOTARGET_561 1<<10 #define ACTIVITY_STATUS_ISTRANSPORT_561 1<<11 #define ACTIVITY_STATUS_SHOWHOUSEICON_561 1<<12 #define ACTIVITY_STATUS_LOOTABLE_561 1<<13 #define ACTIVITY_STATUS_INCOMBAT_561 1<<14 #define ACTIVITY_STATUS_AFK_561 1<<15 #define ACTIVITY_STATUS_ROLEPLAYING_561 1<<16 #define ACTIVITY_STATUS_ANONYMOUS_561 1<<17 #define ACTIVITY_STATUS_LINKDEAD_561 1<<18 #define ACTIVITY_STATUS_CAMPING_561 1<<19 #define ACTIVITY_STATUS_LFG_561 1<<20 #define ACTIVITY_STATUS_LFW_561 1<<21 #define ACTIVITY_STATUS_SOLID_561 1<<22 //used by zone objects to remain solid #define ACTIVITY_STATUS_MENTORING_561 1<<28 #define ACTIVITY_STATUS_IMMUNITY_GAINED_561 1<<30 #define ACTIVITY_STATUS_IMMUNITY_REMAINING_561 1<<31 #define ACTIVITY_STATUS_MERCENARY_1188 1<<2 #define ACTIVITY_STATUS_STATICOBJECT_1188 1<<3 #define ACTIVITY_STATUS_MERCHANT_1188 1<<4 #define ACTIVITY_STATUS_HIDEICON_1188 1<<9 #define ACTIVITY_STATUS_INTERACTABLE_1188 1<<10 #define ACTIVITY_STATUS_NOTARGET_1188 1<<11 #define ACTIVITY_STATUS_ISTRANSPORT_1188 1<<12 #define ACTIVITY_STATUS_SHOWHOUSEICON_1188 1<<13 #define ACTIVITY_STATUS_LOOTABLE_1188 1<<14 #define ACTIVITY_STATUS_INCOMBAT_1188 1<<15 #define ACTIVITY_STATUS_AFK_1188 1<<16 #define ACTIVITY_STATUS_ROLEPLAYING_1188 1<<17 #define ACTIVITY_STATUS_ANONYMOUS_1188 1<<18 #define ACTIVITY_STATUS_LINKDEAD_1188 1<<19 #define ACTIVITY_STATUS_CAMPING_1188 1<<20 #define ACTIVITY_STATUS_LFG_1188 1<<21 #define ACTIVITY_STATUS_LFW_1188 1<<22 #define ACTIVITY_STATUS_SOLID_1188 1<<23 //used by zone objects to remain solid #define ACTIVITY_STATUS_MENTORING_1188 1<<28 #define ACTIVITY_STATUS_IMMUNITY_GAINED_1188 1<<30 #define ACTIVITY_STATUS_IMMUNITY_REMAINING_1188 1<<31 #define POS_STATE_KNEELING 64 #define POS_STATE_SOLID 128 //used by most mobs to remaind solid (cant walk through them) #define POS_STATE_NOTARGET_CURSOR 256 //cant target and no cursor is displayed #define POS_STATE_CROUCHING 512 #define MERCHANT_TYPE_NO_BUY 1 #define MERCHANT_TYPE_NO_BUY_BACK 2 #define MERCHANT_TYPE_SPELLS 4 #define MERCHANT_TYPE_CRAFTING 8 #define MERCHANT_TYPE_REPAIR 16 #define MERCHANT_TYPE_LOTTO 32 #define MERCHANT_TYPE_CITYMERCHANT 64 #define INFO_VIS_FLAG_INVIS 1 #define INFO_VIS_FLAG_HIDE_HOOD 2 #define INFO_VIS_FLAG_MOUNTED 4 #define INFO_VIS_FLAG_CROUCH 8 #define ENCOUNTER_STATE_NONE 0 #define ENCOUNTER_STATE_AVAILABLE 1 #define ENCOUNTER_STATE_BROKEN 2 #define ENCOUNTER_STATE_LOCKED 3 #define ENCOUNTER_STATE_OVERMATCHED 4 #define ENCOUNTER_STATE_NO_REWARD 5 #define VISUAL_STATE_COLLECTION_TURN_IN 6674 #define VISUAL_STATE_IDLE_AFRAID 17953 #define INFO_CLASSIC_FLAG_INVIS 1 #define INFO_CLASSIC_FLAG_SHOW_HOOD 2 #define INFO_CLASSIC_FLAG_NOLOOK 4 #define INFO_CLASSIC_FLAG_CROUCH 8 using namespace std; class Spell; class ZoneServer; class Quest; struct LUAHistory; struct Cell; struct CellInfo { Cell* CurrentCell; int CellListIndex; }; struct MovementData{ float x; float y; float z; float speed; int32 delay; string lua_function; float heading; bool use_movement_location_heading; }; struct BasicInfoStruct{ sint32 cur_hp; sint32 max_hp; sint32 hp_base; sint32 hp_base_instance; sint32 cur_power; sint32 max_power; sint32 power_base; sint32 power_base_instance; sint32 cur_savagery; sint32 max_savagery; sint32 savagery_base; sint32 cur_dissonance; sint32 max_dissonance; sint32 dissonance_base; sint16 assigned_aa; sint16 unassigned_aa; sint16 tradeskill_aa; sint16 unassigned_tradeskill_aa; sint16 prestige_aa; sint16 unassigned_prestige_aa; sint16 tradeskill_prestige_aa; sint16 unassigned_tradeskill_prestige_aa; int32 aaxp_rewards; }; struct MovementLocation{ float x; float y; float z; float speed; //int32 start_time; //int32 end_time; bool attackable; string lua_function; bool mapped; int32 gridid; int8 stage; bool reset_hp_on_runback; }; struct SpawnUpdate { int32 spawn_id; bool info_changed; bool vis_changed; bool pos_changed; shared_ptr client; }; struct SpawnData { Spawn* spawn; uchar* data; int32 size; }; struct TimedGridData { int32 timestamp; int32 grid_id; float x; float y; float z; float offset_y; float zone_ground_y; bool npc_save; int32 widget_id; }; enum GroupLootMethod { METHOD_LEADER=0, METHOD_FFA=1, METHOD_LOTTO=2, METHOD_NEED_BEFORE_GREED=3, METHOD_ROUND_ROBIN=4 }; enum AutoLootMode { METHOD_DISABLED=0, METHOD_ACCEPT=1, METHOD_DECLINE=2 }; enum LootTier { ITEMS_ALL=0, ITEMS_TREASURED_PLUS=1, ITEMS_LEGENDARY_PLUS=2, ITEMS_FABLED_PLUS=3 }; class Spawn { public: Spawn(); virtual ~Spawn(); template void Set(Field* field, Value value, bool setUpdateFlags = true){ if (setUpdateFlags) { changed = true; AddChangedZoneSpawn(); } *field = value; } template void Set(Field* field, const char* value, bool setUpdateFlags = true){ if (setUpdateFlags) { changed = true; AddChangedZoneSpawn(); } strcpy(field, value); } template void SetPos(Field* field, Value value, bool setUpdateFlags = true){ if(setUpdateFlags){ position_changed = true; } Set(field, value, setUpdateFlags); } template void SetInfo(Field* field, Value value, bool setUpdateFlags = true){ if(setUpdateFlags){ info_changed = true; } Set(field, value); } template void SetVis(Field* field, Value value, bool setUpdateFlags = true){ if(setUpdateFlags) vis_changed = true; Set(field, value); } template void SetPos(Field* field, char* value, bool setUpdateFlags = true){ if(setUpdateFlags){ position_changed = true; } Set(field, value, setUpdateFlags); } template void SetInfo(Field* field, char* value, bool setUpdateFlags = true){ if(setUpdateFlags){ info_changed = true; } Set(field, value); } EntityCommand* CreateEntityCommand(EntityCommand* old_command){ EntityCommand* entity_command = new EntityCommand; entity_command->name = old_command->name; entity_command->distance = old_command->distance; entity_command->command = old_command->command; entity_command->error_text = old_command->error_text; entity_command->cast_time = old_command->cast_time; entity_command->spell_visual = old_command->spell_visual; entity_command->default_allow_list = old_command->default_allow_list; return entity_command; } EntityCommand* CreateEntityCommand(const char* name, float distance, const char* command, const char* error_text, int16 cast_time, int32 spell_visual, bool default_allow_list=true){ EntityCommand* entity_command = new EntityCommand; entity_command->name = name; entity_command->distance = distance; entity_command->command = command; entity_command->error_text = error_text; entity_command->cast_time = cast_time; entity_command->spell_visual = spell_visual; entity_command->default_allow_list = default_allow_list; return entity_command; } virtual Client* GetClient() { return 0; } void AddChangedZoneSpawn(); void AddPrimaryEntityCommand(const char* name, float distance, const char* command, const char* error_text, int16 cast_time, int32 spell_visual, bool defaultDenyList = false, Player* player = NULL); void RemovePrimaryEntityCommand(const char* command); bool SetPermissionToEntityCommand(EntityCommand* command, Player* player, bool permissionValue); bool SetPermissionToEntityCommandByCharID(EntityCommand* command, int32 charID, bool permissionValue); void RemoveSpawnFromPlayer(Player* player); void AddSecondaryEntityCommand(const char* name, float distance, const char* command, const char* error_text, int16 cast_time, int32 spell_visual){ secondary_command_list.push_back(CreateEntityCommand(name, distance, command, error_text, cast_time, spell_visual)); } int8 GetLockedNoLoot(){ return appearance.locked_no_loot; } int16 GetEmoteState(){ return appearance.emote_state; } int8 GetHideHood(){ return appearance.hide_hood; } void SetLockedNoLoot(int8 new_val, bool updateFlags = true){ SetVis(&appearance.locked_no_loot, new_val, updateFlags); } void SetHandFlag(int8 new_val, bool updateFlags = true){ SetVis(&appearance.display_hand_icon, new_val, updateFlags); } void SetHideHood(int8 new_val, bool updateFlags = true){ SetInfo(&appearance.hide_hood, new_val, updateFlags); } void SetEmoteState(int8 new_val, bool updateFlags = true){ SetInfo(&appearance.emote_state, new_val, updateFlags); } void SetName(const char* new_name, bool updateFlags = true){ SetInfo(appearance.name, new_name, updateFlags); } void SetPrefixTitle(const char* new_prefix_title, bool updateFlags = true) { SetInfo(appearance.prefix_title, new_prefix_title, updateFlags); } void SetSuffixTitle(const char* new_suffix_title, bool updateFlags = true) { SetInfo(appearance.suffix_title, new_suffix_title, updateFlags); } void SetSubTitle(const char* new_sub_title, bool updateFlags = true) { SetInfo(appearance.sub_title, new_sub_title, updateFlags); } void SetLastName(const char* new_last_name, bool updateFlags = true) { SetInfo(appearance.last_name, new_last_name, updateFlags); } void SetAdventureClass(int8 new_class, bool updateFlags = true) { SetInfo(&appearance.adventure_class, new_class, updateFlags); } void SetTradeskillClass(int8 new_class, bool updateFlags = true) { SetInfo(&appearance.tradeskill_class, new_class, updateFlags); } void SetSize(int16 new_size, bool updateFlags = true) { SetPos(&size, new_size, updateFlags); } void SetSpeedX(float speed_x, bool updateFlags = true) { SetPos(&appearance.pos.SpeedX, speed_x, updateFlags); } void SetSpeedY(float speed_y, bool updateFlags = true) { SetPos(&appearance.pos.SpeedY, speed_y, updateFlags); } void SetSpeedZ(float speed_z, bool updateFlags = true) { SetPos(&appearance.pos.SpeedZ, speed_z, updateFlags); } void SetX(float x, bool updateFlags = true){ SetPos(&appearance.pos.X, x, updateFlags); } void SetY(float y, bool updateFlags = true, bool disableYMapFix = false); void SetZ(float z, bool updateFlags = true){ SetPos(&appearance.pos.Z, z, updateFlags); } void SetHeading(sint16 dir1, sint16 dir2, bool updateFlags = true){ SetPos(&appearance.pos.Dir1, dir1, updateFlags); SetPos(&appearance.pos.Dir2, dir2, updateFlags); } void SetHeading(float heading, bool updateFlags = true){ last_heading_angle = heading; if (heading != 180) heading = (heading - 180) * 64; SetHeading((sint16)heading, (sint16)heading, updateFlags); } void SetPitch(sint16 pitch1, sint16 pitch2, bool updateFlags = true){ SetPos(&appearance.pos.Pitch1, (sint16)pitch1, updateFlags); SetPos(&appearance.pos.Pitch2, (sint16)pitch2, updateFlags); } void SetPitch(float pitch, bool updateFlags = true){ if (pitch == 0){ SetPos(&appearance.pos.Pitch1, (sint16)0, updateFlags); SetPos(&appearance.pos.Pitch2, (sint16)0, updateFlags); return; } if (pitch != 180) pitch = (pitch - 180) * 64; SetPos(&appearance.pos.Pitch1, (sint16)pitch, updateFlags); SetPos(&appearance.pos.Pitch2, (sint16)pitch, updateFlags); } void SetRoll(float roll, bool updateFlags = true){ if (roll == 0){ SetPos(&appearance.pos.Roll, (sint16)0, updateFlags); return; } else if (roll != 180) roll = (roll - 180) * 64; SetPos(&appearance.pos.Roll, (sint16)roll, updateFlags); } void SetVisualState(int16 state, bool updateFlags = true){ SetInfo(&appearance.visual_state, state, updateFlags); } void SetActionState(int16 state, bool updateFlags = true){ SetInfo(&appearance.action_state, state, updateFlags); } void SetMoodState(int16 state, bool updateFlags = true){ SetInfo(&appearance.mood_state, state, updateFlags); } void SetInitialState(int16 state, bool updateFlags = true){ SetPos(&appearance.pos.state, state, updateFlags); } void SetActivityStatus(int16 state, bool updateFlags = true){ SetInfo(&appearance.activity_status, state, updateFlags); } void SetCollisionRadius(int32 radius, bool updateFlags = true){ SetPos(&appearance.pos.collision_radius, radius, updateFlags); } int16 GetCollisionRadius(){ return appearance.pos.collision_radius; } int16 GetVisualState(){ return appearance.visual_state; } int16 GetActionState(){ return appearance.action_state; } int16 GetMoodState(){ return appearance.mood_state; } int16 GetInitialState(){ return appearance.pos.state; } int16 GetActivityStatus(){ return appearance.activity_status; } int32 GetPrimaryCommandListID(){ return primary_command_list_id; } int32 GetSecondaryCommandListID(){ return secondary_command_list_id; } void SetID(int32 in_id){ Set(&id, in_id); } void SetDifficulty(int8 difficulty, bool setUpdateFlags = true){ SetInfo(&appearance.difficulty, difficulty, setUpdateFlags); } virtual void SetLevel(int16 level, bool setUpdateFlags = true){ SetInfo(&appearance.level, level, setUpdateFlags); } void SetTSLevel(int16 tradeskill_level, bool setUpdateFlags = true){ SetInfo(&appearance.tradeskill_level, tradeskill_level, setUpdateFlags); } void SetGender(int8 gender, bool setUpdateFlags = true){ SetInfo(&appearance.gender, gender, setUpdateFlags); } void SetShowName(int8 new_val, bool setUpdateFlags = true){ SetVis(&appearance.display_name, new_val, setUpdateFlags); } void SetShowLevel(int8 new_val, bool setUpdateFlags = true){ SetVis(&appearance.show_level, new_val, setUpdateFlags); } void SetHeroic(int8 new_val, bool setUpdateFlags = true){ SetInfo(&appearance.heroic_flag, new_val, setUpdateFlags); } void SetTargetable(int8 new_val, bool setUpdateFlags = true){ SetVis(&appearance.targetable, new_val, setUpdateFlags); } void SetShowCommandIcon(int8 new_val, bool setUpdateFlags = true){ SetVis(&appearance.show_command_icon, new_val, setUpdateFlags); } void SetShowHandIcon(int8 new_val, bool setUpdateFlags = true){ SetVis(&appearance.display_hand_icon, new_val, setUpdateFlags); } void SetAttackable(int8 new_val, bool setUpdateFlags = true){ SetInfo(&appearance.attackable, new_val, setUpdateFlags); } void SetLocation(int32 id, bool setUpdateFlags = true); void SetRace(int8 race, bool setUpdateFlags = true){ SetInfo(&appearance.race, race, setUpdateFlags); } void SetIcon(int8 icon, bool setUpdateFlags = true){ SetInfo(&appearance.icon, icon, setUpdateFlags); } void AddIconValue(int8 val){ if(!(appearance.icon & val)) SetIcon(appearance.icon+val); } void RemoveIconValue(int8 val){ if((appearance.icon & val)) SetIcon(appearance.icon-val); } int8 GetIconValue(){ return appearance.icon; } virtual void SetSpeed(float speed){ SetPos(&appearance.pos.Speed1, (int8)speed); } virtual float GetSpeed(){ return (float)appearance.pos.Speed1; } virtual float GetBaseSpeed(){ return (float)appearance.pos.Speed1; } void SetSpawnType(int8 new_type){ SetInfo(&spawn_type, new_type); } int8 GetSpawnType(){ return spawn_type; } void SetDatabaseID(int32 new_id){ database_id = new_id; } int32 GetDatabaseID(){ return database_id; } int8 GetShowHandIcon(){ return appearance.display_hand_icon; } int32 GetLocation(){ return appearance.pos.grid_id; } int8 GetAttackable(){ return appearance.attackable; } int8 GetShowName(){ return appearance.display_name; } int8 GetShowLevel(){ return appearance.show_level; } int8 GetHeroic(){ return appearance.heroic_flag; } int8 GetTargetable(){ return appearance.targetable; } int8 GetShowCommandIcon(){ return appearance.show_command_icon; } char* GetName(){ return appearance.name; } char* GetPrefixTitle(){ return appearance.prefix_title; } char* GetSuffixTitle(){ return appearance.suffix_title; } char* GetSubTitle() { return appearance.sub_title; } char* GetLastName() { return appearance.last_name; } int8 GetAdventureClass() { return appearance.adventure_class; } int8 GetTradeskillClass() { return appearance.tradeskill_class; } float GetDestinationX(){ return appearance.pos.X2; } float GetX() { return appearance.pos.X; } float GetSpeedX() { return appearance.pos.SpeedX; } float GetSpeedY() { return appearance.pos.SpeedY; } float GetSpeedZ() { return appearance.pos.SpeedZ; } float GetDestinationY(){ return appearance.pos.Y2; } float GetY(){ return appearance.pos.Y; } float GetDestinationZ(){ return appearance.pos.Z2; } float GetZ(){ return appearance.pos.Z; } float GetHeading(){ float heading = 0; if(appearance.pos.Dir1 != 0){ heading = ((float)appearance.pos.Dir1)/((float)64); if(heading >= 180) heading -= 180; else heading += 180; } return heading; } float GetPitch(){ float pitch = 0; if(appearance.pos.Pitch1 != 0){ pitch = ((float)appearance.pos.Pitch1)/((float)64); if(pitch >= 180) pitch -= 180; else pitch += 180; } return pitch; } float GetRoll(){ float roll = 0; if(appearance.pos.Roll != 0){ roll = ((float)appearance.pos.Roll)/((float)64); if(roll >= 180) roll -= 180; else roll += 180; } return roll; } int32 GetID(){ return id; } float GetDistance(float x1, float y1, float z1, float x2, float y2, float z2); float GetDistance(float x, float y, float z, float radius, bool ignore_y = false); float GetDistance(float x, float y, float z, bool ignore_y = false); float GetDistance(Spawn* spawn, bool ignore_y = false, bool includeRadius=true); float GetDistance(Spawn* spawn, float x1, float y1, float z1, bool includeRadius=true); float CalculateRadius(Spawn* target); int8 GetDifficulty(){ return appearance.difficulty; } sint32 GetTotalPower(); sint32 GetPower(); sint32 GetTotalHP(); sint32 GetHP(); sint32 GetTotalHPBase(); sint32 GetTotalHPBaseInstance(); sint32 GetTotalPowerBase(); sint32 GetTotalPowerBaseInstance(); float GetHPRatio() { return GetHP() == 0 || GetTotalHP() == 0 ? 0 : ((float) GetHP() / GetTotalHP() * 100); } int GetIntHPRatio() { return GetTotalHP() == 0 ? 0 : static_cast(GetHPRatio()); } sint32 GetTotalSavagery(); sint32 GetSavagery(); sint32 GetTotalDissonance(); sint32 GetDissonance(); sint32 GetTotalSavageryBase(); sint32 GetTotalDissonanceBase(); sint16 GetAssignedAA(); sint16 GetUnassignedAA(); sint16 GetTradeskillAA(); sint16 GetUnassignedTradeskillAA(); sint16 GetPrestigeAA(); sint16 GetUnassignedPretigeAA(); sint16 GetTradeskillPrestigeAA(); sint16 GetUnassignedTradeskillPrestigeAA(); int32 GetAAXPRewards(); void SetTotalPower(sint32 new_val); void SetTotalHP(sint32 new_val); void SetTotalSavagery(sint32 new_val); void SetTotalDissonance(sint32 new_val); void SetTotalPowerBase(sint32 new_val); void SetTotalPowerBaseInstance(sint32 new_val); void SetTotalHPBase(sint32 new_val); void SetTotalHPBaseInstance(sint32 new_val); void SetTotalSavageryBase(sint32 new_val); void SetTotalDissonanceBase(sint32 new_val); void SetPower(sint32 power, bool setUpdateFlags = true); void SetHP(sint32 new_val, bool setUpdateFlags = true); void SetSavagery(sint32 savagery, bool setUpdateFlags = true); void SetDissonance(sint32 dissonance, bool setUpdateFlags = true); void SetAssignedAA(sint16 new_val); void SetUnassignedAA(sint16 new_val); void SetTradeskillAA(sint16 new_val); void SetUnassignedTradeskillAA(sint16 new_val); void SetPrestigeAA(sint16 new_val); void SetUnassignedPrestigeAA(sint16 new_val); void SetTradeskillPrestigeAA(sint16 new_val); void SetUnassignedTradeskillPrestigeAA(sint16 new_val); void SetAAXPRewards(int32 amount); void SetPrivateQuestSpawn(bool val) {req_quests_private = val;} void SetQuestsRequiredOverride(int16 val) {req_quests_override = val;} void SetQuestsRequiredContinuedAccess(bool val) {req_quests_continued_access = val;} bool GetPrivateQuestSpawn() {return req_quests_private;} int16 GetQuestsRequiredOverride() {return req_quests_override;} bool GetQuestsRequiredContinuedAccess() {return req_quests_continued_access;} bool Alive(){ return is_alive; } void SetAlive(bool val) { is_alive = val; } int16 GetLevel(){ return appearance.level; } int16 GetTSLevel(){ return appearance.tradeskill_level; } int8 GetGender(){ return appearance.gender; } int8 GetRace(){ return appearance.race; } int32 GetSize(){ return size; } int32 GetDeviation(){ return deviation; } void SetDeviation(int32 in_dev){ deviation = in_dev; } float GetSpawnOrigHeading(){ return appearance.pos.SpawnOrigHeading; } void SetSpawnOrigHeading(float val){ appearance.pos.SpawnOrigHeading = val; } float GetSpawnOrigX(){ return appearance.pos.SpawnOrigX; } float GetSpawnOrigY(){ return appearance.pos.SpawnOrigY; } float GetSpawnOrigZ(){ return appearance.pos.SpawnOrigZ; } float GetSpawnOrigPitch(){ return appearance.pos.SpawnOrigPitch; } float GetSpawnOrigRoll(){ return appearance.pos.SpawnOrigRoll; } void SetSpawnOrigX(float val){ appearance.pos.SpawnOrigX = val; } void SetSpawnOrigY(float val){ appearance.pos.SpawnOrigY = val; } void SetSpawnOrigZ(float val){ appearance.pos.SpawnOrigZ = val; } void SetSpawnOrigRoll(float val){ appearance.pos.SpawnOrigRoll = val; } void SetSpawnOrigPitch(float val){ appearance.pos.SpawnOrigPitch = val; } void SetSogaModelType(int16 new_val, bool setUpdateFlags = true){ SetInfo(&appearance.soga_model_type, new_val, setUpdateFlags); } void SetModelType(int16 model_type, bool setUpdateFlags = true){ SetInfo(&appearance.model_type, model_type, setUpdateFlags); SetInfo(&appearance.soga_model_type, model_type, setUpdateFlags); SetFlyingCreature(); SetWaterCreature(); } int16 GetSogaModelType(){ return appearance.soga_model_type; } int16 GetModelType(){ return appearance.model_type; } bool IsFlyingCreature(); bool IsWaterCreature(); bool InWater(); bool InLava(); void SetFlyingCreature(); void SetWaterCreature(); void SetPrimaryCommand(const char* name, const char* command, float distance = 10); void SetPrimaryCommands(vector* commands); void SetSecondaryCommands(vector* commands); vector* GetPrimaryCommands() {return &primary_command_list;} vector* GetSecondaryCommands() {return &secondary_command_list;} EntityCommand* FindEntityCommand(string command, bool primaryOnly=false); virtual EQ2Packet* serialize(Player* player, int16 version); EQ2Packet* spawn_serialize(Player* player, int16 version, int16 offset = 0, int32 value = 0, int16 offset2 = 0, int16 offset3 = 0, int16 offset4 = 0, int32 value2 = 0); EQ2Packet* spawn_update_packet(Player* player, int16 version, bool override_changes = false, bool override_vis_changes = false); EQ2Packet* player_position_update_packet(Player* player, int16 version, bool override_ = false); uchar* spawn_info_changes(Player* spawn, int16 version, int16* info_packet_size); uchar* spawn_pos_changes(Player* spawn, int16 version, int16* pos_packet_size, bool override_ = false); uchar* spawn_vis_changes(Player* spawn, int16 version, int16* vis_packet_size); uchar* spawn_info_changes_ex(Player* spawn, int16 version, int16* info_packet_size); uchar* spawn_pos_changes_ex(Player* spawn, int16 version, int16* pos_packet_size); uchar* spawn_vis_changes_ex(Player* spawn, int16 version, int16* vis_packet_size); virtual bool EngagedInCombat(){ return false; } virtual bool IsObject(){ return false; } virtual bool IsGroundSpawn(){ return false; } virtual bool IsNPC(){ return false; } virtual bool IsEntity(){ return false; } virtual bool IsPlayer(){ return false; } virtual bool IsWidget(){ return false; } virtual bool IsSign(){ return false; } virtual bool IsBot() { return false; } bool HasInfoChanged(){ return info_changed; } bool HasPositionChanged(){ return position_changed; } bool HasTarget(){ return target ? true : false; } int32 GetRespawnTime(); void SetRespawnTime(int32 time); int32 GetExpireTime() { return expire_time; } void SetExpireTime(int32 new_expire_time) { expire_time = new_expire_time; } int32 GetExpireOffsetTime(); void SetExpireOffsetTime(int32 time); int32 GetSpawnLocationID(); void SetSpawnLocationID(int32 id); int32 GetSpawnEntryID(); void SetSpawnEntryID(int32 id); int32 GetSpawnLocationPlacementID(); void SetSpawnLocationPlacementID(int32 id); float GetXOffset() { return x_offset; } void SetXOffset(float new_x_offset) { x_offset = new_x_offset; } float GetYOffset() { return y_offset; } void SetYOffset(float new_y_offset) { y_offset = new_y_offset; } float GetZOffset() { return z_offset; } void SetZOffset(float new_z_offset) { z_offset = new_z_offset; } bool HasTrapTriggered() { return trap_triggered; } int32 GetTrapState() { return trap_state; } void SetChestDropTime() { chest_drop_time = Timer::GetCurrentTime2(); trap_opened_time = 0; } void SetTrapTriggered(bool triggered, int32 state) { if(!trap_triggered && triggered) trap_opened_time = Timer::GetCurrentTime2(); trap_triggered = triggered; trap_state = state; } int32 GetChestDropTime() { return chest_drop_time; } int32 GetTrapOpenedTime() { return trap_opened_time; } 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; LockLoot(); loot_items.push_back(item); UnlockLoot(); } } void AddLootItem(Item* item) { if(item) { LockLoot(); loot_items.push_back(item); UnlockLoot(); } } bool HasLoot() { LockLoot(); if (loot_items.size() == 0 && loot_coins == 0) { UnlockLoot(); return false; } UnlockLoot(); return true; } void TransferLoot(Spawn* spawn); bool HasLootItemID(int32 id); int32 GetLootItemID(); Item* LootItem(int32 id); vector* GetLootItems() { return &loot_items; } void LockLoot() { MLootItems.lock(); } void UnlockLoot() { MLootItems.unlock(); } void ClearLoot() { MLootItems.lock(); vector::iterator itr; for (itr = loot_items.begin(); itr != loot_items.end();) { Item* itm = *itr; itr++; safe_delete(itm); } loot_items.clear(); MLootItems.unlock(); } int32 GetLootCount() { int32 loot_item_count = 0; MLootItems.lock(); loot_item_count = loot_items.size(); MLootItems.unlock(); return loot_item_count; } void ClearNonBodyLoot() { MLootItems.lock(); vector::iterator itr; for (itr = loot_items.begin(); itr != loot_items.end();) { Item* itm = *itr; if(!itm->IsBodyDrop()) { itr = loot_items.erase(itr); safe_delete(itm); } else itr++; } MLootItems.unlock(); } int32 GetLootCoins() { LockLoot(); int32 coins = loot_coins; UnlockLoot(); return coins; } void SetLootCoins(int32 val, bool lockloot = true) { if(lockloot) LockLoot(); loot_coins = val; if(lockloot) UnlockLoot(); } void AddLootCoins(int32 coins) { LockLoot(); loot_coins += coins; UnlockLoot(); } Spawn* GetTarget(); void SetTarget(Spawn* spawn); Spawn* GetLastAttacker(); void SetLastAttacker(Spawn* spawn); bool TakeDamage(int32 damage); ZoneServer* GetZone(); int32 GetZoneID(); virtual void SetZone(ZoneServer* in_zone, int32 version=0); void SetFactionID(int32 val) { faction_id = val; } int32 GetFactionID(){ return faction_id; } static int32 NextID() { static CriticalSection id_lock; id_lock.lock(); int32 ret = ++next_id; if (next_id == 0xFFFFFFFE) next_id = 1; else if ((next_id - 255) % 256 == 0) { //we dont want it to end in 255, it will confuse/crash the client id_lock.unlock(); return NextID(); } id_lock.unlock(); return ret; } void AddProvidedQuest(int32 val){ quest_ids.push_back(val); } vector* GetProvidedQuests(){ return &quest_ids; } bool HasProvidedQuests(){ return (quest_ids.size() > 0); } void SetSpawnScript(string name); const char* GetSpawnScript(); vector* GetSpawnGroup(); bool HasSpawnGroup(); bool IsInSpawnGroup(Spawn* spawn); Spawn* IsSpawnGroupMembersAlive(Spawn* ignore_spawn=nullptr, bool npc_only = true); void UpdateEncounterState(int8 new_state); void CheckEncounterState(Entity* victim, bool test_auto_lock = false); void AddTargetToEncounter(Entity* entity); void SendSpawnChanges(bool val){ send_spawn_changes = val; } void SetSpawnGroupID(int32 id); int32 GetSpawnGroupID(); void AddSpawnToGroup(Spawn* spawn); void SetSpawnGroupList(vector* list, Mutex* mutex); void RemoveSpawnFromGroup(bool erase_all = false); void SetRunningTo(Spawn* spawn){ running_to = spawn->GetID(); } Spawn* GetRunningTo(); void SetTempVisualState(int val, bool update = true) { SetInfo(&tmp_visual_state, val, update); } int GetTempVisualState(){ return tmp_visual_state; } void SetTempActionState(int val, bool update = true) { SetInfo(&tmp_action_state, val, update); } int GetTempActionState(){ return tmp_action_state; } void AddAllowAccessSpawn(Spawn* spawn){ allowed_access[spawn->GetID()] = 1; } void RemoveSpawnAccess(Spawn* spawn); bool IsPrivateSpawn(){ return allowed_access.size() > 0 ;} bool AllowedAccess(Spawn* spawn){ return allowed_access.count(spawn->GetID()) > 0; } void MakeSpawnPublic() { allowed_access.clear(); } void SetSizeOffset(int8 offset); int8 GetSizeOffset(); void SetMerchantID(int32 val); int32 GetMerchantID(); void SetMerchantType(int8 val); int8 GetMerchantType(); void SetCollector(bool is_it) { is_collector = is_it; } bool IsCollector() { return is_collector; } void SetMerchantLevelRange(int32 minLvl = 0, int32 maxLvl = 0); bool IsClientInMerchantLevelRange(Client* ent, bool sendMessageIfDenied = true); int32 GetMerchantMinLevel(); int32 GetMerchantMaxLevel(); void SetQuestsRequired(Spawn* new_spawn); void SetQuestsRequired(int32 quest_id, int16 quest_step); bool HasQuestsRequired(); bool HasHistoryRequired(); void SetRequiredHistory(int32 event_id, int32 value1, int32 value2); void SetTransporterID(int32 id); int32 GetTransporterID(); bool MeetsSpawnAccessRequirements(Player* player); void RemovePrimaryCommands(); void InitializePosPacketData(Player* player, PacketStruct* packet, bool bSpawnUpdate = false); void InitializeInfoPacketData(Player* player, PacketStruct* packet); void InitializeVisPacketData(Player* player, PacketStruct* packet); void InitializeHeaderPacketData(Player* player, PacketStruct* packet, int16 index); void InitializeFooterPacketData(Player* player, PacketStruct* packet); void MoveToLocation(Spawn* spawn, float distance, bool immediate = true, bool isMappedLocation = false); void AddMovementLocation(float x, float y, float z, float speed, int16 delay, const char* lua_function, float heading, bool include_heading = false); void ProcessMovement(bool isSpawnListLocked=false); void ResetMovement(); bool ValidateRunning(bool lockMovementLocation, bool lockMovementLoop); bool IsRunning(); void CalculateRunningLocation(bool stop = false); void RunToLocation(float x, float y, float z, float following_x = 0, float following_y = 0, float following_z = 0); MovementLocation* GetCurrentRunningLocation(); MovementLocation* GetLastRunningLocation(); void NewWaypointChange(MovementLocation* data); bool CalculateChange(); void AddRunningLocation(float x, float y, float z, float speed, float distance_away = 0, bool attackable = true, bool finished_adding_locations = true, string lua_function = "", bool isMapped=false); bool RemoveRunningLocation(); void ClearRunningLocations(); void CopySpawnAppearance(Spawn* spawn); bool MovementInterrupted(){ return movement_interrupted; } void MovementInterrupted(bool val) { movement_interrupted = val; } bool NeedsToResumeMovement(){ return attack_resume_needed; } void NeedsToResumeMovement(bool val) { attack_resume_needed = val; } bool HasMovementLoop(){ return movement_loop.size() > 0; } bool HasMovementLocations() { bool hasLocations = false; MMovementLocations.lock_shared(); hasLocations = movement_locations ? movement_locations->size() > 0 : false; MMovementLocations.unlock_shared(); return hasLocations; } Timer* GetRunningTimer(); float GetFaceTarget(float x, float z); void FaceTarget(float x, float z); void FaceTarget(Spawn* target, bool disable_action_state = true); void SetInvulnerable(bool val); bool GetInvulnerable(); void SetScaredByStrongPlayers(bool val) { scared_by_strong_players = val; } bool IsScaredByStrongPlayers() { return scared_by_strong_players; } std::atomic changed; std::atomic position_changed; std::atomic info_changed; std::atomic vis_changed; std::atomic is_running; int16 size; int32 faction_id; int8 oversized_packet; //0xff int32 id; int8 unknown1; int32 unknown2; int32 primary_command_list_id; int32 secondary_command_list_id; vector primary_command_list; vector secondary_command_list; int32 group_id; int8 group_len; vector* spawn_group_list; AppearanceData appearance; int32 last_movement_update; int32 last_location_update; bool forceMapCheck; bool is_water_creature; bool is_flying_creature; int32 trigger_widget_id; std::atomic following; bool IsPet() { return is_pet; } void SetPet(bool val) { is_pet = val; } Mutex m_requiredQuests; Mutex m_requiredHistory; void SetFollowTarget(Spawn* spawn, int32 followDistance=0); Spawn* GetFollowTarget(); /// Sets a user defined variable /// Variable we are setting /// Value to set the variable to void AddTempVariable(string var, string val); void AddTempVariable(string var, Spawn* val); void AddTempVariable(string var, ZoneServer* val); void AddTempVariable(string var, Quest* val); void AddTempVariable(string var, Item* val); /// Gets the value for the given variable /// Variable to check /// The value for the given variable, "" if variable was not set string GetTempVariable(string var); Spawn* GetTempVariableSpawn(string var); ZoneServer* GetTempVariableZone(string var); Item* GetTempVariableItem(string var); Quest* GetTempVariableQuest(string var); int8 GetTempVariableType(string var); void DeleteTempVariable(string var); void SetIllusionModel(int16 val, bool setUpdateFlags = true) { SetInfo(&m_illusionModel, val, setUpdateFlags); } int16 GetIllusionModel() { return m_illusionModel; } CellInfo Cell_Info; int32 GetSpawnAnim() { return m_spawnAnim; } void SetSpawnAnim(int32 value) { m_spawnAnim = value; } int32 GetAddedToWorldTimestamp() { return m_addedToWorldTimestamp; } void SetAddedToWorldTimestamp(int32 value) { m_addedToWorldTimestamp = value; } int16 GetSpawnAnimLeeway() { return m_spawnAnimLeeway; } void SetSpawnAnimLeeway(int16 value) { m_spawnAnimLeeway = value; } float FindDestGroundZ(glm::vec3 dest, float z_offset); float FindBestZ(glm::vec3 loc, glm::vec3* result=nullptr, int32* new_grid_id=nullptr, int32* new_widget_id=nullptr); float GetFixedZ(const glm::vec3& destination, int32 z_find_offset = 1); void FixZ(bool forceUpdate=false); bool CheckLoS(Spawn* target); bool CheckLoS(glm::vec3 myloc, glm::vec3 oloc); void CalculateNewFearpoint(); enum SpawnProximityType { SPAWNPROXIMITY_DATABASE_ID = 0, SPAWNPROXIMITY_LOCATION_ID = 1 }; struct SpawnProximity { float x; float y; float z; int32 spawn_value; int8 spawn_type; float distance; string in_range_lua_function; string leaving_range_lua_function; map spawns_in_proximity; }; void AddSpawnToProximity(int32 spawnValue, SpawnProximityType type); void RemoveSpawnFromProximity(int32 spawnValue, SpawnProximityType type); SpawnProximity* AddLUASpawnProximity(int32 spawnValue, SpawnProximityType type, float distance, string in_range_function, string leaving_range_function) { SpawnProximity* prox = new SpawnProximity; prox->spawn_value = spawnValue; prox->spawn_type = type; prox->distance = distance; prox->in_range_lua_function = in_range_function; prox->leaving_range_lua_function = leaving_range_function; spawn_proximities.Add(prox); has_spawn_proximities = true; return prox; } void RemoveSpawnProximities() { MutexList::iterator itr = spawn_proximities.begin(); while (itr.Next()) { safe_delete(itr->value); } spawn_proximities.clear(); has_spawn_proximities = false; } Mutex MCommandMutex; bool has_spawn_proximities; void SetPickupItemID(int32 itemid) { pickup_item_id = itemid; } void SetPickupUniqueItemID(int32 uniqueid) { pickup_unique_item_id = uniqueid; } int32 GetPickupItemID() { return pickup_item_id; } int32 GetPickupUniqueItemID() { return pickup_unique_item_id; } bool IsSoundsDisabled() { return disable_sounds; } void SetSoundsDisabled(bool val) { disable_sounds = val; } RegionMap* GetRegionMap() { return region_map; } Map* GetMap() { return current_map; } std::map established_grid_id; void DeleteRegion(Region_Node* inNode, ZBSP_Node* rootNode); bool InRegion(Region_Node* inNode, ZBSP_Node* rootNode); int32 GetRegionType(Region_Node* inNode, ZBSP_Node* rootNode); float SpawnAngle(Spawn* target, float selfx, float selfz); bool BehindSpawn(Spawn *target, float selfx, float selfz) { return (!target || target == this) ? false : SpawnAngle(target, selfx, selfz) > 90.0f; } bool InFrontSpawn(Spawn *target, float selfx, float selfz) { return (!target || target == this) ? false : SpawnAngle(target, selfx, selfz) < 63.0f; } bool IsFlankingSpawn(Spawn *target, float selfx, float selfz) { return (!target || target == this) ? false : SpawnAngle(target, selfx, selfz) > 63.0f; } std::map, Region_Status> Regions; Mutex RegionMutex; virtual void StopMovement(); virtual bool PauseMovement(int32 period_of_time_ms); virtual bool IsPauseMovementTimerActive(); bool IsTransportSpawn() { return is_transport_spawn; } void SetTransportSpawn(bool val) { is_transport_spawn = val; } sint64 GetRailID() { return rail_id; } void SetRailID(sint64 val) { rail_id = val; } void AddRailPassenger(int32 char_id); void RemoveRailPassenger(int32 char_id); vector GetPassengersOnRail(); void SetAppearancePosition(float x, float y, float z); void SetOmittedByDBFlag(bool val) { is_omitted_by_db_flag = val; } bool IsOmittedByDBFlag() { return is_omitted_by_db_flag; } int32 GetLootTier() { return loot_tier; } void SetLootTier(int32 tier) { loot_tier = tier; } int32 GetLootDropType() { return loot_drop_type; } void SetLootDropType(int32 type) { loot_drop_type = type; } void SetDeletedSpawn(bool val) { deleted_spawn = val; } bool IsDeletedSpawn() { return deleted_spawn; } int32 InsertRegionToSpawn(Region_Node* node, ZBSP_Node* bsp_root, WaterRegionType regionType, bool in_region = true); bool HasRegionTracked(Region_Node* node, ZBSP_Node* bsp_root, bool in_region); int8 GetArrowColor(int8 spawn_level); void AddIgnoredWidget(int32 id); void SendGroupUpdate(); void OverrideLootMethod(GroupLootMethod newMethod) { loot_method = newMethod; } void SetLootMethod(GroupLootMethod method, int8 item_rarity = 0, int32 group_id = 0); int32 GetLootGroupID() { return loot_group_id; } GroupLootMethod GetLootMethod() { return loot_method; } int8 GetLootRarity() { return loot_rarity; } int32 GetLootTimeRemaining() { return loot_timer.GetRemainingTime(); } bool IsLootTimerRunning() { return loot_timer.Enabled(); } bool CheckLootTimer() { return loot_timer.Check(); } void DisableLootTimer() { return loot_timer.Disable(); } int32 GetLooterSpawnID() { return looter_spawn_id; } void SetLooterSpawnID(int32 id) { looter_spawn_id = id; } bool AddNeedGreedItemRequest(int32 item_id, int32 spawn_id, bool need_item); bool AddLottoItemRequest(int32 item_id, int32 spawn_id); void AddSpawnLootWindowCompleted(int32 spawn_id, bool status_); bool SetSpawnLootWindowCompleted(int32 spawn_id); bool HasSpawnLootWindowCompleted(int32 spawn_id); bool HasSpawnNeedGreedEntry(int32 item_id, int32 spawn_id); bool HasSpawnLottoEntry(int32 item_id, int32 spawn_id); void GetSpawnLottoEntries(int32 item_id, std::map* out_entries); void GetLootItemsList(std::vector* out_entries); void GetSpawnNeedGreedEntries(int32 item_id, bool need_item, std::map* out_entries); bool HasLootWindowCompleted(); bool IsLootWindowComplete() { return is_loot_complete; } void SetLootDispensed() { is_loot_dispensed = true; } bool IsLootDispensed() { return is_loot_dispensed; } std::map* GetLootWindowList() { return &loot_complete; } void StartLootTimer(Spawn* looter); void CloseLoot(Spawn* sender); void SetLootName(char* name) { if(name != nullptr) { loot_name = std::string(name); } } const char* GetLootName() { return loot_name.c_str(); } bool IsItemInLootTier(Item* item); void DistributeGroupLoot_RoundRobin(std::vector* item_list, bool roundRobinTrashLoot = false); // trash loot is what falls under the item tier requirement by group options void CalculateInitialVelocity(float heading, float distanceHorizontal, float distanceVertical, float distanceDepth, float duration); glm::vec3 CalculateProjectilePosition(glm::vec3 initialVelocity, float time); bool CalculateSpawnProjectilePosition(float x, float y, float z); void SetKnockback(Spawn* target, int32 duration, float vertical, float horizontal); void ResetKnockedBack(); mutable std::shared_mutex MIgnoredWidgets; std::map ignored_widgets; EquipmentItemList equipment_list; EquipmentItemList appearance_equipment_list; protected: bool has_quests_required; bool has_history_required; bool send_spawn_changes; bool invulnerable; bool attack_resume_needed; bool resume_movement; bool movement_interrupted; int32 running_timer_begin; int32 running_timer_end; vector movement_loop; bool running_timer_updated; int16 movement_index; int32 last_grid_update; int32 movement_start_time; Mutex MMovementLoop; map allowed_access; vector quest_ids; int32 database_id; int32 packet_num; int32 target; int8 spawn_type; int32 last_attacker; int32 merchant_id; int8 merchant_type; int32 merchant_min_level; int32 merchant_max_level; int32 transporter_id; int32 pickup_item_id; int32 pickup_unique_item_id; map* > required_quests; map required_history; MutexList spawn_proximities; void CheckProximities(); Timer pause_timer; bool IsKnockedBack() { return knocked_back; } private: int32 loot_group_id; GroupLootMethod loot_method; int8 loot_rarity; Timer loot_timer; int32 looter_spawn_id; vector loot_items; int32 loot_coins; std::multimap lotto_items; std::multimap> need_greed_items; std::map loot_complete; bool is_loot_complete; bool is_loot_dispensed; std::string loot_name; bool trap_triggered; int32 trap_state; int32 chest_drop_time; int32 trap_opened_time; deque* movement_locations; Mutex MLootItems; mutable std::shared_mutex MMovementLocations; Mutex* MSpawnGroup; int8 size_offset; int tmp_visual_state; int tmp_action_state; int32 running_to; string spawn_script; static int32 next_id; ZoneServer* zone; int32 spawn_location_id; int32 spawn_entry_id; int32 spawn_location_spawns_id; int32 respawn; int32 expire_time; int32 expire_offset; float x_offset; float y_offset; float z_offset; int32 deviation; BasicInfoStruct basic_info; //string data; bool is_pet; // m_followTarget = spawn to follow around int32 m_followTarget; int32 m_followDistance; bool req_quests_private; int16 req_quests_override; bool req_quests_continued_access; float last_heading_angle; map m_tempVariableTypes; map m_tempVariableSpawn; map m_tempVariableZone; map m_tempVariableItem; map m_tempVariableQuest; // m_tempVariables = stores user defined variables from lua, will not persist through a zone map m_tempVariables; int16 m_illusionModel; int32 m_spawnAnim; int32 m_addedToWorldTimestamp; int16 m_spawnAnimLeeway; Mutex m_Update; Mutex m_SpawnMutex; bool disable_sounds; RegionMap* region_map; Map* current_map; bool is_transport_spawn; sint64 rail_id; map rail_passengers; mutex m_RailMutex; bool is_omitted_by_db_flag; // this particular spawn is omitted by an expansion or holiday flag int32 loot_tier; int32 loot_drop_type; std::atomic deleted_spawn; std::atomic reset_movement; Mutex m_GridMutex; bool is_collector; bool scared_by_strong_players; std::atomic is_alive; std::atomic knocked_back; float knocked_back_time_step; float knocked_back_h_distance; float knocked_back_v_distance; float knocked_back_duration; float knocked_back_start_x; float knocked_back_start_y; float knocked_back_start_z; int32 knocked_back_end_time; float knocked_angle; glm::vec3 knocked_velocity; }; #endif