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Entity.h 27 KB

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  1. /*
  2. EQ2Emulator: Everquest II Server Emulator
  3. Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
  4. This file is part of EQ2Emulator.
  5. EQ2Emulator is free software: you can redistribute it and/or modify
  6. it under the terms of the GNU General Public License as published by
  7. the Free Software Foundation, either version 3 of the License, or
  8. (at your option) any later version.
  9. EQ2Emulator is distributed in the hope that it will be useful,
  10. but WITHOUT ANY WARRANTY; without even the implied warranty of
  11. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  12. GNU General Public License for more details.
  13. You should have received a copy of the GNU General Public License
  14. along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
  15. */
  16. #ifndef __EQ2_ENTITY__
  17. #define __EQ2_ENTITY__
  18. #include "Spawn.h"
  19. #include "../common/Mutex.h"
  20. #include "Skills.h"
  21. #include "MutexList.h"
  22. #include "MutexVector.h"
  23. #include <set>
  24. using namespace std;
  25. class Entity;
  26. class NPC;
  27. class Trade;
  28. struct LuaSpell;
  29. struct GroupMemberInfo;
  30. struct BonusValues{
  31. int32 spell_id;
  32. int8 tier;
  33. int16 type;
  34. sint32 value;
  35. int64 class_req;
  36. vector<int16> race_req;
  37. vector<int16> faction_req;
  38. LuaSpell* luaspell;
  39. };
  40. struct MaintainedEffects{
  41. char name[60]; //name of the spell
  42. int32 target;
  43. int8 target_type;
  44. int32 spell_id;
  45. int32 slot_pos;
  46. int16 icon;
  47. int16 icon_backdrop;
  48. int8 conc_used;
  49. int8 tier;
  50. float total_time;
  51. int32 expire_timestamp;
  52. LuaSpell* spell;
  53. };
  54. struct SpellEffects{
  55. int32 spell_id;
  56. Entity* caster;
  57. float total_time;
  58. int32 expire_timestamp;
  59. int16 icon;
  60. int16 icon_backdrop;
  61. int8 tier;
  62. LuaSpell* spell;
  63. };
  64. struct DetrimentalEffects {
  65. int32 spell_id;
  66. Entity* caster;
  67. int32 expire_timestamp;
  68. int16 icon;
  69. int16 icon_backdrop;
  70. int8 tier;
  71. int8 det_type;
  72. bool incurable;
  73. LuaSpell* spell;
  74. int8 control_effect;
  75. float total_time;
  76. };
  77. struct CombatData{
  78. int32 range_last_attack_time;
  79. int32 primary_last_attack_time;
  80. int32 secondary_last_attack_time;
  81. int16 primary_attack_delay;
  82. int16 secondary_attack_delay;
  83. int16 ranged_attack_delay;
  84. int8 primary_weapon_type;
  85. int8 secondary_weapon_type;
  86. int8 ranged_weapon_type;
  87. int32 primary_weapon_damage_low;
  88. int32 primary_weapon_damage_high;
  89. int32 secondary_weapon_damage_low;
  90. int32 secondary_weapon_damage_high;
  91. int32 ranged_weapon_damage_low;
  92. int32 ranged_weapon_damage_high;
  93. int8 wield_type;
  94. int16 primary_weapon_delay;
  95. int16 secondary_weapon_delay;
  96. int16 ranged_weapon_delay;
  97. };
  98. struct InfoStruct{
  99. char name[40];
  100. int8 class1;
  101. int8 class2;
  102. int8 class3;
  103. int8 race;
  104. int8 gender;
  105. int16 level;
  106. int16 max_level;
  107. int16 tradeskill_level;
  108. int16 tradeskill_max_level;
  109. int8 cur_concentration;
  110. int8 max_concentration;
  111. int16 cur_attack;
  112. int16 attack_base;
  113. int16 cur_mitigation;
  114. int16 max_mitigation;
  115. int16 mitigation_base;
  116. int16 avoidance_display;
  117. int16 cur_avoidance;
  118. int16 base_avoidance_pct;
  119. int16 avoidance_base;
  120. int16 max_avoidance;
  121. int16 parry;
  122. int16 parry_base;
  123. int16 deflection;
  124. int16 deflection_base;
  125. int16 block;
  126. int16 block_base;
  127. float str; //int16
  128. float sta; //int16
  129. float agi;//int16
  130. float wis;//int16
  131. float intel;//int16
  132. float str_base;//int16
  133. float sta_base;//int16
  134. float agi_base;//int16
  135. float wis_base;//int16
  136. float intel_base;//int16
  137. int16 heat;
  138. int16 cold;
  139. int16 magic;
  140. int16 mental;
  141. int16 divine;
  142. int16 disease;
  143. int16 poison;
  144. int16 disease_base;
  145. int16 cold_base;
  146. int16 divine_base;
  147. int16 magic_base;
  148. int16 mental_base;
  149. int16 heat_base;
  150. int16 poison_base;
  151. int16 elemental_base;
  152. int16 noxious_base;
  153. int16 arcane_base;
  154. int32 coin_copper;
  155. int32 coin_silver;
  156. int32 coin_gold;
  157. int32 coin_plat;
  158. int32 bank_coin_copper;
  159. int32 bank_coin_silver;
  160. int32 bank_coin_gold;
  161. int32 bank_coin_plat;
  162. int32 status_points;
  163. char deity[32];
  164. int32 weight;
  165. int32 max_weight;
  166. SpellEffects spell_effects[45];
  167. MaintainedEffects maintained_effects[30];
  168. int8 tradeskill_class1;
  169. int8 tradeskill_class2;
  170. int8 tradeskill_class3;
  171. int16 account_age_base;
  172. int8 account_age_bonus[19];
  173. int16 absorb;
  174. int32 xp;
  175. int32 xp_needed;
  176. int32 xp_debt;
  177. int16 xp_yellow;
  178. int16 xp_yellow_vitality_bar;
  179. int16 xp_blue_vitality_bar;
  180. int16 xp_blue;
  181. int32 ts_xp;
  182. int32 ts_xp_needed;
  183. int16 tradeskill_exp_yellow;
  184. int16 tradeskill_exp_blue;
  185. int32 flags;
  186. int32 flags2;
  187. float xp_vitality;
  188. float tradeskill_xp_vitality;
  189. int16 mitigation_skill1;
  190. int16 mitigation_skill2;
  191. int16 mitigation_skill3;
  192. float ability_modifier;
  193. float critical_mitigation;
  194. float block_chance;
  195. float uncontested_parry;
  196. float uncontested_block;
  197. float uncontested_dodge;
  198. float uncontested_riposte;
  199. float crit_chance;
  200. float crit_bonus;
  201. float potency;
  202. float hate_mod;
  203. float reuse_speed;
  204. float casting_speed;
  205. float recovery_speed;
  206. float spell_reuse_speed;
  207. float spell_multi_attack;
  208. float dps;
  209. float dps_multiplier;
  210. float attackspeed;
  211. float haste;
  212. float multi_attack;
  213. float flurry;
  214. float melee_ae;
  215. float strikethrough;
  216. float accuracy;
  217. float offensivespeed;
  218. float rain;
  219. float wind;
  220. sint8 alignment;
  221. int32 pet_id;
  222. char pet_name[32];
  223. float pet_health_pct;
  224. float pet_power_pct;
  225. int8 pet_movement;
  226. int8 pet_behavior;
  227. int8 vision;
  228. int8 breathe_underwater;
  229. char biography[512];
  230. float drunk;
  231. };
  232. struct WardInfo {
  233. LuaSpell* Spell;
  234. int32 BaseDamage;
  235. int32 DamageLeft;
  236. int8 WardType;
  237. int8 DamageType;
  238. bool keepWard;
  239. };
  240. #define WARD_TYPE_ALL 0
  241. #define WARD_TYPE_PHYSICAL 1
  242. #define WARD_TYPE_MAGICAL 2
  243. struct Proc {
  244. LuaSpell* spell;
  245. Item* item;
  246. float chance;
  247. };
  248. #define PROC_TYPE_OFFENSIVE 1
  249. #define PROC_TYPE_DEFENSIVE 2
  250. #define PROC_TYPE_PHYSICAL_OFFENSIVE 3
  251. #define PROC_TYPE_PHYSICAL_DEFENSIVE 4
  252. #define PROC_TYPE_MAGICAL_OFFENSIVE 5
  253. #define PROC_TYPE_MAGICAL_DEFENSIVE 6
  254. #define PROC_TYPE_BLOCK 7
  255. #define PROC_TYPE_PARRY 8
  256. #define PROC_TYPE_RIPOSTE 9
  257. #define PROC_TYPE_EVADE 10
  258. #define PROC_TYPE_HEALING 11
  259. #define PROC_TYPE_BENEFICIAL 12
  260. #define PROC_TYPE_DEATH 13
  261. #define PROC_TYPE_KILL 14
  262. #define PROC_TYPE_DAMAGED 15
  263. #define PROC_TYPE_DAMAGED_MELEE 16
  264. #define PROC_TYPE_DAMAGED_MAGIC 17
  265. #define PROC_TYPE_RANGED_ATTACK 18
  266. #define PROC_TYPE_RANGED_DEFENSE 19
  267. struct ThreatTransfer {
  268. int32 Target;
  269. float Amount;
  270. LuaSpell* Spell;
  271. };
  272. #define DET_TYPE_TRAUMA 1
  273. #define DET_TYPE_ARCANE 2
  274. #define DET_TYPE_NOXIOUS 3
  275. #define DET_TYPE_ELEMENTAL 4
  276. #define DET_TYPE_CURSE 5
  277. #define DISPELL_TYPE_CURE 0
  278. #define DISPELL_TYPE_DISPELL 1
  279. #define CONTROL_EFFECT_TYPE_MEZ 1
  280. #define CONTROL_EFFECT_TYPE_STIFLE 2
  281. #define CONTROL_EFFECT_TYPE_DAZE 3
  282. #define CONTROL_EFFECT_TYPE_STUN 4
  283. #define CONTROL_EFFECT_TYPE_ROOT 5
  284. #define CONTROL_EFFECT_TYPE_FEAR 6
  285. #define CONTROL_EFFECT_TYPE_WALKUNDERWATER 7
  286. #define CONTROL_EFFECT_TYPE_JUMPUNDERWATER 8
  287. #define CONTROL_EFFECT_TYPE_INVIS 9
  288. #define CONTROL_EFFECT_TYPE_STEALTH 10
  289. #define CONTROL_EFFECT_TYPE_SNARE 11
  290. #define CONTROL_EFFECT_TYPE_FLIGHT 12
  291. #define CONTROL_EFFECT_TYPE_GLIDE 13
  292. #define CONTROL_EFFECT_TYPE_SAFEFALL 14
  293. #define CONTROL_MAX_EFFECTS 15 // always +1 to highest control effect
  294. #define IMMUNITY_TYPE_MEZ 1
  295. #define IMMUNITY_TYPE_STIFLE 2
  296. #define IMMUNITY_TYPE_DAZE 3
  297. #define IMMUNITY_TYPE_STUN 4
  298. #define IMMUNITY_TYPE_ROOT 5
  299. #define IMMUNITY_TYPE_FEAR 6
  300. #define IMMUNITY_TYPE_AOE 7
  301. //class Spell;
  302. //class ZoneServer;
  303. //The entity class is for NPCs and Players, spawns which are able to fight
  304. class Entity : public Spawn{
  305. public:
  306. Entity();
  307. virtual ~Entity();
  308. virtual float GetShieldBlockChance();
  309. virtual float GetDodgeChance();
  310. virtual void AddMaintainedSpell(LuaSpell* spell);
  311. virtual void AddSpellEffect(LuaSpell* spell);
  312. virtual void RemoveMaintainedSpell(LuaSpell* spell);
  313. virtual void RemoveSpellEffect(LuaSpell* spell);
  314. virtual bool HasActiveMaintainedSpell(Spell* spell, Spawn* target);
  315. virtual bool HasActiveSpellEffect(Spell* spell, Spawn* target);
  316. virtual void AddSkillBonus(int32 spell_id, int32 skill_id, float value);
  317. void AddDetrimentalSpell(LuaSpell* spell);
  318. DetrimentalEffects* GetDetrimentalEffect(int32 spell_id, Entity* caster);
  319. virtual MaintainedEffects* GetMaintainedSpell(int32 spell_id);
  320. void RemoveDetrimentalSpell(LuaSpell* spell);
  321. void SetDeity(int8 new_deity){
  322. deity = new_deity;
  323. }
  324. int8 GetDeity(){ return deity; }
  325. EquipmentItemList* GetEquipmentList();
  326. bool IsEntity(){ return true; }
  327. void CalculateBonuses();
  328. float CalculateBonusMod();
  329. float CalculateDPSMultiplier();
  330. float CalculateCastingSpeedMod();
  331. InfoStruct* GetInfoStruct();
  332. int16 GetStr();
  333. int16 GetSta();
  334. int16 GetInt();
  335. int16 GetWis();
  336. int16 GetAgi();
  337. int16 GetPrimaryStat();
  338. int16 GetHeatResistance();
  339. int16 GetColdResistance();
  340. int16 GetMagicResistance();
  341. int16 GetMentalResistance();
  342. int16 GetDivineResistance();
  343. int16 GetDiseaseResistance();
  344. int16 GetPoisonResistance();
  345. int16 GetStrBase();
  346. int16 GetStaBase();
  347. int16 GetIntBase();
  348. int16 GetWisBase();
  349. int16 GetAgiBase();
  350. int16 GetHeatResistanceBase();
  351. int16 GetColdResistanceBase();
  352. int16 GetMagicResistanceBase();
  353. int16 GetMentalResistanceBase();
  354. int16 GetDivineResistanceBase();
  355. int16 GetDiseaseResistanceBase();
  356. int16 GetPoisonResistanceBase();
  357. int8 GetConcentrationCurrent();
  358. int8 GetConcentrationMax();
  359. sint8 GetAlignment();
  360. void SetAlignment(sint8 new_value);
  361. bool HasMoved(bool include_heading);
  362. void SetHPRegen(int16 new_val);
  363. void SetPowerRegen(int16 new_val);
  364. int16 GetHPRegen();
  365. int16 GetPowerRegen();
  366. void DoRegenUpdate();
  367. MaintainedEffects* GetFreeMaintainedSpellSlot();
  368. SpellEffects* GetFreeSpellEffectSlot();
  369. SpellEffects* GetSpellEffect(int32 id, Entity* caster = 0);
  370. //flags
  371. int32 GetFlags() { return info_struct.flags; }
  372. int32 GetFlags2() { return info_struct.flags2; }
  373. bool query_flags(int flag) {
  374. if (flag > 63) return false;
  375. if (flag < 32) return ((info_struct.flags & (1 << flag))?true:false);
  376. return ((info_struct.flags2 & (1 << (flag - 32)))?true:false);
  377. }
  378. float GetMaxSpeed();
  379. void SetMaxSpeed(float val);
  380. //combat stuff:
  381. int32 GetRangeLastAttackTime();
  382. void SetRangeLastAttackTime(int32 time);
  383. int16 GetRangeAttackDelay();
  384. int16 GetRangeWeaponDelay() {return ranged_combat_data.ranged_weapon_delay;}
  385. void SetRangeWeaponDelay(int16 new_delay) {ranged_combat_data.ranged_weapon_delay = new_delay * 100;}
  386. void SetRangeAttackDelay(int16 new_delay) {ranged_combat_data.ranged_attack_delay = new_delay;}
  387. int32 GetPrimaryLastAttackTime();
  388. int16 GetPrimaryAttackDelay();
  389. void SetPrimaryAttackDelay(int16 new_delay);
  390. void SetPrimaryLastAttackTime(int32 new_time);
  391. void SetPrimaryWeaponDelay(int16 new_delay) {melee_combat_data.primary_weapon_delay = new_delay * 100;}
  392. int32 GetSecondaryLastAttackTime();
  393. int16 GetSecondaryAttackDelay();
  394. void SetSecondaryAttackDelay(int16 new_delay);
  395. void SetSecondaryLastAttackTime(int32 new_time);
  396. void SetSecondaryWeaponDelay(int16 new_delay) {melee_combat_data.primary_weapon_delay = new_delay * 100;}
  397. int32 GetPrimaryWeaponMinDamage();
  398. int32 GetPrimaryWeaponMaxDamage();
  399. int32 GetSecondaryWeaponMinDamage();
  400. int32 GetSecondaryWeaponMaxDamage();
  401. int32 GetRangedWeaponMinDamage();
  402. int32 GetRangedWeaponMaxDamage();
  403. int8 GetPrimaryWeaponType();
  404. int8 GetSecondaryWeaponType();
  405. int8 GetRangedWeaponType();
  406. int8 GetWieldType();
  407. int16 GetPrimaryWeaponDelay() {return melee_combat_data.primary_weapon_delay;}
  408. int16 GetSecondaryWeaponDelay() {return melee_combat_data.secondary_weapon_delay;}
  409. bool IsDualWield();
  410. bool BehindTarget(Spawn* target);
  411. bool FlankingTarget(Spawn* target);
  412. void ChangePrimaryWeapon();
  413. void ChangeSecondaryWeapon();
  414. void ChangeRangedWeapon();
  415. virtual Skill* GetSkillByName(const char* name, bool check_update = false);
  416. bool AttackAllowed(Entity* target, float distance = 0, bool range_attack = false);
  417. bool PrimaryWeaponReady();
  418. bool SecondaryWeaponReady();
  419. bool RangeWeaponReady();
  420. void MeleeAttack(Spawn* victim, float distance, bool primary, bool multi_attack = false);
  421. void RangeAttack(Spawn* victim, float distance, Item* weapon, Item* ammo, bool multi_attack = false);
  422. bool SpellAttack(Spawn* victim, float distance, LuaSpell* luaspell, int8 damage_type, int32 low_damage, int32 high_damage, int8 crit_mod = 0, bool no_calcs = false);
  423. bool ProcAttack(Spawn* victim, int8 damage_type, int32 low_damage, int32 high_damage, string name, string success_msg, string effect_msg);
  424. bool SpellHeal(Spawn* target, float distance, LuaSpell* luaspell, string heal_type, int32 low_heal, int32 high_heal, int8 crit_mod = 0, bool no_calcs = false);
  425. int8 DetermineHit(Spawn* victim, int8 damage_type, float ToHitBonus, bool spell);
  426. float GetDamageTypeResistPercentage(int8 damage_type);
  427. Skill* GetSkillByWeaponType(int8 type, bool update);
  428. bool DamageSpawn(Entity* victim, int8 type, int8 damage_type, int32 low_damage, int32 high_damage, const char* spell_name, int8 crit_mod = 0, bool is_tick = false, bool no_damage_calcs = false);
  429. void AddHate(Entity* attacker, sint32 hate);
  430. bool CheckInterruptSpell(Entity* attacker);
  431. void KillSpawn(Spawn* dead, int8 damage_type = 0, int16 kill_blow_type = 0);
  432. void SetAttackDelay(bool primary = false, bool ranged = false);
  433. float CalculateAttackSpeedMod();
  434. virtual void ProcessCombat();
  435. bool EngagedInCombat();
  436. virtual void InCombat(bool val);
  437. bool IsCasting();
  438. void IsCasting(bool val);
  439. bool HasLoot(){
  440. if(loot_items.size() == 0 && loot_coins == 0)
  441. return false;
  442. return true;
  443. }
  444. bool HasLootItemID(int32 id);
  445. int32 GetLootItemID();
  446. Item* LootItem(int32 id);
  447. vector<Item*>* GetLootItems(){
  448. return &loot_items;
  449. }
  450. void LockLoot(){
  451. MLootItems.lock();
  452. }
  453. void UnlockLoot(){
  454. MLootItems.unlock();
  455. }
  456. int32 GetLootCoins(){
  457. return loot_coins;
  458. }
  459. void SetLootCoins(int32 val){
  460. loot_coins = val;
  461. }
  462. void AddLootCoins(int32 coins){
  463. loot_coins += coins;
  464. }
  465. bool HasTrapTriggered() {
  466. return trap_triggered;
  467. }
  468. void SetTrapTriggered(bool triggered) {
  469. trap_triggered = triggered;
  470. }
  471. void AddLootItem(int32 id, int16 charges = 1){
  472. Item* master_item = master_item_list.GetItem(id);
  473. if(master_item){
  474. Item* item = new Item(master_item);
  475. item->details.count = charges;
  476. loot_items.push_back(item);
  477. }
  478. }
  479. void SetMount(int16 val, bool setUpdateFlags = true) {
  480. if(val == 0){
  481. EQ2_Color color;
  482. color.red = 0;
  483. color.green = 0;
  484. color.blue = 0;
  485. SetMountColor(&color);
  486. SetMountSaddleColor(&color);
  487. }
  488. SetInfo(&features.mount_model_type, val, setUpdateFlags);
  489. }
  490. void SetEquipment(Item* item, int8 slot = 255);
  491. void SetEquipment(int8 slot, int16 type, int8 red, int8 green, int8 blue, int8 h_r, int8 h_g, int8 h_b){
  492. SetInfo(&equipment.equip_id[slot], type);
  493. SetInfo(&equipment.color[slot].red, red);
  494. SetInfo(&equipment.color[slot].green, green);
  495. SetInfo(&equipment.color[slot].blue, blue);
  496. SetInfo(&equipment.highlight[slot].red, h_r);
  497. SetInfo(&equipment.highlight[slot].green, h_g);
  498. SetInfo(&equipment.highlight[slot].blue, h_b);
  499. }
  500. void SetHairType(int16 new_val, bool setUpdateFlags = true){
  501. SetInfo(&features.hair_type, new_val, setUpdateFlags);
  502. }
  503. void SetHairColor(EQ2_Color new_val, bool setUpdateFlags = true){
  504. SetInfo(&features.hair_type_color, new_val, setUpdateFlags);
  505. }
  506. void SetHairHighlightColor(EQ2_Color new_val, bool setUpdateFlags = true){
  507. SetInfo(&features.hair_type_highlight_color, new_val, setUpdateFlags);
  508. }
  509. void SetFacialHairType(int16 new_val, bool setUpdateFlags = true){
  510. SetInfo(&features.hair_face_type, new_val, setUpdateFlags);
  511. }
  512. void SetFacialHairColor(EQ2_Color new_val, bool setUpdateFlags = true){
  513. SetInfo(&features.hair_face_color, new_val, setUpdateFlags);
  514. }
  515. void SetFacialHairHighlightColor(EQ2_Color new_val, bool setUpdateFlags = true){
  516. SetInfo(&features.hair_face_highlight_color, new_val, setUpdateFlags);
  517. }
  518. void SetWingType(int16 new_val, bool setUpdateFlags = true){
  519. SetInfo(&features.wing_type, new_val, setUpdateFlags);
  520. }
  521. void SetWingColor1(EQ2_Color new_val, bool setUpdateFlags = true){
  522. SetInfo(&features.wing_color1, new_val, setUpdateFlags);
  523. }
  524. void SetWingColor2(EQ2_Color new_val, bool setUpdateFlags = true){
  525. SetInfo(&features.wing_color2, new_val, setUpdateFlags);
  526. }
  527. void SetChestType(int16 new_val, bool setUpdateFlags = true){
  528. SetInfo(&features.chest_type, new_val, setUpdateFlags);
  529. }
  530. void SetLegsType(int16 new_val, bool setUpdateFlags = true){
  531. SetInfo(&features.legs_type, new_val, setUpdateFlags);
  532. }
  533. void SetSogaHairType(int16 new_val, bool setUpdateFlags = true){
  534. SetInfo(&features.soga_hair_type, new_val, setUpdateFlags);
  535. }
  536. void SetSogaFacialHairType(int16 new_val, bool setUpdateFlags = true){
  537. SetInfo(&features.soga_hair_face_type, new_val, setUpdateFlags);
  538. }
  539. void SetSogaChestType(int16 new_val, bool setUpdateFlags = true){
  540. SetInfo(&features.soga_chest_type, new_val, setUpdateFlags);
  541. }
  542. void SetSogaLegType(int16 new_val, bool setUpdateFlags = true){
  543. SetInfo(&features.soga_legs_type, new_val, setUpdateFlags);
  544. }
  545. void SetSkinColor(EQ2_Color color){
  546. SetInfo(&features.skin_color, color);
  547. }
  548. void SetCombatVoice(int16 val, bool setUpdateFlags = true) {
  549. SetInfo(&features.combat_voice, val, setUpdateFlags);
  550. }
  551. void SetEmoteVoice(int16 val, bool setUpdateFlags = true) {
  552. SetInfo(&features.emote_voice, val, setUpdateFlags);
  553. }
  554. int16 GetCombatVoice(){ return features.combat_voice; }
  555. int16 GetEmoteVoice(){ return features.emote_voice; }
  556. int16 GetMount(){ return features.mount_model_type; }
  557. void SetMountSaddleColor(EQ2_Color* color){
  558. SetInfo(&features.mount_saddle_color, *color);
  559. }
  560. void SetMountColor(EQ2_Color* color){
  561. SetInfo(&features.mount_color, *color);
  562. }
  563. void SetEyeColor(EQ2_Color eye_color){
  564. SetInfo(&features.eye_color, eye_color);
  565. }
  566. int16 GetHairType(){
  567. return features.hair_type;
  568. }
  569. int16 GetFacialHairType(){
  570. return features.hair_face_type;
  571. }
  572. int16 GetWingType(){
  573. return features.wing_type;
  574. }
  575. int16 GetChestType(){
  576. return features.chest_type;
  577. }
  578. int16 GetLegsType(){
  579. return features.legs_type;
  580. }
  581. int16 GetSogaHairType(){
  582. return features.soga_hair_type;
  583. }
  584. int16 GetSogaFacialHairType(){
  585. return features.soga_hair_face_type;
  586. }
  587. int16 GetSogaChestType(){
  588. return features.soga_chest_type;
  589. }
  590. int16 GetSogaLegType(){
  591. return features.soga_legs_type;
  592. }
  593. EQ2_Color* GetSkinColor(){
  594. return &features.skin_color;
  595. }
  596. EQ2_Color* GetEyeColor(){
  597. return &features.eye_color;
  598. }
  599. EQ2_Color* GetMountSaddleColor(){
  600. return &features.mount_saddle_color;
  601. }
  602. EQ2_Color* GetMountColor(){
  603. return &features.mount_color;
  604. }
  605. EQ2_Equipment equipment;
  606. CharFeatures features;
  607. void AddSpellBonus(LuaSpell* spell, int16 type, float value, int64 class_req =0, vector<int16> race_req = vector<int16>(), vector<int16> faction_req = vector<int16>());
  608. BonusValues* GetSpellBonus(int32 spell_id);
  609. vector<BonusValues*>* GetAllSpellBonuses(LuaSpell* spell);
  610. bool CheckSpellBonusRemoval(LuaSpell* spell, int16 type);
  611. void RemoveSpellBonus(const LuaSpell* spell);
  612. void CalculateSpellBonuses(ItemStatsValues* stats);
  613. void AddMezSpell(LuaSpell* spell);
  614. void RemoveMezSpell(LuaSpell* spell);
  615. void RemoveAllMezSpells();
  616. bool IsMezzed();
  617. void AddStifleSpell(LuaSpell* spell);
  618. void RemoveStifleSpell(LuaSpell* spell);
  619. bool IsStifled();
  620. void AddDazeSpell(LuaSpell* spell);
  621. void RemoveDazeSpell(LuaSpell* spell);
  622. bool IsDazed();
  623. void AddStunSpell(LuaSpell* spell);
  624. void RemoveStunSpell(LuaSpell* spell);
  625. bool IsStunned();
  626. bool IsMezzedOrStunned() {return IsMezzed() || IsStunned();}
  627. void AddRootSpell(LuaSpell* spell);
  628. void RemoveRootSpell(LuaSpell* spell);
  629. bool IsRooted();
  630. void AddFearSpell(LuaSpell* spell);
  631. void RemoveFearSpell(LuaSpell* spell);
  632. bool IsFeared();
  633. void AddSnareSpell(LuaSpell* spell);
  634. void RemoveSnareSpell(LuaSpell* spell);
  635. void SetSnareValue(LuaSpell* spell, float snare_val);
  636. bool IsSnared();
  637. float GetHighestSnare();
  638. void SetCombatPet(Entity* pet) { this->pet = pet; }
  639. void SetCharmedPet(Entity* pet) { charmedPet = pet; }
  640. void SetDeityPet(Entity* pet) { deityPet = pet; }
  641. void SetCosmeticPet(Entity* pet) { cosmeticPet = pet; }
  642. Entity* GetPet() { return pet; }
  643. Entity* GetCharmedPet() { return charmedPet; }
  644. Entity* GetDeityPet() { return deityPet; }
  645. Entity* GetCosmeticPet() { return cosmeticPet; }
  646. /// <summary>Check to see if the entity has a combat pet</summary>
  647. /// <returns>True if the entity has a combat pet</returns>
  648. bool HasPet() { return (pet || charmedPet) ? true : false; }
  649. void HideDeityPet(bool val);
  650. void HideCosmeticPet(bool val);
  651. void DismissPet(NPC* pet, bool from_death = false);
  652. /// <summary>Creates a loot chest to drop in the world</summary>
  653. /// <returns>Pointer to the chest</returns>
  654. NPC* DropChest();
  655. /// <summary>Add a ward to the entities ward list</summary>
  656. /// <param name='spellID'>Spell id of the ward to add</param>
  657. /// <param name='ward'>WardInfo* of the ward we are adding</parma>
  658. void AddWard(int32 spellID, WardInfo* ward);
  659. /// <summary>Gets ward info for the given spell id</summary>
  660. /// <param name='spellID'>The spell id of the ward we want to get</param>
  661. /// <returns>WardInfo for the given spell id</returns>
  662. WardInfo* GetWard(int32 spellID);
  663. /// <summary>Removes the ward with the given spell id</summary>
  664. /// <param name='spellID'>The spell id of the ward to remove</param>
  665. void RemoveWard(int32 spellID);
  666. /// <summary>Subtracts the given damage from the wards</summary>
  667. /// <param name='damage'>The damage to subtract from the wards</param>
  668. /// <returns>The amount of damage left after wards</returns>
  669. int32 CheckWards(int32 damage, int8 damage_type);
  670. map<int16, float> stats;
  671. /// <summary>Adds a proc to the list of current procs</summary>
  672. /// <param name='type'>The type of proc to add</param>
  673. /// <param name='chance'>The percent chance the proc has to go off</param>
  674. /// <param name='item'>The item the proc is coming from if any</param>
  675. /// <param name='spell'>The spell the proc is coming from if any</param>
  676. void AddProc(int8 type, float chance, Item* item = 0, LuaSpell* spell = 0);
  677. /// <summary>Removes a proc from the list of current procs</summary>
  678. /// <param name='item'>Item the proc is from</param>
  679. /// <param name='spell'>Spell the proc is from</param>
  680. void RemoveProc(Item* item = 0, LuaSpell* spell = 0);
  681. /// <summary>Cycles through the proc list and executes them if they can go off</summary>
  682. /// <param name='type'>The proc type to check</param>
  683. /// <param name='target'>The target of the proc if it goes off</param>
  684. void CheckProcs(int8 type, Spawn* target);
  685. /// <summary>Clears the entire proc list</summary>
  686. void ClearProcs();
  687. float GetSpeed();
  688. float GetAirSpeed();
  689. float GetBaseSpeed() { return base_speed; }
  690. void SetSpeed(float val) { if (base_speed == 0.0f && val > 0.0f) base_speed = val; speed = val; }
  691. void SetSpeedMultiplier(float val) { speed_multiplier = val; }
  692. void SetThreatTransfer(ThreatTransfer* transfer) { m_threatTransfer = transfer; }
  693. ThreatTransfer* GetThreatTransfer() { return m_threatTransfer; }
  694. int8 GetTraumaCount();
  695. int8 GetArcaneCount();
  696. int8 GetNoxiousCount();
  697. int8 GetElementalCount();
  698. int8 GetCurseCount();
  699. int8 GetDetTypeCount(int8 det_type);
  700. int8 GetDetCount();
  701. bool HasCurableDetrimentType(int8 det_type);
  702. Mutex* GetDetrimentMutex();
  703. Mutex* GetMaintainedMutex();
  704. Mutex* GetSpellEffectMutex();
  705. void ClearAllDetriments();
  706. void CureDetrimentByType(int8 cure_count, int8 det_type, string cure_name, Entity* caster, int8 cure_level = 0);
  707. void CureDetrimentByControlEffect(int8 cure_count, int8 det_type, string cure_name, Entity* caster, int8 cure_level = 0);
  708. vector<DetrimentalEffects>* GetDetrimentalSpellEffects();
  709. void RemoveEffectsFromLuaSpell(LuaSpell* spell);
  710. virtual void RemoveSkillBonus(int32 spell_id);
  711. virtual bool CanSeeInvis(Entity* target);
  712. void CancelAllStealth();
  713. bool IsStealthed();
  714. bool IsInvis();
  715. void AddInvisSpell(LuaSpell* spell);
  716. void AddStealthSpell(LuaSpell* spell);
  717. void RemoveStealthSpell(LuaSpell* spell);
  718. void RemoveInvisSpell(LuaSpell* spell);
  719. void AddWaterwalkSpell(LuaSpell* spell);
  720. void AddWaterjumpSpell(LuaSpell* spell);
  721. void RemoveWaterwalkSpell(LuaSpell* spell);
  722. void RemoveWaterjumpSpell(LuaSpell* spell);
  723. void AddAOEImmunity(LuaSpell* spell);
  724. bool IsAOEImmune();
  725. void RemoveAOEImmunity(LuaSpell* spell);
  726. void AddStunImmunity(LuaSpell* spell);
  727. void RemoveStunImmunity(LuaSpell* spell);
  728. bool IsStunImmune();
  729. void AddStifleImmunity(LuaSpell* spell);
  730. void RemoveStifleImmunity(LuaSpell* spell);
  731. bool IsStifleImmune();
  732. void AddMezImmunity(LuaSpell* spell);
  733. void RemoveMezImmunity(LuaSpell* spell);
  734. bool IsMezImmune();
  735. void AddRootImmunity(LuaSpell* spell);
  736. void RemoveRootImmunity(LuaSpell* spell);
  737. bool IsRootImmune();
  738. void AddFearImmunity(LuaSpell* spell);
  739. void RemoveFearImmunity(LuaSpell* spell);
  740. bool IsFearImmune();
  741. void AddDazeImmunity(LuaSpell* spell);
  742. void RemoveDazeImmunity(LuaSpell* spell);
  743. bool IsDazeImmune();
  744. void AddFlightSpell(LuaSpell* spell);
  745. void RemoveFlightSpell(LuaSpell* spell);
  746. void AddSafefallSpell(LuaSpell* spell);
  747. void RemoveSafefallSpell(LuaSpell* spell);
  748. void AddGlideSpell(LuaSpell* spell);
  749. void RemoveGlideSpell(LuaSpell* spell);
  750. GroupMemberInfo* GetGroupMemberInfo() { return group_member_info; }
  751. void SetGroupMemberInfo(GroupMemberInfo* info) { group_member_info = info; }
  752. void UpdateGroupMemberInfo();
  753. void CustomizeAppearance(PacketStruct* packet);
  754. void ClearLootList() {
  755. vector<Item*>::iterator itr;
  756. for (itr = loot_items.begin(); itr != loot_items.end(); itr++)
  757. safe_delete(*itr);
  758. loot_items.clear();
  759. }
  760. Trade* trade;
  761. // Keep track of entities that hate this spawn.
  762. set<int32> HatedBy;
  763. protected:
  764. bool in_combat;
  765. private:
  766. MutexList<BonusValues*> bonus_list;
  767. map<int8, MutexList<LuaSpell*>*> control_effects;
  768. map<int8, MutexList<LuaSpell*>*> immunities;
  769. float max_speed;
  770. vector<Item*> loot_items;
  771. int32 loot_coins;
  772. bool trap_triggered;
  773. int8 deity;
  774. sint16 regen_hp_rate;
  775. sint16 regen_power_rate;
  776. float last_x;
  777. float last_y;
  778. float last_z;
  779. float last_heading;
  780. bool casting;
  781. InfoStruct info_struct;
  782. CombatData melee_combat_data;
  783. CombatData ranged_combat_data;
  784. map<int8, int8> det_count_list;
  785. Mutex MDetriments;
  786. Mutex MMaintainedSpells;
  787. Mutex MSpellEffects;
  788. vector<DetrimentalEffects> detrimental_spell_effects;
  789. Mutex MLootItems;
  790. // Pointers for the 4 types of pets (Summon, Charm, Deity, Cosmetic)
  791. Entity* pet;
  792. Entity* charmedPet;
  793. Entity* deityPet;
  794. Entity* cosmeticPet;
  795. // int32 = spell id, WardInfo* = pointer to ward info
  796. map<int32, WardInfo*> m_wardList;
  797. // int8 = type, vector<Proc*> = list of pointers to proc info
  798. map <int8, vector<Proc*> > m_procList;
  799. Mutex MProcList;
  800. /// <summary>Actually calls the lua script to cast the proc</summary>
  801. /// <param name='proc'>Proc to be cast</param>
  802. /// <param name='type'>Type of proc going off</type>
  803. /// <param name='target'>Target of the proc</param>
  804. bool CastProc(Proc* proc, int8 type, Spawn* target);
  805. float base_speed;
  806. float speed;
  807. float speed_multiplier;
  808. map<LuaSpell*, float> snare_values;
  809. ThreatTransfer* m_threatTransfer;
  810. GroupMemberInfo* group_member_info;
  811. };
  812. #endif