/*
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